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LCSB Publishing Presents: Inceptum Terminus Gifted Team The Production


The_Patriot

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Here is the gifted team The Production that works for Southern States of America. Comments and questions are welcome. :)

 

Holo Hell

 

Val Char Cost Roll Notes

18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]

27 DEX 51 14- OCV: 9/DCV: 9

14 CON 8 12-

14 BODY 8 12-

18 INT 8 13- PER Roll 13-

14 EGO 8 12- ECV: 5

14 PRE 4 12- PRE Attack: 2 ½d6

14 COM 2 12-

 

10+12 PD 6 Total: 10/22 PD (8/20 rPD)

10+12 ED 7 Total: 10/22 ED (8/20 rED)

5 SPD 13 Phases: 3, 5, 8, 10, 12

10 REC 6

28 END 0

30 STUN 0 Total Characteristic Cost: 131

 

Movement: Running: 7"/14"

Leaping: 13"/26"

Swimming: 2"/4"

 

Cost Powers END

4 Cutlass Protective Hilt: Armor (6 PD/6 ED) (18 Active Points); Only Protects Hand Used To Hold It (-2), OAF Durable (-1)

8 Cutlass: Multipower, 22-point reserve, all slots Required Hands One-Handed (+0) (22 Active Points); all slots OAF Durable (-1), Strength Minimum 10 (-½), Real Weapon (-¼)

1u 1) Blade: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); OAF Durable (-1), Strength Minimum 10 (-½), Real Weapon (-¼) 1

1u 2) Hilt: Hand-To-Hand Attack +3d6 (15 Active Points); OAF Durable (-1), Hand-To-Hand Attack (-½), Strength Minimum 10 (-½), Real Weapon (-¼) 1

31 Holo Hell: Sight, Hearing, Smell/Taste and Touch Groups Images Increased Size (4" radius; +½), +/-4 to PER Rolls (55 Active Points); Restrainable (-½), Limited Range 12" (-¼) 5

4 Main-Gauche Protective Hilt: Armor (6 PD/6 ED) (18 Active Points); Only Protects Hand Used To Hold It (-2), OAF Durable (-1)

4 Main-Gauche Skillful Weapon: +2 with Block, Bind, Disarm, and Takeaway (10 Active Points); OAF Durable (-1), Only Applies To The Four Listed Maneuvers (-½)

6 Main-Gauche: Multipower, 18-point reserve, (18 Active Points); all slots OAF Durable (-1), Strength Minimum 7 (-½), Real Weapon (-¼)

1u 1) Blade: Killing Attack - Hand-To-Hand 1d6-1 (1d6+1 w/STR) (10 Active Points); OAF Durable (-1), Strength Minimum 7 (-½), Real Weapon (-¼) 1

1u 2) Hilt: Hand-To-Hand Attack +2d6 (10 Active Points); OAF Durable (-1), Hand-To-Hand Attack (-½), Strength Minimum 7 (-½), Real Weapon (-¼) 1

4 Rooted: Knockback Resistance -4" (8 Active Points); Restrainable (-½), Only When In Contact With The Ground (-¼)

7 Swashbuckler Leaping: Leaping +10" (13 ½" forward, 6 ½" upward) (10 Active Points); Increased Endurance Cost (x2 END; -½) 2

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

Fencing

Maneuver OCV DCV Notes

5 Ballestra +2 -2 Weapon +4 DC, Weapon +4 DC Strike; Half Move Required

3 Cut +2 +1 Weapon, Weapon Strike

4 Ceduto +0 +0 Weapon +3 DC, 15 STR to escape Bind

4 Double a Double +2 +2 Weapon +2 DC, Weapon +2 DC Strike, Must Follow Predefined Maneuver

5 Fleche +1 +0 Weapon +v/5; FMove

4 Froissement +2 -2 Disarm, 28 STR to Disarm roll

3 Grypes -1 -2 Grab One Limb; 10 STR disarm

5 Lunge +1 -2 Weapon +4 DC Strike

4 Parry +2 +2 Block, Abort

3 Pasata Soto +2 +2 Weapon, Weapon +foe's v/5 Strike, You Fall, Response to Ballestra, Fleche, Lunge

4 Prise de Fer +1 +0 Bind, 28 STR

4 Riposte +2 +2 Weapon +2 DC Strike, Must Follow Block

5 Slash -2 +1 Weapon +4 DC Strike

5 Takeaway +0 +0 Grab Weapon, 28 STR to take weapon away

5 Thrust +1 +3 Weapon Strike

3 Trip +2 -1 4 ½d6 Strike, Target Falls

4 Void -- +5 Dodge, Affects All Attacks, Abort

0 Weapon Element: Blades

 

Perks

6 Reputation: Media Star (A large group) 14-, +2/+2d6

 

Skills

3 Acrobatics 14-

3 Acting 12-

3 Breakfall 14-

3 Bribery 12-

3 Bugging 13-

3 Combat Driving 14-

3 Concealment 13-

3 Conversation 12-

3 Cryptography 13-

3 Disguise 13-

3 KS: Fencing 13-

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

3 Lockpicking 14-

3 Security Systems 13-

3 Seduction 12-

3 Sleight Of Hand 14-

3 Stealth 14-

3 Systems Operation 13-

10 Two-Weapon Fighting (HTH)

2 WF: Blades, Off Hand

 

Total Powers & Skill Cost: 219

Total Cost: 350

 

200+ Disadvantages

10 Distinctive Features: Texas T beard with braids and long blonde hair (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

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

20 Hunted: Travers Entertainment Network 14- (Mo Pow; NCI; Watching)

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

20 Psychological Limitation: Enjoys the spotlight (Common; Total)

10 Psychological Limitation: Loves being a media star (Common; Moderate)

20 Psychological Limitation: Privateers Code of Honor (Common; Total)

10 Rivalry: Professional (Jonathon Lyons, lead actor on The Shadow Pirates; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

20 Social Limitation: Public ID (Very Frequently; Major)

20 Social Limitation: Subject to Orders from Travers Entertainment Network (Very Frequently; Major)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

Background/History: Sebastian Flynn was born on October 2, 2230 in Miami Groves, Southern States of America. Growing up he was always fascinated with pirates and swashbucklers, so he learned how to fight with the cutlass and maine-gauche. He excelled in school and eventually landed a role in the hit series The Shadow Pirates after graduating from college. He became an overnight sensation and starred in his own hit show The Privateers of Pensacola. He played the starring character Captain "Black Tom" Thomas Tipperting and showcased his excellent fencing skills. Mr. Travers took an interest in Sebastian and hired him for The Production.

 

Personality/Motivation: Sebastian is laid back and easy going, but when he is on a mission he assumes the personality of Black Tom. Black Tom is a cut throat privateer, but commands with a firm touch who doesn't take any crap from anyone. Sebastian enjoys being a media star and the benefits of it. He, also, gets along with the rest of his team relatively well.

He wants to enjoy the spotlight and to serve as a role model as the perfect citizen for children.

 

Quote: "If you thought I looked good in last week's episode wait till you see this!"

 

Powers/Tactics: Sebastian's powers are natural and his skills in sword play are Olympic class.

He uses his holographic capabilities to distract his opponents, so he can get in close to use his weapons.

 

Campaign Use: Sebastian will treat the heroes like they were fans and center the attention upon him. He will try to help them out by giving them subtle clues and leave the heroes to figure it out.

 

Appearance: Sebastian stands 6' 6" tall and weighs 250 pounds. He has blue eyes with over the shoulder length blonde hair and sports a Texas T beard. Sebastian also has two braids of hair that frames his face and braids his beard. His costume is a classic 17th century bucaneer's outfit that is colored dark blue with gold and silver trim. For every day wear his clothing is blue jeans and dress shirts.

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Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team The Production

 

Grey Noise

 

Val Char Cost Roll Notes

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

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

20 CON 20 13-

15 BODY 10 12-

18 INT 8 13- PER Roll 13-

15 EGO 10 12- ECV: 5

15 PRE 5 12- PRE Attack: 3d6

12 COM 1 11-

 

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

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

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

14 REC 4

50 END 5

45 STUN 0 Total Characteristic Cost: 157

 

Movement: Running: 16"/32"

Leaping: 58"/232"

Swimming: 20"/40"

Tunneling: 2"/4"

 

Cost Powers END

30 Armored Skin: Armor (8 PD/8 ED), Inherent (+¼) (30 Active Points)

50 Grey Noise Offensive Powers: Multipower, 62-point reserve, (62 Active Points); all slots Does not work in a vacuum (-¼)

3u 1) Sonic Hand Clap: Energy Blast 6d6, Area Of Effect (7" Cone; +1) (60 Active Points); No Range (-½), Does not work in a vacuum (-¼) 6

5u 2) Sonic Rending and Tearing: Killing Attack - Hand-To-Hand 4d6 (6 ½d6 w/STR) (60 Active Points); Does not work in a vacuum (-¼) 6

3u 3) Sonic Smackdown: Hand-To-Hand Attack +8d6, Autofire (5 shots; +½) (60 Active Points); Hand-To-Hand Attack (-½), Does not work in a vacuum (-¼) 6

5u 4) Super-Strong Legs: Leaping +50" (58" forward, 29" upward) (Accurate, x4 Noncombat) (60 Active Points); Does not work in a vacuum (-¼) 6

4u 5) Blast of Sound: Darkness to Hearing and Radio Groups, Danger Sense and Combat Sense 6" radius, Personal Immunity (+¼) (56 Active Points); Does not work in a vacuum (-¼) 6

5u 6) Grey Noise Disruption: Hearing Group, Radar, Radio Perception/Transmission and Radio Perception Flash 4d6, Personal Immunity (+¼), Area Of Effect (6" Radius; +1 ¼) (57 Active Points); Does not work in a vacuum (-¼) 6

5u 7) Grey Noise Sonics: Hearing and Radio Groups, Danger Sense and Combat Sense Images Increased Size (8" radius; +¾), +/-2 to PER Rolls, Alterable Size, Personal Immunity (+¼) (62 Active Points); Does not work in a vacuum (-¼) 6

19 Environmental Immunities: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)

24 All-Terrain Travel: Multipower, 30-point reserve, (30 Active Points); all slots Does not work in a vacuum (-¼)

1u 1) Wall Walking: Clinging (normal STR) (10 Active Points); Does not work in a vacuum (-¼)

2u 2) Running +10" (16" total) (20 Active Points); Does not work in a vacuum (-¼) 2

1u 3) Swimming +18" (20" total) (18 Active Points); Does not work in a vacuum (-¼) 2

1u 4) Tunneling 2" through 2 DEF material (10 Active Points); Does not work in a vacuum (-¼) 1

 

Skills

Media Star Package Deal

3 1) Mimicry 13-

2 2) Systems Operation (Broadcast Communications, Satellite Communications, Telephone Communications) 13-

3 Scientist

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

2 2) Science Skill: Acoustics 13- (3 Active Points)

2 3) Science Skill: Analysis 13- (3 Active Points)

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

2 5) Science Skill: Particle Physics 13- (3 Active Points)

3 Scholar

2 1) KS: Acoustics (3 Active Points) 13-

2 2) KS: Noise Control (3 Active Points) 13-

2 3) KS: Sound Editing (3 Active Points) 13-

2 4) KS: Sound Equipment (3 Active Points) 13-

3 Electronics 13-

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

3 PS: Acoustical Engineer 13-

 

Total Powers & Skill Cost: 193

Total Cost: 350

 

200+ Disadvantages

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

20 Hunted: Travers Entertainment Network 14- (Mo Pow; NCI; Watching)

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

5 Dependent NPC: Howard Kent (husband) 8- (Normal; Useful Noncombat Position or Skills)

15 Dependent NPC: Samantha (daughter) 8- (Incompetent)

20 Psychological Limitation: Honorable (Common; Total)

10 Psychological Limitation: Loves music (Uncommon; Strong)

20 Psychological Limitation: Prankster (Common; Total)

20 Social Limitation: Subject to Orders from Travers Entertainment Network (Very Frequently; Major)

20 Susceptibility: Soundless Environments 3d6 damage per Turn (Uncommon)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Janice Kent was born in Chattanooga, Southern States of America on July 4, 2228 and was orphaned shortly after her birth. She was raised in a local orphanage and used music to escape from her situation. She did well in school and studied acoustical engineering hoping to break into the media business. She graduated near the middle of her class and was hired to work on the acoustics of upcoming singer Keri Heart. One day in the recording studio a severe lightning storm was going on while Janice was working at the sound board. Lightning struck the building and the electrical surge hit the sound board that shocked Janice. The raw power of the lightning activated her latent genetic potential and she gained the ability to control sound. After the album was finished Janice was transferred to The Production and met Howard Kent, a scientist working on the project. The two fell in love and married shortly after. Her daughter Samantha was born recently on April 30, 2250.

 

Personality/Motivation: Janice enjoys music and tries to stay on top of the latest breakthroughs in acoustical engineering. She is polite to everyone until they try her patience and she becomes rude to people.

She works for The Production to earn her freedom since she is a gifted she had lost all of her rights. Once free she intends to get back to work as an acoustical engineer.

 

Quote: "How does it feel to have your acoustical world turned upside down?"

 

Powers/Tactics: Janice's powers are natural and give her the ability to control the way sound is perceived.

She will usually begin a fight by using her darkness or flash abilities to disorient her opponents then move in close to fight hand to hand.

 

Campaign Use: If the heroes are from the Southern States of America, Janice will help them out as much as possible. If they are from another corporate state she will try to apprehend them since letting them go free would jeopardize her chances of winning freedom.

 

Appearance: Janice stands 6' tall and weighs 185 pounds. She has emerald green eyes and shoulder length curly brown hair. She has a muscular build due to her high strength. Her current costume is styled after ancient Greek armor comprised of leather and gold studs with the chest piece fitted for her figure and is low cut. She wears studded leather thigh high sandals. For every day wear she likes to wear skirts and blouses that is form fitting.

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Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team The Production

 

REMOTE CONTROL

 

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-

15 BODY 10 12-

23 INT 13 14- PER Roll 14-

23 EGO 26 14- ECV: 8

23 PRE 13 14- PRE Attack: 4 ½d6

16 COM 3 12-

 

10 PD 7 Total: 10 PD (0 rPD)

10 ED 6 Total: 10 ED (0 rED)

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

12 REC 10

40 END 2

32 STUN 0 Total Characteristic Cost: 161

 

Movement: Running: 8"/16"

Flight: 20"/40"

Leaping: 6"/12"

Swimming: 5"/10"

 

Cost Powers END

3 Psychic Defense: Mental Defense (8 points total)

20 Psychic Communication: Mind Link , Machine and Human classes of minds, Specific Group of Minds, Number of Minds (x4) (30 Active Points); Half Effectiveness Against Human Minds (-½)

40 Telepathic Powers: Multipower, 60-point reserve, (60 Active Points); all slots Half Effectiveness Against Human Minds (-½)

4u 1) Telepathy 10d6 (Machine and Human classes of minds) (60 Active Points); Half Effectiveness Against Human Minds (-½) 6

4u 2) Mental Assault: Ego Attack 5d6 (Machine and Human classes of minds) (60 Active Points); Half Effectiveness Against Human Minds (-½) 6

4u 3) Psychic Domination: Mind Control 10d6 (Machine and Human classes of minds) (60 Active Points); Half Effectiveness Against Human Minds (-½) 6

4u 4) Induced Hallucinations: Mental Illusions 10d6 (Machine and Human classes of minds) (60 Active Points); Half Effectiveness Against Human Minds (-½) 6

3u 5) Psychic Search: Mind Scan 10d6 (Machine and Human classes of minds) (60 Active Points); Concentration (0 DCV; -½), Half Effectiveness Against Human Minds (-½) 6

3u 6) Premonitions: Danger Sense (any area, any danger, Function as a Sense) (42 Active Points); Half Effectiveness Against Human Minds (-½) 14-

2u 7) Mindsense: Detect A Large Class Of Things 14- (Mental Group), Discriminatory, Analyze, Sense, Targeting (32 Active Points); Half Effectiveness Against Human Minds (-½)

40 Telekinetic Flight: Flight 20" 4

 

Perks

15 Fringe Benefit: Federal/National Police Powers, Private Investigator License, Security Clearance

 

Talents

5 Eidetic Memory

3 Lightning Calculator

3 Lightsleep

 

Skills

3 Bribery 14-

3 Bugging 14-

3 Bureaucratics 14-

3 Conversation 14-

3 Criminology 14-

3 Deduction 14-

3 Interrogation 14-

3 AK: Southern States of America 14-

3 CK: Atlanta 14-

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

3 Persuasion 14-

3 Shadowing 14-

3 Streetwise 14-

 

Total Powers & Skill Cost: 189

Total Cost: 350

 

200+ Disadvantages

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

20 Hunted: Travers Entertainment Network 14- (Mo Pow; NCI; Watching)

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

20 Psychological Limitation: Enjoys controlling machines and humans (Common; Total)

20 Psychological Limitation: Relates more to machines than humans (Very Common; Strong)

10 Psychological Limitation: Will not tell a lie (Uncommon; Strong)

20 Social Limitation: Subject to Orders from Travers Entertainment Network (Very Frequently; Major)

10 Unluck: 2d6

30 Vulnerability: 2 x Effect Rubber (Very Common)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Jim Bowen was born on August 7, 2222 in Knoxville, Southern States of America and grew up in a middle executive's family. His parents worked on the sets of popular holovid shows as directors and cinematographers. In school he was always working on computers and other electrical devices because he was extremely shy around his fellow students. When he turned 15, his latent abilities activated and he found that he could control both humans and machines with his mind. Using these abilities he protected himself from the jocks at his school who found themselves unable to do anything to Jim. After graduating from school, Jim went to work as a private investigator and used his abilities to complete his cases. Mr. Travers took an interest in the young man's work and was impressed with Jim's ability to control both machines and humans, so he was transferred to The Production. The past year, Jim has spent his time training with the team and to gain further control over his powers.

 

Personality/Motivation: Jim prefers to the company of machines over people and when he is around people he becomes really shy and withdrawn. He enjoys working for Mr. Travers directly and talks quite frequently with him. With his other team mates, Jim is withdrawn and quiet preferring Sebastian to have all the spotlight.

He wishes to gain more control over his abilities, so he can manipulate machines for his work on holovid shows.

 

Quote: "You may feel a loss of control over your body, but it is only temporary."

 

Powers/Tactics: Jim's powers allow him to control any type of machine and human, but he lacks the strength to control humans effectively.

He prefers to hang in the background while the rest of the team fights. He lacks the necessary offensive powers to physically damage a target, so instead he uses machines or people has his offensive striking capability.

 

Campaign Use: Jim is withdrawn and will not be forthcoming to any hero regardless of affiliation. If the heroes try to force information out of him JIm will attack them out of self defense then escape.

 

Appearance: Jim stands 5' 11" tall and weighs 214 pounds. He has red hair that is in a crewcut and hazel eyes. His current costume is a full body suit that is colored orange with silver trim. He doesn't wear a mask, but he does have a cape. Jim has an athletic body that is moderately muscular and works out occassionally to keep in shape.

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Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team The Production

 

THE EDITOR

 

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-

13 EGO 6 12- ECV: 4

16 PRE 6 12- PRE Attack: 3d6

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

40 END 2

31 STUN 0 Total Characteristic Cost: 137

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

Teleportation: 30"/120"

 

Cost Powers END

42 Time Manipulation Offensive Powers: Multipower, 63-point reserve, (63 Active Points); all slots Restrainable (-½)

3u 1) Age Manipulation: Major Transform 3d6+1 (anything in older/younger/newer version of itself, via the application of any chronal manipulation power), Improved Results Group (+¼) (62 Active Points); Restrainable (-½), Visible (-¼) 6

2u 2) Fast Time Bubble: Aid 2d6+1, Ranged (+½), Area Of Effect (3" Radius; +1), Selective (+¼) (63 Active Points); Recipient Must Spend 2 END per Point of Extra SPD Gained Per Phase While Aid Remains in Effect (-½), Costs Endurance (-½), Restrainable (-½), Visible (-¼) 6

3u 3) Roundhouse Out of Time: Hand-To-Hand Attack +9 ½d6, Time Delay (+¼) (60 Active Points); Hand-To-Hand Attack (-½), Restrainable (-½) 6

3u 4) Slow Time Bubble: Drain SPD 4d6, Ranged (+½) (60 Active Points); Restrainable (-½), Visible (-¼) 6

2u 5) Stop Time: Extra-Dimensional Movement ("travel" to the "dimension" where time is stopped for everyone but the character, to any point in that "dimension" corresponding to her current location in normal space-time) (40 Active Points); Restrainable (-½), Visible (-¼) 4

4u 6) Temporal Acceleration: Killing Attack - Ranged 1d6, No Normal Defense (is temporal/dimensional manipulation powers or Life Support [Longevity]; +1), Does BODY (+1), Continuous (+1) (60 Active Points); Restrainable (-½) 6

10 Time Manipulation Defense Powers: Elemental Control, 20-point powers

15 1) Forewarned is Foredefended: +5 with DCV (25 Active Points)

10 2) Time Shift Field: Force Field (8 PD/8 ED), Hardened (+¼) (20 Active Points) 2

75 3) Rapid Transit: Teleportation 30", x16 Increased Mass, x4 Noncombat (85 Active Points) 8

 

Skills

3 Analyze: Combat 12-

3 Bugging 12-

3 Combat Driving 14-

3 Combat Piloting 14-

3 Cryptography 12-

3 Deduction 12-

3 Instructor 12-

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

3 PS: Movie/Holovid Editor 12-

3 Research 12-

3 Scholar

2 1) KS: History of Performance Mediums (3 Active Points) 12-

2 2) KS: Media Equipment (3 Active Points) 12-

2 3) KS: Movie/Holovid Show Editing (3 Active Points) 12-

3 Security Systems 12-

2 Systems Operation (Broadcast Communications, Satellite Communications, Telephone Communications) 12-

3 TF: Combat Aircraft, Grav Vehicles/Hovercraft, Helicopters, Small Planes

 

Total Powers & Skill Cost: 213

Total Cost: 350

 

 

200+ Disadvantages

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

20 Hunted: Travers Entertainment Network 14- (Mo Pow; NCI; Watching)

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

10 Psychological Limitation: Dislikes media stars (Common; Moderate)

20 Psychological Limitation: Enjoys being a movie editor (Common; Total)

20 Psychological Limitation: Paranoid of losing his powers (Common; Total)

20 Reputation: Overbearing movie editor, 14- (Extreme)

20 Social Limitation: Subject to Orders from Travers Entertainment Network (Very Frequently; Major)

20 Vulnerability: 2 x STUN Physical Attacks (Common)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Silvia Stillwell was born in Mobile, Southern States of America on February 9, 2225 and grew up in one of the many orphanages in the city. During her schooling she showed a natural aptitude for editing films, so Silvia pursued a technical degree in that medium. Upon graduation, she began to work in the features division of Travers Entertainment Network as an editor. During that time she discovered that she could manipulate time and was able to complete more work than any other editor in the business. Over the span of five short years she had edited 45 full length feature films, but gained a reputation as being overbearing as an editor. Mr. Travers took notice of her and had her abilities tested. Upon seeing the final report, he transferred her to The Production in 2248. For the next two years she trained with her fellow team mates and ran operations that are classified to this day.

 

Personality/Motivation: Silvia is a perfectionist and a drive to succeed in films is what makes her overbearing. She views others that disagree with her with contempt and this had lead to a split within the team. Most of the members tolerate her, but Sam Jamison despises her prima dona attitude.

Silvia only goal is to be the best at what she can do. She follows orders from others when she doesn't have a better plan.

 

Quote: "Time Stop! Hammah Time!"

 

Powers/Tactics: Silvia can manipulate time on herself and others. She will use these powers to great effect in combat by slowing her enemies down to gain the upperhand.

She prefers to stay out of physical combat since she suffers a greater amount of damage. When pressed she will attack physically, but prefers to be in a support role allowing the heavy hitters to control the flow of combat.

 

Campaign Use: Silvia will ignore any hero regardless of who they are and will not assist them. To do so would lower herself, in her eyes, to that of a commoner.

 

Appearance: Silvia stands 5' 9" tall and weighs 176 pounds. She has shoulder length blonde hair and has brown eyes. She currently wears a black full body costume with green trim. When not on missions she will wear suits specifically tailored to her. She has an athletic build and works out to maintain her figure.

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Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team The Production

 

The Grip

 

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-

15 BODY 10 12-

15 INT 5 12- PER Roll 12-

14 EGO 8 12- ECV: 5

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)

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

12 REC 8

40 END 2

34 STUN 1 Total Characteristic Cost: 146

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

Swinging: 25"/100"

 

Cost Powers END

30 Grip Attacks: Multipower, 61-point reserve, (61 Active Points); all slots Special Effect: Physical (-1)

3u 1) Rigging Control: Entangle 6d6, 6 DEF (60 Active Points); Special Effect: Physical (-1) 6

3u 2) Grip Object Drops: Energy Blast 9d6, Indirect (always from above; +¼) (56 Active Points); Special Effect: Physical (-1) 6

3u 3) Grip Setups: Telekinesis (30 STR), Fine Manipulation (55 Active Points); Special Effect: Physical (-1) 5

3u 4) Grip Heavy Objects Attacks: Killing Attack - Ranged 2d6+1, +1 Increased STUN Multiplier (+¼), Armor Piercing (+½) (61 Active Points); Special Effect: Physical (-1) 6

3u 5) Light Control: Darkness to Sight Group 5" radius, Alterable Size (55 Active Points); Special Effect: Physical (-1) 5

19 Heavy Protective Full Body Armor: (Total: 34 Active Cost, 19 Real Cost) Armor (8 PD/8 ED) (24 Active Points); OIF Durable (-½), Half Mass (-½), Real Armor (-¼) (Real Cost: 11) plus Life Support (Self-Contained Breathing) (10 Active Points); IIF Durable (-¼) (Real Cost: 8)

18 Advanced Camouflage Holographic Field: Sight Group Images 1" radius, +/-2 to PER Rolls, Variable SFX (Limited Group of SFX; Any terrain type features; +¼), 8 Continuing Charges lasting 20 Minutes each (+¾) (32 Active Points); No Range (-½), IIF (-¼) [8 cc]

20 Rigging Lines: Swinging 25", x4 Noncombat (30 Active Points); OIF Durable (Rigging Lines; -½) 3

5 6 Arms: Extra Limbs (6)

40 Extra Limb Arm Extensions: Stretching 10" (50 Active Points); Limited Body Parts (Extra Arms Only; -¼) 5

 

Talents

9 Ambidexterity (no Off Hand penalty)

 

Skills

3 Analyze: Lighting and Rigging 12-

3 Climbing 14-

3 Concealment 12-

3 Deduction 12-

3 Electronics 12-

3 Hoist 12-

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

3 Mechanics 12-

3 PS: Grip 12-

5 Rapid Attack (Ranged)

3 Scholar

2 1) KS: Film Production (3 Active Points) 12-

2 2) KS: Lighting Equipment (3 Active Points) 12-

2 3) KS: Media Equipment (3 Active Points) 12-

2 4) KS: Rigging (3 Active Points) 12-

3 Stealth 14-

2 Systems Operation (Broadcast Communications, Cellular and Digital, Communications Jamming Equipment, Radio, Telephone Communications) 12-

3 TF: Grav Vehicles/Hovercraft, Parachuting, Advanced, Parachuting, Basic

 

Total Powers & Skill Cost: 204

Total Cost: 350

 

200+ Disadvantages

20 Distinctive Features: 6 Extra Arms (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

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

20 Hunted: Travers Entertainment Network 14- (Mo Pow; NCI; Watching)

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

20 Psychological Limitation: Dislikes Silvia Stillwell (Very Common; Strong)

10 Psychological Limitation: Hates Dai-HK (Uncommon; Strong)

20 Psychological Limitation: Honorable (Common; Total)

10 Rivalry: Professional (Silvia Stillwell; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

20 Social Limitation: Subject to Orders from Travers Entertainment Network (Very Frequently; Major)

10 Vulnerability: 2 x Effect Entangles (Uncommon)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Sam Jamison was born in Hopkinsville, Southern States of America on January 5, 2201 and grew up living on the street because his parents were homeless. He was picked up by corporate police when he was 7 for shoplifting and he was sentenced to live in an orphanage to get an education. After being placed in a local orphanage he fell in love with schooling and earned his diploma at the age of 15. Sam went on to enter college and learned how to be a grip on a film production set. After his degree he worked with some of the best directors in New Rome, Southern States of America and earned quite a few awards for his efforts. Sam voluntarily underwent genetic manipulation at the age of 30 and the end result was the growth of 6 additional arms. The arms enabled him to become more proficient at his job and production of the new films he worked on was sped up as a result.

 

Personality/Motivation: Sam is laid back and appreciative of his education. He oftentimes seen helping children and has several children’s charities dedicated to helping homeless children. Sam gets along with everyone on his team, except for Silvia Stillwell. Her prima dona attitude drives him up the wall and they clash frequently over the smallest things.

He serves his corporate state because they asked him too. Sam wants to help more homeless children and works on The Production as a result.

 

Quote: "There, this is the perfect lighting rig!"

 

Powers/Tactics: All of Sam's powers are a result of genetic manipulation, except for his armor. He can use objects that already exist in an area to attack with.

He prefers to stand by The Producer and follows orders extremely well. Sam will use his powers to ambush targets and to create confusion.

 

Campaign Use: Sam will help any hero if there are the lives of children at stake regardless of the consequences.

 

Appearance: Sam stands 6' 4" tall and weighs 220 pounds. He has styled black hair and blue eyes. He wears a custom designed suit of protective armor which includes a helmet. His current costume colors are green with gold trim. Sam has a muscular build with all eight of his arms and his job keeps him in shape.

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Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team The Production

 

THE PRODUCER

 

Val Char Cost Roll Notes

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

14 DEX 12 13- OCV: 7/DCV: 7

13 CON 6 12-

12 BODY 4 11-

18 INT 8 13- PER Roll 13-

12 EGO 4 11- ECV: 4

12 PRE 2 14- PRE Attack: 5d6

12 COM 1 11-

 

8+8 PD 5 Total: 8/16 PD (0/8 rPD)

8+8 ED 5 Total: 8/16 ED (0/8 rED)

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

10 REC 8

28 END 1

30 STUN 4 Total Characteristic Cost: 84

 

Movement: Running: 6"/12"

Flight: 12"/48"

Leaping: 8"/16"

Swimming: 2"/4"

 

Cost Powers END

Light Protective Power Armor

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

1 2) Auditory Sensors: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF Durable (-½), Costs Endurance (-½) 1

9 3) Combat Helmet: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF Durable (-½), Costs Endurance (-½) 2

4 4) Communication System: HRRP (Radio Group) (12 Active Points); Affected as Sight and Hearing Groups as well as Radio Group (-¾), OIF Durable (-½), Costs Endurance (-½) 1

6 5) Onboard Radar: Radar (Radio Group) (15 Active Points); OIF Durable (-½), Affected as Sight Group as well as Radio Group (-½), Costs Endurance (-½) 1

2 6) Visual Sensors: IR Perception (Sight Group) (5 Active Points); OIF Durable (-½), Costs Endurance (-½) 1

13 7) Hammer, War: Killing Attack - Hand-To-Hand 2d6+1 (4d6+1 w/STR), +1 Increased STUN Multiplier (+¼) (44 Active Points); Strength Minimum 20 (-1), OIF (-½), Required Hands Two-Handed (-½), Real Weapon (-¼) 4

9 8) Power Armor Dexterity Augmentation: +6 DEX (18 Active Points); OIF Durable (-½), Costs Endurance (-½) 2

13 9) Power Armor Strength Augmentation: +26 STR (26 Active Points); OIF Durable (-½), No Figured Characteristics (-½) 3

9 10) Power Armor Presence Augmentation: +13 PRE (13 Active Points); Costs Endurance (-½) 1

32 Powered Battle Armor Fission Reactor: Endurance Reserve (100 END, 25 REC) Reserve: (35 Active Points); OIF Durable (-½)

Power Armor Onboard Computer

2 1) Laser Rangefinder: Absolute Range Sense (3 Active Points); IIF Durable (-¼)

2 2) Clock: Absolute Time Sense (3 Active Points); IIF Durable (-¼)

2 3) Feedback Sensors: Bump Of Direction (3 Active Points); IIF Durable (-¼)

2 4) Math Processor: Lightning Calculator (3 Active Points); OIF Durable (-½)

19 Anti-Gravity Flight Pack: Flight 12", x4 Noncombat (29 Active Points); OIF Durable (-½) 3

Weapons Combat

Maneuver OCV DCV Notes

5 All-Out +1 -2 Weapon +4 DC Strike

4 Attack +0 +2 Weapon +2 DC Strike

4 Charge +0 -2 Weapon +2 DC +v/5 Strike, FMove

4 Defend +2 +2 Block, Abort

5 Probe +1 +3 Weapon Strike

4 Resist +0 +0 55 STR to resist Shove; Block, Abort

4 Shove +0 +0 55 STR to Shove

1 Weapon Element: Axes, Maces, and Picks

1 Weapon Element: Blades

 

Perks

15 Money: Filthy Rich

16 Fringe Benefit: Chairman of BoD of a major business, Head of State

3 Well Connected

 

Skills

Corpie

5 1) Bureaucratics 15-

3 2) Conversation 14-

3 3) High Society 14-

3 4) Oratory 14-

3 5) Persuasion 14-

3 6) PS: Corporate Executive 13-

3 7) Systems Operation 13-

3 Scholar

2 1) KS: Accounting (3 Active Points) 13-

2 2) KS: Business Management (3 Active Points) 13-

2 3) KS: Entertainment Production (3 Active Points) 13-

2 4) KS: History of Travers Entertainment Network (3 Active Points) 13-

2 5) KS: Politics (3 Active Points) 13-

2 6) KS: Talent Agent (3 Active Points) 13-

3 Tactics 13-

3 Teamwork 13-

1 WF: Axes, Maces, Hammers, and Picks

3 Traveler

2 1) AK: Atlantic Northeast States (3 Active Points) 13-

2 2) AK: High Plains Alliance (3 Active Points) 13-

2 3) AK: Pacific Northwest Shoganute (3 Active Points) 13-

2 4) AK: Republic of West Coast States (3 Active Points) 13-

2 5) AK: Rocky Mountain Confederation (3 Active Points) 13-

2 6) AK: Southern States of America (3 Active Points) 13-

2 7) AK: Southwestern Militarized Zone (3 Active Points) 13-

2 8) AK: Trans-Missouri Freehold (3 Active Points) 13-

 

Total Powers & Skill Cost: 266

Total Cost: 350

 

200+ Disadvantages

10 Distinctive Features: Distinctive Power Armor (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

15 Enraged: When money is wasted (Uncommon), go 11-, recover 11-

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

20 Hunted: Travers Entertainment Network 14- (Mo Pow; NCI; Watching)

20 Psychological Limitation: Very controlling of others (Common; Total)

20 Psychological Limitation: No nonsense attitude (Common; Total)

10 Psychological Limitation: Dislikes the New Confederation and Trans-Missouri Freehold (Common; Moderate)

15 Reputation: For being stingy with money, 14-

20 Social Limitation: Public ID: Caesar of Southern States of America (Very Frequently; Major)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Randal Travers was born in New Rome, Southern States of America on October 3, 2210. His parents were the current rulers of the Southern States and was groomed from his birth to eventually take over as caeser. He received the best education and was well prepared for his eventual succession to the throne. Randal worked in every division of the company and gained insight into managing such a large company. When he was a media star manager one of the media stars under his protection was Sound Star. Randal was there when Biogenetics launched their assault to capture Sound Star on July 17, 2230 and was helpless during the incident. Afterwards, he met with the top designers of power armor at Dai-HK and had a custom suit of armor built for him. In 2238, Randal assumed the throne and was well received as the new caesar. He governed the corporate state with a firm, but relaxed hand over the next 9 years. In 2247, Randal began to assemble Southern States of America's first gifted team and worked hard over the next three years to get them to work together.

 

Personality/Motivation: Randal is very controlling of others and has a no-nonsense attitude. He doesn't tolerate insubordination and will have a person killed in a gladiatorial game for the slightest infraction. As Caesar, he is responsible for 25 million people and this weighs heavily on him.

He wishes for the Southern States to continue to be successful and will ensure its continued survival.

 

Quote: "Bow before me or die."

 

Powers/Tactics: Randal's powers all stem from his custom suit of powered armor.

He will try to lead from the front and help Grey Noise keep the attacks directed at them. Randal will try to get The Production to coordinate their actions against their opponents.

 

 

Campaign Use: If a hero manages to even get near Randal they will be promptly executed on the next gladiatorial games that will be broadcast.

 

Appearance: Randal stands 6' 2" tall and weighs 233 pounds. He has his brown hair cut in the latest in men's hairstyle and he has brown eyes. His custom power armor is colored royal purple with blood red trim and is based off of the Roman Centurion style of armor. For every day wear he is dressed in the finest clothing and the Caesar's crown.

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Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team The Production

 

Being an Errol Flynn fan, I really like Holo Hell. The weapons, the fighting style, the abilities, the swashbuckling disadvantages. I also love the titles of the two shows Sebastian has been in. I'd love to watch The Shadow Pirates and The Privateers of Pensacola. If only they were real shows.

 

Grey noise has some good names for her powers. But I was wondering why her all-terrain movement powers don't work in vaccum. I'm guessing they're based on sound like her other powers but I was wondering exactly how they work.

 

Although Sebastian is my favorite, I really like Jim too. The idea of him controlling machines better than humans (because of his lack of social skills maybe?) is interesting, especially his tactic of using them to fight for him. By the way, why is he vulnerable to rubber?

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Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team The Production

 

Being an Errol Flynn fan, I really like Holo Hell. The weapons, the fighting style, the abilities, the swashbuckling disadvantages. I also love the titles of the two shows Sebastian has been in. I'd love to watch The Shadow Pirates and The Privateers of Pensacola. If only they were real shows.

 

Grey noise has some good names for her powers. But I was wondering why her all-terrain movement powers don't work in vaccum. I'm guessing they're based on sound like her other powers but I was wondering exactly how they work.

 

Although Sebastian is my favorite, I really like Jim too. The idea of him controlling machines better than humans (because of his lack of social skills maybe?) is interesting, especially his tactic of using them to fight for him. By the way, why is he vulnerable to rubber?

 

1. Glad you love Holo-Hell and that he's a swashbuckler. :)

 

2. She controls the acoustical vibrations so she's able to move in those ways. In a vacuum there is no sound, so she can't use the abilities.

 

3. He's vulnerable to rubber since it's a non-conducting material for pretty much everything related to electrical. Since the mind uses electricity to function it only makes sense that he would be vulnerable to rubber. :D

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