Weldun Posted November 13, 2007 Report Share Posted November 13, 2007 [b]Doom Trooper - [/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 15 STR 5 15 12- HTH Damage 3d6 END [1] 18 DEX 24 18 13- OCV 6 DCV 6 15 CON 10 15 12- 14 BODY 8 14 12- 10 INT 0 10 11- PER Roll 11- 11 EGO 2 11 11- ECV: 4 13 PRE 3 13 12- PRE Attack: 2 1/2d6 12 COM 1 12 11- 8 PD 5 8/20 8/20 PD (6/18 rPD) 8 ED 5 8/20 8/20 ED (6/18 rED) 4 SPD 12 4 Phases: 3, 6, 9, 12 6 REC 0 6 30 END 0 30 35 STUN 5 35 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 3 LEAP 0 3" 3" forward, 1 1/2" upward [b]CHA Cost: 80[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 8 [b][i]Filter Lungs[/i][/b]: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents) (20 Active Points); Only Vs. Inhaled Substances (-1 1/2) - END=0 5 [b][i]Rapid Healing[/i][/b]: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) - END=0 6 [b][i]Reinforced Skin[/i][/b]: Damage Resistance (6 PD/6 ED) - END=0 - END= Doom-Trooper Body Armor, all slots IIF/OIF (Armour; -1/4) - END= 20 1) [b][i]Composite Plating[/i][/b]: Armor (12 PD/12 ED) (36 Active Points); OIF (Armour; -1/2), Real Armor (-1/4) - END=0 9 2) [b][i]Built In Radio With Scrambler[/i][/b]: Radio Perception/Transmission (Radio Group), Concealed (-3 with Radio Perception/Transmission PER Rolls) (13 Active Points); OIF (Armour; -1/2) - END=0 24 3) [b][i]Camouflage System[/i][/b]: Sight and Radio Groups Images 1" radius, -4 to PER Rolls, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (54 Active Points); No Range (-1/2), Set Effect (Only To Camouflage Wearer; -1/2), IIF (Armour; -1/4) - END=0 5 4) [b][i]Auditory Dampers[/i][/b]: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (Armour; -1/2) - END=0 7 5) [b][i]Polarised Lenses[/i][/b]: Hearing Group Flash Defense (10 points) (10 Active Points); OIF (Armour; -1/2) - END=0 3 6) [b][i]Thermal Vision[/i][/b]: Infrared Perception (Sight Group) (5 Active Points); OIF (Armour; -1/2) - END=0 3 7) [b][i]UV Vision[/i][/b]: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (Armour; -1/2) - END=0 8 8) [b][i]Telescopic Lenses[/i][/b]: +8 versus Range Modifier for Hearing Group (12 Active Points); OIF (Armour; -1/2) - END=0 28 [b][i]Battle Rifle[/i][/b]: Multipower, 90-point reserve, (90 Active Points); all slots OAF (Rifle; -1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4) - END= 3u 1) [b][i]Polaron Blaster[/i][/b]: Energy Blast 10d6, Autofire (3 shots; +1/4), 4 clips of 60 Charges (Increased Reloading Time (2 Full Phases); +1/2) (87 Active Points); OAF (Rifle; -1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4) - END=[60] 1u 2) [b][i]Underslung 24mm RPG[/i][/b]: Killing Attack - Ranged 2d6, +1 Increased STUN Multiplier (+1/4), Explosion (+1/2) (52 Active Points); OAF (Rifle; -1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), 6 Charges (-3/4), Real Weapon (-1/4) - END=[6] [b]POWERS Cost: 130[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] Commando Training 4 1) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike 4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 3) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort [b]MARTIAL ARTS Cost: 12[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 4 +2 with Battle Rifle 3 Breakfall 13- 2 KS: The Military/Mercenary/Terrorist World 11- 1 KS: The Superhuman World 8- 2 KS: Hobby 11- 3 Tactics 11- 3 Teamwork 13- 4 WF: Small Arms, Blades, Grenade Launchers 6 Choose Two of the following: Bugging, Combat Driving, Combat Piloting, Computer Programming, Concealment, Conversation, Deduction, Demolitions, Electronics, Fast Draw, Forgery (3 points’ worth), Gambling (3 points’ worth), Interrogation, Lockpicking, Paramedics, Persuasion, Security Systems, Shadowing, Systems Operation, Tactics, 3 points’ worth of KSs/Languages/SSs/TFs/ WFs, 1 3-point Combat Skill Level [b]SKILLS Cost: 28[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 10 Enraged: When Killzone is Stunned/Knocked Unconscious (Uncommon), go 8-, recover 11- 5 Hunted: ARGENT 8- (As Pow, NCI, Watching) 20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish) 5 Physical Limitation: Unusual Physical Makeup, -3 to all medical rolls (Infrequently, Slightly Impairing) 15 Psychological Limitation: Greedy (Very Common, Moderate) 10 Psychological Limitation: Hates Scorpia And Feurmacher (Uncommon, Strong) 15 Psychological Limitation: Loyal to Killzone (Common, Strong) 5 Reputation: Elite Mercenary, 11- (Known Only To Those With KS: The Military/Mercenary/Terrorist World) 5 Rivalry: Professional (VIPER Agents; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 5 Social Limitation: Secret Project Of ARGENT (Occasionally, Minor) 20 Social Limitation: Subject to Orders (Very Frequently, Major) 10 Vulnerability: 1 1/2 x Effect Mental Powers, generally (Common) 25 Experience Points/Disadvantages Specific to the Individual Doom Trooper [b]DISADVANTAGES Points: 150[/b] Base Pts: 100 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 250 These are intended as the followers of Killzone, a character that I dreamed up to go with one of Susano's Pictures That Could Be Superheroes. I wanted to see if I could get a little feedback on these guys before submitting them to Susano. Quote Link to comment Share on other sites More sharing options...
Weldun Posted November 18, 2007 Author Report Share Posted November 18, 2007 Re: [NPC]Doom Troopers 5 days, 65 views and no comments? Quote Link to comment Share on other sites More sharing options...
Spidey88 Posted November 18, 2007 Report Share Posted November 18, 2007 Re: [NPC]Doom Troopers Sorry, dude - I feel your pain! Maybe the link to Killzone's picture is a bit too much of a (ahem) distraction... They do seem like a decent foe for the points put into them: I especially like the various sensory modes and flash defense - it makes them feel more well-rounded. The camo system is pretty novel, and looks like a good way to make them harder to see without being invisible. Quote Link to comment Share on other sites More sharing options...
Weldun Posted November 19, 2007 Author Report Share Posted November 19, 2007 Re: [NPC]Doom Troopers Sorry, dude - I feel your pain! Maybe the link to Killzone's picture is a bit too much of a (ahem) distraction... They do seem like a decent foe for the points put into them: I especially like the various sensory modes and flash defense - it makes them feel more well-rounded. The camo system is pretty novel, and looks like a good way to make them harder to see without being invisible. I was going for a "future-trooper" feel, as I wanted them to basically be a group of exceptional normals who, with Killzone, were a serious problem for a team of superheroes. As for the camo-system, congratulate the esteemed and prolific Mr. S. Long. I basically ripped it straight from pg 93 of Gadgets and Gear. Quote Link to comment Share on other sites More sharing options...
Weldun Posted November 20, 2007 Author Report Share Posted November 20, 2007 Re: [NPC]Doom Troopers I've decided to include their Combat Rating. Offensive: 34 Defensive: 38.8 Movement: 16 Total: 88.8 Quote Link to comment Share on other sites More sharing options...
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