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Super Team Hyper-Retired-Reserve-Force Assemble!


SSgt Baloo

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Re: Super Team Hyper-Retired-Reserve-Force Assemble!

 

SSgt Baloo after being given (okay talked into testing) the USAF's new Armored Skeleton, Experimental (ASX-05):

 

SSgt Baloo - SSgt Baloo

VAL CHA Cost Total Roll Notes

14 STR 4 14/49 12-/19- HTH Damage 2 1/2d6/9 1/2d6 END [1/2]

14 DEX 12 14 12 OCV 5 DCV 5

17 CON 14 17 12-

15 BODY 10 15/18 12-/13-

17 INT 7 17 12- PER Roll 12-

17 EGO 14 17 12- ECV: 6

16 PRE 6 16 12- PRE Attack: 3d6

10 COM 0 10 11-

3 PD 0 3/7 3/7 PD (0 rPD)

3 ED 0 3/26 3/26 ED (0/23 rED)

2 SPD 0 2 Phases: 6, 12

6 REC 0 6/16

34 END 0 34

31 STUN 0 31/44

6 RUN 0 6 END [1]

2 SWIM 0 2 END [1]

3 LEAP 0 2 1/2"/34 ½ 2 1/2"/34 1/2" forward, 1"/17" upward

CHA Cost: 67

Cost POWERS

45 ASX-05 (Air Force Armored Skeleton, Experimental): Multipower, 90-point reserve, (90 Active Points); all slots OIF Expendable (Difficult to obtain new Focus; -3/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=

3u 1) Titanium Exoskelton: Physical Damage Reduction, Resistant, 75% (60 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4), Real Armor (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=0

3u 2) Time for a Recharge: Absorption 6d6 (energy, Endurance Reserve), Absorption As A Defense (x2) (60 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4), Limited Phenomena (All electrical attacks; -1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=0

1u 3) Why did they have to make this thing so BIG?: Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 800 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Reduced Endurance (0 END; +1/2) (22 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=0

2u 4) Big guns, big fun: Double .50: Energy Blast 6d6, 32 Charges (+1/4), Armor Piercing (+1/2), Autofire (10 shots; +1) (82 Active Points); Activation Roll 14-, Jammed (-1), OIF Expendable (Difficult to obtain new Focus; -3/4), Gestures (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=[32]

3u 5) Shoulder Mounted Laser: Energy Blast 12d6, Armor Piercing (+1/2) (90 Active Points); OIF Durable Expendable (Difficult to obtain new Focus; -3/4), Beam (-1/4), No Knockback (-1/4), Limited Range (-1/4), Real Weapon (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=9

2u 6) Shoulder Mounted Missile Pack: Killing Attack - Ranged 3d6, Explosion (+1/2), Nonselective Target (-1/4), Double Knockback (+3/4) (90 Active Points); Independent (-2), 4 Charges which Recover every 1 Week (-1 1/2), OIF Expendable (Difficult to obtain new Focus; -3/4), Can Be Missile Deflected (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=[4]

3u 7) Energy Blast 12d6, Explosion (+1/2), Nonselective Target (-1/4), Hole In The Middle (+1/4) (90 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4), Cannot Use Targeting (-1/2), No Range (-1/2), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=9

1u 8) Invisibility to Sight Group (20 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4), Chameleon (-1/2), Increased Endurance Cost (x2 END; -1/2), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=4

1u 9) Armor (0 PD/23 ED) (35 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4), Always On (-1/2), Real Armor (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=0

1u 10) Leaping +25" (2 1/2"/34 1/2" forward, 1"/17" upward) (x4 Noncombat) (30 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4), Double Endurance Cost (-1/2), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=3

2u 11) Hand-To-Hand Attack +6d6, Personal Immunity (+1/4), Explosion (+1/2), Nonselective Target (-1/4), Penetrating (+1/2), Double Knockback (+3/4) (82 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4), Hand-To-Hand Attack (-1/2), Increased Endurance Cost (x2 END; -1/2), Extra Time (Extra Segment, Only to Activate, -1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=16

7 Endurance Reserve (60 END, 1 REC) (7 Active Points) - END=0

15 +20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points); OIF Expendable (Difficult to obtain new Focus; ASX-05; -3/4), Only In Heroic Identity (-1/4) - END=

6 +6 REC (12 Active Points); OIF Expendable (Difficult to obtain new Focus; ASX-05; -3/4), Only In Heroic Identity (-1/4) - END=

15 ASX-05 Helmet: Life Support (Extended Breathing: 1 END per Turn; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (30 Active Points); OIF Expendable (Difficult to obtain new Focus; ASX-05; -3/4), Only In Heroic Identity (-1/4) - END=0

14 ASX-05 Visor: High Range Radio Perception (Radio Group), Discriminatory, Targeting, Telescopic: +1 (28 Active Points); OIF Expendable (Difficult to obtain new Focus; ASX-05; -3/4), Only In Heroic Identity (-1/4) - END=0

4 ASX-05 Visor: Infrared Perception (Sight Group), Increased Arc Of Perception (240 Degrees), Telescopic: +1 (8 Active Points); OIF Expendable (Difficult to obtain new Focus; ASX-05; -3/4), Only In Heroic Identity (-1/4) - END=0

3 ASX-05 Visor: Nightvision, Telescopic: +1 (6 Active Points); OIF Expendable (Difficult to obtain new Focus; ASX-05; -3/4), Only In Heroic Identity (-1/4) - END=0

5 SINCGARS-4 System: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF Expendable (Difficult to obtain new Focus; ASX-05; -3/4), Only In Heroic Identity (-1/4) - END=0

10 TACRADX-01 (Tactical Radar, Experimental): Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); OIF Expendable (Difficult to obtain new Focus; ASX-05; -3/4), Only In Heroic Identity (-1/4) - END=0

POWERS Cost: 146

Cost MARTIAL ARTS

5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 6 1/2d6 / 13 1/2d6 Strike

4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 4 1/2d6 / 11 1/2d6 Strike

3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 24 STR / 59 STR for holding on

4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 29 STR / 64 STR vs. Grabs

3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 2 1/2d6 / 9 1/2d6 +v/5, Target Falls

4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

MARTIAL ARTS Cost: 23

Cost SKILLS

10 +2 with Ranged Combat

15 +3 with HTH Combat

3 Persuasion 12-

3 Interrogation 12-

5 Accurate Sprayfire

3 Armorsmith 12-

4 Computer Programming (Personal Computers, Military Computers) 12-

3 Deduction 12-

3 Electronics 12-

3 KS: Military Organization 12-

3 KS: The Superhuman World 12-

3 KS: UCMJ 12-

0 Language: English (completely fluent) (3 Active Points)

3 Mechanics 12-

2 Navigation (Land) 12-

3 PS: Soldiering 12-

5 Skipover Sprayfire

3 Streetwise 12-

3 Tactics 12-

3 Teamwork 12-

2 WF: Small Arms, Unarmed Combat

SKILLS Cost: 82

Cost PERKS

12 Contact: Department of Homeland Security (Contact has access to major institutions, Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 11-

2 Registered Superhero

1 Able To Testify In Court In Hero ID

3 Computer Link

10 Fringe Benefit: DHS Special Agent Equivalent, Federal/National Police Powers, Passport (In Hero ID), Security Clearance

1 Salary: $100,000 per year

PERKS Cost: 29

Cost TALENTS

3 Bump Of Direction

TALENTS Cost: 3

Value DISADVANTAGES

20 Normal Characteristic Maxima

15 Hunted: Department of Homeland Security 8- (Mo Pow, NCI, Secret ID On File, Watching)

5 Dependent NPC: "Kit" 8- (Normal; Useful Noncombat Position or Skills)

0 Hunted: Louie 11- (Less Pow, NCI, Limited Geographical Area, Watching) [Notes: Still owes Louie a "favor or two"... Funny how no matter what he does the number of favors never diminshes...]

10 Psychological Limitation: Attitude About Killing (Prefers Not to Kill) (Common, Moderate)

20 Psychological Limitation: Committed to Justice (Common, Total)

15 Social Limitation: Civilians Just Don't Get it (Very Frequently, Minor)

15 Social Limitation: Secret ID (Frequently, Major)

15 Social Limitation: Subject To Orders (Frequently, Major)

DISADVANTAGES Points: 115

Base Pts: 200

Exp Required: 35

Total Exp Available: 0

Exp Unspent: 0

Total Character Cost: 350

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Re: Super Team Hyper-Retired-Reserve-Force Assemble!

 

Wow... Are we the only retirees Baloo? Guess it's us against the forces of evil... But we can take 'em...

 

Super Team Hyper-Retired-Reserve-Force HO!

 

Now to figure out the Disadvantage for the VA and it's vile minions....

 

I served in the USAF, but for only 4 years,

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Re: Super Team Hyper-Retired-Reserve-Force Assemble!

 

Wow... Are we the only retirees Baloo? Guess it's us against the forces of evil... But we can take 'em...

 

Super Team Hyper-Retired-Reserve-Force HO!

 

Now to figure out the Disadvantage for the VA and it's vile minions....

Sorry, I've got 16-20 years to go before I can join this team.

 

TB --PEBD 21NOV01

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