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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)

 

ASSAULT - a recent version.

http://www.uber-world.com/characterpage.php?cid=32

 

ASTROMAN

Frank Jones

 

Value Characteristic Cost Roll Notes

60 STR 50 21- Lift 100 tons; 12d6; [6]

26 DEX 48 14- OCV: 9 DCV: 9

28 CON 36 15-

17 BODY 14 12-

13 INT 3 12- PER Roll 12-

14 EGO 8 12- ECV: 5

25 PRE 15 14- PRE Attack: 5d6

12 COM 1 11-

25 PD 13 Total: 25 PD (15 rPD)

23 ED 17 Total: 23 ED (15 rED)

6 SPD 24 Total: 0 MD (0 rMD)

18 REC 0 Phases: 2, 4, 6, 8, 10, 12

56 END 0 Running: 6" / 12"

61 STUN 0 Swimming: 2" / 4"

Flight: 20" / 40"

Cost Powers END

40 Multipower: Superspeed Powers

4u Flight: 20" Flight (40 Active Points) 4

2u Supersonic Flight: 10"Flight, Megascale (+1/4) 2

 

15 Naked Power Advantage: 1/2 END cost on Strength 3

15 Damage Resistance (15PD / 15ED) 0

4 Life Support (Safe In Intense Heat and Cold) 0

 

Cost Perks

6 Contact: FBI agent, 11- (very useful skills/contacts +2; access to major institution (FBI) +1; good relationship +1)

3 Fringe Benefit: National Police Powers

1 Fringe Benefit: Passport

 

Cost Skill

3 Bureaucratics 14-

2 Navigation (Air) 12-

3 Teamwork 14-

2 Tactics 11-

2 AK: Main Campaign City 11-

3 AK: Australia 12-

3 Scholar

2 KS: Archeology 12-

1 KS: Archeological world 11-

1 KS: Anomalous History 11-

2 KS: Known Superhumans 12-

1 KS: (US) Federal Criminal Law 11-

1 KS: (US) Federal Criminal Procedure 11-

3 PS: Archeologist 12-

2 PS: Academic 11-

 

200+ Disadvantages

10 Dependent NPC: Lydia Griffiths, Archeologist 8- (Normal; Useful Noncombat

Position or Skills; Unaware of character's adventuring career/Secret ID)

10 Hunted: Tachyon 8- (As Pow)

10 Hunted: Thunderbolt II 8- (As Pow)

20 Psychological Limitation: Code Against Killing (Com, Total)

20 Psychological Limitation: Protective Of Innocents (Com, Total)

15 Social Limitation: Secret Identity (Frank Jones, Archeologist/Research Fellow), Frequently, Severe

10 Unluck 2D

20 Vulnerability: 2x Effect from Drains

20 Vulnerability: 2x STUN and Effect from Mental Attacks

15 Susceptibility: to Kelvarite, 1d6 damage per Phase (Uncommon)

0 Experience Points

 

Characteristics Cost 229 Base Points 200

Powers Cost 80 Disadvantages 150

Talents Cost 0 Experience Points 0

Perks Cost 10 Total Points 350

Skills Cost 31

Total Cost 350

 

---

 

Nationality Australian

Place of Birth Charleville, Queensland, Australia

Date of Birth January 14, 1980

 

Hair Colour: Black

Eye Colour: Green

Height: 1.9m

Weight: 90kg

 

Background/History: The rock carvings were old. Almost too old. For archaeologist Frank Jones, they were like a magnet, drawing him to them while his co-workers were still having breakfast.

 

That was why he was alone when the meteorite hit.

 

He recovered quickly enough, once they carried him away from the remaining meteorite fragments. In fact, he discovered that he was stronger, healthier and faster than ever before. It took him a little longer to realise he was bullet proof, unaffected by extremes of temperature and able to fly.

 

Exactly who leaked the fact that the meteorite contained Kelvarite is unclear. All that is known for sure is that Thunderbolt (II), Tachyon and various henchmen quickly became embroiled in a complex struggle for control of the meteorite's fragments. Inevitably, innocents were endangered in this conflict, leading Frank to use his new-found powers in their defence.

 

And thus the world gained a new hero: Astroman. Defender of the innocent, protector of the weak, and all round swell guy.

 

He has subsequently travelled to the USA, where he is working as a research fellow at university/college. Not coincidentally, physicists at the same institution are studying the properties of Kelvarite.

 

He is dating fellow archeologist, Lydia Griffiths.

 

Personality/Motivation: He's basically a nice guy with a rather "Four Colour" view of the world. He has powers, so he uses them for good. He is something of a bookworm, passionately in the science of archeology, although he is capable of letting his hair down. He has a particular interest in the stranger fringes of the field, where there are hints of the existence of civilisations older than conventionally thought possible.

 

Quote:

(As Frank): "Hey, this stuff is really old!"

(As Astroman): "Back off. These folks are under my protection."

 

Powers/Tactics: He is superhumanly strong, fast, resistant to damage, and can fly. He attempts to combine these powers in combat, but is equally likely to just start slugging.

 

Appearance: Astroman wears a red bodysuit, black trunks, boots and gloves, and a green cape. His belt, chest emblem, and mask are yellow.

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

 

Gargoyle

 

Player:

 

Val Char Cost

15/40 STR 5

13/23 DEX 9

15/25 CON 10

11/15 BODY 2

24 INT 14

12 EGO 4

30 PRE 5

14 COM 2

 

5/30 PD 2

5/30 ED 2

4/5 SPD 17

6/14 REC 0

30/50 END 0

30/53 STUN 3

 

6" RUN 0

2" SWIM 0

3"/8" LEAP 0

Characteristics Cost: 75

 

Cost Power

6 Centurian Communicator: Mind Link , Specific Group of Minds, Number of Minds (x2) (15 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4), Sense Affected As Radio & Hearing (-1/4)

7 Enchanted Life: LS (Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week)

Gargoyle Body, all slots OIHID (-1/4)

30 1) Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points)

20 2) +25 STR (25 Active Points)

24 3) +10 DEX (30 Active Points)

16 4) +10 CON (20 Active Points)

6 5) +4 BODY (8 Active Points)

12 6) +15 PRE (15 Active Points)

8 7) Damage Resistance (10 PD/10 ED) (10 Active Points)

8 8) +10 PD (10 Active Points)

10 9) +13 ED (13 Active Points)

2 10) +1 REC

1 11) +1 STUN

4 12) IR Perception (Sight Group) (5 Active Points)

8 13) Clinging (normal STR) (10 Active Points)

40 14) Claws: HKA 2 1/2d6 (3 1/2d6 / 5d6+1 w/STR) (vs. PD), Reduced Endurance (0 END; +1/2) (60 Active Points); Reduced Penetration (-1/4)

6 15) MD (10 points total) (8 Active Points)

11 Wings: Multipower, 20-point reserve, (20 Active Points); all slots Restrainable (-1/2), OIHID (-1/4)

1u 1) Gliding 20" (20 Active Points)

1u 2) Flight 10" (20 Active Points)

Statue Form, all slots Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2)

18 1) Armor (10 PD/10 ED), Hardened (x2; +1/2) (45 Active Points)

4 2) Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Linked (Armor; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -1/4)

Powers Cost: 243

 

 

Cost Skill

3 Acrobatics 12- (14-)

3 Analyze: Technology 14-

3 Breakfall 12- (14-)

3 Climbing 12- (14-)

3 Combat Piloting 12- (14-)

3 Computer Programming 14-

3 Concealment 14-

3 Deduction 14-

3 Electronics 14-

3 High Society 15-

3 Inventor 14-

3 Scholar

2 1) KS: Buisness World (INT-based) (3 Active Points) 14-

2 2) KS: English Lit (INT-based) (3 Active Points) 14-

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

2 4) KS: Super Human World (INT-based) (3 Active Points) 14-

3 Teamwork 12- (14-)

3 CK: Chicago (INT-based) 14-

2 TF: Centurian Vehicles, Small Planes

3 Oratory 15-

3 Paramedics 14-

3 PS: School Administrastion (INT-based) 14-

3 PS: Buisness (INT-based) 14-

3 Scientist

2 1) SS (INT-based) 14- (3 Active Points)

2 2) SS (INT-based) 14- (3 Active Points)

2 3) SS (INT-based) 14- (3 Active Points)

2 4) SS (INT-based) 14- (3 Active Points)

2 5) SS (INT-based) 14- (3 Active Points)

2 6) SS (INT-based) 14- (3 Active Points)

Skills Cost: 78

 

Cost Perk

40 Follower

15 Money: Filthy Rich

10 Fringe Benefit: International Police Powers, Membership: Centurians Leader

3 Well-Connected

1 1) Contact (2 Active Points) 11-

1 2) Contact (2 Active Points) 11-

1 3) Contact (2 Active Points) 11-

1 4) Contact (2 Active Points) 11-

1 5) Contact (2 Active Points) 11-

1 6) Contact (2 Active Points) 11-

1 7) Contact (2 Active Points) 11-

1 8) Contact (2 Active Points) 11-

1 9) Contact (2 Active Points) 11-

1 10) Contact (2 Active Points) 11-

1 11) Contact (2 Active Points) 11-

Perks Cost: 79

 

 

Total Character Cost: 475

 

Pts. Disadvantage

20 Accidental Change: 0 body turns to stone form Always (Uncommon)

5 Enraged: When takes body damage (Uncommon), go 8-, recover 14-

10 Hunted: Centurians 8- (Mo Pow, NCI, Watching)

20 Hunted: Rachael Le Fey 8- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

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

15 Psych. Lim.: Code of Honor (Common, Strong)

10 Psych. Lim.: Code vs Killing (Common, Moderate)

20 Psych. Lim.: Dedicated to students (Very Common, Strong)

5 Reputation: Hero, 8-

15 Soc. Lim.: Secret ID (Frequently, Major)

10 Soc. Lim.: Subject to orders (Occasionally, Major)

Disadvantage Points: 150

Base Points: 300

Experience Required: 25

Total Experience Available: 25

Experience Unspent: 0

 

 

Background (quick): A brilliant rich scientist becomes a power armored hero after saving a strangers life. During adventure gets merged with a mystical gargoyle while on another earth

 

Personality: Character is extremly dedicated to the students of the Centurians acadamy, otherwise he started as a bored billionaire who lucked into the hero thing, as he developed he became truley heroic. When he was in the other dimension he was linked with a monster, at times the monster still "gets out of control"

 

Appearence: Seen gargoyles? Looks alot like Goliath

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An early version of Assault

 

Assault was originally a 3rd Edition character, and thus radically different from his present-day incarnation. Here is a version of the character more faithful to his original appearance.

 

(He actually had more than the seven points of experience I have given him. I only included this much to grandfather him accurately.)

 

ASSAULT (Early version)

Frank Brosnan

 

Val Char Cost

60 STR 50

20 DEX 30

33 CON 46

20 BODY 20

10 INT 0

10 EGO 0

20 PRE 10

10 COM 0

40 PD 28

40 ED 33

4 SPD 10

24 REC 10

66 END 0

67 STUN 0

 

Cost Powers END

20 Damage Resistance 0

 

Cost Skills

0 Everyman Skills

Acting 8-

Area Knowledge: Brisbane, Queensland 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language Skill: English (idiomatic)

Paramedic 8-

Persuasion 8-

Professional Skill: Security Guard 11-

Shadowing 8-

Stealth 8-

Transport Familiarity: Small Ground Vehicles

 

100+ Disadvantages

10 Dependent NPC: Andrea Corrigan (Reporter, Unaware of ID) 8-

20 Hunted: Gauntlet 8-

15 Monitored: ASIO 8-

15 Physical Limitation: Weird Biochemistry Requires Specialist Medical Care

20 Psychological Limitation: Code Against Killing

15 Psychological Limitation: Overconfident

20 Psychological Limitation: Protective Of Innocents

15 Social Limitation: Secret Identity

20 Vulnerability: 2x STUN and Effect from Mental Attacks

7 Experience Points

 

Characteristics Cost 237 Base Points 100

Powers Cost 20 Disadvantages 150

Talents Cost 0 Experience Points 7

Perks Cost 0 Total Points 257

Martial Arts Cost 0

Skills Cost 0

Total Cost 257

 

---

Everything else as per more recent version.

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Wonder Boy!

 

A character I whipped up just for fun. I've done lots of "back of the envelope" versions of him, but never a "proper" writeup before. Since this one isn't complete, I guess I still haven't. ;)

 

 

 

WONDER BOY

Mark Dent

 

Val Char Cost

40 STR 30

20 DEX 30

28 CON 36

16 BODY 12

10 INT 0

10 EGO 0

10 PRE 0

12 COM 1

20 PD 12

20 ED 14

4 SPD 10

16 REC 4

56 END 0

50 STUN 0

 

Cost Powers END

20 Damage Resistance 0

12 +4 Enhanced Perception 0

2 -1" Knockback Resistance 0

24 Life Support (Disease, Poisons, Heat, Cold) 0

 

22 Multipower (22pt Base)

2 1u +11" Running

1 2u +12" Leaping

1 3u +12" Swimming

 

Cost Skills

0 Everyman Skills

Acting 8-

Area Knowledge: Littleton, Missouri 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language Skill: English (idiomatic)

Paramedic 8-

Persuasion 8-

Professional Skill: Farmboy 11-

Shadowing 8-

Stealth 8-

Transport Familiarity: Small Ground Vehicles

 

17 A bunch of other skills

 

150+ Disadvantages

20 Dependent NPC: Parents (Incompetent, 2 DNPCs) 8-

15 Dependent NPC: Snoopy Girlfriend (Normal, Unaware of ID) 8-

15 Hunted: Parents (as per Teen Champions)

20 Psychological Limitation: Heroic Code (Common, Total)

10 Social Limitation: Minor (Frequently, Minor)

15 Social Limitation: Secret Identity (Mark Dent, Farmboy/Schoolkid)

5 1d6 Unluck

0 Experience Points

 

Characteristics Cost 149 Base Points 150

Powers Cost 84 Disadvantages 100

Talents Cost 0 Experience Points 0

Perks Cost 0 Total Points 250

Martial Arts Cost 0

Skills Cost 17

Total Cost 250

 

---

Rocketed to Earth from the planet Neonia, blah blah blah.

See: http://superman.ws/tales3/birthOfSuperboy/ for further details.

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  • 3 weeks later...

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

 

This is the character I plan to play soon in my group's current game. His concept is that he is an "anti-brick". I wanted to build a character that could function as the group's brick, but without super strength or invulnerability. The special effect of his powers is that he weakens the power of attacks that hit him and reduces the defense of anything he hits. A bit of powergaming went into the build so please feel free to comment if something doesn't look right to you.

 

Name: Siphon

Identity: Dr. Donald “Donnybrook” Brannigan

 

Characteristics Cost

20 (30) STR 10

20 DEX 30

20 CON 20

20 BODY 20

18 INT 8

10 EGO 0

20 PRE 10

10 COM 0

8 PD 4

8 ED 4

4 SPD 10

10 REC 4

50 END 5

50 STUN 10

6” Running 0

2” Swimming 0

4” Leaping 0

 

135 Total Characteristics Cost

 

Cost Skills, Perks, and Talents

3 SS (Statistical Physics), 14-

3 Analyze (Probabilities), 14- “Chaos Theory”

5 Gambling (One from each category), 14-

3 +1 with any three related Skills “Playing the Odds”

1 +1 Resistance, 14-

 

15 Total Skills, Perks, & Talents Cost

 

Cost Powers END

20 “Entropic Force” Multipower, 40 APs, Extra Time: Full Phase (-1/4), Noisy (-1/4), No Figured Characteristics (-1/2) -

2u +10 STR, Armor Piercing (+1/2), Penetrating (+1/2) 6

2u +10 STR, NND (+1) (Defense is Life Support: Longevity, Regeneration: Resurrection, or Extra-Dimensional Movement: Time Travel) 6

30 “Suppression Field” Find Weakness with HTH (20), Uncontrolled (+1/2), +6 to Roll (30), Extra Time: Full Phase (-1/4), Visible (-1/4), Linked to Change Environment (-1/2) 0

24 “Entropic Aura” 1” Change Environment (5), Multiple Combat Effects (5), -6 DCV (25), -5 OCV (25), Extra Time: Full Phase (-1/4), Noisy (-1/4), No Range (-1/2), Self Only (-1/2) 6

30 “Dampening Field I” 75% Resistant PD Damage Reduction, Extra Time: Full Phase (-1/4), Visible (-1/4), Linked to Change Environment (-1/2) 0

30 “Dampening Field II” 75% Resistant ED Damage Reduction, Extra Time: Full Phase (-1/4), Visible (-1/4), Linked to Change Environment (-1/2) 0

15 “Dampening Field III” 50% Mental Damage Reduction, Extra Time: Full Phase (-1/4), Visible (-1/4), Linked to Change Environment (-1/2) 0

33 “Entropic Nimbus” Multipower, 50 APs, Extra Time: Full Phase (-1/4), Visible (-1/4), Standard Effect Rule (0) -

3u 5d6 Absorption, Varying Effect: PD or ED (+3/4), Variable Effect: Any Recovery related Characteristic (BODY, STUN, END, or REC) (+1/4) 0

3u 5d6 Absorption, Varying Effect: PD or ED (+3/4), Variable Effect: Any Movement related Characteristic (Run, Swim, Leap, or SPD) (+1/4) 0

3u Missile Deflection and Reflection, Deflect any Ranged Attack (20), Deflection at Range (+1/2), Uncontrolled (+1/2), +5 to Roll (10) 0

2u 1” Tunneling (5) through 12 DEF material (33), Trigger: Zero-Phase Action (+1/4), Walls Only (-1/2), No Noncombat Movement (-1/4) 4

1 2 PD/ 2 ED Damage Resistance, Extra Time: Full Phase (-1/4), Visible (-1/4), Linked to Change Environment (-1/2) 0

2 Enhanced Perception, +1 PER Rolls for five Senses (5), Extra Time: Full Phase (-1/4), Visible (-1/4), Linked to Change Environment (-1/2) 0

 

200 Total Powers Cost

 

Cost Disadvantages

10 Wealth (Destitute) “Compulsive Gambler”

20 Age (Normal Characteristics Maxima)

15 Distinctive Features (Not Concealable, Noticed and Recognizable) “Huge Build”

15 Watched by the Police (More Powerful, NCI, Limited Area, Public ID, 11-)

15 Psychological Limitation (Very Common, Moderate) “Stubborn”

15 Psychological Limitation (Very Common, Moderate) “Reckless”

15 Psychological Limitation (Very Common, Moderate) “Addicted to Gambling”

20 Reputation (14-, Extreme) “Embodiment of Chaos”

20 Social Limitation: “Public Identity” (Frequently, Severe)

5 Unluck (1d6) “Bad Luck”

 

150 Total Disadvantages Cost

350 Total Character Cost

 

Background/ History:

Donald Brannigan was a brilliant Research Statistician before his “accident”. He used his knowledge of probability and statistics to successfully gamble his way through college. He became obsessed with gambling and the high he got when he beat he odds. He used his earnings to finance his promising research career. Unfortunately his luck eventually ran out. Unable to pay his massive gambling debts, one of his creditors had him thrown into his latest experiment, a large experimental machine involved in the study of entropy. His body was transformed by the entropic explosion, turning him into an avatar of chaos. His body is now huge and ripples with muscles and, when his powers are in use, he is surrounded by a dark aura that drastically increases the entropy of anything it touches. Though he in fact does not have super strength or invulnerability, attacks that are directed at him are dramatically reduced in effectiveness and anything he strikes is weakened to its breaking point before he even touches it. Siphon uses his newfound power to fight criminals like the ones that tried to kill him.

 

Personality/ Motivation:

Although Siphon was once a brilliant scientist, he much more prefers playing the role of the raging berserker. He is addicted to risk and taking chances in almost any form. He is stubborn and headstrong and more prone to action than discussion. Though he tries to be a hero, the path of destruction he leaves in his wake makes the authorities uneasy. Consequently, they tend to keep an eye on him whenever he is in the area. Siphon revels in the chaos that seems to follow him wherever he goes.

 

Powers/ Tactics:

Siphon is essentially an “Anti-brick”. Instead of having massive strength and resistance to injury, he lessens the potency of attacks that target him and weakens the defenses of those he attacks. Because he becomes more powerful when he is struck, he will often charge recklessly into combat without attempting to avoid blows.

 

Costume/ Appearance:

Siphon is 6’6” tall and weighs 330 lbs. His costume is black and red with an “S” on Chest (which is the symbol for entropy). While powered up, shadowy after-images trail his every movement.

 

Quote/ Catch Phrase:

“If you think you got me figured out you might be close, but close only counts with horseshoes and hand grenades.”

 

Campaign Use/ Archetype:

Antihero/ Anti-brick

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

 

Riot - Alexander Walker

 

VAL...CHA...Cost...Total...Roll......Notes

50....STR.....40...50......19-.......HTH Damage 10d6 END [5]

23....DEX.....39...23......14-.......OCV 8 DCV 8

30....CON.....40...30......15-

18....BODY....16...18......13-

13....INT.....3...13......12-.......PER Roll 12-

11....EGO.....2...11......11-.......ECV: 4

15....PRE.....5...15......12-.......PRE Attack: 3d6

12....COM.....1...12......11-

25....PD......15...25/33.............25/33 PD (25/33 rPD)

25....ED......19...25/33.............25/33 ED (25/33 rED)

5....SPD.....17...5.................Phases: 3, 5, 8, 10, 12

16....REC.....0...16

60....END.....0...60

58....STUN....0...58

6....RUN......0...6"................END [1]

2....SWIM.....0...2"................END [1]

30....LEAP.....0...30"................30" forward, 15" upward

 

CHA Cost: 197

 

Cost...POWERS

31.....Tough Skin: Damage Resistance (25 PD/25 ED), Hardened (+1/4) (31 Active Points) - END=0

3.....Tough Senses: Hearing Group Flash Defense (5 points) (5 Active Points); Activation Roll 14- (-1/2) - END=0

3.....Tough Senses: Sight Group Flash Defense (5 points) (5 Active Points); Activation Roll 14- (-1/2) - END=0

14.....Powerful Legs: Leaping +20" (30" forward, 15" upward) (Accurate) (25 Active Points); Increased Endurance Cost (x2 END; -1/2) - END=4

..... - END=

25.....Duplication (creates 5 325-point Duplicates) (80 Active Points); Increased Endurance Cost (x3 END; -1), Activation Roll 14- (-1/2), Extra Time (Extra Phase, Only to Activate, -1/2), Costs Endurance (Only Costs END to Activate; -1/4) - END=24

..... - END=

12.....UNTIL Armor: Armor (8 PD/8 ED) (24 Active Points); Activation Roll 14- (-1/2), OIF (UNITL Armor; -1/2) - END=0

 

POWERS Cost: 88

 

Cost...MARTIAL ARTS

......UNTIL Combat Training

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

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

4......Punch: 1/2 Phase, +2 OCV, +0 DCV, 12d6 Strike

3......Throw: 1/2 Phase, +0 OCV, +1 DCV, 10d6 +v/5, Target Falls

1......Weapon Element: Clubs

 

MARTIAL ARTS Cost: 16

 

Cost...SKILLS

3......Acting 12-

0......AK: Vancouver, BC 8-

0......Climbing 8-

0......Concealment 8-

0......Conversation 8-

3......Conversation 12-

3......Criminology 12-

3......Deduction 12-

3......Interrogation 12-

0......Language (completely fluent; literate) (4 Active Points)

0......Paramedics 8-

0......Persuasion 8-

2......PS: UNTIL Agent 11-

3......Scholar

1......1) KS: International Law And Law Enforcement (2 Active Points) 11-

2......2) KS: Local Underworld (3 Active Points) 12-

1......3) KS: The Law Enforcement World (2 Active Points) 11-

1......4) KS: The United Nations (2 Active Points) 11-

1......5) KS: UNTIL (2 Active Points) 11-

1......6) KS: World Politics (2 Active Points) 11-

1......7) KS: World Supervillains (2 Active Points) 11-

0......Shadowing 8-

3......Stealth 14-

3......Streetwise 12-

3......Tactics 12-

3......Teamwork 14-

0......TF: Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]

0......WF: Clubs, Fist-Loads, Thrown Rocks, Unarmed Combat

 

SKILLS Cost: 40

 

Cost...PERKS

5......Fringe Benefit: International Police Powers

1......Fringe Benefit: Passport

2......Fringe Benefit: Membership: SLP Member

1......Fringe Benefit: International Driver's License

 

PERKS Cost: 9

 

Value..DISADVANTAGES

5.....Dependent NPC: Sabrina Babini, UNTIL Leftenant (Intelligence Division) 11- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills)

10.....Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

15.....Enraged: When Innocents Injured (Uncommon), go 11-, recover 11-

10.....Hunted: UNTIL 8- (Mo Pow, NCI, Watching)

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

15.....Hunted: Nemesis 11- (As Pow, Harshly Punish)

15.....Psychological Limitation: Honorable (Common, Strong)

15.....Psychological Limitation: Thrillseeker (Common, Strong)

10.....Psychological Limitation: Kill Only To Protect Innocents (Common, Moderate)

5.....Rivalry: Professional (Bricks; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15.....Social Limitation: Secret Identity (Frequently, Major)

10.....Vulnerability: 2 x STUN Mental Attacks (Uncommon)

5.....Vulnerability: 1 1/2 x STUN Sonic Attacks (Uncommon)

 

DISADVANTAGES Points: 150

 

Base Pts: 200

Exp Required: 0

Total Exp Available: 0

Exp Unspent: 0

Total Character Cost: 350

 

 

 

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

 

We had an unwritten rule that a brick wasn't "all that" unless he was so tough he could survive a terminal velocity impact with the ground and walk away. We figured that 30 PD was the dividing line between "pancake" and "piece o' cake". We didn't originally hold that opinion until I ran one of our first Hero System (Champions) scenarios. When the brick got knocked back (and off the building entirely) everybody thought he was a goner. It took a little over a turn for him to hit the ground.

 

When he hit, the building vibrated from the shock, dust flew up, and there, lying in the crater, was one pissed-off Brick, who bellowed:

 

"Dammit! It'll take me forever to climb those stairs again!"

 

When we finally stopped laughing, I checked to see if the Villain could have heard him with his "super senses". He did, and left while the rest of the heroes were gawking out the hole in the side of the building at their companion 75 stories below. They caught up with the villain later that evening. Upon hearing that they brought the brick, he surrendered.

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

 

Name: Juggernaut

Alternate IDs: Briana Sloane

 

Val Char Roll Notes

70 STR 23- HTH Damage 14d6 END [7]

20 DEX 13- OCV 7 DCV 7

35 CON 16-

20 BODY 13-

10 INT 11- PER Roll 11-

13 EGO 12- ECV: 4

20 PRE 13- PRE Attack: 4d6

20 COM 13-

30 PD

30 ED

5 SPD

22 REC Run: 9"

70 END Swim: 5"

73 STUN Leap: 14"

 

Disadvantages Pts

Distinctive Features: 36DD (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15

Distinctive Features: Detects as a mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 10

Hunted: Anklyosaur / Armadillo / Bulldozer/ Foxbat 14- (As Pow, PC has a Public ID or is otherwise very easy to find, Mildly Punish) 20

Hunted: Institute for Human Advancement 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 25

Psychological Limitation: Stubborn (Common, Moderate) 10

Psychological Limitation: Supreme Confidence (Very Common, Strong) 20

Psychological Limitation: Thrill Seeker (Common, Strong) 15

Reputation: Accidentally destroys property, 11- (Extreme; Known Only To A Small Group) 10

Social Limitation: Public ID (Frequently, Major) 15

Unluck: 2d6 10

 

XP 5

 

Base : 200

Disads : +150

XP Spent : +5

Total = 355

 

 

251 : Characteristics Cost

76 + Powers Cost

28 + Martial Arts/Skills/Perks/Talents Cost

355 = Total Cost

 

Pts. Power/Skill/Perk/Talent END

Powers

5 Damage Resistance (5 PD/5 ED) 0

36 Healing 5 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (100 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Always On (-1/2) 0

20 Knockback Resistance -10" 0

5 Lack Of Weakness (-5) for Normal Defense 0

5 Mental Defense (8 points total) 0

5 Power Defense (5 points) 0

 

Skills

2 +1 with any single attack

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

3 Acting 13-

3 Breakfall 13-

3 Conversation 13-

2 KS: Superhuman world 11-

2 CK: New Constantinople 11-

3 Seduction 13-

3 Persuasion 13-

 

Perks

2 Fringe Benefit: Local Police Powers

2 Reputation: Celebrity Champion (A medium-sized group) 14-, +1/+1d6

________________________________________________

 

Note, she has defenses for nearly all attacks and her PD/ED are pretty high. By design, her two weaknesses are killing attacks and AP/Piercing attacks. She *has* been hit by an Armor Piercing RKA two or three times in the same fight. It was not pretty, but she's undefeated in the game...so far.

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

 

Here's one I've been working on as an NPC or possible pre-gen if the GMing bug ever bites me again:

 

 

Blackbird

 

60 STR 50

20 DEX 30

30 CON 40

15 BDY 10

13 INT 03

11 EGO 02

25 PRE 15

20 COM 05

40 PD 28

20 ED 14

5 SPD 20

20 REC 04

60 END 00

60 STN 00

Total:221

 

POWERS/SKILLS/TALENTS:

 

15 Damage Resistance 20PD/10ED

13 +13" Leaping (25"/50")

05 10" Gliding, OIF:Cape (-1/2), Restrainable (-1/2)

10 Power Defense +10

09 Life Support: Reduced Sleeping (8hrs/wk); Extended Breathing (1END/Turn);

Safe In: Extreme Heat, Extreme Cold, Vacuum/Low Pressure, High Pressure

05 Lack of Weakness -5

 

30 MP:Vast Reserves of Strength 30pt pool

2u Tearin' Stuff Up: AP on 60STR, Only vs. Inanimate Objects (-1/2)

1u Witty Power Name Involving Lifting: +30 STR, Only to Lift and Throw (-1)

1u Iron Grip: 6D6 Supress vs. STR, Target Must Be Grabbed (-1/2), No Range (-1/2)

3u Prodigious Leaping: x128 Combat Multiple on Leaping (3200")

1u Unleashed Fury: +6d6 HA, HtH(-1/2), Requires EGO Roll to Start(-1/4), Only in Extremis(-1/4)

 

3 Power Skill: Super STR (DEX-based) 13-

9 +3 with Punch/Haymaker/Grab

3 Teamwork 13-

3 Computer Programming 12-

3 Systems Operations 12-

3 Cryptography 12-

3 Electronics 12-

3 Persuasion 14-

2 SS: Physics 11-

2 SS: Mathmatics 11-

 

 

Total: 129

 

Total:350

 

Disadvantages (150 pts):

 

15 Public ID (Gail Franklin)

15 PsychLim: Code vs. Killing (Common, Strong)

20 PsychLim: Always seeks to "do no harm" (Very Common, Strong)

25 Hunted: VIPER 8- (MoPow, NCI, Capture)

10 Hunted: Villainous Bricks (Gunslinger Mentality), As Pow, 8-, Harshly Punish

10 DNPCS: Foster Parents 8-

15 Physical Limitation: Dense body, weighs 600lbs, All the Time, Slightly Impairing

10 Reputation: Very Strong Brick with a Conscience 11-

15 Distinctive Features (Not Concealable, Noticed and Recognizable) Weighs 600lbs, Beautiful, Amazonian appearance and build.

10 Vulnerability 2xSTUN from Sonic Attacks (Uncommon)

05 Vulnerability 1.5xBODY from Sonic Attacks (Uncommon)

 

 

 

Background/History:

 

George and Mary Franklin raised Gail on a farm in America's heartland, a farm paid for by the federal Witness Protection Program. The "Franklins" are not super powered themselves, rather they are in that unique caste of civilians whose lives are irrevocably entwined with the superhuman community. Due to a tragic event that led to the deaths of Gail's true parents, both supers, the Franklins were called upon to testify against a particularly vindictive and vile group of villains, and were

relocated as a result. Because they were highly regarded in the community, Gail was given in to their care. She was raised to always do the right thing, and to always, ALWAYS exercise restraint in the use of her great strength. Gail led a sheltered

existance, home schooled from early adolescence on (normal desks wouldn't support her weight after that point, which would give away the fact that she wasn't a normal kid). She acquired a four year degree in computer science through online courses.

 

And then... Well, and then she had enough. Gail had to find a purpose in life, a goal, and a career. All of that involved getting out of the house, and that meant blowing any pretense of being a normal person. You can't pretend to be normal when vehicles tilt when you get in them, or when you can't sit in any but the sturdiest chairs, or when your feet sink to the ankles in normal grass. So, off she went to college, to complete her advanced degree in computer science. To divert suspicion from the "Franklins," she staged a laboratory accident on her first day at university, then claimed that as the origin of her powers.

 

Personality/Motivation:

 

Gail would like to lead a normal life, as a computer programmer for a good company, which would make Ma and Pa Franklin very happy. Unfortunately, Ma and Pa Franklin also instilled a very strong sense of responsibility, so Gail seeks to use her gifts to help people, while making a modest living working on programming projects remotely and somewhat anonymously.

 

Powers/Tactics:

 

Gail has vast reserves of strength, and may be one of the strongest beings on the planet. However, due to conditioning from an early age, she has placed fairly strong mental blocks on using that strength to its fullest. Another consequence of this upbringing is that she always gives her opponents ample opportunity to surrender, and will not exercise her power when it may harm innocents (the "do no harm" psych limit). While this has caused her to take a few beatings, she is satisified that at least she can take and recover from such punishment as would kill a normal human. Edit: Gail takes extra damage from sonic attacks due to her dense physical structure.

 

This level of responsibility has thus far been met with high regard by the local authorities and earned a small amount of respect from the villain community. (In other words, she's known for not pulping her enemies either, which they sort of

appreciate.) Those considerations aside, she's a very strong brick, and this has caused her to frequently be targeted by other bricks with gunslinger mentalities.

 

Her Multipower represents those things she is able to do with her Strength without harming others, and thus the areas where she can "relax" a little. All except for her Hand to Hand Attack. She'd only use this power in extremis (someone would have to be killed and she'd still have to believe her opponent can take such punishment: think season finale Superman vs. Darkseid fight) and it requires an Ego roll. The outer edges of her cape can be attached magnetically to her bracers, enabling her to glide. Her normal mode of travel is a prodigious leap, with gliding used to land without leaving craters and to glide precisely to her target.

 

Costume/Appearance:

 

Gail is a beautiful woman with shoulder length dark hair and green eyes, standing six feet tall. She wears a black sleeveless body suit with a silver belt and bracers, and a red-lined black cape which has a high neck and is scalloped at the bottom to give the impression of feathers.

 

Quote:

 

"Look at my eyes when you're talking to me."

 

Campaign Use/Archetype:

 

New/Naive Hero/Brick

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

 

30 MP:Vast Reserves of Strength 30pt pool

 

1u Witty Power Name Involving Lifting: +30 STR, Only to Lift and Throw (-1)

How about "The ole' heave ho"?

 

 

 

Naughty humor:

 

Though, if she were a madame, it could be called "the old ho's heave. :D

 

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  • 1 year later...

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

 

Character Updated

 

 

[b]Riot (fka; Nemesis) - Thomas Wells[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
45    STR     35   45      18-       HTH Damage 9d6  END [4]
23    DEX     39   23      14-       OCV 8 DCV 8
25    CON     30   25      14-
15    BODY    10   15      12-
23    INT     13   23      14-       PER Roll 14-
11    EGO     2   11      11-       ECV: 4
23    PRE     13   23      14-       PRE Attack: 4 1/2d6
16    COM     3   16      12-
20    PD      11   20             20 PD (20 rPD)
20    ED      15   20             20 ED (20 rED)
5    SPD     17   5                 Phases:  3, 5, 8, 10, 12
14    REC     0   14
50    END     0   50
51    STUN    0   51
10    RUN      8   10"                END [2]
2    SWIM     0   2"                END [1]
20    LEAP     0   20"                20" forward, 10" upward

[b]CHA Cost: 196[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
25     [b][i]Tough Skin[/i][/b]: Damage Resistance (20 PD/20 ED), Hardened (+1/4) (25 Active Points) - END=0
3     [b][i]Tough Senses[/i][/b]: Sight Group Flash Defense (5 points) (5 Active Points); Activation Roll 14- (-1/2) - END=0
3     [b][i]Tough Senses[/i][/b]: Hearing Group Flash Defense (5 points) (5 Active Points); Activation Roll 14- (-1/2) - END=0
4     [b][i]Powerful Legs[/i][/b]: Leaping +11" (20" forward, 10" upward) (11 Active Points); Increased Endurance Cost (x2 END; -1/2) - END=2
      - END=
26     [b][i]Temporal Echoes[/i][/b]: Duplication (creates 5 357-point Duplicates) (87 Active Points); Increased Endurance Cost (x3 END; -1), Activation Roll 14- (-1/2), Extra Time (Extra Phase, Only to Activate, -1/2), Costs Endurance (Only Costs END to Activate; -1/4) - END=27
      - END=
7     [b][i]Wrist Radio[/i][/b]: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) - END=0

[b]POWERS Cost: 68[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
3      AK: Vancouver, BC 14-
3      Acrobatics 14-
3      Acting 14-
3      Breakfall 14-
3      Bugging 14-
3      Bureaucratics 14-
3      Climbing 14-
3      Combat Driving (Motorcycles) 14-
2      Computer Programming (Personal Computers) 14-
3      Concealment 14-
3      Conversation 14-
3      Criminology 14-
3      Deduction 14-
3      Demolitions 14-
3      Disguise 14-
3      Electronics 14-
3      High Society 14-
3      Interrogation 14-
0      Language:  English (completely fluent; literate) (4 Active Points)
3      Mechanics 14-
3      Oratory 14-
0      PS: Private Investigator (Everyman Skill) 11-
2      PS: UNTIL Agent 11-
0      Paramedics 8-
3      Persuasion 14-
3      Scholar
1      1)  KS: Canadian Law and Procedures (2 Active Points) 11-
1      2)  KS: International Law And Law Enforcement (2 Active Points) 11-
1      3)  KS: The Criminal Underworld (Local) (2 Active Points) 11-
1      4)  KS: The Espionage World (2 Active Points) 11-
1      5)  KS: The Law Enforcement World (2 Active Points) 11-
1      6)  KS: The Military/Mercenary/Terrorist World (2 Active Points) 11-
1      7)  KS: The Superhuman World (2 Active Points) 11-
1      8)  KS: The United Nations (2 Active Points) 11-
1      9)  KS: UNTIL (2 Active Points) 11-
1      10)  KS: World Politics (2 Active Points) 11-
1      11)  KS: World Supervillains (2 Active Points) 11-
3      Security Systems 14-
3      Seduction 14-
3      Shadowing 14-
3      Sleight Of Hand 14-
3      Stealth 14-
3      Streetwise 14-
2      Systems Operation (Communications Systems) 14-
0      TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles (Combat Driving) 
3      Tactics 14-
3      Teamwork 14-
3      Tracking 14-
0      WF:  Clubs, Fist-Loads, Thrown Rocks, Unarmed Combat

[b]SKILLS Cost: 107[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
4      Contact:  RCMP Superintendant SLP (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity) 11-
5      Fringe Benefit:  International Police Powers
2      Fringe Benefit:  Membership: SLP Member
1      Fringe Benefit:  Passport
4      Reputation:  Vancouver Champion & UNITY Reservist (A large group) 11-, +2/+2d6
10      Bases Donation

[b]PERKS Cost: 26[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
5      Rapid Healing

[b]TALENTS Cost: 5[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
5     Dependent NPC:  Current Girl Friend 8- (Normal; Useful Noncombat Position or Skills)
10     Distinctive Features:  Mutant  (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15     Hunted:  Tachyon 11- (As Pow, Harshly Punish)
10     Hunted:  Law Enforcement Agencies 8- (Mo Pow, NCI, Watching)
20     Hunted:  VIPER 8- (Mo Pow, NCI, Harshly Punish)
15     Psychological Limitation:  Altruistic (Common, Strong)
20     Psychological Limitation:  Code Against Killing (Common, Total)
15     Psychological Limitation:  Honorable (Common, Strong)
10     Reputation:  NEW Champion, 11-
5     Rivalry:  Professional (Detectives; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15     Social Limitation:  Secret ID: Thomas Wells (Frequently, Major)
10     Vulnerability:  2 x STUN from Time Powers (Uncommon)

    UNTIL SLP Package Deal
10     1)  Hunted:  UNTIL 8- (Mo Pow, NCI, Watching)

[b]DISADVANTAGES Points: 160[/b]

Base Pts: 200
Exp Required: 42
Total Exp Available: 42
Exp Unspent: 0
Total Character Cost: 402



Cheers

 

 

QM

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