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Sunday 03/21/2004WildboarPlayer: NPC; membe of Dynasty

Val Char Cost
25 STR 15
23 DEX 39
25 CON 30
25 BODY 30
10 INT 0
20 EGO 20
25 PRE 15
8 COM -1
25 PD 20
25 ED 20
5 SPD 17
10 REC 0
50 END 0
50 STUN -1
13" RUN02" SWIM05" LEAP0Characteristics Cost: 204
Cost Power END
7 Animal Mind: Mental Defense (11 points total) 0
30 Closed Mind: Mental Damage Reduction, 50% 0
20 Combat Scent: Targeting with Smell/Taste Group 0
5 Enviromental Resilience: Life Support (Eating Character only has to eat once per week; Safe in Intense Cold; Safe in Intense Heat) 0
12 Heightened Senses: +4 PER with All Sense Groups 0
10 Hyper Olfactory: Range with Smell/Taste Group 0
18 Precise Focus: +12 versus Range Modifier for Smell/Taste Group 0
11 Rapid Healing: Healing (Regeneration) 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) 0
2 Stubborn: Knockback Resistance -1" 0
19 Swift: Running +7" (13" total), x4 Noncombat 2
10 Toughened Flesh: Damage Resistance (10 PD/10 ED) 0
30 Toughness: Energy Damage Reduction, Resistant, 50% 0
30 Toughness: Physical Damage Reduction, Resistant, 50% 0
3 Trace Analysis: Microscopic (x10) with Normal Smell 0
5 Tracking Scent: Tracking with Normal Smell 0
15 Tusks: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) 1
Powers Cost: 227
Cost Martial Arts Maneuver
Dirty Infighting/Fisticuffs/Cinematic Brawling
24 1) +6 HTH Damage Class(es)
4 2) Block/Chin Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 65 STR to Disarm roll
4 4) Eye Gouge: 1/2 Phase, -1 OCV, -1 DCV, Flash 10d6
5 5) Hoist 'n' Heave: 1/2 Phase, -2 OCV, -2 DCV, Grab Two Limbs, 50 STR to Throw
4 6) Kidney Blow: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 +1
4 7) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 5d6 NND
4 8) Punch/Backhand: 1/2 Phase, +0 OCV, +2 DCV, 13d6 Strike
5 9) Roundhouse/Two-Fisted Smash: 1/2 Phase, -2 OCV, +1 DCV, 15d6 Strike
3 10) Tackle: 1/2 Phase, +0 OCV, +0 DCV, 6d6 +v/5; You Fall, Target Falls
3 11) Throw: 1/2 Phase, +0 OCV, +1 DCV, 11d6 +v/5, Target Falls
1 12) Weapon Element: Clubs
Martial Arts Cost: 65
Cost Skill
40 +5 with All Combat
3 Breakfall 14-
3 Climbing 14-
3 Concealment 11-
2 Language: Mandarin (basic conversation) (1 Active Points)
0 Language: Mongol (idiomatic) (4 Active Points)
3 Navigation (Air, Land) 11-
3 Stealth 14-
4 Survival (Arctic/Subarctic, Mountain) 11-
3 Tracking 11-
Skills Cost: 64
Cost Perk
2 Reputation: Feared "Monster" (A medium-sized group) 11-, +2/+2d6
3 Fringe Benefit: Membership: The Dynasty
Perks Cost: 5
Cost Talent
3 Bump Of Direction
3 Lightning Reflexes: +2 DEX to act first with All Actions
3 Lightsleep
Talents Cost: 9
Val Disadvantages
15 Distinctive Features: Sallow-skinned Porcine humanoid (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Enraged: When takes body (Uncommon), go 14-, recover 11-
20 Hunted: Tiger Squad 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Violent, Angry (Very Common, Moderate)
20 Psychological Limitation: Casual Killer (Common, Total)
20 Psychological Limitation: Loyal to Dragon of the Silver Moon (Common, Total)
10 Reputation: Vicious, animalistic, thug, 11-
10 Vulnerability: 2 x Effect Flash Attacks (Targeting Smell) (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 224Total Experience Available: 224Experience Unspent: 0Total Character Cost: 574

Height: 1.70 m Hair: Brown
Weight: 100.00 kg Eyes: Brown
Appearance: A short, but broadly built man with a pig-like snout, lots of coarse hair, two great tusks coming from his oversized jaw, and sallow, blotchy skin. He tends to wears pelts and hides of creatures he's killed rather than a standard uniform. He is surprisingly clean as strong odors bother him.Personality: Very similar to his namesake. A stubborn, bad tempered, and violent man with superhuman resilance and great brawling skill. Though his strength is still considered in the human realm, he can go toe to toe with beings much stronger and come out of the fight victorious.Quote:"I'll kill you!"

Background: It is unknown if Thurak, the Wildboar is a mutant, a magically arltered human, or a being from another reality. What is known is that he is a violent, beastial warrior completely loyal to the Dragon of the Silver Moon. He kills with impunity and often comes to blows with Stone Ox, Master Tiger, or even Brimstone Horn - all three find him to be repugnant. He does seem to have a soft spot for Jade Rabbit, she can generally control him if her orders do not contradict his master's. Seemingly of normal intelligence, he still comes across as more beast than man. Wildboar is one of the original members of the Dynasty.Powers/Tactics: Find target, rush target, beat target. Repeat until Master orders a new target.Campaign Use: A low level brick/martial artist hybrid. High on defense and offense, low on meaningful non combat skills.
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Monday 03/22/2004Here is the Monkey King himself...

King Monkey

Son Goku, the Monkey King

Val Char Cost
15 STR 5
36 DEX 78
25 CON 30
11 BODY 2
25 INT 15
20 EGO 20
23 PRE 13
12 COM 1
7/18 PD 4
7/18 ED 2
8 SPD 34
8 REC 0
54 END 2
44 STUN 12
12" RUN 0
2" SWIM 0
6"/18" LEAP 0
Characteristics Cost: 218
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Cost Power END
10 Armored Costume: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2) 0
49 Cloud Car!: Flight 17", x16 Noncombat, No Turn Mode (+1/4) (61 Active Points); Physical Manifestation (Cloud; -1/4) 6
8 Good Leaping: Leaping +3" (6"/18" forward, 3"/9" upward) (Accurate) 1
10 Heroic Vigor : Power Defense (10 points) 0
25 Immortal King of the Monkey: LS (Eating Character only has to eat once per week; Extended Breathing: 1 END per Turn; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping Character only has to sleep 8 hours per week) 0
10 Luck of Heroes: Luck 2d6 0
25 Mindseeking: Mind Scan 10d6 (Human class of minds) (50 Active Points); Extra Time (Full Phase, -1/2), Activation Roll 15- (-1/4), Concentration (1/2 DCV; -1/4) 5
8 Mindshield: Mental Defense (12 points total) 0
6 Prehensile Tail: Extra Limb (1), Inherent (+1/4) (6 Active Points) 0
24 Mindspeech: Mind Link , Any Willing Target, Number of Minds (x8) (30 Active Points); Activation Roll 15- (-1/4) 0
15 Peerless Senses: +5 PER with all Sense Groups 0
12 Sprint: Running +6" (12" total) 1
Battle Staff, all slots OAF Unbreakable (-1)
4 1) Shrinking the Staff: +5 with Concealment (10 Active Points); OAF Unbreakable (-1), Self Only (Only to make the staff appear as a toothpick or harmless splinter.; -1/2)
6 2) Size Alteration: Stretching 3", Costs END Only To Activate (+1/4) (19 Active Points); OAF Unbreakable (-1), Only To Cause Damage (-1/2), no Noncombat Stretching (-1/4), Always Direct (-1/4) 1
8 3) Thwak: HA +4d6 (20 Active Points); OAF Unbreakable (-1), Hand-To-Hand Attack (-1/2) 2
4 4) Vaulting: Leaping +12" (6"/18" forward, 3"/9" upward) (12 Active Points); OAF Unbreakable (-1), Gestures (Requires both hands; -1/2), Extra Time (Delayed Phase, Character May Take No Other Actions, -1/2) 1
10 5) Missile Deflection (Any Ranged Attack) (20 Active Points); OAF Unbreakable (-1) 0
Powers Cost: 234

Cost Martial Arts Maneuver
Kung Fu (Wu Shu)
12 1) +3 HTH Damage Class(es)
5 2) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll
4 4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs
5 6) Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 10d6 Strike
3 7) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on
5 8) Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
4 9) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6
3 10) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls
4 11) Punch: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
3 12) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls
4 13) Tien-hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 3 1/2d6 NND
4 14) Tiger/Dragon Claw: 1/2 Phase, +0 OCV, +0 DCV, 10d6 Crush, Must Follow Grab
4 15) Uproot/Sand Palm: 1/2 Phase, +0 OCV, +0 DCV, 45 STR to Shove
1 16) Weapon Element: Axes, Maces, and Picks
1 17) Weapon Element: Blades
1 18) Weapon Element: Chain Weapons
1 19) Weapon Element: Clubs
1 20) Weapon Element: Hook Sword
1 21) Weapon Element: Polearms
1 22) Weapon Element: Staffs
1 23) Weapon Element: Three-Section Staff
1 24) Weapon Element: Whips
1 25) Weapon Element: Wind and Fire Wheels
Martial Arts Cost: 78

Cost Skill
30 +6 with HTH Combat
2 AK: China 11-
2 AK: India 11-
3 Acrobatics 16-
3 Breakfall 16-
3 Climbing 16-
7 Concealment 16-
3 Contortionist 16-
10 Defense Maneuver I-IV
2 KS: Chinese Mythology 11-
2 KS: Supernatural Lore 11-
2 KS: The Martial World 11-
4 Language: English (completely fluent) (3 Active Points)
0 Language: Mandarin (idiomatic) (4 Active Points)
3 Lockpicking 16-
2 PS: Clown (or Magician, Juggler, and so forth, as appropriate) 11-
3 Persuasion 14-
3 Security Systems 14-
3 Seduction 14-
3 Shadowing 14-
3 Sleight Of Hand 16-
3 Sleight Of Hand 16-
7 Stealth 18-
3 Streetwise 14-
6 Survival (Arctic/Subarctic, Mountain, Urban) 14-
3 Tactics 14-
3 Tracking 14-
4 WF: Common Martial Arts Melee Weapons, Common Melee Weapons
Skills Cost: 122

Cost Perk
10 Reputation: Famous hero of Chinese Lore (A large group) 11-, +5/+5d6
3 Fringe Benefit: Membership: Dynasty
Perks Cost: 13

Cost Talent
3 Ambidexterity (-2 Off Hand penalty)
12 Combat Luck (6 PD/6 ED)
Talents Cost: 15

Val Disadvantages
10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10 Distinctive Features: Monkey Man (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
25 Hunted: Tiger Squad 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25 Hunted: UNTIL 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Social Limitation: Public Identity: Son Goku, the Monkey King (Frequently, Major)
20 Psychological Limitation: Overconfident/Arrogant (Very Common, Strong)
15 Psychological Limitation: Greedy and Voracious (Common, Strong)
10 Psychological Limitation: Likes to fight (Common, Moderate)
15 Psychological Limitation: Disdain for most "Mortals" (Common, Strong)
20 Physical Limitation: Cannot betray a direct order from Dragon of the Silver Moon (Frequently, Fully Impairing)
5 Unluck: 1d6
Disadvantage Points: 170
Cost Summary:Base Points:200Disadvantage Points: 170Experience Required: 310Total Experience Available: 310Total Character Cost: 680Height: 1.57 mHair: OrangeWeight: 57.00 kgEyes: GoldenAppearance: A large, man sized monkey with a more human looking face. He has reddish brown fur and golden eyes. he wears simple trousers (gray) and a blue vest with ornate golden designes. His staff is, at normal and larger sizes, polished black with shiney golden knobs at either end. When it is shrunk to 2 feet, one of the knobs disappears and it becomes a walking stick. Anything smaller than that and it appears to simply be a piece of wood.Personality: Arrogant, overconfident, self important, and vain. These are his weak points, but he also seems to be more of a heroic bent than he is portrayed in the legends. He truely regrets being forced to do Dragon of the Silver Moon's bidding. He does love combat and a chance to show his skill and power; so the constant fighting with superbeings is right up his alley.Quote:"You can try to beat me, but you will fail."

Background: Claiming to be the legendary Monkey King from the chinese tales, Son Goku is a "supervillain" in name more than deed; he dislikes his compatriots and seems to be a member my force. He tends to pervert the orders given to him and seems genuinely sorry to most innocents harmed, even indirectly, by his actions. Powers/Tactics: A superb master of kung fu and weilder of an enchanted, size changing staff and a floating cloud. He is extremely fast and agile, exceeding even Master Tiger in these regards. He also claims that much of his power has been locked away from him by the Kings of Hell. Campaign Use: Is he the true Monkey King? Its up to you. If he's too tough, drop his DEX and SPD to more manageable levels and his DC's to what you want. If he's not tough enough, then "Release" some of his captured power, this could be anything from Heightened STR, CON, and Defenses, a variable power pool of martial arts abilties, magic, or both.
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Tuesday 03/23/2004The HoundPlayer: NPC; Member of the Dynasty

Val Char Cost
25 STR 15
23 DEX 39
25 CON 30
12 BODY 4
13 INT 3
17 EGO 14
35 PRE 25
10 COM 0
10/38 PD 5
10/38 ED 5
5 SPD 17
10 REC 0
50 END 0
50 STUN 12
10" RUN82" SWIM05" LEAP0Characteristics Cost: 177
Cost Power END
125 Arch-Lord of Weather: Multipower, 125-point reserve
2u 1) Air Manipulation: Telekinesis (20 STR) (30 Active Points); Affects Whole Object (-1/4) 3
4u 2) Blinding Weather: Change Environment 8" radius, -4 to Hearing Group PER Rolls, Varying Effect any type of weather that can interfere with vision (+1/2) (43 Active Points) 4
4u 3) Blizzard: Energy Blast 3d6, Area Of Effect (One Hex; +1/2), No Normal Defense (LS: Save Enviroment: Intense Cold; +1), Continuous (+1) (52 Active Points); Limited Range (20") (-1/4) 5
5u 4) Exposure: Change Environment 8" radius, 4 Points of NND Damage (defense is appropriate Life Support), Varying Effect Limited Group (+1/2) (52 Active Points) 5
4u 5) Greater Weather Control II: Change Environment 8" radius, 4 Temperature Level Adjustment, Megascale (1" = 1 km; +1/4), Varying Effect Broad Group (+1) (65 Active Points); No Range (-1/2) 6
2u 6) Greater Weather Eye: Precognitive Clairsentience (Sight Group), x8 Range (2000"), Megascale (1" = 1 km; +1/4) (69 Active Points); Precognition Only (-1), Only To Foresee The Weather (-1), Time Modifiers (-1/2) 7
1u 7) Group Climate Control: LS: Safe Enviroments (Intense Cold, Intense Heats): Area Of Effect (up to 4" Radius; +1 1/2) for up to 4 Active Points (6 Active Points) 1
4u 8) Lightning Bolt: Killing Attack - Ranged 2 1/2d6 (40 Active Points) 4
2u 9) Slippery Ground: Change Environment 8" radius, -4 to DEX Roll (29 Active Points); Only Affects Characters On Ground (-1/4) 3
3u 10) Thunderclap: Hearing Group Flash 10d6 (30 Active Points) 3
3u 11) True Weather Control: Change Environment 8" radius, +/-10 Temperature Level Adjustment, Megascale (1" = 1 km; +1/4), Varying Effect Broad Group (+1) (106 Active Points); Extra Time (1 Minute, -1 1/2), No Range (-1/2), Requires A Skill Roll (-1/2), Can Only Alter Weather, Not Create It (-1/4) 11
4u 12) Weather Control: Change Environment 8" radius, 4 Temperature Level Adjustment, Varying Effect Limited Group (+1/2) (43 Active Points) 4
4 Climate Control: Life Support (Safe in Intense Cold; Safe in Intense Heat) 0
19 Concealed Armored Costume: Armor (8 PD/8 ED) (24 Active Points); IIF (Concealed Armor; -1/4) 0
5 Hound's Nose: Tracking with Normal Smell 0
9 Houndlike Senses: +3 PER with all Sense Groups 0
5 Keen Nose: Analyze with Normal Smell 0
11 Outer Armor: Armor (8 PD/8 ED) (24 Active Points); OAF (-1), Full Coverage Helmet, Long Jacket with Gauntlets, High Boots (Protects Locations 3-5, 7-14, 16-18; -1/4) 0
24 Shield Of The Winds: Force Field (12 PD/12 ED) 2
1 Strong Will: Mental Defense (4 points total) 0
5 The Nose Knows: Discriminatory with Normal Smell 0
3 Trace Scent: Microscopic (x10) with Normal Smell 0
10 Weather Eye: Precognitive Clairsentience (Sight Group) (40 Active Points); Precognition Only (-1), Only To Foresee The Weather (-1), No Range (-1/2), Time Modifiers (-1/2) 4
30 Windriding: Flight 15" 3
10 Wrist Radio: HRRP (Radio Group) (12 Active Points); IIF (Concealed in Armor; -1/4) 0
Powers Cost: 299
Cost Martial Arts Maneuver
Thunder Dragon Kung Fu
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Crescent Kick: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR to Disarm roll
3 3) Grab: 1/2 Phase, +0 OCV, -1 DCV, Grab One Limb, 10 STR for holding on
5 4) Kree Strike: 1/2 Phase, +2 OCV, +1 DCV, 2d6 Strike
3 5) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6d6 Strike, Target Falls
5 6) Roundhouse Kick/Axe Kick: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike
4 7) Snap Kick Punch/Elbow Strike: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
1 8) Weapon Element: Axes, Maces, and Picks
1 9) Weapon Element: Blades
1 10) Weapon Element: Chain Weapons
1 11) Weapon Element: Clubs
1 12) Weapon Element: Hook Sword
1 13) Weapon Element: Polearms
1 14) Weapon Element: Staffs
1 15) Weapon Element: Three-Section Staff
1 16) Weapon Element: Whips
1 17) Weapon Element: Wind and Fire Wheels
Martial Arts Cost: 38
Cost Skill
10 +2 with HTH Combat
25 +5 with Ranged Combat
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
3 Contortionist 14-
2 KS: Chinese Healing 11-
2 KS: Chinese Philosophy 11-
2 KS: The Superhuman World 11-
2 KS: Thunder Dragon Kung Fu 11-
3 Language: English (fluent conversation) (2 Active Points)
0 Language: Mandarin (idiomatic) (4 Active Points)
3 Lockpicking 14-
3 Navigation (Air, Land) 12-
2 SS: Meteorology 11-
3 Security Systems 12-
3 Shadowing 12-
3 Sleight Of Hand 14-
3 Streetwise 16-
3 Teamwork 14-
2 WF: Common Martial Arts Melee Weapons
2 WF: Common Melee Weapons
1 WF: Hook Sword
1 WF: Off Hand
1 WF: Three-Section Staff
1 WF: Wind and Fire Wheels
Skills Cost: 89
Cost Perk
1 Fringe Benefit: International Driver's License
3 Fringe Benefit: Membership: The Dynasty
1 Fringe Benefit: Passport
5 Money: Well Off
4 Reputation: Criminal Enforcer (A medium-sized group) 14-, +2/+2d6
Perks Cost: 14
Val Disadvantages
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
20 Hunted: Tiger Squad 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: Golden Dragon Fist 8- (As Pow, Harshly Punish)
10 Hunted: Stormfront 8- (As Pow, Harshly Punish)
15 Psychological Limitation: Professional; never loses his cool (Common, Strong)
15 Psychological Limitation: Loyal to Dragon OTSM (Common, Strong)
20 Psychological Limitation: No Fear (Common, Total)
10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
15 Social Limitation: Secret Identity; Jong Hua (Frequently, Major)
5 Unluck: 1d6
Disadvantage Points: 150

Base Points: 200Experience Required: 267Total Experience Available: 267Experience Unspent: 0Total Character Cost: 617

Height: 1.85 m Hair: Brown
Weight: 100.00 kg Eyes: Brown
Appearance: A rather plain looking chinese man with a very impressive physique, brown hair and eyes. He wears a billowy blue costume with white guantlets, boots, and torso armor. The white armored portions have gold piping with golden thundebolts on the backs of his hands and on his shin armor.Personality: A professional. He is aloof, intelligent, and deadly. He sees himself as something of a feudal knight in service of an ousted king. He works diligently to return China to the hands of the Elite. Quote:"Thunder heeds no master, save the Hound of a Thousand Storms."Background: A mutant with control over atmospheric phenomena, Jong has been enhanced physically through the Dragon's connections with Dr Yin Wu. The powers of the hound make him stronger, faster, and increase his senses to inhuman levels. He has worked with the Dragon longer than almost anyone.Powers/Tactics: The Hound's main powers involve command of weather. He can summons storms, calm winds, chill bones, and all manner of weather conditions. Beyond that, he is a physical prodigy and a capable hand to hand fighter, studying a brand of Kung Fu for much of his life. Campaign Use: If the Hound of a Thousand Storms is too powerful for your campaign, reduce his "hound" abilities and martial arts skills and make him more one dimensional. If he's not tough enough, raise his MP pool by 2-4 DC's.
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Wednesday 03/24/2004SerpentinePlayer: NPC: Member of the Dynasty

Val Char Cost
15 STR 5
23 DEX 39
25 CON 30
13 BODY 6
23 INT 13
18 EGO 16
20 PRE 10
20 COM 5
8/16 PD 5
8/16 ED 3
6 SPD 27
8 REC 0
50 END 0
50 STUN 16
10" RUN02" SWIM06" LEAP0Characteristics Cost: 175
Cost Power END
60 Arcane Skill: Variable Power Pool (Magic Pool), 40 base + 20 control cost, (60 Active Points)
2 Animal Bond: Mind Link , Animal class of minds, One Specific Mind: Jormundiir (5 Active Points); Only With Others Who Have Mind Link (-1) 0
16 Animal Communication: Telepathy 5d6 (Animal class of minds), Area Of Effect (6" Radius; +1 1/4) (56 Active Points); Limited Class Of Minds Snakes (-1), No Range (-1/2), Communication Only (-1/4), Incantations (-1/4), Visible (-1/4), Does Not Provide Mental Awareness (-1/4) 6
40 Animal Companion: Jormundiir: Follower: Large Snake
16 Armored Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 0
15 Fangs: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) 1
5 Heat Sense: Infrared Perception (Touch Group) (Sight Group) 0
10 Nictitating Membrane: Sight Group Flash Defense (10 points) 0
10 Poison Immunity: LS (Immunity All terrestrial poisons and chemical warfare agents) 0
13 Regrow Limbs: Healing 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (50 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) 0
48 Spitting Blindness: Sight Group Flash 8d6, No Normal Defense (Solid Eye Covering; +1/2) (60 Active Points); Limited Range (12") (-1/4) 6
8 Strong Legs: Leaping +3" (6" forward, 3" upward) (Accurate) 1
6 Strong Will: Mental Defense (10 points total) 0
8 Swift: Running +4" (10" total) 1
31 Venom: (Total: 180 Active Cost, 31 Real Cost) Drain CON 3d6, No Normal Defense (LS: Immunity; +1), Delayed Return Rate (5 Points per Hour; +1) (90 Active Points); Extra Time (5 Minutes, -2), 4 Charges (-1), Gradual Effect (1d6/5 Minutes; -3/4), HKA Must Do BODY (-1/2) (Real Cost: 17) plus Killing Attack - Ranged 2d6, No Normal Defense (LS: Immunity; +1), Does BODY (+1) (90 Active Points); Extra Time (5 Minutes, -2), 4 Charges (-1), Gradual Effect (1d6/5 Minutes; -3/4), No Range (-1/2), HKA Must Do BODY (-1/2), Linked (Drain; -1/2) (Real Cost: 14)
10 Wallcrawling: Clinging (normal STR) 0
2 Water Adaption: Environmental Movement (Aquatic Movement)
Powers Cost: 300
Cost Martial Arts Maneuver
Kung Fu (Wu Shu)
12 1) +3 HTH Damage Class(es)
5 2) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll
4 4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs
5 6) Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 10d6 Strike
3 7) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on
5 8) Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
4 9) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6
3 10) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls
4 11) Punch: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
3 12) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls
4 13) Tien-hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 3 1/2d6 NND
4 14) Uproot/Sand Palm: 1/2 Phase, +0 OCV, +0 DCV, 45 STR to Shove
1 15) Weapon Element: Axes, Maces, and Picks
1 16) Weapon Element: Blades
1 17) Weapon Element: Chain Weapons
1 18) Weapon Element: Clubs
1 19) Weapon Element: Hook Sword
1 20) Weapon Element: Polearms
1 21) Weapon Element: Staffs
1 22) Weapon Element: Three-Section Staff
1 23) Weapon Element: Whips
1 24) Weapon Element: Wind and Fire Wheels
Martial Arts Cost: 74
Cost Skill
18 +6 with Kung Fu
13 Spell Casting 19-
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 14-
3 Contortionist 14-
3 Disguise 14-
3 Fast Draw 14-
3 High Society 13-
4 Language: English (completely fluent) (3 Active Points)
0 Language: Mandarin (idiomatic) (4 Active Points)
3 Lockpicking 14-
3 PS: Dancing 12-
3 PS: Singing 12-
3 Paramedics 14-
3 Scholar
2 1) KS: Arcane & Occult Lore (3 Active Points) 14-
1 2) KS: Chinese Healing (2 Active Points) 11-
1 3) KS: Chinese Philosophy (2 Active Points) 11-
1 4) KS: Kung Fu (2 Active Points) 11-
1 5) KS: Poisons/Toxins (2 Active Points) 11-
2 6) KS: Snake Style Kung Fu (3 Active Points) 14-
1 7) KS: The Martial Arts World (2 Active Points) 11-
1 8) KS: The Supernatural World (2 Active Points) 11-
3 Security Systems 14-
3 Seduction 13-
3 Sleight Of Hand 14-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Tracking 14-
2 WF: Common Martial Arts Melee Weapons
2 WF: Common Melee Weapons
1 WF: Hook Sword
1 WF: Off Hand
1 WF: Three-Section Staff
1 WF: Wind and Fire Wheels
Skills Cost: 110
Cost Perk
1 Fringe Benefit: International Driver's License
3 Fringe Benefit: Membership: Dynasty
1 Fringe Benefit: Passport
5 Money: Well Off
1 Reputation: Feared Assassin (A small to medium sized group) 11-, +1/+1d6
Perks Cost: 11
Cost Talent
3 Ambidexterity (-2 Off Hand penalty)
3 Bump Of Direction
16 Combat Sense 15-
3 Lightsleep
Talents Cost: 25
Val Disadvantages
5 Distinctive Features: Green hair and eyes, lips too. (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Distinctive Features: Style Limitation (Snake Style Kung Fu) (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10 Hunted: Dr Yin Wu 8- (Mo Pow, NCI, Watching)
20 Hunted: Tiger Squad 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Casual Killer (Common, Total)
15 Psychological Limitation: Enigmatic, and mysterious (Very Common, Moderate)
10 Psychological Limitation: Enraptured by her own sexuality (Common, Moderate)
10 Psychological Limitation: Vain and egotistical (Common, Moderate)
5 Rivalry: Professional (Scorpia; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)
10 Vulnerability: 2 x STUN Mongoose Style Martial Arts (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 345Total Experience Available: 345Experience Unspent: 0Total Character Cost: 695

Height: 1.70 m Hair: Green
Weight: 70.00 kg Eyes: Green
Appearance: A beautiful chinese woman who has magically altered her hair and eyes to be deep emerald green. She wears green lipstick as well. Her costume, its green. Get the picture?

She tends towards specially designed "Dragon Lady" style dresses with armor and freedom of movement that belies their elegance and beauty. A snake is always present in the outfits, often simply a darker or lighter shade of green than the dress it self.

Personality: Enigmatic, and mysterious to the members of the Dynasty, she has proven intelligent, loyal, and easily directed. She has done her best to protect Dragon OTSM from magical threats, and often uses her magic to help disguise or hide the members of the Dynasty from the prying eyes of Gossamer Storm.Quote:"Do not worry, my dear, this will only hurt for a short while."Background: Serpentine has been the Snake in the Dynasy's zodiac for a year. She was sent to replace the former snake, Celestial Viper, by Dr Yin Wu. She is reported to be one of his apprentices. She is also a skilled martial artist and assassin. Her actual age and past are mysteries to the Dragon of the Silver Moon, and he has Jade Rabbit watch her carefully. She has apparently operated around the world, because she has a "friendly" rivalry with Eurostar's Scorpia. They occasionally have a contest to see who can seduce and kill the most men in specified amount of time, or simply beat the snot out of eachother for an afternoon using nothing but their fists and feet. Powers/Tactics: Although she has a respectable magic pool, Serpentine tends to favor her physical talents, Using her martial arts and venom powers to do her dirty work. She uses the Magic for stealth enhancement and defense, but apparently likes to get "up close and personal" for the killing blows.Campaign Use: An assassin/witch for the Dynasty. If she's too tough, drop her magic pool to 20-30 pts and her DC's to 1-2. If she's not tough enouugh, give her some magic toys and weapons and or increase her pool to 50-60 pts.
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Thursday 03/25/2004The RatPlayer: NPC; Member of the Dynasty

Val Char Cost
15 STR 5
23 DEX 39
20 CON 20
12 BODY 4
18 INT 8
13 EGO 6
15 PRE 5
10 COM 0
6/12 PD 3
6/12 ED 2
5 SPD 17
7 REC 0
40 END 0
40 STUN 10
9" RUN02" SWIM03" LEAP0Characteristics Cost: 119
Cost Power END
80 Diminution: Shrinking (0.1031 m tall, 0.012 kg mass, -8 PER Rolls to perceive character, +8 DCV, takes +12" KB), Usable As Attack (+1) (80 Active Points) 8
19 Microflight: Flight 12" (24 Active Points); Linked to Shrinking (2" per 10 points of Shrinking) (-1/4) 2
20 Spatial Correspondense Detection: Detect Point In Normal-Size Space Corrisponding To Postion In The Microverse 13- (Unusual Group), Targeting Sense 0
12 Armored Uniform: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
4 Billy Club: HA +2d6 (10 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 1
8 Combat Knife: HKA 1d6 (1 1/2d6 w/STR), Range Based On STR (+1/4) (19 Active Points); OAF (-1), No Knockback (-1/4) 2
20 Lucky Rat: Luck 4d6 0
3 Slippery Mind: Mental Defense (6 points total) 0
6 Running +3" (9" total) 1
Powers Cost: 172
Cost Martial Arts Maneuver
Jeet Kune Do (Jun Fan Kung Fu)
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 4) Grab/Joint Lock: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on
5 5) Kick/Knee Strike: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike
4 6) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
3 7) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
1 8) Weapon Element: Blades
1 9) Weapon Element: Clubs
1 10) Weapon Element: Polearms
1 11) Weapon Element: Staffs
Martial Arts Cost: 31
Cost Skill
12 +4 with Jeet Kune Do
2 KS: Jeet Kune Do (Jun Fan Kung Fu) 11-
3 Breakfall 14-
3 Acrobatics 14-
3 Concealment 13-
3 Climbing 14-
3 Contortionist 14-
6 Gambling (Board Games, Card Games, Dice Games) 13-
3 Lockpicking 14-
3 Mechanics 13-
3 Security Systems 13-
3 Shadowing 13-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 12-
2 Survival (Urban) 13-
3 Teamwork 14-
4 Forgery (Documents, Money (Counterfeiting)) 13-
Skills Cost: 65
Val Disadvantages
10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
20 Hunted: Tiger Squad 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: Interpol 8- (As Pow, NCI, Harshly Punish)
20 Psychological Limitation: Self absorbed, vain (Very Common, Strong)
10 Psychological Limitation: Not Fearless (Common, Moderate)
10 Psychological Limitation: Greedy (Common, Moderate)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 120

Base Points: 200Experience Required: 67Total Experience Available: 67Experience Unspent: 0Total Character Cost: 387

Height: 1.65 m Hair: Brown (Dyed Purple)
Weight: 49.00 kg Eyes: Blue (wears Purple Contacts)
Appearance: A slim, attractive woman who accentuates what she has with tailored clothing and outlandish, but tasteful makeup. She wears purple all the time. Her costume is white with purple boots, gloves, and trim. She wears no mask; maintaining her secret ID by staying shrunk.Personality: Unable to see past her own being; Joan feels that the world owes her comfort and happiness. She takes what she wants and never consideres what others think unless they try to stop her, then they are oppresors of life and liberty. Vain about her abilities and appearance, even in the face of superior specimens and greedy to the extreme, she is also something of a coward. Her time with the Dynasty has made her "enjoy" combat, particularly when they have numerical superiority; but if she experiences too much resistance, she might panic and run.Quote:"Guess you didn't notice me."Background: Joan Paul is a mutant with the ability to shrink down to very very small sizes. Since the age of fifteen she has made a living as a specialized cat-burgler. Her weapons and martial arts skills are more for show and desparation than for any desire to fight superheroes. She works for the Dynasty as the Rat as the previous Rat, a mentalist of moderate power, died in combat with The Pacific Lords, a large hero team based around the pacific rim. She enjoys the pay and the chance to spy and grab loot, and she really appreciates all the superhuman back up she has if things go wrong. Powers/Tactics: Make yourself small and attack from surprise. Repeat.Campaign Use: The Rat's combat powers aren't out of line in any superhero campaign. If she's not tough enough, get her some more defenses and maybe some damage classes with martial arts and a few more weapons
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Friday 03/27/2004Okay, the Dynasty is done. Now another side project. Reading the Avengers thread (Thor and Falcon on the same team) I decided to create the Justice Brigade, a team of 750 pt heros of distinctly differing power levels. Also I wanted to try different power configs for me...tell me what you think. Here is the first up: The GuardsmanGuardsmanPlayer: NPC; Member of the Justice Brigade

Val Char Cost
13/50 STR 3
15/27 DEX 15
13/30 CON 6
10 BODY 0
30 INT 20
19 EGO 18
15/25 PRE 5
12 COM 1
3/28 PD 0
3/28 ED 0
3/5 SPD 5
6 REC 0
26 END 0
26 STUN 2
6" RUN02" SWIM02 1/2"/9 1/2" LEAP0Characteristics Cost: 75
Cost Power END
55 Armored Arsenal: Multiform (750 Character Points in the most expensive form) (x8 Number Of Forms) (165 Active Points); Extra Time (1 Minute, -1 1/2), Must Change At Lab (-1/2) 0
Armored Man Armor: Base Configuration, all slots OIF (-1/2)
40 1) Powered Armor: Armor (20 PD/20 ED) (60 Active Points); OIF (-1/2) 0
18 2) Servo-Motors: +37 STR (37 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 4
18 3) Telepathic Control Relay: +12 DEX (36 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
17 4) Impact Dispersal: +17 CON (34 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
7 5) Impressive Armored Persona: +10 PRE (10 Active Points); OIF (-1/2)
13 6) Telepathic Reaction Enhancement: +2 SPD (20 Active Points); OIF (-1/2)
30 7) Power Supply: Endurance Reserve (300 END, 15 REC) (45 Active Points); OIF (-1/2) 0
7 8) Protected Senses: Hearing Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
7 9) Protected Senses: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
13 10) Supplemental Defense: FF (5 PD/5 ED/5 Mental Defense/5 Power Defense) (20 Active Points); OIF (-1/2) 2
13 11) Life Support Units: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-1/2) 0
50 Weapons Systems: Fire Power Armor: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2)
5u 1) Variable Wavelength Neo-Blaster: EB 11d6, Variable Special Effects (Limited Group of SFX; Heat, Light, Magnetics, Electricity, Force; +1/4) (69 Active Points); OIF (-1/2) 7
5u 2) Multi Setting Blaster: EB 7d6, Variable Advantage (+1/2 Advantages; +1) (70 Active Points); OIF (-1/2) 7
5u 3) Particle Beam : RKA 5d6 (75 Active Points); OIF (-1/2) 7
5u 4) Ion Blaster: EB 15d6 (75 Active Points); OIF (-1/2) 7
Sensor Suite: Standard, all slots OIF (-1/2)
21 1) Energy Analysis: Detect A Class Of Things: Engergy 15- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Range, Rapid (x10), Targeting, Telescopic (+2 versus Range Modifier), Tracking (42 Active Points); Sense Affected As More Than One Sense Unusual, Sight, and Hearing Sense Groups (-1/2), OIF (-1/2) 0
13 2) Laser Communications: HRRP (Radio Group), Rapid (x10), Telescopic (+4 versus Range Modifier) (19 Active Points); OIF (-1/2) 0
7 3) Heat Tracing: IR Perception (Sight Group), Tracking (10 Active Points); OIF (-1/2) 0
3 4) Light Enhancement: Nightvision (5 Active Points); OIF (-1/2) 0
2 5) Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2) 0
40 Mobility: Standard: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2)
4u 1) Flight 21", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (59 Active Points); OIF (-1/2) 2
3u 2) Mach 4: Flight 10", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down (+1/4) (40 Active Points); OIF (-1/2) 4
4u 3) Aquatic Flight: Flight 17", x4 Noncombat, Usable Underwater (+1/4), Reduced Endurance (1/2 END; +1/4) (58 Active Points); OIF (-1/2) 2
Powers Cost: 405
Cost Skill
18 +6 with Priator Class Weapons Systems
3 Bureaucratics 12- (14-)
3 Computer Programming 15-
3 Conversation 12- (14-)
3 Cryptography 15-
3 Electronics 15-
3 High Society 12- (14-)
3 Inventor 15-
3 Linguist
1 1) Language: Assembler (basic conversation)
1 2) Language: C (basic conversation)
0 3) Language: English (idiomatic) (4 Active Points)
1 4) Language: French (completely fluent) (3 Active Points)
1 5) Language: Italian (completely fluent) (3 Active Points)
3 6) Language: Japanese (completely fluent)
1 7) Language: Latin (fluent conversation) (2 Active Points)
3 Mechanics 15-
5 Navigation (Air, Land, Marine, Space) 15-
3 Oratory 12- (14-)
3 PS: Industrialist/CEO BlackSmith Industries 15-
3 Paramedics 15-
3 Persuasion 12- (14-)
3 Scholar
2 1) KS: Computer Databases (3 Active Points) 15-
2 2) KS: Computer Interfaces (3 Active Points) 15-
2 3) KS: Computer Security (3 Active Points) 15-
2 4) KS: Computer Viruses (3 Active Points) 15-
2 5) KS: The Business World (3 Active Points) 15-
2 6) KS: The Superhero World (3 Active Points) 15-
2 7) KS: The Technology World (3 Active Points) 15-
3 Scientist
2 1) SS: AI Technology 15- (3 Active Points)
2 2) SS: Battlesuit Engineering and Design 15- (3 Active Points)
2 3) SS: Chemical Engineering 15- (3 Active Points)
2 4) SS: Communications Engineering 15- (3 Active Points)
2 5) SS: Computer Control Systems 15- (3 Active Points)
2 6) SS: Electrical Engineering 15- (3 Active Points)
2 7) SS: Energy Conversion Systems 15- (3 Active Points)
2 8) SS: Gravitics 15- (3 Active Points)
2 9) SS: Kinetics 15- (3 Active Points)
2 10) SS: Magnetics 15- (3 Active Points)
2 11) SS: Mathematics 15- (3 Active Points)
2 12) SS: Mechanical Engineering 15- (3 Active Points)
2 13) SS: Metallurgy 15- (3 Active Points)
2 14) SS: Microelectronics 15- (3 Active Points)
2 15) SS: Neural Interface Technology 15- (3 Active Points)
2 16) SS: Optics 15- (3 Active Points)
2 17) SS: Physics 15- (3 Active Points)
2 18) SS: Robotics 15- (3 Active Points)
2 19) SS: Weapons System Engineering 15- (3 Active Points)
3 Security Systems 15-
3 Seduction 12- (14-)
3 Systems Operation 15-
3 Teamwork 12- (14-)
8 WF: Beam Weapons, Energy Weapons, Small Arms, Blades, Clubs, Fist-Loads, Unarmed Combat, Vehicle Weapons
Skills Cost: 148
Cost Perk
8 Access (Hidden (-5 to Skill Rolls))
15 Vehicles & Bases: Team Base Contribution
10 Computer Link
30 Vehicles & Bases: Private Base
9 Contact: Business World (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (9 Active Points) 12-
9 Contact: PRIMUS (Contact has very useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-
2 Fringe Benefit: Concealed Weapon Permit (where appropriate)
1 Fringe Benefit: International Driver's License
3 Fringe Benefit: Membership: The Justice Brigade
1 Fringe Benefit: Passport
4 Fringe Benefit: Security Clearance: PRIMUS
15 Money: Filthy Rich
3 Reputation: Celebrity Inventor/Businessman (A large group) 14-, +1/+1d6
9 Reputation: Popular Superhero (A large group) 14-, +3/+3d6
Perks Cost: 119
Cost Talent
3 Lightning Calculator
Talents Cost: 3
Val Disadvantages
15 Hunted: Mr. White 8- (As Pow, NCI, Harshly Punish)
20 Hunted: The Warlord 8- (Mo Pow, NCI, Capture)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Lady Killer (Common, Moderate)
15 Psychological Limitation: Nobilese Oblige (Feels its his responsibility to help those in need) (Common, Strong)
15 Psychological Limitation: Technofile (Common, Strong)
5 Rivalry: Professional (Defender; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)
5 Unluck: 1d6
10 Vulnerability: 2 x Effect EMP (Uncommon)
Disadvantage Points: 150

Base Points: 600Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 750

Height: 2.00 m Hair: Brown
Weight: 100.00 kg Eyes: Brown
Appearance: Alexander Black is a tall and lean young man, he still looks like a kid, but he's entering his late twenties. He dresses well for any occasion. The Standard Guardsman armor is a sleek, but spartan appearing suit of armor. It appears to be almost a skin tight superhero costume with segmented joints. The torso, and "trunks" are dark metallic gray, the leggins, arms, and neck are a bronze colored chain mail, with a gold face plate, gold guantlets and boots. The midsection is also gold rather than gray. (Armor appearance based on Armored Man From Todd Nauck's Wild Guard Casting Call).Personality: Alex is a noble, hard-working young man. He feels its his duty as someone blessed with so much wealth and priviledge to protect, guide, and aid those less fortunate than he. It is this attitude that causes so much friction (on Alex's part) with his childhood friend James Harmon (Defender). James public persona of the lazy, spoiled, and disappointing rich kid drives Alex crazy and he constantly berrates James for it. For his part, Harmon takes the abuse and wishes he could show his friend the truth. Abe White has become Guardsman's greatest foe; equally brilliant but unwilling to actually dirty his hands with supervillainy, Mr. White bedevils Guardsman with robots, cyborgs, and mercenary supervillains. At a respectable distance of course. Quote:"This is not a game WHITE! These people will die unless you stop this madness!"

Background: Alexander Black is the scion of one of America's greatest industrial minds, Ulysses Black. Alexander's father built, with his partner Jacob Smith, one of the Pentegon's favorite contracting companies, BlackSmith Industries (BSI). Ulysses bought out Jacob in 1973 and, using cutting edge technologies, shewd business accumin, and a reputation second to none; turned it into a global industrial power. They built everything computers to rockets, to handguns, to cookware. Alex graduated from MIT (his father had wanted him to go to Harvard) and proved to be an even more brilliant inventor than his father. When the family returned to Millenium City (they had been proud Detroit residents), Alex found himself reaquainted with some of the kids from finishing school, Abner E White, and James Harmon. Although they were still casually friendly, Alex was turned off by Abe's arrogance and James playboy ways. He took a job with BSI and looked to ways to make his fellow man better off than when he was born.

Alex's mother had drilled his civil service into him as a small child. Alex even served a tour of duty in the Air Force after college. Technologies that he developed propelled BSI stock through the roof. When Ulysses was tragically slain in a helicoptor crash, Alex was chosen by the board of directors to succeed him. At first Alex hated the job. It was monumentally boring and he often feared that he would fall into the depths of laziness that his friend James had. Shortly after becoming CEO, he began working on a suit of powered armor. He had seen Defender and Cavalier in the papers and decided that he could do at least as well as those two inventors. Seeing Defender as the more noble and idealisticly similar hero, he dubbed his armor the Guardsman and designed it with a rather spartan appearance, nothing too fancy. When he was finished, Alex took to the skies as Guardsman. He encountered Defender and his resepct for the hero grew. He joined with others on occasion and eventually, formed what would be the core of the Justice Brigade. Since then Alex has designed several suits of armor, his current "standard" model is represented with the character. The other Armors have their own write ups.

Powers/Tactics: A fairly typical powered armor hero with several different suits. However, he can only change them at his lab, so he's probably stuck with the configuration he chooses at the beginning.Campaign Use: If the Guardsman is too strong for your campaign, drop his "armor" multiform and simply use the base form. Drop the Multipower to 60 active points and voila. If you want him to be tougher, use one of the other armor's as the "Base" form and build from there.
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More for GuardsmanHere are a few of his other Armors...

Cost Power END
Armored Man Armor: Dogfight Configuration, all slots OIF (-1/2)
60 1) Powered Armor: Armor (30 PD/30 ED) (90 Active Points); OIF (-1/2) 0
13 2) Servo-Motors: +27 STR (27 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 3
27 3) Telepathic Control Relay: +18 DEX (54 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
17 4) Impact Dispersal: +17 CON (34 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
7 5) Impressive Armored Persona: +10 PRE (10 Active Points); OIF (-1/2)
20 6) Telepathic Reaction Enhancement: +3 SPD (30 Active Points); OIF (-1/2)
30 7) Power Supply: Endurance Reserve (300 END, 15 REC) (45 Active Points); OIF (-1/2) 0
7 8) Protected Senses: Hearing Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
7 9) Protected Senses: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
13 10) Life Support Units: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-1/2) 0
50 Weapons Systems: Fire Power Armor: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2)
5u 1) Variable Wavelength Neo-Blaster: EB 11d6, Variable Special Effects (Limited Group of SFX; Heat, Light, Magnetics, Electricity, Force; +1/4) (69 Active Points); OIF (-1/2) 7
4u 2) Gatling Guns: RKA 2d6, Autofire (5 shots; +1/2), 125 Charges (+3/4) (67 Active Points); OIF (-1/2) [125]
5u 3) Particle Beam : RKA 5d6 (75 Active Points); OIF (-1/2) 7
5u 4) Ion Blaster: EB 15d6 (75 Active Points); OIF (-1/2) 7
Sensor Suite: Standard, all slots OIF (-1/2)
21 1) Energy Analysis: Detect A Class Of Things: Engergy 15- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Range, Rapid (x10), Targeting, Telescopic (+2 versus Range Modifier), Tracking (42 Active Points); Sense Affected As More Than One Sense Unusual, Sight, and Hearing Sense Groups (-1/2), OIF (-1/2) 0
13 2) Laser Communications: HRRP (Radio Group), Rapid (x10), Telescopic (+4 versus Range Modifier) (19 Active Points); OIF (-1/2) 0
7 3) Heat Tracing: IR Perception (Sight Group), Tracking (10 Active Points); OIF (-1/2) 0
3 4) Light Enhancement: Nightvision (5 Active Points); OIF (-1/2) 0
2 5) Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2) 0
15 6) Radar (Radio Group), +1 to PER Roll, Increased Arc Of Perception (240 Degrees), Telescopic (+5 versus Range Modifier) (23 Active Points); OIF (-1/2) 0
60 Mobility: Dog Fight: Multipower, 90-point reserve, (90 Active Points); all slots OIF (-1/2)
6u 1) Flight 25", x8 Noncombat, Reduced Endurance (1/2 END; +1/4), No Turn Mode (+1/4) (90 Active Points); OIF (-1/2) 3
4u 2) Mach 7: Flight 15", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down (+1/4) (60 Active Points); OIF (-1/2) 6
4u 3) Aquatic Flight: Flight 17", x4 Noncombat, Usable Underwater (+1/4), Reduced Endurance (1/2 END; +1/4) (58 Active Points); OIF (-1/2) 2
Powers Cost: 405
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Fire Power Configuration

Cost Power END
Armored Man Armor: Base Configuration, all slots OIF (-1/2)
40 1) Powered Armor: Armor (20 PD/20 ED) (60 Active Points); OIF (-1/2) 0
18 2) Servo-Motors: +37 STR (37 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 4
18 3) Telepathic Control Relay: +12 DEX (36 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
17 4) Impact Dispersal: +17 CON (34 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
7 5) Impressive Armored Persona: +10 PRE (10 Active Points); OIF (-1/2)
13 6) Telepathic Reaction Enhancement: +2 SPD (20 Active Points); OIF (-1/2)
30 7) Power Supply: Endurance Reserve (300 END, 15 REC) (45 Active Points); OIF (-1/2) 0
7 8) Protected Senses: Hearing Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
7 9) Protected Senses: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
13 10) Supplemental Defense: FF (5 PD/5 ED/5 Mental Defense/5 Power Defense) (20 Active Points); OIF (-1/2) 2
13 11) Life Support Units: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-1/2) 0
83 Weapons Systems: Fire Power Armor: Multipower, 125-point reserve, (125 Active Points); all slots OIF (-1/2)
6u 1) Variable Wavelength Neo-Blaster: EB 15d6, Variable Special Effects (Limited Group of SFX; Heat, Light, Magnetics, Electricity, Force; +1/4) (94 Active Points); OIF (-1/2) 9
8u 2) Multi Setting Blaster: EB 12d6, Variable Advantage (+1/2 Advantages; +1) (120 Active Points); OIF (-1/2) 12
8u 3) Particle Beam : RKA 8d6 (120 Active Points); OIF (-1/2) 12
7u 4) Micro Missile Barrage: EB 12d6, Area Of Effect (6" Radius; +1) (120 Active Points); OIF (-1/2), 12 Charges (-1/4) [12]
8u 5) Pan-NutrinoBlaster: EB 14d6, Increased Maximum Range (2,625"; +1/4), No Range Modifier (+1/2) (122 Active Points); OIF (-1/2) 12
Sensor Suite: Standard, all slots OIF (-1/2)
21 1) Energy Analysis: Detect A Class Of Things: Engergy 15- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Range, Rapid (x10), Targeting, Telescopic (+2 versus Range Modifier), Tracking (42 Active Points); Sense Affected As More Than One Sense Unusual, Sight, and Hearing Sense Groups (-1/2), OIF (-1/2) 0
13 2) Laser Communications: HRRP (Radio Group), Rapid (x10), Telescopic (+4 versus Range Modifier) (19 Active Points); OIF (-1/2) 0
7 3) Heat Tracing: IR Perception (Sight Group), Tracking (10 Active Points); OIF (-1/2) 0
3 4) Light Enhancement: Nightvision (5 Active Points); OIF (-1/2) 0
5 5) Range Finder: +5 versus Range Modifier for Sight Group (8 Active Points); OIF (-1/2) 0
2 6) Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2) 0
40 Mobility: Standard: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2)
4u 1) Flight 21", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (59 Active Points); OIF (-1/2) 2
3u 2) Mach 4: Flight 10", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down (+1/4) (40 Active Points); OIF (-1/2) 4
4u 3) Aquatic Flight: Flight 17", x4 Noncombat, Usable Underwater (+1/4), Reduced Endurance (1/2 END; +1/4) (58 Active Points); OIF (-1/2) 2
Powers Cost: 405
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"Grond-Buster Armor"

Cost Power END
Armored Man Armor:Grond Buster Configuration, all slots OIF (-1/2)
13 1) Impact Dispersal Enchancement Plating: Physical Damage Reduction, 50% (20 Active Points); OIF (-1/2) 0
50 2) Powered Armor: Armor (25 PD/25 ED) (75 Active Points); OIF (-1/2) 0
28 3) Servo-Motors: +57 STR (57 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 6
10 4) Telepathic Control Relay: +7 DEX (21 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
22 5) Impact Dispersal: +22 CON (44 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
10 6) Larger/Thicker Suit: +10 BODY (20 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
10 7) Impressive Armored Persona: +15 PRE (15 Active Points); OIF (-1/2)
13 8) Telepathic Reaction Enhancement: +2 SPD (20 Active Points); OIF (-1/2)
30 9) Power Supply: Endurance Reserve (300 END, 15 REC) (45 Active Points); OIF (-1/2) 0
7 10) Protected Senses: Hearing Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
7 11) Protected Senses: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
13 12) Supplemental Defense: FF (5 PD/5 ED/5 Mental Defense/5 Power Defense) (20 Active Points); OIF (-1/2) 2
13 13) Life Support Units: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-1/2) 0
4 14) Bulkier Armor: Knockback Resistance -3" (6 Active Points); OIF (-1/2) 0
60 Weapons Systems: Grond Buster: Multipower, 90-point reserve, (90 Active Points); all slots OIF (-1/2)
6u 1) Ion Neo-Blaster: EB 18d6 (90 Active Points); OIF (-1/2) 9
4u 2) Over Ride-Particle Beam : RKA 6d6 (90 Active Points); Increased Endurance Cost (x2 END; -1/2), OIF (-1/2) 18
6u 3) Capture Globe: Entangle 9d6, 9 DEF (90 Active Points); OIF (-1/2) 9
4u 4) Flash Bang Pulse: Sight and Hearing Groups Flash 10d6 (55 Active Points); OIF (-1/2) 5
1u 5) Ion Powered Punch: HA +5d6 (25 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 2
Sensor Suite: Standard, all slots OIF (-1/2)
21 1) Energy Analysis: Detect A Class Of Things: Engergy 15- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Range, Rapid (x10), Targeting, Telescopic (+2 versus Range Modifier), Tracking (42 Active Points); Sense Affected As More Than One Sense Unusual, Sight, and Hearing Sense Groups (-1/2), OIF (-1/2) 0
13 2) Laser Communications: HRRP (Radio Group), Rapid (x10), Telescopic (+4 versus Range Modifier) (19 Active Points); OIF (-1/2) 0
7 3) Heat Tracing: IR Perception (Sight Group), Tracking (10 Active Points); OIF (-1/2) 0
3 4) Light Enhancement: Nightvision (5 Active Points); OIF (-1/2) 0
2 5) Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2) 0
37 Mobility: Standard: Multipower, 55-point reserve, (55 Active Points); all slots OIF (-1/2)
4u 1) Flight 19", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (54 Active Points); OIF (-1/2) 2
3u 2) Mach 4: Flight 10", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down (+1/4) (40 Active Points); OIF (-1/2) 4
4u 3) Aquatic Flight: Flight 16", x4 Noncombat, Usable Underwater (+1/4), Reduced Endurance (1/2 END; +1/4) (55 Active Points); OIF (-1/2) 2
Powers Cost: 405
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Stealth Armor

Cost Power END
Armored Man Armor: Stealth Configuration, all slots OIF (-1/2)
30 1) Powered Armor: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2) 0
16 2) Servo-Motors: +32 STR (32 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 3
18 3) Telepathic Control Relay: +12 DEX (36 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
12 4) Impact Dispersal: +12 CON (24 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
7 5) Impressive Armored Persona: +10 PRE (10 Active Points); OIF (-1/2)
13 6) Telepathic Reaction Enhancement: +2 SPD (20 Active Points); OIF (-1/2)
30 7) Power Supply: Endurance Reserve (300 END, 15 REC) (45 Active Points); OIF (-1/2) 0
7 8) Protected Senses: Hearing Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
7 9) Protected Senses: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
13 10) Supplemental Defense: FF (5 PD/5 ED/5 Mental Defense/5 Power Defense) (20 Active Points); OIF (-1/2) 2
13 11) Life Support Units: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-1/2) 0
12 12) Personal Stealth Field: Invisibility to Sight, Hearing and Radio Groups (30 Active Points); Increased Endurance Cost (x3 END; -1), OIF (-1/2) 9
5 13) Muffles Souls: Running +4" (10" total), Invisible to Hearing Group (+1/4) (13 Active Points); OIF (-1/2) 1
8 14) Anti PsiJacking: Mental Defense (24 points total) (20 Active Points); Limited Power Power loses about half of its effectiveness (Only vs Cyberkinisis; -1), OIF (-1/2) 0
5 15) Magno_Clamps: Clinging (normal STR) (10 Active Points); Glass or Metal Only (-1/2), OIF (-1/2) 0
6 16) Concealment 14- (13 Active Points); Self Only (-1/2), OIF (-1/2)
5 17) Stealth 11- (7 Active Points); OIF (-1/2)
40 Weapons Systems: Stealth: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2)
4u 1) Ion Blaster: EB 12d6 (60 Active Points); OIF (-1/2) 6
4u 2) Variable Wavelength Blaster: EB 9d6, Variable Special Effects (Limited Group of SFX; Heat, Light, Magnetics, Electricity, Force; +1/4) (56 Active Points); OIF (-1/2) 6
4u 3) Multi Setting Blaster: EB 6d6, Variable Advantage (+1/2 Advantages; +1) (60 Active Points); OIF (-1/2) 6
2u 4) Sensor Shutdown: Darkness to Sight, Hearing and Radio Groups 3" radius (40 Active Points); OIF (-1/2), Limited Effect Electronic Sensors Only (-1/4) 4
4u 5) Radar/Radio Jamming: Radio Group Flash 10d6, Area Of Effect (3" Radius; +1) (60 Active Points); OIF (-1/2) 6
Sensor Suite: Stealth, all slots OIF (-1/2)
21 1) Energy Analysis: Detect A Class Of Things: Engergy 15- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Range, Rapid (x10), Targeting, Telescopic (+2 versus Range Modifier), Tracking (42 Active Points); Sense Affected As More Than One Sense Unusual, Sight, and Hearing Sense Groups (-1/2), OIF (-1/2) 0
13 2) Laser Communications: HRRP (Radio Group), Rapid (x10), Telescopic (+4 versus Range Modifier) (19 Active Points); OIF (-1/2) 0
13 3) Heat Tracing/Wireless Control: IR Perception (Sight Group), Concealed (-5 with IR Perception PER Rolls), Rapid (x10), Tracking, Transmit (20 Active Points); OIF (-1/2) 0
3 4) Light Enhancement: Nightvision (5 Active Points); OIF (-1/2) 0
2 5) Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2) 0
11 6) Radar Detection: Detect A Single Thing 15- (Radio Group), Increased Arc Of Perception (360 Degrees), Rapid (x10), Telescopic (+5 versus Range Modifier) (16 Active Points); OIF (-1/2) 0
50 Mobility: Stealth: Multipower, 60-point reserve, all slots Invisible to Hearing Group (+1/4) (75 Active Points); all slots OIF (-1/2)
4u 1) Flight 21", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (59 Active Points); OIF (-1/2) 2
3u 2) Mach 4: Flight 10", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down (+1/4) (40 Active Points); OIF (-1/2) 4
4u 3) Aquatic Flight: Flight 17", x4 Noncombat, Usable Underwater (+1/4), Reduced Endurance (1/2 END; +1/4) (58 Active Points); OIF (-1/2) 2
Stealth Armor Micro Computer, all slots OIF (-1/2)
2 1) Absolute Range Sense (3 Active Points); OIF (-1/2)
2 2) Absolute Time Sense (3 Active Points); OIF (-1/2)
2 3) Bump Of Direction (3 Active Points); OIF (-1/2)
3 4) Eidetic Memory (5 Active Points); OIF (-1/2), Audio/Video/Magnetic Memory Only (-1/4)
7 5) Universal Translator 15- (20 Active Points); Computer Languages Only (-1 1/2), OIF (-1/2)
Powers Cost: 405
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Saturday 03/27/2004Continuing the Justice Brigade... This guy is a mid level Martial artist with lots of backgrown and perks.Honor GuardPlayer: NPC; Member of the Justice Brigade

Val Char Cost
30 STR 20
30 DEX 60
30 CON 40
30 BODY 40
18 INT 8
25 EGO 30
35 PRE 25
22 COM 6
15/20 PD 9
15/20 ED 9
6 SPD 20
12 REC 0
60 END 0
60 STUN 0
12" RUN08" SWIM012" LEAP0Characteristics Cost: 267
Cost Power END
State of the Art Costume, all slots OIF (-1/2)
7 1) Cowl Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 0
7 2) Environmental Protections in Uniform: LS (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (10 Active Points); OIF (-1/2) 0
7 3) Hard Ear Covers: Hearing Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
3 4) Low Light Lenses: Nightvision (5 Active Points); OIF (-1/2) 0
4 5) Micro-Scalemail: (Total: 20 Active Cost, 4 Real Cost) +5 PD, Hardened (+1/4) (10 Active Points); OIF (-1/2) (Modifiers affect Base Characteristic) (Real Cost: 2) plus +5 ED, Hardened (+1/4) (10 Active Points); OIF (-1/2) (Modifiers affect Base Characteristic) (Real Cost: 2)
13 6) Micro-Scalemail: Damage Resistance (15 PD/15 ED), Hardened (+1/4) (19 Active Points); OIF (-1/2) 0
7 7) Micro-Scalemail: Lack Of Weakness (-10) for Resistant Defenses (10 Active Points); OIF (-1/2) 0
7 8) Protective Lenses: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
7 9) ThermoTracking Lenses: IR Perception (Sight Group), Tracking (10 Active Points); OIF (-1/2) 0
35 Decades of Training: Find Weakness 14- with Related Group of Attacks (Tae Kwon Do) 0
7 Effortless Power: Reduced Endurance (1/2 END; +1/4) (7 Active Points) applied to STR
2 Low Center of Gravity: Knockback Resistance -1" 0
15 Mental Paragon: Mental Defense (20 points total) 0
15 Perceptive beyond his intelligence: +5 PER with all Sense Groups 0
13 Physical Paragon: LS (Extended Breathing: 1 END per Minute; Immunity All terrestrial diseases and biowarfare agents; Longevity 200 Years) 0
16 Physical Paragon: Power Defense (20 points) (20 Active Points); Only vs Characteristic Drains (-1/4) 0
11 Strong Legs: Leaping +6" (12" forward, 6" upward) (Accurate) 1
6 Strong Swimmer: Swimming +6" (8" total) 1
17 Swift Runner: Running +6" (12" total), x4 Noncombat 2
15 Unusually Durable: Energy Damage Reduction, Resistant, 25% 0
15 Unusually Durable: Physical Damage Reduction, Resistant, 25% 0
Powers Cost: 229
Cost Martial Arts Maneuver
Tae Kwon Do
4 1) Arm Sweep Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 2) Crescent Kick Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll
5 4) Flying Side Kick: 1/2 Phase, +1 OCV, -2 DCV, 10d6 Strike
4 5) Front Kick: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
4 6) Knifehand Spearhand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
4 7) Punch/Elbow Strike: 1/2 Phase, +2 OCV, +0 DCV, 8d6 Strike
5 8) Side or Roundhouse Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
3 9) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 6d6 Strike; Target Falls
1 10) Weapon Element: Blades
1 11) Weapon Element: Clubs
1 12) Weapon Element: Karate Weapons
1 13) Weapon Element: Staffs
Martial Arts Cost: 42
Cost Skill
10 +1 Overall
24 +3 with All Combat
3 Acrobatics 15-
3 Analyze: Combat 13-
3 Breakfall 15-
3 Climbing 15-
3 Combat Driving 15-
3 Combat Piloting 15-
3 Concealment 13-
3 Contortionist 15-
3 Criminology 13-
3 Cryptography 13-
3 Deduction 13-
10 Defense Maneuver I-IV
3 Demolitions 13-
3 High Society 16-
3 Interrogation 16-
3 Linguist
0 1) Language: English (idiomatic) (4 Active Points)
1 2) Language: French (completely fluent) (3 Active Points)
1 3) Language: German (completely fluent) (3 Active Points)
3 4) Language: Korean (completely fluent)
2 5) Language: Spanish (completely fluent) (3 Active Points)
3 Lockpicking 15-
4 Navigation (Air, Land, Marine) 13-
3 Oratory 16-
3 Paramedics 13-
3 Persuasion 16-
3 Scholar
1 1) KS: 40's & 50's Era Superheroes and Villians (2 Active Points) 11-
1 2) KS: Baseball (2 Active Points) 11-
1 3) KS: Boxing (2 Active Points) 11-
1 4) KS: Full Contact Fighting (2 Active Points) 11-
1 5) KS: Tae Kwon Do (2 Active Points) 11-
1 6) KS: The Martial Arts World (2 Active Points) 11-
1 7) KS: The Military/Mercenary/Terrorist World (2 Active Points) 11-
1 8) KS: The Superhuman World (2 Active Points) 11-
3 Security Systems 13-
3 Shadowing 13-
3 Stealth 15-
3 Streetwise 16-
3 Tactics 13-
3 Teamwork 15-
2 WF: Common Martial Arts Melee Weapons
Skills Cost: 143
Cost Perk
5 Computer Link: PRIMUS Criminal Database
3 Well-Connected
2 1) Contact: DOSPA Liason (Contact has access to major institutions) (3 Active Points) 11-
1 2) Contact: Defender of the Champions (2 Active Points) 11-
4 3) Contact: Diamond of the Sentinals (Very Good relationship with Contact) (5 Active Points) 12-
17 4) Contact: PRIMUS (Contact has significant Contacts of his own, Contact has very useful Skills or resources), Organization Contact (x3) (18 Active Points) 12-
4 5) Contact: UNTIL Brigadier General (Contact has access to major institutions, Contact has significant Contacts of his own) (5 Active Points) 12-
5 Fringe Benefit: Membership: The Justice Brigade
6 Reputation: American Hero (A large group) 14-, +2/+2d6
22 Vehicle: Suped up Motorcycle
Perks Cost: 69
Val Disadvantages
5 DNPC: James Hogan (Father, former superhero) 8- (Normal; Useful Noncombat Position or Skills)
15 DNPC: Jane Wahl (Primus Technician; Love interest) 11- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10 Hunted: Black Paladin 8- (As Pow, Harshly Punish)
5 Hunted: The Storm (Anti American terrorist Organization) 8- (Less Pow, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: No One Left Behind (Uncommon, Total)
20 Psychological Limitation: Patriotic; An American Idealist (Very Common, Strong)
20 Psychological Limitation: Personal Code: Won't Break word of honor, respectful and polite; shows mercy to the fallen. (Common, Total)
15 Reputation: American Icon, 11- (Extreme)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 600Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 750

Height: 1.91 m Hair: Brown
Weight: 111.00 kg Eyes: Brown
Appearance: Though he is approaching 50, James Hogan doesn't look it. He looks maybe 30. He keeps his dark brown hair cut short, but not military short. His eyes are brown and he has a phenomenal physique. His costume is a white bodysuit with red gloves and boots, blue trunks and cowl, and a golden eagle on his chest and back, the wings meat at the shoulders. He wears a black belt. Personality: A dedicated American, Honor Guard has been fighting the good fight since 1976. He has grown into an elder statesman type roll for many of the other heroes, but still is fit enough to head out on the front lines. He takes his role as a hero very seriously. Quote:"I won't yield for the likes of you."

"When I asked what I could do for my country, they gave me this costume."

Background: James Hogan was the younger brother of Jeff Hogan, better known to the populace as Vanguard during the second world war. Vanguard and his younger both exhibited legendary strength and endurance; Jeff, the older brother, was already married and had a child by the time the war started. He donned the Vanguard costume and fought for justice against Axis sabateours in the States. James fought in europe. James met the girl of his dreams there and they married and had a healthy son, much like his older brother did. James never got a chance to attempt a superheroic career. He was killed in an automobile accident at the age of 35. His son grew up strong and tough like his old man; when he reached the age of 18, he joined his older cousin as Vanguard Jr. (Jeff Jr. had taken his father's mantle at this time). The two cousins worked well together until James decided to step out on is own to open the door for Jeff III to take the Vanguard Jr. role. James Hogan kept the patriotic sybmolism in his crimefighting role; dubbing himself Honor Guard, he has been fighting crime almost thirty years. Honor Guard was asked to join the Justice Brigade after working with them on several adventures and agreed. He has been with the team since 1990.Powers/Tactics: A front line martial artist. Honor Guard can take a good deal of punishment for a martail artist. He uses his experience to see the weak spots in his opponents defenses. He has studied Tae Kwon Do for 40 years. His combat style is very acrobatic. Campaign Use: I've designed Honor Guard to be effective in campaigns from 350-700 pts. His damage and defenses are not world beaters by any stretch of the imagination, but he has levels to back them up, and his Find Weakness enables him to drop foes down to his level. Defensively. If you need him to be less of a threat, drop the Find Weakness to 11- or to one maneuver, or all together.

If he's not tough enough, give him a 7 SPD, 2-4 DC's with Tae Kwon Do and a signature weapon or two.

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Sunday 03/28/2004This is a Powergamer at 750. Or at least as close as I can get....ElectraPlayer: NPC; Member of Justice Brigade

Val Char Cost
10/70 STR 0
11/27 DEX 3
10/35 CON 0
10/17 BODY 0
23 INT 13
20 EGO 20
10/30 PRE 0
12/22 COM 1
2/30 PD 0
2/30 ED 0
2/6 SPD 0
4/21 REC 0
20/70 END 0
20/70 STUN 0
6"/18" RUN02"/14" SWIM02"/14" LEAP0Characteristics Cost: 37
Cost Power END
70 Her Powers Primordial: Multipower, 87-point reserve, (87 Active Points); all slots OIHID (-1/4)
1u 1) Coal Into Diamonds: Major Transform 2d6 (lump of pure coal into a diamond) (30 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Limited Target Pure Coal (-1), No Range (-1/2), All Or Nothing (-1/2), OIHID (-1/4) 3
6u 2) Cosmic Vision: RKA 5d6 (75 Active Points); OIHID (-1/4) 7
3u 3) Crack The Whip: Energy Blast 8d6, Side Effects (Side Effect only affects the environment near the character; +0), Indirect (Always away from character, but can strike foes form one of several directions; +1/2) (60 Active Points); OIF (appropriate materials of opportunity) (-1/2), Only Versus Properly Positioned Targets (-1/4), Limited Range (Length Of Whip) (-1/4), OIHID (-1/4) 6
2u 4) Flick Of Unconsciousness: Energy Blast 6d6, No Normal Defense (Lack Of Weakness on Defenses covering head, or any innate rPD protecting the head; +1) (60 Active Points); No Range (-1/2), Requires A Strength Tricks Roll (-1/2), Side Effects (-1/4), OIHID (-1/4) 6
3u 5) Shockwave Variant: Energy Blast 10d6, Hole In The Middle (+1/4), Explosion (+1/2) (87 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2), Only Affects Targets On The Ground (-1/4), OIHID (-1/4) 9
2u 6) The Big Wrap-Up: Entangle 6d6, 6 DEF, Side Effects (Side Effect only affects the environment near the character; +0) (60 Active Points); OIF (material of opportunity) (-1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Defense Depends On Material Used (-1/2), OIHID (-1/4) 6
2u 7) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (+1/4), Does Knockback (+1/4), Explosion (-1 DC/3"; +1) (60 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2), OIHID (-1/4) 6
8 Instant Change: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target (Clothes) ([slightly Limited]; -1/4) 1
50 Omni-Movement: Multipower, 50-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (62 Active Points); all slots OIHID (-1/4)
4u 1) Combat Flight: Flight 20", No Turn Mode (+1/4) (50 Active Points); OIHID (-1/4) 2
4u 2) Cruising Speed: Flight 10", MegaScale (1" = 1,000 km; +1), Can Be Scaled Down (+1/4) (45 Active Points); OIHID (-1/4) 2
4u 3) Runs like the Wind: Running +12" (6"/18" total), x64 Noncombat (49 Active Points); OIHID (-1/4) 2
3u 4) Tritonic Speed: Swimming +12" (2"/14" total) (x64 Noncombat) (37 Active Points); OIHID (-1/4) 2
248 Supertough Form: (Total: 311 Active Cost, 248 Real Cost) Lack Of Weakness (-10) for Normal Defense (10 Active Points); OIHID (-1/4) (Real Cost: 8) plus Lack Of Weakness (-10) for Resistant Defenses (10 Active Points); OIHID (-1/4) (Real Cost: 8) plus +60 STR, Reduced Endurance (1/2 END; +1/4) (75 Active Points); OIHID (-1/4) (Real Cost: 60) plus +16 DEX (48 Active Points); OIHID (-1/4) (Real Cost: 38) plus +25 CON (50 Active Points); OIHID (-1/4) (Real Cost: 40) plus +7 BODY (14 Active Points); OIHID (-1/4) (Real Cost: 11) plus +20 PRE (20 Active Points); OIHID (-1/4) (Real Cost: 16) plus +10 COM (5 Active Points); OIHID (-1/4) (Real Cost: 4) plus +16 PD, Hardened (+1/4) (20 Active Points); OIHID (-1/4) (Modifiers affect Base Characteristic) (Real Cost: 16) plus +23 ED, Hardened (+1/4) (29 Active Points); OIHID (-1/4) (Modifiers affect Base Characteristic) (Real Cost: 23) plus +3 SPD (30 Active Points); OIHID (-1/4) (Real Cost: 24) 3
30 Supertough Skin: Damage Resistance (30 PD/30 ED), Hardened (+1/4) (37 Active Points); OIHID (-1/4) 0
40 Titan's Stamina: LS (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) (50 Active Points); OIHID (-1/4) 0
Super Senses, all slots OIHID (-1/4)
12 1) Alertness: Danger Sense (self only, in combat) (15 Active Points); OIHID (-1/4) 14-
8 2) Combat Hearing: Targeting Sense with Normal Hearing (10 Active Points); OIHID (-1/4) 0
4 3) Heat Trace Reading: Tracking with Infrared Perception (5 Active Points); OIHID (-1/4) 0
12 4) Hightened Senses: +5 PER with All Sense Groups (15 Active Points); OIHID (-1/4) 0
12 5) Microsight: Microscopic with Sight Group (15 Active Points); OIHID (-1/4) 0
4 6) Thermalvision: Infrared Perception (Sight Group) (5 Active Points); OIHID (-1/4) 0
31 7) Tiring Precise Focusing: +12 versus Range Modifier for Hearing Group and Sight Group (54 Active Points); Costs Endurance (-1/2), OIHID (-1/4) 5
2 8) Ultrasonic Hearing: Ultrasonic Perception (Hearing Group) (3 Active Points); OIHID (-1/4) 0
4 9) Ultravision: Ultraviolet Perception (Sight Group) (5 Active Points); OIHID (-1/4) 0
Powers Cost: 569
Cost Skill
40 +5 Overall (50 Active Points); OIHID (-1/4)
3 Computer Programming 14-
3 High Society 11- (15-)
1 Language: Basic (basic conversation)
1 Language: C (basic conversation)
1 Language: RPG (basic conversation)
4 Navigation (Air, Land, Marine) 14-
3 Oratory 11- (15-)
3 Paramedics 14-
3 Persuasion 11- (15-)
3 Scholar
1 1) KS: CAD/CAM (2 Active Points) 11-
2 2) KS: Computer Databases (3 Active Points) 14-
2 3) KS: Computer Hacking (3 Active Points) 14-
2 4) KS: Computer Interfaces (3 Active Points) 14-
2 5) KS: Computer Network Administration (3 Active Points) 14-
2 6) KS: Computer Networking (3 Active Points) 14-
2 7) KS: Computer Security (3 Active Points) 14-
2 8) KS: Computer Viruses (3 Active Points) 14-
1 9) KS: The Superhuman World (2 Active Points) 11-
3 Scientist
2 1) SS: AI Technology 14- (3 Active Points)
2 2) SS: Computer Control Systems 14- (3 Active Points)
2 3) SS: Neural Interface Technology 14- (3 Active Points)
2 4) SS: Software Engineering 14- (3 Active Points)
6 Systems Operation (Communications Systems, Environmental Systems, Medical Systems) 14-
3 Teamwork 11- (14-)
Skills Cost: 101
Cost Perk
5 Fringe Benefit: Membership: The Justice Brigade
7 Contact: Atlas (Contact has access to major institutions, Very Good relationship with Contact) 13-
20 Base Contribution: Justice Brigade Headquarters
Perks Cost: 32
Cost Talent
3 Absolute Time Sense
3 Bump Of Direction
5 Eidetic Memory
Talents Cost: 11
Val Disadvantages
5 Accidental Change (Back to Amanda): When Stunned by Magical Attacks 8- (Uncommon)
10 Distinctive Features: Unearthly Beauty (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: Gravitar 8- (Mo Pow, Harshly Punish)
15 Hunted: Holocaust 8- (Mo Pow, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Cheerful, upbeat, and (quite frankly) a little annoying (Very Common, Moderate)
10 Psychological Limitation: Curious (Common, Moderate)
15 Psychological Limitation: Cant resist computers and gadgets (Common, Strong)
15 Social Limitation: Secret Identity (Frequently, Major)
10 Vulnerability: 1 1/2 x STUN Magic Attacks (Common)
Disadvantage Points: 150

Base Points: 600Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 750

Height: 1.80 m Hair: Blonde
Weight: 100.00 kg Eyes: Blue
Appearance: The girl nextdoor x10. Amanda is a pretty blonde woman with blue eyes and a slim figure. Electra has longer hair, blue-er eyes, and a superheroine's gravity defying physique. Her costume is white with a golden belt, golden boots, bracers, and three gold horizontal lines on her torso that represent the letter "E". She wears a short white cape with gold trim and a brilliant golden eagle with outstretched wings on it.Personality: Traditional Supergirl/Mary Marvel style earnest heroine. She is also a grade A computer geek. She has set up the Justice Brigade's computer, database, team websight, everything. She is cheerful and gregarious almost to an annoying degree, but most find her engaging. She eagerly awaits the "Integration" phase of her powers. (See below)

Quote:"I don't think so, mister."

"LOL! It's so cute! Where did you get this hello kitty mouse?"

Background: For much of her life, Amanda Holton has been an otherwise average woman of uncanny intellect. A computer specialist and child prodigy, she graduated from college at the age of 19 and entered into the private sector. Given the opporotunity to design and develop one of the most sophisticated computers in the world; she seemed to have found her place in the universe. Its funny how these things turn out. Over the course of a few months she found herself in daily email contact with a man who claimed to be an alien being sent to watch over and protect earth until the return of the Champion. Thinking the man delusional or at least possessing a healthy imagination; Amanda still found the stories and anecdotes from her "Guardian Angel", as she dubbed him, to be entertaining. Then came the return of Atlas. Atlas had been a hero of the United States during WWII who disappeared shortly before the actual end of the war. The rumors of his departure pointed towards him flying off to explore the universe. Whe Atlas returned he was different, vastly more powerful than he was before and possessing of a dazzling intellect, Atlas proved invaluable as a hero of Earth and all her people.

However, he also turned out to be the "Champion" Amanda's Guardian Angel had been talking about. Realizing at last that her electronic pen-pal had indeed been risking his life to protect Earth while Atlas was away - something she didn't understand until much later - Amanda frantically tried to contact him. But he was gone. For the better part of a year she heard nothing from him. Then one day, a message flashed on her screen. Guardian Angel had been injured! He was dying and wanted to see her. Amanda sped to the destination he had given her and found a strange looking humanoid. He was tall, pale blue skin and an oversized cranium. His limbs were thick with muscle and his eyes were a bulbous green. Guardian Angel explained that his race, the Impriates, had caused a great catastrophe long ago in thier history, as a result 85% of them had perished. The remaining 15% wandered the universe possessing the Scion Stones, semi sentient stones that once accepting a host provided said host with tremendous powers. They had been responsible for Atlas's origin back in 1942 and now, he had intended to pass his stone to her, with a brilliant flash of light, Amanda was transformed into a terrifically powerful superhuman. Her Guardian Angel quietly expired. After burying him, she took off into the sky to continue his good work.

Meeting Atlas early on, she has spent alot of time with him. The Scion Stone is more symbiote than focus, and she is slowly being transformed into a permanant version of her heroic identity, much like Atlas himself. He has taken steps to be a mentor and help her with her powers. The similarity of their powers and their close friendship (particularly in the face of Amanda taking the name Electra (one of Atlas's daughters in the greek legends)) has led many to believe that Atlas and Electra are indeed father and daughter. This hasn't really caused any problems yet, but it does give them something to laugh about.

Powers/Tactics: Her powers are a little different from Atlas's and that has to do with the Scion Stones. Semi-sentient, they all have their own take on what powers they give their hosts. The power is very hard for the hosts to handle. Usable in short (to the stones) spans in the beginning. The stone slowly rewrites the host's genetic code to better handle the powerload and eventually the powers are innate. The Stone only leaves its host upon the host's death. Electra has several tricks up her sleeve. The standard "Brick Tricks" and her Cosmic Vision are in the Multipower and her senses are astounding in scope and acuity. She's nigh invulnerable and very very fast.Campaign Use: An uber brick-ette. She supossed to be tough, but if you want to make her more managable, drop her attributes 10-15 points each and her attack mulipower to 75 points. If you want to make her more of a match for Viperia....increase everything. and add more tricks, and then increase everything again.
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Monday 03/28/2004Golden HawkPlayer: NPC; Member of the Justice Brigade

Val Char Cost
15 STR 5
20 DEX 30
18/40 CON 16
13/25 BODY 6
15 INT 5
18 EGO 16
20 PRE 10
14 COM 2
5/31 PD 2
5/35 ED 1
4/5 SPD 10
7/11 REC 0
36/80 END 0
30/53 STUN 0
6" RUN02" SWIM03" LEAP0Characteristics Cost: 103
Cost Power END
120 Ring Attack Forms: Multipower, 150-point reserve, (150 Active Points); all slots IIF (-1/4)
3u 1) Body Of Light: Desolidification (affected by Light Or Darkness Attacks) (40 Active Points); Only Through Non-Opaque Objects (-1/4), IIF (-1/4) 4
2u 2) Create Light: Sight Group Images x8" Radius (+3/4), +4 to PER Roll (38 Active Points); Only To Create Light (-1), IIF (-1/4) 4
6u 3) Flare Field: Sight Group Flash 8d6, Area Of Effect (4" Radius; +1) (80 Active Points); IIF (-1/4) 8
5u 4) Force Barrier: Force Wall (10 PD/10 ED; 7" long and 4" tall) (68 Active Points); IIF (-1/4) 7
20m 5) Force Blast: EB 20d6, Reduced Endurance (1/2 END; +1/4) (125 Active Points); IIF (-1/4) 5
24m 6) Force Fist: Telekinesis (86 STR), Affects Porous, Fine Manipulation (149 Active Points); IIF (-1/4) 15
1u 7) Force Point Defense: Missile Deflection (Any Ranged Attack) (20 Active Points); Costs Endurance (-1/2), IIF (-1/4) 2
10m 8) Force Shackles: Entangle 4d6, 8 DEF (60 Active Points); IIF (-1/4) 6
6u 9) Force Spears: RKA 5d6 (75 Active Points); IIF (-1/4) 7
2u 10) Holograms: Sight Group Images x8" Radius (+3/4), -2 to PER Roll (28 Active Points); IIF (-1/4) 3
24m 11) Variable Force Blast: Energy Blast 10d6, Variable Advantage (+1 Advantages; +2) (150 Active Points); IIF (-1/4) 15
Ring of Horus-Ra, all slots IIF (-1/4)
75 1) The Day's Rebirth: Endurance Reserve (500 END, 150 REC) Reserve: (200 Active Points); IIF (-1/4) REC: (150 Active Points); Slow Recovery 1 Day (-3), IIF (-1/4) 0
35 2) Demigod's Health: +22 CON (44 Active Points); IIF (-1/4)
14 3) Detect Invisibility: Detect Invisibility 12- (Unusual Group), Discriminatory, Range, Sense, Targeting Sense (25 Active Points); Only Invisibility Based On Light (-1/2), IIF (-1/4) 0
13 4) Eyes Of Light: Sight Group Flash Defense (20 points) (20 Active Points); Only Versus Flashes Based On Light (-1/4), IIF (-1/4) 0
48 5) Force Shield: Force Field (20 PD/20 ED/10 Mental Defense/10 Power Defense) (60 Active Points); IIF (-1/4) 6
19 6) God's Form: +12 BODY (24 Active Points); IIF (-1/4)
8 7) Instant Change (Improved): Cosmetic Transform 2d6 (Change Clothes (any)), Improved Target Group (+1/4) (12 Active Points); Limited Target (Clothes) ([slightly Limited]; -1/4), IIF (-1/4) 1
4 8) Knowledge never fades: Eidetic Memory (5 Active Points); IIF (-1/4)
2 9) Knows his place in the universe: Bump Of Direction (3 Active Points); IIF (-1/4)
24 10) Lightbending: Invisibility to Sight Group , No Fringe (30 Active Points); IIF (-1/4) 3
2 11) Numbers Come easy: Lightning Calculator (3 Active Points); IIF (-1/4)
2 12) Sense the Horizon: Absolute Range Sense (3 Active Points); IIF (-1/4)
16 13) Speech of the Gods: Universal Translator 12- (20 Active Points); IIF (-1/4)
8 14) Speed of the Hawk: +1 SPD (10 Active Points); IIF (-1/4)
2 15) Time Has No Meaning: Absolute Time Sense (3 Active Points); IIF (-1/4)
40 16) Total Life Support: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) (50 Active Points); IIF (-1/4) 0
5 17) Words give their meaning: Speed Reading (x100) (6 Active Points); IIF (-1/4)
40 True Flight: Multipower, 50-point reserve, (50 Active Points); all slots IIF (-1/4)
4u 1) Flight 16", No Turn Mode (+1/4), Reduced Endurance (1/2 END; +1/4) (48 Active Points); IIF (-1/4) 2
4u 2) Flight 10", No Turn Mode (+1/4), Reduced Endurance (1/2 END; +1/4), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1"=1 km (+1/4) (50 Active Points); IIF (-1/4) 2
4u 3) FTL Travel (2 Light Years/minute) (50 Active Points); IIF (-1/4) 0
12 Armored Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
Powers Cost: 604
Cost Skill
15 +3 with Ranged Combat
3 Conversation 13-
3 High Society 13-
2 KS: The Superhero World 11-
3 Navigation (Hyperspace, Space) 12-
3 Streetwise 13-
3 Survival 12-
3 Systems Operation 12-
3 Teamwork 13-
Skills Cost: 38
Cost Perk
5 Fringe Benefit: Membership: The Justice Brigade
Perks Cost: 5
Val Disadvantages
10 DNPC: Jane Harrington (Aunt) 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
20 Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: Holocaust 8- (Mo Pow, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Thrill Seeker (Common, Strong)
10 Psychological Limitation: Wannabe Ladies Man (Common, Moderate)
15 Social Limitation: Secret Identity (Frequently, Major)
5 Vulnerability: 1 1/2 x BODY Necromantic Magic (Uncommon)
10 Vulnerability: 2 x Effect Necromantic Magic (Uncommon)
10 Vulnerability: 2 x STUN Necromantic Magic (Uncommon)
Disadvantage Points: 150

Base Points: 600Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 750

Height: 1.75 m Hair: Brown (Golden Blonde when in hero ID)
Weight: 75.00 kg Eyes: Blue
Appearance: Average height and weight, Golden Hawk is only impressive in his costume, he wears a black bodysuit with metallic golden bracers, boots, mask and a styleized Hawk with wings outstretched on his chest. Personality: Gallileo is a decent young man. He seeks thrills and excitement, loves to play the romeo and otherwise make a fool of himself, but he is a dedicated humanitarian now and using his weapon to protect those around him makes him content at last.Quote:"Don't worry miss, I'm here for you."Background: A lazy rich kid, Gallileo Harrington would have probably inherited his father's business and run it into the ground with his incompetance if his father hadn't already done that with his corruption. His father arrested, his mother fled to part unknown to avoid jail for her part in the mess; Gallileo was left in the care of his father's sister. Aunt Jane was far from the permissive parents he had known for his entire life. Gali, as she called him, had to get a job. He had to work. It was horrible for about a year. Then, as he matured, Gallileo finally began to develop a work ethic. He and Aunt Jane volunteered at shelters, habitat for humanity, and other projects. The more time he spent with her, the more he realized his parent's life had been wrong. It was on his 18th birthday, the year he would graduate from highschool that he got the ring. Aunt Jane's father had been given the ring and used it during WWII as the Golden Guardian, but to her it had merely been a family heirloom. Upon donning the ring, Galllileo felt a strange presence. It wasn't long before he began to hear the voice inside the ring.

You have grown well a voice beside him said.

Gallileo turned with a start to see a golden figure, floating next to him in his room.

Fear not, young master, the man intoned, he was a muscular, bald man wearing strange golden garb, No harm will come to you as long as I am near.

 

A year later the Golden Hawk was seen flying the skies of New York.

Powers/Tactics: A Green Lantern style energy manipulator. GH has a number of responses to any one situation.Campaign Use: He's supposed to be power unchecked. And he is. If he's TOO unchecked, drop his MP to 90 pts. IF you want him to be even more powerful, drop his MP to 90s and give him a 60 cosmic VPP to supplement it.
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Tuesday 03/30/2004LionPlayer: NPC; Member of the Justice Brigade

Val Char Cost
25 STR 15
26 DEX 48
20 CON 20
12 BODY 4
28 INT 18
13 EGO 6
23 PRE 13
20 COM 5
10/18 PD 5
10/18 ED 6
6 SPD 24
11 REC 4
40 END 0
43 STUN 8
11" RUN02" SWIM010" LEAP0Characteristics Cost: 176
Cost Power END
Weaponry
48 1) U-07 "Rockabye" Sleep Gas Grenade: EB 6d6, NND (Life Support [self-Contained Breathing, Diminished Sleep (no need to sleep), or appropriate Immunity; +1), Area Of Effect (9" Radius; +1), Continuous (+1) (120 Active Points); OAF (-1), 4 Continuing Charges lasting 1 Turn each (removed by wind or rain; -1/2) [4 cc]
18 2) U-18 Tangler Grenade: Entangle 4d6, 4 DEF, Area Of Effect (One Hex; +1/2); OAF (-1), 4 Charges (-1), Range Based On STR (-1/4) [4]
6 3) U-AM "Sunstroke" Flare Rifle-Butt Club: HA +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 1
30 4) U-AM "Sunstroke" Flare Rifle: Sight Group Flash 6d6, Area Of Effect (6" Radius; +1 1/4) (67 Active Points); OAF (-1), 2 clips of 8 Charges (-1/4) [8]
36 5) U-GEM-A: (Total: 83 Active Cost, 36 Real Cost) RKA 2d6, Autofire (5 shots; +1/2), Armor Piercing (+1/2), 4 clips of 32 Charges (+1/2); OAF (-1), No Knockback (-1/4) (Real Cost: 33) plus +1 with OCV ; OAF (-1) (Real Cost: 2) plus Penalty Skill Levels: +1 vs. Range Modifier with All Attacks; OAF (-1) (Real Cost: 1) [Notes: Only 2 clips]
40 6) U-SHL "Shellie" Blaster Pistol: EB 8d6, No Range Modifier (+1/2), 4 clips of 32 Charges (+1/2) (80 Active Points); OAF (-1) [Notes: Only 2 clips] [32]
15 Hypersenses: +5 PER with all Sense Groups 0
5 Strong Legs: Leaping +5" (10" forward, 5" upward) 1
10 Swift: Running +5" (11" total) 1
11 U-ALB Stealth Bodysuit: Sight Group Images 1" radius, -6 to PER Rolls, Reduced Endurance (0 END; +1/2) (42 Active Points); Set Effect (background mimicry for self; -1), No Range (-1/2), Requires A Stealth Roll (-1/2), Wearer Cannot Carry Large Objects (-1/2), IIF (-1/4) 0
6 U-AS Combat Helmet Communications Uplink: HRRP (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing As Well As Radio Group (-1/2) 0
5 U-AS Combat Helmet Flare Shields: Sight Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
3 U-AS Combat Helmet IR LensPlate: IR Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
7 U-AS Combat Helmet Life Support Mask: LS (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 1 Hour (+0) (10 Active Points); OIF (-1/2) [1 cc]
3 U-AS Combat Helmet Lowlight LensPlate: Nightvision (5 Active Points); OIF (-1/2) 0
4 U-AS Combat Helmet Noise Compensation: Hearing Group Flash Defense (6 points) (6 Active Points); OIF (-1/2) 0
5 U-AS Combat Helmet Protection: Armor (6 PD/6 ED) (18 Active Points); Activation Roll 8- (only protects Hit Locations 3-5; -2), OIF (-1/2) 0
3 U-AS Combat Helmet UV LensPlate: UV Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
12 U-AS Standard Uniform: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Activation Roll 14- (does not protect Hit Locations 3-7; -1/2) 0
Powers Cost: 267
Cost Martial Arts Maneuver
UNTIL Combat Training
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR to Disarm
4 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 4) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND
4 5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 50 STR vs. Grabs
5 6) Kick: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike
4 7) Punch: 1/2 Phase, +2 OCV, +0 DCV, 9d6 Strike
4 8) Restrain: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, +10 STR
3 9) Throw: 1/2 Phase, +0 OCV, +1 DCV, 7d6 +v/5, Target Falls
8 10) +2 HTH Damage Class(es)
Martial Arts Cost: 44
Cost Skill
20 +2 Overall
10 +2 with HTH Combat
3 Breakfall 14-
3 Bureaucratics 14-
3 Climbing 14-
3 Combat Driving 14-
3 Combat Piloting 14-
3 Concealment 15-
3 Contortionist 14-
3 Conversation 14-
3 Criminology 15-
7 Criminology 17-
3 Deduction 15-
3 Defense Maneuver I
3 Demolitions 15-
5 Forensic Medicine 16-
5 Language: English (idiomatic) (4 Active Points)
0 Language: Kenyan (idiomatic) (4 Active Points)
3 Lockpicking 14-
2 PS: UNTIL Agent 11-
3 PS: UNTIL Agent 15-
3 Paramedics 15-
5 Persuasion 15-
3 Scholar
2 1) KS: International Law And Law Enforcement (3 Active Points) 15-
1 2) KS: Superpowers (2 Active Points) 11-
1 3) KS: The Superhuman World (2 Active Points) 11-
1 4) KS: The United Nations (2 Active Points) 11-
1 5) KS: UNTIL (2 Active Points) 11-
1 6) KS: VIPER (2 Active Points) 11-
1 7) KS: World Politics (2 Active Points) 11-
1 8) KS: World Supervillains (2 Active Points) 11-
3 Security Systems 15-
3 Shadowing 15-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 14-
2 Systems Operation (Communications Systems) 15-
2 TF: Common Motorized Ground Vehicles, Grav Vehicles/Hovercraft, Two-Wheeled Motorized Ground Vehicles
7 Tactics 17-
7 Teamwork 16-
3 WF: Small Arms, Knives
Skills Cost: 147
Cost Perk
5 Computer Link: Until Superpowers Database and Criminal Database
3 Contact: UNITY (Good relationship with Contact) 11-
15 Contact: UNTIL (Contact has very useful Skills or resources), Organization Contact (x3) (15 Active Points) 12-
5 Fringe Benefit: International Police Powers
5 Fringe Benefit: Membership: Justice Brigade
2 Fringe Benefit: Membership: SLP Member
1 Fringe Benefit: Passport
2 Reputation: Agent Ace (A small to medium sized group) 11-, +2/+2d6
50 Vehicles & Bases: UNTIL Grav Cycle
Perks Cost: 88
Cost Talent
3 Absolute Range Sense
3 Absolute Time Sense
3 Bump Of Direction
6 Combat Luck (3 PD/3 ED)
5 Eidetic Memory
3 Lightsleep
5 Resistance (5 points)
Talents Cost: 28
Val Disadvantages
10 DNPC: Ruby Duang (Wife) 8- (Normal)
20 Hunted: Eurostar 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Capture/Kill)
10 Hunted: Green Dragon 8- (As Pow, Harshly Punish)
15 Hunted: UNTIL 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
25 Hunted: VIPER 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Psychological Limitation: Code Vs Killing (Common, Total)
5 Psychological Limitation: Feels Guilty About Abandoning His People (Uncommon, Moderate)
15 Psychological Limitation: Loyal To UNTIL And Its Ideals (Common, Strong)
15 Psychological Limitation: Proud Kenyan Citizen (Common, Strong)
15 Social Limitation: Public Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 600Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 750

Height: 1.85 m Hair: Black
Weight: 100.00 kg Eyes: Brown
Appearance: A physically fit, African male with a handsome face and intense stare. He dresses well, in tailored clothing when in his civilain id and his Lion uniform. The uniform is white with UNTIL patches on his shoulders. On his chest is a stylized lion in black. There is black piping on his sides and sleeves. He wears black boots, belts, and gloves. He wears no mask. Personality: A veteran warrior and veritable genius in regards to detective work and knowledge of his foes. Quote:"Come along quietly now Foxbat, perhaps we can discuss your masterplan over coffe tomorrow."Background: Akul Duang was once the most decorated UNTIL agent ever to come from Kenya. He had seen 123 combat missions in his fifteen year career and retirement was beginning to look good to him. Having been something of a drifter, he had transferred between divisions a few times, astounding his superiors with the quickness and casual grace he learned new duties. Then came the Eurostar incident in 2001. Leading a team of forensic agents into the aftermath of one of Eurostar's capers; Akul found his team beset apon by what appeared to be VIPER forces. It was quickly apparent that this was merely a group of thugs in second hand VIPER wear; this meant something even worse was afoot. Ordering his men to withdraw, Akul raced back to the sight and saw Fiacho and Durak, emptying the stores. The whole thing had been a set up by Eurostar, trying to implicate VIPER in the theft. Realizing he would die if he attempted to apprehend them by himself, Akul hid. This too proved unlucky as, his hiding place was near the bioengineered virus that Eurostar was seeking. The phoney VIPER agents broke into the building and, under Fiacho's orders fired a few shots to make it seem that they had shot up the place. Then Durak tore open the vault. (The virus was to have been placed in the vault that morning, but Eurostar was early) the resulting destruction caused the virus to spill on Akul. He kept his cool and remained hidden as the villains and their mercenaries sacked the safe house and departed.

After spending six months in an UNTIL hospital while the Virus worked its way through his system Akul awoke one morning feeling better than he had in his life. The Virus had rewritten his genetic code and in an astounding reversal of fortune, restored his youth and bestowed upon him a superhuman physique. After talking with his wife and family, Akul took his retirement, moved his familty to America and began his career as a costumed crime fighter. Taking a uniform that resembled his UNTIL wear (old habits die hard), he began fight crime as the Lion. He worked with the Justice Brigade a couple of times and eventually restored his ties to UNTIL and became a Liason super. The Lion joined the Justice Brigade in 2003.

Powers/Tactics: An agent with fifteen years experience and a superhero with three. Lion tends to keep distance between himself and his foes out of habit, but will close to hand to hand when the situation calls for it. Campaign Use: 
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Wednesday 03/31/2004BlackbirdPlayer: NPC; Memer of the Justice Brigade

Val Char Cost
20 STR 10
33 DEX 69
25 CON 30
20 BODY 20
18 INT 8
15 EGO 10
18 PRE 8
16/18 COM 3
15/25 PD 11
15/27 ED 10
8 SPD 37
10 REC 2
50 END 0
50 STUN 7
11" RUN02" SWIM04" LEAP0Characteristics Cost: 225
Cost Power END
150 Combat Speedster Tricks: Variable Power Pool (Speed Powers), 100 base + 50 control cost, (150 Active Points)
0 1) Battering Ram: (Total: 48 Active Cost, 30 Real Cost) Hand-To-Hand Attack +6d6 (30 Active Points); Only With Move-Throughs/Move-Bys (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 12) plus +6 with Grab-by, Move-by, Move-Through (Real Cost: 18) Real Cost: 30 3
0 2) Dizzying Spin: Drain DEX 4d6 (40 Active Points) Real Cost: 40 4
0 3) Fly-By Grabbing: (Total: 50 Active Cost, 31 Real Cost) +30 STR (30 Active Points); Only For Grab-Bys (-1), No Figured Characteristics (-1/2), Non-Persistent (-1/4) (Real Cost: 11) plus +10 with Grab-Bys (Real Cost: 20) Real Cost: 31 3
0 4) I'll Take Those!: Telekinesis (20 STR), Area Of Effect (6" Radius; +1 1/4), Selective Target (+1/4) (75 Active Points); Only To Disarm/Grab Objects (-1), No Range (-1/2) Real Cost: 30 7
0 5) Let's Wrap This Up: Entangle 4d6, 4 DEF (40 Active Points); OIF (appropriate material of opportunity) (-1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Defense Depends On Material Used (-1/2), Cannot Form Barriers (-1/4) Real Cost: 12 4
0 6) Moving Attack: Hand-To-Hand Attack +5d6, Area Of Effect (10" Line; +1 1/4) (56 Active Points); Hand-To-Hand Attack (-1/2), Linked To Running Or Other Movement Power (-1/2) Real Cost: 28 6
0 7) Rapid Healing: Healing 4 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) Real Cost: 29 0
22 Anti-Friction Protection : Armor (8 PD/10 ED) (27 Active Points); Only When Moving (-1/4) 0
15 Fast on her feet too.: Running +5" (11" total), x4 Noncombat 1
11 Flight Specific Form: LS (Expanded Breathing: High Altitudes; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0
10 Impact Resistance Variant: Physical Damage Reduction, 50% (20 Active Points); Only Protects Against Damage From Move-Through/Move-Bys (-1) 0
13 Rapid Tasks: +12 with Agility Skills (60 Active Points); Only For Chores (-2), Only To Counteract Time Modifiers (-1), Costs Endurance (-1/2) 6
4 Swift Sight: Sight Group: Megascale (1" = 1 km; +1/4); Only To See Path Ahead While Moving With Mega-Scale (-1/2) for up to 25 Active Points (4 Active Points) 1
Revealing Leather Costume
1 1) Lookin' Good: +2 COM; OIF (-1/2)
4 2) Protection: Armor (2 PD/2 ED) (6 Active Points); OIF (-1/2) 0
75 True Flight: Multipower, 75-point reserve
7u 1) Mach Speed Flight: Flight 25", Megascale (1" = 1 km; +1/4), No Turn Mode (+1/4) (75 Active Points) 7
7u 2) Super-Flight: Flight 25", Improved Noncombat Movement (x8), No Turn Mode (+1/4) (75 Active Points) 7
Powers Cost: 319
Cost Martial Arts Maneuver
Speedster Martial Arts
5 1) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5 2) Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on; FMove
5 3) Flying Throw: 1/2 Phase, -1 OCV, -2 DCV, Grab Two Limbs; +v/5; Target Falls; FMove
5 4) Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 30 STR to Disarm roll; FMove
5 5) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 4d6 +v/5; FMove
5 6) Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 4d6 +v/5; Target Falls; FMove
5 7) Rapid Punch: 1/2 Phase, +1 OCV, -2 DCV, 8d6 Strike
Martial Arts Cost: 35
Cost Skill
10 +2 with HTH Combat
12 +4 with Flight
3 Breakfall 16-
3 Concealment 13-
3 Conversation 13-
3 High Society 13-
3 Interrogation 13-
2 KS: The Superhero World 11-
2 Navigation (Air) 13-
3 Paramedics 13-
3 Persuasion 13-
3 Seduction 13-
3 Shadowing 13-
3 Sleight Of Hand 16-
3 Stealth 16-
3 Streetwise 13-
2 Survival (Urban) 13-
5 Systems Operation (Communications Systems, Air/Space Traffic Control Systems, Radar, Sensor Jamming Equipment) 13-
Skills Cost: 69
Cost Perk
5 Fringe Benefit: Membership: Justice Brigade
5 Money: Well Off
6 Reputation: Popular Heroine (A large group) 14-, +2/+2d6
10 Vehicles & Bases: Base Contribution
2 Contact: Knights of the Round Table 11-
Perks Cost: 28
Cost Talent
30 Lightning Reflexes: +20 DEX to act first with All Actions
3 Lightning Calculator
8 Speed Reading: x1000
3 Resistance (3 points)
Talents Cost: 44
Val Disadvantages
20 DNPC: Dave and Wendy Dupree (Parents) 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
20 Hunted: IHA 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: Vibron 8- (As Pow, Harshly Punish)
5 Physical Limitation: High Metabolism: must eat twice the normal amount of food for someone her size (Infrequently, Slightly Impairing)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Loves the liemelight (Very Common, Moderate)
15 Psychological Limitation: Flirtatious, overly friendly to attractive men (Very Common, Moderate)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 600Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 720

Height: 1.57 m Hair: Black
Weight: 43.00 kg Eyes: Blue
Appearance: Blackbird wears a tight black leather like costume cut to accentuate her figure and a black domino mask. On her right shoulder and left brest are white circles with black bird impressions in them. He hair is long and slightly curled. In her secret identity, she dresses far more modestly, wears glasses and keeps her hair pulled tightly back and worn in a pony tail.Personality: A kind hearted but fun-loving young woman. Diane tends to 'act out' as Blackbird, flirting with handsome men and soaking up the public adoration. She reigns it in for her secret identity where she works part time as fill in librarian. Her parents don't suspect the truth but other friends of hers do. Quote:"Is that a matter transmuter in your pocket or are you happy to see me?"

"I'lltakethatthankyou!"

"Come FLY with me!"

Background: Diane was born a mutant. Her abiltiy to fly, next to her family, is the most cherished thing in her life. She often finds herself flying for the simple joy of it. She found out first hand how her abilities could be used to help people when, at the age of 16 she helped several children out of a burning apartment building. Thinking Quickly, she had disguised herself beforehand and was dubbed the Black Bird by the press when he exploits were reported. Taking a cue from the heroes of her childhood, Diane set about creating a costumed identity for herself. She operated solo for a few years then joined the short lived New England Patriots super team. The team folded after a scandal involving team leader Crimson and the police comissioner of Boston. The Kraft family (owners of the NFL team by the same name) sued the Patriots over their use of the name (when the publicity had been good, the Krafts were fine with the association). Blackbird moved to Millennium City in 2003 and joined with the more stable Justice Brigade shortly thereafter. Powers/Tactics: An airborn speedster; Blackbird tends to use similar tactics to most running based speed demons. She's agile, mobile and preternaturally quick. She moves at fantastic speeds even when she isn't flying and is an accomplished hand to hand combatant with a self developed movement based style. Campaign Use: If she's too tough then drop her DEX and SPD to 27 and 6; make her VPP 60 pts. IF she's not tough enough, well she has 30 unspent points.
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Thursday 04/01/04since I got the Gadgets and Gear HD pack I've been itching to unleash some of it. Here we go.AccessoryPlayer: NPC Villain

Val Char Cost
15 STR 5
20 DEX 30
20 CON 20
10 BODY 0
15 INT 5
11 EGO 2
15 PRE 5
12 COM 1
6/25 PD 3
6/25 ED 2
5 SPD 20
7 REC 0
40 END 0
30 STUN 2
6" RUN02" SWIM03" LEAP0Characteristics Cost: 95
Cost Power END
100 Accessories: Variable Power Pool (Gadget Pool), 75 base + 25 control cost, (112 Active Points); VPP Can Only Be Changed Between Adventures (-1/2)
0 1) Blaster Glove: Energy Blast 8d6, 20 Charges (+1/4) (50 Active Points); OIF (-1/2) Real Cost: 33 [20]
0 2) Jetboots: Flight 8" (16 Active Points); OIF (-1/2) Real Cost: 11 2
0 3) Teleportation Cape: Teleportation 30", x2 Increased Mass (65 Active Points); OAF (-1) Real Cost: 32 6
12 Bulletproof Spandex Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
27 Defense Field Belt: Force Field (10 PD/10 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); OIF (-1/2) 0
Mask Defensive Qualities
2 1) Armored Mask: Armor (3 PD/3 ED) (9 Active Points); Activation Roll 8- (only protects Hit Locations 3-5; -2), OIF (-1/2) 0
5 2) Audial Dampers: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
5 3) Mindshield: Mental Defense (10 points total) (8 Active Points); OIF (-1/2) 0
5 4) Polarized Lenses: Sight Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
Sense-Enhancing Mask
10 1) Active Sonar Array: Active Sonar (Hearing Group) (15 Active Points); OIF (-1/2) 0
5 2) Auditory Enhancers: +4 PER with Hearing Group (8 Active Points); OIF (-1/2) 0
4 3) Mask Radio I: Radio Perception (8 Active Points); OIF (-1/2), Sense Affected As Hearing Group As Well As Radio Group (-1/4) 0
6 4) Mask Radio II: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As Hearing Group As Well As Radio Group (-1/4) 0
6 5) Mask Radio III: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing Groups As Well As Radio Group (-1/2) 0
10 6) Micro-Lenses: Microscopic (x1,000) with Sight Group (15 Active Points); OIF (-1/2) 0
3 7) Nightsight Lenses: Nightvision (5 Active Points); OIF (-1/2) 0
8 8) Parabolic Receiver: +8 versus Range Modifier for Hearing Group (12 Active Points); OIF (-1/2) 0
10 9) Radar Array: Radar (Radio Group) (15 Active Points); OIF (-1/2) 0
8 10) Telescopic Lenses: +8 versus Range Modifier for Sight Group (12 Active Points); OIF (-1/2) 0
3 11) Thermalsight Lenses: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
3 12) Ultrasight Lenses: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
2 13) Ultrasonic Receiver: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2) 0
7 14) Wide-Angle Lenses: Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); OIF (-1/2) 0
7 15) X-Ray Lenses: N-Ray Perception (stopped by lead, gold, or force fields) (Sight Group) (10 Active Points); OIF (-1/2) 0
Powers Cost: 248
Cost Martial Arts Maneuver
Generic Martial Arts
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 3) Kick: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike
4 4) Punch: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
3 5) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
Martial Arts Cost: 20
Cost Skill
16 +2 with All Combat
3 Analyze: Technologu 12-
3 Breakfall 13-
3 Bureaucratics 12-
3 Computer Programming 12-
3 Cryptography 12-
3 Deduction 12-
3 Demolitions 12-
3 Electronics 12-
3 Inventor 12-
2 KS: The Superhuman World 11-
2 KS: The Technology World 11-
3 Mechanics 12-
4 Navigation (Air, Land, Marine) 12-
3 Paramedics 12-
3 Scientist
2 1) SS: Biology 12- (3 Active Points)
2 2) SS: Chemistry 12- (3 Active Points)
2 3) SS: Mathematics 12- (3 Active Points)
2 4) SS: Physics 12- (3 Active Points)
3 Security Systems 12-
3 Systems Operation 12-
4 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles
8 WF: Beam Weapons, Common Melee Weapons, Energy Weapons, Small Arms
Skills Cost: 86
Cost Perk
50 Vehicles & Bases: Base
15 Contact: ARGENT (Contact has extremely useful Skills or resources), Organization Contact (x3) (15 Active Points) 11-
Perks Cost: 65
Cost Talent
16 Universal Translator 12- (20 Active Points); IIF (A large broach on his cape.; -1/4)
2 Absolute Time Sense (3 Active Points); OIF (-1/2)
2 Bump Of Direction (3 Active Points); OIF (-1/2)
Talents Cost: 20
Val Disadvantages
20 Hunted: ARGENT 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: VIPER 8- (Mo Pow, NCI, Watching)
10 Psychological Limitation: Greedy (Common, Moderate)
20 Psychological Limitation: Overconfident in his toys (Very Common, Strong)
15 Psychological Limitation: Technophile (Common, Strong)
10 Reputation: Technology Master, 11-
5 Rivalry: Professional (Brainchild; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)
10 Vulnerability: 2 x STUN Psionics (Uncommon)
Disadvantage Points: 135

Base Points: 200Experience Required: 199Total Experience Available: 199Experience Unspent: 0Total Character Cost: 534

Height: 1.70 m Hair: Brown
Weight: 69.00 kg Eyes: Brown
Appearance: A normal sized man in a light blue armored costume. He wears an oversized belt with the TDPack on the back, Golden metallic jet boots, blaster gloves, and face mask. The Maks has a large goggle/headset unit on it. The Teleportation cloak is red with gold trim. Personality: Greed and love of using his toys. Quote:"You think you're bad ass? Try this on for size loser!"Background: Philip Potts is a bright enough guy but he's no genius, so where does he get his fantastic toys? He couldn't really tell you himself. Philip was a relatively normal tech support specialist for ARGENT, when he was placed in charge of some found technology, a cape that seemed allowed teleportation when it happened. Philip was using a standard ARGENT test module to try and find the circuitry involved as well as the power supply; seemingly interwoven into the fabric of the garmet itself. Then the cape activated.

Philip found himself in whe he now calls the Vault of Pandora. There he found a veritable plethora of incredible gadgets and devices. Luckily the Vault was also stocked for living, Philip spent the better part of a year at the Vault simply cataloging the wonders contained therein. After he finished his talley; Philip contacted his bosses at ARGENT and bought out his contract with some of the tech. While ARGENT would love to get ahold of the rest of it, the trickle of data he has provided with the technology has sated their appetite for now.

Dubbing himself the Accessory; Philip has begun his own criminal career. He carries his toys in a transdimensional pack that seems empty but allows him to draw the gadgets he put in there back at the vault.

Powers/Tactics: Though he didn't invent any of them, Accessory is skilled in the use of the advanced technology he has come into possession of. He's got toys for all occasions. The one's listed in the VPP are for when he's got nothing better to do.Campaign Use: Even his most powerfull tech is on the lower end of superheroic; Accessory is a minor villain. Should he be too tough, take some of his VPP away, limiting the gadgets he can bring. Accessory is simply an excuse to use all the neato stuff in Gadgets and Gear, if he's not tough enough, use the "Stronger" option for most gadgets.

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A thank you and a request .

 

Great work as usual , I really appreciate your creativity and hard work . I have a request . You did a write up of Professeur Muerte and I was wondering if you could put together a list of Gadgets and Gear he might have at hand . By the by that character write up was my second favorite over all .

 

Thanks

 

QM.

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