Jump to content

[CHAR]The Green Knight


Enforcer84

Recommended Posts

The Green Knight

Val Char Cost Roll Notes

35/55 STR 25 16- / 20- Lift 3200.0kg/51.2tons; 7d6/11d6 [3/5]

23 DEX 39 14- OCV: 8/DCV: 8

25 CON 30 14-

15 BODY 10 12-

18 INT 8 13- PER Roll 13-

18 EGO 16 13- ECV: 6

35 PRE 25 16- PRE Attack: 7d6

26 COM 8 14-

 

15/45 PD 8 Total: 15/45 PD (5/35 rPD)

15/45 ED 10 Total: 15/45 ED (5/35 rED)

5 SPD 17 Phases: 3, 5, 8, 10, 12

15 REC 6

50 END 0

50 STUN 4 Total Characteristic Cost: 206

 

Movement:

Running: 11"/22"

Flight: 20"/40"

Leaping: 12"/24"

Swimming: 2"/4"

 

 

Cost Powers END

83 Defensive Systems: Multipower, 125-point reserve, (125 Active Points); all slots OIF (-1/2)

8u 1) Force Barrier: Force Wall (18 PD/18 ED; 5" long and 2" tall), Hardened (+1/4) (125 Active Points); OIF (-1/2) 12

5u 2) Force Blast: Energy Blast 15d6 (75 Active Points); OIF (-1/2) 7

7u 3) Force Field Disruption: Suppress Force Field 20d6 (100 Active Points); OIF (-1/2) 10

1u 4) Force Point Defense: Missile Deflection (Any Ranged Attack) (20 Active Points); Costs Endurance (-1/2), OIF (-1/2) 2

5u 5) Force Shackles: Entangle 6d6, 10 DEF (80 Active Points); OIF (-1/2) 8

3u 6) Force Spear: Killing Attack - Ranged 3d6 (45 Active Points); OIF (-1/2) 4

8u 7) Modulated Force Blast: Energy Blast 8d6, Variable Advantage (+1 Advantages; +2) (120 Active Points); OIF (-1/2) 12

2u 8) Personal Force Field: Force Field (15 PD/15 ED) (30 Active Points); OIF (-1/2) 3

2u 9) Platform: FW (12 PD; 10" long and 1" tall) (48 Active Points); Horizontal Only (-1), OIF (-1/2) 5

 

Green Knight Urban Defense Armor, all slots OIF (Powered Armor; -1/2)

47 1) AntiGravity Systems: Flight 20", combat acceleration/deceleration (+1/4), No Gravity Penalty (+1/2) (70 Active Points); OIF (Powered Armor; -1/2) 7

6 2) Environmental Protection System: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (Powered Armor; -1/2)

22 3) Fire Suppression System: Dispel Flame Powers 16d6, any Fire Power one at a time (+1/4) (60 Active Points); 4 Charges (-1), OIF (-1/2), Limited Range (5"; -1/4) [4]

7 4) Internal Oxygen Supply: Life Support (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 6 Hours (replacement oxygen supply, Easy to obtain; +0) (10 Active Points); OIF (Powered Armor; -1/2) [1 cc]

10 5) Light Exoskeleton: +20 STR (20 Active Points); No Figured Characteristics (-1/2), OIF (Powered Armor; -1/2) 2

20 6) MicroFusion Plant w/Solar Backups: Endurance Reserve (150 END, 15 REC) (30 Active Points); OIF (-1/2)

13 7) NBC-Proof Sealed System: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents) (20 Active Points); OIF (Powered Armor; -1/2)

30 8) Nemon Class Light Armor: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2)

 

Helmet Systems, all slots OIF (Helmet Systems; -1/2)

10 1) Expanded Range Force Analysis: Find Weakness 11- with Related Group of Attacks (20 Active Points); Only Affects Certain Materials (Force Fields/Force Walls Only) (-1/2), OIF (Helmet Systems; -1/2)

9 2) Force Field Analysis: Detect A Single Thing 13- (Sight Group), Discriminatory, Analyze (13 Active Points); OIF (Helmet Systems; -1/2)

3 3) Nightsight: Nightvision (5 Active Points); OIF (Helmet Systems; -1/2)

6 4) Parabolic Hearing System: +6 versus Range Modifier for Hearing Group (9 Active Points); OIF (Helmet Systems; -1/2)

7 5) Polarized HUD : Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2)

5 6) Psi-Wear Anti Psionic Shielding: Mental Defense (14 points total) (10 Active Points); OIF (-1/2), Costs Endurance (-1/2) 1

10 7) Radar Array: Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As Sight Group As Well As Radio Group [very common Sense] (-1/2), OIF (Helmet Systems; -1/2)

10 8) Sight Magnification System: Microscopic (x1,000) ( x1,000) with Sight Group (15 Active Points); OIF (Helmet Systems; -1/2)

7 9) Strong Communications Suite: High Range Radio Perception (Radio Group), +3 to PER Roll (15 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-1/2)

6 10) Telescopic Lenses: +6 versus Range Modifier for Radio Group (9 Active Points); OIF (Helmet Systems; -1/2)

3 11) Thermalvision, Heat Trace-Tracking: Tracking with Infrared Perception (5 Active Points); OIF (Helmet Systems; -1/2)

3 12) UV Vision: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (Helmet Systems; -1/2)

2 13) Ultrasonic Hearing: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (Helmet Systems; -1/2)

 

Hyper-Evolved Human

15 1) Born Under a good Star: Luck 3d6

4 2) Hyper-Physiology: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Longevity: 200 Years; Sleeping: Character only has to sleep 8 hours per week)

5 3) Natrual Toughness: Damage Resistance (5 PD/5 ED)

5 4) Strong Leaper: Leaping +5" (12"/16" forward, 6"/8" upward) 1

10 5) Swift of foot: Running +5" (11" total) 1

 

Perks

5 Computer Access: Computer Link: UI Computers

5 Perks: Fringe Benefit: International Driver's License, Membership: Member of the Solution, Passport

10 Salary: Money: Wealthy

10 Solution Station: Base Contribution

10 Solutions In Motion: Vehicle Contribution

10 Utopian Access: Access: Utopian Institute (Hidden (-5 to Skill Rolls))

3 Well-Connected

8 1) Contact: EPA (Good relationship with Contact), Organization Contact (x3) (9 Active Points) 11-

11 2) Contact: Environmental Groups (Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 12-

5 3) Contact: Operation Contact, Organization Contact (x3) (6 Active Points) 11-

5 4) Contact: Underground Anti-Government Groups, Organization Contact (x3) (6 Active Points) 11-

1 5) Contact: Various College Campus Groups (2 Active Points) 11-

 

Skills

5 +1 with HTH Combat

16 +2 with All Combat

3 Acrobatics 14-

3 Acting 16-

3 Analyze: Combat 13-

3 Breakfall 14-

3 Bribery 16-

3 Concealment 13-

3 Contortionist 14-

3 Conversation 16-

3 Electronics 13-

3 High Society 16-

3 Inventor 13-

3 Lockpicking 14-

3 Mechanics 13-

3 Oratory 16-

3 Paramedics 13-

3 Persuasion 16-

3 Research 13-

3 Scholar

3 1) KS: College Culture (4 Active Points) 14-

1 2) KS: Environmental Groups (2 Active Points) 11-

1 3) KS: Government Security Agencies (2 Active Points) 11-

1 4) KS: Scientific Community (2 Active Points) 11-

3 Scientist

1 1) SS: Biochemistry 11- (2 Active Points)

1 2) SS: Biology 11- (2 Active Points)

1 3) SS: Chemistry 11- (2 Active Points)

2 4) SS: Environmental Engineering 13- (3 Active Points)

1 5) SS: Gravitic Engineering 11- (2 Active Points)

1 6) SS: Oceanography 11- (2 Active Points)

1 7) SS: Physics 11- (2 Active Points)

1 8) SS: Xenology 11- (2 Active Points)

3 Security Systems 13-

3 Seduction 16-

3 Shadowing 13-

3 Stealth 14-

3 Streetwise 16-

3 Systems Operation 13-

5 TF: Science Fiction & Space Vehicles, Combat Aircraft, Large Planes, Small Planes

3 Tactics 13-

3 Teamwork 14-

 

Total Powers & Skill Cost: 604

Total Cost: 810

 

200+ Disadvantages

5 Dependent NPC: Sarah Murphy (Girlfriend) 8- (Normal; Useful Noncombat Position or Skills)

20 Hunted: Iron Crusade 8- (Mo Pow, NCI, Harshly Punish)

10 Hunted: Mongriel 8- (As Pow, Harshly Punish)

15 Hunted: Rogue "Big Business" agents 8- (As Pow, NCI, Harshly Punish)

15 Psychological Limitation: Code vs Killing (Common, Strong)

15 Psychological Limitation: Devoted Environmentalist (Common, Strong)

10 Psychological Limitation: Fascinated by Aliens (Uncommon, Strong)

15 Psychological Limitation: Impulsive (Common, Strong)

15 Psychological Limitation: Vain; egotistical (Very Common, Moderate)

10 Reputation: Leader of the Solution, 11-

5 Rivalry: Professional (Cavalier; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15 Social Limitation: Secret Identity (Frequently, Major)

460 Experience Points

 

Total Disadvantage Points: 810

 

 

 

Background/History: When Alexander Williamson was nine, he was 6' tall and could dunk a basketball. When he was twelve, he could bend a steel bar. These facts kept potential bullies away and Alexander was free to study. An academic whizkid with proud parents always pushing him gently towards bigger and better things, Alexander graduated at the top of his high school class. He went to college and changed. At first his parents didn't worry too much, Alex got excellent grades and became more and more involved in the local community. They argued more than they had in the past but it was nothing unexpected. Alex grew more and more concerned about the ecological state of the world. He changed his major from Business to Environmental Engineering. He expressed outrage at the family SUV. His parents were really worried until he met that nice girl, Aubrey. But that too didn't work out the way they had hoped. However, after graduation, Alex went to work for the Utopia Institute, and he calmed down again. His parents tried not to worry. When the Solution first appeared, his parents knew he was apart of that team. They still worry about Alex, but they are also very proud of him.

 

Personality/Motivation: Alex is a visionary, and a little vain. He sees himself as one of the few people that can see the world how it "really" is and can save it from itself. While not naive enough to think he has all the answers, he does think that his innovation and willingness to make the "hard choices" make him the hero of his scenario. Ultra Woman has managed to keep him in line and he doesn't actively break the law, but he sees the laws as impediments and would have no trouble breaking them if he wasn't on the team. He is distrustful of the government and big business, but at the same time (and quite hypocritically) enjoys UI's place in the world and the money he is making. He and some of the other more radical thinkers of UI have come up with some very aggressive and proactive solutions to problems. However, when their solutions go awry he has the team and other heroes to help bail them out. It works out reasonably well.

The Green Knight likes superheroes, he sees them as good guys who just don't see the big picture; and he doesn't really consider himself or the Solution to be superheroes.

He gets along well with his team but knows a few of them aren't as trusting of his motives. It doesn't bother him though. Over the course of his career, Alexander has seen some interesting, some exhilarating, some mystifying, and some horrifying things. He has been humbled and elated. He's lately been cutting off the more anarchist elements of his pet causes. He works better with the system and is trying to get over his negative feelings towards Granite.

 

Quote: "While you are busy capturing muggers, I am ending world pollution."

 

Powers/Tactics: The Green Knight armor uses force field based weaponry and defensive systems. It incorporates a light exoskeleton and an advanced communications/Sensor array. Alex himself is very smart and a decent public speaker. He's getting better at controlling his temper too. Alex is a minor superhuman. His are physical enhancements across the board. He has low level superhuman strength, durability, and agility. He also has a highly developed physiology that has made him hyper efficient. He heats and sleeps much less than average and has an extended lifespan.

 

Campaign Use: The Green Knight can go either way. He's an eco-friendly superhero, prefering to protect the environment and the creatures of Earth from humanity. He could easily be a joke or an ELF style eco-terrorist.

 

In my campaign world he's maturing into a more even handed fellow, but it's been slow going.

 

Appearance: Alexander Williams is tall and powerfully built he also has near perfect features and an inhuman grace. In any other team he'd be the spokesperson, but Ultra Woman's superhuman presence is too useful to ignore. That said, Alex speaks for the Institute often. But as a member, not as The Green Knight. When appearing or at meetings Alex wears tailored suits and cuts a magnificent figure.

As the Green Knight, Alex wears a high tech battle armor with archaic aesthetic touches. The armor is two tone green, a very dark base with metallic mint green to off set.

Link to comment
Share on other sites

Re: [CHAR]The Green Knight

 

NOTES: In the original Campaign, the Solution was called the New Peace Armada. (a name created using the Random Team Name Generator in Champions Almanac #2)

The New Peace Armada were mostly sanctimonious also-rans who existed primarily to annoy my players by interfering and posturing about whatever cause they were serving that week. One of the members was a Tigress knockoff who had decided to go vegan and died when the new diet proved ill suited to her carnivore nature. Can't remember her name at the moement. The rest of the NPA consisted of The Champ (from Alien Enemies), Titaness (from Enemies Unbound), The Green Witch (my own character), Granite (character based on the HA example Paragraph), Runaway (original character), and Aries (from Enemies Assembled, leader of Factor 7).

 

However, the old saw about wanting to someday maybe publish my game world has me going through and altering the world by removing official and not created by me or my players characters.

 

Also, my point creep tendencies make me rewrite them to be more complex/points/"better".

 

The Solution is the phoenix that rose from the NPA's funeral fire.

Though they are still a fringe weirdo team and work for a mega-institute whose goals aren't always on the up and up, they are more heroic and less annoying than the NPA was.

 

The Green Knight is a replacement for Aries. Who, by the way, was one of my favorite drawings of Gregg Smith's.

Link to comment
Share on other sites

Re: [CHAR]The Green Knight

 

I like him! :thumbup:

 

But... guess what...I would drop the mental defense.:D

And, well, the name...the name...it just doesn't do it for me, but I can't think of any other. So, yeah, The Green Knight!

 

I think the concept of am minor metahuman enhanced with power armor is really great. Could get the attention of some characters of mine.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...