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Real heroes never die?


WilyQuixote

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Ranger

 

Player: Steve Willson

 

Val Char Cost
80 STR 5
20 DEX 30
20 CON 20
14 BODY 8
28 INT 18
15 EGO 10
10 PRE 0
10 COM 0
5/52 PD 2
5/52 ED 1
4 SPD 10
8 REC 2
40 END 0
36 STUN 4
7" RUN22" SWIM016" LEAP0Characteristics Cost: 112

 

Cost Power END
27 Magnetism: Elemental Control, 80-point powers, all slots: (40 Active Points); OIF (Focus (Powered Armor); -1/2)
27 1) Defensive Screens: Force Field (32 PD/32 ED), Hardened (+1/4) (80 Active Points) (uses END Reserve) 8
23 2) Magnetic Levitation: Flight 32", Usable Underwater (+1/4) (80 Active Points); No Noncombat Movement (-1/4) (uses END Reserve) 8
20 3) Magnetic Muscles: +65 STR, Reduced Endurance Half END (+1/4) (81 Active Points); No Figured Characteristics (-1/2) (uses END Reserve) 3
20 4) Magnetic Force Bolts: Energy Blast 16d6 (vs. ED) (80 Active Points); No Knockback (-1/4), Beam (-1/4) (uses END Reserve) 8
33 Magnephase Matrix: Endurance Reserve (200 END, 30 REC) (50 Active Points); OIF (-1/2)
5 Overload Bolt: Energy Blast + 8d6 (vs. ED) (40 Active Points); Increased Endurance Cost 5x END (-2), 1 Charges (-2), Linked to Magnetic Force Bolts (-1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4), Costs Endurance Costs END Every Phase (-1/2), Burns out Magnetic Force Bolts until repaired at base, Side Effect occurs automatically whenever Power is used (Always occurs -1/2), Beam (-1/4), No Knockback (-1/4) (uses END Reserve) 20
6 Defense Screens: +12 Mental Defense (15 points total), Hardened (+1/4) (16 Active Points); OIF (-1/2), Linked to Defensive Screens (-1/2), Costs Endurance Costs END Every Phase (-1/2) (uses END Reserve) 2
6 Defense Screens: Lack Of Weakness (-15) for Resistant Defenses (15 Active Points); OIF (-1/2), Linked to Defensive Screens (-1/2), Costs Endurance Costs END Every Phase (-1/2) (uses END Reserve) 1
6 Defense Screens: Power Defense (15 points) (15 Active Points); OIF (-1/2), Linked to Defensive Screens (-1/2), Costs Endurance Costs END Every Phase (-1/2) (uses END Reserve) 1
2 Ultramode Travel: Flight 1", Megascale (1" = 10 km; +1/2), Can Be Scaled Down: 1" = 1km (+1/4) (3 Active Points); OIF (-1/2) (uses END Reserve) 1
37 Magnetically Reinforced Chainmail: Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points); OIF (-1/2)
4 Polarized Visor: Flash Defense (5 points) (Sight Group), Hardened (+1/4) (6 Active Points); OIF (-1/2)
2 Global Positioning System: Detect Current Location 15-, Sense Flashed as Radio (+0) (3 Active Points); OIF (-1/2)
5 Optical Systems: Enhanced Perception (+4 to PER Rolls for Sight Group) (8 Active Points); OIF (-1/2)
11 IR Camera: Infrared Perception (Discriminatory, Targeting Sense) (20 Active Points); OIF (-1/2), Flashed as Sight (-1/4)
7 Radar Array: Radar (15 Active Points); OIF (-1/2), Flashed as Sight (-1/4), Sense Affected As More Than One Sense (-1/4)
11 Communications Array: High Range Radio Perception (Discriminatory) (17 Active Points); OIF (-1/2)
26 Fully Contained Environment: Life Support , Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing (39 Active Points); OIF (-1/2)
7 Computer Targeting: +2 with Ranged Combat (10 Active Points); OIF (-1/2)
Powers Cost: 285

 

 

Cost Skill
5 Inventor 16-
3 Cybernetics 15-
3 Computer Programming 15-
3 Security Systems 15-
3 Analyze: Technology 15-
3 KS: Supervillains (INT-based) 15-
3 KS: Superheroes (INT-based) 15-
30 +3 Overall
3 Scientist
3 1) SS: Physics (INT-based) (4 Active Points) 16-
4 2) SS: Magnetism (INT-based) (5 Active Points) 17-
2 3) SS: Metallurgy (INT-based) (3 Active Points) 15-
2 4) SS: High Energy Physics (INT-based) (3 Active Points) 15-
2 5) SS: General Science (INT-based) (3 Active Points) 15-
Skills Cost: 69

 

 

Cost Talent
4 Speed Reading: x10
5 Eidetic Memory
Talents Cost: 9

 

 

Total Character Cost: 475

 

Val Disadvantages
15 Social Limitation: Secret Identity Frequently (11-), Major
15 Dependent NPC: Diana Green (Sister) 8- (Infrequently), Normal, Unaware of character's adventuring career/Secret ID
20 Dependent NPC: Dr. Irwin Ledbetter 8- (Infrequently), Incompetent (-20 points or lower), Unaware of character's adventuring career/Secret ID [Notes: The Dean of UC Berkeley Science Dept., he is constantly trying to steal his subordinates' research and claim their work for his own. Due to Dr. Green's high profile (and secret activities) he is particularly aggravating to our hero.]
15 Reputation: Often uses excessive force to subdue criminals Frequently (11-), Extreme
20 Psychological Limitation: Protect Innocents Very Common, Strong
20 Psychological Limitation: Obsessed with avenging his parents' murders and sister's crippling by supervillains Common, Total
15 Psychological Limitation: Overconfident Common, Strong
20 Vulnerability: 2x Effect Magnetic Attacks Common
10 Hunted: 8- (Occasionally), As Powerful, Harshly Punish

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 125

Total Experience Available: 125

Experience Unspent: 0

 

Background: A brilliant and world-reknowned physicist who specializes in quantum magnetism, Dr. Kevin Green was researching magnetic superconductivity with the ultimate intent of eventually creating a source of environmentally friendly renewable power which drew it's power directly from Earth's own magnetic field. In 1982 as he was nearing a major breakthrough, Kevin's parents were both killed during an attack by supervillains on the Amtrak Sunset Limited passenger train they were traveling on. His younger sister Diana was crippled in the same attack, and is now confined to a wheelchair. So enraged was Kevin by this incident that he decided that something had to be done about the supervillain menace. Since the authorities appeared unable to deal with the problem, he decided he would do something about it himself. Instead of announcing and patenting his brilliant Magnephase Matrix generator (Which would not only have made him fabulously wealthy, but probably won him a Nobel Prize in physics), Dr. Green began secretly working to adapt it as the power source for a set of advanced magnetically-powered armor of his own design. It took him almost two years to construct, but when completed it was one of the most powerful sets of powered armor on Earth. Henceforth, his most important work would be as Ranger.

 

Personality/Motivation: Dr. Green is a driven, almost obsessed, man. He regards almost anything that keeps him from fighting supervillains and preventing harm to innocents as a mere nuisance. He spends the bare minimum of time necessary doing the necessities such as eating and work, the rest of the time he is either tinkering with his armor or wearing it. He has no friends beyond a few acquaintances at work. When he fights supervillains, he always goes all out. He has crippled at least 2 supervillains and seriously injured at least a dozen others. So far none have died, but that seems likely to be only a matter of time. On the other hand, he is absolutely fearless and dedicated. The authorities in the Bay area regard him as somewhat of a mixed blessing because of his frequent use of excessive force and unusually high property damage; but on the other hand over the years at least 11 supervillains have surrendered upon the mere arrival of Ranger. He is the type who shoots first and asks questions afterwards, this has led him into several accidental fights with superheroes due to mistaken identity. Once cleared up, the targets of his mistake are lucky if they get a terse "Sorry." before he flies off to look for real criminals. He is totally convinced that what he is doing is righteous and just. His only soft spot is for his sister, who has dealt with her injuries and parents' deaths much better than her older brother. His apparent lack of human emotions while in his powered armor, along with the computer-synthesized voice he uses to disguise his identity, has led more than one person to speculate that Ranger is some type of android or robot.

 

Powers/Tactics: One of the west coast's most experienced superheroes, the incredible mobility, strength and defenses provided by his powered armor make Ranger a formidable combatant. His enhanced senses and sophisticated on-board computerized targeting systems enable Ranger to track and hit almost any opponent. His opening repartee generally consists of "Surrender, villain!", followed instantly by a powerful attack. He will generally open up at range with his magnetic force beam, then fly in for a punch or move through to finish off his opponent. He assumes any supervillain is capable of surviving one of his attacks; if they are hospitalized he figures they were in the wrong line of work. Ranger was a founding member of the Sentinels superteam in San Francisco in the mid-1980s, but he left after several years because the other heroes were too restricted in their methods. He will still assist the Sentinels if asked, generally because it means he gets to pummel more paranormal miscreants. If he cannot find any supervillains, Ranger is not above patrolling for more mundane criminals. He routinely monitors police and fire department radio frequencies for emergencies as well as cable news stations, and will generally respond to emergencies that involve innocents such as fires. Due to his extremely high Ultramode flight speed (7450 MPH, or approximately Mach 10), Ranger will often respond to major emergencies far from the Bay area. Since flying coast-to-coast across the United States takes him only about 20 minutes, he was the first superhero from the west coast to arrive at the World Trade Center on September 11, 2001. He had already rescued at least 60 people when the second tower collapsed while he was still inside. His tough defenses allowed him to survive, although he suffered a broken arm in the collapse.

 

Although his armor's batteries store quite a bit of power and can almost completely recharge from empty in only one minute, in extended battles Ranger has to watch his energy consumption to avoid draining his batteries too quickly. He generally does this by discontinuing use of his force beams and perhaps reducing the level of his force field, which in turn proportionately lowers his more exotic defenses.

 

Campaign Use: A powerful solo character, Ranger makes a good NPC foil for "minimum necessary force" types of heroes. He is just a little bit short of crossing the line into a full blown vigilante. HIs relations with local law enforcement are rocky at best, although he has some support in certain US government agencies due to some dangerous missions he has undertaken for them. Most other superheroes in the Bay area regard him as almost as dangerous as a supervillain. (Picture Bruce Wayne in Iron Man's armor and you get the idea.)

 

Appearance: Except for the rigid helmet, his powered armor is a micromesh chainmail of an advanced alloy with a spandex covering, studded with thousands of Magnephase nodes which generate the force fields and other powers. There is a built-in streamlined backpack under his cape which contains the Magnephase Matrix power generator and onboard computer for the armor, and all controls are by cybernetics. In the armor he stands 6'6" tall and weighs 260 pounds. His cape constantly ripples from the magnetic "winds" that emanate from his armor.

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