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My conversions (formerly Builds of 2018)


Mr. R

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He's like Iron Man, if Iron Man was not rich!

 

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2018 #55  Resonator

 

 


Val Char Cost Roll Notes

15 STR 5 15- Lift 1600.0kg; 6d6 [2]

18 DEX 24 13- OCV:  7/DCV:  7

18 CON 16 14-

10 BODY 0 12-

25 INT 15 14- PER Roll 14-

20 EGO 20 13- ECV:  7

10 PRE 0 11- PRE Attack:  2d6

10 COM 0 11-

 

5+15 PD 2 Total:  5/20 PD (5/20 rPD)

5+15 ED 1 Total:  5/20 ED (5/20 rED)

3 SPD 2 Phases:  3, 5, 8, 10, 12

7 REC 0

36 END 0

27 STUN 0 Total Characteristic Cost:  85

 

Movement: Running: 6"/12"

Flight: 10"/40"

Leaping: 6"/12"

Swimming: 2"/4"

 

Cost Powers END

5 Damage Resistance (5 PD/5 ED)

 

11 Endurance Reserve  (10 END, 15 REC) (16 Active Points); OIF (-½)

20 Active Sonar (Hearing Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (30 Active Points); OIF (-½)

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

7 +15 STR (15 Active Points); OIF (-½), No Figured Characteristics (-½) 1

4 +3 DEX (9 Active Points); OIF (-½), No Figured Characteristics (-½)

7 +7 CON (14 Active Points); OIF (-½), No Figured Characteristics (-½)

5 +5 BODY (10 Active Points); OIF (-½), No Figured Characteristics (-½)

13 +2 SPD (20 Active Points); OIF (-½)

 

50 Multipower, 75-point reserve,  (75 Active Points); all slots OIF (-½)

3u 1)  Energy Blast 10d6 (50 Active Points); OIF (-½) 5

3u 2)  Energy Blast 15d6 (75 Active Points); No Range (-½), OIF (-½), Extra Time (Delayed Phase, -¼) 7

 

17 Flight 10", x4 Noncombat (25 Active Points); OIF (-½) 2

 

Perks

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

3 Favor

5 Money:  Well Off

 

Talents

3 Lightning Calculator

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 Climbing 13-

3 Combat Driving 13-

3 Paramedics 14-

4 Language:  Russian (completely fluent; literate)

4 Language:  German (completely fluent; literate)

4 Language:  French (completely fluent; literate)

3 Stealth 13-

3 Electronics 14-

3 Mechanics 14-

3 Inventor 14-

3 Science Skill:  Sonics 14-

3 Science Skill:  Mechanical Engineering 14-

3 Computer Programming 14-

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

 

Total Powers & Skill Cost:  244

Total Cost:  329

 

200+ Disadvantages

15 Psychological Limitation:  Merc attitude (Common; Strong)

20 Psychological Limitation:  Highly Ethical (Common; Total)

15 Psychological Limitation:  Arrogant (Common; Strong)

79 Experience Points

 

Total Disadvantage Points:  329

Earned Experience:  0

Spent Experience:  79

Unspent Experience:  0

 

Background/History:  Kenneth White, super genius. And he let everyone know it.  He was brilliant, but he had an abrasive personality. He alienated everyone in academia and most in industry.  Still he managed to get enough capital to set up his own lab. so what next? Then he heard about a kidnapping of a wealthy heiress and the great reward offered by her family.  So developed a bulky but serviceable battlesuit and after cornering the kidnappers, rescued the lady and got the reward. Since then he has gone out a number of times as Resonator to earn money for his lab.

 

Personality/Motivation:  An ethical mercenary, Resonator is also a scientist at the leading edge of many fields.  So money and intellectual curiosity!

 

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Powers/Tactics:  Resonator is a gun emplacement.  He finds a good place to plant himself and starts blasting. If opponents come too close he'll risk the HTH blasts, but then move to a new location to blast from!

 

Campaign Use:  See personality

 

Appearance:  An African American male of 175 m and 75 KG.  The armour looks like a tank and adds about 15 cm to his height and 25 KG.  The suit is metallic grey with blue highlights

 

 

 

 

 

So a Battlesuit build but by someone on a budget.  Seriously this was like Shellhead's first armours, bulky, slow and with limited devices.  First I added a few more entries in the Characteristics list to represent servo motors and reaction modules.  Then I added some minimal flight.  Cleaned up the attacks MP.  And made his disadvantages fit better.

 

So power wise the only flag I have is the 15d6 no range attack.  It is a doozy, but it also has enough problems to be used only in certain situations.  (Example getting through a door or wall and getting that nice presence attack).

 

Personality wise I find him refreshing.  An arrogant scientist, shunned by his peers who has become a hero on his own terms.  You may not like him, but he is on the side of the angels (Just remember In God we trust, all others pay cash)!

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An opponent or an ally?  You decide!

 

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2018 #56  General Winter

 

 


Val Char Cost Roll Notes

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

21 DEX 33 13- OCV:  7/DCV:  7

20 CON 20 13-

15 BODY 10 12-

18 INT 8 13- PER Roll 13-

20 EGO 20 13- ECV:  7

18 PRE 8 13- PRE Attack:  3 ½d6

10 COM 0 11-

 

8+20 PD 5 Total:  8/28 PD (8/28 rPD)

8+20 ED 4 Total:  8/28 ED (8/28 rED)

5 SPD 19 Phases:  3, 5, 8, 10, 12

7 REC 0

40 END 0

33 STUN 0 Total Characteristic Cost:  132

 

Movement: Running: 16"/32"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

3 Life Support  (Longevity: 200 Years; Safe in Intense Cold)

 

8 Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-¼)

 

12 Elemental Control, 24-point powers

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

13 2)  Running +10" (16" total), Reduced Endurance (½ END; +¼) (25 Active Points) 1

 

10 Healing BODY 1d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Always On (-½), Self Only (-½), Limited Power Power loses about a fourth of its effectiveness (Not above 18 C; -¼)

10 Cold:  Absorption 2d6  (energy, End)

5 Infrared Perception (Sight Group)

 

87 Multipower, 87-point reserve

17m 1)  Ice Blast:  Energy Blast 14d6, Reduced Endurance (½ END; +¼) (87 Active Points) 3

10m 2)  Ice Cage:  Entangle 5d6, 5 DEF (50 Active Points) 5

12m 3)  Cold Wall:  Force Wall (10 PD/10 ED), Reduced Endurance (½ END; +¼) (62 Active Points) 2

6m 4)  Force Field (10 PD/10 ED), Reduced Endurance (0 END; +½) (30 Active Points)

 

Perks

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

5 Favor

10 Fringe Benefit:  General, Local Police Powers, Security Clearance

 

Talents

3 Simulate Death

 

Skills

3 Concealment 13-

5 Bureaucratics 14-

3 Deduction 13-

3 Demolitions 13-

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

4 Language:  English (completely fluent; literate)

4 Language:  German (completely fluent; literate)

3 Oratory 13-

3 Paramedics 13-

5 Tactics 14-

5 Teamwork 14-

3 Combat Driving 13-

1 TF:  Tracked Military Vehicles, Wheeled Military Vehicles

16 +2 with All Combat

 

Total Powers & Skill Cost:  297

Total Cost:  429

 

200+ Disadvantages

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 Psychological Limitation:  Subject to orders (Common; Strong)

20 Psychological Limitation:  Must be in charge (Very Common; Strong)

10 Physical Limitation:  Still unfamiliar with modern culture (Frequently; Slightly Impairing)

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

134 Experience Points

 

Total Disadvantage Points:  429

Earned Experience:  0

Spent Experience:  134

Unspent Experience:  0

 

Background/History:  Vasily Kurnetzov, hero of the Red Army.  Except the Red Army no longer exists, it became the Soviet Army after WWII.  He was a general fighting the Germans and got caught in a blizzard. When it cleared they found his body, still alive but with a body temperature far below normal.  Efforts to revive him were unsuccessful and soon he was placed in a research facility studying cryo suspension. Then a probe by a soviet telepath finally awoke him.  That was 40 years ago. Since then He has seen many changes in his beloved Russia. But he is a patriot. Currently he is on detached duty as a member of a super team based in Moscow.  There he and his team fight to preserve the Russian people and protect them from enemies within and without. Opponents will learn to fear General Winter.

 

Personality/Motivation:  He's old school army.  Precise, disciplined. He has little political ambition, but uses his influence to help his team.  

 

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Powers/Tactics:  Vasily is an Ice/Cold blaster.  He prefers to Cage his opponents, but if it escalates he will not hesitate to use his Ice Blast at full power.  As well he's a good tactician and will take advantage of cover and movement.

 

Campaign Use:  Noble opponent or worthy ally.  Depends on the events.

 

Appearance:  180 cm and 80 KG, he wears what appears to be a army dress uniform, but in light blue.  This matches his skin. His hair is white and cut military style under his army cap.



 

 

 

For once they have a NPC that didn't need a lot of clean up, and that was interesting.

 

The build is straight forward.  He has a fair bit of versatility, but if he ever shifts it all to his blast, you are in trouble.  The only real additions I made were +2 all combat (which I am tempted to make Overall) as it fits a NPC with his experience.

 

Personality wise, he's either the noble opponent ( My government demands your capitulation) or a worthy ally ( We agree that this is the greater threat, so for now we fight together).  One thing is to play up his military background.  He's army, with years of combat experience.  

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A standard mentalist with a few extra touches

 

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2018 #57  Sympath

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

18 DEX 24 13- OCV:  6/DCV:  6

20 CON 20 13-

10 BODY 0 11-

20 INT 10 13- PER Roll 13-

24 EGO 28 14- ECV:  8

13 PRE 3 12- PRE Attack:  2 ½d6

18 COM 4 13-

 

6+9 PD 4 Total:  6/15 PD (6/15 rPD)

6+9 ED 2 Total:  6/15 ED (6/15 rED)

4 SPD 12 Phases:  3, 6, 9, 12

6 REC 0

40 END 0

25 STUN 0 Total Characteristic Cost:  107

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

6 Damage Resistance (6 PD/6 ED)

 

18 Armor (9 PD/9 ED) (27 Active Points); OIF (-½)

 

12 Astral form:  Clairsentience (Sight Group), Increased Arc Of Perception (360 Degrees) (25 Active Points); Concentration, Must Concentrate throughout use of Constant Power (½ DCV; Character is totally unaware of nearby events; -1) 2

 

50 Multipower, 50-point reserve

5u 1)  Mind ride:  Telepathy 10d6 (50 Active Points) 5

5u 2)  Override:  Mind Control 10d6 (50 Active Points) 5

5u 3)  Misfire:  Ego Attack 5d6 (50 Active Points) 5

 

15 Mental Defense (20 points total)

 

30 Medical Kits:  Multipower, 30-point reserve

1u 1)  Aid recovery 3d6 (30 Active Points); OAF (-1), 6 Charges (-¾) [6]

1u 2)  Entangle 3d6, 3 DEF (30 Active Points); OAF (-1), 6 Charges (-¾), No Range (-½), Entangle Has 1 BODY (-½) [6]

 

Perks

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

3 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, License to practice a profession

 

Talents

6 Combat Luck (3 PD/3 ED)

 

Skills

3 Bureaucratics 12-

3 Deduction 13-

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

6 Language:  French (imitate dialects; literate)

5 Language:  English (idiomatic; literate)

3 Paramedics 13-

3 Persuasion 12-

3 PS: doctor 13-

3 Science Skill:  Medicine 13-

3 Science Skill:  Astronomy 13-

3 Teamwork 13-

 

Total Powers & Skill Cost:  197

Total Cost:  304

 

200+ Disadvantages

15 Psychological Limitation:  Lost purpose (Common; Strong)

15 Psychological Limitation:  explorer (Common; Strong)

15 Psychological Limitation:  Medical Oath (Common; Strong)

59 Experience Points

 

Total Disadvantage Points:  304

Earned Experience:  0

Spent Experience:  59

Unspent Experience:  0

 

Background/History:  Alexandra Maya Laval is the daughter of a French father and Russian mother.  Her father defected to Russia well before she was born, but she always had an affinity for the west.  But even more she has an affinity for space travel. She wishes to become a cosmonaut, to travel in space and maybe even meet an alien species.  When she joined the program early test registered Psi potential and she was convinced to enter a special division to develop her powers. Soon she developed definite Psi talents.  After the Soviet cosmonaut program was discontinued, she became despondent. Her medical degree, her Psi talents, all for naught. Then General Winter approached her. He could use a Psychic on his team, and given how Western Supers seem to meet aliens all the time, it was inevitable that on his team she would meet some of her own.  As well it helps to be useful and in aiding the people. So she became Sympath.

 

Personality/Motivation:  Sympath is a little lost in life.  She set her sights on a goal that she now believes has been snatched from her.  Her being on the team is making her feel useful, but she hopes soon to meet some aliens and learn about their beliefs and culture.

 

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Powers/Tactics:  Alexandra is a telepath with the ability to override a mind or cause it to misfire.  As well she can project he consciousness ahead of her to scout an area. When with her team, she will do this to give General Winter as much info as she can so he can formulate a decent strategy.  If battle starts, she will try to find cover and override an opponent into wasting his time. if the situation warrant it she'll use the ego blast. As well she carries a set of syringes that can jumpstart recovery or cause a paralysis.  

 

Campaign Use:  Super looking for a greater purpose.  

 

Appearance:  175 cm tall and 65 KG, she has long brown hair and brown eyes.  She wears no costume, trusting to the anonymity that normal clothing provides.  But at General Winter's orders it is armoured.


 

 

 

This was another build where I didn't have to add a lot to the build.  But I did update it for a more modern feel to it.  She's a space explorer who can't explore.  So a bit of the tragedian in there.  

 

Power wise she relies on anonymity.  She's just a face in the crowd.  As well she's an excellent scout.  All I'd really give her is some basic Martial Arts so she can fight off those mindless drones.  

 

On the whole I like her!

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Sneaky super spy

 

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2018 #58  Sensor

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

24 DEX 42 14- OCV:  8/DCV:  8

18 CON 16 13-

10 BODY 0 11-

15 INT 5 12- PER Roll 16-

18 EGO 16 13- ECV:  6

10 PRE 0 11- PRE Attack:  2d6

20 COM 5 13-

 

6+9 PD 4 Total:  6/15 PD (6/15 rPD)

6+9 ED 2 Total:  6/15 ED (6/15 rED)

5 SPD 16 Phases:  3, 5, 8, 10, 12

6 REC 0

36 END 0

24 STUN 0 Total Characteristic Cost:  106

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

6 Damage Resistance (6 PD/6 ED)

 

18 Armor (9 PD/9 ED) (27 Active Points); OIF (-½)

 

20 Electro touch:  Multipower, 50-point reserve,  (50 Active Points); 8 Charges (-½); all slots No Range (-½), OIF (-½)

2u 1)  Energy Blast 5d6, No Normal Defense ([Standard]; +1) (50 Active Points); No Range (-½), OIF (-½) 5

2u 2)  Energy Blast 10d6 (50 Active Points); No Range (-½), OIF (-½) 5

 

22 Blaster Pistol:  Energy Blast 10d6 (50 Active Points); OAF (-1), 2 clips of 8 Charges (-¼) [8]

 

10 Active Sonar (Hearing Group) (15 Active Points); OIF (-½)

3 Nightvision (5 Active Points); OIF (-½)

3 Infrared Perception (Sight Group) (5 Active Points); OIF (-½)

2 Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-½)

8 +6 versus Range Modifier for Normal Sight and Sight Group (12 Active Points); OIF (-½)

7 Microscopic ( x100) with Sight Group (10 Active Points); OIF (-½)

1 +1 versus Range Modifier for Touch Group (2 Active Points); OIF (-½)

13 Targeting with Hearing Group (20 Active Points); OIF (-½)

7 Tracking with Sight Group (10 Active Points); OIF (-½)

8 High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½)

7 Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)

8 +4 PER with all Sense Groups (12 Active Points); OIF (-½)

 

4 Martial Block +2 +2 Block, Abort

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

4 Martial Strike +0 +2 5d6 Strike

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

5 Offensive Strike -2 +1 7d6 Strike

4 +1 HTH Damage Class(es)

 

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 Favor

5 Money:  Well Off

5 Fringe Benefit:  Diplomatic Immunity

 

Talents

12 Combat Luck (6 PD/6 ED)

 

Skills

3 Acrobatics 14-

3 Breakfall 14-

3 Criminology 12-

3 Concealment 12-

3 Deduction 12-

3 Electronics 12-

3 Forensic Medicine 12-

3 Interrogation 11-

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

6 Language:  English (imitate dialects; literate)

4 Language:  Chinese (completely fluent; literate)

3 Lockpicking 14-

3 Mechanics 12-

3 Parachuting 14-

3 Paramedics 12-

3 Persuasion 11-

3 Security Systems 12-

3 Shadowing 12-

3 Stealth 14-

3 Streetwise 11-

3 Tactics 12-

3 Teamwork 14-

8 +1 with All Combat

 

Total Powers & Skill Cost:  282

Total Cost:  388

 

200+ Disadvantages

15 Psychological Limitation:  Loyal to General Winter (Common; Strong)

10 Vulnerability:  2 x Effect Sensory attacks (Uncommon)

Notes:  His suit has no buffer systems, so flashes, flashbangs and the like have a greater effect on him

163 Experience Points

 

Total Disadvantage Points:  388

Earned Experience:  0

Spent Experience:  163

Unspent Experience:  0

 

Background/History:  Josef Petrovich was an up and coming KGB agent when he was selected to be the wearer of the Sensor suit.  It was a state of the art suit designed to gather information. The interfaces greatly add to the wearer's on senses, making him a perfect covert operative.  All he has to do is get close and listen and watch. So when General Winter began his little team, Josef was assigned to the team and an extra scout. But really he is to report on the General and his activities.  This is getting hard to do. Josef is impressed by the General's leadership and it is rubbing off on him. As well some of what Josef has seen are things that should be hidden. So Josef is riding a tightrope. But Sensor hopes he can see it coming!

 

Personality/Motivation:  A classic spy with a suit that makes him walking sensor device.  Sonar, nightvision, super sensitive touch, high range hearing, and radio transmit/receive across all frequencies.  Also the suit amplifies his reaction time and allows him to generate an electrical touch. As well he carries a blaster pistol.  

 

Quote:  

 

Powers/Tactics:  Along with Sympath, he's a scout.  He'll find a nice spot and gather as much info as possible.  This he feeds to the General. If combat starts he'll pick his shots for where he thinks it will do the most good.  If he gets into HTH he'll shock them or use his Martial Art training.

 

Campaign Use:  KGB agent having a crisis of conscience!

 

Appearance:  167 cm and 70 KG with short blond hair and blue eyes.  His suit is a full bodysuit in flat black with dark grey highlights!

 

 

 

 

 

Seriously this was a build that just had to be added to.  The core concept is good, all I had to do was make additions to the suit, the pistol, and extra skills, and presto.... we have the sneaky scout who gets into position for that surprise blast.  Also he's perfect for saying where an opponent is, even if hidden, invisible or being stealthy.  He's a sneaky teams worst nightmare.

 

Personality wise, I made him more troubled.  Who is he loyal to?

 

 

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Team Brick with a little extra

 

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2018 #59  Megawatt

 

 


Val Char Cost Roll Notes

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

17 DEX 21 12- OCV:  6/DCV:  6

25 CON 30 14-

15 BODY 10 12-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV:  3

18 PRE 8 13- PRE Attack:  3 ½d6

14 COM 2 12-

 

17+9 PD 5 Total:  17/26 PD (17/26 rPD)

17+9 ED 12 Total:  17/26 ED (17/26 rED)

4 SPD 13 Phases:  3, 6, 9, 12

17 REC 0

50 END 0

58 STUN 0 Total Characteristic Cost:  151

 

Movement: Running: 11"/44"

Leaping: 17"/68"

Swimming: 6"/24"

 

Cost Powers END

17 Damage Resistance (17 PD/17 ED)

 

18 Armor (9 PD/9 ED) (27 Active Points); OIF (-½)

 

20 Absorption 2d6  (energy, End), Absorption As A Defense (x2) (20 Active Points)

 

15 Reduced Endurance (½ END; +¼) for up to 60 Active Points of Strength (15 Active Points)

15 Running +5" (11" total), x4 Noncombat 1

15 Leaping +5" (17" forward, 8 ½" upward) (Accurate, x4 Noncombat) 1

9 Swimming +4" (6" total) (x4 Noncombat) 1

3 Ultrasonic Perception (Hearing Group)

5 Life Support  (Expanded Breathing)

50 Energy Blast 10d6 5

 

 

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

1 Reputation (A small to medium sized group) 8-, +1/+1d6

 

Skills

3 Acrobatics 12-

3 Breakfall 12-

3 KS 11-

3 Parachuting 12-

3 Paramedics 11-

3 Stealth 12-

15 +3 with HTH Combat

 

Total Powers & Skill Cost:  210

Total Cost:  361

 

200+ Disadvantages

15 Psychological Limitation:  Competitive (Common; Strong)

146 Experience Points

 

Total Disadvantage Points:  361

Earned Experience:  0

Spent Experience:  146

Unspent Experience:  0

 

Background/History:  Nikolai Shatalev was an up and coming Soviet weightlifter. Then some person had the idea of making him stronger by electrical stimulations of the muscles.  To further enhance the effect, he was subjected to gene modification using electric eel DNA. And it worked. His strength became amazing. But soon after rules were passed barring paranormals from competing in the Olympics. His dreams dashed, he isolated himself.  Until General Winter approached him with the challenge of testing his strength for the betterment of the Motherland. Nikolai threw himself into it, seeing it like a competition to beat others and better himself. So Megawatt joined up for some friendly competition!

 

Personality/Motivation:  He's a sportsman turned superhero.  He looks on this as a competition, and a friendly one.

 

Quote:  

 

Powers/Tactics:  Strong and durable, Megawatt is a classic brick.  But he also has electrical projection powers. He'll try not to use these unless the situation calls for it,or General Winter orders him to!

 

Campaign Use:  The happy go lucky soviet opponent/ally!

 

Appearance:  At 184 cm and 130 KG, he looks like a classic soviet weightlifter.  His hair is very short brown and he has green eyes. His costume is green with yellow highlights!

 

 

 

 

 

So the original was certainly low powered at 45 strength.  So I upped the strength stat, added some movement, cleaned up so other powers, added a few skills and presto, basic champions brick with a bit of a surprise.  

 

He's a bog simple build because he's a bog simple character.  But if played right, he can become that likable opponent. (after battle we go share bottle of vodka, YES?).  

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And now the Villains.  First a behind the scenes planner!

 

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2018 #63  Lumiere

 

 


Val Char Cost Roll Notes

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

21 DEX 33 13- OCV:  7/DCV:  7

20 CON 20 13-

10 BODY 0 11-

20 INT 10 13- PER Roll 13-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

20 COM 5 13-

 

12+9 PD 9 Total:  12/21 PD (12/21 rPD)

12+9 ED 8 Total:  12/21 ED (12/21 rED)

5 SPD 19 Phases:  3, 5, 8, 10, 12

7 REC 0

40 END 0

28 STUN 0 Total Characteristic Cost:  124

 

Movement: Running: 6"/12"

Flight: 10"/20"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

12 Damage Resistance (12 PD/12 ED)

 

15 Energy Damage Reduction, Resistant, 50% (30 Active Points); Limited Power Power loses about half of its effectiveness (Only versus light; -1)

 

18 Armor (9 PD/9 ED) (27 Active Points); OIF (-½)

 

35 Flight 10", Reduced Endurance (½ END; +¼), Invisible to Sight Group (+½) (35 Active Points) 1

 

75 Multipower, 60-point reserve, all slots Reduced Endurance (½ END; +¼) (75 Active Points)

6u 1)  Laser:  Energy Blast 12d6 (60 Active Points) 3

2u 2)  Dazzle:  Entangle 6d6, 0 DEF (60 Active Points); No Defense (-1 ½) 3

6u 3)  Flash:  Sight Group Flash 12d6 (60 Active Points) 3

4u 4)  Hologram:  Sight Group Images 1" radius, +/-7 to PER Rolls, Alterable Size (36 Active Points) 2

 

55 Harold Jeanne:  Shape Shift  (Sight, Hearing, Smell/Taste and Touch Groups), Cellular, Imitation, Instant Change, Makeover, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (110 Active Points); Limited Power Power loses about half of its effectiveness (Only one specific shape; -1)

 

14 Mental Defense (20 points total) (17 Active Points); IIF (-¼)

 

Perks

2 Deep Cover

5 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity, Good relationship with Contact) 11-

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

5 Money:  Well Off

 

Skills

7 Computer Programming 15-

3 Deduction 13-

3 Electronics 13-

3 Gambling 13-

3 Inventor 13-

3 Mechanics 13-

3 Paramedics 13-

3 Science Skill:  Physics 13-

3 Science Skill:  Computer Telemetry 13-

3 Systems Operation 13-

3 Stealth 13-

 

Total Powers & Skill Cost:  296

Total Cost:  420

 

200+ Disadvantages

15 Social Limitation:  Secret ID (Frequently; Major)

15 Psychological Limitation:  Gambler (Common; Strong)

20 Psychological Limitation:  Greedy (Common; Total)

15 Psychological Limitation:  Paranoid (Common; Strong)

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

140 Experience Points

 

Total Disadvantage Points:  420

Earned Experience:  0

Spent Experience:  140

Unspent Experience:  0

 

Background/History:  Harold Martin, scientist.  And compulsive gambler. Harold was in debt to some people, but as he was working on a project involving speed of light teleportation, if he could get them some "info", then the debt would be forgiven.  As he was copying some of the info, he was surprised by Jeanne Smythe another scientist. In the struggle, he knocked her unconscious. Fearing he killed her, Harold stuffed her into the Tport and randomized the coordinates.  But shortly after security began banging on the door, so Harold reset the coordinates and tported out as well. The resulting fire hid all evidence of his(?) crime. Because when he awoke he was in Jeanne's body. That night he dreamed he was male again, and it was so.  Soon he found he could shift at will, and that he had great powers over light. So he keeps to the Harold identity as a cover for Jeanne Smythe, now called Lumiere!

 

Personality/Motivation:  Greedy and power hungry.  

 

Quote:  

 

Powers/Tactics:  Lumiere is not a front line fighter.  Instead she'll hang back using flashes, dazzles, holograms and blasts to support her team.  

 

Campaign Use:  A very behind the scenes villain.  As Harold (s)he can get inside info that Jeanne can then take advantage of!

 

Appearance:  As Harold 180 cm 220 KGs.  He has brown hair and wears glasses.  As Jeanne 170 cm, 70 KG with long blond hair and green eyes.  Her costume is a full bodysuit of two toned yellow!



 

 

 

Not a lot of raw power, but tonnes of behind the scenes potential.  Played right he/she could plague the group for a long time.

 

Build wise it was OK just the shape shift needed some work.  Personality was kept pretty much as written as well.

 

So I actually like this character.

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Locked room?  No problem!

 

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2018 #64 Sneak Thief

 

 


Val Char Cost Roll Notes

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

20 DEX 30 13- OCV:  7/DCV:  7

18 CON 16 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

20 EGO 20 13- ECV:  7

10 PRE 0 11- PRE Attack:  2d6

10 COM 0 11-

 

8+21 PD 4 Total:  8/29 PD (8/29 rPD)

8+21 ED 4 Total:  8/29 ED (8/29 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

8 REC 0

36 END 0

29 STUN 0 Total Characteristic Cost:  107

 

Movement: Running: 6"/12"

Leaping: 4"/8"

Swimming: 2"/4"

Teleportation: 15"/60"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

18 Shadow Powers:  Elemental Control, 36-point powers

33 1)  Darkness to Sight and Hearing Groups 4" radius, Personal Immunity (+¼), Reduced Endurance (½ END; +¼) (67 Active Points); No Range (-½) 3

32 2)  Desolidification  (affected by Light based), Costs END Only To Activate (+¼) (50 Active Points) 4

19 3)  Invisibility to Sight Group , No Fringe, Costs END Only To Activate (+¼) (37 Active Points) 3

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

 

20 Shadow touch:  No Normal Defense ([Standard]; +1) for up to 20 Active Points of Strength 2

 

25 Armor (21 PD/21 ED) (63 Active Points); OAF (-1), Limited Power Power loses about a third of its effectiveness (Requires Dex roll; -½)

 

 

Perks

5 Money:  Well Off

 

Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Climbing 13-

3 Concealment 12-

3 Deduction 12-

5 Lockpicking 14-

3 Paramedics 12-

7 Security Systems 14-

3 Shadowing 12-

5 Stealth 14-

5 Streetwise 12-

 

Total Powers & Skill Cost:  229

Total Cost:  336

 

200+ Disadvantages

10 Vulnerability:  1 ½ x STUN light (Common)

10 Vulnerability:  1 ½ x BODY light (Common)

10 Vulnerability:  1 ½ x Effect Light (Common)

20 Distinctive Features:  Black eyes and aura (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

20 Psychological Limitation:  Lonely (Very Common; Strong)

15 Psychological Limitation:  Coward (Common; Strong)

51 Experience Points

 

Total Disadvantage Points:  336

Earned Experience:  0

Spent Experience:  51

Unspent Experience:  0

 

Background/History:  James O"toole is a second story man.  He specialized in unique art. But when he stole from a collector of the occult, a ebon mirror started to scream.  As he stood there, the mirror broke and a black cloud energed and entered James. James quickly left and vanished. It turned out that the cloud was a creature of darkness and was willing to act as a co tenant.  In return it will let James have access to his powers of darkness. And the mirror itself still had powers as a defensive device and was made into a shield. So he act as a super thief. But the bargain has also made him isolated.  He exudes a creepy "otherness" and his eyes are jet black pools. So he steals, as Sneak Thief!

 

Personality/Motivation:  An isolated man, stealing is the only time he feels engaged.

 

Quote:  

 

Powers/Tactics:  He's not a combatant, but more of a scout.  With darkness, desolid, invisibility and teleport there is very little he can't get to.  If he has to he has a darkness touch, but if combat starts, he'll use his shield to protect himself and try to get out of the fray!

 

Campaign Use:  A super thief with ties to the occult.  

 

Appearance:  160 cms and 65 KGs with red hair and black pools for eyes.  His shield is a black glassy slab, and he dresses in blacks and greys!

 

 

 

 

 

Again a fairly straightforward build.  If you need a super thief, then he's perfect.  With him its not the fight, but actually catching him!

 

So within that narrow focus, he does what he is built for!

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A stone cold killer

 

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2018 #65  Deathgrip

 

 


Val Char Cost Roll Notes

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

27 DEX 51 14- OCV:  9/DCV:  9

18 CON 16 13-

15 BODY 10 12-

20 INT 10 13- PER Roll 13-

20 EGO 20 13- ECV:  7

10 PRE 0 11- PRE Attack:  2d6

0 COM -5 9-

 

10 PD 6 Total:  10 PD (10 rPD)

10 ED 6 Total:  10 ED (10 rED)

7 SPD 33 Phases:  2, 4, 6, 7, 9, 11, 12

8 REC 0

36 END 0

34 STUN 0 Total Characteristic Cost:  157

 

Movement: Running: 11"/22"

Leaping: 4"/8"

Swimming: 2"/4"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

 

10 Running +5" (11" total) 1

 

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

 

40 Acid touch:  Energy Blast 12d6 (60 Active Points); No Range (-½) 6

 

10 Acid touch:  Find Weakness 11- with Single Attack

4 Martial Block +2 +2 Block, Abort

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

4 Martial Strike +0 +2 9d6 Strike

5 Offensive Strike -2 +1 11d6 Strike

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

12 +3 HTH Damage Class(es)

 

Talents

18 Combat Luck (9 PD/9 ED)

19 Danger Sense (self only, in combat, Function as a Sense) 15-

 

Skills

3 Acrobatics 14-

3 Breakfall 14-

3 Bureaucratics 11-

3 Climbing 14-

3 Paramedics 13-

3 Stealth 14-

10 Perceptive:  +5 with single Characteristic Roll

 

Total Powers & Skill Cost:  178

Total Cost:  335

 

200+ Disadvantages

25 Enraged:  Berserk In combat (Uncommon), go 8-, recover 8-

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

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

25 Psychological Limitation:  Sociopath (Very Common; Total)

50 Experience Points

 

Total Disadvantage Points:  335

Earned Experience:  0

Spent Experience:  50

Unspent Experience:  0

 

Background/History:  After fifty year, Robert Gantry had achieved almost complete unity with his Martial Arts.  But after an altercation with some muggers and some policeman, he found himself paralysed by a policeman's bullet.  But a new drug and radiation treatment looked positive to restore his mobility. He agreed and as the treatment started he started a meditation to jump start his healing process.  The result were disastrous. His mobility was restored, but his body is now in a hyper heal mode. His skin is constantly renewing itself, and immune system has become almost acidic to others.  His mind broke and Gantry went on a rampage. Then he disappeared. After a time he re emerged and the sociopathic killer called Deathgrip!

 

Personality/Motivation:  Hate.  Hate for the criminals who started the mugging, hate for the cops who shot him.  All will but punished for making a peaceful man into a monster!

 

Quote:  

 

Powers/Tactics:  Deathgrip is no berserker.  He pick is opponent and goes in defensively at first, the offensive as soon as he gauges their abilities.  Against hard to hurt opponents he'll go with his touch attack!

 

Campaign Use:  Mad dog killer!

 

Appearance:  175 cm and 75 KGs he is bald with skin that seems to be flaking off all the time as if a scab is healing.  He wears a black doji with a death head symbol on the chest!

 

 

 

 

 

Every once in a while you need the remorseless killer type that the group will not feel bad about taking down hard.  That is Deathgrip.  His story is tragic, but the monster must be contained.

 

Build wise he's not bad.  A Martial Artist with a bit extra.  

 

Personality wise, a barrel of hate and fury.  

 


 

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A battlesuit with a difference

 

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2018 #65  Airhammer

 

 


Val Char Cost Roll Notes

10 STR 0 12- Lift 200.0kg; 3d6

15 DEX 15 14- OCV:  8/DCV:  8

15 CON 10 14-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

13 EGO 6 12- ECV:  4

16 PRE 6 12- PRE Attack:  3d6

16 COM 3 12-

 

6+15 PD 4 Total:  6/21 PD (6/21 rPD)

6+15 ED 3 Total:  6/21 ED (6/21 rED)

3 SPD 5 Phases:  2, 4, 6, 8, 10, 12

5 REC 0

30 END 0

23 STUN 0 Total Characteristic Cost:  55

 

Movement: Running: 6"/12"

Flight: 25"/200"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

6 Damage Resistance (6 PD/6 ED)

 

2 +5 STR (5 Active Points); No Figured Characteristics (-½), OIF (-½) 1

12 +8 DEX (24 Active Points); OIF (-½), No Figured Characteristics (-½)

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

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

 

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

 

10 Radar (Radio Group) (15 Active Points); OIF (-½)

7 Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)

 

17 Endurance Reserve  (100 END, 15 REC) (25 Active Points); OIF (-½)

 

50 Flight 25", x8 Noncombat, Reduced Endurance (½ END; +¼) (75 Active Points); OIF (-½) 3

30 Energy Blast 8d6, Does x1 ½ Knockback (+½) (60 Active Points); OIF (-½), No Range (-½) 6

 

Perks

5 Money:  Well Off

5 Favor

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

 

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 Acrobatics 14-

3 Breakfall 14-

3 Paramedics 12-

3 Combat Piloting 14-

3 Combat Driving 14-

3 Concealment 12-

3 Shadowing 12-

3 Stealth 14-

3 Streetwise 12-

3 Forgery 12-

8 flight:  +4 with any single attack

 

Total Powers & Skill Cost:  254

Total Cost:  309

 

200+ Disadvantages

15 Psychological Limitation:  Greed (Common; Strong)

15 Psychological Limitation:  Thrill seeker (Common; Strong)

15 Psychological Limitation:  Dislikes following orders (Common; Strong)

74 Experience Points

 

Total Disadvantage Points:  309

Earned Experience:  0

Spent Experience:  74

Unspent Experience:  0

 

Background/History:  Her parents wanted her to go to college, but Nora Hansen prefered sales.  Specifically controlled substances. Soon the graduated to smuggling, and found flying her true calling.  Soon she was one of the best smugglers in the Caribbean region. After doing a job for Lumiere, she was gifter with a pneumatic pack that enables flight and power punches.  Since then she has made a name for herself as a very specialized courier and smuggler. As well she hires out for the occasional smash and grab jobs. On the whole she loves being Airhammer!

 

Personality/Motivation:  Greed and thrill seeker!

 

Quote:  

 

Powers/Tactics:  She's a speedster.  Hit and runs. If she has to she can go toe to toe, but prefers wide open spaces.  

 

Campaign Use:  Smuggler, extra muscle!

 

Appearance:  160 cms and 55 KGs with Shoulder length brown hair and eyes.  The suit is metallic grey with black gloves, boots and backpack!



 

 

Airhammer is another of the iconic NPCs in this module.  The look and power set are different enough to get noticed.  As it is she's a speedster in a battlesuit.  A different take on battlesuits and a unique spin on a speedster.

 

Build wise this needed a lot of work.  70" of flight and a 14d6 EB was way over the top.  When compared to other NPCs, her powers were totally overdone.  So I reduced both, added a few improvements to the armour and added an End Reserve. 

 

Personality wise, she was OK.  Not much to add.

 

Note she can be very dangerous if used properly.  1+1/2 X KB can hurt if she places herself right.  And combos with other villains (Paralysis from Lumiere) can ruin a heroes day!

 

I like her and would love to incorporate the NPC into my next FtF game!

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So the first toon from Roll Call

 

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2018 #67  Copernicus

 

 


Val Char Cost Roll Notes

23 STR 13 14- Lift 606.3kg; 4 ½d6 [2]

20 DEX 30 13- OCV:  7/DCV:  7

20 CON 20 13-

15 BODY 10 12-

18 INT 8 13- PER Roll 13-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

18 COM 4 13-

 

9+28 PD 4 Total:  9/37 PD (8/36 rPD)

8+28 ED 4 Total:  8/36 ED (8/36 rED)

4 SPD 10 Phases:  3, 6, 9, 12

9 REC 0

40 END 0

37 STUN 0 Total Characteristic Cost:  118

 

Movement: Running: 6"/12"

Flight: 15"/60"

Leaping: 4"/8"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

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

 

35 Flight 15", x4 Noncombat, Reduced Endurance (0 END; +½) (52 Active Points); OIF (-½)

 

37 Force Field (20 PD/20 ED) (Protect Carried Items), Reduced Endurance (0 END; +½) (75 Active Points); OIF (-½), Limited Power Power loses about a third of its effectiveness (Dex roll to use; -½)

 

75 Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points)

 

Perks

5 Money:  Well Off

1 Reputation (A small to medium sized group) 8-, +1/+1d6

 

Skills

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

4 Language:  English (completely fluent; literate)

3 Mechanics 13-

3 Electronics 13-

3 Navigation 13-

3 Paramedics 13-

3 Combat Piloting 13-

3 Science Skill:  Astronomy 13-

3 Science Skill:  Electrical Engineering 13-

10 +2 with Ranged Combat

 

Total Powers & Skill Cost:  213

Total Cost:  331

 

200+ Disadvantages

10 Social Limitation:  Secret ID (Occasionally; Major)

10 Physical Limitation:  Unfamiliar with modern world (Infrequently; Greatly Impairing)

15 Psychological Limitation:  Desire to be a hero (Common; Strong)

96 Experience Points

 

Total Disadvantage Points:  331

Earned Experience:  0

Spent Experience:  96

Unspent Experience:  0

 

Background/History:  Dimitri Vostok was a USSR cosmonaut on a four man mission to Mars when he disappeared and was presumed lost.  In actuality he was captured by aliens, who proceeded to experiment on him, improving his physical abilities. Then he was placed in cryo sleep.  When he awoke, the ship was under attack. He made it to an escape pod and ejected, over Earth. When he landed he found over 40 years had passed.  Russia had changed, as had the world. Not having many ties to Russia anymore, Dimitri scrounged his pod for equipment and decided that the world needed a new hero, Copernicus!

 

Personality/Motivation:  To be the hero he always wanted to be.  

 

Quote:  

 

Powers/Tactics:  A highly trained cosmonaut, the aliens improved him physically to peak human potential.  Add an armoured suit, a flight pack, a shielding device and a power blaster. He knows he's not good in HTH, so he'll stay at range as much as possible.

 

Campaign Use:  Hero from a simpler time.  Also very much a fish out of water.  

 

Appearance:  185 cm and 78 KG with black hair and green eyes.  His costume is a two toned blue bodysuit with golden gloves, belt, holster, flightpack and helmet.  On his chest is a white criss cross with a planet symbol in the middle!

 

 

 

 

 

I like and don't like the build.  

 

Like:  He's built for what he does.  He's a super agent type.  Some skills and a set of special equipment.  Good range of skills (with room for improvement like stealth).  And a definite combat niche.  Seriously I have always wanted to play a type like this.

 

Dislike:  Russian soldier abandoning his country.  Yes I know they are the Evil Empire, but as a trained cosmonaut, he had to develop a serious set of patriotism muscles.  But really it is a minor quibble and opens up a lot of role play opportunity.

 

SAS doesn't go heavy into the complications area, so some of that I had to extrapolate from the text!

 

Power wise all he needs is some Martial Arts or a HtH gadget / gizmo.  Stats are good and he's really a solid build.

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So he's like the Genie from Alladin

 

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2018 #68  Delta-V

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

17 DEX 21 12- OCV:  6/DCV:  6

18 CON 16 13-

10 BODY 0 11-

25 INT 15 14- PER Roll 14-

13 EGO 6 12- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

10 COM 0 11-

 

8 PD 5 Total:  8 PD (8 rPD)

8 ED 4 Total:  8 ED (8 rED)

4 SPD 13 Phases:  3, 6, 9, 12

7 REC 0

36 END 0

26 STUN 0 Total Characteristic Cost:  86

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

103 Motion :  Variable Power Pool, 80 base + 23 control cost,  (120 Active Points); Limited Power Power loses about a third of its effectiveness (Can only use half of the pool for any one power; -½); all slots Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -¼)

Notes:  Sample powers include Armour, Flight, Force Field, Force Wall, Running, Super Strength, Telekinesis, Energy Blast, Entangle.  Any power that uses motion!

 

 

Perks

1 Reputation (A small to medium sized group) 8-, +1/+1d6

 

Skills

3 Science Skill:  Architecture 14-

3 Demolitions 14-

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

4 Language:  French (completely fluent; literate)

4 Language:  German (completely fluent; literate)

4 Language:  Spanish (completely fluent; literate)

3 Navigation 14-

3 Paramedics 14-

3 Oratory 12-

3 Persuasion 12-

7 Power 16-

7 Science Skill:  Math 18-

 

Total Powers & Skill Cost:  157

Total Cost:  243

 

200+ Disadvantages

10 Social Limitation:  Public ID (Frequently; Minor)

10 Dependent NPC:  Anne Belton Economics student 8- (Normal)

5 Vulnerability:  1 ½ x STUN Mental attacks (Uncommon)

5 Vulnerability:  1 ½ x Effect Mental attacks (Uncommon)

10 Hunted:  Drug Cartel 8- (As Pow; NCI; Limited Geographical Area; Harshly Punish)

3 Experience Points

 

Total Disadvantage Points:  243

Earned Experience:  0

Spent Experience:  3

Unspent Experience:  0

 

Background/History:  Many have sought for the "Universal Equation".  And Gordon O'Donnell found a part of it. The mathematics that describe motion.  In fact by changing part of the equation, one can make changes on the world. Gordon has since used his equation to become a world hero, doing good and lauding the benefits of education.

 

Personality/Motivation:  To show what his formula can do, and help the world.  

 

Quote:  

 

Powers/Tactics:  His powers are very versatile, but he is still human.  He'll configure his set to what fits the situation, but will change to meet new threats.

 

Campaign Use:  Great Power, itty bitty human body.  

 

Appearance:  180 cm and 75 KG with brown hair and brown eyes.  His costume is a full covering dark green with a light yellow V on the chest>



 

 

 

So he's an example of a normal human who happens to have access to a lot of power.  His stats are low as even for SAS his stats are low.  But that is made up by his access to a large VPP.  Now the Dynamic Powers in SAS come in three flavours minor, major and primal.  This is the third one, with anything dealing with motion which is pretty broad!

 

So he should have a set of go to powers and some he regularly access in many cases.  But he still is under-powered for a Champions game.  Some Dex, Con, a point of Spd and some abilities outside the VPP and he's good to go.  

 

As it is he can be improved in many ways and has a real good solid base to work from!

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When gods walked the earth

 

 

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2018 #69  The Olympian

 

 


Val Char Cost Roll Notes

25 STR 15 14- Lift 800.0kg; 5d6 [2]

24 DEX 42 14- OCV:  8/DCV:  8

30 CON 40 15-

15 BODY 10 12-

10 INT 0 11- PER Roll 11-

13 EGO 6 12- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

20 COM 5 13-

 

10+15 PD 5 Total:  10/25 PD (10/25 rPD)

10+23 ED 4 Total:  10/33 ED (10/33 rED)

5 SPD 16 Phases:  3, 5, 8, 10, 12

11 REC 0

60 END 0

43 STUN 0 Total Characteristic Cost:  146

 

Movement: Running: 6"/12"

Flight: 10"/20"

Leaping: 5"/10"

Swimming: 2"/4"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

 

6 Armor (0 PD/8 ED) (12 Active Points); Limited Power Power loses about half of its effectiveness (Only vs electricity; -1)

 

24 Flight 10", Reduced Endurance (0 END; +½) (30 Active Points); Extra Time (Delayed Phase, Only to Activate, -¼)

 

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

 

90 Multipower, 90-point reserve

3u 1)  Aegis strike (thrown shield):  Energy Blast 8d6, Reduced Endurance (0 END; +½) (60 Active Points); OAF (-1)

6u 2)  Electric Burst:  Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points); Limited Range (-¼)

4 Martial Strike +0 +2 7d6 Strike

5 Offensive Strike -2 +1 9d6 Strike

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

4 Martial Block +2 +2 Block, Abort

 

Perks

1 Reputation (A medium-sized group) 8-, +1/+1d6

 

Skills

3 Acrobatics 14-

3 KS: Architecture ancient 11-

3 PS: metalworking 11-

3 PS: Metalworking 11-

3 CK: Athens 11-

2 CK: NY City 11-

3 KS: Antiquities 11-

3 CuK: Greece 11-

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

5 Language:  Greek (Modern) (idiomatic; literate)

4 Language:  Latin (completely fluent; literate)

3 Riding 14-

3 Science Skill:  Anthropology 11-

3 PS: Writing 11-

8 +1 with All Combat

4 Aegis Strike:  +2 with any single attack

 

Total Powers & Skill Cost:  256

Total Cost:  402

 

200+ Disadvantages

15 Social Limitation:  Secret ID (Frequently; Major)

15 Susceptibility:  Water when powers are active 1d6 damage Instant (Very Common)

15 Vulnerability:  1 ½ x STUN Water (Very Common)

5 Vulnerability:  1 ½ x BODY Water (Uncommon)

5 Vulnerability:  1 ½ x Effect Water (Uncommon)

147 Experience Points

 

Total Disadvantage Points:  402

Earned Experience:  0

Spent Experience:  147

Unspent Experience:  0

 

Background/History:  Mark Seneca was a child of greek immigrants who became an archeologist in Greek culture.  But it was one thing to look at books, he wanted to be there. He took numerous trips with his family, but after graduating, he took a solo trip.  One night, he spied a mountain reaching to the heavens and the top covered by a storm. It had to be Olympus. He started to climb, but then a bolt of lightning hit him and sent him back to earth.  When he awoke, he was unharmed, but changed. Larger and stronger and crackling with energy. Finding a brass shield nearby he took to the hero life in Athens, and later Europe. Now he's back in the USA to make a name for himself as the Olympian!

 

Personality/Motivation:  Justice and glory

 

Quote:  

 

Powers/Tactics:  A hth brawler.  

 

Campaign Use:  Ties to the gods?

 

Appearance:  At 200 cm and 196 KG with black hair and blue eyes.  His costume is a greek style tunic in dark blue with white leggings and boots.  He wears a dark blue mask and has a large brass shield on his left arm!

 

 

 

So this is a good balanced NPC.  Good stats, skills, and powers.  Seriously I can't think anything bad, except maybe extra DC for the thrown shield and the Martial Arts.  

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SAS take on a speedster

 

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2018 #70  Sirocco

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

15 DEX 15 12- OCV:  5/DCV:  5

15 CON 10 12-

10 BODY 0 11-

30 INT 20 15- PER Roll 18-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

13 COM 2 12-

 

8 PD 6 Total:  8 PD (8 rPD)

8+9 ED 5 Total:  8/17 ED (8/17 rED)

8 SPD 55 Phases:  2, 3, 5, 6, 8, 9, 11, 12

5 REC 0

30 END 0

23 STUN 0 Total Characteristic Cost:  128

 

Movement: Running: 30"/60"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

7 Only vs electricity:  Armor (0 PD/9 ED) (14 Active Points); Limited Power Power loses about half of its effectiveness (-1)

 

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

 

81 Multipower, 81-point reserve, all slots Reduced Endurance (0 END; +½) (121 Active Points); all slots No Range (-½)

5u 1)  Ultrasonic stunning blow:  Energy Blast 5d6, Personal Immunity (+¼), No Normal Defense ([Standard]; +1), Area Of Effect (6" Radius; +1) (81 Active Points); No Range (-½)

3u 2)  Velocity Punch:  Energy Blast 10d6 (50 Active Points); No Range (-½)

4u 3)  Dimensional Vibration:  Energy Blast 8d6, Affects Desolidified Any form of Desolidification (+½) (60 Active Points); No Range (-½)

 

78 Running +24" (30" total), Reduced Endurance (0 END; +½) (78 Active Points)

 

6 +3 PER with all Sense Groups (9 Active Points); OIF (-½)

2 Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-½)

11 Detect A Class Of Things 18-/15- (Unusual Group), Sense, Targeting (17 Active Points); OIF (-½)

13 Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); OIF (-½)

 

Perks

2 Reputation (A small to medium sized group) 8-, +2/+2d6

1 Reputation (A medium-sized group) 8-, +1/+1d6

8 Money:  Wealthy

 

Talents

18 Combat Luck (9 PD/9 ED)

18 Lightning Reflexes: +12 DEX to act first with All Actions

 

Skills

3 Acrobatics 12-

3 Science Skill:  Biology 15-

3 Science Skill:  Genetics 15-

3 Science Skill:  Biochemistry 15-

3 Computer Programming 15-

3 KS: Cooking 15-

3 Electronics 15-

3 Mechanics 15-

3 Inventor 15-

3 Systems Operation 15-

3 High Society 12-

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

5 Language:  Italian (idiomatic; literate)

5 Language:  Arabic (Modern) (idiomatic; literate)

3 Paramedics 15-

3 PS: Writing 15-

 

Total Powers & Skill Cost:  327

Total Cost:  454

 

200+ Disadvantages

10 Vulnerability:  1 ½ x STUN High Temp (Common)

10 Vulnerability:  1 ½ x BODY High Temp (Common)

10 Vulnerability:  1 ½ x Effect High Temp (Common)

10 Hunted:  SCI industries 8- (As Pow; Harshly Punish)

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

204 Experience Points

 

Total Disadvantage Points:  454

Earned Experience:  0

Spent Experience:  204

Unspent Experience:  0

 

Background/History:  Dr. Alexander Reynolds was researching super condustors for SCI industries.  When an accident resulted in a stable compound, he was delighted. But the stability was dependent on each donor's structure and had to be living.  When his superiors balked at his findings, he resigned and continued in private. Then SCI offered to hire him back. He refused. Then came the lawsuits.  But he continued his research until finally he produced a viable stable sample. Then came the explosion. He awoke to find his lab being ransacked. Having the one sample in his hands, he drank it and it bonded with him.  Now possessing super powers, he defeated the goons, but they knew nothing. So he built a sensory helmet for himself and donned a red bodysuit to become Sirocco>

 

Personality/Motivation:  Scientific curiosity.  And a dislike of those who infringe on it.  

 

Quote:  

 

Powers/Tactics:  A classic Speedster.

 

Campaign Use:  Industrial espionage, a new scientific problem and he is a world class genetic and biochemical researcher!

 

Appearance:  175 cm and 65 KG with blue eyes and black (grey temples) hair.  His costume is a red bodysuit with gold knee pads, bracers and helmet!


 

 

 

So again because the way SAS does stats, the physical stats are low.  But the rest is standard speedster.  As well SAS does basically a MP for any attacks.  And these fit thematically.  As well he has a decent background.  and a good set of skills.  To make him Champions compatible I would add about 10 pts to Dex.  and some DCV only skill levels!

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Is she a tool or is it all in her head

 

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2018 #75  Akanidi

 

 


Val Char Cost Roll Notes

13+15 STR 3 12- / 15- Lift 151.6kg/1212.6kg; 2 ½d6/5 ½d6 [½]

15 DEX 15 12- OCV:  5/DCV:  5

15 CON 10 12-

15+3 BODY 10 12- / 13-

23 INT 13 14- PER Roll 14-

25 EGO 30 14- ECV:  8

20 PRE 10 13- PRE Attack:  4d6

10 COM 0 11-

 

8+20 PD 5 Total:  8/28 PD (8/28 rPD)

8+20 ED 5 Total:  8/28 ED (8/28 rED)

4 SPD 15 Phases:  3, 6, 9, 12

6 REC 0

30 END 0

30+3 STUN 0 Total Characteristic Cost:  116

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

10 Mental Defense (15 points total)

 

24 Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 472 kg, -2 DCV, +2 PER Rolls to perceive character, 3 m tall, 2 m wide), Reduced Endurance (0 END; +½), Persistent (+½) (30 Active Points); Only In Heroic Identity (-¼)

48 Armor (20 PD/20 ED) (60 Active Points); Only In Heroic Identity (-¼)

24 Luck 6d6 (30 Active Points); Only In Heroic Identity (-¼)

128 Light/Heat:  Variable Power Pool, 100 base + 28 control cost,  (150 Active Points); Limited Power Power loses about a third of its effectiveness (Can only use half of the pool for any one power; -½); all slots Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -¼)

 

Skills

3 Computer Programming 14-

3 Electronics 14-

3 Bureaucratics 13-

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

4 Language:  English (completely fluent; literate)

4 Language:  French (completely fluent; literate)

4 Language:  Greek (Modern) (completely fluent; literate)

4 Language:  Korean (completely fluent; literate)

4 Language:  Mandarin (completely fluent; literate)

4 Language:  Spanish (completely fluent; literate)

4 Language:  Urdu (completely fluent; literate)

3 Mechanics 14-

3 Navigation 14-

3 TF:  Combat Aircraft, Large Planes, Small Planes

3 Science Skill:  Physics 14-

3 Science Skill:  Xeno-anthropology 14-

7 Power 16-

20 +4 with OCV

 

Total Powers & Skill Cost:  322

Total Cost:  438

 

200+ Disadvantages

5 Accidental Change:  8- (Uncommon)

25 Distinctive Features:  (Not Concealable; Extreme Reaction; Detectable By Virtually Everyone)

10 Physical Limitation:  Not in control of own actions when in Akanidi form (Frequently; Slightly Impairing)

10 Psychological Limitation:  (Common; Moderate)

15 Social Limitation:  Secret ID (Frequently; Major)

173 Experience Points

 

Total Disadvantage Points:  438

Earned Experience:  0

Spent Experience:  173

Unspent Experience:  0

 

Background/History:  Marva Raevski died on Mars.  That was the official story. So when she showed up alive in Belarus two years later, it was an official embarrassment.  So she was quietly shipped out overseas and eventually ended up in Mexico. Then on a conjunction with Mars she heard the word Akanidi in here head and her world exploded in a blaze of light and fire.  After a short rampage, the name was repeated and she returned to normal. Since then she has lived a quiet life in Mexico, but the voice occasionally forces her to transform for mysterious ends. Marva is afraid what the voice is and slowly tries to make sense of her life!

 

Personality/Motivation:  As Marva, to try and find out what the voice in her head wants.  As Akanidi, there seems to be little to connect her actions.

 

Quote:  

 

Powers/Tactics:  As Akanidi, she has great control over light and heat.  This includes EB, flash, Change Environment, Invisibility, darkness, and similar.  Add the great durability in her Akanidi form and you have a formidable person.

 

Campaign Use:  Mysterious super with a mysterious agenda.

 

Appearance:  As Marva 163 cm and 59 Kg with brown hair and blue eyes.  As Akanidi, 300 cm and 472 Kg glowing orange and yellow with a blazing corona in place of hair!


 

 

 

So I like the idea.  The mysterious background makes it so she can be an ally or an opponent as the story dictates.  In normal for she can be a useful ally.  But in powered form, she can be a bull in a china shop.  

 

My one disappointment is the use of Dynamic Powers (VPP in Hero) to categorize her abilities.  This is a type of hand wavium that I found way to common in this book.  Lets get some concrete abilities here.  At least Delta-V had a list of powers.  She just gets heat and light.  For an unseasoned GM this is a nightmare.  

 

But the background is cool, and I could work around the loose description, so a thumbs up!

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When did the Black Buzzard get so tough?

 

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2018 #76  Boost

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

10 DEX 0 11- OCV:  3/DCV:  3

10 CON 0 11-

10 BODY 0 11-

23 INT 13 14- PER Roll 16-

13 EGO 6 12- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

10 COM 0 11-

 

8+18 PD 6 Total:  8/26 PD (8/26 rPD)

8+18 ED 6 Total:  8/26 ED (8/26 rED)

4 SPD 20 Phases:  3, 6, 9, 12

4 REC 0

20 END 0

20 STUN 0 Total Characteristic Cost:  54

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

6 +2 PER with all Sense Groups

 

54 Gadget Pool:  Variable Power Pool, 45 base + 9 control cost,  (67 Active Points); all slots OIF (-½), Requires A Skill Roll (-½), VPP Powers Can Be Changed Only In Given Circumstance (-½)

 

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

 

33 Variable Power Pool, 30 base + 3 control cost, all slots 2 Continuing Charges lasting 1 Week each (+0) (45 Active Points); all slots OAF Immobile Fragile (-2 ¼), Limited Power Power loses about two-thirds of its effectiveness (Only to boost powers a person already has; -1 ½), VPP Can Only Be Changed Between Adventures (-½), Limited Power Power loses about a third of its effectiveness (Process is addictive; -½)

 

Perks

30 Contact:  Mob (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) (30 Active Points) 14-

10 Money:  Wealthy

 

Skills

3 Science Skill:  Biology 14-

3 CK 14-

3 Computer Programming 14-

3 CuK 14-

2 TF:  Common Motorized Ground Vehicles

3 Electronics 14-

3 CuK 14-

3 Forgery 14-

6 Language:  German (imitate dialects; literate)

4 Language:  Dutch (completely fluent; literate)

4 Language:  English (completely fluent; literate)

4 Language:  French (completely fluent; literate)

4 Language:  Greek (Modern) (completely fluent; literate)

4 Language:  Japanese (completely fluent; literate)

4 Language:  Latin (completely fluent; literate)

4 Language:  Mandarin (completely fluent; literate)

4 Language:  Portuguese (completely fluent; literate)

4 Language:  Russian (completely fluent; literate)

4 Language:  Spanish (completely fluent; literate)

3 Mechanics 14-

3 Science Skill:  Medicine 14-

3 Science Skill:  Chemistry 14-

3 Science Skill:  Pharmacology 14-

3 Analyze:  Combat 14-

3 Power:  Gadgets 14-

 

Total Powers & Skill Cost:  258

Total Cost:  312

 

200+ Disadvantages

10 Physical Limitation:  Weak legs Movement is 2" (Frequently; Slightly Impairing)

15 Social Limitation:  Secret ID (Frequently; Major)

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

72 Experience Points

 

Total Disadvantage Points:  312

Earned Experience:  0

Spent Experience:  72

Unspent Experience:  0

 

Background/History:  Pieter Hans Lissot was from a privileged family but contracted polio leaving him with very weak legs.  Researching ways to fix his legs, he instead found a way to boost tissue samples of people with powers.  He wanted to pursue this avenue, but it would be more than his family had. So he made a deal with organized crime. What he didn't tell his backers was that the process had small side effects and was addictive.  Using his new superpowered followers, he broke the control over him and re-negotiated his deal. Since then he boosts people for a fee, and uses his money to further his research for a cure.

 

Personality/Motivation:  Noble ends but ignoble means.  

 

Quote:  

 

Powers/Tactics:  He has no real powers of his own except for gadgets he uses mainly for escape purposes.  Instead you will meet his minions, small power supers who he has boosted. The addictive property ensures he has their loyalty!

 

Campaign Use:  Source of supers for organized crime!

 

Appearance:  183 cm and 68 Kg with blond hair and green eyes.  He wears fine suits and has a set of crutches to walk with!


 

 

 

Need a reason why the opposition is getting nastier.  Here's the explanation.  And he's also an example of noble ends with ignoble means.  Seriously you can sympathise with his plight, but what he is doing is creating a lot of harm.  

 

He's not a fighter, and should remain a background guy.  Played right he could bedevil the heroes for a long time.

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I speak for the trees!

 

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2018 #77  Congo

 

 


Val Char Cost Roll Notes

18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]

20 DEX 30 13- OCV:  7/DCV:  7

20 CON 20 13-

13 BODY 6 12-

13 INT 3 12- PER Roll 12-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

16 COM 3 12-

 

10+6 PD 6 Total:  10/16 PD (10/16 rPD)

10+6 ED 6 Total:  10/16 ED (10/16 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

8 REC 0

40 END 0

32 STUN 0 Total Characteristic Cost:  117

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

 

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

 

36 Gadget Pool:  Variable Power Pool, 30 base + 6 control cost,  (45 Active Points); all slots OIF (-½), Requires A Skill Roll (-½), VPP Powers Can Be Changed Only In Given Circumstance (-½)

 

35 Multipower, 60-point reserve, all slots 16 Charges (+0) (60 Active Points); all slots OAF (-1)

Notes:  (x2 number of items)

3u 1)  Energy Blast 8d6, STUN Only (+0), Does x1 ½ Knockback (+½) (60 Active Points); OAF (-1)

3u 2)  Energy Blast 8d6, STUN Only (+0), Area Of Effect (One Hex; +½) (60 Active Points); OAF (-1)

 

 

Perks

30 Jetski:  Vehicles & Bases

 

Skills

3 Acrobatics 13-

2 TF:  Jet Skis, Two-Wheeled Motorized Ground Vehicles

3 Streetwise 12-

3 CK 12-

3 CK 12-

3 Climbing 13-

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

4 Language:  English (completely fluent; literate)

4 Language:  Kilcongo (completely fluent; literate)

4 Language:  Lingala (completely fluent; literate)

3 KS: Law 12-

3 Navigation 12-

3 Forensic Medicine 12-

3 Stealth 13-

3 Tracking 12-

3 Survival 12-

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

5 +1 with DCV

10 +2 with OCV

3 Power:  Gadgets 12-

 

Total Powers & Skill Cost:  203

Total Cost:  320

 

200+ Disadvantages

15 Enraged:  Berserk If animals are harmed (Uncommon), go 8-, recover 14-

15 Social Limitation:  Secret ID (Frequently; Major)

5 Hunted:  Police 8- (As Pow; Limited Geographical Area; Harshly Punish)

85 Experience Points

 

Total Disadvantage Points:  320

Earned Experience:  0

Spent Experience:  85

Unspent Experience:  0

 

Background/History:  Marisa Tambolt's father was a game warden in the Republic of the Congo.  She grew up learning to hunt, track, and live in the wilds. Then he was killed by poachers, and she wanted revenge. Tracking them down, she beat them all and rescued the animals they had captured and were planning to sell.  Realizing she needed to be more proactive she obtained a pair of water guns and a modified jet ski and took to the rivers of her country as Cong, protector of the wilds!

 

Personality/Motivation:  To protect the trees.  And everything else!

 

Quote:  

 

Powers/Tactics:  If overt, she rides in on her jet ski and goes in blazing.  If covert, then she will try to sneak in and do the damage and sneak out.

 

Campaign Use:  Environmental activist who has decided to take matters into her own hands!

 

Appearance:  179 cms and 73 KG with black hair and eyes.  She wears what appears to be a game warden's uniform with a large hat.  The hair is actually a wig to change her hair, and a mask to help hide her identity!

 

 

 

This one I did not like.  Environmental activist goes overboard.  

 

But the concept of the jet ski and water guns was cool.  But unless you are doing an adventure in the Congo, you probably will not run into her.  

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He's a gorilla, not a chimp! (Sigh)

 

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2018 #78  Deadeye Chimp

 

 


Val Char Cost Roll Notes

30+10 STR 20 15- / 17- Lift 1600.0kg/6400.0kg; 6d6/8d6 [¾]

20 DEX 30 13- OCV:  7/DCV:  7

25 CON 30 14-

15+2 BODY 10 12-

13 INT 3 12- PER Roll 15-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

16 COM 3 12-

 

8+3 PD 2 Total:  8/11 PD (8/11 rPD)

9+3 ED 4 Total:  9/12 ED (8/11 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

11 REC 0

50 END 0

43+2 STUN 0 Total Characteristic Cost:  137

 

Movement: Running: 6"/12"

Leaping: 11"/22"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

15 Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 964 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Always On (-½)

 

20 Luck 4d6

5 feet as hands:  Extra Limb (1)

36 Gadget Pool:  Variable Power Pool, 30 base + 6 control cost,  (45 Active Points); all slots OIF (-½), Requires A Skill Roll (-½), VPP Powers Can Be Changed Only In Given Circumstance (-½)

 

9 +3 PER with all Sense Groups

 

9 Armor (3 PD/3 ED)

5 Tracking with Normal Smell

8 Knockback Resistance -4"

7 Leaping +5" (11"/13" forward, 5 ½"/6 ½" upward), Reduced Endurance (0 END; +½) (7 Active Points)

 

7 Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +½) (15 Active Points); Hand-To-Hand Attack (-½), Restrainable (-½)

30 9mm pistols:  Energy Blast 10d6, 2 clips of 12 Charges (+0) (50 Active Points); OAF (-1) [12]

Notes:  (x2 number of items)

 

Perks

5 Fringe Benefit:  Concealed Weapon Permit (where appropriate), License to practice a profession, Private Investigator License

5 Money:  Well Off

15 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources), Organization Contact (x3) (15 Active Points) 11-

 

Talents

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

 

Skills

7 Acrobatics 15-

5 CK 14-

7 Climbing 15-

2 TF:  Common Motorized Ground Vehicles

5 Interrogation 13-

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

5 Language:  English (idiomatic; literate)

5 Language:  Spanish (idiomatic; literate)

3 KS: Law 12-

5 Criminology 13-

7 Tracking 14-

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

24 +3 with All Combat

7 Concealment 14-

 

Total Powers & Skill Cost:  279

Total Cost:  416

 

200+ Disadvantages

25 Distinctive Features:  (Not Concealable; Extreme Reaction; Detectable By Virtually Everyone)

10 Social Limitation:  Public ID (Occasionally; Major)

15 Psychological Limitation:  Code vs Killing (Common; Strong)

166 Experience Points

 

Total Disadvantage Points:  416

Earned Experience:  0

Spent Experience:  166

Unspent Experience:  0

 

Background/History:  In Los Angeles if you have an unusual problem, you want an unusual private investigator.  Edgar is a bull gorilla who stands upright, speaks eloquently and is never found without his trenchcoat and cellphone.  How he came to be is still a mystery, but Edgar has used his skills to open DeadEye Chimp Investigations. No case is too unusual.  

 

Personality/Motivation:  A private investigator and a weirdness magnet!

 

Quote:  

 

Powers/Tactics:  A classic investigator.  Think "Rockford File" and "Columbo".  Add the ability of a fully grown male gorilla.  And add some gadgets and weapons. He carries a pair of 9mm pistols, but has vowed to never kill, so he uses them for trickshots or on targets he is certain can take the punishment.

 

Campaign Use:  A gorilla PI.  There has to be some way you can work him in!

 

Appearance:  A fully grown gorilla (200cm and 241 Kg) with black fur and eyes.  He wears decent clothes with brown trench coat.

 

 

 

 

 

This on they got right though.  He oozes interesting.  From possible hooks on his background, to the fact that he is a licsensed PI with the skills and tool to back it up.  He can be used in a number of scenarios.  And If you game is not in LA, just move him over.  

 

 

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Rock and roll SUPERstar!

 

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2018 #79  Feedback

 

 


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-

20 EGO 20 13- ECV:  7

20 PRE 10 13- PRE Attack:  4d6

16 COM 3 12-

 

8+15 PD 5 Total:  8/23 PD (8/23 rPD)

8+15 ED 4 Total:  8/23 ED (8/23 rED)

4 SPD 10 Phases:  3, 6, 9, 12

7 REC 0

40 END 0

28 STUN 0 Total Characteristic Cost:  115

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

15 Luck 3d6

 

77 Motion :  Variable Power Pool, 60 base + 17 control cost,  (90 Active Points); Limited Power Power loses about a third of its effectiveness (Can only use half of the pool for any one power; -½); all slots Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -¼)

 

48 Change Environment 1" radius, -2 to Normal Hearing PER Rolls, +4 Points of Damage, Multiple Combat Effects, Reduced Endurance (0 END; +½) (48 Active Points)

 

22 Force Field (15 PD/15 ED), Reduced Endurance (0 END; +½) (45 Active Points); OAF (-1)

67 Multipower, 90-point reserve, all slots Reduced Endurance (0 END; +½) (135 Active Points); all slots OAF (-1)

3u 1)  Energy Blast 14d6 (70 Active Points); OAF (-1)

2u 2)  Hearing Group Flash 14d6 (42 Active Points); OAF (-1)

4u 3)  Energy Blast 9d6, Area Of Effect (One Hex; +½), Does x1 ½ Knockback (+½) (90 Active Points); OAF (-1), No Range (-½)

 

Perks

30 Follower

 

Skills

5 KS: Music 15-

2 TF:  Common Motorized Ground Vehicles

6 PS: Guitar 16-

6 PS: Singing 16-

3 Seduction 13-

4 KS: Poetry 14-

3 Power 13-

10 +2 with HTH Combat

5 +1 with OCV

 

Total Powers & Skill Cost:  320

Total Cost:  435

 

200+ Disadvantages

10 Social Limitation:  Public ID (Frequently; Minor)

5 Psychological Limitation:  Subject to orders (Uncommon; Moderate)

10 Dependent NPC:  Groupie of the week 8- (Normal)

210 Experience Points

 

Total Disadvantage Points:  435

Earned Experience:  0

Spent Experience:  210

Unspent Experience:  0

 

Background/History:  System Crash has been touring since the 1990s.  The fill stadiums and sell platinum albums. Much of this is due to King Volt.  The villain attacked a concert, and the electricity that coursed through the applifier affected lead singer Johnny Cross, gifting him with powers over sound.  His record company, seeing a cash cow, re-invented the band as ROCK HEROES. Now he tours the country performing and fighting crime. He's Feedback!

 

Personality/Motivation:  He's a superpowered rock star.  

 

Quote:  

 

Powers/Tactics:  Already having great control over sound, he also has the BLASTER GUITAR to focu his powers and give him some offensive punch.  Thus he will use his other powers for defence and movement!

 

Campaign Use:  A Wild Card.  Also it is there that the whole band got powers.  

 

Appearance:  188 cm and 100 Kg with blue eyes and long sandy hair.  He wear heavy metal leathers and has a gleaming guitar!



 

 

One in a long line of rock heroes. And villains, remember Hero's Road Kill. Well he is in distinguished company. And he has the standard sound based power set. Again they gave him the VPP, but at least they added the souped up guitar. He's not really mercenary, but his management is and they'll insure his at a place where some action is happening. Possible plot is they are causing the problems to make him look good. 

Another addition is that the whole band got powers. 

On the whole he's servicable!

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Chinese hero?

 

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2018 #80  Gang Zhao

 

 


Val Char Cost Roll Notes

20+20 STR 10 15- / 19- Lift 1600.0kg/25.6tons; 6d6/10d6 [2/4]

20 DEX 30 13- OCV:  7/DCV:  7

20 CON 20 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

18 EGO 16 13- ECV:  6

18 PRE 8 13- PRE Attack:  3 ½d6

16 COM 3 12-

 

8+19 PD 4 Total:  8/27 PD (8/23 rPD)

8+19 ED 4 Total:  8/27 ED (8/23 rED)

4 SPD 10 Phases:  3, 6, 9, 12

8 REC 0

40 END 0

30 STUN 0 Total Characteristic Cost:  108

 

Movement: Running: 6"/12"

Leaping: 6"/12"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

31 Steel coins:  Energy Blast 10d6, 12 Recoverable Charges (+¼) (62 Active Points); OAF (-1) [12 rc]

 

6 Steel form:  Life Support  (Expanded Breathing; Safe in High Radiation) (7 Active Points); Only In Heroic Identity (-¼)

32 Steel form:  Density Increase (1,000 kg mass, +20 STR, +4 PD/ED, -4" KB), Reduced Endurance (0 END; +½), Persistent (+½) (40 Active Points); Only In Heroic Identity (-¼)

7 +10 STR, Reduced Endurance (0 END; +½) (15 Active Points); No Figured Characteristics (-½), Linked (Steel form; -½), Only In Heroic Identity (-¼)

30 Armor (15 PD/15 ED) (45 Active Points); Linked (Steel form; -¼), Only In Heroic Identity (-¼)

11 Steel form:  Hand-To-Hand Attack +2d6, Does x1 ½ Knockback (+½), Reduced Endurance (0 END; +½) (20 Active Points); Hand-To-Hand Attack (-½), Only In Heroic Identity (-¼)

 

Perks

8 Money:  Wealthy

 

Skills

3 Acrobatics 13-

4 TF:  Common Motorized Ground Vehicles, SCUBA, Skiing (snow)

3 Survival 12-

2 CuK: America 11-

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

5 Language:  Cantonese (idiomatic; literate)

4 Language:  English (completely fluent; literate)

5 Acting 14-

3 PS: Writing 12-

10 +2 with Ranged Combat

9 +3 with any Strike

 

Total Powers & Skill Cost:  182

Total Cost:  290

 

200+ Disadvantages

10 Social Limitation:  Public ID (Frequently; Minor)

10 Distinctive Features:  (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

10 Hunted:  Chinese Gov't 8- (Mo Pow; NCI; Watching)

 

 

Finally a Chinese hero who isn't a Martial Arts master.  And I like his power set.  But he could use a few more powers, but on the whole he's good to go.

 

Personality wise he is cool also.  He's certainly on the side of the angels, but prefers to keep it more low key.  And if you want some Chinese action (Hong Kong Action theater) then he's your man.  

 

I like him!

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OHHH!  What's this?  Squirrel!

 

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2018 #81  Star Imp

 

 


Val Char Cost Roll Notes

5 STR -5 11- Lift 100.0kg; 2d6

11 DEX 3 11- OCV:  4/DCV:  4

10 CON 0 11-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

25 EGO 30 14- ECV:  8

25 PRE 15 14- PRE Attack:  5d6

10 COM 0 11-

 

9 PD 7 Total:  9 PD (8 rPD)

8 ED 6 Total:  8 ED (8 rED)

4 SPD 19 Phases:  3, 6, 9, 12

4 REC 0

20 END 0

21 STUN 0 Total Characteristic Cost:  75

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

Teleportation: 10"/80"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

22 Shape Shift  (Hearing Group, four (max) shapes), Instant Change, Reduced Endurance (0 END; +½) (22 Active Points)

 

29 +5 STR, Reduced Endurance (0 END; +½), Affects Physical World (+2) (29 Active Points) (Modifiers affect Base Characteristic)

 

22 Electric form:  Elemental Control, 44-point powers

40 1)  Telepathy 6d6, Reduced Endurance (0 END; +½), Area Of Effect (10" Radius; +1 ¼) (82 Active Points); Limited Class Of Minds [Subset of a class] (Computers; -½)

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

45 3)  Desolidification , Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (90 Active Points); Always On (-½)

23 4)  Energy Blast 4d6, Area Of Effect (One Hex; +½), Reduced Endurance (0 END; +½), Affects Physical World (+2) (80 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only vs electronics, does no damage otherwise; -1 ½)

20 5)  Teleportation 10", x8 Noncombat, Safe Blind Teleport (+¼), Reduced Endurance (0 END; +½) (52 Active Points); Limited Power Power loses about a third of its effectiveness (Not through insulated material; -½)

22 6)  Life Support  (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Self-Contained Breathing) (35 Active Points)

 

Perks

1 Reputation (A medium-sized group) 11-, +1/+1d6

 

Talents

27 Universal Translator 18-

 

Skills

3 Computer Programming 11-

 

Total Powers & Skill Cost:  285

Total Cost:  360

 

200+ Disadvantages

15 Physical Limitation:  Size of a child (Frequently; Greatly Impairing)

10 Reputation: , 11-

20 Psychological Limitation:  Will not fight (Very Common; Strong)

25 Distinctive Features:  (Not Concealable; Extreme Reaction; Detectable By Virtually Everyone)

15 Psychological Limitation:  Being ignored (Common; Strong)

5 Dependence:  Takes 1d6 Damage (Common; 6 Hours)

5 Physical Limitation:  Amnesia (Infrequently; Slightly Impairing)

65 Experience Points

 

Total Disadvantage Points:  360

Earned Experience:  0

Spent Experience:  65

Unspent Experience:  0

 

Background/History:  The Russian to Mars was plagued with problems, so when transmissions died off and didn't come back on, the project was quietly closed down.  Then 687 days later a complex transmission came through. But it was so complex it could not be deciphered. So for 40 years it was "buried".  Then a dedicated and brilliant researcher after a year of effort, broke the code and out came Star Imp. A bio energy life form, it was extremely immature and playful, but had no clear idea of its history.  It is thought that in the transmission, some was garbled. So it wanders the world, especially any facility with a space program. Some speculate it wants to go home, but Star Imp can't or won't tell!

 

Personality/Motivation:  Imagine a hyper six year old with powers.  He just wants to have fun.

 

Quote:  

 

Powers/Tactics:  Permanently in energy form, he is desolid, can t-port and can generate an electric shock the effects electronics.

 

Campaign Use:  Comedy!

 

Appearance:  100 cm and 1 kg with mirrored eyes and no hair.  And his hair is green with what appears to be a green bodysuit!



 

 

 

Want to add a bit of levity to your campaign?  Here's Star Imp.  He's got a short attention span, a huge curiosity, and the ability to get anywhere he wants.  If you have seen Roger Rabbit, think him!  But only use him to cause problems for everyone.  He's not malicious, just majorly immature.  

 

As long as he is used for this, then he's perfect.  Serious arcs are not made with him in mind, unless it is a final one where he finally goes home.

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He's another super mage.  

 

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2018 #82  Tyler Brand

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

15 DEX 15 12- OCV:  5/DCV:  5

15 CON 10 12-

10 BODY 0 11-

20 INT 10 13- PER Roll 13-

23 EGO 26 14- ECV:  8

23 PRE 13 14- PRE Attack:  4 ½d6

10 COM 0 11-

 

8 PD 5 Total:  8 PD (8 rPD)

8 ED 5 Total:  8 ED (8 rED)

4 SPD 15 Phases:  3, 6, 9, 12

6 REC 0

30 END 0

25 STUN 0 Total Characteristic Cost:  102

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

35 Gadget Pool:  Variable Power Pool, 30 base + 5 control cost,  (45 Active Points); all slots OAF (-1), Requires A Skill Roll (-½), VPP Powers Can Be Changed Only In Given Circumstance (-½)

 

94 Magic:  Variable Power Pool, 80 base + 14 control cost,  (120 Active Points); Limited Power Power loses about a third of its effectiveness (Can only use half of the pool for any one power; -½); all slots Extra Time (5 Minutes, Only to Activate, -1), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -¼)

 

13 Phantasm Ruby:  Elemental Control, 52-point powers,  (26 Active Points); all slots OAF (-1)

42 1)  Mental Illusions 8d6, Reduced Endurance (0 END; +½), Area Of Effect (6" Radius; +1), Selective (+¼) (110 Active Points); OAF (-1)

28 2)  Sight, Mental, Hearing, Smell/Taste, Touch and Mystic Groups Images 1" radius, +/-5 to PER Rolls, Alterable Size, Reduced Endurance (0 END; +½) (82 Active Points); OAF (-1)

13 3)  Invisibility to Sight and Hearing Groups , No Fringe, Reduced Endurance (0 END; +½) (52 Active Points); OAF (-1)

 

Perks

5 Money:  Well Off

 

Skills

4 Animal Handler (Canines) 15-

3 High Society 14-

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

6 Language:  Demonic (imitate dialects; literate)

6 Language:  Latin (imitate dialects; literate)

10 PS: Occult 20-

7 Stealth 14-

7 Tracking 15-

7 Power 15-

8 +1 with All Combat

5 Analyze:  Combat 14-

 

Total Powers & Skill Cost:  302

Total Cost:  404

 

200+ Disadvantages

20 Hunted:  Forces of Darkness 8- (Mo Pow; NCI; Harshly Punish)

10 Psychological Limitation:  Nightmares (Common; Moderate)

15 Rivalry:  Professional, Sydonay  (Ancestor), Rival is More Powerful, Seek to Harm or Kill Rival, Rival Aware of Rivalry

159 Experience Points

 

Total Disadvantage Points:  404

Earned Experience:  0

Spent Experience:  159

Unspent Experience:  0

 

Background/History:  When you have trouble of a mystical variety, especially the darkest type, there is one who will help you...Tyler Brand.  Operating out of a mansion in Washington Square Park, he may just give advice, offer sanctuary or in rare cases, grab his arsenal of mystic items and go forth.  This is when people get nervous, as it means some serious problems has arisen. Why he does this remains a mystery, but his power is obvious.

 

Personality/Motivation:  Tyler is a descendant of a demoness, and has vowed to oppose her and her ilk whenever he can.  This has made him intense and private.

 

Quote:  

 

Powers/Tactics:  A powerful mage he also possesses the Phantasm Ruby which can make illusions, project images into a mind, and make the user invisible!  As well he has a collection of magic items that he will bring out depending on the opposition!

 

Campaign Use:  A super mage.  When you want it to go into Drs Fate and Strange territory, he is your man!

 

Appearance:  178 cm and 72 Kg with black hair and blue eyes.  He wears a proper suit with vest with his pendant prominent on a chain.  Over this he wears a blue overcoat!



 

 

 

So another in a long line of dark, brooding mages who help out when thing man was not meant to...... you get the drift.  

 

At least they gave him two pools, one for mystical gadgets and one for spells.  I actually like the gadget pool idea, it is a bit different and gives him more variety.  

 

But again, it is a set of Dynamic Powers (AKA VPP).  I know that super mages in the comics are extremely versatile, but they are also 600-800 point PC's.  At a lower level, some go to powers (a MP) and a smaller VPP to represent the rituals would be more what I would allow.  But he's servicable!

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What is the secret of his glowing ball!

 

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2018 #71 Striker

 

 


Val Char Cost Roll Notes

15 STR 5 19- Lift 25.6tons; 10d6

18 DEX 24 13- OCV:  6/DCV:  6

23 CON 26 14-

15 BODY 10 12-

10 INT 0 11- PER Roll 13-

10 EGO 0 11- ECV:  3

15 PRE 5 12- PRE Attack:  3d6

10 COM 0 11-

 

12 PD 12 Total:  12 PD (12 rPD)

12 ED 7 Total:  12 ED (12 rED)

6 SPD 32 Phases:  2, 4, 6, 8, 10, 12

5 REC 0

46 END 0

27 STUN 0 Total Characteristic Cost:  121

 

Movement: Running: 15"/120"

Leaping: 19"/76"

Swimming: 2"/4"

 

Cost Powers END

12 Damage Resistance (12 PD/12 ED)

 

22 +35 STR, Reduced Endurance (0 END; +½) (59 Active Points); No Figured Characteristics (-½), OIF (-½) (Modifiers affect Base Characteristic)

4 +2 PER with all Sense Groups (6 Active Points); OIF (-½)

13 Leaping +9" (19" forward, 9 ½" upward) (Accurate, x4 Noncombat) (19 Active Points); OIF (-½) 2

3 Mental Defense (7 points total) (5 Active Points); OIF (-½)

48 Running +9" (15" total), x8 Noncombat, Reduced Endurance (0 END; +½) (48 Active Points)

7 Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +½) (15 Active Points); Hand-To-Hand Attack (-½), OIF (-½)

46 Energy Blast 8d6, Reduced Endurance (0 END; +½), Does x1 ½ Knockback (+½) (80 Active Points); OIF (-½), Limited Range (-¼)

 

Perks

5 Money:  Well Off

1 Reputation (A medium-sized group) 11-, +1/+1d6

 

Talents

12 Lightning Reflexes: +8 DEX to act first with All Actions

 

Skills

3 Acrobatics 13-

4 CK 12-

4 KS: Cooking 12-

3 TF:  Common Motorized Ground Vehicles, SCUBA

2 CuK: American 11-

5 Gambling 12-

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

4 Language:  Spanish (completely fluent; literate)

4 Language:  English (completely fluent; literate)

3 Paramedics 11-

3 KS: Sports medicine 11-

4 KS: Dance 12-

5 Seduction 13-

5 PS: Football / Soccer 13-

7 Streetwise 14-

8 +1 with All Combat

 

Total Powers & Skill Cost:  238

Total Cost:  359

 

200+ Disadvantages

10 Social Limitation:  Public ID (Frequently; Minor)

15 Physical Limitation:  Loses powers if out of contact with the Power Ball for over 60 seconds (Frequently; Greatly Impairing)

134 Experience Points

 

Total Disadvantage Points:  359

Earned Experience:  0

Spent Experience:  134

Unspent Experience:  0

 

Background/History:  Soccer is huge in many parts of the world and Miguel deHelios loved it.  He loved the game, the fame, the parties. What he disliked was the politics, especially about who would play and who would not, and who would become a star.  Miguel was loyal to his players. But after a time it became too much and he decided to retire. Not knowing what to do with his life, he wandered South America.  Eventually he found himself in Peru, and found an old ruined temple. As he was poking around he found a round object about the size of a soccer ball, and reflexes made him kick lick it lightly.  He felt a surge of strength, and when he kicked it again it shattered the boulder it hit as it travelled across the field. He started testing his strength, but found it started to disappear after about a minute.  Touching the mysterious ball again recharged him. Coming out of the jungle with the mysterious sigil covered ball, he pondered what to do when he saw a report of super heroes fighting crime and rescuing people. Now he knew his path, he would become Striker, the Football Hero!

 

Personality/Motivation:  Combination of fighting for justice and for the thrill of the action!

 

Quote:  

 

Powers/Tactics:  Striker has great strength, speed and durability.  So he moves around a lot and attacks from different directions.  As well he can kick the ball towards an opponent for a surprise short range attack.  

 

Campaign Use:  He's rich, famous and  has a desire for justice.  He can be an ally, and maybe even a mentor.

 

Appearance:  186 cms and 114 Kg with black hair and eyes. His costume is a green on green soccer uniform and he carries what looks like a soccer ball!

 

 

 

 

 

So a decent background with some possible hooks.  Especially what is that ball?  This is erriely similar to early Thor comics (if separated for longer that a minute from his hammer he becomes Donald Blake).  Only he does not have an alternate identity.  But the opening is there.

 

Power wise he's good.  A fast brick with a few extras.  He has a lot of ways to improve and broaden!

 

So I like!

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