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Enforcer84

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Challenge Answered!

Combat Information Page

Character Name: Kagamiigaru

Alternate Identities: Uzu Kimika

Player Name:

attachment.php?s=&postid=101723
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
13 STR 10 3 13 12- HTH Damage 2 1/2d6 END [1]
18 DEX 10 24 18 13- OCV 6 DCV 6
13 CON 10 6 13 12-
10 BODY 10 0 10 11-
13 INT 10 3 13 12- PER Roll 12-
14 EGO 10 8 14 12- ECV: 5
13 PRE 10 3 13 12- PRE Attack: 2 1/2d6
14 COM 10 2 14 12-
             
             
4 PD 3 1 4/7   4/7 PD (0/3 rPD)
4 ED 3 1 4/7   4/7 ED (0/3 rED)
4 SPD 2.8 12 4   Phases: 3, 6, 9, 12
6 REC 6 0 6  
26 END 26 0 26  
23 STUN 24 -1 23    
6" Running 6 0 6"    
2" Swimming 2 0 2"    
2 1/2"/1"" Leaping 3 0 2 1/2" 62 Total Characteristics Points
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 100
Disad Points: 100
Total Points: 200
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 2 1/2"
V. Leap (1") 1"
Flight 6" [12" NC]
Teleport 51" [408" NC]
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  4' 10"
Weight:  90 lbs
Description:
Attractive fit Japanese woman in her early 20s.
In combat wears a full body silver and blue padded suit with crash helmet, boots and gloves.

DEFENSES
Type Amount Notes
Physical Defense 4/7 Current BODY:
Res. Phys. Defense 0/3  
Energy Defense 4/7 Current END:
Res. Energy Defense 0/3  
Mental Defense 0 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 6 DCV: 6
 
Combat Skill Levels: +9 with DCV (45 Active Points)
COMBAT MANEUVERS
Maneuver 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 +4 DC attack damage
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
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

POWERS
Cost  Power END
4 Kagamiigaru's Fighting Suit: Armor (3 PD/3 ED) (9 Active Points); Ablative BODY Only (-1/2), IIF (-1/4), Real Armor (-1/4)
Notes: Kevlar and padding make up this real-tech fighting suit.
60 Mirror Magic: Multipower, 120-point reserve, all slots: (120 Active Points); Requires A Mirror Magic Skill Roll (-1/2), IAF (-1/2)
Notes: All Mirror Magic Spells require a focus; any mirror. Kagamiigaru must be in physical contact with the mirror to draw on its power.
2u
1) Displacement of Image: +9 with DCV (45 Active Points)
3u
2) Mirror Tricks: Sight Group Images, +/-4 to PER Roll, Reduced Endurance 1/2 END (+1/4), Increases Size (4" radius; +1/2), Custom Modifier (+1) (60 Active Points)
Notes: Images are fully mobile, and may travel at 6"
3
3u
3) Gentle Mirror Lies: Mental Illusions 8d6, Reduced Endurance 0 END (+1/2) (60 Active Points)
3u
4) Angry Mirror Focus: Killing Attack - Ranged 3d6 (vs. ED), Reduced Endurance 1/2 END (+1/4) (56 Active Points)
2
3u
5) Blinding Mirror Shines: Flash 6d6 (Sight Group), Reduced Endurance 1/2 END (+1/4), Area Of Effect (2" radius; +3/4) (60 Active Points)
3
3u
6) Gentle Mirror Soothes: Healing 6d6 (max. Healed Points: 36) (60 Active Points)
6
3u
7) Mirror Gazing: Clairsentience (Sight And Mental Groups), Targeting Sense, x2 Range, Reduced Endurance 1/2 END (+1/4) (56 Active Points)
Notes: The targetting sense adder is there to allow LOS to be established through clairsentience; House rule.
2
3u
8) Far Mirror Gazing: Clairsentience (Sight And Mental Groups), Targeting Sense, Megascale (1" = 1 km; +1/4), Reduced Endurance 1/2 END (+1/4) (60 Active Points)
2
3u
9) Flee Into Mirror: Teleportation 16", No Relative Velocity, Position Shift, Reduced Endurance 1/2 END (+1/4) (59 Active Points)
2
3u
10) Mirror Path: Teleportation 20", x4 Increased Mass, x8 Noncombat (60 Active Points)
6
3u
11) Far Mirror Path: Teleportation 15", x4 Increased Mass, Megascale (1" = 1 km; +1/4), Safe Blind Teleport (+1/4) (60 Active Points)
6
2u
12) Secret Mirror Self: Invisibility to Sight Group, No Fringe, Reduced Endurance 0 END (+1/2) (45 Active Points)
1u
13) Drifting Mirror Walk: Flight 6", Reduced Endurance 1/2 END (+1/4) (15 Active Points)
1
99 Total Powers Cost

SKILLS
Cost  Name
3 Language: English (Japanese is Native) (fluent conversation; literate)
23 Power Mirror Magic 21-
2 KS: Arcane & Occult Lore 11-
9 +3 with Mirror Magic Multipower
0 AK: Tokyo 8-
2 PS: Manga Artist 11-
39 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
15 Hunted: Japanese Occult Villains 8- (Mo Pow; Harshly Punish)
20 Hunted: Demon 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
5 Distinctive Features: Magical Aura, detectable by other magicians (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
15 Psychological Limitation: Heroine's Code of Honor (Very Common; Moderate)
15 Psychological Limitation: Fascinated by Magic & the Supernatural (Very Common; Moderate)
10 Psychological Limitation: Craves Adventure (Common; Moderate)
15 Social Limitation: Secret ID: Uzu Kimika, Manga Artist (Frequently; Major)
5 Vulnerability: Darkness based magic or powers (Uncommon)
100 Total Disadvantages Cost
Height: 4' 10" Hair: Brown
Weight: 90 lbs Eyes: Brown
Appearance: Attractive fit Japanese woman in her early 20s.

In combat wears a full body silver and blue padded suit with crash helmet, boots and gloves.

Personality: By nature serious and ambitious, there is also a side of Kimika that craves danger and conflict. That side drives her to risk her life as the heroine Mirror Girl. Her curiosity has gotten her into serious trouble more than once, but so far her powers have gotten her out again. She can be more than a little bit creepy.

 

Quote:

“There is a mystery here you cannot see.â€

“You talk too much.â€

Background: The tentacled horror that had mere moments before been an ordinary school boy roared out its pain.

 

“You can not hope to stand against us little mirror girl! Your powers are nothing! You are nothing!â€

 

The small woman in the silver and blue padded fighting suit did not speak.

 

“Feel our power!â€

 

Black energy poured from the demon thing, passing harmlessly through the silver and blue figure. The image vanished. Suddenly a brilliant flash of light blazed about the demon. Covering its eyes with ichor-dripping things that had been hands, it screamed. The figure of the young woman appeared again, this time directly behind the creature. A beam of pure white light poured from the mirror into the flesh of the beast. The creature burned, and fell still to the ground.

 

“You should not be so boastful†said the Mirror Girl.

 

For generations the magic has run strong in Kimika Uzu’s line, and she is no exception. She finds magic and the supernatural endlessly fascinating, and desires nothing more than to learn the secrets hidden in every corner of the globe. Kimika Uzu is a talented Mangaka (comic book artist) by trade, and enjoys that life, but when the urge for adventure grows too great, when danger threatens the innocent, she puts down her brushes and paints, and puts on the fighting suit of Kagamiigaru (Mirror Girl)!

Powers/Tactics: Kimika will usually float out of hand to hand combat range, either Invisible or using Displacement of Image for protection. When invisible she likes to use Images or Mental Illusions to confuse her foes and move them into a vulnerable position. After that, she’ll usually use her Flash followed by her RKA to finish them off. Her scrying and group teleport abilities allow her to quickly travel great distances with little effort, and to bring along friends. Her healing spells can prove very helpful after a tough combat.
Campaign Use: Kimika makes an effective low powered super-heroine. Given another 150 points to work with her stats could be boosted, and her multi-power increased to permit far more varied and impressive mirror magics. A few psych limit changes could make her into quite a dangerous villain. She’s a support character, not a front line combatant.
Character created with Hero Designer (version 1.47)
Next Challenge: A sympathetic villain with mental powers.
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Actually the character was originally male, but I changed the sex when I noticed a lack of female characters on the Enforcer's page. I added a link there to point to her here. Her revised concept owes more to Terry Goodkind's Mord-Sith than anything else. :) Although, it's quite possible that the Mord-Sith themselves have a bit of the valkyrie in them...

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Originally posted by Zed-F

Good concept. :) Wouldn't a "any mirror" focus be an IIF, since it's very easy to get a new mirror?

 

Arguably yes. On the other hand, mirrors are fragile, and she can't use her powers when entangled or otherwise kept from touching a mirror (note the description and the background story). IAF seemed reasonable for what is effectively an OAF except when she's invisible. IIF Fragile & Restrainable might also work.

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Ok, my choice for a sympathetic villain with mental powers. It's still a rough draft.

 

Name: BURNOUT

10 STR 0

13 DEX 9

18 CON 16

15 BODY 10

10 INT 0

20 EGO 20

15 PRE 5

10 COM 0

2 PD 0

4 ED 0

3 SPD 7

6 REC 0

36 END 0

29 STUN 0

6" Run 0

2" Swim 0

1"/1" Leap 0

 

1 Life Support: Only needs to sleep 8 hours a week

5 Eidetic Memory

5 KS: Mental Powers 12-

5 KS: Psychology 12-

 

Powers

38 pts Clairsentience Sight & Hearing (+1 Based on Ego, -1/2 May direct TK, but must report back before Burnout knows)

 

100 Multipower

10u Telekinesis 30 STR ( +1/4 Invisible to Normal Sight, +1 Based on Ego)

6u Telekinesis 10 STR, Fine Manipulation, Extra Limbs (6 pairs) (+1/4 Invisible to Normal Sight, +1 Based on Ego)

10u 20d6 Telepathy

 

48 pts 20 PD/20 ED Armor (-1/4 Only perceived attacks) Telekinetic Shield

20 pts 10" Flight

10 pts Mental Defense

 

Disadvantages

10 pts Social Limitation: Mentally ill (Freq 11-, Minor)

15 pts Physical Limitation: Excessive use of powers causes mental confusion (Freq 11-, Greatly)

15 pts Psychological Limitation: Avoids interacting with others especially supers (Common, Strong)

15 pts Psychological Limitation: Believes all powers (except telepathy) are due to six other people helping him (uncommon, total)

 

 

Appearance: Dirty unkempt brown hair with baggy blue eyes. Late 30's. Dresses in discarded clothes.

 

Background: When Steve was 14, he discovered latent mental abilities, mainly telepathy. His parents signed him up for experimental research into paranormal extra-sensory perception. The research pushed him beyond the breaking point. He is now homeless and unable to deal with anyone but his special friends.

 

Personality: Steve distrusts other people especially those that claim they will help him. He was "helped" once. He is not normally violent, but will tends to lash out at supers out of fear. In his lucid moments, he might actually help someone though at a safe distance. He fears human contact and how scrambled his mind gets.

 

Quote: "Why can't you understand, we don't need you... and you don't need us."

 

Powers: Steve was a fairly good telepath, he is now incredible and developed telekinesis as well. Due to the stress involved, he believes his new powers come from people no one else can see. His clairsentience is based on his belief, so he will not gain information viewed through it until it has "reported back", but will direct the telekinesis as if someone was actually there. In combat, he will naturally be far away (50 hexes away) as his "invisible friends" do his dirty work for him.

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Re: Sympathetic Villain

 

Originally posted by OddHat

The PD is 1 pnt too low from the default and the cost of the invisible power effects for the TK looks off (should be at least +1/2 IIRC, maybe +1). I like the concept.

 

Oops, I was wrong about the PD and REC (I went back and fixed it). I'm not sure about the invisible power effects for the TK, if I go with +1 then there's no way to trace it back to Burnout (maybe that's the way to go). It only makes the pool 135 instead of 100.

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Re: Re: Sympathetic Villain

 

Originally posted by Blue Jogger

Oops, I was wrong about the PD and REC (I went back and fixed it). I'm not sure about the invisible power effects for the TK, if I go with +1 then there's no way to trace it back to Burnout (maybe that's the way to go). It only makes the pool 135 instead of 100.

 

As I said, cool character. My mistake about the minimum IPE costs; for some reason I was thinking of fully invisible as the only option.

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Thanks OddHat, I'm still not sure if it invokes sympathy or just pity. :)

 

Hmm, my challenge, take a famous Superhero or Supervillian (DC, Marvel or Hero) and have him have a "change of heart". Maybe he's lost his way and become evil. Maybe something finally caused him to become good. Maybe he's just revamping his look for the new decade or passing the torch to the next generation.

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Here goes.

Titan

Jacob Creel

Val Char Cost
70 STR 60
18 DEX 24
35 CON 50
17 BODY 14
13 INT 3
15 EGO 10
20 PRE 10
20 COM 5
35 PD 21
35 ED 28
4 SPD 12
21 REC 0
70 END 0
70 STUN 0
6" RUN 0
2" SWIM 0
34" LEAP 0
Characteristics Cost: 237

Cost Power END
82 Kinetic Burst Attack: Energy Blast 20d6 (vs. PD), Can only use End from End Reserve (+0), Personal Immunity (+1/4), Area Of Effect (13" Radius; +1) (225 Active Points); No Range (-1/2), Increased Endurance Cost 2x END (-1/2), Extra Time Delayed Phase (-1/4), Character May Take No Other Actions (-1/4), Gestures (-1/4) (uses END Reserve) 44
5 Kinetic Burst Endurance: Endurance Reserve (44 END, 0 REC)
30 Absorption 3d6 (Energy & Physical to "Kinetic Attack" End Reserve), Varying Effect (+1) (30 Active Points)
37 Very Tough Flesh: Damage Resistance (30 PD/30 ED), Hardened (+1/4) (37 Active Points)
28 Really tough: (Total: 28 Active Cost, 28 Real Cost) +0 PD, Hardened (+1/4) (9 Active Points) (Modifiers affect Base Characteristic) (Real Cost: 9) plus +0 ED, Hardened (+1/4) (9 Active Points) (Modifiers affect Base Characteristic) (Real Cost: 9) plus Lack Of Weakness (-5) for Resistant Defenses (Real Cost: 5) plus Lack Of Weakness (-5) for Normal Defense (Real Cost: 5)
33 Life Support , Eating: Character only has to eat once per week, Extended Breathing, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 200 Years, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Sleeping: Character only has to sleep 8 hours per week
6 Heavy: Knockback Resistance -3"
25 Leaping +20" (34" forward, 17" upward) (Accurate) (uses Personal END) 2
Powers Cost: 246

Cost Skill
25 +5 with HTH Combat
3 Computer Programming 12-
3 Electronics 12-
3 Interrogation 13-
3 KS: Superhuman History (last 30 odd years or so) (INT-based) 12-
2 KS: Avengers 11-
3 Lockpicking 13-
3 Mechanics 12-
2 SS: Mathematics 11-
3 Security Systems 12-
3 Streetwise 13-
1 WF: Chain & Rope Weapons, Clubs
Skills Cost: 54

Cost Perk
2 Reputation: Avenger (A large group; 11-) +1/+1d6
2 Fringe Benefit: Provisional Avengers Membership
8 Contact: Titania & Absorbing Man (Contact has: useful Skills or resources, Very Good relationship with Contact) 14-
Perks Cost: 12

Val Disadvantages
5 Dependent NPC: Crusher Creed & Mary McPharren-Creed (Parents) 8- (As powerful as the PC; Group DNPC: x2 DNPCs)
10 Dependent NPC: Tabitha and Leanne Creed (Sisters) 8- (Slightly Less Powerful than the PC; Group DNPC: x2 DNPCs)
20 Hunted: The New Masters of Evil (version 8.0!) 8- (Mo Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find)
15 Hunted: Queen Bee 8- (Less Pow; Harshly Punish; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
15 Hunted: Wrecking Crew (the NEW Crew!) 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find)
5 Physical Limitation: Large mass (weighs 600+ lbs) (Infrequently; Slightly Impairing)
20 Psychological Limitation: Code vs Killing (Common; Total)
15 Psychological Limitation: Proud of his family; reacts poorly to insults directed at them (Common; Strong)
10 Psychological Limitation: Enjoys combat (Common; Moderate)
10 Reputation: Child of reformed criminals 11- (Extreme (Known Only To A Small Group))
10 Rivalry: Professional (Thor; Rival is Significantly More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry; Friendly Rival)
15 Social Limitation: Secret Identity: Jacob Creed (Frequently; Major)
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 199Total Experience Available: 199Total Character Cost: 549Height: 6' 6"Hair: RedWeight: 620 lbsEyes: BlackAppearance: Jacob is tall and handsome with red hair and black eyes. He wears a white body suit with blue trim that is similar to the one his mother wore when she fought as Titania. He wears a face mask that leaves his nose, mouth and the top of his head bare.Personality: Jacob was raised in a surprisingly loving and well balanced home. Creel and McPharren had mellowed condsiderably and really wanted to have a family (Jacob has two sisters). His parents, grateful for the second chance given them by Stark raised their children to be upstanding citizens.

Jacob feels indebted to Stark and the Avengers. He happily joined up with his parents approval. He has faced soemthing of a backlash from criminals who felt betrayed by his parents and often call him out with insults and taunts.

Quote:"Really, compared to Ultron 13, you are a pretty pitiful robot. At least that's what my dad says."Background: Jacob Creel should have been a loser. He should have been a violent misanthrope, a drain on society. His parents were. Jacob's mother was Skeeter McPharren, aka Titania, his father, Crusher Creel, the Absorbing Man. Things don't always work out like they "should". His parents had slowly taken steps towards normalcy on occasion, their love for each other being the catalyst. When Titania got pregnant, they disappeared. It was a hard birth, even for the superhumanly powerful McPharren. Jacob was born in a warehouse made makeshift clinic by Helmut Zemo. Creel had worked for Zemo during one of the Masters of Evil incarnations and Zemo felt he owed them.

Now having a baby to take care of, Creel and McPharren married. It was rough, Creel held down a few low paying labor jobs that didn't do background checks, and McPharren went back to community college to get her office specialist certificate. When yet another world threatening crisis occured, Titania and the Absorbing Man came out of hiding to lend their aid. With the help of Tony Stark (who had made an effort for reclimation projects before) Creel and McPharren found work with Stark Enterprises and recieved Amnesty for their crimes. Jacob grew up strong like his mother and tough like his father. When he got out of college (at age 20 no less!) he was offered a provisional membership to the Avengers (who had in recent years taken a keen interest in the up bringing of new heroes). Taking a variation on his mother's code name, Jacob became the Titan.

Powers/Tactics: A brick with tremendous strength and durability, Titan lacks his father's ability to absorb the properties of whatever he touches but he does have a similar ability to absorb physical and energy attacks dissapating the damage or converting it to kinetic energy that he can release in a tremendous physical blow. He can leap great distances and seems to be able to survive in almost any environment.Campaign Use: A mid level brick with some history about him. a few notes. His Hunted have the "easy to find" since everyone and their grandmother knows where the Avengers Mansion is. Titan is always trying to out do Thor. While the Asgardian enjoys the challenges and finds it amusing, Titan is more serious about it that he lets on.Challenge: (HA! I got one this time!)a supernatural based monster hunter.
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Damn. I go offline for a while and you guys suddenly become prolific!

 

Cool stuff....Ill try to make time to give each character sufficient time to fully grok them. Im glad to see this thread revived after a long hiatus :D

 

BTW is Titan's real name "Creel" a tribute to Crusher Creel? I havent read the bg yet, so I thought Id ask.

 

Also, what kind of world is this when Enforcer remembers to post a challenge all in one go? ;)

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sad isn't it? There was a time when we all worked within our limitations, not seeking to "grow" or "actually follow the damn rules"....:D

 

 

and yes, its Creel and Titania's kid. Probably works for the M2 setting if you give ANext a few years to revolve memberships...

 

 

 

 

 

edited to hopefully not sound so snippy.

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Supernatural Monster Hunter

Combat Information Page

Character Name: Felinious Monk - Monster Hunter

Alternate Identities: Tuxie, Mister Penguin Head

Player Name:

attachment.php?s=&postid=101723
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
-15 STR 10 -25 -15 6- HTH Damage -3d6 END [0]
20 DEX 10 30 20 13- OCV 7 DCV 7
10 CON 10 0 10 11-
5 BODY 10 -10 5 10-
18 INT 10 8 18 13- PER Roll 16-
20 EGO 10 20 20 13- ECV: 7
10 PRE 10 0 10 11- PRE Attack: 2d6
12 COM 10 1 12 11-
             
             
3 PD 0 3 3   3 PD (0 rPD)
3 ED 2 1 3   3 ED (0 rED)
4 SPD 3.0 10 4   Phases: 3, 6, 9, 12
4 REC 2 4 4  
20 END 20 0 20  
12 STUN 10 2 12    
6" Running 6 0 6"    
2" Swimming 2 0 2"    
2"/1"" Leaping 0 0 2" 44 Total Characteristics Points
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 350
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (0") 2"
V. Leap (0") 1"
APPEARANCE
Hair Color:  Black & White
Eye Color:  Green
Height:  1' 8"
Weight:  12 lbs
Description:
Small black & white tuxedo cat.

DEFENSES
Type Amount Notes
Physical Defense 3 Current BODY:
Res. Phys. Defense 0  
Energy Defense 3 Current END:
Res. Energy Defense 0  
Mental Defense 10 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 7 DCV: 7
 
Combat Skill Levels: +3 with DCV
COMBAT MANEUVERS
Maneuver 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 +4 DC attack damage
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
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

POWERS
Cost  Power END
5 Bite: HKA 0d6 +1 (plus STR) (vs. PD) (uses Personal END) 1
5 Claws: HKA 0d6 +1 (plus STR) (vs. PD) (uses Personal END) 1
2 Pounce: Leaping +2" (2" forward, 1" upward) (uses Personal END) 1
9 Cat's Senses: Enhanced Perception (+3 to PER Rolls for All Sense Groups)
5 Cat's Eyes: Nightvision
5 Cat's Nose: Tracking (Normal Smell)
6 Inscrutible: +6 Mental Defense (10 points total)
5 Cat's Have No King: +10 PRE (10 Active Points); Defensive Only (-1)
36 The Eternal Cat: (Total: 93 Active Cost, 36 Real Cost) Life Support , Longevity: Immortal (Real Cost: 5) plus Healing Regeneration 1 BODY (Can Heal Limbs, Resurrection), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) (Real Cost: 25) plus +9 BODY (18 Active Points); To Put Off Point Of Death Only (-1 1/2), No Figured Characteristics (-1/2) (Real Cost: 6)
Notes: This cat always comes back.
13 Magic Reserve: Endurance Reserve (120 END, 1 REC) (13 Active Points)
150 Cat Magic: Variable Power Pool (Magic Pool), 60 base + 90 control cost, Cosmic (+2) (150 Active Points)
0
1) You Can't Catch This Cat: Invisibility to Sight Group, Hearing Group, Mental Group, No Fringe, Uncontrolled (+1/2) (60 Active Points) (uses END Reserve) Real Cost: 60
Notes: Felinious will normally set this power up to last two turns for 48 END if in combat.
6
0
2) Purr of Power: Aid: Any one Magic Spell 4d6, Variable Effect One Power At A Time (+1/4) (50 Active Points) Real Cost: 50
0
3) Sanctification: Change Environment 8" radius, Long-Lasting: 1 Day, Invisible Power Effects, Source Only (Fully Invisible; +1/2) (60 Active Points) (uses END Reserve) Real Cost: 60
Notes: Creates an area of Holy Ground
6
0
4) True Sunlight: (Total: 58 Active Cost, 40 Real Cost) Change Environment 4" radius, Invisible Power Effects, Source Only (Fully Invisible; +1/2) (22 Active Points) (uses END Reserve) (Real Cost: 22) plus Sight Group Images, +/-2 to PER Roll, Reduced Endurance 1/2 END (+1/4), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Increases Size (4" radius; +1/2) (36 Active Points); Only To Create Light (-1) (uses END Reserve) (Real Cost: 18) Real Cost: 40
Notes: Fills the area with direct natural Sunlight.
4
0
5) Meow of the Mind: Telepathy 8d6, Reduced Endurance 0 END (+1/2) (60 Active Points) Real Cost: 60
0
6) Feline Domination: Mind Control 8d6, Telepathic (+1/4), Reduced Endurance 1/2 END (+1/4) (60 Active Points) (uses END Reserve) Real Cost: 60
2
0
7) Psychic Hiss: Ego Attack 4d6, Invisible Power Effects, Source Only (Fully Invisible; +1/2) (60 Active Points) (uses END Reserve) Real Cost: 60
6
0
8) Psychic Paws: Telekinesis (8 STR), Fine Manipulation, Reduced Endurance 0 END (+1/2), Invisible Power Effects (Fully Invisible; +1) (55 Active Points) Real Cost: 55
0
9) Advanced Feline Domination: Transform 1d6: Alter Memories (Minor), Versus Ego not Body (+1/4), Reduced Endurance 0 END (+1/2), Penetrating (+1/2), Indirect Any origin, always fired away from attacker (+1/2), Based On EGO Combat Value (Mental Defense; +1), Invisible Power Effects (Fully Invisible; +1), Continuous (+1) (57 Active Points); Limited Target Any Creature's Memories Slightly Limited (-1/4) Real Cost: 46
0
10) The Secret Paths of Cats: Extra-Dimensional Movement (Any Dimension, Any Location), x2 Increased Weight (50 Active Points) (uses END Reserve) Real Cost: 50
5
0
11) Cats Can Walk Through Walls: Desolidification (affected by Magic), Costs END Only To Activate (+1/4) (50 Active Points) (uses END Reserve) Real Cost: 50
4
0
12) Hiss of Disdain: Dispel Magic 11d6, Expanded Effect One At A Time (+1/4), Invisible Power Effects, Source Only (Fully Invisible; +1/2) (58 Active Points) (uses END Reserve) Real Cost: 58
6
0
13) Cat's Stare: Drain Magic 1d6, Ranged (+1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Reduced Endurance 0 END (+1/2), Area Of Effect (5" Radius; +1), Selective Target (+1/4), Variable Effect All Powers Simultaneously (+2) (57 Active Points) Real Cost: 57
0
14) Solar Stare: Energy Blast 4d6 (vs. ED), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Area Of Effect (One Hex; +1/2), Accurate (+0), Indirect Any origin, always fired away from attacker (+1/2), Reduced Endurance 0 END (+1/2) (60 Active Points); No Knockback (-1/4) Real Cost: 48
Notes: A burst of searing sunlight
0
15) Burst of Sunlight: Flash 4d6 (Sight Group), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Reduced Endurance 0 END (+1/2), Area Of Effect (4" Radius; +1) (60 Active Points) Real Cost: 60
0
16) Cats Can See Magic: Detect (Sight Group) A Class of Things 13-, Discriminatory, Range, Targeting Sense, Sense Affected As Another Sense (+0) (25 Active Points) Real Cost: 25
0
17) Cats Can't Be Fooled: Spatial Awareness (Increased Arc of Perception: 360-Degree) (27 Active Points) Real Cost: 27
0
18) Cats Know Secrets: Danger Sense (Area: Any Area, Function as a Sense, Sensitivity: Any Danger) (42 Active Points) 13- Real Cost: 42
241 Total Powers Cost
PERKS
Cost  Name
3 Anonymity
3 Total Perks Cost

SKILLS
Cost  Name
15 +3 with DCV
3 Breakfall 13-
3 Climbing 13-
13 Concealment (19 Active Points); Self Only (-1/2) 21-
15 Stealth 19-
3 Language: English (native is Cat) (fluent conversation; literate)
3 Navigation (Astral, Dimensional) 13-
2 AK: The Astral Plane 11-
3 KS: Supernatural Creatures (INT-based) 13-
2 KS: Arcane & Occult Lore 11-
62 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
5 Physical Limitation: Limited Manipulation (Infrequently; Slightly Impairing)
Notes: May compensate with TK.
10 Physical Limitation: Tiny (.25m; +9" KB) Frequently, Slightly Impairing
10 Physical Limitation: Can't Form Human Words (Frequently; Slightly Impairing)
Notes: May use telepathy and/or other powers to compensate.
5 Physical Limitation: Unfamilliar with Human Culture & Technology (Infrequently; Slightly Impairing)
Notes: While Felinious is well versed in human culture for a cat, he none the less has a great deal of trouble with concepts such as Laws, Money, Technology...
20 Psychological Limitation: Lets Humans Think They Own It, When It Really Owns Them Common, Total
15 Psychological Limitation: Dedicated to Killing Supernatural Monsters (Common; Strong)
15 Psychological Limitation: Protective of Inocent Humans (Common; Strong)
10 Social Limitation: Only a Cat, No Legal Rights, Treated Like Property (Frequently; Major; Not Limiting In Some Cultures)
Notes: Much less of a problem among non-speciesists.
15 Social Limitation: Secret Identity (Occasionally; Severe)
20 Dependent NPC: Pet Humans 8- (Normal; Group DNPC: x2 DNPCs; Unaware of character's adventuring career/Secret ID)
10 Enraged: If Inocent Humans Harmed (Common), go 8-, recover 14-
10 Distinctive Features: Small Black & White Cat (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
Notes: Not distinctive among cats.
5 Distinctive Features: Supernatural Aura (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
150 Total Disadvantages Cost
Height: 1' 8" Hair: Black & White
Weight: 12 lbs Eyes: Green
Appearance: Small black & white tuxedo cat.
Personality: Felinious Monk has fully accepted his mistress’ mission of protecting humanity against supernatural evil as his own. He sees the world as his territory, friendly humans as his pride-mates and cubs, and supernatural predators as his enemies and prey. Like most cats, he well understands the value of stalking before you pounce. He does not toy with his kills.
Quote:Meow. Purr. Feed me.

 

Background: â€œMommy, come see what I found in Mister Penguin Head’s basket!â€

 

Mrs. Katz rushed to her daughter’s side. You could find anything in a cat’s basket, absolutely anything. She was surprised to see her daughter holding an old and worn notebook. Mrs. Katz began to flip through the pages.

 

Felinious Monk’s War Diary, Day 233:

 

Today marks the twelfth anniversary of the death of my mistress. I shall not mourn, nor shall I forget. A finer human this sad world has never known. She died fighting to protect her pride, and earned great honor. She once instructed me to practice writing the human’s English daily in order to maintain my skills, and so I obey. Last night I spotted two more vampires, and dealt with them. The foul things grow more common, and I am not sure…

 

Felinious Monk’s War Diary, Day 147:

 

My new human is growing so fast! Soon she shall be full sized and ready to breed. Perhaps one day I shall protect her kittens as now I protect her. I taught her a simple spell of concealment in her dreams, and I saw her use it today to stalk her litter mate! They are so cute at this age…

 

Felinious Monk’s War Diary, Day 174:

 

The Dark Seraph intruded on my territory once again, and once again I drove him off. He is a powerful Tom indeed, and most dangerous, but not very clever. My mistress’ spell of Sanctification should keep him well away for a while. She taught me so much. Truly I miss her…

 

Mrs. Katz shut the notebook and looked at her daughter. “Honey, remember what Doctor Wagner told you about making up stories…â€

 

The cat cleaned himself and hid his annoyance. Reclaiming the war diary without frightening his pets might prove difficult.

Powers/Tactics: Felinious is not a front line fighter. If fighting alone, he will hide, become invisible, determine what he can about his foes using his enhanced senses, and pick his attacks to play against their weaknesses. Foes that use “Unholy†magic will quickly find themselves standing on holy ground and surrounded by direct sunlight for starters.

 

Campaign Use: Add a follower (human magician) and you have a team where the familiar is in charge. In a Super Team Felinious makes a very effective back-up character. As an NPC hero, Felinious can serve as an unobtrusive helping hand. As a villain, change his psych limits and Felinious might prey on those he once protected.
Character created with Hero Designer (version 1.47)
Next Challenge: Meglomaniac with a Mission.
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You'll rue the day I entered this.

Combat Information Page

Character Name: The Pidgeon

Alternate Identities: Walter Pidgeon, Winged Rat, Gutterbird

Player Name:

attachment.php?s=&postid=101723
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [1]
26 DEX 10 48 26 14- OCV 9 DCV 9
18 CON 10 16 18 13-
15 BODY 10 10 15 12-
10 INT 10 0 10 11- PER Roll 11-
10 EGO 10 0 10 11- ECV: 3
8 PRE 10 -2 8 11- PRE Attack: 1 1/2d6
10 COM 10 0 10 11-
             
             
3 PD 3 0 3/25   3/25 PD (0/22 rPD)
4 ED 4 0 4/26   4/26 ED (0/22 rED)
6 SPD 3.6 24 6   Phases: 2, 4, 6, 8, 10, 12
7 REC 7 0 7  
36 END 36 0 36  
32 STUN 32 0 32    
6" Running 6 0 6"    
2" Swimming 2 0 2"    
3"/1 1/2"" Leaping 3 0 3" 101 Total Characteristics Points
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 350
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 3"
V. Leap (2") 1 1/2"
Flight 20" [80" NC]
APPEARANCE
Hair Color:  Feathery
Eye Color:  Brown
Height:  6' 0"
Weight:  220 lbs
Description:

DEFENSES
Type Amount Notes
Physical Defense 3/25 Current BODY:
Res. Phys. Defense 0/22  
Energy Defense 4/26 Current END:
Res. Energy Defense 0/22  
Mental Defense 0 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 9 DCV: 9
 
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver 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 +4 DC attack damage
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
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

POWERS
Cost  Power END
26 Find Freshly Washed Car: Detect A Single Thing 19-, Increased Arc of Perception: 360-Degree, Range, Sense, Telescopic (+3)
45 Winged Flight: Flight 20", x4 Noncombat, Reduced Endurance 0 END (+1/2) (67 Active Points); Restrainable (-1/2)
44 Feathers of Might: Armor (22 PD/22 ED) (66 Active Points); Ablative BODY Only (-1/2)
8 Bird's Eye: Telescopic +5 to PER Rolls (only to offset the Range Modifier) (Sight Group)
30 Air Raid Powers: Elemental Control, 60-point powers
35
1) Human Target: (Total: 65 Active Cost, 65 Real Cost) Flash 6d6 (Sight Group), Additional Sense: Normal Smell, Reduced Endurance 1/2 END (+1/4) (41 Active Points) (Real Cost: 41) plus Drain PRE 1d6, Reduced Endurance 1/2 END (+1/4) (12 Active Points) (Real Cost: 12) plus Drain COM 1d6, Reduced Endurance 1/2 END (+1/4) (12 Active Points) (Real Cost: 12)
4
12
2) Mark Target: Sight Group and Normal Smell Images, +/-4 to PER Roll, Increases Size (4" radius; +1/2), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (62 Active Points); Set Effect: Staining vehicles (-1), Dissolve in Water (Commonly Known) (-1/2), Can Be Missile Deflected (-1/4)
17
3) That's Disgusting: Entangle 4d6, 0 DEF, Works Against EGO, Not STR (+1/4), Takes No Damage From Attacks Limited Group (+1/4), Cannot Be Escaped With Teleportation (+1/4), Reduced Endurance 0 END (+1/2) (90 Active Points); No Defense (-1 1/2), Does Not Prevent The Use Of Accessible Foci (-1)
Notes: Character is so repulsed that they stand there summoning the EGO to function normally.
30
4) Pennies from Heaven: Energy Blast 6d6 (vs. PD), Reduced Endurance 1/2 END (+1/4), Explosion (+1/2), Line Of Sight (+1/2) (67 Active Points); No Knockback (-1/4)
3
247 Total Powers Cost

SKILLS
Cost  Name
2 KS: Statuary 11-
2 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
20 Hunted: Center for Disease Control 14- (Less Pow; Harshly Punish; Extensive Non-Combat Influence)
5 Hunted: Kids with Slingshots 11- (Less Pow; Harshly Punish; Limited Geographical Area (Local Parks))
20 Psychological Limitation: Megalomaniacal (Thinks the world is his canvas) (Very Common; Strong)
15 Psychological Limitation: Easily distracted by statues and clean vehicles (Common; Strong)
20 Psychological Limitation: Artist temperament (Very Common; Strong)
15 Social Limitation: Gutterbird, scavenger (Very Frequently; Minor)
15 Susceptibility: Water 3d6 damage, Instant (Uncommon)
20 Vulnerability: 2 x STUN Impact with invisible objects (Windows, Force walls, characters) (Common)
20 Vulnerability: 2 x BODY Impact with invisible objects (Windows, Force walls, characters) (Common)
150 Total Disadvantages Cost
Height: 6' 0" Hair: Feathery
Weight: 220 lbs Eyes: Brown
Appearance: 
Personality: 
Quote:"Wherever an S.U.V. is exiting a carwash... I am there!"
Background: Walter Pidgeon was an artist out of time. No one got his work. He created statue after statue, a supreme sculpter and painter, who was continually pooh-poohed by the critics. Well, he eventually would have his revenge. One critic referred to his kinetic sculpture built from discarded urinals and toilets as "Something worthy of a good long dump". Walter strolled through the park following this and came upon an old statue that was revered by the locals. Why would they like this... crap.. when his work was so much more full of intensity and longing. He strained over his art. He grunted over it. And here someone simply pulled a statue of a civil war figure out of their A$$ and expected him to treat it as art. Well, he saw that the pidgeons were giving it the proper treatment. Yes... they had the right idea.
Powers/Tactics: 
Campaign Use: 
Character created with Hero Designer (version 1.47)
Next entry: The forgetful villain
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The man who would be Tyrant

Talbot DuChampe

Val Char Cost
50 STR 40
10 DEX 0
50 CON 80
30 BODY 40
5 INT -5
5 EGO -10
50 PRE 10
12 COM 1
15 PD 5
15 ED 5
5 SPD 30
20 REC 0
100 END 0
100 STUN 20
6" RUN 0
2" SWIM 0
10" LEAP 0
Characteristics Cost: 216

Cost Power END
357 Phenomenal Cosmic Powers: Variable Power Pool, 250 base + 107 control cost, Cosmic (+2) (625 Active Points); No Conscious Control (-2), Only when Enraged (-1/2)
15 Fearless: +30 PRE (30 Active Points); Defensive Only (-1)
8 Tougher than a box of old donuts: Damage Resistance (8 PD/8 ED)
60 That really didn't hurt: Energy Damage Reduction, Resistant, 75%
60 No, really, I can't feel a thing: Physical Damage Reduction, Resistant, 75%
46 When did I eat last?: Life Support , Eating: Character only has to eat once per year, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 1600 Years, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character only has to sleep 8 hours per week
30 Fugue in DUH: +30 Mental Defense (31 points total)
30 HMM?: Power Defense (30 points)
Powers Cost: 606

Cost Skill
44 +10 Overall (100 Active Points); Requires A INT Roll (-1 1/4)
3 Computer Programming 10-
2 KS: Television Scheduals 11-
2 KS: Children's Books 11-
2 Navigation (Land) 10-
3 Paramedics 10-
Skills Cost: 56

Cost Talent
3 Absolute Range Sense
3 Absolute Time Sense
3 Ambidexterity (Reduce Off Hand Penalty to -2)
3 Bump Of Direction
30 Danger Sense (Function as a Sense, Intuitional, Sensitivity: Any Danger) 18-
20 Lightning Reflexes: +20 DEX to act first with All Actions (30 Active Points); Only when Enraged (-1/2)
20 Universal Translator 10-
Talents Cost: 82

Val Disadvantages
15 Distinctive Features: Disconnected, dazed, and confused, but not at all unhappy about it. (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Enraged: If takes, Body, or a "friend" harmed in his presence (Uncommon), go 11-, recover 8-
20 Hunted: UNTIL 14- (As Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
20 Hunted: Order of the Silver Rose (very powerful mystics) 14- (As Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
25 Physical Limitation: Amnesia; Cannot remember who he really is (All the Time; Fully Impairing)
25 Physical Limitation: Curse of Simpleness (All the Time; Fully Impairing) [Notes: Without the Curse, his DEX, INT and EGO are 30]
15 Psychological Limitation: Loves children and animals (Common; Strong)
15 Psychological Limitation: Wouldn't Harm A fly (Very Common; Moderate)
10 Psychological Limitation: Megalomanical Mastervillian (Uncommon; Strong)
5 Reputation: "Imprisoned" being of great Power 8- (Extreme (Known Only To A Small Group))
Disadvantage Points: 170
Cost Summary:Base Points:500Disadvantage Points: 170Experience Required: 290Total Experience Available: 600Total Character Cost: 960Height: 6' 6"Hair: BlondeWeight: 220 lbsEyes: BrownAppearance: Tall, and powerfully built with a warm smile, unkempt blonde hair and cloths that are too small or very worn.Personality: Right now, he just wants to help animals and children. He has, on occasion been forced to lash out, attacks against either of his "charges" make him angry, and when he gets angry he gets violent. That's not a good thing. When he errupts the damage is often devistating, but confined and short lived. He cannot remember any of it.Quote:"Okay, Mary, I won't do my "Voldemort" voice this time. I'll try to keep it light for the children."

"This, is Lumpy, he's a boxer and he really wants to be adopted by the right home."

 

"How could you attack a child! Your...YOUR OWN CHILD! AAAAAAAAAARRRRRRRRGGGHHHHH!!!! FEEL MY WRATH MORTAL!!!!"

Background: In the end, it was...untidy. Sure, left unchecked the Tyrant would have caused untold sadness and destruction. Ofcourse it was for the best of society. And it didn't involve killing. Nilrem the archmage and his allies from across the panechanted planes looked down upon the dark demigod before them as he, in a meek voice, kept asking as to where he was and why he was in a crater.

 

Its been twelve years since. Talbot DuChampe has become a quietly productive member of society. Sure he had blackouts and almost always had the feeling that he was being watched; but he had a job at the animal shelter he loved, he volunteered at the children's library as a reader, and the children adored his reading style. They told him he was very dramatic. Sometimes he frightened them with his "villains" but overall it was a positive experience.

 

He just wished that he didn't have the...feeling. The feeling that when he looked in the mirror that there was someone calling, screaming in agony for him to help them. Something that felt, empty.

Powers/Tactics: None most of the time. When he gets upset though he subconsciously uses his VPP to create effects of great damage, instilling great fear but protecting what he cares for.Campaign Use: Scary potential enemy. He's more of a force of nature than a foe.Okay, now how about an Entangle based hero? A nonlethal fighter whos tendancies are towards capturing and disabling rather than injuring and subduing.
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Why, yes.

 

Disclaimers: no Hero Designer, I'm kinda lazy about writing up backgrounds and disads (although I have a few), and I'm working without the benefit of books, so don't be surprised if the math is a little off (I don't remember the cost for LS: Self-contained breathing, for instance...)

 

She might also need a few perks to represent her business {shrug}

 

Without further adieu, I give you... "Mercy".

 

 

Mercy

 

Value Char Cost

 

8 STR -2

18 DEX 24

13 CON 6

10 BODY

23 INT 13

11 EGO 2

13 PRE 3

14 COM 2

3 PD 1

3 ED

4 SPD 12

5 REC

26 END

21 STUN

 

Cha cost: 61

 

Powers and skills cost: 214

 

Total Cost: 275

 

The Mercy Gun

 

40 Multipower OIF - Mercy Gun 60 pt pool (OIF due to being mounted on her body armor)

4 u Web I capturing webline: 6d6 DEF 6 Entangle (4 clips of 8x)

4 u Web II capturing webnet: 3d6 DEF 3, Area 3" Radius - (4 clips of 8x)

4 u Knockout gas I: 6d6 NND (4 clips of 8x)

4 u Knockout grenade: 3d6 NND, Area 3" Radius (4 clipx of 8x)

4 u Beanbags: 4d6 EB vs PD, STUN only no KNB -0, Autofire-5

+1/2, 4 clips of 30x, Penetrating +1/2

4 u Web III deflecting webline: Missile Deflection at range +1, +10 to roll (deflection via 'webline') 0 END

3 u Web IV grabing webline: Stretching 8", 0 END +1/2, no noncombat -1/4, always direct -1/4 ('webline') 0 END

1 u Web V traveling webline: 20" Swinging

 

20 +4 with ranged combat

 

30 Armor (15, 15) OIF body armor

8 +5 PD, +5 ED IIF padded suit

5 LS: self-contained breathing OIF body armor

 

6 Fast: +3" Running

 

6 Some Duct Tape (just in case)

3d6 DEF 3 Entangle, OAF -1, 4x -1, gestures -1/4, takes extra time 1 turn (-1.5)

 

Aikido

4 Dodge +5 to DCV

4 Block +2 OCV, +2 DCV

3 Throw STR + v/5 "the faster they are the harder they fall"

5 2d6 NND nerve pinch/strike

 

9 Breakfall 13-, Contortionist 13-, Lockpicking 13-

3 KS: Aikido 14-

 

9 +3 levels with aikido

 

5 Strong Will: 10 Mental Defense

 

3 Scientist

8 SC: Materials Science, Chemistry, Physics, Biochemistry 14-

3 KS: Nonlethal weaponry 14-

3 PS: Mechanical Engineer 14-

3 Inventor 14-

 

9 Criminology 14-, Security Systems 14-, Computer Programming 14-

 

 

Disadvantages

20 Psych: Code vs Killing (total)

10 Psych: Shy (common, moderate)

5 Phys: Nearsighted: needs glasses/contacts to compensate

20 Hunted: some villain pissed off at her capturing him, like, say, Bulldozer...

20 DNPCS: employees, normal, 8-, group DNPC "dammit boss...it's a good thing you pay well"

 

-0 No Particular ID

(I'm lazy at writing up disads, plus I don't have the book with me).

 

Base points: 150

Disadvantages: 75

 

Non-lethal superhero bonus: 50

 

 

 

Mercedes LaMarck, aka "Mercy"

 

Height: 5'4" Weight 135 lbs

Hair: brown Eyes: brown

 

Origin: Mercy was a bright child, who was always tinkering with this and that. She grew up to become a brilliant scientist and inventor, who owns her own small business, designing non-lethal weaponry for police, the military, etc.

 

She has 6 employees: John Reyes and Mindy Koch, fellow researchers; Liz Steubing, receptionist, accountant, office manager, and all-around go-to person; David Breckenridge, lawyer, marketer, and salesman all rolled into one; Larry Johnson, computer support; Cameron Hodgkins, business manager.

 

Her parents are still alive, she has no extremely traumatic incidents in her past that made her into a superhero, she just thinks it's the right thing to do -- plus, she gets to field-test new weapons. She is, however, very much a normal human under the armor, and if the armor is taken away, she's not terrifically powerful... but is smart, double-jointed, and an aikido expert.

 

Appearance: Unremarkable, but relatively cute, woman, age 30, in glasses. Seeing her on the street, you probably wouldn't look at her twice. At work, she usually wears jeans and a t-shirt - her workplace dresscode is very informal.

 

In body armor, she looks like a vision in shiny silver, with a large launcher strapped to her left arm - she's also left-handed.

 

Personality: She is dedicated to fighting crime, but she is obsessed with creating non-lethal weaponry. She would just as soon be in the lab developing a new weapon or capability as socialize with other people. She is also an expert in aikido.

 

Powers/Tactics: Out of armor, she either tries to throw people, use her nerve strike, or stay out of harm's way (block, dodge). Normal bank robbers or thugs beware, she's very much willing to take them out with aikido, then tie them up with Some Duct Tape that she habitually carries around with her -- of her own design, of course.

 

In armor, she fights primarily with her launcher, using webs and knockout gas, or an autofire beanbag-blast against those who need it... with Penetrating, it can even take out strongly-defended adversaries after a while.

 

She can deflect projectiles with webs, grab and manipulate with webs, and swing on a webline.

 

Spider-Man is one of her greatest (fictional) heros.

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