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Mr. R

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Rune Ice platform

 

Val Char Cost Roll Notes

 

25 STR 0 14- Lift 800.0kg; 5d6

15 DEX 15 12- OCV:  5/DCV:  3

 

15 BODY 2 12-

 

 

 

 

 

 

4 SPD 15 Phases:  3, 6, 9, 12

 

 

Total Characteristic Cost:  89

Movement: Running: 12"/24"

Flight: 20"/160"

Swimming: 2"/4"

Cost Powers END

95 Power blasters:  Energy Blast 12d6, Reduced Endurance (0 END; +½) (90 Active Points)

Notes:  (x2 number of items)

 

75 flight enchantments:  Flight 20", x8 Noncombat, Full Reverse (+¼), Sideways Maneuverability half velocity (+¼) (75 Active Points)

Total Powers & Skill Cost:  170

Total Cost:  259

200+ Disadvantages

25 Physical Limitation:  No ground movement (All the Time; Fully Impairing)

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

14 Experience Points

Total Disadvantage Points:  259

Earned Experience:  0

Spent Experience:  14

Unspent Experience:  0

Background/History:  

Personality/Motivation:  

Quote:  

Powers/Tactics:  

Campaign Use:  

Appearance:  

 

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Strongarm 2

 

Val Char Cost Roll Notes

 

55 STR 45 20- Lift 51.2tons; 11d6 [3]

18 DEX 24 13- OCV:  6/DCV:  6

23 CON 26 14-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

14 COM 2 12-

23 PD 12 Total:  23 PD (23 rPD)

23 ED 18 Total:  23 ED (23 rED)

4 SPD 12 Phases:  3, 6, 9, 12

16 REC 0

46 END 0

50 STUN 0 Total Characteristic Cost:  162

Movement: Running: 11"/22"

Leaping: 16"/32"

Swimming: 2"/4"

Cost Powers END

14 Reduced Endurance (½ END; +¼) (14 Active Points) applied to STR

 

23 Damage Resistance (23 PD/23 ED)

 

12 Mental Defense (15 points total)

 

10 Running +5" (11" total) 1

 

5 Leaping +5" (16" forward, 8" upward) 1

Perks

3 Contact (Contact has very useful Skills or resources) 8-

5 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) 8-

5 Favor

10 Money:  Wealthy

Skills

3 Bureaucratics 12-

3 Computer Programming 13-

3 KS: Accounting 13-

3 PS: Accounting 13-

3 Trading 12-

3 ASL:  Language (completely fluent)

5 TF:  Large Motorized Ground Vehicles, One-Wheeled Muscle-Powered Ground Vehicles, Small Motorized Ground Vehicles, Small Planes, Two-Wheeled Motorized Ground Vehicles

10 +2 with DCV

32 +4 with All Combat

Total Powers & Skill Cost:  152

Total Cost:  314

200+ Disadvantages

15 Physical Limitation:  Mute (Frequently; Greatly Impairing)

15 Psychological Limitation:  Noblesse Oblige (Common; Strong)

84 Experience Points

Total Disadvantage Points:  314

Earned Experience:  0

Spent Experience:  84

Unspent Experience:  0

Background/History:  Simon Trask Was born to privilege.  A birth defect left him mute, but he still did well in school and out of school.  When his parents died he inherited the fortune.  But he wanted to do more.  So he began a number of charitable organisations.  But then he found his group infiltrated by criminal groups using his charities to wash cash and act as couriers.  He set to rooting them out, but it has been a long slow process!

Personality/Motivation:  Noblesse oblige.  He was born to wealth and feels it his duty to help out, either financially or directly!

Quote:  

Powers/Tactics:  Basic brick!

Campaign Use:  An in to the world of charities and fixing things without fists!

Appearance:  185 cms and 100 KG with black hair and green eyes.  He wears what looks like camo, with numerous pouches on it!

 

 

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White Queen

 

Val Char Cost Roll Notes

 

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

15 DEX 15 12- OCV:  5/DCV:  5

40 CON 60 17-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

16 COM 3 12-

15+15 PD 11 Total:  15/30 PD (15/30 rPD)

15+15 ED 7 Total:  15/30 ED (15/30 rED)

4 SPD 15 Phases:  3, 6, 9, 12

12 REC 0

80 END 0

40 STUN 0 Total Characteristic Cost:  139

Movement: Running: 6"/12"

Flight: 15"/30"

Leaping: 4"/8"

Swimming: 2"/4"

Cost Powers END

15 Damage Resistance (15 PD/15 ED)

 

22 Magnetics:  Elemental Control, 44-point powers

53 1) Magneto disruption:  Energy Blast 12d6, Reduced Endurance (½ END; +¼) (75 Active Points) 3

23 2) Magnetic thrusters:  Flight 15", Reduced Endurance (0 END; +½) (45 Active Points)

35 3)  Magnetic movement:  Telekinesis (40 STR), Reduced Endurance (½ END; +¼) (75 Active Points); Limited Power loses about a third of its effectiveness (Ferrous metals; -½) 3

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

25 5) Disruption touch:  Hand-To-Hand Attack +8d6, Reduced Endurance (0 END; +½) (60 Active Points); Hand-To-Hand Attack (-½)

Perks

8 Money:  Wealthy

Skills

3 Electronics 12-

3 Mechanics 12-

9 Magnetic powers:  +3 with any three maneuvers or a tight group of attacks

24 +3 with All Combat

Total Powers & Skill Cost:  243

Total Cost:  382

200+ Disadvantages

15 Distinctive Features:  Android features (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Physical Limitation:  Needs mechanical repair for some damage (Frequently; Greatly Impairing)

20 Psychological Limitation:  Curiosity (Very Common; Strong)

132 Experience Points

Total Disadvantage Points:  382

Earned Experience:  0

Spent Experience:  132

Unspent Experience:  0

Background/History:  Unit 2379 was designed by some alien race as repair and retrieval unit.  Using flight thruster and magnetic manipulation, and a disintegration beam, it could be sent to fix and bring back pieces of equipment.  But somehow it was damaged and wandered space for millennia.  It has no idea how long.  But when (hero team) was on one of their space adventures, she was found and brought to earth.  Repaired, she lay silent until finally a circuit was tripped and she began to re boot.  Having no place to go, she stayed with the team, until she decided to wander the world.  She wants to get to know this new world she has come to call home.  Since Unit 2379 was intimidating she took a name from a book she read, calling herself the White Queen.

Personality/Motivation:  Curiosity and a hard wired desire to serve.

Quote:  

Powers/Tactics:  Get airborne and raise her magnetic shield.  She will generally use her metal moving abilities first, using her magneto beam as a last resort.  

Campaign Use:  The alien looking at our culture.  Why? WHY?

Appearance:  Humanoid female 160 cm and 47 KG.  She is made of silvery metals and white polymers, and her hair is yellow and purple eyes.  Her costume is a long white dress.

 

 

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Just curious which V&V books these were from?

 

None.  I use V&V to roll up a character, then I take the powers/skills to come up with a background idea.  Then I use Hero Designer to stat them up to how I feel they would look in Hero terms and post them.

 

They are free to use, so if you see something you like, grab it, modify it, and use it!

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Yoeman

 

Val Char Cost Roll Notes

 

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

30 DEX 60 15- OCV:  10/DCV:  10

30 CON 40 15-

10 BODY 0 11-

18 INT 8 13- PER Roll 18-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

16 COM 3 12-

12+6 PD 9 Total:  12/18 PD (12/18 rPD)

12+6 ED 6 Total:  12/18 ED (12/18 rED)

6 SPD 20 Phases:  2, 4, 6, 8, 10, 12

9 REC 0

60 END 0

33 STUN 0 Total Characteristic Cost:  166

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

Cost Powers END

12 Damage Resistance (12 PD/12 ED)

 

30 Find Weakness 11- with All Attacks

 

15 +5 PER with all Sense Groups

 

10 Infrared Perception (Sight Group), Discriminatory

10 Ultraviolet Perception (Sight Group), Discriminatory

27 Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees)

 

60 Heightened attack:  Variable Power Pool, 35 base + 25 control cost, all slots Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (86 Active Points); all slots Limited Power loses about half of its effectiveness (Only to add to HtH or ranged damage; -1)

 

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

 

10 Shield:  +4 with DCV (20 Active Points); OAF (-1)

 

25 Energy Blast 8d6, 32 Charges (+¼) (50 Active Points); OAF (-1) [32]

 

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

4 Martial Block +2 +2 Block, Abort

4 Martial Strike +0 +2 5d6 Strike

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

5 Offensive Strike -2 +1 7d6 Strike

Perks

5 Fringe Benefit:  Concealed Weapon Permit (where appropriate), International Driver's License, Passport, Weapon Permit (where appropriate)

7 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 11-

Talents

12 Combat Luck (6 PD/6 ED)

Skills

 

3 Acrobatics 15-

3 Breakfall 15-

3 KS: History 13-

3 KS: Old films 13-

3 Streetwise 12-

3 Stealth 15-

3 Security Systems 13-

3 Lockpicking 15-

16 +2 with All Combat

Total Powers & Skill Cost:  295

Total Cost:  461

200+ Disadvantages

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

15 Hunted:  Companies he has stolen from 8- (As Pow; NCI; Harshly Punish)

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

10 Psychological Limitation:  Code vs. killing (Common; Moderate)

211 Experience Points

Total Disadvantage Points:  461

Earned Experience:  0

Spent Experience:  211

Unspent Experience:  0

Background/History:  Edmond Littlejohn loved the old style swashbuckler movies and stories.  So much so that he trained extensively for the day that he himself could steal from the rich and give to the poor.  But in modern times stealing, even from those who deserve it, results in being wanted.  Disillusion set in and he started stealing for himself mostly.  He still donates to charities anonymously, but his favourite charity these days is himself.  Yoeman is here to collect.

Personality/Motivation:  He's actually ambivalent about his villainy, but he'll go on jobs with big payoffs to keep his lifestyle.  He wants to retire soon, so he's looking for that last big score!

Quote:  

Powers/Tactics:  Another HtH expert.  With his stats and abilities he's extremely dangerous.  He prefers non-lethal options so he uses a shield and crossbow with blunt heads!

Campaign Use:  Possible redeemable bad guy.  

Appearance:  183 cm tall and 69 KGs, brown hair and eyes, he wears what looks like a midlevel costume with a shield and a crossbow.

 

 

  Yeah he had Heighten Attack twice and level 8.  So a lot of hurt!

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Zhao

 

 

Val Char Cost Roll Notes

 

23 STR 13 14- Lift 606.3kg; 4 ½d6 [2]

20 DEX 30 13- OCV:  7/DCV:  7

20 CON 20 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 17-

25 EGO 30 14- ECV:  8

25 PRE 15 14- PRE Attack:  5d6

12 COM 1 11-

 

8+5 PD 3 Total:  8/13 PD (8/13 rPD)

8+5 ED 4 Total:  8/13 ED (8/13 rED)

6 SPD 30 Phases:  2, 4, 6, 8, 10, 12

9 REC 0

40 END 0

32 STUN 0 Total Characteristic Cost:  149

 

Movement: Running: 6"/12"

Leaping: 4"/8"

Swimming: 2"/4"

 

Cost Powers END

5 Sight Group Flash Defense (5 points)

10 Mental Defense (15 points total)

5 Power Defense (5 points)

 

15 +5 PER with all Sense Groups

 

32 Spatial Awareness (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees)

 

10 Damage Resistance (8 PD/8 ED), Hardened (+¼) (10 Active Points)

 

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

 

22 Healing BODY 2d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 Active Points); Always On (-½), Self Only (-½)

 

4 Martial Block +2 +2 Block, Abort

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

4 Martial Strike +0 +2 9 ½d6 Strike

5 Offensive Strike -2 +1 11 ½d6 Strike

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

12 +3 HTH Damage Class(es)

 

Perks

4 Fringe Benefit:  Black Belt, Buddhist Monk, License to practice a profession, Right to Marry:  Can perform the marriage ceremony

 

Talents

22 Danger Sense (self only, in combat, Discriminatory, Function as a Sense) 17-/12-

 

Skills

3 Breakfall 13-

3 Stealth 13-

3 KS: Buddhism 12-

3 KS: Hinduism 12-

5 PS: Monk 14-

12 +4 with Martial Maneuvers

16 +2 with All Combat

 

Total Powers & Skill Cost:  217

Total Cost:  366

 

200+ Disadvantages

5 Money:  Poor

5 Reputation:  Man out of time, 8-

5 Hunted:  evil time travellers 8- (Less Pow; Harshly Punish)

10 Vulnerability:  1 ½ x STUN Darkness (Common)

10 Vulnerability:  2 x Effect Darkness (Uncommon)

131 Experience Points

 

Total Disadvantage Points:  366

Earned Experience:  0

Spent Experience:  131

Unspent Experience:  0

 

Background/History:  Zhao is a buddhist monk, complete the enhanced senses, martial arts and recovery abilities.  From the 1850's.  Now he wanders the world, seeing its marvels.  He'd like to stay on the sidelines and meditate, but when needed he fights evil and injustice!

 

Personality/Motivation:  A desire to put Buddhism as a factor for good and healing in the world!

 

Quote:  

 

Powers/Tactics:  A HTH combatant.  He gets close and starts dismantling his opponent!

 

Campaign Use:  A peaceful monk with martial arts, what else!

 

Appearance:  179 cm and 80 KG wears traditional buddhist robes and beads!  In bad weather he'll add the hat!

 

 

 

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None.  I use V&V to roll up a character, then I take the powers/skills to come up with a background idea.  Then I use Hero Designer to stat them up to how I feel they would look in Hero terms and post them.

 

They are free to use, so if you see something you like, grab it, modify it, and use it!

 

Very Cool, nice job!

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So a super villain team for you to oppose

 

Enter The Entitled!

 

 

Lord Quantum


 

Val Char Cost Roll Notes

 

30 STR 20 15- Lift 1600.0kg; 6d6 [3]

18 DEX 24 13- OCV:  6/DCV:  6

20 CON 20 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

12 EGO 4 11- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

10 COM 0 11-


8+25 PD 2 Total:  8/33 PD (8/33 rPD)

8+25 ED 4 Total:  8/33 ED (8/33 rED)

4 SPD 12 Phases:  3, 6, 9, 12

10 REC 0

40 END 0

35 STUN 0 Total Characteristic Cost:  92


Movement: Running: 6"/12"

Flight: 8"/16"

Leaping: 6"/12"

Swimming: 2"/4"


Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

18 Gravity:  Elemental Control, 36-point powers

42 1)  Energy Blast 12d6 (60 Active Points) 6

19 2)  Force Field (15 PD/15 ED), Reduced Endurance (½ END; +¼) (37 Active Points) 1

28 3)  Telekinesis (40 STR), Reduced Endurance (½ END; +¼) (75 Active Points); Limited Power Power loses about half of its effectiveness (Only up or down; -1) 3

 

20 Missile Deflection (Any Ranged Attack)

 

70 Multipower, 70-point reserve

5u 1)  Desolidification , Reduced Endurance (½ END; +¼) (50 Active Points) 2

6u 2)  (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30)

 

24 Flight 8", Reduced Endurance (0 END; +½) (24 Active Points)

 

37 Will power:  Force Field (10 PD/10 ED/10 Mental Defense), Reduced Endurance (½ END; +¼) (37 Active Points) 1

 


Perks

16 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, National government departmental employee of major power, Passport, Security Clearance

5 Money:  Well Off


Skills

3 Acting 12-

3 Bureaucratics 12-

3 Bribery 12-

3 Criminology 12-

3 Conversation 12-

3 Forgery 12-

3 High Society 12-

3 Streetwise 12-

3 Computer Programming 12-

16 +2 with All Combat


Total Powers & Skill Cost:  341

Total Cost:  433


200+ Disadvantages

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

20 Psychological Limitation:  Noble arrogance (Very Common; Strong)

15 Psychological Limitation:  Greedy (Common; Strong)

183 Experience Points


Total Disadvantage Points:  433

Earned Experience:  0

Spent Experience:  183

Unspent Experience:  0


Background/History:  Juan Marcado was from an old and distinguished family.  But by the time he was born, the family fortune had largely been squandered.  But he was born with powers, and had plans to return the family fortunes to what it once was.  But planning was not his strong suit.  Then he met Lady Quark.  First they were kindred spirits.  Second she had the smarts and connections to help him put his plans into action.  Using his government contacts, he put his team into action getting favors from certain people in return for equipment and manpower. Now he is ready to go onto the second part of his plan!


Personality/Motivation:  The reverse of noblesse oblige, more noblesse deserves all it wants!


Quote:  


Powers/Tactics:  The ability to control gravity as well the cohesion of his form.  As well he can fire powerful bolts of energy and has an incredibly strong will!


Campaign Use:  Leader of a super team!


Appearance:  Latin features, 192 cms tall and 92 KGs with black hair and dark brown eyes!  His costume looks very regal with black leggings, an old military style jacket with gold piping and epaulets!

 

 

Lady Quark


 

Val Char Cost Roll Notes

 

60 STR 50 21- Lift 102.4tons; 12d6 [3]

15 DEX 15 12- OCV:  5/DCV:  5

20 CON 20 13-

10 BODY 0 11-

20 INT 10 13- PER Roll 13-

13 EGO 6 12- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

20 COM 5 13-


15+20 PD 3 Total:  15/35 PD (15/35 rPD)

15+20 ED 11 Total:  15/35 ED (15/35 rED)

4 SPD 15 Phases:  3, 6, 9, 12

16 REC 0

40 END 0

50 STUN 0 Total Characteristic Cost:  138


Movement: Running: 12"/24"

Leaping: 12"/24"

Swimming: 2"/4"


Cost Powers END

15 Damage Resistance (15 PD/15 ED)

 

15 Reduced Endurance (½ END; +¼) (15 Active Points) applied to STR

 

12 Adaptive:  Life Support  (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week)


20 Adaptive:  Force Field (10 PD/10 ED) 2

 

20 Armor (10 PD/10 ED) (30 Active Points); Ablative BODY Only (-½)

 

18 Running +6" (12" total), Reduced Endurance (½ END; +¼) (18 Active Points) 1


Perks

10 Money:  Wealthy

7 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Passport, Security Clearance


Skills

3 Bribery 12-

3 Bureaucratics 12-

3 Concealment 13-

3 Conversation 12-

3 Criminology 13-

3 High Society 12-

3 Interrogation 12-

3 Lockpicking 12-

3 Security Systems 13-

3 Streetwise 12-

15 +3 with DCV

16 +2 with All Combat


Total Powers & Skill Cost:  178

Total Cost:  316


200+ Disadvantages

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

15 Psychological Limitation:  Desire to prove herself (Common; Strong)

15 Psychological Limitation:  Power hungry (Common; Strong)

76 Experience Points


Total Disadvantage Points:  316

Earned Experience:  0

Spent Experience:  76

Unspent Experience:  0


Background/History:  Natalie Giovanno was of crime royalty.  Part of the Giovanno crime family, she was frustrated by the severely patriarchal attitudes of the Families.  Though gifted in the ways of crime, she would never advance to a position of power in the clan.  When her powers manifested, she saw them as a ticket to getting the power she always desired, but still the attitude persisted.  Then she met Lord Quantum.  He was of true royalty, but his family had squandered the inheritances they had gotten.  Now he was trying to reclaim his old money.  With her bankroll and contacts, she proposed a deal for the Family, use of her and her allies in certain matters in return she and her allies get access to the family’s finances and manpower!


Personality/Motivation:  She wants power and influence.  Others are just pawns in her life.


Quote:  


Powers/Tactics:  Classic brick.  Strong, durable and able to survive hostile environments!  She gets in close and uses her fists!


Campaign Use:  Power hungry super.  She is proud of what she does!


Appearance:  Olive skin, black hair to her shoulder blades, dark brown eyes.  Her weight is 98 KGs but she appears much lighter (about 65 KGs) on a tall 181 cm frame!  Her costume is a female version of Lord Quark's!



 

 

 

 

Toxic


 

Val Char Cost Roll Notes

 

23 STR 13 14- Lift 606.3kg; 4 ½d6 [2]

18 DEX 24 13- OCV:  6/DCV:  6

20 CON 20 13-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

12 EGO 4 11- ECV:  4

12 PRE 2 11- PRE Attack:  2d6

20 COM 5 13-


8+18 PD 3 Total:  8/26 PD (8/26 rPD)

8+18 ED 4 Total:  8/26 ED (8/26 rED)

4 SPD 12 Phases:  3, 6, 9, 12

9 REC 0

40 END 0

32 STUN 0 Total Characteristic Cost:  95


Movement: Running: 6"/12"

Flight: 20"/80"

Leaping: 4"/8"

Swimming: 2"/4"


Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

22 Toxic cloud:  Elemental Control, 44-point powers

34 1)  Flight 20", x4 Noncombat, Reduced Endurance (½ END; +¼) (56 Active Points) 2

28 2)  Energy Blast 10d6 (50 Active Points) 5

23 3)  Force Field (18 PD/18 ED), Reduced Endurance (½ END; +¼) (45 Active Points) 2

35 4)  Energy Blast 4d6, Personal Immunity (+¼), Reduced Endurance (0 END; +½), Area Of Effect (6" Radius; +1), Continuous (+1) (75 Active Points); No Range (-½)

 

25 Entangle 2 ½d6, 0 DEF, Personal Immunity (+¼), Reduced Endurance (0 END; +½), Area Of Effect (7" Radius; +1), Continuous (+1) (94 Active Points); No Defense (-1 ½), Limited Power Power loses about a third of its effectiveness (Make a Con Roll; -½), Limited Power Power loses about a third of its effectiveness (Effect disperses if not in AOE; -½), Linked (Force Field; -¼)


Perks

10 Money:  Wealthy

5 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) 8-

6 Contact (Contact has significant Contacts of his own, Contact has useful Skills or resources) 13-

6 Contact, Organization Contact (x3) (6 Active Points) 11-


Skills

3 Bureaucratics 11-

3 Computer Programming 13-

3 Conversation 11-

3 Deduction 13-

3 Oratory 11-

3 Interrogation 11-

4 PS: Lawyer 14-

16 +2 with All Combat


Total Powers & Skill Cost:  240

Total Cost:  335


200+ Disadvantages

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

15 Psychological Limitation:  Slimy Lawyer (Common; Strong)

20 Psychological Limitation:  Greedy (Very Common; Strong)

90 Experience Points


Total Disadvantage Points:  335

Earned Experience:  0

Spent Experience:  90

Unspent Experience:  0


Background/History:  Donald Smith was an attorney who specialized in ambulance chasing.  But eventually he made the wrong people wrong.  And they tossed him into a waste dump after filling him with some bullets.  But his latent powers and the toxic materials mixed and he managed to survive.  Laying low, he looked for revenge on those who hurt him.  Eventually he met up with Quark and Quantum and decided to join them in both his normal and super IDs. As Toxic he is one of the team blasters and agent specialist!


Personality/Motivation:  A criminal lawyer!


Quote:  


Powers/Tactics:  He can turn into a toxic cloud that can fly, and fire chemical blasts.  Greatest ability is the choking cloud ability that can immobilize agents and even some supers who get too close!.


Campaign Use:  Cause problems as a lawyer and super!


Appearance:  At 180 cm and 69 KGs with brown hair and eyes. His costume is a vile green and brown full bodysuit!



 

 

 

 

Meteora


 

Val Char Cost Roll Notes

 

10 STR 0 11- Lift 100.0kg; 2d6

18 DEX 24 13- OCV:  6/DCV:  6

25 CON 30 14-

10 BODY 0 11-

23 INT 13 14- PER Roll 14-

13 EGO 6 12- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

18 COM 4 13-


8+20 PD 6 Total:  8/28 PD (8/28 rPD)

8+20 ED 3 Total:  8/28 ED (8/28 rED)

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

7 REC 0

50 END 0

28 STUN 0 Total Characteristic Cost:  131


Movement: Running: 30"/120"

Leaping: 2"/4"

Swimming: 2"/4"


Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

45 TK:  Multipower, 45-point reserve

4u 1)  Energy Blast 8d6 (40 Active Points) 4

4u 2)  Telekinesis (30 STR) (45 Active Points) 4

3u 3)  Hand-To-Hand Attack +7d6, Reduced Endurance (½ END; +¼) (44 Active Points); Hand-To-Hand Attack (-½) 1

 

25 TK:  Force Field (10 PD/10 ED), Reduced Endurance (½ END; +¼) (25 Active Points) 1

 

37 Will power:  Force Field (10 PD/10 ED/10 Mental Defense), Reduced Endurance (½ END; +¼) (37 Active Points) 1

 

85 Running +24" (30" total), x4 Noncombat, Reduced Endurance (0 END; +½) (85 Active Points)


Perks

10 Money:  Wealthy


Talents

17 Danger Sense (self only, in combat, Function as a Sense) 14-

15 Lightning Reflexes: +10 DEX to act first with All Actions


Skills

3 Bureaucratics 12-

3 Conversation 12-

3 Deduction 14-

3 Paramedics 14-

3 Seduction 12-

3 PS: Psychology 14-

3 Computer Programming 14-

16 +2 with All Combat


Total Powers & Skill Cost:  290

Total Cost:  421


200+ Disadvantages

5 Dependence:  Medicine Powers Gain 11- Activation Roll (Difficult To Obtain; 1 Day)

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

15 Psychological Limitation:  Glories in destruction (Common; Strong)

20 Psychological Limitation:  Self-centered (Very Common; Strong)

171 Experience Points


Total Disadvantage Points:  421

Earned Experience:  0

Spent Experience:  171

Unspent Experience:  0


Background/History:  Susan Tremanin was the daughter of a wealthy family, but seemed to be a bad seed.  She did everything in her power to snub her family.  But a drug overdose almost killed her.  And somehow the chemical cocktail gave her powers.  She went on a super powered rampage but finally captured she blamed her actions on the chemicals.  Serving time, she seemed to turn over a new leaf.  Actually she was biding her time, and figuring out the chemical mixture that activated her powers.  Once she did, she cashed in her stocks and went underground.  The rush of using her powers is what drives her now.  Then she fell in with Quark and Quantum.  As a team, they can commit a lot more mayhem than she ever could on her own.  She's never been happier!


Personality/Motivation:  Using her powers to commit any number of mayhem, since joining with the others, she can commit destruction on a grander scale!


Quote:  


Powers/Tactics:  A speedster with a few extra powers!


Campaign Use:  Unrepentant villain!


Appearance:  All American girl.  Blond hair, blue eyes, 173cms and 50 KGs!  Her costume is a red bodysuit that lets her hair run free!



 
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Air Dervish

 

Val Char Cost Roll Notes

 

18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]

28 DEX 54 15- OCV:  9/DCV:  9

20 CON 20 13-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

13 EGO 6 12- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

18 COM 4 13-

8+8 PD 4 Total:  8/16 PD (8/16 rPD)

8+8 ED 4 Total:  8/16 ED (8/16 rED)

6 SPD 22 Phases:  2, 4, 6, 8, 10, 12

12 REC 8

40 END 0

29 STUN 0 Total Characteristic Cost:  138

Movement: Running: 6"/12"

Flight: 25"/50"

Leaping: 3"/6"

Swimming: 2"/4"

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

16 Fast Regen:  Armor (8 PD/8 ED) (24 Active Points); Limited Power Power loses about a third of its effectiveness (Lets in at least one body; -½)

17 Long term regen:  Healing BODY 1d6, Can Heal Limbs, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (34 Active Points); Always On (-½), Self Only (-½)

 

62 Flight 25", Reduced Endurance (½ END; +¼) (62 Active Points) 2

 

75 Multipower, 75-point reserve

7u 1)  Energy Blast 12d6, Reduced Endurance (½ END; +¼) (75 Active Points) 3

2u 2)  Missile Deflection (Any Ranged Attack) (20 Active Points)

Skills

3 Acrobatics 15-

3 Criminology 12-

3 Forensic Medicine 12-

3 Law:  KS 12-

16 +2 with All Combat

Total Powers & Skill Cost:  215

Total Cost:  353

200+ Disadvantages

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

25 Psychological Limitation:  Likes to fight (Very Common; Total)

15 Psychological Limitation:  Bully (Common; Strong)

5 Reputation: , 8-

98 Experience Points

Total Disadvantage Points:  353

Earned Experience:  0

Spent Experience:  98

Unspent Experience:  0

Background/History:  James Rodrigues Always had a problem.  Any small insult or look would engender a disproportionate response, ranging from insults to a full blown beat down.  It got so bad that many of his victims grouped together for self protection.  That didn't stop him, rather he seemed to revel in still jumping them when and where he wanted.  So when his powers manifested, he became a very real menace. Only now he attracted some super's attention.  and in his first battle got badly beaten.  But licking his wounds, he went underground.  Now he offers his services as a super mercenary.  As long as he gets a fight against the people who dissed him in the past.  People will respect the Flying Dervish, or he'll punch their face in!

Personality/Motivation:  A liking of fighting and feeling of power that being a bully can bring!

Quote:  

Powers/Tactics:  Fly and blast.  He trusts to his agility to keep from getting hit, and his healing factor to keep him in the fight!

Campaign Use:  A bully for beating!

Appearance:  179 cms and 95 KGs with black hair and brown eyes.  His latino heritage is very evident.  His costume is a red bodysuit and mask!

 

 

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Fortuna

 

Val Char Cost Roll Notes

 

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

20 DEX 30 13- OCV:  7/DCV:  7

20 CON 20 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

18 EGO 16 13- ECV:  6

18 PRE 8 13- PRE Attack:  3 ½d6

16 COM 3 12-

8 PD 5 Total:  8 PD (8 rPD)

8 ED 4 Total:  8 ED (8 rED)

4 SPD 10 Phases:  3, 6, 9, 12

7 REC 0

40 END 0

27 STUN 0 Total Characteristic Cost:  102

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

28 Poison touch:  Energy Blast 10d6 (50 Active Points); No Range (-½), IIF (-¼) 5

 

26 Healing BODY 2d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 Active Points); Self Only (-½), IIF (-¼)

4 Martial Block +2 +2 Block, Abort

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

4 Martial Strike +0 +2 7 ½d6 Strike

5 Offensive Strike -2 +1 9 ½d6 Strike

12 +3 HTH Damage Class(es)

Perks

50 Robot Pet:  Follower

Talents

12 Combat Luck (6 PD/6 ED)

Skills

3 Acting 13-

3 Acrobatics 13-

3 Breakfall 13-

3 Bureaucratics 13-

3 Mimicry 12-

3 Seduction 13-

9 Martial Maneuvers:  +3 with any three maneuvers or a tight group of attacks

15 +3 with DCV

8 +1 with All Combat

Total Powers & Skill Cost:  203

Total Cost:  305

200+ Disadvantages

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

10 Psychological Limitation:  Revenge (Common; Moderate)

85 Experience Points

Total Disadvantage Points:  305

Earned Experience:  0

Spent Experience:  85

Unspent Experience:  0

Background/History:  Lindsey Fowler had a great singing voice and trained as a dancer.  And just before her big break, her family was targeted by criminals as the owned property that they wanted for some money/ realty scheme.  In the end, they lost everything, and she had to place her dreams aside.  On her last day, she investigated one of their almost forgotten properties and found a secret door.  Inside was a small workshop, a few devices and a rather large robot.  And it activated at her presence and asked for instructions.  So she began patrolling and fighting back as Fortuna, as she feels she has been favoured by chance.

Personality/Motivation:  At first simple revenge, but now growing into a sincere desire to protect others from what she has gone through.

Quote:  

Powers/Tactics:  Investigate and infiltrate an area to collect clues.  She has the robot placed somewhere nearby to aid her if necessary.

Campaign Use:  New hero in need of help and guidance!  Also who made her equipment?  What were their original purpose!

Appearance:  Jamaican by ancestry, with black hair and brown eyes.  She stands 171 cms and 64 KGs.  Her costume is a black body suit with black pirate boots and flowing sleeves and a black face mask!

 

 

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Fortuna's pet

 

Val Char Cost Roll Notes

 

50+10 STR 40 19- / 21- Lift 25.6tons/102.4tons; 10d6/12d6 [5/6]

17 DEX 21 12- OCV:  6/DCV:  6

20 CON 20 13-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

18 EGO 16 13- ECV:  6

18 PRE 8 13- PRE Attack:  3 ½d6

10 COM 0 11-

13+17 PD 3 Total:  13/30 PD (10/25 rPD)

13+17 ED 9 Total:  13/30 ED (10/25 rED)

3 SPD 3 Phases:  4, 8, 12

14 REC 0

40 END 0

45 STUN 0 Total Characteristic Cost:  120

Movement: Running: 6"/12"

Leaping: 10"/20"

Swimming: 2"/4"

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

 

14 Loyalty to Fortuna:  Mental Defense (18 points total)

 

15 Robotic Body:  Density Increase (400 kg mass, +10 STR, +2 PD/ED, -2" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Always On (-½)

 

20 Force powers:  Elemental Control, 40-point powers

33 1)  Energy Blast 7d6, Area Of Effect (8" Cone; +1) (70 Active Points); No Range (-½) 7

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

20 3)  Force Wall (8 PD/8 ED) (40 Active Points) 4

Talents

3 Absolute Time Sense

3 Bump Of Direction

Skills

8 +1 with All Combat

Total Powers & Skill Cost:  151

Total Cost:  271

200+ Disadvantages

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

25 Physical Limitation:  Loyalty to Fortuna (All the Time; Fully Impairing)

25 Physical Limitation:  Will always obey Fortuna (All the Time; Fully Impairing)

6 Experience Points

Total Disadvantage Points:  271

Earned Experience:  0

Spent Experience:  6

Unspent Experience:  0

Background/History:  

Personality/Motivation:  

Quote:  

Powers/Tactics:  

Campaign Use:  

Appearance:  

 

 

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Goshawk

 

Val Char Cost Roll Notes

 

10 STR 0 11- Lift 100.0kg; 2d6

13 DEX 9 17- OCV:  13/DCV:  13

15 CON 10 12-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

16 COM 3 12-

8+10 PD 6 Total:  8/18 PD (8/18 rPD)

8+10 ED 5 Total:  8/18 ED (8/18 rED)

5 SPD 1 Phases:  2, 3, 5, 6, 8, 9, 11, 12

5 REC 0

30 END 0

23 STUN 0 Total Characteristic Cost:  52

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 2"/4"

Swimming: 2"/4"

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

25 Wings:  Flight 20", Reduced Endurance (½ END; +¼) (50 Active Points); Restrainable (-½), OIF (-½) 2

 

52 +26 DEX (78 Active Points); OIF (-½)

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

 

62 Will power:  Force Field (10 PD/10 ED/5 Mental Defense), Reduced Endurance (0 END; +½), Invisible Power Effects (Fully Invisible; +1) (62 Active Points)

5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove

5 Passing Disarm -1 -1 Disarm, 40 STR to Disarm; FMove

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

4 Martial Strike +0 +2 8d6 Strike

16 +4 HTH Damage Class(es)

Perks

8 Money:  Wealthy

2 Fringe Benefit:  International Driver's License, Passport

Skills

3 Acrobatics 17-

3 Breakfall 17-

3 Deduction 12-

3 Shadowing 12-

3 Stealth 17-

3 Streetwise 12-

8 +1 with All Combat

Total Powers & Skill Cost:  238

Total Cost:  290

200+ Disadvantages

15 Psychological Limitation:  Greedy (Common; Strong)

75 Experience Points

Total Disadvantage Points:  290

Earned Experience:  0

Spent Experience:  75

Unspent Experience:  0

Background/History:  Sometimes after a super battle there is some "left-overs"  Sandra Markesson was a teenager from a broken home who stumbled upon one of these scenes when the old home that she was casing was attacked but a (villain group).  The old home was a secret base of a rival group and the battle raged for several minutes before both groups abandoned the area for fear of (local super team ) involvement.  In the time before their arrival Sandra ran in and grabbed anything that looked valuable.  And one was, a medallion that gave her avian powers.  After some experimentation and simple robberies, she was approached by one of the groups.  Join, or else.  Taking the hint and not having many moral scruples, she became Goshawk!

Personality/Motivation:  Power has gone to her head!  Now she will take what she wants!

Quote:  

Powers/Tactics:  She's a move-by specialist.  

Campaign Use:  

Appearance:  At 153 cms and 50 KGs, Goshawk is small, except for the large brown and white wings on her back.  Her medallion is on a choker that doesn't look too out of place with her brown and yellow costume!

 

 

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Light Speed

 

Val Char Cost Roll Notes

 

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

18 DEX 24 13- OCV:  6/DCV:  6

23 CON 26 14-

10 BODY 0 11-

13 INT 3 16- PER Roll 16-

30 EGO 40 15- ECV:  10

30 PRE 20 15- PRE Attack:  6d6

18 COM 4 13-

8+15 PD 5 Total:  8/23 PD (8/23 rPD)

8+15 ED 3 Total:  8/23 ED (8/23 rED)

4 SPD 12 Phases:  3, 6, 9, 12

8 REC 0

46 END 0

29 STUN 0 Total Characteristic Cost:  140

Movement: Running: 14"/28"

Leaping: 2"/4"

Swimming: 2"/4"

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

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

 

12 Light control:  Elemental Control, 36-point powers,  (18 Active Points); all slots OIF (-½)

21 1)  Light blast:  Energy Blast 10d6 (50 Active Points); OIF (-½) 5

21 2)  Sight Group Flash 10d6 (50 Active Points); OIF (-½) 5

19 3)  Sight Group Flash 5d6, Personal Immunity (+¼), Area Of Effect (3" Radius; +1) (56 Active Points); No Range (-½), OIF (-½) 6

13 4)  Light shield:  Force Field (15 PD/15 ED), Reduced Endurance (½ END; +¼) (37 Active Points); OIF (-½) 1

 

13 Missile Deflection (Any Ranged Attack) (20 Active Points); OIF (-½)

 

20 Running +8" (14" total), Reduced Endurance (½ END; +¼) (20 Active Points) 1

Perks

4 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Passport

Talents

18 Danger Sense (immediate vicinity, in combat, Discriminatory, Function as a Sense) (27 Active Points); OIF (-½) 16-

Skills

3 Bureaucratics 15-

3 Conversation 15-

3 Deduction 16-

3 High Society 15-

3 Oratory 15-

3 Persuasion 15-

3 KS: Social Work 16-

3 PS: Social work 16-

2 +2 with any single attack with one specific weapon

Total Powers & Skill Cost:  188

Total Cost:  328

200+ Disadvantages

15 Psychological Limitation:  Meddler (Common; Strong)

113 Experience Points

Total Disadvantage Points:  328

Earned Experience:  0

Spent Experience:  113

Unspent Experience:  0

Background/History:  Sarah Nakamura was a dutiful daughter.  But she never went into the sciences or law like her family hoped.  Instead she was drawn to social works and organizations that helped focus public policy.  She was ok at it, but her career would be average.  And she wished she could do more.  Then while looking through her parents belongings one day she came upon a necklace and earrings that literally glowed in her hands.  When she put them on, her mind opened up and she felt much more confident.  All of a sudden her former roadblocks to her latest problems seemed trivial, and persuading others to help her cause was much easier.  So as Lightspeed, she helps champion the causes she believes in as well sa using her powers to help those less fortunate.

Personality/Motivation:  A do gooder even before her boost, she is now a "with great power, comes great responsibility" poster child.

Quote:  

Powers/Tactics:  She tries to find nonviolent solutions, but will use her flashes and light blast if necessary.  Also she has become adept at intercepting ranged attacks and will use it to protect others if need be!

Campaign Use:  

Appearance:  170 cms and 64 KGs of Japanese ancestry.  She wears what looks like a kimono of red and blue, with her hair in a traditional style.

 

 

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Mirage

 

Val Char Cost Roll Notes

 

18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]

18 DEX 24 13- OCV:  6/DCV:  6

18 CON 16 13-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

18 EGO 16 13- ECV:  6

13 PRE 3 12- PRE Attack:  2 ½d6

20 COM 5 13-

8 PD 4 Total:  8 PD (8 rPD)

8 ED 4 Total:  8 ED (8 rED)

4 SPD 12 Phases:  3, 6, 9, 12

8 REC 0

36 END 0

28 STUN 0 Total Characteristic Cost:  97

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 3"/6"

Swimming: 2"/4"

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

25 Psi powers:  Elemental Control, 50-point powers

37 1)  Psi wall:  Force Wall (10 PD/10 ED), Reduced Endurance (½ END; +¼) (62 Active Points) 2

37 2)  Psi construct:  Summon 4 200-point creatures, Reduced Endurance (½ END; +¼) (62 Active Points) 2

34 3)  Telekinesis (25 STR), Fine Manipulation, Reduced Endurance (½ END; +¼) (59 Active Points) 2

25 4)  Flight 20", Reduced Endurance (½ END; +¼) (50 Active Points) 2

25 5)  Ego Attack 5d6 (50 Active Points) 5

 

35 Find Weakness 12- with All Attacks

Perks

5 Favor

4 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, International Driver's License, Passport

Skills

3 Bureaucratics 12-

5 Cramming

5 Cramming

3 Criminology 12-

3 Cryptography 12-

3 Deduction 12-

3 Forensic Medicine 12-

3 Oratory 12-

3 Paramedics 12-

3 Seduction 12-

3 Streetwise 12-

3 Tactics 12-

16 +2 with All Combat

Total Powers & Skill Cost:  291

Total Cost:  388

200+ Disadvantages

15 Psychological Limitation:  Fear of fire (Common; Strong)

173 Experience Points

Total Disadvantage Points:  388

Earned Experience:  0

Spent Experience:  173

Unspent Experience:  0

Background/History:  Mirage gets her name from the psi constructs she can create.  She uses them to act as her muscle on the various criminal endeavors she is found doing.  As to what her plans are, that is unknown, even to who she really is.  Renegade psionic?  Mutant opportunist?  All unknown.  All that is known is that she has developed a solid rep, and is now looking for allies.

Personality/Motivation:  A blank slate for you to add what you want!

Quote:  

Powers/Tactics:  Summon her mirages and sit back and support.  If necessary she'll use her psi blast to help take out an opponent very quickly!

Campaign Use:  Need a mysterious element for your campaign, her you go.

Appearance:  Blue and yellow shimmering costume on her 163 cm 59 KG frame.

 

 

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Omega

 

Val Char Cost Roll Notes

 

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

17 DEX 21 12- OCV:  6/DCV:  6

30 CON 40 15-

10 BODY 0 11-

30 INT 20 15- PER Roll 15-

13 EGO 6 12- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

10 COM 0 11-

8+15 PD 5 Total:  8/23 PD (8/23 rPD)

8+15 ED 2 Total:  8/23 ED (8/23 rED)

4 SPD 13 Phases:  3, 6, 9, 12

9 REC 0

60 END 0

33 STUN 0 Total Characteristic Cost:  115

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 3"/6"

Swimming: 2"/4"

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

15 Force control:  Elemental Control, 30-point powers

45 1)  Force blast:  Energy Blast 12d6 (60 Active Points) 6

35 2)  Flight 20", Reduced Endurance (½ END; +¼) (50 Active Points) 2

22 3)  Force Field (15 PD/15 ED), Reduced Endurance (½ END; +¼) (37 Active Points) 1

35 4)  Force attunement:  Desolidification , Reduced Endurance (½ END; +¼) (50 Active Points) 2

 

20 Point Def Sys:  Missile Deflection (Any Ranged Attack)

Perks

5 Favor

6 Money:  Wealthy

4 Fringe Benefit:  Basic 8- Contact, International Driver's License, License to practice a profession, Passport

Skills

3 Persuasion 12-

3 Seduction 12-

3 Interrogation 12-

3 Conversation 12-

3 PS: Psychologist 15-

3 PS: Law 15-

3 Bureaucratics 12-

5 Cramming

5 Cramming

3 PS: Politics 15-

Total Powers & Skill Cost:  229

Total Cost:  344

200+ Disadvantages

20 Psychological Limitation:  Arrogant (Very Common; Strong)

15 Psychological Limitation:  Be in charge (Common; Strong)

109 Experience Points

Total Disadvantage Points:  344

Earned Experience:  0

Spent Experience:  109

Unspent Experience:  0

Background/History:  Omega is a vat baby.  Genetically designed to be an ultimate human, he was also born with an overdeveloped sense of self.  Basically he was superior and let everyone know it.  After taking over the organization that developed him, he came up with a plan.  As he was superior, he would rule, but he needs allies and a base.  So he has swallowed his pride and placed himself on the market.  Soon he hopes to fund more "Vat babies" as servitors and agents.  But he needs money and supplies.  But soon Omega will rule!

Personality/Motivation:  Future mastermind!

Quote:  

Powers/Tactics:  Fly and snipe.

Campaign Use:  Future super villain team leader in training.  Maybe his own agency?

Appearance:  184 cms, 77 KGs with blond hair and blue eyes.  Costume is a red and gold body suit with an omega symbol and a red cape with gold lining!

 

 

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Orion

 

Val Char Cost Roll Notes

 

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

23 DEX 39 14- OCV:  8/DCV:  8

23 CON 26 14-

10 BODY 0 11-

14 INT 4 12- PER Roll 12-

13 EGO 6 12- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

10 COM 0 11-

8+24 PD 5 Total:  8/32 PD (8/32 rPD)

8+24 ED 3 Total:  8/32 ED (8/32 rED)

5 SPD 17 Phases:  3, 5, 8, 10, 12

8 REC 0

46 END 0

30 STUN 0 Total Characteristic Cost:  108

Movement: Running: 18"/36"

Leaping: 3"/6"

Swimming: 2"/4"

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

10 Vibration:  Elemental Control, 30-point powers,  (15 Active Points); all slots OIF (-½)

23 1)  Vib blast:  Energy Blast 10d6 (50 Active Points); OIF (-½) 5

23 2)  Standing wave:  Entangle 5d6, 5 DEF (50 Active Points); OIF (-½) 5

15 3)  Force Field (15 PD/15 ED), Reduced Endurance (½ END; +¼) (37 Active Points); OIF (-½) 1

23 4)  Vib movement:  Desolidification , Reduced Endurance (½ END; +¼) (50 Active Points); OIF (-½) 2

12 5)  Vib punch:  Hand-To-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-½), OIF (-½) 4

23 6)  Vib wall:  Force Wall (8 PD/8 ED), Reduced Endurance (½ END; +¼) (50 Active Points); OIF (-½) 2

 

18 Running +12" (18" total), Reduced Endurance (½ END; +¼) (33 Active Points); OIF (-½) 1

 

12 Armor (9 PD/9 ED) (27 Active Points); Activation Roll 13- (-¾), OIF (-½)

Perks

5 Favor

6 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 8-

9 Fringe Benefit:  Captain, Concealed Weapon Permit (where appropriate), International Driver's License, Passport, Weapon Permit (where appropriate)

Skills

3 Breakfall 14-

3 Combat Piloting 14-

5 Cramming

5 Cramming

5 Cramming

3 Cryptography 12-

10 Defense Maneuver I-IV

3 Electronics 12-

3 Mechanics 12-

3 Parachuting 14-

3 Paramedics 12-

3 Systems Operation 12-

3 Tactics 12-

16 +2 with All Combat

30 +6 with DCV

Total Powers & Skill Cost:  285

Total Cost:  393

200+ Disadvantages

5 Hunted:  8- (As Pow; NCI; Watching)

10 Psychological Limitation:  Soldier mentality (Common; Moderate)

10 Rivalry:  Professional (; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)

168 Experience Points

Total Disadvantage Points:  393

Earned Experience:  0

Spent Experience:  168

Unspent Experience:  0

Background/History:  John Jones was a soldier.  Loyal to the army, he became dissatisfied with the direction the government is taking.  Finally some superiors tapped him for a hidden initiative that feels the Military should be in charge.  At first he was a simple agent, but as his loyalty was shown, he was asked to participate is a new initiative.  Since supers could be a wild card in any attempt, it was vital the Initiative have its own super squad.  The presented him a power armour they had "acquired" and trained him in its use.  As Orion he has been used so far a agent support, but soon he will be part of a larger super team.  Then the USA will find its true leaders!

Personality/Motivation:  Soldier who has forgotten what he was fighting for.

Quote:  

Powers/Tactics:  Usually accompanied by agents and fellow supers, he supports with ranged attacks.

Campaign Use:  

Appearance:  189 cms and 82 KGs with black hair and brown eyes, of chinese ancestry.  Armour is sleek metallic with two shoulder mounts and gauntlet generators!

 

 

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The Force Field is based on the V&V Willpower ability, so I would go with the more golden glow, as it is more low key.

 

As to how he came to our era?  Let me think of something and I'll post it later.

 

 

PS that pic is awesome, thank you!

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OK Ghost Dancer, here's a quick story on Zhao and how he came to be here in our time.

 

 

Zhao was getting old.  Though he could still teach the arts and was still respected, his skills were slowing down.  Soon he would have to pass the position as teacher to one of his assistants and retire peacefully to teaching the more philosophical parts of the arts (which he prefered).  

 

Then the storm came and the young lady fell from the sky.  He had never seen a lady like her before.  Not only were her clothes garish and unbecoming, but her hair was yellow and eyes of green.  And her tongue was so harsh and guttural.  But she was obviously hurt and so he took her in and nursed.  

 

Then came the attacks by the strange soldiers wielding terrible weapons of flame.  Thought wounded, the lady demonstrated powerful chi abilities and drove them off.  Zhao was intrigued.  So he persuaded her to go with him to a renowned hermit on the mountain and there he was told the truth.

 

The lady was not only not from China, but not from his time.  She was from the future and needed to be sent back.  He could send her back, but the stress could possibly kill her.  But Zhao had the training to shield her, if he was willing to go with her.  But he could never return.  He would be a man out of time.  

 

Zhao did not hesitate.  His life was nearing its end, and using to save a life would be a good end.  Together he and the strange woman entered the portal.  Immediately strange forces assailed them and he tried to shield her from them with his body as much as possible.  The pain was incredible, but his training took over and he quietly endured it.  Soon they emerged into a large chamber with some of the soldiers he had seen earlier and an obvious warlord, fighting a group of strangely dressed individuals.  

 

Their appearance was evidently unexpected, and one of the individuals gestured to what looked like a glowing scroll with a glowing aura.  The lady used a chi blast, but it was deflected.  Understanding that this item was causing the problems, he used the last of his energies to run up and break it.  Then the world went white.  

 

He woke up days later and they had found someone who spoke Chinese (sort of) to explain what had happened.  Apparently destroying the time flux device and released an energy wave that hit Zhao full force, but instead of killing him, it had rejuvenated him.  They also explained that they could not send him back, but he already understood that.

 

A new world and fifty more years to study and meditate and pass on his teachings.  Buddha be praised!

 
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Another team for you, heroes and all from the tech list.  Can you use the help from The Mechanics!

 

 

Silverskin

 

 

Val Char Cost Roll Notes

 

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

23 DEX 39 14- OCV:  8/DCV:  8

18 CON 16 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

18 EGO 16 13- ECV:  6

18 PRE 8 13- PRE Attack:  3 ½d6

16 COM 3 12-

 

25 PD 21 Total:  25 PD (25 rPD)

25 ED 21 Total:  25 ED (25 rED)

4 SPD 7 Phases:  3, 6, 9, 12

8 REC 0

36 END 0

29 STUN 0 Total Characteristic Cost:  144

 

Movement: Running: 24"/48"

Leaping: 4"/8"

Swimming: 2"/4"

 

Cost Powers END

20 Damage Resistance (25 PD/25 ED) (25 Active Points); IIF (-¼)

 

5 Infrared Perception (Sight Group)

5 Nightvision

3 Ultrasonic Perception (Hearing Group)

 

36 Running +18" (24" total), Reduced Endurance (½ END; +¼) (45 Active Points); IIF (-¼) 2

 

75 Energy Blast 12d6, Reduced Endurance (½ END; +¼) (75 Active Points) 3

 

Perks

2 Contact (Contact has useful Skills or resources) 8-

3 Contact (Contact has access to major institutions, Contact has useful Skills or resources) 8-

5 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 8-

10 Money:  Wealthy

 

Skills

3 Armorsmith 14-

3 Bureaucratics 13-

3 Computer Programming 12-

3 Electronics 12-

3 Inventor 12-

3 Mechanics 12-

3 Security Systems 12-

3 Weaponsmith 12-

 

Total Powers & Skill Cost:  188

Total Cost:  332

 

200+ Disadvantages

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

20 Psychological Limitation:  Philanthropy (Very Common; Strong)

107 Experience Points

 

Total Disadvantage Points:  332

Earned Experience:  0

Spent Experience:  107

Unspent Experience:  0

 

Background/History:  John Carter was a businessman.  Very successful, he did rub some people the wrong way, but generally was regarded as honest and reputable.  He was also a philanthropist, supporting many charities.  It was even rumoured that he bankrolled at least two heroes in their early careers.  So it came as no surprise when he was in a bad accident, that he had made provisions for improvements to be made to himself.  Now nicknamed the Bionic Businessman, Jake is helping Bankroll the Mechanics as Silverskin.

 

Personality/Motivation:  The altruistic businessman with a Spidey Syndrome.

 

Quote:  

 

Powers/Tactics:  Silverskin is a ranged combatant and knows it.  He will scoot and shoot whenever possible.

 

Campaign Use:  Contacts as a businessman, possible mentor.

 

Appearance:  180 cms tall and about 75 KGs with dark brown hair and eyes and african american features, he has a silver polymer cover 90% of his body.  Under it are the circuitry for the gloves and legs! also he has some very high tech glasses.  His costume is a leotard that end mid calf and mid arm colours bronze!

 

 

 

 

 

 

 

Ghost Machine

 

 

Val Char Cost Roll Notes

 

50 STR 40 19- Lift 25.6tons; 10d6 [2]

15 DEX 15 12- OCV:  5/DCV:  5

15 CON 10 12-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

13 EGO 6 12- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

18 COM 4 13-

 

10+15 PD 0 Total:  10/25 PD (10/25 rPD)

10+15 ED 7 Total:  10/25 ED (10/25 rED)

4 SPD 15 Phases:  3, 6, 9, 12

13 REC 0

30 END 0

43 STUN 0 Total Characteristic Cost:  105

 

Movement: Running: 6"/12"

Leaping: 10"/20"

Swimming: 2"/4"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

 

12 Reduced Endurance (½ END; +¼) (12 Active Points) applied to STR

 

60 Non corporeal:  Multipower, 60-point reserve

5u 1)  Desolidification , Reduced Endurance (½ END; +¼) (50 Active Points) 2

4u 2)  (Total: 60 Active Cost, 40 Real Cost) Physical Damage Reduction, Resistant, 50% (30 Active Points); Costs Endurance (-½) (Real Cost: 20) plus Energy Damage Reduction, Resistant, 50% (30 Active Points); Costs Endurance (-½) (Real Cost: 20) 6

 

17 Sonics:  Elemental Control, 34-point powers

33 1)  Energy Blast 10d6 (50 Active Points) 5

20 2)  Force Field (15 PD/15 ED), Reduced Endurance (½ END; +¼) (37 Active Points) 1

 

60 Darkness to Sight Group 4" radius, Personal Immunity (+¼), Reduced Endurance (½ END; +¼) (60 Active Points) 2

 

Perks

5 Favor

 

Talents

3 Absolute Range Sense

3 Absolute Time Sense

3 Bump Of Direction

 

Skills

2 KS 11-

2 KS 11-

2 KS 11-

3 Mechanics 12-

3 Electronics 12-

 

Total Powers & Skill Cost:  247

Total Cost:  352

 

200+ Disadvantages

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

20 Physical Limitation:  Rescue and protection programing (All the Time; Greatly Impairing)

112 Experience Points

 

Total Disadvantage Points:  352

Earned Experience:  0

Spent Experience:  112

Unspent Experience:  0

 

Background/History:  Robotic Unit 2468 was conceived as rescue unit, that could go desolid, enter into dangerous areas and then use its strength to move objects and rescue victims.  But (Villain agency) attacked the developmental facility to steal the prototype.  Which they did.  But there was a second unit, with extra features and abilities they didn't know about  and ignored.  This Unit 2469 activated automatically after the attack and began rescue operations.  And due to some quirk, she was self aware.  Until legal proceeding could be settled she was left in the care of the Workshop, a group of mechanically based heroes and called Ghost Machine.

 

Personality/Motivation:  To rescue and protect is a part of her core programing.  Also her AI is opening up new pathways all the time, so new features will develop over time.

 

Quote:  

 

Powers/Tactics:  A brick with some extras.  She usually relies on her strength, but the sonics can be used if necessary.  Also for some reason she has a black light generator that she can see through, which she can use to gain an advantage or to hinder the enemy.

 

Campaign Use:  A new life form?

 

Appearance:  Definitely robotic with a female frame (reason unknown but 50% human looking) she wears a full black body suit not out of modesty, but to keep out of any extra trouble.  She is about 168 cms and appears as about 54 KGs but is actually about three times that!

 

 

 

 

 

 

 

Singularity

 

 

Val Char Cost Roll Notes

 

18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]

18 DEX 24 13- OCV:  6/DCV:  6

35 CON 50 16-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

13 EGO 6 12- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

16 COM 3 12-

 

8+25 PD 4 Total:  8/33 PD (8/33 rPD)

8+25 ED 1 Total:  8/33 ED (8/33 rED)

4 SPD 12 Phases:  3, 6, 9, 12

11 REC 0

70 END 0

37 STUN 0 Total Characteristic Cost:  119

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

17 Gravity:  Elemental Control, 34-point powers

39 1)  Gravitic manipulation:  Telekinesis (40 STR), Reduced Endurance (½ END; +¼) (75 Active Points); Limited Power Power loses about a third of its effectiveness (Only up or down; -½) 3

20 2)  Gravity defence:  Force Field (15 PD/15 ED), Reduced Endurance (½ END; +¼) (37 Active Points) 1

33 3)  Gravity blast:  Energy Blast 10d6 (50 Active Points) 5

15 4)  Singularity touch:  Hand-To-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-½) 4

 

37 Will power:  Force Field (10 PD/10 ED/10 Mental Defense), Reduced Endurance (½ END; +¼) (37 Active Points) 1

 

Perks

2 Fringe Benefit:  License to practice a profession, Press Pass

4 Contact (Contact has very useful Skills or resources) 11-

4 Contact (Contact has access to major institutions, Good relationship with Contact) 11-

5 Favor

 

Talents

3 Absolute Time Sense

3 Bump Of Direction

 

Skills

3 Computer Programming 13-

3 Conversation 12-

5 Cramming

5 Cramming

5 Cramming

3 Criminology 13-

3 Deduction 13-

3 Forgery 13-

3 Interrogation 12-

3 Lockpicking 13-

3 Shadowing 13-

3 Streetwise 12-

 

Total Powers & Skill Cost:  232

Total Cost:  351

 

200+ Disadvantages

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

20 Psychological Limitation:  Sherlock Holmes mentality (Very Common; Strong)

121 Experience Points

 

Total Disadvantage Points:  351

Earned Experience:  0

Spent Experience:  121

Unspent Experience:  0

 

Background/History:  Jake Watson was good friends with (insert scientific marvel) who consulted with him on many strange cases.  But Jake also had a degenerative muscle disease and was slowly dying.  Then the scientist conceived of a data transfer system to preserve Jakes memories and mind.  Eventually an android body was made available with various offence and defence systems.  So jake decided to join the Mechanics as their team detective under the name Singularity.

 

Personality/Motivation:  Jake was a gifted detective even before the operation.  Now as an android super, he gets involved in the most interesting and convoluted cases he can imagine.

 

Quote:  

 

Powers/Tactics:  Jake uses his gravity powers almost exclusively.  If pressed into HTH he can concentrate a very short range blast, but he prefers to stay at range.

 

Campaign Use:  An android Sherlock Holmes.

 

Appearance:  He appears as 90% human, 177 cms 100 KGs with brown hair and eyes.  He wears three piece suits as he feels it gives him more legitimacy and acceptance!

 

 

 

 

 

 

 

Special Agent Cranston

 

 

Val Char Cost Roll Notes

 

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

17 DEX 21 12- OCV:  6/DCV:  6

23 CON 26 14-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

13 EGO 6 12- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

21 COM 6 13-

 

8+6 PD 5 Total:  8/14 PD (8/14 rPD)

8+6 ED 3 Total:  8/14 ED (8/14 rED)

4 SPD 13 Phases:  3, 6, 9, 12

8 REC 0

46 END 0

29 STUN 0 Total Characteristic Cost:  89

 

Movement: Running: 18"/36"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

30 Running +12" (18" total), Reduced Endurance (½ END; +¼) (30 Active Points) 1

 

63 Multipower, 75-point reserve, all slots 4 clips of 16 Charges (+¼) (94 Active Points); all slots OIF (-½)

3u 1)  Energy Blast 10d6 (50 Active Points); OIF (-½)

4u 2)  Energy Blast 8d6, Explosion (+½) (60 Active Points); OIF (-½)

4u 3)  Energy Blast 8d6, Autofire (5 shots; +½) (60 Active Points); OIF (-½)

4u 4)  Sight Group Flash 6d6, Area Of Effect (3" Radius; +1) (60 Active Points); OIF (-½)

3u 5)  Darkness to Sight Group 5" radius (50 Active Points); OIF (-½)

 

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

4 Martial Block +2 +2 Block, Abort

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

4 Martial Strike +0 +2 7 ½d6 Strike

5 Offensive Strike -2 +1 9 ½d6 Strike

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

12 +3 HTH Damage Class(es)

 

Perks

12 Fringe Benefit:  Captain, Concealed Weapon Permit (where appropriate), International Police Powers, Weapon Permit (where appropriate)

1 Fringe Benefit:  Passport

 

Talents

12 Combat Luck (6 PD/6 ED)

 

Skills

3 Acrobatics 12-

3 Breakfall 12-

3 Bugging 12-

3 Bureaucratics 12-

3 Computer Programming 12-

3 Cryptography 12-

3 Demolitions 12-

3 Electronics 12-

3 Mechanics 12-

3 Navigation 12-

3 Parachuting 12-

3 Science Skill:  Electrical engineering 12-

3 PS: Appraise 12-

3 Stealth 12-

3 Tactics 12-

3 Systems Operation 12-

25 +5 with DCV

 

Total Powers & Skill Cost:  262

Total Cost:  350

 

200+ Disadvantages

15 Psychological Limitation:  Loyal to agency (Common; Strong)

10 Psychological Limitation:  Professional mentality/ dislikes amateurs (Common; Moderate)

5 Vulnerability:  1 ½ x STUN poisons (Uncommon)

5 Vulnerability:  1 ½ x BODY poisons (Uncommon)

115 Experience Points

 

Total Disadvantage Points:  350

Earned Experience:  0

Spent Experience:  115

Unspent Experience:  0

 

Background/History:  When Silverskin proposed his Mechanics initiative, (insert good guy agency) felt this would be a perfect place to test some of its new equipment.  As well it would give the agency more exposure and hopefully greater acceptance of its more visible agents.  And Angela Cranston was chosen to be their representative. She is not sure why she's with these amateurs, but maybe with some work she can get them to be a team.

 

Personality/Motivation:  She's been assigned a job and she's going to make it work!

 

Quote:  

 

Powers/Tactics:  A trained agent, even without the special pistol, she's a competent person with many skills and contacts.  With the pistol, she just stays at range and uses its various features to take down the enemy!

 

Campaign Use:  Super agent.

 

Appearance:  At 187 cms and 60 KGs, with Short black hair and brown eyes, S.A. Cranston is the only one that can pass for normal among the Mechanics. Her costume is a blue and black bodysuit reminiscent of (good guy agency) with a gun belt holding the pistol and extra battery clips!

 

 

 

 
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