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Mr. R

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A FISS (read PS 235)

 

Stalwart

 

Val    Char   Cost   Roll Notes

  75      STR       65      24-    Lift 819.2tons; 15d6

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

  25      CON      30      14-

  12      BODY     4       11-

  13      INT         3       12-    PER Roll 12-

  13      EGO        6       12-    ECV:  4

  20      PRE       10      13-    PRE Attack:  4d6

  20      COM       5       13-

 

  33      PD          18               Total:  33 PD (30 rPD)

  33      ED          28               Total:  33 ED (30 rED)

    3       SPD         5                Phases:  4, 8, 12

  20      REC        0

  50      END        0

  63      STUN      0       Total Characteristic Cost:  189

 

Movement:                   Running:               6"/12"

                                        Flight:                     30"/60"

                                        Leaping:                15"/30"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

37       Reduced Endurance (0 END; +½) (37 Active Points) applied to STR

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

30       Damage Resistance (30 PD/30 ED)

 

       Perks

11       Money:  Filthy Rich

 

       Skills

3          Science Skill:  Chemistry 12-

3          Science Skill:  Archeology 12-

3          Science Skill:  Botany 12-

3          Electronics 12-

3          Mechanics 12-

3          Computer Programming 12-

3          Research:  KS 12-

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

5          Language:  German (idiomatic; literate)

5          Language:  Russian (idiomatic; literate)

 

Total Powers & Skill Cost:  200

Total Cost:  389

 

200+  Disadvantages

10       Vulnerability:  1 ½ x STUN Light (Common)

5          Vulnerability:  1 ½ x BODY Light (Uncommon)

5          Vulnerability:  1 ½ x Effect light (Uncommon)

15       Physical Limitation:  Glowing body (Frequently; Greatly Impairing)

10       Psychological Limitation:  believes in duty (Common; Moderate)

144     Experience Points

 

Total Disadvantage Points:  389

Earned Experience:  0

Spent Experience:  144

Unspent Experience:  0

 

Background/History:  James Simic got his powers by being exposed to strange radiation from a meteor.  Encouraged by his family to use his powers for the betterment of society, he found the stress of leading a team almost drove himover the edge. He retired for a while, but is now back as an independant.  He hopes to use his experience to help other heroes, as well as use is fotune to help in other ways.  But many question his motives.  Is he really helping out, or is this a ploy?

 

The only change I did was give him a fortune.  I really can see him as a mentor who doesn't want to get in too deep for fear of losing it again.  So more of a behind the scenes guy, who just happens to be able to juggle dumptrucks and fly like a Sabre jet.

 

Power wise he's a FISS (Flight, Invulnerability, Super Speed)

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An unhinged weather controller

 

Stratosfear

 

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-

  14      BODY     8       12-

  15      INT         5       12-    PER Roll 12-

  10      EGO        0       11-    ECV:  3

  15      PRE         5       12-    PRE Attack:  3d6

  14      COM       2       12-

 

12+10 PD           9                Total:  12/22 PD (8/18 rPD)

12+10 ED           9                Total:  12/22 ED (8/18 rED)

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

    6       REC        0

  30      END        0

  30      STUN      0       Total Characteristic Cost:  93

 

Movement:                   Running:               6"/12"

                                        Flight:                     10"/20"

                                        Leaping:                3"/6"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

60       Multipower, 60-point reserve

6u       1)  Desolidification , Reduced Endurance (0 END; +½) (60 Active Points)

4u       2)  (Total: 40 Active Cost, 40 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, 25% (Real Cost: 10)

15       Elemental Control, 30-point powers

15       1)  Flight 10", Reduced Endurance (0 END; +½) (30 Active Points)

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

15       3)  Force Field (10 PD/10 ED), Reduced Endurance (0 END; +½) (30 Active Points)

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

6u       1)  Energy Blast 8d6, Area Of Effect (One Hex; +½) (60 Active Points)

5u       2)  Energy Blast 8d6, Indirect (Same origin, always fired away from attacker; +¼) (50 Active Points)

 

       Perks

8          Money:  Wealthy

 

       Skills

3          Computer Programming 12-

3          Navigation 12-

3          Systems Operation 12-

3          Paramedics 12-

3          Electronics 12-

3          Mechanics 12-

10       +2 with DCV

 

Total Powers & Skill Cost:  324

Total Cost:  417

 

200+  Disadvantages

15       Enraged:  When fighting (Uncommon), go 11-, recover 11-

15       Psychological Limitation:  ikes to terrorise and destroy (Common; Strong)

187     Experience Points

 

Total Disadvantage Points:  417

Earned Experience:  0

Spent Experience:  187

Unspent Experience:  0

 

Background/History:  Jared Stradler lost his family due to a F5 tornado.  So he dedicated his life to tracking tornadoes.  But his desire was to find another F5 and join them.  And when he found one, he jumped in whole heartedly.  But he didn't die, instead some of the power merged with him and it was intoxicating.  He longed to feel the power again, and found he could summon it at will.  With no family or ties, he now wanders ther world, causing havok and destruction. 

 

 

First off a typo, He should have 50% dam red energy resistant and the slot is 60 active and 6 for the MP.

 

Now, another sad case of powers driving the possessor insane.  Seriously he should join with Faultline and get two more (Seamount and Flamebait) and call themselves the Element of Destruction.

 

As it is, he is fairly scary.  Maneuverable, decent attacks and good defences.

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Scary from beyond the stars

 

The Denizen

 

Val    Char   Cost   Roll Notes

  100     STR        90      29-    Lift 26.2ktons; 20d6

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

   35      CON       50      16-

   10      BODY     0       11-

    5       INT         -5      10-    PER Roll 10-

    6       EGO        -8      10-    ECV:  2

   30      PRE        20      15-    PRE Attack:  6d6

    4       COM      -3      10-

 

   20      PD           0                 Total:  20 PD (20 rPD)

   20      ED          13                Total:  20 ED (20 rED)

    2       SPD         0                 Phases:  6, 12

   27      REC         0

   70      END        0

   78      STUN      0       Total Characteristic Cost:  181

 

Movement:                    Running:                15"/60"

                                        Leaping:                 20"/40"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

50        Reduced Endurance (0 END; +½) (50 Active Points) applied to STR

20        Damage Resistance (20 PD/20 ED)

30        Energy Damage Reduction, Resistant, 50%

30        Physical Damage Reduction, Resistant, 50%

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

 

       Talents

5          Rapid Healing

 

       Skills

3          Climbing 13-

3          Stealth 13-

3          Tracking 10-

3          Survival 10-

5          +1 with DCV

 

Total Powers & Skill Cost:  192

Total Cost:  373

 

200+  Disadvantages

35        Enraged:  Berserk When disturbed (Uncommon), go 14-, recover 8-

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

20        Physical Limitation:  12 ft tall and 2000 pounds (All the Time; Greatly Impairing)

25        Psychological Limitation:  Animal instinct and intelligence (Very Common; Total)

78        Experience Points

 

Total Disadvantage Points:  373

Earned Experience:  0

Spent Experience:  78

Unspent Experience:  0

 

Background/History:  An alien biological weapon, sent out from a dying empire as a spoilsport weapon. instead he was fired at random and ended up on earth.  All he wants to do is sleep, but whenever he wakes up a murderous rage fils him and he goes on a rampage.

 

A natural disaster on two legs.  He's the reason to get the Centurions and the Valkyries and Sinistry to all join forces.  This guy should be the toughest thing in your campaign. His only real weakness is to mental powers, but any mentallist who can control him needs to be powerful enough when he isn't controlled.  So I could see some MD (Not versus Ego Attack) to give a reason that Menton hasn't turned him into a personal blackmail device.

 

Also what about the people who made him, maybe they have second thought and are trying to recover their creations.  Or the planets that have suvived rampages and seek to annihalate all examples.  Should he be destroyed?  HMMM!

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A mastermind in the making

 

The Octagon

 

Val    Char   Cost   Roll Notes

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

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

  24      CON      28      14-

  14      BODY     8       12-

  15      INT         5       12-    PER Roll 12-

  10      EGO        0       11-    ECV:  3

  10      PRE         0       11-    PRE Attack:  2d6

  20      COM       5       13-

 

    8       PD           3                Total:  8 PD (5 rPD)

    8       ED           3                Total:  8 ED (5 rED)

    5       SPD        16               Phases:  3, 5, 8, 10, 12

  10      REC        0

  48      END        0

  39      STUN      0       Total Characteristic Cost:  125

 

Movement:                   Running:               6"/12"

                                        Flight:                     15"/30"

                                        Leaping:                5"/10"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

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

30       Energy Damage Reduction, Resistant, 50%

90       Absorption 6d6  (energy, PD, ED and Stun), Can Absorb Maximum Of 48 Points' Worth Of Energy Damage, Provides Resistant PD and ED (+½), Absorption As A Defense (x2) (90 Active Points)

45       Flight 15", Reduced Endurance (0 END; +½) (45 Active Points)

7          Healing BODY 1d6 (10 Active Points); Resurrection Only (-½)     1

 

       Skills

3          Acrobatics 14-

3          Breakfall 14-

3          Interrogation 11-

3          Streetwise 11-

3          Paramedics 12-

15       +3 with DCV

 

Total Powers & Skill Cost:  282

Total Cost:  407

 

200+  Disadvantages

20       Psychological Limitation:  Magalomania (Very Common; Strong)

10       Psychological Limitation:  Temper (Common; Moderate)

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

10       Hunted:  Scientists who created him! 8- (Less Pow; NCI; Capture)

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

10       Social Limitation:  Public ID (Frequently; Minor)

132     Experience Points

 

Total Disadvantage Points:  407

Earned Experience:  0

Spent Experience:  132

Unspent Experience:  0

 

Background/History:  The product of a long genetic experiment.  He's the eigth generation in that lineage.  It is hoped that he will lead us to a new age of peace and prosperity.  But unfortunately the hopes were dashed.  Otto Corben is not going to be a peaceful leader.  Already he has committed crimes to help bankrole his future endeavors.  Now th assemble a team of agents and a strike team of superpowered being and he can start on his plans of world conquest.  If only those rumours about his siblings were not true!

 

 

I added the flight as it made sense. 

 

So the mastermind who wants it all.  He can be a joke or serious depending on where you want to take him.  Joke- all his plans fall apart early due to poor planning, only he manages to get away.  Serious, all his plans are to a larger goal, and he plays for keeps. 

 

Powerwise, I went with the flying energy projector who gets harder to take out the more you ht him with any type of energy.  Basically you give him a second wind (Stun) and he becomes harder to hurt (PD and ED).  Add 50% Dam Red and he's very hard to take out!

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So another blue collar villain

 

Twilight

 

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-

  13      INT         3       12-    PER Roll 12-

  10      EGO        0       11-    ECV:  3

  10      PRE         0       13-    PRE Attack:  4d6

  10      COM       0       11-

 

12+5   PD           9                Total:  12/17 PD (8/13 rPD)

12+5   ED           9                Total:  12/17 ED (8/13 rED)

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

    6       REC        0

  30      END        0

  31      STUN      0       Total Characteristic Cost:  76

 

Movement:                   Running:               6"/12"

                                        Leaping:                3"/6"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

15       Nightstalking:  Armor (5 PD/5 ED)

7          Nightstalking:  +10 PRE (10 Active Points); Linked (Nightstalking; -½)

4          +3 with Stealth (6 Active Points); Linked (Nightstalking; -½)

4          +3 with Tracking (6 Active Points); Linked (Nightstalking; -½)

4          +3 with Navigation (6 Active Points); Linked (Nightstalking; -½)

3          Nightvision (5 Active Points); Linked (Nightstalking; -½)

110     Darkness to Sight Group, Danger Sense and Combat Sense 4" radius, Alterable Size, Mobile (+½), Reduced Endurance (0 END; +½) (110 Active Points)

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

3          Life Support  (Eating: Character does not eat)

 

       Perks

7          Money:  Wealthy

 

       Skills

3          Computer Programming 12-

3          Electronics 12-

3          Science Skill:  laser communication 12-

3          Streetwise 13-

3          Stealth 12-

3          Tracking 12-

3          Navigation 12-

15       +3 with DCV

 

Total Powers & Skill Cost:  276

Total Cost:  352

 

200+  Disadvantages

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

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

5          Dependence:  energy Takes 2d6 Damage (Common; 1 Day)

122     Experience Points

 

Total Disadvantage Points:  352

Earned Experience:  0

Spent Experience:  122

Unspent Experience:  0

 

Background/History:  Dyson Regent was working in using diamonds and lasers as communications tools.  Part of it was creating black diamonds.  But an explosion in the lab showered him with diamond fragments.  The company he worked for went under and he was out of work.  But he had powers, and so began a life as an independant contractor called Twilight.  In the process, he developped a taste for fine art, and so became the occasional art theif as well.  Now he is thinking what to do next.  He's rich and could retire, but where is the fun in that.

 

 

I won't say much except he's a good servicable villain, with a cool schtict.  I like him!

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Lastly a water based NPC

 

Undine

 

Val     Char  Cost   Roll       Notes

13+30    STR       3       12- / 18-    Lift 151.6kg/9700.6kg; 2 ½d6/8 ½d6

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

   15        CON     10      12-

12+6     BODY    4       11- / 13-

   11        INT        1       11-            PER Roll 11-

   20        EGO      20      13-            ECV:  7

   13        PRE        3       12-            PRE Attack:  2 ½d6

   22        COM     6       13-

 

    8         PD          5                         Total:  8 PD (8 rPD)

    8         ED          5                         Total:  8 ED (8 rED)

    3         SPD       5                         Phases:  4, 8, 12

    6         REC       0

   30        END       0

27+6     STUN    0       Total Characteristic Cost:  77

 

Movement:                    Running:                6"/12"

                                        Leaping:                 2"/4"

                                        Swimming:             15"/30"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

60        Water form:  Physical Damage Reduction, Resistant, 75%

30        water form:  Energy Damage Reduction, Resistant, 50%

12        Water form:  Life Support  (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)

20        Swimming +13" (15" total), Reduced Endurance (0 END; +½) (20 Active Points)

6          Reduced Endurance (0 END; +½) (6 Active Points) applied to STR

22        Water control:  Elemental Control, 44-point powers

18        1)  Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 3,904 kg, -4 DCV, +4 PER Rolls to perceive character, 7 m tall, 3 m wide), Reduced Endurance (0 END; +½) (45 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Only when in contact with water; -¼)

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

48        3)  Telekinesis (35 STR), Affects Porous, Reduced Endurance (0 END; +½) (94 Active Points); Conditional Power Power does not work in Common Circumstances (Only when in contact with water; -½)

 

       Skills

3          Computer Programming 11-

3          Streetwise 12-

3          Stealth 12-

3          Lockpicking 12-

3          Concealment 11-

3          Electronics 11-

3          Mechanics 11-

10        +2 with DCV

 

Total Powers & Skill Cost:  293

Total Cost:  370

 

200+  Disadvantages

10        Distinctive Features:  Bald and blueish skin (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

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

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

10        Psychological Limitation:  Greedy (Common; Moderate)

10        Psychological Limitation:  Teenager mentality (Common; Moderate)

10        Social Limitation:  Teenager (Frequently; Minor)

115      Experience Points

 

Total Disadvantage Points:  370

Earned Experience:  0

Spent Experience:  115

Unspent Experience:  0

 

Background/History:  Amy Gruensky was a street punk.  She became interested in the occult and began hanging around occult bookstores and shops,pilfering the ocasional book or bauble.  Then she stole  a bauble that reacted badly and it seemed to curse her.  Going on a fear induced rampage, she was finally catured and calmed by the her Heirophant.  He explained what happened to her and took her under his wing.  But soon the street punk came back and she chaffed at the restrictions hierophant placed on her life. She didn't ask for this.  She likes the power, but she chaffs at the restrictions people seem to place on them.  In many ways she is still the 15 year old wanting to know what to do with her life.  If only there was a school for this!

 

 

I like her build.  Tough and versatile.  Also the fact she is water based gives hooks again to ocean adventures.  The mystic origins could have more hooks.  And she has a Major NPC as a further hook. 

 

Agan, she is perfect for Xavier School (or the equivelent) in your campaign. 

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So that's the last of them.  If there are any that I didn't cover that you would like me to try and make, let me know.

 

Also If there comes a time that I try this again, any sugestions on doing it better.  Just don't ask for art work, I don't have the time to search for all that.  I mean in the formatting or expalanations side. Any constructive criticism is welcomed and appreciated!

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