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Champions: Agents of UNTIL


TheQuestionMan

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Champions: Agents of UNTIL - North American West Coast Region (NAWCR or "Knockers")  

 

Mike "Adept" Marris (by Storyteller) - 

 

 

Matt "Archon" Black (by Allan) - 

 

 

Dwayne "Tower" Hightower (by The Hawk God) - 

 

 

Samuel "Hardcase" Soledad (by Kraven Jor) - 

 

 

Samuel "MPH" ??? (by Blackjack21) - 

 

 

Caitlin "Silk Detective" Ravenwood (by Beastttt) - 

 

 

Devon "Scarlet" Alexander (by Kirby) - 

 

 

 

Cheers  

 

 

QM  

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Package Deal Cost: 0 Active Points (58 Real Points); 0 Cost to Players     

Cost  Power  END

12     UNITY - Munin Communicator: Mind Link , Human and Machine class of minds, Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), OIF (Communicator Badge (-1/2), Sense Affected As Radio and Hearing Groups, Not Mental Group [very common Sense] (-1/2), Does Not Provide Mental Awareness (-1/4) 0
Powers Cost: 12

Cost  Skill
3       Criminology 11- 
2       PS: UNTIL Agent 11- 
3       Scholar 
1         1) KS: Choice of a particular supervillain, villain group, or criminal group (2 Active Points) 11- 
1         2) KS: International Law And Law Enforcement (2 Active Points) 11- 
1         3) KS: Superheroes (3 Active Points) 11- 
1         4) KS: Superpowers (2 Active Points) 11- 
1         5) KS: Supervillains (2 Active Points) 11- 
1         6) KS: The Superhuman World (2 Active Points) 11- 
1         7) KS: The United Nations (2 Active Points) 11- 
1         8) KS: UNTIL (2 Active Points) 11- 
1         9) KS: World Politics (2 Active Points) 11- 
3     Tactics 11- 
3     Teamwork 11- 
3     WF: Small Arms, Knives 
Skills Cost: 27  

Cost     Perk

1     Fringe Benefit: International Driver's License 
5     Fringe Benefit: International Police Powers 
2     Fringe Benefit: International Weapon Permit 
3     Fringe Benefit: Membership: UNITY Member 
1     Fringe Benefit: Passport 
4     Money: Well Off 
3     Reputation: UNITY!! (A large group) 14-, +1/+1d6 
Perks Cost: 19

Total Character Cost: 58  


Val  Disadvantages
3  Package Deal Bonus 
5  Distinctive Features: UNTIL UNITY Badge (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
10  Hunted: UNTIL 8- (Mo Pow; NCI; Watching) 
20  Hunted: Enemies of UNTIL 11- (Mo Pow; Harshly Punish) 
20  Social Limitation: Subject To Orders (Very Frequently; Major) 
Disadvantage Points: 58  

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CAMPAIGN TITLE

Campaign Description: This is a Standard Superhero campaign. The Player Character's are superheroes in a modern day world populated by superhumans. They will fight against supervillains, villainous agencies, criminals, terrorists, etc… All the Characters should be "Good Guys" who can work as part of a superhero team.

Importance of the Player Characters: The Player Character's are Superheroes

 

They are independents, but should be able to work with UNTIL and the local Law Enforcement Organizations. 

The Campaign World is identical to our own except for the presence of superpowers. It is both a brighter and darker world than the one you know. Advanced technologies have made old power sources obsolete and the environment is recovering from decades of abuse, but super powered megalomaniacs, terrorists, and armies have made the world a more dangerous place.

The PCs are the most important heroes in the campaign. Supers are people with powers, not the other way around. Normals are just as interesting as supers. There are more heroes and villains around than just the ones with superpowers. Every PC, NPC, and Agency should stand out as a unique entity. Diverse ethnic, natural, and religious backgrounds make for memorable realistic NPCs. In any conflict between realism and fun, Fun wins. The best campaigns tell a story.

World Description: The Champions Universe is a four-color comic book world, full of larger than life characters. Technology is more advanced than the real world, and magic is real. Aliens and creatures of legend roam the earth.

The Story So Far: 

 

Local Relations: ???



CAMPAIGN TONE

Morality: This is mostly a four-color campaign, and for the most part the morality of the campaign will be four-color as well. However, there will be some crossover between good and evil, and thing will not always be black and white. Characters will find themselves making difficult decisions, but should always try to be good guys.

On the other hand "bad guys" will vary between being good guys working at cross goals to being extremely evil. Some times the character will be faced with scenes of extreme violence. 

Realism: Strong, but the heroes will be expected to make ridiculous efforts and take huge risks to accomplish their goals Character death is a reality. If that is not enough to keep a player character alive, then they had best hope the rest of the team likes them.

Outlook: While the outlook will be mostly positive, there will be many dark moments and many challenges outside of combat. 

Seriousness: While the overall tone of the campaign will be very serious, there will be time for a certain amount of light hearted banter, or comic relief. The heroes will be the best defense against the direst of situations. This does not mean that there is no room for humor. Witty repartee, creative use of powers, and the way you play should provide plenty of humor in the midst of even the direst situation.

Continuity: The game will be entirely serial. Player actions in one scenario will have effects on later scenarios and continuity will be enforced. Adventures will move linearly through time. Bad guys will remember who you are and what you did to them, and the press will print your exploits for the world to see.


CHARACTER BUILDING GUIDELINES
• Starting Points: 200
• Maximum Disadvantages: 150
• Maximum Points From One Category of Disadvantage: 50
• Normal Characteristic Maxima: Not Required
• Combat Hit Location Rules: Not Required
• Knockdown Rules: Not Required
• Long-Term Endurance Rules: NO
• Limited Push: YES


CHARACTER ABILITY BUILDING GUIDELINES

Power Levels    Beginning Range    Maximum    Minimum
Characteristics:          10 – 40                     60                10
Speed:                         3 – 6                       8                   4
Combat Values:           6 – 9                       12                 6
Damage Classes:        6 – 12                     16                 8
Active Points:              30 – 60                    80                 --
Skill Points:                 20 – 60                    80                 --
Skill Roll:                     11- /15-                   18-                8-
DEF/rDEF:                  20/10                       30                6/6


HOUSE RULES: (Special Restrictions, Requirements and Exceptions)
• It is advised that the player make use of all 150 points of Disadvantages.
• All player characters should have a Psychological Limitation concerning Killing.
• The character must have some special mode of movement.

 

 

More Later  

 

 

QM  

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Bonus Starting Points: (The PC can earn extra experience points)  


  1. Character Image: +1 to +5 
  2. Character Background: +1 to +5
  3. Quirks: +1 to +5   

Bonus Experience Points: (The PCs can extra experience point during play)   


  1. Assisting the Game Master  
  2. Assisting a fellow Player  
  3. Using the Hero Central Formatting [talk] [/talk], [radio] [/radio], [action] [/action], and Et cetera.  

 


Cheers  


 


 


QM


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Campaign Summary:  

The PC's are Superheroes and/or Super Agents of UNTIL. Recruited into Project UNITY's expansion program and assigned to North America West Coast Region (NAWCR) or Knockers as the comedians have labeled them. Their mission is to hold the line while the world rebuilds... They are Earth's Newest Champions.

Campaign Description:  
On June, 21, 2010, Dr. Destroyer issued the world leaders an ultimatum. Submit or Die! They refused, confident in their military might and confidence that the Superheroes would stop him like always. The opening shot was the destruction of UN HQ in New York. The war was almost apocalyptic, but the combined efforts of the world militaries, the superheroes and UNTIL turned the tide and Destroyers forces were defeated. The last shot came from El Picardo, of Team UNITY who beheaded Dr. Destroyer in his lair. Avenging his fallen friends and the thousand of innocents who died in the war.

The list of casualties was high. Quasar, Myrmidon, and a dozen SLP Superheroes were killed in action. Mentiac, Dr. Black, and Dr. White are semi-retired from active duty. Only El Picaor continues the fight as leader for Team UNITY NACR or Knackered as the comedians have labeled his team. The only surviving Sky Carrier was the UNSC Martinez.

The rebuilding process has been difficult, but thanks to the efforts of Mentiac and others the new United Nations Headquarters has been rebuilt on the site of the old and UNTIL has slowly been rebuilding its strength. In the mean time the world needs protecting and the world needs heroes.


Are you Hero enough?


QM

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UNTIL Team UNITY - Champions Universe (TheQuestionMan's)


  1. Quasar (Leader, Deceased) - Died fighting Dr. Destoyer's forces Jun, 21, 2011   
  2. Dr. Black (Semi-Retired) - Mystic Consultant and raising children. 
  3. Dr. White (Semi-Retired) - Mystic Consultant and raising children.  
  4. El Picaro (Leader Team UNITY NAECR or Neckers) - ???  
  5. Mentiac (Semi-Retired) Chief Administrator and Scientist.  
  6. Myrmidon (Deceased) - Died fighting Dr. Destoyer's forces Jun, 21, 2011  
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Setting Concepts:  


  1. Ancient Atlanteans city in the Pacific Ocean.    
  2. VOICE Echoes - A power vacuum in North America's Pacific Rim's criminal underworld attracts the Red Dragon.  
  3. IHA's anti-Superhuman activities increase all across the world.  
  4. PSI Wars - Menton is dead and 
  5. Argent - A power vacuum in North America's Pacific Rim's criminal underworld and Argent supplies all sides. 
  6. The El Ascenios and Terror Inc - merge and move to take over the Pacific Rim Underworld.  
  7. The Tiger Squad - shatters in the wake of a scandal. The survivors are split among Party Loyalist, Pro Democratic, and the renegades. 
  8. The Trismegistus Council - defends Champions Earth from Mystical Threats and continues to search for a New Archmage.   
  9. PSI Wars - Menton and PSImon fight a war that has Mentalists/Psionics across the world battling against each other with innocents caught in the middle. 
  10. Under Duress - the PC's are condemned to Duress by Nebula of the Tel'Narian Guard in the Andromeda Galaxy. The Physics between Galaxies makes them Galactic Powers (+400pts). They must escape Duress and find a way home. 
  11. Apotheosis Now! - The Blood of Ean send Bloodletters to Champions Earth to eliminate the Blood hiding here. The PC's must stop them and return to Ean to stop the ascension of Azor. 
  12. UNTIL's Team UNITY Academy - Teen Champions, the Team Unity farm team. Super Agents or Superowered Agents.  

 


Cheers  


 


 


QM


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Adept
Player: Storyteller

Val  Char   Cost
45  STR35
26  DEX48
20  CON20
14  BODY8
13  INT3
18  EGO16
18  PRE8
16  COM3
 
9/20  PD0
4/19  ED0
6  SPD24
13  REC0
40  END0
47  STUN0
 
10"  RUN8
2"  SWIM0
20"  LEAP0
Characteristics Cost: 173

Cost  PowerEND
10  Altered Physiology: Elemental Control, 20-point powers 
29  1) Super Tough Skin: Armor (11 PD/15 ED) (39 Active Points) 0
27  2) Drain BODY 5d6 (50 Active Points); Only vs Living Targets (-1/2) 5
10  3) Super Stong Legs: Leaping +11" (20" forward, 10" upward) (11 Active Points) 1
   
7  Polizing Lenses: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
15  Darkness Orbs: Darkness to Sight Group 3" radius, Personal Immunity (+1/4) (37 Active Points); OAF (-1), 8 Charges (-1/2) [8]
Powers Cost: 98

Cost  Martial Arts Maneuver
5  Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 9d6 Strike 
4  Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 60 STR vs. Grabs 
4  Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 11d6 Strike 
Martial Arts Cost: 17

Cost  Skill
3  Acrobatics 14- 
0  Acting 8- 
0  AK: Campaign City (Everyman Skill) 11- 
3  Breakfall 14- 
0  Climbing 8- 
3  Combat Driving 14- 
1  +1 with Biodisruption Touch 
3  Computer Programming 12- 
0  Concealment 8- 
0  Conversation 8- 
0  Deduction 8- 
3  Defense Maneuver I  
3  Electronics 12- 
3  Gambling 12- 
1  High Society 8- 
2  KS: History 11- 
0  KS: Literature (Everyman Skill) 11- 
0  Language: English (completely fluent; literate) (4 Active Points) 
2  Language: French (fluent conversation) 
1  Language: Spanish (basic conversation) 
1  PS: Electrical Engineer (Everyman Skill) 12- 
0  Paramedics 8- 
0  Persuasion 8- 
0  Seduction (Charm) 8- 
0  Shadowing 8- 
3  Stealth 14- 
0  Streetwise 8- 
-1  TF: Everyman Skill, Small Motorized Ground Vehicles 
0  WF: Clubs, Fist-Loads, Thrown Rocks, Unarmed Combat 
Skills Cost: 31

Cost  Perk
6  Contact: Samantha Cross, CEO of Darius Industries (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 11- 
2  Contact: Edgar, Theatrical Entrepreneur 11- 
4  Money: Well Off 
1  Base 
Perks Cost: 13

Total Character Cost: 332

Val  Disadvantages
15  Dependent NPC: Micheal Thomas, Writer 8- (Incompetent) 
15  Hunted: Chicanery 11- (As Pow; Harshly Punish) 
15  Hunted: Shaddy Lady 11- (As Pow; Harshly Punish) 
20  Hunted: The Committee 11- (Mo Pow; Harshly Punish) 
20  Psychological Limitation: Code vs Killing (Common; Total) 
15  Psychological Limitation: Facinated By History (Common; Strong) 
15  Psychological Limitation: In Love With Caroline Bently (Common; Strong) 
15  Rivalry: Professional (Raputin Wentworth III; Rival is More Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry) 
15  Social Limitation: Mike Marris (Frequently; Major) 
10  Vulnerability: 2 x Effect Transfers (Uncommon) 

Disadvantage Points: 155
Base Points: 200
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0

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Archon
Player: Allan

Val  Char   Cost
30/45  STR5
23  DEX24
15  CON10
10  BODY0
13  INT3
11  EGO2
20  PRE5
15  COM1
 
5/18  PD2
5/15  ED2
5  SPD22
6/9  REC0
30  END0
26/34  STUN0
 
6"  RUN0
16"  SWIM0
6"/9"  LEAP0
Characteristics Cost: 76

Cost  PowerEND
5  Darkness can not hide the truth: Nightvision 0
5  Hear Deceit: Detect A Class Of Things - Lies and deceit 15-/12- (Hearing Group) 0
5  See the aura of sin : Detect A Class Of Things - Crimes and breaking of own religious prohibitions 15-/12- (Sight Group) [Notes:There is a visible aura around people commiting a sinful crime, or breaking prohibitions of their own religion. So, there is only an aura around people eating bacon if their religion forbids it. Matt isn't able to tell what the colours mean yet.] 0
   
17  Brilliant White Wings: Multipower, 30-point reserve, (30 Active Points); all slots Restrainable (-1/2), Only In Heroic Identity (Must be serving forces of good) (-1/4) 
2u  1) Gliding 15", x16 Noncombat (30 Active Points); Restrainable (-1/2), Only In Heroic Identity (Must be serving forces of good) (-1/4) 0
2u  2) Flight 15" (30 Active Points); Restrainable (-1/2), Only In Heroic Identity (Must be serving forces of good) (-1/4) 3
2u  3) Swimming +14" (16" total) (x8 Noncombat), Reduced Endurance (1/2 END; +1/4) (30 Active Points); Restrainable (-1/2), Only In Heroic Identity (Must be serving forces of good) (-1/4) 1
1u  4) Strike with Wings: Stretching 3" (15 Active Points); Restrainable (-1/2), Only In Heroic Identity (Must be serving forces of good) (-1/4) 1
1u  5) Strike with Wings: +15 STR (15 Active Points); No Figured Characteristics (-1/2), Restrainable (-1/2), Only In Heroic Identity (Must be serving forces of good) (-1/4) 1
   
  Archon, all slots Only In Heroic Identity (Must be serving forces of good) (-1/4) 
24  1) Golden Skin: Armor (10 PD/10 ED) (30 Active Points); Only In Heroic Identity (Must be serving forces of good) (-1/4) 0
13  2) Holy Aura: Change Environment - Holy Ground 2" radius (-2 OCV), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Always On (-1/2), No Range (-1/2), Only In Heroic Identity (Must be serving forces of good) (-1/4), Limited Power - 1 OCV Only affects evil Power loses less than a fourth of its effectiveness (-0) 0
12  3) Divine Might: +15 STR (15 Active Points); Only In Heroic Identity (Must be serving forces of good) (-1/4) 1
8  4) Divine Grace: +5 DEX (15 Active Points); No Figured Characteristics (-1/2), Only In Heroic Identity (Must be serving forces of good) (-1/4) 
1  5) Angelic Beauty: +3 COM (2 Active Points); Only In Heroic Identity (Must be serving forces of good) (-1/4) 
4  6) Quiet Authority: +5 PRE (5 Active Points); Only In Heroic Identity (Must be serving forces of good) (-1/4) 
18  7) Life Support (Eating: Character does not eat; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) (23 Active Points); Only In Heroic Identity (Must be serving forces of good) (-1/4) 0
7  8) Open to the Creator's wonders: +3 PER with all Sense Groups (9 Active Points); Only In Heroic Identity (Must be serving forces of good) (-1/4) 0
   
52  Multipower, 65-point reserve, (65 Active Points); all slots Only In Heroic Identity (Must be serving forces of good) (-1/4) 
5u  1) Gift of Restoring Sleep: Energy Blast 5d6, Reduced Endurance (0 END; +1/2), No Normal Defense - LS: Does not sleep, ([standard] LS: Does not sleep, Having slept or been knocked out in last hour; +1) (62 Active Points); Only In Heroic Identity (Must be serving forces of good) (-1/4) 0
5u  2) Bonds of Golden Light: Entangle 3d6, 5 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); Only In Heroic Identity (Must be serving forces of good) (-1/4) 6
5u  3) Divine Light: Energy Blast 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Only In Heroic Identity (Must be serving forces of good) (-1/4), Limited Power Power loses less than a fourth of its effectiveness (Only does body to demons and undead and similar; -0) 2
5u  4) Divine Fire: Killing Attack - Ranged 4d6 (60 Active Points); Only In Heroic Identity (Must be serving forces of good) (-1/4) 6
1u  5) Gentle Light: Sight Group Images Increased Size (64" radius; +1 1/2), Reduced Endurance (0 END; +1/2) (30 Active Points); Only To Create Light (-1), Only In Heroic Identity (Must be serving forces of good) (-1/4) 0
4u  6) Blinding Light: Darkness to Sight Group 3" radius, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2) (52 Active Points); Only In Heroic Identity (Must be serving forces of good) (-1/4), Limited Power Power loses less than a fourth of its effectiveness (Sheds light in 64" radius; -0) 0
3u  7) Gift of Healing: Healing BODY 6d6, Can Heal Limbs (65 Active Points); Extra Time (Extra Phase, -3/4), Only In Heroic Identity (Must be serving forces of good) (-1/4) 6
2u  8) Channel healing Inward: Healing 2 BODY, Can Heal Limbs, any characteristic one at a time (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (56 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Only In Heroic Identity (Must be serving forces of good) (-1/4) 0
5u  9) Vanish in Burst of Light: Teleportation 5", x4 Increased Mass, Safe Blind Teleport (+1/4), MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (60 Active Points); Only In Heroic Identity (Must be serving forces of good) (-1/4) 6
3u  10) Minions of Light: Summon 4 110-point creatures, Slavishly Devoted (+1) (64 Active Points); Extra Time (Extra Phase, -3/4), Only In Heroic Identity (Must be serving forces of good) (-1/4) [Notes: Humanoid constructs of light, with archon powers and paramedics, but neiither wings nor divine light] 6
Powers Cost: 217

Cost  Martial Arts Maneuver
4  Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 
3  Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 8d6 / 11d6 Strike 
4  Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
5  Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 10d6 / 13d6 Strike 
0  Weapon Element - Hands Feet and Wings 
Martial Arts Cost: 16

Cost  Skill
  Agent of UNTIL 
0  1) PS: Special Agent 11- 
1  2) Bureaucratics 8- 
3  3) Deduction 12- 
3  4) Lockpicking 14- 
3  5) Paramedics 12- 
3  6) Stealth 14- 
3  7) Streetwise 13- 
3  8) Security Systems 12- 
2  9) KS: UNITIL 11- 
1  10) WF: Handguns 
2  11) Survival (Urban) 12- 
3  12) +1 with Martial Maneuvers 
   
  Interests and Hobbies 
3  1) Electronics 12- 
1  2) Systems Operation 8- 
1  3) Computer Programming 8- 
1  4) PS: Sculptor 8- 
1  5) KS: Fantasy Books and Movies 8- 
1  6) PS: Chef - french cuisine 8- 
   
  Everyman Skills 
0  1) Acting 8- 
0  2) Climbing 8- 
0  3) Concealment 8- 
0  4) Language (idiomatic) (4 Active Points) 
0  5) Persuasion 8- 
0  6) PS: Mechanic 11- 
0  7) Shadowing 8- 
0  8) AK: Chicago, Illnois 8- 
0  9) TF: Custom Adder, Small Motorized Ground Vehicles 
Skills Cost: 35

Total Character Cost: 344

Val  Disadvantages
  Matt 
20  1) Psychological Limitation: Code against Killing (Common; Total) 
15  2) Psychological Limitation: Addictive Personality (needs an ego roll not to immediately want another of anything enjoyable) (Common; Strong) 
10  3) Psychological Limitation: Curious (Common; Moderate) 
15  4) Social Limitation: Secret Identity - Matt Black (Frequently; Major) 
   
  Archon 
10  1) Distinctive Features: Golden skinned winged angelic being (conceal by deactivating powers) (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
10  2) Reputation: Angel , 11- [Notes: People rightly assume angels wont kill and will come to the aid of people in need, which Matt will.] 
15  3) Hunted: White Angel (A racist sexist violent religious extremeist with same or very similar powers) 11- (As Pow; Capture) [Notes:White Angel is a violent extreist, but is doing good, in their own twisted way. Angel thinks the two should team up, and will take rejection badly.] 
   
  UNTIL UNITY Package  
5  1) Distinctive Features: UNTIL Badge (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
10  2) Hunted: UNTIL 8- (Mo Pow; NCI; Watching) 
20  3) Hunted: Enemies of UNTIL 11- (Mo Pow; Harshly Punish) 
20  4) Social Limitation: Subject to Orders (Very Frequently; Major) 

Disadvantage Points: 150
Base Points: 200
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0

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Tower (Way Big! Mode)
Player: The Hawk God

Val  Char   Cost
15/65  STR5
21  DEX33
18/28  CON16
12/22  BODY4
18  INT8
13  EGO6
15/30  PRE5
14  COM2
 
18/30  PD15
18/30  ED14
5  SPD19
7/9  REC0
36/56  END0
31/62  STUN2
 
28"  RUN0
2"  SWIM0
3"/13"  LEAP0
Characteristics Cost: 129

Cost  PowerEND
60  DYNE Particles: Multipower, 75-point reserve, (75 Active Points); all slots Unified Power Power loses about a fourth of its effectiveness (-1/4) 
6u  1) Way Big!: Growth (+50 STR, +10 BODY, +10 STUN, -10" KB, 102,400 kg, -6 DCV, +6 PER Rolls to perceive character, 16 m tall, 8 m wide), Reduced Endurance (0 END; +1/2) (75 Active Points); Unified Power Power loses about a fourth of its effectiveness (-1/4) 0
6u  2) Way Small!: Multiform (350 Character Points in the most expensive form) (Instant Change) (75 Active Points); Unified Power Power loses about a fourth of its effectiveness (-1/4) 0
   
  Way Big Effects 
17  1) Dense Skin: Armor (10 PD/10 ED) (30 Active Points); Linked (Way Big!; -1/2), Unified Power Power loses about a fourth of its effectiveness (-1/4) 0
11  2) Sterner Stuff: +10 CON (20 Active Points); Linked (Way Big!; -1/2), Unified Power Power loses about a fourth of its effectiveness (-1/4) 
8  3) Big Man Complex: +15 PRE (15 Active Points); Linked (Way Big!; -1/2), Unified Power Power loses about a fourth of its effectiveness (-1/4) 
1  4) Dense Skin : +2 PD (2 Active Points); Linked (Way Big!; -1/2), Unified Power Power loses about a fourth of its effectiveness (-1/4) 
9  5) Hardy: +16 STUN (16 Active Points); Linked (Way Big!; -1/2), Unified Power Power loses about a fourth of its effectiveness (-1/4) 
9  6) Big Fists: Area Of Effect Nonselective Accurate (up to One Hex; +1/4) for up to 65 Active Points of STR (16 Active Points); Linked (Way Big!; -1/2), Unified Power Power loses about a fourth of its effectiveness (-1/4) 2
35  7) Long Strider: Running +22" (28" total), x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (61 Active Points); Linked (Way Big!; -1/2), Unified Power Power loses about a fourth of its effectiveness (-1/4) 2
   
27  No Longer Human: Life Support (Eating: Character does not eat; 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) 0
   
12  UNITY - MUNIN Communiciator: Mind Link , Human and Machine class of minds, Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), OIF communicator badge (-1/2), Sense Affected As More Than One Sense [very common Sense] (Hearing and Radio Groups not Mental; -1/2), Does Not Provide Mental Awareness (-1/4) 0
Powers Cost: 201

Cost  Skill
3  Bureaucratics 12- (15-) 
3  Computer Programming 13- 
3  Electronics 13- 
3  Inventor 13- 
1  Fast Draw 8- 
3  Paramedics 13- 
3  Systems Operation 13- 
3  Scientist 
2  1) Science Skill: Biology 13- (3 Active Points) 
2  2) Science Skill: Chemistry 13- (3 Active Points) 
2  3) Science Skill: Dyne Particles (Physics) 13- (3 Active Points) 
2  4) Science Skill: Particle Physics 13- (3 Active Points) 
2  5) Science Skill: Physics 13- (3 Active Points) 
   
  UNTIL UNITY Agent Training 
3  1) Criminology 13- 
2  2) PS: UNTIL Agent 11- 
3  Scholar 
1  1) KS: International Law and Law Enforcement (2 Active Points) 11- 
1  2) KS: Superheroes (2 Active Points) 11- 
1  3) KS: Superpowers (2 Active Points) 11- 
1  4) KS: The Superhuman World (2 Active Points) 11- 
1  5) KS: The United Nations (2 Active Points) 11- 
1  6) KS: UNTIL (2 Active Points) 11- 
1  7) KS: VIPER (2 Active Points) 11- 
1  8) KS: Villians (2 Active Points) 11- 
1  9) KS: World Politics (2 Active Points) 11- 
3  Tactics 13- 
3  Teamwork 13- 
3  WF: Small Arms, Blades 
Skills Cost: 58

Cost  Perk
  UNTIL UNITY Package 
1  1) Fringe Benefit: Passport 
5  2) Fringe Benefit: International Police Powers 
1  3) Fringe Benefit: International Driver's License 
2  4) Fringe Benefit: International Weapon Permit 
3  5) Fringe Benefit :Unity Member: Membership 
4  6) Money: Well Off 
3  7) Reputation (A large group) 14-, +1/+1d6 
Perks Cost: 19

Total Character Cost: 407

Val  Disadvantages
15  Dependent NPC: Clancy Grace-Fellow Researcher at City University 11- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID) 
10  Dependent NPC: Andy Stevens-Cub Reporter 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID) 
5  Distinctive Features: Blue Glowing Eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
15  Hunted: EUROSTAR 8- (Mo Pow; Harshly Punish) 
15  Hunted: Ripper 11- (As Pow; Harshly Punish) 
15  Physical Limitation: No Longer Remotely Human Physiology (Energy Based Being) (Frequently; Greatly Impairing) 
20  Psychological Limitation: Fearless (Very Common; Strong) 
15  Psychological Limitation: Code Vs. Killing (Common; Strong) 
10  Psychological Limitation: Scientific Curiousity (Common; Moderate) 
15  Social Limitation: Secret ID (Frequently; Major) 
10  Vulnerability: 2 x STUN High Intensity Sonics (Uncommon) 
5  Vulnerability: 1 1/2 x STUN High Intensity Sonics (Uncommon) 
   
  UNITY Package Disads 
3  1) Package Deal Bonus 
5  2) Distinctive Features: UNTIL UNITY Badge (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
10  3) Hunted: 8- (Mo Pow; NCI; Watching) 
20  4) Hunted: Enemies of UNTIL 11- (Mo Pow; Harshly Punish) 
20  5) Social Limitation: Subject To Orders (Very Frequently; Major) 

Disadvantage Points: 208
Base Points: 200
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0  

 

 

Tower (Way Small! Mode)

Player: The Hawk God

Val  Char   Cost
15  STR5
21  DEX33
18  CON16
12  BODY4
18  INT8
13  EGO6
15  PRE5
14  COM2
 
18/28  PD15
18/28  ED14
5  SPD19
7  REC0
36  END0
30  STUN1
 
6"  RUN0
2"  SWIM0
3"  LEAP0
Characteristics Cost: 128

Cost  PowerEND
60  Way Small!: Shrinking (0.0559 m tall, 0.0024 kg mass, -10 PER Rolls to perceive character, +10 DCV, takes +15" KB), Reduced Endurance (0 END; +1/2) (75 Active Points); Unified Power Power loses about a fourth of its effectiveness (-1/4) 0
   
  Way Small! Effects 
17  1) Dense Skin: Armor (10 PD/10 ED) (30 Active Points); Linked (Way Small!; -1/2), Unified Power Power loses about a fourth of its effectiveness (-1/4) 0
23  2) Current Rider: Flight 18", x4 Noncombat (41 Active Points); Linked (Way Small!; -1/2), Unified Power Power loses about a fourth of its effectiveness (-1/4) 4
11  3) Journey to the Microverse: Extra-Dimensional Movement (Single Dimension) (20 Active Points); Linked (Way Small!; -1/2), Unified Power Power loses about a fourth of its effectiveness (-1/4) 2
   
37  Dyne-Ammo Blaster ™: Multipower, 75-point reserve, (75 Active Points); all slots OAF (-1) 
4u  1) Dyne Rays: Shrinking (0.2238 m tall, 0.1562 kg mass, -6 PER Rolls to perceive character, +6 DCV, takes +9" KB), Ranged (+1/2), Usable As Attack (+1) (75 Active Points); OAF (-1) 7
2u  2) Dynamo-blasts: Energy Blast 12d6 (60 Active Points); OAF (-1), Beam (-1/4), No Knockback (-1/4) 6
4u  3) Stun Ray: Drain SPD 5d6, Ranged (+1/2) (75 Active Points); OAF (-1) 7
5  Internal Reserves (Dyne-Ammo Blaster ™): Endurance Reserve (50 END, 5 REC) (10 Active Points); OAF (-1) [Notes: Only for Dyne-Ammo Blaster ™] 0
   
27  No Longer Human: Life Support (Eating: Character does not eat; 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) 0
   
12  UNITY - MUNIN Communiciator: Mind Link , Human and Machine class of minds, Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), OIF communicator badge (-1/2), Sense Affected As More Than One Sense [very common Sense] (Hearing and Radio Groups not Mental; -1/2), Does Not Provide Mental Awareness (-1/4) 0
Powers Cost: 202

Cost  Skill
3  Bureaucratics 12- 
3  Computer Programming 13- 
3  Electronics 13- 
1  Fast Draw 8- 
3  Inventor 13- 
3  Paramedics 13- 
3  Systems Operation 13- 
3  Scientist 
2  1) Science Skill: Biology 13- (3 Active Points) 
2  2) Science Skill: Chemistry 13- (3 Active Points) 
2  3) Science Skill: Dyne Particles (Physics) 13- (3 Active Points) 
2  4) Science Skill: Particle Physics 13- (3 Active Points) 
2  5) Science Skill: Physics 13- (3 Active Points) 
   
  UNITY Training 
3  1) Criminology 13- 
2  2) PS: UNTIL Agent 11- 
3  Scholar 
1  1) KS: International Law and Law Enforcement (2 Active Points) 11- 
1  2) KS: Superheroes (2 Active Points) 11- 
1  3) KS: Superpowers (2 Active Points) 11- 
1  4) KS: Supervillians (2 Active Points) 11- 
1  5) KS: The Superhuman World (2 Active Points) 11- 
1  6) KS: The Superhuman World (2 Active Points) 11- 
1  7) KS: The United Nations (2 Active Points) 11- 
1  8) KS: UNTIL (2 Active Points) 11- 
1  9) KS: VIPER (2 Active Points) 11- 
3  Tactics 13- 
3  Teamwork 13- 
3  WF: Small Arms, Blades 
Skills Cost: 58

Cost  Perk
  UNTIL UNITY Package 
4  1) Money: Well Off 
3  2) Reputation: UNITY! (A large group) 14-, +1/+1d6 
2  3) Fringe Benefit: International Weapon Permit 
1  4) Fringe Benefit: International Driver's License 
1  5) Fringe Benefit: Passport 
5  6) Fringe Benefit: International Police Powers 
3  7) Fringe Benefit: UNITY Member: Membership 
Perks Cost: 19

Total Character Cost: 407

Val  Disadvantages
15  Dependent NPC: Clancy Grace-Fellow Researcher at City University 11- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID) 
10  Dependent NPC: Andy Stevens-Cub Reporter 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID) 
5  Distinctive Features: Blue Glowing Eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
15  Hunted: EUROSTAR 8- (Mo Pow; Harshly Punish) 
15  Hunted: Ripper 11- (As Pow; Harshly Punish) 
15  Physical Limitation: No Longer Remotely Human Physiology (Energy Based Being) (Frequently; Greatly Impairing) 
20  Psychological Limitation: Fearless (Very Common; Strong) 
15  Psychological Limitation: Code Vs. Killing (Common; Strong) 
10  Psychological Limitation: Scientific Curiousity (Common; Moderate) 
15  Social Limitation: Secret ID (Frequently; Major) 
10  Vulnerability: 2 x STUN High Intensity Sonics (Uncommon) 
5  Vulnerability: 1 1/2 x STUN High Intensity Sonics (Uncommon) 
   
58  UNITY Package Disadvantages, all slots: Common Adder 

Disadvantage Points: 208
Base Points: 200
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0

 
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Hardcase
Player: Kraven Kor

Val  Char   Cost
25/50  STR5
15  DEX15
25  CON10
17  BODY4
13  INT3
13  EGO6
13  PRE3
0  COM-5
 
20  PD5
20  ED5
4/5  SPD15
10  REC0
40  END-5
43  STUN0
 
10"  RUN0
1"  SWIM-1
7"/12"  LEAP0
Characteristics Cost: 60

Cost  PowerEND
  Cybernetic Enhancements 
10  1) Cybernetic Musculoskeletal Augmentation: +10 STR 1
20  2) Cybernetic Fortitude: +10 CON 
10  3) Cybernetic Resilience: +5 BODY 
30  4) Subdermal Self-Healing Energized Armor Plating: Armor (10 PD/10 ED) 0
4  5) Dense Frame: Knockback Resistance -2" 0
10  6) Cybernetic LSS: Life Support (Extended Breathing: 1 END per Minute; Longevity: 400 Years; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat) 0
8  7) Running +4" (10" total) 1
2  8) Leaping +2" (7"/12" forward, 3 1/2"/6" upward) 1
5  9) Nanite Regeneration: Healing 1 BODY, Can Heal Limbs (15 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4) [Notes: This is a combination of Hardcase's natural, minor healing factor, and the self-healing nature of his cybernetics.] 1
   
  Cybernetic Subsystems, all slots Restrainable (EMP or Intense Magnetic Fields) (Only by means other than Grabs and Entangles; -1/4) 
4  1) Cybernetic Eye - Autopolarizing Lenses: Sight Group Flash Defense (5 points) (5 Active Points); Restrainable (EMP or Intense Magnetic Fields) (Only by means other than Grabs and Entangles; -1/4) 0
4  2) Cybernetic Co-Processor: Mental Defense (8 points total) (5 Active Points); Restrainable (EMP or Intense Magnetic Fields) (Only by means other than Grabs and Entangles; -1/4) [Notes: Due to his nature as both machine and man; Hardcase's cybernetic systems make normal mental powers (that vs. the Human class of minds) difficult, or easy for him to detect. Similarly, mental powers targeting machine class of minds can affect him, but his own conscious mind is unaffected and can thus better resist them.] 0
2  3) Cybernetic HUD and Sensory Processing Systems: +1 PER with all Sense Groups (3 Active Points); Restrainable (EMP or Intense Magnetic Fields) (Only by means other than Grabs and Entangles; -1/4) 0
4  4) Cybernetic Eyes - IR: Infrared Perception (Sight Group) (5 Active Points); Restrainable (EMP or Intense Magnetic Fields) (Only by means other than Grabs and Entangles; -1/4) 0
4  5) Cybernetic Eyes - NV: Nightvision (5 Active Points); Restrainable (EMP or Intense Magnetic Fields) (Only by means other than Grabs and Entangles; -1/4) 0
10  6) Cybernetic COMM Implant: High Range Radio Perception (Radio Group) (12 Active Points); Restrainable (EMP or Intense Magnetic Fields) (Only by means other than Grabs and Entangles; -1/4) 0
5  7) Cybernetic Eye - Optical/Digital Zoom: +4 versus Range Modifier for Sight Group (6 Active Points); Restrainable (EMP or Intense Magnetic Fields) (Only by means other than Grabs and Entangles; -1/4) 0
2  8) Cybernetic Eye - HUD Rangefinder: Absolute Range Sense (3 Active Points); Restrainable (EMP or Intense Magnetic Fields) (Only by means other than Grabs and Entangles; -1/4) 
2  9) Cybernetic Eye - HUD Chronometer: Absolute Time Sense (3 Active Points); Restrainable (EMP or Intense Magnetic Fields) (Only by means other than Grabs and Entangles; -1/4) 
2  10) Cybernetic Eye - Compass and GPS: Bump Of Direction (3 Active Points); Restrainable (EMP or Intense Magnetic Fields) (Only by means other than Grabs and Entangles; -1/4) 
4  11) Cybernetic Eye - A/V Recorder: Eidetic Memory (5 Active Points); Restrainable (EMP or Intense Magnetic Fields) (Only by means other than Grabs and Entangles; -1/4) 
2  12) Cybernetic Eye - HUD Coprocessor: Lightning Calculator (3 Active Points); Restrainable (EMP or Intense Magnetic Fields) (Only by means other than Grabs and Entangles; -1/4) 
5  13) Cybernetic Eye - Data Coprocessor: Speed Reading (x100) (6 Active Points); Restrainable (EMP or Intense Magnetic Fields) (Only by means other than Grabs and Entangles; -1/4) 
10  14) Cybernetic Eye - HUD Weapon Assist: Penalty Skill Levels: +4 vs. Range Modifier with All Attacks (12 Active Points); Restrainable (EMP or Intense Magnetic Fields) (Only by means other than Grabs and Entangles; -1/4) 
8  15) Cybernetic Eye - HUD Coprocessor: +1 Overall (10 Active Points); Restrainable (EMP or Intense Magnetic Fields) (Only by means other than Grabs and Entangles; -1/4) 
   
33  Multipower, 50-point reserve, (50 Active Points); all slots Restrainable (EMP or Intense Magnetic Fields) (Only by means other than Grabs and Entangles; -1/4), Only In Heroic Identity (-1/4) [Notes: OIHID: This is due to any of the MP powers causing larger changes to his body and being far more obvious - beams have his hands open up to reveal barrels, flight has wings and thrusters, the STR boost the arms grow larger, etc.] 
2m  1) Myomer Overcharge: +25 STR (25 Active Points); No Figured Characteristics (-1/2), Costs Endurance (-1/2), Increased Endurance Cost (x2 END; -1/2), 8 Continuing Charges lasting 1 Turn each (Recovers Under Limited Circumstances (Must eat 3x normal carb intake for a full day and get full 8 hours of sleep, at least.); -1/4), Restrainable (EMP or Intense Magnetic Fields) (Only by means other than Grabs and Entangles; -1/4), Only In Heroic Identity (-1/4) 4
1u  2) Adrenal Stimulator: +1 SPD (10 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Costs Endurance (Only Costs END to Activate; -1/4), 8 Continuing Charges lasting 1 Turn each (Recovers Under Limited Circumstances (Must eat 3x normal carb intake for a full day and get full 8 hours of sleep, at least.); -1/4), Restrainable (EMP or Intense Magnetic Fields) (Only by means other than Grabs and Entangles; -1/4), Only In Heroic Identity (-1/4) [Notes: Notes: Can technically only activate at start of Phase 12 for simplicity's sake; call it a limitation of the internal chronometer ;)] 4
1u  3) Deployable Wings and Thrusters: Flight 10", x4 Noncombat (25 Active Points); OIF (-1/2), Restrainable (EMP or Intense Magnetic Fields) (Only by means other than Grabs and Entangles; -1/4), Only In Heroic Identity (-1/4) 2
1u  4) Reserve Energy: Aid 1/2 STUN, 1/2 END 4d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (50 Active Points); 8 Charges (Recovers Under Limited Circumstances (Must eat 3x normal carb intake for a full day and get full 8 hours of sleep, at least.); -3/4), Only Restores to Starting Values (-1/2), Self Only (-1/2), Extra Time (Full Phase, Only to Activate, -1/4), Restrainable (EMP or Intense Magnetic Fields) (Only by means other than Grabs and Entangles; -1/4), Only In Heroic Identity (-1/4) [8]
2u  5) Arm Cannon: Energy Blast 10d6 (50 Active Points); Costs Endurance (-1/2), OIF (-1/2), Restrainable (EMP or Intense Magnetic Fields) (Only by means other than Grabs and Entangles; -1/4), Only In Heroic Identity (-1/4), 32 Charges (Recovers Under Limited Circumstances (Must eat 3x normal carb intake for a full day and get full 8 hours of sleep, at least.); -0) 5
2u  6) Arm Cannon - Burst Mode: Energy Blast 6 1/2d6, Autofire (5 shots; +1/2) (49 Active Points); Costs Endurance (-1/2), OIF (-1/2), Restrainable (EMP or Intense Magnetic Fields) (Only by means other than Grabs and Entangles; -1/4), Only In Heroic Identity (-1/4), 32 Charges (Recovers Under Limited Circumstances (Must eat 3x normal carb intake for a full day and get full 8 hours of sleep, at least.); -0) 5
2u  7) Retractable Arm Blade: Killing Attack - Hand-To-Hand 2d6 (3d6 / 4d6 w/STR), Armor Piercing (+1/2) (45 Active Points); OIF (-1/2), Restrainable (EMP or Intense Magnetic Fields) (Only by means other than Grabs and Entangles; -1/4), Only In Heroic Identity (-1/4) [Notes: Caps at 3d6k AP regardless of STR (Campaign Limits)] 4
Powers Cost: 211

Cost  Martial Arts Maneuver
4  Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 7d6 / 12d6 Strike, Must Follow Block 
4  Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
3  Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR / 60 STR for holding on 
3  Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 5d6 / 10d6 +v/5, Target Falls 
Martial Arts Cost: 14

Cost  Skill
3  Breakfall 12- 
3  Climbing 12- 
3  Concealment 12- 
2  KS: UNTIL 11- 
2  KS: Military Operations and Rules 11- 
3  Mechanics 12- 
2  Navigation (Land) 12- 
1  Paramedics 8- 
2  PS: Soldier: Appraise 11- 
3  Security Systems 12- 
3  Shadowing 12- 
3  Stealth 12- 
3  Survival 12- 
3  Teamwork 12- 
   
5  Accurate Sprayfire 
8  Defense Maneuver I-III  
16  +2 with All Combat 
Skills Cost: 65

Total Character Cost: 350

Val  Disadvantages
  Complications 
15  1) Distinctive Features: Cyborg (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 
20  2) Hunted: Creator: 8- (Mo Pow; NCI; Capture) [Notes: Whoever transformed Samuel into Hardcase might still be out there...] 
20  3) Watched by Nearly Every Superhero Organization On Earth: 14- (Mo Pow; NCI; Watching) [Notes: As nobody knows the source of the technology inside Hardcase's body, everybody is likely to keep tabs on him.] 
10  4) Physical Complication: Cyborg (Infrequently; Greatly Impairing) [Notes: Counts as both Human and Computer/Machine Class of Minds for the purpose of mental powers.] 
10  5) Psychological Limitation: Man out of Time: (Common; Moderate) 
15  6) Psychological Complication: Amnesia and Repressed Personality (Very Common; Moderate) 
15  7) Psychological Limitation: Code vs. Killing: (Uncommon; Total) [Notes: As a former soldier, this seems odd; but with his newfound powers Hardcase has vowed to not kill unless given absolutely no other alternative.] 
15  8) Psychological Complication: "Multiple Personalities": Cyborg - Cold and Mechanical, rarely Emotional (Very Common; Moderate) [Notes: Occasionally, the hardware takes over. This never causes him to break moral codes or do anything against his will; more that he takes on a robotic demeanor and becomes very methodical and single-minded in his task.] 
15  9) Social Complication: Cyborg Very Frequently, Major, Not Limiting In Some Cultures 
10  10) Vulnerability: 2 x Effect EMP (Uncommon) 

Disadvantage Points: 145
Base Points: 200
Experience Required: 5
Total Experience Available: 0
Experience Unspent: 0

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MPH
Player: Blackjack21

Val  Char   Cost
35  STR25
29  DEX57
23  CON26
12  BODY4
13  INT3
11  EGO2
18  PRE8
12  COM1
 
6/21  PD-1
6/21  ED1
8  SPD41
12  REC0
48  END1
42  STUN0
 
6"  RUN0
2"  SWIM0
7"  LEAP0
Characteristics Cost: 168

Cost  PowerEND
20  Super Fast!: Elemental Control, 60-point powers, (30 Active Points); all slots Restrainable (-1/2) 
20  1) Force Field (15 PD/15 ED) (Protect Carried Items), Reduced Endurance (0 END; +1/2) (60 Active Points); Restrainable (-1/2) 0
28  2) Flight 23", No Turn Mode (+1/4), Reduced Endurance (0 END; +1/2) (80 Active Points); Restrainable (-1/2), Only In Contact With A Surface (-1/4) 0
   
9  +3 PER with all Sense Groups 0
3  Ultrasonic Perception (Hearing Group) 0
5  Ultraviolet Perception (Sight Group) 0
   
49  Speedster Tricks: Variable Power Pool, 37 base + 18 control cost, (55 Active Points); all slots Requires A Skill Roll (-1/2) 
0  1) Suffocation Whirl Wind: Dispel Fire Based Effects 5d6, Area Of Effect (2" Radius; +1) (30 Active Points); Requires A Skill Roll (-1/2) Real Cost: 20 3
0  2) Suffocation Whirl Wind: Hand-To-Hand Attack +2 1/2d6, Area Of Effect Nonselective (One Hex; +1/4), No Normal Defense (Self Contained Breathing; +1) (29 Active Points); Hand-To-Hand Attack (-1/2), Requires A Skill Roll (-1/2) Real Cost: 14 [Notes: 5d6 w STR] 3
0  3) Faster than the Eye can Follow:: Invisibility to Sight Group , No Fringe, Reduced Endurance (1/2 END; +1/4) (37 Active Points); Requires A Skill Roll (-1/2) Real Cost: 25 1
0  4) 1,000 Punches: Hand-To-Hand Attack +4d6, Autofire (3 shots; +1/4), Reduced Endurance (1/2 END; +1/2) (35 Active Points); Hand-To-Hand Attack (-1/2), Requires A Skill Roll (-1/2) Real Cost: 17 [Notes: 8d6 w STR] 1
0  5) Vibrate Through Walls: Tunneling 1" through 8 DEF material, Fill In (36 Active Points); Requires A Skill Roll (-1/2) Real Cost: 24 4
0  6) Can't Touch This....: Missile Deflection (Any Ranged Attack) (20 Active Points); Requires A Skill Roll (-1/2) Real Cost: 13 0
0  7) Vibrate/Weaken: Drain PD 3 1/2d6 (35 Active Points); Requires A Skill Roll (-1/2) Real Cost: 23 3
0  8) Coast to Coast:: Flight 5", x32 Noncombat, Reduced Endurance (1/2 END; +1/4) (37 Active Points); Requires A Skill Roll (-1/2), Only In Contact With A Surface (-1/4) Real Cost: 21 [Notes: 765kph.] 1
Powers Cost: 134

Cost  Martial Arts Maneuver
5  Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 
5  Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 45 STR for holding on; FMove 
5  Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 45 STR to Disarm; FMove 
5  Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 7d6 +v/5; Target Falls; FMove 
Martial Arts Cost: 20

Cost  Skill
0  Acting 8- 
0  AK: Campaign City (Everyman Skill) 11- 
3  Breakfall 15- 
0  Climbing 8- 
6  +2 with Martial Maneuvers 
0  Concealment 8- 
0  Conversation 8- 
0  Deduction 8- 
0  KS: Track & Field (Everyman Skill) 11- 
0  Language: English (completely fluent; literate) (4 Active Points) 
0  PS: Athlete (Everyman Skill) 11- 
3  Paramedics 12- 
0  Paramedics 8- 
0  Persuasion 8- 
15  Power: Speedster Tricks 17- 
0  Seduction (Charm) 8- 
0  Shadowing 8- 
3  Sleight Of Hand 15- 
3  Stealth 15- 
3  Streetwise 13- 
0  TF: Everyman Skill, Small Motorized Ground Vehicles 
0  WF: Clubs, Fist-Loads, Thrown Rocks, Unarmed Combat 
Skills Cost: 36

Total Character Cost: 358

Val  Disadvantages
20  Dependent NPC: The City of Detroit 11- (Incompetent) 
20  Hunted: Until 11- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching) 
20  Hunted: Viper 8- (Mo Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish) 
20  Mystery Disadvantage/ GM's Choice 
20  Psychological Limitation: Code Against Killing (Very Common; Strong) 
15  Psychological Limitation: Hates Gang Bangers (Common; Strong) 
10  Psychological Limitation: Left wing, old school populast. (Think Huey from Boondocks) (Common; Moderate) 
5  Quirks [Notes: Pistons Fan, never misses a game (video or live) Loves Detroit Style Pizza Muscle Cars! Trys to buy only Made in the USA products Always gives money to any sober street person who asks.] 
10  Social Limitation: Black Man in America (Frequently; Minor) 
15  Social Limitation: Public Identity (Very Frequently; Minor) 

Disadvantage Points: 155
Base Points: 200
Experience Required: 3
Total Experience Available: 3
Experience Unspent: 0

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Scarlet
Player: Kirby

Val  Char   Cost
20  STR10
20  DEX30
20  CON20
10  BODY0
15  INT5
13  EGO6
20  PRE10
24  COM7
 
8/12  PD4
8/12  ED4
4  SPD10
8  REC0
40  END0
40  STUN10
 
9"  RUN0
3"  SWIM0
8"  LEAP0
Characteristics Cost: 116

Cost  PowerEND
10  Demonic Anger/Enticement: +15 PRE (15 Active Points); Custom Modifier (Only for Presence Attacks; -1/2) 
8  Armored Costume: Armor (4 PD/4 ED) (12 Active Points); OIF (-1/2) 0
2  Tough: Damage Resistance (2 PD/2 ED) 0
8  Demonic Resilience: Armor (0 PD/8 ED) (12 Active Points); Only Works Against Limited Type of Attack (Fire/Heat; -1/2) 0
6  Fast: Running +3" (9" total) 1
4  Super Leaper: Leaping +4" (8" forward, 4" upward) 1
1  Yes, I can swim: Swimming +1" (3" total) 1
6  Swingline: Swinging 12" (12 Active Points); OAF (-1) 1
5  Demonic Eyes: Nightvision 0
6  Mask Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); Sense Affected As More Than One Sense [very common Sense] (Hearing Group; -1/2), IIF (-1/4) 0
11  Expert Wheelman: Healing BODY 4d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Half Phase Action to reset; +1/4) (50 Active Points); 2 Charges (-1 1/2), Custom Modifier (Only works on ground vehicles; -1), Requires A Skill Roll (Combat Driving; -1/2), Costs Endurance (-1/2) 5
11  Demonic Heritage: Life Support (Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years) 0
5  Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) 0
Powers Cost: 83

Cost  Martial Arts Maneuver
  Kung Fu 
4  1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 
4  2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR to Disarm 
4  3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 
4  4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 40 STR vs. Grabs 
3  5) Joint Lock: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on 
4  6) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6 
3  7) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6d6 Strike, Target Falls 
4  8) Punch: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike 
3  9) Throw: 1/2 Phase, +0 OCV, +1 DCV, 5d6 +v/5, Target Falls 
4  10) Tien-hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 2 1/2d6 NND 
4  +1 HTH Damage Class(es) 
Martial Arts Cost: 41

Cost  Skill
10  +2 with HTH Combat 
5  +1 with a group of similar Skills 
3  Acrobatics 13- 
3  Breakfall 13- 
3  Climbing 13- 
7  Combat Driving 15- 
3  Conversation 13- 
3  Criminology 12- 
3  Deduction 12- 
3  Mechanics 12- 
3  Persuasion 13- 
2  PS: Reporter 11- 
7  Seduction 15- 
3  Stealth 13- 
2  TF: Large Motorized Ground Vehicles, Parachuting, Basic, Two-Wheeled Motorized Ground Vehicles 
  Everyman Skills 
0  1) Acting 8- 
0  2) Concealment 8- 
0  3) Language: English (idiomatic) (4 Active Points) 
0  4) Paramedics 8- 
0  5) PS: Dancer 11- 
0  6) Shadowing 8- 
0  7) TF: Custom Adder, Small Motorized Ground Vehicles 
0  8) AK: Campaign City 8- 
Skills Cost: 60

Cost  Perk
17  Vehicles & Bases [Notes: Exact write up on page 83 of DC:TAS] 
Perks Cost: 17

Cost  Talent
32  Danger Sense (immediate vicinity, any danger, Function as a Sense) 12- 
Talents Cost: 32

Total Character Cost: 349

Val  Disadvantages
10  Distinctive Features: Mystic Aura tinged with demonic soul (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 
10  Distinctive Features: Stunningly Gorgeous (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
15  Enraged: When takes BODY damage (Common), go 8-, recover 11- 
15  Hunted: DEMON 8- (Mo Pow; Harshly Punish) 
10  Hunted: Stalker 8- (As Pow; Harshly Punish) 
15  Hunted: UNTIL 11- (Mo Pow; NCI; Watching) 
10  Physical Limitation: (Frequently; Slightly Impairing) [Notes: Devon/Scarlet is a virgin. While she might tease and dance provocatively, she won't cross that line; mostly for fear that such will lead to other demonic temptations. Her body's purity makes her a target for various virgin sacrifices, though.] 
15  Psychological Limitation: Code vs Murder (Common; Strong) [Notes: Does not apply to undead, demons, and other supernatural entities of evil. Alien invasions will be treated like war.] 
15  Psychological Limitation: Must Help Innocents (Common; Strong) 
20  Psychological Limitation: Thrillseeker (Very Common; Strong) 
15  Social Limitation: Secret ID: Devon Alexander (Frequently; Major) 

Disadvantage Points: 150
Base Points: 200
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0

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Silk Detective
Player: Robert Isenberg

Val  Char   Cost
15  STR0
24  DEX0
20  CON0
15  BODY0
18  INT8
11  EGO2
15  PRE5
20  COM5
 
3/30  PD0
4/30  ED0
4  SPD6
9  REC4
40  END0
40  STUN0
 
6"  RUN0
2"  SWIM0
1"  LEAP-2
Characteristics Cost: 28

Cost  PowerEND
  Aquired Knowledge(Alien & Super Tech), all slots Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Unified Power (-1/4), Only In Alternate Identity (-1/4), Visible (-1/4) 
18  1) Force Field (15 PD/15 ED) (45 Active Points); Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Unified Power (-1/4), Only In Alternate Identity (-1/4), Visible (-1/4) 0
13  2) Force Field: (Total: 33 Active Cost, 13 Real Cost) +12 PD (12 Active Points); Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Unified Power (-1/4), Only In Alternate Identity (-1/4), Visible (-1/4) (Real Cost: 5) plus +11 ED (11 Active Points); Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Unified Power (-1/4), Only In Alternate Identity (-1/4), Visible (-1/4) (Real Cost: 4) plus +5 Mental Defense (7 points total) (5 Active Points); Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Unified Power (-1/4), Only In Alternate Identity (-1/4), Visible (-1/4) (Real Cost: 2) plus Power Defense (5 points) (5 Active Points); Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Unified Power (-1/4), Only In Alternate Identity (-1/4), Visible (-1/4) (Real Cost: 2) 0
8  3) 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); Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Unified Power (-1/4), Only In Alternate Identity (-1/4), Visible (-1/4) 0
   
  Nanite Enhanced Body, all slots Unified Power Power loses about a fourth of its effectiveness (-1/4) 
4  1) +5 STR (5 Active Points); Unified Power Power loses about a fourth of its effectiveness (-1/4) 1
34  2) +14 DEX (42 Active Points); Unified Power Power loses about a fourth of its effectiveness (-1/4) 
16  3) +10 CON (20 Active Points); Unified Power Power loses about a fourth of its effectiveness (-1/4) 
8  4) +5 BODY (10 Active Points); Unified Power Power loses about a fourth of its effectiveness (-1/4) 
6  5) +7 STUN (7 Active Points); Unified Power Power loses about a fourth of its effectiveness (-1/4) 
   
45  Custom M1911a1 .45 Pistols w/ child safe interlocks: Multipower, 53-point reserve, all slots Reduced Endurance (0 END; +1/2) (79 Active Points); all slots Restrainable (-1/2), Unified Power (-1/4) 
3u  1) Wax bullets for blunt force trama: Energy Blast 4d6, No Range Modifier (+1/2), No Normal Defense ([standard]; Force field; +1) (50 Active Points); Restrainable (-1/2), Unified Power (-1/4), Limited Power Power loses less than a fourth of its effectiveness (Stun only; -0) 0
3u  2) Mercy rounds: Energy Blast 3d6, Area Of Effect Nonselective (16" Cone; +1), Attack Versus Limited Defense (Power def; +1 1/2) (52 Active Points); Restrainable (-1/2), Unified Power (-1/4) 0
2u  3) Force field jacketed shape charge rounds: Killing Attack - Ranged 1d6, Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Area Of Effect Nonselective (24" Radius; +1 1/2) (52 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2), Unified Power (-1/4) 0
3u  4) Hot Loaded Tungsten core ammo : RKA 3d6+1 (50 Active Points); Restrainable (-1/2), Unified Power (-1/4) 0
3u  5) Blasting holes in walls: Tunneling 3" through 21 DEF material (53 Active Points); Restrainable (-1/2), Unified Power (-1/4) 0
   
   
26  Gloves and belt extra dimensional manipulation equipment: Multipower, 45-point reserve, (45 Active Points); all slots IIF (-1/4), 8 clips of 4 Charges (-1/4), Gestures (-1/4) 
3u  1) Combat porting 1: Teleportation 22" (44 Active Points); IIF (-1/4), Gestures (-1/4) 0
3u  2) Short ranged Non-combat teleporting: Teleportation 5", No Relative Velocity, x4 Noncombat, Safe Blind Teleport (+1/4), Armor Piercing (+1/2) (44 Active Points); IIF (-1/4), Gestures (-1/4) 0
3u  3) Global teleporting: Teleportation 7", Safe Blind Teleport (+1/4), MegaScale (1m = 1,000 km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) (45 Active Points); IIF (-1/4), Gestures (-1/4) 0
   
  Gloves and belt extra dimensional manipulation equipment, all slots 2 clips of 4 Charges (-3/4), IIF (-1/4), Gestures (-1/4) 
7  1) Teleportation: Floating Fixed Location (3 Locations) (15 Active Points); 2 clips of 4 Charges (-3/4), IIF (-1/4), Gestures (-1/4) 0
Powers Cost: 208

Cost  Martial Arts Maneuver
3  Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 10d6 Strike 
4  Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 55 STR vs. Grabs 
5  Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 
20  +5 HTH Damage Class(es) 
Martial Arts Cost: 32

Cost  Skill
2  WF: Small Arms 
10  TF: Science Fiction & Space Vehicles, Combat Aircraft, Helicopters, Large Military Ships, Large Motorized Ground Vehicles, Large Planes, Small Military Ships, Small Planes, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles 
  Everyman skills 
0  1) AK: USA 8- 
0  2) Acting 8- 
0  3) Climbing 8- 
0  4) Conversation 8- 
0  5) PS: Archeologist 11- 
0  6) Language: English (idiomatic; Everyman, literate) 
0  7) Paramedics 8- 
0  8) Persuasion 8- 
0  9) Shadowing 8- 
0  10) TF: Everyman, Small Motorized Ground Vehicles 
  Normal skills 
3  Analyze: Tech 13- 
3  Combat Driving 14- 
3  Combat Piloting 14- 
3  Stealth 14- 
3  Computer Programming 13- 
3  Concealment 13- 
3  Criminology 13- 
3  Deduction 13- 
3  Electronics 13- 
3  Inventor 13- 
3  Mechanics 13- 
3  Navigation 13- 
3  Systems Operation 13- 
2  Weaponsmith (Firearms) 13- 
3  +1 with a small group of attacks 
6  Penalty Skill Levels: +3 vs. Range Modifier with a tight group of attacks 
Skills Cost: 62

Cost  Talent
20  Universal Scientist 13- 
Talents Cost: 20

Cost  Equipment (Equipment Costs do not actually figure in Total Cost. They are included here for reference only.)END
   

Total Character Cost: 350

Val  Disadvantages
5  Distinctive Features: UNTIL uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
10  Enraged: If refered to as a mad scientist (Uncommon), go 11-, recover 14- 
20  Hunted: Enemies of UNTIL 11- (Mo Pow; Harshly Punish) 
15  Hunted: SUSHI Infrequently (Mo Pow; Harshly Punish) 
10  Hunted: UNTIL 8- (Mo Pow; NCI; Watching) 
15  Psychological Complication: Hates Nazis (Common; Strong) 
15  Psychological Complication: Loves to discover stuff and explore (Common; Strong) 
10  Psychological Limitation: Dislike of killing (Common; Moderate) 
5  Rivalry: Professional (detective types; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
5  Rivalry: Professional (other science types; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 
15  Social Limitation: Secret ID (Frequently; Major) 
20  Social Limitation: Subject to orders (Very Frequently; Major) 

Disadvantage Points: 145
Base Points: 200
Experience Required: 5
Total Experience Available: 0
Experience Unspent: 0

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