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The Pack


Mr. R

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The following are NPC's based on a gang from Necromunda called the Spyers.

 

First up...

 

BLACK HAMMER

Val Char Cost Roll Notes

60 STR 5 21- Lift 102.4tons; 12d6 [5]

18 DEX 3 13- OCV: 6/DCV: 6

34 CON 10 16-

15 BODY 10 12-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV: 3

20 PRE 10 13- PRE Attack: 4d6

10 COM 0 11-

 

12/37 PD 0 Total: 12/37 PD (0/25 rPD)

7/32 ED 0 Total: 7/32 ED (0/25 rED)

4 SPD 2 Phases: 3, 6, 9, 12

19 REC 0

68 END 0

64 STUN 0 Total Characteristic Cost: 43

 

Movement: Running: 6"/12"

Leaping: 22"/88"

Swimming: 2"/4"

 

Cost Powers END

30 Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2)

 

30 +45 STR (45 Active Points); OIF (-1/2) 4

14 +7 DEX (21 Active Points); OIF (-1/2)

30 +19 CON (38 Active Points); IIF (-1/4)

7 +1 SPD (10 Active Points); OIF (-1/2)

 

13 Reflector field: Force Field (10 PD/10 ED) (20 Active Points); OIF (-1/2) 2

 

13 Leg Actuators: Leaping +10" (22" forward, 11" upward) (Accurate, x4 Noncombat) (20 Active Points); OIF (-1/2) 2

 

46 Mini missle launcher: Multipower, 62-point reserve, all slots 64 Charges (+1/2) (93 Active Points); Custom Modifier (One blaster on each hand, charges are split between them; -1/2); all slots OIF (-1/2)

4u 1) High yeild missle: Energy Blast 12d6 (60 Active Points); OIF (-1/2)

4u 2) Explosive missle: Energy Blast 8d6, Area Of Effect (One Hex; +1/2) (60 Active Points); OIF (-1/2)

4u 3) Large explosive missle: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); OIF (-1/2)

4u 4) Dual blast: Energy Blast 10d6, Autofire (2 shots; +1/4) (62 Active Points); OIF (-1/2)

 

7 Visor: Infrared Perception (Sight Group), Discriminatory (10 Active Points); OIF (-1/2)

7 Visor: Nightvision, Discriminatory (10 Active Points); OIF (-1/2)

3 Sound baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)

3 Polarised lenses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)

 

13 Dedicated radio link: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2), Does Not Provide Mental Awareness (-1/4), Conditional Power Power does not work in Uncommon Circumstances (Functions as Radio Power; -1/4)

 

10 Life Support (Expanded Breathing; Immunity: All terrestrial poisons and chemical warfare agents) (15 Active Points); OIF (-1/2)

 

 

Perks

6 Money: Wealthy

 

Talents

17 Combat Sense (Sense) 12-

3 Eidetic Memory (5 Active Points); OIF (-1/2)

2 Bump Of Direction (3 Active Points); OIF (-1/2)

2 Absolute Range Sense (3 Active Points); OIF (-1/2)

2 Absolute Time Sense (3 Active Points); OIF (-1/2)

 

Skills

7 Tactics 14-

3 Teamwork 13-

3 Seduction 13-

3 Paramedics 12-

3 Interrogation 13-

3 High Society 13-

3 Oratory 13-

4 KS: buisness 13-

10 +2 with HTH Combat

4 Penalty Skill Levels: +2 vs. Range Modifier with a tight group of attacks

 

Total Powers & Skill Cost: 317

Total Cost: 360

 

250+ Disadvantages

15 Hunted: 8- (As Pow, NCI, Harshly Punish)

10 Hunted: Gorloc and Symios Bounty Hunters 8- (As Pow, Harshly Punish)

5 Reputation: very tough, 8-

15 Social Limitation: Secret ID (Occasionally, Severe)

10 Vulnerability: 1 1/2 x STUN Fire (Common)

10 Vulnerability: 1 1/2 x BODY fire (Common)

15 Psychological Limitation: Mercenary Code (Common, Strong)

15 Psychological Limitation: Greedy (Common, Strong)

15 Psychological Limitation: Aristocratic demeanor (Common, Strong)

(10 points unspent)

 

Total Disadvantage Points: 360

 

Background/History: On a world far away, or another dimension, cities expaned vertically, rising kilometers into the atmosphere. Those at the top were the nobles, movers and shakers. The farther down you went the lower the class. The Base was the worst, filled with slums, derelicts and waste zones.

 

Those at the top sometimes would lower themselves to visit this lower level. As a rite of passage. To help them they would arm themselves with power suits and weaponary and lord it over these lower class scum. After a specific amount of time they would return to the high levels and their life of privilage.

 

So it was with The Pack. The five were friends and decided to serve their rite together. Battling lower gangs and occasionally the law, they cut a swath through to Base. On their last mission things got bad. Two gangs joined forces to eliminate them, and a pair of bounty hunters ambushed them. Worse was the Lost piece of Techware the activated from all the energies that was flying around. One large explosion later and the Pack found themselves on our earth. They want to go home, but if they can't, they'll amass a fortune to place themselves at the top of the social net. It is only their destiny and their right.

 

 

One thing they don't know is that the bounty hunters followed them through, and plan to collect on what is owed them.

 

Personality/Motivation: Black Hammer is the leader of the group due to his charisma and the support of Golden Saber. He is a good enough leader to let his charges to follow up on their personal goals, but he leaves no doubt that he is in charge. The thing that most motivates him is wealth, the need for cash to research a way home as well as allowing them to live according to their customs. He also realises that a reputation is important and will live to a code that seems most applicable to his situation, which right now is a mercenary. Like all his team he believes he is the cream of the crop socially and can't help acting superior to others.

 

Quote: No Quote

 

Powers/Tactics: A walking tank. Strong, durable with some ranged attacks for special situations. He generally gets right in and attacks the toughest opponent he can find. He knows that he has a weakness to fire and heat attacks (the heat sinks are substandard) and will target those users first and hit them hard. As a leader he will direct the team to concentrate their fire on one target. He is helped in this by the dedicated radio link they all have and the teamwork skill.

 

Campaign Use: Leader of the Pack. He has final choice of the missions and sets the conditions on the contracts. He generally looks down on most people but can hold his opinion back when needed. His goals are two fold. One, money. If he is to be stranded on this pathetic mudball, well they'll be at the top among the elites. Two, technology. All the team want to get back. There they were top of the heap and want to get back to enjoy their just due.

 

Appearance: Metallic grey suit with large Mini-missle launcher on each wrist. His FF has a bluish steel glow.

 

 

Out of armour he is still imposing at 2 metres tall and 100 kg with short brown hair and brown eyes. He dresses in the best suits and treats almost everyone except those in the highest social circles with disdain.

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Re: The Pack

 

Next his lover....

 

GOLD SABER

Val Char Cost Roll Notes

18 STR 0 13- Lift 303.1kg; 3 1/2d6 [2]

23 DEX 9 14- OCV: 8/DCV: 8

23 CON 6 14-

15 BODY 0 12-

13 INT 3 12- PER Roll 12-/15-

10 EGO 0 11- ECV: 3

15 PRE 5 12- PRE Attack: 3d6

14 COM 2 12-

 

10/20 PD 1 Total: 10/20 PD (0/10 rPD)

11/21 ED 0 Total: 11/21 ED (0/10 rED)

6 SPD 0 Phases: 2, 4, 6, 8, 10, 12

13 REC 0

46 END 0

46 STUN 0 Total Characteristic Cost: 26

 

Movement: Running: 16"/32"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

33 Power Blade: Multipower, 50-point reserve, (50 Active Points); all slots OIF (-1/2)

2u 1) Blunt mode: Hand-To-Hand Attack +6 1/2d6, Penetrating (+1/2) (49 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 5

2u 2) Edge mode: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR), Armor Piercing (+1/2) (37 Active Points); OIF (-1/2) 4

 

20 Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)

 

13 Leg improvements: Running +10" (16" total) (20 Active Points); OIF (-1/2) 2

 

33 Gem Sheild: Multipower, 50-point reserve, (50 Active Points); all slots OIF (-1/2)

3u 1) Power redirection: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); OIF (-1/2)

2u 2) Sheild: Force Wall (10 PD/10 ED) (50 Active Points); No Range (-1/2), OIF (-1/2) 5

1u 3) +3 with DCV (15 Active Points); OIF (-1/2)

 

13 Sheild compensators: Knockback Resistance -10" (20 Active Points); Linked (Sheild; -1/2)

 

5 +8 STR (8 Active Points); OIF (-1/2) 1

20 +10 DEX (30 Active Points); OIF (-1/2)

13 +10 CON (20 Active Points); OIF (-1/2)

7 +5 BODY (10 Active Points); OIF (-1/2)

3 +5 PD (5 Active Points); OIF (-1/2)

4 +6 ED (6 Active Points); OIF (-1/2)

20 +3 SPD (30 Active Points); OIF (-1/2)

5 +4 REC (8 Active Points); OIF (-1/2)

7 +10 STUN (10 Active Points); OIF (-1/2)

 

 

13 Dedicated Radio Linkup: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2), Does Not Provide Mental Awareness (-1/4), Conditional Power Power does not work in Uncommon Circumstances (Functions as Radio Power; -1/4)

7 Visor: Infrared Perception (Sight Group), Discriminatory (10 Active Points); OIF (-1/2)

7 Visor: Nightvision, Discriminatory (10 Active Points); OIF (-1/2)

4 Visor: +3 PER with Sight Group (6 Active Points); OIF (-1/2)

3 Sound Baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)

3 Polarised Lenses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)

 

10 Life Support (Expanded Breathing; Immunity: All terrestrial poisons and chemical warfare agents) (15 Active Points); OIF (-1/2)

 

Perks

6 Money: Wealthy

 

Talents

17 Combat Sense (Sense) 12-

3 Lightning Reflexes: +2 DEX to act first with All Actions

2 Absolute Range Sense (3 Active Points); OIF (-1/2)

2 Absolute Time Sense (3 Active Points); OIF (-1/2)

2 Bump Of Direction (3 Active Points); OIF (-1/2)

3 Eidetic Memory (5 Active Points); OIF (-1/2)

 

Skills

3 Acrobatics 14-

3 Breakfall 14-

10 +2 with HTH Combat

10 Defense Maneuver I-IV

3 High Society 12-

2 KS 11-

5 Rapid Attack (HTH)

3 Security Systems 12-

3 Seduction 12-

3 Stealth 14-

3 Teamwork 14-

 

Total Powers & Skill Cost: 336

Total Cost: 362

 

250+ Disadvantages

10 Hunted: Gorloc and Symios Bounty Hunters 8- (As Pow, Harshly Punish)

15 Hunted: 8- (As Pow, NCI, Harshly Punish)

5 Reputation: Ferocious in a fight, 8-

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

15 Social Limitation: Secret ID (Occasionally, Severe)

5 Vulnerability: 1 1/2 x STUN Electricity (Uncommon)

5 Vulnerability: 1 1/2 x BODY electricity (Uncommon)

15 Psychological Limitation: Loves Black Hammer (Common, Strong)

15 Psychological Limitation: Aristocratic Demeanor (Common, Strong)

20 Psychological Limitation: Adrenaline Junkie (Common, Total)

2 Experience Points

 

Total Disadvantage Points: 362

 

Background/History: See Black Hammer.

 

Personality/Motivation: The teams adrenaine junkie. Has no major agendas other than to please Black Hammer and get into fights.

 

Quote: Time to dance. I'll lead.

 

Powers/Tactics: Her suit is optimised for getting her into HTH. Thus the sheild with the ranged defences and the actuators on her legs to speed her there. Her blade has two modes a punishing blunt side and a very sharp setting that will slice through even hardened steel.

 

Campaign Use: Black Hammers lover. Where he is she is. What he considers important she does. They are a team and the nucleous of the Pack.

 

Appearance: Blue Suit with gold highlights. The saber is actually gold, a bright gold in blunt mode and reddish gold in edge mode. The sheild looks like a peice of metal covered with gems and circuitry.

 

Out of costume a well built young lady blond haired and blue eyed. Like Black Hammer she wears the best clothes and designer fashions.

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Re: The Pack

 

Their ranged combat specialist

 

 

SILVER WING

Val Char Cost Roll Notes

20 STR 2 13- Lift 400.0kg; 4d6 [2]

32 DEX 6 15- OCV: 11/DCV: 11

21 CON 6 13-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

20 EGO 20 13- ECV: 7

10 PRE 0 11- PRE Attack: 2d6

20 COM 5 13-

 

10/20 PD 0 Total: 10/20 PD (0/10 rPD)

10/20 ED 0 Total: 10/20 ED (0/10 rED)

6 SPD 0 Phases: 2, 4, 6, 8, 10, 12

9 REC 0

42 END 0

41 STUN 0 Total Characteristic Cost: 44

 

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 4"/8"

Swimming: 2"/4"

 

Cost Powers END

20 Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)

 

5 +8 STR (8 Active Points); OIF (-1/2) 1

40 +20 DEX (60 Active Points); OIF (-1/2)

11 +8 CON (16 Active Points); OIF (-1/2)

4 +6 PD (6 Active Points); OIF (-1/2)

3 +5 ED (5 Active Points); OIF (-1/2)

13 +2 SPD (20 Active Points); OIF (-1/2)

7 +10 STUN (10 Active Points); OIF (-1/2)

 

18 Laser Batteries: Endurance Reserve (120 END, 10 REC) Reserve: (22 Active Points); OIF (-1/2)

 

40 Laser Gauntlet: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2)

4u 1) Concussive laser blast: Energy Blast 12d6 (60 Active Points); OIF (-1/2) 6

4u 2) Focused blast: Energy Blast 8d6, Armor Piercing (+1/2) (60 Active Points); OIF (-1/2) 6

4u 3) Ultra-violet blast: Energy Blast 8d6, Invisible Power Effects, Source Only (Fully Invisible; +1/2) (60 Active Points); OIF (-1/2) 6

4u 4) Multi blast: Energy Blast 8d6, Autofire (5 shots; +1/2) (60 Active Points); OIF (-1/2) 6

 

33 Light warping diodes: Invisibility to Sight and Hearing Groups and Radar , No Fringe, Reduced Endurance (1/2 END; +1/4) (50 Active Points); OIF (-1/2) 2

 

30 Wings/silent propulsion system: Flight 20", Reduced Endurance (0 END; +1/2) (60 Active Points); OIF (-1/2), Restrainable (-1/2)

 

13 Dedicated radio linkup: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2), Does Not Provide Mental Awareness (-1/4), Conditional Power Power does not work in Uncommon Circumstances (Radio Power; -1/4)

 

7 Visor: Nightvision, Discriminatory (10 Active Points); OIF (-1/2)

7 Visor: Infrared Perception (Sight Group), Discriminatory (10 Active Points); OIF (-1/2)

3 Sound Baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)

3 Polarised lenses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)

 

10 Life Support (Expanded Breathing; Immunity: All terrestrial poisons and chemical warfare agents) (15 Active Points); OIF (-1/2)

 

 

Perks

6 Money: Wealthy

 

Talents

2 Absolute Range Sense (3 Active Points); OIF (-1/2)

2 Absolute Time Sense (3 Active Points); OIF (-1/2)

3 Eidetic Memory (5 Active Points); OIF (-1/2)

2 Bump Of Direction (3 Active Points); OIF (-1/2)

 

Skills

5 Accurate Sprayfire

3 Acrobatics 15-

5 Rapid Attack (Ranged)

3 Stealth 15-

3 Shadowing 12-

3 Tactics 12-

3 Teamwork 15-

6 +2 with any three maneuvers or a tight group of attacks

 

Total Powers & Skill Cost: 329

Total Cost: 373

 

250+ Disadvantages

10 Enraged: vs other fliers (Uncommon), go 11-, recover 14-

10 Hunted: Gorloc and Symios 8- (As Pow, Harshly Punish)

15 Hunted: 8- (As Pow, NCI, Harshly Punish)

15 Psychological Limitation: Trigger Happy (Common, Strong)

20 Psychological Limitation: Overconfident (Very Common, Strong)

15 Psychological Limitation: Aristocratic Demeanor (Common, Strong)

5 Reputation: ambusher, 8-

5 Vulnerability: 1 1/2 x STUN light based (Uncommon)

5 Vulnerability: 1 1/2 x BODY light based (Uncommon)

15 Social Limitation: Secret ID (Frequently, Major)

8 Experience Points

 

Total Disadvantage Points: 373

 

Background/History: See Black Hammer.

 

Personality/Motivation: Similar to Grey Spider. Like to lord it over lower classes. But prefers to do it at a distance. Will actally get impatient with waiting and start fights early.

 

Quote: Look out. "ZAPP". What, he twitched. "ZAPP".

 

Powers/Tactics: Ranged combatent. Her suit is designed to strike from surprise at range. So very mobile with wings and an invisibility screen to allow her to place herself in good positions with impunity. She generally shoots until her position is discovered then move. Find another spot and shoot again. Rarely will she fire while flying, unless to take out another flyer.

 

Campaign Use: The team sniper and scout. She watches from a distance and will generally warn the team if it looks bad. Unfortanutely she sometimes gets over exited and will mistake an action as something more sinister. Black Hammer is working on curing her of this and hopes he succeeds before she gets the team into real trouble.

 

Appearance: Very beautiful and knows it. Long brown hair and green eyes. Like Golden Saber she dresses in the best fashions that are fairly (ok Very) revealing.

 

Her suit is dark blue with a long lazing barrel over the right arm. The suit is equiped with metallic wings that shade from dark blue at the joint and light blue at the tips.

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Re: The Pack

 

Every team needs a loose cannon.

 

RED WYRM

Val Char Cost Roll Notes

23 STR 3 14- Lift 606.3kg; 4 1/2d6 [2]

23 DEX 0 14- OCV: 8/DCV: 8

20 CON 0 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

15 EGO 10 12- ECV: 5

20 PRE 0 13- PRE Attack: 4d6

8 COM -1 11-

 

11/21 PD 0 Total: 11/21 PD (0/10 rPD)

11/31 ED 0 Total: 11/31 ED (0/20 rED)

5 SPD 0 Phases: 3, 5, 8, 10, 12

9 REC 0

40 END 0

47 STUN 0 Total Characteristic Cost: 15

 

Movement: Running: 6"/12"

Flight: 10"/40"

Leaping: 4"/8"

Swimming: 2"/4"

 

Cost Powers END

20 Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)

7 Armor (0 PD/10 ED) (Custom Adder) (15 Active Points); Limited Power Power loses about half of its effectiveness (Only vs fire; -1)

 

47 Flame projector: Multipower, 70-point reserve, (70 Active Points); all slots OIF (-1/2)

4u 1) Flame blast: Energy Blast 12d6 (60 Active Points); OIF (-1/2) 6

4u 2) High intensity blast: Energy Blast 9d6, Armor Piercing (+1/2) (67 Active Points); OIF (-1/2) 7

3u 3) Cone: Energy Blast 7d6, Area Of Effect (8" Cone; +1) (70 Active Points); No Range (-1/2), OIF (-1/2) 7

3u 4) Flame touch: Energy Blast 9d6, Area Of Effect (One Hex; +1/2) (67 Active Points); No Range (-1/2), OIF (-1/2) 7

4u 5) Napalm lbast: Killing Attack - Ranged 3d6, Armor Piercing (+1/2) (67 Active Points); OIF (-1/2) 7

4u 6) Napalm gel attack: Killing Attack - Ranged 1 1/2d6, Uncontrolled (+1/2), Continuous (+1) (62 Active Points); OIF (-1/2) 6

18 Gas reserve: Endurance Reserve (200 END, 5 REC) Reserve: (25 Active Points); OIF (-1/2)

 

17 Fire riding: Flight 10", x4 Noncombat (25 Active Points); OIF (-1/2) 2

 

7 +10 STR (10 Active Points); OIF (-1/2) 1

26 +13 DEX (39 Active Points); OIF (-1/2)

13 +10 CON (20 Active Points); OIF (-1/2)

7 +10 PRE (10 Active Points); OIF (-1/2)

4 +6 PD (6 Active Points); OIF (-1/2)

5 +7 ED (7 Active Points); OIF (-1/2)

13 +2 SPD (20 Active Points); OIF (-1/2)

10 +15 STUN (15 Active Points); OIF (-1/2)

 

15 Luck 3d6

 

13 Dedicated Radio link: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2), Does Not Provide Mental Awareness (-1/4), Limited Power Power loses about a fourth of its effectiveness (Radio power; -1/4)

 

7 Visor: Infrared Perception (Sight Group), Discriminatory (10 Active Points); OIF (-1/2)

7 Visor: Nightvision, Discriminatory (10 Active Points); OIF (-1/2)

3 Sound baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)

3 Polarised lenses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)

 

10 Life Support (Expanded Breathing; Immunity: All terrestrial poisons and chemical warfare agents) (15 Active Points); OIF (-1/2)

 

 

Perks

6 Money: Wealthy

3 Computer Link

 

Talents

2 Absolute Time Sense (3 Active Points); OIF (-1/2)

2 Bump Of Direction (3 Active Points); OIF (-1/2)

2 Absolute Range Sense (3 Active Points); OIF (-1/2)

3 Eidetic Memory (5 Active Points); OIF (-1/2)

3 Lightning Calculator

 

Skills

3 Armorsmith 14-

9 +3 with any three maneuvers or a tight group of attacks

12 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers) 14-

5 Power armour systems: KS 14-

3 Mechanics 12-

3 Security Systems 12-

8 Systems Operation (Communications Systems, Environmental Systems) 14-

3 Teamwork 14-

5 Weaponsmith (Energy Weapons, Incendiary Weapons, Missiles & Rockets, Muscle-Powered HTH) 12-

 

Total Powers & Skill Cost: 346

Total Cost: 361

 

250+ Disadvantages

10 Hunted: Gorloc and Symios 8- (As Pow, Harshly Punish)

15 Hunted: 8- (As Pow, NCI, Harshly Punish)

15 Psychological Limitation: Glories in destruction (Common, Strong)

15 Psychological Limitation: Aristocratic Demeanor (Common, Strong)

5 Reputation: Destructive and dangerous, 8-

10 Psychological Limitation: No regard for human life (Uncommon, Strong)

10 Psychological Limitation: greedy (Common, Moderate)

15 Social Limitation: Secret ID (Occasionally, Severe)

5 Vulnerability: 1 1/2 x STUN cold (Uncommon)

5 Vulnerability: 1 1/2 x Effect cold (Uncommon)

6 Experience Points

(10 points unspent)

 

Total Disadvantage Points: 361

 

Background/History: See Black Hammer.

 

Personality/Motivation: Another loose cannon who likes to see things burn. Colateral damage means nothing to him and he will chearfully set buildings on fire to see the flames. If it wasn't for his knowledge with the suits systems and their upkeep, Black Hammer would have flattened him long ago.

 

Quote: Ohhhh!!! Fire!!!

 

Powers/Tactics: A flying flame thrower. Get airborne and start laying waste.

 

Campaign Use:

 

Appearance:

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Re: The Pack

 

A character with unusual attacks that through off the enemies momentum.

 

GREY SPIDER

Val Char Cost Roll Notes

30 STR 0 15- Lift 1600.0kg; 6d6 [3]

24 DEX 0 14- OCV: 8/DCV: 8

25 CON 0 14-

10 BODY 0 11-

20 INT 10 13- PER Roll 13-

20 EGO 20 13- ECV: 7

10 PRE 0 11- PRE Attack: 2d6

15 COM 3 12-

 

13/23 PD 0 Total: 13/23 PD (0/10 rPD)

13/23 ED 0 Total: 13/23 ED (0/10 rED)

6 SPD 0 Phases: 2, 4, 6, 8, 10, 12

11 REC 0

50 END 0

53 STUN 0 Total Characteristic Cost: 33

 

Movement: Running: 16"/32"

Leaping: 6"/12"

Swimming: 2"/4"

 

Cost Powers END

20 Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)

 

37 Web sprayers: Multipower, 55-point reserve, (55 Active Points); all slots OIF (-1/2)

3u 1) Narrow spray: Entangle 5d6, 5 DEF (50 Active Points); OIF (-1/2) 5

2u 2) Wide spray: Entangle 2d6, 3 DEF, Area Of Effect (6" Cone; +1) (50 Active Points); No Range (-1/2), OIF (-1/2) 5

3u 3) Elastic webs: Entangle 3d6, 4 DEF, Backlash (+1/2) (52 Active Points); OIF (-1/2) 5

3u 4) Specially treaeted ewbs: Entangle 3d6, 3 DEF, Personal Immunity (+1/4), Explosion (+1/2) (52 Active Points); OIF (-1/2) 5

 

9 Adhesive gloves and boots: Clinging (40 STR) (13 Active Points); OIF (-1/2)

11 Adhesive gloves and boots: Knockback Resistance -8" (16 Active Points); OIF (-1/2)

13 Leg actuators: Running +10" (16" total) (20 Active Points); OIF (-1/2) 2

 

47 Toxins injectors: Multipower, 70-point reserve, (70 Active Points); all slots OIF (-1/2)

3u 1) Sleep drug: Drain STUN 5d6 (50 Active Points); OIF (-1/2) 5

3u 2) Muscle relaxant: Drain STR 5d6 (50 Active Points); OIF (-1/2) 5

3u 3) Nerve inhibitor: Drain DEX 5d6 (50 Active Points); OIF (-1/2) 5

3u 4) Lethal toxin: (Total: 50 Active Cost, 33 Real Cost) Drain CON 3d6 (30 Active Points); OIF (-1/2) (Real Cost: 20) plus Drain BODY 2d6 (20 Active Points); OIF (-1/2) (Real Cost: 13) 5

 

13 +20 STR (20 Active Points); OIF (-1/2) 2

28 +14 DEX (42 Active Points); OIF (-1/2)

20 +15 CON (30 Active Points); OIF (-1/2)

5 +7 PD (7 Active Points); OIF (-1/2)

5 +8 ED (8 Active Points); OIF (-1/2)

20 +3 SPD (30 Active Points); OIF (-1/2)

10 +15 STUN (15 Active Points); OIF (-1/2)

 

13 Dedicated radio link: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2), Does Not Provide Mental Awareness (-1/4), Conditional Power Power does not work in Uncommon Circumstances (Functions as radio power; -1/4)

 

7 Visor: Nightvision, Discriminatory (10 Active Points); OIF (-1/2)

7 Visor: Infrared Perception (Sight Group), Discriminatory (10 Active Points); OIF (-1/2)

3 Sound baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)

3 Polarised lenses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)

 

10 Life Support (Expanded Breathing; Immunity: All terrestrial poisons and chemical warfare agents) (15 Active Points); OIF (-1/2)

 

Perks

6 Money: Wealthy

 

Talents

2 Absolute Range Sense (3 Active Points); OIF (-1/2)

2 Absolute Time Sense (3 Active Points); OIF (-1/2)

3 Eidetic Memory (5 Active Points); OIF (-1/2)

2 Bump Of Direction (3 Active Points); OIF (-1/2)

3 Lightsleep

 

Skills

3 Acrobatics 14-

3 Breakfall 14-

5 Cramming

5 Cramming

3 Shadowing 13-

3 Stealth 14-

3 Tactics 13-

3 Teamwork 14-

3 SS: Chemistry 13-

3 SS: Poisons 13-

3 Paramedics 13-

 

Total Powers & Skill Cost: 360

Total Cost: 392

 

250+ Disadvantages

10 Hunted: Gorloc and Symios 8- (As Pow, Harshly Punish)

15 Hunted: 8- (As Pow, NCI, Harshly Punish)

15 Psychological Limitation: Reckless in Combat (Common, Strong)

15 Psychological Limitation: Aristocratic Demeanor (Common, Strong)

15 Psychological Limitation: Loves to poison people (Common, Strong)

15 Social Limitation: Secret ID (Frequently, Major)

10 Vulnerability: 1 1/2 x STUN chemicals (Common)

10 Vulnerability: 1 1/2 x BODY chemicals (Common)

37 Experience Points

 

Total Disadvantage Points: 392

 

Background/History: See Black Hammer.

 

Personality/Motivation: Likes to lord it over people. And will poison them to get that advantage.

 

Quote: Feeling weak? Ohh too bad.

 

Powers/Tactics: Think Spiderman. Either close in mixing it up, or at range holding them in place for his team mates. Will generally web an opponennt first before closing in HTH. He will poison them to gain an advantage, choosing the poison that will most hinder the opposition. His leathal poison is used for someone who really makes him angry or for someone he wants to make really sick.

 

Campaign Use: One of the loose cannons of the Pack. Will go out to poison someone in the local neighbourhood on a whim, and is responsible for a number of suspicious deaths around the country. Soon this will come back to haunt him and the rest of the Pack.

 

Appearance: Light grey suit with black highlights. Vaguly insectile appearance especially at the helmet. Tubes extend from each wrist that shoot his webs. The back of each wrist has concentrated sprayers that contain his various poisons.

 

Out of costume he is the shortest of the five But still very solid. Also is the only one to rear a mustache.

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Re: The Pack

 

The story he gave at the start.

 

There was a Games Workshop game called 'necromunda'.

 

On planets that were created purely for their industrial value the entire populace of a planet generally lived inside gigantic 'Hives'

 

The rich and powerful 'nobles' lived at the top (literally) and the crap flowed downwards.

 

Right down the bottom you had the 'Underhive' where live was hard and deadly. Gang warfare and such and also mutants and other threats.

 

Occasionally bored Rich Kids would suit up in power armour with power weapons and such and come down and slaughter their way through the assorted gangs. House 'Spyra' I believe it was.

 

anyway. My comment is that the Pack sounds exactly like the Spyra...

 

And also, Goddamn my Orlock Gang hated Spyra... Cheesy bastards.

 

Also, Edit for post I missed.

 

yes... yes it is.

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Re: The Pack

 

Though I based the background off Necromunda (IE a war game) watching the gang in action always reminded me of a well run Super group. So now that I have HD I decided to make them up with a bit of a back story about how they got to earth and some motivations.

 

So mainly I am asking how are they as NPC's? Are they too nasty, not enough? Are there any suggestions for fleshing them out? ETC.

 

Any constructive criticism welcome and appreciated.

 

Note I changed and updated the sheets and edited all the characters.

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