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Century Station / Gramercy Island


Mr. R

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Next up the team killer, which is a lot considering the rest of this team:

 

Salvo

 

Val    Char   Cost   Roll Notes

   35      STR        25      16-    Lift 3200.0kg; 7d6 [3]

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

   40      CON       60      17-

   20      BODY    20      13-

    7       INT         -3      10-    PER Roll 10-

    8       EGO        -4      11-    ECV:  3

    7       PRE         -3      13-    PRE Attack:  4d6

    8       COM      -1      11-

 

    8       PD           1                 Total:  8 PD (5 rPD)

    8       ED           0                 Total:  8 ED (5 rED)

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

   15      REC         0

   80      END        0

   58      STUN      0       Total Characteristic Cost:  135

 

Movement:                    Running:                6"/12"

                                        Leaping:                 7"/14"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

30        Healing BODY 2d6, Reduced Endurance (0 END; +½) (30 Active Points)

15        Endurance:  Energy Damage Reduction, Resistant, 25%

15        Endurance:  Physical Damage Reduction, Resistant, 25%

10        Horror factor:  +15 PRE (15 Active Points); Conditional Power Power does not work in Common Circumstances (Only offensive; -½)

80        Alter limbs:  Multipower, 80-point reserve

3u        1)  bat form:  Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +½) (45 Active Points); Hand-To-Hand Attack (-½)

4u        2)  Sword form:  Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR), Reduced Endurance (0 END; +½) (45 Active Points)

7u        3)  Blaster form:  Energy Blast 8d6, 4 clips of 16 Charges (+¼), Autofire (5 shots; +½) (70 Active Points)             [16]

7u        4)  Killing Attack - Ranged 2 ½d6, 4 clips of 16 Charges (+¼), Autofire (5 shots; +½) (70 Active Points)               [16]

 

       Skills

3          Streetwise 13-

3          Mechanics 10-

3          Acrobatics 12-

15        +3 with DCV

 

Total Powers & Skill Cost:  200

Total Cost:  335

 

200+  Disadvantages

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

15        Psychological Limitation:  Bully (Common; Strong)

10        Social Limitation:  Public ID (Occasionally; Major)

90        Experience Points

 

Total Disadvantage Points:  335

Earned Experience:  0

Spent Experience:  90

Unspent Experience:  0

 

Background/History:  Mutant who likes to cause mayhem and works with Prodigal to get a chance to do it!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

Salvo is your classic big tough guy, who has to prove it ALL THE TIME!  Thing is he is built to fight.  High PE means a lot of hit points, and a healing factor.  Then the Alter limbs, which allows him to have any weapon he wants any time he wants.  He wastes time between missions drinking, fighting and other things!  Even Prodigal is hoping he dies in the near future.

 

So he is Over confident and likes to fight, and his attitude gives him a Public ID.  Add the Police as a hunted (With NCI), and you will be close.  I gave him Bully as anyone with his powerset who goes out looking for fights in bars, knows he is going to win.  So he just wants to prove he is a bad ass!  I would even consider giving him Casual Killer!

 

Note you could also add three more slots to hi MP.  1) a 4d6 RKA (.50 cal single shot sniper round)  2) a 2.5d6 RKA explosion  3) a 8d6 EB explosion (Genades)

 

So how is he as an opponent.  He would be hard to take down, due to regen and high rec, and his attitude would quickly make up someone the PC will take out first, just on principle!  So he fits the role Prodigal wants, and will probably die in short order!

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Last member of Hitter, Inc.  And probably the most stable and most survivable member

 

Killzone

 

Val    Char   Cost   Roll Notes

   55      STR        45      20-    Lift 51.2tons; 11d6 [5]

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

   25      CON       30      14-

   13      BODY     6       12-

   10      INT          0       11-    PER Roll 11-

   12      EGO         4       11-    ECV:  4

   11      PRE         1       11-    PRE Attack:  2d6

   10      COM       0       11-

 

13+20  PD           2                 Total:  13/33 PD (5/25 rPD)

13+20  ED           8                 Total:  13/33 ED (5/25 rED)

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

   16      REC         0

   50      END        0

   54      STUN      0       Total Characteristic Cost:  130

 

Movement:                    Running:                6"/12"

                                        Leaping:                 11"/22"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

48        Copy Physical Structure:  Armor (20 PD/20 ED) (60 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Depends on material copied; -¼)

24        Copy Physical Structure:  Stretching 4", Reduced Endurance (0 END; +½) (30 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Depends on material copied; -¼)

34        Copy Physical Structure:  Desolidification , Reduced Endurance (0 END; +½) (60 Active Points); Cannot Pass Through Solid Objects (-½), Conditional Power Power does not work in Uncommon Circumstances (Depends on material copied; -¼)

 

       Perks

2          Money:  Well Off

 

       Skills

3          Computer Programming 11-

3          Electronics 11-

3          Mechanics 11-

15        +3 with DCV

 

Total Powers & Skill Cost:  137

Total Cost:  267

 

200+  Disadvantages

 

Total Disadvantage Points:  267

Earned Experience:  0

Spent Experience:  67

Unspent Experience:  0

 

Background/History:  Got his powers in an accident.  The most workman like of the team, who has plans for thee future past the current team!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

 

You'll notice no disads.  That is because this guy is psychologically stable and foresighted.  He was you bog standard worker exposed to unknown substance guy.  But rather than go for revenge or lashing out, he went to work.  This guy is a blue collar worker on spandex.  He trusts Prodigal, but that is because he's been successful with him.  The other two look down on him, but he has substancial savings and soon will be able to walk away from all this.  To be honest, he's one member that you could grow to respect, if it wasn't for the fact that he kills for a living.

 

So powers.  High strength, and Copy Physical Structure.  So I made it into three MP based on armor, malleability / stretchability and amorphous properties.  So Armour, stretching and Desolid.

 

Disad wise, you could add Hunted (He is associating with Salvo after all), and possibly an unsure of self ( but given he is about 9th level, I think he's outgrown that).  But I can't think of anything else!

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So about my comment above, I consider the Halycon Cult to be a poor plot device for two reasons.

1)   It give percentages about the success or failure of the process.  I may be jaded, but I have met enough power gamers and people luck with the dice that would take the serum, get a free power up, and then go on to dominate the game due to their extra powers.

This is a plot device, and works or not at the whim of the GM.  Maybe some rough guidelines, with an addition to do what seems right for the story.

2)  This is the big one, the Halycon Effect.  Everyone who takes the serum has a chance to trigger the effect every time they use a super power.  It comes in three levels, 5%, 10%and 15%, depending on how many times you have used the serum!

Now 10% doesn’t seem bad, but triggering the effect is basically a death sentence because of the laws of probability.  Your cumulative chance is not based on the chance to trigger the effect, but to NOT trigger the event.

Example: Freakshow has Natural Combat Ability, Body Weapons and Tentacles.  As written he has 9 attacks, with a possible 7 more with the tentacles.  His chance to trigger is 10%.

So you would think it would be .1*.1*.1*.1 ect.  But that results in a reduced chance of success.  The above example would be .0001 or 0.01%.  Impossible.

Instead you find the chance to NOT trigger so .9*.9*.9*.9  or 0.6561.  We subtract that from 1 to find the chance that it will activate at least once so 1- 0.6561= 0.3439 *100 is 34.39%.  That is a 1 on 3 after four uses of a power.

Freakshow has 9 attacks w/ Body weapons (His Nat. Comb. Abil> counts as a power use as it is his power) so 18 uses.  Seven Tentacles w/  NCA and BW is another 21 uses.  So…..

We take 0.1 to 39th power is 1 * 10 to the -39.  Subtract that from 1 and you get about as close to 99.9999999% as you can get.  Or poof goes the villain.  That he has made it to level seven is beyond me. 

The Creator is even worse as he has 15% or .85. 

 

This has lead to some design decisions.  They all have a Burnout roll that Activates an EXTREME side effect.  I see a 4d6 KA with no defense.  But it also triggers a Susc of 3d6 and two Vuln that give 2x body to the side effect and the susc.  

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i dont think it works like that. Anything below sixty percent is basically death, but above that the guy might live with bad effects.

 

Every time a Halcyon user uses his ability, he rolls to see if he triggered the effect which is under the % number. If the effect is 5%, the trigger has to be below a five on 2d10s. So if Mammal Man triggers his fur of protection, he would roll a percentage to see if the effect is activated. Anything above five is no effect. Anything below a five, you go to the chart and roll for side effects. Anything below Sixty is death where the villain blows up, catches fire, turns to acid and dissolves, or drops dead. Anything above a 60, you can temporarily lose powers, get an insanity, then get powers back, turn into a vegetable up to 60 months, but then awaken at full power, partial power loss and brain damage, and then total power loss and brain damage.

 

now if someone uses it twice, there is an 80 chance he will die. So if Mammal Man is injected once, then is injected again and rolls 81 or better, he gets a power and a side effect like a physical disad. Also his chances of blowing up are 10% every time he uses an ability.

 

if mammal man goes back a third time, he rolls the 80 to see if he dies then he rolls on the chart. Anything below 20 is death, then sickness with all of his powers and attributes halved, then he switches powers, then one percent 99-00 gets a major ability and becomes a mega  with the minor abilities and achilles heel. But he can also blow himself up with a 15%

 

how these dice rolls would work in Champions I don't know, but i assume it would be a conditional side effect built in the power, with a percent applied to the charts for what happens.

CES    

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So first the leader of Halycon, The God in his own Mind:

 

The Creator

 

Val    Char   Cost   Roll Notes

   10      STR         0       19-    Lift 25.6tons; 10d6

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

   47      CON       74      18-

   20      BODY    20      13-

   20      INT         10      13-    PER Roll 13-

   25      EGO        30      14-    ECV:  8

   30      PRE        20      19-    PRE Attack:  10d6

   24      COM       7       14-

 

   25      PD          15                Total:  25 PD (5 rPD)

   25      ED          16                Total:  25 ED (5 rED)

    6       SPD        30                Phases:  2, 4, 6, 8, 10, 12

   19      REC         0

   94      END        0

   69      STUN      0       Total Characteristic Cost:  252

 

Movement:                    Running:                6"/12"

                                        Flight:                     20"/40"

                                        Leaping:                 10"/20"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

18        +40 STR, Reduced Endurance (0 END; +½) (65 Active Points); Side Effects (Occours if Burnourt is rolled; -1 ¼), Activation Roll 13-, Burnout (-½) (Modifiers affect Base Characteristic)

17        Healing BODY 3d6, Can Heal Limbs, Reduced Endurance (0 END; +½) (52 Active Points); Side Effects (Occours if Burnourt is rolled; -1), Activation Roll 13-, Burnout (-½), Self Only (-½)

5          Extra Limbs  (2)

36        Energy Blast 12d6, Reduced Endurance (0 END; +½) (90 Active Points); Side Effects (Occours if Burnourt is rolled; -1), Activation Roll 13-, Burnout (-½)

22        Flight 20", Reduced Endurance (0 END; +½) (60 Active Points); Side Effects (Occours if Burnourt is rolled; -1 ¼), Activation Roll 13-, Burnout (-½)

7          +20 PRE (20 Active Points); Side Effects (-1 ¼), Activation Roll 13-, Burnout (-½)

4          Life Support  (Extended Breathing: 1 END per Turn; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (11 Active Points); Side Effects (Occours if Burnourt is rolled; -1 ¼), Activation Roll 13-, Burnout (-½)

5          Life Support  (Longevity: Immortal)

20        (Total: 60 Active Cost, 20 Real Cost) Healing BODY 2d6, Reduced Endurance (0 END; +½) (30 Active Points); Side Effects (Occours when burnout is rolled; -1), Self Only (-½), Activation Roll 13-, Burnout (-½) (Real Cost: 10) plus Aid  Dex 3d6 (30 Active Points); Side Effects (-1), Self Only (-½), Activation Roll 13-, Burnout (-½) (Real Cost: 10)

 

       Perks

60        Follower

1          Reputation (A small to medium sized group) 11-, +1/+1d6

 

       Skills

3          Computer Programming 13-

6          Science Skill:  Chemistry 16-

6          Science Skill:  Biology 16-

6          Science Skill:  Botany 16-

4          Science Skill:  Archeology 14-

4          Science Skill:  Anthropology 14-

5          PS: Doctor 15-

3          Streetwise 19-

3          Mechanics 13-

15        +3 with DCV

 

Total Powers & Skill Cost:  255

Total Cost:  507

 

200+  Disadvantages

25        Distinctive Features:  Four arms, blue skin (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

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

10        Psychological Limitation:  Obcessed with death (Uncommon; Strong)

15        Psychological Limitation:  Hates Music (Common; Strong)

20        Susceptibility:  Occours if Burnourt is rolled 3d6 damage Instant (Common)

10        Vulnerability:  2 x BODY Side effect (Uncommon)

10        Vulnerability:  2 x BODY Susceptibility (Uncommon)

192      Experience Points

 

Total Disadvantage Points:  507

Earned Experience:  0

Spent Experience:  192

Unspent Experience:  0

 

Background/History:

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

Well he deserves the title of Mega Villain.  He tops out to almost 750 pts without the limitations.  He could take on most of the Centurians, and certainly the Valkyries all by himself.  If it wasn't for the major problem of him either dying, or going comatose in the middle of a figh,t randomly, he'd be a serious threat.  

 

I like the idea of a villain building a super powered army, but it should be a plot device, and the limitations should not be so crippling!

 

So power wise, he has offence, defense, movement and staying power.  

 

I am not sure about Hunteds, as he seems to be a recent player, but I could see him racking up some hunted in short order!

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The 2IC for the Creator, and really its most dangerous member

 

Killswitch

 

Val    Char   Cost   Roll Notes

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

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

   18      CON       16      13-

   10      BODY     0       11-

   20      INT         10      13-    PER Roll 13-

   24      EGO        28      14-    ECV:  8

   28      PRE        18      15-    PRE Attack:  5 ½d6

   14      COM       2       12-

 

  8+6     PD           5                 Total:  8/14 PD (5/11 rPD)

  8+6     ED           4                 Total:  8/14 ED (5/11 rED)

    3       SPD         5                 Phases:  4, 8, 12

    7       REC         0

   36      END        0

   26      STUN      0       Total Characteristic Cost:  106

 

Movement:                    Running:                6"/12"

                                        Leaping:                 2"/4"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

37        Elemental Control, 74-point powers

38        1)  Mind Control 10d6, Reduced Endurance (0 END; +½) (75 Active Points)

38        2)  Suppress 10d6, Reduced Endurance (0 END; +½) (75 Active Points)

38        3)  Ego Attack 5d6, Reduced Endurance (0 END; +½) (75 Active Points)

5          +3 versus Range Modifier for Hearing Group

18        Armor (6 PD/6 ED)

 

       Skills

3          Computer Programming 13-

3          Science Skill:  chemistry 13-

3          Science Skill:  biology 13-

3          KS: law 13-

3          KS: research 13-

3          Climbing 12-

3          Security Systems 13-

3          Navigation 13-

3          Lockpicking 12-

2          TF:  Common Motorized Ground Vehicles

10        +2 with DCV

 

Total Powers & Skill Cost:  218

Total Cost:  324

 

200+  Disadvantages

20        Psychological Limitation:  Self centred (Very Common; Strong)

104      Experience Points

 

Total Disadvantage Points:  324

Earned Experience:  0

Spent Experience:  104

Unspent Experience:  0

 

Background/History:

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

So why is he dangerous?  He doesn't trigger the Halycon Effect when he uses his powers.  And his powers are classic mentalist sniper type.  (Note his +3 should be to sight.)  He would be a Mind Mole type.  Find cover, dominate a hero and send him against his friends, Ego Blast snipe another, or turn off his power.  As a straight up fighter, not so good.  As a support, awesome.

 

Also, he seems to be able to resist the boss's commands.

 

If we was off on his own he could be a variant of Prof Pomegranate and his Uber-Machine.  Make super powered minions for a price, maybe even improving the formula to get rid of the detrimental side effect (but keep the lethality of the initial injection-it is a plot device)

 

Again for disads, I see him racking up hunteds fairly quickly,and maybe a few more psych problems.  He likes to experiment with chemicals, so a drug dependancy could also be in the works!

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Now the resident Wolverine of the Creator

 

Freakshow

 

Val    Char   Cost   Roll Notes

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

   21      DEX       33      13-    OCV:  7/DCV:  7

   20      CON       20      13-

   15      BODY    10      12-

    8       INT         -2      11-    PER Roll 11-

    4       EGO       -12     10-    ECV:  1

    4       PRE         -6      13-    PRE Attack:  3 ½d6

    4       COM      -3      10-

 

    8       PD           4                 Total:  8 PD (5 rPD)

    8       ED           4                 Total:  8 ED (5 rED)

    7       SPD        39                Phases:  2, 4, 6, 7, 9, 11, 12

    8       REC         0

   40      END        0

   34      STUN      0       Total Characteristic Cost:  95

 

Movement:                    Running:                6"/12"

                                        Leaping:                 3"/6"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

2          +15 PRE (15 Active Points); Side Effects (-1 ¼), Conditional Power Power does not work in Common Circumstances (Offence only; -½), Activation Roll 14-, Burnout (-¼) (Modifiers affect Base Characteristic)

30        Tentacles and Body Weapons:  Multipower, 45-point reserve, all slots Reduced Endurance (0 END; +½) (67 Active Points); all slots Side Effects (-1), Activation Roll 14-, Burnout (-¼)

2u        1)  Hand-To-Hand Attack +6d6, Autofire (5 shots; +½) (45 Active Points); Side Effects (-1), Hand-To-Hand Attack (-½), Activation Roll 14-, Burnout (-¼)

2u        2)  Killing Attack - Hand-To-Hand 2d6 (2 ½d6 w/STR), Autofire (5 shots; +½) (45 Active Points); Side Effects (-1), Activation Roll 14-, Burnout (-¼)

2          Extra Limbs  (4) (5 Active Points); Side Effects (-1 ¼), Activation Roll 14-, Burnout (-¼)

8          Natural Combat Ability:  +5 with HTH Combat (25 Active Points); Side Effects (Occours if Burnout is rolled; -1 ¼), Conditional Power Power does not work in Common Circumstances (Only to match OCV of opponent; -½), Activation Roll 14-, Burnout (-¼)

8          Natural Combat Ability:  +5 with HTH Combat (25 Active Points); Side Effects (Occours when burnout is rolled; -1 ¼), Conditional Power Power does not work in Common Circumstances (Only to match DCV of Opponent; -½), Activation Roll 14-, Burnout (-¼)

 

       Talents

7          Combat Luck (9 PD/9 ED) (18 Active Points); Side Effects (Occours when burnout ; -1 ¼), Activation Roll 14-, Burnout (-¼)

 

       Skills

3          Streetwise 13-

3          Stealth 13-

3          Climbing 13-

3          Lockpicking 13-

3          Acrobatics 13-

3          Breakfall 13-

3          Survival 11-

10        +2 with DCV

 

Total Powers & Skill Cost:  97

Total Cost:  192

 

200+  Disadvantages

20        Physical Limitation:  Mute (All the Time; Greatly Impairing)

25        Distinctive Features:  Eight arm/legs, yellow skin (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

20        Psychological Limitation:  Mindless aggression (Very Common; Strong)

15        Susceptibility:  When Side effect occours 3d6 damage Instant (Uncommon)

10        Vulnerability:  2 x BODY Side effect (Uncommon)

10        Vulnerability:  2 x BODY Susceptibility (Uncommon)

 

Total Disadvantage Points:  192

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

Your basic mindless killing machine.  And a mentalist's dream, as any mental power is sure to work on him, turning him rogue very quickly.  I can almost see the Creator stroking his head before he commands him to kill.

 

Beyond that he's got little to show.  He is what he was designed for, mindless violence!  He is another NPC where the players will see little problem inputting him down.

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The next minion, and much more competent and dangerous as a result

 

Deadhead

 

Val    Char   Cost   Roll Notes

   10      STR         0       17-    Lift 6400.0kg; 8d6

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

   20      CON       20      13-

   15      BODY    10      12-

    8       INT         -2      11-    PER Roll 11-

   18      EGO        16      13-    ECV:  6

    7       PRE         -3      10-    PRE Attack:  1d6

    0       COM      -5      9-

 

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

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

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

   12      REC         0

   40      END        0

   45      STUN      0       Total Characteristic Cost:  86

 

Movement:                    Running:                6"/12"

                                        Flight:                     20"/40"

                                        Leaping:                 8"/16"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

14        +30 STR, Reduced Endurance (0 END; +½) (50 Active Points); Side Effects (-1 ¼), Activation Roll 14-, Burnout (-¼) (Modifiers affect Base Characteristic)

5          Damage Resistance (5 PD/5 ED)

30        Elemental Control, 60-point powers

12        1)  Flight 20", Reduced Endurance (0 END; +½) (60 Active Points); Side Effects (-1 ¼), Activation Roll 14-, Burnout (-¼)

12        2)  Force Field (20 PD/20 ED), Reduced Endurance (0 END; +½) (60 Active Points); Side Effects (-1 ¼), Activation Roll 14-, Burnout (-¼)

20        3)  Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points); Side Effects (-1), Activation Roll 14-, Burnout (-¼)

10        Absorption 5d6  (energy, stun) (25 Active Points); Side Effects (-1 ¼), Activation Roll 14-, Burnout (-¼)

8          Energy Damage Reduction, Resistant, 50% (30 Active Points); Activation Roll 8-, Burnout (-1 ½), Side Effects (-1 ¼)

 

       Skills

3          Mechanics 11-

3          Electronics 11-

3          Lockpicking 14-

10        +2 with DCV

 

Total Powers & Skill Cost:  130

Total Cost:  216

 

200+  Disadvantages

15        Distinctive Features:  (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

25        Enraged:  Berserk PB above 20 (Uncommon), go 14-, recover 14-

15        Physical Limitation:  (Frequently; Greatly Impairing)

15        Susceptibility:  If side effect occours 3d6 damage Instant (Uncommon)

10        Vulnerability:  2 x BODY Side effect (Uncommon)

10        Vulnerability:  2 x BODY Susceptibility (Uncommon)

 

Total Disadvantage Points:  216

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:

 

Personality/Motivation:

 

Quote:

 

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So a much more competent minion.  His skills are minimal, but he isn't here for his skills, but his powers, and he has it all.  Str, movement, defenses, ranged attacks and powers that makes him a natural to go against Alpha Prime.  He certainly is versatile.  And his psych problems are more interesting.  He doesn't make a good field leader, but he does make for someone to rally around.

 

I can see players having fun riling him up, but then getting surprised at his raw power.  He would command a level of respect after a while!

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The team brick.  He's disgusting, but he has a few tricks up his sleeve!

 

 

Heavyweight

 

Val     Char  Cost   Roll       Notes

10+25    STR       0       19- / 24-    Lift 25.6tons/819.2tons; 10d6/15d6

   10        DEX       0       11-            OCV:  3/DCV:  3

   10        CON      0       15-

   10        BODY    0       11-

    8         INT       -2      11-            PER Roll 11-

    8         EGO      -4      11-            ECV:  3

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

    8         COM     -1      11-

 

15+5     PD          5                         Total:  25/30 PD (20 rPD)

11+5     ED          5                         Total:  25/30 ED (19 rED)

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

   16        REC       0

   60        END       0

   50        STUN    0       Total Characteristic Cost:  21

 

Movement:                    Running:                6"/12"

                                        Leaping:                 10"/20"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

5          Damage Resistance (15 PD/14 ED) (14 Active Points); Side Effects (-1 ¼), Activation Roll 14-, Burnout (-¼), Only In Heroic Identity (-¼)

18        +40 STR, Reduced Endurance (0 END; +½) (65 Active Points); Side Effects (-1 ¼), Activation Roll 14-, Burnout (-¼), Only In Heroic Identity (-¼) (Modifiers affect Base Characteristic)

28        +20 CON (40 Active Points); Only In Heroic Identity (-¼) (Modifiers affect Base Characteristic)

5          +10 PD (10 Active Points); Only In Heroic Identity (-¼) (Modifiers affect Base Characteristic)

9          +14 ED (14 Active Points); Only In Heroic Identity (-¼) (Modifiers affect Base Characteristic)

10        Healing BODY 2d6, Reduced Endurance (0 END; +½) (30 Active Points); Side Effects (-1), Self Only (-½), Activation Roll 14-, Burnout (-¼), Only In Heroic Identity (-¼)

32        Weight control (other):  Entangle 3d6, 5 DEF, Cannot Be Escaped With Teleportation (+¼), Takes No Damage From Attacks Limited Group (+¼), Reduced Endurance (0 END; +½) (80 Active Points); Side Effects (-1), Activation Roll 14-, Burnout (-¼), Only In Heroic Identity (-¼)

11        Weight control (Self):  Density Increase (3,200 kg mass, +20 STR, +4 PD/ED, -4" KB), Reduced Endurance (0 END; +½) (30 Active Points); Side Effects (-1 ¼), Activation Roll 14-, Burnout (-¼), Only In Heroic Identity (-¼)

9          Density Increase (400 kg mass, +5 STR, +1 PD/ED, -1" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (11 Active Points); Only In Heroic Identity (-¼)

 

       Skills

3          Streetwise 11-

3          Stealth 11-

3          Concealment 11-

3          Mechanics 11-

3          Survival 11-

10        +2 with DCV

 

Total Powers & Skill Cost:  157

Total Cost:  178

 

200+  Disadvantages

15        Distinctive Features:  (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses)

15        Psychological Limitation:  fears cats (Common; Strong)

15        Susceptibility:  When Side effect occours 3d6 damage Instant (Uncommon)

10        Vulnerability:  2 x BODY Side effect (Uncommon)

10        Vulnerability:  2 x BODY Susceptibitiy (Uncommon)

 

Total Disadvantage Points:  178

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

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Quote:

 

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His distinctive appearance is large size, pasty white skin, black lips and body odor like sour milk.

 

He's a classic brick, but with a few extras.  His weight control self can give him extra damage, and the WC other allows him to immobilize someone as a set up for other attacks!  So he's another who has some surprises for the players.

 

NPC wise, he's another cipher.  But powerwise, he can take and dish out serious damage.

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Next up the members of Sinistry, Century Station's premier villain team.  I changed them up a bit by adding an extra team member.  So:

 

Modulus- team leader and genius

Proton- flying reactor

Obsidian- Brick (really, he's a hunk of rock)

The Green Man- plant based powers

Lady Hive- insect themed legacy NPC

Scream Queen- Yeah, we can figure her powers

Phase- a ghost, the team transport expert

Thunderhead- flying wind controller

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OK so here is the leader of Sinistry:

 

Modulus

 

Val    Char   Cost   Roll Notes

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

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

   18      CON       16      13-

   15      BODY    10      12-

   20      INT         10      13-    PER Roll 13-

   24      EGO        28      14-    ECV:  8

   24      PRE        14      14-    PRE Attack:  4 ½d6

   14      COM       2       12-

 

  8+9     PD           4                 Total:  8/17 PD (0/9 rPD)

  8+9     ED           4                 Total:  8/17 ED (0/9 rED)

    5       SPD        22                Phases:  3, 5, 8, 10, 12

    8       REC         0

   36      END        0

   34      STUN      0       Total Characteristic Cost:  144

 

Movement:                    Running:                6"/12"

                                        Flight:                     15"/60"

                                        Leaping:                 4"/8"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

40        Precognitive Clairsentience (Sight Group)                            4

33        Multipower, 45-point reserve, all slots Reduced Endurance (0 END; +½) (67 Active Points); all slots OAF (Energy Sword; -1)

1u        1)  Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR) (30 Active Points); OAF (Energy Sword; -1)

1u        2)  Hand-To-Hand Attack +6d6 (30 Active Points); OAF (Energy Sword; -1), Hand-To-Hand Attack (-½)

37        Energy pistol:  Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points); OAF (-1)

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

26        Flight 15", x4 Noncombat, Reduced Endurance (0 END; +½) (52 Active Points); OAF (-1)

 

       Perks

11        Money:  Filthy Rich

3          Computer Link

60        Robot creations:  Follower

 

       Talents

3          Absolute Time Sense

16        Universal Translator 13- (20 Active Points); IIF (-¼)

 

       Skills

3          Computer Programming 13-

3          Armorsmith 13-

3          Electronics 13-

3          Mechanics 13-

3          Weaponsmith 13-

3          Science Skill:  Chemistry 13-

2          Science Skill:  Biology 11-

3          Science Skill:  Astrophysics 13-

3          Paramedics 13-

3          Security Systems 13-

3          Systems Operation 13-

3          Navigation 13-

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

5          Language:  English (idiomatic; literate)

5          Language:  Chinese (idiomatic; literate)

5          Language:  Swahili (idiomatic; literate)

5          Language:  German (idiomatic; literate)

5          Language:  Spanish (idiomatic; literate)

3          Climbing 13-

3          Survival 13-

20        +4 with DCV

 

Total Powers & Skill Cost:  341

Total Cost:  485

 

200+  Disadvantages

10        Reputation: , 11-

20        Psychological Limitation:  Arrogant (Very Common; Strong)

15        Psychological Limitation:  Overconfident (Common; Strong)

15        Psychological Limitation:  Sense of honour (Common; Strong)

225      Experience Points

 

Total Disadvantage Points:  485

Earned Experience:  0

Spent Experience:  225

Unspent Experience:  0

 

Background/History:  Alien crimelord come to earth to take her over!

 

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Quote:

 

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So he's a manufactured being, designed as slave labour.  But a gitch in his make up gave him great intelligence and a clairvoyant like ability based on probabilty analysis. So he promptly escaped, came to earth a decided that he should be in control of this little blue dot.

 

Powerwise, he is a gadgeteer with a base set of equipement and a set of robot followers.  I could see him having a Gadget pool as well, "for just such an eventuality!"

 

NPC wise I like him. He has definite goals, but also a code of honour.  He's arrogant, which can prove to be bad when things unforseen happen.  And of course Overconfident, in that his plans couls never fail.

 

Team wise, he is the leader from behind, but don't mistake that for weak.  He's tough and well equiped!

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Next his flying reactor flunkie:

 

Proton

 

Val    Char   Cost   Roll Notes

  10      STR         0       18-    Lift 9700.6kg; 8 ½d6

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

  13      CON        6       14-

  15      BODY   10      12-

  20      INT        10      13-    PER Roll 13-

  20      EGO       20      13-    ECV:  7

  10      PRE         0       11-    PRE Attack:  2d6

    9       COM       0       11-

 

  12      PD           3                Total:  25 PD (14 rPD)

  12      ED           7                Total:  25 ED (14 rED)

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

  14      REC        0

  46      END        0

  49      STUN      0       Total Characteristic Cost:  86

 

Movement:                   Running:               6"/12"

                                        Flight:                     20"/80"

                                        Leaping:                8"/16"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

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

48       1)  Energy Blast 12d6, Reduced Endurance (0 END; +½) (90 Active Points); Only In Heroic Identity (-¼)

23       2)  Energy Blast 4d6, Reduced Endurance (0 END; +½), Area Of Effect (5" Radius; +1), No Normal Defense ([standard]; +1) (70 Active Points); No Range (-½), Only In Heroic Identity (-¼)

30       3)  Flight 20", x4 Noncombat, Reduced Endurance (0 END; +½) (67 Active Points); Only In Heroic Identity (-¼)

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

5          Damage Resistance (5 PD/5 ED)

41       +33 STR, Reduced Endurance (0 END; +½) (54 Active Points); Only In Heroic Identity (-¼) (Modifiers affect Base Characteristic)

16       +10 CON (20 Active Points); Only In Heroic Identity (-¼)

10       +13 PD (13 Active Points); Only In Heroic Identity (-¼)

10       +13 ED (13 Active Points); Only In Heroic Identity (-¼)

7          Damage Resistance (9 PD/9 ED) (9 Active Points); Only In Heroic Identity (-¼)

 

       Perks

5          Money:  Well Off

 

       Skills

3          Chemistry:  Science Skill:  Dimensional Engineering 13-

3          Botany:  Science Skill:  Dimensional Engineering 13-

3          Physics:  Science Skill:  Dimensional Engineering 13-

3          Electronics 13-

3          Mechanics 13-

3          Lockpicking 12-

3          Research:  KS 13-

3          Computer Programming 13-

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

5          English:  Language (idiomatic; literate)

5          German:  Language (idiomatic; literate)

 

Total Powers & Skill Cost:  279

Total Cost:  364

 

200+  Disadvantages

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

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

15       Psychological Limitation:  Greedy (Common; Strong)

134     Experience Points

 

Total Disadvantage Points:  364

Earned Experience:  0

Spent Experience:  134

Unspent Experience:  0

 

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So a greedy flying blaster. He's a Mega so that justifies some of the high stats and powers he has.  But all he wants is to live the good life in luxury and style.

 

He's a survivor of a rector accident that gave him his powers.  It form part of the first Dist feature in that only one side of him is physically aging.  Right now it is minor, but as time goes by it will be noticable.  By then he will probably spen full time in his super ID.  Which is his other DF.

 

Powerwise, he's tough.  He hits hard HTH or at range. 

 

All in all a decent mook.

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Modulus's Strong man:

 

Obelisk

 

Val    Char   Cost   Roll Notes

   85      STR        75      26-    Lift 3.3ktons; 17d6

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

   30      CON       40      15-

   15      BODY    10      12-

   10      INT          0       11-    PER Roll 11-

   10      EGO         0       11-    ECV:  3

   10      PRE         0       11-    PRE Attack:  2d6

    8       COM      -1      11-

 

   40      PD          23                Total:  40 PD (40 rPD)

   40      ED          34                Total:  40 ED (40 rED)

    4       SPD        16                Phases:  3, 6, 9, 12

   23      REC         0

   60      END        0

   73      STUN      0       Total Characteristic Cost:  209

 

Movement:                    Running:                6"/12"

                                        Leaping:                 17"/34"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

42        Reduced Endurance (0 END; +½) (42 Active Points) applied to STR

40        Damage Resistance (40 PD/40 ED)

 

       Perks

5          Money:  Well Off

 

       Skills

3          Streetwise 11-

3          Interrogation 11-

3          Concealment 11-

10        +2 with DCV

 

Total Powers & Skill Cost:  106

Total Cost:  315

 

200+  Disadvantages

25        Distinctive Features:  (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

10        Reputation: , 11-

80        Experience Points

 

Total Disadvantage Points:  315

Earned Experience:  0

Spent Experience:  80

Unspent Experience:  0

 

Background/History:

 

Personality/Motivation:

 

Quote:

 

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Appearance:


Oh look, it's Gron... Well he might as well be.

 

Another Mega NPC, just to justify his high str (which I changedby the way.  As writen he's stronger that Haven or Leviathan) So I made it so it was very high.  Also he's Extemely tough. (AR 17 and 1000 SDC).  But otherwise he's your strong man.  He's Solomon Grundy. 

 

His Dist Feature are that he's a rock man 24/7.  And his rep is that he's STRONG.  I will admit even in HU stats, getting hit by this guy is a death sentance for most PCs.  He can tie up two or more of the Centurians, and the Valkyries would require all their teamwork to take him on. He's like the Juggernaught.

 

Thing's I would add, some KB resist, maybe a little running and some LS like pressure and heat/cold.

 

Teamwise, he's the rock.  You can't ignore him, but keeping him occupied is going to take a lot of resourses.

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Just a note here, I find it interesting that with the exception of Palladium, all the Mega Characters are male. 

 

For some reason I can't see any reason why Obsidian is not a lady, or any of the other characters. 

 

As someone stated in another thread here (OCU) we seem to gravitate to females in the on line games, or at least make an effort to be 50/50.  I know that we are modeling the comic book medium, but 50% of the Population is female,  It would make sense that 50% are mega.

 

Mini rant off!

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Oh just one more observation.  I read a blog recently about how the population in Marvel and DCturn against the heroes because without heroes, there would be no villains and no city destroying battles.  And he bringsd up the Power Puff Girls.  In their universe, they are applauded, because before they arrived, the villain ran rampant.  The cith is better due to their efforts.

 

Which brings me to my point.  Century Station is certainly a place for HEROES. With effort, they can improve the city.  People won't complain to hard about them, because without them (Well just read the book, the city is dark in some places), things could be a lot worse.

 

I had not thought of that before I read this blog, but it does make the setting a bit more appealing, as status quo is not what is wanted here.

 

Thoughts?  Opinions?

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The next Mega member of Sinistry

 

  The Green Man

 

Val    Char   Cost   Roll Notes

   18      STR         8       18-    Lift 9700.6kg; 8 ½d6

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

   15      CON       10      14-

   15      BODY    10      12-

   15      INT          5       12-    PER Roll 12-

   11      EGO         2       11-    ECV:  4

   15      PRE         5       14-    PRE Attack:  5d6

   13      COM       2       12-

 

   13      PD           4                 Total:  30 PD (25 rPD)

   10      ED           5                 Total:  30 ED (25 rED)

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

   14      REC         0

   50      END        0

   50      STUN      0       Total Characteristic Cost:  76

 

Movement:                    Running:                6"/12"

                                        Leaping:                 8"/16"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

33        +25 STR, Reduced Endurance (0 END; +½) (46 Active Points); Only In Heroic Identity (-¼) (Modifiers affect Base Characteristic)

12        +5 DEX (15 Active Points); Only In Heroic Identity (-¼)

16        +10 CON (20 Active Points); Only In Heroic Identity (-¼)

8          +10 PRE (10 Active Points); Only In Heroic Identity (-¼)

14        +17 PD (17 Active Points); Only In Heroic Identity (-¼)

16        +20 ED (20 Active Points); Only In Heroic Identity (-¼)

20        Damage Resistance (25 PD/25 ED) (25 Active Points); Only In Heroic Identity (-¼)

20        Elemental Control, 50-point powers,  (25 Active Points); all slots Only In Heroic Identity (-¼)

40        1)  Entangle 5d6, 5 DEF, Reduced Endurance (0 END; +½) (75 Active Points); Only In Heroic Identity (-¼)

40        2)  Entangle 3d6, 3 DEF, Reduced Endurance (0 END; +½), Area Of Effect (5" Radius; +1) (75 Active Points); Only In Heroic Identity (-¼)

46        3)  Summon 2 250-point creatures, Reduced Endurance (0 END; +½) (82 Active Points); Only In Heroic Identity (-¼)

 

       Perks

5          Money:  Well Off

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

 

       Skills

3          Chemistry:  Science Skill:  Dimensional Engineering 12-

3          Biology:  Science Skill:  Dimensional Engineering 12-

3          Tracking 12-

3          Survival 12-

3          Navigation 12-

3          Stealth 13-

5          Gaelic:  Language (idiomatic; literate)

10        +2 with DCV

 

Total Powers & Skill Cost:  305

Total Cost:  380

 

200+  Disadvantages

5          Distinctive Features:  When transformed (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15        Social Limitation:  Secret ID (Frequently; Major)

10        Psychological Limitation:  Over confident (Common; Moderate)

150      Experience Points

 

Total Disadvantage Points:  380

Earned Experience:  0

Spent Experience:  150

Unspent Experience:  0

 

Background/History:

 

Personality/Motivation:

 

Quote:

 

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Campaign Use:

 

Appearance:


So another durable, hard to hurt member of Sinistry.  I get the feeling that they are not so much hard hitting as long lasting.  They win because they outlast their opponents.  

 

Powerwise, his entangles give him decent combat options, and summon mobile plants give him some extra tactical options.  I could see him setting up opponents for his team mates to mow down.

 

Personality wise, another Overconfident member.  WOW!  But he does have a bit of a god complex going on, that may become full blown in the future.  Also I forgot a hunted or two in the form of Police and A super magician called Heirophant.  

 

I do like him however, as I see potential in him!

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Next one of the ranged hitters, and a non Mega

 

Scream Queen

 

Val    Char   Cost   Roll Notes

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

   21      DEX       33      13-    OCV:  7/DCV:  7

   18      CON       16      13-

   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

   18      COM       4       13-

 

7+15    PD           4                 Total:  7/22 PD (0/15 rPD)

7+15    ED           3                 Total:  7/22 ED (0/15 rED)

    3       SPD         0                 Phases:  4, 8, 12

    7       REC         0

   36      END        0

   30      STUN      0       Total Characteristic Cost:  85

 

Movement:                    Running:                6"/12"

                                        Leaping:                 3"/6"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

93        Sound and Vibration:  Multipower, 62-point reserve, all slots Reduced Endurance (0 END; +½) (93 Active Points)

6u        1)  Energy Blast 10d6, Variable Special Effects (Limited Group of SFX; +¼) (62 Active Points)

2u        2)  Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-½)

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

20        Physical Damage Reduction, Resistant, 50% (30 Active Points); Conditional Power Power does not work in Common Circumstances (Sound and vibrations only; -½)

 

       Skills

3          Bureaucratics 12-

3          KS: Finance 12-

3          Science Skill:  Chemistry 12-

10        +2 with DCV

 

Total Powers & Skill Cost:  185

Total Cost:  270

 

200+  Disadvantages

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

15        Psychological Limitation:  Thrill seeker (Common; Strong)

45        Experience Points

 

Total Disadvantage Points:  270

Earned Experience:  0

Spent Experience:  45

Unspent Experience:  0

 

Background/History:

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

 

So, a ranged combatant.  No movement and little versatility.  Her most notable feature is her choice of costume.  And she's a thrill seeker.  She's ok, but to make up for the lack of movement, make her attack bigger, or have some variety ( ex. cones ).  I see potential, but.....

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The one that didn't get away.  In CS she turned Modulus down to go her own way.  I see her as not passing up a good thing and joining him.  So...

 

Thunderhead

 

Val    Char   Cost   Roll Notes

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

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

   18      CON       16      13-

   13      BODY     6       12-

   10      INT          0       11-    PER Roll 11-

   11      EGO         2       11-    ECV:  4

   13      PRE         3       12-    PRE Attack:  2 ½d6

   13      COM       2       12-

 

3+15    PD           0                 Total:  3/18 PD (0/15 rPD)

4+15    ED           0                 Total:  4/19 ED (0/15 rED)

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

    7       REC         0

   36      END        0

   29      STUN      0       Total Characteristic Cost:  72

 

Movement:                    Running:                6"/12"

                                        Flight:                     15"/60"

                                        Leaping:                 2"/4"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

20        Air Control:  Elemental Control, 40-point powers

32        1)  Flight 15", x4 Noncombat, Reduced Endurance (0 END; +½) (52 Active Points)

40        2)  Force Field (15 PD/15 ED) (Protect Carried Items), Reduced Endurance (0 END; +½) (60 Active Points)

47        3)  Telekinesis (30 STR), Reduced Endurance (0 END; +½) (67 Active Points)

90        Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +½) (90 Active Points)

2u        1)  Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-½)

6u        2)  Call Lightning:  Energy Blast 8d6, Indirect (Same origin, any direction; +½) (60 Active Points)

6u        3)  Mini tornado:  Energy Blast 8d6, Area Of Effect (One Hex; +½) (60 Active Points)

 

       Perks

5          Money:  Well Off

 

       Skills

3          Survival 11-

3          Navigation 11-

15        +3 with DCV

 

Total Powers & Skill Cost:  270

Total Cost:  341

 

200+  Disadvantages

10        Psychological Limitation:  Over confident (Common; Moderate)

15        Social Limitation:  Secret ID (Frequently; Major)

116      Experience Points

 

Total Disadvantage Points:  341

Earned Experience:  0

Spent Experience:  116

Unspent Experience:  0

 

Background/History:

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

This is what Scream Queen should be like.  Versatile, maneuverable.  And probably a lot more psychologically stable.  I like her.  Can hit range with two different damage types, has a TK (Not strong, but it has promise) and can mix it up HTH if she wants / needs to.  Also it makes her one of two dedicated ranged combatants in Sinistry.

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The other flying ranged non mega member....

 

Lady Hive

 

Val    Char   Cost   Roll Notes

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

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

  20      CON      20      13-

  15      BODY   10      12-

  15      INT         5       12-    PER Roll 12-

  16      EGO       12      12-    ECV:  5

  10      PRE         0       11-    PRE Attack:  2d6

  13      COM       2       12-

 

  15      PD          11               Total:  15 PD (10 rPD)

  15      ED          11               Total:  15 ED (10 rED)

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

    8       REC        0

  40      END        0

  34      STUN      0       Total Characteristic Cost:  133

 

Movement:                   Running:               10"/20"

                                        Flight:                     15"/60"

                                        Leaping:                3"/6"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

18       Running +4" (10" total), Reduced Endurance (0 END; +½) (18 Active Points)

20       Radar (Radio Group), Increased Arc Of Perception (360 Degrees)

35       Wings:  Flight 15", x4 Noncombat, Reduced Endurance (0 END; +½) (52 Active Points); Restrainable (-½)

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

10       Damage Resistance (10 PD/10 ED)

32       Incect Control:  Elemental Control, 64-point powers

73       1)  Darkness to Sight and Hearing Groups 6" radius, Alterable Size, Reduced Endurance (0 END; +½) (105 Active Points)

33       2)  Killing Attack - Ranged 1d6+1, Reduced Endurance (0 END; +½), Area Of Effect (6" Radius; +1 ¼), Conforming (+½) (65 Active Points)

 

       Perks

5          Money:  Well Off

 

       Skills

3          Acrobatics 12-

3          Breakfall 12-

3          Interrogation 11-

2          Intelligence:  KS 11-

3          Tracking 12-

3          Survival 12-

3          Streetwise 11-

3          Seduction 11-

3          Computer Programming 12-

3          Paramedics 12-

3          Lockpicking 12-

15       +3 with DCV

 

Total Powers & Skill Cost:  349

Total Cost:  481

 

200+  Disadvantages

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

5          Psychological Limitation:  Hatred of legacy (Uncommon; Moderate)

15       Reputation:  Legacy hero gone bad, 14-

241     Experience Points

 

Total Disadvantage Points:  481

Earned Experience:  0

Spent Experience:  241

Unspent Experience:  0

 

Background/History:  Second Generation super gone bad

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

This has to be one of the most expensive builds so far, mostly because I am not sure it would fir under an EC.  Maybe using Unified for them all would work to help reduce some of the cost, but this is still a lot of power.  

 

So like Thunderhead, maneuverable, hard hitting, with some cool extra powers.

 

Personality wise, I could see PC's hating her because she's a legacy gone bad.  Also she should have a list of hunteds who owe favours to her mother.  Another possible hook, she's not bad, but undercover, planning on turning on Sinistry (who says only the bad guys can use underhanded tactics )

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The transportation and infiltration specialist...

 

Phase

 

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-

   15      BODY    10      12-

   20      INT         10      13-    PER Roll 13-

   20      EGO        20      13-    ECV:  7

   20      PRE        10      13-    PRE Attack:  4d6

   16      COM       3       12-

 

  8+6     PD           5                 Total:  8/14 PD (5/11 rPD)

  8+6     ED           5                 Total:  8/14 ED (5/11 rED)

    3       SPD         5                 Phases:  4, 8, 12

    6       REC         0

   30      END        0

   31      STUN      0       Total Characteristic Cost:  98

 

Movement:                    Running:                6"/12"

                                        Leaping:                 3"/6"

                                        Swimming:             2"/4"

                                        Teleportation:       20"/640"

 

Cost  Powers                                                              END

60        Desolidification , Reduced Endurance (0 END; +½) (60 Active Points)

45        Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +½) (45 Active Points)

127      Teleportation 20", No Relative Velocity, Position Shift, x32 Noncombat, x4 Increased Mass, Reduced Endurance (0 END; +½) (127 Active Points)

5          Teleportation: Fixed Location (5 Locations)

10        Teleportation: Floating Fixed Location (2 Locations)

5          Damage Resistance (5 PD/5 ED)

12        Armor (6 PD/6 ED) (18 Active Points); OIF (-½)

 

       Perks

5          Money:  Well Off

 

       Skills

3          Computer Programming 13-

3          KS: Research 13-

3          Lockpicking 12-

3          Stealth 12-

3          Security Systems 13-

3          Streetwise 13-

3          Concealment 13-

3          Electronics 13-

3          Mechanics 13-

3          KS: Law 13-

10        +2 with DCV

 

Total Powers & Skill Cost:  309

Total Cost:  407

 

200+  Disadvantages

5          Distinctive Features:  Totally hairless (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15        Psychological Limitation:  Self centred (Common; Strong)

15        Social Limitation:  Secret ID (Frequently; Major)

172      Experience Points

 

Total Disadvantage Points:  407

Earned Experience:  0

Spent Experience:  172

Unspent Experience:  0

 

Background/History:

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

I often wondered what the Iron Man villain Ghost would cost.  I now have an idea.  WOW.  I can see a lot of potential for this guy.  TPort in, memorize, t\TPort out.  Come back later with friends.  Locked room theft are his specialty.  He's probably the reason they rarely get captured, as he can sneak in and Tport friends to safety.  Yep, played right, the PC's might never find out about him, and drive them NUTS!

 

If you want to make him a bit more dangerous, add a blaster (maybe with invisible effects and an NND effect), but really he does what he is designed for!

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So here is the leader of the team

 

Ace of Spades

 

Val    Char   Cost   Roll Notes

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

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

  25      CON      30      14-

  13      BODY     6       12-

  11      INT         1       11-    PER Roll 11-

  10      EGO        0       11-    ECV:  3

  11      PRE         1       11-    PRE Attack:  2d6

  22      COM       6       13-

 

7+9    PD           3                Total:  7/16 PD (0/9 rPD)

7+9    ED           2                Total:  7/16 ED (0/9 rED)

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

    9       REC        0

  50      END        0

  35      STUN      0       Total Characteristic Cost:  91

 

Movement:                   Running:               6"/12"

                                        Leaping:                3"/6"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

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

30       Blasters:  Energy Blast 8d6, 4 clips of 16 Charges (+¼) (50 Active Points); OAF (-1)               [16]

                Notes:  (x2 number of items)

7          Throwing spades:  Killing Attack - Ranged 1d6, 16 Charges (+0) (15 Active Points); OAF (-1), Range Based On Strength (-¼)    [16]

56       Disruption touch:  Multipower, 56-point reserve, all slots Reduced Endurance (0 END; +½) (84 Active Points); all slots No Range (-½)

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

4u       2)  Entangle 2d6, 3 DEF, Entangle And Character Both Take Damage (+¼), Based On EGO Combat Value (Mental Defense applies; +1) (56 Active Points); No Range (-½)

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

25       Slow motion control:  Elemental Control, 50-point powers

31       1)  Drain SPD 2 ½d6, Delayed Return Rate (points return at the rate of 5 per Minute; +¼), Ranged (+½), Reduced Endurance (0 END; +½) (56 Active Points)

31       2)  Drain Fly 2 ½d6, Delayed Return Rate (points return at the rate of 5 per Minute; +¼), Reduced Endurance (0 END; +½), Ranged (+½) (56 Active Points)

31       3)  Drain run 2 ½d6, Delayed Return Rate (points return at the rate of 5 per Minute; +¼), Ranged (+½), Reduced Endurance (0 END; +½) (56 Active Points)

31       4)  Drain swim 2 ½d6, Delayed Return Rate (points return at the rate of 5 per Minute; +¼), Reduced Endurance (0 END; +½), Ranged (+½) (56 Active Points)

 

       Perks

5          Money:  Well Off

 

       Skills

3          Streetwise 11-

3          Lockpicking 12-

3          Stealth 12-

3          Sleight Of Hand 12-

3          Climbing 12-

3          Computer Programming 11-

10       +2 with DCV

 

Total Powers & Skill Cost:  303

Total Cost:  394

 

200+  Disadvantages

5          Distinctive Features:  Odd skin (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

189     Experience Points

 

Total Disadvantage Points:  394

Earned Experience:  0

Spent Experience:  189

Unspent Experience:  0

 

Background/History:  Leader of Quatenary.  A no nonsence leader, and a team who can be dangerous when it comes time!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:


You'll notice very little in disads.  That is because they didn't give many.  I think this is meant as a throw away team.  But there is potential here.

 

Ace is dangerous. He can mess up your reaction times and movement, leaving you flat footed for either him or his team mates.  Once your SPD is one and you have almost no movement, you are a sitting duck.  And if you get into HTH then you are in for a surprise, as he is dangerous there also.  As it is, he is a competent leader.

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The next member.  A potentially dangerous NPC with some unconventional powers!

 

Dust Demon

 

Val    Char   Cost   Roll Notes

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

   21      DEX       33      13-    OCV:  7/DCV:  7

   15      CON       10      12-

   13      BODY     6       12-

   10      INT          0       11-    PER Roll 11-

   13      EGO         6       12-    ECV:  4

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

   10      COM       0       11-

 

    8       PD           5                 Total:  8 PD (5 rPD)

    8       ED           5                 Total:  8 ED (5 rED)

    3       SPD         0                 Phases:  4, 8, 12

    6       REC         0

   30      END        0

   29      STUN      0       Total Characteristic Cost:  68

 

Movement:                    Running:                6"/12"

                                        Flight:                     10"/20"

                                        Leaping:                 3"/6"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

90        Mist form:  Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +½) (90 Active Points)

4u        1)  Desolidification  (affected by Mist form) (40 Active Points)

6u        2)  Damage Negation 6 dice Phys and Energy:  (Total: 60 Active Cost, 60 Real Cost) Custom Power (60 Active Points) (Real Cost: 60)

20        Flight 10", Reduced Endurance (0 END; +½) (30 Active Points); Linked (Desolidification; -½)

5          Damage Resistance (5 PD/5 ED)

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

10        Spinning:  Increased Arc Of Perception (360 Degrees) with Sight Group

 

       Skills

3          Electronics 11-

3          Computer Programming 11-

3          Mechanics 11-

5          +1 with DCV

 

Total Powers & Skill Cost:  174

Total Cost:  242

 

200+  Disadvantages

 

Total Disadvantage Points:  242

Earned Experience:  0

Spent Experience:  42

Unspent Experience:  0

 

Background/History:  Accidnetly getting powers in a storm, he is slowly rising in the ranks of super villains, except that he is a slacker!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:


So what is scarry about him?  Well he is hard to hurt with the Dam Red powers that make him immune to anything that normal police or soldiers have.  And his desolid means he attacks where and when he wants.  This is a true Hit and Run specialist. To make him really scarry, give him more SPD and more defence. 

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A more traditional build here, but with a twist

 

Kelvin

 

Val    Char   Cost   Roll Notes

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

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

   15      CON       10      12-

   10      BODY     0       11-

   11      INT          1       11-    PER Roll 11-

   11      EGO         2       11-    ECV:  4

   13      PRE         3       12-    PRE Attack:  2 ½d6

   10      COM       0       11-

 

6+15    PD           2                 Total:  6/21 PD (5/20 rPD)

6+15    ED           3                 Total:  6/21 ED (5/20 rED)

    3       SPD         2                 Phases:  4, 8, 12

    7       REC         0

   30      END        0

   27      STUN      0       Total Characteristic Cost:  55

 

Movement:                    Running:                10"/20"

                                        Flight:                     18"/36"

                                        Leaping:                 3"/6"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

26        Fire and Ice:  Elemental Control, 52-point powers

26        1)  Force Field (15 PD/15 ED), Variable Special Effects (Limited Group of SFX; Fire and Ice; +¼), Reduced Endurance (0 END; +½) (52 Active Points)

44        2)  Energy Blast 8d6, Variable Special Effects (Limited Group of SFX; Fire and Ice; +¼), Reduced Endurance (0 END; +½) (70 Active Points)

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

28        4)  Flight 18", Reduced Endurance (0 END; +½) (54 Active Points)

5          Damage Resistance (5 PD/5 ED)

18        Running +4" (10" total), Reduced Endurance (0 END; +½) (18 Active Points)

 

       Skills

3          Electronics 11-

3          Mechanics 11-

3          Lockpicking 13-

3          Streetwise 12-

5          +1 with DCV

 

Total Powers & Skill Cost:  198

Total Cost:  253

 

200+  Disadvantages

 

Total Disadvantage Points:  253

Earned Experience:  0

Spent Experience:  53

Unspent Experience:  0

 

Background/History:  Mutant with control over fire and ice!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

So every team needs a flying blaster type.  But Kelvin is special in that he has APS fire and APS ice.  Which made it very easy to stat him as I just used VPFX.  Otherwise, he's your traditional flying blaster.  Get in the air and fire from above.  Again his description was so basic I am almost tempted to give him the amnesiac orphan treatment ( you know the PC who has no history or family that killer dm's can latch onto, but that creative dm's have a field day with in the form of unknown hunters, mistaken identities and mysterious happenings)

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