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Enforcers Incorporated


Killer Shrike

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Okay, so here's the deal:

Consider this an open forum for any Thug-for-hire, "blackmask", Super-goon, whatever you want to call 'em that you have in your supers games in the 225 to 750 point range.

Enforcers Inc. is an open-enrollment at will temp to perm type of deal, so any freelancer with a decent rep can get jobs thru them as well as thier "on-staff" regular contractors.Think of the deal Dan Ackroyd's character was trying to set up in Gross Pointe Blank crossed with Heros for Hire crossed with the type of characters that live in Steeljack's neighborhood in Astro City crossed with technical recruiter/contractors like TekSystems and you've got the basic idea.

The founder is a veteran super powered enforcer named Chad "The Machine" Kelly, the Man without Pain. His goto guy is a fixer known only as Unger; a hardboiled cyborg gunsel. His on-staff muscle is Bronto and Jackhammer, two fairly heavy bricks. The company acts as a contract firm, networking those who need dirty deeds done and those willing to do them, taking a middle-man percentage and keeping thier hands clean of any wrong doing.

Feel free to add useful permanent staff positions that The Machine has hired on Full Time for the "corporate offices", just make them actually useful to the organization if you do so. A plant/mole or two placed by oppositional forces like VIPER might be cool too. Have at it, and have fun!

http://www.killershrike.com/EnforcersINC/EnforcersIncRoster.htm
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Don't Mind if I do...

Combat Information Page

Character Name: Reactor

Alternate Identities: Leon Williams

Player Name: NPC; Villain

attachment.php?s=&postid=101723
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
30 STR 10 20 30 15- HTH Damage 6d6 END [3]
23 DEX 10 39 23 14- OCV 8 DCV 8
28 CON 10 36 28 15-
10 BODY 10 0 10 11-
10 INT 10 0 10 11- PER Roll 11-
15 EGO 10 10 15 12- ECV: 5
20 PRE 10 10 20 13- PRE Attack: 4d6
10 COM 10 0 10 11-
             
             
20 PD 6 7 20   20 PD (7 rPD)
17 ED 6 4 17   17 ED (7 rED)
5 SPD 3.3 17 5   Phases: 3, 5, 8, 10, 12
12 REC 12 0 12  
56 END 56 0 56  
52 STUN 39 13 52    
6" Running 6 0 6"    
2" Swimming 2 0 2"    
6"/3"" Leaping 6 0 6" 156 Total Characteristics Points
EXPERIENCE POINTS
Total earned: 161
Spent: 161
Unspent: 0
Base Points: 100
Disad Points: 150
Total Points: 411
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (6") 6"
V. Leap (3") 3"
Tunneling 0" [3" NC]
APPEARANCE
Hair Color:  Red
Eye Color:  Green
Height:  6' 1"
Weight:  165 lbs
Description:
Red Hair, Green Eyes. Sturdy build. Leon wears a black costume with green highlights and the "biohazard" symbol on his chest. He wears a green domino mask.

MARTIAL ARTS MANEUVERS
Cost  Maneuver
Dirty Infighting
4
1) Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
5
2) Roundhouse: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
4
3) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4
4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
4
5) Kidney Blow: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6
21 Total Martial Arts Cost

DEFENSES
Type Amount Notes
Physical Defense 20 Current BODY:
Res. Phys. Defense 7  
Energy Defense 17 Current END:
Res. Energy Defense 7  
Mental Defense 8 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 8 DCV: 8
 
Combat Skill Levels: +3 with HTH Combat
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Punch 1/2 +0 +2 STR +2d6 Strike
Roundhouse 1/2 -2 +1 STR +4d6 Strike
Low Blow 1/2 -1 +1 2d6 NND
Disarm 1/2 -1 +1 Disarm; +10 STR to Disarm roll
Kidney Blow 1/2 -2 +0 HKA 0 1/2d6
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

POWERS
Cost  Power END
5 Mentally Tough: +5 Mental Defense (8 points total)
24 Erosion: Tunneling 3" through 10 DEF material (36 Active Points); No Noncombat Movement (-1/4), Not vs Lead (-1/4) 4
58 Bio-Chemical Energy Field : RKA 3d6 (vs. ED), +1 STUN Multiplier (+1/4), Penetrating (+1/2), Armor Piercing (+1/2) (101 Active Points); No Range (-1/2), No Knockback (-1/4) 10
21 Toughened Flesh: Armor (7 PD/7 ED)
108 Total Powers Cost
PERKS
Cost  Name
4 Skilled Assassin: Reputation (A large group; 8-) +4/+4d6
25 Suped up Sportscar: Vehicles & Bases (125 Base, 25 Disad)
21 Criminal underworld: Contact (Contact has: very useful Skills or resources, Very Good relationship with Contact), Organization Contact (+2) (21 Active Points) 12-
8 International Player: Fringe Benefit: Concealed Weapon Permit (where appropriate), International Driver's License, Licensed Security Specialist, Membership: League of Assassins, Passport
58 Total Perks Cost

SKILLS
Cost  Name
15 +3 with HTH Combat
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 11-
3 Contortionist 14-
3 Demolitions 11-
3 Electronics 11-
2 KS: Knowledge Skill: Biochemical Cleanup 11-
2 KS: Knowledge Skill: Explosives Production 11-
3 Lockpicking 14-
3 Paramedic 11-
3 Security Systems 11-
3 Shadowing 11-
3 Stealth 14-
3 Streetwise 13-
3 Tracking 11-
3 Scientist
1
1) SS: Bacteriology (2 Active Points) 11-
1
2) SS: Biochemistry (2 Active Points) 11-
1
3) SS: Chemistry (2 Active Points) 11-
1
4) SS: Genetics (2 Active Points) 11-
68 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
15 Hunted: Champions: 8- (Occasionally), More Powerful, Harshly Punish
20 Hunted: Police: 11- (Frequently) (As Pow; Harshly Punish; Extensive Non-Combat Influence)
15 Secret Identity: Leon Williams: Frequently (11-), Major
20 Antisocial: Common, Total
15 Greedy: Common, Strong
20 Sadistic: Common, Total
15 Reputation: Hired Assassin Frequently (11-) (Extreme)
10 Rivalry: Mechassassin : Professional (; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Susceptibility: Radioactive Substances: 1d6 damage, per Minute, Uncommon
5 Unluck: 1d6
150 Total Disadvantages Cost
Height: 6' 1" Hair: Red
Weight: 165 lbs Eyes: Green
Appearance: Red Hair, Green Eyes. Sturdy build. Leon wears a black costume with green highlights and the "biohazard" symbol on his chest. He wears a green domino mask.
Personality: Mercenary to the core. Williams cares not for his fellow man, enjoys killing and can be pretty horrific if he puts his mind to it. (Hence his reps)
Quote:"This will hurt alot."
Background: A high priced super assassin. Leon Williams gained his powers working as a technician for a genetics research company.
Powers/Tactics: A close range fighter, Reactor wants to get in and snuff his opponents and get out. He is a skilled streetfighter and uses his enhanced physique to do some real damage before slaying his foes with his Chemical Attack
Campaign Use: Thug, assassin, mercenary, secruity specialist; a criminal rennaisance man.
Character created with Hero Designer (version 1.47)
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Let's see if this works

Combat Information Page

Character Name: DIANA-BOL Diana Westerly

Alternate Identities:

Player Name:

attachment.php?s=&postid=101723
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
80 STR 10 70 80 25- HTH Damage 16d6 END [8]
29 DEX 10 57 29 15- OCV 10 DCV 10
33 CON 10 46 33 16-
20 BODY 10 20 20 13-
10 INT 10 0 10 11- PER Roll 11-
10 EGO 10 0 10 11- ECV: 3
30 PRE 10 20 30 15- PRE Attack: 6d6
10 COM 10 0 10 11-
             
             
40 PD 16 24 40   40 PD (40 rPD)
25 ED 7 18 25   25 ED (25 rED)
6 SPD 3.9 21 6   Phases: 2, 4, 6, 8, 10, 12
23 REC 23 0 23  
66 END 66 0 66  
77 STUN 77 0 77    
17" Running 6 0 17"    
2" Swimming 2 0 2"    
16"/8"" Leaping 16 0 16" 276 Total Characteristics Points
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 350
MOVEMENT
Type Total
Run (6) 17" [34" NC]
Swim (2) 2" [4" NC]
H. Leap (16") 16"
V. Leap (8") 8"
APPEARANCE
Hair Color:  Brown
Eye Color:  Blue
Height:  5' 0"
Weight:  150 lbs
Description:
Diana is short, very lean and absurdly over-muscled. She often dyes her hair. She dresses provocatively when not in combat, and has very considerable charisma, though her face and body are not at all attractive by conventional standards.

DEFENSES
Type Amount Notes
Physical Defense 40 Current BODY:
Res. Phys. Defense 40  
Energy Defense 25 Current END:
Res. Energy Defense 25  
Mental Defense 0 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 10 DCV: 10
 
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

POWERS
Cost  Power END
7 Metahuman Physiology: 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)
22 Inhuman Speed: +11" Running (17" total) 2
22 Inhuman Toughness: Damage Resistance (40 PD/25 ED) (33 Active Points); Ablative BODY Only (-1/2)
51 Total Powers Cost

SKILLS
Cost  Name
3 Acrobatics 15-
3 Stealth 15-
1 Language: Spanish (basic conversation)
3 Persuasion 15-
3 Interrogation 15-
3 Streetwise 15-
2 PS: Bodybuilding 11-
2 SS: Steroid Pharmacology 11-
3 Climbing 15-
23 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
30 Enraged: If subjected to Ego powers (Uncommon), go 14-, recover 11-, Berserk
15 Enraged: If insulted (Very Common), go 8-, recover 14-
15 Enraged: If she thinks she has been lied to, tricked or manipulated (Common), go 8-, recover 11-
25 Hunted: Law Enforcement Agencies 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
15 Reputation: Psychotic Berserker Brick-Chick 11- (Extreme)
15 Psychological Limitation: Very low empathy, very little guilt (Very Common; Moderate)
Notes: With a great effort, Diana can relate to someone on a human level. She rarely makes that effort.
20 Psychological Limitation: Will Not Back Down or Compromise (Very Common; Strong)
10 Psychological Limitation: Likes and admires physical strength and those who display it (Common; Moderate)
5 Distinctive Features: Extreme muscularity on a small frame (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
Notes: Semi-pro level female bodybuilder look.
150 Total Disadvantages Cost
Height: 5' 0" Hair: Brown
Weight: 150 lbs Eyes: Blue
Appearance: Diana is short, very lean and absurdly over-muscled. She often dyes her hair. She dresses provocatively when not in combat, and has very considerable charisma, though her face and body are not at all attractive by conventional standards.
Personality: Diana is Id unleashed, an angry young woman out to get what she wants. She has no empathy and no guilt, and kills with little provocation. Attempts to control or manipulate her drive her into a psychotic rage. Kind-hearted heroes are likely to ascribe her warped personality to her transformation, and to attempt to reform her. The truth is more complex: the monster Diana became is who she always was inside. Her powers just gave her the chance to set it free. There is one place where Diana is still able to relate to people as fellow humans; the weight room. She often spends time in hard core bodybuilding dungeons with people who "understand" her. She can even take a joke or two in those settings without killing anyone at all.
Quote:"Do you think I'm pretty? Think carefully, I have an axe."

"Do you like me?"-then kills someone.

Background: Diana Westerly was an unhappy, angry child, and showed every sign of growing into an unhappy, angry woman. Short, skinny, and unpopular, she was able to shine in one area of her life; sports. Despite her size, she was faster and stronger than a girl her age had any right to be. She got into weightlifting and bodybuilding, and built her first real friendships among the gym rats. Then, in her late teens, a friend hooked her up with some of Trainer Dan's "The Juice." Diana tried it. She responded, strongly. Within a month she had added over thirty pounds of muscle, and her strength had passed the level of anything human. She had also gone from being athletic looking to being freakishly muscled. The first time a school-mate teased her about it she broke his neck. She never felt any guilt. When the cops came to her house later that day she killed two, crippled her father, and left home. Later that week the Japanese heroine "Magical Girl" mind controlled her and marched her into a local police station. Diana broke free, tracked her down and beat her to death. Since then, Diana has been on the run, taking what she wants, learning how to survive on the streets and leaving a long trail of corpses in her wake. She'd like to join a group or organization that would let her get what she wants without killing (purely for convienince sake), and sees Enforcers Inc. as a chance to build a "real career." She took the name Diana-Bol as a joke. She thinks its very clever. If you don't like it, she'll kill you.
Powers/Tactics: Diana is very fast for a brick and has no sense of fair play whatsoever. She likes to attack from behind or by surprise, and against slower targets will perform move-bys and move-throughs whenever possible. If she manages to stun an opponent she'll always follow up with a move-through. Oddly enough she likes other bricks, and won't actively try to kill most of them. On the other hand she hates magicians and egoists, and will use stealth, acrobatics, or whatever it takes to close on them and take them down by surprise. She is most vulnerable to mental powers and energy attacks.
Campaign Use: Diana is a high level brick with a story hook; her youth and size make many heroes feel that she could be lead to "reform." She can't be. In the campaign where she was first used she eventually entered into a romantic relationship with a brick-mage-gadgeteer who provided her with a suit of enchanted armor that protected her against Mental Powers and Drains and an enchanted axe that permitted her to perform a number of brick-tricks.
Character created with Hero Designer (version 1.47)
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Too bad I no longer have the characters. A friend and I made two villains called Damage Inc. (After the old metallica song). As mercenaries, they would have fit in nicely.

 

Fury (My Character) I made right after champions II came out. It was my first applicatin of Autofire to punches. He would spin in a circle, like a tornado, and the back of his fist would slam his opponent multiple times. He was dressed in all black but for a denim sleeveless vest, with long black "rocker" hair.

 

The Other was Berserker, who had way too many bersker disadvantages and spent his time demolishing buildings and good guys. He was perfect for diversions. Drop him at the scene and let him run unfettered while you do your job or snipe the heroes from a distance.

 

The middle two guys in that picture reminded me of them.

 

Ah... the good old days...

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Originally posted by Blue

Too bad I no longer have the characters. A friend and I made two villains called Damage Inc. (After the old metallica song). As mercenaries, they would have fit in nicely.

 

Fury (My Character) I made right after champions II came out. It was my first applicatin of Autofire to punches. He would spin in a circle, like a tornado, and the back of his fist would slam his opponent multiple times. He was dressed in all black but for a denim sleeveless vest, with long black "rocker" hair.

 

The Other was Berserker, who had way too many bersker disadvantages and spent his time demolishing buildings and good guys. He was perfect for diversions. Drop him at the scene and let him run unfettered while you do your job or snipe the heroes from a distance.

 

The middle two guys in that picture reminded me of them.

 

Ah... the good old days...

So make haste, create them anew for 5th and post em ;)
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Originally posted by Blue

Got enough trouble-makers to create for my campaign as is. But I'll throw in the picture of fury.

attachment.php?s=&postid=104298

Nice pic.....I might just take a stab at "Fury" if you dont mind. I already have a character named Fury in my campaign, who is actually a good guy, but c'est la vie...if name reuse is good enough for Thunderbolt, its ok by me too...:D
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Feel Free to give it a whirl. I dont' remember the mechanics of the character, only his attitude.

 

He'd be funnier now because this is 2003 and I'd make him stuck in the 80's. He's the stereotypical hair-metal wannabe guitar god. He knows a handful of chords from famous rock songs but it's enough to get him over with the ladies. He assumes all good looking women are bimbo rock video chicks (like he dates) so female superheroes hate his guts. He's misogynistic, glib, and arrogant. And not that good of a guitarist; he just knows enough to impress people who don't know any better.

 

Quote: "I'm all over it like Clapton on a D Chord." or the very utilitarian, "That's rock-n-roll, babe."

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