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Avengers Draft : Virginia


JmOz

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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

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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

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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.

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