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Killer Shrike

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And here's Berserker.

 

He's a jovial guy, surprisingly light of mood. Until he gets down to business. Then he's constantly flying into berserk fits and shredding buildings, people, and anything in his path.

 

He's all fists, which is why he wears his special armored gloves, which (if I recall correctly) were also used for missle deflection, though he rarely got to use it (since he was always berserk and on the attack)

 

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Originally posted by Blue

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

 

Hey, whats with all the personal attacks dude?

 

Oh, sorry, you meant the character :o

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Originally posted by Killer Shrike

Hey, whats with all the personal attacks dude?

 

Oh, sorry, you meant the character :o

 

I didn't fall too far from that tree either. Back then I had the hair, the guitar, the lack of talent. However, I also lacked the girls, and that's the one thing that would have made it tolerable to be this guy.

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Syphyn

Combat Information Page

Character Name: Syphyn

Alternate Identities:

Player Name: NPC

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]
10 DEX 10 0 10 11- OCV 3 DCV 3
10 CON 10 0 10 11-
10 BODY 10 0 10 11-
10 INT 10 0 10 11- PER Roll 11-
10 EGO 10 0 10 11- ECV: 3
10 PRE 10 0 10 11- PRE Attack: 2d6
0 COM 10 -5 0 9-
             
             
8 PD 2 6 8   8 PD (0 rPD)
8 ED 2 6 8   8 ED (0 rED)
3 SPD 2.0 10 3   Phases: 4, 8, 12
4 REC 4 0 4  
40 END 20 10 40  
40 STUN 20 20 40    
6" Running 6 0 6"    
2" Swimming 2 0 2"    
2"/1"" Leaping 2 0 2" 47 Total Characteristics Points
EXPERIENCE POINTS
Total earned: 50
Spent: 50
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 400
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (2") 2"
V. Leap (1") 1"
Flight 0"/1" [0"/2" NC]
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  6' 6"
Weight:  220 lbs
Description:
Looks like a very very very very ugly beggar.

DEFENSES
Type Amount Notes
Physical Defense 8 Current BODY:
Res. Phys. Defense 0  
Energy Defense 8 Current END:
Res. Energy Defense 0  
Mental Defense 3 Current STUN:
Power Defense 1  
COMBAT INFORMATION
OCV: 3 DCV: 3
 
Combat Skill Levels: +3 with any three maneuvers or a tight group of attacks
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
68 Syphyn Effect: Elemental Control, 136-point powers
69
1) Transfer 3d6 (Mental Def. to Mental Def. Power DEF to DEF), Can Transfer Maximum Of 28 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4), Ranged (+1/2), Variable Effect Two Powers Simultaneously (+1/2), Armor Piercing x1 (+1/2) (137 Active Points)
14
98
2) Transfer 3d6 (All Primary and Secondary Characteristics), Can Transfer Maximum Of 30 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4), Variable Effect All Powers Simultaneously (+2) (166 Active Points)
Notes: STR to STR, DEX to DEX, etc
17
69
3) Transfer 3d6 (Running to Running, Leaping to Leaping, Swimming to Swimming, Flying to Flying), Can Transfer Maximum Of 28 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4), Ranged (+1/2), Variable Effect Four Powers Simultaneously (+1) (137 Active Points)
14
1 Flight 1" (2 Active Points); 0" Flight (Placeholder for Transfer) (-1) 1
1 +1 Mental Defense (3 points total)
1 Power Defense (1 points)
307 Total Powers Cost
PERKS
Cost  Name
3 Orphan on the streets: Anonymity
12 Streetcrime Hookups: Contact (Contact has significant Contacts of his own, Contact has: very useful Skills or resources), Organization Contact (+2) (12 Active Points) 8-
2 A do-anything-for-money thug: Reputation (A small to medium sized group; 8-) +2/+2d6
17 Total Perks Cost
TALENTS
Cost  Name
5 Eidetic Memory
1 Always remembers how he got there: Bump Of Direction (3 Active Points); Only for backtracking his own path Power loses about half of its effectiveness (-1)
4 Streets, alleys, and sewers of the city: Environmental Movement
10 Total Talents Cost

SKILLS
Cost  Name
9 Syphyn: +3 with any three maneuvers or a tight group of attacks
3 Climbing 11-
3 Streetwise 11-
2 AK: Millenium City Slums 11-
2 AK: Millenium City Sewers 11-
19 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
10 Distinctive Features: Detects as a Mutant (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)
20 Distinctive Features: Grotesquely Hideous (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
25 Enraged: If teased about appearance (Uncommon), go 14-, recover 8-
5 Money: Poor
25 Psychological Limitation: Unscrupulous, Morally and Ethically bankrupt (Very Common; Total)
15 Psychological Limitation: Hates beautiful people, especially men (Common; Strong)
15 Social Limitation: Grotesquely hideous mutant (Very Frequently; Major; Not Limiting In Some Cultures)
25 Unluck: 5d6
10 Vulnerability: 2 x Effect Tranfers (Uncommon)
150 Total Disadvantages Cost
Height: 6' 6" Hair: Brown
Weight: 220 lbs Eyes: Brown
Appearance: Looks like a very very very very ugly beggar.
Personality: Raymond is only out for himself. He wants money and power and lots of it. He's tired of having nothing and being treated like scum. He will do anything to get power and recognition but his street-bred smarts tell him that he has to start out slow and feel his way into the superhero world. Raymond intends to use his power to make a place for himself in this world and he does not care who has to suffer for it.
Quote:Why don't ya jus gimme wha ya gots and maybes I won hurts ya much. {CRUNCH} Well, maybe jus a little bit.
Background: Raymond is one of those poor unfortunate souls who the world just might owe something to. He was literally abandoned as a baby in an alley dumpster in Detroit by his teenage mother. He was found by a bag lady named Granny Gums because she had no teeth. His childhood was miserable and Granny was anything but loving to the wretched child. She used and abused Raymond in one scheme after another to get whatever she could. She kept Raymond scared and convinced she was his only saviour. As Raymond got older Granny taught him things as necessry for him to better serve her crackpot plots, and never forgot anything he was shown or told; his brain seemed to absorb information like a sponge. When he hit puberty his mutation came into full bloom and it was learned Raymond could do more then just absorb anything he learned by watching or reading but he could literally absorb nearly anything he wanted from someone else.

What he absorbed from people would fade back to them after only a few minutes but Raymond could take it right back as often as he wanted. Raymond eventually realized he no longer needed Granny to survive and killed her by sucking her life energy like a milkshake thru a straw.

Powers/Tactics: Raymond will try to absorb someone's comliness first even when it makes more sense to absorb a better statistic. This means he will almost always attack the person with the highest comliness score before moving on to something more beneficial. After that he will try to absorb as much as he can from someone to make himself more durable and then move on to someone tougher.
Campaign Use: Absorbo Anti-brick Anti-MA. Useful to Enforcers Inc as a hit man, and general go-to guy for unpleasant but necessary jobs. He like compunction, and thats always useful to an organization like the Enforcers....
Character created with Hero Designer (version 1.47)
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Take-on-a-group-by-himself version of Syphyn

Combat Information Page

Character Name: Syphyn

Alternate Identities:

Player Name: NPC

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]
10 DEX 10 0 10 11- OCV 3 DCV 3
10 CON 10 0 10 11-
10 BODY 10 0 10 11-
10 INT 10 0 10 11- PER Roll 11-
10 EGO 10 0 10 11- ECV: 3
10 PRE 10 0 10 11- PRE Attack: 2d6
0 COM 10 -5 0 9-
             
             
11 PD 2 6 11   11 PD (3 rPD)
11 ED 2 6 11   11 ED (3 rED)
3 SPD 2.0 10 3   Phases: 4, 8, 12
4 REC 4 0 4  
40 END 20 10 40  
40 STUN 20 20 40    
6" Running 6 0 6"    
2" Swimming 2 0 2"    
2"/1"" Leaping 2 0 2" 47 Total Characteristics Points
EXPERIENCE POINTS
Total earned: 300
Spent: 300
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 650
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (2") 2"
V. Leap (1") 1"
Flight 0"/1" [0"/2" NC]
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  6' 6"
Weight:  220 lbs
Description:
Looks like a very very very very ugly beggar.

DEFENSES
Type Amount Notes
Physical Defense 11 Current BODY:
Res. Phys. Defense 3  
Energy Defense 11 Current END:
Res. Energy Defense 3  
Mental Defense 3 Current STUN:
Power Defense 1  
COMBAT INFORMATION
OCV: 3 DCV: 3
 
Combat Skill Levels: +3 with any three maneuvers or a tight group of attacks
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
125 Syphyn Effect: Elemental Control, 250-point powers
125
1) Transfer 3d6 (Mental Def. to Mental Def. Power DEF to DEF), Can Transfer Maximum Of 28 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4), Ranged (+1/2), Variable Effect Two Powers Simultaneously (+1/2), Armor Piercing x1 (+1/2), Reduced Endurance 0 END (+1/2), Damage Shield (+1/2), Offensive (+1/4), Continuous (+1) (250 Active Points)
155
2) Transfer 3d6 (All Primary and Secondary Characteristics), Can Transfer Maximum Of 30 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4), Reduced Endurance 0 END (+1/2), Damage Shield (+1/2), Offensive (+1/4), Continuous (+1), Variable Effect All Powers Simultaneously (+2) (280 Active Points)
Notes: STR to STR, DEX to DEX, etc
125
3) Transfer 3d6 (Running to Running, Leaping to Leaping, Swimming to Swimming, Flying to Flying), Can Transfer Maximum Of 28 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4), Ranged (+1/2), Reduced Endurance 0 END (+1/2), Damage Shield (+1/2), Offensive (+1/4), Variable Effect Four Powers Simultaneously (+1), Continuous (+1) (250 Active Points)
1 Flight 1" (2 Active Points); 0" Flight (Placeholder for Transfer) (-1) 1
1 +1 Mental Defense (3 points total)
1 Power Defense (1 points)
18 Regeneration: Healing 2d6 (max. Healed Points: 12) (Can Heal Limbs), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (50 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)
Notes: No Healing Max (see FREd p. 120).
551 Total Powers Cost
PERKS
Cost  Name
3 Orphan on the streets: Anonymity
12 Streetcrime Hookups: Contact (Contact has significant Contacts of his own, Contact has: very useful Skills or resources), Organization Contact (+2) (12 Active Points) 8-
2 A do-anything-for-money thug: Reputation (A small to medium sized group; 8-) +2/+2d6
17 Total Perks Cost
TALENTS
Cost  Name
5 Eidetic Memory
1 Always remembers how he got there: Bump Of Direction (3 Active Points); Only for backtracking his own path Power loses about half of its effectiveness (-1)
4 Streets, alleys, and sewers of the city: Environmental Movement
6 Shifty: Combat Luck (3 PD/3 ED)
16 Total Talents Cost

SKILLS
Cost  Name
9 Syphyn: +3 with any three maneuvers or a tight group of attacks
3 Climbing 11-
3 Streetwise 11-
2 AK: Millenium City Slums 11-
2 AK: Millenium City Sewers 11-
19 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
10 Distinctive Features: Detects as a Mutant (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)
20 Distinctive Features: Grotesquely Hideous (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
25 Enraged: If teased about appearance (Uncommon), go 14-, recover 8-
5 Money: Poor
25 Psychological Limitation: Unscrupulous, Morally and Ethically bankrupt (Very Common; Total)
15 Psychological Limitation: Hates beautiful people, especially men (Common; Strong)
15 Social Limitation: Grotesquely hideous mutant (Very Frequently; Major; Not Limiting In Some Cultures)
25 Unluck: 5d6
10 Vulnerability: 2 x Effect Tranfers (Uncommon)
150 Total Disadvantages Cost
Height: 6' 6" Hair: Brown
Weight: 220 lbs Eyes: Brown
Appearance: Looks like a very very very very ugly beggar.
Personality: Raymond is only out for himself. He wants money and power and lots of it. He's tired of having nothing and being treated like scum. He will do anything to get power and recognition but his street-bred smarts tell him that he has to start out slow and feel his way into the superhero world. Raymond intends to use his power to make a place for himself in this world and he does not care who has to suffer for it.
Quote:Why don't ya jus gimme wha ya gots and maybes I won hurts ya much. {CRUNCH} Well, maybe jus a little bit.
Background: Raymond is one of those poor unfortunate souls who the world just might owe something to. He was literally abandoned as a baby in an alley dumpster in Detroit by his teenage mother. He was found by a bag lady named Granny Gums because she had no teeth. His childhood was miserable and Granny was anything but loving to the wretched child. She used and abused Raymond in one scheme after another to get whatever she could. She kept Raymond scared and convinced she was his only saviour. As Raymond got older Granny taught him things as necessry for him to better serve her crackpot plots, and never forgot anything he was shown or told; his brain seemed to absorb information like a sponge. When he hit puberty his mutation came into full bloom and it was learned Raymond could do more then just absorb anything he learned by watching or reading but he could literally absorb nearly anything he wanted from someone else.

What he absorbed from people would fade back to them after only a few minutes but Raymond could take it right back as often as he wanted. Raymond eventually realized he no longer needed Granny to survive and killed her by sucking her life energy like a milkshake thru a straw.

Powers/Tactics: Raymond will try to absorb someone's comliness first even when it makes more sense to absorb a better statistic. This means he will almost always attack the person with the highest comliness score before moving on to something more beneficial. After that he will try to absorb as much as he can from someone to make himself more durable and then move on to someone tougher.
Campaign Use: Absorbo Anti-brick Anti-MA. Useful to Enforcers Inc as a hit man, and general go-to guy for unpleasant but necessary jobs. He like compunction, and thats always useful to an organization like the Enforcers....
Character created with Hero Designer (version 1.47)
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Re: Re: Take-on-a-group-by-himself version of Syphyn

 

Originally posted by OddHat

Interesting origin and a well done psychopath. Kinda squishy once anyone catches on though.

YEah, he should be scary but surmountable. Also, dont discount the double-screw component of Transfer; it gets you coming and going.

 

A large group of PCs (5 or more members) should do ok against him bcs he cant drain them enough, but a smaller group should have a harder time with him.

 

Also, part of his fun is the "Oh CRAP factor"; Players no like negative Adjustments :D

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Highrise, the Human Skyscraper

Combat Information Page

Character Name: Highrise

Alternate Identities: Jerry Evans

Player Name: NPC

attachment.php?s=&postid=101723
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
15 STR 10 5 15/75 12- / 24- HTH Damage 3d6/15d6 END [1/7]
15 DEX 10 15 15 12- OCV 5 DCV 5
15 CON 10 10 15/30 12- / 15-
15 BODY 10 10 15/50 12- / 19-
10 INT 10 0 10 11- PER Roll 11-
10 EGO 10 0 10 11- ECV: 3
10 PRE 10 0 10/40 11- / 17- PRE Attack: 2d6 / 8d6
14 COM 10 2 14 12-
             
             
8 PD 3 5 8/35   8/35 PD (0/20 rPD)
8 ED 3 5 8/31   8/31 ED (0/20 rED)
4 SPD 2.5 15 4   Phases: 3, 6, 9, 12
6 REC 6 0 6/21  
40 END 30 5 40/70  
40 STUN 31 9 40/90    
6" Running 6 0 6"/30"    
2" Swimming 2 0 2"/25"    
3"/1 1/2"" Leaping 3 0 3"/15" 81 Total Characteristics Points
EXPERIENCE POINTS
Total earned: 250
Spent: 250
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 600
MOVEMENT
Type Total
Run (6) 6"/30" [24"/120" NC]
Swim (2) 2"/25" [4"/50" NC]
H. Leap (3") 3"/15"
V. Leap (2") 1 1/2"/7 1/2"
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  6' 6"
Weight:  220 lbs
Description:
Grows to approximatly fifty feet tall. His costume is a blue bodysuit with black hem stripes on the sides of his arms and legs and over his shoulders going over the back of his head and ending on his forehead.

DEFENSES
Type Amount Notes
Physical Defense 8/35 Current BODY:
Res. Phys. Defense 0/20  
Energy Defense 8/31 Current END:
Res. Energy Defense 0/20  
Mental Defense 0 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 5 DCV: 5
 
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
75 Growth (+60 STR, +12 BODY, +12 STUN, -12" KB, -8 DCV, +8 PER Rolls to perceive character, 32 m tall, 16 m wide, 408,740 kg mass), Costs END Only To Activate (+1/4) (75 Active Points) 6
74 +24" Running (6"/30" total), x4 Noncombat, Linked to Growth (-1/4), Greater Power is Constant or in use most or all of the time (+1/4), Combat Acceleration/Deceleration (+1/4), Reduced Endurance 0 END (+1/2) (93 Active Points); Turn Mode (-1/4)
32 Walk along the bottom: Swimming +23" (2"/25" total), Combat Acceleration/Deceleration (+1/4), Reduced Endurance 0 END (+1/2) (40 Active Points); Turn Mode (-1/4)
26 +23 BODY (46 Active Points); No Figured Characteristics (-1/2), Linked to Growth (-1/2), Greater Power is Constant or in use most or all of the time (+1/4)
24 +15 CON (30 Active Points); Linked to Growth (-1/2), Greater Power is Constant or in use most or all of the time (+1/4)
24 +30 PRE (30 Active Points); Linked to Growth (-1/2), Greater Power is Constant or in use most or all of the time (+1/4)
6 +7 PD (7 Active Points); Linked to Growth (-1/2), Greater Power is Constant or in use most or all of the time (+1/4)
19 +12 REC (24 Active Points); Linked to Growth (-1/2), Greater Power is Constant or in use most or all of the time (+1/4)
24 +30 STUN (30 Active Points); Linked to Growth (-1/2), Greater Power is Constant or in use most or all of the time (+1/4)
17 Physical Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2), Linked to Growth (-1/2), Greater Power is Constant or in use most or all of the time (+1/4)
17 Energy Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2), Linked to Growth (-1/2), Greater Power is Constant or in use most or all of the time (+1/4)
60 Giant toughness: Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points); Linked to Growth (-1/2), Greater Power is Constant or in use most or all of the time (+1/4)
16 Knockback Resistance -10" (20 Active Points); Linked to Growth (-1/2), Greater Power is Constant or in use most or all of the time (+1/4)
3 Lack Of Weakness (-4) for Normal Defense (4 Active Points); Linked to Growth (-1/2)
36 STR: Naked Modifier, Area Of Effect (up to One Hex; +1/2), Selective Target (+1/4) (45 Active Points); Linked to Growth (-1/2), Greater Power is Constant or in use most or all of the time (+1/4) 4
15 Effortless STR: Naked Modifier, Reduced Endurance 1/2 END (+1/4) (19 Active Points); Linked to Growth (-1/2), Greater Power is Constant or in use most or all of the time (+1/4)
14 Hand-To-Hand Attack +5d6 (25 Active Points); Hand-To-Hand Attack (-1/2), Linked to Growth (-1/2), Greater Power is Constant or in use most or all of the time (+1/4) 2
482 Total Powers Cost

SKILLS
Cost  Name
12 Unbalanced Non-aerodynamic offset: +4 with all attacks
10 +2 with HTH Combat
2 PS: Architect 11-
0 Computer Programming (CAD) 8-
2 PS: Dairy farmer 11-
3 Teamwork 12-
2 Gambling (Card Games) 11-
3 Scholar
1
1) KS: Architecture (2 Active Points) 11-
1
2) KS: Mathematics (2 Active Points) 11-
1
3) KS: Structural Engineering (2 Active Points) 11-
37 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
30 Dependent NPC: Wife and Children (Donna, Joey, Jerry) 8- (Incompetent; Group DNPC: x4 DNPCs; Unaware of character's adventuring career/Secret ID)
10 Distinctive Features: Detects as mutant (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)
15 Hunted: Primus 8- (Mo Pow; Mildly Punish; Extensive Non-Combat Influence)
15 Hunted: Until 8- (Mo Pow; Mildly Punish; Extensive Non-Combat Influence)
10 Hunted: Mafia 8- (As Pow; Harshly Punish; Extensive Non-Combat Influence; Limited Geographical Area)
20 Social Limitation: Owes a lot of money to the mob (Frequently; Severe)
15 Social Limitation: Secret ID: Jerry Evans (Occasionally; Severe)
15 Psychological Limitation: Hates insects and spiders: (Common; Strong)
20 Normal Characteristic Maxima
150 Total Disadvantages Cost
Height: 6' 6" Hair: Brown
Weight: 220 lbs Eyes: Brown
Appearance: Grows to approximatly fifty feet tall. His costume is a blue bodysuit with black hem stripes on the sides of his arms and legs and over his shoulders going over the back of his head and ending on his forehead.
Personality: Jerry is really only after the money to get the mob off his back. He doesn't care about who gets hurt or why as long as he gets his money and his family isn't hurt or affected by what he does.
Quote:"How's the hurtin down there?"
Background: Jerry was born and raised in Nebraska on a small dairy farm in the middle of nowhere. Jerry had your normal childhood through most of his life until his teen years when he discovered he was a mutant with ability to grow very very large. Jerry and his parents were able to keep this power a secret throughout his teenage years and after accepting a academics scholarship for mathematics to M.C.U. seemed to be going places in the world. He graduated from college with a degree in architecture and found a good job at a respectable firm in M.C. Unfortunately for Jerry he found he had a weakness for gambling and that he wasn't very good at it but was still unable to quit. Jerry quickly got in debt to the mob and needed a way to get out of debt before the mob killed his wife and kids. Jerry now uses his powers as muscle for hire to anyone who can pay what he needs.
Powers/Tactics: Jerry has the mutant ability to increase his mass at an exponential rate from an unknown source. Doing so makes him both extremely large and proportionately strong. He uses his vast size to good advantage, manipulating massive objects with his oversize hands and strength. A classic example of this is when he was paid to create a distraction at the Millenium City zoo by a certain criminal organization. To do this, he simply entered the zoo as a normal sized person, then changed into his costume and grew to 50 feet tall; he proceeded to lift elephants and other large animals out of thier enclosures and release them into the zoo proper. In other encounters he has been known to use cars as missiles and wrecking balls as clubs.
Campaign Use: Giant-sized brick. Hired muscle. Would act as a freelancer for Enforcers INC, but if they got him out of a jam or two and dealt with him on the level he would consider an exclusive contract with them.
Character created with Hero Designer (version 1.47)
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POUNDER

Combat Information Page

Character Name: POUNDER

Alternate Identities: Dr. Fred Leachman

Player Name: NPC (Villain)

attachment.php?s=&postid=101723
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
12 STR 10 2 12/20 11- / 13- HTH Damage 2d6/4d6 END [0]
10 DEX 10 0 10/20 11- / 13- OCV 3/7 DCV 3/7
10 CON 10 0 10/20 11- / 13-
15 BODY 10 10 15/20 12- / 13-
20 INT 10 10 20 13- PER Roll 13-
15 EGO 10 10 15 12- ECV: 5
15 PRE 10 5 15/20 12- / 13- PRE Attack: 3d6 / 4d6
12 COM 10 1 12 11-
             
             
2 PD 2 0 2/20   2/20 PD (2/16 rPD)
2 ED 2 0 2/20   2/20 ED (2/16 rED)
3 SPD 2.0 10 3/6   Phases: 4, 8, 12/2, 4, 6, 8, 10, 12
5 REC 4 2 5/10  
20 END 20 0 20/40  
30 STUN 26 4 30/50    
6" Running 6 0 6"    
2" Swimming 2 0 2"    
2"/1"" Leaping 2 0 2"/3 1/2" 54 Total Characteristics Points
EXPERIENCE POINTS
Total earned: 1
Spent: 1
Unspent: 0
Base Points: 200
Disad Points: 149
Total Points: 350
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (2") 2"/3 1/2"
V. Leap (1") 1"/2"
Flight 0"/15" [0"/240" NC]
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  6' 6"
Weight:  220 lbs
Description:
The Pounder suit is mostly unpainted steel, mostly gunmetal in color with some black and purple enamled panels. Flight is achieved by boot rockets and an anti-grav device concealed in the armor.

Out of the suit, an middleaged slightly wild-eyed "whacky scientist", with a penchant for (grease stained) lab coats.

DEFENSES
Type Amount Notes
Physical Defense 2/20 Current BODY:
Res. Phys. Defense 2/16  
Energy Defense 2/20 Current END:
Res. Energy Defense 2/16  
Mental Defense 0 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 3/7 DCV: 3/7
 
Combat Skill Levels: +5 with DCV (25 Active Points); Only when Flying (-1/2) , +3 with HTH Combat (15 Active Points)
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
Power Armor, all slots: OIF Durable (-1/2)
30
1) Life Support , 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)
8
2) +8 STR, Reduced Endurance 0 END (+1/2) (18 Active Points) (Modifiers affect Base Characteristic)
24
3) POUNDER-FORCE: +60 STR (60 Active Points); No Figured Characteristics (-1/2), 4 Continuing Charges lasting 1 Turn each (-1/2)
20
4) +10 DEX (30 Active Points)
13
5) +10 CON (20 Active Points)
7
6) +5 BODY (10 Active Points)
3
7) +5 PRE (5 Active Points)
5
8) +8 PD (8 Active Points)
5
9) +8 ED (8 Active Points)
7
10) Damage Resistance (8 PD/8 ED), Hardened (+1/4) (10 Active Points)
13
11) +2 SPD (20 Active Points)
1
12) +1 REC (2 Active Points)
4
13) +6 STUN (6 Active Points)
20
14) Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points)
3
15) Knockback Resistance -2" (4 Active Points)
67
16) Flight 15", x16 Noncombat, 3 Continuing Fuel Charges lasting 5 Minutes each (+0), Combat Acceleration/Deceleration (+1/4), Noncombat Acceleration/Deceleration (+1) (101 Active Points)
12
17) On board Evasive Systems: +5 with DCV (25 Active Points); Only when Flying (-1/2)
2
18) On board Evasive Systems: Acrobatics (3 Active Points) 9-
2
19) On board Evasive Systems: Breakfall (3 Active Points) 9-
10
20) Assisted Reflexes: +3 with HTH Combat (15 Active Points)
2
21) On board Local Map: Cramming (5 Active Points); AK's only (-1)
2
22) On board PA System: Oratory (3 Active Points) 9-
2
23) On board first aid kit: Paramedics (3 Active Points) 9-
2
24) On board situational analyzer: Tactics (3 Active Points) 9-
2
25) Range Finder: Absolute Range Sense (3 Active Points)
2
26) System Clock: Absolute Time Sense (3 Active Points)
3
27) On-board Recorder: Eidetic Memory, 1 Continuing Fuel Charges lasting 1 Hour each (+0) (5 Active Points)
2
28) On-Star: Bump Of Direction (3 Active Points)
2
29) Computer Link (3 Active Points)
275 Total Powers Cost
PERKS
Cost  Name
2 Money: Well Off
2 Total Perks Cost

SKILLS
Cost  Name
7 Analyze: Power Suits 15-
3 Combat Piloting 11- (13-)
3 Inventor 13-
3 Mechanics 13-
3 Systems Operation 13-
19 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
7 Vulnerability: 1 1/2 x STUN Electrical Attacks (Common; OIF (Power Armor))
17 Susceptibility: Intense Magnetic Fields 3d6 damage, per Turn (Uncommon; OIF (Power Armor))
10 Rivalry: Professional (Cavalier; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)
10 Reputation: Pontifical 11-
15 Psychological Limitation: Broadcasts Intentions (Common; Strong)
25 Enraged: If Thwarted (Common), go 14-, recover 11-
20 Psychological Limitation: Showoff (Very Common; Strong)
25 Unluck: 5d6
20 Normal Characteristic Maxima
149 Total Disadvantages Cost
Height: 6' 6" Hair: Brown
Weight: 220 lbs Eyes: Brown
Appearance: The Pounder suit is mostly unpainted steel, mostly gunmetal in color with some black and purple enamled panels. Flight is achieved by boot rockets and an anti-grav device concealed in the armor.

 

Out of the suit, an middleaged slightly wild-eyed "whacky scientist", with a penchant for (grease stained) lab coats.

Personality: Egotistical, pontificating ass, in love with the sound of his own voice. He has almost no grasp on reality, as his perception of events and others is skewed by his self-centered world view. He's motivated by wealth, but he's also on a power trip and enjoys it when he beats up on a super hero. It gives him validation of his own high opinion of his capabilities. He pretends towards a scholarly/scientific mein, but is really just a glorified mechanic.
Quote:"Ha! Once Ive gained sufficient altitude to achieve aerial superiority, Ill swoop in and strike you down with the full fury of my Pounder-force powered punches, fool!"
Background: "Dr." Fred Leachman has always been discredited, disrespected, and maligned. At least to his way of thinking. He's always been a second rater thanks to his egotism and inability to do things by the numbers, but he thinks its because people are jealous of his genius and spitefully thwart him. He dropped out of MIT and got a mail-order degree in Mechanical Engineering, founded 3 companies that all failed, and finally was left with massive debts and nothing to show for it except his most recent ticket to instant wealth, a powered armor suit designed for use by police forces in combatting supercrime; it was even a decent suit and probably would have sold if he hadnt wanted so much money per suit, but his greed and shortsightedness wouldnt allow him to price them reasonably. So, with bill collectors knocking on the doors and time running out, he decided that what he really needed to do was demonstrate the power of the suit; then law enforcement agencies would have to take him seriously! His suits would sell like hotcakes! He'd be filthy rich.

So he donned the suit and set out to foil a bank robbery he had heard about on the news. He arrived at the scene as the robbers were making thier getaway. They had the cops foiled, and had made it outside of city limits onto the open roads. Pounder swooped down and foiled thier escape, easily beating up the norms. However, this left him alone with a pile of cash, the cops 5 miles behind. Why sell the armor he thought, when this was so obviously more immediately profitable. His shortsightedness defeated him again, as he took the money and became a criminal supervillain. Since then he has made a living as a robber and contracting his services as a general super-thug. He's made a few modification to the armor over the last few years, but otherwise its all been business as usual. Recently he's developed the belief that the Cavalier armor suit is based at least partially on his original designs for the POUNDER armor and is determined to prove that his current design is better. It bugs him subconsciously that Cavalier might succeed where he failed in making power armoured suits commercially available.

Powers/Tactics: A rather straitforward and unimaginative suit of Powered Armor. Basically a Power Armored flying brick, without any ranged capability or general tricks. If Dr. Fred ever developed a sense of creativity he might actually become more dangerous, adding some gimmicks or capabilities to the suit. In the meantime he's just a clanking metal-jacketed palooka.
Campaign Use: Flying brick. Would fit in well as a freelancer for the Enforcers on smaller jobs, but wouldnt work for them full-time even if they offered (which they probably wouldnt due to his egotism), because he's not a team player and thinks nobody represents him better than himself. He'd want to "keep his options open".
Character created with Hero Designer (version 1.47)
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Some people are like Slinkies . . . not really good for anything, but you still can't help but smile when you see one tumble down the stairs.

 

ROTFLMAO! Theres a little nugget of wisdom I can't wait to use someday.:cool:

 

To answer your question though I dont know. You'll have to wait for Shrike to post on this to find out. Just out of curiosity though which ones in particular are you thinking of using?

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Originally posted by WilyQuixote

ROTFLMAO! Theres a little nugget of wisdom I can't wait to use someday.:cool:

 

To answer your question though I dont know. You'll have to wait for Shrike to post on this to find out. Just out of curiosity though which ones in particular are you thinking of using?

Thanks! :D I have gotten many compliments on it.

 

I'm thinking of using all of them. I'll probably modify them a bit to fit my campaign, but I'm sure they will make great NPCs. Thanks for the files!

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Originally posted by WilyQuixote

I'm glad you liked them. We haven't seen any of them used in our campaign yet but I hope they terrorize your PCs the way they'll likely terrorize us. I'm really not looking forward to tangling with some of them but a heros got to do what a heros got to do right?

Well, you havent seen mine in play yet Wily, but we've seen Pounder and Highrise when you were running. Remember the zoo encounter? You even mentioned in Highrises's write up.

 

For the rest of you, Wily Q had Pounder do a flying move thru into Gravitic (who was hovering at the time). Gravitic has massive KB resistance via Gravity manipulation. Pounder smacks into him, doesnt do any KB over G's resistance, and goes SPA-TANG, like a bird flying into glass. Knocks himself out and plummets to the eart for more Stunnage. :D

 

Gravitics reply? In his inimitable Golden Age television voice he says "Heh. You SUCK!" :rolleyes::D

 

Highrise was much more of a challenge however, and the whole bit with letting the elephants out of thier pens earned Hype a lawsuit from PETA and the ignominy of some animal rights types calling him "Pachyderm Puncher" :mad:

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Well yeah but I was referring to the first four posted by you Shrike. Not the ones I made. With the exception of Pounder they played out exactly as I had hoped they would. Pounder's flounder was my blunder as a GM forgetting Gravitic had -7KB resistance. The players aren't going to let me live that one down for awhile. Overall though I was very pleased with the results.

 

The fearsome foursome that you made though have me a little concerned for Rook's teammates but not Rook himself. He's fearless afterall;) .

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Originally posted by WilyQuixote

The fearsome foursome that you made though have me a little concerned for Rook's teammates but not Rook himself. He's fearless afterall.

 

I dunno, I seem to remember Rook running like a scared little girl at one point when he got hit by some Drains ;)

 

Take that Elemental Control Boy!

 

Actually, Rook would fare ok vs all of them as long as it was one on one. It would be like a bunch of weeble wobbles fighting each other. The Machine would mess you up over a few Turns by attrition, but he's an 800 point monstrocity after all. Bronto and Jackhammer would just trade blows with you. Although, come to think of it Jackhammer's double Penetrating would defeat your FF, but youve still got 75% Dmg Reduction to defeat that and a 19d6 HA should surmount your FF anyway, so its a moot point. Unger cant take your kind of damage; he'd make a big splash at first (and youd get to use your Regen only vs Piercing damage for once :) ), but youd be on him like stink on {expletive deleted} and he cant get away from you -- say night night Unger. Richocet couldnt affect you in the slightest.

 

However, if I used your own Syphyn (hi powered) against the party Rook would definitely be in trouble. You know he'd come after you (everyone else wears a mask except Wrath, and he's old n ugly :) )

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With apologies to Blue -- your FURY picture inspired me to write a character all right, but this is what sprang forth :)

Combat Information Page

Character Name: Nicky "Rebound" Clark

Alternate Identities:

Player Name:

attachment.php?s=&postid=101723
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
12 STR 10 2 12 11- HTH Damage 2d6 END [1]
18 DEX 10 24 18 13- OCV 6 DCV 6
18 CON 10 16 18 13-
12 BODY 10 4 12 11-
18 INT 10 8 18 13- PER Roll 13-
18 EGO 10 16 18 13- ECV: 6
18 PRE 10 8 18 13- PRE Attack: 3 1/2d6
18 COM 10 4 18 13-
             
             
4 PD 2 2 4   4 PD (0 rPD)
4 ED 4 0 4   4 ED (0 rED)
4 SPD 2.8 12 4   Phases: 3, 6, 9, 12
6 REC 6 0 6  
50 END 36 7 50  
50 STUN 27 23 50    
6" Running 6 0 6"    
2" Swimming 2 0 2"    
2"/1"" Leaping 2 0 2" 126 Total Characteristics Points
attachment.php?s=&postid=106328
EXPERIENCE POINTS
Total earned: 316
Spent: 316
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 666
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (2") 2"
V. Leap (1") 1"
APPEARANCE
Hair Color:  Black
Eye Color:  Green
Height:  5' 10"
Weight:  160 lbs
Description:
Hard core stoner metal head. Faded black metal shirts, jean jackets with button and/or patches, dirty jeans, usually with holes in them. Most of his powers originate from his upper chest, around the collarbones, so he usually cuts open the necks of his shirts. As a bonus, it shows off his manly chest hair, dude. He's also got some cheesy tats on his arms and back. He usually wears mirrored shades and he has wild, unruly, long black rock star hair. Typically has a manic "million dollar" grin on his face.

DEFENSES
Type Amount Notes
Physical Defense 4 Current BODY:
Res. Phys. Defense 0  
Energy Defense 4 Current END:
Res. Energy Defense 0  
Mental Defense 0 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 6 DCV: 6
 
Combat Skill Levels: +7 with Rebound MPP , +2 with DCV
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
150 Rebounder: Multipower, 150-point reserve
11u
1) Rebound Normal Energy: (Total: 150 Active Cost, 112 Real Cost) Base Blast: Energy Blast 10d6 (vs. ED), Variable Special Effects Any SFX (+1/2) (75 Active Points) (Real Cost: 75) plus Rebound: Energy Blast 8 1/2d6 (vs. ED), Variable Special Effects (SFX of Energy Attack hit with) Limited Group of SFX (+1/4), Reduced Endurance 0 END (+1/2) (75 Active Points); Only to match incoming dice of effect (-1) (Real Cost: 37)
Notes: Originates from chest
7
11u
2) Rebound Normal Physical: (Total: 150 Active Cost, 112 Real Cost) Base Blast: Energy Blast 10d6 (vs. PD), Variable Special Effects Any SFX (+1/2) (75 Active Points) (Real Cost: 75) plus Rebound: Energy Blast 8 1/2d6 (vs. ED), Variable Special Effects (SFX of Physical Attack hit with) Limited Group of SFX (+1/4), Reduced Endurance 0 END (+1/2) (75 Active Points); Only to match incoming dice of effect (-1) (Real Cost: 37)
Notes: Originates from chest
7
11u
3) Rebound Killing Energy: (Total: 145 Active Cost, 110 Real Cost) Base Blast: Killing Attack - Ranged 3d6 +1 (vs. ED), Variable Special Effects Any SFX (+1/2) (75 Active Points) (Real Cost: 75) plus Rebound: Killing Attack - Ranged 2 1/2d6 (vs. ED), Variable Special Effects (SFX of Energy Attack hit with) Limited Group of SFX (+1/4), Reduced Endurance 0 END (+1/2) (70 Active Points); Only to match incoming dice of effect (-1) (Real Cost: 35)
Notes: Originates from chest
7
11u
4) Rebound Killing Physical: (Total: 145 Active Cost, 110 Real Cost) Base Blast: Killing Attack - Ranged 3d6 +1 (vs. PD), Variable Special Effects Any SFX (+1/2) (75 Active Points) (Real Cost: 75) plus Rebound: Killing Attack - Ranged 2 1/2d6 (vs. PD), Variable Special Effects (SFX of Physical Attack hit with) Limited Group of SFX (+1/4), Reduced Endurance 0 END (+1/2) (70 Active Points); Only to match incoming dice of effect (-1) (Real Cost: 35)
Notes: Originates from chest
7
7u
5) Rebound Kinetic Ranged: Energy Blast 20d6 (vs. PD), Reduced Endurance 0 END (+1/2) (150 Active Points); Only to match dice of impact damage struck by (Punches, Move Thrus, etc) (-1)
Notes: Originates from chest
6u
6) Rebound Punch HtH: Hand-To-Hand Attack +20d6, Reduced Endurance 0 END (+1/2) (150 Active Points); Only to match dice of impact damage struck by (Punches, Move Thrus, etc) (-1), Hand-To-Hand Attack (-1/2)
Notes: Originates from fists.
Rebound Absorbtion, all slots: Affected by Drains vs Rebound MPP (-1/4)
48
1) Physical Damage Reduction, Resistant, 75% (60 Active Points)
48
2) Energy Damage Reduction, Resistant, 75% (60 Active Points)
40
3) Energy Absorbtion: Absorption 10d6 (Energy into 1/4 ENDURANCE, 1/2 STUN, 1/4 BODY) (50 Active Points)
48
4) Absorbed Health Energy: Healing 8d6 (max. Healed Points: 48), Reduced Endurance 0 END (+1/2) (120 Active Points); Self Only (-1/2), Only up to amount rolled on Absorption (-1/2), Linked to Energy Absorbtion (-1/4)
Notes: Simplified Healing
40
5) Physical Absorbtion: Absorption 10d6 (Physical into 1/4 ENDURANCE, 1/2 STUN, 1/4 BODY) (50 Active Points)
48
6) Absorbed Health Physical: Healing 8d6 (max. Healed Points: 48), Reduced Endurance 0 END (+1/2) (120 Active Points); Self Only (-1/2), Only up to amount rolled on Absorption (-1/2), Linked to Physical Absorbtion (-1/4)
Notes: Simplified Healing
5
7) Life Support , Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat (6 Active Points)
484 Total Powers Cost
PERKS
Cost  Name
3 Dependable Supervillain Mercenary: Reputation (A small to medium sized group; 14-) +3/+3d6
1 Money: Well Off
9 Criminal Ties: Contact (Contact has significant Contacts of his own, Contact has: useful Skills or resources, Contact limited by identity, Good relationship with Contact), Organization Contact (+2) (9 Active Points) 8-
13 Total Perks Cost

SKILLS
Cost  Name
21 +7 with Rebound MPP
10 +2 with DCV
5 Breakfall 14-
3 Streetwise 13-
3 KS: Hair Metal (INT-based) 13-
1 PS: Electric Guitarist (INT-based) 8-
43 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
10 Distinctive Features: Mutant (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)
15 Hunted: PRIMUS 8- (Mo Pow; Mildly Punish; Extensive Non-Combat Influence)
20 Hunted: VIPER 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
10 Social Limitation: Secret ID (Occasionally; Major)
5 Reputation: Absorbing Villain 8-
10 Psychological Limitation: Honors contracts to the letter (Uncommon; Strong)
15 Psychological Limitation: Casual Killer (Very Common; Moderate)
15 Psychological Limitation: Stuck in the 80's (Common; Strong)
20 Psychological Limitation: Chauvinist (Very Common; Strong)
10 Unluck: 2d6
20 Normal Characteristic Maxima
150 Total Disadvantages Cost
Height: 5' 10" Hair: Black
Weight: 160 lbs Eyes: Green
Appearance: Hard core stoner metal head. Faded black metal shirts, jean jackets with button and/or patches, dirty jeans, usually with holes in them. Most of his powers originate from his upper chest, around the collarbones, so he usually cuts open the necks of his shirts. As a bonus, it shows off his manly chest hair, dude. He's also got some cheesy tats on his arms and back. He usually wears mirrored shades and he has wild, unruly, long black rock star hair. Typically has a manic "million dollar" grin on his face.
Personality: ROCK N ROLL!!!!! He just wants to Rock N Roll all night, and party every day. But he also has a practical side that is purely mercenary -- gotta have the bucks to live the life of a Rock n Roll god after all. He's also a total chuavanist pig and likes his women D U M B.
Quote:"Woah dude; that was uncool. Lets see how you like it when I do it to you...."
Background: Born in the suburbs of Cincinatti to an insurance salesman and a housewife in 1969, Nicky grew to adulthood in the mid to late 80's. A big fan of hair metal bands, and all the worst ones at that, Nicky wanted to be a rock n roller. He bought an electric guitar and a cheap amp when he was 15, and tortured his neighborhood with his garage-bound attempts at virtuosity. The most remarkable thing about Nicky's talent is that even after 20 years of intermittent practice he still cant do better than to get the first few chords of cover songs out before degrading into random riffs, feedback, and way to much action on the whammy bar.

 

One weekend afternoon when he was 16 he was churning out a particularly fervent guitar solo and generated enough feedback to blow his cruelly mistreated amp. The energy from the blown amp was enough to trigger Nicky's power for the first time; his body somehow absorbed the sonic, kinetic, and electrical damage. Nicky felt energized, but didnt know what to do; after a few seconds a zap of electrical power accompanied by a discordant sound erupted from his chest (shredding his favorite faded black Days of Metal III shirt) and blasted his guitar into flinders. After his initial shock, Nicky decided to test his newfound power. Taking a fork from inside the kitchen, he stuck it into a light socket in the garage and was somewhat relieved when he absorbed the energy after some initial discomfort. This time he concentrated on the remains of his amp, and a blast of electrical energy burst from his chest and melted the amp into slag, sending it flying across the room.

 

"Wicked!", Nicky exclaimed. Him getting superpowers was worth shredding his best (ie only) guitar and amp. After playing around in the garage some more he realized that he could blast something anytime he wanted too, even if he hadnt absorbed anything, but by absorbing things his blasts were more powerful. He could mimic any kind of energy he wanted for his own blasts, but when he absorbed stuff, his body mimiced that kind of energy when he projected afterwards. He also discovered that if he didnt project something after absorbing power, he would sometimes project without meaning too, usually into the ground but sometimes into things. He eventually got that problem under control, but it was a real downer until he did.

 

Being an enterprising stoner metalhead, Nicky realized the potential of his new gift, and immediately muscled into his pot hook-up, an older drop out named Joey who'd come around the school in the afternoon. Nicky's terms were simple, half the profits and he'd act as muscle, otherwise he'd turn his talents on Joey. The next day Nicky got a little visit from some of the local hard asses at the school that Joey worked out a little quid pro quo with; Nicky and the two would-be thugs discovered that his power worked vs punches too. Each time the thugs punched him, he absorbed it effortlessly and then punched them back with thier own force rebounded added to it. After he dropped 1, the other tried to run, but Nicky pointed at him and the force traveled thru open air, with a visible displacing effect and hit the fleeing kid from behind.

Within a year and a half Nicky was in control of a ring of local druggies and pothead pushers and attracted attention from a real criminal organization, the Cincinatti mafia. After a few "subtle" hints to clear out were ignored, Nicky's parents were dealt with in what the police dubbed a "random driveby". A bloody year followed, with Nicky dropping out of school and avoiding both social services out to process the newly orphaned boy and random mob hits when he had to pop out of hiding to take care of stuff. He tried to lay low for a awhile, crashing at peoples pads until he finally figured out where the hit orders were coming from. 2 days later there was nothing but a blasted out crater where a semi-legit mechanic shop with a mafia den in the back had once stood. Sneaking up on the joint at dusk, Nicky deliberately blew up a propane tank out back and then channeled the energy to blow up the mafia "backoffice", killing several good fellas and the sub boss in charge of the turf his neighborhood fell in during the ensuing tussle.

 

When the next boss up the line figured out what had been going on, he decided to bury the hatchet and offered Nicky a job as an arsonist and general "persuader" on his staff. Nicky took the offer and begin his real career in professional crime before he had turned 18. He worked his way up the Capelli mob's ladder and was doing well for himself until an attack by the vigilante Killer Shrike wiped out the upper leadership of the Capelli mob in Cincinatti. Nicky survived the attack of course and put up such stiff resistance that the vigilante cut his losses and departed, his primary objective complete. However, Nicky was now at loose ends. Ever the practical realist, he decided that he didnt care who paid the bills, so long as he got paid and set out to find a new employer. He moved to Chicago and found work, then followed a contract to NYC, then down to Miami, from Miami he did a job in Haiti, from Haiti he did a job in Mexico, from Mexico he ended up in El Paso, from El Paso he went to Las Vegas, from Vegas he went to LA, and so on. Within 5 years he had worked a number of successful and not-so successful jobs, but had never been captured and had a pretty good track record against minions of the law and other do gooders. His asking price went up, up, up. He spent it all on cheap women and booze of course, but still, more money = more cheap women and more cheap booze. Rock on!

 

Recently he received an offer of steady employement from the renowned kneebender and all-around competant Chad "The Machine" Kelly via a new gig doing contract arrangement for freelance "superpowered assistance". Intrigued Nicky took a non-exclusive contract and has since worked 3 more, after which he signed an exclusive contracting agreement with Enforcers Inc. Nicky refers to them as "his Agents" and bitches at them when they dont get him "regular gigs". So long as he's got money in his pockets and a bleached hair-teased blonde on his arm he's happy though.

Powers/Tactics: Rebound has the power to project just about any form of energy known. He can also absorb just about any kind of energy, and this seems to restore his health as well as boost his attacks. Normally he can project any form of attack he likes, but when he is returning aborbed energies (his extra dice) he must project the same sort of energy he absorbed {If he gets struck by several forms of energy, he may roll as many of his extra dice as he absorbed up to his max extra dice cap, -- visually elements of all the SFX absorbed are present, but mechanically the SFX is that of the most powerful attack absorbed}. He can even absorb the kinetic energy of physical attacks such as punches and return those energies as well.

 

Fortunately for the intrepid heroes he has run up against, though he replicates the basic properties of the attacks he rebounds, he does not replicate some of the more unusual qualities such energies may have, or the skill with which they were projected {he cant duplicate Modifiers or Adders}.

 

His ability to absorb damaging energies and further to gain strength from them also makes Rebound very resistant to harm. However, he has no special protections versus Mental attacks or unusual effects such as power syphons.

Campaign Use: Blaster Anti-brick.
Character created with Hero Designer (version 1.47)
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All due credit to Blue for the illo. Here is Gauntlet:

Combat Information Page

Character Name: Michael "Gauntlet" O'Connel

Alternate Identities:

Player Name:

attachment.php?s=&postid=101723
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
20 STR 10 10 20 13- HTH Damage 4d6 END [2]
12 DEX 10 6 12 11- OCV 4 DCV 4
20 CON 10 20 20 13-
15 BODY 10 10 15 12-
13 INT 10 3 13 12- PER Roll 12-
15 EGO 10 10 15 12- ECV: 5
20 PRE 10 10 20 13- PRE Attack: 4d6
16 COM 10 3 16 12-
             
             
8 PD 4 4 8/33   8/33 PD (0/25 rPD)
8 ED 4 4 8/33   8/33 ED (0/25 rED)
4 SPD 2.2 18 4   Phases: 3, 6, 9, 12
8 REC 8 0 8  
50 END 40 5 50  
50 STUN 35 15 50    
5" Running 6 -2 5"    
2" Swimming 2 0 2"    
3"/1 1/2"" Leaping 4 -1 3" 115 Total Characteristics Points
attachment.php?s=&postid=106592
EXPERIENCE POINTS
Total earned: 75
Spent: 75
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 425
MOVEMENT
Type Total
Run (6) 5" [10" NC]
Swim (2) 2" [4" NC]
H. Leap (4") 3"
V. Leap (2") 1 1/2"
Flight 8" [1024" NC]
Teleport 0" [0"/34" NC]
APPEARANCE
Hair Color:  Red
Eye Color:  Brown
Height:  6' 11"
Weight:  350 lbs
Description:
A huge, rough-hewn man with red hair and a big overconfident grin. Wears a black and grey costume with titanium gauntlets on his fists, and is surrounded by a nimbus of glowing golden force.

DEFENSES
Type Amount Notes
Physical Defense 8/33 Current BODY:
Res. Phys. Defense 0/25  
Energy Defense 8/33 Current END:
Res. Energy Defense 0/25  
Mental Defense 0 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 4 DCV: 4
 
Combat Skill Levels: +8 with any single attack
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
50 Powerbelt: Elemental Control, 150-point powers, all slots: (75 Active Points); OIF (Power Belt; -1/2)
53
1) Aura of Force Protection: (Total: 155 Active Cost, 104 Real Cost) Force Field (25 PD/25 ED), Hardened (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (112 Active Points) (Real Cost: 112) plus Life Support , Eating: Character only has to eat once per week, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 400 Years, 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 only has to sleep 8 hours per week (Real Cost: 43)
Notes: SFX: Golden nimbus/aura originating from belt
50
2) Aura of Force Propulsion: Flight 8", x128 Noncombat, Usable Underwater (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2), Noncombat Acceleration/Deceleration (+1) (149 Active Points)
35
3) Aura of Force Contingency: Teleportation 34", Safe Blind Teleport (+1/4), Combat Acceleration/Deceleration (+1/4), Trigger (+1/4), Reduced Endurance 0 END (+1/2) (153 Active Points); Must Pass Through Intervening Space (-1/4), No Noncombat Movement (-1/4), Turn Mode (-1/4)
37
4) Aura of Force Repulsion: Hand-To-Hand Attack +8d6, Reduced Endurance 0 END (+1/2), Affects Desolidified Any form of Desolidification (+1/2), Damage Shield (+1/2), Offensive (+1/4), Continuous (+1) (150 Active Points); Hand-To-Hand Attack (-1/2)
23
5) Aura of Force Regeneration: Healing 7d6 (max. Healed Points: 42) (Can Heal Limbs), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (150 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)
Notes: No Healing Max (see FREd p. 120).
Gauntlets, all slots: OIF (Metal Gauntlets; -1/2)
15
1) Hand-To-Hand Attack +4d6, Reduced Endurance 0 END (+1/2) (30 Active Points); Hand-To-Hand Attack (-1/2)
263 Total Powers Cost
PERKS
Cost  Name
2 Dangerous Muscle for Hire: Reputation (A small to medium sized group; 11-) +2/+2d6
2 Total Perks Cost
TALENTS
Cost  Name
12 Combat Sense (18 Active Points); OIF (Power Belt; -1/2) 15-
11 Danger Sense (Function as a Sense, Intuitional, Sensitivity: Out of Combat) (17 Active Points); OIF (Power Belt; -1/2) 12-
3 Environmental Movement (no penalties on/in Zero G) (4 Active Points); OIF (Power Belt; -1/2)
26 Total Talents Cost

SKILLS
Cost  Name
16 Strike: +8 with any single attack
3 Streetwise 13-
19 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
20 Normal Characteristic Maxima
4 Distinctive Features: Alien Tech (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses (Analyze Tech & similar); OIF (Power Belt))
5 Distinctive Features: Red Head (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
25 Enraged: When made a fool of (Uncommon), go 11-, recover 11-, Berserk
15 Hunted: PRIMUS 8- (Mo Pow; Mildly Punish; Extensive Non-Combat Influence)
5 Money: Poor
5 Physical Limitation: Big Man (6' 11") (Infrequently; Slightly Impairing)
10 Psychological Limitation: Might = Right (Uncommon; Strong)
25 Psychological Limitation: Overconfident (Very Common; Total)
10 Reputation: Foci-based villain 11-
10 Social Limitation: Ex Con (Frequently; Major; Not Limiting In Some Cultures)
8 Vulnerability: 2 x BODY Sonics (Uncommon; OIF (Power Belt))
8 Vulnerability: 2 x STUN Sonics (Uncommon; OIF (Power Belt))
150 Total Disadvantages Cost
Height: 6' 11" Hair: Red
Weight: 350 lbs Eyes: Brown
Appearance: A huge, rough-hewn man with red hair and a big overconfident grin. Wears a black and grey costume with titanium gauntlets on his fists, and is surrounded by a nimbus of glowing golden force.
Personality: Barroom brawler mentality, thru and thru. Force equals power and power equals respect.
Quote:"It hurts, aye?"
Background: Michael O'Connel was born 14 lbs 11 ounces out of wedlock outside of Edinborough Scotland, and continued to cause his poor old mum pain thereafter as he grew to adulthood and a life of drunkeness, roughhousing, and occasional petty crime. He was in and out of the clink but never did anything serious enough for hard time. His life would have proceed apace to an early grave via violence or a trashed liver, but for a very remarkable thing that occured in 1997: a spaceship of some sort was found by a pack of boys from Michael's township, hidden away in a small cave in a copse of woods off the beaten path. The crash looked to have been there for a long time and the kids kept the discovery a secret, using the spacecraft as thier own private little fort and hangout for several months, ignoring the wierd alien skeleton at the helm of the craft. They concealed the mouth of the cave with bushes and scrub and no one was the wiser.

 

Walking from his mum's country cottage into town to go to the Pub one evening Michael noticed the kids playing around near a copse of woods and then suddenly all duck into a copse and disappear. He thought nothing of it; boys will play after all. However, the next several weeks he noticed the kids hanging around that particular copse an unusual amount of the time. Curious, one evening on the way to the Pub he instead made his way out across the fields to the copse of woods after seeing the boys duck in there once again; but they were nowhere to be found. Intrigued, he started poking around the underbrush and happened across the concealed cave entrance. Peering into it he could just make out a stabalizer fin on the spacecraft. This took Michael aback for a moment, but then he decided to push on forward. Squeezing his bulk thru the narrow cave opening, Michael managed to wedge himself into the cave and around the side of what was obviously some kind of spacecraft, to a hatch in the crafts hull. Working the simple control, he opened the doorway and found himself staring at 4 very surprised kids who would have made a break for it, but Michael's massive bulk blocked thier only escape.

 

Michael got the scoop out of the scared kids on how they found the ship quickly enough, and then told them they had done good to keep it a secret; it would still be thier private play pen...and his too. This mollified the children, and he had them show him what they had figured out of the ship. While the eager boys enthusiastically showed off "thier rocket ship". One of them pointed out the "alien", and thus Michael noticed the pilot's skeleton at the helm. Michael's first thought was that it seemed strange that the pilot didnt have a spacesuit on, as surely it would only make sense to wear one in space even for aliens. Thats when he noticed the fancy high tech belt with a dust covered but still visible golden gem set in the buckle circled around the skeleton's waist. With a total lack of respect for the dead Michael looted the belt from the corpse and cleaned off the gem to get a better look at it. As soon as he touched the gem it warmed to his touch causing an inner glowing light to spring forth, and Michael found himself surrounded in a nimbus of golden force. One of the kids touched the field in awe, and was sent flying back against a bulk head, unconscious. The other kids recoiled in horror, but Michael only saw potential. He figured out how to work the belt catch and slipped it around his own waist. He searched the ship for more tech after quiting the kids down, but found nothing that functioned or any clues as to the origin of the ship. Swearing the kids to secrecy he departed, his mind already spinning with schemes.

 

Michael spent several weeks playing around with the belt in secrecy, discovering that it allowed him to hover and to fly around with but a thought. He also discovered that the aura the belt generates not only could repulse others, but provided him with a wide breadth of biological enhancements. While wearing it he didnt seem to need to eat or sleep much, and he felt insulated from the environment as well. Later he would discover that that aura also accelerates his body's ability to heal at a tremendous rate, and if Michael is knocked unconscious the belt will automatically attempt to extricate him from his current locality.

 

Once he felt confident in the belts abilities, Michael fashioned a mask and set out to finally make it in the world. His first move was to return to the cave and collapse the cave mouth, trapping the 4 little boys inside; leaving thier skeletons to join that of the ships pilots after they died of starvation. A hunt for the children was mounted, but no one ever found the cave.

 

With that loose end wrapped up, Michael set out to into the world beyond his township, using the belt to pull off a string of robberies. He finally drew the attention of the Tartans, a Scottish supers team. They arrived to foil his robbery of a bank and fought him to a stand still. Michael was able to hold his own against a couple of the heroes at a time, but couldnt take on the whole team at once and eventually was forced to flee. He was confounded by the Tartans at every turn thereafter and his crime spree ground to a halt.

 

One of the Tartans was the superstrong and resilient Scottish heroine known as Lia Fail (Stone of Destiny), a rocky skinned powerhouse; during the several skirmishes Michael had with the group he came to the conclusion that he just couldnt quite surmount Lia Fail's defenses with most of his strikes. So with his typical bigger hammer mentality, during one struggle in a castle converted into a tourist attraction that Michael had tried to rob he hit on a bright idea and donned a pair of metal Gauntlets from a suit of armor Lia Fail had knocked him back into. With the gauntlets on he was able to make his blows felt through the rocky hide of Lia Fail and he kept them, eventually having a better pair made later on. To this point Michael didnt have a "super villain" name, and was identified by his description rather than a nom de villainy, but the Tartans began refering to him as "The Gauntlet" due to his penchant for donning a pair to fight them thereafter, and because each battle with him was a challenging struggle that left the team feeling battered and bruised afterwards. Reporters interviewing the Tartans after yet another battle with Michael picked up on them calling Michael Gauntlet and the name stuck; Michael didnt see fit to quibble.

 

Eventually he had enough of the Tartan's interference and recently departed Scotland when his poor old mum finally passed away. He flew across the ocean to America and is trying to make a name for himself there. He has done well on several contracts and has started to be known as a competant operator. He's never been captured as Gauntlet (his prior convictions were from before he got the belt), which alone is a big plus, and his unusual powers have come in particularly handy on a few jobs. His success led to an invitation being extended to accept hire by Enforcers Inc as an exclusive contractor, and seeing the chance to make some big bucks Michael agreed.

Powers/Tactics: All of Gauntlet's powers originate from a high tech belt of unknown alien manufacture. The belt generates a golden force field of coherent energy, which repels objects, provides protection from the elements, comprehensive life support, the ability to fly at high speeds, a "dead mans switch" escape mechanism, and bio-physical acceleration capacity. It is a formidible piece of equipment, and it is possible that it has other capabilities that Gauntlet has yet to discover. The device has been damaged before, but repairs itself rapidly.
Campaign Use: Flying brick with the ability to function in all environments.
Character created with Hero Designer (version 1.47)
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Originally posted by Blue

Ha! Very cool :D

 

And far more industrious than I have been with those pictures (lately).

Glad you liked it; I was concerned you might be offended. I really liked the "Fury" pic. He reminds me of so many of the kids I went to high school with :)
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