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Enforcer84

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Lavender Rose

 

Not in response to any challenge, but why bother doing a new thread for only one character? No Hero Designer yet, sorry.

 

LAVENDER ROSE

 

Created by Scott K. Jamison, 2003

 

Val Char Cost

9 STR -1

16 DEX 18

20 CON 20

20 BODY 20

18 INT 8

20 EGO 20

10 PRE 0

12 COM 1

2 PD 0

4 ED 0

3 SPD 4

6 REC 0

40 END 0

35 STUN 0

 

Cost Powers END

44 20d6 Telepathy, Armor-Piercing, 0 END, must go to "cannot be detected by target" -1/4, 0

Receive only -1/2, only to see other people's flashbacks -1/2, No Conscious Control -2

30 MP--"Magic Crossbow" (30 pt reserve)

3u "Standard bolt" 2d6 RKA 3

3u "Sharp bolt" 1d6+1 RKA, Armor-piercing 3

3u "Rubber bolt" 1d6 +1 RKA, Indirect (always starts from self) +1/4 3

3u "Stun bolt" 6d6 EB 3

3u "Net bolt" 3d6 Entangle, 3 DEF 3

20 Armor 10 PD/10 ED, OIF uniform

7 Instant Change 0

Skills

15 +3 CSL w/crossbow

5 Deduction 14-

3 Scholar

3 Breakfall 12-

3 Climbing 12-

5 Conversation 12-

2 KS: Classic Literature 12-

2 KS: Theology 12-

2 KS: Religious History 12-

2 KS: Major Religious Texts 12-

2 KS: Geography 12-

2 KS: Local Crime Figures 12-

2 KS: Superhumans 12-

2 KS: Couneling Techniques 12-

3 High Society 11-

2 AK: Campaign City 11-

3 Oratory 11-

3 Persuasion 11-

3 Streetwise 11-

2 PS: Counselor 11-

3 Languages: Fluent Latin, Fluent Ancient Greek (English native)

5 Cramming

Perks

3 Anonymity

8 Favors, as needed

Talents

5 Eidetic Memory

4 Speed Reading

 

200+ Disadvantages

20 Mystery Watched: 14-, MoPow, NCI

5 Near-sighted

15 Sense of Justice

20 Must write down everything learned each day

15 Amnesiac

5 Reputation "gay" 8-

10 Mystery ID

10 2d6 Unluck

 

Cha Cost 90 + Pow Cost 210 = Total 300

 

OCV 5+ DCV 5+ ECV 7 Phases 4,8,12

 

 

Background: "John Bunyan" woke up a few months ago in a barely-furnished apartment, with a splitting headache and no memory of how he'd gotten there. The only clue to his identity was a driver's license in John Bunyan's name. Confused, John dressed and went outside to an unfamiliar street. He wandered around for an hour or two, baffled as to who he was and why he was there.

Suddenly, he felt a strong memory, of being raped and his arm broken. Except, in the memory, he was a woman. He looked around, confused, then realized that the waitress in the cafe he was near had her arm in a cast. Somehow, John had seen her memory, and not his own. Intrigued, John bought a meal in the cafe so he could talk to the waitress. With a little effort he learned that she had indeed been assaulted, but the police had not been able to find the man responsible.

John saw clues in the memory, and was able to track the rapist down. Before he confronted the man, however, a costume fomed around John, complete with a weapon. In this disguise, John captured the rapist and turned him over to the police.

That night, John felt compelled to write down everything that happened in a diary. (It was blank before.)

Since then, the Lavender Rose has sought justice for those unable to attain it for themselves. John knows that there is a larger purpose to his life, but has as yet been unable to discover any clues to that destiny.

 

Personality: John is a soft-spoken, self-effacing person who is equally uncomfortable in the halls of power and in the crime-ridden streets. If it were not for a genuine desire to help others, he wouldn't leave the apartment at all. Once he has been alerted to an injustice, John will pursue a remedy for as long as it takes. While he is willing to kill if it is absolutely necessary, John prefers to seek other remedies for problems. He's becoming increasingly worried about his compulsive diary writing, especially as there are secrets in there that should never be learned.

 

Quote: "Would you like to talk about it?"

 

Powers and Tactics: The Lavender Rose's powers appear to be magical in nature. The most unusual of these is his ability to see other people's "flashbacks", strong memories that relate to their current problems. John has no control over when or how this power activates. When John wishes to become the Lavender Rose, he concentrates, and the Rose's costume replaces his current clothing. He also gains a crossbow, which appears to be a physical weapon, but instantly reappears at his side if stolen. The bolts fired from the crossbow are powered by John's own lifeforce, and dissolve if anyone else grasps them.

John's skills make him think that he was educated in a seminary at some point, and may have been ordained. Unfortunately, he doesn't know in which religion.

John prefers to wander about in civilian clothing until a case presents itself, and continue investigating in mufti until a combat situation seems likely. Then he assumes his "super" identity. In combat, Lavender Rose is strictly a sniper, fleeing to range if confronted. Recently, people John's helped in the past have begun referring cases to him, and he makes a modest income from grateful "clients."

 

Appearance: John Bunyan is a slender man in his late twenties or early thirties, with very short dark brown hair and brown eyes. His skin is pale and his features are delicate. John customarily wears wire-rimmed glasses and dark suits with a clerical collar.

The Lavender Rose wears a white bandleader's jacket with a lavender rose (always fresh) on the right breast pocket, and gold epaulets; tight lavender-colored trousers; shiny black low boots, and a lavender domino mask with corrective lenses. The color scheme, some unfortunate coincidences and Rose's soft-spokeness have started a persistent rumor that the hero is gay. This is sometimes helpful, but more often a hindrance, especially as John is not attracted to men.

 

Campaign Use: Lavender Rose's main hook is the mystery of who he is, where he came from, and who did this to him. If this can be tied into a player character's background, so much the better. He's deliberately much less combat-worthy than most PCs, so eventually he'll need to come for them for help. He might even be able to help bring justice to the player character's archenemy. John's counseling skills might also come in handy from time to time.

For more realistic campaigns, change the "flashback" reading power to uncanny observational skills, make the crossbow a Focus with charges, and make the costume (no Instant Change) less garish. If Lavender Rose is too underpowered, boost his Speed and give him more combat levels with a larger Multipower.

 

 

Comments? Questions?

 

SKJAM!

"Air and Sky Grow Cold"

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Hope this worksHere you go.

Steelshod

Drew Harper

Val Char Cost
35 STR 20
18 DEX 24
40 CON 60
30 BODY 40
15 INT 5
13 EGO 6
25 PRE 15
12 COM 1
35 PD 29
35 ED 27
4 SPD 12
14 REC 0
80 END 0
80 STUN 15
6" RUN 0
2" SWIM 0
14" LEAP 0
Characteristics Cost: 254

Cost Power END
20 Power Guantlets: (Total: 39 Active Cost, 20 Real Cost) +5 STR (5 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) (Real Cost: 2) plus Power Strikes: Hand-To-Hand Attack +5d6 (25 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) (Real Cost: 12) plus Efficient Musculature: Strength 35, Reduced Endurance 1/2 END (+1/4) (9 Active Points); OIF (-1/2) (Real Cost: 6) 3
44 Nigh Invulnerable: Damage Resistance (35 PD/35 ED), Hardened (+1/4) (44 Active Points)
13 Shrugs off the Normal Stuff: Energy Damage Reduction, 50% (20 Active Points); STUN Only (-1/2)
13 Shrugs off the normal stuff: Physical Damage Reduction, 50% (20 Active Points); STUN Only (-1/2)
9 I'm Tough!: +0 PD, Hardened (+1/4) (9 Active Points) (Modifiers affect Base Characteristic)
9 Damn Tough!: +0 ED, Hardened (+1/4) (9 Active Points) (Modifiers affect Base Characteristic)
6 Huge Man: Knockback Resistance -3"
35 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
9 I've a strong Mind too!: +7 Mental Defense (10 points total), Hardened (+1/4) (9 Active Points)
15 Whatever.: Power Defense (15 points)
14 Jump Boots: Leaping +7" (14" forward, 7" upward) (Accurate, Position Shift) (17 Active Points); IIF (-1/4) 2
Powers Cost: 187

Cost Martial Arts Maneuver
Boxing, Modern
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 2) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
4 3) Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
5 4) Hook: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
3 5) Jab: 1/2 Phase, +2 OCV, +1 DCV, STR Strike
Martial Arts Cost: 19

Cost Skill
3 Bureaucratics 14-
3 Conversation 14-
3 High Society 14-
2 KS: Boxing 11-
2 KS: Charitable Organizations 11-
2 KS: NBA Basketball 11-
2 Language: Spanish (fluent conversation)
3 Oratory 14-
3 Paramedics 12-
3 Persuasion 14-
2 SS: Sociology 11-
3 Streetwise 14-
3 Teamwork 13-
Skills Cost: 34

Cost Perk
6 Reputation (A large group; 14-) +2/+2d6
15 Contact (Contact has: useful Skills or resources, Good relationship with Contact), Organization Contact (+2) (15 Active Points) 12-
3 Fringe Benefit: Membership: Avant Guard
Perks Cost: 24

Cost Talent
5 Lightning Reflexes: +5 DEX to act first with Single Action (Jab)
Talents Cost: 5

Val Disadvantages
15 Dependent NPC: Dr James Harper & Elizabeth Harper (Parents) 11- (Normal; Useful noncombat position or skills; Group DNPC: x2 DNPCs)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10 Distinctive Features: Neon Green Eyes, Huge Muscular Man (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
25 Hunted: Institute for Human Advancement 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
25 Hunted: VIPER 8- (Mo Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find; Extensive Non-Combat Influence)
10 Physical Limitation: Huge (+1 to other Per Rolls, weighs over 200Kg, -1DCV) (Frequently; Slightly Impairing)
20 Psychological Limitation: Code vs Killing (Common; Total)
10 Psychological Limitation: Altruistic; donates of self for others. (Common; Moderate)
10 Psychological Limitation: Enjoys being a public figure (Common; Moderate)
15 Social Limitation: Public ID; Drew Harper (Frequently; Major)
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 173Total Experience Available: 175Total Character Cost: 523Height: 7' 4"Hair: BrownWeight: 450 lbsEyes: BrownAppearance: A huge African American male with short cropped hair and, due to his mutant gene, brilliant neon green eyes. His eyes tend to put people off, but they are countered by a ready smile and easy going demeanor. He is a quick wit and is studying sociology and public speaking at Boston College. His costume consists of a red sleevless shirt with a golden 'S' over his heart, black pants, his "Jump Boots" which are IIF so just appear to be black anime combat boots, and his silver guantlets. He wears no mask as he is not going to be able to keep a secret ID anyway. He occasionally wears dark sunglasses.Personality: Just a good man trying to help out his neighboorhood. Quote:Look, just put the gun down before you hurt yourself.Background: Drew Harper is a large man. Always has been. He is also a mutant blessed with tremendous durability and resiliance. It didn't take him long to decide to become a costumed adventurer. He always had a noble streak to him and the idea of using his natural gifts to aid others appealed to him. He has taken up boxing as his strength, while great, does not enter the realm of superhuman. Since joining the Avant Guard (thanks Aaron Alliston!) in Boston, Drew has aquired his "Force Guantlets", created by Angela Haas, known to the public as Access.Powers/Tactics: Steelshod, despite his lack of lifting power, is a brick. He can take cannon fire and not even blink. His quick hands and Power Guantlets give him tremendous striking power. He is generally considered the team's combat monster. He generally uses his firt phase to take measure of his opponents.Campaign Use: A combat monster; Drew can't do many of the nice non-combat things true bricks can do, aided by the Power Guantlets, he can life a small car, but he tends to leave the heavy lifting to Olympia. He is, however, one of the team's more popular public faces. He often donates his name and time to various local and national charities and can be brough into an adventure that revolves around them.okay, someone make me a female gadgeteer named Access... since I used her name in Steelshod's origin.
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Here she is!

 

Access

 

Player:

 

Val Char Cost
25 STR -5
10 DEX 0
10 CON 0
10 BODY 0
20 INT 10
10 EGO 0
15 PRE 5
20 COM 5
26 PD 1
22 ED 0
4 SPD 20
7 REC 0
20 END 0
50 STUN 22
18" RUN-62" SWIM05" LEAP0Characteristics Cost: 52

 

Cost Power END
6 Cyber Armor: Power Defense (10 points) (10 Active Points); OIF Durable (-1/2), Real Armor (-1/4)
34 Cyber Armor: Armor (20 PD/20 ED) (60 Active Points); OIF Durable (-1/2), Real Armor (-1/4)
10 Armor Assistance: +20 STR (20 Active Points); Activation Roll 11- (-1) (uses END Reserve) 2
15 +15" Running (18" total) (30 Active Points); Activation Roll 11- (-1) (uses END Reserve) 3
20 High Power Radio/Radar: Radio Perception/Transmission (Targeting Sense)
10 Increased Arc Of Perception (360-Degree) (Sight Group)
30 Analyze Sense (Sight Group; Additional Sense Group: Hearing Group, Additional Sense Group: Smell/Taste Group)
28 Cyber Gauntlet: Multipower, 50-point reserve, all slots: (50 Active Points); OIF Durable (-1/2), Concentration 1/2 DCV (-1/4) [Notes: The Cyber Gauntlet multipower only works on computers and robots.]
2u 1) Computer Control: Mind Control 10d6 (50 Active Points); Costs END To Maintain Full END Cost (-1/2), Normal Range (-1/4) (uses END Reserve) 5
2u 2) Mind Scan 5d6, One Way Link (+1) (50 Active Points); Costs END To Maintain Full END Cost (-1/2) (uses END Reserve) 5
28 Combat Gauntlet: Multipower, 50-point reserve, all slots: (50 Active Points); OIF Durable (-1/2), Incantations (-1/4) [Notes: The Combat Gauntlet is voice activated and can only be used by Access or someone who can duplicate her voice.]
2u 1) Laser Blinder: Flash 10d6 (Sight Group), Required Hands One-Handed (+0) (50 Active Points); Beam (-1/4), Can Be Missile Deflected (-1/4), No Knockback (-1/4) (uses END Reserve) 5
3u 2) Lightning Blast: Energy Blast 10d6 (vs. ED), Required Hands One-Handed (+0) (50 Active Points) (uses END Reserve) 5
2u 3) Shock Gauntlet: Hand-To-Hand Attack +10d6, Required Hands One-Handed (+0) (50 Active Points); Hand-To-Hand Attack (-1/2), No Knockback (-1/4) (uses END Reserve) 5
20 Robo Boyz: Follower (x2, 250 Base, 0 Disad) (55 Active Points); IAF Fragile (Focus (Helmet Mic); -3/4), Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), Incantations, Requires Incantations throughout (-1/2) [Notes: She needs to manually direct her combat bots, and constantly give them voice commands or else they just stand there. Also, if she loses either her computer gauntlet, or her helmet mic her Boyz stop working.]
15 Endurance Reserve (100 END, 10 REC) Reserve: (20 Active Points) REC: (10 Active Points); Limited Recovery (-1)
96 Variable Power Pool (Gadget Pool), 75 base + 21 control cost (113 Active Points); VPP Can Only Be Changed Between Adventures (-1/2), Only In Heroic Identity (-1/4) [Notes: All gadget end must come from her suit's battery.]
Powers Cost: 323

 

 

Cost Skill
5 Skipover Sprayfire
3 Bureaucratics 12-
3 Computer Programming 13-
5 Cramming
9 Electronics 16-
9 Inventor 16-
9 Power (INT-based) 16-
5 Rapid Attack (Ranged)
6 SS: Robotics (INT-based) 16-
5 SS: Chemistry (INT-based) 15-
5 SS: Physics (INT-based) 15-
5 SS: Computer Engineering (INT-based) 15-
5 SS: Electrical Engineering (INT-based) 15-
5 SS: Material Sciences (INT-based) 15-
3 Security Systems 13-
5 Systems Operation 14-
3 Tactics 13-
3 Teamwork 11-
Skills Cost: 93

 

Cost Perk
9 Reputation (A large group; 14-) +3/+3d6
3 Fringe Benefit: Low Justice: Character has the right to mete out justice.
15 Contact (Contact has: useful Skills or resources, Good relationship with Contact), Organization Contact (+2) (15 Active Points) 12-
Perks Cost: 27

 

Cost Talent
5 Eidetic Memory
3 Lightning Calculator
3 Lightsleep
4 Speed Reading (x10)
Talents Cost: 15

 

 

Total Character Cost: 510

 

Val Disadvantages
25 Dependent NPC: Meridith Haas (Comatose Mother) 14- (Incompetent)
15 Dependent NPC: Gary Haas (Parapalygic Brother) 14- (Normal; Useful noncombat position or skills)
15 Physical Limitation: No Lifting more than 10 kg without armor assistance (Frequently; Greatly Impairing)
25 Hunted: VIPER 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
25 Hunted: ARGENT 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
15 Psychological Limitation: Code vs. Killing (Common; Strong)
20 Psychological Limitation: Must protect bystanders (Common; Total)
10 Social Limitation: Public ID: Jenny White (Frequently; Minor)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 160

Total Experience Available: 160

Experience Unspent: 0

 

--------------------

 

Ten years ago Angela's life changed forever when a rampaging super, under the control of ARGENT, picked up and threw a car into the resteraunt her family was celebrating her birthday in killing her father, her sister, paralyzing her brother, and breaking her mother's neck. Bittered by the experience she now fights against criminals who would cause such rampant destruction whenever she can.

Origionally from a well-to-do family, she now spends her family fortune, plus whetever her and her brother can manage to earn, on her extensive collection of gadgets, and her mother's health care.

 

Angela is a shy, introverted person unless she can find someone to talk to about science; then she can talk all day! Focused on her mission to help people, she has less of a compulsion against killing due to the attempt on the lives of her family and will kill if the need arises or if she believes that simply capturing the villan will not solve the problem. While this does not stand well with the other members of the Avant Guard, it hasn't caused a problem...yet.

She got into the superhero gig to stop those who would cause the very damage that took most of her family from her those years ago, and will have no mercy on them when she does.

Presently her activities with the Avant Guard in addition to the time she spends tinkering with gadgets and teaching at a local college with her brother is all she has time for, although weather or not her "gift" to her fellow Avant Guard member Steelshod is the start of something more in her life remains to be seen.

 

Quote: "Let me show you what THIS button does!"

 

Angela makes all her own gadgets with help from her equally brilliant brother, and is more than willing to try out her "new toy" on her unfortunate foes. Her crowning achievments in robotics, her Boyz, form her main attack force although with her Cyber Armor (her second "crowning achievment") she is far from defenseless.

When the car that destroyed her family hit her, it injured her back beyond any known method of healing and now her strength, and speed, is quite limited. While her armor can compensate for both short commings, frequent muscle spasms in her back tend to confuse the system and error it out. Presently she is unable to fix the reacurring problem, and is well aware of the fact that half the time she can barely walk or lift anything. Outside of her armor she can't do so much as carry her lecture notes from classroom to classroom, making her public ID by far her most guarded secret.

 

Angela Haas is a 21 year old knockout of mixed Hispanic decent. Her shoulder length black hair frames a face that, while pretty, is etched with worry lines far before its time. Her intense gaze gives anyone meeting it a look of intelligence, but betrays a deep sadness. When not working on something she can often be found deep in thought or with her nose deep in a book. Despite her appearance, she has never been to Mexico and does not speak a single word of spanish.

 

Arandmoor Keet

 

Next Challenge: Careful! Make me a brick, sans mega-PD or ED! (I love trickey bricks...)

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Forgot the Boyz description...

 

Access's description should include the Boyz 120 points of Disadvantages. I built them after I posted her...

 

Boyz Unit

 

Player:

 

Val Char Cost
15 STR 5
15 DEX 15
15 CON 10
15 BODY 10
2 INT -8
0 EGO 0
10 PRE 0
10 COM 0
5/20 PD 2
5/20 ED 2
5 SPD 25
10 REC 8
30 END 0
31 STUN 0
6" RUN02" SWIM03" LEAP0Characteristics Cost: 69

 

Cost Power END
15 God Loves Access: Luck 3d6
15 Automaton (Cannot Be Stunned) [Notes: The Boyz' systems are very delicate, but have excelent error checking. As a result, unlike normal robots they have stun.]
30 Wings: Flight 10", Reduced Endurance 0 END (+1/2) (30 Active Points)
45 Armor (15 PD/15 ED)
10 Power Defense (10 points)
10 Ambiance Compensators: Flash Defense (10 points) (Sight Group)
10 Audio Compensators: Flash Defense (10 points) (Hearing Group)
41 Life Support , Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Immunity: Bacterial Infections, Safe in High Pressure, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing [Notes: Boyz "sleep" when they recharge.]
10 Secure System: +10 Mental Defense (10 points total)
10 Access Uplink: Mind Link (One Specific Mind), Psychic Bond
22 Small Size: Shrinking (0.4953 m tall, 0.2476 m wide, 4.5359 kg mass, -2 PER Rolls to perceive character, +2 DCV, +3" KB), Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (22 Active Points)
17 Laser Breath: Energy Blast 6d6 (vs. ED) (30 Active Points); Beam (-1/4), Can Be Missile Deflected (-1/4), No Knockback (-1/4) [Notes: The laser projector is located where the mouth should be.] 3
Powers Cost: 235

 

 

Cost Skill
5 Rapid Attack (HTH)
5 Rapid Attack (Ranged)
Skills Cost: 10

 

Cost Perk
3 Anonymity
3 Computer Link
Perks Cost: 6

 

 

 

Total Character Cost: 320

 

Val Disadvantages
10 Dependence: Charged Battery Takes 1d6 Damage (Very Common; 20 Minutes)
20 Distinctive Features: Robotic Features (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
25 Psychological Limitation: Cannot act without command from Access (Very Common; Total)
25 Social Limitation: Viewed as Property (Very Frequently; Severe)
15 Susceptibility: EMP 3d6 damage, Instant (Uncommon)
10 Vulnerability: 2 x STUN Electricty/Magnitism (Uncommon)
15 Unluck: 3d6 (God hates Access)

Disadvantage Points: 120

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Created by Access to be her assistants on the batlefield, the Boyz are her crowning achievement in robotics and artificial intelligence. They boyz are highly deadicated and follow Access's commands to the letter. Presently she believes them to be simple automatons, although the reality is that they have both manifested a low level of self awareness from their experiences with her. Presently their programming fully binds them to her, but it might not be long before they can act on their own every once in a while. Even now they occasionally "mis-interpret" a command to acomplish something they feel is more immediately important. Although they are still constantly plagued with system bugs, they still seem to pull through for her in the end.

 

The Boyz' only attack right now is their combat laser. Their main function is to act as foreward scouts, fly cover, and aid her teamates with cordinated attacks.

 

The Boyz appear as small metalic dragons that breathe an intense beam of light.

 

Arandmoor Keet

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Aww, nuts. Here is my version

Originally posted by Enforcer84 okay, someone make me a female gadgeteer named Access... since I used her name in Steelshod's origin.
AccessPlayer:
Val Char Cost
15 STR 5
20 DEX 30
15 CON 10
10 BODY 0
8 INT -2
14 EGO 8
10 PRE 0
16 COM 3
3 PD 0
4 ED 1
5 SPD 20
6 REC 0
30 END 0
30 STUN 4
6" RUN02" SWIM03" LEAP0Characteristics Cost: 79
Cost Power END
10 Stimulus Overload: Rapid x100 (Sight Group; Additional Sense Group: Hearing Group)
9 Hyperactive Awareness: Enhanced Perception (+3 to PER Rolls for All Sense Groups)
1 Life Support , Sleeping: Character only has to sleep 8 hours per week
27 Telepathy 8d6, Additional Class of Minds, Explosion (+1/2), Nonselective Target (-1/4), Reduced Endurance 0 END (+1/2) (87 Active Points); Mandatory Effect: Passive, Must always Apply +20 Cannot be detected by Target EGO +20 (-1/2), Must Always Achieve Particular Effect (-1/4), Receive Only (-1/2), Stops Working If Mentalist Is Stunned (-1/2), Does Not Provide Mental Awareness (-1/4), Normal Range (-1/4)
4 Mind Link (One Specific Mind), Additional Class of Minds (15 Active Points); Feedback STUN Only (-1), Only With Others Who Have Mind Link (-1), Stops Working If Mentalist Is Stunned (-1/2)
5 Psychic resistence: +5 Mental Defense (8 points total)
22 Concious dissedence: +22 Mental Defense (25 points total)
84 Applied Science: Variable Power Pool (Gadget Pool), 60 base + 24 control cost (90 Active Points); Limited Class Of Powers Available Slightly Limited (-1/4)
Powers Cost: 162
Cost Skill
20 Universal Scientist 13-
21 Analyze: Technology 20-
3 Inventor 11-
3 Mechanics 11-
3 Systems Operation 11-
27 +9 with any three related Skills
3 Riding 13-
4 Animal Handler (Equines) 12-
3 Scholar
2 1) KS Sculpture (3 Active Points) 12-
10 2) KS: Science, 5 Tech levles ahead of current (11 Active Points) 20-
10 3) KS Elements Unknown to Man (11 Active Points) 20-
Skills Cost: 109
Val Disadvantages
20 Psychological Limitation: Must Balance Destructive Inventions with Creative Inventions (Very Common; Strong)
15 Psychological Limitation: Must Prove Worth to Others (Common; Strong)
15 Physical Limitation: Overwhelmed by own Telepathic power (Infrequently; Fully Impairing)
25 Hunted: : O.R.G.A.N. 14- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence; Limited Geographical Area)
10 Vulnerability: 2 x Effect Environmental Stimuli (Uncommon)
10 Social Limitation: Secret Identity (Occasionally; Major)
Disadvantage Points: 95

Base Points: 200Experience Required: 55Total Experience Available: 55Experience Unspent: 0Total Character Cost: 350

Height: 5' 7" Hair: BrownGreen
Weight: 107 lbs Eyes: Brown
Appearance: Personality: Access is now a technician and inventor of the highest order. Few if any know of her telepathic abilities. Because of her constant intake of data and its processing she can appear distracted and inattentive.. Her mind, conciousness, is in a constant state of use. Few if any telepaths could penetrate the seemingly whirling cacaphony of theory and application.

Access turns to Sculpting and riding to try and concentrate on the here and now , and as relaxation techniques.

Quote:Yeah, I know. It may not seem possible, but trust me years from now they might discover the science it uses.Background: Access started out as a low level telepath trying to gain control over her power. A power that forced her to isolate from the rest of society.

Becoming a recuse and introverted Access was accepted by only one group. Nerdy, social outcast intellectuals. Access used her power to stay up with the rest of her group as she read the ideas and interests of the group and then studied in those areas. Soon she realized a that life was worth interacting with others. Access began to chart a path from recluse to the productive member of society.

The more she studied with able and even brillant minds, the more others regarded her as exceptional. Then Access began to slowly mix with others and absorb their ideas and shift through all the permutations that they could notsee or discarded as not of interest.

Then her first encounter with Hybrid. A super hero of vast intellect who was in battle with an Alien villian known as Incarnetrix.

During the battle Access was receiving thoughts andf more. The way in which both minds shifted through strageties and adapted to powers and tactics of the other caused Access to re-align and process vast amopunts of Knowledge into useful and product ideas.

Access was present at the defeat of hybrid,and as he was being taken away she read his dread at the thought that, all these people and how helpless they would be at the merciless intellect of his foe.

Access then decided to travel the world and absorb and more importantly apply the vast knowledge of humanity for good.

Powers/Tactics: Campaign Use: my challenge would have been: A Super Psionic entity that is the fusion of 5 other mentalist mindsNuts again. That second Mental defence should have the limit: Only vrs. Telepathy
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Background Story: He doesn't remember anything before Christmas Eve, 2001. He just remembers walking through Newport News, in a daze, simply looking for shelter from the slush coming down. He wandered into the bad part of the city, without realizing it. Suddenly, he saw flashes of light that stirred him out of his daze. Up ahead, a flame-wielding supervillain was blasting away at police cars trying to apprehend him, making his getaway from an armed robbery. Without thinking, he charged the man, closing the distance between them in seconds and slamming the man through the concrete in a single toss. The flames burned him, so he let go immediately, but the one hit was enough to flatten the surprised villain.

When the media showed up to ask him his name, he suddenly realized that he had no idea who he was. He couldn't remember anything at all, and didn't seem to have any skills at all. While he was standing there, confused, an established superhero-detective, Black Hawk, showed up, drawn by the fight. Hawk took in the confused man, and tried to help find clues to his past.

Medical tests showed that the man had implants of a strange metal, named "Orichalcum" by those involved, implanted into his hands, muscles, and eyes. The metal massively boosted his running speed, and particularly his strength and reflexes. It also let him see without actively using his eyes, and bounce projectiles off his hardened palms. It did not, however, offer a great deal of protection against bullets and the like.

Hawk taught the man the basics of crimefighting, and also basic fighting techniques. Hawk also tried to teach the man how to do detective work, but he had trouble working with people and Hawk eventually gave it up.

After several months of training, they were caught off-guard one day by men in black powered armor carrying advanced weapons. They drew Hawk in with a faked crime, then tried to kill him. Hawk was badly wounded but found and warned his student in time for him to run.

After Hawk's death, the man decided to devote his life to crimefighting in the name of Black Hawk. He chose to call himself The Freight Train, and has made quite an impact with his powerful crime-fighting capabilities, and is currently a major "flash in the pan" for the local media. Whether he will remain in the public eye has yet to be seen.

Appearance: Freight Train is an eight-foot, heavily muscled man. He appears to be of Caucasian descent, although there is no way to verify it. His face, however, is badly scarred (he and Hawk believed it to be from the surgery used to implant the Orichalcum), and as a result he looks very ugly, though intimidating.

Train's costume is a sleek metal-grey spandex suit, although it doesn't cover his face. It is streaked with rust-red and black.

 

Personality:Train has gotten used to not knowing much of what is going on, and as a result tends to be very cautious, and reserved. He always takes time to think things through, plan, and prepare, and if he can help it will always plan for contingencies and problems. He doesn't like having to talk to people, and doesn't care much for people in general - he protects them because of the memory of Black Hawk, and because he thinks it is the right thing to do. He also doesn't have anything else to do - he scrapes together a living from donations, payments from rich citizens he helps, and suchlike. He has a rather negative attitude, generally expecting the worst to happen, for in his short memory it has, very often.

 

Character Sheet, Freight Train

 

Characteristics:

Cost Characteristic Value

65 Strength 75

75 Dexterity 35

46 Constitution 33

10 Body 15

8 Intelligenc 18

-4 Ego 8

-2 Presence 8

-4 Comeliness 3

0 Physical Defense 15

8 Energy Defense 15

15 Speed 6

0 Recovery 22

-10 Endurance 49

Stun 67

Combat and Roll Information:

OCV: 12

DCV: 12

ECV: 3

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

Strength Roll: 24

Dexterity Roll: 16

Constitution Roll: 14

Intelligence Roll: 13

Perception Roll: 13

Ego Roll: 11

Resistant Physical Defense: 6

Resistant Energy Defense: 6

Running Speed: 13"

Powers:

Cost Power

20 Orichalcum Hand Implants: Missile Deflection,

Any Attack

7 Orichalcum-Enhanced Body: Power Defense 11,

Always On

22 Orichalcum Sensing Implants: Spatial Awareness

5 Orichalcum Headplates: Mental Defense 10,

Always On

14 Orichalcum Leg Implants: Running: +7

12 Orichalcum Arm Implants: ½ END on 50 STR

8 Big And Scary: +17 PRE, Fear Only (-1)

Skills and Talents:

Cost Skill Roll

3 Acrobatics 16

3 Breakfall 16

12 Combat Luck 6 PD/ 6 ED N/A

3 Criminology 13

10 Defensive Maneuver IV N/A

0 Everyman Skills: N/A

Acting 8

Area Knowledge: Newport News 8

Climbing 8

Computer Programming 8

Concealment 8

Conversation 8

Deduction 8

Language Skill: English - Idiomatic N/A

Paramedic 8

Persuasion 8

Professional Skill: Superhero 11

Shadowing 8

Stealth 8

Transport Familiarity 8

3 Forensic Medicine 13

2 KS: Known Supercriminals 11

3 Shadowing 13

3 Stealth 16

3 Tracking 13

Martial Arts: Infighting

Cost Manuever OCV DCV Description/Roll

4 Clinch +2 +2 Block, Abort

3 Hold -1 -1

Grab Two Limbs, +10 Strength to maintain hold

3 Slam +0 +1

STR + vel/5, Target Falls

Disadvantages:

Distinctive Features: 8' Tall Man 10

Distinctive Features: Body Contains Metal Deposits 10

Mystery Hunted (Creators), 14-, Capture/Kill 20

Physical Limitation: Weird Biochemistry Requires Special Medical Care 15

Psychological Limitation: Overly Cautious 20

Psychological Limitation: Doesn't Like Dealing With People10

Psychological Limitation: Dislikes Taking Orders 10

Psychological Limitation: Pessimist 10

Public Identity: The Freight Train 15

Reputation: Superhero 14- (Newport News Only) 10

Social Limitation: Amnesiac 20

 

Overall Character Cost: 350

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Beat you Enforcer ;p

My challenge: A character whose only power is his incredible intelligence (not a mentalist, a gadgeteer, or a battlesuit, but someone who uses purely his immense intellect to foil/cause crime). He can, if you want, have abilities derived from his intelligence bought as powers (ie Telepathy, only to predict actions, for example, which is a fairly common application for superintelligent beings).

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Curses against my movie night!here is Olympia anywayOlympiaPlayer: NPC; Member of Avant Guard

Val Char Cost
70 STR 60
23 DEX 39
25 CON 30
12 BODY 4
13 INT 3
13 EGO 6
18 PRE 8
18 COM 4
17 PD 0
17 ED 9
5 SPD 17
19 REC 0
60 END 5
60 STUN 0
9" RUN65" SWIM320" LEAP6Characteristics Cost: 200
Cost Power END
20 Tougher than she looks!: Physical Damage Reduction, 50%
20 Didn't hurt much: Energy Damage Reduction, 50%
4 Resiliant: Damage Resistance (4 PD/4 ED)
7 Regeneration: Healing 2 BODY (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Self Only (-1/2) 2
11 Shield Guantlets: Missile Deflection (Any Ranged Attack) (20 Active Points); OIF (-1/2), Will Not Work Against Heavy Missiles (-1/4)
15 Resiliant Physiology: Life Support , Eating: Character only has to eat once per week, Extended Breathing, Immunity: Common Cold/Flu, 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
10 Dificult to Affect: Power Defense (10 points)
Powers Cost: 87
Cost Skill
3 Acrobatics 14-
2 Animal Handler (Canines) 13-
3 Breakfall 14-
3 Climbing 14-
5 Defense Maneuver: I-II
3 Forensic Medicine 12-
2 KS: Greek Mythology 11-
2 KS: Olympics (History & Athletes) 11-
2 KS: Dog Breeding 11-
3 Paramedics 12-
2 PS: Dog Breeder 11-
2 PS: Vetranary Assistant 11-
2 SS: Biology 11-
2 SS: Vetranary Medicine 11-
2 SS: Zoology 11-
3 Stealth 14-
3 Streetwise 13-
3 Teamwork 14-
3 Tracking 12-
1 WF: Shotguns
Skills Cost: 51
Cost Perk
4 Reputation (A medium-sized group; 14-) +2/+2d6
3 Fringe Benefit: Membership: Avant Guard
Perks Cost: 7
Cost Talent
6 Combat Luck (3 PD/3 ED)
Talents Cost: 6
Val Disadvantages
10 Dependent NPC: Derrick MacIntyre 11- (Normal; Useful noncombat position or skills)
10 Distinctive Features: Tall, greek goddess looks (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: Bulldozer 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find)
25 Hunted: VIPER 8- (Mo Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find; Extensive Non-Combat Influence)
10 Hunted: "The Masher" 8- (Less Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find)
20 Psychological Limitation: Code vs Killing (Common; Total)
10 Psychological Limitation: Competative (Common; Moderate)
20 Psychological Limitation: Fearless, will sacrifice herself without a second thought (Common; Total)
5 Rivalry: Professional (Saphire; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Public Identity (Frequently; Major)
10 Vulnerability: 1 1/2 x STUN Poisons/Toxins (Common)
Disadvantage Points: 150

Base Points: 200Experience Required: 1Total Experience Available: 1Experience Unspent: 0Total Character Cost: 351

Height: 6' 4" Hair: Red (was Black)
Weight: 220 lbs Eyes: Blue
Appearance: A stunning and statuesque young woman with bright red hair and blue eyes. Her hair used to be black but it changed after the formula gave her superhuman abilities. As Olympia she wears a "super" version of a sprinter's uniform. Access has given her a guantlet that allows her to deflect missile attacks.Personality: Teresa is a kind, yet driven young woman. She has an altruistic streak and no fear. She is also highly competative. She enjoys the experience of being a superheroine but in her most private moments, she mourns the loss of her olympic dream.Quote:This is probably not the way you expected things to go down, is it?Background: Teressa McCormmick was an olympic hopeful in the women's 100 meter sprint. However, while the UMass freshman was on one of her morning runs, she came across a house on fire. Hearing cries from the inside and not seeing the fire department, she ran in and tried to find the person trapped in side. She found a small child and managed to get the youngster to freedom. Teressa asked the girl if anyone else was in there, hysterically, the girl screamed for her mother. Teresa ran back in but could not find anyone. However, she could not find anyone. Searching frantically she eventually succumbed to the smoke and passed out. Teressa's life was saved by a heroic fire fighters but she sustained major burns, and the smoke inhalation damaged her resperatory system.

Hailed as a hero, she was none-the-less finished as an athlete.

Shortly after she gained consciousness, a man approached her. Introducing himself as Alexander Wyatt, the father of the young girl she saved, he expressed his gratitude at her heroism and apologized for her injuries. His wife, had been killed in a car accident earlier that month and thier daughter was still dealing with the shock; there had been no one else in the house at the time. He gave her a card and told her to see the doctor enscribed, he was sure her life would change.

Depressed about the end of her athletic career, Teressa concentrated on her studies. She looked at the card daily, but never called the number. A few weeks into the term, she came down with pnumonia and she eventually felt that she needed this mysterious doctor's help. After contacting the doctor, she found herself in a lab on the waterfront. The doctor, a kind, soft spoken man with a slight accent, told her that he had a formula that would return her to her physical peak and then some. Within two weeks, her burns were gone, her immune system was far stronger and she could perfom vast superhuman feats of strength. Realizing her new abilities could be best used to help people, she took the name Olympia, in honor of her dreams. She operated in her home town of Boston for a few weeks, and found herself working with the newly formed Avang Guard on a few occasions. She eventually accepted their offer of membership.

Powers/Tactics: A brick with tremendous speed and agility, Olympia actually lacks the muscle mass and high defenses of most bricks. She tends to use her speed advantage against other super strong opponents. She is a gifted natural combat and has been looking into learning some form of martial arts.Campaign Use: A brick with out defenses. She is a member of the Avant Guard, and about a year away of being a licensed Vetrinarian. She is popular and known by those in the athletic communities.
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Here is my Super genius Crime Fighter. with a healthy nod to my childhood.RevenantPlayer: NPC; Member of Avant Guard

Val Char Cost
15 STR 5
20 DEX 30
18 CON 16
12 BODY 4
40 INT 30
13 EGO 6
15 PRE 5
12 COM 1
14 PD 5
14 ED 4
5 SPD 20
7 REC 0
40 END 2
30 STUN 1
6" RUN02" SWIM03" LEAP0Characteristics Cost: 129
Cost Power END
9 Clue Analysis: Retrocognitive Clairsentience (Sight Group) (40 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Precognition/Retrocognition Only (-1), Time Modifiers (-1/2), Requires A INT Roll (-1/4) 4
2 Body Reading: Detect Lies 17- (3 Active Points); Sense Affected As sight and hearing (-1/4)
12 Reading Body Language: +3 with DCV (15 Active Points); Only vs attacks he can sense (-1/4)
3 Incredibly Accute Senses: Enhanced Perception (+1 to PER Rolls for All Sense Groups)
40 Hmm. This looks promising.: Find Weakness 13- (All Attacks)
8 Cowl Radio: Radio Perception/Transmission (10 Active Points); IIF (-1/4)
15 Utility Belt: Multipower, 30-point reserve, all slots: (30 Active Points); OAF (-1)
1u 1) Micro Camera: Eidetic Memory (5 Active Points); Visual Only (-1), OAF (-1)
1u 2) Micro Recorder: Eidetic Memory (5 Active Points); Audio Only (-1), OAF (-1)
1u 3) Compass: Bump Of Direction (3 Active Points); IIF (-1/4)
1u 4) Swingline Gun: Swinging 15" (15 Active Points); OAF (-1), 12 Charges (-1/4)
1u 5) Brass Knuckles: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 1
1u 6) Micro Rebreather: Life Support , Self-Contained Breathing (10 Active Points); OAF (-1), 1 Continuing Charges lasting 1 Hour each (-1/4)
Powers Cost: 95
Cost Martial Arts Maneuver
Karate
4 1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
4 4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 5) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6
3 6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls
4 7) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
5 8) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
1 9) Weapon Element: Karate Weapons
1 10) Weapon Element: Staffs
Martial Arts Cost: 34
Cost Skill
9 +3 with Karate
3 Analyze: Combat 17-
3 Breakfall 13-
3 Concealment 17-
3 Conversation 12-
5 Cramming
3 Criminology 17-
3 Deduction 17-
3 Defense Maneuver: I
3 Forensic Medicine 17-
4 Forgery (Documents, Money (Counterfeiting)) 17-
3 High Society 12-
3 Interrogation 12-
4 Language: Sign Language/Braille (completely fluent; literate)
3 Lipreading 17-
2 Navigation (Land) 17-
3 Paramedics 17-
3 Security Systems 17-
3 Shadowing 17-
3 Sleight Of Hand 13-
3 Stealth 13-
3 Streetwise 12-
3 Tactics 17-
3 Teamwork 13-
3 Tracking 17-
2 WF: Common Melee Weapons
1 WF: Off Hand
3 Scholar
2 1) KS: Criminal Law (INT-based) (3 Active Points) 17-
2 2) KS: Criminal Underworld (INT-based) (3 Active Points) 17-
2 3) KS: Karate (INT-based) (3 Active Points) 17-
2 4) KS: Known Criminal Organizations (INT-based) (3 Active Points) 17-
2 5) KS: Law Enforcement Agencies (INT-based) (3 Active Points) 17-
2 6) KS: Military/Mercenary/Terrorist World (INT-based) (3 Active Points) 17-
2 7) KS: Police Proceedure (INT-based) (3 Active Points) 17-
3 Scientist
2 1) SS: Ballistics (INT-based) (3 Active Points) 17-
2 2) SS: Chemistry (INT-based) (3 Active Points) 17-
2 3) SS: Forensic Sciences (INT-based) (3 Active Points) 17-
2 4) SS: Pharmacology/Toxicology (INT-based) (3 Active Points) 17-
Skills Cost: 115
Cost Perk
5 Access (Hidden (-1 to Skill Rolls))
3 Computer Link
3 Contact (Contact has: useful Skills or resources) 11-
18 Contact (Contact has: useful Skills or resources, Very Good relationship with Contact), Organization Contact (+2) (18 Active Points) 12-
5 Money: Well Off
4 Reputation (A large group; 11-) +2/+2d6
4 Fringe Benefit: Membership: Avant Guard, Passport
Perks Cost: 42
Cost Talent
3 Absolute Range Sense
3 Absolute Time Sense
12 Combat Luck (6 PD/6 ED)
22 Danger Sense (Function as a Sense, Sensitivity: Out of Combat) 17-
5 Eidetic Memory
11 Lightning Reflexes: +7 DEX to act first with All Actions
4 Speed Reading (x10)
Talents Cost: 60
Val Disadvantages
5 Dependent NPC: Sally Kimball (Girlfriend, Reporter) 11- (Slightly Less Powerful than the PC; Useful noncombat position or skills)
20 Hunted: Crime Lord 11- (As Pow; Harshly Punish; Extensive Non-Combat Influence)
10 Hunted: Utility 8- (As Pow; Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
20 Psychological Limitation: Code vs Killing (Common; Total)
15 Psychological Limitation: Always looking for ulterior motives in others (Common; Strong)
15 Psychological Limitation: Searching for his Family (Common; Strong)
15 Social Limitation: Secret Identity: Leroy Brown (Frequently; Major)
Disadvantage Points: 120

Base Points: 200Experience Required: 155Total Experience Available: 155Experience Unspent: 0Total Character Cost: 475

Height: 6' 6" Hair: Brown
Weight: 220 lbs Eyes: Brown
Appearance: A tall, lean young man in his mid twenties with toussled brown hair and blue eyes. He wears corrective glasses when in his civilian ID. As Revenant, he wears a lighly armored costume, contact lenses and a utility belt provided by Access.Personality: Once a friendly, easy going young man with uncanny awareness and deductive reasoning, Leroy has become something of a haunted young man. He knows in his heart that Crimelord hasn't killed his parents, but the fact that he has yet been able to find them, or any other sign of Crimelord has caused him considerable anxiety. He joined the Avant Guard to gain the resources of the other members of the team. Quote:Actually, it was the fact that electric clocks don't tick that led me to doubt your story. Now where did you hide the diamonds? I thought so.Background: Making something of a name for himself when he was a child, Leroy Brown was a gifted child prodigy. With deductive reasoning uncanny in a ten year old, he used to help his father, the chief of police in his small town, solve odd cases. This led to him openning a 'detective agency' while in school and having a myriad of minor adventures growing up. He attended the university and received a degree in criminolgy. Leroy would probably have made an excellent police detective if his family hadn't disappeared one night. For once, Leroy's clue finding abilities failed him. He was unable to find his mother and father. A note at the scene, that has been burned into his consciousness, bears the name Crimelord. Leroy has done what he feels is his only option, he has become a costumed crimefighter. Training intensely for three years and finding himself a personae as a vengeful spirit of the night, the Revenant has begun patrolling the streets of Boston. Searching for his family and the Crimelord who vexxes him for, apparently, amusement.Powers/Tactics: A mid- level martial artist, Revenant uses his incredible deductive reasoning and ability to read body language to devestating effect, finding weaknesses and avoiding what are to him, obvious attacks.Campaign Use: A supreme Detective whenever you need the mulligan. I actually am not taken with the name Revenant, but its what I've got to work with.
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I just wanted to post this one

 

Name: Sonny Petrelli

Player: Elijah Clay

 

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Val Char Base Cost

17 STR 10 7

14 DEX 10 12

15 CON 10 10

13 BODY 10 6

17 INT 10 7

16 EGO 10 12

25 PRE 10 20

20 COM 10 5

5/14 PD 3 2

5/8 ED 3 2

3 SPD 2.4 6

6 REC 6 0

30 END 30 0

30 STUN 30 0

6" RUN 6 0

2" SWIM 2 0

3" LEAP 3 0

 

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STR Roll: 12- Run: 6"

DEX Roll: 12- Swim: 2"

CON Roll: 12- Leap: 3"

INT Roll: 12-

EGO Roll: 12-

PER Roll 12-

 

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Disadvantages Pts

Psychological Limitation: Loyal to unit (Very Common; Strong) 20

Psychological Limitation: Must follow contract (Common; Strong) 15

Normal Characteristic Maxima 0

Reputation: As a criminal 11- (Known Only To A Small Group) 5

Distinctive Features: Good looking charismatic man (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5

Hunted: Mafia 8- (Mo Pow; Harshly Punish) 15

Hunted: CIA 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 20

Hunted: FBI 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 20

 

XP

0 Base Points : 200

Disads Total + 100

Experience Spent + 50

Total Cost = 350

 

 

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Pts. Power/Skill/Perk/Talent END

10 Edge: 2d6

 

 

Third Echelon Training

2 1) Weapon Element: Blades, Clubs

3 2) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls

4 3) Boxing strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike

4 4) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND

4 5) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs

4 6) Judo disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll

4 7) Karate chop: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6

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

4 9) Hold: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Grab three limbs,+10 Str

 

Mafia training

3 1) Seduction 14-

3 2) Interrogation 14-

3 3) Fast Draw 12-

3 4) Concealment 12-

3 5) Streetwise 14-

6 6) PS: Hitman (INT-based) 15-

Third Echelon training

40 1) +4 Overall

5 2) +1 with firearms

20 3) +10 vs. Called Shot modifier on pistols.

10 4) Expanded Everyman Skill Selection,Military(+9) 8-

3 5) KS: The Military/Merc.Etiquette (INT-based) 12-

2 6) KS: The Espionage World 11-

2 7) KS: The Competition 11-

10 8) Two-Weapon Fighting (Ranged)

6 9) WF: Common Melee Weapons, Common Missile Weapons, Small Arms

3 10) TF: Common Motorized Ground Vehicles, Helicopters, Small Motorized Boats

3 11) Tracking 12-

3 12) Teamwork 12-

3 13) Tactics 12-

3 14) Systems Operation 12-

3 15) Stealth 12-

3 16) Paramedics 12-

2 17) Navigation (Land) 12-

3 18) Basic Mechanics 12-

3 19) Basic Electronics 12-

3 20) Demolitions 12-

3 21) Combat Driving 12-

3 22) Climbing 12-

3 23) Breakfall 12-

3 Linguist

1 1) Language: Italian (idiomatic; literate, Native Language) (2 Active Points)

1 2) Language: Russian (basic conversation; literate) (2 Active Points)

1 3) Language: Japanese (basic conversation; literate) (2 Active Points)

1 4) Language: German (basic conversation; literate) (2 Active Points)

1 5) Language: Czechoslovakian (basic conversation; literate) (2 Active Points)

1 6) Language: Arabic (basic conversation; literate) (2 Active Points)

1 7) Language: English (basic conversation; literate) (2 Active Points)

 

Third Echelon Perks

3 1) Spec Ops.: Zeroed

10 2) Contact 11-

10 3) Vehicles & Bases (50 Base, 0 Disad)

3 4) Reputation (A small to medium sized group; 8-) +3/+3d6

 

6 Ambidexterity (Reduce Off Hand Penalty to -1)

10 Lightning Reflexes: +10 DEX to act first with Single Action

3 Resistance (3 points)

3 Lightsleep

 

Chrome plated Desert Eagle .50 (2) [Notes: all slots:Has a clip that holds 9 bullets.]

5 1) Accurate precision: +1 with Ranged Combat

44 2) Bullets: Killing Attack - Ranged 2d6 +1 (vs. PD), +1 STUN Multiplier (+1/4) (44 Active Points) 4

18 FLack Vest: Armor (9 PD/3 ED)

10 Serated Knives: Killing Attack - Hand-To-Hand 1d6 (vs. PD) (15 Active Points); No STR Bonus (-1/2) 1

 

10 : Powers Cost

251 + Skills Cost

89 + Characteristics Cost

350 = Total Cost Base OCV: 5 Base DCV: 5

Adjustment+ Adjustment+

Final OCV: Final DCV:

 

Levels: +4 Overall,+1 with firearms,Accurate precision: +1 with Ranged Combat

 

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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

Aikido Throw 1/2 +0 +1 STR +v/5, Target Falls

Boxing strike 1/2 +0 +2 STR +2d6 Strike

Choke Hold 1/2 -2 +0 Grab One Limb; 2d6 NND

Escape 1/2 +0 +0 +15 STR vs. Grabs

Judo disarm 1/2 -1 +1 Disarm; +10 STR to Disarm roll

Karate chop 1/2 -2 +0 HKA 0 1/2d6

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

Hold 1/2 -1 -1 Grab three limbs,+10 Str

 

--------------------------------------------------------------------------------

Range 0-4 5-8 9-16 17-32 33-64 65-128

RMod 0 -2 -4 -6 -8 -10

 

--------------------------------------------------------------------------------

DEX: 14 SPD: 3 ECV: 5

Phases: 4, 8, 12

5/14 PD (0/9 rPD) 5/8 ED (0/3 rED) MD: 0

END: 30 STUN: 30 BODY: 13

 

--------------------------------------------------------------------------------

Background:Sonny Petrelli had the life he wanted,women,money,power,and influence. He rose in the Mafia like no other man before him. He came to America seeking something that was missing from his life in Italy. He came to a strange country, seeking the American dream. He got a job as a bus boy at a small restaraunt in New York. He had only been working there for two months, when the owner declared bankruptcy without informing his employees. Now Sonny was out of work, and was evicted from his small apartment for being "a loud Italian type guy".Life was hard those first few months for Sonny,so he took to breaking and entering,pick pocketing,and various other crimes. On one of his excursions he found an upper class house that looked appealing. He cased the house for several days and got the routine down. On June 3rd he made his move. Everything would have went perfect except the owner of the house caught him. He was making his exit when the lights went on, and there stood a large man with 2 armed guards.This man was incredible looking, he stood 6'3" and weighed in at 275lbs. of pure muscle. The man introduced himself as Anthony "the Rock" Perelli. The man offered Sonny two choices (1)-he could join his organization and live or (2)-he could leave his house in a bodybag. Sonny agreed to Anthony's offer to join him and the next few years went by in a blur. He became a runner for the family,then a "fixer"(hitman),and then his world came to a halt.

On June 3rd,exactly 2 yrs later,the FBI came to Sonny and asked him for info on the family.He spat in their faces and said that he was no stooly.They thanked him for his time, handed him a card, and left.He went to Anthony and told him what had transpired.Tony nodded and thanked him for his honesty and said he had one more job for him.He was to go to Chicago and "make an example" of a jewish diamond exchanger.Sonny accepted and left for Chicago not expecting to ever see New York again.He arrived in Chicago and finished the job with no interference,but at the same time he was there, the Feds sought out Tony and indicted him and several other leaders for various crimes.They told Tony that their informant gave up a lot of info on the organization. Tony demanded to know who it was and they fed him Sonny's name.That infuriated Tony and he put a hit out on Sonny.

When Sonny was about to get on the plane 2 agents came to him and told him the situation.They told him that he was now property of the government and that there was a hit put out on him.He was so furious that he put one of the agents in the hospital. He agreed to go into the protection program but they had a better offer.They wanted to utilize his remarkable talents that he had acquired over the years.

To this day the Mafia has a $1,000,000 hit out on Sonny.......

 

Appearance:Sonny Petrelli is a tall olive skinned man with long black hair that he usually wears in a pulled back at the nape of the neck.His dress attire has stayed the same from his days in the Mafia to his days in Black Ops.He wears a black Armani suit accented with silver cufflings.A blood red tie hangs can be seen upon a bleach white shirt.The shoes he prefers to wear are the typical wing tipped.He wears a silver watch upon his left wrist.A plain platinum wedding ring is worn on his left ring finger.(He is not married but he is a player.)He also has a platinum plated zippo with the number 6 on it.

 

Personality:A man of little words.Ice cold killer.

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Yeah, I was inspired. Bugs might be Crimelord, taking the brunt of Leroy's crime fighting, he probably caught on.

 

 

Farg! As for the challenge, the Avant Guard needs at least two more members. We need a long range specialist! Make it so.

 

You know, for the guy who thought up this game, you'd think I had the rules down by now...

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Re: I just wanted to post this one

 

Originally posted by The Vaultdweler

Name: Sonny Petrelli

Player: Elijah Clay

 

 

Cool can't wait till sunday so we canget stared on the game. (And I promise I will not kill off all of you with out good cause.)

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No background yet, but here is your Long range specialist:

Longrifle

Josef Moheny

Val Char Cost
15 STR 5
20 DEX 30
18 CON 16
14 BODY 8
16 INT 6
16 EGO 12
15 PRE 5
12 COM 1
20 PD 2
20 ED 1
4 SPD 10
8 REC 2
36 END 0
40 STUN 9
6" RUN 0
2" SWIM 0
3" LEAP 0
Characteristics Cost: 107
attachment.php?s=&postid=81495

Cost Power END
6 Goggles: Telescopic +6 to PER Rolls (only to offset the Range Modifier) (Sight Group) (9 Active Points); OIF (Goggles; -1/2)
3 Goggles: Nightvision (5 Active Points); OIF (Goggles; -1/2)
3 Goggles: Flash Defense (5 points) (Sight Group) (5 Active Points); OIF (Goggles; -1/2)
120 Energy Rifle: Multipower, 90-point reserve, all slots: 16 Clips of 64 Charges (+1) (180 Active Points); OIF (Rifle) (-1/2)
6u 1) Body Shot: Energy Blast 12d6 (vs. ED), No Range Modifier (+1/2) (90 Active Points)
6u 2) Rapid Fire: Energy Blast 9d6 (vs. ED), Autofire (5 shots; +1/2), No Range Modifier (+1/2) (90 Active Points)
6u 3) One Shot One Kill: Killing Attack - Ranged 4d6 (vs. ED), No Range Modifier (+1/2) (90 Active Points)
6u 4) Piercing Shot: Killing Attack - Ranged 3d6 (vs. ED), No Range Modifier (+1/2), Armor Piercing x1 (+1/2) (90 Active Points)
53 Jet Pack: Flight 20", Combat Acceleration/Deceleration (+1/4), 2 Continuing Fuel Charges lasting 1 Day each (+3/4) (80 Active Points); OIF (Jet Pack; -1/2)
90 Energy Rifle: Find Weakness 16- (Related Group of Attacks), Ranged (+1/2), No Range Modifier (+1/2) (90 Active Points)
Powers Cost: 299

Cost Martial Arts Maneuver
3 Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
4 Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +15 STR
5 Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +v/5, Target Falls
Martial Arts Cost: 12

Cost Skill
20 +2 Overall
30 +10 with Energy Powers Multipower
10 +5 with Flight
3 Concealment 12-
2 KS: The Superhuman World 11-
1 KS: The U.S. Army 8-
3 Power: Energy Powers (DEX-based) 13-
2 PS: Soldier 11-
3 Shadowing 12-
3 Stealth 13-
3 Streetwise 12-
4 TF: Common Motorized Ground Vehicles, Everyman Discount, Hanggliding, Parachuting, Advanced, Parachuting, Basic
Skills Cost: 84

Cost Perk
5 Money: Well Off
4 Reputation (A small to medium sized group; 14-) +4/+4d6
9 Contact (Contact has: useful Skills or resources, Contact limited by identity), Organization Contact (+2) (9 Active Points) 12-
Perks Cost: 18

Cost Talent
30 Combat Luck (15 PD/15 ED)
Talents Cost: 30

Val Disadvantages
15 Social Limitation: Secret Identity (Josef Moheny) Frequently (11-), Major
5 Social Limitation: Dishonorable Discharge (Occasionally; Major; Not Limiting In Some Cultures)
10 Unluck: +2d6
20 Psychological Limitation: Grudgeholder (Common; Total)
20 Psychological Limitation: Untrusting; thinks everyone is out to screw him over (Very Common; Strong)
15 Psychological Limitation: Touchy; quick to take offense (Common; Strong)
15 Enraged: when Insulted/Belittled (Uncommon), go 11-, recover 11-
15 Reputation: Assassin 11- (Extreme)
15 Hunted: PRIMUS 8- (Mo Pow; Mildly Punish; Extensive Non-Combat Influence)
20 Normal Characteristic Maxima
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 200Total Experience Available: 200Total Character Cost: 550Height: 5' 10"Hair: BlackWeight: 185 lbsEyes: BlackAppearance: Personality: Quote:Background: Powers/Tactics: Campaign Use: Next Challenge: A character whose powers randomly change from day to day.
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My Current Character

 

Below is my character in our current Champions campaign. You may find a few rules violations from the norm but they have been Okayed by our GM.

 

Enigma

 

Player: Eddie Sells

 

Val Char Cost
13 STR 3
23 DEX 39
18 CON 16
11 BODY 2
18 INT 8
20 EGO 20
18 PRE 8
12 COM 1
6/26 PD 3
7/27 ED 3
5 SPD 17
7 REC 0
36 END 0
30 STUN 3
6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 123

 

Cost Power END
131 Magical Spells: Variable Power Pool (Magic Pool), 75 base + 56 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (187 Active Points); Variable Limitations (requires -1 1/2 worth of Limitations -3/4), Limited Class Of Powers: Mystic Only (-1/4)
13 Cloak of Armani: Elemental Control, 40-point powers, all slots: (20 Active Points); OIF (Cloak) Unbreakable (-1/2)
16 1) Mystic Dampener: (Total: 60 Active Cost, 24 Real Cost) Energy Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2), Not if BODY penetrates other defences (-1/4), Costs Endurance to Activate (-1/4) (uses Personal END) (Real Cost: 15) plus Physical Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2), Not if BODY penetrates other defences (-1/4), Costs Endurance to Activate (-1/4) (uses Personal END) (Real Cost: 15) 6
11 2) Mystic Awareness: Danger Sense (Area: General Area, Discriminatory, Function as a Sense, Sensitivity: Out of Combat) (40 Active Points); Costs Endurance Only Costs END to Activate (-1/4) 16- 4
27 3) Mystic Sphere: Force Field (20 PD/20 ED), Hardened (+1/4), Reduced Endurance 1/2 END (+1/4) (60 Active Points) (uses Personal END) 2
9 Staff of the Skull: Naked Modifier, Reduced Endurance 1/2 END w/ VPP Spells (+1/4) (19 Active Points); OAF Unbreakable (-1)
14 Buckle of Baccob: Endurance Reserve (130 END, 5 REC) Reserve: (18 Active Points); IIF (Belt Buckle) Unbreakable (-1/4) REC: (5 Active Points); IIF Unbreakable (-1/4)
1 Ring of Gonfondlyn: Life Support , Longevity: 800 Years (3 Active Points); Independent (-2), IIF (-1/4)
2 Ring of Gonfondlyn: Contact w/ Spirit of Gonfondlyn (Contact has: extremely useful powers and knowledge, Very Good relationship with Contact) (8 Active Points); Independent (-2), IIF (-1/4) 12-
5 Luck 1d6
Powers Cost: 229

 

 

Cost Skill
5 Analyze: Magic 14-
3 Persuasion 13-
2 Cryptography (3 Active Points); Only to Read Dead/Ancient Languages (-1/2) 13-
2 Navigation (Dimensional) 13-
3 PS: Research (INT-based) 13-
3 Teamwork 14-
10 +1 Overall
6 +2 vs. All Range Modifiers
3 Linguist
1 1) Language: Ancient Egyptian (completely fluent); Only to read/write (-1/2)
1 2) Language: Greek (fluent conversation)
1 3) Language: French (fluent conversation)
1 4) Language: Japanese (fluent conversation)
2 5) Language: Latin (completely fluent)
1 6) Language: Spanish (fluent conversation)
3 Scholar
1 1) KS: Demons 11-
2 2) KS: Magic (INT-based) 13-
1 3) KS: Magical Para-normals 11-
1 4) KS: Magic Items 11-
1 5) KS: Mythology & Legends 11-
1 6) KS: O.R.I. 11-
3 Scientist
1 1) SS: Anthropology 11-
2 2) SS: Archeaology (INT-based) 13-
2 3) SS: Linguistics (INT-based) 13-
Skills Cost: 62

 

Cost Perk
2 Fringe Benefit: Security Clearance
5 Custom Perk
4 Reputation (A medium-sized group; 14-) +2/+2d6
3 Contact (Contact has: useful Skills or resources, Good relationship with Contact) 8-
1 Contact (Contact limited by identity, Good relationship with Contact) 8-
6 Vehicles & Bases (30 Base, 0 Disad)
Perks Cost: 21

 

 

 

Total Character Cost: 435

 

Val Disadvantages
15 Social Limitation: Secret ID: Larry Wallace (Frequently; Major)
15 Hunted: Brotherhood Arcane 8- (Mo Pow; Harshly Punish)
15 Hunted: Edward Vandaleur 11- (As Pow; Harshly Punish)
5 Hunted: The Lodge 8- (Mo Pow; Watching)
10 Reputation: Wizard/Warlock 11-
20 Dependent NPC: The people of ORI 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x4 DNPCs; Useful noncombat position or skills)
10 Dependent NPC: Rachel Leighton, girlfriend 11- (Normal; Useful noncombat position or skills)
20 Psychological Limitation: Honorable (Common; Total)
15 Psychological Limitation: In Love with Rachel Leighton (Common; Strong)
15 Psychological Limitation: Curiosity (Common; Strong)
10 Distinctive Features: Mystical Aura (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
5 Background Bonus

Disadvantage Points: 155

 

Base Points: 200

Experience Required: 80

Total Experience Available: 80

Experience Unspent: 0

 

I'll try to post the character background later if I can make the time. O.R.I. is Odyssey Research Institute, for whom he works while in civilian ID. ORI is a sort of National Geographic Society that funds archeaological expeditions around the world.

 

The attachment is a picture of the character. I have a miniature of this character that looks almost exactly like this art except that the staff is topped by a skull.

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