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[Group] Mega Force


OzMike

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Mega Force are an elite mercenary group and homage to an existing comic book team that I have used with great success. They are slightly cheesy by name in tribute to a really bad 80's telemovie, but that doesn't mean you have to play them as cheesy and useless. The way they play is usually determined by the mood of their leader.

 

Also, some characters are more complete than others I'm afraid.

 

First up, a favourite of mine and the players...

 

Gunk

Val Char Cost Roll Notes

60 STR 50 21- Lift 102.4tons; 12d6 [6]

8 DEX -6 11- OCV: 3/DCV: 3

40 CON 60 17-

30 BODY 40 15-

8 INT -2 11- PER Roll 11-

8 EGO -4 11- ECV: 3

30 PRE 20 15- PRE Attack: 6d6

0 COM -5 9-

 

30 PD 18 Total: 30 PD (30 rPD)

30 ED 22 Total: 30 ED (30 rED)

3 SPD 12 Phases: 4, 8, 12

20 REC 0

80 END 0

80 STUN 0 Total Characteristic Cost: 199

 

Movement: Running: 9"/18"

Swimming: 2"/4"

 

Cost Powers END

30 All weapons and attacks are the same to Gunk: Damage Resistance (30 PD/30 ED)

20 Attacks go straight through Gunk: Knockback Resistance -10"

90 Body of Gunk: (Total: 90 Active Cost, 90 Real Cost) Physical Damage Reduction, Resistant, 75% (Real Cost: 60) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30)

50 Body of Gunk: LS (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep)

22 Gunk can reach you: Stretching 3", Reduced Endurance (0 END; +1/2) (22 Active Points)

32 Gunk doesn't see the world as we do: Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees), Range

30 Gunk doesn't think like we do: Mental Defense (32 points total)

45 Gunk has Big and Blobby Fists: Area Of Effect (up to One Hex; +1/2) for up to 60 Active Points of STR, Reduced Endurance (0 END; +1/2) (45 Active Points)

10 Gunk has no weak points: Lack Of Weakness (-10) for Resistant Defenses

10 Gunk is Sticky: Clinging (normal STR)

141 Gunk is Sticky: Telekinesis (60 STR), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Damage Shield (Offensive; +3/4) (247 Active Points); Limited Power Only to grab and hold (-1/2), Limited Power Must touch/be touched (-1/4)

54 Gunk is self-healing and cannot die: Healing 5 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (150 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

Notes: Resurrection does not work if burnt to a cinder

 

Skills

10 +2 with HTH Combat

 

Total Powers & Skill Cost: 544

Total Cost: 743

 

200+ Disadvantages

15 Distinctive Features: Big, green and blobby - humanoid gunk (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Enraged: At loud noises (Common), go 8-, recover 14-

20 Enraged: STUN taken (Common), go 14-, recover 14-

20 Physical Limitation: Blind (All the Time, Greatly Impairing)

5 Physical Limitation: Large - up to 4 times normal size (Infrequently, Slightly Impairing)

25 Physical Limitation: Mute (All the Time, Fully Impairing)

15 Psychological Limitation: Loyal to those that treat Gunk with kindness (Common, Strong)

Notes: Loyal to Jinx, Blindsight, Rubberman, Harlequin

10 Reputation: Big Blobby Green Humanoid, 11-

20 Vulnerability: 2 x STUN Cold Attacks (Common)

10 Vulnerability: 2 x STUN Vibratory attacks (Uncommon)

393 Experience Points

 

Total Disadvantage Points: 150

 

Background/History: Gunk burbled happily in his tank. It liked being in its tank. It made it feel all squershily somewhere inside. Not that inside was a concept that really mattered to Gunk. All parts of Gunk were Gunk. It had been in its tank for a long time, but that didn't matter. It was quite content. Suddenly there were loud noises nearby, and Gunk writhed. Something outside its tank was disturbing Gunk, and Gunk was not happy.

 

Tommy and Frank removed their hands from their ears and shone a torch around the room they had just blasted open. Raiding old supervillain bases was lucrative, but dangerous. Just the other week an old secruity mummy had activated in one of the Clockwork Pharoah's old haunts, and they had had to run for it. Sure, it had caused havoc once it got out and the local goody-two-shoes in tights was still resting up in hospital despite destroying it, but they didn't make the stupid machine. Plus VIPER paid a lot for the stuff they brought in. When it worked and wasn't broken.

 

"Dude will you look at all this stuff? It's like out of one of those old movies," Tommy said, stepping into the room. The torchlight picked out old vacuum tubes and other old-school scientific apparatus like test tubes.

 

Frank was more cautious and eyed the room. He could see the benches around the edge, the pipes and wires leading everywhere, and the distinct lack of dust. "No dust," he muttered.

 

"What was that?" Tommy shouted.

 

"No dust," Frank said more loudly.

 

Tommy walked further into the abandoned lab, making a mental list. If any of this stuff was working, they were in for a pretty good...

 

*Squlech*

 

"What was that?" Tommy shouted, reaching for a scientific... gizmo he'd call it.

 

"Didn't say nothin'," Frank shouted back from the front of the lab, setting up the loot trolley. Then Frank looked up in time to see a large, blobby figure reach out with a slurpy splat, and Tommy was gone.

 

"Ahhhh!" Frank screammed as he ran. He'd never liked Tommy anyway.

 

*Burble* went Gunk, and followed.

 

---------------------------------------------

 

Gunk's origins are shrouded in mystery. No one knows if it was created in the lab, held prisoner there and experimented on, or is an alien life form. After its initial rampage was over, Gunk was finally knocked out releasing its (thankfully) unconscious victims.

 

Personality/Motivation: Gunk's primary motivation is to be content. If left alone, Gunk will squelch happily in place. However, due to its appearance that is often not what happens. Loud noises, particulalry those over 150 db cause Gunk discomfort, and Gunk will do anything to stop it.

 

Also Gunk has shown an incredibly loyalty towards those that show it kindness, which implies some form of intelligence.

 

Quote: None. Gunk is Mute. Although it does make nice squleching noises.

 

Powers/Tactics: Gunk is incredibly resilient and incredibly strong. Its body is made up of... welll... gunk. Gunk can hit things hard, and its sticky body will absorb most objects it comes into contact with.

 

Campaign Use: Gunk is a brick who is particularly nasty against people who engage in HTH combat. Gunk can also be used as a roaming menace for lower powered characters.

 

Appearance: Gunk is a large mass of green phlegm-like gunk that is vauguely humanoid in shape.

 

 

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Re: [Group] Mega Force

 

Hehe..."Gunk is Sticky". Now he's my kinda guy! One question though' date=' just outta curiosity, how come you went with a TK Damage Shield instead of a Clinging (buy it a second time) Damage Shield? Great character, I'll rep again when I can.[/quote']

 

Well, Clinging isn't exactly an attack power for starters but it did cross my mind. Secondly, Clinging wouldn't restrict a character's ability to move, access focii, perform gestures etc... The other option was an Entangle Damage shield, but that didn't work the way I wanted it to, so I stuck with the TK.

 

And it works GREAT on martial artists and bricks:sneaky:

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Re: [Group] Mega Force

 

Here's another member...

Blindsight

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6 [1]

15/25 DEX 15 12- / 14- OCV: 5/8/DCV: 5/8

15 CON 10 12-

12 BODY 4 11-

33 INT 23 16- PER Roll 16-

23 EGO 26 14- ECV: 8

10 PRE 0 11- PRE Attack: 2d6

14 COM 2 12-

 

5/13 PD 3 Total: 5/13 PD (0/8 rPD)

6/14 ED 3 Total: 6/14 ED (0/8 rED)

3 SPD 5 Phases: 4, 8, 12

5 REC 0

30 END 0

25 STUN 0 Total Characteristic Cost: 91

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

14 Scrambled Radio Communicator Implant: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4)

14 Armoured Clothing: Armor (8 PD/8 ED) (24 Active Points); Activation Roll 14- (-1/2), IIF (-1/4)

15 Sword Cane: Multipower, 30-point reserve, (30 Active Points); all slots OAF (-1)

1u 1) Blade: Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1)

1u 2) Cane: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)

1u 3) Irritating Powder: Sight Group Flash 6d6 (30 Active Points); 1 Charge (-2), OAF (-1) [1]

1u 4) Taser: Killing Attack - Ranged 1/2d6, +8 Increased STUN Multiplier (+2) (30 Active Points); 4 Charges (-1), OAF (-1) [4]

 

60 Already rolling with the blows: (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30)

54 Can sense fate: Danger Sense (general area, out of combat, Analyze, Discriminatory, Function as a Sense, Targeting Sense) 18-

20 Her mind is elsewhen...: Mental Defense (25 points total)

10 It's hard to surprise a precog: Defense Maneuver I-IV

50 Knows what you are going to do before you even do it, and can tell her teamates: +10 DEX, Ranged (+1/2), Usable Simultaneously (up to 8 people at once; +1) (75 Active Points); No Figured Characteristics (-1/2)

39 Seeing within, seeing without: Spatial Awareness (Unusual Group), +2 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees)

20 True Precogntion: Precognitive Clairsentience (Hearing, Touch And Smell/Taste Groups And Spatial Awareness), Discriminatory (70 Active Points); Precognition/Retrocognition Only (-1), No Conscious Control (Only Effects cannot be controlled; -1), No Range (-1/2) 7

2 Weapon Element: Barehanded, Blades, Clubs

5 Defensive Block +1 +3 Block, Abort

5 Disarming Throw +0 +0 Grab Weapon, 35 STR to take weapon away; Target Falls

4 Martial Disarm -1 +1 Disarm; 40 STR to Disarm

4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Martial Escape +0 +0 45 STR vs. Grabs

4 Martial Strike +0 +2 8d6 Strike

3 Martial Throw +0 +1 6d6 +v/5, Target Falls

16 +4 HTH Damage Class(es)

 

Perks

4 Contacts (4 points' worth)

3 Anonymity

3 Computer Link

2 Reputation: Top class precog (A large group) 8-, +2/+2d6

 

Talents

3 Absolute Time Sense

3 Bump Of Direction

12 Combat Luck (6 PD/6 ED)

18 Evasive

5 Resistance (5 points)

 

Skills

3 Acting 11-

3 Breakfall 12- (14-)

3 Criminology 16-

3 Deduction 16-

1 Forgery (Money (Counterfeiting)) 8-

3 Paramedics 16-

2 PS: Bodyguard 11-

2 PS: USSS Agent 11-

3 Scholar

2 1) KS: Counterfeiting (3 Active Points) 16-

2 2) KS: Federal Criminal Law And Procedure (3 Active Points) 16-

2 3) KS: Financial Crimes And Frauds (3 Active Points) 16-

10 4) KS: The Future (11 Active Points) 24-

2 5) KS: The Law Enforcement World (3 Active Points) 16-

3 Streetwise 11-

3 Tactics 16-

2 WF: Small Arms

 

Total Powers & Skill Cost: 449

Total Cost: 540

 

200+ Disadvantages

20 Hunted: Secret Service 8- (Mo Pow, NCI, Capture)

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

20 Psychological Limitation: Follows her fate (Very Common, Strong)

15 Psychological Limitation: Protective of those she perceives as innocent (Common, Strong)

15 Psychological Limitation: Generous - gives her money away to those in need etc (Common, Strong)

20 Physical Limitation: Blind (All the Time, Greatly Impairing)

10 Vulnerability: 2 x Effect Luck based powers (Uncommon)

220 Experience Points

 

Total Disadvantage Points: 120

 

Background/History: She died alone again. Everytime death came, she was alone. She'd always been alone.

 

No one who came to the orphanage wanted the strange little blind girl who spoke to people who weren't there and knew things they shouldn't. No one would play with her, but that was fine by her. She'd only feel feel and hear and smell them dying sometime anyway. But she could feel the sun on her face, smell the flowers in spring, and hear the innocent laughter of the other orphans, so she was content. She wasn't dead. Yet.

 

One day a dark man was coming and he wanted her, not the others, but she knew what the dark man had done. He'd smelt like incense and sulfur and rich food and blood, and despite not wanting to she'd heard things said in words she didn't understand by things she didn't want to know and one word had risen unbidden in her mind... DEMON. So she ran six hours before he was going to come. On the eve of her thirteenth birthday.

 

She returned after the dark man had gone. She was safe. She heard someone say it must have been a gas leak or an electrical fault - the wiring was old after all - then heard the dark man ask coldly "Where is the child? You were her keeper" and Dr Bumble, the manager of the orphanage say fearfully "I-I don't know sir. She was here at lights out"and the dark man was saying "They must be appeased with blood" and then the others were screaming and then they were burning and she knew that she was in the past again and she was screaming and then...

 

She got out of the hospital by doing the things she saw she would do, even though it took time and the voices of the others would come to her from time to time. She'd learnt to keep quiet about the things she'd seen and saw, and simply did what she saw herself doing, lest others suffer as the children had. At this point, her powers were tested, found to be true, and the government made her an offer.

 

She thought perhaps that joining the Secret Service would allow her to protect the innocent, but instead she was only protecting the corrupt and bloated. And she saw links to the dark man in some of her visions the longer she stayed and deduced only one way out. So one day she waited in the shadows as a man, not the dark man, cut the throat of her charge and left. She then left, drifting to avoid the hunting feds, and waited until the day she'd meet Harlequin, Jinx and the others. And for a time, a long time, she'd be with them and be able to do something.

 

But always death would come again, and she'd die alone.

 

Personality/Motivation: Blindsight is a fatalist, in that she follows her perceived fate. Her psychological makeup makes it seem odd that she would choose to associate with Mega Force, but her visions showed her that she is with Mega Force, so she is resigned to her fate. While with the group she does what she can to care for Jinx and Gunk, both of whom she percieves as innocent, and tries to curb the more anti-social tendencies of other group members. She will rarely try to avoid her fate, as the consequences of doing this in the past have led to the death of innocents.

 

Quote: "Don't. Please. I know how it ends."

*He's going to move there next...*

 

Powers/Tactics: Blindsight is a powerful precog, a talented martial artist, and a brilliant field tactician. The latter two are greatly enhanced by the former, to the point where she knows what people are going to do before they do it and is able to communicate this quickly and efficiently to her teammates.

 

Campaign Use: Blindsight is a tragic figure who believes that the death she percieves for herself will happen and that all her other precognitive 'visions' must be followed. She is not a villain in the classic sense, and could be persuaded to the side of 'light', but only if she could bring Jinx and Gunk with her.

 

DEMON's interest in her is deliberately left up in the air for the GM to deal with as they will.

 

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Re: [Group] Mega Force

 

Next...

Jinx

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [1]

20 DEX 30 13- OCV: 7/DCV: 7

20 CON 20 13-

15 BODY 10 12-

18 INT 8 13- PER Roll 13-

18 EGO 16 13- ECV: 6

18 PRE 8 13- PRE Attack: 3 1/2d6

16 COM 3 12-

 

6/22 PD 3 Total: 6/22 PD (0/16 rPD)

6/22 ED 2 Total: 6/22 ED (0/16 rED)

4 SPD 10 Phases: 3, 6, 9, 12

7 REC 0

40 END 0

33 STUN 0 Total Characteristic Cost: 115

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

14 Scrambled Radio Communicator Implant: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4)

 

14 Armoured Clothing: Armor (8 PD/8 ED) (24 Active Points); Activation Roll 14- (-1/2), IIF (-1/4)

 

30 Lucky: Luck 6d6

17 Lucky: Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); Limited Power Power loses about a third of its effectiveness (Luck-based; -1/2), Nonpersistent (-1/4)

20 Luckily That Just Missed: +6 with DCV (30 Active Points); Limited Power Power loses about a third of its effectiveness (Luck-based; -1/2)

17 Luckily That Blow Only Grazed Me: Physical Damage Reduction, Resistant, 50% (30 Active Points); Limited Power Power loses about a third of its effectiveness (Luck-based; -1/2), Nonpersistent (-1/4)

17 Luckily That Blast Only Grazed Me: Energy Damage Reduction, Resistant, 50% (30 Active Points); Limited Power Power loses about a third of its effectiveness (Luck-based; -1/2), Nonpersistent (-1/4)

 

63 Jinx Powers: Multipower, 142-point reserve, (142 Active Points); all slots Side Effects (Side Effect only affects the environment near the character; Power strikes one random friend within range; -3/4), Activation Roll 14- (-1/2)

5u 1) That's A Really Bad Malfunction: Dispel Technological Object 20d6, One At A Time (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect Accurate (One Hex; +1/2) (135 Active Points); Side Effects (Side Effect only affects the environment near the character; Power strikes one random friend within range; -3/4), Activation Roll 14- (-1/2), Limited Range (25") (-1/4)

5u 2) That Power Shouldn't Work: Dispel Any one power 20d6, any single mutant power one at a time (+1/4), Area Of Effect Accurate (One Hex; +1/2), Reduced Endurance (0 END; +1/2) (135 Active Points); Side Effects (Side Effect only affects the environment near the character; Power strikes one random friend within range; -3/4), Activation Roll 14- (-1/2), Limited Range (25") (-1/4)

6u 3) Pulled A Muscle, Clumsy In Combat: Drain STR, DEX, SPD, Running, Swimming, Leaping 3d6, Limited Range (25") (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect Accurate (One Hex; +1/2), all listed simultaneously (+2) (127 Active Points); Side Effects (Side Effect only affects the environment near the character; Power strikes one random friend within range; -3/4), Activation Roll 14- (-1/2)

6u 4) Nothing Is Going Right For You, Is It?: Negative Skill Levels (-5 with Any Skill), Limited Range (25") (+1/4), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2), Area Of Effect Accurate (One Hex; +1/2) (137 Active Points); Side Effects (Side Effect only affects the environment near the character; Power strikes one random friend within range; -3/4), Activation Roll 14- (-1/2)

5u 5) Magic Is Unreliable: Dispel Any one power 20d6, any single magic power one at a time (+1/4), Area Of Effect Accurate (One Hex; +1/2), Reduced Endurance (0 END; +1/2) (135 Active Points); Side Effects (Side Effect only affects the environment near the character; Power strikes one random friend within range; -3/4), Activation Roll 14- (-1/2), Limited Range (25") (-1/4)

5u 6) Did You Fall?: Energy Blast 8d6, Reduced Endurance (0 END; +1/2), Area Of Effect Accurate (One Hex; +1/2), Indirect (Any origin, any direction; +3/4), Double Knockback (+3/4) (140 Active Points); Side Effects (Side Effect only affects the environment near the character; Power strikes one random friend within range; -3/4), OIF (Environment of opportunity; -1/2), Activation Roll 14- (-1/2), Limited Range (25") (-1/4)

 

Perks

5 Money: Well Off

3 Computer Link

 

Skills

3 Acting 13-

3 Breakfall 13-

3 Climbing 13-

3 Combat Driving 13-

3 Computer Programming 13-

3 Lockpicking 13-

3 Mechanics 13-

3 Paramedics 13-

3 Persuasion 13-

3 PS: Thief 13-

3 Security Systems 13-

3 Seduction 13-

3 Stealth 13-

3 Sleight Of Hand 13-

3 Streetwise 13-

3 Systems Operation 13-

4 TF: Common Motorized Ground Vehicles, Snowmobiles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles

3 Electronics 13-

3 Gambling 13-

3 Inventor 13-

 

Total Powers & Skill Cost: 293

Total Cost: 408

 

200+ Disadvantages

20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture)

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

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

10 Psychological Limitation: Greedy (Common, Moderate)

10 Psychological Limitation: In love with Speedfreek (Common, Moderate)

15 Psychological Limitation: Protective of Blindsight (Common, Strong)

10 Reputation: Petty Thief, 11-

108 Experience Points

 

Total Disadvantage Points: 100

 

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Re: [Group] Mega Force

 

Including...

 

Rubberman

Val Char Cost Roll Notes

30 STR 20 15- Lift 1600.0kg; 6d6 [3]

23 DEX 39 14- OCV: 8/DCV: 8

23 CON 26 14-

15 BODY 10 12-

23 INT 13 14- PER Roll 14-

14 EGO 8 12- ECV: 5

23 PRE 13 14- PRE Attack: 4 1/2d6

4 COM -3 10-

 

12/22 PD 6 Total: 12/22 PD (0/10 rPD)

12/22 ED 7 Total: 12/22 ED (0/10 rED)

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

11 REC 0

46 END 0

42 STUN 0 Total Characteristic Cost: 156

 

Movement: Running: 6"/12"

Leaping: 31"/62"

Swimming: 2"/4"

 

Cost Powers END

30 Malleable: Physical Damage Reduction, Resistant, 50%

30 Tough: Armor (10 PD/10 ED)

14 'Bounces' back: Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

 

22 Rubbery Body: Elemental Control, 44-point powers

23 1) Bouncy: Leaping +25" (31" forward, 15 1/2" upward) (Accurate), Reduced Endurance (0 END; +1/2) (45 Active Points)

11 2) Malleable: Desolidification , Costs END Only To Activate (+1/4) (50 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-1/2) 4

18 3) Stretchy: Stretching 6", Reduced Endurance (0 END; +1/2) (45 Active Points); no Noncombat Stretching (-1/4)

Notes: Also up to +2D6 Velocity Damage

11 4) Bendy: +30 STR, Reduced Endurance (0 END; +1/2) (45 Active Points); No Figured Characteristics (-1/2), Limited Power Only for Grabs and Entangles (-1/2)

 

20 Rubbery Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents)

13 Rubbery Body: Power Defense (20 points) (20 Active Points); Only Works Against Limited Type of Attack (Poisons, diseases, chemicals; -1/2)

10 Sticky: Clinging (normal STR)

16 Sticky: Knockback Resistance -10" (20 Active Points); Only When In Contact With A Surface (-1/4)

3 Stretchy and Tough: Life Support (Safe in High Pressure; Safe in Low Pressure/Vacuum)

 

14 Scrambled Radio Communicator Implant: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4)

 

Martial Arts - Bouncy Arts

Maneuver OCV DCV Notes

5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove

5 Flying Grab -2 -1 Grab Two Limbs, 40 STR for holding on; FMove

5 Passing Disarm -1 -1 Disarm, 40 STR to Disarm; FMove

5 Passing Strike +1 +0 6d6 +v/5; FMove

5 Passing Throw +0 +0 6d6 +v/5; Target Falls; FMove

 

Perks

5 Money: Well Off

 

Talents

3 Ambidexterity (-2 Off Hand penalty)

 

Skills

10 +2 with HTH Combat

18 +6 with Move-By, Move Through, Dive For Cover

3 Acrobatics 14-

3 Breakfall 14-

3 Combat Driving 14-

3 Combat Piloting 14-

3 Contortionist 14-

3 Gambling 14-

3 High Society 14-

3 Mechanics 14-

3 PS: Stage Magician 14-

3 Shadowing 14-

3 Sleight Of Hand 14-

3 Stealth 14-

3 Streetwise 14-

3 Tactics 14-

3 Teamwork 14-

 

Total Powers & Skill Cost: 341

Total Cost: 497

 

200+ Disadvantages

10 Distinctive Features: Ugly and mishapen face (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Enraged: If looks discussed (Common), go 8-, recover 14-

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

20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture)

10 Psychological Limitation: In love with Jinx (Common, Moderate)

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

5 Physical Limitation: (Infrequently, Slightly Impairing)

15 Psychological Limitation: Chivalrous - will not punch or hit women (but will restrain them) (Common, Strong)

15 Psychological Limitation: Everything is 'theatre', does things for dramtic effect (Common, Strong)

15 Psychological Limitation: Obssessed with 'pretty' things (Common, Strong)

10 Unluck: 2d6

20 Vulnerability: 2 x Effect Cold powers (Common)

137 Experience Points

 

Total Disadvantage Points: 160

 

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Re: [Group] Mega Force

 

Prepare yourself for...

 

Shockwave

Val Char Cost Roll Notes

60 STR 50 21- Lift 102.4tons; 12d6 [6]

20 DEX 30 13- OCV: 7/DCV: 7

30 CON 40 15-

20 BODY 20 13-

13 INT 3 12- PER Roll 12-

14 EGO 8 12- ECV: 5

25 PRE 15 14- PRE Attack: 5d6

10 COM 0 11-

 

30 PD 18 Total: 30 PD (15 rPD)

20 ED 14 Total: 20 ED (10 rED)

4 SPD 10 Phases: 3, 6, 9, 12

18 REC 0

60 END 0

65 STUN 0 Total Characteristic Cost: 208

 

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 12"/24"

Swimming: 2"/4"

 

Cost Powers END

120 Terrakinetic Powers: Multipower, 150-point reserve, (150 Active Points); all slots Only When In Contact With The Ground (-1/4)

9u 1) Footstomp: Energy Blast 8d6, Personal Immunity (+1/4), Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4), Area Of Effect (36" Radius; +1 1/2) (150 Active Points); No Range (-1/2), Only When In Contact With The Ground (-1/4) 7

9u 2) Handclap: Energy Blast 10d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4), Area Of Effect (21" Cone; +1) (150 Active Points); No Range (-1/2), Only When In Contact With The Ground (-1/4) 7

12u 3) Pinpoint Shockwave: Energy Blast 10d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (One Hex; +1/2), Indirect (Any origin, always fired away from attacker; +1/2), Double Knockback (+3/4) (150 Active Points); Only When In Contact With The Ground (-1/4) 7

9u 4) Whipcrack: Energy Blast 10d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4), Area Of Effect (40" Line; +1) (150 Active Points); No Range (-1/2), Only When In Contact With The Ground (-1/4) 7

12u 5) Groundfist: Entangle 5d6, 8 DEF (standard effect: 5 BODY, 8 DEF) (Stops A Given Sense Group Hearing Group, Stops A Given Sense Group Sight Group), Reduced Endurance (1/2 END; +1/4), Area Of Effect (One Hex; +1/2) (149 Active Points); Only When In Contact With The Ground (-1/4) 6

 

45 Ground Riding: Flight 20", Position Shift, Reduced Endurance (1/2 END; +1/4) (56 Active Points); Only In Contact With A Surface (-1/4) 2

24 One With The Earth: Knockback Resistance -15" (30 Active Points); Only When In Contact With The Ground (-1/4)

8 One With The Earth: Clinging (normal STR) (10 Active Points); Only When In Contact With The Ground (-1/4)

30 Stone Speaking: Spatial Awareness (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range (37 Active Points); Only When In Contact With The Ground (-1/4)

12 Skin Like Stone: Damage Resistance (15 PD/10 ED)

14 Scrambled Radio Communicator Implant: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4)

 

Dirty Infighting

Maneuver OCV DCV Notes

1 Weapon Element: Barehanded, Clubs

4 Block/Chin Block +2 +2 Block, Abort

4 Eye Gouge -1 -1 Flash 4d6

4 Kidney Blow -2 +0 HKA 1d6 +1

4 Low Blow -1 +1 2d6 NND

4 Punch/Backhand +0 +2 14d6 Strike

3 Throw +0 +1 12d6 +v/5, Target Falls

 

Perks

1 Fringe Benefit: Criminal rank (member in gang, organized crime group, or the like)

5 Money: Well Off

 

Talents

3 Bump Of Direction

 

Skills

10 +2 with HTH Combat

3 Bribery 14-

3 Demolitions 12-

3 Gambling 12-

3 Mechanics 12-

3 Streetwise 14-

2 WF: Small Arms

 

Total Powers & Skill Cost: 364

Total Cost: 572

 

200+ Disadvantages

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

10 Susceptibility: Not being in contact with a surface, 1d6 damage per Turn (Uncommon)

20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture)

20 Hunted: PRIMUS 8- (Mo Pow, NCI, Capture)

10 Reputation: Violent Thug, 11-

15 Psychological Limitation: Loyal to the Family (Common, Strong)

15 Psychological Limitation: Loyal to Harlequin (Common, Strong)

15 Psychological Limitation: Vengeful (Common, Strong)

10 Psychological Limitation: Revels in Destruction (Common, Moderate)

10 Unluck: 2d6

10 Vulnerability: 2 x STUN Air Attacks (Uncommon)

10 Vulnerability: 2 x Effect Air Attacks (Uncommon)

217 Experience Points

 

Total Disadvantage Points: 155

 

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Re: [Group] Mega Force

 

Who was that hitting me? Why, of course it was...

Speedfreek

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [1]

50 DEX 120 19- OCV: 17/DCV: 17

28 CON 36 15-

20 BODY 20 13-

50 INT 40 19- PER Roll 19-/29-

15 EGO 10 12- ECV: 5

15 PRE 5 12- PRE Attack: 3d6

12 COM 1 11-

 

12/18 PD 9 Total: 12/18 PD (2/8 rPD)

12/18 ED 6 Total: 12/18 ED (2/8 rED)

9 SPD 30 Phases: 2, 3, 4, 6, 7, 8, 10, 11, 12

16 REC 14

56 END 0

42 STUN 0 Total Characteristic Cost: 298

 

Movement: Running: 28"/56"

Flight: 27"/54"

Leaping: 3"/6"

Swimming: 15"/30"

Teleportation: 20"/40"

 

Cost Powers END

14 Scrambled Radio Communicator Implant: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4)

 

12 Spandex Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)

3 Pressure Guards: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)

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

 

8 Hypermetabolism: Life Support (Extended Breathing: 1 END per Turn; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)

2 Tough Skin: Damage Resistance (2 PD/2 ED)

20 Superfast Sight: MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) for up to 25 Active Points of Normal Sight (25 Active Points); Linked (Flight; Megascale Movement; Lesser Power need not be used proportionally to Power with which it is Linked; -1/4) 2

10 Superfast Sight: +10 PER with Normal Sight

9 Superfast Sight: Rapid (x100) ( x1,000) with Normal Sight

11 Superfast Healing: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

 

75 Super Movement: Multipower, 75-point reserve

6u 1) Flight 18", combat acceleration/deceleration (+1/4), No Turn Mode (+1/4), Reduced Endurance (0 END; +1/2) (72 Active Points); Only In Contact With A Surface (-1/4)

6u 2) Flight 9", Position Shift, combat acceleration/deceleration (+1/4), No Turn Mode (+1/4), Usable Underwater (+1/4), Reduced Endurance (0 END; +1/2), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (75 Active Points); Only In Contact With A Surface (-1/4)

7u 3) Running +21" (29" total), combat acceleration/deceleration (+1/4), Reduced Endurance (0 END; +1/2) (73 Active Points)

7u 4) Running 13", combat acceleration/deceleration (+1/4), Reduced Endurance (0 END; +1/2), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (71 Active Points)

2u 5) Swimming +13" (15" total), combat acceleration/deceleration (+1/4), Reduced Endurance (0 END; +1/2) (23 Active Points)

6u 6) Teleportation 14", No Relative Velocity, Position Shift, Safe Blind Teleport (+1/4), Reduced Endurance (0 END; +1/2) (75 Active Points); Must Pass Through Intervening Space (-1/4)

6u 7) Teleportation 6", No Relative Velocity, Position Shift, Safe Blind Teleport (+1/4), Reduced Endurance (0 END; +1/2), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (74 Active Points); Must Pass Through Intervening Space (-1/4)

 

75 Superspeed Tricks: Multipower, 75-point reserve

5u 1) Hit 'em All: HA +5d6, Reduced Endurance (0 END; +1/2), Area Of Effect Trail (16" Any Area; Hit any people in any 16 hexes moved through; +1 1/2), Two-Dimensional (-1/4), Selective (+1/4) (75 Active Points); Hand-To-Hand Attack (-1/2)

Notes: 8D6 with STR

3u 2) Wrap 'em Up: Entangle 4d6, 4 DEF, Entangle And Character Both Take Damage (+1/4), Reduced Endurance (0 END; +1/2) (70 Active Points); OIF (Objects of opportunity; -1/2), Cannot Form Barriers (-1/4), Range Based On Strength (-1/4)

3u 3) Faster than the Eye: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) (30 Active Points)

3u 4) Hit 'em Hard: HA +6d6, Reduced Endurance (0 END; +1/2) (45 Active Points); Hand-To-Hand Attack (-1/2)

Notes: 9D6 w/STR, +v/5 w/Passing Strike (up to 15D6)

6u 5) Catchin' Lead: (Total: 67 Active Cost, 60 Real Cost) Missile Deflection (Bullets & Shrapnel), No Range Modifier (+1/2), Full Range (+1) (37 Active Points); Limited Power Only up to 15" range (-1/4) (Real Cost: 30) plus Penalty Skill Levels: +10 vs. Missile Deflection Penalties with All Attacks (Real Cost: 30)

6u 6) Vviibbrraattee!: Desolidification , Reduced Endurance (0 END; +1/2) (60 Active Points)

6u 7) Fan it Out: Dispel 11d6, any fire based power one at a time (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect (One Hex; +1/2) (74 Active Points); Range Based On Strength (-1/4)

4u 8) Catch this!: Energy Blast 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points); OIF (Objects of opportunity; -1/2), Range Based On Strength (-1/4)

2u 9) Instant Change (any clothing): Cosmetic Transform 2d6 (Clothing into costume and vice-versa), Improved Target Group (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect (16" Radius; +1 3/4), Selective (+1/4) (37 Active Points); No Range (-1/2)

 

Speedster Arts

Maneuver OCV DCV Notes

5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove

5 Flying Grab -2 -1 Grab Two Limbs, 25 STR for holding on; FMove

5 Passing Disarm -1 -1 Disarm, 25 STR to Disarm; FMove

5 Passing Strike +1 +0 3d6 +v/5; FMove

5 Passing Throw +0 +0 3d6 +v/5; Target Falls; FMove

 

Perks

10 Money: Wealthy

 

Talents

3 Absolute Range Sense

3 Absolute Time Sense

3 Lightning Calculator

 

Skills

3 Analyze: Combat 19-

3 Breakfall 19-

3 Computer Programming 19-

3 Cryptography 19-

3 Deduction 19-

10 Defense Maneuver I-IV

3 Gambling 19-

3 Lockpicking 19-

3 Paramedics 19-

3 Security Systems 19-

3 Sleight Of Hand 19-

3 Systems Operation 19-

3 Tactics 19-

 

Total Powers & Skill Cost: 414

Total Cost: 712

 

200+ Disadvantages

5 Distinctive Features: Fast, blurry movements (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Enraged: Body taken (Uncommon), go 11-, recover 11-

20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture)

10 Hunted: Other heroic speedsters 8- (As Pow, Capture)

15 Psychological Limitation: Loyal to Harlequin (Common, Strong)

15 Psychological Limitation: Easily bored (Common, Strong)

20 Psychological Limitation: Arrogant (Very Common, Strong)

10 Unluck: 2d6

20 Vulnerability: 2 x Effect Poisons, gasses and drugs (Common)

10 Vulnerability: 2 x STUN Poisons, gasses and drugs (Uncommon)

10 Vulnerability: 2 x BODY Poisons, gasses and drugs (Uncommon)

362 Experience Points

 

Total Disadvantage Points: 150

 

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Re: [Group] Mega Force

 

The players really hate this guy :sneaky:

Paragon - The Perfect Man

Val Char Cost Roll Notes

70 STR 20 23- Lift 409.6tons; 14d6 [3]

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

30 CON 40 15-

30 BODY 40 15-

15 INT 5 12- PER Roll 12-

30 EGO 40 15- ECV: 10

30 PRE 20 15- PRE Attack: 6d6

30 COM 10 15-

 

30/45 PD 24 Total: 30/45 PD (0/15 rPD)

30/45 ED 24 Total: 30/45 ED (0/15 rED)

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

12 REC 0

60 END 0

60 STUN 0 Total Characteristic Cost: 303

 

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 14"/28"

Swimming: 2"/4"

 

Cost Powers END

111 Any Single Thing I Want To Do, I Can Do Because I Am Paragon - The Perfect Man: Variable Power Pool, 60 base + 51 control cost, Cosmic (+2) (150 Active Points); Limited Power Power loses about a third of its effectiveness (Only one power at a time; -1/2); all slots Requires An INT Roll (No Active Point penalty to Skill Roll; -1/4)

 

30 Zero Range Telekinesis: Elemental Control, 60-point powers

20 1) +40 STR, Reduced Endurance (0 END; +1/2) (60 Active Points); No Figured Characteristics (-1/2)

30 2) FF (15 PD/15 ED) (Protect Carried Items), Reduced Endurance (0 END; +1/2) (60 Active Points)

30 3) Flight 20", Reduced Endurance (0 END; +1/2) (60 Active Points)

 

48 He is a figment: Invisibility to Sight, Mental, Radio, Hearing, Smell/Taste, Touch and Mystic Groups , No Fringe, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (120 Active Points); Limited Power Not vs human minds (-1), Always On (-1/2)

15 Mental Fortress: Mental Defense (21 points total)

14 Scrambled Radio Communicator Implant: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4)

 

Skills

32 +4 with All Combat

3 Acrobatics 15-

3 Breakfall 15-

3 Conversation 15-

3 Persuasion 15-

3 Seduction 15-

 

Total Powers & Skill Cost: 345

Total Cost: 648

 

200+ Disadvantages

25 Accidental Change: When Knocked Unconscious Always (Common)

20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture)

15 Psychological Limitation: Bully - picks on the weakest (Common, Strong)

10 Psychological Limitation: Cowardly - will flee if he takes BODY (Common, Moderate)

15 Psychological Limitation: Enjoys humiliating opponents (Common, Strong)

15 Psychological Limitation: Overconfident to the point of arrogance (Common, Strong)

15 Reputation: Arrogant Bully Villain, 14-

15 Social Limitation: 'Real' Paragon and Paragon connection is secret (Very Frequently, Minor)

10 Susceptibility: Mental Powers, 1d6 damage Instant (Common)

20 Vulnerability: 2 x STUN Mental Attacks (Common)

288 Experience Points

 

Total Disadvantage Points: 160

 

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Re: [Group] Mega Force

 

Paragon Spoiler - Beware!

 

... but they don't realise that he is REALLY this guy :sneaky::sneaky:

 

The 'Real' Paragon

Val Char Cost Roll Notes

30 STR 20 15- Lift 1600.0kg; 6d6 [3]

10 DEX 0 11- OCV: 3/DCV: 3

30 CON 40 15-

12 BODY 4 11-

15 INT 5 12- PER Roll 12-

30 EGO 40 15- ECV: 10

20 PRE 10 13- PRE Attack: 4d6

8 COM -1 11-

 

6/15 PD 0 Total: 6/15 PD (0/9 rPD)

6/15 ED 0 Total: 6/15 ED (0/9 rED)

6 SPD 40 Phases: 2, 4, 6, 8, 10, 12

12 REC 0

60 END 0

42 STUN 0 Total Characteristic Cost: 158

 

Movement: Running: 6"/12"

Leaping: 6"/12"

Swimming: 2"/4"

 

Cost Powers END

14 Scrambled Radio Communicator Implant: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4)

 

13 Armored Overcoat: Armor (9 PD/9 ED) (27 Active Points); OIF (-1/2), Activation Roll 14- (-1/2)

 

15 Mental Fortress: Mental Defense (21 points total)

 

195 Mental Illusion Powers: Multipower, 195-point reserve

19u 1) Paragon 'Illusion': (Total: 195 Active Cost, 195 Real Cost) Multiform (648 Character Points in the most expensive form) (Instant Change) (Real Cost: 135) plus Alternate form is larger (60 Active Points) (Real Cost: 60)

19u 2) Normal Illusions: Mental Illusions 12d6 (Human class of minds), Reduced Endurance (0 END; +1/2), Area Of Effect (36" Radius; +1 1/2), Selective (+1/4) (195 Active Points)

 

Perks

5 Money: Well Off

 

Skills

3 Acting 13-

3 Bribery 13-

3 Bureaucratics 13-

3 Conversation 13-

3 Persuasion 13-

3 Seduction 13-

 

Total Powers & Skill Cost: 298

Total Cost: 456

 

200+ Disadvantages

5 Distinctive Features: Fat and ugly (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Enraged: When forced to become 'real' (Uncommon), go 8-, recover 11-

20 Hunted: PSI 8- (Mo Pow, NCI, Capture)

15 Hunted: VIPER 8- (Mo Pow, NCI, Mildly Punish)

10 Physical Limitation: Clumsy - doesn't know own strength (Frequently, Slightly Impairing)

15 Psychological Limitation: Bully - picks on the weakest (Common, Strong)

10 Psychological Limitation: Cowardly - will flee if he takes BODY (Common, Moderate)

15 Psychological Limitation: Enjoys humiliating opponents (Common, Strong)

15 Psychological Limitation: Overconfident to the point of arrogance (Common, Strong)

15 Social Limitation: 'Real' Paragon and Paragon connection is secret (Very Frequently, Minor)

5 Unluck: 1d6

30 Vulnerability: 2 x STUN HTH Combat (Very Common)

91 Experience Points

 

Total Disadvantage Points: 165

 

 

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Re: [Group] Mega Force

 

And finally, the leader of this merry band of villains...

Note: This is a biggie, so I've whacked it under a spoiler for neatness

 

 

 

Harlequin

Val Char Cost Roll Notes

20 STR 10 13- Lift 400.0kg; 4d6 [2]

29 DEX 57 15- OCV: 10/DCV: 10

30 CON 40 15-

15 BODY 10 12-

33 INT 23 16- PER Roll 18-/24-

23 EGO 26 14- ECV: 8

25 PRE 15 14- PRE Attack: 5d6

20 COM 5 13-

 

12/42 PD 8 Total: 12/42 PD (0/30 rPD)

12/42 ED 6 Total: 12/42 ED (0/30 rED)

6 SPD 21 Phases: 2, 4, 6, 8, 10, 12

10 REC 0

60 END 0

40 STUN 0 Total Characteristic Cost: 233

 

Movement: Running: 25"/50"

Flight: 0"/15"/0"/30"

Leaping: 35"/70"

Swimming: 5"/10"

 

Cost Powers END

14 Scrambled Radio Communicator Implant: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4)

 

20 Base Jump Implant: Extra-Dimensional Movement (Single Dimension, Any Location), Usable Simultaneously (up to 16 people at once; +1 1/4) (56 Active Points); 2 Charges (-1 1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4) [2]

 

75 Gadgets and Gear: Variable Power Pool, 60 base + 15 control cost, (90 Active Points); VPP Powers Can Be Changed Only at base - The Harlequinade (-1/2); all slots OIF (-1/2)

Notes: Harlequin will usually be carrying at least one defensive gadget, such as body armour or a shield, as well as any other gadgets. Full equipment choices are too broad to detail - but generally any equipment outlined in Gadgets and Gear, The Equipment Guide, any organisation sourcebook, and any devices of your own creation that fall within the active limit are fair game. Equipment choices, however, are always to be within the boundaries of the 'role' that Harlequin is playing at that time. The example equipment outlined below is for a swashbuckling space pirate role, a more fun-loving and frivolous role, and a tough talking mercenary, a more serious role, to illustrate.

0 1) Space Pirate - Cape: +3 with DCV (15 Active Points); OIF (-1/2), Activation Roll 14- (-1/2) Real Cost: 7

0 2) Space Pirate - Stellar Eyeglass: +8 versus Range Modifier for Sight Group (12 Active Points); OAF (-1) Real Cost: 6

0 3) Space Pirate - Electro-Sword: Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (60 Active Points); OAF (-1) Real Cost: 30

0 4) Space Pirate - Space Flintlock: Energy Blast 8d6, Armor Piercing (+1/2) (60 Active Points); OAF (-1), 2 clips of 6 Charges (-1/2), Beam (-1/4) Real Cost: 22 [6]

0 5) Mercenary - Big Pistol: Killing Attack - Ranged 3d6, +1 Increased STUN Multiplier (+1/4) (56 Active Points); OAF (-1), 2 clips of 8 Charges (-1/4) Real Cost: 25 [8]

0 6) Mercenary - Concussion Grenades: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); OAF (-1), 6 Charges (-3/4) Real Cost: 22 [6]

0 7) Mercenary - Combat Vest: Armor (10 PD/10 ED) (30 Active Points); Activation Roll 11- (-1), OIF (-1/2) Real Cost: 12

 

6 Observant: +2 PER with all Sense Groups

30 Tough: Armor (10 PD/10 ED)

112 Shape Shift (Sight, Touch, Smell/Taste, Hearing, Mental and Radio Groups, any shape), Cellular, Imitation, Instant Change, Makeover, Reduced Endurance (0 END; +1/2) (112 Active Points)

 

60 Shapeshift Pool: Variable Power Pool, 30 base + 30 control cost, Cosmic (+2) (75 Active Points); Limited Special Effect Common SFX (Shapeshift effects only; -1/2)

Notes: See USPD I and II and Ultimate Metamorph for possibilities. Some are listed below.

0 1) Natural Weaponry: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR) (30 Active Points) Real Cost: 30 3

0 2) Blunt Natural Weapons: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2) Real Cost: 20

0 3) Armor Up: Armor (10 PD/10 ED) (30 Active Points) Real Cost: 30

0 4) Grow Wings: Flight 15" (30 Active Points); Restrainable (-1/2) Real Cost: 20 3

0 5) Enhanced Running: Running +15" (29" total) (30 Active Points) Real Cost: 30 3

0 6) Enhanced Leaping: Leaping +30" (35" forward, 17 1/2" upward) (30 Active Points) Real Cost: 30 3

0 7) Animal's Nose I: +2 PER with Single Sense Group (2 Active Points); Costs Endurance (-1/2) Real Cost: 1 1

0 8) Animal's Nose II: Tracking with Normal Smell (5 Active Points); Costs Endurance (-1/2) Real Cost: 3 1

0 9) Bigger Ears: +2 PER with Single Sense Group (2 Active Points); Costs Endurance (-1/2) Real Cost: 1 1

0 10) Bigger Eyes: +2 PER with Single Sense Group (2 Active Points); Costs Endurance (-1/2) Real Cost: 1 1

0 11) Cat's Eyes: Nightvision (5 Active Points); Costs Endurance (-1/2) Real Cost: 3 1

0 12) Falcon's Eyes: +6 versus Range Modifier for Sight Group (9 Active Points); Costs Endurance (-1/2) Real Cost: 6 1

0 13) Grow Gills: Life Support (Expanded Breathing) (5 Active Points); Costs Endurance (-1/2) Real Cost: 3 1

0 14) Human Lockpick: Lockpicking 20- (13 Active Points); Only Versus Mechanical Key Locks (-1), Costs Endurance (-1/2) Real Cost: 5 1

 

Eclectic Martial Arts

Maneuver OCV DCV Notes

5 Weapon Element: Barehanded, Blades, Clubs, Karate Weapons, Ninja Weapons, Staffs

4 Martial Block +2 +2 Block, Abort

4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Martial Escape +0 +0 55 STR vs. Grabs

4 Martial Strike +0 +2 10d6 Strike

3 Martial Throw +0 +1 8d6 +v/5, Target Falls

16 +4 HTH Damage Class(es)

 

Perks

40 Harley - The Harlequinade's AI: Follower

253 The Harlequinade: Vehicles & Bases

20 Universal Contact: Custom Perk

3 Anonymity

3 Computer Link

2 Deep Cover

1 False Identity

10 Favors

15 Money: Filthy Rich

6 Reputation: Top Line Mercenary - CEO of Mega Force (A large group) 14-, +2/+2d6

 

Talents

17 Danger Sense (self only, out of combat, Function as a Sense, Intuitional) 16-

5 Eidetic Memory

3 Lightsleep

3 Perfect Pitch

10 Resistance (10 points)

3 Simulate Death

15 Skill Master (+3 with all Skills based on PRE)

 

Skills

16 +2 with All Combat

10 +2 with HTH Combat

3 Acrobatics 15-

3 Acting 14-

3 Breakfall 15-

3 Bribery 14-

3 Bugging 16-

3 Bureaucratics 14-

3 Climbing 15-

3 Combat Driving 15-

3 Combat Piloting 15-

3 Computer Programming 16-

3 Concealment 16-

3 Contortionist 15-

3 Conversation 14-

5 Cramming

5 Cramming

5 Cramming

10 Defense Maneuver I-IV

3 Demolitions 16-

3 Disguise 16-

3 Fast Draw 15-

3 Forensic Medicine 16-

3 Forgery 16-

3 Gambling 16-

3 High Society 14-

3 Interrogation 14-

3 Jack of All Trades

2 1) PS: Accountant (3 Active Points) 16-

2 2) PS: Asssasin (3 Active Points) 16-

2 3) PS: Bartender/Innkeeper (3 Active Points) 16-

1 4) PS: Cat Burglar (2 Active Points) 11-

2 5) PS: Dancer (3 Active Points) 15-

2 6) PS: Diplomat (3 Active Points) 14-

2 7) PS: Doctor (3 Active Points) 16-

2 8) PS: Mercenary (3 Active Points) 16-

2 9) PS: Musician (3 Active Points) 16-

2 10) PS: Pilot (3 Active Points) 15-

2 11) PS: Police Officer (3 Active Points) 16-

2 12) PS: Priest (3 Active Points) 16-

2 13) PS: Professional Driver (3 Active Points) 16-

2 14) PS: Sailor (3 Active Points) 15-

2 15) PS: Soldier (3 Active Points) 16-

2 16) PS: Steward (3 Active Points) 16-

2 17) PS: Stock Broker (3 Active Points) 16-

3 Linguist

4 1) Language: Arabic (imitate dialects) (5 Active Points)

4 2) Language: Basque (imitate dialects) (5 Active Points)

4 3) Language: Cambodian (imitate dialects) (5 Active Points)

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

4 5) Language: French (imitate dialects) (5 Active Points)

4 6) Language: German (imitate dialects) (5 Active Points)

4 7) Language: Greek (imitate dialects) (5 Active Points)

4 8) Language: Hebrew (imitate dialects) (5 Active Points)

4 9) Language: Japanese (imitate dialects) (5 Active Points)

4 10) Language: Korean (imitate dialects) (5 Active Points)

4 11) Language: Mandarin (imitate dialects) (5 Active Points)

4 12) Language: Russian (imitate dialects) (5 Active Points)

4 13) Language: Serbo-Croatian (imitate dialects) (5 Active Points)

4 14) Language: Spanish (imitate dialects) (5 Active Points)

4 15) Language: Tamil (imitate dialects) (5 Active Points)

4 16) Language: Vietnamese (imitate dialects) (5 Active Points)

3 Lipreading 16-

3 Lockpicking 15-

3 Mimicry 16-

3 Navigation 16-

3 Oratory 14-

3 Parachuting 15-

3 Paramedics 16-

3 Persuasion 14-

3 Riding 15-

3 Scholar

2 1) KS: Accounting/Bookeeping (3 Active Points) 16-

2 2) KS: Advertising (3 Active Points) 16-

2 3) KS: Business Law (3 Active Points) 16-

2 4) KS: Criminal Law (3 Active Points) 16-

2 5) KS: Criminal Psychology (3 Active Points) 16-

2 6) KS: Diplomacy (3 Active Points) 16-

2 7) KS: Dirty Politics (3 Active Points) 16-

2 8) KS: Evidence Dispersal (3 Active Points) 16-

2 9) KS: Forward Observer (3 Active Points) 16-

2 10) KS: History (3 Active Points) 16-

2 11) KS: Law (3 Active Points) 16-

2 12) KS: Martial Arts (3 Active Points) 16-

2 13) KS: Military Customs and Courtesy (3 Active Points) 16-

2 14) KS: Military History (3 Active Points) 16-

2 15) KS: Military organizations (3 Active Points) 16-

2 16) KS: Operational Planning (3 Active Points) 16-

2 17) KS: Organized Crime (3 Active Points) 16-

2 18) KS: Philosophy (3 Active Points) 16-

2 19) KS: Political Science (3 Active Points) 16-

2 20) KS: Scrounging (3 Active Points) 16-

2 21) KS: Small Unit Instruction (3 Active Points) 16-

2 22) KS: Small Unit Tactics (3 Active Points) 16-

2 23) KS: Stock Brokering/Trading (3 Active Points) 16-

2 24) KS: Street Gangs (3 Active Points) 16-

2 25) KS: Tax Law/Accounting (3 Active Points) 16-

2 26) KS: Terrorism (3 Active Points) 16-

2 27) KS: Terrorist/Rebel Groups (3 Active Points) 16-

2 28) KS: The Black Market (3 Active Points) 16-

2 29) KS: The Underworld (3 Active Points) 16-

2 30) KS: Theology (3 Active Points) 16-

3 Security Systems 16-

3 Seduction 14-

3 Shadowing 16-

3 Sleight Of Hand 15-

3 Stealth 15-

3 Streetwise 14-

3 Survival 16-

3 Systems Operation 16-

24 TF: Common Motorized Ground Vehicles, Riding Animals, Combat Aircraft, Hanggliding, Helicopters, Jetskis, Large Motorized Boats, Large Wind-Powered Boats, One-Wheeled Muscle-Powered Ground Vehicles, Parachuting, Advanced, Parachuting, Basic, SCUBA, Skating (iceskating or rollerskating), Skiing (snow), Small Military Ships, Small Motorized Boats, Small Planes, Small Wind-Powered Boats, Snowboarding, Snowmobiles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles

3 Tactics 16-

3 Teamwork 15-

3 Trading 14-

3 Traveler

2 1) AK: Cambodia (3 Active Points) 16-

2 2) AK: Central America (3 Active Points) 16-

2 3) AK: China (3 Active Points) 16-

2 4) AK: Croatia (3 Active Points) 16-

2 5) AK: Eastern Europe (3 Active Points) 16-

2 6) AK: Europe (3 Active Points) 16-

2 7) AK: France (3 Active Points) 16-

2 8) AK: Germany (3 Active Points) 16-

2 9) AK: Greece (3 Active Points) 16-

2 10) AK: Israel/Palestine (3 Active Points) 16-

2 11) AK: Japan (3 Active Points) 16-

2 12) AK: North and South Korea (3 Active Points) 16-

2 13) AK: South East Asia (3 Active Points) 16-

2 14) AK: Spain (3 Active Points) 16-

2 15) AK: Sri Lanka/India (3 Active Points) 16-

2 16) AK: The Mediterranean (3 Active Points) 16-

2 17) AK: The Middle East (3 Active Points) 16-

2 18) AK: The former Soviet Union (3 Active Points) 16-

2 19) AK: Vietnam (3 Active Points) 16-

3 Ventriloquism 16-

22 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Small Arms, Blowguns, Boomerangs and Throwing Clubs, Flails, Flamethrowers, Fukimi-Bari, Garrote, General Purpose/Heavy Machine Guns, Grenade Launchers, Homemade Weapons, Off Hand, Sling, Staffs, Thrown Sword, Whips

4 Weaponsmith (Firearms, Muscle-Powered HTH, Muscle-Powered Ranged) 16-

 

Total Powers & Skill Cost: 1196

Total Cost: 1429

 

200+ Disadvantages

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

20 Hunted: UNTIL 8- (Mo Pow, NCI, Capture)

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

15 Physical Limitation: Inhuman physiology - requires specialised medical care (Infrequently, Fully Impairing)

20 Psychological Limitation: Chooses and plays a 'persona' or role (Very Common, Strong)

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

15 Psychological Limitation: Lost in the Harlequin role - does not know who he/she is (Uncommon, Total)

15 Psychological Limitation: Loyal to Crew (Common, Strong)

10 Reputation: Mysterious Mercenary Mastermind, 11-

1084 Experience Points

 

Total Disadvantage Points: 145

 

 

 

Notes: There's no picture attached, because Harelquin can appear as literally anyone. Also Harelquin will always be fulfilling a particular 'role' (e.g. Iron Age Mutant From The Future With A Really Big Gun, A Glowing Eye, Huge Shoulder Pads, And A Bad Attitude) and will appear in the field in that 'role', and the role may or may not have a name attached. Sometimes the only way to tell which one is Harlequin is to spot which person is not a regular member of Mega Force, although Mega Force also sometimes employs outsiders and Harlequin is not always present in a field combat role. Confused yet? Your players will be:D

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Re: [Group] Mega Force

 

And finally their (or really Harlequin's) base, The Harlequinade, and base AI, Harley:

 

THE HARLEQUINADE

 

 

The Harlequinade

Val

 

Char

Cost

 

Notes

 

12

Size

24

Length 64", Width 32", Area 2,048" DCV -12

 

20

BODY

18

 

20

DEF

54

 

 

Total Characteristic Cost: 96

 

Cost

 

Powers

END

 

48

Field of Dreams: Life Support (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: 400 Years; 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; Sleeping: Character does not sleep)

0

35

Gateway to Earth: Extra-Dimensional Movement (Single Dimension, Any Location), Position Shift, Area Of Effect (One Hex; +1/2), Usable Simultaneously (up to 8 people at once; +1), Continuous (+1) (105 Active Points); OAF Immobile (-2)

0

110

Land of Confusion: Sight, Hearing, Smell/Taste and Touch Groups Images Increased Size (32" radius; +1 1/4), +/-5 to PER Rolls, Reduced Endurance (0 END; +1/2) (110 Active Points)

0

24

A Place Of Many Tongues: Universal Translator 15-

49

Self Repair System: Healing 2 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (135 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

0

 

30

Point Defense Blasters: Energy Blast 12d6, 16 Charges (+0), Area Of Effect Accurate (One Hex; +1/2) (90 Active Points); OIF Immobile (-1 1/2), Limited Arc Of Fire (180 degrees; -1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)

[16]

20

16 Point Defense Blasters: Custom Power (20 Active Points)

0

40

Restraining Fields: Entangle 6d6, 6 DEF, 16 Charges (+0), Area Of Effect (One Hex; +1/2), Takes No Damage From Attacks All Attacks (+1/2) (120 Active Points); OIF Immobile (-1 1/2), Limited Arc Of Fire (180 degrees; -1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)

[16]

20

16 Restraining Fields: Custom Power (20 Active Points)

0

 

20

Regen Tank: Healing 2 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points); OAF Immobile (-2), Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4)

0

15

8 Regen Tanks: Custom Power (15 Active Points)

0

 

9

Nanotech Factory: Major Transform 2d6 (Transform People Into People With Nano-tech Implants), Improved Target Group (May grant a variety of nano-implant abilities; +1/4), Reduced Endurance (0 END; +1/2) (52 Active Points); Extra Time (20 Minutes, -2 1/2), OAF Immobile (-2)

0

 

247

Sensor Grid: Clairsentience (Sight, Hearing And Radio Groups), x8,192 Range (6,144,000"), Discriminatory, Increased Arc Of Perception (360 Degrees), Mobile Perception Point (can move up to 1,536" per Phase), Perceive into a single other dimension, Reduced Endurance (0 END; +1/2) (247 Active Points)

0

15

Sensor Grid: +5 PER with all Sense Groups

0

22

Extra-D Radio: High Range Radio Perception (Radio Group), Concealed (-5 with High Range Radio Perception PER Rolls), Perceive into a single other dimension

0

20

Rader Sensors: Radar (Radio Group), Increased Arc Of Perception (360 Degrees)

0

20

Sonar Sensors: Active Sonar (Hearing Group), Increased Arc Of Perception (360 Degrees)

0

10

Thermal Sensors: Infrared Perception (Sight Group), Increased Arc Of Perception (360 Degrees)

0

 

 

 

Perks

150

Location: Distant; Location Easily-defended location, Modifier Another Dimension, Resources/Condition Extremely developed/inhabited or very good resources

2

Grounds (x4 Base Size)

 

 

 

 

Skills

15

Armorsmith 15-

15

Demolitions 15-

17

Weaponsmith (Energy Weapons, Firearms, Muscle-Powered HTH, Muscle-Powered Ranged) 15-

15

Gambling 15-

15

Electronics 15-

25

Concealment 20-

25

Disguise 20-

15

Paramedics 15-

6

SS: Medicine 15-

6

PS: Doctor 15-

21

KS: Everything 30-

6

SS: Nanotechnology 15-

15

Interrogation 15-

15

Seduction 15-

15

Systems Operation 15-

15

Tactics 15-

15

Acting 15-

 

 

 

Total Powers & Skill Cost: 1170

Total Cost: 1266

 

Total Disadvantage Points: 1266

 

 

(which I am having trouble exporting, so please forgive the break in regular formatting)

 

Harley - The Harlequinade's AI

 

 

Harley

Val Char Cost Roll Notes

23 DEX 39 14- OCV: 8/DCV: 8

33 INT 23 16- PER Roll 16-

23 EGO 26 14- ECV: 8

4 SPD 7 Phases: 3, 6, 9, 12

 

Total Characteristic Cost: 95

 

Cost Powers END

20 Defense Shields: Mental Defense (25 points total)

20 Defense Shields: Power Defense (20 points)

 

Talents

3 Clock: Absolute Time Sense

1 Confuse: Program

1 Detain Intruders: Program

1 Find Contracts: Program

1 Find Intruders: Program

1 Fire Weapons: Program

1 Interact With Humans: Program

20 Language Circuits: Universal Translator 16-

3 Math Processor: Lightning Calculator

5 Memory: Eidetic Memory

3 Rangerfinder: Absolute Range Sense

20 Really DOES Know Everything: Universal Scholar 16-

1 Retrieve people: Program

1 Run Entertainment: Program

1 Run the Hospital: Program

1 Search Library: Program

1 Use Sensors: Program

 

Skills

7 WF: Beam Weapons, Emplaced Weapons, Energy Weapons, Vehicle Weapons

3 Security Systems 16-

3 Acting 9-

3 Bugging 16-

3 Trading 9-

3 Paramedics 16-

3 SS: Medicine 16-

2 PS: Doctor 11-

17 KS: Everything 30-

3 Persuasion 9-

3 SS: Psychology 16-

3 KS: Entertainment 16-

 

Total Powers & Skill Cost: 158

Total Cost: 253

 

200+ Disadvantages

15 Psychological Limitation: Self Preservation Instinct (Common, Strong)

25 Psychological Limitation: Must Obey Harlequin (Very Common, Total)

15 Psychological Limitation: Secret Programming and Goals (Uncommon, Total)

 

Total Disadvantage Points: 55

 

 

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