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Super Villain Team


JmOz

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This is the Villain team for this sunday...Most are mixed up in some ways:

 

Golem: A teenage boy, picked on in school, when a man in a chat room offers him a chance for power he took it (He was desperate). He was given a belt, when he presses a button on the buckle he transforms into a 8' tall man of stone. He is also capable of generating and throwing boulders

 

Golem

 

Player:

 

Val Char Cost
10/90 STR 0
10/20 DEX 0
10/40 CON 0
10/25 BODY 0
18 INT 8
17 EGO 14
10/30 PRE 0
10 COM 0
5/35 PD 3
5/35 ED 3
2/4 SPD 0
3/25 REC -2
20/80 END 0
20/90 STUN 0
6" RUN02" SWIM02"/18" LEAP0Characteristics Cost: 26

 

Cost Power END
Stone Form, all slots IIF (-1/4)
80 1) +80 STR, Reduced Endurance (1/2 END; +1/4) (100 Active Points) 4
24 2) +10 DEX (30 Active Points)
48 3) +30 CON (60 Active Points)
24 4) +15 BODY (30 Active Points)
16 5) +20 PRE (20 Active Points)
3 6) +4 PD (4 Active Points)
11 7) +14 ED (14 Active Points)
8 8) +1 SPD (10 Active Points)
25 9) Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); Visible (-1/4) 0
60 10) EB 15d6 (75 Active Points) 7
Powers Cost: 299

 

 

Cost Skill
3 Computer Programming 13-
3 Security Systems 13-
3 Systems Operation 13-
3 Electronics 13-
3 Paramedics 13-
3 Scientist
1 1) SS: Archeology 11- (2 Active Points)
2 2) SS: Biology 13- (3 Active Points)
2 3) SS: Chemistry 13- (3 Active Points)
2 4) SS: Physics 13- (3 Active Points)
Skills Cost: 25

 

 

 

 

Total Character Cost: 350

 

Val Disadvantages
20 Hunted: Police 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: Mysterious Benefactor 8- (Mo Pow, NCI, Watching)
20 Hunted: Viiper 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Code vs Killing (Common, Strong)
15 Psychological Limitation: Power Drunk (Common, Strong)
5 Social Limitation: Nerd (Occasionally, Minor)
15 Social Limitation: Underage (Frequently, Major)
15 Social Limitation: Secret ID (Frequently, Major)
20 DNPC: Parents 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)
15 DNPC: Friend 8- (Normal; Unaware of character's adventuring career/Secret ID)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Super Villain Team

 

Gauntlet: His brother was dying, he had no where to go. He was a second story man of some fame, but now his skills were to be used for combat. He was given a pair of gauntlets that could shoot various beams of energy.

 

Gauntlet

 

Player:

 

Val Char Cost
15 STR 5
29 DEX 57
20 CON 20
12 BODY 4
23 INT 13
11 EGO 2
20 PRE 10
15 COM 3
10/20 PD 4
10/20 ED 3
6 SPD 21
7 REC 0
40 END 0
30 STUN 0
6" RUN02" SWIM03" LEAP0Characteristics Cost: 142

 

Cost Power END
40 Find Weakness 15- with Multi Power 0
3 +1 PER with all Sense Groups 0
3 Mental Defense (5 points total) 0
20 Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2) 0
13 Guantlet Power Supply: Endurance Reserve (100 END, 10 REC) (20 Active Points); OIF (-1/2) 0
43 Guantlets: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2), Beam (-1/4)
4u 1) Energised: HKA 2 1/2d6 (3d6+1 w/STR), Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (70 Active Points) 3
4u 2) Beam: RKA 5d6 (75 Active Points) 7
4u 3) Blast: EB 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points) 3
4u 4) Burst: EB 10d6, Explosion (+1/2) (75 Active Points) 7
Powers Cost: 138

 

 

Cost Skill
6 +2 with Multipower
3 Acrobatics 15-
3 Breakfall 15-
3 Bribery 13-
0 CK: Campeign City 8-
3 Climbing 15-
3 Combat Driving 15-
3 Concealment 14-
3 Contortionist 15-
3 Conversation 13-
3 Criminology 14-
0 Deduction 8-
3 Disguise 14-
2 Forgery (Art Objects) 14-
1 High Society 8-
3 KS: Campeign City Criminals 14-
0 Language: English (idiomatic; Everyman)
3 Lockpicking 15-
0 PS: Appraise (Everyman) 11-
0 Paramedics 8-
0 Persuasion 8-
3 Security Systems 14-
3 Seduction 13-
3 Shadowing 14-
3 Sleight Of Hand 15-
3 Stealth 15-
3 Streetwise 13-
1 TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
Skills Cost: 64

 

 

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

 

 

Total Character Cost: 350

 

Val Disadvantages
10 DNPC: Girlfriend of the week 8- (Normal)
15 DNPC: Brother 8- (Incompetent)
20 Hunted: Viper 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: Mysterious Benefactor 8- (Mo Pow, NCI, Watching)
20 Hunted: Police 8- (Mo Pow, NCI, Capture)
10 Psychological Limitation: Thrillseeker (Common, Moderate)
20 Psychological Limitation: Overconfident (Common, Total)
10 Psychological Limitation: Code vs Killing (Common, Moderate)
10 Psychological Limitation: Lady's Man (Common, Moderate)
10 Rivalry: Professional (; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
5 Reputation: Skilled Thief, 11- (Known Only To A Small Group)
10 Social Limitation: Convicted Criminal (Occasionally, Major)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Super Villain Team

 

Hellcat: She was dying, a rare bone cancer. She was given a chance at life, it turned her into a giant cat like creature. Some of the personality has changed now as well

 

Hellcat

 

Player:

 

Val Char Cost
75 STR 65
23 DEX 39
35 CON 50
14 BODY 8
8 INT -2
11 EGO 2
25 PRE 15
8 COM -1
25 PD 0
25 ED 8
5 SPD 17
25 REC 6
70 END 0
70 STUN 0
6" RUN02" SWIM015" LEAP0Characteristics Cost: 207

 

Cost Power END
69 HKA 3 1/2d6 (7d6+1 w/STR), Autofire (3 shots; +1/4) (69 Active Points) 7
37 Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points) 0
5 Nightvision 0
2 +2 PER with Normal Smell 0
3 +1 PER with all Sense Groups 0
5 Tracking with Normal Smell 0
5 Discriminatory with Normal Smell 0
Powers Cost: 126

 

 

Cost Skill
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
3 Stealth 14-
2 Survival (Temperate/Subtropical) 11-
3 Shadowing 11-
Skills Cost: 17

 

 

 

 

Total Character Cost: 350

 

Val Disadvantages
15 Dependence: Requires Special Medication Takes 3d6 Damage (Uncommon, 1 Day)
15 Distinctive Features: Big Cat like creature (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Hunted: Viper 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: Police 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: Mysterious "Benefactor" 8- (Mo Pow, NCI, Watching)
20 Physical Limitation: No fine Manipulation (Frequently, Fully Impairing)
10 Physical Limitation: Requires special medical assistance (Infrequently, Greatly Impairing)
15 Psychological Limitation: Loyal (Common, Strong)
15 Psychological Limitation: Vengefull (Common, Strong)
10 Vulnerability: 2 x STUN Sonics (Uncommon)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Super Villain Team

 

If you are looking for a man for a villain team, jail is the place to look.

 

A headband appeared one night under his pillow, putting it on he could hear other's thoughts, he soon told a guard to let him walk and that is what happened. Then the phone call, and now he works with these guys

 

Master Mind

 

Player:

 

Val Char Cost
15 STR 5
20 DEX 30
20 CON 20
12 BODY 4
23 INT 13
20 EGO 20
15 PRE 5
15 COM 3
5/25 PD 2
5/25 ED 1
5 SPD 20
7 REC 0
40 END 0
30 STUN 0
6" RUN02" SWIM03" LEAP0Characteristics Cost: 123

 

Cost Power END
60 Psi-Band: Multipower, 75-point reserve, (75 Active Points); all slots IIF (-1/4)
6u 1) Ego Attack 6d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points) 3
6u 2) Mind Control 10d6, Reduced Endurance (1/2 END; +1/4), Telepathic (+1/4) (75 Active Points) 3
6u 3) Mental Illusions 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points) 3
6u 4) Mind Scan 10d6, +5 ECV, Reduced Endurance (1/2 END; +1/4) (75 Active Points) 3
6u 5) Telepathy 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points) 3
6u 6) Telekinesis (50 STR) (75 Active Points) 7
6u 7) TK Blast: EB 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points) 3
4u 8) TK Wall: FW (10 PD/10 ED; 6" long and 1" tall), Reduced Endurance (1/2 END; +1/4) (75 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) 3
20 Psi Band: Elemental Control, 50-point powers, (25 Active Points); all slots IIF (-1/4)
20 1) Flight 20", Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2
20 2) FF (20 PD/20 ED), Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2
20 3) Telekinesis (20 STR), Fine Manipulation, Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2
Powers Cost: 186

 

 

Cost Skill
6 +2 Psi Powers
3 Combat Piloting 13-
5 Computer Programming 15-
3 Paramedics 14-
3 Persuasion 12-
3 Psi Skill 14-
3 Security Systems 14-
3 Stealth 13-
3 Streetwise 12-
3 Systems Operation 14-
3 Teamwork 13-
3 Deduction 14-
Skills Cost: 41

 

 

 

 

Total Character Cost: 350

 

Val Disadvantages
15 Social Limitation: Secret ID (Frequently, Major)
10 Social Limitation: Subject to Orders (Occasionally, Major)
15 Social Limitation: Criminal Record (Frequently, Major)
15 Psychological Limitation: Code vs Killing (Common, Strong)
15 Psychological Limitation: Overconfident (Common, Strong)
15 DNPC: Girlfriend 8- (Normal; Unaware of character's adventuring career/Secret ID)
15 DNPC: Daughter 8- (Incompetent)
20 Hunted: Police 8- (Mo Pow, NCI, Capture)
10 Hunted: Mysterious Benefactor 8- (Mo Pow, NCI, Watching)
20 Hunted: Viper 8- (Mo Pow, NCI, Harshly Punish)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Super Villain Team

 

You don't have AP or DC caps in your game, do you? :P

 

A 5d6 RKA with multiple find weaknesses sounds pretty deadly to me, not to mention the autofire 7d6+1 HKA! Good thing the HKA will probably never get in more than 1 hit -- at least until she goes after someone that's already stunned/prone/what have you...

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Re: Super Villain Team

 

Slingshot: Team leader, Her mother was the key to controling her. She was known for her skill as a marksman, who would have ever guessed that she was equaly good with a slingshot and grenades...

 

SlingShot

 

Player:

 

Val Char Cost
15 STR 5
29 DEX 57
20 CON 20
10 BODY 0
13 INT 3
11 EGO 2
18 PRE 8
20 COM 5
10/20 PD 4
10/20 ED 3
6 SPD 21
7 REC 0
30 END -5
30 STUN 2
6" RUN02" SWIM03" LEAP0Characteristics Cost: 125

 

Cost Power END
15 Find Weakness 12- with Shot 0
Costume, all slots OIF (-1/2)
5 1) Armor (2 PD/2 ED), Hardened (+1/4) (7 Active Points) 0
10 2) Armor (5 PD/5 ED) (15 Active Points) 0
2 3) +3 PD (3 Active Points)
2 4) +3 ED (3 Active Points)
3 5) Nightvision (5 Active Points) 0
7 6) High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As Hearing & Radio [very common Sense] (-1/4) 0
2 7) Sight Group Flash Defense (5 points) (5 Active Points); Only vs Light Based Flashes (-1/2) 0
4 8) +4 versus Range Modifier for Sight Group (6 Active Points) 0
3 9) Hearing Group Flash Defense (5 points) (5 Active Points) 0
3 10) +2 Concealment, Shadowing, Stealth (6 Active Points); Only in appropriate (dark) areas (-1/2)
50 Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2)
3u 1) Sling Stones: Energy Blast 10d6, Autofire (3 shots; +1/4), 12 Recoverable Charges (+1/4) (75 Active Points); OAF (-1), Beam (-1/4), Reduced Penetration (-1/4) [12 rc]
3u 2) Sling Bullets: Killing Attack - Ranged 2d6, +1 STUN Multiplier (+1/4), Autofire (3 shots; +1/4), Armor Piercing x1 (+1/2), No Range Modifier (+1/2) (75 Active Points); OAF (-1), 6 Recoverable Charges (-1/4), Beam (-1/4) [6 rc]
3u 3) Heavy Sling Stones: Energy Blast 10d6, Armor Piercing x1 (+1/2) (75 Active Points); OAF (-1), 6 Recoverable Charges (-1/4), Beam (-1/4) [6 rc]
2u 4) Super Hard Bullets: Killing Attack - Ranged 5d6 (75 Active Points); OAF (-1), 3 Recoverable Charges (-3/4), Beam (-1/4) [3 rc]
3u 5) Blast Grenades: Energy Blast 10d6, Explosion (+1/2) (75 Active Points); 6 Charges (-3/4), Beam (-1/4) [6]
2u 6) Bomb Grenades: Killing Attack - Ranged 2d6, Area Of Effect (One Hex; +1/2), Penetrating (x2; +1) (75 Active Points); 3 Charges (-1 1/4), Beam (-1/4) [3]
2u 7) Concussion Blast Grenades: Touch Group Flash 10d6, Does Knockback (+1/4), Explosion (+1/2), Double Knockback (+3/4) (75 Active Points); 3 Charges (-1 1/4), Beam (-1/4) [3]
3u 8) Flash Grenades: Sight Group Flash 10d6, Explosion (+1/2) (75 Active Points); 6 Charges (-3/4), Beam (-1/4) [6]
2u 9) Gas Grenades: Energy Blast 3d6, Sticky (+1/2), Explosion (+1/2), Continuous (+1), No Normal Defense (Standard; +1) (60 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Beam (-1/4) [3 cc]
2u 10) Smoke Grenades: Darkness to Sight, Hearing and Radio Groups 3" radius, Personal Immunity (+1/4) (44 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Beam (-1/4) [3 cc]
2u 11) White Sound Grenades: Energy Blast 5d6, Area Of Effect (One Hex; +1/2), Attack Versus Limited Defense (+1 1/2) (75 Active Points); 3 Charges (-1 1/4), Beam (-1/4) [3]
3u 12) Tangle Grenades: Entangle 4d6, 8 DEF, Takes No Damage From Normal Attacks Limited Group (+1/4) (75 Active Points); Cannot Form Barriers (-1/4), 6 Recoverable Charges (-1/4), Beam (-1/4) [6 rc]
2u 13) Glue Grenades: Entangle 3d6, 4 DEF, Area Of Effect (One Hex; +1/2), Sticky (+1/2) (70 Active Points); 3 Charges (-1 1/4), Beam (-1/4) [3]
1u 14) Gun: Killing Attack - Ranged 2d6, 4 clips of 12 Charges (+0) (30 Active Points); OAF (-1), Beam (-1/4) [12]
1u 15) Swinglines: Swinging 20", Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1) 0
1u 16) Rebreather: Life Support (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 1 Hour (+0) (10 Active Points) [1 cc]
1u 17) Skill Kits: +2 with all non-combat Skills (16 Active Points)
Powers Cost: 142

 

Cost Martial Arts Maneuver
3 Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
4 Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 30 STR
3 Trip: 1/2 Phase, -1 OCV, +0 DCV, Range +0, Strike +v/5, Target Falls
2 Weapon Element: Handguns, Slings, Thrown Grenades
Martial Arts Cost: 12

 

Cost Skill
15 +5 Combat Shooting
2 +1 vs. Combat Shooting OCV modifies
3 Acrobatics 15-
0 Acting 8-
3 Breakfall 15-
0 Climbing 8-
3 Combat Driving 15-
3 Concealment 12-
0 Conversation 8-
0 Deduction 8-
3 Interrogation 13-
3 KS: Campeign City Underworld 12-
0 Language: English (idiomatic; Everyman Skill)
1 Language: Team Battle Code (basic conversation)
3 Lockpicking 15-
0 PS: Archer (Everyman Skill) 11-
3 Paramedics 12-
0 Persuasion 8-
3 Security Systems 12-
3 Shadowing 12-
3 Stealth 15-
3 Streetwise 13-
0 TF: Two-Wheeled Motorized Ground Vehicles
3 Tactics 12-
3 Teamwork 15-
5 WF: Common Missile Weapons, Small Arms, Karate Weapons
Skills Cost: 65

 

 

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

 

 

Total Character Cost: 350

 

Val Disadvantages
5 Dependent NPC: Best Friend 8- (Normal; Useful noncombat position or skills)
20 Dependent NPC: Elderly Mother 8- (Incompetent; Unaware of character's adventuring career/Secret ID)
10 Hunted: Mysterious Benefactor 8- (Mo Pow, NCI, Watching)
20 Hunted: Police Department (Civilian ID) 8- (Mo Pow, NCI, Capture)
20 Hunted: Super Heroes 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Reluctant to Kill (Common, Strong)
15 Psychological Limitation: Gunslinger Mentality (Common, Strong)
15 Psychological Limitation: Overconfident (Common, Strong)
15 Social Limitation: Secret ID (Frequently, Major)
15 Social Limitation: Subject to Orders (Frequently, Major)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Super Villain Team

 

You don't have AP or DC caps in your game, do you? :P

 

A 5d6 RKA with multiple find weaknesses sounds pretty deadly to me, not to mention the autofire 7d6+1 HKA! Good thing the HKA will probably never get in more than 1 hit -- at least until she goes after someone that's already stunned/prone/what have you...

 

Actualy I do have AP set at 75, but as willains well...

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