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[CHAR] The Marshall


Enforcer84

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a bit o Saturday whimsy

 

The Marshall

Val Char Cost Roll Notes

30 STR 10 15- Lift 1600.0kg; 6d6 [3]

27 DEX 21 14- OCV: 9/DCV: 9

30 CON 20 15-

15 BODY 10 12-

13 INT 3 12- PER Roll 12-

30 EGO 40 15- ECV: 10

28 PRE 18 15- PRE Attack: 5 1/2d6

12 COM 1 11-

 

8/20 PD 4 Total: 8/20 PD (1/13 rPD)

8/20 ED 4 Total: 8/20 ED (1/13 rED)

5 SPD 13 Phases: 3, 5, 8, 10, 12

10 REC 4

50 END 5

40 STUN 5 Total Characteristic Cost: 163

 

Movement:

Running: 8"/16"

Leaping: 6"/12"

Swimming: 3"/6"

 

 

Cost Powers END

1 Durable: Damage Resistance (1 PD/1 ED), Inherent (+1/4)

40 Endure Pain: Energy Damage Reduction, Resistant, 75% (60 Active Points); STUN Only (-1/2)

40 Endure Pain: Physical Damage Reduction, Resistant, 75% (60 Active Points); STUN Only (-1/2)

16 Endure Pain: Power Defense (20 points) (20 Active Points); Nonpersistent (-1/4)

16 Iron Will: Mental Defense (26 points total) (20 Active Points); Nonpersistent (-1/4)

 

B-DL7 "Dillon" Assault Blaster

53 1) B-DL7 "Dillon" Assault Blaster: EB 10d6, Autofire (5 shots; +1/2), 4 clips of 32 Charges (+1/2); OAF (-1) plus +1 with OCV; OAF (-1) plus Penalty Skill Levels: +1 vs. Range Modifier with All Attacks; OAF (-1) [32]

6 2) Rifle-Butt Club: HA +3d6; OAF (-1), Hand-To-Hand Attack (-1/2) 1

 

B-ExC Duster Combat Helmet, all slots OIF (-1/2)

6 1) Communications Uplink: HRRP (Radio Group); OIF (-1/2), Sense Affected As Sight And Hearing As Well As Radio Group (-1/2)

5 2) Flare Shields: Sight Group Flash Defense (8 points) (8 Active Points); OIF (-1/2)

5 3) Helmet Protection: Armor (6 PD/6 ED); Activation Roll 8- (only protects Hit Locations 3-5; -2), OIF (-1/2)

7 4) Internal Air Supply: LS (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 1 Hour (+0) (10 Active Points); OIF (-1/2) [1 cc]

3 5) Lowlight LensPlate: Nightvision (5 Active Points); OIF (-1/2)

4 6) Noise Compensation: Hearing Group Flash Defense (6 points); OIF (-1/2)

11 7) Spotlight: Sight Group Images 1" radius, +4 to PER Rolls, Reduced Endurance (0 END; +1/2) (33 Active Points); OAF (-1), Only To Create Light (-1)

 

B-ExC Duster Light Combat Armor, all slots OIF (-1/2)

10 1) Impact Dispersal: +10 CON (20 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)

6 2) Light Combat Exoskeleton: +10 STR, Reduced Endurance (1/2 END; +1/4) (12 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 1

5 3) Light Exoskeleton: Armor (4 PD/4 ED) (12 Active Points); Activation Roll 12- (-3/4), OIF (-1/2)

16 4) Reinforced Light Armor: Armor (8 PD/8 ED); OIF (-1/2)

3 5) Telepathic Control Systems: +1 SPD (5 Active Points); OIF (-1/2)

15 6) Telepathic Control: +10 DEX (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)

 

B-S3 Binoculars

2 1) IR Lenses: IR Perception (Sight Group); OAF (-1)

2 2) Lowlight Lenses: Nightvision; OAF (-1)

9 3) Telescopic Lenses: +12 versus Range Modifier for Sight Group; OAF (-1)

2 4) UV Lenses: UV Perception (Sight Group); OAF (-1)

 

Secondary Weapons

40 1) B-GS8 "Gunslinger" Pistol: EB 8d6, No Range Modifier (+1/2), 4 clips of 32 Charges (+1/2) (80 Active Points); OAF (-1) [32]

10 2) Combat Knife: HKA 1d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), No Knockback (-1/4)

 

Ecclectic Combat Training

Maneuver OCV DCV Notes

4 +1 HTH Damage Class(es)

4 Block +2 +2 Block, Abort

4 Choke -2 +0 Grab One Limb; 2 1/2d6 NND

4 Disarm -1 +1 Disarm; 45 STR to Disarm

4 Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Escape +0 +0 50 STR vs. Grabs

5 Flying Kick +1 -2 11d6 Strike

3 Grappling Throw +0 +2 9d6 Strike; Target Falls; Must Follow Grab

5 Kick -2 +1 11d6 Strike

4 Nerve Strike -1 +1 2 1/2d6 NND

4 Punch +2 +0 9d6 Strike

4 Restrain -1 -1 Grab Three Limbs, +10 STR

3 Throw +0 +1 7d6 +v/5, Target Falls

1 Weapon Element: Blades

 

Perks

10 Fringe Benefit: Concealed Weapon Permit (where appropriate), International Driver's License, License to practice a profession: Courier, Membership: Operation BADGE, Passport

20 Hi-Ho Silver!: Custom Motorcycle

4 Old Army Buddy: Contact: Major Kent Strange (Contact has useful Skills or resources, Very Good relationship with Contact) 8-

 

Skills

2 +1 with Punch

12 +2 with HTH and Ranged Combat

6 +3 OCV with Assault Rifle

3 Bugging 12-

3 Climbing 14-

3 Criminology 12-

3 Deduction 12-

0 Language: English (idiomatic) (4 Active Points)

2 Language: Spanish (fluent conversation)

3 Lockpicking 14-

2 Navigation (Land) 12-

2 PS: Agent of BADGE 11-

2 PS: Courier 11-

3 Scholar

1 1) KS: Army History And Customs (2 Active Points) 11-

1 2) KS: BADGE (2 Active Points) 11-

1 3) KS: Iron Crusade (2 Active Points) 11-

2 4) KS: Metahuman Law And Law Enforcement (3 Active Points) 12-

1 5) KS: Ranger History And Traditions (2 Active Points) 11-

1 6) KS: The Military/Mercenary/Terrorist World (2 Active Points) 11-

1 7) KS: The Superhuman World (2 Active Points) 11-

3 Security Systems 12-

3 Shadowing 12-

5 Stealth 15-

5 Streetwise 16-

8 Survival (Temperate/Subtropical, Tropical, Desert, Mountain) 12-

2 TF: Parachuting, Advanced, Parachuting, Basic

3 Tactics 12-

3 Tracking 12-

6 WF: Small Arms, Blades, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons

 

Total Powers & Skill Cost: 512

Total Cost: 675

 

200+ Disadvantages

15 Dependent NPC: Support Team 8- (Normal; Useful Noncombat Position or Skills; Group DNPC: x4 DNPCs)

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

20 Hunted: Operation BADGE 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

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

15 Psychological Limitation: Fearless (Common, Strong)

15 Psychological Limitation: Gets a charge fighting Crime (Very Common, Moderate)

10 Psychological Limitation: Modern Day Cowboy (Common, Moderate)

10 Psychological Limitation: Raised to be respectful (Common, Moderate)

20 Psychological Limitation: Will sacrifice self for the protection of others (Common, Total)

15 Social Limitation: Secret Identity (Frequently, Major)

325 Experience Points

 

Total Disadvantage Points: 675

 

 

 

Background/History: Wayne Taylor left the US Army and finished college with a degree in criminology, looking to join the FBI or perhaps MTR. He was approached by a neophyte crime fighting organization that calls itself Operation BADGE and found the eccentric team to his liking, becoming their lone field agent; the Marshall.

 

Personality/Motivation: Dedicated crime fighter. The Marshall has taken his sponsors wild west influences and trappings to heart and acts like the romanticized cowboy hero. He avoids caricature, but he gives the impression. Wayne is courting one of the research scientists on his team. It's slow going.

 

Quote: "Freeze!"

 

Powers/Tactics: Though his abilities are predominately through training and equipment, the Marshall is a metahuman agent as well. His commanding presence and peerless willpower have made him all but immune to pain and fatigue. He backs this up with a top of the line light combat exoskeleton and some impressive firepower.

The Marshall is not interested in a bodycount, he prefers to use his hand to hand skills when ever possible.

 

Campaign Use: The Marshall is currently a loner. He's the sole field agent of BADGE and the primary recipient of the small organization's intense R/D budget. If you want to make him less powerful, lose the Characteristics boosts from his combat armor and pare down his martial arts (lose the damage class at least). To Build him up, a gadget pool would work. Also as BADGE increases its scope, they might actually fund more field agents.

 

Appearance: Wayne Taylor is a tall and athletic man in his late twenties. He served as an ARMY Ranger and has a military baring about him. He keeps his hair short and always dresses neatly. He is Latin-American and German in heritage.

The Marshall armor is gunmetal gray with forest green armor plates. The helm is green with a red faceplate. His weapons are metallic black, the assault rifle is actually rather compact and he has a magnetic holster on his back to house it. His symbol is a stylized Badge in silver.

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Re: [CHAR] The Marshall

 

Cool, he is of German heritage!:thumbup: And a western-themed character always does it for me.

 

Actually I also have a western-inspired vigilante called The Marshall, who was actually a being from another dimension and had seen too many movies in our world. And he had deputies...;)

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Re: [CHAR] The Marshall

 

When I ste... I mean "borrow" this character, I'll shave his personal stats down to human levels. Meta humans with powered armour make me feel uncomfortable for some reason or other.

 

Maybe I'll change his hair color, shorten the legs, add some decals.

 

Nice one!

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