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Phantasm


phoenix240

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Just for laughs, our group rolled up some random characters using the new Marvel Heroic Roleplaying character generator. Some of them turned out pretty interesting so we're converting them to Hero System. I plan to post a few of them here. This is the first: Phantasm.

 

Phantasm

 

 

Player: Kimble Foster

 

 

Val Char Cost

8 STR -2

15 DEX 15

27 CON 4

10 BODY 0

25 INT 15

12 EGO 4

20 PRE 0

10 COM 0

 

 

8/20 PD 0

8/20 ED 0

4 SPD 15

7 REC 0

54 END 0

53 STUN 5

 

 

6" RUN 0

2" SWIM 0

1 1/2" LEAP 0

Characteristics Cost: 56

 

 

Cost Power

Phantasm Armor Mk 2, all slots OIF (-1/2)

15 1) Armor Power System: Endurance Reserve (200 END, 5 REC) Reserve: (25 Active Points); OIF (-1/2); REC: (5 Active Points); Limited Power Power loses about half of its effectiveness (Requires special equipment to recharge; -1), OIF (-1/2)

24 2) Force Feild Stiffened Micro plate: Armor (12 PD/12 ED) (36 Active Points); OIF (-1/2)

20 3) Bio support system and On Board Medical Computer: +15 CON (30 Active Points); OIF (-1/2)

13 4) Physiological Stabilization and Enhancement: +20 STUN (20 Active Points); OIF (-1/2)

7 5) Medical Computer/auto doc: Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2), OIF (-1/2), Limited Power Power loses about a fourth of its effectiveness (Can only reattach limbs not regrow them; -1/4)

26 6) Biological/Nuclear/Chemical Hazard Seals: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (39 Active Points); OIF (-1/2)

17 7) Cloaking System: Invisibility to Sight and Radio Groups (25 Active Points); OIF (-1/2)

5 8) Intimidating Design and styling: +10 PRE (10 Active Points); Limited Power Power loses about a third of its effectiveness (Pre Attacks only; -1/2), OIF (-1/2)

4 9) Padding and safety system: +6 PD (6 Active Points); OIF (-1/2)

2 10) Dampening coils and energy sinks: +3 ED (3 Active Points); OIF (-1/2)

3 11) Sensor Suite: Nightvision (5 Active Points); OIF (-1/2)

2 12) Sensor Suite: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2)

3 13) Sensor Suite: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)

8 14) Commuincation system: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2)

72 Dimensional Shift Technology: Multipower, 85-point reserve, all slots Custom Modifier (Safe Blind Teleport; +1/2) (127 Active Points); OIF (-1/2), Gestures (-1/4)

8u 1) D Jump; Short Range: Teleportation 30", No Relative Velocity, x16 Noncombat (85 Active Points)

8u 2) D Jump Long Rangw: Teleportation 19", No Relative Velocity, MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (84 Active Points)

1u 3) D Jump Overpower : Teleportation 8", No Relative Velocity, x2 Increased Mass, MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (85 Active Points); 1 Charge (Recovers Under Limited Circumstances; -2 1/2), Lockout (All D Shunt/Jump Technology; -1/2), Limited Power Power loses about a third of its effectiveness (Lockout lasts until power is restored; -1/2), Requires A Skill Roll (-1/2), Costs Endurance (-1/2)

4u 4) Phase Shifter: (Total: 85 Active Cost, 43 Real Cost) Invisibility to Sight, Radio, Hearing and Smell/Taste Groups , No Fringe (45 Active Points); Increased Endurance Cost (x3 END; -1), Limited Power Power loses about a fourth of its effectiveness (Unified Power; -1/4) (Real Cost: 20) plus Desolidification (40 Active Points); Increased Endurance Cost (x2 END; -1/2), Limited Power Power loses about a fourth of its effectiveness (Unified Power; -1/4) (Real Cost: 23)

49 "Gadgets from Nowhere": Variable Power Pool, 40 base + 9 control cost, (60 Active Points); Limited Power Power loses about a third of its effectiveness (All Powers must be at least OAFs; -1/2), Limited Power Power loses about a third of its effectiveness (Real Points are set once allocated, change between Adventures; -1/2), Limited Power Power loses about a fourth of its effectiveness (Loses Access to Pool what End Reserve is empty; -1/4)

Powers Cost: 291

 

 

 

 

Cost Skill

3 Scientist

2 1) Science Skill: Advanced Mathmatics 14- (3 Active Points)

2 2) Science Skill: Biochemistry 14- (3 Active Points)

2 3) Science Skill: Biology 14- (3 Active Points)

2 4) Science Skill: Chemistry 14- (3 Active Points)

2 5) Science Skill: Computer Science 14- (3 Active Points)

3 6) Science Skill: Dimensional Engineering 15- (4 Active Points)

2 7) Science Skill: Holography 14- (3 Active Points)

2 8) Science Skill: Hyperspace Physics 14- (3 Active Points)

2 9) Science Skill: Mechanical Engineering 14- (3 Active Points)

2 10) Science Skill: Metallurgy 14- (3 Active Points)

2 11) Science Skill: Nanotechnology 14- (3 Active Points)

2 12) Science Skill: Optics 14- (3 Active Points)

2 13) Science Skill: Physics 14- (3 Active Points)

2 14) Science Skill: Robotics 14- (3 Active Points)

5 Research 15-

7 Inventor 16-

5 Systems Operation 15-

5 Electronics 15-

3 Mechanics 14-

3 Deduction 14-

3 Stealth 12-

3 Acrobatics 12-

3 Breakfall 12-

10 +2 with Int Based Skills

Skills Cost: 79

 

 

Cost Perk

5 Money: Well Off

Perks Cost: 5

 

 

 

 

Total Character Cost: 431

 

 

Pts. Disadvantage

15 Psychological Limitation: Code against Killing (Common; Strong)

10 Psychological Limitation: Like to avoid violence if possible (Common; Moderate)

15 Psychological Limitation: Loner, shy and awkard around people (Common; Strong)

15 Social Limitation: Secret ID (Frequently; Major)

10 Hunted: Viper 8- (As Pow; Harshly Punish)

10 Hunted: Argent 8- (As Pow; Harshly Punish)

20 Vulnerability: 2 x Effect Magic (Common)

5 Physical Limitation: Painfully socially clumsy -2 on all Interaction Skills (Infrequently; Slightly Impairing)

Disadvantage Points: 100

Base Points: 250

Experience Required: 81

Total Experience Available: 81

Experience Unspent: 0

 

Name: Phantasm

Secret ID: Juliet Chang

Sex: Female

Age: 27

 

 

Background: Dr. Chang was one of the youngest people in history to achieve a Masters degree and went to earn several more before she'd even entered her second decade. Her theories and discoveries pushed the cutting right past the horizon.

 

 

It was no surprise when [big campaign corporation] snatched up Chang right on graduation. Offered her own division to run as she pleased, she could scarcely turn down the offer which came with millions in funding and equipment. There was also a fair degree of renown but Juliet didn't think such things were important. It was all about the science and helping the world through her intellect that mattered.

 

 

As one might expect with something too good to be true this situation was. Dr Chang slowly discovered that her developments were being leaked to the underworld and used by all manner of criminal from thieves to mercenaries to political dictators. Horrified, Juliet retreated from public life, feigning a nervous breakdown. In reality, she began forging a set of equipment and devices that she could use to reclaim her stolen technology and hopefully mitigate some of the damage already done.

 

 

Appearance: Dr. Chang is slim woman of slight build and a generally fragile appearance. She has dark curly hair that she keeps short and manageable and plain, almost forgetful features. Her Chinese ancestry isn't immediately apparent. Her eyes are brown, dark and deep. She tends to gaze intently at things that interest her, eyes bright with curiosity. Many find her eyes her most appealing feature, particularly when she smiles which is rarely.

 

 

As Phantasm, she wears a suit of white body armor that covers her from head toe. Originally a prototype of a new type of heavy duty space/hazmat armor, the suits has seen several iterations and she is constantly tinkering with it. It has some gray highlights along with a floor length cape and cowl that facilitate the dimensional shunt technology. She appears to draw her items from the folds of the cloak and whips it about herself to teleport. The mask is mostly featureless aside from covered eye openings and though it appears form fitting her armor is sculpted to give the impression of larger, more imposing frame and figure including lifts in the boots that make her appear several inches taller. The overall impact can be intimidating and she's learning to play up that originally unintentional aspect to her advantage.

 

 

Personality: Quiet, withdrawn and, after her recent experiences, not very trusting. Juliet grew up isolated by her parent's wealth, her natural shyness and her intellect and that upbringing her left her wallflower and a loner. She prefers the company of a good book or her lab notes to a party and usually finds an excuse to avoid social functions. She is utterly clueless about romance and relationships.

 

 

Conversely, she isn't a misanthrope and actually has a fair degree of compassion for her fellow man and wants to improve the lot of humanity through applied science and technology. She's a true believer in the power of science to conquer all and combined with her naivete about some of the darker aspect of humanity this facet more than anything else puts her at risk.

 

 

Powers/Tactics: Phantasm isn't a front line fighter. She prefers to use her stealth abilities to follow a target, learn all she can about them including weaknesses and strike when they are at their most vulnerable using her Gadget pool to best effect. She has no qualms about running away if outmatched and/or giving her information to others more capable of using it (such as the PC's team). She is constantly tinkering and modifying her armor and might have any sort of device at any given time.

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Re: Phantasm

 

active pts for movement Muiltipower are a bit high for a 60 active pt game

looks like she can rebuild the armor if need be except for the weapons systems

 

We didn't really stick to a budget for the conversions and in her home system she had d8 Teleportation, enough to have global range easily and could bump it up to planetary at the cost of her other powers getting shut down for a while.

 

It was a fun exercise. Normally I prefer nonrandom chargen but random can be fun. Sometimes it helps shake you out of ruts. For instance this is the first character I've made in awhile that didn't have martial arts of some sort or attractive looks.

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  • 4 weeks later...

Re: Phantasm

 

Phantasm will be putting in an appearance in one of games. She's been mislead into thinking of the PCs has acquired some of her technology and is bound to retrieve it which will lead to a misunderstanding and a nice distraction while the villains break into the Hero's base. I wanted to ask if anyone had some suggestions for weapons and gadgets she might employ that would help her flummox a team a heroes for awhile. She doesn't have to beat them, just give an entertaining delay/battle before she either flees or, more likely, it captured and the scheme can come to light. Her primary target is Polaris, a power armor wearing mutant who's principle power is actually magnetokinsis that he channels through his suit.

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Re: Phantasm

 

Phantasm

 

[ATTACH=CONFIG]42575[/ATTACH]

 

Nice suit. I especially like the "high heels" incorporated into the armor's boots. Because even wearing armor ya gotta make your calves look good.

 

I wanted to ask if anyone had some suggestions for weapons and gadgets she might employ that would help her flummox a team a heroes for awhile. She doesn't have to beat them' date=' just give an entertaining delay/battle before she either flees or, more likely, it captured and the scheme can come to light. Her primary target is Polaris, a power armor wearing mutant who's principle power is actually magnetokinsis that he channels through his suit.[/quote']

 

One that came to mind is something I call the Nauseator, which uses convergent sonics to bombard the inner ear, causing massive disorientation and nausea--hence, the name. I think it could either be a DEX Drain or a NND attack--your choice.

 

Now if all you had to deal with was this Polaris character, the answer would normally be simple--a magnetokinetic can usually be dealt with by attacking him with non-magnetic materials. A portable pitching machine that throws hard rubber baseballs would do nicely, as would a glue-throwing gun like Binder's that would stick him in place. That power armor throws a new wrinlke in the strategy--you would need a hyper-velocity pitching machine, or lots more glue. Fire might also be effective--it could be argued that the extreme heat could disrupt his ablilty to generate a proper magnetic field, thereby negating his powers.

 

Hope that helps.

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Re: Phantasm

 

I wanted to ask if anyone had some suggestions for weapons and gadgets she might employ that would help her flummox a team a heroes for awhile. She doesn't have to beat them' date=' just give an entertaining delay/battle before she either flees or, more likely, it captured and the scheme can come to light. Her primary target is Polaris, a power armor wearing mutant who's principle power is actually magnetokinsis that he channels through his suit.[/quote']

Flashes, Entalges and Darkness, Personal Immunity are a good way to stop heroes. When the heroes are known it should not even be hard to figure out wich attack would work against whom and to have an attack for everybody.

 

Also consider the option to use Entangle with Blocks Sense Adder.

Would EMPs work against the suite? Maybe a EMP based Drain Technology? Afaik you can make conducting plastic/keramik, that would be immune to magnetokinesis.

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