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Enforcers Incorporated


Killer Shrike

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Originally posted by Zed-F

I guess Zardoz's background doesn't really allow for total anonymity, but that would be a very valuable Perk for snipers who rely on long build-up invisible power effects powers. It'd be fairly easy for anyone with Streetwise to turn the tables on him, and as you say he's easy to deal with once you've spotted him. He's much better at playing the role of a hunter rather than the hunted.

 

Agreed. You can build low point total supers with very effective abilities, but they'll tend to be niche characters, powerful in their speciality and as vulnerable as a normal outside of it. It lends them a very different feeling from their 350+ point cousins.

 

I have a 350 point version of Zardoz that could wipe out most groups without working up a sweat. ;)

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Well if 100-point chars like Zardoz can be here, I guess I could throw Warg into the ring. :) His stats and background can be found in this thread.

 

As a contract mercenary, Warg would probably be cheap muscle, but the kind you hire when you want to make a statement rather than do something quietly. One thing an employer could count on is that he'd get noticed. An unscrupulous employer might see potential to use him as bait for a trap. Warg wouldn't advertise his ability to change into Warg form, and it might take a bit of background digging to find out about it, but he wouldn't deny it if the subject came up. Depending on the nature of the contract, that ability could be seen as an asset or a liability -- and assuming the Enforcers know about it, it's something they might or might not want to communicate to a potential employer, depending on whether they want to influence the outcome of the contract.

 

Warg would probably be uncomfortable taking a contract where he was expected to rough up someone who he thought was innocent of any crime, but he wouldn't have compunctions about bounty hunting or taking a contract from someone dirty to go after another dirty rival. He'd also be relatively easy to dupe, assuming one took some care as to how one approached doing so and didn't fly in the face of his streetwise knowledge.

 

From the employer's point of view, Warg's two main advantages are he's noticeable, and he's cheap. Warg has pretty much no business sense and no money management skills, and the two of those combine to keep him perpetually broke and a small fish in the mercenary pond.

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Thanks for the formatting help. I've updated the post.

 

Seeing as how I just bought FREd, and how little I have actually played Hero over the last several years, I'm finding it hard to justify considering purchasing Hero Designer ATM. :) Especially since it would be about $50-60 CDN...

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OK, I looked over Warg, and ended up putting him into Hero Designer just bcs I got tired of looking at the raw HTML format. I went ahead and posted the character for you in HD format in the other thread.

 

He's a cool character, the only problem I see with him mechanically is a couple of the Disadvantages on the extra form overlap too much -- Phys Lim Animal Mentality and Psy Lim Feral seem pretty similar.

 

Also, a Multiform extra form has the same Base and Disadvantages limits as the base form, but Warg's Beast Form has 50 extra. Technically that should be paid for as Experience, costing the base form IIRC 10 more points before lims in this case.

 

But, all minor quibbles.

 

As far as him working for Enforcers Inc, could a few tweaks be made to his background to facilitate that? As it is currently written I cant see the character working for anyone, and he's sufficiently disgusting I cant see too many people willing to hire him -- if nothing else there's the smell. ;)

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Originally posted by Killer Shrike

OK, I looked over Warg, and ended up putting him into Hero Designer just bcs I got tired of looking at the raw HTML format. I went ahead and posted the character for you in HD format in the other thread.

Ok, thanx. :)

 

He's a cool character, the only problem I see with him mechanically is a couple of the Disadvantages on the extra form overlap too much -- Phys Lim Animal Mentality and Psy Lim Feral seem pretty similar.

I tend to view them as separate deals, given that animals aren't necessarily (or even usually) feral, and that villains often have similar psych limitations to feral (e.g. cold-blooded killer) without having restrictions on their level of mentality. The animal mentality indicates that Warg has little consideration for things that humans might consider important while he's in Warg form, including whatever his current mission is supposed to be, protecting teammates, keeping out of trouble, etc. -- he's only interested in (a) protecting himself, (B) hunting for food, and © being left alone, in that order. The Feral limitation indicates how easily he is provoked and how aggressive he is. A regular wolf (without the feral limitation) would seek to avoid contact with humans and would most likely just beat it if confronted (unless cornered or otherwise forced to fight.) Warg, on the other hand, would hold his ground, snarl, and lunge if the offending party didn't back off within a few seconds.

 

Still, I included extra limitations with the view that some GMs might quibble about how many points each limitation ought to be worth, so it should all come out in the wash, regardless.

 

Also, a Multiform extra form has the same Base and Disadvantages limits as the base form, but Warg's Beast Form has 50 extra. Technically that should be paid for as Experience, costing the base form IIRC 10 more points before lims in this case.

Hmm. Looking at the Multiform examples in FREd, and at the description of the power, all seems in order. It does say that the base points are the same, but doesn't say anything about the disadvantages having the same maximums -- it just says the disadvantages must balance out the costs. Certainly the examples of the 400 point dinosaur form for the 350 point hero or the 300-point wolfman/225 point wolf for the 150-point hero wouldn't fit with a restriction such as you've described.

 

I would tend to think that having to come up with enough disadvantages to make up the difference from the base cost would be a sufficient limitation most of the time. That 300-point wolfman is going to need 225 points of disads to balance out, which could be challenging to do in the first place and fairly crippling in the second (certainly if the GM makes appropriate use of them.)

 

But, all minor quibbles.

 

As far as him working for Enforcers Inc, could a few tweaks be made to his background to facilitate that? As it is currently written I cant see the character working for anyone, and he's sufficiently disgusting I cant see too many people willing to hire him -- if nothing else there's the smell. ;)

Possible, if you have something in mind run it past me and I'll ok it. It shouldn't be too hard to come up with something, though I'd prefer you add background rather than edit existing background.

 

Again, as he stands, if you're hiring him, it's because you want his smell -- you want something done in a particularily disgusting/degrading way, or you want something to get noticed. He's VERY good at being a distraction. :)

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The book isnt real clear on this (as in doesnt state it at all), but you might want to check the Powers FAQ regarding Multiform. The extra forms have the same Base Points and Disadvantage Maximum as the base character; all other points over that are treated as Experience. There is a rather lengthy series of Multiform related entries.

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Funny, I did check there. It seems to support what I said above.

 

To quote:

A: “Base Points,†per the glossary on 5E 6-7, means the Character Points the character receives for free at the beginning of the game — for example, 75 points in a 75 Base + 100 Disads campaign. All Multiforms are built with the same Base Points — not necessarily the same point totals.

 

The true form does not necessarily have to be the form with the most points. You can build a Multiform on more than the true form’s Base Points + Disadvantages. Restricting Multiform to just the Base Points + Disadvantages (plus, presumably, Experience Points earned) could potentially cut off a lot of interesting power constructs.

 

For example, the Tyrannosaurus Rex in the HERO System Bestiary costs over 300 points. Suppose you’re playing in a 100 Base + 150 Disadvantages game, and a character wants the power to change into a tyrannosaur. If you limit the Multiform to 250 points, he can’t do what he wants to do — even if it would have no significant negative effect on game balance at all.

 

But that’s far from the end of the story. First, as noted in the Multiform rules text, you still have to justify the alternate form’s points with Disadvantages (or, as discussed below, the appropriate expenditure of Experience Points). So, if you try to build a form that’s too powerful, you may find you can’t afford it.

 

Second, GM discretion and campaign balance comes into play. It’s the GM’s responsibility to review questionable or potentially unbalancing powers and determine whether he wants to let them into his game. A GM is well within his rights to say, “This Multiform is built on too many points; scale it back or get rid of it.†The freedom the HERO System offers requires players to use it maturely and reasonably, and GMs to oversee their use of it responsibly and reasonably, or else everyone’s enjoyment of the game suffers. With great power comes great responsibility. ;)

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Powers FAQ

 

Q: If I buy a Multiform where the alternate form is built with no more than the standard Base Points for the campaign, do I have to take any Disadvantages for that form?

 

 

A: No. As the text notes, the alternate form provided by a Multiform is built on the same Base Points as the true form. Then you have to justify additional points with Disadvantages (or, as discussed elsewhere in this FAQ, through the expenditure of Experience Points).

 

Assuming you’re in a 200 Base + 150 Disadvantages campaign, the true form is built with 200 Base Points, plus up to 150 Disadvantages. He doesn’t have to take any Disadvantages if he doesn’t want to — he could just be a 200-point character — but of course most characters do have Disadvantages.

 

 

Never mind; I just went back and reread the entry that I was recalling and see that it's just restating the obvious for the TRUE form and not actually saying anything new about the alternate forms. Disregard....

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Linked as "Johnny"

Combat Information Page

Character Name: Johnny Tick-Tock

Alternate Identities: Milo Passepartout

Player Name:

attachment.php?s=&postid=101723
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [1]
20 DEX 10 30 20 13- OCV 7 DCV 7
13 CON 10 6 13 12-
10 BODY 10 0 10 11-
18 INT 10 8 18 13- PER Roll 13-
14 EGO 10 8 14 12- ECV: 5
10 PRE 10 0 10 11- PRE Attack: 2d6
10 COM 10 0 10 11-
             
             
4 PD 3 1 4   4 PD (0 rPD)
4 ED 3 1 4   4 ED (0 rED)
4 SPD 3.0 10 4   Phases: 3, 6, 9, 12
6 REC 6 0 6  
26 END 26 0 26  
25 STUN 25 0 25    
9" Running 6 0 9"    
2" Swimming 2 0 2"    
3"/1 1/2"" Leaping 3 0 3" 69 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) 9" [18" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 3"
V. Leap (2") 1 1/2"
APPEARANCE
Hair Color:  Light Brown
Eye Color:  Light Blue
Height:  5' 9"
Weight:  180 lbs
Description:
Average looking athletic white male in his late twenties.
As Johnny Tick-Tock wears a variety of costumes with full hoods and masks.
Costumes always feature pictures of clocks.

MARTIAL ARTS MANEUVERS
Cost  Maneuver
4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike
Notes: Just Stand There!
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
Notes: You're too slow!
5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
Notes: You can't hit me!
13 Total Martial Arts Cost

DEFENSES
Type Amount Notes
Physical Defense 4 Current BODY:
Res. Phys. Defense 0  
Energy Defense 4 Current END:
Res. Energy Defense 0  
Mental Defense 13 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 7 DCV: 7
 
Combat Skill Levels: +7 Overall
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
Fast Strike 1/2 +2 +0 STR +2d6 Strike
Martial Escape 1/2 +0 +0 +15 STR vs. Grabs
Flying Dodge 1/2 -- +4 Dodge All Attacks, Abort; FMove
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
94 Telepathic Time Stop: Entangle 3d6, 3 DEF (Stops A Given Sense Group: Hearing Group, Stops A Given Sense Group: Sight Group, Stops A Given Sense: Passage of Time), Takes No Damage From Attacks Limited Group (+1/4), Works Against EGO, Not STR (+1/4), Reduced Endurance 0 END (+1/2), Based On EGO Combat Value (Mental Defense; +1), Area Of Effect (17" Radius; +1), Selective Target (+1/4) (234 Active Points); Mental Defense Adds To EGO (-1/2), No Range (-1/2), Cannot Form Barriers (-1/4), Vanishes instantly if J is more than 34 hexes away from victim Uncommon (-1/4)
10 Fast Thinking: +10 Mental Defense (13 points total)
25 Present-Cognition: Luck 5d6
Notes: Johnny's Present-Cognition often allows him to make the best of even the worst situations.
6 +3" Running (9" total) 1
70 Plenty of Time: +7 Overall
Notes: Johnny's body may not be super-fast, but he always has plenty of time to think about what he's doing.
5 Rapid x10 (Sight Group)
Notes: Includes Speed Reading
210 Total Powers Cost
TALENTS
Cost  Name
3 Absolute Time Sense
5 Eidetic Memory
3 Lightning Calculator
22 Danger Sense (Function as a Sense, Sensitivity: Out of Combat) 13-
Notes: Present-Cognition: Always Sees It Coming.
33 Total Talents Cost

SKILLS
Cost  Name
3 Acrobatics 13-
Notes: Everything is moving so slowly...
3 Breakfall 13-
Notes: I'm falling in slow motion!
3 Linguist
Notes: Johnny can remember perfectly every phrase book and dictionary he reads, but hasn't had much real-world practice.
1
1) Language: French (fluent conversation) (2 Active Points)
1
2) Language: Spanish (fluent conversation) (2 Active Points)
1
3) Language: Japanese (basic conversation; literate) (2 Active Points)
3 Scholar
Notes: Johnny remembers everything he reads. Unfortunatly, he doesn't have the critical reasoning skills to do much with it.
1
1) KS: Trivia (2 Active Points) 11-
1
2) KS: Current Events & News (2 Active Points) 11-
1
3) KS: Stuff from the Internet (2 Active Points) 11-
1
4) KS: Metahuman World (2 Active Points) 11-
3 Traveler
Notes: Johnny reads a lot of travel books.
1
1) AK: Major American Cities (2 Active Points) 11-
1
2) AK: US roads & Highways (2 Active Points) 11-
1
3) AK: Tourist Destinations (2 Active Points) 11-
25 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
15 Hunted: By Law Enforcement 8- (Mo Pow; Arrest ; Extensive Non-Combat Influence)
15 Hunted: PSI 8- (Mo Pow; Capture and "Recruit"; Extensive Non-Combat Influence)
15 Psychological Limitation: Easily bored, constantly seeks stimulation, no patience (Very Common; Moderate)
15 Psychological Limitation: Glory Hound; always demands to be the center of attention. (Very Common; Moderate)
15 Psychological Limitation: Greedy, lazy and selfish (Very Common; Moderate)
10 Social Limitation: Secret Identity (Occasionally; Major)
5 Reputation: Johnny Tick-Tock, The Man Who Makes Time For Crime 11- (Known Only To those with KS: Metahuman World or similar skill)
5 Social Limitation: Secret: Grandson of the superhero Aladin, son of the superhero Black Cape. (Occasionally; Minor)
10 Unluck: 2d6
Notes: Constantly screwing up his own life.
45 Tick-Tock Bonus
150 Total Disadvantages Cost
Height: 5' 9" Hair: Light Brown
Weight: 180 lbs Eyes: Light Blue
Appearance: Average looking athletic white male in his late twenties.

As Johnny Tick-Tock wears a variety of costumes with full hoods and masks.

Costumes always feature pictures of clocks.

Personality: Milo is lazy, greedy and bored out of his mind. He was bored before he gained his powers; now every day seems to drag on forever, every television show seems like a slideshow, Internet porn takes forever to download…a life of crime was the only answer. A chance to show off, to demonstrate his wit and skill, to earn a living without actually doing tedious paperwork. While Milo has come close to “stepping over the line,†he is not quite a full sociopath. He will happily commit robberies, facilitate kidnappings, and even provide cover for the odd jailbreak. He has not yet committed a murder or assisted in a terrorist act, and might see orders to do so as a signal to re-asses his career path
Quote:“I’m giving you a time out!â€â€œAll the time is party time!â€â€œNote my expert timing!â€
Background: â€œFree! Forty-two years, six months, twenty-three hours, seven minutes, and fifty-nine seconds of captivity in that horrible ring, but now, finally, I’m free!â€

 

The Jinni laughed, filled with joy, and flexed his mighty arms. A crackling leash of energy, a Tesla arc, lead from the Jinn’s legs and back to a simple golden ring, a ring clutched in the hands of an excited and terrified young man.

 

“Y-yes,†squeaked the young man, “yes! Grandfather’s diary was true! My own magic genie!â€

 

The Jinni focused, and looked at his young “master,†the spitting image of his last master. The master at whose side he had fought criminals, Nazis, and mad men for nearly a decade. The master that had left him, trapped, alone, in a ring, in a box, in an old oak chest, in an attic, for nearly half a century.

 

“Which part of ‘free’ didn’t you understand, boy?â€

 

“What?â€

 

“I’m free. FREE! No more masters, no more mages, no more battles, and especially no more rings. I’m leaving. Have a nice life.â€

 

“Wait! You can’t do this to me!†The young man was terrified. His grandfather’s magic genie, the genie that had made his grandfather a hero, was threatening to leave! It couldn’t be! His ticket out of an ordinary life was threatening to leave him behind! “You’ve got to stay! You’ve got to grant my wishes!â€

 

The Jinni thought for a moment, and felt the tiniest touch of pity. “Very well. One wish.â€

 

“One wish!?! Just one!â€

 

“One.â€

 

“OK,†breathed the young man, “just give me time to think…â€

 

“Done!†shouted the Jinni, and was gone.

 

“Damn.â€

 

The Jinni was true to his word. From that moment forward, Milo Passepartout would always have time to think. Far too much time to think.

 

Milo’s grandfather had been wealthy, but that wealth had been divided among a half dozen children. Milo’s father had been fond of drink and young women, and had coasted through life on an ever-shrinking trust fund, dying at the age of thirty-seven in an unfortunate incident involving a giant pinball machine and a deranged clown. Milo himself had reached adulthood with no marketable skills whatsoever. He did however know the family stories about grandfather, about his strange friends and the locked chest in the old house’s attic. Curious and bored, and perhaps a little desperate for something, anything that might show him a way out of joining the working world, Milo found that a crowbar took care of the lock. Inside the chest he found some very odd old clothes, a photo album filled with pictures of grown men and women in underwear, capes and tights, a diary filled with unbelievable stories, and a small box. The stories were all true! Milo would be rich again!

 

Then the Jinni left.

 

Milo quickly (very quickly) discovered his powers. He thought fast, very fast; he could slow the world down and take his time, and while he wasn’t able to move as fast as he could think that wasn’t much of a problem. More importantly, he could Stop Other People from thinking or moving at all! Understanding the necessity of maintaining his anonymity, he designed a ridiculous costume covered in pictures of clocks and hourglasses and created the identity of Johnny Tick-Tock, the Man Who Makes Time For Crime!

 

Johnny Time-Stop recently heard of a group of “Super Thugs†for hire. Having no street contacts himself, he thought that perhaps these folks might be able to help him make a little money. Finally something interesting was going to happen.

 

 

Powers/Tactics: Johnny is able to telepathically “stop time†for everyone within roughly 34 meters. He can choose to exempt individuals from the effect, and the effect fades within a minute or two once Johnny leaves the area (-1/4 limitation). Mentalists and the very strong willed tend to be immune to this power. Those who recover will suffer from a moment of disorientation, but will not realize that any time has passed. Johnny’s perception of the flow of time has been altered so that his mind also works every bit as quickly as that of most speedsters, though his body has yet to fully adapt to his speed. This incredible perception of the passage of time allows Johnny to perform a large number of minor “speed tricks.†He will usually start with his overall levels in ECV for his Time Stop attack, and then put the levels into Danger Sense. If attacked by someone immune to his Time Stop, he will switch the levels into DCV and attempt to flee using his Passing Dodge (thus gaining a total DCV of 18). If mentally attacked he will place his levels into ECV and seek out the attacker physically, then flee if he can’t spot his foe. His skill levels can also help simulate his near-perfect memory (add to INT rolls and Knowledge Skills), the speed with which he can complete tasks (move tasks two steps down on the time chart, as per USPDB speedster powers), or a carefully aimed uppercut. Due more to his quick thinking than any formal training Johnny is a somewhat competent martial artist. Finally his Present-Cognition (Luck) often allows him to spot and take advantage of chances others would miss.Johnny has no resistant defenses. If sent on a particularly dangerous mission, he might demand some sort of combat armor.
Campaign Use: Johnny is a villain out of boredom. He and Foxbat would get along. He’s not much of a direct combat threat himself, but backing up a team could be overwhelmingly deadly. Johnny Tick-Tock wouldn’t hunt a hero under most circumstances, but if a hero vulnerable to his powers seriously pisses him off, that hero might find him-self stark naked in a shopping mall with “I Love My Sidekick†painted across his buttocks in purple lipstick. Things might get worse from there.

Played as a hero, Milo could learn more about his family’s illustrious past and choose to turn away from crime. Discovering how much more dangerous fighting crime is than committing it might turn him back.

Character created with Hero Designer (version 1.47)
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Combat Information Page

Character Name: WARG

Alternate Identities:

Player Name: Character Created by Zed-F

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 [1]
18 DEX 10 24 18 13- OCV 6 DCV 6
23 CON 10 26 23 14-
15 BODY 10 10 15 12-
8 INT 10 -2 8 11- PER Roll 11-
8 EGO 10 -4 8 11- ECV: 3
20 PRE 10 10 20 13- PRE Attack: 4d6
0 COM 10 -5 0 9-
             
             
14 PD 6 8 14   14 PD (8 rPD)
12 ED 5 7 12   12 ED (8 rED)
4 SPD 2.8 12 4   Phases: 3, 6, 9, 12
11 REC 11 0 11  
46 END 46 0 46  
42 STUN 42 0 42    
7" Running 6 2 7"    
2" Swimming 2 0 2"    
6"/3"" Leaping 6 0 6"/21" 108 Total Characteristics Points
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 100
Disad Points: 100
Total Points: 200
MOVEMENT
Type Total
Run (6) 7" [14" NC]
Swim (2) 2" [4" NC]
H. Leap (6") 6"/21"
V. Leap (3") 3"
APPEARANCE
Hair Color:  Colourless & Patchy
Eye Color:  Lime Green (no Iris/Pupil, Glowing)
Height:  6' 0"
Weight:  200 lbs
Description:
Skin: Pale Gray, streaked w/ Rust & stained w/ Algae Green secretions

 

As a humanoid, Warg is a remarkably ugly specimen. His head and neck are malformed, being little more than a cylindrical stump atop his shoulders, missing a nose, jaw, and obvious ears. Instead, he has a pair of large gill-like apertures at approximately neck-level on either side of his head, which act as combined ears, larynx, and breathing apparatus. His unusual breathing mechanism is quite efficient and provides ample oxygen for his muscles, but is relatively more exposed to hazardous gasses than a normal human's; additionally, Warg's voice is something akin to a loud but raspy stage whisper. Warg is quite stocky, has a barrel chest and is strongly muscled in his upper arms and legs, but his lower arms and legs bear further deformations. Warg's lower arms flare out like bell-bottomed pants, ending in large sledgehammer-like protrusions composed of a pair of extremely thick fingers and an opposable thumb, which are sufficient for grasping but too large and unwieldly for fine control. His lower legs flare out similarly and terminate in large, flat, oval-shaped pads for his feet; this doesn't affect his ability to walk, as the foot is flexible enough to not need an ankle -- in fact his whole body is flexible enough that he can charge on all fours at a fairly high velocity. Warg eats by spreading pretty much anything organic over himself and absorbing nutrients through his skin. He is mostly hairless, and what hair he does have is short, patchy, and colourless; instead of hair, Warg's body is covered with an algae-like slime waste that is naturally secreted from his pores. Aside from being visually disgusting, it also strongly smells like a combination of chemical waste and organic compost. He typically does not wear clothes other than some ragged cutoff jeans, being more comfortable without them.


DEFENSES
Type Amount Notes
Physical Defense 14 Current BODY:
Res. Phys. Defense 8  
Energy Defense 12 Current END:
Res. Energy Defense 8  
Mental Defense 0 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 6 DCV: 6
 
Combat Skill Levels: +2 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
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
12 WARG Form: Multiform (250 Character Points in the most expensive form) (50 Active Points); No Conscious Control (Accidental Change Only) (-2), Reversion (-1/2), Costs END Only To Change (-1/2) 5
8 Tough Skin: Damage Resistance (8 PD/8 ED)
7 Regeneration: 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)
Notes: No Healing Max (see FREd p. 120).
7 Efficient Musculature: +0 STR, Reduced Endurance 1/2 END (+1/4) (7 Active Points) (Modifiers affect Base Characteristic)
2 Life Support , Immunity: Microbe Toxins
4 Stable: Knockback Resistance -3" (6 Active Points); Requires A STR Roll (-1/4), Nonpersistent (-1/4)
17 Strength and Toxin Tricks: Multipower, 25-point reserve, all slots: (25 Active Points); Restrainable (-1/2)
1u
1) Sledge Slam: Hand-To-Hand Attack +3d6, Reduced Endurance 0 END (+1/2) (22 Active Points); Hand-To-Hand Attack (-1/2)
1u
2) Double Handed Slam: Hand-To-Hand Attack +5d6 (25 Active Points); Hand-To-Hand Attack (-1/2)
2
1u
3) Shiver Slam: Hand-To-Hand Attack +3d6, Penetrating (+1/2) (22 Active Points); Hand-To-Hand Attack (-1/2)
2
1u
4) Shockwave Slam: Hand-To-Hand Attack +3d6, Explosion (Cone -1 DC/2"; +1/2) (22 Active Points); Hand-To-Hand Attack (-1/2)
2
1u
5) Toxic Spray: Flash 5d6 (Sight Group) (25 Active Points); No Range (-1/2), Does Not Work Against Desolidified Characters (-1/4)
2
1u
6) Toxic Glob: Energy Blast 1d6 (vs. NND), Reduced Endurance 1/2 END (+1/4), Uncontrolled (+1/2), No Normal Defense Fully Enclosed or LS: Microbe Toxins (+1), Continuous (+1), Area Of Effect (4" Radius; +1 1/4) (25 Active Points); Beam (-1/4), Range Based On Strength (-1/4)
1
1u
7) Quad Charge: Leaping +15" (6"/21" forward, 3"/3" upward) (Accurate), Reduced Endurance 1/2 END (+1/4) (25 Active Points); Forward Movement Only (-1)
1
64 Total Powers Cost

SKILLS
Cost  Name
10 +2 with HTH Combat
2 Animal Handler (Canines) 13-
3 Climbing 13-
2 AK: Home City 11-
2 CuK: Downtrodden; Street People 11-
1 Language: Spanish (basic conversation)
3 Stealth 13-
3 Streetwise 13-
2 Survival (Urban) 11-
28 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
20 Accidental Change: Takes BODY Always (Uncommon)
25 Distinctive Features: Hideous (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
15 Physical Limitation: No Fine Manipulation (Frequently; Greatly Impairing)
15 Psychological Limitation: Multiform Amnesia (Uncommon; Total)
15 Psychological Limitation: Recluse (Very Common; Moderate)
10 Vulnerability: 2 x STUN Gas Attacks (Uncommon)
100 Total Disadvantages Cost
Height: 6' 0" Hair: Colourless & Patchy
Weight: 200 lbs Eyes: Lime Green (no Iris/Pupil, Glowing)
Appearance: Skin: Pale Gray, streaked w/ Rust & stained w/ Algae Green secretions

 

As a humanoid, Warg is a remarkably ugly specimen. His head and neck are malformed, being little more than a cylindrical stump atop his shoulders, missing a nose, jaw, and obvious ears. Instead, he has a pair of large gill-like apertures at approximately neck-level on either side of his head, which act as combined ears, larynx, and breathing apparatus. His unusual breathing mechanism is quite efficient and provides ample oxygen for his muscles, but is relatively more exposed to hazardous gasses than a normal human's; additionally, Warg's voice is something akin to a loud but raspy stage whisper. Warg is quite stocky, has a barrel chest and is strongly muscled in his upper arms and legs, but his lower arms and legs bear further deformations. Warg's lower arms flare out like bell-bottomed pants, ending in large sledgehammer-like protrusions composed of a pair of extremely thick fingers and an opposable thumb, which are sufficient for grasping but too large and unwieldly for fine control. His lower legs flare out similarly and terminate in large, flat, oval-shaped pads for his feet; this doesn't affect his ability to walk, as the foot is flexible enough to not need an ankle -- in fact his whole body is flexible enough that he can charge on all fours at a fairly high velocity. Warg eats by spreading pretty much anything organic over himself and absorbing nutrients through his skin. He is mostly hairless, and what hair he does have is short, patchy, and colourless; instead of hair, Warg's body is covered with an algae-like slime waste that is naturally secreted from his pores. Aside from being visually disgusting, it also strongly smells like a combination of chemical waste and organic compost. He typically does not wear clothes other than some ragged cutoff jeans, being more comfortable without them.

Personality: Reclusive and mistrustful, Warg has few enemies and fewer friends. Most people who know of his existence tend to keep a wide distance and let him have his space except in the case of dire necessity, which is fine by him. Warg knows that life is cheap and doesn't have many compunctions about hurting people, but he's not a killer by inclination.
Quote:"Go away"
Background: Gary Lamonde never had much, nor much hope for more. He was born into a poor family which was always struggling to make ends meet, and his parents were often too busy or too tired from working to spend much time with him or his siblings. He was pretty much allowed to grow wild as a weed; his parents didn't enforce any rules concerning things like school attendance, so his education suffered. Things went from bad to worse; when he was 14 his father died, and since his mother couldn't support them both, she turned him out to fend for himself. The legacy of his misspent youth came back to haunt him, as without a trade or formal education, he found it difficult to get a job, and even when he did get one he could never keep it for long. Even the street gangs found little use for him, as he was reluctant to prey upon those even less fortunate than himself, and his meager abilities as a thief were not enough to justify the burden of providing for him. Ultimately, Gary wound up as one of society's homeless, what some would call human waste. He lived from day to day on what he could scrounge, beg, or steal, sleeping at night in any place that offered a convenient shelter. Since it seemed to him that society had turned its back on him, he turned his back on society; he rarely took advantage of any of the services for the homeless provided by various local charities, as it seemed to him that coming to rely entirely on handouts from others would be to surrender his last measure of self-respect. Still, he had hopes of making something of himself one day, and finding his place in the world. Then one day, that dream too was taken from him. He had been sleeping in an abandoned garbage dump with his dog, a stray which he had befriended, when an electrical storm came up. A bolt of lightning struck a pile of barrels near his sleeping area, bursting them and sending fluid splashing over both of them. The electrified contents of the barrels, which turned out to be toxic waste, caused a bizarre metamorphosis to take place, merging his being with that of his dog, and mutating the both of them still further. Gary, now known as Warg, had even more reason to retreat from society, and has staked out the junkyard as his home. Even the gangs respect his claim; he is quick to dispose of those that disturb the privacy of his domain frivolously, and seldom ventures outside of it without good reason.

 

Word of his virulence eventually spread and some found his disgusting abilities to be useful in certain circumstances. This lead to Warg's tenuous and highly occasional career as hired muscle. He doesnt like to travel far however, so he only does local jobs for the most part. His rates are low, and that makes up for a lot. To date he has managed to not get captured.

Powers/Tactics: Warg may start with lobbing a Toxic Glob if outnumbered or facing a fast opponent, but prefers to close quickly to melee range. If he is having trouble hitting he may use Shockwave, or pick up something to make an area attack on a hex, or if he's getting nowhere with melee combat he may switch to Toxic Glob. If wounded for BODY damage, he will automatically switch to Warg form.
Campaign Use: As a hero, Warg is the reluctant champion of the destitute of his city, and only stands up for them because no-one else will. He recognizes that not all of them are worth helping or will appreciate his help, but those who make an honest effort to improve their lot have his grudging respect. He will work with a hero team mainly because disorder tends to prey on the downtrodden first. As a villain, he could be a neutral party forced into villainy by a stronger/more subtle villain, or he could just be angry at the world and not care about who gets in his way.
Character created with Hero Designer (version 1.47)
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Combat Information Page

Character Name: WARG Beast-form

Alternate Identities:

Player Name: Character Created by Zed-F

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 [1]
23 DEX 10 39 23 14- OCV 8 DCV 8
23 CON 10 26 23 14-
15 BODY 10 10 15 12-
8 INT 10 -2 8 11- PER Roll 13-
8 EGO 10 -4 8 11- ECV: 3
25 PRE 10 15 25/40 14- / 17- PRE Attack: 5d6 / 8d6
0 COM 10 -5 0 9-
             
             
15 PD 6 9 15   15 PD (10 rPD)
15 ED 5 10 15   15 ED (10 rED)
4 SPD 3.3 7 4   Phases: 3, 6, 9, 12
11 REC 11 0 11  
46 END 46 0 46  
42 STUN 42 0 42    
13" Running 6 14 13"    
2" Swimming 2 0 2"    
6"/3"" Leaping 6 0 6" 139 Total Characteristics Points
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 100
Disad Points: 150
Total Points: 250
MOVEMENT
Type Total
Run (6) 13" [26" NC]
Swim (2) 2" [4" NC]
H. Leap (6") 6"
V. Leap (3") 3"
APPEARANCE
Hair Color:  Gray/Brown Fur
Eye Color:  Lime Green (no Iris/Pupil, Glowing)
Height:  6' 0"
Weight:  400 lbs
Description:
Height: 4' Tall, 6' Long, 2' Wide; Skin: Pale Gray (covered w/ long fur)

 

In Warg form, Warg is a huge canine, generally similar to a wolf but about the size of a pony and very heavily built. He has ragged gray-brown fur covering most of his body, with pale gray skin, black nails, and a black nose. His head and jaws are disproportionately large, the fur around his mouth is stained with saliva, and a snarl displays some very impressive teeth.


DEFENSES
Type Amount Notes
Physical Defense 15 Current BODY:
Res. Phys. Defense 10  
Energy Defense 15 Current END:
Res. Energy Defense 10  
Mental Defense 0 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 8 DCV: 8
 
Combat Skill Levels: +4 with Grab, Move Through, Strike
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
10 Tough Skin: Damage Resistance (10 PD/10 ED)
30 Dense Flesh: Physical Damage Reduction, Resistant, 50%
7 Regeneration: 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)
Notes: No Healing Max (see FREd p. 120).
7 Efficient Musculature: +0 STR, Reduced Endurance 1/2 END (+1/4) (7 Active Points) (Modifiers affect Base Characteristic)
2 Life Support , Immunity: Microbe Toxins
4 Stable: Knockback Resistance -2"
5 Scent Prey: Tracking (Normal Smell)
6 Enhanced Perception (+2 to PER Rolls for All Sense Groups)
21 Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. ED), Reduced Endurance 1/2 END (+1/4) (37 Active Points); Restrainable (-1/2), Limited Target Size (-1/4) 1
7 Scary: +15 PRE (15 Active Points); Offensive Use Only (-1)
99 Total Powers Cost

SKILLS
Cost  Name
12 +4 with Grab, Move Through, Strike
12 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
25 Accidental Change: Not Engraged or In Combat Always (Common)
25 Distinctive Features: Terrifying (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
25 Enraged: Combat (Common), go 14-, recover 11-
25 Physical Limitation: No Hands (All the Time; Fully Impairing)
25 Physical Limitation: Animal Mentality (All the Time; Fully Impairing)
5 Physical Limitation: Heavy (400 kg) (Infrequently; Slightly Impairing)
20 Psychological Limitation: Feral (Common; Total)
150 Total Disadvantages Cost
Height: 6' 0" Hair: Gray/Brown Fur
Weight: 400 lbs Eyes: Lime Green (no Iris/Pupil, Glowing)
Appearance: Height: 4' Tall, 6' Long, 2' Wide; Skin: Pale Gray (covered w/ long fur)

 

In Warg form, Warg is a huge canine, generally similar to a wolf but about the size of a pony and very heavily built. He has ragged gray-brown fur covering most of his body, with pale gray skin, black nails, and a black nose. His head and jaws are disproportionately large, the fur around his mouth is stained with saliva, and a snarl displays some very impressive teeth.

Personality: Feral dog. Raises hackles and snarls in warning at the slightest provocation, and will attack with sudden, lethal intent if that warning is ignored. Once all immediate threats are disposed of, will pursue any nearby prey exuding the scent of fear. Becomes confused when an attack comes from a non-obvious source, and will lash out at any nearby target of opportunity.
Quote:"GRRRRRRR"
Background: Gary Lamonde never had much, nor much hope for more. He was born into a poor family which was always struggling to make ends meet, and his parents were often too busy or too tired from working to spend much time with him or his siblings. He was pretty much allowed to grow wild as a weed; his parents didn't enforce any rules concerning things like school attendance, so his education suffered. Things went from bad to worse; when he was 14 his father died, and since his mother couldn't support them both, she turned him out to fend for himself. The legacy of his misspent youth came back to haunt him, as without a trade or formal education, he found it difficult to get a job, and even when he did get one he could never keep it for long. Even the street gangs found little use for him, as he was reluctant to prey upon those even less fortunate than himself, and his meager abilities as a thief were not enough to justify the burden of providing for him. Ultimately, Gary wound up as one of society's homeless, what some would call human waste. He lived from day to day on what he could scrounge, beg, or steal, sleeping at night in any place that offered a convenient shelter. Since it seemed to him that society had turned its back on him, he turned his back on society; he rarely took advantage of any of the services for the homeless provided by various local charities, as it seemed to him that coming to rely entirely on handouts from others would be to surrender his last measure of self-respect. Still, he had hopes of making something of himself one day, and finding his place in the world. Then one day, that dream too was taken from him. He had been sleeping in an abandoned garbage dump with his dog, a stray which he had befriended, when an electrical storm came up. A bolt of lightning struck a pile of barrels near his sleeping area, bursting them and sending fluid splashing over both of them. The electrified contents of the barrels, which turned out to be toxic waste, caused a bizarre metamorphosis to take place, merging his being with that of his dog, and mutating the both of them still further. Gary, now known as Warg, had even more reason to retreat from society, and has staked out the junkyard as his home. Even the gangs respect his claim; he is quick to dispose of those that disturb the privacy of his domain frivolously, and seldom ventures outside of it without good reason.

 

Word of his virulence eventually spread and some found his disgusting abilities to be useful in certain circumstances. This lead to Warg's tenuous and highly occasional career as hired muscle. He doesnt like to travel far however, so he only does local jobs for the most part. His rates are low, and that makes up for a lot. To date he has managed to not get captured.

Powers/Tactics: A straightforward and unsubtle killer, in combat picks a target and pursues it singlemindedly. Favours a Grab & Squeeze bite attack against stronger opponents, Move Through or Strike otherwise.
Campaign Use: As a hero, Warg is the reluctant champion of the destitute of his city, and only stands up for them because no-one else will. He recognizes that not all of them are worth helping or will appreciate his help, but those who make an honest effort to improve their lot have his grudging respect. He will work with a hero team mainly because disorder tends to prey on the downtrodden first. As a villain, he could be a neutral party forced into villainy by a stronger/more subtle villain, or he could just be angry at the world and not care about who gets in his way.
Character created with Hero Designer (version 1.47)
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Here's Lavender, hater of heroes, gadgeteer.

Combat Information Page

Character Name: Lavender

Alternate Identities: Paris Beausoleil

Player Name:

attachment.php?s=&postid=101723
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
10 STR 10 0 10 11- HTH Damage 2d6 END [1]
18 DEX 10 24 18 13- OCV 6 DCV 6
18 CON 10 16 18 13-
15 BODY 10 10 15 12-
23 INT 10 13 23 14- PER Roll 14-
18 EGO 10 16 18 13- ECV: 6
18 PRE 10 8 18 13- PRE Attack: 3 1/2d6
16 COM 10 3 16 12-
             
             
22 PD 2 6 22   22 PD (14 rPD)
22 ED 4 4 22   22 ED (14 rED)
5 SPD 2.8 22 5   Phases: 3, 5, 8, 10, 12
6 REC 6 0 6  
40 END 36 2 40  
35 STUN 29 6 35    
19" Running 6 0 19"    
2" Swimming 2 0 2"    
2"/1"" Leaping 2 0 2" 130 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) 19" [38" NC]
Swim (2) 2" [4" NC]
H. Leap (2") 2"
V. Leap (1") 1"
APPEARANCE
Hair Color:  Blond
Eye Color:  Lavender (Contacts)
Height:  5' 6"
Weight:  135 lbs
Description:
Average height, thin, blond, approximately 40, expensively dressed, but with the pathological tendency to use the color lavendar.

DEFENSES
Type Amount Notes
Physical Defense 22 Current BODY:
Res. Phys. Defense 14  
Energy Defense 22 Current END:
Res. Energy Defense 14  
Mental Defense 9 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 6 DCV: 6
 
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
5 Rebreather: Life Support , Expanded Breathing: Self Made Chemicals
23 "Inhabition": Drain Intelligence 6d6, Limited Range (Double Fall-off) (+1/4) (75 Active Points); OAF (Squirt Gun; -1), Side Effects: 2D6 INT Drain on Self from "spillage" (-1/2), Activation Roll 14- (-1/2), 8 Clips of 4 Charges (-1/4)
Notes: Her favorite scent; It's a neural inhibiting chemical she fires from a squirt gun.
16 "Hedonism", "Release", "Despair", and other frangrances: Mind Control 14d6 (70 Active Points); Based on CON Defense: PD (-1), OAF (Perfume Spritzer; -1), 8 Clips of 1 Charges (-1), Limited Range (As Thrown) (-1/4)
Notes: Spray on opponent (next hex) or throw bottle, breaking it on them. Effect depends on command given upon contact.
14 "Embrace": Killing Attack - Hand-To-Hand 0d6 +1 (vs. PD), Reduced Endurance 0 END (+1/2), Persistent (+1/2), Damage Shield (+1/2), NND: Life Support or Non-living target Standard (+1), Does BODY (+1), Invisible Power Effects, Hide effects of Power (Fully Invisible; +2) (32 Active Points); No STR Bonus (-1/2), Always On (-1/2), No Knockback (-1/4)
Notes: She emits a chemical which does 1pt of Killing damage BODY to anyone who touches her and does not have the proper defenses, and the EFFECTS as well as the SFX are un-noticed by the target.
2 "Night Huntress": Nightvision (5 Active Points); OAF (-1), 4 Clips of 1 Continuing Charges lasting 5 Minutes each (-1/4)
10 Adrenalin: +13" Running (19" total) (26 Active Points); OAF (-1), 8 Clips of 1 Continuing Charges lasting 1 Turn each (-1/2)
22 "Resist": (Total: 50 Active Cost, 22 Real Cost) Damage Resistance (14 PD/14 ED/5 Mental Def.), 8 Clips of 1 Continuing Charges lasting 5 Minutes each (+0) (17 Active Points); OAF (Inhaler; -1) (Real Cost: 8) plus +5 Mental Defense (9 points total), 32 Clips of 1 Continuing Charges lasting 5 Minutes each (+0) (5 Active Points); OAF (Inhaler; -1), Activation Roll 14- (-1/2) (Real Cost: 2) plus +14 PD, 8 Clips of 1 Continuing Charges lasting 5 Minutes each (+0) (14 Active Points); OAF (Inhaler; -1), Activation Roll 14- (-1/2) (Real Cost: 6) plus +14 ED, 8 Clips of 1 Continuing Charges lasting 5 Minutes each (+0) (14 Active Points); OAF (Inhaler; -1), Activation Roll 14- (-1/2) (Real Cost: 6)
Notes: "Compound Power" Forces me to list all the limitations on EACH item. Make ONE activation roll for the whole lot, expend one use, etc. Power fails (activation) due to building up a resistance to it.
93 Chemical Pool: Variable Power Pool (Gadget Pool), 80 base + 13 control cost (120 Active Points); OAF (-1), VPP Can Only Be Changed Between Adventures (-1/2), VPP Powers Can Be Changed Only In Given Circumstance (Lab Required) (-1/2)
Notes: For making chemical-based gadgets (Sprays, poisons, etc.)
0
1) "Absence": Dispel Change Environment (or a specific researched hero) 16d6 (48 Active Points); 4 Clips of 1 Charges (-1 1/4), OAF (Aerosol Spray Can; -1) Real Cost: 15
Notes: Lavender will have researched a hero and have made a neutralizing agent for any specific Change Environment effect; She'll have multiple canisters of it that she'll drop after their 1-use runs out.
0
2) "Serenity": Energy Blast 6d6 (vs. PD), Area Of Effect (One Hex; +1/2), NND: Life Support (Extended Breathing) Standard (+1) (75 Active Points); OAF (Fragrance Bottle; -1), 6 Charges (-3/4), No Range (-1/2) Real Cost: 23
0
3) "Eclipse": Flash 8d6 (Sight Group), Area Of Effect (One Hex; +1/2) (60 Active Points); OAF (-1), 4 Charges (-1), No Range (-1/2) Real Cost: 17
0
4) Sachets: Entangle 4d6, 0 DEF, Takes No Damage From Attacks Limited Group (+1/4), Works Against EGO, Not STR (+1/4), Explosion (+1/2) (80 Active Points); No Defense (-1 1/2), OAF (Explosive Sachets; -1), 8 Clips of 1 Charges (-1), Not v. Unliving creatures or Full Life Support Power loses about half of its effectiveness (-1) Real Cost: 14
Notes: Cause a euphoria that takes several phases (depending on EGO) to fight their way out of; Used for making opponents easier for partners to target.
185 Total Powers Cost
PERKS
Cost  Name
15 Money: Filthy Rich
15 Total Perks Cost

SKILLS
Cost  Name
3 SS: Chemistry (INT-based) 14-
3 SS: Bio-Chemistry (INT-based) 14-
3 Inventor 14-
9 Custom Skill 17-
2 KS 11-
20 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
15 Distinctive Features: Always dressed in Lavender (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
Notes: While it's "Easily Concealed" she has a pathological need to never cover it up.
15 Enraged: Hero endangers innocents (Common), go 11-, recover 14-
20 Hunted: Local Hero Group 14- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find)
Notes: She continually gets off of all charges.
15 Hunted: Local Police 14- (Less Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
15 Psychological Limitation: Addicted to the "Good life" (Very Common; Moderate)
20 Psychological Limitation: Goes out of her way to humiliate heroes (Very Common; Strong)
20 Psychological Limitation: Will not endanger innocents (Very Common; Strong)
Notes: Uses non-lethal force; Tries to never come into direct physical contact.
10 Reputation: Criminal who buys her way out of trouble 11-
10 Vulnerability: 2 x STUN Inhalents (That have an odor) (Uncommon)
Notes: Nose is extremely sensitive.
10 Vulnerability: 2 x Effect Inhalents (That have an odor) (Uncommon)
Notes: Nose is extremely sensitive.
150 Total Disadvantages Cost
Height: 5' 6" Hair: Blond
Weight: 135 lbs Eyes: Lavender (Contacts)
Appearance: Average height, thin, blond, approximately 40, expensively dressed, but with the pathological tendency to use the color lavendar.
Personality: Lavender has spent tremendous effort getting herself into 'fighting shape', and using her vast knowledge of chemistry to give herself various permanent and temporary boosts to her physiognomy.
Quote:
Background: Paris was a world famous cosmetics magnate with all the money a woman could want. Then one day her husband was kidnapped and ransomed. A hero took it upon himself to insinuate himself into the situation, attempting to rescue her husband, despite the fact that she had agreed to the ransome and was preparing to pay. During the ill-chosen rescue attempt, her husband was killed. Paris had never been accustomed to feeling helpless; she was a CEO of a major company, but now she spent her days reliving the incident, and she vowed two things: To never feel helpless again, and to prove heroes for the fools that they are.

 

As a pulic figure, she'd always had the trademark of dressing in Lavender, and she adapted this to an obsessive degree as she went into her new business.

Powers/Tactics: All of her chemicals have Frangrance names ("Absence", "Euphoria", "Longing", etc.). She is a utility player, making up what is needed for crowd control, etc. Despite her willingness to work with other criminals, she does not view herself as a subordinate and will act up with anyone who treats her as such. And she will never again work with anyone who treats her as a peon.
Campaign Use: Due to her vast wealth, she has gotten off of crimes many times. She is a recurring element who seems to buy her way out of trouble, despite the character's good testimony.
Character created with Hero Designer (version 1.47)
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Re: Lavender

 

Originally posted by OddHat

Good character Blue. :)

Thanks! I think the selection of powers could be more well-rounded (she'll have trouble with people with full life support). But I guess that's what the pool is for.
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Originally posted by Zed-F

KS, I noticed you updated the header page list, but didn't include Glaive... did you miss the link I posted?

 

BTW, what's the legend for the Survey column?

I just havent had time to review the character yet.

 

Ive been a) trying to finish a big project at work for the last few weeks and B) made a promise to stop procrastinating and finish updating my old AD&D to HERO System Conversion (and add in a new 3e Conversion in the process), which has been taking up my reduced "gaming stuff" time.

 

Ill try to make time in the next couple of days to look the character over. Keep the submissions coming however and Ill get them all in one go like I did with this last update. :D

 

 

RE: Survey Column: Its out of the CKC.

 

Worst to least: Omega, Delta, Beta, Alpha IIRC

The rating isnt about raw power as it is the US Govts perception of the characters overall threat capacity to overall national security. Thus really powerful characters that just beat things up and break stuff arent that highly rated whereas Masquerade is near the top of the list bcs he can infiltrate just about anything.

 

Thats why I gave Zardoz a high Survey rating despite only being 100 pts frex; bcs he could wreak a lot of havok on politicians with his ability to suss out secrets and manipulate without detection.

 

 

 

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I just noticed something about Zardoz -- as he is intended to work, he's actually bending the rules. As an NPC that's ok, but I probably wouldn't let a PC do the same thing.

 

Even with fully invisible including the effects of the power, according to FREd the victim still feels the effects of the power. Moreover, a mental power with the cumulative advantage is still felt by the victim even if the effect threshold has not yet been crossed. Technically, if Zardoz is messing with someone's mind, they should still feel the fact that someone is there doing something, even if they don't know who, from where, or doing what.

 

I'd enforce that restriction for a PC version. As Zardoz is an NPC, however, it's perfectly reasonable to handwave a bit and chalk bending the rules up to dramatic license.

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Originally posted by Zed-F

I just noticed something about Zardoz -- as he is intended to work, he's actually bending the rules. As an NPC that's ok, but I probably wouldn't let a PC do the same thing.

 

Even with fully invisible including the effects of the power, according to FREd the victim still feels the effects of the power. Moreover, a mental power with the cumulative advantage is still felt by the victim even if the effect threshold has not yet been crossed. Technically, if Zardoz is messing with someone's mind, they should still feel the fact that someone is there doing something, even if they don't know who, from where, or doing what.

 

I'd enforce that restriction for a PC version. As Zardoz is an NPC, however, it's perfectly reasonable to handwave a bit and chalk bending the rules up to dramatic license.

 

Nope Zed. :)

 

Zardoz has his fully invisible effects at the "hide effects of power level." I checked Steve Long's ruling on the subject before submitting him. He's perfectly legal. From the FAQ:

 

Cumulative

 

Q: I want to create a Cumulative Mental Power in which the victim is not aware of the building accumulation until after he has been affected and broken out. Does this require the Invisible Power Effects Advantage, or do I simply have to state that I want to achieve the +20 “target cannot detect effects of power†modifier to the Effect Roll?

 

 

 

A: You must apply Invisible Power Effects at the doubled “effects of the power are also invisible†level mentioned on 5E 169. Otherwise, the victim becomes aware he’s being attacked with a Mental Power as soon as he’s hit with it.

 

He's also not as powerful as he could have been for 100 points; he was toned down to fit Enforcers Inc.

 

The rules can do some amazing things. OTOH, there's no reason you'd have to let a player get away with using him; he's unballanced for most standard superhero campaigns.

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In that instance, the FAQ contradicts FREd. :( I still like FREd's interpretation better for PCs; the FAQ's interpretation is too powerful to let a player use. Then there would be no reason for me not to apply the same logic to a killing attack or a transform -- it pretty much allows a player to take down any opponent he has under surveillance with no ability for the other guy to resist.

 

If someone thinks Zardoz is powerful as they are, just think about what would happen if you added an undetectable Mind Scan to his power suite. All for about 3 points in his multipower. Definitely NPC territory. Can you imagine a PC with that combo?

 

"Oh? So-and-so escaped from Sanctuary? No problem, I'll just convince him to turn himself in. Oh, and that reminds me, I should convince his buddies VillainX, Y, and Z to turn themselves in too."

 

Anyway, we can always dream up lots of hyper-efficient power advantage structures. Anything with multiple power advantages stacked one upon another tends to get very scary very quickly, even if bought at a low base level.

 

How about a megascale movement power, usable against other, area effect? :)

 

"And then I slammed him into the wall at 0.1c."

"Ouch, that had to hurt..."

 

Sometimes I think power advantages should multiply, rather than add. Adding works well for limitations since you reach a point of diminishing returns fairly quickly, but using addition for power advantages often allows low-base powers to become monstrously powerful for a given amount of points, when compared to the power level acheived by adding the equivalent amount of extra dice.

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Originally posted by Zed-F

In that instance, the FAQ contradicts FREd. :(

 

The FAQ always trumps FREd. :)

 

Originally posted by Zed-F

I still like FREd's interpretation better for PCs; the FAQ's interpretation is too powerful to let a player use. Then there would be no reason for me not to apply the same logic to a killing attack or a transform -- it pretty much allows a player to take down any opponent he has under surveillance with no ability for the other guy to resist.

 

Yes, that's what "Hide effects of powers" does. Nasty and potentially unballancing, which is why you as GM certainly have a right to overule it in your campaign.

 

Your players will just have to find another game breaker. ;)

 

Originally posted by Zed-F

If someone thinks Zardoz is powerful as they are, just think about what would happen if you added an undetectable Mind Scan to his power suite. All for about 3 points in his multipower. Definitely NPC territory. Can you imagine a PC with that combo?

 

"Oh? So-and-so escaped from Sanctuary? No problem, I'll just convince him to turn himself in. Oh, and that reminds me, I should convince his buddies VillainX, Y, and Z to turn themselves in too."

 

Heh. :)

 

It's a problem with any mentalist when dealing with non-mentalist opponents. Part of the reason why Menton and Mentalla can be so overwhelmingly dangerous. Even if you know someone is in your head, there's not much a non-mentalist can do about it.

 

Personally I allow PC mentalists; I just adjust my planning to take them into account. A GM who isn't used to that type of campaign and/or doesn't want a mentalist heavy game could certainly outlaw IPE:HEOP, Mind Scan, and N-Ray + Telescopic Vision for PCs without losing much.

 

Originally posted by Zed-F

Anyway, we can always dream up lots of hyper-efficient power advantage structures. Anything with multiple power advantages stacked one upon another tends to get very scary very quickly, even if bought at a low base level.

 

True.

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