Enforcer84 Posted February 12, 2016 Author Report Share Posted February 12, 2016 Jackalynn Val Char Cost Roll Notes 65 STR 30 22- Lift 204.8tons; 13d6 [6] 20 DEX 20 13- 25 CON 15 14- 18 INT 8 13- PER Roll 14- 20 EGO 10 13- 25 PRE 15 14- PRE Attack: 5d6 7 OCV 20 7 DCV 20 7 OMCV 12 7 DMCV 12 5 SPD 30 Phases: 3, 5, 8, 10, 12 25 PD 13 Total: 25 PD (10 rPD) 25 ED 13 Total: 25 ED (10 rED) 14 REC 10 60 END 8 15 BODY 5 60 STUN 20 Total Characteristic Cost: 261 Movement: Running: 12m/24m Flight: 40m/160m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 50 Mental Powers: Multipower, 50-point reserve 5f 1) Domination: Mind Control 9d6 (Human and Additional Class of Minds: Animal classes of minds) (50 Active Points) 5 5f 2) Hallucinations: Mental Illusions 9d6 (Human and Additional Class of Minds: Animal classes of minds) (50 Active Points) 5 5f 3) Mind Probe: Telepathy 9d6 (Human and Additional Class of Minds: Animal classes of minds) (50 Active Points) 5 4f 4) Psychic Bolt: Mental Blast 4d6 (Human and Additional Class of Minds: Animal classes of minds) (45 Active Points) 4 5f 5) Psychokinesis: Telekinesis (25 STR), Fine Manipulation (49 Active Points) 5 2f 6) Telekinetic Enhancement: +25 STR (25 Active Points) 2 90 Mentalism Power Pool: Variable Power Pool (Mentalism Pool), 50 base + 50 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (100 Active Points); Limited Special Effect Mentalism (-¼) Archworlder Physiology 13 1) Bracing: Knockback Resistance -20m (20 Active Points); Costs Endurance (-½) 2 3 2) Keen Awareness: +1 PER with all Sense Groups 0 20 3) Physiology: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Immunity: All terrestrial diseases; Longevity: 800 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) 0 8 4) Telekinetic Atmosphere: Life Support (Self-Contained Breathing) (10 Active Points); Nonpersistent (-¼) 0 50 5) Telekinetic Flight: Flight 40m, Position Shift, x4 Noncombat 5 20 6) Toughness Field: +10 ED, Hardened (+¼), Impenetrable (+¼), Resistant (+½) (20 Active Points) 20 7) Toughness Field: +10 PD, Hardened (+¼), Impenetrable (+¼), Resistant (+½) (20 Active Points) Mentalism 20 1) Mental Bastion: Mental Defense (20 points total) 0 45 2) Telepathic Comm-Link: Mind Link , Human and Additional Class of Minds: Animal classes of minds, Any Willing Target, No LOS Needed, Number of Minds (x8) 0 50 3) Telepathic Seek: Mind Scan 8d6 (Human class of minds), +5 OMCV 5 Brick Tricks Maneuver OCV DCV Notes 3 Bearhug II -2 +0 Grab Two Limbs, 2d6 NND 4 Big Push +0 +0 80 STR to Shove 4 Break Free +0 +0 80 STR vs. Grabs 5 Fist-Grab +1 +1 Grab One Limb, Block 4 Grab +0 -1 Grab Two Limbs, 10 STR for holding on 5 Legbreaker -1 -2 Grab One Limb; HKA 5 ½d6 , Disable 4 Punch +2 +0 15d6 Strike 4 Toughness +2 +2 Block, Abort 3 Wrestler’s Throw +2 +1 13d6 Strike; You Fall, Target Falls Perks 7 Contacts and Favors: Custom Perk Talents 6 +2/+2d6 Striking Appearance (vs. all characters) 15 Combat Precognitive: Combat Sense 13- 20 Telepathic Translator: Universal Translator 13- Skills 3 +1 with Firearms 20 +2 with All Attacks 16 +2 with HTH Combat 3 Charm 14- 3 Gambling 13- 3 High Society 14- 3 Interrogation 14- 3 Linguist 3 1) Language: English (idiomatic) (4 Active Points) 0 2) Language: French (idiomatic) (4 Active Points) 2 3) Language: Italian (completely fluent) (3 Active Points) 2 4) Language: Russian (completely fluent) (3 Active Points) 3 Lockpicking 13- 3 PS: Lieutenant 12- 2 PS: Thug/Agent 11- 3 Paramedics 13- 3 Persuasion 14- 23 Power: Mentalism 23- 3 Scholar 1 1) KS: Arcane and Occult Lore (2 Active Points) 11- 1 2) KS: Category Seven (2 Active Points) 11- 1 3) KS: Local Underworld (2 Active Points) 11- 1 4) KS: The Mentalist World (2 Active Points) 11- 1 5) KS: The Metahuman World (2 Active Points) 11- 3 Scientist 1 1) SS: Biology 11- (2 Active Points) 2 2) SS: Neurobiology 13- (3 Active Points) 2 3) SS: Parapsychology 13- (3 Active Points) 1 4) SS: Psychology 11- (2 Active Points) 3 Security Systems 13- 3 Shadowing 13- 3 Stealth 13- 3 Tactics 13- 5 Teamwork 14- 3 WF: Small Arms, Blades, Clubs Total Powers & Skill Cost: 634 Total Cost: 895 400+ Matching Complications 15 Hunted: Arch Sovereign Infrequently (Mo Pow; NCI; Mildly Punish) 20 Hunted: Authorities Infrequently (Mo Pow; NCI; Harshly Punish) 10 Psychological Complication: Hedonistic (Common; Moderate) 15 Psychological Complication: Overconfident (Common; Strong) 15 Physical Complication: Presence of Titanium (Alloy or Pure) Causes Mental Powers to become unstable. Requiring a 12- roll to activate. (Infrequently; Greatly Impairing) 495 Experience Points Total Complications Points: 895 Background/History: Jackalynn is from Archworld, a space colony of an alternate Earth that gave rise to a race of super humans. In the alternate Earth victorian era scientists developed space travel thanks to extra terrestrial contact. The major world powers colonized the stars. Archworld was a French colony and the children born their developed superhuman physical and mental powers allowing them to conquer other colonies. At the height of their power their Soverain and his lead scientists attempted to create a vast Star-Gate allowing them to conquer more of the galaxy. The gate failed, and the Soverain's heir and a vanguard of soldiers, nobility, and scientists were lost to the universe. In fact, they had been shunted to our reality and arrived to an Earth very different from their own. The Heir claimed himself Soverain and attempted a conquest of the "Homeworld" but this failed and the survivors were scattered. Jacqueline Royer was one of the more potent of the nobles present and a favorite of the young Heir. The feeling was not mutual. She saw the signs and bolted. Having spent some time on this excting though backward Earth (they don't even have intersteller colonies!) she's settled into a partnership with a group of exciting privateers and mercenaries called the Dogs of War. Personality/Motivation: Jackalynn is her "secret identity," this says much about Jacqueline's personality. She is a romantic hedonist who knows just how potent she is. She enjoys the camraderie of the Dogs and feels like a rebellious school girl - out playing the villain instead of being a dutiful noblewoman and serving her king. Far from bloodthirsty, she does however, expect to be treated respectfully and if violence is initiated against her she doesn't really play around. One thing that distresses her and her "boss" Guerre is the place of ridicule France seems to be in here. Quote: Powers/Tactics: As an Archworlder, Jackalynn knows she's powerful compared to most heroes. She enjoys the physical aspects of combat more than being a mentalist. Even if it would behoove her to strike from range mentally. Campaign Use: Appearance: Jackalynn is tall and shapely, with blue eyes, long black hair and a confident almost playful air about her. She seems to get tremendous enjoyment out of life. Her costume is generally maroon and black with a long sleeved top that manages to bear both her midrif and a sizeable amount of cleavage. She wears armored shoulders, black leather gloves and boots, and a long maroon cape. Her belt is gold. Artist:Rhardo Jackalynn.hdc Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 12, 2016 Author Report Share Posted February 12, 2016 Lightning Rider Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 25 DEX 30 14- 18 CON 8 13- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- 23 PRE 13 14- PRE Attack: 4 ½d6 9 OCV 30 9 DCV 30 3 OMCV 0 3 DMCV 0 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 8+12 PD 6 Total: 8/20 PD (0/12 rPD) 12+8 ED 10 Total: 12/20 ED (0/8 rED) 8 REC 4 60 END 8 10 BODY 0 50 STUN 15 Total Characteristic Cost: 199 Movement: Running: 12m/24m Flight: 75m/150m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 52 Living Lightning: Multipower, 52-point reserve 2f 1) Lightning Punch: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-¼) 2 5f 2) Lightning Rush II: Killing Attack - Ranged 2d6, Area Of Effect (10 2m Areas; Trail; +1), Fixed Shape (-¼) (52 Active Points) 5 5f 3) Lightning Rush: Sight Group Flash 6d6, Area Of Effect (10 2m Areas; Trail; +1), Fixed Shape (-¼) (52 Active Points) 5 Helmet, all slots OIF (-½) 7 1) Helmet Comm-Link: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½) 0 7 2) Helmet: Hearing Group Flash Defense (10 points) (10 Active Points); OIF (-½) 0 7 3) Helmet: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-½) 0 Speedster 15 1) Durability: Energy Damage Reduction, Resistant, 25% 0 15 2) Durability: Physical Damage Reduction, Resistant, 25% 0 30 3) Durability: Resistant Protection (12 PD/8 ED) 0 64 4) Hyper Running: Flight 75m, Position Shift (80 Active Points); Only In Contact With A Surface (-¼) 8 17 5) Lightning Immunity: Damage Negation (-5 DCs Energy) (25 Active Points); Only Works Against Electricity (-½) 0 Skills 15 +5 with Move By, Disarm By, and Grab By 3 Bugging 11- 3 Combat Driving 14- 3 Computer Programming 11- 3 Concealment 11- 3 Electronics 11- 3 Linguist 2 1) Language: English (completely fluent) (3 Active Points) 2 2) Language: French (completely fluent) (3 Active Points) 0 3) Language: German (idiomatic) (4 Active Points) 1 4) Language: Spanish (fluent conversation) (2 Active Points) 3 Mechanics 11- 3 Scholar 1 1) KS: Formula-1 (2 Active Points) 11- 1 2) KS: The Automotive World (2 Active Points) 11- 1 3) KS: The European Underworld (2 Active Points) 11- 1 4) KS: The Superhuman World (2 Active Points) 11- 3 Scientist 1 1) SS: Automotive Engineering 11- (2 Active Points) 2 2) SS: Electrical Engineering 11- (3 Active Points) 1 3) SS: Mathematics 11- (2 Active Points) 1 4) SS: Physics 11- (2 Active Points) 3 Security Systems 11- 3 Shadowing 11- 3 Systems Operation 11- Total Powers & Skill Cost: 291 Total Cost: 490 400+ Matching Complications 20 Hunted: Authorities Infrequently (Mo Pow; NCI; Harshly Punish) 10 Psychological Complication: Competitive (Common; Moderate) 10 Psychological Complication: Greedy (Common; Moderate) 10 Psychological Complication: Obsessed with Cars (Common; Moderate) 15 Social Complication: Secret Identity Frequently, Major 10 Vulnerability: 2 x STUN Magnetic Attacks (Uncommon) 90 Experience Points Total Complications Points: 490 Background/History: Heinrich loves cars. Since he was a child all he wanted to do was build and race fast cars. He started stealing them when he was a teenager but managed to keep his joyrides from derailing his dreams of joining the Formula 1 world, first as a mechanic and then, one day as a driver. Working on various crews he'd managed to alienate many people with his mercenary nature and competitveness, but his skills were always sought after. During one of his "unscheduled sabbaticals," he was working on some new fuel injection systems and computerized wheel stability when his workshop suffered a power surge during a storm. Heinrich's cost-cuttng measures had left him surprisingly unprotected from electricity. The resulting engulfment of energy set of his latent powers and Heinrich escaped the destruction instictively. Gaining super powers was the worst thing that ever happened to him. Maybe that's a bit harsh but when you can outrun the cars you love it kind of makes that dream hollow. He took his powers and gained revenge on a few groups who'd fired him and then set up his identity as a mercenary villain. Personality/Motivation: Lightning Rider has two speeds, fast and faster. He lives life recklessly and spends his ill gotten gains on cars, women, and alcohol. He is a hard driving, blue collar supervillain. He works well with his fellow Dogs of War and finds his involvement with a French master villain amusing. Quote: Powers/Tactics: Run fast, Smash idiot with lightning fists. Occasionally he leads foes on a chase, lets them close in and then activates his lightning trail. But they only fall for that once or twice. Campaign Use: Appearance: Blond german with a lean build and sharp features. He wears a black uniform with golden lightning bolts and a visored helmet. Artist: KnowKname Lightning Rider.hdc Quote Link to comment Share on other sites More sharing options...
Cassandra Posted February 12, 2016 Report Share Posted February 12, 2016 Recap on the American Resolution: The American Resolution A team of patriotic costumed champions founded in 1937 as world tensions began to escalate and nationalism was at fever pitches. The Resolution was the brainchild of a government and military officials to study the rapidly emerging superhumans as well as gathering many under the banner of the United States. As time has gone by the organization has remained, spawning hundreds of flag-suit heroes over the decades and exponentially increasing the US's knowledge on various superhuman phenomena. The research arm is officially known as Project Achilles, and informally as Bureau 13. The active arm has been known as the Resolutionary Army by the public for decades, though they are officially The American Resolution and many chafe under the former. The American Resolution is a controversial group of heroes - one of the largest collections of Government Sponsored heroes in the world, not even China publicly boasts such a large number, they have been ridiculed for being "filled with Blonde Bimbos," pandering to women and minorities, a dangerous purveyor of gun culture or superhuman idolatry. For the most part the members keep their politics hidden, with the exception of the out-spoken Battlestar who has no problem telling people what she thinks. There are those within the government who think they're an expensive "Trophy Team" other who see them as jackbooted thugs, foreign concerns about them being an elite American strike force bubble up constantly in the UN. But for all that, they've been guarding the US for the better part of 75 years now. Current Members Include: All-Star American-Avenger American Champion American Maide American Eagle American Power American Spirit American Titan Americana Americle Battle Star Captain Rock Challenger Chief Justice Citizen 13 Freedom Eagle Freedom Freedom's Edge Ingenuity US Infantry Past Members Include: American Mom Lady Liberty II (As I post write ups I'll adjust this post and add links to them) I can't believe you missed Maiden America. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 12, 2016 Author Report Share Posted February 12, 2016 I can't believe you missed Maiden America. Oddly enough I don't know if I have one of those. Will check. I did miss a few. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted April 21, 2016 Author Report Share Posted April 21, 2016 Agent Helix Val Char Cost Roll Notes 25 STR 15 14- Lift 800.0kg; 5d6 [2] 25 DEX 30 14- 20 CON 10 13- 15 INT 5 12- PER Roll 14- 13 EGO 3 12- 20 PRE 10 13- PRE Attack: 4d6 10 OCV 25 9 DCV 20 3 OMCV 0 4 DMCV 3 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 12+10 PD 10 Total: 12/22 PD (0/10 rPD) 12+10 ED 10 Total: 12/22 ED (0/10 rED) 15 REC 11 60 END 8 15 BODY 5 60 STUN 20 Total Characteristic Cost: 225 Movement: Running: 22m/44m Leaping: 24m/48m Swimming: 4m/8m Cost Powers END 27 Big Pistols: Killing Attack - Ranged 2d6, +2 Increased STUN Multiplier (+½) (45 Active Points); OAF (Personal Focus; -1), 2 clips of 12 Charges (-0) [12] Notes: (x2 number of items) Gear 6 1) Holo-Com Goggles: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Affected as Sight and Hearing as well as Radio (-½), OIF (-½) 0 3 2) Infrared Goggles: Infrared Perception (Sight Group) (5 Active Points); OIF (-½) 0 3 3) Sight Amplification: Nightvision (5 Active Points); OIF (-½) 0 Gun-Fighter 15 1) Acrobat: Leaping +20m (24m forward, 12m upward) (Accurate) 1 10 2) Can Take A Blow: Energy Damage Reduction, 25% 0 10 3) Can Take A Blow: Physical Damage Reduction, 25% 0 4 4) Good Eye: +2 to offset Range Penalties with Firearms 6 5) Keen Senses: +2 PER with all Sense Groups 0 7 6) Rapid Fire: Autofire (3 shots; +¼) for up to 60 Active Points of Any non Auto-fire RKA up to 60 points, All shots must be fired at the same target (+0) (15 Active Points); OIF (Any Non-Autofire firearm of Oppportunity; -½), Requires A Roll (Dex Roll; -½) 1 10 7) Sprinter: Running +10m (22m total) 1 10 8) Two-Guns, Two-Blades, Too Bad: Two-Weapon Fighting Nanotech 10 1) Just a Scratch (Nano-Heals): Regeneration (1 BODY per 20 Minutes) 0 21 2) Nano-Dermal Armor: Resistant Protection (7 PD/7 ED) (Impermeable) 0 3 3) NanoAmplification: Ultrasonic Perception (Hearing Group) 0 7 4) Neural Combat Computer: +2 DCV (10 Active Points); IIF (-¼), Can be shut off with Cyberpathy (-¼) 7 5) Neural Combat Computer: +2 OCV (10 Active Points); IIF (-¼), Can be shut off with Cyberpathy (-¼) Krav Maga Maneuver OCV DCV Notes 8 +2 HTH Damage Class(es) 4 Block +2 +2 Block, Abort 4 Choke Hold -2 +0 Grab One Limb; 3d6 NND 4 Disarm -1 +1 Disarm; 45 STR to Disarm roll 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Escape +0 +0 50 STR vs. Grabs 3 Grab -1 -1 Grab Two Limbs, 45 STR for holding on 5 Kick -2 +1 11d6 Strike 4 Low Kick/Knee Strike/Punch +0 +2 9d6 Strike 3 Throw +0 +1 7d6 +v/10, Target Falls 1 Weapon Element: Blades 1 Weapon Element: Clubs Perks 2 Deep Cover 5 Money: Well Off Talents 6 Altertness, Dodging and Luck Set: Combat Luck (3 PD/3 ED) 6 Cinematic Spy Sexy: +2/+2d6 Striking Appearance (vs. all characters) 3 Nano-Clock: Absolute Time Sense 5 Never Forgets a Face: Eidetic Memory 3 Rudimentary GPS: Bump Of Direction 4 Voraceous Reader: Speed Reading (x10) 7 Whirlwind Anticipation: Lightning Reflexes (+7 DEX to act first with All Actions) Skills 20 +2 with All Attacks 3 Acrobatics 14- 3 Acting 13- 3 Breakfall 14- 3 Bribery 13- 3 Bugging 12- 3 Bureaucratics 13- 3 Charm 13- 3 Climbing 14- 3 Combat Driving 14- 3 Concealment 12- 3 Cryptography 12- 3 Defense Maneuver I 3 Disguise 12- 3 High Society 13- 3 Linguist 1 1) Language: Arabic (fluent conversation) (2 Active Points) 0 2) Language: English (imitate dialects) (5 Active Points) 1 3) Language: German (completely fluent) (3 Active Points) 2 4) Language: Korean (completely fluent) (3 Active Points) 2 5) Language: Mandarin (completely fluent) (3 Active Points) 2 6) Language: Russian (completely fluent) (3 Active Points) 2 7) Language: Spanish (completely fluent) (3 Active Points) 2 PS: Chef 11- 3 Persuasion 13- 3 Scholar 1 1) KS: Art History (2 Active Points) 11- 1 2) KS: Krav Maga (2 Active Points) 11- 4 3) KS: The Espionage World (5 Active Points) 14- 2 4) KS: The Military/Mercenary/Terrorist World (3 Active Points) 12- 2 5) KS: World History (3 Active Points) 12- 3 Security Systems 12- 3 Shadowing 12- 3 Sleight Of Hand 14- 3 Streetwise 13- 10 TF: Common Motorized Ground Vehicles, Jetskis, SCUBA, Skiing (snow), Skiing (water), Small Motorized Boats, Small Planes, Snowboarding, Surfing, Two-Wheeled Motorized Ground Vehicles 3 Tactics 12- 3 Teamwork 14- 3 Tracking 12- 6 WF: Common Melee Weapons, Small Arms, Vehicle Weapons (group) Total Powers & Skill Cost: 375 Total Cost: 600 400+ Matching Complications 20 Hunted: Mother Earth Frequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching) 15 Hunted: Rogues Gallery Frequently (As Pow; Harshly Punish) 10 Psychological Complication: Enjoys the "Game" (Common; Moderate) 15 Psychological Complication: Protective of the Innocent (Common; Strong) 15 Social Complication: Secret Identity Frequently, Major 200 Experience Points Total Complications Points: 600 Background/History: Though almost unrecognizable as her former self, Fiona Cook was once a member of the British Government's MI-5 Security Service. Cook became famous for unfortunate circumstances, levelling charges of sexual harrassement at her director that caught national attention. Cook was relieved of her position, the director stepped down rather than face investigation, and she became a political football for the worst six months of her life. Disillusioned with her government, she was approached by agents of a high-tech crime fighting/espionage organization. Though Mother Earth has been around for centuries - believed to have been formed shortly after the signing of the Magna Carta, the organization had gone through it's own uphevals and name changes. Reinvented as a high tech police force for the world Mother Earth's agents include operatives like Fiona and sponsoring more traditional hero teams through their holdings. Given nano-technological enhancements and gadgets, she put her enhanced abilities and training to good use as Agent Helix. Personality/Motivation: Fiona (though her most often used cover is Diana Hunter) is a champion of the underdog, despises bullies, and is a huge fan of spy movies. Though the foes she deals with are as often costumed criminals of great power as they are international James Bond-Style villains, she goes about her business with flair and zeal. Quote: Of course, I'm dressed like I want it, luv. This look says, 'I want to kick your ass.'" Powers/Tactics: Enhanced human martial artist and two-gun fighter. Agent Helix has no difficulty pulling the trigger, but she is accutely aware of the image of someone blowing people away with seeming indiscriminance. She enjoys fisticuffs and saves the guns for trick shots, intimidation, and last resort put downs. She's a skilled espionage agent, linguist, and athlete. The bulk of her abilities are nano-tech implants, accounting for her enhanced healing, physical attributes, hearing, and toughness. In addition she has two guns keyed to her bioenergy and a visor/comlink. To make her weaker - reduce her stats a bit. She's not overpowering even at 600 points (ie lots of fluff) to make her tougher give her gun fu martial arts. Campaign Use: Appearance: Lovely woman in her early thirties with an exageratied figure and sharp features. She wears her hair short (but will sport wigs when in disguise) and a variety of outfits that accentuate her looks but give her movement. Agent Helix.hdc art by Bokuman Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted April 24, 2016 Author Report Share Posted April 24, 2016 Dominion Val Char Cost Roll Notes 60 STR 0 21- Lift 102.4tons; 12d6 18 DEX 0 13- 31 CON 1 15- 18 INT 8 13- PER Roll 15- 13 EGO 3 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+20 PD 3 Total: 5/25 PD (0/20 rPD) 5+20 ED 3 Total: 5/25 ED (0/20 rED) 30 REC 2 125 END 0 12 BODY 2 60 STUN 2 Total Characteristic Cost: 44 Movement: Running: 12m/24m Flight: 60m/120m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 40 Weapons Systems: Multipower, 60-point reserve, (60 Active Points); all slots OIF (Powered Armor; -½) 4f 1) Concussive Blast: Blast 12d6 (60 Active Points); OIF (Powered Armor; -½) 6 4f 2) Micro Missle Launcher: Killing Attack - Ranged 2d6, Autofire (5 shots; +½), Reduced Endurance (½ END; +½) (60 Active Points); OIF (Powered Armor; -½) 2 4f 3) Photon Bolt: Blast 8d6, No Range Modifier (+½) (60 Active Points); OIF (Powered Armor; -½) 6 4f 4) Photon Pulse: Blast 8d6, Area Of Effect (18m Radius Explosion; +½) (60 Active Points); OIF (Powered Armor; -½) 6 4f 5) Tangleweb Projector: Entangle 6d6, 6 PD/6 ED (60 Active Points); OIF (Powered Armor; -½) 6 Communications and Sensors, all slots OIF (Powered Armor; -½) 2 1) Amplified Hearing: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (Powered Armor; -½) 0 6 2) Communications Suite: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Affected as Sight and Hearing Groups as well as Radio (-½), OIF (Powered Armor; -½) 0 6 3) LIfe Support Monitor: Detect: Health of Pilot A Class Of Things 12- (no Sense Group), Transmit (9 Active Points); OIF (Powered Armor; -½) 0 Notes: LIfe Support systems monitor Jack's health and report to his computer at the Workship 3 4) Light Enhancement: Nightvision (5 Active Points); OIF (Powered Armor; -½) 0 4 5) Precise Sensors: +2 PER with all Sense Groups (6 Active Points); OIF (Powered Armor; -½) 0 10 6) Radar Systems: Radar (Radio Group) (15 Active Points); OIF (Powered Armor; -½) 0 7 7) Thermal Tracing: Infrared Perception (Sight Group), Tracking (10 Active Points); OIF (Powered Armor; -½) 0 Powered Armor, all slots OIF (Powered Armor; -½) 13 1) Artificial Confidence and Presence: +20 PRE (20 Active Points); OIF (Powered Armor; -½) 10 2) Combat Computer: +3 DCV (15 Active Points); OIF (Powered Armor; -½) 10 3) Combat Computer: +3 OCV (15 Active Points); OIF (Powered Armor; -½) 13 4) Impact Diffusion Layer: +20 CON (20 Active Points); OIF (Powered Armor; -½) 12 5) Impact Dispersal : +36 STUN (18 Active Points); OIF (Powered Armor; -½) 40 6) Jet Boots: Flight 60m (60 Active Points); OIF (Powered Armor; -½) 6 16 7) Power Supplies and Autodoc: +24 REC (24 Active Points); OIF (Powered Armor; -½) 14 8) Power Supply: +105 END (21 Active Points); OIF (Powered Armor; -½) 60 9) Powered Armor: Resistant Protection (20 PD/20 ED/10 Mental Defense/10 Power Defense) (90 Active Points); OIF (Powered Armor; -½) 0 13 10) Reaction Enhancement: +2 SPD (20 Active Points); OIF (Powered Armor; -½) 11 11) Reaction Time Enhancement: +8 DEX (16 Active Points); OIF (Powered Armor; -½) 33 12) Servomotors: +50 STR (50 Active Points); OIF (Powered Armor; -½) 5 19 13) Survival Systems: 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 Perks 10 Workshop: Vehicles & Bases 1 Fringe Benefit: Passport 15 Not in it for the Money: Money: Filthy Rich 4 Big Leaguer: Positive Reputation: Respected Merc Villain (A medium-sized group) 14-, +2/+2d6 Talents 0 Computer Systems 3 1) Absolute Range Sense 3 2) Absolute Time Sense 3 3) Bump Of Direction 5 4) Eidetic Memory 3 5) Lightning Calculator 4 6) Speed Reading (x10) Skills 20 +2 with All Attacks 3 Acting 15- 3 Breakfall 13- 3 Charm 15- 3 Combat Piloting 13- 3 Computer Programming 13- 3 Conversation 15- 3 Cryptography 13- 3 Electronics 13- 3 High Society 15- 3 Interrogation 15- 3 Inventor 13- 3 Inventor 13- 3 Mechanics 13- 2 Navigation (Air) 13- 3 PS: Dom 13- 3 Paramedics 13- 3 Persuasion 15- 3 Scholar 2 1) KS: BDSM (3 Active Points) 13- 2 2) KS: The Superhuman World (3 Active Points) 13- 2 3) KS: The Technology World (3 Active Points) 13- 3 Scientist 1 1) SS: Chemistry 11- (2 Active Points) 2 2) SS: Mathematics 13- (3 Active Points) 1 3) SS: Physics 11- (2 Active Points) 1 4) SS: Psychology 11- (2 Active Points) 3 5) SS: Robotics 14- (4 Active Points) 3 Systems Operation 13- 3 Tactics 13- 3 Trading 15- 1 WF: Whips 3 Weaponsmith 13- Total Powers & Skill Cost: 516 Total Cost: 560 400+ Matching Complications 15 Hunted: Authorities Infrequently (As Pow; NCI; Harshly Punish) 15 Psychological Complication: Arrogant (Common; Strong) 10 Psychological Complication: Lecherous (Common; Moderate) 15 Social Complication: Secret Identity Frequently, Major 10 Vulnerability: 1 ½ x BODY Magnetic Attacks (Common) 10 Vulnerability: 1 ½ x STUN Magnetic Attacks (Common) 160 Experience Points Total Complications Points: 560 Background/History: Bored tech millionaire Jack Reynolds bought a military tech company for his 30th birthday. He'd made his fortune providing infrastructure technology for a number of start ups and federal agencies, computers, networks, and firewalls originally then branching out to construction and robotics as well. Jack's company, Straight Technologies, (named for the poker hand, really) grew so fast so quickly he sold it to investors for almost a billion dollars and then amused himself. The second "career" as a defense contractor was way more fun. Jack's ruthless streak and his need to boss people around played well with the political forces surrounding the defense industry. Eventually, he grew so enamored with the technologies he was developing that he decided on a personal pet project. This led to his original "Super Suit" and a career of mercenary "Corporate superhero" that slid almost immediately to criminal. Personality/Motivation: Jack is an arrogant, self-absorbed, easily bored individual. Everything has always been easy for him (at least he sees it that way, he tends to avoid significant challenges) so the villain game has been a great distraction. Jack is a very sexual guy, and he's heavily into BDSM and being a dom. He doesn't advertise this in his professional life, but amuses himself by dropping references as Dominion. He's not a predator, but he's also not monogamus by any means. He's upfront about his intentions and for a supervillain, extremely principled in his sexual dealings. In most other aspects of his life, he's perfectly willing to be deceptive and downright villainous. Quote: Powers/Tactics: Typical powered armor with an emphesis on strength and toughness. He enjoys pushing people around. His weapons sytems are used intelligently but he can be goaded into trading punches. Campaign Use: Could be a minor mastermind in the campaign. Given the right underlings and such. He'd probably use a small force of powered armor agents. He can work with teams, though he'll flirt with female members to a degree. He drops hints on attractive heroines too. Appearance: Jack Reynolds is taller and broader than average, has an attractive aristocratic face, and dresses with concervative flair. He's got CEO written all over him. His blond hair is kept short and styled like a clean cut preppy. He has blue eyes and is always clean-shaven. He wears expensive tailored suits. The Dominion battle suit is dark gray with glowing purple curcuitry. Over that are black metallic gauntlets, boots, belt, helmet, pauldrons, and harness. The Helmet has a single glowing red slit for the eyes and a grill over the mouth. Notes: The image is named Cyberdom. The BDSM thing was a natural. Dominion.hdc Art by Redg_Vincente Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted April 25, 2016 Author Report Share Posted April 25, 2016 Ok, I was on a roll this weekend and whipped up five followers for Dominion. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted April 25, 2016 Author Report Share Posted April 25, 2016 Flame Wave Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 ½d6 [1] 20 DEX 20 13- 23 CON 13 14- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- 18 PRE 8 13- PRE Attack: 3 ½d6 8 OCV 25 8 DCV 25 3 OMCV 0 3 DMCV 0 5 SPD 30 Phases: 3, 5, 8, 10, 12 14+8 PD 12 Total: 14/22 PD (0/8 rPD) 16+8 ED 14 Total: 16/24 ED (0/8 rED) 20 REC 16 80 END 12 10 BODY 0 50 STUN 15 Total Characteristic Cost: 193 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 60 Fiery Arsenal: Multipower, 60-point reserve 6f 1) Fire Beam: RKA 3d6-1, Armor Piercing (+¼), Reduced Endurance (½ END; +¼) (60 Active Points) 2 6f 2) Fire Blast: Blast 12d6 (60 Active Points) 6 6f 3) Fireball: Blast 8d6, Area Of Effect (18m Radius Explosion; +½) (60 Active Points) 6 4f 4) Flamethrower Blast: Blast 8d6, Area Of Effect (16m Cone; +½) (60 Active Points); No Range (-½) 6 6f 5) Wall Of Fire: RKA 2d6, Area Of Effect (50m Long, 4m Tall, 2m Wide Line; +1) (60 Active Points) 6 5f 6) Mini-Fireballs: Blast 8d6, Autofire (5 shots; +½) (60 Active Points); Range Based On STR (-¼) 6 Flame Mastery 5 1) Detect Temperature: Detect Temperature 11- (Unusual Group), Sense 0 24 2) Elemental Toughness: Resistant Protection (8 PD/8 ED) 0 30 3) Enhanced Fire Immunity: Resistant Protection (30 ED) (45 Active Points); Only Works Against Fire (-½) 0 Notes: (Purchase alongside Fire Immunity) 12 4) Eyes Of Fire: Sight Group Flash Defense (12 points) 0 40 5) Fiery Flight: Flight 40m 4 4 6) Fiery Warmth: LS (Safe in Intense Cold; Safe in Intense Heat) 0 40 7) Fire Immunity: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Fire (-½) 0 5 8) Thermal Vision: IR Perception (Sight Group) 0 Talents 6 Ahem...Hot.: +2/+2d6 Striking Appearance (vs. all characters) Skills 16 +2 with Ranged Combat 3 Bureaucratics 13- 3 Charm 13- 3 Demolitions 11- 2 PS: Firefighter 11- 3 Paramedics 11- 2 SS: Arson/Explosion Investigation 11- 3 Teamwork 13- Total Powers & Skill Cost: 294 Total Cost: 487 400+ Matching Complications 20 Hunted: Authorities Infrequently (As Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish) 10 Psychological Complication: Carries a Torch for Dominion (Common; Moderate) 10 Psychological Complication: Fiery Temper (Common; Moderate) 10 Psychological Complication: Misses Comraderie of Fire Department (Common; Moderate) 15 Social Complication: Public Identity Frequently, Major 10 Vulnerability: 1 ½ x STUN Cold Attacks (Common) 87 Experience Points Total Complications Points: 487 Background/History: Faye was a firefighter in Philadelphia who was caught in an explosion at a genetics lab while rescuing the scientists therein. Covered in scars and burns she found to her (and her fellow fire fighters' ) horror that their insurance had insisted she'd taken unnecessary risks and refused to fund her treatment. Faye got extremely sick. The department kept her on as long as they could and took up donations and funding to keep her afloat while she recovered. Things seemed to be heading towards a grizzly end for her when the chemical coctail she'd had blown into her completed it's catalyst and began healing her. With the burning and the fire being the strongest impetus, fire would be her rebirth. When her miraculous recovery happened, Faye was left slightly altered, taller, curvier, her blonde hair now red, and her complexion flawles...oh yeah and broke. All the money raised for her hadn't even begun to cover her medical bills. So she sued the insurance compnay and lost - her fantastic recovery being used against her by the Insurers lawyers to a partuclarly industry friendly judge. Destitute, angry, and now with great (until now hidden) powers, Faye turned her back on her life of service and went to crime. Personality/Motivation: Faye's anger hasn't cooled (and I've not run out of puns) and she's still mad at the world. As a supervillain she's been mostly in it for a mad at the world kind of revenge. She has a particular distaste for lawyers, judges, and insurance companies. But she holds no grudge against fire fighters. Perhaps their bureaucrats at the highest levels but not the rank and file. It had been all she'd ever wanted. Shortly after beginning her career she encountered Dominion (then going by Cyberdom) and she fell kind of hard. She understands that he's a ladies man and has no intention of settling on one woman but she enjoys his company and has followed him into the BDSM world as a Sub. She's quite happy there. And when he calls upon her she'll drop whatever or whomever to be with him. Quote: Powers/Tactics: A typical Flame Projector. She's quite tough and durable as well. Campaign Use: Appearance: After her accident, Faye was transformed from a fit, trim, athlete into a voluptuous, curvy sex symbol. She's not complaining and suspects the transformation was subconscious. Her costume is a fetishized version of a superhero costume allowing her "assets" room to shine. Flame Wave.hdc Artist: Berkheit Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted April 25, 2016 Author Report Share Posted April 25, 2016 Fury Val Char Cost Roll Notes 25 STR 15 14- Lift 800.0kg; 5d6 [2] 23 DEX 26 14- 20 CON 10 13- 20 INT 10 13- PER Roll 13- 20 EGO 10 13- 20 PRE 10 13- PRE Attack: 4d6 7+4 OCV 20 7 DCV 20 7 OMCV 12 8 DMCV 15 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 10 PD 8 Total: 10 PD (0 rPD) 8 ED 6 Total: 8 ED (0 rED) 13 REC 9 40 END 4 15 BODY 5 40 STUN 10 Total Characteristic Cost: 230 Movement: Running: 22m/44m Flight: 6m/12m Leaping: 24m/48m Swimming: 4m/8m Cost Powers END 24 Light Staff: Hand-To-Hand Attack +4d6, Affects Desolidified Any form of Desolidification (+½) (30 Active Points); Hand-To-Hand Attack (-¼) 3 24 Shadow Staff: Hand-To-Hand Attack +4d6, Penetrating (+½) (30 Active Points); Hand-To-Hand Attack (-¼) 3 Athletics 15 1) Acrobat: Leaping +20m (24m forward, 12m upward) (Accurate) 1 10 2) Arrow Blocking: +4 OCV (20 Active Points); Only to Block Ranged Attacks (-1) 10 3) Swift: Running +10m (22m total) 1 Mystic Warrior 20 1) Iron Skin: Damage Negation (-2 DCs Physical, -2 DCs Energy) 0 3 2) Move Without Trace: Flight 6m (6 Active Points); Only along the ground (-½), Requires A Roll (Stealth roll; -½) 1 10 3) Keen Balance and Climbing: Clinging (normal STR) 0 Arnis/Kali/Escrima Maneuver OCV DCV Notes 8 +2 HTH Damage Class(es) 5 Axe Kick/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 3d6 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: Chain & Rope Weapons 0 Weapon Element: Clubs 1 Weapon Element: Empty Hand 1 Weapon Element: Karate Weapons Skills 16 +2 with HTH Combat 10 Dodging Set: Defense Maneuver I-IV 3 Acrobatics 14- 3 Breakfall 14- 3 Charm 13- 3 Climbing 14- 3 Concealment 13- 3 Contortionist 14- 2 Cryptography 13- (3 Active Points); Translation Only (-½) 3 Linguist 0 1) Language: English (idiomatic) (4 Active Points) 2 2) Language: Portuguese (completely fluent) (3 Active Points) 2 3) Language: Spanish (completely fluent) (3 Active Points) 2 4) Language: Tagalog (completely fluent) (3 Active Points) 2 PS: Moro-moro Dancing 11- 2 PS: Soldier (Or Similar) 11- 5 Rapid Attack (10 Active Points); HTH Multiple Attacks Only (-1) 3 Scholar 2 1) KS: Arcane and Occult Lore (3 Active Points) 13- 1 2) KS: Arnis (and/or Kali and/or Escrima) (2 Active Points) 11- 2 3) KS: Filipino History and Culture (3 Active Points) 13- 1 4) KS: Military/Mercenary/Terrorist World (2 Active Points) 11- 3 Security Systems 13- 3 Shadowing 13- 3 Stealth 14- 2 Survival (2 points woth) 13- 3 Tactics 13- 3 Tracking 13- 5 Two-Weapon Fighting (10 Active Points); Hand to Hand Only (-1) 5 WF: Small Arms, Blades, Chain & Rope Weapons, Karate Weapons Total Powers & Skill Cost: 273 Total Cost: 503 400+ Matching Complications 10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 15 Hunted: Authorities Infrequently (As Pow; NCI; Harshly Punish) 10 Hunted: The Order of the Eclipse Infrequently (As Pow; Harshly Punish) 20 Psychological Complication: Code of Honor (Common; Total) 10 Psychological Complication: Competitive (Common; Moderate) 5 Rivalry: Professional (Another Infiltration Specialist; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 5 Unluck: 1d6 103 Experience Points Total Complications Points: 503 Background/History: Zeke is a modern day ninja. Trained in a secret temple on one of the pocket planes that are easily accessed from Earth, he was raised to be a tool if infiltration and assassination. Zeke is an honorable, but competitive man. His youth was spent honing his body and learning the mystical secrets of his adopted brethren. When he completed his training he made his way out into the world to earn his freedom. Working with underworld agencies that have ties to his clan, he serves as a spy, enforcer, bodyguard, and assassin to those who can afford him. Once he has paid off his debt for trainiing he will abduct a replacement trainee and set up his own business. He's been employed by Dominion for almost a year and a half now. Personality/Motivation: Honorable to the extreme, Zeke's order is a mysterious mystic hodge podge, a new age corporate ninja caste. He thinks it's weird but it was better than dying on the streets. He's very competitive and this fuels a rivalry with other infiltration specialists in general and something of a less intense rivalry with his fellow team mates. Hunter's Moon is always down for a contest and Havoc's natural abilites rival his own. Gante is fun and good at cards. Dominion is a reasonably honorable boss for now. Quote: Powers/Tactics: Stick Fighter. Some mystical mumbo jumbo as well. But it's mostly physical and he doesn't really play the inscrutable master. Campaign Use: Appearance: Muscular, good-looking man in his late twenties. Wears white and black uniform that has some patchwork bits but looks modern and stylish overall. Fury.hdc Artist: Rhardo Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted April 25, 2016 Author Report Share Posted April 25, 2016 Gante Val Char Cost Roll Notes 80 STR 70 25- Lift 1.6ktons; 16d6 [8] 15 DEX 10 12- 40 CON 30 17- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- 30 PRE 20 15- PRE Attack: 6d6 6 OCV 15 6 DCV 15 3 OMCV 0 3 DMCV 0 4 SPD 20 Phases: 3, 6, 9, 12 35 PD 33 Total: 35 PD (35 rPD) 25 ED 23 Total: 25 ED (25 rED) 20 REC 16 70 END 10 20 BODY 10 70 STUN 25 Total Characteristic Cost: 297 Movement: Running: 12m/24m Leaping: 44m/88m Swimming: 4m/8m Cost Powers END 5 BIG: Knockback Resistance -5m 0 13 Bracing: Knockback Resistance -20m (20 Active Points); Costs Endurance (-½) 2 15 Durable: Energy Damage Reduction, Resistant, 25% 0 15 Durable: Physical Damage Reduction, Resistant, 25% 0 13 Enhanced 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 12 Fast Healing: Regeneration (2 BODY per 6 Hours) 0 12 Invulnerable: Resistant (+½) (12 Active Points) applied to ED 17 Invulnerable: Resistant (+½) (17 Active Points) applied to PD 20 Massive Leaps: Leaping +40m (44m forward, 22m upward) 2 Perks 3 Well-Connected 2 1) Contact: A good Lawyer (Contact has useful Skills or resources) (3 Active Points) 11- 8 2) Contact: Crime Family (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11- 8 3) Contact: Underground Fighting Organization, Organization Contact (x3) (9 Active Points) 12- Talents 6 Intimidating Visage: +2/+2d6 Striking Appearance (vs. all characters) Skills 24 +3 with HTH Combat 3 Breakfall 12- 3 Bugging 11- 3 Concealment 11- 3 Lockpicking 12- 3 Mechanics 11- 3 Scholar 2 1) KS: MMA and other Combat Sports (3 Active Points) 12- 1 2) KS: The Security World (2 Active Points) 11- 1 3) KS: The Superhuman World (2 Active Points) 11- 3 Security Systems 11- 3 Shadowing 11- 3 Tactics 11- Total Powers & Skill Cost: 204 Total Cost: 501 400+ Matching Complications 15 Social Complication: Secret Identity Frequently, Major 15 Distinctive Features: Hulking Brute (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Hunted: Authorities Infrequently (As Pow; NCI; Harshly Punish) 15 Psychological Complication: Loyal to Dominion (Common; Strong) 15 Psychological Complication: Code vs Killing (Common; Strong) 101 Experience Points Total Complications Points: 501 Background/History: Gante doesn't talk about his past much, though he's alluded to the fact that he was normal once, his transformation was painful and it took him some time to restablish control over the "Beast inside." He's been working as a security specialist for criminal organizations for the last few years and had crossed paths with Dominion on occasion in this capacity. The Criminal Mastermind was a good customer and decent to talk with. He treated Gante's input as valuable, often implementing suggestions the mercenary had made on previous terms of employ. When Dominion asked that their relationship be more permanent and official Gante didn't need much persuasion. Personality/Motivation: Roan's past is unpleasant so he's distanced himself from it. He keeps his mind on the present and the future and is exceptionally loyal to Dominion and by extension the rest of the team. Havoc makes him sad in ways, but he pushes past this and tries to enjoy her company and be a good companion. Fury is a good friend and drinking/gambling buddy. He finds Hunter's Moon a little...much at times but respects her and tries to keep her "monster" comments from bothering him. He feels bad for Flame Wave's one way feelings for Dominion and is as supportive as he can be without meddling. Roan refuses to kill under most circumstances and Dominion and the others respect that. Quote: Powers/Tactics: Brick. Goes Smashy. Campaign Use: Appearance: Gante is a hulking man with golden skin, glowing blue eyes and long black dreds. Gante.hdc Art By Rhardo Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted April 25, 2016 Author Report Share Posted April 25, 2016 Havoc 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 14- 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+9 PD 10 Total: 12/21 PD (0/9 rPD) 12+9 ED 10 Total: 12/21 ED (0/9 rED) 12 REC 8 40 END 4 12 BODY 2 40 STUN 10 Total Characteristic Cost: 200 Movement: Running: 22m/44m Leaping: 24m/48m Swimming: 4m/8m Cost Powers END 27 Big Pistols: Killing Attack - Ranged 2d6, +2 Increased STUN Multiplier (+½) (45 Active Points); OAF (Personal Focus; -1), 2 clips of 12 Charges (-0) [12] Notes: (x2 number of items) Gear 18 1) Armored Costume: Resistant Protection (9 PD/9 ED) (27 Active Points); OIF (-½) 0 16 2) Invisibility Suit: Invisibility to Sight Group (20 Active Points); IIF (-¼) 2 3 3) Light Enhancing Lenses: Nightvision (5 Active Points); OIF (-½) 0 7 4) Mask Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½) 0 7 5) Protected Vision: Hearing Group Flash Defense (10 points) (10 Active Points); OIF (-½) 0 7 6) Psi-Shields: Mental Defense (10 points total) (10 Active Points); OIF (-½) 0 6 7) Rebreather: Life Support (Self-Contained Breathing) (10 Active Points); OIF (-½), 4 clips of 1 Continuing Charge lasting 5 Minutes (-¼) [1 cc] 6 8) Silhouette-Distorting Cape: +3 DCV (15 Active Points); OAF (-1), Requires A Roll (11- roll; -½) Gun-Fighter 15 1) Acrobat: Leaping +20m (24m forward, 12m upward) (Accurate) 1 10 2) Can Take A Blow: Energy Damage Reduction, 25% 0 10 3) Can Take A Blow: Physical Damage Reduction, 25% 0 4 4) Good Eye: +2 to offset Range Penalties with Firearms 6 5) Keen Senses: +2 PER with all Sense Groups 0 7 6) Rapid Fire: Autofire (3 shots; +¼) for up to 60 Active Points of Any non Auto-fire RKA up to 60 points, All shots must be fired at the same target (+0) (15 Active Points); OIF (Any Non-Autofire firearm of Oppportunity; -½), Requires A Roll (Dex Roll; -½) 1 10 7) Sprinter: Running +10m (22m total) 1 10 8) Two-Guns, Two-Blades, Too Bad: Two-Weapon Fighting Pentjak-Silat Maneuver OCV DCV Notes 8 +2 HTH Damage Class(es) 4 Block +2 +2 Block, Abort 4 Choke -2 +0 Grab One Limb; 3d6 NND 4 Disarm -1 +1 Disarm; 35 STR to Disarm 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Escape +0 +0 40 STR vs. Grabs 3 Grab -1 -1 Grab Two Limbs, 35 STR for holding on 5 Kick -2 +1 9d6 Strike 4 Killing Strike -2 +0 HKA 2d6 +1 3 Legsweep +2 -1 6d6 Strike, Target Falls 4 Rahasia Strike -1 +1 3d6 NND 4 Punch/Elbow Strike +0 +2 7d6 Strike 3 Throw +0 +1 5d6 +v/10, Target Falls 1 Weapon Element: Blades 1 Weapon Element: Chain & Rope Weapons 1 Weapon Element: Clubs 1 Weapon Element: Fist-Loads 1 Weapon Element: Karate Weapons 1 Weapon Element: Pendjepit 1 Weapon Element: Polearms 1 Weapon Element: Staffs 1 Weapon Element: Whips Talents 2 Off-Hand Defense 6 Combat Luck (3 PD/3 ED) 15 Combat Sense 12- 3 Lightsleep 24 Weapon Master: +1d6 (all Ranged Killing Damage weapons) Skills 20 +2 with All Attacks 3 AK: Area Of Conflict 12- 3 Acrobatics 15- 3 Breakfall 15- 3 Bribery 13- 3 Bureaucratics 13- 3 Charm 13- 3 Climbing 15- 3 Combat Driving 15- 3 Combat Piloting 15- 3 Concealment 12- 3 Demolitions 12- 3 Disguise 12- 3 Fast Draw: Small Arms 15- 3 Forgery 12- 1 Language (basic conversation) 3 Mechanics 12- 3 Mimicry 12- 3 Scholar 1 1) KS: History (2 Active Points) 11- 1 2) KS: Politics (2 Active Points) 11- 1 3) KS: The Espionage World (2 Active Points) 11- 1 4) KS: The Military/Mercenary/Terrorist World (2 Active Points) 11- 1 5) KS: The Superhuman World (2 Active Points) 11- 2 6) KS: The Truth And Its History (3 Active Points) 12- 2 PS: Dancing 11- 3 Shadowing 12- 3 Stealth 15- 3 Survival 12- 3 Tactics 12- 3 Tracking 12- 7 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Small Arms, Whips Total Powers & Skill Cost: 385 Total Cost: 585 400+ Matching Complications 15 Hunted: Authorities Infrequently (As Pow; NCI; Harshly Punish) 15 Hunted: "The Truth" Frequently (As Pow; Harshly Punish) 15 Psychological Complication: Nihilist (Common; Strong) 15 Psychological Complication: Disdains "The Truth" (Common; Strong) 15 Social Complication: Secret Identity Frequently, Major 185 Experience Points Total Complications Points: 585 Background/History: Never find out the truth about your heroes. Aida was raised as a weapon in a world of superhumans. The Truth is an organization based on a secular fundamentalism, spanning the globe in this modern times it originated in the middle east in the 1970's for enlightened athiests or agnostics or anyone who wasn't as invested in religion as the region was rapidly growing. Initially seeking to lobby for individual rights and education, they were forced underground as tensions grew. As happens in comicbook universes, this group started with such promise and righteousness and fell to ideology and greed. The leadership found that passionate believers made great foot soldiers and willingly gave up comfort, worldly possessions, and freedom for promises of a better future and reassurances that they were right. Overly simplified perhaps but hey, we have scientology here. Aida was born in 1990 and her parents had been members of the Truth and when their daughter showed keen mental and physical prowess, she was sent to be specially trianed. Aida was a believer in the cause, she wanted to see a world where educated and enlightened libertines (definition 2) were guiding the world towards universal freedom and an end of suffering. By the time she was twenty-one, Aida under the alias of Veritas was the Truth's most successful agent, targeting religious leaders and politicians who sought to control people like sheep and limit access to education and healthcare. Veritas was so loyal and successful that her superiors allowed their masks of benevolence to slip. The first chink was the team leader that tried to seduce her. (he wasn't mad enough to try and force himself on her) His attempts at seduction stymied, he went to try and impress her with expensive gifts. Then threatening her family. Veritas's loyalty had been strong, but not blind. She didn't take kindly to her family being threatened. She took even less of a shine to the evidence she'd gathered on the Superior's "Rogue ways." Rogue was a hopeful term. The deeper she went into his background the more cracks she found in the Truth's foundation. When she went to the top with her evidence, they tried to have her and her family killed. The managed to slay her family but she escaped. The Truth now sends assassins after her nigh constantly, praying she never finds their hidden safehuses. Personality/Motivation: Havoc went through an existensial crisis and came out of it a nihilist. She has plans for her former cause, but for now is fine working with the criminal elements of society and learning the truth from observation. Though she is highly cynical, Aida craves something to belive in. There's a hole in her life and she's looking for something to fill it. But what ever it is will have to be ok with her vengeance and the fact that she's an effective killer who really doesn't mind that aspect of her life. Quote: Powers/Tactics: Skilled figher and gunfighter. Campaign Use: Havoc can be used as a reclaimation project or as a boogey man-esque killer depending on what direction you want to go with. The Truth is something of an athiest terrorist organization, embracing technology and progress, but perferring to disseminate the truth themselves. Their followers are generally angry, low-impulse-control joiners who rabildy follow those who tell them they're great. They revile religions calling them all "The Lie" and tend to react violently towards believers. She joined Dominion's group because the man is many things but he's surprisingly open and honest with his agents. Appearance: Aida is lithe and graceful, she's impressive rather than beautiful with cold eyes and a stern demeanor. She wears her hair short. Havoc.hdc Art by Celtic Bolt Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted April 25, 2016 Author Report Share Posted April 25, 2016 Hunter's Moon Val Char Cost Roll Notes 25 STR 15 14- Lift 800.0kg; 5d6 [2] 20 DEX 20 13- 20 CON 10 13- 13 INT 3 12- PER Roll 14- 13 EGO 3 12- 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 15+12 PD 13 Total: 15/27 PD (0/12 rPD) 15+12 ED 13 Total: 15/27 ED (0/12 rED) 15 REC 11 40 END 4 15 BODY 5 40 STUN 10 Total Characteristic Cost: 207 Movement: Running: 32m/64m Leaping: 24m/48m Swimming: 4m/8m Swinging: 40m/80m Cost Powers END 30 Longbow of the Hunter's Moon: Multipower, 60-point reserve, (60 Active Points); all slots OAF (-1) 2f 1) Burning Moon Arrow: Killing Attack - Ranged 1d6, Constant (+½), Penetrating (+½), Uncontrolled (+½) (37 Active Points); OAF (-1), Beam (-¼) 4 2f 2) Moonfire Arrow: Killing Attack - Ranged 2d6-1, Armor Piercing (+¼), Affects Desolidified Any form of Desolidification (+½) (44 Active Points); OAF (-1), Beam (-¼) 4 2f 3) Moonflare: Sight Group Flash 8d6 (40 Active Points); OAF (-1), Beam (-¼) 4 2f 4) Moonless Night Arrow: Darkness to Sight Group 8m radius (40 Active Points); OAF (-1) 4 2f 5) Silver Bolos Arrow: Entangle 4d6, 4 PD/4 ED, Entangle And Character Both Take Damage (+¼) (50 Active Points); OAF (-1), Beam (-¼) 5 3f 6) Silver Burst Arrow: Blast 8d6, Area Of Effect (18m Radius Explosion; +½) (60 Active Points); OAF (-1) 6 2f 7) Silver Lightning Arrow: Blast 6d6, Attack Versus Alternate Defense (defense is insulated rED covering entire body; All Or Nothing; +½) (45 Active Points); OAF (-1), Beam (-¼) 4 3f 8) Silver Net Arrow: Entangle 4d6, 4 PD/4 ED, Area Of Effect (1m Radius; +¼), Entangle And Character Both Take Damage (+¼) (60 Active Points); OAF (-1) 6 2f 9) Silver Seeking Arrow: Killing Attack - Ranged 2d6, Indirect (Source Point is the Character, path can change with every use; +½) (45 Active Points); OAF (-1), Beam (-¼) 4 1f 10) Silver Swingline Grapnell Arrow: Swinging 40m (20 Active Points); OAF (-1) 2 2f 11) Silvermoon Arrow: Killing Attack - Ranged 2d6+1, Armor Piercing (+¼) (44 Active Points); OAF (-1), Beam (-¼) 4 7 Silver Combat Knife: Killing Attack - Hand-To-Hand 1d6 (2 ½d6 w/STR) (15 Active Points); OAF (-1) 1 Supernatural Huntress 29 1) Mana Pool: Endurance Reserve (75 END, 15 REC) (29 Active Points) 0 5 2) All the Colors of the Rainbow: Ultraviolet Perception (Sight Group) 0 53 3) Avatar of the Hunter's Moon: Resistant Protection (12 PD/12 ED/10 Mental Defense/10 Power Defense) (66 Active Points); Doesn't work against Cold Iron (-¼) 0 15 4) Bouncy: Leaping +20m (24m forward, 12m upward) (Accurate) 1 13 5) Fast Healing: Regeneration (2 BODY per Day), Can Heal Limbs 0 20 6) Fleet: Running +20m (32m total) 2 10 7) Keen Scent: Analyze with Smell/Taste Group 0 10 8) Keen Scent: Discriminatory with Smell/Taste Group 0 10 9) Keen Scent: Range with Smell/Taste Group 0 20 10) Keen Scent: Targeting with Smell/Taste Group 0 10 11) Keen Scent: Tracking with Smell/Taste Group 0 6 12) Keen Senses: +2 PER with all Sense Groups 0 5 13) Low-Light Vision: Nightvision 0 9 14) Supernatural Being: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Longevity: 400 Years; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week) 0 5 15) Thermal Vision: Infrared Perception (Sight Group) 0 Archery 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, 40 STR 0 Weapon Element: Bows Brawler Maneuver OCV DCV Notes 4 Block/Chin Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm; 35 STR to Disarm 4 Eye Gouge -1 -1 Flash 4d6 4 Kidney Blow -2 +0 HKA 2d6 +1 4 Low Blow -1 +1 2d6 NND 4 Punch/Backhand +0 +2 7d6 Strike 4 Put The Boot In +0 -1 9d6 Strike, Prone 3 Tackle +0 -1 5d6 +v/10 Strike; You Fall, Target Falls; FMove Talents 3 Quick: Lightning Reflexes (+3 DEX to act first with All Actions) 3 Alertness: Lightsleep 3 Animal Magnetism: +1/+1d6 Striking Appearance (vs. all characters) Skills 10 +1 with All Attacks 10 +5 OCV with Bows 3 Climbing 13- 3 Concealment 12- 3 Deduction 12- 3 Interrogation 13- 3 Linguist 0 1) Language: Danish (idiomatic) (4 Active Points) 2 2) Language: English (completely fluent) (3 Active Points) 2 3) Language: French (completely fluent) (3 Active Points) 2 4) Language: German (completely fluent) (3 Active Points) 2 5) Language: Norwegian (completely fluent) (3 Active Points) 3 Lockpicking 13- 3 Navigation 12- 2 PS: Bowyer 11- 3 Riding 13- 3 Scholar 1 1) KS: Big Game Animals (2 Active Points) 11- 1 2) KS: Flora And Fauna (2 Active Points) 11- 1 3) KS: Lunar Mythology (2 Active Points) 11- 1 4) KS: The Criminal World (2 Active Points) 11- 1 5) KS: The Justice System (2 Active Points) 11- 1 6) KS: Therianthrope Lore and Legends (2 Active Points) 11- 3 Shadowing 12- 3 Stealth 13- 5 Streetwise 14- 3 Survival (6 points' worth) 12- 3 Tactics 12- 7 Tracking 14- 3 Traveler 1 1) AK: Western Europe (2 Active Points) 11- 1 2) CK: Berlin (2 Active Points) 11- 1 3) CK: Hamburg (2 Active Points) 11- 1 4) CK: London (2 Active Points) 11- 1 5) CK: Paris (2 Active Points) 11- 3 WF: Common Melee Weapons, Bows Total Powers & Skill Cost: 443 Total Cost: 650 400+ Matching Complications 5 Distinctive Features: Supernatural Mein (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 15 Hunted: Authorities Infrequently (As Pow; NCI; Harshly Punish) 10 Hunted: Monsters of Note Infrequently (As Pow; Harshly Punish) 10 Psychological Complication: Hedonist (Common; Moderate) 10 Psychological Complication: Lives for the Hunt (Common; Moderate) 15 Social Complication: Secret Identity Frequently, Major 5 Unluck: 1d6 5 Vulnerability: 1 ½ x STUN Cold Iron Attacks (Uncommon) 250 Experience Points Total Complications Points: 650 Background/History: When the Wild Pack, a group of werewolves based in the Black Forest, harrassed her small town, a young woman who'd been working with her grandmother to become a witch vowed to hunt them down. As luck would have it, the spirit of a vengeful young woman (perhaps the inspiration to Red Riding Hood) granted Emma the power to do just that. For a few decades she travelled Europe following therianthropic monsters and ending their destruction. And then, she kind of got bored. I mean the combat was exciting, don't get me wrong, but the mission was repetitive. And she didn't want to be hunting all the time. Her spirit guardian apparently felt the same for she no longer urged Emma to hunt the were-creatures of the world. (Or perhaps Emma stopped listening) She began putting her talents to use in living a life of luxury and persuit of pleasures. In the mid 90's she began a legitimate costumed criminal career as Hunter's moon. For the last 26 years she's been bedeviling european heroes and villains alike and occasionally earning early release hunting dangerous monsters. Personality/Motivation: Everything Emma does she does for fun. She quickly tired of the "Vengeance over shapechangers!" gig and went towards crime which is more fun and profitable. She'll hunt monsters if paid well or there's a great need, she does have a compulsion to do so. Beyond that, she's using her enhanced lifespan to have a great amount of fun. She's highly resistant to damage and the consequences of her actions. Quote: Powers/Tactics: Minor variation on the Trick Arrow Archer, Hunter's Moon is a magic user who focuses her magic through the bow as trick arrows. Additionally she's skilled with fisticuffs and hunting. She's also a fair sight tougher than she has the right to be. Campaign Use: Villain, Archery Rival, could aid heroes against monsters, however. She's in league with Dominon because it's fun. He's good looking and they've been lovers on and off. She's not a very good sub but she'll give it a whack when she's feeling kinky. Appearance: Emma is tall and fit and has a "wild child" allure to her. Her brown hair is thick, wavy, and falls past her shoulder. She dresses fairly standard for today's youth (though she's in her mid sixties) and manages to keep up to date with trends and fashions. As Hunter's Moon, she wears a revealing red and black costume with her matching bow and dagger. The bow is her focus for her magic. Hunter's Moon.hdc Created by OneCoyote Quote Link to comment Share on other sites More sharing options...
assault Posted April 25, 2016 Report Share Posted April 25, 2016 Hunter's Moon My dodgy eyesight turned that into "Hunter's Mom". Kind of like the original Red Tornado. Quote Link to comment Share on other sites More sharing options...
death tribble Posted April 25, 2016 Report Share Posted April 25, 2016 2 of my Storn commisions are featured. Praise be to Lolth ! Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted April 25, 2016 Author Report Share Posted April 25, 2016 Oh and more to come, my fiery-eyed fiend. Quote Link to comment Share on other sites More sharing options...
Opale Posted April 29, 2016 Report Share Posted April 29, 2016 Just one Note about Ameracle Why does his Dizzying Spin attack do Drain BODY ? It should become then a "Lethal Spin ", wouldn't it ? just my 2cents Opale, happily not dizzy Quote Link to comment Share on other sites More sharing options...
death tribble Posted April 29, 2016 Report Share Posted April 29, 2016 Havoc 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 14- 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+9 PD 10 Total: 12/21 PD (0/9 rPD) 12+9 ED 10 Total: 12/21 ED (0/9 rED) 12 REC 8 40 END 4 12 BODY 2 40 STUN 10 Total Characteristic Cost: 200 Movement: Running: 22m/44m Leaping: 24m/48m Swimming: 4m/8m Cost Powers END 27 Big Pistols: Killing Attack - Ranged 2d6, +2 Increased STUN Multiplier (+½) (45 Active Points); OAF (Personal Focus; -1), 2 clips of 12 Charges (-0) [12] Notes: (x2 number of items) Gear 18 1) Armored Costume: Resistant Protection (9 PD/9 ED) (27 Active Points); OIF (-½) 0 16 2) Invisibility Suit: Invisibility to Sight Group (20 Active Points); IIF (-¼) 2 3 3) Light Enhancing Lenses: Nightvision (5 Active Points); OIF (-½) 0 7 4) Mask Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½) 0 7 5) Protected Vision: Hearing Group Flash Defense (10 points) (10 Active Points); OIF (-½) 0 7 6) Psi-Shields: Mental Defense (10 points total) (10 Active Points); OIF (-½) 0 6 7) Rebreather: Life Support (Self-Contained Breathing) (10 Active Points); OIF (-½), 4 clips of 1 Continuing Charge lasting 5 Minutes (-¼) [1 cc] 6 8) Silhouette-Distorting Cape: +3 DCV (15 Active Points); OAF (-1), Requires A Roll (11- roll; -½) Gun-Fighter 15 1) Acrobat: Leaping +20m (24m forward, 12m upward) (Accurate) 1 10 2) Can Take A Blow: Energy Damage Reduction, 25% 0 10 3) Can Take A Blow: Physical Damage Reduction, 25% 0 4 4) Good Eye: +2 to offset Range Penalties with Firearms 6 5) Keen Senses: +2 PER with all Sense Groups 0 7 6) Rapid Fire: Autofire (3 shots; +¼) for up to 60 Active Points of Any non Auto-fire RKA up to 60 points, All shots must be fired at the same target (+0) (15 Active Points); OIF (Any Non-Autofire firearm of Oppportunity; -½), Requires A Roll (Dex Roll; -½) 1 10 7) Sprinter: Running +10m (22m total) 1 10 8) Two-Guns, Two-Blades, Too Bad: Two-Weapon Fighting Pentjak-Silat Maneuver OCV DCV Notes 8 +2 HTH Damage Class(es) 4 Block +2 +2 Block, Abort 4 Choke -2 +0 Grab One Limb; 3d6 NND 4 Disarm -1 +1 Disarm; 35 STR to Disarm 4 Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Escape +0 +0 40 STR vs. Grabs 3 Grab -1 -1 Grab Two Limbs, 35 STR for holding on 5 Kick -2 +1 9d6 Strike 4 Killing Strike -2 +0 HKA 2d6 +1 3 Legsweep +2 -1 6d6 Strike, Target Falls 4 Rahasia Strike -1 +1 3d6 NND 4 Punch/Elbow Strike +0 +2 7d6 Strike 3 Throw +0 +1 5d6 +v/10, Target Falls 1 Weapon Element: Blades 1 Weapon Element: Chain & Rope Weapons 1 Weapon Element: Clubs 1 Weapon Element: Fist-Loads 1 Weapon Element: Karate Weapons 1 Weapon Element: Pendjepit 1 Weapon Element: Polearms 1 Weapon Element: Staffs 1 Weapon Element: Whips Talents 2 Off-Hand Defense 6 Combat Luck (3 PD/3 ED) 15 Combat Sense 12- 3 Lightsleep 24 Weapon Master: +1d6 (all Ranged Killing Damage weapons) Skills 20 +2 with All Attacks 3 AK: Area Of Conflict 12- 3 Acrobatics 15- 3 Breakfall 15- 3 Bribery 13- 3 Bureaucratics 13- 3 Charm 13- 3 Climbing 15- 3 Combat Driving 15- 3 Combat Piloting 15- 3 Concealment 12- 3 Demolitions 12- 3 Disguise 12- 3 Fast Draw: Small Arms 15- 3 Forgery 12- 1 Language (basic conversation) 3 Mechanics 12- 3 Mimicry 12- 3 Scholar 1 1) KS: History (2 Active Points) 11- 1 2) KS: Politics (2 Active Points) 11- 1 3) KS: The Espionage World (2 Active Points) 11- 1 4) KS: The Military/Mercenary/Terrorist World (2 Active Points) 11- 1 5) KS: The Superhuman World (2 Active Points) 11- 2 6) KS: The Truth And Its History (3 Active Points) 12- 2 PS: Dancing 11- 3 Shadowing 12- 3 Stealth 15- 3 Survival 12- 3 Tactics 12- 3 Tracking 12- 7 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Small Arms, Whips Total Powers & Skill Cost: 385 Total Cost: 585 400+ Matching Complications 15 Hunted: Authorities Infrequently (As Pow; NCI; Harshly Punish) 15 Hunted: "The Truth" Frequently (As Pow; Harshly Punish) 15 Psychological Complication: Nihilist (Common; Strong) 15 Psychological Complication: Disdains "The Truth" (Common; Strong) 15 Social Complication: Secret Identity Frequently, Major 185 Experience Points Total Complications Points: 585 Background/History: Never find out the truth about your heroes. Aida was raised as a weapon in a world of superhumans. The Truth is an organization based on a secular fundamentalism, spanning the globe in this modern times it originated in the middle east in the 1970's for enlightened athiests or agnostics or anyone who wasn't as invested in religion as the region was rapidly growing. Initially seeking to lobby for individual rights and education, they were forced underground as tensions grew. As happens in comicbook universes, this group started with such promise and righteousness and fell to ideology and greed. The leadership found that passionate believers made great foot soldiers and willingly gave up comfort, worldly possessions, and freedom for promises of a better future and reassurances that they were right. Overly simplified perhaps but hey, we have scientology here. Aida was born in 1990 and her parents had been members of the Truth and when their daughter showed keen mental and physical prowess, she was sent to be specially trianed. Aida was a believer in the cause, she wanted to see a world where educated and enlightened libertines (definition 2) were guiding the world towards universal freedom and an end of suffering. By the time she was twenty-one, Aida under the alias of Veritas was the Truth's most successful agent, targeting religious leaders and politicians who sought to control people like sheep and limit access to education and healthcare. Veritas was so loyal and successful that her superiors allowed their masks of benevolence to slip. The first chink was the team leader that tried to seduce her. (he wasn't mad enough to try and force himself on her) His attempts at seduction stymied, he went to try and impress her with expensive gifts. Then threatening her family. Veritas's loyalty had been strong, but not blind. She didn't take kindly to her family being threatened. She took even less of a shine to the evidence she'd gathered on the Superior's "Rogue ways." Rogue was a hopeful term. The deeper she went into his background the more cracks she found in the Truth's foundation. When she went to the top with her evidence, they tried to have her and her family killed. The managed to slay her family but she escaped. The Truth now sends assassins after her nigh constantly, praying she never finds their hidden safehuses. Personality/Motivation: Havoc went through an existensial crisis and came out of it a nihilist. She has plans for her former cause, but for now is fine working with the criminal elements of society and learning the truth from observation. Though she is highly cynical, Aida craves something to belive in. There's a hole in her life and she's looking for something to fill it. But what ever it is will have to be ok with her vengeance and the fact that she's an effective killer who really doesn't mind that aspect of her life. Quote: Powers/Tactics: Skilled figher and gunfighter. Campaign Use: Havoc can be used as a reclaimation project or as a boogey man-esque killer depending on what direction you want to go with. The Truth is something of an athiest terrorist organization, embracing technology and progress, but perferring to disseminate the truth themselves. Their followers are generally angry, low-impulse-control joiners who rabildy follow those who tell them they're great. They revile religions calling them all "The Lie" and tend to react violently towards believers. She joined Dominion's group because the man is many things but he's surprisingly open and honest with his agents. Appearance: Aida is lithe and graceful, she's impressive rather than beautiful with cold eyes and a stern demeanor. She wears her hair short. Cry Havoc ! Because your brother had a hotter girlfriend ! Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted April 29, 2016 Author Report Share Posted April 29, 2016 Just one Note about Ameracle Why does his Dizzying Spin attack do Drain BODY ? It should become then a "Lethal Spin ", wouldn't it ? just my 2cents Opale, happily not dizzy That would be because i can't use a drop down menu it appears, that should be DEX. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted April 29, 2016 Author Report Share Posted April 29, 2016 Cry Havoc ! Because your brother had a hotter girlfriend ! Please, Scott's bodybag-train of nearly identical girlfriends is one of the creepier comic staples out there. Lorna had lovely green hair, too. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted April 30, 2016 Author Report Share Posted April 30, 2016 Solar Woman Val Char Cost Roll Notes 100 STR 50 29- Lift 26.2ktons; 20d6 [10] 25 DEX 30 14- 25 CON 15 14- 13 INT 3 12- PER Roll 12-/17- 10 EGO 0 11- 45 PRE 15 18- PRE Attack: 9d6 8 OCV 25 8 DCV 25 3 OMCV 0 4 DMCV 3 5 SPD 30 Phases: 3, 5, 8, 10, 12 25 PD 23 Total: 25 PD (25 rPD) 25 ED 23 Total: 25 ED (25 rED) 15 REC 11 60 END 8 15 BODY 5 60 STUN 20 Total Characteristic Cost: 286 Movement: Running: 12m/24m Flight: 35m/70m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 40 Hyper-Mobility: Multipower, 40-point reserve 4f 1) Celestial Flight: Faster-Than-Light Travel (22 Light Years/day) (36 Active Points) 0 4f 2) Solar Flight: Flight 35m, Position Shift (40 Active Points) 4 30 Solar Energy Reserves: Endurance Reserve (100 END, 15 REC) Reserve: (35 Active Points); REC: (10 Active Points); Limited Recovery (Only in direct sun/starlight; -1) 0 90 Solar Vision: Multipower, 90-point reserve 6f 1) Plasma Vision: Blast 12d6, Area Of Effect (18m Radius Explosion; +½) (90 Active Points); Can Be Deflected (-¼), Reduced By Range (-¼) 9 3f 2) Solar Strength: +40 STR (40 Active Points); Power Only Works in Daylight (-¼) 4 8f 3) Sunfire Vision: (Total: 90 Active Cost, 80 Real Cost) Blast 12d6 (Real Cost: 60) plus Sight Group Flash 6d6 (30 Active Points); Linked (Sunfire Blas; -½) (Real Cost: 20) 9 Brick Tricks 22 1) Bearhug: Blast 6d6, Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); All Or Nothing; +1) (60 Active Points); Must Follow Grab (-½), No Range (-½), Requires A Roll (Brick Tricks roll; -½), Side Effects (if character fails roll, opponent takes character's full STR damage; -¼) 6 24 2) Insta-Barrier: Barrier 8 PD/8 ED, 8 BODY (up to 12m long, 4m tall, and 1m thick), Opaque Sight Group (60 Active Points); OIF (appropriate materials of opportunity; -½), No Range (-½), Defense Depends On Materials Used (-½), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; always causes considerable damage to the environment; -0) 6 Notes: Cost was not including 1m thick, it is 60 active points and 24 real. 8 3) Intimidation: +20 PRE (20 Active Points); Only To Make Fear/Intimidation Based PRE Attacks (-1), Extra Time (Full Phase, -½) 9 4) 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), Hand-To-Hand Attack (-¼) 2 Hyper-Physiology 25 1) Invulnerability: Impenetrable (+¼), Hardened (+¼), Resistant (+½) (25 Active Points) applied to ED 25 2) Invulnerability: Impenetrable (+¼), Hardened (+¼), Resistant (+½) (25 Active Points) applied to PD 60 3) 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 15 4) Super Tough Form: Power Defense (15 points) 0 37 5) True Super-Physiology: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: 400 Years; 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 Hyper-Senses 5 1) Super-Sensitive Eyes: Nightvision 0 10 2) Super-Sensitive Touch: (Total: 10 Active Cost, 10 Real Cost) Discriminatory with Normal Touch (Real Cost: 5) plus Analyze with Normal Touch (Real Cost: 5) 0 4 3) Super-Strong Ears: +2 PER with Hearing Group 0 6 4) Super-Strong Eyes: +3 PER with Sight Group 0 12 5) Super-Strong Eyes: +8 versus Range Modifier for Sight Group 0 Perks 5 Contacts of Favors: Custom Perk Talents 6 +2/+2d6 Striking Appearance (vs. all characters) Skills 24 +3 with HTH Combat 2 AK: The Solar System 11- 3 Breakfall 14- 3 Charm 18- 3 Conversation 18- 3 Deduction 12- 3 Demolitions 12- 2 KS: The Superhuman World 11- 3 PS: Freelance Journalist 12- 13 Power: Brick Tricks 17- 3 SS: Astronomy 12- 3 SS: Heliology 12- 3 Streetwise 18- 3 Tactics 12- Total Powers & Skill Cost: 529 Total Cost: 815 400+ Matching Complications 15 Hunted: Rogues Gallery Frequently (As Pow; Harshly Punish) 20 Psychological Complication: Code Vs Killing (Common; Total) 10 Psychological Complication: Competitive (Common; Moderate) 10 Psychological Complication: Inappropriate Sense of Humor (Common; Moderate) 15 Social Complication: Secret Identity Frequently, Major 5 Unluck: 1d6 415 Experience Points Total Complications Points: 815 Background/History: Rita Bancroft is the child of a terran human and an extra terrestrial explorer. Her mother met the alien hero when he spent a brief stint as a member of the super team the Emergency Responders out of San Diego. Rita's mother was an EMT who happened to meet the team on occasion. Rita inherited her father's solar based powers but the origin of her superhuman strength is a mystery. She had a fairly normal childhood, her powers emerging shortly after puberty. Solar Woman has been active since 2008. Personality/Motivation: Rita is a freelance journalist, blogger, vlogger with a very easygoing demeanor sprinkled with raunchy humor. She has quite a following. This allows her to vent her frustrations she tries to contain when she's acting as a superheroine where the jokes are said under her breath. She's very competitive and her status as one of the more powerful supers on the planet is something very dear to her. This leads her to prefer operating as Solar Woman during the day. Quote: Powers/Tactics: Powerful superhuman physique and durability. In addition to this she absorbs solar energy for flight, increased strength, and modulated "Solar Vision." Campaign Use: Appearance: Tall, powerfully built, and tends to dress conservatively in her civilian identity. Solar Woman's costume is a tight, ratther revealing white and gold body suit with gold bracers, black and red cape, and black boots. She looks kind of like a 70's porn parody of a superhero. Her afro is a side effect of her powers. Rita's stature makes a secret Identity difficult. So she's embraced the dual identity by being a big fan of Solar Woman and often dressing like her with a slightly off costume for halloween. She speaks highly of her alter ego and has dropped hints in such a fawning way that her behavior has made her seem kind of "creepy." This has thrown off a few of those who've made the connection. Solar Woman.hdc Warning: Costume Borders on NSFW Creator: High-Heeled Jill Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted April 30, 2016 Author Report Share Posted April 30, 2016 Fathom 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 6 OCV 15 6 DCV 15 3 OMCV 0 3 DMCV 0 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 20+8 PD 8 Total: 20/28 PD (10/18 rPD) 15+8 ED 3 Total: 15/23 ED (10/18 rED) 10 REC 6 60 END 8 10 BODY 0 44 STUN 12 Total Characteristic Cost: 195 Movement: Running: 24m/96m Leaping: 30m/60m Swimming: 64m/128m Cost Powers END 30 Mobility: Multipower, 30-point reserve 2f 1) Muscular Legs: Leaping +26m (30m forward, 15m upward) (Accurate) (18 Active Points) 2 2f 2) Swift: Running +12m (24m total), x4 Noncombat, Reduced Endurance (½ END; +¼) (24 Active Points) 1 3f 3) Undersea Swiftness: Swimming +60m (64m total) (30 Active Points) 3 Aquatic Physiology 15 1) Toughness: +10 ED, Resistant (+½) (15 Active Points) 15 2) Toughness: +10 PD, Resistant (+½) (15 Active Points) 15 3) Toughness: Energy Damage Reduction, Resistant, 25% 0 15 4) Toughness: Physical Damage Reduction, Resistant, 25% 0 8 5) Aquatic Lifeform: Life Support (Expanded Breathing: Breath Water as well as Air; Safe in High Pressure; Safe in Intense Cold) 0 5 6) Undersea Sight: Infrared Perception (Sight Group) 0 5 7) Undersea Sight: Nightvision 0 Gear 14 1) Armored Suit: Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (-½), Requires A Roll (13- roll; -¼) 0 21 2) Trident: (Total: 54 Active Cost, 21 Real Cost) Killing Attack - Hand-To-Hand 2d6 (4 ½d6 w/STR), Range Based On STR (+¼), Reduced Endurance (0 END; +½) (52 Active Points); OAF (-1), Side Effects (-1 OCV), Side Effect occurs automatically whenever Power is used (-½), Reduced Penetration (-¼) (Real Cost: 19) plus (2 Active Points) (Real Cost: 2) 0 Perks 3 Well-Connected 5 1) Contact: Australian Institute of Marine Science, Organization Contact (x3) (6 Active Points) 11- 1 2) Favor: Australian Prime Minister (2 Active Points) 1 3) Favor: Canadian Prime Minister (2 Active Points) 1 4) Favor: Minor Australian Villain (1 Active Points) 1 5) Favor: World Class Soprano (1 Active Points) Talents 6 +2/+2d6 Striking Appearance (vs. all characters) Skills 24 +3 with HTH Combat 2 Animal Handler (Aquatic Animals) 13- 3 Breakfall 13- 3 Bureaucratics 13- 3 Charm 13- 2 Navigation (Marine) 12- 3 Paramedics 12- 3 Persuasion 13- 3 Riding 13- 2 SS: Marine Biology 11- 2 SS: Oceanography 11- 5 TF: Jetskis, Small Motorized Boats, Small Wind-Powered Boats, Surfing, Swimming Beasts, Windsurfing 5 Tactics 13- 3 Teamwork 13- Total Powers & Skill Cost: 230 Total Cost: 425 400+ Matching Complications 15 Psychological Complication: Patriot (Common; Strong) 15 Psychological Complication: Code vs Killing (Common; Strong) 15 Hunted: Rogues Gallery Frequently (As Pow; Harshly Punish) 15 Social Complication: Secret Identity Frequently, Major 10 Vulnerability: 1 ½ x STUN Fire Attacks (Common) 5 Rivalry: Professional (Mermaid; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 25 Experience Points Total Complications Points: 425 Background/History: Alycia's powers are a happy mystery to her. She wasn't born with them nor does she recall some traumatic trigger. She was an australian girl who loved the oceans and eventually they returned that love, granting her the ability to survive in their depths and fight to defend them. Once her powers had surfaced, she was attending her freshman year of uni and the gradual strengthening of her powers cemented her studies and she serves as a freelance superheroine and deep sea investigator. Personality/Motivation: Fathom prefers the sea to the land in many ways, but she has to admit she misses human interaction if she's away too long. She's confident and very proud of her Aussie roots - occasionally to eye-rolling levels according to her friends. She gets along with most of the superheroic community but doesn't really follow it. She's not officially a member of a team (yet) and has at least one decidedly unfriendly rivalry with a UK heroine known as Mermaid. Quote: Powers/Tactics: Brick. She's got a pointy stick too. Campaign Use: Aussie heroine. Appearance: Not tall, but well-muscled, well-tanned, and shapely. Alycia has flowing red hair, eyes like neon blue signs that she disguises with special contacts in her civilian ID.As Fathom she sports a blue-green set of high tech scale mail and a silvery metal trident. Her armor leaves her legs mostly bare and her and gauntlets are blue and leave her fingers and toes uncovered. Fathom.hdc Created by D-Wald, Art by Satapatis Quote Link to comment Share on other sites More sharing options...
Opale Posted May 1, 2016 Report Share Posted May 1, 2016 A technical question for your fathom character. is an infrared vision the appropriate power to actually "see" in abyssal depths ? Pondering Opale Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted May 4, 2016 Author Report Share Posted May 4, 2016 Possibly. I usually use Ultraviolet Vision for that - but I was in a hurry Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted May 12, 2016 Author Report Share Posted May 12, 2016 Quanta Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 20 DEX 20 13- 20 CON 10 13- 23 INT 13 14- PER Roll 14- 13 EGO 3 12- 20 PRE 10 13- PRE Attack: 4d6 7+2 OCV 20 7 DCV 20 3 OMCV 0 5 DMCV 6 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 16 PD 8 Total: 16 PD (6 rPD) 20 ED 12 Total: 20 ED (6 rED) 16 REC 12 40+60 END 4 11 BODY 1 40 STUN 10 Total Characteristic Cost: 199 Movement: Running: 12m/24m Flight: 60m/120m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 80 Quantum Energy Control: Multipower, 100-point reserve, (100 Active Points); all slots Unified Power (-¼) 8f 1) Energy Shields: Barrier 12 PD/12 ED/10 Mental Defense/10 Power Defense, 10 BODY (up to 5m long, 2m tall, and ½m thick), Dismissable, Non-Anchored (99 Active Points); Unified Power (-¼) 10 8f 2) Quantum Arsenal: Blast 10d6, Variable Advantage (+½ Advantages; +1) (100 Active Points); Unified Power (-¼) 10 8f 3) Quantum Bolt: Blast 16d6, Reduced Endurance (½ END; +¼) (100 Active Points); Unified Power (-¼) 4 Monitor and Control Devices, all slots OIF (-½) 8 1) Com Unit: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½) 0 7 2) Control Nodees: +2 OCV (10 Active Points); OIF (-½) 5 3) Health Monitor: Detect Biological Welfare of Wearer 12- (Unusual Group) (8 Active Points); OIF (-½) 0 8 4) Quantum Field Modulation: +60 END (12 Active Points); OIF (-½) Quantum Energy Control, all slots Unified Power (-¼) 24 1) Quantum Defense Matrix: Energy Damage Reduction, Resistant, 50% (30 Active Points); Unified Power (-¼) 0 11 2) Quantum Defense Matrix: 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); Costs Endurance (-½), Unified Power (-¼) 2 48 3) Quantum Flight: Flight 60m (60 Active Points); Unified Power (-¼) 6 14 4) Residual Toughness: Resistant Protection (6 PD/6 ED) (18 Active Points); Unified Power (-¼) 0 Skills 8 +1 with Ranged Combat 4 +2 with Flight 3 Computer Programming 14- 3 Demolitions 14- 3 Mechanics 14- 3 Paramedics 14- 3 Scholar 1 1) KS: Superpowers (2 Active Points) 11- 2 2) KS: The Scientific World (3 Active Points) 14- 1 3) KS: The Superhuman World (2 Active Points) 11- 3 Scientist 2 1) SS: Mathematics 14- (3 Active Points) 2 2) SS: Physics 14- (3 Active Points) 2 3) SS: Quantam Mechanics 14- (3 Active Points) 2 4) Science Skill: Biophysics 14- (3 Active Points) 2 5) Science Skill: Computer Science 14- (3 Active Points) 3 Systems Operation 14- Total Powers & Skill Cost: 276 Total Cost: 475 400+ Matching Complications 20 Hunted: Corporate Rivals Frequently (As Pow; NCI; Harshly Punish) 15 Hunted: Rogues Gallery Frequently (As Pow; Harshly Punish) 20 Psychological Complication: Code vs Killing (Common; Total) 10 Psychological Complication: Stubborn (Common; Moderate) 10 Vulnerability: 2 x STUN Gravity Based Attacks (Uncommon) 75 Experience Points Total Complications Points: 475 Background/History: Karen Constantine waited nervously as the machine whirred into action. Her physics research lab was about to present to their investors the world's first stable, energy-efficient device that could trap and store anti-matter particles. It would be the first step on the road to an energy revolution and a huge boon to her company that just 3 years earlier had most of their research stolen. As the safety sensors came online however, they detected what should be the impossible; a huge, nearby buildup of highly charged particles. With the machine shut down, the investors long gone, Karen settled in for a long night's work of troubleshooting. Could the machine already have built up a critical mass of particles, even before being activated? An interesting thought, but not as worrying as the truth. She soon found out the source of the intensely unstable, powerful energy signal... herself. This is the beginning of Quanta (link: http://rhineville.deviantart.com/art/Karen-Constantine-AKA-Quanta-superhero-contest-326382198) Personality/Motivation: Karen is a nerd who gained superpowers. Now she's a nerd with a cause. She's suspected the troubles with her project were caused by outside sources...and given that their data was stolen and the project sabotaged once before she's not really crazy. Life as a superhero is awesome, but it's living in the public eye and that can be hard on someone. Especially someone with a let's-face-it-non-traditional superhuman physique. However she has the power and the will to do good and that's what she's doing. She's also striving to refine her technology. Taping the monitors and control aids to her skin is less than cool but the energy output makes a full body suit uncomfortably warm. So she's trying to go wireless. Or at least make each pieces independant. Quote: Powers/Tactics: Karen's powers are vast but so far less than under control. With her gear she's a considerably better combatant. Without it, she tires easier and can't control or direct the massive energies as well. But she is getting better. Campaign Use: Appearance: Karen is 5'5'' and about 180lbs she has blue eyes, long brown hair and a robust physique. Her costume is a blue bodysuit with a light blue hex pattern and glowing lines. Her monitor and control devices are attached to her belt, chest, arms, and legs. Quanta.hdc Art by Rhineville Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted May 12, 2016 Author Report Share Posted May 12, 2016 I kept the creator's origin. May expand on it a bit. Quote Link to comment Share on other sites More sharing options...
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