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Hero A Day...Sorta...


Enforcer84

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Re: 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.

What are you looking for? His various devices and Agents and stuff? Well, I am behind, maybe I could get caught up that way...

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Professor Muerte's Toybox

Cost Power END
Professor Muerte's Toy Chest
23 1) Knockout Gass Pellets: EB 2d6, NND (LS: Self Contained Breathing; +1), Area Of Effect (3" Radius; +1), Continuous (+1) (40 Active Points); IAF (Concealed in Guantlet; -1/2), 4 Continuing Charges lasting 1 Minute each (-1/4) [4 cc]
10 2) Laser Drill: RKA 1d6, Penetrating (+1/2), Continuous (+1) (37 Active Points); OAF Bulky (-1 1/2), 2 Continuing Charges lasting 1 Minute each (-3/4), No Knockback (-1/4), Limited Range (5"; -1/4) [2 cc]
10 3) Electronic Countermeasures: Darkness to Sight, Hearing and Radio Groups 2" radius (30 Active Points); OAF Fragile (-1 1/4), 1 Continuing Charge lasting 20 Minutes (-1/2), Limited Effect Electronic Sensors (Video & Radio Based) (-1/4) [1 cc]
20 4) Modular Force Beam Enhancement: Armor Piercing (Provides more "Umph" for his Force Beam, Narrowing it and making it more Lethal; +1/2) for up to 80 Active Points of Force Beam MP Slot (40 Active Points); OAF (Large Modular Guantlet Accessorise connected to Backback Unit; -1) 4
21 5) Stealth Field: Invisibility to Sight and Hearing Groups and Radar , Costs END Only To Activate (Runs off of Armor power Supply; +1/4) (37 Active Points); IAF Fragile (Modular Belt Unit. Secure and out of the way.; -3/4) 3
15 6) Sword of Muerte: HKA 2d6+1 (3d6 w/STR) (35 Active Points); OAF (-1), No Knockback (-1/4) [Notes: An exquisitely crafted questionite Rapier with gilded basket hilt.] 3
Powers Cost: 99
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Friday 04/02/2004Okay a little more G&G goodness. I don't know if this loser qualifies as an actual character for my project or not :rolleyes:Quillmaster!Player: NPC Minor Villain

Val Char Cost
15/45 STR 5
15/20 DEX 15
15/20 CON 10
12 BODY 4
18 INT 8
13 EGO 6
10/20 PRE 0
10 COM 0
5/26 PD 2
4/25 ED 1
3 SPD 5
6 REC 0
30 END 0
30 STUN 2
6" RUN02" SWIM03"/9" LEAP0Characteristics Cost: 58
Cost Power END
Porcupine Costume, all slots OIF (-1/2)
22 1) Exoskeleton Standard OIF 14-: Armor (15 PD/15 ED) (45 Active Points); Activation Roll 14- (-1/2), OIF (-1/2) 0
3 2) Nightsight: Nightvision (5 Active Points); OIF (-1/2) 0
12 3) Porcupine Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
21 4) Porcupine Quills: Killing Attack - Hand-To-Hand 1d6, Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (52 Active Points); OIF (-1/2), No STR Bonus (-1/2), Activation Roll 14- (-1/2) 0
10 5) Quill Blaster: RKA 1d6 (15 Active Points); OIF (-1/2) 1
7 6) Powered Armor Springboots: Leaping 10" (10 Active Points); OIF (-1/2) 1
10 7) Radar Array: Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As Sight Group As Well As Radio Group [very common Sense] (-1/2), OIF (-1/2) 0
10 8) Sight Magnification System: Microscopic (x1,000) with Sight Group (15 Active Points); OIF (-1/2) 0
15 9) Strength Augmentation: +30 STR (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 3
7 10) Reaction Improvment: +5 DEX (15 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
5 11) Sturdy CONstruction: +5 CON (10 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
7 12) More Impressive in his suit: +10 PRE (10 Active Points); OIF (-1/2)
6 13) Telescopic Lenses: +6 versus Range Modifier for Radio Group (9 Active Points); OIF (-1/2) 0
4 14) Thermalvision, High-Powered: N-Ray Perception (stopped by walls or like objects 1/2" thick or thicker, force fields, or anything that would block the ability to sense heat) (Sight Group) (10 Active Points); Limited Effect (can only see what could be seen with Infrared Perception; -1), OIF (-1/2) 0
Onboard Computer, all slots OIF (-1/2)
2 1) Clock: Absolute Time Sense (3 Active Points); OIF (-1/2)
2 2) Compass: Bump Of Direction (3 Active Points); OIF (-1/2)
2 3) Processor: Lightning Calculator (3 Active Points); OIF (-1/2)
3 4) Electronic Key: Security Systems 10- (5 Active Points); OIF (-1/2)
3 5) Math Programs: SS: Mathematics 11- (4 Active Points); OIF (-1/2)
Powers Cost: 151
Cost Skill
10 +2 with HTH Combat
2 Computer Programming (Personal Computers) 13-
3 Electronics 13-
3 Inventor 13-
3 Mechanics 13-
3 Paramedics 13-
3 Streetwise 11- (13-)
2 Survival (Urban) 13-
4 Systems Operation (Communications Systems, Radar, Sonar) 13-
5 Weaponsmith (Firearms, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged) 13-
Skills Cost: 38
Cost Perk
5 Money: Well Off
1 Contact: Black Market 8-
9 Contact: ARGENT (Contact has very useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-
Perks Cost: 15
Val Disadvantages
15 Social Limitation: Secret Identity (Frequently, Major)
10 Reputation: Luaghable Supervillain, 11-
15 Psychological Limitation: Eager To prove himself (Very Common, Moderate)
15 Psychological Limitation: Proud of his Armor (Common, Strong)
15 Hunted: Cavalier 8- (Mo Pow, Harshly Punish)
15 Hunted: Police 8- (As Pow, NCI, Harshly Punish)
Disadvantage Points: 85

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 262

Height: 1.65 m Hair: Brown
Weight: 60.00 kg Eyes: Brown
Appearance: A short and skinny man with thinning brown hair and brown eyes. Wears jeans and button down shirts. The Quillmaster armor brings his height to about 6' and provides a muscular, impressive physique surrounded by razor sharp quills. He's a joke in his chosen profession but civillians are afraid of him.Personality: Make a name for himself as a supervillain. Earn respect. Quote:"Fear the Quillmas- HEY! STOP LAUGHING AT ME!"Background: David Doorman was kicked around all his life. Smart enough to make a fine career as an engineer, he wanted more. He wanted revenge on a world that treated him badly. Taking his childhood love of porcupines to a foolishly personal level, he developed the Quillmaster battle suit. Unable to create reliable energy weapons fast enough, he stuck to the needlers and quill launchers. A light exoskeleton increases his strength to superhuman levels and he is a credible threat to a team of UNTIL agents, provided they are rookies.Powers/Tactics: Fire Quill launcher, wade into hand to hand combat with enhanced strength. Campaign Use: Not ment to be a credible threat.
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Saturday 04/03/04Ruby RedPlayer: NPC; Heroine (Solo at this time)

Val Char Cost
20/60 STR 10
21 DEX 33
50 CON 80
25 BODY 30
13 INT 3
11 EGO 2
20 PRE 10
16 COM 3
11/27 PD 7
10/26 ED 0
5 SPD 19
14 REC 0
100 END 0
60 STUN 0
6" RUN02" SWIM04"/12" LEAP0Characteristics Cost: 197
Cost Power END
25 Density Manipulation: Elemental Control, 50-point powers
25 1) Density Enhancement: Density Increase (25,600 kg mass, +40 STR, +8 PD/ED, -8" KB), Costs END Only To Activate (+1/4) (50 Active Points) 4
25 2) Intangibility: Desolidification (affected by Force, Gravitic, Magnetic Attacks), Costs END Only To Activate (+1/4) (50 Active Points) 4
55 3) Intangibility Attack: Desolidification (affected by Force, Magnetic, Gravitic Attacks), Usable As Attack (+1) (80 Active Points) 8
31 4) Intangible Touch: Energy Blast 4d6, No Normal Defense (PD Force Field; +1), Affects Physical World (+2) (80 Active Points); No Range (-1/2), Linked To Desolidification (-1/4) 8
23 Spear Hand: Killing Attack - Hand-To-Hand 2 1/2d6 (4d6 / 5d6+1 w/STR) (40 Active Points); Linked (Density Enhancement; -1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4) 4
4 Thief's Touch: Teleportation 1", Reduced Endurance (0 END; +1/2), Usable As Attack (+1), Affects Physical World (+2) (9 Active Points); Only Works On Handheld Objects (-1/2), Linked (Intangibility; -1/2) 0
16 Augmented Defenses: Armor (8 PD/8 ED) (24 Active Points); Linked to Density Increase (-1/2) 0
11 Super-Dense Legs: Knockback Resistance -8" (16 Active Points); Costs Endurance (-1/2) 2
8 Walking On Air: Flight 6" (12 Active Points); Linked to Desolid (-1/2) 1
Powers Cost: 223
Cost Skill
15 +3 with HTH Combat
2 CK: Atlanta 11-
2 KS: The Superhero World 11-
1 KS: Police Proceedure 8-
3 Paramedics 12-
3 Streetwise 13-
Skills Cost: 26
Cost Perk
4 Reputation: Poular Local Heroine (A medium-sized group) 14-, +2/+2d6
Perks Cost: 4
Val Disadvantages
10 DNPC: John Bryant (Fiance; Police Officer) 11- (Normal; Useful Noncombat Position or Skills)
15 Distinctive Features: Crimson skin and hair, golden eyes. (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Hunted: Black Diamond 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Mildly Punish)
25 Hunted: VIPER 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
10 Physical Limitation: Altered genetic makeup. -2 on Paramedics rolls, cannot bear children (Infrequently, Greatly Impairing)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Fun loving, outgoing (Very Common, Moderate)
10 Psychological Limitation: Treats combat as a game (Common, Moderate)
15 Social Limitation: Public Identity (Frequently, Major)
10 Vulnerability: 2 x BODY Gravity Based Attacks (Uncommon)
10 Vulnerability: 2 x STUN Gravity Based Attacks (Uncommon)
Disadvantage Points: 150

Base Points: 300Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 450

Height: 2.00 m Hair: Red
Weight: 100.00 kg Eyes: Golden
Appearance: A beautiful woman standing over two meters tall and with crimson skin and golden eyes. She wears a white one piece costume with an upside down triangle cutout to show off her cleavage. She also wears white boots and short white fingerless gloves. Her nails and lips are painted gold. A quirk with her powers makes her skin seem to be smooth, polished stone when her density increase is on and translucent smoth crystal when she is intangible. Personality: A fun loving gal who enjoys her abilities and the fame that goes with them. She treats being a role model more seriously than she does superpowered combat as most of the supers she has encountered are of the non-lethal variety. She knows that she is unable to have children now and this is probably the one thing that brings her sadness. John and Brenda intend to adopt when they get married. They have put off their wedding eleven times in the last two years, something always comes up.Quote:"What's the matter? Seeing Red?"Background: Transformed by a radiation accident into a red skinned amazon with powers of density manipulation, Brenda Preston chose to look on the bright side and became a superheroine. She has operated out of the city of Atlanta for almost five years now. Her fiancee, John is a member of the Atlanta MARS program. He gets alot of flak from his fellow officers over his girlfriend. Ruby is very popular in Atlanta and has appeared on all the local tv and radio shows and hosts alot of charity events. She has a rather good natured rivalry with Black Diamond (who's powers are similar) and the two brick-ettes have tended to see their confrontations as contests. The local VIPER nest has been less friendly with their attentions.Powers/Tactics: A brick with some sneaky abilities. She generally goes to high density and trades punches with her foes; saving the inangability powers as a surprise.Campaign Use: Local color in your trip to Atlanta. She's a little tougher than normal (450 pts rather than 350) if she's too tough, drop her normal STR to 15, her Con to 40, and her normal defenses to 8/8; finally drop her SPD to 4. If she's not tough enough, raise her normal STR to 30 and her PD and ED to 14 each. Perhaps add a few brick tricks.
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Guest Worldmaker

Re: Hero A Day...Sorta...

 

On occasion. What do you need?

 

 

Using the standard 200+150 point scheme, what can you do with the names "Abbatoir" and "Major Magnum"? Both would be villains in the rogues' gallery of a Batmanesque hero (tons of skills and physical training, no real powers to speak of except a couple of gadgets), active in the San Francisco area.

 

I ask because I'm totally drawing a blank on them and could use all the help I could get...

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Guest Worldmaker

Re: Hero A Day...Sorta...

 

Give me a day' date=' I have a light schedule tomorrow and can put something together for them... I'll need to :think: about it. :)[/quote']

 

Cool, thanks.

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Re: Hero A Day...Sorta...

 

Cool' date=' thanks.[/quote']

Abbatoir is a psychopath with erractic TK powers. Perhaps he could do more if he were sane, but as it is he can create TK blades and cut people up. He also telekinetically keeps himself from getting touched by their blood. He wears a tuxedo at all times and thinks he's the epitome of high society. In truth he's a monster and most people treat him wth disdain

 

Major Magnum is a weapons expert, an assassin who was once one of the good guys. I kind of envision a Deathstroke the Terminator style killer.

 

WHat do you think?

I'll have the writeups by tomorrow.

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Re: Hero A Day...Sorta...

 

A few quick comments/questions

 

<retentiveness>

abbatoir is spelled with only 1 "b".

</retentiveness>

 

<praise>

Excellent use of the names!

</praise>

 

A while ago you posted a document that had the various character write-ups organized in groups. Is that still relevant, and if not could you posted a new revised version?

 

You shall be rewarded... ;)

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Re: Hero A Day...Sorta...

 

A few quick comments/questions

 

<retentiveness>

abbatoir is spelled with only 1 "b".

</retentiveness>

 

<praise>

Excellent use of the names!

</praise>

 

A while ago you posted a document that had the various character write-ups organized in groups. Is that still relevant, and if not could you posted a new revised version?

 

You shall be rewarded... ;)

Thanks on the Abatoir. I will keep it right in the file. Yeah, I can update my org file here pretty soon. I'm between groups at the moment.

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Re: Hero A Day...Sorta...

 

Enforcer 84’s Hero-A-Day Master List. V1

 

 

Heroes:

 

Individuals:

Vessel

Eclipse

Nilrem

Captain Courageous

Vault Man

Amazing Man

Beaverman

Bungee Boy

Captain Cardinal

Commando

And Scout

Crimson Magus

Geothermal

Lady Godiva

Mr. Adonis

Scorpio 7

Skyhigh

Rising Sun

Achilles

Prometheus

Dr Mist

Cyberknight 7

Fire Walker

Junan

Ruby Red

 

 

Teams:

The Solution:

Ultrawoman

Titaness

Granite

Sunrise

Silver Druid

Runaway

Aries

The Vanguard:

Jack Frost

Argent

Banner

The Green Witch

Crimefighter Legion:

 

Dynamo

Sea Dragon

Starwalker

Poltergeist

Shooting Star

Gladiator

The Frontline:

Mantis

Emperia

Enforcer

Captain Tempest

Vice

Syphon

Xenonoblaster

 

 

The Young Lions:

Raven

Laser Lad

Leadboy

Mind Maid

Ferret

Glue Girl

Aquakid

 

Westguard:

Aikido

Monolith

Silver

Bolt

The Master

Force

 

The Class ’09:

Adamant

Crimson Dragon

Princess Gear Ultima

Bloodfang

Guardian Angel

Maiden Shadow

Starchild

Core

Sentinal

Lords of Justice:

Lockdown

Freya

Demagogue

Superion

Einharjar

Wyldefire

Glamour

Man ‘O War

Empyrean

Helmsman

 

 

 

The Atomic Rangers:

Sunset Kid

Legionnaire

Firelord

Flying Lotus

Lifter

Widget

The Victories:

Avalon

Valor

Goldenheart

Vigilance

Lady Quicksilver

The Emissary

New Defenders:

Stormlord

Azure Angel

Silver Eagle

Circe

Knightshade

Celestia The Lioness

Salamander

Titan

Althos

Kid Ronin

The Justice Brigade

Guardsman

Honor Guard

Electra

Golden Hawk

Lion

Blackbird

 

 

Villains:

Master Villains:

Golden Emperor

Professeur Muerte

Empress

The Owl

 

Solo Villians:

Bladestorm

Armageddon

Bloodhound

Wildthing

Seether

Accessory

The Quillmaster!

 

 

Villain Teams:

The Elite:

Over Mind

Onslaught

The Web

Zero

Concussion

Headcase

Charger

Snow Falcon

The Usurpers:

Master Rampage

?????

?????

?????

 

?????

?????

?????

 

Dead Man’s Hand:

Dr. Demolition

The Missileer

Minerva

Black Ronin

Reactor

Reaper Man

Silver Huntress

Dr. Death

 

The Lords of Gray:

Xombie

Grunt

Devil Woman

Razor, the Living Blade

Wildthorn

The Dynasty:

Dragon of the Silver Moon

Jade Rabbit

Iron Horse

Stone Ox

Golden Talon

Master Tiger

Brimstone Horn

Wildboar

King Monkey

The Hound of a Thousand Storms

Serpentine

The Rat

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Re: Hero A Day...Sorta...

 

Here is a little something that I've been working on. It is a new Export Template that can create a book for you. I did a little post editing (the first page and moving of pictures) that I'm still trying to get added to the template.

 

Here is the result. What do you think?

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Guest Worldmaker

Re: Hero A Day...Sorta...

 

Abbatoir is a psychopath with erractic TK powers. Perhaps he could do more if he were sane, but as it is he can create TK blades and cut people up. He also telekinetically keeps himself from getting touched by their blood. He wears a tuxedo at all times and thinks he's the epitome of high society. In truth he's a monster and most people treat him wth disdain

 

Major Magnum is a weapons expert, an assassin who was once one of the good guys. I kind of envision a Deathstroke the Terminator style killer.

 

WHat do you think?

I'll have the writeups by tomorrow.

 

 

Very nice... much better than what I was coming up with...

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Re: Hero A Day...Sorta...

 

Here is a little something that I've been working on. It is a new Export Template that can create a book for you. I did a little post editing (the first page and moving of pictures) that I'm still trying to get added to the template. Here is the result. What do you think?

 

That kicks arse RP! I love it. It would be a frightening tool to release to my friends if not my players...

 

I'll second that, E84. RP, have you posted the template somewhere for DL, yet? I gotta have that one. You truly are the template god... I'm not worthy...

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Re: Hero A Day...Sorta...

 

I'll second that' date=' E84. RP, have you posted the template somewhere for DL, yet? I gotta have that one. You truly are the template god... I'm not worthy...[/quote']Unfortunately, not yet. It isn't quite ready for public consumption. I need to get the first page to add itself in correctly without the editing that I had to do, but I'm pretty close now to finalizing. Until I get it finished, you can play with this template though.

 

Enjoy!

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Sunday 04/04/04For Worldmaker:Major MagnumPlayer: NPC Villain

Val Char Cost
20 STR 10
23 DEX 39
20 CON 20
14 BODY 8
13 INT 3
11 EGO 2
18 PRE 8
12 COM 1
16 PD 4
16 ED 4
6 SPD 27
8 REC 0
40 END 0
40 STUN 6
8" RUN44" SWIM25" LEAP1Characteristics Cost: 139
Cost Power END
7 .44 Magnum (Automag): Killing Attack - Ranged 2d6 (30 Active Points); OAF (-1), STR Minimum 14 (STR Min. Cannot Add/Subtract Damage; -1), 7 Charges (-1/2), Real Weapon (-1/4), Beam (-1/4) [7]
5 Another Magnum: 2d6 RKA, 7 Charges (5 Active Points) 0
15 Combat armor: Armor (6 PD/6 ED), Hardened (+1/4) (22 Active Points); OIF (-1/2) 0
1 LS (Longevity 200 Years) 0
Helmet, all slots OIF (-1/2)
7 1) LS (Self-Contained Breathing) (10 Active Points); OIF (-1/2) 0
3 2) Armored Helmet: Armor (2 PD/2 ED), Hardened (+1/4) (7 Active Points); Only Works Attacks to the Head Very Limited Type of Attack (-1), OIF (-1/2) 0
7 3) Commlink: Radio Perception/Transmission (Radio Group), Telescopic (+1) (11 Active Points); OIF (-1/2) 0
3 4) Heat Sensor Visor: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
3 5) NIghtvision Visor: Nightvision (5 Active Points); OIF (-1/2) 0
Powers Cost: 51
Cost Martial Arts Maneuver
Tae Kwon Do
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm roll
5 3) Flying Side Kick: 1/2 Phase, +1 OCV, -2 DCV, 8d6 Strike
3 4) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 5d6 Strike, Target Falls
4 5) Punch/Elbow Strike: 1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike
4 6) Side Kick: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
5 7) Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike
Martial Arts Cost: 29
Cost Skill
16 +2 with All Combat
20 +4 with Ranged Combat
3 Breakfall 14-
3 Climbing 14-
3 Combat Driving 14-
3 Concealment 12-
3 Demolitions 12-
3 Electronics 12-
5 Fast Draw 15-
3 Interrogation 13-
5 Inventor 13-
3 Linguist
1 1) Language: Arabic (Fluent Conversation) (2 Active Points)
2 2) Language: German (Completely Fluent, w/Accent) (3 Active Points)
1 3) Language: Japanese (Fluent Conversation) (2 Active Points)
1 4) Language: Russian (Fluent Conversation) (2 Active Points)
3 Lockpicking 14-
3 Mechanics 12-
3 Scholar
1 1) KS: Arms Dealers (2 Active Points) 11-
6 2) KS: Explosives (7 Active Points) 16-
3 3) KS: Military/Mercenary/Terrorist World (4 Active Points) 13-
1 4) KS: US Marines (2 Active Points) 11-
3 Security Systems 12-
3 Shadowing 12-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 13-
6 Survival (Temperate/Subtropical, Desert, Urban) 12-
5 TF: Common Motorized Ground Vehicles, Submarines, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles
3 Tactics 12-
3 Tracking 12-
10 Two-Weapon Fighting (Ranged)
5 WF: Small Arms, Clubs, Fist-Loads, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons
Skills Cost: 142
Cost Perk
9 Contact: Mercenary Community (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (9 Active Points) 12-
6 Contact: VIPER (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 11-
4 Fringe Benefit: Concealed Weapon Permit (where appropriate), International Driver's License, Passport
5 Money: Well Off
6 Reputation : Assassin (A large group) 14-, +2/+2d6
Perks Cost: 30
Cost Talent
3 Absolute Range Sense
12 Lightning Reflexes: +8 DEX to act first with All Actions
6 Combat Luck (3 PD/3 ED)
Talents Cost: 21
Val Disadvantages
10 Distinctive Features: Tae Kwon Do Style Disadvantage Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures
20 Hunted: US Military 8- (Occasionally), More Powerful, NCI, Harshly Punish
20 Hunted: UNTIL 8- (Occasionally), More Powerful, NCI, Harshly Punish
10 Hunted: Vigilante Hero 8- (Occasionally) (As Pow, Harshly Punish)
20 Psychological Limitation: Code of the Mercenary Common, Total
20 Psychological Limitation: Fiercely Competitive Very Common, Strong
15 Psychological Limitation: Loves Combat Common, Strong
10 Reputation: Mercenary Assassin, Frequently (11-)
10 Rivalry: Mechassassin Professional (; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity Frequently (11-), Major
Disadvantage Points: 150

Base Points: 200Experience Required: 62Total Experience Available: 62Experience Unspent: 0Total Character Cost: 412

Height: 1.83 m Hair: Black with white temples
Weight: 90.00 kg Eyes: Brown
Appearance: Bradon Quinn is in fantastic shape for a man pushing 60. His metabolism and physical form are that of a 25 year old. He always wears black with sunglasses. When on a mission he wears an all black uniform. His weapons and weapons belts are also black. Think Snake-Eyes from GI Joe.Personality: Major Magnum is a violent, yet controlled man. He seems to be perfectly calm and collected at all times. In his current profession he has made a name for himself as an extremely professional and efficient mercenary/Assassin.Quote:"The tights don't scare me, boy. Prepare to die."Background: Some men join the military out of national pride; others out of a sense of duty, still others in desparation. Bradon Quinn joined to learn how to better kill people. Born in 1945, Bradon joined the marines after 18th birthday. He had killed his first man three years earlier in a hunting "accident". Smart, and affable, Bradon managed to fool a great many people during his 24 year career. He saw action in Korea and Vietnam. During these conflicts he began a "side career" as an arms dealer for the criminal element. Taking an honorable discharge at the age of 42, he used his connections to start a legitamate business as a weapons designer with contract with several governments. As a side venture, he sought a way to become immortal. In a world of superheroes and supernatural beings he figured there had to be a way. After another 7 years as a businessman, his pet scientists developed a formula that if not exactly offering him immortality, rolled back the clock on his body. Now with the physique and abilities of a world class athlete in his peak; Quinn donned an armored uniform, a black mask and a couple of personally created and modified .44 Magnums. Now as Major Magnum, he kills people all over the world. Recently, he was "unmasked" by a vigilante in San Fransisco. The Military knows the scpoe and depth of his criminal career while in their employ and seek his capture. His legitimate business is now defunct and he lives off of his work as a killer and the black market trade of weapons.Powers/Tactics: A skilled marksman and hand to hand combatant. Major Magnum prefers to fight at a distance. He will take the fight to the opponent if he thinks he can take them hand to hand.Campaign Use: A merc with a heavy dose of offense.
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Monday 04/05/04Here's the second character World Maker requested. A little on the gruesome side, but ...AbatoirPlayer: NPC; Villain

Val Char Cost
25 STR 15
20 DEX 30
25 CON 30
15 BODY 10
13 INT 3
14 EGO 8
25 PRE 15
8 COM -1
10 PD 5
10 ED 5
5 SPD 20
10 REC 0
50 END 0
50 STUN 9
6" RUN02" SWIM05" LEAP0Characteristics Cost: 149
Cost Power END
90 Telekinetic Attacks: Multipower, 90-point reserve
3u 1) Telekinetic Blade: Killing Attack - Hand-To-Hand 2d6 (3 1/2d6 w/STR) (30 Active Points) 3
4u 2) Telekinetic Lance: Killing Attack - Ranged 2d6, Penetrating (+1/2) (45 Active Points) 4
7u 3) Flying Blades: Killing Attack - Ranged 2d6, Penetrating (+1/2), Indirect (Any origin, any direction; +3/4) (67 Active Points) 7
7u 4) HIdden Knives: Killing Attack - Ranged 2d6, Penetrating (+1/2), Invisible Power Effects (Fully Invisible; +1) (75 Active Points) 7
5 Telekinetic Resiliance: Damage Resistance (5 PD/5 ED) 0
20 Durable: Energy Damage Reduction, 50% 0
20 Durable: Physical Damage Reduction, 50% 0
5 Clean zone. : Change Environment 1" radius, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (10 Active Points); Always On (-1/2), No Range (-1/2) [Notes: This power merely keeps "unclean" matter from touching Abatoir or his clothes.] 0
Powers Cost: 161
Cost Skill
16 +2 with All Combat
3 Bureaucratics 14-
3 Conversation 14-
3 High Society 14-
3 Interrogation 14-
2 KS: The Celebrity World 11-
3 Persuasion 14-
3 Seduction 14-
1 WF: Blades
Skills Cost: 37
Cost Perk
20 Vehicles & Bases: Manorhouse
10 Money: Wealthy
12 Reputation: Feared Assassin (A large group) 14-, +4/+4d6
Perks Cost: 42
Cost Talent
14 Fearless
Talents Cost: 14
Val Disadvantages
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10 Enraged: if his attempts at "culture" are rebuffed. (Common), go 8-, recover 14-
25 Hunted: PRIMUS 11- (Mo Pow, NCI, Harshly Punish)
20 Physical Limitation: Monster; cannot relate to the real world -5 to all PRE based skills save for Interrgation (All the Time, Greatly Impairing)
20 Physical Limitation: Murderer; Loves to harm and kill (Frequently, Fully Impairing)
15 Psychological Limitation: Arrogant, thinks he's better than the "commoners" surrounding him (Common, Strong)
20 Reputation: Fearsome Killer, 14- (Extreme)
15 Social Limitation: Secret Identity (Frequently, Major)
15 Unluck: 3d6
Disadvantage Points: 150

Base Points: 200Experience Required: 53Total Experience Available: 53Experience Unspent: 0Total Character Cost: 403

Height: 1.89 m Hair: Thinning Brown
Weight: 73.00 kg Eyes: Blue
Appearance: A skinny ineffectual man, who seems shorter than he really is. Abatoir has thinning brown hair that is greying at the temples, blue eyes and a sallow pall to his complexion. He wears a black tuxedo with tails and white gloves at all times. Often he includes a monacle.Personality: Julien no longer has anything resembling a grasp of reality. He works as a paid assassin, but likes to kill people on his "days off" too. Part of him stil believes that he is an aristocratic nobleman. He gives money to charities, attends social gatherings and generally attempts to fit in with high society. The problem is, he has lost his ability to deal with people. He is a monster and his interactions with others are either woefully inept (at best) or horrifying (at worst).Quote:"Ideally, the masses will eventually work themselves to death before they can train their brood to rise up agianst the true heirs of society."Background: Julien Prescott was born to luxury. Raised the "right way" he was taught that, as an upper class scion, he was inately better than most people. Intelligent and athletic, he excelled at nearly everything. Then things went wrong. Julien's telekinetic abilities surfaced late in life. The steroids and drugs he had taken since his early teens to maintain his "greatness" had retarded their growth. The drugs and mutant changes in his biochemistry led to madness. By the age of 25 Julien was quite insane. He had killed his first victim, his mother, when he was 26. Taking his inheritance (his father had been done in years before by his mother; Julien had merely been keeping with tradition), Julien began the "secret" life of a high paid assassin.

Powers/Tactics: Limited telekinetic abilities; aside from an inhuman strength for his size, Abatoir can create Telekinetic weapons. Some he wields, others merely attack at his will. While durable, and somewhat resistant to killing attacks, he lacks the defenses to go toe to toe with most heroes. He has the odd ability to keep himself clean at all times. His tuxedoes (all he wears) never get dirty, blood runs off him like water, never leaving a stain. Campaign Use: A psychotic villain in the Iron Age vein. If you are looking for some one less lethal, lower the power of his TK weapons multipower and drop the indirect and invisible slots. To compensate, give him some "normal" damage TK attacks. If you want him to be even more of a threat give him some defenses.
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Tuesday 04/06/2004A new group of tech based villlains, Thanks Gadgets and Gear!Titanic ManPlayer: NPC; Member of the Snakes of Wrath

Val Char Cost
20/80 STR 10
18 DEX 24
20/30 CON 20
12/24 BODY 4
10 INT 0
11 EGO 2
18 PRE 8
12 COM 1
8/22 PD 4
6/22 ED 2
4 SPD 12
8/10 REC 0
40/60 END 0
35/52 STUN 3
30" RUN02" SWIM04"/16" LEAP0Characteristics Cost: 90
Cost Power END
12 Bulletproof Spandex: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
14 Class 4 Hard Combat Armor: Armor (8 PD/8 ED) (24 Active Points); Activation Roll 14- (-1/2), IIF (-1/4) 0
8 Jump Jet Boots: Leaping 12" (12 Active Points); OIF (-1/2) 1
27 That's a Big Fist: Area Of Effect (up to One Hex; +1/2) for up to 80 Active Points of STR (40 Active Points); Only at Full Height (-1/2) 4
13 Titanobelt: +10 CON (20 Active Points); OIF (-1/2)
50 Titanobelt: Growth (+60 STR, +12 BODY, +12 STUN, -12" KB, 409,600 kg, -8 DCV, +8 PER Rolls to perceive character, 30 m tall, 15 m wide), Costs END Only To Activate (+1/4) (75 Active Points); OIF (-1/2) 6
27 Running +24" (30" total) (48 Active Points); Linked (Titanobelt; -1/2), +6" Running per 15 pts of Growth Activated (-1/4) 5
13 VIPER Fang: (Total: 25 Active Cost, 13 Real Cost) Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 10) plus HKA: Ranged (+1/2); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use HKA until Charge is recovered) (-1/2), Range Based On Strength (-1/4) for up to 22 Active Points (3 Active Points) (Real Cost: 3) [1 rc]
7 Wrist Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 0
Powers Cost: 171
Cost Martial Arts Maneuver
Commando Training
3 1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 / 16d6 +v/5, Target Falls
4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 6d6 / 18d6 Strike
4 3) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 35 STR / 95 STR vs. Grabs
4 5) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 10 STR for holding on
4 6) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR / 90 STR to Disarm roll
4 7) Karate "Chop": 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
4 8) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
1 9) Weapon Element: Clubs
1 10) Weapon Element: Knives
Martial Arts Cost: 33
Cost Skill
15 +3 with HTH Combat
6 +2 with VIPER Blasters
3 Interrogation 13-
2 KS: The Local Underworld 11-
1 KS: The Superhuman World 8-
3 KS: VIPER 11-
2 KS: The Martial World 11-
3 Security Systems 11-
3 Stealth 13-
3 Streetwise 13-
3 WF: Small Arms, Blades
Skills Cost: 44
Cost Perk
3 Fringe Benefit: Membership The Snakes of Wrath
15 Vehicles & Bases: Base of Operations
Perks Cost: 18
Val Disadvantages
5 Distinctive Features: VIPER Tattoo Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
15 Hunted: Gargantua 8- (Mo Pow, Harshly Punish)
15 Hunted: The Champions 8- (Mo Pow, Harshly Punish)
20 Hunted: UNTIL 8- (Occasionally), More Powerful, NCI, Harshly Punish
15 Psychological Limitation: Amoral And Greedy Common, Strong
20 Psychological Limitation: Does not respect the authority or opinion of anyonerRegarded as weak. (Very Common, Strong)
10 Psychological Limitation: Takes any opporotunity to humiliate or pick a fight with weaker people (Common, Moderate)
10 Reputation: Former VIPER Agent, 11-
15 Social Limitation: Secret Identity (Frequently, Major)
5 Unluck: 1d6
10 Vulnerability: 2 x Effect Poisons/Toxins (when at large size only) (Common; Only when 15 pts or more Growth is active)
10 Vulnerability: 2 x STUN Poisons/Toxins (when at large size only) (Common; Only when 15 pts or more Growth is active)
Disadvantage Points: 150

Base Points: 200Experience Required: 6Total Experience Available: 6Experience Unspent: 0Total Character Cost: 356

Height: 1.90 m Hair: Blonde, Dyed Crimson
Weight: 100.00 kg Eyes: Blue, wears Red Contacts
Appearance: A tall well built man with short hair and thick neck. He wears a red costume with golden armor plat at his chest, shoulders, forearms, thighs, knees, and boots. He dyes his hair red and wears red contacts. He screams alot and genearally looks like violence incarnate.Personality: Frank is a bully, pure and simple. He enjoys smashing those he considers weaker than he (and they are legion) and he mocks and derrides those who "shouldn't be in charge of their own bowel movements, let alone a VIPER's nest."

Quote:"Prepare for the Pain little man."Background: Frank Wahl, a VIPER unarmed combat specialist, was among the seven agents who scored a huge coup. One of the men won the New York State Lottery, rather than retire, he approached VIPER brass and informed them that he wished to take over his nest. The Nest Leader at the time (James DeGaul, aka the Whitesnake), had proven incompetant and this agent wished to remove him. He was informed that this was highly irregular and a meeting among the council would be required.

Thinking it better to seek forgiveness than permission, the now wealthy agent gathered a group of co-conspirators and they slew Whitesnake and his loyalists, turned the remaining over to VIPER council and paid a huge restitution. Then they spent another fortune purchasing supertechnology from ARGENT and forming a mercenary team of supers called the Snakes of Wrath. Frank, obsessed with strength and power, purchased an advanced version of the Titanbelt. (Frank's affects his movement and durability as well).

Powers/Tactics: HIt and hit again.Campaign Use: He might be a bit on the high side for damage (22d6 w/Haymaker, martial strike and growth at full) if this is the case lower his Growth to 45 pts. and his STR to 15.

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Wednesday 04/07/04Shiva, the DestroyerPlayer: NPC; Member of the Snakes of Wrath

Val Char Cost
20 STR 10
26 DEX 48
20 CON 20
20 BODY 20
15 INT 5
14 EGO 8
25 PRE 15
12 COM 1
10/17 PD 6
10/17 ED 6
6 SPD 24
8 REC 0
40 END 0
40 STUN 0
6" RUN02" SWIM04" LEAP0Characteristics Cost: 163
Cost Power END
12 Class 3 Medium Armor: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
7 Cowl Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 0
45 Questionite Claws: Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2), Penetrating (x2; +1) (45 Active Points) 0
3 Questionite Bone Lacing (Increased Sturdiness): Armor (1 PD/1 ED) 0
22 Questionite Bone Lacing (Unbreakable Bones): Armor (30 PD/30 ED) (90 Active Points); Only To Protect Against Broken Bones (-2), Only Works Against BODY Damage (-1) 0
7 Questionite-Laced Knuckles: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) 1
4 Questionite Bone Lacing (Heavier): Knockback Resistance -2" 0
Powers Cost: 100
Cost Martial Arts Maneuver
VIPER Brawling
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
4 3) Punch: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
3 4) Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls
Martial Arts Cost: 15
Cost Skill
16 +2 with All Combat
12 +4 with Claws
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 12-
2 KS: The Local Underworld 11-
3 KS: The Superhuman World 12-
5 KS: VIPER 14-
3 Lockpicking 14-
3 Paramedics 12-
3 Security Systems 12-
3 Shadowing 12-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 14-
3 Teamwork 14-
3 Tracking 12-
3 WF: Small Arms, Blades
Skills Cost: 80
Cost Perk
1 Fringe Benefit: Membership (VIPER)
Perks Cost: 1
Val Disadvantages
10 Distinctive Features: Viper Combat Style (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10 Hunted: Nighthawk 8- (As Pow, Harshly Punish)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: VIPER 8- (Occasionally), More Powerful, NCI, Watching
10 Hunted: Cavalier 8- (As Pow, Harshly Punish)
10 Physical Limitation: Hard to treat medically -3 to Paramedics Rolls. (Infrequently, Greatly Impairing)
15 Psychological Limitation: Amoral And Greedy Common, Strong
20 Psychological Limitation: Fearless, will enter unsurvivable situations without a second thought (Common, Total)
15 Psychological Limitation: Loyal to fellow "Snakes" (Common, Strong)
5 Rivalry: Professional (Redjack ; 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 Effect Magnetic Attacks (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 9Total Experience Available: 9Experience Unspent: 0Total Character Cost: 359

Height: 1.69 m Hair: Black
Weight: 73.00 kg Eyes: Brown
Appearance: Not very tall, but well built, with lean muscle and a confident, purposeful approach. He wears casual clothes, jeans and teeshirts more or less. When acting as Shiva, he dons a gold bodysuit with bronze colored gloves and boots. His belt is black. He wears a cowl that covers his entire head save for his chin and mouth.Personality: Once a cowardly, selfish man; Adrian is now confident, brave, and works well with others. He has been given the life he dreamed of Quote:"Don't fear the Reaper, fear the Destroyer."Background: Adrian was not a great VIPER agent. He was something of a coward and never really a "team guy" but when the opporotunity came to become something more, he took it. He wants respect, he wants power, he wants to be unafraid. Things happened quickly. He was given the opporotunity to become a supervillain. Taking it he found himself in a series of excrutiating surgeries. The idea was to transform him into a being with an unbreakable skeleton and several ferral traits. The process was complecated and painful, but he was well cared for and the psychological stress was actually minimal. After recovering from the surgeries, Adrian was sent back to Top Snake school. It was a small price to pay for the knowledge he gained. Slowly, over the course of the Snakes of Wrath's first year, Adrian became what he wanted, feared, respected, powerful. His enhanced skeleton allowed his body to grow in power beyond the limits of his old flesh. His weapons systems and nanite healing gave him a sense of invinciblity. He became a fealess combatant, not a crazy man, but a daring and decisive one. He became the Destroyer, Shiva.Powers/Tactics: Shiva is nothing if not confident. He attacks his prey directly, and skillfully. He knows no fear but is far from stupid. He closes in where his weapons can be useful, and takes the fight to his opponents. Campaign Use: A wolverine clone because I haven't made one in forever.
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Thursaday 04/08/2004Queen of SpadesPlayer: NPC; Member of the Snakes of Wrath

Val Char Cost
18 STR 8
23 DEX 39
18 CON 16
12 BODY 4
16 INT 6
14 EGO 8
26 PRE 16
14 COM 2
7/21 PD 3
7/21 ED 3
5 SPD 17
8 REC 0
36 END 0
30 STUN 0
7" RUN02" SWIM04 1/2" LEAP0Characteristics Cost: 122
Cost Power END
7 Combat Helmet: Radio Perception/Transmission (Radio Group), +1 to PER Roll (11 Active Points); OIF (-1/2) 0
23 Elite Combat Armor: Armor (9 PD/9 ED), Hardened (+1/4) (34 Active Points); OIF (-1/2) 0
13 Force Belt: FF (5 PD/5 ED/5 Mental Defense/5 Power Defense), 4 Continuing Charges lasting 5 Minutes each (+0) (20 Active Points); OIF (-1/2) [4 cc]
3 Helmet: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
3 Helmet: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
20 Pulson Pistol: Energy Blast 8d6, 4 clips of 12 Charges (+0) (40 Active Points); OAF (-1) [12]
20 Pulson Pistol: Energy Blast 8d6, 4 clips of 12 Charges (+0) (40 Active Points); OAF (-1) [12]
1 Leaping +1" (4 1/2" forward, 2" upward) 1
5 Nightvision 0
2 Running +1" (7" total) 1
Powers Cost: 97
Cost Martial Arts Maneuver
Commando Training
3 1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 3 1/2d6 +v/5, Target Falls
4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 Strike
4 3) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 33 STR vs. Grabs
4 5) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 10 STR for holding on
4 6) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 28 STR to Disarm roll
4 7) Karate "Chop": 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6
4 8) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
1 9) Weapon Element: Clubs
1 10) Weapon Element: Knives
Martial Arts Cost: 33
Cost Skill
6 +2 with Special Weapons
24 +3 with All Combat
1 Acrobatics 8-
3 Breakfall 14-
3 Bureaucratics 14-
3 Climbing 14-
3 Concealment 12-
3 Interrogation 14-
3 Oratory 14-
2 PS: VIPER Agent 11-
3 Scholar
1 1) KS: DEMON (2 Active Points) 11-
1 2) KS: Local Underworld (2 Active Points) 11-
1 3) KS: PRIMUS (2 Active Points) 11-
5 4) KS: The Superhuman World (6 Active Points) 15-
2 5) KS: VIPER (3 Active Points) 12-
3 Shadowing 12-
7 Stealth 16-
3 Streetwise 14-
7 Tactics 14-
3 Teamwork 14-
10 Two-Weapon Fighting (Ranged)
1 WF: Blades
2 WF: Small Arms
Skills Cost: 100
Cost Perk
3 Fringe Benefit: Membership: Snakes of Wrath
15 Vehicles & Bases: Base Contribution
Perks Cost: 18
Val Disadvantages
5 Distinctive Features: Preternaturally neat. (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: Saphire 8- (As Pow, Harshly Punish)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Dedicated to Team; Will not abandon them (Common, Total)
10 Psychological Limitation: Dismissive of nonmilitary or quasi-military personnel (Common, Moderate)
15 Psychological Limitation: Unable to view people as anything more than tactical weapons and targets (Common, Strong)
5 Rivalry: Professional (Redjack; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)
10 Distinctive Features: Combat Style (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10 Reputation: Professionals Professional, 11-
Disadvantage Points: 140

Base Points: 200Experience Required: 30Total Experience Available: 30Experience Unspent: 0Total Character Cost: 370

Height: 1.75 m Hair: Black
Weight: 60.00 kg Eyes: Green
Appearance: A fit, attractive woman with long black hair (in a braid) and green eyes. She wears a black combat suit similar to her old VIPER scarlet serpent with gold accessories. Her helmet is gold with an opaque black face plate. Her weapons are gold.Personality: A professional with a strict military background, Queen of Spades, also known as BlackQueen, is a superbly trained agent with a pair of blasters and the ability to use them at the same time. She trains with Shiva constantly, and he is training her in acrobatics and other physical skills. Quote:"Checkmate boys, you lose."Background: Alice Boone joined VIPER from a horrible stint in the US Army. A decorated soldier, she found herself butting her head on a glass ceilling due to a sexist superior officer. The man did his best to discredit her and marginalize her contributions. Seeing the writing on the wall, she looked for a way out. She had been from a military family and although she was a believer in America, she had been shed of much of her idealism. She mustered out and put her talents to use as a mercenary. Her life changed when she met Kevin Armstrong.

The former Silver Avenger turned VIPER agent had been doing a little recruiting among the disenchanted mercs of america. Drawing alot of former military personnel into VIPER's ranks. Alice was one of them. In VIPER she advanced quickly, and for the most part, found that VIPER valued results more than gender.

While awaiting a command of her own, Alice was assigned to Whitesnake's nest to help out as a anti superhuman specialist. For the second time she found a superior who was unworthy of being served. When Whitesnake wore out his welcome and was eliminated by his own agents, Alice was among the leaders. She and the others went off on their own. She now serves as the second in command to Sidewinder in the Snakes of Wrath. Her fellow Snakes get along with Alice and with the exception of the obnoxious and self absorbed Redjack, she is well respected.

Powers/Tactics: A skilled normal with some nice weapons. She isn't as much a fighter as she is a leader. Campaign Use: A skilled fighter and leader for the Snakes. She and Sidewinder often co-lead the battles.
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