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Brick Collection (Spin off from Normal Proofing Bricks)


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Re: Brick Collection (Spin off from Normal Proofing Bricks)

 

Here's the last brick I made for our Champions game, he's yet to see play but there's always next time.

 

I wanted to do something heavy defense but not necessarily strong so I decided on a variant Mystic/Brick with high Defenses but not necessarily Endurance and Stun. Mixing straight damage with a few more magical type tricks like the old Evil Eye.

 

 

Apollyon

 

Alternate IDs: William McNamara, Damon Wright

 

Value Char Base Cost Roll Notes

18 STR 10 8 13- 3 1/2d6 / 303.1kg

23 DEX 10 39 14-

18 CON 10 16 13-

18 BODY 10 16 13-

28 INT 10 18 15- PER Roll 15-

20 EGO 10 20 13-

22 PRE 10 5 13- 4d6

12 COM 10 1 11-

4/28 PD 4 0

4/28 ED 4 0

7 SPD 3.3 37

10 REC 8 4

36 END 36 0

36 STUN 36 0

 

Movement

Running: 6"/12"

Swimming: 2"/4"

Leaping H: 3 1/2"

Leaping V: 1 1/2" Flying: 20"/80"

 

Basic Combat Stats

BaseOCV: 8 BaseDCV: 8 BaseECV: 7

Adjustments: Adjustments: Adjustments:

Total: Total: Total:

Levels: +1 with any three maneuvers or a tight group of attacks

Phases: 2, 4, 6, 7, 9, 11, 12

 

4/28 PD (4/28 rPD) 4/28 ED (4/28 rED) 5 MD 5 PwrD

 

END: 36 STUN: 36 BODY: 18

 

Skills

 

3 Hellfire Whip: +1 with any three maneuvers or a tight group of attacks

3 Magic: Power 15-

3 Deduction 15-

3 KS: Mysticism 15-

3 KS: Occult 15-

3 Tactics 15-

5 Teamwork 15-

2 Language: Gaelic (fluent conversation)

1 Language: Sanskrit (basic conversation)

3 Language: Latin (completely fluent)

 

Perks

 

2 Deep Cover

1 False Identity

1 Money: Well Off

 

Powers

35 Hellfire Whip: Multipower, 70-point reserve, (70 Active Points); all slots Requires A Skill Roll (Magic: Power; -1/2), Incantations (-1/4), Range Based On Strength (-1/4) SFX: Magic/Mystic. [Notes: Range 4"]

 

3u 1) Nightmare Vision: Sight, Mental, Mystic and Touch Groups Flash 8d6, Reduced Endurance (1/2 END; +1/4) (69 Active Points); Requires A Skill Roll (Magic: Power; -1/2), Incantations (-1/4), Range Based On Strength (-1/4) End Cost: 2

 

3u 2) Hellfire Lash: Energy Blast 11d6, Reduced Endurance (1/2 END; +1/4) (69 Active Points); Requires A Skill Roll (Magic: Power; -1/2), Incantations (-1/4), Range Based On Strength (-1/4) vs ED. End Cost: 2

 

3u 3) Bound in Hellfire: Entangle 4d6, 5 DEF, Area Of Effect (One Hex; +1/2) (67 Active Points); Requires A Skill Roll (Magic: Power; -1/2), Cannot Form Barriers (-1/4), Incantations (-1/4), Range Based On Strength (-1/4) End Cost: 7

 

6 Rebuked by Hellfire: Missile Deflection (Any Ranged Attack) (20 Active Points); Linked (Hellfire Lash; -1/2), Requires A Skill Roll (Magic: Power; -1/2), Limited Coverage [61-180] Degrees (Must be able to see inbound Attack; -1/2), Physical Manifestation (-1/4), Will Not Work Against Heavy Missiles (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)

 

19 Mystic Teachings: Elemental Control, 66-point powers, (33 Active Points); all slots Requires A Skill Roll (Magic: Power; -1/2), Incantations (-1/4) SFX: Magic/Mystic.

 

19 1) Shield of Eldritch Might: Force Field (24 PD/24 ED/5 Power Defense), Reduced Endurance (1/2 END; +1/4) (66 Active Points); Requires A Skill Roll (Magic: Power; -1/2), Incantations (-1/4) SFX: Magic/Mystic. End Cost: 2

 

19 2) Blessing of Zephyr : Flight 20", x4 Noncombat, Reduced Endurance (0 END; +1/2) (67 Active Points); Requires A Skill Roll (Magic: Power; -1/2), Incantations (-1/4) SFX: Magic/Mystic.

 

12 3) Eye of Ruination: Negative Combat Skill Levels (-5 to opponent's DCV), Personal Immunity (+1/4), Penetrating (+1/2), Based On EGO Combat Value (Mental Defense applies; +1) (69 Active Points); Eye Contact Required (-1/2), Requires A Skill Roll (Magic: Power; -1/2), Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (Can be blocked by a symbol of Faith; -1/4), Visible (-1/4), Costs END To Maintain (Half END Cost; -1/4) vs DCV. SFX: Magic/Mystic. End Cost: 7

 

13 Titan's Ward: Physical Damage Reduction, Resistant, 50% (30 Active Points); Linked (Shield of Eldritch Might; -1/2), Linked (Guard of Hades; -1/2), Incantations (-1/4)

 

13 Guard of Hades: Energy Damage Reduction, Resistant, 50% (30 Active Points); Linked (Shield of Eldritch Might; -1/2), Linked (Titan's Ward; -1/2), Incantations (-1/4)

 

3 Mark of Abaddon: Damage Resistance (4 PD/4 ED/5 Power Def.) (6 Active Points); Linked (Titan's Ward; -1/2), Linked (Shield of Eldritch Might; -1/2), Incantations (-1/4) SFX: Magic/Mystic.

 

1 Iron Will: Mental Defense (5 points total)

 

2 Voice from Beyond: +7 PRE (7 Active Points); Limited Power Power loses about half of its effectiveness (Presence Attacks Only; -1), Linked (Hellfire Lash; -1/2), Only In Heroic Identity (-1/4), Nonpersistent (-1/4)

 

2 Wisdom of the Spirit World: Contact: Abaddon (Contact has useful Skills or resources), Spirit Contact (x2) (10 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 1/4), Incantations (-1/4) 13- [Notes: Contacting Abaddon requires an intricate ritual.]

 

 

Character Information

Height: 1.85 m Hair: Black

Weight: 86.00 kg Eyes: Blue

 

Appearance: When not protected by his Eldritch Shield and Wards Damon looks like most men. In his late twenties he often wears a suit that looks like it hasn't been pressed in weeks. Wearing a simple crimson shroud to hide his face with his wards active Apollyon’s body burns with arcane runes and sigils.

 

Original Source Image: Reuben Shoot@

 

Background: A normal child with a curiosity for the strange once stumbled into a world he knew nothing about. The promise of power teasing him Damon found himself drifting deeper into the Occult. Joining a group of mystics known as the Coven he moved through their ranks studying arcane ritual and rites until he discovered their true goals. In his attempt to escape Damon was wounded and left for dead. As his final living act Damon struggled to hold onto life striking a bargain with the entity known as Abaddon.

 

Personality: Legally dead, Damon has created a new identity for himself as William McNamara. Taking the name Apollyon he now struggles to repay the debt he will now suffer for in the hereafter.

 

Tactics: With his powerful mystic shield and arcane wards Apollyon does not fear weaving though gangs of opponents. Through powerful curses and the power to instill foes with visions of the afterlife he renders his enemies virtually defenseless. Those he cannot cow into submission suffer from lashings from a whip of eldritch energy.

 

Campaign Use:

Portrait

Disadvantages

 

Psychological Limitation: Code Against Killing (Common, Strong) 15

Social Limitation: Secret ID: (Occasionally, Major) 10

Social Limitation: Harmful Secret: Legaly Dead: (Occasionally, Severe) 15

Hunted: The Coven 8- (As Pow, Capture) 10

Hunted: Christian Coalition 8- (As Pow, NCI, Harshly Punish) 15

Distinctive Features: Body Burns with Ruins and is Circled by Floating Arcane Symbols (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses) 15

Psychological Limitation: Must spend 1 hour each day in meditation (Common, Total) 20

Reputation: Demon, 14- (Extreme) 20

Susceptibility: Cold Iron 3d6 damage per Turn (Uncommon) 20

Vulnerability: 2 x STUN Cold Iron (Uncommon) 10

 

Character Costs

Characteristics: 164 Martial Arts: 0

Skills: 29 Perks: 4

Talents: 0 Powers: 153

 

Base Points: 200

Disadvantages: 150

Unspent Exp: 0

Spent Exp: 0

Total: 350

 

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Re: Brick Collection (Spin off from Normal Proofing Bricks)

 

I'm not sure how well my entries will fit the spirit of the thread. My two bricks are both pretty ordinary, as far as 'brick powers' are concerned. What makes them interesting (at least to me) is what else they can do.

 

My first submission for your consideration is Alexander Kamensky, 1st Lieutenant, US Air Force (Retired). Alex graduated from the Air Force Academy with a double major in mathematics and linguistics. He spent nearly ten years as an officer in Military Intelligence, specializing in cryptography, translation, and electronic surveillance. Then he was diagnosed with an incurable disease. He volunteered for a government test program focusing on reversing terminal conditions. He survived the tests and gained superpowers to boot. He was transferred from the USAF to a top secret government agency, where he participated in covert operations against superterrorists and other enemies of the state. When he and his team accidentally started the firestorm that burned half of Oakland to the ground, the agency was disbanded and he became a free agent - officially, anyway. The government still keeps tabs on him, and he still keeps in touch with his old CO.

 

Loyal readers, I present:

 

Enigma

 

Val Char Cost

50 STR 40

20 DEX 30

25 CON 30

13 BODY 6

18 INT 8

14 EGO 8

15 PRE 5

12 COM 1

 

30 PD 20

25 ED 20

6 SPD 30

15 REC 0

50 END 0

51 STUN 0

 

9" RUN 6

4" SWIM 2

12" LEAP 2

Characteristics Cost: 208

Cost Power

5 Binoculars: +8 versus Range Modifier for Sight Group (12 Active Points); OAF (-1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)

15 Damage Resistance (15 PD/15 ED)

5 Mental Defense (8 points total)

5 Power Defense (5 points)

10 Steel Quarterstaff: HA +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2)

Powers Cost: 40

 

Cost Martial Arts Maneuver

Aikido Package

5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 10d6 Strike

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

4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 65 STR vs. Grabs

3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 60 STR for holding on

3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 10d6 Strike; Target Falls

1 Weapon Element: Staffs

Martial Arts Cost: 20

 

Cost Skill

3 Linguist

2 1) Language: Arabic (completely fluent) (3 Active Points)

0 2) Language: English (imitate dialects) (5 Active Points)

1 3) Language: German (fluent conversation) (2 Active Points)

1 4) Language: Japanese (fluent conversation) (2 Active Points)

3 5) Language: Russian (idiomatic) (4 Active Points)

2 6) Language: Spanish (completely fluent) (3 Active Points)

3 Scholar

2 1) KS: Aikido (3 Active Points) 13-

2 2) KS: Codes and Code Breaking (3 Active Points) 13-

1 3) KS: Satellites (2 Active Points) 11-

2 4) KS: The Intelligence World (3 Active Points) 13-

1 5) KS: USAF Policies and Procedures (2 Active Points) 11-

3 Electronics 13-

3 Computer Programming 13-

5 Cryptography 14-

3 Concealment 13-

3 Paramedics 13-

3 Security Systems 13-

3 Systems Operation 13-

5 +1 with all INT-based skills

1 Medikit: +1 with Paramedics (3 Active Points); OAF (-1)

2 Electronics Kit: +1 with Electronics, Security Systems, and Computer Programming (5 Active Points); OAF (-1)

10 +2 with HTH Combat

3 Scientist

1 1) SS: Linguistics 11- (2 Active Points)

2 2) SS: Mathematics 13- (3 Active Points)

2 PS: Computer Hacking 11-

3 Breakfall 13-

Skills Cost: 75

 

 

Cost Talent

3 Lightning Calculator

4 Speed Reading (x10)

Talents Cost: 7

 

Total Character Cost: 350

 

Pts. Disadvantage

15 Social Limitation: Secret ID (Frequently, Major)

20 Psychological Limitation: Protective of Innocents (Very Common, Strong)

15 Psychological Limitation: Patriotic (Common, Strong)

10 Psychological Limitation: Takes difficult situations as a personal challenge (Common, Moderate)

20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)

20 Hunted: International terrorist organization 8- (Mo Pow, NCI, Harshly Punish)

10 Hunted: Top secret US Government Agency 8- (Mo Pow, NCI, Watching)

10 Distinctive Features: Style (Aikido) (Concealable; Always Noticed and Causes Major Reaction; Detectable By Large Group)

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

5 Rivalry: Professional (with "Dumb" bricks; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry)

5 DNPC: Col. William Ross, USAF 8- (Normal; Useful Noncombat Position or Skills)

10 Vulnerability: 2 x STUN Sonics (Uncommon)

5 Vulnerability: 1 1/2 x BODY Sonics (Uncommon)

 

Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Brick Collection (Spin off from Normal Proofing Bricks)

 

I don't have the sheet, but the GM in my old campaign ran an NPC named Dr. Armor, who was a little like Colossus, except he could fly/glide on magnetic fields.

 

Other than that he had a 50 STR/50 CON + Knockback Resistance.

 

And, the good Doctor was indeed a medical doctor who had a free clinic, that was continually getting destroyed by his arch enemy, Ogre.

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Re: Brick Collection (Spin off from Normal Proofing Bricks)

 

Why does Aikido cause a "major" reaction?

 

Sorry, that was my best approximation of the Style Disad from 4th Ed. I was away from the game for several years and still don't have a lot of 5th Ed stuff yet. I was just trying to get the points right.

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Re: Brick Collection (Spin off from Normal Proofing Bricks)

 

The perfectly normal Normal proof brick

 

Telekinetic with the following E.C.

 

50 Str Telekinesis

+13 rpd +11 red Forcewall, self only, no range, limited shape, 1/2 End

26 Str Telekinesis AoE Hexes

 

The E.C. rolls in at a total cost of 133 points

Coupled with an Endurance Reserve 100/10 recovery linked to personal recovery (Active 20, Real 16).

 

Add in 11 points of Martial Arts with TK, and +6 OCV with TK martial arts, and you end up with a character that ignores all normal weapons, and still has a 12 DC attack.

 

The total character rolls in at 240.

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Re: Brick Collection (Spin off from Normal Proofing Bricks)

 

The variety of skills is nice with Enigma, a very nice follow through with the character’s background. Also, the fact that outside of his strength and defenses his other powers come from gear was a nice touch. Even though he’s a super class bruiser he still uses some real world style gear.

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Re: Brick Collection (Spin off from Normal Proofing Bricks)

 

My favorite Brick was Bob Tiger. BT was a charismatic (CHA 40) actor who also happened to look like the old Exxon Tiger (Sorta like Tony, but 8 feet tall and much more muscular and masculine). He made a good living in the movies playing monsters. He even did commercials for Kelloggs Frosted Flakes (voiced by Thurl Ravenscroft) and Exxon (he quit after the Exxon Valdez oil spill). His greatest ambition was to play Hobbes in a live-action version of Calvin and Hobbes, but Bill Watterson would never license a script.

 

BT was a volunteer police augmentee (complete with police powers). Once he was assisting the local police in clearing a crack house when one of the pushers ambushed him from behind. The pusher fired both barrels of his shotgun into BT's back. When the GM rolled the damage, it was equal to BT's resistant PD, but the stun multiple was one, so he was completely unaffected. It did, however, shred his denim jacket. BT turned around to face the pusher and roared "I just bought this jacket!" The pusher fainted.

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Re: Brick Collection (Spin off from Normal Proofing Bricks)

 

The perfectly normal Normal proof brick

 

Telekinetic with the following E.C.

 

50 Str Telekinesis

+13 rpd +11 red Forcewall, self only, no range, limited shape, 1/2 End

26 Str Telekinesis AoE Hexes

 

The E.C. rolls in at a total cost of 133 points

Coupled with an Endurance Reserve 100/10 recovery linked to personal recovery (Active 20, Real 16).

 

Add in 11 points of Martial Arts with TK, and +6 OCV with TK martial arts, and you end up with a character that ignores all normal weapons, and still has a 12 DC attack.

 

The total character rolls in at 240.

He's not really normal-proof, though. :)

 

Anyone with AP ammunition will be able to hurt him. As will anyone with a powerful enough weapon, such as a heavy machinegun or rocket (or even a buff enough sniper rifle.) Further, he'll run out of END eventually, and can be caught by surprise with his defenses down.

 

As an aside, he also can't take martial arts with his TK unless he also takes the Fine Manipulation adder on his TK.

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Re: Brick Collection (Spin off from Normal Proofing Bricks)

 

Most of the firearms stop at about a 2 and 1/2d6 RKA the heavy weapons even sit in that range just with auto fire. So I would think a "Normal Proof" would be between 12-14 for a Force Wall the problem is any attack that get's through that will like carry a ton of stun and more even more like the bulk of the hero's CP are invested in just that one power meaning if it get's theough that way you're in for real trouble.

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Re: Brick Collection (Spin off from Normal Proofing Bricks)

 

To Zed and Certified:

 

I guess it's a question of scope, I was using the weapons listed in the Equipment and Weapons selection, all of which were incapable of beating 13 rpd, until you got into artillery, light anti-tank weapons, etc. So, no it wouldn't work against recoiless rifles and mortars, but would be fine against a Winchester repeating rifle, a shot gun, a Mac-10, M-16, .44 Auto Mag. etc.

 

Nice catch on the TK, martial arts thing. My bad.

 

Certified, actually, only 18 pts. are spent on the forcewall power (after the E.C. bonus and the limitations) so it really isn't such a big deal. The TK, and the TK Area Effect are come in at 38 and 40ish, which is a reasonable amount to spend on a top tier attack.

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Re: Brick Collection (Spin off from Normal Proofing Bricks)

 

The variety of skills is nice with Enigma' date=' a very nice follow through with the character’s background. Also, the fact that outside of his strength and defenses his other powers come from gear was a nice touch. Even though he’s a super class bruiser he still uses some real world style gear.[/font']

 

 

Thank you! I had a great time playing him, though the campaign didn't last as long as I might have hoped. Things kind of fell apart after we burned down half of Oakland. (Personal, not campaign-related.) I remember one bit of the last session from that campaign:

 

Our Gov't Contact: I have to say, I'm disappointed at how this mission turned out. I expect better performance in the future.

Jon's Character: Fine, next time we'll try to burn down the whole city.

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Re: Brick Collection (Spin off from Normal Proofing Bricks)

 

I guess it's been a while since I posted my namesake. Enjoy!

 

 

Hyper-Man

 

Val Char Cost

 

15/40 STR 5

14/27 DEX 12

13/33 CON 6

10/12 BODY 0

13 INT 3

14 EGO 8

10 PRE 0

12 COM 1

 

8/26 PD 2

8/26 ED 2

3/6 SPD 6

6/15 REC 0

32/72 END 3

25/50 STUN 0

 

36" RUN 0

2" SWIM 0

3"/36" LEAP 0

Characteristics Cost: 48

 

Cost Power

 

3 Hyper-Transformation!: Cosmetic Transform 2d6 (standard effect: 6 points); Extra Time (Extra Phase, Delayed Phase, -1), Limited Target ([Limited]; Clothes; -1/2), Concentration (1/2 DCV; -1/4), Incantations ("Holy Moly!"; -1/4) [Notes: This is 1 of only 2 "Powers" he posseses in his NON-Heroic ID. It can be aborted to but still takes 2 FULL PHASES or effectively a FULL TURN to complete. Example: If aborted to on phase 1, 2, 3 or 4, the transformation completes on phase 8 at a DEX of 7 (1/2 his normal 14) and he will not get to act in Hyper-Form until phase 12. (Based on SPD 3 normal/SPD 6 Hyper-Form).]

 

Hyper-Characteristics, all slots OIHID * (-1/4)

20 1) +25 STR

22 2) +13 DEX; No Figured Characteristics (-1/2)

32 3) +20 CON

3 4) +2 BODY

6 5) +8 PD

7 6) +9 ED

24 7) +3 SPD

 

Hyper-Powers, all slots OIHID * (-1/4)

5 1) Hyper-Regeneration: Healing 1d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (5 Minutes, -2), Self Only (-1/2) [Notes: No Healing Max, 1 Body per time-inteval (see: 5ER p. 187 or 5E p. 120).]

15 2) Hyper-Toughness I: Armor (5 PD/5 ED), Hardened (+1/4) [Notes: Total Defenses (Hyper-Form): Normal 26 PD/ED. Resistant 17 PD/ED. Hardened/Resistant 8 PD/ED (Combat Luck already included in totals). Hyper-Kinesis I (Force Wall) adds 12 Resistant PD/ED. Hyper-Kinesis III (Density) adds 5 Normal PD/ED.]

7 3) Hyper-Toughness II: Damage Resistance (9 PD/9 ED) [Notes: Incorrectly adds to normal form PD/ED in some characteristic displays. Normal form only has 5 base PD/ED and +3 Hardened/Resistant PD/ED from Combat Luck.]

8 4) Hyper-Toughness III: Life Support (Extended Breathing: 1 END per Turn; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) [Notes: Still must hold breath (Underwater, Vacuum, etc..).]

2 5) Hyper-Senses: +1 PER with All Sense Groups

5 6) Hyper-Sight: Rapid ( x100) with Normal Sight

 

80 Hyper-Multipower: Higgs-Boson (Mass & Kinetic Powers), 120-point reserve, all slots OIHID * (-1/4), All Powers in Multipower are Affected by Adjustment Powers as if they were in an Elemental Control !! (-1/4) [Notes: Can use ANY 2 Ultra Slots in Multipower at same time (All are 60 active points).]

 

3u 1) Hyper-Alertness: Rapid ( x10) with Normal Sight (3 Active Points) plus Danger Sense (immediate vicinity, out of combat, Function as a Sense) (27 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 13-/12- plus +3 Overall Levels; Costs Endurance (Only Costs END to Activate; -1/4) [Notes: Hyper-Speed Sight combines with Hyper-Sight for x1,000 Millispeed Perception level.]

2u 2) Hyper-Time (Millispeed Level = 1 & 1/2 Phases): Extra-Dimensional Movement (Single Dimension, Any Location corresponding to current physical location), Quick Entrance (using Speed Zone Extra-Dimensional Movement only takes a Half Phase Action; +1/4) (27 Active Points); Increased Endurance Cost (x3 END; -1), Requires A Danger Sense Roll (No Active Point penalty to Skill Roll; -1/4) plus Perceive into a single other dimension (see into normal speed world from the Speed Zone) with Normal Sight (5 Active Points); Linked (Enter The Speed Zone (1&1/2 Phases); -1/2), Requires A Danger Sense Roll (No Active Point penalty to Skill Roll; -1/4) plus Transdimensional (Single Dimension; +1/2) for up to 40 Active Points of Strength (20 Active Points); Linked (Enter The Speed Zone (1&1/2 Phases); -1/2), Requires A Danger Sense Roll (No Active Point penalty to Skill Roll; -1/4) plus Flight 4"; Linked (Enter The Speed Zone (1&1/2 Phases); -1/2), Requires A Danger Sense Roll (No Active Point penalty to Skill Roll; -1/4) [Notes: Must make Danger Sense roll to use. Can enter the "Millispeed" level of the Speed Zone for 1 & 1/2 Phases. Still gets a 1/2 phase action of his normal phase once done in Speed Zone. Costs a minimum of 18 END before counting any STR or Movement used.]

2u 3) Hyper-Quickness (Teleport UAB AOE): Teleportation 8", Safe Blind Teleport (+1/4), Usable As Attack (defense is having Desolidification, Teleportation, dimensional manipulation, or speedster powers; +1), Area Of Effect (8" Radius; +1 1/4), Selective (+1/4); Limited Power (Only To Disarm/Grab Objects; -1), Must Pass Through Intervening Space (-1/4)

3u 4) Hyper-Movement I: Teleportation 10", No Relative Velocity, Position Shift, x2 Increased Mass, Safe Blind Teleport (+1/4), Reduced Endurance (1/2 END; +1/4); Must Pass Through Intervening Space (-1/4) [Notes: Can be used to immediately stop after moving at megascale speeds.]

4u 5) Hyper-Movement II (Variable Flight): Flight 15", Variable Advantage (+1/2 Advantages; Combat Acceleration/Deceleration (+1/4), IPE Hearing (+1/4), MegaScale 1" = 1 or 10 km (+1/4 or +1/2), No Turn Mode (+1/4), Reduced End (+1/4 or +1/2), Sideways Maneuverability Half Or Full Velocity (+1/4 or +1/2), Usable By Other (+1/4), Usable As Gliding, Running or Swimmng (+1/4).; +1) [Notes: Combat Velocity ~34 mph (VF=5). MegaScale Minimum Velocity = 500" (~1125 mph, VF=16), Absolute Maximum = 75,000" (~168,750 MPH, ~Mach 225, ~94 Miles/phase)(@6 End/phase for about 1 minute), No Turn Mode Sustainable Maximum ~Mach 8, Absolute Sustainable Maximum ~Mach 75 (@2 End/phase could circle the Equator in < 10 minutes).]

4u 6) Hyper-Movement III (Straight Flight): Flight 20", x32 Noncombat [Notes: Combat Velocity of ~45 mph (VF=6), Non-Combat Velocity of ~1440 mph (VF=16): Bridges gap between Trick Flight's Combat maximum and Megascale minimum. Move By Damage is STR/2 + (VF)d6. Move Through OCV penalty is -(VF) and Damage is STR + (VF)d6. The Velocity Factor value (5ER pg 436) is equal to the (relative) Velocity Based DCV value (5ER page 364).]

3u 7) Hyper-Movement IV (Leaping): Leaping +28" (3"/36" forward, 1 1/2"/18" upward) (Accurate), Combat Acceleration/Deceleration (+1/4), Usable By Other (+1/4), Reduced Endurance (1/2 END; +1/4); No Noncombat Movement (-1/4) [Notes: Combat Velocity ~ 81 mph, VF of 8.]

3u 8) Hyper-Movement V (Running): Running +30" (36" total); no Noncombat movement (-1/4) [Notes: Running has No Turn Mode by default.]

3u 9) Hyper-Kinesis I (Inertial Shield): Force Wall (12 PD/12 ED); No Range (-1/2) [Notes: Special Effect is like a Personal Force Field. Defenses from Combat Luck do not get added IF takes a hit on purpose (protecting another, showing off, etc..). Can only attack with Hyper-Uppercut (Indirect) when using Force Wall. Effectively functions as 12" of Knockback Resistance. Costs END to use EVERY phase.]

3u 10) Hyper-Kinesis II (Inertial Reduction): Physical Damage Reduction, Resistant, 50%; Costs Endurance (Only Costs END to Activate; -1/4) plus Energy Damage Reduction, Resistant, 50%; Costs Endurance (Only Costs END to Activate; -1/4)

3u 11) Hyper-Kinesis III (Inertial Control): Density Increase (2,000 kg mass, +25 STR, +5 PD/ED, -5" KB), Costs END Only To Activate (+1/4) plus Reduced Endurance (1/2 END; +1/4) for up to 75 Active Points of Strength; Linked (Density Increase; -1/2) plus Clinging (normal STR); Linked (Density Increase; -1/2) [Notes: Effect works by drawing MASS from local inter-dimensional vicinity (Density Increase) which reduces his personal INERTIA (1/2 END on up to 75 STR) and giving him control of a contact-only GRAVITY field (Clinging).]

3u 12) Hyper-Strike I (Variable): Hand-To-Hand Attack +6d6, (Maximum of 30 STR can be combined with HA; +0), Variable Advantage (+1/2 Advantages; Affects Desolidified, AOE 1 Hex (Can be Blocked but not Dodged), Armor Piercing, Autofire x5, Penetrating; +1); Hand-To-Hand Attack (-1/2) [Notes: Haymaker adds +4 DC. Move By subtracts -3 DC's (1/2 STR 30) and adds +1 DC/10". Move Through adds +1 DC/6". Replace bonus for movement with VF/2 if using those optional rules. Move By Damage: (20"/VF=6, 11d6/12d6), (15"/VF=5, 10d6/11d6), (36"/VF=8, 12d6/13d6) . Move Through Damage: (15d6/15d6), (14d6/14d6), (18d6/16d6). Cannot combine Autofire with other manuevers. Each shot costs 9 END per shot w/STR 30]

3u 13) Hyper-Strike II (Uppercut): Hand-To-Hand Attack +6d6, (Maximum of 30 STR can be combined with HA; +0), Indirect (Same origin, always fired away from attacker; Cannot Be Blocked; +1/4), Double Knockback (+3/4); Hand-To-Hand Attack (-1/2) [Notes: Indirect allows this attack to be used with Hyper-Kinesis I (Force Wall).]

Powers Cost: 278

 

 

Cost Skill

0 Acting 8-

0 Climbing 8-

0 Concealment 8-

0 Conversation 8-

0 Deduction 8-

0 AK: Home country or region 8-

0 Native Language (idiomatic; Literate)

0 Paramedics 8-

0 Persuasion 8-

0 PS: College Student (Everyman Skill) 11-

0 Shadowing 8-

0 Stealth 8-

 

3 Scholar

1 1) KS: Computer Databases 11-

1 2) KS: Computer Interfaces 11-

 

1 SS: Quantum Physics: Higgs Boson 8-

5 Cramming 8-

 

1 AK: Los Angeles 8-

 

3 +1 with Punch, Moveby and Movethrough

Skills Cost: 15

 

Cost Perk

2 Fringe Benefit: Local Police Powers

2 Vehicles & Bases

Perks Cost: 4

 

Cost Talent

3 Absolute Range Sense

3 Absolute Time Sense

3 Bump Of Direction

6 Combat Luck (3 PD/3 ED) [Notes: Armor (3 PD/3 ED) Hardened (+1/4) Luck-Based (-1/2) Nonpersistent (-1/4)]

5 Eidetic Memory [Notes: 5E: Retrocognitive Clairsentience Retrocognition Only (-1) Only For Memorized/Perceived Information (-2) or 5ER: +5 to INT Rolls, Only To Recall Memorized/Perceived Information (-2)]

3 Lightning Calculator

4 Speed Reading (x10) [Notes: ~15 pages/minute (~50 pages/second with Hyper-Sight, ~2500 pages/second with Hyper-Alertness)]

Talents Cost: 27

 

Total Character Cost: 372

 

Pts. Disadvantage

5 Accidental Change: to Hyper-Form whenever exposed to any Stimulant (caffeine, chocolate, nicotine, sugar, etc...) 8- (Uncommon)

5 Accidental Change/Dependence: back to normal form if goes longer than 12 hours without some type of Stimulant 8- (Uncommon)

10 Dependence: some type of Stimulant (caffeine, chocolate, nicotine, sugar, etc...) -30 Active Points from Multipower Slots (Very Common, 6 Hours)

15 Vulnerability: 1 1/2 x Effect Metabolism/Aging attacks (Stun/Body/Effect) (Uncommon; Custom Adder)

5 Dependent NPC: ?? 8- (Normal; Useful Noncombat Position or Skills)

15 Susceptibility: Gravity based attacks 3d6 damage Instant (Uncommon)

10 Rivalry: Professional and Romantic, Campaign Speedster, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

10 Distinctive Features: Hyper-Form looks like Freakazoid! (Concealable; Noticed and Recognizable; Detectable By Virtually Everyone)

15 Social Limitation: Secret Identity: Mike Maxwell (Frequently, Major)

5 Social Limitation: Minor (Occasionally, Minor)

20 Psychological Limitation: Code of the Hero (Very Common, Strong)

20 Psychological Limitation: Annoyingly Cheerful (Very Common, Strong)

10 Psychological Limitation: Adolescent (Common, Moderate)

5 Unluck: 1d6

Disadvantage Points: 150

Base Points: 200

Experience Required: 22

Total Experience Available: 22

Experience Unspent: 0

 

and here's the herocentral html version: http://www.herocentral.net/herocentral/get/files/premium/Hyper-Man+with+Speed+Zone.HTML

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Re: Brick Collection (Spin off from Normal Proofing Bricks)

 

Brick #2 of 3. When I get finished converting him from 4th Edition, I'll post my namesake, Pariah.

--

 

History: From the time she was very young, Janna was different. She was always a little taller than her classmates, and a little stronger. She never had a broken bone, never even got sick. And at the age of 19, she was hit by a drunk driver. Not only did the crash not hurt her, it didn't even knock her down. Since nothing extraordinary had ever happened to her, she figured she must be a mutant.

 

The truth was something else entirely.

 

For the past fifty years or so, Zeus had been contemplating a comeback. Sure, those mortals he left in charge when he took his leave of Earth were never too bright, but this was just too much. Those impudent mortals had come to deny the need - even the existence - of any of the gods. And a few of them, superheroes and supervillains, as they called themselves, had even begun claiming to be gods - or at least acting like gods, which was no better. Something had to be done, and Zeus was just the god to do it.

 

Of course, for maximum effectiveness, Zeus realized that he needed an avatar (read: flunkie) to fight his enemies and carry out his plans while he schemed and plotted. Heracles and Ares had always served adequately in the past for such things. But Heracles no longer seemed interested in conquest, and Ares had become too treacherous and bloodthirsty to be trusted. He'd just have to get an avatar the old fashioned way....

 

For reasons unfathomable to any but himself, Zeus chose a rather average Chicago housewife, Stacy Allen. He abducted her husband George, a construction foreman, and gave him a one-day case of amnesia. Then, shapeshifted to resemble George in every particular, he appeared at Stacy's door with a dozen red roses and a bottle of wine (provided by Bacchus) guaranteed to increase both her desire and her fertility. Stacy was shocked to see such a display of affection and romance from her husband (or so she thought), and the rest, as they say, is history. Stacy still remembers that night fondly, and George still believes he hit his head on a steel I-beam the following morning, resulting in a concussion and slight memory loss.

 

Janna, of course, knows nothing of this. She just knows that she's got talents beyond what is normally considered 'human'. She never went into athletics, much to the chagrin of her school's basketball and volleyball coaches. She didn't think it would be fair. She was a cheerleader one year, but gave it up when it became apparent that she and the head cheerleader had a 'personality conflict'. So she tried to fit in, as best a girl of her height could. And she did quite a job of it.

 

Janna finished an average high school career, graduating somewhere in the top half of her class. She went to a local business college and got a particularly ordinary job as an administrative assistant at a real estate agency. She lives in a typical apartment, drives a nondescript car, and has a rather boring social life. To all appearances, Janna Allen is Ms. Average.

 

The truth is something else entirely.

 

Momenta

 

Val Char Cost

45 STR 35

23 DEX 39

33 CON 46

15 BODY 10

13 INT 3

13 EGO 6

18 PRE 8

12 COM 1

 

30 PD 21

25 ED 18

6 SPD 27

16 REC 0

60 END -3

55 STUN 0

 

9" RUN 6

2" SWIM 0

9" LEAP 0

Characteristics Cost: 217

 

Cost Power

45 Concussive Strength: Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4) (45 Active Points) applied to STR

14 Fortress of the Body: Damage Resistance (15 PD/13 ED)

7 Fortress of the Mind: Mental Defense (10 points total)

14 Olympian Constitution: LS (Immunity All terrestrial diseases and biowarfare agents; Safe in Intense Cold; Safe in Intense Heat)

12 Immovability: Knockback Resistance -6"

Powers Cost: 92

 

Cost Martial Arts Maneuver

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

3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 9d6 +v/5, Target Falls

4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 60 STR vs. Grabs

3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 55 STR for holding on

Martial Arts Cost: 14

 

Cost Skill

3 Bureaucratics 13-

3 Conversation 13-

3 Deduction 12-

3 Persuasion 13-

3 PS: Office Manager 12-

2 AK: Campaign City 11-

5 PS: Keeping a Low Profile 14-

5 +1 with HTH Combat

Skills Cost: 27

 

Total Character Cost: 350

 

Pts. Disadvantage

15 Social Limitation: Secret ID (Frequently, Major)

5 Distinctive Features: Tall (6'4") (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Psychological Limitation: Code vs. Killing (Common, Strong)

15 Psychological Limitation: Likes to Fight (Common, Strong)

10 Psychological Limitation: Overconfident (Common, Moderate)

10 Psychological Limitation: Stubborn and/or Determined (Common, Moderate)

20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)

20 Hunted: Local Crime Syndicate 8- (Mo Pow, NCI, Harshly Punish)

10 Hunted: Halfjack 8- (As Pow, Harshly Punish)

10 DNPC: Co-worker 8- (Normal)

10 Vulnerability: 2 x STUN Hard Radiation (Uncommon)

10 Vulnerability: Magical KA's (Common)

 

Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Quote: Cool it with the attitude or I'll knock you to Buffalo.

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Re: Brick Collection (Spin off from Normal Proofing Bricks)

 

PARIAH

 

BACKGROUND: Misfit.

 

Azariah had always been something of a maverick in the Society. He understood the need for secrecy. Had the rest of the world known of the Society's existence during the Dark Ages, the superstitious masses would have destroyed it in its infancy. Had the Society's magic been public knowledge, it would never have survived the Inquisition or the Enlightenment. The world wasn't ready to acknowledge such power. The world just wouldn't--couldn't--understand.

 

But all of that was in the past, or so it seemed to Azariah. With the advent of the age of superheroes, the world had learned to accept powers and concepts their fathers and grandfathers would have tried to destroy. And there was so much good that the Society could do for the world. Azariah began advocating openness with the world. He thought he could get others to see things his way, to realize the opportunity that lay before them.

 

He was wrong. He was given one chance to stop spreading his divisive opinions. When he continued, he was brought before the rulers of the Society and judged. It was decided that if Azariah wished for interaction with the 'normal' world, he would live as a part of it.

 

The Banishment Ritual was performed for the first time in memory. Azariah was stripped of most of his magical powers. His memory of Society strongholds and rituals was removed. He was exiled to a remote part of the world to live as a solitary farmer. And he was given a warning: if he used his magic publicly or revealed the existence of the Society, they would kill him.

 

Outcast.

 

Azariah Sheppard became a farmer in a remote valley in the mountains of northwestern Wyoming. He would never have made it were it not for his ability to create rain for his thirsty crops. He lived for a few years as a hermit, fearful of contact with the rest of humanity and of the reprisal that would come from the Society if any learned of his secret abilities.

 

But neither his remote location nor his remaining magical abilities were proof against human contact. He was forced to use his abilities to rescue a group of hikers that had become lost and wandered into his valley during a blizzard. The media searched for this mysterious Samaritan and found his home, but was never able to find him. The excitement died down after a few weeks, but Azariah was convinced that that little exposure would be more than enough to get the Society's attention and arouse their wrath.

 

He decided that his only course of action was to find a new location and hope that the Society would at least be delayed in their retribution. As he wandered the mountain wastes, he fell through a hidden crack in the snow and found himself atop a pile of hazardous waste. Curiosity got the best of him, and he followed the tunnel that led from the dumping ground. He soon found himself in a top secret Genocide base.

 

The Genocide troops captured him in quick fashion and placed him in a holding cell. Despite his magical abilities, he might have stayed there to rot had it not been for the timely attack on the complex by Watchtower, a prominent superhero group. He managed to escape in the confusion.

 

Over the next several weeks, Azariah discovered that his exposure to the hazardous waste had changed him. He was now a mountain of a man, nearly six and a half feet tall and at least three hundred pounds. Furthermore, he had vast strength and resistance to injury. With these new powers added to his own magical abilities, he now had the power to defend himself and others.

 

Let the Society bring their reprisals now. Azariah had nothing to fear from them, no reason to conceal his abilities or his story. There was too much that was evil in the world, too many that used power to prey on the weak. The Society might be able to ignore that, but he couldn't. He would use his abilities--all of them--to protect those who were unable to protect themselves. He would be more than an exile. He would be a hero.

 

Pariah.

 

QUOTE: "We will do this because it is the right thing to do. We need no other reason."

 

PERSONALITY: Azariah Sheppard is very much a product of his environment(s). The Society was closed, conservative, and stifling, almost paranoid. He learned morality in absolutes; good and evil were clearly drawn in black and white. He still has very definite opinions about right and wrong, but they're a little different than they once were.

 

Azariah is generally calm, self-assured, and reasonable. If there's anything that makes him upset, it's prejudice and persecution. He fights for equality and harmony between peoples, ideas that got him kicked out of the Society. He hates bullies and will try to thwart them at any opportunity. He is a staunch supporter of personal freedom and individual responsibility.

 

Azariah is an intelligent and soft spoken man. He's a doer, not a talker--he prefers to let his actions speak for him. He has a long memory for the deeds of friends...and enemies. If he has any personality failing, it's that he tends to carry a grudge. He also tends to be overconfident in battle, due to the varied nature of his abilities.

 

POWERS / TACTICS: Pariah is a brick with a twist. Like most bricks he has great strength and is very hard to hurt. But he also has magical powers that can give him a lot of tactical options in a fight. He likes to start a fight with Air magic because of the versatile things he can do with it (teleportation, invisibility, telekinesis, etc.). Against truly powerful opponents he will use the most powerful of his magics, Earth magic (growth, density increase, extra strength, etc.). He also has useful spells in Fire and Water that he'll use as specific circumstances require.

 

APPEARANCE: Azariah Sheppard is a big man: 6 foot 5, 300+ pounds. He has dark brown (almost black) eyes and darker than normal skin. His black hair is worn short in a very conservative cut. Most people would consider him North African or Mediterranean by his appearance, but even he doesn't know for sure where he was born.

 

Due to his magical abilities, Pariah's costume can vary from fight to fight. His typical costume is a sleeveless black bodysuit with a half-face coverage mask. Over the bodysuit he wears a white tabard with green trim and fastened with a white belt. The emblem on his tabard shows representations of earth, air, fire, and water, showing the elements from which he draws his magic.

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Re: Brick Collection (Spin off from Normal Proofing Bricks)

 

Pariah

 

Val Char Cost

80 STR 70

24 DEX 42

35 CON 50

14 BODY 8

18 INT 8

20 EGO 20

25 PRE 15

14 COM 2

 

20/40 PD 4

15/35 ED 8

6 SPD 26

25 REC 4

70 END 0

75 STUN 3

 

14" RUN 6

2" SWIM 0

16" LEAP 0

 

Characteristics Cost: 266

 

Cost Power

30 Traditional Brick Defenses (GM Permission): Elemental Control, 60-point powers

30 1) Armor (20 PD/20 ED) (60 Active Points)

30 2) (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30)

 

5 Seeing in the Dark: UV Perception (Sight Group)

22 Sensitive to Magic: Detect Magic A Class Of Things 13- (Unusual Group), Discriminatory, Analyze, Range, Sense

12 Sensitive to Power: Detect 'People of Power' A Class Of Things 13- (Unusual Group), Range, Sense

11 Will of Iron: Mental Defense (15 points total)

15 Harmony with the Self: Power Defense (15 points)

2 Magic is Ageless: LS (Longevity: 400 Years) 0

20 The Strength to Endure: Reduced Endurance (1/2 END; +1/4) (20 Active Points) applied to STR

 

64 Society Spell Suite: Variable Power Pool, 40 base + 24 control cost, No Skill Roll Required for established spells (+1/2) (70 Active Points); Cannot use spells from opposing Elements at the same time (-1/4)

 

Powers Cost: 241

 

Cost Skill

20 +4 with HTH Combat

3 Scholar

8 1) KS: Magic Control Skill (9 Active Points) 19-

2 2) KS: Magic History and Theory (3 Active Points) 13-

1 3) KS: The Mystic World (2 Active Points) 11-

2 4) KS: The Real World (Not an Everyman skill, in his case) (3 Active Points) 13-

3 PS: Farmer 13-

0 Language: Latin (idiomatic) (4 Active Points)

3 Language: English (completely fluent)

3 Acting 14-

3 Disguise 13-

3 High Society 14-

3 Riding 14-

3 Sleight Of Hand 14-

3 Survival 13-

3 Teamwork 14-

 

Skills Cost: 63

 

Total Character Cost: 570

 

Val Disadvantages

15 Social Limitation: Secret ID (Azariah Sheppard) (Frequently, Major)

10 Distinctive Features: 6'5", 300+ Pounds, Muscular build (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Psychological Limitation: Code vs. Killing (Common, Moderate)

15 Psychological Limitation: Stubborn and determined; Doesn't give up easily (Common, Strong)

15 Psychological Limitation: Overconfident (Common, Strong)

10 Psychological Limitation: Long memory of both Friends and Enemies (Uncommon, Strong)

20 Hunted: Secret Mystical Society 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

20 Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish)

10 Hunted: Thor 8- (As Pow, Capture/Defeat in Combat)

5 Vulnerability: 1 1/2 x Effect Magic-based Drains and Transfers (Uncommon)

10 Susceptibility: Magic-based Drains and Transfers, 2d6 damage Instant (Uncommon)

10 Mystery Disadvantage, TBD by GM

 

Disadvantage Points: 150

Base Points: 200

Experience Required: 220

Total Experience Available: 220

Experience Unspent: 0

 

 

Example Spells

1) AIR: Raiment from Thin Air: Cosmetic Transform 2d6 (standard effect: 6 points) (Any clothes into any other clothes), Improved Target Group (+1/4), Ranged (+1/2), Area Of Effect Nonselective (3" Radius; +3/4), Usable Simultaneously (up to 16 people at once; +1 1/4) (37 Active Points); Limited Target (Clothing Only; -1/4) Real Cost: 30

 

2) AIR: Unseen Hand: Telekinesis (13 STR), Invisible Power Effects (Fully Invisible; +1) (39 Active Points); Affects Whole Object (-1/4) Real Cost: 31

 

3) AIR: Unseesn Hand: Stretching 4", Invisible Power Effects (Fully Invisible; +1) (40 Active Points) Real Cost: 40

 

4) AIR: Wind Walking: (Total: 40 Active Cost, 40 Real Cost) Teleportation 12", x4 Increased Mass (Real Cost: 34) plus Teleportation: Fixed Location (Watchtower Conference Room) (1 Locations) (Real Cost: 1) plus Teleportation: Floating Fixed Location (1 Locations) (Real Cost: 5) Real Cost: 40

 

5) AIR: Personal Atmosphere: LS (Immunity: All terrestrial diseases and biowarfare agents; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), Usable By Other (+1/4) (37 Active Points) Real Cost: 37

 

6) AIR: Cloak of Air: Invisibility to Sight and Hearing Groups and Detect , No Fringe (38 Active Points) Real Cost: 38

 

7) EARTH: Strength from the Earth: +40 STR (40 Active Points); Increased Endurance Cost (x10 END; -4), No Figured Characteristics (-1/2), Only When In Contact With The Ground (-1/4), Only when Pushing natural STR (-1/4) Real Cost: 7

 

8) EARTH: Stature of the Mountain: (Total: 40 Active Cost, 40 Real Cost) Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 6,387 kg, -4 DCV, +4 PER Rolls to perceive character, 8 m tall, 4 m wide) (Real Cost: 30) plus Running +5" (17" total) (Real Cost: 10) Real Cost: 40

 

9) EARTH: Man of Stone: (Total: 39 Active Cost, 31 Real Cost) Density Increase (3,200 kg mass, +25 STR, +5 PD/ED, -5" KB) (25 Active Points); Visible (-1/4) (Real Cost: 20) plus Knockback Resistance -7" (14 Active Points); Visible (-1/4) (Real Cost: 11) Real Cost: 31

 

10) EARTH: Refresh Soil: Minor Transform 1d6 (standard effect: 3 points) (Non-viable soil to viable soil), Reduced Endurance (0 END; +1/2), Area Of Effect (128" Any Area; +2 1/2) (40 Active Points) Real Cost: 40

 

11) EARTH: Feast of Stones: Major Transform 2d6 (standard effect: 6 points) (Stones into Food and Drink), Reduced Endurance (1/2 END; +1/4) (37 Active Points) Real Cost: 37

 

12) EARTH: Stone Spear: HKA 2d6 (4d6 w/STR), Range Based On STR (+1/4) (37 Active Points); Beam (-1/4) Real Cost: 30

0 13) FIRE: Flame Blast: RKA 2 1/2d6 (40 Active Points); No Knockback (-1/4) Real Cost: 32

 

14) FIRE: Summon Smoke: Darkness to Sight Group 3" radius, Personal Immunity (+1/4) (37 Active Points) Real Cost: 37

 

15) FIRE: Sword of the Cherubim: HKA 2 1/2d6 (5d6+1 w/STR) (40 Active Points); No Knockback (-1/4) Real Cost: 32

 

16) FIRE: Light of the Sun: Change Environment: Natural Sunlight 16" radius, Reduced Endurance (0 END; +1/2) (37 Active Points) Real Cost: 37

 

17) FIRE: Wings of Flame: (Total: 39 Active Cost, 39 Real Cost) Flight 11" (Real Cost: 22) plus EB 1d6, Damage Shield (+1/2), Continuous (+1), NND (LS: Extreme Heat; +1) (17 Active Points) (Real Cost: 17) Real Cost: 39

 

18) FIRE: Wall of Fire: FW (10 ED), Transparent to PD Attacks (+1/2) (37 Active Points); Restricted Shape (Sphere centered on Pariah; -1/4) Real Cost: 30

 

19) WATER: The Heavens Opened: Change Environment (Precipitation) 16" radius, Varying Effect Limited Group (any form of precipitation) (+1/2) (37 Active Points) Real Cost: 37

 

20) WATER: Denizen of the Deep: (Total: 33 Active Cost, 33 Real Cost) LS (Safe in High Pressure; Safe in Intense Cold; Self-Contained Breathing) (Real Cost: 13) plus Swimming 11", Reduced Endurance (0 END; +1/2) (16 Active Points) (Real Cost: 16) plus Environmental Movement (No penalties underwater) (Real Cost: 4) Real Cost: 33

 

21) WATER: Washing Away Wounds: Healing BODY and STUN (Simplified Healing) 4d6 (40 Active Points) Real Cost: 40

 

22) WATER: The Path of Moses: Tunneling 6" through 6 DEF material, Custom Adder (40 Active Points); Limited Power (Only to pass through bodies of water; -1/2) Real Cost: 27 [Notes: The Custom Adder is Affects Porous, borrowed from Telekinesis with Special GM Permission]

 

23) WATER: Wall of Water: FW (7 PD/7 ED) (Opaque Normal Hearing) (40 Active Points) Real Cost: 40

 

24) WATER: Torrent Against the Flame: Drain 2d6+1, any one Fire power one at a time (+1/4), Ranged (+1/2) (40 Active Points) Real Cost: 40

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Re: Brick Collection (Spin off from Normal Proofing Bricks)

 

 

Our Gov't Contact: I have to say, I'm disappointed at how this mission turned out. I expect better performance in the future.

Jon's Character: Fine, next time we'll try to burn down the whole city.

 

For those that follow such things, that wry comment was by the same wiseacre who said "Rock God" in the Quote of the Week thread:

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Re: Brick Collection (Spin off from Normal Proofing Bricks)

 

I don't play bricks much. Of my many many characters I've played (something like 30 or more), I've only had 2 true bricks, and 3 brick/others - where strength was not thier primary characteristic but where they did have brick/mini brick STR levels.

 

The two that are currently active are:

 

Meeb

 

Ballistic

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Re: Brick Collection (Spin off from Normal Proofing Bricks)

 

Personally I love playing bricks so I will post a few of mine here. They and other character of mine can be seen in my heroes & villains thread. Link is in my signature.

 

American Avenger

Val Char Cost Roll Notes

100 STR 90 29- Lift 26.2ktons; 20d6 [10]

24 DEX 42 14- OCV: 8/DCV: 8

30 CON 40 15-

25 BODY 30 14-

18 INT 8 13- PER Roll 13-

15 EGO 10 12- ECV: 5

25 PRE 15 14- PRE Attack: 5d6

16 COM 3 12-

 

30 PD 10 Total: 30 PD (30 rPD)

30 ED 24 Total: 30 ED (30 rED)

5 SPD 16 Phases: 3, 5, 8, 10, 12

27 REC 2

60 END 0

90 STUN 0 Total Characteristic Cost: 290

 

Movement: Running: 26"/52"

Leaping: 49"/98"

Swimming: 2"/4"

 

Cost Powers END

30 All American Enhancements: Elemental Control, 60-point powers

31 1) Powerful Legs: Leaping +29" (49" forward, 24 1/2" upward) (Accurate), Reduced Endurance (0 END; +1/2) (61 Active Points)

30 2) Powerful Legs II: Running +20" (26" total), Reduced Endurance (0 END; +1/2) (60 Active Points)

34 3) Can't Kill America: Healing 5 BODY, Can Heal Limbs, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (124 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

45 American Toughness: Damage Resistance (30 PD/30 ED), Hardened (+1/4), Inherent (+1/4) (45 Active Points)

7 Polarized Lenses: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2)

7 Ear Protection: Hearing Group Flash Defense (10 points) (10 Active Points); OIF (-1/2)

12 America's Indomitable Will: Mental Defense (15 points total)

15 You Can't Weaken America: Power Defense (15 points)

20 Unshakable American: Knockback Resistance -10"

24 Can't Kill America II: LS (Extended Breathing: 1 END per 20 Minutes; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents)

All American Fighting

Maneuver OCV DCV Notes

5 Jab +1 +3 20d6 Strike

4 Cross +0 +2 22d6 Strike

5 Uppercut -2 +1 24d6 Strike

3 Grapple -1 -1 Grab Two Limbs, 110 STR for holding on

4 Bear Hug +0 +0 24d6 Crush, Must Follow Grab

5 Clothesline +1 +0 20d6 +v/5; FMove

3 Power Bomb +0 +2 22d6 Strike; Target Falls; Must Follow Grab

 

Perks

4 Fringe Benefit: Federal/National Police Powers, License to practice Law

13 Contact: Golden Avenger (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 15-

 

Skills

20 +4 with DCV

20 +4 with HTH Combat

3 Bureaucratics 14-

3 Criminology 13-

Everyman Skills (Cost: 0 Points)

0 1) Native: Language: English (idiomatic) (4 Active Points)

0 2) AK: Washington D.C. 11-

0 3) Acting 8-

0 4) Climbing 8-

0 5) Computer Programming 8-

0 6) Concealment 8-

0 7) Conversation 8-

0 8) Deduction 8-

0 9) PS: Lawyer 11-

0 10) Paramedics 8-

0 11) Persuasion 8-

0 12) Shadowing 8-

0 13) Stealth 8-

0 14) TF: Custom Adder, Small Motorized Ground Vehicles

3 High Society 14-

3 Oratory 14-

3 Tactics 13-

3 Teamwork 14-

 

Total Powers & Skill Cost: 359

Total Cost: 649

 

200+ Disadvantages

15 DNPC: Elizabeth Knight (Widowed Mother) 8- (Normal; Unaware of character's adventuring career/Secret ID)

25 Hunted: Primus 14- (Mo Pow, NCI, Orginization Knows Secret ID, Watching)

20 Hunted: Viper 8- (Mo Pow, NCI, Harshly Punish)

15 Physical Limitation: Wied Bio Chemistry, Requires Special Medical Attention (Frequently, Greatly Impairing)

20 Psychological Limitation: Super Patriot (Very Common, Strong)

25 Psychological Limitation: Won't Allow Bystanders To Come To Harm (Very Common, Total)

15 Social Limitation: Secret Identity (Frequently, Major)

15 Social Limitation: Subject to Orders (Frequently, Major)

299 Experience Points

 

Total Disadvantage Points: 150

 

Background/History: Joshua Knight was born and raised in Washington D.C. His father, a career military man, taught him from a very early age to love his country. Joshua was a briliant student in school and a star athlete of his high school. After graduating, Joshua attened Harvard on a full scholorship and after finishing his law degree he moved back to the capitol and passed the bar exam. His life was going well for him and his family. He had just been offered a partnership in a well established law firm, and his father had just got promoted to a position in the Petnagon. Life was good and then it happened. September 11, 2001. The terrorist attacks on this country left American's in shock, they hapened so quickly that not even the superhumans had time to act. Hijacked planes crashd into the twin towers of the World Trade Center and the Pentagon. The towers were completely destroyed as were sections of the Pentagon. Joshua was at the Pentagon having lunch with his father when the attack occured. Both Joshua and his father were knocked unconcious when the plane struck the building. Joshua awoke several days later in a Primus med lab to find the Golden Avenger himself standing over him. Josh tried to sit up, but he coudn't. He tried to speak but his voice was barely audible.

"My father..." he managed to say.

"I'm sorry son, " The Avenger began "General Knight is dead and you are severly injured. The doctor's say you might not walk ever again."

Josh didn't seem to really care about that and asked "Who attacked and why?"

"Osama Bin Landen and the Al- Quaida. They said they were on a mission from Allah. But the real question is, what do you want to do about it?"

"Don't...follow...you..." Josh said confused.

"Your father was a good soldier and due that I have been authorized to offer you and you alone a one time oppourtunity. One of our top scientists was working on a new enhancement serum that would turn a normal into a superhuman. However that scientist was killed in the atacks and the serum remains complete but untested. If the serum works the way it was intended you will not only be cured of your current ailments but have immense physical power. However there is a chance the serum might not work or that it can kill you."

Joshua said without hesitation "I'll do it"

The next day Joshua was injected with the serum and his body began to undergo a vast transformation. After the serum took effect Joshua underwent months of combat training and is now a sanctioned memeber of Primus. Since then he has worked on numerous occasions with several of the super hero teams throughout the country and was alongside the U.N.T.I.L. contingent that fished both Sadam Hussein and Osama Bin Laden from their hiding places. He is currently operating in the New York area and can travel freely throughout the country as he sees fit. His rank in the Primus orginization is equal to the Golden Avengers.

 

Personality/Motivation:

 

Quote: "I'm American born and bread, you don't scare me"

 

Powers/Tactics: The American Avenger is an immensely powerful brick and one of the strongest individauls on the planet. He has been clocked at running over 97 mph and can jump nearly 300 feet in a single bound. His dense flesh makes him incredible reistant to harm and he is immune to all know posions and diseases.

 

Campaign Use: Powerful Patriotic Martial-Brick

 

Appearance: Joshua is in his early 30's. He is very hansome and has short blonde hair. His costume is a blue body suit with red boots, gloves and cape and white trim

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Re: Brick Collection (Spin off from Normal Proofing Bricks)

 

Reptyle

Val Char Cost Roll Notes

50 STR 40 19- Lift 25.6tons; 10d6 [5]

30 DEX 60 15- OCV: 10/DCV: 10

30 CON 40 15-

20 BODY 20 13-

16 INT 6 12- PER Roll 12-

10 EGO 0 11- ECV: 3

20 PRE 10 13- PRE Attack: 4d6

20 COM 5 13-

 

30 PD 20 Total: 30 PD (30 rPD)

30 ED 24 Total: 30 ED (30 rED)

6 SPD 20 Phases: 2, 4, 6, 8, 10, 12

20 REC 8

60 END 0

60 STUN 0 Total Characteristic Cost: 253

 

Movement: Running: 12"/24"

Leaping: 10"/20"

Swimming: 20"/40"

 

Cost Powers END

12 Enhanced Running: Running +6" (12" total) 1

6 Gator Tail I: Extra Limb (1), Inherent (+1/4) (6 Active Points)

18 Gator Tail II: Swimming +18" (20" total) 2

10 Lizard-like digits: Clinging (normal STR)

16 Reptilian DNA: LS (Extended Breathing: 1 END per 20 Minutes; Immunity: Phytotoxins; Immunity: Zootoxins; Longevity: 400 Years)

25 Reptilian Healing: Healing 3 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

30 Reptilian Skin: Damage Resistance (30 PD/30 ED)

Savate

Maneuver OCV DCV Notes

5 Back Kick +1 +3 12d6 Strike

4 Low Kick +0 +2 14d6 Strike

5 Side Kick -2 +1 16d6 Strike

4 Block +2 +2 Block, Abort

4 Disarm -1 +1 Disarm; 70 STR to Disarm

Tail Maneuvers

Maneuver OCV DCV Notes

3 Tail Grab -1 -1 Grab Two Limbs, 70 STR for holding on

4 Tail Squeeze +0 +0 16d6 Crush, Must Follow Grab

3 Tail Sweep +2 -1 13d6 Strike, Target Falls

8 +2 HTH Damage Class(es)

 

Perks

1 Fringe Benefit: Passport

1 Pilots Liscence: Fringe Benefit: License to practice a profession

5 Money: Well Off

10 Contact: Former Commanding Officer in the U.S.A.F. (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Very Good relationship with Contact) 13-

 

Talents

3 Ambidexterity (-2 Off Hand penalty)

 

Skills

10 +2 with DCV

6 +3 with any single attack

3 Acrobatics 15-

3 Breakfall 15-

3 Combat Piloting 15-

3 Conversation 13-

Everyman Skills (Cost: 0 Points)

0 1) Native: Language: English (idiomatic) (4 Active Points)

0 2) AK: Baton Rouge, Louisiana 11-

0 3) Acting 8-

0 4) Climbing 8-

0 5) Computer Programming 8-

0 6) Concealment 8-

0 7) Conversation 8-

0 8) Deduction 8-

0 9) PS: Pilot 11-

0 10) Paramedics 8-

0 11) Persuasion 8-

0 12) Shadowing 8-

0 13) Stealth 8-

0 14) TF: Custom Adder, Small Motorized Ground Vehicles

3 High Society 13-

6 KS: Cooking 15-

6 KS: Savate 15-

1 Language: Arabic (basic conversation)

4 Language: French (completely fluent; literate)

3 Language: German (fluent conversation; literate)

1 Language: Korean (basic conversation)

3 Mechanics 12-

3 Persuasion 13-

5 Seduction 14-

3 TF: Combat Aircraft, Helicopters, Large Planes, Small Planes

 

Total Powers & Skill Cost: 243

Total Cost: 496

 

350+ Disadvantages

10 Dependence: Submergence in Water Takes 3d6 Damage (Very Common, 6 Hours)

10 Distinctive Features: Green Skin & Tail (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

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

20 Enraged: if attacked with cold (Uncommon), go 14-, recover 11-

15 Hunted: Terror Inc 8- (Mo Pow, Harshly Punish)

15 Physical Limitation: Wierd Bio Chemistry, Requires Special Medical Attention (Frequently, Greatly Impairing)

10 Psychological Limitation: Shameless Flirt (Common, Moderate)

10 Psychological Limitation: Swashbuckler Attitude (Common, Moderate)

20 Psychological Limitation: Will Not Kill (Common, Total)

10 Social Limitation: Public Identity (Frequently, Minor)

10 Vulnerability: 2 x STUN Cold based attacks (Uncommon)

10 Vulnerability: 2 x BODY Cold based attacks (Uncommon)

 

Total Disadvantage Points: 150

 

Background/History: Andre was born in the French Quarter of New Orleans. His father owned his own charter flight sevice and he taught ANdre how to fly planes. When he graduated high school his natural flying talent led ANdre to joing the U.S. Air Force. He spent 12 years in the service, retiring at the age of 30. Andre spent the next two years in Lyon, France, where he learned savate. One night however he recieved a phone call from his father informing him that his mother had died. His life went down hill from there. SIx months later his father died. Andre sold his father's business, banked the money, and went to work for another charter service in Baton Rouge. During a return flight from Florida, Andres plane developed engine troubles and crashed into the bayous of Louisiana. He survived but was knocked unconcious. When he awoke, he was strapped to a laboratory table and looking straight into the armored visage of Professor Muerte, who told Andre he had injected his body with a mutating formula containing reptile DNA. Over the next few hour the lab was filled with the cajun's screams as his body underwent it's transformation. Once the transformation was complete, Muerte leaned in close, inspecting his handywork. Thinking he was unconcious, Muerte command two agents to take his latest project to a waiting cell. Andre was playing possum and, with his newley enhanced strength and savate training, overpowered the agents and escaped the facility into the bayou. During his flight through the bayou, he quickly discovered that his new tail allowed him to swim at an extraordinary pace and that he could hold his breath for, what seemed to him, an eternity. WHen he returned to the city he quickly adapted to his new form and began to fight crime, calling himself Reptyle. He even managed to create some custom maneuvers with his tail, intergrating them in with his savate. After several adverntures in both New Orleans and Baton Rouge, he made his way to Florida, where another new hero had recently emerged. Andre found Amordillo Man in the wetland game preseve near the Kennedy Space, and they quickly became friends and partners. Not long after they were joined by Sunburn and Seminole and the Forces of Nature, as the media dubbed them, was born.

 

Personality/Motivation: Reptyle loves being the hero. He loves the attention, especially from the ladies.

 

Quote: To female villains: "C'mon chere, leave this criminal life so we can get to know each other better."

 

Powers/Tactics: Reptyle is a pretty straight foreward martial-brick. He loves to taunt his opponents in battle, unless it is an atttractive female villain, in which case he will hit on them.

 

Campaign Use: Reptyle is the 'Celebrity' member of the FoN. He is often seen at charity events and in some of Orlando's hottest night spots. He can get tickets to any concert or sporting event in the state and is regularly seen at the Sunset Strip (A nightclub owned by former Warrent lead singer Jani Lane).

 

Appearance: Andre looks exactly as he did before his transformation, save for his skin is now green and he has a very long alligator like tail. An attractive man before his transformation, his enhancements only seem to add an exotic side to his attractiveness. He wear a black tank boots and gloves and blue pants as his costume. Also on his left wrist is a gold bandana signifying his achievent of the highest possible rank in savate.

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Re: Brick Collection (Spin off from Normal Proofing Bricks)

 

I have several more but I will not post them all here. However I will leave you with one final one. My most diabolical and devistating villain :eg:

 

Kill Ratio

Val Char Cost Roll Notes

100 STR 90 29- Lift 26.2ktons; 20d6 [10]

35 DEX 75 16- OCV: 12/DCV: 12

50 CON 80 19-

40 BODY 60 17-

40 INT 30 17- PER Roll 17-

25 EGO 30 14- ECV: 8

30 PRE 20 15- PRE Attack: 6d6

10 COM 0 11-

 

20/50 PD 0 Total: 20/50 PD (0/30 rPD)

20/50 ED 10 Total: 20/50 ED (0/30 rED)

6 SPD 15 Phases: 2, 4, 6, 8, 10, 12

30 REC 0

100 END 0

115 STUN 0 Total Characteristic Cost: 410

 

Movement: Running: 26"/52"

Leaping: 40"/80"

Swimming: 2"/4"

 

Cost Powers END

60 Death Punch: HKA 4d6 (8d6 w/STR) 6

20 Mental Toughness: Mental Defense (25 points total)

180 Personal Protection Field: FF (30 PD/30 ED/10 Flash Defense: Sight Group/10 Flash Defense: Hearing Group) (Protect Carried Items), Hardened (x2; +1/2), Reduced Endurance (0 END; +1/2) (180 Active Points)

25 Superhuman Leaping: Leaping +20" (40" forward, 20" upward) (Accurate) 2

33 Superhuman Metabolism II: LS (Extended Breathing: 1 END per 20 Minutes; 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)

40 Superhuman Metabolism: Healing 5 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (110 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

40 Superhuman Running: Running +20" (26" total) 4

10 Toughness I: Lack Of Weakness (-10) for Mental Defense

10 Toughness II: Lack Of Weakness (-10) for Normal Defense

10 Toughness III: Lack Of Weakness (-10) for Resistant Defenses

10 Toughness IV: Lack Of Weakness (-10) for Power Defense

 

Perks

75 100 Robotic Operative Commandos: Followers

140 Kill Ratio's Base and Computer: Vehicles & Bases

80 Psi-Bar: Feamle mutant cyborg: Follower

95 Razor; Cyborg Assassin: Follower

70 Titanus: Cyborg Brick: Follower

10 Money: Wealthy

 

Talents

5 Eidetic Memory

3 Lightning Calculator

4 Speed Reading (x10)

 

Skills

3 Bugging 17-

3 Computer Programming 17-

3 Deduction 17-

3 Electronics 17-

3 Inventor 17-

3 Mechanics 17-

3 Scientist

2 1) SS: Anatomy 17- (3 Active Points)

2 2) SS: BioChemistry 17- (3 Active Points)

2 3) SS: Chemistry 17- (3 Active Points)

2 4) SS: Cyberneics 17- (3 Active Points)

2 5) SS: Mathematics 17- (3 Active Points)

2 6) SS: Neurology 17- (3 Active Points)

2 7) SS: Physiology 17- (3 Active Points)

2 8) SS: Robotics 17- (3 Active Points)

3 Systems Operation 17-

3 Security Systems 17-

 

Total Powers & Skill Cost: 963

Total Cost: 1373

 

200+ Disadvantages

25 Hunted: Primus 11- (Mo Pow, NCI, Harshly Punish)

25 Hunted: Until 11- (Mo Pow, NCI, Harshly Punish)

20 Hunted: all Superheroes 8- (Mo Pow, NCI, Harshly Punish)

15 Social Limitation: Secret ID: Hannover Fist (Frequently, Major)

30 Vulnerability: 2 x STUN Energy Based Attacks (Very Common)

15 Psychological Limitation: Megalomania (Common, Strong)

15 Psychological Limitation: Overconfident (Common, Strong)

15 Psychological Limitation: Casual Killer (Common, Strong)

35 Enraged: Berserk when attacked with Energy Based Attacks (Uncommon), go 14-, recover 8-

20 Psychological Limitation: Greedy (Very Common, Strong)

994 GM's Master Villain Bonus II

20 Hunted: Viper 8- (Mo Pow, NCI, Harshly Punish)

15 Reputation: Maniacal Supervillain, 14-

10 Rivalry: Professional, Dr. Destroyer, Rival is As Powerful, Seek to Harm or Kill Rival, Rival Aware of Rivalry

999 GM's Master Villain Bonus

15 Unluck: 3d6

 

Total Disadvantage Points: 2268

 

Background/History: Hannover fist was born with a silver spoon in his mouth. His parents were rich beyond a normal persons dream. He had the best of it all, educators, cooks, personal valets and butlers. The only thing he lacked was his parents love, always to busy to spend any time with him, and he hated them for it. His unearthly intelligence helped him graduate highschool by the time he was 12. By 25 he had earned several degrees from college and was working at the world's leading Robotic and Cybernetic research company. His scientific peers, however ridiculed him for his age and for his much more advanced ideas. They thought him a quack, but he kept teliing himself they would pay. After two years of ridicule he finally decided to act. He broke into the lab he worked in and assembled a set of neural & physical enhancment bracers and the chips he would need implanted in his body to allow the enhancements to work. Hannover then went to the operating rooms, programmed the robotic surgeon to imlant the chips, and laid down on the table. He awoke several hours later a new man. *Hannover Fist is no more*...he thought...*Everyone who ever ridiculed me will feel death at the hands of Kill Ratio*. He knew he would need money, so he went to his parents house. They were drunk and arguing. He came leaping through the window and sammed his fist into his fathers head, felling the bone of the skull collapse. Daddy was dead before he hit the floor. His mother ran but didnt get far as his fist opened a gaping hole all the way through her torso. Hannover then went home and removed the bracers, tempararilly returning him to normal. The police investigation turned up nothing other than the fact that his parents were obviuoslly killed by a supevillain. Two weeks later Hannover had every single cent of his parents money. He then went back to the lab and had the bracers permanantly fused to his forearms. Over the next few years he sold his parents house, built himself an underground base of operations and an army of robotic minions, as well as kidnapping three special individuals and turning them into obediant cyborgs. He then commanded his horde to attack his old lab and kill everyone there. It was plain and simple a bloodbath. During the carnage several supeheroes and the media showed up, which caused Kill Ratio to get involved himself. He managed to kill two superheroes, which forced the others to retreat carrying their dead commrades as they did so. Then using his super leaping ability he jumped towards one of the tv vans. He landed on the reporter and put his fist through the camera mans chest. He picked up the camera and said into the lens "I am Kill Ratio. I am here to make the world pay for it's sins. You will either bow to me or be killed. The end is nigh...Weep" Kill Ratio then lept away, his followers on his heels.

 

Personality/Motivation: Kill Ratio is pissed at the world. He is sadistic and will kill anyone at the drop of a hat.

 

Quote: The End is Nigh...Weep

 

Powers/Tactics: Kill Ratio is a brick combined with probablly the most brilliant mind on the planet. He is cold and calculating. He however enjoys just wading into his opponents and getting his hands dirty.

 

Campaign Use:

 

Appearance: Kill Ratio wears an balck bodysuit covering his entire body,save for where his wild mop of hair stick out of the top. There is a blood red set of crosshairs emblazoned on the torso front of the suit.

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