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Critique my Villain, KingTone


CraterMaker

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Well, I've been working on him so I can get him out of my head and on with my life.. He's meant to be, on the surface, a 4 color Master Villain.. but he runs a little deeper than that. Tell me what you like, don't like, and would change..

 

KingTone

 

Player:

 

Val Char Cost

20 STR 10

18 DEX 24

23 CON 26

20 BODY 20

20 INT 10

20 EGO 20

30 PRE 20

14 COM 2

 

10/35 PD 6

8/33 ED 3

7 SPD 42

14 REC 10

46 END 0

54 STUN 12

 

7" RUN 2

2" SWIM 0

4" LEAP 0

Characteristics Cost: 207

 

Cost Power

17 Sonic Staff: Elemental Control, 70-point powers, (35 Active Points); all slots OAF (-1)

 

17 1) Sonic Blast: Energy Blast 14d6 (70 Active Points); OAF (-1)

17 2) Sonoluminize!: Energy Blast 7d6, Armor Piercing (x2; +1) (70 Active Points); OAF (-1)

 

25 Ancient Lemurian Power Pack: Endurance Reserve (150 END, 15 REC) Reserve: (30 Active Points); OIF (-1/2)

 

30 Power Armor: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2)

20 Lemurian Phase Shield Generator: Force Field (10 PD/10 ED/10 Power Defense) (Protect Carried Items) (40 Active Points); OIF (Power Armor; -1/2), Ablative BODY Only (-1/2)

 

10 Power Armor: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (15 Active Points); OIF (-1/2)

 

7 Power Armor: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2)

 

13 Power Armor: Active Sonar (Hearing Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); OIF (-1/2)

 

17 Voice Modulator: Mimicry 18- (21 Active Points); IIF (Voice Modulator; -1/4)

 

17 Voice Modulator: Ventriloquism 18- (21 Active Points); IIF (-1/4)

45 Occult Technology: Variable Power Pool (Gadget Pool), 30 base + 15 control cost, (45 Active Points)

Powers Cost: 235

 

Cost Martial Arts Maneuver

4 Silence, Please.. (Choke Hold): 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND

 

4 Sneer! (Martial Block): 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 Manic Strength (Martial Escape): 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs

 

3 Manic Strength (Martial Grab): 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on

 

3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 8d6 Strike

3 Targeting Computer (Defensive Shot): 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike

 

5 Targeting Computer (Far Shot): 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike

 

5 Targeting Computer (Offensive Ranged Disarm): 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +2 DC to Disarm

 

1 Use Art With Wyrm Battlesuit (Ranged Manuevers can only be used w/ Battlesuit on, representing a targeting computer)

 

8 Manic Strength (+2 HTH Damage Classes)

Martial Arts Cost: 40

 

Cost Skill

3 Electronics 13-

3 SS: Sonics 13-

3 Persuasion 15-

3 Conversation 15-

3 Bribery 15-

3 Cryptography 13-

3 Deduction 13-

3 Inventor 13-

3 Language: Latin (fluent conversation; literate)

3 Language: Arabic (fluent conversation; literate)

3 Language: Ancient Mayan (fluent conversation; literate)

3 KS: Arcane And Occult Lore 13-

3 Mechanics 13-

3 PS: Academic Scientist 13-

2 SS: Elder Worm Engineering 11-

3 Streetwise 15-

3 Oratory 15-

7 Power 13-

20 +4 with DCV

20 +2 Overall

3 PS: Criminal MasterMind 15-

Skills Cost: 100

 

Cost Perk

35 8x 125pt characters

Perks Cost: 35

 

Cost Talent

3 Perfect Pitch

Talents Cost: 3

 

Total Character Cost: 620

 

Pts. Disadvantage

15 Psychological Limitation: Craves Attention (Common, Strong)

0 Dependence: The Attention of Millions 1d6 Presence Drain, Does Not Recover Untill Dependance Met (Difficult To Obtain, 1 Month)

 

15 Distinctive Features: Genetic Wyrm Taint (Not Concealable; Extreme Reaction; Detectable Only By Technology Or Major Effort)

 

10 Rivalry: Professional (All other Heroes, Villians, Events - Wants to be Center Of Attention), Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

 

0 Hunted: The Slug 8- (As Pow, Watching)

15 Hunted: Superhero Group 11- (As Pow, Harshly Punish)

20 Enraged: Humiliated in Public (Uncommon), go 14-, recover 11-

20 Reputation: Crazy Supervillain, 14- (Extreme)

15 Unluck: 3d6

20 Psychological Limitation: Practices Extremely Formal Etiquette To Try to Reign In His WyrmTaint (Very Common, Strong)

 

Disadvantage Points: 130

Base Points: 200

Experience Required: 290

Total Experience Available: 290

Experience Unspent: 0

 

Background/History: Dr. Boris Valderbrock was originally a brilliant scientist in a second rate science field: the physics of sound. More and more he found himself trying to prove himself to his fellow Academics, prove that his work could be as acclaimed and groundbreaking as some of theirs were. For twenty two years his frustration grew - Computer Simulations spat out the answers to complex acoustic problems that he had studied for years, in minutes.

The study of Sonoluminescence offered the answer to his prayers- If his theories proved true, its' application to the worlds energy problems would give him the fame and fortune he felt his due. Other scientists quietly scoffed at his theories - according to physics, they said, the math just didn't add up. And what relevance did aincient Sumerian tablets and Kabbalic Manuscripts have to modern, Twenty First Century Science?

Dr. Volderbrock was hunting for something, though. He had discovered a lead, a new way of looking at the problem, from a chance encounter with the owner of a used bookstore.. The more he examined those old and occult tomes, the more pieces fell into place. It was like his eyes were finally being opened to The Truth! Those fools who laughed would sing a different tune once his experiment was complete.

When it was finished, though, he couldn't get published. Something about unorthodox scientific methods. He heard the laughter and his ears burned. Then, Interpol visited him about the theft of cultural artifacts in Egypt and Iraq.. the laughter made his chest tight and his hands tremble. Then the summary dismissal from the University as he fought the trivial charges the authorities had made.. Still they laughed, and his head hurt and hurt and hurt all through the trial.

Ten years in jail. The utter destruction of his name as a scientist.

A few well placed bribes had allowed him to continue his research, but he would never be allowed to publish under his own name again. His theories could be proven, though, now that he was out. Proven in such a visual way that they will have to aknowledge his genius. Under a new name, he could settle some scores, too... So, upon release, Dr. Volderbrock began building his occult library again, and building the things he had been seeing in his dreams...

 

Personality/Motivation: Dr. Volderbrock has felt himself "slipping" for some time now.. He uses formality and etiquette to keep himself from getting sidetracked from the urges and ideas the depths of his subconcious birth. When he's not out supervillaining, he's fairly reserved and spends his time in his secluded house doing research and experiements. In his costume he is much more.. outgoing. As Kingtone, he acts with flair and daring, his actions demanding that his audiences' attention is fixated on him - or else. His dabblings into Elder Worm and Lemurian magics have awakened his dormant Elder Worm genes, and his body has... changed. Not so much that someone would notice it, but he feels different and strange thoughts and reactions pop into his head every now and then, and of course, there are the dreams... His scientific mind explains magic as scientific "shortcuts" past the laws of physics, and he never discusses the roots of his newfound insight into the way things work.

He starts losing his manners as his emotions run higher,

 

Quote: "Sound and Fury signify nothing without direction - If it is contained, focused, and applied... Well, you can see the results for yourselves!"

 

Powers/Tactics: Kingtone is a fast and dangerous opponent, capable of hurting several hero's at once by spreading his Sonic Blast. His Sonuluminize! power actually achieves a fusion like process on atoms in it's path, doing damage from heat and light and sound. His defenses are high enough, initially, to not have to dodge and prance around, but as the combat progresses he becomes more concerned with overloading his Force Field. He is extremely charismatic when he wants to be, and his charm and intellect have enabled him to recruit criminals and interact in the Underworld Heirarchy.. His themes and schemes revolve around sound, but he has been known to go after technology - His hunts for occult tomes and artifacts he does as circumspectly as possible.

 

Campaign Use: Kingtone adheres pretty strictly to the Four Color Villain Code, and is intended to be a re-occuring villain for the hero group. Kingtone has some dark currents running beneath his skin, though, and an in-depth look at who he is or what he is becoming can bring Horror elements easily into your game. As he studies further into the occult, he should become more eccentric and erratic- his exposure to Worm Magic actually turning him into an Elder Worm!

Though he requires that he be the center of attention, he can work with others (though he will try to outdo them, and belittle any successes and failures they might have).. These teamups, by his very nature, will be short term, unless his ego is stroked appropriately.

 

Appearance: In person, Dr. Volderbrock is dressed in a lab coat and spectacles - His charm and harmless appearance hiding his unstable personality. The more upset he gets, the more formal and polite he is... up until he snaps. As KingTone, his silver and blue armor is obviously high tech, and his sonic staff is reminescent of a giant tuning fork.

He wears a blue cape trimmed in silver, and there is a stylized silver crown on the back of it - matching the one on his chestplate. Built into his helmet is a silver crown which houses his sonar array.

He requires his henchmen to wear costumes that are reminiscent of Templar outfits - they carry swords with built in sonic blasters and carry shields.

==================

 

Thanks guys

 

-CraterMaker

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Re: Critique my Villain, KingTone

 

Interesting villain concept, and I like how you've worked in more sinister elements that might emerge later. Good plot potential. :thumbup:

 

I do have to question buying his major offensive abilities OAF. That staff would be easy to take away from him, and once it's gone there's little he could do against most superheroes. Since he's already wearing an OIF suit I would recommend incorporating his attacks into it. I also recommend that he invest in a few Combat Skill Levels. His CV looks rather low.

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Re: Critique my Villain, KingTone

 

Hmm.. His cv is still fairly low, true.. with all levels he can get a 12 dcv (w a 6 ocv).. I was thinking about keeping his dcv high and ocv low so that he'd be forced to spread his eb for ocv bonuses, then when an opponent is stunned giving them a big wallop. Is that asking for trouble from a pc group?

I was hoping his high speed and his henchmen would give a four member 350 group a 50/50 chance of winning..

 

I take your point about the staff being an achilles heel as an OAF.. I think he'd definately build it into his armor after the second time it got taken away, and I'll make a note of that on his character sheet.

 

I'm going to try and come up with a three adventure arc for him- first adventure his introduction, second adventure arc his romance and team up with Howler, and third.. a climatic event. But I'd like to make sure he's three dimensional and solid, first.

 

Thanks for your compliments and advice- CraterMaker

 

Hmm- allready got an idea for some tweaks - thanks again

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Re: Critique my Villain, KingTone

 

He's an olympic/pro athelete/ tough character compared to regular NPC's. You've then armoured him, given him a genius level intellect, martial arts skills and, basically a broad sweep. So you've a genius in powered armour, martial brick. Isn't this overcompensating?

 

I'd knock all the physical stuff down to norms and delete the martial arts. He's a scientist after all, and didn't/doesn't spend much time on the phys ed side of the campus after all, even with the 'genetic wyrm taint'. Use the points on the armour or more knowledge / area knowledge skills.

 

You have

"his charm and harmless appearence"
But then take
Distinctive Features: Genetic Wyrm Taint (Not Concealable; Extreme Reaction
So the casual viewer will go Librarian Poo upon seeing him. Hard to reconcile the two without more description.
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Re: Critique my Villain, KingTone

 

You have

 

"his charm and harmless appearence"

 

But then take

 

15 Distinctive Features: Genetic Wyrm Taint (Not Concealable

 

So the casual viewer will go Librarian Poo upon seeing him. Hard to reconcile the two without more description.

 

Would the rest of that description satisfy you? :rolleyes:

 

15 Distinctive Features: Genetic Wyrm Taint (Not Concealable; Extreme Reaction; Detectable Only By Technology Or Major Effort)

 

I think it's supposed to be like one of those "unusual senses" things; thermal spikes that can't be concealed but are only visible to Infrared or if someone is touching you then, or extra organs that are internal (so you need an X-ray to spot them) but can't be hidden.

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Re: Critique my Villain, KingTone

 

20 STR 10

18 DEX 24

23 CON 26

20 BODY 20

20 INT 10

20 EGO 20

30 PRE 20

14 COM 2

 

10/35 PD 6

8/33 ED 3

7 SPD 42

14 REC 10

46 END 0

54 STUN 12

 

7" RUN 2

2" SWIM 0

4" LEAP 0

Characteristics Cost: 207

 

Basically, he's a normal human except for top end PRE and a 7 SPD. What generates his 7 SPD? I'd be inclined to cut him back to a 3 or 4 SPD, then build some DEX and SPD enhancement into his powered armor. Maybe some enhanced STR as well to deal with those nasty entangles and Grabs.

 

Cost Power

17 Sonic Staff: Elemental Control, 70-point powers, (35 Active Points); all slots OAF (-1)

 

17 1) Sonic Blast: Energy Blast 14d6 (70 Active Points); OAF (-1)

17 2) Sonoluminize!: Energy Blast 7d6, Armor Piercing (x2; +1) (70 Active Points); OAF (-1)

 

As others have noted, Grab or Entangle takes out the character's offensive suite. In order to maintain the flavour, I'd build the sonic blasters into the armor, but keep the staff as an enhancer that adds some extra DC's when he channels his sonic blasts through the staff.

 

I also note this is a horribly inefficient build (not a big deal when you have all the points you need, I admit). Two attacks in an EC can't be used together in a MPA, so a Multipower would get the same effect for lower cost.

 

2xAP? WHY? Let's see - I can hit you with a 14d6 EB (49 Stun on average, against full defenses) or a 7d6 EB (24.5 Stun on average, against half your defenses). I can't think of any reason to use the AP blast. I'd bump the EB to 15d6, and make the Sonoluminize attack a 6d6 AVLD-Hearing Flash Defense. Or a 3d6 AVLD-Hearing Flash Defense Does BOD 1 hex Accurate blast if I wanted him to be potentially lethal.

 

Adding an area effect or explosive blast to hit multiple targets would also be worth considering.

 

25 Ancient Lemurian Power Pack: Endurance Reserve (150 END, 15 REC) Reserve: (30 Active Points); OIF (-1/2)

 

30 Power Armor: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2)

20 Lemurian Phase Shield Generator: Force Field (10 PD/10 ED/10 Power Defense) (Protect Carried Items) (40 Active Points); OIF (Power Armor; -1/2), Ablative BODY Only (-1/2)

 

OIF is easily removed. Consider OIVID so he's not so readily disarmed. The force field will fade pretty quick if average attacks in your game are in the 50-60 AP range.

 

10 Power Armor: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (15 Active Points); OIF (-1/2)

 

7 Power Armor: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2)

 

13 Power Armor: Active Sonar (Hearing Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); OIF (-1/2)

 

17 Voice Modulator: Mimicry 18- (21 Active Points); IIF (Voice Modulator; -1/4)

 

17 Voice Modulator: Ventriloquism 18- (21 Active Points); IIF (-1/4)

45 Occult Technology: Variable Power Pool (Gadget Pool), 30 base + 15 control cost, (45 Active Points)

 

I'm not sure what would normally go in the TechnoPool - presumably something designed for the specific scenario or a specific opponent. Maybe some mental defense if there's a mentalist opponent, for example.

 

Cost Martial Arts Maneuver

4 Silence, Please.. (Choke Hold): 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND

4 Sneer! (Martial Block): 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 Manic Strength (Martial Escape): 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs

3 Manic Strength (Martial Grab): 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on

3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 8d6 Strike

3 Targeting Computer (Defensive Shot): 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike

5 Targeting Computer (Far Shot): 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike

5 Targeting Computer (Offensive Ranged Disarm): 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +2 DC to Disarm

1 Use Art With Wyrm Battlesuit (Ranged Manuevers can only be used w/ Battlesuit on, representing a targeting computer)

8 Manic Strength (+2 HTH Damage Classes)

Martial Arts Cost: 40

 

I'd stick with just the ranged MA after putting some STR in the suit.

 

Cost Skill

3 Electronics 13-

3 SS: Sonics 13-

3 Persuasion 15-

3 Conversation 15-

3 Bribery 15-

3 Cryptography 13-

3 Deduction 13-

3 Inventor 13-

3 Language: Latin (fluent conversation; literate)

3 Language: Arabic (fluent conversation; literate)

3 Language: Ancient Mayan (fluent conversation; literate)

3 KS: Arcane And Occult Lore 13-

3 Mechanics 13-

3 PS: Academic Scientist 13-

2 SS: Elder Worm Engineering 11-

3 Streetwise 15-

3 Oratory 15-

7 Power 13-

20 +4 with DCV

20 +2 Overall

3 PS: Criminal MasterMind 15-

Skills Cost: 100

 

I'd buy +10 DEX for 20 points (after the speed rebate) rather than +4 DCV.

 

Cost Perk

35 8x 125pt characters

Perks Cost: 35

 

No points for bases?

 

Cost Talent

3 Perfect Pitch

Talents Cost: 3

 

Total Character Cost: 620

 

Pts. Disadvantage

15 Psychological Limitation: Craves Attention (Common, Strong)

0 Dependence: The Attention of Millions 1d6 Presence Drain, Does Not Recover Untill Dependance Met (Difficult To Obtain, 1 Month)

 

15 Distinctive Features: Genetic Wyrm Taint (Not Concealable; Extreme Reaction; Detectable Only By Technology Or Major Effort)

 

10 Rivalry: Professional (All other Heroes, Villians, Events - Wants to be Center Of Attention), Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

 

0 Hunted: The Slug 8- (As Pow, Watching)

15 Hunted: Superhero Group 11- (As Pow, Harshly Punish)

20 Enraged: Humiliated in Public (Uncommon), go 14-, recover 11-

20 Reputation: Crazy Supervillain, 14- (Extreme)

15 Unluck: 3d6

20 Psychological Limitation: Practices Extremely Formal Etiquette To Try to Reign In His WyrmTaint (Very Common, Strong)

 

He needs a movement power to get around better in combat. Also, he could use some knockback related defense, either knockback resistance or Position Shift on a movement power, or he could spend a lot of any given combat prone - not a way to strike terror into the hearts of your foes. I'd also be inclined to give him more versatility in his attack choices.

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Re: Critique my Villain, KingTone

 

I, personally, like the OAF staff, even though it is something of a weakness being accessable. It makes for a cool image of the character, and gives the heroes a chance to exploit it. Hanging back and dodging will help him hang onto it longer, and his forcefield will protect it in case anyone tries to just shoot, and damage it. I probably wouldnt make it an EC though. Instead, i would go for a single 12d6 EB with variable sfx (light,heat,sound & subsonics/vibration).

The ablative forcefield is cool as well, letting him start off well protected, but slowly becoming more vulnerable to other heroes who may not have been able to hurt him at the beginning of a fight. I've been trying to do this myself with my master villains, so they don't get pasted with a big opening shot, but their extra defense is at a level where heroes who do less damage still have a chance of whittling it down to where they can be effective, and eventually take him out.

His speed is probably higher than i would go for, but i like that he has powers other than the armor and staff from his Wyrm genetics. I think power armor guys should be able to do something without their suit, and anyone expecting King Tone to be a milquetoast without it is in for a surprise.

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Re: Critique my Villain, KingTone

 

Thanks, Baphomet - That's right on the money for the style I was shooting for..

 

I see him as the starting out KingTone, too.. and the wonderful suggestions by Herodom have given me some good ideas for a more comprehensive KingTone - I've also made some slight background changes to reflect his new powers, so let me know what you guys think: Ps. Having a hard time imagining transpo for him - I'm thinking cargo vans and unmarked sedans, but if you've got an idea, let me know..

 

KingTone

 

Player:

 

Val Char Cost

15 STR 0

24 DEX 12

15 CON 10

10 BODY 0

23 INT 13

23 EGO 26

30 PRE 20

14 COM 2

 

6/31 PD 4

6/31 ED 3

6 SPD 6

10 REC 10

30 END 0

50 STUN 27

 

12" RUN 2

2" SWIM 0

3" LEAP 0

Characteristics Cost: 135

 

Cost Power

45 Occult Technology: Variable Power Pool (Gadget Pool), 30 base + 15 control cost, (45 Active Points)

 

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

 

4u 1) Sonic Blast: (Total: 58 Active Cost, 39 Real Cost) Energy Blast 4d6, No Normal Defense (Hearing Flash Defense, Deaf, Sonic Absorbtion; +1) (40 Active Points); OIF (Sonic Projectors; -1/2) (Real Cost: 27) plus Hearing Group Flash 6d6 (18 Active Points); OIF (Sonic Projectors; -1/2) (Real Cost: 12)

 

4u 2) Sonoluminize!: Energy Blast 12d6 (60 Active Points); OIF (Power Armor; -1/2)

 

4u 3) Sub-Sonic Scrambler: Drain DEX 4d6, Ranged (+1/2) (60 Active Points); OIF (-1/2)

 

30 Harmonic Amplifying Staff: Area Of Effect (up to 6" Radius; +1) for up to 60 Active Points of Sonic Projectors MP and All Slots (60 Active Points); OAF (-1)

 

9 Harmonic Amplifying Staff: Add 6pts to each MP Slot (18 Active Points); OAF (-1)

 

45 Naked Advantage (on Sonoluminize, 60 active points) - AVLD (Hearing flash defense) +1 1/2; Area Affect One Hex +1/2; Personal Immunity +1/4, (135 active points) ,OIF sonic projectors -1/2; 2 charges -1 1/2; No Range -1/2

(let me know if I did that right, it was tricky)

 

32 Ancient Lemurian Power Pack: Endurance Reserve (250 END, 15 REC) Reserve: (40 Active Points); OIF (-1/2)

 

30 Power Armor: Armor (12 PD/12 ED), Hardened (+1/4) (45 Active Points); OIF (-1/2)

 

34 Lemurian Phase Shield Generator: Force Field (13 PD/13 ED/10 Mental Defense/10 Power Defense), Reduced Endurance (0 END; +1/2) (69 Active Points); OIF (-1/2), Ablative BODY Only (-1/2)

 

10 Fast on His Feet: Running +5" (12" total)

 

10 Power Armor: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (15 Active Points); OIF (-1/2)

 

7 Power Armor: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2)

 

16 Power Armor: Active Sonar (Hearing Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); IIF (-1/4)

 

16 I'm Still Standing: Knockback Resistance -10" (20 Active Points); Only In Heroic Identity (-1/4)

 

14 Voice Modulator: Mimicry 18- (21 Active Points); OIF (Staff or Other Easily Assembled OAF; -1/2)

 

14 Voice Modulator: Ventriloquism 18- (21 Active Points); OIF (Sonic Staff or Other Easily Assembled OAF ; -1/2)

 

7 Sonic Nuetralizer: Hearing Group Flash Defense (10 points) (10 Active Points); OIF (Power Armor; -1/2)

 

2 Micro Servos: +5 STR (5 Active Points); No Figured Characteristics (-1/2), OIF (Power Armor; -1/2)

 

16 Confidence and Style: +2 SPD (20 Active Points); Only In Heroic Identity (-1/4)

 

16 Style and Grace: +10 DEX (30 Active Points); Only In Heroic Identity (-1/4) (Modifiers affect Base Characteristic)

 

 

Cost Skill

3 Electronics 14-

3 SS: Sonics 14-

3 Persuasion 15-

3 Conversation 15-

3 Bribery 15-

3 Cryptography 14-

3 Deduction 14-

3 Inventor 14-

3 Language: Latin (fluent conversation; literate)

3 Language: Arabic (fluent conversation; literate)

3 Language: Ancient Mayan (fluent conversation; literate)

3 KS: Arcane And Occult Lore 14-

3 Mechanics 14-

3 PS: Academic Scientist 14-

2 SS: Elder Worm Engineering 11-

3 Streetwise 15-

3 Oratory 15-

7 Power 13-

20 +2 Overall

16 +2 with All Combat

3 PS: Criminal MasterMind 15-

Skills Cost: 96

 

Cost Perk

35 8x 125pt characters

20 Vehicles & Bases, 100pts

Perks Cost: 55

 

Cost Talent

3 Perfect Pitch

Talents Cost: 3

(all background stuff the same except for below)

 

Personality/Motivation: Dr. Volderbrock has felt himself "slipping" for some time now.. He uses formality and etiquette to keep himself from getting sidetracked from the urges and ideas the depths of his subconcious birth. When he's not out supervillaining, he's fairly reserved and spends his time in his secluded house doing research and experiements. In his costume he is much more.. outgoing. As Kingtone, he acts with flair and daring, his actions demanding that his audiences' attention is fixated on him - or else. His dabblings into Elder Worm and Lemurian magics have awakened his dormant Elder Worm genes, and his body has... changed. Not so much that someone would notice it, but he feels different and strange thoughts and reactions pop into his head every now and then, and of course, there are the dreams... His scientific mind explains magic as scientific "shortcuts" past the laws of physics, and he never discusses the roots of his newfound insight into the way things work.

He starts losing his manners as his emotions run higher. KingTone doesn't need a lot of money to continue his work - most of the things he works on are made by hand, and the components he can't make, he'll steal. He does, however, use a chunk of cash here and there to buy occult tomes or finance archaeological expiditions under an assumed name (rarely used for anything else but this).

 

Quote: "Sound and Fury signify nothing without direction - If it is contained, focused, and applied... Well, you can see the results for yourselves!"

 

Powers/Tactics: Kingtone is a fast and dangerous opponent, capable of hurting several hero's at once by using his Sonic Staff. His core attack powers are built into his Power Armor, but his Sonic Staff can amplify them tremendously. His Sonuluminize! power actually achieves a fusion like process on atoms in it's path, doing damage from heat and light and sound. His SubSonic Scrambler induces dizzyness, vomiting, and loss of co-ordination. His defenses are high enough, initially, to not have to dodge and prance around, but as the combat progresses the likelyhood that his Phase Shield Generator will collapse increases, making him much more vulnerable. If he is grabbed he will activate his HyperSonic Scrambler, and Heroes who have felt it are reluctant to get so close again. The fact it can only be used a few times is a secret he's shared with no one. He is extremely charismatic when he wants to be, and his charm and intellect have enabled him to recruit criminals and interact in the Underworld Heirarchy.. The fact that he only takes a small cut from a caper surely adds to his allure for thugs and goons. His themes and schemes revolve around sound, but he has been known to go after technology - His hunts for occult tomes and artifacts he does as circumspectly as possible. His typical caper involves going to a highly public event, crashing it with his goons, robbing everyone and maby kidnapping a prominent figure for ransom. He loves the press and being on televised events, and permits them more liberties when he is around than he should.

 

Campaign Use: Kingtone adheres pretty strictly to the Four Color Villain Code, and is intended to be a re-occuring villain for the hero group. Kingtone has some dark currents running beneath his skin, though, and an in-depth look at who he is or what he is becoming can bring Horror elements easily into your game. As he studies further into the occult, he should become more eccentric and erratic- his exposure to Worm Magic actually turning him into an Elder Worm!

Though he requires that he be the center of attention, he can work with others (though he will try to outdo them, and belittle any successes and failures they might have).. These teamups, by his very nature, will be short term, unless his ego is stroked appropriately.

 

Appearance: In person, Dr. Volderbrock is dressed in a lab coat and spectacles - His charm and harmless appearance hiding his unstable personality. The more upset he gets, the more formal and polite he is... up until he snaps. As KingTone, his silver and blue armor is obviously high tech, and his sonic staff is reminescent of a giant tuning fork.

He wears a blue cape trimmed in silver, and there is a stylized silver crown on the back of it - matching the one on his chestplate. Built into his helmet is a silver crown which houses his sonar array.

He requires his henchmen to wear costumes that are reminiscent of Templar outfits - they carry swords with built in sonic blasters and carry shields.

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Re: Critique my Villain, KingTone

 

I' date=' personally, like the OAF staff, even though it is something of a weakness being accessable. It makes for a cool image of the character, and gives the heroes a chance to exploit it. Hanging back and dodging will help him hang onto it longer, and his forcefield will protect it in case anyone tries to just shoot, and damage it.[/quote']

 

Of course, if he's hanging back and dodging, he's protecting the staff at the expense of not being able to use it. Honestly, I would have no problem with the OAF staff if this were not intended to be a "master villain". A master villain generaly fails when he has such an easily exploited weakness, especially when teamwork makes it even easier to take advantage of it (eg Dodging won't protect you against an AoE Entangle followed by a teammate grabbing your focus).

 

His speed is probably higher than i would go for' date=' but i like that he has powers other than the armor and staff from his Wyrm genetics. I think power armor guys should be able to do something without their suit, and anyone expecting King Tone to be a milquetoast without it is in for a surprise.[/quote']

 

I don't see a bit of martial arts and a 7 SPD being all that effective outside his armor. An agent won't clock him, but he won't last long against a full Super.

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Re: Critique my Villain, KingTone

 

Of course, if he's hanging back and dodging, he's protecting the staff at the expense of not being able to use it. Honestly, I would have no problem with the OAF staff if this were not intended to be a "master villain". A master villain generaly fails when he has such an easily exploited weakness, especially when teamwork makes it even easier to take advantage of it (eg Dodging won't protect you against an AoE Entangle followed by a teammate grabbing your focus).

 

 

 

I don't see a bit of martial arts and a 7 SPD being all that effective outside his armor. An agent won't clock him, but he won't last long against a full Super.

 

I guess that depends on the campaign's level of "super-ness". I tend to use NCM as a yardstick when making my PC's and NPC's, so for most of my characters, he could still be a credible threat, especially if he had some tricky occulttech from his VPP ready.

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Re: Critique my Villain, KingTone

 

I could see this guy in some sort of tunnelling APC or something, maybe using a sonoluminesent beam to cut its way thru rock, and an ultrasound periscope of sorts to navigate, and scan topside....maybe N-ray perception for active sonar. You could make it truly all-terrain by buying some Swimming for it, with or without the surface-only restriction. Depending on your game setting, that could open up a lot more escape routes for him and his henchmen.

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Re: Critique my Villain, KingTone

 

The ablative forcefield is cool as well' date=' letting him start off well protected, but slowly becoming more vulnerable to other heroes who may not have been able to hurt him at the beginning of a fight. I've been trying to do this myself with my master villains, so they don't get pasted with a big opening shot, but their extra defense is at a level where heroes who do less damage still have a chance of whittling it down to where they can be effective, and eventually take him out.[/quote']

 

If all your heroes are weak this way, you may want to go with Burnout instead - Ablative only reduces the protection if they penetrate its defenses.

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Re: Critique my Villain, KingTone

 

If all your heroes are weak this way' date=' you may want to go with Burnout instead - Ablative only reduces the protection if they penetrate its defenses.[/quote']

 

I've tried this with 2 layers of 6 DEF ablative armor, with some more beneath that (non-ablative), figuring that someone who does 7-8d6N can still breach it regularly enough to be doing something, but it still has a chance of standing up to the first few hits from a bigger attack. This came about mostly from trying to come up with a fix for the disparity of damage levels in my group, and seems to be working out so far.

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Re: Critique my Villain, KingTone

 

It's definately a puzzle to solve, trying to gauge the defenses of a villain so he won't topple too quickly, and still leave him vulnerable enough to be defeated. It's part of one of the things I like about Villain creation..

 

I'm intrigued about having KingTone build a tunnelling vehicle (probly with paid help from BrainChild)...Maby a vehicle originally proposed to explore venus? I've reviewed the vehicle creation rules in 5th, but they are so bland as to be - uninspiring. Is The Ultimate Vehicle any good? Never thought I needed it, but the more I think about it, the more I like the idea..Could someone give me a rundown on what it's about, or point me to a thread?thnx

 

I'm thinking a vehicle about the length of a tractor/trailer rig, on tracks.. It's Tunnelling rig (Sonoluminescent Lance) can double as a weapon.. Heres my idea for that: Since the vehicle is going to be, say, 4 hexes wide, the Lance will be bought as a 16d6 eb, area effect line, no range, Straight line only, limited arc (zero degrees), and then pay 10 points for four of them..

So when fired it will be a four hex wide attack that stretches out however many inches.. Give him a Harmonic Resonation attack defined as Find Weakness, only on objects (so he can blow tanks up) with the SonoLance, six surface to air missiles (fired two at a time) housed in the rear on top (blowaway hatches!), and two heavy sonic blasters (auto fire) on each side (basically revamped 50 cals).. Maby two tunnelling "torpedos"..

Sensors like sonar, I like the n-ray vision aspect for it, maby some probes for clairsentience..

Assault/escape pods- 4 pods that are more like tunnelling missiles.. when the vehicle is staitionary, the pods can be launched to tunnell to the surface. they reach the surface, legs pop out to stabilize them over the tunnell, and the passengers (four each?) can disenbark. When it's time to go, the passengers climb in, the legs retract, and the pod slides back down to the SonoCrawler..

The SonoCrawler can collapse the tunnell behind it if it chooses by using subsonic pulses, but it's extremely noisy (maby even causing rumbliing and shaking on the surface).

In water, the SonoCrawler could flip around and use the SonoLance as propulsion (maby pop out stabilizing wings).. It would be very fast in the water. It would not be able to reverse direction in one move, it's not that manueverable in any forms of its movement.

 

watched The League Of Extraordinary Gentlemen last night, and Nemo was SOOOoooo great..

 

Whatcha think?

-CraterMaker

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Re: Critique my Villain, KingTone

 

Here is a rough draft of the SonoCrawler:

 

The SonoCrawler

 

Player:

 

Val Char Cost

60 STR 0

12 DEX 6

20 BODY 0

3 SPD 8

12" RUN 12

20" SWIM -2

0" LEAP 0

Characteristics Cost: 116

 

Cost Power

76 Tunneling 12" through 14 DEF material, Fill In Hole

28 Sonic Probes: Clairsentience (Hearing Group), Mobile Perception Point (can move up to 6" per Phase), Telescopic: +6

 

50 SonoLuminescent Lance: Energy Blast 16d6 (standard effect: 48 STUN, 16 BODY), Area Of Effect (32" Long, 4" Tall, 4" Wide Line; +2) (240 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Bulky (-1), Limited Arc Of Fire (One hex row; -3/4), No Range (-1/2), Crew-Served (2 people; -1/4)

 

25 Capacitors for SonoLance: Endurance Reserve (24 END, 24 REC) Reserve: (26 Active Points); IIF Bulky (-3/4)

 

1 Targeting Computers: Absolute Range Sense (3 Active Points); IIF Bulky (-3/4), Requires A Skill Roll (-1/2)

 

2 Gyroscopes: Bump Of Direction (3 Active Points); IIF Bulky (-3/4)

1 Computer Banks: Lightning Calculator (3 Active Points); IIF Bulky (-3/4), Requires A Skill Roll (-1/2)

 

35 Thrusters: Swimming +20" (20" total) (x16 Noncombat)

 

19 HyperPyrite Hull and Life Support Systems: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)

 

12 HyperPyrite Hull: Lack Of Weakness (-10) for Resistant Defenses, Inherent (+1/4) (12 Active Points)

 

20 Noise Filters: Hearing Group Flash Defense (20 points)

14 Sonor Array: Active Sonar (Hearing Group), +4 to PER Roll, Increased Arc Of Perception (360 Degrees), Telescopic: +10 (29 Active Points); OIF Bulky (-1)

 

15 Sonar Array: N-Ray Perception (Hearing Group), Increased Arc Of Perception (360 Degrees), Targeting, Telescopic: +10 (30 Active Points); OIF Bulky (-1)

 

12 Harmonic Resonation: Find Weakness 14- with Single Attack - SonoLance (25 Active Points); OIF Bulky (-1)

 

27 Heavy Sonic Blasters (2 on each side): Energy Blast 8d6, Autofire (5 shots; +1/2) (60 Active Points); OIF Bulky (-1), Limited Arc Of Fire (180 degrees Side Arc; -1/4)

 

10 x4 Heavy Sonic Blasters: Custom Power (10 Active Points)

26 Surface to Air Missiles (4 Missiles): Energy Blast 14d6, Explosion (+1/2) (105 Active Points); 1 Charge (-2), OIF Bulky (-1)

 

10 x4 Surface to Air Missiles: Custom Power (10 Active Points)

Powers Cost: 383

 

 

Cost Skill

9 Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Air/Space Traffic Control Systems, Medical Sensors, Radar, Sensor Jamming Equipment, Sonar, SonoLance) 13- (20 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4)

Skills Cost: 9

 

 

 

Total Character Cost: 508

 

Pts. Disadvantage

20 Distinctive Features: KingTones' SonoCrawler (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

====================

 

Comments and critiques welcomed.. I don't really know how to do the tunnelling torpedoes or the Assault Pods - Both probably need to be bought as seperate vehicles. Need to do a power plant and a computer for it, too.. With some extra def on the front (to at least match a tank).. Medical lab, tech lab, holding cell (two that can hold two people each) some more disads..

 

Lotsa left to do, so if you have any suggestions please chime in..

 

-CraterMaker

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Re: Critique my Villain, KingTone

 

Here is the Mole Missile: As allways, critiques are welcome and very usefull.

 

Mole Missile

 

Player:

 

Val Char Cost

10 STR -25

18 DEX 24

15 BODY 0

5 SPD 22

0" RUN -12

0" SWIM -2

0" LEAP 0

Characteristics Cost: 50

 

Cost Power

33 Explosive Warhead: Killing Attack - Ranged 8d6, Explosion (+1/2) (180 Active Points); 1 Charge which Never Recovers (-4), No Range (-1/2)

 

43 Targeting Phased Sonar Array: N-Ray Perception (Sight Group), +12 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Telescopic: +12

 

10 Scrambling CounterMeasures: Hearing Group Flash Defense (10 points)

 

10 Electronic Countermeasures: Radio Group Flash Defense (10 points)

 

33 Sonolance and Treads: Tunneling 12" through 14 DEF material (66 Active Points); 1 Continuing Fuel Charge lasting 1 Minute (-3/4), Limited Maneuverability Only 2 turns per Phase at Combat speed; only 1 turn per Phase at Noncombat speed (-1/4)

Powers Cost: 129

 

5 Rapid, x100 on Phased Sonar Array

7 Bouncing the Sonar (It is hard to tell where the source of Sonar is -- -7 to detect

 

 

Total Character Cost: 191

 

Pts. Disadvantage

10 Costs Firing Vehicle 10 End to Fire

15 Accidental Change (BOOM!) Warhead Detonates: When Mole Missile Takes Body Damage 14- (Uncommon)

Disadvantage Points: 25

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

========================================

 

And the Mole Missile Computer

 

Mole Missile Computer

 

Player:

 

Val Char Cost

20 DEX 30

25 INT 15

5 SPD 20

 

Characteristics Cost: 65

 

Cost Skill

3 Computer Programming 14-

3 Cryptography 14-

3 Electronics 14-

14 AK: Area In Which Vehicle Operates 25-

3 Navigation 14-

3 Systems Operation 14-

2 TF: Appropriate To Vehicle

1 WF: Vehicle Weapons

Skills Cost: 32

 

 

Cost Talent

1 Program: Intercept Target

1 Program: Diagnose Vehicle Malfunction/Damage

1 Program: Engage In Evasive Maneuvers

1 Program: Locate Target

1 Program: Monitor Sensor Systems, Report Anomalies

1 Program: Monitor Vehicle Functions, Report Anomolies

1 Program: Observe Surroundings and Report To SonoCrawler

1 Program: Operate Sensors To Scan For Designated Phenomena/Object

1 Program: Pilot Vehicle From Location A To Location B

1 Program: Scan And Enter Data

1 Program: Schedule Vehicle Events/Use Of Vehicle's Resources

 

3 Absolute Time Sense

5 Eidetic Memory

3 Lightning Calculator

8 Speed Reading (x1000)

Talents Cost: 30

 

Total Character Cost: 127

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

=============================

 

I'm planning on making the warhead an OAF on the Missile itself, that way the Mole Missile could be used as an advance reconnosance scout.

 

My idea for KingTone is changeing slightly, too - With the SonoCrawler, he'd make an excellent character to introduce pc's to those hard to reach areas - like Atlantis, The Hollow world, etc.. I'll tweak him later, but I think he'll be much less an attention *hore, and maby more arrogant and headstrong..

 

The Sonocrawler is still far from being finalized.. I had just bought The Hero System Vehicular SourceBook files for HeroDesigner (30 bucks!) but it didn't have any torpedoes or missiles in it! Luckily, the TUV files for Heromaker did, and only cost 5 bucks.. both together are probly worth 35 bucks, but I kinda felt -gypped- WHen I shelled out the cash and what I needed wasn't there with the first purchase.

 

Ah well - helping the economy and companies I love.

 

-CraterMaker

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Re: Critique my Villain, KingTone

 

I like the idea of the staff providing an AoE...it not only keeps KingTone from getting "defanged" too easily, but it also fits the sonic concept, IMO. Otherwise, I guess the only tweaks I'd suggest would be to expand his mimicry/ventriliquism to Images, Aural...perhaps OAF, small speakers? I'd also add Claraudience through some sort of flying drone (s). Also, a Dex drain would be a cool way to simulate causing vertigo by attacking a Super's inner ear.

 

As was said earlier, I like the Extra lair in his character though...starting off fairly "normal" (For a villain), but with room to grow....more horrific that is.

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Re: Critique my Villain, KingTone

 

I like the idea of the staff providing an AoE...it not only keeps KingTone from getting "defanged" too easily' date=' but it also fits the sonic concept, IMO. Otherwise, I guess the only tweaks I'd suggest would be to expand his mimicry/ventriliquism to Images, Aural...perhaps OAF, small speakers? I'd also add Claraudience through some sort of flying drone (s). Also, a Dex drain would be a cool way to simulate causing vertigo by attacking a Super's inner ear.[/quote']

 

Put these all together...an area effect DEX drain, or suppress, which is AVLD vs Hearing Flash Def would go a long way to leveling the playing field for his agents (all of whom, of course, would be equipped with hearing flash def helmets).

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Re: Critique my Villain, KingTone

 

Mimicry and Ventriloquism - Both were bought so that, defanged of his armor and gadgets, he could still cause some problems for heroes.. I was worried that without his stuff he'd be flavorless.. though I'm not sure OISHID is the right disad for it.. Perhaps it should be bought straight out? That way, when he gets his one phone call after being arrested..

 

"Hey, Captain Martin! The Mayor is on line three for you, and sounds pissed!"

 

He's definately the sort who would use his VPP to buy Sound Images and Clairaudience in an IIF, or other focus as appropriate. Looking at his sheet, I see he doesn't have bugging.. It would be a good addition to him, and I'll add it on his character sheet.

 

I definately toyed with making the Dex drain either a NND or an AVLD.. with AVLD, the dice were so low as to make minimal amounts of flash defense very effective.. and with AVLD and NND, I was worried about how many characters out there have hearing flash defense.. How prevalent is flash defense: hearing in your games?

 

And I'm thinking maby the Sonoluminize AVLD naked advantage is too much, and kinda outside the "tone" of the character.. What do you guys think?

Next up, his agents, and rewriting the SonoCrawler..

 

Thanks for the comments and suggestions, guys...

 

-CraterMaker

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Re: Critique my Villain, KingTone

 

Here is KingTones henchmen- I've abandoned the Crusaders garb, along with the swords, in favor of an outfit reminiscent of a deep-sea divers rig - (my original idea for them was a group of avaunt-garde anarchist performance artists, so you can see that this has been an evolutionary process..)

 

"The Dutchmen" KingTones Crew

 

Player:

 

Val Char Cost

15 STR 5

14 DEX 12

13 CON 6

10 BODY 0

10 INT 0

10 EGO 0

15 PRE 5

10 COM 0

 

4/10 PD 1

4/10 ED 1

3 SPD 6

6 REC 0

26 END 0

25 STUN 0

 

6" RUN 0

2" SWIM 0

3" LEAP 0

Characteristics Cost: 36

 

Cost Power

20 Sonic Blaster: Multipower, 40-point reserve, (40 Active Points); all slots OAF (-1)

 

2u 1) Sonic Blast: Energy Blast 8d6, 2 clips of 12 Charges (+0) (40 Active Points); OAF (-1)

 

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

 

12 HyperPyrite Exploration Suit: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)

 

5 HyperPyrite Exploration Suit: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum), Inherent (These are the Inherent properties of HyperPyrite Exploration Suit; +1/4) (11 Active Points); OIF (-1/2), Linked (HyperPyrite Exploration Suit; (Armor Must Maintain Integrity); -1/2)

 

5 SCBA Apparatus: Life Support (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 6 Hours (+0) (10 Active Points); OAF (-1)

 

3 Emergency Patch Kit: Healing BODY 2d6 (20 Active Points); Limited Power Power loses almost all of its effectiveness (Only To Patch Holes In HyperPyrite Exploration Suit; -2), 1 Charge (-2), OAF (-1)

 

6 Voice Activated Radios: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1)

Powers Cost: 54

 

Cost Martial Arts Maneuver

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

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

 

3 Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls

3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on

 

1 Weapon Element: Clubs

Martial Arts Cost: 15

 

Cost Skill

4 WF: Small Arms, General Purpose/Heavy Machine Guns, Vehicle Weapons

6 Survival (Arctic/Subarctic, Tropical, Underground) 11-

3 Tactics 11-

3 Teamwork 12-

3 Stealth 12-

3 Climbing 12-

2 KS: Legends and Lore 11-

2 PS: Soldier 11-

2 PS: Safari Team 11-

2 Language: Polyglot (KingTones Henchmen come from all over the globe, and use words from many languages in their speech.) (fluent conversation) -stolen from Nautilous crew, this is cool!

1 Language: English (basic conversation)

1 KS: Archeology 8-

8 +1 with All Combat

2 +1 with single attack (Sonic Blast)

3 One from the following list, Private Adder

0 1) +0 with Systems Operation (Communications and Sonar)

0 2) +0 with Security Systems

0 3) +0 with Paramedics

0 4) +0 with Mechanics

0 5) +0 with Demolitions

0 6) +0 with Combat Driving

Skills Cost: 45

 

 

 

Total Character Cost: 150

 

Pts. Disadvantage

20 Psychological Limitation: Follows Orders (Very Common, Strong)

15 Psychological Limitation: Hardbitten Men Who Are Weary of War (Very Common, Moderate)

10 Distinctive Features: HyperPyrite Exploration Suit (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

5 Social Limitation: Foreigners (Occasionally, Minor)

15 Dependent NPC: Godzilla ('Zilla for short) - Shipboard Cat 8- (Incompetent)

10 Psychological Limitation: Loyalty to KingTone

Disadvantage Points: 75

Base Points: 75

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Background/History: With war being waged for generations on some parts of the planet, it has been easy for KingTone to recruit experienced Soldiers who have tired of the continous fighting and hunger for something more..

 

Personality/Motivation: Recruited by tales of lost cities, forgotten wonders, and a generous share of ill-gotten gains, these men have only a few morals left for them to live by: They share loyalty common to combat personnell and a fascination with the Secrets left to be revealed to men with purpose. Because of their diverse nationalities, they allways stick out as foreignors wherever they go, which can be a problem if passports are asked for.

 

Quote: "Eh, justa stay rilla still, bonny boy, anna nobody needs t'get hurt.."

 

Powers/Tactics: The Dutchmen are experienced soldiers, explorers, and thieves. They use common military tactics and strategies to accomplish their goals. Although reluctant to start firing, once engaged in combat they fight to win. The HyperPyrite Exploration Suits they wear are highly resistant to damage, but an attack that holes the armor must be repaired before regaining it's life support properties.

=============

 

Thanks, CraterMaker

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