JmOz Posted May 12, 2012 Report Share Posted May 12, 2012 My team liason USAgent John F. Walker VAL CHA Cost Roll Notes 40 STR 10 17- HTH Damage 8d6 END [4] 23 DEX 16 14- 25 CON 5 14- 18 INT 8 13- PER Roll 13- 15 EGO 5 12- 20 PRE 10 13- PRE Attack: 4d6 10 OCV 25 8 DCV 15 3 OMCV 0 4 DMCV 3 5 SPD 20 Phases: 3, 5, 8, 10, 12 10 PD 8 10/25 PD (0/15 rPD) 10 ED 8 10/25 ED (0/15 rED) 20 REC 6 55 END 4 20 BODY 5 50 STUN 5 Movement Cost Meters Notes RUNNING 6 18m/36m END [2] SWIMMING 1 6m/12m END [1] LEAPING 1 6m 6m forward, 3m upward Characteristics Total: 161 Cost Powers Body modification - END= (Already incluided in stats) 15 1) Resistant Protection (5 PD/5 ED) - END=0 4 2) Regeneration (1 BODY per Day) - END=0 20 3) +20 STR - END=2 10 4) +5 DEX - END= 10 5) +10 CON - END= 10 6) +2 OCV - END= 10 7) +2 DCV - END= 10 8) +1 SPD - END= 10 9) +10 REC - END= 3 10) +15 END - END= 5 11) +5 BODY - END= 10 12) +20 STUN - END= 125 Equipment: Variable Power Pool, 80 base + 60 control cost, Cosmic (+2) (170 Active Points); All powers must be 30 Real points or less (-1/2), Predetermined load (-1/4), Quartermaster (-1/4) - END= 0 1) Costume: Resistant Protection (10 PD/10 ED), Hardened (+1/4), Impenetrable (+1/4) (45 Active Points); OIF (-1/2) Real Cost: 30 - END=0 0 2) Protective Lenses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) Real Cost: 3 - END=0 0 3) Energy Shield: +5 DCV (25 Active Points); OIF (-1/2) Real Cost: 17 - END= 0 4) Energy Shield: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OIF (Energy Shield; -1/2), Hand-To-Hand Attack (-1/4) Real Cost: 17 - END=0 0 5) Cape Killer Pistol: Killing Attack - Ranged 2 1/2d6, Armor Piercing (+1/4), +1 Increased STUN Multiplier (+1/4) (60 Active Points); OAF (-1), 2 clips of 12 Charges (-0) Real Cost: 30 - END=[12] Avengers Communicard, all slots IIF (-1/4) - END= 10 1) High Range Radio Perception (Radio Group) (12 Active Points); IIF (-1/4) - END=0 Powers Total: 252 Cost Martial Arts Commando Training 4 1) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 4 2) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 3d6 +1 4 3) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm 4 4) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 5) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 55 STR vs. Grabs 3 6) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on 3 7) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/10, Target Falls 5 8) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike 4 9) Weapon Element: Blades, Clubs, Empty Hand, Fist-Loads, Shield Throwing Art 5 1) Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +v/10, Target Falls 4 2) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +3 DC to Disarm 3 3) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike 3 4) Weapon Element: Assault Rifles/LMGs, Handguns, Thrown Grenades Martial Arts Total: 50 Cost Skills 24 +3 with All Martial Arts 8 +4 vs Range withThrown Martial Art 6 +2 with Analyze Combat, Tactics, Military History 3 Acrobatics 14- 3 Analyze: Combat 13- 3 Breakfall 14- 3 Bureaucratics 13- 3 Climbing 14- 3 Combat Driving 14- 3 Combat Piloting (Pilot) 14- 3 Concealment 13- 3 Demolitions 13- 3 Fast Draw 14- 1 Gambling (Poker) 13- 3 Interrogation 13- 3 Lockpicking 14- 3 Mechanics 13- 3 Navigation 13- 3 PS: Military Member 13- 3 Paramedics 13- 3 Persuasion 13- 3 KS: Military History and customs 13- 4 KS: The Military/Mercenary/Terrorist World 14- 3 KS: Super Villains 13- 3 Security Systems 13- 3 Shield Tricks 14- 3 Stealth 14- 12 Survival (Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 13- 3 Systems Operation 13- 7 TF: Common Motorized Ground Vehicles, Avengers Vehicles, Combat Aircraft, Helicopters, Parachuting, Advanced, Parachuting, Basic, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles 3 Tactics 13- 3 Teamwork 14- 3 Tracking 13- 4 WF: Small Arms, Blades, General Purpose/Heavy Machine Guns Skills Total: 144 Cost Perks 17 Fringe Benefit: Captain, Federal/National Police Powers, Membership: Avengers, Security Clearance 9 Positive Reputation: Hero of America (A large group) 14-, +3/+3d6 3 Well-Connected 2 1) Contact: (To be decided) (3 Active Points) 12- 5 2) Contact: Captain America (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) (6 Active Points) 11- 4 3) Contact: S.T.A.R.S. Commander (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) (5 Active Points) 11- 3 4) Contact: Secretary of the Army (Contact has access to major institutions, Contact has significant Contacts of his own) (4 Active Points) 11- Perks Total: 42 Value Complications 15 Hunted: Enemies of America Frequently (As Pow; Harshly Punish) 25 Hunted: Enemies of the Avengers Frequently (Mo Pow; NCI; Harshly Punish) 10 Hunted: Goverment Infrequently (Mo Pow; NCI; Watching) 15 Psychological Complication: Ultra Patriot (Common; Strong) 15 Psychological Complication: Overconfident (Very Common; Moderate) 10 Rivalry: Professional (Captain America/Anyone in leadership; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 10 Social Complication: Subject to Orders Infrequently, Major Complications Points: 100 Base Points: 650 Experience: 0 Experience Unspent: 0 Total Character Cost: 650 http://en.wikipedia.org/wiki/USAgent Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted May 12, 2012 Report Share Posted May 12, 2012 Re: Avengers Draft : Virginia Nice work! Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 13, 2012 Author Report Share Posted May 13, 2012 Re: Avengers Draft : Virginia Second up, Alex Power, known as Power House Powerhouse Alex Power VAL CHA Cost Roll Notes 10 STR 0 11- HTH Damage 2d6 END [1] 18 DEX 16 13- 15 CON 5 12- 18 INT 8 13- PER Roll 13- 13 EGO 3 12- 15 PRE 5 12- PRE Attack: 3d6 8 OCV 25 8 DCV 25 3 OMCV 0 4 DMCV 3 6 SPD 20 Phases: 2, 4, 6, 8, 10, 12 5 PD 3 5/25 PD (0/20 rPD) 5 ED 3 5/25 ED (0/20 rED) 6 REC 2 30 END 2 10 BODY 0 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 FLIGHT 50m/800m TELEPORTATION 10m/20m Characteristics Total: 125 Cost Powers 10 Avengers Communicard: High Range Radio Perception (Radio Group) (12 Active Points); IIF (-1/4) - END=0 10 Costume: Resistant Protection (5 PD/5 ED) (15 Active Points); OIF (-1/2) - END=0 6 Costume: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-1/2) - END=0 4 Costume Tailor: Life Support (Self-Contained Breathing) (10 Active Points); OIF (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4), Incantations (-1/4), 1 Continuing Charge lasting 1 Hour (-1/4) - END=[1 cc] 3 Costume On: Cosmetic Transform 1d6 (Other Clothes, Clothes), Improved Results Group (+1/4), Reduced Endurance (0 END; +1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Zero Phase Action to reset; +3/4) (7 Active Points); Limited Target Clothing Worn (-1) - END=0 2 Costume: Mind Link , One Specific Mind (5 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4) - END=0 75 Power over Gravity: Multipower, 112-point reserve, (112 Active Points); all slots Restrainable (Only by means other than Grabs and Entangles; -1/4), Unified Power: Gravity (-1/4) - END= 7f 1) +75 STR, Reduced Endurance (0 END; +1/2) (112 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4), Unified Power: Gravity (-1/4) - END= 7f 2) Telekinesis (60 STR), Reduced Endurance (1/2 END; +1/4) (112 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4), Unified Power: Gravity (-1/4) - END=4 11 Power of Gravity II: Clinging (30 STR) (17 Active Points); Unified Power: Gravity (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) - END=0 70 Powers of Energy: Multipower, 105-point reserve, (105 Active Points); all slots Restrainable (Only by means other than Grabs and Entangles; -1/4), Unified Power: Energy (-1/4) - END= 6f 1) Disintigrating Touch: Killing Attack - Ranged 5d6, Reduced Endurance (0 END; +1/2) (112 Active Points); No Range (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4), Unified Power: Energy (-1/4) - END=0 7f 2) Energy Balls: Blast 18d6, Reduced Endurance (1/2 END; +1/4) (112 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4), Unified Power: Energy (-1/4) - END=4 5 ENERGY BATTERY: Endurance Reserve (40 END, 0 REC) Reserve: (10 Active Points); Perceivable (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4), Unified Power: Energy (-1/4) - END=0 12 Endurance Battery Recharge: Aid 4d6, Reduced Endurance (0 END; +1/2) (36 Active Points); Only to Aid Self (-1), Linked (Disintigrating Touch; -1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4), Unified Power: Energy (-1/4) - END=0 51 Power over Mass: Multipower, 77-point reserve, (77 Active Points); all slots Restrainable (Only by means other than Grabs and Entangles; -1/4), Unified Power (-1/4) - END= 5f 1) Cloud Form: (Total: 77 Active Cost, 46 Real Cost) Desolidification , Reduced Endurance (1/2 END; +1/4) (50 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4), Unified Power (-1/4) (Real Cost: 33) plus Change Environment (-4 to Sight Group PER Rolls), Area Of Effect (4m Radius; +1/4), Reduced Endurance (1/2 END; +1/4) (18 Active Points); No Range (-1/2), Linked (Desolidification; -1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4), Unified Power (-1/4) (Real Cost: 7) plus Flight 6m, Reduced Endurance (0 END; +1/2) (9 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4), Unified Power (-1/4) (Real Cost: 6) - END=3 4f 2) Small Size: (Total: 76 Active Cost, 44 Real Cost) +8 DCV (40 Active Points); Costs Half Endurance (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4), Unified Power (-1/4) (Real Cost: 23) plus +8 with Stealth, Concealment, Shadowing (24 Active Points); Linked to DCV (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4), Unified Power (-1/4) (Real Cost: 14) plus Hand-To-Hand Attack +2d6, Armor Piercing (+1/4) (12 Active Points); Hand-To-Hand Attack (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4), Unified Power (-1/4) (Real Cost: 7) - END=3 33 Bubble Field: Multipower, 50-point reserve, (50 Active Points); all slots Unified Power: mass Control (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) - END= 2f 1) Bubble Field: Barrier 10 PD/10 ED, 1 BODY (up to 4m long, 4m tall, and 1/2m thick), Non-Anchored (50 Active Points); Costs Endurance (to maintain; -1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4), Unified Power: mass Control (-1/4) - END=5 3f 2) Personal Bubble Field: Resistant Protection (15 PD/15 ED) (45 Active Points); Unified Power: mass Control (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) - END=0 2f 3) Bubble Trap: Entangle 3d6, 5 PD/5 ED, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Entangle Has 1 BODY (-1/2), Unified Power: mass Control (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) - END=2 50 Power over Velocity: Multipower, 75-point reserve, (75 Active Points); all slots Unified Power:Velocity (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) - END= 5f 1) Flight 50m, x8 Noncombat, Reduced Endurance (1/2 END; +1/4) (75 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4), Unified Power:Velocity (-1/4), Leaves A Trail (-0) - END=3 5f 2) Teleportation 10m, x4 Increased Mass, Reduced Endurance (0 END; +1/2), MegaScale (1m = 100,000 km; +2 1/4) (75 Active Points); Unified Power:Velocity (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) - END=0 24 Power of Velocity II: +8 with Velocity Combat - END= 13 Power of Velocity III: +2 SPD (20 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4), Unified Power: Velocity (-1/4) - END= 3 Power of Velocity: To Base, Home, Friday, : Teleportation: Fixed Location (3 Locations) - END=0 10 Kyrlin Healing: Healing BODY 3d6 (30 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Concentration (0 DCV; -1/2), Affect by drain of any natural power (per Unified Power) (-1/4) - END=3 Powers Total: 445 Cost Martial Arts 5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 2d6 +v/10; FMove 5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 5 Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 20 STR for holding on; FMove Martial Arts Total: 15 Cost Skills 3 Analyze: Technology 13- 3 Breakfall 13- 3 Computer Programming 13- 3 Deduction 13- 3 Electronics 13- 3 KS: Superworld 13- 3 Science Skill: Physics 13- 1 Streetwise 8- 3 Teamwork 13- Skills Total: 25 Cost Perks 4 Contact: Spider Man (Contact has significant Contacts of his own, Good relationship with Contact) 11- 6 Contact: Reed Richards (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) 11- 5 Fringe Benefit: Membership: Avengers 15 Vehicles & Bases 10 Follower Perks Total: 40 Value Complications 15 Dependent NPC: Family Infrequently (Normal; Useful Noncombat Position or Skills; Group DNPC: x4 DNPCs) 20 Hunted: Enemies of the Avengers Frequently (Mo Pow; Harshly Punish) 15 Hunted: SNARKS Infrequently (Mo Pow; Harshly Punish) 15 Psychological Complication: CREED: With Great Power comes... (Common; Strong) 20 Psychological Complication: Code vs Killing (Common; Total) 15 Social Complication: Secret ID Frequently, Major Complications Points: 100 Base Points: 650 Experience: 0 Experience Unspent: 0 Total Character Cost: 650 Friday VAL CHA Cost Roll Notes 6 Size 30 40 STR 0 17- HTH Damage 8d6 END [4] 20 DEX 20 13- 3 OCV 0 10 DCV 35 4 SPD 20 Phases: 3, 6, 9, 12 10 PD 12 10 PD (10 rPD) 10 ED 12 10 ED (10 rED) 16 BODY 0 Movement Cost Meters Notes SWIMMING 0 50m/200m END [0] LEAPING 0 4m 4m forward, 2m upward FLIGHT 40m/80m Characteristics Total: 117 Cost Powers 30 Flight Drive: Multipower, 30-point reserve - END= 3f 1) Flight 30m (30 Active Points) - END=0 3f 2) Flight 10m, MegaScale (1m = 10,000 km; +2) (30 Active Points) - END=0 3f 3) Faster-Than-Light Travel (3 Light Years/day) (30 Active Points) - END=0 3f 4) Swimming +46m (50m total) (x4 Noncombat) (28 Active Points) - END= 22 Life Support (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) - END=0 32 Reconfiguring Systems: Variable Power Pool, 20 base + 30 control cost, (35 Active Points); all slots Only to reconfigure body (Shapeshift powers) (-1/4) - END= Sensors, all slots OIF Bulky (-1) - END= 5 1) Energy Sensors: Detect Detect Electromagnetic Energy 9- (Radio Group) (10 Active Points); OIF Bulky (-1) - END=0 5 2) Detect Dettect Life signs/Atmosphere 9- (Radio Group) (10 Active Points); OIF Bulky (-1) - END=0 2 3) Detect A Class Of Things 9- (Radio Group) (5 Active Points); OIF Bulky (-1) - END=0 7 4) Radar (Radio Group) (15 Active Points); OIF Bulky (-1) - END=0 15 5) +20 versus Range Modifier for Radio Group (30 Active Points); OIF Bulky (-1) - END=0 37 6) High Range Radio Perception (Radio Group), MegaScale (1m = 10,000 lightyears; +5 1/4) (75 Active Points); OIF Bulky (-1) - END=0 5 7) Discriminatory with Radio Group (10 Active Points); OIF Bulky (-1) - END=0 5 8) Analyze with Radio Group (10 Active Points); OIF Bulky (-1) - END=0 5 9) Increased Arc Of Perception (360 Degrees) with Radio Group (10 Active Points); OIF Bulky (-1) - END=0 Powers Total: 182 Base Points: 200 Experience: 0 Experience Unspent: 0 Total Character Cost: 299 FRIDAY AI VAL CHA Cost Roll Notes 23 DEX 26 14- 30 INT 20 15- PER Roll 15- 15 EGO 5 12- 3 OCV 0 10 DCV 35 3 OMCV 0 4 DMCV 3 4 SPD 20 Phases: 3, 6, 9, 12 Characteristics Total: 109 Cost Powers 15 Mind Link , One Specific Mind, Number of Minds (x4) - END=0 Powers Total: 15 Cost Skills 13 AK: Milky Way galaxy 25- 1 Bureaucratics 8- 3 Combat Piloting 14- 3 Computer Programming 15- 8 CuK: Earth Culture 20- 3 Deduction 15- 3 Electronics 15- 4 Language: English (idiomatic) 4 Language: Krymlyn (idiomatic) 2 Navigation (Space) 15- 3 Paramedics 15- 3 Power 15- 3 Systems Operation 15- 0 TF: Personal Use Spacecraft 1 Teamwork 8- Skills Total: 54 Cost Talents 22 Universal Translator 17- Talents Total: 22 Base Points: 200 Experience: 0 Experience Unspent: 0 Total Character Cost: 200 Alex http://en.wikipedia.org/wiki/Alex_Power Friday http://en.wikipedia.org/wiki/Smartship_Friday Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 13, 2012 Author Report Share Posted May 13, 2012 Re: Avengers Draft : Virginia A couple notes, I am assumeing that the rest of the pack (even though they would not be PC's) have contributed to the ship. It should be noted that I figure that they would have limited use. Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 14, 2012 Author Report Share Posted May 14, 2012 Re: Avengers Draft : Virginia Added wiki links Quote Link to comment Share on other sites More sharing options...
Greywind Posted May 15, 2012 Report Share Posted May 15, 2012 Re: Avengers Draft : Virginia What if Virginia doesn't want to be drafted? Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 15, 2012 Author Report Share Posted May 15, 2012 Re: Avengers Draft : Virginia It is based on a NGD thread, where each player chooses to draft marvel characters for a team in a certain state Quote Link to comment Share on other sites More sharing options...
Greywind Posted May 15, 2012 Report Share Posted May 15, 2012 Re: Avengers Draft : Virginia Virginia is also Pepper Potts given name. Quote Link to comment Share on other sites More sharing options...
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