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JmOz

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Re: Show me the PC

 

I present to you Bulls-eye, my sharpshooter hero. I actually play two heroes in the same group, so the experience he has isn't quite as high as his other teammates. Still, he holds his own and has amazed the other heroes with his skill and abilities. Although his stats are a bit on the high side, he is still a talented non-superpowered normal.



BULLS-EYE Secret Id: Officer Mark Harrison

20 Str 10 Base 200+

25 Dex 45 15 Secret Identity

20 Con 20 15 Code vs Killing

14 Body 8 5 Hunted by Various Gunslingers 8-

14 Int 4 (Only to test skills; no punishment)

11 Ego 2

20 Pre 10 Dex 14-, Con 13-, Int 12-

16 Com 3 Per 15-, Hear 15-, Ego 11-

(24) 10 PD 6

(24) 10 ED 6 CHA 156

6 Spd 25 POW 369

11 Rec 6 Total 525

40 End 0

45 Stun 11 Current Experience Pts: 320

 

SKILLS/TALENTS/PERKS/POWERS

45 Multipower (102 pts), OAF - Bullseye Gun, takes 1/2 pha to switch Ultras

5 u. 8d6 EB (Blaster), Autofire up to 10 cha, 4 clips @ 12 cha,

+3d6 EB - cannot use more than 1 cha.

(May use up to 8d6 for Autofire attks, 11d6 for single shot; draws from same clip)

3 u. 6d6, 6 Def Entangle, 2 clips @ 6 cha. (Fast expanding plastic)

3 u. 6d6 EB NND (LS vs inhaled gas), 2 clips @ 6 cha. (Knockout gas)

8 +4 OCV levels with Autofire only, OAF-Bulls-eye's Gun (Enhanced tracking)

 

16 Darkness 3" r, immune to Normal sight, IR & UV vision, Radio, 3 cha lasting 1 turn,

OAF-Blackout Pellets

 

6 Elemental Control: Lasso (OAF)

13 * Entangle 3d6, 3 Def, 1 Recov Charge, can't form barriers;

+ 1d6, 2 def Entangle, 1 turn delay (Hog-tying)

6 * Stretching 5", no NCM, can't do damage, 1 Recov Charge (Lasso the varmint)

 

42 +14 PD, +14 ED Armor - IIF (Costume that doesn't look armored)

 

28 Martial Arts (Tae Kwon Do) with +2 DC added in

* Punch/Elbow Strike +0 OCV +2 DCV 8d6

* Side/Roundhouse Kick -2 OCV +1 DCV 10d6

* Arm Sweep Block +2 OCV +2 DCV Block

* Martial Throw +0 OCV +1 DCV 6d6 + v/5

* Martial Dodge -- OCV +5 DCV Dodge

 

5 Radio Perception/Transmission (OAF-Walkie-talkie)

15 Enhanced Vision +3, Enhanced Hearing +3 (Sharp senses)

6 Telescopic Vision +4 (Excellent vision)

2 +2d6 to Presence Attacks, 2 cha (No-nonsense/Watch-out Glare)

10 2d6 Luck

26 2 Combat Levels, 2 Levels with Ranged Attacks

6 3 Ranged Levels with Guns for Range Modifiers

15 Up to +10 OCV to neutralize autofire minuses

6 +2 OCV Levels vs Foci

15 Autofire Skills: Accurate, Concentrated & Skipover Sprayfire

21 Acrobatics, Breakfall, Fast Draw (all 16 or less)

9 Criminology (12-), Stealth (13-), Stealth (14-)

9 Ambidexterity (reduces all penalties)

8 Riding: Horses (15 or less) and PS: Showmanship (15 or less)

9 TF: Common motorized ground vehicles, Rafts,

Small & Large: row, wind-powered, motorized boats

2 TF: Motorcycles, Combat Aircraft

6 Combat Driving (14 or less): Cars, Combat Aircraft

2 Reputation (14 or less): Bulls-Eye, part of hero group (State-wide, +1d6 to Pre Attks)

1 Reputation (11 or less): Mark Harrison, superb sniper (Police, +1d6 to Pre Attks)

3 Perks: Weapon Permit (Bulls-eye gun), Concealed Weapon Permit (Police)

2 Perks: Local Police Powers (Officer Mark Harrison & Bulls-eye)

16 Modified Police Car

 

NOTES:

1) Bulls-eye's Gun is a marvel of technology, appearing to look no more than a hi-tech blaster

pistol.

2) The Blackout Pellets are not smoke pellets. Instead, it creates an electromagnetic

sphere of darkness, which selectively targets certain senses.

3) His lasso is just ordinary rope

4) His walkie-talkie is not standard police issue but appearing more like a pen in size.

5) I only wanted to be able to use his +2d6 to Pre attks a couple times, hence the charges.

6) The perk for Officer Harrison & Bulls-eye is actually bought twice. The one for B-E was

awarded by the GM, hence a cost of 2 + 0 = 2.

7) Yes, I have the car written up. No, it's not showing up on this sheet.

8) No, he does not has Watched: Police. Although he 'does' have it as a police officer, it's

never been a problem, hence, not a disadvantage. He's also been awarded the Cop of the Year

the past couple years. The police also realize Officer Harrison has ties with the hero group

and likes being able to have some connection with the group.

9) Bulls-eye has such a reputation for his marksmanship that other gunslingers 'Hunt' him to be

have contests to prove their skills vs his, that's all.

 



 

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Guest bblackmoor

Re: Show me the PC

 

well' date=' he didn't start out with that many...only had 2 in his first incarnation, but underwent a couple of "radiation accident" rewrites which upped the numbers. Probably could just incorporate them into one "inner circle" multiDNPC disad :)[/quote']

 

It depends on how you want them to work in play, I guess. If you think there's a good chance for all of them to show up... but seven? Geez, man, that's just nuts. You may as well be a school bus driver.

 

Then again, I have an aversion to DNPCs. I think they cause problems far out of proportion to their point value. Problems can be a good thing, of course -- a life with conflict isn't much of a role-playing game.

 

... but seven? :nonp:

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Guest bblackmoor

Re: Show me the PC

 

well' date=' Superman's possible DNPCs...[/quote']

 

Lois Lane is the classic example, obviously, but I really don't think most of those should be called DNPCs. Just because they aren't superheroes and the character knows them does not make them DNPCs.

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Re: Show me the PC

 

Lois Lane is the classic example' date=' obviously, but I really don't think most of those should be called DNPCs. Just because they aren't superheroes and the character knows them does not make them DNPCs.[/quote']

Well, he spends substantial time with about half of 'em, and their problems become his problems--Jimmy, Lois, the Kents, sometimes Lana--that's 4 or 5 DNPCs right there.

I agree that anything over 3 or 4 is problematic, some GMs will involve all of them no matter how many you have, and others will completely forget/ignore their existence.

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Re: Show me the PC

 

Kid Wonder

Value Characteristic Points

20/50 STR 10

18/28 DEX 24

20/35 CON 20

14/20 BODY 8

15/25 INT 5

15/20 EGO 10

20/35 PRE 10

20/30 COM 5

10/25 PD 0

7/22 ED 0

3/6 SPD -8

17 REC 0

70 END 0

63 STUN 0

Total 84

 

Points Powers END

24 +30 STR; not in presence of viperium radiation: Usually, -¼ 3

24 +10 DEX; not in presence of viperium radiation: Usually, -¼

24 +15 CON; not inpresence of viperiumradiation: Usually, -¼

8 +10 INT; not in presence of viperium radiation: Usually, -¼

12 +15 PRE; not in presence of viperium radiation: Usually, -¼

4 +10 COM; not in presence of viperium radiation: Usually, -¼

10 +6 BODY; not in presence of viperium radiation: Usually, -¼

8 +5 EGO; not in presence of viperium radiation: Usually, -¼

12 +15 PD; not in presence of viperium radiation: Usually, -¼

12 +15 ED; not in presence of viperium radiation: Usually, -¼

24 +3 SPD; not in presence of viperium radiation: Usually, -¼

21 Damage Resistance (21 PD/21 ED)

20 N-Ray Vision(can't see through skin)

3 Microscopic Vision (×10)

56 Multipower-viper superscience enhancements (70-pt reserve); not in presence of viperium radiation: Usually, -¼

u-6 14d6 Energy Blast; Range: 350; Versus: ED; not in presence of viperium radiation: Usually, -¼ 7

u-6 7d6 Energy Blast; No Normal Defense(mental defense): +1; Range: 350; Versus: ED; not in presence of viperium radiation: Usually, -¼ 7

u-6 14d6 Mind Control; not in presence of viperium radiation: Usually, -¼ 7

u-6 Invisibility (??, Sight, Mental, Hearing, Smell/Taste, No Fringe); not in presence of viperium radiation: Usually, -¼ 7

u-4 1½d6 Transform (Major, Anything); Range: 260; Cumulative: Yes, +½; not in presence of viperium radiation: Usually, -¼ 5

u-6 35" Flight (NC: 70"); Non-Combat Multiplier: ×2, +0; not in presence of viperium radiation: Usually, -¼ 7

296 Total Powers

 

Points Skills, Talents, Perks Roll

3 Acrobatics 15-

3 Paramedic 14-

5 Persuasion 17-

3 Breakfall 15-

3 Streetwise 16-

5 Seduction 17-

5 +1 level w/HTH Combat

40 +4 level w/Overall Level

20 Comic Book Martial Arts

(4) Punch (OCV 0, DCV +2, 12d6)

(5) Kick (OCV -2, DCV +1, 14d6)

(4) Block (OCV +2, DCV +2)

(3) Throw (OCV +0, DCV +1, 10d6+v/5)

(4) Dodge (OCV --, DCV +5)

20 Danger Sense (Against All Attacks, Self); Works: Against All Attacks, +10; Range: Self, +0 11-

10 Eidetic Memory

3 Knowledge Skill--Viper 14-

120 Total Skills, Talents, Perks

 

150+ Disadvantages

5 Distinctive Features--mutant; Concealability: Easily, 5; Reaction: Noticed and Recognizable, +0

25 Hunted--genocide (11-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0

15 Secret Identity--Tommy Flanagan

5 Watched--Karl Raven (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Limited, -5; Only Watching: ×½; Punishment: Mild, -5

15 Overconfidence (Very Common, Moderate)

10 Psych. Lim.--feels responsible for brother's actions (Uncommon, Strong)

15 Hunted--Kid Miracle (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0

15 Psych. Lim.--protective of innocents (Common, Strong)

10 Psych. Lim.--uses powers to get things he wants (Common, Moderate)

5 Watched--Viper (8-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0

120 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base Exp.

84 + 416 = 500 420 = 120 + 150 + 150

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases

9 9 7 0 25/21 22/21 2, 4, 6, 8, 10, 12

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Re: Show me the PC

 

Here's the Supes clone from my last campaign:

Paragon

Value Characteristic Points

70 STR 60

30 DEX 60

35 CON 50

17 BODY 14

25 INT 15

25 EGO 30

35 PRE 25

30 COM 10

35 PD 21

35 ED 28

7 SPD 30

21 REC 0

70 END 0

70 STUN 0

Total 343

 

Points Powers END

35 Damage Resistance (35 PD/35 ED)

35 Elemental Control--Paragenetic abilities (35-pt reserve)

a-35 14d6 Energy Blast; Range: 350; Versus: ED 7

b-35 35" Flight (NC: 70"); Non-Combat Multiplier: ×2, +0 7

c-35 Supersonic Flight (Mach 7, 5,250 MPH) 7

20 N-Ray Vision

5 Infrared Vision

5 Ultraviolet Vision

10 Tracking Scent

3 Ultrasonic Hearing

15 Microscopic Vision (×100000)

15 Telescopic Sense (Sight, +10 to PER)

15 Telescopic Sense (Hearing, +10 to PER)

10 Knockback Resistance (-5")

30 Life Support (total)

37 5d6 Aid to all paragenetic powers (Fade/turn, Max. 30); Range: 0; IIF--paragon symbol inside costume: -¼; Activation: 15-, -¼; Side Effects: 30/Half, -½; Affects: All Powers of Special Effect, +2 7

37 5d6 Aid to all physical characteristics (Fade/turn, Max. 30); Range: 0; Affects: All Powers of Special Effect, +2; IIF: -¼; Activation: 15-, -¼; Side Effects: 30/Half, -½ 7

20 Faster-Than-Light Travel (32 LY/Year)

5 Flash Defense (Sight, 5 pts)

24 Running (+12", 18", NC: 36"); Non-Combat Multiplier: ×2, +0; Has Turn Mode: No, +0 5

5 Mental Defense (10 pts)

10 Power Defense (10 pts)

10 Instant Change; Clothes: Any Set, 10

451 Total Powers

 

Points Skills, Talents, Perks Roll

3 Acting 16-

3 Breakfall 15-

3 Area Knowledge--LA 14-

3 Bureaucratics 16-

3 Conversation 16-

3 Deduction 14-

3 High Society 16-

22 Wrestling

(3) Slam (OCV +0, DCV +1, 14d6+v/5)

(3) Take Down (OCV +2, DCV +1, 14d6)

(4) Escape (OCV 0, DCV 0, STR 85)

(3) Hold (OCV -1, DCV -1, STR 80)

(5) Choke (OCV -2, DCV 0, Grab, 2d6 NND)

(4) Reversal (OCV +2, DCV +2)

3 Oratory 16-

3 Paramedic 14-

3 Persuasion 16-

5 Contact--President of the US; Usefulness: Incredibly, +3 11-

4 Contact--Gen.Masterson; Usefulness: Extremely, +2 11-

3 Contact--chief of Police; Usefulness: Very, +1 11-

3 Contact--mayor of LA; Usefulness: Very, +1 11-

5 Money (Well Off)

18 +6 level w/All Ranged Attacks

3 Seduction 16-

3 Streetwise 16-

1 Tactics 8-

3 Knowledge Skill--world superheroes 14-

3 Knowledge Skill--world supervillains 14-

5 International Police Powers

3 Federal/National Police Powers

10 Eidetic Memory

25 Luck (5d6)

60 +6 level w/Overall Level

206 Total Skills, Talents, Perks

 

300+ Disadvantages

10 Public Identity

15 Reputation--world's greatest hero (14-)

15 Overconfidence (Very Common, Moderate)

10 Enraged--innocents harmed (11-, 11-); Circumstances: Common, +10

15 Distinctive Features--incredible physique; Concealability: Easily, 5; Reaction: Extreme, +10

15 Psych. Lim.--protective of innocents (Common, Strong)

20 Vulnerability--surprise attacks (2× STUN); Attack: Common, +10

20 Vulnerability--magic (2× Effect); Attack: Common, +10

15 Watched--us government (14-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0

10 Psych. Lim.--hollywood hedonist (Common, Moderate)

145 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base Exp.

343 + 657 = 1000 1000 = 145 + 300 + 555

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases

10 10 8 10 35/35 35/35 2, 4, 6, 7, 9, 11, 12

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Re: Show me the PC

 

and here's the NPC version of Vigilance, the "BatPunisher" of my last campaign:

Vigilance

Value Characteristic Points

30/50 STR 20

26 DEX 48

30 CON 40

20 BODY 20

23 INT 13

23 EGO 26

25/40 PRE 15

20 COM 5

12 PD 2

12 ED 6

6 SPD 24

16 REC 0

60 END 0

60 STUN 0

Total 219

 

Points Powers END

130 Battlesuit--urban battle gear; OIF: -½

(20) Armor (8 PD/8 ED); Hardened: ×1, ¼; OIF: -½

(13) +20 STR; OIF: -½ 2

(7) Clinging (Clinging STR +0); OIF: -½

(27) Invisibility (Radar); Reduced END: Zero & Persistent, 1; OIF: -½ 0

(20) Life Support (total); OIF: -½

(7) Power Defense (10 pts); OIF: -½

(3) Flash Defense (Sight, 5 pts); OIF: -½

(3) Flash Defense (Hearing, 5 pts); OIF: -½

(3) Infrared Vision; OIF: -½

(7) High Range Radio Hearing; OIF: -½

(3) Ultraviolet Vision; OIF: -½

(2) Ultrasonic Hearing; OIF: -½

(4) Telescopic Sense (Sight, +4 to PER); OIF: -½

(4) Telescopic Sense (Hearing, +4 to PER); OIF: -½

(7) +15 PRE; offensive use only: Frequently, -½; OIF: -½

10 Elemental Control--cybernetic cape/cowl (15-pt reserve); OIF: -½

a-10 Swimming (+30", 32", NC: 64"); Non-Combat Multiplier: ×2, +0; Has Turn Mode: No, +0; Surface Only: No, +0; OIF: -½ 6

b-10 Superleap (+30", 40", NC: 80"); Non-Combat Multiplier: ×2, +0; OIF: -½ 6

c-10 15" Flight (NC: 30"); Non-Combat Multiplier: ×2, +0; OIF: -½ 3

d-10 30" Gliding (NC: 60"); Non-Combat Multiplier: ×1, +0; OIF: -½

e-7 Damage Reduction (Physical, 50% Resistant); Requires Skill Roll:Danger sense: -½; OIF: -½

f-10 Missile Deflection (All Ranged Attacks, None, OCV 9); Deflect Attacks: Adjacent, +½; Deflection Bonus: 0; OCV: 9; OIF: -½

g-10 Invisibility (Hearing); Reduced END: Zero, ½; OIF: -½ 0

5 Mental Defense (10 pts)

5 Lack of Weakness (-5 to Roll)

36 Variable Power Pool--utility belt (30-pt Pool); Control Cost: 15; Change Only in Certain Circumstance: -½; OAF: -1

37 Multipower--arsenal of justice (75-pt reserve); OAF: -1

u-3 Stretching (8", NC: 16"); Non-Combat Multiplier: ×2, +0; Reduced END: Zero, ½; OAF: -1 0

u-3 2d6 RKA; Charges: +8, -½; Clips: 4, ½; Variable Advantage: Max. Advantage ½, +1½; Range: 375; OAF: -1 0

u-3 3d6 Entangle (DEF 3); Entangle Damage: Entangle Takes no Damage From Attack, +½; Area Effect (Radius): 5" radius, +1; Charges: +16, +0; Range: 375; OAF: -1 0

u-3 3d6 Drain vs. stun (Return/turn); Range: 375; Ranged: +½; Area Effect (Radius): 5" radius, +1; Affects: Single Power, +0; OAF: -1

u-3 3d6 Flash (Normal Sight); Range: 350; Sense: Hearing, 5; Area Effect (Radius): 4" radius, +1; Charges: +16, +0; OAF: -1 0

305 Total Powers

 

Points Skills, Talents, Perks Roll

3 Acrobatics 14-

3 Acting 17-

5 Area Knowledge--LA 16-

5 Area Knowledge--Richmond 16-

5 Area Knowledge--SF Bay AREA 16-

3 Breakfall 14-

3 Bribery 17-

3 Bugging 14-

3 Bureaucratics 17-

3 Climbing 14-

3 Combat Driving 14-

3 Combat Piloting 14-

24 +3 level w/All Combat

6 +3 level w/Single Attack--handgun

3 Computer Programming 14-

3 Concealment 14-

3 Contortionist 14-

3 Conversation 17-

5 Criminology 15-

3 Cryptography 14-

5 Deduction 15-

3 Demolitions 11-

3 Disguise 11-

3 Electronics 11-

5 Forensic Medicine 15-

3 Gambling 11-

3 Forgery 11-

3 Interrogation 17-

1 Inventor 8-

3 Cantonese (Completely Fluent w/accent); Literacy: Standard, 0

2 German (Fluent Conv.); Literacy: Standard, 0

3 Japanese (Completely Fluent w/accent); Literacy: Standard, 0

3 Korean (Completely Fluent w/accent); Literacy: Standard, 0

4 Mandarin (Native Accent); Literacy: Standard, 0

3 Spanish (Completely Fluent w/accent); Literacy: Standard, 0

2 Swahili (Fluent Conv.); Literacy: Standard, 0

3 Thai (Completely Fluent w/accent); Literacy: Standard, 0

3 Lip Reading 11-

3 Lockpicking 14-

63 Black Panther Self Defense Spirit system

(5) Choke Hold (OCV -2, DCV 0, Grab, 2d6 NND)

(4) Crush (OCV 0, DCV 0, 14d6)

(4) Fast Strike (OCV +2, DCV 0, 12d6)

(4) Killing Strike (OCV -2, DCV 0, 1d6+1 HKA)

(5) Killing Throw (OCV -2, DCV 0, 1d6+1 HKA)

(3) Legsweep (OCV +2, DCV -1, 11d6)

(4) Martial Block (OCV +2, DCV +2)

(4) Martial Disarm (OCV -1, DCV +1)

(4) Martial Dodge (OCV --, DCV +5)

(4) Martial Escape (OCV 0, DCV 0, STR 65)

(3) Martial Grab (OCV -1, DCV -1, STR 60)

(4) Nerve Strike (OCV -1, DCV +1, 2d6 NND)

(5) Offensive Strike (OCV -2, DCV +1, 14d6)

(5) Passing Strike (OCV +1, DCV 0, 10d6+v/5)

(5) Takeaway (OCV 0, DCV 0, STR 60)

3 Oratory 17-

3 Paramedic 14-

10 Contact--high level LAPD contact; Usefulness: Incredibly, +3 16-

7 Contact--low level street contact; Usefulness: Very, +1 15-

3 Persuasion 17-

3 Professional Skill:teacher 17-

6 +2 level w/All Ranged Attacks

2 Metallurgy 11-

3 Psychology 14-

30 +3 level w/Overall Level

3 Sleight of Hand 14-

11 Stealth 18-

3 Survival 11-

3 Systems Operation 14-

3 Seduction 17-

3 Shadowing 11-

5 Security Systems 15-

5 Tactics 15-

5 Combat Sense 15-

30 Danger Sense (Against All Attacks, Self); Works: Against All Attacks, +10; Range: Self, +0 16-

5 Defense Maneuver

7 Fast Draw with gun 16-

15 Find Weakness with RKA; Attack Type: One, +0 12-

15 Luck (3d6)

3 Tracking 14-

2 Air Vehicles

5 Knowledge Skill--organized crime 16-

5 Knowledge Skill--street gangs of LA 16-

3 Knowledge Skill--police procedure 14-

5 Knowledge Skill--criminal psychology 16-

2 Knowledge Skill--LA paranormals 11-

50 Base: 250

5 Streetwise 18-

476 Total Skills, Talents, Perks

 

300+ Disadvantages

10 Enraged when innocents harmed (11-, 11-); Circumstances: Common, +10

10 Distinctive Features--large handsome black man; Concealability: Easily, 5; Reaction: Always noticed & major reaction, +5

20 Reputation--vigilante crimefighter (14-, Extreme)

15 Secret Identity--Robert johnson

15 Watched--police (14-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0

15 Vengeful (Common, Strong)

20 Psych. Lim.--devoted to justice (Very Common, Strong)

10 DNPC--girlfriend of the moment (Normal, 8-); Skills: Normal, +0

20 Hunted--organized crime (11-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0

25 Hunted--Lords of crime (11-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0

10 Watched--media (14-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0

15 Psych. Lim.--protective of innocents (Common, Strong)

15 DNPC--high school students (Incompetent, 8-); Skills: Normal, +0

200 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base Exp.

219 + 781 = 1000 1000 = 200 + 300 + 500

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases

9 9 8 10 20/8 20/8 2, 4, 6, 8, 10, 12

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Re: Show me the PC

 

and the comic relief cosmic hero I mentioned earlier:

Captain GalacTick

Value Characteristic Points

150/250 STR 140

45 DEX 105

75 CON 130

30/40 BODY 40

45 INT 35

35 EGO 50

75 PRE 65

20 COM 5

30/40 PD 0

30/40 ED 15

6 SPD 5

45 REC 0

150 END 0

150/160 STUN 7

Total 597

 

Points Powers END

100 Density Increase-10 (×1000 mass); Reduced END: Zero & Persistent, 1; Mass: 0 kg/0.00 lbs; Extra PD: +10; Extra ED: +10; Extra STR: +50; Knockback: -10" 0

100 Growth-10 (×1000 mass, ×10 height); Reduced END: Zero & Persistent, 1; Mass: 0 kg/0.00 lbs; Height: 0 cm/0"; Extra STR: 50; Knockback Reduction: -10; Extra BODY: 10; Extra STUN: 10; DCV Penalty: -7; PER Penalty: +7 0

90 Armor (45 PD/45 ED); OIF--galactick armor: -½

30 Damage Resistance (30 PD/30 ED)

34 Damage Reduction (Physical, 75% Resistant); not vs. magic, surprise, bright, shiny things: Sometimes, -¾

34 Damage Reduction (Energy, 75% Resistant); not v.magic,surprise,bright,shiny things: Sometimes, -¾

25 Spatial Awareness

5 Discriminatory Sense (Spatial Awareness)

30 Telescopic Sense (Unusual Senses, +20 to PER)

20 N-Ray Vision

10 High Range Radio Hearing

30 Detect energy (+10 to PER); Time Required: Instant, +2; Range: Ranged, +5

24 Running (+12", 18", NC: 36"); Non-Combat Multiplier: ×2, +0; Has Turn Mode: No, +0 5

187 reduced endurance: STR; Reduced END: Zero, ½; Double Knockback: +¾

10 Flash Defense (Sight, 10 pts)

10 Flash Defense (Unusual Senses, 10 pts)

140 35" Flight (NC: 70"); Reduced END: Zero & Persistent, 1; Non-Combat Multiplier: ×2, +0 0

10 Lack of Weakness (-10 to Roll)

30 Life Support (total)

20 Knockback Resistance (-10")

10 Instant Change; Clothes: Any Set, 10

25 Mind Link; Minds: Any One Mind, +15; Number of Minds: 1, +0; Distance: Any, +5; Dimension: Any, +5; Link with: Anyone, +0

23 Mental Defense (30 pts)

30 Power Defense (30 pts)

50 Regeneration (3 BODY/Turn); Regenerate: From Death, +20

625 Variable Power Pool--power galactick (250-pt Pool); Control Cost: 125; Change Powers as 0 Phase Action: +1; No Skill Required for Change: +1

40 Supersonic Flight (Mach 4, 3,000 MPH) 4

30 Superleap (+30", 80", NC: 160"); Non-Combat Multiplier: ×2, +0 6

60 Shape Shift (Any); Reduced END: Zero & Persistent, 1 0

250 Clairsentience (Spatial Awareness); See: Future and Past, +40; Dimensions: Other, +20; Range: 6,553,600,000,000"; Reduced END: Zero & Persistent, 1; Concentrate: Throughout & 0 DCV, -1 0

2082 Total Powers

 

Points Skills, Talents, Perks Roll

3 Combat Piloting 18-

3 Computer Programming 18-

3 Inventor 18-

3 Area Knowledge--milky way galaxy 18-

17 Mechanics 18-

17 Navigation 18-

3 Oratory 24-

500 Base--fortress of gratitude: 2500

300 Vehicle--ravager of justice: 1500

200 Follower--regulus (1, 1000 pts, 0 Disad.); Number: 1, +0

1 Professional Skill--galactic superhero 8-

30 +10 level w/All Ranged Attacks

50 +5 level w/Overall Level

40 +5 level w/All Combat

3 Systems Operation 18-

3 Tracking 18-

0 Large Spaceships

2 Space Vehicles

2 Heavy Weapons

3 Absolute Time Sense

3 Bump of Direction

49 Danger Sense (Against All Attacks, Anywhere); Works: Against All Attacks, +10; Range: Anywhere, +15 18-

40 Luck (8d6)

20 Universal Translator 18-

3 Area Knowledge--andromeda galaxy 18-

3 Area Knowledge--magellanic cluster 18-

3 Area Knowledge--zeta galaxy 18-

17 Electronics 18-

1321 Total Skills, Talents, Perks

 

1900+ Disadvantages

25 5d6 Unluck

10 Reputation--klutzy, clumsy, dumb megapowerful dude (8-, Extreme)

5 Dependence--massive energy (3d6/1 Day); Substance: Uncommon, +15

20 Distinctive Features--giagntic, aura of power; Concealability: Concealable, 10; Reaction: Extreme, +10

25 Hunted--mojo destructo (14-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0

15 Hunted--Dr.shiny, evil sorceror supreme (11-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0

15 Hunted--mr.bright, inventor/mentalist (11-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0

15 Phys. Lim.--dumber than a sack of hammers--no common sense (Frequently, Greatly)

10 Code Against Killing (Common, Moderate)

20 Psych. Lim.--"dedicated crimefighter" (Very Common, Strong)

15 Secret Identity--"Kent GalacTick"

40 Susceptibility--bright and shiny objects (3d6 STUN and BODY/Turn); Condition: Uncommon, +5

40 Vulnerability--magic (2× STUN and BODY); Attack: Common, +10

20 Vulnerability--magic (2× Effect); Attack: Common, +10

20 Vulnerability--bright and shiny objects (2× STUN and BODY); Attack: Uncommon, +5

5 Watched--space cavaliers, other groups (11-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Mild, -5

300 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base Exp.

597 + 3403 = 4000 4000 = 300 + 1900 + 1800

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases

15 15 / 8 12 30 85/75 85/75 2, 4, 6, 8, 10, 12

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Re: Show me the PCHere's the character I'm currently playing:SpartacusPlayer: Moody Loner

Val Char Cost
10/60 STR 0
10/20 DEX 0
10/30 CON 0
10 BODY 0
18 INT 8
10 EGO 0
10 PRE 0
10 COM 0
3/40 PD 1
2/32 ED 0
2/6 SPD 0
4/18 REC 0
20/60 END 0
20/55 STUN 0
6" RUN02" SWIM02"/12" LEAP0Characteristics Cost: 9
Cost Power END
45 Project Spartacus Powered Armor: Armor (27 PD/26 ED) (80 Active Points); OIF: Project Spartacus Powered Armor (-1/2), Real Armor (-1/4) 0
41 STR enhancement: +50 STR, Reduced Endurance (1/2 END; +1/4) (62 Active Points); OIF: Project Spartacus Powered Armor (-1/2) (uses END Reserve) 2
4 STR Enhancement Overbooster: +20 STR (20 Active Points); Increased Endurance Cost (x5 END; -2), OIF (Spartacus Powered Armor; -1/2), Activation Roll 14- (-1/2), No Figured Characteristics (-1/2) (uses END Reserve) 10
20 DEX Enhancement: +10 DEX (30 Active Points); OIF (-1/2)
27 CON enhancement: +20 CON (40 Active Points); OIF: Project Spartacus Powered Armor (-1/2)
20 SPD enhancement: +3 SPD (30 Active Points); OIF: Project Spartacus Powered Armor (-1/2)
11 Forearm Shield Sloped Armor: Missile Deflection (Any Ranged Attack) (20 Active Points); OIF: Project Spartacus Powered Armor (-1/2), Real Armor (-1/4) 0
13 Flight 10" (20 Active Points); OIF: Project Spartacus Powered Armor (-1/2) (uses END Reserve) 2
23 Powered Armor Power Supply: Endurance Reserve (100 END, 25 REC) (35 Active Points); OIF: Project Spartacus Powered Armor (-1/2) 0
22 Hostile Environment Protection with NBC Hardening: Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Self-Contained Breathing) (33 Active Points); OIF: Project Spartacus Powered Armor (-1/2) 0
17 Sensor Suite: Radar (Radio Group), Discriminatory, Increased Arc Of Perception (360 Degrees) (25 Active Points); OIF: Project Spartacus Powered Armor (-1/2) 0
8 Comm Suite: High Range Radio Perception (Radio Group) (12 Active Points); OIF: Project Spartacus Powered Armor (-1/2) 0
16 XM-15 Pilum Armor Suppression Missiles: Dispel Armor 11d6, Does Knockback (+1/4), Cumulative (x1 max.) (+1/2) (58 Active Points); 3 Charges (-1 1/4), OIF: Project Spartacus Powered Armor (-1/2), Beam (-1/4), Can Be Missile Deflected (-1/4), Real Weapon (-1/4) [3]
22 XM117-A7 Spatha Multi-Blaster: Multipower, 60-point reserve, all slots 8 clips of 8 Charges (+0) (60 Active Points); all slots OAF: XM117-A7 Spatha Multi-Blaster Fragile (-1 1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4)
2u 1) Multi-Blaster Standard Shot: Energy Blast 12d6 (vs. ED) (60 Active Points); OAF: XM117-A7 Spatha Multi-Blaster Fragile (-1 1/4), Beam (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) 0
2u 2) Multi-Blaster Cutting Beam: Killing Attack - Ranged 3d6-1 (vs. ED), Armor Piercing x1 (+1/2) (60 Active Points); OAF: XM117-A7 Spatha Multi-Blaster Fragile (-1 1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) 0
1u 3) Underbarrel Grenade Launcher- XG115 "Goober" Glue Grenades: Entangle 6d6, 6 DEF (60 Active Points); OAF: XM117-A7 Spatha Multi-Blaster Fragile (-1 1/4), Susceptible: Alcohol Common (-1/2), Vulnerable: Cold (Common; -1/2), Cannot Form Barriers (-1/4), Can Be Missile Deflected (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) 0
Powers Cost: 294
Cost Skill
16 +3 with All Combat (24 Active Points); OIF (-1/2)
11 +2 with all non-combat Skills (16 Active Points); OIF (-1/2)
5 Rapid Attack (HTH)
3 Deduction 13-
3 PS: FBI Agent (INT-based) 13-
3 Tactics 13-
3 Criminology 13-
3 Interrogation 11-
3 Fast Draw 11- (13-)
1 Computer Programming 8-
1 Forensic Medicine 8-
1 Systems Operation 8-
0 AK: United States 8-
0 Acting 8-
0 Climbing 8-
0 Concealment 8-
0 Conversation 8-
0 Native Language: English (idiomatic; Literate) (4 Active Points)
0 PS: U.S. Army Officer (Lieutenant) (Everyman Skill) 11-
0 Paramedics 8-
0 Persuasion 8-
0 Shadowing 8-
0 Stealth 8-
0 TF: Small Motorized Ground Vehicles
4 +2 with Missile Deflection
3 Combat Piloting with Transport 11- (13-)
Skills Cost: 60
Cost Perk
6 Fringe Benefit: Federal/National Police Powers, Membership: FBI
4 Vehicles & Bases
Perks Cost: 10
Cost Talent
2 Absolute Range Sense (3 Active Points); OIF (-1/2)
Talents Cost: 2
Val Disadvantages
15 Psychological Limitation: Military Code of Honor: Common, Strong
20 Social Limitation: Subject to Orders (Very Frequently, Major)
15 Psychological Limitation: Good Cop: Common, Strong
5 Vulnerability: 1 1/2x BODY Magic Uncommon
10 Vulnerability: 2x STUN Magic Uncommon
15 Susceptibility: Electromagnetic Pulse, 3d6 damage Instant Uncommon
15 Social Limitation: Secret ID Frequently (11-), Major
10 Reputation: , Frequently (11-)
15 Dependent NPC: Powersuit Tech 14- (Frequently), Normal, Useful noncombat position or skills
15 Watched: Corporation 14- (Very Frequently), As Powerful, NCI, Watching
15 Watched: Department of Defense 11- (Frequently), More Powerful, NCI, Watching
Disadvantage Points: 150

Base Points: 200Experience Required: 25Total Experience Available: 30Experience Unspent: 5Total Character Cost: 375

Height: 1.88 m Hair: Brown
Weight: 99.00 kg Eyes: Brown
Appearance: The Project Spartacus suit is a gleaming, heavily-armored bipedal suit with large forearm shields. A suggestion to give the suit a Roman motif was refused on budgetary grounds.Personality: Special Agent Andersen is under orders to test the suit's capabilities in combat with superpowered opponents.Quote:"You have the right to remain silent..."Background: Project Spartacus is a Department of Defense project, funded by DARPA, which is one of the more promising efforts in providing a normal human operative with the equipment and training necessary to engage enhanced humans and superpowered individuals on an equal level.

 

Utilizing captured supervillain technology, Project Spartacus consists of a powered-armor suit that enhances the wearers strengh, speed, and toughness, and a multi-blaster directed energy assault rifle to provide ranged-attack capability.

 

Now in its final field test before production, Project Spartacus is currently being piloted by Special Agent Karl Andersen or "John Baker", on loan to the Department of Defense from the FBI to avoid posse comitatus. Special Agent Andersen is skilled in police procedure and investigation, and as a decorated veteran in the Gulf War, is also familiar with military procedures. Andersen has been given the scientific training necessary to operate and assist with the repair and maintenance of the Project Spartacus suit, although to his deep misgivings the training has hardly been necessary.

Powers/Tactics: Andersen prefers to use ranged attacks to soften up his opponents before hand-to-hand combat. He will use glue grenades in order to distract or stop martial artists, and the cutting beam against foci. Any armored opponents will get a flight of armor suppression missiles or three to soften them up before combat.Campaign Use: Further notes:The armor suppression missiles suck, and are due for a redesign.
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Re: Show me the PCThis is the first of five characters I've submitted to the next campaign. Yes, it's a Goku ripoff. No, I don't like how it worked out either. Probably not going to be accepted.Moody LonerPlayer: Ecm

Val Char Cost
10/25 STR 0
10/30 DEX 0
10/15 CON 0
10 BODY 0
15 INT 5
12 EGO 4
10/20 PRE 0
10 COM 0
2/20 PD 0
2/20 ED 0
2/6 SPD 0
4/28 REC 0
20/90 END 0
20/70 STUN 0
6"/15" RUN02" SWIM02"/23" LEAP0Characteristics Cost: 9
Cost Power END
20 Boost: Succor Chi Powers 5d6 (standard effect: 15 points), Delayed Return Rate (points return at the rate of 15 per 5 Minutes; +1/4), all Chi powers simultaneously (+2) (81 Active Points); Activation Roll 13- (-3/4), Requires A STR Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -3/4), Concentration (0 DCV; -1/2), Increased Endurance Cost (x2 END; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Only In Heroic Identity (-1/4) 16
12 +15 STR (15 Active Points); Only In Heroic Identity (-1/4) 1
48 +20 DEX (60 Active Points); Only In Heroic Identity (-1/4)
8 +5 CON (10 Active Points); Only In Heroic Identity (-1/4)
8 +10 PRE (10 Active Points); Only In Heroic Identity (-1/4)
4 +5 PD (5 Active Points); Only In Heroic Identity (-1/4)
6 +7 ED (7 Active Points); Only In Heroic Identity (-1/4)
16 +2 SPD (20 Active Points); Only In Heroic Identity (-1/4)
32 +20 REC (40 Active Points); Only In Heroic Identity (-1/4)
24 +60 END (30 Active Points); Only In Heroic Identity (-1/4)
31 +39 STUN (39 Active Points); Only In Heroic Identity (-1/4)
14 Running +9" (6"/15" total) (18 Active Points); Only In Heroic Identity (-1/4) 2
8 Damage Resistance (10 PD/10 ED) (10 Active Points); Only In Heroic Identity (-1/4) 0
14 Leaping +18" (2"/23" forward, 1"/11 1/2" upward) (18 Active Points); Only In Heroic Identity (-1/4) 2
17 Kamehameha Strike: HKA 4d6 (4d6+1 / 4 1/2d6 w/STR) (vs. ED), AOE Nonselective (24" Line; +3/4) (105 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Activation 11- (-1), Extra Time (Extra Segment, Character May Take No Other Actions, -3/4), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), OIHID (-1/4), Can Be Missile Deflected (-1/4), Incantations (-1/4) 40
12 Missile Deflection (Bullets & Shrapnel) (15 Active Points); Only In Heroic Identity (-1/4) 0
12 Personal Energy Aura: Force Field (10 PD/10 ED/5 Power Defense), Costs END Only To Activate (+1/4) (31 Active Points); Requires A STR Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -3/4), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; Collateral Damage to area ; -1/2), Only In Heroic Identity (-1/4) 2
8 Flight 10" (20 Active Points); Requires A CON Roll (-1), Only In Heroic Identity (-1/4), Extra Time (Extra Segment, Only to Activate, -1/4) 2
Powers Cost: 294
Cost Martial Arts Maneuver
5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 2d6 / 5d6 Strike
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 6d6 / 9d6 Strike
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 2d6 / 5d6 +v/5, Target Falls
3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 20 STR / 35 STR for holding on
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
Martial Arts Cost: 24
Cost Skill
3 Computer Programming 12-
5 Rapid Attack (HTH)
3 Systems Operation 12-
3 Teamwork 11- (15-)
3 Acrobatics 11- (15-)
3 Breakfall 11- (15-)
3 KS: Computer Network Administration (INT-based) 12-
Skills Cost: 23
Val Disadvantages
20 Accidental Change: when angry 14- (Common)
20 Enraged: when injured (Common), go 11-, recover 11-
15 Social Limitation: Secret Identity Frequently (11-), Major
10 Physical Limitation: Must eat 3* normal diet (Frequently, Slightly Impairing)
10 Psychological Limitation: Code Against Killing (Common, Moderate)
10 Psychological Limitation: Introverted (Common, Moderate)
10 Psychological Limitation: Short tempered (Common, Moderate)
10 Psychological Limitation: Somber and Melancholy (Common, Moderate)
15 Hunted: Villain 11- (As Pow, Harshly Punish)
15 Hunted: Villain 11- (As Pow, Harshly Punish)
15 Dependent NPC: wife and daughter 11- (Slightly Less Powerful than the PC; Group DNPC: x2 DNPCs)
Disadvantage Points: 150

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350

Height: 1.68 m Hair: Brown
Weight: 97.00 kg Eyes: Brown
Appearance: Personality: Quote:Background: Powers/Tactics: Campaign Use: On the other hand, I do like the boost. Haven't done his background yet.
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Re: Show me the PCHere's the second character I submitted, which will look familiar to anyone who has been reading the Circle thread. Yeah, I could have just linked there. Screw it.Tao (Taiji Tu)Player: Moody Loner

Val Char Cost
15/25 STR 5
15/25 DEX 15
15 CON 10
12 BODY 4
15/22 INT 5
15 EGO 10
10/18 PRE 0
10/26 COM 0
3/14 PD 0
3/14 ED 0
4/6 SPD 15
6/16 REC 0
30 END 0
28/33 STUN 0
10"/20" RUN82" SWIM03"/5" LEAP0Characteristics Cost: 72
Cost Power END
9 Thane Servitor Uniform : Armor (6 PD/6 ED) (18 Active Points); OIF (Focus: Costume; -1/2), Ablative BODY Only (-1/2) 0
37 Diagram of the Supreme Ultimate: Multipower, 75-point reserve, (75 Active Points); all slots OAF Unbreakable (Focus: Mystic Shield; -1)
2u 1) Interpose the Unbreakable Shield: Force Wall (10 PD/10 ED), Reduced Endurance (0 END; +1/2) (75 Active Points); OAF Unbreakable (Focus: Mystic Shield; -1), No Range (-1/2), Self Only (-1/2) 0
4u 2) Heave It Like a Big Discus: Energy Blast 10d6 (vs. PD), Reduced Endurance (0 END; +1/2) (75 Active Points); OAF Unbreakable (Focus: Mystic Shield; -1) 0
3u 3) Your Focus is an Illusion: Killing Attack - Hand-To-Hand 2d6+1 (3d6 / 3d6+1 w/STR) (vs. ED), Ranged (+1/2), Reduced Endurance (0 END; +1/2) (70 Active Points); OAF Unbreakable (Focus: Mystic Shield; -1) 0
3u 4) Interpose the Do of the Mystic Shield with the Way of Your Forehead: Hand-To-Hand Attack +7d6, Reduced Endurance (0 END; +1/2), Area Of Effect Accurate (One Hex; +1/2) (70 Active Points); OAF Unbreakable (Focus: Mystic Shield; -1), Hand-To-Hand Attack (-1/2) 0
2u 5) Your Attacks Redirected with Harmony and Grace: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); OAF Unbreakable (Focus: Mystic Shield; -1) 0
8 Passed Down From Mother to Daughter, Thane Mystic Enhancement: +10 STR (10 Active Points); Only In Heroic Identity (-1/4) 1
24 All These Too: +10 DEX (30 Active Points); Only In Heroic Identity (-1/4)
6 No, I Can't Figure Out Why: +7 INT (7 Active Points); Only In Heroic Identity (-1/4)
6 Maybe It Was Alone Too Long: +8 PRE (8 Active Points); Only In Heroic Identity (-1/4)
6 And Got Lonely: +16 COM (8 Active Points); Only In Heroic Identity (-1/4)
2 But We Are Trying to Attribute Human Motivations to an Alien: +2 ED; Only In Heroic Identity (-1/4)
8 And It Was a Very Long Time Ago: +1 SPD (10 Active Points); Only In Heroic Identity (-1/4)
13 So I Guess We'll Never Know: +8 REC (16 Active Points); Only In Heroic Identity (-1/4)
16 Fast, Not Easy: Running +10" (10"/20" total) (20 Active Points); Only In Heroic Identity (-1/4) 2
8 Trust Your Feelings: Mystic Awareness: Spatial Awareness (Unusual Group), Range (27 Active Points); Activation Roll 11- (-1), IAF Unbreakable (-1/2), Concentration (0 DCV; -1/2), Conditional Power Power Only Works In Darkness (-1/2) 0
10 Keeps Coming Back for More: Regeneration: Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Only In Heroic Identity (-1/4) 0
Powers Cost: 167
Cost Martial Arts Maneuver
4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR / 35 STR to Disarm
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR / 40 STR vs. Grabs
5 Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, + 10 STR to Disarm
4 Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 30 STR / 40 STR to Disarm
4 Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls
Martial Arts Cost: 25
Cost Skill
2 +1 with HTH Combat (5 Active Points); OAF Unbreakable (Focus: Mystic Shield; -1), Only to bounce shield to return Power loses about a fourth of its effectiveness (-1/4)
5 Defense Maneuver I-IV (10 Active Points); OAF Unbreakable (Focus: Mystic Shield; -1)
3 KS: Chinese History (INT-based) (4 Active Points); IAF Unbreakable (Focus: Mystic Shield; -1/2) 10-
2 KS: Arcane And Occult Lore (INT-based) (3 Active Points); IAF Unbreakable (Focus: Mystic Shield; -1/2) 9-
2 Tactics 9- (3 Active Points); IAF Unbreakable (Focus: Mystic Shield; -1/2)
3 Language: Mandarin (idiomatic; literate) (5 Active Points); Only In Heroic Identity (-1/4)
5 Language: Cantonese (idiomatic; literate); Only In Heroic Identity (-1/4)
4 Rapid Attack (HTH) (5 Active Points); Only In Heroic Identity (-1/4)
2 Acrobatics 12- (14-) (3 Active Points); Only In Heroic Identity (-1/4)
2 Breakfall 12- (14-) (3 Active Points); Only In Heroic Identity (-1/4)
2 Persuasion 11- (13-) (3 Active Points); Only In Heroic Identity (-1/4)
2 Teamwork 12- (14-) (3 Active Points); Only In Heroic Identity (-1/4)
2 AK: Chinatown, early 1940's (INT-based) (3 Active Points); Only In Heroic Identity (-1/4) 12- (13-)
2 CuK: Chinese-American 1940s (INT-based) (3 Active Points); Only In Heroic Identity (-1/4) 12- (13-)
3 Computer Programming 12- (13-)
0 AK: Campaign city 8-
0 Acting 8-
0 Climbing 8-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
0 Native Language: English (idiomatic; Literate) (4 Active Points)
0 PS: Choice (Everyman Skill) 11-
0 Paramedics 8-
0 Persuasion 8-
0 Shadowing 8-
0 Stealth 8-
0 TF: Small Motorized Ground Vehicles
Skills Cost: 41
Cost Perk
10 Money: Wealthy
9 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) 14-
Perks Cost: 19
Cost Talent
6 Combat Luck (3 PD/3 ED)
10 Skill Master (+3 with all Skills based on INT) (15 Active Points); IAF Unbreakable (Focus: Mystic Shield; -1/2)
10 Skill Master (+3 with all Skills based on DEX) (15 Active Points); IAF Unbreakable (Focus: Mystic Shield; -1/2)
Talents Cost: 26
Val Disadvantages
20 Vengeance is Mine: Social Limitation: Harmful Secret: Killed Yakuza Oyabun (Frequently, Severe)
20 Endless Cycle of Violence: Hunted: Yakuza 11- (As Pow, NCI, Harshly Punish)
20 The Most Obvious Vulnerability: Dependent NPC: Tracy and Robert Karlson, Wife and Son 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)
15 If My Wife Finds Out I'm Being Another Woman...:Social Limitation: Secret Identity: Nick Karlson Frequently (11-), Major
15 The Devil You Don't Know: Hunted: 8- (Mo Pow, Capture)
10 Never Again: Psychological Limitation: Code Against Killing (Common, Moderate)
10 Here to Protect My People: Psychological Limitation: Overprotective of women and Chinese (Common, Moderate)
10 Losing the Magic: Accidental Change: when successfully Drained, Transferred, etc. with Magic/Mystic Special Effect 11- (Uncommon)
10 Evil Must be Punished: Psychological Limitation: Vengeful (Uncommon, Strong)
10 Like a Sitcom in My Head: Psychological Limitation: Personalities Clash (Common, Moderate)
10 Envy the Power: Hunted: DEMON 8- (As Pow, Harshly Punish)
5 Yeah, We're Gonna Sneak Up on that MORBANE: Distinctive Features: Thane Magical Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)
0 Jonesing for the Heroine: Dependence: changing to Tao Weakness: -3 To Characteristic Rolls and related rolls per time increment (Very Common, 6 Hours)
Disadvantage Points: 155

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350

Height: 1.65 m Hair: Black
Weight: 52.00 kg Eyes: Black
Appearance: Personality: Nick's motivation at this point is the addiction the mystic shield has implanted. He cannot go too long without changing to Chang Jia Li, or he suffers trembling and debilitating weakness. He's noticed that he's becoming stronger and faster as well, and is worried that the shield is gradually making the change to Tao permanent.Quote:Nick: "Someone else will take care of this. I hope. Ahh, dammit, okay, I'll be...umm...back in a minute"

Jia Li: "No, it's pronounced...oh, never mind."

Background: Nick Karlson wishes he'd never found the shield.

 

It's happened so often it's a cliche. You're out hiking in the wilderness, or working on the archeological dig, and you happen to stumble across the mystic artifact that grants you the power to fight Evil.

 

Naturally there's the scene where the mystic guardian/ancestor spirits/aged sensei explains the powers and responsibilities and shows you how to call on the powers of Captain Whatever, but then you can go on to the good part, kicking ass and getting your name in the papers, right?

 

Well, not for Nick.

 

There have been benefits. Nick Karlson, despite never having had any formal study in the subject, is now reckoned one of the world's top experts on Chinese history and culture, thanks to the ancestor spirits in the shield. His textbooks and novels have enabled him to support his family while quitting his dead-end job in technical support, and in fact have made his family independently wealthy.

 

There are the secrets no Westerner knows, about the secret branch of the Chang family who have passed down the uniform and shield, mother to daughter, since a Thane observer first augmented a Chinese peasant woman with his mystic powers and provided her with a servitor uniform and an enchanted sorvak'kall fighting shield millenia ago. How the Taiji Tu came to the United States in the 1800's to guide and protect her people in the West. And, how the last wielder, now calling herself Tao, fought mystic threats and Bundist saboteurs in the thirties and forties.

 

There is the story of her forbidden love affair with a Japanese man, their wedding against the wishes of both families, and his internment as an enemy alien while his uncle, a sorceror in the service of the Yakuza, lured Tao to the wilderness, murdered her, and left her in a shallow grave.

 

There is the price for his wealth and knowledge, as the Diagram of the Supreme Ultimate transforms him, and Chang Jia Li resumes her mission:to protect her people from the mystic threats of ancient China and modern America.

Powers/Tactics: Well, Captain America, kind of. Not exactly the leader-type at this point in her career, Tao will attack enemy blasters, reflecting their attacks back at them or at tougher opponents to soften them up. She attempts to disarm or destroy enemy Foci, and trip enemy Bricks at range. Martial Artists get a shield-bash.Campaign Use: I like Tao. Hope that this one gets picked, but there are three more to go .
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Re: Show me the PCThis am not third character for campaign.BizarroPlayer: Moody Loner

Val Char Cost
70 STR 0
15 DEX 0
30 CON 0
16 BODY 0
5 INT -5
5 EGO -10
8 PRE -2
6 COM -2
24 PD 0
16 ED 0
5 SPD 0
20 REC 0
60 END 0
66 STUN 0
20" RUN282" SWIM020" LEAP6Characteristics Cost: 15
Cost Power END
48 +60 STR (60 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not around kryptonite; -1/4) 6
12 +5 DEX (15 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not around kryptonite; -1/4)
32 +20 CON (40 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not around kryptonite; -1/4)
10 +6 BODY (12 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not around kryptonite; -1/4)
24 +3 SPD (30 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not around kryptonite; -1/4)
18 Now Me Am Smart: Variable Power Pool, 15 base + 3 control cost, (22 Active Points); all slots Only for INT skills Power loses about half of its effectiveness (-1)
30 Flight 15" 3
20 Heat Vision: Killing Attack - Ranged 2d6 (vs. ED) (30 Active Points); No Knockback (-1/4), Concentration (1/2 DCV; -1/4) 3
37 Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points) 0
15 Energy Damage Reduction, Resistant, 25% 0
15 Physical Damage Reduction, Resistant, 25% 0
14 +50% Energy Damage Reduction, Resistant: Custom Power (25 Active Points); Limited Power Power loses about a third of its effectiveness (Not vs. Magic/Mystic special effect; -1/2), Limited Power: Not against kryptonite Power loses about a fourth of its effectiveness (-1/4) 0
14 +50% Physical Damage Reduction, Resistant: Custom Power (25 Active Points); Limited Power Power loses about a third of its effectiveness (Not vs. Magic/Mystic special effect; -1/2), Limited Power: Not against kryptonite Power loses about a fourth of its effectiveness (-1/4) 0
23 Absorption 4d6 (standard effect: 12 points) (physical, BODY, STUN, END, Absorption Cap), [four powers] simultaneously (+1) (40 Active Points); Only Restores To Starting Values (-1/2), Limited Power: Not against kryptonite Power loses about a fourth of its effectiveness (-1/4) 0
23 Absorption 4d6 (standard effect: 12 points) (energy, BODY, STUN, END, Absorption Cap), [four powers] simultaneously (+1) (40 Active Points); Only Restores To Starting Values (-1/2), Limited Power: Not against kryptonite Power loses about a fourth of its effectiveness (-1/4) 0
Powers Cost: 335
Cost Skill
0 AK: Home country or region 8-
0 Acting 8-
0 Climbing 8-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
0 Native Language (idiomatic; Literate) (4 Active Points)
0 PS: Choice (Everyman Skill) 11-
0 Paramedics 8-
0 Persuasion 8-
0 Shadowing 8-
0 Stealth 8-
0 TF: Small Motorized Ground Vehicles
Skills Cost: 0
Val Disadvantages
10 Distinctive Features: Chalk-white Shambling Parody of Superman (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Vulnerability: 2 x STUN Blue Kryptonite (Uncommon)
10 Vulnerability: 2 x BODY Blue Kryptonite (Uncommon)
30 Susceptibility: Blue Kryptonite, 3d6 damage per Segment (Uncommon)
10 Reputation: Stupid: , 11-
15 Enraged: when takes BODY (Common), go 11-, recover 14-
15 Psychological Limitation: Overconfident (Very Common, Moderate)
10 Physical Limitation: Bizarro Speak: (Frequently, Slightly Impairing)
20 Vulnerability: 2 x STUN Magic/Mystic (Common)
20 Vulnerability: 2 x Effect Magic/Mystic (Common)
Disadvantage Points: 150

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350

Height: 1.98 m Hair: Black
Weight: 99.00 kg Eyes: Black
Appearance: Personality: Quote:Background: Powers/Tactics: Campaign Use: Managed to get the "White Knight" defense, or a version of it at least, on a 350 point character :)
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Re: Show me the PCHere's the fourth character. I see him as kind of a Victorian watchmaker, although I haven't written his background yet.WatchmanPlayer: Moody Loner

Val Char Cost
10 STR 0
10/25 DEX 0
10 CON 0
10 BODY 0
10 INT 0
10 EGO 0
10 PRE 0
10 COM 0
2/17 PD 0
2/17 ED 0
2/9 SPD 0
4/34 REC 0
20/100 END 0
20 STUN 0
6" RUN02" SWIM02" LEAP0Characteristics Cost: 0
Cost Power END
43 Flight 30", x4 Noncombat, Reduced Endurance (0 END; +1/2) (97 Active Points); OAF (Focus: Watch; -1), Only In Contact With A Surface (-1/4) 0
31 Hand-To-Hand Attack +10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Hand-To-Hand Attack (-1/2), IAF (Focus: Watch; -1/2) 2
30 +6 SPD (60 Active Points); OAF (Focus: Watch; -1)
30 +30 REC (60 Active Points); OAF (Focus: Watch; -1)
27 Stasis Field Watch: Extra-Dimensional Movement (Single Point in Time: 20 Minutes into the Future), Area Of Effect (One Hex; +1/2), Usable As Attack (+1) (100 Active Points); 2 Charges (-1 1/2), OAF Fragile (Focus: Time-Grenade Watch; -1 1/4) [2]
27 Invisibility to Sight, Hearing, Mental, Radio and Smell/Taste Groups , Reduced Endurance (0 END; +1/2) (60 Active Points); OAF (-1), Limited Power Power loses about a fourth of its effectiveness (Only when moving; -1/4) 0
27 Killing Attack - Ranged 2 1/2d6 (vs. ED), Reduced Endurance (0 END; +1/2) (60 Active Points); OAF (Focus: Flashlight; -1), Reduced By Range (-1/4) 0
22 +15 DEX (45 Active Points); OAF (Focus: Watch; -1)
20 +80 END (40 Active Points); OAF (Focus: Watch; -1)
20 Armor (15 PD/15 ED) (45 Active Points); OAF (Focus: Watch; -1), Limited Power Power loses about a fourth of its effectiveness (Only when moving; -1/4) 0
20 +8 with HTH Combat (40 Active Points); OAF (Focus: Watch; -1)
Powers Cost: 297
Cost Martial Arts Maneuver
5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
Martial Arts Cost: 5
Cost Skill
16 +4 with all non-combat Skills (32 Active Points); OAF (Focus: Watch; -1)
1 Combat Piloting 9- (3 Active Points); OAF (Focus: Watch; -1)
1 Acrobatics 9- (3 Active Points); OAF (Focus: Watch; -1)
1 Breakfall 9- (3 Active Points); OAF (Focus: Watch; -1)
5 SS: Temporal Engineering (INT-based) 13-
3 Lockpicking 11- (14-)
3 Mechanics 11-
2 Navigation (Land) 11-
2 Power (Time Manipulation Tricks) (DEX-based) 10- (5 Active Points); OAF (Focus: Watch; -1)
12 +5 with a group of similar Skills (25 Active Points); OAF (Focus: Watch; -1)
2 Rapid Attack (HTH) (5 Active Points); OAF (Focus: Watch; -1)
0 AK: Home country or region 8-
0 Acting 8-
0 Climbing 8-
0 Concealment 8-
0 Conversation 8-
0 Native Language (idiomatic; Literate) (4 Active Points)
0 PS: Clockmaker (Everyman Skill) 11-
0 Paramedics 8-
0 Persuasion 8-
0 Shadowing 8-
0 Stealth 8-
0 TF: Small Motorized Ground Vehicles
Skills Cost: 48
Val Disadvantages
15 Social Limitation: Secret Identity Frequently (11-), Major
15 Psychological Limitation: Cant resist mechanical devices (Common, Strong)
15 Psychological Limitation: Seclusive (Common, Strong)
25 Susceptibility: in Strong Magnetic Fields, 3d6 damage per Phase (Uncommon)
20 Dependent NPC: Current SO 11- (Incompetent)
15 Hunted: Villain 11- (As Pow, Harshly Punish)
20 Hunted: Villain organization 8- (Mo Pow, NCI, Harshly Punish)
10 Vulnerability: 2 x Effect Dimensional Manipulation (Uncommon)
15 Hunted: Villain 8- (Mo Pow, Harshly Punish)
Disadvantage Points: 150

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350

Height: 1.73 m Hair: Black
Weight: 100.00 kg Eyes: Blue
Appearance: Personality: Quote:Background: Powers/Tactics: Campaign Use: 
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Re: Show me the PCOkay, here's the fifth character. He's the most complex, so I saved him for last.[EDIT]: Dammit, just noticed he doesn't have Demolitions. Crap.NyarlathotepPlayer: Moody Loner

Val Char Cost
15 STR 5
20 DEX 30
15 CON 10
15 BODY 10
25 INT 15
15 EGO 10
15 PRE 5
10 COM 0
3/8 PD 0
3/8 ED 0
6 SPD 30
10 REC 8
30 END 0
31 STUN 0
6" RUN02" SWIM03" LEAP0Characteristics Cost: 123
Cost Power END
20 Multiform (350 Character Points in the most expensive form) (x4 Number Of Forms) (80 Active Points); Personality Loss First Roll After 1 Hour (-1), Activation Roll 14- (-1/2), Costs Endurance (Only To Change; -1/2), Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4) 16
8 Pieceing together the Crime: Retrocognitive Clairsentience (Sight Group) (40 Active Points); Extra Time (20 Minutes, Character May Take No Other Actions, Must actually study the scene of the crime; -2 3/4), Requires A Skill Roll And A Skill Roll (RSR Skill is subject to Skill vs. Skill contests; Requires Skill Rolls in Forensics and Criminology; -1) 4
10 Manhunting: Mind Scan 8d6 (Human class of minds), +5 ECV (50 Active Points); Character Cannot Attack Through Link (-1 1/2), Extra Time (1 Hour, Only to Activate, -1 1/2), Requires A Skill Roll (Requires Skill Rolls in Criminology or Criminal Psychology; -1/2), Does Not Provide Mental Awareness (-1/4) 5
7 Armored Costume: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2), Ablative BODY Only (-1/2) 0
20 Utility Belt: Multipower, 30-point reserve, (30 Active Points); OIF (-1/2)
1u 1) Advanced Lockpicking tools: +2 with Lockpicking (4 Active Points); OIF (-1/2)
1u 2) Billy Club: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 0
1u 3) Bomb Defusing Kit: +2 with Demolitions (4 Active Points); OAF (-1), Only to defuse bombs Power loses about a fourth of its effectiveness (-1/4)
1u 4) Boomerang: Energy Blast 4d6 (vs. PD), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1) 0
1u 5) Calculator: Lightning Calculator (3 Active Points); OAF (-1)
1u 6) Crime Scene Kit: +3 with any three related Skills: Forensics, Criminology, Deduction (9 Active Points); OAF (-1), 8 Charges (-1/2)
1u 7) Emergency Glider Cape: Gliding 10" (10 Active Points); OAF (-1) 0
1u 8) Fear Darts: Drain PRE 2d6 (standard effect: 6 points), Ranged (+1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Locations Power loses about a fourth of its effectiveness (-1/4) [6]
1u 9) Flashlight: Sight Group Images 1" radius, 1 Continuing Fuel Charge lasting 1 Hour (refeuled by recharging; +0) (10 Active Points); OAF (-1), Only To Create Light (-1), Limited Range 10" (-1/4) [1 cc]
1u 10) Flash Pellets: Sight Group Flash 4d6 (20 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6]
1u 11) Freeze Gas: Minor Transform 3d6 (normal object to frozen stiff object, item thawing out) (30 Active Points); OAF (-1), 4 Charges (-1) [4]
1u 12) Grapple Gun: Flight 10", Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Levitation (-1/2), Limited Power Power loses about a fourth of its effectiveness (Only with solid surface within 10" above character; -1/4), no Noncombat movement (-1/4) 0
1u 13) Laser Torch: Killing Attack - Ranged 1 point (vs. ED), Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Armor Piercing (x2; +1) (15 Active Points); OAF (-1), No Range (-1/2) 0
1u 14) Medikit: +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1)
1u 15) Miniature Climbing Rig: +2 with Climbing (4 Active Points); OAF (-1)
1u 16) Mini-Bolos: Entangle 3d6, 3 DEF (30 Active Points); 3 Charges (-1 1/4), OAF (-1) [3]
1u 17) Mini-camera: Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only Power loses about a third of its effectiveness (-1/2)
1u 18) Mini-Console: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1) 0
1u 19) Mini-Radios: Mind Link , Human class of minds, One Specific Mind, Number of Minds (x4) (15 Active Points); OAF (-1), Only With Others Who Have Mind Link (-1), Affected as Hearing and Radio Groups, not Mental Group Power loses about a fourth of its effectiveness (-1/4) 0
1u 20) Mini-Recorder: Eidetic Memory (5 Active Points); OAF (-1), Sound Only Power loses about a third of its effectiveness (-1/2)
1u 21) Nightsight Monocular: Infrared Perception (Sight Group), +6 to PER Roll (11 Active Points); OAF (-1) 0
1u 22) Painkillers: Physical and Energy Damage Reduction, Resistant, 25%, 2 Continuing Charges lasting 1 Hour each (+0) (15 Active Points); OAF (-1) [2 cc]
1u 23) Paint Tag Bomb: Cosmetic Transform 4d6 (standard effect: 12 points) (person into brightly colored person, Washing with vinegar), Partial Transform (+1/2) (30 Active Points); OAF (-1), 4 Charges (-1), Range Based On Strength (-1/4) [4]
1u 24) Parabolic Mini-Mike: +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1) 0
1u 25) Rebreather: Life Support (Expanded Breathing), 1 Continuing Fuel Charge lasting 1 Hour (+0) (5 Active Points); OAF (-1) [1 cc]
1u 26) Security Systems Analyzer: +2 with Security Systems (4 Active Points); OAF (-1)
1u 27) Sleep Gas Pellets: Energy Blast 3d6 (standard effect: 9 STUN) (vs. ED), No Normal Defense (Life support (self contained breathing) or appropriate Immunity; +1) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6]
1u 28) Smoke Pellets: Darkness to Sight Group 3" radius (30 Active Points); OAF (-1), 8 Charges (-1/2), Range Based On Strength (-1/4) [8]
1u 29) Swingline: Swinging 10", Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1) 0
1u 30) Thermite Pellets I: Killing Attack - Ranged 1d6 (vs. ED), Armor Piercing (+1/2), Explosion (+1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6]
1u 31) Thermite Pellets II: Killing Attack - Ranged 1d6 (vs. ED), Continuous (+1) (30 Active Points); OAF (-1), Range Based On Strength (-1/4), 6 Continuing Charges lasting 1 Turn each (-1/4) [6 cc]
1u 32) Throwing Blades: Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR) (vs. PD), Autofire (3 shots; +1/4), Range Based On STR (+1/4), Armor Piercing (+1/2) (20 Active Points); OAF (-1), 6 Recoverable Charges (-1/4) [6 rc]
1u 33) Vertigo darts: Drain DEX 2d6, Ranged (+1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Locations Power loses about a fourth of its effectiveness (-1/4) [6]
1u 34) Weakness darts: Drain STR 2d6, Ranged (+1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Locations Power loses about a fourth of its effectiveness (-1/4) [6]
Powers Cost: 99
Cost Martial Arts Maneuver
5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 3d6 Strike
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 3d6 Strike; Target Falls
4 Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC
4 Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 30 STR to Disarm
3 Weapon Element: Boomerangs and Throwing Clubs, Clubs, Thrown Knives, Axes, and Darts
Martial Arts Cost: 35
Cost Skill
3 Criminology 14-
3 Forensics 14-
3 Deduction 14-
3 Shadowing 14-
3 Stealth 13-
3 Streetwise 12-
3 Lockpicking 13-
3 Security Systems 14-
3 Climbing 13-
3 Paramedics 14-
10 +2 with HTH Combat
3 +1 with Martial Maneuvers
3 Combat Driving 13-
0 AK: Home country or region 8-
0 Acting 8-
0 Concealment 8-
0 Conversation 8-
0 Native Language (idiomatic; Literate) (4 Active Points)
0 PS: Choice (Everyman Skill) 11-
0 Persuasion 8-
0 TF: Small Motorized Ground Vehicles
Skills Cost: 46
Cost Perk
15 Money: Filthy Rich
22 Vehicles & Bases
10 Contact: Police Chief (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) 14-
Perks Cost: 47
Val Disadvantages
15 Social Limitation: Secret Identity Frequently (11-), Major
10 Psychological Limitation: Code Against Killing (Common, Moderate)
15 Psychological Limitation: Seclusive (Common, Strong)
15 Hunted: Criminal Organization 11- (As Pow, Harshly Punish)
10 Hunted: Villain 8- (As Pow, Harshly Punish)
10 Accidental Change: when damaged by magical attack 11- (Uncommon)
15 Hunted: Underworld Figure 11- (As Pow, Harshly Punish)
10 Psychological Limitation: Brooding (Common, Moderate)
10 Psychological Limitation: Introverted (Common, Moderate)
20 Susceptibility: while on holy ground, 3d6 damage per Turn (Uncommon)
15 Susceptibility: Holy Water, 1d6 damage per Phase (Uncommon)
5 Physical Limitation: Cant carry a tune in a bucket (Infrequently, Slightly Impairing)
Disadvantage Points: 150

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350

Height: 1.80 m Hair: Black
Weight: 100.00 kg Eyes: Brown
Appearance: Personality: Quote:"Criminals are a cowardly, superstitious lot. Especially after I'm through with them."Background: Powers/Tactics: Campaign Use: Howler in the WoodsPlayer:
Val Char Cost
55 STR 0
10 DEX 0
35 CON 50
39 BODY 40
5 INT -5
15 EGO 10
35 PRE 5
3 COM -3
40 PD 29
38 ED 31
4 SPD 20
19 REC 2
70 END 0
94 STUN 0
10" RUN83" SWIM16" LEAP-5Characteristics Cost: 183
Cost Power END
5 Extra Limbs (3), Inherent (+1/4) (6 Active Points); Limited Manipulation (-1/4) 0
45 +45 STR 4
18 +9 BODY
9 +9 STUN
18 Knockback Resistance -9" 0
18 Stretching 4", Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (45 Active Points); Limited Power: Only to Extend Reach Power loses about half of its effectiveness (-1), Always On (-1/2) 0
10 +20 PRE (20 Active Points); Limited Power Power loses about half of its effectiveness (Only for Presence attacks causing fear; -1)
20 Damage Resistance (20 PD/20 ED) 0
Powers Cost: 143
Cost Skill
24 +8 with any three maneuvers or a tight group of attacks
Skills Cost: 24Total Character Cost: 350
Val Disadvantages
10 Physical Limitation: Alien Physique (Infrequently, Greatly Impairing)
10 Physical Limitation: Extremely Large and Heavy, cannot use normal clothes or items (Frequently, Slightly Impairing)
15 Physical Limitation: No Hands[ Can Use Feet] (All the Time, Slightly Impairing)
15 Physical Limitation: Blocked by Pentegrams (Infrequently, Fully Impairing)
10 Psychological Limitation: Fear of Holy Symbols (Uncommon, Strong)
10 Psychological Limitation: Ignorant of Earth Culture (Common, Moderate)
15 Susceptibility: Holy Water, 1d6 damage per Phase (Uncommon)
20 Susceptibility: while on holy ground, 3d6 damage per Turn (Uncommon)
10 Enraged: when attacked (Common), go 8-, recover 14-
20 Enraged: when injured (Uncommon), go 14-, recover 11-
15 Distinctive Features: (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses)
Disadvantage Points: 150Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Whisperer in the DarknessPlayer:
Val Char Cost
30 STR 20
29 DEX 57
20 CON 20
20 BODY 20
25 INT 15
20 EGO 20
20 PRE 10
3 COM -3
10/25 PD 4
10/25 ED 6
6 SPD 21
10 REC 0
40 END 0
45 STUN 0
12" RUN126" SWIM410" LEAP4Characteristics Cost: 210
Cost Power END
30 Flight 20", x4 Noncombat (45 Active Points); Restrainable (-1/2) 4
5 Alien Mind: Mental Defense (9 points total) 0
45 Slimy Skin: Armor (15 PD/15 ED) 0
5 Nightvision 0
35 Whispers: Major Transform 2d6 (Sane to insane, Therapy), Based On EGO Combat Value (Mental Defense applies; +1), Range Modifiers Apply (-1/4) (52 Active Points); Incantations (-1/4), Reduced By Range (-1/4) 5
5 tail: Extra Limb (1) 0
Powers Cost: 125
Cost Martial Arts Maneuver
4 Crush: 1/2 Phase, +0 OCV, +0 DCV, 10d6 Crush, Must Follow Grab
3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls
Martial Arts Cost: 15Total Character Cost: 350
Val Disadvantages
10 Physical Limitation: Inhuman Physiology (Infrequently, Greatly Impairing)
15 Physical Limitation: Cannont appear in direct light (Infrequently, Fully Impairing)
15 Physical Limitation: Cannot speak above a whisper (All the Time, Slightly Impairing)
10 Physical Limitation: Constantly Whispers (Frequently, Slightly Impairing)
10 Psychological Limitation: Aversion to Sunlight (Common, Moderate)
10 Psychological Limitation: Overconfidance (Common, Moderate)
10 Psychological Limitation: Short tempered (Common, Moderate)
25 Susceptibility: Sunlight, 1d6 damage per Phase (Very Common)
15 Susceptibility: Holy Water, 1d6 damage per Phase (Uncommon)
15 Social Limitation: Secret Identity Frequently (11-), Major
15 Psychological Limitation: Seclusive (Common, Strong)
Disadvantage Points: 150Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0the Crawling ChaosPlayer:
Val Char Cost
25 STR 0
30 DEX 60
15 CON 10
15 BODY 10
10 INT 0
15 EGO 10
15 PRE 5
3 COM -3
5 PD 0
6 ED 3
5 SPD 10
14 REC 12
60 END 15
48 STUN 12
15" RUN1815" SWIM130" LEAP-6Characteristics Cost: 169
Cost Power END
20 Stretching 4" 2
27 Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees) 0
43 Total Life Support: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) 0
33 Desolidification (affected by Electricity), Reduced Endurance (1/2 END; +1/4) (50 Active Points); Cannot Pass Through Solid Objects (-1/2) 2
45 +15 STR, Affects Physical World (+2) (45 Active Points) 4
Powers Cost: 168
Cost Martial Arts Maneuver
3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 5d6 Strike; Target Falls
3 Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike; Target Falls; Must Follow Grab
4 Crush: 1/2 Phase, +0 OCV, +0 DCV, 9d6 Crush, Must Follow Grab
3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on
Martial Arts Cost: 13Total Character Cost: 350
Val Disadvantages
15 Distinctive Features: Amorphous blob (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses)
15 Physical Limitation: Mute (All the Time, Slightly Impairing)
10 Psychological Limitation: Curious (Common, Moderate)
15 Psychological Limitation: Fear of Fire (Common, Strong)
15 Psychological Limitation: Wants to return home (Common, Strong)
15 Susceptibility: Holy Water, 1d6 damage per Phase (Uncommon)
20 Susceptibility: while on holy ground, 3d6 damage per Turn (Uncommon)
15 Physical Limitation: Blind (Frequently, Greatly Impairing)
20 Physical Limitation: Amorphous Blob (All the Time, Greatly Impairing)
10 Psychological Limitation: Fear of Holy Symbols (Uncommon, Strong)
Disadvantage Points: 150Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0N-Car Player: Moody Loner
Val Char Cost
25 STR 0
18 DEX 24
13 BODY 0
4 SPD 12
21" RUN012" SWIM00" LEAP0Characteristics Cost: 75
Cost Power END
40 Engine: Ground Movement +15" (21" total), x8 Noncombat
6 Communications System: High Range Radio Perception (Radio Group) (12 Active Points); OIF Bulky (-1) 0
2 Nightvision System: Nightvision (5 Active Points); OIF Bulky (-1) 0
6 Headlights: Sight Group Images Increased Size (8" cone) (+3/4), Reduced Endurance (0 END; +1/2) (22 Active Points); OIF Bulky (-1), Only To Create Light (-1), Limited Arc Of Fire (60 degrees forward; Only on same horizontal level; -3/4) 0
4 Heating/Air Conditioning: Life Support (Safe in Intense Cold; Safe in Intense Heat) 0
43 Flight 20", x64 Noncombat (65 Active Points); Stall Velocity Vehicles Maximum Combat Velocity (-1/2) 0
15 Swimming +10" (12" total) (x4 Noncombat)
10 Vehicular Cameras: Increased Arc Of Perception (360 Degrees) with Sight Group 0
19 Retractable Armor: +8 DEF (24 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4)
35 Vehicular Laser: Killing Attack - Ranged 2 1/2d6 (standard effect: 7 BODY, 14 STUN) (vs. ED), No Range Modifier (+1/2), 64 Charges (+1/2) (80 Active Points); OIF Bulky (-1), Limited Arc Of Fire (180 degrees; -1/4) [64]
5 Second Vehicular Laser (5 Active Points) [64]
2 Waldo Tentacles: Extra Limb (1) (5 Active Points); OIF Bulky (-1) 0
Powers Cost: 187Total Character Cost: 262
Val Disadvantages
15 Distinctive Features - Techno-Organic: (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Vulnerability: 2 x BODY Magic (Common)
10 Vulnerability: 2 x BODY Electromagnetic Pulses (Uncommon)
20 Vulnerability: 2 x Effect Magic (Common)
10 Hunted: Corporation 11- (As Pow, Limited Geographical Area, Capture)
20 Susceptibility: Insect Repellants and Bug Sprays, 2d6 damage per Phase (Uncommon)
10 Hunted: Villain 8- (As Pow, Harshly Punish)
15 Hunted: Government Conspiracy 8- (As Pow, NCI, Capture)
20 Susceptibility: while on holy ground, 3d6 damage per Turn (Uncommon)
10 Hunted: Villain Organization 8- (As Pow, Harshly Punish)
Disadvantage Points: 150Base Points: 112Experience Required: 0Total Experience Available: 0Experience Unspent: 0
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Re: Show me the PCHere is a character I made up for the American Icon game at Hero Central.Captain FreedomPlayer:

Val Char Cost
40 STR 30
14 DEX 12
15 CON 10
15 BODY 10
10 INT 0
10 EGO 0
18 PRE 8
18 COM 4
8/20 PD 0
3/15 ED 0
4 SPD 16
11 REC 0
30 END 0
43 STUN 0
12" RUN02" SWIM020" LEAP0Characteristics Cost: 90
Cost Power END
Symbiotic Suit, all slots Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4)
29 1) Bullet and Shock Resistant fabric: Armor (12 PD/12 ED) (36 Active Points); Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) 0
6 2) Cape: Gliding 8" (8 Active Points); Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) 0
4 3) Solidily constructed material: Lack Of Weakness (-5) for Mental Defense (5 Active Points); Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) 0
8 4) Increased movement power: Leaping +12" (20" forward, 10" upward) (12 Active Points); Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) 1
4 5) Multiple defenses: Power Defense (5 points) (5 Active Points); Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) 0
8 6) Increased Movement power: Running +6" (12" total) (12 Active Points); Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) 1
7 7) Instant Change (Improved): Cosmetic Transform 2d6 (Change Clothes (any)), Improved Target Group (+1/4) (12 Active Points); Limited Target (Clothes) Limited (-1/2), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) 1
Powers Cost: 66
Cost Skill
3 Acrobatics 12-
3 Acting 13-
3 Climbing 12-
Everyman Skills
0 1) Concealment 8-
3 2) Conversation 13-
0 3) Deduction 8-
0 4) Paramedics 8-
0 5) Shadowing 8-
0 6) Stealth 8-
0 7) TF: Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]
3 High Society 13-
7 Mimicry 13-
3 Oratory 13-
3 Persuasion 13-
3 Seduction 13-
3 Streetwise 13-
1 WF: Handguns
3 Jack of All Trades
2 1) PS: Actor (3 Active Points) 13-
1 2) PS: Construction worker (2 Active Points) 11-
1 3) PS: Courier (2 Active Points) 11-
1 4) PS: Short-order cook (2 Active Points) 11-
1 5) PS: Waiter (2 Active Points) 11-
Skills Cost: 44
Val Disadvantages
15 Hunted: Argent 8- (Mo Pow, Harshly Punish)
15 Psychological Limitation: Gloryhound (Common, Strong)
20 Psychological Limitation: Determined to make it big (Common, Total)
5 Reputation: Out of work second rate actor, 11- (Known Only To A Small Group)
10 Social Limitation: Lives beyond his means (Frequently, Minor)
10 Unluck: 2d6
10 Rivalry: Professional (Other superheroes with similiar powers or other actors; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Vulnerability: 1 1/2 x STUN Electrical + Magnetic Attacks (Very Common)
Disadvantage Points: 100

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

Height: 1.89 m Hair: Brown
Weight: 88.00 kg Eyes: Brown
Appearance: Personality: Quote:Background: Jason Langley had always wanted to be an actor. Ever since he was a kid and went to his first movie he would act out the scenes and dream about being the main character in the film. He was always in the school plays and went to movies constantly. His parents who were basic down-to-earth type people hoped that he would grow out of this but were disappointed, but not surprised that he announced he was going to acting school after graduation. They argued with him saying that it was a foolish decision and that he was wasting his time. When they said that he would have to go on his own steam he did just that. He applied for a loan, didn't get it, applied for grant and didn't get that but he kept trying. Eventually he managed to get enough for tuition and worked various odd jobs, (his many PS) and managed to graduate.

 

Than he went to into the world of acting and found that it was alot harder than he thought it would be. He struggled for years but never got a starring role. He spent almost five years doing bit parts, walk-ons, and commercials. He was almost ready to give up and go home when he was discovered some men in some expensive suits right after his last gig. They introduced themselves as P.R. men for a corporation that dealt specifically with personal defense and that they needed a spokeperson. They wanted to interview him for the position if he would also agree to test some of thier equipment. Although Jason was skeptical at first he realized that he was pretty much at the end of his rope and needed something to give him success or just quit. He agreed and went to work.

 

The equipment that he was chosen to test was an experimental bio suit that would conform itself to the wearer body. It would allow him greater strength and durability as well as ability to transform into any clothing that the wearer wanted to be in. Unfortunately while testing the suit it was quickly discovered that once the suit came into contact with the wearer it bonded to him permanently. This of course caused Jason to freak out some and when he found out he quit his job and decided to sue the corporation. Unfortunately as it turned out the corporation was actually a front for Argent and after both S.E.C. and PRIMUS found out the corporate heads were imprisoned and bankruptcy buried them. Suddenly Jason found himself the victim of a corporate power that no longer existed and with no one to sue. This information leaked out to the entertainment industry and he found himself unable to get a job anywhere. Sure he had some superpowers with the suit but was too good a person to be a criminal. Then he heard about American Icon and decided that this was his big break and his only chance to play the ultimate role.

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Re: Show me the PCAnd here is a 350 pt. versionCaptain FreedomPlayer:

Val Char Cost
60 STR 50
18 DEX 24
30 CON 40
15 BODY 10
10 INT 0
10 EGO 0
18 PRE 8
18 COM 4
12/27 PD 0
10/25 ED 4
4 SPD 12
18 REC 0
60 END 0
60 STUN 0
12" RUN02" SWIM024" LEAP0Characteristics Cost: 152
Cost Power END
Symbiotic Suit
6 1) Reflective lenses: Sight Group Flash Defense (6 points) 0
15 2) Built-in power reserves: Reduced Endurance (1/2 END; +1/4) (15 Active Points) applied to STR
45 3) Bullet and Shock Resistant fabric: Armor (15 PD/15 ED) 0
35 4) Cape: Gliding 25", x8 Noncombat 0
5 5) Solidily constructed material: Lack Of Weakness (-5) for Mental Defense 0
12 6) Increased movement power: Leaping +12" (24" forward, 12" upward) 1
5 7) Multiple defenses: Power Defense (5 points) 0
12 8) Increased Movement power: Running +6" (12" total) 1
8 9) Instant Change (Improved): Cosmetic Transform 2d6 (Change Clothes (any)), Improved Target Group (+1/4) (12 Active Points); Limited Target (Clothes) Limited (-1/2) 1
Powers Cost: 143
Cost Skill
Everyman Skills
0 1) Concealment 8-
3 2) Conversation 13-
0 3) Deduction 8-
0 4) Paramedics 8-
0 5) Shadowing 8-
0 6) Stealth 8-
0 7) TF: Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]
3 Acrobatics 13-
3 Acting 13-
3 Climbing 13-
9 Disguise 14-
3 High Society 13-
3 Jack of All Trades
2 1) PS: Actor (3 Active Points) 13-
1 2) PS: Construction worker (2 Active Points) 11-
1 3) PS: Courier (2 Active Points) 11-
1 4) PS: Short-order cook (2 Active Points) 11-
1 5) PS: Waiter (2 Active Points) 11-
7 Mimicry 13-
3 Oratory 13-
3 Persuasion 13-
3 Seduction 13-
3 Streetwise 13-
1 WF: Handguns
Skills Cost: 53
Cost Perk
2 Fringe Benefit: License to practice a profession Actor, Right to Marry: Can perform the marriage ceremony: Notary Public
Perks Cost: 2
Val Disadvantages
15 Hunted: Argent 8- (Mo Pow, Harshly Punish)
15 Psychological Limitation: Gloryhound (Common, Strong)
20 Psychological Limitation: Determined to make it big (Common, Total)
5 Reputation: Out of work second rate actor, 11- (Known Only To A Small Group)
10 Social Limitation: Lives beyond his means (Frequently, Minor)
10 Unluck: 2d6
10 Rivalry: Professional (Other superheroes with similiar powers or other actors; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Vulnerability: 1 1/2 x STUN Electrical + Magnetic Attacks (Very Common)
15 Hunted: Mysterious Supervillian 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Social Limitation: Public Identity Frequently (11-), Major
20 Psychological Limitation: Code Versus Killing Common, Total
Disadvantage Points: 150

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350

Height: 1.89 m Hair: Brown
Weight: 88.00 kg Eyes: Brown
Appearance: Personality: Quote:Background: Jason Langley had always wanted to be an actor. Ever since he was a kid and went to his first movie he would act out the scenes and dream about being the main character in the film. He was always in the school plays and went to movies constantly. His parents who were basic down-to-earth type people hoped that he would grow out of this but were disappointed, but not surprised that he announced he was going to acting school after graduation. They argued with him saying that it was a foolish decision and that he was wasting his time. When they said that he would have to go on his own steam he did just that. He applied for a loan, didn't get it, applied for grant and didn't get that but he kept trying. Eventually he managed to get enough for tuition and worked various odd jobs, (his many PS) and managed to graduate.

 

Than he went to into the world of acting and found that it was alot harder than he thought it would be. He struggled for years but never got a starring role. He spent almost five years doing bit parts, walk-ons, and commercials. He was almost ready to give up and go home when he was discovered some men in some expensive suits right after his last gig. They introduced themselves as P.R. men for a corporation that dealt specifically with personal defense and that they needed a spokeperson. They wanted to interview him for the position if he would also agree to test some of thier equipment. Although Jason was skeptical at first he realized that he was pretty much at the end of his rope and needed something to give him success or just quit. He agreed and went to work.

 

The equipment that he was chosen to test was an experimental bio suit that would conform itself to the wearer body. It would allow him greater strength and durability as well as ability to transform into any clothing that the wearer wanted to be in. Unfortunately while testing the suit it was quickly discovered that once the suit came into contact with the wearer it bonded to him permanently. This of course caused Jason to freak out some and when he found out he quit his job and decided to sue the corporation. Unfortunately as it turned out the corporation was actually a front for Argent and after both S.E.C. and PRIMUS found out the corporate heads were imprisoned and bankruptcy buried them. Suddenly Jason found himself the victim of a corporate power that no longer existed and with no one to sue. This information leaked out to the entertainment industry and he found himself unable to get a job anywhere. Sure he had some superpowers with the suit but was too good a person to be a criminal. Then he heard about American Icon and decided that this was his big break and his only chance to play the ultimate role.

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Re: Show me the PCA character I built for the Global Guardians Campaign. Alas he was not chosen, but he is a good build and one that I am more than happy to share with the group.ComputoPlayer: Jeremiah "Hawksmoor" Pointer

Val Char Cost
15/30 STR 5
20 DEX 30
28 CON 36
11 BODY 2
33 INT 23
21 EGO 22
15 PRE 5
14 COM 2
11/19 PD 8
11/19 ED 5
5 SPD 20
9 REC 0
56 END 0
33 STUN 0
7" RUN22"/12" SWIM03"/6" LEAP0Characteristics Cost: 160
Cost Power END
60 Technokinesis: Multipower, 90-point reserve, (90 Active Points); all slots OIF (Available Metal, Glass and Plastic; -1/2)
2u 1) Make it stronger: Aid STR 4d6 (standard effect: 12 points), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (50 Active Points); Limited Power Power loses about a third of its effectiveness (Gadget or Vehicle STR only; -1/2), OIF (Available Metal, Glass and Plastic; -1/2) 0
2u 2) Make it harder: Aid Physical Defense (PD and ED Resistant, Armor, or DEF) 3d6+1 (standard effect: 10 points), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), any [special effect] power one at a time (+1/4) (49 Active Points); Limited Power Power loses about a third of its effectiveness (Gadget or Vehicle STR only; -1/2), OIF (Available Metal, Glass and Plastic; -1/2) 0
2u 3) Make it better: Aid BODY 4d6 (standard effect: 12 points), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (50 Active Points); Limited Power Power loses about a third of its effectiveness (Gadget or Vehicle STR only; -1/2), OIF (Available Metal, Glass and Plastic; -1/2) 0
2u 4) Make it faster: Aid DEX 4d6 (standard effect: 12 points), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (50 Active Points); Limited Power Power loses about a third of its effectiveness (Gadget or Vehicle STR only; -1/2), OIF (Available Metal, Glass and Plastic; -1/2) 0
2u 5) Make it faster II: Aid SPEED 4d6 (standard effect: 12 points), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (50 Active Points); Limited Power Power loses about a third of its effectiveness (Gadget or Vehicle STR only; -1/2), OIF (Available Metal, Glass and Plastic; -1/2) 0
5u 6) Power Gauntlet: (Total: 87 Active Cost, 51 Real Cost) Armor (5 PD/5 ED) (15 Active Points); Activation Roll 12- (-3/4), OIF (Available Metal, Glass and Plastic; -1/2) (Real Cost: 7) plus +15 STR, Reduced Endurance (0 END; +1/2) (22 Active Points); No Figured Characteristics (-1/2), OIF (Available Metal, Glass and Plastic; -1/2) (Real Cost: 11) plus EB 10d6 (50 Active Points); OIF (Available Metal, Glass and Plastic; -1/2) (Real Cost: 33) 5
5u 7) Besieged by Technology: Entangle 7d6, 7 DEF (70 Active Points); OIF (Available Metal, Glass and Plastic; -1/2) 7
3u 8) Flying Discs: Flight 15", Variable Advantage (+1/2 Advantages; Limited Group of Advantages; +3/4) (52 Active Points); OIF (Available Metal, Glass and Plastic; -1/2) 5
3u 9) Sprocket's Defense : FW (10 PD/10 ED; 5" long and 2" tall) (Opaque Sight Group) (70 Active Points); Extra Time (Full Phase, -1/2), Lockout (-1/2), OIF (Available Metal, Glass and Plastic; -1/2) 7
3u 10) Create Shells: Armor (10 PD/10 ED), Usable Simultaneously (up to 2 people at once; +1/2) (45 Active Points); OIF (Available Metal, Glass and Plastic; -1/2) 0
5u 11) Kirby's Grasping Hand: Telekinesis (40 STR), Fine Manipulation (70 Active Points); OIF (Available Metal, Glass and Plastic; -1/2) 7
4u 12) Kirby's Grasping Hand II: Telekinesis (45 STR) (68 Active Points); OIF (Available Metal, Glass and Plastic; -1/2) 7
3u 13) Fix Broken Things: Healing BODY 5d6 (standard effect: 15 points) (50 Active Points); OIF (Available Metal, Glass and Plastic; -1/2) 5
5u 14) Molding: Major Transform 3d6 (standard effect: 9 points) (Mechanical and Electrical Devices into other Mechanical and Electrical Devices), Improved Target Group (+3/4) (79 Active Points); OIF (Available Metal, Glass and Plastic; -1/2) 8
6u 15) Animate Technology: Summon 4 175-point Minor Robot, Slavishly Devoted (+1) (90 Active Points); OIF (Available Metal, Glass and Plastic; -1/2) 9
40 Gadgets Galore: Multipower, 60-point reserve, (60 Active Points); OIF (Tech Pack; -1/2)
2u 1) Sensor Goggles: (Total: 44 Active Cost, 19 Real Cost) Nightvision, Discriminatory, Analyze (15 Active Points); OAF (-1) (Real Cost: 7) plus IR Perception (Sight Group) (5 Active Points); OAF (Goggles; -1) (Real Cost: 2) plus HRRP (Radio Group), +2 to PER Roll, Discriminatory, Tracking (24 Active Points); OAF (-1), Sense Affected As More Than One Sense [very common Sense] (Affected as Sight and Hearing as well as Radio; -1/2) (Real Cost: 10) 0
3u 2) Expanding Questionite Sheild: Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points); OAF (-1) 0
2u 3) Collapsable Exoskeleton: +40 STR (40 Active Points); No Figured Characteristics (-1/2), OIF (-1/2), 4 Continuing Charges lasting 1 Turn each (-1/2)
3u 4) Multi Spectrum Darkness Grenades: Darkness to Sight, Radio and Smell/Taste Groups 3" radius, Conforming (+1/2) (60 Active Points); OAF (-1), 6 Continuing Charges lasting 1 Turn each (-1/4) [6 cc]
2u 5) High Decibel Sonic Scrambler: EB 3d6, Area Of Effect (8" Cone; +1), AVLD (Mental Defense; +1 1/2) (52 Active Points); OAF (-1), 12 Charges (-1/4) [12]
2u 6) Molecular Glue Bombs: Entangle 4d6, 4 DEF, Area Of Effect (One Hex; +1/2) (60 Active Points); OAF (Grenade; -1), 6 Charges (-3/4) [6]
2u 7) Phased Aerogel Grenade: Entangle 2d6, 2 DEF, Takes No Damage From Attacks Limited Group (+1/4), Affects Desolidified Any form of Desolidification (+1/2), Area Of Effect (4" Radius; +1) (55 Active Points); OAF (-1), 8 Charges (-1/2) [8]
2u 8) Pulsed Magnesium Flares: Sight Group Flash 4d6, Armor Piercing (+1/2), Continuous (+1) (50 Active Points); OAF (-1), 6 Continuing Charges lasting 1 Turn each (-1/4) [6 cc]
4u 9) Hologram Projector: Sight and Hearing Groups Images Increased Size (16" radius; +1), +/-3 to PER Rolls, Invisible to Sight Group, Source Only (+1/4) (54 Active Points); IIF (Holoprojectors; -1/4), 6 Continuing Charges lasting 1 Turn each (-1/4) [6 cc]
1u 10) Aquajet: Swimming +10" (2"/12" total), Reduced Endurance (0 END; +1/2) (15 Active Points); OIF (-1/2)
1u 11) Grapple Gun: Leaping +50" (3"/6" forward, 26 1/2"/28" upward) (50 Active Points); 1 Recoverable Charge (-1 1/4), Upward Movement Only (-1), OAF (Grapple Gun; -1)
1u 12) Grapple Gun II: Swinging 15", x4 Noncombat (20 Active Points); OAF (-1) 2
3u 13) Plastic Bubbles: LS (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), Usable Simultaneously (up to 8 people at once; +1) (40 Active Points); OIF (-1/2) 0
4u 14) Advanced Force Feild Manipulators: Telekinesis (25 STR), Reduced Endurance (0 END; +1/2) (56 Active Points); OIF (-1/2) 0
3u 15) Molecular Attraction Device: Clinging (40/55 STR), 6 Continuing Charges lasting 20 Minutes each (+0), Usable As Attack (x8 maximum weight per inanimate target; +1 3/4) (49 Active Points); OIF (-1/2) [6 cc]
4u 16) Emergency Stalwart Field: FF (17 PD/17 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2) (59 Active Points); OIF (Power Pack and Generator; -1/2) 0
34 Cybermancy: Multipower, 60-point reserve, (60 Active Points); all slots Gestures (Requires both hands; -1/2), Concentration (1/2 DCV; -1/4)
2u 1) Overclocking: Aid INT 4d6, Lingering up to 1 Turn (+1/2) (60 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only works on Computers; -1 1/2), Gestures (Requires both hands; -1/2), Concentration (1/2 DCV; -1/4) 0
2u 2) Clock Disruption: Drain INT 6d6 (60 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only works on Computers; -1 1/2), Gestures (Requires both hands; -1/2), Concentration (1/2 DCV; -1/4) 6
3u 3) Front Side Bus Assault: Ego Attack 6d6 (Machine class of minds) (60 Active Points); Gestures (Requires both hands; -1/2), Concentration (1/2 DCV; -1/4) 6
1u 4) Get in the Wetware: Ego Attack 4d6 (Human class of minds) (40 Active Points); Activation Roll 13- (-3/4), Increased Endurance Cost (x2 END; -1/2), Gestures (Requires both hands; -1/2), Concentration (1/2 DCV; -1/4) 8
3u 5) Shut Down: Dispel 15d6, any Technological power one at a time (+1/4) (56 Active Points); Gestures (Requires both hands; -1/2), Concentration (1/2 DCV; -1/4) 6
3u 6) Cyberpathy: Mind Control 12d6 (Machine class of minds) (60 Active Points); Gestures (Requires both hands; -1/2), Concentration (1/2 DCV; -1/4) 6
3u 7) Cyberpathy: Mind Scan 12d6 (Machine class of minds) (60 Active Points); Gestures (Requires both hands; -1/2), Concentration (1/2 DCV; -1/4) 6
3u 8) Cyberpathy: Telepathy 12d6 (Machine class of minds) (60 Active Points); Gestures (Requires both hands; -1/2), Concentration (1/2 DCV; -1/4) 6
Armored Costume
14 1) Armored : Armor (8 PD/8 ED) (24 Active Points); Activation Roll 14- (-1/2), OIHID (-1/4) 0
22 Sense Plastic Metal or Glass: Detect A Large Class Of Things 16- (Mental Group), Discriminatory, Analyze, Sense 0
9 Intrusion Countermeasures: Mental Defense (13 points total) 0
Powers Cost: 290
Cost Skill
9 Computer Programming 19-
3 Cryptography 16-
3 Electronics 16-
3 Language: English (completely fluent)
1 Combat Piloting 8-
3 Mechanics 16-
Scientist Package
1 1) Fringe Benefit: Doctorate in Computer Science
3 2) KS: Research Methods (INT-Based Roll)
2 3) PS: Academic Researcher 11 or less
3 4) PS: Computer programmer (INT-Based Roll)
-10 5) Social Limitation: Occupation
-10 6) Social Limitation: Publish or Perish
3 Scientist
2 1) SS: Artificial Intelligence 16- (3 Active Points)
2 2) SS: Ciphering 16- (3 Active Points)
2 3) SS: Computer Engineering 16- (3 Active Points)
3 4) SS: Computer Science 17- (4 Active Points)
2 5) SS: Electical Engineering 16- (3 Active Points)
2 6) SS: Engineering 16- (3 Active Points)
2 7) SS: Mathematics 16- (3 Active Points)
3 Systems Operation 16-
3 Security Systems 16-
Skills Cost: 35
Cost Perk
3 GGU Package Global Guardians
Perks Cost: 3
Cost Talent
3 Lightning Calculator
5 Eidetic Memory
4 Speed Reading (x10)
Talents Cost: 12
Val Disadvantages
10 DNPC: Tokyo Police Officer 11- (Normal; Useful Noncombat Position or Skills)
15 Hunted: Bushido 8- (Mo Pow, Harshly Punish)
15 Hunted: Deadlock and the Comets 8- (Mo Pow, Harshly Punish)
15 Physical Limitation: Weird Biochemistry requires specialized medical care (Frequently, Greatly Impairing)
15 Physical Limitation: Wears Glasses (All the Time, Slightly Impairing)
20 Psychological Limitation: Code vs. Killing (Common, Total)
15 Psychological Limitation: Believes with Great Power Comes Great Responsibility (Common, Strong) [Notes: Will make grave personal sacrifices for the greater good]
10 Psychological Limitation: Hates being treated like a kid (Common, Moderate)
1 Quirk: Always tinkering with his PDA phone
1 Quirk: Haunts Internet Chat Rooms
1 Quirk: Would rather be watching Anime
1 Quirk: Red Heads leave him cottonmouthed
1 Quirk: Enjoys failing Jocks
15 Social Limitation: Secret Identity (Frequently, Major)
15 Social Limitation: Minor (Very Frequently, Minor)
Disadvantage Points: 150

Base Points: 350Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 500

Height: 1.73 m Hair: Brown
Weight: 68.00 kg Eyes: Brown
Appearance: Kenjiro Fukumitsu is a young Japanese man who engages in regular intensive exercise. He has short black hair that he wears slightly spiky on the top, and large brown eyes, perpetually hidden behind the glasses he wears. He favors simple clothes in his everyday life, favoring a bit of bagginess to hide his costume under. He wears inexpensive off the rack business suits when he is at the University teaching.

 

For a costume Computo wears a exotic material similar to ballistex woven of silk-like strands of questionite created by his powers, this costume provides a decent measure of protection versus small arms fire and street level weaponry. The costume is predominantly blue and grey with blue shoulders and v shape down his torso, with blue trunks, gloves, and boots. The remaining areas are metallic grey. In the center of his chest he has a small half disc in red from which radiate small silver lines. This he says represents the ‘rising sun’. His face is obscured by a black mask of the same material with golden goggles over his eyes. His Techpack is a large silver ovoid backpack that extrudes into his hand what ever device he wishes. This effect is purely a function of his powers and not a nifty mechanism. Instead the Techpack serves a kind of armor and storage space for his collapsible gadgets.

 

When his powers manifest his eyes turn silver and a faint argent glow surrounds the objects and materials he manipulates. The objects themselves tend to morph like taffy under his control assuming new shapes as he desires.

Personality: Kenjiro is a very easy going fellow. He is smarter than just about anyone, but a good upbringing has made certain he doesn’t lord his gift of intellect over other people. When he was younger Kenjiro was in fact very deferential to the will of his parents, particularly about which subjects he would take at university and the course his eventual career. Kenjiro hasn’t totally overcome the disappointment his parents feel about his choice of academics instead of corporate life.

 

When it comes down to it, Kenjiro is a prime example of with great power comes great responsibility. He could do a lot of things, those things would undoubted not only put a great many people in danger again, but leading that life would prevent him from doing what good he can as Computo. Kenji often makes great personal sacrifices because he feels the greater good of the community outweighs his personal happiness.

 

Because Kenjiro has essentially been forced to behave and act like an adult from a very early age, he detests being treated like an ordinary teen. It is the one action that can cause him to bring his formidable intellect to bear as he makes certain that the offending adult knows who exactly is boss.

Quote:“Did you know you are standing in the middle of *my* city? I can do anything to you here. If you come along quietly and quickly you might even have a decent chance of beating rush hour traffic on your way to the police station. If not then remember I warned you when Metro’s 4:15 Southbound Blue line runs you down.â€

 

“I never expected that little kid to be so powerful. I mean he’s just a skinny kid. He turned my cybernetics against me, shut down our get away helicopter with a wave of his hands, and then proceeded to tell us all the ways we screwed up the heist as he caused power cables to rip out of the buildings and wrap us up like thanksgiving turkeys. I’m never coming back to Tokyo!†Deadlock of the Comets

Background: He could have been one of the wealthiest and most important people in the world. Gifted with an intellect virtually without peer, young Kenjiro Fukumitsu was a child prodigy, completing his prefecture schooling and entering into the university brackets at the tender age of six. His whole town considered him a local hero and a treasure. He was thrown parades and given a place amid the adults at important village functions. It was all a bit overwhelming for the small boy with the mind of a giant.

 

He did as he was expected to do and entered the university with the goal of achieving advanced degrees in computer science and architecture. If information was the new oil then Kenjiro was expected to be a wildcatter and pioneer new technology and ideas that would bring vast prosperity to the Japanese people. Kenjiro was of course entirely suited to this task, quickly mastering and outpacing his subjects and his professors respectively. He seemed to be able to get machines and computers to do exactly what he wanted them to do.

 

During his doctoral program at MIT, which he attended at the request of the Japanese Government, he started to experience severe headaches and other strange physical maladies. After a few weeks if inconclusive testing by specialists from all over the east coast, Kenjiro suddenly and inexplicably got better. The 10 year old genius was very eager to get back to work. His convalescence had left his family anxious and delayed his thesis work considerably. Kenjiro was determined to work twice as hard to catch up.

 

His thesis was on developing a new type of mainframe processor, and working late into the night Kenjiro and his assistants were calibrating the die machine and robotic arms that would assemble the tiny device. Kenjiro absentmindedly reached for a pair of calipers, only to find them across the room, frustrated Kenjiro glared at them and started to rise when the calipers flew across the room to him. Kenji ducked expecting to be skewered by the sharp tips, instead the tool hung in the air a few inches from his chest. Kenji and his graduate assistants stared at the tool openmouthed for as long as five seconds before they few clattering to the ground. Kenji decided that the best thing he could do was send everyone home for the night and resume work the next day.

 

Strange events kept unfolding in the lab, however, as the team continued their work. Tools would move about and on at least one occasion work shelved to allow time to complete another project was found later to be miraculously completed. Kenji suspected that an outside agency was assisting him in his project, a spirit or the like since internal surveillance showed no sign of intruder. It was a frightening thought, and it turned out the wrong one.

 

One day Kenjiro was working in the lab directing the work of the micro robots assembling the latest iteration of his project’s CPU. He was imagining the schematics for the design, and was plotting out the instruction sets to the arms when under his microscope the chip began to assemble itself. The tiny components shifted and rearranged themselves to match Kenjiro’s designs; without the robot assemblers going online. Kenjiro was amazed, but thinking logically he decided to alter the schematics of the processor believing that what ever force was causing this effect was using the template already in the robot’s computer control programs to make the changes. Yet no matter what change Kenjiro imagined it was seamlessly duplicated on the tiny sliver of silicon. Kenjiro began to realize he was the gremlin in the lab; somehow he was the one causing all the strange events.

 

This turn of events was a bit humbling. Realizing he had little choice in the matter Kenjiro decided to limit his personal involvement in the project’s completion phases. He knew of the difficulties metagene inspired inventions received in the scientific community; if his creation was metagene created its potential for widespread adoption was next to nil. Instead, Kenjiro faked a relapse of his mystery condition and relayed instructions to the assembly team. It was unorthodox but few could naysay a ten year old genius especially when suddenly the work was free of distractions and ahead of schedule.

 

Kenjiro spent the rest of the semester working in his room. The paperwork for the thesis was done before the technical aspects could be proven so that was not a concern. He was however worried about the cause and nature of his ability to effect matter. It was not long before Kenjiro learned that he could mentally manipulate various materials like plastics, ceramics, metals and glass. He couldn’t budge a blade of grass to save his life but he could haul his desktop computer around the room like it was on wires.

 

Kenjiro was astounded by his abilities. He dubbed himself a technokinetic since he seemed to only be able to manipulate manmade or altered materials, otherwise known as the essential building blocks of the modern society. He also learned that he could cause these raw materials to assume the form of anything he could imagine. Moreover these devices operated exactly as he imagined them to; the creation process operated on an almost entirely subconscious level. This was both pretty darned neat and outrageously scary to Kenji.

 

Still working from home and only making limited forays into the lab itself Kenji complete his task two months early, Kenjiro contacted his thesis board and scheduled a demonstration of his new AI system. With all the hooplah such an announcement normally creates was doubled as the press discovered the identity of the developer: the eleven year old newly minted PhD. Kenjiro Fukumitsu. Reporters and fellow scientists from around the globe attended the conference in MIT’s advanced computer labs.

 

Kenji was shaking as he gave his little speech. He had wanted a simple ceremony to be followed by taking a private jet back to Japan and his new job working at Sony. Neither the University nor his new employer would have it though. Kenjiro was news, and news was publicity and that was worth more than money. However, more than the standard scientific crowd was interested in the newest creations of a boy genius. Kenjiro’s day was just bound to get interesting. Lord Doom had sent half a dozen trained super agents to collect the youth and his little toy.

 

When the group of malefactors broke into the conference room, Kenjiro thought quickly and shoved the CPU into the floor, encapsulating it inside the metals transferred from the workbench it was sitting on. He then hid in and among the racks and played a game of cat and mouse with Lord Doom’s agents. Kenjiro realized quickly that his powers while nice were going to have to get a lot more powerful very quickly if he wanted to get out of his current predicament. Kenjiro had to settle for being really clever instead as he made the most of his surroundings through novel application of his powers. In the end he disabled half of the agents, and had stalled for enough time that a couple of local heroes were able to come to the universities (and his) aid.

 

The danger he had placed people in had a profound impact on Kenjiro. He turned down the corporate offer and went back to Japan surrounded by a cloud of confusion. His mentors, his parents, and his own government could not understand why he refused to apply the talents he had worked so hard to hone. Kenjiro could not explain, other than to say that no one would be hurt because of his talents again.

 

He applied for and received a teaching position at a Tokyo university. He applied for and received emancipated minor status. He knew he was a disappointment to his family but he had to make the sacrifice of his future so that he could help others on a more meaningful level. Within days of his move to Tokyo a fledgling superhero was seen soaring above the city.

 

As Computo, Kenjiro has had a successful year or so as a solo superhero. He has faced and defeated numerous threats to his city. He developed a relationship with a hard-bitten Tokyo police officer, the relationship is a two way street as Computo often arrives just in the nick of time to save his ‘partner’. He has expanded his repertoire of abilities, assimilated some intriguing gadgets from fallen foes, and come to terms with himself as a hero.

 

Still no one could have been more surprised than Kenjiro when he was asked to join the Global Guardians a day shy of his sixteenth birthday; a real ‘Rising Son†for Japan.

Powers/Tactics: Computo is a metahuman with three distinct powersets. His primary ability is that of Technokinesis which can effect plastics, metals, and glass (ceramics). With this ability he can reshape and reorganize modern materials and objects on an almost molecular level for a variety of effects. He can also telekinetically move such materials around lifting them, hurling them and even erect temporary barriers made of them. When Kenjiro uses his technokinesis to create a new device his power operates on a preconscious level, providing metagene inspired genius to the ordering of the new device so that it works exactly as imagined. Of course over time the devices created by his technokinesis break down (body heal form transform) and become inert.

 

The technokinesis ability works in stark contrast to his other innate power: Cyberpathy. Computo’s cyberpathy enables him to communicate with, take over and locate nearly any machine intelligence. He can launch devastating psionic attacks upon them, or increase or decrease their computing power. He has also learned to apply his power on a rudimentary basis to human minds but the effect is crude and taxing on him. Since his cyberpathy power is entirely conscious he must use tremendous mental effort to utilize it to its fullest. He gestures wildly as he moves imaginary icons, or taps out commands on keyboards that exist only in his mind. Still he is one of the most powerful cyberpaths on the globe.

 

His last power is related to his Technokinesis. Over the years Kenjiro has developed several unique or useful gadgets that he can create with minimal effort using his technokinesis. He carries these devices in a solid metallic case on his back. These devices are fully functional creations of his metagene enhanced creativity and can be operated by anyone with minimal chance of breakdown. Some of the gadgets he carries around in his techpack include grenades of various types, a collapsible shield, and powered exoskeleton, and a set of discs that molecularly bond an object or person to another object. Powerstunts using his technokinesis include the formation of a powerful gauntlet-like weapon that ensheaths his whole arm to the shoulder. This power gauntlet incorporates an electroblaster, servomotors and can even serve as last ditch armor.

Campaign Use: Hawksmoor
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