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JmOz

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Re: Show me the PC

 

Mr Tech,

Would you per chance have an updated 5th ed version of Neutron? I love the Conquerors and would like to keep them around. I had been working on Neutron for a while myself, slowly piecing together elements from USPD and other sources. In past games, Neutron was my campaign world's Magneto, for obvious reasons. When completed i would like to see the 5th ed version much more powerful, or at least more versatile.

Ack! Just call me Tech.

 

You want a 5th ed version of Neutron of the Conquerors? My brother has Neutron and is updating him to 5th ed. Send me a private message.

 

The Conquerors, as my brother has the group currently, consists of: Neutron, Arc, Wyvern, Ankylosaur, Spectre and Vega. The last two are added members. I must say, the picture of Vega is quite cool.

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Forgot to mention

 

His INT seems a little low......where did he learn martial arts? The Neutron from Classic Enemies is a good character along with the other Conquers.....I never heard of Players and NPCs battling over names??? That is a interesting take....

I forgot to mention, he learned his martial arts training back from VIPER. Over the course of years with various other martial artists having come & gone through the team, he's gotten better from having trained with them.

 

In the original very 1st edition of Champions, all VIPER agents had martial arts (Classic).

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Re: Show me the PC

 

The character I play in Redwood Academy

 

Stopwatch

Val Char Cost Roll Notes

8 STR -2 11- Lift 75.8kg; 1 1/2d6 HTH damage

15 DEX 15 12- OCV: 5/DCV: 5

12 CON 4 11-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

15 EGO 10 12- ECV: 5

12 PRE 2 11- PRE Attack: 2d6

16 COM 3 12-

4 PD 2 Total: 4 PD (0 rPD)

3 ED 1 Total: 3 ED (0 rED)

3 SPD 5 Phases: 4, 8, 12

4 REC 0

24 END 0

20 STUN 0 Total Characteristics Cost: 42

Movement: Run: 21"/NC"

Swim: 2"/NC"

 

Cost Powers END

27 "Stopwatch" Effect: Multipower, 55-point reserve, all slots: (55 Active Points); Requires A Skill Roll (-1/2), Side Effects (-1/2)

2u 1) Fast Forward: +14" Running (21" total), x8 Noncombat (38 Active Points) 4

2u 2) TIme Stop: Teleportation 19", Position Shift, Safe Blind Teleport (+1/4) (54 Active Points); Must Pass Through Intervening Space (-1/4), Only to places she could reach Power loses about a fourth of its effectiveness (-1/4) 5

2u 3) Slow Motion: Suppress 4d6, Variable Effect:Dex and movement Two Powers Simultaneously (+1/2), Continuous (+1) (50 Active Points) 5

2u 4) Freeze Frame Dodge: Missile Deflection (Any Ranged Attack), +10 to roll (40 Active Points); Costs Endurance Only Costs END to Activate (-1/4) 4

1u 5) Taking a moment to chill out: +30 PRE (30 Active Points); Defensive Only Power loses about half of its effectiveness (-1), Costs Endurance Only Costs END to Activate (-1/4) 3

2u 6) Freeze Frame Manipulation: Teleportation 10", Ranged (+1/2), Usable As Attack (+1) (50 Active Points); Only usable on objects she can lift Power loses about a third of its effectiveness (-1/2), No Noncombat Movement (-1/4) 5

1u 7) Quick Time Recovery: Aid: Any charateristic lower than normal 2d6, Variable Effect Four Powers Simultaneously (+1) (40 Active Points); Self Only (-1/2), Only Restores to Starting Values (-1/2)

2u 8) Combat Fast Forward: Drain Stun and Endurance 4d6 (40 Active Points); Endurance Drain only affects those with active end using power Power loses about a fourth of its effectiveness (-1/4) 4

2u 9) "Once more...with feeling!" : +4 Overall (40 Active Points); Costs Endurance Only Costs END to Activate (-1/4), Only skills rolls that can be "redone" in a few seconds Power loses about a fourth of its effectiveness (-1/4) 4

1u 10) The Butterfly effect: Transform 2d6: Target into randomly temporally altered target (Major), Improved Target Group (+1/4) (37 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Results are partially random Power loses about a third of its effectiveness (-1/2) 4

2u 11) Time Travel: Extra-Dimensional Movement (Single Dimension, Any Location), Travel Through Time (45 Active Points) 4

 

3 In tune with the Time Stream: Absolute Time Sense

29 Its like Deja Vu, all over again: Danger Sense (Sensitivity: Any Danger) 15-

12 "I saw that coming": Lightning Reflexes: +10 DEX to act first with All Actions (15 Active Points); Only if Dangersense goes off Power loses about a fourth of its effectiveness (-1/4)

5 Instictive Rewind: Luck 1d6

3 LS:Immune to Temporal Alteration

 

Talents

4 Double Jointed

 

Skills

7 Temporal Control 14-

3 Climbing 12-

3 Combat Driving 12-

5 Concealment 12-

1 Demolitions 8-

2 KS: Cars 11-

2 Language: Spanish (fluent conversation)

3 Mechanics 11-

4 PS: Car thief 13-

5 Security Systems 12-

3 Seduction 11-

7 Shadowing 13-

5 Sleight Of Hand 13-

5 Stealth 13-

7 Streetwise 13-

4 Survival (Urban) 12-

5 TF: Common Motorized Ground Vehicles, Skateboarding, Skating (iceskating or rollerskating), Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles

3 WF: Blades, Clubs, Fist-Loads, Handguns, Shotguns

 

Total Powers & Skills Cost: 166

Total Cost: 208

 

100+ Disadvantages

10 Distinctive Features: "Outsider" to Canterville (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

10 Physical Limitation: Legally a minor (Frequently; Slightly Impairing)

5 Money: Poor

5 Social Limitation: Has Juvenile record (Frequently; Minor; Not Limiting In Some Cultures)

15 Psychological Limitation: Coward, particularly in combat (Common; Strong)

20 Psychological Limitation: Looks out for number one first, last and always (Very Common; Strong)

10 Psychological Limitation: Code against Killing (Common; Moderate)

15 Psychological Limitation: Sucker for little kids (Uncommon; Total)

10 Hunted: Anti Mutant group 8- (As Pow; Harshly Punish)

 

Total Disadvantage Points: 208

 

Background: Carlie is a typical Southern California Teenage girl. That can control the time stream. As far as she knows her temporal powers have been active since birth it wasn’t until recently she that has gained much fine control over them. As a child they manifested as her “skipping†about in time and space, frequent déjà vu and often being late (or weirdly early as in reacting to things that hadn’t happened yet). One thing her ability didn’t warn her about (and that Carlie has never forgiven herself for) is the drunk driver that killed her mother. Recently, she has tried to go back and change that day but never to any avail.

Carlie was raised by her dad and grew up in Los Angeles above a small auto parts and detail shop. She naturally picked up quite a bit about cars, how they run and mainly what makes them expensive. Her father does his best but without a firm female role model and full time parent, Carlie has grown a little wild. She loves cars and likes to drive them mostly other people’s cars. Since she also likes money this had lead to a career as s small time car thief. She figures at least she’s not turning tricks or dealing, no harm no foul right? A few times her thieving ways has gotten her in serious trouble but her powers have served to get her out again. So far, so good.

She came to Morgenstern after an arrest for possession of all things. It wasn’t even her stash, just happened to be the car. Her powers balked on her and she didn’t want to just skip out of jail anyway. “Metranon†came to her as Ms Morgenstern and offered her an alternative to Juvie, attending her school and she would deal with the police. Cops who became remarkably accepting when talking to the older woman, going so far as to drop the charges and believe Carlie’s rather illogical impromptu story about how she ended up in Corvette with a few hundred dollars in drugs in the glove box.

Attending the school has been quite fun so far. The other kids though are…freaks. Some of the talk about killing people like it’s a way to pass the time and Metranon is a bit weird with her “One Race†and “Superior Being†stuff at times. Carlie is starting to wonder if she made the right choice as it feels like the “Red pill†isn’t all its cracked up to be. So Stopwatch has reverted to form. She’s run away and is currently wandering the streets of Canterville looking for a place to crash.

 

Personality: Carlie is simple girl. She likes fast fancy cars, good times and money. She does not like conflict, even fears and it and tends to back down or (even better) run away from it. She feels guilty about hurting people, but sees theft as a “victimless†crime. This puts her a couple of steps ahead of the junior sociopaths at Morgenstern (Said with love, guys!) though she is amazingly self centered and thinks of number one at all times. Carlie is actually a little afraid of her powers since they have backfired on her at different times. She uses them but reluctantly or reflexively more than in a coordinated sense.

 

Powers: Carlie can control the flow of time, speeding it up, stopping it, even reversing it for a time. The potential of her power is nearly endless but she uses it discrete fashions due to lack of experience and fear of experimentation. Speeding up time makes her move faster, recover quicker from both physical injury and emotional trauma (Time heals all wounds), stopping time makes her seem to “teleport†but she stops time for no more than about 12 “seconds†relative to herself otherwise she has trouble starting it back up again. Stopwatch can reverse time and journey back to different periods but finds it taxing and disturbing since none of the times she’s tried to change things for the better ever seems to work.

 

Appearance: Carlie is tall and pretty with dusky skin and feiry red hair. She had freckles that deepen in the sun and a impish friendly face. She dresses in loose tops and cut off shorts with tennis shoes. She had series of tattoos along her waist, lower back and belly button.

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Re: Show me the PC

 

Pinnacle

 

Player: Katherine Sleet

 

Val Char Cost

20/90 STR 10

18 DEX 24

25 CON 30

15/29 BODY 10

10 INT 0

18 EGO 16

35 PRE 5

18 COM 4

 

20/40 PD 16

20/40 ED 15

4 SPD 12

9 REC 0

50 END 0

50/64 STUN 12

 

6" RUN 0

2" SWIM 0

4"/18" LEAP 0

Characteristics Cost: 154

 

Cost Power END

87 Biomass Increase: Growth (+70 STR, +14 BODY, +14 STUN, -14" KB, -8 DCV, +8 PER Rolls to perceive character, 32 m tall, 16 m wide, 1.635E6 kg mass), Costs END Only To Activate (+1/4) (87 Active Points) 7

10 Innate Toughness: Damage Resistance (10 PD/10 ED)

40 Extremely Tough: Armor (20 PD/20 ED) (60 Active Points); Linked to Biomass Increase (-1/2)

10 Large and in charge: +20 PRE (20 Active Points); Linked to Biomass Increase (-1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4), Only for Pre Attacks and Defense Power loses about a fourth of its effectiveness (-1/4)

7 Boosted Muscle Mass: +20 STR (20 Active Points); Increased Endurance Cost 3x END (-1), No Figured Characteristics (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-1/2) 6

8 Big Eyes, Ears, etc: Enhanced Perception (+4 to PER Rolls for All Sense Groups) (12 Active Points); Linked to Biomass Increase (-1/2)

17 Biomass Regeneration: Healing 3d6 (max. Healed Points: 18) (Can Heal Limbs) (35 Active Points); Self Only (-1/2), Extra Time Delayed Phase (-1/4), Character May Take No Other Actions (-1/4) 3

17 "Nice Try, Little Guy" : Physical Damage Reduction, Resistant, 50% (30 Active Points); Linked to Biomass Increase (-1/2), Limited Power:not vs other large scale or area of effect attacks Power loses about a fourth of its effectiveness (-1/4)

17 "Felt like a warm breeze" : Energy Damage Reduction, Resistant, 50% (30 Active Points); Linked to Biomass Increase (-1/2), Limited Power:Not vs large scale or area of effect attacks Power loses about a fourth of its effectiveness (-1/4)

Powers Cost: 213

 

 

Cost Skill

3 Breakfall 13-

2 KS: Body Building and Fitness 11-

2 KS: Kinesology 11-

3 Oratory 16-

3 Teamwork 13-

10 +2 with HTH Combat

Skills Cost: 23

 

 

 

 

Total Character Cost: 390

 

Val Disadvantages

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

10 Hunted: Church of Archangel Michael 8- (As Pow; Harshly Punish)

10 Physical Limitation: Requires Special Medical care (Frequently; Slightly Impairing)

10 Hunted: Gargantuan 8- (As Pow; Harshly Punish)

15 Social Limitation: Secret Id (Frequently; Major)

10 Vulnerability: 2 x Effect Matter alteration attacks (Uncommon)

10 Susceptibility: Being Teleported 2d6 damage, Instant (Uncommon)

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

10 Psychological Limitation: Loves being a Hero, bit of a attention hog (Common; Moderate)

10 Psychological Limitation: Prone to fits of self doubt, particularly in combat (Common; Moderate)

15 Psychological Limitation: Careless about collateral damage (Common; Strong)

5 Social Limitation: Minority Group:Openly bisexual (Occasionally; Minor)

10 Dependent NPC: Larana, younger sister 8- (Normal)

10 Enraged: If she remains at full Growth more than 5 minutes (Uncommon), go 11-, recover 14-

 

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 40

Total Experience Available: 65

Experience Unspent: 0

 

Experience:

Tactics

KS:Super Villains

Teamwork +2

Endurance +20

 

Background (Summarized): Pinnacle is a superhuman Mutant and born with her power to draw extra mass from an unknown extradimensional source. At first, she hid her powers but, after being forced to reveal them during the 9/11 crisis (and saving several lives in the process) became the superheroine known as Pinnacle.

 

Powers: Her powers are fairly straightforward. She can get big. Very big. Her strength and durability at full size are practically unmatched in the campaign. She has learned to draw on extra mass to increase her strength without growing (It causes her to become grossly over muscled) and can heal herself as well with a moment concentration. At full size she's extremely resistant to damage and can almost ignore most normal sized attacks. It makes her a tad bit arrogant and hard to intimidate, while at the same time she secretly worried about her effectiveness as she is the least combat experienced memeber of the New Guard. Her growth powers have a unfortunately psychological effect on her if she remains at full sized for too long. She tends to get violent and overly aggresive. In fact, at any time when she's in battle, she overcompensates for insecurities by being overly aggressive.

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Re: Show me the PC

 

Menagerie

 

Player: Katherine Sleet

 

Val** Char*** Cost

12** STR 2

20** DEX 30

18** CON 16

10** BODY 0

12** INT 2

15** EGO 10

15** PRE 5

14** COM 2

*

8/18** PD 6

8/18** ED 4

4** SPD 10

6** REC 0

40** END 2

30** STUN 5

*

6"** RUN 0

2"** SWIM 0

2"** LEAP 0

Characteristics Cost: 94

 

Cost** Power END

113** Animal Metamorph: Variable Power Pool, 70 base + 43 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1) (157 Active Points); Limited Class Of Powers Available:Multiforms and duplications based on animals Limited (-1/2), Limited Power: Limited by Mass Power loses about a third of its effectiveness (-1/2)*

15** Animal Mastery: Elemental Control, 30-point powers*

12** 1) Animal Communication: Telepathy 6d6 (30 Active Points); Communication Only (-1/4)* 3

12** 2) Mistress of Beasts: Mind Control 6d6 (30 Active Points); Does Not Provide Mental Awareness (-1/4)* 3

22** 3) Call of the Wild: Summon 142-point (x16 Number Of Beings), Expanded Class of Beings:Local Creatures Very Limited Group (+1/4) (60 Active Points); Summoned Being Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2)* 6

** *

30** Killer Instinct: Find Weakness 13- (Related Group of Attacks:All natural attacks)*

** Equpiment*

20** 1) Evolution Battlearmor: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)*

24** 2) Evolution Fletchette Pistol: Killing Attack - Ranged 2d6 (vs. PD), Required Hands One-Handed (+0), +1 STUN Multiplier (+1/4), 4 Clips of 16 Charges (+1/4), Armor Piercing x1 (+1/2) (60 Active Points); OAF (-1), Real Weapon (-1/4), No Knockback (-1/4)*

18** 3) Radio Telepathy link implant: Mind Link (Specific Group of Minds), No LOS Needed, Number of Minds (x128) (55 Active Points); Only With Others Who Have Mind Link (-1), Limited Class Of Minds:Mutants only Subset of a class (-1/2), Does Not Provide Mental Awareness (-1/4), Restrainable (Only by means other than Grabs and Entangles -1/4)*

6** 4) Radio Telepathy Link Implant: Teamwork (9 Active Points); Restrainable (Only by means other than Grabs and Entangles -1/4), Limited Power:Only with others with active link Power loses about a fourth of its effectiveness (-1/4) 16-*

13** 5) Suicide Charge: Killing Attack - Ranged 4d6 (vs. PD), Explosion (+1/2) (90 Active Points); 1 Charges which Never Recover (-4), Side Effects, Side Effect occurs automatically whenever Power is used (-2)*

Powers Cost: 285

 

Cost** Martial Arts Maneuver

** Evolution Combat Training*

3** 1) Punch, Snap Kick: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike*

4** 2) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +2d6 Strike, Must Follow Block*

5** 3) Grappling Defense: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block*

5** 4) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 0 1/2d6, Disable*

4** 5) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND; Target Falls*

4** 6) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6*

3** 7) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls*

4** 8) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND*

Martial Arts Cost: 32

 

Cost** Skill

3** Acrobatics 13-*

3** Breakfall 13-*

5** Climbing 14-*

5** Combat Driving 14-*

7** Combat Piloting 15-*

3** Computer Programming 11-*

1** Cryptography 8-*

7** Demolitions 13-*

7** Interrogation 14-*

2** KS: Explosives 11-*

2** KS: Security Procedures 11-*

2** KS: Military Vehicles 11-*

2** Language: Japanese (English is native) (fluent conversation)*

2** Language: Spanish (fluent conversation)*

3** Lockpicking 13-*

2** PS: Terrorist 11-*

5** Security Systems 12-*

3** Streetwise 12-*

8** Survival (Temperate/Subtropical, Urban) 13-*

3** Tracking 11-*

9** TF: Common Motorized Ground Vehicles, Combat Aircraft, Helicopters, Large Planes, Riding Animals, Small Planes, Tracked Military Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles*

15** +3 with HTH Combat*

8** +1 with All Combat*

Skills Cost: 107

 

 

Cost** Talent

15** Combat Sense 11-*

19** Danger Sense (Function as a Sense, Intuitional, Sensitivity: Out of Combat) 13-*

3** Lightsleep*

8** Resistance (8 points)*

Talents Cost: 45

 

 

Total Character Cost: 563

 

Val** Disadvantages

15** Distinctive Features: Constantly shifting animal like features (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)*

20** Hunted: World Wide anti terrorism forces 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)*

10** Hunted: Purity (Anti Mutant group) 8- (As Pow; Harshly Punish)*

10** Physical Limitation: Requires special medical treatment (Frequently; Slightly Impairing)*

10** Enraged: Mutant heritate insulted (Common), go 8-, recover 14-*

15** Reputation: Sadistic mutant terrorist 11- (Extreme)*

20** Psychological Limitation: Hatred/contempt for Baselines (Very Common; Strong)*

15** Psychological Limitation: Casual Killer (Common; Strong)*

20** Psychological Limitation: Fanastical Loyal (Common; Total)*

15** Social Limitation: Wanted criminal (Frequently; Major)*

 

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 213

Total Experience Available: 213

Experience Unspent: 4

 

Experience:

Animal Army

Evolution Emergency Teleportation System

 

Background Summary: Karla was born blessed with her powers (though her parents, being superstitious immigrants called it “damnedâ€). Her animalistic features were undeniable by the time she was four and after a series of “exorcisms†(read: beatings and deprivation) failed to cure their tainted child, her parents tried to kill her by burning down their house around her. Instinctively, Kara became a flock of birds and flew out an open window to safety.

 

For the next several years, she lived on the streets of New York as less than human, more an animal taking the forms of rats pigeons and other street vermin as her humanity slowly slipped away. She became savage and feral and a bit of an urban legend among the street people. As she grew, she could take larger forms and soon was hunting as dogs or large packs of rats. Her prey was not always other animals...

 

That ended when he came. A man, who spoke into her mind and restored her lost awareness, told her what she truly was. He called himself Paragon. He was beautiful and awesome and his words gave Menagerie what she’d needed: a purpose and pride. She wasn’t an animal. She wasn’t human. She was Homo Superior and she would be among those that inherited the Earth!

 

Powers: Menagerie is a shapeshifter with a odd limitation/advantage. She can take any animal form, but she can only assume form of equal mass. So she can become one animal of equal mass, two of half her mass and so fourth. Potentially, she will learn to overcome this limitation but for now it defines her powers. When she become multiple creatures they have a shared consciousness and are quite sentient. She also carries standard Evolution equipment, including a armored uniform and mini flechette magnetic repulsor pistol. Like all Evolution operatives, she has a suicide charge implanted in her body packed with powerful explosives.

 

Personality: Menagerie is, without a doubt, a supervillain. She’s cold blooded violent and fanatical. The cause is everything to her and there’s almost nothing she will not do for Paragon and Evolution including kill or die. Humans are, at best, crude animals in her mind. Tolerable if they know there place, otherwise get rid of them. Perversely, she still remembers some of early life and the religion inspired torments. Part of Menagerie is still a frightened little girl that thinks she is possessed by the devil. These issues have yet to be resolved and could be her salvation or what drives her ultimately over the edge.

 

Appearance: Menagerie is a tall, musular 20 years old woman. She has an attractive but subdued figure and is highly athletic in build. Her appearance shifts with her moods, growing more beastial as she becomes emotionally arounds or on her whim. She sports fangs, small claws, scales, fur, odd eyes or any of dozens of other animal features. When not on mission, she pretty much forgoes clothing, using fur or other animal features when modesty is demanded. In battle, she wears the standard black and silver of Evolution. Her costume shifts to form a collars for whatever animal forms she assumes.

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Re: Show me the PC

 

Here's the character I just started playing in the Knights of New L.A. game. Obviously, he's a darker version of Cyclops.

 

Code Name: Reticle

Alter Ego: James Winters

Height/Weight: 1.7 m/75 kg

Hair/Eye Color: Brown/Green

Age/Birth Date: 24/ December 22nd, 2317

 

 

Appearance: James, or Reticle, doesn’t look like anyone special – in fact, heavy plastic surgery on his face makes him look quite different then he once did. He has short, straight brown hair, normally kept close-cut, and plain green eyes. When he uses his powers, his pupils dilate or contract and his eyes glow bright red. Although they look real, his eyes are actually partially cybernetic. Similarly, much of his skin and all of his hair are really grafts and implants.

 

In his secret identity, James looks like a typical worn-out worker of the lower class of New Los Angelos. Dull, uninterested, and uninteresting. When he goes out as Reticle, he wears a red, black, and blue costume patterned in the same manner as the uniform he once wore as Justice. He also has a cybernetically locked-in visor that opens and closes as desired, requiring only mental commands.

 

History: The citizens of New L.A. cleared out of the way quickly as the Enforcers sped down the streets, sirens blaring.

 

*This is unit 7. We are converging on the suspect’s reported location. Kill or apprehend?*

 

*New orders – do not kill the suspect. Repeat, do not kill the suspect. Capture him alive and bring him in.*

 

*Understood.*

 

The hovercar finally reached the scene of the disturbance. A dozen-hovercar pile-up, still burning, made it difficult to see anything. The two Enforcers stepped out and began to look around. The extreme levels of heat made their infrared vision useless, forcing them to split up in order to search more effectively.

 

*This is unit 7. We are at the suspect’s reported location, but no sign of him.*

 

*Continue searching. It is vital for our national security that he be brought in alive.*

 

Suddenly, a reddish glow – deep, crimson red, not flickering like the fires – shone from inside the smoking wreckage. One of the cars lifted up off the ground, flying a dozen meters through the air and sending both Enforcers into combat mode. The first one jumped in as his partner covered him, only to be sent flying back out and smash into a building as another blast of crimson energy shot out of the smoke. This time, however, his partner saw the origin by the signature flare, and fired his Stun Ray at the suspected location.

 

Stepping into the wreckage, relying on his cybernetic enhancements to keep him safe, he pulled a small figure out. His partner, stunned but unharmed, stood up and joined him.

 

*Unit 7 reporting in. Suspect has been apprehended. He has severe burns over his body and face, but is alive. We are bringing him in right now.*

 

*Excellent. He is the perfect candidate for Project Justice.*

 

14 Years Later

 

Justice activated his cloaking field, then used his boosters to jump up onto the rooftop of the broken-down apartment several houses down from the target warehouse. For just a moment, he flickered back into the visible spectrum, the red-white-and-blue “hero†remaining visible only long enough to give the waiting enforcers the signal that he was there.

 

Leaping from rooftop to rooftop, he traveled undetected to the building directly across the street from the warehouse where the suspected Enforcer-killer was hiding. Hunkering down, keeping his cloaking field active, he commanded his visor to open. Using his enhanced vision, he peered through a crack in a window that had not been completely boarded up.

 

*Justice to backup. Target sighted. Identity confirmed. Request permission to terminate.*

 

*Permission granted. Fire when ready.*

 

Justice began charging up his hyperblast, keeping the glow concealed by remaining near a streetlight on the roof. Unfortunately for him, he was focusing too heavily on his target and not enough on his surroundings. With no warning, a bullet slammed into his side. His sub-dermal plating saved his life, but he was sent spinning backwards by the impact. His concentration broken, Justice couldn’t hold the hyperblast back any longer and the crimson blast of energy shattered the rooftop of the building he was in, boring a hole straight down. In a second misfortune, this time for both Justice and the assailant standing next to the building, the blast struck a gas main.

 

The explosion, visible for miles, hurled Justice through the air like a rag doll, instantly killed his attacker, destroyed an abandoned building, injured seven bystanders, and gave the suspect enough time to escape from the enforcers. The government immediately locked down the area, starting a search for their missing weapon. However, Justice’s body was never found.

 

One Week Later

 

“So, Doctor Fisk, let’s take a look around your house.â€

 

“Uh, sure, sir.†Nervously, the little doctor followed the Enforcer around his building. “But, sir, can you, uh, please tell me what the problem is?â€

 

The cybernetic policeman turned his head, giving the doctor a chilling stare. Gulping, Fisk froze and stopped talking. The enforcer kept walking, until he had covered the entire house.

 

“Well, quite a nice house for a retired surgeon. But there seems to be a little problem…here.†The Enforcer punched the wall as hard as he could, breaking down the fake covering and revealing an illegal body-modification lab. Fisk pulled out his concealed pistol to shoot the Enforcer, hoping to run for it, but the cybernetic man was too fast. He grabbed Fisk’s hand, twisting the gun away, and then put Fisk in a chokehold.

 

Fisk was gasping, unable to breath, when suddenly he saw a figure appear out of nowhere in the corner of the room. Narrow crimson beams shot out of his eyes, meeting right at the Enforcer’s head, boring a hole right through the metal plates in his skull. The Enforcer, killed instantly, dropped Dr. Fisk.

 

“Good day, Doctor. I’ve come for your services…quickly. Don’t worry, I know how they work. He won’t be missed for about an hour and a half. That gives you time for one last commission before you flee. And don’t think of any funny business…I have friends outside watching. If you try to flee before you’re done, they’ll shoot you down.â€

 

The last part was a lie, but Fisk had no way of knowing that. “I certainly owe it to you. What do you want done?â€

 

“Here,†said the man, holding out a folder full of forged documents and identification information, “I need to match this profile, exactly. Right down to the retinas. And don’t tell anyone, ever. Got it?â€

 

The man who had once been Justice, but was about to become James Winters, ordinary citizen of New Los Angelos, smiled as he saw the doctor nod. In just a short while, there would be no way remaining for the Enforcers to find him in his secret identity, leaving him free to pursue vengeance against the government that had stolen his childhood and his humanity.

 

Only a few weeks later, reports began to filter in about a man calling himself Reticle, a rebel against the law and order of the Enforcers who fought the law wherever he could. A man wearing red, white, and black in a parody of the colors of the United North American Provinces, who knew how the Enforcers worked and how to beat them. A man that the government knew was Justice, the first Enforcer to go rogue. Somehow, in the explosion they thought had killed him, the cybernetic controls over his mind and the brainwashing had been wiped away, destroying Justice and leaving only Reticle. After getting surgical modifications to conceal his identity, he settled into New Los Angelos, working a simple job as a security guard by day to keep himself housed and fed, and roaming the city by night as Reticle, fighting the Enforcers wherever he found them.

 

Personality: Reticle is utterly consumed by the need for vengeance against the government, and especially the Enforcers. He hates them passionately, and he lives only to fight against them however he can. Although he does care about the people he protects by fighting the power of the government, he is, at least for now, much more interested in hurting his enemy. He doesn’t really have any long term goals presently – he wants to bring down the UNAP, but doesn’t really care what replaces it. Above all, he wants revenge. He’s willing to fight other foes (supervillains, for example), but his main concern will always be vengeance.

 

Reticle feels that he has been robbed of his life – he can barely remember his childhood, and his life as a test subject and then an Enforcer seems like a computer-generated memory – not false, but not really his, either. The cybernetic implants throughout his body make him feel that he is no longer human, but now that he is free he isn’t an Enforcer either.

 

Because he spent much of his life as little more than a walking weapon, Reticle tends to have a straightforward violence-first thinking-second approach to problems, especially if he’s left to work on his own. Similarly, he isn’t very good at planning things out or thinking for himself, and if he’s with other people he generally defers to them, since he’s used to being given orders.

 

Description of Powers: Reticle’s innate powers make him something like a gigantic battery – he generates an immense amount of energy in a mutated portion of his brain. Before he was cybernetically altered, the energy quickly built up to the point that it was forced out of his eyes in the form of force beams. As a side effect, his natural vision was greatly enhanced.

 

After the government captured him, they implanted cybernetics all throughout his body to give him greater control over his power capacitor. The cybernetics were a new prototype, made out of an artificial semi-metallic substance that does not show up on metal detectors. Although expensive, it was deemed vital for a fully effective assassin. First, cybernetic enhancements on his eyes allow him to vary the beams he can fire. In addition to his ordinary force beams, which merely “shove†things very hard, he can narrow his pupils to generate a needle-like beam that can kill someone by shoving a hole straight through them, or even further to generate a microscopic beam that damages targets with pinpoints. The microscopic beam is so small that it remains invisible until it hits something, at which point they light up with a corona pointing towards the origin. Lastly, he can charge up his capacitor in order to “supercharge†the eyebeams, building them up to the point of causing concussive force damage instead of just a push. He is also adept at shooting or intercepting other projectiles with his eyebeams, but if he misses he can cause serious collateral damage.

 

Reticle also has a number of other experimental or prototype systems implanted in him, some of which do not actually work. He can generate a variety of fields with his internal energy supply, ranging from simple protections to a cloaking field, and even a bizarre one that dimensionally distorts him, making him temporarily intangible.

 

Lastly, Reticle has an assortment of other cybernetic implants. Because of the prototype nature of some of them, they are different from the standard Enforcer array, and moreover some normal modifications couldn’t be made because of his powers. Reticle has very strong subdermal army that makes him bulletproof, as well as resistant to some powers. Because he can’t deactivate his armor, some effects (healing powers, for example) don’t work properly on him, and as a result of the damaged control system in his head, mental powers are limited in effect on him.

 

Reticle also has the standard enhanced physical abilities, although not to the same degree as a normal enforcer in terms of physical strength, as well as life support systems to allow him to work in adverse conditions. Because of the potential to interfere with his powers, rather than implant Reticle with protections against blinding attacks, the cybernetic surgeons gave him a visor that can open and shut by cybernetic command. However, the blinder negates his enhanced vision, so he has to use it carefully. Similarly, they gave him a cybernetic targeting enhancer rather than infrared vision. He originally had a built-in radio like the other Enforcers, but it was destroyed along with the controller.

 

Reticle

Val Char Cost Roll Notes

13 STR 3 12- Lift 150 kg; 2½d6 HTH Damage [1]

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

23 CON 26 14-

10 BODY 0 11-

13 INT 3 12- PER roll 12- (17-)

8 EGO -4 11- ECV: 3

8 PRE -2 13- PRE Attack: 1½d6

8 COM -1 11-

 

15 PD 12 Total: 35 (20 rPD)

15 ED 10 Total: 35 (20 rED)

6 SPD 27 Phases: 2, 4, 6, 8, 10, 12

8 REC 0

46 END 0

35 STUN 6 Total Characteristic Cost: 113

 

Movement: Running: 6â€/12â€

Superleap 17â€/34â€

Cost Powers END

90 Energy Capacitor: Multipower, 90-point Reserve

1u Damping Field: Force Field (0 PD/ 15 ED) [15 AP]

1u Force Field: Force Field (15 PD/ 0 ED) [15 AP]

2u Cloaking Field: Invisibility to Sight Group [20 AP]

1u Phase Distortion Field: Desolidification (Affected by Dimensional Energy) – 1 Continuing Fuel Charge lasting 1 Minute (-¾), Costs Endurance (-½), x2 Endurance (-½) [40 AP]

1u Boosters: Leaping +15†[15 AP]

7u Narrowed Blast: Ranged Killing Attack 6d6 – Beam (-\¼) [90 AP]

1u Hypercharge: Succor Energy Blast 8d6 – ½ Endurance Cost (+¼); Self Only (-½), Full Phase (-½), Must Restart After Firing Once (-1), Must Be Used Every Round Until Hyperblast is Used (-¼) [50 AP]

1u Hyperblast: Energy Blast 4d6 – Cannot Be Used Until Hypercharged To At Least 12d6 (-½) [20 AP]

3u Intercept: Missile Deflection, All Missiles, +5 OCV – Ranged (Full Range; +1); Side Effect: Full Power Blast – Only Affects Environment (Random Target In The Arc Between The Attacker and Target) (-¾) [60 AP]

6u Standard Blast: Dispel Knockback Resistence 9d6 – Does Knockback (+¼), Double Knockback (+¾), Variable Advantages (0 End Cost, Conic Explosion, AoE One Hex, Explosion; +¾) [75 AP], Cones Are No Range (-¼)

3u Microscopic Blast: Ranged Killing Attack 1d6 – AVLD (Power Defense; +1½), Does Body (+1), Line Of Sight (+½), Fully Invisible (Source Only, SFX Remain Visible +½); Full Phase (-½), Can Only Damage Targets That Would Be Harmed By Microscopic Holes (-½) [67 AP]

 

9 Enforcer: Life Support (Safe Environments: Extreme Heat, Extreme Cold, High Radiation; Extended Breathing 1 END/ 20 Minutes)

30 Cyber-Enhanced Targeting: Find Weakness 15- with Narrowed Blast

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

5 Sub-Dermal Plating: Lack of Weakness -5 on Resistant Defenses

9 Sub-Dermal Insulation: Power Defense 14 – Always On (-½)

9 Damaged Cyber-Controller: Mental Defense +14 (16 Total) – Always On (-½)

3 Hyper-Vision: +5 with Normal Sight – Lockout with Hyper-Vision Blinders (-½)

4 Hyper-Vision Blinders: Flash Defense 11 (sight) – Lockout With Hyper-Vision (-½), OAF (Blinders; -1)

 

Skills:

Cost Skill Roll

3 +2 vs. Range Modifier with Narrowed Blast

6 +2 with Multipower

6 +3 with Narrowed Blast

3 Acting 11

3 Criminology 12

3 Disguise 12

0 Everyman Skills

Acting 8

Area Knowledge: New Los Angelos 8

Climbing 8

Computer Programming 8

Concealment 8

Conversation 8

Deduction 8

Language Skill: English

Paramedic 8

Persuasion 8

Professional Skill: Enforcer Assassin 11

Shadowing 8

Stealth 8

Transport Familiarity: Hovercraft

1 Forgery (Personal Identification) 12

3 Streetwise 11

3 Language Skill: Gutterspeak (Fluent)

 

Total Powers & Skills Cost 287

Total Cost 400

 

250+ Disadvantages

20 Hunted by the Enforcers 8 or less

10 Physical Limitation: Numerous Cybernetic Implants

20 Reputation: Dangerous Rebel 14- (Extreme)

25 Psychological Limitation: Psychotic Hatred for the Enforcers and the Government

10 Psychological Limitation: Tends to Resort to Violence

15 Psychological Limitation: The Ends Justify the Means

20 Social Limitation: Secret Identity (James Winters)

15 Social Limitation: Secret Identity is a Fake

15 Social Limitation: Had No Real Childhood Or Life

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Guest bblackmoor

Re: Show me the PCHeretic, my newest PC. I am really tickled with him.

Heretic_civilian.jpgThe Heretic

Virek Kohl

Val Char Cost
18 STR 8
18/26 DEX 24
13 CON 6
13 BODY 6
18/28 INT 8
13 EGO 6
18 PRE 8
16 COM 3
22/34 PD 0
21/34 ED 0
5 SPD 22
7/17 REC 0
26 END 0
29 STUN 0
6"/16" RUN 0
2" SWIM 0
3 1/2" LEAP 0
Characteristics Cost: 91

Cost Power END
5 Disciplined mind: Mental Defense (8 points total) 0
7 Nanobiotic regeneration: Healing 1d6 (standard effect: 3 points), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2) [Notes: No Healing Max (see Hero 5, p. 120).] 0
42 "Ascension": Multipower, 52-point reserve, (52 Active Points); all slots Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4)
3u 1) Energy field disruption: Energy Blast 5d6, No Normal Defense (Not having a Force Field; +1) (50 Active Points); No Range (-1/2), Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4) 5
4u 2) Focus the will: Telekinesis (33 STR) (50 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4) 5
4u 3) Tantalus effect: Dispel technological powers 14d6, any technological power, one at a time (+1/4) (52 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4) 5
2u 4) Strategic analysis: Precognitive Clairsentience (Sight Group), Analyze, Discriminatory (50 Active Points); Precognition Only (-1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4) 5
1u 5) Mass is energy: Gliding 15" (15 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4) 0
2u 6) Move as a thought: Running +10" (6"/16" total), Reduced Endurance (1/2 END; +1/4) (25 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4) 1
2u 7) Environmental equilibrium: Life Support (Immunity Asphyxiants; Immunity Nerve Gases; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (25 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4) 0
1u 8) Energy block: Force Field (12 PD/13 ED) (25 Active Points); Limited Coverage 180 Degrees (-1/2), Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4) 2
2u 9) Whisper touch: Telekinesis (10 STR), Fine Manipulation (25 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4) 2
1u 10) Tactical analysis: +8 DEX (24 Active Points); No Figured Characteristics (-1/2), Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4)
1u 11) Parallel cognition: +10 INT (10 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4)
2u 12) Metabolic control: +10 REC (20 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4)
2u 13) Listen to the wind: Spatial Awareness (Radio Group), +1 to PER Roll, Increased Arc Of Perception (240 Degrees) (25 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4) 0
37 Flux rapier: Multipower, 75-point reserve, (75 Active Points); all slots OAF (-1)
3u 1) Assertive defense: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target, Adjacent Hex (+1/2) (60 Active Points); OAF (-1) 0
2u 2) Desperate defense: Force Wall (15 PD/15 ED) (75 Active Points); OAF (-1), Limited Coverage 180 Degrees (-1/2), No Range (-1/2) 7
4u 3) Deliberate offense: Killing Attack - Hand-To-Hand 3d6+1 (4d6 w/STR), Flat x3 Stun Multiple (+0), Reduced Endurance (1/2 END; +1/4), Affects Desolidified Energy-based only (+1/4) (75 Active Points); OAF (-1) 3
3u 4) Focused offense: Killing Attack - Hand-To-Hand 1d6, Flat x3 Stun Multiple (+0), Reduced Endurance (1/2 END; +1/4), Affects Desolidified Energy-based only (+1/4), Penetrating (x7; +3 1/2) (75 Active Points); OAF (-1), Concentration (1/2 DCV; -1/4) 3
3u 5) Desperate offense: Killing Attack - Hand-To-Hand 2d6+1 (3d6 w/STR), Flat x3 Stun Multiple (+0), Autofire (3 shots; +1/4), Affects Desolidified Energy-based only (+1/4), Reduced Endurance (1/2 END; +1/2) (70 Active Points); OAF (-1) 2
36 Renovator armor: Armor (18 PD/18 ED) (54 Active Points); OIF (-1/2) 0
Renovator mask, all slots OIF (-1/2)
3 1) Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
3 2) Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
3 3) Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
10 "Incognito" Communicator, Lvl 3: Multipower, 21-point reserve, (21 Active Points); all slots OIF (Renovator mask; -1/2), Sense Affected As More Than One Sense - Hearing (-1/2)
1u 1) Encryption on: High Range Radio Perception (Radio Group), Difficult To Dispel (x2 Active Points; +1/4), Invisible to Radio Group (+1/4), Personal Immunity (+1/4) (21 Active Points); OIF (Renovator mask; -1/2), Sense Affected As More Than One Sense - Hearing (-1/2) 0
1u 2) Encryption off: High Range Radio Perception (Radio Group), Concealed (-5 with High Range Radio Perception PER Rolls), Difficult To Dispel (x2 Active Points; +1/4) (21 Active Points); OIF (Renovator mask; -1/2), Sense Affected As More Than One Sense - Hearing (-1/2) 0
Stun Lottery compensator [Notes: Meta-game power]
7 1) Energy Damage Reduction, Resistant, 25% (15 Active Points); Conditional Power Only vs. Killing Attacks with rolled Stun Multipliers (-1/2), STUN Only (-1/2) 0
7 2) Physical Damage Reduction, Resistant, 25% (15 Active Points); Conditional Power Only vs. Killing Attacks with rolled Stun Multipliers (-1/2), STUN Only (-1/2) 0
Powers Cost: 204

Cost Skill
10 +2 with HTH Combat
0 AK: SanSan megalopolis 8-
3 Acrobatics 13- (14-)
0 Acting 8-
3 Breakfall 13- (14-)
1 Bureaucratics 8-
0 Climbing 8-
1 Computer Programming 8-
0 Concealment 8-
0 Conversation 8-
1 Criminology 8-
0 Deduction 8-
3 Electronics 13- (15-)
0 Native Language: English (idiomatic; Literate) (4 Active Points)
0 PS: Counterterrorism (Everyman Skill) 11-
0 Paramedics 8-
0 Persuasion 8-
3 Security Systems 13- (15-)
3 Shadowing 13- (15-)
3 Stealth 13- (14-)
3 Systems Operation 13- (15-)
0 TF: Small Motorized Ground Vehicles
Skills Cost: 34

Cost Talent
3 Bump Of Direction
17 Danger Sense (self only, out of combat, Function as a Sense, Intuitional) 13-/15-
Talents Cost: 20

Val Disadvantages
10 Hunted: (evil scientist) 8- (As Pow, Harshly Punish)
20 Hunted: Viper 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Psychological Limitation: Aversion to ranged combat (Very Common, Strong) [Notes: associates ranged combat with criminals and terrorists]
15 Psychological Limitation: Obligation to use powers responsibly (Common, Strong)
10 Psychological Limitation: Overconfidence (Common, Moderate)
15 Psychological Limitation: Strong aversion to centralized authority (Common, Strong)
5 Psychological Limitation: Vegetarian (Uncommon, Moderate) [Notes: considers meat one step up from excrement]
15 Social Limitation: Public Identity Frequently (11-), Major [Notes: Heretic, the cyber-warrior from the year 3000]
5 Vulnerability: 1 1/2 x STUN From Chemical Attacks (Uncommon) [Notes: raised in sterile environment]
30 Vulnerability: 2 x STUN Electrical Attacks (Very Common) [Notes: electricity disrupts nanobiotics]
Disadvantage Points: 145
Cost Summary:Base Points:200Disadvantage Points: 145Experience Required: 4Total Experience Available: 3Total Character Cost: 349Height: 1.86 mHair: Black (bald)Weight: 100.00 kgEyes: BrownAppearance: Kohl is a tall, muscular man with dark eyes and a very serious demeanor. He shaves his head, partly for tactical reasons and partly because it is easier to maintain that way. His only affectation is a closely trimmed beard: for him, this is an extraordinary expression of individuality. When not on duty, he wears loose-fitting clothing in dark colors: most typically black, blue, and maroon. Even in casual dress, he seems to be wearing a uniform. While on duty, he wears the uniform and body armor of a Renovator: body armor over loose, study clothes. In combat, he dons the Renovator mask, which grants him a faceless, more menacing appearance.Personality: Kohl is a serious, no-nonsense individual. He has spent his entire adult life as a soldier, and the principles of discipline and honor are so ingrained into him that he will probably never "loosen up", no matter how long he stays in the twenty-first century. Despite his apparent hardness, Kohl is tremendously grateful for the second chance he has been given. He takes his role as a protector of society as seriously now as he ever has, and perhaps even more so. He has seen what an happen if the protectors lose track of the best interests of those they protect, and he has sworn never to allow that to happen again. He knows that he will never be truly a part of the happy, carefree society in which he has found a home, but he will fight to the end of his days to protect it.

 

Part of Kohl's nature is an abiding respect for the written word. He reads voraciously, and he studies the law continuously. As a member of WestGuard, Kohl carries the same authority as a member of the state police, and it is of utmost importance to him that he understands the limits placed on that authority. Kohl is not a leader. He has spent far too long carrying out the will of others to be comfortable exerting his will on anyone else. He is most comfortable when he has a clear objective and is given free reign to accomplish it.

 

Kohl uses the name "Heretic" as his code name during WestGuard combat missions. This name was a mark of dishonor in his home timeline, but he is fiercely proud of it. It reminds him that he broke from the mold in which he was cast, and that he can make his own choices.

Quote:"You should be more grateful for what you have."Background: As a result of the warnings brought back to the 21st century by Xerxes Chuan, in the 28th century the Interfed began focusing its efforts on averting the disaster of Y3K. All critical systems were made independent and multiply redundant. The systems governing life's routines were made more powerful, more capable, than they had ever been in Xerxes' native timeline. Humanity became increasingly dependent on the thinking machines which ordered the minutes and seconds of each human's life. By the year 3000, humanity became an efficient clockwork mechanism, without hate, violence, or inefficiency: the Intrumentality, the ultimate governing system of Earth and the Synchronized Worlds, controlled all, for the benefit of all. Individuals who rebelled against the perfect order imposed by the Instrumentality were simply removed, like repairing a faulty part in a smoothly running machine. The people responsible for making these "repairs" were the Renovators.

 

Virek Kohl was a Renovator: one of the best. For several years, he served the Instrumentality with cold efficiency, rooting out Demolitionists wherever they might be found. But as time passed, the ideas of the Demolitionists began to trouble Kohl. He began to see beauty in disorder, and he slowly understood that the truest expression of life lies not in eternally unchanging order, but in freedom and growth. The perfect order of the Instrumentality was not peace -- it was death. Virek Kohl began working with the Demotionists from inside the Renovators, subtlely altering records and sabotaging Renovator "repair" missions in an attempt to undermine the oppressive control of the Instrumentality. It was only a matter of time before his actions came to the attention of the Analytical Branch. Virek Kohl was branded a Heretic: the worst possible offense under the perfect order. He would be killed on sight if he were caught by the Renovators -- and he nearly was.

 

Kohl had been hiding in a restricted-access Renovator warehouse, where dangerous and disruptive technology was stored prior to evaluation by the Analytical Branch. It was here that he stumbled across the Probability Broach, a precursor to the device which (unknown to Kohl) Xerxes Chuan had used to escape from the year 3000. As Kohl the Heretic examined the crude device, the warehouse was bathed in blinding light: his redoubt had been discovered. With only moments to spare, and his former allies and companions closing in, he set the coordinates on the prototype and stepped into the maelstrom.

 

Eventually, Kohl was found and befriended by WestGuard. After some initial distrust on both sides, Kohl has come to value and believe in the virtues which WestGuard represents.

Powers/Tactics: Kohl, like most people from his timeline, abhors ranged combat, associating it with criminals and terrorists. He prefers to fight hand-to-hand with whoever seems the most capable melee opponent. He prefers to use his flux rapier in combat, but it has been stressed to him that he must not cause critical injuries to criminals if that can be avoided. As a result, he tends to fight defensively until he is attacked with sufficient force that he feels justified in responding in kind.

 

As a member of the Renovators, Kohl was imbued with a gift called "Ascension": Kohl's nervous and endochrine systems are laced with networks of nanomachines and quantum computers, permitting him greater control over his own biological processes in addition to the ability to interact with energy fields around him. The abilities offer him more flexibility in combat than might otherwise be apparent: Kohl is able to adjust his tactics to compensate for the strengths and weaknesses of an opponent, and he does so with ruthless efficiency. The nanomachine network is a living, evolving thing: as Kohl's skills grow, so will the nanomachine network. The limits of its versatility and power are as yet unknown.

Campaign Use: Kohl operates best as part of a team. His social skills are somewhat lacking, although he tends to find common ground with those who also perceive their role in terms of honor and duty (soldiers, police officers). He tends to focus on the here and now, rather than the big picture, making him a skilled combatant, but a poor leader. He can be relied upon to use his powers responsibly and honorably: it would be difficult to call him "incorruptible", but he believes in his mission as a guardian and protector with an almost religious zeal.
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Re: Show me the PC

 

Just an observation.....

 

CON ...too low...for a HTH fighter..stunned easily

STUN ...too low.....once stunned say goodnight!!

END ....too low......he can make 6 attacks before he runs out of energy...

 

I love players with the OAF weapon who never seem to lose it.....

 

 

go start ....keep working on it!!!

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Guest bblackmoor

Re: Show me the PC

 

Nice... There's a Matrix/Equilbrium feel to him.

 

Equilibrium is spot on. He's inspired by Jedi Knights, Firemen (from Fahrenheit 411), and Grammaton Clerics (from Equilibrium).

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  • 3 months later...
Guest bblackmoor

Re: Show me the PC

CON ...too low...for a HTH fighter..stunned easilySTUN ...too low.....once stunned say goodnight!!END ....too low......he can make 6 attacks before he runs out of energy...
A minor update. I simplified his powers a little' date=' boosted his Con a bit, and traded the autofire attack for the Rapid Attack skill. I hope to be able to play him in the game tomorrow.
Heretic_civilian.jpgThe Heretic

Virek Kohl

Val Char Cost
18 STR 8
23 DEX 39
18 CON 16
13 BODY 6
18 INT 8
13 EGO 6
18 PRE 8
16 COM 3
22/34 PD 0
22/35 ED 0
5 SPD 17
8 REC 0
36 END 0
31 STUN 0
6"/16" RUN 0
2" SWIM 0
3 1/2" LEAP 0
Characteristics Cost: 111
Cost Power END
5 Disciplined mind: Mental Defense (8 points total) 0
7 Nanobiotic regeneration: Healing 1d6 (standard effect: 3 points), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2) [Notes: No Healing Max (see Hero 5, p. 120).'] 0
42 "Ascension": Multipower, 52-point reserve, (52 Active Points); all slots Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4)
3u 1) Energy field disruption: Energy Blast 5d6, No Normal Defense (Not having a Force Field; +1) (50 Active Points); No Range (-1/2), Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4) 5
4u 2) Tantalus effect: Dispel technological powers 14d6, any technological power, one at a time (+1/4) (52 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4) 5
1u 3) Mass is energy: Gliding 15" (15 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4) 0
2u 4) Move as a thought: Running +10" (6"/16" total), Reduced Endurance (1/2 END; +1/4) (25 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4) 1
2u 5) Environmental equilibrium: Life Support (Immunity Asphyxiants; Immunity Nerve Gases; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (25 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4) 0
1u 6) Energy block: Force Field (12 PD/13 ED) (25 Active Points); Limited Coverage 180 Degrees (-1/2), Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4) 2
2u 7) Whisper touch: Telekinesis (10 STR), Fine Manipulation (25 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4) 2
2u 8) Listen to the wind: Spatial Awareness (Radio Group), +1 to PER Roll, Increased Arc Of Perception (240 Degrees) (25 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4) 0
37 Flux rapier: Multipower, 75-point reserve, (75 Active Points); all slots OAF (-1)
3u 1) Assertive defense: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target, Adjacent Hex (+1/2) (60 Active Points); OAF (-1) 0
2u 2) Desperate defense: Force Wall (15 PD/15 ED) (75 Active Points); OAF (-1), Limited Coverage 180 Degrees (-1/2), No Range (-1/2) 7
4u 3) Deliberate offense: Killing Attack - Hand-To-Hand 3d6+1 (4d6 w/STR), Flat x3 Stun Multiple (+0), Reduced Endurance (1/2 END; +1/4), Affects Desolidified Energy-based only (+1/4) (75 Active Points); OAF (-1) 3
3u 4) Focused offense: Killing Attack - Hand-To-Hand 1d6, Flat x3 Stun Multiple (+0), Reduced Endurance (1/2 END; +1/4), Affects Desolidified Energy-based only (+1/4), Penetrating (x7; +3 1/2) (75 Active Points); OAF (-1), Concentration (1/2 DCV; -1/4) 3
36 Renovator armor: Armor (18 PD/18 ED) (54 Active Points); OIF (-1/2) 0
Renovator mask, all slots OIF (-1/2)
3 1) Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
3 2) Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
3 3) Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
10 "Incognito" Communicator, Lvl 3: Multipower, 21-point reserve, (21 Active Points); all slots OIF (Renovator mask; -1/2), Sense Affected As More Than One Sense - Hearing (-1/2)
1u 1) Encryption on: High Range Radio Perception (Radio Group), Difficult To Dispel (x2 Active Points; +1/4), Invisible to Radio Group (+1/4), Personal Immunity (+1/4) (21 Active Points); OIF (Renovator mask; -1/2), Sense Affected As More Than One Sense - Hearing (-1/2) 0
1u 2) Encryption off: High Range Radio Perception (Radio Group), Concealed (-5 with High Range Radio Perception PER Rolls), Difficult To Dispel (x2 Active Points; +1/4) (21 Active Points); OIF (Renovator mask; -1/2), Sense Affected As More Than One Sense - Hearing (-1/2) 0
Powers Cost: 177
Cost Skill
10 +2 with HTH Combat
5 Rapid Attack (HTH)
0 AK: SanSan megalopolis 8-
3 Acrobatics 14-
0 Acting 8-
3 Breakfall 14-
1 Bureaucratics 8-
0 Climbing 8-
1 Computer Programming 8-
0 Concealment 8-
0 Conversation 8-
1 Criminology 8-
0 Deduction 8-
3 Electronics 13-
0 Native Language: English (idiomatic; Literate) (4 Active Points)
0 PS: Counterterrorism (Everyman Skill) 11-
0 Paramedics 8-
0 Persuasion 8-
3 Security Systems 13-
3 Shadowing 13-
3 Stealth 14-
3 Systems Operation 13-
0 TF: Small Motorized Ground Vehicles
Skills Cost: 39
Cost Talent
3 Bump Of Direction
17 Danger Sense (self only, out of combat, Function as a Sense, Intuitional) 13-
Talents Cost: 20
Val Disadvantages
10 Hunted: (evil scientist) 8- (As Pow, Harshly Punish)
20 Hunted: Viper 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Psychological Limitation: Aversion to ranged combat (Very Common, Strong) [Notes: associates ranged combat with criminals and terrorists]
15 Psychological Limitation: Obligation to use powers responsibly (Common, Strong)
10 Psychological Limitation: Overconfidence (Common, Moderate)
15 Psychological Limitation: Strong aversion to centralized authority (Common, Strong)
5 Psychological Limitation: Vegetarian (Uncommon, Moderate) [Notes: considers meat one step up from excrement]
15 Social Limitation: Public Identity Frequently (11-), Major [Notes: Heretic, the cyber-warrior from the year 3000]
5 Vulnerability: 1 1/2 x STUN From Chemical Attacks (Uncommon) [Notes: raised in sterile environment]
30 Vulnerability: 2 x STUN Electrical Attacks (Very Common) [Notes: electricity disrupts nanobiotics]
Disadvantage Points: 145

Base Points: 200 Experience Required: 2 Total Experience Available: 3 Experience Unspent: 1 Total Character Cost: 347

Height: 1.86 m Hair: Black (bald)
Weight: 100.00 kg Eyes: Brown
Appearance: Kohl is a tall, muscular man with dark eyes and a very serious demeanor. He shaves his head, partly for tactical reasons and partly because it is easier to maintain that way. His only affectation is a closely trimmed beard: for him, this is an extraordinary expression of individuality. When not on duty, he wears loose-fitting clothing in dark colors: most typically black, blue, and maroon. Even in casual dress, he seems to be wearing a uniform. While on duty, he wears the uniform and body armor of a Renovator: body armor over loose, study clothes. In combat, he dons the Renovator mask, which grants him a faceless, more menacing appearance.
Personality: Kohl is a serious, no-nonsense individual. He has spent his entire adult life as a soldier, and the principles of discipline and honor are so ingrained into him that he will probably never "loosen up", no matter how long he stays in the twenty-first century. Despite his apparent hardness, Kohl is tremendously grateful for the second chance he has been given. He takes his role as a protector of society as seriously now as he ever has, and perhaps even more so. He has seen what an happen if the protectors lose track of the best interests of those they protect, and he has sworn never to allow that to happen again. He knows that he will never be truly a part of the happy, carefree society in which he has found a home, but he will fight to the end of his days to protect it.

 

Part of Kohl's nature is an abiding respect for the written word. He reads voraciously, and he studies the law continuously. As a member of WestGuard, Kohl carries the same authority as a member of the state police, and it is of utmost importance to him that he understands the limits placed on that authority. Kohl is not a leader. He has spent far too long carrying out the will of others to be comfortable exerting his will on anyone else. He is most comfortable when he has a clear objective and is given free reign to accomplish it.

 

Kohl uses the name "Heretic" as his code name during WestGuard combat missions. This name was a mark of dishonor in his home timeline, but he is fiercely proud of it. It reminds him that he broke from the mold in which he was cast, and that he can make his own choices.

Quote:"You should be more grateful for what you have."
Background: As a result of the warnings brought back to the 21st century by Xerxes Chuan, in the 28th century the Interfed began focusing its efforts on averting the disaster of Y3K. All critical systems were made independent and multiply redundant. The systems governing life's routines were made more powerful, more capable, than they had ever been in Xerxes' native timeline. Humanity became increasingly dependent on the thinking machines which ordered the minutes and seconds of each human's life. By the year 3000, humanity became an efficient clockwork mechanism, without hate, violence, or inefficiency: the Intrumentality, the ultimate governing system of Earth and the Synchronized Worlds, controlled all, for the benefit of all. Individuals who rebelled against the perfect order imposed by the Instrumentality were simply removed, like repairing a faulty part in a smoothly running machine. The people responsible for making these "repairs" were the Renovators.

 

Virek Kohl was a Renovator: one of the best. For several years, he served the Instrumentality with cold efficiency, rooting out Demolitionists wherever they might be found. But as time passed, the ideas of the Demolitionists began to trouble Kohl. He began to see beauty in disorder, and he slowly understood that the truest expression of life lies not in eternally unchanging order, but in freedom and growth. The perfect order of the Instrumentality was not peace -- it was death. Virek Kohl began working with the Demotionists from inside the Renovators, subtlely altering records and sabotaging Renovator "repair" missions in an attempt to undermine the oppressive control of the Instrumentality. It was only a matter of time before his actions came to the attention of the Analytical Branch. Virek Kohl was branded a Heretic: the worst possible offense under the perfect order. He would be killed on sight if he were caught by the Renovators -- and he nearly was.

 

Kohl had been hiding in a restricted-access Renovator warehouse, where dangerous and disruptive technology was stored prior to evaluation by the Analytical Branch. It was here that he stumbled across the Probability Broach, a precursor to the device which (unknown to Kohl) Xerxes Chuan had used to escape from the year 3000. As Kohl the Heretic examined the crude device, the warehouse was bathed in blinding light: his redoubt had been discovered. With only moments to spare, and his former allies and companions closing in, he set the coordinates on the prototype and stepped into the maelstrom.

 

Eventually, Kohl was found and befriended by WestGuard. After some initial distrust on both sides, Kohl has come to value and believe in the virtues which WestGuard represents.

Powers/Tactics: Kohl, like most people from his timeline, abhors ranged combat, associating it with criminals and terrorists. He prefers to fight hand-to-hand with whoever seems the most capable melee opponent. He prefers to use his flux rapier in combat, but it has been stressed to him that he must not cause critical injuries to criminals if that can be avoided. As a result, he tends to fight defensively until he is attacked with sufficient force that he feels justified in responding in kind.

 

As a member of the Renovators, Kohl was imbued with a gift called "Ascension": Kohl's nervous and endochrine systems are laced with networks of nanomachines and quantum computers, permitting him greater control over his own biological processes in addition to the ability to interact with energy fields around him. The abilities offer him more flexibility in combat than might otherwise be apparent: Kohl is able to adjust his tactics to compensate for the strengths and weaknesses of an opponent, and he does so with ruthless efficiency. The nanomachine network is a living, evolving thing: as Kohl's skills grow, so will the nanomachine network. The limits of its versatility and power are as yet unknown.

Campaign Use: Kohl operates best as part of a team. His social skills are somewhat lacking, although he tends to find common ground with those who also perceive their role in terms of honor and duty (soldiers, police officers). He tends to focus on the here and now, rather than the big picture, making him a skilled combatant, but a poor leader. He can be relied upon to use his powers responsibly and honorably: it would be difficult to call him "incorruptible", but he believes in his mission as a guardian and protector with an almost religious zeal.
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