Jump to content

Recommended Posts

OK First of the Protectors from Serve and Protect.  These characters really feel like they are from a campaign, and I suspect that the module uses the guys from Scott Heine's Champions group.  Scott used to be pretty active on the old Hero email group, but I'm not sure he's busy online any more.

 

All members of the Protectors have two pieces of equipment: a two way radio and polarized flash defense contacts.  For some, the contacts also give UV vision.  They also are all trained in coordinated attacks, so I gave them Teamwork as well.

 

Ace is a martial artist with a pretty typical skillset and the ability to turn invisible.  She had 3rd edition pre-Strike Force Martial Arts (no style, just generic) which means just a multiplier to strength damage, so I gave her an interesting array of highly skilled maneuvers.

 

Ace
 
Val Char Cost
 20  STR   10          Lift: 400kg, Damage: 4d6
 26  DEX   32
 23  CON  13
 10  BOD   0
 13  INT     3            Perception Roll: 12-
 13  EGO   3
 15  PRE   5            Presence Attack: 3d6
 23  PD     21
 23  ED     21
  6   SPD  40
 15  REC  11
 30  END   2
 44  STN  12
 
OCV:    9
DCV:    9
OMCV: 4
DMCV: 4
 
22m RUN  10
  4m SWIM 0
  8m LEAP 2
Characteristics Cost: 257
 
Cost Power
 10    Lucky: Luck 2d6
  8     Subvocal Blue Tooth: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-1/4)
  4     Contacts: Hearing Group Flash Defense (5 points) (5 Active Points); IIF (-1/4)
  7     Find Weakness: Naked Advantage: Armor Piercing (+1/4) for up to 50 Active Points (12 Active Points); Requires A Roll (11- roll; -1/2), Extra Time (Delayed Phase, -1/4)
 20    Shadow Step: Invisibility to Sight Group 
Powers Cost: 49
 
Cost Martial Arts Maneuver
  8     +2 HTH Damage Class(es)
  5     Defensive Block:  1/2 Phase, +1 OCV, +3 DCV, Block, Abort
  4     Killing Strike:  1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6
  4     Shove:  1/2 Phase, +0 OCV, +0 DCV, 45 STR to Shove
  3     Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls
  4     Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
  4     Martial Escape:  1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs
  4     Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
  5     Offensive Strike:  1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
  5     Takeaway:  1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 40 STR to take weapon away
Martial Arts Cost: 46
 
Cost Skill
  3     Acrobatics 14-
  9     +3 With Coordinating attacks
 24    +3 with HTH Combat
  4     +2 Deflection
  3     Criminology 12-
  3     Deduction 12-
  3     Security Systems 12-
  3     Stealth 14-
  3     Teamwork 14-
Skills Cost: 52
 
Total Character Cost: 407
 
Pts. Complication
 15   Dependent NPC:  Brenda Gibson, roommate Infrequently (Normal; Unaware of character's adventuring career/Secret ID)
 20   Hunted:  Seven Horsemen Frequently (Mo Pow; Harshly Punish)
 25   Hunted:  Genocide Frequently (Mo Pow; NCI; Harshly Punish)
 20   Hunted:  VIPER Frequently (Mo Pow; Harshly Punish)
 10   Physical Complication:  Color Blind (Infrequently; Slightly Impairing)
 15   Psychological Complication:  Hatred of firearms (Common; Strong)
 10   Psychological Complication:  Independent, loner (Common; Moderate)
 15   Social Complication:  Secret Identity Frequently, Major
 20   Vulnerability:  2 x STUN Energy Killing Attacks (Common)
Complication Points: 150
 
105pmck.jpg

 

 

Share this post


Link to post
Share on other sites

When I ran the To Serve and Protect module in '92, the players really liked it.  It was about 5 sessions worth and by the end, a couple of the Protectors had lost their powers, the base was destroyed, Dr Wraithe vanished entirely (and showed up later increased in power as a super-vigilante trying to clean up Detroit), Renegade had become a Kwai Chang Caine type in leathers on a motorcycle wandering America, and Doc Sonic had a romance with one of the PCs.  It was very successful overall.

 

The artist used a lot of zipatone on the illustrations, which works okay for black and white images, but its a bear to color because I have to clean out all those dots.

Share this post


Link to post
Share on other sites

Brainstorm, the team mentalist.  A bit of a kid hot head, but capable enough.  Its hard to come up with a good mentalist name, it seems.  Apparently he's hooked on some drugs that PSI gave him to activate his latent psionic abilities but now he's addicted to the stuff.

 

Brainstorm
 
Val Char Cost
 18  STR    8           Lift: 360kg;   Damage: 3 1/2d6
 24  DEX   28
 23  CON  13
 10  BODY 0
 13  INT     3            Perception Roll: 12-
 23  EGO 13
 15  PRE   5
 13  PD    11            With Telekinetic Shield: 23 PD, 10 rPD
 13  ED    11            With Telekinetic Shield: 23 ED, 10 rED
  5   SPD  30
 15  REC  11
 65  END   9
 40  STN  10
 
OCV:    8
DCV:    8
OMCV: 8
DMCV: 8
 
12m RUN   0
  4m SWIM 0
  7m LEAP 2
Characteristics Cost: 234
 
Cost Power
 22    Strong Will: Mental Defense (14 points total) (Base MD), Usable Simultaneously (up to 16 people at once; +1 1/2), Grantor can take back power at any time (22 Active Points)
 30    Telekinetic Shield: Resistant Protection (10 PD/10 ED)
  4     Special contacts: Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4)
  8     Subvocal Bluetooth: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-1/4)
 
 50    Psychokinetic Powers: Multipower, 50-point reserve
 5f     1)  Psychic Shock: Mental Blast 5d6 (50 Active Points)
 5f     2)  Mind Scan: Mind Scan 8d6, +3 OMCV (46 Active Points)
 5f     3)  Read Minds: Telepathy 10d6 (50 Active Points)
 5f     4)  Mind Over Matter: Telekinesis (32 STR) (48 Active Points)
Powers Cost: 134
 
Cost Skill
  3     Stealth 14-
  8     +4 Coordinating attacks
 15    +3 OMCV
  3     Teamwork 14-
Skills Cost: 29
 
Total Character Cost: 397
 
Pts. Complication
  5    Dependence:  Ego-Stimulant Takes 2d6 Damage (Difficult To Obtain; 1 Day)
  5    Hunting PSI, 8-
 15   Hunted:  Seven Horsemen Infrequently (Mo Pow; Harshly Punish)
 20   Hunted:  PSI Infrequently (Mo Pow; NCI; Harshly Punish)
 10   Physical Complication:  Asthma (Infrequently; Slightly Impairing)
 10   Psychological Complication:  Contempt for other mentalists (Common; Moderate)
 10   Psychological Complication:  Immature (Common; Moderate)
 15   Social Complication:  Secret Identity Frequently, Major
 20   Vulnerability:  2 x STUN Wind or Gas special effects (Common)
Complication Points: 110

 

28rpieo.jpg

Brainstorm.hdc

Ace.hdc

Share this post


Link to post
Share on other sites

I remember this module quite well. I was running a mentalist, but as this was a magical Transform, I couldn't break them free with my powers. I generally got the better of my opposite from The Protectors though. My character, the Living EGO, was much stronger than Brainstorm.

Share this post


Link to post
Share on other sites

The big villain, sort of.  To Serve And Protect doesn't really have a villain, just a lot of really misguided and messed up good guys.

 

Coatlicue (pronounced co-ot-li-quay, I think) is an Aztec woman who was a very early mutant who was eventually trapped in stone and is the origin of all the madness that takes place in the module.  When I ran it she was destroyed in an explosion and melded with Dr Wraithe.

 

Coatlicue
 
Val Char Cost
 20  STR   10
 27  DEX   34
 28  CON  18
 15  BOD   5
 24  INT    14
 23  EGO  13
 18  PRE    8
 28  PD     26
 28  ED     26
  6   SPD  40
 18  REC  14
 80  END  12
 50  STN  15
 
OCV:    9
DCV:    9
OMCV: 8
DMCV: 8
 
12m RUN   0
  4m SWIM 0
  8m LEAP 2
Characteristics Cost: 312
 
Cost Power
 14    Damage Resistance: Resistant (+1/2) (14 Active Points) applied to PD
 14    Damage Resistance: Resistant (+1/2) (14 Active Points) applied to ED
 20    Iron Will: Mental Defense (20 points total)
 
 60    Elemental Powers: Multipower, 60-point reserve
 6f     1)  Ice Blast: Blast 12d6 (60 Active Points)
 6f     2)  Flame Blast: Killing Attack - Ranged 4d6 (60 Active Points)
 6f     3)  Earth Grasp: Entangle 3d6, 3 PD/3 ED, Area Of Effect (16 2m Areas; +1) (60 Active Points)
 6f     4)  Wind Riding: Flight 60m (60 Active Points)
 3f     5)  Current Riding: Swimming +60m (64m total) (30 Active Points)
 5f     6)  Burrow: Tunneling 24m through 15 PD material (54 Active Points)
 6f     7)  Purifying Touch: Killing Attack - Hand-To-Hand 3d6 (4d6 w/STR), Armor Piercing (+1/4) (56 Active Points)
Powers Cost: 146
 
Cost Skill
  2     KS: Ancient Aztec Culture 11-
  3     Language:  English (Aztec native) (completely fluent)
  3     Survival 14-
Skills Cost: 8
 
Total Character Cost: 466
 
Pts. Complication
 25   Hunted:  Authorities Frequently (Mo Pow; NCI; Harshly Punish)
 20   Psychological Complication:  Fanatic desire to purge humanity (Common; Total)
 10   Social Complication:  Unfamiliar with modern culture Frequently, Minor
 10   Unluck: 2d6
 20   Vulnerability:  2 x STUN Magic (Common)
 20   Vulnerability:  2 x BODY Magic (Common)
Complication Points: 105
 
2qxpxt0.jpg

Coatlicue.hdc

Share this post


Link to post
Share on other sites

Bonus post: The team's airship, the Skycruiser; also was submersible.

 

Skycruiser
 
Val Char Cost
 35  STR   -40
 14  DEX     8
 23  BOD    0
  7   PD       8
 11  ED      14
  3   SPD    10
 
12m RUN    0
40m SWIM 18
25m LEAP  0
Characteristics Cost: 82
 
Cost Power
 20    Exhaust: Killing Attack - Hand-To-Hand 3d6, Area Of Effect (9m Cone Explosion; +1/4) (56 Active Points); Limited Arc Of Fire (One hex row; -3/4), Only from rear (-1/2), No STR Bonus (-1/2)
 40    Thrusters: Flight 30m, x8 Noncombat
 20    Radar (Radio Group), +3 to PER Roll, Increased Arc Of Perception (240 Degrees)
 19    Life Support: Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)
  4     Radar Jammer: Invisibility to Radio Group  (10 Active Points); Requires A Roll (10- roll; Must be made each Phase/use; -1 1/4)
 28    Ejection Seat: Leaping +25m (25m forward, 12 1/2m upward), Usable As Attack (+1 1/4) (28 Active Points)
  2     Fire Extinguishers: Dispel Fire 1d6, Area Of Effect (4m Radius; +1/4), Fire-based attacks (+1/2) (5 Active Points); No Range (-1/2), Requires A Roll (11- roll; -1/2)
  5     Lights: Sight Group Images, Area Of Effect (8m Cone; +1/4) (12 Active Points); Only To Create Light (-1), No Range (-1/2)
Powers Cost: 138
 
Total Character Cost: 220
 
Pts. Complication
 10   Physical Complication:  Takes a turn to start up and run (Frequently; Barely Impairing)
 10   Distinctive Features:  Famous Superhero Vehicle (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 15   Physical Complication:  Requires special training to fly (Infrequently; Greatly Impairing)
Complication Points: 35
 

10of8lk.jpg

Skycruiser.hdc

Share this post


Link to post
Share on other sites

Doc Sonic, newest member of the Protectors.  Like most of the team, she's hunted by the "Seven Horsemen" who are never detailed or explained.

 

Doc Sonic
 
Val Char Cost
 13  STR    3            Lift: 130kg, Damage: 2 1/2d6
 23  DEX   26
 18  CON   8
 10  BOD   0
 23  INT    13           Perception Roll: 14-
 13  EGO   3
 15  PRE    5
  6   PD      4            With Sonic Field: 23 PD, 17 rPD
  5   ED      3            With Sonic Field: 21 ED, 16 rED
  5   SPD  30
 15  REC  11
 50  END   6
 35  STN   8
 
OCV:    8
DCV:    8
OMCV: 4
DMCV: 4
 
12m RUN   0
  4m SWIM 0
  5m LEAP 1
Characteristics Cost: 192
 
Cost Power
  4     Special Contacts: Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4)
  4     Special Contacts: Ultraviolet Perception (Sight Group) (5 Active Points); IIF (-1/4)
  8     Subvocal Blue Tooth: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-1/4)
 22    Power Supply: Endurance Reserve  (80 END, 1 REC) (22 Active Points)
 22    Sonic Battlesuit: Flight 28m, x4 Noncombat (33 Active Points); OIF (-1/2)
 25    Sonic Field: Resistant Protection (17 PD/16 ED) (51 Active Points); Costs Endurance (-1/2), OIF (-1/2)
 
 40    Sonic Control: Multipower, 50-point reserve,  (50 Active Points); all slots No effect in vaccuum (-1/4)
 4f     1)  Sonic Blast: Blast 6 1/2d6, Attack Versus Alternate Defense (deaf or hard ear covering; All Or Nothing; +1/2) (49 Active Points); No effect in vaccuum (-1/4)
 4f     2)  Sonic Beam: Blast 10d6 (50 Active Points); No effect in vaccuum (-1/4)
 4f     3)  Coherent Sound Beam: Killing Attack - Ranged 3d6+1 (50 Active Points); No effect in vaccuum (-1/4)
Powers Cost: 137
 
Cost Skill
  3     Computer Programming 14-
 12    +4 Coordinating attacks
  3     Electronics 14-
  3     Inventor 14-
  3     Paramedics 14-
  3     Science Skill:  Sonics 14-
  3     Security Systems 14-
  3     Systems Operation 14-
Skills Cost: 33
 
Total Character Cost: 362
 
Pts. Complication
 20   Hunted:  Seven Horsemen Frequently (Mo Pow; Harshly Punish)
  5    Hunted:  Le Sone Infrequently (As Pow; Limited Geographical Area; Harshly Punish)
 15   Hunted:  US Federal Government Infrequently (Mo Pow; NCI; Mildly Punish)
 15   Physical Complication:  Nearsighted (contacts correct) (Infrequently; Greatly Impairing)
 15   Psychological Complication:  Code against killing (Common; Strong)
 15   Psychological Complication:  Dislikes Combat (Common; Strong)
 15   Social Complication:  Secret Identity Frequently, Major
  5    Vulnerability:  1 1/2 x STUN Sonic attacks (Uncommon)
Complication Points: 105

14m8ffo.jpg

Doc Sonic.hdc

Share this post


Link to post
Share on other sites

I'd have to go shelf-diving, but I think I recall one of them having a 9d6 NND - the Horsemen were not characters that characters under 300 points had any business fighting, and if they were out in force, that threshold climbed quickly. 

Share this post


Link to post
Share on other sites

Dr Wraithe, the guy behind the whole mess.  By picking up the magic amulet to study, the entire scenario begins.  One of the reasons I liked this module is that it presented some moral dilemmas: superheroes by their very nature are vigilante types that work outside the law to punish and defeat criminals who otherwise would avoid justice.  How far should they go?  How much can they justify?

 

He had 1/2 END on almost all of his multipower, but back in 3rd edition, everything cost 1 END/5 active points so effectively now everything is already half endurance so I didn't bother.

 

Dr Wraithe
 
Val Char Cost
 13  STR     3            Lift: 130kg, Damage 2 1/2d6
 23  DEX    26
 23  CON   13
 10  BOD    0
 18  INT      8             Perception: 13-
 18  EGO   8
 15  PRE    5             Presence Attack: 3d6
 22  PD      8             12 rPD
 22  ED      8             12 rED
  5   SPD   30
 14  REC  10
 85  END  13
 44  STN  12
 
12m RUN   0
  4m SWIM 0
  5m LEAP 1
Characteristics Cost: 213
 
Cost Power
  8     Subvocal Blue Ray Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-1/4)
  4     Special Contact Lenses: Hearing Group Flash Defense (5 points) (5 Active Points); IIF (-1/4)
  4     Special Contact Lenses: Ultraviolet Perception (Sight Group) (5 Active Points); IIF (-1/4)
 36    Protective Aura: Resistant Protection (12 PD/12 ED)
 36    Protective Aura: Life Support  (Eating: Character only has to eat once per week; Expanded Breathing; Immunity All terrestrial diseases; Immunity: All terrestrial poisons; 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 only has to sleep 8 hours per week)
 10    Strong Will: Mental Defense (14 points total) (Base MD)
 40    Space Shifting: Teleportation 30m, x4 Increased Mass
 
 40    Magic: Multipower, 50-point reserve,  (50 Active Points); all slots Gestures (-1/4)
 4f     1)  Abyssal Smoke: Darkness to Sight Group 8m radius, Personal Immunity (+1/4) (50 Active Points); Gestures (-1/4)
 4f     2)  Sleep Spell: Mental Blast 5d6 (50 Active Points); Gestures (-1/4)
 4f     3)  Mystic Force: Blast 10d6 (50 Active Points); Gestures (-1/4)
 4f     4)  Sunflare: Sight Group Flash 10d6 (50 Active Points); Gestures (-1/4)
 4f     5)  Warp Internal Reality: Mental Illusions 10d6 (50 Active Points); Gestures (-1/4)
 4f     6)  Warp External Reality: Telekinesis (32 STR) (48 Active Points); Gestures (-1/4)
 3f     7)  Force Wall: Barrier 10 PD/10 ED, 1 BODY (up to 16m long, 2m tall, and 1/2m thick) (50 Active Points); Costs Endurance (to maintain; -1/2), Gestures (-1/4)
 3f     8)  Invisibility: Invisibility to Sight and Radio Groups , No Fringe (35 Active Points); Gestures (-1/4)
 4f     9)  Healing Spell: Healing BODY 3d6, Ranged (+1/2) (45 Active Points); Gestures (-1/4)
 3f   10) Transfixion: Tunneling 20m through 10 PD material (40 Active Points); Gestures (-1/4)
Powers Cost: 215
 
Cost Skill
 12    +4 Coordinating attacks
  3     Escape Artist 14-
  3     Language:  Latin (completely fluent)
  5     Magic 14-
  5     PS: Psychology 14-
Skills Cost: 28
 
Cost Talent
 12    Danger Sense (self only, in combat, Function as a Sense) (18 Active Points); Magical threats only (-1/2) 14-
Talents Cost: 12
 
Total Character Cost: 468
 
Pts. Complication
 15   Dependent NPC:  Charles Wentworth, Butler Frequently (Normal)
 20   Hunted:  Seven Horsemen Frequently (Mo Pow; Harshly Punish)
 25   Hunted:  Ancient evil being Frequently (Mo Pow; NCI; Harshly Punish)
 10   Psychological Complication:  Grim and Moody (Common; Moderate)
 10   Psychological Complication:  Unhappy with modern life (Common; Moderate)
 10   Social Complication:  Public Identity Frequently, Minor
 15   Social Complication:  Unfamiliar with modern culture Frequently, Major
 10   Unluck: 2d6
 15   Vulnerability:  1 1/2 x STUN, 1 1/2 x STUN Physical Killing Attacks (Very Common)
 15   Vulnerability:  1 1/2 x BODY, 1 1/2 x STUN Physical Killing Attacks (Very Common)
Complication Points: 145

 

 

219vz2t.jpg

Dr Wraithe.hdc

Share this post


Link to post
Share on other sites

Helios, the Wolverine of the group.  Violent and destructive, they're amazed he hasn't seriously wounded an innocent or killed someone yet in the group.  Cut loose in the module under a mental transform and who knows what he'd do.

 

Helios
 
Val Char Cost
 23  STR    13          Lift: 600kg, Damage: 4 1/2d6
 24  DEX    28
 23  CON   13
 15  BODY  5
 13  INT      3            Perception Roll: 12-
 18  EGO   8
 15  PRE    5
  5   PD      3             With Flame Armor: 21 PD, 15 rPD
  5   ED      3             With Flame Armor: 23 ED, 17 rED
  6   SPD  40
 17  REC  13
 70  END  10
 50  STN  15
 
OCV:    8
DCV:    8
OMCV: 6
DMCV: 6
 
12m RUN   0
  4m SWIM 0
  9m LEAP 3
Characteristics Cost: 230
 
Cost Power
  8     Subvocal Blue Ray set: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-1/4)
  3     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)
  5     Flash Defense: Sight Group Flash Defense (5 points)
 36    Flame Armor: Resistant Protection (15 PD/21 ED) (54 Active Points); Only In Alternate Identity (-1/4), Not in water (-1/4)
  3     Mental Ward: Mental Defense (8 points total) (Base MD) (5 Active Points); Only In Alternate Identity (-1/4), Not in water (-1/4)
  3     Infrared Perception (Sight Group) (5 Active Points); Only In Alternate Identity (-1/4), Not in water (-1/4)
 27    Soar: Flight 40m (40 Active Points); Only In Alternate Identity (-1/4), Not in water (-1/4)
 
 40    Flame Control: Multipower, 60-point reserve,  (60 Active Points); all slots Only In Alternate Identity (-1/4), Not in water (-1/4)
 4f     1)  Heat: Blast 12d6 (60 Active Points); Only In Alternate Identity (-1/4), Not in water (-1/4)
 4f     2)  Flames: Killing Attack - Ranged 2d6, Constant (+1/2), Uncontrolled (+1/2) (60 Active Points); Only In Alternate Identity (-1/4), Not in water (-1/4)
Powers Cost: 133
 
Cost Skill
  3     Combat Driving 14-
 12    +4 Coordinating attacks
  2     Language:  English (Greek native) (fluent conversation)
  2     PS: Photography 11-
Skills Cost: 19
 
Total Character Cost: 382
 
Pts. Complication
 10   Accidental Change:  Highly Emotional 8- (Common)
 10   Distinctive Features:  On Fire in hero form (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
 20   Hunted:  Seven Horsemen Frequently (Mo Pow; Harshly Punish)
 15   Hunted:  Eurostar Infrequently (Mo Pow; NCI; Limited Geographical Area; Harshly Punish)
 20   Psychological Complication:  Violent in Combat (Very Common; Strong)
 15   Social Complication:  Secret Identity Frequently, Major
 10   Unluck: 2d6
 10   Vulnerability:  1 1/2 x STUN cold attacks (Common)
 10   Vulnerability:  1 1/2 x BODY cold attacks (Common)
 10   Vulnerability:  1 1/2 x Effect cold attacks (Common)
Complication Points: 130

 

 

1e2zya.jpg

Helios.hdc

Share this post


Link to post
Share on other sites

Bonus post: The Protectors in this module have a full agent group that goes out and helps fight crime, deal with emergencies, and assist the team.  I colored this up all nice and neat then read that the suits are supposed to be gray with the color indicating rank on their big letter "P" only.  OH well.  Here's a Protectors, Inc Agent:

 

Protector Agent
 
Val Char Cost
 13  STR    3             Lift: 130kg, Damage 2 1/2d6
 13  DEX    6
 13  CON   3
 10  BOD   0
 10  INT     0              Perception Roll: 11-
 11  EGO  1
 13  PRE   3
 11  PD     5               With Force Field: 17 PD, 10 rPD
 12  ED     3               With Force Field: 18 PD, 10 rPD
  4  SPD  20
  6  REC   2
 25 END   1
 24 STN   2
 
OCV:    4
DCV:    4
OMCV: 3
DMCV: 3
 
12m RUN   0
  4m SWIM 0
  4m LEAP 0
Characteristics Cost: 59
 
Cost Power
         Equipment
  8     1)  Armored Suit: Resistant Protection (4 PD/4 ED) (12 Active Points); OIF (-1/2)
  3     2)  Visor: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)
  7     3)  Helmet: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2)
  3     4)  Starlight Visor: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2)
  9     5)  Force Field Generator: Resistant Protection (6 PD/6 ED) (Protect Carried Items) (28 Active Points); OAF (-1), 2 Continuing Charges lasting 1 Turn each (-1), Requires A Roll (14- roll; Burnout; -1/4)
  6     6)  Weighted Fists: Hand-To-Hand Attack +2d6 (10 Active Points); OIF (-1/2), Hand-To-Hand Attack (-1/4)
 22    7)  Blaster Pistol: Blast 7d6 (44 Active Points); OAF (-1), 4 clips of 16 Charges (+1/4)
  4     8)  Flare Grenades: Hearing Group Flash 4d6, Area Of Effect (4m Radius; +1/4) (15 Active Points); 3 Charges (-1 1/4), OAF (-1), Range Based On Strength (-1/4)
Powers Cost: 62
 
Cost Commando Training Maneuver
  3     Aikido Throw:  1/2 Phase, +0 OCV, +1 DCV, 2 1/2d6 +v/10, Target Falls
  4     Boxing Cross:  1/2 Phase, +0 OCV, +2 DCV, 4 1/2d6 Strike
  4     Choke Hold:  1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
  4     Escape:  1/2 Phase, +0 OCV, +0 DCV, 28 STR vs. Grabs
  3     Hold:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 23 STR for holding on
  4     Judo Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 23 STR to Disarm
  4     Karate Chop:  1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
  4     Kung Fu Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
Martial Arts Cost: 30
 
Cost Skill
  3     Breakfall 12-
  9     +3 with blasters
  4     WF:  Small Arms, Blasters, Grenades
  2     KS: Protectors procedures and training 11-
  3     Paramedics 11-
  3     Stealth 12-
Skills Cost: 24
 
Total Character Cost: 175
 
Pts. Complication
  5    Distinctive Features:  Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
 10   Monitored:  Protectors, Inc Frequently (Mo Pow; Watching)
 10   Psychological Complication:  Protective of innocents, upholds law (Common; Moderate)
  5    Social Complication:  Subject to Orders Infrequently, Minor
 20   Individual complications
Complication Points: 50

 

 

nxnnk2.jpg

Protector Agent.hdc

Share this post


Link to post
Share on other sites

I'd have to go shelf-diving, but I think I recall one of them having a 9d6 NND - the Horsemen were not characters that characters under 300 points had any business fighting, and if they were out in force, that threshold climbed quickly. 

Yeah they were doozies and there were frickin' seven of them! Eurostar quaked in their booties. 

Share this post


Link to post
Share on other sites

If I recall correctly one of the villains in WOT7H has the automation advantage, 75% Dam Red (phys and ener) and about 12-14 defences, resistant.  But as weaknesses he has a suscept to fire, and vuln to sonics and find weakness.  If any villain was designed to make certain pc's feel weak and other (Helios, Ace, Huntsman, and doc Sonic) feel uber, it was this guy!

 

PS main attack a 2d6 RKA with 16 pts piercing (and old add on that reduced defences by one point per point of pierce, so minus 16 ED)

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...