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VOICE of DOOM


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Re: VOICE of DOOM

 

The last official member. He has 40 points available for custom modifying. His Hunted: Anarchy replaces the original Hunted: Eurostar. Tomorrow I will include a new member that I've updated from Enemies International.

 

Name: Szybko

 

Val Char Base Cost

40 STR 10 0

23 DEX 10 0

23 CON 10 26

10 BODY 10 0

10 INT 10 0

10 EGO 10 0

10 PRE 10 0

10 COM 10 0

8/31 PD 8 0

5/28 ED 5 0

5 SPD 3.3 0

13 REC 13 0

46 END 46 0

42 STUN 42 0

7" RUN 6 2

2" SWIM 2 0

8" LEAP 8 0

 

 

STR Roll: 17- Run: 7"

DEX Roll: 14- Swim: 2"

CON Roll: 14- Leap: 8"

INT Roll: 11-

EGO Roll: 11-

PER Roll 11-

 

 

Disadvantages Pts

Vulnerability: 2 x STUN Electricity (Very Common) 30

Vulnerability: 2 x BODY Electricity (Very Common) 30

Vulnerability: 2 x Effect Electrical Suppressions (Uncommon) 10

Susceptibility: Electric fields, 2d6 damage per Segment (Uncommon) 25

Psychological Limitation: Overconfident (Very Common, Strong) 20

Psychological Limitation: Acrophobia (Uncommon, Strong) 10

Unluck: 2d6 10

Hunted: Anarchy 8- (Mo Pow, Harshly Punish) 15

 

XP 0

Base Points : 200

Disads Total + 150

Experience Spent + 0

Total Cost = 310

 

Pts. Power/Skill/Perk/Talent END

Power Armor, all slots OIF (-1/2)

24 1) Armor (12 PD/12 ED) (36 Active Points); OIF (-1/2) 0

26 2) +13 DEX (39 Active Points); OIF (-1/2)

22 3) Armor's Powers: Endurance Reserve (168 END, 16 REC) (33 Active Points); OIF (-1/2) 0

7 4) Helmet's Powers: Endurance Reserve (50 END, 5 REC) (10 Active Points); OIF (-1/2) 0

27 5) Energy Blast 6d6, No Normal Defense (Teleporting powers; +1) (60 Active Points); Activation Roll 14- (-1/2), OIF (-1/2), 12 Charges (-1/4) [12]

22 6) Force Field (11 PD/11 ED), Reduced Endurance (0 END; +1/2) (33 Active Points); OIF (-1/2) 0

13 7) Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points); OIF (-1/2) 0

13 8) +2 SPD (20 Active Points); OIF (-1/2)

23 9) +30 STR, Reduced Endurance (1/2 END; +1/4) (39 Active Points); OIF (-1/2) (Modifiers affect Base Characteristic) 1

53 10) Teleportation 25", Position Shift, x8 Increased Mass, x8 Noncombat (80 Active Points); OIF (-1/2) 8

27 Helmet functions: Multipower, 40-point reserve, (40 Active Points); OIF (-1/2)

2u 1) Active Sonar (Hearing Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (30 Active Points); Costs Endurance (-1/2) 3

1u 2) High Range Radio Perception (Radio Group) (12 Active Points); Costs Endurance (-1/2) 1

1u 3) Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); Costs Endurance (-1/2) 1

1u 4) +10 versus Range Modifier for Sight Group (15 Active Points); Costs Endurance (-1/2) 1

1u 5) Ultrasonic Perception (Hearing Group) (3 Active Points); Costs Endurance (-1/2) 1

1u 6) Ultraviolet Perception (Sight Group) (5 Active Points); Costs Endurance (-1/2) 1

5 Mental Defense (7 points total) 0

 

10 +2 with Ranged Combat

2 Language: English (fluent conversation)

1 Language: Mandarin (basic conversation)

0 Language: Polish (completely fluent) (3 Active Points)

 

269 : Powers Cost

13 + Skills Cost

28 + Characteristics Cost

310 = Total Cost

Base OCV: 8 Base DCV: 8

 

Levels: +2 with Ranged Combat

 

DEX: 23 SPD: 5 ECV: 3

Phases: 3, 5, 8, 10, 12

8/31 PD (0/23 rPD) 5/28 ED (0/23 rED) MD: 7

END: 46 STUN: 42 BODY: 10

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Re: VOICE of DOOM

 

Again, keeping the character as close as possible. I am unable to do Piercing points with HD at this time, so I ignored it.

Not to try to push Steve (Perrin)'s buttons, but some of these people would have a very difficult time working with each other considering their Psych lims. Luckily, we don't need as much in Disads so i have tinkered with those. I got rid of her Vulnerability to physical KA's because it really isn't mentioned why she has it. I also dropped Paranoid of all Men since I don't see why she'd work with Lung Hung.

 

[b]Dr. Photon - Teresa Holland[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
10    STR     0   10      11-       HTH Damage 2d6  END [1]
26    DEX     9   26      14-       OCV 9 DCV 9
23    CON     6   23      14-
10    BODY    0   10      11-
18    INT     8   18      13-       PER Roll 13-
17    EGO     14   17      12-       ECV: 6
15    PRE     5   15      12-       PRE Attack: 3d6
16    COM     3   16      12-
23    PD      1   23             23 PD (12 rPD)
25    ED      0   25             25 ED (12 rED)
6    SPD     4   6                 Phases:  2, 4, 6, 8, 10, 12
11    REC     8   11
46    END     0   46
42    STUN    15   42
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
2    LEAP     0   2"                2" forward, 1" upward

[b]CHA Cost: 73[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
50     [b][i]Laser Arsenal[/i][/b]: Multipower, 75-point reserve,  (75 Active Points); all slots OIF (-1/2) - END=
4u     1)  [b][i]A-1 Laser Beam[/i][/b]: Killing Attack - Ranged 5d6 (75 Active Points); OIF (-1/2), 12 Charges (-1/4) - END=[12]
4u     2)  [b][i]Blinded By the Light[/i][/b]: Sight Group Flash 15d6 (75 Active Points); OIF (-1/2), 12 Charges (-1/4) - END=[12]
4u     3)  [b][i]Melting Beam[/i][/b]: Tunneling 14" through 14 DEF material (70 Active Points); OIF (-1/2), 12 Charges (-1/4) - END=[12]
4u     4)  [b][i]Narrow Beam Laser[/i][/b]: Killing Attack - Ranged 3d6+1, Armor Piercing (+1/2) (75 Active Points); OIF (-1/2), 12 Charges (-1/4) - END=[12]
4u     5)  [b][i]Phase Aligned Laser[/i][/b]: Killing Attack - Ranged 3d6+1, Affects Desolidified Any form of Desolidification (+1/2) (75 Active Points); OIF (-1/2), 12 Charges (-1/4) - END=[12]
4u     6)  [b][i]Sniper Beam[/i][/b]: Killing Attack - Ranged 3d6+1, Invisible to Sight Group (+1/2) (75 Active Points); OIF (-1/2), 12 Charges (-1/4) - END=[12]
3u     7)  [b][i]You saw the Last Starfighter didn't you...[/i][/b]: Killing Attack - Ranged 2 1/2d6, Hole In The Middle (+1/4), Explosion (+1/2) (70 Active Points); No Range (-1/2), OIF (-1/2), 12 Charges (-1/4) - END=[12]
    Photon Battle Suit, all slots OIF (-1/2) - END=
26     1)  [b][i]Combat Computer Reaction Amplifier[/i][/b]: +13 DEX (39 Active Points); OIF (-1/2) - END=
13     2)  [b][i]Kinetic Dispersal Layer/Bio Energy Links[/i][/b]: +10 CON (20 Active Points); OIF (-1/2) - END=
17     3)  [b][i]Battlesuit Integrity[/i][/b]: +20 PD, Hardened (+1/4) (25 Active Points); OIF (-1/2) - END=
17     4)  [b][i]Battlesuit Integrity[/i][/b]: +20 ED, Hardened (+1/4) (25 Active Points); OIF (-1/2) - END=
13     5)  [b][i]Speed Augmentation[/i][/b]: +2 SPD (20 Active Points); OIF (-1/2) - END=
8     6)  [b][i]Reinforced Costume[/i][/b]: Damage Resistance (12 PD/12 ED) (12 Active Points); OIF (-1/2) - END=0
9     7)  [b][i]Polarized Lenses[/i][/b]: Sight Group Flash Defense (14 points) (14 Active Points); OIF (-1/2) - END=0
3     8)  [b][i]Thermal Sights[/i][/b]: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) - END=0
3     9)  [b][i]Ultraviolet Lenses[/i][/b]: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2) - END=0
8     [b][i]Strong Willed[/i][/b]: Mental Defense (11 points total) - END=0

[b]POWERS Cost: 194[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     Generic Martial Arts
4      1)  Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4      2)  Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5      3)  Kick:  1/2 Phase, -2 OCV, +1 DCV, 6d6 Strike
4      4)  Punch:  1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike
3      5)  Throw:  1/2 Phase, +0 OCV, +1 DCV, 2d6 +v/5, Target Falls

[b]MARTIAL ARTS Cost: 20[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
5      +1 with DCV
15      +5 with Multipower
3      Breakfall 14-
3      Bribery 12-
3      Computer Programming 13-
3      Conversation 12-
3      Electronics 13-
3      Inventor 13-
2      KS: The Superhuman World 11-
2      Language:  Cantonese (basic conversation) (1 Active Points)
0      Language:  English (idiomatic) (4 Active Points)
1      Language:  German (fluent conversation) (2 Active Points)
3      Language:  Japanese (fluent conversation) (2 Active Points)
3      Mechanics 13-
3      SS:  Lasers 13-
3      SS:  Mathematics 13-
3      SS:  Physics 13-
3      Systems Operation 13-
3      Tactics 13-
3      Teamwork 14-

[b]SKILLS Cost: 67[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
     VOICE Jaws Package
4      1)  VOICE Agent Identification Bio Chip [Notes: Equvalent of Access 5 and Computer Link 4 to VOICE Installations only. Also includes the perks of Membership at level 4]
10      2)  Money:  Wealthy [Notes: Among their other perks. VOICE Supervillians earn a $1 Million a year Salary.]
6      3)  Reputation:  VOICE Supervillain (A large group) 14-, +2/+2d6 [Notes: VOICE Agents have a nasty reputation as Hero Killers.]
15      4)  Personal Vehicle [Notes: This is a vehicle the agent can use in the off hours. Simply an expensive car or motorcycle.]
10      5)  Domicile [Notes: VOICE's disdain for localized bases has led to the Jaws agents all recieving posh safehouses aroud the world.]

[b]PERKS Cost: 45[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Enraged:  When thwarted by men (Uncommon), go 11-, recover 14-
20     Hunted:  PRIMUS 8- (Mo Pow, NCI, Harshly Punish)
15     Hunted:  The Tiger Squad 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)
20     Hunted:  UNTIL 8- (Mo Pow, NCI, Harshly Punish)
15     Psychological Limitation:  Arrogant  (Common, Strong)
20     Psychological Limitation:  Disdain for men (Very Common, Strong)
10     Psychological Limitation:  Fear of the Dark (Uncommon, Strong)
15     Psychological Limitation:  Overconfidence (Common, Strong)
15     Social Limitation:  Secret Identity (Frequently, Major)

[b]DISADVANTAGES Points: 140[/b]

Base Pts: 200
Exp Required: 59
Total Exp Available: 59
Exp Unspent: 0
Total Character Cost: 399



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Re: VOICE of DOOM

 

Nice write up. I also like your Jaws package. I'll have to implement that into my version, though I might change the money. Anyway, here is Snapdragon from Enemies International. I have actually upgraded her. In my San Angelo campaign, she is a new "lieutenant" who is trying to make a foothold for VOICE in Chinatown.

 

Name: Snapdragon

Alternate IDs: Su Ling Fong

 

Val Char Roll Notes

20 STR 13- HTH Damage 4d6 END [2]

29 DEX 15- OCV 10 DCV 10

23 CON 14-

10 BODY 11-

20 INT 13- PER Roll 13-

18 EGO 13- ECV: 6

20 PRE 13- PRE Attack: 4d6

6 COM 10-

10/16 PD

10/16 ED

7 SPD

10 REC Run: 10"

50 END Swim: 2"

50 STUN Leap: 16"

 

 

Disadvantages Pts

Distinctive Features: Scaly skin & prehensile tail (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10

Enraged: When insulted (Uncommon), go 11-, recover 11- 15

Frenzy: Berserk At the sight of blood (Uncommon), go 11-, recover 8- 30

Hunted: Freedom Squad 8- (Mo Pow, NCI, Capture) 20

Hunted: People Republic Secret Service 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish) 15

Physical Limitation: Cold-blooded (Infrequently, Slightly Impairing) 5

Psychological Limitation: Must prove herself (Very Common, Strong) 20

Psychological Limitation: Enjoys killing (Common, Total) 20

Psychological Limitation: Feminist (Uncommon, Moderate) 5

Social Limitation: Secret ID (Frequently, Major) 15

Susceptibility: Temperatures below 40 degrees F, 1d6 damage per Turn (Uncommon) 10

Vulnerability: Punches (Common) 10

Vulnerability: 2 x Effect Mental & Light illusions (Uncommon) 10

Vulnerability: 2 x STUN Cold attacks (Uncommon) 10

Villain Bonus 23

XP 0

Base : 200

Disads : +218

XP Spent : +0

Total = 418

 

211 : Characteristics Cost

79 + Powers Cost

128 + Martial Arts/Skills/Perks/Talents Cost

418 = Total Cost

 

Pts. Power/Skill/Perk/Talent END

Powers

9 Scaly skin: Armor (3 PD/3 ED) 0

4 Outfit: Armor (3 PD/3 ED) (9 Active Points); OIF (-1/2), Activation Roll 14- (-1/2) 0

17 Pop (fingers): Energy Blast 4d6, Explosion (+1/2), No Normal Defense (Hardened force field or hard ear covers; +1) (50 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Restrainable (-1/2) 20

5 Prehensile Tail: Extra Limb (1) 0

12 Stretching 2", Reduced Endurance (0 END; +1/2) (15 Active Points); no Noncombat Stretching (-1/4) 0

12 Entangle 2d6, 2 DEF, Reduced Endurance (1/2 END; +1/4) (25 Active Points); Must make Eye Contact w/target (-1/2), Cannot Form Barriers (-1/4), does not work on those with Flash Defense (-1/4) 1

20 Tail: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR) (30 Active Points); based on Grab (-1/2) 3

 

Martial Arts

4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND [Notes: Karate - Atemi Strike; Kung Fu - Tien-hsueh Strike (Defense is Lack of Weakness, Rigid resistant PD, Force Fields)]

4 Crush: 1/2 Phase, +0 OCV, +0 DCV, 12d6 Crush, Must Follow Grab [Notes: Kung Fu - Dragon Claw]

4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort [Notes: Karate, Kung Fu]

4 Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm [Notes: Karate, Kung Fu]

4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort [Notes: Karate, Kung Fu]

5 Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, 12d6 Strike [Notes: Kung Fu - Flying Kick]

3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on [Notes: Kung Fu - Joint Lock, Grab]

4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 55 STR vs. Grabs [Notes: Kung Fu]

4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6 [Notes: Karate - Knifehand Strike, Chop; Kung Fu - Knife Hand]

3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls [Notes: Karate, Kung Fu]

4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike [Notes: Karate - Punch, Snap Kick; Kung Fu - Punch]

3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls [Notes: Kung Fu]

5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike [Notes: Karate - Side Kick, Spin Kick; Kung Fu - Kick]

4 Shove: 1/2 Phase, +0 OCV, +0 DCV, 55 STR to Shove [Notes: Kung Fu - Uproot, Sand Palm]

16 +4 HTH Damage Class(es)

11 Weapon Element: Axes, Maces, Hammers, and Picks, Blades, Chain & Rope Weapons, Clubs, Hook Sword, Karate Weapons, Polearms and Spears, Staffs, Three-Section Staff, Whips, Wind and Fire Wheels

 

Skills

3 Acrobatics 15-

3 Breakfall 15-

3 Contortionist 15-

12 +4 with Martial Maneuvers

4 +2 with any single attack

2 KS: Chinese Healing 11-

2 KS: Chinese Philosophy 11-

2 KS: Karate 11-

2 KS: Kung Fu 11-

3 PS: Lion Dancing 15-

3 Sleight Of Hand 15-

3 WF: Common Martial Arts Melee Weapons, Off Hand

 

Perks

3 Fringe Benefit: Membership

1 Money: Well Off

 

Base OCV: 10 Base DCV: 10 Base ECV: 6

Levels: +4 with Martial Maneuvers,+2 with any single attack

 

DEX: 29 SPD: 7 ECV: 6

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

10/16 PD (0/6 rPD) 10/16 ED (0/6 rED) MD: 0

END: 50 STUN: 50 BODY: 10

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Re: VOICE of DOOM

 

I've gone back and forth on the money. I want them to be highly paid and 500k is good, but many of these individuals have no reason to be on a team save for the green.

 

 

Good write up on Snapdragon.

Was she ever mentioned as an official VOICE Member? I can't recall

I am going to do Lion Slayer. He was mentioned.

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Re: VOICE of DOOM

Again' date=' keeping the character as close as possible. I am unable to do Piercing points with HD at this time, so I ignored it. Not to try to push Steve (Perrin)'s buttons, but some of these people would have a very difficult time working with each other considering their Psych lims. Luckily, we don't need as much in Disads so i have tinkered with those. I got rid of her Vulnerability to physical KA's because it really isn't mentioned why she has it. I also dropped Paranoid of all Men since I don't see why she'd work with Lung Hung.Dr. PhotonPlayer: NPC Villainess, member of VOICE, created by Steve Perrin
Val** Char*** Cost
10** STR 0
26** DEX 9
23** CON 6
10** BODY 0
18** INT 8
17** EGO 14
15** PRE 5
16** COM 3
*
23** PD 1
25** ED 0
6** SPD 4
11** REC 8
46** END 0
42** STUN 15
*6"**RUN02"**SWIM02"**LEAP0Characteristics Cost: 73
Cost** Power END
50** Laser Arsenal: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2)*
4u** 1) A-1 Laser Beam: Killing Attack - Ranged 5d6 (75 Active Points); OIF (-1/2), 12 Charges (-1/4)* [12']
4u** 2) Blinded By the Light: Sight Group Flash 15d6 (75 Active Points); OIF (-1/2), 12 Charges (-1/4)* [12]
4u** 3) Melting Beam: Tunneling 14" through 14 DEF material (70 Active Points); OIF (-1/2), 12 Charges (-1/4)* [12]
4u** 4) Narrow Beam Laser: Killing Attack - Ranged 3d6+1, Armor Piercing (+1/2) (75 Active Points); OIF (-1/2), 12 Charges (-1/4)* [12]
4u** 5) Phase Aligned Laser: Killing Attack - Ranged 3d6+1, Affects Desolidified Any form of Desolidification (+1/2) (75 Active Points); OIF (-1/2), 12 Charges (-1/4)* [12]
4u** 6) Sniper Beam: Killing Attack - Ranged 3d6+1, Invisible to Sight Group (+1/2) (75 Active Points); OIF (-1/2), 12 Charges (-1/4)* [12]
3u** 7) You saw the Last Starfighter didn't you...: Killing Attack - Ranged 2 1/2d6, Hole In The Middle (+1/4), Explosion (+1/2) (70 Active Points); No Range (-1/2), OIF (-1/2), 12 Charges (-1/4)* [12]
** Photon Battle Suit, all slots OIF (-1/2)*
26** 1) Combat Computer Reaction Amplifier: +13 DEX (39 Active Points); OIF (-1/2)*
13** 2) Kinetic Dispersal Layer/Bio Energy Links: +10 CON (20 Active Points); OIF (-1/2)*
17** 3) Battlesuit Integrity: +20 PD, Hardened (+1/4) (25 Active Points); OIF (-1/2)*
17** 4) Battlesuit Integrity: +20 ED, Hardened (+1/4) (25 Active Points); OIF (-1/2)*
13** 5) Speed Augmentation: +2 SPD (20 Active Points); OIF (-1/2)*
8** 6) Reinforced Costume: Damage Resistance (12 PD/12 ED) (12 Active Points); OIF (-1/2)* 0
9** 7) Polarized Lenses: Sight Group Flash Defense (14 points) (14 Active Points); OIF (-1/2)* 0
3** 8) Thermal Sights: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)* 0
3** 9) Ultraviolet Lenses: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2)* 0
8** Strong Willed: Mental Defense (11 points total)* 0
Powers Cost: 194
Cost** Martial Arts Maneuver
** Generic Martial Arts*
4** 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort*
4** 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort*
5** 3) Kick: 1/2 Phase, -2 OCV, +1 DCV, 6d6 / 4d6 Strike*
4** 4) Punch: 1/2 Phase, +0 OCV, +2 DCV, 4d6 / 2d6 Strike*
3** 5) Throw: 1/2 Phase, +0 OCV, +1 DCV, 2d6 / 0d6 +v/5, Target Falls*
Martial Arts Cost: 20
Cost** Skill
5** +1 with DCV*
15** +5 with Multipower*
3** Breakfall 14-*
3** Bribery 12-*
3** Computer Programming 13-*
3** Conversation 12-*
3** Electronics 13-*
3** Inventor 13-*
2** KS: The Superhuman World 11-*
2** Language: Cantonese (basic conversation) (1 Active Points)*
0** Language: English (idiomatic) (4 Active Points)*
1** Language: German (fluent conversation) (2 Active Points)*
3** Language: Japanese (fluent conversation) (2 Active Points)*
3** Mechanics 13-*
3** SS: Lasers 13-*
3** SS: Mathematics 13-*
3** SS: Physics 13-*
3** Systems Operation 13-*
3** Tactics 13-*
3** Teamwork 14-*
Skills Cost: 67
Cost** Perk
** VOICE Jaws Package*
4** 1) VOICE Agent Identification Bio Chip [Notes: Equvalent of Access 5 and Computer Link 4 to VOICE Installations only. Also includes the perks of Membership at level 4]*
10** 2) Money: Wealthy [Notes: Among their other perks. VOICE Supervillians earn a $1 Million a year Salary.]*
6** 3) Reputation: VOICE Supervillain (A large group) 14-, +2/+2d6 [Notes: VOICE Agents have a nasty reputation as Hero Killers.]*
15** 4) Personal Vehicle [Notes: This is a vehicle the agent can use in the off hours. Simply an expensive car or motorcycle.]*
10** 5) Domicile [Notes: VOICE's disdain for localized bases has led to the Jaws agents all recieving posh safehouses aroud the world.]*
Perks Cost: 45
Val** Disadvantages
10** Enraged: When thwarted by men (Uncommon), go 11-, recover 14-*
20** Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish)*
15** Hunted: The Tiger Squad 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)*
20** Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish)*
15** Psychological Limitation: Arrogant (Common, Strong)*
20** Psychological Limitation: Disdain for men (Very Common, Strong)*
10** Psychological Limitation: Fear of the Dark (Uncommon, Strong)*
15** Psychological Limitation: Overconfidence (Common, Strong)*
15** Social Limitation: Secret Identity (Frequently, Major)*
Disadvantage Points: 140

Base Points: 200Experience Required: 59Total Experience Available: 59Experience Unspent: 0Total Character Cost: 399

Height: 2.00 m Hair: Brown
Weight: 100.00 kg Eyes: Brown
Appearance: Personality: Quote:Background: Powers/Tactics: Campaign Use: 
Nicely done. It just occured to me how power gamey VOICE was. Still, your version is a nice extrapolation on the original. Good job. Makes me wish I still had the original module.Rob
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Re: VOICE of DOOM

 

Was she ever mentioned as an official VOICE Member?

No, she wasn't; however, I liked her Chinese roots and thought her backstory would meld quite well with Lung Hung's vision. It also helps that one of the PC's in my campaign has a multiform, which is a cheetah/human hybrid (with tail) and I'd like to see these two fight it out, tails twitching as they go. Both Snapdragon and the PC have a 3d6+1 (w/STR) HKA and about the same resistant defenses (though the PC's is higher). Snapdragon has a 2 point advantage on the DEX and is 1 Speed faster, along with having skill levels. This could be one bloody fight.

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Re: VOICE of DOOM

 

Hey all! I've been following along on this thread and am very pleased with the VOICE updates. I'm definately taking these write-ups home and tweaking them for my games. VOICE of Doom was one of those supplements I bought on a lark some years ago and never really made use of (Zodiac Conspiracy won my attention back then). I may just see how my 350-point X-men team can do against them (another side project to keep me busy). I also wanted to share some images of the main heroes in the adventure supplement I made with HEROMACHINE v1.1 from http://www.heromachine.com/

 

You might find these useful for making paper miniatures or placing in the character writeups in your records. I'd like to do the villains, but heromachine's a little limited in what it can depict. Maybe if I had v2.0 (maybe one day)

 

I'm really glad to see some love for a blast from the Champion's past. Keep it up!

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Re: VOICE of DOOM

 

No' date=' she wasn't; however, I liked her Chinese roots and thought her backstory would meld quite well with Lung Hung's vision. It also helps that one of the PC's in my campaign has a multiform, which is a cheetah/human hybrid (with tail) and I'd like to see these two fight it out, tails twitching as they go. Both Snapdragon and the PC have a 3d6+1 (w/STR) HKA and about the same resistant defenses (though the PC's is higher). Snapdragon has a 2 point advantage on the DEX and is 1 Speed faster, along with having skill levels. This could be one bloody fight.[/quote']

Cool.

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Re: VOICE of DOOM

 

And here is the long-awaited-even-though-it-was-overlooked VOICE Agent!

 

The write-up didn't exactly match the points, but I figured I'd try to get the concept down and I'll modify it later.

 

Name: Voice Agent

 

Val Char Base Cost

13 STR 10 3

14 DEX 10 12

13 CON 10 6

8 BODY 10 -4

9 INT 10 -1

7 EGO 10 -6

15 PRE 10 5

10 COM 10 0

5/11 PD 3 2

5/11 ED 3 2

3 SPD 2.4 6

6 REC 6 0

26 END 26 0

25 STUN 22 3

6" RUN 6 0

2" SWIM 2 0

2 1/2" LEAP 3 0

 

STR Roll: 12- Run: 6"

DEX Roll: 12- Swim: 2"

CON Roll: 12- Leap: 2 1/2"

INT Roll: 11-

EGO Roll: 10-

PER Roll 11-

 

Disadvantages Pts

Hunted: UNTIL 8- (Mo Pow, NCI, Capture) 20

Hunted: VOICE 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 25

Package Bonus 3

Psychological Limitation: Fanatical (Very Common, Total) 25

Psychological Limitation: Subject to VOICE orders (Uncommon, Moderate) [Notes: I didn't know where this disad should fall] 5

 

XP

0 Base Points : 50

Disads Total + 78

Experience Spent + 0

Total Cost = 128

 

Pts. Power/Skill/Perk/Talent END

18 Various type of RKA:

7 Knife: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR) (15 Active Points); OAF (-1) 1

9 Uniform: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2), Activation Roll 14- (-1/2) 0

2 Sight Group Flash 2d6 (10 Active Points); 1 Charge (-2), OAF (-1), Activation Roll 11- (-1) [1]

2 Goggles: Hearing Group Flash Defense (5 points) (5 Active Points); OAF (-1) 0

2 Goggles: Infrared Perception (Sight Group) (5 Active Points); OAF (-1) 0

5 Headset: Radio Perception (8 Active Points); OIF (-1/2) 0

 

8 +2 HTH Damage Class(es)

20 Martial Arts

 

2 WF: Small Arms

2 +2 with any single attack with one specific weapon

3 Stealth 12-

2 Language: English, native various (or visa versa) (fluent conversation)

18 Custom Skill

 

45 : Powers Cost

55 + Skills Cost

28 + Characteristics Cost

128 = Total Cost

 

And since these guys are the "fodder" I thought I'd add their background.

 

VOICE agents have been selected with care for generations. Even the non-Oriental agents have been selected with the same criteria and given the same training. A VOICE agent is small, fairly quick and strong, and susceptible to EGO attacks, because Lung Hung likes them that way. Ever since he perfected his criteria, he has never had a rebellion amongst his agents.

 

TACTICS

A VOICE squad tends to have a mix of weapons to try to accomodate any situation. Those with the long range weapons hold back and snipe, the blasters and combat rifles are used against the more powerfully defended heroes, and the submachine gun users try to take out the fast speedsters and martial artists. VOICE agents are also not averse to delaying for attacks which allow them to use their Martial Arts for throws, to reduce the hero's DCV for another agent's disposal.

 

VOICE agents tend to be fanatical. They will continue a struggle beyond all reason, knowing that they face terrible revenge if there is any evidence of their slacking.

(VOICE of Doom, p. 26)

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Re: VOICE of DOOM

 

Black/Steel Raven

 

Origin

Masae Thosira's mother was on the outskirts of Hiroshima when the sky filled with light. Fearful, she waited ten years before having any more children, but finally decided the radiation had not adversely affected her and Masae was born. The little girl grew quickly, and, if anything, was more alert and aware than her playmates. But, as puberty arrived, so did growths on her shoulder blades. Her hysterical mother dithered and denied the problem as Masae's growths burst into fledgling wings, which rapidly grew immense, giving the girl enough wingspread to fly!

 

Before her mother could formulate a coherent plan, the streetwise Masae moved. She had been running with street gangs already, and her underworld contacts immediately realized what a find they had. Masae disappeared, never to be seen by her family again. However, they read the reports of the depradations of the high-flying Black Raven [steel Raven] on her many missions for VOICE, and know where their errant daughter has flown.

 

Tactics

Masae tends to depend on her maneuverability to stay away from attacks and throw her javelins from afar. While the javalins are her favorite weapons, she is not averse to taking up other weapons if they seem more suited for the battle in hand.

 

For instance, against Victrix she may take up a laser weapon worth the same amount of points as her javelin Mulitpower (23).

 

(VOICE of Doom, p. 18-19)

 

Alright, Enforcer, it's time for you to post those higher-end versions now.

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Re: VOICE of DOOM

 

Dr. Photon

 

Origin

Teresa Holland, Ph.D. was continually passed over for promotion during her career as a PRIMUS researcher. The last straw was when a male co-worker with what she considered an inferior intellect was promoted over her head to lead her department. No counseling effort could convince her that her arrogance and hostility to her superiors had destroyed any chance she had to gain a management position.

 

In her agitation, she was a prime recruit for VOICE, who attempted to recruit her into its support services, Throat. Instead, she devised a laser-based combat suit based on her researches and used it to slay her agency boss and the male co-worker who had been promoted over her. Then she presented herself to the VOICE recruiters, demanding that they follow her on a spree of crime. They led her to their commanders, who recruited her into the VOICE supervillain structure.

 

As a VOICE member, she has had opportunities to show her skills in leadership that her researcher career never provided. Perhaps PRIMUS should have reevaluated her personnel file.

 

Tactics

Dr. Photon prefers to stay at a distance if possible, using her ranged attacks to slay her targets, preferably male ones. If surrounded at close quarters, she uses the last slot in her laser multipower, which actually sends out mini-laser beams from every part of her costume into the space around her.

 

(VOICE of Doom, p. 19)

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Guest Skaramine

Re: VOICE of DOOM

 

I promised to try to figure out Hardhat and Dimension man... here's Hardhat.

 

Hardhat

 

Val Char Cost Roll Notes

 

15 STR 5 12- Lift 200.0kg; 3d6 [1]

 

18 DEX 24 13- OCV: 6/DCV: 6

 

18 CON 16 13-

 

13 BODY 6 12-

 

28 INT 18 15- PER Roll 15-

 

14 EGO 8 12- ECV: 5

 

13 PRE 3 12- PRE Attack: 2 1/2d6

 

14 COM 2 12-

 

8/20 PD 5 Total: 8/20 PD (0/12 rPD)

 

6/18 ED 2 Total: 6/18 ED (0/12 rED)

 

5 SPD 22 Phases: 3, 5, 8, 10, 12

 

10 REC 6

 

36 END 0

 

30 STUN 0

 

Total Characteristic Cost: 117

 

Movement:

 

Running: 6"/12"

 

Leaping: 3"/6"

 

Swimming: 2"/4"

 

Tunneling: 0"/8"/0"/16"

 

Cost Powers END

 

24 Stylized Workman's Coverall: Armor (12 PD/12 ED) (36 Active Points); OIF (-1/2)

 

21 Hardhat: (Total: 30 Active Cost, 21 Real Cost) Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) (Real Cost: 7) plus Life Support (Self-Contained Breathing) (10 Active Points); OIF (-1/2) (Real Cost: 7) plus Hearing Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) (Real Cost: 7)

 

62 Toolbelt: Variable Power Pool (Gadget Pool), 50 base + 12 control cost, (75 Active Points); all slots All VPP Powers OAF (-1)

 

40 Toolbelt: Multipower, 60-point reserve, (60 Active Points); OIF (-1/2)

 

2u 1) Wrecking Ball: (Total: 60 Active Cost, 22 Real Cost) Hand-To-Hand Attack +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 12) plus Stretching 6" (30 Active Points); OAF (-1), Only To Cause Damage (-1/2), No Velocity Damage (-1/4), no Noncombat Stretching (-1/4) (Real Cost: 10) 6

 

5u 2) Screwdriver: Dispel Technological Objects 16d6, One At A Time (+1/4) (60 Active Points); Only When Grown (-1/4) 6

 

2u 3) Screwdriver: Killing Attack - Ranged 4d6 (60 Active Points); Only Versus Machines (-1), OAF (-1) 6

 

3u 4) Bulldozer Projector: Telekinesis (40 STR) (60 Active Points); OAF (-1), Affects Whole Object (-1/4) 6

 

2u 5) Tunneller: Tunneling 8" through 8 DEF material (40 Active Points); OAF (-1) 4

 

2u 6) Quick Drying Cement Launcher: Entangle 4d6, 6 DEF (50 Active Points); OAF (-1), Only Versus Grounded Targets (-1/4), 12 Charges (-1/4)

 

2u 7) Jackhammer: Hand-To-Hand Attack +6d6, Autofire (5 shots; +1/2), Armor Piercing (+1/2) (60 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 6

 

17 Power Pack: Endurance Reserve (100 END, 10 REC) Reserve: (20 Active Points); OIF Toolbelt (-1/2)

 

Skills

 

3 Electronics 15-

 

9 Inventor 18-

 

3 Mechanics 15-

 

3 KS: Construction (Custom Adder) 15-

 

3 SS: Architecture 15-

 

3 Demolitions 15-

 

3 Security Systems 15-

 

4 Systems Operation (Communications Systems, Environmental Systems) 15-

 

3 Lockpicking 13-

 

8 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers) 15-

 

3 PS: Architect 15-

 

3 SS: Chemistry 15-

 

3 SS: Physics 15-

 

Total Powers & Skill Cost: 233

 

Total Cost: 350

 

200+ Disadvantages

 

15 Social Limitation: Secret Identity (Frequently, Major)

 

25 Hunted: VOICE 11- (Mo Pow, NCI, Harshly Punish)

 

10 Vulnerability: 1 1/2 x BODY Killing Attacks (Normal Guy Weakness) (Common)

 

10 Vulnerability: 1 1/2 x STUN Killing Attacks (Normal Guy Weakness) (Common)

 

10 Vulnerability: 2 x BODY Falls (Uncommon)

 

10 Psychological Limitation: Incorrigible Tinkerer (Uncommon, Strong)

 

20 Psychological Limitation: Code of the Hero (Common, Total)

 

15 Psychological Limitation: Inquisitive (Common, Strong)

 

15 Dependent NPC: Handy the Tool Boy (Sidekick) 14- (Slightly Less Powerful than the PC)

 

20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)

 

Total Disadvantage Points: 150

 

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Re: VOICE of DOOM

 

Here's my lower-end version of Hardhat as he is in my current campaign. In about four more plots, he should be dead. :jawdrop::shock::eg:

 

I was going to post him closer towards noon, but since I'm up and have been chatting with Skaramine, I thought, "what the heck."

 

Name: Hardhat

 

Val Char Base Cost

20 STR 10 10

17 DEX 10 21

18 CON 10 16

14 BODY 10 8

18 INT 10 8

14 EGO 10 8

17 PRE 10 7

15 COM 10 3

8/12 PD 4 4

8/12 ED 4 4

4 SPD 2.7 13

10 REC 8 4

36 END 36 0

40 STUN 33 7

9" RUN 6 6

5" SWIM 2 3

4" LEAP 4 0

 

STR Roll: 13- Run: 9"

DEX Roll: 12- Swim: 5"

CON Roll: 13- Leap: 4"

INT Roll: 13-

EGO Roll: 12-

PER Roll 13-

 

Disadvantages Pts

Hunted: VOICE 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 20

Normal Characteristic Maxima 20

Psychological Limitation: Tinkerer (Common, Strong) 15

Psychological Limitation: Inquisitive (Common, Strong) 15

Reputation: Tinkerer, 14- 15

Social Limitation: Secret ID (Very Frequently, Major) 20

Unluck: 1d6 5

 

XP 0

Base Points : 200

Disads Total + 110

Experience Spent + 0

Total Cost = 292

 

Pts. Power/Skill/Perk/Talent END

Helmet & Mask, all slots OIF (-1/2)

4 1) Facemask: Sight Group Flash Defense (5 points), Hardened (+1/4) (6 Active Points); OIF (-1/2) 0

4 2) Hearing Group Flash Defense (5 points), Hardened (+1/4) (6 Active Points); OIF (-1/2) 0

7 3) Anti-Jamming Technology: Radio Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0

11 4) Mind Link , Specific Group of Minds, No LOS Needed, Number of Minds (x8) (35 Active Points); Only With Others Who Have Mind Link (-1), Flashed as Radio and Hearing Groupss, not Mental Group (-1/2), OIF (-1/2), Does Not Provide Mental Awareness (-1/4) (Team Comm unit)0

5 Tough Overalls: Armor (4 PD/4 ED) (12 Active Points); Activation Roll 12- (-3/4), OIF (-1/2) 0

13 Fire Extinguisher: Dispel Fire Powers 10d6, Any fire power, one at a time (+1/4) (37 Active Points); OAF (-1), 8 Charges (-1/2), Limited Range (3"; -1/4) [8]

24 Stun Baton: Energy Blast 4d6, Reduced Endurance (0 END; +1/2), Attack Versus Limited Defense (Resistant ED; +1 1/2) (60 Active Points); OAF (-1), No Range (-1/2) 0

18 Glue Grenades: Entangle 8d6, 0 DEF, Explosion (+1/2) (90 Active Points); No Defense (-1 1/2), OAF (-1), 4 Charges (-1), Can Be Missile Deflected (-1/4), Cannot Form Barriers (-1/4) [4]

8 Industrial Strength Titanium Hand Cuffs: Entangle 4d6, 6 DEF (standard effect: 4 BODY, 6 DEF), Takes No Damage From Attacks Limited Group (+1/4) (62 Active Points); OAF (-1), Set Effect (Hands Only/Feet Only) (-1), Does Not Prevent The Use Of Accessible Foci (-1), 2 Recoverable Charges (-1), Can be escaped automatically with modified Lockpicking or Contortionist roll (-1), No Range (-1/2), Must follow Grab or target must be willing (-1/2), Cannot Form Barriers (-1/4) [2 rc]

11 Pepper Spray: Sight Group Flash 8d6 (40 Active Points); OAF (-1), 6 Charges (-3/4), No Range (-1/2), Does Not Work Against Desolidified Characters (-1/4) [6]

6 Real Man's Flashlight: Sight Group Images Increased Size (4" radius; +1/2), Reduced Endurance (0 END; +1/2) (20 Active Points); OAF (-1), Only To Create Light (-1), No Range (-1/2) 0

6 Real Man's Flashlight: Hand-to-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)

4 Blowtorch: Killing Attack - Ranged 1 point, Penetrating (x3; +1 1/2) (12 Active Points); OAF (-1), No Range (-1/2), Concentration (1/2 DCV; -1/4) 1

6 Lockgun: Lockpicking 14- (13 Active Points); OAF (-1)

 

 

3 Breakfall 12-

3 Demolitions 13-

3 Electronics 13-

3 Inventor 13-

3 CK: San Angelo 13-

3 Lockpicking 12-

3 Mechanics 13-

3 Paramedics 13-

7 Systems Operation (Communications Systems, Environmental Systems, Radar, Sensor Jamming Equipment, Sonar) 13-

3 Teamwork 12-

3 Weaponsmith 13-

 

6 Vehicles & Bases

 

6 Combat Luck (3 PD/3 ED)

 

121 : Powers Cost

49 + Skills Cost

122 + Characteristics Cost

292 = Total Cost Base OCV: 6 Base DCV: 6

 

DEX: 17 SPD: 4 ECV: 5

Phases: 3, 6, 9, 12

8/12 PD (0/4 rPD) 8/12 ED (0/4 rED) MD: 0

END: 36 STUN: 40 BODY: 14

 

I think his flashlight was bought wrong. It was supposed to be Change environment: light. Oh well, I'll fix it when I'm not so tired.

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Re: VOICE of DOOM

 

Okay, here's Dimension Man. I'm only posting him now, so I can beat Skaramine for him posting his more powerful version. :snicker:

 

He's basically a copy off of Cheshire Cat (4th Ed), but I'm too tired to figure out what the differences are.

 

Name: Dimension Man

 

Val Char Base Cost

25 STR 10 15

25 DEX 10 45

25 CON 10 30

12 BODY 10 4

14 INT 10 4

11 EGO 10 2

20 PRE 10 10

20 COM 10 5

10 PD 5 5

10 ED 5 5

6 SPD 3.5 25

11 REC 10 2

50 END 50 0

40 STUN 38 2

9" RUN 6 6

2" SWIM 2 0

5" LEAP 5 0

 

 

STR Roll: 14- Run: 9"

DEX Roll: 14- Swim: 2"

CON Roll: 14- Leap: 5"

INT Roll: 12-

EGO Roll: 11-

PER Roll 12-

 

 

Disadvantages Pts

Vulnerability: 2 x STUN Ego Blasts (Uncommon) 10

Susceptibility: When teleported by someone else, 3d6 damage Instant (Uncommon) 15

Hunted: VOICE 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 20

Psychological Limitation: Exhibitionist (Common, Strong) 15

Psychological Limitation: Code vs. Killing (Very Common, Strong) 20

Distinctive Features: Blue & Green tight bodysuit w/goggles (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5

 

XP 0

Base Points : 200

Disads Total + 85

Experience Spent + 0

Total Cost = 268

 

Pts. Power/Skill/Perk/Talent END

29 Teleportation 12", Position Shift 3

3 Sight Group Flash Defense (6 points) (6 Active Points); OAF (Goggles; -1) 0

 

Karate

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

3 2) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 / 3d6 Strike, Target Falls

4 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR / 20 STR to Disarm

4 5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 6) Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 9d6 / 4d6 Strike

4 7) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND

5 8) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 11d6 / 6d6 Strike

8 9) +2 HTH Damage Class(es)

 

3 Acrobatics 14-

3 Breakfall 14-

3 Criminology 12-

2 KS: Karate 11-

3 WF: Common Martial Arts Melee Weapons, Off Hand

3 Stealth 14-

3 Shadowing 12-

9 +3 with Martial Maneuvers

 

7 Vehicles & Bases

 

 

 

32 : Powers Cost

76 + Skills Cost

160 + Characteristics Cost

268 = Total Cost Base OCV: 8 Base DCV: 8

 

Levels: +3 with Martial Maneuvers

 

Combat Maneuvers

Name Phase OCV DCV Effect

Block 1/2 +0 +0 Block, Abort

Brace 0 +2 1/2 +2 vs. Range Mod.

Disarm 1/2 -2 +0 Can disarm

Dodge 1/2 --- +3 Abort, vs. all attacks

Grab 1/2 -1 -2 Grab two limbs

Grab By 1/2 -3 -4 Move and Grab

Haymaker 1/2* +0 -5 +4DC to attack

Move By 1/2 -2 -2 STR/2 + v/5

Move Through 1/2 -v/5 -3 STR + v/3

Set 1 +1 +0 Ranged attacks only

Strike 1/2 +0 +0 STR or weapon

Knife Strike 1/2 -2 +0 HKA 2d6 / HKA 1d6

Legsweep 1/2 +2 -1 8d6 / 3d6 Strike, Target Falls

Martial Block 1/2 +2 +2 Block, Abort

Disarm 1/2 -1 +1 Disarm; 45 STR / 20 STR to Disarm

Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort

Snap Kick 1/2 +0 +2 9d6 / 4d6 Strike

Atemi Strike 1/2 -1 +1 3d6 NND

Side/Spin Kick 1/2 -2 +1 11d6 / 6d6 Strike

 

DEX: 25 SPD: 6 ECV: 4

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

10 PD (0 rPD) 10 ED (0 rED) MD: 0

END: 50 STUN: 40 BODY: 12

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Re: VOICE of DOOM

 

The Real Man's Flashlight should also have an HA attached to it. :)

Heh. I went ahead and added that. :) I was going to put it as a multipower, but I wanted the light to stay on if used while looking for something.

 

I also realized that I bought the flashlight with the Images power because that is how FREd built it on the sidebar on page 122. Except Hardhat's has 4" instead of 1". :D

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  • 2 weeks later...

Re: VOICE of DOOM

 

HEre is Blue Eel. I took the limitation of the martial arts as she has practiced with it on the surfaces. And she needed the offensive flexibility. Added Lightning reflexes underwater to represent her peek reflexes in her home element. Also gave her the environmental movement for her native element.

[b]Blue Eel - As of yet unknown[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
30    STR     20   30      15-       HTH Damage 6d6  END [3]
23    DEX     39   23      14-       OCV 8 DCV 8
28    CON     36   28      15-
10    BODY    0   10      11-
13    INT     3   13      12-       PER Roll 12-
10    EGO     0   10      11-       ECV: 3
15    PRE     5   15      12-       PRE Attack: 3d6
16    COM     3   16      12-
21    PD      15   21             21 PD (15 rPD)
21    ED      15   21             21 ED (15 rED)
6    SPD     27   6                 Phases:  2, 4, 6, 8, 10, 12
12    REC     0   12
60    END     2   60
45    STUN    6   45
6    RUN      0   6"                END [1]
12    SWIM     0   12"                END [2]
6    LEAP     0   6"                6" forward, 3" upward

[b]CHA Cost: 171[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
9     [b][i]Amphibious[/i][/b]: Life Support  (Expanded Breathing: Water; Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold) - END=0
10     [b][i]She can Sure Swim[/i][/b]: Swimming +10" (12" total) - END=1
15     [b][i]Sonarsense[/i][/b]: Active Sonar (Hearing Group) - END=0
5     [b][i]Strong willed[/i][/b]: Mental Defense (7 points total) - END=0
15     [b][i]Toughened Flesh[/i][/b]: Damage Resistance (15 PD/15 ED) - END=0
    Staff of the Ancients, all slots OAF (-1) - END=
40     1)  [b][i]Electric Shock[/i][/b]: Energy Blast 16d6 (80 Active Points); OAF (-1) - END=8
7     2)  [b][i]Power Stone[/i][/b]: Endurance Reserve  (70 END, 7 REC) (14 Active Points); OAF (-1) - END=0
12     3)  [b][i]Spearing[/i][/b]: Killing Attack - Hand-To-Hand 2d6-1 (3d6+1 w/STR) (25 Active Points); OAF (-1) - END=2
2     4)  [b][i]Staff Length[/i][/b]: Stretching 1" (5 Active Points); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4) - END=1
4     5)  [b][i]Staff Smash[/i][/b]: Hand-To-Hand Attack +2d6 (10 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) - END=1

[b]POWERS Cost: 119[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     Undersea Combat
4      1)  Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4      2)  Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm
4      3)  Dolphin Kick:  1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
5      4)  Dolphin pass:  1/2 Phase, +1 OCV, +0 DCV, 6d6 +v/5; FMove
5      5)  Flying Dodge:  1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5      6)  Flying Grab:  1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on; FMove
3      7)  Kracken's Grapple:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on
4      8)  Shark Lunge:  1/2 Phase, +2 OCV, -2 DCV, 6d6 +v/5; FMove
3      9)  Strike:  1/2 Phase, +1 OCV, +0 DCV, 8d6 Strike

[b]MARTIAL ARTS Cost: 37[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
2      +1 with Dolphin Kick
3      +1 with Undersea Combat Training
6      +2 with Staff
2      AK: Pacific Ocean 11-
3      Concealment 12-
3      CuK: The People of the Sea 12-
2      KS: The Superhuman World 11-
2      KS: VOICE 11-
2      Language:  English (basic conversation) (1 Active Points)
3      Language:  Japanese (fluent conversation) (2 Active Points)
3      Language:  Mandarin (fluent conversation) (2 Active Points)
0      Language:  Native Languages (idiomatic) (4 Active Points)
2      Survival (Marine) 12-
3      Teamwork 14-
3      Tracking 12-
2      WF:  Common Melee Weapons

[b]SKILLS Cost: 41[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
     VOICE Jaws Package
4      1)  VOICE Agent Identification Bio Chip [Notes: Equvalent of Access 5 and Computer Link 4 to VOICE Installations only. Also includes the perks of Membership at level 4]
10      2)  Money:  Wealthy [Notes: Among their other perks. VOICE Supervillians earn a $1 Million a year Salary.]
6      3)  Reputation:  VOICE Supervillain (A large group) 14-, +2/+2d6 [Notes: VOICE Agents have a nasty reputation as Hero Killers.]
15      4)  Personal Vehicle [Notes: This is a vehicle the agent can use in the off hours. Simply an expensive car or motorcycle.]
10      5)  Domicile [Notes: VOICE's disdain for localized bases has led to the Jaws agents all recieving posh safehouses aroud the world.]

[b]PERKS Cost: 45[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
4      Environmental Movement (no penalties underwater)
4      Lightning Reflexes: +6 DEX to act first with All Actions (9 Active Points); Only Underwater (-1)

[b]TALENTS Cost: 8[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
15     Distinctive Features:  Blue skinned, hairless amphibian  (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15     Hunted:  People of the Sea 8- (Mo Pow, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25     Hunted:  UNTIL  8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20     Physical Limitation:  Cannot survive more than 24 hours without immersion in water (Frequently, Fully Impairing)
15     Psychological Limitation:  Disdain for most surface dwellers (Common, Strong)
10     Psychological Limitation:  Has difficulty with Surface customs and ideals (Common, Moderate)
15     Social Limitation:  Public Identity (Frequently, Major)
15     Susceptibility:  100 degree or higher tempuratures on the surface., 1d6 damage per Phase (Uncommon)
20     Vulnerability:  2 x STUN Heat/Fire (Common)

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 200
Exp Required: 71
Total Exp Available: 71
Exp Unspent: 0
Total Character Cost: 421



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  • 2 weeks later...

Re: VOICE of DOOM

 

Very nice, Enforcer!

 

Here is a 250 point version of Jo-Tan.

 

Jo-Tan

 

Val Char Base Cost

45 STR 10 20

22 DEX 10 36

40 CON 10 40

16 BODY 10 10

13 INT 10 3

17 EGO 10 14

15 PRE 10 5

10 COM 10 0

18 PD 6 10

20 ED 8 10

5 SPD 3.2 18

14 REC 14 0

80 END 80 0

51 STUN 50 0

6" RUN 6 0

2" SWIM 2 0

9" LEAP 6 0

 

STR Roll: 18- Run: 6"

DEX Roll: 13- Swim: 2"

CON Roll: 17- Leap: 9"

INT Roll: 12-

EGO Roll: 12-

PER Roll 12-

 

Disadvantages Pts

Vulnerability: Energy Killing Attacks (Very Common) 15

Hunted: VOICE 11- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 25

Hunted: Yakuzza 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 25

Psychological Limitation: Code vs. Killing (Common, Strong) 15

Psychological Limitation: Protective of Victrix (Common, Moderate) 10

Psychological Limitation: Acrophobia (Uncommon, Moderate) 5

Pubic ID 10

Hero Bonus 45

 

XP 0

Base Points : 100

Disads Total + 150

Experience Spent + 0

Total Cost = 250

 

Pts. Power/Skill/Perk/Talent END

10 Density Increase (400 kg mass, +10 STR, +2 PD/ED, -2" KB) 1

13 +10 CON (20 Active Points); Linked (Density Increase; Lesser Power can only be used when character uses greater Power at full value; -1/2)

3 Growth (+5 STR, +1 BODY, +1 STUN, -1" KB, 181 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide) (5 Active Points); Linked (Density Increase; Lesser Power can only be used when character uses greater Power at full value; -3/4) [Notes: 13'2" tall 5' wide] 1

 

4 Escape: 1/2 Phase, +0 OCV, +0 DCV, 70 STR / 25 STR vs. Grabs

3 Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 65 STR / 20 STR for holding on

3 Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, 13d6 / 4d6 Strike; Target Falls; Must Follow Grab

4 Root: 1/2 Phase, +0 OCV, +0 DCV, 70 STR / 25 STR to resist Shove; Block, Abort

4 Shove: 1/2 Phase, +0 OCV, +0 DCV, 70 STR / 25 STR to Shove

4 Slap: 1/2 Phase, +2 OCV, +0 DCV, 13d6 / 4d6 Strike

8 +2 HTH Damage Class(es)

 

0 Language: Japanese (completely fluent) (3 Active Points)

3 Language: English (completely fluent)

4 +2 with any single attack

10 +2 with HTH Combat

2 KS: Sumo Wrestling 11-

2 PS: Sumo 11-

 

7 Vehicles & Bases

 

26 : Powers Cost

58 + Skills Cost

166 + Characteristics Cost

250 = Total Cost

 

Base OCV: 7 Base DCV: 7

Levels: +2 with any single attack,+2 with HTH Combat

 

Combat Maneuvers

Name Phase OCV DCV Effect

Block 1/2 +0 +0 Block, Abort

Brace 0 +2 1/2 +2 vs. Range Mod.

Disarm 1/2 -2 +0 Can disarm

Dodge 1/2 --- +3 Abort, vs. all attacks

Grab 1/2 -1 -2 Grab two limbs

Grab By 1/2 -3 -4 Move and Grab

Haymaker 1/2* +0 -5 +4DC to attack

Move By 1/2 -2 -2 STR/2 + v/5

Move Through 1/2 -v/5 -3 STR + v/3

Set 1 +1 +0 Ranged attacks only

Strike 1/2 +0 +0 STR or weapon

Escape 1/2 +0 +0 70 STR / 25 STR vs. Grabs

Grab 1/2 -1 -1 Grab Two Limbs, 65 STR / 20 STR for holding on

Grappling Throw 1/2 +0 +2 13d6 / 4d6 Strike; Target Falls; Must Follow Grab

Root 1/2 +0 +0 70 STR / 25 STR to resist Shove; Block, Abort

Shove 1/2 +0 +0 70 STR / 25 STR to Shove

Slap 1/2 +2 +0 13d6 / 4d6 Strike

 

DEX: 22 SPD: 5 ECV: 6

Phases: 3, 5, 8, 10, 12

18 PD (0 rPD) 20 ED (0 rED) MD: 0

END: 80 STUN: 51 BODY: 16

 

Background: Mishio makes no secret of his identity. As a teenager, he studied the art of Sumo wrestling, but his rapidly developing mutant powers drove him out of the sport. So, as a sideline to his career as an engineer, he took up the hero business. When he was sent to America to study,he found the nearest hero group and signed on to keep his hand in.

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Re: VOICE of DOOM

 

It also helps that one of the PC's in my campaign has a multiform' date=' which is a cheetah/human hybrid (with tail) and I'd like to see these two fight it out, tails twitching as they go. Both Snapdragon and the PC have a 3d6+1 (w/STR) HKA and about the same resistant defenses (though the PC's is higher). Snapdragon has a 2 point advantage on the DEX and is 1 Speed faster, along with having skill levels. This could be one bloody fight.[/quote']

FYI: The three PCs are Cheetah Chick [CC] (skilled normal with Cheetah multiform - a lot like Jaguar's), Phoenix (standard brick, actually), and Shadow (darkness powers).

 

Since I'm reviving this thread anyway... :) As an update to this, the PCs subtley entered the mansion where Snapdragon was residing and to throw a victory celebration for the Asesinos (who had actually been defeated by the PCs & NPC team, unbeknowns to Snapdragon). They entered into Snapdragon's bedroom(!) and encountered her bodyguard, Ronin [Enemies for Hire] who hurt CC and Shadow, but was eventually entangled by Shadow & KO'd by Phoenix (yeah, he Haymakered through the entangle and still KO'd him), but not before Ronin sounded the alarm. Cheetah Chick (cat form) went to go confront the agents coming up the stairs, so she jumped over the balcony intending to grab ahold of the chandelier. Well, with a 15- roll, she missed (17!) and hit the wall and slid down. She still beat an agent or two before Snapdragon jumped down and knocked her down (but not out!).

 

The VOICE agents were pretty much beaten up before they could even land a hit. Snapdragon jumped upstairs and took on Shadow & Phoenix, putting the latter into a mental entangle. While she was starting to beat up on Shadow (actually tough, since Shadow kept dodging) CC recovered, came up from behind and drew blood (right arm), enraging Snapdragon. The two fought, and Snapdragon ended up with a dislocated left shoulder also after all was said and done. Cheetah Chick was down about 4-6 Body, but she recovers 1 per hour, so it wasn't that big of a deal for her. Shadow on the other hand doesn't have any sort of regeneration (yet, I may convince to do so) and she's still down 3 Body, at least, after all paramedics rolls were made. [shadow has 50% dmg red/res, but has no regular damage resistance for her 7 PD/ED.]

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