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Mr. R

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She's dreamy.....
 

Quote

COH #34 Rosedream

Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 [1]
20 DEX 30 13- OCV: 7/DCV: 7
20 CON 20 13-
10 BODY 0 11-
18 INT 8 13- PER Roll 13-
11 EGO 2 11- ECV: 4
15 PRE 5 12- PRE Attack: 3d6
20 COM 5 13-

6+16 PD 3 Total: 6/22 PD (6/22 rPD)
6+16 ED 2 Total: 6/22 ED (6/22 rED)
5 SPD 20 Phases: 3, 5, 8, 10, 12
7 REC 0
40 END 0
28 STUN 0 Total Characteristic Cost: 100

Movement: Running: 11"/44"
Leaping: 8"/16"
Swimming: 2"/4"

Cost Powers END
6 Damage Resistance (6 PD/6 ED)

24 Armor (8 PD/8 ED)
16 Armor (8 PD/8 ED) (24 Active Points); Ablative BODY Only (-½)

9 Healing BODY 2d6 (20 Active Points); Self Only (-½), Increased Endurance Cost (x2 END; -½), Gradual Effect (1 Turn (Post-Segment 12); -¼) 4

25 Multipower, 25-point reserve
2u 1) Running +5" (11" total), x4 Noncombat, Reduced Endurance (½ END; +¼) (22 Active Points) 1
1u 2) Leaping +5" (8" forward, 4" upward) (Accurate) (10 Active Points) 1

90 Multipower, 90-point reserve
3u 1) Spines: Hand-To-Hand Attack +8d6, Reduced Endurance (½ END; +¼) (50 Active Points); Hand-To-Hand Attack (-½) 2
6u 2) Spine Burst: Energy Blast 8d6, Personal Immunity (+¼), Area Of Effect (5" Radius; +1) (90 Active Points); No Range (-½) 9
5u 3) Spray: Energy Blast 8d6, Area Of Effect (9" Cone; +1) (80 Active Points); No Range (-½) 8
4u 4) Grabbing Vines: Entangle 6d6, 3 DEF, Reduced Endurance (½ END; +¼) (56 Active Points); No Range (-½) 2

35 Poison Thornes: Energy Blast 7d6, Penetrating (+½), Reduced Endurance (0 END; +½) (70 Active Points); No Range (-½), Limited Power Power loses about a third of its effectiveness (Only when hit HTH; -½)

Perks
5 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) 8-
5 Money: Well Off
6 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, License to practice a profession, Local Police Powers, Passport

Talents
3 Bump Of Direction

Skills
3 Bureaucratics 12-
3 KS: Plants 13-
1 Language (imitate dialects) (5 Active Points)
6 Language (imitate dialects; literate)
3 Paramedics 13-
3 Science Skill: Botany 13-
2 Science Skill: Plant Genetics 11-
3 Survival 13-

Total Powers & Skill Cost: 269
Total Cost: 369

200+ Disadvantages
15 Psychological Limitation: Scientifically Curious (Common; Strong)
15 Psychological Limitation: Fear of poisons (Common; Strong)
5 Vulnerability: 1 ½ x STUN Poison (Uncommon)
5 Vulnerability: 1 ½ x BODY Poison (Uncommon)
5 Vulnerability: 1 ½ x Effect Poison (Uncommon)
15 Hunted: 8- (As Pow; NCI; Harshly Punish)
10 Distinctive Features: (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
99 Experience Points

Total Disadvantage Points: 369
Earned Experience: 0
Spent Experience: 99
Unspent Experience: 0

Background/History: Rose Thornton is a talented botanist and geneticist. Her main area of study was genetic slicing to give beneficial attributes to mostly food plants so they can be more productive in their yields. But (insert villain organization) decided her research should be exclusively theirs. They tried to get her research through corporate espionage, but then decided that they also needed her to continue the research for their purposes (her desires were irrelevant). So a fast raid was conducted at her lab. And in true Murphy’s Law attributes, she was knocked into many of the chemicals and genetic samples she kept. Soon (Good guy organisation) was on the way. Thinking her dead, they left. But she was really in a coma. And the plant DNA was being integrated into her human DNA. Months later she woke up, a plant/human hybrid. Now (Villainous organization ) try to kidnap her to study / dissect her. Though she doesn’t really want to be a superhero, she keeps getting drawn in, either due attempts on her person, or her curiosity about events happening around her! So Rosedream puts herself out there.

Personality/Motivation: Curious about scientific events, and how it may fit into her research!

Quote: Not again! And I was just about to get a sample! 

Powers/Tactics: A plant human hybrid, she can grow spines and spikes for various offensive purposes. As well she can grow a hard shell about her to protect herself. But it can be worn down, so Rose tries to finish any fight as fast as possible.

Appearance: A 160 cm tall 60 KG woman with bright yellow hair (flowers) and brownish skin over which she has green clothing (actually leaves that she can tailor for different outfits)
 

 

 

 

So this is a Spines / Bio armour Scrapper. No Martial Arts, just a set of powers that are plant based. So spikes, spines and thorns with toxins are part of it. I also gave her an entangle as it fits the set. 

As her armour is ablative, a stand up fight is not to her advantage, so she will take out opponents as fast as possible. and move around as much as possible. 

Personality wise I went a scientists route as I find too often plant heroes are mystical, with links to the Green (or other plant / life force). I don't mind them, but lets go outside the box sometimes!

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A Knight in shining armour

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COH #35 Sir Gawain

Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 [1]
23 DEX 39 14- OCV: 8/DCV: 8
23 CON 26 14-
15 BODY 10 12-
10 INT 0 11- PER Roll 14-
15 EGO 10 12- ECV: 5
21 PRE 11 13- PRE Attack: 4d6
16 COM 3 12-

8+12 PD 5 Total: 8/20 PD (8/20 rPD)
8+12 ED 3 Total: 8/20 ED (8/20 rED)
6 SPD 27 Phases: 2, 4, 6, 8, 10, 12
8 REC 0
46 END 0
35 STUN 0 Total Characteristic Cost: 139

Movement: Running: 6"/12"
Flight: 20"/40"
Leaping: 3"/6"
Swimming: 2"/4"

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

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

6 +3 PER with all Sense Groups (9 Active Points); OIF (-½)
3 Infrared Perception (Sight Group) (5 Active Points); OIF (-½)
3 Nightvision (5 Active Points); OIF (-½)
3 Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½)
8 High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½)
4 Sight Group Flash Defense (6 points) (6 Active Points); OIF (-½)

40 Jet books: Flight 20", Reduced Endurance (0 END; +½) (60 Active Points); OIF (-½)

9 Power Cell: Endurance Reserve (50 END, 6 REC) Reserve: (11 Active Points); OIF (-½)

33 Multipower, 50-point reserve, (50 Active Points); all slots OIF (-½)
1u 1) Power Sword Stun: Hand-To-Hand Attack +5d6, Reduced Endurance (½ END; +¼) (31 Active Points); Hand-To-Hand Attack (-½), OIF (-½) 1
2u 2) Power Sword Kill: Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR), Reduced Endurance (½ END; +¼) (37 Active Points); OIF (-½) 1
3u 3) Focused Burst: Energy Blast 10d6 (50 Active Points); OIF (-½) 5

2 Weapon Element: Blades, Default Element, Empty Hand
3 Basic Strike +1 +0 5d6 Strike
4 Counterstrike +2 +2 5d6 Strike, Must Follow Block
5 Defensive Block +1 +3 Block, Abort
3 Martial Throw +0 +1 3d6 +v/5, Target Falls
4 Sacrifice Lunge +2 -2 3d6 +v/5; FMove
5 Offensive Strike -2 +1 7d6 Strike
4 Shove +0 +0 30 STR to Shove
5 Takeaway +0 +0 Grab Weapon, 25 STR to take weapon away
4 Weapon Bind +1 +0 Bind, 25 STR

Perks
4 Contact (Contact has access to major institutions, Contact has very useful Skills or resources) 8-
5 Money: Well Off
9 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Knight, Local Police Powers, Passport, Weapon Permit (where appropriate)
2 Reputation: Chivalrous (A medium-sized group) 11-, +2/+2d6

Talents
5 Rapid Healing
2 Absolute Range Sense (3 Active Points); OIF (-½)
2 Absolute Time Sense (3 Active Points); OIF (-½)
2 Bump Of Direction (3 Active Points); OIF (-½)

Skills
3 Breakfall 14-
3 Climbing 14-
3 Conversation 13-
3 Fast Draw 14-
3 KS: Chivalry 11-
3 Navigation 11-
3 Paramedics 11-
3 Riding 14-
3 Survival 11-
3 Electronics 11-
3 Mechanics 11-
16 +2 with All Combat

Total Powers & Skill Cost: 266
Total Cost: 405

200+ Disadvantages
15 Hunted: 8- (As Pow; NCI; Harshly Punish)
10 Physical Limitation: Unfamiliar with modern culture (Frequently; Slightly Impairing)
15 Psychological Limitation: Chivalrous (Common; Strong)
10 Reputation: Chivalrous, 11-
155 Experience Points

Total Disadvantage Points: 405
Earned Experience: 0
Spent Experience: 155
Unspent Experience: 0

Background/History: It started as a dream. A group of knights who would roam the land, righting wrongs and helping those in need. Their symbol was a round table as they were all equal in their desire. With the help of the tech-wizard Merlin, they gained fabulous devices to add to their already great skills. Sir Gawain was on a personal quest when a strange storm came up. Seeking shelter, he sat out the storm, but when it was over, he could tell the world was changed. The language was similar, but the landscape different. And their magic was in some ways more advanced and in some ways more primitive! But like home, there were great knights who helped those in need. Though his first loyalty was to Arthur, he pledged his loyalty to the current monarch and continued to quest and help. But most of all he looks for a way to get back home. 

Personality/Motivation: An old fashioned Knight. Polite, chivalrous, and willing to fight the good fight. Though some aspect of modern culture are strange to him, the core is similar enough to seem familiar.

Quote: Unhand the woman sir! No seriously, before she hurt….. Too late!

Powers/Tactics: A classic sword master with a set of power armour. His training alone would make him dangerous. Add the sensor suite, protections and maneuverability of the armour and he becomes deadly. In battle he’ll start defensively, with his levels in DCV, until he has gauged his opponent. 

Campaign Use: Lawful good knight!

Appearance: Out of armour, he stands 180 cm and 75 KG with brown hair and green eyes. The armour is sleek and blueish steel looking, with his device emblazoned on his chest. 

 

 

 

So a Broadsword/ invulnerable. I decided to go Power armour, because honestly I see few of them in games, and to mix up the Arthurian theme a bit.

So a classic Knight from out of Time idea, with a more high tech feel.

Power wise, he's a mixture of Power armour (protection and sensors and boot jets) and HTH Scrapper (energy sword/ spear)

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He's being mysterious

 

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COH # 36 Umbra

Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 [1]
26 DEX 48 14- OCV: 9/DCV: 9
20 CON 20 13-
13 BODY 6 12-
13 INT 3 12- PER Roll 12-
10 EGO 0 11- ECV: 3
15 PRE 5 12- PRE Attack: 3d6
22 COM 6 13-

8 PD 5 Total: 8 PD (8 rPD)
8 ED 4 Total: 8 ED (8 rED)
7 SPD 34 Phases: 2, 4, 6, 7, 9, 11, 12
7 REC 0
40 END 0
31 STUN 0 Total Characteristic Cost: 136

Movement: Running: 13"/52"
Leaping: 3"/6"
Swimming: 2"/4"

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

13 Clinging shadows: Clinging (25 STR)

27 Running +7" (13" total), x4 Noncombat, Reduced Endurance (½ END; +¼) (27 Active Points) 1

20 Shadow shield: +5 with DCV (25 Active Points); Costs Endurance (Only Costs END to Activate; -¼) 2

64 Multipower, 80-point reserve, (80 Active Points); all slots Limited Power Power loses about a fourth of its effectiveness (Cannot use with Martial Arts; -¼)
2u 1) Chi Transfer: Transfer 2d6 (Stun to Stun) (30 Active Points); Only Restores To Starting Values (-½), Limited Power Power loses about a fourth of its effectiveness (Cannot use with Martial Arts; -¼) 3
2u 2) Chi Freezing: Entangle 6d6, 0 DEF (60 Active Points); No Defense (-1 ½), Limited Power Power loses about a fourth of its effectiveness (Cannot use with Martial Arts; -¼) 6
3u 3) Harming the flow: Energy Blast 6d6, No Normal Defense ([Standard]; No nerves; +1) (60 Active Points); No Range (-½), Limited Power Power loses about a fourth of its effectiveness (Cannot use with Martial Arts; -¼) 6
5u 4) Striking shadows: Energy Blast 8d6, Autofire (5 shots; +½), Reduced Endurance (½ END; +½) (80 Active Points); No Range (-½), Limited Power Power loses about a fourth of its effectiveness (Cannot use with Martial Arts; -¼) 3

4 Martial Block +2 +2 Block, Abort
4 Martial Disarm -1 +1 Disarm; 40 STR to Disarm
4 Martial Strike +0 +2 8d6 Strike
5 Offensive Strike -2 +1 10d6 Strike
12 +3 HTH Damage Class(es)

Perks
5 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) 8-
5 Favor
6 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, International Driver's License, Local Police Powers, Passport
5 Money: Well Off

Talents
24 Combat Luck (12 PD/12 ED)

Skills
3 Analyze: Combat 12-
3 Breakfall 14-
3 Acrobatics 14-
3 Bureaucratics 12-
3 Deduction 12-
3 Forensic Medicine 12-
3 Navigation 12-
3 Paramedics 12-
3 Lockpicking 14-
3 Security Systems 12-
3 Shadowing 12-
3 Stealth 14-

Total Powers & Skill Cost: 254
Total Cost: 390

200+ Disadvantages
15 Hunted: 8- (As Pow; NCI; Harshly Punish)
15 Psychological Limitation: Mysterious (Common; Strong)
5 Vulnerability: 1 ½ x STUN Darkness (Uncommon)
5 Vulnerability: 1 ½ x BODY Darkness (Uncommon)
5 Vulnerability: 1 ½ x Effect Darkness (Uncommon)
145 Experience Points

Total Disadvantage Points: 390
Earned Experience: 0
Spent Experience: 145
Unspent Experience: 0

Background/History: The Mysterious Far East. Especially in the area of the arts of self. The energy that flows through us all was studied and formalised. Great feats were capable of those who had mastered its secrets. But with any secret art, there are those who practice it for a darker path. Some say that this is reflected in the dark nature of their powers. If so then Umbra is a contradiction. His powers are certainly dark, but his motivations are definitely on the side of the angels. He claims that this is a legacy passed down through the ages as a means of redemption. Or he may be just indulging in some private joke. But Umbra is a welcome sight among many fighting for justice. 

Personality/Motivation: No one is really sure what is primary reason is. He keeps his personal life and past secret and divulges little. Some wonder if this mysteriousness is an act, or if there is some other reason. 

Quote: 

Powers/Tactics: A highly trained HTH fighter, even without his Chi Powers, he would be dangerous. With them he is even more formidable. His favoured Chi attacks are the Freezing and the Harming the Flow as it lets him end a fight quickly. If he is hurt, he’ll use the transfer. The Striking Shadows are used against tough opponents as if they all hit, it can do a lot of damage. One power he’ll always activate is the Shadow Shield. Not getting hit means more chances to attack. Finally the Clinging Shadows allows him to move and attack from differing directions (Think Lizard from Five Deadly Venoms).

Campaign Use: Mysterious Martial Artist, especially if you have an evil cult that uses Ninjas.

Appearance: Caucasian 180cms and 75 kgs with brown hair and brown eyes.

 

 

So a Dark Melee / Super Reflex scrapper. I decided to go with the stock mysterious warrior with an unknown past. Add what ever you want to fill in what ever story need you have.

Power wise, he's much Like Mynx or Captain Mako. Hard to hit and can dish out some hurt. Note I did not give him Martial Dodge. This was deliberate. He still has regular dodge and with all in has a 17 DCV. The extra damage from darkness is from the fact that he uses Darkness, so it has a channel into him.

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He's hot
 

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COH #37 Fire Imp

Val Char Cost Roll Notes
10 STR 0 11- Lift 100.0kg; 2d6
27 DEX 51 14- OCV: 9/DCV: 9
18 CON 16 13-
10 BODY 0 11-
13 INT 3 12- PER Roll 12-
13 EGO 6 12- ECV: 4
15 PRE 5 12- PRE Attack: 3d6
16 COM 3 12-

6+16 PD 4 Total: 6/22 PD (6/22 rPD)
6+16 ED 2 Total: 6/22 ED (6/22 rED)
6 SPD 23 Phases: 2, 4, 6, 8, 10, 12
6 REC 0
36 END 0
24 STUN 0 Total Characteristic Cost: 113

Movement: Running: 16"/64"
Leaping: 12"/24"
Swimming: 2"/4"

Cost Powers END
6 Damage Resistance (6 PD/6 ED)

18 Armor (6 PD/6 ED)
20 Force Field (10 PD/10 ED) 2

15 Fire Jump: Leaping +10" (12" forward, 6" upward) (Accurate) 1
25 Streak of fire: Running +10" (16" total), x4 Noncombat 2

13 Fire replenishes me: +10 REC (20 Active Points); Limited Power Power loses about a third of its effectiveness (When in a fire; -½)

5 Infrared Perception (Sight Group)
5 Nightvision

90 Multipower, 90-point reserve
4u 1) Scorch: Energy Blast 9d6, Reduced Endurance (0 END; +½) (67 Active Points); No Range (-½)
4u 2) Fire net: Energy Blast 9d6, Area Of Effect (One Hex; +½) (67 Active Points); No Range (-½) 7
6u 3) Cone of fire: Energy Blast 9d6, Area Of Effect (10" Cone; +1) (90 Active Points); No Range (-½) 9
4u 4) Fire fist: Energy Blast 9d6 (45 Active Points) 4

Perks
4 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 8-
5 Favor
5 Money: Well Off
3 Fringe Benefit: Local Police Powers, Passport

Skills
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
10 Defense Maneuver I-IV 
3 Mimicry 12-
3 Ventriloquism 12-

Total Powers & Skill Cost: 257
Total Cost: 370

200+ Disadvantages
15 Distinctive Features: (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: 8- (As Pow; NCI; Harshly Punish)
15 Psychological Limitation: Mischievous (Common; Strong)
15 Psychological Limitation: Dislikes bullies (Common; Strong)
10 Reputation: Trouble maker, 11-
100 Experience Points

Total Disadvantage Points: 370
Earned Experience: 0
Spent Experience: 100
Unspent Experience: 0

Background/History: So a mage had the power to summon beings to fight for him. Beings of fire and cold and darkness. Using his bound minions, he sought to take over the world and remake it in his own vision. But he usually over reached and was defeated either by his opponents or by his own rebellious and ambitious underling. Fire Imp started as one of his summoned minions, but when it came time for him to return home, he managed to sneak away. He was an anomaly on his world, in that he had a conscious and a hatred for bullies, as well as a wicked sense of humour that got him into trouble. He hated home, so when he found a way to stay, he grabbed it. He has roamed this world and has seen the injustice from his plane repeated here (though a lot less severely). So he steps in and gives an object lesson when he can, and something more direct when necessary.

Personality/Motivation: Think a trickster god, like Hermes/Coyote/Spider/Loki. Add a dislike of bullies (and the injustice that accompanies it) and you get a very eclectic hero!

Quote: 

Powers/Tactics: He likes to get in close and use his powers to make things hot for his opponents. The Net is for any very hard to hit opponent, and the cone is for groups. The fist is kept as a surprise as many do not realise he has a ranged attack. If fires start as a result of his fight, he’ll use it to replenish himself. Otherwise, he bounds around like his fire namesake.

Campaign Use: Evil creature doing good. We can all be redeemed!

Appearance: He’s certainly from elsewhere. Dusky reddish skin, black hair, pointer chin and small horns. Otherwise he stands 170 cm and 60 KG. 

 

 

 

So an experiment with a Fire / Fire Scrapper. Power wise I went with a non Martial Art build. He relies on his HTH ability to see himself though, and keeps himself mobile. I actually like making him as it gave ideas for a scrapper that has no Martial Arts.

Personality wise, imp has the meaning of someone who can be troublesome, but in a good way. So I went with a trickster, and added a dislike of bullies due to what I extrapolated about his society.

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  • 4 weeks later...

So now time for some defenders

 

First someone in balance

 

Quote

COH #38  Balance

 

 


Val Char Cost Roll Notes

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

21 DEX 33 13- OCV:  7/DCV:  7

25 CON 30 14-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

12 EGO 4 11- ECV:  4

18 PRE 8 13- PRE Attack:  3 ½d6

16 COM 3 12-

 

7+15 PD 4 Total:  7/22 PD (7/22 rPD)

7+15 ED 2 Total:  7/22 ED (7/22 rED)

4 SPD 9 Phases:  3, 6, 9, 12

8 REC 0

50 END 0

31 STUN 0 Total Characteristic Cost:  101

 

Movement: Running: 6"/12"

Flight: 15"/30"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

7 Damage Resistance (7 PD/7 ED)

 

10 Elemental Control, 20-point powers

27 1)  Power gliding:  Flight 15", Reduced Endurance (½ END; +¼) (37 Active Points) 1

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

 

80 Multipower, 80-point reserve

5u 1)  Dark Burst:  Energy Blast 10d6 (50 Active Points) 5

3u 2)  Dark tentacles:  Entangle 5d6, 3 DEF, Area Of Effect (9" Cone; +1) (80 Active Points); Set Effect (Hands Only/Feet Only) (-1), No Range (-½) 8

6u 3)  Dark Burst:  Energy Blast 8d6, Explosion (+½) (60 Active Points) 6

7u 4)  Dark drain:  Drain STUN 5d6, Ranged (+½) (75 Active Points) 7

 

60 Multipower, 60-point reserve

6u 1)  Healing burst:  Aid  Stun 3d6, Area Of Effect (3" Radius; +1) (60 Active Points)

6u 2)  Recovery Burst:  Aid  End 3d6, Area Of Effect (3" Radius; +1) (60 Active Points)

3u 3)  Healing Wards:  Force Wall (10 PD/10 ED) (Alterable Size) (55 Active Points); Feedback (-1) 5

1u 4)  Healing Touch:  Healing BODY 1d6 (10 Active Points) 1

 

Perks

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

5 Favor

5 Money:  Well Off

6 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, License to practice a profession, Local Police Powers, Passport

 

Talents

5 Rapid Healing

 

Skills

5 Cramming

5 Cramming

3 Deduction 12-

3 KS: Pharmacology 12-

3 KS: Medicine 12-

7 Paramedics 14-

2 PS: Doctor 11-

3 Trading 13-

 

Total Powers & Skill Cost:  304

Total Cost:  405

 

200+ Disadvantages

15 Distinctive Features:  Dark on one side, light on the other (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

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

15 Psychological Limitation:  Hippocratic Oath (Common; Strong)

10 Psychological Limitation:  Under Confident in super area (Common; Moderate)

150 Experience Points

 

Total Disadvantage Points:  405

Earned Experience:  0

Spent Experience:  150

Unspent Experience:  0

 

Background/History:  Josie Mercado worked hard to get her doctor’s licence.  All the calls of immigrant kid (though she was 4th generation americain) and a proper girl gets a good husband almost drove her to quit.  But something in her persevered and she finally achieved her dream. It was hard at first, establishing her practice, some were too poor to pay in money, so she developed a skill at bartering to allow them to pay in kind.  Then she got caught up in a super’s battle. She could not stand idly by as people were hurt and so waded into the battle scene and got hit by a new weapon developed by (villainous agency) that used dark energy. It was then that it was revealed that she was a very low level mutant with healing abilities that kicked into overdrive to save her life, but to do so it had to absorb some of that dark energy.  So now she is like some version of Hel, dark on one side, light on the other. Though she tried to go back to her old life, many shunned her. Finally (hero agency) contacted her. They were forming a super squad and a field medic/ doctor who could hold her own in a fight would be an asset. As well they would loan her out for disaster relief and outreach centers. It was not what she planned for, but at least she is making a difference.  So now she helps out as Balance!

 

Personality/Motivation:  A healer to her core.  She dislikes fighting, but realises that some of her opponents can’t be reasoned with.

 

Quote:  You sure I won’t hurt him?  I hate to have to heal him after!

 

Powers/Tactics:  Balance has a set of darkness based offensive powers and a an opposite set of light based healing abilities.  Sh will first put up her shield then attack with the tentacles or the drain. If pushed she will use the nastier powers, but her Oath keeps her from doing it frivolously.  In fact she prefers to use her healing abilities to keep he teammates working.

 

Campaign Use:  A super powered doctor!

 

Appearance:  At 160 cm and 60 KG Josie is black to white from left to right.  Her left hand and foot are black, gradually lightening to a grey in the center, then becoming white on the right side.  This affects only er skin, but she has taken to dying her hair black on the right side and white on the left. Her costume is actually a comfortable jumpsuit with large pockets for medical equipment she may need in the field!


 

 

So a dark / empath defender, at least an impression of one.

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He has plenty of time

 

 

Quote

COH #39 Tempus

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

30 DEX 60 15- OCV:  10/DCV:  10

20 CON 20 13-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

20 COM 5 13-

 

8+25 PD 6 Total:  8/33 PD (8/33 rPD)

8+25 ED 4 Total:  8/33 ED (8/33 rED)

5 SPD 10 Phases:  3, 5, 8, 10, 12

6 REC 0

40 END 0

25 STUN 0 Total Characteristic Cost:  125

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

Teleportation: 10"/320"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

80 Multipower, 100-point reserve,  (100 Active Points); all slots Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

4u 1)  Chrono Blast:  Energy Blast 10d6 (50 Active Points); Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 5

5u 2)  Chrono Burst:  Energy Blast 7d6, Double Knockback (+¾) (61 Active Points); Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 6

6u 3)  Chrono Ring:  Energy Blast 8d6, Personal Immunity (+¼), Area Of Effect (5" Radius; +1), Selective (+¼) (100 Active Points); No Range (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 10

4u 4)  Chrono Bubble:  Entangle 5d6, 5 DEF (50 Active Points); Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 5

 

36 Multipower, 45-point reserve,  (45 Active Points); all slots Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

3u 1)  Second Wind:  Aid  Stun 3d6, Ranged (+½) (45 Active Points); Costs Endurance (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 4

4u 2)  Healing Burst:  Healing BODY 3d6, Ranged (+½) (45 Active Points); Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 4

3u 3)  Chrono protection:  Force Field (10 PD/10 ED), Usable By Other (+¼), Ranged (+½) (35 Active Points); Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 3

1u 4)  Chrono breather:  Aid  Stun 4d6 (40 Active Points); Only Restores to Starting Values (-½), Self Only (-½), Costs Endurance (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 4

 

18 43:  Elemental Control, 46-point powers,  (23 Active Points); all slots Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

19 1)  Time Shield:  Force Field (15 PD/15 ED/8 Mental Defense), Reduced Endurance (½ END; +¼) (47 Active Points); Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 2

31 2)  Freezing time:  Teleportation 10", No Relative Velocity, Position Shift, x32 Noncombat, Reduced Endurance (½ END; +¼) (69 Active Points); Must Pass Through Intervening Space (-¼), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) 2

 

Perks

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

5 Favor

4 Fringe Benefit:  Concealed Weapon Permit (where appropriate), Passport, Weapon Permit (where appropriate)

5 Money:  Well Off

 

Talents

3 Absolute Range Sense

3 Absolute Time Sense

3 Bump Of Direction

4 Speed Reading (x10)

5 Rapid Healing

 

Skills

3 Breakfall 15-

3 Conversation 12-

3 High Society 12-

3 Interrogation 12-

2 KS 11-

2 KS 11-

2 KS 11-

6 Language (imitate dialects; literate)

6 Language (imitate dialects; literate)

6 Language (imitate dialects; literate)

3 Lipreading 12-

3 Paramedics 12-

5 Power 13-

 

Total Powers & Skill Cost:  306

Total Cost:  431

 

200+ Disadvantages

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

15 Psychological Limitation:  Self centered (Common; Strong)

15 Physical Limitation:  Differing timelines (All the Time; Slightly Impairing)

186 Experience Points

 

Total Disadvantage Points:  431

Earned Experience:  0

Spent Experience:  186

Unspent Experience:  0

 

Background/History:  Who is he?  He claims he’s from the future, where a catastrophe is about to happen.  Whether he was sent back or forced back, he is uncertain about what he is supposed to do.  Just his being here has messed up the timeline that he remembers but then it seems to jump back into place.  Is he supposed to start an event or stop it? He searches for clues. And allies.

 

Personality/Motivation:  He believes he is center to some plot that will involve the world and is key to either stop it or help it.  This makes him fairly self centered, but he can be reasoned with, and his desire for allies means he will bite his tongue for a greater good.  He is firmly on the side of the angels though.

 

Quote:  NO!  It didn’t happen that way!

 

Powers/Tactics:  As part of the time jump process, Tempus has some chrono abilities.  Offensively he can turn time into a force blast, or imprison you in a time bubble.  He can protect himself with a time shield and freeze time to move instantaneously from spot to spot.  His healing powers are the use of time to speed up recoveries or apply a time shield to them to shunt some damage away from them!

 

Campaign Use:  Mysterious visitor.  

 

Appearance:  180 cm and 80 KG with blond hair and blue eyes.  He wears a dark blue one piece with lighter blue gloves and boots!


 

 

 

SO this is a Power Blast / Time Manipulation defender.

The PB is fairly straight forward. The TM is basically explained as manipulating time to either heal or shunt damage. So very like an empath but with a differing SFX!

The high dex is a side effect of the time powers.

Note about the unified. If anyone drains or suppresses just one power, everything drops as well, as they are all tied!

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A storms a comin'

 

Quote

COH #40  Major Storm

 

 


Val Char Cost Roll Notes

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

21 DEX 33 13- OCV:  7/DCV:  7

25 CON 30 14-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV:  3

18 PRE 8 13- PRE Attack:  3 ½d6

16 COM 3 12-

 

8+20 PD 5 Total:  8/28 PD (8/28 rPD)

8+20 ED 3 Total:  8/28 ED (8/28 rED)

5 SPD 19 Phases:  3, 5, 8, 10, 12

8 REC 0

50 END 0

31 STUN 0 Total Characteristic Cost:  109

 

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

25 Elemental Control, 50-point powers

25 1)  Wind Riding:  Flight 20", Reduced Endurance (½ END; +¼) (50 Active Points) 2

25 2)  Lightning Shield:  Force Field (20 PD/20 ED), Reduced Endurance (½ END; +¼) (50 Active Points) 2

49 3)  Wind Storm:  Telekinesis (30 STR), Personal Immunity (+¼), Reduced Endurance (0 END; +½), Area Of Effect (8" Radius; +1) (124 Active Points); No Range (-½), Affects Whole Object (-¼), Limited Power Power loses about a fourth of its effectiveness (-¼)

49 4)  Weather Manipulation:  Change Environment 64" radius, -2 to Hearing Group PER Rolls, -0 to Hearing Group PER Rolls, +3 Temperature Level Adjustment, -3 Temperature Level Adjustment, Long-Lasting 20 Minutes, Multiple Combat Effects, Personal Immunity (+¼), Reduced Endurance (½ END; +¼) (99 Active Points); No Range (-½) 4

13 Missile Deflection (Any Ranged Attack) (20 Active Points); Linked (Wind Storm; -½)

 

70 Thunder:  Multipower, 70-point reserve

7u 1)  Sonic yell:  Energy Blast 9d6, Reduced Endurance (0 END; +½) (67 Active Points)

6u 2)  Scream:  Energy Blast 12d6 (60 Active Points) 6

6u 3)  Lightning burst:  Energy Blast 10d6, Autofire (3 shots; +¼) (62 Active Points) 6

7u 4)  Thunderflash:  Sight and Hearing Groups Flash 7d6, Reduced Endurance (½ END; +¼), Area Of Effect (One Hex; +½) (70 Active Points) 3

 

Perks

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

5 Favor

5 Money:  Well Off

6 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, International Driver's License, Passport, Private Investigator License

 

Skills

3 Acting 13-

3 Bureaucratics 13-

3 High Society 13-

3 Oratory 13-

3 Paramedics 12-

5 +1 with Ranged Combat

 

Total Powers & Skill Cost:  331

Total Cost:  440

 

200+ Disadvantages

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

15 Psychological Limitation:  Overconfident (Common; Strong)

10 Psychological Limitation:  Hates bullies (Common; Moderate)

200 Experience Points

 

Total Disadvantage Points:  440

Earned Experience:  0

Spent Experience:  200

Unspent Experience:  0

 

Background/History: Major Alberto Hernadez was a pilot for the Mexican Air Force when his plane was lost in a freak storm and he was feared dead.  But the reality was much stranger. He has fallen into a lost water hole in the Yucatan that was actually a power locus set up by a mage long ago to help empower defenders of Mexico when the time was right.  So harnessing the power of the storm, the magic empowered him. But he was still badly hurt, so it was months before he was able to return to his unit. It took months to take him off the dead rolls, but when it was done, he was asked to help head their super-powered team as Major Storm!

 

Personality/Motivation:  Military, dedicated to service to his country.  So add “Patriot” to his Disads. Also TF and Combat Pilot and Tactics would be in order.

 

Quote:  

 

Powers/Tactics:  Get flying and set up his Shield.  His attacks are based on the situation, but he usually opens with the Thunderflash.  Then the Scream. The more powerful attacks are reserved for those that can take it, or to strike multiple opponents.  He also likes to get close to his opponents so his windstorm can toss people around.

 

Campaign Use:  

 

Appearance:  A Mexican military man with a light blue/ dark blue costume.


 

 

So a Sonic / Storm/ Electric Defender. I find this build interesting, as he can go far, or get up close and personal. I can see him as the leader of a team, with combat commands.

Build wise this is different that other Storm types I have done, but then Storm is a power type that can go in many directions. Add more to the Change environment, Darkness and some AE attacks and you can have a real mean NPC.

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Gidget....Gadget

 

 

Quote

COH #41  Gidget

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

21 DEX 33 13- OCV:  7/DCV:  7

20 CON 20 13-

10 BODY 0 11-

20 INT 10 13- PER Roll 13-

12 EGO 4 11- ECV:  4

15 PRE 5 12- PRE Attack:  3d6

20 COM 5 13-

 

8+12 PD 6 Total:  8/20 PD (8/20 rPD)

8+12 ED 4 Total:  8/20 ED (8/20 rED)

4 SPD 9 Phases:  3, 6, 9, 12

6 REC 0

40 END 0

25 STUN 0 Total Characteristic Cost:  96

 

Movement: Running: 6"/12"

Flight: 15"/120"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

 

27 Flight 15", x8 Noncombat, 1 Continuing Fuel Charge lasting 1 Hour (+0) (40 Active Points); OIF (-½) [1 cc]

 

7 Gadget Reserve:  Endurance Reserve  (50 END, 5 REC) (10 Active Points); OIF (-½)

 

9 Elemental Control, 36-point powers,  (18 Active Points); all slots OAF (-1)

9 1)  Shield drone:  Force Field (12 PD/12 ED), Reduced Endurance (0 END; +½) (36 Active Points); OAF (-1)

21 2)  Shield drone:  Force Wall (8 PD/8 ED), Reduced Endurance (½ END; +¼) (50 Active Points); OIF (-½) 2

16 3)  Glue bomb:  Entangle 4d6, 0 DEF, Area Of Effect (4" Radius; +1), Selective (+¼) (90 Active Points); No Defense (-1 ½), Set Effect (Hands Only/Feet Only) (-1), OAF (-1) 9

14 4)  Acid bomb:  (Total: 60 Active Cost, 30 Real Cost) Drain PD 1d6, Ranged (+½), Area Of Effect (One Hex; +½), Continuous (+1) (30 Active Points); OAF (-1) (Real Cost: 15) plus Drain ED 1d6, Area Of Effect (One Hex; +½), Ranged (+½), Continuous (+1) (30 Active Points); OAF (-1) (Real Cost: 15) 6

 

15 Rifle Reserve:  Endurance Reserve  (50 END, 10 REC) (15 Active Points)

40 Multipower, 80-point reserve,  (80 Active Points); all slots OAF (-1)

3u 1)  Basic setting:  Energy Blast 9d6, Reduced Endurance (½ END; +¼) (56 Active Points); OAF (-1) 2

3u 2)  Power setting:  Energy Blast 12d6 (60 Active Points); OAF (-1) 6

3u 3)  Beam setting:  Energy Blast 8d6, Area Of Effect (16" Line; +1) (80 Active Points); OAF (-1), No Range (-½) 8

3u 4)  Dispersal setting:  Energy Blast 9d6, Explosion (+½) (67 Active Points); OAF (-1) 7

 

Perks

7 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) 8-

5 Favor

5 Money:  Well Off

8 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, International Driver's License, Passport, Private Investigator License, Weapon Permit (where appropriate)

 

Talents

3 Absolute Range Sense

3 Absolute Time Sense

3 Lightning Calculator

 

Skills

3 Armorsmith 13-

3 Demolitions 13-

3 Electronics 13-

3 Inventor 13-

3 Mechanics 13-

5 Cramming

5 Cramming

5 Cramming

3 Paramedics 13-

3 Science Skill:  Chemistry 13-

3 Science Skill:  force fields 13-

3 Science Skill:  Physics 13-

3 Weaponsmith 13-

15 +3 with Ranged Combat

 

Total Powers & Skill Cost:  272

Total Cost:  368

 

200+ Disadvantages

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

15 Psychological Limitation:  Science will solve it (Common; Strong)

10 Psychological Limitation:  Fear of water (Common; Moderate)

10 Rivalry:  Professional and Romantic (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

118 Experience Points

 

Total Disadvantage Points:  368

Earned Experience:  0

Spent Experience:  118

Unspent Experience:  0

 

Background/History:  Gail Diane Genevieve Taylor is a science prodigy.  By ten she was building an air car. At twelve she had developed a new strong but short lived adhesive.  She received her first degree by fifteen and by eighteen was working for a science think tank. The job entailed developing new devices and materials for improving the world.  And she loved it. But there were those who disliked the think tanks mission. They liked the chaos and suffering and this organisation was contrary to their desires. But rather than a military attack, they began a campaign of financial attacks, and soon she was out of a job.  She was looking for a new job when she found out about the real reason for the failure. So her tools were feared by those who were greedy and oppressive. So she now fights these people because how can she save the world with science if they make it impossible for her to do so!  So GiDGeT is out there!

 

Personality/Motivation:  SCIENCE.  

 

Quote:  

 

Powers/Tactics:  A scientific prodigy.  So she has created a number of devices to aid her and her allies!

 

Campaign Use:  Scientific hero!

 

Appearance:  165 cm and 75 KGs with short black hair and brown eyes.  She wears a blue jumpsuit with many pockets for her tools!



 

 

 

So a gadget defender. This is one that could be justified by a Gadget Pool later on. Add a decently powered blaster rifle and she can be very dangerous!

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Its a classic build for a reason

 

Quote

 

COH #42  Mind Star

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

18 DEX 24 13- OCV:  6/DCV:  6

23 CON 26 14-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

21 EGO 22 13- ECV:  7

18 PRE 8 13- PRE Attack:  3 ½d6

18 COM 4 13-

 

7+18 PD 5 Total:  7/25 PD (7/25 rPD)

7+18 ED 2 Total:  7/25 ED (7/25 rED)

4 SPD 12 Phases:  3, 6, 9, 12

7 REC 0

46 END 0

27 STUN 0 Total Characteristic Cost:  108

 

Movement: Running: 6"/12"

Flight: 20"/80"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

7 Damage Resistance (7 PD/7 ED)

11 Mental Defense (15 points total)

 

25 Elemental Control, 50-point powers

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

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

25 3)  Force Wall (10 PD/10 ED) (50 Active Points) 5

50 4)  Telekinesis (40 STR), Reduced Endurance (½ END; +¼) (75 Active Points) 3

 

40 Multipower, 50-point reserve,  (50 Active Points); all slots Visible (-¼)

4u 1)  Telepathy 10d6 (50 Active Points); Visible (-¼) 5

4u 2)  Mental Illusions 10d6 (50 Active Points); Visible (-¼) 5

4u 3)  Ego Attack 5d6 (50 Active Points); Visible (-¼) 5

 

Perks

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

5 Favor

5 Money:  Well Off

4 Fringe Benefit:  License to practice a profession, Local Police Powers, Passport

 

Talents

3 Bump Of Direction

 

Skills

3 Acting 13-

3 Bureaucratics 13-

3 Conversation 13-

3 High Society 13-

3 KS: Human resources 12-

5 Cramming

5 Cramming

3 Navigation 12-

3 Paramedics 12-

3 Persuasion 13-

3 Trading 13-

 

Total Powers & Skill Cost:  290

Total Cost:  398

 

200+ Disadvantages

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

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

15 Psychological Limitation:  Introvert (Common; Strong)

5 Vulnerability:  1 ½ x STUN Empath (Uncommon)

5 Vulnerability:  1 ½ x BODY Empath (Uncommon)

5 Vulnerability:  1 ½ x Effect Empath (Uncommon)

148 Experience Points

 

Total Disadvantage Points:  398

Earned Experience:  0

Spent Experience:  148

Unspent Experience:  0

 

Background/History:  “Mr Toomey?  It’s Mrs. Starre.  Yes, my daughter will not be in school today.  Yes I am aware the it is the eighth time this month.  Yes, we have an appointment with the specialist tomorrow.”    “Well her headaches are getting worse and she’s becoming more withdrawn every time.  I don’t know what to do!” Fortunately the doctor was friends with a specialist in emerging supers and had consulted with him.  Conclusion, Mindee was an emerging telepath. Her headaches were from the gamut of thoughts and emotions that were bombarding her at random times.  This was also causing the withdrawal, as if she isolated herself, the pain lessened. Placed on a set of power dampners and given some intense training, she eventually grew to control the powers.  Finding herself a natural people person, she joined the specialists think tank, as a later mutation made a regular job impossible. Now she works in HR and as a member of his super’s squad, looking to help other young powered people like herself.  Code name; Mind Star

 

Personality/Motivation:  She wants to help those young people who have super powers and protect them from those who would kill or enslave them!

 

Quote:  I can make you see it!

 

Powers/Tactics:  Classic Telepath / Telekinetic.  Force walls and TK for utility and group defense, and a suite of mental powers.  She has no Mind Control as I did not see it for her. As it is a well placed Illusion can do wonders.  For brute force type situations, the Mind Blast is he go to!

 

Campaign Use:  

 

Appearance:  170 cm tall and 60 kg, she has black shoulder length hair and white eyes (like she has no pupil or iris).  In the office she wears tailored business outfits, at home very casual skirts, and her costume is red with blue and purple highlights, with a short poncho like cape (red with blue trim of course)

 

 

 

 

 

So this is a Force Field / Psychic defender. Has all the go to powers: FF, FW, TK, Fly, and a suite of mental powers. It wasn't hard to come up with the abilities. The back story was harder actually.

Power wise there is a lot of room for development as the build is so classic!

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Its stunning that someone so small can do what she does

 

Quote

COH #43  Stunner

 

 


Val Char Cost Roll Notes

60 STR 50 21- Lift 102.4tons; 12d6 [6]

21 DEX 33 13- OCV:  7/DCV:  7

28 CON 36 15-

15 BODY 10 12-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV:  3

20 PRE 10 13- PRE Attack:  4d6

20 COM 5 13-

 

25 PD 13 Total:  25 PD (25 rPD)

25 ED 19 Total:  25 ED (25 rED)

4 SPD 9 Phases:  3, 6, 9, 12

18 REC 0

56 END 0

59 STUN 0 Total Characteristic Cost:  188

 

Movement: Running: 6"/12"

Leaping: 22"/88"

Swimming: 2"/4"

 

Cost Powers END

25 Damage Resistance (25 PD/25 ED)

20 Leaping +10" (22" forward, 11" upward) (Accurate, x4 Noncombat) 2

8 Will power:  Sight Group Flash Defense (8 points)

10 Will Power:  Knockback Resistance -5"

10 Will Power:  Mental Defense (12 points total)

8 Will Power:  Power Defense (8 points)

10 +3 with DCV (15 Active Points); Costs Endurance (-½) 1

 

60 Multipower, 60-point reserve

6u 1)  Personal Immunity (+¼), Area Of Effect (up to 5" Radius; +1) for up to 45 Active Points of Str (56 Active Points) 6

1u 2)  Reduced Endurance (½ END; +¼) for up to 60 Active Points of Str (15 Active Points)

3u 3)  Naked Advantage: Does x1 ½ Knockback (+½) for up to 60 Active Points (30 Active Points) 3

 

Perks

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

5 Favor

7 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, International Driver's License, License to practice a profession, Local Police Powers, Passport

5 Money:  Well Off

 

Talents

5 Rapid Healing

 

Skills

3 Breakfall 13-

3 Bureaucratics 13-

5 Cramming

3 Deduction 12-

3 Paramedics 12-

3 Science Skill:  Kinesiology 12-

3 PS: Doctor 12-

3 Seduction 13-

 

Total Powers & Skill Cost:  215

Total Cost:  403

 

200+ Disadvantages

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

20 Psychological Limitation:  Arrogant (Very Common; Strong)

5 Enraged:  When belittled (Uncommon), go 8-, recover 14-

163 Experience Points

 

Total Disadvantage Points:  403

Earned Experience:  0

Spent Experience:  163

Unspent Experience:  0

 

Background/History:  Alexis Tuporev is  a researcher into human potential.  Born weak and sickly she searched for exercises and body building techniques to help improve her body.  She felt the mind was the key, that with the mind you could overcome the limitation of the body. And for her it worked.  She became strong and healthy and wanted to help others with her science. And it worked, but not to her levels. She’s the only to achieve her levels of improvements.  So she searches. But others oppose her, they want humans to be weak and biddable. So she has gathered allies to help her and in return she helps them. And she gets to demonstrate her abilities.  She calls herself Stunner after others were stunned that a lady he size can do what she does.

 

Personality/Motivation:  Advance her teaching and demonstrate what human potential can be.

 

Quote:  

 

Powers/Tactics:  She’s a classic brick.  Get stuck in and hit hard.  What differentiates her is that though her general defences are low, she has protection against many more exotic attacks.  Add her Dodge ability and she can go a long time before being put down.

 

Campaign Use:  

 

Appearance:  Standing about 160 cm and about 60 KG she is the last thing you think of as a brick.  Add long brown hair and green eyes. Her costume is white with blue and red motorcycle style boots and gloves of the same colour (That never seems to get that dirty)


 

 

 

So Super Str and Will power. I kept the PD and ED a bit lower, but gave her lots of exotic defenses and a Dodge ability. The extra +3 to DCV is a lot. 

In a campaign she would be the little lady who can throw you around like a sack of potatoes.

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Big and Slow

 

Quote

COH #44  Igneous

 

 


Val Char Cost Roll Notes

40+20 STR 30 17- / 21- Lift 6400.0kg/102.4tons; 8d6/12d6 [4/6]

18 DEX 24 13- OCV:  6/DCV:  6

28 CON 36 15-

15 BODY 10 12-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV:  3

20 PRE 10 13- PRE Attack:  4d6

12 COM 1 11-

 

8+29 PD 0 Total:  8/37 PD (8/33 rPD)

8+29 ED 2 Total:  8/37 ED (8/33 rED)

4 SPD 12 Phases:  3, 6, 9, 12

14 REC 0

56 END 0

49 STUN 0 Total Characteristic Cost:  128

 

Movement: Running: 6"/12"

Leaping: 18"/72"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

62 Earth Armour:  Force Field (25 PD/25 ED), Costs END Only To Activate (+¼) (62 Active Points) 5

17 Earth Armour:  Density Increase (1,600 kg mass, +20 STR, +4 PD/ED, -4" KB), Costs END Only To Activate (+¼) (25 Active Points); Linked (Earth Armour; -½) 2

7 +5 REC (10 Active Points); Linked (Earth Armour; -½)

7 +20 END (10 Active Points); Linked (Earth Armour; -½)

7 +11 STUN (11 Active Points); Linked (Earth Armour; -½)

13 Rooted:  Knockback Resistance -10" (20 Active Points); Linked (Earth Armour; -½)

5 Mental Defense (10 points total) (8 Active Points); Linked (Earth Armour; -½)

13 Leaping +10" (18"/22" forward, 9"/11" upward) (Accurate, x4 Noncombat) (20 Active Points); Limited Power Power loses about a third of its effectiveness (Not with Earth Armour; -½) 2

 

60 Multipower, 60-point reserve

6u 1)  Personal Immunity (+¼), Area Of Effect (up to 5" Radius; +1) for up to 45 Active Points of Str (56 Active Points) 6

1u 2)  Reduced Endurance (½ END; +¼) for up to 60 Active Points of Str (15 Active Points)

3u 3)  Naked Advantage: Does x1 ½ Knockback (+½) for up to 60 Active Points (30 Active Points) 3

 

Perks

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

5 Favor

5 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Local Police Powers, Passport

5 Money:  Well Off

 

Skills

3 Concealment 12-

3 Gambling 12-

3 Interrogation 13-

3 Lockpicking 13-

3 Paramedics 12-

3 Stealth 13-

3 Streetwise 13-

 

Total Powers & Skill Cost:  251

Total Cost:  379

 

200+ Disadvantages

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

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

15 Psychological Limitation:  Environmental Activist (Common; Strong)

139 Experience Points

 

Total Disadvantage Points:  379

Earned Experience:  0

Spent Experience:  139

Unspent Experience:  0

 

Background/History:  Igneous is reticent about his past.  But most figure he grew up on the streets where he learned the skills necessary to live in a hard environment.  How he got his powers is also a mystery. But many figure it does tie into his environmental activism. He is new to the super scene, but many hope he stays for a long time!

 

Personality/Motivation:  I left him mysterious so you can place him where you want.

 

Quote:  

 

Powers/Tactics:  Like most bricks, get stuck in and hit hard.  His major problem is a lack of mobility when his powers are active.

 

Campaign Use:  Environmental Brick

 

Appearance:  At 180 cm and 100 KG with sandy brown hair and brown eyes.  When active he is surrounded by a rock shell that also adds to his strength and durability.  Otherwise he dresses in dusty jeans and a black T-shirt!


 

 

 

So again a super strength brick with stone armour for defense. Without his armour his is competent, but with his armour, he is a bulwark. Not very maneuverable, but hurting him is HARD! Add the extra strength and he can be a lynch pin for any team!

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Cold hands, warm heart

 

Quote

COH #45  Rime

 

 


Val Char Cost Roll Notes

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

20 DEX 30 13- OCV:  7/DCV:  7

28 CON 36 15-

15 BODY 10 12-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV:  3

18 PRE 8 13- PRE Attack:  3 ½d6

20 COM 5 13-

 

8+20 PD 2 Total:  8/28 PD (8/28 rPD)

8+20 ED 2 Total:  8/28 ED (8/28 rED)

4 SPD 10 Phases:  3, 6, 9, 12

12 REC 0

56 END 0

44 STUN 0 Total Characteristic Cost:  126

 

Movement: Running: 15"/60"

Leaping: 6"/12"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

50 Ice Armour:  Force Field (20 PD/20 ED), Costs END Only To Activate (+¼) (50 Active Points) 4

20 +30 STR (30 Active Points); Linked (Ice Armour; -½) 3

38 Icy field:  Energy Blast 3d6, Personal Immunity (+¼), Reduced Endurance (½ END; +¼), Area Of Effect (5" Radius; +1), Continuous (+1), No Normal Defense ([Standard]; +1) (67 Active Points); No Range (-½), Linked (Ice Armour; -¼) 3

 

8 Mental Defense (10 points total)

 

29 Slide:  Running +9" (15" total), x4 Noncombat, Reduced Endurance (½ END; +¼) (29 Active Points) 1

 

60 Multipower, 60-point reserve

6u 1)  Personal Immunity (+¼), Area Of Effect (up to 5" Radius; +1) for up to 45 Active Points of Str (56 Active Points) 6

1u 2)  Reduced Endurance (½ END; +¼) for up to 60 Active Points of Str (15 Active Points)

3u 3)  Naked Advantage: Does x1 ½ Knockback (+½) for up to 60 Active Points (30 Active Points) 3

3u 4)  Entangle 6d6, 3 DEF (45 Active Points); No Range (-½) 4

 

Perks

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

5 Favor

5 Money:  Well Off

6 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, International Driver's License, Local Police Powers, Passport

 

Talents

2 Environmental Movement (no penalties on)

 

Skills

3 Bureaucratics 13-

5 Cramming

2 KS  Cryo systems 11-

2 KS Metallurgy 11-

2 Science Skill:  Cryogenics 11-

2 Science Skill:  Chemistry 11-

3 Survival 12-

 

Total Powers & Skill Cost:  269

Total Cost:  395

 

200+ Disadvantages

 

Total Disadvantage Points:  395

Earned Experience:  0

Spent Experience:  195

Unspent Experience:  0

 

Background/History:  Some are born great and some have greatness thrust upon them. Thomas Enrique is definitely in the latter camp.  He was a simple scientist working on cryo systems with a view to using them for space explorations and for exploring tectonic activity, making suits that could stand up to the high temperatures and keep the person cool (relatively).  So when he was at a volcano in Hawaii, he was setting up the suit for some simple tests in the harsh heat. The eruption was unexpected and he was forced to the suit before all was set up. He went about rescuing stranded people and helping rescue operations until he was buried in a lava stream.  It was thought he was dead, but days later he dug himself out. Only now he was changed. The cryo system was now a part of him on a cellular level. Essentially he is a walking ice generator. He continues his studies, but now he sometimes hires himself out to heroic groups as extra money. Many call him a mercenary, he calls it creative funding.  So Rime has hit the supers scene.

 

Personality/Motivation:  I am sorry I forgot the Disads here.  One Hunted 8- with NCI, Dist feat Noticeable, conceal with difficulty, Altruistic Common Moderate and Vuln to Chemical attacks 1.5 x stun and body.  ALso LS heat and cold.

So basically an altruistic scientist who is forced to get extra funding creatively.

 

Quote:  

 

Powers/Tactics:  Another brick, with an icy field that allows him to damage opponents even without hitting them.  Add some decent movement and an entangle in addition to other brick tricks, and he has a bunch of tools at his disposal.

 

Campaign Use:  

 

Appearance:  Blue skin and almost icy features.  He stands 175 cm and 80 KG. His costume is a blue and white bodysuit.  


 

 

 

So again a basic brick with a few extra tools in his repetoir!

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So a classic "BRICK"

 

Quote

 

COH  #46 Hammer

 

 


Val Char Cost Roll Notes

60 STR 50 21- Lift 102.4tons; 12d6 [6]

20 DEX 30 13- OCV:  7/DCV:  7

30 CON 40 15-

15 BODY 10 12-

10 INT 0 11- PER Roll 11-

15 EGO 10 12- ECV:  5

20 PRE 10 13- PRE Attack:  4d6

16 COM 3 12-

 

30 PD 18 Total:  30 PD (30 rPD)

30 ED 24 Total:  30 ED (30 rED)

4 SPD 10 Phases:  3, 6, 9, 12

18 REC 0

60 END 0

60 STUN 0 Total Characteristic Cost:  205

 

Movement: Running: 16"/64"

Leaping: 12"/24"

Swimming: 2"/4"

 

Cost Powers END

30 Damage Resistance (30 PD/30 ED)

 

30 Physical Damage Reduction, Resistant, 50%

 

25 Running +10" (16" total), x4 Noncombat 2

 

60 Multipower, 60-point reserve

6u 1)  Personal Immunity (+¼), Area Of Effect (up to 5" Radius; +1) for up to 45 Active Points of Str (56 Active Points) 6

1u 2)  Reduced Endurance (½ END; +¼) for up to 60 Active Points of Str (15 Active Points)

3u 3)  Naked Advantage: Does x1 ½ Knockback (+½) for up to 60 Active Points (30 Active Points) 3

 

Perks

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

3 Favor

5 Money:  Well Off

2 Fringe Benefit:  International Driver's License, Passport

 

Talents

3 Bump Of Direction

 

Skills

3 Acting 13-

3 Combat Driving 13-

3 Lockpicking 13-

3 Navigation 11-

3 CK 11-

3 Teamwork 13-

0 TF:  Small Motorized Ground Vehicles

 

Total Powers & Skill Cost:  192

Total Cost:  397

 

200+ Disadvantages

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

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

15 Psychological Limitation:  Thrill Seeker (Common; Strong)

10 Psychological Limitation:  Code of the hero (Common; Moderate)

142 Experience Points

 

Total Disadvantage Points:  397

Earned Experience:  0

Spent Experience:  142

Unspent Experience:  0

 

Background/History:  Donald Slegerson Was headed to a life as a biker.  He loved the freedom of life on the road and having few ties to hold them down.  His one problem was his huge conscious. He KNEW right from wrong, and could not keep his mouth shut.  Thus he was forced to go from place to place as he got into trouble and made a list of enemies that forced him to move on.  Then he got caught up in “Waterloo Incident”. And he won the lottery. He came out with superpowers. Mostly he came out the ability to now get involved without thinking twice.  So Donald “Hammer” Slegerson wanders the world, getting into trouble and righting wrongs!

 

 

Personality/Motivation:  A combo of having a conscious and wanting some thrills.  He is sending out feelers to various super-teams as mundane events are beginning to pale!

 

Quote:  

 

Powers/Tactics:  The classic “brick”  Strong, durable and long lasting!

 

Campaign Use:  

 

Appearance:  At first glance a biker, but with a metallic sheen to his skin and hair!  He stands a rugged 180 cm and weighs 100 KG!

 

 

 

 

 

So he's standard "brick" I think it is the backstory and motivations that make him. But what do you think?

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Now a homage to two classic heroes

 

Quote

 

COH  #47 Victory

 

 


Val Char Cost Roll Notes

60 STR 50 21- Lift 102.4tons; 12d6 [6]

20 DEX 30 13- OCV:  7/DCV:  7

28 CON 36 15-

15 BODY 10 12-

13 INT 3 12- PER Roll 12-

15 EGO 10 12- ECV:  5

20 PRE 10 13- PRE Attack:  4d6

18 COM 4 13-

 

20+8 PD 8 Total:  20/28 PD (20/28 rPD)

20+8 ED 14 Total:  20/28 ED (20/28 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

18 REC 0

56 END 0

59 STUN 0 Total Characteristic Cost:  195

 

Movement: Running: 9"/18"

Leaping: 22"/88"

Swimming: 2"/4"

 

Cost Powers END

20 Damage Resistance (20 PD/20 ED)

 

 

7 Shield:  +3 with DCV (15 Active Points); OIF (-½), Costs Endurance (-½) 1

12 Shield's protection:  Armor (8 PD/8 ED) (24 Active Points); OIF (-½), Limited Power Power loses about a third of its effectiveness (Only vs attacks from the front; -½)

20 Shield's deflection:  Force Wall (8 PD/8 ED) (40 Active Points); OIF (-½), No Range (-½) 4

 

6 Running +3" (9" total) 1

20 Leaping +10" (22" forward, 11" upward) (Accurate, x4 Noncombat) 2

 

60 Multipower, 60-point reserve

6u 1)  Personal Immunity (+¼), Area Of Effect (up to 5" Radius; +1) for up to 45 Active Points of Str (56 Active Points) 6

1u 2)  Reduced Endurance (½ END; +¼) for up to 60 Active Points of Str (15 Active Points)

3u 3)  Naked Advantage: Does x1 ½ Knockback (+½) for up to 60 Active Points (30 Active Points) 3

 

Perks

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

5 Favor

7 Fringe Benefit:  International Driver's License, License to practice a profession, Passport, Security Clearance, Weapon Permit (where appropriate)

5 Money:  Well Off

 

Skills

3 Breakfall 13-

3 Computer Programming 12-

3 Deduction 12-

3 Criminology 12-

3 Paramedics 12-

3 Persuasion 13-

3 Security Systems 12-

3 Streetwise 13-

 

Total Powers & Skill Cost:  202

Total Cost:  397

 

200+ Disadvantages

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

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

15 Psychological Limitation:  Patriot (Common; Strong)

10 Psychological Limitation:  No one is above the law (Common; Moderate)

142 Experience Points

 

Total Disadvantage Points:  397

Earned Experience:  0

Spent Experience:  142

Unspent Experience:  0

 

Background/History:  Remember that idea that some heroes are born, and that some aspire to greatness.  That epitomises Valentine Gallant. At least the second part. She aspired to greatness.  A proud frenchwoman and Europe supporter, she volunteered for a project to make a super agent for use in Europe and also the world.  That she was a trained investigator helped, as she had a skill set useful. But she had won the lottery. The effects on her were greater than expected, and she came out with much greater that normal abilities.  Taking a page from american comics, she was given a shield and extra training and a code name: Victoire (Victory), she hopes she is ready.

 

Personality/Motivation:  A french patriot and believer in justice.

 

Quote:  

 

Powers/Tactics:  She is a bit more defensive than most bricks aas that shield can give her some amazing protection.  She is hoping to learn to use it offensively in the future, but until then, her strength is more than adequate!

 

 

Campaign Use:  

 

Appearance:  A tricolour costume and a shield with no real discernable colour.  She stands 175 cm and 65 KG with brown hair and green eyes.



 

 

 

SO Captain America and Superman with a bit of Wonder Woman. So she has more defensive options with her shield and can go in a number of directions. And I made her french, because I can. Not all heroes are from the US of A. So some European ties and adventures are in order.

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  • 2 weeks later...

Ice, Ice Baby

 

Quote

 

COH #48 Jack Frost

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

21 DEX 33 13- OCV:  7/DCV:  7

23 CON 26 14-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV:  3

15 PRE 5 12- PRE Attack:  3d6

14 COM 2 12-

 

8+18 PD 6 Total:  8/26 PD (8/26 rPD)

8+18 ED 3 Total:  8/26 ED (8/26 rED)

5 SPD 19 Phases:  3, 5, 8, 10, 12

7 REC 0

46 END 0

27 STUN 0 Total Characteristic Cost:  97

 

Movement: Running: 25"/50"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

4 Life Support  (Safe in Intense Cold; Safe in Intense Heat)

 

22 Elemental Control, 44-point powers

28 1)  Running +19" (25" total), Reduced Endurance (½ END; +¼) (50 Active Points) 2

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

32 3)  Change Environment 1" radius, -0" of any one mode of Movement, -0" of any one mode of Movement, -6" of any one mode of Movement, -6" of any one mode of Movement, Multiple Combat Effects, Reduced Endurance (½ END; +¼) (54 Active Points) 2

 

90 Multipower, 90-point reserve

6u 1)  Energy Blast 9d6, Reduced Endurance (½ END; +¼) (56 Active Points) 2

6u 2)  Energy Blast 12d6 (60 Active Points) 6

6u 3)  Entangle 6d6, 4 DEF, Reduced Endurance (½ END; +¼) (62 Active Points) 2

5u 4)  Entangle 4d6, 2 DEF, Personal Immunity (+¼), Area Of Effect (4" Radius; +1), Selective (+¼) (75 Active Points); No Range (-½) 7

6u 5)  Energy Blast 8d6, Personal Immunity (+¼), Area Of Effect (5" Radius; +1) (90 Active Points); No Range (-½) 9

 

Perks

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

5 Favor

2 Fringe Benefit:  International Driver's License, Passport

5 Money:  Well Off

 

Skills

5 +1 with Ranged Combat

3 Breakfall 13-

3 Deduction 12-

3 KS 12-

3 KS 12-

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

5 Language:  Spanish (idiomatic; literate)

3 Persuasion 12-

3 Paramedics 12-

3 Streetwise 12-

 

Total Powers & Skill Cost:  286

Total Cost:  383

 

200+ Disadvantages

10 Distinctive Features:  Pale skin, white hair, angular features (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Psychological Limitation:  Under Confident (Common; Strong)

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

10 Vulnerability:  1 ½ x STUN Fire (Common)

10 Vulnerability:  1 ½ x BODY Fire (Common)

10 Vulnerability:  1 ½ x Effect Fire (Common)

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

98 Experience Points

 

Total Disadvantage Points:  383

Earned Experience:  0

Spent Experience:  98

Unspent Experience:  0

 

Background/History:   Jack is the classic story of being in the wrong place at the wrong time.  Caught in an industrial accident that should of killed him, he instead gained superpowers.  At first he lamented his cruel fate and resolved to get revenge, but instead ended up rescuing a victim of a mugging, helping put out a fire (That HURT) and joining in a supper battle helping the local hero team drive off a super villain.  For all this he was hailed as a HERO. He doesn't feel like one, but right now he feels it is better that being hunted by the police. Now if he could just get over his shyness and ask that pretty lady hero for a date!

 

Personality/Motivation:  The hero unsure of himself.  He needs people to push him to his potential.

 

Quote:  

 

Powers/Tactics:   He's the more iceberg type cold blaster.  In fact his ice blocks (entangles) are his prefered attacks.  But he isn't helpless up close.

 

 

Campaign Use:  

 

Appearance:  Think and elf with white hair and pale skin.  He stands about 175 cm tall and 70 KG. His costume looks like a robin hood hunting outfit, but in white and pale blue!

 

 

 

 

 

So I liked controllers, but I felt a better fit with dominaters. Hold you in place and then beat you over the head. So this is a classic Ice Control type. Protection, damage and crowd control. And he can go in many different directions power wise.

Personality, he's the unsure hero. Am I good enough?

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A Swiss Army knife of abilities

 

Quote

COH #49 PsiLord

 

 


Val Char Cost Roll Notes

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

21 DEX 33 13- OCV:  7/DCV:  7

23 CON 26 14-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

21 EGO 22 13- ECV:  7

15 PRE 5 12- PRE Attack:  3d6

14 COM 2 12-

 

8+18 PD 5 Total:  8/26 PD (8/26 rPD)

8+18 ED 3 Total:  8/26 ED (8/26 rED)

5 SPD 19 Phases:  3, 5, 8, 10, 12

8 REC 0

46 END 0

30 STUN 0 Total Characteristic Cost:  123

 

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

10 Mental Defense (14 points total)

 

22 Elemental Control, 44-point powers

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

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

48 3)  Telekinesis (40 STR), Fine Manipulation (70 Active Points) 7

 

67 Multipower, 67-point reserve

6u 1)  Ego Attack 4 ½d6, Reduced Endurance (½ END; +¼) (56 Active Points) 2

2u 2)  Mind Control 10d6 (50 Active Points); Limited Power Power loses about half of its effectiveness (Emotions only; -1), Visible (-¼) 5

4u 3)  Entangle 5 ½d6, 3 DEF (45 Active Points) 4

6u 4)  Telepathy 9d6, Reduced Endurance (½ END; +¼) (56 Active Points) 2

7u 5)  TK or Fire:  Energy Blast 9d6, Reduced Endurance (½ END; +¼), Variable Special Effects (Limited Group of SFX; +¼) (67 Active Points) 3

 

Perks

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

5 Favor

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

5 Money:  Well Off

 

Talents

6 Lightning Reflexes: +4 DEX to act first with All Actions

 

Skills

3 Bureaucratics 12-

5 Cramming

5 Cramming

3 Conversation 12-

3 KS 12-

3 Navigation 12-

3 Persuasion 12-

3 Paramedics 12-

 

Total Powers & Skill Cost:  287

Total Cost:  410

 

200+ Disadvantages

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

15 Physical Limitation:  Colour Blind (All the Time; Slightly Impairing)

15 Psychological Limitation:  Overconfident (Common; Strong)

10 Reputation:  Crazy mentalist, 11-

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

140 Experience Points

 

Total Disadvantage Points:  410

Earned Experience:  0

Spent Experience:  140

Unspent Experience:  0

 

Background/History:  Carlo Mendoza was always sure of himself.  Some said he strutted while sitting down. But he also seemed to know the right things to say, positive or negative, to get people to cooperate.  He seemed to be destined as a golden boy in whatever field he chose after graduating. But a psionic supervillain decided that mind controlling the up and comers in society was a plan to controlling the future.  And Carlo went nuts. He attacked everything and anything. It attracted the local superteam to calm him down, and led to an investigation and the uncovering of the plot. It was also found that Carlo was a psionic and his people solden boy has taken on the skills were due to a low grade empathy mind nudging ability.  Going back to a regular life is not going to happen, so the golden boy has taken on the moniker PsiLord and after some training, has gone looking for his place in the world of supers!

 

Personality/Motivation:  He was destined for a great career somewhere, might as well be as a superhero!

 

Quote:  

 

Powers/Tactics:  Versatility cost.  A telepath, telekinetic, pyrokinetic.  He has a lot of tools at his disposal, and he’s smart enough to use them effectively!

 

Campaign Use:  New starting hero of decent power!

 

Appearance:  Red, blue and black body suit.  He has black hair, brown eyes. Stands 180 cms and weighs 70 KG!


 

 

So a Mind Control/ fire blast dominator, he has a lot of tools.

 

Personality wise I made him overconfident and work the enrage into his background.  Given the circumstances, he can be a great help or a hinderance!

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A natural hero

 

Quote

COH #50 The Woodsman

 

 


Val Char Cost Roll Notes

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

20 DEX 30 13- OCV:  7/DCV:  7

25 CON 30 14-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

11 EGO 2 11- ECV:  4

15 PRE 5 12- PRE Attack:  3d6

22 COM 6 13-

 

8+18 PD 4 Total:  8/26 PD (8/26 rPD)

8+18 ED 3 Total:  8/26 ED (8/26 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

9 REC 0

50 END 0

33 STUN 0 Total Characteristic Cost:  115

 

Movement: Running: 6"/12"

Leaping: 4"/8"

Swimming: 2"/4"

Teleportation: 20"/160"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

4 Life Support  (Eating: Character only has to eat once per week; Longevity: 200 Years; Safe in Intense Cold; Sleeping: Character only has to sleep 8 hours per week) (5 Active Points); IIF (-¼)

30 Invisibility to Sight and Hearing Groups , No Fringe, Reduced Endurance (0 END; +½) (52 Active Points); Limited Power Power loses about a third of its effectiveness (Only in wooded areas; -½), IIF (-¼)

 

18 Elemental Control, 44-point powers,  (22 Active Points); all slots IIF (-¼)

43 1)  Telekinesis (40 STR), Reduced Endurance (½ END; +¼), Area Of Effect (One Hex; +½), Selective (+¼) (120 Active Points); No Range (-½), Limited Power Power loses about a third of its effectiveness (Requires living plants nearby; -½), IIF (-¼) 5

18 2)  Force Field (18 PD/18 ED), Costs END Only To Activate (+¼) (45 Active Points); IIF (-¼) 4

22 3)  Teleportation 20", Position Shift, x8 Noncombat (55 Active Points); Must Pass Through Intervening Space (-¼), IIF (-¼) 5

 

36 Multipower, 45-point reserve,  (45 Active Points); all slots IIF (-¼)

3u 1)  Entangle 4d6, 4 DEF (40 Active Points); IIF (-¼) 4

4u 2)  Entangle 3d6, 3 DEF, Area Of Effect (One Hex; +½) (45 Active Points); IIF (-¼) 4

4u 3)  Energy Blast 9d6 (45 Active Points); IIF (-¼) 4

2u 4)  Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-½), IIF (-¼) 3

 

Perks

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

4 Favor

5 Money:  Well Off

2 Fringe Benefit:  International Driver's License, Passport

 

Skills

3 Deduction 12-

3 Forensic Medicine 12-

3 Navigation 12-

3 Paramedics 12-

3 Stealth 13-

3 Shadowing 12-

3 Tactics 12-

3 Tracking 12-

 

Total Powers & Skill Cost:  233

Total Cost:  348

 

200+ Disadvantages

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

15 Psychological Limitation:  Uncomfortable in Urban Areas (Common; Strong)

20 Vulnerability:  2 x STUN Poisons Toxins (Common)

10 Vulnerability:  1 ½ x BODY Poisons Toxins (Common)

10 Vulnerability:  1 ½ x Effect Poisons Toxins (Common)

78 Experience Points

 

Total Disadvantage Points:  348

Earned Experience:  0

Spent Experience:  78

Unspent Experience:  0

 

Background/History:  It was a shiny piece of wood on the forest floor.  Sort of incongruous. But Mike Chackrabarta noticed it there and approached to get a photo of it.  He couldn’t resist touching it and had to pick it up. But soon he started getting visions. He was appointed by the Green to be its protector.  He found this amusing. As a practicing Hindu, there was no Green. But it did sync well with the concept of the Preserver and so he went with the flow.  Soon he was demonstrating abilities dealing with the control of plants. A bad side effect is his dislike of cities. But he has worked around it and is a reserve member of at least two super teams who call on him when they have dealing in any natural environ!  For he is an expert woodsman now!

 

Personality/Motivation:  Protector of Natural areas.  He works real well in NY Central Park!

 

Quote:  

 

Powers/Tactics:  Use his Tport and camo to get into position.  He starts with the entangles, and will animate nearby trees if opponents get real close.  He can generate throwing thorns that he can use as clubs if needed!

 

Campaign Use:  Wilderness ally!

 

Appearance:  170 cm and 75 KG with black hair and brown eyes.  He his of definite Indian extraction!


 

 

 

So a plant controller / blaster. I added a few extra abilities. But on the whole I like him!

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DON'T call her a stoner!

 

Quote

 

COH #51 Kimberlite

 

 


Val Char Cost Roll Notes

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

20 DEX 30 13- OCV:  7/DCV:  7

25 CON 30 14-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

16 COM 3 12-

 

7+18 PD 4 Total:  7/25 PD (7/25 rPD)

7+18 ED 2 Total:  7/25 ED (7/25 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

8 REC 0

50 END 0

31 STUN 0 Total Characteristic Cost:  114

 

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

7 Damage Resistance (7 PD/7 ED)

 

5 Elemental Control, 10-point powers

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

36 2)  Flight 20", Reduced Endurance (½ END; +¼) (50 Active Points); Physical Manifestation (-¼) 2

44 3)  Telekinesis (40 STR) (60 Active Points); Only When In Contact With The Ground (-¼) 6

 

62 Multipower, 62-point reserve

4u 1)  Entangle 5d6, 5 DEF (50 Active Points); Only When In Contact With The Ground (-¼) 5

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

6u 3)  Energy Blast 8d6, Area Of Effect (One Hex; +½) (60 Active Points) 6

3u 4)  Entangle 3d6, 2 DEF, Personal Immunity (+¼), Area Of Effect (3" Radius; +1), Selective (+¼) (62 Active Points); No Range (-½), Only When In Contact With The Ground (-¼) 6

 

Perks

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

5 Favor

2 Fringe Benefit:  International Driver's License, Passport

5 Money:  Well Off

 

Skills

3 Computer Programming 12-

3 Science Skill:  Geology 12-

3 Science Skill:  Tectonics 12-

3 Deduction 12-

3 Paramedics 12-

 

Total Powers & Skill Cost:  245

Total Cost:  359

 

200+ Disadvantages

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

15 Psychological Limitation:  Overconfident (Common; Strong)

5 Vulnerability:  1 ½ x STUN Vibrations and Sonics (Uncommon)

5 Vulnerability:  1 ½ x BODY Vibrations and Sonics (Uncommon)

5 Vulnerability:  1 ½ x STUN Vibrations and Sonics (Uncommon)

114 Experience Points

 

Total Disadvantage Points:  359

Earned Experience:  0

Spent Experience:  114

Unspent Experience:  0

 

Background/History:  Joan Armbruster.  Geologist. Studied in Sydney Australia, earning her degree in two years.  Many wondered how she had such a in depth knowledge of rock and minerals. Maybe she was just focused on the subject and it really appealed to her.  Nope! She’s a mutant and has an intrinsic feel for rocks and their composition. This came to light when she had to use her powers to help at an emergency involving monsters let loose as a diversion for a villain to pull his real scheme.  Though she tried to keep it quiet, she became a lauded and hated at the same time. So she joined (world hero organization) to work as a resident geologist and occasional on call hero.

 

Personality/Motivation:  She’s always been very sure of herself, to the point of superiority.  Since she has not faced anything to really hurt her, this has become serious overconfidence.  

 

Quote:  

 

Powers/Tactics:  Between Stone Cages, Stone Hands and Hurled Boulders, she has a lot of options.  Her main problem is the exhaustion she faces when she goes all out!

 

Campaign Use:  

 

Appearance:  180 cm and 60 KG with brown hair and green eyes.  Her costume is two toned brown.

 

 

 

 

 

Again I find the dominator Archtype closer to what I like in a PC. Good range, CC and movement and some utility. Kimberlite can fulfill many roles and useful in a lot of ways!

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So I tried a different slant on a legacy

 

Quote

COH #52 Golden Eagle

 

 


Val Char Cost Roll Notes

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

23 DEX 39 14- OCV:  8/DCV:  8

20 CON 20 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

11 EGO 2 11- ECV:  4

18 PRE 8 13- PRE Attack:  3 ½d6

18 COM 4 13-

 

8+18 PD 5 Total:  8/26 PD (8/26 rPD)

8+18 ED 4 Total:  8/26 ED (8/26 rED)

5 SPD 17 Phases:  3, 5, 8, 10, 12

7 REC 0

40 END 0

28 STUN 0 Total Characteristic Cost:  107

 

Movement: Running: 6"/12"

Flight: 18"/36"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

22 Elemental Control, 44-point powers

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

23 2)  Flight 18", Reduced Endurance (½ END; +¼) (45 Active Points) 2

23 3)  Telekinesis (15 STR), Personal Immunity (+¼), Reduced Endurance (½ END; +¼), Area Of Effect (3" Radius; +1) (56 Active Points); No Range (-½) 2

18 4)  Stretching 6", Invisible Power Effects, SFX Only (Fully Invisible; +½) (45 Active Points); no Noncombat Stretching (-¼) 4

 

60 Multipower, 60-point reserve

4u 1)  Entangle 5d6, 4 DEF (45 Active Points) 4

4u 2)  Entangle 3d6, 2 DEF, Area Of Effect (6" Cone; +1), Selective (+¼) (56 Active Points); No Range (-½) 6

3u 3)  Telekinesis (40 STR) (60 Active Points); Limited Power Power loses about a third of its effectiveness (Only to push away; -½), Affects Whole Object (-¼) 6

 

4 Martial Block +2 +2 Block, Abort

4 Martial Escape +0 +0 40 STR vs. Grabs

3 Martial Grab -1 -1 Grab Two Limbs, 35 STR for holding on

4 Martial Strike +0 +2 7d6 Strike

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

5 Offensive Strike -2 +1 9d6 Strike

3 Takedown +1 +1 5d6 Strike; Target Falls

8 +2 HTH Damage Class(es)

 

Perks

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

5 Favor

3 Fringe Benefit:  International Driver's License, License to practice a profession, Passport

5 Money:  Well Off

 

Skills

3 Acting 13-

3 Bureaucratics 13-

3 Conversation 13-

3 Disguise 12-

3 High Society 13-

3 KS 12-

3 Persuasion 13-

3 Paramedics 12-

 

Total Powers & Skill Cost:  265

Total Cost:  372

 

200+ Disadvantages

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

15 Psychological Limitation:  Legacy Hero (Common; Strong)

20 Psychological Limitation:  Code vs Killing (Common; Total)

122 Experience Points

 

Total Disadvantage Points:  372

Earned Experience:  0

Spent Experience:  122

Unspent Experience:  0

 

Background/History:  Steve Johnstone had a problem.   He didn’t want to be Steve. He wanted to be Stevie.  But he grew up in an area where having those desires were forbidden.  And so Steve got the job that was expected of him and married a lady who never really knew him.  And he was miserable. Eventually he got divorced and left town. He didn’t know where he was going, but anywhere was better than home.  So he ended up in NYC and witnessed his first super battle. It was one of those major affairs that went all over town and involved whole teams.  And one heroine got knocked to the ground and gravely injured. Steve rushed to help and she looked at him with hope and sadness. And Died! But the windstorm that surrounded her needed a target, and steve was chosen.  So the Wind granted Steve’s wish, but in return it asked for service. To be a defender and protector. So Steve became Stevie, and at the same time Golden Eagle flew again!

 

Personality/Motivation:  Living up to a legacy.  Also being a role model for others like him!

 

Quote:  

 

Powers/Tactics:  Golden Eagle has a number of wind powers.  The most interesting is using the wind as an extension of her arms.  This allows her to grab thing at range, but also use her Martial Arts at range as well.  

 

Campaign Use:  Legacy and Trans!

 

Appearance:  160 cm and 70 KG with brownish blond hair and brown eyes.   She wears a golden coloured dogi outfit with red belt and shoes!

 

 

 

I hope I provided an interesting story and set of powers here. 


So ends my venture in COH conversions into Hero. Now to find a new source of inspiration!

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