Jump to content

Character Posting Game.


Enforcer84

Recommended Posts

Okay Shrike, You Asked For it...

Day Tripper

Alexander Mundy

Val Char Cost
40 STR 5
18 DEX 24
30 CON 10
12 BODY 4
15 INT 5
13 EGO 6
30 PRE 5
24 COM 2
14/25 PD 5
14/50 ED 5
5 SPD 22
14 REC 4
60 END 0
46 STUN 2
7" RUN 2
2" SWIM 0
8" LEAP 0
Characteristics Cost: 101

Cost Power END
Sunday:, all slots: Only on Sundays Power does not work in Extremely Common Circumstances (-1 1/2), IIF Unbreakable (Focus (The Seven Day Ring); -1/4)
11 1) Flame Immunity: Armor (0 PD/25 ED) (38 Active Points); Only Works Against Fire/Heat Attacks Limited Type of Attack (-1/2)
16 2) Searing Flames: Killing Attack - Ranged 3d6 (vs. ED) (45 Active Points) 4
22 3) Fire Blast: Energy Blast 12d6 (vs. ED) (60 Active Points) 6
1 4) Flash Defense (5 points) (Sight Group) (5 Active Points); Only Works Against Fire/Heat Based Flashes Limited Type of Attack (-1/2)
Monday:, all slots: Only on Mondays Power does not work in Extremely Common Circumstances (-1 1/2), IIF Unbreakable (Focus (The Seven Day Ring); -1/4)
19 1) Silvery Light: Energy Blast 7d6 (vs. ED), No Range Modifier (+1/2) (52 Active Points) 5
8 2) Silvery Aura: Armor (7 PD/7 ED) (21 Active Points)
11 3) Affect Personality: Mind Control 10d6 (50 Active Points); Costs END To Maintain Full END Cost (-1/2), Eye Contact Required (-1/2), Stops Working If Mentalist Is Stunned (-1/2), Does Not Provide Mental Awareness (-1/4) 5
Tuesday:, all slots: Only on Tuesdays Power does not work in Extremely Common Circumstances (-1 1/2), IIF Unbreakable (Focus (The Seven Day Ring); -1/4)
3 1) Right Makes Might: +10 STR (10 Active Points); No Figured Characteristics (-1/2) 1
2 2) See the Psychic: Mental Awareness, Sense Affected As Sight (+0) (5 Active Points)
9 3) Detect Evil: Detect A Single Thing 12-, Analyze, Discriminatory, Sense, Targeting Sense (25 Active Points) [Notes: Day Tripper can see "Injustice" as viable target. Facing off against an evil foe he can sense them even if he cannot see.]
33 4) Sword of Justice: (Total: 82 Active Cost, 33 Real Cost) Astral Blade: Killing Attack - Hand-To-Hand 2d6 (vs. ED), +1 STUN Multiplier (+1/4), Reduced Endurance 0 END (+1/2) (52 Active Points); No STR Bonus (-1/2) (Real Cost: 35) plus Pain of the Unjust: +3 More to Stun Multiplier for Astral Blade, Reduced Endurance 1/2 END (+1/4), +3 STUN Multiplier (+3/4) (30 Active Points); Only vs those who have been Unjust. Power does not work in Common Circumstances (-1/2) (Real Cost: 20) 1
Wednesday:, all slots: Only on Wednesdays Power does not work in Very Common Circumstances (-1), IIF (Seven Day Ring) Unbreakable (-1/4)
9 1) All Seeing: Enhanced Perception (+7 to PER Rolls for All Sense Groups) (21 Active Points)
13 2) Applied Wisdom: +3 Overall (30 Active Points)
22 3) Battle Wisdom: Find Weakness 15- (All Attacks) (50 Active Points)
3 4) Battle Wisdom III: Combat Luck (3 PD/3 ED) (6 Active Points)
7 5) Battle Wisdom II: Tactics (15 Active Points) 15-
20 7) Astral Spear: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Ranged (+1/2) (45 Active Points) 4
Thursday:, all slots: Only on Thursdays Power does not work in Very Common Circumstances (-1), IIF (Seven Day Ring) Unbreakable (-1/4)
22 1) Lightning Resistance: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Electrical Attacks Limited Type of Attack (-1/2)
19 2) Astral Hammer: Hand-To-Hand Attack +7d6, Ranged (+1/2) (52 Active Points); Hand-To-Hand Attack (-1/2) 5
70 3) Summon Weather: Change Environment 128" radius, -2 PER Roll: Hearing Group, -8 Points of Telekinetic STR, 4 Temperature Level Adjustment, Varying Effect Broad Group (+1) (158 Active Points) 16
27 4) Cast Lighting: Killing Attack - Ranged 4d6 (vs. ED) (60 Active Points) 6
17 5) Metorolgist Mastery: Detect A Class Of Things (Weather Systems) 12-, Analyze, Discriminatory, Increased Arc of Perception: 360-Degree, Range, Telescopic (+14) (39 Active Points)
Friday:, all slots: Only works on Fridays Power does not work in Very Common Circumstances (-1), IIF (Seven Day Ring) Unbreakable (-1/4)
12 1) Make Love not War: Mind Control 10d6 (50 Active Points); Set Effect: Calm Down, Be Nice (-1/2), Eye Contact Required (-1/2), Stops Working If Mentalist Is Stunned (-1/2), Mandatory Effect EGO +10 (-1/4), Normal Range (-1/4) 5
8 2) C'mon! He can't be that good looking!?!: Seduction (19 Active Points) 17-
2 3) The Look of Love: +10 COM (5 Active Points)
7 4) Suave and Sophisticated: +15 PRE (15 Active Points)
Saturday:, all slots: Only Works on Saturdays Power does not work in Very Common Circumstances (-1), IIF (Seven Day Ring) Unbreakable (-1/4)
20 1) Rings of Transport: Teleportation 10", No Relative Velocity, Position Shift, x2 Increased Mass, x4 Noncombat (45 Active Points) 4
27 2) Rings of Restraint: Entangle 5d6, 5 DEF, Cannot Be Escaped With Teleportation (+1/4) (62 Active Points) 6
Everyday Powers:, all slots: IIF (Ring of Seven Days) Unbreakable (-1/4)
12 1) Alex Mundy's Strength of Character: +15 STR (15 Active Points) 1
24 2) John Mundy's Strength of Heart: +15 CON (30 Active Points)
10 3) Granted Durability: Armor (4 PD/4 ED) (12 Active Points)
40 4) Alice Mundy-Taylor's Flights of Fancy: Flight 15", Position Shift, x4 Noncombat, Reduced Endurance 1/2 END (+1/4) (50 Active Points) 2
8 5) Ruth Mundy's Stubborness: Knockback Resistance -5" (10 Active Points)
10 6) Helen Mundy-Jones Supreme Health: Life Support , Eating: Character only has to eat once per week, Extended Breathing, 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 (12 Active Points)
12 7) George Mundy's Luck: Luck 3d6 (15 Active Points)
8 8) Iris Mundy's Focus: +10 Mental Defense (13 points total) (10 Active Points)
Powers Cost: 564

Cost Skill
3 Breakfall 13-
3 Climbing 13-
3 Conversation 15-
3 Cryptography 12-
3 Defense Maneuver: I
3 High Society 15-
2 KS: The Seven Day Ring 11-
2 KS: Occult Lore 11-
2 KS: Sixties Superheroes and Villains 11-
2 KS: Rock Music 11-
3 Language: German (completely fluent)
3 Navigation (Air, Land) 12-
3 Paramedics 12-
3 Persuasion 15-
3 Security Systems 12-
3 Sleight Of Hand 13-
3 Stealth 13-
Skills Cost: 47

Cost Perk
6 Reputation (A large group; 14-) +2/+2d6
4 Contact (Contact has: useful Skills or resources, Good relationship with Contact) 11-
Perks Cost: 10

Val Disadvantages
5 Dependent NPC: Alice Mundy-Taylor (Mother) 8- (Slightly Less Powerful than the PC)
10 Dependent NPC: Lester Taylor (Father) 8- (Normal)
20 Hunted: VIPER 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
10 Hunted: Khur Loki 8- (As Pow; Harshly Punish)
20 Hunted: Unknown Seeker of the Ring 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
20 Psychological Limitation: Code vs Killing (Common; Total)
15 Psychological Limitation: Supports the Underdog (Common; Strong)
10 Psychological Limitation: Feels compelled by family obligations (Common; Moderate)
10 Reputation: Second Generation "Hippie Superhero" 11-
0 Rivalry: Professional (All American; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Alex Mundy) (Frequently; Major)
5 Vulnerability: 1 1/2 x STUN Norse Magic (Uncommon)
10 Vulnerability: 2 x Effect Norse Magic (Uncommon)
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 372Total Experience Available: 350Total Character Cost: 722Height: 6' 0"Hair: BrownWeight: 220 lbsEyes: BrownAppearance: Alex is above average height and husky. He wears the ring under his gloves. Unlike his mothers psychadelic tie-dye uniform from the sixties, he wears a simple gray body suit with black boots, gloves and mask. The only conceit to his heritage is a symbolized Sun on his chest that changes colors depending on which day it is: Gold (Sunday), Black (Monday), White (Tuesday), Green (Wednesday), Blue (Thursday), Red (Friday), adn Silver (Saturday).Personality: Brought up by responsible, yet liberal parents, Alex is clearly falling in his mother's footsetps. He is respectful of authority, but tends to support the underdog and will tend to side against a large, powerful corporate or governmental entity if the other side is an individual or seemingly helpless. However, he is not at all stupid and would never blindly follow someone into an obviously criminal venture.Quote:Today is a GOOD DAY!Background: Alexander Mundy is the current bearer of the family secret. The Mundy's have spent generations protecting a tiny object of great power known as the Seven Day Ring. The ring gives its wearer great power but it is tied to seven 24 hour periods. A different power each day. Alex's family has, for the most part merely guarded the ring from falling in the wrong hands. Alex, like his mother before him (the original Day Tripper) had decided to take a pro-active approach to protecting the ring, by uing it to fight crime.Powers/Tactics: Alex's tactics depend on what day it is. He uses his powers over Fire (Sun), a Silvery Light (Moon), Celestial Rings (Saturn), Law&Order (Tiw), Wisdom (Wotan), Storms (Thor) and Love (Freya). Obviously the Seven Day Ring was made by germanic peoples. Sundays he is immune to fire and can project it; Mondays he can can alter moods, and perceptions via the silver light; Tuesdays he has the ability to sense deception as well as the ability to summon the sword of justice, a construct of energy that causes great pain to those who have acted unjustly; Wednesdays his incredible wisdom allows him to see flaws in his opponents, make incredibly sound tactical decisions and discern the best course of action; Thursdays he can control the weather and cast lighting at will; Fridays he has emotion control, mostly love based however; and Saturdays he controls the celestial rings of Saturn, mostly entangles but also teleportation.

 

Unbeknownst to the Mundy family however, is the fact that over time the wearer imprints minor abilities suiting their personality, these have been handed down to each possessor of the Ring. Alex has reaped the benefits of being the seventh bearer of the ring (Seventh in-so-much as having worn it long enough to pass abilities on to him.

Campaign Use: An oddball kind of hero, but Alex is fairly level headed given his ecclectic power set. The Seven Day Ring is a formidible artifact and its origins predate christianity by a good thousand years. It is entirely possible that the creator was semi-divine (as far as comic book type dieties go) and could be watching over him. Or those groups who seek power through the supernatural would be very interested in the ring as well.Note: He only has a Strength 40 on TuesdaysHis Defenses change almost dailyand his PRE and COM are only good on Fridays. Cleaned it up and changed it alittle...
Link to comment
Share on other sites

Diablos

 

Player:

 

Val Char Cost
15 STR 5
14 DEX 12
18 CON 22
13 BODY 6
18 INT 8
10 EGO 0
15 PRE 5
10 COM 0
8 PD 7
8 ED 6
4 SPD 16
7 REC 0
40 END 2
50 STUN 30
8" RUN44" SWIM26" LEAP6Characteristics Cost: 131

 

Cost Power END
15 Touch of Death: Hand-To-Hand Attack +3d6, Reduced Endurance 0 END (+1/2) (22 Active Points); Hand-To-Hand Attack (-1/2)
25 Avatar of a Death God: Life Support , Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: Immortal
125 Weapon Pool: Variable Power Pool (Gadget Pool), 100 base + 25 control cost (150 Active Points); Limited Class Of Powers Available Limited (-1/2), VPP Powers Can Be Changed Only In Given Circumstance (-1/2)
375 Avatar of a God of Death: Variable Power Pool (Magic Pool), 150 base + 225 control cost, Cosmic (+2) (375 Active Points)
0 1) Touch of Death: Killing Attack - Hand-To-Hand 10d6 (vs. ED), Required Hands One-Handed (+0) (150 Active Points); Limited Power Power loses almost all of its effectiveness (-2), -6 STUN Multiplier (-1 1/2), No STR Bonus (-1/2), No Knockback (-1/4) Real Cost: 28 [Notes: The Touch of Death may only be used on villans who have taken a life, not in self-defense, in Alexander's presence.] 15
10 Lack Of Weakness (-10) for Normal Defense
Powers Cost: 550

 

Cost Martial Arts Maneuver
5 Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 0 1/2d6, Disable
3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, STR Strike; Target Falls
4 Reversal: var Phase, -1 OCV, -2 DCV, +15 STR to Escape; Grab Two Limbs
5 Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, STR +v/5; Target Falls; FMove
5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +v/5; FMove
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
5 Killing Throw: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6, Target Falls
Martial Arts Cost: 36

 

Cost Skill
3 Acrobatics 12-
5 Accurate Sprayfire
3 Breakfall 12-
1 Bureaucratics 8-
9 Combat Driving 15-
1 Computer Programming 8-
3 Concealment 13-
1 Conversation 8-
11 Cryptography 17-
3 Deduction 13-
3 Demolitions 13-
1 Forensic Medicine 8-
5 CuK: Mayan Culture (INT-based) 15-
4 Language: Ancient Mayan (completely fluent; literate)
2 Navigation 13-
5 PS: Arciologist 14-
6 SS: Arciology (INT-based) 16-
3 Shadowing 13-
3 Tactics 13-
3 Teamwork 12-
3 Tracking 13-
Skills Cost: 78

 

Cost Perk
20 Vehicle (100 Base, 0 Disad)
20 Base (100 Base, 0 Disad)
3 Anonymity
20 Follower (x2, 75 Base, 75 Disad)
Perks Cost: 63

 

Cost Talent
5 Eidetic Memory
Talents Cost: 5

 

 

Total Character Cost: 863

 

Val Disadvantages
10 Distinctive Features: Large Mayan Religions Tatoo on Back (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Enraged: Murder (Uncommon), go 14-, recover 11-
15 Psychological Limitation: Must Kill Killers (Uncommon; Total)
10 Rivalry: Professional (James Kemond, Evil Arceologist; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
30 Hunted: VIPER 14- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
30 Hunted: DEMON 14- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
10 Reputation: As an Avenger 11-
20 Normal Characteristic Maxima
5 Age: 40+

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 513

Total Experience Available: 513

Experience Unspent: 0

 

History: Alexander Winter was a happy old man living the dream he had since childhood of raising a family. Granted, family life had not always been "normal" for his children (you know...crawling around ancient tombs, learning to walk on the pyrmaids, playing hide and seek in the ruins of south american cities...etc), but they made due.

 

It all changed six years ago in South America during a particularly promising dig. Such was the importance of the site that, as it happened, Alexander's entirely family with very few exceptions had all been hired to excivate the site due to their extensive knowledge of the ancient cultures, and their ability to work well together. All was going well untill they discovered an ancient underground temple devoted to some long forgotten god, filled with valuable artifacts!

 

Apparently, some beaurcrat in the Mexican government had taken an interest in the dig, and decided that, when his agents told him what the arciologists had found, the valuable pieces in the temple would better serve his country if they made him rich rather than by being sold to some american museam in exchange for more charity funding for the poor.

 

The regular army soldiers made short work of the Winter family...all except Alexander. He had moved deeper into the temple, and wasn't on the surface when the shooting began. Rightly fearing the worst, he hid himself behind a massive stone altar, hoping to at least make it out alive enough to maybe help survivers. When they dumped the bodies in the temple, Alexander's worst fears were realised...he was the only surviver.

 

Something happened then; the slaughter of innocents awoke something dark in the temple. Something that had been sleeping for many centuries. Finding a slaughter had taken place in its home, the creature called out to the one person there willing to aid it by becomming its chosen on the earth.

 

And Alexander agreed. The lone surviver of the army squad named the attacker "Diablos" as his fury over the murder of the Winters rivaled that of the devil himself. While the name hasn't spread far, tales do travel...

 

Since then, Alexander has become a man devoted to the persuit of justice by the murder of his entire family. While many view him as a vidulantie (and he is...) others view him as a hero. While he saves as many lives as he is able, the perpritrators must always pay a price.

 

When confronted by one's crimes by the right hand of a god, especially a god of death, there is always a price to be paid.

 

At present Alexander has teamed up with two of his last living relatives, Conrad and Mike. They're two of the only members of the family who didn't want to go into the Arciology aspects of the family trade. Practicing mechanics, they have serviced the families' many vehicles for years, and are extremely loyal to their grandfather Alexander who is looking better now than he has in years.

 

Physical Appearance: Alexander's age is marked, only by his white hair. While nearly ninty years old, his physical age has been turned backwards over forty years and seems to be staying put. His rugged appearance comes from spending his entire life in some of the most unhospitable terrain in the world, and a hard life of adventuring. As Diablos, he favors black trenchcoats and carries around any number of weapons.

 

Combat: Alexander favors smallarms and melee combat so that he can make use of his ability to drain a person's life force with his hands. His greatest asset is his formidible magical abilities granted by the being he knows only as "the god of death." While his knowledge of what exactly happened to him is growing, the exact nature of his powers are extremely sketchy.

 

Campaign Use: Alexander is a vigulantie who leaves a trail of bodies wherever he goes. While he does fight for justice, his methods can be extreme.

 

Note: damnit...i had to redo his skills halfway through generation and i forgot to add survival...oh well...

Link to comment
Share on other sites

I think the Avant Guard needs some opponents! Lets do the members of...

 

...Ta Da! "The Autocracy" A villan team based out of France!

 

Next Challenge: The Autocracy's wastable generator. Gimme something/someone that can produce things to stand in for those pesky thugs!

 

"Because EVERY evil organization needs thugs!"

 

Arandmoor Keet

Link to comment
Share on other sites

Guest C_Zeree

RE: Day Tripper

 

Enforcer,

 

Any reason you chose to make all Day Tripper's power separate instead of using a VPP?

 

Limited power set, character cannot control when or how powers change, but it is predictable.

 

Just wondering, or perhaps a thought.

Link to comment
Share on other sites

While typing it all up again would be a pain. We once had a character that was kind of like a CaptainPlanet version of Ghost Rider (or maybe the Marauder from Team America).

 

Essentially, it was a superhero team that died in action... and their ghosts came back as sort of a collective. The "Vendetta" was a powerful spirit of vengance... but, when needed, it could also "multiform" into the various members of the team to take advantage of their specialties.

 

He was pretty cool, but hard to play.

Link to comment
Share on other sites

This character was intended to meet the "sniper" character role previously-a tad late, but it's done.

 

Ghost Sniper

 

Player:

 

Val Char Cost
17 STR 7
23 DEX 39
18 CON 16
20 BODY 20
18 INT 8
14 EGO 8
20 PRE 10
18 COM 4
5/15 PD 2
5/15 ED 1
5 SPD 17
10 REC 6
36 END 0
40 STUN 2
6" RUN02" SWIM04" LEAP1Characteristics Cost: 141

 

Cost Power END
20 Gunrig Armor: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)
13 Gunrig Sensor Goggles: Multipower, 20-point reserve, all slots: (20 Active Points); OIF (-1/2)
1u 1) Telescopic Mode: Telescopic +13 to PER Rolls (only to offset the Range Modifier) (Sight Group) (20 Active Points)
1u 2) Neural Activity Scanner: Mental Awareness (Discriminatory, Targeting Sense) (20 Active Points)
1u 3) IR Mode: Infrared Perception (Sense, Targeting Sense, Telescopic (+3)) (20 Active Points)
15 Themo-Optic Camoflague: Invisibility to Sight Group, Reduced Endurance 0 END (+1/2) (30 Active Points); OAF (-1)
9 Gunrig Life Support System: Life Support , Safe in High Radiation, Safe in Low Pressure/Vacuum, Self-Contained Breathing (14 Active Points); OIF (-1/2)
40 The Gunrig: Multipower, 40-point reserve, all slots: Reduced Endurance 0 END (+1/2) (60 Active Points); OIF (-1/2)
3u 1) Cable Line: Swinging 35", x4 Noncombat (40 Active Points)
2u 2) Sniper Rifle Mode: Killing Attack - Ranged 2d6 -1 (vs. PD), No Range Modifier (+1/2) (37 Active Points)
2u 3) AP Sniper Mode: Killing Attack - Ranged 1d6 +1 (vs. PD), Armor Piercing x1 (+1/2), No Range Modifier (+1/2) (40 Active Points); 12 Charges (-1/4)
2u 4) Rapid Fire Sniper Mode: Killing Attack - Ranged 1d6 +1 (vs. PD), Autofire (3 shots; +1/4), No Range Modifier (+1/2) (35 Active Points)
2u 5) Machine Rifle Mode: Killing Attack - Ranged 2d6 -1 (vs. PD), Autofire (5 shots; +1/2) (37 Active Points)
2u 6) AP Rifle Mode: Killing Attack - Ranged 1d6 +1 (vs. PD), +1 STUN Multiplier (+1/4), Armor Piercing x1 (+1/2) (35 Active Points); 8 Charges (-1/2)
2u 7) Standard Rifle Mode: Killing Attack - Ranged 2d6 (vs. PD), Autofire (3 shots; +1/4) (37 Active Points)
2u 8) Primium Bullets: Killing Attack - Ranged 2d6 -1 (vs. PD), Affects Desolidified Any form of Desolidification (+1/2) (37 Active Points)
2u 9) Powerblade : Killing Attack - Hand-To-Hand 2d6 -1 (plus STR) (vs. PD), Armor Piercing x1 (+1/2) (37 Active Points)
2u 10) Stun Bolts: Energy Blast 6d6 (vs. PD), STUN Only (+0), Autofire (3 shots; +1/4) (37 Active Points)
2u 11) Sniper Stun Bolt: Energy Blast 5d6 (vs. PD), STUN Only (+0), No Range Modifier (+1/2) (37 Active Points)
Powers Cost: 123

 

Cost Martial Arts Maneuver
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
Martial Arts Cost: 19

 

Cost Skill
3 Acrobatics 14-
3 Breakfall 14-
3 Bribery 13-
3 Bugging 13-
3 Bureaucratics 13-
3 Interrogation 13-
3 Demolitions 13-
3 Concealment 13-
10 +2 with Ranged Combat
3 Climbing 14-
3 Lockpicking 14-
4 Navigation (Air, Land, Marine) 13-
3 Paramedics 13-
3 Tracking 13-
3 Tactics 13-
3 Teamwork 14-
3 Streetwise 13-
10 Survival (Desert, Marine, Mountain, Tropical, Urban) 13-
3 Stealth 14-
3 Persuasion 13-
2 AK: Campaign City 11-
3 Linguist (English is Native)
3 1) Language: French (idiomatic) (4 Active Points)
3 2) Language: Arabic (idiomatic) (4 Active Points)
3 3) Language: German (idiomatic) (4 Active Points)
3 4) Language: Spanish (idiomatic) (4 Active Points)
3 Scholar
1 1) KS: Commando Training (2 Active Points) 11-
1 2) KS: Intelligence Theory (2 Active Points) 11-
1 3) KS: Superhero World (2 Active Points) 11-
Skills Cost: 98

 

Cost Perk
5 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: useful Skills or resources, Contact limited by identity, Good relationship with Contact) 11-
2 Deep Cover
9 Fringe Benefit: Concealed Weapon Permit (where appropriate), Federal/National Police Powers, Passport, Security Clearance
Perks Cost: 16

 

Cost Talent
3 Absolute Range Sense
9 Ambidexterity (Eliminate Off Hand Penalty entirely)
3 Bump Of Direction
3 Lightsleep
Talents Cost: 18

 

 

Total Character Cost: 415

 

Val Disadvantages
15 Dependent NPC: Younger Sister, Sarah 8- (Normal; Unaware of character's adventuring career/Secret ID)
10 Hunted: Surviving Serbian War Criminals 11- (As Pow; Harshly Punish; Limited Geographical Area)
15 Hunted: Nebula 11- (As Pow; Harshly Punish)
20 Psychological Limitation: Absolute Loyalty To The United States (Common; Total)
5 Reputation: Will Kill At The Drop Of A Hat 8- (Extreme (Known Only To A Small Group))
15 Psychological Limitation: Casual Killer (Uncommon; Total)
10 Reputation: Extremely Competent Sniper 11- (Extreme (Known Only To A Small Group))
20 Social Limitation: Secred ID (Paula Dogson) (Frequently; Severe)
20 Social Limitation: DIA Agent (Very Frequently; Major)
20 Vulnerability: 2 x STUN Electrical-Based Attacks (Common)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 65

Total Experience Available: 65

Experience Unspent: 0

Link to comment
Share on other sites

a little tongue in cheek but...

Emporer Hawkins

Mark Hawkins

Val Char Cost
15/30 STR 5
16 DEX 18
15/20 CON 10
10 BODY 0
15 INT 5
13 EGO 6
20/35 PRE 10
12 COM 1
6/18 PD 3
4/12 ED 1
4 SPD 14
6 REC 0
30 END 0
30 STUN 4
6" RUN 0
2" SWIM 0
3"/6" LEAP 0
Characteristics Cost: 77

Cost Power END
120 Dimensional Trasnport: Multipower, 120-point reserve
12u 1) Gangazoid Armies: Summon 150-point Unknown Extradimensional warriors (x64 Number Of Beings), Amicable Slavishly Devoted (+1) (120 Active Points) 12
3u 2) Gate: Extra-Dimensional Movement (Single Dimension (Gangazoid Realm)), x4 Increased Weight (30 Active Points) 3
3u 3) Space Warping: Teleportation 10", No Relative Velocity, Position Shift (35 Active Points) 3
15 Blaster Rifle: Killing Attack - Ranged 2d6 (vs. ED), 4 Clips of 12 Charges (+0) (30 Active Points); OAF (-1)
26 Emperor's Sword: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD), +1 STUN Multiplier (+1/4), Armor Piercing x1 (+1/2) (52 Active Points); OAF (-1) 5
Sensor Helm, all slots: OIF (-1/2)
1 1) Telescopic +1 to PER Rolls (only to offset the Range Modifier) (Sight Group) (2 Active Points)
3 2) Thermal Sights: Infrared Perception (5 Active Points)
8 3) High Range Radio Perception (12 Active Points)
Powered Armor, all slots: OIF (-1/2)
7 1) +15 STR (15 Active Points); No Figured Characteristics (-1/2) 1
5 2) +5 CON (10 Active Points); No Figured Characteristics (-1/2)
20 3) Combat Armor: Armor (12 PD/8 ED) (30 Active Points)
13 4) Cobat Armor: Life Support , Immunity: All terrestrial diseases and biowarfare agents, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum (19 Active Points); OIF (-1/2)
6 5) Combat Armor: Life Support , Self-Contained Breathing (10 Active Points); OIF (-1/2), 1 Continuing Charges lasting 1 Hour each (-1/4)
6 Commanding Presense of the Emperor: +15 PRE (15 Active Points); Only vs the Gangazoids Power does not work in Extremely Common Circumstances (-1 1/2)
Powers Cost: 248

Cost Martial Arts Maneuver
Commando Training
3 1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
4 3) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
4 5) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, +10 STR for holding on
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) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
1 9) Weapon Element: Clubs
1 10) Weapon Element: Knives
Martial Arts Cost: 33

Cost Skill
6 +2 with any Firearm
16 +2 with All Combat
3 Breakfall 12-
3 Bribery 13- (16-)
3 Bureaucratics 13- (16-)
3 Combat Driving 12-
3 Cryptography 12-
3 Demolitions 12-
3 High Society 13- (16-)
3 Interrogation 13- (16-)
2 AK: Gangazoid Dimension 11-
2 CuK: Gangazoid Warrior Customs 11-
4 Language: Angordan (idiomatic)
2 Navigation (Land) 12-
3 Oratory 13- (16-)
3 Persuasion 13- (16-)
2 PS: Mercenary 11-
3 Security Systems 12-
3 Shadowing 12-
3 Stealth 12-
3 Streetwise 13- (16-)
6 Survival (Arctic/Subarctic, Desert, Urban) 12-
3 Tactics 12-
3 Teamwork 12-
3 Tracking 12-
3 TF: Common Motorized Ground Vehicles, Tracked Military Vehicles, Wheeled Military Vehicles
2 WF: Small Arms
3 Scholar
1 1) KS: Gangazoid History (2 Active Points) 11-
1 2) KS: Military History (Earth) (2 Active Points) 11-
1 3) KS: Military/Mercenary/Terrorist World (2 Active Points) 11-
1 4) KS: US Army (2 Active Points) 11-
Skills Cost: 103

Cost Perk
13 Fringe Benefit: Head of State: Sovereign of one Crappy Dimension, Membership: Autocrats?
1 Reputation (A small to medium sized group; 8-) +1/+1d6
10 Vehicles & Bases (50 Base, 25 Disad)
Perks Cost: 24

Val Disadvantages
20 Dependent NPC: Arlene Hawkins (Sister) 8- (Incompetent; Unaware of character's adventuring career/Secret ID)
15 Distinctive Features: Weird Aura, feels unworldy around him (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Hunted: UNTIL 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
15 Hunted: Eurostar 8- (Mo Pow; Harshly Punish)
20 Hunted: Istvatha Vhan 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
15 Psychological Limitation: Arrogant (Common; Strong)
15 Psychological Limitation: Megalomania (Common; Strong)
10 Psychological Limitation: Fancies himself a master strategist (Common; Moderate)
5 Reputation: Wannabe Mastervillain 8-
15 Social Limitation: Secret Id (Mark Hawkins) (Frequently; Major)
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 135Total Experience Available: 135Total Character Cost: 485Height: 6' 1"Hair: BrownWeight: 220 lbsEyes: BrownAppearance: Above average height, beefy, with brown hair and eyes. he wears muttonchops and a thick mustache. His armor is black with blue trim. It looks like a full body covering, modernized roman centurian armor.

The helmet has red plumage and a silver bubbled face plate.

Personality: A megalomaniac and ruler of a small (about the size of Rhode Island) country in a small dimension. The Gangazoids are the major species on their world and pretty much appear like broad, husky humans with ruddy skin and alot of hair. Their armor and weapons have a "romanesque" appearance, probably inspired by their Emperor.Quote:I am the Conquerer of the Gangazoid Dimension. I do not need to follow the laws of this petty country. I have Diplomatic Immunity.Background: Mark Hawkins volunteered for a military experiment. However, he didn't expect it to work. One of the US Army's more eccentric generals was testing the "Dimensional Phase Suit". Mark expected to bump into a few walls and have some nice marks and hazard pay. When he activated the suit, Mark disappeared.

Four years later, Mark appeared again. A changed man he claimed to be the Lord Sovereign of the Gangazoid dimension. Decked out in a scifi looking suit of armor and wielding a blaster rifle, he led a small team of warriors in an assault of Fort Knox. It was stopped but Emperor Hawkins was now loose on the world. He has recently found some like minded associates and they opperate out of Paris.

Powers/Tactics: Mostly human, Emperor Hawkins prefers to lead. His warriors are slavishly loyal, and not incompetant. He can summon about 60 at once. He does wear a relatively primative powered armor that enhances his strength and provides some life support. His side arms are a standard issue Gangazoid Laser Rifle and the Emperor's Sword which is a vibro cutlass.Campaign Use: A 2 bit master villain wannabe that happens to own a dimensional empire. He has pretty much signed his death warrent by assaulting Istvatha Vhan. It was after she had been forced to withdraw from a confrontation with the Champions and Sentinals. Even at her lower ebb, he and his forces were able to do little more than piss her off.

Along with his new allies in the Autocracy, he intends to add this dimension to his growing list of conquests.

Just realize I had done the summon wrong.
Link to comment
Share on other sites

and the peons.

Gangazoid Warrior

Val Char Cost
20 STR 10
11 DEX 3
15 CON 10
12 BODY 4
10 INT 0
11 EGO 2
15 PRE 5
10 COM 0
11/19 PD 4
7/11 ED 1
2 SPD 0
10 REC 6
30 END 0
32 STUN 2
6" RUN 0
2" SWIM 0
4" LEAP 0
Characteristics Cost: 47

Cost Power END
15 Blaster Rifle: Killing Attack - Ranged 2d6 (vs. ED), 4 Clips of 12 Charges (+0) (30 Active Points); OAF (-1)
12 Gangazoid Battle Armor: Armor (8 PD/4 ED) (18 Active Points); OIF (-1/2)
7 Armor Comm-Unit: Radio Perception/Transmission (10 Active Points); OIF (-1/2)
12 Sword: Killing Attack - Hand-To-Hand 1 1/2d6 (plus STR) (vs. PD) (25 Active Points); OAF (-1) 2
3 Combat Knife: Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. PD) (10 Active Points); 1 Recoverable Charges (-1 1/4), OAF (-1)
Powers Cost: 49

Cost Skill
3 +1 with any Gangazoid Weaponry
3 Climbing 11-
1 Demolitions 8-
2 CuK: Gangazoid Warrior Customs 11-
3 Stealth 11-
2 Survival (Arctic/Subarctic) 11-
4 WF: Common Melee Weapons, Small Arms
Skills Cost: 18

Cost Talent
6 Combat Luck (3 PD/3 ED)
15 Combat Sense 11-
Talents Cost: 21

Val Disadvantages
0 Normal Characteristic Maxima
10 Distinctive Features: Gangazoid (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
25 Psychological Limitation: Slavishly Loyal to Emporer Hawkins (Very Common; Total)
5 Reputation: Extra Dimensional Conquerers 8-
15 Social Limitation: Subject to Orders (Frequently; Major)
20 Hunted: UNTIL 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
Disadvantage Points: 75
Cost Summary:Base Points:75Disadvantage Points: 75Total Experience Available: 0Total Character Cost: 135Height: 6' 6"Hair: BrownWeight: 220 lbsEyes: BrownAppearance: Personality: Quote:Background: Powers/Tactics: Campaign Use: 
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...