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[Character] Hype


Killer Shrike

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Hype

Kyle Sanders

Val Char Cost
33/60 STR 23
33 DEX 69
33 CON 46
15 BODY 10
14 INT 4
15 EGO 10
15 PRE 5
16 COM 3
10/50 PD 3
10 ED 3
8 SPD 37
15 REC 2
66 END 0
50 STUN 1
20"/30" RUN 28
0" SWIM -2
6 1/2"/31 1/2" LEAP 0
Characteristics Cost: 242
attachment.php?s=&postid=66729

Cost Power END
6 Hyper-Sight: Normal Sight, Megascale (1" = 1 km; +1/4) (6 Active Points)
12 Hyper-Resistant: Damage Resistance (10 PD/10 ED), Hardened (+1/4) (12 Active Points)
7 Hyper-Regeneration: Healing 1d6 (max. Healed Points: 6), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (20 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).]
2 Hyper-Thought: +2 Mental Defense (5 points total)
5 Hyper-Metabolism: Power Defense (5 points)
30 Hyper-Kinetic Movement: Multipower, 30-point reserve
6m 1) Hyper-Kinetic Bursts: Leaping +20" (6 1/2"/31 1/2" forward, 3"/15 1/2" upward) (Accurate, Improved Noncombat Movement (x4)) (30 Active Points) 3
3u 2) Hyper-Boost: +10" Running (20"/30" total), Reduced Endurance 0 END (+1/2) (30 Active Points)
2u 3) Hyper-Cardio: 0" Running (20"/30" total), Reduced Endurance 0 END (+1/2) (20 Active Points)
1u 4) Hyper-Acceleration: 0" Running (20"/30" total), Combat Acceleration/Deceleration (+1/4) (10 Active Points) 1
1u 5) Hyper-Strider: Naked Modifier, Megascale (1" = 1 km; +1/4), Combat Acceleration/Deaceleration (+1/4) (10 Active Points) 1
1u 6) Hyper-Centrifugal: Clinging (normal STR) (10 Active Points); Must at least Half Move (-3/4)
40 Speed Trix: Multipower, 40-point reserve
1u 1) Hyper-Extra Regeneration: Healing 2d6 (max. Healed Points: 12), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (40 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).]
2u 2) Hyper-Velocity: +27 STR, Reduced Endurance 0 END (+1/2) (40 Active Points); No Lifting Power (-1), No Figured Characteristics (-1/2)
3u 3) Hyper-Defensive: (Total: 40 Active Cost, 33 Real Cost) Hyper-Dodgy: +4 with DCV (20 Active Points); Costs Endurance Costs END Every Phase (-1/2) (Real Cost: 13) plus Hyper-Blocky: +10 Block (Real Cost: 20) 2
1u 4) Hyper-Invisible: Invisibility to Sight Group, Hearing Group, Smell/Taste Group, Reduced Endurance 1/2 END (+1/4) (37 Active Points); Must at least Half Move (-3/4), Only When Not Attacking (-1/2), Bright Fringe (-1/4) 1
2u 5) Hyper-kinetic Impaction: +40 PD (40 Active Points); Conditional Power Only for Move Through & Move By Damage (-1)
4u 6) Hyper-Spinning: Drain DEX 3d6, Reduced Endurance 1/2 END (+1/4) (37 Active Points) 1
2u 7) Hyper-Throwing Blunt: Energy Blast 5d6 (vs. ED), Reduced Endurance 0 END (+1/2) (37 Active Points); OIF (Focus of Opportunity; -1/2), Range Based On Strength (-1/4)
3u 8) Hyper-Flurry: Hand-To-Hand Attack +3 1/2d6, Autofire (3 shots; +1/4), Reduced Endurance 0 END (+1) (40 Active Points); Hand-To-Hand Attack (-1/2)
3u 9) Hyper-Knockback: Hand-To-Hand Attack +4 1/2d6, Double Knockback 2x KB (+3/4) (40 Active Points); Hand-To-Hand Attack (-1/2) 4
3u 10) Hyper-Whammy: Hand-To-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-1/2) 4
Powers Cost: 140

Cost Martial Arts Maneuver
5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
Martial Arts Cost: 13

Cost Skill
3 Acrobatics 16-
3 Breakfall 16-
Skills Cost: 6

Cost Perk
1 1-888-GET-HYPE: Answering Service
1 NAR-COLA Endorsements: Money: Well Off
Perks Cost: 2

Val Disadvantages
15 Social Limitation: Secret Identity Frequently (11-), Major
10 Vulnerability to Poisons/Venoms: 2x Effect Uncommon
15 Susceptibility: Teleportation 3d6 damage, Instant, Uncommon
10 Distinctive Features: Mutant Not Concealable, Extreme Reaction, Detectable Only By Unusual Senses, Not Distinctive In Some Cultures
30 Enraged: when Restrained Uncommon, go 11-, recover 8-, Berserk
10 Hunted: Thunderbolt II 8- (As Pow; Harshly Punish)
5 Rivalry: Professional (Kinetik; Rival is As Powerful; Seek to Outdo Rival; Rival Aware of Rivalry)
15 Physical Limitation: Hyperactive All the Time, Slightly Impairing
15 Psychological Limitation: Impulsive (Common; Strong)
Disadvantage Points: 125
Cost Summary:Base Points:250Disadvantage Points: 125Experience Required: 28Total Experience Available: 29Total Character Cost: 403
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Well, as it turns out, when the GM OKd the character, he didnt pick up on the NPA in the Multipower, and asked me to design around it. So, Ive made some changes to the character, freed up some points, dropped an extraneous ability, and tweeked a bit. I also got his bg typed in while I was at it. Here is the result.

Hype

Kyle Sanders

Val Char Cost
33/60 STR 23
33 DEX 69
33 CON 46
15 BODY 10
14 INT 4
15 EGO 10
15 PRE 5
16 COM 3
10/50 PD 3
10 ED 3
8 SPD 37
15 REC 2
66 END 0
50 STUN 1
20" RUN 0
0" SWIM -2
42 1/2"/47 1/2" LEAP 0
Characteristics Cost: 214
attachment.php?s=&postid=67341

Cost Power END
6 Hyper-Sight: Normal Sight, Megascale (1" = 1 km; +1/4) (6 Active Points)
12 Hyper-Resistant: Damage Resistance (10 PD/10 ED), Hardened (+1/4) (12 Active Points)
7 Hyper-Regeneration: Healing 1d6 (max. Healed Points: 6), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (20 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).]
2 Hyper-Thought: +2 Mental Defense (5 points total)
5 Hyper-Metabolism: Power Defense (5 points)
2 Hyper-Efficient Metabolism: Life Support , Eating: Character only has to eat once per week, Sleeping: Character only has to sleep 8 hours per week
60 Hyper-Kinetic Movement: Multipower, 60-point reserve
6u 1) Hyper-Acceleration: +14" Running (20" total), Position Shift, Combat Acceleration/Deceleration (+1/4), Reduced Endurance 0 END (+1/2) (58 Active Points) [Notes: 62/124 MPH]
5u 2) Hyper-Kinetic Burst: Leaping +36" (42 1/2"/47 1/2" forward, 21"/23 1/2" upward) (Accurate, Position Shift), Combat Acceleration/Deceleration (+1/4) (59 Active Points); No Noncombat Movement (-1/4) [Notes: 132 MPH] 6
3u 3) Hyper-Centrifugal: Flight 30" (60 Active Points); Must at least Half Move (-3/4), Only In Contact With A Surface (-1/4) [Notes: 92/184 MPH] 6
4u 4) Hyper-Globetrotting: (Total: 60 Active Cost, 43 Real Cost) Hyper-quickness: Desolidification (affected by Large Area of Effects, Anti-Movement Powers), Costs END Only To Activate (+1/4) (50 Active Points); Cannot Pass Through Solid Objects (-1/2) (Real Cost: 33) plus Hyper-Cross Country: 2" Running, Combat Acceleration/Deceleration (+1/4), Reduced Endurance 0 END (+1/2), Megascale (1" = 10 km; +1/2), Can Be Scaled Down: 1" = 1km (+1/4) (10 Active Points) (Real Cost: 10) [Notes: MACH 15/30] 4
32 Speed Trix: Multipower, 40-point reserve, all slots: (40 Active Points); Requires A Speed Trix Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4)
1u 1) Hyper-Extra Regeneration: Healing 2d6 (max. Healed Points: 12), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (40 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).]
1u 2) Hyper-Velocity: +27 STR, Reduced Endurance 0 END (+1/2) (40 Active Points); No Lifting Power (-1), No Figured Characteristics (-1/2)
3u 3) Hyper-Defensive: (Total: 40 Active Cost, 27 Real Cost) Hyper-Dodgy: +4 with DCV (20 Active Points); Costs Endurance Costs END Every Phase (-1/2) (Real Cost: 13) plus Hyper-Blocky: +10 Block (Real Cost: 20) 2
1u 4) Hyper-Invisible: Invisibility to Sight Group, Hearing Group, Smell/Taste Group (30 Active Points); Must at least Half Move (-3/4), Only When Not Attacking (-1/2) 3
2u 5) Hyper-kinetic Impaction: +40 PD (40 Active Points); Conditional Power Only for Move Through & Move By Damage (-1)
2u 6) Hyper-Throwing Blunt: Energy Blast 5d6 (vs. ED), Reduced Endurance 0 END (+1/2) (37 Active Points); OIF (Focus of Opportunity; -1/2), Range Based On Strength (-1/4)
2u 7) Hyper-Flurry: Hand-To-Hand Attack +3 1/2d6, Autofire (3 shots; +1/4), Reduced Endurance 0 END (+1) (40 Active Points); Hand-To-Hand Attack (-1/2)
2u 8) Hyper-Knockback: Hand-To-Hand Attack +4 1/2d6, Double Knockback 2x KB (+3/4) (40 Active Points); Hand-To-Hand Attack (-1/2) 4
2u 9) Hyper-Whammy: Hand-To-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-1/2) 4
Powers Cost: 160

Cost Martial Arts Maneuver
5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
Martial Arts Cost: 13

Cost Skill
3 Acrobatics 16-
3 Breakfall 16-
7 Power (DEX-based) 18-
Skills Cost: 13

Cost Perk
1 1-888-GET-HYPE: Answering Service
1 NAR-COLA Endorsement: Money: Well Off
2 Televised Speedster: Reputation (US TV-watchers; 11-) +1/+1d6
Perks Cost: 4

Val Disadvantages
15 Social Limitation: Secret Identity Frequently (11-), Major
10 Vulnerability to Poisons/Venoms: 2x Effect Uncommon
15 Susceptibility: Teleportation 3d6 damage, Instant, Uncommon
10 Distinctive Features: Mutant Not Concealable, Extreme Reaction, Detectable Only By Unusual Senses, Not Distinctive In Some Cultures
30 Enraged: when Restrained Uncommon, go 11-, recover 8-, Berserk
10 Hunted: Thunderbolt II 8- (As Pow; Harshly Punish)
5 Rivalry: Professional (Kinetik; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Physical Limitation: Hyperactive All the Time, Slightly Impairing
15 Psychological Limitation: Impulsive (Common; Strong)
Disadvantage Points: 125
Cost Summary:Base Points:250Disadvantage Points: 125Experience Required: 29Total Experience Available: 29Total Character Cost: 404Height: 6' 2"Hair: BlackWeight: 220 lbsEyes: BlueAppearance: Dashingly handsome, with slicked back hair and a stern face. Extremely intense, and always moving. Constantly in a hurry to do everything. Fidgets constantly.Personality: Hype is most like the worst caffeine addict in the world, naturally. He is always agitated and in a hurry. He has a personality best described as "Type A+++"; he is direct, aggressive, and uncomplicated. His motivation to be a superhero is an ingrained desire to 'do the right thing'. His parents taught him to protect those less fortunate than himself and to use his powers for good. He also, to be quite honest, really enjoys fighting; he likes testing himself against equivalent opponents in an ongoing effort to improve himself.Quote:"Notime;toslow......"Background: Hype was born in 1978 to elderly parents in San Diego, CA. Unlike many mutants, whose powers dont catalyze until they are in puberty, Hype was born with his powers. Due to his unusualness, he never really had what you would call a normal childhood. His parents moved to a large house in Alpine, east of San Diego, and homeschooled him to minimize his contact with other people. His parents, a retired Naval Chief named George and his wife Marcy, kept drilling it into him that he had a responsibility to use his powers for the good of society, and it took. After "graduating" high school with a GED in 1996, he embarked on a career of crimefighting while still living at home; his mother made his first costume.

 

Hype was fairly local to San Diego County for the first 2 years of his 'career', but in 1998 the supercriminal Oculon discovered Hypes secret ID with his X-Ray vision, and was able to track him to his home in Alpine. Hype had interfered in his affairs once too often, and Oculon was determined to take him out of the picture. Attacking at night, Oculon used his eyeblasts at lethal force. Before Hype could strike back, Marcy was caught in Oculon's indiscriminant fire and killed instantly. George, in his 70's and wounded by falling debris, shot Oculon with an old hunting rifle, shooting him in the leg and distracting him for a moment, allowing Hype to get in a solid blow, knocking Oculon out. The house was in ruins, and once Hype took stock of the situation and realized the scope of the damage, and discovered that his mother was dead, he snapped and started beating the unconscious Oculon unmercifully, ultimately killing him. George tried to stop him, but once the deed was done he told Hype to take Oculon, tie weights to him, and dump his body 10 miles out to sea. Hype complied, leaving his father to wait on the arrival of the police.

 

Though his injuries were slight, George had no real will to live anymore with the death of his wife of 54 years, and passed away in the hospital in his sleep that night. Hype was left isolated and alone in the turn of 1 revolution of the earth around the sun. The next several days passed in a blur as he managed to get by without money, or a place to stay. Finally Hype recovered from his grief enough to do something. He felt a great need to leave, to be somewhere else, anywhere else. He started running East and just didnt stop. He tore across Arizona, New Mexico, Texas all at once and kept going. Finally he stopped in Vibora Bay, unsure of where he was. Stopping at a truck stop to get his bearings and look at a map, he sat down for a cup of coffee. While he was finishing up his cup of joe, the local station playing on the TV behind the counter switched over to a super-battle-in-progress in Vibora Bay! The superhero team NewGen was fighting a team of supervillains. One of the waitresses was heard to remark "why, thats not 5 miles from here!"; Hype asked her in which direction, and as she pointed to the south east, Hype was off like a shot, donning his homemade mask as he ran. The patrons of the truck stop saw him appear on the scene mere seconds later. In that fight, Hype squared off against Thunderbolt II and managed to best him in speedster combat, turning the tide of battle in the process. The villain team was forced to flee, and afterwards Hype introduced himself to NewGen. The leader of NewGen, Techrage, offered him a probationary membership and with no other real plans Hype accepted.

 

He served with NewGen for the next 5 years until the team disbanded in early 2003. In that time, he progressed from unknown local hero to the 'big leagues', fighting crime no only in Vibora Bay but whereever chance might take the team. He also got professionally made costumes while with NewGen and his image was carefully defined by NewGen's PR-man. As his recognition factor grew, he was offered several endorsement contracts, and accepted one from NAR-COLA, who he has done 3 commercials for thus far. With the dissolving of his group, Hype has decided to take care of some old business and has set out to track down Thunderbolt II who has made a habit of popping out of the woodworks over the last 5 years whenever he thinks he has the edge on Hype. Since "ThunderDOLT", as Hype prefers to call him, has recently been seen in Millenium City, Hype has made his way there.

Powers/Tactics: Hype is a mutant with the ability to move at incredibly high speeds. While he does have an accelerated metabolism, Hypes powers seem to function primarily by absorbing kinetic energy directly from the environment rather than purely as a function of metabolism as is common with many "speedsters". When removed from normal interaction with the universe via Teleportation Hype appears to suffer some degree of pain. Hype also seems to loose control of his faculties when restrained, manically trying to untrammel himself. All of his primary powers are applications of his incredible speed and ability to impart and absorb kinetic energy in the form of velocity. However, Hype also has a superhuman physique, and is capable of incredible feats of both agility, strength, and stamina.

 

He has been clocked as fast as Mach 30 on straitaways, and is able to traverse the United States from coast to coast in about 8 minutes following highways and through traffic. Hype is also able to move faster than the eye can see for short periods of time, and is able to shrug off incredible amounts of impact damage if propery preparred. His skin is thickened, presumably to resist friction and small debris, and is almost impervious to small arms fire. He also has an accelerated healing factor, which he seems to be able to accelerate even further when not pressed.

 

Hype will usually use his speed as a weapon, dashing in and out of a fight, taking advantage of changing combat situations, attacking foes from behind, and befuddling enemies with his ability to weave through thier ranks with seeming impunity. Occasionally he will stop moving and fight an opponent toe to toe; his incredible reaction time and agility serves him well in such occasions, and he is a formidable HtH opponent.

Campaign Use: Player Character. Speedster-Brick.
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Here is the version of Thunderbolt II currently in play in our campaign:

Thunderbolt II

Rob Bleskind

Val Char Cost
40 STR 30
27 DEX 51
30 CON 40
15 BODY 10
17 INT 7
13 EGO 6
13 PRE 3
12 COM 1
20 PD 12
20 ED 14
8 SPD 43
20 REC 12
60 END 0
50 STUN 0
25" RUN -2
2" SWIM 0
8" LEAP 0
Characteristics Cost: 227

Cost Power END
20 Toughness: Damage Resistance (20 PD/20 ED)
50 Superspeed: Multipower, 50-point reserve
10m 1) Superspeed: +20" Running (25" total), Reduced Endurance Half END (+1/4) (50 Active Points) 2
2u 2) Hyperspeed: Teleportation 20", Position Shift, x2 Increased Mass (50 Active Points); Increased Endurance Cost 2x END (-1/2), Requires A DEX Roll (-1/2), Must Pass Through Intervening Space (-1/4) 10
3u 3) Fast Hands: Missile Deflection (Bullets & Shrapnel), Missile Reflection, Reflect At Any Target (45 Active Points); Required Hands Two-Handed (-1/2)
3m 4) Accelerated Healing: Healing 2d6 (max. Healed Points: 12), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (40 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).]
Powers Cost: 88

Cost Martial Arts Maneuver
5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5 Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, +15 STR for holding on; FMove
3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, STR +1d6 +v/5 Strike; You Fall, Target Falls; FMove
4 Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, STR +1d6 +v/5; FMove
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +20 STR vs. Grabs
4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +3d6 Strike
4 +1 HTH Damage Class(es)
Martial Arts Cost: 29

Cost Skill
25 +5 with HTH Combat
4 +2 with Running
3 Computer Programming 12-
3 Electronics 12-
3 CK: Millennium City (INT-based) 12-
2 KS: Millennium City University 11-
1 KS: The Superhuman World 8-
1 Persuasion 8-
3 PS: Geologist (INT-based) 12-
3 SS: Geology (INT-based) 12-
1 Stealth 8-
3 Streetwise 12-
1 Systems Operation 8-
Skills Cost: 53

Cost Perk
2 Contact: fence 11-
1 Reputation (Speedster Villain) (A large group; 8-) +1/+1d6
Perks Cost: 3

Val Disadvantages
10 Dependent NPC: Aileen Mitchell (girlfriend): 8- (Infrequently), Normal
20 Hunted: PRIMUS 8- (Occasionally), More Powerful, Harshly Punish, Extensive Non-Combat Influence
15 Hunted: Califoria Patrol 8- (Occasionally), More Powerful, Harshly Punish
15 Psychological Limitation: Selfish And Amoral Common, Strong
5 Rivalry: Tachyon Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Rob Bleskind) Frequently (11-), Major
15 Susceptibility: Kelvarite 1d6 damage, per Phase, Uncommon
15 Susceptibility: earth control/manipulation powers 1d6 damage, per Phase, Uncommon
10 Vulnerability: 1 1/2x Effect Drains Common
30 Vulnerability: 2x STUN Electrical Attacks Very Common
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 50Total Experience Available: 50Total Character Cost: 400Height: 6' 0"Hair: Dirty BlondeWeight: 200 lbsEyes: BrownAppearance: CKC pg 209Personality: CKC pg 209Quote:CKC pg 209Background: CKC pg 209Powers/Tactics: Pretty much as in CKC, except I gave him a MPP for his speed and put his existing Superspeed power in it. I then added a 'Hyperspeed' power built as a Teleport, must cross intervening distances. This power is exactly as the Run based Superspeed power, except it allows Thunderbolt to pull of some tricks like 'running' up walls, across small bodies of water, hurdle gaps, and other similar stunts. To use this ability he must make a DEX check, and he gets +2 on this check from his existing "+2 with Running" levels. I also gave him a Missile Deflection capability, and the ability to 'rev' his metabolism to enable himself to heal faster.

 

I downgraded some of his skills, contacts, and miscellaneous abilities, and added a Martial Arts package to make him more fighty.

Campaign Use: CKC pg 209
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