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That just seems like a feature of Secret Identity to me.  Yes, your job will suffer if the public finds out you're Dr Slaughter, whatever it might happen to be.

I agree.The descriptions of these disadvantages seem to be mutually exclusive. I certainly wouldn't have allowed it on a character i my campaigns.

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True Chist, true. But the 'public' identity is to reflect that Leo's other job is public...that of an active rock star, hounded by fans, paparatzie, tabloid reporters, law suits, ect, ect, ect...

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That just seems like a feature of Secret Identity to me.  Yes, your job will suffer if the public finds out you're Dr Slaughter, whatever it might happen to be.

 

Just a 'reminded', it wouldn't be listed as "Public Identity" but "Social Complication: Famous Rock Star (Obligation To Fans, Band Mates, Reporters, ect...)".

Agreed. I was just giving my ideas for his reasoning. Also - I still think he was gigging.

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Today's Zodiac Conspiracy offering: Pisces, the fish.  I recolored her as a start then decided I'd leave the rest as is.  They aren't quite as fancy with the shading and all but they look good and it saves me a lot of work.  She's an Atlantean princess without any name given other than "Pisces."  Trapped in her environment suit, she is known by some to be the violent, destructive villain Blackfin, but is now the violent, destructive villain Pisces.

 

Pisces
 
Val Char Cost
 25  STR   15          Lift: 800kg, Damage: 5d6
 20  DEX   20
 23  CON  13
 12  BOD   2
 10  INT     0            Perception Roll: 11-
 15  EGO  5
 14  PRE   4            Presence Attack: 2 1/2d6
 25  PD     3
 25  ED     3
  4   SPD  20
 10  REC   6
 50  END   6
 40  STN  10
 
12m RUN    0
44m SWIM 20
44m LEAP  0
Characteristics Cost: 179
 
Cost Power
 20    Atlantean Physiology: Life Support  (Longevity: Immortal; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing)
 15    Atlantean Senses: Active Sonar (Hearing Group)
 13    Atlantean: Telepathy 4d6 (20 Active Points); Only with Sea Creatures (-1/2)
 13    Atlantean: Mind Control 4d6 (20 Active Points); Only with Sea Creatures (-1/2)
 17    Swimmer: Leaping +40m (44m forward, 22m upward), Reduced Endurance (1/2 END; +1/4) (25 Active Points); Custom Modifier (Must start in the water; -1/2)
 15    Atlantean Magic: Shape Shift  (Sight and Smell/Taste Groups, any aquatic creature)
 
  7     Environmental Suit: Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); OIF (-1/2)
  3     Environment Suit: Nightvision (5 Active Points); OIF (-1/2)
  3     Environment Suit: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)
 40    Environment Suit: Resistant Protection (20 PD/20 ED) (60 Active Points); OIF (-1/2)
 
 22    Spear Gun/Trident: Multipower, 45-point reserve,  (45 Active Points); all slots OAF (-1)
 2f     1)  Trident: Killing Attack - Hand-To-Hand 2d6 (3 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1)
 2f     2)  Spear Gun: Killing Attack - Ranged 3d6 (45 Active Points); OAF (-1), 8 Charges (-1/2)
Powers Cost: 172
 
Cost Skill
  5     +1 OCV with weapons
  3     Concealment 11-
  3     Demolitions 11-
  3     High Society 12-
  2     KS: Marine Life 11-
  2     KS: Atlantean Culture 11-
  2     KS: Atlantic Ocean 11-
  3     Stealth 13-
Skills Cost: 23
 
Cost Talent
  3     Environmental Movement (no penalties on land)
Talents Cost: 3
 
Total Character Cost: 377
 
Pts. Complication
 35   Dependence:  Environment Suit Takes 3d6 Damage (Very Common; 1 Turn)
 10   Distinctive Features:  Environment Suit (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 10   Hunted:  Champions Infrequently (Mo Pow; Mildly Punish)
 10   Physical Complication:  No Fine Manipulation in suit (Infrequently; Slightly Impairing)
 20   Psychological Complication:  Contempt and disdain for surface dwellers (Very Common; Strong)
 20   Psychological Complication:  Cold, aloof, and untouchable (Very Common; Strong)
 10   Psychological Complication:  Vengeful (Common; Moderate)
  5    Negative Reputation:  Violent criminal Blackfin, Frequently (Known Only To A Small Group)
 10   Vulnerability:  1 1/2 x STUN Heat and Fire attacks (Common)
 10   Vulnerability:  1 1/2 x BODY Heat and Fire attacks (Common)
Complication Points: 140

 

 

 

 

1181s9x.jpg

Pices.hdc

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That just seems like a feature of Secret Identity to me.  Yes, your job will suffer if the public finds out you're Dr Slaughter, whatever it might happen to be.

Also things like... His record label and any endorsements he may have, may not appreciate his other job of Supervillian.

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Sagittarius, the Archer.  Her illustration doesn't really match her description or powers; she's supposed to have a mask that gives her expanded spectrum vision and flash defense.  A fashion model with an almost psychotic temper.

 

Sagittarius
 
Val Char Cost
 15  STR    5          Lift: 200kg; Damage: 3d6
 30  DEX   40
 15  CON   5
 10  BOD   0
 15  INT     5           Perception Roll: 12-/15- (sight)
 10  EGO  0
 30  PRE  20          Presence Attack: 6d6
  9   PD     1
  8   ED     1
  6   SPD  40
  8   REC   4
 30  END   2
 30  STN   5
 
OCV: 10
DCV: 10
OMCV: 3
DMCV: 3
 
12m RUN 0
4m SWIM 0
6m LEAP 1
Characteristics Cost: 199
 
Cost Power
  9     Missile Deflection: Deflection (20 Active Points); OAF Crossbow (-1), Only vs thrown or projectile missiles (-1/4)
  3     Mask: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)
  3     Mask: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2)
  3     Mask: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)
  4     Mask: +3 PER with Sight Group (6 Active Points); OIF (-1/2)
 12    Armored Costume: Resistant Protection (6 PD/5 ED) (18 Active Points); OIF (-1/2)
 10    Find Weakness: Armor Piercing (+1/4) for up to 60 Active Points of Multipower (15 Active Points); Requires A Roll (11- roll; -1/2)
 
 30    Crossbows: Multipower, 60-point reserve,  (60 Active Points); all slots OAF (-1)
 2f     1)  High Energy Warhead: Blast 12d6 (60 Active Points); 4 Charges (-1), OAF (-1)
 2f     2)  Explosive Warhead: Blast 8d6, Area Of Effect (16m Radius Explosion; +1/4) (50 Active Points); 4 Charges (-1), OAF (-1)
 1f     3)  Photon Warhead: Sight Group Flash 6d6, Area Of Effect (8m Radius; +1/2) (45 Active Points); 4 Charges (-1), OAF (-1)
 2f     4)  Snare Warhead: Entangle 6d6, 6 PD/6 ED (60 Active Points); 4 Charges (-1), OAF (-1)
 1f     5)  Sniper Shot: Killing Attack - Ranged 2d6, Invisible Power Effects (Invisible to hearing; +1/2) (45 Active Points); 4 Charges (-1), OAF (-1)
 2f     6)  Gas Warhead: Blast 4d6, Area Of Effect (8m Radius; +1/2), Attack Versus Alternate Defense (Life Support vs breathing; All Or Nothing; +1) (50 Active Points); 4 Charges (-1), OAF (-1)
Powers Cost: 84
 
Cost Skill
  3     Charm 15-
 16    +2 with Ranged Combat
  3     Concealment 12-
  3     Fast Draw:  Bows and crossbows 15-
  2     KS: Police practices and procedures 11-
  3     PS: Modeling 15-
  3     Stealth 15-
  2     Weaponsmith (Bows and crossbows) 12-
  2     WF:  Bows, Crossbows
Skills Cost: 37
 
Cost Talent
  9     +3/+3d6 Striking Appearance (vs. all characters)
Talents Cost: 9
 
Total Character Cost: 329
 
Pts. Complication
 10   Distinctive Features:  Great beauty (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 15   Enraged:  Insulted (Uncommon), go 11-, recover 11-
 10   Enraged:  Doesn't Get Her Way (Uncommon), go 8-, recover 11-
 15   Hunted:  Police Frequently (Less Pow; NCI; Harshly Punish)
  5    Negative Reputation:  Cold blooded killer, Infrequently
 15   Psychological Complication:  Arrogant (Common; Strong)
 20   Psychological Complication:  Overconfident (Very Common; Strong)
 15   Psychological Complication:  Likes to toy with targets (Common; Strong)
Complication Points: 105

 

2ai4lyx.jpg

Sagittarius.hdc

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Scorpio with a very odd and awkward looking outfit.  Ninja assassin type that tries to strike invisibly and disappear.  His sheet was a bit of a mess; he has no weapons but can use his martial arts with "common weapons" and his description mentions the ability to generate darkness, but he didn't have the power purchased.

 

Scorpio
 
Val Char Cost
 30  STR   20          Lift: 1600kg; Damage: 6d6
 26  DEX   32
 23  CON  13
 10  BOD   0
 10  INT     0            Perception Roll: 11-
 10  EGO  0
 10  PRE   0            Presence Attack: 2d6
 23  PD    10
 20  ED     7
  5   SPD  30
 11  REC   7
 50  END   6
 40  STN  10
 
OCV:    9
DCV:    9
OMCV: 3
DMCV: 3
 
32m RUN 20
4m SWIM 0
12m LEAP 4
Characteristics Cost: 219
 
Cost Power
  3     Tail: Extra Limb (1) (5 Active Points); OIF (-1/2)
 13    Sting: Blast 2d6, Constant (+1/2), Uncontrolled (+1/2), Attack Versus Alternate Defense (Life Support vs poison or hardened PD; All Or Nothing; +1) (30 Active Points); OIF (-1/2), No Range (-1/2), 8 clips of 2 Continuing Charges lasting 1 Turn each (-1/4)
  4     Stretching 8m (8 Active Points); OIF (-1/2), Only for extra limb attacks (-1/2)
 22    Armor: Resistant Protection (11 PD/11 ED) (33 Active Points); OIF (-1/2)
 13    Ninja Mysticism: Invisibility to Sight Group  (20 Active Points); Only at night or in darkness (-1/2)
 40    Ninja Mysticism: Desolidification  (affected by Light-based attacks)
 25    Ninja Mysticism: Darkness to Sight Group 5m radius
  5     Immortality Spell: Life Support  (Longevity: Immortal)
Powers Cost: 125
 
Cost Ninjitsu Maneuver
  8    +2 HTH Damage Class(es)
  5     Weapon Element:  Axes, Maces, Hammers, and Picks, Blades, Clubs, Empty Hand, Fist-Loads, Polearms and Spears
  4     Strike:  1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike
  5    Back Kick:  1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike
  4    Nerve Pinch:  1/2 Phase, -1 OCV, +1 DCV, 3d6 NND
  4    Escape:  1/2 Phase, +0 OCV, +0 DCV, 55 STR vs. Grabs
  4    Chop:  1/2 Phase, -2 OCV, +0 DCV, HKA 3d6 +1
Martial Arts Cost: 34
 
Cost Skill
  3     Breakfall 14-
  3     Climbing 14-
 16    +2 with HTH Combat
  6     +2 OCV with deflection and block maneuvers
  3     Concealment 11-
  3     Contortionist 14-
 10    Defense Maneuver I-IV 
  3     Disguise 11-
  2     KS: Business 11-
  3     Lockpicking 14-
  3     Shadowing 11-
  3     Sleight Of Hand 14-
  3     Stealth 14-
  3     Tactics 11-
  3     Tracking 11-
Skills Cost: 67
 
Cost Talent
  3     Lightsleep
 16    Combat Sense 12-
Talents Cost: 19
 
Total Character Cost: 464
 
Pts. Complication
 15   Hunted:  Ninja order Frequently (As Pow; Harshly Punish)
 20   Hunted:  UNTIL Infrequently (Mo Pow; NCI; Harshly Punish)
 15   Negative Reputation:  Deadly assassin, Frequently (Extreme)
 10   Psychological Complication:  Avoids direct confrontation (Common; Moderate)
 20   Psychological Complication:  Casual Killer (Very Common; Strong)
 15   Social Complication:  Secret Identity Frequently, Major
 20   Vulnerability:  2 x STUN Light-based attacks (Common)
Complication Points: 115

 

 

npni1s.jpg

Scorpio.hdc

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Taurus, the big boss and originator of the Zodiac Conspiracy.  I'm not sure if Capricorn or Taurus is the oldest member, but he's been around a very long time.  Immortal, brilliant, and enhanced by cybernetics, he's a handful for any group.  All you need is Theseus to help you beat him :)  I had a bit of a philosophical disagreement with some of the build; for example they gave his radar OIF, and unless a dish pops out of his head or something, nobody is going to know he has that so I made it IIF.  I also gave him some armor without the cybernetics, since he was supposed to be a tough customer even before he got armor plating.

 

His personality is interesting though.  He dislikes violence, prefers not to kill, and is a bit of a philosopher.  He'll occaionally go nuts in combat or if treated with insufficient respect, but is actually quite thoughtful and introspective, likely the result of a 3000-year lifespan so far. Having studied under men such as Socrates, Demosthenes, Euclid, Kepler, Copernicus, Newton, Brahms, DaVinci, Michaelangelo, Beethoven, and Einstein in a magical disguise by Capricorn, he's pretty well educated.  Taurus wants to rule the world, but because he believes he knows best and would be an excellent philosopher king - one whose successor one need never worry about.

 

Taurus
 
Val Char Cost
 40  STR   30          Lift: 6400kg; Damage 8d6
 30  DEX   40
 36  CON  26
 20  BOD  10
 30  INT    20           Perception Roll: 15-
 20  EGO  10
 40  PRE  30           Presence Attack: 8d6
 33  PD     6
 30  ED     3
 5    SPD  30
 15  REC  11
 50  END   6
 60  STN  20
 
OCV: 7
DCV: 7
OMCV: 7
DMCV: 7
 
28m RUN   0
  4m SWIM 0
40m LEAP 0
Characteristics Cost: 306
 
Cost Power
  5     Son of Zeus: Life Support  (Longevity: Immortal)
 15    Tough Hide: Resistant Protection (5 PD/5 ED)
 12    Cybernetics: Radar (Radio Group) (15 Active Points); IIF (-1/4)
  2     Cybernetics: Ultrasonic Perception (Hearing Group) (3 Active Points); IIF (-1/4)
  2     Cybernetics: +2 versus Range Modifier for Sight Group (3 Active Points); OIF (-1/2)
  7     Cybernetics: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2)
 12    Cybernetics: Leaping +36m (40m forward, 20m upward) (18 Active Points); OIF (-1/2)
 11    Cybernetics: Running +16m (28m total) (16 Active Points); OIF (-1/2)
 40    Cybernetic Plating: Resistant Protection (20 PD/20 ED) (60 Active Points); OIF (-1/2)
 
 18    Axe: Multipower, 37-point reserve,  (37 Active Points); all slots OAF (-1)
 2f     1)  Axe Blade: Killing Attack - Hand-To-Hand 2d6 (4 1/2d6 w/STR), Reduced Endurance (1/2 END; +1/4) (37 Active Points); OAF (-1)
 1f     2)  Flat of blade: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4)
 
 
 67    Divine Favor: Variable Power Pool, 50 base + 50 control cost,  (75 Active Points); all slots Powers last one turn maximum (-1/2)
Powers Cost: 194
 
Cost Skill
  3     Climbing 15-
  9     +3 OCV with axe
  3     Contortionist 15-
  3     Conversation 17-
  3     Criminology 15-
  3     Deduction 15-
  1     Disguise 8-
  3     KS: Philosophy 15-
  5     KS: History 17-
  3     Language:  English (Greek native) (completely fluent)
  3     Oratory 17-
 12    +1 Overall
  3     Survival 15-
  3     Tactics 15-
Skills Cost: 57
 
Cost Perk
 30   Orbital Base (150 pts)
Perks Cost: 30
 
Cost Talent
  3     Simulate Death
Talents Cost: 3
 
Total Character Cost: 590
 
Pts. Complication
 15   Enraged:  Berserk When Ignored (Uncommon), go 8-, recover 14-
 20   Distinctive Features:  Minotaur with cybernetic parts (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
 15   Enraged:  Berserk Takes body damage (Uncommon), go 8-, recover 14-
 10   Physical Complication:  12' tall and 900 lbs (Infrequently; Slightly Impairing)
 20   Psychological Complication:  Disdains Violence (Very Common; Strong)
 15   Psychological Complication:  Megalomania (Common; Strong)
 15   Psychological Complication:  Cold and Calculating (Common; Strong)
  5    Rivalry:  Professional (Gemini; Rival is Less Powerful; Rival is a Team Member; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
  0    Susceptibility:  Must pray to Zeus once a day or is punished 3d6 damage per Day (Common)
 20   Vulnerability:  2 x STUN Electrical Attacks (Common)
 20   Vulnerability:  2 x STUN Electrical Attacks (Common)
  5    Watched:  Greek gods Infrequently (Mo Pow; Watching)
  5    Watched:  Gemini Very Frequently (Less Pow; Watching)
Complication Points: 165

 

 

15hdc04.jpg

 

Edit: rebuilt to include VPP and base, as suggested by Enforcer84.

Taurus.hdc

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These guys are great. Also, didn't Taurus's character description mention a VPP that never made it to his sheet? I seem to recall that

Yeah, actually it does; a 50 point short-term cosmic power pool.  I probably should put that in his sheet, now that you mention it.  He also has an orbital starship base of unknown point value I should give him as well.  Rebuilding...

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Last of the Zodiac Conspiracy: Virgo, the mentalist and reluctant villainess.  She doesn't like hurting people, feels bad fighting superheroes, and tries to use powers that won't cause permanent harm.  Her write up mentions a Force Wall she uses to frustrate heroes with, but it wasn't in her Multipower, so I built her a Barrier.

 

Virgo
 
Val Char Cost
 10  STR    0           Lift: 100kg; Damage: 2d6
 11  DEX    2
 23  CON  13
 10  BOD   0
 23  INT    13           Perception Roll: 14-
 23  EGO  13
 10  PRE    0           Presence Attack 2d6
  2   PD      0           With Force Field: 17 PD, 15 rPD
  5   ED      3           With Force Field: 20 ED, 15 rED
  4   SPD  20
 10  REC   6
 60  END   8
 30  STN   5
 
OCV:    4
DCV:    4
OMCV: 8
DMCV: 8
 
12m RUN   0
  4m SWIM 0
  4m LEAP 0
Characteristics Cost: 123
 
Cost Power
  5     Strong Will: Mental Defense (10 points total) (Base MD)
 37    Kinetic Sense: Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees)
 15    Precognative: Precognitive Clairsentience (Sight Group And Normal Hearing) (45 Active Points); No Conscious Control (-2)
  5     Immortality Spell: Life Support  (Longevity: Immortal)
 
 51    Pure Thought: Multipower, 90-point reserve,  (90 Active Points); all slots Requires A Roll (Psychic Skill roll; -1/2), Gestures (-1/4)
 2f     1)  Invisibility: Invisibility to Sight and Mental Groups and Normal Hearing  (28 Active Points); Requires A Roll (Psychic Skill roll; -1/2), Gestures (-1/4)
 4v    2)  Force Field: Resistant Protection (15 PD/15 ED) (45 Active Points); Requires A Roll (Psychic Skill roll; -1/2), Costs Half Endurance (-1/4), Gestures (-1/4)
 1f     3)  Levitate: Flight 20m (20 Active Points); Requires A Roll (Psychic Skill roll; -1/2), Gestures (-1/4)
 3f     4)  Psionic Strike: Mental Blast 6d6 (60 Active Points); Requires A Roll (Psychic Skill roll; -1/2), Gestures (-1/4)
 7v    5)  Telepathy: Telepathy 12d6 (60 Active Points); Requires A Roll (Psychic Skill roll; -1/2), Gestures (-1/4)
 7v    6)  Command: Mind Control 12d6 (60 Active Points); Requires A Roll (Psychic Skill roll; -1/2), Gestures (-1/4)
 3f    7)  Telekinetic Wall: Barrier 10 PD/10 ED, 5 BODY (up to 22m long, 2m tall, and 1/2m thick) (60 Active Points); Requires A Roll (Psychic Skill roll; -1/2), Gestures (-1/4)
 2f    8)  Telekinesis: Telekinesis (20 STR) (30 Active Points); Requires A Roll (Psychic Skill roll; -1/2), Gestures (-1/4)
Powers Cost: 142
 
Cost Skill
  5     Cramming 
  3     KS: Current Fashions 14-
  2     KS: Modern Music 11-
  3     PS: Dancing 11-
  9     Power:  Psychic Skill 17-
Skills Cost: 22
 
Cost Talent
  5     Eidetic Memory
  3     Lightning Calculator
  4     Speed Reading (x10)
Talents Cost: 12
 
Total Character Cost: 299
 
Pts. Complications
 25   Hunted:  PSI Frequently (Mo Pow; NCI; Harshly Punish)
 15   Psychological Complication:  Fun Loving and playful (Common; Strong)
 15   Psychological Complication:  Rebellious Teenage Mentality (Common; Strong)
 10   Psychological Complication:  Feels guilty fighting heroes (Common; Moderate)
 10   Psychological Complication:  Loves using powers (Common; Moderate)
 15   Social Complication:  Secret Identity Frequently, Major
 10   Watched by Zodiac:  Frequently (Mo Pow; Watching)
 15   Watched:  Aries Very Frequently (Mo Pow; Watching)
Complication Points: 115

 

 

28c3plg.jpg

 

Now that I'm done with Zodiac, I think I'll do one of my favorite Hero modules, To Serve And Protect by Scott Heine.  Quite a few heroes in the Protectors, plus the South American resurrected sorceress.  When I ran the module in my campaign it had quite a significant impact, and basically wiped out the Protectors.  One of them even turned into a permanent vigilante type supervillain, amped up by the Coatlique.

Virgo.hdc

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