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Centurian: FALCON For review


JmOz

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I am not Canadian, so if anything here is blaringly wrong, please educate me...

 

 

Background: The man who would become known as FALCON's story starts with his Grandfather (the father of his father). Randal Ritter was a member of the Mounties, as his father, and his father's father had been. After his wife died he retired to a cabin in the wilderness of central canada (The closest town was approximatly 60 miles away, a trip he made about once a week in the summer to once a month in the winter). No TV, a small battery operated radio, a old record player, and a vast library of books was all he had for entertainment.

 

His only son Jack had years earlier ignored the family tradition of becoming a Mountie, instead he had joined the Military where he flew Jet planes for a living. His son Maried a wonderful woman (a Civilian Scientist working for the Canadian Goverment on Top Secret reserch), and they had a son named Jack Randal Ritter Jr (Or JJ).

 

After the birth of there son, Jack allowed his wife (Susan) to pull some strings and got him a test pilot job at the same facility. Two years later the project was attacked by WHIP. Jack and Susan both died that day.

 

The only living Relitive JJ had was his grandfather, and thus he went to live with him. Growing up in the cabin was not an easy enviroment, but it gave him a love for reading (as the only form of entertainment was to read).

 

JJ would later follow in his grand father's footsteps and join the RCMP, some have joked that he was the perfect Mountie, kind, curtious, and something of a perfectionist in his work. Then he got a weird call from the Military, it seems that a project they had been working on he might hold the key for, so after a large amount of red tape was cut he was put on special assignment to the same testing facility his parents had worked on. It seems that his mother had made some kind of break thrugh on a personal battlesuit control unit, and they think that it was keyed to his father's brainwaves, so that no one else could use it, but they thought they had figured out a way to tweek it, but only a close family member would be close enough. They were right.

 

The suit had been redesigned, and refined but the basic control system was still his mothers design. He became the Falcon, a goverment hero, at first he attempted to keep his ID a secret, as he did not wish to be a celebrity, but soon found the strain of a secret ID to be more effort than it was worth. When the Centurians were orginised he became Canada's representitive on the New York team

 

Personality/Tactics: Falcon does not like violence, while he understands that it is necesary. He is also somewhat uptight, and a little bit of a know it all, but in that annoying polite way (So what is a X, well jack that is a device intended for XYZ). He is always polite, even when a normal person would be ready to kill someone, he will smile and ask why they are doing something.

 

In combat he usualy tries to restrain an opponent first, then to KO, only in the rarest of instances will he use a killing attack

 

Quote: You know there has to be a more productive use of someone with your abilities than robbing banks

 

Powers/Abiilties: The suit runs off of a Fission Generator than is channeled for Flight, a Force Field, and destructive blasts. The system also has many types of projectiles.

 

The suit is also immune to most small arms (Without the FF) and provides a safe enviroment.

 

The suit can function independently (Via it's built in computer), or with another driver. When another operates it the Focus should be considered Bulky however (Unless the brainwaves match).

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A bit of a heads-up: don't overplay the Hollywood-style Mountie angle. The whole impossibly courteous/well-bred/knowledgable/etc. romantic ideal is popular in the US, particularily in show biz, but it would be more accurate to think of the Mounties as something of a cross between state troopers (which they are, for provinces that don't have a provincial police force, which is most of them) and the FBI. The Sgt. Preston of the Yukon bit (or Constable Benton Frasier, if you watched Due South) went the way of the wild west quite some time ago. The Mounties are a thoroughly modern police force; they are no more (and no less) respectful/knowledgeable/perfectionistic than any other group of well-trained law enforcement officers would be. About the only things antiquated about them are their uniforms and the RCMP Musical Ride.

 

Not to say that gramps might not have given him the motivation and the core value set to join in the first place, but he would soon have found out that the Mounties he joined were a real-world institution dealing with real-world problems.

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Point,

 

I saw it more as a personality trait than a statement on the mounties (Sometimes individuals DO match the stereotypes, even if the group as a whole does not), thus the comment that some had joked. I felt the other mounties would have given him a lot of crap about being so "Hollywood"

 

I have also delt with both RCMP and State troopers (ND), and the RCMP were MARGINALY nicer, but I think that had to do with who I was dealing with more than anything else.

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Here is Sheet one

 

Okay, I warn you this character is QUITE complex, and is probably more abusive than some (Most sane ones) would allow...

 

FALCON

 

Player:

 

Val Char Cost
15 STR 5
23 DEX 39
20 CON 20
11 BODY 2
18 INT 8
11 EGO 2
15 PRE 5
16 COM 3
5/10 PD 2
5/10 ED 1
5 SPD 17
7 REC 0
30 END -5
30 STUN 1
6" RUN02" SWIM03" LEAP0Characteristics Cost: 100

 

Cost Power END
Padded Centurion Costume, all slots: OIF (-1/2)
10 1) Armor (5 PD/5 ED) (15 Active Points)
3 2) Life Support , Safe in High Pressure, Safe in Intense Cold, Safe in Intense Heat (5 Active Points)
Excellent Combat Luck, all slots: Luck based (-1/2), Nonpersistent (-1/4)
8 1) Energy Damage Reduction, Resistant, 25% (15 Active Points)
8 2) Physical Damage Reduction, Resistant, 25% (15 Active Points)
86 Battlesuit: Multipower, 150-point reserve, all slots: (150 Active Points); OIF (-1/2), Extra Time Full Phase, Only to Activate Constant or Persistent Power (-1/4)
5u 1) Multiform (425 Character Points in the most expensive form) (x2 Number Of Forms) (90 Active Points)
9u 2) Duplication (creates 375-point form), Altered Duplicates (100%; +1) (150 Active Points)
Wristwatch, all slots: OIF (-1/2)
2 1) Watch: Absolute Time Sense (3 Active Points)
8 2) Radio: High Range Radio Perception (12 Active Points)
8 3) Secure Radio Links: Mind Link (Specific Group of Minds), Number of Minds (x4), Radio not Mental (+0) (20 Active Points); Only With Others Who Have Mind Link (-1) [Notes: 1) Falcon Robot

2) RCMP HQ

3) Centurian New York

4) Centurian Global]

2 4) Micro Compass & GPS Systems: Bump Of Direction (3 Active Points)
2 5) Built in Calculator: Lightning Calculator (3 Active Points)
3 6) Computer Memory: Eidetic Memory (5 Active Points)
3 7) Micro Scanner: Speed Reading (x10) (4 Active Points)
3 8) MicroMemory unit: Cramming (5 Active Points)
Powers Cost: 160

 

Cost Martial Arts Maneuver
4 Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
4 Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
2 Weapon Element: Blades, Clubs
Martial Arts Cost: 25

 

Cost Skill
2 TF: Balloons & Zeppelins, Centurion Vehicles, Equines, Two-Wheeled Motorized Ground Vehicles
3 Breakfall 14-
3 Bureaucratics 12-
3 Combat Driving 14-
3 Combat Piloting 14-
1 Computer Programming 8-
3 Conversation 12-
3 Criminology 13-
3 Deduction 13-
1 Forensic Medicine 8-
2 Language: French (fluent conversation)
3 Mimicry 13-
3 Navigation (Air, Land) 13-
3 Paramedics 13-
3 PS: RCMP (INT-based) 13-
1 Riding 8-
3 Shadowing 13-
3 Tactics 13-
3 Teamwork 14-
3 Tracking 13-
2 WF: Small Arms
3 Scholar
2 1) KS: Criminal Law (INT-based) (3 Active Points) 13-
2 2) KS: Canadian Law (INT-based) (3 Active Points) 13-
1 3) KS: Canadian History (2 Active Points) 11-
1 4) KS: RCMP Procedures and Regulations (2 Active Points) 11-
4 5) KS: Trivia (INT-based) (5 Active Points) 15-
2 6) KS: Super Heroes & Villains (INT-based) (3 Active Points) 13-
3 Traveler
1 1) AK: Vancoover (2 Active Points) 11-
1 2) AK: New York (2 Active Points) 11-
1 3) AK: Canada (2 Active Points) 11-
Skills Cost: 75

 

Cost Perk
8 Fringe Benefit: International Police Powers, Member of the Centurions
3 Fringe Benefit: Federal/National Police Powers
4 Computer Link
Perks Cost: 15

 

 

 

Total Character Cost: 375

 

Val Disadvantages
10 Accidental Change: When KO'd 11- (Uncommon)
15 Social Limitation: Public Identity Frequently (11-), Major
15 Social Limitation: Subject to Orders (Frequently; Major)
10 Hunted: Centurians 8- (Occasionally), More Powerful, Watching, Extensive Non-Combat Influence
25 Hunted: The World Hostility Implementation Party 8- (Occasionally), More Powerful, Harshly Punish, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find
15 Hunted: RCMP 8- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find; Extensive Non-Combat Influence)
25 Psychological Limitation: True Blue Hero (Very Common; Total)
20 Psychological Limitation: Protective of Innocents (Very Common; Strong)
10 Dependent NPC: Pamila Fairchild, Schoolteacher 8- (Normal)
5 Reputation: Hero Sometimes (8-)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 25

Total Experience Available: 25

Experience Unspent: 0

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FALCON

 

Player:

 

Val Char Cost
15/45 STR 5
23 DEX 39
20 CON 20
11 BODY 2
18 INT 8
11 EGO 2
15 PRE 5
16 COM 3
5/25 PD 2
5/25 ED 1
5 SPD 17
7 REC 0
30 END -5
30 STUN 1
6" RUN02" SWIM03"/9" LEAP0Characteristics Cost: 100

 

Cost Power END
24 Protective Armor: Armor (10 PD/10 ED) (30 Active Points); Visible (-1/4)
Helmet, all slots: OIF (-1/2)
12 1) Enviromental Systems: Life Support , Eating: Character only has to eat once per week, Safe in High Pressure, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing (18 Active Points)
23 2) Radar System: Radar (Increased Arc of Perception: 360-Degree, Telescopic (+3)), Variable Advantage (+1/4 Advantages +1/2) (34 Active Points)
8 3) Radio System: High Range Radio Perception (12 Active Points)
3 4) IR Scopes: Infrared Perception (5 Active Points)
3 5) Polorised Lenses: Flash Defense (5 points) (Hearing Group) (5 Active Points)
8 6) Centurion Radio Link: Mind Link (Specific Group of Minds), Number of Minds (x4), Radio not Mental (+0) (20 Active Points); Only With Others Who Have Mind Link (-1)
17 Fission Power Battery: Endurance Reserve (100 END, 15 REC) (25 Active Points); OIF (-1/2)
8 Fission Powered Systems: Elemental Control, 30-point powers, all slots: (15 Active Points); OIF (-1/2), Incantations (-1/4)
14 1) Fissioned Powered Force Field: (Total: 47 Active Cost, 21 Real Cost) Force Field (10 PD/10 ED), Hardened (+1/4) (25 Active Points); Linked to Life Support (-1/4) (uses Personal END) (Real Cost: 20) plus Life Support , Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in High Radiation (22 Active Points); Linked to Force Field (-1/2), Costs Endurance to Activate (2 Endurance) (-1/4) (Real Cost: 12) 2
8 2) Fission Powered Flight: Flight 10", Variable Advantage (+1/4 Advantages +1/2) (30 Active Points) (uses Personal END) 3
7 3) Fissioned Powered Strength Augmentation: +30 STR (30 Active Points); No Figured Characteristics (-1/2) (uses Personal END) 3
34 Weapon Systems: Multipower, 60-point reserve, all slots: (60 Active Points); OIF (-1/2), Incantations (-1/4)
3u 1) Fission Blast: Energy Blast 12d6 (vs. ED) (60 Active Points) (uses Personal END) 6
3u 2) Bolas: Entangle 3d6, 5 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); 12 Charges (-1/4), Power must be used at full power (-1/4)
2u 3) Net mssile: Entangle 3d6, 5 DEF, Area Of Effect (One Hex; +1/2) (60 Active Points); 6 Charges (-3/4), Power must be used at full power (-1/4)
2u 4) Gas Missile: Energy Blast 3d6 (vs. ED), Explosion (+1/2), No Normal Defense Standard (+1), Continuous (+1) (52 Active Points); 6 Continuing Charges lasting 1 Turn each (-1/4), Power must be used at full power (-1/4)
2u 5) Micro Missiles: Killing Attack - Ranged 2d6 (vs. ED), Explosion (+1/2), Penetrating (+1/2) (60 Active Points); 6 Charges (-3/4), Power must be used at full power (-1/4)
2u 6) Concussion Blast Missiles: Flash 10d6 (Touch Group), Does Knockback (+1/4), Double Knockback 2x KB (+3/4) (60 Active Points); 6 Charges (-3/4)
2u 7) Guass Rounds: Killing Attack - Ranged 4d6 (vs. PD) (60 Active Points); 6 Charges (-3/4)
Targeting Computer, all slots: OIF (-1/2)
5 1) +4 vs. Range on Weapon Systems (8 Active Points)
3 2) +2 vs. Targeting on Weapon Systems (4 Active Points)
2 3) Absolute Range Sense (3 Active Points)
Powers Cost: 195

 

Cost Martial Arts Maneuver
4 Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
4 Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
2 Weapon Element: Blades, Clubs
Martial Arts Cost: 25

 

Cost Skill
2 TF: Balloons & Zeppelins, Centurion Vehicles, Equines, Two-Wheeled Motorized Ground Vehicles
3 Breakfall 14-
3 Bureaucratics 12-
3 Combat Driving 14-
3 Combat Piloting 14-
1 Computer Programming 8-
3 Conversation 12-
3 Criminology 13-
3 Deduction 13-
1 Forensic Medicine 8-
2 Language: French (fluent conversation)
3 Mimicry 13-
3 Navigation (Air, Land) 13-
3 Paramedics 13-
3 PS: RCMP (INT-based) 13-
1 Riding 8-
3 Shadowing 13-
3 Tactics 13-
3 Teamwork 14-
3 Tracking 13-
2 WF: Small Arms
3 Scholar
2 1) KS: Criminal Law (INT-based) (3 Active Points) 13-
2 2) KS: Canadian Law (INT-based) (3 Active Points) 13-
1 3) KS: Canadian History (2 Active Points) 11-
1 4) KS: RCMP Procedures and Regulations (2 Active Points) 11-
4 5) KS: Trivia (INT-based) (5 Active Points) 15-
2 6) KS: Super Heroes & Villains (INT-based) (3 Active Points) 13-
3 Traveler
1 1) AK: Vancoover (2 Active Points) 11-
1 2) AK: New York (2 Active Points) 11-
1 3) AK: Canada (2 Active Points) 11-
Skills Cost: 75

 

Cost Perk
8 Fringe Benefit: International Police Powers, Member of the Centurions
3 Fringe Benefit: Federal/National Police Powers
4 Computer Link
10 Follower (50 Base, 0 Disad)
Perks Cost: 25

 

 

 

Total Character Cost: 420

 

Val Disadvantages
25 Accidental Change: Being removed from Armor Always (Common)
10 Accidental Change: When KO'd 11- (Uncommon)
10 Dependent NPC: Pamila Fairchild, Schoolteacher 8- (Normal)
15 Hunted: Centurians 8- (Occasionally), More Powerful, Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find
25 Hunted: The World Hostility Implementation Party 8- (Occasionally), More Powerful, Harshly Punish, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find
10 Hunted: Lasher 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find; Max points reached in Hunted's)
25 Psychological Limitation: True Blue Hero (Very Common; Total)
20 Psychological Limitation: Protective of Innocents (Very Common; Strong)
5 Reputation: Hero Sometimes (8-)
15 Social Limitation: Public Identity Frequently (11-), Major
15 Social Limitation: Subject to Orders (Frequently; Major)
10 Vulnerability: 2 x STUN Magnetic Attacks (Uncommon)
10 Vulnerability: 2 x Effect Magnetic Attacks (Uncommon)
5 Vulnerability: 1 1/2 x BODY Magnetic Attacks (Uncommon)

Disadvantage Points: 200

 

Base Points: 200

Experience Required: 20

Total Experience Available: 25

Experience Unspent: 5

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FALCON Computer

 

Player:

 

Val Char Cost
15 DEX 15
28 INT 18
11 EGO 2
4 SPD 15
Characteristics Cost: 50

 

Cost Power END
5 Mind Link (One Specific Mind), Number of Minds (x2) (10 Active Points); Only With Others Who Have Mind Link (-1)
Powers Cost: 5

 

 

Cost Skill
2 Navigation (Air) 15-
2 Language: French (fluent conversation)
2 Language: English (fluent conversation)
3 AK: Vancoover (INT-based) 15-
8 AK: Canada (INT-based) 20-
3 Deduction 15-
3 SS: Criminology (INT-based) 15-
3 Forensic Medicine 15-
3 SS: Robotics & Cybernetics (INT-based) 15-
3 AK: New York (INT-based) 15-
3 KS: RCMP Procedures (INT-based) 15-
3 KS: Criminal Law (INT-based) 15-
6 KS: Super Heroes & Villains (INT-based) 18-
3 Computer Programming (5 Active Points); Defense Only (-1/2) 16-
3 Electronics 15-
3 Combat Piloting 12-
Skills Cost: 53

 

 

Cost Talent
3 Absolute Time Sense
3 Bump Of Direction
5 Eidetic Memory
3 Lightning Calculator
4 Speed Reading (x10)
1 Program
1 Program
1 Program
1 Program
1 Program
1 Program
1 Program
Talents Cost: 25

 

 

Total Character Cost: 133

 

Val Disadvantages
gf
20 1) Psychological Limitation: Protective of Innocents (Very Common; Strong)
20 2) Psychological Limitation: Must follow orders of certain people (Common; Total)
10 3) Psychological Limitation: To Perserve Life (Common; Moderate)
15 4) Physical Limitation: Emotionless (All the Time; Slightly Impairing)
15 5) Hunted: Canadian Goverment-RCMP 8- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)

Disadvantage Points: 80

 

Base Points: 50

Experience Required: 3

Total Experience Available: 0

Experience Unspent: 0

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FALCON Android

 

Player:

 

Val Char Cost
30 STR 20
15 DEX 15
20 CON 20
11 BODY 2
28 INT 18
11 EGO 2
10 PRE 0
10 COM 0
20/30 PD 4
20/30 ED 6
4 SPD 15
10/20 REC 0
40 END 0
30 STUN -6
6" RUN02" SWIM06" LEAP0Characteristics Cost: 96

 

Cost Power END
Robotic Body, all slots: Visible (-1/4)
24 1) Robotic Form: Armor (10 PD/10 ED) (30 Active Points)
30 2) Robotic Form: Life Support , Eating: Character only has to eat once per week, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in High Pressure, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing (38 Active Points)
Basic Systems, all slots: OIF (-1/2)
23 1) Radar System: Radar (Increased Arc of Perception: 360-Degree, Telescopic (+3)), Variable Advantage (+1/4 Advantages +1/2) (34 Active Points)
8 2) Radio System: High Range Radio Perception (12 Active Points)
3 3) IR Scopes: Infrared Perception (5 Active Points)
3 4) Polorised Lenses: Flash Defense (5 points) (Hearing Group) (5 Active Points)
5 Microwave Link: Mind Link (One Specific Mind), Number of Minds (x2) (10 Active Points); Only With Others Who Have Mind Link (-1)
13 Self Righting Systems: +10 REC (20 Active Points); Stun Only (-1/2)
22 Fission Power Battery: Endurance Reserve (100 END, 15 REC) Reserve: (25 Active Points); OIF (-1/2)
7 Fission Powered Systems: Elemental Control, 26-point powers, all slots: (13 Active Points); OIF (-1/2), Incantations (-1/4)
7 1) Fissioned Powered Force Field: (Total: 27 Active Cost, 13 Real Cost) Force Field (10 PD/10 ED), Hardened (+1/4) (25 Active Points); Linked to Life Support (-1/4) (uses END Reserve) (Real Cost: 20) plus Life Support , Safe in High Radiation (2 Active Points); Linked to Force Field (-1/2) (Real Cost: 1) 2
10 2) Fission Powered Flight: Flight 10", Variable Advantage (+1/4 Advantages +1/2) (30 Active Points) (uses END Reserve) 3
34 Weapon Systems: Multipower, 60-point reserve, all slots: (60 Active Points); Restrainable (-1/2), Incantations (-1/4)
3u 1) Fission Blast: Energy Blast 12d6 (vs. ED) (60 Active Points) (uses END Reserve) 6
3u 2) Bolas: Entangle 3d6, 5 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); 12 Charges (-1/4), Power must be used at full power (-1/4)
2u 3) Net mssile: Entangle 3d6, 5 DEF, Area Of Effect (One Hex; +1/2) (60 Active Points); 6 Charges (-3/4), Power must be used at full power (-1/4)
2u 4) Gas Missile: Energy Blast 3d6 (vs. ED), Explosion (+1/2), No Normal Defense Standard (+1), Continuous (+1) (52 Active Points); 6 Continuing Charges lasting 1 Turn each (-1/4), Power must be used at full power (-1/4)
2u 5) Micro Missiles: Killing Attack - Ranged 2d6 (vs. ED), Explosion (+1/2), Penetrating (+1/2) (60 Active Points); 6 Charges (-3/4), Power must be used at full power (-1/4)
2u 6) Concussion Blast Missiles: Flash 10d6 (Touch Group), Does Knockback (+1/4), Double Knockback 2x KB (+3/4) (60 Active Points); 6 Charges (-3/4)
2u 7) Guass Rounds: Killing Attack - Ranged 4d6 (vs. PD) (60 Active Points); 6 Charges (-3/4)
Targeting Computer, all slots: IIF (-1/4)
3 1) +2 vs. Range on Weapon Systems (4 Active Points)
3 2) +2 vs.Target on Weapon Systems (4 Active Points)
2 3) Absolute Range Sense (3 Active Points)
Powers Cost: 213

 

 

Cost Skill
2 Navigation (Air) 15-
2 Language: French (fluent conversation)
3 Deduction 15-
3 Forensic Medicine 15-
3 SS: Criminology (INT-based) 15-
3 SS: Robotics & Cybernetics (INT-based) 15-
3 Electronics 15-
3 Combat Piloting 12-
3 Scholar
2 1) KS: RCMP Procedures (INT-based) (3 Active Points) 15-
2 2) KS: Criminal Law (INT-based) (3 Active Points) 15-
5 3) KS: Super Heroes & Villains (INT-based) (6 Active Points) 18-
3 Traveler
2 1) AK: Vancoover (INT-based) (3 Active Points) 15-
7 2) AK: Canada (INT-based) (8 Active Points) 20-
2 3) AK: New York (INT-based) (3 Active Points) 15-
Skills Cost: 48

 

 

Cost Talent
3 Absolute Time Sense
3 Bump Of Direction
5 Eidetic Memory
4 Speed Reading (x10)
3 Lightning Calculator
Talents Cost: 18

 

 

Total Character Cost: 375

 

Val Disadvantages
15 Social Limitation: Public Identity Frequently (11-), Major
15 Hunted: Centurians 8- (Occasionally), More Powerful, Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find
25 Hunted: The World Hostility Implementation Party 8- (Occasionally), More Powerful, Harshly Punish, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find
10 Hunted: Canadian Goverment-RCMP 8- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find; Max points in Hunted's)
5 Reputation: Hero Sometimes (8-)
15 Physical Limitation: Emotionless (All the Time; Slightly Impairing)
10 Vulnerability: 2 x STUN Magnetic Attacks (Uncommon)
10 Vulnerability: 2 x Effect (Uncommon)
5 Vulnerability: 1 1/2 x BODY Magnetic Attacks (Uncommon)
20 Psychological Limitation: Must follow orders of certain people (Common; Total)
20 Psychological Limitation: Protective of Innocents (Very Common; Strong)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 25

Total Experience Available: 25

Experience Unspent: 0

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Yes he is an NPC.

 

He is part of the "Premiere" Hero Team of my world, 100 members. The players are kind of like the Titans to the JLA in pecking order. However most of the players are just as powerful as about 80% of the Centurians (With the other 20% bein more powerful)

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Regarding abusive, if he's an NPC, just build him properly (without all the abusive points constructs & questionable limitations) and to heck with the points. He's GM property, he has unlimited points if he needs them. Forget his "normal" form if it helps, how often is it going to matter anyway? You just need to build the form he's going to be encountered in most of the time; you can handwave the rest & save yourself a lot of time.

 

There's not much to say about the origin, it's pretty short, straightforward, and cliched, but it's your NPC. :)

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