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[Villain] Cure


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After working on Bile I found myself coming back to the entry for one of his Hunteds, I had added some quick notes but decided to go ahead and put that into a full blown character. Cure is a hater, in the setting he is designed for he hates Metahumans, this can be mutants or any supers really. Anyway here we go I hope you enjoy:

 

 

Cure

Val Char Cost Roll Notes

 

55 STR 5 20- Lift 51.2tons; 11d6 [5]

13 DEX 9 12- OCV: 4/DCV: 4

15 CON 10 12-

18 BODY 16 13-

18 INT 8 13- PER Roll 13-

20 EGO 20 13- ECV: 7

13 PRE 3 12- PRE Attack: 2 ½d6

10 COM 0 11-

 

3+21 PD 0 Total: 3/24 PD (0/21 rPD)

3+22 ED 0 Total: 3/25 ED (0/22 rED)

 

7 SPD 17 Phases: 2, 4, 6, 7, 9, 11, 12

 

15 REC 0

30 END 0

34 STUN 0

 

Total Characteristic Cost: 88

 

Movement: Running: 6"/12"

Flight: 25"/200"

Leaping: 11"/22"

Swimming: 2"/4"

 

Cost Powers END

23 Exoframe Repulsers: Multipower, 70-point reserve, (70 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; The Exosuit capacitors require a charge generated from the users. Although the system builds a standard charge from normal movement when the systems are used this depletes the normal storage cells. The operator must spend at least two hours priming a charge once expended. ; -¾), Linked (Exoframe Combat Armor DX; Lesser Power can only be used when character uses greater Power at full value; -¾), OIF (-½)

 

7u 1) Repulsers Blast: Energy Blast 9d6+1, Area Of Effect (One Hex; +½) (70 Active Points) 7

 

6u 2) Repulsers Lift: Flight 25", Position Shift, x8 Noncombat (65 Active Points) 6

 

36 Exoframe Combat Armor DX: Armor (21 PD/22 ED), Hardened (+¼) (81 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; The Exosuit capacitors require a charge generated from the users. Although the system builds a standard charge from normal movement when the systems are used this depletes the normal storage cells. The operator must spend at least two hours priming a charge once expended. ; -¾), OIF (-½) 0

 

10 Exoframe Ballistic Plating : Physical Damage Reduction, Resistant, 50% (30 Active Points); Linked (Exoframe Combat Armor DX; Lesser Power can only be used when character uses greater Power at full value; -¾), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; The Exosuit capacitors require a charge generated from the users. Although the system builds a standard charge from normal movement when the systems are used this depletes the normal storage cells. The operator must spend at least two hours priming a charge once expended. ; -¾), OIF (-½) 0

 

10 Exoframe Heat Exchangers : Energy Damage Reduction, Resistant, 50% (30 Active Points); Linked (Exoframe Combat Armor DX; Lesser Power can only be used when character uses greater Power at full value; -¾), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; The Exosuit capacitors require a charge generated from the users. Although the system builds a standard charge from normal movement when the systems are used this depletes the normal storage cells. The operator must spend at least two hours priming a charge once expended. ; -¾), OIF (-½) 0

 

72 Inhibitor Cuffs: Drain Metahuman Powers 5d6, [two powers] simultaneously (Metahumans. The Cost for Variable Effect was increased due to the range of abilities it is able to affect.; +½), Delayed Return Rate (points return at the rate of 5 per Week; +1 ¾) (162 Active Points); 4 Recoverable Charges (-½), OIF Durable (-½), Limited Power Power loses about a fourth of its effectiveness (Cannot bypass lead; -¼) [4 rc]

 

5 Exosuit Reserves: Endurance Reserve (80 END, 2 REC) Reserve: (10 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; The Exosuit capacitors require a charge generated from the users. Although the system builds a standard charge from normal movement when the systems are used this depletes the normal storage cells. The operator must spend at least two hours priming a charge once expended. ; -¾), OIF (-½) 0

 

3 Exoframe Systems Shielding : Power Defense (10 points) (10 Active Points); Linked (Exoframe Combat Armor DX; Lesser Power can only be used when character uses greater Power at full value; -¾), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; The Exosuit capacitors require a charge generated from the users. Although the system builds a standard charge from normal movement when the systems are used this depletes the normal storage cells. The operator must spend at least two hours priming a charge once expended. ; -¾), OIF (-½) 0

 

6 Exoframe Bio-Feedback Adjusters: +9 REC (18 Active Points); Linked (Exoframe Combat Armor DX; Lesser Power can only be used when character uses greater Power at full value; -¾), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; The Exosuit capacitors require a charge generated from the users. Although the system builds a standard charge from normal movement when the systems are used this depletes the normal storage cells. The operator must spend at least two hours priming a charge once expended. ; -¾), OIF (-½)

 

10 Exoframe Articulation Augmentation : +3 SPD (30 Active Points); Linked (Exoframe Combat Armor DX; Lesser Power can only be used when character uses greater Power at full value; -¾), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; The Exosuit capacitors require a charge generated from the users. Although the system builds a standard charge from normal movement when the systems are used this depletes the normal storage cells. The operator must spend at least two hours priming a charge once expended. ; -¾), OIF (-½)

 

11 Exoframe Cybernetic Musculature: +40 STR (40 Active Points); Linked (Exoframe Combat Armor DX; Lesser Power can only be used when character uses greater Power at full value; -¾), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; The Exosuit capacitors require a charge generated from the users. Although the system builds a standard charge from normal movement when the systems are used this depletes the normal storage cells. The operator must spend at least two hours priming a charge once expended. ; -¾), OIF (-½), No Figured Characteristics (-½) 4

 

 

5 Passing Strike +1 +0 11d6 +v/5; FMove

 

Perks

1 False Identity

 

Skills

16 Exoframe Combat Training: +4 with a broadly-defined category of attacks

3 Analyze: Combat 13-

3 Computer Programming 13-

3 Electronics 13-

3 Interrogation 12-

3 KS: Computer Security 13-

1 KS: Known Metahumans 8-

1 Language: Assembler (basic conversation)

3 Mechanics 13-

2 Navigation (Air) 13-

3 Scientist

2 1) SS: Aerospace Enginering 13- (3 Active Points)

2 2) SS: Battlesuit Engineering and Design 13- (3 Active Points)

2 3) SS: Computer Control Systems 13- (3 Active Points)

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

2 5) SS: Neural Interface Technology 13- (3 Active Points)

3 Security Systems 13-

3 Systems Operation 13-

 

Total Powers & Skill Cost: 262

Total Cost: 350

 

200+ Disadvantages

15 Hunted: BMA 8- (As Pow, NCI, Capture)

10 Watched: GEO 8- (Mo Pow, NCI, Watching)

20 Watched: HAAD 14- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

15 Psychological Limitation: Bound By Duty (Common, Strong)

10 Psychological Limitation: Dislike of Metahumas (Uncommon, Strong)

10 Psychological Limitation: Overconfidance (Common, Moderate)

10 Psychological Limitation: Short tempered (Common, Moderate)

5 Reputation: Militant Anti-Metahuman Activist , 8-

20 Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe

20 Social Limitation: Subject to Orders (Very Frequently, Major)

10 Vulnerability: 1 ½ x Effect From Cold (Common)

5 Vulnerability: 1 ½ x STUN From Chemical Attacks (Uncommon)

 

Total Disadvantage Points: 350

 

Background/History: Little is known about the Activist known only as Cure. His first appearance was several years ago at a public reception honoring Storm Maiden of the Xeno Consortium. Disrupting the function he attempted to kill her after neutralizing her powers. Although he was successful in restraining some of Storm Maiden’s weather controlling abilities Cure was unable to kill her or the other members of the Zeno Consortium present. However, several attendees were hurt during the attack. This was used in a masterful example of politicking and spin to highlight the dangers of Metahuman powers. In addition to this Cure’s Inhibitor Cuffs effectively neutralized Storm Maiden’s powers for almost a month.

Cure has made multiple attacks on public Metahumans since that time, refining his Cuffs to the point that without medical attention some victims may take six months or a year to fully recover from his attacks. How he acquired the Exoframe armor he uses also remains a mystery. Some theorize that Cure may in fact be employed by the Institute for Metahuman Research or Dynamic Biotech. However, both use extensive screening processes to prevent theft from within. Alternatively, others believe Cure may be a government agent targeting high profile Metahumans to keep the population under control. Neither theory has been validated.

 

 

Personality/Motivation: Cure is a believer, he sees Metahumans as end of humanity. Their continued breeding means the extinction of all real humans and the accomplishments of their civilization.

 

Quote: “This wont hurt a bit.”

 

Powers/Tactics: Using strafing runs Cure will try to apply Inhibitor Cuffs to his quarry blocking their primary offence (and defense if it is readily apparent.) Once the target has been effectively neutralized he will then engage them at a distance using his Repulser Blasts. Although Cure’s Exoframe Armor is nigh indestructible he will avoid close range combat unless provoked. More than once his temper has drawn him into a fight at close range.

 

Campaign Use: Cure is intended as a returning threat for Metahuman characters.

 

Appearance: The Exoframe armor is metallic white with a single chrisom cross starting at the head and dropping down to the crotch, bisected in the center across the chest. The sleek appearance of the standard Exoframe armor has been covered with additional armor plating and an increased cybernetic musculature system.

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Re: [Villain] Cure

 

The Inhibitor Cuffs; two questions. First. Suppress, by design, is meant to restore all powers when the Suppress is removed; if there's a duration on the removal, that's a Drain, per my understanding of the rules, which means this is built "incorrectly."

 

Second, any two powers? All Drains/Suppress must target something, but as I've said regularly, I don't use Adjustment powers all that often in my campaigns, so I may be misunderstanding how that's actually set up. Can the user pick which powers he suppresses at the beginning of the fight? :think:

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Re: [Villain] Cure

 

I originally thought about naming him The Cure but I like the band too much.

 

The Inhibitor Cuffs; two questions. First. Suppress, by design, is meant to restore all powers when the Suppress is removed; if there's a duration on the removal, that's a Drain, per my understanding of the rules, which means this is built "incorrectly."

 

Second, any two powers? All Drains/Suppress must target something, but as I've said regularly, I don't use Adjustment powers all that often in my campaigns, so I may be misunderstanding how that's actually set up. Can the user pick which powers he suppresses at the beginning of the fight? :think:

 

The character was built through the Hero designer to avoid conflict issues but as I understand it because he has costs End only to activate so once it's active they are tired to that return rate unless they receive some type of healing.

 

The Suppress also has Variable effect defined as Metahuman abilities. (Metahumans for the setting are essentially mutants in others.) This is normally a +1/4 Advantage but I boosted it to +1/2. It is still only one ability at a time.

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Re: [Villain] Cure

 

Mmkay. You built a Drain, not a Suppress. Here's what I'm seeing and why I'm seeing it:

 

Suppress specifically says that you need to be paying END, and once you stop paying END, the effect ends. Fine, no problem. Additionally, once the effect ends, the powers return. That's the defining difference between Suppress & Drain. What you've built is a Drain at lower cost.

 

If you want the Suppress to last for an extended period of time, that's fine, but "Delayed Return Rate" isn't the way to do it; you would need to make your Charges Continuing. Otherwise, you've built a Drain at half the base AP (5pt/1d6 Suppress vs 10pt/1d6 Drain). Drain, once the effect hits, it's over. The power is Drained until it recovers. Suppress, all your powers return once the duration of the power, or the expenditure of END, expires.

 

You can find the rules on Suppress on p.228 of 5ER, and under the advantages and adders, it actively does not address Delayed Return Rate.

 

If you look on p.227, you'll see the example power, "Power Draining Cuffs," which sound nearly identical to what you're doing, so you may draw some extra inspiration from there as well. i.e., so long as the cuffs are on, your powers are suppressed.

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Re: [Villain] Cure

 

So it took me a while but I finally got a chance to crack the book and check it out. You're right I was looking for a Drain not a Suppress. Here is the updated power, it's updated on the character sheet as well.

 

58 Inhibitor Cuffs: Drain Metahuman Powers 4d6, [two powers] simultaneously (Metahumans. The Cost for Variable Effect was increased due to the range of abilities it is able to affect.; +½), Delayed Return Rate (points return at the rate of 5 per Week; +1 ¾) (130 Active Points); 4 Recoverable Charges (-½), OIF Durable Expendable (Easy to obtain new Focus; -½), Limited Power Power loses about a fourth of its effectiveness (Cannot bypass lead; -¼) [4 rc]

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