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Corven's Heroes & Villains


Corven_Ren

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Re: Corven's Heroes & Villains

 

Shock Treatment

Val Char Cost Roll Notes

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

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

25 CON 30 14-

20 BODY 20 13-

14 INT 4 12- PER Roll 12-

15 EGO 10 12- ECV: 5

20 PRE 10 13- PRE Attack: 4d6

12 COM 1 11-

 

3/28 PD 0 Total: 3/28 PD (0/25 rPD)

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

7 SPD 27 Phases: 2, 4, 6, 7, 9, 11, 12

20 REC 24

50 END 0

50 STUN 9 Total Characteristic Cost: 209

 

Movement: Running: 26"/104"

Leaping: 3"/6"

Swimming: 2"/4"

Teleportation: 20"/40"

 

Cost Powers END

75 Electricity: Multipower, 75-point reserve

7u 1) Human Battery: Aid Electrical Powers 7d6 (70 Active Points)

6u 2) Your Batteries are Dead: Drain END 7d6 (70 Active Points); Conditional Power Only works on things with Electrical Power Source (-1/4) 7

7u 3) Lightning Ball: EB 7d6, Area Of Effect (4" Radius; +1) (70 Active Points) 7

7u 4) Big Bolt: EB 15d6 (75 Active Points) 7

5u 5) Shocking Grasp: HA +7d6, NND (ED Force Field or Electrical Powers; +1) (70 Active Points); Hand-To-Hand Attack (-1/2) 7

3u 6) Riding the Currents: Teleportation 20", MegaScale (1" = 1 km; +1/4), Reduced Endurance (0 END; +1/2) (70 Active Points); Restricted Path (Only through Electrical Lines; -1)

7u 7) Shock Bolt: EB 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points) 3

35 Electricity: Elemental Control, 70-point powers

28 1) Shock Me: Absorption 7d6 (energy, Endurance), Absorption As A Defense (x2) (70 Active Points); Conditional Power Electricity Only (-1/4)

35 2) Pure Electricity: Desolidification (affected by Mental, Magic & Magnetic Powers), Reduced Endurance (0 END; +1/2) (60 Active Points)

40 3) Shock Shield: FF (25 PD/25 ED), Reduced Endurance (0 END; +1/2) (75 Active Points)

35 4) Ligthning Feet: Running +20" (26" total), x4 Noncombat, Reduced Endurance (0 END; +1/2) (67 Active Points)

 

Skills

6 +2 with Shocking Multi Power

13 Electronics 17-

Everyman Skills (Cost: 0 Points)

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

0 2) AK: Millenium City 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: Electrician 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

3 Streetwise 13-

11 Systems Operation 16-

 

Total Powers & Skill Cost: 323

Total Cost: 532

 

200+ Disadvantages

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

40 GM's NPC Bonus

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

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

10 Hunted: MCPD 14- (As Pow, NCI, Limited Geographical Area, Watching)

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

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

15 Social Limitation: Secret Identity (Frequently, Major)

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

182 Experience Points

 

Total Disadvantage Points: 150

 

Background/History: Never really though of a background for him. Feel free to make up your own or to submit one to me and I will give you the credit in this space.

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics: Shock Treatment is a mutant who posesses the ability to create & turn himself into electicity.

 

Campaign Use: My good guy Electro Clone

 

Appearance: Elliot is a black man in his mid 20's, his hair hangs down his back in very long dreadlocks.

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Re: Corven's Heroes & Villains

 

After another Hiatus I present yet another character for your opinion.

 

WARNING: This character is a little extreme and might be better suited for a high powered Dark Champions game.

 

Mr. Make Believe

Val Char Cost Roll Notes

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

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

15 CON 10 12-

12 BODY 4 11-

20 INT 10 13- PER Roll 13-

30 EGO 40 15- ECV: 10

15 PRE 5 12- PRE Attack: 3d6

12 COM 1 11-

 

3 PD 0 Total: 3 PD (0 rPD)

3 ED 0 Total: 3 ED (0 rED)

4 SPD 12 Phases: 3, 6, 9, 12

6 REC 0

30 END 0

30 STUN 2 Total Characteristic Cost: 113

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

165 Mental Illusions 12d6 (Human class of minds), Reduced Endurance (0 END; +1/2), Area Of Effect (18" Radius; +1 1/4) (165 Active Points)

50 Mind Control 6d6 (Human class of minds), Reduced Endurance (0 END; +1/2), Area Of Effect (5" Radius; +1) (75 Active Points); Conditional Power Only Vs. Children (-1/2)

24 Completel Insanity: Mental Defense (30 points total)

10 Kitchen Knife: HKA 1/2d6 (1d6+1 w/STR) 1

 

Skills

5 Children's Games: KS 15-

2 Children's Moives and TV Shows: KS 11-

3 Acrobatics 13-

9 Sleight Of Hand 16-

3 Acting 12-

3 Disguise 13-

3 Mimicry 13-

 

Total Powers & Skill Cost: 277

Total Cost: 390

 

200+ Disadvantages

20 Psychological Limitation: Cold Blooded Killer (Common, Total)

20 Psychological Limitation: Obsessed with Children (Common, Total)

25 Psychological Limitation: Treats Everything Like A Game (Very Common, Total)

10 Reputation: Child Mollester & Killer, 11-

15 Social Limitation: Public Identity (Frequently, Major)

25 Hunted: Police 11- (Mo Pow, NCI, Capture)

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

15 Corven's Sicko Villain Bonus

40 Experience Points

 

Total Disadvantage Points: 150

 

Background/History: Origin is curently in the works

 

Personality/Motivation: Mr. MakeBelieve is the worst case scenario in a meta human. He uses his powers to attack the most innocent of all, children. He is John Wayne Gacy with mental powers.

 

Quote: Singing: "Come with me, and you'll see, a world of pure imagination."

 

Powers/Tactics: Mr. Make Belive possess the ability to create powerful mental illusions. He also possess the ability to control the minds of children. It is believed that he could control other human beings as well but his own sick mind will not allow him to do so. His usual tactic is to first set up a 'play area' in some abandoned building and then using his mind control lure children there. Once he has done so he uses his illusions to make the children believe they are in some magical playland and do not want to leave. And from there I am sure you can get the idea of what he does next.

 

Campaign Use:

 

Appearance: Darrel Suggs is a lanky man in his mid 20's. When 'entertaining' children as Mr. Make Believe he wear a ringmaster style outfit

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Re: Corven's Heroes & Villains

 

Ok something I just created. I thought it would be fun to have a midget version of the Thing. So I guess you could say this is my homage to both Thing and Puck.

 

 

Little Rock

Val Char Cost Roll Notes

75 STR 65 24- Lift 819.2tons; 15d6 [7]

23 DEX 39 14- OCV: 8/DCV: 8

25 CON 30 14-

25 BODY 30 14-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV: 3

20 PRE 10 13- PRE Attack: 4d6

0 COM -5 9-

 

15/35 PD 0 Total: 15/35 PD (15/35 rPD)

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

5 SPD 17 Phases: 3, 5, 8, 10, 12

20 REC 0

50 END 0

76 STUN 0 Total Characteristic Cost: 187

 

Movement: Running: 12"/24"

Leaping: 15"/30"

 

Cost Powers END

12 A Rolling Stone... : Running +6" (12" total) 1

13 Rocky Resistance: LS (Extended Breathing: 1 END per 20 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)

75 Rocky Skin: Armor (20 PD/20 ED), Inherent (+1/4) (75 Active Points)

12 Rocky Skin II: Damage Resistance (15 PD/5 ED), Inherent (+1/4) (12 Active Points)

20 Solid As A Rock: Knockback Resistance -10"

10 Solid As A Rock II: Lack Of Weakness (-10) for Resistant Defenses

 

Perks

2 Fringe Benefit: Las Vegas Police Powers

 

Skills

5 +1 with DCV

5 +1 with HTH Combat

3 Acrobatics 14-

3 Breakfall 14-

Everyman Skills (Cost: 0 Points)

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

0 2) AK: Las Vegas, Nevada 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: Circus Performer 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

3 Hoist 12-

 

Total Powers & Skill Cost: 163

Total Cost: 350

 

200+ Disadvantages

5 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)

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

20 Hunted: Las Vegas Police Dept 14- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching)

25 Hunted: Genocide 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

10 Physical Limitation: Short (Frequently, Slightly Impairing)

15 Physical Limitation: Wierd Bio Chemistry, Requires Special Medical Attnetion (Frequently, Greatly Impairing)

15 Physical Limitation: Sinks Like A Stone (Infrequently, Fully Impairing)

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

15 Social Limitation: Permanent ID (Frequently, Major)

10 Social Limitation: Famous (Occasionally, Major)

 

Total Disadvantage Points: 150

 

Background/History: Franky Fairfax was born in the circus. His family had been performing in the circus for generations, and Franky made his center ring debut at the tender age of 5. His parents taught him from an early age that his being a little person was not a handicap, and that he could do anything a normal person could do. As he grew he exhibited an aptitude for gymnastics and began perfroming with the rest of the circus acrobats. When he turned thirteen his mutant powers kicked in. SInce that time he has become somewhat of a celebrity, being the only little person super in the world. He has recently been sanctioned by the L.V.P.D. being the first mutant hero to do that. He still performs with the circus being the only combination acrobat/ strong man.

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics: Little Rock posesses superhuman strength & durability. His rock like body gives him incredible resistance to harm and to such things as extreme temperatures, radiation and pressure. His rocky skin has nor affected his natural agility and he can still perform a variety of tumbles and other acrobatics.

 

Campaign Use: Mini-Brick

 

Appearance: Little Rock is a young man in his early 20's. Being a little person he stands roughtly 4 1/2 feet tall. Since the mnaifestation of his mutant powers his skin has become composed a grey rock like substance. His costume is a blue tank top, shorts and boots. He also wears a leather weight lifting belt and spiked bracers on his wrists.

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Re: Corven's Heroes & Villains

 

Ok next up is the closest thing I have to a Superman homage in my campaing world. I am currently running a much lower powered version of him as an NPC in my Knights of New LA game but I give him to you here in all of his glory

 

American Avenger

Val Char Cost Roll Notes

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

24 DEX 42 14- OCV: 8/DCV: 8

30 CON 40 15-

25 BODY 30 14-

18 INT 8 13- PER Roll 13-

15 EGO 10 12- ECV: 5

25 PRE 15 14- PRE Attack: 5d6

16 COM 3 12-

 

30 PD 10 Total: 30 PD (30 rPD)

30 ED 24 Total: 30 ED (30 rED)

5 SPD 16 Phases: 3, 5, 8, 10, 12

27 REC 2

60 END 0

90 STUN 0 Total Characteristic Cost: 290

 

Movement: Running: 26"/52"

Leaping: 49"/98"

Swimming: 2"/4"

 

Cost Powers END

30 All American Enhancements: Elemental Control, 60-point powers

31 1) Powerful Legs: Leaping +29" (49" forward, 24 1/2" upward) (Accurate), Reduced Endurance (0 END; +1/2) (61 Active Points)

30 2) Powerful Legs II: Running +20" (26" total), Reduced Endurance (0 END; +1/2) (60 Active Points)

34 3) Can't Kill America: Healing 5 BODY, Can Heal Limbs, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (124 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

45 American Toughness: Damage Resistance (30 PD/30 ED), Hardened (+1/4), Inherent (+1/4) (45 Active Points)

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

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

12 America's Indomitable Will: Mental Defense (15 points total)

15 You Can't Weaken America: Power Defense (15 points)

20 Unshakable American: Knockback Resistance -10"

24 Can't Kill America II: LS (Extended Breathing: 1 END per 20 Minutes; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents)

All American Fighting

Maneuver OCV DCV Notes

5 Jab +1 +3 20d6 / 0d6 Strike

4 Cross +0 +2 22d6 / 2d6 Strike

5 Uppercut -2 +1 24d6 / 4d6 Strike

3 Grapple -1 -1 Grab Two Limbs, 110 STR / 10 STR for holding on

4 Bear Hug +0 +0 24d6 / 4d6 Crush, Must Follow Grab

5 Clothesline +1 +0 20d6 / 0d6 +v/5; FMove

3 Power Bomb +0 +2 22d6 / 2d6 Strike; Target Falls; Must Follow Grab

 

Perks

4 Fringe Benefit: Federal/National Police Powers, License to practice Law

13 Contact: Golden Avenger (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) 15-

 

Skills

20 +4 with DCV

20 +4 with HTH Combat

3 Bureaucratics 14-

3 Criminology 13-

Everyman Skills (Cost: 0 Points)

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

0 2) AK: Washington D.C. 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: Lawyer 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

3 High Society 14-

3 Oratory 14-

3 Tactics 13-

3 Teamwork 14-

 

Total Powers & Skill Cost: 359

Total Cost: 649

 

200+ Disadvantages

15 DNPC: Elizabeth Knight (Widowed Mother) 8- (Normal; Unaware of character's adventuring career/Secret ID)

25 Hunted: Primus 14- (Mo Pow, NCI, Orginization Knows Secret ID, Watching)

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

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

20 Psychological Limitation: Super Patriot (Very Common, Strong)

25 Psychological Limitation: Won't Allow Bystanders To Come To Harm (Very Common, Total)

15 Social Limitation: Secret Identity (Frequently, Major)

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

299 Experience Points

 

Total Disadvantage Points: 150

 

Background/History: Joshua Knight was born and raised in Washington D.C. His father, a career military man, taught him from a very early age to love his country. Joshua was a briliant student in school and a star athlete of his high school. After graduating, Joshua attened Harvard on a full scholorship and after finishing his law degree he moved back to the capitol and passed the bar exam. His life was going well for him and his family. He had just been offered a partnership in a well established law firm, and his father had just got promoted to a position in the Petnagon. Life was good and then it happened. September 11, 2001. The terrorist attacks on this country left American's in shock, they hapened so quickly that not even the superhumans had time to act. Hijacked planes crashd into the twin towers of the World Trade Center and the Pentagon. The towers were completely destroyed as were sections of the Pentagon. Joshua was at the Pentagon having lunch with his father when the attack occured. Both Joshua and his father were knocked unconcious when the plane struck the building. Joshua awoke several days later in a Primus med lab to find the Golden Avenger himself standing over him. Josh tried to sit up, but he coudn't. He tried to speak but his voice was barely audible.

"My father..." he managed to say.

"I'm sorry son, " The Avenger began "General Knight is dead and you are severly injured. The doctor's say you might not walk ever again."

Josh didn't seem to really care about that and asked "Who attacked and why?"

"Osama Bin Landen and the Al- Quaida. They said they were on a mission from Allah. But the real question is What do you want to do about it?"

"Don't...follow...you..." Josh said confused.

"Your father was a good soldier and due that I have been authorized to offer you and you alone a one time oppourtunity. One of our top scientist was working on a new enhancement serum that would turn a normal into a superhuman. However that scientist was killed in the atacks and the serum remains complete but untested. If the serum works the way it was intended you will not only be cured of your current ailments but have immense physical power. However there is a chance the serum might not work or that it can kill you."

Joshua said without hesitation "I'll do it"

The next day Joshua was injected with the serum and his body began to undergo a vast transformation. After the serum took effect Joshua underwent months of combat training and is now a sanctioned memeber of Primus. Since then he has worked on numerous occasions with several of the super hero teams throughout the country and was alongside the U.N.T.I.L. contingent that fished both Sadam Hussein and Osama Bin Laden from their hiding places. He also went for a short period over to aid the victims of the recent tsuami that plagued southeast Asia. He is currently operating in the New York area and can travel freely throughout the country as he sees fit. His rank in the Primus orginization is equal to the Golden Avengers.

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics: The American Avenger is an immensely powerful brick and one of the strongest individauls on the planet. He has been clocked at running over 97 mph and can jump nearly 300 feet in a single bound. His dense flesh makes him incredible reistant to harm and he is immune to all know posions and diseases.

 

Campaign Use: Powerful Patriotic Martial-Brick

 

Appearance: Joshua is in his early 30's. He is very hansome and has short blonde hair. His costume is a blue body suit with red boots, gloves and cape and white trim

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Re: Corven's Heroes & Villains

 

Even though she had her own thread, I just thought I would add Pinky to my character thread because it is more likely to get bumped up so she is available for people's use.

 

Pinky

Val Char Cost Roll Notes

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

23 DEX 39 14- OCV: 8/DCV: 8

14 CON 8 12-

11 BODY 2 11-

20 INT 10 13- PER Roll 13-

10 EGO 0 11- ECV: 3

15 PRE 5 12- PRE Attack: 3d6

16 COM 3 12-

 

3/23 PD 1 Total: 3/23 PD (0/20 rPD)

3/23 ED 0 Total: 3/23 ED (0/20 rED)

5 SPD 17 Phases: 3, 5, 8, 10, 12

8 REC 6

40 END 6

40 STUN 16 Total Characteristic Cost: 115

 

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

60 Pink Light: Multipower, 60-point reserve

6u 1) Pink Bolt: EB 12d6 (60 Active Points) 6

6u 2) Pink Blast: EB 6d6, Area Of Effect (7" Cone; +1) (60 Active Points) 6

3u 3) Overpowering Light: Dispel Darkness 11d6 (33 Active Points) 3

6u 4) Pink Bomb: EB 8d6, Explosion (+1/2) (60 Active Points) 6

6u 5) Pink Bonds: Entangle 4d6, 4 DEF, Backlash (+1/2) (60 Active Points) 6

6u 6) Pink Flash: Sight Group Flash 8d6, Reduced Endurance (0 END; +1/2) (60 Active Points)

6u 7) Pink Laser: RKA 2d6, Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (60 Active Points)

30 Pink Bubble: Elemental Control, 60-point powers

30 1) Pink Bubble Flight: Flight 20", Reduced Endurance (0 END; +1/2) (60 Active Points)

30 2) Pink Bubble Shield: FF (20 PD/20 ED), Reduced Endurance (0 END; +1/2) (60 Active Points)

 

10 Pink Light Eyes: Sight Group Flash Defense (10 points)

6 Light Bubbles: Sight Group Images 1" radius, Reduced Endurance (0 END; +1/2) (15 Active Points); Only To Create Light (-1), Linked (Pink Bubble Shield; -1/2)

 

Perks

Sanction Package Deal

3 1) Fringe Benefit: Federal/National Police Powers

6 2) Contact (Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) 11-

 

Skills

3 +1 with Pink Light Mulitpower

Everyman Skills (Cost: 0 Points)

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

0 2) AK: Millenium City 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: Student 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

3 Forensic Medicine 13-

4 Language: French (completely fluent; literate)

3 Language: Latin (fluent conversation; literate)

Sanction Package Deal

2 1) KS: Federal Criminal Law 11-

2 2) KS: Federal Criminal Procedure 11-

3 Scientist

2 1) SS: Anatomy 13- (3 Active Points)

2 2) SS: Biology 13- (3 Active Points)

2 3) SS: Chemistry 13- (3 Active Points)

2 4) SS: Physiology 13- (3 Active Points)

 

Total Powers & Skill Cost: 242

Total Cost: 357

 

200+ Disadvantages

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

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

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

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

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

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

15 Social Limitation: Secret Identity (Jenny Jordan) (Frequently, Major)

20 Susceptibility: Entangled by Darnkness Powers, 2d6 damage per Phase (Uncommon)

5 Unluck: 1d6

10 Vulnerability: 2 x BODY Darkness Powers (Uncommon)

10 Vulnerability: 2 x STUN Darkness Powers (Uncommon)

7 Experience Points

 

Total Disadvantage Points: 150

 

Background/History: Jenny was once your average college student. She was immensly popular and was always seen at all of the big parties. But she was also devoted to her studies and no matter how late she partied the night before she was always on time for every class and always got good grades. But most of that has changed now. She is hardly ever seen at the parties any more & she is occasionally late for class. It all changed the day she got her powers and then began fighting crime as Pinky. She had been studying late one night and she found an experiment in her chemistry book she found intriguing. Early the next morning she rushed to the chem lab and began the experiment. She did not know however that another student had mislabeled some of the chemicals and when she mixed them they exploded. Jenny was covered with chemicals and flew back into a display case that contained several meteroites that the lab was performing tests on. The chemicals coating her reacted with one of the meteorites, and caused it to turn bright pink and then it began to glow. Jenny's body absorbed the pink light emenating from the meteorite and as it's glow got dimmer she began to glow brighter and brighter. When help arrived Jenny had stopped glowing and the meteroite had faded back to its normal grey tone. Soon after Jenny discovered her powers and since then, she has used her powers to fight crime. Not long after she gained her powers, she managed to defeat the well known super villain Ankylosar and also aided UNTIL in the capture of Photon. Since then she has become a federally sanctioned super heroine.

 

Personality/Motivation: Pinky is a very outgoing person who enjoys helping people.

 

Quote:

 

Powers/Tactics: Pinky possesses light base powers that she can use in various ways.

 

Campaign Use:

 

Appearance: Jenny is an attractive woman in her early 20's. She has long blonde hair and is in excellent physical shape. As Pinky she wears a pink & white costume and wears her hair in pigtails.

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Re: Corven's Heroes & Villains

 

Tornado

Val Char Cost Roll Notes

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

23 DEX 39 14- OCV: 8/DCV: 8

15 CON 10 12-

15 BODY 10 12-

15 INT 5 12- PER Roll 12-

10 EGO 0 11- ECV: 3

20 PRE 10 13- PRE Attack: 4d6

14 COM 2 12-

 

3/23 PD 0 Total: 3/23 PD (0/20 rPD)

3/23 ED 0 Total: 3/23 ED (0/20 rED)

5 SPD 17 Phases: 3, 5, 8, 10, 12

15 REC 18

44 END 7

45 STUN 14 Total Characteristic Cost: 137

 

Movement: Running: 6"/12"

Flight: 15"/120"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

60 Tornado Zone: Multipower, 75-point reserve, (75 Active Points); all slots Conditional Power Power Does Not Work In Water (-1/4)

6u 1) Tornado Blast: EB 15d6 (75 Active Points); Conditional Power Power Does Not Work In Water (-1/4) 7

6u 2) Concentrated Tornado Blast: EB 8 1/2d6, Double Knockback (+3/4) (75 Active Points); Conditional Power Power Does Not Work In Water (-1/4) 7

6u 3) HAving Trouble Breathing?: EB 7d6, NND (Self Contained Breathing; +1) (70 Active Points); Conditional Power Power Does Not Work In Water (-1/4) 7

6u 4) Mini Tornado: EB 10d6, Area Of Effect (One Hex; +1/2) (75 Active Points); Conditional Power Power Does Not Work In Water (-1/4) 7

6u 5) Lifting Tornado: Telekinesis (50 STR) (75 Active Points); Conditional Power Power Does Not Work In Water (-1/4) 7

6u 6) Going For A Spin: Drain DEX 5d6, Reduced Endurance (0 END; +1/2) (75 Active Points); Conditional Power Power Does Not Work In Water (-1/4)

6u 7) Wind Wall: FW (10 PD/10 ED; 5" long and 2" tall), Reduced Endurance (1/2 END; +1/4) (75 Active Points); Conditional Power Power Does Not Work In Water (-1/4) 3

24 Wind Control: Elemental Control, 60-point powers, (30 Active Points); all slots Conditional Power Power Does Not Work In Water (-1/4)

24 1) Wind Shield: FF (20 PD/20 ED), Reduced Endurance (0 END; +1/2) (60 Active Points); Conditional Power Power Does Not Work In Water (-1/4)

24 2) Ride the Wind: Flight 15", x8 Noncombat, Reduced Endurance (0 END; +1/2) (60 Active Points); Conditional Power Power Does Not Work In Water (-1/4)

8 Wind Shield II: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Linked (Wind Shield; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; Lesser Power can only be used when character uses greater Power at full value; -1/2), Conditional Power Power Does Not Work In Water (-1/4)

 

Perks

10 Contact: Gary Folsworth, Reporter for the Chicago Tribune (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Very Good relationship with Contact) 14-

 

Skills

5 +1 with DCV

6 +2 with Tornado Zone MP

3 Electronics 12-

Everyman Skills (Cost: 0 Points)

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

0 2) AK: Chicago 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: Construction Worker 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

2 KS: Carpentry 11-

2 KS: Plumbing 11-

3 Mechanics 12-

 

Total Powers & Skill Cost: 213

Total Cost: 350

 

200+ Disadvantages

20 DNPC: Jack & Harriet Carson (Parents) 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)

15 Hunted: Chicago P.D. 14- (Mo Pow, NCI, Limited Geographical Area, Watching)

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

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

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

15 Psychological Limitation: Shameless Flirt (Common, Strong)

15 Psychological Limitation: Swashbuckler Attitude (Common, Strong)

15 Social Limitation: Secret Identity (Chad Carson) (Frequently, Major)

10 Social Limitation: Smoker (Frequently, Minor)

5 Unluck: 1d6

 

Total Disadvantage Points: 150

 

Background/History: Chad Carson sat on the top of the skeleton of the new hi-rise to join the Chicago sky line. His lunch box sat open next to him and he munched on a cold slice of pizza. His mind drifted back as he ate as to how much this build has changed his life. Two months ago Chad had been working on, what was at that time, the highest floor of the superstucture when a freak storm occured, he watched in horror as a tornado headed his way and he was unable to do anything but pray. The tornado had picked up a chemical truck that had been transpoting a newly created radioactive isotope.The truck slammed into the steel girders of the building, shattering the containment and bathing both the superstructure and Chad with the isotope. Chad's body began to glow as the isotope was absorbed into his skin it also seemed to absorb the very wind itself. Chad slowly rose into the air and as he opened his eyes he discovered that the tornado was gone and he was flying. Over the next few weeks he learned to use and control his power. Dubbing himself Tornado he soon beacme one of the more popular supers in the Windy city.

 

Personality/Motivation:

 

Quote: "Bad news Pal, you jist stirred up an ill wind."

 

Powers/Tactics: Tornado possess the ability to create tornadoes to use in various ways, He can also manipulsate the air around him that it both protects him and allows him to fly.

 

Campaign Use:

 

Appearance: Chad Carson is in his mid 20's and is excellent physical shape. He has blond hair and blue eyes. As Tornado he wears a blue and white costume.

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Re: Corven's Heroes & Villains

 

Ok Herophiles I present to you the members of my mutant group the Wild Bunch. These are all mutants who have some animalistic features but may possess other abilities as well. Up first the teams leader the Golden Lion.

 

Golden Lion

Val Char Cost Roll Notes

40 STR 30 17- Lift 6400.0kg; 8d6 [4]

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

35 CON 50 16-

30 BODY 40 15-

15 INT 5 12- PER Roll 12-

18 EGO 16 13- ECV: 6

30 PRE 20 15- PRE Attack: 6d6

16 COM 3 12-

 

10/22 PD 2 Total: 10/22 PD (0/12 rPD)

10/22 ED 3 Total: 10/22 ED (0/12 rED)

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

20 REC 10

70 END 0

68 STUN 0 Total Characteristic Cost: 257

 

Movement: Running: 16"/32"

Leaping: 23"/46"

Swimming: 2"/4"

 

Cost Powers END

15 Lion Powers: Elemental Control, 30-point powers

52 1) Claws: HKA 2d6 (3d6+1 w/STR), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (67 Active Points)

15 2) Pounce: Leaping +15" (23" forward, 11 1/2" upward) (Accurate), Reduced Endurance (0 END; +1/2) (30 Active Points)

15 3) Enhanced Running: Running +10" (16" total), Reduced Endurance (0 END; +1/2) (30 Active Points)

11 4) Enhanced Metabolism: Healing 2 BODY, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (45 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

45 Tough Hide: Armor (12 PD/12 ED), Inherent (+1/4) (45 Active Points)

6 Lion's Eyes: IR Perception (Sight Group), Inherent (+1/4) (6 Active Points)

6 Lion Tail: Extra Limb (1), Inherent (+1/4) (6 Active Points)

12 Lion's Nose: Tracking with Smell/Taste Group, Inherent (+1/4) (12 Active Points)

Capoeira

Maneuver OCV DCV Notes

5 Armada da Costa (Spin Kick)/Parafuso (Jumping Spinning Kick) -2 +1 15d6 / 7d6 Strike

4 Bencao (Front Thrust Kick)/Asfixiante (Punch) +0 +2 13d6 / 5d6 Strike

5 Block +1 +3 Block, Abort

3 Cabecada (Head-Butt) +1 +0 13d6 / 5d6 Strike

4 Cocorinha/Esquiva/Queda de Quatro -- +5 Dodge, Affects All Attacks, Abort

4 Dedeira (Eye Gouge) -1 -1 Flash 7d6

4 Meia lua de Frente/Queixada (Crescent Kick) +2 +0 13d6 / 5d6 Strike

3 Rasteira/Banda/Tesoura/Arrastao (Legsweep/Takedown) +2 -1 12d6 / 4d6 Strike, Target Falls

5 Voo-do-morcego (Flying Kick) +1 -2 15d6 / 7d6 Strike

12 +3 HTH Damage Class(es)

 

Talents

3 Ambidexterity (-2 Off Hand penalty)

 

Skills

8 +4 with Shadowing

6 +2 with Capoeria

2 +2 with Claws

15 +3 with DCV

16 +8 with Stealth

3 Acrobatics 15-

3 Breakfall 15-

Everyman Skills (Cost: 0 Points)

0 1) Native: Language: Swahili (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

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

3 Tracking 12-

 

Total Powers & Skill Cost: 288

Total Cost: 545

 

200+ Disadvantages

5 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)

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

25 Hunted: Genocide 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

5 Outlaw Mutant Hero Bonus

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

15 Psychological Limitation: Reluctant to Kill (Common, Strong)

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

15 Psychological Limitation: Overconfident (Common, Strong)

20 Psychological Limitation: Will Not Allow Bystanders to Come to Harm (Common, Total)

15 Social Limitation: Public Identity (Damon Umbutu) (Frequently, Major)

195 Experience Points

 

Total Disadvantage Points: 150

 

Background/History: Damon was born in a small village in Kenya and his being a mutant was obvious from his birth. Many of the villagers claimed that his birth was a bad omen and that the child should be killed. However the village elder disagreed and therefore little Damon was spared. Damon was persecuted his whole life by almost every member of the village save for his parents, the elder and the elder's grandson, Kitwe, who shared Damon's birthday and became Damon's best friend. Damon and Kitwe were inseperable throughout the years and as they celebrated their sixteenth birthday's the unthinkable hapened. A minuteman robot came to the village to capture Damon. Damon fled so that no one in the village would get hurt, but Kitwe followed him and when the robot fired on Damon, Kitwe leapt in front of the blast. Damon, enraged, leapt at the robot but was unable to do anything to harm it. Fortunatly for him the African hero group, Savanah came along and helped Damon defeat the robot. Damon rushed to his fallen friend and found that he was alive, but barely. Damon ran back to his village with Kitwe in his arms. He told Kitwe's grandfather what had happened and how Savanah had helped him defeat the robot. Shortly after this, Savanah showed up in the village and one of the teams members helaed Kitwe. Damon decided then and there he would leave the village so it would no longer be in danger. He bid farewell to his parents and Kitwe and began travelling the world. While in Brazil he learned capoeria and also hooked up with Boa. Together they would recruit mutants from around the world and form the Wild Bunch.

 

Personality/Motivation:

 

Quote: "A Lions duty is to his pride. Well mankind is my pride and I will not see them harmed."

 

Powers/Tactics: Damon posesses superhuman strength, agility and resistance to harm. He also heals faster than a normal human. In combat he uses his capoeria and will only use his claws in extreme circumstances or against nonliving objects.

 

Campaign Use: Leader of mutant hero group

 

Appearance: Damon is an impressive figure to behold. He is well muscled and his body is covered in a layer of fur. His lion tail protrudes right above his tail bone and therefore he must have all of his pants specially made. Despite his leonine features he is still quite attracetive to the eye.

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Re: Corven's Heroes & Villains

 

Ok Next meber of the Wild Bunch

 

 

Boa

Val Char Cost Roll Notes

60 STR 50 21- Lift 102.4tons; 12d6 [6]

24 DEX 42 14- OCV: 8/DCV: 8

30 CON 40 15-

25 BODY 30 14-

15 INT 5 12- PER Roll 12-

17 EGO 14 12- ECV: 6

25 PRE 15 14- PRE Attack: 5d6

6 COM -2 10-

 

20 PD 8 Total: 20 PD (15 rPD)

20 ED 14 Total: 20 ED (15 rED)

5 SPD 16 Phases: 3, 5, 8, 10, 12

20 REC 4

60 END 0

75 STUN 5 Total Characteristic Cost: 241

 

Movement: Running: 6"/12"

Leaping: 12"/24"

Swimming: 2"/4"

Swinging: 10"/20"

 

Cost Powers END

33 Snake Arms: Stretching 10" (50 Active Points); Limited Body Parts (Arms Only) (-1/4), no Noncombat Stretching (-1/4) 5

15 Reptilian Skin: Damage Resistance (15 PD/15 ED)

29 Reptilian Regeneration: Healing 3 BODY, Can Heal Limbs, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (79 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

7 Reptilian Metabolism: LS (Extended Breathing: 1 END per 5 Minutes; Immunity: Ophidotoxins; Longevity: 200 Years)

60 Way of the Serpent: Multipower, 60-point reserve

1u 1) Bungee Arms: Leaping 10" (Accurate), Reduced Endurance (0 END; +1/2) (22 Active Points); Conditional Power Must Grab Onto Something (-1/4), Extra Time (Full Phase, Only to Activate, -1/4)

1u 2) Swinging Along: Swinging 10", Reduced Endurance (0 END; +1/2) (15 Active Points)

2u 3) In My Coils: Entangle 4d6, 4 DEF, Backlash (+1/2) (60 Active Points); No Range (-1/2), Lockout (-1/2), Cannot Form Barriers (-1/4), Conditional Power Must Follow Grab (-1/4) 6

3u 4) Constriction: EB 4d6, NND (LS: Self Contained Breathing; +1), Continuous (+1) (60 Active Points); No Range (-1/2), Must Follow Grab or Entangle (-1/2) 6

Boxing, Modern

Maneuver OCV DCV Notes

4 Block +2 +2 Block, Abort

3 Clinch -1 -1 Grab Two Limbs, 70 STR / 10 STR for holding on

4 Cross +0 +2 14d6 / 2d6 Strike

5 Hook -2 +1 16d6 / 4d6 Strike

3 Jab +2 +1 Strike

 

Skills

9 +3 with Boxing

15 +3 with DCV

3 +3 with Grabs

2 Animal Handler (Reptiles & Amphibians) 14-

Everyman Skills (Cost: 0 Points)

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

0 2) AK: Rio De Janero 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

3 Hoist 12-

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

8 Survival (Tropical) 15-

3 Teamwork 14-

 

Total Powers & Skill Cost: 216

Total Cost: 457

 

200+ Disadvantages

5 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)

15 Distinctive Features: Reptilian Appearance (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

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

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

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

15 Psychological Limitation: Likes to Showoff (Common, Strong)

15 Psychological Limitation: Reluctant to Kill (Common, Strong)

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

15 Social Limitation: Public Identity (Simon Simonson) (Frequently, Major)

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

97 Experience Points

 

Total Disadvantage Points: 160

 

Background/History: Simon Simonson remebers little of his life before the Wild Bunch. He remebers the ridicule of the other children in his neigborhood. He remebers running away from home at the tender age of 11 and joining a travelling circus and side show. His snake like appearance and abiliteies earned him a place in the side show and as he grew his strength grew to such a point that he had to be careful or he could easily kill someone. When he was sixteen he met Damon Umbutu, a fellow mutant who was travelling the world determined to find acceptance among normal humans. Damon convinced Simon to join him and together they set off to find others of their kind, eventually forming the Wild Bunch.

 

Personality/Motivation: Simon has been inspired by the Golden Lion to become more than just the freak he was in the sideshow. Since them he has becom somewhat of the gung-ho member of the team. He is one of the first into the fray if a fight breaks out, or the first to aid a bystander who might be in trouble.

 

Quote: "Just because I might be cold blooded does not mean I am cold hearted."

 

Powers/Tactics: Simon possess many snake like qualities as well as the ability to strech his arms amazing distances. He also possess superhuman strength and resistance to harm. He can also hold his breath for extended periods of time, heals at an extraordianry rate and has found that he is immune to the venom of all snakes. (He was once bitten by a coral snake in Florida and has since tested every poisouness snake known). However like a snake he is more vulnerable to cold.

 

Campaign Use: Animalistic Mutant Hero

 

Appearance: Boa is a 19 year old latino male . His skin is covered in greenish brown scales of various sizes. He wears a brown vest, loose fitting pants and sandals.

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Re: Corven's Heroes & Villains

 

Fox

Val Char Cost Roll Notes

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

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

25 CON 30 14-

20 BODY 20 13-

20 INT 10 13- PER Roll 13-/19-

20 EGO 20 13- ECV: 7

20 PRE 10 13- PRE Attack: 4d6

26 COM 8 14-

 

10/25 PD 5 Total: 10/25 PD (5/20 rPD)

10/25 ED 5 Total: 10/25 ED (5/20 rED)

7 SPD 30 Phases: 2, 4, 6, 7, 9, 11, 12

10 REC 0

50 END 0

50 STUN 4 Total Characteristic Cost: 217

 

Movement: Running: 16"/32"

Leaping: 5"/10"

Swimming: 2"/4"

 

Cost Powers END

6 Fox Tail: Extra Limb (1), Inherent (+1/4) (6 Active Points)

15 Swiftness of the Fox: Missile Deflection (Bullets & Shrapnel)

12 Ears of the Fox: +6 PER with Hearing Group

10 Nose of the Fox: Tracking with Smell/Taste Group

20 Speed of the Fox: Running +10" (16" total) 2

30 Find Weakness 13- with Savate

5 Fox Hide: Damage Resistance (5 PD/5 ED)

32 Force Field Ring: FF (15 PD/15 ED/10 Flash Defense: Hearing Group) (40 Active Points); IIF (-1/4) 4

Savate

Maneuver OCV DCV Notes

4 Block +2 +2 Block, Abort

4 Coup de pied bas (low kick) +0 +2 13d6 / 8d6 Strike

5 Coup de pied chasse (side kick) -2 +1 15d6 / 10d6 Strike

4 Crochet (Hook) +2 +0 13d6 / 8d6 Strike

4 Disarm -1 +1 Disarm; 65 STR / 40 STR to Disarm roll

5 Direct (Jab/Cross) +1 +3 11d6 / 6d6 Strike

3 Footsweep +2 -1 12d6 / 7d6 Strike, Target Falls

24 +6 HTH Damage Class(es)

 

Perks

10 Money: Wealthy

 

Skills

15 +3 with DCV

9 +3 with Savate

3 Acrobatics 15-

3 Breakfall 15-

Everyman Skills (Cost: 0 Points)

0 1) AK: Nice, France 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: Profession 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

3 High Society 13-

6 KS: Agriculture 16-

6 KS: Wines 16-

3 Linguist

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

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

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

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

1 5) Language: Italian (completely fluent; literate) (4 Active Points)

1 6) Language: Portugese (completely fluent; literate) (4 Active Points)

1 7) Language: Spanish (completely fluent; literate) (4 Active Points)

2 8) Language: Swahili (completely fluent; literate) (4 Active Points)

11 Persuasion 17-

11 Seduction 17-

 

Total Powers & Skill Cost: 272

Total Cost: 489

 

200+ Disadvantages

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

5 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)

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

15 Mutant Hero Bonus

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

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

15 Social Limitation: Famous (Frequently, Major)

15 Social Limitation: Public Identity (Angelique 'Angel' Dubois) (Frequently, Major)

5 Vulnerability: 1 1/2 x Effect Smell Based Attacks (Uncommon)

20 Vulnerability: 2 x Effect Sound Based Flashes (Common)

139 Experience Points

 

Total Disadvantage Points: 150

 

Background/History: Angelique 'Angel' Dubois was born in Nice, France. Her father owned a vey successful vinyard and they were very wealthy. Her father made sure she had the best of everything for her life. At an early age she showed exceptional aptitude for gymnastics and her father hired the best instructors and coaches in the world. At the tender age of thirteen she easily earned a spot on the French olympic team. The night after her acceptance on the team, her father threw a large party for her, about half way through she felt ill and excused her self to her room. She lay down upon her bed and fell asleep. About an hour later she awoke, feeling better and made her way back down to the party. It was then she knew something was wrong, one of the servents looked at her, dropped a huge platter of food and screamed. The party guest all came running as Angel stared down at her reflection in the surface of the platter. She looked at her parents and then ran back to her room in tears. Her parents ran after her and did their best to console her. Angel knew superhumans were not allowed to compete in the olympics and that she would lose her spot on the olympic team. The next day her picture appeared in papers around the world and her parents feared that such controversy would ruin their business. To their surprise however, it only seemed to make them more popular. Angel was soon doing commercials and modeling around the world. Her father fearing for her safety, hired a body guard for her and she also began taking savate lessons. When she was eighteen she recieved a call from Hugh Hefner about posing for Playboy. She accepted and doing so became the first mutant to appear in the magazine. During an autograph session in New York, she was attacked by a minute man robot, the robot severely injured her bodyguard and tried to capture her. Luckily the Wild Bunch was in the area and came to her aid. Seeing that there were other mutants like her she joined them out of gratitude. She still does modeling work, but also fights along side the group as well.

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics: Angelique possesses super human agility and senses. Her extraoridnary agility alows her to reflect back most ranged attacks aimed at her. She has a heightned sense of hearing and smell. Fearing for her safety, Hyena, the teams gadgeteer, built her a ring that projects a force field around her and helps protect her highly sensitive ears from attacks.

 

Campaign Use:

 

Appearance: Angelique is a very attractive and shapely french woman with vulpine features. She has a coat of very short red hair covering her body and a fox's tail coming out just above her tailbone.

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Re: Corven's Heroes & Villains

FoxPlayer: NPC Member of the Wild Bunch
Val** Char*** Cost
25** STR 15
30** DEX 60
25** CON 30
20** BODY 20
20** INT 10
20** EGO 20
20** PRE 10
26** COM 8
*
10/25** PD 5
10/25** ED 5
7** SPD 30
10** REC 0
50** END 0
50** STUN 4
*16"**RUN02"**SWIM05"**LEAP0Characteristics Cost: 217
Cost** Power END
6** Fox Tail: Extra Limb (1)' date=' Inherent (+1/4) (6 Active Points)* 0
15** Swiftness of the Fox: Missile Deflection (Bullets & Shrapnel)* 0
12** Ears of the Fox: +6 PER with Hearing Group* 0
10** Nose of the Fox: Tracking with Smell/Taste Group* 0
20** Speed of the Fox: Running +10" (16" total)* 2
30** Find Weakness 13- with Savate* 0
5** Fox Hide: Damage Resistance (5 PD/5 ED)* 0
32** Force Field Ring: FF (15 PD/15 ED/10 Flash Defense: Hearing Group) (40 Active Points); IIF (-1/4)* 4
Powers Cost: 130
Cost** Martial Arts Maneuver
** Savate*
4** 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort*
4** 2) Coup de pied bas (low kick): 1/2 Phase, +0 OCV, +2 DCV, 13d6 / 8d6 Strike*
5** 3) Coup de pied chasse (side kick): 1/2 Phase, -2 OCV, +1 DCV, 15d6 / 10d6 Strike*
4** 4) Crochet (Hook): 1/2 Phase, +2 OCV, +0 DCV, 13d6 / 8d6 Strike*
4** 5) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 65 STR / 40 STR to Disarm roll*
5** 6) Direct (Jab/Cross): 1/2 Phase, +1 OCV, +3 DCV, 11d6 / 6d6 Strike*
3** 7) Footsweep: 1/2 Phase, +2 OCV, -1 DCV, 12d6 / 7d6 Strike, Target Falls*
24** 8) +6 HTH Damage Class(es)*
Martial Arts Cost: 53
Cost** Skill
15** +3 with DCV*
9** +3 with Savate*
3** Acrobatics 15-*
3** Breakfall 15-*
** Everyman Skills (Cost: 0 Points)*
0** 1) AK: Nice, France 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: Profession 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*
3** High Society 13-*
6** KS: Agriculture 16-*
6** KS: Wines 16-*
3** Linguist*
0** 1) Language: French (idiomatic; literate) (5 Active Points)*
1** 2) Language: Dutch (fluent conversation) (2 Active Points)*
1** 3) Language: English (completely fluent; literate) (4 Active Points)*
2** 4) Language: German (completely fluent; literate) (4 Active Points)*
1** 5) Language: Italian (completely fluent; literate) (4 Active Points)*
1** 6) Language: Portugese (completely fluent; literate) (4 Active Points)*
1** 7) Language: Spanish (completely fluent; literate) (4 Active Points)*
2** 8) Language: Swahili (completely fluent; literate) (4 Active Points)*
11** Persuasion 17-*
11** Seduction 17-*
Skills Cost: 79
Cost** Perk
10** Money: Wealthy*
Perks Cost: 10
Val** Disadvantages
20** Distinctive Features: Extremely Beautiful Fox Woman (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)*
5** Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)*
20** Hunted: Genocide 8- (Mo Pow, NCI, Capture)*
15** Mutant Hero Bonus*
15** Physical Limitation: Weird Bio Chemistry, Requires Special Medical Attention (Frequently, Greatly Impairing)*
20** Psychological Limitation: Will Not Kill (Common, Total)*
15** Social Limitation: Famous (Frequently, Major)*
15** Social Limitation: Public Identity (Angelique 'Angel' Dubois) (Frequently, Major)*
5** Vulnerability: 1 1/2 x Effect Smell Based Attacks (Uncommon)*
20** Vulnerability: 2 x Effect Sound Based Flashes (Common)*
Disadvantage Points: 150

Base Points: 200Experience Required: 139Total Experience Available: 0Experience Unspent: 0Total Character Cost: 489

Height: 1.74 m Hair: Black/Red
Weight: 50.00 kg Eyes: Green
Appearance: Angelique is a very attractive and shapely french woman with vulpine features. She has a coat of very short red hair covering her body and a fox's tail coming out just above her tailbone.Background: Angelique 'Angel' Dubois was born in Nice, France. Her father owned a vey successful vinyard and they were very wealthy. Her father made sure she had the best of everything for her life. At an early age she showed exceptional aptitude for gymnastics and her father hired the best instructors and coaches in the world. At the tender age of thirteen she easily earned a spot on the French olympic team. The night after her acceptance on the team, her father threw a large party for her, about half way through she felt ill and excused her self to her room. She lay down upon her bed and fell asleep. About an hour later she awoke, feeling better and made her way back down to the party. It was then she knew something was wrong, one of the servents looked at her, dropped a huge platter of food and screamed. The party guest all came running as Angel stared down at her reflection in the surface of the platter. She looked at her parents and then ran back to her room in tears. Her parents ran after her and did their best to console her. Angel knew superhumans were not allowed to compete in the olympics and that she would lose her spot on the olympic team. The next day her picture appeared in papers around the world and her parents feared that such controversy would ruin their business. To their surprise however, it only seemed to make them more popular. Angel was soon doing commercials and modeling around the world. Her father fearing for her safety, hired a body guard for her and she also began taking savate lessons. When she was eighteen she recieved a call from Hugh Hefner about posing for Playboy. She accepted and doing so became the first mutant to appear in the magazine. During an autograph session in New York, she was attacked by a minute man robot, the robot severely injured her bodyguard and tried to capture her. Luckily the WIld Bunch was in the area and came to her aid. Seeing that there were other mutants like her she joined them out of gratitude. She still does moddeling work, but also fights along side the group as well.Powers/Tactics: Angelique possesses super human agility and senses. Her extraoridnary agility alows her to reflect back most ranged attacks aimed at her. She has a heightned sense of hearing and smell. Fearing for her safety, Hyena, the teams gadgeteer, built her a ring that projects a force field around her and helps protect her highly sensitive ears from attacks.Campaign Use: [/quote'] You know, you can put this in the Supers, fun w' pics by just putting in "<"img src="Jeffy's Fox Pic" ">" without the ""''s around the <>'s.
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Re: Corven's Heroes & Villains

 

Next Up the Wild Bunch's Gadgeteer

 

Hyena

Val Char Cost Roll Notes

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

24 DEX 42 14- OCV: 8/DCV: 8

25 CON 30 14-

25 BODY 30 14-

20 INT 10 13- PER Roll 13-

16 EGO 12 12- ECV: 5

25 PRE 15 14- PRE Attack: 5d6

6 COM -2 10-

 

10/20 PD 5 Total: 10/20 PD (5/15 rPD)

10/20 ED 5 Total: 10/20 ED (5/15 rED)

5 SPD 16 Phases: 3, 5, 8, 10, 12

15 REC 10

60 END 5

60 STUN 9 Total Characteristic Cost: 202

 

Movement: Running: 16"/32"

Leaping: 5"/10"

Swimming: 2"/4"

Swinging: 10"/10"

 

Cost Powers END

45 My Big Freakin Gun: Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +1/2) (90 Active Points); all slots OAF (-1)

3u 1) Energy Bolt: EB 12d6 (60 Active Points); OAF (-1)

3u 2) Energy Spread: EB 6d6, Area Of Effect (7" Cone; +1) (60 Active Points); OAF (-1)

3u 3) Energy Beam: EB 8d6, Armor Piercing (+1/2) (60 Active Points); OAF (-1), Beam (-1/4)

2u 4) Titanium Shells: RKA 4d6 (60 Active Points); OAF (-1), 6 Charges (-3/4) [6]

2u 5) Explosive Shells: RKA 2 1/2d6, Explosion (+1/2) (60 Active Points); 4 Charges (-1), OAF (-1) [4]

2u 6) Electro Glop Shot: Entangle 4d6, 4 DEF, Backlash (+1/2) (60 Active Points); 4 Charges (-1), OAF (-1) [4]

36 Force Field Ring: FF (10 PD/10 ED/10 Flash Defense: Hearing Group), Reduced Endurance (0 END; +1/2) (45 Active Points); IIF (-1/4)

33 Gadget Belt: Multipower, 50-point reserve, (50 Active Points); all slots OIF (-1/2)

2u 1) Blinding Pellets: Sight Group Flash 6 1/2d6, Area Of Effect (One Hex; +1/2) (49 Active Points); 6 Charges (-3/4), OIF (-1/2) [6]

2u 2) Smoke Pellets: Darkness to Sight Group 5" radius (50 Active Points); 6 Charges (-3/4), OIF (-1/2) [6]

1u 3) Buckle Light: Sight Group Images Increased Size (2" radius; +1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); Only To Create Light (-1), OIF (-1/2)

1u 4) Line Launcher I: Swinging 10" (10 Active Points); OIF (-1/2), no Noncombat movement (-1/4) 1

1u 5) Line Launcher II: Leaping 10" (Accurate), Reduced Endurance (0 END; +1/2) (22 Active Points); Upward Movement Only (-1), OIF (-1/2), no Noncombat movement (-1/4)

5 Hyena Hide: Damage Resistance (5 PD/5 ED)

5 Hyena Eyes: Nightvision

10 Hyena Nose: Tracking with Smell/Taste Group

30 Titanium Coated Teeth: HKA 2d6 (3 1/2d6 w/STR) 3

20 Increased Running: Running +10" (16" total) 2

Dirty Infighting/Fisticuffs/Cinematic Brawling

Maneuver OCV DCV Notes

4 Block/Chin Block +2 +2 Block, Abort

4 Disarm -1 +1 Disarm; 55 STR / 30 STR to Disarm roll

4 Eye Gouge -1 -1 Flash 8d6

5 Hoist 'n' Heave -2 -2 Grab Two Limbs, 40 STR to Throw

4 Kidney Blow -2 +0 HKA 2 1/2d6 / HKA 1d6 +1

4 Low Blow -1 +1 4d6 NND

4 Punch/Backhand +0 +2 11d6 / 6d6 Strike

5 Roundhouse/Two-Fisted Smash -2 +1 13d6 / 8d6 Strike

3 Tackle +0 +0 4d6 +v/5; You Fall, Target Falls

3 Throw +0 +1 9d6 / 4d6 +v/5, Target Falls

16 +4 HTH Damage Class(es)

 

Talents

8 Combat Shooting

 

Skills

6 +2 with Fisticuffs

9 +3 with Big Gun MP

15 +3 with DCV

14 +7 with Computer Programming

3 Bugging 13-

7 Combat Driving 16-

7 Combat Piloting 16-

11 Demolitions 17-

9 Electronics 16-

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-

3 14) TF: Custom Adder, Helicopters, Large Motorized Ground Vehicles, Large Planes, Small Motorized Ground Vehicles, Small Planes, Two-Wheeled Motorized Ground Vehicles

3 Fast Draw 14-

9 Inventor 16-

3 Lockpicking 14-

8 Navigation (Air, Land, Marine) 15-

7 Tracking 15-

7 WF: Small Arms, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Vehicle Weapons

7 Weaponsmith (Firearms, Missiles & Rockets) 15-

 

Total Powers & Skill Cost: 398

Total Cost: 600

 

200+ Disadvantages

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

5 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)

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

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

10 Mutant Hero Bonus

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

15 Psychological Limitation: Reluctant to Kill (Common, Strong)

20 Psychological Limitation: Will Not Allow Bystanders to Come to Harm (Common, Total)

10 Vulnerability: 2 x Effect Smell Based Attacks (Uncommon)

265 Experience Points

 

Total Disadvantage Points: 135

 

Background/History: Hyena's past is shrouded in mystery. He does not remeber any of his childhood or how he learned his skills to make all of the gadgets and weapons he can make. His earliest memory is one of servitude to Viper, they controlled him with an explosive collar and forced him to make weapons. It was Viper however who wound up making a way for him to be freed. They had captured the member of the Wild Bunch known as Boa, hoping to brainwash the snake-like mutant to their will. The rest of the group however tracked Boa to Hyena's nest and they easily defeated all of the agents in the nest. When the group found Hyena they offered him his freedom and membership into their group. He readily accepted and has since become a very valuable member of the group, consrtructing many devices for other members of the group.

 

Personality/Motivation:

 

Quote: "Say hello to my BIG friend"

 

Powers/Tactics: Hyena relies one his very large gun in combat. If disarmed however he can engage h-h with his street fighting style.

 

Campaign Use: Mutant Gadgeteer

 

Appearance: Hyena is a large muscular man who's body is covered by a coat of short motled brown and black fur and his head looks like the head of a hyena.

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Guest Skaramine

Re: Corven's Heroes & Villains

 

Corven' date=' I’m still a newbie around here and I just recently discovered this thread. Man you have some real gems here! Very cool stuff. Thanks so much for sharing.[/quote']

A-men, except for the newbie part. :D

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Re: Corven's Heroes & Villains

 

Next up the Wild Bunch's muscle.

 

Triceriton

Val Char Cost Roll Notes

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

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

60 CON 100 21-

45 BODY 70 18-

8 INT -2 11- PER Roll 11-

10 EGO 0 11- ECV: 3

30 PRE 20 15- PRE Attack: 6d6

4 COM -3 10-

 

37 PD 17 Total: 37 PD (30 rPD)

32 ED 20 Total: 32 ED (25 rED)

5 SPD 20 Phases: 3, 5, 8, 10, 12

32 REC 0

120 END 0

127 STUN 2 Total Characteristic Cost: 364

 

Movement: Running: 16"/32"

Leaping: 20"/40"

Swimming: 2"/4"

 

Cost Powers END

67 Brick Tricks: Multipower, 100-point reserve, (100 Active Points); all slots Requires A Brick Tricks Roll (-1/2)

3u 1) Shockwave: Explosion on up to 100 STR, Hole In The Middle (75 Active Points); Extra Time (Full Phase, -1/2), Requires A Brick Tricks Roll (-1/2), Only affects Targets On The Ground (-1/4) 7

3u 2) Tailsweep: Area Of Effect (up to One Hex; +1/2) for up to 100 Active Points of Strength (50 Active Points); Requires A Brick Tricks Roll (-1/2) 5

2u 3) Tough Wrap-Up: Entangle 8d6, 8 DEF, Side Effects (Side Effect only affects the environment near the character; +0) (80 Active Points); OIF (material of opportunity) (-1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Defense Depends On Material Used (-1/2), Requires A Brick Tricks Roll (-1/2) 8

3u 4) Thunderclap: Hearing Group Flash 13d6, Hole In The Middle (+1/4), Does Knockback (+1/4), Explosion (-1 DC/3"; +3/4) (88 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2), Requires A Brick Tricks Roll (-1/2) 9

15 Dinosaur DNA: Elemental Control, 30-point powers

15 1) Horn Gore: HKA 2d6 (4d6 w/STR) (30 Active Points) 3

23 2) Reptilian Regeneration: Healing 3 BODY, Can Heal Limbs, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (79 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

15 3) Powerful Legs: Running +10" (16" total), Reduced Endurance (0 END; +1/2) (30 Active Points)

5 Horns (3) & Tail: Extra Limbs (4)

25 Reptilian Life: LS (Extended Breathing: 1 END per 20 Minutes; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: 200 Years)

34 Dense Reptilian Flesh: Damage Resistance (30 PD/25 ED), Hardened (+1/4) (34 Active Points)

40 One Tough Lizard: (Total: 40 Active Cost, 40 Real Cost) Lack Of Weakness (-10) for Normal Defense (Real Cost: 10) plus Lack Of Weakness (-10) for Resistant Defenses (Real Cost: 10) plus Lack Of Weakness (-10) for Power Defense (Real Cost: 10) plus Power Defense (10 points) (Real Cost: 10)

 

Skills

16 +2 with All Combat

15 +3 with DCV

15 +3 with HTH Combat

13 Brick Tricks: Power 18-

Everyman Skills (Cost: 0 Points)

0 1) Tribal: Language (idiomatic) (4 Active Points)

0 2) AK: Savage Land 11-

0 3) Climbing 8-

0 4) Concealment 8-

0 5) Conversation 8-

0 6) Deduction 8-

0 7) PS: Hunter/ Gatherer 11-

0 8) Persuasion 8-

0 9) Shadowing 8-

0 10) Stealth 8-

2 Language: English (fluent conversation)

3 Tracking 11-

 

Total Powers & Skill Cost: 314

Total Cost: 678

 

200+ Disadvantages

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

25 Enraged: If attacked by Genocide (Uncommon), go 14-, recover 8-

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

10 Physical Limitation: Crushing Grip (Infrequently, Greatly Impairing)

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

20 Psychological Limitation: Completely Devoted to Wild Bunch (Common, Total)

15 Psychological Limitation: Reluctant to Kill (Common, Strong)

15 Social Limitation: Permanent ID (Triceriton) (Frequently, Major)

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

318 Experience Points

 

Total Disadvantage Points: 160

 

Background/History: Triceriton is from the unique region known as the Savage Land. A tropical paradise beneath the Antartic tundra where dinosaurs still roam the earth and several tribes of humans live. Triceriton was his tribes best hunter and protector, his immesnse strength allowed him to fend of many predators who thought that the villagers would be an easy meal. He has even aided several groups of heroes who, on numerous occasions, had come to the Savage Land for various reasons. One day however a group of minute man robots found their way into this little paradise and after a fierce battle the managed to capture the mighty mutant. When he awoke he found himself in a cell. He pounded on the walls and even his great strength did not make a dent in them. Suddenly a bright light came on in the cell and through one of the walls he saw several men staring at him. He heard their voices as they talked and heard words that he did not fully understand. Words like mutant and test subject. Unfortunatly he soon found out what being a test subjet meant. Over the next few weeks he was subjected to many of the mens test. They poked him, shocked him, tried to set him on fire, subjected him to smokes that smelled funny but otherwise had no effect, they even cut off his tail, which eventually grew back. Triceriton had begun to despair that he would never be free. Then one day the light came on and he thought the men had come, but instead the light did not come through the clear wall, it came through a door that lead to some sort of passage. Triceriton stepped out and standing over the men who had hurt him were several beings. They called themselves the Wild Bunch and told him that he was now free. Triceriton felt that he now owed these people a life debt and swore then and there to fight along side them and protect them.

 

Powers/Tactics: Triceriton is a walking tank. He possess superhuman strenght, toughness, and resistance to harm. He also possess an improved healing rate and the ability to even regrow limbs.

 

Appearance: Triceriton is a large humanoid triceritops with a thick brown reptilian hide.

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  • 1 month later...

Re: Corven's Heroes & Villains

 

After a long Hiatus that includes my son turning 4 my daughter turning one and every member of the family save for the one year old battleing step throat I present another character for you oggling and criticism...universal use. I am teaching a friend of mine to play Champions and this will be his first character. He is sort of a technological Silver Surfer. He is higher than the standard 350 starting poing as it will be just him and I playing.

 

Sky Knight

Val Char Cost Roll Notes

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

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

20 CON 10 13-

20 BODY 10 13-

15 INT 5 12- PER Roll 12-

15 EGO 10 12- ECV: 5

20 PRE 10 13- PRE Attack: 4d6

20 COM 5 13-

 

5/25 PD 2 Total: 5/25 PD (0/20 rPD)

5/25 ED 2 Total: 5/25 ED (0/20 rED)

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

10 REC 8

50 END 10

50 STUN 19 Total Characteristic Cost: 136

 

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 5"/10"

Swimming: 2"/4"

 

Cost Powers END

60 Armband Weapons Array: Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +1/2) (90 Active Points); all slots OIF (-1/2)

4u 1) Pulse Beam: EB 12d6 (60 Active Points); OIF (-1/2)

4u 2) Pulse Spread: EB 6d6, Area Of Effect (7" Cone; +1) (60 Active Points); OIF (-1/2)

3u 3) Pulse Discharge: EB 6d6, Hole In The Middle (+1/4), Explosion (+1/2) (52 Active Points); No Range (-1/2), OIF (-1/2)

1u 4) Pulse Punch: HA +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2)

4u 5) Pulse Laser: RKA 2 1/2d6, Armor Piercing (+1/2) (60 Active Points); OIF (-1/2)

Defense & Enhancement Array, all slots OIF (-1/2)

40 1) Pulse Shield: FF (20 PD/20 ED), Reduced Endurance (0 END; +1/2) (60 Active Points); OIF (-1/2)

5 2) +10 STR (10 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 1

13 3) +9 DEX (27 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)

5 4) +5 CON (10 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)

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

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

4 7) Airboard Boots: Clinging (normal STR) (10 Active Points); Conditional Power Only to Airboard (-1), OIF (-1/2)

Airboard & Neural Link Visor, all slots OIF (-1/2)

10 1) Polarized Lens: Sight Group Flash Defense (15 points) (15 Active Points); OIF (-1/2)

10 2) Hearing Dampers: Hearing Group Flash Defense (15 points) (15 Active Points); OIF (-1/2)

3 3) Neural Link: Mind Link , Flight Board (5 Active Points); OIF (-1/2)

40 4) Airboard: Flight 20", Reduced Endurance (0 END; +1/2) (60 Active Points); OIF Durable (-1/2)

 

Perks

15 Money: Filthy Rich

12 Contact: Mystery (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity, Very Good relationship with Contact) 15-

1 Fringe Benefit: Passport

 

Skills

3 Acrobatics 15-

3 High Society 13-

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

3 Oratory 13-

3 Electronics 12-

3 Mechanics 12-

Everyman Skills (Cost: 0 Points)

0 1) Acting 8-

0 2) AK: Millenium 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: Businessman 11-

0 12) Shadowing 8-

0 13) Stealth 8-

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

 

Total Powers & Skill Cost: 264

Total Cost: 400

 

200+ Disadvantages

5 DNPC: Techno Geek 8- (Normal; Useful Noncombat Position or Skills)

15 Hunted: Demon Hawk 8- (As Pow, NCI, Harshly Punish)

5 Hunted: MCPD 8- (As Pow, NCI, Watching)

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

20 Normal Characteristic Maxima

15 Psychological Limitation: Code Vs Killing (Common, Strong)

25 Psychological Limitation: Will Not Allow Bystanders to Come to Harm (Very Common, Total)

10 Rivalry: Professional, Brother a.k.a Demon Hawk, Rival is As Powerful, Seek to Harm or Kill Rival, Rival Aware of Rivalry

15 Social Limitation: Secret Identity (Frequently, Major)

20 Vulnerability: 2 x STUN Electricity (Common)

50 Experience Points

 

Total Disadvantage Points: 150

 

Background/History: Origin in the works. I have a few things laid down but will edit as needed.

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use: Techno Silver Surfer

 

Appearance:

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Re: Corven's Heroes & Villains

 

Just dropping in to say I'm still following. Good characters, Corven. Keep up the good work.

 

EDIT: Please don't take my lack of detailed commentary amiss. I rarely pick apart posted characters as I don't think it appropriate, especially coming from me. I enjoy all ideas, new approaches to old themes, and plain old-fashioned w00tness of seeing other people's characters.

 

EDIT #2: I also apparently don't use my rep button enough. I'll hit you again when I can, Corven.

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