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A lets read Atlas of Earth Prime and some conversions


Mr. R

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So this summer I picked up Green Ronin’s Atlas of Earth Prime. As a Hero man I still look out for other products to get ideas and inspiration. Well this product blew me away. Very well detailed and lots of information. So I thought I would give a chapter by chapter impression as well as post many of the characters that I converted into Hero/Champions format as well as my opinion on said characters.

So just to let you know these are in many cases my opinion and the conversions are sometimes eye-balled. It is fortunate that M&M uses a point system and that many rules can be found online, that helped in the conversions!

So. Chapter one, The USA. 

Well this section is a bit sparse, but given that the main settings are in the USA, this makes sense. But they do provide a number of plot hooks:

A prison in Tennessee that is hiding a secret (To be honest it's not much of a secret when one thinks about, but would make for an interesting adventure)
A bit about possible escalation in Chicago.
Louisiana and the Snake Cult there. 
A mysterious mound in Kansas that could lead to mystic or high tech secrets
A legacy hero in New York who may need aid.
Magic nexuses in Arizona, New Mexico and San Francisco.

All in all some good parts to it, with some neat hooks, a bit heavy on the magical/mystical, but acceptable!

 
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So First up a snake fro Louisiana. Seriously, he's a snake!

 

 

 

AEP #1 Cottonmouth

Val Char Cost Roll Notes
25 STR 15 14- Lift 800.0kg; 5d6 [2]
21 DEX 33 13- OCV: 7/DCV: 7
20 CON 20 13-
10 BODY 0 11-
8 INT -2 11- PER Roll 14-
13 EGO 6 12- ECV: 4
13 PRE 3 12- PRE Attack: 2 ½d6
0 COM -5 9-

15 PD 10 Total: 15 PD (15 rPD)
15 ED 11 Total: 15 ED (15 rED)
6 SPD 29 Phases: 2, 4, 6, 8, 10, 12
18 REC 18
40 END 0
33 STUN 0 Total Characteristic Cost: 138

Movement: Running: 6"/12"
Leaping: 5"/10"
Swimming: 2"/4"

Cost Powers END
15 Damage Resistance (15 PD/15 ED)

9 +3 PER with all Sense Groups

7 Mental Defense (13 points total) (10 Active Points); OIF (-½)

7 Fangs: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-½) 1
23 Paralytic venom: Entangle 6d6, 0 DEF, Entangle And Character Both Take Damage (+¼) (75 Active Points); No Defense (-1 ½), Linked (Fangs; Lesser Power can only be used when character uses greater Power at full value; -½), Cannot Form Barriers (-¼) 7

20 Regeneration: Healing BODY 1 ½d6, Can Heal Limbs, Reduced Endurance (0 END; +½), Persistent (+½) (40 Active Points); Self Only (-½), Always On (-½)

4 Martial Strike +0 +2 7d6 Strike
5 Offensive Strike -2 +1 9d6 Strike
3 Martial Grab -1 -1 Grab Two Limbs, 35 STR for holding on
3 Takedown +1 +1 5d6 Strike; Target Falls

Perks
5 Fringe Benefit: Bishop

Talents
20 Animal Friendship

Skills
7 Stealth 15-
15 +3 with DCV


Total Powers & Skill Cost: 143
Total Cost: 281

300+ Disadvantages
15 Psychological Limitation: Loyalty to Lady Mamba and the Cult (Uncommon; Total)
25 Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Virtually Everyone)

Total Disadvantage Points: 281
Earned Experience: 0
Spent Experience: 0
Unspent Experience: 0

Background/History: Silas is the son of the previous Lady Mamba and a Serpent Person. The degenerate nature of his parent combined to make him the abomination he is. And he revels in it. Raised in a cult that worships him, he will do anything for Lady Mamba, ANYTHING!

Personality/Motivation: Devoted to the Mayombe Cult of Serpent People and to his power!

Quote: 

Powers/Tactics: A half man half snake with a paralytic bite. He'll try to attack from surprise, and is very cunning in his basic tactics!

Campaign Use: 

Appearance: Snake lower half and human upper half, with a snake like head and jaws!

 

 

So opinions! He' a bit weak. For a Daredevil or Batman type he can be a threat, but at PL 10 I was expecting more. Where he will shine is if he is supported by his sister/mother Lady Mamba and other cultist.

Also he could make for a member of a Snake Themed team (Boa Constrictor and Black Mamba from the old Champions enemies book would fit right in). But as is, ......

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Next is the brains behind the Mayombe Cult. And a mean, depraved brain it is.

 

 

AEP #2 Lady Mamba

Val Char Cost Roll Notes
13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]
18 DEX 24 13- OCV: 6/DCV: 6
20 CON 20 13-
10 BODY 0 11-
18 INT 8 13- PER Roll 15-
15 EGO 10 12- ECV: 5
20 PRE 10 13- PRE Attack: 4d6
16 COM 3 12-

8 PD 5 Total: 8 PD (8 rPD)
8 ED 4 Total: 8 ED (8 rED)
5 SPD 22 Phases: 3, 5, 8, 10, 12
7 REC 0
40 END 0
27 STUN 0 Total Characteristic Cost: 109

Movement: Running: 6"/12"
Leaping: 2"/4"
Swimming: 2"/4"

Cost Powers END
8 Damage Resistance (8 PD/8 ED)

6 +2 PER with all Sense Groups

50 Multipower, 75-point reserve, (75 Active Points); all slots Gestures (-¼), Incantations (-¼)
3u 1) Concealing mist: Darkness to Sight Group 5" radius (50 Active Points); Gestures (-¼), Incantations (-¼) 5
4u 2) Curse: Entangle 4d6, 2 DEF, Based On EGO Combat Value (Mental Defense applies; +1) (60 Active Points); Gestures (-¼), Incantations (-¼) 6
2u 3) Emotion control: Mind Control 10d6 (50 Active Points); Limited Power Power loses about half of its effectiveness (Emotions only; -1), Gestures (-¼), Incantations (-¼) 5
3u 4) Mystic Blast: Energy Blast 10d6 (50 Active Points); Gestures (-¼), Incantations (-¼) 5
2u 5) Scrying: Clairsentience (Sight Group), Alterable Size, Discriminatory, Increased Arc Of Perception (360 Degrees) (35 Active Points); Gestures (-¼), Incantations (-¼) 3
4u 6) Poltergeist: Telekinesis (50 STR) (75 Active Points); Affects Whole Object (-¼), Gestures (-¼), Incantations (-¼) 7
1u 7) Zombie Potion: Mind Control 10d6 (50 Active Points); Limited Power Power loses about half of its effectiveness (Target must drink potion; -1), OAF (-1), Gestures (-¼), Incantations (-¼) 5
3u 8) Zombie Horde: Summon 32 127-point creatures (50 Active Points); Gestures (-¼), Incantations (-¼) 5

5 Ultraviolet Perception (Sight Group)
21 Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years)
10 Mental Defense (13 points total)

48 Artificer: Variable Power Pool, 40 base + 8 control cost, (60 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½)

50 Ritualist: Variable Power Pool, 40 base + 10 control cost, (60 Active Points); all slots VPP Can Only Be Changed Between Adventures (-½), Requires A Skill Roll (-½)

Perks
50 Follower
8 Fringe Benefit: Leader of Religion

Talents
24 Combat Luck (12 PD/12 ED)
5 Magesight
10 Fascination
6 Lightning Reflexes: +4 DEX to act first with All Actions

Skills
5 Disguise 14-
3 KS: Dance 13-
3 Acting 13-
3 Seduction 13-
3 KS: Magic 13-
3 Streetwise 13-
3 Sleight Of Hand 13-
3 Contortionist 13-
3 Concealment 13-
3 Stealth 13-
3 Shadowing 13-
3 Paramedics 13-
5 Magic: Power 14-
15 +3 with Ranged Combat
15 +3 with DCV

Total Powers & Skill Cost: 396
Total Cost: 505

300+ Disadvantages
25 Psychological Limitation: Craves Power (Very Common; Total)
180 Experience Points

Total Disadvantage Points: 505
Earned Experience: 0
Spent Experience: 180
Unspent Experience: 0

Background/History: Born the daughter of the previous Lady Mamba, she served the Cult well for many years. Then her mother decided that age and death were not in her future and so hatched a scheme to sacrifice her daughter and take her position and power and add it to her own. After a profane ritual, her mother succeeded. The daughter's spirit was gone and the mother now inhabited a younger and more powerful body. Now as the new Lady Mamba, she plans to take the Cult to new heights.

Personality/Motivation: Power hungry and totally loyal to herself.

Quote: 

Powers/Tactics: A set of magic spells, supplemented by her rituals and a collection of artifacts, Lady Mamba, if she has the time, can have a tool for every occasion. She will generally scry first then use her Mist and Fear to sow confusion. If she must join the fight it will be Curses and the Poltergeist with Blast if necessary. Add her Cultist minions and summoned Zombies and Cottonmouth, and she can be very dangerous. And no tactic is too low for her.

Campaign Use: 

Appearance: Creole features with black hair and light brown skin. She wears long dresses and skirts but flaunts her new found assets if she can!

 

 

This is the enemy that people will feel OK to let drown. She's as nasty as they come.

Power-wise she's good. A collection of combat spells supplemented by artifacts she makes or finds and a set of rituals to set up the combat field. Her power is not fantastic, but she is versatile. As another poster to these boards put it "Versatility costs". But she is an acceptable opponent, and used right could bedevil PC'c for a long time!

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Because we all need a Batman clone!

 

 

AEP #3 The Raven


 

Val Char Cost Roll Notes

 

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

30 DEX 60 15- OCV:  10/DCV:  10

20 CON 20 13-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

18 EGO 16 13- ECV:  6

23 PRE 13 14- PRE Attack:  4 ½d6

10 COM 0 11-


8 PD 5 Total:  8 PD (8 rPD)

8 ED 4 Total:  8 ED (8 rED)

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

7 REC 0

40 END 0

28 STUN 0 Total Characteristic Cost:  158


Movement: Running: 11"/22"

Gliding: 15"/30"

Leaping: 8"/16"

Swimming: 5"/10"


Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

3 Swimming +3" (5" total) 1

 

27 Multipower, 40-point reserve,  (40 Active Points); all slots OIF (-½)

2u 1)  Flash bang:  Sight Group Flash 5d6, Area Of Effect (One Hex; +½) (37 Active Points); OIF (-½) 4

3u 2)  Knock out gas:  Energy Blast 2 ½d6, Area Of Effect (3" Radius; +1), No Normal Defense ([standard]; +1) (39 Active Points); OIF (-½) 4

3u 3)  Smoke bomb:  Darkness to Sight Group 4" radius (40 Active Points); OIF (-½) 4

1u 4)  Fist loads:  Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-½), OIF (-½) 1

 

25 Variable Power Pool, 20 base + 5 control cost,  (30 Active Points); all slots OIF (-½), Limited Class Of Powers Available Limited (Only criminalistic equipment; -½)

 

20 Life Support  (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents)

10 Running +5" (11" total) 1

 

7 Micro spike boots and gloves:  Clinging (normal STR) (10 Active Points); OIF (-½)

7 Peak Limiters:  Sight Group Flash Defense (10 points) (10 Active Points); OIF (-½)

7 Peak Limiters:  Hearing Group Flash Defense (10 points) (10 Active Points); OIF (-½)

10 Raven's Wings:  Gliding 15" (15 Active Points); OIF (-½)

3 Vaulting:  Leaping +5" (8" forward, 4" upward) (5 Active Points); Requires A Skill Roll (Acrobatics; -½) 1

4 Martial Disarm -1 +1 Disarm; 25 STR to Disarm

5 Passing Strike +1 +0 3d6 +v/5; FMove

5 Offensive Strike -2 +1 7d6 Strike

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

4 Martial Strike +0 +2 5d6 Strike


Perks

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

7 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) 11-

20 Vehicles & Bases


Talents

24 Combat Luck (12 PD/12 ED)


Skills

7 Analyze:  Possible abilities 14-

11 Stealth 19-

7 Breakfall 17-

32 Jack of all trades:  +4 with all untrained  Skills

3 Fast Draw 15-

7 Acrobatics 17-

5 Disguise 13-

7 Deduction 14-

7 Forensic Medicine 14-

7 Criminology 14-

3 Demolitions 12-

3 Mechanics 12-

3 Electronics 12-

3 Inventor 12-

3 Security Systems 12-

3 Systems Operation 12-

3 Computer Programming 12-

3 Paramedics 12-


Total Powers & Skill Cost:  331

Total Cost:  489


300+ Disadvantages

20 Psychological Limitation:  Redemption seeker (Very Common; Strong)

15 Psychological Limitation:  Legacy Hero (Common; Strong)

154 Experience Points


Total Disadvantage Points:  489

Earned Experience:  0

Spent Experience:  154

Unspent Experience:  0


Background/History:  On a parallel world, heroes are villains and the greatest heroes are the vilest of villains.  This was the world he was born into.  He remembers no name, just his moniker, "Elite".  Trained as an assassin, he did his job well.  Until one target got into his mind literally and tore apart the careful conditioning that had been implanted into him.  Escaping from his world, he finally made his way to Earth Prime, and landed at a school for unusual people.  There he learned to be human again, and to become a leader at the school.  This brought him to the attention of the current Raven, who needed to retire.  But the city still needed the Raven, so Elite was asked to take up the role.  Now as Elliot Allen, he plays at being a playboy about town, while secretly protecting the City.  He has big shoes to fill, but thinks he can make a difference!


Personality/Motivation:  He's looking for redemption, for all the lives he has taken.  As well he is a legacy hero, living up to the name.


Quote:  


Powers/Tactics:  He's a Batman clone, but with some extra gadgets.  He'll scout first, determine what he needs to accomplish the mission and use the tools needed!


Campaign Use:  


Appearance:  Caucasian Male 184 cm, 82 KG with brown hair and eyes.  He wears a black costume with a long black cloak.  On his chest is a Raven's Symbol!

 

 

So in the book as presented, he's a bit of a wuss.  I had to give him a bit of Martial Arts help and some gadgets.  Otherwise, he was OK and has lots of plot hooks to play with!

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So a new mage!

 

 

 

AEP #4 Gatekeeper

Val Char Cost Roll Notes
10 STR 0 11- Lift 100.0kg; 2d6
18 DEX 24 13- OCV: 6/DCV: 6
20 CON 20 13-
10 BODY 0 11-
13 INT 3 12- PER Roll 12-
23 EGO 26 14- ECV: 8
18 PRE 8 13- PRE Attack: 3 ½d6
10 COM 0 11-

12 PD 10 Total: 12 PD (12 rPD)
12 ED 8 Total: 12 ED (12 rED)
4 SPD 12 Phases: 3, 6, 9, 12
6 REC 0
40 END 0
25 STUN 0 Total Characteristic Cost: 111

Movement: Running: 6"/12"
Flight: 10"/20"
Leaping: 2"/4"
Swimming: 2"/4"
Teleportation: 17"/544"

Cost Powers END
12 Damage Resistance (12 PD/12 ED)

50 Ritualist: Variable Power Pool (Ritualist), 40 base + 10 control cost, (60 Active Points); all slots VPP Can Only Be Changed Between Adventures (-½), Requires A Skill Roll (-½)

80 Dimensional Warp: (Total: 120 Active Cost, 80 Real Cost) Physical Damage Reduction, Resistant, 75% (60 Active Points); Limited Power Power loses about a third of its effectiveness (Not vs affect desolid and transdimensional; -½) (Real Cost: 40) plus Energy Damage Reduction, Resistant, 75% (60 Active Points); Limited Power Power loses about a third of its effectiveness (Not vs affects desolid or transdimensional; -½) (Real Cost: 40)

20 Pocket dimension: +25 STR (Custom Adder), Reduced Endurance (0 END; +½), Transdimensional (Single Dimension; +½) (50 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only to carry objects in pocket dimension; -1 ½)
35 Extra-Dimensional Movement (Related Group of Dimensions, Any Location) 3
20 Levitation: Flight 10" 2

40 Multipower, 60-point reserve, (60 Active Points); all slots Gestures (-¼), Incantations (-¼)
4u 1) Mystic Blast: Energy Blast 12d6 (60 Active Points); Gestures (-¼), Incantations (-¼) 6
4u 2) Conjuration: Summon 300-point creatures (60 Active Points); Gestures (-¼), Incantations (-¼) 6
3u 3) Disruption Touch: Hand-To-Hand Attack +4 ½d6, Affects Desolidified Any form of Desolidification (+½), No Normal Defense ([standard]; Con Roll; +1) (57 Active Points); Hand-To-Hand Attack (-½), Gestures (-¼), Incantations (-¼) 6
4u 4) Obscuring Mist: Darkness to Sight Group 6" radius (60 Active Points); Gestures (-¼), Incantations (-¼) 6
4u 5) Walk between Worlds: Teleportation 12", No Relative Velocity, Position Shift, x32 Noncombat (59 Active Points); Gestures (-¼), Incantations (-¼) 6
1u 6) Teleportation 5", MegaScale (1" = 10 km; +½), Can Be Scaled Down 1" = 1 km (+¼) (17 Active Points); Gestures (-¼), Incantations (-¼) 2

5 Mental Awareness
36 Detect A Class Of Things 18- (no Sense Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Microscopic: x10, Perceive into a related group of dimensions, Sense
15 Life Support (Eating: Character only has to eat once per year; Expanded Breathing; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)

Talents
5 Magesight

Skills
4 PS: Artist 13-
3 Conversation 13-
5 Power: Magic 13-
3 Persuasion 13-
3 Stealth 13-
3 Shadowing 12-
6 +2 with Magic
15 +3 with DCV
20 +4 with DCV

Total Powers & Skill Cost: 400
Total Cost: 511

300+ Disadvantages
10 Social Limitation: Gay (Frequently; Major; Not Limiting In Some Cultures)
20 Psychological Limitation: Great power great responsibility (Very Common; Strong)
15 Social Limitation: Secret ID (Frequently; Major)
166 Experience Points

Total Disadvantage Points: 511
Earned Experience: 0
Spent Experience: 166
Unspent Experience: 0

Background/History: Kyle Vance loved to travel. Especially into a book. As he grew older he realised he was different. He liked art, he noticed the strangest things, and he liked men. So he was ecstatic when he moved to San Francisco for art school. He blossomed artistically and socially. He even got into the occult community. It almost got him killed, when a local cult marked him for death. Only the Door Wardens, a magical society, managed to save him and revealed he is the new Gatekeeper, guardian of the nexus between worlds. Since then he has done double duty, training as an artist as well as his new role in the mystic world.

Personality/Motivation: A "living portal", he can step across a dimension as easily as others can a room. This also allows him to teleport anywhere on earth. Defensively he can go out of phase to allow attacks to pass through him. As well he has an array of spells and ritual for those other occasions!

Quote: 

Powers/Tactics: Investigate and if necessary stop what is happening. As attacks rarely affect him, he can be very pro active. Generally he'll conjure some helpers, but if necessary he can Blast or use his Disruption Touch. As well he can teleport to gain new positions if needed!

Campaign Use: 

Appearance: Caucasian 174 cm and 78 KG with dark brown hair and eyes. He wears light blue leggings with a dark blue tunic and boots. As well a midnight blue hooded cloak, with a starry field effect on the interior!

 

 

Well I like this build, with a few caveats. Is there going to any mage type who doesn't have Ritualist? Or Arcanist? Also I do like the defense as a change from mage shields, but it is expensive. 

What I like is he's a tie in to dimension hopping adventures, if that is your bag, or keeping those other dimensions from bleeding to much here. And he has a cool background with a bunch of hooks!

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A mystic guardian!

 

 

 

AEP #5 Dust Devil

Val Char Cost Roll Notes
35+20 STR 25 16- / 20- Lift 3200.0kg/51.2tons; 7d6/11d6 [3/5]
23 DEX 39 14- OCV: 8/DCV: 8
25 CON 30 14-
10+4 BODY 0 11- / 12-
10 INT 0 11- PER Roll 13-
18 EGO 16 13- ECV: 6
23 PRE 13 14- PRE Attack: 4 ½d6
10 COM 0 11-

8+15 PD 1 Total: 8/23 PD (8/23 rPD)
8+15 ED 3 Total: 8/23 ED (8/23 rED)
5 SPD 17 Phases: 3, 5, 8, 10, 12
18 REC 12
50 END 0
41+4 STUN 0 Total Characteristic Cost: 156

Movement: Running: 6"/12"
Leaping: 7"/14"
Swimming: 2"/4"
Teleportation: 10"/20"
Tunneling: 8"/16"

Cost Powers END
8 Damage Resistance (8 PD/8 ED)

6 +2 PER with all Sense Groups

30 Body of Sand: Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, 1,088 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Reduced Endurance (0 END; +½) (30 Active Points)
26 Life Support (Eating: Character only has to eat once per week; Longevity: Immortal; 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)
45 Body of Sand: Armor (15 PD/15 ED)
16 Body of Sand: Desolidification (40 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only to permeate, no defence; -1 ½) 4
13 Sand Fist: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-½) 2

40 Earth Movement: Multipower, 40-point reserve
4u 1) Tunneling 8" through 8 DEF material (40 Active Points) 4
2u 2) Teleportation 10", MegaScale (1" = 10 km; +½), Can Be Scaled Down 1" = 1 km (+¼) (35 Active Points); Limited Power Power loses about a third of its effectiveness (Only through earth; -½) 3

27 Mystic healing: Healing BODY 1d6, Resurrection, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (67 Active Points); Limited Power Power loses about half of its effectiveness (Only when in contact with sand; -1), Always On (-½)
10 Range with Touch Group
50 Sandstorm: Darkness to Sight Group 5" radius 5
4 Choke Hold -2 +0 Grab One Limb; 2d6 NND
3 Martial Grab -1 -1 Grab Two Limbs, 45 STR / 65 STR for holding on

Talents
3 Absolute Range Sense
3 Absolute Time Sense
5 Magesight
25 Universal Translator 16-

Skills
3 KS: History 11-
3 KS: Magic 11-
3 Stealth 14-
3 Power 11-

Total Powers & Skill Cost: 332
Total Cost: 488

300+ Disadvantages
15 Physical Limitation: Bound to location (All the Time; Slightly Impairing)
15 Psychological Limitation: Redemption (Common; Strong)
158 Experience Points

Total Disadvantage Points: 488
Earned Experience: 0
Spent Experience: 158
Unspent Experience: 0

Background/History: Allehandro Roja was not a nice man. His only redeeming feature was he never killed. Unfortunately the gang he rode with were, and double crossed him and left him to die out in the American Desert. But he was too stubborn to die and wandered until he passed through the shadow a looming hill. There he breathed hi last. But he was not dead, for the shadow was the Magic Mesa and it needed a guardian. So his spirit was taken into the sand and reborn. His first act was to get revenge on his killers. Since then he has wandered the desert, protecting the Mesa and helping those who need it. Allehandro is now atoning for his old life and hoping to figure a way in his new one.

Personality/Motivation: Another redemption soul, bound to a location as the guardian and protector!

Quote: 

Powers/Tactics: A being of earth, he has two form, one of hard rock that is strong, durable and able to pack a punch. The other is a sand cloud that can blind people and cause them to lose their way in the desert. In addition he can travel through the earth like a swimmer, and if need be cross great distances in a second. As well as long as he is in the desert, it can replenish and heal him!

Campaign Use: 

Appearance: A humanoid male stone statue!

 

 

He's cool, but as he's tied to is location he's got limited use. But he's a good example of an earth elemental type. But he is a good tie in to Gatekeeper and other dimensions.

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An interesting government NPC!

 

 

 

AEP #6 Patriot

Val Char Cost Roll Notes
50 STR 40 19- Lift 25.6tons; 10d6 [5]
27 DEX 51 14- OCV: 9/DCV: 9
30 CON 40 15-
10 BODY 0 11-
13 INT 3 12- PER Roll 14-
15 EGO 10 12- ECV: 5
25 PRE 15 14- PRE Attack: 5d6
10 COM 0 11-

25 PD 15 Total: 25 PD (25 rPD)
25 ED 19 Total: 25 ED (25 rED)
5 SPD 13 Phases: 3, 5, 8, 10, 12
16 REC 0
60 END 0
50 STUN 0 Total Characteristic Cost: 206

Movement: Running: 10"/20"
Leaping: 16"/32"
Swimming: 4"/8"

Cost Powers END
25 Damage Resistance (25 PD/25 ED)

8 Running +4" (10" total) 1
6 Leaping +6" (16" forward, 8" upward) 1
2 Swimming +2" (4" total) 1

12 Reduced Endurance (½ END; +¼) for up to 50 Active Points of Str (12 Active Points)

6 +2 PER with all Sense Groups
10 Sight Group Flash Defense (10 points)
10 Hearing Group Flash Defense (10 points)
15 Mental Defense (18 points total)
10 Power Defense (10 points)


Perks
2 Deep Cover
11 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 14-
5 Favor

Skills
3 Acrobatics 14-
3 Climbing 14-
3 Disguise 12-
3 KS: Espionage 12-
3 Bugging 12-
3 KS: History 12-
3 Streetwise 14-
3 Deduction 12-
3 Concealment 12-
3 Criminology 12-
3 Forensic Medicine 12-
3 Stealth 14-
5 Shadowing 13-
3 Electronics 12-
3 Mechanics 12-
3 Demolitions 12-
3 Inventor 12-
3 Security Systems 12-
3 Systems Operation 12-
3 Computer Programming 12-

Total Powers & Skill Cost: 184
Total Cost: 390

300+ Disadvantages
20 Psychological Limitation: Patriot (Very Common; Strong)
10 Social Limitation: Secretly an android (Occasionally; Major)
60 Experience Points

Total Disadvantage Points: 390
Earned Experience: 0
Spent Experience: 60
Unspent Experience: 0

Background/History: Jack Simmons was a red blooded american who wanted to serve his country in WWII, But he was not fit enough. But it was judged that he was a possible candidate for a new process to make men more than human. The serum took and Patriot was born. After serving in the war, he became the first director of (insert American Super Spy organization) and served with distinction for many years. Although the process extended his life, eventually age caught up to him and a new Patriot was searched for. Now a new Patriot has appeared and after serving in (insert agency) he is now on leave to rally America and protect her from her enemies.

(Actually only the first part is true. But the second part is a deception. Not wanting to lose such a valuable operative, Patriots brain pattern was downloaded into an android body. No one besides a few key people realize that Jack Simmons is still alive and fighting evil)

Personality/Motivation: An American patriot in the good sense. Think Capt America or Superman.

Quote: 

Powers/Tactics: A brick with the skill of a secret agent. So give James Bond super powers and you're not far off!

Campaign Use: 

Appearance: Male Caucasian with blond hair and green eyes. His costume is a variation in the stars and stripes, but I can see a dark black version for stealth and infiltration jobs!
 

 

 

Well I like this build. A secret, ties to the past and a possibility to affect the game world in a positive way. Also he is versatile. The skills of a super agent coupled to a fast brick ( a brick who trades str for speed and movement). I find him cool and would play him.

 

My one complaint is the name.  PLEASE, PLEASE, PLEASE, other country have their patriots.  I can see him in Mexico, "I am Patriot"  "Not my patriot, go back to the US of A"  Like get something more indicative.  I know the All American!

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Chapter Two Canada

So they pack in a lot of material in this short chapter. We start in Quebec and a team based in Quebec fighting a mystical evil. It includes some notes to get into the tone in a Quebec based game. There is even a few notes about what the team La Ligue des Heros du Quebec (LHQ) looks like and what templates they are. It is a good hook. My one quibble here is that they forgot about four other provinces to the east, but is not major!

Next Ottawa and Team Canada, our national super team. WOW! Compared to the other hero teams in this book, these guys are…… dysfunctional. With some work they can function but as presented, they are an ….embarrassment. I will post them separately as they got write ups, as well as my modifications. One nice hook is a retirement home for supers. I can see this getting some use in some campaigns.

Then we get to Toronto. Here we get introduced to a possible new hero with links to a hero of the past and a super agency group that to me was underwhelming.

Then there is an interesting section about Aboriginal, Inuit, and Metis and a mystical threat to all of North America. Also an old conspiracy and a possible ally is introduced. 

After this is a part on the Sanctum of the Superman analogue. I found this interesting but of little use in most Canada based games as by its nature it is so isolated and hidden (basically about ten people know about it/where it is ) The only good part is the link to the new hero in Toronto.

At the end we get an explanation about a group of winged humans (Note they are in Greenland which is not part of Canada) and a floating dimensional city that was host to one of Canada’s newest threats and a possible source for new superheros or villains.

So on the whole a mixed bag, but positive. There are a number of hooks here that could lead to a number of overarching adventures.

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So the leader of Team Canada

 

 

 

AEP #7 Big Thunder

Val Char Cost Roll Notes
10+40 STR 0 11- / 19- Lift 100.0kg/25.6tons; 2d6/10d6
18 DEX 24 13- OCV: 6/DCV: 6
30 CON 40 15-
10+8 BODY 0 11- / 13-
13 INT 3 12- PER Roll 12-
15 EGO 10 12- ECV: 5
20 PRE 10 13- PRE Attack: 4d6
20 COM 5 13-

20 PD 18 Total: 28 PD (28 rPD)
20 ED 14 Total: 28 ED (28 rED)
4 SPD 12 Phases: 3, 6, 9, 12
8 REC 0
60 END 0
30+8 STUN 0 Total Characteristic Cost: 136

Movement: Running: 16"/32"
Flight: 20"/80"
Leaping: 2"/4"
Swimming: 2"/4"

Cost Powers END
28 Damage Resistance (28 PD/28 ED)

80 Jotun Size: Growth (+40 STR, +8 BODY, +8 STUN, -8" KB, 25,600 kg, -4 DCV, +4 PER Rolls to perceive character, 8 m tall, 4 m wide), Reduced Endurance (0 END; +½), Persistent (+½) (80 Active Points)
5 +8 PD (8 Active Points); Linked (Jotun Size; -½)
5 +8 ED (8 Active Points); Linked (Jotun Size; -½)
21 +32 STUN (32 Active Points); Linked (Jotun Size; -½)
13 Running +10" (16" total) (20 Active Points); Linked (Jotun Size; -½) 2

12 Magic: Detect A Class Of Things 12- (Unusual Group), Increased Arc Of Perception (360 Degrees), Sense

80 Weather Control: Multipower, 80-point reserve
7u 1) Lightning: Energy Blast 10d6, Indirect (Any origin, always fired away from attacker; +½) (75 Active Points) 7
6u 2) Arctic Freeze: Entangle 8d6, 4 DEF (60 Active Points) 6
8u 3) Hailstorm: Energy Blast 8d6, Area Of Effect (4" Radius; +1) (80 Active Points) 8
6u 4) Stormy Weather: Change Environment 2" radius, -3 to Normal Sight PER Rolls, -0" of any one mode of Movement, -0" of any one mode of Movement, -3 Temperature Level Adjustment, -3" of any one mode of Movement, -3" of any one mode of Movement, Multiple Combat Effects, MegaScale (1" = 1 km; +¼) (57 Active Points) 6

45 Wind Walking: Flight 20", x4 Noncombat 4
3 Martial Grab -1 -1 Grab Two Limbs, 20 STR / 60 STR for holding on
3 Legsweep +2 -1 3d6 / 11d6 Strike, Target Falls

Perks
9 Fringe Benefit: Police captain, Security Clearance
5 Money: Well Off

Skills
3 Acrobatics 13-
3 Stealth 13-
3 Shadowing 12-
1 Language: Jotun (imitate dialects; literate) (6 Active Points)
4 Language: English (completely fluent; literate)
15 +3 with DCV
13 +4 with DCV (20 Active Points); Limited Power Power loses about a third of its effectiveness (Only to offset growth penalties; -½)

Total Powers & Skill Cost: 378
Total Cost: 514

300+ Disadvantages
15 Psychological Limitation: Wants recognition (Common; Strong)
15 Hunted: Gods of Asgard 8- (Mo Pow; Harshly Punish)
184 Experience Points

Total Disadvantage Points: 514
Earned Experience: 0
Spent Experience: 184
Unspent Experience: 0

Background/History: Eric Torborn is not human, he's a giant, specifically a Jotun, the enemies of Asgard. A leader of a warband, he felt under-appreciated, so he decided to steal some treasure and found his own kingdom. But in his haste he freed Magni and Modil, the sons of Thor, and found himself hounded all over the land. So he made a deal with a Hag and hid himself on Midgard. But he was srtipped of his memories and size and forced to live as a human. So it went for many years until the fishing boat he was working on was attacked by Stormwing, the corrupted thunderbird of the west coast. This broke the enchantment on him and he regained his powers. He found he liked helping humans, and promptly joined the ranks of superheroes as Big Thunder.

Personality/Motivation: Recognition. He wants to be adored and respected. Also a bit of fear as he knows that the Jotun of Asgard have long memories!

Quote: 

Powers/Tactics: He can grow to giant size and has weather control abilities. So he has a few tactical options depending on the situation. But at heart he likes to get big and hit his opponent!

Campaign Use: 

Appearance: At human size he's 193 cm and 100 KG with long blond hair and blue eyes. At giant size he's 8 m and 25000 KG. His costume can grow with him and is a red bodysuit with a maple leaf on the chest!

 

So as written he is an arrogant blowhard, who just happens to have serious power. Also he seems to have a genuine vicious streak that is now affecting the rest of the team. Finally they made his growth Always on but then reference a team jet: Really, he's 32 ft tall, how does he walk in it? Or is he laid prone inside for the trip? (yeah with his attitude?) Also how about feeding him? He's 4x larger which means 64 time volume and thus food needs, at best!

So with this attitude it appears they made this team to eventually implode. So my changes. He's still arrogant, but more "I am that good". Also I made his able to change his height, as it fits with his backstory. Basically that is it.

So build wise he's powerful and versatile. And versatility costs. He can mix it up in HTH, fly up to meet air born opponents and strike at ranged opponents with his own blasts. What he's lacking to make him a good leader is tactic and teamwork. But otherwise he's OK.

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So a dedicated ranged combatant

 

 

 

AEP #8 Miss Canada

Val Char Cost Roll Notes
10 STR 0 11- Lift 100.0kg; 2d6
20 DEX 30 13- OCV: 7/DCV: 7
18 CON 16 13-
10 BODY 0 11-
18 INT 8 13- PER Roll 15-
23 EGO 26 14- ECV: 8
18 PRE 8 13- PRE Attack: 3 ½d6
20 COM 5 13-

8+20 PD 6 Total: 8/28 PD (8/28 rPD)
8+20 ED 4 Total: 8/28 ED (8/28 rED)
5 SPD 20 Phases: 3, 5, 8, 10, 12
6 REC 0
36 END 0
24 STUN 0 Total Characteristic Cost: 123

Movement: Running: 10"/20"
Flight: 20"/40"
Leaping: 6"/12"
Swimming: 5"/10"

Cost Powers END
8 Damage Resistance (8 PD/8 ED)

25 TK Powers: Elemental Control, 50-point powers
25 1) Force Field (20 PD/20 ED), Reduced Endurance (½ END; +¼) (50 Active Points) 2
25 2) Flight 20", Reduced Endurance (½ END; +¼) (50 Active Points) 2
6 Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); Linked (Force Field; -½)

40 Psionics: Multipower, 40-point reserve
4u 1) TK Blast: Energy Blast 8d6 (40 Active Points) 4
4u 2) TK Construct: Force Wall (8 PD/8 ED) (40 Active Points) 4

40 Mind Reading: Telepathy 8d6 4

8 Running +4" (10" total) 1
4 Leaping +4" (6" forward, 3" upward) 1
3 Swimming +3" (5" total) 1
6 +2 PER with all Sense Groups

Skills
3 Climbing 13-
3 KS: Current Events 13-
3 Deduction 13-
3 Criminology 13-
3 Forensic Medicine 13-
3 Persuasion 13-
3 Sleight Of Hand 13-
3 Concealment 13-
3 Contortionist 13-
3 Stealth 13-
3 Shadowing 13-
3 Paramedics 13-
3 Inventor 13-
3 Mechanics 13-
3 Electronics 13-
3 Demolitions 13-
3 Security Systems 13-
3 Systems Operation 13-
3 Computer Programming 13-
9 Multipower: +3 with any three maneuvers or a tight group of attacks

Total Powers & Skill Cost: 264
Total Cost: 387

300+ Disadvantages
15 Psychological Limitation: Glory hound (Common; Strong)
15 Social Limitation: Father is a supervillain (Occasionally; Severe)
57 Experience Points

Total Disadvantage Points: 387
Earned Experience: 0
Spent Experience: 57
Unspent Experience: 0

Background/History: Top of her class, sport star, beauty queen. Anika Davis is popular. When her psionics manifested, she was a shoe in for Team Canada as their resident flying blaster. Unknown to her she is also the daughter of a supervillain who went into cryo sleep 20 years ago. Soon he will awaken and want his daughter at his side.

Personality/Motivation: She likes being popular.

Quote: 

Powers/Tactics: Classic blaster with the additional ability to read minds! She'll get airborne and use her TK constructs to help and hinder as well as TK blasts to whittle down the opposition!

Campaign Use: 

Appearance: 178 cm tall and 60 KG, with brown hair and eyes, she wears a red bodysuit with a maple leaf symbol.

 

 

OH wow! So we have a telekinetic with NO telekinesis. But she has telepathy, but no other mind/psi powers. Any way to make he weaker? 

Seriously if I was presented with this at a table I'd ask the GM to allow changes, use the points from telepathy for TK, move it to the EC and try to get at least a 9 dc attack. As it is she can plink the opposition. 

Also this is another whose personality can grate on team mates, and a big secret that really is over used and relies on the ties of family (who she never knew or met) leading her to betray the team. Again, this team is designed to implode. American heroes rush in to save Canada as their team gets a TPK! Other national teams are presented as competent, so WHY?

Sorry Rant off!

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Team speedster and most likely to betray

 

 

 

Aep #9 Chris Cage

Val Char Cost Roll Notes
18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]
27 DEX 51 14- OCV: 9/DCV: 9
20 CON 20 13-
10 BODY 0 11-
10 INT 0 11- PER Roll 13-
13 EGO 6 12- ECV: 4
20 PRE 10 13- PRE Attack: 4d6
16 COM 3 12-

8 PD 4 Total: 8 PD (8 rPD)
8 ED 4 Total: 8 ED (8 rED)
7 SPD 33 Phases: 2, 4, 6, 7, 9, 11, 12
8 REC 0
40 END 0
29 STUN 0 Total Characteristic Cost: 139

Movement: Running: 6"/12"
Flight: 35"/70"
Leaping: 7"/14"
Swimming: 5"/10"

Cost Powers END
8 Damage Resistance (8 PD/8 ED)

3 Swimming +3" (5" total) 1
4 Leaping +4" (7 ½" forward, 3 ½" upward) 1
6 +2 PER with all Sense Groups

81 Super Running: Multipower, 81-point reserve
4u 1) Flight 30" (60 Active Points); Limited Power Power loses about a third of its effectiveness (Only along a surface; -½) 6
2u 2) Flight 5", MegaScale (1" = 10 km; +½), Can Be Scaled Down 1" = 1km (+¼) (17 Active Points) 2

31 Vortex: Energy Blast 5d6, Area Of Effect (One Hex; +½), No Normal Defense ([standard]; +1) (62 Active Points); No Range (-½), Limited Power Power loses about a third of its effectiveness (Must run in circle around target; -½) 6
5 Passing Disarm -1 -1 Disarm, 28 STR to Disarm; FMove
5 Passing Strike +1 +0 3 ½d6 +v/5; FMove
5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove
5 Flying Grab -2 -1 Grab Two Limbs, 28 STR for holding on; FMove

Perks
18 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), Organization Contact (x3) (18 Active Points) 8-

Talents
18 Combat Luck (9 PD/9 ED)

Skills
3 Acrobatics 14-
3 Climbing 14-
3 KS: Photography 11-
3 Stealth 14-
5 Shadowing 12-
3 Mechanics 11-
3 Electronics 11-
3 Demolitions 11-
6 Language: French (imitate dialects; literate)
1 Language: English (imitate dialects; literate) (6 Active Points)
3 Inventor 11-
3 Security Systems 11-
3 Systems Operation 11-
3 Computer Programming 11-
10 +2 with DCV

Total Powers & Skill Cost: 250
Total Cost: 389

300+ Disadvantages
15 Psychological Limitation: Greedy (Common; Strong)
20 Psychological Limitation: Glory hound (Common; Total)
54 Experience Points

Total Disadvantage Points: 389
Earned Experience: 0
Spent Experience: 54
Unspent Experience: 0

Background/History: Chris cage joined Team Canada after he was caught at another robbery and beaten to a pulp. Given the choice between jail and serving as a superhero, he joined the team. So far he likes it, as the pay is good and he's not looking over his shoulder for the cops or another superhero beat down. And the adoration of the public is OK also. So far he's good to go.

Personality/Motivation: Greed and recognition. He's the team's biggest glory hound, and will pose even in the middle of a fight.

Quote: 

Powers/Tactics: Classic speedster. Move bys are his stock in trade.

Campaign Use: 

Appearance: At 181 cm and 78 KG with light brown hair and brown eyes. His costume is deep purple with lightning motifs in white on his legs!

 

 

 So the writer of this section must be a big wrestling (WWE) fan. Chris Cage's nick name is "The Opportunist". In WWE there were two friends from Canada called Edge and Christian. Edge's moniker was "The Ultimate Opportunist" and Christian's other moniker was Christian Cage. 

So personality wise, I can see this guy betraying the team ASAP. He's greedy. The only reason he's on the team is he was threatened with a beat down if he didn't join (Sorry when did Team Canada get recruitment ideas from the Mafia?), and he's a glory hound on a team that has two already. Jealousy is a green eyed monster. Given that the book makes reference to other moles in other teams in the book (entirely optional), I was surprised he wasn't in that little side bar. 

Power wise he's a standard speedster, fast with a couple of tricks. He could use more speedster stunts but as written is decent.

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So a new mage![/size]

 

 

 

 

Well I like this build, with a few caveats. Is there going to any mage type who doesn't have Ritualist? Or Arcanist? Also I do like the defense as a change from mage shields, but it is expensive. [/size]

 

What I like is he's a tie in to dimension hopping adventures, if that is your bag, or keeping those other dimensions from bleeding to much here. And he has a cool background with a bunch of hooks![/size]

1. Summon WHAT specifically?

 

2. Detect WHAT class of things specifically?

 

Lucius Alexander

 

Palindromedaries?

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They never really mention, just a summons/conjure.  I would assume from his write up, extra-dimensional entities (AKA Demons and Angels) and similar.  Possibly elementals as well!

 

The detect is dimensional incursions.  Basically is something from another dimension step into ours, he notices it!

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They never really mention, just a summons/conjure.  I would assume from his write up, extra-dimensional entities (AKA Demons and Angels) and similar.  Possibly elementals as well!

If I'm not mistaken, you need and Advantage to be able to Summon multiple kinds of things.

 

Lucius Alexander

 

Summon Palindromedary might need an Advantage if I sometimes want a Backandforthtrian

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So the resident Wolverine clone, but at least an interesting one

 

 

 

AEP #10 Luna

Val Char Cost Roll Notes
15 STR 5 15- Lift 1600.0kg; 6d6 [2]
23 DEX 39 15- OCV: 10/DCV: 10
13 CON 6 14-
10 BODY 0 11-
10 INT 0 11- PER Roll 13-
20 EGO 20 13- ECV: 7
23 PRE 13 14- PRE Attack: 4 ½d6
12 COM 1 11-

10 PD 4 Total: 10 PD (10 rPD)
10 ED 5 Total: 10 ED (10 rED)
6 SPD 21 Phases: 2, 4, 6, 8, 10, 12
15 REC 8
46 END 0
38 STUN 0 Total Characteristic Cost: 122

Movement: Running: 18"/72"
Leaping: 8"/16"
Swimming: 4"/8"

Cost Powers END
10 Damage Resistance (10 PD/10 ED)

8 Running +4" (18" total) 1
2 Swimming +2" (4" total) 1
2 Leaping +2" (8" forward, 4" upward) 1

6 +2 PER with all Sense Groups

7 Claws: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-½) 1
7 Healing BODY 0 ½d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (11 Active Points); Always On (-½)

19 Wolf Shape: Shape Shift (Sight, Hearing, Smell/Taste and Touch Groups) 2
8 +15 STR (15 Active Points); Linked (Wolf Shape; Lesser Power can only be used when character uses greater Power at full value; -¾) 1
10 +6 DEX (18 Active Points); Linked (Wolf Shape; Lesser Power can only be used when character uses greater Power at full value; -¾)
13 +10 CON (20 Active Points); Linked (Wolf Shape; Lesser Power can only be used when character uses greater Power at full value; -½)
3 Nightvision (5 Active Points); Limited Power Power loses about a third of its effectiveness (Only in wolf shape; -½)
2 Ultrasonic Perception (Hearing Group) (3 Active Points); Limited Power Power loses about a third of its effectiveness (Only in wolf shape; -½)
7 Tracking with Smell/Taste Group (10 Active Points); Limited Power Power loses about a third of its effectiveness (Only in wolf shape; -½)
13 Targeting with Hearing Group (20 Active Points); Limited Power Power loses about a third of its effectiveness (Only in wolf shape; -½)
5 Quick Recovery: Healing BODY 0 ½d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (11 Active Points); Always On (-½), Limited Power Power loses about a third of its effectiveness (Only in wolf shape; -½)
17 Running +8" (18" total), x4 Noncombat, Reduced Endurance (½ END; +¼) (26 Active Points); Limited Power Power loses about a third of its effectiveness (Only in wolf form; -½) 1
8 Werewolf bite: Major Transform 2d6 (30 Active Points); Limited Power Power loses about half of its effectiveness (Only with grab; -1), Limited Power Power loses about half of its effectiveness (Only after grab; -1), Limited Power Power loses about a third of its effectiveness (Only in wolf form; -½) 3
5 Sacrifice Strike +1 -2 10d6 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, 40 STR for holding on
5 Passing Strike +1 +0 6d6 +v/5; FMove
5 Offensive Strike -2 +1 10d6 Strike

Perks
3 Fringe Benefit: Police inspector

Talents
20 Animal Friendship
6 Combat Luck (3 PD/3 ED)

Skills
7 Analyze: Possible abilities 13-
3 Acrobatics 15-
3 Climbing 15-
3 KS: Supernatural world 11-
3 Stealth 15-
3 Shadowing 11-
3 Breakfall 15-
1 Language: French (imitate dialects; literate) (6 Active Points)
4 Language: English (completely fluent; literate)

Total Powers & Skill Cost: 232
Total Cost: 354

300+ Disadvantages
15 Psychological Limitation: Honourable (Common; Strong)
15 Psychological Limitation: Soldier mentality (Common; Strong)
15 Social Limitation: Prejudice (Frequently; Major)
15 Distinctive Features: Werewolf (Concealable; Always Noticed and Causes Major Reaction; Detectable By Virtually Everyone)
20 Psychological Limitation: Desire for acceptance (Very Common; Strong)

Total Disadvantage Points: 354
Earned Experience: 0
Spent Experience: 0
Unspent Experience: 0

Background/History: Luna is a rougarou, a werewolf. Born into a circus family of werewolves that was attacked by a gang in service to (insert mystic villain). Taking the remnants of her tribe she joined with other victims and started a shadow war. Eventually the war attracted the attention of other super heroes and in the final battle, she emerged victorious. Big Thunder saw potential in her and recruited her to the Team.

Personality/Motivation: Luna is a soldier, with a warrior's mentality. If she has to she will kill. Only her strong sense of honour balances this out and keeps her from going totally bloodthirsty. Add a desire to get her people recognised and accepted, and her wolfen feature, and you get a hard road!

Quote: 

Powers/Tactics: Luna can transform into a large wolf, with all the classic werewolf powers. She prefers hit and run attacks but is not afraid to throw down as she knows she is very hard to hurt and can recover almost immediately!

Campaign Use: 

Appearance: At 173 cm and 75 KG with blond hair and brown eyes. Add wolfen features and tattoos, she cuts a memorable figure. Her costume is biker leathers, complete with jacket
 

 

 

So as written they gave her Casual Killer. I think that is the wrong complication. What she has is more like Wonder Woman, a warrior's training. She'll kill if she has to and not think twice about it. Also it fits better with the honourable. 

So this NPC is interesting. I could see her forcing the team to make some hard decisions, both regarding her methods and her desire to have a code! Seriously this is the most complex member on the team with the most plot hook and role playing opportunities! Though I am not a fan of Wolvie clones, this one is pretty go

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I am a rock, I am an island

 

 

 

AEP #11 Labrador Rock

Val Char Cost Roll Notes
50+10 STR 40 19- / 21- Lift 25.6tons/102.4tons; 10d6/12d6 [5/6]
15 DEX 15 12- OCV: 5/DCV: 5
35 CON 50 16-
10+2 BODY 0 11-
13 INT 3 12- PER Roll 12-
15 EGO 10 12- ECV: 5
20 PRE 10 13- PRE Attack: 4d6
10 COM 0 11-

30 PD 20 Total: 30 PD (30 rPD)
30 ED 23 Total: 30 ED (30 rED)
4 SPD 15 Phases: 3, 6, 9, 12
17 REC 0
70 END 0
53+2 STUN 0 Total Characteristic Cost: 186

Movement: Running: 10"/20"
Leaping: 13"/26"
Swimming: 4"/8"
Tunneling: 4"/8"

Cost Powers END
30 Damage Resistance (30 PD/30 ED)

8 Running +4" (10" total) 1
2 Swimming +2" (4" total) 1
3 Leaping +3" (13"/15" forward, 6 ½"/7 ½" upward) 1

15 Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 400 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Always On (-½)

20 Burrowing: Tunneling 4" through 4 DEF material 2

90 Earth Control: Multipower, 90-point reserve
6u 1) Move Earth: Telekinesis (60 STR) (90 Active Points); Affects Whole Object (-¼), Limited Power Power loses about a fourth of its effectiveness (Only object on the ground; -¼) 9
4u 2) Earth Shield: Missile Deflection (Any Ranged Attack), Full Range (+1) (40 Active Points)
5u 3) Earthquake: Energy Blast 10d6, Explosion (+½) (75 Active Points); Limited Power Power loses about a third of its effectiveness (Only when Labrador Rock and target are on the ground; -½) 7

24 Life Support (Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)

5 Regrowth: Healing BODY 0 ½d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (11 Active Points); Always On (-½), Limited Power Power loses about a third of its effectiveness (Only while touching the surface; -½)

35 Ground Senses: Detect A Large Class Of Things 15- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense, Targeting

Perks
6 Fringe Benefit: Deputy commander of police for a small city, Local Police Powers
5 Money: Well Off

Talents
3 Absolute Range Sense

Skills
1 Language: English (imitate dialects; literate) (6 Active Points)
4 Language: French (completely fluent; literate)
3 Climbing 12-
3 KS: Magic 12-
3 Persuasion 13-
3 Stealth 12-
3 Shadowing 12-
10 +2 with HTH Combat

Total Powers & Skill Cost: 291
Total Cost: 477

300+ Disadvantages
20 Psychological Limitation: Do gooder (Very Common; Strong)
15 Social Limitation: rock man (Frequently; Major)
20 Distinctive Features: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Virtually Everyone)
122 Experience Points

Total Disadvantage Points: 477
Earned Experience: 0
Spent Experience: 122
Unspent Experience: 0

Background/History: A man of rock. Literally. He's a golem. Created and tasked with protecting Labrador and all of Canada. Actions by (Villain agency) made him realize he needs allies, and so he joined Team Canada. He remained the rocky foundation of the Team to this day!

Personality/Motivation: Created by an RCMP officer, service and duty are part of his very being. "To protect and Serve" is not a motto for him!

Quote: 

Powers/Tactics: Big and strong with some earth control abilities, like Big Thunder he has a number of options available to him!

Campaign Use: 

Appearance: 200 cm and 400 KG he looks like a humanoid statue made of rock.
 

 

 

 

The other decent member of the team and its conscience. Given that he was created by an RCMP officer, I am not surprised he has a police officer mentality. If the team does go TPK, I would expect him and Luna to be the core of a new team.

Build wise he makes a decent second brick with a few extras.

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A vile mystical threat that needs to be contained before he spreads his misery across North America

 

 

 

 

AEP #12 Popogusso

Val Char Cost Roll Notes
10+40 STR 0 11- / 19- Lift 100.0kg/25.6tons; 2d6/10d6
23 DEX 39 14- OCV: 8/DCV: 8
30 CON 40 15-
10+8 BODY 0 11- / 13-
10 INT 0 11- PER Roll 11-
20 EGO 20 13- ECV: 7
25 PRE 15 14- PRE Attack: 5d6
10 COM 0 11-

35 PD 33 Total: 35 PD (35 rPD)
35 ED 29 Total: 35 ED (35 rED)
5 SPD 17 Phases: 3, 5, 8, 10, 12
20 REC 24
60 END 0
30+8 STUN 0 Total Characteristic Cost: 217

Movement: Running: 6"/12"
Leaping: 2"/4"
Swimming: 2"/4"
Teleportation: 20"/80"

Cost Powers END
35 Damage Resistance (35 PD/35 ED)

60 Growth (+40 STR, +8 BODY, +8 STUN, -8" KB, 25,600 kg, -4 DCV, +4 PER Rolls to perceive character, 8 m tall, 4 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (90 Active Points); Always On (-½)

60 Healing BODY 2d6, Resurrection, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (90 Active Points); Always On (-½)

19 Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)

53 Shadow Aura: Energy Blast 8d6, Personal Immunity (+¼), Reduced Endurance (½ END; +¼), Area Of Effect (One Hex; +½) (80 Active Points); No Range (-½) 3

80 Multipower, 80-point reserve
7u 1) Shadow Bolt: Energy Blast 14d6 (70 Active Points) 7
5u 2) Blindness: Sight Group Flash 14d6 (70 Active Points); No Range (-½) 7
8u 3) Mental Blast: Ego Attack 4d6, Area Of Effect (4" Radius; +1) (80 Active Points) 8
7u 4) Mind Fog: Sight, Hearing, Mental, Smell/Taste, Touch and Mystic Groups, Danger Sense, Combat Sense and Spatial Awareness Images 1" radius, +/-7 to PER Rolls (71 Active Points) 7

45 Shadow Port: Teleportation 20", x4 Noncombat 4

Skills
3 Acrobatics 14-
3 Disguise 11-
3 Persuasion 14-
3 Interrogation 14-
13 Stealth 19-
3 Shadowing 11-
9 Multi power: +3 with any three maneuvers or a tight group of attacks

Total Powers & Skill Cost: 416
Total Cost: 633

300+ Disadvantages
25 Physical Limitation: Evil Nature (All the Time; Fully Impairing)
25 Psychological Limitation: Hates Humanity (Very Common; Total)
15 Distinctive Features: (Easily Concealed; Extreme Reaction; Detectable By Virtually Everyone)
268 Experience Points

Total Disadvantage Points: 633
Earned Experience: 0
Spent Experience: 268
Unspent Experience: 0

Background/History: In Northern Manitoba is a large circle in the middle of a forest. Lacking any vegetation or animal life, it seems an anomaly. What it is, is a Dream Catcher, that catches the evil dream spirit across the continent. And it has been in operation for over 200 years. Now some of the most powerful spirits are testing the boundaries of the catcher in hopes of breaking it and giving evil dream spirits free reign across the continent. The most powerful is Popogusso and he wants to be free to make people's lives a nightmare.

Personality/Motivation: Hatred, misery, pain. These are some of its favourite things!

Quote: 

Powers/Tactics: A giant shadow this an array of Shadow and Mental powers. Physically or psychically, he will hurt you!

Campaign Use: 

Appearance: At 8 m tall and 25000 KG, he's a featureless black shadow in the shape of a man!

 

 

So every team needs an opponent who can take on the whole team. Aaron Allston once wrote that the way to get your team to get organised is to make an opponent that can beat the bricks, out damage the blasters and is more dexterous than the Mart. Art. And give him something that will make your team miserable. This is that opponent. He can dish it out and take it.
Jerome R. Rondeau
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Who is he?  And why does he seem familiar?

 

 

AEP #14  Golden Sojourner


 

Val Char Cost Roll Notes

 

80 STR 70 25- Lift 1.6ktons; 16d6 [4]

18 DEX 24 13- OCV:  6/DCV:  6

35 CON 50 16-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV:  3

20 PRE 10 13- PRE Attack:  4d6

16 COM 3 12-


30 PD 14 Total:  30 PD (30 rPD)

30 ED 23 Total:  30 ED (30 rED)

4 SPD 12 Phases:  3, 6, 9, 12

23 REC 0

70 END 0

68 STUN 0 Total Characteristic Cost:  206


Movement: Running: 20"/40"

Flight: 30"/480"

Leaping: 16"/32"

Swimming: 2"/4"


Cost Powers END

30 Damage Resistance (30 PD/30 ED)

 

20 Reduced Endurance (½ END; +¼) (20 Active Points) applied to STR

 

94 Multipower, 94-point reserve

9u 1)  Flight 30", x16 Noncombat, Reduced Endurance (½ END; +¼) (94 Active Points) 3

4u 2)  Running +14" (20" total), Reduced Endurance (½ END; +¼) (38 Active Points) 1

 

9 +6 versus Range Modifier for Sight Group

5 Nightvision

12 High Range Radio Perception (Radio Group)

10 Radio Perception/Transmission (Radio Group)

3 Ultrasonic Perception (Hearing Group)

 

24 Shape Shift  (Sight, Hearing, Smell/Taste and Touch Groups), Instant Change, Reduced Endurance (0 END; +½), Persistent (+½) (48 Active Points); Limited Power Power loses about half of its effectiveness (Only one identity; -1)


Talents

3 Absolute Range Sense

3 Absolute Time Sense

3 Bump Of Direction


Skills

3 KS: History 11-

3 KS: Teacher 11-

3 Electronics 11-

3 Mechanics 11-

3 Demolitions 11-

6 Language:  Latin (imitate dialects; literate)

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

3 Deduction 11-

3 Criminology 11-

3 Forensic Medicine 11-

3 Paramedics 11-

3 Inventor 11-

3 Security Systems 11-

3 Systems Operation 11-

3 Computer Programming 11-

15 +3 with DCV


Total Powers & Skill Cost:  290

Total Cost:  496


300+ Disadvantages

20 Psychological Limitation:  Legacy Hero (Very Common; Strong)

20 Psychological Limitation:  Must find Father (Very Common; Strong)

15 Psychological Limitation:  Search for self identity (Common; Strong)

141 Experience Points


Total Disadvantage Points:  496

Earned Experience:  0

Spent Experience:  141

Unspent Experience:  0


Background/History:  Far north on Baffin Island, is the secret home of (Superman analogue), complete with robot servants.  Though he is dead, the servants continue to maintain the home.  Except for one.  He was designed as a surrogate son, but never brought online.  Wanting to find his father, find his place in the world, and find who he is, he's left home and wandered the world.  He stays mostly in Toronto and has become its resident protector, but can show up anywhere on his quest.


Personality/Motivation:  Legacy hero with a desire to find his own identity!


Quote:  


Powers/Tactics:  A flying brick.  Strong, fast and hard to hurt.


Campaign Use:  


Appearance:  In normal from he has mediteranean feature with black hair and brown eyes and appears 183 cm and 82 KG.  In his secret ID he has brown hair paler skin.  His costume is a yellow bodysuit with red trim and a big Golden cape!




 

 

 

So this is the tie in to M&Ms Superman analogue.  I actually like it.  Its Superman meets Data.  Are we heroes due to upbringing or are we programmed that way?  Add all the ties to former enemies and allies and he could be used for a long time.

 

Power wise, he's a flying brick.  Its a classic because it works!

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So an anti hero, for a good reason

 

 

 

AEP #13 The Devil's Own

Val Char Cost Roll Notes
20 STR 10 13- Lift 400.0kg; 4d6 [2]
24 DEX 42 14- OCV: 8/DCV: 8
20 CON 20 13-
10 BODY 0 11-
10 INT 0 11- PER Roll 11-
13 EGO 6 12- ECV: 4
25 PRE 15 14- PRE Attack: 5d6
20 COM 5 13-

20 PD 16 Total: 20 PD (20 rPD)
20+10 ED 16 Total: 20/30 ED (20/30 rED)
5 SPD 16 Phases: 3, 5, 8, 10, 12
14 REC 12
40 END 0
30 STUN 0 Total Characteristic Cost: 158

Movement: Running: 16"/32"
Leaping: 7"/14"
Swimming: 4"/8"

Cost Powers END
20 Damage Resistance (20 PD/20 ED)

3 Leaping +3" (7" forward, 3 ½" upward) 1
8 Running +4" (16" total) 1
2 Swimming +2" (4" total) 1

7 Armor (0 PD/10 ED) (15 Active Points); Limited Power Power loses about half of its effectiveness (Only vs Fire heat; -1)

60 Multipower, 60-point reserve
3u 1) Devil's Touch: Energy Blast 10d6 (50 Active Points); No Range (-½) 5
4u 2) Energy Blast 8d6 (40 Active Points) 4

12 Running +6" (16" total) 1

52 (Total: 123 Active Cost, 52 Real Cost) Healing BODY 0 ½d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (11 Active Points); Always On (-½) (Real Cost: 7) plus Healing BODY 3d6, Resurrection, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (112 Active Points); Limited Power Power loses about half of its effectiveness (Only when on fire; -1), Always On (-½) (Real Cost: 45)
5 Sacrifice Strike +1 -2 8d6 Strike
5 Passing Strike +1 +0 4d6 +v/5; FMove
5 Passing Disarm -1 -1 Disarm, 30 STR to Disarm; FMove

Talents
20 Animal Friendship
4 Lightning Reflexes: +4 DEX to act first with Single Action

Skills
3 Breakfall 14-
4 Language: french (completely fluent; literate)
1 Language: English (imitate dialects; literate) (6 Active Points)
9 Tracking 14-
3 Acrobatics 14-
3 KS: History 11-
3 Climbing 14-
3 Disguise 11-

Total Powers & Skill Cost: 239
Total Cost: 397

300+ Disadvantages
15 Psychological Limitation: Seeks Justice (Common; Strong)
10 Hunted: Project Inferno 8- (As Pow; Harshly Punish)
15 Enraged: Berserk In combat (Uncommon), go 8-, recover 14-
57 Experience Points

Total Disadvantage Points: 397
Earned Experience: 0
Spent Experience: 57
Unspent Experience: 0

Background/History: Ellis is a product of (insert villain conspiracy) to make super powered operatives to further its aims. But the conditioning on his didn't take and he has spent his life seeking out cells and breaking them. SOmetimes he gets captured, but he breaks free and continues on his mission. The Devil's Own will get his due!

Personality/Motivation: He's a seeker of justice, for himself and those weaker than himself.

Quote: 

Powers/Tactics: Amazingly fast, he can superheat his body to fire blast of fire or make his fingertips lethal weapons. He also heals fast, especially if in a fire where his wounds seem to burn away!

Campaign Use: 

Appearance: 184 cm tall 80 KG he wears nondescript clothes so he does not stand out until he goes into action.

 

 

A nice tie in to a techno magic conspiracy. He has some good hooks and can be a very sympathetic NPC, especially if they get his back story!

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So a connection to the Viking discoverers of North America. And Vikings are cool!

 

 

 

AEP #15 Cyber Viking

Val Char Cost Roll Notes
50 STR 40 19- Lift 25.6tons; 10d6 [5]
23 DEX 39 14- OCV: 8/DCV: 8
25 CON 30 14-
10 BODY 0 11-
18 INT 8 13- PER Roll 15-
20 EGO 20 13- ECV: 7
23 PRE 13 14- PRE Attack: 4 ½d6
10 COM 0 11-

25 PD 15 Total: 25 PD (25 rPD)
25 ED 20 Total: 25 ED (25 rED)
5 SPD 17 Phases: 3, 5, 8, 10, 12
15 REC 0
50 END 0
48 STUN 0 Total Characteristic Cost: 202

Movement: Running: 10"/20"
Leaping: 14"/28"
Swimming: 5"/10"
Teleportation: 20"/160"

Cost Powers END
25 Damage Resistance (25 PD/25 ED)

8 Running +4" (10" total) 1
3 Swimming +3" (5" total) 1
4 Leaping +4" (14" forward, 7" upward) 1
6 +2 PER with all Sense Groups

47 Equipment Pool: Variable Power Pool, 40 base + 7 control cost, (60 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½), Limited Power Power loses about a third of its effectiveness (Only real world equipment/devices; -½)

90 Multipower, 90-point reserve
5u 1) Blaster: Energy Blast 10d6 (50 Active Points) 5
6u 2) Energy Sword: Energy Blast 12d6, Penetrating (+½) (90 Active Points); No Range (-½) 9

10 Radio Perception/Transmission (Radio Group)

121 Summon 16 244-point creatures, Weak-Willed -2 on EGO Rolls (+¼), Reduced Endurance (0 END; +½) (121 Active Points)

50 Teleportation 20", x8 Noncombat 5

Skills
3 Climbing 14-
3 Disguise 13-
3 Persuasion 14-
3 Stealth 14-
3 Shadowing 13-
1 Language: Old Norse (imitate dialects; literate) (6 Active Points)
4 Language: English (completely fluent; literate)
2 Blaster: +2 with any single attack with one specific weapon

Total Powers & Skill Cost: 397
Total Cost: 599

300+ Disadvantages
15 Psychological Limitation: Greedy (Common; Strong)
15 Psychological Limitation: Hates Technology (Common; Strong)
25 Enraged: Berserk In Combat (Uncommon), go 11-, recover 11-
15 Distinctive Features: (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
229 Experience Points

Total Disadvantage Points: 599
Earned Experience: 0
Spent Experience: 229
Unspent Experience: 0

Background/History: Lars Egilsson was a Viking who sailed north from the settlement in Newfoundland in search of more treasure. He found something. And alien base, unoccupied, but still automated. Captured, he was prodded, dissected, put back together with some Cybernetics. Then he was placed in cold storage. Recently freed, he now plunders North America as the Cyber Viking.

Personality/Motivation: He's a classic viking berserker with cybernetic augmentation and a crew of robot vikings to serve him.

Quote: 

Powers/Tactics: He prefers HTH, but he can fire a blast of energy when he needs to. Otherwise, strong durable and mean!

Campaign Use: 

Appearance: Imagine a viking. Now give him cyber parts, an energy sword and a glowing red eye.

 

 

So for a team of new heroes, he could be a serious threat. I am not sure about the M&M equipment pool, but make it something that if more high tech and he's real dangerous. He's expensive, but a large chunk of that is from the Summons. 

Power wise, he's nasty at range, even nastier HTH, and he's surrounded by a bunch of berserk robots. Add in his back story (are there more like him there) and he's got a few good plot hooks!

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The viking horde

 

 

AEP #16  Robot Vikings


 

Val Char Cost Roll Notes

 

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

14 DEX 12 12- OCV:  5/DCV:  5

25 CON 30 14-

10 BODY 0 11-

10 INT 0 11- PER Roll 13-

10 EGO 0 11- ECV:  3

10 PRE 0 11- PRE Attack:  2d6

10 COM 0 11-


5+12 PD -1 Total:  5/17 PD (5/17 rPD)

5+12 ED 0 Total:  5/17 ED (5/17 rED)

4 SPD 16 Phases:  3, 6, 9, 12

15 REC 8

50 END 0

38 STUN 0 Total Characteristic Cost:  85


Movement: Running: 10"/20"

Leaping: 10"/20"

Swimming: 5"/10"


Cost Powers END

5 Damage Resistance (5 PD/5 ED)

 

36 Armor (12 PD/12 ED)

 

8 Running +4" (10" total) 1

3 Swimming +3" (5" total) 1

4 Leaping +4" (10" forward, 5" upward) 1

6 +2 PER with all Sense Groups

 

10 Power Defense (10 points)

18 Mental Defense (20 points total)

11 Healing BODY 1d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Always On (-½), Self Only (-½)

5 Nightvision

10 Radio Perception/Transmission (Radio Group)

40 Multipower, 40-point reserve

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

1u 2)  Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-½) 1


Skills

3 Climbing 12-


Total Powers & Skill Cost:  164

Total Cost:  249


300+ Disadvantages

25 Physical Limitation:  Loyal to Cyber Viking (All the Time; Fully Impairing)

25 Enraged:  Berserk In Combat (Uncommon), go 11-, recover 11-


Total Disadvantage Points:  249

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0


Background/History:  


Personality/Motivation:  


Quote:  


Powers/Tactics:  


Campaign Use:  


Appearance:  

 
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A high tech threat from another world

 

 

 

AEP #17 Dominion

Val Char Cost Roll Notes
30 STR 20 15- Lift 1600.0kg; 6d6 [3]
26 DEX 48 14- OCV: 9/DCV: 9
20 CON 20 13-
10 BODY 0 11-
10 INT 0 11- PER Roll 13-
10 EGO 0 11- ECV: 3
25 PRE 15 14- PRE Attack: 5d6
10 COM 0 11-

25 PD 19 Total: 25 PD (25 rPD)
25 ED 21 Total: 25 ED (25 rED)
4 SPD 4 Phases: 3, 6, 9, 12
20 REC 20
40 END 0
35 STUN 0 Total Characteristic Cost: 167

Movement: Running: 10"/20"
Leaping: 10"/20"
Swimming: 5"/10"
Teleportation: 15"/120"

Cost Powers END
25 Damage Resistance (25 PD/25 ED)

3 Swimming +3" (5" total) 1
8 Running +4" (10" total) 1
4 Leaping +4" (10" forward, 5" upward) 1

6 +2 PER with all Sense Groups
10 Radio Perception/Transmission (Radio Group)
25 Nano Tech: Detect A Single Thing 13-/11- (Unusual Group), Discriminatory, Range, Sense, Targeting

10 Life Support (Immunity: All terrestrial diseases and biowarfare agents)
45 Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +½) (45 Active Points)

112 Multipower, 112-point reserve
7u 1) Nanoblast: Energy Blast 10d6, Reduced Endurance (½ END; +¼), Area Of Effect (24" Line; +1) (112 Active Points); No Range (-½) 5
10u 2) Nano Control: Entangle 6d6, 3 DEF, Reduced Endurance (½ END; +¼), Area Of Effect (6" Radius; +1) (101 Active Points) 4
11u 3) Disable Nano Tech: (Total: 112 Active Cost, 112 Real Cost) Drain PD 2 ½d6, Reduced Endurance (½ END; +¼), Area Of Effect (3" Radius; +1) (56 Active Points) (Real Cost: 56) plus Drain BODY 2 ½d6, Reduced Endurance (½ END; +¼), Area Of Effect (3" Radius; +1) (56 Active Points) (Real Cost: 56) 4

17 Healing BODY 1 ½d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (34 Active Points); Always On (-½), Self Only (-½)

50 Teleportation 15", x8 Noncombat, Reduced Endurance (½ END; +¼) (50 Active Points) 2

4 Martial Block +2 +2 Block, Abort
4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort
5 Offensive Strike -2 +1 10d6 Strike
4 Martial Strike +0 +2 8d6 Strike

Skills
3 Climbing 14-
3 Disguise 11-
3 Deduction 11-
3 Forensic Medicine 11-
3 Persuasion 14-
3 Sleight Of Hand 14-
3 Concealment 11-
3 Contortionist 14-
3 Shadowing 11-
3 Stealth 14-
3 Mechanics 11-
3 Electronics 11-
3 Demolitions 11-
3 Computer Programming 11-
3 Paramedics 11-
3 Fast Draw 14-
3 Inventor 11-
3 Security Systems 11-
3 Systems Operation 11-

Total Powers & Skill Cost: 417
Total Cost: 584

200+ Disadvantages
25 Psychological Limitation: Must Rule (Very Common; Total)
359 Experience Points

Total Disadvantage Points: 584
Earned Experience: 0
Spent Experience: 359
Unspent Experience: 0

Background/History: On a parallel earth, one city managed to survive the nuclear holocaust that devastated that world. Beset on all sides by ravening hordes, its protectors, led by the cyborg soldier who named himself after the city, managed to keep it safe. But it was a losing proposition. They couldn't stay alive for long and so looked for a way out. Finding a way to transport the city across dimensions, they arrived on Earth Prime near Nanaimo. But Dominion had other plans, not only a safe haven for his people but a country to rule. It took a number of heroes to defeat his plans and he fled Dominion City. Since then Dominion City has set up a system to make it difficult for him to return, so in preparation, he plans and stockpiles and gathers favours. Soon he will regain control of the City and restart his conquest of Canada.

Personality/Motivation: A hardened soldier and security chief. He started with the desire to see his people safe, but he is blinded by the desire to be in control and totally safe.

Quote: 

Powers/Tactics: A powerful cyborg, his frame is built mostly for his Nanobot control abilities than for strength. He is no slouch in HTH, but his blast, weaken and entangle are what make him very dangerous. Add the invisibility screen and he can attack on his terms!

Campaign Use: 

Appearance: Human Cyborg with metallic parts wearing a green hooded cape! He stands 200 cm and 100 KG.

 

 

As written he was OK, but everything that made him nasty they gave a MAJOR limitation that it only functioned in the high tech environ of the city, or only against inhabitants of the city. This was like a -2 limitation at least. So scratch the invisibility, the weaken and the entangle. So he's a teleporting blaster. 

Sorry he's not only the security chief, but the chief defender of the city. Those should be his primary weapons. So I just got rid of the limitations. In fact, I'd add a couple of extra blasts, including a straight 14 d6, just to add to the threat.

Use wise, he can crop up anywhere. Part of the hook of the city is that it can be the catalyst for activating some superpowers, people he can then add to a team. Also I can see him acting as a mercenary to get favours and equipment. SO I like him!

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Chapter Three  Mexico

 

So this chapter starts with the guardian of Mexico, a man behind the scenes pulling and pushing thing to keep his country safe.  He’s a ruthless pragmatist, but he can justify a whole host of adventures, so I like it.  As well he has set things up to help in the creation of home grown heroes, so again cool!

 

We then get a quick tour of Ciudad Juarez and Guadalajara and Hecelchakan and a quick run down on the heroes and villains operating in each city.

 

Next we get Mexico City, and mention that it is seeing a rise in supers.  This could lead to a Mexico based campaign, if people are up to it.  By far the coolest thing here is La Liga de Metaluchdores.  Basically super powered masked wrestlers who fight crime in and around Mexico City.  

 

Monterrey is next and the burgeoning supers scene followed by Palo Santo a town ravaged by an undead horror but about to be saved, possibly.  A village untouched by modern problems and events in Tijuana round out the chapter.  The final note is a man who has built a battlesuit out of junk.  Sounds very cool!

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A high tech summoner. This is seriously cool!

 

 

 

 

 

AEP #18 Hashtag

Val Char Cost Roll Notes
10 STR 0 11- Lift 100.0kg; 2d6
18 DEX 24 13- OCV: 6/DCV: 6
18 CON 16 13-
10 BODY 0 11-
23 INT 13 14- PER Roll 17-
18 EGO 16 13- ECV: 6
13 PRE 3 12- PRE Attack: 2 ½d6
10 COM 0 11-

8+12 PD 6 Total: 8/20 PD (8/20 rPD)
8+12 ED 4 Total: 8/20 ED (8/20 rED)
4 SPD 12 Phases: 3, 6, 9, 12
6 REC 0
36 END 0
24 STUN 0 Total Characteristic Cost: 94

Movement: Running: 6"/12"
Leaping: 2"/4"
Swimming: 2"/4"

Cost Powers END
8 Damage Resistance (8 PD/8 ED)

9 +3 PER with all Sense Groups
10 Radio Perception/Transmission (Radio Group)
12 High Range Radio Perception (Radio Group)
32 Radio Signals: Detect A Class Of Things 17-/14- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Sense, Targeting
35 Machines Electronics: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x4)
30 Link Up: Clairsentience (Sight And Hearing Groups), Discriminatory, Increased Arc Of Perception (360 Degrees), Telescopic: +10 (45 Active Points); Limited Power Power loses about a third of its effectiveness (Only over networked devices; -½) 4

30 Force Field (12 PD/12 ED), Reduced Endurance (½ END; +¼) (30 Active Points) 1

20 Elemental Control, 40-point powers
49 1) Hashtag's Holograms: Summon 4 220-point creatures, Weak-Willed -2 on EGO Rolls (+¼), Reduced Endurance (0 END; +½) (94 Active Points); Limited Power Power loses about a third of its effectiveness (Must appear near a networked device; -½)
20 2) Deep Scan: Telepathy 8d6 (Machine class of minds) (40 Active Points) 4
30 3) Solid Hologram: Force Wall (8 PD/8 ED), Reduced Endurance (½ END; +¼) (50 Active Points) 2
20 4) Light Blast: Energy Blast 8d6 (40 Active Points) 4

Perks
3 Anonymity
27 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), Organization Contact (x3) (27 Active Points) 13-

Talents
12 Combat Luck (6 PD/6 ED)

Skills
3 KS: Politics 14-
3 Deduction 14-
3 Criminology 14-
3 Forensic Medicine 14-
3 Mechanics 14-
3 Electronics 14-
3 Demolitions 14-
3 Computer Programming 14-
3 Security Systems 14-
3 Systems Operation 14-
3 Inventor 14-
15 Intelligence Skills: +3 with a group of similar Skills
4 Language: English (completely fluent; literate)
4 Language: Japanese (completely fluent; literate)
1 Language: Spanish (imitate dialects; literate) (6 Active Points)
3 Teamwork 13-
3 Light Blast: +3 with any single attack with one specific weapon

Total Powers & Skill Cost: 410
Total Cost: 504

300+ Disadvantages
10 Psychological Limitation: Impatient (Common; Moderate)
10 Psychological Limitation: Careless (Common; Moderate)
20 Psychological Limitation: With power comes responsibility (Very Common; Strong)
164 Experience Points

Total Disadvantage Points: 504
Earned Experience: 0
Spent Experience: 164
Unspent Experience: 0

Background/History: Miguel Najera was in Emerald City when the Silver Storm struck. He gained powers that day, but the didn't manifest until he was back in Guadalajara. At a tech show he made an image from a 3d generator solid and real. After he experimented some he discovered he could make solid light constructs as well as being able to link remotely to any networked device. Calling himself #Hashtag he started investigating crimes and leaking evidence to the needed authorities.

Personality/Motivation: #Hashtag has an overconfident bent to himself, but he tends to be cautious in combat. But he firmly believes he has been given these powers for a reason and hopes good things will come of it.

Quote: 

Powers/Tactics: Scout out an area remotely, then sneak in and try to accomplish what he came to do. If trouble arises, he summons his robots and hides. He uses his Solid Holograms to aid or hinder and his Light Blast as a last resort.

Campaign Use: 

Appearance: Mexican male early 20s 175 cm and 70 KG, black hair, brown eyes. He wears no costume, just nondescript clothing to allow him to blend in!
 

 

 

I can see this guy as part of a starting team, or brought into an existing team to provide some tech and extra muscle!

Personality wise, i like. Power wise, it is a nice take in the summoner type!

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#hashtag's solid holograms

 

 

 

AEP #19 Hashtag Hologram

Val Char Cost Roll Notes
15+10 STR 5 12- / 14- Lift 200.0kg/800.0kg; 3d6/5d6 [½]
15 DEX 15 12- OCV: 5/DCV: 5
25 CON 30 14-
10+2 BODY 0 11-
10 INT 0 11- PER Roll 13-
10 EGO 0 11- ECV: 3
10 PRE 0 11- PRE Attack: 2d6
10 COM 0 11-

6+6 PD 3 Total: 6/12 PD (6/14 rPD)
8+6 ED 3 Total: 8/14 ED (8/14 rED)
4 SPD 15 Phases: 3, 6, 9, 12
8 REC 0
50 END 0
31+2 STUN 0 Total Characteristic Cost: 71

Movement: Running: 16"/32"
Leaping: 11"/22"
Swimming: 5"/10"

Cost Powers END
8 Damage Resistance (8 PD/8 ED)
18 Armor (6 PD/6 ED)

3 Swimming +3" (5" total) 1
20 Running +10" (16" total) 2
8 Leaping +8" (11"/13" forward, 5 ½"/6 ½" upward) 1
6 +2 PER with all Sense Groups
10 Power Defense (10 points)
15 Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 400 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Always On (-½)

40 Multipower, 40-point reserve
4u 1) Energy Blast 8d6 (40 Active Points) 4
4u 2) Sight Group Flash 8d6 (40 Active Points) 4
3 Martial Grab -1 -1 Grab Two Limbs, 25 STR / 35 STR for holding on
5 Offensive Strike -2 +1 7d6 / 9d6 Strike
4 Weapon Bind +1 +0 Bind, 25 STR / 35 STR

Total Powers & Skill Cost: 148
Total Cost: 219

300+ Disadvantages
25 Physical Limitation: Loyal to Hashtag (All the Time; Fully Impairing)
10 Distinctive Features: (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

Total Disadvantage Points: 219
Earned Experience: 0
Spent Experience: 0
Unspent Experience: 0

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