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Enforcers Incorporated


Killer Shrike

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Here's another possible thing to check out: I noticed that Zardoz has concentration 0 DCV on his multipower, which means each slot has concentration 0 DCV. But, while looking up concentration, I see that it indicates that a character using a power requiring concentration cannot use another power with concentration. So, you might need to remove that limitation from the multipower if you want him to be able to use more than one slot at a time (as the 120 point reserve would suggest.)

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Originally posted by Zed-F

Here's another possible thing to check out: I noticed that Zardoz has concentration 0 DCV on his multipower, which means each slot has concentration 0 DCV. But, while looking up concentration, I see that it indicates that a character using a power requiring concentration cannot use another power with concentration. So, you might need to remove that limitation from the multipower if you want him to be able to use more than one slot at a time (as the 120 point reserve would suggest.)

 

He doesn't have to concentrate throughout the use of each power, only to activate them. This means that he can only activate them one at a time; he can then maintain one while activating another. That is, as far as I can see by reading the second half of the entry, rules legal. Feel free to drop a question to Steve though.

 

As far as I can see, the interpretation you're using would only apply to a "concentration throughout" limitation.

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  • 2 weeks later...
Originally posted by OddHat

I like the slide show in the top left corner. Have you thought about puting up the sheets? Might make more sense than just linking back to the thread.

Too much work ;)

 

Actually, I will eventually get around to it. I did this more as a break from other things than as a project in itself. So, very little time was spent on it.....

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Originally posted by Zed-F

Been a while since anyone posted a new submission, so it's still just Glaive to be added to the list at some point. Up to you if that's worth your while.

Glaive & Lavender actually....

 

I still need to read over Glaive, and then Ill put the character into Hero Designer like I did WARG. Bcs my time is stretched thin, it might be a few days before I have another window of opportunity. My wife had class until late yesterday and I was in a good place with my Fantasy HERO (http://www.killershrike.com) material, so I took an hour or so and threw the ENFORCERS INC page up on my site and got the rotating banner going. May not have another open spot in the schedule until next Wednesday....

 

Of course, if you were to get Hero Designer, or one of the other intrepid Herophiles were to do it as a favor, I could get it done sooner......:D

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Originally posted by Killer Shrike

Blue, could change the tag at the top of Lavender to a name rather than a href?

 

Thanx!

Done. I had to track down which page Lav was on, then I couldn't remember what tag to use, so I had to go to Coffin Nail Joe and view the HTML. It should be a NAME tage now. Thanks.

 

The page looks great btw. I've barely had a chance to look here lately... too busy security patching everything in the office.

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Glaive HDCHere it is. Some notes:I'm running the new Hero Designer 2 beta, and I ran into a few bugs. I hope I fixed them on the sheet. Also, the new HD won't allow martial arts bought through a focus; this boosted Glaive's point value by 13. So, this may be a bit wonky.

Combat Information Page

Character Name: Glaive

Alternate Identities: Elaine Uldenst of Borellia

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 12 20 13- OCV 7 DCV 7
18 CON 10 16 18 13-
13 BODY 10 6 13 12-
13 INT 10 3 13 12- PER Roll 12-
11 EGO 10 2 11 11- ECV: 4
18 PRE 10 0 18 13- PRE Attack: 3 1/2d6
10 COM 10 0 10 11-
             
             
8 PD 3 2 8/14   8/14 PD (3/9 rPD)
7 ED 4 0 7/13   7/13 ED (3/9 rED)
6 SPD 3.0 10 6   Phases: 2, 4, 6, 8, 10, 12
7 REC 7 0 7  
36 END 36 0 36  
45 STUN 30 0 45    
17" Running 6 2 17"    
2" Swimming 2 0 2"    
23"/11 1/2"" Leaping 3 0 23" 58 Total Characteristics Points
EXPERIENCE POINTS
Total earned: 13
Spent: 13
Unspent: 0
Base Points: 100
Disad Points: 100
Total Points: 213
MOVEMENT
Type Total
Run (6) 17" [34" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 23"
V. Leap (2") 11 1/2"
APPEARANCE
Hair Color:  Blong waist length braid
Eye Color:  Blue
Height:  1.73 m
Weight:  100.00 kg
Description:
Appearance: Glaive is a reasonably good-looking young woman, with classically Nordic features, but her typically impassive and forbidding facial expression tend to make her less appealing. She always wears her form-fitting blood-red leather armour and leather boots, with her horn at her side, and usually has her cape and spear close at hand. She also wears a small crystalline bird-shaped pendant over her armour. Her preferred weapon is a double-bladed glaive; each end has a crescent-shaped blade, sharpened on the inward edge and blunt on the outward side, culminating in a broad spear point for thrusting. In combat it handles much like a quarterstaff for the most part, and it is aerodynamically shaped and balanced for throwing with a spiral cast.

MARTIAL ARTS MANEUVERS
Cost  Maneuver
Borellian Spearmaiden
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25.0 STR to Disarm
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
1 Weapon Element: Empty Hand
1 Weapon Element: : Spears
1 Weapon Element: Thrown Spears
1 Weapon Element: Staves
19 Total Martial Arts Cost

DEFENSES
Type Amount Notes
Physical Defense 8/14 Current BODY:
Res. Phys. Defense 3/9  
Energy Defense 7/13 Current END:
Res. Energy Defense 3/9  
Mental Defense 9 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 7 DCV: 7
 
Combat Skill Levels: +1 with HTH Combat , +8 with Missile Deflection
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
Martial Strike 1/2 +0 +2 5d6 Strike
Martial Block 1/2 +2 +2 Block, Abort
Martial Disarm 1/2 -1 +1 Disarm; 25.0 STR to Disarm
Martial Throw 1/2 +0 +1 3d6 +v/5, Target Falls
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
Soul of the Spearmaiden: Focus (IAF, personal, breakable, fragile, self-repairing in 1 day), all slots: IAF Fragile (-3/4)
10
1) +6 DEX (18 Active Points)
4
2) +8 PRE (8 Active Points)
11
3) +2 SPD (20 Active Points)
8
4) +15 STUN (15 Active Points)
4
5) MD (9 points total) (7 Active Points)
15 Glaive of the Defender (personal, unbreakable): Multipower, 31-point reserve, all slots: (31 Active Points); OAF (-1)
1u
1) Slash: HKA 1 1/2d6 (2 1/2d6 w/STR), Reduced Endurance 1/2 END (+1/4) (31 Active Points); Reduced Penetration (-1/4)
1
1u
2) Impale: HKA 2d6 (3d6 w/STR) (30 Active Points)
3
1u
3) Reverse: HA +5d6, Reduced Endurance 1/2 END (+1/4) (31 Active Points); HA (-1/2)
1
1u
4) Throw: HKA 1d6 + 1 (2d6 + 1 w/STR), Ranged (+1/2) (30 Active Points)
3
1u
5) Deflect: (Total: 31 Active Cost, 15 Real Cost) Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) (Real Cost: 12) plus Missile Deflection Skill Levels: +8 with Missile Deflection (Real Cost: 16)
12 Blood Red Leather Armor: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)
Cape (OAF), all slots: OAF (-1)
1
1) LoW (-3) for Normal Defense (3 Active Points)
1
2) LoW (-3) for Resistant Defenses (3 Active Points)
1
3) LS (Safe in Intense Cold) (2 Active Points)
11 Horn of the Guardian: Summon 8 100-point Spearmaiden Shades, Amicable Friendly (+1/4) (44 Active Points); 3 Charges (-1 1/4), OAF (-1), Extra Time Full Phase (-1/2), Costs END Only Costs END to Activate (-1/4) 4
11 Boots of Springing & Striding: Multipower, 20-point reserve, all slots: (20 Active Points); OIF (-1/2), 1 Recoverable Continuing Fuel Charges lasting 1 Minute each (Fuel recovers by resting 1 minute; -1/4)
1u
1) Quick Stride: +10" Running (17" total) (20 Active Points)
1u
2) Long Stride: 5" Running, x8 noncombat (20 Active Points)
1u
3) Quick Spring: Leaping +20" (23" forward, 11 1/2" upward) (20 Active Points)
1u
4) Long Spring: Leaping 10" (x8 noncombat) (20 Active Points)
98 Total Powers Cost
TALENTS
Cost  Name
6 Combat Luck (3 PD/3 ED)
1 Icewalk: No penalties from icy footing
7 Total Talents Cost

SKILLS
Cost  Name
5 +1 with HTH Combat
5 Defense Maneuver: I-II
1 Acrobatics 8-
1 Breakfall 8-
2 KS Spearmaiden Style 11-
2 Language: English (Borellian Native) (fluent conversation)
3 Paramedics 12-
1 Power Spear Tricks 8-
2 PS: Bodyguard 11-
3 Stealth 13-
2 Survival (Arctic/Subarctic) 12-
1 Teamwork 8-
1 WF: Polearms and Spears
1 WF: Staves
1 WF: Thrown Spears
31 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
20 Normal Characteristic Maxima
5 DF: Spear Maiden (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 DF: Temporal Signature (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
0 DNPC: Harpoon 8- (As powerful as the PC)
15 Hunted: By Slug 8- (Mo Pow; Harshly Punish)
15 Hunted: Temporal Police 8- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find; Extensive Non-Combat Influence)
10 Psych. Lim.: Honorable (Common; Moderate)
15 Psych. Lim.: Over/Underconfidence (Very Common; Moderate)
15 Soc. Lim.: Unfamiliar with modern world (Very Frequently; Minor)
100 Total Disadvantages Cost
Height: 1.73 m Hair: Blong waist length braid
Weight: 100.00 kg Eyes: Blue
Appearance: Appearance: Glaive is a reasonably good-looking young woman, with classically Nordic features, but her typically impassive and forbidding facial expression tend to make her less appealing. She always wears her form-fitting blood-red leather armour and leather boots, with her horn at her side, and usually has her cape and spear close at hand. She also wears a small crystalline bird-shaped pendant over her armour. Her preferred weapon is a double-bladed glaive; each end has a crescent-shaped blade, sharpened on the inward edge and blunt on the outward side, culminating in a broad spear point for thrusting. In combat it handles much like a quarterstaff for the most part, and it is aerodynamically shaped and balanced for throwing with a spiral cast.
Personality: Glaive is very business-like under normal circumstances, and doesn't let anything get in her way of doing what she thinks is best for the welfare of her client. This includes ignoring her client's orders if necessary, though she does recognize that her clients may know more about some types of threats than she does. Glaive is quite casual about inflicting pain or injury, since there is no taboo about use of lethal force in her native culture, and in fact will pretend to enjoy it if she thinks it will give her an advantage; this is part of her way of deterring would-be attackers. Normally, Glaive is quite confident in her ability to handle most would-be assailants, but if events prove otherwise or she's obviously well out of her league to start with, she's quick to recognize the realities of the situation. However, if deprived of her pendant for whatever reason, much of her confidence evaporates; she reverts to being "trainee Elaine," and needs a bit of coaching/coaxing to get through hazardous situations. Normally she is not very interested in romantic interludes and will typically rebuff potential suitors in no uncertain terms. However, there is a certain romantic tension between herself and Harpoon; despite their verbal sparring, they do share a certain comradely bond, which may some day mature into genuine affection.
Quote:"And just where do you think you're going?"
Background: Elaine grew up in Jarviksholm, a fair-sized town in the province of Astoria, situated at the outskirts of a huge and dense boreal forest that covered the bulk of the province. Youngest in a family of 8 children, Elaine grew up with tales of combat and valor singing in her blood, as her family had a long tradition of prowess as warriors. Most of the men were hunters of one stripe or another, while the Sisterhood of the Spear counted her family as one of the oldest and most prestigious of its Astorian members. Elaine had plenty of role models to follow, as her grandmother, mother, and more than one older sister were all members of that elite fighting organization.

 

When Elaine came of age, she naturally joined the ranks of the initiates into the Sisterhood. She soon realized that the training would be even more gruelling than she had anticipated, and her family history began to weigh on her. She felt tremendous pressure to live up to the high standards her siblings and ancestors had set for themselves, and much of the time she felt inadequate to the task. She knew she had done as well as or better than most of her trainee colleagues in their courses of instruction in the healing arts, and the time spent on the hunt with her older brothers had certainly left her much better at quiet movement than they. But, when it came to what she perceived as the meat and bones of the matter -- combat -- she felt hopelessly behind. She could run farther and take a blow better than many of them, but that was little comfort when she routinely found herself on the floor or in an armlock.

 

In point of fact, Elaine was actually doing passably well in her training; she was by no means exceptionally gifted, but it was clear to her instructors that, given time, she would come to be quite a capable young woman. Still, no matter how often this was impressed upon her, or how often her mother approved of the progress she had made, the message didn't seem to sink in. Her instructors realized that this problem was one that Elaine could and eventually would cure on her own, given time, so they resolved to do nothing about it but simply wait for Elaine to come to the same realization on her own. Ultimately, though, events conspired to rob her of that opportunity.

 

One afternoon, Elaine was surprised when her instructors informed her that classes would end early that day, on account of a meeting of the Sisterhood. Such meetings were normally held outside of regular class hours, so this was a matter of some note. Even more disturbing, when Elaine arrived home, neither her mother nor father were present, and she wound up eating a dinner prepared by an older sister and going to bed even more puzzled as to the strange goings on. The next morning when Elaine awoke, her mother told her that her grandmother, Elaine's elderly great-grandmother, who lived in Fierenhavn, on the other side of the forest near the southern border of Astoria, was quite ill, and had requested that the youngest member of the family come to visit her. Elaine's mother asked her to go, but warned her that no-one could be spared to escort her on the trip; if she stayed on the main road she ought to be safe, but said she would understand if the trip was too long for her to go unaccompanied. Elaine was a bit nervous about the long journey ahead, but agreed to go nonetheless. Elaine had met the elderly matriarch a number of times previously at family reunions and had always liked her, so Elaine felt obligated to provide what comfort she could, especially when specifically requested.

 

Fortunately, the trip to Fierenhavn was long but uneventful. When she arrived, however, things started getting a bit more unusual once again. When Elaine arrived at her great-grandmother Aliza's house, and was greeted by her great-grandmother Aliza, a bright-eyed old woman of about Elaine's size with silvery hair and a jewel-bright crystal pendant of a bird about her neck, the old woman appeared quite spry and not at all ill. Moreover, she had another visitor, a young man not more than three or four years her elder, who she assumed was another relative, probably a second or third cousin of hers she didn't know. After a few moments exchanging pleasantries with Aliza and the young man, who turned out to be named Dreval and who seemed quite taciturn, Aliza revealed the real reason for inviting the pair of them to her house. She told them that she believed something evil was lairing southeast of the town in unclaimed land on the other side of the Astorian border, and she wanted them to root it out. Outwardly, Elaine tried to remain calm, while inwardly she panicked, and most of the rest of Aliza's explanation went in one ear and out the other. All too soon, it seemed, Dreval was nodding in acceptance, and went outside to prepare for the journey, while Elaine remained frozen to her chair, too numb to move.

 

Aliza seemed to recognize her plight. "You think this is too much for you, don't you?" she said, smiling gently. "After all, this is a job some fully trained Sisters would think twice about accepting, fighting an evil magician, and here you are, not even finished your training. How can I possibly ask you to go?"

 

"Well, I can't go myself, that much is plain. Though I may not look it, I really am quite ill; I am just well-practiced at hiding the signs. Besides which, though I was once quite the adventurer in my youth, I'm far too old for this sort of thing now. So, I must use proxies like yourself and young Dreval here."

 

"But why you, and not, say, your mother, or one of your sisters who has completed her training, or one of my many other descendents and colleagues? Any of those would seem to be more suitable choices, at least on the surface. And yet, none of them would be suitable to receive the gift I am about to offer you. Please, come with me."

 

Aliza led Elaine into a back room, where a rack held a set of blood-red leather armour, the hallmark of a full-fledged Spearmaiden, as well as a double-bladed spear and various other accoutrements. All looked to be in perfect condition. As Elaine looked closer to appreciate the craftsmanship, Aliza spoke again. "It is a tradition among the Sisterhood that upon the completion of a new Sister's training, an elder member of her clan should provide suitable fighting gear for her descendent. It seems to me that this time, you will have need of this gift a little earlier than normal. This was once my own fighting gear. It is now yours." As Elaine whirled to stare at her in shock, feeling that she had more to live up to than ever, Aliza smiled once more. "Don't look so surprised. This armour and weaponry are serviceable, to be sure, but not out of the ordinary for any experienced Sister; in fact, I believe your mother has quite a bit better equipment herself, and I expect that in time your sisters will acquire armament at least equal to my own. The least I can do is set you out on this mission with decent gear." As Elaine nodded mutely, Aliza continued. "I think you'll find, however, that this last gift will be, for you, the most precious." And with that, Aliza unclasped the crystal bird-pendant and placed it around Elaine's neck. Elaine's puzzled look begged for further explanation, but Aliza merely smiled cryptically and indicated that she should put on the armour.

 

The next few days of travel passed in a blur as a still-dazed Elaine tried to sort out why she was 20 leagues away from the closest outpost of civilization, travelling with a man she barely knew, on a mission to confront an evil she knew practically nothing about and which terrified her, and not safely back on the road home to her family. On the morning of the fifth day, however, when she awoke, she immediately realized that something had changed. For one thing, she knew that Aliza had died during the night. For another, her gear seemed much more intimately familiar to her than it had before. She hadn't previously known that her gear was enchanted, but now she knew exactly what the properties of the boots that she wore were, how to sound the horn at her side to trigger its power, and how to command the spear she carried so that it could fly swifter and farther than she could have ever thrown it unaided, and yet still return to her hand instantly once it had hit its target, or so that it could deflect even the quickest projectile with a simple flick of the wrist. Finally, she seemed to sense a presence in her mind she hadn't felt before, a youthful, confident, female presence -- the presence of her great-grandmother as she had been, 50 years ago, full of adventurous spirit and ready to tackle anything. That spirit overlaid her own, helping her take in, analyze, and react to her environment quicker and with more skill than ever before, and giving her the confidence she needed to tackle the challenge that lay ahead. She now understood Aliza's cryptic comment concerning how valuable the crystal pendant would prove to be.

 

That morning Elaine broke camp first and set off, following the river as they had been doing, and taking the lead for the first time. Dreval could not help but notice the change, but said nothing. At midday they left the river and headed for a hilly crag, atop which a set of standing stones were dimly visible in the distance. They arrived just as the sun was about to set and the moon rise; unfortunately, however, the only viable approach to the hill was from the east, so as they crested the hill they had no choice but to look into the glare of the setting sun for their quarry. He had been waiting for them.

 

Dreval was quickly assaulted by a brace of skeletal warriors the corrupt priest had summoned, and Elaine barely had time to wind her horn and summon her own spirit allies before she too was swept into the fray. A desperate battle ensued as Elaine and Dreval fought to get to the priest, while the priest stood on the altar at the center of the standing stones and threw elemental blasts of dark magic at them, knocking them away if they got too close. Ultimately the pair realized that the priest was protecting a lens that he had emplaced on the altar, and, knocking the last skeletal warriors aside, they charged the altar, jumping up on it with the priest just as the moon peeked above the horizon and its light brushed the lens. The priest shouted shrilly, seemingly in pain, and then suddenly everything went black.

 

Elaine and Dreval woke some indeterminate amount of time later. The priest was nowhere in sight. Nor, for that matter, were the altar, the standing stones, the hill, or for that matter the surrounding countryside. Instead they were in some kind of forest composed of stone and metal structures. Only one thing was certain: they weren't in Astoria any more.

 

Fast-forward two months. Elaine, now known as Glaive, understands a bit more about the most commonplace artifacts of this strange world she finds herself in. She finds it hard to credit that she's travelled tens of thousands of years into the future, but all the evidence she's been able to uncover points in that direction. As a means of making her way in this new society, she decided to stick with what she knows and become a protector -- a bodyguard. She's been fortunate enough to land a couple of small-time bodyguarding jobs, but her unfamiliarity with the local cultural norms has been causing her grief, and she's lost more than one job for being too uncompromising or just too "weird" for her clients. Still, she feels she's learned some useful lessons in how to approach matters in this society, and continues to try to land bigger and better clients. She still maintains contact with Dreval, who now calls himself Harpoon; he's opened up a bit more with her since they have both become stranded in an alien world. Elaine and Dreval feel it's important to keep tabs on one another, as each is the only one likely to really understand what the other is going through.

 

Meanwhile, elsewhere, an Elder Worm by the name of The Slug has uncovered evidence pointing to the arrival of two new supers in the city, from another era. He concludes that it is possible that one or both of them has the ability to open a rift to an earlier time, perhaps as far back as the age of the Elder Worm. Failing that, perhaps they know of an object of power that might have survived the ages and be waiting, buried somewhere in a relic collection or an archaeological dig, for him to uncover. One plane ticket later, the pair have a new enemy, one they know nothing about...

Powers/Tactics: Glaive rarely initiates an attack, but if trouble looks to be brewing she will hold an action for a block, throw, or missle deflect. If someone starts a fight, though, she has no qualms about finishing it. She will usually stick with her Slash attack, using a Strike or Hook maneuver, unless she has reason to do otherwise. If outnumbered, or obviously outclassed, she will instead use her Horn to summon assistance. The Horn will summon up to 8 Shades, whose bodies are magically coalesced from shadows, governed by spirits of deceased Spearmaidens. (Guidelines: STR 15, DEX 14, SPD 3, with MA skills and a HKA similar to Glaive's.)
Campaign Use: Glaive comes from a society where women fighters are traditionally defensively-oriented and male fighters are traditionally offensively-oriented. As a heroine, it would not be much of a stretch for her to translate her protectiveness for an individual to protectiveness for society in general. Otherwise, she's most likely to wind up as a mercenary bodyguard, protecting whoever she is hired to protect, regardless of what she thinks of them. Harpoon is a Borellian man who has also been yanked forward in time and has a similar background, skillset, and powers to Glaive, though he trades in some of her movement and summon abilities for a multiform; he can change into a seal, a seahawk, and possibly other forms. If the GM doesn't want to have him in the campaign, the disadvantage can be easily removed as it's worth 0 points. In order to use Glaive as a DNPC for a more powerful super, remove the DNPC disadvantage and change her comradeship with Harpoon to comradeship with the PC in question. If Slug is not present in the campaign world, any magic-using villain interested in trying to use Glaive to channel power from the past would be a suitable replacement.
Character created with Hero Designer (version 2.0.26)
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OK, as promised, Lavender & Glaive have been added to the main list. Ill get the copy on the website updated next. I listed Glaive as 200 points as per the original design; if it crystalizes at 213 I can always change it....

 

 

Thanx guys for the cool submissions, and I'd just like to encourage people to keep them coming. I made a promise to myself to finish my Fantasy HERO material as priority #1, but Im wrapping that up in the next few weeks. In the meantime, Enforcers INC is still something Im very interested in, and I will make the time to give everyones submission "the treatment" as I can. So, dont be shy!

 

On other fronts, I rolled out the user interface for the Payroll Budget System Ive been working on at work for the last 4 1/2 months -- and Ill be wrapping up the Admin functions next week in an insane 1 week (6 month project, I got less than 5 months to do it in), but after that it should be slack, so no more 50 and 60 hour weeks, working through the night, and other nonsense for a while -- so Ill have more time for gaming stuff and can stop screwing around and really start cranking stuff out again....other projects rear their heads, but in the meantime, Ill get some stuff done...

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Originally posted by Killer Shrike

On other fronts, I rolled out the user interface for the Payroll Budget System Ive been working on at work for the last 4 1/2 months -- and Ill be wrapping up the Admin functions next week in an insane 1 week (6 month project, I got less than 5 months to do it in), but after that it should be slack, so no more 50 and 60 hour weeks, working through the night, and other nonsense for a while -- so Ill have more time for gaming stuff and can stop screwing around and really start cranking stuff out again....other projects rear their heads, but in the meantime, Ill get some stuff done...

 

KS, how could you possibly let paid work interfere with your gaming activities?

 

Where are your priorities man? ;)

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BTW, I noticed a bug on Glaive, she should only have +3 on missile deflect rather than +8. The levels were bought through a focus so should have a base cost of 5 rather than 2. My fault.

 

I also wonder if HD takes into account the +0.6 Spd she gets from her +6 Dex on the focus. She didn't take no figured cha on the Dex, the cost for the Spd should be less than 11 since its bae cost is 14 not 20.

 

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Originally posted by Zed-F

BTW, I noticed a bug on Glaive, she should only have +3 on missile deflect rather than +8. The levels were bought through a focus so should have a base cost of 5 rather than 2. My fault.

 

I also wonder if HD takes into account the +0.6 Spd she gets from her +6 Dex on the focus. She didn't take no figured cha on the Dex, the cost for the Spd should be less than 11 since its bae cost is 14 not 20.

DEX rounds at even increments for SPD, so buying DEX thru FOCI or w/ Lims doesnt aggregate up to more SPD by the book.
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Originally posted by Killer Shrike

DEX rounds at even increments for SPD, so buying DEX thru FOCI or w/ Lims doesnt aggregate up to more SPD by the book.

 

Hmm, when I bought it originally it was all part of the same "slot" so I didn't figure that applied. Certainly there are examples of people buying up stats and having them affect figured Cha in the book, though I don't recall if this particular case came up. I suppose in this case I should get No Figured Cha on the Dex... she should still get the extra CV from the Dex since CV isn't a regular Figured stats.

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  • 5 months later...

Combat Information Page

Character Name: Meltdown

Alternate Identities: Thaddeus Jones

Player Name: Enforcers INC

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]
17 DEX 10 21 17 12- OCV 6 DCV 6
20 CON 10 20 20 13-
12 BODY 10 4 12 11-
13 INT 10 3 13 12- PER Roll 12-
11 EGO 10 2 11 11- ECV: 4
15 PRE 10 5 15 12- PRE Attack: 3d6
12 COM 10 1 12 11-
             
             
2 PD 2 0 2/17   2/17 PD (0/15 rPD)
4 ED 4 0 4/19   4/19 ED (0/15 rED)
4 SPD 2.7 13 4   Phases: 3, 6, 9, 12
6 REC 6 0 6  
40 END 40 0 40  
35 STUN 27 8 35    
6" Running 6 0 6"    
2" Swimming 2 0 2"    
2"/1"" Leaping 2 0 2" 77 Total Characteristics Points
attachment.php?s=&postid=273873
EXPERIENCE POINTS
Total earned: 100
Spent: 100
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 450
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (2") 2"
V. Leap (1") 1"
Flight 0"/20" [0"/160" NC]
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  6' 1"
Weight:  175 lbs
Description:
Meltdown wears a black costume with a turquoise chest pattern. He wears a mask, even though his identity is known, leading many profilers to posit a potential split personality or psychological distancing effect between the old nice-guy Thaddeus and the angry Meltdown personas.

 

As Thaddeus, an moderately handsome black man in his mid 30's, with short black hair, brown eyes, and dark skin.


DEFENSES
Type Amount Notes
Physical Defense 2/17 Current BODY:
Res. Phys. Defense 0/15  
Energy Defense 4/19 Current END:
Res. Energy Defense 0/15  
Mental Defense 0 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 6 DCV: 6
 
Combat Skill Levels: +3 Radiation Multipower
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
75 Radiation Emission: Multipower, 75-point reserve
7u
1) Strong Radiation: Killing Attack - Ranged 4d6 (vs. ED), Reduced Endurance (1/2 END; +1/4) (75 Active Points)
3
3u
2) Radiation Pulse: Killing Attack - Ranged 2d6+1 (vs. ED), AOE (8" Cone; +1) (70 Active Points); Only Works On Living Beings (-1/2), No Range (-1/2)
7
7u
3) Sickening Radiation Blast II: Energy Blast 6 1/2d6 (vs. ED), Reduced Endurance (1/2 END; +1/4), No Normal Defense (LS: Safe Enviroment: High Radiation; +1) (74 Active Points)
3
60 Elemental Control, 120-point powers
43
1) Radioactive Zone: Change Environment 4" radius, 6 levels (300 Rads) of Radiation, Long-Lasting 6 Hours, Reduced Endurance (0 END; +1/2), IPE (Fully Invisible; +1) (125 Active Points); No Range (-1/2)
64
2) Flight 20", Position Shift, x8 Noncombat, combat acceleration/deceleration (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (124 Active Points)
40
3) Radiation Field: Killing Attack - Ranged 1d6+1 (vs. ED), Side Effects (Side Effect always occurs whenever the character does some specific act; Irradiates Enviroment; +0), Damage Shield (+1/2), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), No Normal Defense (LS: Safe Enviroment: High Radiation; +1), Does BODY (+1), Continuous (+1) (120 Active Points); Only Works On Living Beings (-1/2)
43
4) Radiation Invulnerability: (Total: 120 Active Cost, 87 Real Cost) Force Field (15 PD/15 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points) (Real Cost: 60) plus Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Limited Type Of Attack Radiation (-1), Linked (Force Field; -1/2), Greater Power is Constant or in use most or all of the time (+1/4) (Real Cost: 27)
2 Radiation Resistance: Life Support (Safe in High Radiation)
344 Total Powers Cost
PERKS
Cost  Name
2 Street Cred: Reputation: Dangerous Villain (A medium-sized group) 11-, +2/+2d6
6 Contact: Criminal Ties (Contact has significant Contacts of his own, Contact limited by identity), Organization Contact (x3) (6 Active Points) 11-
3 Money: Well Off
11 Total Perks Cost

SKILLS
Cost  Name
9 +3 Radiation Multipower
3 KS: Radiology (INT-based) 12-
3 PS: Radiology Tech (INT-based) 12-
3 Paramedics 12-
18 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
15 DF: Radioactive (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses)
20 Enraged: Berserk When Reduced To 6 BODY or Less (Uncommon), go 8-, recover 11-, Berserk
20 Normal Characteristic Maxima
5 Phys. Lim.: Can't Eat Soft Foods (They Break Down In His Mouth Too Fast) (Infrequently, Slightly Impairing)
15 Psych. Lim.: Bitter And Angry At The World (Common, Strong)
15 Psych. Lim.: Hates Authority Figures Like Cops And Flag-suits (Uncommon, Total)
15 Reputation: Villain That Gives People Radiation Sickness, 11- (Extreme)
15 Rivalry: Professional (Other Blasters; Rival is More Powerful; Rival is a Group; Seek to Harm or Kill Rival; Rival Unaware of Rivalry)
10 Soc. Lim.: Wanted Criminal (Occasionally, Severe, Not Limiting In Some Cultures)
10 Susceptibility: Lead, 1d6 damage per Turn (Uncommon)
10 Vulnerability: 2 x STUN Magnetic Powers (Uncommon)
150 Total Disadvantages Cost
Height: 6' 1" Hair: Brown
Weight: 175 lbs Eyes: Brown
Appearance: Meltdown wears a black costume with a turquoise chest pattern. He wears a mask, even though his identity is known, leading many profilers to posit a potential split personality or psychological distancing effect between the old nice-guy Thaddeus and the angry Meltdown personas.

 

As Thaddeus, an moderately handsome black man in his mid 30's, with short black hair, brown eyes, and dark skin.

Personality: Bitter and angry, Meltdown is full of misplaced rage and a need to lash out.
Quote:"DIE!"
Background: Thaddeus used to be a nice guy. He was a responsible husband with a wife and two young children, and made good money as a Radiology Technician. The hours could be long, but the pay was decent. He was good at his job too, and was made a senior tech by 26, which was pretty fast. All was well until a freak accident occured one afternoon when he was helping some third party folks install a new UMAXIN XLR-7310 full body 360 degree drum X-Ray unit. Thaddeus hopped on the slide-table so the guys installing the unit could make sure the device was hooked up properly. However, after he had been slid into the drum, one of the installers flipped the wrong switch and turned the drum on. The thing malfunctioned, overloading its circuitry, and innundating Thaddeus with lethal levels of radiation.

 

Suprisingly he suffered no noticeable ill effect and the entire occurance didnt draw any particular notice or comment. As far as the installers could tell the thing just didnt work, so they carted it off again. Thaddeus went home to his family and had dinner, thinking nothing of it. That night everyone went to bed as normal in the Jones house, but in the morning Thaddeus was the only one that woke up. Through the night the lethal levels of Radiation he was emitting killed his entire family. In shock he called the cops, and they of course assumed he had murdered him and locked him up. It was billed as yet another instance of a person snapping and killing their own family, although autopsies would later show the true cause of death.

 

In the meantime however, over the next day all of the inmates in the same jail as Thaddeus sickened and died, and the cops working there got ill too. It was assumed that Thaddeus was somehow doing it, and the cops were getting panicky as they felt themselves getting sick. One of them lost it and tried to shoot Thaddeus in his cell to make it stop, and the fear of being shot caused Thaddeus to activate his powers for the first time. The bullet hit him in the shoulder, causing a lot of damage and driving Thaddeus directly into a murderous rage. He melted his way out of his jail cell and slew many of the cops in the precinct before a group of local heroes showed up in response to the call for assitance. Breaking out of his rage, Thaddeus flew off into a world he now hated.

 

Deprived of all he held dear and pushed beyond his capacity to bear it, Thaddeus was unhinged by the entire affair and now takes out his anger on the world. He has learned how to control his powers and turned to a life of crime, selling his services to the highest bidder. Recently he has accepted a few contracts from a new gig called Enforcers Inc -- so far he's been hired on as heavy firepower for some in-and-out jobs like banks.

Powers/Tactics: Meltdown has a powerful array of Radiation Emission powers that permit him to project a variety of blasts, irradiate a large area around himself, fly, and protect himself from harm.
Campaign Use: Unrepentant villain with nasty pernicious attacks
Character created with Hero Designer (version 2.25)
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Combat Information Page

Character Name: T.H.U.G.

Alternate Identities: Tactically Heuristic Ultimate Grunt

Player Name:

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 [0]
17 DEX 10 21 17 12- OCV 6 DCV 6
30 CON 10 40 30 15-
30 BODY 10 40 30 15-
8 INT 10 -2 8 11- PER Roll 12-
20 EGO 10 20 20 13- ECV: 7
20 PRE 10 10 20 13- PRE Attack: 4d6
10 COM 10 0 10 11-
             
             
10 PD 6 4 10   10 PD (10 rPD)
10 ED 6 4 10   10 ED (10 rED)
5 SPD 2.7 23 5   Phases: 3, 5, 8, 10, 12
12 REC 12 0 12  
0 END 60 -30 0  
60 STUN 60 0 60    
12" Running 6 0 12"    
2" Swimming 2 0 2"    
4"/2"" Leaping 6 -2 4" 148 Total Characteristics Points
attachment.php?s=&postid=276007
EXPERIENCE POINTS
Total earned: 150
Spent: 150
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 500
MOVEMENT
Type Total
Run (6) 12" [24" NC]
Swim (2) 2" [4" NC]
H. Leap (6") 4"
V. Leap (3") 2"
APPEARANCE
Hair Color:  None
Eye Color:  Red
Height:  6' 6"
Weight:  300 lbs
Description:
A large but not gigantic robot with a humanoid exo-shell and an indo-skeleton. Wears no clothes, has no features.

DEFENSES
Type Amount Notes
Physical Defense 10 Current BODY:
Res. Phys. Defense 10  
Energy Defense 10 Current END:
Res. Energy Defense 10  
Mental Defense 0 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 6 DCV: 6
 
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
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 Easy To Repair: +10 with Mechanics, UBO (+1/4), Inherent (+1/4), Persistent (+1/2) (40 Active Points); Only Usable By Others (-2), Only to Repair Self (-1)
14 Easy To Repair: Healing 2 BODY, UBO (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (45 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (Character May Take No Other Actions; -1 1/2), Self Only (-1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points Mechanics; -1/4)
Notes: No Healing Max (see FREd p. 120).
8 Heavy Frame: Knockback Resistance -4"
24 Metal Body: Energy Damage Reduction, Resistant, 50% (30 Active Points); Visible (-1/4)
24 Metal Body: Physical Damage Reduction, Resistant, 50% (30 Active Points); Visible (-1/4)
10 Robot Body: (Total: 10 Active Cost, 10 Real Cost) Lack Of Weakness (-5) for Normal Defense (Real Cost: 5) plus Lack Of Weakness (-5) for Resistant Defenses (Real Cost: 5)
8 Robot Body: Damage Resistance (10 PD/10 ED) (10 Active Points); Visible (-1/4)
30 Servo-Powered: Multipower, 37-point reserve, (37 Active Points); all slots Restrainable (By EMP Pulses; -1/4)
3u
1) Servo-powered Rending: Killing Attack - Hand-To-Hand 2d6-1 (3d6+1 w/STR) (vs. PD), Reduced Endurance (0 END; +1/2) (37 Active Points); Restrainable (By EMP Pulses; -1/4)
3u
2) Unforgiving Metal: Double Knockback on up to 30 STR, Reduced Endurance (0 END; +1/2) (33 Active Points); Restrainable (By EMP Pulses; -1/4)
Robot, all slots Restrainable (By EMP Pulses; -1/4)
2
1) Auditory Sensors: Ultrasonic Perception (Hearing Group) (3 Active Points); Restrainable (By EMP Pulses; -1/4)
4
2) On-board Interface: Computer Link (5 Active Points); Restrainable (By EMP Pulses; -1/4)
12
3) Radar Array: Radar (Radio Group) (15 Active Points); Restrainable (By EMP Pulses; -1/4)
9
4) Radio Sensors: High Range Radio Perception (Radio Group) (12 Active Points); Restrainable (By EMP Pulses; -1/4)
36
5) Robot Body: Life Support (Total) (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) (45 Active Points); Restrainable (By EMP Pulses; -1/4)
2
6) Sensor Enhancements: +1 PER with All Sense Groups (3 Active Points); Restrainable (By EMP Pulses; -1/4)
12
7) Sonar Sensors: Active Sonar (Hearing Group) (15 Active Points); Restrainable (By EMP Pulses; -1/4)
17
8) Tireless Robot Legs: Running +6" (12" total), Reduced Endurance (0 END; +1/2) (24 Active Points); Restrainable (By EMP Pulses; -1/4)
1
9) Tireless: Reduced Endurance (0 END; +1/2) (1 Active Points); Restrainable (By EMP Pulses; -1/4) applied to Swimming
6
10) Tireless: Reduced Endurance (0 END; +1/2) (15 Active Points); Restrainable (By EMP Pulses; -1/4) applied to STR
1
11) Tireless: Reduced Endurance (0 END; +1/2) (2 Active Points); Restrainable (By EMP Pulses; -1/4) applied to Leaping
27
12) Visual Sensors: (Total: 34 Active Cost, 27 Real Cost) Infrared Perception (Sight Group) (5 Active Points); Restrainable (By EMP Pulses; -1/4) (Real Cost: 4) plus Ultraviolet Perception (Sight Group) (5 Active Points); Restrainable (By EMP Pulses; -1/4) (Real Cost: 4) plus Microscopic with Sight Group (15 Active Points); Restrainable (By EMP Pulses; -1/4) (Real Cost: 12) plus +6 versus Range Modifier for Sight Group (9 Active Points); Restrainable (By EMP Pulses; -1/4) (Real Cost: 7)
263 Total Powers Cost
TALENTS
Cost  Name
On-board Computer System, all slots Restrainable (By EMP Pulses; -1/4)
2
1) Absolute Range Sense (3 Active Points); Restrainable (By EMP Pulses; -1/4)
2
2) Absolute Time Sense (3 Active Points); Restrainable (By EMP Pulses; -1/4)
2
3) Bump Of Direction (3 Active Points); Restrainable (By EMP Pulses; -1/4)
2
4) Lightning Calculator (3 Active Points); Restrainable (By EMP Pulses; -1/4)
16
5) Universal Translator 11- (20 Active Points); Restrainable (By EMP Pulses; -1/4)
24 Total Talents Cost

SKILLS
Cost  Name
15 +3 with HTH Combat
5 Memory Banks: Cramming
5 Memory Banks: Cramming
5 Memory Banks: Cramming
3 Combat Driving 12-
3 Combat Piloting 12-
14 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers, Military Computers) 13-
3 Cryptography 11-
3 Mechanics 11-
3 Navigation 11-
3 Security Systems 11-
3 Systems Operation 11-
65 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
15 Accidental Change: When STUN At 15 or Less May Change To Shutdown State Until RECOVERED 11- (Common)
20 DF: Big Hulking Metal Thing (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 DNPC: Programmed To Protect Robert Zuckert 11- (Normal; Useful Noncombat Position or Skills)
15 Enraged: Programmed To Defend Robert Zuckert (Uncommon), go 11-, recover 11-
10 Money: Destitute
5 Phys. Lim.: Affected As Both Normal And Machine Class Of Minds (Infrequently, Slightly Impairing)
5 Phys. Lim.: Cannot Handle Fragile Items (Infrequently, Slightly Impairing)
20 Phys. Lim.: Lacks Emotions (All the Time, Greatly Impairing)
25 Psych. Lim.: Obey Robert Zuckert (Very Common, Total)
5 Reputation: Dangerous Robot, 8-
20 Vulnerability: 2x STUN Gravity, Magnetic Or Electrical Attacks Common
150 Total Disadvantages Cost
Height: 6' 6" Hair: None
Weight: 300 lbs Eyes: Red
Appearance: A large but not gigantic robot with a humanoid exo-shell and an indo-skeleton. Wears no clothes, has no features.
Personality: T.H.U.G. has no emotions and is programmed to obey Dr. Zuckert to the letter. T.H.U.G. will protect Dr. Zuckert, including his identity, with it's own 'life' if need be.
Quote:"....."
Background: Dr. Robert Zuckert is a genius when it comes to robotics and an idiot when it comes to everything else. An irracible man prone to drastic actions at the slightest provocation, when his revolutionary work on a perfect robotic self-teaching soldier/servitor was budget-cut by the American Government, the agitated Dr. Zuckert fled his lab with the schematics and the prototype/proof of concept unit, the T.H.U.G. robot and turned to a life of crime to generate cash so that he may continue his research.

 

Using some shady contacts he had made in the past in the acquisition of high-tech bits from questionable sources, Dr. Zuckert was able to land some contracts for criminal work, which he commanded the T.H.U.G. robot to carry out. The first few jobs went off well, and Dr. Zuckert has come to the attention of Enforcers Inc recently. He has accepted several smaller contracts from them, street level stuff, and the robot has thus far performed flawlessly. Meanwhile, Dr. Zuckert has made several subtle improvements in the robot's design and is working on building more advanced versions. Chad Kelley, the President of Enforcers, Inc. has already expressed interest in becoming an investor/backer/silent partner in the manufacturing of more T.H.U.G.'s and Dr. Zuckert is giving this serious thought.

Powers/Tactics: A highly-resistant-to-harm metal robot, with an internal power source and an array of computerized features. Primary tactic is to simply beat and rend opponents, very straight forward, but as it continues to learn-by-experience it's tactics may become more elegant in the future. Dr. Zuckert might also upgrade T.H.U.G. with more advanced weapons as he completes research and gains funds.

 

T.H.U.G.'s one significant weakness is that it's power supply and circuitry is vulnerable to EMP Pulses. An EMP Pulse can shut him down completely for a period of time determined by the GM (the Restrainable by EMP Pulse Lim on most of his Powers).

 

Also, if T.H.U.G.'s system sustains too much disruption (tracked by STUN) it sometimes goes into a SHUTDOWN state which translates into doing nothing but taking Recoveries until its STUN is 30 or higher.

 

T.H.U.G. was designed to be a field tactical war machine, and is thus constructed in such a way as to be very easy to repair and kit-bash back into working condition. To demonstrate this, it has REGENERATION requiring a Mechanics skill roll with UBO to indicate that someone else can make the Mechanics roll, and grants +10 to anyone elses Mechanics roll for this purpose. T.H.U.G. has learned to perform minor repairs on itself (has the Mechanics Skill) but is limited in what it can fix itself (doesn't benefit from the +10 to Mechanics Roll)

Campaign Use: Dozens of options with this character. Dr. Zuckert can go into business with Enforcers Inc or someone else producing T.H.U.G.'s and/or other robotic servitors. T.H.U.G. could be captured and reprogrammed theoretically. T.H.U.G. might start developing emotions and personality, and perhaps turn on Dr. Zuckert.
Character created with Hero Designer (version 2.25)
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