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Second Rate Villains!


Enforcer84

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Okay, who wants one?

 

[b]Pinball Wizard - Jim Corruthers[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
15    STR      5   15      12-       HTH Damage 3d6  END [1]
16    DEX     18   16      12-       OCV 5 DCV 5
15    CON     10   15      12-
11    BODY     2   11      11-
14    INT      4   14      12-       PER Roll 12-
12    EGO      4   12      11-       ECV: 4
17    PRE      7   17      12-       PRE Attack: 3d6
12    COM      1   12      11-
6    PD       3   6/22             6/22 PD (0/16 rPD)
6    ED       3   6/22             6/22 ED (0/16 rED)
4    SPD     14   4                 Phases:  3, 6, 9, 12
8    REC      4   8
30    END      0   30
30    STUN     3   30
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
3    LEAP     0   3"                3" forward, 1 1/2" upward

[b]CHA Cost: 78[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
    Aresnal - END=
9     1)  [b][i]Compressed Air Gauntlet[/i][/b]: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2), 12 Charges (-1/4) - END=[12]
14     2)  [b][i]Dropped Pinballs[/i][/b]: Change Environment 4" radius, -4 to DEX Rolls, Personal Immunity (Specially designed magnets in his boots keep the pinballs from tripping him up.; +1/4), Reduced Endurance (0 END; +1/2), Uncontrolled (removed by someone with appropriate powers or tools spending a Full Phase to sweep up or otherwise remove the marbles; +1/2) (54 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Range Based On STR (-1/4), Only Affects Targets Moving On The Ground (-1/4) - END=[1 rc]
9     3)  [b][i]Throwing "Bumper"[/i][/b]: Energy Blast 6d6 (30 Active Points); OAF (-1), 4 Charges (-1), Range Based On Strength (-1/4) - END=[4]
    Other Gadgets - END=
12     1)  [b][i]Basic Bulletproof Spandex Costume[/i][/b]: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) - END=0
13     2)  [b][i]Impact Cushion Field[/i][/b]: Physical Damage Reduction, 50% (20 Active Points); OIF (OIF pinball Belt; -1/2) - END=0
6     3)  [b][i]Mask Radio[/i][/b]: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As  Hearing Group As Well As Radio Group (-1/4) - END=0
14     4)  [b][i]Rocketskates[/i][/b]: Flight 14" (28 Active Points); OIF (-1/2), Only In Contact With A Relatively Smooth Flat Surface (-1/2) - END=3
67     5)  [b][i]Universal Defense Field Belt[/i][/b]: Force Field (10 PD/10 ED/10 Mental Defense/10 Power Defense/10 Flash Defense:  Sight Group), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (100 Active Points); OIF (-1/2) - END=0

[b]POWERS Cost: 144[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
5      +1 with Ranged Combat
10      +2 with HTH Combat
3      Breakfall 12-
2      KS: The Local Underworld 11-
1      KS: The Superhuman World 8-
5      PS: Pinball Champion 14-
3      Sleight Of Hand 12-
3      Stealth 12-
3      Streetwise 12-
3      WF:  Small Arms, Blades

[b]SKILLS Cost: 38[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
4      Contact:  Criminal Fence (Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-
6      Contact:  Criminal Gadgeteer (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 12-

[b]PERKS Cost: 10[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
15     Hunted:  Police 8- (As Pow, NCI, Harshly Punish)
20     Psychological Limitation:  Adrenaline Junkie, Seeks Out Most Dangerous Way To Do Things, Can't Do Things The "Safe" Way (Very Common, Strong)
15     Psychological Limitation:  Amoral And Greedy (Common, Strong)
5     Rivalry:  Professional (other Adrenaline Junkies; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15     Social Limitation:  Secret Identity (Frequently, Major)

[b]DISADVANTAGES Points: 70[/b]

Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 270



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Re: Second Rate Villains!

 

Dear Enforcer since I'm runnig a very low-powered campaign, Wednesday I'm gonna use Pinball Wizard ( a little dumbed down version) as a villain that is trying to earn some money by kidnapping the son of a Oriental Boss ( that must be protected by my player for different reasons...).

 

So Thank you. Obiuvsly I'll let you know how Pinball fared...

 

thx

Andrea

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Re: Second Rate Villains!

 

To be honest, when I saw the thread title, I thought the villains would be a bit more powerful, somewhere between 150-250 points with characters like Bulldozer. I actually like you're write-up, though. A bit of refreshing for me and reminding me of extra possibilities. :thumbup:

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Re: Second Rate Villains!

 

To be honest' date=' when I saw the thread title, I thought the villains would be a bit more powerful, somewhere between 150-250 points with characters like Bulldozer. I actually like you're write-up, though. A bit of refreshing for me and reminding me of extra possibilities. :thumbup:[/quote']

Hey, the 'Wizard is 270!

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