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Challenger

 

Val   Char    Cost    Roll     Notes

  40    STR       0       17-      Lift 6400.0kg; 8d6

  28    DEX      6       15-

  30    CON      3       15-

  15    INT        5       12-      PER Roll 12-

  15    EGO      5       12-

  25    PRE       0       14-      PRE Attack:  5d6

 

   9     OCV      5      

   9     DCV      5      

   3     OMCV  0      

   3     DMCV  0      

   6     SPD      10                  Phases:  2, 4, 6, 8, 10, 12

 

6+20 PD          4                   Total:  6/26 PD (0/20 rPD)

6+20 ED         4                   Total:  6/26 ED (0/20 rED)

   6     REC       2

  20    END      0

  10    BODY   0

  56    STUN    2       Total Characteristic Cost:  51

 

Movement:    Running:  12m/24m

                         Flight:  60m/120m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

40      Arsenal:  Multipower, 60-point reserve,  (60 Active Points); all slots OIF (Powered Armor; -½)  

4f       1)  Plasma Barrage:  Blast 8d6, Double Knockback (+½) (60 Active Points); OIF (Powered Armor; -½)    6

4f       2)  Plasma Bolt:  Blast 12d6 (60 Active Points); OIF (Powered Armor; -½)     6

4f       3)  Plasma Strobe:  Sight Group Flash 12d6 (60 Active Points); OIF (Powered Armor; -½)           6

4f       4)  Plasma Stunner:  Blast 8d6, Attack Versus Alternate Defense (Power Defense; All Or Nothing; +½) (60 Active Points); OIF (Powered Armor; -½)                                                                  6

4f       5)  Pulse Laser:  Killing Attack - Ranged 2d6, +1 Increased STUN Multiplier (+¼), Armor Piercing (+¼), Autofire (5 shots; +½) (60 Active Points); OIF (Powered Armor; -½)                 6

           Powered Armor, all slots OIF (Powered Armor; -½)                

20      1)  AP-14 Apollo Class Cyberpathic Controls:  +15 DEX (30 Active Points); OIF (Powered Armor; -½)    

20      2)  AP-14 Apollo Class Cyberpathic Controls:  +3 SPD (30 Active Points); OIF (Powered Armor; -½)       

17      3)  AP-14 Apollo Class Cyberpathic Controls:  +5 DCV (25 Active Points); OIF (Powered Armor; -½)      

17      4)  AP-14 Apollo Class Cyberpathic Controls:  +5 OCV (25 Active Points); OIF (Powered Armor; -½)      

40      5)  Challenger Class Powered Armor:  Resistant Protection (20 PD/20 ED) (Impermeable) (60 Active Points); OIF (Powered Armor; -½)                                                                                   0

6         6)  Communication Suite:  High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Sight and Hearing as well as Radio (-½), OIF (Powered Armor; -½)       0

19      7)  Environmental Suit:  Life Support  (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (29 Active Points); OIF (Powered Armor; -½)      0

10      8)  Force Field:  Power Defense (15 points) (15 Active Points); OIF (Powered Armor; -½)           0

10      9)  Impressive Appearance/Artificial Confidence:  +15 PRE (15 Active Points); OIF (Powered Armor; -½)

3         10) Light-Ampilification :  Nightvision (5 Active Points); OIF (Powered Armor; -½)      0

11      11) ORI-6 Orion Class Resilience:  +17 CON (17 Active Points); OIF (Powered Armor; -½)       

11      12) ORI-6 Orion Class Resilience:  +32 STUN (16 Active Points); OIF (Powered Armor; -½)     

12      13) Orion Ceramic Heat Shielding:  Damage Negation (-5 DCs Energy) (25 Active Points); Only Works Against Fire/Heat-Based Attacks (-½), OIF (Powered Armor; -½)                       0

30      14) Power Cells:  Endurance Reserve  (124 END, 21 REC) (45 Active Points); OIF (Powered Armor; -½) 0

10      15) Psionic Shielding:  Mental Defense (15 points total) (15 Active Points); OIF (Powered Armor; -½)       0

20      16) SAT37 Saturn Class Exoskeleton:  +30 STR (30 Active Points); OIF (Powered Armor; -½)    3

3         17) Thermal Imaging:  Infrared Perception (Sight Group) (5 Active Points); OIF (Powered Armor; -½)       0

40      18) Flight 60m (60 Active Points); OIF (Powered Armor; -½) 6

           Perks

6         Positive Reputation:  NASA Hero (A small to medium sized group) 11-, +1/+1d6 (6 points worth)

3         Fringe Benefit:  Federal/National Police Powers

5         Fringe Benefit:  Security Clearance: AR Agent Clearance

1         Fringe Benefit:  Passport

2         Fringe Benefit:  Membership: AR Agent

2         Salaried Agent:  Money:  Well Off

 

           Talents

0         Computer, all slots OIF (Powered Armor; -½)

2         1)  Absolute Range Sense (3 Active Points); OIF (Powered Armor; -½)

2         2)  Absolute Time Sense (3 Active Points); OIF (Powered Armor; -½)

2         3)  Eidetic Memory (5 Active Points); Audio and Video Images Only (-½), OIF (Powered Armor; -½)

2         4)  Lightning Calculator (3 Active Points); OIF (Powered Armor; -½)

4         5)  Speed Reading (x100) (6 Active Points); OIF (Powered Armor; -½)

 

           Skills

20      +2 with All Attacks

3         Combat Piloting 15-

3         Computer Programming 12-

3         Criminology 12-

3         Electronics 12-

3         Inventor 12-

3         Mechanics 12-

2         Navigation (Air) 12-

2         PS: American Resolution Agent 11-

3         PS: Test Pilot 15-

3         Persuasion 14-

3         Scholar

1         1)  KS: NASA History (2 Active Points) 11-

1         2)  KS: The American Resolution (2 Active Points) 11-

1         3)  KS: US History (2 Active Points) 11-

1         4)  KS: United States Law And Law Enforcement (2 Active Points) 11-

1         5)  KS: World Politics (2 Active Points) 11-

1         6)  KS: World Supervillains (2 Active Points) 11-

3         Systems Operation 12-

5         TF:  Common Motorized Ground Vehicles, Combat Aircraft, Early Spacecraft, Helicopters, Small Planes

3         Weaponsmith (Energy Weapons, Missiles & Rockets) 12-

 

Total Powers & Skill Cost:  458

Total Cost:  509

 

400+ Matching Complications

15      Hunted:  Rogues Gallery Frequently (As Pow; Harshly Punish)

15      Hunted:  The American Resolution Frequently (Mo Pow; NCI; Watching)

10      Psychological Complication:  Adrenaline Junkie (Common; Moderate)

10      Psychological Complication:  Arrogant (Common; Moderate)

15      Social Complication:  Secret Identity Frequently, Major

10      Social Complication:  Subject To Orders Infrequently, Major

109    Experience Points

 

Total Complications Points:  509

 

Background/History:  Steve Dallas grew up in the 1990's. Inspired by movies and fiction he became a test pilot for NASA. In 2010, he was given the opportunity to test a suit of personalized battle armor that had been created in a partnership between the Pentegon and NASA. The end result was dubbed the Challenger armor in honor of the tragically ended space shuttle.

 

Steve worked with NASA for a while and was eventually "Loaned" to the Resolution at his request. He loved the suit but wanted to do more than fix space stations.

 

Personality/Motivation:  Steve is the classic test pilot personality, he's cocky, self-assured, and god's gift to women. Though he's not as copletely clueless as his namesake, it's a pretty accurate depiction.

 

Quote:

 

Powers/Tactics:  Challenger is a relatively prototypical powered armor suit with an emphasis on speed and mobility. The weapons systems include variable plasma beams and a rapid fire pulse laser. Inside the armor he can lift about 3 tons overhead.

 

Campaign Use:

 

Appearance:  Steve is a dashing six foot tall, all-American male with cropped red hair, green eyes, and a surprisingly dark complexion. Outside his armor, he dresses sharply adding aviator sunglasses and a tooth pick or cigarette if he can get away with the latter.

 

The Challenger armor is white with black accents, an American flag, and NASA decals displayed proudly.

 

Artist: Storn Cook

post-198-0-54665100-1451874572_thumb.jpg

Challenger.hdc

 

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Chief Justice

 

Val   Char    Cost    Roll     Notes

  20    STR      10      13-      Lift 400.0kg; 4d6 [2]

  20    DEX     20      13-

  20    CON     10      13-

  15    INT        5       12-      PER Roll 12-

  20    EGO     10      13-

  20    PRE      10      13-      PRE Attack:  4d6

 

   7     OCV     20     

   7     DCV     20     

   7     OMCV 12     

   7     DMCV 12     

   6     SPD      40                  Phases:  2, 4, 6, 8, 10, 12

 

10+10             PD     8          Total:  10/20 PD (0/10 rPD)

10+10             ED     8          Total:  10/20 ED (0/10 rED)

  10    REC       6

  70    END     10

  13    BODY   3

  42    STUN   11      Total Characteristic Cost:  215

 

Movement:    Running:  20m/40m

                         Leaping:  10m/20m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

40      Judgment of the Law:  Multipower, 60-point reserve,  (60 Active Points); all slots Perceivable (-½)            

4f       1)  Judgment Passed:  Mind Control 12d6 (Human class of minds) (60 Active Points); Perceivable (-½)     6

2f       2)  Justice Stare:  Telepathy 12d6 (Human class of minds) (60 Active Points); Eye Contact Required (Constant Power requires eye contact throughout use; -1), Only to Find out if Subject is Lying (-1), Perceivable (-½)            6

4f       3)  Seek Injustice:  Mind Scan 12d6 (Human class of minds) (60 Active Points); Perceivable (-½) 6

4f       4)  The  Gavel:  Mental Blast 6d6 (Human class of minds) (60 Active Points); Perceivable (-½)    6

           Athletics and Metaphysiology                                                     

8         1)  Acrobatic:  Leaping +6m (10m forward, 5m upward) (Accurate) 1

5         2)  Disease Immunity:  Life Support  (Immunity: All terrestrial diseases)          0

2         3)  Retarded Aging:  Life Support  (Longevity: 400 Years)    0

15      4)  Strong Willed:  Mental Defense (15 points total)               0

8         5)  Swift:  Running +8m (20m total)                                          1

10      6)  Luck 2d6                                                                                 0

           Gear                                                                                                

24      1)  Armored Uniform:  Resistant Protection (10 PD/10 ED) (30 Active Points); IIF (-¼) 0

6         2)  Environmental Suit:  Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-½)      0

7         3)  Wrist Radio:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)       0

 

           Jeet Kune Do (Jun Fan Kung Fu)

           Maneuver         OCV    DCV    Notes

12      +3 HTH Damage Class(es)

4         Block                 +2      +2      Block, Abort

4         Choke Hold       -2       +0      Grab One Limb; 3 ½d6 NND

4         Dodge                --       +5      Dodge, Affects All Attacks, Abort

3         Grab/Joint Lock -1       -1      Grab Two Limbs, 45 STR for holding on

5         Kick/Knee Strike         -2      +1 11d6 Strike

3         Legsweep          +2       -1      8d6 Strike, Target Falls

4         Nerve Strike      -1       +1      3 ½d6 NND

4         Punch/Elbow Strike    +0      +2 9d6 Strike

3         Throw                +0      +1      7d6 +v/5, Target Falls

1         Weapon Element:  Blades

1         Weapon Element:  Clubs

1         Weapon Element:  Polearms

1         Weapon Element:  Staffs

 

           Perks

3         Fringe Benefit:  Federal/National Police Powers

5         Fringe Benefit:  Security Clearance: AR Agent Clearance

1         Fringe Benefit:  Passport

2         Fringe Benefit:  Membership: AR Agent

2         Salaried Agent:  Money:  Well Off

 

           Talents

15      Combat Precognitive:  Combat Sense 12-

 

           Skills

10      +1 with All Attacks

3         +1 with Jeet Kune Do (Jun Fan Kung Fu)

16      +2 with HTH Combat

3         Acrobatics 13-

3         Breakfall 13-

3         Bugging 12-

3         Climbing 13-

3         Concealment 12-

3         Criminology 12-

2         PS: American Resolution Agent 11-

2         PS: Soldier 11-

3         Scholar

1         1)  KS: Jeet Kune Do (2 Active Points) 11-

1         2)  KS: Military/Mercenary/Terrorist World (2 Active Points) 11-

1         3)  KS: The American Resolution (2 Active Points) 11-

1         4)  KS: US History (2 Active Points) 11-

1         5)  KS: United States Law And Law Enforcement (2 Active Points) 11-

1         6)  KS: World Politics (2 Active Points) 11-

1         7)  KS: World Supervillains (2 Active Points) 11-

3         Security Systems 12-

3         Shadowing 12-

3         Tactics 12-

2         WF:  Small Arms

 

Total Powers & Skill Cost:  289

Total Cost:  504

 

400+ Matching Complications

15      Hunted:  The American Resolution Frequently (Mo Pow; NCI; Watching)

15      Psychological Complication:  Paranoia (Common; Strong)

20      Psychological Complication:  Patriot Complex (Common; Total)

15      Social Complication:  Secret Identity Frequently, Major

10      Vulnerability:  2 x STUN Attacks made by the Innocent (Uncommon)

104    Experience Points

 

Total Complications Points:  504

 

Background/History:  Clark O'Reilly served in operation Desert Shield in the early 1990's and during his service was exposed to an experimental chemical weapon. The exposure caused the serviceman to fall very ill. Returning stateside his health returned in spades, soon he was performing physcial feats beyond anything he'd done before. Additionally after a few months of intense migraines, he found he had developed the ability to seek out injustice and squash it.

 

Taking to the streets as the Chief Justice, he was eventually contacted by the American Resolution where he receieved additional gear and training to protect America alongside like-minded heroes.

 

Personality/Motivation:  Chief Justice's mental health has been the source of dificulty for the rest of the team. He is noble, compassionate, and incorruptable; but he's developed a paranoia and his patriotism is veering towards jingoism.

 

The team is watching him, and he, in turn, is watching them.

 

Quote:

 

Powers/Tactics:  A two-fisted mentalist, Chief Justice can peer into the minds of men and  command them. He can also cause damage. In edition, Clark is a skilled martial artist and tactician.

 

Campaign Use:  Chief Justice is one of the more dangerous members of the Resolution, mostly because of his fleeting sanity. Americana is watching him closely.

 

Appearance:  Rugged, good-looking fellow with prematurely white hair and blue eyes.

 

Artist: Douglas Shuler

 

post-198-0-23349700-1451874900_thumb.jpg

Chief Justice.hdc

 

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Citizen 13

 

Val   Char    Cost    Roll     Notes

  25    STR      15      14-      Lift 800.0kg; 5d6 [2]

  20    DEX     20      13-

  25    CON     15      14-

  15    INT        5       12-      PER Roll 12-

  15    EGO      5       12-

  20    PRE      10      13-      PRE Attack:  4d6

 

   8     OCV     25     

   7     DCV     20     

   3     OMCV  0      

   5     DMCV  6      

   5     SPD      30                  Phases:  3, 5, 8, 10, 12

 

18+10             PD     16       Total:  18/28 PD (0/10 rPD)

18+10             ED     16       Total:  18/28 ED (0/10 rED)

  15    REC     11

  50    END      6

  15    BODY   5

  50    STUN   15      Total Characteristic Cost:  220

 

Movement:    Running:  15m/60m

                         Leaping:  8m/16m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

25      Big Pistols:  Killing Attack - Ranged 2d6, +2 Increased STUN Multiplier (+½) (45 Active Points); OAF (-1), No Knockback (-¼), 2 clips of 12 Charges (-0)                                                [12]

           Notes:  (x2 number of items)

55      Gadget Pool:  Variable Power Pool (Gadget Pool), 40 base + 60 control cost,  (70 Active Points); all slots OAF (-1)

20      Heavily Reinforced Uniform:  Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-½)   0

10      Rapid Fire:  Autofire (3 shots; +¼) for up to 60 Active Points of Any non-autofire RKA up to 60 points (15 Active Points); OIF (Non-Autofire Handgun of Opportunity; -½)                           1

           Eternal Elixir                                                                                 

7         1)  Acrobat:  Leaping +4m (8m forward, 4m upward) (Accurate)       1

12      2)  Eternal Elixer :  Life Support  (Extended Breathing: 1 END per Turn; Immunity All terrestrial diseases; Immunity: Alcohol; Longevity: 400 Years; Safe in High Pressure)                         0

4         3)  Fast Healing:  Regeneration (1 BODY per Day)               0

8         4)  Sprinter:  Running +3m (15m total), x4 Noncombat         1

 

           Hwarang-Do

           Maneuver         OCV    DCV    Notes

4         Block                 +2      +2      Block, Abort

4         Choke                -2       +0      Grab One Limb; 2d6 NND

4         Finger Strike     -1       +1      2d6 NND

4         Hand Strike/Elbow Strike/Snap Kick      +0           +2           7d6 Strike

5         Joint Break        -1       -2      Grab One Limb; HKA 3d6 , Disable

3         Joint Lock         +0       -1      Grab One Limb; 10 STR for holding on

5         Kick                   -2       +1      9d6 Strike

5         Throw                -2       +0      HKA 3d6 , Target Falls

1         Weapon Element:  Blades

1         Weapon Element:  Clubs

1         Weapon Element:  Polearms

1         Weapon Element:  Staffs

 

           Perks

2         Salaried Agent:  Money:  Well Off

6         Very Respected Hero:  Positive Reputation:  Beloved American Hero (A large group) 14-, +2/+2d6

3         Fringe Benefit:  Federal/National Police Powers

2         Fringe Benefit:  Membership: AR Agent

1         Fringe Benefit:  Passport

5         Fringe Benefit:  Security Clearance: AR Agent Clearance

3         Well-Connected

11      1)  The Not as Old Guard:  Contact:  Silver Age Heroes and Reformed Villains (Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 12-

11      2)  The Old Guard:  Contact:  Golden Age Heroes and Reformed Villains (Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 12-

1         3)  Contact 8-

11      4)  Contact:  Pentagon (Contact has very useful Skills or resources), Organization Contact (x3) (12 Active Points) 11-

 

           Talents

6         Alertness Set:  Combat Luck (3 PD/3 ED)

3         Lightning Warrior Set:  Lightning Reflexes (+3 DEX to act first with All Actions)

3         Rugged Good Looks:  +1/+1d6 Striking Appearance (vs. all characters)

 

           Skills

8         +1 with Ranged Combat

24      +2 Overall

30      +3 with All Attacks

12      +4 +4 versus the Range Modifier with All Ranged Attacks

10      Dodging Set:  Defense Maneuver I-IV

5         Accurate Sprayfire

3         Acrobatics 13-

3         Acting 13-

3         Breakfall 13-

3         Bribery 13-

3         Bugging 12-

3         Charm 13-

3         Climbing 13-

3         Combat Driving 13-

3         Combat Piloting 13-

3         Concealment 12-

3         Criminology 12-

3         Cryptography 12-

3         Deduction 12-

3         Disguise 12-

3         Fast Draw 13-

3         Forensic Medicine 12-

3         Interrogation 13-

3         Jack of All Trades

1         1)  PS: American Resolution Agent (2 Active Points) 11-

1         2)  PS: Cook (2 Active Points) 11-

1         3)  PS: Journalist (2 Active Points) 11-

1         4)  PS: Lecturer (2 Active Points) 11-

1         5)  PS: Painter (2 Active Points) 11-

1         6)  PS: Soldier (2 Active Points) 11-

3         Paramedics 12-

3         Persuasion 13-

5         Rapid Autofire

3         Scholar

1         1)  KS: Art History (2 Active Points) 11-

2         2)  KS: Baseball (3 Active Points) 12-

1         3)  KS: Hwarang-Do (2 Active Points) 11-

1         4)  KS: Korean Healing (2 Active Points) 11-

1         5)  KS: Military/Mercenary/Terrorist World (2 Active Points) 11-

1         6)  KS: The American Resolution (2 Active Points) 11-

1         7)  KS: US History (2 Active Points) 11-

1         8)  KS: United States Law And Law Enforcement (2 Active Points) 11-

2         9)  KS: World History (3 Active Points) 12-

1         10)  KS: World Politics (2 Active Points) 11-

1         11)  KS: World Supervillains (2 Active Points) 11-

3         Security Systems 12-

3         Shadowing 12-

5         Skipover Sprayfire

3         Stealth 13-

3         Streetwise 13-

4         TF:  Common Motorized Ground Vehicles, Combat Aircraft, Helicopters, Small Planes

3         Tactics 12-

3         Teamwork 13-

7         WF:  Common Martial Arts Melee Weapons, Common Melee Weapons, Small Arms, Staffs

3         Weaponsmith (Firearms, Missiles & Rockets) 12-

 

Total Powers & Skill Cost:  460

Total Cost:  680

 

400+ Matching Complications

15      Hunted:  The American Resolution Frequently (Mo Pow; NCI; Watching)

15      Hunted:  Rogues Gallery Frequently (As Pow; Harshly Punish)

15      Psychological Complication:  Patriot (Common; Strong)

15      Psychological Complication:  Joie de vivre (Very Common; Moderate)

10      Distinctive Features:  Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

5         Unluck: 1d6

280    Experience Points

 

Total Complications Points:  680

 

Background/History:  Clint Wold is the CU's version of Nick Fury, a soldier from WWII and early recipient of the American Super Soldier Program. The Eternity Elixir gave him enhanced strength and durability and an extended life span. Clint has been active as an agent of the American Resolution since 1941 and his legend has grown almost exponentially. He was known as Citizen VIII (as a vague allusion to the 8th generation of americans) as the time has passed he's added to the number for every 20 years since then, and currently goes by Citizen 13.

 

The American public are mixed on whether they believe he's the same guy (let's face it, it's a dangerous life) or whether there's been replacements. Those in the multiple camp point to the various costume desigs over the world, some which didn't show his hair and some which did.

 

Personality/Motivation:  Clint has been a hero for as long as he can remember, but he's not become tired of life. He enjoys learning and doing new things. He's travelled most of the world in a non superheroic capacity.

 

Citizen 13 is very comfortable with the team, there are a lot of long-lived metahumans in the American Resolution and the children of some of his old teammates. it feels like family and despite the danger, the relatively longer lives make them more apt to be around.

 

Quote:

 

Powers/Tactics:  A skilled hand to hand combatant and master of the two gun style, Citizen 13 uses the martial arts he learned during his stay in Korea as a "military consultant."'

His weapons are two high tech pistols that he avoids using on real people unless on a mission where wetworks is required.

 

Campaign Use:

 

Appearance:  A star-spangled costume layered with black armor.

 

Artist: Taclobanon

post-198-0-28873700-1452385053_thumb.jpg

Citizen 13.hdc

 

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Freedom Eagle

 

Val   Char    Cost    Roll     Notes

  20    STR      10      13-      Lift 400.0kg; 4d6 [2]

  25    DEX     30      14-

  23    CON     13      14-

  10    INT        0       11-      PER Roll 11-

  10    EGO      0       11-

  15    PRE       5       12-      PRE Attack:  3d6

 

   7     OCV     20     

   6     DCV     15     

   3     OMCV  0      

   3     DMCV  0      

   7     SPD      50                  Phases:  2, 4, 6, 7, 9, 11, 12

 

15+25             PD     13       Total:  15/40 PD (0/25 rPD)

15+15             ED     13       Total:  15/30 ED (0/15 rED)

  15    REC     11

  70    END     10

  10    BODY   0

  40    STUN   10      Total Characteristic Cost:  200

 

Movement:    Running:  12m/24m

                         Flight:  60m/960m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

60      Air Defenses:  Multipower, 60-point reserve                             

4f       1)  Air Shield:  Resistant Protection (25 PD/15 ED) (60 Active Points); Costs Endurance (-½)      6

3f       2)  Air Wall:  Barrier 10 PD/6 ED, 8 BODY (up to 12m long, 4m tall, and 1m thick), Non-Anchored (60 Active Points); Costs Endurance (to maintain; -½), Limited Range (100m; -¼)       6

90      Air Mastery:  Multipower, 90-point reserve                               

5f       1)  Air Blast:  Blast 8d6, Double Knockback (+½) (60 Active Points); Does Not Work Underwater or In A Vacuum (-¼)         6

5f       2)  Air Punch:  Blast 12d6 (60 Active Points); Does Not Work Underwater or In A Vacuum (-¼) 6

4f       3)  Airborne Supremacy:  Suppress Flight 6d6 (60 Active Points); Costs Endurance (to maintain; -½)          6

4f       4)  Create Vacuum:  (Total: 53 Active Cost, 43 Real Cost) Change Environment (create vacuum) (-1 Temperature Level Adjustment), Area Of Effect (16m Radius; +¾) (5 Active Points) (Real Cost: 5) plus Darkness to Hearing Group 16m radius (48 Active Points); Linked (Change Environment (create vacuum); -¼) (Real Cost: 38) 6

5f       5)  Extinguish Fire:  Dispel Fire/Heat 12d6, Fire/Heat Powers (+½) (54 Active Points)  5

1f       6)  Fall-Breaking Cushion:  Breakfall 17-, Usable By Other (+¼), Ranged (+½) (16 Active Points); Only For Falls Of 2 Segments Duration Or Longer (-½), Costs Endurance (Only Costs END to Activate; -¼)               2

4f       7)  Hardened Air:  Entangle 4d6, 4 PD/4 ED, Takes No Damage From Attacks All Attacks (+½) (60 Active Points); Vulnerable (Air/Wind Powers; -½)                                                               6

2f       8)  Knockback Dampening Cushion:  Knockback Resistance -14m, Usable By Other (+¼), Ranged (+½) (24 Active Points); Costs Endurance (Only Costs END to Activate; -¼)               2

5f       9)  Right Back Atcha:  Reflection (60 Active Points' worth), Any Target (+½) (60 Active Points); Only Works Against Physical Projectiles (-¼)                                                                            6

5f       10) Suffocation:  Blast 4d6, Constant (+½), Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; All Or Nothing; +1) (50 Active Points)        5

5f       11) Tornado Blast:  Blast 8d6, Area Of Effect (6m Radius; +½) (60 Active Points); Does Not Work Underwater Or In A Vacuum (-¼), Random Knockback (see 6E2 p117; -0)           6

6f       12) Wind Control:  Telekinesis (40 STR) (60 Active Points) 6

5f       13) Wind Gust:  Blast 8d6, Area Of Effect (16m Cone; +½), Double Knockback (+½) (80 Active Points); No Range (-½), Does Not Work Underwater Or In A Vacuum (-¼)                           8

7         Wrist Radio:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)            0

           Air Mastery                                                                                   

5         1)  A Breath Of Fresh Air:  Change Environment (freshen air) (+/-1 Temperature Level Adjustment), Area Of Effect (16m Radius; +¾) (5 Active Points)                                                    1

42      2)  Air Apparent:  Spatial Awareness (Unusual Group), Discriminatory, Range 0

33      3)  Air Supply:  Endurance Reserve  (100 END, 12 REC) (33 Active Points)    0

13      4)  Detect Air Purity:  Detect Air Purity 11- (Smell/Taste Group), Discriminatory, Analyze          0

34      5)  Protective Air Bubble:  Life Support  (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), Usable Nearby (+1) (34 Active Points)    0

100    6)  True Flight:  Flight 60m, Position Shift, x16 Noncombat, No Turn Mode (+¼) (100 Active Points)       10

 

           Boxing, Modern

           Maneuver         OCV    DCV    Notes

4         Block                 +2      +2      Block, Abort

3         Clinch                -1       -1      Grab Two Limbs, 30 STR for holding on

4         Cross                 +0      +2      6d6 Strike

5         Hook                  -2       +1      8d6 Strike

3         Jab                     +2      +1      4d6 Strike

1         Weapon Element:  Cestus

 

           Perks

3         Fringe Benefit:  Federal/National Police Powers

5         Fringe Benefit:  Security Clearance: AR Agent Clearance

1         Fringe Benefit:  Passport

2         Fringe Benefit:  Membership: AR Agent

2         Salaried Agent:  Money:  Well Off

 

           Skills

24      +3 with Ranged Combat

12      +4 +4 versus the Range Modifier with All Ranged Attacks

3         Criminology 11-

2         PS: American Resolution Agent 11-

2         PS: Weather Prediction 11-

3         Paramedics 11-

3         SS:  Meteorology 11-

3         Scholar

1         1)  KS: Boxing (2 Active Points) 11-

1         2)  KS: The American Resolution (2 Active Points) 11-

1         3)  KS: US History (2 Active Points) 11-

1         4)  KS: United States Law And Law Enforcement (2 Active Points) 11-

1         5)  KS: World Politics (2 Active Points) 11-

1         6)  KS: World Supervillains (2 Active Points) 11-

 

Total Powers & Skill Cost:  538

Total Cost:  738

 

400+ Matching Complications

15      Hunted:  The American Resolution Frequently (Mo Pow; NCI; Watching)

338    Experience Points

 

Total Complications Points:  738

 

Background/History:  Darren was always a rough and tumble young man. He boxed as a teen until his powers emerged. Always looking out for the little guy, Darren thought this would be his chance to make a difference in the world.

 

He took the name Wind Hammer and fought the good fight in the midwest. In 2011, Wind Hammer was embroiled in a scandal. Darren had been having an affair with the wife of the Mayor of his home town of Kansas City.

 

With his personal life overshadowing his heroic life, Darren was becoming a publicity liability for his superteam and he stepped down. Eventually it just got to be too much and he pulled away from the spotlight entirely. For almost a year he fought crime in a plain gray bodysuit and no name. It was surprisingly fulfilling. He was appraoched by the American Resolution who'd been watching him to see if he slipped into villainy. Finding him fighting the good fight away from the glare of the media he was approached with an opportunity to rebuild his reputation.

 

Darren jumped at that chance.

 

Personality/Motivation:  Darren Steel knows he's not as good as the press makes him out to be, nor is he as bad as they branded him before. He is a man with great power who uses it to aid those who can't aid themselves As a member of the Resolution, he's been linked to Wind Hammer on a few occasions but for some reason it never gets any traction.

 

Aside from a weakness for a pretty face, Darren is a stoic man, with a long suffering sense of humor and an eagerness to help out where he can.

 

Quote:

 

Powers/Tactics:  one of the fastest and most capable fliers in the country, Freedom Eagle is capable of controlling the winds around him to an impressive degree though this fales under water or in a vaccuum. Additionally, he's really tough and has returned to boxing as a fall back if he can't use his powers readily.

 

Campaign Use:

 

Appearance:  Darren has a rugged, heavyweight's build. He's just shy of six feet tall and has cropped brown hair and blue eyes. He wears a patriotic costume dominated by a Golden Eagle on the chest.

 

Artist: Steved4ve

 

 

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Freedom

 

Val   Char    Cost    Roll     Notes

  50    STR      40      19-      Lift 25.6tons; 10d6 [5]

  30    DEX     40      15-

  30    CON     20      15-

  16    INT        6       12-      PER Roll 12-

  10    EGO      0       11-

  25    PRE      15      14-      PRE Attack:  5d6

 

   9     OCV     30     

   9     DCV     30     

   3     OMCV  0      

   4     DMCV  3      

   6     SPD      40                  Phases:  2, 4, 6, 8, 10, 12

 

  17    PD        15                  Total:  17 PD (17 rPD)

  17    ED        15                  Total:  17 ED (17 rED)

  20    REC     16

  70    END     10

  20    BODY  10

  70    STUN   25      Total Characteristic Cost:  315

 

Movement:    Running:  12m/24m

                         Flight:  60m/120m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

                         Teleportation:  1m/2m

 

Cost   Powers                                                                                    END

60      Lightspeed Travel:  Multipower, 60-point reserve                    

1f       1)  Atmospheric Lightspeed Travel:  Teleportation 1m, MegaScale (1m = 30,000 km; +2 ¼) (3 Active Points)            1

6f       2)  Slow Lightspeed Travel:  Flight 60m (60 Active Points)   6

1f       3)  Space Lightspeed Travel:  FTL Travel (1 LY/year) (10 Active Points)         0

60      Photonic Emission:  Multipower, 60-point reserve                   

2f       1)  Create Light:  Sight Group Images, +/-4 to PER Rolls, Area Of Effect (16m Radius; +¾) (38 Active Points); Only to Create Light (-1)                                                                                      4

6f       2)  Flare Blast Vision:  Sight Group Flash 12d6 (60 Active Points)   6

4f       3)  Laser Vision:  RKA 3d6 (45 Active Points); Beam (-¼)   4

6f       4)  Light in the Darkness:  Dispel Darkness to Sight Group 20d6 (60 Active Points)       6

3f       5)  Lightbending:  Invisibility to Sight Group , No Fringe (30 Active Points)    3

12      Rapid Fire Punches:  Autofire (3 shots; +¼) for up to 50 Active Points of Strength (12 Active Points)        1

7         Wrist Radio:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)            0

           Demi-Godlike Physiology                                                            

16      1)  Eyes of Light:  Sight Group Flash Defense (20 points) (20 Active Points); Only Versus Flashes Based on Light (-¼)           0

60      2)  Nigh-Invulnerable:  Damage Negation (-6 DCs Physical, -6 DCs Energy)   0

15      3)  Super Tough Form:  Power Defense (15 points)                0

34      4)  Super Tough Skin:  (Total: 34 Active Cost, 34 Real Cost) Hardened (+¼), Impenetrable (+¼), Resistant (+½) (17 Active Points) applied to PD (Real Cost: 17) plus Hardened (+¼), Impenetrable (+¼), Resistant (+½) (17 Active Points) applied to ED (Real Cost: 17)                                                                             0

35      5)  True Super-Physiology:  Life Support  (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; 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)           0

           Photonic Vision                                                                             

17      1)  Detect Invisibility:  Detect A Single Thing 12- (no Sense Group), Discriminatory, Range, Sense, Targeting (25 Active Points); Can Only Perceive Invisibility Based on Bending Light (-½) 0

45      2)  Distant Light:  +30 versus Range Modifier for Sight Group          0

5         3)  Enhanced Light:  Nightvision                                               0

10      4)  Penetrating Infrared Scan:  Fully Penetrative with Normal Sight; Cannot see through force-fields or anything that generates its own heat (-0)                                                                           0

3         5)  Rangefinding:  Absolute Range Sense                                  

10      6)  Surrounding Light:  Increased Arc Of Perception (360 Degrees) with Sight Group    0

 

           Combat Mastery

           Maneuver         OCV    DCV    Notes

4         Block                 +2      +2      Block, Abort

4         Counterstrike    +2      +2      12d6 Strike, Must Follow Block

4         Crush                 +0      +0      14d6 Crush, Must Follow Grab

4         Escape               +0      +0      65 STR vs. Grabs

3         Grapple              -1       -1      Grab Two Limbs, 60 STR for holding on

 

           Perks

3         Fringe Benefit:  Federal/National Police Powers

5         Fringe Benefit:  Security Clearance: AR Agent Clearance

1         Fringe Benefit:  Passport

2         Fringe Benefit:  Membership: AR Agent

2         Salaried Agent:  Money:  Well Off

 

           Talents

6         Radiant Beauty:  +2/+2d6 Striking Appearance (vs. all characters)

 

           Skills

12      +1 Overall

8         +1 with HTH Combat

3         Criminology 12-

10      Defense Maneuver I-IV

2         PS: American Resolution Agent 11-

2         PS: Social Worker 11-

2         SS:  Anthropology 11-

3         Scholar

2         1)  KS: History (3 Active Points) 12-

1         2)  KS: The American Resolution (2 Active Points) 11-

1         3)  KS: United States Law And Law Enforcement (2 Active Points) 11-

1         4)  KS: World Politics (2 Active Points) 11-

1         5)  KS: World Supervillains (2 Active Points) 11-

4         6)  KS: World Theology (5 Active Points) 14-

 

Total Powers & Skill Cost:  508

Total Cost:  823

 

400+ Matching Complications

15      Hunted:  Rogues Gallery Frequently (As Pow; Harshly Punish)

15      Hunted:  The American Resolution Frequently (Mo Pow; NCI; Watching)

15      Psychological Complication:  Protective of Innocents (Common; Strong)

5         Psychological Complication:  Searching for her Father (Uncommon; Moderate)

15      Social Complication:  Public Identity Frequently, Major

10      Vulnerability:  2 x STUN Darkness Based Attacks (Uncommon)

423    Experience Points

 

Total Complications Points:  823

 

Background/History:  Athena is convinced that her estranged father was a sun-based deific entity. The circumstancial evidence of her superpowers and golden-tinged appearance led her to study cultural theology in college as she prepared herself for life as a superheroine. While this got her no closer to finding her father or his people, the pictures were notoriously hard to place with many of them, it has given her a great background for any capers involving mythical beings, artifacts, or locations.

 

Originally operating out of her native Louisiana, Freedom was brought in (reluctantly on her part) to the American Resolution to help combat their image of an "Ayryan's Dream Team." The match so far has been a good one. She's been on the team since 2011.

 

Personality/Motivation:  Athena has had her powers her entire life. She was an object of fascination growing up and she's used to people staring and asking her personal questions. She feels the national media has singled her out as some sort of affirmative action token - despite there being more than a few other minorities on the team.

 

She gets along quite well with the other members of the team on the team and is an open and compassionate woman with civilians despite her somewhat brittle nature with the press.

 

Quote:

 

Powers/Tactics:  A lower tier brick but she backs it up with light based powers that help her stand out on a team of so many bricks.

 

Campaign Use:  With the (unfortunately chosen) mystery surrounding her father, Freedom can be a source of information on religions of Earth and even beyond.

 

Appearance:  Althena is African-American with a hint of gold in her skin, hair, and eyes. She is tall and sturdy, possessing an athletic build and washboard abs. She wears a rather tame one piece patriotic suit with red cape. Her legs (her favorite feature) are bare. She wears no mask.

 

 

Artist: Gaston25

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Freedom.hdc

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Freedom's Edge

 

Val   Char    Cost    Roll     Notes

  15    STR       5       12-      Lift 200.0kg; 3d6 [1]

  28    DEX     36      15-

  20    CON     10      13-

  15    INT        5       12-      PER Roll 16-

  10    EGO      0       11-

  20    PRE      10      13-      PRE Attack:  4d6

 

   8     OCV     25     

   8     DCV     25     

   3     OMCV  0      

   3     DMCV  0      

   6     SPD      40                  Phases:  2, 4, 6, 8, 10, 12

 

12+8 PD        10                  Total:  12/20 PD (0/8 rPD)

12+8 ED        10                  Total:  12/20 ED (0/8 rED)

  12    REC       8

  40    END      4

  12    BODY   2

  40    STUN   10      Total Characteristic Cost:  200

 

Movement:    Running:  36m/144m

                         Leaping:  20m/80m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

7         Wrist Radio:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)            0

           Edge of Freedom, all slots OAF (Enchanted Dagger; -1)         

22      1)  The Edge of Freedom:  Killing Attack - Hand-To-Hand 2d6-1 (2d6 w/STR), Range Based On STR (+¼), Affects Desolidified Any form of Desolidification (+½) (44 Active Points); OAF (-1)  4

20      2)  The Freedom Effect:  Dispel Entangle 15d6 (45 Active Points); OAF (-1), Range Based On Strength (-¼)             4

           Edge of the Century, all slots OAF (Enchanted Dagger; -1)    

18      1)  Cutting Away Time:  Drain CON 4d6 (40 Active Points); OAF (-1), Range Based On Strength (-¼)       4

18      2)  The Edge of the Century:  Killing Attack - Hand-To-Hand 2d6-1 (2d6+1 w/STR), Armor Piercing (+¼), Range Based On STR (+¼) (37 Active Points); OAF (-1)                                   4

           Fabled Abilities                                                                             

40      1)  Armor of Righteousness:  Damage Negation (-4 DCs Physical, -4 DCs Energy)         0

36      2)  Fast as the Pony Express:  Running +24m (36m total), x4 Noncombat, Reduced Endurance (½ END; +¼) (36 Active Points) 1

12      3)  Keen Senses:  +4 PER with all Sense Groups                     0

18      4)  Leap to the Winds:  Leaping +16m (20m forward, 10m upward) (Accurate, x4 Noncombat)    2

15      5)  Luck of the Brave:  Luck 3d6                                                0

15      6)  Tough in Body:  Resistant Protection (5 PD/5 ED)            0

10      7)  Tough in Mind:  Mental Defense (10 points total)             0

10      8)  Tough in Spirit:  Power Defense (10 points)                       0

 

           Arnis/Kali/Escrima

           Maneuver         OCV    DCV    Notes

16      +4 HTH Damage Class(es)

5         Axe, Spin, or Crescent Kick -2 +1           11d6 Strike

4         Body Shift         --       +5      Dodge, Affects All Attacks, Abort

4         De Cadena        +2      +2      Block, Abort

4         Disarm               -1       +1      Disarm; 45 STR to Disarm

4         Nerve Strike      -1       +1      4d6 NND

4         Pattern Strike    +2      +2      9d6 Strike, Must Follow Block

4         Redonda/Punch +2      +0      9d6 Strike

4         Sinawali/Kick   +0      +2      9d6 Strike

5         Takeaway          +0      +0      Grab Weapon, 45 STR to take weapon away

3         Takedown         +1      +1      7d6 Strike; Target Falls

4         Weapon Bind    +1      +0      Bind, 45 STR

1         Weapon Element:  Blades

1         Weapon Element:  Blades

1         Weapon Element:  Chain & Rope Weapons

1         Weapon Element:  Clubs

0         Weapon Element:  Clubs

1         Weapon Element:  Empty Hand

1         Weapon Element:  Karate Weapons

 

           Perks

3         Fringe Benefit:  Federal/National Police Powers

5         Fringe Benefit:  Security Clearance: AR Agent Clearance

1         Fringe Benefit:  Passport

2         Fringe Benefit:  Membership: AR Agent

2         Salaried Agent:  Money:  Well Off

 

           Talents

6         Alertness:  Combat Luck (3 PD/3 ED)

3         Ti-MING:  Absolute Time Sense

9         Fabled Beauty:  +3/+3d6 Striking Appearance (vs. all characters)

3         Lightning Warrior:  Lightning Reflexes (+3 DEX to act first with All Actions)

 

           Skills

20      +2 with All Attacks

10      Dodging Set:  Defense Maneuver I-IV

3         Acrobatics 15-

3         Breakfall 15-

3         Bugging 12-

3         Charm 13-

3         Climbing 15-

3         Combat Driving 15-

3         Concealment 12-

3         Criminology 12-

3         Deduction 12-

3         Fast Draw 15-

3         Forensic Medicine 12-

3         Interrogation 13-

3         Linguist

3         1)  Language:  English (idiomatic) (4 Active Points)

2         2)  Language:  Filipino (completely fluent) (3 Active Points)

0         3)  Language:  Spanish (idiomatic) (4 Active Points)

2         4)  Language:  Tagalog (completely fluent) (3 Active Points)

3         Lockpicking 15-

2         PS: American Resolution Agent 11-

2         PS: Moro-moro Dancing 11-

5         Rapid Attack  (10 Active Points); HTH Multiple Attacks Only (-1)

3         Scholar

1         1)  KS: Arnis (and/or Kali and/or Escrima) (2 Active Points) 11-

1         2)  KS: The American Resolution (2 Active Points) 11-

1         3)  KS: US History (2 Active Points) 11-

1         4)  KS: United States Law And Law Enforcement (2 Active Points) 11-

1         5)  KS: World Politics (2 Active Points) 11-

1         6)  KS: World Supervillains (2 Active Points) 11-

3         Security Systems 12-

3         Shadowing 12-

3         Stealth 15-

3         Streetwise 13-

3         TF:  Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Two-Wheeled Motorized Ground Vehicles

5         Two-Weapon Fighting  (10 Active Points); Hand to Hand Only (-1)

3         WF:  Blades, Chain & Rope Weapons, Karate Weapons

 

Total Powers & Skill Cost:  462

Total Cost:  662

 

400+ Matching Complications

15      Hunted:  Rogues Gallery Frequently (As Pow; Harshly Punish)

15      Hunted:  The American Resolution Frequently (Mo Pow; NCI; Watching)

15      Psychological Complication:  Code vs Killing (Common; Strong)

10      Psychological Complication:  Patriot (Common; Moderate)

15      Social Complication:  Secret Identity Frequently, Major

5         Unluck: 1d6

262    Experience Points

 

Total Complications Points:  662

 

Background/History:  Samantha comes from a poor mexican family; though it wasn't always that way. Her parents were once poor Mexicans working illegally in America. Samantha was born in Texas and a citizen of the United States. But her father's work was raided and her family was deported. After a few years eking out a living in Mexico, they crossed the border again to the US to give her a better life, but the men who helped their group were even less scrupulous than most and they were to be sold to wealthy eastern landowners to work for them.

 

The trucks never even made it over the border. Samantha's father was quicker than most and realized what was going on. He and his family bolted once the trucks were opened and though he didn't make it, Samantha, her brother and her mother did.

 

They made their way across the southwestern border and into America the slavers on their heels, hoping to eliminate witnesses.

 

During the flight, Samantha became fevered. And in the night she got a vision telling her of a place nearby that she could find the means to defend her family against the slavers. She awoke and snuck off, following the steps and landmarks she saw in her vision to a small graveyard amidst the crumbling ruins of what was once a mining town. At the gravestone marred with two jagged cuts through the name she found the knives. A matched set though one bore a broken chain motiff and one bore a time piece. When she held the daggers in her hands she felt a strange throbbing sensation.

 

Hearing the sounds of her mother crying out in alarm, Samantha bolted back, running faster than she'd ever thought possible. She arrived in time to see the slavers surrounding her mother and brother. Samantha was on them like a wildcat; deftly dodging their panicked gunfire and opening wounds on the men. When they retreated and the gravity of what she'd done hit her, Samantha collapsed.

 

When she awoke, she was in a hospital with her mother and brother at her side. They'd been found by agents of the border patrol and taken to a local hospital while the officers tried to figure out what was going on.

 

Eventually, things calmed down and due to her increased speed and apparently magical daggers, Samantha was kept under armed survellance until agents of the government arrived.

 

Given the option of helping the government and finding a home for her family and being returned to Mexico, Samantha jumped at it and became a provisionary member of the American Resolution. Her first few years of official duty were as an envoy to the Philipines Ambassador. It was in Manila she learned the Arnis combat techniques.

 

Personality/Motivation:  Despite her magical daggers, Samantha abhors the idea of killing again. She did not like the feelings she got from slaying those men. She's a patriot despite her family's experiences and works with the Resolution proudly.

 

Quote:

 

Powers/Tactics:  Mystically augmented human with magical daggers and an adept twin blade fighting style. Freedom's Edge fights with her daggers defensively, using them to escape bonds and weaken structures. She avoids using the blades on living opponents.

 

She is an expert in Arnis but has added a few maneuvers learned from her co-workers, notably a series of kicks that have a high impact given her speed leg-strength

 

Campaign Use:

 

Appearance:  Lovely young woman of hispanic origin. Long dark hair and eyes. She wears a decidedly Texas style costume.

 

Artist: Toshino

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Freedom's Edge.hdc

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Ingenuity

 

Val   Char    Cost    Roll     Notes

  15    STR       5       12-      Lift 200.0kg; 3d6 [1]

  23    DEX     26      14-

  20    CON     10      13-

  23    INT       13      14-      PER Roll 14-

  14    EGO      4       12-

  20    PRE      10      13-      PRE Attack:  4d6

 

   7     OCV     20     

   7     DCV     20     

   3     OMCV  0      

   4     DMCV  3      

   5     SPD      30                  Phases:  3, 5, 8, 10, 12

 

8+10 PD          6                   Total:  8/18 PD (0/10 rPD)

8+10 ED         6                   Total:  8/18 ED (0/10 rED)

  12    REC       8

  40    END      4

  10    BODY   0

  40    STUN   10      Total Characteristic Cost:  175

 

Movement:    Running:  12m/24m

                         Flight:  50m/200m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

75      The Arsenal:  Variable Power Pool (Gadget Pool), 60 base + 60 control cost,  (90 Active Points); all slots OAF (-1) 

0         1) Sonic Carbine:  Blast 8d6, Affects Desolidified Any form of Desolidification (+½) (60 Active Points); OAF (-1), 12 Charges (-¼) Real Cost: 27                                                                  [12]

0         2) Tangleweb Launcher:  Entangle 6d6, 6 PD/6 ED (60 Active Points); OAF (-1), 8 Charges (-½) Real Cost: 24       [8]

0         3) "NIghty Night Stick":  Hand-To-Hand Attack +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-¼) Real Cost: 13 3

           Light Battle Suit, all slots OIF (-½)                                            

2         1)  Audio Sensors:  Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-½)  0

6         2)  Comm-Links:  High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Sight, Hearing as well as Radio (-½), OIF (-½)                        0

10      3)  Flare Shielding:  Sight Group Flash Defense (15 points) (15 Active Points); OIF (-½)              0

20      4)  Force Belt:  Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-½)            0

40      5)  Grav-Pack:  Flight 50m, Position Shift, x4 Noncombat (60 Active Points); OIF (-½) 6

10      6)  Psionic Shielding:  Mental Defense (15 points total) (15 Active Points); OIF (-½)     0

7         7)  Targeting Computer:  +1 with All Attacks (10 Active Points); OIF (-½)     

7         8)  Universal Camera:  Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); OIF (-½)   0

 

           Jujutsu

           Maneuver         OCV    DCV    Notes

8         +2 HTH Damage Class(es)

4         Atemi Strike      -1       +1      3d6 NND

5         Block                 +1      +3      Block, Abort

5         Breaking Throw -2       -2      Grab One Limb; HKA 2d6 , Disable; Target Falls

4         Disarm               -1       +1      Disarm; 35 STR to Disarm roll

4         Escape               +0      +0      40 STR vs. Grabs

4         Joint Lock/Throw       +1      +0 Grab One Limb; 2d6 NND ; Target Falls

3         Joint Lock         +0       -1      Grab One Limb,  35 STR  for holding on

3         Legsweep          +2       -1      6d6 Strike, Target Falls

3         Sacrifice Throw +2      +1      5d6 Strike; You Fall, Target Falls

4         Shime                 -2       +0      Grab One Limb; 3d6 NND

3         Slam                  +0      +1      5d6 +v/10, Target Falls

4         Strike                 +0      +2      7d6 Strike

3         Takedown         +1      +1      5d6 Strike; Target Falls

 

           Perks

3         Fringe Benefit:  Federal/National Police Powers

5         Fringe Benefit:  Security Clearance: AR Agent Clearance

1         Fringe Benefit:  Passport

2         Fringe Benefit:  Membership: AR Agent

2         Salaried Agent:  Money:  Well Off

 

           Skills

3         Breakfall 14-

3         Bugging 14-

3         Computer Programming 14-

3         Concealment 14-

5         Cramming

3         Criminology 14-

3         Cryptography 14-

3         Demolitions 14-

3         Electronics 14-

3         Inventor 14-

3         Mechanics 14-

2         PS: American Resolution Agent 11-

2         PS: Groundfighting 11-

3         Scholar

1         1)  KS: Jujutsu (2 Active Points) 11-

1         2)  KS: The American Resolution (2 Active Points) 11-

1         3)  KS: US History (2 Active Points) 11-

1         4)  KS: United States Law And Law Enforcement (2 Active Points) 11-

1         5)  KS: World Politics (2 Active Points) 11-

1         6)  KS: World Supervillains (2 Active Points) 11-

3         Scientist

3         1)  SS:  Chemistry 15- (4 Active Points)

3         2)  SS:  Materials Engineering 15- (4 Active Points)

3         3)  SS:  Mathematics 15- (4 Active Points)

3         4)  SS:  Physics 15- (4 Active Points)

3         5)  SS:  Robotics 15- (4 Active Points)

3         Security Systems 14-

3         Shadowing 14-

3         Systems Operation 14-

3         Weaponsmith 14-

 

Total Powers & Skill Cost:  325

Total Cost:  500

 

400+ Matching Complications

10      Hunted:  Rogues Gallery Infrequently (As Pow; Harshly Punish)

15      Hunted:  The American Resolution Frequently (Mo Pow; NCI; Watching)

10      Psychological Complication:  Girl-Crazy (Common; Moderate)

10      Psychological Complication:  Know it All (Common; Moderate)

15      Psychological Complication:  Patriotic (Common; Strong)

15      Social Complication:  Secret Identity Frequently, Major

100    Experience Points

 

Total Complications Points:  500

 

Background/History:  Luke knew what he wanted to be when he grew up from a young age. He intended to work for NASA and eventually make his way into space. With his chracacteristic zeal he blew through school and endered college at sixteen. It was in college that he discovered video games and girls. The latter failed to discover him for the most part however and Luke went about fixing that aspect of his life and suddenly visiting space wasn't as important.

 

It was while he was training his body to be more appealing that he was recruited into the Resolution. His engineering projects had brought him to their attention and after sending a recruiter to evaluate him he was offered a spot on the research team. Luke refused, he liked the idea of being a superheroic gadgeteer much better than being a research monkey.

 

The recruiter took the rejection in stride and continued watching the young man, eventually recommending he be offered a spot on the field team. Luke's body didn't react very well to the Paragon Process, leaving him exceptionally fit, but not superhuman. Undaunted he began creating devices to help him battle America's foes.

 

Personality/Motivation:  Stereotypical hyper-kinetic, hormonal teen hero. Though at this point, Luke's in his early twenties and not a spaz. His internet persona has become a bit more mature but that's because he is a ninja IRL.

 

He's been trying in vain to woo various teammates.

 

Quote:

 

Powers/Tactics:  Combat Gadgeteer.

 

Campaign Use:

 

Appearance:  Luke is rail thin for a superhero, and while he lacks the muscle mass of his compatriots, he is cut from stone, has dyed white hair and blue eyes. He wears a patrotic costume with goggles that look like giant perscription glasses.

 

He carries his gadgets in a backpack

 

 

Artist: TovioRogers

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Ingenuity .hdc

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US Infantry

 

Val   Char    Cost    Roll     Notes

  20    STR      10      13-      Lift 400.0kg; 4d6 [2]

  25    DEX     30      14-

  20    CON     10      13-

  15    INT        5       12-      PER Roll 12-

  10    EGO      0       11-

  20    PRE      10      13-      PRE Attack:  4d6

 

  10    OCV     35     

  10    DCV     35     

   3     OMCV  0      

   4     DMCV  3      

   7     SPD      30                  Phases:  2, 4, 6, 7, 9, 11, 12

 

14+11             PD     12       Total:  14/25 PD (0/11 rPD)

14+11             ED     12       Total:  14/25 ED (0/11 rED)

  12    REC       8

  40    END      4

  12    BODY   2

  40    STUN   10      Total Characteristic Cost:  216

 

Movement:    Running:  12m/24m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

30      PTR-7 Patriot Super Carbine:  Multipower, 60-point reserve,  (60 Active Points); all slots OAF (-1)           

3f       1)  Blaser Setting:  Blast 12d6 (60 Active Points); OAF (-1) 6

2f       2)  Focused Blaster Setting:  Blast 8d6, Armor Piercing (+¼) (50 Active Points); OAF (-1)           5

3f       3)  RF Blaster Setting:  Blast 8d6, Autofire (5 shots; +½) (60 Active Points); OAF (-1)  6

3f       4)  Sniper Beam Setting:  Blast 9d6, Increased Maximum Range (900m; +¼) (56 Active Points); OAF (-1) 6

           PTR-7 Patriot Super Carbine, all slots OAF (-1)                       

25      1)  Blaster Power Cell (Belt):  Endurance Reserve  (120 END, 12 REC) (38 Active Points); OIF (-½)          0

7         2)  Improvised Smashy Smashy:  Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-¼)          1

6         3)  Targeting Computer:  +4 with Carbine Attacks (Including Grenade Launcher) (12 Active Points); OAF (-1)        

16      4)  Underslung Grenade Launcher:  Killing Attack - Ranged 2d6, Area Of Effect (18m Radius Explosion; +½) (45 Active Points); OAF (-1), 6 Charges (-¾)                                          [6]

           Gear                                                                                                

16      1)  Reinforced Costume:  Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (-½)                0

7         2)  Wrist Radio:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)       0

           Nanite Enhancements                                                                   

6         1)  Duckin' And Divin':  Combat Luck (3 PD/3 ED)                 

10      2)  Fortunate Son:  Luck 2d6                                                     0

20      3)  Increased Reaction Time:  +2 SPD                                       

3         4)  Nanite Aided Calculations:  Lightning Calculator               

10      5)  Nanite Medibots:  Regeneration (1 BODY per 20 Minutes)           0

15      6)  Neuro Weave Reflexes:  Lightning Reflexes (+15 DEX to act first with All Actions)

 

           Marine Corps Martial Arts Program

           Maneuver         OCV    DCV    Notes

4         Block                 +2      +2      Block, Abort

4         Choke                -2       +0      Grab One Limb; 2d6 NND

4         Disarm               -1       +1      Disarm; 30 STR to Disarm

4         Escape               +0      +0      35 STR vs. Grabs

4         Eye Gouge        -1       -1      Flash 4d6

3         Hold                   -1       -1      Grab Two Limbs, 30 STR for holding on

4         Joint Lock/Throw       +1      +0 Grab One Limb; 1d6 NND ; Target Falls

4         Knifehand          -2       +0      HKA 2d6

4         Punch/Knee Strike      +0      +2 6d6 Strike

5         Side or Axe Kick        +1      -2 8d6 Strike

3         Throw                +0      +1      4d6 +v/10, Target Falls

1         Weapon Element:  Clubs

1         Weapon Element:  Knives

1         Weapon Element:  Polearms (Bayonet)

 

           Perks

3         Fringe Benefit:  Federal/National Police Powers

5         Fringe Benefit:  Security Clearance: AR Agent Clearance

1         Fringe Benefit:  Passport

2         Fringe Benefit:  Membership: AR Agent

2         Salaried Agent:  Money:  Well Off

 

           Talents

15      Combat Sense 12-

 

           Skills

20      +2 with All Attacks

3         Acrobatics 14-

3         Breakfall 14-

3         Bugging 12-

3         Climbing 14-

3         Combat Piloting 14-

3         Concealment 12-

3         Criminology 12-

3         Defense Maneuver I

3         Jack of All Trades

1         1)  PS: American Resolution Agent (2 Active Points) 11-

1         2)  PS: Commercial Pilot (2 Active Points) 11-

1         3)  PS: Groundfighting (2 Active Points) 11-

1         4)  PS: Marine (2 Active Points) 11-

3         Paramedics 12-

3         Persuasion 13-

3         Scholar

1         1)  KS: Military/Mercenary/Terrorist World (2 Active Points) 11-

1         2)  KS: The American Resolution (2 Active Points) 11-

1         3)  KS: US History (2 Active Points) 11-

1         4)  KS: United States Law And Law Enforcement (2 Active Points) 11-

1         5)  KS: World Politics (2 Active Points) 11-

1         6)  KS: World Supervillains (2 Active Points) 11-

1         Security Systems 8-

3         Shadowing 12-

3         TF:  Combat Aircraft, Helicopters, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

3         Tactics 12-

3         Teamwork 14-

4         WF:  Small Arms, Blades, Polearms (Bayonet)

 

Total Powers & Skill Cost:  339

Total Cost:  555

 

400+ Matching Complications

15      Hunted:  The American Resolution Frequently (Mo Pow; NCI; Watching)

15      Psychological Complication:  Adrenaline Junkie (Very Common; Moderate)

155    Experience Points

 

Total Complications Points:  555

 

Background/History:  Don served in the Marines for six years, including tours in Afghanistan, Iraq, and "consulting" in Pakistan. Wounded in the line of duty, his nerve damage made him the idea candidate for a nanite nerve repair process, being prototyped by the Resolution.

 

Don volunteered and not only regained movement, but now operates at superhuman reaction times. Outfitted with agent-class weapons and armor, he joined the brick-heavy Resolution team to offer some much-needed ranged support.

 

Personality/Motivation:  US Infantry is a down to earth guy who happens to be able to outdraw a light switch. He's delighted to be able to serve his country in the this new capacity, but would have been perfectly happy continuing as a marine. He understands the politics behind the position but still feels a bit uncomfortable when around other servicemen.

 

Additionally, he's much less risk averse than he once was. The near-death experience changed him and Don doesn't really have an off switch as far as fear goes. He just does things.

 

Don has taken Ingenuity under his wing and likes to hang out with the younger hero. He's been counceling him on his romantic endeavors. Mostly for the amusement.

 

Quote:

 

Powers/Tactics:  Expert combatant and soldier with superhuman reaction time and durability.

 

Campaign Use:  Notes: American Soldier's Creator has a name and background for him on his deviant art site. (http://dangerman-1973.deviantart.com/gallery/2785693/Soldier-6)

Credit where Credit is due :)

 

Appearance:

 

artist: Drvce

post-198-0-81985500-1452387121_thumb.jpg

US Infantry.hdc

 

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Stepping away from my flag-themed heroes and teams for a moment:

 

Binary

 

Val   Char    Cost    Roll     Notes

  45    STR      10      18-      Lift 12.8tons; 9d6 [4]

  20    DEX     20      13-

  20    CON     10      13-

  28    INT       18      15-      PER Roll 15-

  21    EGO     11      13-

  23    PRE      13      14-      PRE Attack:  4 ½d6

 

   9     OCV     20     

   9     DCV     20     

   5     OMCV  6      

   5     DMCV  6      

   5     SPD      30                  Phases:  3, 5, 8, 10, 12

 

8+20 PD          6                   Total:  8/28 PD (0/20 rPD)

8+20 ED         6                   Total:  8/28 ED (0/20 rED)

  12    REC       8

  90    END      2

  10    BODY   0

  40    STUN   10      Total Characteristic Cost:  196

 

Movement:    Running:  12m/24m

                         Flight:  20m/640m

                         Leaping:  44m/88m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

51      Battle Gauntlets:  Multipower, 62-point reserve, 30 Charges (+¼) (77 Active Points); all slots OIF (-½)     

4f       1)  Compressed Air Blast:  Blast 8d6, Double Knockback (+½) (60 Active Points); OIF (-½)         6

2f       2)  Flare Sabots:  Sight Group Flash 9d6 (45 Active Points); 4 Charges (-1), OIF (-½)    [4]

1f       3)  Flechette Sabots:  Killing Attack - Ranged 2d6, Armor Piercing (+¼) (37 Active Points); 4 Charges (-1), OIF (-½) [4]

2f       4)  Knockout Gas Sabots:  Blast 5d6, Area Of Effect (1m Radius; +¼), Attack Versus Alternate Defense (defense is Life Support [self-Contained Breathing or appropriate Immunity]; All Or Nothing; +1) (56 Active Points); 4 Charges (-1), OIF (-½) [4]

4f       5)  Plasma Beam:  Blast 10d6 (62 Active Points); OIF (-½), 32 Charges (+¼)  [32]

139    Gadget Pool:  Variable Power Pool (Gadget Pool), 120 base + 75 control cost,  (158 Active Points); all slots OAF (-1)            

30      Mobility Devices:  Multipower, 45-point reserve,  (45 Active Points); OIF (-½)              

4f       1)  Back Up Flight:  Flight 20m, Position Shift, x32 Noncombat (45 Active Points)        4

2f       2)  Moon Leaping:  Leaping +40m (44m forward, 22m upward) (Accurate) (25 Active Points)     2

1f       3)  Personal Gravity:  Clinging (55 STR) (14 Active Points) 0

           Binary Battle Suit, all slots OIF (-½)                                          

6         1)  Comm-Link:  High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Sight and Hearing as well as Radio (-½), OIF (-½)                 0

13      2)  Environmental Protections:  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) (19 Active Points); OIF (-½)         0

17      3)  Exoskeleton: Augmented Strength:  +25 STR (25 Active Points); OIF (-½) 2

7         4)  Exoskeleton: Combat Computer:  +2 DCV (10 Active Points); OIF (-½)     

7         5)  Exoskeleton: Combat Computer:  +2 OCV (10 Active Points); OIF (-½)     

8         6)  Exoskeleton: Power Reserves:  +60 END (12 Active Points); OIF (-½)       

40      7)  Light Exoskeleton w/Chippendale's Force Field:  Resistant Protection (20 PD/20 ED) (Impermeable) (60 Active Points); OIF (-½)                                                                                       0

3         8)  Sensor Suite: Infrared:  Infrared Perception (Sight Group) (5 Active Points); OIF (-½)              0

3         9)  Sensor Suite: Light Enhancement:  Nightvision (5 Active Points); OIF (-½) 0

3         10) Sensor Suite: Psionic Signatures:  Mental Awareness (5 Active Points); OIF (-½)    0

2         11) Sensor Suite: Ultrasonic Detection:  Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-½)              0

3         12) Sensor Suite: Ultraviolet:  Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½)   0

           Perks

20      My Li'l Robot Buddy:  Follower

 

           Talents

5         Keen Mind:  Eidetic Memory

3         Mathematic Cipher:  Lightning Calculator

20      Linguistics Database:  Universal Translator 15-

3         Bad Boy:  +1/+1d6 Striking Appearance (vs. all characters)

10      Anticipation:  Lightning Reflexes (+10 DEX to act first with All Actions)

 

           Skills

10      +1 with All Attacks

3         +1 with Blasters

20      Computer Brain:  +5 with all Intellect Skills

3         Acting 14-

3         Bugging 15-

3         Bureaucratics 14-

3         Charm 14-

3         Combat Driving 13-

3         Combat Piloting 13-

3         Computer Programming 15-

5         Cramming

3         Cryptography 15-

3         Demolitions 15-

3         Disguise 15-

5         Electronics 16-

3         Interrogation 14-

3         Inventor 15-

7         Mechanics 17-

3         Mimicry 15-

3         Oratory 14-

3         PS: Cyber Security Expert  15-

3         Scholar

3         1)  KS: Category Seven (4 Active Points) 11-

2         2)  KS: Military Vehicles (3 Active Points) 15-

1         3)  KS: The Hacker World (2 Active Points) 11-

3         4)  KS: The Superhuman World (4 Active Points) 16-

3         Scientist

1         1)  SS:  Computer Science 11- (2 Active Points)

2         2)  SS:  Electrical Engineering 15- (3 Active Points)

2         3)  SS:  Mathematics 15- (3 Active Points)

2         4)  SS:  Physics 15- (3 Active Points)

3         5)  SS:  Robotics 16- (4 Active Points)

3         Security Systems 15-

3         Stealth 13-

3         Streetwise 14-

5         Systems Operation 16-

4         TF:  Common Motorized Ground Vehicles, Combat Aircraft, Helicopters, Small Planes, Two-Wheeled Motorized Ground Vehicles

3         Tactics 15-

7         WF:  Beam Weapons, Energy Weapons, Small Arms, Blades

3         Weaponsmith 15-

 

Total Powers & Skill Cost:  564

Total Cost:  760

 

400+ Matching Complications

20      Hunted:  Hero Teams Frequently (As Pow; NCI; Harshly Punish)

20      Psychological Complication:  Arrogance (Common; Total)

15      Psychological Complication:  Troll (Common; Strong)

15      Social Complication:  Criminal Identity Frequently, Major

5         Unluck: 1d6

360    Experience Points

 

Total Complications Points:  760

 

Background/History:  Chad Trent was once every derogatory internet troll stereotype you could think of rolled into one. He was feckless, useless, lashing out at everyone else for all the hardships he suffered. Nevermind that he didn't suffer much at all.

 

When you're an internet attention whore, using multiple accounts on every site to pick fights with others as well as your alts to build your cases and you are granted your greatest wish, what do you become? You might become Binary.

 

Chad isn't at all sure what the entity he dealt with had in mind, he didn't care either. His wish granted, he became his idea of the ultimate Internet Alpha Male. With his now genius intellect and ability to gather vast amounts of data and sift through it, distilling into knowledge, he moved out from his parent's basement and started his criminal career. His folks tried to turn him in, the transformation was so drastic they thought Binary had kidnapped their son; Binary murdered them and managed to make it look like a home invasion. The insurance money went to finance his first battlesuit and his nascent criminal empire was born.

 

Personality/Motivation:  Binary's defining characteristic is arrogance. He is smarter and better than everyone. He likes to let them know it as well. Though he goes to great lengths to explain why he's not a bigot - the "I hate everybody equally" defense - his "witty banter" betrays his disdain for foreigners, women, religious zealots, pigs, white knights, and leeches.

 

In his mind, Binary is a self-made man. He sees himself as a renaissance man and the knowledge that his intellect and physique were granted by an unknown entity of great power is conveniently forgotten.

 

Quote:

 

Powers/Tactics:  Binary is a gadgeteer par excellance. His standard combat suit provides plenty of combat options, but if he can prepare he can bring specialized weapons, props, and other toys to use in his crimes.

 

Binary is tactically sound, having learned small unit and individual combat techniques and mastered social interaction...sort of.

 

Whatever his benefactor is, it provided him with enhanced intelligence, physical prowess, and presence.

 

Campaign Use:  Binary is a loaner - partly by choice, partly by personality. He prefers artificial operatives but often uses thugs, mercnearies, and other hirelings for things he needs help with. He's a voracious lech but his repulsive personality almost guarantees he will only be seen with women of low-self esteem or shallow enough to like him for his money and looks. Though even gold-diggers tend to tire of him quickly, despite his money.

 

Appearance:  Chad Trent is a six-foot-two, two hundred pound All-American punk rock boy. In his late twenties, he has a flawlessly symetrical, muscular physique and similarly perfect features. It's too bad his personality shines through his expressive eyes and lips giving him a disdainful appearance.

 

As Binary he wears a battle suit that uses a skin-tight forcefield rather than armored plates to cover his "Awesome" torso and arms. His back, legs, shoulders, and neck are protected by skintight armored metallic betacloth. All green. His hair is died green and he has thick sideburns down to his chin. He has green eyes and despite not really worrying about his identity when operating as Binary his ability to mess with technological surveillance keeps him from being a household name.

 

 

Artist: Felsus

post-198-0-03188600-1452395057_thumb.jpg

Binary.hdc

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Grün-Tor

 

Val   Char    Cost    Roll     Notes

  70    STR      60      23-      Lift 409.6tons; 14d6 [7]

  20    DEX     20      13-

  35    CON     25      16-

  15    INT        5       12-      PER Roll 12-/19-

  15    EGO      5       12-

  35    PRE      25      16-      PRE Attack:  7d6

 

   7     OCV     20     

   7     DCV     20     

   3     OMCV  0      

   5     DMCV  6      

   4     SPD      20                  Phases:  3, 6, 9, 12

 

  35    PD        33                  Total:  35 PD (35 rPD)

  35    ED        33                  Total:  35 ED (35 rED)

  20    REC     16

  90    END     14

  20    BODY  10

  90    STUN   35      Total Characteristic Cost:  347

 

Movement:    Running:  24m/48m

                         Leaping:  96m/192m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

50      Power Gauntlets:  Multipower, 75-point reserve,  (75 Active Points); all slots OIF (-½) 

3f       1)  Crack The Whip:  Blast 8d6, Indirect (Source Point is always the character, but the path can alter [within limits, see text] to strike the target from one of several directions; +½) (60 Active Points); OIF (appropriate materials of opportunity; -½), Only Versus Properly-Positioned Targets (-¼), Limited Range (limited to length of "whip"; -¼), Side Effects (Side Effect only affects the environment near the character; may cause considerable damage to the environment; -0)         6

2f       2)  Crushing Grip:  Killing Attack - Ranged 2d6, Attack Versus Alternate Defense (any sort of rigid Resistant PD; All Or Nothing; +½), Does BODY (+1) (75 Active Points); Must Follow Grab (-½), Requires A Roll (Brick Tricks roll; -½), No Range (-½), OIF (-½)                                                                              7

           Notes:  Rounding changes price to 30

1f       3)  Rapid Haymaker:  Hand-To-Hand Attack +4d6 (20 Active Points); Extra Time (Full Phase, -½), Side Effects, Side Effect occurs automatically whenever Power is used (-5 DCV; -½), OIF (-½), Hand-To-Hand Attack (-¼)             2

2f       4)  Shockwave:  Area Of Effect (26m Radius Explosion; +½) for up to 60 Active Points of STR, Only Does Knockdown, Not Knockback (+0), Hole In The Middle (the 1m radius area the character stands in when he uses the power; +¼) (37 Active Points); Extra Time (Full Phase, -½), OIF (-½), Only Affects Targets On The Ground (-¼)           4

2f       5)  The Fist Grab of Pain:  Reflection (60 Active Points' worth) (40 Active Points); Only Works Against Punches (-½), OIF (-½)                                                                                                  4

2f       6)  Thunderclap:  Hearing Group Flash 8d6, Hole In The Middle (the 1m radius area the character stands in when he uses the power; +¼), Does Knockback (+¼), Area Of Effect (18m Radius Explosion; +½) (48 Active Points); Extra Time (Full Phase, -½), Restrainable (-½), No Range (-½), OIF (-½)                     5

11      Power Gauntlets:  Reduced Endurance (½ END; +¼) for up to 70 Active Points of Strength (17 Active Points); OIF (-½)        0

38      Powerful Legs:  Multipower, 38-point reserve                          

4f       1)  Basic Super-Leaping:  Leaping +76m (96m forward, 48m upward) (38 Active Points)             4

2f       2)  MegaLeaping:  Leaping +16m (96m forward, 48m upward), MegaScale (1m = 1 km, leap takes 1 Phase per km; +1) (16 Active Points)                                                                              2

1f       3)  Super Strong Legs:  Running +12m (24m total) (12 Active Points)              1

           Powerful Body                                                                              

13      1)  Bracing:  Knockback Resistance -20m (20 Active Points); Costs Endurance (-½)      2

60      2)  Super Tough Body:  (Total: 60 Active Cost, 60 Real Cost) Energy Damage Reduction, Resistant, 50% (Real Cost: 30) plus Physical Damage Reduction, Resistant, 50% (Real Cost: 30) 0

34      3)  Super Tough Skin:  (Total: 34 Active Cost, 34 Real Cost) Resistant (+½) (17 Active Points) applied to PD (Real Cost: 17) plus Resistant (+½) (17 Active Points) applied to ED (Real Cost: 17) 0

13      4)  Super-Physiology:  Life Support  (Extended Breathing: 1 END per 20 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)    0

           Powerful Senses                                                                            

10      1)  Keen Olfactory:  +5 PER with Smell/Taste Group             0

20      2)  Keen Olfactory:  Targeting with Smell/Taste Group          0

10      3)  Keen Olfactory:  Tracking with Smell/Taste Group           0

10      4)  Smell and Taste on the Wind:  Range with Smell/Taste Group      0

5         5)  Super-Sensitive Eyes:  Nightvision                                      0

4         6)  Super-Strong Ears:  +2 PER with Hearing Group              0

           Perks

7         Contacts and Favors:  Custom Perk

15      Money:  Filthy Rich

 

           Skills

24      +3 with HTH Combat

2         AK: Milky Way Galaxy 11-

2         AK: Terellian Space 11-

3         Breakfall 13-

3         Charm 16-

3         Combat Piloting 13-

3         Computer Programming 12-

3         Conversation 16-

3         Electronics 12-

3         High Society 16-

2         Navigation (Space) 12-

2         PS: Soldier 11-

3         Persuasion 16-

3         Scholar

1         1)  KS: Military/Mercenary/Terrorist World (2 Active Points) 11-

1         2)  KS: The Superhuman World (2 Active Points) 11-

1         3)  KS: The Terllian Empire (2 Active Points) 11-

3         Scientist

1         1)  SS:  Astronomy 11- (2 Active Points)

1         2)  SS:  Astrophysics 11- (2 Active Points)

1         3)  SS:  Chemistry 11- (2 Active Points)

1         4)  SS:  Mathematics 11- (2 Active Points)

1         5)  SS:  Physics 11- (2 Active Points)

3         Systems Operation 12-

1         TF:  Industrial & Exploratory Spacecraft, Military Spacecraft, Personal Use Spacecraft

5         Tactics 13-

3         Teamwork 13-

4         WF:  Common Melee Weapons, Small Arms

 

Total Powers & Skill Cost:  405

Total Cost:  752

 

400+ Matching Complications

10      Hunted:  Strong-Man Hero Infrequently (As Pow; Harshly Punish)

15      Hunted:  Super Team Infrequently (Mo Pow; Harshly Punish)

15      Physical Complication:  Massive - 9-16 times normal human mass (Frequently; Slightly Impairing)

10      Psychological Complication:  Enjoys Combat (Common; Moderate)

15      Psychological Complication:  Prideful  (Common; Strong)

10      Social Complication:  Must follow orders of his Sovereign Infrequently, Major

352    Experience Points

 

Total Complications Points:  752

 

Background/History:  Grün-Tor is the seventeenth progeny of the Sovereign, an expansionist intergalactic despot who controls the Terllian Empire. Choosing only the finest mates from his conquered peoples, the Sovereign then sends his children to conquer in his name. Grün-Tor, who's mother's people make up the bulk of the Empire's fighting forces, was sent to investigate a wormhole. Possibly to remove a 'difficult' child who questioned orders on occasion.

 

Though he is not free from his father's yoke, Grün-Tor likes life on Earth where he's a mercenary criminal who gets to fight for sport, study under geniuses (though the often don't know he's studying them) and spend his earnings on exotic alcohol and female companionship.

 

Personality/Motivation:  Grün-Tor'drekicelleranthus is more than his brutish appearance lets on. He's bright and a brilliant tactician and can even be charming and erudite when it suits him. He knows that his appearance leads others to believe him stupid and brutish and he plays that up - making speeches and theater not unlike a professional wrestling heel - he gets a kick out of it.

 

Though he's clearly not going to allow terran laws tell him what to do and is certainly not above taking the life of someone who has angered him, Grü-Tor is far less likely to cause mayhem and amass high bodycounts. It's not what floats his galleon.

 

Quote:

 

Powers/Tactics:  Smash. Smash again if necessary. Should smashing fail, work with others to smash. Or perhaps use environment to allow for better smashing.

 

Campaign Use:  A kirby-esque rampager, smarter than he appears but perfectly willing to play the part. Should be a good fight for an experienced powerhouse or give a few rounds effort to a starter team.

 

Appearance:  Towering over seven feet tall, and weighing just shy of a ton, Grün-Tor is an intimidating sight with his oversized, hypermuscular torso, powerful (but noticably smaller) legs, alien costume, distinctive Power Gauntlets, and over all hairy brutish appearance.

 

His costume is purple with golden accents and

 

 

Artist: MiaCaberra

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A.N.V.I.L.

 

Val   Char    Cost    Roll     Notes

  60    STR       0       21-      Lift 102.4tons; 12d6

  23    DEX     10      14-

  30    CON      0       15-

  15    INT        5       12-      PER Roll 12-

  15    EGO      5       12-

  30    PRE       0       15-      PRE Attack:  6d6

 

   7     OCV      5      

   7     DCV      5      

   3     OMCV  0      

   3     DMCV  0      

   5     SPD      10                  Phases:  3, 5, 8, 10, 12

 

5+25 PD          3                   Total:  5/30 PD (0/25 rPD)

5+25 ED         3                   Total:  5/30 ED (0/25 rED)

   6     REC       2

  30    END      2

  14    BODY   4

  60    STUN    4       Total Characteristic Cost:  58

 

Movement:    Running:  12m/24m

                         Flight:  40m/80m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

40      Gauntlet Weapons:  Multipower, 60-point reserve,  (60 Active Points); all slots OIF (-½)              

4f       1)  Powered Armor Gauntlet Concussor Beam:  Blast 8d6, Double Knockback (+½) (60 Active Points); OIF (-½)     6

2f       2)  Powered Armor Magna-Gauntlets:  Telekinesis (30 STR) (45 Active Points); OIF (-½), Only Works On Ferrous Metals (-½), Affects Whole Object (-¼)                                                  4

50      Shoulder-Mounted Weapons Systems:  Multipower, 75-point reserve,  (75 Active Points); all slots OIF (-½)               

5f       1)  Blaster:  Blast 15d6 (75 Active Points); OIF (-½)              7

4f       2)  Concussion Grenade:  Blast 10d6, Area Of Effect (22m Radius Explosion; +½) (75 Active Points); 8 Charges (-½), OIF (-½)                                                                                               [8]

3f       3)  Electro-Blaster: Wide-Angle :  Blast 8d6, Reduced Endurance (½ END; +¼), Area Of Effect (16m Cone; +½) (70 Active Points); OIF (-½), No Range (-½)                                              3

5f       4)  Electro-Blaster:  Blast 10d6, Area Of Effect (1m Radius; +¼), Reduced Endurance (½ END; +¼) (75 Active Points); OIF (-½)                                                                                                  3

4f       5)  Flare Grenade:  Sight Group Flash 10d6, Area Of Effect (22m Radius Explosion; +½) (75 Active Points); 8 Charges (-½), OIF (-½)                                                                                     [8]

3f       6)  Fragmentation Grenade:  RKA 3d6, Area Of Effect (20m Radius Explosion; +½) (67 Active Points); 8 Charges (-½), OIF (-½)                                                                                               [8]

4f       7)  Glue Grenade:  Entangle 5d6, 5 PD/5 ED, Area Of Effect (22m Radius Explosion; +½) (75 Active Points); 8 Charges (-½), OIF (-½)                                                                                     [8]

4f       8)  Knockout Gas Grenades:  Blast 6d6, Area Of Effect (18m Radius Explosion; +½), Attack Versus Alternate Defense (defense is Life Support [self-Contained Breathing or appropriate Immunity]; All Or Nothing; +1) (75 Active Points); OIF (-½), 8 Charges (-½)                                                                    [8]

4f       9)  Smoke Grenade:  Darkness to Sight Group 12m radius, Personal Immunity (+¼) (75 Active Points); OIF (-½), 4 Continuing Charges lasting 1 Turn each (-½)                                       [4 cc]

           Communications Suite, all slots OIF (-½)                                  

12      1)  Closed Communications System:  Mind Link , Human class of minds, Specific Group of Minds, No LOS Needed, Number of Minds (x8) (35 Active Points); Only With Others Who Have Mind Link (-1), OIF (-½), Affected As Radio And Hearing Groups, Not Mental Group (-½)                                                0

7         2)  Communications Suite:  HRRP (Radio Group), +3 to PER Roll (15 Active Points); OIF (-½), Sense Affected As Sight And Hearing Group As Well As Radio Group (-½)                         0

           Powered Armor, all slots OIF (Powered Armor; -½)                

13      1)  +2 SPD (20 Active Points); OIF (Powered Armor; -½)      

13      2)  +20 CON (20 Active Points); OIF (Powered Armor; -½)   

13      3)  +20 PRE (20 Active Points); OIF (Powered Armor; -½)    

10      4)  +3 DCV (15 Active Points); OIF (Powered Armor; -½)     

10      5)  +3 OCV (15 Active Points); OIF (Powered Armor; -½)     

11      6)  +32 STUN (16 Active Points); OIF (Powered Armor; -½) 

33      7)  +50 STR (50 Active Points); OIF (Powered Armor; -½)   5

11      8)  +8 DEX (16 Active Points); OIF (Powered Armor; -½)     

50      9)  ANVIL Armor:  Resistant Protection (25 PD/25 ED) (75 Active Points); OIF (-½)      0

27      10) Bootjets:  Flight 40m (40 Active Points); OIF (-½)          4

6         11) Environmental Protection Systems:  LS  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-½)         0

2         12) Food Concentrate Capsules:  LS  (Eating: Character does not eat) (3 Active Points); OIF (-½), 1 Continuing Fuel Charge lasting 1 Week (-0)                                                              [1 cc]

7         13) Internal Oxygen Supply:  LS  (Self-Contained Breathing) (10 Active Points); OIF (-½), 1 Continuing Fuel Charge lasting 6 Hours (-0)                                                                             [1 cc]

7         14) Internal Oxygen Supply:  LS  (Self-Contained Breathing) (10 Active Points); OIF (-½), 1 Continuing Fuel Charge lasting 6 Hours (-0)                                                                             [1 cc]

7         15) NBC-Proof Sealed System:  LS  (Immunity All terrestrial poisons; Immunity: All terrestrial diseases) (10 Active Points); OIF (-½)                                                                                       0

43      16) Strong Battery I:  Endurance Reserve  (200 END, 21 REC) (64 Active Points); OIF (-½)         0

20      17) Enhanced Protection Field:  (Total: 30 Active Cost, 20 Real Cost) Physical Damage Reduction, Resistant, 25% (15 Active Points); OIF (-½) (Real Cost: 10) plus Energy Damage Reduction, Resistant, 25% (15 Active Points); OIF (-½) (Real Cost: 10) 0

           Sensor Suite, all slots OIF (-½)                                                   

3         1)  Nightsight:  Nightvision (5 Active Points); OIF (-½)        0

6         2)  Parabolic Hearing System:  +6 versus Range Modifier for Hearing Group (9 Active Points); OIF (-½)   0

7         3)  Powered Armor Polarized Lenses:  Sight Group Flash Defense (10 points) (10 Active Points); OIF (-½)               0

10      4)  Radar Array:  Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); OIF (-½), Sense Affected As Sight Group As Well As Radio Group (-½)        0

10      5)  Sight Magnification System:  Microscopic ( x1,000) with Hearing Group (15 Active Points); OIF (-½)   0

6         6)  Telescopic Lenses:  +6 versus Range Modifier for Sight Group (9 Active Points); OIF (-½)      0

3         7)  Thermalvison:  IR Perception (Sight Group) (5 Active Points); OIF (-½)     0

3         8)  UV Vision:  UV Perception (Sight Group) (5 Active Points); OIF (-½)         0

2         9)  Ultrasonic Hearing:  Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-½)         0

           Skills

30      +3 with All Attacks

12      +4 +4 versus the Range Modifier with All Ranged Attacks

3         Combat Piloting 14-

3         Computer Programming 12-

3         Cryptography 12-

3         Electronics 12-

3         Inventor 12-

3         Mechanics 12-

2         Navigation (Air) 12-

3         Paramedics 12-

3         Streetwise 15-

3         Survival 12-

3         Systems Operation 12-

3         Tactics 12-

6         WF:  Beam Weapons, Energy Weapons, Small Arms

 

Total Powers & Skill Cost:  567

Total Cost:  625

 

400+ Matching Complications

15      Hunted:  Current Employers Frequently (Mo Pow; NCI; Watching)

15      Hunted:  Law Enforcement Infrequently (As Pow; NCI; Harshly Punish)

10      Psychological Complication:  Code vs Killing Innocents (Uncommon; Strong)

10      Psychological Complication:  Greedu (Common; Moderate)

15      Social Complication:  Secret Identity Frequently, Major

10      Vulnerability:  1 ½ x STUN Magnetics (Common)

225    Experience Points

 

Total Complications Points:  625

 

Background/History:  The A.N.V.I.L. (Adaptive Neuro-controlled Vehicle of Insidious Lethality) armor was created by the Elite Collective, a short lived group of underworld technologists who planned on providing high-tech weapons for a price to criminal gangs.

 

The Collective suffered from delusions of cleverness. Though technologically brilliant their attempts to swindle underworld figures led to their doom. Mark Reece was a mercenary test pilot who tested one of their first projects, and served as their head of security. When his employers' duplicitous business arrangements became apparent, he saw the oncoming storm and high-tailed it out of there; selling his services to the highest bidder.

 

He's done plenty of work with technological masterminds and has maintenance contracts all over the underworld.

 

Personality/Motivation:  Money money money money...MONEY.

If you got the cash you can have the ANVIL Smash.

 

Mark Reece will head security for your projects or supplement your muscle. He has made a killing and has a network of lawyers and other agents to take care of him should things go wrong. He avoids using deadly force against innocents as it's bad for business. You can conceivably argue self-defense against a superhero...not a pedestrian. Mark avoids hostage situations like the plague - and will turn down jobs from people he considers unstable. Unless the money is REALLY good.

 

Quote:

 

Powers/Tactics:  Mark has a fairly typical suit of powered armor. Most of his weapons are mounted on his back/shoulders but he has a palm blaster and tractor beam. He's mobile and has a host of sensor abilities plus two different communications systems, one for general scanning and for clients and one for his agents and loyal friends.

 

Campaign Use:

 

Appearance:  The ANVIL armor consists of a sleek, silver exosuit with glowing circuitry patterns beneath heavily-armored dark grey plates the Helmet consists of a single glowing green visor. Mark Reece is a fit man in his mid thirties with thinning brown hair and green eyes.

 

Artist: Storn Cook

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A.N.V.I.L..hdc

 

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Goldsmith

 

   Val     Char    Cost    Roll           Notes

30+20  STR      20      15- / 19-   Lift 1600.0kg/25.6tons; 6d6/10d6 [3/5]

    20      DEX     20      13-

    25      CON     15      14-

    10      INT        0       11-            PER Roll 11-

    10      EGO      0       11-

    25      PRE      15      14-            PRE Attack:  5d6

 

     7       OCV     20     

     7       DCV     20     

     3       OMCV  0      

     3       DMCV  0      

     5       SPD      30                        Phases:  3, 5, 8, 10, 12

 

15+15  PD        13                        Total:  15/30 PD (0/11 rPD)

15+15  ED        13                        Total:  15/30 ED (0/11 rED)

    14      REC     10

    60      END      8

    15      BODY   5

    50      STUN   15      Total Characteristic Cost:  204

 

Movement:       Running:  12m/24m

                            Leaping:  4m/8m

                            Swimming:  4m/8m

                            Swinging:  20m/40m

 

Cost   Powers                                                                                    END

40      Malleable Gold Body:  Multipower, 50-point reserve,  (50 Active Points); all slots Only In Alternate Identity (-¼)   

1f       1)  Big Fist:  Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-¼), Only In Alternate Identity (-¼)      2

2f       2)  Gotcha!:  Entangle 2d6, 2 PD/2 ED, Area Of Effect (1m Surface; +¼), Constant (+½), Reduced Endurance (0 END; +½) (45 Active Points); Feedback (character takes all damage done by victim or anyone else to break victim out of the entangle; -1), No Range (-½), Only In Alternate Identity (-¼)                             0

1f       3)  Molding To Surfaces:  Clinging (normal STR) (10 Active Points); Costs Endurance (-½), Cannot Resist Knockback (-¼), Only In Alternate Identity (-¼)                                                  1

1f       4)  Personal Brachiation:  Swinging 20m (10 Active Points); Only In Alternate Identity (-¼)       1

2f       5)  Spiky Body:  Killing Attack - Ranged 1 ½d6, Area Of Effect (1m Surface; +¼), Constant (+½) (44 Active Points); No Range (-½), No Knockback (-¼), Only In Alternate Identity (-¼)     4

1f       6)  Squeezing Through The Cracks:  Desolidification  (affected by any attack) (40 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-½), Only In Alternate Identity (-¼) 4

2f       7)  Suffocate:  Blast 4d6, Constant (+½), Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); All Or Nothing; +1) (50 Active Points); No Range (-½), Must Follow Grab Or Entangle By Character (-½), Only In Alternate Identity (-¼)                                                                                               5

           Form of Gold!, all slots Only In Alternate Identity (-¼)           

13      1)  Gold Form:  Density Increase (1,600 kg mass, +20 STR, +4 PD/ED, -8m KB) (16 Active Points); Only In Alternate Identity (-¼)                                                                                               2

26      2)  Gold Form:  Resistant Protection (11 PD/11 ED) (33 Active Points); Only In Alternate Identity (-¼)     0

22      3)  Goldsmithing:  Shape Shift  (Sight, Touch and Hearing Groups, any shape) (28 Active Points); Only In Alternate Identity (-¼)                                                                                                  3

7         4)  Impact Absorption:  Knockback Resistance -10m (10 Active Points); Nonpersistent (-¼), Only In Alternate Identity (-¼)   0

28      5)  Look, Ma, No Organs!:  Life Support  (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; 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) (35 Active Points); Only In Alternate Identity (-¼)                                                                                               0

16      6)  Malleable Body:  Stretching 20m (20 Active Points); Only In Alternate Identity (-¼) 2

3         7)  Pseudopods:  Extra Limb (1) (5 Active Points); Costs Endurance (-½), Only In Alternate Identity (-¼)  1

36      8)  Soft Metal Body:  (Total: 45 Active Cost, 36 Real Cost) Physical Damage Reduction, Resistant, 50% (30 Active Points); Only In Alternate Identity (-¼) (Real Cost: 24) plus Energy Damage Reduction, Resistant, 25% (15 Active Points); Only In Alternate Identity (-¼) (Real Cost: 12)                                     0

           Skills

16      +2 with HTH Combat

3         Breakfall 13-

2         KS: The Superhuman World 11-

3         Paramedics 11-

13      Power:  Malleable Body 16-

3         Scientist

2         1)  SS:  Anatomy 11- (3 Active Points)

2         2)  SS:  Biology 11- (3 Active Points)

1         3)  SS:  Metallurgy 11- (2 Active Points)

1         4)  SS:  Zoology 11- (2 Active Points)

3         Streetwise 14-

3         Systems Operation 11-

 

Total Powers & Skill Cost:  253

Total Cost:  457

 

400+ Matching Complications

20      Hunted:  Law Enforcement Infrequently (Mo Pow; NCI; Harshly Punish)

10      Psychological Complication:  Greedy (Common; Moderate)

10      Psychological Complication:  Vain (Common; Moderate)

15      Social Complication:  Secret Identity Frequently, Major

20      Vulnerability:  2 x Effect Heat (Common)

57      Experience Points

 

Total Complications Points:  457

 

Background/History:  A beefy bodybuilder and small-time wrestler, Carl Garrison moonlighted as a reserach technician for various criminal organizations. While not the most perceptive or quick thinking man, he was studious and had put himself through college on his way to be a doctor. This fell through as he just couldn't wait to start making money.

 

Some of the less savory competitors in his bodybuilding and wrestling hobbies introduced him to illegal supplements and the suppliers. Carl ingratiated himself to the suppliers by working for them in their labs. When one of the supplements he'd been working with activated his metahuman powers, he turned to criminal enforcer almost immediately.

 

Personality/Motivation:  Carl likes two things, money and himself. He's not entirely certain which comes first, either. He is not blood-thirsty but he is ruthless and won't hesitate to give some one in his way a life threatenign beat-down.

 

Quote:

 

Powers/Tactics:  Goldsmith can transform into a malleable gold-like living metal. In this form he can lift over 10 tons above his head and elongate or mold his body into various gold colored shapes or forms.

 

Campaign Use:

 

Appearance:  When Carl transforms into Goldsmith, his skin takes on a shiny, metallic gold sheen and he looks even more physically impressive than normal. In his normal form he's a beefy 220lbs of muscle draped over 6 feet. His features change slightly allowing him to maintain his secret identity. As Goldsmith he wars a gray singlet and boots with gold belt a circle of gold on his chest and a couple of gold rings at his sholders

 

Artist: the Franchize

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Nebulon

 

Val   Char    Cost    Roll     Notes

  40    STR      30      17-      Lift 6400.0kg; 8d6 [4]

  20    DEX     20      13-

  30    CON     20      15-

  18    INT        8       13-      PER Roll 13-

  13    EGO      3       12-

  20    PRE      10      13-      PRE Attack:  4d6

 

   8     OCV     25     

   8     DCV     25     

   5     OMCV  6      

   6     DMCV  9      

   6     SPD      40                  Phases:  2, 4, 6, 8, 10, 12

 

15+22             PD     8          Total:  15/37 PD (5/27 rPD)

15+18             ED     8          Total:  15/33 ED (5/23 rED)

  12    REC       8

  80    END     12

  15    BODY   5

  80    STUN   30      Total Characteristic Cost:  267

 

Movement:    Running:  12m/24m

                         Flight:  40m/80m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

125    Gravitic Assault:  Multipower, 125-point reserve                     

7f       1)  Disabling Blast:  (Total: 80 Active Cost, 73 Real Cost) Blast 12d6 (Real Cost: 60) plus Entangle 2d6, 2 PD/2 ED (20 Active Points); Linked (Blast; -½) (Real Cost: 13)                              8

4f       2)  Gravitic Drag:  Suppress Movement Powers 4d6, Movement Powers (+½) (60 Active Points); Costs Endurance (to maintain; -½)                                                                                6

5f       3)  Gravity Alteration:  Telekinesis (40 STR), Area Of Effect (16m Radius; +¾) (105 Active Points); Only To Pull Objects Straight Down To Earth Or Hold Them Off The Ground (-1) 10

7f       4)  Precise Gravitic Manipulation:  Telekinesis (40 STR), Fine Manipulation (70 Active Points) 7

7f       5)  Strong Gravitic Blast:  Blast 14d6 (70 Active Points)       7

9f       6)  Strong Gravitic Manipulation:  Telekinesis (60 STR) (90 Active Points)     9

6f       7)  Strong Shock:  Blast 8d6, Attack Versus Alternate Defense (Power Defense; +1) (80 Active Points); Limited Range (80m; -¼)                                                                                                  8

7f       8)  Tenpins Blast:  Blast 10d6, Double Knockback (+½) (75 Active Points)      7

80      Gravitic Movement:  Multipower, 80-point reserve                  

5f       1)  Cosmic Spaceflight:  Faster-Than-Light Travel (60 Light Years/hour) (48 Active Points)         0

           Notes:  1 LY/30 seconds

8f       2)  Gravitron Manipulation:  Flight 40m, Variable Advantage (+½ Advantages; +1) (80 Active Points)      8

1f       3)  Personal Gravity Bubble:  Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-¼), Costs Endurance (Only Costs END to Activate; -¼)                                             1

           Master of Gravity                                                                          

7         1)  Android Toughness:  +5 ED, Resistant (+½) (7 Active Points)     

7         2)  Android Toughness:  +5 PD, Resistant (+½) (7 Active Points)      

50      3)  Cosmic Form:  Life Support  (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep), Inherent (+¼) (50 Active Points)    0

32      4)  Gravitic Field Reading:  Spatial Awareness (Unusual Group)       0

16      5)  Gravitic Point Defense:  Deflection (20 Active Points); Only Works Against Physical Projectiles (-¼)   2

40      6)  Gravitic Shield:  Resistant Protection (22 PD/18 ED) (60 Active Points); Costs Endurance (-½)              6

20      7)  Gravity Lens:  +20 versus Range Modifier for Sight Group (30 Active Points); Costs Endurance (-½)    3

18      8)  Sense Gravitic Field:  Detect A Single Thing 13- (Touch Group), Discriminatory, Analyze, Range        0

47      9)  Strong Wall:  Barrier 10 PD/10 ED, 10 BODY (up to 10m long, 4m tall, and ½m thick), Dismissable, Non-Anchored (70 Active Points); Costs Endurance (to maintain; -½)                  7

           Perks

9         Archvillain:  Positive Reputation:  Earthshattering Supervillain (A large group) 14-, +3/+3d6

8         Hidden Lair:  Vehicles & Bases

 

           Talents

3         Android Brain:  Lightning Calculator

20      Language Database:  Universal Translator 13-

10      Mastervillain:  Lightning Reflexes (+10 DEX to act first with All Actions)

 

           Skills

20      +2 with All Attacks

4         +2 with Flight

10      +5 with any single Energy attack

3         AK: Alien Species Homeworld 13-

5         Accurate Sprayfire

4         Language:  Alien Species Language (idiomatic)

2         PS: Soldier (Or Similar) 11-

3         Persuasion 13-

5         Rapid Attack  (10 Active Points); Ranged Multiple Attacks Only (-1)

5         Rapid Autofire

3         Scholar

2         1)  KS: Alien Species of Choice History and Culture (3 Active Points) 13-

1         2)  KS: Flying Vehicles 8-

1         3)  KS: Military/Mercenary/Terrorist World (2 Active Points) 11-

2         4)  KS: Superheroes (3 Active Points) 13-

2         5)  KS: The Superhuman World (3 Active Points) 13-

5         Tactics 14-

3         Teamwork 13-

5         Two-Weapon Fighting  (10 Active Points); Innate Ranged Attacks Only (-1)

2         WF:  Small Arms

 

Total Powers & Skill Cost:  645

Total Cost:  912

 

400+ Matching Complications

10      Distinctive Features:  Blue Skinned Android (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15      Hunted:  Hero Groups Infrequently (As Pow; NCI; Harshly Punish)

15      Psychological Complication:  Presents Emotionless Front (Common; Strong)

15      Social Complication:  Public Identity Frequently, Major

20      Vulnerability:  2 x STUN Light Based Attacks (Common)

512    Experience Points

 

Total Complications Points:  912

 

Background/History:  Born in a lab as a vanguard for an alien invasion force, 318 - who calls himself Threat Etean and is known as Nebulon by Earth's heroes and media. Sent light years ahead of their armada to test and report on Earth's defenses.

 

Once he arrived on Earth, Threat realized the folly of his masters' wishes. The number of metahumans on Earth would render their armada wreackage. His own creation had been an almost singular undertaking and he can't seriously make the claim to being the most powerful being on Earth.  Far from it.

 

So he has recalibrated his goals and begun a slow building of power in the hopes to steer Earth into his hands and launch his own crusade of intergalactic conquest.

 

Personality/Motivation:  Cold, calculating and more than willing to sacrifice those beneath him; Threat is actually quite emotional under the serfice. His goals - despite his creators and nominal masters' intentions are very individualistic. He understands Earth's inconcievable number of superbeings would make for his own empire if he should actually capture it.

 

He's willing to play the long game and suffer defeat to advance other goals.

 

Quote:

 

Powers/Tactics:  Nebulon's powers revolve around control of grativons. In addition to this he is an android with a sophisticated biological-emulating form that does not suffer from cellular degeneration. The body provides him with superhuman strength and durability.

 

Nebulon's main weakness is Photokinetic/Light based Attacks. He does his best to downplay this.

 

Campaign Use:

 

Appearance:  Threat has pale blue-green skin, green eyes, dark green eyebrows (yet no other bodyhair) and a tall, muscular build. He wears a rather simple black bodysuit with purple trunks boots, and cowl. He has a silver belt and wears no gloves

 

Artist: Rhardo

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Nebulon.hdc

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A Flag-Suit for another Land

 

Kivita

 

   Val     Char    Cost    Roll           Notes

65+20  STR       5       22- / 26-   Lift 204.8tons/3.3ktons; 13d6/17d6 [6/8]

    21      DEX      6       13-

    35      CON      5       16-

    23      INT       13      14-            PER Roll 14-

    15      EGO      5       12-

    35      PRE       5       16-            PRE Attack:  7d6

 

     7       OCV      5      

     7       DCV      5      

     3       OMCV  0      

     3       DMCV  0      

     5       SPD      10                        Phases:  3, 5, 8, 10, 12

 

7+20   PD          5                         Total:  7/27 PD (0/20 rPD)

7+20   ED         5                         Total:  7/27 ED (0/20 rED)

     8       REC       4

    30      END      2

    12      BODY   2

    70      STUN    5       Total Characteristic Cost:  82

 

Movement:       Running:  12m/24m

                            Flight:  31m/62m

                            Leaping:  4m/8m

                            Swimming:  4m/8m

 

Cost   Powers                                                                                    END

50      Defense Systems:  Multipower, 75-point reserve,  (75 Active Points); all slots OIF (Powered Armor; -½)   

2f       1)  Gravitic Shields:  Barrier 13 PD/13 ED, 7 BODY (up to 1m long, 1m tall, and 1m thick) (50 Active Points); Costs Endurance (to maintain; -½), OIF (Powered Armor; -½), Cannot Englobe (-¼), Restricted Shape (-¼)         5

5f       2)  Graviton Blast:  Blast 10d6, Double Knockback (+½) (75 Active Points); OIF (Powered Armor; -½)     7

4f       3)  Micro Missile Barrage:  Blast 12d6, Area Of Effect (16m Radius Explosion; +¼) (75 Active Points); OIF (Powered Armor; -½), 8 Boostable Charges (-¼)                                           [8 bc]

5f       4)  Particle Beam:  Killing Attack - Ranged 5d6 (75 Active Points); OIF (Powered Armor; -½)    7

5f       5)  Thunderbolt Blast:  Blast 12d6, Half Range Modifier (+¼) (75 Active Points); OIF (Powered Armor; -½)             7

30      Gravitic Mobility:  Multipower, 45-point reserve,  (45 Active Points); all slots OIF (Powered Armor; -½)  

6v      1)  Gravitic Flight:  Flight 31m, Position Shift, Usable as Running or Leaping (+¼) (45 Active Points); OIF (Powered Armor; -½)                                                                                                  4

3v      2)  Gravitic Stability:  Knockback Resistance -20m (20 Active Points); OIF (Powered Armor; -½)               0

1f       3)  Personal Gravity:  Clinging (95/115 STR) (20 Active Points); OIF (Powered Armor; -½)        0

           Powered Armor, all slots OIF (Powered Armor; -½)                

40      1)  Armor:  Resistant Protection (20 PD/20 ED) (60 Active Points); OIF (Powered Armor; -½)     0

13      2)  Artificial Presence:  +20 PRE (20 Active Points); OIF (-½)          

10      3)  Combat Computer:  +3 DCV (15 Active Points); OIF (-½)

10      4)  Combat Computer:  +3 OCV (15 Active Points); OIF (-½)

9         5)  Graviton Gauntlets:  +20 STR (20 Active Points); Only for Holding and Crushing (-¾), OIF (Powered Armor; -½)             2

13      6)  Impact Diffusion:  +20 CON (20 Active Points); OIF (-½)

13      7)  Impact Dispersal:  +40 STUN (20 Active Points); OIF (Powered Armor; -½)            

13      8)  Reaction Enhancements:  +2 SPD (20 Active Points); OIF (Powered Armor; -½)      

11      9)  Reaction Enhancements:  +8 DEX (16 Active Points); OIF (-½)  

33      10) Servo Motors:  +50 STR (50 Active Points); OIF (-½)     5

32      11) Endurance Reserve  (150 END, 15 REC) (48 Active Points); OIF (Powered Armor; -½)          0

           Sensors and Communications, all slots OIF (Powered Armor; -½)     

3         1)  Light Enhancement:  Nightvision (5 Active Points); OIF (Powered Armor; -½)          0

13      2)  Radar Array:  Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); OIF (Powered Armor; -½)                                                                                                  0

14      3)  Satellite Link:  High Range Radio Perception (Radio Group), +5 to PER Roll, Rapid:  x10, Telescopic:  +5, Tracking (28 Active Points); Sense Affected As More Than One Sense Sight and Hearing (-½), OIF (Powered Armor; -½)             0

20      4)  Sensor Protections:  Hearing Group Flash Defense (10 points), Radio Group, Sight Group (30 Active Points); OIF (Powered Armor; -½)                                                                                   0

3         5)  Thermal Sights:  Infrared Perception (Sight Group) (5 Active Points); OIF (Powered Armor; -½)            0

           Perks

6         National Treasure:  Positive Reputation:  Kenyan National Hero (A large group) 14-, +2/+2d6

7         Fringe Benefit:  CEO of a major business, Passport

11      Money:  Filthy Rich

50      Workshop

 

           Talents

0         Computer Node Implant

3         1)  Lightning Calculator

5         2)  Eidetic Memory

4         3)  Speed Reading (x10)

3         4)  Bump Of Direction

3         5)  Absolute Range Sense

3         6)  Absolute Time Sense

 

           Skills

20      +2 with All Attacks

3         Bureaucratics 16-

3         Combat Piloting 13-

3         Computer Programming 14-

3         Demolitions 14-

3         Electronics 14-

3         Inventor 14-

4         Language:  English (idiomatic)

0         Language:  Swahili (idiomatic) (4 Active Points)

3         Mechanics 14-

3         Navigation 14-

3         Oratory 16-

3         Persuasion 16-

3         Scientist

2         1)  SS:  Mathematics 14- (3 Active Points)

1         2)  SS:  Physics 11- (2 Active Points)

1         3)  SS:  Software Engineer 11- (2 Active Points)

3         4)  Science Skill:  Robotics 15- (4 Active Points)

3         Security Systems 14-

5         Weaponsmith 15-

 

Total Powers & Skill Cost:  528

Total Cost:  610

 

400+ Matching Complications

15      Hunted:  Kenyan Government Frequently (Mo Pow; NCI; Watching)

15      Hunted:  Rogues Gallery Frequently (As Pow; Harshly Punish)

15      Psychological Complication:  Patriotic (Common; Strong)

10      Psychological Complication:  Stubborn (Common; Moderate)

15      Social Complication:  Secret Identity Frequently, Major

210    Experience Points

 

Total Complications Points:  610

 

Background/History:  Atiena Mwangi was born in Nairobi, schooled in England and America and came home to work in the lagging Tech Industry. Being unwilling to play certain social-political games, she found herself almost run out of her home. Unable to get work without sacrificing her self-esteem or body, she returned to the UK and earned enough start her own company.

 

Once she had her capital lined up, Atiena began working on Project Kivita, creating a suit of armor that would allow someone to represent her native Kenya in the superheroic world. As the time progressed, her work began to bore fruit, she altered the goal from creating her national hero to becoming it.

 

Moving the headquarters of her company, Mwangi Technologies, to Nairobi, Atiena set up shop as a national heroine.

 

Personality/Motivation:  Atiena is an ambitious, stubborn, and proud woman who is determined to be the hero her countrymen can be proud of.

 

Quote:

 

Powers/Tactics:  Fairly typical Powered Armor Hero

 

Campaign Use:  Someone to represent a modern Kenya.

 

Appearance:  Atiena Mwangi is a tall, graceful, and formidible woman just entering her forties. She is in remarkable shape and looks ten years younger. Her armor is a flag-suit, lean and sleek at the head, torso and legs with over-sized guantlets and boots.

 

Artist: Storn Cook

post-198-0-69669200-1453091509_thumb.jpg

 

Kivita.hdc

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Grimace

 

Val   Char    Cost    Roll     Notes

  15    STR       5       12-      Lift 200.0kg; 3d6 [1]

  20    DEX     20      13-

  20    CON     10      13-

  15    INT        5       12-      PER Roll 12-

  20    EGO     10      13-

  20    PRE      10      13-      PRE Attack:  4d6

 

   6     OCV     15     

   6     DCV     15     

   7     OMCV 12     

   7     DMCV 12     

   6     SPD      40                  Phases:  2, 4, 6, 8, 10, 12

 

10+10             PD     8          Total:  10/20 PD (0/10 rPD)

10+10             ED     8          Total:  10/20 ED (0/10 rED)

  10    REC       6

  70    END     10

  13    BODY   3

  42    STUN   11      Total Characteristic Cost:  200

 

Movement:    Running:  12m/24m

                         Flight:  20m/40m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

60      Empathic Abilities:  Multipower, 60-point reserve                    

4f       1)  Emotion Reading:  Telepathy 12d6 (Human class of minds) (60 Active Points); Empathy (any emotion) (-½)       6

3f       2)  Emotion Sculpting:  Major Transform 4d6 (alter, remove, or add Psychological Complications related to or reflecting emotional states, heals back normally [or through repeated applications of this power, character's choice at purchase]), Attack Versus Alternate Defense (Mental Defense; +0), Alternate Combat Value (uses OMCV against DMCV; +¼), Works Against EGO, not BODY (+¼) (60 Active Points); Limited Target (; mental "objects" pertaining to emotions in the minds of sentient beings; -½), No Range (-½)                                                        6

2f       3)  Empathic Healing:  Simplified Healing 4d6 (40 Active Points); Side Effects,  (character automatically takes damage identical to damage healed; -1), Others Only (-½)                   4

4f       4)  Empathic Manipulation:  Mind Control 12d6 (Human class of minds) (60 Active Points); Only To Alter/Inflict Emotional States (-½)                                                                                    6

6f       5)  Instill Fear:  Drain PRE 3d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1) (60 Active Points)           6

4f       6)  Panic Attack:  Mental Blast 6d6 (Human class of minds) (60 Active Points); Eye Contact Required (-½)               6

           Empathic Powers                                                                          

8         1)  Calm Demeanor:  Boost  PRE 5d6 (30 Active Points); Only to Aid Self (-1), Only To Resist Presence Attacks And Other Attacks Based On Fear (-1), Costs Endurance (to maintain; -½)         3

11      2)  Empathic Psychometry:  Retrocognitive Clairsentience (Mental Group) (40 Active Points); Emotions Only (-1), Retrocognition Only (-1), No Range (-½)                                 4

6         3)  Fearful Haste:  +4 DCV (20 Active Points); Only Versus Designated Person's Attacks (-1), Costs Endurance (-½), Instant (-½), Only Versus Beings With Minds/Emotions (-½)               2

24      4)  Social Chameleon:  +6 Interaction Skills                             

20      5)  Strong Willed:  Mental Defense (20 points total)               0

           Gear                                                                                                

20      1)  Armored Costume:  Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-½)               0

16      2)  Flight Belt:  Flight 20m (20 Active Points); IIF (-¼)         2

 

           Dambe

           Maneuver         OCV    DCV    Notes

8         +2 HTH Damage Class(es)

4         Block                 +2      +2      Block, Abort

3         Jab                     +2      +1      5d6, STR Strike

3         Kokawa             -1       -1      Grab Two Limbs, 35 STR for holding on

3         Punch                +1      +0      7d6 Strike

3         Roundhouse Kick        -2      -1 9d6 Strike

1         Weapon Element:  Cestus

 

           Perks

3         Well-Connected

1         1)  Contact:  Roger Case, Attourney At Law (Contact has useful Skills or resources) (2 Active Points) 8-

1         2)  Contact:  The Crime Wave (2 Active Points) 11-

8         3)  Contact:  West African Military Faction (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-

 

           Talents

15      Combat Precognitive:  Combat Sense 12-

 

           Skills

10      +1 with All Attacks

16      +2 with HTH Combat

12      +2 with all Mental Powers

2         AK: West Africa 11-

3         Acrobatics 13-

3         Breakfall 13-

3         Bribery 13-

3         Bureaucratics 13-

3         Charm 13-

3         Climbing 13-

1         Language:  Hausa (basic conversation)

3         Persuasion 13-

3         Scholar

1         1)  KS: Arcane and Occult Lore (2 Active Points) 11-

1         2)  KS: Dambe (2 Active Points) 11-

1         3)  KS: The Mentalist World (2 Active Points) 11-

3         Scientist

1         1)  SS:  Biology 11- (2 Active Points)

2         2)  SS:  Neurobiology 12- (3 Active Points)

2         3)  SS:  Parapsychology 12- (3 Active Points)

2         4)  SS:  Psionics 12- (3 Active Points)

1         5)  SS:  Psychology 11- (2 Active Points)

3         Streetwise 13-

3         Survival 12-

3         Tactics 12-

3         Teamwork 13-

 

Total Powers & Skill Cost:  332

Total Cost:  532

 

400+ Matching Complications

10      Distinctive Features:  Disfiguring scar, Eye glows when using powers (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10      Enraged:  Mocked or Powers Resisted (Common), go 8-, recover 14-

10      Hunted:  Rival Merc Villain Infrequently (As Pow; Harshly Punish)

10      Hunted:  Single Superhero Infrequently (As Pow; Harshly Punish)

10      Psychological Complication:  Bully (Common; Moderate)

15      Psychological Complication:  Overconfident (Common; Strong)

10      Vulnerability:  1 ½ x STUN Sonics (Common)

132    Experience Points

 

Total Complications Points:  532

 

Background/History:  Jacob's powers have been with him as long as he could remember. He used them to bully his friends and family even in his earliest memories. As he got older his ambitions grew and Jacob decided to make a pilgramage to Africa and see where his roots were. Though he intended to gain connections in diamond mining and mercenary work, hoping to use his powers to set himself up a small criminal empire that he could import to America when he returned.

 

In Niger, he ran afoul of some criminals and some self-styled "heroes" who could power their way through his abilities and those fights always ended with Jacob getting beaten. In one case he nearly lost his left eye. His rage at losing these fights led him to train with some of the thugs he'd rounded up and learn the local fighting style. It was fast and brutal and he took to it quickly, learning how to incorporate his empathic abilities as well.

 

When the authorities invariable shut him down in Niger, he returned to America with a better understanding of his abilities and some international criminal connections. Setting up the Grimace identity, he began workign with other mercenary super criminals hoping to acquire enough capital to start his own gang.

 

Personality/Motivation:  Angry, arrogant, and enjoying pain in others, Grimace wants to control an area. He knows he's no world beater, but being a big fish in a small pond is just fine. He's keeping h is eyes on the prize, enjoying the mercenary work in his prime while he networks the underworld and plans his operation.

 

Right now he's torn between a drug empire or setting up underground fights.

 

Quote:

 

Powers/Tactics:  Grimace is an agent level hand to hand combatant with some high tech gear and the power to control emotions. He is almost unflappable himself. His most impressive power uses are non-instantaneous and so he only uses them when he's sure he's got the time and advantage.

 

Campaign Use:  Burgeoning small-time mastercriminal.

 

Appearance:  Lean, muscular man with dark hair and a scarred face. He has one glowing eye where his powers are focused. He wears a black and white costume.

 

Artist: Celtic Bolt

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Grimace.hdc

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American Eagle

 

Val   Char    Cost    Roll     Notes

  20    STR      10      13-      Lift 400.0kg; 4d6 [2]

  25    DEX     30      14-

  20    CON     10      13-

  13    INT        3       12-      PER Roll 12-

  13    EGO      3       12-

  20    PRE      10      13-      PRE Attack:  4d6

 

   9     OCV     30     

   9     DCV     30     

   3     OMCV  0      

   4     DMCV  3      

   7     SPD      50                  Phases:  2, 4, 6, 7, 9, 11, 12

 

15+23             PD     13       Total:  15/38 PD (0/23 rPD)

13+23             ED     11       Total:  13/36 ED (0/23 rED)

  12    REC       8

  40    END      4

  10    BODY   0

  40    STUN   10      Total Characteristic Cost:  225

 

Movement:    Running:  24m/48m

                         Leaping:  10m/20m

                         Swimming:  10m/20m

                         Swinging:  20m/40m

 

Cost   Powers                                                                                    END

45      Graphene Alloy Shield:  Multipower, 90-point reserve,  (90 Active Points); all slots OAF (-1)      

1f       1)  Cover Your Eyes!:  Sight Group Flash Defense (20 points), Hardened (+¼) (25 Active Points); OAF (-1), Lockout (cannot use other Multipower slots while using this one; -½), Nonpersistent (-¼), Requires A Roll (14- roll; -¼)      0

4f       2)  Protection I:  Resistant Protection (20 PD/20 ED), Hardened (+¼), Impenetrable (+¼) (90 Active Points); OAF (-1), Nonpersistent (-¼)                                                                       0

1f       3)  Protection II:  Deflection (20 Active Points); OAF (-1), Lockout (cannot use other Multipower slots while using this one, and not until thrown shield is retrieved; -½)                             2

1f       4)  Shield Bash:  HA +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-¼)     3

1f       5)  Shield Edge:  HKA 1d6 (2d6+1 w/STR); OAF (-1)           1

1f       6)  Thrown Shield I:  Blast 10d6; 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use other Multipower slots until shield is retrieved; -½), Range Based On STR (-¼)          [1 rc]

2f       7)  Thrown Shield II:  Blast 10d6, Area Of Effect (40m Line; +¾); 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use other Multipower slots until shield is retrieved; -½), Range Based On STR (-¼)              [1 rc]

2f       8)  Thrown Shield III:  Blast 10d6, Area Of Effect (16m Radius; +¾); 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use other Multipower slots until shield is retrieved; -½), Range Based On STR (-¼), Requires A Use Questionite Shield Roll (Skill roll, -1 per 20 Active Points modifier; -¼)              [1 rc]

1f       9)  Thrown Shield IV:  HKA 1d6 (2d6 w/STR), Range Based On STR (+¼) (19 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use other Multipower slots until shield is retrieved; -½)        [1 rc]

20      Utility Belt:  Multipower, 30-point reserve,  (30 Active Points); OIF (-½)        

1f       1)  Advanced Lockpick Set:  +2 with Lockpicking (4 Active Points); OAF (-1)

1f       2)  Bomb Defusing Kit:  +2 with Demolitions (4 Active Points); OAF (-1), Only To Defuse Bombs (-¼)    

1f       3)  Calculator:  Lightning Calculator (3 Active Points); OAF (-1)     

1f       4)  Crime Scene Kit:  +2 with Criminology (4 Active Points); OAF (-1), 8 Charges (-½)

1f       5)  Flashlight:  Sight Group Images, +4 to PER Rolls (22 Active Points); OAF (-1), Only To Create Light (-1), Limited Range (20m; -¼), 1 Continuing Fuel Charge lasting 1 Hour (refueled by recharging, easy to obtain; -0)  [1 cc]

1f       6)  Laser Torch:  Killing Attack - Ranged 1 point, Reduced Endurance (0 END; +½), Penetrating (x2; +1) (12 Active Points); OAF (-1), No Range (-½)                                                           0

1f       7)  Medkit:  +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1)   

1f       8)  Mini-Camera:  Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-½)            

1f       9)  Mini-Console:  High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1)      0

1f       10) Mini-Recorder:  Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-½)      

1f       11) Miniature Climbing Rig:  +2 with Climbing (4 Active Points); OAF (-1)   

1f       12) Nightsight Monocular:  (Total: 14 Active Cost, 6 Real Cost) Infrared Perception (Sight Group) (5 Active Points); OAF (-1) (Real Cost: 2) plus +6 versus Range Modifier for Sight Group (9 Active Points); OAF (-1) (Real Cost: 4)  0

1f       13) Parabolic Mini-Mike:  +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1)          0

1f       14) Rebreather:  Life Support  (Expanded Breathing: Breathe Underwater) (5 Active Points); OAF (-1), 1 Continuing Fuel Charge lasting 1 Hour (refueled through recharging system, easy to obtain; -0) [1 cc]

1f       15) Security Systems Analyzer:  +2 with Security Systems (4 Active Points); OAF (-1)  

1f       16) Swingline:  Swinging 20m, Reduced Endurance (0 END; +½) (15 Active Points); OAF (-1)    0

           Athletics                                                                                         

8         1)  Acrobatic:  Leaping +6m (10m forward, 5m upward) (Accurate) 1

1         2)  Breathing Control:  Life Support  (Extended Breathing: 1 END per Turn)  0

3         3)  Like a fish:  Swimming +6m (10m total)                             1

12      4)  Swift:  Running +12m (24m total)                                        1

           Costume                                                                                         

7         1)  Wrist Radio:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)       0

7         2)  Clawed Gloves:  Killing Attack - Hand-To-Hand ½d6 (2d6 w/STR) (10 Active Points); OIF (-½)           1

3         3)  Environmental Suit:  Life Support  (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points); OIF (-½)                                                                                               0

7         4)  MicroFiber Clingsuit:  Clinging (normal STR) (10 Active Points); OIF (-½)               0

10      5)  Protected Senses:  Sight Group Flash Defense (10 points), Resistant (+½) (15 Active Points); OIF (-½) 0

5         6)  Reistant Costume:  Resistant (+½) for up to 16 Active Points of 8 points each of PD and ED (8 Active Points); OIF (-½)    0

 

           Tae Kwon Do

           Maneuver         OCV    DCV    Notes

8         +2 HTH Damage Class(es)

4         Arm Sweep Block      +2      +2 Block, Abort

5         Crescent Kick Block  +1      +3 6d6 Strike

4         Disarm               -1       +1      Disarm; 40 STR to Disarm

5         Flying Side Kick +1     -2      10d6 Strike

4         Front Kick         +0      +2      8d6 Strike

4         Knifehand/Spearhand  -2      +0 HKA 2 ½d6

4         Punch/Elbow Strike    +2      +0 8d6 Strike

5         Side or Roundhouse Kick    -2 +1           10d6 Strike

3         Takedown         +1      +1      6d6 Strike; Target Falls

1         Weapon Element:  Blades

1         Weapon Element:  Clubs

1         Weapon Element:  Disc Shield

1         Weapon Element:  Karate Weapons

1         Weapon Element:  Staffs

 

           Perks

6         Terror of the Underworld:  Positive Reputation:  (Feared among the city's criminal Element (A medium-sized group) 14-, +3/+3d6

3         Fringe Benefit:  Federal/National Police Powers

2         Fringe Benefit:  Membership: AR Agent

1         Fringe Benefit:  Passport

5         Fringe Benefit:  Security Clearance: AR Agent Clearance

15      Money:  Filthy Rich

3         Well-Connected

1         1)  Contact:  Carmen Patrice, Dancer (2 Active Points) 11-

2         2)  Contact:  Dr. Tess Andors, Physician (Contact has useful Skills or resources, Contact limited by identity) (3 Active Points) 12-

1         3)  Contact:  Reginald D. Hunter, Mechanic (Contact limited by identity) 11-

5         4)  Contact:  Team Eagle (fanclub, Hacktivist group) (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 11-

1         5)  Contact:  The Packrat, small time Thief/Fence (Contact has useful Skills or resources, Contact limited by identity) 8-

1         6)  Contact:  Walter Lancaster, Attourney at Law (Contact has useful Skills or resources, Contact limited by identity) (2 Active Points) 11-

1         7)  Favor: Bruce Penn, CEO of Corsair Industries (1 Active Points)

1         8)  Favor: Senator Michael Wilson, ® South Carolina (2 Active Points)

 

           Talents

6         Altertness, Dodging and Luck Set:  Combat Luck (3 PD/3 ED)

9         Combat Anticipation:  Lightning Reflexes (+9 DEX to act first with All Actions)

6         Tall, Dark and Handsome:  +2/+2d6 Striking Appearance (vs. all characters)

 

           Skills

16      +2 with HTH Combat

9         +3 with Thrown Weapons

3         Acrobatics 14-

3         Breakfall 14-

3         Bureaucratics 13-

3         Charm 13-

3         Climbing 14-

3         Conversation 13-

3         Criminology 12-

3         Deduction 12-

3         Defense Maneuver I

3         Fast Draw 14-

3         Forensic Medicine 12-

3         High Society 13-

3         Interrogation 13-

2         PS: American Resolution Agent 11-

3         Paramedics 12-

3         Scholar

1         1)  KS: Art History (2 Active Points) 11-

2         2)  KS: History of Crime (3 Active Points) 12-

1         3)  KS: Tae Kwon Do (2 Active Points) 11-

1         4)  KS: The American Resolution (2 Active Points) 11-

1         5)  KS: The Martial Arts World (2 Active Points) 11-

1         6)  KS: The Superhuman World (2 Active Points) 11-

1         7)  KS: US History (2 Active Points) 11-

1         8)  KS: United States Law And Law Enforcement (2 Active Points) 11-

2         9)  KS: World History (3 Active Points) 12-

1         10)  KS: World Politics (2 Active Points) 11-

1         11)  KS: World Supervillains (2 Active Points) 11-

3         Scientist

1         1)  SS:  Ballistics 11- (2 Active Points)

1         2)  SS:  Chemistry 11- (2 Active Points)

1         3)  SS:  Criminal Pathology 11- (2 Active Points)

3         Streetwise 13-

7         WF:  Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Thrown Sheild

3         Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 12-

 

Total Powers & Skill Cost:  382

Total Cost:  607

 

400+ Matching Complications

15      Hunted:  Rogues Gallery Frequently (As Pow; Harshly Punish)

15      Hunted:  The American Resolution Frequently (Mo Pow; NCI; Watching)

15      Psychological Complication:  Overconfident (Common; Strong)

10      Psychological Complication:  Self-Aggrandizing (Common; Moderate)

5         Rivalry:  Professional (The Other Eagle), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

15      Social Complication:  Secret Identity Frequently, Major

207    Experience Points

 

Total Complications Points:  607

 

Background/History:  The man you love to hate, American Eagle is the beneficiary of doting, wealthy parents and possesses a dedication to athletic and intellectual persuits, justice and the American Way.

 

Growing up in Washington DC he felt the stirrings of patriotism and a sense of nobilesse oblige towards his fellow Americans. He also somewhat resented the rise of superhuman champions and villains. He wanted to stand for something to show them that the human spirit and body could achieve great things. So he began a life-long training regimine that included martial arts, esoteric breaking and entering skills, he researched and developed dietary supplements that helped him break through physical and mental barriers and acheive what he'd always known he could achieve.

 

Then he developed his costume and code name and presented himself to the American Resolution. Refusing "augmentation" he joined their ranks and quickly alienated and annoyed everyone. But...they've mostly come around.

 

Personality/Motivation:  Driven to be the best, to show the supers out there that a man can compete with them, ignoring the fact that his formative years included a number of tailored physical and mental enchancements, American Eagle can come across as a self-righteous egotistical prick, though not a bombastic one.

 

However, despite his arrogance and combativeness he's a team player, does good deeds with his abilities and his financial gifts, serves his country and when the fit hits the shan he's first in line to lend a hand.

 

Quote:

 

Powers/Tactics:  Though he'd be the first to tell you he's what anyone could do if they applied themselves, American Eagle is a superb example of what lot's of money and free time can do to a dedicated individual. He's an excellent hand to hand combat, olympic level athlete, keen eyed detective and tactician, and carries a powerful graphene coated ceramic shield and a belt of wondrous gadgets.

 

Campaign Use:

 

Appearance:  Good looking and knows it. Roger Bruce is, in the words of KISS, a six-foot, hot-blooded, all-american man. Though he does suffer soulessness as a ginger. He's got cropped red hair and green eyes. He's built like a greek statue and has a winning smile of perfect teeth.

 

His costume is blue and red with a white star on the chest and white gloves and boots. He wears an eagle inspired cowl and has retractable gold talons on his gloves. HIs shield is red, white, and blue - though the star is red. He gets flack for that.

 

Artist: World'sFinest

attachicon.gifamerican eagle_concept_by_worldsfinest-d3bqtpo.jpg

attachicon.gifAmerican Eagle .hdc

So where's Dynomutt?

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  • 2 weeks later...

The Dogs of War

 

Picture if you will, a man given great power but angry at the world who mocked and belittled him and his people. A man set out to prove his worth in the only way he cares - combat. 

That is Guerre, the scion of war who wants to conquer, not rule. Having gathered allies to aid in his war games, Guerre has set about building an army and showing the world just how dangerous he is. At his side is a woman from another reality, an Earth of Victorian Era space exploration and intergalactic colonization, together they gathered criminals; like-minded or just willing to work with others and began throwing down with law enforcement and supers of both sides of the hero villain fence. They seek no approval, no mercy, and no quarter, they are The Dogs of War. 

 

 

 

Current Membership:

  1. Guerre
  2. Black Frost
  3. Blitz
  4. Fatal Arrow
  5. Jackalynn
  6. Lightning Rider
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Guerre

 

Val   Char    Cost    Roll     Notes

  70    STR      20      23-      Lift 409.6tons; 14d6 [7]

  25    DEX     20      14-

  30    CON     10      15-

  20    INT       10      13-      PER Roll 15-

  18    EGO      8       13-

  30    PRE      10      15-      PRE Attack:  6d6

 

   9     OCV     20     

   9     DCV     20     

   5     OMCV  6      

   6     DMCV  9      

   5     SPD      20                  Phases:  3, 5, 8, 10, 12

 

13+25             PD     11       Total:  13/38 PD (0/25 rPD)

13+25             ED     11       Total:  13/38 ED (0/25 rED)

  10    REC       6

  40    END      4

  15    BODY   5

  70    STUN   10      Total Characteristic Cost:  200

 

Movement:    Running:  18m/36m

                         Flight:  40m/160m

                         Leaping:  10m/20m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

50      Defensive Subsystems:  Multipower, 75-point reserve,  (75 Active Points); all slots OIF (-½)        

5f       1)  Concussion Blast:  Blast 10d6, Double Knockback (+½) (75 Active Points); OIF (-½)              7

5f       2)  Electro-Blaster:  Blast 10d6, Area Of Effect (1m Radius; +¼), Reduced Endurance (½ END; +¼) (75 Active Points); OIF (-½)                                                                                                  3

5f       3)  Focused Palm Blaster:  Blast 12d6, Armor Piercing (+¼) (75 Active Points); OIF (-½)             7

5f       4)  Gauntlet Laser:  RKA 4d6, Armor Piercing (+¼) (75 Active Points); OIF (-½)           7

3f       5)  Magneto Beam:  Telekinesis (50 STR) (75 Active Points); OIF (-½), Only Works On Ferrous Metals (-½), Affects Whole Object (-¼)                                                                                   7

5f       6)  Overblast:  Blast 15d6 (75 Active Points); OIF (-½)         7

1f       7)  Spotlight:  Sight Group Images, +4 to PER Rolls, Area Of Effect (2m Radius; +¼) (27 Active Points); Only To Create Light (-1), OIF (-½), Limited Range (60m; -¼)                                 3

5f       8)  Vari-Beam Projector:  Blast 10d6, Variable Special Effects (Any SFX; +½) (75 Active Points); OIF (-½)             7

5f       9)  Wide-Beam Blaster:  Blast 12d6, Area Of Effect (1m Radius; +¼) (75 Active Points); OIF (-½)              7

           Powered Armor, all slots OIF (Powered Armor; -½)                

50      1)  Armor:  Resistant Protection (25 PD/25 ED) (75 Active Points); OIF (-½)   0

33      2)  Battery:  Endurance Reserve  (160 END, 15 REC) (50 Active Points); OIF (-½)        0

33      3)  Bootjets:  Flight 40m, Position Shift, x4 Noncombat (50 Active Points); OIF (-½)     5

7         4)  Combat Computer:  +2 DCV (10 Active Points); OIF (Powered Armor; -½)              

7         5)  Combat Computer:  +2 OCV (10 Active Points); OIF (Powered Armor; -½)              

7         6)  Durability Enhancement:  +10 CON (10 Active Points); OIF (Powered Armor; -½) 

6         7)  Environmental Protection Systems:  LS  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-½)         0

27      8)  Exo-musculature:  +40 STR (40 Active Points); OIF (Powered Armor; -½) 4

7         9)  Internal Oxygen Supply:  LS  (Self-Contained Breathing) (10 Active Points); OIF (-½), 1 Continuing Fuel Charge lasting 6 Hours (-0)                                                                             [1 cc]

7         10) NBC-Proof Sealed System:  LS  (Immunity All terrestrial poisons; Immunity: All terrestrial diseases) (10 Active Points); OIF (-½)                                                                                       0

7         11) Reaction Enhancement:  +1 SPD (10 Active Points); OIF (Powered Armor; -½)      

7         12) Reaction Enhancement:  +5 DEX (10 Active Points); OIF (Powered Armor; -½)     

10      13) Stamina Enhancement:  +30 STUN (15 Active Points); OIF (Powered Armor; -½)  

7         14) Visage:  +10 PRE (10 Active Points); OIF (Powered Armor; -½)

           Sensory and Communications, all slots OIF (Powered Armor; -½)    

2         1)  Audio Bafflers:  Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (Powered Armor; -½)    0

3         2)  Battle Suit CPU:  Eidetic Memory (5 Active Points); OIF (Powered Armor; -½)       

8         3)  Comm Systems:  High Range Radio Perception (Radio Group) (12 Active Points); OIF (Powered Armor; -½)      0

14      4)  Energy Scanners:  Detect A Class Of Things 9- (Unusual Group), Discriminatory, Analyze, Telescopic:  +4, Tracking (21 Active Points); OIF (Powered Armor; -½)                                0

3         5)  Full Spectrum Vision:  Ultraviolet Perception (Sight Group) (5 Active Points); OIF (Powered Armor; -½)             0

4         6)  IR Scanner:  Speed Reading (x100) (6 Active Points); OIF (Powered Armor; -½)     

3         7)  Light Enhancement Vision:  Nightvision (5 Active Points); OIF (Powered Armor; -½)              0

2         8)  Onboard Computer:  Lightning Calculator (3 Active Points); OIF (Powered Armor; -½)         

2         9)  Rangefinder:  Absolute Range Sense (3 Active Points); OIF (Powered Armor; -½)   

4         10) Sensory Enhancement:  +2 PER with all Sense Groups (6 Active Points); OIF (Powered Armor; -½)     0

3         11) Thermal Vision:  Infrared Perception (Sight Group) (5 Active Points); OIF (Powered Armor; -½)          0

2         12) Timepiece:  Absolute Time Sense (3 Active Points); OIF (Powered Armor; -½)       

           Super Soldier Process                                                                   

20      1)  Enhanced Physiology:  Life Support  (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: 800 Years; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week)               0

8         2)  Leaping +6m (10m forward, 5m upward) (Accurate)        1

10      3)  Luck 2d6                                                                                 0

6         4)  Running +6m (18m total)                                                      1

 

           Krav Maga

           Maneuver         OCV    DCV    Notes

4         Block                 +2      +2      Block, Abort

4         Choke Hold       -2       +0      Grab One Limb; 2d6 NND

4         Disarm               -1       +1      Disarm; 80 STR to Disarm roll

4         Dodge                --       +5      Dodge, Affects All Attacks, Abort

4         Escape               +0      +0      85 STR vs. Grabs

3         Grab                   -1       -1      Grab Two Limbs, 80 STR for holding on

5         Kick                   -2       +1      18d6 Strike

4         Low Kick/Knee Strike/Punch  +0           +2           16d6 Strike

3         Throw                +0      +1      14d6 +v/10, Target Falls

1         Weapon Element:  Blades

1         Weapon Element:  Clubs

 

           Perks

50      Forces:  Follower

6         French MasterVillain:  Positive Reputation:  Powerful Combatant (A large group) 14-, +2/+2d6

100    The Citadel:  Base

50      The Warship:  Vehicle

10      Money:  Wealthy

 

           Talents

3         Lightning Reflexes (+3 DEX to act first with All Actions)

 

           Skills

30      +3 with All Attacks

3         Analyze:  Technology 13-

3         Breakfall 14-

3         Combat Piloting 14-

3         Computer Programming 13-

5         Cramming

3         Cryptography 13-

3         Electronics 13-

3         Inventor 13-

3         Mechanics 13-

2         Navigation (Air) 13-

2         PS: Arms Dealer 11-

3         Persuasion 15-

3         Scholar

2         1)  KS: Anatomy (3 Active Points) 13-

1         2)  KS: Krav Maga (2 Active Points) 11-

1         3)  KS: Military/Mercenary/Terrorist World (2 Active Points) 11-

2         4)  KS: The Scientific World (3 Active Points) 13-

3         Scientist

2         1)  SS:  Computer Science 13-

2         2)  SS:  Material Science 13-

2         3)  SS:  Mathematics 13-

1         4)  SS:  Physics 11-

4         5)  SS:  Roboticist 15-

3         Systems Operation 13-

5         Tactics 14-

3         Teamwork 14-

6         WF:  Common Melee Weapons, Common Missile Weapons, Small Arms

2         WF:  Small Arms

3         Weaponsmith 13-

 

Total Powers & Skill Cost:  765

Total Cost:  965

 

400+ Matching Complications

20      Hunted:  Authorities Infrequently (Mo Pow; NCI; Harshly Punish)

10      Hunted:  Soverain Infrequently (Mo Pow; NCI; Watching)

15      Psychological Complication:  French Patriot (Common; Strong)

15      Psychological Complication:  Napolean Complex (Common; Strong)

15      Social Complication:  Secret Identity Frequently, Major

565    Experience Points

(1 points unspent)

 

Total Complications Points:  965

 

Background/History:  Pierre Macin was about as stereotypically french as the modern world would allow. Arrogant, keen on his nation's legacies and willing to fight anyone who said otherwise. He is self-absorbed, thinks he's god's gift to women and epitomizes louche.

 

He joined the military and served with distinction, and was chosen to become a French super-soldier, a patriotic embodiment of his people, the legacy of their WWII Icon Tricolore.  So in the 1970's, he underwent the process and training and...promplty renounced the bureaucracy and escaped into the underworld.

 

Macin resurfaced as the armored "mastervillain" Guerre, in 1980 - leading a group of agents in an assault on United Nations peackeeping forces. Since then he's been out to prove himself as a master of war.

 

Personality/Motivation:  Arrogant and stubborn, Guerre leads the Dogs of War, a mercenary group that seems to exist mostly to prove his mastery of small unit superhuman warfare. He likes others to fear him but he's not sure he wants the responsibility of rule.

 

Also, despite turning his back on the Government, he's actually quite proud of his country and his heritage. He is also a devout scoundral. He loves fine things, fine women, and beating the rest of the world in various contests.

 

Pierre expects his foes to act dishonorably and he will act honorably to prove his inherant superiority.

 

Quote:

 

Powers/Tactics:  Take away his armor and weapons and you have an enhanced human specimen with superlative training. Add his armor and you have a potent hand to hand fighter with a powerful suite of weapons and defenses.

 

Campaign Use:  The Dogs of War are kind of weird. Guerre isn't seeking to take over the world but he does want it known he could if he wanted. His team are nominally mercenaries but they also act to further various personal goals.

 

Appearance:  Pierre is a handsome man, appearing to be in his late thirties with a powerful, athletic build. He dresses in tailored suits and wears his brown hair short sporting a thin mustache.

 

Artist: Monsanto/Gammnaknight

post-198-0-27167600-1455239064_thumb.jpg

Guerre.hdc

 

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Black Frost

 

Val   Char    Cost    Roll     Notes

  20    STR      10      13-      Lift 400.0kg; 4d6 [2]

  20    DEX     20      13-

  20    CON     10      13-

  15    INT        5       12-      PER Roll 12-

  10    EGO      0       11-

  20    PRE      10      13-      PRE Attack:  4d6

 

   8     OCV     25     

   8     DCV     25     

   3     OMCV  0      

   3     DMCV  0      

   5     SPD      30                  Phases:  3, 5, 8, 10, 12

 

8+15 PD          6                   Total:  8/23 PD (0/15 rPD)

10+10             ED     8          Total:  10/20 ED (0/10 rED)

  12    REC       8

  60    END      8

  13    BODY   3

  44    STUN   12      Total Characteristic Cost:  180

 

Movement:    Running:  42m/84m

                         Flight:  30m/60m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

24      Ice Sliding:  Multipower, 30-point reserve, all slots leaves big chunks of ice around the environment (-0) (30 Active Points); all slots Physical Manifestation (-¼)                                                

1f       1)  Above Ground Ice Slide:  Flight 30m (30 Active Points); Gliding (-1), Physical Manifestation (-¼)        0

2f       2)  Basic Ice Slide:  Running +30m (42m total) (30 Active Points); Physical Manifestation (-¼)   3

160    Master of Winter:  Variable Power Pool, 80 base + 80 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (160 Active Points)                                                                                

0         1) Blizzard:  Change Environment (-3 to Sight Group PER Rolls, -3 Temperature Level Adjustment), Area Of Effect (32m Radius; +1) (36 Active Points) Real Cost: 36                           4

0         2) Brittlize:  Drain PD 3d6, Either PD or PD Resistant Protection (+½) (45 Active Points); Only vs Non-Living Matter (-½) Real Cost: 30                                                                                4

0         3) Crushing Block Of Ice:  Blast 10d6, Area Of Effect (1m Radius; +¼), Indirect (Source Point is always from above target; +¼) (75 Active Points) Real Cost: 75                                        7

0         4) Deep Freeze:  Blast 5d6, Attack Versus Alternate Defense (defense is Life Support [safe Environment: Intense Cold]; All Or Nothing; +1) (50 Active Points) Real Cost: 50                         5

0         5) Freeze Flesh:  Killing Attack - Ranged 1d6, Attack Versus Alternate Defense (Power Defense; +1), Does BODY (+1) (45 Active Points); Only Versus Targets With Normal Organic Body Chemistry (-½) Real Cost: 30   4

0         6) Freezing Ice Blast:  (Total: 80 Active Cost, 68 Real Cost) Blast 12d6 (Real Cost: 60) plus Entangle 2d6, 2 PD/2 ED (20 Active Points); Vulnerable (Heat/Fire; -1), Linked (Blast; -½) (Real Cost: 8) Real Cost: 68           8

0         7) Hailstorm:  Blast 8d6, Indirect (Source Point is always from above target; +¼), Area Of Effect (16m Radius; +¾) (80 Active Points) Real Cost: 80                                                                   8

0         8) Ice Blast:  Blast 12d6 (60 Active Points) Real Cost: 60     6

0         9) Ice Block: Large:  Entangle 4d6, 4 PD/4 ED, Area Of Effect (8m Radius; +½) (60 Active Points); Vulnerable (Heat/Fire; -1) Real Cost: 30                                                                                6

0         10) Ice Block:  Entangle 6d6, 7 PD/7 ED (65 Active Points); Vulnerable (Heat/Fire; -1) Real Cost: 32        6

0         11) Ice Column:  Blast 8d6, Indirect (Source Point is always beneath target; +½) (60 Active Points); Knockback Is Always Straight Up (-0) Real Cost: 60                                                    6

0         12) Ice Dart:  Killing Attack - Ranged 3d6 (45 Active Points) Real Cost: 45   4

0         13) Ice Sculptures:  Major Transform 4d6 (air into ice scupltures, melting) (40 Active Points); No Range (-½), Uses A PS: Sculptor Roll (see text) (-0) Real Cost: 27                                4

0         14) Ice Sheet:  Change Environment (-4 to DEX Roll to move on), Personal Immunity (+¼), Area Of Effect (16m Surface; +1) (27 Active Points); Can Only Be Applied To Horizontal Surfaces (e.g., the ground and floors) (-0) Real Cost: 27      3

0         15) Ice Storm:  Blast 4d6, Personal Immunity (+¼), Area Of Effect (16m Radius; +¾), Attack Versus Alternate Defense (defense is Life Support [safe Environment: Intense Cold]; All Or Nothing; +1) (60 Active Points) Real Cost: 60     6

0         16) Ice Wall:  Barrier 12 PD/10 ED, 10 BODY (up to 10m long, 3m tall, and 1m thick) (58 Active Points) Real Cost: 58         6

0         17) Icicle Storm:  Killing Attack - Ranged 2d6, Autofire (5 shots; +½), Reduced Endurance (½ END; +½) (60 Active Points) Real Cost: 60                                                                                2

0         18) Snowblind:  Sight Group Flash 8d6 (40 Active Points); Victim Can Cancel Effect By Taking One Full Phase (-½), Does Not Work Against Desolidified Characters (-¼) Real Cost: 23     4

0         19) Winter's Chill:  Drain Fire/Heat Powers 4d6, any one fire/heat power at a time (+½) (60 Active Points) Real Cost: 60       6

           Master of Winter                                                                           

4         1)  Arctic Adaptation:  Life Support  (Safe in Intense Cold; Safe in Intense Heat)            0

31      2)  Ice Armor:  Resistant Protection (15 PD/10 ED) (39 Active Points); Perceivable (-¼)               0

4         3)  Ice Gauntlet:  Hand-To-Hand Attack +1d6 (5 Active Points); Hand-To-Hand Attack (-¼)        1

2         4)  Ice Walking:  Environmental Movement (no penalties on ice)      

5         5)  Sense Temperature:  Detect Temperature 12- (Unusual Group), Sense        0

20      6)  Temperature Resistance:  Resistant Protection (20 ED) (30 Active Points); Only vs fire/heat or cold/ice Power loses about a third of its effectiveness (-½)                                                      0

 

           Thug Life

           Maneuver         OCV    DCV    Notes

4         Block/Evade     +2      +2      Block, Abort

3         Grab                   -1       -1      Grab Two Limbs, 30 STR for holding on

4         Strikes               +0      +2      6d6 Strike

 

           Perks

30      Agent Team:  Follower

 

           Skills

10      +1 with All Attacks

3         +1 with Firearms

3         Acting 13-

3         Bribery 13-

3         Combat Driving 13-

3         Cryptography 12-

3         Disguise 12-

3         PS: Lieutenant 12-

17      Power:  Master of Winter 19-

3         Scholar

1         1)  KS: International Society Of Terror or Other Practical Evil (2 Active Points) 11-

2         2)  KS: Local Underworld (3 Active Points) 12-

1         3)  KS: The Metahuman World (2 Active Points) 11-

3         Shadowing 12-

3         Streetwise 13-

4         Survival (Arctic/Subarctic) 13-

3         TF:  Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles

3         Tactics 12-

3         Teamwork 13-

3         WF:  Small Arms, Blades, Clubs

 

Total Powers & Skill Cost:  371

Total Cost:  551

 

400+ Matching Complications

15      Social Complication:  Criminal Record Frequently, Major

20      Hunted:  Law Enforcement Infrequently (Mo Pow; NCI; Harshly Punish)

15      Psychological Complication:  Code of the Minion (Common; Strong)

10      Psychological Complication:  Greedy (Common; Moderate)

15      Susceptibility:  END Drain in High Temperatures 1d6 damage per Phase (Uncommon)

151    Experience Points

 

Total Complications Points:  551

 

Background/History:  Small time wheel man hits the big leagues when a job goes wrong. Attemtpting to steal cryogenic technology,  Damien was granted powers over cold and ice. His crew leader sent him to be trained by a criminal broker, to become a costumed villain.

 

Returning, he took the crew over and later joined a loosely organized group that looks after one another and puts money into a collective for legal, medical, and travel fees.

 

As Black Frost (You don't see the danger til it's too late) he still puts skills to use pulling jobs but has added enforcer and break in specialist to his repotoire. Later still he was approached to fill a void in the Dogs of War. Black Frost took a chance and joined the foreign mercs. His crew were added to the agents, though Damien still leads them. They are his soldiers.

 

Personality/Motivation:  Black Frost is a tough guy. He enjoys intimidiating those around him. He's also a guy who lives by a criminal code of honor. He's loyal to his partners and will go to any non suicidal length to make sure they all get away. Because of this he's often the last to leave a fight.

 

Quote:

 

Powers/Tactics:  The accident that gave him his powers enabled Black Frost to control ice. And he's good at it. Really Good. The tricks he can do with his powers display a level of creative intelligence that is belied by his Thuggish exterior.

 

He usually plays it safe, using his powers in a simple fashion, popping out things like his slick floors and indirect attacks for when it's time ot escape. Though he's not a combat master, he can hold his own in a brawl.

 

Campaign Use:  As one of Guerre's more mercenary agents, Black Frost is somewhat untrusted by his team. He tends to stick to his former gang who have, to a man, really taken to thier upgrade from thugs to agents. They train hard and he's noticed them growing more loyal to the Dogs than he himself is.

 

This bothers him but he can understand it.

 

Appearance:  Black Frost is dressed to impress. He wears a black and blue costume with leather and spikes at the shoulders and wrists. He's ruggedly built and has a preditory charisma.

 

Artist: Celtic Bolt

post-198-0-35201900-1455239217_thumb.jpg

Black Frost.hdc

 

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Blitz

 

Val   Char    Cost    Roll     Notes

  50    STR      40      19-      Lift 25.6tons; 10d6 [5]

  20    DEX     20      13-

  25    CON     15      14-

  13    INT        3       12-      PER Roll 12-

  10    EGO      0       11-

  20    PRE      10      13-      PRE Attack:  4d6

 

   8     OCV     25     

   8     DCV     25     

   3     OMCV  0      

   3     DMCV  0      

   5     SPD      30                  Phases:  3, 5, 8, 10, 12

 

  25    PD          8                   Total:  25 PD (15 rPD)

  25    ED         8                   Total:  25 ED (15 rED)

  20    REC     16

  70    END     10

  20    BODY  10

  60    STUN   20      Total Characteristic Cost:  240

 

Movement:    Running:  36m/72m

                         Leaping:  24m/48m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

4         Spikey Bits:  Killing Attack - Hand-To-Hand 1 point (3d6 w/STR), +1 Increased STUN Multiplier (+¼) (6 Active Points); OIF (Costume; -½)                                                                              1

           Athletics                                                                                         

10      1)  Bounder:  Leaping +20m (24m forward, 12m upward)     1

13      2)  Bracing:  Knockback Resistance -20m (20 Active Points); Costs Endurance (-½)      2

24      3)  Speed to Burn:  Running +24m (36m total)                        2

           Superhuman Physique                                                                  

20      1)  Blitzer :  Physical Damage Reduction, Resistant, 50% (30 Active Points); Only Works Against Move Through Damage (-½) 0

4         2)  Can Play in Any Weather:  Life Support  (Safe in Intense Cold; Safe in Intense Heat)               0

2         3)  Fast Healing:  Regeneration (1 BODY per Week)            0

22      4)  Tough:  +15 ED, Resistant (+½) (22 Active Points)            

22      5)  Tough:  +15 PD, Resistant (+½) (22 Active Points)            

 

           Football

           Maneuver         OCV    DCV    Notes

8         +2 HTH Damage Class(es)

3         Blitz                   +0      +2      14d6 Strike; Target Falls; Must Follow Grab

4         Blocking            +0      +0      75 STR to resist Shove; Block, Abort

3         Clipping            +2       -1      13d6 Strike, Target Falls

3         Flying Tackle   +0       -1      12d6 +v/10 Strike; You Fall, Target Falls; FMove

3         Holding             -1       -1      Grab Two Limbs, 70 STR for holding on

4         Intercept            +0       -2      14d6 +v/10 Strike, FMove

4         Passrush            +0      +0      75 STR to Shove

4         Targeting           +2       -2      12d6 +v/10; FMove

 

           Skills

10      +1 with All Attacks

3         +1 with Firearms

24      +3 with HTH Combat

3         Acrobatics 13-

3         Breakfall 13-

3         Climbing 13-

3         PS: Football Player 12-

2         PS: Thug/Agent 11-

3         Persuasion 13-

3         Scholar

7         1)  KS: American Football (8 Active Points) 17-

1         2)  KS: American Resolution (2 Active Points) 11-

2         3)  KS: Local Underworld (3 Active Points) 12-

1         4)  KS: The Metahuman World (2 Active Points) 11-

3         Shadowing 12-

3         Streetwise 13-

3         Tactics 12-

3         Teamwork 13-

3         WF:  Small Arms, Blades, Clubs

 

Total Powers & Skill Cost:  240

Total Cost:  480

 

400+ Matching Complications

10      Enraged:  Frustrated or Overmatched (Uncommon), go 11-, recover 14-

20      Hunted:  Authorities Infrequently (Mo Pow; NCI; Harshly Punish)

20      Psychological Complication:  Hypercompetitive (Very Common; Strong)

5         Social Complication:  Fallen Sports Idol Infrequently, Minor

10      Unluck: 2d6

10      Rivalry:  Professional (Any Sports Related Hero or Villain; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry; Multiple Rivals)

80      Experience Points

 

Total Complications Points:  480

 

Background/History:  Derek was a top NFL prospect in his heyday. Coming out of the Ohio State University, he was an early candidate for defensive rookie of the year. Then he blew out his knee. It was a rough rehab but he came back and found that he'd lost a step. Maybe the surgery had gone askew, maybe the scarring affected his mobility. Derek panicked.

 

Taking most of his fortune, he went to sketchy doctors in hopes of providing him some sort of supplement to return him to pre injury form. The sketchy doctor decided that Derek would make a great heavy for  his crime boss aspirations. The transformation was drastic and welcomed.

 

Derek returned to the NFL and lasted three weeks, dealing season ending injuries to players in each of those weeks. His strength and speed continued to increase. He tried to deny it but the NFL had him tested for banned substances and he was so far beyond human athlete now that they simply banned him from the sport. Derek snapped. He killed the doctor who'd given him the treatments and attempted to kill the officials who banned him but he was run off at the last moment.

 

Derek turned to crime. He was eventually nabbed by the Dogs of War where the team mentalist does her best to keep him stable and useful.

 

Personality/Motivation:  Derek isn't a killer at the moment. He's more stable than he's ever been, his rage and self-loathing turned into a keen sense of competitiveness. He can function in society as long as no one seriously outclasses him - that makes him lose his cool.

 

He has adopted his team and sees their schemes as the game - often calling Guerre "Coach."

 

He watches a LOT of football.

 

Quote:

 

Powers/Tactics:  Blitz plays the villain game as he did Football. He's an aggressive combatant, charging and smashing his opponents until he reaches his destination. At the same time, he was a defensive back, he instictively protects his goal and this desire is played upon by the team, he often guards the target.

 

Fast, strong, and tough, he has developed a combat style based on football it's aggressive and doesn't provide for much crowd control.

 

Campaign Use:

 

Appearance:  Massively muscular man standing 6'5'' and weighn in at about 300lbs (though his playing weight was closer to 260, his added muscle and bone density has contributed the rest of the wait), Derek has short dirty blond hair and blue eyes. He has a lantern jaw and intense, beady eyes.

 

His costume is essentially a post-apocalyptic football uniform.

 

 

Artist: Storn Cook

post-198-0-62705600-1455239485_thumb.jpg

Blitz.hdc

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Fatal Arrow

 

Val   Char    Cost    Roll     Notes

  15    STR       5       12-      Lift 200.0kg; 3d6 [1]

  28    DEX     36      15-

  20    CON     10      13-

  15    INT        5       12-      PER Roll 12-

  10    EGO      0       11-

  20    PRE      10      13-      PRE Attack:  4d6

 

   8     OCV     25     

   8     DCV     25     

   3     OMCV  0      

   3     DMCV  0      

   6     SPD      40                  Phases:  2, 4, 6, 8, 10, 12

 

  12    PD        10                  Total:  12 PD (0 rPD)

  12    ED        10                  Total:  12 ED (0 rED)

  12    REC       8

  40    END      4

  12    BODY   2

  40    STUN   10      Total Characteristic Cost:  200

 

Movement:    Running:  18m/36m

                         Leaping:  8m/48m/16m/96m

                         Swimming:  8m/16m

                         Swinging:  40m/80m

 

Cost   Powers                                                                                    END

30      The Huntsman:  Multipower, 60-point reserve,  (60 Active Points); all slots OAF (-1)    

1f       1)  Acid Arrow:  Killing Attack - Ranged 1d6, Constant (+½), Penetrating (+½), Uncontrolled (+½) (37 Active Points); OAF (-1), 6 Charges (-¾), Beam (-¼)                                                [6]

2f       2)  Bolo Arrow:  Entangle 4d6, 4 PD/4 ED, Entangle And Character Both Take Damage (+¼) (50 Active Points); OAF (-1), 6 Charges (-¾), Beam (-¼)                                                         [6]

1f       3)  Broadhead Arrow:  Killing Attack - Ranged 3d6 (45 Active Points); OAF (-1), 6 Charges (-¾), Beam (-¼)          [6]

1f       4)  Chisel-Point Arrow:  Killing Attack - Ranged 2d6, Armor Piercing (+¼) (37 Active Points); OAF (-1), 6 Charges (-¾), Beam (-¼)                                                                                  [6]

2f       5)  Exploding Arrow:  Blast 8d6, Area Of Effect (18m Radius Explosion; +½) (60 Active Points); OAF (-1), 6 Charges (-¾) [6]

1f       6)  Flare Arrow:  Sight Group Flash 8d6 (40 Active Points); OAF (-1), 6 Charges (-¾), Beam (-¼)             [6]

1f       7)  Grapnel Arrow:  Swinging 40m (20 Active Points); OAF (-1), 6 Charges (-¾)           [6]

1f       8)  Incendiary Arrow:  Killing Attack - Ranged 1 ½d6, Armor Piercing (+¼) (31 Active Points); OAF (-1), 6 Charges (-¾), Beam (-¼)                                                                                  [6]

2f       9)  Smoke Arrow:  Darkness to Sight Group 8m radius (40 Active Points); OAF (-1), 6 Continuing Charges lasting 1 Turn each (removed by high winds or rain; -¼)                                 [6 cc]

2f       10) Sonic Arrow:  Blast 8d6, Area Of Effect (8m Radius; +½) (60 Active Points); OAF (-1), 6 Charges (-¾)              [6]

1f       11) Taser Arrow:  Blast 6d6, Attack Versus Alternate Defense (defense is insulated rED covering entire body; All Or Nothing; +½) (45 Active Points); OAF (-1), 6 Charges (-¾), Beam (-¼) [6]

           Athlete                                                                                            

7         1)  Acrobat:  Leaping +4m (8m/48m forward, 4m/24m upward) (Accurate)     1

2         2)  Like a Fish:  Swimming +4m (8m total)                             1

6         3)  Quick on his Feet:  Running +6m (18m total)                    1

           Gear                                                                                                

5         1)  Audial Dampers:  Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-½)             0

7         2)  Combat Exosuit:  Life Support  (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)                                                                        0

24      3)  Combat Exosuit:  Resistant Protection (12 PD/12 ED) (36 Active Points); OIF (-½)   0

7         4)  Gravity Well Boots :  Clinging (normal STR) (10 Active Points); OIF (-½) 0

13      5)  Gravity Well Boots:  Leaping +40m (8m/48m forward, 4m/24m upward) (20 Active Points); OIF (-½)  2

23      6)  Hunting Knives:  (Total: 29 Active Cost, 23 Real Cost) HKA 1d6 (2d6 w/STR), Reduced Endurance (0 END; +½); OAF (-1) (Real Cost: 21) plus Range Based On STR (+¼) for up to 30 Active Points of HKA; 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use HKA until Charge is recovered; -½) (Real Cost: 2)           [1 rc]

           Notes:  4 Knives

5         7)  Mindshield:  Mental Defense (8 points total) (8 Active Points); OIF (-½)     0

5         8)  Polarized Lenses:  Sight Group Flash Defense (8 points) (8 Active Points); OIF (-½) 0

7         9)  Radio Communicator, Basic:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)           0

 

           Hunter's Skills

           Maneuver         OCV    DCV    Notes

4         Basic Shot         +0      +0      Strike, +2 DC

3         Defensive Shot -1       +2      Strike

5         Distance Shot   +0       -2      Strike  , +1 Segment

5         Far Shot             +1       -1      Strike

4         Quick Shot        +1      +0      Strike, +2 DC

4         Ranged Disarm +0      +0      Disarm, 30 STR

0         Weapon Element:  Bows

           Jailhouse Rock

           Maneuver         OCV    DCV    Notes

4         Block                 +2      +2      Block, Abort

4         Elbow Strike     +0      +2      5d6 Strike

4         Escape               +0      +0      30 STR vs. Grabs

4         Groin Blow       -1       +1      2d6 NND

5         Knee Strike       -2       +1      7d6 Strike

3         Takedown         +1      +1      3d6 Strike; Target Falls

1         Weapon Element:  Clubs

1         Weapon Element:  Knives

 

           Talents

6         +2/+2d6 Striking Appearance (vs. all characters)

6         Alertness Set:  Combat Luck (3 PD/3 ED)

3         Lightning Warrior Set:  Lightning Reflexes (+3 DEX to act first with All Actions)

 

           Skills

20      +2 with All Attacks

3         Acrobatics 15-

3         Acting 13-

3         Breakfall 15-

3         Bribery 13-

3         Bugging 12-

3         Charm 13-

3         Climbing 15-

3         Combat Driving 15-

3         Computer Programming 12-

3         Concealment 12-

3         Cryptography 12-

3         Defense Maneuver I

3         Demolitions 12-

3         Disguise 12-

3         Electronics 12-

3         Mechanics 12-

2         PS: Bowyer 11-

3         Persuasion 13-

3         Scholar

2         1)  KS: Archery (3 Active Points) 12-

1         2)  KS: Art History (2 Active Points) 11-

2         3)  KS: Histoical Specialty (3 Active Points) 12-

1         4)  KS: Jailhouse Rock (2 Active Points) 11-

1         Security Systems 8-

3         Shadowing 12-

3         Stealth 15-

3         Streetwise 13-

3         Survival 12-

3         Systems Operation 12-

3         Tactics 12-

3         Teamwork 15-

3         Tracking 12-

2         WF:  Blades, Bows, Clubs

2         WF:  Prison Weapons

7         Weaponsmith (Arrows, Bolts, And Darts, Chemical Weapons, Incendiary Weapons, Muscle-Powered Ranged) 13-

 

Total Powers & Skill Cost:  340

Total Cost:  540

 

400+ Matching Complications

20      Hunted:  Authorities Infrequently (Mo Pow; NCI; Harshly Punish)

10      Hunted:  Heroic Archer Infrequently (As Pow; Harshly Punish)

10      Psychological Complication:  Frightened of Going Back to Jail (Common; Moderate)

10      Psychological Complication:  Supervillainy is a game (Common; Moderate)

15      Social Complication:  Criminal Record Infrequently, Severe

15      Social Complication:  Secret Identity Frequently, Major

140    Experience Points

 

Total Complications Points:  540

 

Background/History:  Isaac Cooper grew up in Mississippi and spent most of his youth alternating between bow hunting with his uncle and prison. It wasn't the best situation for a clever, industrious young man but it was also a grim reality in his part of the world.

 

Prison was where Isaac learned to defend himself, hunting was where he learned to take what he needed. At 21, he left the county penn for the last time and took a hardship grant to enter community college and earn degrees as a machinesmith. Then he branched out, serving as de facto handyman and IT technician for his family and got another associates in computer networks and systems management.

 

He also robbed his first bank.

 

On the run this time, there was no going back to prison; Isaac found a haven in Atlanta - a sponsor who sent this bright, athletic young man to the Myrmidon's school for enterprising criminals. Isaac earned a scholarship to the finishing program. Becoming a costumed criminal. With a name that inspired fear but afforded him a bit of humor, he put together his first set of trick arrows.

 

After a year of solo mercenary work, he encountered and was recruited by the Dogs of War.

 

Personality/Motivation:  In his mind, Isaac is a latter day Duke of Hazard. He's smarter than those around him, robbing from the rich and giving to the poor (counting himself among the poor) and all the while smiling and making jokes.

 

He gets along with his international team of mercenary enforcers. They don't seem to be as interested in conquering the world as they do in having a good scrape and getting paid. Guerre is as laid back a boss as Isaac has ever had.

 

Quote:

 

Powers/Tactics:  Excellent combatant at hand to hand or range. Fatal Arrow has nearly superhuman reactions and his keen mind and impressive skills set makes him a handful for most crime fighters.

 

Campaign Use:

 

Appearance:  Attractive and personable, Isaac is six feet tall and a ripped 170lbs, he wears his hair in corn rows and dresses in tailored suits now. When acting as Fatal Arrow, he wears a high tech suit of armor with extensive protection for his vitals. His armored costume is maroon and gray. As are his weapons.

 

 

Artist: Totmoartstudio  Creator: Unshura

post-198-0-40914600-1455239767_thumb.jpg

Fatal Arrow.hdc

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