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Corven's Heroes & Villains


Corven_Ren

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Re: Corven's Heroes & Villains

 

I have a question about Mr. Psycho. In the write up' date=' character points are assigned to languages and Linguist, but the background never mentions any of it! What's that about???[/quote']

 

 

I will explain all of that when I put him in a Hero Designer file, I plan on editing the post replacing the existing write up with the new HD one. Also Sunburn's HD file is now attached and I will add Mosquito's later tonight.

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Re: Corven's Heroes & Villains

 

OK guys HD files added to Seminole and Mongrel's Posts. One note as well, both Seminole and Reptyle's histories mention Prof. Muerte and Terro Inc. While they are no longer together in the OCU they still are together in my world. And a much deserved kudos to Enforcer84 for ypdating Prof Muerte in his hero a day thread.

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Re: Corven's Heroes & Villains

 

Ok Skaramine, seeing as you like my avatar so Much here is the character it belong's to. Brown Recluse assassin for hire. This character I submitted to Killer Shrike for his Enforcers Inc thread. I gave him a rough outline and he finished it out so we are co-creators.

 

Brown Recluse

Val Char Cost Roll Notes

30 STR 20 15- Lift 1600.0kg; 6d6 [3]

33 DEX 69 16- OCV: 11/DCV: 11

30 CON 40 15-

20 BODY 20 13-

15 INT 5 12- PER Roll 12-

10 EGO 0 11- ECV: 3

25 PRE 15 14- PRE Attack: 5d6

10 COM 0 11-

 

6 PD 0 Total: 6 PD (6 rPD)

6 ED 0 Total: 6 ED (6 rED)

8 SPD 37 Phases: 2, 3, 5, 6, 8, 9, 11, 12

12 REC 0

60 END 0

60 STUN 10 Total Characteristic Cost: 216

 

Movement: Running: 6"/12"

Leaping: 6"/12"

Swimming: 2"/4"

Swinging: 0"/30"/0"/60"

 

Cost Powers END

10 Spider Powers: Elemental Control, 20-point powers

10 1) Recluse Sense: Danger Sense (immediate vicinity, out of combat, Function as a Sense, Intuitional) (22 Active Points); Costs END (Only Costs END to Activate; -1/4) 12- 2

9 2) Recluse: Concealment 21- (21 Active Points); Costs END (Only Costs END to Activate; -1/4) 2

7 3) Spider Agility: Breakfall 25- (21 Active Points); Costs END (-1/2) 2

7 4) Spider Tumbling: Acrobatics 25- (21 Active Points); Costs END (-1/2) 2

8 5) Wall Crawling: Clinging (60 STR) (20 Active Points); Costs END (Only Costs END to Activate; -1/4) 2

6 Tough Skin: Damage Resistance (6 PD/6 ED)

90 Web Slinging: Multipower, 60-point reserve, all slots 64 Charges (+1/2) (90 Active Points)

4u 1) Group Webbing: Entangle 2d6, 4 DEF, AOE (7" Cone; +1) (60 Active Points); No Range (-1/2)

12m 2) Hard Webbing: Entangle 4d6, 8 DEF (60 Active Points)

4u 3) Shotgun Webbing: Entangle 2d6, 4 DEF, AOE Nonselective (13" Cone; +1) (60 Active Points); No Range (-1/2)

12m 4) Sticky Webbing: Entangle 4d6, 4 DEF, Sticky (+1/2) (60 Active Points)

12m 5) Web Knives: RKA 4d6 (60 Active Points)

6m 6) Web Reach: Stretching 12" (60 Active Points); Always Direct (-1/4), Limited Body Parts (Web Lines Only; -1/4), no Noncombat Stretching (-1/4), Limited Manipulation (-1/4)

6m 7) Web Swinging: Swinging 30" (30 Active Points)

3u 8) Web Wall: Entangle 4d6, 4 DEF (Larger Wall (+5"), Stops A Given Sense Group Sight Group) (60 Active Points); Only To Form Barriers (-1)

 

Skills

3 Bugging 12-

3 Climbing 16-

1 Criminology 8-

10 Defense Maneuver I-IV

2 PS: Cop 11-

3 Streetwise 14-

1 WF: Handguns

 

Total Powers & Skill Cost: 229

Total Cost: 445

 

200+ Disadvantages

10 DF: Mutant (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)

5 DF: New Yorker Accent (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

10 Hunted: Morgue Men 8- (As Pow, NCI, Limited Geographical Area (NYC), Harshly Punish)

15 Hunted: New York Police Dept 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)

15 Psych. Lim.: Loner (Very Common, Moderate)

20 Psych. Lim.: Mercenary Mindset (Very Common, Strong)

15 Psych. Lim.: Seeks To Build Rep (Common, Strong)

10 Reputation: NYC Cop Gone Bad, 11- (Extreme; Known Only To A Small Group)

10 Soc. Lim.: Wanted Felon (Occasionally, Major)

10 Unluck: 2d6

10 Vulnerability: 2 x BODY Suprise Attacks (Uncommon)

10 Vulnerability: 2 x Effect Suprise Attacks (Uncommon)

10 Vulnerability: 2 x STUN Suprise Attacks (Uncommon)

95 Experience Points

(5 points unspent)

 

Total Disadvantage Points: 150

 

Background/History: Mike Croswell was a NYC Police Officer working a beat for five years trying to make detective. He was a little dirty, taking a little gratuity here or there, but not outright corrupt. Finally he gave up on ever getting off the street and let it be known that he was amenable to getting involved in bigger stakes. One of the people he had an arrangement with, Donato Giatello, introduced him to some other people and soon Mike was completely on the take. His beat was in the docks area, and usually he'd get paid to look the other way when things were brought in or out of the port late at night.

 

One night however his secondary employers were bringing in some kind of extra special cargo and wanted him nearby to ward off any interference. Mike loitered in the area, nervous at this extra exposure, and was on hand when a group of street-level vigilantes called the Morgue Men attacked the shipment. In over his head, Mike tried to hide behind a pallet loaded with some kind of Bio-hazard barrels already taken off the ship and put beside one of the warehouses in preperation for subsequent loading. One of the Morgue Men saw him duck behind the barrels and hosed the lot of them down with a submachine gun, splashing Mike with the contents of the barrels in the process. Simultaneously, when Mike dived into the pile of random detritus up against the wall of the warehouse he disturbed the nest of a brown recluse spider which promptly bit him.

 

The combination of bio-altering sludge and spider venom should have killed him, but instead triggered Mike's latent mutant potential. Instead of dying, Mike was instead catalyzed and developed strange spider-like powers. Visibly unchanged, in the aftermath Mike reported that he happened upon the scene and was able to avoid getting caught out as a dirty cop by his superiors. On the side however he started discovering and experimenting with his new powers. Realizing the potential of his new powers to make him very wealthy, he started working jobs on the side, wearing a homemade brown costume and calling himself the Recluse. His exploits soon gained the attention of the media, who dubbed him the Brown Recluse, and eventually his secret was ruined by the interference of the Morgue Men, who set a trap for him and tracked him back to his house. Mike escaped the ensuing fight, killing two of the Morgue Men in the process, but his cover was blown in the process after the Morgue Men leaked his identity anonymously.

 

Ever since then Mike has been trying to make ends meet with odd jobs. The problem is all of his contacts with the NYC criminal scene have been attrited by the efforts of the Morgue Men in recent months; those still alive are keeping a low profile. In the meantime Mike has had to seek employement outside of NYC and has taken some jobs from Enforcers Inc, a crowd-control type job on a major heist in L.A., and a couple of assassinations so far.

 

Personality/Motivation: Bitter, cynical loner who wants recognition.

 

Quote: "Its always the one you didnt see that gets you..."

 

Powers/Tactics: The Brown Recluse has a phenomenal physique and a number of spider oriented powers, including clinging and web spinning.

 

Campaign Use: Spider-man copy gone bad.

 

Appearance: Wears a two-tone brown body suit with a brown spider on the chest, and a full face mask.

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Guest Skaramine

Re: Corven's Heroes & Villains

 

Oh sweet! I thought it was the old black Spidey costume... well, it is kinda, but it's much cooler!

 

I have a Recluse of my own. Hmm... mine's more Daredevil/Dr. Midnite, though.

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Re: Corven's Heroes & Villains

 

Kill Ratio

 

Player: NPC Master Villain

 

Val Char Cost Roll Notes

100 STR 90 29- Lift 26.2ktons; 20d6 [10]

35 DEX 75 16- OCV: 12/DCV: 12

50 CON 80 19-

40 BODY 60 17-

40 INT 30 17- PER Roll 17-

25 EGO 30 14- ECV: 8

30 PRE 20 15- PRE Attack: 6d6

10 COM 0 11-

 

20/50 PD 0 Total: 20/50 PD (0/30 rPD)

20/50 ED 10 Total: 20/50 ED (0/30 rED)

6 SPD 15 Phases: 2, 4, 6, 8, 10, 12

30 REC 0

100 END 0

115 STUN 0 Total Characteristic Cost: 410

 

Movement: Running: 26"/52"

Leaping: 40"/80"

Swimming: 2"/4"

 

Cost Powers END

60 Death Punch: HKA 4d6 (8d6 w/STR) 6

20 Mental Toughness: Mental Defense (25 points total)

180 Personal Protection Field: FF (30 PD/30 ED/10 Flash Defense: Sight Group/10 Flash Defense: Hearing Group) (Protect Carried Items), Hardened (x2; +1/2), Reduced Endurance (0 END; +1/2) (180 Active Points)

25 Superhuman Leaping: Leaping +20" (40" forward, 20" upward) (Accurate) 2

33 Superhuman Metabolism II: LS (Extended Breathing: 1 END per 20 Minutes; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)

40 Superhuman Metabolism: Healing 5 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (110 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

40 Superhuman Running: Running +20" (26" total) 4

10 Toughness I: Lack Of Weakness (-10) for Mental Defense

10 Toughness II: Lack Of Weakness (-10) for Normal Defense

10 Toughness III: Lack Of Weakness (-10) for Resistant Defenses

10 Toughness IV: Lack Of Weakness (-10) for Power Defense

 

Perks

75 100 Robotic Operative Commandos: Followers

165 Kill Ratio's Base and Computer: Vehicles & Bases

80 Psi-Bar: Feamle mutant cyborg: Follower

95 Razor; Cyborg Assassin: Follower

70 Titanus: Cyborg Brick: Follower

10 Money: Wealthy

 

Talents

5 Eidetic Memory

3 Lightning Calculator

4 Speed Reading (x10)

 

Skills

3 Bugging 17-

3 Computer Programming 17-

3 Deduction 17-

3 Electronics 17-

3 Inventor 17-

3 Mechanics 17-

3 Scientist

2 1) SS: Anatomy 17- (3 Active Points)

2 2) SS: BioChemistry 17- (3 Active Points)

2 3) SS: Chemistry 17- (3 Active Points)

2 4) SS: Cyberneics 17- (3 Active Points)

2 5) SS: Mathematics 17- (3 Active Points)

2 6) SS: Neurology 17- (3 Active Points)

2 7) SS: Physiology 17- (3 Active Points)

2 8) SS: Robotics 17- (3 Active Points)

3 Systems Operation 17-

3 Security Systems 17-

 

Total Powers & Skill Cost: 988

Total Cost: 1398

 

500+ Disadvantages

35 Enraged: Berserk when attacked with Energy Based Attacks (Uncommon), go 14-, recover 8-

25 Hunted: Primus 11- (Mo Pow, NCI, Harshly Punish)

593 GM's Master Villain Bonus

25 Hunted: Until 11- (Mo Pow, NCI, Harshly Punish)

20 Hunted: Viper 8- (Mo Pow, NCI, Harshly Punish)

20 Hunted: all Superheroes 8- (Mo Pow, NCI, Harshly Punish)

15 Psychological Limitation: Casual Killer (Common, Strong)

20 Psychological Limitation: Greedy (Very Common, Strong)

15 Psychological Limitation: Megalomania (Common, Strong)

15 Psychological Limitation: Overconfident (Common, Strong)

15 Reputation: Maniacal Supervillain, 14-

10 Rivalry: Professional, Dr. Destroyer, Rival is As Powerful, Seek to Harm or Kill Rival, Rival Aware of Rivalry

15 Social Limitation: Secret ID: Hannover Fist (Frequently, Major)

15 Unluck: 3d6

30 Vulnerability: 2 x BODY Energy Based Attack (Very Common)

30 Vulnerability: 2 x STUN Energy Based Attacks (Very Common)

 

Total Disadvantage Points: 898

 

Background/History: Hannover fist was born with a silver spoon in his mouth. His parents were rich beyond a normal persons dream. He had the best of it all, educators, cooks, personal valets and butlers. The only thing he lacked was his parents love, always to busy to spend any time with him, and he hated them for it. His unearthly intelligence helped him graduate highschool by the time he was 12. By 25 he had earned several degrees from college and was working at the world's leading Robotic and Cybernetic research company. His scientific peers, however ridiculed him for his age and for his much more advanced ideas. They thought him a quack, but he kept teliing himself they would pay. After two years of ridicule he finally decided to act. He broke into the lab he worked in and assembled a set of neural & physical enhancment bracers and the chips he would need implanted in his body to allow the enhancements to work. Hannover then went to the operating rooms, programmed the robotic surgeon to imlant the chips, and laid down on the table. He awoke several hours later a new man. *Hannover Fist is no more*...he thought...*Everyone who ever ridiculed me will feel death at the hands of Kill Ratio*. He knew he would need money, so he went to his parents house. They were drunk and arguing. He came leaping through the window and sammed his fist into his fathers head, felling the bone of the skull collapse. Daddy was dead before he hit the floor. His mother ran but didnt get far as his fist opened a gaping hole all the way through her torso. Hannover then went home and removed the bracers, tempararilly returning him to normal. The police investigation turned up nothing other than the fact that his parents were obviuoslly killed by a supevillain. Two weeks later Hannover had every single cent of his parents money. He then went back to the lab and had the bracers permanantly fused to his forearms. Over the next few years he sold his parents house, built himself an underground base of operations and an army of robotic minions, as well as kidnapping three special individuals and turning them into obediant cyborgs. He then commanded his horde to attack his old lab and kill everyone there. It was plain and simple a bloodbath. During the carnage several supeheroes and the media showed up, which caused Kill Ratio to get involved himself. He managed to kill two superheroes, which forced the others to retreat carrying their dead commrades as they did so. Then using his super leaping ability he jumped towards one of the tv vans. He landed on the reporter and put his fist through the camera mans chest. He picked up the camera and said into the lens "I am Kill Ratio. I am here to make the world pay for it's sins. You will either bow to me or be killed. The end is nigh...Weep" Kill Ratio then lept away, his followers on his heels.

 

Personality/Motivation: Kill Ratio is pissed at the world. He is sadistic and will kill anyone at the drop of a hat.

 

Quote: The End is Nigh...Weep

 

Powers/Tactics: Kill Ratio is a brick combined with probablly the most brilliant mind on the planet. He is cold and calculating. He however enjoys just wading into his opponents and getting his hands dirty.

 

Campaign Use:

 

Appearance: Kill Ratio wears an balck bodysuit covering his entire body,save for where his wild mop of hair stick out of the top. There is a blood red set of crosshairs emblazoned on the torso front of the suit.

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Re: Corven's Heroes & Villains

 

Here is the 1st of Kill Ratio's follwers. He has 100 of these replacing destroyed one as needed

 

R.O.C. (Robotic Opperative commando)

Val Char Cost Roll Notes

50 STR 40 19- Lift 25.6tons; 10d6 [5]

20 DEX 30 13- OCV: 7/DCV: 7

10 CON 0 11-

30 BODY 40 15-

5 INT -5 10- PER Roll 10-

0 EGO 0 9- ECV: 0

20 PRE 10 13- PRE Attack: 4d6

0 COM -5 9-

 

10 PD 21 Total: 10 PD (5 rPD)

10 ED 27 Total: 10 ED (5 rED)

6 SPD 30 Phases: 2, 4, 6, 8, 10, 12

10 REC -4

20 END 0

Total Characteristic Cost: 184

 

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 10"/20"

Swimming: 2"/4"

 

Cost Powers END

15 Armor Plating: Damage Resistance (5 PD/5 ED)

30 Internal Endurance Reserve: Endurance Reserve (100 END, 20 REC) (30 Active Points)

100 R.O.C. Wepons Array: Multipower, 100-point reserve

6u 1) Choke Hold: HA +6d6, Reduced Endurance (0 END; +1/2), Affects Desolidified Any form of Desolidification (+1/2), NND (LS: Self Contained Breathing; +1) (90 Active Points); Hand-To-Hand Attack (-1/2)

10u 2) Energy Net: Entangle 5 1/2d6, 5 DEF, Takes No Damage From Attacks R.O.C Attacks (+1/4), Affects Desolidified Any form of Desolidification (+1/2) (96 Active Points) 10

4u 3) Flight Jets: Flight 20" (40 Active Points) 4

10u 4) Grenade Launcher: RKA 3d6+1, Explosion (+1/2), Affects Desolidified Any form of Desolidification (+1/2) (100 Active Points) 10

9u 5) Laser Beam: RKA 5d6, Reduced Endurance (1/2 END; +1/4) (94 Active Points) 3

10u 6) Particle Beam: EB 13d6, Affects Desolidified Any form of Desolidification (+1/2) (97 Active Points) 10

5u 7) Robotic Life Form: LS (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) (46 Active Points)

6u 8) Super Punch: HA +7d6, Reduced Endurance (0 END; +1/2), Affects Desolidified Any form of Desolidification (+1/2), Double Knockback (+3/4) (96 Active Points); Hand-To-Hand Attack (-1/2)

60 Automaton (Takes No STUN)

15 Radar (Radio Group)

10 Radio Perception/Transmission (Radio Group)

20 Targeting with Radio Group

 

Perks

3 Kill Ratio's Master Computer: Computer Link

 

Talents

3 Absolute Time Sense

 

Total Powers & Skill Cost: 316

Total Cost: 500

 

200+ Disadvantages

25 Psychological Limitation: Obeys the Orders of Kill Ratio (Very Common, Total)

15 Distinctive Features: Robot (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Vulnerability: 2 x STUN Magnetic Attacks (Uncommon)

10 Vulnerability: 2 x BODY Magnetic Attacks (Uncommon)

10 Vulnerability: 2 x Effect Magnetic Attacks (Uncommon)

30 Susceptibility: Intense Magnetic Fields, 3d6 damage per Segment (Uncommon)

200 Robotic Henchmen Bonus

 

Total Disadvantage Points: 300

 

Campaign Use: Robotic Cannon Fodder

 

Appearance:

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Re: Corven's Heroes & Villains

 

Here is the 1st of Kill Ratio's Cyborg followers. There is only one of her

 

Psi Bar

Andreya Hendrickson

 

Val Char Cost Roll Notes

25 STR 15 14- Lift 800.0kg; 5d6 [2]

29 DEX 57 15- OCV: 10/DCV: 10

20 CON 20 13-

20 BODY 20 13-

20 INT 10 13- PER Roll 13-

35 EGO 50 16- ECV: 12

20 PRE 10 13- PRE Attack: 4d6

10 COM 0 11-

 

5/30 PD 0 Total: 5/30 PD (0/25 rPD)

4/29 ED 0 Total: 4/29 ED (0/25 rED)

6 SPD 21 Phases: 2, 4, 6, 8, 10, 12

19 REC 20

50 END 5

50 STUN 7 Total Characteristic Cost: 235

 

Movement: Running: 6"/12"

Flight: 30"/120"

Leaping: 5"/10"

Swimming: 2"/4"

 

Cost Powers END

100 Mental Powers: Multipower, 100-point reserve

7u 1) Mind Blur: Darkness to Mental Group 10" radius, Reduced Endurance (0 END; +1/2) (75 Active Points)

10u 2) Mental Bolt: Ego Attack 9d6 (Human and Machine classes of minds) (100 Active Points) 10

7u 3) Mind Link , Human and Machine classes of minds, Kill Ratio, his followers and computer, Any distance, No LOS Needed, Number of Minds (x128), Psychic Bond (75 Active Points)

8u 4) Telekinesis (50 STR), Fine Manipulation (85 Active Points) 8

9u 5) Telekenetic Bolt: EB 15d6, Reduced Endurance (1/2 END; +1/4) (94 Active Points) 3

10u 6) Telekentic Levitation: Flight 30", x4 Noncombat, Reduced Endurance (0 END; +1/2) (97 Active Points)

10u 7) Mind Bomb: Ego Attack 4d6 (Human and Machine classes of minds), Area Of Effect (5" Radius; +1) (100 Active Points) 10

10u 8) Mind Scan 11d6 (Human and Machine classes of minds), Reduced Endurance (0 END; +1/2) (97 Active Points)

45 TK Shield: FF (15 PD/15 ED), Reduced Endurance (0 END; +1/2) (45 Active Points)

 

24 Sub Dermal Plating: Armor (10 PD/10 ED) (30 Active Points); IIF (-1/4)

8 Internal Jamming Device: Invisibility to Mutant Detection Devices Group (10 Active Points); IIF (-1/4) 1

15 Mental Awareness, Targeting, Tracking

8 Hearing Group Flash Defense (10 points) (10 Active Points); IIF (-1/4)

23 Mental Defense (30 points total)

 

Talents

3 Absolute Time Sense

 

Skills

3 Bugging 13-

3 Computer Programming 13-

3 Electronics 13-

3 Demolitions 13-

3 Systems Operation 13-

3 Security Systems 13-

 

Total Powers & Skill Cost: 315

Total Cost: 550

 

400+ Disadvantages

20 Hunted: Police 11- (As Pow, NCI, Capture)

20 Hunted: Primus 8- (Mo Pow, NCI, Capture)

20 Hunted: Until 8- (Mo Pow, NCI, Capture)

10 Physical Limitation: Requires Special Medical Cre (Frequently, Slightly Impairing)

20 Psychological Limitation: Devoted to Kill Ratio (Common, Total)

20 Vulnerability: 2 x STUN Electrical Attacks (Common)

20 Vulnerability: 2 x BODY Electrical Attacks (Common)

10 Vulnerability: 2 x STUN Magnetic Attacks (Uncommon)

10 Vulnerability: 2 x BODY Magnetic Attacks (Uncommon)

 

Total Disadvantage Points: 150

 

Background/History:

 

Personality/Motivation: Psi-Bar has been totally brainwashed, her sole purpose is to sever Kill Ratio in whatever capacity he needs.

 

Quote:

 

Powers/Tactics: Psi-Bar keeps her distance in battle, using her mental and teleketic powers.

 

Campaign Use: The heroes could attempt to free Psi-Bar from Kill Ratio's control. How this would be done would be up to the GM.

 

Appearance:

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Re: Corven's Heroes & Villains

 

Here is another of Kill Ratios Followers (Originally I had given him 25 of these but know I have chosen to give him only one)

 

Titanus

Marcus Danielson

 

Val Char Cost Roll Notes

65 STR 55 22- Lift 204.8tons; 13d6 [6]

18 DEX 24 13- OCV: 6/DCV: 6

40 CON 60 17-

30 BODY 40 15-

5 INT -5 10- PER Roll 10-

5 EGO -10 10- ECV: 2

25 PRE 15 14- PRE Attack: 5d6

6 COM -2 10-

 

25 PD 12 Total: 25 PD (25 rPD)

25 ED 17 Total: 25 ED (25 rED)

5 SPD 22 Phases: 3, 5, 8, 10, 12

25 REC 8

80 END 0

83 STUN 0 Total Characteristic Cost: 236

 

Movement: Running: 20"/40"

Leaping: 23"/46"

Swimming: 2"/4"

 

Cost Powers END

20 Built in Radar: Radar (Radio Group), Increased Arc Of Perception (360 Degrees)

10 Cybernetic Eyes II: Sight Group Flash Defense (10 points)

5 Cybernetic Eyes: IR Perception (Sight Group)

15 Cybernetic Leg Enhancements II: Leaping +10" (23" forward, 11 1/2" upward) (Accurate) 1

28 Cybernetic Leg Enhancments I: Running +14" (20" total) 3

20 Cybernetic Leg Enhancments III: Knockback Resistance -10"

41 Cybernetic Support Systems: LS (Eating: Character only has to eat once per week; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week)

10 Internal Communication Systems: Radio Perception/Transmission (Radio Group)

22 Internal Healing Systems: Healing 3 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

31 Sub Dermal Titanium Plating: Damage Resistance (25 PD/25 ED), Hardened (+1/4) (31 Active Points)

Boxing

Maneuver OCV DCV Notes

5 Jab +1 +3 13d6 / 0d6 Strike

4 Cross +0 +2 15d6 / 2d6 Strike

5 Uppercut -2 +1 17d6 / 4d6 Strike

3 Clinch -1 -1 Grab Two Limbs, 75 STR / 10 STR for holding on

4 Block +2 +2 Block, Abort

Wrestling

Maneuver OCV DCV Notes

3 Suplex +2 +1 13d6 / 0d6 Strike; You Fall, Target Falls

5 Clothesline +1 +0 13d6 / 0d6 +v/5; FMove

3 Body Slam +0 +1 13d6 / 0d6 +v/5, Target Falls

3 Spear +0 -1 13d6 / 0d6 +v/5 Strike; You Fall, Target Falls; FMove

4 Bear Hug +0 +0 17d6 / 4d6 Crush, Must Follow Grab

 

Skills

3 Climbing 13-

17 Hoist 17-

3 Teamwork 13-

 

Total Powers & Skill Cost: 264

Total Cost: 500

 

350+ Disadvantages

15 Psychological Limitation: Obediant to Kill Raio (Common, Strong)

20 Vulnerability: 2 x STUN Electrical Attacks (Common)

20 Vulnerability: 2 x BODY Electrical Attacks (Common)

5 Vulnerability: 1 1/2 x STUN Magnertic Attacks (Uncommon)

5 Vulnerability: 1 1/2 x BODY Magnetic Attacks (Uncommon)

20 Distinctive Features: Cyborg (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

15 Hunted: Primus 8- (Mo Pow, NCI, Limited Geographical Area, Capture)

20 Hunted: Until 8- (Mo Pow, NCI, Capture)

30 Susceptibility: INtense Magnetic Fields, 3d6 damage per Segment (Uncommon)

 

Total Disadvantage Points: 150

 

Background/History:

 

Personality/Motivation:

 

Quote: "The master says I must crush you"

 

Powers/Tactics: Brick Borg

 

Campaign Use: Like Psi Bar the hero's could try to free Marcus from Kill Ratio's control

 

Appearance: Marcus is a large black man in his mid 20's. If he dresses a certain way he is able to hide the visible cybernetcis on his body. He must wear long sleeves and pants to cover them.

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Guest Skaramine

Re: Corven's Heroes & Villains

 

Here are more of Kill Ratio's Followers

He has 25 of these

 

Type 1 Cyborg

 

Dagnation... most 500 point characters are the master villains.

 

Robo-Grond anyone?

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Re: Corven's Heroes & Villains

 

Ok here is the last of Kill Ratio's followers.

 

Razor

Val Char Cost Roll Notes

30 STR 20 15- Lift 1600.0kg; 6d6 [3]

35 DEX 75 16- OCV: 12/DCV: 12

20 CON 20 13-

20 BODY 20 13-

15 INT 5 12- PER Roll 12-

5 EGO -10 10- ECV: 2

25 PRE 15 14- PRE Attack: 5d6

5 COM -2 10-

 

6/26 PD 0 Total: 6/26 PD (0/20 rPD)

6/26 ED 2 Total: 6/26 ED (0/20 rED)

6 SPD 15 Phases: 2, 4, 6, 8, 10, 12

20 REC 20

40 END 0

45 STUN 0 Total Characteristic Cost: 180

 

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 6"/12"

Swimming: 2"/4"

 

Cost Powers END

60 Titanium Wrist Razors: Multipower, 90-point reserve, (90 Active Points); all slots Restrainable (-1/2)

6u 1) Multi-Stab: HKA 3d6+1 (4d6+1 w/STR), Autofire (3 shots; +1/4), Armor Piercing (+1/2) (87 Active Points); Restrainable (-1/2) 9

6u 2) Razor Lift: HKA 3d6 (4d6 w/STR), Continuous (+1) (90 Active Points); Restrainable (-1/2) 9

6u 3) Stab: HKA 4d6 (5d6+1 w/STR), Armor Piercing (+1/2) (90 Active Points); Restrainable (-1/2) 9

6u 4) Wirlwind Attack: HKA 2d6+1 (3d6 w/STR), Armor Piercing (+1/2), Area Of Effect (5" Radius; +1) (87 Active Points); Restrainable (-1/2) 9

60 Sub Dermal Titanium Plating: Armor (20 PD/20 ED)

10 Internal Sound Dampers: Hearing Group Flash Defense (10 points)

32 Super Speed: Flight 20" (40 Active Points); Only In Contact With A Surface (-1/4) 4

12 Internal Comminication Systems: HRRP (Radio Group)

5 Cybernetic Eyes I: IR Perception (Sight Group)

50 Cybernetic Eyes II: Sight Group Flash 10d6 5

41 Cybernetic Support System: LS (Eating: Character only has to eat once per week; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week)

15 Radar (Radio Group)

Tang Soo Do

Maneuver OCV DCV Notes

4 Block +2 +2 Block, Abort

4 Chop -2 +0 HKA 2d6 +1

5 Flying Kick +1 -2 13d6 Strike

3 Joint Lock +0 -1 Grab One Limb; 25 STR for holding on

5 Kick -2 +1 13d6 Strike

4 Punch +0 +2 11d6 Strike

3 Throw +0 +1 9d6 +v/5, Target Falls

12 +3 HTH Damage Class(es)

 

Talents

3 Lightning Reflexes: +2 DEX to act first with All Actions

 

Skills

3 Acrobatics 16-

3 Breakfall 16-

3 Climbing 16-

3 Shadowing 12-

3 Stealth 16-

3 Teamwork 16-

4 Language: English (completely fluent; literate)

Everyman Skills (Cost: 0 Points)

0 1) Native: Language: Japanese (idiomatic) (4 Active Points)

0 2) AK: Tokyo, Japan 11-

0 3) Acting 8-

0 4) Climbing 8-

0 5) Computer Programming 8-

0 6) Concealment 8-

0 7) Conversation 8-

0 8) Deduction 8-

0 9) PS: Assassin 11-

0 10) Paramedics 8-

0 11) Persuasion 8-

0 12) Shadowing 8-

0 13) Stealth 8-

0 14) TF: Custom Adder, Small Motorized Ground Vehicles

 

Total Powers & Skill Cost: 375

Total Cost: 554

 

254+ Disadvantages

35 Cyborg Villian Bonus

20 Hunted: Until 8- (Mo Pow, NCI, Harshly Punish)

20 Hunted: Primus 8- (Mo Pow, NCI, Harshly Punish)

15 Physical Limitation: Requires Special Medical Attention (Frequently, Greatly Impairing)

20 Psychological Limitation: Always obeys Kill Ratio (Common, Total)

15 Psychological Limitation: Overconfident (Common, Strong)

25 Susceptibility: Stong Magnetic Fields, 2d6 damage per Segment (Uncommon)

10 Vulnerability: 2 x STUN Magnetic Attacks (Uncommon)

20 Vulnerability: 2 x STUN Electrical Attacks (Common)

10 Vulnerability: 2 x BODY Magnetic Attacks (Uncommon)

10 Vulnerability: 2 x BODY Electrical Attacks (Uncommon)

100 Experience Points

(54 points unspent)

 

Total Disadvantage Points: 200

 

Background/History: Razor's past is shrouded in mystery. Most of his memories were lost, an unforseen side effect of his cybernetic enhancement. All he truly rememers is that he lived in Tokyo most of his life and that he was an assassin for the yakuza. He does not remeber why he left his yakuza family, nor why he sought out Kill Ratio. All he knows is that he enjoys killing for his new master.

 

Personality/Motivation: Razor was an accomplished assassin before his cybernetic enhancements. He has always enjoyed killing and always wished he could kill a super. He now has the capability to do so.

 

Quote: "Master the target has been succesfully terminated"

 

Powers/Tactics: Razor is an acomplished Martial Artist as well as having large titanium razors that come out of his arms just behind the wrists. He also has the ability to run across any surface including water.

 

Campaign Use: Cyborg Assassin.

 

Appearance: Razor is an Asiatic male in his mid 20's. All of his cybernetic enhancements are beneath his skin so he can go among people without stading out.

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Guest Skaramine

Re: Corven's Heroes & Villains

 

Good characters all around' date=' C-R. I'm not sure if/when I'd inflict "Kill Ratio" on anyone, much less a host of followers, but it does give some decent ideas. Keep 'em comin', boyo![/quote']

Kill Ratio is definitely cosmic level. He also makes a good source for superheroes.

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Re: Corven's Heroes & Villains

 

Kill Ratio is definitely cosmic level. He also makes a good source for superheroes.

 

When me and my friend created Kill Ratio we were playing very high level heroes, around 500 points, I believe. He is a very good test for your particular world's JL/Avenger type group. Just a note next up will be the be the members of Vigilant, led by the Vandal, Mr. Psycho's nemesis.

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Guest Skaramine

Re: Corven's Heroes & Villains

 

When me and my friend created Kill Ratio we were playing very high level heroes' date=' around 500 points, I believe. He is a very good test for your particular world's JL/Avenger type group. Just a note next up will be the be the members of Vigilant, led by the Vandal, Mr. Psycho's nemesis.[/quote']

Like I said... he's pretty much evil Superman with his super robots. Or, better yet, Ultron or Mechanon.

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Re: Corven's Heroes & Villains

 

Ok as promised here is the first member of Vigilant

 

Web Boy

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6 [1]

39 DEX 87 17- OCV: 13/DCV: 13

12 CON 4 11-

12 BODY 4 11-

23 INT 13 14- PER Roll 14-

10 EGO 0 11- ECV: 3

15 PRE 5 12- PRE Attack: 3d6

10 COM 0 11-

 

2/7 PD 0 Total: 2/7 PD (0/5 rPD)

2/7 ED 0 Total: 2/7 ED (0/5 rED)

7 SPD 21 Phases: 2, 4, 6, 7, 9, 11, 12

10 REC 12

40 END 8

30 STUN 7 Total Characteristic Cost: 161

 

Movement: Running: 6"/12"

Gliding: 12"/24"

Leaping: 2"/4"

Swimming: 2"/4"

Swinging: 20"/40"

 

Cost Powers END

60 Web Slinging: Multipower, 60-point reserve

3u 1) Web Bracing: Telekinesis (40 STR) (60 Active Points); Conditional Power Only to Brace or Reinforce Objects (-1/2), Physical Manifestation (-1/4) 6

6u 2) Impact Web: EB 12d6 (60 Active Points) 6

6u 3) Capture Webbing: Entangle 4d6, 4 DEF, Backlash (+1/2) (60 Active Points) 6

6u 4) Web Net: Entangle 3d6, 3 DEF, Area Of Effect (3" Radius; +1) (60 Active Points) 6

3u 5) Web in Your Eyes: Sight Group Flash 6d6 (30 Active Points) 3

1u 6) Web-a-Chute: Gliding 12" (12 Active Points); Physical Manifestation (-1/4)

5u 7) Webline I: Stretching 8", Conditional Power Only for grabbing (+0), Reduced Endurance (0 END; +1/2) (60 Active Points); Physical Manifestation (-1/4)

3u 8) Webline II: Swinging 20", Reduced Endurance (0 END; +1/2) (30 Active Points)

 

10 Armored Costume: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2)

7 Protective Eye Slits: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2)

13 Wall Crawling: Clinging (20 STR)

50 Manipulating the Threads of Fate: Luck 10d6

 

Skills

3 Acrobatics 17-

5 Cramming

3 Computer Programming 14-

Everyman Skills (Cost: 0 Points)

0 1) Acting 8-

0 2) AK: New York City 11-

0 3) Climbing 8-

0 4) Computer Programming 8-

0 5) Concealment 8-

0 6) Conversation 8-

0 7) Deduction 8-

0 8) Native: Language: English (idiomatic) (4 Active Points)

0 9) Paramedics 8-

0 10) Persuasion 8-

0 11) PS: College Student 11-

0 12) Shadowing 8-

0 13) Stealth 8-

0 14) TF: Custom Adder, Small Motorized Ground Vehicles

 

Total Powers & Skill Cost: 184

Total Cost: 345

 

200+ Disadvantages

20 DNPC: Wheelchair bound Mother (Edna) 8- (Incompetent; Unaware of character's adventuring career/Secret ID)

15 Hunted: Sinister Squadron 8- (Mo Pow, Harshly Punish)

20 Hunted: Genoicide 8- (Mo Pow, NCI, Capture)

15 Hunted: New York City Police 11- (Mo Pow, NCI, Watching)

15 Psychological Limitation: Overconfident (Common, Strong)

15 Psychological Limitation: Prankster (Common, Strong)

20 Psychological Limitation: Code Vs Killing (Common, Total)

15 Social Limitation: Secret Identity (Frequently, Major)

15 Social Limitation: Legal Minor (13 years old) (Frequently, Major)

 

Total Disadvantage Points: 150

 

Background/History: Herbert Yerdley has never been your typical boy. From a very early age he has exibited an uncanny intelligence which has allowed him to advance quickly through school. He graduated high school at age 12 and currently enroled at Columbia University. It was while at college his powers first manifested themselves, when a strand of webbing shot from his wrist while he was stretching under a large shade tree. It unfortuanlty also attracted a genocide minuteman. The robot landed in the large outdoor commons, causing people to flee in terror, and attempted to capture the boy. Luckily for Herbert, however, both the Vandal and his teammate Starshine apeared on the scene. They minuteman eventually fled in need of dire repairs. Vandal took the boys hand.

"Well Herbie, seems lik you've got a problem there."

"How did you know me."

"You will see." and both Vandal and Starshine led him to a hidden door built into the side of the college wall.

Herbert instantly recognized the room as one of his professor's private office. He turned quickly and looked at Vandal

"Professor Bradley?" he asked confused.

Vandal removed his mask, "Yes Herbie it's me."

Vandal then indicated Starshine "and my young friend you know her as well."

Herbert watched as Starshine removed her mask, "Hello Herbie" she said'

"Professor Alexi...I never would have guessed."

Vandal knelt and looked into Herbie's eyes. "Now, we have trusted you with our greatest secrets."

"I won't tell anyone"

"I know, but now you will be in constant danger." Vandal said reaching into his desk drawer.

"So we will give you means to contact us night or day if you need us." Starshine added.

Vandal produced a small communication device. "if you are ever in trouble, press the button on the side and all the members of Vigilant will be alerted."

"Thank you" was all the boy could say.

Over the next few weeks Herbert learned how to control his powers and after aiding them on several occasions earned membership into Vigilant.

 

Personality/Motivation: Web Boy is like a kid in a candy store when using his powers. He loves being a hero and helping people.

 

Quote: "Hi I'm Web Boy, but you can call me Lucky, everyojne else does."

 

Powers/Tactics: Web Boy is a mutant who has the ability to produce webbing from spinerettes from his hand. His other ability is to alter the threads of reality around him giving him incredible luck.

 

Campaign Use: Spider Man/ Longshot combination.

 

Appearance: Herbert is a slender young thirteen year old boy. He wears his hair kind of long parted down the middle. While in his Web Boy costume he spikes his hair into a mowhawk which sticks the top of his full face mask.

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Re: Corven's Heroes & Villains

 

Starshine

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [1]

30 DEX 60 15- OCV: 10/DCV: 10

15 CON 10 12-

15 BODY 10 12-

25 INT 15 14- PER Roll 14-

18 EGO 16 13- ECV: 6

20 PRE 10 13- PRE Attack: 4d6

20 COM 5 13-

 

5/30 PD 2 Total: 5/30 PD (0/25 rPD)

5/30 ED 2 Total: 5/30 ED (0/25 rED)

6 SPD 20 Phases: 2, 4, 6, 8, 10, 12

20 REC 28

60 END 15

60 STUN 29 Total Characteristic Cost: 227

 

Movement: Running: 6"/12"

Flight: 30"/60"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

75 Light Powers: Multipower, 75-point reserve

5u 1) Concentrated Beam: RKA 3d6, Armor Piercing (+1/2) (67 Active Points); Beam (-1/4) 7

7u 2) Light Blast: EB 15d6 (75 Active Points) 7

5u 3) Briliant Radiance: Sight Group Flash 6 1/2d6, Hole In The Middle (+1/4), Area Of Effect (4" Radius; +1) (74 Active Points); No Range (-1/2) 7

7u 4) Blinding Blast: Sight Group Flash 15d6 (75 Active Points) 7

7u 5) Let there be Light: Dispel Darkness 16d6, Reduced Endurance (0 END; +1/2) (72 Active Points)

6u 6) Turn into Pure Light: Desolidification (affected by Energy Attacks), Reduced Endurance (0 END; +1/2) (60 Active Points)

7u 7) Laser Cage: Entangle 5d6, 5 DEF, Backlash (+1/2) (75 Active Points) 7

45 Light Powers: Elemental Control, 90-point powers

45 1) Light Shield: FF (25 PD/25 ED/10 Flash Defense: Sight Group), Reduced Endurance (0 END; +1/2) (90 Active Points)

45 2) Riding the Light Rays: Flight 30", Reduced Endurance (0 END; +1/2) (90 Active Points)

 

Perks

1 College Professor: Fringe Benefit: License to practice a profession

1 American Citizenship: Custom Perk

11 Contact: Dean of Columbia University (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) 15-

 

Skills

3 Computer Programming 14-

3 Electronics 14-

Everyman Skills (Cost: 0 Points)

0 1) Native: Language: Russian (idiomatic) (4 Active Points)

0 2) PS: Professor 11-

0 3) AK:New York City 11-

0 4) Acting 8-

0 5) Climbing 8-

0 6) Computer Programming 8-

0 7) Concealment 8-

0 8) Conversation 8-

0 9) Deduction 8-

0 10) Paramedics 8-

0 11) Persuasion 8-

0 12) Shadowing 8-

0 13) Stealth 8-

0 14) TF: Custom Adder, Small Motorized Ground Vehicles

3 Forensic Medicine 14-

3 High Society 13-

3 Language: English (completely fluent)

3 Oratory 13-

3 Scientist

2 1) SS: Bio Chemistry 14- (3 Active Points)

2 2) SS: Biology 14- (3 Active Points)

2 3) SS: Chemistry 14- (3 Active Points)

2 4) SS: Genetics 14- (3 Active Points)

2 5) SS: Micro Biology 14- (3 Active Points)

2 6) SS: Physics 14- (3 Active Points)

 

Total Powers & Skill Cost: 300

Total Cost: 527

 

200+ Disadvantages

20 DNPC: Parents: Dimitri and Ivana 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)

25 Enraged: If Vandal goes Down (Uncommon), go 14-, recover 8-

15 Hunted: Sinister Squadron 8- (Mo Pow, Harshly Punish)

15 Hunted: New York Police 11- (Mo Pow, NCI, Watching)

15 Psychological Limitation: In Love with Vandal (Common, Strong)

20 Psychological Limitation: Wont Allow Bystanders Come to Harm (Common, Total)

20 Psychological Limitation: Code Vs Killing (Common, Total)

15 Social Limitation: Secret Identity: Diandra Alexi (Frequently, Major)

182 Experience Points

 

Total Disadvantage Points: 145

 

Background/History: Diandra cam to the United States with her parents when she was 8 years old. She excelled in school and had a doctorite in Biology by the time she was 25. SHe then began teaching at Columbia University where she met fellow professor Kenneth Bradley. After several months of dating the two moved in together and Kenneth revealed to her that he was the costumed hero the Vandal. Vandal explained to Diandra about how he got his powers, but that now he showed up on Genocide scanners as a mutant. Diandra resolved to help him find out why. She began performing experimetns on his DNA. One day while in the lab, however, she got caught up in the middle of one of his battles as the Vandal. Vandal was attempting to stop Ogre from robbing a restauraunt adjacent ot the campus. Ogre landed a massive blow and Vandal went flying, crashing into the lab and dousing Diandra with multiple chemicals. The chemicals reacted with each other as they soaked into Diandra skin. Diandra's body suddenly surged with power as Ogre came crshing through what was left of the wall. Seeing Vandal down set her off an she plastered Ogre with a blast of pure light. Ogre fell just as the Vandal stood up. He stared at Diandra seeing the light radiate from her body.

"Oh God!" he exlaimed, "What have I done."

"It's not your fault" she said, "It was an accident, just like your's. Now I wont worry so much when your out fighting crime."

"What do you mean?" Vandal replied.

"I'll be right along side of you." she said with a smile.

 

Personality/Motivation: Diandra is a very outgoing woman. She enjoys sharing the workplace with Kenneth both professional and recreational.

 

Quote: "You haven't seen the light? You will now"

 

Powers/Tactics:

 

Campaign Use:

 

Appearance: Diandra is an attractive young woman with long black hair and piercing blue eyes.

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  • 2 weeks later...

Re: Corven's Heroes & Villains

 

Okay guys I know it's been a while since I added anything to this thread. It is because of my current call for players for my PBEM. But as Skaramine liked Web Boy so much I scanned his old pic and added it to his post. I have removed the HDC for the characters but if anybody wants them I will be more than happy to supply them to you.

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  • 2 weeks later...

Re: Corven's Heroes & Villains

 

Ok fellow Herophiles I finally present you with a new submission.

 

Vandal

 

Val Char Cost Roll Notes

50 STR 40 19- Lift 25.6tons; 10d6 [5]

20 DEX 30 13- OCV: 7/DCV: 7

30 CON 40 15-

25 BODY 30 14-

25 INT 15 14- PER Roll 14-

18 EGO 16 13- ECV: 6

20 PRE 10 13- PRE Attack: 4d6

16 COM 3 12-

 

10/30 PD 0 Total: 10/30 PD (0/20 rPD)

10/30 ED 4 Total: 10/30 ED (0/20 rED)

6 SPD 30 Phases: 2, 4, 6, 8, 10, 12

22 REC 12

70 END 5

65 STUN 0 Total Characteristic Cost: 235

 

Movement: Running: 26"/52"

Leaping: 10"/20"

Swimming: 2"/4"

 

Cost Powers END

30 Mystic Enhancements: Elemental Control, 60-point powers

60 1) Mystic Aura: FF (20 PD/20 ED/10 Flash Defense: Sight Group/10 Flash Defense: Hearing Group), Reduced Endurance (0 END; +1/2) (90 Active Points)

20 2) Mystic Strike: HA +6d6, Affects Desolidified Any form of Desolidification (+1/2), Reduced Endurance (0 END; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/2)

30 3) Mystic Speed: Running +20" (26" total), Reduced Endurance (0 END; +1/2) (60 Active Points)

14 4) Mystic Regeneration: Healing 3 BODY, Can Heal Limbs, 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)

28 Mystical Resistance: LS (Extended Breathing: 1 END per 20 Minutes; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Safe in Intense Cold; Safe in Intense Heat)

 

Perks

3 Fringe Benefit: International Driver's License, Passport, Teaching License

11 Contact: Dean of Columbia University (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 13-

 

Skills

15 +3 with DCV

15 +3 with HTH Combat

3 Bureaucratics 13-

3 Combat Driving 13-

3 Conversation 13-

5 Cramming

Everyman Skills (Cost: 0 Points)

0 1) AK: New York City 11-

0 2) Acting 8-

0 3) Climbing 8-

0 4) Computer Programming 8-

0 5) Concealment 8-

0 6) Conversation 8-

0 7) Deduction 8-

0 8) PS: Pofessor 11-

0 9) Paramedics 8-

0 10) Persuasion 8-

0 11) Shadowing 8-

0 12) Stealth 8-

0 13) TF: Custom Adder, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

3 High Society 13-

3 Linguist

0 1) Native: Language: English (idiomatic; literate) (5 Active Points)

3 2) Language: Arabic (completely fluent; literate) (4 Active Points)

3 3) Language: Aramaic (completely fluent; literate) (4 Active Points)

2 4) Language: Danish (fluent conversation; literate) (3 Active Points)

3 5) Language: Gaelic (completely fluent; literate) (4 Active Points)

3 6) Language: German (completely fluent; literate) (4 Active Points)

3 7) Language: Greek (completely fluent; literate) (4 Active Points)

3 8) Language: Hebrew (completely fluent; literate) (4 Active Points)

3 9) Language: Latin (completely fluent; literate) (4 Active Points)

3 10) Language: Norwegian (completely fluent; literate) (4 Active Points)

2 11) Language: Swedish (fluent conversation; literate) (3 Active Points)

3 12) Language: Welsh (completely fluent; literate) (4 Active Points)

2 13) Language: Yiddish (fluent conversation; literate) (3 Active Points)

3 Oratory 13-

3 Scholar

5 1) KS: Archaeology (6 Active Points) 17-

2 2) KS: Field Survey and Excavations (3 Active Points) 14-

2 3) KS: History (3 Active Points) 14-

2 4) KS: Mythology & Religion (3 Active Points) 14-

3 Streetwise 13-

2 Survival (Temperate/Subtropical) 14-

3 Traveler

2 1) AK: Germany (3 Active Points) 14-

2 2) AK: Norway (3 Active Points) 14-

2 3) AK: Scotland (3 Active Points) 14-

2 4) AK: Wales (3 Active Points) 14-

2 5) CuK: Ancient Civilizations (3 Active Points) 14-

5 6) CuK: Celts (6 Active Points) 17-

5 7) CuK: Vandal Barbarians (6 Active Points) 17-

5 8) CuK: Vikings (6 Active Points) 17-

 

Total Powers & Skill Cost: 329

Total Cost: 564

 

250+ Disadvantages

5 Distinctive Features: Tattoos (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

25 Enraged: Vs Genocide (Uncommon), go 14-, recover 8-

20 Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish)

15 Hunted: NTPD 11- (Mo Pow, NCI, Watching)

15 Hunted: Sinister Squadron 8- (Mo Pow, Harshly Punish)

20 Psychological Limitation: Code Vs. Killing (Common, Total)

20 Psychological Limitation: Won't Allow Bystander to Come to Harm (Common, Total)

15 Psychological Limitation: Overconfident (Common, Strong)

15 Social Limitation: Secret Identity (Frequently, Major)

20 Vulnerability: 2 x STUN Magic (Common)

144 Experience Points

 

Total Disadvantage Points: 170

 

Background/History: The Vandals fists slammed into the head of the fallen Minute Man robot. "Damn mutant hunters" he thought to himself. He looked over to his teammates. Starshine looked ok he was glad of that, after all she was his fiance.

He called to her, "Starshine, where's Web Boy"

"Here I am" the young boy called swinging down out of a tree.

"Come on let's get out of here" Vandal said and the three heroes took off.

Ten minutes later they were at the Vandal's home. Once inside they removed their masks. Starshine headed to the kitchen to serve lunch. Vandal flopped into the easy chair thinking "All I ever wanted to be was an archaeologist"

After a few minutes Starshine called out "Ken, Herbie lunch is ready." They headed to the kitchen and sat down. As they ate the thriteen yearold Webboy couldn't contain his curiosity any longer.

"Hey Ken..how did you get your powers?"

"Why?"

"Well Diandra told me about how you show up as a mutant on detection devices but...you aren't actually one."

Ken sighed, took a drink of his iced tea and began his story.

"Well it all started about five years ago. I had been called to Germany to an archaeological dig. They had found, what they believed to be an ancient burial ground used by the Vandal barbarians."

"Oh Cool" Herbie interupted "That is like one of your major areas of expertise isn't it"

"Yeah that's why I was called in. Anyway on the dig I found an old battle axe. Now this axe was incredible condition. I mean the thing looked like it had just been forged. I decided to test the sharpness on a nearby tree. As I was swinging the axe it was suddenly enveloped in a green glow. I noticed and tried to stop my swing but the blade slammed into the tree trunk and I was suddenly bathed in this green light and then I lost conciousness. I awoke several hours later forever changed."

"So what happened to the battle axe?" the young boy asked.

"I do not know. It was gone and noone ever mentioned finding an axe beside me."

"So your powers are mytical in origin?"

"Yes I have been examined by several mystic heroes, including Witchcraft from the Champions. The tattoos on my body are mystical in origin and hence why they glow when I use my powers. But none of them have any idea why I register as a mutant."

"Well" the young boy said "Guess I will have to work with Diandra on that one and see if we can find a scientific answer."

"You do that Herbie, until then I guess we will just have to keep kicking robot butt as you say."

"We sure will" Web Boy replied and the three heroes tuned their attention back to eating their lunch.l

 

Personality/Motivation:

 

Quote: "Prepare to be Vandalized"

 

Powers/Tactics: Vabndal is a front line fighter plain and simple.

 

Campaign Use: Superpowered Indiana Jones

 

Appearance: Kenneth Bradley is 25 years old and has a well muscled physique. He has long black hair and green eyes. His costume consists of a a pair of blue jeans, motorcycle boots, a leather vest and a 3/4 mask that ties at the back.

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  • 3 weeks later...

Re: Corven's Heroes & Villains

 

Outback Real Name: Peter McAllister

Player Name: Chad McMinis

Hair Color: Blonde Eye Color: Blue Height: 1.89 m Weight: 101 kg

Nationality: Australian and New Zealander Birthplace: Wellington, New Zealand

Birth date: May 17, 1981 Age: 23

 

 

Val Char Cost Roll Notes

30 STR 20 15- Lift 1600.0kg; 6d6 [3]

26 DEX 48 14- OCV: 9/DCV: 9

20 CON 20 13-

20 BODY 20 13-

15 INT 5 12- PER Roll 12-

15 EGO 10 12- ECV: 5

20 PRE 10 13- PRE Attack: 4d6

18 COM 4 13-

 

20 PD 14 Total: 20 PD (20 rPD)

20 ED 16 Total: 20 ED (20 rED)

5 SPD 14 Phases: 3, 5, 8, 10, 12

16 REC 12

50 END 5

50 STUN 5 Total Characteristic Cost: 203

 

Movement: Running: 12"/24"

Leaping: 6"/12"

Swimming: 2"/4"

 

Cost Powers END

34 Enchanted Boomerangs: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2), Incantations (-1/4)

3u 1) Stun-arang: Drain STUN 4 1/2d6, Range Based On STR (+1/4) (56 Active Points); OIF (-1/2), Incantations (-1/4) 6

3u 2) Rocket-arang: EB 12d6 (60 Active Points); OIF (-1/2), Incantations (-1/4) 6

3u 3) Shock-arang: EB 6d6, NND (Force Field or Electric Powers; +1) (60 Active Points); OIF (-1/2), Range Based On STR (-1/4), Incantations (-1/4) 6

3u 4) Bind-arang: Entangle 6d6, 6 DEF (60 Active Points); OIF (-1/2), Range Based On STR (-1/4), Incantations (-1/4) 6

3u 5) Scream-arang: Hearing Group Flash 10d6, Area Of Effect (3" Radius; +1) (60 Active Points); OIF (-1/2), Range Based On STR (-1/4), Incantations (-1/4) 6

3u 6) Smoke-arang: Sight and Smell/Taste Groups Flash 5d6, Area Of Effect (3" Radius; +1) (60 Active Points); OIF (-1/2), Range Based On STR (-1/4), Incantations (-1/4) 6

3u 7) Bang-arang: Hearing and Touch Groups Flash 8d6, Does Knockback (+1/4), Double Knockback (+3/4) (58 Active Points); OIF (-1/2), Range Based On STR (-1/4), Incantations (-1/4) 6

1u 8) Club-arang: HA +5d6 (25 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2), Incantations (-1/4) 2

3u 9) Razor-rang: RKA 4d6 (60 Active Points); OIF (-1/2), Range Based On STR (-1/4), Incantations (-1/4) 6

3u 10) BOOM-arang: RKA 2 1/2d6, Explosion (+1/2) (60 Active Points); OIF (-1/2), Range Based On STR (-1/4), Incantations (-1/4) 6

3u 11) Extinguish-arang: Suppress Fire 6d6, Area Of Effect (3" Radius; +1) (60 Active Points); OIF (-1/2), Range Based On STR (-1/4), Incantations (-1/4) 6

 

 

3 Domino Mask I: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)

3 Domino Mask II: +4 versus Range Modifier for Sight Group (4 Active Points); OIF (-1/2)

20 Dense Flesh: Damage Resistance (20 PD/20 ED)

12 Increased Running: Running +6" (12" total) 1

 

Perks

1 Fringe Benefit: Passport

1 Fringe Benefit: Dual Citizenship Australia & New Zealand

 

Skills

3 +1 with Boomerangs

5 +1 with DCV

3 Combat Driving 14-

5 Defenders of New Zealand Package

3 Electronics 12-

Everyman Skills (Cost: 0 Points)

0 1) Native: Language: English (idiomatic) (4 Active Points)

0 2) AK: Home Area 11-

0 3) Acting 8-

0 4) Climbing 8-

0 5) Computer Programming 8-

0 6) Concealment 8-

0 7) Conversation 8-

0 8) Deduction 8-

0 9) PS: Profession 11-

0 10) Paramedics 8-

0 11) Persuasion 8-

0 12) Shadowing 8-

0 13) Stealth 8-

0 14) TF: Custom Adder, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

3 Fast Draw 14-

3 Inventor 12-

2 Language: Maori (fluent conversation)

3 Mechanics 12-

Millionaire Playboy Package (Cost: 5 Points)

1 1) Bribery 8-

3 2) Conversation 13-

3 3) High Society 13-

3 4) KS: The Lifestyle of the Extremely Rich (INT Roll)

15 5) Money: Filthy Rich

-20 6) Monitored by the Media 14 or less

3 Streetwise 13-

4 Weaponsmith (Boomerangs) 13-

 

Total Powers & Skill Cost: 147

Total Cost: 350

 

200+ Disadvantages

10 Distinctive Features: Australian Accent (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 DNPC: Female Companion of the Week 8- (Normal; Unaware of character's adventuring career/Secret ID)

15 Hunted: Mystery Hunted 8- (Mo Pow, Harshly Punish)

10 Physical Limitation: Allergy: Cats (Infrequently, Greatly Impairing)

10 Physical Limitation: Horrible Hangovers (Infrequently, Greatly Impairing)

15 Physical Limitation: Weird Bio Chemistry Requires Special Medical Attention (Frequently, Greatly Impairing)

10 Psychological Limitation: Charitable (Common, Moderate)

20 Psychological Limitation: Will Not Kill (Common, Total)

20 Psychological Limitation: Won't Allow Bystanders to Come to Harm (Common, Total)

15 Social Limitation: Secret Identity (Frequently, Major)

5 Social Limitation: Smoker (Occasionally, Minor)

5 Unluck: 1d6

 

Total Disadvantage Points: 150

 

Background/History: Peter McAllister was born under unique circumstances. His father, Jason, was an Australian business man whose company often sent him on business trips to other countries. He was sent to New Zealand on a regular basis and it was on of these trips that he met Lana. Lana was half Maori and strangely beautiful. After courting her over the course of many business trips, they were married. Jason was eventually promoted and spent half of the year in Australia and half in New Zealand. After several months of this Peter was granted New Zealand citizenship and Lana, Australian. When Peter was born three months later he had dual citizenship. Peter grew up loving both of his countries. He began reading at an early age, everything from comic books to novels. His parents taught his to help those less fortunate than yourself and when he was thirteen he began volunteering his time to helping the elderly, homeless and sick children. At sixteen he discovered, what he considers to this day, Australia's finest exports AC/DC. When he turned eighteen he asked his father if he could attend college in America and his father reluctantly agreed to let him attend the American college of his choice. Peter chose to attend Florida State University, which has a very strong football history. While there he decides to give American football a try, it was then his latent meta-gene kicked in. While trying out for quarterback, he under threw a pass to a receiver, the ball struck the young man in the ribs, cracking two and breaking one. He was banned from playing, but was allowed to continue his studies. Several months later he got a call from his father's business partner, saying his parents had been killed in a car bombing. Peter returned home to Wellington. His parents were given a large funeral, after which Peter discovered that his father had set up enough investments and insurance pay off's for him that he would never have to work. However in his depression Peter took up smoking. One day he was going through some of the documents in his father's study, he discovered several documents, he realized his father had been blackmailed and was probably killed because he refused to pay. Peter was infuriated, quickly using his money he had a custom costume made. Then grabbing up a boomerang that his father had brought from Australia, and calling himself Outback, he began taking his frustration out on the local gangs. The media labeled him a vigilante and it wasn't until he sent an innocent bystander to the hospital that he was doing this for all the wrong reasons. Over the next several months he worked to improve his image with the media. He began volunteering in his heroic identity and went out of his way to make sure bystanders were not hurt. Slowly the media and the people of Wellington began to embrace him. Time passed and the people began to love Outback. It was then that he was contacted by Tane and recruited to join the Defenders of New Zealand. During his training for the group, Tane taught him magic. He learned various ways to enchant his boomerang so they would have various effects. The magic also kept the boomerang from being destroyed by the magic and returned it to Outback's hand after delivering the effect. Training completed , he now represented both of his countries. *Now* Peter thought *I can truly honor my parents.*

 

Personality/Motivation: Peter is a very outgoing individual who enjoys helping people. He spends at least one day a week helping less fortunate individuals. He especially enjoys appearing at children's hospitals. When appearing at children's hospitals he will give the children wooden boomerangs he has carved himself. He is motivated by his inner desire to help others.

 

Quote: "Come on mate turn you in. Don't make me stick this boomer where it will really hurt."

 

Powers/Tactics: Powers: Outback possess slight superhuman strength, agility and resistance to harm. Through Tane's magical training he has learned various ways to enchant his boomerang to perform various special effects. For example, his bind-arang magically binds a person, the boom-arang acts like a grenade, and his Bang-arang both deafens and knocks opponents for a loop. He also possesses a specially designed domino mask that both protects his eyes and aids his boomerang throws.

 

Campaign Use:

 

Appearance: Outback has long blonde hair and piercing blue eyes. He keeps in good physical shape and always has a goatee. His costume has the New Zealand coat of arms on the back and a domino mask covers his face. His boomerang has the Australian flag painted on it and he carries it in a special holster at his waist.

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Guest Skaramine

Re: Corven's Heroes & Villains

 

I like him. Though, I know you were saving points, but is the OIF Boomerang of opportunity? He could also make it anything he picks up and throws as an item of opportunity.

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  • 4 weeks later...

Re: Corven's Heroes & Villains

 

I know it has been a while since I added anything to this thread but I decided to carry on. Here is a character I originally did for the Supers with Pics thread, however I liked he so much I decided to add her to my Vigilant team,

 

Aquatica

Val Char Cost Roll Notes

12 STR 2 11- Lift 132.0kg; 2d6 [1]

29 DEX 57 15- OCV: 10/DCV: 10

24 CON 28 14-

21 BODY 22 13-

18 INT 8 13- PER Roll 13-

16 EGO 12 12- ECV: 5

25 PRE 15 14- PRE Attack: 5d6

19 COM 5 13-

 

8/28 PD 6 Total: 8/28 PD (0/20 rPD)

8/28 ED 3 Total: 8/28 ED (0/20 rED)

5 SPD 11 Phases: 3, 5, 8, 10, 12

29 REC 14

50 END 1

49 STUN 10 Total Characteristic Cost: 194

 

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 2"/4"

Swimming: 22"/704"

 

Cost Powers END

75 Water Creation & Control: Multipower, 75-point reserve

3u 1) Water Form: Desolidification (affected by Heat, Electricity, or Mental) (40 Active Points); Cannot Pass Through Solid Objects (-1/2) 4

7u 2) Dehydration: Drain DEX 5d6, Reduced Endurance (0 END; +1/2) (75 Active Points)

7u 3) Water Bolt: EB 15d6 (75 Active Points) 7

7u 4) Drowning Blast: EB 7d6, NND (LS. S.C. Breathing or Breath Water; +1) (70 Active Points) 7

4u 5) The Very Water is at My Command: Telekinesis (35 STR), Affects Porous, Fine Manipulation (73 Active Points); Only Works On Limited Types Of Objects Water Only (-1) 7

30 Water Creation & Control: Elemental Control, 60-point powers

24 1) Surface Surfing: Flight 20", Reduced Endurance (0 END; +1/2) (60 Active Points); Only In Contact With A Surface (-1/4)

45 2) Liquid Shield: FF (20 PD/20 ED/5 Flash Defense: Sight Group/5 Flash Defense: Hearing Group), Reduced Endurance (0 END; +1/2) (75 Active Points)

9 3) Healing Water: Healing 3 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Conditional Power Power Only Works In Water (-1 1/2), Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

30 4) Swimming +20" (22" total) (x32 Noncombat), Reduced Endurance (0 END; +1/2) (60 Active Points)

10 Water Form II: Invisibility to Sight Group , No Fringe (30 Active Points); Conditional Power Power Only Works In Water (-1 1/2), Linked (Water Form; -1/2) 3

8 LS (Breath Water; Safe in High Pressure; Safe in Intense Cold)

12 Healing Water II: +15 REC (30 Active Points); Conditional Power Power Only Works In Water (-1 1/2)

33 Living Fire Hydrant: Suppress Fire 10d6 (50 Active Points); Linked (Water Bolt; -1/2) 5

 

Perks

12 Contact: Greg Fergueson, U.S. Coast Guard (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 14-

 

Skills

9 +3 with any three Water Multi-Power

5 SS: Oceaogrophy 15-

7 SS: Marine Biology 17-

3 High Society 14-

3 Oratory 14-

5 Cramming

Everyman Skills (Cost: 0 Points)

0 1) Acting 8-

0 2) AK: Home Area 11-

0 3) Climbing 8-

0 4) Computer Programming 8-

0 5) Concealment 8-

0 6) Conversation 8-

0 7) Deduction 8-

0 8) Native: Language: English (idiomatic) (4 Active Points)

0 9) Paramedics 8-

0 10) Persuasion 8-

0 11) PS: Profession 11-

0 12) Shadowing 8-

0 13) Stealth 8-

0 14) TF: Custom Adder, Small Motorized Ground Vehicles

 

Total Powers & Skill Cost: 349

Total Cost: 542

 

200+ Disadvantages

5 Corven's BS Bonus cause I couldn't think of anything else

15 DNPC: Geoff & Emily Greyson (Husband & Daughter) 8- (Normal; Group DNPC: x2 DNPCs)

15 Hunted: U.S. Coast Guard 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

20 Hunted: Dr. Hammerhead & The Mako Men 8- (Mo Pow, NCI, Harshly Punish)

10 Hunted: The Eel 8- (As Pow, Harshly Punish)

15 Psychological Limitation: Will Not Kill (Uncommon, Total)

25 Psychological Limitation: Wont Allow Bystanders to Come to Harm (Very Common, Total)

15 Social Limitation: Public Identity (Frequently, Major)

20 Vulnerability: 2 x STUN Electricity Based Attacks (Common)

10 Vulnerability: 1 1/2 x STUN Heat Based Attacks (Common)

192 Experience Points

(85 points unspent)

 

Total Disadvantage Points: 150

 

Background/History: Ashley Greyson was a normal everyday woman, she had a loving husband and daughter and a prestigious job as a marine biologist. Then during a family vacation in Australia she was diving along the great barrier reef, when she blacked out. When she awoke in a Sydney hospital the doctors could find no reason for her black out and relesed her. Upon her return to the States she discovered her powers. SInce then she has used them to fight injustice both on land and at sea. She does not know how or where her powers came from, but frankly she does not really care. She recently took a job as a professor at Columbia University and has since joind the group of heroes know as Vigilant

 

Personality/Motivation:

 

Quote: "How long can you tread water?"

 

Powers/Tactics: Aquatica has the ability to both create and control water. She has learned to use her powers in many unique ways incluiding the ability to slide along the ground on a layer of water she creates and controls mentally

 

Campaign Use:

 

Appearance: Aquatica is a beautiful young woman with sandy blonde hair and blue eyes. When out on patrol Aquatica generally only wears a bikini, but if she has to spring into action she can be wearing practically anything. The included picture was taken in the swimming pool of a five star hotel during a charity dinner.

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Re: Corven's Heroes & Villains

 

Ok next up is the lowest ranking enforcers in my Knights of New L.A. pbem game

 

Enforcer (Pvt & Cpl Ranks)

Val Char Cost Roll Notes

35 STR 5 16- Lift 3200.0kg; 7d6 [3]

28 DEX 24 15- OCV: 9/DCV: 9

30 CON 10 15-

25 BODY 10 14-

15 INT 5 12- PER Roll 12-

10 EGO 0 11- ECV: 3

25 PRE 5 14- PRE Attack: 5d6

10 COM 0 11-

 

8/28 PD 1 Total: 8/28 PD (0/20 rPD)

8/28 ED 2 Total: 8/28 ED (0/20 rED)

5 SPD 12 Phases: 3, 5, 8, 10, 12

20 REC 4

60 END 0

60 STUN 1 Total Characteristic Cost: 79

 

Movement: Running: 20"/40"

Leaping: 10"/20"

Swimming: 2"/4"

 

Cost Powers END

50 Enforcer Combat Array: Multipower, 75-point reserve, (75 Active Points); all slots OIF (Cybernetics; -1/2)

5u 1) Impact Beam: EB 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); OIF (Cybernetics; -1/2) 3

4u 2) Micro Laser: RKA 3d6+1, Armor Piercing (+1/2) (75 Active Points); OIF (Cybernetics; -1/2), Beam (-1/4) 7

5u 3) Micro Rockets: RKA 3d6+1, Reduced Endurance (0 END; +1/2) (75 Active Points); OIF (Cybernetics; -1/2)

Defensive & Enhancement Cybernetics, all slots OIF (-1/2)

8 1) +20 STR (20 Active Points); OIF (-1/2) (Modifiers affect Base Characteristic) 2

2 2) +10 DEX (30 Active Points); OIF (-1/2) (Modifiers affect Base Characteristic)

10 3) +15 CON (30 Active Points); OIF (-1/2) (Modifiers affect Base Characteristic)

3 4) +10 BODY (20 Active Points); OIF (-1/2) (Modifiers affect Base Characteristic)

2 5) +10 PRE (10 Active Points); OIF (-1/2) (Modifiers affect Base Characteristic)

7 6) +5 REC (10 Active Points); OIF (-1/2)

8 7) Leaping +3" (10" forward, 5" upward) (Accurate), Reduced Endurance (0 END; +1/2) (12 Active Points); OIF (-1/2)

28 8) Running +14" (20" total), Reduced Endurance (0 END; +1/2) (42 Active Points); OIF (-1/2)

3 9) Nightvision (5 Active Points); OIF (-1/2)

3 10) IR Perception (Sight Group) (5 Active Points); OIF (-1/2)

8 11) HRRP (Radio Group) (12 Active Points); OIF (-1/2)

7 12) Hearing Group Flash Defense (10 points) (10 Active Points); OIF (-1/2)

7 13) LS (Extended Breathing: 1 END per 20 Minutes; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat) (10 Active Points); OIF (-1/2)

7 14) Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2)

40 15) Subdermal Plating: Armor (20 PD/20 ED) (60 Active Points); OIF (-1/2)

Commando Training

Maneuver OCV DCV Notes

3 Akido Throw +0 +1 10d6 / 3d6 +v/5, Target Falls

4 Boxing Cross +0 +2 12d6 / 5d6 Strike

4 Choke -2 +0 Grab One Limb; 3 1/2d6 NND

4 Escape +0 +0 65 STR / 30 STR vs. Grabs

4 Hold -1 -1 Grab Three Limbs, 25 STR for holding on

4 Judo Disarm -1 +1 Disarm; 60 STR / 25 STR to Disarm roll

4 Karate "Chop" -2 +0 HKA 2d6 +1 / HKA 1d6

4 Kung Fu Block +2 +2 Block, Abort

12 +3 HTH Damage Class(es)

 

Perks

3 Fringe Benefit: Federal/National Police Powers

16 Contact: Superior Officers (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 18-

3 Computer Link

 

Talents

8 Combat Shooting

 

Skills

6 +2 with Combat Array

3 +1 with Commando Training

3 Bugging 12-

3 Combat Driving 15-

3 Combat Piloting 15-

3 Demolitions 12-

Everyman Skills (Cost: 0 Points)

0 1) Native: Language: English (idiomatic) (4 Active Points)

0 2) AK: Home Area 11-

0 3) Acting 8-

0 4) Climbing 8-

0 5) Computer Programming 8-

0 6) Concealment 8-

0 7) Conversation 8-

0 8) Deduction 8-

0 9) PS: Profession 11-

0 10) Paramedics 8-

0 11) Persuasion 8-

0 12) Shadowing 8-

0 13) Stealth 8-

-1 14) TF: Custom Adder, Small Motorized Ground Vehicles

3 Fast Draw 15-

3 Interrogation 14-

3 Mechanics 12-

3 Navigation 12-

3 Security Systems 12-

3 Systems Operation 12-

3 WF: Small Arms, Vehicle Weapons

 

Total Powers & Skill Cost: 321

Total Cost: 400

 

250+ Disadvantages

45 Chad's Enforcer Bonus

10 Distinctive Features: Cybernetcis (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

25 Hunted: U.N.A.P. Government 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

15 Hunted: Heroes of the 24th century 8- (Mo Pow, Harshly Punish)

15 Physical Limitation: Requires Special Medical Attention (Frequently, Greatly Impairing)

15 Social Limitation: Subject to Orders (Frequently, Major)

15 Reputation: Government Agents, 14-

20 Vulnerability: 2 x STUN Electrical Attacks (Common)

20 Vulnerability: 2 x BODY Electrical Attacks (Common)

5 Vulnerability: 1 1/2 x STUN Magnetic Attacks (Uncommon)

5 Vulnerability: 1 1/2 x BODY Magnetic Attacks (Uncommon)

10 Unluck: 2d6

 

Total Disadvantage Points: 200

 

Background/History:

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

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