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Inceptum Terminus Presents: Dark Justice


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Re: You Decide The Disadvantages for Dark Justice!

 

Battle Dancer

 

Val Char Cost Roll Notes

18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]

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

13 CON 6 12-

13 BODY 6 12-

18 INT 8 13- PER Roll 13-

15 EGO 10 12- ECV: 5

23 PRE 13 14- PRE Attack: 4 ½d6

16 COM 3 12-

 

10 PD 6 Total: 10 PD (8 rPD)

10 ED 7 Total: 10 ED (8 rED)

5 SPD 17 Phases: 3, 5, 8, 10, 12

12 REC 10

30 END 2

29 STUN 0 Total Characteristic Cost: 135

 

Movement: Running: 26"/104"

Leaping: 13"/26"

Swimming: 2"/4"

 

Cost Powers END

6 Steel Quarterstaff: (Total: 25 Active Cost, 6 Real Cost) Hand-To-Hand Attack +4d6 (20 Active Points); OAF Durable (-1), Hand-To-Hand Attack (-½), Strength Minimum 10 (-½), Required Hands Two-Handed (-½), Real Weapon (-¼) (Real Cost: 5) plus +1 with HTH Combat (5 Active Points); OAF Durable (-1), Required Hands Two-Handed (-½), Strength Minimum 10 (-½), Real Weapon (-¼) (Real Cost: 1) 2

12 Whip: Multipower, 15-point reserve, (15 Active Points); all slots OAF Durable (-1)

Notes: (x2 number of items)

1u 1) Whip Slash: Killing Attack - Ranged ½d6, Required Hands One-Handed (+0) (10 Active Points); OAF Durable (-1), Limited Range (3"; -¼), Reduced Penetration (-¼), Real Weapon (-¼), Strength Minimum 5 (-¼) 1

1u 2) Whip Grab: Stretching 3" (15 Active Points); OAF Durable (-1), Cannot Do Damage (-½), Always Direct (-¼), no Noncombat Stretching (-¼) 1

35 Sensei's Strike: Find Weakness 16- with Single Attack

8 Martial Toughness: Damage Resistance (8 PD/8 ED)

8 Rooted: Knockback Resistance -4"

10 Incredible Leaping: Leaping +10" (13 ½" forward, 6 ½" upward) 1

45 Runs like the Wind: Running +20" (26" total), x4 Noncombat 4

Capoeira

Maneuver OCV DCV Notes

5 Armada da Costa (Spin Kick)/Parafuso (Jumping Spinning Kick) -2 +1 8 ½d6 Strike

4 Bencao (Front Thrust Kick)/Asfixiante (Punch) +0 +2 6 ½d6 Strike

5 Block +1 +3 Block, Abort

3 Cabecada (Head-Butt) +1 +0 6 ½d6 Strike

4 Cocorinha/Esquiva/Queda de Quatro -- +5 Dodge, Affects All Attacks, Abort

4 Dedeira (Eye Gouge) -1 -1 Flash 5d6

4 Meia lua de Frente/Queixada (Crescent Kick) +2 +0 6 ½d6 Strike

3 Rasteira/Banda/Tesoura/Arrastao (Legsweep/Takedown) +2 -1 5 ½d6 Strike, Target Falls

5 Voo-do-morcego (Flying Kick) +1 -2 8 ½d6 Strike

3 Weapon Element: Blades, Staffs, Whips

4 +1 HTH Damage Class(es)

 

Talents

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

6 Ambidexterity (-1 Off Hand penalty)

 

Skills

3 Acrobatics 14-

3 Breakfall 14-

3 Concealment 13-

3 Disguise 13-

3 KS: Capoeira 13-

0 Language: English (completely fluent; literate) (4 Active Points)

3 PS: Dancing 14-

3 PS: Drummer 13-

3 Stealth 14-

10 Two-Weapon Fighting (HTH)

2 WF: Staffs, Whips

 

Total Powers & Skill Cost: 215

Total Cost: 350

 

200+ Disadvantages

10 Dependent NPC: Elijah Jackson (husband) 11- (Normal; Useful Noncombat Position or Skills)

20 Dependent NPC: Shania Jackson (10 year old daughter) 11- (Incompetent)

10 Distinctive Features: Copoeira Style (Not Concealable; Noticed and Recognizable; Detectable By Large Group)

20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture)

20 Hunted: Gateway Consolidated Aerospace 14- (Mo Pow; NCI; Watching)

0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing)

20 Psychological Limitation: Honorable (Common; Total)

10 Psychological Limitation: Will not attack a downed foe (Uncommon; Strong)

20 Psychological Limitation: Code of Vengeance (Common; Total)

20 Social Limitation: Subject to Orders from Gateway Consolidated Aerospace (Very Frequently; Major)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Elissa Jackson was born on a small farm near the town of Elsinore, Trans-Missouri Freehold to poor parents on May 13, 2218. Her parents attempted to work the land to earn money, but it was never enough to make them a comfortable living. Growing up she was educated by her mother and learned the value of hard work. During her early years she expressed a natural talent for dancing and learned many different styles from different sources. As a teenager she began to study Capoeira from her uncle and quickly became one of his top students. The martial art she was taught incorporated her natural talent in dancing which made her a better student. She expressed an interest in using the staff and whip with her martial arts style and trained hard to incorporate them. At the age of 21 she got married to Elijah Jackson, a traveling scientist with Gateway Consolidated Aerospace, and her daughter was born a year later. Elissa ended up working for Gateway Consolidated Aerospace as a security specialist and helped to form the team Dark Justice as a founding member. Due to her advanced skills and above human potential Biogenetics has targeted her for capture and has fought many battles against Biogenetics special operations teams. Currently, she enjoys a stable home life that is balanced by her work and having a family.

Personality/Motivation: Elissa is protective of her family and is very caring of them. This carries over to Dark Justice where she cares for each of the team members. She is also friends with every member of the team. She feels pressure to be more involved with her daughter and to spend time with her husband more. She attempts to juggle the commitments of being on the team with her family with which she sometimes fails. She dislikes the fact that gifted are treated as slaves by the other Corporate States and wishes to see them freed. She treats gifted and normals equally and is honorable in her dealings with them. Elissa has a vengeful streak when someone she cares about is harmed and will go to great lengths to get the offending party.

Protecting her family and her team is her major concern. She tries to be a good mother and wife, but the stresses on her life have led to conflict with her husband. She is very protective of her friends and family and will do anything to keep them safe. At work, she tries to lead her team with a cool head, but lacks the training in tactics to fully realize their combat potential.

 

Quote: "Wanna dance darlin?" Followed by two whips grabbing her opponent and throwing them into a wall.

 

Powers/Tactics: Elissa has above human speed and dexterity that is inherent to her. She is a master of Capoeira and uses a steel staff for fights that require the disabling of opponents or dual whips to subdue a target for questioning. She uses all of the dances she knows in combat as part of her martial arts.

She will attempt to attack targets that are the greatest threat to her team and knock them out. After her opponent is disabled she will go to the next greatest threat and so on until combat is ended.

 

Campaign Use: If the heroes are from the New Confederation or Trans-Missouri Freehold she will help them out as best she can. If the heroes belong to another Corporate State, Elissa will try to get them to defect to the Trans-Missouri Freehold or the New Confederation. If they listen and wish to defect she will help them get to a doctor to have the power nullifier removed as well as perform an introduction. If the heroes don't wish to defect and attack her Elissa will defend herself and try to knock out the heroes with her combat skills.

 

Appearance: Elissa stands 5' 10" and weighs 152 pounds. She has short brown curly hair and brown eyes. She has a well defined body and trains constantly to keep her in fighting trim. Her current costume is a set of grey/black urban camouflage fatigues with the shirt having tails that flows down between her legs. She also wears black knee high boots with flat heels.

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Re: You Decide The Disadvantages for Dark Justice!

 

Flexsteel

 

Val Char Cost Roll Notes

40 STR 30 17- Lift 6400.0kg; 8d6 [4]

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

23 CON 26 14-

18 BODY 16 13-

15 INT 5 12- PER Roll 12-

13 EGO 6 12- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

14 COM 2 12-

 

10+8 PD 2 Total: 10/18 PD (0/8 rPD)

10+8 ED 5 Total: 10/18 ED (0/8 rED)

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

15 REC 4

50 END 2

50 STUN 0 Total Characteristic Cost: 169

 

Movement: Running: 26"/52"

Flight: 15"/120"

Gliding: 15"/30"

Leaping: 23"/46"

Swimming: 2"/4"

 

Cost Powers END

24 Malleable Body: Stretching 4", Reduced Endurance (0 END; +½) (30 Active Points); Doesn't work in extreme cold -40 Fahrenheit or below (-¼)

32 Stretching Powers: Multipower, 40-point reserve, (40 Active Points); all slots Doesn't work in extreme cold -40 Fahrenheit or below (-¼)

1u 1) Molding to Surfaces: Clinging (normal STR) (10 Active Points); Doesn't work in extreme cold -40 Fahrenheit or below (-¼)

3u 2) Resilient Body: Physical Damage Reduction, Resistant, 50%, Inherent (+¼) (37 Active Points); Doesn't work in extreme cold -40 Fahrenheit or below (-¼)

1u 3) Parawing Form: Gliding 15" (15 Active Points); Doesn't work in extreme cold -40 Fahrenheit or below (-¼)

3u 4) Malleable Arms: Flight 15", x8 Noncombat (40 Active Points); Doesn't work in extreme cold -40 Fahrenheit or below (-¼) 4

2u 5) Big, Hard Hands: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-½), Doesn't work in extreme cold -40 Fahrenheit or below (-¼) 3

3u 6) I Caught You Now!: Entangle 3d6, 4 DEF (Stops A Given Sense Normal Sight) (40 Active Points); Doesn't work in extreme cold -40 Fahrenheit or below (-¼) 4

1u 7) Clothing Mimicry: Cosmetic Transform 2d6 (Instant Change) (10 Active Points); Doesn't work in extreme cold -40 Fahrenheit or below (-¼) 1

3u 8) Bouncing Missiles: (Total: 40 Active Cost, 32 Real Cost) Missile Deflection (Bullets & Shrapnel), Full Range (+1) (30 Active Points); Doesn't work in extreme cold -40 Fahrenheit or below (-¼) (Real Cost: 20) plus +2 with Ranged Combat (10 Active Points); Doesn't work in extreme cold -40 Fahrenheit or below (-¼) (Real Cost: 7)

1u 9) Springy Legs: Leaping +15" (23" forward, 11 ½" upward) (15 Active Points); Doesn't work in extreme cold -40 Fahrenheit or below (-¼) 1

3u 10) Long, Stretchy Legs: Running +20" (26" total) (40 Active Points); Doesn't work in extreme cold -40 Fahrenheit or below (-¼) 4

3u 11) Shapechanging: Shape Shift (Sight, Radio and Touch Groups, any shape) (36 Active Points); Doesn't work in extreme cold -40 Fahrenheit or below (-¼) 4

6m 12) Enhanced Malleability: Stretching 8" (40 Active Points); Doesn't work in extreme cold -40 Fahrenheit or below (-¼) 4

24 Malleable Skin: Armor (8 PD/8 ED), Inherent (+¼) (30 Active Points); Doesn't work in extreme cold -40 Fahrenheit or below (-¼)

 

Perks

13 2 Door Sedan: Vehicles & Bases

6 Apartment: Vehicles & Bases

 

Talents

17 Combat Sense 14-

 

Skills

7 Aerial Dodger: +2 with DCV (10 Active Points); Only when flying (-½)

3 AK: Trans-Missouri Freehold 12-

3 Conversation 12-

3 High Society 12-

0 Language: English (completely fluent; literate) (4 Active Points)

3 Persuasion 12-

3 PS: Salesman 12-

3 Scholar

2 1) KS: Aerospace Products (3 Active Points) 12-

2 2) KS: Electronic Products (3 Active Points) 12-

2 3) KS: Sales (3 Active Points) 12-

3 Science Skill: Applied Mathematics 12-

1 TF: Small Motorized Ground Vehicles

 

Total Powers & Skill Cost: 181

Total Cost: 350

 

200+ Disadvantages

20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture)

10 Dependent NPC: Helen Mitchell (wife) 8- (Normal)

20 Hunted: Gateway Consolidated Aerospace 14- (Mo Pow; NCI; Watching)

0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing)

20 Psychological Limitation: Must protect innocent bystanders (Common; Total)

20 Psychological Limitation: Good natured (Very Common; Strong)

10 Psychological Limitation: Doesn't like cold weather (Uncommon; Strong)

10 Social Limitation: Salesman (Frequently; Minor)

20 Social Limitation: Subject to Orders from Gateway Consolidated Aerospace (Very Frequently; Major)

20 Vulnerability: 2 x BODY Cold and Ice based attacks (Common)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Jonathon Mitchell was born on February 18, 2214 in St. Louis, Trans-Missouri Freehold. His childhood was a little rough due to the poverty surrounding him and his family, but they managed to make ends meet. At the age of 12 his abilities first appeared and he was picked up by Gateway Consolidated Aerospace for testing. While he was training for his newfound powers Biogenetics sent several special operations teams to capture him, but he was able to defeat them in a running battle outside of Jefferson City. Gateway Consolidated Aerospace also had him in an apprenticeship program for sales and he showed a natural aptitude for it. At the age of 18 he was given the choice of working for Gateway Consolidated Aerospace or to go his own way. From his prior experiences in the attempts to be captured Jonathon decided to work for Gateway Consolidated Aerospace. As an employee he would have enjoy diplomatic immunity that would prevent any future attempts by Biogenetics to capture him. He made quite a reputation for himself as a top salesman for the company and earned really excellent commissions. When he was 26 he met Helen Smyth and the two began dating over the next two years that culminated in their marriage. A few years after he was married at the age of 32, Gateway Consolidated Aerospace transferred him to Dark Justice to begin training as part of the team. Currently, Jonathon works as a member of Dark Justice and provides security for Gateway Consolidated Aerospace facilities in the Trans-Missouri Freehold. His wife and him share an apartment in Rolla, Trans-Missouri Freehold.

 

Personality/Motivation: Jonathon is good natured and believes that everyone has good in them. It just takes someone to believe in them and to support the good inside. He enjoys the family atmosphere of the team and they have get-togethers with their families quite often. Jonathon is an optimist and firmly believes in the ideals of self-government. He has too much respect and appreciation for Gateway Consolidated Aerospace to work for the New Confederation. Jonathon will help out Inceptum Terminus when he can and doesn't violate his employment with Gateway Consolidated Aerospace. During missions he will go out of his way to protect innocent bystanders and often puts himself at great risk to do so. Due to the nature of his powers he absolutely hates cold weather since it prevents the powers from working.

He works for Gateway Consolidated Aerospace because he has seen the positive possibilities coming from the company and their treatment of gifted. He wishes that all gifted can enjoy the benefits of working in a free society and will try to help enslaved gifted when he can.

 

Quote: "I got you now!"

 

Powers/Tactics: He can transform any part of his body into any shape since his body is elastic. The powers are the result of his natural genetic structure and he uses them to great effect in fighting. His powers fail to work in extremely cold weather, but that is due to the molecules slowing to a complete stop.

Jonathon will attempt to subdue his opponents and will restrain himself if he thinks that his target can be easily killed. He will try his best to protect the weaker members of Dark Justice by having their opponents focus their attacks on him.

 

Campaign Use: Jonathon will help the heroes anyway he can if they are from the Trans-Missouri Freehold, New Confederation, or Gateway Consolidated Aerospace. If the heroes are from another company or part of the underworld he will attempt to capture them, so they can be turned over to Gateway Consolidated Aerospace or the officials of the Trans-Missouri Freehold.

 

Appearance: Jonathon stands 6' 3", but can fully extend himself out to 78' and weighs 220 pounds. He has blue eyes and close cropped brown hair. His current costume is dark green with silver trim. He also has a small cape that is also green with silver trim. He has a well defined body due to his powers and he works out constantly.

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Re: You Decide The Disadvantages for Dark Justice!

 

LIGHTNING STRIKE

 

Val Char Cost Roll Notes

14 STR 4 12- Lift 174.1kg; 2 ½d6 [1]

28 DEX 54 15- OCV: 9/DCV: 9

13 CON 6 12-

13 BODY 6 12-

14 INT 4 12- PER Roll 12-

18 EGO 16 13- ECV: 6

18 PRE 8 13- PRE Attack: 3 ½d6

12 COM 1 11-

 

10+8 PD 7 Total: 10/18 PD (0/8 rPD)

10+8 ED 7 Total: 10/18 ED (0/8 rED)

4 SPD 2 Phases: 2, 3, 5, 6, 8, 9, 11, 12

10 REC 8

25 END 0

27 STUN 0 Total Characteristic Cost: 125

 

Movement: Running: 50"/200"

Leaping: 9"/18"

Swimming: 3"/6"

 

Cost Powers END

20 Speedster Powers: Multipower, 40-point reserve, (40 Active Points); all slots Restrainable (-½), Increased Endurance Cost (x2 END; -½)

2u 1) Rapid Fire Punch I: Hand-To-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-½), Restrainable (-½), Increased Endurance Cost (x2 END; -½) 8

1u 2) Rapid Fire Punch II: Hand-To-Hand Attack +5d6, Autofire (5 shots; +½) (37 Active Points); Hand-To-Hand Attack (-½), Restrainable (-½), Increased Endurance Cost (x2 END; -½) 8

2u 3) Friction Attack: Killing Attack - Hand-To-Hand 2 ½d6 (3d6+1 w/STR) (40 Active Points); Restrainable (-½), Increased Endurance Cost (x2 END; -½) 8

20 Heightened Reactions: +4 SPD (40 Active Points); Costs Endurance (-½), Restrainable (-½) 4

37 Power of Lightning: Endurance Reserve (175 END, 20 REC) (37 Active Points)

62 Super Running: Running +44" (50" total), x4 Noncombat (93 Active Points); Turn Mode (-¼), Visible (Lightning Trail; -¼) 9

3 Incredible Leaping: Leaping +6" (9 ½" forward, 1 ½" upward) (6 Active Points); Forward Movement Only (-1) 1

16 Lightning Field: Force Field (8 PD/8 ED) 2

13 Impact Resistance: Armor (26 PD/0 ED) (39 Active Points); Only to Protect Against Damage Sustained When Performing Move Throughs/Move Bys (-1), Limited Coverage [1-60] Degrees (-1)

6 Rooted: Knockback Resistance -4" (8 Active Points); Only When In Contact With The Ground (-¼)

Commando Training

Maneuver OCV DCV Notes

3 Akido Throw +0 +1 2 ½d6 +v/5, Target Falls

4 Boxing Cross +0 +2 4 ½d6 Strike

4 Choke -2 +0 Grab One Limb; 2d6 NND

4 Escape +0 +0 29 STR vs. Grabs

4 Karate "Chop" -2 +0 HKA 1d6 +1

4 Kung Fu Block +2 +2 Block, Abort

 

Talents

2 Environmental Movement (no penalties on narrow ledges)

2 Environmental Movement (no penalties on slippery/icy surfaces)

 

Skills

3 Acrobatics 15-

3 Breakfall 15-

10 +2 with HTH Combat

0 Language: English (completely fluent; literate) (4 Active Points)

 

Total Powers & Skill Cost: 226

Total Cost: 350

 

200+ Disadvantages

20 Dependence: Caffeine Powers Gain 11- Activation Roll (Easy To Obtain; 5 Minutes)

20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture)

20 Hunted: Gateway Consolidated Aerospace 14- (Mo Pow; NCI; Watching)

0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder)

20 Psychological Limitation: Cannot sit still (Common; Total)

20 Psychological Limitation: Hyper (Common; Total)

10 Psychological Limitation: Polite (Common; Moderate)

20 Social Limitation: Subject to Orders from Gateway Consolidated Aerospace (Very Frequently; Major)

20 Vulnerability: 2 x STUN Entangles and Grabs (Common)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Charles Simpson was born on November 6, 2219 near Springfield, Trans-Missouri Freehold on a small farm. As a child, he was very active and he enjoyed watching the lightning storms that would wash over the area and to run. One night when he was 10, he was struck by lightning while laying on a sheet metal roof of the barn. The large amount of electricity activated his latent abilities of superspeed. Instead of staying in school and getting an education, Charles went to work for Gateway Consolidated Aerospace. The company helped him to gain control over his abilities and to teach him how to fight using his natural powers. When Gateway Consolidated Aerospace formed Dark Justice he was transferred and provides his fighting expertise to bolster the team. He enjoys excellent friendships with all the other members, but can get on their nerves due to hyper nature.

 

Personality/Motivation: Charles cannot sit still and must always be constantly moving. He talks as fast as he runs which is insanely fast. He has a bad addiction to caffeine and will drink anything that contains the ingredient. Caffeine helps him to focus his mind and to stay sharp. He is also very polite to everyone, including enemies.

He is always willing to help his team and to listen to orders when he pays attention. Charles' only wants to run and to enjoy life at his superspeed.

 

Quote: "I'll-lead-the-way!" *Runs off at a high rate of speed*

 

Powers/Tactics: He can run close to 597 miles per hour and can run for hours at a time. When he runs he leaves behind a trail of lightning. When he attacks lightning sparks off of the target upon contact. He knows the martial arts that Gateway Consolidated security forces uses and can use rapid punches against a target.

Charles is most often used as a scout for Dark Justice due to his speed. He will try to attack leaders of other teams when in combat. Due to his faster reactions Charles can coordinate his attacks with the closest team mates for devastating effect.

 

Campaign Use: If the heroes work for Gateway Consolidated Aerospace, Trans-Missouri Freehold, or New Confederation he will give them as much assistance he can. If the heroes work for another Corporate State he will try to disengage and get to a place he can issue a report to the appropriate authorities.

 

Appearance: Charles stands 5' 11" tall and weighs 216 pounds. He has close cropped black hair and brown eyes. His leg muscles are well defined from all the running he does. Charles rarely spends time working out on his upper body because do use weight lifting machines requires his to stand still. His costume is black with bluish-silver lightning bolts on the arms, legs, and chest. He doesn't wear a mask, but does wear a long black cape with bluish-silver lightning bolts for trim.

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Re: You Decide The Disadvantages for Dark Justice!

 

SHATTERSTEEL

 

Val Char Cost Roll Notes

18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]

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

18 CON 16 13-

13 BODY 6 12-

19 INT 9 13- PER Roll 16-

18 EGO 16 13- ECV: 6

18 PRE 8 13- PRE Attack: 3 ½d6

14 COM 2 12-

 

10+8 PD 6 Total: 10/18 PD (0/8 rPD)

10+8 ED 6 Total: 10/18 ED (0/8 rED)

5 SPD 20 Phases: 3, 5, 8, 10, 12

8 REC 0

36 END 0

31 STUN 0 Total Characteristic Cost: 127

 

Movement: Running: 6"/12"

Flight: 18"/72"

Leaping: 18"/36"

Swimming: 2"/4"

 

Cost Powers END

Powered Armor Defensive Systems

11 1) Powered Armor Standard Protection System: Armor (8 PD/8 ED) (24 Active Points); OIF Durable (-½), Half Mass (-½), Real Armor (-¼)

7 2) Powered Armoed Weakness Proofing: Lack Of Weakness (-10) for Resistant Defenses (10 Active Points); OIF Durable (-½)

8 3) Powered Armor Life Support Systems: Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (16 Active Points); OIF Durable (-½), Costs Endurance (-½) 2

5 4) Powered Armor Communications Suite: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense [very common Sense] (Radio and Hearing Groups, not Mental Group; -½), Costs Endurance (-½), IIF Durable (-¼) 1

13 5) Powered Armor Power System: Endurance Reserve (100 END, 10 REC) (20 Active Points); OIF Durable (-½)

2 6) Powered Armor Psionic Shielding: Mental Defense (7 points total) (3 Active Points); OIF Durable (-½)

4 7) Polarized Lenses: Sight Group Flash Defense (8 points) (8 Active Points); OIF Durable (-½), Costs Endurance (-½) 1

4 8) Audio Dampers: Hearing Group Flash Defense (8 points) (8 Active Points); OIF Durable (-½), Costs Endurance (-½) 1

2 9) Nightsight: Nightvision (5 Active Points); OIF Durable (-½), Costs Endurance (-½) 1

8 10) Radar Array: Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As More Than One Sense [very common Sense] (Radio and Hearing Groups, not Mental Group; -½), OIF Durable (-½), Costs Endurance (-½) 2

4 11) Sensory Augmentation: +3 PER with all Sense Groups (9 Active Points); OIF Durable (-½), Costs Endurance (-½) 1

2 12) Thermalvision, Standard: Infrared Perception (Sight Group) (5 Active Points); OIF Durable (-½), Costs Endurance (-½) 1

25 Powered Armor Holo-Generator: Sight and Hearing Groups Images Increased Size (2" radius; +¼), +/-5 to PER Rolls (37 Active Points); OIF Durable (-½) 4

10 Powered Armor Spotlight: Sight Group Images Increased Size (2" radius; +¼) (4" Cone; +0), +/-4 to PER Rolls (27 Active Points); Only To Create Light (-1), OIF Durable (-½), Limited Range (-¼) 3

30 Powered Armor Offensive Powers: Multipower, 60-point reserve, (60 Active Points); all slots OIF Durable (-½), Real Weapon (-¼), No Knockback (-¼)

3u 1) Powered Armor Magnetic Projector: Energy Blast 12d6 (60 Active Points); OIF Durable (-½), Real Weapon (-¼), No Knockback (-¼) 6

3u 2) Powered Armor Stun Rockets: Energy Blast 8d6, Area Of Effect (One Hex; +½) (60 Active Points); OIF Durable (-½), Real Weapon (-¼), No Knockback (-¼) 6

27 Powered Armor Thrusters: Flight 18", x4 Noncombat (41 Active Points); OIF Durable (-½) 4

10 Powered Armor Leaping System: Leaping +15" (18 ½" forward, 9" upward) (15 Active Points); OIF Durable (-½) 1

 

Talents

3 Absolute Range Sense

 

Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Electronics 13-

3 Instructor 13-

3 Inventor 13-

3 Mechanics 13-

3 Research 13-

3 Scientist

2 1) Science Skill: Computer Engineering 13- (3 Active Points)

2 2) Science Skill: Electronic/Electrical Engineering 13- (3 Active Points)

2 3) Science Skill: Mechanical Engineering 13- (3 Active Points)

2 4) Science Skill: Metallurgy 13- (3 Active Points)

2 5) Science Skill: Nuclear Engineering 13- (3 Active Points)

2 6) Science Skill: Safety Engineering 13- (3 Active Points)

3 PS: Research Scientist 13-

3 Systems Operation 13-

 

Total Powers & Skill Cost: 223

Total Cost: 350

 

200+ Disadvantages

10 Distinctive Features: Distinctive Power Armor Design (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture)

20 Hunted: Gateway Consolidated Aerospace 14- (Mo Pow; NCI; Watching)

0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder)

20 Physical Limitation: Paralyzed from the waist down (All the Time; Greatly Impairing)

20 Psychological Limitation: Is curious about science and equipment (Common; Total)

10 Psychological Limitation: More at home with technology than people (Uncommon; Strong)

20 Psychological Limitation: Afraid of having his power armor taken away (Common; Total)

10 Reputation: Eccentric scientist, 11-

20 Social Limitation: Subject to Orders from Gateway Consolidated Aerospace (Very Frequently; Major)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Martin Jeffries was born on June 2, 2200 in Independence, Trans-Missouri Freehold. Growing up he was always a quiet child that felt more at home with machines than with people. He was always interested in science and became a scientist working for Gateway Consolidated Aerospace at the age of 28. Over the next ten years he worked on various space projects for the company and saw the Hyperion disaster first hand in the control room. At the age of 39 he was hit by a car by accident and he ended up paralyzed from the waist down. He sank into a deep depression and began to tinker with the designs for an exoskeleton that would enable him to walk again. For the next five years he worked day and night in his company to lab to build a finalized version of a set of power armor that would enable him to walk again. The armor was loosely based upon the design manufactured by Dai-HK, but incorporated many changes like the custom armament and other sub-systems. The suit works rather well and gives Marty the ability to use his legs.

 

Personality/Motivation: Marty is an excellent scientist that is always pushing the envelope of technology. He enjoys conversations with his suit of armor and other technological devices. He takes a grandfatherly approach when dealing with his team mates and gets along with all of them. Marty is afraid that if he loses the suit that he will never walk again, so he baby's it at every opportunity.

He strives for making technological breakthroughs and works hard on several new designs he has in the works. The end goal would to allow him to use his natural legs again.

 

Quote: "I wouldn't touch that if I were you."

 

Powers/Tactics: All of Marty's powers are derived from his suit of power armor. He has a vast array of skills that helps him research and improve upon the armor as well as its subsystems.

He will try to stay away from hand to hand combat as much as possible and attack from a distance. He listens to orders and will try to coordinate as much as possible.

 

Campaign Use: If the heroes work for Trans-Missouri Freehold or the New Confederation he will try to use his technological prowess to help them. If the heroes are from other Corporate States he will attempt to kill them to prevent them from stealing his research.

 

Appearance: Marty stands 5' 10" and weighs 196 pounds. He has long grey hair and blue eyes. Age has began to work on his body so he has a small belly. He does have well defined arm and upper body muscles due to constantly using a wheelchair when out of combat. His armor is black with red trim and completely covers his face. Marty is relatively good looking for a man of his age.

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Re: You Decide The Disadvantages for Dark Justice!

 

Lodestone

 

Val Char Cost Roll Notes

18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]

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

20 CON 20 13-

15 BODY 10 12-

14 INT 4 12- PER Roll 16-

15 EGO 10 12- ECV: 5

23 PRE 13 14- PRE Attack: 4 ½d6

14 COM 2 12-

 

10+8 PD 6 Total: 10/18 PD (0/8 rPD)

10+8 ED 6 Total: 10/18 ED (0/8 rED)

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

10 REC 4

40 END 0

40 STUN 6 Total Characteristic Cost: 149

 

Movement: Running: 6"/12"

Flight: 20"/160"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

27 Magnetic Offensive Powers: Multipower, 62-point reserve, (62 Active Points); all slots OAF Durable (-1), Only In Heroic Identity (-¼)

3u 1) Collision of Cars: Energy Blast 7d6, Variable Special Effects (Limited Group of SFX; Various large sized metal objects; +¼), Explosion (+½) (61 Active Points); OAF Durable (-1), Only In Heroic Identity (-¼) 6

3u 2) Medium Metal Objects Mayhem: Energy Blast 9d6+1, Variable Special Effects (Limited Group of SFX; Various medium sized metal objects; +¼) (59 Active Points); OAF Durable (-1), Only In Heroic Identity (-¼) 6

3u 3) Flying Blunt Metal Objects: Energy Blast 8d6, Armor Piercing (+½) (60 Active Points); OAF Durable (-1), Only In Heroic Identity (-¼) 6

3u 4) Flying Sharp Edged Weapons: Killing Attack - Ranged 2 ½d6, Armor Piercing (+½) (60 Active Points); OAF Durable (-1), Only In Heroic Identity (-¼) 6

3u 5) Metal Binding: Entangle 4 ½d6, 5 DEF, Variable Special Effects (Limited Group of SFX; Metal Strips or other objects; +¼) (62 Active Points); OAF Durable (-1), Only In Heroic Identity (-¼) 6

16 Metal Alloy Armor: Armor (8 PD/8 ED) (24 Active Points); Only In Heroic Identity (-¼), Visible (-¼)

5 Metal Alloy Armor: Power Defense (8 points) (8 Active Points); Only In Heroic Identity (-¼), Visible (-¼)

6 Magnetic Centering: Knockback Resistance -4" (8 Active Points); Only In Heroic Identity (-¼)

40 Flight 20", x8 Noncombat (50 Active Points); Only In Heroic Identity (-¼) 5

10 I See You Now: +4 PER with all Sense Groups (12 Active Points); Only In Heroic Identity (-¼)

25 Metal Alloy Body: Shape Shift (Sight Group), Cellular, Instant Change 2

 

Talents

15 Danger Sense (self only, in combat) 16-/12-

 

Skills

8 Artful Dodger: +2 DCV with HTH or Ranged Combat

5 +1 with Ranged Combat

3 Tactics 12-

Security Specialist

3 1) Computer Programming 12-

3 2) KS: Computer Hardware 12-

3 3) KS: Computer Software 12-

3 4) Systems Operation 12-

3 5) AK: Local Net 12-

3 6) AK: Trans-Missouri Freehold Territory 12-

5 7) Security Systems 13-

3 8) Shadowing 12-

 

Total Powers & Skill Cost: 201

Total Cost: 350

 

200+ Disadvantages

15 Accidental Change: Whenever girlfriend is threatened 11- (Common)

10 Dependent NPC: Ginger Turner (girlfriend) 8- (Normal)

15 Distinctive Features: Large metal alloy body (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

15 Enraged: Whenever girlfriend or team mate is injured (Common), go 11-, recover 14-

20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture)

20 Hunted: Gateway Consolidated Aerospace 14- (Mo Pow; NCI; Watching)

0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing)

15 Psychological Limitation: Overprotective of team and girlfriend (Common; Strong)

10 Psychological Limitation: Honorable (Common; Moderate)

10 Psychological Limitation: Dislikes being in the spotlight (Common; Moderate)

20 Social Limitation: Subject to Orders from Faction (Very Frequently; Major)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Lorna Giles was born in Sweetwater, Trans-Missouri Freehold on March 6, 2231 and was left in the care of the local orphanage by her parents. She never knew her parents, but at the orphange the workers there gave her inspiration to become a security specialist. After getting her education she went to work for Gateway Consolidated Aerospace as a body guard for VIPs. During her first assignment to protect a mid-level executive, a Lonestar Development covert operations team ambushed the two. Lorna was shot several times by the team and the bullets reacted with her genetic structure. The bullets triggered a change in her appearance and granted her control over the local magnetic field. Using the magnetic field she protected the executive and killed the covert operations team. Once the mission was completed the grateful executive put a transfer in for her to Dark Justice. She is the youngest member and most inexperienced member of Dark Justice, but is excellent friends to them.

 

Personality/Motivation: Lorna is overprotective of her friends and team. She will defend them until she dies or she defeats the threat against them. She is charming and has a pleasant personality. She treats everyone equally, but prefers to hang back letting others take the credit for her success.

She will protect those around her to the best of her ability. She is driven to ensure that she succeeds in all of her missions.

 

Quote: "Listen to what I have to say and you'll live through this."

 

Powers/Tactics: With her control over the magnetic fields, Lorna will use her powers creatively to perform her job. She can lift up to several tons of metal and use it against her opponents.

She will use any metal object for offense and defense. She listens to orders and will try to implement them creatively. Once the dust clears from the battle she will go into the background and keep an eye out for future trouble. She will avoid the media to the extreme and will play off any role she played.

 

Campaign Use: If the heroes are from Trans-Missouri Freehold or New Confederation, Lorna will give them as much help as she can without going against the interests of Gateway Consolidated Aerospace. If the heroes are from a different company she will try to apprehend them and turn them over to the authorities.

 

Appearance: Lorna stands 6' 1" and weighs 185 pounds. She is attractive with an excellent figure. She has long brown hair that flows to the lower part of her back and has green eyes. Lorna works out constantly to keep her figure and to hone her skills. When she transforms into her metallic form she retains the majority of her features and her hair also turns into fine metal strands. Her current costume is a full body suit that is maroon with gold trim. She wears a mask that covers her upper part of her face, but lets her hair flow freely behind her. She also wears black thigh high boots that are trimmed in gold.

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Re: You Decide The Disadvantages for Dark Justice!

 

Ice Princess

 

Val Char Cost Roll Notes

18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]

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

18 CON 16 13-

13 BODY 6 12-

15 INT 5 12- PER Roll 12-/21-

14 EGO 8 12- ECV: 5

14 PRE 4 12- PRE Attack: 2 ½d6

14 COM 2 12-

 

10+8 PD 6 Total: 10/18 PD (0/8 rPD)

10+8 ED 6 Total: 10/18 ED (0/8 rED)

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

12 REC 8

36 END 0

31 STUN 0 Total Characteristic Cost: 135

 

Movement: Running: 20"/80"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

45 Ice Offensive Powers: Multipower, 63-point reserve, all slots Personal Immunity (+¼) (79 Active Points); all slots Restrainable (-½), Only In Heroic Identity (-¼)

3u 1) Ice Blast: Energy Blast 12d6 (60 Active Points); Restrainable (-½), Only In Heroic Identity (-¼) 6

3u 2) Hail of Ice: Energy Blast 8d6, Autofire (5 shots; +½) (60 Active Points); Restrainable (-½), Only In Heroic Identity (-¼) 6

3u 3) Glacial Ice Block: Killing Attack - Ranged 2 ½d6, Indirect (Same origin, always fired away from attacker; +¼), Area Of Effect Nonselective (One Hex; +¼) (60 Active Points); Restrainable (-½), Only In Heroic Identity (-¼) 6

3u 4) Ice Block Entangle: Entangle 4d6, 4 DEF (Stops A Given Sense Group Hearing Group, Stops A Given Sense Group Sight Group) (60 Active Points); Restrainable (-½), Only In Heroic Identity (-¼) 6

3u 5) Ice Flash: Sight, Radio, Smell/Taste and Hearing Groups, Danger Sense, Combat Sense, Mental Awareness and Spatial Awareness Flash 5 ½d6 (61 Active Points); Restrainable (-½), Only In Heroic Identity (-¼) 6

4u 6) Ice Prison: Darkness to Sight, Hearing, Radio and Smell/Taste Groups, Danger Sense, Combat Sense, Mental Awareness and Spatial Awareness 3" radius (63 Active Points); Restrainable (-½), Only In Heroic Identity (-¼) 6

39 Ice Slides: Running +14" (20" total), x4 Noncombat, No Gravity Penalty (+½) (49 Active Points); Only In Heroic Identity (-¼) 5

10 Frozen to Surface: Clinging (28 STR) (13 Active Points); Only In Heroic Identity (-¼)

14 Sharp Eyes: +9 PER with Sight Group (18 Active Points); Only In Heroic Identity (-¼)

11 Ice Armor: Armor (8 PD/8 ED) (24 Active Points); Ablative BODY or STUN (-1), Only In Heroic Identity (-¼)

6 Glacial Root: Knockback Resistance -4" (8 Active Points); Only In Heroic Identity (-¼)

2 Life Support (Safe in Intense Cold); Only In Heroic Identity (-¼)

34 Body of Ice: Shape Shift (Sight, Smell/Taste, Touch and Hearing Groups), Cellular, Instant Change 3

 

Perks

1 Fringe Benefit: License to practice a profession Medical Doctor

 

Skills

Medic

3 1) Forensic Medicine 12-

5 2) Paramedics 13-

3 3) PS: Physician 12-

3 Scientist

2 1) SS: Human Anatomy 12- (3 Active Points)

2 2) Science Skill: Anesthesiology 12- (3 Active Points)

2 3) Science Skill: Clinical Medicine 12- (3 Active Points)

2 4) Science Skill: Internal Medicine 12- (3 Active Points)

2 5) Science Skill: Surgery 12- (3 Active Points)

3 Scholar

2 1) KS: Cybertechnology (3 Active Points) 12-

2 2) KS: Prescription Drugs (3 Active Points) 12-

2 3) KS: Surgical Instruments (3 Active Points) 12-

1 TF: Grav Vehicles/Hovercraft

 

Total Powers & Skill Cost: 215

Total Cost: 350

 

200+ Disadvantages

5 Accidental Change: whenever she is faced with a life or death situation 8- (Uncommon)

10 Distinctive Features: Body of Ice in hero ID (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture)

20 Hunted: Gateway Consolidate Aerospace 14- (Mo Pow; NCI; Watching)

0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder)

15 Psychological Limitation: Hippocratic Oath (Common; Strong)

20 Psychological Limitation: Honorable (Common; Total)

10 Psychological Limitation: Sports Fanatic (Common; Moderate)

20 Social Limitation: Subject to Orders from Gateway Consolidate Aerospace (Very Frequently; Major)

30 Susceptibility: Fire 3d6 damage per Phase (Common)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Melanie Coleman was born in Little Rock, Trans-Missouri Freehold on October 13, 2222. She had a normal childhood and was allowed to pursue her dreams of being a doctor. When she was 18, she was involved in a car accident and the stress of the impact activated her latent powers. To shield herself from the impact a block of ice sprang into existence around her body. The block of ice took the brunt of the damage and she walked away unscathed. Gateway Consolidated Aerospace offered Melanie training in her powers and put her through medical school. Upon completing her degree at the University of Trans-Missouri Freehold she was offered a position on Dark Justice as the team's medic. She was welcomed with open arms and enjoys friendships with the entire team.

 

Personality/Motivation: Melanie can be rather detached when meeting new people, but she quickly warms up to them. She is reserved most of the time and will let others take the lead. She enjoys the friendships with her team mates and their downtime hanging out.

She wants to save lives and works hard as a doctor for the team. She is neutral on the issue of the gifted mainly due to her lack of experience with the other Corporate States treatment of them. However, she will refuse to treat someone that is evil in her mind. Her oath prohibits her from hurting anyone, but doesn't say that she has to treat everyone.

 

Quote: "I'm not cold-hearted...just chilly."

 

Powers/Tactics: Her abilities allow Melanie to create ice slides for movement and her manipulation of the ice allows her to freeze her opponents into a large block of ice. She can also form a two ton block of ice to drop onto her opponents.

Melanie usually fights from a distance and will stay away from someone that uses fire. As a last ditch effort, she'll use her lethal attacks targets. She follows orders rather well and tries to work with her team to coordinate their attacks.

 

 

Campaign Use: If the heroes treat her with respect Melanie will help them and will use her medical experience to save their lives. If they disrespect her, she will refuse to help them and will attack them if necessary. If the heroes are from an opposing Corporate State she will flat out refuse to help them.

 

Appearance: Melanie stands 4' 10" and weighs 114 pounds. She is the smallest and lightest team member of Dark Justice. She has shoulder length blonde hair and doe brown eyes. Her current costume is ice blue colored with gold trim. She wears a cape and doesn't wear a mask to protect her identity. She is relatively attractive and has a relatively trim figure. She will try to work out as her schedule permits, but between being a doctor and a member of Dark Justice it's few and far between.

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