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A Higher (point) Authority:The Authority conversions


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Apollo

 

Player:

 

Val** Char*** Cost
80** STR 70
25** DEX 45
26** CON 32
37** BODY 54
14** INT 4
20** EGO 20
18** PRE 8
24** COM 7
*
32/56** PD 16
10/58** ED 5
8** SPD 45
21** REC 0
96** END 22
85** STUN -5
*6"**RUN02"**SWIM016"**LEAP0Characteristics Cost: 323

 

Cost** Power END
40** Solar Metabolism: Life Support , Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 200 Years, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Self-Contained Breathing*
7** Solar Regeneration: Healing 1 BODY, Reduced Endurance 0 END (+1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Only in Sunlight Power loses about a fourth of its effectiveness (-1/4)*
33** Solar Metabolism: Healing 5 BODY, "Heals" Endurance, not Body (+0), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (100 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Only in Sunlight Power loses about a fourth of its effectiveness (-1/4)*
72** Invulnerability: Armor (24 PD/24 ED)*
18** Immunity to Heat: Armor (0 PD/24 ED) (36 Active Points); Only Works Against Limited Type Of Attack:Heat/fire Very Limited Type of Attack (-1)*
9** Telescopic Sight: Telescopic +6 to PER Rolls (only to offset the Range Modifier) (Sight Group)*
5** Ultraviolet Perception*
27** Detect Air Currents: Spatial Awareness (Discriminatory, Increased Arc of Perception: 360-Degree, Telescopic (+7), Tracking), Megascale (1" = 1 km; +1/4) (55 Active Points); Activation Roll 12- (-3/4), Not in vaccum or underwater Power loses about a fourth of its effectiveness (-1/4)*
532** Solar Power Flight: Multipower, 532-point reserve*
8u** 1) Flight 20", Megascale (1" = 100 km; +3/4), Can Be Scaled Down: 1" = 1km (+1/4) (80 Active Points)* 8
53u** 2) Combat Speed: Flight 208", x8 Noncombat, Reduced Endurance 1/2 END (+1/4) (532 Active Points)* 21
** *
225** Solar Attacks: Multipower, 225-point reserve*
16u** 1) Light Laser: Killing Attack - Ranged 7d6, Autofire (5 shots; +1/2) (157 Active Points)* 16
18u** 2) Long Range Laser: Killing Attack - Ranged 7d6, Megascale (1" = 1 km; +1/4), Autofire (5 shots; +1/2) (184 Active Points)* 18
20u** 3) Solar Wave: Killing Attack - Ranged 6 1/2d6, Area Of Effect (21" Cone; +1) (200 Active Points)* 20
22u** 4) Long Range Solar Wave: Killing Attack - Ranged 6 1/2d6, Megascale (1" = 1 km; +1/4), Area Of Effect (26" Cone; +1) (225 Active Points)* 22
16u** 5) Solar Blast: Killing Attack - Ranged 4 1/2d6, Area Of Effect (14" Radius; +1 1/4) (157 Active Points)* 16
17u** 6) Long Range Solar Blast: Killing Attack - Ranged 4 1/2d6, Megascale (1" = 1 km; +1/4), Area Of Effect (17" Radius; +1 1/4) (175 Active Points)* 17
** *
15** Missile Deflection (Bullets & Shrapnel)*
** *
Powers Cost: 1153

 

Cost** Martial Arts Maneuver
4** Crush: 1/2 Phase, +0 OCV, +0 DCV, STR +4d6 Crush, Must Follow Grab*
5** Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on; FMove*
3** Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, STR +v/5 Strike; You Fall, Target Falls; FMove*
3** Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike; Target Falls; Must Follow Grab*
5** Killing Throw: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6, Target Falls*
3** Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on*
3** Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls*
4** Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike*
4** Human Missile: 1/2 Phase, +2 OCV, -2 DCV, STR +v/5; FMove*
Martial Arts Cost: 34

 

Cost** Skill
64** +8 with All Combat*
6** +2 with all attacks vs Range Penalties*
4** +2 with Light Lase*
9** Acrobatics 17-*
3** Tactics 12-*
8** Navigation (Air) 15-*
3** Seduction 13-*
3** Stealth 14-*
Skills Cost: 100

 

 

Cost** Talent
6** Lightning Reflexes: +4 DEX to act first with All Actions*
Talents Cost: 6

 

 

Total Character Cost: 1616

 

Val** Disadvantages
10** Physical Limitation: Most powers don't work if he is low on Endurance (below 1/4th) (Infrequently; Greatly Impairing)*
10** Distinctive Features: Glows when he uses his powers (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)*
5** Social Limitation: Openly gay (Occasionally; Minor)*
15** Psychological Limitation: In Love with Midnighter (Common; Strong)*
15** Psychological Limitation: Optimistic and good natured, tries to look on the bright side (Very Common; Moderate)*
10** Social Limitation: Famous, public ID (Frequently; Minor)*

Disadvantage Points: 65

 

Base Points: 500

Experience Required: 1051

Total Experience Available: 0

Experience Unspent: 0

 

Edit:He normally limits his speed to 1.2 million KPH or so in atmopshere. I honestly could have knocked some points by putting a limitation on his powers that didn't work when his endurance was low, but I felt it worked better as a Physical Limitation.

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Re: A Higher (point) Authority:The Authority conversions

 

uh, is this a conversion from the Tri-Stat writeup in the new sourcebook?

I don't think he should have the 208" flight--he'll do about 60 dice with that martial maneuver if you keep that; not sure he's that devastating. Maybe 50 or so inches would work...

 

Kinda sorta, yeah. Not sure I used it right and I felt felt some things out. His max speed is 5 million KPH or so, so I aimed high. His "Human Missile" attack seemed to translate most directly into a FMove manuver since he doesn't seem to take damage from it, though I could drop it if its too much and just call it a move threw. The times I've seen him use it its been instantly fatal (He flew -threw- a Growth based character's head), but OTOH, almost ALL attacks in The Authority are portrayed as instantly fatal.

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Re: A Higher (point) Authority:The Authority conversions

 

Kinda sorta' date=' yeah. Not sure I used it right and I felt felt some things out. His max speed is 5 million KPH or so, so I aimed high. His "Human Missile" attack seemed to translate most directly into a FMove manuver since he doesn't seem to take damage from it, though I could drop it if its too much and just call it a move threw. The times I've seen him use it its been instantly fatal (He flew -threw- a Growth based character's head), but OTOH, almost ALL attacks in The Authority are portrayed as instantly fatal.[/quote']

well, that can be simulated a number of ways:

1. use hit locations and body multipliers

2. set npc defenses, esp. resdef, relatively low

3. where feasible, convert damage to killing

 

you can use the optional "velocity factor" rules to do such high speed maneuvers.

I've also seen him get messed up badly by other supers, so maybe his resistant defenses aren't insurmountable?

 

Personally, I tend to frown on assigning characters more levels than they have in base CV. It just feels weird. maybe in a DBZ type game I might allow them to triple their base CV...

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Re: A Higher (point) Authority:The Authority conversions

 

forgot his background material.

 

Background: Apollo is a genetically engineered life form intended to be one of the most physically powerful beings ever created. He first appeared working for Henry Bendix, former “Weatherman†for Stormwatch as a member of a covert black ops team. When Bendix betrayed the team during a mission the team was wiped out except for Apollo and The Midnighter. Thanks to The Midnighter’s tactical prowess the pair managed to survive and escape to go underground where they remained for quite awhile. With no one else to turn too, they became lovers. Midnighter and Apollo only resurfaced fairly recently and were approached by Jennifer Sparks to form the core membership of The Authority. Apollo was enthusiastic, particularly compared to Midnighter as he thought they had an important role to play in in the new team.

 

Powers: Apollo is a solar powered juggernaut. When fully charged with solar energy he is an immensely powerful being, nearly invulnerable and able fire intense beams of destruction energy. He can fly at upwards of 4 million KPH, but limits himself to 1.2 million on so in atmosphere. Apollo’s Human Missile attack is just that, he flies right into the target at a high speed. As such he typically uses it against structures or other large targets such a opponents with Growth, usually with lethal results.

 

Personality: Apollo is an optimist. He has a great faith that things will turn out right in the end and tends to look on the bright side of things. While not naïve, he’s generally in good spirits and off set his dour lover nicely. Since the disaster that was his first mission, Apollo acts as follower despite his physical power. He’s simply not comfortable with idea of his choices potentially costing many people there lives. He is not coward though and is willing to bank his natural invulnerability and sheer power against almost anything for the cause and his team mates. .

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Re: A Higher (point) Authority:The Authority conversions

 

May I recommend the solution JMHammer used when writing up the Animated Justice League? He gave the heroes Flight with Variable Advantage; that way they could use Reduced Endurance (you never see any of them just resting on the ground), MegaScale (so they can get where they're going fast without being able to Move Through for MegaDamage), and so on. I thought it was an ingenious solution and one I'll be adopting in my supers campaigns.

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Re: A Higher (point) Authority:The Authority conversions

 

May I recommend the solution JMHammer used when writing up the Animated Justice League? He gave the heroes Flight with Variable Advantage; that way they could use Reduced Endurance (you never see any of them just resting on the ground)' date=' MegaScale (so they can get where they're going fast without being able to Move Through for MegaDamage), and so on. I thought it was an ingenious solution and one I'll be adopting in my supers campaigns.[/quote']

 

Thanks, I'll try that out.

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Re: A Higher (point) Authority:The Authority conversions

 

Midnighter

 

Player:

 

Val Char Cost
33 STR 23
27 DEX 51
28 CON 36
36 BODY 52
25 INT 15
20 EGO 20
25 PRE 15
10 COM 0
14/23 PD 7
13/22 ED 7
7 SPD 33
13 REC 0
54 END -1
67 STUN 0
21" RUN02" SWIM06 1/2" LEAP0Characteristics Cost: 258

 

Cost Power END
13 Deflection: Missile Deflection (Any Ranged Attack) (20 Active Points); OIF (Focus (Object of opportunity); -1/2)
83 Portable Armory/Gadgets: Variable Power Pool (Gadget Pool), 50 base + 33 control cost, No Skill Roll Required (+1) (100 Active Points); Powers available and fitting for game setting Limited (-1/2)
30 Enhanced Perception (+10 to PER Rolls for All Sense Groups)
45 Find Weakness 14- (All Attacks)
23 Luck 7d6 (35 Active Points); Limited Power: Only In combat Power loses about a third of its effectiveness (-1/2)
5 Nightvision
25 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)
29 Life Support , Eating: Character only has to eat once per week, Extended Breathing, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Immunity: Nerve Gases, Longevity: 200 Years, Safe in Intense Heat
27 Armor (9 PD/9 ED)
28 Danger Sense (Function as a Sense, Sensitivity: Out of Combat) 20-
13 Tactical Precog: Precognitive Clairsentience (Sight Group) (40 Active Points); Precognition/Retrocognition Only (-1), Limited Power:Only in combat Power loses about a third of its effectiveness (-1/2), Time Modifiers (-1/2) 4
6 Swinging 6" 1
24 +15" Running (21" total) (30 Active Points); Limited Power:No more than 4 consecutive phases Power loses about a fourth of its effectiveness (-1/4) 3
Powers Cost: 351

 

Cost Martial Arts Maneuver
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +8d6 Strike
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +30 STR to Disarm roll
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +6d6 Strike
3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +30 STR for holding on
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +4d6 +v/5, Target Falls
5 Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6 +1, Disable
4 Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 3d6 NND; Target Falls
5 Killing Throw: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1, Target Falls
4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND
5 Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +30 STR to take weapon away
8 +2 HTH Damage Class(es)
8 +2 HTH Damage Class(es)
Martial Arts Cost: 66

 

Cost Skill
80 +10 with All Combat
15 +5 with all attacks vs Range Penalties
5 Concealment (11 Active Points); Only to hide weapons Power loses about half of its effectiveness (-1) 18-
5 Analyze: Combat 15-
12 +4 with all attacks for moving rapidly or using Acrobatics
4 KS: Commercically available weapons (INT-based) 15-
10 Two-Weapon Fighting (HTH)
10 Two-Weapon Fighting (Ranged)
13 Acrobatics 19-
13 Interrogation 19-
7 Criminology 16-
3 Breakfall 14-
11 Climbing 18-
13 Streetwise 19-
11 Tactics 18-
9 Tracking 17-
13 Stealth 19-
4 WF: Common Melee Weapons, Small Arms
5 Accurate Sprayfire
15 +3 with DCV
Skills Cost: 258

 

 

Cost Talent
21 Combat Sense 20-
18 Lightning Reflexes: +12 DEX to act first with All Actions
Talents Cost: 39

 

 

Total Character Cost: 972

 

Val Disadvantages
5 Social Limitation: Openly gay (Occasionally; Minor)
10 Social Limitation: (in)Famous member of The Authority (Frequently; Minor)
10 Physical Limitation: Many powers negated of fight compter deactivated (Infrequently; Greatly Impairing)
15 Psychological Limitation: Vigilante Mentality (Common; Strong)
15 Psychological Limitation: Dour, violent and grim (Common; Strong)
15 Psychological Limitation: In love wih Apollo (Common; Strong)

Disadvantage Points: 70

 

Base Points: 500

Experience Required: 402

Total Experience Available: 402

Experience Unspent: 0

 

Background: Apollo and Midnighter are the products of Henry Bendix, artificially created superhumans designed for combat and physical prowess. Apollo was genetically engineered; Midnighter is a creation of cybernetic technology. A quantum based combat computer was implanted into his mind, allowing him to analyze any combat situation billions of times in nanoseconds and predict every move, every possible outcome and every proper response. As such he is nearly unbeatable in combat. Bendix also erased all knowledge and records of who Midnighter used to be before joining the team. He has no memories and precious little of his humanity left. After their disastrous first mission and Bendix’s betrayal, Apollo and Midnighter lived on the run for five years before being asked to join in the core membership of The Authority.

 

Powers: Midnighter is a combat machine. Almost literally. His implanted computers can predict any moves an opponent will make and how to counter them. He runs every fight billions of times in his mind, covering every contingency. His enhancements grant him practical precognition in combat and the ability to see enhancements and brain activity in his opponents so nothing they can do comes a surprise to him. Bendix’s “improvements†have removed his need to eat, excrete, even breathe for periods of time and Midnighter is almost impossible to kill, possessing redundant organs and an healing factor.

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Re: A Higher (point) Authority:The Authority conversions

 

I might just go with some extra DCV for midnighter he really doesn't get hit very much. oh and is he supposed to have +2 damage classes twice on his martial arts.

 

oh and apollo shouldnt hsi invunrability cost end as he becomes significantly weaker when drained of sun light weak enough to be used as a punch bag

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Re: A Higher (point) Authority:The Authority conversions

 

For the Midnighter you might want to include some transportation skills. I've seen him fly a jet and ride a motorcycle. I get the feeling that this is a guy who knows how to use any kind of military hardware every created.

maybe WF: All? and Transport Fam: Any military?

I'm also pretty sure that Midnighter doesn't need to eat at all. I seem to remember he and Apollo having a conversation about that in their first appearance in Stormwatch. I'm not at home, though, so I could easily be wrong.

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Re: A Higher (point) Authority:The Authority conversions

 

If Midnighter is meant to be the ultimate Combatent, shouldnt he be a bit better in a fight.? Hes not exactly in batmans league as written.

 

Authority is about extremes, Midnighter seems very beatable.

 

Midnighter seems to be Unbeatable, +30levels?

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Re: A Higher (point) Authority:The Authority conversions

 

I might just go with some extra DCV for midnighter he really doesn't get hit very much. oh and is he supposed to have +2 damage classes twice on his martial arts.

 

oh and apollo shouldnt hsi invunrability cost end as he becomes significantly weaker when drained of sun light weak enough to be used as a punch bag

 

+4 Damage Classes. I have no idea why it printed up like that. Must have goofed somewhere.

 

Apollo has a physical limitation that limits most his powers when he is weak on Endurance.

 

If Midnighter is meant to be the ultimate Combatent, shouldnt he be a bit better in a fight.? Hes not exactly in batmans league as written.

 

Authority is about extremes, Midnighter seems very beatable.

 

Midnighter seems to be Unbeatable, +30levels?

 

Using the conversion system, he came out with 10 levels with all combat. Combined with his high dex, speed, martial arts and Find Weakness, he seems fairly formindable, but like anything it depends on the level of game you are used to playing with.

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Guest bblackmoor

Re: A Higher (point) Authority:The Authority conversions

 

I don't think he should have the 208" flight -- he'll do about 60 dice with that martial maneuver if you keep that; not sure he's that devastating.

 

He did fly through a giant guy's head once.

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Guest bblackmoor

Re: A Higher (point) Authority:The Authority conversions

 

He gave the heroes Flight with Variable Advantage; that way they could use Reduced Endurance (you never see any of them just resting on the ground)' date=' MegaScale (so they can get where they're going fast without being able to Move Through for MegaDamage), and so on.[/quote']

 

A multipower is usually cheaper and simpler, particularly with Teleport, which has a lot of possible Adders (and there's no "Variable Adders" Adder, grumble grumble). Variable Advantage is a really good idea if the movement power is going into an Elemental Control, though.

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Re: A Higher (point) Authority:The Authority conversions

 

If Midnighter is meant to be the ultimate Combatent, shouldnt he be a bit better in a fight.? Hes not exactly in batmans league as written.

 

Authority is about extremes, Midnighter seems very beatable.

 

Midnighter seems to be Unbeatable, +30levels?

 

That's very beatable in your games? :jawdrop:

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Re: A Higher (point) Authority:The Authority conversions

 

9 CV with 10 levels, its good but not awe inspiring.

 

A PBEM character has 6cv and 6MA levels with 6 overall, though he is the most skill level based character ive made.

 

As described Midnighter seem to be able to take Batman and Cap on at the same time without breaking sweat.

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Re: A Higher (point) Authority:The Authority conversions

 

9 CV with 10 levels, its good but not awe inspiring.

 

A PBEM character has 6cv and 6MA levels with 6 overall, though he is the most skill level based character ive made.

 

As described Midnighter seem to be able to take Batman and Cap on at the same time without breaking sweat.

 

9 Base OCV 12 Base DCV +10 Skill Levels with all combat, a speed of 8 and 13- Find Weakness is pretty darn good in any games I've been in. If you're games are high level, adjust accordingly.

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Re: A Higher (point) Authority:The Authority conversions

 

The Engineer

Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 1/2d6 HTH damage

14 DEX 12 12- OCV: 5/DCV: 5

14 CON 8 12-

10 BODY 0 11-

50 INT 40 19- PER Roll 19-

18 EGO 16 13- ECV: 6

15 PRE 5 12- PRE Attack: 3d6

18 COM 4 13-

6 PD 3 Total: 6/18 PD (0/12 rPD)

6 ED 3 Total: 6/18 ED (0/12 rED)

6 SPD 36 Phases: 2, 4, 6, 8, 10, 12

6 REC 0

28 END 0

24 STUN 0 Total Characteristics Cost: 130

Movement: Run: 6"/NC"

Swim: 2"/NC"

 

Cost Powers END

36 Nanotech Sheathe: Armor (12 PD/12 ED)

23 Nanomachine Biological Augmentation: Life Support , Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 800 Years

210 Mastery of Nanotechnology: Variable Power Pool, 150 base + 60 control cost (225 Active Points); Limited Class Of Powers Available Slightly Limited (-1/4)

0 1) Paired Machine Guns: Killing Attack - Ranged 1d6 +1 (vs. PD), Area Of Effect (11" Cone; +1), Reduced Endurance 0 END (+1), Autofire (5 shots; +1 1/2) (90 Active Points); Required Hands Two-Handed (-1/2) Real Cost: 60

0 2) Sensor Web: Detect:Global Enviornmental Changes A Class Of Things 19-, Analyze, Discriminatory, Range, Telescopic (+20) (40 Active Points) Real Cost: 40

0 3) Web of Subatomic Knives: Killing Attack - Ranged 1 1/2d6 (vs. PD), Armor Piercing x1 (+1/2), Damage Shield (+1/2), Continuous (+1), Area Of Effect (30" Radius; +1 1/2) (112 Active Points) Real Cost: 112 11

0 4) Re Terraforming Machines: Change Environment 1" radius, Megascale (1" = 10 km; +1/2) (7 Active Points); OAF Immobile (-2) Real Cost: 2 1

 

Skills

13 Acrobatics 17-

13 Contortionist 17-

13 Mechanics 24-

13 Electronics 24-

3 Inventor 19-

10 Two-Weapon Fighting (Ranged)

5 PS: Technical Writer 14-

11 Paramedics 23-

6 PS: Medical Doctor (INT-based) 22-

40 +5 with All Combat

6 +3 with Machine Guns

6 +4 vs. specific OCV modifier on a single attack

3 Scientist

7 1) SS: Biology (INT-based) (8 Active Points) 24-

7 2) SS: Physiology (INT-based) (8 Active Points) 24-

7 3) SS: Nanotechnology (INT-based) (8 Active Points) 24-

7 4) SS: Micro Mechanics (INT-based) (8 Active Points) 24-

7 5) SS: Mechanical Engineering (INT-based) (8 Active Points) 24-

 

Total Powers & Skills Cost: 446

Total Cost: 576

 

200+ Disadvantages

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

10 Social Limitation: Famous, member of The Authority (Frequently; Minor)

10 Psychological Limitation: Vigilante Mentality (Common; Moderate)

20 Psychological Limitation: Tends to go for the familiar options when under stress (Very Common; Strong)

 

Total Disadvantage Points: 576

 

Background: Angelica Spica is not the first Engineer. She inherited the mantle when the first Engineer was killed by Henry Bendix. In the moments before his death he transmitted his knowledge to Spica, then a professor at Princeton that he had met on a previous occasion. Angela used that information and her biological knowledge to create some of the most advanced nanomachines ever conceived then used them to replace her own blood, granting herself powers.

Angela is the only member of The Authority to directly give herself powers. She’s only been a transhuman for a few months but is generally overjoyed by the prospect of being able to help people in tangible ways. At first, she would freeze up in the heat of combat, but has grown fairly hardened to the realities of battle, hiding any remaining insecurities behind black humor. In fact, Angela has developed a somewhat vigilante attitude. Some people deserve to die and she is more than willing to carry that sentence out though she doesn’t directly enjoy combat like, for example, Midnighter.Her inexperience shows in her tendency to fall back on techniques she knows work in a fight, but given time to think her potential powers are almost limitless. Angela is also involved in a tentative relationship with Jack Hawksmoor though it is too early to call it “love†just yet they do care for each other a great deal.

 

Note:I took liberties with this conversion. Her powers are written in Tri Stat as Power Flux which corrospond to a Hero System Multipower. They seemed to work more like VPP to me so that is what I used.

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Guest bblackmoor

Re: A Higher (point) Authority:The Authority conversions

 

The Engineer

 

We could quibble about point values, but overall I think you have the right mix of stuff there. Good writeup.

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Re: A Higher (point) Authority:The Authority conversions

 

Swift

Val Char Cost Roll Notes

25 STR 15 14- Lift 800.0kg; 5d6 HTH damage

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

25 CON 30 14-

12 BODY 4 11-

18 INT 8 13- PER Roll 13-

23 EGO 26 14- ECV: 8

15 PRE 5 12- PRE Attack: 3d6

18 COM 4 13-

10 PD 5 Total: 10 PD (0 rPD)

10 ED 5 Total: 10 ED (0 rED)

7 SPD 37 Phases: 2, 4, 6, 7, 9, 11, 12

10 REC 0

50 END 0

38 STUN 0 Total Characteristics Cost: 178

Movement: Run: 6"/NC"

Swim: 2"/NC"

 

Cost Powers END

1 High Altitude Breathing: Life Support , Extended Breathing:High Altitude Air

2 High Altitude Adaptation: Life Support , Safe in Intense Cold

18 Heightened Awareness: Enhanced Perception (+6 to PER Rolls for All Sense Groups)

8 Sharp Eyes: Enhanced Perception (+4 to PER Rolls for Single Sense Group)

8 Sharp Ears: Enhanced Perception (+4 to PER Rolls for Single Sense Group)

42 Sense Air Currents: Detect:Air Currents and objects moving in the air A Class Of Things 13-, Discriminatory, Increased Arc of Perception: 360-Degree, Range, Sense, Telescopic (+20)

10 Taloned Feet: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD) (15 Active Points); Restrainable (-1/2) 1

60 Winged Flight: Multipower, 90-point reserve, all slots: (90 Active Points); Restrainable (-1/2)

6u 1) Flight 40", x8 Noncombat (90 Active Points) 9

1u 2) Flight 3", Megascale (1" = 1 km; +1/4) (7 Active Points) 1

 

20 Find Weakness 13- (Hand to Hand Killing Attack)

79 Flight Attacks: Multipower, 79-point reserve

4u 1) Dive Bomb Manuver: Killing Attack - Hand-To-Hand 1 1/2d6 (plus STR) (vs. PD), Armor Piercing x1 (+1/2), Area Of Effect (8" Cone; +1) (62 Active Points); Must fly threw the area to be affected Power loses about a third of its effectiveness (-1/2) 6

4u 2) Sonic Boom: Energy Blast 7d6 (vs. PD), Personal Immunity (+1/4), Area Of Effect (4" Radius; +1) (79 Active Points); No Range (-1/2), Must fly threw the target area at top speed Power loses about a third of its effectiveness (-1/2) 8

 

15 Divine Relationship: Luck 3d6

 

Martial Arts: MA NAME

Maneuver OCV DCV Notes

5 Offensive Strike -2 +1 STR +4d6 Strike

4 Martial Strike +0 +2 STR +2d6 Strike

4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Martial Block +2 +2 Block, Abort

3 Martial Throw +0 +1 STR +v/5, Target Falls

4 Martial Escape +0 +0 +15 STR vs. Grabs

5 Passing Strike +1 +0 STR +v/5; FMove

5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove

5 Defensive Block +1 +3 Block, Abort

4 Martial Disarm -1 +1 Disarm; +10 STR to Disarm roll

 

Talents

6 Lightning Reflexes: +4 DEX to act first with All Actions

 

Skills

11 Acrobatics 18-

9 Breakfall 17-

3 Computer Programming 13-

7 Electronics 15-

7 Systems Operation 15-

4 CuK: China 13-

4 CuK: Tibet 13-

3 Language: English (Tibetan is Native) (completely fluent)

4 Language: Mandarin (idiomatic)

9 Streetwise 15-

5 KS: International Law (INT-based) 15-

11 Tactics 17-

6 SS: Areonautics (INT-based) 16-

13 Combat Piloting 19-

5 TF: Combat Aircraft, Helicopters, Large Planes, Military Spacecraft, Mobile Space Stations, Small Planes

2 SS: Theology 11-

7 Tracking 15-

9 Stealth 17-

10 +2 with Ranged Combat

48 +6 with All Combat

15 +3 with DCV

6 +4 vs. specific OCV modifier on a single attack

10 Two-Weapon Fighting (Ranged)

4 +2 vs. Range Penalties with guns

4 +2 vs. hit locations with guns

 

Total Powers & Skills Cost: 543

Total Cost: 721

 

200+ Disadvantages

5 Distinctive Features: Winged Woman with claws (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Social Limitation: Famous: Member of The Authority (Frequently; Minor)

10 Psychological Limitation: Buddhist (Common; Moderate)

15 Psychological Limitation: Highly Idealistic (Common; Strong)

 

Total Disadvantage Points: 721

 

 

Background: Shen Li-min was born in Tibet, hatched from the mystical Egg of Dhammpada. She was thought to be magical being, destined to bring fourth a new age of peace and enlightenment. Her destiny was kept a secret from her threw out her childhood and she was adopted and raised by perfectly normal parents. Shen had no idea there was anything unusual about herself until her powers emerged. She developed feathers on her arms and the ability to fly. She joined the international peacekeeping organization Stormwatch under the code name “Swift†shortly thereafter.

Shen believed strongly in the organization’s stated goals despite the fact her naturally pacifist nature often conflicted with her mission priorities. Even so, Swift’s determination, skill and courage made her an valuable asset to the team so much so that when Stormwatch was reorganized she was assigned to Stormwatch Black, a cevert unit, along with Jack Hawksmoor and Jenny Sparks. She’d expected to be dismissed so the promotion came as shock and encouragement and she wished to excel in her new duties. So when Christine Trelane revealed that her powers had not yet fully emerged, Shen jumped at the chance to have them activated. The process was excruciatingly painful and incapacitated Shen for weeks.

She woke to find her powers greatly enhanced. She was faster, stronger and now able to sense air currents in a way she never could before. With her new abilities Swift served with distinction until Stormwatch’s tragic destruction. In The Authority, she has found a new team that strives to continue her goal of making the world a better place. Shen still have pacifist core nature. She is willing to do what must be done though it troubles her at times. Such things as the destruction of Sliding Italy test her resolve but she can understand their necessity.

As one of the more stable members of The Authority, Swift provides a compassionate ear and a shoulder to lean up for her companions. She is willing to listen and her manner is soothing. Conversely, she rarely opens up to her team mates about her own doubts and inner feelings. She is closest to Jack and Jenny, in fact she and Jenny are casual lovers, but she doesn’t share her innermost emotions with either of them. Shen’s greatest joy is flying. She loves to spend hours just soaring, feeling the air currents for hundreds of miles and escaping her troubles and concerns.

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Re: A Higher (point) Authority:The Authority conversions

 

In Hero terms, Swift NEEDS some Resistant Defense. Combat Luck, Damage Resistance, anything. Her DCV is pretty good and she's very mobile, but one good hit (say, Area of Effect) with a Killing Attack and she's toast.

 

Tri Stat converted character seem to have low Defense overall or at least The Authority characters do.

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Guest bblackmoor

Re: A Higher (point) Authority:The Authority conversions

 

Are these background paragraphs written by you, Nexus? They are really well done. I like how you allude to the Authority's more extreme actions without beating it to death, and put it into perspective for the character.

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