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The Knights of Justice


JohnOSpencer

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Re: The Knights of JusticeUp first...Retribution in his unarmored human formJustin JusticarPlayer: Jason Wilson

Val** Char*** Cost
15** STR 5
20** DEX 30
15** CON 10
13** BODY 6
23** INT 13
11** EGO 2
15** PRE 0
16** COM 3
*
8** PD 2
8** ED 2
3** SPD 0
6** REC 0
30** END 0
29** STUN 0
*6"**RUN02"**SWIM03"**LEAP0Characteristics Cost: 73
Cost** Power END
2** +5 PRE (5 Active Points); Limited Power Only for presence attack defense (-1)*
44** Multiform (500 Character Points in the most expensive form) (x4 Number Of Forms) (110 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2)* 0
9** LS (Eating Character only has to eat once per week; Longevity Immortal?; Safe in High Radiation; Sleeping Character only has to sleep 8 hours per week)* 0
42** Variable Power Pool (Gadget Pool), 30 base + 12 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (52 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4), Visible (-1/4); all slots Gestures (-1/4)*
8** Technological Simbiosis: Elemental Control, 20-point powers, (10 Active Points); all slots Restrainable (Only by means other than Grabs and Entangles; -1/4)*
13** 1) Absorption 6d6 (energy, Stun) (30 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 3
7** 2) Energy Sight: Detect A Large Class Of Things 14- (Sight Group), Discriminatory, Analyze (20 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 2
7** 3) HRRP (Radio Group), Discriminatory, Rapid (x10) (20 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 2
7** 4) Mechanical imperfections: Detect A Class Of Things 14- (Unusual Group), Discriminatory, Analyze, Microscopic (x10), Sense (20 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 2
4** 5) Detect Electronic Devices 14- (Unusual Group), Discriminatory, Range (20 Active Points); Concentration, throughout (1/2 DCV; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Costs Endurance (Only Costs END to Activate; -1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 2
11** 6) Clairsentience (Sight And Hearing Groups) (30 Active Points); Only Through Mechanical Devices (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 3
7** 7) Mind Link , Machine class of minds, Specific Group of Minds, Number of Minds (x4) (20 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 2
75** MultiPower, 75-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (94 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4)*
5u** 1) Major Transform 5d6 (Solid metal into engineered Objects) (75 Active Points); Requires Engineering Roll before activating (-1/2)* 3
5u** 2) Major Transform 5d6 (Alter programming, Reprograming) (75 Active Points); Requires A Computer Programming Skill roll (-1/2)* 3
6u** 3) Dispel Electrical Device 20d6 (60 Active Points)* 3
5u** 4) Mind Scan 12d6 (Machine class of minds) (60 Active Points); Concentration (1/2 DCV; -1/4)* 3
2u** 5) Telepathy 12d6 (Machine class of minds) (60 Active Points); Skin Contact Required (-1), Requires A Skill Roll (Computer Programming; -1/2), Extra Time (Full Phase, -1/2)* 3
2u** 6) Mind Control 12d6 (Machine class of minds) (60 Active Points); Skin Contact Required (-1), Requires A Skill Roll (-1/2), Extra Time (Full Phase, -1/2)* 3
6u** 7) Mental Illusions 12d6 (Machine class of minds) (60 Active Points)* 3
5u** 8) Telekinesis (50 STR) (75 Active Points); Only Versus metalic objects (-1/2)* 3
6u** 9) Ego Attack 7d6 (Machine class of minds) (70 Active Points); Gestures (-1/4)* 3
4u** 10) RKA 5d6 (75 Active Points); Only Versus Machines Power loses about half of its effectiveness (-1)* 3
Powers Cost: 282
Cost** Skill
16** +2 with All Combat*
10** +2 Overall (20 Active Points); Only vs. Mechanical devices/skills (-1)*
4** +2 vs. range modifiers*
5** Accurate Sprayfire*
2** Acrobatics 13-*
2** Computer Programming 14-*
2** Deduction 14-*
2** Electronics 14-*
2** Inventor 14-*
2** Mechanics 14-*
2** Systems Operation 14-*
2** Teamwork 13-*
2** KS: Mechanics 14-*
2** KS: Powered Suits 14-*
2** KS: Magical Theories 14-*
1** PS: Car Mechanic 11-*
2** Power 11-*
2** Analyze: Style 14-*
3** Scientist*
1** 1) SS: Armorsmithing 14- (2 Active Points)*
1** 2) SS: Energy Patterns 14- (2 Active Points)*
1** 3) SS: Engineering 14- (2 Active Points)*
1** 4) SS: Metalurgy 14- (2 Active Points)*
1** 5) SS: Robotics 14- (2 Active Points)*
Skills Cost: 70
Cost** Perk
20** Vehicles & Bases*
Perks Cost: 20
Cost** Talent
6** Combat Luck: 3 PD/3 ED*
3** Speed Reading (x10) (4 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4)*
4** Eidetic Memory (5 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4)*
2** Lightning Calculator (3 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4)*
Talents Cost: 15
Val** Disadvantages
20** Psychological Limitation: Should not kill (Common, Total)*
20** Psychological Limitation: Protect civilians from being harmed Very Common, Strong*
15** Psychological Limitation: Protect Seelia Silver Uncommon, Total*
10** Reputation: Novice Super Hero, Frequently (11-)*
10** Dependent NPC: Seelia Silver 8- (Infrequently), Normal*
10** Distinctive Features: Technological simbiosis Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses*
15** Psychological Limitation: Naive Very Common, Moderate*
10** Vulnerability: 2x STUN Sonic attacks Uncommon*
20** Hunted: Unnamed Military Organization 8- (Occasionally), More Powerful, NCI, Harshly Punish (Capture for study)*
15** Social Limitation: Prefers machines to people when applied. Very Frequently (14-), Minor*
1** Doesn't like getting too Dirty*
1** Likes to get nice things for his girlfriend*
1** Must use our powers to help others*
1** Likes equipment to be up-to-date*
1** Machines make more sense then people*
Disadvantage Points: 150

Base Points: 205Experience Required: 105Total Experience Available: 145Experience Unspent: 40Total Character Cost: 460

Height: 5' 10" Hair: Brown
Weight: 209 lbs Eyes: Brown
Appearance: Aside from the unique pair of detailed gauntlets he has to wear, he seems to be a an average individual. When not working he makes a habit of keeping himself as tidy as he can, clean shaven and short kept hair. Generally polite and easy to get along with, not always trustworthy of leaving some things up to humans, prefering machines or computers to these tasks. Good solid grasp of reality, knowing all things can be explained by some means mathematical or scientific. Aparently exercises regularly to keep in shape, this obviously working to his advantage given his secondary profession as a crime fighter. Working at a San Angelo based Pep Boys part time, working on the more difficult repair jobs, transmissions and electrical wiring on a part time basis. Moved from San Franciso recently to avoid having to deal with the large amount of Super humans, nearly being taken out by the "Golden Terror" during one of his San Franciso rampages. That and his reputation for being a novice made it difficult for him to find work as a Super Hero. Now here in San Angelo, working at Pep Boys for money and finding employment here in San Angelo where his reputation might be less known.Personality: Alot of Justin's personal motivation would most likely be derived from social examples. Growing up while watching cartoons of the heros saving the day, narrowly averting disasters and stopping the villans from hurting the innocents. Or playing video games in his youth, encouraging the ideas of "doing the right thing" and be willing to fight to uphold your beliefs. He tends to get along with most people that he comes across, being very easy going and willing to help where needed. Using his unnatural talents with machinery to construct Retribution over the years, he tries his best to fill the role that he believes is the best role to fill, as a protector of his loved ones and those that are too weak to stand up the many villans within the world.Quote:Usually while his weapon mount spins into the appropriate form and is leveled towards a villan "I won't let you continue this."Background: From very early on Justin has had an uncanny relationship with machines around him, from the complex to the mundane. No one could explain it and just related it to sheer cooincidence and left it to be forgotten. As he grew older the strange relationship between him and machines grew more indepth untill it was almost like a new sense that only he possessed. Being able to "sense" any problems with machines made people marvel at his ability to fix them. This also helped him in building machines of all types, his most recent triumph being his own Simbiotic Suit of armor that is now apart of his body in the form of a pair of gauntlets on both forearms. Most people just dismiss it as a strange fashion sense and don't really pay it no mind. There are a few people, one being his current girlfriend, Seelia Silver, that know of it being more then just bad fashion sense; when actually it is how he summons his Simbiotic Suit he calls Retribution.Powers/Tactics: All of his powers are imbedded within his personal Simbiotic Powered Assault Exosuit. Retribution as he calls it, has been customized over time to suit various roles that could be encountered in the field, most aren't meant to be directly lethal, though given the need for survival, the ability to slay someone is present if need be. Working off the internal power supply, which itself is a Semi-perpetual magnetic conduction turbine, most of his attacks are energy based, whether blunt energy discharge, electrical dispersal, or even heat based, they all draw off of the same energy supply. Flight is also possible at various degrees of intensity. Energy distribution is controlled through a semi concious link mantained through the suit and Justin's personal reactions. Attacks are focused mainly through the arms, either of them can form into the basic weapon state, which itself then reconfigures into various posistions to facilitate the appropriate attack being used at the current moment. Tactics are generally direct, though stealth and subterfuge aren't his strong suits, it is still an opinion if need be. Discretion and observation keep for a healthy crime fighting carreer and rushing headlong into a fire fight with all guns blazing won't solve much besides creathing holes in the ground. Will remain defensive until a weakness or advantage, he can use, presents itself.Campaign Use: 
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Re: The Knights of Justice

 

Next is Retribution in his namesake armor.

 

Retribution

 

Player: Jason Wilson

 

Val** Char*** Cost
33** STR 5
20** DEX 30
25** CON 10
13** BODY 6
23** INT 13
11** EGO 2
25** PRE 0
16** COM 3
*
26** PD 2
26** ED 2
6** SPD 0
14** REC 0
30** END 0
49** STUN 0
*6"**RUN020"**SWIM06 1/2"**LEAP0Characteristics Cost: 73

 

Cost** Power END
2** +5 PRE (5 Active Points); Limited Power Only for presence attack defense (-1)*
11** External Stimulus Refresh rate: +8 REC (16 Active Points); OIF (-1/2)*
9** Strength Augmentation fibers: +18 STR (18 Active Points); OIF (-1/2), No Figured Characteristics (-1/2)* 2
10** Exosuit recoil: +10 CON (20 Active Points); OIF (-1/2), No Figured Characteristics (-1/2)*
7** Duh! Big gun, exosuit = scary: +10 PRE (10 Active Points); OIF (-1/2)*
20** Neural network: +3 SPD (30 Active Points); OIF (-1/2)*
13** Exosuit padding: +20 STUN (20 Active Points); OIF (-1/2)*
10** Retinal Targeting matrix: +3 with Ranged Combat (15 Active Points); OIF (-1/2)*
2** Exosuit Gyro-Stabilizer: +2 versus Range Modifier for Sight Group (3 Active Points); OIF (-1/2)* 0
13** Endurance Reserve (100 END, 10 REC); OIF (-1/2)* 0
30** PolyAluminum Drip Plating: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2)* 0
4** PolyAlumminum Drip Reinforcement: (Total: 6 Active Cost, 4 Real Cost) +3 PD (3 Active Points); OIF (-1/2) (Real Cost: 2) plus +3 ED (3 Active Points); OIF (-1/2) (Real Cost: 2)* 0
6** High Range Radio Perception (Radio Group) (12 Active Points); Limited Power Cannot use when hearing or sight flashed (-1/2), OIF (-1/2)* 0
3** Nightvision (5 Active Points); OIF (-1/2)* 0
3** Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)* 0
13** Energy Sight: Detect A Large Class Of Things 14- (Unusual Group), Discriminatory, Analyze (20 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 2
11** Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (17 Active Points); OIF (-1/2)* 0
6** Clinging (normal STR) (10 Active Points); OIF (-1/2), Cannot Resist Knockback (-1/4)* 0
5** LED SpotLight: Sight Group Images Increased Size (2" radius; +1/4) (12 Active Points); Only To Create Light (-1), OIF (-1/2)* 1
53** Simbiotic Powered Assualt Exosuit: Multipower, 80-point reserve, (80 Active Points); all slots OIF (-1/2)*
1u** 1) Evasive Maneaveurs: +3 with DCV (15 Active Points); Custom Modifier Only when dodging (-1/2), OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)* 1
1u** 2) Emergency Energy Distribution: +30 STR (30 Active Points); Increased Endurance Cost (4x END; -1 1/2), Custom Modifier / only when pushing for extra str (emergencies) (-1), No Figured Characteristics (-1/2), OIF (-1/2)* 12
3u** 3) External Barrier: Force Wall (11 PD/11 ED; 2" long and 2" tall) (Custom Adder) (59 Active Points); OIF (-1/2), Gestures (-1/4), Restricted Shape (-1/4)* 6
1u** 4) Booster Aided Strike: Hand-To-Hand Attack +4d6, Required Hands One-Handed (+0) (20 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2)* 2
5u** 5) Single Pulse: Energy Blast 15d6 (75 Active Points); OIF (-1/2)* 7
4u** 6) Full Auto Pulse: Energy Blast 10d6, 16 Charges (+0), Autofire (3 shots; +1/4) (62 Active Points); OIF (-1/2)* [16]
5u** 7) Concushion Wave: Energy Blast 8d6, Double Knockback (+3/4) (70 Active Points); OIF (-1/2)* 7
5u** 8) Linear Sweep: Energy Blast 8d6, Area Of Effect (16" Line; +1) (80 Active Points); OIF (-1/2)* 8
4u** 9) Molecular Lacerator: EB 9d6, Penetrating (+1/2) (67 Active Points); OIF (-1/2)* 7
4u** 10) Incinerator (fire): Killing Attack - Ranged 3d6, Armor Piercing (+1/2) (67 Active Points); OIF (-1/2)* 7
5u** 11) EB 12d6, Variable Special Effects (Limited Group of SFX; +1/4) (75 Active Points); OIF (-1/2)* 7
3u** 12) Neural Stun: Entangle 8d6, 4 DEF (60 Active Points); OIF (-1/2), Cannot Form Barriers (-1/4)* 6
3u** 13) Retrubition Feedback: Energy Blast 3d6, Damage Shield (+1/2), Continuous (+1), No Normal Defense (Standard; +1) (52 Active Points); OIF (-1/2)* 5
24** Exosuit Movement: Multipower, 36-point reserve, (36 Active Points); all slots OIF (-1/2)*
1u** 1) Plasma Cutter: Tunneling 2" through 10 DEF material (34 Active Points); Extra Time (Extra Phase, -3/4), OIF (-1/2)* 3
2u** 2) Encounter Maneuvers: Flight 18" (36 Active Points); OIF (-1/2)* 4
2u** 3) NonCombat Acceleration: Flight 10", x16 Noncombat (35 Active Points); OIF (-1/2)* 3
1u** 4) Amphibious propulsion: Swimming +18" (20" total) (18 Active Points); OIF (-1/2)* 2
Powers Cost: 305

 

 

Cost** Skill
16** +2 with All Combat*
10** +2 Overall (20 Active Points); Only vs. Mechanical devices/skills (-1)*
4** +2 vs. range modifiers when inside retribution*
5** Accurate Sprayfire*
2** Acrobatics 13-*
2** Computer Programming 14-*
2** Deduction 14-*
2** Electronics 14-*
2** Inventor 14-*
2** Mechanics 14-*
2** Systems Operation 14-*
2** Teamwork 13-*
2** KS: Mechanics 14-*
2** KS: Powered Suits 14-*
2** KS: Magical Theories 14-*
1** PS: Car Mechanic 11-*
2** Analyze: Style 14-*
2** Power 11-*
3** Scientist*
1** 1) SS: Armorsmithing 14- (2 Active Points)*
1** 2) SS: Energy Patterns 14- (2 Active Points)*
1** 3) SS: Engineering 14- (2 Active Points)*
1** 4) SS: Metalurgy 14- (2 Active Points)*
1** 5) SS: Robotics 14- (2 Active Points)*
Skills Cost: 70

 

Cost** Perk
20** Vehicles & Bases*
Perks Cost: 20

 

Cost** Talent
6** Combat Luck: 3 PD/3 ED*
2** Bump Of Direction (3 Active Points); OIF (-1/2)*
2** Absolute Time Sense (3 Active Points); OIF (-1/2)*
2** Absolute Range Sense (3 Active Points); OIF (-1/2)*
4** Eidetic Memory (5 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4)*
3** Speed Reading (x10) (4 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4)*
2** Lightning Calculator (3 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4)*
Talents Cost: 21

 

 

Total Character Cost: 489

 

Val** Disadvantages
20** Psychological Limitation: Should not kill (Common, Total)*
20** Psychological Limitation: Protect civilians from being harmed Very Common, Strong*
15** Psychological Limitation: Protect Seelia Silver Uncommon, Total*
10** Reputation: Novice Super Hero, Frequently (11-)*
10** Dependent NPC: Seelia Silver 8- (Infrequently), Normal*
10** Distinctive Features: Powered Assualt Exosuit Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses*
15** Psychological Limitation: Naive Very Common, Moderate*
10** Vulnerability: 2x STUN Sonic attacks Uncommon*
20** Hunted: Unnamed Military Organization 8- (Occasionally), More Powerful, NCI, Harshly Punish (Capture for study)*
15** Social Limitation: Prefers machines to people when applied. Very Frequently (14-), Minor*
1** Doesn't like getting too Dirty*
1** Likes to get nice things for his girlfriend*
1** Must use our powers to help others*
1** Likes equipment to be up-to-date*
1** Machines make more sense then people*

Disadvantage Points: 150

 

Base Points: 350

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: The Knights of Justice

 

Next is Retribution in his "ninja" suit.

 

Silence

 

Player: Jason Wilson

 

Val** Char*** Cost
30** STR 5
20** DEX 30
25** CON 10
13** BODY 6
23** INT 13
11** EGO 2
25** PRE 0
16** COM 3
*
24/34** PD 2
24** ED 2
6** SPD 0
14** REC 0
30** END 0
44** STUN 0
*21"**RUN020"**SWIM026"**LEAP0Characteristics Cost: 73

 

Cost** Power END
2** +5 PRE (5 Active Points); Limited Power Only for presence attack defense (-1)*
11** External Stimulus Refresh rate: +8 REC (16 Active Points); OIF (-1/2)*
7** Strength Augmentation fibers: +15 STR (15 Active Points); OIF (-1/2), No Figured Characteristics (-1/2)* 1
10** Exosuit recoil: +10 CON (20 Active Points); OIF (-1/2), No Figured Characteristics (-1/2)*
7** Duh! Big sword, exosuit = scary: +10 PRE (10 Active Points); OIF (-1/2)*
20** Neural network: +3 SPD (30 Active Points); OIF (-1/2)*
10** Exosuit padding: +15 STUN (15 Active Points); OIF (-1/2)*
10** Computer Assisted Weapon Finese: +3 with HTH Combat (15 Active Points); OIF (-1/2)*
13** Endurance Reserve (100 END, 10 REC); OIF (-1/2)* 0
32** PolyAluminum Drip Plating: Armor (16 PD/16 ED) (48 Active Points); OIF (-1/2)* 0
6** High Range Radio Perception (Radio Group) (12 Active Points); Limited Power Cannot use when hearing or sight flashed (-1/2), OIF (-1/2)* 0
3** Nightvision (5 Active Points); OIF (-1/2)* 0
3** Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)* 0
13** Energy Sight: Detect A Large Class Of Things 14- (Unusual Group), Discriminatory, Analyze (20 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 2
11** Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (17 Active Points); OIF (-1/2)* 0
7** Sufface tension enhancer: Clinging (normal STR) (10 Active Points); OIF (-1/2)* 0
5** LED Spotlight: Sight Group Images Increased Size (2" radius; +1/4) (12 Active Points); Only To Create Light (-1), OIF (-1/2)* 1
67** Simbiotic Powered Assualt Exosuit: Multipower, 100-point reserve, (100 Active Points); all slots OIF (-1/2)*
2u** 1) Computer controlled Longsword deflection: Missile Deflection (Any Ranged Attack), Missile Reflection (40 Active Points); OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Will Not Work Against Heavy Missiles (-1/4)* 4
1u** 2) Evasive Maneaveurs: +4 with DCV (20 Active Points); Custom Modifier Only when dodging (-1/2), OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)* 2
1u** 3) Crossing blades defense: (Total: 30 Active Cost, 12 Real Cost) Armor (10 PD/0 ED) (15 Active Points); Limited Power Only when blocking (-1), OIF (-1/2) (Real Cost: 6) plus Physical Damage Reduction, Resistant, 25% (15 Active Points); Limited Power Only when blocking (-1), OIF (-1/2) (Real Cost: 6)* 0
1u** 4) Emergency Energy Distribution: +30 STR (30 Active Points); Increased Endurance Cost (4x END; -1 1/2), Custom Modifier / only when pushing for extra str (emergencies) (-1), No Figured Characteristics (-1/2), OIF (-1/2)* 12
3u** 5) Mono Molecular Edge slice: HKA 3d6 (5d6 w/STR) (45 Active Points); OIF (-1/2)* 4
2u** 6) Energy Coil Enhanced MM Edge Slice (Electtrical ): HKA 1 1/2d6 (3d6 w/STR), Armor Piercing (+1/2) (37 Active Points); OIF (-1/2)* 4
1u** 7) Mono Molecular Flat Edge Strike: HA +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2)* 3
1u** 8) Energy Coil Fine Manipulation: HA +5d6, Variable Special Effects: Fire, Ice, Electricity (Limited Group of SFX; +1/4) (31 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2)* 3
1u** 9) Bare Handed Energy Coil Release (Electrical ): HA +3d6, NND (Electricity Insulation; +1) (30 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2)* 3
2u** 10) Offensive stored Kinetic Ligaments strike: HA +4d6, Double Knockback (+3/4) (35 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2)* 3
2u** 11) Energy Coil Corridor Strike: HA +5d6, Area Of Effect (6" Cone; +1), Selective (+1/4) (56 Active Points); Hand-To-Hand Attack (-1/2), Extra Time (Full Phase, -1/2), OIF (-1/2)* 6
2u** 12) Multi-Target Radius Flat Edge Strike: HA +5d6, Area Of Effect (3" Radius; +1), Selective (+1/4) (56 Active Points); Hand-To-Hand Attack (-1/2), Extra Time (Full Phase, -1/2), OIF (-1/2)* 6
2u** 13) Emergency Barrier: FW (14 PD/14 ED; 3" long and 3" tall) (78 Active Points); Concentration (0 DCV; -1/2), No Range (-1/2), Required Hands Two-Handed (-1/2), Extra Time (Full Phase, -1/2), OIF (-1/2), Restricted Shape: Dome (-1/4)* 8
2u** 14) Blade flash: Sight Group Flash 6d6 (30 Active Points); OIF (-1/2)* 3
3u** 15) Retrubition Feedback (Electrical): Energy Blast 3d6, Damage Shield (+1/2), Continuous (+1), No Normal Defense (Standard; +1) (52 Active Points); OIF (-1/2)* 5
1u** 16) Light Sensative External Camoflauge: Invisibility to Sight and Hearing Groups , Costs END Only To Activate (+1/4) (31 Active Points); Chameleon (-1/2), OIF (-1/2)* 2
2u** 17) Plasma Cutter (Fire): Tunneling 1" through 10 DEF material (32 Active Points); OIF (-1/2)* 3
4m** 18) Reactionary Muscle Augmentation Fibers: Running +15" (21" total) (30 Active Points); OIF (-1/2)* 3
2u** 19) Stored Kinetics Synthetic Ligaments: Leaping +20" (26" forward, 13" upward) (Accurate, x4 Noncombat) (30 Active Points); OIF (-1/2)* 3
1u** 20) Amphibious propulsion: Swimming +18" (20" total) (18 Active Points); OIF (-1/2)* 2
Powers Cost: 273

 

 

Cost** Skill
16** +2 with All Combat*
10** +2 Overall; Only vs. Mechanical devices/skills (-1)*
4** +2 vs. range modifiers when inside retribution*
5** Accurate Sprayfire*
2** Acrobatics 13-*
2** Computer Programming 14-*
2** Deduction 14-*
2** Electronics 14-*
2** Inventor 14-*
2** Mechanics 14-*
2** Systems Operation 14-*
2** Teamwork 13-*
2** KS: Mechanics 14-*
2** KS: Powered Suits 14-*
2** KS: Magical Theories 14-*
1** PS: Car Mechanic 11-*
2** Power 11-*
2** Analyze: Style 14-*
3** Scientist*
1** 1) SS: Armorsmithing 14- (2 Active Points)*
1** 2) SS: Energy Patterns 14- (2 Active Points)*
1** 3) SS: Engineering 14- (2 Active Points)*
1** 4) SS: Metalurgy 14- (2 Active Points)*
1** 5) SS: Robotics 14- (2 Active Points)*
Skills Cost: 70

 

Cost** Perk
20** Vehicles & Bases*
Perks Cost: 20

 

Cost** Talent
6** Combat Luck: 3 PD/3 ED*
2** Bump Of Direction (3 Active Points); OIF (-1/2)*
2** Absolute Time Sense (3 Active Points); OIF (-1/2)*
2** Absolute Range Sense (3 Active Points); OIF (-1/2)*
2** Lightning Calculator (3 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4)*
3** Speed Reading (x10) (4 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4)*
4** Eidetic Memory (5 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4)*
Talents Cost: 21

 

 

Total Character Cost: 457

 

Val** Disadvantages
20** Psychological Limitation: Should not kill (Common, Total)*
20** Psychological Limitation: Protect civilians from being harmed Very Common, Strong*
15** Psychological Limitation: Protect Seelia Silver Uncommon, Total*
10** Reputation: Novice Super Hero, Frequently (11-)*
10** Dependent NPC: Seelia Silver 8- (Infrequently), Normal*
10** Distinctive Features: Powered Assualt Exosuit (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)*
15** Psychological Limitation: Naive Very Common, Moderate*
10** Vulnerability: 2x STUN Sonic attacks Uncommon*
20** Hunted: Unnamed Military Organization 8- (Occasionally), More Powerful, NCI, Harshly Punish (Capture for study)*
15** Social Limitation: Prefers machines to people when applied. Very Frequently (14-), Minor*
1** Doesn't like getting too Dirty*
1** Likes to get nice things for his girlfriend*
1** Must use our powers to help others*
1** Likes equipment to be up-to-date*
1** Machines make more sense then people*

Disadvantage Points: 150

 

Base Points: 350

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: The Knights of Justice

 

Now, Retributions final suit(until he build's more), we like to call this one "Big Blue".

 

Bastion

 

Player: Jason Wilson

 

Val** Char*** Cost
30** STR 5
20** DEX 30
25** CON 10
13** BODY 6
23** INT 13
11** EGO 2
20/25** PRE 0
16** COM 3
*
35/45** PD 2
35/45** ED 2
6** SPD 0
14** REC 0
30** END 0
54** STUN 0
*16"**RUN020"**SWIM06"**LEAP0Characteristics Cost: 73

 

Cost** Power END
2** Prensence Defense: +5 PRE; Limited Power Only for presence attack defense (-1)*
14** Being big has its benefits.: Clinging (normal STR); OIF (-1/2) plus Knockback Resistance -5"; OIF (-1/2)* 0
11** External Stimulus Refresh rate: +8 REC; OIF (-1/2)*
7** Strength Augmentation fibers: +15 STR; OIF (-1/2), No Figured Characteristics (-1/2)* 1
10** Exosuit recoil: +10 CON; OIF (-1/2), No Figured Characteristics (-1/2)*
7** Duh! Big gun, Big exosuit = Very scary: +10 PRE; OIF (-1/2)*
20** Neural network: +3 SPD; OIF (-1/2)*
17** Exosuit padding: +25 STUN; OIF (-1/2)*
10** Retinal Targeting matrix: +3 with Ranged Combat; OIF (-1/2)*
4** Exosuit Gyro-Stabilizer: +4 versus Range Modifier for Sight Group; OIF (-1/2)* 0
13** Endurance Reserve (100 END, 10 REC); OIF (-1/2)* 0
30** PolyAluminum Drip Plating: Armor (15 PD/15 ED); OIF (-1/2)* 0
12** PolyAlumminum Drip Reinforcement: +12 PD; OIF (-1/2), Ablative BODY Only (-1/2) plus +12 ED; OIF (-1/2), Ablative BODY Only (-1/2)* 0
6** High Range Radio Perception (Radio Group); Limited Power Cannot use when hearing or sight flashed (-1/2), OIF (-1/2)* 0
3** Nightvision; OIF (-1/2)* 0
3** Infrared Perception (Sight Group); OIF (-1/2)* 0
13** Detect A Large Class Of Things 14- (Unusual Group), Discriminatory, Analyze; Costs Endurance (Only Costs END to Activate; -1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 2
11** Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing); OIF (-1/2)* 0
5** LED Spot Light: Sight Group Images Increased Size (2" radius; +1/4); Only To Create Light (-1), OIF (-1/2)* 1
67** Simbiotic Powered Assualt Exosuit: Multipower, 101-point reserve, all slots OIF (-1/2)*
2u** 1) Deflection Barrier: FF (10 PD/10 ED) (Protect Carried Items), Reduced Endurance (1/2 END; +1/4); OIF (-1/2)* 1
2u** 2) Magnectic Conduction Recharger: Healing Endurance Reserve 4d6; Extra Time (Full Phase, -1/2), OIF (-1/2)* 4
4u** 3) Single Pulse: EB 12d6; OIF (-1/2)* 6
5u** 4) Incinerator ( Fire ): RKA 5d6; OIF (-1/2)* 7
5u** 5) Full Pulse: Energy Blast 16d6; OIF (-1/2)* 8
5u** 6) Full Auto Pulse: Energy Blast 12d6, Autofire (3 shots; +1/4); OIF (-1/2)* 7
6u** 7) Electrical Wave: Energy Blast 12d6, Explosion (+1/2); OIF (-1/2)* 9
4u** 8) RKA 3d6, Increased Maximum Range (1,675"; +1/4), Armor Piercing (+1/2); Extra Time (Full Phase, -1/2), OIF (-1/2)* 8
2u** 9) Long Legs=Long stride: Running +10" (16" total), x4 Noncombat; OIF (-1/2)* 2
5m** 10) Articulated Flight Pack: Flight 10", MegaScale (1" = 1 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4); OIF (-1/2)* 4
1u** 11) Amphibious propulsion: Swimming +18" (20" total); OIF (-1/2)* 2
Powers Cost: 306

 

 

Cost** Skill
10** +2 Overall; Only vs. Mechanical devices/skills (-1)*
16** +2 with All Combat*
2** Power 11-*
4** +2 vs. range modifiers when inside retribution*
5** Accurate Sprayfire*
2** Acrobatics 13-*
2** Analyze: Machines 14-*
2** Computer Programming 14-*
2** Deduction 14-*
2** Electronics 14-*
2** Inventor 14-*
2** KS: Magical Theories 14-*
2** KS: Mechanics 14-*
2** KS: Powered Suits 14-*
2** Mechanics 14-*
1** PS: Car Mechanic 11-*
3** Scientist*
1** 1) SS: Armorsmithing 14-*
1** 2) SS: Energy Patterns 14-*
1** 3) SS: Engineering 14-*
1** 4) SS: Metallurgy 14-*
1** 5) SS: Robotics 14-*
2** Systems Operation 14-*
2** Teamwork 13-*
Skills Cost: 70

 

Cost** Perk
20** Vehicles & Bases*
1** Reputation: Heroic normal who stood up to Black Paladin (Some San Angelo Residents) 8-, +1/+1d6*
Perks Cost: 21

 

Cost** Talent
6** Combat Luck: 3 PD/3 ED*
2** Bump Of Direction; OIF (-1/2)*
2** Absolute Time Sense; OIF (-1/2)*
2** Absolute Range Sense; OIF (-1/2)*
3** Speed Reading (x10); Restrainable (Only by means other than Grabs and Entangles; -1/4)*
4** Eidetic Memory; Restrainable (Only by means other than Grabs and Entangles; -1/4)*
2** Lightning Calculator; Restrainable (Only by means other than Grabs and Entangles; -1/4)*
Talents Cost: 21

 

 

Total Character Cost: 491

 

Val** Disadvantages
20** Psychological Limitation: Should not kill (Common, Total)*
20** Psychological Limitation: Protect civilians from being harmed Very Common, Strong*
15** Psychological Limitation: Protect Seelia Silver Uncommon, Total*
10** Reputation: Novice Super Hero, Frequently (11-)*
10** Dependent NPC: Seelia Silver 8- (Infrequently), Normal*
10** Distinctive Features: Realy Big Assualt Mecha Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses*
15** Psychological Limitation: Naive Very Common, Moderate*
10** Vulnerability: 2x STUN Sonic attacks Uncommon*
20** Hunted: Unnamed Military Organization 8- (Occasionally), More Powerful, NCI, Harshly Punish (Capture for study)*
15** Social Limitation: Prefers machines to people when applied. Very Frequently (14-), Minor*
0** -2 DCV, +2 Per, Cannot Dodge in enclosed areas*
1** Doesn't like getting too Dirty*
1** Likes to get nice things for his girlfriend*
1** Must use our powers to help others*
1** Likes equipment to be up-to-date*
1** Machines make more sense then people*

Disadvantage Points: 150

 

Base Points: 350

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: The Knights of Justice

 

Here is Recoil, the resident stretchy guy.

 

Recoil

 

Player: Mr. Paul

 

Val** Char*** Cost
25** STR 15
21** DEX 33
23** CON 26
12** BODY 4
13** INT 3
14** EGO 8
13** PRE 3
18** COM 4
*
21** PD 13
21** ED 13
6** SPD 29
20** REC 20
46** END 0
50** STUN 13
*26"**RUN02"**SWIM020"**LEAP0Characteristics Cost: 184

 

Cost** Power END
8** Malleable Body: Damage Resistance (8 PD/8 ED)* 0
76** Stretching Powers: Multipower, 76-point reserve*
2u** 1) Bridgework: Flight 12", Usable By Other (+1/4) (30 Active Points); Not Usable by Character (-1/2), No Noncombat Movement (-1/4)* 3
1u** 2) Clothing Mimicry: Cosmetic Transform 2d6 (Clothes) (10 Active Points)* 1
4u** 3) Elastic Mimicry: Shapeshift (Sight Group, Any Shape), Additional Sense Group: Radio and Touch (36 Active Points)* 4
8m** 4) Enhanced Malleability: Stretching 8" (40 Active Points) [Notes: 1" per 5 active points]* 4
2u** 5) Flexible Dodging: Missile Deflection (Any Ranged Attack) (20 Active Points)* 0
8m** 6) Long, Stretchy Legs: Running +20" (26" total) (40 Active Points) [Notes: 1" per 2 points]* 4
1u** 7) Molding to Surfaces: Clinging (normal STR) (10 Active Points)* 0
1u** 8) Parawing Form: Gliding 15" (15 Active Points)* 0
1u** 9) Pseudopds: Extra Limbs (5 Active Points)* 0
1u** 10) Safety Pillow: Breakfall 23-, Usable By Other (+1/4) (15 Active Points)*
1u** 11) Spring Legs: Leaping +15" (20" forward, 10" upward) (15 Active Points)* 1
2u** 12) Sqeezing Through the Cracks: Desolidification (40 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-1/2)* 4
2u** 13) Wraparound: Entangle 5d6, 5 DEF, Backlash (+1/2) (75 Active Points); Only To Form Barriers (-1), Feedback (character takes all damage done to free victim, not done by victim.; -1), No Range (-1/2), Lockout (Cannot use any other stretcy power while in use; -1/2)* 7
15** Stretchy Form: Elemental Control, 30-point powers*
15** 1) Malleable Body: Stretching 4", Reduced Endurance (0 END; +1/2)* 0
15** 2) Resilient Form: Physical Damage Reduction, Resistant, 50%* 0
Powers Cost: 163

 

Cost** Martial Arts Maneuver
** Commando Training*
3** 1) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, 9d6 +v/5, Target Falls*
4** 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 11d6 Strike*
4** 3) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4d6 NND*
4** 4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab three limbs, +20 STR for holding on*
4** 5) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 55 STR to Disarm roll*
4** 6) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort*
16** 7) +4 HTH Damage Class(es)*
Martial Arts Cost: 39

 

Cost** Skill
2** +1 with Acting, Disguise, and Mimicry*
15** +3 with HTH Combat*
8** +4 with Flexible Dodging(Missile Deflection)*
2** Acting 12-*
2** Breakfall 13-*
2** Disguise 12-*
1** KS: Espionage 11-*
1** KS: The Military World 11-*
1** KS: The Superhuman World 11-*
2** Mimicry 12-*
1** PS: Espionage 11-*
0** PS: Soldier 8-*
2** Power: Stretching Powers 13-*
3** Shadowing 13-*
3** Stealth 14-*
2** Tactics 12-*
2** Teamwork 13-*
2** WF: Small Arms*
Skills Cost: 51

 

Cost** Perk
2** Fringe Benefit: Local Police Powers*
5** Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-*
Perks Cost: 7

 

Cost** Talent
6** Combat Luck (3 PD/3 ED)*
Talents Cost: 6

 

 

Total Character Cost: 450

 

Val** Disadvantages
15** Dependent NPC: Familiy(Father and Mother) 11- (Normal; Useful noncombat position or skills; Group DNPC: x2 DNPCs)*
15** Enraged: People doing moronic things. (Common), go 8-, recover 11-*
15** Hunted: U.S. Air Force 11- (Mo Pow, NCI, Watching)*
15** Hunted: Wouldn't you like to know. 8- (Mo Pow, NCI, Mildly Punish)*
10** Psychological Limitation: Claustrophobic (Common, Moderate)*
15** Psychological Limitation: Code vs. Killing (Common, Strong)*
10** Psychological Limitation: Obeys Superiors (Uncommon, Strong)*
15** Psychological Limitation: Thrillseeker (Common, Strong)*
15** Social Limitation: Secret Identity (Frequently, Major)*
15** Susceptibility: Sub-Zero Temperatures, 2d6 damage per Turn (Uncommon)*
10** Vulnerability: 2 x STUN Cold Attacks (Uncommon)*

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 100

Total Experience Available: 132

Experience Unspent: 32

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Re: The Knights of Justice

 

The resident "vigilante", Vengence.

 

Vengeance

 

Player: David Kahn

 

Val** Char*** Cost
30** STR 5
25** DEX 15
28** CON 20
18** BODY 16
13** INT 3
15** EGO 10
20** PRE 10
10** COM 0
*
18/28** PD 7
18/28** ED 6
6** SPD 15
10** REC 6
40** END 0
60** STUN 4
*14"**RUN02"**SWIM026"**LEAP0Characteristics Cost: 117

 

Cost** Power END
30** Primary System Enhancement: +15 STR; No Figured Characteristics (-1/2), OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) plus +10 DEX; No Figured Characteristics (-1/2), OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) plus +8 CON; No Figured Characteristics (-1/2), OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 1
26** Secondary System Enhancement: +2 SPD; OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) plus +20 STUN; OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 0
14** Tertiary System Enhancement: Running +8" (14" total); OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) plus Leaping +4" (26" forward, 13" upward); OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 3
35** Armor: +8 PD; OIF (-1/2) plus +8 ED; OIF (-1/2) plus Armor (10 PD/10 ED), Hardened (+1/4); OIF (-1/2)* 0
13** Cloak: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2); Only When Not Attacking (-1/2), OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4)* 0
27** Combat Baton: HA +3d6, Reduced Endurance (0 END; +1/2); OAF (-1), Hand-To-Hand Attack (-1/2) plus Missile Deflection (Any Ranged Attack), Missile Reflection; OAF (-1), Will Not Work Against Heavy Missiles (-1/4)* 0
5** Combat Batons: Second Baton* 0
8** Grav-Booster: Leaping +16" (26" forward, 13" upward); 8 Charges (-1/2), OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)*
7** Grav-Clamp: Clinging (normal STR); OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 0
45** Plasma Carbine: Multipower, 90-point reserve, all slots OAF (-1)*
4u** 1) Plasma Beam: EB 12d6, Reduced Endurance (0 END; +1/2); OAF (-1), Beam (-1/4)* 0
4u** 2) Plasma Beam: RKA 4d6, Reduced Endurance (0 END; +1/2); OAF (-1), Beam (-1/4)* 0
3u** 3) Plasma Bolt: EB 10d6, Armor Piercing (+1/2); OAF (-1), 8 Charges (-1/2), Beam (-1/4)* [8]
3u** 4) Phased Plasma Beam: EB 6d6, AVLD (Power Defense; +1 1/2); OAF (-1), 8 Charges (-1/2), Beam (-1/4)* [8]
3u** 5) Phased Plasma Beam: EB 12d6, Affects Desolidified Out of Phase/Density Control (+1/4); OAF (-1), 8 Charges (-1/2), Beam (-1/4)* [8]
3u** 6) Plasma Bomb: EB 10d6, Explosion (+1/2); OAF (-1), 8 Charges (-1/2), Beam (-1/4)* [8]
14** Sensor System: +2 PER with all Sense Groups; OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) plus IR Vision (Sight Group); OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) plus Radio Perception/Transmission (Radio Group); OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)* 0
10** Combat Analysis: Find Weakness 11- with Fast Strike* 0
Powers Cost: 254

 

Cost** Martial Arts Maneuver
2** Weapon Element: Clubs, Off Hand*
4** Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 8d6 Strike*
5** Hard Strike: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike*
3** Short Takeover: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls*
3** Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls*
4** Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort*
4** Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort*
4** Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs*
5** Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove*
Martial Arts Cost: 34

 

Cost** Skill
5** +1 with law officer skills*
6** +2 with martial arts*
4** +2 with missile deflection*
6** +4 vs. range with blaster*
2** Acrobatics 14-*
2** Breakfall 14-*
2** Climbing 14-*
2** Combat Piloting 14-*
2** Concealment 12-*
2** Criminology 12-*
2** Deduction 12-*
1** Electronics 8-*
2** Fast Draw -- Batons 14-*
2** Fast Draw -- Blasters 14-*
2** Interrogation 13-*
2** KS -- Alien Knowledge 12-*
2** KS -- Law Enforcement World 12-*
2** KS -- Supers World 12-*
2** Language: Spanish (Fluent Conversation)*
2** Lockpicking 14-*
1** Mechanics 8-*
1** Paramedics 8-*
1** Persuasion 8-*
2** Security Systems 12-*
2** Shadowing 12-*
2** Stealth 14-*
2** Streetwise 13-*
2** Systems Operation 12-*
1** TF: Science Fiction & Space Vehicles, Combat Aircraft*
2** Tactics 12-*
2** Teamwork 14-*
Skills Cost: 70

 

 

Cost** Talent
2** Absolute Range Sense; OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)*
6** Ambidexterity (no Off Hand penalty); OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)*
2** Bump Of Direction; OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)*
3** Eidetic Memory; OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)*
Talents Cost: 13

 

 

Total Character Cost: 488

 

Val** Disadvantages
10** DNPC: Sarah Ramsey -- partner 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)*
5** Hunted: Nebula 8- (As Pow, Mildly Punish)*
10** Hunted: Vibron 8- (As Pow, Harshly Punish)*
10** Physical Limitation: Requires Cybernetic Medical Care (Infrequently, Greatly Impairing)*
25** Psychological Limitation: Devoted to Justice (Very Common, Total)*
15** Psychological Limitation: Prefers Direct Approach (Common, Strong)*
15** Psychological Limitation: Pushes Things to the Limit (Common, Strong)*
15** Psychological Limitation: Soldier Mentality (Common, Strong)*
15** Reputation: Dangerous Vigilante, 11- (Extreme)*
15** Social Limitation: Secret Identity (Frequently, Major)*
10** Social Limitation: Seen as a Vigilante (Frequently, Minor)*
5** Vulnerability: 1 1/2 x STUN Magnetic Attacks (Uncommon)*

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 138

Total Experience Available: 142

Experience Unspent: 4

 

 

More to come later.

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Re: The Knights of Justice

 

Interesting, the armored guy with multiple suits. This of course follows along with the Iron Man phenomena.

 

I don't care for the limitations on the multi-form.

 

44** Multiform (500 Character Points in the most expensive form) (x4 Number Of Forms) (110 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2)*

 

Remember "a limitation that doesn't limit the character isn't worth any bonus". The extra time is abuse. You are getting a (-1 1/2) for getting dressed. I don't think your armor guy is going to show up at a battle in the wrong armor. I never cared for OIF (-1/2), I prefer Only in Heroic ID (-1/4).

 

The restrainable limitation appears constantly. I think that is way over done.

 

Vengeance and Recoil did not look bad.

 

I like the psych lim Should not Kill....not will not just should not!!

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Re: The Knights of Justice

 

I don't care for the limitations on the multi-form.

 

44** Multiform (500 Character Points in the most expensive form) (x4 Number Of Forms) (110 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2)*

 

Remember "a limitation that doesn't limit the character isn't worth any bonus". The extra time is abuse. You are getting a (-1 1/2) for getting dressed. I don't think your armor guy is going to show up at a battle in the wrong armor. I never cared for OIF (-1/2), I prefer Only in Heroic ID (-1/4).

 

Well, taking a full turn to change does limit him. I can't tell you how many times he has gotten into a fight in his normal identity and was unable to change. He had to face Black Paladin in his normal form. Obviously, he got beaten down hard. He doesn't walk around in his armor all day. Heck, he spends most of his time out of his armor. And if he needs to fight, that's one turn he can't do anything for. Nothing. He just stands there and hopes he doesn't get creamed.

 

As for OIF. Well, that's what it is. OIHID is way different, though it can do the same sort of thing. But if someone buys powered armor OIHID then by the rules I can't damage it or anything. I'd rather have the rules support my decisions.

 

John

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Re: The Knights of Justice

 

Well, taking a full turn to change does limit him. I can't tell you how many times he has gotten into a fight in his normal identity and was unable to change. He had to face Black Paladin in his normal form. Obviously, he got beaten down hard. He doesn't walk around in his armor all day. Heck, he spends most of his time out of his armor. And if he needs to fight, that's one turn he can't do anything for. Nothing. He just stands there and hopes he doesn't get creamed.

 

I am sure it does happen, especially as your base character has alot of powers by himself, but I would guess it doesn't happen that often. I would give a -1/2 limitation.

 

As for OIF. Well, that's what it is. OIHID is way different, though it can do the same sort of thing. But if someone buys powered armor OIHID then by the rules I can't damage it or anything. I'd rather have the rules support my decisions.

 

Then you are saying your powered armor suits are Breakable? Then the limitation is reduced to -3/4. Durable -1/2 and Unbreakable -1/2. However, for the love me, I don't understand how you take a -1/2 limitation for a powered armor suit which is unbreakable!!

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Re: The Knights of Justice

 

I am sure it does happen' date=' especially as your base character has alot of powers by himself, but I would guess it doesn't happen that often. I would give a -1/2 limitation.[/quote']

It's not all about how frequently, it's also about how much it sucks when it happens. How many times have you had to wait one whole game turn, hiding, until you could do anything. Also to point out, this is one of my players characters, I am the GM in the game.

 

Then you are saying your powered armor suits are Breakable? Then the limitation is reduced to -3/4. Durable -1/2 and Unbreakable -1/2. However, for the love me, I don't understand how you take a -1/2 limitation for a powered armor suit which is unbreakable!!

Yep, I believe most Foci should be breakable by default. It may not happen often, but it makes sense.

 

John

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Re: The Knights of Justice

 

And it's fairly in character as he has to spend time repairing suits that have been damaged in combat. It just doesn't fit to have an indestructable suit of technological body armour unless it's built that way, which these appear not to be. Adds for some nice roleplaying elements I must say :)

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Re: The Knights of Justice

 

Actually, in our last session (i'm in the game), Justin WAS caught in his civies and needed the Retribution armor. One turn of standing still and hoping he didn't get shot while the rest of us fought the bad guy.

 

However, knowing him a bit better....i gotta say -- "he's naive?!?"

Since when?

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Re: The Knights of Justice

 

Actually, in our last session (i'm in the game), Justin WAS caught in his civies and needed the Retribution armor. One turn of standing still and hoping he didn't get shot while the rest of us fought the bad guy.

 

However, knowing him a bit better....i gotta say -- "he's naive?!?"

Since when?

 

Actually, you've come to know him in a difficult time of his life.

 

And in that last battle, he didn't even get to fight. He just ran and hid and then the robot was down before he was done.

 

John

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