Mr. R Posted December 21, 2017 Author Report Share Posted December 21, 2017 Where have I seen him before? Quote AEP #92 The SlayerVal Char Cost Roll Notes20 STR 10 13- Lift 400.0kg; 4d6 [2]20 DEX 30 13- OCV: 7/DCV: 720 CON 20 13-10 BODY 0 11-13 INT 3 12- PER Roll 14-18 EGO 16 13- ECV: 623 PRE 13 14- PRE Attack: 4 ½d614 COM 2 12-8 PD 4 Total: 8 PD (8 rPD)8 ED 4 Total: 8 ED (8 rED)4 SPD 10 Phases: 3, 6, 9, 128 REC 040 END 030 STUN 0 Total Characteristic Cost: 112Movement: Running: 10"/20" Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 21, 2017 Author Report Share Posted December 21, 2017 Where have I seen him before? Quote AEP #92 The SlayerVal Char Cost Roll Notes20 STR 10 13- Lift 400.0kg; 4d6 [2]20 DEX 30 13- OCV: 7/DCV: 720 CON 20 13-10 BODY 0 11-13 INT 3 12- PER Roll 14-18 EGO 16 13- ECV: 623 PRE 13 14- PRE Attack: 4 ½d614 COM 2 12-8 PD 4 Total: 8 PD (8 rPD)8 ED 4 Total: 8 ED (8 rED)4 SPD 10 Phases: 3, 6, 9, 128 REC 040 END 030 STUN 0 Total Characteristic Cost: 112Movement: Running: 10"/20"Leaping: 10"/20"Swimming: 5"/10"Swinging: 10"/20"Cost Powers END8 Damage Resistance (8 PD/8 ED)3 Swimming +3" (5" total) 18 Running +4" (10" total) 16 Leaping +6" (10" forward, 5" upward) 15 Swinging 10" (10 Active Points); Only On Appropriate Terrain Only on snow and ice (-1) 16 +2 PER with all Sense Groups9 Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +½) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-½)15 Heavy Pistol: Energy Blast 4d6, Reduced Endurance (0 END; +½) (30 Active Points); OAF (-1)5 Defensive Strike +1 +3 4d6 Strike5 Offensive Strike -2 +1 8d6 Strike4 Martial Block +2 +2 Block, Abort1 Weapon Element: Blades3 Defensive Shot -1 +2 Strike4 Offensive Shot -1 -1 Strike, +4 DC1 Weapon Element: HandgunsTalents12 Combat Luck (6 PD/6 ED)4 Lightning Reflexes: +4 DEX to act first with Single Action2 Trackless StrideSkills3 Acrobatics 13-3 Climbing 13-3 KS: History 12-3 Tactics 12-3 Forensic Medicine 12-3 Deduction 12-3 Criminology 12-3 Sleight Of Hand 13-3 Concealment 12-3 Contortionist 13-3 Systems Operation 12-3 Security Systems 12-3 Mechanics 12-3 Electronics 12-3 Demolitions 12-3 Paramedics 12-4 Language: Ladin (completely fluent; literate)4 Language: Quechua (Inca) (completely fluent; literate)1 Language: English (imitate dialects; literate) (6 Active Points)10 +2 with Ranged CombatTotal Powers & Skill Cost: 168Total Cost: 280300+ Disadvantages15 Psychological Limitation: Thrill Seeker (Common; Strong)Total Disadvantage Points: 280Earned Experience: 0Spent Experience: 0Unspent Experience: 0Background/History: He studied at West Point, fought in the war and eventually became professor of Military History. But he craved adventure and so decided to trek the Himalayas. But his team was attacked and all were killed. He ran for it, ducking into a cave. When he was followed, he went in deeper, and was lowering himself down a tunnel when his rope was cut and he fell.... into another world. There in this "Lost World" he has travelled and adventures. Michael Morgan Slater has a new title now, the Slayer! And he's have the time of his life!Personality/Motivation: A daredevil and thrillseeker!Quote: Powers/Tactics: A skilled swordsman and athlete.Campaign Use: Appearance: 184 cm and 80 KG with green eyes and grey hair and van-dyke beard. He wields a longsword and a .45 caliber ACP! A classic pulp concept that was made into a comic. He fits the Lost World narrative completely. Again if you are gonna copy, make it a good one. Seriously this guy could be dropped into any fantasy campaign with just a little modification.I like! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 21, 2017 Author Report Share Posted December 21, 2017 All he need is some vines Quote AEP #93 Zandar the Jungle Lord Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 21 DEX 33 13- OCV: 7/DCV: 7 20 CON 20 13- 10 BODY 0 11- 10 INT 0 11- PER Roll 13- 25 EGO 30 14- ECV: 8 25 PRE 15 14- PRE Attack: 5d614 COM 2 12-8 ED 4 Total: 8 ED (8 rED) 8 PD 4 Total: 8 PD (8 rPD) 3 SPD 0 Phases: 4, 8, 12 8 REC 0 40 END 0 30 STUN 0 Total Characteristic Cost: 118 Movement: Running: 10"/20" Leaping: 10"/20" Swimming: 5"/10" Swinging: 10"/20" Cost Powers END 8 Damage Resistance (8 PD/8 ED) 3 Swimming +3" (5" total) 1 6 Leaping +6" (10" forward, 5" upward) 1 8 Running +4" (10" total) 1 5 Swinging 10" (10 Active Points); Only On Appropriate Terrain Only on snow and ice (-1) 1 6 +2 PER with all Sense Groups 6 Knife: Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +½) (15 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 3 Martial Grab -1 -1 Grab Two Limbs, 30 STR for holding on 5 Offensive Strike -2 +1 8d6 Strike 4 Martial Strike +0 +2 6d6 Strike 1 Weapon Element: Blades Talents 20 Animal Friendship 2 Trackless Stride 12 Combat Luck (6 PD/6 ED) Skills 3 Climbing 13- 9 Survival 14- 3 Stealth 13- 3 Shadowing 11- 3 Paramedics 11- 4 Language: Ladin (completely fluent; literate) 4 Language: Quechua (Inca) (completely fluent; literate) 1 Language: English (imitate dialects; literate) (6 Active Points) 4 Language: Various Tribal (completely fluent; literate) 10 +2 with DCV Total Powers & Skill Cost: 133 Total Cost: 251 300+ Disadvantages 15 Psychological Limitation: Lordly Responsibility (Common; Strong) Total Disadvantage Points: 251 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: The son of Prof. Challenger, Alexander has been living in two world. Part in England, where he was educated and part home in the "Lost World". But he always considered the "Lost World" home and has since moved there full time. There he is called Zandar, the Jungle Lord! Personality/Motivation: Responsibility! Quote: Powers/Tactics: A skilled HTH and knife fighter! As well he's a canny jungle warrior! Campaign Use: Appearance: 189 cm and 194 KG with brown eyes and shoulder length brown hair! He wears a loincloth and a necklace of dinosaur teeth! And the homages just keep on coming! All he needs is a big jungle cat, or talking gorilla! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 21, 2017 Author Report Share Posted December 21, 2017 Chapter Nineteen Atlantis There have been so many supplements about Atlantis, and this one hits all tried and true. We get history, WW II involvement, interactions with the Supers of the world, internal politics and rebels. Culture and technology are given a go over. Then we get the Royal Family and their involvement on the outside world of superheroes. There is nothing new here really, but it does give a hint for undersea adventures. If you can get Hero Games Atlantis, you could really flesh out this section to do a complete undersea campaign. Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 21, 2017 Author Report Share Posted December 21, 2017 Comment after the Sea King Quote AEP #91 Queen Mother EvelynnVal Char Cost Roll Notes10 STR 0 11- Lift 100.0kg; 2d618 DEX 24 13- OCV: 6/DCV: 618 CON 16 13-10 BODY 0 11-13 INT 3 12- PER Roll 14-18 EGO 16 13- ECV: 625 PRE 15 14- PRE Attack: 5d616 COM 3 12-8 PD 6 Total: 8 PD (8 rPD)8 ED 4 Total: 8 ED (8 rED)4 SPD 12 Phases: 3, 6, 9, 126 REC 036 END 024 STUN 0 Total Characteristic Cost: 99Movement: Running: 10"/20"Gliding: 10"/40"Leaping: 6"/12"Swimming: 14"/56"Cost Powers END8 Damage Resistance (8 PD/8 ED)8 Running +4" (10" total) 14 Leaping +4" (6" forward, 3" upward) 16 +2 PER with all Sense Groups8 Life Support (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold)5 Nightvision3 Ultrasonic Perception (Hearing Group)17 Multipower, 17-point reserve2u 1) Swimming +12" (14" total) (x4 Noncombat) (17 Active Points) 21u 2) Gliding 10", x4 Noncombat (15 Active Points)100 Multipower, 100-point reserve4u 1) Hearing Group Flash 11d6, Area Of Effect (8" Cone; +1) (66 Active Points); No Range (-½) 73u 2) Hypnotic Song: Mind Control 10d6 (50 Active Points); Does Not Provide Mental Awareness (-¼), Subject To Range Modifier (-¼), Limited Power Power loses about a fourth of its effectiveness (Only on hearing; -¼) 55u 3) Sonic Blast: Energy Blast 10d6 (50 Active Points) 57u 4) Sonic Burst: Energy Blast 10d6, Area Of Effect (11" Cone; +1) (100 Active Points); No Range (-½) 105u 5) Vertigo: Drain DEX 4d6, Ranged (+½) (60 Active Points); Limited Power Power loses about a fourth of its effectiveness (Only on hearing; -¼) 650 Ritualist: Variable Power Pool, 40 base + 10 control cost, (60 Active Points); all slots Requires A Skill Roll (-½), VPP Can Only Be Changed Between Adventures (-½)Perks1 Fringe Benefit (0 Active Points)10 Fringe Benefit: PrinceTalents20 Animal Friendship24 Combat Luck (12 PD/12 ED)2 Environmental Movement (no penalties on water)Skills3 Acrobatics 13-3 Climbing 13-3 Disguise 12-3 Magic: Power 12-3 KS: Singing 12-3 PS: Singing 12-3 Persuasion 14-3 Security Systems 12-3 Systems Operation 12-3 Mechanics 12-3 Electronics 12-3 Demolitions 12-3 Paramedics 12-6 Language: Atlantean (imitate dialects; literate)4 Language: French (completely fluent; literate)1 Language: English (imitate dialects; literate) (6 Active Points)Total Powers & Skill Cost: 343Total Cost: 442300+ Disadvantages15 Psychological Limitation: Royal Responsibility (Common; Strong)10 Physical Limitation: Age (Frequently; Slightly Impairing)117 Experience PointsTotal Disadvantage Points: 442Earned Experience: 0Spent Experience: 117Unspent Experience: 0Background/History: A girl with dreams to make it in the Big Apple. And she was getting there too. She was booked as the singer on a ship crossing the ocean before the US joined WWII, but that didn't stop the german torpedo. And she didn't make it to the life rafts. As she was sinking, she was rescued by Prince Thallor of Atlantis, as he felt she was the one prophesied by the ancient sirens. It turned out he was correct, and Lynn Sidon was granted powers over sound and the ocean. Calling herself Siren, she served with the Liberty League, and after the war returned to Atlantis to marry her prince. Now the Queen Mother, she guides her children and grandchildren as well as protecting them!Personality/Motivation: Responsibility!Quote: Powers/Tactics: With various sonic abilities and movement in air or water.Campaign Use: Appearance: 170 cm and 68 KG with brown hair and green eyes! She wears elegant gowns, but will change into more appropriate gear if needed! I like her. Ties to WW II and to the current King gives her a lot of hooks. Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 21, 2017 Author Report Share Posted December 21, 2017 The other undersea king, More DC like Quote AEP #92 Sea KingVal Char Cost Roll Notes50 STR 40 19- Lift 25.6tons; 10d6 [5]23 DEX 39 14- OCV: 8/DCV: 823 CON 26 14-10 BODY 0 11-10 INT 0 11- PER Roll 13-15 EGO 10 12- ECV: 523 PRE 13 14- PRE Attack: 4 ½d616 COM 3 12-23 PD 13 Total: 23 PD (23 rPD)23 ED 18 Total: 23 ED (23 rED)5 SPD 17 Phases: 3, 5, 8, 10, 1215 REC 046 END 047 STUN 0 Total Characteristic Cost: 179Movement: Running: 10"/20"Leaping: 14"/28"Swimming: 24"/96"Cost Powers END23 Damage Resistance (23 PD/23 ED)8 Running +4" (10" total) 14 Leaping +4" (14" forward, 7" upward) 16 +2 PER with all Sense Groups5 Nightvision8 Life Support (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold)34 Swimming +22" (24" total) (x4 Non Combat), Reduced Endurance (½ END; +¼) (34 Active Points) 124 Water form: Desolidification , Reduced Endurance (0 END; +½) (60 Active Points); Limited Power Power loses about half of its effectiveness (No defence just to get into small openings; -1), Limited Power Power loses about a third of its effectiveness (Only underwater; -½)22 Water form: Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +½) (45 Active Points); Limited Power Power loses about a third of its effectiveness (Only underwater; -½), Linked (Water form; -½)7 Energy Damage Reduction, Resistant, 25% (15 Active Points); Limited Power Power loses about a third of its effectiveness (Only Underwater; -½), Linked (Water form; -½)7 Physical Damage Reduction, Resistant, 25% (15 Active Points); Limited Power Power loses about a third of its effectiveness (Only Underwater; -½), Linked (Water form; -½)40 Suffocation: Energy Blast 6d6, No Normal Defense ([Standard]; +1) (60 Active Points); No Range (-½) 6Perks15 Fringe Benefit: KingTalents20 Animal FriendshipSkills3 Acrobatics 14-3 Climbing 14-3 Science Skill: Earth Sciences 11-3 KS: Theology philosophy 11-3 Persuasion 14-3 Systems Operation 11-3 Security Systems 11-3 Mechanics 11-3 Electronics 11-3 Demolitions 11-5 Language: English (idiomatic; literate)1 Language: Atlantean (imitate dialects; literate) (6 Active Points)Total Powers & Skill Cost: 259Total Cost: 438300+ Disadvantages15 Psychological Limitation: Royal Responsibility (Common; Strong)0 Dependence: Water Takes 1d6 Damage (Very Common; 6 Hours)123 Experience PointsTotal Disadvantage Points: 438Earned Experience: 0Spent Experience: 123Unspent Experience: 0Background/History: The son of Queen Evelynn and King Thallon, he grew up as part of two worlds. Theseus eventually travelled to the surface world to learn about it and experience it. He even joined the Freedom League as the Sea-King and served with distinction. But while he was away, a coup deposed his father. Rushing home with the Freedom League, he eventually defeated the usurpers, but at a cost, the death of his father. Now Sea-King in truth, he ascended the throne and has ruled ever since.Personality/Motivation: He is king to his people!Quote: Powers/Tactics: Strong even for an atlantean, he can also transform into a water form that can drown people and is invisible underwater!Campaign Use: Appearance: 184 cm and 85 KG with blond hair and beard and green eyes! So here is the Aquaman homage, with a few extra powers. He is another where I feel he was a PC in a campaign, he is that fleshed out.So my comment. I own Hero Games Atlantis, and IIRC the Queen Mom, Sea King and resulting family are VERY similar to the one in that supplement. So I suggest that if you can find it, and want to run an undersea campaign, get it. It will flesh out this section a lot! So that is it for characters. One more finishing chapter and I am done! Quote Link to comment Share on other sites More sharing options...
Lucius Posted December 22, 2017 Report Share Posted December 22, 2017 10 hours ago, Mr. R said: 9 HTH only not Trident: +3 with any three maneuvers or a tight group of attacks Are you defining "anthing not the Trident" as a "tight group?" Lucius Alexander How about "Anything not the palindromedary?" Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 22, 2017 Author Report Share Posted December 22, 2017 Typo Darn it I set a trap for the bugger and he evaded it. Nasty little buggers! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 22, 2017 Author Report Share Posted December 22, 2017 Chapter Twenty UNISON UNISON is the United Nations International Superhuman Oversight Network and follows in the footstep of UNCLE and UNTIL. We get a history and how the UN in Earth Prime allows the UN to field its own little army. But also it is an intelligence gathering group with its own cadre of spies and operatives world wide. One branch I really liked was Team Alphabet, 26 super agents that each had a letter from the alphabet. We then get a section on the structure and operations. These include: Alien Diplomacy, Border Crossings, Investigations and Assassinations (I found this part refreshing, Lawful Good doesn't mean Awful Stupid). Equipment is next and I found this underwhelming. All this alien and villain super tech and they can’t reverse engineer any of it? Their enemies get Blasters and Ray Guns, and they get M-16s. I could see a small elite arm with SOTA equipment for just those heavy operations. Then a couple of bases are detailed and some key personnel. Then we get some suggestions for campaigns using UNISON, including a super team option. In fact the SWORD team idea from Nato above (SEE Central Europe) would be a perfect fit here. This could even be like the Legion of Superheroes with teams formed for certain operations. Finally Global Threats are detailed. The big WWC and its front organization (which has been operating for over 25 years with nobody figuring it out, amazing) is mentioned. We get two underworld high tech suppliers who are in competition with each other, and not friendly by any means. Then two organizations that are into creating super villains who are also not on friendly terms at all. A Chinese Mastermind and various global powered supervillains are noted. Finally the greater galaxy and ALIEN INVADERS. I found this section hit and miss. There is a lot of good ideas here (Team Alphabet) with some bad ones (Normal equipment for an organization that impounds super tech). If you are wanting a gritty UNCLE type game, then it works. If you want more four coloured SHIELD, then you have to modify. But there is enough from other chapters that it would be easy to change it up a bit. So ends my Journey. Final Verdict 4 stars out of 5 There is a lot of good stuff in here. The world is presented as having its own heroes and villains and USA is not doing a Mighty Mouse “Here I come to save the day”. The world here is very organic. But there are some duds, which I have made known throughout the posts. Also some parts just do not seem to work, or stretch things way too far. But if you want to get a supplement for your heroes who like to travel to interesting places, meet interesting people and blow things up, then I highly recommend it regardless of the system you use. Quote Link to comment Share on other sites More sharing options...
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