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Meet The Alternates


HawksmoorSD

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Before I get too wrapped up in the Land of Mar'veldc I plan on finishing a project I started with Shiva13 a month or so ago. The long and the short of it was that he and I, along with a few others, thought the Champions team was very cookie cutter and we were kicking around some changes. The idea that everyone on the team was sitting at 60 active points and all of them save one had 12 DC attacks struck us as odd. Shiva and I did some work and this is what I came up with.

 

Oh this is in no way to insult the team that's owned my Cryptic and all that. Just something to do to pass the time and toss out some different ideas.

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Re: Meet The Alternates

 

Guardian

 

Player:

 

Val Char Cost

15/30 STR 5

15/25 DEX 15

15/30 CON 10

12 BODY 4

18 INT 8

14 EGO 8

20 PRE 10

14 COM 2

 

5/20 PD 2

5/20 ED 2

4 SPD 15

8 REC 4

30 END 0

35 STUN 7

 

6" RUN 0

2" SWIM 0

3"/6" LEAP 0

Characteristics Cost: 92

 

Cost Power

Power Armor, all slots OIF (-1/2)

2 1) Absolute Range Sense

2 2) Absolute Time Sense

2 3) Bump Of Direction

30 4) Power Armor: Armor (15 PD/15 ED)

7 5) +15 STR; No Figured Characteristics (-1/2)

15 6) +10 DEX; No Figured Characteristics (-1/2)

15 7) +15 CON; No Figured Characteristics (-1/2)

13 8) Power Pack: Endurance Reserve (100 END, 10 REC)

20 9) Boot-Jets: Flight 15"

6 10) HRRP (Radio Group); Limited Power Flashes as Sight and Hearing group as well as Radio (-1/2)

3 11) Searchlight: Sight Group Images 1" radius; Limited Power Only to creat light (-1), No Range (-1/2)

3 12) Heat Sensors: IR Perception (Sight Group)

6 13) LS (Expanded Breathing Thin Atmosphere; Safe in Intense Cold; Safe in Low Pressure/Vacuum) (9 Active Points)

40 Weapons Array: Multipower, 60-point reserve, all slots OIF (-1/2)

4u 1) Focused EMP Pulse: Dispel 16d6, Variable Special Effects (any Electricity power one at a time; +1/4)

4u 2) Pulse Blast: EB 8d6, Autofire (5 shots; +1/2)

4u 3) Electric Blast: EB 12d6

3u 4) Electro-Bolos: Entangle 6d6, 6 DEF; 12 Charges (-1/4)

Powers Cost: 179

 

 

Cost Skill

6 +2 with Weapons Array

5 +1 with HTH Combat

3 Computer Programming 13-

3 Electronics 13-

3 High Society 13-

3 Inventor 13-

2 KS: Superhuman World 11-

1 CK: Washington, D.C. 8-

2 CK: Millenium City 11-

1 Language: French (basic conversation)

3 Mechanics 13-

2 PS: Chess 11-

3 Scientist

2 1) SS: Chemistry 13-

2 2) SS: Electrical Engineering 13-

2 3) SS: Metalurgy 13-

2 4) SS: Physics 13-

2 5) SS: Power Systems 13-

6 +2 with Computer Programming, Electronics, Systems Operation

3 Systems Operation 13-

3 Teamwork 12- (14-)

2 Weaponsmith (Energy Weapons) 13-

Skills Cost: 62

 

Cost Perk

5 Vehicles & Bases

10 Money: Wealthy

2 Contact: famous scientist 11-

Perks Cost: 17

 

 

Total Character Cost: 350

 

Pts. Disadvantage

10 DNPC: Wendy Brooks, Champions's housekeeper 8- (Normal)

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

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

10 Hunted: Lazer 8- (As Pow, Capture)

15 Psychological Limitation: Fearlessly Heroic (Common, Strong)

20 Psychological Limitation: Code Versus Killing (Common, Total)

15 Psychological Limitation: Must prove to her Father that shes worthy of the family achivements (Common, Strong)

15 Reputation: Do-gooder superhero who will help anyone, 14-

15 Social Limitation: Secret Identity Jaime Hudson (Frequently, Major)

10 Social Limitation: Famous (Frequently, Minor)

Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

 

This was our armored hero. Imagine Defender born as a female with a father who believes that women have no point to serve in the military. A father who thinks that the family's long tradition of excellence has pretty well fallen short. A young lady who's out to prove shes every bit a hero that all of her family has been.

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Re: Meet The Alternates

 

Zafiro

 

Player:

 

Val Char Cost

15 STR 5

23 DEX 39

23 CON 26

13 BODY 6

12 INT 2

14 EGO 8

25 PRE 15

20 COM 5

 

10/22 PD 7

12/24 ED 7

5 SPD 17

10 REC 4

60 END 7

35 STUN 2

 

7" RUN 2

2" SWIM 0

3" LEAP 0

Characteristics Cost: 152

 

Cost Power

50 Sapphire Energy Powers: Multipower, 50-point reserve

5u 1) Power Bolt 1: EB 10d6

5u 2) Power Bolt 2: EB 8d6, Reduced Endurance (1/2 END; +1/4)

5u 3) Sapphire Bolt: Sight Group Flash 10d6

5u 4) Combination Bolt: EB 8d6 plus Sight Group Flash 2d6; Linked (EB; -1/2)

5u 5) Stun-Bolt: EB 5d6, NND (ED FF; +1)

5u 6) EB 5 1/2d6, Damage Shield (Offensive; +3/4) (49 Active Points)

18 Sapphire Aura: Elemental Control, 36-point powers

18 1) Force Sheild: FF (12 PD/12 ED/5 Flash Defense: Sight Group), Reduced Endurance (1/2 END; +1/4)

19 2) Power Riding: Flight 15", Reduced Endurance (1/2 END; +1/4)

Powers Cost: 135

 

 

Cost Skill

6 +2 with Sapphire Energy Mp

3 Conversation 14-

3 High Society 14-

2 Language: English (fluent conversation)

3 Persuasion 14-

5 Power 12-

3 PS: Singing 14-

3 PS: Singer 14-

3 Seduction 14-

3 Scholar

2 1) KS: Fashion 12-

2 2) KS: Music Stlyes 12-

4 3) KS: Singers 13-

2 4) KS: Street Gangs 12-

3 Streetwise 14-

3 Teamwork 14-

Skills Cost: 50

 

Cost Perk

5 Vehicles & Bases

5 Money: Well Off

Perks Cost: 10

 

Cost Talent

3 Perfect Pitch

Talents Cost: 3

 

Total Character Cost: 350

 

Pts. Disadvantage

15 DNPC: Family 8- (Normal; Unaware of character's adventuring career/Secret ID)

10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

15 Hunted: UNTIL 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

10 Hunted: IHA 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

25 Hunted: Viper 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Capture)

20 Psychological Limitation: Code Versus Killing (Common, Total)

20 Psychological Limitation: Driven to prove herself (Common, Total)

15 Social Limitation: Public Identity Alisa Soto (Frequently, Major)

10 Susceptibility: hard radiation, 1d6 damage per Turn (Uncommon)

10 Vulnerability: 2 x STUN Light-Based Attacks (Uncommon)

Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

The teams energy projector. More of a streets background and someone who was using singing as a way to make her life better. She's watched by the IHA because when she accidentally killed an attacker they did everything that could to see she got the death penalty and shes working with The Alternates to make up for that accident.

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Re: Meet The Alternates

 

Introducing the all new replacement for Mr "I'm more angry than Batman!"

 

The team martial artist and former soldier who got tired of Viper robbing companies he was providing security to.

 

 

Harrier

 

Player:

 

Val Char Cost

20 STR 10

24 DEX 42

20 CON 20

14 BODY 8

16 INT 6

15 EGO 10

20 PRE 10

12 COM 1

 

10/18 PD 6

10/18 ED 6

5 SPD 16

10 REC 4

40 END 0

40 STUN 6

 

8" RUN 4

3" SWIM 1

6" LEAP 2

Characteristics Cost: 152

 

Cost Power

Suit, all slots OIF (-1/2)

16 1) Armor (8 PD/8 ED)

3 2) Nightvision

15 Thats all you've got?: Physical Damage Reduction, Resistant, 50%; Limited Power stun only (-1/2), Limited Power must be aware of attack (-1/4), Requires An EGO Roll (No Active Point penalty to Skill Roll; -1/4)

7 Thats all you've got?: Energy Damage Reduction, Resistant, 25%; Limited Power stun only (-1/2), Limited Power must be aware of attack (-1/4), Requires An EGO Roll (No Active Point penalty to Skill Roll; -1/4)

20 Utility Harness: Multipower, 30-point reserve, all slots OIF (-1/2)

1u 1) Smoke Pellets: Darkness to Sight Group 2" radius, 8 Continuing Charges lasting 1 Turn each (+0); OAF (-1), Range Based On STR (-1/4), Limited Power normal sight only (-1/4)

1u 2) Flash Pellets: Sight Group Flash 6d6; 6 Charges (-3/4), Range Based On STR (-1/4)

1u 3) Thermite Pellets: RKA 1d6+1, Area Of Effect (One Hex; +1/2); 6 Charges (-3/4), Range Based On STR (-1/4)

1u 4) Sleep Gas Pellets: Drain STUN 2d6+1, Range Based On STR (+1/4); 6 Charges (-3/4), Limited Power not vs self-contained breathing (-1/2)

Powers Cost: 65

 

Cost Martial Arts Maneuver

3 Jab: 1/2 Phase, +1 OCV, +0 DCV, 10d6 Strike

4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4d6 NND

3 Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls

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

4 Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm

4 Escape: 1/2 Phase, +0 OCV, +0 DCV, 55 STR vs. Grabs

4 Cross: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike

16 +4 HTH Damage Class(es)

Martial Arts Cost: 42

 

Cost Skill

3 Acrobatics 14-

3 Breakfall 14-

3 Climbing 14-

3 Concealment 12-

3 Criminology 12-

3 Demolitions 12-

3 Electronics 12-

1 KS: military / merc / terrorist world 8-

2 KS: military history customs 11-

3 Lockpicking 14-

3 Navigation 12-

1 Paramedics 8-

3 Persuasion 13-

3 PS: Ranger 12-

4 PS: Security Specialist 13-

3 Security Systems 12-

10 +1 Overall

3 Stealth 14-

3 Streetwise 13-

3 Systems Operation 12-

3 Tactics 12-

2 TF: Parachuting, Advanced, Parachuting, Basic

2 WF: Small Arms

Skills Cost: 70

 

Cost Perk

2 Contact 11-

1 Contact 8-

1 Contact 8-

7 Fringe Benefit: Lieutenant, Security Clearance

5 Vehicles & Bases

Perks Cost: 16

 

Cost Talent

5 Resistance (5 points)

Talents Cost: 5

 

Total Character Cost: 350

 

Pts. Disadvantage

15 DNPC: Wife and child 8- (Normal; Group DNPC: x2 DNPCs)

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

10 Hunted: U.S. Army 8- (Mo Pow, NCI, Watching)

15 Psychological Limitation: Code Versus Killing Common, Strong

15 Psychological Limitation: Hates Viper (Common, Strong)

20 Psychological Limitation: in love with/protective of family (Common, Total)

10 Rivalry: Professional, Guardian, Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

15 Social Limitation: Secret Identity Kevin "Talls" Goodwyn (Frequently, Major)

10 Rivalry: Professional, Other Detectives, Phrenic, Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

20 Vulnerability: 2 x Effect From Emotion based attacks (Common)

Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Meet The Alternates

 

Here's the new brick for the team. He knew Jamie Hudson in college and fell for her pretty hard. They went their separate ways after graduation and he began trying to find a way to make cheap energy for the masses. Sabotage by Viper caused a massive explosion and he was reborn as...

 

Aristaeus

 

Player:

 

Val Char Cost

60 STR 50

20 DEX 30

30 CON 40

20 BODY 20

23 INT 13

12 EGO 4

20 PRE 10

16 COM 3

 

30 PD 18

25 ED 19

4 SPD 10

18 REC 0

60 END 0

65 STUN 0

 

6" RUN 0

2" SWIM 0

12" LEAP 0

Characteristics Cost: 217

 

Cost Power

20 Damage Resistance (20 PD/20 ED)

9 +3 PER with all Sense Groups

45 Flight 20", x4 Noncombat

5 Power Defense (5 points)

Powers Cost: 79

 

 

Cost Skill

5 +1 with HTH Combat

3 Computer Programming 14-

3 Electronics 14-

3 Inventor 14-

3 KS: Chess 14-

3 Scientist

2 1) SS: Demensional Physics 14-

2 2) SS: Electrical Engineering 14-

2 3) SS: Gravitics 14-

2 4) SS: Mathematics 14-

2 5) SS: Nuclear Physics 14-

2 6) SS: Physics 14-

2 7) SS: Subatomic Physics 14-

10 +2 with Science Skills

Skills Cost: 44

 

Cost Perk

5 Vehicles & Bases

2 Contact: other scientist 11-

Perks Cost: 7

 

Cost Talent

3 Lightning Calculator

Talents Cost: 3

 

Total Character Cost: 350

 

Pts. Disadvantage

20 Enraged: When made to bleed (Uncommon), go 14-, recover 11-

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

10 Hunted: Firewing 8- (Mo Pow, Mildly Punish)

20 Psychological Limitation: Code versus Killing (Common, Total)

20 Psychological Limitation: Overconfident (Very Common, Strong)

10 Psychological Limitation: Curious (Common, Moderate)

15 Social Limitation: Secret Identity Robert "Bobby" Winters (Frequently, Major)

15 Susceptibility: being Teleported, 3d6 damage Instant (Uncommon)

20 Vulnerability: 2 x Effect Magic, all types (Common)

Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Meet The Alternates

 

Finally the team mentalist. Subjected to a Viper experiment that they figured would most likely kill him he was granted a peak into the collective subconscious of humanity and came out of it with mental powers. First and foremost he's a cop and he acts accordingly. His supervisors are unaware of his new powers and it didn't take much to get himself set as a police liaison to The Alternates.

 

Phrenic

 

Player:

 

Val Char Cost

15 STR 5

18 DEX 24

20 CON 20

12 BODY 4

14 INT 4

23 EGO 26

15 PRE 5

12 COM 1

 

5/15 PD 2

4/14 ED 0

4 SPD 12

8 REC 2

50 END 5

30 STUN 0

 

6" RUN 0

2" SWIM 0

3" LEAP 0

Characteristics Cost: 110

 

Cost Power

15 Combat Telepathy: Danger Sense (self only, out of combat, Function as a Sense) (22 Active Points); Psionic (-1/2) 12-

7 Combat Telepathy: +2 with DCV (10 Active Points); Psionic (-1/2)

55 Mental Powers: Multipower, 55-point reserve

5u 1) Ego Attack 5 1/2d6 (55 Active Points)

5u 2) Telekinesis (35 STR) (53 Active Points)

5u 3) Telepathy 11d6 (55 Active Points)

5u 4) Mind Control 11d6 (55 Active Points)

17 TK: Elemental Control, 34-point powers

18 1) Flight 15", Position Shift (35 Active Points)

20 2) FF (10 PD/10 ED/10 Mental Defense), Reduced Endurance (1/2 END; +1/4) (37 Active Points)

3 +1 PER with all Sense Groups

5 Mental Defense (20 points total)

11 Pieceing together the Crime: Retrocognitive Clairsentience (Sight Group) (40 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, Must actually study the scene of the crime; -1 1/2), Requires A Skill Roll And A Skill Roll (RSR Skill is subject to Skill vs. Skill contests; Requires Skill Rolls in Forensics and Criminology; -1)

7 Beretta 92/92fs: RKA 1d6+1, 15 Charges (+0) (20 Active Points); OAF (-1), STR Minimun Cannot Add/Subtract Damage (-1/2), Real Weapon (-1/4), Beam (-1/4)

Powers Cost: 178

 

 

Cost Skill

3 Combat Driving 13-

3 +1 with small arms

3 Conversation 12-

3 Criminology 12-

3 Deduction 12-

3 Fast Draw 13-

3 Forensic Medicine 12-

3 KS: Criminal Law & Procedure 12-

3 KS: Law Enforcement World 12-

3 PS: Detective 12-

3 Shadowing 12-

9 +3 with Criminology, Forensic Medicine, Streetwise

3 Streetwise 12-

2 WF: Small Arms

Skills Cost: 47

 

Cost Perk

1 Contact 8-

1 Contact 8-

2 Contact 11-

6 Fringe Benefit: Concealed Weapon Permit (where appropriate), Local Police Powers, Police sergeant

5 Vehicles & Bases

Perks Cost: 15

 

 

Total Character Cost: 350

 

Pts. Disadvantage

10 DNPC: Mother 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)

5 Distinctive Features : Mentalist (Not Concealable; Noticed and Recognizable; Detectable Mental Awareness)

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

10 Hunted: Police Dept 8- (Mo Pow, NCI, Watching)

5 Physical Limitation: Telepathic Bleed (Infrequently, Slightly Impairing)

15 Psychological Limitation: Code Versus Killing Common, Strong

15 Psychological Limitation: Considers using Telepathy without permission an invasion of privacy (Common, Strong)

15 Psychological Limitation: Cop Mentality (Common, Strong)

15 Social Limitation: Secret Identity Frequently (11-), Major

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

10 Unluck: 2d6

15 Vulnerability: 1 1/2 x STUN Electrical Attacks (Very Common)

Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Meet The Alternates

 

You may notice that the Spds for this team are a little lower that what you may have seen. The majority of the people I've spoken with have agreed that there seems to be a lot of Spd creep and I tuned things down a little. The extra points went to more skills. This team is much more geared for investigation and gives the majority of something to do out of combat in some way. I also may go in and fully write out the backgrounds on a few of these guys in the future but for now the blurbs will do.

 

Okay Heroes... lets here back about it. Bring on the comments!!! :thumbup:

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Re: Meet The Alternates

 

Great stats for everyone. They definately look like they would be more fun to roleplay than the Champions team. Especially with more adventures with detective work and things requiring skill over raw power.

 

Would love to see the villains you come up with for this group, ones who actually come up with schemes that require detective work to solve many times. :thumbup:

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Re: Meet The Alternates

 

After some discussion with HawksmoorSD last night, we both came to a consensus on the continuation of this project. And that was, that opening up the project to community contributions would be the best way to approach it from now on. So below are the guidelines for submission.

 

Offensive powers should be a maximum of 60 active points. SPD levels should be from 4 to 6. Characters contributed should be 350 points. The goal is to make the villains for this team to confront also to be playable alternately as PCs.

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Re: Meet The Alternates

 

One of the basic things in design we paid careful attention to with this team, was in balancing the roles that each member played. While allowing some overlap in those roles between team members. Balancing the roles of the team we felt made the team stronger as a unit, and made so the team wouldn't be totally out of luck in any regard should any of the members should be taken out of action.

 

Also, another problem recognized early in the design, was the hazard of any of the characters playing too many roles on the team. As well as the hazard of characters who played too few. Having an imbalance in either direction would cause a serious flaw in their overall performance as a team. Especially if a member who played too many roles on the team were taken out of action.

 

Losing a team member is always a negative. But by having roles balanced equally among members of that team, the impact of such a loss can at least be coped with.

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Re: Meet The Alternates

 

This is very CLEVER!

 

I applaud. However, Guardian still isn't capable of actually building or designing his power armor. He should be faster, with more science skills and a lower CON Score, and slightly higher defenses to make up for it.

 

Maybe chop a point of DEX or two also.

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Re: Meet The Alternates

 

Introducing the all new replacement for Mr "I'm more angry than Batman!"

 

The team martial artist and former soldier who got tired of Viper robbing companies he was providing security to.

 

 

Harrier

 

Player:

 

Val Char Cost

20 STR 10

24 DEX 42

20 CON 20

14 BODY 8

16 INT 6

15 EGO 10

20 PRE 10

12 COM 1

 

10/18 PD 6

10/18 ED 6

5 SPD 16

10 REC 4

40 END 0

40 STUN 6

 

8" RUN 4

3" SWIM 1

6" LEAP 2

Characteristics Cost: 152

 

Cost Power

Suit, all slots OIF (-1/2)

16 1) Armor (8 PD/8 ED)

3 2) Nightvision

15 Thats all you've got?: Physical Damage Reduction, Resistant, 50%; Limited Power stun only (-1/2), Limited Power must be aware of attack (-1/4), Requires An EGO Roll (No Active Point penalty to Skill Roll; -1/4)

7 Thats all you've got?: Energy Damage Reduction, Resistant, 25%; Limited Power stun only (-1/2), Limited Power must be aware of attack (-1/4), Requires An EGO Roll (No Active Point penalty to Skill Roll; -1/4)

20 Utility Harness: Multipower, 30-point reserve, all slots OIF (-1/2)

1u 1) Smoke Pellets: Darkness to Sight Group 2" radius, 8 Continuing Charges lasting 1 Turn each (+0); OAF (-1), Range Based On STR (-1/4), Limited Power normal sight only (-1/4)

1u 2) Flash Pellets: Sight Group Flash 6d6; 6 Charges (-3/4), Range Based On STR (-1/4)

1u 3) Thermite Pellets: RKA 1d6+1, Area Of Effect (One Hex; +1/2); 6 Charges (-3/4), Range Based On STR (-1/4)

1u 4) Sleep Gas Pellets: Drain STUN 2d6+1, Range Based On STR (+1/4); 6 Charges (-3/4), Limited Power not vs self-contained breathing (-1/2)

Powers Cost: 65

 

Cost Martial Arts Maneuver

3 Jab: 1/2 Phase, +1 OCV, +0 DCV, 10d6 Strike

4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4d6 NND

3 Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls

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

4 Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm

4 Escape: 1/2 Phase, +0 OCV, +0 DCV, 55 STR vs. Grabs

4 Cross: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike

16 +4 HTH Damage Class(es)

Martial Arts Cost: 42

 

Cost Skill

3 Acrobatics 14-

3 Breakfall 14-

3 Climbing 14-

3 Concealment 12-

3 Criminology 12-

3 Demolitions 12-

3 Electronics 12-

1 KS: military / merc / terrorist world 8-

2 KS: military history customs 11-

3 Lockpicking 14-

3 Navigation 12-

1 Paramedics 8-

3 Persuasion 13-

3 PS: Ranger 12-

4 PS: Security Specialist 13-

3 Security Systems 12-

10 +1 Overall

3 Stealth 14-

3 Streetwise 13-

3 Systems Operation 12-

3 Tactics 12-

2 TF: Parachuting, Advanced, Parachuting, Basic

2 WF: Small Arms

Skills Cost: 70

 

Cost Perk

2 Contact 11-

1 Contact 8-

1 Contact 8-

7 Fringe Benefit: Lieutenant, Security Clearance

5 Vehicles & Bases

Perks Cost: 16

 

Cost Talent

5 Resistance (5 points)

Talents Cost: 5

 

Total Character Cost: 350

 

Pts. Disadvantage

15 DNPC: Wife and child 8- (Normal; Group DNPC: x2 DNPCs)

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

10 Hunted: U.S. Army 8- (Mo Pow, NCI, Watching)

15 Psychological Limitation: Code Versus Killing Common, Strong

15 Psychological Limitation: Hates Viper (Common, Strong)

20 Psychological Limitation: in love with/protective of family (Common, Total)

10 Rivalry: Professional, Guardian, Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

15 Social Limitation: Secret Identity Kevin "Talls" Goodwyn (Frequently, Major)

10 Rivalry: Professional, Other Detectives, Phrenic, Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

20 Vulnerability: 2 x Effect From Emotion based attacks (Common)

Disadvantage Points: 150

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

nice but harrier you've got to tone down the bad atitude among your teammates using it on your ENEMIES is one thing but your partners DIDN'T sign on to put up with it

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Re: Meet The Alternates

 

Thanks for the replies guys.

 

Bala what other skills do you think Guardian needs? The only thing I can think of is maybe metallurgy. During the re-write I did try to add more skills to her but if I missed something let me know.

 

Bubba I think you have Harrier confused with Nighthawk. :D The way Harriers disadvantages are set up the only problem he should have with any of his teammates should be with the team leader. Thats because his is a military approach while obviously everyone elses isn't. Its more a case of different ways of looking at the same problem.

 

Thanks for the interest!!

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Re: Meet The Alternates

 

Thanks for the replies guys.

 

Bala what other skills do you think Guardian needs? The only thing I can think of is maybe metallurgy. During the re-write I did try to add more skills to her but if I missed something let me know.

 

Bubba I think you have Harrier confused with Nighthawk. :D The way Harriers disadvantages are set up the only problem he should have with any of his teammates should be with the team leader. Thats because his is a military approach while obviously everyone elses isn't. Its more a case of different ways of looking at the same problem.

 

Thanks for the interest!!

 

SC: Electrical Engineering

SC: Power Systems

SC: Metallurgy

SC: Magnetics

 

Also, drop the END reserve. You will NEVER need 150 END, with a 15 REC. Believe me, we've tried to exhaust 100 END 10 REC in our games with Powered Armor, and it almost never happens. That's all you really need.

 

This has been a problem I've had with "Book" builds for years, the science thing. People always assume that Weaponsmith means that because you know how to make it, you have the appropriate sciences to do so. That's not actually the case. That just means if you have the equipment, you can churn it out on an assembly line. If you have the SCIENCES and the equipment, then you can build your own armor.

 

You also might want to add a few categories of weapons to Weaponsmith. A Bolo is a Muscle Powered Melee weapon, and you have one in your multipower.

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Re: Meet The Alternates

 

Good ideas Bala. I trimmed the power supply back and added most of the skills you suggested. I didn't go with Magnetics because Electrical Engineering covers electromagnetism which should cover any of the uses the suit would require. Thanks again and if anyone has any other suggestions by all means toss them at me. :thumbup:

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Re: Meet The Alternates

 

This is very CLEVER!

 

I applaud. However, Guardian still isn't capable of actually building or designing his power armor. He should be faster, with more science skills and a lower CON Score, and slightly higher defenses to make up for it.

 

Maybe chop a point of DEX or two also.

 

I must say I disagree.

He/she has the Inventor Skill, Scientist with the following:

2 1) SS: Chemistry 13-

2 2) SS: Electrical Engineering 13-

2 3) SS: Metalurgy 13-

2 4) SS: Physics 13-

2 5) SS: Power Systems 13-

why should the Character be unable to build his Armor?

Dex and Con look good enough to me too.

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Re: Meet The Alternates

 

Here's a villain for you, I toned him down from what he was and you can alter his origin to fit your needs.

 

Snow Blind

Anthony 'Big Tony' Andrighetti

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [1]

21 DEX 33 13- OCV: 7/DCV: 7

15 CON 10 12-

13 BODY 6 12-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV: 3

20 PRE 10 13- PRE Attack: 4d6

10 COM 0 11-

 

5/25 PD 2 Total: 5/25 PD (0/20 rPD)

5/25 ED 2 Total: 5/25 ED (0/20 rED)

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

10 REC 8

40 END 5

53 STUN 24 Total Characteristic Cost: 114

 

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

60 Ice & Cold: Multipower, 60-point reserve

4u 1) Arctic Attack: EB 5d6, Hole In The Middle (+1/4), Area Of Effect (3" Radius; +1) (56 Active Points); No Range (-1/2) 6

6u 2) Ice Ball: EB 12d6 (60 Active Points) 6

6u 3) Cryo Beam: EB 6d6, NND (LS: Intense Cold; +1) (60 Active Points) 6

4u 4) Flash Frozen: Entangle 5d6, 4 DEF, Entangle And Character Both Take Damage (+1/4) (56 Active Points); Vulnerable (Common; Fire & Heat; -1/2) 6

6u 5) Ice Lance: RKA 3d6, Reduced Endurance (1/2 END; +1/4) (56 Active Points) 2

6u 6) Icey Fog: Darkness to Sight Group 4" radius, Reduced Endurance (0 END; +1/2) (60 Active Points)

6u 7) Snowblind: Sight Group Flash 4 1/2d6, Reduced Endurance (0 END; +1/2), Area Of Effect (8" Cone; +1) (57 Active Points)

 

30 Ice & Cold: Elemental Control, 60-point powers

30 1) Ice Shield: FF (20 PD/20 ED), Reduced Endurance (0 END; +1/2) (60 Active Points)

20 2) Ice Slides: Flight 20", Reduced Endurance (0 END; +1/2) (60 Active Points); Physical Manifestation (-1/4), Visible (-1/4)

2 LS (Safe in Intense Cold)

 

Perks

8 Contact: Nunzio 'Goomba' Stomboli (Contact has significant Contacts of his own, Contact has useful Skills or resources) 15-

 

Skills

3 Combat Driving 13-

8 Gambling (Card Games, Dice Games, Sports Betting, Roulette) 11-

4 Language: Italian (completely fluent; literate)

3 Streetwise 13-

2 WF: Small Arms

3 +1 with Multi Power

5 +1 with DCV

4 Language: Italian (completely fluent; literate)

3 Shadowing 11-

8 Forgery (Documents, Money (Counterfeiting)) 13-

5 Bribery 14-

 

Total Powers & Skill Cost: 236

Total Cost: 350

 

200+ Disadvantages

10 Vulnerability: 1 1/2 x BODY Fire & Heat (Common)

20 Vulnerability: 2 x STUN Fire & Heat (Common)

10 Vulnerability: 2 x Effect Fire & Heat (Uncommon)

15 Psychological Limitation: Acts Stereotypically Italian (Common, Strong)

15 Psychological Limitation: Casual Killer (Common, Strong)

15 Social Limitation: Public ID (Frequently, Major)

20 Hunted: Police 11- (As Pow, NCI, Harshly Punish)

15 Psychological Limitation: Overconfident (Common, Strong)

5 Distinctive Features: Pure White Eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Physical Limitation: Wierd Bio Chemistry requires special medical attention (Frequently, Greatly Impairing)

10 Unluck: 2d6

 

Total Disadvantage Points: 150

 

Background/History: 'Big Tony' was just your every day common criminal. A few robberies, a few hustles, even the occasional hit. He was content in his life but not happy, that all changed when he met Mr. Psycho. Tony had robbed a liquor store, but was trapped in the store by the police. Then it happened , the front of the store shattered and in floated Mr. Psycho. Psycho stretchd out his arms and both Tony and the clerk began to float in the air, Tony towards Psycho but the clerk went flying into the rack of bottles behind the counter.

"Are you going to kill me?" Tony asked.

"No my friend, I am going to give you what you want."

"H...how do you know what I want?"

"What does any criminal want?. Power, power to take what they want. I am going to give you that power"

"What's the catch"

"That you are at my disposal when I need you. Do we have a deal?"

"I'm all yours, boss"

Psycho flew them back to his headquarters, where in the lab he handed Tony a vial of white liquid that was freezing cold to the touch.

"Drink this and the power I promised shall be yours."

Tony drank the liquid and promptl passed out. While unconcious the formula changed Tony's body. When he awoke several hours later Psycho was standing over him.

"How do you feel?" Psycho asked offering a hand.

"Pretty good" Tony replied taking Psycho's hand. WHen he did his powers first manifested themselves covering Psycho's hand with a thing layer of ice.

"Quite chilling," Psycho said "Come my friend let us see what you are capable of."

Over the next few days Tony learned to control his powers. And during one of those sessions an old Black Sabbath song was playing on the radio."

"Hey Boss" he yelled.

"What do you want?"

"That's it"

"What is?"

"That's what you can call me...Snowblind"

Psycho thought about it and smiled "Very well you shall be Snowblind. Come your training is complete. We have much to do and we will need more allies."

 

Personality/Motivation: Snowblind acts like your stereotypical low level mafia peon.

 

Quote: "Hey are yous a little cold?"

 

Powers/Tactics: Generally uses his entangle first followed by either his eb or rka. If surrounded he will unleash his arctic attack.

 

Campaign Use: Evil Iceman Clone

 

Appearance: Big Tony looks like your stereotypical italian mobster. When not being Snowblind he wears expensive three piece suits, wears his hair slicked back...etc.

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Re: Meet The Alternates

 

Corven I love it. Awesome "Evil Iceman Clone" if I ever saw one. Rep to you and thanks for tossing something on the thread.

 

I do have a question. You have the entangle being vulnerable to fire and heat but the effect is listed as uncommon. Shouldn't that be common? Its listed as common in your disads so I'm curious.

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Re: Meet The Alternates

 

Corven I love it. Awesome "Evil Iceman Clone" if I ever saw one. Rep to you and thanks for tossing something on the thread.

 

I do have a question. You have the entangle being vulnerable to fire and heat but the effect is listed as uncommon. Shouldn't that be common? Its listed as common in your disads so I'm curious.

 

I will fix it an change the post when I can. I might tone down the rest of his team and submit it here as well.

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