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HEROes of "And the Dead shall walk..." (Group 1)


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Jenna Falcone

Val Char Cost Roll Notes

20 STR 10 13- Lift 400.0kg; 4d6 HTH damage

12 DEX 6 11- OCV: 4/DCV: 4

18 CON 16 13-

12 BODY 4 11-

10 INT 0 11- PER Roll 11-

12 EGO 4 11- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

16 COM 3 12-

7 PD 3 Total: 10 PD (3 rPD)

6 ED 2 Total: 9 ED (3 rED)

3 SPD 8 Phases: 4, 8, 12

8 REC 0

36/34 END 0

35 STUN 4 Total Characteristics Cost: 65

Movement: Run: 6"/NC"

Swim: 2"/NC"

 

Cost Powers END

7 "Tough as Hell" : Physical Damage Reduction, Resistant, 25% (15 Active Points); STUN Only (-1/2), Requires A Skill (Constitution) Roll (-1/2)

 

Martial Arts: Professional Wrestling

Maneuver OCV DCV Notes

4 Crush +0 +0 STR +4d6 Crush, Must Follow Grab

3 Flying Tackle +0 -1 STR +v/5 Strike; You Fall, Target Falls; FMove

3 Martial Grab -1 -1 Grab Two Limbs, +10 STR for holding on

3 Legsweep +2 -1 STR +1d6 Strike, Target Falls

4 Reversal -1 -2 +15 STR to Escape; Grab Two Limbs

3 Grappling Throw +0 +2 STR +2d6 Strike; Target Falls; Must Follow Grab

3 Takedown +1 +1 STR Strike; Target Falls

4 Shove +0 +0 +15 STR to Shove

 

Talents

6 Combat Luck (3 PD/3 ED)

 

Skills

1 Acting 8-

7 Breakfall 13-

3 Contortionist 11-

2 KS: Sports Medicine 11-

3 Paramedics 11-

2 PS: Wrestler 11-

3 Seduction 12-

3 Streetwise 12-

3 WF: Common Melee Weapons, Handguns

15 +3 with HTH Combat

3 +1 with Handguns

 

Total Powers & Skills Cost: 85

Total Cost: 150

 

100+ Disadvantages

15 Distinctive Features: Huge muscular woman (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Physical Limitation: Ungainly size (7 feet tall) (Frequently; Slightly Impairing)

15 Psychological Limitation: Overconfident (Common; Strong)

10 Psychological Limitation: Protectice of Children (Common; Moderate)

 

Total Disadvantage Points: 150

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Re: HEROes of "And the Dead shall walk..." (Group 1)

 

Sgt. A.J. Johnson!

 

Val Char Cost Roll Notes

15 STR 5 11- Lift 200 kg; 3d6 HTH damage

18 DEX 24 12- OCV: 6/DCV: 6

13 CON 6 12-

11 BODY 2 11-

18 INT 8 13- PER Roll 13- XP:

14 EGO 8 13- ECV: 5 Unused:

20 PRE 10 13- PRE Attack: 4d6

12 COM 1 13-

5 PD 2 Total: 8 PD (3 rPD)

4 ED 1 Total: 7 ED (3 rED)

4 SPD 12 Phases: 3, 6, 9, 12

8 REC 4

26 END 0

26 STUN 0 Total Characteristics Cost: 83

Movement: Run: 8"/NC"

Swim: 4"/NC"

 

Cost Powers END

 

 

Talents

6 Combat Luck (3 PD/3 ED)

4 +2" running

2 +2" swimming

 

Skills

3 Concealment 13-

3 Intimidation 13-

3 Oratory 13-

3 Tactics 13-

3 Persuasion 13-

8 Weapon familiarity: Common melee wp, small arms, flamethrowers, general purpose/Heavy MG's

3 Teamwork 13-

3 Survival 13-

3 Climbing 13-

3 Stealth 13-

3 Cbt driving 13-

3 PS: Writer 13-

6 Transport familiarity: Common motorized ground vehicles, Tracked military vehicles, basic parachuting

8 1 overall combat level

 

Total Talents & Skills Cost: 67

Total Cost: 150

 

100+ Disadvantages

10 DF: Hard-nosed marine

10 Psych lim: Stubborn

10 Psych lim: Protective of "his men"

10 Psych lim: Vengeful

10 Social limitation: African American

 

Total Disadvantage Points: 150

 

BACKGROUND: Avery Jeremiah Johnson grew up in Harlem, and followed the typical direction of someone in a poor environment, going so far as joining one of the local gangs...until it almost got him killed. What saved his life was the timely intervention of his uncle--a Lieutenant in the Marines.

 

Avery got his act together after that, hard as it was. When he graduated, he immediately went to boot camp, and made the USMC his career. That was back in 1988. During that time, he achieved the rank of Master Sergeant, got married, had a beautiful daughter, and was assigned to the 25th Marine Regiment in Garden City NY.

 

That is, until it was all taken away...

 

All right, just need a short background write up, a "How did you get here" sort of thing about what you did during the initial crisis.

 

 

Okay...

 

WHEN THE "BLACK FLU" HIT: He did his job...which took a questionable turn when Martial Law was declared. Normally, Marines weren't assigned to policing duties, but with the virulent nature of the Black Flu, they were pulled in. As a result, he was a part of the forces that used lethal force to put down the Times Square Uprisings. It nearly broke him, but as long as he had his family to return to, he could make it through any crisis.

 

When the dead rose and attacked the living, he did everything he could to protect that family, going so far as swiping a Hummer and rushing back to his home...only to find that his wife and daughter had joined the ranks of the living dead. If that wasn't enough, they were headed back to the marine base, and he had to do what he could to hold the base, until a plan of retreat could be devised...

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Re: HEROes of "And the Dead shall walk..." (Group 1)

 

Annie Baker

Val Char Cost Roll Notes

6 STR -4 10- Lift 57.4kg; 1d6 HTH damage

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

12 CON 4 11-

10 BODY 0 11-

12 INT 2 11- PER Roll 11-

15 EGO 10 12- ECV: 5

10 PRE 0 11- PRE Attack: 2d6

16 COM 3 12-

3 PD 2 Total: 6 PD (3 rPD)

2 ED 0 Total: 5 ED (3 rED)

4 SPD 15 Phases: 3, 6, 9, 12

3 REC 0

30 END 3

20 STUN 1 Total Characteristics Cost: 51

Movement: Run: 7"/NC"

Swim: 2"/NC"

 

Cost Powers END

5 "Small Size": +1 with DCV

5 "Small Size": - 1 Negative Skill vs Other's Perception Checks (5 Active Points)

10 "God Looks out for babies and fools": Luck 2d6

4 "Puppy Dog Eyes": +10 PRE (10 Active Points); Only for convincing Adults to give her what she wants Power loses about half of its effectiveness (-1), Must make eye contact Power loses about a third of its effectiveness (-1/2)

2 "Fast Runner": +1" Running (7" total) 1

 

Martial Arts: Dirty Kid fighting

Maneuver OCV DCV Notes

4 Kick in the shins/Punch in the balls -1 +1 2d6 NND

4 Bite -2 +0 HKA 0 1/2d6

4 Squirm +0 +0 +15 STR vs. Grabs

 

Talents

6 Combat Luck (3 PD/3 ED)

 

Skills

7 Acting 13-

3 Breakfall 12-

3 Climbing 12-

5 Contortionist 13-

3 Gambling (Dice Games, Poker) 11-

3 KS: Street life and cities 12-

2 Language: Spanish (fluent conversation)

3 Lockpicking 12-

3 Lipreading 11-

5 Stealth 13-

5 Streetwise 12-

6 Survival (Urban) 13-

3 Trading 11-

1 TF: Two-Wheeled Muscle-Powered Ground Vehicles

3 WF: Common Melee Weapons, Handguns, Thrown Rocks

 

Total Powers & Skills Cost: 99

Total Cost: 150

 

100+ Disadvantages

15 Social Limitation: Child (Frequently; Major)

10 Physical Limitation: Child (Frequently; Slightly Impairing)

15 Distinctive Features: Little Girl (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Psychological Limitation: Spunky and indepedant (Common; Moderate)

0 Normal Characteristic Maxima

 

Total Disadvantage Points: 150

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Re: HEROes of "And the Dead shall walk..." (Group 1)

 

Jasmine Anderson

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6 HTH damage

12 DEX 6 11- OCV: 4/DCV: 4

15 CON 10 12-

10 BODY 0 11-

12 INT 2 11- PER Roll 11-

10 EGO 0 11- ECV: 3

15 PRE 5 12- PRE Attack: 3d6

20 COM 5 13-

2 PD 0 Total: 5 PD (3 rPD)

3 ED 0 Total: 6 ED (3 rED)

3 SPD 8 Phases: 4, 8, 12

5 REC 0

30 END 0

22 STUN -1 Total Characteristics Cost: 35

Movement: Run: 6"/NC"

Swim: 2"/NC"

 

Cost Powers END

10 "God looks out for babies and fools": Luck 2d6

1 "Breath Control": Life Support , Extended Breathing

12 "Cinematic Flirting": Mind Control 8d6, Reduced Endurance 0 END (+1/2) (60 Active Points); Extra Time 5 Minutes (-2), No Range (-1/2), Cannot pay endurance to reduce break out rolls Power loses about a third of its effectiveness (-1/2), Requires A Skill Roll (-1/2), Does Not Provide Mental Awareness (-1/4), Cannot acheive Ego +30 Power loses about a fourth of its effectiveness (-1/4)

3 "Distracting Physique": +10 PRE (10 Active Points); Only to cause Male opponents to delay their phase Power loses about half of its effectiveness (-1), Works once per encounter Power loses about half of its effectiveness (-1), Must be wearing "appropriate" clothing or lack thereof Power loses about a third of its effectiveness (-1/2)

 

Martial Arts: MA NAME

Maneuver OCV DCV Notes

3 Punch +1 +0 STR +2d6 Strike

4 Low Blow -1 +1 2d6 NND

4 Squirm +0 +0 +15 STR vs. Grabs

 

Talents

6 Combat Luck (3 PD/3 ED)

4 Double Jointed

5 Eidetic Memory

 

Skills

3 Acting 12-

7 Contortionist 13-

3 Computer Programming 11-

1 Disguise 8-

3 KS: Makeup and Fashion 12-

1 High Society 8-

3 KS: Sexual Techniques 12-

3 KS: Drugs and Narcotics 12-

2 SS: Chemistry 11-

2 SS: Biology 11-

2 Language: Spanish (fluent conversation)

7 Persuasion 14-

9 Seduction 15-

5 Sleight Of Hand 12-

5 Streetwise 13-

4 Survival (Urban) 12-

3 WF: Common Melee Weapons, Handguns

 

Total Powers & Skills Cost: 115

Total Cost: 150

 

100+ Disadvantages

15 Distinctive Features: Extremely attractive but skanky and dim looking (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

5 Reputation: Famous Porn Star 11- (Known Only To A Small Group)

5 Social Limitation: Bimbo (Occasionally; Minor)

15 Psychological Limitation: Low Self Esteem, thinks her only worth is her body (Very Common; Moderate)

10 Psychological Limitation: Not trustful of men (Common; Moderate)

 

Total Disadvantage Points: 150

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Re: HEROes of "And the Dead shall walk..." (Group 1)

 

Jericho Brannigan

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 HTH damage

10 DEX 0 11- OCV: 3/DCV: 3

18 CON 16 13-

13 BODY 6 12-

10 INT 0 11- PER Roll 11-

15 EGO 10 12- ECV: 5

15 PRE 5 12- PRE Attack: 3d6

14 COM 2 12-

4 PD 1 Total: 7 PD (3 rPD)

5 ED 1 Total: 8 ED (3 rED)

3 SPD 10 Phases: 4, 8, 12

7 REC 0

42 END 3

35 STUN 5 Total Characteristics Cost: 64

Movement: Run: 6"/NC"

Swim: 2"/NC"

 

Cost Powers END

7 "Somewhat insane and hard to scare": +15 PRE (15 Active Points); Defensive Only Power loses about half of its effectiveness (-1)

5 "Fortune favors the mad": Luck 1d6

13 "Cold and Umempathic": +10 EGO (20 Active Points); Only to resist Manipulation skills Power loses about a third of its effectiveness (-1/2)

 

Martial Arts: MA NAME

Maneuver OCV DCV Notes

3 Punch +1 +0 STR +2d6 Strike

4 Choke Hold -2 +0 Grab One Limb; 2d6 NND

4 Knife hand -2 +0 HKA 0 1/2d6

5 Kick -2 +1 STR +4d6 Strike

4 Block +2 +2 Block, Abort

 

Talents

6 Combat Luck (3 PD/3 ED)

3 Lightsleep

 

Skills

3 Breakfall 11-

3 Climbing 11-

1 Demolitions 8-

2 KS: Special Forces and Military operations 11-

3 Stealth 11-

3 Tactics 11-

2 Navigation (Land) 11-

2 Survival (Arctic/Subarctic, Temperate/Subtropical) 8-

4 TF: Common Motorized Ground Vehicles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles

4 WF: Common Melee Weapons, Small Arms

5 +1 with HTH Combat

 

Total Powers & Skills Cost: 86

Total Cost: 150

 

100+ Disadvantages

0 Normal Characteristic Maxima

20 Psychological Limitation: Schizophrenic (Common; Total)

20 Psychological Limitation: Distrusts/Fears women, bullies and authority figures (Very Common; Strong)

10 Psychological Limitation: Arachnophobia (Uncommon; Strong)

 

Total Disadvantage Points: 150

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