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Mr. R

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And every team needs a brick

 

Strongarm

 

Val    Char   Cost   Roll Notes

   50      STR        40      19-    Lift 25.6tons; 10d6

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

   38      CON       56      17-

   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-

 

   28      PD          18                Total:  28 PD (15 rPD)

   28      ED          20                Total:  28 ED (15 rED)

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

   18      REC         0

   76      END        0

   59      STUN      0       Total Characteristic Cost:  173

 

Movement:                    Running:                6"/12"

                                        Leaping:                 10"/20"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

15        Damage Resistance (15 PD/15 ED)

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

35        Healing BODY 1d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +½) (52 Active Points); Self Only (-½)

 

       Skills

3          Streetwise 11-

3          Survival 11-

5          +1 with DCV

 

Total Powers & Skill Cost:  86

Total Cost:  259

 

200+  Disadvantages

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

5          Reputation: , 8-

39        Experience Points

 

Total Disadvantage Points:  259

Earned Experience:  0

Spent Experience:  39

Unspent Experience:  0

 

Background/History:  Mutant with a bad attitude!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

Standard brick.  He's a little weaker than most, but he has staying power, and is certain to come back for more.  His rep is he likes to fight, but again little else.  He does what he is built for though!

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So now we come to a villain who is begging to be beat up and left in a pile

 

Daddy Longlegs

 

Val    Char   Cost   Roll Notes

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

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

   18      CON       16      13-

   15      BODY    10      12-

   25      INT         15      14-    PER Roll 14-

   20      EGO        20      13-    ECV:  7

   15      PRE         5       12-    PRE Attack:  3d6

   10      COM       0       11-

 

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

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

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

    7       REC         0

   36      END        0

   32      STUN      0       Total Characteristic Cost:  93

 

Movement:                    Running:                2"/4"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

36        (Total: 72 Active Cost, 36 Real Cost) Extra Limbs  (8) (5 Active Points); OIF (-½) (Real Cost: 3) plus +45 STR, Reduced Endurance (0 END; +½) (67 Active Points); OIF (-½), Only with Extra Limbs (-½) (Real Cost: 33)

45        Running 15", x16 Noncombat, Reduced Endurance (0 END; +½) (69 Active Points); OIF (-½)

30        Leaping 15" (Accurate, x8 Noncombat), Reduced Endurance (0 END; +½) (45 Active Points); OIF (-½)

8          High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½)

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

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

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

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

13        +20 STUN (20 Active Points); OIF (-½)

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

36        Armor (18 PD/18 ED) (54 Active Points); OIF (-½)

 

       Perks

5          Money:  Well Off

 

       Skills

3          Mechanics 14-

3          KS: Engineering 14-

3          Lockpicking 12-

3          Security Systems 14-

3          Electronics 14-

3          Computer Programming 14-

3          Systems Operation 14-

3          Streetwise 12-

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

5          Language:  French (idiomatic; literate)

5          Language:  Spanish (idiomatic; literate)

10        +2 with DCV

 

Total Powers & Skill Cost:  314

Total Cost:  407

 

200+  Disadvantages

15        Psychological Limitation:  Casual Killer (Common; Strong)

15        Psychological Limitation:  Vengeful (Common; Strong)

15        Reputation:  Killer, 11- (Extreme)

25        Physical Limitation:  Paralysed Waist down out of armour (All the Time; Fully Impairing)

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

15        Social Limitation:  Secret ID (Frequently; Major)

112      Experience Points

 

Total Disadvantage Points:  407

Earned Experience:  0

Spent Experience:  112

Unspent Experience:  0

 

Background/History:  Disgruntled, vengful murderous scientist with a battle suit

 

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

So his story is he is in an accident, is paralyzed waist down, uses his engineering skills to develop an exoskeleton, which his company then steals from him, getting all the profits and firing him from the company.

 

This sets off what I can only call a psychotic break.  He goes into hiding, develops his battle suit and seaks revenge on, in no particular order, the executives of the company, the entire company itself (including all employees) and the entire city of Century Station.  And revenge is basically total destruction.  He has no compunction about killing to ensure his goals or survival.

 

So, what do I think of him?  Well every campaign needs a villain the heroes can feel good about pilling into the ground.  And here he is.  With his psych lims, he's guaranteed to keep coming after them as they are now the top of his shit list.

 

Power wise, he's Doc Ock.  but not as stylish.   

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The last of the main book NPC's I wrote up.  

 

Polarity

 

Val     Char  Cost   Roll       Notes

18+30    STR       8       13- / 19-    Lift 303.1kg/19.4tons; 3 ½d6/9 ½d6 [2/5]

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

   20        CON     20      13-

   13        BODY    6       12-

   10        INT        0       11-            PER Roll 11-

   10        EGO       0       11-            ECV:  3

   10        PRE        0       11-            PRE Attack:  2d6

   10        COM     0       11-

 

8+24     PD          4                         Total:  8/32 PD (0/18 rPD)

8+24     ED          4                         Total:  8/32 ED (0/18 rED)

    3         SPD       2                         Phases:  4, 8, 12

    8         REC       0

   40        END       0

   32        STUN    0       Total Characteristic Cost:  68

 

Movement:                    Running:                6"/12"

                                        Flight:                     15"/30"

                                        Leaping:                 3"/6"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

25        Magnetism:  Elemental Control, 50-point powers

43        1)  Telekinesis (40 STR), Reduced Endurance (0 END; +½) (90 Active Points); Only Works On Limited Types Of Objects Limited Group of Objects (Ferrous metals; -½)

23        2)  Telekinesis (20 STR), Fine Manipulation, Reduced Endurance (0 END; +½) (60 Active Points); Only Works On Limited Types Of Objects Limited Group of Objects (-½)

27        3)  Flight 15", Position Shift, Reduced Endurance (0 END; +½) (52 Active Points)

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

20        Elemental Control, 40-point powers

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

25        2)  Density Increase (6,400 kg mass, +30 STR, +6 PD/ED, -6" KB), Reduced Endurance (0 END; +½) (45 Active Points)

 

       Skills

3          Lockpicking 13-

3          Mechanics 11-

3          Electronics 11-

3          Computer Programming 11-

4          TF:  Common Motorized Ground Vehicles, Large Planes, Small Planes

 

Total Powers & Skill Cost:  248

Total Cost:  316

 

200+  Disadvantages

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

15        Social Limitation:  Secret ID (Frequently; Major)

15        Psychological Limitation:  Unsure of self (Common; Strong)

5          Reputation:  Slacker, 8-

71        Experience Points

 

Total Disadvantage Points:  316

Earned Experience:  0

Spent Experience:  71

Unspent Experience:  0

 

Background/History:

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

Polarity is a lot more powerful that he seems at first glance.  But the combination of powers give him a good deal of tactical flexibility.  Just the flight, FF, and DI, together make him dangerous.  Add a TK and Entangle... he can hold down two to three heroes at once.  I like that.  He's another blue collar villain type.  It just a job for him, and a steady stream of medium scores is better that one big one.  Seriously, if he made a large score, he'd probably retire.  

 

I can see the slacker tag, but a smart villain could see the potential of working with him.  I could see him like Killjoy, a villain you could almost admire.

 

Powerwise, he's good.  Attacks, defenses (WOW!) and mobility.  I could see adding an EB, just to add to his offence a bit, but he really is good to go.

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So next up I will start on Gramercy Island NPC's.  Again I won't do all, but those that interest me / that I find interesting.  Thus I will start with the teams of the Bodyshots, the Deathsquad, the Workshop and the Liberators.

 

So a small comment on the Bodyshot and Deathsquad.  The Minotaur (the Big Boss) must have multiple personalities.  One is a proven group that has been caught and sent to prison.  He refuses to bust them out as it would tip authorities as to how powerful he is.  The second is a group made of of members who recently tried to kill each other, have no rep as a group, but he plans to bust out so they can act as his enforcers.

 

WHA????

 

Whatever.  I am presenting each build as if they are out of prison / free.  And I will present both groups as working for the Minotaur at the same time.  Thus he can mix and match for each mission.  If all twelve come out, it is something BIG!

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So I will start with the Bodyshots.  This is a thug squad of underground fighter who have been brought together as an enforcement squad by the Minotaur, the new Big Gang Leader in CS.

 

Uppercut

 

Val    Char   Cost   Roll Notes

   40      STR        30      17-    Lift 6400.0kg; 8d6

   28      DEX       54      15-    OCV:  9/DCV:  9

   35      CON       50      16-

   14      BODY     8       12-

   10      INT          0       11-    PER Roll 11-

   11      EGO         2       11-    ECV:  4

   19      PRE         9       13-    PRE Attack:  3 ½d6

    8       COM      -1      11-

 

   10      PD           2                 Total:  10 PD (10 rPD)

   10      ED           3                 Total:  10 ED (10 rED)

    8       SPD        42                Phases:  2, 3, 5, 6, 8, 9, 11, 12

   15      REC         0

   70      END        0

   52      STUN      0       Total Characteristic Cost:  199

 

Movement:                    Running:                6"/12"

                                        Leaping:                 8"/16"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

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

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

10        Damage Resistance (10 PD/10 ED)

20        Reduced Endurance (0 END; +½) (20 Active Points) applied to STR

4          Martial Block                                                                            +2            +2            Block, Abort

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

4          Martial Strike                                                                            +0            +2            10d6 Strike

5          Offensive Strike                                                                        -2            +1            12d6 Strike

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

 

       Talents

18        Combat Luck (9 PD/9 ED)

 

       Skills

3          Acrobatics 15-

3          Breakfall 15-

3          Electronics 11-

3          Mechanics 11-

3          Lockpicking 15-

3          Computer Programming 11-

3          Paramedics 11-

3          KS: law 11-

3          Concealment 11-

 

Total Powers & Skill Cost:  129

Total Cost:  328

 

200+  Disadvantages

10        Reputation:  Mutant boxer, 11-

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

15        Social Limitation:  Secret ID (Frequently; Major)

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

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

63        Experience Points

 

Total Disadvantage Points:  328

Earned Experience:  0

Spent Experience:  63

Unspent Experience:  0

 

Background/History:

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

So a washed up boxer takes a new experimental drug to help him win one last fight.  But it ends up giving him super powers and he kills a man in the ring.  So he goes underground and joins an illegal fighting circuit that specializes in super brawls.  Eventually he rises to the top, and is tapped as the leader of the Bodyshots.  And he likes it.  Tangling with supers is a challenge for him.  As a leader, he seems the "let them loose" type than any organised plan, and is leader by simple virtue that he's the toughest SOB on the team.  All his powers are geared to a super brawler (super Str, super dex, super con, Natural Combat)

 

As an NPC he's got a few hooks.

 

Power wise, he's a nasty one, but I am sure this was intentional and rolling all that randomly seems..... unlikely.  He hits hard and can take some serious punishment.  He's as reactive as a speedster, strong as a brick an agile like a Mart Artist.  

 

All in all a bit over the top, but OK!

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One of the thugs of this team.

 

Roundhouse

 

Val    Char   Cost   Roll Notes

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

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

   30      CON       40      15-

   13      BODY     6       12-

    8       INT         -2      11-    PER Roll 11-

    8       EGO        -4      11-    ECV:  3

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

   14      COM       2       12-

 

  8+6     PD           1                 Total:  8/14 PD (5/11 rPD)

  8+6     ED           2                 Total:  8/14 ED (5/11 rED)

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

   13      REC         0

   60      END        0

   45      STUN      0       Total Characteristic Cost:  108

 

Movement:                    Running:                11"/22"

                                        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

21        Running +5" (11" total), Reduced Endurance (0 END; +½) (21 Active Points)

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

4          Fast Strike                                                                                 +2            +0            8 ½d6 Strike

4          Martial Block                                                                            +2            +2            Block, Abort

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

3          Martial Grab                                                                              -1            -1             Grab Two Limbs, 43 STR for holding on

4          Martial Strike                                                                            +0            +2            8 ½d6 Strike

5          Offensive Strike                                                                        -2            +1            10 ½d6 Strike

3          Legsweep                                                                                  +2            -1             7 ½d6 Strike, Target Falls

3          Takedown                                                                                 +1            +1            6 ½d6 Strike; Target Falls

 

       Talents

12        Combat Luck (6 PD/6 ED)

 

       Skills

3          Acrobatics 13-

3          Climbing 13-

3          Interrogation 11-

3          Tracking 11-

3          Survival 11-

3          Lockpicking 13-

3          Stealth 13-

3          Mechanics 11-

3          Electronics 11-

3          Paramedics 11-

3          Carpenter:  PS: Appraise 11-

10        +2 with DCV

 

Total Powers & Skill Cost:  139

Total Cost:  247

 

200+  Disadvantages

10        Hunted:  Other Martial artists 8- (As Pow; Harshly Punish)

15        Psychological Limitation:  Considers himself the greatest (Common; Strong)

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

5          Rivalry:  Professional, Other Martial artist, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

10        Psychological Limitation:  Will challenge other martial artist first (Uncommon; Strong)

 

Total Disadvantage Points:  247

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

He's on a mission.  The Martial Arts have become stagnant and decadent from years of commonality.  He will sweep it away.  Fight him.  If you win he will retire.  If you lose, you retire and close your school forever.  Then he got to Century Station and fell into the underground fighting circuit and cut a swath though the opposition.  Only Uppercut gave him a serious challenge.  (yeah right, there are two other members that could take him out easy as well IMHO).  Anyway he was invited to join the team and has relished the challenge of fighting supers.  

 

In all honesty, he's not the toughest.  But he has a few hooks from his past and his desire to prove himself.  If your team has a MA member, he will zero in on them as a challenge to be vanquished.

 

Powerwise, he's good for double teaming.  He and Bolchok (to be seen later) could make a nasty tag (if you can get past his desire to prove himself)  I can see him spoiling a plan by rushing in to challenge someone to prove himself.  

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One more for today, an out of the box type

 

Stranglehold

 

Val     Char  Cost   Roll       Notes

40+10    STR      30      17- / 19-    Lift 6400.0kg/25.6tons; 8d6/10d6 [4/5]

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

   35        CON     50      16-

13+2     BODY    6       12-

    8         INT       -2      11-            PER Roll 11-

   15        EGO      10      12-            ECV:  5

   10        PRE        0       11-            PRE Attack:  2d6

    8         COM     -1      11-

 

   20        PD         12                        Total:  20 PD (20 rPD)

   20        ED         13                        Total:  20 ED (20 rED)

    3         SPD       2                         Phases:  4, 8, 12

   15        REC       0

   70        END       0

51+2     STUN    0       Total Characteristic Cost:  144

 

Movement:                    Running:                6"/12"

                                        Leaping:                 8"/16"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

20        Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 304 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide), Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points)

75        Stretching 10", Reduced Endurance (0 END; +½) (75 Active Points)

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

30        Physical Damage Reduction, Resistant, 50%

20        Damage Resistance (20 PD/20 ED)

 

       Skills

3          Streetwise 11-

3          Lockpicking 13-

3          Concealment 11-

3          Stealth 13-

3          Climbing 13-

3          Systems Operation 11-

10        +2 with DCV

 

Total Powers & Skill Cost:  193

Total Cost:  337

 

200+  Disadvantages

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

15        Social Limitation:  Secret ID (Frequently; Major)

5          Physical Limitation:  Losing stretching power (Infrequently; Slightly Impairing)

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

92        Experience Points

 

Total Disadvantage Points:  337

Earned Experience:  0

Spent Experience:  92

Unspent Experience:  0

 

 

He's the classic fell into a vat of something and got superpowers.  He was a thug before and he's a thug now, just bigger and badder.  Except his powers are slowly disappearing ( the Stretching and Dam Red only) and he's getting scared.  So he's willing do do things to keep his powers that may blow up the team and Minotaur's plans!

 

SO I like him.  He's got some interesting powers that can catch a super by surprise.  And he can take a hit.   And he has some interesting possible hooks to get the players interested.  

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So the tag team partner to Roundhouse

 

Bolchock

 

Val    Char   Cost   Roll Notes

   28      STR        18      15-    Lift 1212.6kg; 5 ½d6

   30      DEX       60      15-    OCV:  10/DCV:  10

   20      CON       20      13-

   13      BODY     6       12-

   10      INT          0       11-    PER Roll 11-

   10      EGO         0       11-    ECV:  3

   10      PRE         0       11-    PRE Attack:  2d6

   16      COM       3       12-

 

  8+6     PD           2                 Total:  8/14 PD (5/11 rPD)

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

    6       SPD        20                Phases:  2, 4, 6, 8, 10, 12

   10      REC         0

   40      END        0

   37      STUN      0       Total Characteristic Cost:  133

 

Movement:                    Running:                11"/22"

                                        Leaping:                 5"/10"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

14        Reduced Endurance (0 END; +½) (14 Active Points) applied to STR

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

14        Batons:  Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +½) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-½)

                Notes:  (x2 number of items)

21        Running +5" (11" total), Reduced Endurance (0 END; +½) (21 Active Points)

5          Defensive Block                                                                       +1            +3            Block, Abort

5          Defensive Strike                                                                       +1            +3            5 ½d6 Strike

3          Defensive Throw                                                                     +1            +1            Block, Target Falls

4          Fast Strike                                                                                 +2            +0            7 ½d6 Strike

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

3          Legsweep                                                                                  +2            -1             6 ½d6 Strike, Target Falls

4          Martial Strike                                                                            +0            +2            7 ½d6 Strike

4          Reversal                                                                                     -1            -2             43 STR to Escape; Grab Two Limbs

1          Weapon Element:  Clubs

 

       Talents

18        Combat Luck (9 PD/9 ED)

 

       Skills

3          Acrobatics 15-

3          Breakfall 15-

3          Climbing 15-

3          Interrogation 11-

3          Tracking 11-

3          Survival 11-

3          Stealth 15-

3          Paramedics 11-

3          Mechanics 11-

3          Electronics 11-

16        +2 with All Combat

 

Total Powers & Skill Cost:  163

Total Cost:  296

 

200+  Disadvantages

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

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

66        Experience Points

 

Total Disadvantage Points:  296

Earned Experience:  0

Spent Experience:  66

Unspent Experience:  0

 

A Russian expat who like A Clockwork Orange a bit too much comes to Century Station to work with the local Russian Mafia.  But the organization he's join has pissed off the Minotaur and all are killed, except Bolchok.  He's given a choice, join or die (Not really a choice).  He's a good enough fighter that he makes it into the fighting circuit and later the Bodyshots.  And after a while he grows to like his job.  He's good at it.  

 

You will note the lack of Disads with him.  That's because he's got very few.  He's like Killjoy from Hitters Inc.  He just wants to do his job and get paid.  He's very much a blue collar thug.  Laid back and go with the flow.

 

Power wise, he's another Physical Training guy.  I could see him and Roundhouse doing a good tag team.  His combat pattern is to wade in, blocking a dodging until his opponent is out of attacks.  With Roundhouse I see him blocking, which allows Roundhouse a free attack.  Or a legsweep for roundhouse to get a bonus on OCV next attack.  I can even see a power with Roundhouse of "+ to OCV when other blocks or dodges".

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This is one of the other two that I believe could beat Roundhouse easily.  Meet the fightin bot:

 

Knuckleduster

 

Val    Char   Cost   Roll Notes

   45      STR        35      18-    Lift 12.8tons; 9d6

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

   20      CON       20      13-

   13      BODY     6       12-

   16      INT          6       12-    PER Roll 12-

   12      EGO         4       11-    ECV:  4

   13      PRE         3       12-    PRE Attack:  2 ½d6

   20      COM       5       13-

 

   28      PD          19                Total:  28 PD (25 rPD)

   28      ED          24                Total:  28 ED (25 rED)

    6       SPD        35                Phases:  2, 4, 6, 8, 10, 12

   13      REC         0

   40      END        0

   46      STUN      0       Total Characteristic Cost:  172

 

Movement:                    Running:                16"/32"

                                        Leaping:                 19"/38"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

22        Reduced Endurance (0 END; +½) (22 Active Points) applied to STR

22        Life Support  (Eating: Character only has to eat once per week; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week)

25        Damage Resistance (25 PD/25 ED)

36        Running +10" (16" total), Reduced Endurance (0 END; +½) (36 Active Points)

5          Nightvision

5          Infrared Perception (Sight Group)

15        Radar (Radio Group)

19        Leaping +10" (19" forward, 9 ½" upward), Reduced Endurance (0 END; +½) (19 Active Points)

 

       Talents

3          Absolute Range Sense

3          Absolute Time Sense

 

       Skills

3          Climbing 12-

3          Animal Handler 12-

3          Acrobatics 12-

3          Breakfall 12-

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

5          Language:  Spanish (idiomatic; literate)

10        +2 with DCV

 

Total Powers & Skill Cost:  182

Total Cost:  354

 

200+  Disadvantages

25        Physical Limitation:  Robot body (All the Time; Fully Impairing)

5          Psychological Limitation:  Programmed to fight (Uncommon; Moderate)

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

15        Hunted:  Corporation that created him 8- (As Pow; NCI; Capture)

15        Social Limitation:  Secret ID (Frequently; Major)

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

69        Experience Points

 

Total Disadvantage Points:  354

Earned Experience:  0

Spent Experience:  69

Unspent Experience:  0

 

Programmed as a practice aid to help train agents.  Was lost and his auto programming kicked in.  Eventually he became self aware and found he liked fighting and earning money to keep him in repairs.  Eventually he made his way to CS and the Minotaur.  

 

This NPC would come across as a surprise to most PCs.  He looks like a normal person, but can soak up amazing amounts of damage.  And he hits hard.  Actually I think I could justify his Str at 50 just because he fits the brick role so well in the team.  And he has a ton of plot hooks.

 

So I like him!

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Last member of the Bodyshots, and maybe the most dangerous

 

Haymaker

 

Val    Char   Cost   Roll Notes

   40      STR        30      17-    Lift 6400.0kg; 8d6

   30      DEX       60      15-    OCV:  10/DCV:  10

   30      CON       40      15-

   12      BODY     4       11-

   17      INT          7       12-    PER Roll 12-

   18      EGO        16      13-    ECV:  6

   16      PRE         6       12-    PRE Attack:  3d6

   20      COM       5       13-

 

   23      PD          15                Total:  23 PD (15 rPD)

   23      ED          17                Total:  23 ED (15 rED)

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

   14      REC         0

   60      END        0

   47      STUN      0       Total Characteristic Cost:  210

 

Movement:                    Running:                11"/22"

                                        Leaping:                 8"/16"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

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

15        Radar (Radio Group)

15        Damage Resistance (15 PD/15 ED)

20        Reduced Endurance (0 END; +½) (20 Active Points) applied to STR

21        Running +5" (11" total), Reduced Endurance (0 END; +½) (21 Active Points)

 

       Skills

3          Acrobatics 15-

3          Climbing 15-

3          Breakfall 15-

3          Computer Programming 12-

3          Paramedics 12-

3          KS: Buisiness and finance 12-

16        +2 with All Combat

 

Total Powers & Skill Cost:  130

Total Cost:  340

 

200+  Disadvantages

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

15        Psychological Limitation:  Casual Killer (Common; Strong)

15        Social Limitation:  Secret ID (Frequently; Major)

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

10        Hunted:  Brother 8- (As Pow; Capture)

80        Experience Points

 

Total Disadvantage Points:  340

Earned Experience:  0

Spent Experience:  80

Unspent Experience:  0

 

So she was a fitness nut, and got into bodybuilding and fitness training.  Then at a competition, it was found that she was a mutant.  Lost everything, home friends, endorsements.  On the streets you do what you need to survive and so she fought.  Found she was good at it also.  Eventually she fell in with the Minotaur and his enforcer team (she's the other member who could hand Roundhouse his rear end).  Even Uppercut remarks she has a mean streak.  

 

Like Uppercut, I find it hard to believe her powers were rolled randomly (Str, PP, PE, radar and Power channeling).  She's designed to hit fast and hard.  One thing I liked was that she has a family (brother who is looking for her)  They describe him as naive (cue killing own family to show what a rat bastard she is).  But I mad him as powerful.  (he's a mutant also.)  So now cue punching your brother full force, expecting to kill him and something much stronger emerges from the rubble.  

 

Her build is OK, but the plot hooks make her cool.  This could be like Salvo from Hitters Inc.  Leaving her a bloody pulp would not phase players in the slightest if you play her right!

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So onto the Deathsquad.  First the leader, someone I feel is much more capable than Uppercut.  

 

Doubletap

 

Val    Char   Cost   Roll Notes

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

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

   23      CON       26      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

   15      COM       3       12-

 

8+12    PD           4                 Total:  8/20 PD (5/17 rPD)

8+12    ED           3                 Total:  8/20 ED (5/17 rED)

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

    9       REC         0

   46      END        0

   37      STUN      0       Total Characteristic Cost:  120

 

Movement:                    Running:                11"/22"

                                        Flight:                     15"/30"

                                        Leaping:                 4"/8"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

21        Running +5" (11" total), Reduced Endurance (0 END; +½) (21 Active Points)

24        Hard suit:  Armor (12 PD/12 ED) (36 Active Points); OIF (-½)

17        jet pack:  Flight 15" (30 Active Points); OIF (-½), 1 Continuing Charge lasting 1 Hour (-¼)      [1 cc]

25        Heavy Ion Blaster:  Energy Blast 10d6, 4 clips of 8 Charges (+0) (50 Active Points); OAF (-1) [8]

25        Ion Blaster:  Energy Blast 8d6, 8 clips of 12 Charges (+¼) (50 Active Points); OAF (-1)            [12]

29        energy grenades:  Energy Blast 8d6, Area Of Effect (4" Radius; +1) (80 Active Points); OAF (-1), 6 Charges (-¾)               [6]

27        High explosive grenades:  Energy Blast 10d6, Area Of Effect (One Hex; +½) (75 Active Points); OAF (-1), 6 Charges (-¾)    [6]

4          Martial Block                                                                            +2            +2            Block, Abort

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

4          Martial Strike                                                                            +0            +2            6d6 Strike

5          Offensive Strike                                                                        -2            +1            8d6 Strike

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

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

 

       Skills

3          Climbing 13-

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

3          Survival 12-

3          Concealment 12-

3          Computer Programming 12-

3          Streetwise 12-

3          Electronics 12-

3          Mechanics 12-

3          KS: Law 12-

3          Lockpicking 13-

3          Security Systems 12-

3          Stealth 13-

15        +3 with DCV

 

Total Powers & Skill Cost:  251

Total Cost:  370

 

200+  Disadvantages

10        Psychological Limitation:  Over confident (Common; Moderate)

10        Reputation:  Secret Agent, 11-

20        Hunted:  The Hidden Realm 8- (Mo Pow; NCI; Harshly Punish)

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

120      Experience Points

 

Total Disadvantage Points:  370

Earned Experience:  0

Spent Experience:  120

Unspent Experience:  0

 

So he's a Secret Agent.   A male version of Elite.  Similar skills and equipment.  Tactical leader (like Elite).  However they did give him more plot hooks.  He's got a nasty hunted, (Note police should have NCI as well) and an ego a mile wide.  But he also looks like he would lead the team better.  

 

I like Super Agent PC's, but there needs to be something to make them different from each other.  Unfortunately in HU, the skill list is the same for all Sec. Ag. Characters.  But Doubletap has promise.  As a leader he could take any team he commands and make them nasty.  I expect tactics and battle maneuvers from this guy.  He's a leader that PC's could respect, even he's on the other side.

 

Not bad and a serciveable NPC.  

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And the resident attack dog of of the Deathsquad:

 

The Hong Kong Kid

 

Val    Char   Cost   Roll Notes

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

   26      DEX       48      14-    OCV:  9/DCV:  9

   25      CON       30      14-

   14      BODY     8       12-

   11      INT          1       11-    PER Roll 11-

   14      EGO         8       12-    ECV:  5

   15      PRE         5       12-    PRE Attack:  3d6

   16      COM       3       12-

 

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

  8+6     ED           3                 Total:  8/14 ED (5/11 rED)

    6       SPD        24                Phases:  2, 4, 6, 8, 10, 12

    8       REC         0

   50      END        0

   35      STUN      0       Total Characteristic Cost:  140

 

Movement:                    Running:                9"/18"

                                        Leaping:                 3"/6"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

15        Running +3" (9" total), Reduced Endurance (0 END; +½) (15 Active Points)

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

50        Sliver gun:  Multipower, 80-point reserve,  (80 Active Points); all slots OAF (-1)

                Notes:  (x4 number of items)

3u        1)  darts:  Killing Attack - Ranged 2 ½d6, 4 clips of 32 Charges (+½) (60 Active Points); OAF (-1)          [32]

3u        2)  slugs:  Energy Blast 8d6, 4 clips of 32 Charges (+½) (60 Active Points); OAF (-1) [32]

 

       Talents

6          Firearms:  Lightning Reflexes: +6 DEX to act first with Single Action

 

       Skills

15        Weaponsmith 17-

5          Rapid Attack (Ranged)

10        Two-Weapon Fighting (Ranged)

3          WF:  Small Arms, Off Hand

3          Demolitions 11-

3          Electronics 11-

3          Mechanics 11-

3          Survival 11-

3          Tracking 11-

3          Forgery 11-

3          Lockpicking 14-

3          Streetwise 12-

3          Concealment 11-

3          Security Systems 11-

3          Stealth 14-

15        +3 with DCV

 

Total Powers & Skill Cost:  175

Total Cost:  315

 

200+  Disadvantages

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

15        Social Limitation:  Secret ID (Frequently; Major)

20        Psychological Limitation:  Overconfident (Common; Total)

5          Hunted:  Triads 11- (As Pow; Watching)

60        Experience Points

 

Total Disadvantage Points:  315

Earned Experience:  0

Spent Experience:  60

Unspent Experience:  0

 

He's got a lot to live up to.  His grandfather was triad assassin, his father was triad assassin.  He's carrying on the family tradition.  He's come to CS to give himself a challenge.  The Triads have agreed to this as long as he kicks back his 85%.  So far it has been lucrative.  

 

HKK is the supremely overconfident member.  He's got skills.  And he's got a special gun.   Basically it shoot small slivers at fantastic speeds so it can carry a lot of ammunition.  Since to get any real damage it needs to be fired in bursts, I gave it a good damage and enough charges to justify constant use.  The fact that he never seems to reload is due to the fact that he carries four of them and at least 4 clips for each.  (yeah, he comes loaded).

 

I gave him overconfident, but even that is not enough.  It seems he's almost fool hardy, wading out of cover, guns blazing.  Maybe I should have given him some Combat Luck?  But he's also the teams skill monkey.  Seriously if it shoot, he can fix it.  I can see Double tap keeping a very close eye on him as he is almost too valuable to lose.

 

Powerwise, it does show some of the versatility of the Hardware set.  Of course the Analytic gets the best toys, but weaponsmith comes close.  Look at the difference between Hong Kong Kid and A villain coming up called Hairtrigger.  Same set, but the characters have some differences.  

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Another blazing gunner of the Deathsquad, and one who could tear the team apart:

 

Sixgun

 

Val    Char   Cost   Roll Notes

   23      STR        13      14-    Lift 606.3kg; 4 ½d6

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

   30      CON       40      15-

   15      BODY    10      12-

   10      INT          0       11-    PER Roll 11-

   15      EGO        10      12-    ECV:  5

   10      PRE         0       11-    PRE Attack:  2d6

    8       COM      -1      11-

 

    8       PD           3                 Total:  8 PD (5 rPD)

    8       ED           2                 Total:  8 ED (5 rED)

    7       SPD        42                Phases:  2, 4, 6, 7, 9, 11, 12

   11      REC         0

   60      END        0

   42      STUN      0       Total Characteristic Cost:  143

 

Movement:                    Running:                6"/12"

                                        Leaping:                 4"/8"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          six arms:  Extra Limbs  (4)

5          Damage Resistance (5 PD/5 ED)

11        Reduced Endurance (0 END; +½) (11 Active Points) applied to STR

60        Alter limbs:  Multipower, 60-point reserve

6u        1)  blaster:  Energy Blast 8d6, 32 clips of 12 Charges (+½) (60 Active Points)              [12]

5u        2)  Energy grenade:  Energy Blast 8d6, Area Of Effect (One Hex; +½) (60 Active Points); 64 clips of 1 Charge (-¼)            [1]

6u        3)  Machine gun:  Killing Attack - Ranged 2 ½d6, 32 clips of 12 Charges (+½) (60 Active Points)           [12]

4u        4)  frag grenade:  Killing Attack - Ranged 2 ½d6, Area Of Effect (One Hex; +½) (60 Active Points); 32 clips of 1 Charge (-½)    [1]

4u        5)  sword hand:  Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), Reduced Endurance (0 END; +½) (45 Active Points)

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

 

       Skills

3          Streetwise 11-

3          Lockpicking 13-

3          Concealment 11-

3          Climbing 13-

3          Electronics 11-

3          Mechanics 11-

3          Paramedics 11-

2          TF:  Common Motorized Ground Vehicles

15        +3 with DCV

 

Total Powers & Skill Cost:  147

Total Cost:  290

 

200+  Disadvantages

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

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

10        Psychological Limitation:  Unsure of villainy (Common; Moderate)

10        Social Limitation:  Public ID (Frequently; Minor)

35        Experience Points

 

Total Disadvantage Points:  290

Earned Experience:  0

Spent Experience:  35

Unspent Experience:  0

 

So another Alter Limbs guy.  Hands become BFGs.  But with six arms, he can put out some serious firepower.  Played right, he can be a good ranged member, who hits a PC every time he moves.  But they didn't give him any armour and he seriously needs it.  

 

But it is his backstory that has the hooks.  A mutant, with little education, he used his powers to provide for his family.  Then they found out about his villainy and disowned him.  This has led to a crisis of conscience and he is thinking of retiring and going straight.  If so the Minotaur will certainly kill him.

 

Cue a hero team to save him.  Maybe he and Stranglehold can leave together.  This would put a serious dent in the Minotaur's teams.

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And the team sniper, cause every team needs a sniper!

 

Pointman

 

Val    Char   Cost   Roll Notes

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

   30      DEX       60      15-    OCV:  10/DCV:  10

   18      CON       16      13-

   14      BODY     8       12-

   13      INT          3       12-    PER Roll 12-

    7       EGO        -6      10-    ECV:  2

    7       PRE         -3      10-    PRE Attack:  1d6

   10      COM       0       11-

 

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

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

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

    8       REC         0

   36      END        0

   32      STUN      0       Total Characteristic Cost:  124

 

Movement:                    Running:                13"/26"

                                        Leaping:                 3"/6"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

27        Running +7" (13" total), Reduced Endurance (0 END; +½) (27 Active Points)

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

9          +6 versus Range Modifier for Sight Group

5          Infrared Perception (Sight Group)

5          Nightvision

45        Sniper rifle:  Energy Blast 12d6, 16 clips of 8 Charges (+¼), Increased Maximum Range (1,875"; +¼) (90 Active Points); OAF (-1)    [8]

16        sniper pistol:  Killing Attack - Ranged 2 ½d6 (40 Active Points); OAF (-1), 8 clips of 3 Charges (-½)     [3]

 

       Skills

3          Climbing 15-

3          Electronics 12-

3          Mechanics 12-

3          Survival 12-

3          Trading 10-

2          WF:  Small Arms

3          Lockpicking 15-

3          Concealment 12-

3          Streetwise 10-

3          Stealth 15-

15        +3 with DCV

 

Total Powers & Skill Cost:  174

Total Cost:  298

 

200+  Disadvantages

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

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

25        Psychological Limitation:  Sniper (Very Common; Total)

10        Reputation:  Sniper, 11-

15        Psychological Limitation:  Like a challange (Common; Strong)

28        Experience Points

 

Total Disadvantage Points:  298

Earned Experience:  0

Spent Experience:  28

Unspent Experience:  0

 

Another whose past is left obscure other than he wants to bag a number of Heads of State for some personal reason.  His last attempt failed and he was almost captured.  But he's broke.  And needs MONEY!

 

So this allows an evil GM to introduce plenty of complications.  I could even see him getting the contract to kill Doubletap and is just waiting for the right time.  Or doing something amazingly bad at a crucial time contrary to the Minotaur's plans.  Also he's a super soldier, so where did he get his powers.  

 

Power wise.  Classic sniper.  Shot from FAAAAARRR away.  He's Lazer, without the jetpack (and the coolness).  In combat, he should scare some PCs as he is very accurate.  

 

Serviceable, but .....

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So two more for the weekend.  The last two members and the most despicable in my mind.  First the tank of the Deathsquad:

 

Sabot

 

Val    Char   Cost   Roll Notes

    0       STR       -10     16-    Lift 2425.1kg; 6 ½d6

    0       DEX       -30     13-    OCV:  6/DCV:  6

   20      CON       20      13-

   14      BODY     8       12-

   10      INT          0       11-    PER Roll 11-

   10      EGO         0       11-    ECV:  3

   10      PRE         0       11-    PRE Attack:  2d6

   10      COM       0       11-

 

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

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

    1       SPD         0                 Phases:  4, 8, 12

    4       REC         0

   40      END        0

   24      STUN      0       Total Characteristic Cost:  -12

 

Movement:                    Running:                15"/60"

                                        Leaping:                 21"/84"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

36        Armor (18 PD/18 ED) (54 Active Points); OIF (-½)

24        +33 STR, Reduced Endurance (0 END; +½) (49 Active Points); OIF (-½), No Figured Characteristics (-½) (Modifiers affect Base Characteristic)

27        +18 DEX (54 Active Points); OIF (-½), No Figured Characteristics (-½) (Modifiers affect Base Characteristic)

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

13        +10 REC (20 Active Points); OIF (-½)

17        +25 STUN (25 Active Points); OIF (-½)

35        Running +15" (15" total), x4 Noncombat, Reduced Endurance (0 END; +½) (52 Active Points); OIF (-½)

17        Leaping +15" (21 ½" forward, 10 ½" upward) (Accurate, x4 Noncombat), Reduced Endurance (0 END; +½) (40 Active Points); OAF (-1)

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

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

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

60        Energy Blast 12d6, Autofire (2 shots; +¼), 32 Charges (+¼) (90 Active Points); OIF (-½)         [32]

 

       Perks

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

 

       Talents

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

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

 

       Skills

3          Climbing 13-

3          Electronics 11-

3          Mechanics 11-

3          Demolitions 11-

3          Survival 11-

3          Tracking 11-

3          Stealth 13-

10        +2 with DCV

 

Total Powers & Skill Cost:  302

Total Cost:  290

 

200+  Disadvantages

25        Physical Limitation:  Paralysed outside of armour (All the Time; Fully Impairing)

15        Psychological Limitation:  Bully (Common; Strong)

10        Reputation:  War crimes, 11-

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

15        Social Limitation:  Secret ID (Frequently; Major)

10        Experience Points

 

Total Disadvantage Points:  290

Earned Experience:  0

Spent Experience:  10

Unspent Experience:  0

 

So a professional mercenary steps on a mine and gets paralyzed from the neck down.  So he commissions a suit of exo armour to allow him to move and adds a BFG as his main weapon.  And along with Flechette (Up next) he goes from warzone to warzone killing a murdering and getting labelled a war criminal in the process.  Things get so hot for them that they come to Century Station at the behest of the Minotaur to be part of he new team.

 

WOW the Minotaur must not be afraid of the massive amounts of attention getting a monster like this on his roster.  

 

Anyway, Sabot is a decent build really.  Can take a punch, can dish out decent damage, and is fairly maneuverable.  Only his lack of any real strength harms the build.  And he comes with some serious plot hooks.  

 

This is a member that the team could really hate.

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And Sabot's partner:

 

Flechette

 

Val    Char   Cost   Roll Notes

    5       STR        -5      16-    Lift 2425.1kg; 6 ½d6

   24      DEX       42      14-    OCV:  8/DCV:  8

   18      CON       16      13-

   14      BODY     8       12-

   12      INT          2       11-    PER Roll 11-

   12      EGO         4       11-    ECV:  4

   12      PRE         2       11-    PRE Attack:  2d6

    4       COM      -3      10-

 

8+12    PD           1                 Total:  8/20 PD (5/17 rPD)

8+12    ED           4                 Total:  8/20 ED (5/17 rED)

    3       SPD         0                 Phases:  4, 8, 12

   11      REC         0

   36      END        0

   40      STUN      0       Total Characteristic Cost:  71

 

Movement:                    Running:                6"/12"

                                        Leaping:                 6"/12"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

27        +28 STR, Reduced Endurance (0 END; +½) (44 Active Points); OIF (-½) (Modifiers affect Base Characteristic)

24        Armor (12 PD/12 ED) (36 Active Points); OIF (-½)

88        Auto shotguns arms:  Energy Blast 10d6, Autofire (5 shots; +½), 250 Charges (+1) (125 Active Points); OIF (-½)               [250]

                Notes:  (x2 number of items)

 

       Skills

3          Climbing 14-

3          Electronics 11-

3          Mechanics 11-

3          Survival 11-

3          Tracking 11-

3          Stealth 14-

3          Contortionist 14-

10        Two-Weapon Fighting (Ranged)

5          Rapid Attack (Ranged)

10        +2 with DCV

 

Total Powers & Skill Cost:  190

Total Cost:  261

 

200+  Disadvantages

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

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

10        Physical Limitation:  Gun arms (Frequently; Slightly Impairing)

15        Psychological Limitation:  Bully (Common; Strong)

5          Reputation:  War crimes, 8-

20        Social Limitation:  Public ID (Very Frequently; Major)

 

Total Disadvantage Points:  261

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Same as Sabot, an IUD took her arms, so taking a cue from Sabot, she had bionics installed and full replacement weapons arms installed.  And to say she has issues is an understatement.  Like Sabot, she is wanted for warcrimes and has been commissioned by the Minotaur to be part of his new team.

 

Like Sabot, there is little to redeem her in the eyes of the heroes.  

 

She has a cool build, and again some great plot hooks.  But like Sabot I expect she would on top of the PC's hit list very quickly.

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So the Workshop is a three person organization, your go-to people for all those cool gadgets and vehicles for the villain on the rise, or the organization that needs to get a few pieces to fill out the inventory.  The members are 

 

Hairtrigger - weapons expert

 

Overdrive - vehicles of all types

 

Archemedes - armour and non weapon devices.

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So first up, the weapon supplier of the Workshop:

 

Hairtrigger

 

Val    Char   Cost   Roll Notes

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

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

   18      CON       16      13-

   14      BODY     8       12-

   18      INT          8       13-    PER Roll 13-

   15      EGO        10      12-    ECV:  5

   15      PRE         5       12-    PRE Attack:  3d6

   10      COM       0       11-

 

8+12    PD           4                 Total:  8/20 PD (5/17 rPD)

8+12    ED           4                 Total:  8/20 ED (5/17 rED)

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

    8       REC         0

   36      END        0

   32      STUN      0       Total Characteristic Cost:  113

 

Movement:                    Running:                9"/18"

                                        Leaping:                 3"/6"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

24        Armor (12 PD/12 ED) (36 Active Points); OIF (-½)

5          Damage Resistance (5 PD/5 ED)

15        Running +3" (9" total), Reduced Endurance (0 END; +½) (15 Active Points)

25        Roto pistol:  Energy Blast 8d6, 4 clips of 8 Charges (+0) (40 Active Points); OAF (-1)               [8]

                Notes:  (x2 number of items)

42        Gyrojet Pistol:  Energy Blast 10d6, 2 clips of 12 Charges (+0), Does x1 ½ Knockback (+½) (75 Active Points); OAF (-1)   [12]

                Notes:  (x2 number of items)

27        Micro Howitzer:  Energy Blast 8d6, Area Of Effect (4" Radius; +1) (80 Active Points); 4 Charges (-1), OAF (-1)  [4]

33        Knuckle dusters:  Multipower, 50-point reserve,  (50 Active Points); all slots OIF (-½), 12 Charges (-¼)

                Notes:  (x2 number of items)

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

3u        2)  Energy Blast 10d6 (50 Active Points); OIF (-½)

 

       Perks

5          Money:  Well Off

 

       Skills

3          Demolitions 13-

3          Mechanics 13-

3          Electronics 13-

3          Climbing 13-

3          Survival 13-

3          Tracking 13-

3          Computer Programming 13-

3          Weaponsmith 13-

5          Rapid Attack (Ranged)

10        Two-Weapon Fighting (Ranged)

15        +3 with DCV

 

Total Powers & Skill Cost:  234

Total Cost:  347

 

200+  Disadvantages

10        Enraged:  When crossed (Uncommon), go 8-, recover 11-

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

20        Psychological Limitation:  Adrenaline Junky (Common; Total)

15        Psychological Limitation:  Overconfident (Common; Strong)

5          Reputation:  Weapons designer, 8-

10        Psychological Limitation:  Vengeful (Common; Moderate)

15        Social Limitation:  Secret ID (Frequently; Major)

57        Experience Points

 

Total Disadvantage Points:  347

Earned Experience:  0

Spent Experience:  57

Unspent Experience:  0

 

Background/History:  Mike "Mad Dog" McCaffery is an ex marine who mustered out because the action was not intence enough for him. He mover to Century Station to get a part of the action as well as demonstrate some of his weapon designs.  Soon people were calling him not only as some extra muscle but as a weapon supplier.  Then he made contact with Archemedes and Overdrive and started the workshop.  As he is always on edge, he got the nickname Hairtrigger, and has since used it as his handle!

 

So all his equipment is built using Energy Blast, but if you want a more lethal version change everything but the Knuckle Dusters to RKA.  

 

This is the Hong Kong Kid, with the same attitude, but much better tactics.  He wears better armour,  has multiple weapons to handle differing situations, some items for HTH situations (they do happen)  and seemingly a more mature attitude to combat in general.  

 

Anyway, he's the weapons designer (except for energy weapons,  WHY?)  and the main contact with clients.  

 

To me the combat is secondary.  This is a group that gives a reason why the colour gangs all of a sudden getting real cheap energy weapons, or motrocycles with machine guns.  in that they supply that role well.

 

And if the heroes decide to try and find the physical workshop, and raid it, they could be a big surprise with what they can do in combat.  

 

All in all I find the group interesting, not because of what the members can do in combat, but the background they can supply to background!

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This is the guy who would have built the Batmobile.  And then give it more dakka!

 

Overdrive

 

Val    Char   Cost   Roll Notes

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

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

   13      CON        6       12-

   14      BODY     8       12-

   25      INT         15      14-    PER Roll 14-

   20      EGO        20      13-    ECV:  7

   13      PRE         3       12-    PRE Attack:  2 ½d6

   10      COM       0       11-

 

8+12    PD           5                 Total:  8/20 PD (5/17 rPD)

8+12    ED           5                 Total:  8/20 ED (5/17 rED)

    3       SPD         5                 Phases:  4, 8, 12

    6       REC         0

   26      END        0

   29      STUN      0       Total Characteristic Cost:  87

 

Movement:                    Running:                6"/12"

                                        Leaping:                 3"/6"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

24        Armor (12 PD/12 ED) (36 Active Points); OIF (-½)

5          Damage Resistance (5 PD/5 ED)

 

       Perks

5          Money:  Well Off

50        Vehicles & Bases

 

       Talents

3          Bump Of Direction

24        Hotshot Pilot (Star Hero)

8          Lightning Reflexes: +8 DEX to act first with All Actions (12 Active Points); Conditional Power Power does not work in Common Circumstances (Only when driving; -½)

 

       Skills

3          Mechanics 14-

3          Electronics 14-

7          Lockpicking 14-

3          Navigation 14-

3          Weaponsmith 14-

7          Armorsmith 14-

3          Inventor 14-

16        TF:  Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Combat Aircraft, Helicopters, Large Military Ships, Large Motorized Boats, Large Planes, Railed Vehicles, Small Military Ships, Small Motorized Boats, Small Planes, Snowmobiles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles

10        +2 with DCV

 

Total Powers & Skill Cost:  174

Total Cost:  261

 

200+  Disadvantages

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

10        Reputation:  Ace driver, 11-

10        Reputation:  Vehicle specialist, 11-

15        Social Limitation:  Secret ID (Frequently; Major)

20        Psychological Limitation:  Coward except when in a vehicle (Common; Total)

 

Total Disadvantage Points:  261

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Boris Geckle loved cars, and loved them fast.  With his mechanical flare, he souped up his rides and put hisself out as a transporter.  Then on a job gone wrong, he almost died, and so since then he has concentrated on the supply side.  You want a mean machine, with the latest gadgets, you call Overdrive!

 

So like the last NPC, its not so much what he can do, but what he can supply that makes him interesting.  If it is in the Complete Vehicles guide, he can probably build it.  A good guide is as part of his displays he has a Motorcycle, a Sportscar, a Semi-truck, and a Helicopter.  

 

Seriously these guys are Dr. McQuark's SSS&G with some ethical problems.

 

You should never have to fight this guy, but if you do, he'll come at you with a BIG Vehicle, that has LOTS of weapons and LOTS of armour.  And he will certainly pick the time and place for an ambush.  Away from his vehicle he's basically a normal.

 

So again, I like what they can offer a campaign, more that I like them as an enemy!

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Last member of the Workshop

 

Archimedes

 

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-

   15      BODY    10      12-

   25      INT         15      14-    PER Roll 17-

   14      EGO         8       12-    ECV:  5

   18      PRE         8       13-    PRE Attack:  3 ½d6

   16      COM       3       12-

 

8+12    PD           4                 Total:  8/20 PD (5/17 rPD)

8+12    ED           5                 Total:  8/20 ED (5/17 rED)

    5       SPD        22                Phases:  2, 4, 6, 8, 10, 12

    7       REC         0

   30      END        0

   32      STUN      0       Total Characteristic Cost:  117

 

Movement:                    Running:                6"/12"

                                        Flight:                     15"/30"

                                        Leaping:                 3"/6"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

24        Armor (12 PD/12 ED) (36 Active Points); OIF (-½)

7          +1 SPD (10 Active Points); OIF (-½)

3          +1 with DCV (5 Active Points); OIF (-½)

6          +3 PER with all Sense Groups (9 Active Points); OIF (-½)

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

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

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

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

17        Jet boots:  Flight 15" (30 Active Points); OIF (-½), 1 Continuing Charge lasting 1 Hour (-¼)    [1 cc]

38        Knucke dusters:  Multipower, 50-point reserve, all slots 16 Charges (+0) (50 Active Points); all slots OIF (-½)

                Notes:  (x2 number of items)

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

3u        2)  Energy Blast 10d6 (50 Active Points); OIF (-½)

 

       Perks

5          Money:  Well Off

 

       Talents

2          Absolute Range Sense (3 Active Points); IIF (-¼)

2          Absolute Time Sense (3 Active Points); IIF (-¼)

2          Bump Of Direction (3 Active Points); IIF (-¼)

16        Universal Translator 14- (20 Active Points); IIF (-¼)

2          Lightning Calculator (3 Active Points); IIF (-¼)

 

       Skills

3          Armorsmith 13-

3          Systems Operation 14-

3          Security Systems 14-

3          Electronics 14-

3          Mechanics 14-

3          Computer Programming 14-

3          Science Skill:  Chemistry 14-

3          Science Skill:  Biology 14-

3          Science Skill:  Metallurgy 14-

3          Paramedics 14-

3          Acrobatics 13-

3          Breakfall 13-

3          Inventor 14-

15        +3 with DCV

 

Total Powers & Skill Cost:  210

Total Cost:  327

 

200+  Disadvantages

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

10        Hunted:  Mr Fixit 8- (Mo Pow; NCI; Watching)

25        Psychological Limitation:  Nihilist (Very Common; Total)

10        Psychological Limitation:  Enjoys spreading suffering (Common; Moderate)

5          Reputation:  Gadgeteer, 8-

10        Social Limitation:  Public ID (Frequently; Minor)

5          Reputation:  Legacy, 8-

47        Experience Points

 

Total Disadvantage Points:  327

Earned Experience:  0

Spent Experience:  47

Unspent Experience:  0

 

Background/History:  Yvette Cayman is the daughter of the original Archemedes.  She was happy, until her father died in an ambush.  In her grief, she has lashed out at the world, building devices for whoever can pay.  It is her way of getting revenge on the world, because if she can't be happy, neither can anyone else!

 

Recently our school did a play, "The Addams Family - A Musical" (Aside, it is VERY FUNNY).  One line is from Pugsly to Wednesday "Seriously, you have issues!"  That describes Archemedes.  She is the classic 'I do this for revenge on society thet...."  Whatever!  Again, she's more interesting as background than as an opponent.  But she does have a lot of plot hooks.  Of all the members of the Workshop, she's would be the one to get the most face time/interaction.

 

Build wise, I think she is the coolest of the three, but that is mainly because the Analytical Hardware is just that.

 

Computer makes you like Garcia from Criminal Intent.  Great in your 15 minutes, then.....

Weapons is too much like Hunter/vigilante

Vehicle is limiting.  What do you do out of your vehicle?

Analytical gets the best toys in my opinion.

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So now the Fearless.  Alien freedom fighters stranded on earth.  They try to keep a low profile, but can't turn a blind eye to a bad situation.  If it continues, maybe they won't want to leave.

 

First the leader

 

Liberator

 

Val    Char   Cost   Roll Notes

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

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

   28      CON       36      15-

   11      BODY     2       11-

   15      INT          5       12-    PER Roll 12-

   14      EGO         8       12-    ECV:  5

   11      PRE         1       11-    PRE Attack:  2d6

   18      COM       4       13-

 

15+8    PD           7                 Total:  15/23 PD (8/16 rPD)

15+8    ED           9                 Total:  15/23 ED (8/16 rED)

    3       SPD         0                 Phases:  4, 8, 12

   14      REC         0

   56      END        0

   44      STUN      0       Total Characteristic Cost:  130

 

Movement:                    Running:                12"/24"

                                        Flight:                     15"/60"

                                        Leaping:                 7"/14"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

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

16        Armor (8 PD/8 ED) (24 Active Points); OIF (-½)

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

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

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

20        Whipping chain:  Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +½) (37 Active Points); OAF (-1), Hand-To-Hand Attack (-½)

                Notes:  (x2 number of items)

38        Energy Blast 9d6, Reduced Endurance (0 END; +½) (67 Active Points); OAF (-1)

                Notes:  (x2 number of items)

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

4          Fast Strike                                                                                 +2            +0            9 ½d6 Strike

3          Legsweep                                                                                  +2            -1             8 ½d6 Strike, Target Falls

4          Martial Block                                                                            +2            +2            Block, Abort

4          Martial Escape                                                                          +0            +0            53 STR vs. Grabs

3          Martial Grab                                                                              -1            -1             Grab Two Limbs, 48 STR for holding on

4          Martial Strike                                                                            +0            +2            9 ½d6 Strike

3          Martial Throw                                                                           +0            +1            7 ½d6 +v/5, Target Falls

5          Offensive Strike                                                                        -2            +1            11 ½d6 Strike

3          Takedown                                                                                 +1            +1            7 ½d6 Strike; Target Falls

3          Weapon Element:  Blades, Chain & Rope Weapons, Staffs

 

       Skills

3          Stealth 13-

3          Lockpicking 13-

3          Breakfall 13-

11        Security Systems 16-

3          Streetwise 11-

3          Seduction 11-

3          Systems Operation 12-

3          Mechanics 12-

3          Interrogation 11-

3          Tracking 12-

3          Survival 12-

3          Acrobatics 13-

3          Climbing 13-

3          Computer Programming 12-

5          +1 with DCV

 

Total Powers & Skill Cost:  291

Total Cost:  421

 

200+  Disadvantages

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

15        Psychological Limitation:  Wants to leave earth ASAP (Common; Strong)

10        Psychological Limitation:  Hatred of Slavery (Uncommon; Strong)

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

176      Experience Points

 

Total Disadvantage Points:  421

Earned Experience:  0

Spent Experience:  176

Unspent Experience:  0

 

Background/History:  Liberator 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.

 

Liberator is the most normal of the bunch.  He's just a highly skilled HTH expert.  with some cool toys.  The Anti Gravity ring is something I gave to all three.  It gives a reason for them to be in many out of the way places.  They keep the rings secret and don't use them in combat unless it is imperative to do so!

 

So, Liberator seems a decent leader.  And he's got some great plot hooks in him.  

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