Christopher R Taylor Posted December 17, 2014 Author Report Share Posted December 17, 2014 And now for the son of the main campaign villain, Firehawk. Half Native American and half Katari alien, he has fire powers and wears a less potent version of his father's body armor. Firehawk Player: NPC Val Char Cost 30 STR 20 Weight: 1600kg; Damage: 6d6 20 DEX 20 23 CON 13 20 BOD 10 20 INT 10 Perception Roll: 13- 20 EGO 10 20 PRE 10 Presence Attack: 4d6 14 PD 12 With Armor: PD 26; rPD 12 Force Field: +13 PD/rPD 14 ED 12 With Armor: PD 26; rPD 12 Force Field: +13 ED/rED 5 SPD 30 12 REC 8 45 END 5 46 STN 13 OCV: 7 DCV: 7 OMCV: 7 DCMV: 7 12m RUN 0 4m SWIM 0 12m LEAP 4 Characteristics Cost: 241 Cost Power 5 Strong Will: Mental Defense (5 points total) 7 Radio Link: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 24 Armored Suit: Resistant Protection (12 PD/12 ED) (36 Active Points); OIF (-1/2) 104 Fire Powers: Multipower, 104-point reserve 4f 1) Heat Damage: Drain BODY 1d6, Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of 5 per Week; +2 1/2) (37 Active Points) 6f 2) Fire Blast: Blast 13d6 (65 Active Points) 6f 3) Searing Heat: Killing Attack - Ranged 4d6+1 (65 Active Points) 3f 4) Force Field: Resistant Protection (13 PD/13 ED) (39 Active Points); Costs Half Endurance (-1/4) 3f 5) Soar: Flight 34m (34 Active Points) Powers Cost: 162 Cost Martial Arts Maneuver 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike Martial Arts Cost: 17 Cost Skill 3 Electronics 13- 3 Combat Piloting 13- 3 KS: World Politics 13- 3 KS: World History 13- 4 Language: Katari (idiomatic) 20 +4 Multipower Attacks Skills Cost: 36 Total Character Cost: 456 Pts. Complication 10 Distinctive Features: Katari Features (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Sea Folk Frequently (Mo Pow; Limited Geographical Area; Harshly Punish) 15 Psychological Complication: Determined to be better than father (Common; Strong) 10 Social Complication: Public Identity Frequently, Minor 20 Vulnerability: 2 x STUN Cold and water based attacks (Common) 20 Vulnerability: 2 x STUN Poison and Gas attacks (Common) Complication Points: 90 Firehawk.hdc Quote Link to comment Share on other sites More sharing options...
Scott Baker Posted December 18, 2014 Report Share Posted December 18, 2014 There weren't a lot of skills back in the day. Nope. There were a total of 14 listed in 1E, taking up a whopping 2 pages (out of 56). In 2E that was down to 12--Lack of Weakness and Missile Deflection became powers at that point. Quote Link to comment Share on other sites More sharing options...
rjd59 Posted December 18, 2014 Report Share Posted December 18, 2014 Missing Shadow Warriors Ok as Chris pointed out, there are a few characters in the book that are left vague, with only minimal information on them. I've put two of the Shadow Warriors, Charade, and Shelvastra, together with the given information in HD 5th, (cause I haven't purchased the new version yet, gonna be my Christmas present to myself!) Anyway, here they are for your enjoyment! Charade Val Char Cost Roll Notes 8 STR -2 11- Lift 75.8kg; 1 1/2d6 [1] 11 DEX 3 11- OCV: 4/DCV: 4 20 CON 20 13- 10 BODY 0 11- 18 INT 8 13- PER Roll 13- 15 EGO 10 12- ECV: 5 10 PRE 0 11- PRE Attack: 2d6 14 COM 2 12- 5 PD 3 Total: 5 PD (0 rPD) 4 ED 0 Total: 4 ED (0 rED) 5 SPD 29 Phases: 3, 5, 8, 10, 12 10 REC 8 40 END 0 24 STUN 0 Total Characteristic Cost: 81 Movement: Running: 6"/12" Flight: 20"/40" Leaping: 1"/2" Swimming: 2"/4" Cost Powers END 130 Multipower, 130-point reserve 12u 1) Telekinesis (45 STR), Reduced Endurance (1/2 END; +1/4), Invisible to Sight Group (+1/2) (118 Active Points) 5 4u 2) Killing Attack - Ranged 4d6, Armor Piercing (+1/2), Invisible to Sight Group (+1/2) (120 Active Points); Activation Roll 11- (-1), 6 Charges (-3/4) [6] 5u 3) Flight 20", Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2 6u 4) Force Wall (10 PD/10 ED), Reduced Endurance (1/2 END; +1/4) (62 Active Points) 2 5 Luck 1d6 Perks 1 Administrator: Salem Academy: Fringe Benefit: Accredited Instructor Skills 10 +2 with Multipower 1 KS: Cooking 8- 1 KS: Mathamatics 8- 1 KS: Physics 8- 3 KS: Insurance 12- Total Powers & Skill Cost: 179 Total Cost: 260 400+ Disadvantages 10 Distinctive Features: Mutant (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Hunted: The Reapers 8- (Mo Pow, Harshly Punish) Total Disadvantage Points: 260 Background/History: Merry is Lorelei's cousin; Jeanne-Marie Adleir is her great-aunt. The Reapers secretly killed her parents, taking her to North America Parapsycological. She escaped, was helped by Strike Force, and later joined the Shadow Warriors. She fell in love and married Sabre Carstairs of the Blood. Retired, she is now the administor of Salem Academy. Personality/Motivation: Pragmatic but mischievous. As Charade, she adopts a British accent and a merry manner. Powers/Tactics: Mutant psi-based powers. She pretends they're actually magic, based on wand and broom. Campaign Use: Comic witch; Salem Academy Administrator. Charade.hdc Quote Link to comment Share on other sites More sharing options...
rjd59 Posted December 18, 2014 Report Share Posted December 18, 2014 Shelvastra Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 15 DEX 15 12- OCV: 5/DCV: 5 13 CON 6 12- 10 BODY 0 11- 13 INT 3 12- PER Roll 12-/13- 12 EGO 4 11- ECV: 4 15 PRE 5 12- PRE Attack: 3d6 16 COM 3 12- 4/9 PD 1 Total: 4/9 PD (0/5 rPD) 4/8 ED 1 Total: 4/8 ED (0/4 rED) 3 SPD 5 Phases: 4, 8, 12 6 REC 0 26 END 0 25 STUN 0 Total Characteristic Cost: 48 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 9 Jumpsuit: Armor (5 PD/4 ED) (14 Active Points); OIF (-1/2) 15 Sidearm Laser: Killing Attack - Ranged 1d6+1, 64 Charges (+1/2) (30 Active Points); OAF (Pistol; -1) [64] <B><U>Helmet</B></U> 7 Radio Perception, Concealed (-1 with Radio Perception PER Rolls), Transmit (11 Active Points); OIF (-1/2) 3 Helmet Shield: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 3 Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 1 +1 PER with Sight Group (2 Active Points); OIF (-1/2) 12 <B><U>Sonic Finger Ring</B></U>: Multipower, 22-point reserve, (22 Active Points); all slots 8 Charges (-1/2), IIF (Ring; -1/4) Notes: Recharge at 1 per Turn 2u 1) Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Armor Piercing (+1/2) (22 Active Points); IIF (Ring; -1/4) Karate Maneuver OCV DCV Notes 4 Atemi Strike -1 +1 2d6 NND 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm; 25 STR to Disarm roll 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Knifehand Strike ("Chop") -2 +0 HKA 1d6 +1 3 Legsweep +2 -1 4d6 Strike, Target Falls 4 Punch/Snap Kick +0 +2 5d6 Strike 5 Side/Spin Kick -2 +1 7d6 Strike 1 Weapon Element: Karate Weapons 1 Weapon Element: Staffs Skills 3 TF: Combat Aircraft, Personal Use Spacecraft, Small Planes 2 Language: English (fluent conversation with accent) 3 Computer Programming 12- 3 Electronics 12- 3 WF: Assault Rifles/LMGs, Blades, Handguns, Rifles Total Powers & Skill Cost: 100 Total Cost: 148 400+ Disadvantages 0 Distinctive Features: Alien: A Karvician from the Chaos Zone (Easily Concealed; Noticed and Recognizable; Detectable By Simple Tests) 10 Psychological Limitation: Forward and Agressive (Common, Moderate) Total Disadvantage Points: 148 Background/History: Shelvastra, or Shell, was born in the Karvic Empire, an oppresive space empire in the Chaos Zone, that other-dimensional stellar pocket with bizarre physicsal laws. She chose one of the few routes by which a person of her low birth could achieve freedom and fortune: by enlisting in the Scout Corps.Karvic Scouts explore deep into the Chaos Zone in small, cheap, unarmed,underarmored spaceships, and their mortality rate is very high. On one of her missions, she crash-landed on the world of Narian and eas stranded there, making repairs, until well after the fleet had left her too far behind to catch up. But Bolo, visiting from Earth, convinced her to return to Earth with him, to learn Earth technology and teach him hers. She accepted and made the transition to Earth, where Lorelei hired her as the civilian pilot fo the Shadow Warriors. She and David (Bolo) have since become romantically involved, and now, as part of her salary from the team, she occupies the lavish Manhattan penthouse formaly occupied by Shante (Loerelei). Personality/Motivation: Shell is very forward and agressive, a soldier who has escaped a depressing and ugly exsistance and found a new and more promising future. She loves David (Bolo) and is good friends with Lorelei and the other members of the Shadow Warriors civillian staff. Quote: Powers/Tactics: Shell has no superpowers, but is a well-trained pilot and fighter. Her ring, which only sophisticated instruments will reveal as a weapon , is useful as a surprise attack or a way to escape shackles. Campaign Use: Shell, Like Kestral in Strike Force, is the Voice of Conscience, asking all the wrong questions about the odd points of Earth society. She makes a good DNPC for a technically-oriented hero. Shelvastra.hdc Quote Link to comment Share on other sites More sharing options...
rjd59 Posted December 18, 2014 Report Share Posted December 18, 2014 I've also made up some cardstock standups of the Shadow Warriors and Strike Force from the colored pics on the thread, that you can print, cut out and use if you're so inclined! Strike Force and Shadow Warriors.pdf Quote Link to comment Share on other sites More sharing options...
rjd59 Posted December 18, 2014 Report Share Posted December 18, 2014 This is the final Shadow Warrior in the Strike Force book, and just like Charade and Shelvastra, he doesn't have much of a write up in the book. Unfortunately, there is no picture for him in the book. So I've included his costume description. I might tackle him in Heromachine at some point in the future, just not inclined to do it at the moment. Hope Chris doesn't mind me jumping in and posting these, figured from his previous post, he wasn't doing these three up! Man-O-War Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 30 DEX 60 15- OCV: 10/DCV: 10 28 CON 36 15- 17 BODY 14 12- 20 INT 10 13- PER Roll 13- 18 EGO 16 13- ECV: 6 15 PRE 5 12- PRE Attack: 3d6 18 COM 4 13- 13 PD 9 Total: 13 PD (10 rPD) 13 ED 7 Total: 13 ED (10 rED) 6 SPD 20 Phases: 2, 4, 6, 8, 10, 12 10 REC 0 56 END 0 43 STUN 2 Total Characteristic Cost: 193 Movement: Running: 6"/12" Gliding: 20"/40" Leaping: 4"/8" Swimming: 2"/4" Cost Powers END 7 with Karate Maneuvers: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) 1 40 Gold Bracers: Multipower, 60-point reserve, (60 Active Points); all slots OIF (Bracers; -1/2) 2u 1) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Armor Piercing (+1/2) (30 Active Points); OIF (Bracers; -1/2) 3 4u 2) Entangle 4d6, 4 DEF, 64 Charges (+1/2) (60 Active Points); OIF (Bracers; -1/2) [64] 1u 3) High Range Radio Perception (Radio Group) (12 Active Points); OIF (Bracers; -1/2) 1u 4) Gliding 20" (20 Active Points); OIF (Bracers; -1/2) 10 Battlesuit - Armored Costume: Damage Resistance (10 PD/10 ED) Karate Maneuver OCV DCV Notes 4 Atemi Strike -1 +1 2d6 NND 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm; 30 STR to Disarm roll 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Knifehand Strike ("Chop") -2 +0 HKA 1d6 +1 3 Legsweep +2 -1 5d6 Strike, Target Falls 4 Punch/Snap Kick +0 +2 6d6 Strike 5 Side/Spin Kick -2 +1 8d6 Strike 1 Weapon Element: Karate Weapons 1 Weapon Element: Staffs Skills 16 +2 with Karate 3 Acrobatics 15- 10 Missle Deflection: Defense Maneuver I-IV 3 Combat Driving 15- 3 PS: Dancer 12- 2 Skiing: Custom Skill 11- 0 Motorcycling: TF: Two-Wheeled Motorized Ground Vehicles 3 Stealth 15- 1 Language: Russian (basic conversation) 3 Language: Spanish (completely fluent with accent) 3 Billiards 13- 3 Instructor 15- Total Powers & Skill Cost: 149 Total Cost: 342 400+ Disadvantages 10 Social Limitation: Secret ID: Patrick Lee Keller (Occasionally, Major) Total Disadvantage Points: 342 Background/History: Had natural understanding of lines of force; became Broadway dancer; studied martial arts.Inspired by superheroes to join their ranks. Retired as Man-o-War one year ago, married fiance Gabrielle Cortez, also a dancer. Operates Keller School of Dance, in New York City. Personality/Motivation: Disciplined trainer; loves the dance. Quote: Powers/Tactics: Martial Arts, utility wrist bracers, skills. Campaign Use: Front-line martial artist. Appearance: Costume: Black tunic, boots; blue leggings and blindfold-style mask; gold bracers and belt. Man-O-War.hdc Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted December 18, 2014 Author Report Share Posted December 18, 2014 That's great We don't have full info or complications for these guys so we have to guess at them but they're still interesting builds Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted December 18, 2014 Author Report Share Posted December 18, 2014 And now, the final Strike Force build from me: The Overlord. The campaign's big archvillain and the first bad guy that Strike Force fought when they formed the team, he was a major influence on several characters and defined most of the story arc for the game. He eventually gave up the villain gig because of actions taken by PCs, and was always somewhat noble to begin with. This was a fun project and seemed right as a tribute to Aaron Allston, who died this year leaving the gaming world much poorer. Overlord Player: NPC Val Char Cost 60 STR 50 Weight: 100 tons; Damage 12d6 30 DEX 40 40 CON 30 20 BOD 10 30 INT 20 Perception Roll: 15- 30 EGO 20 30 PRE 20 20 PD 18 With Power Armor: 53 PD; 33 rPD 20 ED 18 With Power Armor: 50 PD; 30 rPD 6 SPD 40 20 REC 16 80 END 12 74 STN 27 OCV: 10 DCV: 10 OMCV: 10 DMCV: 10 12m RUN 0 4m SWIM 0 24m LEAP 10 Characteristics Cost: 443 Cost Power 15 Reduced Endurance (1/2 END; +1/4) (15 Active Points) applied to STR 11 Strong Will: Mental Defense (11 points total) 2 Instant Change: Cosmetic Transform 1d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; +3/4) (5 Active Points); Limited Target Clothes worn by character (-1/2), IAF (Belt; -1/2) 133 Gadget Pool: Variable Power Pool, 100 base + 100 control cost, (150 Active Points); Technological gadgets only (-1/2) 117 Power Armor: Multipower, 175-point reserve, (175 Active Points); all slots OIF (-1/2) 7f 1) Ion Cannon: Blast 15d6, Armor Piercing (+1/4), Reduced Endurance (1/2 END; +1/4) (112 Active Points); OIF (-1/2) 4f 2) AntiGravity Array: Flight 50m, Reduced Endurance (1/2 END; +1/4) (62 Active Points); OIF (-1/2) 2f 3) Teleporter: Teleportation 30m, Position Shift (35 Active Points); OIF (-1/2) 4f 4) Photon Acellerator: Sight Group Flash 12d6 (60 Active Points); OIF (-1/2) 4f 5) Ripper Cannon: Killing Attack - Hand-To-Hand 5d6 (9d6 w/STR) (75 Active Points); 8 Charges (-1/2), OIF (-1/2) 3f 6) Phase Modulator: Desolidification (40 Active Points); OIF (-1/2) Stasis Cloth Power Armor, all slots OIF (-1/2) 64 1) Stasis Cloth armor: Resistant Protection (33 PD/30 ED) (96 Active Points); OIF (-1/2) 17 2) Biological Support Systems: Life Support (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) (25 Active Points); OIF (-1/2) 7 3) Indirect Viewing: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 3 4) Wide Spectrum Viewing: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2) 4 5) Zoom Lens: +4 versus Range Modifier for Sight Group (6 Active Points); OIF (-1/2) 3 6) Zoom Lens: Microscopic ( x10) with Hearing Group (5 Active Points); OIF (-1/2) 7 7) Cellular Connection: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) Powers Cost: 407 Cost Skill 50 +5 with All Attacks 3 Computer Programming 15- 5 Inventor 16- 3 Linguist 3 1) Language: English (idiomatic) (4 Active Points) 3 2) Language: Norwegian (idiomatic) (4 Active Points) 1 3) Language: Spanish (basic conversation) 3 Paramedics 15- 3 PS: Medical Doctor 15- 3 PS: Surgeon 15- 3 Scientist 3 1) Science Skill: Anageria Medicine 16- (4 Active Points) 2 2) Science Skill: Behavior Modification 15- (3 Active Points) 4 3) Science Skill: Biochemistry 17- (5 Active Points) 3 4) Science Skill: Cybernetics 13- (4 Active Points) 5 5) Science Skill: Genetic Engineering 18- (6 Active Points) 2 6) Science Skill: Microelectronics 12- (3 Active Points) 3 7) Science Skill: Teleport Technology 13- (4 Active Points) Skills Cost: 102 Cost Perk 50 Base on Samantha Cay Perks Cost: 50 Total Character Cost: 1002 Pts. Complication 5 Distinctive Features: Katari features (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Hunted: Strike Force Frequently (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish) 20 Hunted: US Government Infrequently (Mo Pow; NCI; Limited Geographical Area; PC has a Public ID or is otherwise very easy to find; Harshly Punish) 20 Hunted: PRIMUS Infrequently (As Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish) 20 Hunted: Crusaders Frequently (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish) 20 Psychological Complication: Keeps his word (Common; Total) 15 Psychological Complication: Scientific Curiosity (Common; Strong) 5 Psychological Complication: Rudimentary Heroic Feelings (Uncommon; Moderate) 20 Psychological Complication: Desire to Dominate (Very Common; Strong) 10 Social Complication: Public Identity Frequently, Minor 10 Vulnerability: 2 x Effect Holograms and light-based illusions (Uncommon) 20 Vulnerability: 2 x STUN Gas or Poison Attacks (Common) Complication Points: 185 Overlord.hdc Quote Link to comment Share on other sites More sharing options...
rjd59 Posted December 18, 2014 Report Share Posted December 18, 2014 Thank you Chris! I've always just put off doing these charaters for HD. You did me a great service! And inspired me to help out some. I refer to the Strike Force book extremely often for many different things that are in it. One of the most useful books I've ever bought. I've browsed through it so much, it's almost falling apart. Thankfully, I've scanned it for back-up use. There are many more characters in the book, but have minimal write-ups. Maybe I'll work on a couple more of them like I did with the three Shadow Warriors. Quote Link to comment Share on other sites More sharing options...
bubba smith Posted December 18, 2014 Report Share Posted December 18, 2014 good thinking Quote Link to comment Share on other sites More sharing options...
Deadman Posted December 18, 2014 Report Share Posted December 18, 2014 Awesome thread for us old timers. Thank you. Quote Link to comment Share on other sites More sharing options...
bubba smith Posted December 18, 2014 Report Share Posted December 18, 2014 yes thanks I had a copy of strike force once Quote Link to comment Share on other sites More sharing options...
rjd59 Posted December 19, 2014 Report Share Posted December 19, 2014 Ok, there are 6 characters that were in Strike Force in the book who either left the team or were killed. All six have minimal write ups. I'll make an attempt to put all the info on them that;s in the book together for each, but if anyone wants to use them, they'll need some fleshing out just like Charade, Shelvastra, and Man-o-War. None of them have any pictures in the book. Napalm Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 [3] 20 DEX 30 13- OCV: 7/DCV: 7 23 CON 26 14- 14 BODY 8 12- 10 INT 0 11- PER Roll 11- 20 EGO 20 13- ECV: 7 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 17 PD 11 Total: 17 PD (0 rPD) 11 ED 6 Total: 11 ED (0 rED) 5 SPD 20 Phases: 3, 5, 8, 10, 12 12 REC 2 50 END 2 50 STUN 9 Total Characteristic Cost: 159 Movement: Running: 6"/12" Leaping: 6"/12" Swimming: 2"/4" Cost Powers END 75 Multipower, 75-point reserve 7u 1) Explosive Fire: Energy Blast 10d6, Explosion (+1/2) (75 Active Points) 7 5u 2) Mind Control 15d6 (Human class of minds) (75 Active Points); Fear Only (-1/2) 7 6u 3) Mind Control 10d6, Invisible (Fully Invisible; +1/2) (75 Active Points); Only for making others forget about him (-1/4) 7 Total Powers & Skill Cost: 93 Total Cost: 252 400+ Disadvantages 15 Distinctive Features: Mutant with Unpleasant scaly skin (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) Total Disadvantage Points: 252 Background/History: Kowalski was a mutant whose powers manifested in his late teens. He joined the fledgeling Strike Force and activelypursued the still-underage Lorelei. He died when he leaped before her, taking an autofire burst of bullets from an enemy's submachine gun, saving her life. Personality/Motivation: Loud and crass, but loyal to and protective of friends. In love with Lorelei. Powers/Tactics: Mutant PSI powersand great physical stregnth. Campaign Use: Mass-combat specialist, preferred blowing up agents and hitting low-EGO opponents with fear. Appearance: Costume: Red long-sleeved legless bodystocking, black trim at coller, wrists, leg openings; red thigh-high boots, black trim at top/ red skullcap, black trim at browline, black nasal piece. Unusual looks:Unpleasant scaly skin. Napalm.hdc Quote Link to comment Share on other sites More sharing options...
rjd59 Posted December 19, 2014 Report Share Posted December 19, 2014 Here's Strike Force's Defener. Had to take the liberty of adding a couple Science Skills as all it said in the book, was "many sciences". It also stated in the book his armor had "Damage Resistance", it wasn't listed in the multipower, and gave no other info on this, so I didn't add any. If you use him, make whatever adjustments you figure he needs. Next up, will be Ichi-Ban, which someone mentioned earlier in the thread. NOTICE – Edited the write-up and HDC file with some Resistant Defense Defender Val Char Cost Roll Notes 38/80 STR 28 17- / 25- Lift 4850.3kg/1.6ktons; 7 1/2d6/16d6 [4/8] 20 DEX 30 13- OCV: 7/DCV: 7 28 CON 36 15- 10 BODY 0 11- 28 INT 18 15- PER Roll 15- 10 EGO 0 11- ECV: 3 20 PRE 10 13- PRE Attack: 4d6 10 COM 0 11- 20 PD 12 Total: 20 PD (10 rPD) 20 ED 14 Total: 20 ED (10 rED) 5 SPD 20 Phases: 3, 5, 8, 10, 12 22 REC 16 56 END 0 43 STUN 0 Total Characteristic Cost: 184 Movement: Running: 6"/12" Flight: 20"/40" Leaping: 7"/14" Swimming: 2"/4" Cost Powers END 70 Powered Armor: Multipower, 123-point reserve, (123 Active Points); all slots OIF (-1/2), Only In Heroic Identity (-1/4) 1u 1) Damage Resistance (10 PD/10 ED) (10 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) 2u 2) Flight 20" (40 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) 4 3u 3) Faster-Than-Light Travel (2 Light Years/minute) (50 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) 2u 4) +42 STR (42 Active Points); No Figured Characteristics (-1/2), OIF (-1/2), Only In Heroic Identity (-1/4) 4 3u 5) Energy Blast 12d6 (60 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) 6 5u 6) Laser: Killing Attack - Ranged 4d6, Armor Piercing (+1/2) (90 Active Points); OIF (-1/2), Only In Heroic Identity (-1/4) 9 Perks 12 Money: Filthy Rich Skills 3 Computer Programming 15- 3 Security Systems 15- 3 Inventor 15- 2 SS: Physics 11- 2 SS: Computer science 11- 2 SS: Hyperspace Physics 11- 2 SS: Robotics 11- 2 SS: Electrical Engineering 11- Total Powers & Skill Cost: 117 Total Cost: 301 400+ Disadvantages 5 Social Limitation: Secret ID: Frederick Burton Rutherford III (Occasionally, Minor) 10 Psychological Limitation: Overconfidence (Common, Moderate) 5 Reputation: Playboy, 8- Total Disadvantage Points: 301 Background/History: Physicist Frederick Rutherford, an admirer of superheroes from youth, used his talent and fortune to build a power suit and rebuild his family mansion into a superhero facility, and later joined Strike Force. When the Dekarian Colonists came to Earth, he helped them defeat their enemies and then left Earth with them, selling his entire estate to Strike Force for $1. Since then, he has married a Colonist scientist, and the Colonist have found the world of Dekare. Personality/Motivation: Inventive, overconfident, playboy. Powers/Tactics: Sciences and a fairly typical power suit. Campaign Use: As an occasional visitor to Earth, he is knowledgeable about the activities of the galaxy's empires. Appearance: Costume: Power Armor, green torso and helmet faceplate, gold helmet, gold arms and legs with white cuffs and gloves. Defender.hdc Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted December 19, 2014 Author Report Share Posted December 19, 2014 Damage Resistance was an old build that gave you half or all of your defenses as resistant as well for a set cost. I just represented it with the "Resistant" advantage in the rebuilds. Quote Link to comment Share on other sites More sharing options...
rjd59 Posted December 19, 2014 Report Share Posted December 19, 2014 Ah! Hadn't thought of that but should have, brain fart I guess! I'll edit him as soon as I can and repost him with the resistance. Thanks for pointing that out. Quote Link to comment Share on other sites More sharing options...
rjd59 Posted December 19, 2014 Report Share Posted December 19, 2014 Ichi-ban's write-up had a little more in the backgound section to work with. However, for his "Magic" VPP, all that is listed is the amount of active points there are, with no specifics other than that. So I've left the VPP open-ended so those that wish to use him may tailor the pool to their liking. He could definately be a very interesting and usable NPC. Ichi-Ban Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 [1] 26 DEX 48 14- OCV: 9/DCV: 9 15 CON 10 12- 13 BODY 6 12- 23 INT 13 14- PER Roll 14- 17 EGO 14 12- ECV: 6 18 PRE 8 13- PRE Attack: 3 1/2d6 16 COM 3 12- 16 PD 14 Total: 16 PD (0 rPD) 11 ED 8 Total: 11 ED (0 rED) 7 SPD 34 Phases: 2, 4, 6, 7, 9, 11, 12 7 REC 4 46 END 8 26 STUN 0 Total Characteristic Cost: 170 Movement: Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 63 Magic Powers: Variable Power Pool, 54 base + 9 control cost, (81 Active Points); all slots Magic Roll 23- (-2) 6 Ego Defense (9 points total) Akido Maneuver OCV DCV Notes 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Escape +0 +0 25 STR vs. Grabs 4 Extend Ki +0 +0 25 STR to resist Shove; Block, Abort 3 Hold -1 -1 Grab Two Limbs, 20 STR for holding on 5 Joint Break -1 -2 Grab One Limb; HKA 1d6 +1 , Disable 4 Joint Lock/Throw +1 +0 Grab One Limb; 1d6 NND ; Target Falls 5 Redirect +1 +3 Block, Abort 5 Strike +1 +3 2d6 Strike 3 Takedown +1 +1 2d6 Strike; Target Falls 3 Throw +0 +1 2d6 +v/5, Target Falls 1 Weapon Element: Blades 1 Weapon Element: Staffs 1 Weapon Element: Polearms Perks 12 Contact: Japanese Secret Service (Contact has extremely useful Skills or resources), Organization Contact (x3) (12 Active Points) 8- 18 Japanese Secret Service: Fringe Benefit: Concealed Weapon Permit (where appropriate), Federal/National Police Powers, Improved Equipment Availability Advanced Military equipment, Security Clearance Skills 3 Mystic Detective 14- 5 Stealth 15- 4 KS: Magic Knowledge 13- Total Powers & Skill Cost: 154 Total Cost: 324 400+ Disadvantages 20 Dependent NPC: Ryoko (Wife) 14- (Normal) 10 Social Limitation: Public ID: Toshiro Kogami (Frequently, Minor) 5 Reputation: Exonorated Killer, 8- 10 Social Limitation: Awkward in conversation (Occasionally, Major) 10 Psychological Limitation: Mildly Insulting (Common, Moderate) 20 Hunted: Lady Power 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Kill) Total Disadvantage Points: 324 Background/History: As a child, Tashiro was an urchin in Osaka, Japan; he was later reared and trained by a Japanese sorcerer. He became enemies with toughs who later joined the Shadow Clan. He left Japan at the age 18 with his girlfriend Ryoko Musashi to attend college in the U.S. He joined Strike Force and was their most versatile member for years; he married Ryoko and became an accomplished sorcerer, training with the Circle. (see Organization Book I, The Circle and METE). When Power Lord kidnapped Ryoko, Tashiro went a little strange; after she was rescued, he used his powers to steal his way into the correctional facility where Power Lord was being held and fatally poisoned the villain. Because the crime was so perfect, the prison's warden called in superheroes to investigate, and eventually Aureole of the Circle discovered the truth about the murder. Ichi0Ban confessed, was expelled from Strike Force, and was tried for murder, his secret identity revealed. Lady Power (Power Lord's mother), with new powers, destroyed his magic but failed to kill him. He was found innocent by reason of temporary insanity but deported by the U>S> government; he is now an agent for the Japanese secret service. Personality/Motivation: Tashiro is impecably polite but has an inexplicable tendancy to put his foot in his mouth, accidentally insulting people or revealing Strike Force secrets to them. His immense power is offset by the fact that he cannot always react fast enough to changing battleground conditions. He is a Shintoist and considers himself a modern samurai in the new superpowered battleground. He is devoted to his wife, and misses his Strike Force friends. He does not believe he was insane when he killed Power Lord, and would probably do so again under similar circumstances. He has no code against killing. Powers/Tactics: Large magic power pool backed by several more mudane skills. Powers currently non-functional. Campaign Use: As a superhero, Ichi-Ban is a powerful and versatile ally, capable of whipping up some sort of response to almost any situation. He can be used as a Japanese NPC encounter, perhaps with the Takara Clan, or as a source of information on things magical. Appearance: Costume: Red Japanese robe with mystic oriental symbols embroidered on it; red high-peaked, round-topped headgear. Ichi-Ban.hdc Quote Link to comment Share on other sites More sharing options...
rjd59 Posted December 19, 2014 Report Share Posted December 19, 2014 Vixen Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 31 DEX 63 15- OCV: 10/DCV: 10 30 CON 40 15- 10 BODY 0 11- 31 INT 21 15- PER Roll 15- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 14 COM 2 12- 8 PD 5 Total: 8 PD (0 rPD) 6 ED 0 Total: 6 ED (0 rED) 5 SPD 9 Phases: 3, 5, 8, 10, 12 9 REC 0 60 END 0 45 STUN 12 Total Characteristic Cost: 162 Movement: Running: 21"/42" Leaping: 3"/6" Swimming: 2"/4" Tunneling: 6"/12" Cost Powers END 30 Multipower, 30-point reserve 1u 1) Healing BODY 1d6, Can Heal Limbs (15 Active Points) 1 3u 2) Running +15" (21" total) (30 Active Points) 3 3u 3) Tunneling 6" through 6 DEF material (30 Active Points) 3 2u 4) Clinging (45 STR) (20 Active Points) 3u 5) Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR) (30 Active Points) 3 2u 6) Missile Deflection (Any Ranged Attack) (20 Active Points) 4 Temperature Regulation Pendant: Life Support (Personal Temperatre Control; Safe in Intense Cold; Safe in Intense Heat) (9 Active Points); OAF (-1) 3 Ultrasonic Hearing (Hearing Group) 25 Find Weakness 12- with with Karate 8 +2 HTH Damage Class(es) with Karate Karate Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm; 35 STR to Disarm roll 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Knifehand Strike ("Chop") -2 +0 HKA 2d6 4 Punch/Snap Kick +0 +2 7d6 Strike 5 Side/Spin Kick -2 +1 9d6 Strike Perks 2 Reputation: Biomedical Expert (A medium-sized group) 11-, +2/+2d6 6 Contact: Canadian Super-Group (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 12- Skills 3 Stealth 15- 3 Acrobatics 15- 4 SS: Biochemistry 13- 3 SS: Genetics 12- 2 SS: Bacteriology 11- 2 SS: Biology 11- 2 SS: Biophysics 11- 2 SS: Chemistry 11- 2 SS: Computer Science 11- 2 SS: Epidemiology 11- 2 SS: Microbiology 11- 2 SS: Molecular Biology 11- 2 SS: Virology 11- 2 Systems Operation (Medical Systems) 15- 2 KS: Ballroom Dancing 11- Total Powers & Skill Cost: 152 Total Cost: 314 400+ Disadvantages 5 Social Limitation: Secret ID: Dr. Felicity Daniels (Occasionally, Minor) 10 Dependent NPC: Father 8- (Normal) 10 Distinctive Features: Mutant (Concealable; Always Noticed and Causes Major Reaction; Detectable By Simple Tests) 15 Physical Limitation: Faint Voice - mutation (All the Time, Slightly Impairing) 15 Physical Limitation: Hibernates in cold weather if pendant is taken (Infrequently, Fully Impairing) Total Disadvantage Points: 314 Background/History: Born with extensive mutations, including the lack of body temperature regulation. Her father developed a pendant which corrects the problem, and she used her powers with a Canadian super-group, then with Strike Force. Now on leave of Absence, developing regeneration medicines. Personality/Motivation: Very quiet (mutation, faint voice) but pert, fun-loving, tireless worker, likes ballroom dancing. Powers/Tactics: Mutant physical abnormalities, skills. Campaign Use: Biomedical expert with support powers. Appearance: Costume: Red legless long-sleeved body-stocking with laced front, black gloves, black thigh-high boots, black domino mask, pulsing red pendant worn on black choler. Vixen.hdc Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted December 19, 2014 Author Report Share Posted December 19, 2014 There are actually illustrations for some of the independents out there like Atalanta, but I don't know if they have more than just a really quick summary. Not Denis Loubet's work either. Quote Link to comment Share on other sites More sharing options...
rjd59 Posted December 19, 2014 Report Share Posted December 19, 2014 Here's D' Arc of Strike Force. Only one to go! D' Arc Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 [3] 23 DEX 39 14- OCV: 8/DCV: 8 30 CON 40 15- 10 BODY 0 11- 13 INT 3 12- PER Roll 12- 13 EGO 6 12- ECV: 4 20 PRE 10 13- PRE Attack: 4d6 30 COM 10 15- 6/21 PD 0 Total: 6/21 PD (0/15 rPD) 6/31 ED 0 Total: 6/31 ED (0/25 rED) 6 SPD 27 Phases: 2, 4, 6, 8, 10, 12 12 REC 0 70 END 5 40 STUN 0 Total Characteristic Cost: 160 Movement: Running: 6"/12" Flight: 24"/48" Leaping: 6"/12" Swimming: 2"/4" Cost Powers END 24 Electrical Powers: Elemental Control, 60-point powers, (30 Active Points); all slots Only In Heroic Identity (-1/4) 24 1) Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (tetany; +1/2) (60 Active Points); Only In Heroic Identity (-1/4) 6 24 2) Absorption 4d6 (energy, Endurance) (20 Active Points); Only In Heroic Identity (-1/4) 24 3) Force Field (15 PD/25 ED), Reduced Endurance (1/2 END; +1/4) (50 Active Points); Only In Heroic Identity (-1/4) 2 24 4) Flight 24", Reduced Endurance (1/2 END; +1/4) (60 Active Points); Only In Heroic Identity (-1/4) 2 24 5) Damage Shield: Energy Blast 5d6, Reduced Endurance (1/2 END; +1/4) (31 Active Points); Only In Heroic Identity (-1/4) 1 Savate Maneuver OCV DCV Notes 4 Block +2 +2 Block, Abort 4 Coup de pied bas (low kick) +0 +2 8d6 Strike 5 Coup de pied chasse (side kick) -2 +1 10d6 Strike 4 Crochet (Hook) +2 +0 8d6 Strike 4 Disarm -1 +1 Disarm; 40 STR to Disarm roll 5 Direct (Jab/Cross) +1 +3 6d6 Strike 3 Footsweep +2 -1 7d6 Strike, Target Falls 1 Weapon Element: Blades 1 Weapon Element: Clubs (Cane) Perks 1 Reputation: Off-Broadway Actor (A small to medium sized group) 8-, +1/+1d6; Only In Secret Identity (-1/4) 5 Contact: Charade - (Merideth "Merry" Butler) Salem Academy Administator (Contact has very useful Skills or resources, Very Good relationship with Contact) 8- Skills 5 Acrobatics 15- 3 Acting 13- 3 Dancing 12- 3 Singing 12- 3 Electronics 12- 4 CuK: Broadway 13- Total Powers & Skill Cost: 202 Total Cost: 362 400+ Disadvantages 15 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses) 15 Psychological Limitation: Romantic Nature (Common, Strong) 15 Psychological Limitation: Old World Courtliness (Common, Strong) 15 Social Limitation: Secret ID: Pierre Bourbon (Frequently, Major) Total Disadvantage Points: 362 Background/History: Mutant whose electrical powers emerged after he was struck by lightning. He knew La Panthere in Paris. He moved to the U>S> to try to break into Broadway, then joined Strike Force. A hit off-Broadway as "Tybalt" (Romeo and Juliet), now on Leave of Absence, acting, and teaching at Salem Academy. Personality/Motivation: Old world courtliness, Gallic romantic nature, seeks fame as an actor. Powers/Tactics: Electrical, with martial arts and other skills. Campaign Use: A fast-moving capture specialist and romancer of superheroines (and supervillainesses). Appearance: Costume: Yellow-and-blue horizontal-striped tank-top, blue pants, yellow fold-over boots. D' Arc.hdc Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted December 19, 2014 Report Share Posted December 19, 2014 There are actually illustrations for some of the independents out there like Atalanta, but I don't know if they have more than just a really quick summary. Not Denis Loubet's work either. Glenn Johnson, I believe. Quote Link to comment Share on other sites More sharing options...
rjd59 Posted December 20, 2014 Report Share Posted December 20, 2014 The last of the Strike Force characters with minimal write ups. Nightwing (Robot) Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 [1] 15 DEX 15 12- OCV: 5/DCV: 5 10 CON 0 11- 10 BODY 0 11- 18 INT 8 13- PER Roll 13- 0 EGO 0 9- ECV: 0 10 PRE 0 11- PRE Attack: 2d6 10 COM 0 11- 8/11 PD 6 Total: 8/11 PD (0/3 rPD) 4/7 ED 2 Total: 4/7 ED (0/3 rED) 4 SPD 15 Phases: 3, 6, 9, 12 4 REC 0 20 END 0 20 STUN 0 Total Characteristic Cost: 46 Movement: Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END Robot Body 9 1) Armor (3 PD/3 ED) 28 2) Life Support (Eating: Character does not eat; Longevity: 400 Years; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) 14 3) High Range Radio Perception (Radio Group), Concealed (-2 with High Range Radio Perception PER Rolls) Perks 47 Plane - Nightwing: Skills 9 (Nightwing Plane): Piloting 15- Total Powers & Skill Cost: 107 Total Cost: 153 400+ Disadvantages 15 Distinctive Features: Wheeled Robot with no extremities (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) Total Disadvantage Points: 153 Background/History: Nightwing was a robot and VTOL spaceworthy fighter-craft used by pirates of the Katari race. The Crusaders captured it in battle; but having enough vehicles of theeir own, they gave it to Strike Force, who repaired it and reprogrammed its robot pilot. In the coarse of this reprogramming, Nightwing "woke up" and became sentient, developing emotions and affections for some team members, especially Bolo. For several years, Nightwing the robot acted as Strike Force's primary transport specialist, piloting Nightwing the plane. Recently, when Strike Force visited Japan and defended the Takara Clan leaders from attack by the Shadow Clan supervillains, Nightwing was ordered to crash - at speeds not likely to damage the aircraft - into the sorcerer Mizu, whose power was massively augmented by the evil Dragon Crown. But the supercharged Mizu struck Nightwing, shredding the plane and its robot pilot from bow to stern, destroying them both. Personality/Motivation: Nightwing was artificial intelligence of great sophistication. It had affection for the technical heroes of Strike Force and the Shadow Warriors, particularly Bolo. Powers/Tactics: Nightwing the robot was a competent pilot but had no powers beyond its armor. Nightwing the plane was equipped with a turreted laser weapon and was capable of mach speed, spaceflight, and short-range FTL flight. Campaign Use: Nightwing's main campaign use was as a reliable vehicle pilot. Appearance: Costume: Nightwing the robot looked very much like the head off a Minuteman Mark V robot (Enemies), all in silver. It had no external limbs bit could extrude spindly arms from its interior. It moved about on wheels. Nightwing the plane was a sleek black vehicle resembling Earth fighter-planes; its laser turret was carried on its underbelly. Nightwing - Robot.hdc Quote Link to comment Share on other sites More sharing options...
rjd59 Posted December 21, 2014 Report Share Posted December 21, 2014 Seeing there were no pics of the earlier and deceased members of Strike Force, D'Arc, Defender, Ichi-ban, Nightwing, and Vixen, I did a little work with Heromachine for each, and figured I'd post them in case anyone could use them. I also updated the standees pdf I created with the added characters and am posting that also. Strike Force and Shadow Warriors.pdf Quote Link to comment Share on other sites More sharing options...
Grailknight Posted December 21, 2014 Report Share Posted December 21, 2014 Vixen and Napalm are in the old SJG cardboard miniatures. Quote Link to comment Share on other sites More sharing options...
rjd59 Posted December 23, 2014 Report Share Posted December 23, 2014 Here's Scoff, one of Srike Force's baddies! Scoff Val Char Cost Roll Notes 75/125 STR 65 24- / 34- Lift 819.2tons/838.9ktons; 15d6/25d6 [7/12] 20 DEX 30 13- OCV: 7/DCV: 7 38 CON 56 17- 20/30 BODY 20 13- / 15- 23 INT 13 14- PER Roll 14- 80 EGO 140 25- ECV: 27 33 PRE 23 16- PRE Attack: 6 1/2d6 30 COM 10 15- 15/30 PD 0 Total: 15/30 PD (0/15 rPD) 10/25 ED 2 Total: 10/25 ED (0/15 rED) 6 SPD 30 Phases: 2, 4, 6, 8, 10, 12 26 REC 6 80 END 2 80/90 STUN 3 Total Characteristic Cost: 400 Movement: Running: 6"/12" Flight: 23"/46" Leaping: 15"/30" Swimming: 2"/4" Teleportation: 20"/40" Cost Powers END 20 Demon Powers: Elemental Control, 40-point powers 13 1) Cosmetic Transform 2d6 (turns target into obidient super-powered demonic servant), Reduced Endurance (0 END; +1/2) (15 Active Points); Only on Consenting victems (-1/2) 38 2) Mental Illusions 20d6, Reduced Endurance (1/2 END; +1/4) (125 Active Points); Power cannot do BODY damage (-1), Limited Class Of Minds Sentient beings only (-1/2), Only sleeping victems (-1/4) 5 137 3) Mind Scan 30d6, Reduced Endurance (0 END; +1/2) (225 Active Points); Instant (-1/2) 104 4) Telepathy 20d6 (Human class of minds), Reduced Endurance (0 END; +1/2) (150 Active Points); Communication Only (-1/4) 55 5) Growth (+50 STR, +10 BODY, +10 STUN, -10" KB, 139,344 kg, -6 DCV, +6 PER Rolls to perceive character, 16 m tall, 8 m wide), Reduced Endurance (0 END; +1/2) (75 Active Points) 25 6) Shape Shift (Sight Group, any shape), Reduced Endurance (0 END; +1/2) (45 Active Points) 40 7) Shrinking (0.127 m tall, 0.0332 kg mass, -8 PER Rolls to perceive character, +8 DCV, takes +12" KB), Reduced Endurance (0 END; +1/2) (60 Active Points) 44 8) Teleportation 20", x16 Increased Mass, Reduced Endurance (1/2 END; +1/4) (75 Active Points); Only on consenting persons or inanimte objects (-1/4) 3 105 9) Interdimensioal Teleportation: Memorized Locations on Earth and elsewhere (20 Locations), Usable on Other (only on servants to return them to his own plane; +1/4) (125 Active Points) 10 Mental Defense (26 points total) 10 Sight Group Flash Defense (10 points) 46 Flight 23" 5 56 Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points) 30 Physical and Energy Damage Reduction, Resistant, 50% 60 Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (60 Active Points) 25 Life Support (Longevity: Immortal; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) Skills 40 +4 Overall 5 Seduction 17- 5 Persuasion 17- 2 AK: Multiverse 11- 6 AK: Earth 15- 6 CuK: Earth 15- 6 KS: Champions of Law 15- Total Powers & Skill Cost: 888 Total Cost: 1288 1250+ Disadvantages 25 Distinctive Features: Large fur covered Demon (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 20 Psychological Limitation: Hedonistic (Very Common, Strong) Total Disadvantage Points: 1288 Background/History: The demon Scoff, a devotee of Chaos, has been interfering in mortal affairs for centuries, trying to change the Earth into a chaotic, magic-based world. He opposes champions of Law and the Pattern (such as Shadow Walker). Granted powers to Lady Power in return for her eternal service (see her write-up for more). The Mockery was related to him, but they were not allies. Personality/Motivation: Luxuriant, hedonistic, implacable, imperturable. Appreciates Earth culture, Oscar Wilde and G>B> Shaw especially. Proud. Mocking sense of humor. An admirer of beauty and art. Powers/Tactics: Powerful abilities on his own plane. Tiny and less powerful on Earth - hard to harm, but incapable of doing much physical damage. Intrudes into victems sleep to toment them; sends his servants, such as Lady Power, after them to inflict damage upon them; uses dreams to prejudice allies against them and to give helpful information to the victem's enemies. Very persuasive and atractive. Campaign Use: Enemy of Law-oriented heroes, or Balance - (Pattern-) heroes, especially magical ones. Tirelessly tries to subvert them to his cause; will eventually resort to force or trick victems to his dimension and imprison them. Appearance: Tawny lion's mane and fine fur; extra fur on lower legs, chest, and wrists. Gold cat-like pupils to eyes. Large gold ram's horns. Fur-covered batwings from shoulderblades. Costume: Scarlet kilt, ruby necklace, ruby rings. Scoff.hdc Quote Link to comment Share on other sites More sharing options...
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