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I was looking in the old postes to see if anyone had written up the TV Teen Titans. Nexus had written them up back in 04, but they displyed text is really weird.

 

here is a sample:

 

Robin

 

Player: NPC

 

Val Char Cost
15 STR 5
25 DEX 45
20 CON 20
12 BODY 4
18 INT 8
15 EGO 10
18 PRE 8
16 COM 3
17 PD 5
17 ED 4
5 SPD 15
7 REC 0
40 END 0

 

Any idea of how to make it legible?? I know its is all formating, I just don't know what to open it with so I can read it.

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Re: Completly at a loss

 

Those writeups by nexus and Michael Hopcroft were originally posted using an HTML export template for the Hero Designer character creation software, designed for these discussion boards. Unfortunately when the board admins disabled the HTML feature, those templates became scrambled code like what you see above. :(

 

I have developed a method for reconstituting such posts, although it may seem complicated to you: I'm registered on the discussion forums at RPGnet, which uses the same board software and still has HTML enabled. I Copy the raw code from the posts here, Paste them into the message display field, Preview the post (which recreates its original appearance), then Copy the result and Save it as a RTF Document file, which preserves the coding.

 

Since that may sound intimidating, I took the liberty of doing this with those scrambled Teen Titans posts, including comments on them by their authors. I'm reasonably confident that Michael and nexus won't mind, but if either requests it I'll delete their writeups. :)

 

For simplicity and clarity, I'm going to Paste the raw text of each writeup into a separate post - it won't look as pretty as the original HTML format, but it will be completely legible - and attach the appropriate DOC file, which preserves the original formatting, to the same post. Note that any writeup not specifically attributed to Michael Hopcroft was done by nexus. Also, here's a link to the original thread their work appeared in, with interesting discussion and several writeups of additional characters that are still legible, near the end of the thread:

http://www.herogames.com/forums/showthread.php?t=22043

 

So, let's get started.

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Robin

 

Robin (Michael Hopcroft version)

 

Player:

 

Val Char Cost

18 STR 8

30 DEX 60

18 CON 16

19 BODY 18

24 INT 14

18 EGO 16

28 PRE 18

18 COM 4

 

12 PD 8

9 ED 5

5 SPD 10

12 REC 8

50 END 7

37 STUN 0

 

6" RUN 0

2" SWIM 0

13 1/2" LEAP 0

Characteristics Cost: 192

 

Cost Power END

20 Utility Belt: Multipower, 30-point reserve, (30 Active Points); all slots OIF (-1/2)

1u 1) Robinrangs: Killing Attack - Ranged 2d6 (30 Active Points); 6 Charges (-3/4), OIF (-1/2) [6]

1u 2) Smoke Bombs: Sight Group Flash 6d6 (30 Active Points); 6 Charges (-3/4), OIF (-1/2) [6]

1u 3) Rebreather: Life Support (Self-Contained Breathing) (10 Active Points); OIF (-1/2), Limited Power Power loses about a fourth of its effectiveness (Ten minute's worth of air; -1/4) 0

17 Battle Staff: Hand-To-Hand Attack +8 1/2d6 (43 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 4

20 Increible Leaps!: Leaping +10" (13 1/2" forward, 6 1/2" upward) (Accurate, x4 Noncombat) 2

Powers Cost: 60

 

Cost Martial Arts Maneuver

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

4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

5 Kick: 1/2 Phase, -2 OCV, +1 DCV, 7 1/2d6 Strike

4 Punch: 1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 Strike

3 Throw: 1/2 Phase, +0 OCV, +1 DCV, 3 1/2d6 +v/5, Target Falls

4 Atemi Punch: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND

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

5 Breaking Throw: 1/2 Phase, -2 OCV, -2 DCV, Grab One Limb; HKA 0 1/2d6 , Disable; Target Falls

4 Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1

4 Reversal: var Phase, -1 OCV, -2 DCV, 33 STR to Escape; Grab Two Limbs

3 Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, 3 1/2d6 Strike; You Fall, Target Falls

5 Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 28 STR to take weapon away

3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 3 1/2d6 Strike; Target Falls

3 Throw: 1/2 Phase, +0 OCV, +1 DCV, 3 1/2d6 +v/5, Target Falls

1 Weapon Element: Staffs

1 Weapon Element: Polearms

Martial Arts Cost: 57

 

Cost Skill

3 Acrobatics 15-

3 Acting 15-

3 Analyze: Agility Skills 14-

3 Armorsmith 15-

3 Breakfall 15-

5 Bugging 15-

3 Bureaucratics 15-

3 Climbing 15-

3 Combat Driving 15-

3 Combat Piloting 15-

32 +4 with All Combat

10 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers, Military Computers) 14-

7 Concealment 16-

3 Contortionist 15-

3 Conversation 15-

3 Criminology 14-

3 Cryptography 14-

7 Deduction 16-

3 Demolitions 14-

3 Disguise 14-

3 Electronics 14-

3 Fast Draw 15-

3 Forensic Medicine 14-

2 Forgery (Documents) 14-

3 High Society 15-

3 Interrogation 15-

7 Inventor 16-

5 KS: Jump City 14-

5 KS: Gotham City 14-

5 KS: the Suprheroic World 14-

4 Language: Japanese (completely fluent; literate)

4 Language: Spanish (completely fluent; literate)

4 Language: Italian (completely fluent; literate)

3 Lipreading 14-

3 Lockpicking 15-

3 Mechanics 14-

5 Navigation (Air, Land, Marine, Space) 14-

3 Parachuting 15-

3 Paramedics 14-

3 Persuasion 15-

5 PS: Circus Performer 14-

5 Rapid Attack (HTH)

5 Rapid Attack (Ranged)

7 Security Systems 16-

7 Shadowing 16-

3 Sleight Of Hand 15-

3 Stealth 15-

3 Streetwise 15-

16 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Underground, Urban) 14-

7 Systems Operation (Communications Systems, Environmental Systems, Metal Detectors, Radar, Sonar) 14-

7 Tactics 16-

3 Teamwork 15-

3 Tracking 14-

10 TF: Common Motorized Ground Vehicles, Combat Aircraft, Helicopters, Large Motorized Boats, Large Planes, Rafts, Small Motorized Boats, Small Planes, Spaceplanes, Submarines, Two-Wheeled Motorized Ground Vehicles

9 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Flails, Homemade Weapons, Nets, Staffs, Whips

4 Weaponsmith (Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged) 14-

Skills Cost: 277

 

Cost Perk

15 Money: Filthy Rich

6 Reputation: Legedary Sidekick on hiw own (A large group) 14-, +2/+2d6

6 Contact: Batman (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 8-

25 Vehicles & Bases

Perks Cost: 52

 

Cost Talent

16 Berserk Fury

16 Crippling Blow

18 Evasive

14 Fearless

11 Inspire

3 Lightsleep

Talents Cost: 78

 

 

Total Character Cost: 716

 

Val Disadvantages

10 Enraged: When moiral sesne offended (Uncommon), go 11-, recover 14-

30 Hunted: Slade 14- (Mo Pow, NCI, Harshly Punish)

10 Hunted: Kitten 8- (Less Pow, NCI, Harshly Punish)

25 Psychological Limitation: Committed to being the best (Very Common, Total)

15 Psychological Limitation: In Love with Starfire (Common, Strong)

15 Psychological Limitation: Hunting Slade (Common, Strong)

25 Social Limitation: Duty to Teen titans (Very Frequently, Severe)

20 Social Limitation: Secret identity (Dick Grayson) (Frequently, Severe)

5 Social Limitation: Still Under the Batman's Shadow (Occasionally, Minor)

 

Disadvantage Points: 155

 

Base Points: 200

Experience Required: 361

Total Experience Available: 0

Experience Unspent: 0

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Robin II

 

Robin (nexus version)

 

Player: NPC

 

Val Char Cost

15 STR 5

25 DEX 45

20 CON 20

12 BODY 4

18 INT 8

15 EGO 10

18 PRE 8

16 COM 3

 

17 PD 5

17 ED 4

5 SPD 15

7 REC 0

40 END 0

37 STUN 7

 

8" RUN 4

3" SWIM 1

3" LEAP 0

Characteristics Cost: 139

 

Cost Power END

40 Utility Belt: Multipower, 60-point reserve, all slots: (60 Active Points); OIF (-1/2)

3u 1) Explosives: Energy Blast 8d6 (vs. PD), Explosion (+1/2) (60 Active Points); 8 Charges (-1/2), Ranged based on strength Power loses about a fourth of its effectiveness (-1/4)

3u 2) Blunt Throwing Stars: Energy Blast 8d6 (vs. PD), Autofire (3 shots; +1/4) (50 Active Points); Ranged based on Strength Power loses about a fourth of its effectiveness (-1/4) 5

1u 3) Edged Throwing Weapons: Killing Attack - Ranged 1d6 (vs. PD), Autofire (3 shots; +1/4) (19 Active Points); 8 Charges (-1/2), Ranged based on Strength Power loses about a fourth of its effectiveness (-1/4)

1u 4) Swingline: Swinging 10" (10 Active Points) 1

 

9 Battlestaff: Hand-To-Hand Attack +3d6, Reduced Endurance 0 END (+1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)

1 Battlestaff: Stretching 1" (5 Active Points); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 1

51 Inventive Genius: Variable Power Pool (Gadget Pool), 40 base + 11 control cost (60 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (-1/2), Limited Class Of Powers Available Slightly Limited (-1/4)

Powers Cost: 109

 

Cost Martial Arts Maneuver

Classic Comic Book

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

5 2) Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +5d6 Strike

3 3) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +1d6 +v/5, Target Falls

4 4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

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

4 6) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2 1/2d6 NND

4 7) +1 HTH Damage Class(es)

1 8) Weapon Element: Staffs

Martial Arts Cost: 29

 

Cost Skill

7 Acrobatics 16-

5 Breakfall 15-

3 Bugging 13-

7 Climbing 16-

7 Combat Driving 16-

5 Combat Piloting 15-

3 Computer Programming 13-

7 Concealment 15-

3 Conversation 13-

5 Defense Maneuver: I-II

3 Disguise 13-

3 Electronics 13-

3 Interrogation 13-

5 Inventor 14-

3 KS: Slade and his operations (INT-based) 13-

4 KS: Criminal Underworld 13-

3 KS: High Technology 12-

5 Mechanics 14-

3 Oratory 13-

3 Persuasion 13-

6 PS: Investigator (INT-based) 16-

3 Security Systems 13-

5 Lockpicking 15-

7 Shadowing 15-

7 Stealth 16-

7 Streetwise 15-

3 Systems Operation 13-

7 Tactics 15-

5 Teamwork 15-

4 SS: High Energy Physics (INT-based) 14-

4 SS: Metallurgy (INT-based) 14-

6 Weaponsmith (Energy Weapons, Muscle-Powered HTH, Muscle-Powered Ranged) 14-

20 +4 with HTH Combat

10 +1 Overall

Skills Cost: 181

 

Cost Perk

40 Vehicle (200 Base, 0 Disad)

Perks Cost: 40

 

Cost Talent

18 Combat Luck (9 PD/9 ED)

Talents Cost: 18

 

 

Total Character Cost: 516

 

Val Disadvantages

10 Hunted: Slade 14- (Less Pow; Mildly Punish)

15 Social Limitation: Secret ID (Frequently; Major)

5 Hunted: Kitten 8- (Less Pow; Harshly Punish)

20 Psychological Limitation: Obsessive and Driven to perfection (Common; Total)

15 Psychological Limitation: Extremely Competitive (Common; Strong)

15 Psychological Limitation: Attracted to and protective of Starfire (Common; Strong)

20 Psychological Limitation: Hatred of/Hunting Slade (Common; Total)

 

Disadvantage Points: 100

 

Base Points: 200

Experience Required: 216

Total Experience Available: 216

Experience Unspent: 0

 

Notes: I’m not totally happy with this write up. I know I missed a few things and his skill list seems skimpy. Robin, in the series, is a mini Batman...

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Starfire

 

Starfire (Michael Hopcroft Version)

 

Player:

 

Val Char Cost

30 STR 20

30 DEX 60

18 CON 16

16 BODY 12

15 INT 5

15 EGO 10

20 PRE 10

20 COM 5

 

13 PD 7

10 ED 6

5 SPD 10

10 REC 0

50 END 7

40 STUN 0

 

6" RUN 0

2" SWIM 0

6" LEAP 0

Characteristics Cost: 168

 

Cost Power END

87 Unbridled Joy of Flight: Flight 30", Position Shift, x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (87 Active Points) 3

28 Space Traveler rom a Distant Sun: Faster-Than-Light Travel (1 Light Years/day) 0

15 Righteous Fury: +15 STR 1

15 Alien Toughness: Damage Resistance (10 PD/10 ED/10 Flash Def.) 0

18 Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0

60 Star Bolts: Multipower, 60-point reserve

6u 1) Energy Blast 12d6 (60 Active Points) 6

6u 2) Sight Group Flash 12d6 (60 Active Points) 6

6u 3) Killing Attack - Ranged 4d6 (60 Active Points) 6

Powers Cost: 241

 

 

Cost Skill

3 Language: English (fluent conversation; literate)

0 Language: Tamaranian (idiomatic; literate) (5 Active Points)

3 Acrobatics 15-

5 Accurate Sprayfire

3 Breakfall 15-

3 Combat Flying 15-

5 Cramming

3 High Society (Tamaranian) 13-

3 Teamwork 15-

Skills Cost: 28

 

 

Cost Talent

12 Combat Luck (6 PD/6 ED)

Talents Cost: 12

 

 

Total Character Cost: 449

 

Val Disadvantages

15 Distinctive Features: Orange Skin (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Enraged: When friends injured (Uncommon), go 11-, recover 14-

25 Hunted: Slade 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

15 Hunted: Blackfire 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

20 Physical Limitation: Has great Difficulty Understanding Earth Culture (All the Time, Greatly Impairing)

20 Psychological Limitation: In love with Robin (Very Common, Strong)

20 Psychological Limitation: Determined to Belong (Very Common, Strong)

25 Social Limitation: Duty to Teen Titans (Very Frequently, Severe)

 

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 99

Total Experience Available: 99

Experience Unspent: 0

 

*****

 

Some notes: Star is a bit expensive for a beginning superhero. The "unfamilakirt with Earth culture" limitation relfects her general naivete and the difficulty she has dealing with human foibles -- thus it's probably even more limtiing than the points say it shoudl be. Although it usually played for laughs (mustard as a beverage, accientally eating a ball of cotton) it can cause serious problems, especially in her dealing with the other Titans.

 

Tamaranian is her native language and culture -- that's why she gets tamaranian for no points.

 

There are some things about Star that I couldn't quite write up in the rules -- like how she could go without air in space but not underwater. I suppose it was useful for dramatic purpoises that Star can't breathe underwater in an episode that put Beast Boy in the spotlight.

 

Star has not admitted to being in love with Robin, but there are too anay indications to list -- most notable her flustered (when Blackifre flirts with Robin) and violent (when Kitten forces Robin to date her) jealousy over him. In many respects this version of Starfire has as much in common with Lum, the heroine of Urusei Yatsura, as with her comic book inspiration.

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Starfire II

 

Starfire (nexus version)

 

Player: NPC

 

Val Char Cost

45 STR 20

20 DEX 30

20 CON 20

12 BODY 4

10 INT 0

15 EGO 10

12 PRE 2

20 COM 5

 

18 PD 12

20 ED 16

4 SPD 10

10 REC 0

40 END 0

40 STUN 3

 

6" RUN 0

2" SWIM 0

9" LEAP 0

Characteristics Cost: 132

 

Cost Power END

70 Starbolts: Multipower, 70-point reserve

6u 1) Starbolt: Energy Blast 10d6 (vs. ED), Reduced Endurance 1/2 END (+1/4) (62 Active Points) 2

7u 2) Starbolt Barrage: Energy Blast 8d6 (vs. ED), Autofire (3 shots; +1/4), Reduced Endurance 1/2 END (+1/2) (70 Active Points) 2

6u 3) Eyebeams: Energy Blast 12d6 (vs. ED) (60 Active Points) 6

 

67 Unbridled Joy of Flight: Flight 20", Position Shift, Usable Underwater (+1/4), Reduced Endurance 1/2 END (+1/4) (67 Active Points) 3

10 Righteous Fury: +15 STR (15 Active Points); No Figured Characteristics (-1/2) 1

30 Space Freedom: Faster-Than-Light Travel (1024 Light Years/year)

14 Stellar Life Support: Life Support , Eating: Character only has to eat once per week, Safe in High Radiation, Safe in Intense Cold, Safe in Low Pressure/Vacuum, Self-Contained Breathing (17 Active Points); Must have access to Star/Sun light Power loses about a fourth of its effectiveness (-1/4)

8 Tamarian Toughness: Damage Resistance (8 PD/8 ED)

Powers Cost: 218

 

 

Cost Skill

3 Acrobatics 13-

1 Bureaucratics 8-

3 Combat Piloting (The T Jet) 13-

5 High Society (Tamarian) 12-

3 Language: English (Tamaranian is native) (completely fluent)

2 AK: The Galaxy 11-

4 Navigation (Space) 12-

10 +2 with Flight

5 +1 with DCV

9 +3 with Starbolts

Skills Cost: 45

 

Cost Perk

2 Fringe Benefit: Member of the Lower Nobility

Perks Cost: 2

 

 

 

Total Character Cost: 397

 

Val Disadvantages

10 Distinctive Features: Tamaranian (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

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

20 Hunted: Slade 11- (Mo Pow; Harshly Punish)

10 Hunted: Blackfire 8- (As Pow; Harshly Punish)

10 Physical Limitation: Unfamiliar with Earth Culture (Frequently; Slightly Impairing)

5 Social Limitation: Alien (Occasionally; Minor)

20 Psychological Limitation: Wears her emotions on her sleeve (Common; Total)

15 Psychological Limitation: Impulsive and protective of her friends in combat (Common; Strong)

15 Psychological Limitation: Naieve and trusting by nature (Common; Strong)

10 Psychological Limitation: Makes Friends VERY easily (Common; Moderate)

5 Physical Limitation: Powers are tied to her emotions (Infrequently; Slightly Impairing)

 

Disadvantage Points: 125

 

Base Points: 200

Experience Required: 72

Total Experience Available: 72

Experience Unspent: 0

 

Note: Thought I would post my vision of how the television Starfire would look in Hero System. Starfire, IMO, as far as raw power goes is one of the most powerful members of the team, but her strength is balanced out by her personality and demeanor. Unlike the comic book version (As I undersrtand) in the cartoon Starfire is her actual name and she doesn't use any other

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Beastboy

 

Beastboy

 

Player:

 

Val Char Cost

10 STR 0

15 DEX 15

16 CON 12

10 BODY 0

10 INT 0

10 EGO 0

12 PRE 2

12 COM 1

 

10 PD 8

8 ED 5

4 SPD 15

5 REC 0

32 END 0

30 STUN 7

 

6" RUN 0

2" SWIM 0

2" LEAP 0

Characteristics Cost: 65

 

Cost Power END

147 Changeling Powers: Variable Power Pool, 80 base + 67 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1) (180 Active Points); Limited Class Of Powers Available:Multiforms into various animals Limited (-1/2)

Powers Cost: 147

 

 

Cost Skill

3 Persuasion 11-

1 Mechanics 8-

3 Computer Programming 11-

4 KS: Animals 13-

4 +2 with any Strike

3 Combat Piloting (The T Jet) 12-

2 Navigation (Marine) 11-

Skills Cost: 20

 

 

 

 

Total Character Cost: 232

 

Val Disadvantages

10 Distinctive Features: In any form he is bright green (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

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

20 Vulnerability: 2 x Effect Mental Powers (Common)

5 Unluck: 1d6

15 Psychological Limitation: Loves Animals and is protective of them (Common; Strong)

10 Psychological Limitation: Prankster (Common; Moderate)

 

Disadvantage Points: 75

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Notes: This is just a preliminary write up for Beastboy as seen in the Teen Titans Cartoon series. As the designated “comedy†relief for the team he hasn’t demonstrated allot of ability or skill compared to the rest of the Titans. Also I am fairly low power GM so I erred on the side of caution when stating him out. Basically Beastboy can assume ANY animal form, even extinct or alien animals (he has to know about them) and seems to get all their ability with few of their weaknesses. He has, for example, assumed marine forms on land without suffering for it. His disads are little scant as well, but actually come out so he had more points than I spent in this write up. Comments welcome.

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Cyborg

 

Cyborg

 

Player: NPC

 

Val Char Cost

50 STR 40

18 DEX 24

25 CON 30

15 BODY 10

15 INT 5

12 EGO 4

15 PRE 5

8 COM -1

 

10/20 PD 0

10/20 ED 5

3 SPD 2

15 REC 0

50 END 0

52 STUN -1

 

6" RUN 0

2" SWIM 0

10" LEAP 0

Characteristics Cost: 123

 

Cost Power END

30 Cyborg Body: Armor (10 PD/10 ED)

4 Shoulder Spotlight: Sight Group Images, Cone rather an Radius effect (+0) (10 Active Points); Only To Create Light (-1), Restrainable (-1/2) 1

12 Implanted radio/cellphone: High Range Radio Perception

Cyborg, all slots: One eye only Power loses about a fourth of its effectiveness (-1/4)

4 1) Ultraviolet Perception (5 Active Points)

4 2) Infrared Perception (5 Active Points)

4 3) Nightvision (5 Active Points)

 

20 Automaton Hand: Duplication (creates 150-point form) (30 Active Points); Lockout. Loses a hand Power loses about a third of its effectiveness (-1/2)

24 Remote Sensing: Clairsentience (Sight And Hearing Groups) (30 Active Points); Only threw Drone Power loses about a fourth of its effectiveness (-1/4) 3

7 Drone Link: Mind Link (One Specific Mind), No LOS Needed (15 Active Points); Only With Others Who Have Mind Link (-1)

33 Arm Mounted weapons and tools: Multipower, 50-point reserve, all slots: (50 Active Points); Restrainable (Bionic) (-1/2)

3u 1) Sonic Blaster: Energy Blast 10d6 (vs. ED) (50 Active Points); Can't use hand while power is employed Power loses about a fourth of its effectiveness (-1/4) 5

1u 2) Weildling Laser: Killing Attack - Ranged 1d6 (vs. ED) (15 Active Points); No Range (-1/2), For non combat use, takes extended time Power loses about a third of its effectiveness (-1/2) 1

3u 3) Cutting Saw: Killing Attack - Hand-To-Hand 1 1/2d6 (plus STR) (vs. PD), Continuous (+1) (50 Active Points) 5

2u 4) Hand Grapnel: Stretching 10" (50 Active Points); Always Direct (-1/4), No Noncombat Stretching (-1/4), Limited Body Parts (-1/4) 5

Powers Cost: 151

 

 

Cost Skill

3 Combat Driving 13-

7 Computer Programming 14-

5 Electronics 13-

3 KS: Cybernetics (INT-based) 12-

7 Mechanics 14-

5 Inventor 13-

2 PS: Athlete 11-

3 SS: Cybernetic technology (INT-based) 12-

3 SS: Electrical Eingineering (INT-based) 12-

3 SS: Mechanical Engineering (INT-based) 12-

3 Systems Operation 12-

2 TF: Common Motorized Ground Vehicles

15 +3 with HTH Combat

3 Combat Piloting (T Jet) 13-

Skills Cost: 64

 

Cost Perk

40 Vehicles & Bases (200 Base, 0 Disad)

Perks Cost: 40

 

 

 

Total Character Cost: 378

 

Val Disadvantages

10 Distinctive Features: Extensive Cybernetic Replacement (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Physical Limitation: Inhuman Physiology requires special care (cyborg) (Frequently; Slightly Impairing)

10 Physical Limitation: Susceptible to computer viruses, cyberpath, emp attacks, etc (Infrequently; Greatly Impairing)

5 Social Limitation: Obvious cyborg (Occasionally; Minor)

10 Psychological Limitation: Mourns lost humanity (Uncommon; Strong)

15 Psychological Limitation: Naturally aggressive and competitive (Common; Strong)

15 Psychological Limitation: Protective of friends (Common; Strong)

10 Psychological Limitation: Loves gadgets and technology (Common; Moderate)

15 Social Limitation: Public ID (Frequently; Major)

20 Hunted: Slade 11- (Mo Pow; Harshly Punish)

10 Hunted: Hyve Academy students 8- (As Pow; Harshly Punish)

5 Social Limitation: Legally a minor (16) (Occasionally; Minor)

 

Disadvantage Points: 135

 

Base Points: 200

Experience Required: 43

Total Experience Available: 43

Experience Unspent: 0

 

Notes: Overall I'm pretty happy with this write up. Cyborg is one my favorite characters on the show and I think this is a fair representation of him in the current season. I know he used to be an athlete of some sort, but I'm not sure just what sport and he seems to the groups techhead. I left out the holographic generators since they seemed to be a one time plot device, but I suppose that could be a justification for a rarely used Gadget Pool. The T car definitely seems to be "his" pointwise.

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Raven

 

Raven

 

Player: NPC

 

Val Char Cost

10 STR 0

18 DEX 24

17 CON 14

10 BODY 0

15 INT 5

23 EGO 26

20 PRE 10

18 COM 4

 

8/18 PD 6

8/18 ED 5

4 SPD 12

5 REC 0

40 END 3

35 STUN 11

 

6" RUN 0

2" SWIM 0

2" LEAP 0

Characteristics Cost: 120

 

Cost Power END

12 Hard to Scare and Scary: +15 PRE (15 Active Points); Only for resisting/inflicting fear/intimidation Power loses about a fourth of its effectiveness (-1/4)

56 Soul Self: Telekinesis (40 STR), Fine Manipulation (70 Active Points); Cannot Directly affect living things Power loses about a fourth of its effectiveness (-1/4) 7

16 Soul Merge: Telepathy 8d6 (40 Active Points); Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-3/4), Character is totally unaware of nearby events (-1/4), Raven suffers the damage her target does while she is contact Power loses about a third of its effectiveness (-1/2) 4

14 Raven Avatar: Mind Scan 8d6 (40 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2) 4

50 Soul Sheild: Force Wall (10 PD/10 ED) 5

25 Soul Sheild 2: Force Field (10 PD/10 ED), Reduced Endurance 1/2 END (+1/4) (25 Active Points) 1

7 Soul Shield 3: +3 with HTH Combat (15 Active Points); Only with Block Power loses about half of its effectiveness (-1), Costs Endurance Only Costs END to Activate (-1/4) 1

36 Raven Avatar: Flight 18" 4

37 Soul Form: Teleportation 10", Position Shift, x4 Increased Mass, x8 Noncombat, Safe Blind Teleport (+1/4) (56 Active Points); Extra Time Full Phase (-1/2) 6

20 Soul Form 2: Teleportation 5", x4 Increased Mass, Safe Blind Teleport (+1/4), Megascale (1" = 1 km; +1/4) (30 Active Points); Extra Time Full Phase (-1/2) 3

17 Psychic Flashes: Retrocognitive Clairsentience (Hearing , Sight And Hearing Groups) (60 Active Points); No Conscious Control (-2), Vague and Unclear (-1/2) 6

Powers Cost: 290

 

 

Cost Skill

3 Combat Piloting (The T Jet) 13-

5 Interrogation 14-

4 KS: The Magical World 13-

5 Power (EGO-based) (7 Active Points); Gestures (-1/4), Incantations (-1/4) 16-

3 PS: Meditation (EGO-based) 14-

4 SS: Occultism (INT-based) 13-

9 +3 with Soul Powers

Skills Cost: 33

 

 

 

 

Total Character Cost: 443

 

Val Disadvantages

10 Physical Limitation: Need focusing techniques when she uses her full powers (Gestures or incantations) (Frequently; Slightly Impairing)

10 Physical Limitation: Must meditate daily to keep her powers under control (Infrequently; Greatly Impairing)

10 Physical Limitation: Powers tend to misfire when she feels strong emotion (Infrequently; Greatly Impairing)

20 Psychological Limitation: Cold and aloof by nessecity (Very Common; Strong)

10 Psychological Limitation: "Goth" (Uncommon; Strong)

15 Psychological Limitation: Embarrased by her own emotions (Common; Strong)

15 Hunted: Slade 11- (As Pow; Harshly Punish)

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

10 Distinctive Features: Beautiful young Goth girl (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

 

Disadvantage Points: 115

 

Base Points: 200

Experience Required: 128

Total Experience Available: 128

Experience Unspent: 0

 

Notes: I'm happier with this version. I didn't give Raven an EC because the best I could think of was "Soul Powers" and that could be just about anything really. One of my rules of thumb about Elemental Control is that there has to be a fairly common set of powers that can't be included. Raven could manifest just about any ability and call it a "Soul Power" since its basically magic. You could make a justification for giving her a VPP of "Soul Powers" but this write up has some of the powers she uses most frequently. She has demonstrated others such a Mental Illusions (and extensive ones) but they weren't under her control at all.

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Terra

 

Terra

 

Player: NPC

 

Val Char Cost

10 STR 0

15 DEX 15

20 CON 20

10 BODY 0

10 INT 0

12 EGO 4

12 PRE 2

14 COM 2

 

12 PD 4

12 ED 2

4 SPD 15

6 REC 0

44 END 2

31 STUN 6

 

6" RUN 0

2" SWIM 0

2" LEAP 0

Characteristics Cost: 72

 

Cost Power END

80 Earth Control: Multipower, 100-point reserve, all slots: Requires Earth and Rock Power loses less than a fourth of its effectiveness (+0) (100 Active Points); Gestures (-1/4)

7u 1) Hurled Rocks: Energy Blast 10d6 (vs. PD), Reduced Endurance 1/2 END (+1/4), Indirect Any origin, any direction (+3/4) (100 Active Points); Requires Earth Power loses about a fourth of its effectiveness (-1/4) 4

6u 2) Rock Storm: Energy Blast 7d6 (vs. ED), Autofire (5 shots; +1/2), Reduced Endurance 1/2 END (+1/2), Indirect Any origin, any direction (+3/4) (96 Active Points); Requires Earth and Rock Power loses about a fourth of its effectiveness (-1/4) 4

3u 3) Earth Moving: Tunneling 6" through 8 DEF material (Fill In Hole) (46 Active Points); Limited Medium:Earth and Stone Limited (-1/2) 5

5u 4) Earth Manipulator: Telekinesis (50 STR), Reduced Endurance 1/2 END (+1/4) (94 Active Points); Only to manipulate Earth and Rock Power loses about a third of its effectiveness (-1/2), Affects Whole Object (-1/4) 4

2u 5) Rock Wall: Entangle 6d6, 6 DEF (60 Active Points); Only To Form Barriers (-1), Requires Earth and Rock Power loses about a fourth of its effectiveness (-1/4) 6

 

16 Rock Riding: Flight 10" (20 Active Points); Physical Manifestation (Rock Platform) Power loses about a fourth of its effectiveness (-1/4) 2

Powers Cost: 119

 

 

Cost Skill

3 Breakfall 12-

3 Climbing 12-

3 Streetwise 11-

6 Survival (Desert, Mountain, Temperate/Subtropical) 11-

3 +1 with Earth Powers

Skills Cost: 18

 

 

Cost Talent

12 Combat Luck (6 PD/6 ED)

Talents Cost: 12

 

 

Total Character Cost: 221

 

Val Disadvantages

10 Physical Limitation: Powers tend to go out of control causing Earthquakes, landslides, etc (Infrequently; Greatly Impairing)

10 Money: Destitute

10 Social Limitation: Minor (Frequently; Minor)

5 Unluck: 1d6

15 Psychological Limitation: Runs from responsibility (Common; Strong)

15 Psychological Limitation: Low Self Worth and guilt ridden about her lack of control (Common; Strong)

20 Psychological Limitation: Doesn't believe she deserves friends and easily convinced she's hated (Very Common; Strong)

 

Disadvantage Points: 85

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Notes: This is a preliminary work out of Terra, former friend and later enemy of the Teen Titans. Terra has power Earth Control powers but her defenses seem to be almost non existent. I gave her some combat luck basically to keep her alive even in a low powered setting like TT. This write up again feels a little skimpy but should provide a good starting point for a more developed character. Note this is before her training by Slade. That version of Terra would have some armor, more power tricks (and more powerful ones) and a Mind Link to Slade.

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Control Freak

 

Control Freak

 

Player:

 

Val Char Cost

8 STR -2

15 DEX 15

12 CON 4

10 BODY 0

15 INT 5

12 EGO 4

12 PRE 2

8 COM -1

 

3/7 PD 1

2/6 ED 0

3 SPD 5

4 REC 0

24 END 0

20 STUN 0

 

6" RUN 0

2" SWIM 0

1 1/2" LEAP 0

Characteristics Cost: 33

 

Cost Power END

8 Armored leather costume: Armor (4 PD/4 ED) (12 Active Points); OIF (-1/2)

5 Behold the power of Geekdom: +10 PRE (10 Active Points); Defensive Only Power loses about half of its effectiveness (-1)

55 Magical Remote Control: Summon 200-point (x4 Number Of Beings), Expanded Class of Beings: Animates local things into "monsters" Limited Group (+1/2), Amicable Slavishly Devoted (+1) (125 Active Points); OAF (-1), Limited Power: Only animates local objects Power loses about a fourth of its effectiveness (-1/4) 12

Powers Cost: 68

 

 

Cost Skill

5 KS: Movie Trivia (INT-based) 14-

7 KS: Science Fiction and Horror Triva (INT-based) 16-

15 +3 with DCV

Skills Cost: 27

 

 

 

 

Total Character Cost: 128

 

Val Disadvantages

5 Distinctive Features: Overweight, glasses wearing geek in a bad trek costume (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

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

20 Psychological Limitation: Disdains those that don't know how important his pet obession is... (Common; Total)

15 Psychological Limitation: Arrogant about his "knowledge" (Common; Strong)

10 Social Limitation: Obsessed Nerd (Frequently; Minor)

 

Disadvantage Points: 55

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Background: Control Freak is a single appearance villain from the Episode “Fear Itselfâ€. He’s seems to be little more than red herring to get the Titans to the video store in the opening scene of the show and is swiftly captured and never seen again in later season. Control Freak’s major motivation his obsessive desire to make sure people are “right†about his particular obsessions (horror and science fiction movies). He expresses his ire against those that don’t know with is arcane remote control which seems to be able to animate objects into “creatures†that do his bidding. He animates movie poster, video tapes and other things into fairly effective combat creatures in the course of battle. The GM should improvise creature stats to give the players a good fight, but Control Freak is no major villain.

 

Appearance: Control Freak looks every inch the couch potato. He’s overweight, has bad skin and wears a leather outfit vaguely reminiscent of a Klingon warrior. He stands out in a crowd, but would blend right in at say, a Star Trek convention. Control Freak is also surprisingly agile for his bulk and can move quickly.

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Mumbo Jumbo

 

Mumbo Jumbo

 

Player: NPC

 

Val Char Cost

10 STR 0

20 DEX 30

15 CON 10

10 BODY 0

12 INT 2

15 EGO 10

15 PRE 5

10 COM 0

 

16 PD 2

16 ED 1

4 SPD 10

5 REC 0

30 END 0

30 STUN 7

 

9" RUN 0

2" SWIM 0

2" LEAP 0

Characteristics Cost: 77

 

Cost Power END

80 Stage Magic: Variable Power Pool (Magic Pool), 50 base + 30 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (125 Active Points); OAF (Focus (magic wand); -1), Variable Limitations (requires -1 worth of Limitations -1/2)

 

6 Quick Getaway: +3" Running (9" total) 1

Powers Cost: 86

 

 

Cost Skill

5 KS: Stage Magic 14-

5 PS: Stage Magician 14-

5 Sleight Of Hand 14-

15 +3 with DCV

8 +1 with All Combat

Skills Cost: 38

 

 

Cost Talent

24 Combat Luck (12 PD/12 ED)

Talents Cost: 24

 

 

Total Character Cost: 225

 

Val Disadvantages

10 Distinctive Features: Clownish Stage Magician (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

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

15 Physical Limitation: All his spells stop when his wand is broken (Infrequently; Fully Impairing)

15 Psychological Limitation: Greedy (Common; Strong)

25 Psychological Limitation: Somewhat Insane (Very Common; Total)

15 Social Limitation: Wanted Criminal (Frequently; Major)

 

Disadvantage Points: 95

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Notes: Mumbo Jumbo is a villain that has so far shown up once in the series. His shtick is Stage Magic. He has a wand that allows to him cast “spells†that can do just about anything his warped mind can come up with relating to stage magic. He’s done such things as shoot endless scarves out of his sleeves to entangle, pull monstrous animals out his hat and other somewhat corny but powerful tricks. He tends to mock his opponents and make one liners in combat. Mumbo is very frustrating opponent to fight due that and the fact he’s hard to hit. In his first and so far only, appearance was able to hold off most of the team before they figure out his weakness. Break his wand and his magic is completely undone. Mumbo has yet to turn up again and is most likely in prison. Mumbo Jumbo seems primarily motivated by greed, but he might have been hired by Fixit to distract the rest of the Titans while he kidnapped Cyborg.

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Plasmus

 

Plasmus

 

Player: NPC

 

Val Char Cost

45 STR 35

12 DEX 6

28 CON 36

15 BODY 10

8 INT -2

12 EGO 4

20 PRE 10

6 COM -2

 

20 PD 11

20 ED 14

3 SPD 8

15 REC 0

60 END 2

55 STUN 3

 

8" RUN 4

2" SWIM 0

9" LEAP 0

Characteristics Cost: 139

 

Cost Power END

10 Naturally Tough: Damage Resistance (10 PD/10 ED)

30 Amorphous semi liquid body: Physical Damage Reduction, Resistant, 50%

12 Semi liquid body: Energy Damage Reduction, Resistant, 25% (15 Active Points); Not vs fire Power loses about a fourth of its effectiveness (-1/4)

8 Big and Flexible: Stretching 2" (10 Active Points); Always Direct (-1/4) 1

20 Amorphous body: Shapeshift (Touch Group; Variety of Shapes: Any Shape) (25 Active Points); Limited Effect:Gooey Flowing effects (-1/4) 2

27 Gooey tendril: Entangle 4d6, 4 DEF (40 Active Points); No Range (-1/2) 4

78 Split into Multiple bodies: Duplication (creates 4 339-point Duplicates)

30 Lives on Toxic Waste: Life Support , Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Self-Contained Breathing

3 Tireless and always awake: Life Support , Sleeping: Character does not sleep

Powers Cost: 218

 

 

Cost Skill

15 +3 with HTH Combat

Skills Cost: 15

 

 

 

 

Total Character Cost: 372

 

Val Disadvantages

25 Distinctive Features: Huge slime monster (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

15 Enraged: In combat (Uncommon), go 11-, recover 11-

15 Physical Limitation: Nearly mindless/animal intelligence (Frequently; Greatly Impairing)

10 Physical Limitation: Needs to feed on sewage and toxic waste (Frequently; Slightly Impairing)

15 Reputation: Rampaging Monster 11- (Extreme)

10 Social Limitation: Wanted Criminal (Frequently; Minor)

15 Hunted: Teen Titans 11- (As Pow; Harshly Punish)

20 Accidental Change: To human form when knocked unconsious Always (Uncommon)

 

Disadvantage Points: 125

 

Base Points: 200

Experience Required: 47

Total Experience Available: 0

Experience Unspent: 0

 

Notes:Plasmus is a rampaging monster that has shown up a few times in the series. He/It is quite powerful and seems to be driven only by a desire to destroy and to consume toxic chemicals and sewage. Plasmus has proven itself able to take on the entire team, including splitting into four smaller, but almost as powerful duplicates of itself. When/If Plasmus is defeated he reverts to a normal human, an unnamed skinny fellow that seems quite horrified by his transformation in the brief moments we hear him speak since he quickly transforms into Plasmus when he is awake. Apparently he can only maintain a human form when asleep and is kept in suspended animation all the time as a result.

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Puppet King

 

The Puppet King

 

Player:

 

Val Char Cost

5 STR -5

12 DEX 6

13 CON 6

8 BODY -4

12 INT 2

12 EGO 4

15 PRE 5

10 COM 0

 

6 PD 5

5 ED 2

3 SPD 8

4 REC 0

30 END 2

20 STUN 2

 

6" RUN 0

2" SWIM 0

1" LEAP 0

Characteristics Cost: 33

 

Cost Power END

50 Animated Puppet: Life Support , Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: Immortal, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character does not sleep

10 "Child sized puppet": +2 with DCV

2 Made of wood: Damage Resistance (3 PD/3 ED) (3 Active Points); Not vs Fire Power loses about a fourth of its effectiveness (-1/4)

72 Body Switch: Transform 6d6: Character into Zombie Puppet Slave (Major), Based On EGO Combat Value (Mental Defense; +1) (180 Active Points); OAF (-1), Character must be near a puppet "double" to transfer his soul into Power loses about a third of its effectiveness (-1/2) 18

17 Body Switch Targetting Ritual: Mind Scan 10d6 (50 Active Points); OAF (-1), Only to target Transform Power loses about a third of its effectiveness (-1/2), Stops Working If Mentalist Is Knocked Out (-1/4), Does Not Provide Mental Awareness (-1/4) 5

Powers Cost: 151

 

 

Cost Skill

5 PS: Puppeteer 14-

5 PS: Woodcarving (DEX-based) 13-

6 KS: Occult (INT-based) 14-

Skills Cost: 16

 

 

 

 

Total Character Cost: 200

 

Val Disadvantages

20 Distinctive Features: Creepy animated puppet (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

10 Physical Limitation: Small (Frequently; Slightly Impairing)

10 Social Limitation: Obviously inhuman, no background (Frequently; Minor)

15 Physical Limitation: "Dies" if Puppet Control is destroyed (Infrequently; Fully Impairing)

15 Psychological Limitation: Arrogant (Common; Strong)

15 Psychological Limitation: Wants power and control (Common; Strong)

 

Disadvantage Points: 85

 

Base Points: 115

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Background: The Puppet King is a one shot villain that appears in the episode “Trading Placesâ€. He is an animated marionette of unknown origin with the power (apparently magical) of transferring people’s souls into small puppet duplicates while their bodies act as his servants. The Puppet King plans on using his powers to permanently take over the Teen Titans and use them as his personal army to control the city. His plans go somewhat awry and two Titans escape (in the wrong bodies) to thwart his plans. The Puppet King’s controller is destroyed in the final battle and he reverts to being a normal, inanimate puppet. He is seen in the Titan’s trophy room in a later episode, gathering dust.

 

Appearance: The Puppet King looks like a wooden marionette of a stylized European king, complete with a small crown. He doesn’t have strings, of course and has breathy, rather nasal voice. He tends to talk to himself and make grand speeches about his plans and power. He doesn’t seem to have fingers, but it doesn’t reduce his manual dexterity (I considered it artistic license so I have him no disadvantage for it).

 

Powers: The Puppet King demonstrated few powers. He is a not alive so Life Support seemed reasonable and being made of wood would make him durable. His Transform appears to work against Spirit so is based on ECV. He first needs to create a puppet replica of the target (these replicas are very detailed, but that might be a matter of pride). When the target is near the replica and relatively helpless (He transforms that Titans when they are sleeping, later when Starfire and Raven are being held, but its arguable that this is in case it takes extra time for the transform to take effect so I did not give the power a limitation) and the target’s soul leaves their bodies and enters the puppets. The body remains animate and retains all physical and presumably mental powers. It can “think†but has no free will whatsoever, doing whatever the Puppet King orders. The victims are trapped in their puppet doubles, able to speak but not move. The Transform can be healed by using the King’s controller (A marionette control with embedded colored stones or gems) to reverse the ritual, or destroying it. If the puppet bodies are destroyed the Transformation becomes permanent (plot device in my opinion). The Puppet King doesn’t seem to have to close to enact the Transformation, so I gave him a ritual to target it mentally (Mind Scan). Also, if the controller is destroyed the magic that animates the Puppet King ceases to function.

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Warp

 

Warp

 

Player:

 

Val Char Cost

10 STR 0

15 DEX 15

18 CON 16

10 BODY 0

12 INT 2

15 EGO 10

15 PRE 5

10 COM 0

 

5/17 PD 3

5/17 ED 1

4 SPD 15

6 REC 0

40 END 2

30 STUN 6

 

6" RUN 0

2" SWIM 0

2" LEAP 0

Characteristics Cost: 75

 

Cost Power END

Futuristic Battlesuit, all slots: OIF (-1/2)

24 1) Armor (12 PD/12 ED) (36 Active Points)

73 2) Vortex Regulator: Extra-Dimensional Movement (Related Group of Dimensions, Any Location), Travel Through Time, x4 Increased Weight, Usable By Other (+1/4), Area Of Effect (One Hex; +1/2), Reduced Endurance 0 END (+1/2) (146 Active Points); Vortex Must stay open for additional Phase Power loses about a fourth of its effectiveness (-1/4), If Vortex regulator is damage, random effects will result Power loses about a fourth of its effectiveness (-1/4)

73 Weapon Systems: Multipower, 110-point reserve, all slots: (110 Active Points); OIF (-1/2)

7u 1) Rapid Fire Shoulder Blasters: Energy Blast 8d6 (vs. ED), Autofire (5 shots; +1/2), Reduced Endurance 0 END (+1) (100 Active Points)

5u 2) Main Energy Cannon: Energy Blast 10d6 (vs. ED), Reduced Endurance 0 END (+1/2) (75 Active Points)

7u 3) Explosive Throwing Disks: (Total: 110 Active Cost, 71 Real Cost) Shattering Throw: Missile Deflection (Arrows, Slings, Etc.), Required Hands One-Handed (+0), Ranged Full Range (+1) (20 Active Points); Will Not Work Against Heavy Missiles (-1/4) (Real Cost: 16) plus Explosive Disk: Energy Blast 9d6 (vs. PD), Explosion (+1/2), Reduced Endurance 0 END (+1/2) (90 Active Points) (Real Cost: 90)

5u 4) Cyrstal Trap System: Entangle 4d6, 4 DEF, Area Of Effect (One Hex; +1/2), Reduced Endurance 0 END (+1/2) (80 Active Points)

4u 5) Defensive Barrier: Force Wall (13 PD/13 ED), Reduced Endurance 0 END (+1/2) (97 Active Points); Self Only (-1/2), Can't move when power is employed Power loses about a third of its effectiveness (-1/2)

Powers Cost: 198

 

 

Cost Skill

3 Electronics 11-

4 KS: Current events (history) 13-

2 KS: Time Travel 11-

5 Lockpicking 13-

6 Navigation (Temporal) 13-

7 Inventor 13-

1 SS: Temporal Physics 8-

5 Security Systems 12-

9 +3 with any three maneuvers or a tight group of attacks (Battlesuit Weapons)

Skills Cost: 42

 

 

 

 

Total Character Cost: 315

 

Val Disadvantages

10 Physical Limitation: Suffers random changes if Vortex regulator damaged (Infrequently; Greatly Impairing)

5 Unluck: 1d6

15 Psychological Limitation: Greedy (Common; Strong)

15 Psychological Limitation: Overconfident, disdainful of "Primitives" (Common; Strong)

15 Psychological Limitation: Convinced the past cannot be changed (Common; Strong)

 

Disadvantage Points: 60

 

Base Points: 200

Experience Required: 55

Total Experience Available: 55

Experience Unspent: 0

 

Background: Warp is another one shot. He’s the principle villain from the ep “How long is forever?†Warp is apparently a thief from the future who travels threw time to steal valuable artifacts. His foreknowledge of coming events makes him quite overconfident. He’s sure he will succeed because “history†says he succeeded and history cannot be changed (in his opinion) thus he is very condescending and dismissive to his opponents. Warp doesn’t come across as a very talented thief. He seems to rely on his technological superiority and gadgets, but I gave him some basic “thief†skills to round him out. Warp, for all his confidence, doesn’t seem to be very lucky. His plans are thwarted and his “Vortex regulator†damaged twice, once resulting in him and Starfire being misplaced in time with Warp turned into an old man, and finally Warp being reduced to an infant.

 

Appearance: Warp is a tall slim man with an arrogant face, small mustache and constant smirk. He has a cultured accent and speaks in an educated, though condescending manner. He tends to dismiss his opponents as “delaying inevitable†and fights for his goal, little more. His armor is dull yellow with black arms and legs and matching open faced helmet.

 

Powers: Warp uses a suit of high tech armor from 100 years in the future. It has several weapons systems and can generate a powerful defensive force field. The “Vortex Regulator†is a blue hemisphere set in the suit’s chestplate. It creates a wormhole threw time. Others can use the Wormhole and it stays open a few seconds after Warp uses it. The Regulator can be targeted in combat and if damage causes random temporal effects, such as aging Warp or sending the travelers to random locations in time. Given Warp’s misunderstanding of the nature of time travel, it doesn’t seem likely that he invented his time travel technology.

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