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Freedom City Conversions


djday38

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For my own campaign I have started converting over the wonderful material and characters from the Mutants and Masterminds setting Freedom City.

 

I am going to start posting my conversions here with HD files for people to use as they see fit.

 

Pls note that Steve Kenson a long time ago very kindly posted some conversions of many of the characters to the hero system on his site and I will be using these as a base.

 

They will be slightly different however as I will be upping the power level of many of the characters (especially the heroes) as this is something needed in my campaign and the imo the CU in general. Also I will be folding them into the CU so will be building links into the characters whenever possible such as hunteds, contacts, rivalries etc from the CU. Nothing over the top but where links instantly spring to mind such as Dr.Simian and Dr. Silverback for example.

 

rgds

Dean

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CenturionCenturionPlayer:

Val Char Cost
100 STR 90
22 DEX 36
50 CON 80
30 BODY 40
17 INT 7
25 EGO 30
40 PRE 30
20 COM 5
30 PD 10
20 ED 10
6 SPD 28
30 REC 0
100 END 0
105 STUN 0
6" RUN02" SWIM040" LEAP0Characteristics Cost: 366
Cost Power END
25 Thick Skin: Damage Resistance (30 PD/20 ED) 0
20 Indomitable Will: Mental Defense (25 points total) 0
21 Super Senses: +7 PER with all Sense Groups 0
41 Immunity From Harm: Life Support (Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: 200 Years; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0
20 Super Leap: Leaping +20" (40" forward, 20" upward) 2
150 Strength Tricks: Multipower, 150-point reserve
4u 1) Bearhug: Energy Blast 10d6, Requires A Skill - Brick Tricks Roll (No Active Point penalty to Skill Roll; +0), No Normal Defense ([standard] Life Support Self Contained Breathing; +1) (100 Active Points); Must Follow Grab (-1/2), No Range (-1/2), Side Effects (If Centurion fails Brick Tricks Roll Opponent Takes Full Strength Damage; -1/4) 10
3u 2) The Big Wrap Up: Entangle 10d6, 10 DEF (100 Active Points); OIF (Approprariate Materials of Opportunity; -1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Defense Depends on Materials Used (-1/2), Side Effects (May Cause Considerable Damage to the Enviroment; -1/4) 10
5u 3) Breaking: Dispel Technological Object any One Object one at aTime 25d6 (75 Active Points); No Range (-1/2) 7
5u 4) Burial: Entangle 7d6, 7 DEF (Stops A Given Sense Normal Sight), Area Of Effect (8" Radius; +1) (150 Active Points); OIF (Appropriate Materials of Opportunity; -1/2), Extra Time (Full Phase, -1/2), Defense Depends on Materials Used (-1/2), Limited Range - 10'' (-1/4), Side Effects (May Cause Considerable Damage to the Enviroment; -1/4) 15
Powers Cost: 294
Cost Skill
20 +4 with HTH Combat
3 Conversation 17-
8 Defense Maneuver I-III
3 Scholar
3 1) KS (4 Active Points) 13-
5 2) KS (6 Active Points) 15-
3 3) KS (4 Active Points) 13-
3 Lipreading 12-
3 Oratory 17-
3 Persuasion 17-
7 Power 13-
5 PS 14-
3 Teamwork - Freedom League 13-
Skills Cost: 69
Cost Perk
15 Reputation (A large group) 14-, +5/+5d6
45 Contact: The Freedom League (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character, Contact limited by identity, Very Good relationship with Contact), Organization Contact (x3) (45 Active Points) 15-
18 Contact: The Defenders of Justice (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited by identity, Very Good relationship with Contact), Organization Contact (x3) (18 Active Points) 11-
Perks Cost: 78
Cost Talent
12 Lightning Reflexes: +8 DEX to act first with All Actions
Talents Cost: 12
Val Disadvantages
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
25 Dependent NPC: Tom and Mabel Leeds 11- (Incompetent; Group DNPC: x2 DNPCs)
20 Hunted: Omega 11- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)
10 Hunted: Gravitar 8- (As Pow, Harshly Punish)
10 Hunted: Freedom League Rogues Gallery 8- (As Pow, Harshly Punish)
25 Psychological Limitation: Code Vs Killing (Very Common, Total)
15 Psychological Limitation: Naive (Common, Strong)
15 Social Limitation: Secret Identity Mark Leeds (Frequently, Major)
10 Unluck: 2d6
Disadvantage Points: 140

Base Points: 200Experience Required: 479Total Experience Available: 479Experience Unspent: 0Total Character Cost: 819

Height: 2.00 m Hair: Brown
Weight: 100.00 kg Eyes: Brown
Appearance: Personality: Quote:Background: Powers/Tactics: Campaign Use: rgdsDean
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Centurion

 

Centurion

 

Player:

 

Val Char Cost
100 STR 90
22 DEX 36
50 CON 80
30 BODY 40
17 INT 7
25 EGO 30
40 PRE 30
20 COM 5
30 PD 10
20 ED 10
6 SPD 28
30 REC 0
100 END 0
105 STUN 0
6" RUN02" SWIM040" LEAP0Characteristics Cost: 366

 

Cost Power END
25 Thick Skin: Damage Resistance (30 PD/20 ED) 0
20 Indomitable Will: Mental Defense (25 points total) 0
21 Super Senses: +7 PER with all Sense Groups 0
41 Immunity From Harm: Life Support (Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: 200 Years; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0
20 Super Leap: Leaping +20" (40" forward, 20" upward) 2
150 Strength Tricks: Multipower, 150-point reserve
4u 1) Bearhug: Energy Blast 10d6, Requires A Skill - Brick Tricks Roll (No Active Point penalty to Skill Roll; +0), No Normal Defense ([standard] Life Support Self Contained Breathing; +1) (100 Active Points); Must Follow Grab (-1/2), No Range (-1/2), Side Effects (If Centurion fails Brick Tricks Roll Opponent Takes Full Strength Damage; -1/4) 10
3u 2) The Big Wrap Up: Entangle 10d6, 10 DEF (100 Active Points); OIF (Approprariate Materials of Opportunity; -1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Defense Depends on Materials Used (-1/2), Side Effects (May Cause Considerable Damage to the Enviroment; -1/4) 10
5u 3) Breaking: Dispel Technological Object any One Object one at aTime 25d6 (75 Active Points); No Range (-1/2) 7
5u 4) Burial: Entangle 7d6, 7 DEF (Stops A Given Sense Normal Sight), Area Of Effect (8" Radius; +1) (150 Active Points); OIF (Appropriate Materials of Opportunity; -1/2), Extra Time (Full Phase, -1/2), Defense Depends on Materials Used (-1/2), Limited Range - 10'' (-1/4), Side Effects (May Cause Considerable Damage to the Enviroment; -1/4) 15
Powers Cost: 294

 

 

Cost Skill
20 +4 with HTH Combat
3 Conversation 17-
8 Defense Maneuver I-III
3 Scholar
3 1) KS (4 Active Points) 13-
5 2) KS (6 Active Points) 15-
3 3) KS (4 Active Points) 13-
3 Lipreading 12-
3 Oratory 17-
3 Persuasion 17-
7 Power 13-
5 PS 14-
3 Teamwork - Freedom League 13-
Skills Cost: 69

 

Cost Perk
15 Reputation (A large group) 14-, +5/+5d6
45 Contact: The Freedom League (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character, Contact limited by identity, Very Good relationship with Contact), Organization Contact (x3) (45 Active Points) 15-
18 Contact: The Defenders of Justice (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited by identity, Very Good relationship with Contact), Organization Contact (x3) (18 Active Points) 11-
Perks Cost: 78

 

Cost Talent
12 Lightning Reflexes: +8 DEX to act first with All Actions
Talents Cost: 12

 

 

Total Character Cost: 819

 

Val Disadvantages
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
25 Dependent NPC: Tom and Mabel Leeds 11- (Incompetent; Group DNPC: x2 DNPCs)
20 Hunted: Omega 11- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)
10 Hunted: Gravitar 8- (As Pow, Harshly Punish)
10 Hunted: Freedom League Rogues Gallery 8- (As Pow, Harshly Punish)
25 Psychological Limitation: Code Vs Killing (Very Common, Total)
15 Psychological Limitation: Naive (Common, Strong)
15 Social Limitation: Secret Identity Mark Leeds (Frequently, Major)
10 Unluck: 2d6

Disadvantage Points: 140

 

Base Points: 200

Experience Required: 479

Total Experience Available: 479

Experience Unspent: 0

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Re: Freedom City Conversions

 

They disabled in line HTML and VB code in the body of posts. You have to use the font tools to get formatting in the body of a post. For signatures, even those have been disabled. I recommend using a different template (the numbers lite one would probably port over easily enough).

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Centurion

 

Right thks very much, lets try again.

 

 

CENTURION

Val Char Cost Roll Notes

100 STR 90 29- Lift 26.2ktons; 20d6; [10]

22 DEX 36 13- OCV 7 DCV 7

50 CON 80 19-

30 BODY 40 15-

17 INT 7 12- PER Roll 19-

25 EGO 30 14- ECV: 8

40 PRE 30 17- PRE Attack: 8d6

20 COM 5 13-

 

30 PD 10 Total: 30 PD (30 rPD)

20 ED 10 Total: 20 ED (20 rED)

6 SPD 28 Phases: 2, 4, 6, 8, 10, 12

30 REC 0

100 END 0

105 STUN 0 Total Characteristic Cost: 366

 

 

Movement: Running: 6" / 12"

Swimming: 2" / 4"

Leaping: 40" / 80"

 

Cost Powers END

25 Thick Skin: Damage Resistance (30 PD/20 ED) 0

20 Indomitable Will: Mental Defense (25 points total) 0

21 Super Senses: +7 PER with all Sense Groups 0

41 Immunity From Harm: Life Support (Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: 200 Years; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0

20 Super Leap: Leaping +20" (40" forward, 20" upward) 2

150 Strength Tricks: Multipower, 150-point reserve

4u 1) Bearhug: Energy Blast 10d6, Requires A Skill - Brick Tricks Roll (No Active Point penalty to Skill Roll; +0), No Normal Defense ([standard] Life Support Self Contained Breathing; +1) (100 Active Points); Must Follow Grab (-1/2), No Range (-1/2), Side Effects (If Centurion fails Brick Tricks Roll Opponent Takes Full Strength Damage; -1/4) 10

3u 2) The Big Wrap Up: Entangle 10d6, 10 DEF (100 Active Points); OIF (Approprariate Materials of Opportunity; -1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Defense Depends on Materials Used (-1/2), Side Effects (May Cause Considerable Damage to the Enviroment; -1/4) 10

5u 3) Breaking: Dispel Technological Object any One Object one at aTime 25d6 (75 Active Points); No Range (-1/2) 7

5u 4) Burial: Entangle 7d6, 7 DEF (Stops A Given Sense Normal Sight), Area Of Effect (8" Radius; +1) (150 Active Points); OIF (Appropriate Materials of Opportunity; -1/2), Extra Time (Full Phase, -1/2), Defense Depends on Materials Used (-1/2), Limited Range - 10'' (-1/4), Side Effects (May Cause Considerable Damage to the Enviroment; -1/4) 15

 

 

Perks

15 Reputation (A large group) 14-, +5/+5d6

45 Contact: The Freedom League (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character, Contact limited by identity, Very Good relationship with Contact), Organization Contact (x3) (45 Active Points) 15-

18 Contact: The Defenders of Justice (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited by identity, Very Good relationship with Contact), Organization Contact (x3) (18 Active Points) 11-

 

 

Talents

12 Lightning Reflexes: +8 DEX to act first with All Actions

 

 

Skills

20 +4 with HTH Combat

3 Conversation 17-

8 Defense Maneuver I-III

3 Scholar

3 1) KS (4 Active Points) 13-

5 2) KS (6 Active Points) 15-

3 3) KS (4 Active Points) 13-

3 Lipreading 12-

3 Oratory 17-

3 Persuasion 17-

7 Power 13-

5 PS 14-

3 Teamwork - Freedom League 13-

 

 

Total Powers & Skill Cost: 453

Total Cost: 819

 

200+ Disadvantages

10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

25 Dependent NPC: Tom and Mabel Leeds 11- (Incompetent; Group DNPC: x2 DNPCs)

20 Hunted: Omega 11- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)

10 Hunted: Gravitar 8- (As Pow, Harshly Punish)

10 Hunted: Freedom League Rogues Gallery 8- (As Pow, Harshly Punish)

25 Psychological Limitation: Code Vs Killing (Very Common, Total)

15 Psychological Limitation: Naive (Common, Strong)

15 Social Limitation: Secret Identity Mark Leeds (Frequently, Major)

10 Unluck: 2d6

479 Experience Points

 

Total Disadvantage Points: 819

 

 

rgds

Dean

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Re: Centurion

 

Thanks very much for making this contribution, djday 38. Not trying to be nitpicky, but there are a few missing details that ought to be spelled out. Centurion has three Knowledge Skills listed, but you don't mention what they're Knowledge of. Also, he has a Reputation Perk, but we really should have a few words as to what that Rep actually is.

 

I'm not familiar enough with the character to comment on how well it reflects the source material, but I am struck by both similarities and differences with an earlier conversion of Centurion which Metaphysician posted to the boards. You might be interested in taking a look at it:

 

http://www.herogames.com/forums/showthread.php?t=14907

 

We've also had a fair bit of discussion on how to precisely convert M&M character stats to HERO, including some rather detailed guidelines. Perhaps those would benefit you:

 

http://www.herogames.com/forums/showthread.php?t=23471

 

I look forward to seeing more of your work. :)

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Re: Freedom City Conversions

 

I found this a ways back. Try these.

 

FREEDOM CITY — HERO SYSTEM STATS

 

Mayor Michael O'Connor, Jr.

STR 12, DEX 10, CON 12, BODY 12, INT 14, EGO 15, PRE 18, COM 16, PD 3, ED 3, SPD 2, REC 4, END 24, STUN 24

Skills: Bureaucratics 14-, CK: Freedom City 13-, Conversation 13-, High Society 14-, KS: Freedom City Politics 15-, KS: State Politics 13-, KS: Federal Politics 13-, Oratory 15-, Persuasion 14-, PS: Politician 13-, Riding 11-, TF: Boats, Horses, Planes, Perk: Mayor of Freedom City, Wealth: Well Off.

Disadvantages: Hunted by criminals and terrorists (AsPow) 8-, Psych: Puts the city's welfare before his own, Psych: Dedicated to making a better life for everyone, Public Identity, Reputation: Fair-minded and popular mayor, 11-, Rivalry: Political Rivals.

 

C. Horatio Powers, Director of AEGIS

STR 12, DEX 13, CON 13, BODY 12, INT 16, EGO 15, PRE 18, COM 12, PD 4, ED 4, SPD 4, REC 6, END 30, STUN 30

Powers and Skills: Detect Supers (Mental Sense Group, Ranged and 360-degree), Running +2â€, Martial Arts (Commando Training): Aikido throw, boxing cross, choke, Jiu-jitsu disarm, Kung fu block, WF: small arms, +2 with small arms, Breakfall 12-, Bureaucratics 13-, Climbing 12-, Combat Driving 12-, Concealment 12-, Criminology 13-, Demolitions 8-, Interrogation 12-, Security Systems 11-, Shadowing 12-, Stealth 12-, Streetwise 12-, Tactics 12-, KS: Supers 12-, KS: FBI 13-, KS: Law 12-, PS: FBI Agent 13-, Perks: National police powers, AEGIS director, concealed weapon permit.

Disadvantages: DNPCs: wife and daughter (competent) 8-, Distinctive Features: Fed (easily concealed), Hunted by SHADOW (MoPow) 8-, Psych: Hides his own paranormal abilities, Psych: Patriotic and devoted to duty, Reputation: Director of AEGIS, 11-, Secret Identity (no one knows he has super powers).

 

Typical AEGIS Agent

STR 15, DEX 13, CON 15, BODY 13, INT 12, EGO 12, PRE 12, COM 10, PD 6, ED 6, SPD 4, REC 8, END 35, STUN 30

Powers and Skills: Running, +2â€, Martial Arts (Commando Training): Aikido throw, boxing cross, choke, Jiu-jitsu disarm, Kung fu block, WF: small arms, rifles, grenade launchers, heavy machine guns, Combat skills: +2 with small arms, +2 with rifles, Breakfall 12-, Bureaucratics 8-, Climbing 12-, Combat Driving 12-, Concealment 12-, Criminology 11-, Demolitions 8-, Interrogation 11-, Security Systems 11-, Shadowing 12-, Stealth 12-, Streetwise 12-, Tactics 12-, KS: Supers 8-, KS: AEGIS 11-, PS: AEGIS Agent 11-, National police powers, concealed weapon permit.

Disadvantages: Distinctive Features: Fed (easily concealed), Psych: Patriotic and dutybound, various other disadvantages (particularly Psychological Limitations) as the GM sees fit.

 

Common Equipment

Blaster Pistol: 8d6 Energy Blast (OAF, Charges: 2 clips of 6, Beam Attack)

Composite Cloth Uniform: Armor, 5 PD/5 ED (OIF, Activation 11-)

Radio: Radio Listen and Transmit (OIF)

Handcuffs: Entangle 4d6 (Entangle takes no damage, Entangle has 1 BODY, Only entangles arms, Only on a target at 0 DCV, 1 recoverable charge, No range)

 

Special Equipment

Night Vision Goggles: Infrared Vision (OAF, Limited Power: Restricted field of vision, -1 PER)

Flash-bang Grenade: 2d6 Flash vs. normal sight and hearing (Area of Effect 4" radius, OAF, 1 Charge)

Tear Gas Grenade: 1d6 Flash vs. normal sight plus 1d6 DEX Drain (Area of Effect 4" radius, OAF, 1 Charge)

Tangler Field: Entangle, 6d6 (OAF, Charges: 3, Activation: 11-)

Pacifiers: Drain 4d6 STUN plus Drain 1d6 REC (OAF, Continuing Charge: 1, No Range, Extra Time: 1 Minute)

 

MAX Armor

Stats: STR +10, PRE +10 (STR Does Not Affect Figured Characteristics, -1/2).

Powers: END Reserve (50 END, 5 REC); Armor, +10 PD/+10 ED; High Range Radio Hearing; IR Vision; Life Support (self-contained breathing, all safe environments); Weapons System (Multipower, 45 pts.): 9d6 Energy Blast, 4d6+1 Entangle (capture web).

Disadvantages: Distinctive Feature: Armored Suit (not concealable), Vulnerability: x2 STUN from Electricity (Common).

Real Cost: 60 pts.

 

Typical FCPD Officer

STR 13, DEX 12, CON 13, BODY 11, INT 10, EGO 11, PRE 12, COM 10, PD 4, ED 3, SPD 2, REC 6, END 30, STUN 25

Skills: Martial Arts (police self-defense) Boxing Cross, Choke Hold, Disarm, Escape, Legsweep, Weapon Form: Tonfa, +2 with pistol, +2 with martial arts, Combat Driving 11-, Criminology 11-, Deduction 11-, Paramedic 8-, Shadowing 11-, Stealth 11-, Streetwise 11-, WF: Small arms, tonfa, KS: Law Enforcement 11-, KS: Freedom Underworld 11-, CS: Freedom City 11-, PS: Police Officer 11-, Perks: Local police powers.

Disadvantages: Distinctive Features: Cop (easily concealed), Watched by Police Department (MoPow, 11-).

Equipment: Sig Sauer P-229 .40 caliber pistol (1d6+1 RKA, 3 clips of 12 charges), tonfa (+3d6 HA, +1 OCV), pepper spray (2d6 Flash vs. normal sight and smell, plus 2d6 NND [defense is Life Support], 3 charges), handcuffs (4d6 Entangle, takes no damage, 1 BODY, only entangles arms, only vs. targets at 0 DCV, no range, 1 recoverable charge).

Notes: This is a typical FCPD officer, likely to be encountered on street patrol. For detectives and higher-ranked officers, increase relevant skills (like Criminology and Deduction) and feel free to add an additional disadvantage or two (particularly Psychological Limitations) for some color.

 

Police Commissioner Barbara Kane

STR 10, DEX 11, CON 12, BODY 13, INT 15, EGO 13, PRE 15, COM 10, PD 3, ED 3, SPD 2, REC 4, END 24, STUN 24

Skills: Martial Arts (police self-defense) Boxing Cross, Choke Hold, Disarm, Escape, Legsweep, Weapon Form: Tonfa, Combat Skills: +3 with pistol, +1 with martial arts, Bureaucratics 12-, Combat Driving 12-, Criminology 13-, Deduction 14-, Interrogation 13-, Shadowing 11-, Stealth 11-, Streetwise 11-, WF: Small arms, tonfa, KS: Law Enforcement 14-, KS: Freedom Underworld 14-, CS: Freedom City 13-, PS: Police Commissioner 13-, Perks: Local police powers, Police Commissioner, concealed weapon permit.

Disadvantages: Age (40+), DNPC (family, normals, 8-), Distinctive Features: Cop (easily concealed), Hunted by the Mafia (MoPow, 8-), Psych: Dedicated to her work (Str), Psych: Does things "by the book" (Str), Public Identity, Reputation: Tough but fair (11-)

 

Capt. Bill "Bulldog" Maddicks, STAR Squad Commander

STR 18, DEX 15, CON 18, BODY 15, INT 13, EGO 15, PRE 15, COM 10, PD 8, ED 6, SPD 4, REC 8, END 40, STUN 35

Skills: Running +3", Martial Arts (Commando Training): Aikido throw, Boxing cross, Choke, Jiu-jitsu disarm, Kung fu block, Weapon Form: Tonfa, WF: Small arms, grenade launchers, heavy machine guns, tonfa, Combat Skills: +4 with guns, Breakfall 13-, Bureaucratics 12-, Climbing 13-, Combat Driving 13-, Concealment 12-, Criminology 12-, Demolitions 11-, Interrogation 13-, Security Systems 11-, Shadowing 11-, Stealth 13-, Streetwise 13-, Tactics 14-, KS: FCPD 11-, KS: Freedom Underworld 11-, KS: Superhumans 11-, CK: Freedom City 13-, PS: Police Officer 11-, Perks: Local police powers, STAR Squad commander, concealed weapon permit.

Disadvantages: Distinctive Features: Cop (easily concealed), Hunted by criminals (AsPow, 8-), Psych: Enjoys and take pride in his work (Str), Psych: Protective of civilians (Str), Reputation: STAR Squad commander (11-), Rivalry (prof.): with other law-enforcers.

 

Fire Chief Paul DuMar

STR 13, DEX 11, CON 13, BODY 12, INT 10, EGO 12, PRE 13, COM 10, PD 4, ED 3, SPD 3, REC 5, END 26, STUN 26

Powers and Skills: Bureaucratics 12-, CK: Freedom City 11-, Combat Driving 12-, Paramedic 11-, KS: Freedom City Fire Department 11-, KS: Firefighting Tactics 11-, PS: Firefighting 13-, PS: Fire Department Management 13-, Fringe Benefit: Fire Chief, Contacts: State and local emergency agencies.

Disadvantages: DNPCs (family, normals) 11-, Watched by the press (MoPow, NCI) 8-, Reputation: heroic fire chief 8-

 

June “Asbestos†Abados

STR 10, DEX 12, CON 12, BODY 10, INT 11, EGO 11, PRE 10, COM 12, PD 3, ED 3, SPD 3, REC 4, END 24, STUN 22

Powers and Skills: Armor, +25 ED, Only vs. fire and heat (-1), Bureaucratics 11-, Combat Driving 8-, Paramedic 11-, KS: Freedom City Fire Department 8-, KS: Firefighting Tactics 8-, PS: Firefighting 11-, PS: Secretary 11-

Disadvantages: DNPC (son, incompetent) 8-, Psych: Sense of duty to others, Watched by the press (MoPow, NCI) 8-, Reputation: low-power superhuman 8-

 

District Attorney Daniel R. Durgan

STR 11, DEX 10, CON 11, BODY 10, INT 12, EGO 11, PRE 14, COM 14, PD 3, ED 3, SPD 2, REC 4, END 24, STUN 22

Powers and Skills: Bureaucratics 11- , High Society 11-, KS: Civil Law 11-, KS: Criminal Law 13-, KS: Freedom City Legal Scene 12-, KS: Criminal Procedures 11-, Oratory 13-, Persuasion 12-, PS: Attorney 14, District Attorney, License to Practice Law, Contacts: Judicial and legal community.

Disadvantages: Hunted by Organized Crime (MoPow) 8-, Watched by the press (MoPow, NCI) 11-, Psych: Gloryhound, Psych: Wants to bring down the Mob, Reputation: Hard-hitting DA, 11-.

 

Public Defender Caitlin Grenville-Thomas

STR 8, DEX 10, CON 10, BODY 9, INT 13, EGO 11, PRE 13, COM 13, PD 3, ED 3, SPD 2, REC 4, END 20, STUN 20

Powers and Skills: Bureaucratics 11- , KS: Civil Law 11-, KS: Criminal Law 13-, KS: Freedom City Legal Scene 11-, KS: Criminal Procedures 12-, Oratory 12-, Persuasion 12-, PS: Attorney 14-, License to Practice Law, Contacts: Judicial and legal community.

Disadvantages: DNPC: husband (competent) 8-, Watched by the press (MoPow, NCI) 8-, Psych: Treats everyone fairly under the law, Reputation: Bleeding-heart 8-

 

Lucius Cabot

STR 10, DEX 11, CON 14, BODY 12, INT 15, EGO 16, PRE 18, COM 16, PD 3, ED 3, SPD 2, REC 5, END 28, STUN 24

Powers and Skills: Life Support (Immune to Aging, Immune to Disease), Acting 15-, Bribery 14-, Bureaucratics 14-, Conversation 13-, Criminology 13-, Forgery 13-, High Society 14-, Interrogation 14-, Languages (French, Latin, Spanish), KS: Law 15-, KS: Occult 12-, Oratory 15-, Persuasion 14-, PS: Attorney 15-, Seduction 13-, Trading 13-, TF: Horses; Contacts (numerous) 13-, Wealthy.

Disadvantages: Distinctive Feature (no soul, detectable by mystic means, easily concealed), Psych: Cares about winning, not justice (Com, Tot), Psych: Greedy and manipulative (Com, Str), Reputation (killer attorney, 14-), Rivalry (other lawyers), Susceptibility (2d6/Phase from holy items), Watched by Demon Lord (MoPow, 11-), Watched by Eldrich (MoPow, 8-)

 

Dr. Clarence Clearwater

STR 8, DEX 10, CON 9, BODY 9, INT 20, EGO 11, PRE 10, COM 10, PD 2, ED 2, SPD 2, REC 4, END 18, STUN 18

Skills: Bureaucratics 11-, Computer Programming 13-, Deduction 13-, Electronics 13-, Mechanics 13-, PS: Research Scientist 13-, Sciences (Chemistry, Nuclear Physics, Physics, Quantum Physics, all 14-), Systems Operation 14-; Scientist

Disadvantages: Age (40+), Normal Characteristic Maxima, Psych: Absent-Minded (VC, Str), Psych: Scientific Curiosity (Com, Str)

 

"Big Al" Driogano

STR 15, DEX 10, CON 15, BODY 15, INT 14, EGO 12, PRE 16, COM 10, PD 5, ED 3, SPD 2, REC 6, END 30, STUN 31

Powers and Skills: +2 levels with pistols, Bribery 12-, Bureaucratics 12-, CK: Freedom City 13-, Concealment 12-, Conversation 12-, High Society 12-, Interrogation 12-, KS: Mafia 13-, KS: Criminal Underworld 12-, Language (Italian, 1 pt.), Persuasion 12-, Streetwise 14-, Trading 12-, WF: pistols, Lightsleep, Contacts (numerous) 11-, Wealth (Well-Off), Gun License.

Disadvantages: Hunted by the Freedom City PD (AsPow, 11-), Hunted by the Silencer (AsPow, 11-), Hunted by Foreshadow (AsPow, 8-), Psych: Greedy (Common, Strong), Reputation (mobster, 11-)

 

"Boss" Moxie

STR 15, DEX 15, CON 15, BODY 20, INT 11, EGO 12, PRE 13, COM 8, PD 10, ED 10, SPD 4, REC 10, END 30, STUN 40

Powers and Skills: 75% Damage Reduction vs. Physical and Energy, Resistant; Damage Resistance, 10 PD/10 ED; 6d6 Energy Blast, Autofire, 32 charges, OAF (Tommy gun); Luck 2D6; Mental Defense, 15 pts.; Regeneration 5 BODY/turn; +3 levels with Tommy gun.

Disadvantages: Enraged when taunted (11-/11-), Distinctive Features (cartoon character, extreme), Hunted by the Mafia 11-, Hunted by Foreshadow 8-, Hunted by the Raven 8-, Psych: Simple-minded (VC, Total), Public Identity, Reputation (cartoon gangster, 11-), Rivalry (all other Mob bosses), Unluck 2D6.

 

Lor Soldier

STR 15, DEX 15, CON 15, BODY 10, INT 11, EGO 11, PRE 12, COM 10, PD 3, ED 3, SPD 2, REC 6, END 30, STUN 26

Skills: +1 Combat Level, Breakfall 12-, Martial Arts (Commando Training), Paramedic 8-, Survival 11-, Systems Operation 11-, Tactics 11-, TF (Anti-grav Vehicles and Starships), WF (Common Melee and Ranged Weapons).

Disadvantages: Psych: Loyal to the Republic (Com, Str), Phys: Subject to Orders (Freq, Great), Normal Characteristic Maxima, Watched by the Republic (MoPow, NCI, 11-)

Equipment: Blaster Rifle (8d6 Normal or 5d6 Autofire EB, 32 charges), Photon Grenades (8d6 EB Explosion plus 2d6 AE Radius Flash, 4 charges), Body Armor (+8 PD/+8 ED, Act. 14-), Sealed Helmet (Life Support: Self-Contained Breathing, 5 pts. Flash Defense — sight).

Notes: The above stats represent a typical Lor soldier. Officers have slightly higher EGO and PRE and related skills on average while specialists (like pilots or medics) will have the appropriate specialty skills.

 

Lor Mentat

STR 10, DEX 13, CON 15, BODY 10, INT 13, EGO 15, PRE 13, COM 10, PD 2, ED 3, SPD 2, REC 5, END 30, STUN 23

Powers: Mental Multipower (30 pts) with three of the following multi-slots: Clairsentience (sight and hearing), 15†Flight, +15 PD/+15 ED, Force Field, 6d6 Mental Illusion, 6d6 Mind Control, 6d6 Mind Scan, Telekinesis (STR 20), 6d6 Telepathy, 15†Teleport; Mental Defense (10 pts.). Some mentats have more slots while a few mentats have higher Multipower reserves and active points in their powers.

Skills: +1 level with Multipower, Bureaucratics 12-, Conversation 12-, High Society 12-, Interrogation 12-, KS: Psionics 12-, Persuasion 12-, Shadowing 11-, Systems Operation 12-, WF (Common Ranged Weapons).

Disadvantages: Psych: Arrogant and Superior (Com, Str), Normal Characteristic Maxima, Watched by the Republic (MoPow, NCI, 11-)

Equipment: Blaster Pistol (6d6 EB), Light Body Armor (+5 PD/+5 ED, Act. 11-).

Notes: The above is a fairly typical Lor mentat, a “sport†mutation with psionic abilities. Mentats are specially trained and make up much of the ruling faction of Lor society, as well as serving as elite operatives. Some mentats have higher power levels than given here, but they are quite rare (despite Lor efforts to engineer “super-mentatsâ€).

 

CAPTAIN THUNDER

Ray Gardener

 

Val CHA Cost

60 STR 50

18 DEX 24

30 CON 40

20 BODY 20

12 INT 2

13 EGO 6

18 PRE 8

14 COM 2

30 PD 19

30 ED 24

5 SPD 22

20 REC 6

60 END 0

58 STUN 0

 

Cost Powers END

75 Electrical Control: Multipower (75 pts.)

7u Lightning Bolt: 12d6 Energy Blast, 1/2 END 3

6u Chain Lightning: 6d6 Energy Blast, Area Effect (Cone), 1/2 END 3

7u Power Arc: 4d6 RKA, 1/2 END 3

7u Thunderblast: 15d6 Energy Blast 7

6u Thunderclap: 3d6 Flash vs. Hearing, Area Effect (3" Radius), 1/2 END 3

7u Overload: 4d6 Suppress vs. all electronic powers (+2), 1/2 END 3

3u Override: 30 STR Telekinesis with Fine Manipulation, 1/2 END, Only vs. electrical machinery (-1) 2

20 Electrical Powers: Elemental Control (20 pts.)

20-a Arc Riding: 20" Flight 4

20-b Battery: 8d6 Absorption vs. Electricity (to END) —

20-c Electrical Resistance: 75% Resistant Damage Reduction, Only vs. Electricity (-1) —

30 Hardened Skin: Damage Resistance (30 PD/30 ED) —

29 Electrical Sense: Sense Electricity, Ranged and Discriminatory, +4 Telescopic, +4 Perception (15-) —

 

Cost Skills

Combat Skills

20 +4 levels with Multipower

15 +3 levels with Hand-to-Hand

5 Combat Piloting 14-

7 Tactics 13-

 

Leadership Skills

3 Bureaucratics 13-

3 Oratory 13-

3 Persuasion 13-

 

Background Skills

4 AK: American Southwest 13-

4 AK: Freedom City 13-

5 Electronics 12-

3 KS: Aircraft 12-

5 Paramedic 12-

3 PS: Test Pilot 12-

 

Freedom League Package

3 Federal Police Powers

3 Commlink: Radio Listen and Transmit, OIF

10 Donation towards the Freedom League' Base and Vehicles.

 

100+ Disadvantages

10 DNPC: Nancy Gardener (wife, normal) 8-

10 DNPC: Ray Gardener, Jr. (son, normal) 8-

5 Distinctive Features: white hair (easily concealed)

15 Hunted by: Dr. Stratos (AsPow, 11-)

10 Hunted by: the Hellqueen (AsPow, 8-)

20 Psych: Code Against Killing (Common, Total)

20 Psych: Honorable, always tries to do the right thing (Common, Total)

10 Psych: Uncertain of his leadership abilities (Common, Moderate)

10 Public Identity: Ray Gardener

15 Reputation: Leader of the Freedom League (powerful and honorable hero), 14-

25 Susceptibility: Takes STUN from Electrical Drains and Transfers (same amount of STUN as rolled on the dice)

15 Watched by AEGIS (MoPow, NCI, 14-)

10 Watched by the Albright Institute (AsPow, 11-)

302 Hero Bonus

 

Characteristics: 223

Powers & Skills: 354

Total: 577

Disadvantages: 477

 

Nancy Gardener

STR 8, DEX 10, CON 9, BODY 9, INT 12, EGO 11, PRE 12, COM 13, PD 2, ED 2, SPD 2, REC 4, END 18, STUN 18

Skills: Bureaucratics 13-, Conversation 11-, KS: Aircraft 11-, Persuasion 11-, PS: Secretary 12-, Spanish (fluent), WF: Pistols, Contact: John Sanchez, VP at Aircraft Company.

Disadvantages: DNPC (Ray, Jr., normal), Psych: Protective of her family (Com, Str), Public Identity (Captain Thunder's wife)

 

Ray Gardener, Jr.

STR 8, DEX 11, CON 10, BODY 8, INT 11, EGO 10, PRE 11, COM 12, PD 2, ED 2, SPD 2, REC 4, END 20, STUN 17

Skills: CK: Freedom City 11-, KS: Sports 11-, KS: Supers 11-, KS: Role-playing games 12-, Spanish (basic)

Disadvantages: Distinctive Feature: white hair (Easily Concealed), Epileptic (Infrequently, Fully), Psych: Wishes he was a super (Com, Mod), Public Identity (Captain Thunder's son)

 

Dan Cloud

STR 11, DEX 12, CON 10, BODY 10, INT 12, EGO 10, PRE 10, COM 14, PD 3, ED 3, SPD 3, REC 4, END 20, STUN 21

Skills: AK: Desert Southwest 12-, Electronics 12-, KS: Indian Lore 11-, Mechanics 13-, Systems Operation 11-, TF: Planes

Disadvantages: DNPCs (wife and son, normals), Hunted by Captain Thunder's enemies (MoPow, 8-), Psych: Strong sense of responsibility (Com, Str), Public Identity (Captain Thunder's pal).

 

LADY LIBERTY

Beth Walton-Wright

 

Val CHA Cost

50 STR 32*

21 DEX 18*

25 CON 24*

14 BODY 6*

15 INT 5

20 EGO 20

20 PRE 9*

18 COM 4*

20 PD 8*

20 ED 12*

4 SPD 9*

14 REC 0

50 END 0

52 STUN 0

 

* Only In Hero ID (-1/4), Beth Walton's normal Characteristics are: STR 10, DEX 12, CON 10, BODY 10, INT 15, EGO 20, PRE 15, COM 16, PD 3, ED 3, SPD 3, REC 4, END 20, STUN 20 and she lacks all powers marked with (*).

 

Cost Powers END

72 The Light of Liberty: Multipower (90 points)*

7u Blinding Light: 6d6 Flash vs. Sight, 0 END 0

7u Light Beam: 12d6 Energy Blast, 0 END 0

7u Light of Freedom: 24d6 Dispel vs. Entangles, 1/2 END 4

7u Light of Freedom: 12d6 Dispel vs. All Mental Powers (+2), 1/2 END 4

7u Light of Healing: 7d6 Aid (Healing), 1/2 END 3

7u Light of Protection: Force Wall, 12 PD/12 ED, 0 END 0

6u Light of Inspiration: 3d6 Aid to END, Area Effect Radius, Selective (+1/4), 0 END 0

2u Rallying Beacon: +50 PRE, Only to Inspire and Lead Others (-1/2), Costs END (-1/2) 5

3u Revealing Light: Change Environment (light), x16 radius, 0 END 0

 

30 Shield of Freedom: Multipower (30 points)

3u Armor: +10 PD/+10 ED —

3u Missile Deflection vs. all attacks, +5 to roll —

 

15 Guiding Light: Detect Evil, Ranged, Discriminatory, +2 PER* —

21 Freedom of Will: Mental Defense, 30 pts.* —

10 Freedom from Harm: Damage Resistance (12 PD/12 ED)* —

11 Freedom from Need: Life Support (self-contained breathing, all safe environments)* —

32 Freedom of Movement: 20" Flight, 1/2 END* 2

4 Mystic Transformation: Instant Change to and from Lady Liberty, Incantation (“For Liberty!â€) —

 

Cost Skills

Combat Skills

15 +3 levels with Multipower

10 +2 levels with Hand-to-Hand

 

Legal Skills

3 Bureaucratics 13-

3 Conversation 13-

3 Criminology 13-

3 Escape Artist 13-

3 Interrogation 13-

3 KS: Law 13- (INT-based)

3 Oratory 13-

3 Persuasion 13-

3 PS: Lawyer 13- (INT-based)

1 Perk: Licensed to Practice Law

 

Background Skills

2 CK: Freedom City 11-

4 CK: New York City 13-

3 KS: U.S. History 13- (INT-based)

 

Freedom League Package

3 Federal Police Powers

3 Commlink: Radio Listen and Transmit, OIF

10 Donation towards the Freedom League' Base and Vehicles.

 

100+ Disadvantages

15 Accidental Change (to Beth Walton) when her powers are drained or suppressed, 11-

15 DNPC: Trevor Wright (husband), normal, 11-

10 Hunted by Warden (AsPow, 8-)

20 Psych: Believes in liberty and the law (Com, Tot)

20 Psych: Compassionate (VC, Str)

10 Psych: Patriotic (Com, Mod)

10 Reputation: Guardian of Liberty (11-)

15 Secret Identity (Beth Walton)

20 Susceptibility: 1d6 Suppress vs. all powers and STR per turn from being imprisoned

244 Hero Bonus

 

Characteristics: 147

Powers & Skills: 332

Total: 479

Disadvantages: 379

 

Trevor Wright

STR 13, DEX 12, CON 13, BODY 12, INT 11, EGO 12, PRE 12, COM 12, PD 4, ED 2, REC 6, END 26, STUN 26

Skills: Martial Arts (police self-defense) Boxing Cross, Choke Hold, Disarm, Escape, Legsweep, Weapon Form: Tonfa, Combat Skills: +2 with pistol, +2 with martial arts, Combat Driving 11-, Criminology 11-, Deduction 11-, Paramedic 8-, Shadowing 11-, Stealth 11-, Streetwise 11-, WF: Small arms, tonfa, KS: Law Enforcement 11-, KS: Freedom Underworld 11-, CK: Freedom City 11-, PS: Police Officer 11-, Perks: Local police powers, concealed weapon permit.

Disadvantages: Distinctive Features: Cop (easily concealed), Hunted by Warden (MoPow, 8-), Loves Beth (Com, Total), Watched by Police Department (MoPow, 11-).

 

THE RAVEN

Callie Summers

 

Val CHA Cost

15 STR 5

20 DEX 30

18 CON 16

12 BODY 4

20 INT 10

18 EGO 8

30 PRE 20

16 COM 4

8 PD 5

8 ED 4

5 SPD 20

10 REC 6

40 END 2

32 STUN 3

 

Cost Powers END

13 Terrifying Presence: +20 PRE, Only for Presence Attacks (-1/2) —

21 Amazing Stealth: Invisibility to Sight and Hearing, 0 END, Requires a Stealth Roll (-1/2), Sight Invisibility only works in darkness or shadows (-1/4) 0

7 Intrusion: 10" Teleport, Requires a Stealth Roll (-1/2), Only to "vanish" when no one is looking (-/12), Can only teleport to places where she could normally go (-1/2), No non-combat multiple (-1/4) 2

4 +2" Running 2

4 +2" Swimming 1

2 +2" Superleap 1

5 Raven Cloak: 10" Gliding, OAF —

14 Raven Mask: UV Vision, High-Range Radio Hearing, +1 Perception, IIF —

15 Utility Belt: Multipower (30 pts., all OAF)

1u Crime Scene Kit: +2 to Criminology, OAF —

1u Disguise Kit: +2 to Disguise, OAF —

1u Flashlight: Change Environment, 1" radius (light), 0 END (+1/2), OAF 0

1u Flash Pellets: 2d6 Flash vs. Sight; OAF, 6 Charges (-3/4), Range Based on STR (-1/4) —

1u Gas Pellets: 3d6 EB, NND (defense is LS: Self-Contained Breathing); OAF, 6 Charges (-3/4), Range Based on STR (-1/4) —

1u Lockpicks: +2 to Lockpicking; OAF —

1u Rebreather: LS: Breathe Underwater; OAF, 4 Charges lasting 1 Hour each (+1/4) —

1u Smoke Pellets: 2" radius Darkness to normal sight; Autofire (+1/2), OAF, 8 Charges (-1/2), Range Based on STR (-1/4) —

1u Swing Line: 10" Swinging; OAF 2

1u Throwing Blades: 1d6 HKA (2d6 w/STR), Ranged (+1/2), OAF, 6 Recoverable Charges (-1/4), Range Based on STR (-1/4) 2

36 Gadgets: Variable Power Pool (30 pts.), Only Changes at Headquarters (-1/2), OAF (-1) Var.

 

Cost Skills

Combat Skills

32 Martial Arts—Comic Book

Maneuver OCV DCV Notes

Defensive Strike +1 +3 6d6 Strike

Martial Strike 0 +2 8d6 Strike

Offensive Strike -2 +1 10d6 Strike

Martial Block +2 +2 Block, abort

Martial Dodge 0 +5 Dodge, abort

Martial Throw 0 +1 6d6 + v/5; target falls

Nerve Strike -1 +1 3d6 NND

Martial Disarm -1 +1 40 STR Disarm

Martial Grab -1 -1 40 STR Grab

12 +3 Damage Classes with Martial Arts

24 +3 Combat Skill Levels

8 WF: Common Melee, Common Missile, Small Arms, Uncommon Missile

 

Crimefighting Skills

5 Acrobatics 14-

3 Acting 15-

5 Breakfall 14-

3 Bugging 13-

5 Climbing 13-

5 Combat Driving 14-

5 Combat Piloting 14-

3 Computer Programming 13-

5 Concealment 14-

5 Contortionist 14-

9 Criminology 16-

9 Deduction 16-

5 Disguise 12-

3 Forensic Medicine 13-

3 High Society 15-

3 Interrogation 15-

9 Languages (all fluent): Japanese, Mandarin Chinese, Spanish

5 Lockpicking 14-

3 Paramedic 13-

5 Security Systems 14-

5 Shadowing 12-

9 Stealth 16-

5 Streetwise 16-

5 Survival 12-

3 Systems Operation 13-

5 Tactics 14-

 

Intensive Training

20 +2 Overall Levels

 

Background Skills

3 CK: Freedom City 13-

3 KS: Criminal Underworld 13-

9 Sciences (all 13-): Chemistry, History, Sociology

8 TF: Riding Animals, Ground Vehicles, Air Vehicles, Water Vehicles

 

Talents

5 Combat Sense 14-

5 Defense Maneuver

10 Eidetic Memory

5 Fast Draw 14-

3 Lightsleep

3 Simulate Death

 

Perks

20 10 Contacts (11-)

15 Filthy Rich

75 Base (the Rookery) and assorted Vehicles

 

Freedom League Package

3 Federal Police Powers

3 Commlink: Radio Listen and Transmit, OIF

10 Donation towards the Freedom League' Base and Vehicles.

 

100+ Disadvantages

10 DNPC: Duncan Summers (LessPow, 8-)

5 Distinctive Feature: spooky (easily concealable)

20 Hunted by Dr. Sin (MoPow, 11-)

20 Hunted by SHADOW (AsPow, NCI, 11-)

20 Psych: Obsessively Driven (Com, Tot)

20 Psych: Code Against Killing (Com, Tot)

10 Psych: Wants to meet a man who's her equal (UC, Str)

20 Reputation: Dark Avenger of the Night (Ext, 14-)

15 Secret Identity (Callie Summers)

5 1d6 Unluck

15 Watched by AEGIS (MoPow, NCI, 14-)

10 Watched by the Albright Institute (AsPow, 11-)

408 Hero Bonus

 

Characteristics: 137

Powers & Skills: 541

Total: 678

Disadvantages: 578

 

Duncan Summers

STR 15, DEX 15, CON 15, BODY 15, INT 20, EGO 18, PRE 25, COM 14, PD 5, ED 5, REC 8, END 30, STUN 31

Skills: All the same skills listed for the Raven, but reduce skill rolls by 1, and drop 2 damage classes from Martial Arts.

Disadvantages: Age (40+), Hunted by Dr. Sin (MoPow, 11-), Normal Characteristic Maxima, Physical Limitation: Lame (-3" Running, walks with aid of a cane), Psych: Guild-ridden over his wife's death (Com, Str), Psych: Protective of his daughter (Com, Tot), Secret Identity (the original Raven), 1d6 Unluck

 

DAEDELUS

"Daniel Daedelus"

 

Val CHA Cost

10/50* STR 20

15/20* DEX 22

20 CON 20

15 BODY 10

35 INT 25

18 EGO 16

15 PRE 5

14 COM 2

5 PD 3

5 ED 1

4 SPD 15

8 REC 4

40 END 0

35 STUN 5

* OIF (-1/2), Doesn't Add to Figured Characteristics (-1/2)

 

Cost Powers END

(OIF powers are based on power armor and draw from END Reserve)

13 Solar Batteries: END Reserve 100 END, 10 REC, OIF —

40 Weapon Systems: Multipower (60 pts., OIF)

4u Energy Siphon: 12d6 Absorption vs. Energy Attacks to END Reserve —

4u Gravitic Beams: 12d6 Energy Blast, OIF 6

4u Mind Maze: 3d6 Entangle, Based on ECV (+1), OIF 6

4u Shield Generator: Force Wall, 12 PD, 12 ED, OIF 6

4u Solar Lance: 4d6 RKA (laser), OIF 6

4u Tractor Beam: Telekinesis, 40 STR, Only to Push or Pull (-1/2), OIF 6

40 Body Armor: +20 PD, +20 ED Armor, OIF —

15 Cybernetic Interface: Mind Link with any one mind, Computers Only (0) —

16 Encephalic Shielding: Mental Defense, 20 pts. —

30 Magnetic Repulsors: 20" Flight, x4 noncombat velocity, OIF 4

13 Sealed System: Self-Contained Breathing, All Safe Environments, OIF —

37 Sensor Package: N-Ray Vision (blocked by force fields), Radio Listen & Transmit, Spatial Awareness (gravimetric flux), +4 Telescopic Sight, OIF —

37 Gadgets: Variable Power Pool, 30 pts., OAF (-1) Var.

6 Immortality: LS: Immune to Disease and Aging —

 

Cost Skills

Combat Skills

3 Breakfall

5 +1 level with Hand-to-Hand

15 +3 levels with Multipower

 

Scientific Skills

3 Computer Programming 16-

3 Deduction 16-

5 Demolitions 12-

9 Electronics 14-

3 Inventor 16-

9 Mechanics 14-

14 SC (all 16-): Chemistry, Mathematics, Metallurgy, Nuclear Physics, Physics, Robotics, Subatomic Physics

3 Security Systems 16-

3 Systems Operation 16-

10 +2 levels with INT-based skills

 

Background Skills

3 AK: World 16- (INT-based)

3 CK: Freedom City 16- (INT-based)

27 Languages (all fluent without accent, Ancient Greek native): Arabic, English, French, German, Italian, Japanese, Latin, Old English, Spanish

 

Perks

3 Lightning Calculator

3 Linguist

3 Scientist

15 Filthy Rich

15 Vehicle: the starship Icarus

 

Freedom League Package

3 Federal Police Powers

3 Commlink: Radio Listen and Transmit, OIF

10 Donation towards the Freedom League' Base and Vehicles.

 

100+ Disadvantages

10 Hunted by Taurus (AsPow, 8-)

20 Psych: Protective of Innocents, especially young people (VC, Str)

20 Pysch: Thinks technology should be kept out of the wrong hands (Com, Tot)

10 Psych: Avoids getting too close to people (VC, Mod)

10 Reputation: Brilliant Inventor (11-)

15 Secret Identity (Daedelus)

5 1d6 Unluck

10 Vulnerability: x1.5 STUN from Electrical Attacks

15 Watched by AEGIS (MoPow, NCI, 14-)

10 Watched by the Albright Institute (AsPow, 11-)

10 Watched by the Greek Pantheon (MoPow, 8-)

349 Hero Bonus

 

Characteristics: 148

Powers & Skills: 444

Total: 592

Disadvantages: 492

 

JOHNNY ROCKET

Johnny Wade

 

Val CHA Cost

15 STR 5

24 DEX 42

20 CON 20

12 BODY 4

12 INT 2

13 EGO 6

13 PRE 3

16 COM 3

6 PD 3

6 ED 2

10 SPD 66

20 REC 28

40 END 0

30 STUN 0

 

Cost Powers END

180 Super-Speed: Multipower, 180 pts.

18u +50" Running, x64 NCM, 0 END 0

7u +54" Swimming, x64 NCM, 0 END, Only on the Surface of Water (-1/2) 0

7 Run Up Walls: Clinging, 15 STR, Only While Running (-1/2) 0

25 Protective Aura: +15 PD, +15 ED Force Field, 1/2 END, Only While Running (-1/2) 1

 

62 Super-Speed Stunts: Multipower, 62 pts.

1u Catch Missiles: Missile Deflection vs. bullets and projectiles (15) —

6u Fast Tasks: Change Environment (fast tasks), 32" radius, 0 END 0

6u Molecular Vibration: Desolidification (affected by vibratory attacks), 0 END (60) 0

6u Rapid Punch: 5d6 Energy Blast, No Range, Autofire, 0 END (62) 0

6u Rapid Work: 5d6 Minor Transform, assembled to disassembled (or vice versa), 1/2 END 2

4u Updraft: Telekinesis, 20 STR, Area Effect Radius, No Range, Only While Running (-1/2) 6

6u Vibratory Strike: 2d6+1 HKA, Armor Piercing, 1/2 END 1

6u Whirlwind Punch: 4d6 Energy Blast, No Range, Any Area Effect, Selective, 0 END 0

6u Wrap-Up: 4d6 Entangle, OIF (objects of opportunity), 1/2 END 2

 

Cost Skills

Combat Skills

10 +2 levels with Hand-to-Hand

3 Breakfall 14-

 

Background Skills

3 AK: Earth 12-

4 AK: United States 13-

4 CK: Freedom City 13-

2 KS: Dancing 11-

3 Oratory 12-

1 Paramedic 8-

2 PS: Messenger 11-

1 Streetwise 8-

1 TF: Bicycles

 

Perks

3 Lightning Calculator

3 Speed Reading

 

Freedom League Package

3 Federal Police Powers

3 Commlink: Radio Listen and Transmit, OIF

10 Donation towards the Freedom League' Base and Vehicles.

 

100+ Disadvantages

15 Hunted by Dr. Simian (AsPow, 11-)

20 Psych: Code vs. Killing (Com, Tot)

20 Psych: Impatient and Impulsive (VC, Str)

15 Psych: Sense of Duty to people (Com, Str)

10 Public Identity

10 Reputation: "the gay superhero" (11-)

10 Rivalry (other speedsters)

10 Vulnerability: x 2 STUN from biochemical attacks

15 Watched by AEGIS (MoPow, NCI, 14-)

10 Watched by the Albright Institute (AsPow, 11-)

361 Hero Bonus

 

Characteristics: 184

Powers & Skills: 402

Total: 586

Disadvantages: 486

 

SIREN

Dr. Cassandra Vale

 

Val CHA Cost

40 STR 24*

21 DEX 28*

25 CON 25*

15 BODY 8*

14 INT 4

18 EGO 16

18 PRE 8

20 COM 5*

20 PD 10*

20 ED 12*

4 SPD 9*

13 REC 0

50 END 0

48 STUN 0

 

* Only In Hero ID (-1/4). Cassandra Vale's characteristics are STR 10, DEX 12, CON 12, BODY 10, COM 14, PD 3, ED 3, SPD 3

 

Cost Powers END

(All powers but Instant Change are Only In Hero ID, -1/4)

80 Mistress of the Waters: Multipower, 100 pts.

4u Command the Deep: 8d6 Mind Control, AE Radius, 1/2 END, Only vs. Marine Life (-1) 4

7u Dehydrate: 6d6 Energy Blast, NND (defense is force field or non water-based biology), Fully Invisible (+1) 10

8u Mist: Darkness vs. Sight, 8" Radius, 1/2 END 4

8u Rain: Change Environment (rain), x16385 radius (32 km), 1/2 END 4

8u Water Globe: 5d6 Energy Blast, NND (defense is LS: water breathing, +1), AE 1 hex (+1/2), Continuous (+1), 1/2 END 4

6u Water Jet: 10d6 Energy Blast, Stun Only (-1/2), Double Knockback (+3/4), 1/2 END 5

8u Water Spray: 4d6 Flash vs. Sight, NND (defense is hard eye coverings or aquatic adaptations), 0 END 0

4u Water Shaping: Telekinesis, 50 STR, 1/2 END, Only Affects Water (-1) 4

 

48 Movement Multipower, 60 pts.

5u Wavedancing: +30" Swimming, x8 NCM, 0 END 0

3u Wavejumping: +20" Superleap, 0 END, Only From Water to Air (-1) 0

5u Windriding: 20" Flight, 0 END 0

 

10 Goddess of the Sea: Life Support (breathe underwater, immune to high pressure, cold, aging and disease) —

12 Toughened Skin: Armor, +5 PD/+5 ED —

2 Mystic Senses: Mystic Awareness (Mental Awareness vs. Magic Only) —

5 Mystic Transformation: Instant Change —

 

63 Siren's Silver Net: 6d6, Entangle, DEF 6, Affects Desolid (+1/2), Entangle Takes No Damage (+1/2), 0 END (+1/2); 12d6 Mind Control, Linked to Entangle (-1/2), 0 END (+1/2), both are One Recoverable Charge (-1), OAF (unbreakable net, -1), Range Based On STR (-1/4), Only in Hero ID (-1/4).

 

Cost Skills

Combat Skills

10 +2 levels with Hand-to-Hand

9 +3 levels with Mystic Net

3 Acrobatics 13-

 

Background Skills

4 AK: The Oceans 13-

4 AK: Haiti 13-

3 CK: Freedom City 12-

4 KS: Magic 13-

6 KS: Voodoo Lore 15-

6 Languages (all fluent, English native): Dahomeny, French

3 Riding 13-

 

Professional Skills

3 Paramedic 12-

3 Persuasion 13-

4 PS: Psychologist 13-

 

Perks & Talents

2 Contacts (the Voodoo pantheon) 11-

5 Well-Off

 

Freedom League Package

3 Federal Police Powers

3 Commlink: Radio Listen and Transmit, OIF

10 Donation towards the Freedom League' Base and Vehicles.

 

100+ Disadvantages

10 Distinctive Feature: Goddess (Concealable)

15 Hunted by Baron Samedi (AsPow, 11-)

10 Hunted by Captain Blood (AsPow, 8-)

20 Psych: Devoted to Bettering Humanity (Com, Tot)

15 Psych: Protective of Innocents and Nature (Com, Str)

15 Psych: Imperious (Com, Str)

15 Secret Identity (Cassandra Vale)

10 Watched by the Albright Institute (AsPow, 11-)

15 Watched by AEGIS (MoPow, NCI, 14-)

10 Watched by the Voodoo Pantheon (MoPow, 11-)

20 Vulnerability: x1.5 STUN and BODY from Heat/Fire

265 Hero Bonus

 

Characteristics: 149

Powers & Skills: 401

Total: 520

Disadvantages: 420

 

DR. METROPOLIS

 

Val CHA Cost

45 STR 35

15 DEX 15

35 CON 50

20 BODY 20

18 INT 8

18 EGO 8

20 PRE 10

10 COM 0

25 PD 16

25 ED 18

4 SPD 15

16 REC 0

70 END 0

61 STUN 0

 

Cost Powers END

100 City Control: Multipower (150 pts.), only in or vs. urban areas (-1/2)

20m City Animation: Telekinesis, STR 80, 1/2 END 6

20m City Awareness: Clairsentience (sight and hearing), Retrocognition, x1024 range, 0 END 0

20m City Shaping: 5d6 Minor Transform (urban materials into any urban structure, +1/4), Cumulative, Area Effect Radius,1/2 END 7

20m City Walking: 15" Teleportation, x16,384 distance (500 km), 0 END, Full Phase (-1/2) 0

 

15 Artificial Body: Elemental Control (15 pts.)

16-a Damage Resistance 25 PD/25 ED, Hardened (+1/4) —

30-b Desolidification, Affects Mental Powers, Only through urban materials (-1/2) 4

15-c Full Life Support —

9-d Regeneration, 3 BODY/Turn, Only in urban environments (-1/2), Only while touching a structure (-1/4) —

 

21 Impenetrable Mind: 25 pts. Mental Defense

 

Cost Skills

Combat Skills

15 +3 levels with Multipower

 

City Skills

10 AK: Freedom City 20-

5 AK: Cities of North America 15-

5 Computer Programming 14-

5 Concealment 14-

3 Deduction 13-

7 Demolitions 13-

7 Electronics 13-

5 Lockpicking 14-

8 PS: Architect 18-

8 PS: Builder 18-

8 SC: Engineering 18-

9 Security Systems 16-

3 Streetwise 13-

5 Systems Operation 14-

 

Talents

26 Danger Sense14-, general area

3 Lightning Calculator

 

Freedom League Package

3 Federal Police Powers

3 Commlink: Radio Listen and Transmit, OIF

10 Donation towards the Freedom League' Base and Vehicles.

 

100+ Disadvantages

15 DNPC: Freedom City (Normal, 11-)

20 Distinctive Features: Artificial humanoid (Not concealable, major reaction)

15 Hunted by Hiroshima Shadow (AsPow, 11-)

25 Psych: Devoted to Freedom City (VC, Total)

20 Psych: Cold and detached (VC, Str)

15 Psych: Secretive and cryptic (Com, Str)

10 Public Identity

10 Reputation: Protector of Freedom City (11-)

5 Susceptibility: to being removed from the urban environment, 1d6 STUN per minute

20 Vulnerability: x1 1/2 STUN and BODY from Magic (Uncommon)

15 Watched by AEGIS (MoPow, NCI, 14-)

10 Watched by the Albright Institute (AsPow, 11-)

349 Hero Bonus

 

Characteristics: 195

Powers & Skills: 434

Total: 629

Disadvantages: 529

 

Dr. Atom

DEX 15, INT 25, EGO 20, PRE 15, SPD 4

Perks: Eidetic Memory, Lightning Calculator, Universal Translator

Skills: AK: World 14-, Bugging 14-, Bureaucratics 12-, CK: Freedom 14-, Computer Programming 14-, Deduction 16-, Electronics 14-, Inventor 14-, Mechanics 14-, Paramedic 14-, Scientist (with the following sciences: Biology, Chemistry, Engineering, Nuclear Physics, Physics, Probability Mechanics, Subatomic Physics, all 14-), Security Systems 14-, Systems Operation 14-

Disadvantages: Hunted (various enemies, AsPow, 11-), Physical: Questionable legal status (Infrequent, Slight), Psych: Protective of his family (Com, Tot), Psych: Driving curiosity (Com, Str), Public Identity. Note that the relative advantages and disadvantages of Dr. Atom's current (holographic) form have been included as part of his "computer" package.

 

Jack Wolf

STR 18, DEX 15, CON 20, BODY 15, INT 12, EGO 14, PRE 16, COM 14, PD 4, ED 4, SPD 3, REC 8, END 40, STUN 34

Powers: Mind Link with Dr. Atom (IIF — implant)

Skills: Acrobatics 12-, AK: World 13-, Breakfall 12-, Climbing 13-, Combat Driving 14-, Combat Piloting 14-, Demolitions 12-, Gambling 12-, KS: Military 13-, Languages (Spanish and Russian), Martial Arts (Commando Training, +2d6 damage), Navigation 12-, Paramedic 11-, Security Systems 11-, Stealth 13-, Streetwise 12-, Survival 13-, Tactics 13-, Weapon Familiarity (All Melee, Small Arms and Uncommon Weapons).

Disadvantages: Hunted (various enemies, AsPow, 8-), Normal Characteristic Maxima, Psych: Protective of the Atom Family (Com, Tot), Public Identity, Reputation (mercenary, 8-).

 

MAXIMUS ATOM

 

Val CHA Cost

15 STR 5

15 DEX 15

20 CON 20

15 BODY 10

15 INT 5

15 EGO 10

15 PRE 5

16 COM 3

5 PD 2

5 ED 1

4 SPD 12

10 REC 6

50 END 5

33 STUN 0

 

Cost Powers END

67 Molecular Control Powers: Multipower (67 pts.)

7u Growth: 16m tall, 50K kg, +9 BODY & STUN, -6 DCV, +4" reach, +45 STR, -9" KB, 0 END 0

7u Shrinking: .064M, .0032 kg, -10 PER Rolls Against, +10 CV, +15 KB, 0 END 0

7u Desolidification (Affected by Radiation Attacks), 0 END 0

40 Armor: +20 PD/+20 ED, Linked to Growth (-1/2) —

8 6†Flight (12†Non-combat), Linked to Desolid (-1/2) 2

 

18 Communicator Implant: Mind Link with Dr. Atom, any distance, any dimension, 0 END, IIF (-1/4) —

7 Morphic Suit: Instant Change to any set of clothes, OIF (-1/2) —

 

Cost Skills

Combat Training

15 +3 levels with Hand-to-Hand

3 Breakfall 13-

 

Other Skills

2 CK: Freedom City 11-

3 Climbing 13-

3 Combat Piloting 13-

1 Computer Programming 8-

1 Deduction 8-

2 Mechanics 11-

1 Paramedic 8-

3 Systems Operation 12-

 

Perks

5 Wealth (Well-Off)

10 Donation to Atom Family's Base and Vehicles

 

100+ Disadvantages

10 DNPC: Jack Wolf (Slightly Less Pow, 11-)

10 DNPC: Dr. Atom (Less Pow, 8-)

5 Distinctive Feature: Mutant (shows up on scanners)

10 Hunted: Gamma, the Atom Smasher (AsPow, 8-)

15 Hunted: Lady Lunar (MoPow, 8-)

15 Psych: Protective of his family (Com, Str)

15 Psych: Wants to prove himself (Com, Str)

15 Psych: Very responsible (Com, Str)

10 Public Identity

5 Rivalry: Strong guys

10 Vulnerability: x1.5 STUN from sneak attacks (Com)

89 Hero Bonus

 

Characteristics: 99

Powers & Skills: 210

Total: 309

Disadvantages: 209

 

TESS ATOM

 

Val CHA Cost

12 STR 2

18 DEX 24

18 CON 16

13 BODY 6

20 INT 10

15 EGO 10

15 PRE 5

16 COM 3

3 PD 1

4 ED 0

4 SPD 12

8 REC 2

50 END 7

30 STUN 2

 

Cost Powers END

62 Nucleonic Energy: Multipower (62 pts.)

6u Nucleonic Beam: 10d6 Energy Blast, 1/2 END 2

6u Molecular Disintegration: 3d6+1 RKA, 1/2 END 2

6u Photonic Discharge: 5d6 Flash vs. Sight, 1/2 END 2

6u Nucleonic Barrier: Force Wall, 10 PD/10 ED, 10" length, 1/2 END 2

6u Energy Conversion: 10d6 Absorption, Energy Attacks to any one Multipower slot (+1/4) —

20 Nucleonic Field: Elemental Control

20-a 20" Flight 4

20-b +20 PD/+20 ED Force Field 4

 

18 Communicator Implant: Mind Link with Dr. Atom, any distance, any dimension, 0 END, IIF (-1/4) —

7 Morphic Suit: Instant Change to any set of clothes, OIF (-1/2) —

 

Cost Skills

Combat Training

5 +1 level with Multipower

5 +1 level with DCV

 

Scientific Skills

3 Scientist

8 Sciences (all 13-): Chemistry, Nuclear Physics, Physics, Subatomic Physics

3 Computer Programming 13-

3 Deduction 13-

 

Background Skills

2 CK: Freedom City 11-

1 Combat Piloting 8-

1 Paramedic 8-

3 Systems Operation 13-

 

Perks

5 Wealth (Well-Off)

10 Donation to Atom Family's Base and Vehicles

 

100+ Disadvantages

10 DNPC: Jack Wolf (Slightly Less Pow, 11-)

10 DNPC: Dr. Atom (Less Pow, 8-)

5 Distinctive Feature: Mutant (shows up on scanners)

10 Hunted: Gamma, the Atom Smasher (AsPow, 8-)

15 Hunted: Lady Lunar (MoPow, 8-)

20 Normal Characteristic Maxima

15 Psych: Protective of her family (Com, Str)

15 Psych: Studious and intellectual (Com, Str)

15 Psych: Driven by scientific curiosity (Com, Str)

10 Public Identity

20 Vulnerability: x2 Effect from Energy Drains and Transfers

81 Hero Bonus

 

Characteristics: 100

Powers & Skills: 226

Total: 326

Disadvantages: 226

 

VICTORIA ATOM

 

Val CHA Cost

12 STR 2

15 DEX 15

15 CON 10

12 BODY 4

18 INT 8

13 EGO 6

15 PRE 5

16 COM 3

4 PD 2

4 ED 1

4 SPD 15

6 REC 2

40 END 5

30 STUN 4

 

Cost Powers END

40 Shapeshifting: Multipower (40 pts.)

4m Growth: 4m, 800kg, +3 BODY & STUN, -2 DCV, +1†Reach, +15 STR, -3†KB, 0 END 0

6m Shrinking: .5m, 1.6kg, -4 PER, +4 CV, +6†KB, 0 END 0

8m Stretching 8†(16†Non-combat) 4

4u Semisolid Form: Desolidification, Not Through Solids (-1/2) 4

1u Kite-Shape: 10†Gliding (20†Non-combat) —

30 Pliable Body: Elemental Control (30 pts.)

30-a Shapeshift: Any form, 0 END 0

30-b 50% Resistant Damage Reduction (Energy and Physical) —

 

18 Communicator Implant: Mind Link with Dr. Atom, any distance, any dimension, 0 END, IIF (-1/4) —

7 Morphic Suit: Instant Change to any set of clothes, OIF (-1/2) —

 

Cost Skills

Combat Training

5 +1 level with Hand-to-hand

5 +1 level with DCV

 

Scholarly Skills

3 Scholar

10 KS: Alien Races 13-, Geography 13- History 13-, Supers 13-, Trivia 13-

 

Background Skills

1 AK: Terminus 8-

2 CK: Freedom City 11-

1 Combat Piloting 8-

7 Disguise 14-

1 Paramedic 8-

3 Systems Operation 13-

 

Perks

5 Wealth (Well-Off)

10 Donation to Atom Family's Base and Vehicles

 

100+ Disadvantages

15 Accidental Change when hit with energy attacks (Com, 11-)

10 DNPC: Jack Wolf (Slightly Less Pow, 11-)

10 DNPC: Dr. Atom (Less Pow, 8-)

5 Distinctive Feature: Mutant (shows up on scanners)

10 Hunted: Gamma, the Atom Smasher (AsPow, 8-)

15 Hunted: Lady Lunar (MoPow, 8-)

20 Normal Characteristic Maxima

15 Psych: Takes on adult responsibilities (Com, Str)

15 Psych: Protective of Chase (Com, Str)

10 Psych: Shy (Com, Mod)

10 Public Identity

5 1d6 Unluck

73 Hero Bonus

 

Characteristics: 82

Powers & Skills: 231

Total: 313

Disadvantages: 213

 

CHASE ATOM

 

Val CHA Cost

10 STR 0

14 DEX 12

12 CON 4

10 BODY 0

15 INT 5

18 EGO 16

13 PRE 3

14 COM 2

4 PD 2

4 ED 2

5* SPD 17

5 REC 2

30 END 3

25 STUN 4

 

* Phases 5 and 10 usable with Mental Powers only (-1/2)

 

Cost Powers END

62 Telepathic Powers: Multipower (62 pts.)

12m 5d6 Ego Attack, 1/2 END 2

12m 6d6 Ego Attack 6

12m 10d6 Mental Illusion, 1/2 END 2

12m 10d6 Mind Scan, 1/2 END 2

12m 10d6 Telepathy, 1/2 END 2

30 Telepathic Rapport: Mink Link, any 4 minds, any distance —

16 Mind Shield: Mental Defense (20 pts. total) —

12 Mental Dodge: +3 DCV, only vs. opponents wth (EGO + Mental Defense) < 30 (-1/4) —

 

18 Communicator Implant: Mind Link with Dr. Atom, any distance, any dimension, 0 END, IIF (-1/4) —

7 Morphic Suit: Instant Change to any set of clothes, OIF (-1/2) —

 

Cost Skills

Combat Training

3 Breakfall 12-

 

Mental Training

5 +1 level with Multipower

3 KS: Psionics 12-

 

Background Skills

2 CK: Freedom City 11-

1 Combat Piloting 8-

3 Conversation 12-

3 KS: Chess 12-

1 Paramedic 8-

3 Persuasion 12-

3 Systems Operation 13-

 

Perks

5 Wealth (Well-Off)

10 Donation to Atom Family's Base and Vehicles

 

100+ Disadvantages

10 DNPC: Jack Wolf (Less Pow, 11-)

10 DNPC: Dr. Atom (Normal, 8-)

5 DNPC: Cosmo (LessPow, Useful Skills, 11-)

5 Distinctive Feature: Mutant (shows up on scanners)

10 Hunted: Gamma, the Atom Smasher (AsPow, 8-)

15 Hunted: Lady Lunar (MoPow, 8-)

20 Normal Characteristic Maxima

15 Psych: Wants to be accepted as an adult (Com, Str)

15 Psych: Team player and peacemaker (Com, Str)

10 Psych: Doesn't get along with most other kids (Com, Mod)

10 Public Identity

10 Susceptibility: 2d6 STUN when telepathic subject takes BODY

84 Hero Bonus

 

Characteristics: 72

Powers & Skills: 247

Total: 319

Disadvantages: 219

 

ELDRICH

Adrian Eldrich

 

Val CHA Cost Notes

15 STR 5 200 kg; 3d6

15 DEX 15 OCV:5/DCV: 5

23 CON 16

10 BODY 0

18 INT 8 PER Roll: 12-

30 EGO 40 ECV: 10

20 PRE 10 PRE Attack: 4d6

12 COM 1

6 PD 3

6 ED 1

4 SPD 10 Phases: 3, 6, 9, 12

10 REC 4

60 END 2

30 STUN 1

 

Cost Powers END

150 Power Pool (Magic, 100 pts.) Var.

40 Cerotan's Shield: +20 PD/+20 ED Force Field, +10 Mental Defense, Incantation (-1/4) 4

14 Mental Defense (20 pts.) —

23 Danger Sense 14-, any area, only vs. magic (-3/4) —

35 Cloak of Flight: 15" Flight, x2 Non-combat, 0 END, IAF (cloak) 0

 

Cost Skills

13 Magic Skill 20- (based on EGO)

15 +5 with Power Pool

5 Escape Artist 13-

3 Scholar

24 KS: Dimensional Geography, Magical Artifacts, Magical Creatures, Magical Dimensions, Magicians, Occult (all 14-)

3 Linguist

6 English (native), Ancient Egyptian, Greek, Latin (all fluent)

 

Background Skills and Perks

3 AK: The World 13-

3 CK: Freedom City 13-

5 PS: Archeologist 14-

3 PS: Writer 13-

5 Perk: Master Mage of Earth

5 Well-Off

 

100+ Disadvantages

15 DNPCs: Victims of the occult (normal, 11-)

20 Hunted by various occult menaces (MoPow, 11-)

20 Code Against Killing (Com, Tot)

20 Sworn Protector of Earth's Dimension (VC, Str)

15 Cryptic Loner (Com, Str)

15 Reputation (powerful mage, 11-, Ext.)

15 Secret Identity (Earth's Master Mage)

10 2d6 Unluck

15 x1.5 STUN from Physical Killing Attacks

226 Hero Bonus

 

Characteristics: 116

Powers & Skills: 355

Total: 471

Disadvantages: 371

 

FORESHADOW

David Sloane

 

Val CHA Cost Notes

15 STR 5 200 kg; 3d6

20 DEX 30 OCV:7/DCV: 7

16 CON 12

11 BODY 2

18 INT 8 PER Roll: 12-

15 EGO 10 ECV: 5

20 PRE 10 PRE Attack: 4d6

12 COM 1

8 PD 5

8 ED 5

4 SPD 10 Phases: 3, 6, 9, 12

6 REC 0

40 END 0

35 STUN 8

 

Cost Powers END

35 Precognition: Clairsentience (sight and hearing), into the future, x32 Range (around 14 km), 0 END, No Conscious Control (-2) 0

27 Precognitive Dodge: +8 to DCV, requires a Danger Sense Roll (-1/2)

20 Precognitive Parry: Missile Deflection vs. thrown weapons and projectiles, +5 to roll

12 Armored Costume: +8 PD/+4 ED Armor, OIF

10 Grappling Gun: 15" Swinging, OIF

 

Cost Skills

Combat Skills

32 Martial Arts—Comic Book

Maneuver OCV DCV Notes

Martial Strike 0 +2 7d6 Strike

Offensive Strike -2 +1 9d6 Strike

Martial Block +2 +2 Block, abort

Martial Dodge 0 +5 Dodge, abort

Martial Throw 0 +1 5d6 + v/5; target falls

Nerve Strike -1 +1 3d6 NND

Martial Disarm -1 +1 35 STR Disarm

Martial Grab -1 -1 35 STR Grab

8 +2 Damage Classes with Martial Arts

 

10 +2 levels with Hand-to-Hand combat

 

Crimefighting Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Climbing 13-

3 Concealment 13-

3 Contortionist 13-

3 Criminology 13-

3 Deduction 13-

5 Disguise 12-

3 Interrogation 13-

3 Lockpicking 13-

3 Paramedic 13-

3 Security Systems 13-

5 Shadowing 12-

3 Stealth 13-

3 Streetwise 13-

3 Tactics 13-

 

Background Skills

4 AK: Southside 13-

3 CK: Freedom City 12-

4 KS: Criminal Underworld 13-

 

Talents

31 Danger Sense (in the general area) 14-

5 Defense Maneuver

5 Wealth: Well-Off

 

100+ Disadvantages

5 Distinctive Feature: spooky (easily concealable)

15 Hunted by the Mafia (AsPow, 11-)

10 Hunted by Lady Tarot (AsPow, Mild, 11-)

20 Normal Characteristic Maxima

15 Psych: Must prevent his visions from coming true (Common, Strong)

20 Psych: Dedicated, cannot have a normal life (Common, Total)

10 Psych: Loner (Common, Moderate)

15 Reputation (Dark Vigilante, 11-, Ext.)

15 Secret Identity (David Sloan)

10 Susceptibility: 2d6 STUN from Mental Sense Darkness and Flash Attacks

10 x2 STUN from surprise attacks (Uncommon)

104 Hero Bonus

 

Characteristics: 106

Powers & Skills: 253

Total: 359

Disadvantages: 249

 

Albert Grenville

STR 9, DEX 9, CON 10, BODY 10, INT 13, EGO 12, PRE 13, COM 12, PD 2, ED 2, SPD 2, REC 4, END 20, STUN 20

Skills: Bureaucratics 12-, Gambling 8-, High Society 11-, KS: Stock Market 12-, PS: Investment Broker 12-, SC: Statistics 11-, Trading 13-, Contacts in the Finance Community, Lightning Calculator, Well-Off.

Disadvantages: DNPC (Sarah, wife, 8-), Weak Heart (Infrequently, Greatly), Psych: Protective of David Sloane

 

THE SILENCER

Thomas Oliverti

 

Val CHA Cost Notes

18 STR 8 300 kg; 3 1/2f6

20 DEX 30 OCV:7/DCV: 7

17 CON 14

13 BODY 6

15 INT 5 PER Roll: 12-

12 EGO 2 ECV: 4

18 PRE 8 PRE Attack: 3 1/2d6

14 COM 2

8 PD 4

8 ED 5

4 SPD 10 Phases: 3, 6, 9, 12

9 REC 2

50 END 5

35 STUN 4

 

Cost Powers END

45 Sonic Rifle: Multipower (90 pts.), 0 END, OAF (rifle)

4 u Sonic Beam: 9d6 Energy Blast, Invisible to Sight 0

4 u Stunner: 6d6 Energy Blast, NND (defense is deafness or hard ear coverings), Invisible to Sight 0

4 u Screamer: 4d6 Flash vs. Hearing Sense Group, Invisible to Sight 0

4 u Screamer Field: 3d6 Flash vs. Hearing Sense Group, Invisible to Sight, Area Effect 3" radius 0

4 u Vibration Blast: 3d6 RKA, Invisible to Sight 0

4 u Dampening Field: Darkness vs. Hearing Sense Group, 6" radius 0

23 Passive Sonar: Spatial Awareness (hearing sense group), 360-degree radius, OIF (mask) —

10 Audio Pickups: Ultrasonic Hearing, Telescopic Hearing +8, OIF (mask) —

7 Ear Shields: 10 pts. Flash Defense vs. Hearing, OIF (mask) —

13 Voice Mask: Images vs. Hearing, 1 hex, -4 to PER rolls, 0 END, Only to imitate voices (-1), OIF (mask) 0

12 Bodysuit: Armor (+8 PD/+4 ED), OIF —

 

Cost Skills

Combat Skills

9 +3 levels with Multipower

10 +2 levels with Hand-to-Hand

 

17 Martial Arts—Comic Book

Maneuver OCV DCV Notes

Martial Strike 0 +2 5 1/2d6 Strike

Offensive Strike -2 +1 7 1/2d6 Strike

Martial Block +2 +2 Block, abort

Martial Dodge 0 +5 Dodge, abort

Martial Grab -1 -1 28 STR Grab

 

Scientific Skills

7 Electronics 13-

5 Inventor 13-

4 SC: Sonics 13-

3 Security Systems 12-

3 Systems Operation 12-

 

Social Skills

3 Acting 13-

3 Persuasion 13-

 

Background Skills

4 AK: Southside 13-

2 CK: Freedom City 11-

5 Bugging 13-

3 KS: Mafia 12-

5 Lipreading 12-

3 Mimicry 11-

3 Stealth 13-

 

Talents and Perks

3 Perfect Pitch

3 Speed Reading

4 Contacts: Mafia 11-

 

100+ Disadvantages

10 DNPC ("family responsibilities," 11-)

20 Hunted by the Mafia (AsPow, NCI, 11-)

10 Hunted by the Police (AsPow, 8-)

20 Normal Characteristic Maxima

20 Psych: Wants to bring down the Mafia (Common, Total)

15 Psych: Believes the ends justify the means (Common, Strong)

10 Psych: Thinks there's a technical solution to every problem (Common, Moderate)

15 Reputation: Mysterious vigilante 14-

15 Secret Identity (Thomas Oliverti)

83 Vigilante Bonus

 

Characteristics 105

Powers & Skills 213

Total 318

Disadvantages 206

 

ARGO THE ULTIMATE ANDROID

 

Val CHA Cost Notes

60 STR 50

24 DEX 42 OCV: 8/DCV: 8

35 CON 50

20 BODY 20

12 INT 2 PER Roll: 12-

13 EGO 6 ECV: 5

20 PRE 10 PRE Attack: 4d6

12 COM 1

30 PD 19

30 ED 23

10 SPD 66 Phases:

20 REC 2

70 END 0

70 STUN 3

 

Cost Powers END

150 Duplicated Powers: Multipower (150 pts.)

7u Blinding Light: 6d6 Flash vs. Sight, 0 END 0

1u Catch Missiles: Missile Deflection vs. bullets and projectiles —

6u Chain Lightning: 6d6 Energy Blast, Area Effect (Cone), 1/2 END 3

20m City Animation: Telekinesis, STR 80, 1/2 END, only in or vs. urban areas (-1/2) 6

20m City Awareness: Clairsentience (sight and hearing), Retrocognition, x1024 range, 0 END, only in or vs. urban areas (-1/2) 0

20m City Shaping: 5d6 Minor Transform (urban materials into any urban structure, +1/4), Cumulative, Area Effect Radius,1/2 END, only in or vs. urban areas (-1/2) 7

20m City Walking: 15" Teleportation, x16,384 distance (500 km), 0 END, Full Phase (-1/2), only in or vs. urban areas (-1/2) 0

4u Command the Deep: 8d6 Mind Control, AE Radius, 1/2 END, Only vs. Marine Life (-1) 4

7u Dehydrate: 6d6 Energy Blast, NND (defense is force field or non water-based biology), Fully Invisible (+1) 10

6u Energy Siphon: 12d6 Absorption vs. Energy Attacks to END Reserve —

6u Fast Tasks: Change Environment (fast tasks), 32" radius, 0 END 0

7u Firebolt: 12d6 Energy Blast, 0 END 0

6u Gravitic Beams: 12d6 Energy Blast, OIF 6

7u Light of Freedom: 24d6 Dispel vs. Entangles, 1/2 END 4

7u Light of Freedom: 12d6 Dispel vs. All Mental Powers (+2), 1/2 END 4

7u Light of Healing: 7d6 Aid (Healing), 1/2 END 3

7u Light of Protection: Force Wall, 12 PD/12 ED, 0 END 0

6u Light of Inspiration: 3d6 Aid to END, Area Effect Radius, Selective (+1/4), 0 END 0

7u Lightning Bolt: 12d6 Energy Blast, 1/2 END 3

6u Mind Maze: 3d6 Entangle, Based on ECV (+1), OIF 6

8u Mist: Darkness vs. Sight, 8" Radius, 1/2 END 4

6u Molecular Vibration: Desolidification (affected by vibratory attacks), 0 END (60) 0

7u Overload: 4d6 Suppress vs. all electronic powers (+2), 1/2 END 3

3u Override: 30 STR Telekinesis with Fine Manipulation, 1/2 END, Only vs. electrical machinery (-1) 2

7u Power Arc: 4d6 RKA, 1/2 END 3

8u Rain: Change Environment (rain), x16385 radius (32 km), 1/2 END 4

10u Rapid Punch: 10d6 Energy Blast, No Range, Autofire, 0 END 0

6u Rapid Work: 5d6 Minor Transform, assembled to disassembled (or vice versa), 1/2 END 2

6u Shield Generation: Force Wall, 12 PD, 12 ED, OIF 6

6u Solar Lance: 4d6 RKA (laser), OIF 6

7u Thunderblast: 15d6 Energy Blast 7

6u Thunderclap: 3d6 Flash vs. Hearing, Area Effect (3" Radius), 1/2 END 3

6u Tractor Beam: Telekinesis, 40 STR, Only to Push or Pull (-1/2), OIF 6

4u Updraft: Telekinesis, 20 STR, Area Effect Radius, No Range, Only While Running (-1/2) 6

6u Vibratory Strike: 2d6+1 HKA, Armor Piercing, 1/2 END 1

8u Water Globe: 5d6 Energy Blast, NND (defense is LS: water breathing, +1), AE 1 hex (+1/2), Continuous (+1), 1/2 END 4

6u Water Jet: 10d6 Energy Blast, Stun Only (-1/2), Double Knockback (+3/4), 1/2 END 5

8u Water Spray: 4d6 Flash vs. Sight, NND (defense is hard eye coverings or aquatic adaptations), 0 END 0

4u Water Shaping: Telekinesis, 50 STR, 1/2 END, Only Affects Water (-1) 4

9u Whirlwind Punch: 10d6 Energy Blast, No Range, Any Area Effect, Selective, 0 END 0

6u Wrap-Up: 4d6 Entangle, OIF (objects of opportunity), 1/2 END 2

 

15 Elemental Control: Duplicated Powers

22-c Damage Resistance (30 PD/30 ED), Hardened (+1/4) —

17-a Desolidification, Affects Mental Powers, Only through non-living urban materials (-1/2) 4

22-b Electrical Resistance: 75% Resistant Damage Reduction, Only vs. Electricity (-1) —

15-d Full Life Support —

15-e Invisibility to Sight Sense Group 2

22-f Mental Defense, 40 pts. —

15-g Protective Aura: +15 PD, +15 ED Force Field, 1/2 END, Only While Moving (-1/2) 1

9-h Regeneration, 3 BODY/Turn, Only in urban environments (-1/2), Only while touching a structure (-1/4) —

 

180 Movement Multipower, 180 pts.

18u +50" Running, x64 NCM, 0 END 0

10u +54" Swimming, x64 NCM, 0 END 0

3u +20" Superleap, 0 END, Only From Water to Air (-1) 0

5u 20" Flight, 0 END 0

 

37 Change Environment (light), x16 radius, 0 END 0

87 Enhanced Senses: Electrical Sense (Sense Electricity, Ranged and Discriminatory, +4 Telescopic, +4 Perception), Mystic Awareness (Mental Awareness vs. Magic Only), N-Ray Vision (blocked by force fields), Radio Listen & Transmit, Spatial Awareness (gravimetric flux), +4 Telescopic Sight —

 

Cost Skills

1 Computer Programming 8-

1 Electronics 8-

4 KS: Superhumans 13-

5 KS: Freedom League 14-

 

100+ Disadvantages

15 Berserk when he takes BODY damage (Uncommon, 11-/11-)

20 Distinctive Features (big robot, Not Concealable, Major Reaction)

15 Hunted by the Freedom League (AsPow, 11-)

15 Hunted by Talos (Less Pow, NCI, 11-)

15 Hunted by AEGIS (Less Pow, NCI, 11-)

20 Psych: Overconfident (Very Common, Strong)

20 Psych: Wants to Replace Normal Humans (Very Common, Strong)

15 Psych: Obsessed with the Freedom League (Common, Strong)

10 Public Identity

15 Reputation: Dangerous villain (Extreme, 11-)

25 Susceptibility: Takes STUN from Electrical Drains and Transfers (same amount of STUN as rolled on the dice)

20 Vulnerability: x1.5 STUN and BODY from Heat/Fire

20 Vulnerability: x1.5 STUN and BODY from Magic (Uncommon)

10 2d6 Unluck

686 Villain Bonus

 

Characteristics: 294

Powers & Skills: 1,021

Total: 1,315

Disadvantages: 1,215

 

DR. STRATOS

Dr. Sebastian Stratos

 

Val CHA Cost Notes

10 STR 10 100 kg; 2d6 [1]

15 DEX 15 OCV: 5/DCV: 5

25 CON 30

18 BODY 16

18 INT 8 PER Roll: 13-

18 EGO 16 ECV: 6

20 PRE 10 PRE Attack: 4d6

14 COM 2

6 PD 4

8 ED 3

8 SPD 37* Phases: 2, 3, 5, 6, 8, 9, 11, 12

10 REC 6

60 END 5

45 STUN 9

 

*Phases 2, 6, 9, and 11 usable only with Multipower (-1/2)

 

Cost Powers END

187 Weather Control: Change Environment, Variable, x14 Radius (8192 Hex Radius), 0 END 0

75 Weather Effects: Multipower (112 pts.), Linked to Change Environment (-1/2)

7 u Lightning Bolt: 12d6 Energy Blast, 1/2 END, 2d6 Flash vs. Sight, 1/2 END, Linked to EB 5

7 u Hail: 11d6 Energy Blast (physical), Explosion, 1/2 END 5

7 u Harsh Weather: 8d6 Energy Blast, NND (defense is Life Support—appropriate environment), Variable Special Effect (heatwave, frostbite, extreme humidity), 1/2 END 5

7 u Wind: 50 STR Telekinesis, 1/2 END, No punch or squeeze damage 5

7 u Whirlwind: 30 STR Telekinesis, Area Effect 5" radius, 1/2 END, No punch or squeeze damage 5

7 u Fog: Darkness vs. Sight, 7" radius, 1/2 END 5

7 u Rain: 5d6 Suppress vs. all fire-based powers, Area Effect 3" radius, 1/2 END 5

30 Elemental Control: Weather Powers (45 pts.), linked to Change Environment (-1/2)

30 a) Windriding: 30" Flight, 0 END 0

30 B) Windscreen: +30 PD/+30 ED Force Field, 0 END 0

31 c) Weather Sense: Sense Weather, Ranged & Discriminatory, 360-degree Radius, Telescopic +20, 16- —

6 Weather Resistance: Life Support (Gases, Intense Heat/Cold) —

 

Cost Skills

Weather Skills

15 +5 levels with Multipower

6 SC: Meteorology 15-

 

Scientific Skills

3 Computer Programming 13-

3 Deduction 13-

3 Electronics 11-

7 Inventor 15-

2 Language: Latin

3 Navigation 11-

3 Systems Operation 13-

 

Talents & Perks

5 Wealth: Well-Off

20 Base: 100 pts.

 

100+ Disadvantages

8 Enraged when he is challenged (Uncommon, 11-/11-)

15 Hunted by the Freedom League (AsPow, 11-)

15 Hunted by AEGIS (LessPow, NCI, 11-)

15 Hunted by the police (LessPow, NCI, 11-)

20 Arrogant (Common, Total)

15 Vengeful (Common, Strong)

15 Urbane and Cultured (Very Common, Moderate)

10 Public Identity (Dr. Sebastian Stratos)

20 Reputation: Power-crazed madman, 14- (extreme)

10 Rivalry: With other scientists

10 X2 effect from Drains and Transfers (uncommon)

421 Villain Bonus

 

Characteristics: 171

Powers & Skills: 507

Total: 678

Disadvantages: 578

 

THE GREEN MAN

Dr. Nathan Grovemont

 

Val CHA Cost Notes

25 STR 15 800 kg; 5d6 [2]

15 DEX 15 OCV: 5/DCV: 5

28 CON 36

14 BODY 8

15 INT 5 PER Roll: 12-

15 EGO 10 ECV: 5

15 PRE 5 PRE Attack: 3d6

8 COM -1

20 PD 15

18 ED 12

5 SPD 25 Phases: 3, 5, 8, 10, 12

11 REC 0

56 END 0

41 STUN 0

 

Cost Powers END

93 Plant Control: Telekinesis, STR 50, Area Effect 7" Radius, Only vs. Plants (-1), 0 END 0

50 Pollen Cloud: 5d6 NND, Reduced by Range (-1/4), 0 END 0

13 Bark Skin: Damage Resistance (15 PD/11 ED) —

30 Healing Factor: Regeneration, 3 BODY/Turn —

15 Plant Body: Life Support (no need to eat, breathe, or sleep) —

 

Cost Skills

Combat Skills

12 +4 levels with Telekinesis

 

Scientific Skills

4 AK: Forests and Jungles 13-

2 CK: Freedom City 11-

2 CK: New York City 11-

3 Inventor 12-

4 SC: Biochemistry 13-

5 SC: Botany 14-

4 SC: Chemistry 13-

3 Systems Operation 12-

 

Talents & Perks

70 Animated Plants: Followers (75 pts.), up to 1024 total

 

100+ Disadvantages

8 Enraged by the wanton destruction of plant life (Uncommon, 11-/11-)

15 Hunted by the Freedom League (AsPow, 11-)

15 Hunted by AEGIS (LessPow, NCI, 11-)

15 Hunted by the police (LessPow, NCI, 11-)

25 Believes plants are superior to animals (Very Common, Total)

20 Wants to "liberate" the plant kingdom (Common, Total)

10 Public Identity (Dr. Nathan Grovemont)

20 Reputation: Crazed eco-terrorist, 14- (extreme)

20 Susceptibility: 2d6/turn from defoliants and herbicides (Common)

20 X2 STUN from Fire Attacks (Common)

20 x2 STUN from Cold Attacks (Common)

97 Villain Bonus

 

Characteristics: 145

Powers & Skills: 240

Total: 385

Disadvantages: 188

 

Animated Tree (automaton)

STR 40, DEX 10, CON 20, BODY 16, INT 8, EGO 0, PRE 0, COM 0, PD 10, ED 10, SPD 2, REC 4, END 0, STUN 31

Powers and Skills: Cannot Be Stunned, Damage Resistance (5 PD/5 ED), Does Not Bleed, Extra Limbs, Growth (30 pts., +30 STR, -6" KB, +6 BODY, -4 DCV, +4 vs. all PER rolls, height: 8m, weight: 3200 kilos), 0 END, Always On (effects already figured in), Takes No Stun, +1 level with grapple and strike

Disadvantages: Distinctive Feature (Walking Tree, Concealable, Extreme), Physical Limitation (Tree, Frequent, Greatly), Susceptibility: 2d6/Phase from defoliants and herbicides, x2 BODY from Fire Attacks

Total Cost: 75 points

 

THE HELLQUEEN

Gwen Nugent

 

Val CHA Cost Notes

30 STR 20 1600 kg; 6d6 [3]

18 DEX 27 OCV: 6/DCV: 6

30 CON 40

12 BODY 4

12 INT 2 PER Roll: 11-

20 EGO 20 ECV: 6

20 PRE 10 PRE Attack: 4d6

20 COM 5

20 PD 14

24 ED 18

5 SPD 22 Phases: 3, 5, 8, 10, 12

12 REC 0

60 END 0

42 STUN 0

 

Cost Powers END

75 Demon Powers: Multipower (75 pts.)

7 u Hellfire Bolt: 12d6 Energy Blast, 1/2 END 3

7 u Soulfire Bolt: 6d6 Ego Attack , 1/2 END 3

7 u Hellfire Trident: 4d6 HKA (6d6 w/STR), 1/2 END 3

7 u Draining Kiss: 12d6 STUN Drain, 1/2 END 3

7 u Sidestep: 30" Teleport, 1/2 END 3

3 u Hellgate: Extra-Dimensional Movement to the Netherworlds 3

10 Elemental Control: Demonic Powers (10 pts.)

20 a-Demon's Body: Full Life Support —

10 b-Demon's Skin: Damage Resistance (20 PD/20 ED) —

10 c-Succubus' Shape: Shapeshift, any humanoid form 3

10 Soul Sight: Sense Living Beings, Ranged —

 

Cost Skills

Combat Skills

15 +4 levels with Multipower

 

Background Skills

3 AK: The Netherworlds 12-

3 Acting 13-

2 CK: Freedom City 11-

7 Disguise 13-

3 Electronics 11-

4 KS: Occult 13-

3 Persuasion 13-

3 Seduction 13-

 

100+ Disadvantages

10 Enraged when Presence Attacked (Common, 11-, 11-)

15 Hunted by the Freedom League (AsPow, 11-)

15 Hunted by the Church (LessPow, NCI, 11-)

20 Cruel (Common, Total)

15 Toys with her prey (Common, Strong)

15 Would rather seduce than destroy (Common, Strong)

15 Cannot enter holy ground (Infrequent, Fully)

15 Reputation: demoness, 11- (extreme)

15 Secret Identity (Gwen Nugent)

20 2d6/Phase from Holy Objects (cross, holy water, etc.)

20 x2 STUN from magical attacks (Common)

10 x1 1/2 result from Presence Attacks directed at reaching Gwen

128 Villain Bonus

 

Characteristics: 182

Powers & Skills: 216

Total: 398

Disadvantages: 298

 

LADY TAROT

Alicia Driogano

 

Val CHA Cost Notes

10 STR 0 100 kg; 2d6 [1]

15 DEX 15 OCV: 5/DCV: 5

13 CON 6

12 BODY 4

14 INT 4 PER Roll: 12-

17 EGO 20 ECV: 6

15 PRE 5 PRE Attack: 3d6

16 COM 3

4 PD 2

4 ED 1

3 SPD 5 Phases: 4, 8 ,12

5 REC 0

32 END 3

28 STUN 4

 

Cost Powers END

22 Card Reading: Clairsentience (sight), into the future, x32 range (12.4 kilometers), Extra Time: 1 Turn (-1), OAF (Tarot cards) 6

31 Premonition: Danger Sense (in the general area) 14-

25 Curse: 3d6 Drain vs. any one Characteristic (+1/4), Based on ECV (+1), Fully Invisible (+1), Ranged (+1/2), Concentrate: 0 DCV (-1/2), Extra Time: 5 minutes (-2), IAF (personal article, -1/2), Gestures and Incantations (-1/2). 11

25 Blessing: 3d6 Aid vs. any one Characteristic (+1/4), Based on ECV (+1), Fully Invisible (+1), Ranged (+1/2), Concentrate: 0 DCV (-1/2), Extra Time: 5 minutes (-2), IAF (personal article, -1/2), Gestures and Incantations (-1/2). 11

20 Mystic Link: 10d6 Mind Scan, +5 to ECV roll, 0 END, Concentrate: 0 DCV (-1/2), Only to target mental powers (-1/2), IAF (personal article, -1/2), Extra Time: 5 minutes (-2) 0

13 Protective Amulet: +4 to DCV, IAF (amulet, -1/2)

 

Cost Skills

Combat Skills

9 +3 levels with Cursing and Blessing

1 WF: Pistols

 

Occult Skills

3 Acting 12-

3 Concealment 12-

3 Conversation 12-

3 KS: Occult 12-

5 KS: Tarot 14-

4 KS: Witchcraft 13-

3 Language: Italian (fluent)

3 Sleight of Hand 12-

 

Background Skills

2 CK: Freedom City 11-

2 KS: Mafia11-

1 Security Systems 8-

3 Streetwise 12-

 

Talents and Perks

10 2d6 Luck

 

100+ Disadvantages

15 Hunted by Foreshadow (AsPow, 11-)

10 Hunted by Silencer (AsPow, 8-)

20 Loyal to her family (Common, Total)

15 Cool and aloof (Common, Strong)

10 Reputation: witch and seer, 11-

15 Secret Identity (Alicia Driogano)

15 Susceptibility: 2d6 STUN when she foresees violence (Common)

15 Watched by the Mafia (MoPow, NCI, 14-)

10 2d6 Unluck

38 Villain Bonus

 

Characteristics: 72

Powers & Skills: 191

Total: 263

Disadvantages: 163

 

WHITE KNIGHT

Daniel Foreman

 

Val CHA Cost Notes

30 STR 20 1600 kg; 6d6 [3]

16 DEX 18 OCV: 5/DCV: 5

20 CON 20

16 BODY 12

11 INT 1 PER Roll: 11-

13 EGO 6 ECV: 4

15 PRE 10 PRE Attack: 3d6

10 COM 0

15 PD 9

15 ED 11

4 SPD 14 Phases: 3, 6, 9, 12

10 REC 0

50 END 5

41 STUN 0

 

Cost Powers END

62 Flame Powers: Multipower (62 pts.)

6 u Flame Bolt: 10d6 Energy Blast, 1/2 END 3

6 u Plasma Bolt: 4d6 RKA, 1/2 END 3

6 u Flare: 5d6 Flash vs. Sight, 1/2 END 3

6 u Heat Blast: 5d6 NND (defense is LS: immunity to heat), 1/2 END 3

15 Elemental Control: Flame Powers (15 pts.)

25 a-Flame Aura: 1d6+1 RKA (fire), Damage Shield, 0 END 0

15 b-Plasma Sheath: 10 PD/10 ED Force Field, 0 END 0

15 c-Rocket Blast: 15" Flight 3

22 d-Immunity to Fire: 75% Damage Reduction, Resistant, Only vs. Fire and Heat (-1) —

3 Temperature Resistant: Life Support (Intense Heat/Cold)

 

Cost Skills

Combat Skills

9 +3 levels with Multipower

10 +2 levels with Hand-to-Hand Combat

 

Background Skills

3 CK: Freedom City 12-

4 KS: White Supremacy/Aryan Nation 13-

3 Oratory 12-

2 PS: Factory Worker 11-

 

100+ Disadvantages

10 Enraged when insulted by his "inferiors" (Common, 11-/11-)

10 Distinctive Feature: flaming aura (Easily Concealed, Major Reaction)

15 Hunted by the Freedom League (AsPow, 11-)

15 Hunted by the Freedom City Police Department (LessPow, NCI, 11-)

25 Bigoted (Very Common, Total)

20 Bully (Common, Total)

20 Overconfident (Very Common, Strong)

15 Reputation: Aryan supremacist, 11- (extreme)

15 Secret Identity (Daniel Foreman)

10 x1 1/2 STUN from cold and water attacks (Common)

83 Villain Bonus

 

Characteristics: 126

Powers & Skills: 212

Total: 338

Disadvantages: 238

 

Cheers

 

QM

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Re: Centurion

 

Thanks very much for making this contribution, djday 38. Not trying to be nitpicky, but there are a few missing details that ought to be spelled out. Centurion has three Knowledge Skills listed, but you don't mention what they're Knowledge of. Also, he has a Reputation Perk, but we really should have a few words as to what that Rep actually is.

 

I'm not familiar enough with the character to comment on how well it reflects the source material, but I am struck by both similarities and differences with an earlier conversion of Centurion which Metaphysician posted to the boards. You might be interested in taking a look at it:

 

http://www.herogames.com/forums/showthread.php?t=14907

 

We've also had a fair bit of discussion on how to precisely convert M&M character stats to HERO, including some rather detailed guidelines. Perhaps those would benefit you:

 

http://www.herogames.com/forums/showthread.php?t=23471

 

I look forward to seeing more of your work. :)

 

 

Thks very much, the Knowledge skills are Geography, History and Superhuman World, his rep is "Worlds Most Famous Superhero".

 

Thks also for the links, most helpful.

 

rgds

Dean

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Re: Freedom City Conversions

 

dude that looks cool and everythng but why do centurians defenses suck?

 

Yep, you are right im increasing his PD/ED to 40. Below is the updated version.

 

CENTURION

Val Char Cost Roll Notes

100 STR 90 29- Lift 26.2ktons; 20d6; [10]

22 DEX 36 13- OCV 7 DCV 7

50 CON 80 19-

30 BODY 40 15-

17 INT 7 12- PER Roll 19-

25 EGO 30 14- ECV: 8

40 PRE 30 17- PRE Attack: 8d6

20 COM 5 13-

 

40 PD 20 Total: 40 PD (30 rPD)

40 ED 30 Total: 40 ED (20 rED)

6 SPD 28 Phases: 2, 4, 6, 8, 10, 12

30 REC 0

100 END 0

105 STUN 0 Total Characteristic Cost: 396

 

 

Movement: Running: 6" / 12"

Swimming: 2" / 4"

Leaping: 40" / 80"

 

Cost Powers END

25 Thick Skin: Damage Resistance (30 PD/20 ED) 0

20 Indomitable Will: Mental Defense (25 points total) 0

21 Super Senses: +7 PER with all Sense Groups 0

41 Immunity From Harm: Life Support (Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: 200 Years; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0

20 Super Leap: Leaping +20" (40" forward, 20" upward) 2

150 Strength Tricks: Multipower, 150-point reserve

4u 1) Bearhug: Energy Blast 10d6, Requires A Skill - Brick Tricks Roll (No Active Point penalty to Skill Roll; +0), No Normal Defense ([standard] Life Support Self Contained Breathing; +1) (100 Active Points); Must Follow Grab (-1/2), No Range (-1/2), Side Effects (If Centurion fails Brick Tricks Roll Opponent Takes Full Strength Damage; -1/4) 10

3u 2) The Big Wrap Up: Entangle 10d6, 10 DEF (100 Active Points); OIF (Approprariate Materials of Opportunity; -1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Defense Depends on Materials Used (-1/2), Side Effects (May Cause Considerable Damage to the Enviroment; -1/4) 10

5u 3) Breaking: Dispel Technological Object any One Object one at aTime 25d6 (75 Active Points); No Range (-1/2) 7

5u 4) Burial: Entangle 7d6, 7 DEF (Stops A Given Sense Normal Sight), Area Of Effect (8" Radius; +1) (150 Active Points); OIF (Appropriate Materials of Opportunity; -1/2), Extra Time (Full Phase, -1/2), Defense Depends on Materials Used (-1/2), Limited Range - 10'' (-1/4), Side Effects (May Cause Considerable Damage to the Enviroment; -1/4) 15

 

 

Perks

15 Reputation: Worlds Most Famous Superhero (A large group) 14-, +5/+5d6

45 Contact: The Freedom League (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character, Contact limited by identity, Very Good relationship with Contact), Organization Contact (x3) (45 Active Points) 15-

18 Contact: The Defenders of Justice (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited by identity, Very Good relationship with Contact), Organization Contact (x3) (18 Active Points) 11-

 

 

Talents

12 Lightning Reflexes: +8 DEX to act first with All Actions

 

 

Skills

20 +4 with HTH Combat

3 Conversation 17-

8 Defense Maneuver I-III

3 Scholar

3 1) KS: Geography (4 Active Points) 13-

5 2) KS: History (6 Active Points) 15-

3 3) KS: Superhuman World (4 Active Points) 13-

3 Lipreading 12-

3 Oratory 17-

3 Persuasion 17-

7 Power: Strength Tricks 13-

5 PS: Teacher 14-

3 Teamwork - Freedom League 13-

 

 

Total Powers & Skill Cost: 453

Total Cost: 849

 

200+ Disadvantages

10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

25 Dependent NPC: Tom and Mabel Leeds 11- (Incompetent; Group DNPC: x2 DNPCs)

20 Hunted: Omega 11- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)

10 Hunted: Gravitar 8- (As Pow, Harshly Punish)

10 Hunted: Freedom League Rogues Gallery 8- (As Pow, Harshly Punish)

25 Psychological Limitation: Code Vs Killing (Very Common, Total)

15 Psychological Limitation: Naive (Common, Strong)

15 Social Limitation: Secret Identity Mark Leeds (Frequently, Major)

10 Unluck: 2d6

509 Experience Points

 

Total Disadvantage Points: 849

 

 

rgds

Dean

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Dr. Tomorrow

 

DR. TOMORROW

Val Char Cost Roll Notes

26 STR 16 14- Lift 919.0kg; 5d6; [3]

26 DEX 48 14- OCV 9 DCV 9

26 CON 32 14-

26 BODY 32 14-

35 INT 25 16- PER Roll 16-/19-

35 EGO 50 16- ECV: 12

35 PRE 25 16- PRE Attack: 7d6

20 COM 5 13-

 

12/22 PD 7 Total: 12/22 PD (0/10 rPD)

12/22 ED 7 Total: 12/22 ED (0/10 rED)

6 SPD 24 Phases: 2, 4, 6, 8, 10, 12

10 REC 0

52 END 0

52 STUN 0 Total Characteristic Cost: 271

 

 

Movement: Running: 6" / 12"

Swimming: 2" / 4"

Leaping: 5" / 10"

Flight: 15" / 30"

 

Cost Powers END

51 Raygun: Multipower, 69-point reserve, all slots Reduced Endurance (0 END; +1/2) (103 Active Points); all slots OAF (-1)

3u 1) Stun Setting: Energy Blast 13d6 (65 Active Points); OAF (-1) 0

2u 2) Lethal Setting: Killing Attack - Ranged 3d6 (45 Active Points); OAF (-1) 0

3u 3) Ricochet Attack: Energy Blast 11d6, Indirect (Same origin, always fired away from attacker; +1/4) (69 Active Points); OAF (-1) 0

26 Jetpack: Flight 15", Position Shift, Reduced Endurance (0 END; +1/2) (52 Active Points); OAF (-1) 0

20 Only Nicked Me!: Armor (10 PD/10 ED) (30 Active Points); Requires A DEX Roll (-1/2) Note: Dex Roll After Active Point Penalty is 12 0

20 Amazing Leader: +3 with All Combat, Usable By Other (+1/4) (30 Active Points); Must be Current Defenders of Justice Teammates (-1/2)

6 Keen Ears: +3 PER with Hearing Group 0

 

 

Perks

30 Contact: Defenders of Justice (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited by identity, Very Good relationship with Contact), Organization Contact (x3) (30 Active Points) 14-

4 Reputation: Time Travelling Leader Of The DOJ (A large group) 11-, +2/+2d6

 

 

Talents

8 Lightning Reflexes: +5 DEX to act first with All Actions

5 Eidetic Memory

 

 

Skills

32 +4 with All Combat

9 +3 with Flight

3 Analyze: Combat 16-

3 Analyze: Agility Skills 16-

3 Combat Piloting 14-

3 Concealment 16-

3 Contortionist 14-

3 Demolitions 16-

2 Language: French (fluent conversation)

4 Language: German (completely fluent; literate)

1 Language: Japanese (basic conversation)

1 Language: Russian (basic conversation)

3 Mechanics 16-

3 Paramedics 16-

3 Persuasion 16-

3 Security Systems 16-

3 Tactics 16-

7 Teamwork-Defenders of Justice 16-

 

 

Total Powers & Skill Cost: 267

Total Cost: 538

 

200+ Disadvantages

15 Hunted: The Crime League 8- (Mo Pow, Harshly Punish)

15 Hunted: Nacht-Krieger 11- (Mo Pow, Limited Geographical Area, Harshly Punish)

15 Hunted: Deaths Head 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)

15 Psychological Limitation: Man Out of Time and Place (Very Common, Moderate)

25 Psychological Limitation: Obsessed With Defeating the Nazi Threat (Very Common, Total)

20 Psychological Limitation: Code Vs Killing (Very Common, Strong)

10 Psychological Limitation: Arrogant (Common, Moderate)

15 Social Limitation: Secret Identity - Tomas Morgen (Frequently, Major)

208 Experience Points

 

Total Disadvantage Points: 538

 

 

rgds

Dean

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Re: Dr. Tomorrow

 

QuestionMan, thanks for those stats. For the record, those are the 4E HERO writeups that Freedom City author Steve Kenson posted to his website, that djday alluded to in his first post.

 

Anyone who would like to download those writeups in their original RTF format, and/or read Steve's notes about the particulars of the writeups and how they came to be, can go here:

 

http://members.aol.com/talonstudio/freedomcity/fchero.html

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Re: Freedom City Conversions

 

I'd definitely power up Kenson's 4E stats a bit to reflect the tone of the Freedom City book.

 

Yep fully agree and intend to and its just what my mainly CU universe needs.

Big, powerful, iconic heroes.

 

rgds

Dean

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Mayor Micheal O'Conner Jr.

 

MAYOR MICHEAL O'CONNER JR.

Val Char Cost Roll Notes

12 STR 2 11- Lift 132.0kg; 2d6; [1]

10 DEX 0 11- OCV 3 DCV 3

13 CON 6 12-

12 BODY 4 11-

16 INT 6 12- PER Roll 12-

20 EGO 20 13- ECV: 7

25 PRE 15 14- PRE Attack: 5d6

25 COM 8 14-

 

3 PD 1 Total: 3 PD (0 rPD)

3 ED 0 Total: 3 ED (0 rED)

3 SPD 10 Phases: 4, 8, 12

5 REC 0

26 END 0

26 STUN 1 Total Characteristic Cost: 73

 

 

Movement: Running: 6" / 12"

Swimming: 2" / 4"

Leaping: 2" / 4"

 

Perks

6 Reputation: Fair Minded and Popular Mayor (A large group) 11-, +3/+3d6

10 Money: Wealthy

27 Contact: Political Contacts (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources), Organization Contact (x3) (27 Active Points) 14-

18 Contact: Media Contacts (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources), Organization Contact (x3) (18 Active Points) 12-

24 Contact: Superhero Contacts (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) (24 Active Points) 11-

 

 

Skills

5 Bureaucratics 15-

5 Conversation 15-

5 High Society 15-

7 Oratory 16-

5 Persuasion 15-

4 KS: Freedom City 13-

7 PS: Politician 16-

4 PS: Buisnessman 13-

 

 

Total Powers & Skill Cost: 128

Total Cost: 200

 

200+ Disadvantages

20 Hunted: By Freedom City Crimianls and Terrorists 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

15 Psychological Limitation: Puts the Cities Welware Before His Own (Common, Strong)

15 Psychological Limitation: Dedicated to Making Life Better For Everyone (Common, Strong)

15 Psychological Limitation: Aware of his Fathers Heroic Legacy (Common, Strong)

10 Psychological Limitation: Married to His Job and Freedom City (Common, Moderate)

20 Social Limitation: Public Identity (Very Frequently, Major)

5 Rivalry: Professional (Political Rivals), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

0 Experience Points

 

Total Disadvantage Points: 200

 

 

rgds

Dean

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Police Comissioner Barbara Kane

 

POLICE COMMISSIONER BARBARA KANE

Val Char Cost Roll Notes

9 STR -1 11- Lift 87.1kg; 1 1/2d6; [1]

12 DEX 6 11- OCV 4 DCV 4

14 CON 8 12-

14 BODY 8 12-

15 INT 5 12- PER Roll 12-/14-

25 EGO 30 14- ECV: 8

18 PRE 8 13- PRE Attack: 3 1/2d6

10 COM 0 11-

 

3 PD 1 Total: 3 PD (0 rPD)

3 ED 0 Total: 3 ED (0 rED)

3 SPD 8 Phases: 4, 8, 12

5 REC 0

28 END 0

26 STUN 0 Total Characteristic Cost: 73

 

 

Movement: Running: 6" / 12"

Swimming: 2" / 4"

Leaping: 1" / 2"

 

Cost Powers END

Martial Arts:

Maneuver OCV DCV Notes

4 1) Martial Block +2 +2 Block, Abort

4 2) Martial Disarm -1 +1 Disarm; 19 STR / 10 STR to Disarm

4 3) Martial Escape +0 +0 24 STR / 15 STR vs. Grabs

4 4) Joint Lock/Throw +1 +0 Grab One Limb; 1d6 NND ; Target Falls

4 5) Martial Strike +0 +2 3 1/2d6 / 2d6 Strike

Jujutsu

4 Obserevant: +2 PER with Sight Group 0

12 Pistol: Killing Attack - Ranged 2d6, 8 Recoverable Charges (+0) (30 Active Points); OAF (-1), Beam (-1/4), Real Weapon (-1/4) [8 rc]

 

 

Perks

6 Reputation: Tough but Fair Cop Respected by All (A medium-sized group) 14-, +3/+3d6

13 Fringe Benefit: Commander of police for a large city, Federal/National Police Powers, Local Police Powers, Weapon Permit (where appropriate)

21 Contact: Law Enforcement Contacts (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 13-

15 Contact: Political Contacts (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources), Organization Contact (x3) (15 Active Points) 8-

15 Contact: Superhuman Contacts (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) (15 Active Points) 8-

 

 

Skills

6 +2 with Martial Maneuvers

3 +3 With Pistol

3 Breakfall 11-

3 Bureaucratics 13-

5 Combat Driving 12-

5 Criminology 13-

3 Conversation 13-

7 Deduction 14-

3 Interrogation 13-

3 Fast Draw 11-

3 Shadowing 12-

3 Persuasion 13-

3 Stealth 11-

3 Streetwise 13-

2 KS: Jujutsu 11-

5 KS: Law Enforcement 14-

4 KS: Freedom City 13-

6 KS: Freedom City Underworld 15-

4 PS: Police Commisioner 13-

 

 

Total Powers & Skill Cost: 180

Total Cost: 253

 

200+ Disadvantages

20 Dependent NPC: Her Family Husband and 2 Children 8- (Incompetent; Group DNPC: x2 DNPCs)

5 Distinctive Features: Cop (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

30 Hunted: Mafia Families of Freedom City 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

15 Hunted: Freedom City Police Department 11- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching)

5 Social Limitation: Subject to Political Orders (Occasionally, Minor)

20 Psychological Limitation: Does Things by the Book (Very Common, Strong)

15 Psychological Limitation: Dedicated to Her Work (Common, Strong)

15 Psychological Limitation: Must Clean Up Freedom City (Common, Strong)

5 Rivalry: Professional (Other High Ranking Police Officers Passed Over), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

0 Experience Points

 

Total Disadvantage Points: 253

 

 

rgds

Dean

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