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Mercenaries The Gladiators


Certified

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A spin off from Nothing Can Stop Me Now! thread (post) this team of mercenaries is one of the dirty little secrets of Great Britten. Their similar training and common powers implies that the same event granted their Metahuman Abilities. Although unconfirmed some attribute this to the Barrister Event in 1967 although judging from their appearance all of the Gladiators would have been infants or not yet born. Whatever the truth is, it remains unknown.

 

The Gladiators often work in smaller groups tackling a job with two or three members alone. However, if things are called for the full team of eight will work together to take down major threats using tactics and teamwork to best complement each others skills. Overall each of the Gladiators fall into their own niche with a few exceptions who have more balanced abilities. As they are all built at starting PC levels for a standard superhero campaign they should be a reasonable challenge one on one and easy opponents when faced by the full team. Again, their true strength comes from working as one after being defeated once or twice. Call those early victories a teaser.

 

Creating variations on the Gladiators should be relatively easy with their common block of Disadvantages it's simple enough to slip in changes such as Vulnerabilities. Creating new Gladiators is also fairly straight forward for the same reason.

 

Atlas: The heavy hitter and face man of the Gladiators. Atlas is classic brick overpowering his fores with sheer brute strength.

 

Val Char Cost Roll Notes

75 STR 30 24- Lift 819.2tons; 15d6 [7]

15 DEX 15 12- OCV: 5/DCV: 5

25 CON 30 14-

25 BODY 30 14-

13 INT 3 12- PER Roll 12-

18 EGO 16 13- ECV: 6

20+6 PRE 10 13- / 14- PRE Attack: 4d6/5d6

16 COM 3 12-

 

15+15 PD 0 Total: 15/30 PD (10/25 rPD)

5+25 ED 0 Total: 5/30 ED (0/25 rED)

4 SPD 15 Phases: 3, 6, 9, 12

20 REC 0

50 END 0

76 STUN 0

Total Characteristic Cost: 176

 

Movement:

Running: 10"/20"

Leaping: 23"/46"

Swimming: 10"/20"

 

Cost Powers END

60 Hard Body: Armor (15 PD/25 ED) 0

5 Bullet Bouncer: Damage Resistance (10 PD) 0

10 Tougher Than Most: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week) 0

6 Can't Be Broken: Mental Defense (10 points total) 0

3 Stare Down: +6 PRE (6 Active Points); Limited Power Power loses about half of its effectiveness (Only For Pre Atacks; -1)

35 Inhuman Strength: +35 STR 3

 

Skills

25 Strong Arm: +5 with HTH Combat

3 Acrobatics 12-

3 Analyze: Combat 12-

3 Breakfall 12-

3 Climbing 12-

3 Conversation 13- (14-)

3 High Society 13- (14-)

3 Oratory 13- (14-)

3 Survival 12-

3 Tactics 12-

3 Teamwork 12-

 

Total Powers & Skill Cost: 174

Total Cost: 350

 

200+ Disadvantages

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

20 Psychological Limitation: Bound By Duty (Common, Total)

10 Psychological Limitation: Short tempered (Common, Moderate)

15 Psychological Limitation: Stubborn (Common, Strong)

10 Psychological Limitation: Subject to strong media rumors about his moral character (Uncommon, Strong)

10 Social Limitation: Famous (Frequently, Minor)

15 Social Limitation: Mercenaries Code of Conduct (Frequently, Severe, Not Limiting In Some Cultures)

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

35 Hunted: Knights of the Realm 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Capture)

 

- - -

 

Battleaxe: Strong woman and force manipulator Battleaxe's name comes from the intimidating weapons she is able to generate.

 

 

Val Char Cost Roll Notes

30 STR 20 15- Lift 1600.0kg; 6d6 [3]

15 DEX 15 12- OCV: 5/DCV: 5

20 CON 20 13-

20 BODY 20 13-

15 INT 5 12- PER Roll 12-

20 EGO 20 13- ECV: 7

13+18 PRE 3 12- / 15- PRE Attack: 2 ½d6/6d6

8 COM -1 11-

 

6+20 PD 0 Total: 6/26 PD (0/20 rPD)

4+20 ED 0 Total: 4/24 ED (0/20 rED)

5 SPD 25 Phases: 3, 5, 8, 10, 12

10 REC 0

40 END 0

45 STUN 0

Total Characteristic Cost: 153

 

Movement:

Running: 10"/20"

Leaping: 16"/32"

Swimming: 10"/20"

 

Cost Powers END

25 Craft Force Axe: Elemental Control, 50-point powers

35 1) Force Axe: Killing Attack - Hand-To-Hand 2 ½d6 (4d6 w/STR), Armor Piercing (+½) (60 Active Points) 6

20 2) Force Reflection: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); Costs Endurance (Only Costs END to Activate; -¼) 5

28 3) Fouce Bounce: Force Field (20 PD/20 ED), Reduced Endurance (0 END; +½) (60 Active Points); Activation Roll 15- (-¼) 0

10 Tougher Than Most: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week) 0

6 Can't Be Broken: Mental Defense (10 points total) 0

9 Stare Down: +18 PRE (18 Active Points); Limited Power Power loses about half of its effectiveness (Only For Pre Atacks; -1)

 

Talents

30 Combat Luck (15 PD/15 ED)

 

Skills

10 Axe Murderer: +5 with any single attack

3 Acrobatics 12-

3 Analyze: Combat 12-

3 Breakfall 12-

3 Climbing 12-

3 Interrogation 12- (15-)

3 Survival 12-

3 Tactics 12-

3 Teamwork 12-

 

Total Powers & Skill Cost: 197

Total Cost: 350

 

200+ Disadvantages

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

20 Psychological Limitation: Bound By Duty (Common, Total)

10 Psychological Limitation: Short tempered (Common, Moderate)

15 Psychological Limitation: Stubborn (Common, Strong)

10 Psychological Limitation: Subject to strong media rumors about his moral character (Uncommon, Strong)

10 Social Limitation: Famous (Frequently, Minor)

15 Social Limitation: Mercenaries Code of Conduct (Frequently, Severe, Not Limiting In Some Cultures)

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

35 Hunted: Knights of the Realm 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Capture)

 

- - -

 

Inferno: Bathed in flame Inferno cries napalm and overwhelms her foes with a barrage of fire. A balance of offense and defense Inferno rarely works without one of the other Gladiators at her side.

 

 

Val Char Cost Roll Notes

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

15 DEX 15 12- OCV: 5/DCV: 5

18 CON 16 13-

18 BODY 16 13-

13 INT 3 12- PER Roll 12-

23 EGO 26 14- ECV: 8

15+10 PRE 5 12- / 14- PRE Attack: 3d6/5d6

16 COM 3 12-

 

3+25 PD 0 Total: 3/28 PD (0/25 rPD)

4+25 ED 0 Total: 4/29 ED (0/25 rED)

5 SPD 25 Phases: 3, 5, 8, 10, 12

7 REC 0

36 END 0

35 STUN 0

Total Characteristic Cost: 138

 

Movement:

Running: 10"/20"

Flight: 26"/208"

Leaping: 11"/22"

Swimming: 10"/20"

 

Cost Powers END

31 Lady of Flame: Elemental Control, 62-point powers

24 1) Fire Shall Not Harm Me: Desolidification , Continuous (+1) (80 Active Points); Only To Protect Against Fire (-1) 8

25 2) Fire Rider: Flight 26", x8 Noncombat (62 Active Points); Visible (Flame Trail; -¼) 6

25 3) Incineration Armor: Force Field (25 PD/25 ED), Costs END Only To Activate (+¼) (62 Active Points); Activation Roll 15- (-¼) 5

10 Tougher Than Most: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week) 0

6 Can't Be Broken: Mental Defense (11 points total) 0

40 Fire Goddess: Multipower, 50-point reserve, (50 Active Points); all slots Only In Heroic Identity (-¼)

4u 1) Flame Blast: Energy Blast 10d6 (50 Active Points); Only In Heroic Identity (-¼) 5

4u 2) Aura of Flame: Energy Blast 3d6, Costs END Only To Activate (+¼), Damage Shield (Offensive; +¾), Continuous (+1) (45 Active Points); Only In Heroic Identity (-¼) 4

2u 3) Fireworks: Energy Blast 4d6, Reduced Endurance (0 END; +½) (30 Active Points); Only In Heroic Identity (-¼) 0

5 Stare Down: +10 PRE (10 Active Points); Limited Power Power loses about half of its effectiveness (Only For Pre Atacks; -1)

 

Skills

15 Fire Starter: +5 with any three maneuvers or a tight group of attacks

3 Acrobatics 12-

3 Analyze: Combat 12-

3 Breakfall 12-

3 Climbing 12-

3 Survival 12-

3 Tactics 12-

3 Teamwork 12-

 

Total Powers & Skill Cost: 212

Total Cost: 350

 

200+ Disadvantages

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

20 Psychological Limitation: Bound By Duty (Common, Total)

10 Psychological Limitation: Short tempered (Common, Moderate)

15 Psychological Limitation: Stubborn (Common, Strong)

10 Psychological Limitation: Subject to strong media rumors about his moral character (Uncommon, Strong)

10 Social Limitation: Famous (Frequently, Minor)

15 Social Limitation: Mercenaries Code of Conduct (Frequently, Severe, Not Limiting In Some Cultures)

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

35 Hunted: Knights of the Realm 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Capture)

 

- - -

 

Oblivion: Shrouded in shadow Oblivion manipulates and controls the forces of darkness. The Gladiator's deadly Life Leach bypasses most defenses sapping their very will to live.

 

 

Val Char Cost Roll Notes

18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]

18 DEX 24 13- OCV: 6/DCV: 6

18 CON 16 13-

18 BODY 16 13-

15 INT 5 12- PER Roll 12-

18 EGO 16 13- ECV: 6

18+15 PRE 8 13- / 16- PRE Attack: 3 ½d6/6 ½d6

14 COM 2 12-

 

4+25 PD 0 Total: 4/29 PD (0/25 rPD)

4+25 ED 0 Total: 4/29 ED (0/25 rED)

5 SPD 22 Phases: 3, 5, 8, 10, 12

8 REC 0

36 END 0

36 STUN 0

Total Characteristic Cost: 141

 

Movement:

Running: 10"/20"

Leaping: 11"/22"

Swimming: 10"/20"

Teleportation: 30"/60"

 

Cost Powers END

30 Void Soul: Elemental Control, 60-point powers

32 1) Shadow Shroud: Force Field (25 PD/25 ED), Costs END Only To Activate (+¼) (62 Active Points) 5

40 2) Void Jumper: Teleportation 30", No Relative Velocity (70 Active Points) 7

10 Tougher Than Most: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week) 0

6 Can't Be Broken: Mental Defense (10 points total) 0

40 Void Control: Multipower, 60-point reserve, (60 Active Points); all slots Concentration (½ DCV; -¼), Only In Heroic Identity (-¼)

4u 1) Life Leach: Drain BODY 4d6, Ranged (+½) (60 Active Points); Concentration (½ DCV; -¼), Only In Heroic Identity (-¼) 6

4u 2) Trapped in Darkness: Entangle 5d6, 7 DEF (60 Active Points); Concentration (½ DCV; -¼), Only In Heroic Identity (-¼) 6

7 Stare Down: +15 PRE (15 Active Points); Limited Power Power loses about half of its effectiveness (Only For Pre Atacks; -1)

 

Skills

15 Void Mastery: +5 with any three maneuvers or a tight group of attacks

3 Acrobatics 13-

3 Analyze: Combat 12-

3 Breakfall 13-

3 Climbing 13-

3 Survival 12-

3 Tactics 12-

3 Teamwork 13-

 

Total Powers & Skill Cost: 209

Total Cost: 350

 

200+ Disadvantages

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

20 Psychological Limitation: Bound By Duty (Common, Total)

10 Psychological Limitation: Short tempered (Common, Moderate)

15 Psychological Limitation: Stubborn (Common, Strong)

10 Psychological Limitation: Subject to strong media rumors about his moral character (Uncommon, Strong)

10 Social Limitation: Famous (Frequently, Minor)

15 Social Limitation: Mercenaries Code of Conduct (Frequently, Severe, Not Limiting In Some Cultures)

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

35 Hunted: Knights of the Realm 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Capture)

 

- - -

 

Panther: A vicious hunter, Panther is able to shift her body into an amalgam of the great cats. To go along with her claws she seems to have a cat's remarkable ability to avoid harm.

 

 

Val Char Cost Roll Notes

35 STR 10 16- Lift 3200.0kg; 7d6 [3]

23 DEX 39 14- OCV: 8/DCV: 8

15 CON 10 12-

15 BODY 10 12-

13 INT 3 12- PER Roll 12-

18 EGO 16 13- ECV: 6

15+20 PRE 5 12- / 16- PRE Attack: 3d6/7d6

14 COM 2 12-

 

7+11 PD 0 Total: 7/18 PD (0/11 rPD)

3+11 ED 0 Total: 3/14 ED (0/11 rED)

6 SPD 27 Phases: 2, 4, 6, 8, 10, 12

10 REC 0

30 END 0

41 STUN 0

Total Characteristic Cost: 146

 

Movement:

Running: 30"/60"

Leaping: 31"/46"

Swimming: 10"/20"

 

Cost Powers END

Great Cat Hybrid, all slots Only In Heroic Identity (-¼)

26 1) Never a direct hit: Armor (11 PD/11 ED) (33 Active Points); Only In Heroic Identity (-¼) 0

24 2) Claws: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR) (30 Active Points); Only In Heroic Identity (-¼) 3

11 3) Pounce: Leaping +16" (31" forward, 15 ½" upward) (16 Active Points); no Noncombat movement (-¼), Only In Heroic Identity (-¼) 2

32 4) Nine Lives: Luck 8d6 (40 Active Points); Only In Heroic Identity (-¼) 0

9 5) Predator’s Gaze : +20 PRE (20 Active Points); Limited Power Power loses about half of its effectiveness (Only For Pre Atacks; -1), Only In Heroic Identity (-¼)

28 6) Cheetah’s Speed: Running +20" (30" total), combat acceleration/deceleration (+¼) (50 Active Points); Increased Endurance Cost (x2 END; -½), Only In Heroic Identity (-¼) 10

12 7) Lion's Might: +15 STR (15 Active Points); Only In Heroic Identity (-¼) 1

10 Tougher Than Most: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week) 0

6 Can't Be Broken: Mental Defense (10 points total) 0

 

Skills

25 Animal Instinct: +5 with HTH Combat

3 Acrobatics 14-

3 Analyze: Combat 12-

3 Breakfall 14-

3 Climbing 14-

3 Survival 12-

3 Tactics 12-

3 Teamwork 14-

 

Total Powers & Skill Cost: 204

Total Cost: 350

 

200+ Disadvantages

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

20 Psychological Limitation: Bound By Duty (Common, Total)

10 Psychological Limitation: Short tempered (Common, Moderate)

15 Psychological Limitation: Stubborn (Common, Strong)

10 Psychological Limitation: Subject to strong media rumors about his moral character (Uncommon, Strong)

10 Social Limitation: Famous (Frequently, Minor)

15 Social Limitation: Mercenaries Code of Conduct (Frequently, Severe, Not Limiting In Some Cultures)

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

35 Hunted: Knights of the Realm 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Capture)

 

- - -

 

Predator: Leader of the Gladiators, Predator is a skilled tactician and martial artist. Able to become completely invisible he is an assassin of the highest rank.

 

 

Val Char Cost Roll Notes

20 STR 10 13- Lift 400.0kg; 4d6 [2]

20 DEX 30 13- OCV: 7/DCV: 7

20 CON 20 13-

20 BODY 20 13-

20 INT 10 13- PER Roll 13-

20 EGO 20 13- ECV: 7

20+6 PRE 10 13- / 14- PRE Attack: 4d6/5d6

12 COM 1 11-

 

4 PD 0 Total: 4 PD (0 rPD)

4 ED 0 Total: 4 ED (0 rED)

6 SPD 30 Phases: 2, 4, 6, 8, 10, 12

8 REC 0

40 END 0

40 STUN 0

Total Characteristic Cost: 179

 

Movement:

Running: 12"/24"

Leaping: 12"/24"

Swimming: 10"/20"

 

Cost Powers END

10 Tougher Than Most: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week) 0

6 Can't Be Broken: Mental Defense (10 points total) 0

3 Stare Down: +6 PRE (6 Active Points); Limited Power Power loses about half of its effectiveness (Only For Pre Atacks; -1)

35 Invisibility to Sight and Hearing Groups , No Fringe 3

20 +5 HTH Damage Class(es)

5 Defensive Block +1 +3 Block, Abort

4 Fast Strike +2 +0 11d6 Strike

4 Killing Strike -2 +0 HKA 2 ½d6

3 Martial Grab -1 -1 Grab Two Limbs, 55 STR for holding on

3 Martial Throw +0 +1 9d6 +v/5, Target Falls

4 Nerve Strike -1 +1 4 ½d6 NND

5 Offensive Strike -2 +1 13d6 Strike

5 Takeaway +0 +0 Grab Weapon, 55 STR to take weapon away

3 Takedown +1 +1 9d6 Strike; Target Falls

 

Skills

25 Flicker: +5 with DCV

3 Acrobatics 13-

3 Analyze: Combat 13-

3 Breakfall 13-

3 Climbing 13-

3 Shadowing 13-

3 Stealth 13-

3 Survival 13-

5 Tactics 14-

3 Teamwork 13-

7 Tracking 15-

 

Total Powers & Skill Cost: 171

Total Cost: 350

 

200+ Disadvantages

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

20 Psychological Limitation: Bound By Duty (Common, Total)

10 Psychological Limitation: Short tempered (Common, Moderate)

15 Psychological Limitation: Stubborn (Common, Strong)

10 Psychological Limitation: Subject to strong media rumors about his moral character (Uncommon, Strong)

10 Social Limitation: Famous (Frequently, Minor)

15 Social Limitation: Mercenaries Code of Conduct (Frequently, Severe, Not Limiting In Some Cultures)

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

35 Hunted: Knights of the Realm 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Capture)

 

- - -

 

Siren: Beautiful and seductive Siren can control the hearts and minds of men with only a song.

 

 

Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

18 DEX 24 13- OCV: 6/DCV: 6

15 CON 10 12-

15 BODY 10 12-

18 INT 8 13- PER Roll 13-

20 EGO 20 13- ECV: 7

18+6 PRE 8 13- / 14- PRE Attack: 3 ½d6/4 ½d6

18 COM 4 13-

 

3 PD 0 Total: 3 PD (0 rPD)

3 ED 0 Total: 3 ED (0 rED)

5 SPD 22 Phases: 3, 5, 8, 10, 12

6 REC 0

30 END 0

30 STUN 0

Total Characteristic Cost: 133

 

Movement:

Running: 10"/20"

Leaping: 10"/20"

Swimming: 10"/20"

 

Cost Powers END

3 Stare Down: +6 PRE (6 Active Points); Limited Power Power loses about half of its effectiveness (Only For Pre Atacks; -1)

10 Tougher Than Most: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week) 0

6 Can't Be Broken: Mental Defense (10 points total) 0

20 Resonance Point : Find Weakness 11- with Related Group of Attacks 0

60 Screamer: Multipower, 75-point reserve, (75 Active Points); all slots Incantations (-¼)

6u 1) Focused Note: Energy Blast 15d6 (75 Active Points); Incantations (-¼) 7

4u 2) Rebel Yell: Energy Blast 5d6, Personal Immunity (+¼), Double Knockback (+¾), Area Of Effect (5" Radius; +1) (75 Active Points); No Range (-½), Incantations (-¼) 7

4u 3) Glass Breaker: Energy Blast 6d6, Personal Immunity (+¼), Area Of Effect (8" Radius; +1 ¼) (75 Active Points); No Range (-½), Incantations (-¼) 7

5u 4) Killing Note: Killing Attack - Ranged 4d6+1 (65 Active Points); Incantations (-¼) 6

6u 5) Siren's Song: Mind Control 10d6, Reduced Endurance (0 END; +½) (75 Active Points); Incantations (-¼) 0

3u 6) Disrupting Scream: Missile Deflection (Any Ranged Attack), Full Range (+1) (40 Active Points); Incantations (-¼) 0

3u 7) Guess!: Hearing Group Flash 11 ½d6 (35 Active Points); Incantations (-¼) 3

 

Talents

30 Combat Luck (15 PD/15 ED)

 

Skills

15 Howler: +5 with any three maneuvers or a tight group of attacks

15 Evade Them All: +3 with DCV

3 Acrobatics 13-

3 Analyze: Combat 13-

3 Breakfall 13-

3 Climbing 13-

3 Conversation 13- (14-)

3 Seduction 13- (14-)

3 Survival 13-

3 Tactics 13-

3 Teamwork 13-

 

Total Powers & Skill Cost: 217

Total Cost: 350

 

200+ Disadvantages

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

20 Psychological Limitation: Bound By Duty (Common, Total)

10 Psychological Limitation: Short tempered (Common, Moderate)

15 Psychological Limitation: Stubborn (Common, Strong)

10 Psychological Limitation: Subject to strong media rumors about his moral character (Uncommon, Strong)

10 Social Limitation: Famous (Frequently, Minor)

15 Social Limitation: Mercenaries Code of Conduct (Frequently, Severe, Not Limiting In Some Cultures)

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

35 Hunted: Knights of the Realm 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Capture)

 

- - -

 

Tornado: The living tempest Tornado is untouchable in combat and his ability to strike at range makes him deadly.

 

 

Val Char Cost Roll Notes

25 STR 15 14- Lift 800.0kg; 5d6 [2]

23 DEX 39 14- OCV: 8/DCV: 8

15 CON 10 12-

18 BODY 16 13-

13 INT 3 12- PER Roll 12-

18 EGO 16 13- ECV: 6

13+8 PRE 3 12- / 13- PRE Attack: 2 ½d6/4d6

12 COM 1 11-

 

5 PD 0 Total: 5 PD (0 rPD)

3 ED 0 Total: 3 ED (0 rED)

6 SPD 27 Phases: 2, 4, 6, 8, 10, 12

8 REC 0

30 END 0

39 STUN 0

Total Characteristic Cost: 154

 

Movement:

Running: 10"/20"

Leaping: 13"/26"

Swimming: 10"/20"

 

Cost Powers END

10 Tougher Than Most: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week) 0

7 Can't Be Broken: Mental Defense (11 points total) 0

4 Stare Down: +8 PRE (8 Active Points); Limited Power Power loses about half of its effectiveness (Only For Pre Atacks; -1)

25 Living Storm: Elemental Control, 50-point powers

25 1) Tempest Form: Desolidification (affected by AoE), Costs END Only To Activate (+¼) (50 Active Points) 4

28 2) Wind Swept Body: Stretching 8", Reduced Endurance (0 END; +½) (60 Active Points); Only In Heroic Identity (-¼) 0

36 3) Hands of the Storm: Affects Physical World (+2) for up to 35 Active Points of Strength (70 Active Points); Only In Heroic Identity (-¼) 7

 

Skills

40 Storm Lord: +5 with All Combat

3 Acrobatics 14-

3 Analyze: Combat 12-

3 Breakfall 14-

3 Climbing 14-

3 Survival 12-

3 Tactics 12-

3 Teamwork 14-

 

Total Powers & Skill Cost: 196

Total Cost: 350

 

200+ Disadvantages

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

20 Psychological Limitation: Bound By Duty (Common, Total)

10 Psychological Limitation: Short tempered (Common, Moderate)

15 Psychological Limitation: Stubborn (Common, Strong)

10 Psychological Limitation: Subject to strong media rumors about his moral character (Uncommon, Strong)

10 Social Limitation: Famous (Frequently, Minor)

15 Social Limitation: Mercenaries Code of Conduct (Frequently, Severe, Not Limiting In Some Cultures)

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

35 Hunted: Knights of the Realm 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Capture)

 

The Cert is lame truth behind the Gladiators.

This team is almost the reverse of Dragnet in which the names have been kept the same but powers and abilities have changed. As some of the UK readers will likely have already guessed the Characters are based on the BBC show Gladiators UK. The idea struck me while veging out.

 

 

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Re: Mercenaries The Gladiators

 

Story Seed: Enter the Gladiators

 

Part 1: The Towering Inferno

 

 

While on patrol or out on the town if the characters normally patrol together a fire erupts at a nearby building. Rushing to the four story tenement the Character helps to evacuate those inside but some of the victims warn that there may be someone trapped on the roof.

 

If the Character goes up they will find one of the Gladiators getting ready to flee with a briefcase. The building is unstable and ready to come down. Seeing the hero however the Gladiator can't allow for witnesses and decides to put him down.

 

 

Fire Bombs inside the building going off create randomly placed 2d6k Explosions on the roof. Since the Gladiator placed them they know where to avoid stepping.

 

Partial Collapse: A side of the building goes down. Roll randomly or just pick on the Player... enjoy>

 

End of Part 1: If the Gladiator gets away they will still need to eliminate the Character and quickly. Should they be captured, the others may come looking.

 

- - -

 

Next: Playing for keeps...

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Re: Mercenaries The Gladiators

 

Part 2: Playing For Keeps

 

 

As a building erupts in the distance the familiar sounds of security alarms ring out not far from you. A local jewelery has gone into lock down as several well built robbers seal the employees inside.

 

The Gladiators do not initially flee when the PCs arrive instead they do their best to block the Characters from reaching the store; even going so far as to toss the stolen jewels.

 

 

As with the Towering Inferno the building has been sealed with five bombs designed to bring the building down. These charges go off sequentially acting as if they had a Speed of 3.>

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Re: Mercenaries The Gladiators

 

Optional: The Great Escape

 

With one or more of the Gladiators incarcerated The others will join together to break them out. To make things interesting they've brought more explosives than for just the one cell.

 

 

Fire Bomb: Killing Attack - Ranged 2d6, Explosion (+1/2), Lingering up to 1 Turn (+1/2) (60 Active Points); Independent (-2), 1 Continuing Charge lasting 1 Turn (-1 1/2), OAF Fragile (-1 1/4), Range Based On Strength (-1/4)

 

Final Cost: 10

 

Each Gladiator on Bomb Duty has 5 Fire Bombs.>

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Re: Mercenaries The Gladiators

 

Finally: The Eliminator

 

 

Another firebombing, this time no one is close enough to stop it before the Gladiator can escape. The female Gladiator known as Inferno leaves a flaming trail across the night sky that screams: this is a trap, but heroes are heroes for a reason. tracking her flame trail to just outside the (county/state) to an old Army base the compound is lit up like the Fourth of July, every light is on, Spots circle in the night sky searching for something.

 

 

If the Players can detect radio transmissions there is an encrypted signal going out from the main building. Decoding it will reveal a video feed of security cameras.>

 

 

Lights run down the center of the hanger to a giant metal wedged slope that stops a few meters shy of the roof. (If possible feel free to dangle a DNPC or two here.) Also, at the top of the pyramid is the metal case from the Towering Inferno Scenario. The lights make it impossible to see the sides of the building. (Barring Night Sight or other vision powers) Once the full team is inside the doors will seal, and a force wall will be erected around the outside of the building. The wall has 8 PD and ED, if the PCs blew the doors off they can see field of energy behind them. Once sealed the lights come up revealing the Gladiators as they are teleported in lining the tops of metal bleachers ageist the walls, four on either side with Battle Axe and Atlas closest and Inferno and Oblivion closest to the pyrimid. to the main doors. It is a 4" drop from the top of the bleachers. A voice powers over the PA system: Welcome Heroes! The prize is at the top of the pyramid all you have to do is survive long enough to reach it! With that minor explosions lining the center path to the pyramid go off making a kind of runway.

 

As with the Great Escape Gladiators that know their powers will be ineffective will use firebombs to make things more difficult. Overall the Gladiators will double and triple team the PCs using teamwork to go for quick Stuns focusing on whoever is closest to the briefcase. Should a PC be KOed they will not go in for a kill.

 

Complications: There are pyro-charges laid all over the hanger floor. The Gladiators know where they are and will avoid them.

 

The Pyramid's floor are lined with metal spikes that will shoot out is anyone PC or Gladiator. Pyramid Spear: Killing Attack - Hand-To-Hand 1 1/2d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; +3/4) (44 Active Points); No STR Bonus (-1/2) The Spears attack with an OCV 5.

 

If the PCs are all KOed they when they wake up they will find themselves in the same building but all the gear is gone. The DNPCs have been lowered from the Pyramid and left next to them. If any of the PCs reach the top of the Pyramid the Gladiators will stop attacking instead running for bleachers where they first teleported in.>

 

 

- - -

 

Done...

Hope everyone enjoyed the story idea.

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