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My conversions (formerly Builds of 2018)


Mr. R

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So I will be doing my interpretations from Omlevex, Gurps SuperThugs, Trouble with HAVOC, and Silver Age Sentinals.

 

So first up Omlevex and their signature hero

 

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2018 #1  Drake Einstein

 

 


Val Char Cost Roll Notes

18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]

23 DEX 39 14- OCV:  8/DCV:  8

20 CON 20 13-

13 BODY 6 12-

15 INT 5 12- PER Roll 12-

23 EGO 26 14- ECV:  8

20 PRE 10 13- PRE Attack:  4d6

10 COM 0 11-

 

10+6 PD 6 Total:  10/16 PD (8/14 rPD)

10+6 ED 6 Total:  10/16 ED (8/14 rED)

5 SPD 17 Phases:  3, 5, 8, 10, 12

8 REC 0

40 END 0

32 STUN 0 Total Characteristic Cost:  143

 

Movement: Running: 6"/12"

Flight: 18"/72"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

14 Armor (6 PD/6 ED) (18 Active Points); IIF (Suit; -¼)

 

30 Flight 18", x4 Noncombat, Reduced Endurance (0 END; +½) (61 Active Points); OAF (Rocket Flyer; -1)

 

11 Str:  Aid 2d6 (standard effect: 6 points) (20 Active Points); 8 Charges (-½), IIF (-¼) [8]

9 Con:  Aid 2d6 (standard effect: 6 points) (20 Active Points); 8 Charges (-½), Linked (Str; -½), IIF (-¼) [8]

9 Body:  Aid 2d6 (standard effect: 6 points) (20 Active Points); 8 Charges (-½), Linked (Str; -½), IIF (-¼) [8]

9 Run:  Aid 2d6 (standard effect: 6 points) (20 Active Points); 8 Charges (-½), Linked (Str; -½), IIF (-¼) [8]

 

12 Luck 5d6 (25 Active Points); Limited Power Power loses about half of its effectiveness (Only in Combat; -1)

 

62 Variable Power Pool (Gadget Pool), 50 base + 12 control cost,  (75 Active Points); all slots OAF (-1)

5 Passing Strike +1 +0 6 ½d6 +v/5; FMove

5 Passing Disarm -1 -1 Disarm, 43 STR to Disarm; FMove

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

4 Sacrifice Lunge +2 -2 6 ½d6 +v/5; FMove

12 +3 HTH Damage Class(es)

 

Perks

20 Vehicles & Bases

5 Money:  Well Off

4 Fringe Benefit:  International Driver's License, Local Police Powers, Passport

2 Reputation (A large group) 8-, +2/+2d6

8 Contact:  Barry (Contact has very useful Skills or resources, Very Good relationship with Contact) 13-

4 Contact:  Dr. Rennacker (Contact has very useful Skills or resources, Good relationship with Contact) 8-

1 Contact:  Studio 8-

5 Favor

 

Talents

6 Combat Luck (3 PD/3 ED)

 

Skills

7 Acting 15-

5 KS: acting 14-

3 Acrobatics 14-

3 Breakfall 14-

3 Combat Driving 14-

3 Combat Piloting 14-

3 Power:  gadgets 12-

3 High Society 13-

3 Deduction 12-

3 Navigation 12-

5 Paramedics 13-

4 Rocket Flyer:  +2 with single Characteristic Roll

6 +2 with Martial Maneuvers

5 +1 with DCV

 

Total Powers & Skill Cost:  306

Total Cost:  449

 

200+ Disadvantages

10 Dependent NPC:  Sandra Bunning 8- (Normal)

15 Hunted:  Skeleton 8- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

20 Psychological Limitation:  Overconfident (Very Common; Strong)

20 Psychological Limitation:  Glory hound (Very Common; Strong)

20 Psychological Limitation:  Protective of innocents (Common; Total)

164 Experience Points

 

Total Disadvantage Points:  449

Earned Experience:  0

Spent Experience:  164

Unspent Experience:  0

 

Background/History:  Drake wanted to be an actor, but he never seemed to get his big break.  SO her hit on the idea of becoming a superhero, But as he didn't have any powers, how was he to do this.  Then he met Barry Pellman, genius desiigner. Barry agreed to be the silent behind the scenes backer for Drake's antics, and it would allow him to field test some of his designs.  So after a year of work, Drake Einstein made his debut. Since then Drake has become a fixture in the superhero world. And he finally got his movie deal, but it now comes in second to he superhero life and activities,

 

Personality/Motivation:  Self confident to the point of arrogance with a large dose of charm so it doesn't obvious.  But he also has a sincere desire to help people,

 

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Powers/Tactics:  Drake is basically a speedster gadgeteer.  He uses his Rocket Flyer to do move bys, and an assortment of gadgets from Barry to supplement things.  If he knows who he's going against, he'll tailor the gadgets for that opponent. He's also intelligent enough to know when usual tactics don't work and look for alternatives.

 

Campaign Use:  

 

Appearance:  Blond hair, blue eyes with a medium build.  Skin tight white bodysuit with grey belt, boot, and gloves.  He has a DE logo over the left breast and wears no mask!

 

 

 

 

 

So changes I did:

Upped the stats a bit, gave him more armour, speedster MA and more skills.

 

Basically as described he's a Speedster with some gadgets.  But as written his damage is pathetic and his movement is slow.  These are his defining characteristics.

 

I think now he makes a decent NPC.  Certainly playable as a PC.

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And his greatest enemy

 

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2018 #2  Skeleton

 

 


Val Char Cost Roll Notes

40 STR 30 17- Lift 6400.0kg; 8d6 [4]

21 DEX 33 13- OCV:  7/DCV:  7

23 CON 26 14-

13 BODY 6 12-

18 INT 8 13- PER Roll 13-

18 EGO 16 13- ECV:  6

15 PRE 5 14- PRE Attack:  5d6

10 COM 0 11-

 

18+6 PD 10 Total:  18/24 PD (8/14 rPD)

18+6 ED 13 Total:  18/24 ED (8/14 rED)

5 SPD 19 Phases:  3, 5, 8, 10, 12

13 REC 0

46 END 0

45 STUN 0 Total Characteristic Cost:  166

 

Movement: Running: 6"/12"

Leaping: 8"/16"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

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

 

25 Hand Crossbow:  Multipower, 50-point reserve,  (50 Active Points); all slots OAF (Crossbow; -1)

2u 1)  Energy Blast 10d6 (50 Active Points); OAF (Crossbow; -1) 5

2u 2)  Killing Attack - Ranged 3d6+1 (50 Active Points); OAF (Crossbow; -1) 5

 

25 Multipower, 50-point reserve,  (50 Active Points); all slots OAF (-1)

1u 1)  Short sword:  Killing Attack - Hand-To-Hand 1 ½d6 (3d6+1 w/STR) (25 Active Points); OAF (-1) 2

1u 2)  Flat of blade:  Hand-To-Hand Attack +2d6 (10 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 1

1u 3)  Darkness to Sight Group 3" radius (30 Active Points); OAF (-1), 4 Continuing Charges lasting 1 Minute each (-¼) [4 cc]

2u 4)  Gas grenade:  Energy Blast 4d6, Area Of Effect (One Hex; +½), No Normal Defense ([Standard]; +1) (50 Active Points); OAF (-1), 8 Charges (-½) [8]

2u 5)  Bolas:  Entangle 6d6, 3 DEF (45 Active Points); OAF (-1), 8 Charges (-½) [8]

1u 6)  Throwing blades:  Killing Attack - Ranged 1 ½d6 (25 Active Points); OAF (-1), 12 Charges (-¼) [12]

 

12 Multipower, 25-point reserve,  (25 Active Points); all slots OAF (-1)

1u 1)  Second Short Sword:  Killing Attack - Hand-To-Hand 1 ½d6 (3d6+1 w/STR) (25 Active Points); OAF (-1) 2

1u 2)  Flat of blade:  Hand-To-Hand Attack +2d6 (10 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 1

 

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

 

1 Life Support  (Extended Breathing: 1 END per Turn); IIF (-¼)

 

20 Short Sword:  Find Weakness 11- with Related Group of Attacks

 

7 Startle:  +10 PRE (10 Active Points); Limited Power Power loses about a third of its effectiveness (Only for offence; -½)

 

Perks

1 False Identity

5 Favor

5 Money:  Well Off

 

Talents

3 Ambidexterity (-2 Off Hand penalty)

6 Combat Luck (3 PD/3 ED)

 

Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Climbing 13-

7 Stealth 15-

3 Streetwise 14-

7 Shadowing 15-

3 Concealment 13-

3 Persuasion 14-

10 Two-Weapon Fighting (HTH)

3 Analyze:  Combat 13-

32 +4 with All Combat

 

Total Powers & Skill Cost:  241

Total Cost:  407

 

200+ Disadvantages

15 Reputation:  Ruthless assassin, 14-

15 Social Limitation:  Secret ID (Frequently; Major)

15 Psychological Limitation:  Will not kill children or those not in contract (Common; Strong)

15 Psychological Limitation:  Mercenary Code (Common; Strong)

15 Psychological Limitation:  Overconfident (Common; Strong)

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

122 Experience Points

 

Total Disadvantage Points:  407

Earned Experience:  0

Spent Experience:  122

Unspent Experience:  0

 

Background/History:  A cipher.  Not much is known and he's not the talkative sort.

 

Personality/Motivation:  A contract killer of the first order.  If hired to kill, he will never give up.  His only moderating feature is No Children and he doesn't believe in collateral damage.

 

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Powers/Tactics:  An expert in HTH combat, Skeleton attacks from surprise in the hopes of overwhelming his target.  If necessary he'll attack from range with the crossbow, but he prefers to get up close with his swords.

 

Campaign Use:  Scary assassin.

 

Appearance:  Muscular man in a black bodysuit with white trim (c'mon, you expected different) with a black cowl with white (sence a trend) face!

 

 

 

 

 

OK he's all kinds of scary.  Use him only if you plan on a body count.  And I powered him down.  Originally he had 7 level all combat!

 

As it is he's still a serious threat.   

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The tree that walks like a man

 

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2018 #3  Man Tree

 

 


Val Char Cost Roll Notes

55 STR 45 20- Lift 51.2tons; 11d6

15 DEX 15 12- OCV:  5/DCV:  5

25 CON 30 14-

14 BODY 8 12-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV:  3

15 PRE 5 12- PRE Attack:  3d6

10 COM 0 11-

 

18 PD 7 Total:  18 PD (18 rPD)

18 ED 13 Total:  18 ED (18 rED)

4 SPD 15 Phases:  3, 6, 9, 12

16 REC 0

50 END 0

55 STUN 0 Total Characteristic Cost:  138

 

Movement: Running: 6"/12"

Leaping: 11"/44"

Swimming: 2"/4"

 

Cost Powers END

18 Damage Resistance (18 PD/18 ED)

 

24 Life Support  (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years)

 

30 Absorption 3d6 (standard effect: 9 points)  (physical, Str), Absorption As A Defense (x2) (30 Active Points)

30 Absorption 3d6 (standard effect: 9 points)  (energy, Str), Absorption As A Defense (x2) (30 Active Points)

 

16 Knockback Resistance -8"

 

50 Multipower, 50-point reserve

5u 1)  Throw limb:  Energy Blast 10d6 (50 Active Points) 5

5u 2)  Throw spike limb:  Killing Attack - Ranged 3d6+1 (50 Active Points) 5

 

27 Reduced Endurance (0 END; +½) (27 Active Points) applied to STR

 

10 Leaping 0" (11" forward, 5 ½" upward) (Accurate, x4 Noncombat) 1

 

 

Perks

2 Mob boss:  Contact (Contact has useful Skills or resources) 8-

2 Fringe Benefit:  Gang/organized crime group member of prominence or importance

 

Skills

3 Interrogation 12-

3 Persuasion 12-

3 Survival 11-

3 Streetwise 12-

3 KS: Mob structure 11-

3 TF:  Large Motorized Ground Vehicles, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

20 +4 with HTH Combat

 

Total Powers & Skill Cost:  257

Total Cost:  395

 

200+ Disadvantages

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

10 Hunted:  Mob 11- (As Pow; NCI; Watching)

15 Psychological Limitation:  Makes stupid choices (Common; Strong)

10 Reputation:  Violent henchman, 11-

15 Social Limitation:  Secret about true ID (Frequently; Major)

10 Social Limitation:  Public ID (Occasionally; Major)

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

105 Experience Points

 

Total Disadvantage Points:  395

Earned Experience:  0

Spent Experience:  105

Unspent Experience:  0

 

Background/History:  Chuck Holloway was a career criminal.  All he wanted to do was bust heads, shake people down and then have a beer.  And he was good at it. Eventually he became an enforcer for the mob and life was good.  Then an opportunity came to steal a large amount of money from the mob and he took it. But eventually it got back to his bosses and he became a wanted man.  So on the run, he hid out in a strange greenhouse. It was all very high tech with strange roses, cactus and trees. And there seemed to be a cloud of pollen everywhere.  after getting scratched up badly, he made it out and made for the forest just outside of town. There he went unconscious, and when he awoke found he was now part tree. In addition, his appearance had changed enough that his pursuers would not find him. So he went back to the mob, back to the job he loved,only now as a super powered enforcer.  Now if he can only keep temptation at bay.

 

Personality/Motivation:  He's a bully, but one who isn't afraid to go up against his opponent.  He makes a great lackey, and is hired out for individual jobs when things are slow.

 

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Powers/Tactics:  Strong and durable, he likes to get up close and personal.  His biggest asset is the absorption ability. It makes him harder to hurt and increases his strength.  So as the fight goes on, he becomes even more dangerous.

 

Campaign Use:  Hired muscle.  He's a goon, a very effective one, but a goon!

 

Appearance:  Even before his transformation, he was large, now he's even bigger.  Add brownish bark-like skin and green hair.



 

 

 

So the original was all kinds of broken.  His concept was a Man Cactus, and was just silly to me, so I made it plants in general.  Then he had 11d6 absorbtion energy and physical that goes to his strength.  SO eventually he can get to 110 Str.  

 

So I reduced the absorbtion and made it able to use as a defense.  And I took a page from the NPC Brick from Viper, where he can throw parts of himself to give him a ranged option.  

 

Otherwise I left the core idea alone.  He's a thug, but a very strong and effective one.  He could be used in many ideas, hired out as extra muscle, or even sent as a diversion for another job.  

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A lady to put men in their place!

 

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2018 #5  Mindressa

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

20 DEX 30 13- OCV:  7/DCV:  7

20 CON 20 13-

10 BODY 0 11-

20 INT 10 13- PER Roll 13-

23 EGO 26 14- ECV:  8

30 PRE 20 17- PRE Attack:  8d6

26 COM 8 14-

 

8+18 PD 6 Total:  8/26 PD (8/26 rPD)

8+18 ED 4 Total:  8/26 ED (8/26 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

6 REC 0

40 END 0

25 STUN 0 Total Characteristic Cost:  144

 

Movement: Running: 6"/12"

Flight: 18"/144"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

7 +10 PRE (10 Active Points); Limited Power Power loses about a third of its effectiveness (Only for defense; -½)

15 Mental Defense (20 points total)

2 Life Support  (Longevity: 400 Years)

 

23 Mental might:  Elemental Control, 46-point powers

23 1)  Flight 18", x8 Noncombat (46 Active Points) 5

23 2)  Force Field (18 PD/18 ED) (Protect Carried Items) (46 Active Points) 5

37 3)  Telekinesis (33 STR), Fine Manipulation (60 Active Points) 6

 

75 Mental attacks:  Multipower, 75-point reserve

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

7u 2)  Telepathy 12d6, Reduced Endurance (½ END; +¼) (75 Active Points) 3

7u 3)  Ego Attack 6d6, Reduced Endurance (½ END; +¼) (75 Active Points) 3

 

Perks

8 Money:  Wealthy

 

Skills

3 Acting 17-

3 Bribery 17-

3 Deduction 13-

3 Disguise 13-

3 High Society 17-

3 Seduction 17-

3 Streetwise 17-

 

Total Powers & Skill Cost:  263

Total Cost:  407

 

200+ Disadvantages

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

15 Physical Limitation:  From alternate timeline unfamiliar with earth customs (Frequently; Greatly Impairing)

20 Psychological Limitation:  Feels men are inferior (Very Common; Strong)

20 Psychological Limitation:  Very straight forward in tactics and plans (Very Common; Strong)

147 Experience Points

 

Total Disadvantage Points:  407

Earned Experience:  0

Spent Experience:  147

Unspent Experience:  0

 

Background/History:  In a world where women have great mental powers, Mindressa was BORED.  The men of her world were so tame, and she wanted a challenge. So stepping through a portal on her home world, she found herself on earth,  Finally some strong willed men to give her a challenge. When she was almost mugged, she started to change her mind, and seeing the patriarchal mindset of this world changed it further.  Now she knew her mission, to overthrow the patriarchy and place women at the seats of power. This is a challenge. A whole world of men to dominate, under the banner of Mindressa!

 

Personality/Motivation:  Men have been in power too long. They need to learn their place.  

 

Quote:  

 

Powers/Tactics:  Mindressa has great mental powers, the classic TK/telepath set.  But she has no subtlety in using them. She is very straightforward and predictable, as it comes from being on a world where challenges to her power are few.  

 

Campaign Use:  Woman of the World UNITE.  Century Station had an all female hero team, so why not a villain one.  Mindressa could lead a team who attacks symbols of patriarchy, destroying or humiliating them!

 

Appearance:  Mindressa is beautiful and she knows it.  She's curvy and her Red and gold bodysuit accentuate the fact.  Add a black domino mask and LONG blond hair, you get the idea.



 

 

 

This was another build that needed a severe overhaul.  In their version she had a 65 Int (I am serious).  Oh and over 80 pts MD.  Wasted points.  So a major rewrite.  Make her more a classic Jean Gray type psionic.  

 

Now onto the personality.  UGGG!  First she is totally tied to the Drake, there is no reason to use her outside of it.  And considering her powers, why isn't he still her sexy boy?  And she secretly loves him and want to..... Man the 60's cliches just keep on coming.

 

So I updated it to modern times with a big element of the Me Too movement.  Given the right support, she could become a dangerous player!

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He's got some weird powers

 

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2018 #4  Melter

 

 


Val Char Cost Roll Notes

50 STR 40 19- Lift 25.6tons; 10d6 [5]

17 DEX 21 12- OCV:  6/DCV:  6

20 CON 20 13-

13 BODY 6 12-

20 INT 10 13- PER Roll 13-

18 EGO 16 13- ECV:  6

15 PRE 5 12- PRE Attack:  3d6

10 COM 0 11-

 

12+15 PD 2 Total:  12/27 PD (12/27 rPD)

12+15 ED 8 Total:  12/27 ED (12/27 rED)

4 SPD 13 Phases:  3, 6, 9, 12

14 REC 0

40 END 0

48 STUN 0 Total Characteristic Cost:  141

 

Movement: Running: 6"/12"

Flight: 15"/60"

Leaping: 10"/20"

Swimming: 2"/4"

 

Cost Powers END

12 Damage Resistance (12 PD/12 ED)

 

18 Fire:  Elemental Control, 36-point powers

26 1)  Flight 15", x4 Noncombat, Reduced Endurance (½ END; +¼) (44 Active Points) 1

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

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

 

 

13 Body malleability:  Elemental Control, 26-point powers

24 1)  Stretching 6", Reduced Endurance (½ END; +¼) (37 Active Points) 1

13 2)  Shape Shift  (Sight, Hearing and Touch Groups), Instant Change, Makeover (26 Active Points) 3

 

5 Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Heat)

 

Skills

3 Acting 12-

3 Deduction 13-

3 Forensic Medicine 13-

3 Interrogation 12-

3 Paramedics 13-

3 Nuclear Physics:  Science Skill 13-

3 Science Skill:  Chemistry 13-

3 Tactics 13-

2 Fire blast:  +2 with any single attack with one specific weapon

 

Total Powers & Skill Cost:  213

Total Cost:  354

 

200+ Disadvantages

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

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

20 Psychological Limitation:  greedy (Common; Total)

15 Psychological Limitation:  Likes an intellectual challenge (Common; Strong)

5 Reputation:  Slightly twisted, 8-

94 Experience Points

 

Total Disadvantage Points:  354

Earned Experience:  0

Spent Experience:  94

Unspent Experience:  0

 

Background/History:  Dr Gavin Vandermass was conducting experiments on radioactive chemicals, when a lab accident spilled the contents of several beakers on him.  After the screaming, he found he lived, and possessed many strange and varied powers. Realising he needn't beg for money any longer, he decided to take what he wanted.  When those do gooders interfered, he took it as a challenge. Melter could have fun and get rich at the same time>

 

Personality/Motivation:  Greedy and superior.  He wants money, and he enjoys the challenge of outwitting the do gooders around him!

 

Quote:  

 

Powers/Tactics:  He has two sets of powers.  One is a set of heat/flame powers, These allow him to fly, protect him and give him a powerful heat attack.  The other is a set of shapeshifting powers, that make him hard to hurt and allow him to deform and stretch his body.  

 

Campaign Use:  Money and power.  How to get more of both is his goal!

 

Appearance:  Small and thin, he looks a pushover.  His costume is black and purple with a mask covering all but his mouth!



 

 

 

SO this guy looks like he's from V&V (Flame Powers, Elasticity, Heightened Str B, Shape shift).  But there is some potential so I just organized it a bit better.  

 

So basically he's a thief, but he likes a challenge.  But not so much as to defeat him, just enough to gloat.  Solo, he'll have some thugs.  Otherwise he'll hire super muscle.  He'll be the leader, not a follower.

 

So if you want a Riddler type NPC, but one who can pack a punch, here you go!

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The past must die so his present can live!

 

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2018 #6  Scratch

 

 


Val Char Cost Roll Notes

20 STR 10 19- Lift 25.6tons; 10d6 [5]

14 DEX 12 14- OCV:  8/DCV:  8

20 CON 20 15-

10 BODY 0 11-

20 INT 10 13- PER Roll 13-

18 EGO 16 13- ECV:  6

18 PRE 8 13- PRE Attack:  3 ½d6

18 COM 4 13-

 

10+15 PD 6 Total:  10/25 PD (10/25 rPD)

10+15 ED 6 Total:  10/25 ED (10/25 rED)

4 SPD 16 Phases:  3, 5, 8, 10, 12

8 REC 0

40 END 0

30 STUN 0 Total Characteristic Cost:  108

 

Movement: Running: 6"/12"

Flight: 20"/160"

Leaping: 10"/20"

Swimming: 2"/4"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

 

15 +30 STR (30 Active Points); OIF (-½), No Figured Characteristics (-½) 3

15 +10 DEX (30 Active Points); No Figured Characteristics (-½), OIF (-½)

10 +10 CON (20 Active Points); OIF (-½), No Figured Characteristics (-½)

7 +1 SPD (10 Active Points); OIF (-½)

30 Armor (15 PD/15 ED) (45 Active Points); OIF (-½)

41 Flight 20", x8 Noncombat, Reduced Endurance (½ END; +¼) (62 Active Points); OIF (-½) 2

 

20 Endurance Reserve  (100 END, 20 REC) (30 Active Points); OIF (-½)

 

53 Multipower, 80-point reserve,  (80 Active Points); all slots OIF (-½)

4u 1)  Killing Attack - Ranged 4d6 (60 Active Points); OIF (-½) 6

4u 2)  Energy Blast 12d6 (60 Active Points); OIF (-½) 6

4u 3)  Energy Blast 6d6, No Normal Defense ([Standard]; +1) (60 Active Points); OIF (-½) 6

1u 4)  Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-½), OIF (-½) 2

2u 5)  Killing Attack - Hand-To-Hand 1 ½d6 (3d6+1 w/STR) (25 Active Points); OIF (-½) 2

 

 

Perks

15 Advanced Tech

 

Talents

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)

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

 

Skills

3 Acrobatics 14-

3 Breakfall 14-

3 Bureaucratics 13-

3 Contortionist 14-

3 Computer Programming 13-

3 Deduction 13-

3 Demolitions 13-

3 Paramedics 13-

3 Security Systems 13-

3 Survival 13-

9 Tactics 16-

5 Teamwork 15-

15 Int Skills:  +3 with a group of similar Skills

6 Penalty Skill Levels:  +2 vs. Range Modifier with All Attacks

10 +2 with Ranged Combat

16 +2 with All Combat

 

Total Powers & Skill Cost:  334

Total Cost:  442

 

200+ Disadvantages

15 Physical Limitation:  From alternate timeline unfamiliar with earth customs (Frequently; Greatly Impairing)

20 Psychological Limitation:  Overconfident (Very Common; Strong)

15 Psychological Limitation:  Vengeful (Common; Strong)

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

182 Experience Points

 

Total Disadvantage Points:  442

Earned Experience:  0

Spent Experience:  182

Unspent Experience:  0

 

Background/History:  In the future the world is controlled by various factions and organizations, all vying for control.  One faction, the Zlodd Empire, had developed Time Travel technology with the idea of going back in time and changing events so that it will dominate.  When it came time to chose the operative, he decided on the man named Scratch, called that because he acted like a devil on the battlefield. So being assigned a state of the art armoured suit, he was sent back in time to fulfill his mission.  Unfortunately the TT device malfunctioned upon arrival and Scratch finds himself stranded here. But he will fulfill his mission, and then figure a way to get back home.

 

Personality/Motivation:  An expert soldier and leader, Scratch always has a plan, and contingencies.  If one doesn't work he'll fallback to make another attempt later.

 

Quote:  

 

Powers/Tactics:  Scratch's main MO is to gather a group of mercenaries, get them the best equipment money can buy or steal, and lead them to his objective.  He is an expert at tactics, and so will use his men effectively. He's not particularly loyal to them, but he has a reputation as a good leader who pays well, even if his missions seem strange at time.  Personally, he's decked out in a suit of futuristic battle armour. with good protection,movement and offensive capabilities. He will use whatever seems best at the time to finish his mission and then retreat.

 

Campaign Use:  What are his targets?  Part of the mystery is figuring what or who is his target.  He also needs money to outfit his troops and he keeps an eye out for any TT tech, as he want to get home eventually.

 

Appearance:  Tall well built with a form fitting suit of armour in black and silver.  



 

 

 

So another that I did a big change to.   In the original he had a jet pack, energy pistol and energy sword.  And some troops that followed him back to the past to fight with him.  Those troops were a big chunk of his cost (close to 75 pts out of 400) which meant he was a 325 pt NPC.  And what happens when the troops die (Wolvie clone to fight scene).  How does he get more as his travel device is broken.

 

So I changed him to a powered armour user.  No troops except those he gains here.  This actually give a reason for some high tech gear to be around!  Maybe he even founds his own Conspiracy so that his Emperor from the future is HIM!

 

Otherwise he's good for any sort of scenario.  He needs funds and troops so he may be in the employ of others, but his own mission will always take prominence!

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15 hours ago, Mr. R said:

The past must die so his present can live!

 

 

 

So another that I did a big change to.   In the original he had a jet pack, energy pistol and energy sword.  And some troops that followed him back to the past to fight with him.  Those troops were a big chunk of his cost (close to 75 pts out of 400) which meant he was a 325 pt NPC.  And what happens when the troops die (Wolvie clone to fight scene).  How does he get more as his travel device is broken.

 

So I changed him to a powered armour user.  No troops except those he gains here.  This actually give a reason for some high tech gear to be around!  Maybe he even founds his own Conspiracy so that his Emperor from the future is HIM!

 

Otherwise he's good for any sort of scenario.  He needs funds and troops so he may be in the employ of others, but his own mission will always take prominence!

 

His multipower is flawed, in my opinion, because all the slots are attacks. In an 80 point multipower, there's no configuration he can use that would let him use more than 60 points in any phase, unless I'm missing something.

 

!) You could reduce it to a 60 point multipower and spend the 13 saved points elsewhere. Or...

2) You could change the Hand-to-Hand attack slot to a straight +20 STR bonus (or +15 STR at 0 END cost). That'd at least increase his casual strength when he's using the ranged powers.

3) Put in a 20 point defense power. You could do a 0 END force field, Missile Deflection, etc.

4) Put in a movement power, say a flight boost slot, something like megascale or buying the rest of the reduced END cost.

 

 

And i do want to say that I'm really enjoying this thread.

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3 hours ago, archer said:

 

His multipower is flawed, in my opinion, because all the slots are attacks. In an 80 point multipower, there's no configuration he can use that would let him use more than 60 points in any phase, unless I'm missing something.

 

!) You could reduce it to a 60 point multipower and spend the 13 saved points elsewhere. Or...

2) You could change the Hand-to-Hand attack slot to a straight +20 STR bonus (or +15 STR at 0 END cost). That'd at least increase his casual strength when he's using the ranged powers.

3) Put in a 20 point defense power. You could do a 0 END force field, Missile Deflection, etc.

4) Put in a movement power, say a flight boost slot, something like megascale or buying the rest of the reduced END cost.

 

 

And i do want to say that I'm really enjoying this thread.

 

That is a typo.  When doing a build I generally place 80 to 100 pts in the MP pool.  That is so when I make a power in the pool I can fit it in with all the advantages I want.  Then I reduce the cost to make in more in line with the most expensive power.  So he should have a 60 pt MP!  Or you can add the extras you stated to give him a bit more unpredictability/versatility!

 

 

And thank you for the kind comment!

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So a city protector!

 

Quote

2018 #7  Chosen Avenger

 

 


Val Char Cost Roll Notes

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

38 DEX 84 17- OCV:  13/DCV:  13

23 CON 26 14-

18 BODY 16 13-

18 INT 8 13- PER Roll 13-

20 EGO 20 13- ECV:  7

18 PRE 8 13- PRE Attack:  3 ½d6

20 COM 5 13-

 

8 PD 4 Total:  8 PD (8 rPD)

8 ED 3 Total:  8 ED (8 rED)

7 SPD 22 Phases:  2, 4, 6, 7, 9, 11, 12

9 REC 0

46 END 0

40 STUN 0 Total Characteristic Cost:  206

 

Movement: Running: 6"/12"

Gliding: 15"/60"

Leaping: 4"/8"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

25 Gliding 15", Position Shift, x4 Noncombat

 

20 Healing BODY 3d6 (30 Active Points); Others Only (-½) 3

 

4 Life Support  (Eating: Character does not eat; Sleeping: Character only has to sleep 8 hours per week)

 

5 Nightvision

 

83 Telekinesis (18 STR), Fine Manipulation, Reduced Endurance (½ END; +¼), Invisible Power Effects (Fully Invisible; +1) (83 Active Points) 3

 

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

4 Martial Disarm -1 +1 Disarm; 45 STR to Disarm

5 Defensive Block +1 +3 Block, Abort

5 Defensive Strike +1 +3 7d6 Strike

3 Defensive Throw +1 +1 Block, Target Falls

4 Martial Strike +0 +2 9d6 Strike

12 +3 HTH Damage Class(es)

 

Perks

5 Favor

 

Talents

12 Combat Luck (6 PD/6 ED)

 

Skills

3 Acrobatics 17-

3 Breakfall 17-

3 Concealment 13-

3 Deduction 13-

3 High Society 13-

3 Navigation 13-

3 Shadowing 13-

3 Stealth 17-

7 Streetwise 15-

 

Total Powers & Skill Cost:  230

Total Cost:  436

 

200+ Disadvantages

5 Money:  Poor

25 Psychological Limitation:  Driven to help the poor and powerless (Very Common; Total)

20 Psychological Limitation:  Honourable (Common; Total)

10 Enraged:  When poor and powerless are attacked (Uncommon), go 11-, recover 14-

176 Experience Points

 

Total Disadvantage Points:  436

Earned Experience:  0

Spent Experience:  176

Unspent Experience:  0

 

Background/History:  Daniel Jenson grew up in hard conditions. His parent had low paying jobs that eventually dried up and had to live on the streets. His family got caught in the crossfire between criminals and the police and in the process was gunned down.  But a glowing light came to him and said he would be granted power, in return he was to protect the streets and the poor. When he awoke he found his father was considered a hero, as his distraction allowed the police to get the upper hand.  Unfortunately only Daniel survived. Over time Daniel filled out and the glowing light taught him about his abilities. Since then Daniel has patrolled the streets and protected the poor as the Chosen Avenger.

 

Personality/Motivation:  Serious, somber, driven.  Life has been hard, and he refuses to give up!

 

Quote:  

 

Powers/Tactics:  Able to glide very quickly, he uses it to get the drop on opponents, where his incredible fighting abilities make short work of them.  He also possesses telekinetic abilities that he keeps secret as an ace in the hole.

 

Campaign Use:  He's a Batman type.  Come to his city and you will eventually run into him.

 

Appearance:  Green costume with brown trim, brown gloves, boots and trunks.  His mask covers his entire face except his mouth. He also has some membranes under his arms.  


 

 

 

There was a thief in San Angelos who has a Guardian Spirit power written as an Invisible TK.  I see great similarities.  

 

So this guy is a very Daredevil homage with a dose of Batman added in.  But his powers are much different.  He's a HTH nasty and against normals should mop the floor.  Against more competent adversaries he should be able to hold his own. 

 

To be honest this was a build I had to do the least to fix, just add some Martial Arts and some SPD.  

 

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So a Superman/Captain America analogue!

 

 

Quote

 

2018 #8  Gargoyle

 

 


Val Char Cost Roll Notes

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

17 DEX 21 12- OCV:  6/DCV:  6

35 CON 50 16-

15 BODY 10 12-

18 INT 8 13- PER Roll 13-/16-

18 EGO 16 13- ECV:  6

18 PRE 8 13- PRE Attack:  3 ½d6

10 COM 0 11-

 

12+17 PD 0 Total:  12/29 PD (12/29 rPD)

12+17 ED 5 Total:  12/29 ED (12/29 rED)

4 SPD 13 Phases:  3, 6, 9, 12

19 REC 0

70 END 0

63 STUN 0 Total Characteristic Cost:  181

 

Movement: Running: 6"/12"

Flight: 25"/50"

Leaping: 12"/24"

Swimming: 2"/4"

 

Cost Powers END

12 Damage Resistance (12 PD/12 ED)

 

51 Armor (17 PD/17 ED)

 

6 +3 PER with Hearing Group

3 Ultrasonic Perception (Hearing Group)

5 Nightvision

 

5 Life Support  (Longevity: Immortal)

 

5 Tail:  Extra Limb (1)

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

 

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

 

15 Physical Damage Reduction, Resistant, 25%

15 Energy Damage Reduction, Resistant, 25%

 

 

Perks

5 Favor

5 Money:  Well Off

5 Reputation (A medium-sized group) 11-, +5/+5d6

 

Skills

3 Concealment 13-

5 Cramming

3 Criminology 13-

3 Deduction 13-

3 KS: Writing 13-

3 Navigation 13-

3 Paramedics 13-

3 Persuasion 13-

3 PS: Writer 13-

24 +3 with All Combat

10 +2 with HTH Combat

 

Total Powers & Skill Cost:  251

Total Cost:  432

 

200+ Disadvantages

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

5 Psychological Limitation:  Longs for a normal life (Uncommon; Moderate)

15 Psychological Limitation:  Loner (Common; Strong)

20 Hunted:  Jonah 8- (Mo Pow; NCI; Harshly Punish)

172 Experience Points

 

Total Disadvantage Points:  432

Earned Experience:  0

Spent Experience:  172

Unspent Experience:  0

 

Background/History:  Jamal Riddick was born in 1879 to Negro sharecroppers.  Being God fearing people they left him to die. But a travelling circus passed by and two members found him and took him in.  There they did their best to raise him right and instill ethics and morals in him. But the circus owner was an evil man who wanted to dominate the young Jamal.  But his plans went went awry when he killed Jamal's foster parents. Jamal went nuts and beat the man almost to death. Jamal then went hiding out in the American backwoods.  There he stayed until befriended by a local man who got the time to get to know Jamal. When his friend was called to serve in WWII Jamal went over in secret to protect his friend.  After the war he published his memoir and hoped to settle to a peaceful life, But his country needed him more than ever and so he became the American Gargoyle. Eventually he dropped the American when he found that the world needed a protector and so became just Gargoyle!

 

Personality/Motivation:  Generally shy and retiring, he opens up when he gets more familiar with you.  He's very working class about heroing. He does his job and does it well, but he doesn't want the adulation.

 

Quote:  

 

Powers/Tactics:  A flying brick.  His wings make him pretty maneuverable, and he will take advantage of this, but at heart he wants to get up close and hit you!

 

Campaign Use:  Old school hero with years of experience!  

 

Appearance:  He looks like a gargoyle from Notre Dame brought to life.  At 192 cms and 140 KG he has grey skin, pointy ears, no hair and two large bat like wings on his back.  His costume is still the red, white and blue, but with yellow accents added since then!

 

 

 

 

 

An interesting back story, lots of hooks and a decent build.  This was one that I really had little to do to fix.  He was fairly balanced right from the start.  I just added some skills and perks.  

 

The only change I did is make him more international in outlook.  

 

 

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One of the major big bads!

 

Quote

 

2018 #9  Jonah

 

 


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-

25 INT 15 14- PER Roll 14-

25 EGO 30 14- ECV:  8

25 PRE 15 14- PRE Attack:  5d6

10 COM 0 11-

 

8+37 PD 5 Total:  8/45 PD (8/45 rPD)

8+37 ED 3 Total:  8/45 ED (8/45 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

8 REC 0

50 END 0

61 STUN 30 Total Characteristic Cost:  183

 

Movement: Running: 6"/12"

Flight: 25"/200"

Leaping: 3"/6"

Swimming: 2"/4"

Teleportation: 24"/48"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

21 Armor (7 PD/7 ED)

 

35 Mental Defense (40 points total)

 

3 Magic:  Detect A Single Thing 14- (Unusual Group)

 

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

 

45 Elemental Control, 90-point powers

45 1)  Force Field (30 PD/30 ED), Hardened (+¼), Reduced Endurance (½ END; +¼) (90 Active Points) 3

45 2)  Desolidification , Difficult To Dispel (x2 Active Points; +¼), Reduced Endurance (0 END; +½), Persistent (+½) (90 Active Points)

55 3)  Energy Blast 16d6, Reduced Endurance (½ END; +¼) (100 Active Points) 4

45 4)  Flight 25", x8 Noncombat, Reduced Endurance (0 END; +½) (90 Active Points)

 

133 Variable Power Pool, 100 base + 33 control cost,  (150 Active Points); Requires A Skill Roll (-½)

0 1) Darkness to Sight, Hearing, Mental, Radio, Smell/Taste and Touch Groups 7" radius (95 Active Points) Real Cost: 95 9

0 2) Sight, Hearing, Mental, Radio, Smell/Taste and Touch Groups Images 1" radius, +/-18 to PER Rolls (89 Active Points) Real Cost: 89 9

0 3) Mind Control 15d6, Reduced Endurance (½ END; +¼) (94 Active Points) Real Cost: 94 3

0 4) Clairsentience (Sight Group), +20 to PER Roll, Discriminatory, Increased Arc Of Perception (360 Degrees), Mobile Perception Point (can move up to 6" per Phase), MegaScale (1" = 10 km; +½) (82 Active Points) Real Cost: 82 8

0 5) Teleportation 24", x2 Increased Mass, MegaScale (1" = 100 km; +¾) (93 Active Points) Real Cost: 93 9

 

 

Perks

30 Vehicles & Bases

40 Follower

 

Skills

3 Deduction 14-

3 Concealment 14-

3 Bribery 14-

5 Cramming

5 Cramming

3 Interrogation 14-

3 KS: Magic 14-

19 Power:  Magic 22-

32 +4 with All Combat

10 +2 with Ranged Combat

 

Total Powers & Skill Cost:  611

Total Cost:  794

 

200+ Disadvantages

20 Psychological Limitation:  No compassion (Very Common; Strong)

25 Social Limitation:  Beholden to patrons (Very Frequently; Severe)

20 Distinctive Features:  (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Virtually Everyone)

10 Enraged:  When plans are foiled (Uncommon), go 11-, recover 14-

10 Vulnerability:  2 x STUN Light Powers (Uncommon)

10 Vulnerability:  2 x BODY Light Powers (Uncommon)

10 Vulnerability:  2 x Effect Light Powers (Uncommon)

489 Experience Points

 

Total Disadvantage Points:  794

Earned Experience:  0

Spent Experience:  489

Unspent Experience:  0

 

Background/History:  Jonah redding was the son of a rich plantation owner who found he had the GIFT of black magic.  Using it to wandre the American South and became the owner of a travelling circus. Eventually he ran into a young Jamal and was killed by the young man after he killed the young man's foster parents.  It should have ended there but a demoness made a pact with Jonah. She would give him powers to do her will on earth. But there was a caveat. He had to corrupt and kill Gargoyle or she would revoke his extra life and drag him to suffer in HELL!  So now Jamal is back, making Gargoyles life miserable as well as doing the bidding of his benefactor. What he wants is to be free of both obligations to live his own desires.

 

Personality/Motivation:  No compassion, a touch of sadism and a fierce desire to be free of his obligations!

 

Quote:  

 

Powers/Tactics:  A powerful mage with a variety of spells at his disposal.  He can create illusions, take control mentally, generate fields of darkness.  If combat is inevitable he has a flight, mage bolt and protection spell always available.

 

Campaign Use:  Tie in to Gargoyle is one option, but his patron could ask him to do many things that seem senseless.  This opens up a lot of possibilities. But remember he's got a great deal of power, so he's not going to do anything small and trivial!

 

Appearance:  Tall and thin with long black hair and a goatee.  He wears a black bodysuit and purple cape (Of course he does).  Over his left eye os a tattoo of a pentagram!

 

 

 

 

 

SO OUCH!  This guy is supposed to be one of the major big bads in the book.  And it shows.  And I reduced him from what the book has.  As someone has said, versatility costs.  He originally had a very large EC.  And they said that he had at least another 10 effects not listed under the Sorcery ability.  So instead I placed his EC just with his go to combat spells, and placed the rest in a VPP, with some examples, that you can fill in.  Also I gave him a few extra disadvantages just to make him less monolithic. 

 

If it looks like he can take on an entire team, you're right.  My question is if he is charged with killing Gargoyle, why isn't there a smoldering corpse somewhere.  

 

Otherwise, he just doesn't turn my crank.  Selfish, sadistic, no redeemable features.  Seriously this guy needs the power or he's gonna be killed.  

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Quote

 

Gargoyle

 

An interesting back story, lots of hooks and a decent build.  This was one that I really had little to do to fix.  He was fairly balanced right from the start.  I just added some skills and perks.  

 

The only change I did is make him more international in outlook. 

 

Considering he grew up in a circus and flies, I'd have assumed he learned Breakfall at some point.

 

Personally, I'd get rid of a couple of the combat skill levels, keep his SPD at 4, and increase his DEX. For example:

 

26 DEX 48  costs 27 more points than the current build

4 SPD 4 costs 10 fewer points than the current build

 

So I need to come up with 17 points somewhere to pay for it. His OCV went from six to nine (+3) and DCV went from six to nine (+3 on that as well). So you could get rid of the 10 points of H-t-H skill levels and get rid of an 8 point "all combat skill level for a total reduction of 18 points and still come out far ahead on combat capability.

 

And spend the leftover point on a familiarity with Breakfall. :D

 

Anyway, I picked the DEX 26 so I could use the Breakfall joke, but the DEX could stand to be bumped even if its a *wee bit* less than that. I love high DEX and low SPD characters. Back when I was younger, I was dexterous and graceful while moving within my space. But my SPD was definitely low when doing anything physical.

 

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11 hours ago, Mr. R said:

Jonah

 

One of the major big bads!

 

 

 

SO OUCH!  This guy is supposed to be one of the major big bads in the book.  And it shows.  And I reduced him from what the book has.  As someone has said, versatility costs.  He originally had a very large EC.  And they said that he had at least another 10 effects not listed under the Sorcery ability.  So instead I placed his EC just with his go to combat spells, and placed the rest in a VPP, with some examples, that you can fill in.  Also I gave him a few extra disadvantages just to make him less monolithic. 

 

If it looks like he can take on an entire team, you're right.  My question is if he is charged with killing Gargoyle, why isn't there a smoldering corpse somewhere.  

 

Otherwise, he just doesn't turn my crank.  Selfish, sadistic, no redeemable features.  Seriously this guy needs the power or he's gonna be killed.  

 

Having the Desolid is going to make him really difficult to deal with in the first place. But it looks like that he could use his VPP on the Energy Blast from his EC to let him remain Desolid while shooting into the real world with a very large attack.

 

That looks to be a remaining problem with his build unless you include a warning to GM's to "never let him think of that". Because with his "no compassion", he's going to be completely untouchable while shooting through churches, school children, press conferences, and DNPC's in order to draw out or torture his real target.

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9 hours ago, archer said:

 

 

Considering he grew up in a circus and flies, I'd have assumed he learned Breakfall at some point.

 

Personally, I'd get rid of a couple of the combat skill levels, keep his SPD at 4, and increase his DEX. For example:

 

26 DEX 48  costs 27 more points than the current build

4 SPD 4 costs 10 fewer points than the current build

 

So I need to come up with 17 points somewhere to pay for it. His OCV went from six to nine (+3) and DCV went from six to nine (+3 on that as well). So you could get rid of the 10 points of H-t-H skill levels and get rid of an 8 point "all combat skill level for a total reduction of 18 points and still come out far ahead on combat capability.

 

And spend the leftover point on a familiarity with Breakfall. :D

 

Anyway, I picked the DEX 26 so I could use the Breakfall joke, but the DEX could stand to be bumped even if its a *wee bit* less than that. I love high DEX and low SPD characters. Back when I was younger, I was dexterous and graceful while moving within my space. But my SPD was definitely low when doing anything physical.

 

 

 

That would be more efficient, but I believe the concept is the classic brick, so a low to mid dex with CSL to compensate.   Not everything has to be point efficient.  In my campaign I'd keep the low dex as dex 26 and up are for speedsters and Martial Artist, that is their schtick!

 

But your suggestions do work and if you use him in your game, change him how you want!

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9 hours ago, archer said:

 

Having the Desolid is going to make him really difficult to deal with in the first place. But it looks like that he could use his VPP on the Energy Blast from his EC to let him remain Desolid while shooting into the real world with a very large attack.

 

That looks to be a remaining problem with his build unless you include a warning to GM's to "never let him think of that". Because with his "no compassion", he's going to be completely untouchable while shooting through churches, school children, press conferences, and DNPC's in order to draw out or torture his real target.

Well the original would have an EC with ALL those abilities in it, plus 8-10 that they didn't list.  So imagine an EC with about 15 powers.  OH and I powered it down as the original has 18d6 blasts.  So it is not beyond the realm of possibility of getting some abusive combination of powers.  It doesn't matter what I could have done, this guy is so broken that you'd have to back to the drawing board completely.  I don't like him as he has no elegance.   Dr Doom has an elegance to him, the Mandarin has that oriental insrcutability,  Luthor (from the Justice League cartoon) oozed flavour.  

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A sidekick more interesting that the main NPC!

 

Quote

 

2018 #10  Ueeba

 

 


Val Char Cost Roll Notes

5 STR -5 10- Lift 50.0kg; 1d6

36 DEX 78 16- OCV:  12/DCV:  12

15 CON 10 12-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

15 EGO 10 12- ECV:  5

10 PRE 0 11- PRE Attack:  2d6

10 COM 0 11-

 

5 PD 4 Total:  5 PD (5 rPD)

5 ED 2 Total:  5 ED (5 rED)

5 SPD 4 Phases:  3, 5, 8, 10, 12

4 REC 0

30 END 0

21 STUN 0 Total Characteristic Cost:  106

 

Movement: Running: 12"/24"

Leaping: 7"/14"

Swimming: 2"/4"

 

Cost Powers END

5 Damage Resistance (5 PD/5 ED)

 

28 Life Support  (Eating: Character does not eat; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep)

 

22 Mental Defense (25 points total)

 

41 Pain attack:  Ego Attack 2 ½d6, Reduced Endurance (0 END; +½), Continuous (+1) (62 Active Points); Gestures, Requires Gestures throughout (-½)

 

45 Shrinking (0.25 m tall, 0.1953 kg mass, -6 PER Rolls to perceive character, +6 DCV, takes +9" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (67 Active Points); Always On (-½)

 

6 Leaping +6" (7" forward, 3 ½" upward) 1

12 Running +6" (12" total) 1

27 Healing BODY 1 point, Resurrection, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Reduced Endurance (0 END; +½) (40 Active Points); Resurrection Only (-½)

 

 

Perks

11 Contact (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 14-

 

Skills

3 Acrobatics 16-

3 Breakfall 16-

3 Climbing 16-

3 Concealment 12-

3 Stealth 16-

3 Shadowing 12-

4 Pain strike:  +2 with any single attack

 

Total Powers & Skill Cost:  219

Total Cost:  325

 

200+ Disadvantages

5 Physical Limitation:  Loyal to patron (Infrequently; Slightly Impairing)

25 Distinctive Features:  (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

15 Hunted:  11- (Mo Pow; NCI; Watching)

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

65 Experience Points

 

Total Disadvantage Points:  325

Earned Experience:  0

Spent Experience:  65

Unspent Experience:  0

 

Background/History:  A created being who follows Jonah acting as the eyes and ears of Jonah's patron.  

 

Personality/Motivation:  To serve his mistress and aid Jonah, not necessarily in that order!

 

Quote:  

 

Powers/Tactics:  He's Jonah's scout.  In addition if he takes one of his needles and stabs himself, he can transmit the pain to others.  

 

Campaign Use:  If he's around, then Jonah is somewhere nearby!

 

Appearance:  A rag doll with stitching for a mouth and buttons for eyes, and some needles hidden about himself.  Oh and he stands about 60 cms tall!

 

 

 

 

A creepy sidekick, I find this NPC more interesting.  He oozes creep and can be used in a number of ways.  

 

Change the appearance a bit and he can be used as a sidekick to any mystical / magical villain.  He's not scary in a straight up fight, but as a scout and some support (the pain strike can take a hero out in short order if not stopped in time!)

 

I like him!

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2 minutes ago, Mr. R said:

Well the original would have an EC with ALL those abilities in it, plus 8-10 that they didn't list.  So imagine an EC with about 15 powers.  OH and I powered it down as the original has 18d6 blasts.  So it is not beyond the realm of possibility of getting some abusive combination of powers.  It doesn't matter what I could have done, this guy is so broken that you'd have to back to the drawing board completely.  I don't like him as he has no elegance.   Dr Doom has an elegance to him, the Mandarin has that oriental insrcutability,  Luthor (from the Justice League cartoon) oozed flavour.  

 

Yeah, this guy comes across as an unstoppable, stone-cold killer without any style. I just worry about campaign use with the very power high EC which can be effectively doubled by the very large VPP. As written, the GM could straight up double the 16d6 energy blast to make it a 32d6 energy blast. He could use ten of those dice to spread the blast and still hit with 22d6.

 

If those kinds of things are too disgusting for anyone to consider in their campaigns, maybe put a limitation on the VPP that it can't be used to pump up any powers in the EC?

 

If I wanted to do that, what size limitation do you think it would be and what would be the new cost of the power?

 

 

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1 minute ago, archer said:

 

Yeah, this guy comes across as an unstoppable, stone-cold killer without any style. I just worry about campaign use with the very power high EC which can be effectively doubled by the very large VPP. As written, the GM could straight up double the 16d6 energy blast to make it a 32d6 energy blast. He could use ten of those dice to spread the blast and still hit with 22d6.

 

If those kinds of things are too disgusting for anyone to consider in their campaigns, maybe put a limitation on the VPP that it can't be used to pump up any powers in the EC?

 

If I wanted to do that, what size limitation do you think it would be and what would be the new cost of the power?

 

 

I wouldn't do that.  I'd just limit his VPP to any spell you placed in the list.  I did it this way as a point cost reducer as if I didn't he'd be coming out to around 1000-1200 pts.  So make the VPP  a Multipower.  Then just make sure it has all those non combat utility / movement spells.  Add a 1/2 limitation that no multiattacks?  

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Classic Ice Blaster

 

Quote

2018 #11  Freeze Queen

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

24 DEX 42 14- OCV:  8/DCV:  8

20 CON 20 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV:  3

15 PRE 5 12- PRE Attack:  3d6

10 COM 0 11-

 

6+25 PD 4 Total:  6/31 PD (6/31 rPD)

6+25 ED 2 Total:  6/31 ED (6/31 rED)

5 SPD 16 Phases:  3, 5, 8, 10, 12

6 REC 0

40 END 0

25 STUN 0 Total Characteristic Cost:  92

 

Movement: Running: 6"/12"

Flight: 25"/100"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

6 Damage Resistance (6 PD/6 ED)

 

15 Physical Damage Reduction, Resistant, 25%

 

2 Life Support  (Safe in Intense Cold)

 

22 Elemental Control, 44-point powers

40 1)  Force Field (25 PD/25 ED), Reduced Endurance (½ END; +¼) (62 Active Points) 2

15 2)  Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +½) (45 Active Points); Chameleon (-½)

38 3)  Flight 25", x4 Noncombat, Reduced Endurance (½ END; +¼) (69 Active Points); Physical Manifestation (-¼) 2

 

90 Multipower, 60-point reserve, all slots Personal Immunity (+¼), Reduced Endurance (½ END; +¼) (90 Active Points)

6u 1)  Major Transform 4d6 (Air to Ice) (60 Active Points) 3

6u 2)  Entangle 6d6, 6 DEF (60 Active Points) 3

6u 3)  Energy Blast 12d6 (60 Active Points) 3

 

Skills

3 Acrobatics 14-

3 Climbing 14-

3 Contortionist 14-

3 Survival 12-

10 +2 with Ranged Combat

10 +2 with DCV

 

Total Powers & Skill Cost:  278

Total Cost:  370

 

200+ Disadvantages

15 Physical Limitation:  Mood Swings (Frequently; Greatly Impairing)

15 Psychological Limitation:  Low self control (Common; Strong)

20 Enraged:  When fighting a costumed hero or villain (Uncommon), go 14-, recover 11-

120 Experience Points

 

Total Disadvantage Points:  370

Earned Experience:  0

Spent Experience:  120

Unspent Experience:  0

 

Background/History:  Emily Collins had a regular childhood, until that fateful day when on vacation in Alaska, the ice her and her father was on gave way and they plunged into the river.  The stress caused he powers to manifest. She tried to go back to a regular life, but a nosy neighbour outed her in the hopes of making some money. This caused the supervillain Sickle to attack her with the idea of making her a brainwashed operative.  But Gargoyle showed up and in the ensuing battle, her father was crushed. In her rage, she lashed out at both, before running off. Now alone and in pain emotionally, she hides out until something sets her off and she lashes out. People will remember Freeze Queen!

 

Personality/Motivation:  Having large mood swing, she lashes out at some random event that reminds her of her pain and loss.  She especially targets capes as these people on either side are the greatest reminder of who is ultimately responsible for her pain!

 

Quote:  

 

Powers/Tactics:  A classic ice controller, with good attack, defence and movement.  

 

Campaign Use:  A wild card.  A good sub-plot would be trying to find her and help her through her problems.  

 

Appearance:  White blond hair and pale very white skin, she epitomizes "Ice Queen"  Her costume is a full bodysuit of light blue with dark blue highlights, boots and gloves!


 

 

 

So I liked the back story up to a point.  They said she had great scars on her face due to immersion in freezing water, basically frostbite. So why not her fingers or toes?  Also immersion in water does not cause frostbite as it occours when skin tissue goes below freezing.  Water is not frozen!

 

But the rest was good.  She just wanted to back to a normal life, but people would not let her and tragedy resulted.  So hero / villain, it doesn't matter all are punished!  This makes her a wild card if you want to use her.  

 

Power wise, she has the classic ice blaster set of powers with decent attacks, defenses, and some utility.  So far this has been one of the most balanced NPC in the book and one with some interesting plot hooks.  

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40 minutes ago, Mr. R said:

Classic Ice Blaster

 

Now alone and in pain emotionally, she hides out until something sets her off and she lashes out.

 

If she has mood swings, low self-control and lashes out at people, I would think at some point she would earn a Hunted by Police, PRIMUS, or whichever other agency chases supervillains.

 

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1 hour ago, archer said:

 

If she has mood swings, low self-control and lashes out at people, I would think at some point she would earn a Hunted by Police, PRIMUS, or whichever other agency chases supervillains.

 

I believe you have to supply that information.

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On 8/20/2018 at 3:10 PM, archer said:

 

If she has mood swings, low self-control and lashes out at people, I would think at some point she would earn a Hunted by Police, PRIMUS, or whichever other agency chases supervillains.

 

Add the Hunted you want.  

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So a pair of super mercs today.  They always work together and make for a nasty pair.  

 

First up a cold insect lady

 

Quote

 

2018 #12  Ladybug

 

 


Val Char Cost Roll Notes

10 STR 0 17- Lift 6400.0kg; 8d6

24 DEX 42 14- OCV:  8/DCV:  8

20 CON 20 13-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

20 EGO 20 13- ECV:  7

18 PRE 8 13- PRE Attack:  3 ½d6

16 COM 3 12-

 

6+15 PD 4 Total:  6/21 PD (6/21 rPD)

6+15 ED 2 Total:  6/21 ED (6/21 rED)

6 SPD 26 Phases:  2, 4, 6, 8, 10, 12

6 REC 0

40 END 0

30 STUN 5 Total Characteristic Cost:  138

 

Movement: Running: 6"/12"

Flight: 15"/60"

Leaping: 8"/16"

Swimming: 2"/4"

 

Cost Powers END

6 Damage Resistance (6 PD/6 ED)

 

15 +30 STR (30 Active Points); OIF (-½), No Figured Characteristics (-½) 3

30 Armor (15 PD/15 ED) (45 Active Points); OIF (-½)

7 Clinging (normal STR) (10 Active Points); OIF (-½)

33 Flight 15", Position Shift, x4 Noncombat, Reduced Endurance (½ END; +¼) (50 Active Points); OIF (-½) 2

7 Mental Defense (14 points total) (10 Active Points); OIF (-½)

 

40 Multipower, 65-point reserve, all slots Reduced Endurance (½ END; +¼) (81 Active Points); all slots OAF (-1)

1u 1)  Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 1

1u 2)  Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR) (30 Active Points); OAF (-1) 1

1u 3)  Hand-To-Hand Attack +3d6, Does x1 ½ Knockback (+½) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 1

2u 4)  Entangle 5d6, 0 DEF, Entangle And Character Both Take Damage (+¼) (62 Active Points); No Defense (-1 ½), OAF (-1), Cannot Form Barriers (-¼) 3

3u 5)  Energy Blast 12d6 (60 Active Points); OAF (-1) 3

2u 6)  Force Wall (8 PD/8 ED) (40 Active Points); OAF (-1), No Range (-½) 2

 

 

Perks

5 Money:  Well Off

5 Favor

8 Contact (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 11-

4 Contact (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 8-

 

Skills

3 Acrobatics 14-

3 Bugging 13-

5 Cramming

5 Cramming

3 Cryptography 13-

3 Interrogation 13-

3 KS: Merc 13-

4 Language (completely fluent; literate)

4 Language (completely fluent; literate)

0 Language (idiomatic; literate) (5 Active Points)

3 Security Systems 13-

3 Shadowing 13-

3 Stealth 14-

3 Streetwise 13-

3 Tactics 13-

3 Teamwork 14-

16 +2 with All Combat

6 Staff:  +2 with any three maneuvers or a tight group of attacks

 

Total Powers & Skill Cost:  243

Total Cost:  381

 

200+ Disadvantages

15 Psychological Limitation:  Loves Grenadier (Uncommon; Total)

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

15 Psychological Limitation:  Cold emotionless (Common; Strong)

141 Experience Points

 

Total Disadvantage Points:  381

Earned Experience:  0

Spent Experience:  141

Unspent Experience:  0

 

Background/History:  Sheila Davenport hated dealing with people.  She just wanted to be left alone. Then she met Mark, and she was happy for once.  Then he left suddenly and she lashed out in rage and hatred. Years of detention centres occurred until she was 18 and kicked out on the streets.  The only thing she was good at was fighting. Eventually she fell in with a gang and was taken in by the leader as a protege. Then her boss introduced her to a man who would "further" her training.  It was her old boyfriend Mark. She lashed out at him but was no match and was eventually beaten. He then confessed that he left because he felt the same way, but she was too young for him. Now older, he proposed a partnership.  She jumped at the chance. commissioning a suit of body armour, they hit the super powered mercenarie scene as Ladybug and Grenadier!

 

Personality/Motivation:  Madly in love with Grenadier.  She will follow him anywhere into any mad scheme he proposes.  Everyone else are useless and she just wants them to leave her alone!

 

Quote:  

 

Powers/Tactics:  A battlesuit user with a power staff.  She uses her wings to dart around the battlefield and attack people from odd directions.  

 

Campaign Use:  A super-merc.  She doesn't go after people unless she's paid for it or if it is one of Grenadier's odd schemes.  

 

Appearance:  Tall and thin, she has long black hair and wear wingtip glasses.  Her armour is red with black spots on the back (which hide her wings) and a black metallic quarterstaff!

 

 

 

 

 

So when I first saw this I was ... skeptical.  Just the name made me wince.  But as I looked I saw that this build works.  She's nasty in HTH, has some ranged options (added by me) and good blend of mobility and protection.  Add her partner and they make for a formidable team.  

 

And who can't find a use for a super merc.  

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The partner and more emotional one

 

Quote

2018 #13  Grenadier

 

 


Val Char Cost Roll Notes

38 STR 28 17- Lift 4850.3kg; 7 ½d6 [4]

27 DEX 51 14- OCV:  9/DCV:  9

21 CON 22 13-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

18 EGO 16 13- ECV:  6

18 PRE 8 13- PRE Attack:  3 ½d6

20 COM 5 13-

 

8+8 PD 0 Total:  8/16 PD (8/16 rPD)

8+8 ED 4 Total:  8/16 ED (8/16 rED)

5 SPD 13 Phases:  3, 5, 8, 10, 12

12 REC 0

42 END 0

40 STUN 0 Total Characteristic Cost:  152

 

Movement: Running: 6"/12"

Leaping: 7"/14"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

16 Armor (8 PD/8 ED) (24 Active Points); OIF (-½)

 

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

3u 1)  Energy Blast 10d6, Explosion (+½) (75 Active Points); OAF (-1), 8 Charges (-½) [8]

3u 2)  Killing Attack - Ranged 3d6, Explosion (+½) (67 Active Points); OAF (-1), 8 Charges (-½) [8]

3u 3)  Sight Group Flash 7d6, Area Of Effect (4" Radius; +1) (70 Active Points); OAF (-1), 8 Charges (-½) [8]

3u 4)  Energy Blast 8d6, Double Knockback (+¾) (70 Active Points); OAF (-1), 8 Charges (-½) [8]

2u 5)  Energy Blast 3d6, Area Of Effect (5" Radius; +1), Continuous (+1), No Normal Defense ([Standard]; +1) (60 Active Points); OAF (-1), 4 Continuing Charges lasting 1 Turn each (-½) [4 cc]

3u 6)  Darkness to Sight Group 7" radius (70 Active Points); OAF (-1), 4 Continuing Charges lasting 1 Turn each (-½) [4 cc]

 

10 Sight Group Flash Defense (15 points) (15 Active Points); OIF (-½)

10 N-Ray Perception (Sight Group), Discriminatory (15 Active Points); OIF (-½)

13 Radar (Radio Group), Discriminatory (20 Active Points); OIF (-½)

4 Martial Strike +0 +2 9 ½d6 Strike

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

5 Offensive Strike -2 +1 11 ½d6 Strike

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

4 Martial Block +2 +2 Block, Abort

 

Perks

5 Contact (Contact has very useful Skills or resources, Good relationship with Contact) 11-

4 Contact (Contact has access to major institutions, Contact has significant Contacts of his own) 11-

5 Favor

 

Skills

3 Acrobatics 14-

3 Breakfall 14-

3 Climbing 14-

3 Concealment 12-

3 Demolitions 12-

3 Electronics 12-

3 Inventor 12-

3 Mechanics 12-

3 High Society 13-

3 Gambling 12-

3 Security Systems 12-

3 Shadowing 12-

3 Stealth 14-

3 Streetwise 13-

3 Tactics 12-

3 Teamwork 14-

24 +3 with All Combat

10 Grenades:  +2 with Ranged Combat

 

Total Powers & Skill Cost:  230

Total Cost:  382

 

200+ Disadvantages

15 Enraged:  Combat (Uncommon), go 8-, recover 8-

20 Psychological Limitation:  Greedy (Common; Total)

15 Psychological Limitation:  Loves Ladybug (Common; Strong)

132 Experience Points

 

Total Disadvantage Points:  382

Earned Experience:  0

Spent Experience:  132

Unspent Experience:  0

 

Background/History:  Mark Torbett was an army man when he saw some very intense combat that activated his great strength and dexterity.  Soon he was out of the military and unemployed. He tried to parlay his explosives knowledge into a career as a merc, but until he decided to become a cape and attack supers, it did not pay well.  After his career took off. Then he met Sheila and for once he was scared. He ran and buried himself overseas. Then he was asked to train a lady in fighting and was reunited with Sheila. Their meeting was not cordial, but after he calmed her down he confessed why he left, his love for her.  Since then she has been his partner as Ladybug and Grenadier!

 

Personality/Motivation:  He's greedy but professional. He gets paid well, and he enjoys an extravagant lifestyle.  But he goes through his money faster than he can make it. So he's always looking for a new score!

 

Quote:  

 

Powers/Tactics:  An arsenal of grenades and good HTH combat skills make Grenadier a dangerous opponent.  He'll support Ladybug with various grenades until an opponent makes the mistake of getting into HTH, where his speed and strength come into play.  

 

Campaign Use:  See Ladybug!

 

Appearance:  A tall and well built man with brown hair and a four day stubble!  His costume is a green bodysuit and brown trim. He also wears a visor and has a collection of grenades in various pouches around his belt.  



 

 

 

So this one required a bit of work.  The stats are fine as are the grenades, but he's billed as a HTH expert and his HTH skills are ..... lacking.  So a few Martial Arts later, and some fixing of the grenade pool to allow more options, and you have a guy who likes to mess up the battlefield.

 

He's also got more plot hooks than Ladybug, but where he goes, she goes, they can pop up anywhere.  They can even be used as an ally (wouldn't that be interesting).

 

One thing to remember is that both are smart.  Play them accordingly!

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Foreign villain --- Check

Wants to return country to greatness --- Check

Secret base and loyal cadre of troops --- Check

Cool Villain --- Check

 

Quote

2018 #14  Sickle

 

 


Val Char Cost Roll Notes

20 STR 10 23- Lift 409.6tons; 14d6 [4]

18 DEX 24 13- OCV:  6/DCV:  6

23 CON 26 17-

10 BODY 0 11-

20 INT 10 13- PER Roll 13-

15 EGO 10 12- ECV:  5

23 PRE 13 14- PRE Attack:  4 ½d6

10 COM 0 11-

 

12+18 PD 8 Total:  12/30 PD (12/30 rPD)

12+18 ED 7 Total:  12/30 ED (12/30 rED)

4 SPD 12 Phases:  3, 6, 9, 12

9 REC 0

46 END 0

32 STUN 0 Total Characteristic Cost:  120

 

Movement: Running: 6"/12"

Leaping: 44"/176"

Swimming: 2"/4"

 

Cost Powers END

12 Damage Resistance (12 PD/12 ED)

 

17 Mental Defense (20 points total)

 

31 +50 STR, Reduced Endurance (½ END; +¼) (62 Active Points); No Figured Characteristics (-½), OIF (-½) 2

15 +15 CON (30 Active Points); No Figured Characteristics (-½), OIF (-½)

36 Armor (18 PD/18 ED) (54 Active Points); OIF (-½)

27 Leaping +30" (44" forward, 22" upward) (Accurate, x4 Noncombat) (40 Active Points); OIF (-½) 4

 

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

2u 1)  Killing Attack - Hand-To-Hand 2d6+1 (4 ½d6 w/STR) (35 Active Points); OAF (-1) 3

4u 2)  Energy Blast 12d6, Reduced Endurance (½ END; +¼) (75 Active Points); OAF (-1) 3

3u 3)  Energy Blast 8d6, Area Of Effect (9" Cone; +1) (80 Active Points); OAF (-1), No Range (-½) 8

3u 4)  Force Wall (15 PD/15 ED) (75 Active Points); OAF (-1), No Range (-½) 7

 

Perks

8 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) 11-

5 Reputation (A small to medium sized group) 11-, +5/+5d6

25 Follower

25 Follower

25 Follower

40 Follower

 

Talents

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 Demolitions 13-

3 Electronics 13-

3 Mechanics 13-

3 Concealment 13-

3 Shadowing 13-

3 Stealth 13-

3 Deduction 13-

3 Oratory 14-

3 Teamwork 13-

24 +3 with All Combat

10 +2 with HTH Combat

 

Total Powers & Skill Cost:  385

Total Cost:  505

 

200+ Disadvantages

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

15 Psychological Limitation:  Bad tempered (Common; Strong)

20 Psychological Limitation:  Seeks revenge on all heroes (Very Common; Strong)

10 Enraged:  In combat (Uncommon), go 11-, recover 14-

250 Experience Points

 

Total Disadvantage Points:  505

Earned Experience:  0

Spent Experience:  250

Unspent Experience:  0

 

Background/History:  Raised by a hard, disciplined father with strict military training, Nikolai Greshnik was a natural for the Soviet military.  But he saw the need for reform. The USSR needed to evolve to keep up with the west. Then he discovered the remains of an old man-amplification plan, and diverted men and materiel to finishing the suit.  Finally he revealed himself as Sickle, and with a loyal cadre of troops marched to (unnamed country) to liberate it into the Soviet sphere. But Gargoyle intervened and in the ensuing battle, his father was killed.  retreating to his stronghold,he re-emerged from time to time to try a new scheme to increase his power. Now years later, he's still attempting to gather power and funds to start his take over of a world that needs a strong man to guide it to the future.  

 

Personality/Motivation:  Well disciplined and intelligent, Sickle believes he is destined for greatness, and will lead the world to a new era of peace and plenty.  

 

Quote:  

 

Powers/Tactics:  A talented army commander, Sickle would be dangerous just due to his leadership abilities.  Add a battlesuit that amplifies his strength, and a high tech scale that he can use for deadly strikes, powerful blasts and a force barrier, and he becomes a force to be reckoned with!

 

Campaign Use:  Leader of a villain group/agency, can be found anywhere trying to gather funds, steal technology, kidnap supers and attempting to advance his plans.  He also hates western style heroes and may attempt schemes to harm them or their reputation!

 

Appearance:  A tall man with an imposing suit of armour with a red sickle design on it and a sickle in his hand.  He wears no helmet to show off his bald head!


 

 

 

Well I like this build.  He's dangerous and has access to some scary tech and a small army of loyal followers.  He's got a lot of room to grow and become a very serious threat to any group or person.  

 

I could even see a cadre of super troops that he has created / hired as bodyguards / strike force.  Call them the Hammers of Sickle!

 

 

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