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Killer Shrike

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Originally posted by OddHat

Yup, that's as it's intended. "Milosh" is a valid aternate spelling.

 

"Milos" came from a web site on Romany names, and "Fearon" is the family name of a gypsy boy killed while housebreaking in the UK a few months ago.

Kewl. Id like to pretend that Im cosmopolitan enough to know the pronunciation from my many worldly travels, but in reality I read it in a Steven Brust book :D
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Originally posted by Killer Shrike

Kewl. Id like to pretend that Im cosmopolitan enough to know the pronunciation from my many worldly travels, but in reality I read it in a Steven Brust book :D

 

Heh. :D

 

I'm good with Japanese and Chinese pronunciations; spent my twenties wandering around Asia (those who can't spell, teach). Everything else I look up.

 

Thank God for Google. ;)

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Combat Information Page

Character Name: WU

Alternate Identities: Bobby Cho

Player Name: NPC

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]
28 DEX 10 54 28 15- OCV 9 DCV 9
22 CON 10 24 22 13-
18 BODY 10 16 18 13-
13 INT 10 3 13 12- PER Roll 12-
18 EGO 10 16 18 13- ECV: 6
18 PRE 10 8 18 13- PRE Attack: 3 1/2d6
12 COM 10 1 12 11-
             
             
8 PD 3 5 8/23   8/23 PD (0/15 rPD)
4 ED 4 0 4/19   4/19 ED (0/15 rED)
6 SPD 3.8 22 6   Phases: 2, 4, 6, 8, 10, 12
10 REC 7 6 10  
44 END 44 0 44  
40 STUN 37 3 40    
12" Running 6 0 12"    
2" Swimming 2 0 2"    
13"/6 1/2"" Leaping 3 1 13" 164 Total Characteristics Points
attachment.php?s=&postid=110899
EXPERIENCE POINTS
Total earned: 80
Spent: 80
Unspent: 0
Base Points: 200
Disad Points: 135
Total Points: 415
MOVEMENT
Type Total
Run (6) 12" [24" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 13"
V. Leap (2") 6 1/2"
APPEARANCE
Hair Color:  Black
Eye Color:  Brown
Height:  5' 7"
Weight:  160 lbs
Description:
Short, muscular, athletic, with shoulder length black hair worn loose. Though he looks Chinese, he speaks English with a Kansas twang which can be disconcerting. His costume is comprised of a leather speed motorcycle outfit, with red piping, leather and lycra fighting gloves, and a sleek black motorcycle helmet with a tinted visor. He rides Asian motorcycles, and can kind of blend in when 'in costume'; he's just wearing a racing outfit after all which, while strange, isnt completely unheard of.

MARTIAL ARTS MANEUVERS
Cost  Maneuver
Kung Fu
5
1) Flying Kick: 1/2 Phase, +1 OCV, +0 DCV, STR +6d6 +v/5; FMove
3
2) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +7d6 Strike, Target Falls
4
3) Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +8d6 Strike
3
4) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +6d6 +v/5, Target Falls
4
5) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6
4
6) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 5d6 NND
3
7) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +40 STR for holding on
4
8) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4
9) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +40 STR to Disarm roll
4
10) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4
11) Escape: 1/2 Phase, +0 OCV, +0 DCV, +45 STR vs. Grabs
4
12) Uproot/Sand Palm: 1/2 Phase, +0 OCV, +0 DCV, +45 STR to Shove
24
13) +6 HTH Damage Class(es)
4
14) Weapon Element: Blades, Clubs, Staffs, Three-Section Staff
74 Total Martial Arts Cost

DEFENSES
Type Amount Notes
Physical Defense 8/23 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: 9 DCV: 9
 
Combat Skill Levels: +4 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
Flying Kick 1/2 +1 +0 STR +6d6 +v/5; FMove
Legsweep 1/2 +2 -1 STR +7d6 Strike, Target Falls
Punch 1/2 +0 +2 STR +8d6 Strike
Throw 1/2 +0 +1 STR +6d6 +v/5, Target Falls
Knife Hand 1/2 -2 +0 HKA 1 1/2d6
Nerve Strike 1/2 -1 +1 5d6 NND
Joint Lock/Grab 1/2 -1 -1 Grab Two Limbs, +40 STR for holding on
Block 1/2 +2 +2 Block, Abort
Disarm 1/2 -1 +1 Disarm; +40 STR to Disarm roll
Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Escape 1/2 +0 +0 +45 STR vs. Grabs
Uproot/Sand Palm 1/2 +0 +0 +45 STR to Shove
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
17 Sense the Void: Find Weakness 14- (Related Group of Attacks), Sense Affected As Another Sense (Sight) (+0) (35 Active Points); vs Natural PD (not vs FF, FW) Affects One Type Of Defense (-1)
15 Dodging and Deflecting: Missile Deflection (Bullets & Shrapnel)
9 Leaping: Leaping +9" (12" forward, 6" upward) 1
12 Swift: +6" Running (12" total) 1
Motorcycle Helmet, all slots: OIF (-1/2)
2
1) Armor (2 PD/2 ED) (6 Active Points); Head Trauma only Very Limited Type of Attack (-1), Real Armor (-1/4)
2
2) Flash Defense (3 points) (Sight Group) (3 Active Points); Real Armor (-1/4)
2
3) Flash Defense (3 points) (Hearing Group) (3 Active Points); Real Armor (-1/4)
59 Total Powers Cost
PERKS
Cost  Name
13 Fast Motorcycle (65 Base, 15 Disad)
Notes: Ultimate Vehicle pg 52, modify
1 Money: Well Off
1 Reputation (A small to medium sized group, 14-) +1/+1d6
15 Total Perks Cost
TALENTS
Cost  Name
30 Combat Luck (15 PD/15 ED)
Notes: Ki Gung
30 Total Talents Cost

SKILLS
Cost  Name
20 +4 with HTH Combat
10 Defense Maneuver: I-IV
10 Two-Weapon Fighting (HTH)
5 Rapid Attack (HTH)
3 Acrobatics 15-
3 Breakfall 15-
1 Climbing 8-
1 Contortionist 8-
3 KS: Kung Fu (INT-based) 12-
1 KS: Chinese History & Culture 8-
0 Language: English (Idiomatic, native accent; Literacy, Native Language)
2 Language: Mandarin Chinese (Basic Conversation; Literacy)
1 Shadowing 8-
3 Stealth 15-
3 Streetwise 13-
2 TF: Common Motorized Ground Vehicles, Everyman Discount, Two-Wheeled Motorized Ground Vehicles
5 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Three-Section Staff
73 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
25 Dependent NPC: 4 sisters (Lin, Wa, Kim, Zou) 8- (Infrequently), Normal, Unaware of character's adventuring career/Secret ID, Group DNPC (x4 DNPCs)
15 Enraged: if honor insulted or hears an ethnic slur Common, go 8-, recover 11-
25 Hunted: VIPER 8- (Occasionally), More Powerful, Capture, PC has a Public ID or is otherwise very easy to find, Extensive Non-Combat Influence
15 Hunted: PRIMUS 8- (Mo Pow; Mildly Punish; Extensive Non-Combat Influence)
10 Psychological Limitation: Hates Communism: Uncommon, Strong
15 Psychological Limitation: Honorable Common, Strong
15 Psychological Limitation: Disdain For Occidentals And Western Culture Common, Strong
15 Psychological Limitation: Overprotective Of His Little Sisters Uncommon, Total
135 Total Disadvantages Cost
Height: 5' 7" Hair: Black
Weight: 160 lbs Eyes: Brown
Appearance: Short, muscular, athletic, with shoulder length black hair worn loose. Though he looks Chinese, he speaks English with a Kansas twang which can be disconcerting. His costume is comprised of a leather speed motorcycle outfit, with red piping, leather and lycra fighting gloves, and a sleek black motorcycle helmet with a tinted visor. He rides Asian motorcycles, and can kind of blend in when 'in costume'; he's just wearing a racing outfit after all which, while strange, isnt completely unheard of.
Personality: Bobby's personality was shaped almost entirely by his Uncle Wu. Wu molded Bobby into a weapon, with a head filled to bursting with pretenses of cultural superiority and contempt for other peoples. Bobby's entire mindset is based on what he has been told rather than what he has personally experienced. He has been brainwashed so thoroughly that when reality does not match with his expectations he becomes angry and will take steps to rationalize the disparity rather than reexamine his belief structure. Oddly, Bobby has never had much contact with other Chinese people beyond his own extended family, and has never been to China or Taiwan. If asked why he doesnt go live in China or Taiwan, he will become uncomfortable, evasive, and aggressive if pressed. In truth, at some subconscious level he is afraid that the reality of China will not meet the idealistic vision his uncle imparted upon him. Traveling to China might actually go a long way towards helping him grow beyond the personality shaping he suffers from.

 

Ultimately, Bobby believes that all things can be settled by honorable personal combat, but on the other hand if ever defeated by a non-Chinese he will rationalize some event or circumstance which invalidates his defeat; typically he believes his opponent cheated or had help, or used a cowardly/dishonorable tactic such as firearms or low blows like groin kicks.

Quote:{Kansas twang ON}"Wax THIS off, jackass!"; "One more Kung Fu comment out of you and you'll never walk again, get it?"{Kansas twang OFF}
Background: Born and raised in Topeka, Kansas, Bobby's parents owned and operated a Chinese restaraunt throughout his childhood. Bobby's father Lo Han left Taiwan by stowing away on a cargo liner in 1950 to start a new life rather than stay in Taiwan with his family, which was part of Chiang Kai-Shek's power structure. When he was discovered, he managed to talk his way into becoming a kitchen boy, and later a cook to earn his keep. Lo changed his name to Larry, and had quite an interesting life before ending up in Kansas in 1969 and gaining U.S. citizenship after marrying Ellie Chong, a 3rd generation Chinese-American Berkely student Larry met in San Francisco while on a port call. Ellie's family had settled in Kansas during the early days of the rail boom and were both extended and quietly affluent, inobtrusively owning several establishments in Topeka and the surrounding area. After marrying Ellie, Larry moved to Topeka and opened a restaraunt with money he had saved and with assistance from the Chongs, and was quite happy. As a boy, Larry had witnessed the atrocities of the Japanese during WW2, the corruption of the Kai-shek regime, the rise of Mao Tse-tung's Communists, and during his naval travels he had visited many ports of call and met many interesting people; he lacked any ethnocentricity and had a very anthropological perspective on people and thier cultures. He liked America and accepted both the positive and negative aspects of life in his new adopted country.

 

He and Ellie had 5 children over the next 6 years, from thier first in 1969 to thier last in 1975, 4 girls and finally a son; Bobby Cho. Life was good for the Cho's. In 1978 however Larry's older brother Lo Wu showed up on thier doorstep. Wu had grown up to take thier father's place among the inner circle of Chiang Kai-shek's secret police. With the death of Chiang in 1975, Wu was forced to flee the wrath of Kai-shek's son Chiang Ching-Kuo, who Wu had made a personal enemy of by hampering several bids towards early succession. Using his political and intelligence assets, Wu had managed to track down his brother several years previous but had not made contact at that time. Unlike Larry, Wu was steeped in ethnocentrisity to the bone, believing all things Chinese to be superior to any other race or culture. Larry did not want his brother's presense, but could not honorably turn him away in accordance with Chinese tradition. Wu kept a low profile, being in the country illegally, and soon found himself bored with nothing to do but watch the infant Bobby, his only nephew and the last male Cho, drool and make noises. Wu ignored the boy at first, but came to the realization that since he himself had no sons, and since "Larry" was not instructing his children in proper Chinese behaviour, it was his responsibility to mold young Bobby into what a Cho should be. Thus began Bobby's inculcation and training.

 

In addition to the Martial Arts training he imparted upon his nephew, Wu also taught him deceit, ruthlessness, and a deepseated sense of superiority to non-Chinese peoples. When Bobby was 19 his beloved Uncle Wu passed away; on his deathbed Wu made Bobby promise to "restore honor" to his family name by gaining wealth and power. Bobby began his criminal career soon thereafter, starting small with local crime, mostly in the drug trade. When he discovered his son was involved in such affairs, Larry confronted him and ordered him to desist; Bobby refused, and Larry cast him out of the house. Bobby was heartbroken, but kissed his sisters goodbye and set out for the big cities of the world, working for crime bosses, striking out on his own, and even working for VIPER for awile before selling them out and moving on. He still keeps in touch with his sisters, but has never made amends with his father.

 

Bobby has made quite a name for himself as a supervillain, evading capture on all occasions, hospitalizing the Silver Avenger of New Orleans, and defeating several would-be Martial Arts based heros. After doing a turn in Millenium City, WU has been offered a job working contracts for Enforcers Inc.

Powers/Tactics: Bobby (Wu) practices a form of Kung Fu developed by his family over the course of several hundred years and passed down through the generations. More a collection of useful techniques amalgamated from other styles and forms than a distinct style unto itself, it is both flexible and fluid. The core style is specific to the Cho family, but over the course of several centuries it has spread among extended family and been taught to outsiders as well; due to its mutability, the style has many variations. Knowledgable martial artists will recognize it as a style of Kung Fu, but very little else.

 

In addition to his amazing martial arts ability, Bobby's reflexes and speed are clearly superhuman. However he does not believe himself to be superhuman; like many superior martial artists he cites Chi mastery as the source of his powers. He does not detect as a Mutant.

 

In combat he uses his blinding speed to disable opponents, often with a Nerve Strike. Though at some level he would rather concentrate on other martial artists and defeat them in single combat, his Uncle stressed practicality when dealing with threats. Therefore Bobby will focus on blasters, mentalists, and other non-physical types where his fighting abilities will be most overpowering and to prevent them from using thier powers upon him.

 

When working with a team, Bobby will issue orders imperiously, and gets very angry after a mission if those orders were not followed. Due to his contempt for all things non-Chinese, he does not respect the ideas or positions of most team mates, and does not take orders well.

Campaign Use: Bobby is an angry young Chinese-American with phenomenal martial arts abilities and a huge chip on his shoulder.
Character created with Hero Designer (version 1.47)
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Tagged as Kung

Combat Information Page

Character Name: King of Kung Fu (Watson Davis)

Alternate Identities:

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 [3]
29 DEX 10 57 29 15- OCV 10 DCV 10
28 CON 10 36 28 15-
20 BODY 10 20 20 13-
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
10 COM 10 0 10 11-
             
             
10 PD 6 4 10/26   10/26 PD (0/16 rPD)
10 ED 6 4 10/26   10/26 ED (0/16 rED)
6 SPD 3.9 21 6   Phases: 2, 4, 6, 8, 10, 12
12 REC 12 0 12  
56 END 56 0 56  
49 STUN 49 0 49    
11" Running 6 0 11"    
2" Swimming 2 0 2"    
6"/3"" Leaping 6 0 6" 162 Total Characteristics Points
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 350
MOVEMENT
Type Total
Run (6) 11" [22" NC]
Swim (2) 2" [4" NC]
H. Leap (6") 6"
V. Leap (3") 3"
Gliding 15" [30" NC]
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  6' 4"
Weight:  280 lbs
Description:
Elvis!

DEFENSES
Type Amount Notes
Physical Defense 10/26 Current BODY:
Res. Phys. Defense 0/16  
Energy Defense 10/26 Current END:
Res. Energy Defense 0/16  
Mental Defense 22 Current STUN:
Power Defense 10  
COMBAT INFORMATION
OCV: 10 DCV: 10
 
Combat Skill Levels: +6 with DCV (30 Active Points); Costs Endurance Costs END Every Phase (-1/2)
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
60 Butt-Kickin Kung Fu Master O' Power: Multipower, 60-point reserve
4u
1) Mighty Kung Fu Might!: +40 STR, Reduced Endurance 0 END (+1/2) (60 Active Points); No Figured Characteristics (-1/2)
4u
2) Supreme Kung-Fu Butt-Whompin! : Hand-To-Hand Attack +6d6, Reduced Endurance 1/2 END (+1/4), Double Knockback 2x KB (+3/4) (60 Active Points); Hand-To-Hand Attack (-1/2)
3
4u
3) Unavoidable Mighty Smack Down!: Hand-To-Hand Attack +6d6, Area Of Effect (One Hex; +1/2), Accurate (+0), Affects Desolidified Any form of Desolidification (+1/2) (60 Active Points); Hand-To-Hand Attack (-1/2)
Notes: Fast as hell or from hell itself, you goin' down boy!
6
4u
4) Kung Fu Smack On All Yo Butts!: Hand-To-Hand Attack +6d6, Area Of Effect (2" radius; +3/4), Selective Target (+1/4) (60 Active Points); Hand-To-Hand Attack (-1/2)
Notes: You anywhere near me boy an' I'll Smack You Propuh!
6
4u
5) Kung Fu Right Through Yo Puny Hide!: Hand-To-Hand Attack +6d6, Armor Piercing x1 (+1/2), Reduced Endurance 0 END (+1/2) (60 Active Points); Hand-To-Hand Attack (-1/2)
4u
6) Kung Fu Throwin' Stuff At Folks!: Killing Attack - Ranged 4d6 (vs. PD) (60 Active Points); Conditional Power Power does not work in Common Circumstances (-1/2)
Notes: Ah Can Throw Anythin' An' Kill You Boy! Watch Me Whop Yo Butt With This Playin' Card!
6
4u
7) Kung Fu Shakin' It Off 'Cause You're That Tough!: Healing 5d6 (max. Healed Points: 30) (Can Heal Limbs) (55 Active Points); Self Only (-1/2)
5
2u
8) Mighty Kung Fu I'm Like The Passin' Wind!: +6 with DCV (30 Active Points); Costs Endurance Costs END Every Phase (-1/2)
3
1u
9) Kung Fu Climbin' On Stuff An' Ballance An' All!: Clinging (40 STR) (14 Active Points); Cannot Resist Knockback (-1/4)
2u
10) Kung Fu Crouchin Tiger Flyin'!: Gliding 15", Position Shift (20 Active Points)
1u
11) Kung Fu Runnin' Away!: +5" Running (11" total) (10 Active Points)
1
47 Kung Fu Duckin' An' Rolin' An' Such: (Total: 90 Active Cost, 47 Real Cost) Armor (16 PD/16 ED), Hardened (+1/4) (60 Active Points); Restrainable (-1/2), Nonpersistent (-1/4), Limited Power Power loses about a fourth of its effectiveness (-1/4) (Real Cost: 30) plus Knockback Resistance -15" (30 Active Points); Restrainable (-1/2), Limited Power Power loses about a fourth of its effectiveness (-1/4) (Real Cost: 17)
Notes: As long as you see the attack comin' an ain't tied up or nuthin, Kung Fu'll let you move right out of the dang way!
40 Kung Fu Mental Discipline!: (Total: 50 Active Cost, 40 Real Cost) +20 Mental Defense (22 points total) (Real Cost: 20) plus Power Defense (10 points) (Real Cost: 10) plus +20 PRE (20 Active Points); Limited Power Power loses about half of its effectiveness (-1) (Real Cost: 10)
181 Total Powers Cost

SKILLS
Cost  Name
2 KS: Hong Kong Martial Arts Movies 11-
2 KS: Elvis! 11-
2 PS: Elvis Impersonator 11-
1 PS: Mercenary 8-
7 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
5 Distinctive Features: Fat Elvis (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
Notes: Ah Wear The Cotume Out O' Respect!
5 Distinctive Features: Tests positive as Metahuman (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
20 Enraged: If Elvis, The South, or his Kung Fu is insulted (Common), go 11-, recover 11-
15 Enraged: If Takes Body (Uncommon), go 11-, recover 11-
20 Hunted: Law Enforcement 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
15 Hunted: The Southern Knights 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence; Limited Geographical Area)
5 Rivalry: Professional (Other Martial Artists; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
20 Psychological Limitation: Vast Overconfidence (Very Common; Strong)
20 Psychological Limitation: Would-Be-King, Always Asks Is This What Elvis Would Do (Very Common; Strong)
10 Reputation: Elvis Impersonator Turned Merc Supervillain For Hire 14- (Known Only To A Small Group)
15 Kung Fu Elvis Bonus
150 Total Disadvantages Cost
Height: 6' 4" Hair: Brown
Weight: 280 lbs Eyes: Brown
Appearance: Elvis!
Personality: The King wanted to be a hero, and isn't all that comfortable as a merc. On the other hand, he loves the fighting, and he likes the company. He'd like to "go legit," but he's not willing to do jail time for one or two little mistakes.

 

The King feels challenged by other martial artists, and will do anything he can to show them up. He feels a deep bond of friendship with other followers of Elvis.

 

The King thinks that he's an expert on China, Martial Arts, and Music. He isn't.

Quote:"One fo' the money..."
Background: Elvis impersonator Watson Davis loved two things in this world: Hong Kong Martial Arts Movies and The King! Week after week he watched those movies, and when his meta-genes activated he gained his second fondest wish! He could do anything, ANYTHING those Hong Kong Heroes did! He'd be rich! Famous! He'd be Elvis Two, Back For Seconds!

 

Sometimes things don't work out that way. Stompin' some bank robbers the way Elvis would, a bank guard insulted The New King's Elvis Tribute Uniform! Kung Fu Elvis couldn't put up with that, and smacked the guard a bit too hard. Took his head clean off. After that the cops came, and the Southern Knights, and now Kung Fu Elvis is on the run.

 

Kung Fu Elvis sees Enforcers Inc. as a temporary gig, a way to make some money and kick some ass, and eventually to get back into a position where he can once again walk on his blue suede shoes back into the hearts of his adoring public.

Powers/Tactics: The King can use any one 60 point MP slot (rc 40) and one or two minor slots (rc20 or less) at any given time. Normally he'll keep his runing and clinging active for mobility and use one of his many HAs to take down a foe. If he starts getting hit, he'll switch to Passin' Like The Wind. His Gliding is effectively super-acrobatcs (note the position shift). If overmatched he'll keep away from a foe and use Kung Fu Throwin' Stuff to try to take them down.

 

Also note that his Armor and KB re. are nerfed if grabbed or entangled. He is aware of this, and will do everything he can to avoid those situations, including a STR boosted dive for cover. GM's call as to whether a multiple power attack that includes a grab will be applied against his armor before it's nerfed.

Campaign Use: Kung Fu Elvis is the nightmare of every serious Martial Artist.
Character created with Hero Designer (version 1.47)
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I think I hurt something. Mountain Dew is NOT supposed to back thru the nose!

 

Thats really funny; of course, it wil just reinforce WU's opinion of round-eyed American incompetance. I love it :D

 

"Love me tender, love me true; Have a taste of my kick-butt-Kung-FU!!!!!!!"

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Combat Information Page

Character Name: Tenacious

Alternate Identities: Jonathan Brinks

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 [3]
25 DEX 10 45 25 14- OCV 8 DCV 8
50 CON 10 80 50 19-
20 BODY 10 20 20 13-
10 INT 10 0 10 11- PER Roll 11-
13 EGO 10 6 13 12- ECV: 4
13 PRE 10 3 13 12- PRE Attack: 2 1/2d6
14 COM 10 2 14 12-
             
             
10 PD 6 4 10   10 PD (10 rPD)
10 ED 10 0 10   10 ED (10 rED)
4 SPD 3.5 5 4   Phases: 3, 6, 9, 12
15 REC 16 -2 15  
100 END 100 0 100  
100 STUN 60 40 100    
6" Running 6 0 6"    
2" Swimming 2 0 2"    
6"/3"" Leaping 6 0 6" 223 Total Characteristics Points
attachment.php?s=&postid=110886
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 350
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (6") 6"
V. Leap (3") 3"
APPEARANCE
Hair Color:  Blonde
Eye Color:  Ice Blue
Height:  5' 10"
Weight:  190 lbs
Description:
Jonathan looks a lot like his father, without all the battering. He is wiry and rugged with an impressive physique. He has blonde hair cut short, and the same icy blue eyes of his father. He wears t-shirts and jeans or cargo pants with leather boots usually.

MARTIAL ARTS MANEUVERS
Cost  Maneuver
All Out Attack Scrapping
5
1) Roundhouse Kick: 1/2 Phase, +1 OCV, -2 DCV, STR +5d6 Strike
3
2) Leg Scoop: 1/2 Phase, +2 OCV, -1 DCV, STR +2d6 Strike, Target Falls
4
3) Slap the Weapon: 1/2 Phase, +2 OCV, -2 DCV, Disarm, +15 STR to Disarm roll
3
4) Body Check: 1/2 Phase, +2 OCV, +1 DCV, STR +1d6 Strike; You Fall, Target Falls
4
5) Flying Body Check: 1/2 Phase, +2 OCV, -2 DCV, STR +1d6 +v/5; FMove
4
6) +1 HTH Damage Class(es)
23 Total Martial Arts Cost

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: 8 DCV: 8
 
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Roundhouse Kick 1/2 +1 -2 STR +5d6 Strike
Leg Scoop 1/2 +2 -1 STR +2d6 Strike, Target Falls
Slap the Weapon 1/2 +2 -2 Disarm, +15 STR to Disarm roll
Body Check 1/2 +2 +1 STR +1d6 Strike; You Fall, Target Falls
Flying Body Check 1/2 +2 -2 STR +1d6 +v/5; FMove
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

POWERS
Cost  Power END
12 Damage Resistance (10 PD/10 ED), Hardened (+1/4) (12 Active Points)
40 Energy Damage Reduction, Resistant, 75% (60 Active Points); STUN Only (-1/2)
40 Physical Damage Reduction, Resistant, 75% (60 Active Points); STUN Only (-1/2)
8 Fast Healing: Healing 1 BODY (Can Heal Limbs), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)
Notes: No Healing Max (see FREd p. 120).
100 Total Powers Cost
TALENTS
Cost  Name
1 Resistance (1 point)
1 Total Talents Cost

SKILLS
Cost  Name
3 Breakfall 14-
3 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
10 Hunted: VIPER 8- (Mo Pow; Watching; Extensive Non-Combat Influence)
25 Battle Lust: When in a fight (Very Common), go 11-, recover 11-
5 Money: Poor
15 Physical Limitation: No sense of touch; cant feel pain (All the Time; Slightly Impairing)
20 Psychological Limitation: Confrontational and Aggressive (Very Common; Strong)
15 Psychological Limitation: Overconfident (Common; Strong)
15 Psychological Limitation: Contemptuous of those who cannot fight well (Common; Strong)
10 Reputation: Hot headed fighter 14- (Known Only To A Small Group)
10 Social Limitation: Secret ID (Occasionally; Major)
5 Unluck: 1d6
10 Vulnerability: 2 x BODY Acid (Uncommon)
10 Vulnerability: 2 x STUN Acid (Uncommon)
150 Total Disadvantages Cost
Height: 5' 10" Hair: Blonde
Weight: 190 lbs Eyes: Ice Blue
Appearance: Jonathan looks a lot like his father, without all the battering. He is wiry and rugged with an impressive physique. He has blonde hair cut short, and the same icy blue eyes of his father. He wears t-shirts and jeans or cargo pants with leather boots usually.
Personality: Direct and intense, with a total lack of fear for any physical challenge. He's not suicidal; he wouldnt jump of the Empire State Building, but he'd certainly bungie jump off of it for instance. He doesnt make friends easily, and has a tendency to go into battle frenzy when in a fight. He's also aggressive and has no respect for people that cant handle themselves in a fight. He's in the difficult years of adolescence and prone to mood swings.

 

As he gets older, his personality will even out more, and he makes a conscious attempt currently to stay out of trouble. He wants to make his parents proud of him, and has taken his father's advice to avoid crime to heart.

Quote:"Fair warning, pal: push me any further and Ill tear you down to the ground...."
Background: Jonathan was born 16 years ago in L.A. to Paulina Brinks, an unwed mother. He only vaguely remembered his dad for most of his life, because he got sent to prison when Jonathan was 5. His father sent letters from prison occasionally, but they were to his mom, and only occasionally mentioned him. Jonathan always had a temper, and would often throw fits as a small child. As he grew older he became aggressive and got into a lot of fights with other kids. He also became a major daredevil, never afraid to do anything or to pull any stunt, no matter how dangerous. He never seemed to feel any pain, and even when he got hurt, he always seemed to be fine the next day. He was always in trouble at school, and was basically an angry loner.

 

His mother started dating other men when Jon was 7, exhibiting her usual bad taste in men. Most of her beau's were bikers, blue collar workers, and other rough sorts, many of whom were alcoholic, overbearing or abusive, or all three. Domestic violence was a common occurance, and when Jon was 12 he beat the snot out of 1 particularly cruel jerk who took a swing at him at the dinner table 1 night. This was a turning point for Jonathan, as it was the first time he realized that he was uncommonly dexterous and strong compared to adult men. If he had been cocksure before, he was unstoppable now. He had no fear of reprisal, no hesitation to leap into a fray; he would confront anyone and challenge anything. He went from one fight to the next both in and out of school, and even beat up one of his teachers who tried to throw him out of class for being overly disrupted. This got him expelled, and was the final straw for his mother.

 

Paulina had had enough. She finally threw him out of the house, at age 16. She said he was just like his father and was going to end up in and out of prison if he didnt stop being such a hellion and start respecting the rules of society and other people. She told him that his father was out of prison now and starting up a business for himself and that he could go live with him for a while. She packed him off to the Greyhound station despite his protests to reform, and he was met on the other end by a nearly 7 foot black haired and muscle-bound man in a black tank top, displaying absurdly powerful arms. "Are you my father?" Jonathan asked in awe, which caused the towering brute to chuckle and reply with a deep Chicago accent, "Hah! Naw; da boss sent me around to pick you up; he's closing a contract over da phone with Unger. He wanted to be here himself, but, eh, you knows how it is; the client is quibbling over da details so hes gotta deal with it. Im yer Uncle Mike, but you can call me Jackhammer."

 

"Oh. What kind of contract? Do you work for my father? Jackhammer? Is my fathers company into construction or something?", Jonathan asked with typical teenaged aplomb.

 

"Uh, yeah, "or something". Yer father will tell you all about it. Lets go grab da car and get this show on the road; whaddaya say to that kid? Oh, is you hungry or something? We could stop for some sausages or something on da way back to da office."

 

Jonathan met his father later that day for the first time since he was 5 years old and was surprised to find that his father looked like an older, bigger, and more battered version of himself. There was no question that it really was his father; they looked almost exactly the same with only the difference of age to differentiate them. Jonathan knew from his mother that his father's name was Chad Kelley, but he was a little thrown off by all of his fathers friends/employees calling him "Machine" to his face and either "da Boss" or "The Machine" to refer to him. Jonathan was also suprised by the other guys that worked at his dad's office. Aside from towering "Uncle Mike", there was the deadly serious Mr. Unger, who looked like he had some kind of cybernetics grafted on to him, and of course "Bronto" with his stinking elephant like hide and menacing appearance.

 

It was fairly obvious to Jonathan that his father didnt know what to do with him. He was extremely busy getting his company established and had no parenting skills at all. Chad did make some concessions to Jonathan's presense; he got a bigger apartment with an extra bedroom and bought some furniture for Jonathan to furnish it with, and got him enrolled in a new high school, but mostly he expected Jonathan to go to school and stay out of the way. Every morning Uncle Mike would come by and drop him off at school. In the afternoons he was expected to make his own way back via bus.

 

Left to his own devices, Jonathan soon fell back into his old habits and was quickly involved in fights and trouble yet again. The led to Chad being called in by the school to take a hand. He confronted Jonathan about his behavior one night at home, and the teenaged Jonathan quickly lost his temper and began railing at his father, and finally got so worked up he took a swing at him. Suprisingly his father easily blocked the attack; this infuriated Jonathan and he threw a flurry of blows, trying all of his dirty infighting tricks and throwing everything he had into it. His father easily blocked everything he had. Finally, Chad just put his hands to his side and started taking the hits, easily absorbing the impacts. Eventually Jonathan's rage broke and he came out of his fugue tired and frustrated, and also feeling a little bit guilty.

 

"Well, it seems like something bred true in you anyway. You're pretty strong, son. And quick. Let me ask you something; do you feel pain? I mean, when something hits you, do you feel it? Me, I cant feel anything. I have no sense of touch at all. I cant feel hot or cold, if something is wet or not, or rough or smooth. I hate that. Did you know I used to be a carpenter? I learned it from my father. I loved to work with wood; to feel the grain of it beneath my fingers, the soft powder of wood dust, smoothness of a well finished piece. Thats what I miss the most, you know. When you build something with your own two hands, well, its a feeling like no other to see it standing there, finished....."; Chad shook his head, shaking off the maudlin thoughts with it; "Look son; I know you are angry at me, and at the world. I screwed up with you, no question. I should have married your mother and settled down, stayed out of the business and got back into carpentry or some other line of work. At the time I couldnt though. I was involved in a war between VIPER on the one hand and the Yakuza on the other. I was in a hard spot. I met your mother in a bar one night, and ended up taking her home. We had a lot of fun togther the next few days, but she was a good listener too and I found myself calling on her more and more in the next few weeks until eventually we moved into an apartment together. You were born later that year. I had arranged things so I could be there for the day the docs said you'd put in an appearance, but you were premature a few days and I was still away on a job. When I heard the news, I pushed through the job and rushed back to L.A., driving straight thru from Vegas. Heh; I about blew the engine out of the rental, tearing through the desert. Anyway, I got to the hospital 10 minutes after you were born and I remember looking at you through the glass and thinking, "I've got to straighten my act up, and be a good father to this kid." And I tried, Jon, I really did. I stopped working for the Yakuza and tried to get work as a carpenter or anything else for that matter. But I was already an ex-con and was lucky to get crap jobs where I couldnt make in half a year what I could make from 1 good score in the business, and spent most of the time unemployeed. You were probably too young to remember, but by the time you were 3 we had spent through all the money I had saved and we were broke, hard. So, I took on a job in the business for some extra cash to make ends meet. And then another. Within a year, I was back in the business again for all intents and purpose, working as a freelancer.

 

"Times were good for a couple of years before I got caught on a job by a cape with mental powers, and got sent back to Stronghold again for 15 years. Your mother says she held out for me for a couple of years, but the money I left with her had run out and I couldnt get her any more; finally I wrote and told her to find a new guy to make ends meet, so she could take care of you. I've come to understand that didnt work out so well, but there wasnt anything I could do about it in the pen, and your mother never told me regardless. I got time off for good behaviour, and I got a degree while I was in the pen, and Im trying to do something now smarter than busting heads for small change. Im trying to get established and make a new life for myself here.

 

"Your mother didnt want to see me when I got out, but I told her I wanted to meet you at least; three months later she sends you to live with me. That was a little unexpected but now that Ive seen you Im glad she did. I know I havent been there for you, son, but I want to make it up to you. I want to provide you with a good future, so you dont have to live the life that I have. I want you to keep your nose clean, and stay on the up and up, so you can make your way in society as something other than a criminal. You've got 2 more years before you are a man. In the meantime, stop fighting at school, put your nose to the books, and get ready for college. You are not going to grow up to be a criminal thug-for-hire like me. You've obviously inherited some superhuman abilities from me, fine and well, though I wish you hadnt. But dont use them like I've used them. Either just accept them and move on to have an otherwise normal life as a businessman or a craftsman, or moviestar, or whatever; or if you must use them, use them on the side of law as a cape. Trust me, there's a much better percentage in using them to stop crime than to commit crime these days. You can get sponsored, or do endorsements, or hook up with a wealthy cape with an establishment and mooch off of them for your 3 hots and a cot. Capes look out for each other too. Me, I cant trust any of the palooka's I work with; they'd all sell me down the river for the right price, or else are so dumb that they could be used against me. Take my current associates for example; Unger's doing his own thing -- he's got an agenda and this is just a means to an end for him unless I miss my guess. I can trust Bronto only so long as I pay him; the day the money runs out is the day he splits. I think Jackhammer is reasonably loyal to me, but he's also dumb as a post and easily manipulated. But capes, those guys watch each other's backs, you understand?

 

"So listen to me. I dont want to hear about you getting in trouble at school anymore, and I dont want you getting involved in any small-time-crime going on in the neighborhood. You're meant for better things than that, right? Leave em alone. You've established yourself as a badass. Now just ride the rep and only defend it when you have to. You'll get further that way. Im putting aside money for you to go to college; even if I get sent to Stronghold again those funds will still be there; its all in your name. So, nose to the books, no criminal activities, and start picking out colleges you want to go to; got it? And if you need to fight to get the anger out, you can come down to the dojo with me and we'll train together. Youve got your own style already, but your old man might still be able to show you a trick or two. Deal?"

 

Jonathan, his anger gone, agreed. Feeling accepted for the first time, he was able to reign in his temper considerably. Though still aggressive and headstrong, and liable to loose himself to a red fugue when in a fight, at least he didnt go around looking to start those fights as he did previously. He's been doing better in school, and is considering several institutions of higher learning. He trains with his father 3 nights a week most weeks, and has started to make a few friends at school. At his fathers advice he has avoided school sports as they would draw too much attention to his superhuman strength and dexterity, but Jonathan has started to develop an interest in Motor Shop. He's decided he wants a motorcycle, but he's holding off until he can afford a really good one. He works at a fast food restaurant on the weekends for some pocket money, and his father gives him a small allowance for doing odd jobs around the house, so he can make occasional small purchases and still save for his bike.

 

This year coming up will be his junior year of highschool, and his grades have improved enough that his father was able to get him accepted into the prestigious Ravenswood Academy, which his father thinks will be an excellent entry point into higher society. However, his father is not aware of Ravenswood's alternate purpose; he enrolled his son as a normal student and paid the tuition directly. It will be interesting to see what happens when Jonathan attends the school if he encounters other superhuman teens; his powers are already comparable to most adult superheroes, and are likely far beyond most of the other young students of the school for one, and his blue-collar past from the other side of the tracks will definitely make it a little difficult for him to blend in with the more sheltered teenagers he's likely to encounter. The faculty is aware of who Chad "The Machine" Kelly really is, and will keep an eye on his son to see if he has powers similar to his fathers, taking appropriate steps to inculcate him into the inner program for superhuman teens if it becomes apparant that he does.

Powers/Tactics: Jonathan has inherited most of his father's immunity to pain, superhuman physique, and natural gift for fighting. His capabilities are not as powerful as his father's, particularly his healing capacity. However, he is not fully grown yet; over time his capabilities may increase with maturity and training.

 

Jonathan is almost impossible to knock unconscious or stagger, will eventually recover from almost any injury, and has bullet proof skin. He is also impressively strong and rarely gets tired.

 

In combat, Jonathan simply attacks with no thought to defense. He is purely offensive, throwing himself at opponents without hesitation. His fighting style is undisciplined but due to his ability to ignore most damage, it is effective.

Campaign Use: Story driven character, ties many elements together, and has potential to grow into a competant hero later on.
Character created with Hero Designer (version 1.47)
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Originally posted by OddHat

Some great story hooks here. I'm deffinitely stealing this group. ;)

Glad to hear it; particularly since a fair portion of it is of your own devising :)

 

I really want this thread to be a good resource for people; powered thugs are always useful in the superheroic genre as fill-ins to make an encounter more interesting, to further a plot line, as part of a master villains nefarious plan, etc.

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Originally posted by Killer Shrike

I really want this thread to be a good resource for people; powered thugs are always useful in the superheroic genre as fill-ins to make an encounter more interesting, to further a plot line, as part of a master villains nefarious plan, etc.

 

Strongly agreed as to the usefulness of thugs. :) I'd add that a group like this can make for a fun one-shot or mini-series if your PCs are tired of playing on the white hat side of the fence. Once ran a short comedy campaign where the PCs were members of Thugs R' Us, a villain team lead by a cyborg female mind-controller ("Dona Matrix"). Went well.

Most memorable out of character quote: "Have you noticed how much less property damage we're causing as the bad guys?"

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Thats pretty funny.

 

The last campaign was basically a cyberpunk meets mutant emergence campaign, and the PCs were a runner team which had the same general feel as that.

 

 

As an aside, one of my favorite comic stories is Tarnished Angel from Astro City. My favorite modern movies include L.A. Confidential, Usual Suspects, and Fight Club. I like dark, gritty, and subversive :D

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My buddies and I had a ball playing the Felons Four in a pick-up game. Picture a team made up of Photon, Ogre, Blowtorch, and Cheshire Cat. We were hired by Viper to investigate the disappearance of one of their scientists. By the end of the scenario, Photon had gotten himself clobbered by Ogre, Cheshire Cat had managed to steal everyone elses' money and pin the blame on Blowtorch, and Blowtorch had attempted to trap everyone inside a burning building. It was hilarious. Everyone did a great job of role-playing and I have to say, Cheshire Cat is fun to play.:)

 

Of course, Blowtorch is no longer a member...

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Room for one more?

Combat Information Page

Character Name: Kaltergeist Bjorn Magnesson

Alternate Identities:

Player Name:

attachment.php?s=&postid=101723
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
20 STR 10 10 20/60 13- / 21- HTH Damage 4d6/12d6 END [2/6]
23 DEX 10 39 23 14- OCV 8 DCV 8
23 CON 10 26 23 14-
14 BODY 10 8 14 12-
10 INT 10 0 10 11- PER Roll 11-
10 EGO 10 0 10 11- ECV: 3
20 PRE 10 10 20 13- PRE Attack: 4d6
14 COM 10 2 14 12-
             
             
10 PD 4 6 10/38   10/38 PD (0/20 rPD)
10 ED 5 5 10/38   10/38 ED (0/20 rED)
5 SPD 3.3 17 5   Phases: 3, 5, 8, 10, 12
9 REC 9 0 9  
46 END 46 0 46  
36 STUN 36 0 36    
6" Running 6 0 6"    
2" Swimming 2 0 2"    
4"/2"" Leaping 4 0 4"/12" 123 Total Characteristics Points
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 350
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (4") 4"/12"
V. Leap (2") 2"/6"
Flight 20" [40" NC]
APPEARANCE
Hair Color:  Black
Eye Color:  Blue
Height:  6' 5"
Weight:  240 lbs
Description:
In human form, Bjorn is a handsome black haired giant with a winning smile. In his Ice Body, Bjorn appears to be a living Ice Sculpture.

MARTIAL ARTS MANEUVERS
Cost  Maneuver
5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +v/5; FMove
4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike
5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
19 Total Martial Arts Cost

DEFENSES
Type Amount Notes
Physical Defense 10/38 Current BODY:
Res. Phys. Defense 0/20  
Energy Defense 10/38 Current END:
Res. Energy Defense 0/20  
Mental Defense 20 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 8 DCV: 8
 
Combat Skill Levels: +9 with Chill Touch ECV
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
Flying Dodge 1/2 -- +4 Dodge All Attacks, Abort; FMove
Passing Strike 1/2 +1 +0 STR +v/5; FMove
Fast Strike 1/2 +2 +0 STR +2d6 Strike
Defensive Block 1/2 +1 +3 Block, Abort
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
35 Life Support , Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: Immortal, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing (44 Active Points); Only In Heroic Identity (-1/4)
11 Re-Freezing: Healing 1 BODY (Can Heal Limbs), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)
Notes: Note that Bjorn will regenerate even when not in his Ice form.
10 Mind of Ice: +18 Mental Defense (20 points total) (18 Active Points); Ablative BODY Only (-1/2), Only In Heroic Identity (-1/4)
Notes: Like a wall of Ice, once Bjorns mental barriers are pieced, they will shatter.
24 Cold Powers: Elemental Control, 60-point powers, all slots: (30 Active Points); Only In Heroic Identity (-1/4)
19
1) Chill Touch: Entangle 2d6, 3 DEF, Takes No Damage From Attacks Limited Group (+1/4), Works Against EGO, Not STR (+1/4), Reduced Endurance 1/2 END (+1/4), Based On EGO Combat Value (Mental Defense; +1) (69 Active Points); No Range (-1/2), Susceptible Uncommon (-1/4)
Notes: The Chill Touch does not work on those immune to the effects of cold or the Undead.
3
17
2) Ice Skating: Flight 20", Reduced Endurance 0 END (+1/2) (60 Active Points); Only In Contact With A Surface (-1/4), Limited Power Power loses about a fourth of its effectiveness (-1/4)
Notes: Leaves very clear trail of ice, causes minor property damage.
24
3) Body Of Ice: Density Increase (27900 kg mass, +40 STR, +8 PD/ED, -8" KB), Reduced Endurance 0 END (+1/2) (60 Active Points)
Notes: Weight does not actually increase, but near absolute zero body causes similar destruction of objects not immune to cold.
24
4) Intense Cold Field: Force Field (20 PD/20 ED), Reduced Endurance 0 END (+1/2) (60 Active Points)
164 Total Powers Cost
PERKS
Cost  Name
3 Fringe Benefit: Member of Demon: Membership
3 Total Perks Cost

SKILLS
Cost  Name
3 Streetwise 13-
3 Acting 13-
3 Seduction 13-
3 Persuasion 13-
2 PS: Criminal 11-
18 +9 with Chill Touch ECV
3 Linguist
2
1) Language: German (completely fluent) (3 Active Points)
2
2) Language: French (completely fluent) (3 Active Points)
2
3) Language: English (Dutch Native) (completely fluent) (3 Active Points)
41 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
20 Hunted: Demon 11- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
20 Hunted: Law Enforcement 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
10 Distinctive Features: Living Ice-Sculpture, only in Heroic Identity (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15 Enraged: If Wife Threatened (Uncommon), go 11-, recover 11-
15 Dependent NPC: Wife: Jilda 8- (Normal; Unaware of character's adventuring career/Secret ID)
Notes: Jilda is a succesful personal trainer and physical therapist. She suspects her husband is involved in criminal business, and is distressed by this, but has no idea that he's involved with Demon.
10 Social Limitation: Subject to Orders (Occasionally; Major)
10 Social Limitation: Secret: Servant of Demon (Occasionally; Severe; Not Limiting In Some Cultures)
20 Psychological Limitation: Devoted to Wife (Common; Total)
20 Vulnerability: 2 x Effect Magic (Common)
10 Reputation: Reliable Metahuman Mercenary 14- (Known Only To A Small Group)
150 Total Disadvantages Cost
Height: 6' 5" Hair: Black
Weight: 240 lbs Eyes: Blue
Appearance: In human form, Bjorn is a handsome black haired giant with a winning smile. In his Ice Body, Bjorn appears to be a living Ice Sculpture.
Personality: Bjorn sold his soul to Demon a long time ago, and is stoic about his fate. He only comes alive in the company of his wife. He isn't pleased with his role, but no one could protect Jilda from Demon if he defied them, and the money is good. He has already died once; he's not afraid to do it again.
Quote:"You just stand there for a while, ja?"
Background: Bjorn Magnesson never asked to be a monster. Big and blond and fond of a brawl, with a beautiful young wife and faint ambitions of getting into acting, Bjorn came to Venice Beach in 1989 and died there. He was killed in a meaningless battle between a group of "heroes" calling themselves the Beach Patrol and a local Demon cell. A morbane escaping the battle animated a number of bodies to provide a distraction. Bjorn came back...different. Very different. The Morbane was intrigued, and commanded the newly risen Bjorn to follow him. Bjorn handed him over to the heroes. That would prove to be a mistake.

Demon quickly located Bjorn, and his wife. They also discovered that Bjorn was very vulnerable to magic, and that his wife was entirely normal. Bjorn knew when he had lost. He has served Demon ever since, and eventually gained some measure of freedom. Demon has been using him to infiltrate other criminal organizations for the last decade. His near-immunity to non-magical telepathy and relative emotional stability makes him an excellent cat's paw.

Bjorn never wanted to be a criminal. He never wanted to be a monster. He never wanted much of anything beyond Jilda and a warm, sandy beach. Sometimes fate can be cold.

Powers/Tactics: Bjorn will go into combat in his Ice Body and attempt an attack with Chill Touch. His Chill Touch will paralyze most opponents, after which he simply moves on to complete the mission. If faced with a foe he can't quickly imobolize, Bjorn has developed a very effective combat style based on his speed and mobility.
Campaign Use: Bjorn does not openly serve Demon; he is instead used as a plant to gather information on other criminal organizations and groups. If he were ever given a real chance to escape, Bjorn would gladly leave the world of Metahumans behind him.
Character created with Hero Designer (version 1.47)
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Originally posted by OddHat

Room for one more?

Always room for more :) Im hoping that this will turn into a running thread that proves to be a resource for busy GMs.

 

Originally posted by OddHat

Changed "Kung Fu Elvis" to "King of Kung Fu" as per roster.

Uh...sorry about that...I shamefully took a little liberty there, but "The King of Kung Fu" just resonates on so many levels I couldnt resist a little editorial modification. It harkens of course to The King of Rock N Roll, and also sounds like something from a Golden Harvest Films production

 

I am the Kid with the Golden Arms. My Gung Fu makes me invincible

 

Huh. You think you know Gung Fu, eh? Well I {points thumb at nose throughout} am the KING of Kung Fu, and my techniques are better than yours. Dont worry; Ill show them to you. For your first lesson, this is my Hunka Burning Love Two Fisted Attack {SMACK!!!!}

 

 

Originally posted by OddHat

Added Kaltergeist as possible merc for hire (used him in home campaign and thought he'd fit well into Enforcers Inc.).

 

 

Kewl, a DEMON angle. I like. :)

 

 

As a side note though IIRC to make an EGO based Entangle in 5th you have to add BOECV also. Could be wrong however.

 

Ill get him all linked up.... :D

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