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Kountry Games Preview: Red Guardian


JmOz

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This is another teacher for the Farm.  I am not quite happy with his stats, specifically his OCV seems lower than I want it to be.  Right now he is doing 12d6 Damage, OCV 8, DCV 11 with DEF 25.  Perhaps change his Martial strike for the OCV +2 version instead or replace his CSL with Martial Dodge to Martial strike instead...

 

Background (very rough): Alex Roberts was raised as a military brat in England.  His interest in acting led him to a degree in drama, realizing that he would never become the actor he dreamed of being he went back to school to become a teacher.   Then September 11th happened.  He joined the military, right after his student teaching, this led to him joining STRIPES.  He tested positive for the Nanite Program and became a Red Agent. 

Due to his teaching degree and combat experience he was the perfect choice for a liaison for the Farm.  Now he gets to do both, defend his country, and teach English/drama

 

Personality: Deeply patriotic, he loves teaching and working with the students.  However his former military experience makes him less popular with many students.   Only students interested in drama seem to truly like him. 

 

Appearance: DECIDING ON THAT STILL

 

Powers: As a Red Agent of Stripes he has been injected with a nanite treatment.  The nanites have improved his strength, reflexes and constitution.  He also wares a Synthech battlesuit.

 

STRIPE  has also given him a Force Generator that he wears on his wrist.  It gives him the ability to project a red energy field in a variety of shapes.  He primarily uses it to create a Force Screen around himself and generate a circular shield that he uses both offensively and defensively.   He has been extensively trained in Hand to Hand Combat, and in using his Force Generator.

 

Red  Guardian

VAL CHA Cost Roll Notes
25 STR 5 14- HTH Damage 5d6  END [2]
23 DEX 16 14-
20 CON 5 13-
13 INT 3 12- PER Roll 12-
13 EGO 3 12-
15 PRE 5 12- PRE Attack: 3d6
6 OCV 15
6 DCV 15
3 OMCV 0
3 DMCV 0
5 SPD 10 Phases:  3, 5, 8, 10, 12
10 PD 3 10/25 PD (5/20 rPD)
10 ED 3 10/25 ED (5/20 rED)
10 REC 1
35 END 3
18 BODY 5 
30 STUN 5

Movement Cost Meters Notes
RUNNING 3 15m/30m END [1]
SWIMMING 0 4m/8m END [1]
LEAPING 0 4m 4m forward, 2m upward

SWINGING  10m/40m

 

Characteristics Total: 100

Cost Powers
 STRIPE Treatment, all slots Restrainable (-1/4) [Notes: Weakened by lack of shot per week (1 AP per day after one week); Unified Powers for some adjustment powers)] - END=
8 1)  +10 STR (10 Active Points); Restrainable (-1/4) - END=1
8 2)  +5 DEX (10 Active Points); Restrainable (-1/4) - END=
3 3)  +5 CON (5 Active Points); Custom Modifier (Not vs Poisons/Drugs; -1/4), Restrainable (-1/4) - END=
13 4)  +2 SPD (20 Active Points); May not use NCM at the same time (-1/4), Restrainable (-1/4) - END=
12 5)  Resistant Protection (5 PD/5 ED) (15 Active Points); Restrainable (-1/4) - END=0
4 6)  +5 REC (5 Active Points); Restrainable (-1/4) - END=
2 7)  +3 BODY (3 Active Points); Restrainable (-1/4) - END=

 

 Synthtech Battlesuit, all slots OIF (-1/2) - END=
10 1)  Resistant Protection (5 PD/5 ED) (15 Active Points); OIF (-1/2) - END=0
3 2)  Life Support  (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points); OIF (-1/2) - END=0
7 3)  High Range Radio Perception (Radio Group), Encrypted (+1/4) (15 Active Points); Sense Affected As Sight, Radio, and Hearing [very common Sense] (-1/2), OIF (-1/2) - END=0
3 4)  Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) - END=0
3 5)  Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) - END=0

 

50 Force Generator: Multipower, 75-point reserve,  (75 Active Points); all slots OIF (-1/2) - END=
4f 1)  Force Barrier: Barrier 15 PD/15 ED, 0 BODY (up to 2m long, 2m tall, and 1/2m thick), Reduced Endurance (0 END; +1/2) (75 Active Points); OIF (-1/2), Must be Maintained (-1/4) - END=0
4f 2)  Force Blast: Blast 8d6, Reduced Endurance (0 END; +1/2) (60 Active Points); OIF (-1/2) - END=0
1f 3)  Force Lines: Swinging 10m, x4 Noncombat, Reduced Endurance (0 END; +1/2) (15 Active Points); OIF (-1/2) - END=0
2f 4)  Force Screen: Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-1/2) - END=0
2f 5)  Force Shield (Punch): Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OIF (-1/2), Hand-To-Hand Attack (-1/4) - END=0
1f 6)  Force Shield: +3 DCV (15 Active Points); OIF (-1/2) - END=
1f 7)  Force Tentacle: Stretching 10m, Reduced Endurance (0 END; +1/2) (15 Active Points); OIF (-1/2) - END=0

Powers Total: 141

 

Cost Martial Arts
 Melee
4 1)  +1 HTH Damage Class(es)
3 2)  Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls
4 3)  Martial Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 4)  Martial Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm
4 5)  Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 6)  Martial Grab:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on
4 7)  Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
3 8)  Martial Throw:  1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/10, Target Falls
3 9)  Weapon Element:  Blades, Clubs, Empty Hand, Karate Weapons

 Ranged
4 1)  Basic Shot:  1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC
5 2)  Offensive Ranged Disarm:  1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +2 DC to Disarm
4 3)  Trip:  1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls
0 4)  Weapon Element:  Force blast

Martial Arts Total: 45

 

Cost Skills
10 +2 with all Martial Arts
9 +3 with Legsweep, Martial Throw, Martial Dodge
3 AK: Hope Springs, North Dakota 12-
3 Acrobatics 14-
3 Acting 12-
3 Breakfall 14-
3 Bureaucratics 12-
3 Charm 12-
3 Climbing 14-
3 Combat Driving 14-
3 Combat Piloting 14-
3 Computer Programming 12-
3 Concealment 12-
1 Conversation 8-
3 Criminology 12-
3 Deduction 12-
3 Demolitions 12-
1 Forensic Medicine 8-
3 Interrogation 12-
4 Language:  English (idiomatic)
2 PS: English Teacher 11-
3 PS: STRIPE Agent 12-
3 Paramedics 12-
1 Persuasion 8-
3 Scholar
2 1)  KS: Common Knowledge (3 Active Points) 12-
1 2)  KS: International Law Enforcment (2 Active Points) 11-
1 3)  KS: Literature (2 Active Points) 11-
2 4)  KS: Military World (3 Active Points) 12-
1 5)  KS: Movies (2 Active Points) 11-
3 Shadowing 12-
3 Stealth 14-
3 Streetwise 12-
3 Systems Operation 12-
3 TF:  Centurion Vehicles, Combat Aircraft, Helicopters, Small Motorized Boats, Small Motorized Ground Vehicles
3 Tactics 12-
3 Teamwork 14-
4 WF:  Common Melee Weapons, Small Arms

Skills Total: 114

 

Cost Perks
15 Fringe Benefit:  Federal/National Police Powers, International Police Powers, License to practice Teaching, Membership: Centurons, Membership: STRIPE
3 Well-Connected
1 1)  Contact (2 Active Points) 11-
1 2)  Contact (2 Active Points) 11-
1 3)  Contact (2 Active Points) 11-
1 4)  Contact (2 Active Points) 11-
1 5)  Contact (2 Active Points) 11-
1 6)  Contact (2 Active Points) 11-
1 7)  Contact (2 Active Points) 11-

Perks Total: 25

Value Complications
10 Dependent NPC:  Sally Johnson, Reporter, Fiancee Frequently (Normal; Useful Noncombat Position or Skills)
10 Hunted:  Goverment Infrequently (Mo Pow; NCI; Watching)
15 Hunted:  Various Infrequently (Mo Pow; Harshly Punish)
15 Psychological Complication:  Patriotic (Common; Strong)
15 Social Complication:  Secret ID Frequently, Major
10 Social Complication:  Subject to Orders Infrequently, Major

Complications Points: 75

Base Points: 200
Experience: 0
Experience Unspent: 0
Total Character Cost: 425

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