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Century Station / Gramercy Island


Mr. R

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Next member of the Fearless, the man known as Relentless:

 

Relentless

 

Val    Char   Cost   Roll Notes

   20      STR        10      13-    Lift 400.0kg; 4d6

   23      DEX       39      14-    OCV:  8/DCV:  8

   30      CON       40      15-

   12      BODY     4       11-

   12      INT          2       11-    PER Roll 11-

    8       EGO        -4      11-    ECV:  3

    9       PRE         -1      11-    PRE Attack:  1 ½d6

   13      COM       2       12-

 

   25      PD          21                Total:  25 PD (20 rPD)

   25      ED          19                Total:  25 ED (20 rED)

    4       SPD         7                 Phases:  3, 6, 9, 12

   10      REC         0

   60      END        0

   37      STUN      0       Total Characteristic Cost:  139

 

Movement:                    Running:                6"/12"

                                        Flight:                     15"/60"

                                        Leaping:                 4"/8"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

20        Damage Resistance (20 PD/20 ED)

10        Reduced Endurance (0 END; +½) (10 Active Points) applied to STR

30        Physical Damage Reduction, Resistant, 50%

30        Energy Damage Reduction, Resistant, 50%

45        Healing BODY 2d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +½) (67 Active Points); Self Only (-½)

42        Flight 15", x4 Noncombat, Reduced Endurance (0 END; +½) (52 Active Points); IIF (-¼)

30        Multipower, 40-point reserve, all slots Reduced Endurance (0 END; +½) (60 Active Points); all slots OAF (-1)

2u        1)  Hand-To-Hand Attack +8d6 (40 Active Points); OAF (-1), Hand-To-Hand Attack (-½)

2u        2)  Killing Attack - Hand-To-Hand 2 ½d6 (4d6 w/STR) (40 Active Points); OAF (-1)

 

       Skills

3          Acrobatics 14-

3          Breakfall 14-

3          Paramedics 11-

3          Stealth 14-

3          Tracking 11-

3          Survival 11-

5          +1 with DCV

 

Total Powers & Skill Cost:  235

Total Cost:  373

 

200+  Disadvantages

10        Hunted:  Police 8- (Less Pow; NCI; Harshly Punish)

10        Hunted:  Alien slavers 8- (Mo Pow; Limited Geographical Area; Harshly Punish)

15        Psychological Limitation:  Honourable (Common; Strong)

10        Psychological Limitation:  Hates slavery (Uncommon; Strong)

128      Experience Points

 

Total Disadvantage Points:  373

Earned Experience:  0

Spent Experience:  128

Unspent Experience:  0

 

Background/History:  Relentless is one of three escaped slave who have crashed on earth.  While they search for parts and equipment, they have encountered many of CS inhabitants, good and bad. So they try to navigate the situation, hoping to do good and get off the planet before Alpha Prime notices them, and before their former masters make it to earth.

 

SO according to his backstory, he got his name from his enemies.  It is due to the fact that he never seems to give up even after taking immense amounts of punishment.  And then they give him multiple lives.  UMMMMMMM, Nope.  What your describing is invulnerability.  So I changed it up a bit to more properly fit the background.  

 

Now he's nasty.  He can wade into a mass of enemies and emerge hale and whole.  Add a pair of energy swords and you got someone capable of dealing some nasty damage as well.  He's basically the brick of the team.

 

Personality wise, he's OK.  His rebellion against slavers should hit a chord with PCs and could lead to a space campaign.  Or at least making earth unpalatable to slaver raids.  

 

So an OK character!

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And because every team needs a hothead

 

Bravo

 

Val    Char   Cost   Roll Notes

   18      STR         8       13-    Lift 303.1kg; 3 ½d6 [2]

   18      DEX       24      13-    OCV:  6/DCV:  6

   18      CON       16      13-

   12      BODY     4       11-

   20      INT         10      13-    PER Roll 13-

   20      EGO        20      13-    ECV:  7

   20      PRE        10      13-    PRE Attack:  4d6

   18      COM       4       13-

 

8+15    PD           4                 Total:  8/23 PD (5/20 rPD)

8+15    ED           4                 Total:  8/23 ED (5/20 rED)

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

    8       REC         0

   36      END        0

   30      STUN      0       Total Characteristic Cost:  116

 

Movement:                    Running:                6"/12"

                                        Flight:                     15"/60"

                                        Leaping:                 10"/20"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

42        Flight 15", x4 Noncombat, Reduced Endurance (0 END; +½) (52 Active Points); IIF (-¼)

45        Multipower, 30-point reserve, all slots Reduced Endurance (0 END; +½) (45 Active Points)

1u        1)  Leaping +7" (10 ½" forward, 5" upward) (7 Active Points)

2u        2)  Hand-To-Hand Attack +5d6 (25 Active Points); Hand-To-Hand Attack (-½)

2u        3)  Healing BODY 2d6 (20 Active Points)

22        Elemental Control, 44-point powers

38        1)  Ego Attack 4d6, Reduced Endurance (0 END; +½) (60 Active Points)

38        2)  Force Wall (8 PD/8 ED), Reduced Endurance (0 END; +½) (60 Active Points)

38        3)  Telepathy 8d6, Reduced Endurance (0 END; +½) (60 Active Points)

57        4)  Telekinesis (35 STR), Reduced Endurance (0 END; +½) (79 Active Points)

23        5)  Force Field (15 PD/15 ED), Reduced Endurance (0 END; +½) (45 Active Points)

 

       Talents

5          Rapid Healing

3          Simulate Death

 

       Skills

3          Science Skill:  biology 13-

3          Science Skill:  chemistry 13-

3          Science Skill:  botany 13-

3          Science Skill:  astrophysics 13-

3          Computer Programming 13-

3          Systems Operation 13-

3          Navigation 13-

10        +2 with DCV

 

Total Powers & Skill Cost:  352

Total Cost:  468

 

200+  Disadvantages

15        Psychological Limitation:  Likes to fight (Common; Strong)

10        Psychological Limitation:  Hates slavery (Uncommon; Strong)

10        Hunted:  Police 8- (Less Pow; NCI; Harshly Punish)

10        Hunted:  Alien Slavers 8- (Mo Pow; Limited Geographical Area; Harshly Punish)

223      Experience Points

 

Total Disadvantage Points:  468

Earned Experience:  0

Spent Experience:  223

Unspent Experience:  0

 

Background/History:  Bravo is one of three escaped slave who have crashed on earth.  While they search for parts and equipment, they have encountered many of CS inhabitants, good and bad. So they try to navigate the situation, hoping to do good and get off the planet before Alpha Prime notices them, and before their former masters make it to earth.

 

Like Psynapse Bravo is versatile, and versatility costs.  He has a decent powers, but almost standard for psionic characters in HU.  

 

So powerwise he's good, with a good set of ranged attacks, which this team needs badly.  But he can be scarry HTH as well.  I see him hanging back and sniping and supporting his team mates.  

 

Personality, he is a bit of a loose cannon.  He likes to fight a bit too much.  And as with the rest, he has hooks with off world slavers.  

 

So all in all the Fearless are interesting, if you want to introduce a space component to your campaign, they are a great in.  

 

 

 

SO next up  the Solos of Gramercy Island.  I will be presenting them as if they are still free, as I feel that allows greater use of them in a campaign!

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So the first Gramercy Island solos. 

 

Abatwa

 

Val     Char  Cost   Roll       Notes

15+25    STR       5       12- / 17-    Lift 200.0kg/6400.0kg; 3d6/8d6

   15        DEX      15      13-            OCV:  7/DCV:  7

   15        CON     10      12-

   13        BODY    6       12-

   13        INT        3       12-            PER Roll 12-

   10        EGO       0       11-            ECV:  3

   10        PRE        0       13-            PRE Attack:  4d6

   10        COM     0       11-

 

8+20     PD          5                         Total:  8/28 PD (5/20 rPD)

8+20     ED          5                         Total:  8/28 ED (5/20 rED)

    3         SPD       0                         Phases:  4, 8, 12

    6         REC       0

   30        END       0

   29        STUN    0       Total Characteristic Cost:  49

 

Movement:                    Running:                20"/40"

                                        Leaping:                 3"/6"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

34        Shrinking (0.1081 m tall, 0.0176 kg mass, -8 PER Rolls to perceive character, +8 DCV, takes +12" KB), Reduced Endurance (0 END; +½) (60 Active Points); Conditional Power Power does not work in Common Circumstances (Only at full power; -½), Only In Heroic Identity (-¼)

7          Reduced Endurance (0 END; +½) (7 Active Points) applied to STR

7          +5 DEX (15 Active Points); Linked (Shrinking; Lesser Power can only be used when character uses greater Power at full value; -¾), Only In Heroic Identity (-¼)

5          +10 PRE (10 Active Points); Linked (Shrinking; Lesser Power can only be used when character uses greater Power at full value; -¾), Only In Heroic Identity (-¼)

18        Density Increase (2,300 kg mass, +25 STR, +5 PD/ED, -5" KB), Reduced Endurance (0 END; +½) (37 Active Points); Linked (Shrinking; Lesser Power can only be used when character uses greater Power at full value; -¾), Only In Heroic Identity (-¼)

22        Running +14" (20" total), Reduced Endurance (0 END; +½) (48 Active Points); Linked (Shrinking; Lesser Power can only be used when character uses greater Power at full value; -¾)

12        Bestowed spells:  Elemental Control, 44-point powers,  (22 Active Points); all slots Linked (Shrinking; Lesser Power can only be used when character uses greater Power at full value; -¾)

13        1)  Armour of Ithan:  Force Field (15 PD/15 ED), Reduced Endurance (0 END; +½) (45 Active Points); Linked (Shrinking; Lesser Power can only be used when character uses greater Power at full value; -¾)

22        2)  Energy Bolt:  Energy Blast 8d6, Reduced Endurance (0 END; +½) (60 Active Points); Linked (Shrinking; Lesser Power can only be used when character uses greater Power at full value; -¾)

13        3)  Blinding Flash:  Sight Group Flash 6d6, Reduced Endurance (0 END; +½) (45 Active Points); Linked (Shrinking; Lesser Power can only be used when character uses greater Power at full value; -¾)

22        4)  Magic Net:  Entangle 4d6, 4 DEF, Reduced Endurance (0 END; +½) (60 Active Points); Linked (Shrinking; Lesser Power can only be used when character uses greater Power at full value; -¾)

 

       Skills

3          Climbing 13-

3          Electronics 12-

3          Security Systems 12-

3          Mechanics 12-

0          Language (idiomatic; literate) (5 Active Points)

4          French:  Language (completely fluent; literate)

4          English:  Language (completely fluent; literate)

4          German:  Language (completely fluent; literate)

15        +3 with DCV

 

Total Powers & Skill Cost:  219

Total Cost:  268

 

200+  Disadvantages

5          Hunted:  General Dengi 8- (As Pow; Limited Geographical Area; Harshly Punish)

15        Hunted:  Police 8- (As Pow; NCI; Capture)

5          Reputation:  Theif, 8-

15        Psychological Limitation:  Ambivelent about villainy (Common; Strong)

15        Hunted:  Bestowers of gift 8- (Mo Pow; NCI; Mildly Punish)

13        Experience Points

 

Total Disadvantage Points:  268

Earned Experience:  0

Spent Experience:  13

Unspent Experience:  0

 

Background/History:  Samual Sgoro was chosen as the beneficiary of great power to be a champion for his people.  Instead, in the cruel civil war that beset his land, he became a bully, until a bigger bully recruited him into his army.  A revolution needs money, so Sgoro went to the US to steal funds for mis General.  Now that his General is in charge, Abatwa has been cut loose and disavowed as a rogue element from his country.  The betrayal has hurt Abatwa, but also forced him to re-evaluate his priorities.  Now he would like to become the champion his people deserve, if he can only figure out how.

 

I almost didn't do this NPC until I really looked at the powers and personality and realized just how dangerous he can be.  Shrinking, high str, fast movement and some spell like powers.  Yep, he's nasty, and the back story again has a bunch of hooks. 

 

Also he is similar to an old PC a friend ran in an old campaign called Quickling FBI.  A small fast FBI agent.  I can see similarities.

 

And he doesn't even have to fight to be dangerous.  That is a bonus for me. 

 

I like him!

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Next up the fiery speedster/blaster

 

Afterburner

 

Val    Char   Cost   Roll Notes

   38      STR        28      17-    Lift 4850.3kg; 7 ½d6

   15      DEX       15      12-    OCV:  5/DCV:  5

   20      CON       20      13-

   13      BODY     6       12-

   15      INT          5       12-    PER Roll 12-

   15      EGO        10      12-    ECV:  5

   20      PRE        10      13-    PRE Attack:  4d6

   14      COM       2       12-

 

8+20    PD           0                 Total:  8/28 PD (5/25 rPD)

8+20    ED           4                 Total:  8/28 ED (5/25 rED)

    5       SPD        25                Phases:  3, 5, 8, 10, 12

   12      REC         0

   40      END        0

   42      STUN      0       Total Characteristic Cost:  125

 

Movement:                    Running:                6"/12"

                                        Flight:                     30"/240"

                                        Leaping:                 7"/14"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

19        Reduced Endurance (0 END; +½) (19 Active Points) applied to STR

5          Damage Resistance (5 PD/5 ED)

16        Life Support  (Eating: Character does not eat; Safe Environment: Zero Gravity; Safe in Low Pressure/Vacuum; Self-Contained Breathing)

30        Elemental Control, 60-point powers

45        1)  Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points)

30        2)  Force Field (20 PD/20 ED), Reduced Endurance (0 END; +½) (60 Active Points)

75        3)  Flight 30", x8 Noncombat, Reduced Endurance (0 END; +½) (105 Active Points)

 

       Skills

3          law:  KS 12-

3          research:  KS 12-

3          Computer Programming 12-

3          Mechanics 12-

3          Electronics 12-

3          Paramedics 12-

3          Survival 12-

3          Navigation 12-

15        +3 with DCV

 

Total Powers & Skill Cost:  259

Total Cost:  384

 

200+  Disadvantages

10        Vulnerability:  2 x STUN Magic (Uncommon)

10        Vulnerability:  2 x BODY Magic (Uncommon)

10        Vulnerability:  2 x Effect Magic (Uncommon)

5          Reputation: , 8-

15        Psychological Limitation:  Ruthless (Common; Strong)

15        Hunted:  Police 8- (As Pow; NCI; Harshly Punish)

15        Psychological Limitation:  Overconfident (Common; Strong)

104      Experience Points

 

Total Disadvantage Points:  384

Earned Experience:  0

Spent Experience:  104

Unspent Experience:  0

 

Background/History:  Shelbey Vinson was Kansas farmboy when his powers erupted.  Fearing for himself he took off, which just spread the devastation.  When He calmed down, he realized what great powers he had and decided to use them to become rich. Thus Afterburner was born.  Since then he has become known as a dependable muscle and leader.  Now he want to lead his own team, and lead his own criminal gang.  So he's recruiting.

 

 

Well he's decently powerful, but that is a result of Mega status.  But the combo of AFS Fire and Sonic Flight gives him great positioning and attack/defense. In HU terms, he's got serious power.  In a Champions campaign he's average.  But it would be easy enough to upgrade him to mastermind status.  The fact he wants to bring his own team together is a plot hook that GMs  can use.  And as muscle he is effective and dependable.  

 

So he's serviceable.

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Someone for whom superpowers doesn't mean being a hero or villain

 

Antartica

 

Val    Char   Cost   Roll Notes

   13      STR         3       12-    Lift 151.6kg; 2 ½d6 [1]

   15      DEX       15      12-    OCV:  5/DCV:  5

   15      CON       10      12-

   11      BODY     2       11-

   13      INT          3       12-    PER Roll 12-

   10      EGO         0       11-    ECV:  3

   10      PRE         0       11-    PRE Attack:  2d6

   10      COM       0       11-

 

8+18    PD           5                 Total:  8/26 PD (5/23 rPD)

8+18    ED           5                 Total:  8/26 ED (5/23 rED)

    2       SPD         0                 Phases:  6, 12

    6       REC         0

   30      END        0

   26      STUN      0       Total Characteristic Cost:  43

 

Movement:                    Running:                23"/46"

                                        Leaping:                 2"/4"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

27        Ice Powers:  Elemental Control, 54-point powers

48        1)  Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points)

27        2)  Force Field (18 PD/18 ED), Reduced Endurance (0 END; +½) (54 Active Points)

30        3)  Running +17" (23" total), Reduced Endurance (0 END; +½) (57 Active Points)

33        4)  Entangle 4d6, 4 DEF, Reduced Endurance (0 END; +½) (60 Active Points)

30        Physical Damage Reduction, Resistant, 50%

2          Life Support  (Safe in Intense Cold)

 

       Skills

3          Survival 12-

3          Navigation 12-

2          PS: Carpentry 11-

3          Paramedics 12-

5          +1 with DCV

 

Total Powers & Skill Cost:  218

Total Cost:  261

 

200+  Disadvantages

5          Money:  Poor

15        Hunted:  Police 8- (As Pow; NCI; Harshly Punish)

20        Psychological Limitation:  Unsure of self (Common; Total)

15        Enraged:  When threatened (Uncommon), go 14-, recover 14-

20        Distinctive Features:  Blue Skin and White Hair (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

 

Total Disadvantage Points:  261

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Janet Church was living quietly on the Falkland Island when The Argentine forces invaded.  In the stress, her powers erupted.  She was insturmental in saving many lives.  But after the war, she was left directionless.  She is veering toward villainy to support herself, but is unsure about it.  But she knows she is not cut out to be a hero.  If someone could just steer her in the right direction!

 

Her high damage and defenses are due to use of Manipulate Kinetic Energy, which she uses to increase to power of her ice bolt and entangle.  Add the large Dam Red to Physical attacks and she is ideally suited to a defense tactic.  Otherwise she is a normal.  And her backstory gives ripe hooks for a redemption story and someone going on to live a normal life despite the powers.  

 

All she needs is an education and a direction.  Maybe a school for super teenagers... Naw who would go for that?

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A real hunter of men!

 

Baron Zanzibar

 

Val    Char   Cost   Roll Notes

  18      STR         8       13-    Lift 303.1kg; 3 ½d6

  18      DEX       24      13-    OCV:  6/DCV:  6

  24      CON      28      14-

  14      BODY     8       12-

  15      INT         5       12-    PER Roll 12-

  15      EGO       10      12-    ECV:  5

  15      PRE         5       12-    PRE Attack:  3d6

  10      COM       0       11-

 

8+9    PD           4                Total:  8/17 PD (5/14 rPD)

8+9    ED           3                Total:  8/17 ED (5/14 rED)

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

    9       REC        0

  48      END        0

  35      STUN      0       Total Characteristic Cost:  107

 

Movement:                   Running:               6"/12"

                                        Leaping:                3"/6"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

9          Reduced Endurance (0 END; +½) (9 Active Points) applied to STR

18       Armor (9 PD/9 ED) (27 Active Points); OIF (-½)

37       Zorokov 50 short:  Killing Attack - Ranged 3 ½d6 (55 Active Points); 2 clips of 6 Charges (-½)            [6]

25       Zorokov Hi Gauge:  Killing Attack - Ranged 2d6 (30 Active Points); 2 clips of 6 Charges (-½)              [6]

                Notes:  (x2 number of items)

22       Boonswang Knife:  Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (0 END; +½) (22 Active Points)

15       Killing Attack - Ranged 3d6 (45 Active Points); 8 Charges (-½), No Range (-½), Conditional Power Power does not work in Common Circumstances (Con save negates damage; -½), Linked (Boonswang Knife; -¼), Gradual Effect (1 Turn (Post-Segment 12); -¼)                                                                     [8]

4          Martial Block                                                                           +2            +2           Block, Abort

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

3          Martial Grab                                                                             -1            -1            Grab Two Limbs, 28 STR for holding on

4          Martial Strike                                                                           +0            +2           5 ½d6 Strike

3          Martial Throw                                                                          +0            +1           3 ½d6 +v/5, Target Falls

5          Offensive Strike                                                                       -2            +1           7 ½d6 Strike

1          Weapon Element:  Blades

 

       Perks

11       Money:  Filthy Rich

1          Reputation (A small to medium sized group) 8-, +1/+1d6

1          Fringe Benefit (0 Active Points)

 

       Talents

12       Combat Luck (6 PD/6 ED)

 

       Skills

1          Russian:  Language (imitate dialects; literate) (6 Active Points)

5          English:  Language (idiomatic; literate)

5          French:  Language (idiomatic; literate)

3          Concealment 12-

3          Stealth 13-

3          Navigation 12-

3          Survival 12-

3          Tracking 12-

3          Disguise 12-

3          Streetwise 12-

3          Paramedics 12-

2          Weaponsmith (Firearms) 12-

3          Intelligance:  KS 12-

20       +4 with DCV

 

Total Powers & Skill Cost:  240

Total Cost:  347

 

200+  Disadvantages

15       Hunted:  Police 8- (As Pow; NCI; Harshly Punish)

10       Hunted:  Relatives of prior victims 8- (As Pow; Harshly Punish)

10       Psychological Limitation:  Sadistic (Common; Moderate)

20       Psychological Limitation:  Enjoys the hunt (Very Common; Strong)

15       Social Limitation:  Secret ID (Frequently; Major)

10       Reputation: , 11-

67       Experience Points

 

Total Disadvantage Points:  347

Earned Experience:  0

Spent Experience:  67

Unspent Experience:  0

 

Background/History:  Baron Vladamir Borodin Zorokov is the decsendent of Russian nobility who escaped from Russia when it went Communist.  They escaped with a small fortune and settled in Zanzibar.  There, with some shrewd investments, the fortune grew and so he was born into a life of luxury.  So as an idle dilitant he took up hunting.  And he liked it.  But soon he became jaded.  It was too easy.  So he went to hunting men.  Eventually he graduated to supers.  Safe on his estate from any prosecution, he comes out periodically to hunt someone.  All that is known is that he doesn't give up.  EVER!

 

So I did this character because I read the short story he is based on.  So lets see what we get.  Well we get a man that is a lot more superficial than the suave villain of the short story.  That man was a cultured monster.  This is a rich thug.  Maybe it is a role playing thing.  But still his background gives him skills he should have due to upbringing.  

 

Now in a low powered real world campaign, he's dangerous.  But when compared to some of the NPC (Like the one coming next) he is just to much paste.  And his attitude makes it so he will be taken care of ASAP.  

 

But if you want a PC that will push your heroes buttons, here's your man!

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A powerhouse from across the pond!

 

Britannia

 

Val    Char   Cost   Roll Notes

   50      STR        40      19-    Lift 25.6tons; 10d6

   17      DEX       21      12-    OCV:  6/DCV:  6

   23      CON       26      14-

   16      BODY    12      12-

   13      INT          3       12-    PER Roll 12-

   13      EGO         6       12-    ECV:  4

   20      PRE        10      13-    PRE Attack:  4d6

   30      COM      10      15-

 

   25      PD          15                Total:  25 PD (25 rPD)

   25      ED          20                Total:  25 ED (25 rED)

    6       SPD        33                Phases:  2, 4, 6, 8, 10, 12

   15      REC         0

   46      END        0

   53      STUN      0       Total Characteristic Cost:  196

 

Movement:                    Running:                6"/12"

                                        Flight:                     30"/240"

                                        Leaping:                 10"/20"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Life Support  (Longevity: Immortal)

25        Reduced Endurance (0 END; +½) (25 Active Points) applied to STR

25        Damage Resistance (25 PD/25 ED)

105      Energy Blast 14d6, Reduced Endurance (0 END; +½) (105 Active Points)

30        Energy Damage Reduction, Resistant, 50%

105      Flight 30", x8 Noncombat, Reduced Endurance (0 END; +½) (105 Active Points)

 

       Perks

29        Fringe Benefit:  Diplomatic Immunity, General, International Police Powers, License to Kill, Passport, Security Clearance

7          Money:  Wealthy

4          Reputation (A large group) 11-, +2/+2d6

 

       Skills

3          Climbing 12-

3          Intelligance:  KS 12-

3          Survival 12-

3          Disguise 12-

3          Interrogation 13-

3          Tracking 12-

3          Paramedics 12-

3          Acrobatics 12-

3          Breakfall 12-

20        +4 with DCV

 

Total Powers & Skill Cost:  382

Total Cost:  578

 

200+  Disadvantages

20        Distinctive Features:  Seven ft tall blue skin (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

15        Hunted:  Nazi enemies 8- (As Pow; NCI; Harshly Punish)

15        Hunted:  Old adversaries 8- (As Pow; NCI; Harshly Punish)

10        Psychological Limitation:  Future Shock (Common; Moderate)

15        Psychological Limitation:  Feels out of touch with common people (Common; Strong)

5          Reputation: , 8-

10        Social Limitation:  Public ID (Occasionally; Major)

288      Experience Points

 

Total Disadvantage Points:  578

Earned Experience:  0

Spent Experience:  288

Unspent Experience:  0

 

Background/History:  Portia Kellington got her powers in WW2 when a Nazi experimental weapon killed her.  But she got better, real better, and the British government soon put her to work for the war effort.  Since then she has been on the front lines:  WW2, the Cold War, the War on Terror, the War on Drugs.  But it is wearing on her.  All her friends and close family are dead, and the world has become stranger and less familiar.  But now she hears that remenants of the Old Nazi party are trying to set up a secret group to bring themselves back into power.  So now she travels the world, looking for clues to see if there is any truth to the rumour!

 

She expensive, but at her level and with her powers that was a given.  She's her own legacy character.  And she's got plot hooks galore.  If your planning a Fourth Reich, then here is the person to lead you to them.  Also she has personal issues that players could possibly help her with.  I could see her remenissing with others who  are long lived // Immortal about the good old days.  

 

If I have an issue is her skill list.  WOW, she didn't get a college / university degree in all that time.  Even at part time studies, she should have a lot more skills.  I can also see her as a mentor a team or two over the years.  

 

So a very cool character who if used judiciously could be a great helper to a team.  

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Next is a samurai, because Katanas are cool.

 

Chambara

 

Val    Char   Cost   Roll Notes

   33      STR        23      16-    Lift 2425.1kg; 6 ½d6

   20      DEX       30      13-    OCV:  7/DCV:  7

   20      CON       20      13-

   12      BODY     4       11-

   13      INT          3       12-    PER Roll 12-

   18      EGO        16      13-    ECV:  6

   13      PRE         3       12-    PRE Attack:  2 ½d6

   12      COM       1       11-

 

  8+9     PD           1                 Total:  8/17 PD (5/14 rPD)

  8+9     ED           4                 Total:  8/17 ED (5/14 rED)

    4       SPD        10                Phases:  3, 6, 9, 12

   11      REC         0

   40      END        0

   39      STUN      0       Total Characteristic Cost:  115

 

Movement:                    Running:                12"/24"

                                        Leaping:                 6"/12"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

16        Reduced Endurance (0 END; +½) (16 Active Points) applied to STR

18        Armor (9 PD/9 ED) (27 Active Points); OIF (-½)

18        Killing Attack - Hand-To-Hand 1 ½d6 (3d6+1 w/STR), Reduced Endurance (0 END; +½) (37 Active Points); OAF (-1)

15        Killing Attack - Hand-To-Hand 1d6+1 (2 ½d6 w/STR), Reduced Endurance (0 END; +½) (30 Active Points); OAF (-1)

24        Running +6" (12" total), Reduced Endurance (0 END; +½) (24 Active Points)

42        Killing Attack - Ranged 4d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; When he Blocks; +¼), Reduced Endurance (0 END; +½) (105 Active Points); OAF (-1), Conditional Power Power does not work in Common Circumstances (Only to maximum his HtH attack can do; -½)

2          Weapon Element:  Blades, Default Element, Empty Hand

4          Fast Strike                                                                                 +2            +0            8 ½d6 Strike

5          Grappling Block                                                                        +1            +1            Grab One Limb, Block

4          Martial Block                                                                            +2            +2            Block, Abort

4          Martial Disarm                                                                          -1            +1            Disarm; 43 STR to Disarm

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

4          Martial Strike                                                                            +0            +2            8 ½d6 Strike

5          Offensive Strike                                                                        -2            +1            10 ½d6 Strike

5          Passing Strike                                                                           +1            +0            6 ½d6 +v/5; FMove

4          Sacrifice Lunge                                                                         +2            -2             6 ½d6 +v/5; FMove

 

       Talents

6          Lightning Reflexes: +4 DEX to act first with All Actions

12        Combat Luck (6 PD/6 ED)

 

       Skills

3          Electronics 12-

3          Mechanics 12-

3          Acrobatics 13-

3          Breakfall 13-

3          Climbing 13-

3          Stealth 13-

3          Intelligance:  KS 12-

3          Interrogation 12-

5          Rapid Attack (HTH)

10        Two-Weapon Fighting (HTH)

10        +2 with DCV

 

Total Powers & Skill Cost:  246

Total Cost:  361

 

200+  Disadvantages

20        Hunted:  100 Oni 11- (As Pow; NCI; Harshly Punish)

15        Psychological Limitation:  Vengeful (Common; Strong)

20        Psychological Limitation:  Loner (Very Common; Strong)

10        Reputation: , 8- (Extreme)

96        Experience Points

 

Total Disadvantage Points:  361

Earned Experience:  0

Spent Experience:  96

Unspent Experience:  0

 

Background/History:  Jimmy Trevor LOVED japanese anime. Then the 100 oni came calling on a debt and took it in blood.  He swore revenge, and dedicated his life to swordsmanship.  After he mastered all the skills, he went hunting.  Since then he has waged s grim shadow war that can only end with one side or other dead.  He looks forward to the fight.

 

 

Decent backstory, and the different HTH due to taking something from Ninjas and Superspies made for an interesting character.  If you want NINJA, then this is your got to hook.  In fact in the Century Station main book, there is a ninja clan operating.  'Nough said.

 

Power wise, he's a standard samurai build, but with a skill called power block and another called block strike combo.  So I made a trigger HKA.  I would  also add a second trigger for a HTH attack if he uses something like a bokken.  It is actually pretty cool, and makes him hasty in HTH! 

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The perils of SCIENCE!

 

Coppertop

 

Val     Char  Cost   Roll       Notes

10+20    STR       0       15- / 19-    Lift 1600.0kg/25.6tons; 6d6/10d6

   18        DEX      24      13-            OCV:  6/DCV:  6

   23        CON     26      14-

   13        BODY    6       12-

   23        INT       13      14-            PER Roll 14-

   11        EGO       2       11-            ECV:  4

   10        PRE        0       13-            PRE Attack:  4d6

   15        COM     3       12-

 

12+4     PD          6                         Total:  27/31 PD (27/31 rPD)

  8+4      ED          3                         Total:  27/31 ED (27/31 rED)

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

   11        REC       0

   46        END       0

   40        STUN    0       Total Characteristic Cost:  95

 

Movement:                    Running:                6"/12"

                                        Flight:                     20"/40"

                                        Leaping:                 6"/12"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

32        Density Increase (1,200 kg mass, +20 STR, +4 PD/ED, -4" KB), Reduced Endurance (0 END; +½), Persistent (+½) (40 Active Points); Only In Heroic Identity (-¼)

12        +20 STR, Reduced Endurance (0 END; +½) (35 Active Points); Linked (Density Increase; Lesser Power can only be used when character uses greater Power at full value; -¾), Only In Heroic Identity (-¼) (Modifiers affect Base Characteristic)

7          +15 PD (15 Active Points); Linked (Density Increase; Lesser Power can only be used when character uses greater Power at full value; -¾), Only In Heroic Identity (-¼)

4          +10 PRE (10 Active Points); Linked (Density Increase; Lesser Power can only be used when character uses greater Power at full value; -¾), Conditional Power Power does not work in Common Circumstances (Offence only; -½), Only In Heroic Identity (-¼)

9          +19 ED (19 Active Points); Linked (Density Increase; Lesser Power can only be used when character uses greater Power at full value; -¾), Only In Heroic Identity (-¼)

12        +25 STUN (25 Active Points); Linked (Density Increase; Lesser Power can only be used when character uses greater Power at full value; -¾), Only In Heroic Identity (-¼)

13        Damage Resistance (26 PD/26 ED) (26 Active Points); Linked (Density Increase; Lesser Power can only be used when character uses greater Power at full value; -¾), Only In Heroic Identity (-¼)

13        Energy Damage Reduction, Resistant, 50% (30 Active Points); Linked (Density Increase; Lesser Power can only be used when character uses greater Power at full value; -¾), Only In Heroic Identity (-¼), Conditional Power Power does not work in Uncommon Circumstances (Electricity, heat and light only; -¼)

24        Elemental Control, 60-point powers,  (30 Active Points); all slots Only In Heroic Identity (-¼)

36        1)  Sight Group Flash 10d6, Reduced Endurance (0 END; +½) (75 Active Points); Only In Heroic Identity (-¼)

24        2)  Flight 20", Reduced Endurance (0 END; +½) (60 Active Points); Only In Heroic Identity (-¼)

36        3)  Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points); Only In Heroic Identity (-¼)

 

       Skills

3          Computer Programming 14-

3          Science Skill:  Chemistry 14-

3          Science Skill:  Biology 14-

3          Science Skill:  Botany 14-

3          Electronics 14-

3          KS: Law 14-

3          KS: Research 14-

3          Paramedics 14-

3          Survival 14-

3          Stealth 13-

 

Total Powers & Skill Cost:  258

Total Cost:  352

 

200+  Disadvantages

10        Distinctive Features:  (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

15        Hunted:  Police 8- (As Pow; NCI; Harshly Punish)

15        Hunted:  Corp he worked for 8- (As Pow; NCI; Harshly Punish)

20        Psychological Limitation:  Likes to fight (Very Common; Strong)

10        Psychological Limitation:  Self absorbed (Common; Moderate)

5          Reputation: , 8-

15        Social Limitation:  Secret ID (Frequently; Major)

62        Experience Points

 

Total Disadvantage Points:  352

Earned Experience:  0

Spent Experience:  62

Unspent Experience:  0

 

Background/History:  Chris Fear wanted to unlock the secrets of human energy generation that could then be used to help on an industrial scale.  Finally he developed a serum that could increase a human body's energy generating capacity 1000 times.  But to prove it he needed a human subject.  But since no legitimate group would allow such a test on ahuman, he decided to try it on himself.  It worked, but the genetic rewiring sffected him mind, and not for the better.  He ran into the night, calling himself Coppertop.  And he has made a name for himself as a theif and muscle for hire who doesn't ask questions and does what ever is neccessary.

 

Well if you must have a misguided scientist, make him nasty.  Mega status with AFS metal and AFS Electricity makes him truely fearsome.  Ranged, HTH.  And a real bad attitude.  This guy should have PC hating him in short order!

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WINGS are cool!

 

Cormorant

 

Val    Char   Cost   Roll Notes

   10      STR         0       11-    Lift 100.0kg; 2d6

   15      DEX       15      13-    OCV:  7/DCV:  7

   10      CON        0       13-

   11      BODY     2       11-

   13      INT          3       12-    PER Roll 12-/17-

   13      EGO         6       12-    ECV:  4

   13      PRE         3       12-    PRE Attack:  2 ½d6

   10      COM       0       11-

 

8+15    PD           6                 Total:  8/23 PD (5/20 rPD)

8+15    ED           6                 Total:  8/23 ED (5/20 rED)

    3       SPD         5                 Phases:  4, 8, 12

    4       REC         0

   20      END        0

   21      STUN      0       Total Characteristic Cost:  46

 

Movement:                    Running:                6"/12"

                                        Flight:                     20"/80"

                                        Leaping:                 2"/4"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

7          +5 DEX (15 Active Points); OIF (-½), No Figured Characteristics (-½)

10        +10 CON (20 Active Points); OIF (-½), No Figured Characteristics (-½)

7          +5 PER with Sight Group (10 Active Points); OIF (-½)

3          Infrared Perception (Sight Group) (5 Active Points); OIF (-½)

3          Nightvision (5 Active Points); OIF (-½)

10        Radar (Radio Group) (15 Active Points); OIF (-½)

30        Armor (15 PD/15 ED) (45 Active Points); OIF (-½)

33        Flight 20", x4 Noncombat, Reduced Endurance (0 END; +½) (67 Active Points); OIF (-½), Restrainable (-½)

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

5u        1)  Wing mounted  blastrers:  Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points); OIF (-½)

5u        2)  Mini Missles:  Energy Blast 10d6, 16 Charges (+0), Autofire (5 shots; +½) (75 Active Points); OIF (-½)           [16]

 

       Talents

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

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

 

       Skills

3          Navigation 12-

3          Systems Operation 12-

3          Security Systems 12-

6          TF:  Large Motorized Boats, Large Rowed Boats, Large Wind-Powered Boats, Small Motorized Boats, Small Rowed Boats, Small Wind-Powered Boats

3          Streetwise 12-

3          Stealth 13-

3          Lockpicking 13-

3          Electronics 12-

3          Mechanics 12-

5          +1 with DCV

 

Total Powers & Skill Cost:  207

Total Cost:  253

 

200+  Disadvantages

10        Hunted:  The Corp 8- (Mo Pow; NCI; Watching)

15        Hunted:  police 8- (As Pow; NCI; Harshly Punish)

15        Psychological Limitation:  Larcenous (Common; Strong)

5          Reputation: , 8-

15        Social Limitation:  Secret ID (Frequently; Major)

 

Total Disadvantage Points:  253

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Paolo Murgheis was a fisherman who hauled in a strange catch.  A sealed crate with a battle suit inside.  When he put it on he found it worked and immediately out it to use.  Paolo was no stranger to the seemier side, and with his boat about to be impounded, he put the suit to good use as a burgurlar and high flying thief.  But as he gained confidence he also gained enemies and a fight with a hero damaged the suit beyond his ability to repair.  Then the corp that made the suit contacted him.  Apparently it was stolen by some rivals and lost.  But now that he had found it, they made him an offer.  Regular maintenance and upkeep in return for a portion of his earning.  Also occasionally, he would do the occasional job for them for free.  Since then Paolo has swept the skies and Cormorant.

 

I added a bit to the backstory so that it was logical that a guy like this could keep the suit and it NOT fall apart.  And the novel use of a super power in a battle suit ( at least for HU) added to the coolness.  Wings and the weapons to strike at range.  All he needs to be Champions ready is better stats.

 

Can you tell I like this build.  

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Another innovative battlesuit:

 

Crashpad

 

Val    Char   Cost   Roll Notes

   15      STR         5       19-    Lift 25.6tons; 10d6

   15      DEX       15      12-    OCV:  5/DCV:  5

   12      CON        4       14-

   15      BODY    10      12-

   15      INT          5       12-    PER Roll 12-

   13      EGO         6       12-    ECV:  4

   13      PRE         3       12-    PRE Attack:  2 ½d6

   14      COM       2       12-

 

5+26    PD           5                 Total:  5/31 PD (5/31 rPD)

10+32  ED           6                 Total:  10/42 ED (5/37 rED)

    5       SPD        25                Phases:  2, 3, 5, 6, 8, 9, 11, 12

    4       REC         0

   46      END        0

   27      STUN      0       Total Characteristic Cost:  86

 

Movement:                    Running:                6"/12"

                                        Leaping:                 10"/20"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

22        +35 STR, Reduced Endurance (0 END; +½) (59 Active Points); OIF (-½), No Figured Characteristics (-½) (Modifiers affect Base Characteristic)

15        +11 CON (22 Active Points); OIF (-½)

20        +3 SPD (30 Active Points); OIF (-½)

40        Armor (20 PD/20 ED) (60 Active Points); OIF (-½)

11        Life Support  (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (17 Active Points); OIF (-½)

40        Energy Damage Reduction, Resistant, 75% (60 Active Points); OIF (-½)

13        Armor (6 PD/12 ED) (27 Active Points); OIF (-½), Conditional Power Power does not work in Common Circumstances (Only with a successful block; -½)

 

       Perks

5          Money:  Well Off

 

       Talents

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

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

 

       Skills

3          Acrobatics 12-

3          Breakfall 12-

3          Computer Programming 12-

3          Electronics 12-

3          Mechanics 12-

3          Lockpicking 12-

20        +4 with DCV

 

Total Powers & Skill Cost:  213

Total Cost:  299

 

200+  Disadvantages

 

Total Disadvantage Points:  299

Earned Experience:  0

Spent Experience:  99

Unspent Experience:  0

 

Background/History:  Cedrick Danforth designed armour protection systems for industrial purposes.  But for Danforth, designing wasn't enough.  Using it was much more fun.  So stealing some designs and material, he built his own suit and began using it to stage crimes.  As he gained money, he upgraded his suit.  He makes good money as a breach specialist for groups brought together for special jobs.

 

Remember I lamented the sameness of the Iron Brigade.  Well the last two NPCs show what you can do with some creative science.  This is Super powered comics.  Regular science doesn't enter it.  This is a guy who will drive groups nuts trying to put him down.  He is a classic tank from MMOs, not a lot of offence, but defense at max.  He gets stuck in and take.s and dishes out damage.  This was a cool build, and I can see him being used in many a campaign.

 

Note the damage reduction should be physical not energy.  

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Eyespy

 

Val    Char   Cost   Roll Notes

  21      STR       11      13-    Lift 459.5kg; 4d6 [2]

  20      DEX       30      13-    OCV:  7/DCV:  7

  20      CON      20      13-

  11      BODY     2       11-

  10      INT         0       11-    PER Roll 11-/15-

  10      EGO        0       11-    ECV:  3

  10      PRE         0       11-    PRE Attack:  2d6

  10      COM       0       11-

 

8+15   PD           4                Total:  8/23 PD (5/20 rPD)

8+15   ED           4                Total:  8/23 ED (5/20 rED)

    3       SPD         0                Phases:  4, 8, 12

    8       REC        0

  40      END        0

  32      STUN      0       Total Characteristic Cost:  71

 

Movement:                   Running:               6"/12"

                                        Leaping:                4"/8"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

5          +4 PER with Sight Group (8 Active Points); OIF (-½)

3          Nightvision (5 Active Points); OIF (-½)

3          Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½)

3          Infrared Perception (Sight Group) (5 Active Points); OIF (-½)

30       Armor (15 PD/15 ED) (45 Active Points); OIF (-½)

60       Energy Blast 12d6, Reduced Endurance (0 END; +½) (90 Active Points); OIF (-½)

 

       Talents

2          Eidetic Memory (5 Active Points); Conditional Power Power does not work in Very Common Circumstances (Visual only; -1), OIF (-½)

 

       Skills

3          Streetwise 11-

3          Lockpicking 13-

3          Concealment 11-

3          Acrobatics 13-

3          Breakfall 13-

3          Mechanics 11-

3          Paramedics 11-

10       +2 with DCV

 

Total Powers & Skill Cost:  142

Total Cost:  213

 

200+  Disadvantages

15       Hunted:  Police 8- (As Pow; NCI; Harshly Punish)

10       Hunted:  Old mob boss 8- (As Pow; Harshly Punish)

15       Physical Limitation:  Blind without bionic eyes (Infrequently; Fully Impairing)

10       Psychological Limitation:  Vengeful (Common; Moderate)

 

Total Disadvantage Points:  213

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Robert Upjohn was a syndicate man and enforcer.  Then on a job gone bad, his "Boss" cut him loose and ordered him killed.  Still badly injured, he left town and got himself to a bionic specialist.  The guy performed some black market additions and soo Upjohn was sporting some serious bionic abilities.  So he hired himself as muscle to first pay off his debt and then pad his account.  But eventually he want to come back and settle things with his former boss!

 

Well every book needs a Cyclops homage.  And he's actually decent.  Nice backstory, good skills, and some plot hooks to lure in the players.  Add the fact he has good attacks and defenses makes for a cool mook!

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Look out its an aval... well close!

 

Faultline

 

Val    Char   Cost   Roll Notes

   10      STR         0       11-    Lift 100.0kg; 2d6

   15      DEX       15      12-    OCV:  5/DCV:  5

   15      CON       10      12-

   13      BODY     6       12-

   15      INT          5       12-    PER Roll 12-

   13      EGO         6       12-    ECV:  4

   13      PRE         3       12-    PRE Attack:  2 ½d6

   10      COM       0       11-

 

8+18    PD           6                 Total:  8/26 PD (5/23 rPD)

8+18    ED           5                 Total:  8/26 ED (5/23 rED)

    3       SPD         5                 Phases:  4, 8, 12

    5       REC         0

   30      END        0

   26      STUN      0       Total Characteristic Cost:  61

 

Movement:                    Running:                15"/60"

                                        Leaping:                 2"/4"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

40        Running +9" (15" total), x4 Noncombat, Reduced Endurance (0 END; +½) (40 Active Points)

27        Earth and vibrations:  Elemental Control, 54-point powers

48        1)  Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points)

27        2)  Force Field (18 PD/18 ED), Reduced Endurance (0 END; +½) (54 Active Points)

22        3)  Force Wall (8 PD/8 ED), Reduced Endurance (0 END; +½) (60 Active Points); Only When In Contact With The Ground (natural earth, stone, and soil only; -½)

42        4)  Telekinesis (40 STR), Reduced Endurance (0 END; +½) (90 Active Points); Only Works On Limited Types Of Objects Limited Group of Objects (Earth and soil; -½)

 

       Skills

3          Science Skill:  Chemistry 12-

3          Science Skill:  Biology 12-

3          Survival 12-

3          Navigation 12-

3          Stealth 12-

3          Climbing 12-

10        +2 with DCV

 

Total Powers & Skill Cost:  239

Total Cost:  300

 

200+  Disadvantages

15        Hunted:  Police 8- (As Pow; NCI; Harshly Punish)

25        Psychological Limitation:  Addicted to using powers (Very Common; Total)

60        Experience Points

 

Total Disadvantage Points:  300

Earned Experience:  0

Spent Experience:  60

Unspent Experience:  0

 

Background/History:  Cutler Halston was a test subject for a new experimental serum that was supposed to provide a blanket protection to any virus.  But it didn't work, well not as intended.  After a long sickness, latent super powers manifested allowing for great control of earth and vibration.  After a feverish bout of supercharged abilities, his fever broke as did his overcharged abilities.  But the rush of using his powers remained, and he longs for a similar rush, no matter how many get hurt in the process. So he does villainy as it allows him to let loose without any pesky regulations and laws.

 

An OK NPC, but really nothing special.  His powers make him cool and that is about it.  

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A crazed miniac.... you get the idea!

 

Flamebait

 

Val    Char   Cost   Roll Notes

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

   15      DEX       15      12-    OCV:  5/DCV:  5

   15      CON       10      12-

   10      BODY     0       11-

   20      INT         10      13-    PER Roll 13-

   10      EGO         0       11-    ECV:  3

    8       PRE         -2      11-    PRE Attack:  1 ½d6

   10      COM       0       11-

 

8+18    PD           5                 Total:  8/26 PD (5/23 rPD)

8+18    ED           5                 Total:  8/26 ED (5/23 rED)

    5       SPD        25                Phases:  3, 5, 8, 10, 12

    6       REC         0

   30      END        0

   26      STUN      0       Total Characteristic Cost:  73

 

Movement:                    Running:                6"/12"

                                        Flight:                     20"/40"

                                        Leaping:                 3"/6"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

13        Healing BODY 1d6, Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points); Self Only (-½)

30        Energy Damage Reduction, Resistant, 50%

25        Elemental Control, 50-point powers

35        1)  Flight 20", Reduced Endurance (0 END; +½) (60 Active Points)

29        2)  Force Field (18 PD/18 ED), Reduced Endurance (0 END; +½) (54 Active Points)

50        3)  Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points)

 

       Skills

3          Computer Programming 13-

3          Electronics 13-

3          Streetwise 11-

3          Stealth 12-

3          Paramedics 13-

15        +3 with DCV

 

Total Powers & Skill Cost:  217

Total Cost:  290

 

200+  Disadvantages

20        Enraged:  Berserk In combat (Uncommon), go 8-, recover 11-

15        Hunted:  Police 8- (As Pow; NCI; Harshly Punish)

15        Psychological Limitation:  Vengeful (Common; Strong)

25        Psychological Limitation:  Arrogant (Very Common; Total)

10        Reputation: , 8- (Extreme)

5          Experience Points

 

Total Disadvantage Points:  290

Earned Experience:  0

Spent Experience:  5

Unspent Experience:  0

 

Background/History:  Simon Stane was what you call an internet troll.  He would go on message boards to deliberately anger people by taking unpopular opinions. Unforunately one of his opponents took the rivalry a bit too far and sent Simon a package, that promptly blew up in his face.  He should have died, but instead gained super powers.  Soon he paid a visit to said package maker and reduced him to ash,  then proceeded to make a list of people he thought deserved to die and started going down the list.  Problem is the list keeps getting longer. But that's OK.  Simon likes killing.  Lokes it a lot!

 

 

I am sorry, I just can't get into this NPC.  He really comes across as a whiny, petulant, baby.  In any group I ran, he would be hated and my players would rebel if I brought him out more than twice.  

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He's chivalrous to a fault!

 

Galahad

 

Val    Char   Cost   Roll Notes

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

  23      DEX       39      14-    OCV:  8/DCV:  8

  30      CON      40      15-

  12      BODY     4       11-

  13      INT         3       12-    PER Roll 12-

  20      EGO       20      13-    ECV:  7

  15      PRE         5       12-    PRE Attack:  3d6

  20      COM       5       13-

 

20+10 PD          12               Total:  20/30 PD (20/30 rPD)

20+10 ED          14               Total:  20/30 ED (20/30 rED)

    6       SPD        27               Phases:  2, 4, 6, 8, 10, 12

  14      REC        0

  60      END        0

  60      STUN    13      Total Characteristic Cost:  212

 

Movement:                   Running:               6"/12"

                                        Leaping:                8"/16"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

60       Energy Blast 8d6, Reduced Endurance (0 END; +½) (60 Active Points)

20       Damage Resistance (20 PD/20 ED)

20       Healing BODY 1d6, Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points)

22       Sword:  Multipower, 30-point reserve, all slots Reduced Endurance (0 END; +½) (45 Active Points); all slots OAF (-1)

1u       1)  Killing Attack - Hand-To-Hand 1 ½d6 (3d6+1 w/STR) (25 Active Points); OAF (-1)

1u       2)  Hand-To-Hand Attack +5d6 (25 Active Points); OAF (-1), Hand-To-Hand Attack (-½)

8          Sheild:  +4 with DCV (20 Active Points); OAF (-1), Requires A DEX Roll  (-½)

20       Armor (10 PD/10 ED) (30 Active Points); OIF (-½)

4          Martial Block                                                                           +2            +2           Block, Abort

4          Martial Disarm                                                                         -1            +1           Disarm; 50 STR to Disarm

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

4          Martial Escape                                                                        +0            +0           55 STR vs. Grabs

4          Martial Strike                                                                           +0            +2           10d6 Strike

3          Martial Throw                                                                          +0            +1           8d6 +v/5, Target Falls

5          Offensive Strike                                                                       -2            +1           12d6 Strike

3          Martial Grab                                                                             -1            -1            Grab Two Limbs, 50 STR for holding on

2          Weapon Element:  Axes, Maces, Hammers, and Picks, Blades

 

       Talents

3          Simulate Death

 

       Skills

1          Language:  English (imitate dialects; literate) (6 Active Points)

6          Language:  French (imitate dialects; literate)

3          Science Skill:  Biology 12-

3          KS: Art 12-

3          Acrobatics 14-

3          Breakfall 14-

3          Electronics 12-

3          Mechanics 12-

3          Law:  KS 12-

3          Paramedics 12-

10       +2 with DCV

 

Total Powers & Skill Cost:  229

Total Cost:  441

 

200+  Disadvantages

15       Hunted:  Some organization 8- (As Pow; NCI; Harshly Punish)

25       Psychological Limitation:  Honourable (Very Common; Total)

10       Psychological Limitation:  Code vs Killing (Common; Moderate)

5          Vulnerability:  1 ½ x STUN Magic (Uncommon)

5          Vulnerability:  1 ½ x BODY Magic (Uncommon)

5          Vulnerability:  1 ½ x Effect Magic (Uncommon)

176     Experience Points

 

Total Disadvantage Points:  441

Earned Experience:  0

Spent Experience:  176

Unspent Experience:  0

 

Background/History:  Who is he.  He appears out of nowhere, to aids those in need.  He then disappears. Right now he is doing penance in jail for a crime only he knows he committed. Many feel that it is a ruse and that something is going to happen soon there that will need Galahad's particular skills.  For now they watch and wait!  Because Galahad never does anything without a reason!

 

I just changes up the reason he's in jail.  I thought the mind control/ "I MUST HAVE SECRETLY LIKED IT" angle was so prudish.  This makes him more proactive, which suits the disappearing until needed aspect much better.  Also, I like the idea that good has a plan as well.  Lawful good is NOT awful stupid.  

 

Power wise he's a cool take on the Ancient Master category.  It actually makes the category more wide open as it moves it world wide and not just the far east.

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Another candidate for XSFGY!

 

Harrier

 

Val    Char   Cost   Roll Notes

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

  20      DEX       30      13-    OCV:  7/DCV:  7

  15      CON      10      12-

  11      BODY     2       11-

  13      INT         3       12-    PER Roll 12-

  13      EGO        6       12-    ECV:  4

  13      PRE         3       12-    PRE Attack:  2 ½d6

  13      COM       2       12-

 

    8       PD           5                Total:  8 PD (5 rPD)

    8       ED           5                Total:  8 ED (5 rED)

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

    6       REC        0

  30      END        0

  27      STUN      0       Total Characteristic Cost:  91

 

Movement:                   Running:               6"/12"

                                        Flight:                     30"/60"

                                        Leaping:                3"/6"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

15       Radar (Radio Group)

90       Flight 30", Reduced Endurance (0 END; +½) (90 Active Points)

 

       Talents

12       Combat Luck (6 PD/6 ED)

 

       Skills

3          Computer Programming 12-

1          Language:  English (imitate dialects; literate) (6 Active Points)

4          Language:  French (completely fluent; literate)

3          Language:  German (completely fluent)

3          KS: Research 12-

3          Navigation 12-

5          +1 with DCV

 

Total Powers & Skill Cost:  145

Total Cost:  235

 

200+  Disadvantages

5          Hunted:  Police 8- (As Pow; NCI; Watching)

20       Psychological Limitation:  Fear of heights (Common; Total)

10       Experience Points

 

Total Disadvantage Points:  235

Earned Experience:  0

Spent Experience:  10

Unspent Experience:  0

 

Background/History:  Stuart Suycott is a super powered courier.  Using his powers of superflight, he can get any package anywhere in the city within an hour.  He asks no questions, as long as it is something he can carry in his satchel.  Many worry about him, as they feel soon he will carry the wrong thing to the wrong people.  If only someone could talk to him to be more careful, as he could be an example of someonewith superpowers who uses them outside of crime or crime fighting!

 

 

Seriously, he would be the poster child for this school.  Get him, Antarctica, Speed Metal and Mach 2 (Forthcoming) and you have the beginnings of a super school.  And not all will go into fighting crime.  

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Good cop, bad cop!

 

Kisentite

 

Val    Char   Cost   Roll Notes

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

   17      DEX       21      12-    OCV:  6/DCV:  6

   20      CON       20      13-

   12      BODY     4       11-

   10      INT          0       11-    PER Roll 11-

   15      EGO        10      12-    ECV:  5

   13      PRE         3       12-    PRE Attack:  2 ½d6

    5       COM      -2      10-

 

   15      PD          10                Total:  15 PD (12 rPD)

   15      ED          11                Total:  15 ED (12 rED)

    4       SPD        13                Phases:  3, 6, 9, 12

    9       REC         0

   40      END        0

   35      STUN      0       Total Characteristic Cost:  105

 

Movement:                    Running:                6"/12"

                                        Leaping:                 5"/10"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

12        Damage Resistance (12 PD/12 ED)

60        Energy Damage Reduction, Resistant, 75%

60        Energy Damage Reduction, Resistant, 75%

10        X-ray:  N-Ray Perception (Sight Group)

30        Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +½) (45 Active Points); Hand-To-Hand Attack (-½)

31        Energy rifle:  Energy Blast 10d6, 4 clips of 16 Charges (+¼) (62 Active Points); OAF (-1)        [16]

22        Energy pistol:  Energy Blast 9d6, 2 clips of 12 Charges (+0) (45 Active Points); OAF (-1)         [12]

 

       Perks

20        Gyrocopter:  Vehicles & Bases

 

       Skills

3          Electronics 11-

3          Mechanics 11-

3          Science Skill:  Botany 11-

3          Science Skill:  Biology 11-

3          Navigation 11-

3          Survival 11-

4          Language:  English (completely fluent; literate)

4          Language:  Spanish (completely fluent; literate)

4          Language:  Russian (completely fluent; literate)

4          Language:  Chinese (completely fluent; literate)

4          Language:  Japanese (completely fluent; literate)

10        +2 with DCV

 

Total Powers & Skill Cost:  294

Total Cost:  398

 

200+  Disadvantages

20        Distinctive Features:  (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

10        Hunted:  Off world police agency 8- (As Pow; Harshly Punish)

15        Psychological Limitation:  Self interested (Common; Strong)

15        Hunted:  Earth police 8- (As Pow; NCI; Harshly Punish)

138      Experience Points

 

Total Disadvantage Points:  398

Earned Experience:  0

Spent Experience:  138

Unspent Experience:  0

 

Background/History:  Kisentite is an off world policeman who started taking kickbacks a bribes.  Eventually he made is way to earth, where he hopes to lay low and pad his account (who cares what happens to these primitives).  So now he is a gun for hire.  If he can only keep away from Alpha Prime.

 

Again another link to a possible space excursion.  And he's dangerous.  Between his abilities and his equipment, he is versatile.  

 

But as a former policeman, where are those background skill.  I can see where he went bad, cause as a policeman, he obviously never learned the basics. 

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Another candidate for a super school.  Given the amount of NPCs who fill this trope in this book, a campaign could be formed around this!

 

Mach 2

 

Val    Char   Cost   Roll Notes

  10      STR         0       11-    Lift 100.0kg; 2d6

  18      DEX       24      13-    OCV:  6/DCV:  6

  18      CON      16      13-

  10      BODY     0       11-

    8       INT         -2      11-    PER Roll 11-

  10      EGO        0       11-    ECV:  3

  13      PRE         3       12-    PRE Attack:  2 ½d6

  12      COM       1       11-

 

  15      PD          13               Total:  15 PD (10 rPD)

  15      ED          11               Total:  15 ED (10 rED)

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

    6       REC        0

  36      END        0

  24      STUN      0       Total Characteristic Cost:  78

 

Movement:                   Running:               40"/640"

                                        Leaping:                2"/4"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

10       Damage Resistance (10 PD/10 ED)

130     Running +34" (40" total), x16 Noncombat, Reduced Endurance (0 END; +½) (130 Active Points)

 

       Skills

3          Streetwise 12-

3          Stealth 13-

3          Lockpicking 13-

3          Paramedics 11-

3          Tracking 11-

3          Survival 11-

5          +1 with DCV

 

Total Powers & Skill Cost:  163

Total Cost:  241

 

200+  Disadvantages

5          Distinctive Features:  Bright yellow hair (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15       Hunted:  Police 8- (As Pow; NCI; Capture)

5          Money:  Poor

20       Psychological Limitation:  Distrusts authority (Very Common; Strong)

25       Psychological Limitation:  totally uneducated (Very Common; Total)

 

Total Disadvantage Points:  241

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  No one knows where she comes from or how she got her powers.  All they know is that she has been living in the swamps with her sdtrange family.  Then an (Insert anti super powered faction) team showed up and started shooting.  So she ran.  In the confusion she landed on a wanted to talk to list, but catching her is hard, and her distrust makes it harded.  Can a team of heroes cut through the confusion, and give her a normal life.

 

According to the book, she has super speed twice, so I gave her a base run of 40".  This makes her faster in combat than anyone out there.  Otherwise she is Tabula Rasa.  Depending on what the PCs do will direct her development.  

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We all want to fight a Kaiju!

 

Megasaur

 

Val     Char  Cost   Roll       Notes

45+45   STR      35      18- / 27-  Lift 12.8tons/6.6ktons; 9d6/18d6 [4/8]

  29       DEX     57      15-            OCV:  10/DCV:  10

  23       CON     26      14-

15+9     BODY  10      12- / 14-

  13       INT        3       12-            PER Roll 12-/23-

  12       EGO      4       11-            ECV:  4

  14       PRE       4       12-            PRE Attack:  2 ½d6

  11       COM     1       11-

 

10+22   PD          1                        Total:  10/32 PD (6/28 rPD)

10+22   ED         5                        Total:  10/32 ED (6/28 rED)

    5        SPD      11                       Phases:  3, 5, 8, 10, 12

  14       REC      0

  46       END      0

50+9     STUN    0       Total Characteristic Cost:  157

 

Movement:                   Running:               18"/36"

                                        Leaping:                9"/18"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

6          Damage Resistance (6 PD/6 ED)

36       Armor (12 PD/12 ED)

15       Running +3" (18" total), Reduced Endurance (0 END; +½) (15 Active Points)

67       Growth (+45 STR, +9 BODY, +9 STUN, -9" KB, 69,632 kg, -6 DCV, +6 PER Rolls to perceive character, 17 m tall, 9 m wide), Reduced Endurance (0 END; +½) (67 Active Points)

20       Armor (10 PD/10 ED) (30 Active Points); Linked (Growth; -½)

18       Running +9" (18" total), Reduced Endurance (0 END; +½) (27 Active Points); Linked (Growth; -½)

105     Energy Blast 14d6, Reduced Endurance (0 END; +½) (105 Active Points)

30       Energy Damage Reduction, Resistant, 50%

12       +6 PER with Smell/Taste Group

10       +5 PER with Sight Group

 

       Skills

3          Acrobatics 15-

3          Breakfall 15-

3          Climbing 15-

3          Stealth 15-

20       +4 with DCV

 

Total Powers & Skill Cost:  352

Total Cost:  508

 

200+  Disadvantages

15       Distinctive Features:  Big reptilian man (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15       Enraged:  Doesn't treat him as a god (Uncommon), go 8-, recover 8-

25       Enraged:  Berserk If enraged (Uncommon), go 11-, recover 11-

15       Hunted:  Police 8- (As Pow; NCI; Harshly Punish)

10       Physical Limitation:  Reptilian psyiology (Frequently; Slightly Impairing)

25       Psychological Limitation:  God complex (Very Common; Total)

203     Experience Points

 

Total Disadvantage Points:  508

Earned Experience:  0

Spent Experience:  203

Unspent Experience:  0

 

Background/History:  A mutant with reptilain features and a god complex.  He believes he is destined to rule the world, and no ape primitives are going to stop him from his destiny!  Soon al will bow to Magetr....opps Megasaur!

 

He's big and he's bad.  Of course you will bow down to him.  With his power it will certainly take a whole team to take him down.  

 

I will admit that I sort of like this one.  He has few redeeming features and as Superman said "..the opportunity to really cut loose and show you just what I am capable of!"  The players should feel no remorse over giving him a beat down!

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He's mud.  No really....

 

Mire

 

Val    Char   Cost   Roll Notes

  18      STR         8       18-    Lift 14.7tons; 9d6

  15      DEX       15      12-    OCV:  5/DCV:  5

  18      CON      16      13-

  15      BODY   10      12-

    8       INT         -2      11-    PER Roll 11-

    8       EGO       -4      11-    ECV:  3

    8       PRE        -2      11-    PRE Attack:  1 ½d6

  10      COM       0       11-

 

    8       PD           8                Total:  20 PD (5 rPD)

    8       ED           4                Total:  20 ED (5 rED)

    4       SPD        15               Phases:  3, 6, 9, 12

    4       REC        0

  36      END        0

  24      STUN      0       Total Characteristic Cost:  68

 

Movement:                   Running:               6"/12"

                                        Leaping:                9"/18"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

21       +28 STR, Reduced Endurance (0 END; +½) (51 Active Points); No Figured Characteristics (-½), Only In Heroic Identity (-¼) (Modifiers affect Base Characteristic)

10       +12 PD (12 Active Points); Only In Heroic Identity (-¼)

10       +12 ED (12 Active Points); Only In Heroic Identity (-¼)

32       Energy Blast 8d6 (40 Active Points); Only In Heroic Identity (-¼)               4

22       Desolidification , Reduced Endurance (0 END; +½) (60 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-½), Only In Heroic Identity (-¼)

24       Energy Damage Reduction, Resistant, 50% (30 Active Points); Only In Heroic Identity (-¼)

24       Physical Damage Reduction, Resistant, 50% (30 Active Points); Only In Heroic Identity (-¼)

 

       Skills

3          Computer Programming 11-

3          Research:  KS 11-

3          Science Skill:  Chemistry 11-

3          Science Skill:  Biology 11-

3          Science Skill:  Botany 11-

3          Acrobatics 12-

3          Breakfall 12-

3          KS: Law 11-

3          Streetwise 11-

20       +4 with DCV

 

Total Powers & Skill Cost:  195

Total Cost:  263

 

200+  Disadvantages

15       Dependent NPC:  Family 8- (Incompetent)

5          Enraged:  Family is threatened (Uncommon), go 8-, recover 14-

15       Hunted:  Police 8- (As Pow; NCI; Harshly Punish)

5          Reputation:  Cop gone bad, 8-

23       Experience Points

 

Total Disadvantage Points:  263

Earned Experience:  0

Spent Experience:  23

Unspent Experience:  0

 

Background/History:  George Kilgore was a cop.  And a mutant.  But being a good guy was hard. And the money was good.  Which he needed to help support his extended family in Louisiana.  But now he's famous, or rather infamous as the villain Mire.  and his family is feeling the pressure.  And George is not liking that. Soon someone is going to be mired in major problems!

 

Another blue collar hero.  They should form a union.  His family gives some great hooks though and he could be a long term recurance if played right.  I should have made his extra PD and ED resistant, but he's got some interesting capabilities.

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A sobering reminder that super powers do not mean super capable...

 

Savage Fury

 

Val    Char   Cost   Roll Notes

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

  15      DEX       15      12-    OCV:  5/DCV:  5

  18      CON      16      13-

  11      BODY     2       11-

  10      INT         0       11-    PER Roll 11-

  12      EGO        4       11-    ECV:  4

  12      PRE         2       11-    PRE Attack:  2d6

  12      COM       1       11-

 

  12      PD           4                Total:  12 PD (8 rPD)

  12      ED           8                Total:  12 ED (8 rED)

    3       SPD         5                Phases:  4, 8, 12

  12      REC        0

  36      END        0

  40      STUN      0       Total Characteristic Cost:  87

 

Movement:                   Running:               6"/12"

                                        Leaping:                8"/16"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

60       Physical Damage Reduction, Resistant, 75%

25       Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +½) (37 Active Points); Hand-To-Hand Attack (-½)

 

       Perks

5          Money:  Well Off

 

       Skills

3          Climbing 12-

3          Electronics 11-

3          Mechanics 11-

5          +1 with DCV

 

Total Powers & Skill Cost:  112

Total Cost:  199

 

200+  Disadvantages

15       Physical Limitation:  Alcoholic (Frequently; Greatly Impairing)

15       Psychological Limitation:  Alcoholic (Common; Strong)

5          Reputation: , 8-

15       Hunted:  Police 8- (As Pow; NCI; Capture)

15       Unluck: 3d6

 

Total Disadvantage Points:  199

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Sergio Molinari was a hard partying frat boy in his seventh year of university.  Then in one drunken night, he stumbled into his room mates physics experiment, and the resultant flash of light and spacial compression all focussed on him.  He wrote it off as the effect of the alcohol.  Soon after he left university, living off his parents allouance and getting more and more drunk every night.  Then one evening there was a bar brawl, and he found out about his powers.  Now wanted,he has totally dropped off the radar. He doesn't want to be a hero or a villain.  But there are those who want to make the choice for him.  and all he wants to do is get drunk!

 

This is a chance to really pull at the strings of the heroes.  Any tragedians out there will gravitate to this guy.  

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An super powered eco-terrorist.  

 

Seamount

 

Val    Char   Cost   Roll Notes

  20      STR       10      17-    Lift 6400.0kg; 8d6

  18      DEX       24      13-    OCV:  6/DCV:  6

  15      CON      10      12-

  14      BODY     8       12-

  13      INT         3       12-    PER Roll 12-

  13      EGO        6       12-    ECV:  4

  16      PRE         6       14-    PRE Attack:  5d6

  16      COM       3       12-

 

12+18 PD          10               Total:  12/30 PD (8/26 rPD)

12+18 ED           9                Total:  12/30 ED (8/26 rED)

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

    5       REC        0

  30      END        0

  27      STUN      0       Total Characteristic Cost:  101

 

Movement:                   Running:               6"/12"

                                        Leaping:                8"/16"

                                        Swimming:            25"/50"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

54       Force Field (18 PD/18 ED), Reduced Endurance (0 END; +½) (54 Active Points)

10       +10 STR, Reduced Endurance (0 END; +½) (25 Active Points); Linked (Force Field; -½) (Modifiers affect Base Characteristic)

7          +10 PRE (10 Active Points); Linked (Force Field; -½)

35       Swimming +23" (25" total), Reduced Endurance (0 END; +½) (35 Active Points)

6          +10 STR, Reduced Endurance (0 END; +½) (25 Active Points); No Figured Characteristics (-½), Conditional Power Power does not work in Uncommon Circumstances (Only Underwater; -¼) (Modifiers affect Base Characteristic)

10       Life Support  (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat)

 

       Skills

3          Computer Programming 12-

3          Reasearc:  KS 12-

3          PS: Journalist 12-

3          Streetwise 14-

3          Stealth 13-

3          Lockpicking 13-

3          KS: Law 12-

3          Climbing 13-

15       +3 with DCV

 

Total Powers & Skill Cost:  169

Total Cost:  270

 

200+  Disadvantages

15       Hunted:  Police 8- (As Pow; NCI; Harshly Punish)

15       Hunted:  Various corporations 8- (As Pow; NCI; Harshly Punish)

15       Distinctive Features:  Green skin and webbed hands/feet (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

20       Psychological Limitation:  Hatred of eco destructions (Very Common; Strong)

15       Psychological Limitation:  Vengeful (Common; Strong)

10       Social Limitation:  Public ID (Occasionally; Major)

 

Total Disadvantage Points:  270

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Kona Serano is a pround Hawaiian and fierce ecologist.  Then on a raid to a company they suspected of dumping, she was doused with some unknown chemicals.  Diving into the water, she emerged with powers ideally suited to a water environment.  Now as part of other ecowarriors, she takes the fight all over the world, trying to make the world better.  And if some peole need to be hurt in the process, so be it!

 

 

This is a perfect NPC to get heroes into an underwater adventure.  This lady should give the PC's conniptions as she's almost always going to be on her own turf.  And for some PC's it will be a case of what could happen to them if they go too far.  In fact she could be part of a whole team of water warriors... maybe even Atlantis.  

 

Powerwise, she's not too bad, I would just bring her to Str 50 to make her truely nasty!

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WOW!  natural Combat Ability must be pretty easy to roll!

 

Shatterhand

 

Val    Char   Cost   Roll Notes

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

  20      DEX       30      13-    OCV:  7/DCV:  7

  20      CON      20      13-

  12      BODY     4       11-

  10      INT         0       11-    PER Roll 11-

  10      EGO        0       11-    ECV:  3

  18      PRE         8       13-    PRE Attack:  3 ½d6

  14      COM       2       12-

 

  15      PD          11               Total:  15 PD (10 rPD)

  15      ED          11               Total:  15 ED (10 rED)

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

    8       REC        0

  40      END        0

  32      STUN      0       Total Characteristic Cost:  116

 

Movement:                   Running:               6"/12"

                                        Leaping:                4"/8"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

10       Damage Resistance (10 PD/10 ED)

17       +5 with OCV (25 Active Points); Conditional Power Power does not work in Common Circumstances (Only to match opponent +1; -½)

17       +5 with DCV (25 Active Points); Conditional Power Power does not work in Common Circumstances (Only to match opponents +1; -½)

75       Multipower, 50-point reserve, all slots Reduced Endurance (0 END; +½) (75 Active Points)

3u       1)  Sight Group Flash 10d6 (50 Active Points); No Range (-½)

2u       2)  Entangle 5d6, 3 DEF (40 Active Points); No Range (-½), Cannot Form Barriers (-¼)

3u       3)  Energy Blast 4d6, No Normal Defense ([standard]; +1) (40 Active Points); No Range (-½)

3u       4)  Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR) (30 Active Points)

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

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

4          Martial Escape                                                                        +0            +0           35 STR vs. Grabs

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

4          Martial Strike                                                                           +0            +2           6d6 Strike

3          Martial Throw                                                                          +0            +1           4d6 +v/5, Target Falls

5          Offensive Strike                                                                       -2            +1           8d6 Strike

3          Legsweep                                                                                  +2            -1            5d6 Strike, Target Falls

 

       Perks

1          Reputation (A small to medium sized group) 8-, +1/+1d6

 

       Skills

3          Acrobatics 13-

3          Breakfall 13-

3          Intelligence:  KS 11-

3          Interrogation 13-

3          Tracking 11-

3          Computer Programming 11-

3          Stealth 13-

3          Streetwise 13-

3          Lockpicking 13-

10       +2 with DCV

 

Total Powers & Skill Cost:  198

Total Cost:  314

 

200+  Disadvantages

5          Distinctive Features:  No pupils or irises (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15       Hunted:  Police 8- (As Pow; NCI; Harshly Punish)

25       Psychological Limitation:  Considers himself superior to all normal humans (Very Common; Total)

10       Psychological Limitation:  Casual Killer (Common; Moderate)

15       Psychological Limitation:  Merc code of honour (Common; Strong)

44       Experience Points

 

Total Disadvantage Points:  314

Earned Experience:  0

Spent Experience:  44

Unspent Experience:  0

 

Background/History:  Shatterhands is another of no known backgroung.  What is known is that he believes societies rules and laws do not pertain to him.  He considers himelf superior to humans, and just as humans do not follow ape laws, he will not follow human laws. What is known is that he will hire himself out to supervillain organisations as a trainer and extra muscle.  As a result, he has a LOOONG list of people who either want to kill him or hire him.  Either way, he doesn't care.  He will live among the primitives and take what he wants. 

 

So the powers are cool.  He's a monster in HTH.  But his attitude should push some buttons.  He's a poster child for Magneto.  His attitude more than anything else will make him hated.  

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Some bright and shiny hero, maybe

 

Solar Scarab

 

Val    Char   Cost   Roll Notes

  10      STR         0       17-    Lift 6400.0kg; 8d6

  18      DEX       24      13-    OCV:  6/DCV:  6

  18      CON      16      13-

  11      BODY     2       11-

  15      INT         5       12-    PER Roll 12-

  10      EGO        0       11-    ECV:  3

    8       PRE        -2      11-    PRE Attack:  1 ½d6

  16      COM       3       12-

 

6+18   PD           6                Total:  6/24 PD (5/23 rPD)

8+18   ED           4                Total:  8/26 ED (5/23 rED)

    2       SPD         0                Phases:  6, 12

    4       REC        0

  36      END        0

  20      STUN      0       Total Characteristic Cost:  58

 

Movement:                   Running:               6"/12"

                                        Flight:                     15"/30"

                                        Leaping:                8"/16"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

24       +30 STR, Reduced Endurance (0 END; +½) (50 Active Points); No Figured Characteristics (-½), Only In Heroic Identity (-¼) (Modifiers affect Base Characteristic)

43       Armor (18 PD/18 ED) (54 Active Points); Only In Heroic Identity (-¼)

48       Energy Blast 8d6, Reduced Endurance (0 END; +½) (60 Active Points); Only In Heroic Identity (-¼)

24       Energy Damage Reduction, Resistant, 50% (30 Active Points); Only In Heroic Identity (-¼)

36       Flight 15", Reduced Endurance (0 END; +½) (45 Active Points); Only In Heroic Identity (-¼)

 

       Skills

3          Computer Programming 12-

3          KS: Law 12-

3          Research:  KS 12-

3          Science Skill:  Chemistry 12-

3          Science Skill:  Biology 12-

3          Science Skill:  Anthropology 12-

3          Concealment 12-

3          Streetwise 11-

3          Archeology:  KS 12-

5          +1 with DCV

 

Total Powers & Skill Cost:  212

Total Cost:  270

 

200+  Disadvantages

15       Hunted:  Magical villainous group 8- (As Pow; NCI; Harshly Punish)

15       Psychological Limitation:  Glory hound (Common; Strong)

10       Psychological Limitation:  Self absorbed (Common; Moderate)

5          Reputation: , 8-

25       Experience Points

 

Total Disadvantage Points:  270

Earned Experience:  0

Spent Experience:  25

Unspent Experience:  0

 

Background/History:  Anthony Clearview was an amature archeologist, when on a dig in Egypt, a gold scarab that he found animated and burrowed under his skin.  Touching it trasformed him into an armour warrior against evil.  But he became addicted to the fame, and the long hard work of fighting evil lost its luster.  After an encounter where he almost killed an innocent, he has gone underground.  Where he is, no one knows, but people hope the soul searching will bring back from the abyss!

 

Nice back story, links to an ancient mythology, a powerful artifact.  And unstable user, is he worthy of the power, or will the artifact look for a new weilder? 

 

Power wise OK but that SPD needs to be atl least 3 or 4.  And 2-3 dice on the EB. The rest is Champions capable.

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