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villian background help


nightbringer256

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hi all

i am in need if some help

i need a good background, and a name for this theif like character.

she is very well trained and wares (sp) an infaltration suit that gives her most of her ablitys. also feed back on the charater itself would be great to. thanks!!

 

theif ??

Player:

 

Val Char Cost

25 STR 5

25 DEX 15

15 CON 10

15 BODY 10

15 INT 5

15 EGO 10

15 PRE 5

15 COM 3

 

16 PD 6

16 ED 3

6 SPD 15

3 REC 0

30 END 0

23 STUN 0

 

30" RUN 8

2" SWIM 0

30" LEAP 5

Characteristics Cost: 100

 

Cost Power END

2 +10 STR (10 Active Points); No Figured Characteristics (-1/2) (Modifiers affect Base Characteristic) (added to Primary Value) 1

20 +10 DEX (30 Active Points); No Figured Characteristics (-1/2) (added to Primary Value)

10 +10 PD (added to Primary Value)

10 +10 ED (added to Primary Value)

20 +2 SPD (added to Primary Value)

21 Active Sonar (Concealed (-1 to PER Roll), Increased Arc of Perception: 360-Degree)

11 Infrared Perception (Concealed (-1 to PER Roll), Increased Arc of Perception: 360-Degree)

18 High Range Radio Perception (Concealed (-1 to PER Roll), Range)

12 Telescopic +8 to PER Rolls (only to offset the Range Modifier) (Sight Group; Additional Sense Group: Hearing Group)

56 Running +20" (Improved Noncombat Movement (x4)), Rapid Noncombat Movement (+1/4) (56 Active Points) (added to Primary Value) 6

25 Leaping +20" (25" forward, 12 1/2" upward) (Improved Noncombat Movement (x4)) (added to Primary Value) 2

23 Invisibility to Sight Group (Additional Sense Group: Hearing Group, No Fringe) (35 Active Points); Only When Not Attacking (-1/2) 3

Powers Cost: 228

 

Cost Martial Arts Maneuver

4 Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND

4 Cricket Choke Hold: 1/2 Phase, -2 OCV, -1 DCV, Grab one limb; 1d6 NND; Fmove

5 Cricket Dodge: 1/2 Phase, +0 OCV, +4 DCV, Dodge all; Abort; FMove

5 Cricket Kick: 1/2 Phase, +1 OCV, +0 DCV, Str + v/5; FMove

4 Cricket Escape: 1/2 Phase, +0 OCV, -1 DCV, +10 STR vs. Grabs; FMove

4 Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike

4 Spear Hand: 1/2 Phase, -2 OCV, +0 DCV, 1/2d6 HKA

3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, StrikeSTR Strike; Target Falls

Martial Arts Cost: 33

 

Cost Skill

25 +5 with HTH Combat

38 TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Balloons & Zeppelins, Combat Aircraft, Hanggliding, Helicopters, Jetskis, Large Military Ships, Large Motorized Boats, Large Planes, Large Rowed Boats, Large Wind-Powered Boats, One-Wheeled Muscle-Powered Ground Vehicles, Parachuting, Advanced, Parachuting, Basic, Rafts, Railed Vehicles, Riding Animals, SCUBA, Skating (iceskating or rollerskating), Skiing (snow), Skiing (water), Small Military Ships, Small Motorized Boats, Small Planes, Small Rowed Boats, Small Wind-Powered Boats, Snowboarding, Snowmobiles, Submarines, Surfing, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles, Windsurfing

9 Stealth 17-

5 Contortionist 15-

9 Security Systems 15-

7 Interrogation 14-

7 Demolitions 14-

7 Cryptography 14-

9 Acrobatics 17-

9 Breakfall 17-

Skills Cost: 125

 

Total Character Cost: 486

 

Base Points: 500

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

points are not an issue by the way. thanks agian !!! :)

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Re: villian background help

 

i think she needs an attackl of some discription as its stands now her most potent attack

is the crickit kick and that barely does 9d6.

 

Does she wear the infiltration suit at all times and can it be removed at all?

 

just as a thought how about a gadget pool or a utility belt multipower conating infiltration tools

 

active sonar seems an odd ability to have on a stealth suit.

oh and you ahvent got lockpuicking on her skills list and i would have expected skill levels with thief skills and PS catburglar or what ever.

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Re: villian background help

 

Name and background

 

Jenny Jade (an assumed name) aka SILK (as in smooth as how she likes her robberies to go)

 

Jenny was a small time thief with a growing reputation until one day she got a job offer the money was great the target was a bit risky a high tech lab but the security wasn't all it should be.

 

Easy money she thought and maybe it would have been but the item she had been asked to acquire was an experimental PRIMUS infiltrator suit. The robbery went off without a hitch but the amount of heat it generated was amazing cops everywhere rousting every second story artist and fence in the city it seemed. Jenny found a safe place and laid low.

 

in the scummy transient hotel room she examined the case she had stolen inside was the experimental suit a black body suit with et consistency of rubber but the slick outer texture of silk a light weight exoskeleton out of curiosity she tried it on the suit molded to her body adjusting she pulled over the hood and tugged the attached goggles in to place suddenly information scrolled in front of her eyes an instruction manual for the suit. She spent the rest of the day learning about the suit and she didn’t want to give it up it was worth way more than the crummy fee she was getting.

 

The exchange was due that night jenny didn’t want to go but her fence had said that the clients where seriously bad news the kid of guys you didn't mess with so she turned up still wearing the suit insurance she thought in case of a double cross.

 

She cautiously approached the junkyard her fence had chosen for the exchange

As she got close to the site of the swap she heard cries of pain activating the suits active camouflage she moved closer peering past the twisted metal of the broken cars she saw two huge men working over her fence it was the double cross she feared she hesitated cowering behind the carcass of abandoned cars forgetting she was invisible then she saw something that made her blood run cold.

 

One of the huge goons had just produced a set of bolt cutters they where going to use them on her fence. He may have been a bit of a sleaze but he was a good guy dependable the only friend she had in the biz jenny hunted around for a weapon found a lump of concrete at her feet and hurled it at the goon with all her strength hoping to distract him.

 

The heavy lump of cement flew through the air with tremendous unexpected force caught him in the head and knocked him out cold.

Jenny paused shocked by the strength she had just displayed. Until she realized the other goon had pulled a gun and he could see her she reacted instantly charging into him covering the ground at huge speed she slammed him into a pile of cars and he didn’t get up.

 

She helped her fence up tearing the handcuffs that had held him down like paper

They fled the scene.

 

Her fence set her up with a new identify but warned her if she kept the suit both PRIMUS and VIPER the people those goons worked for would be after her she left eth city and now works as SILK, acquisitions specialist for hire. She has found a brilliant young techie to maintain her suit and provide her with new toys and works through cutouts and proxies to keep her self-safe from the peering eyes of PRIMUS and the vengeful reach of VIPER

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Re: villian background help

 

i'm not sure how you want to use her. how do you want her to steal and react to threats?

 

it looks like the invisibility will keep her safe from most normals, but maybe not a hero with danger sense, radar or combat sense. what's her reaction?

 

you might also want to take Gliding (ground gliding, -1/4) to let her pass over pressure sensors.

 

and while it may interesting to be able to drive the threshing combine down the alley to your donkey and ride off to your waiting submarine, does she really need to ride/drive/fly everything? [where did she find a sub to practice on?]

 

and you'll need those secondary skills to back up the lockpicking [get it] and sec. systems. electronics and mechanics come to mind. other K/P/SS too, if you want them.

 

try this. ask yourself where she was born and who her parents are. then do a quick sketch of the last 10-20 years of her life. she's a thief. was she ever caught? did she do time? where? who did she meet? how did she survive prison? how did she leave? who are her friends and lovers? does she have family? etc.

 

with superpowers pretty much anyone could be a thief, but why? what drives her to do it?

 

then you have a character. the concept is good. i would just focus on who she is, not what she can do. later on {since points don't matter and i'm not a PC in your game thank all the gods and demons of the universe} you can fill in skills.

 

i always find it easier to create a character when i have restrictions.

 

good luck and remember that even GM's should get to play interesting characters.

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Re: villian background help

 

Too many Transport Framiliarities.

 

I would suggest some "Resistant Defenses" or "Combat Luck"

 

Question 1. Is the Suit a Focus and if so you neglected to add the Limitation?

 

Question 2. Origin of the Suit and it's Technology/Enchantments/etc...?

 

Question 3. Is this character expected to be a Combat Character. With "Invisibility" will your GM apply "Surprise Attack Modifiers"?

 

Question 4. Do you have access to either "Gadgets & Gear" or "Dark Champions"? They are great resources for this style of character.

 

More later

 

QM

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Re: villian background help

 

 

Question 1. Is the Suit a Focus and if so you neglected to add the Limitation?

 

 

QM

 

i thought about that too, but if it is, then he can shave some points with an O/IIF.

 

if it isn't, then it's just incredibly difficult or impossible to remove.

 

your choice. you could even make it Independent, if you're really courageous. that's a -2!

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  • 2 weeks later...

Re: villian background help

 

thanks for your help guys

here is the edited (sp?) version let me know what you think.

i plan on using this character as a big time theif and a nusense to the heros in my game. (i.e. sneaking into there base and taking focuses in the night :eg:)

Silk

Player: NPC

 

Val Char Cost

25 STR 5

25 DEX 15

15 CON 10

15 BODY 10

15 INT 5

15 EGO 10

15 PRE 5

15 COM 3

 

21 PD 6

16 ED 3

7 SPD 15

8 REC 0

30 END 0

36 STUN 0

 

30" RUN 8

2" SWIM 0

30" LEAP 5

Characteristics Cost: 100

 

Cost Power END

30 suit weapon systems: Multipower, 45-point reserve, all slots: (45 Active Points); OIF (-1/2)

1u 1) cutting lazer: Killing Attack - Ranged 1 1/2d6 (vs. ED) (25 Active Points); Beam (-1/4) (uses Personal END) 2

3u 2) sticky beam: Entangle 3d6, 3 DEF, Sticky (Standard; +1/2) (45 Active Points) (uses Personal END) 4

3u 3) rapid beam: Energy Blast 6d6 (vs. ED), Autofire (5 shots; +1/2) (45 Active Points) (uses Personal END) 4

3u 4) energy beam: Energy Blast 9d6 (vs. ED) (45 Active Points) (uses Personal END) 4

10 suit battery: Endurance Reserve (70 END, 5 REC) Reserve: (12 Active Points); OIF (-1/2)

2 +10 STR (10 Active Points); OIF (-1/2) (uses Personal END) (Modifiers affect Base Characteristic) (added to Primary Value) 1

20 +10 DEX (30 Active Points); OIF (-1/2) (added to Primary Value)

7 +10 PD (10 Active Points); OIF (-1/2) (added to Primary Value)

7 +10 ED (10 Active Points); OIF (-1/2) (added to Primary Value)

13 +2 SPD (20 Active Points); OIF (-1/2) (added to Primary Value)

7 Infrared Perception (Concealed (-1 to PER Roll), Increased Arc of Perception: 360-Degree) (11 Active Points); OIF (-1/2)

12 High Range Radio Perception (Concealed (-1 to PER Roll), Range) (18 Active Points); OIF (-1/2)

8 Telescopic +8 to PER Rolls (only to offset the Range Modifier) (Sight Group; Additional Sense Group: Hearing Group) (12 Active Points); OIF (-1/2)

37 Running +20" (Improved Noncombat Movement (x4)), Rapid Noncombat Movement (+1/4) (56 Active Points); OIF (-1/2) (uses Personal END) (added to Primary Value) 6

17 Leaping +20" (25" forward, 12 1/2" upward) (Improved Noncombat Movement (x4)) (25 Active Points); OIF (-1/2) (uses Personal END) (added to Primary Value) 2

17 Invisibility to Sight Group (Additional Sense Group: Hearing Group, No Fringe) (35 Active Points); Only When Not Attacking (-1/2), OIF (-1/2) (uses Personal END) 3

Powers Cost: 197

 

Cost Martial Arts Maneuver

4 Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND

4 Cricket Choke Hold: 1/2 Phase, -2 OCV, -1 DCV, Grab one limb; 1d6 NND; Fmove

5 Cricket Dodge: 1/2 Phase, +0 OCV, +4 DCV, Dodge all; Abort; FMove

5 Cricket Kick: 1/2 Phase, +1 OCV, +0 DCV, Str + v/5; FMove

4 Cricket Escape: 1/2 Phase, +0 OCV, -1 DCV, +10 STR vs. Grabs; FMove

4 Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike

4 Spear Hand: 1/2 Phase, -2 OCV, +0 DCV, 1/2d6 HKA

3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, StrikeSTR Strike; Target Falls

Martial Arts Cost: 33

 

Cost Skill

15 +3 with HTH Combat

15 +3 with thiving skills

6 KS: mechanics 15-

6 KS: electronics 15-

7 PS: cat burgalur 16-

9 Lockpicking 17-

9 Stealth 17-

5 Contortionist 15-

9 Security Systems 15-

7 Seduction 14-

9 Shadowing 15-

7 Demolitions 14-

9 Acrobatics 17-

9 Breakfall 17-

Skills Cost: 122

 

Total Character Cost: 452

 

Base Points: 500

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

thanks all

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