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Quick character reviews: Malice and the Wonderland Gang


JmOz

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OK, have a game tomorrow I am running. The goal is as a learning experience for the players on how to play the system, in prep for a future campaign. As such I am going to be assembling a group of villains for the players to play for a one shot. As I said it is tomorrow, so not only do I need to come up with a plot, but write up about 10 characters.

 

My idea right now is the villain group the players will be playing is based of of Alice in Wonderland, what I need is for people to look into this thread as much as possible and to post comments, I will be checking it as I work through out the day on it.

 

So we have:

 

MALICE: Malice is the figurehead of the group. She is, well a sadist, who likes to put on this attitude of sweet innocence. She has a thing for knives, but anything that causes pain and death she is all for.

 

RABBIT: Rabbit is the true team leader, he is a talented martial artists/acrobat, and a great strategist. He is probably the most moral member of the group as well, feeling that killing should achieve something. This is not to say that he has a problem with killing, and is more than willing to allow his teammates to entertain their homicidal tendencies as long as it does not cause other problems

 

HATTER: Hatter is a technical genius, he has created a subsonic device that allows him to cause certain types of (temporary) insanity in others, usually rage type effects, but he can manipulate it enough to get them enraged at certain others.

 

CHESHIRE: Cheshire is a small town hood, who lucked out finding a stealth suit. The suit allows for him to turn invisible. Otherwise, I have little on him. Thinking of making it a whole battle suit, with TEASERS and some protection.

 

DEE & DUM: Are the muscle of the group, For some reason I see them as being Machine Gun wielding thugs, with high defenses

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Re: Quick character reviews: Malice and the Wonderland Gang

 

I like the idea of the queen of hearts. The Growth Shinking would be a good idea, except I am aiming for a more street level type setting (Think Batman/Daredevil type characters)

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Re: Quick character reviews: Malice and the Wonderland Gang

 

Ok, here are Malice's stats, quick reviews are welcome

 

Malice

 

 

VAL CHA Cost Roll Notes

25 STR 15 14- HTH Damage 5d6 END [2]

20 DEX 20 13-

20 CON 10 13-

13 INT 3 12- PER Roll 12-

15 EGO 5 12-

20 PRE 10 13- PRE Attack: 4d6

7 OCV 20

7 DCV 20

3 OMCV 0

5 DMCV 6

5 SPD 30 Phases: 3, 5, 8, 10, 12

10 PD 8 10/20 PD (0/10 rPD)

10 ED 8 10/20 ED (0/10 rED)

10 REC 6

30 END 2

20 BODY 10

50 STUN 15

 

Movement Cost Meters Notes

RUNNING 0 12m/24m END [1]

SWIMMING 0 4m/8m END [1]

LEAPING 0 4m 4m forward, 2m upward

 

 

 

 

 

Characteristics Total: 188

 

Cost Powers

20 Insanley Tough: Resistant Protection (10 PD/10 ED) (30 Active Points); Stun Only (-1/2) - END=0

20 Equipment: Multipower, 30-point reserve, (30 Active Points); all slots OIF (-1/2) - END=

2f 1) Wrist Blades: Killing Attack - Hand-To-Hand 1d6+1 (3d6 w/STR), Reduced Endurance (0 END; +1/2) (30 Active Points); OIF (-1/2) - END=0

2f 2) Throwing Blades: Killing Attack - Hand-To-Hand 1d6+1 (2d6+1 w/STR), Range Based On STR (+1/4), Armor Piercing (+1/4) (30 Active Points); OIF (-1/2), 8 Recoverable Charges (-0) - END=[8 rc]

 

Powers Total: 44

 

 

Cost Skills

10 +2 with Blades

1 AK 8-

1 Acting 8-

3 Breakfall 13-

3 Climbing 13-

3 Combat Driving 13-

3 Concealment 12-

1 Conversation 8-

1 Deduction 8-

10 Defense Maneuver I-IV

3 Interrogation 13-

2 KS 11-

1 KS 8-

3 KS: Common Knowledge 12-

4 Language: English (idiomatic)

2 PS 11-

1 Paramedics 8-

1 Persuasion 8-

3 Shadowing 12-

3 Stealth 13-

3 Streetwise 13-

2 Survival (Urban) 12-

0 TF: Small Motorized Ground Vehicles

3 Teamwork 13-

3 Tracking 12-

10 Rapid Attack

4 WF: Small Arms, Blades, Thrown Knives, Axes, and Darts

2 Weaponsmith (Muscle-Powered HTH) 12-

 

Skills Total: 86

 

Cost Perks

1 Positive Reputation: Fear (A medium-sized group) 11-, +1/+1d6

 

Perks Total: 1

 

Cost Talents

6 +2/+2d6 Striking Appearance (vs. all characters)

 

Talents Total: 6

 

 

Base Points: 325

Experience: 0

Experience Unspent: 0

Total Character Cost: 325

 

opps forgot complications, Hunted by Police, Homicidal Killer, still need to fill out 10 points

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Re: Quick character reviews: Malice and the Wonderland Gang

 

OK, here is Rabbit

 

Rabbit

 

 

VAL CHA Cost Roll Notes

15 STR 5 12- HTH Damage 3d6 END [1]

20 DEX 20 13-

15 CON 5 12-

21 INT 11 13- PER Roll 13-

15 EGO 5 12-

20 PRE 10 13- PRE Attack: 4d6

8 OCV 25

8 DCV 25

3 OMCV 0

4 DMCV 3

6 SPD 40 Phases: 2, 4, 6, 8, 10, 12

7 PD 5 7/12 PD (0/5 rPD)

7 ED 5 7/12 ED (0/5 rED)

5 REC 1

30 END 2

15 BODY 5

40 STUN 10

 

Movement Cost Meters Notes

RUNNING 3 15m/30m END [1]

SWIMMING 0 4m/8m END [1]

LEAPING 3 10m 10m forward, 5m upward

 

 

 

 

 

Characteristics Total: 183

 

Cost Powers

Synthcloth Costume, all slots OIF (-1/2) - END=

10 1) Resistant Protection (5 PD/5 ED) (15 Active Points); OIF (-1/2) - END=0

3 2) Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points); OIF (-1/2) - END=0

15 Handgun: Killing Attack - Ranged 2d6 (30 Active Points); OAF (-1), 2 clips of 12 Charges (-0) - END=[12]

 

Powers Total: 28

 

Cost Martial Arts

5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove

5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 7d6 +v/10; FMove

5 Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 7d6 +v/10; Target Falls; FMove

5 Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 45 STR to Disarm; FMove

16 +4 HTH Damage Class(es)

 

Martial Arts Total: 36

 

Cost Skills

1 AK 8-

3 Acrobatics 13-

1 Acting 8-

3 Breakfall 13-

1 Climbing 8-

1 Combat Driving 8-

3 Computer Programming 13-

1 Concealment 8-

1 Conversation 8-

3 Criminology 13-

3 Cryptography 13-

3 Deduction 13-

3 Electronics 13-

2 KS 11-

2 KS 11-

2 KS 11-

3 KS: Common Knowledge 13-

4 Language: English (idiomatic)

3 Mechanics 13-

2 PS 11-

3 Paramedics 13-

10 +2 with Martial Arts

1 Persuasion 8-

3 Security Systems 13-

1 Shadowing 8-

1 Stealth 8-

3 Systems Operation 13-

0 TF: Small Motorized Ground Vehicles

3 Tactics 13-

3 Teamwork 13-

5 WF: Common Martial Arts Melee Weapons, Small Arms, Blades

 

Skills Total: 78

 

 

 

Value Complications

15 Psychological Complication: Overconfident (Common; Strong)

20 Hunted: Law Enforcment Infrequently (Mo Pow; NCI; Harshly Punish)

15 Enraged: When facing people who have defeated him in the past (Uncommon), go 11-, recover 11-

 

Complications Points: 50

 

Base Points: 200

Experience: 0

Experience Unspent: 0

Total Character Cost: 325

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Re: Quick character reviews: Malice and the Wonderland Gang

 

Here are the twins

 

Dee & Dum

 

 

VAL CHA Cost Roll Notes

20 STR 10 13- HTH Damage 4d6 END [2]

15 DEX 10 12-

20 CON 10 13-

8 INT -2 11- PER Roll 11-

10 EGO 0 11-

15 PRE 5 12- PRE Attack: 3d6

8 OCV 25

6 DCV 15

3 OMCV 0

5 DMCV 6

4 SPD 20 Phases: 3, 6, 9, 12

20 PD 18 20 PD (0 rPD)

20 ED 18 20 ED (0 rED)

10 REC 6

30 END 2

15 BODY 5

40 STUN 10

 

Movement Cost Meters Notes

RUNNING -2 10m/20m END [1]

SWIMMING 0 4m/8m END [1]

LEAPING 0 3m 3m forward, 1 1/2m upward

 

 

 

 

 

Characteristics Total: 156

 

Cost Powers

4 Heavy: Knockback Resistance -4m - END=0

5 Strong Ears: Hearing Group Flash Defense (5 points) - END=0

5 Weird LInk: Mind Link , With Brother, Psychic Bond (10 Active Points); Only With Others Who Have Mind Link (-1) - END=0

30 Machine Gun: Killing Attack - Ranged 2d6, Autofire (5 shots; +1/2) (60 Active Points); OAF (-1), 4 clips of 32 Charges (+1/2) - END=[32]

3 Shades: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) - END=0

 

Powers Total: 47

 

Cost Martial Arts

5 Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +2 DC to Disarm

5 Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +v/10, Target Falls

5 Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike

 

Martial Arts Total: 15

 

Cost Skills

12 +6 with Ranged Autofire skills Only (18 Active Points); DCV only (-1/2) [Notes: This ability prevents the halving of DCV when a AF skill is used]

12 +6 to offset Range Penaties with Firearms

1 AK 8-

5 Accurate Sprayfire

1 Acting 8-

1 Climbing 8-

1 Combat Driving 8-

3 Concealment 11-

5 Concentrated Sprayfire

1 Conversation 8-

1 Deduction 8-

3 Demolitions 11-

2 KS 11-

2 KS 11-

1 KS 8-

3 KS: Common Knowledge 11-

4 Language: English (idiomatic)

3 Mechanics 11-

2 PS 11-

1 Paramedics 8-

1 Persuasion 8-

5 Rapid Attack (10 Active Points); Ranged Multiple Attacks Only (-1)

3 Shadowing 11-

5 Skipover Sprayfire

3 Stealth 12-

3 Streetwise 12-

2 Survival (Urban) 11-

0 TF: Small Motorized Ground Vehicles

3 Tactics 11-

3 Teamwork 12-

5 +5 with Teamwork (10 Active Points); With Brother Only (-1)

5 WF: Emplaced Weapons, Small Arms, Blades

2 Weaponsmith (Firearms) 11-

 

Skills Total: 104

 

 

Cost Talents

3 Absolute Range Sense

 

Talents Total: 3

 

Value Complications

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

10 Enraged: Brother is Attacked (Uncommon), go 11-, recover 14-

20 Hunted: law Enforcment Infrequently (Mo Pow; NCI; Harshly Punish)

15 Psychological Complication: Loyal (Common; Strong)

 

Complications Points: 50

 

Base Points: 325

Experience: 0

Experience Unspent: 0

Total Character Cost: 325

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Re: Quick character reviews: Malice and the Wonderland Gang

 

Sorry' date=' should have made more notes, I am so running out of time, the Martial Arts package on the rabbit is suppose to be a kicking based (note the leaping)[/quote']

 

Wait shouldn't that be I'm late, I'm late...

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Re: Quick character reviews: Malice and the Wonderland Gang

 

Ok here is the Hatter

 

Hatter

 

 

VAL CHA Cost Roll Notes

10 STR 0 11- HTH Damage 2d6 END [1]

17 DEX 14 12-

16 CON 6 12-

28 INT 18 15- PER Roll 15-

18 EGO 8 13-

13 PRE 3 12- PRE Attack: 2 1/2d6

8 OCV 25

8 DCV 25

3 OMCV 0

6 DMCV 9

4 SPD 20 Phases: 3, 6, 9, 12

5 PD 3 5/10 PD (0/5 rPD)

5 ED 3 5/10 ED (0/5 rED)

5 REC 1

25 END 1

12 BODY 2

30 STUN 5

 

Movement Cost Meters Notes

RUNNING 0 12m/24m END [1]

SWIMMING 0 4m/8m END [1]

LEAPING 0 4m 4m forward, 2m upward

 

 

 

 

 

Characteristics Total: 143

 

Cost Powers

50 Sonic Device: Mind Control 10d6, Alternate Combat Value (uses OCV against DCV; +0), Telepathic (+1/4), Reduced Endurance (0 END; +1/2), Attack Versus Alternate Defense (Flash Defense (Hearing); +1) (137 Active Points); Based on CON (Defense: PD; -1), Only to cause intense emotions (-1/2), IIF (-1/4) - END=0

Synthcloth Costume, all slots OIF (-1/2) - END=

10 1) Resistant Protection (5 PD/5 ED) (15 Active Points); OIF (-1/2) - END=0

3 2) Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points); OIF (-1/2) - END=0

15 Pistol: Killing Attack - Ranged 2d6 (30 Active Points); OAF (-1), 2 clips of 12 Charges (-0) - END=[12]

10 Radio Ear Bud: High Range Radio Perception (Radio Group) (12 Active Points); IIF (-1/4) - END=0

 

Powers Total: 88

 

 

Cost Skills

1 AK 8-

1 Acting 8-

3 Analyze: Technology 15-

3 Bugging 15-

1 Climbing 8-

1 Combat Driving 8-

3 Computer Programming 15-

1 Concealment 8-

1 Conversation 8-

3 Cryptography 15-

3 Deduction 15-

3 Electronics 15-

3 Inventor 15-

2 KS 11-

2 KS 11-

2 KS 11-

2 KS 11-

1 KS 8-

3 KS: Common Knowledge 15-

4 Language: English (idiomatic)

2 PS 11-

3 Paramedics 15-

1 Persuasion 8-

3 Power 11-

3 Scientist

1 1) Science Skill 11- (2 Active Points)

1 2) Science Skill 11- (2 Active Points)

1 3) Science Skill 11- (2 Active Points)

1 4) Science Skill 11- (2 Active Points)

1 5) Science Skill 11- (2 Active Points)

1 6) Science Skill 11- (2 Active Points)

2 7) Science Skill 15- (3 Active Points)

3 Security Systems 15-

1 Shadowing 8-

1 Stealth 8-

3 Systems Operation 15-

0 TF: Small Motorized Ground Vehicles

3 Teamwork 12-

 

Skills Total: 74

 

Cost Perks

5 Computer Link

 

Perks Total: 5

 

Cost Talents

4 Speed Reading (x10)

3 Lightning Calculator

5 Eidetic Memory

3 Absolute Time Sense

 

Talents Total: 15

 

Value Complications

20 Hunted: Law Enforcment Infrequently (Mo Pow; NCI; Harshly Punish)

15 Psychological Complication: Enjoys watching people "loose it" (Common; Strong)

15 Hunted: VIPER Infrequently (Mo Pow; Harshly Punish)

 

Complications Points: 50

 

Base Points: 325

Experience: 0

Experience Unspent: 0

Total Character Cost: 325

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Re: Quick character reviews: Malice and the Wonderland Gang

 

Cheshire went together fairly easily

 

Cheshire

 

 

VAL CHA Cost Roll Notes

15 STR 5 12- HTH Damage 3d6 END [1]

23 DEX 26 14-

15 CON 5 12-

18 INT 8 13- PER Roll 13-

11 EGO 1 11-

10 PRE 0 11- PRE Attack: 2d6

8 OCV 25

6 DCV 15

3 OMCV 0

4 DMCV 3

6 SPD 40 Phases: 2, 4, 6, 8, 10, 12

5 PD 3 5/10 PD (0/5 rPD)

5 ED 3 5/10 ED (0/5 rED)

5 REC 1

25 END 1

12 BODY 2

30 STUN 5

 

Movement Cost Meters Notes

RUNNING 3 15m/30m END [1]

SWIMMING 0 4m/8m END [1]

LEAPING 0 4m 4m forward, 2m upward

 

SWINGING 5m/10m

 

 

 

Characteristics Total: 146

 

Cost Powers

Stealth Suit, all slots IIF (-1/4) - END=

12 1) Resistant Protection (5 PD/5 ED) (15 Active Points); IIF (-1/4) - END=0

20 2) Cloaking: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) (30 Active Points); Linked (Single Jammers; -1/4), IIF (-1/4) - END=0

10 3) Single Jammers: Darkness to Radio Group 5m radius, Reduced Endurance (0 END; +1/2) (22 Active Points); No Range (-1/2), Linked (Cloaking; -1/2), IIF (-1/4) - END=0

7 4) +2 DCV (10 Active Points); Nonpersistent (-1/4), IIF (-1/4) - END=

4 5) Ultraviolet Perception (Sight Group) (5 Active Points); IIF (-1/4) - END=0

2 6) Wrist Cables: Stretching 3m, Reduced Endurance (0 END; +1/2) (4 Active Points); Always Direct (-1/4), Limited Body Parts: Hand Claws (-1/4), IIF (-1/4) - END=0

3 7) Swinging 5m, Reduced Endurance (0 END; +1/2) (4 Active Points); IIF (-1/4) - END=0

17 8) Shock Gloves: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/4), Reduced Penetration (-1/4), IIF (-1/4) - END=0

10 Earbud Radio: High Range Radio Perception (Radio Group) (12 Active Points); IIF (-1/4) - END=0

15 Pistol: Killing Attack - Ranged 2d6 (30 Active Points); OAF (-1), 2 clips of 12 Charges (-0) - END=[12]

 

Powers Total: 100

 

 

Cost Skills

3 Acrobatics 14-

6 +2 with Stealth, Lockpicking, Security Systems

1 Acting 8-

3 Analyze: Security 13-

3 Breakfall 14-

3 Climbing 14-

1 Combat Driving 8-

3 Concealment 13-

3 Contortionist 14-

1 Conversation 8-

3 Criminology 13-

3 Deduction 13-

3 Demolitions 13-

3 Disguise 13-

2 KS 11-

1 KS 8-

3 KS: Common Knowledge 13-

4 Language: English (idiomatic)

3 Lockpicking 14-

2 PS 11-

1 Paramedics 8-

1 Persuasion 8-

1 Power 8-

3 Security Systems 13-

3 Shadowing 13-

3 Sleight Of Hand 14-

3 Stealth 14-

3 Streetwise 11-

0 TF: Small Motorized Ground Vehicles

3 Teamwork 14-

 

Skills Total: 75

 

Cost Perks

4 Contact: Terry The Fence (Contact has significant Contacts of his own) 12-

 

Perks Total: 4

 

 

Value Complications

15 Psychological Complication: Greedy (Very Common; Moderate)

20 Hunted: Law Enforcment Infrequently (Mo Pow; NCI; Harshly Punish)

15 Dependent NPC: Grandmother Infrequently (Normal; Unaware of character's adventuring career/Secret ID)

 

Complications Points: 50

 

Base Points: 200

Experience: 0

Experience Unspent: 0

Total Character Cost: 325

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