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Mr. R

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Soul Rippers more stable sister

 

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2019 #54  Ventura

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

20 DEX 30 13- OCV:  7/DCV:  7

20 CON 20 13-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

21 EGO 22 13- ECV:  7

15 PRE 5 12- PRE Attack:  3d6

18 COM 4 13-

 

8+20 PD 6 Total:  8/28 PD (8/28 rPD)

8+20 ED 4 Total:  8/28 ED (8/28 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

6 REC 0

40 END 0

25 STUN 0 Total Characteristic Cost:  119

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

16 Mental Defense (20 points total)

 

33 Telepathy 4d6, Invisible Power Effects (Fully Invisible; +½), Cumulative (96 points; +1) (50 Active Points); No Range (-½) 5

 

25 Elemental Control, 50-point powers

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

69 2)  Telekinesis (50 STR), Reduced Endurance (½ END; +¼) (94 Active Points) 3

25 3)  Energy Blast 10d6 (50 Active Points) 5

 

Perks

7 Money:  Wealthy

5 Favor

1 Contact (Contact has been blackmailed by the character, Contact has useful Skills or resources, Contact limited by identity) 8-

1 Contact (Contact has been blackmailed by the character, Contact has useful Skills or resources, Contact limited by identity) 8-

 

Skills

3 Bureaucratics 12-

3 Trading 12-

9 Seduction 15-

3 High Society 12-

3 Persuasion 12-

 

Total Powers & Skill Cost:  236

Total Cost:  355

 

200+ Disadvantages

10 Psychological Limitation:  Code of Honour (Common; Moderate)

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

15 Psychological Limitation:  Greed (Common; Strong)

15 Psychological Limitation:  Overconfident (Common; Strong)

15 Social Limitation:  Secret ID (Frequently; Major)

85 Experience Points

 

Total Disadvantage Points:  355

Earned Experience:  0

Spent Experience:  85

Unspent Experience:  0

 

Background/History:  Linda Swanson is the half sister to Dennis Swanson (Soul Ripper) and joined him in the research institute looking into powers.  Like her sibling she was given tests and procedure to open up her powers and soon her telekinesis was operating at levels never seen before.  Unknown to the researcher, she also developed a powerful telepathic ability which she kept hidden, even from her brother. While her brother went into super crime, Linda went into working.  She had a marketing degree, and with her telepathy, could find out what people wanted before they knew it themselves. As well she became an escort, and used info she gleaned to make key investments.  Now she is rich, and BORED. Seeing what Dennis was doing, she made a simple costume and placed her name out as a super called Ventura. Now life is fun again.

 

Personality/Motivation:  She's a thrill seeker.  Live life. If she can make a profit out of it, so much the better.  

 

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Powers/Tactics:  First, she's a powerful telekinetic. She can lift a large amount, protect herself with a force field and fire bolts of TK energy.  As well she has a strong telepathic ability. It has almost no range and takes time, but there is almost no secret she can pull out.  

 

Campaign Use:  

 

Appearance:  181 cm tall and 64 KG with shoulder length blond hair and brown eyes.  Her costume is a plain black ninja like outfit that covers her head to toe.  

 

 

 

 

 

There are not many female villains here, but the ones that appear I on the whole like.  Ventura is one I like.  She does not really need to do this, but does it for fun.  As a result there are some crimes she will not do and her Code will keep her from doing more deadly actions.  

 

Personality wise she's a thrill seeker.  Girl just wants to have fun.  Because she is such a powerful TK, and is competent and has no real crippling psych lims she is wanted whenever an ad hoc team is being made.  She eventually wants to join a stable team, and probably would like to be in a group like GRAB or Larceny Inc.  Super thieves.  

 

Power wise she has a nasty set of TK powers.  She can place a shield around herself, hold one person in place and proceed to blast a second.  All she is missing is flight.  Also she has a powerful telepathy and people seldom realize she looking into their mind.  This could allow her to be one step ahead of heroes as she has inside info.

 

Side note:  Soul Ripper and Ventura could be paired together but his superiority complex would certainly grate on Ventura.  

 

Side Side note:  It is mentioned that Soul Ripper and Ventura are half siblings.  This leaves open other potential half siblings scattered across the continent.  Who is daddy and what are his plans?   Also a potential PC who finds out his family is made up of a super thief and a meta human bigot.  

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He's going to clean up the Meta Street

 

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Warmonger

 

 


Val Char Cost Roll Notes

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

20 DEX 30 13- OCV:  7/DCV:  7

18 CON 16 13-

15 BODY 10 12-

15 INT 5 12- PER Roll 12-

13 EGO 6 12- ECV:  4

18 PRE 8 13- PRE Attack:  3 ½d6

12 COM 1 11-

 

10 PD 7 Total:  10 PD (10 rPD)

10 ED 6 Total:  10 ED (10 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

7 REC 0

36 END 0

32 STUN 0 Total Characteristic Cost:  114

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

 

50 Luck 10d6

 

4 Martial Block +2 +2 Block, Abort

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

4 Martial Strike +0 +2 6d6 Strike

3 Martial Throw +0 +1 4d6 +v/5, Target Falls

5 Offensive Strike -2 +1 8d6 Strike

4 +1 HTH Damage Class(es)

 

Perks

18 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (18 Active Points) 8-

5 Favor

4 Fringe Benefit:  Captain

5 Money:  Well Off

 

Talents

3 Absolute Range Sense

3 Absolute Time Sense

29 Danger Sense (self only, any danger, Function as a Sense) 14-

4 Double Jointed

 

Skills

3 Acrobatics 13-

3 AK: San Francisco 12-

5 KS: Military Weapons 14-

3 Concealment 12-

7 Climbing 15-

3 Computer Programming 12-

3 Demolitions 12-

9 TF:  Common Motorized Ground Vehicles, Helicopters, Parachuting, Advanced, Parachuting, Basic, SCUBA, Skiing (snow), Tracked Military Vehicles, Wheeled Military Vehicles

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

3 Contortionist 13-

7 Fast Draw 15-

7 Paramedics 14-

3 CuK: History 12-

3 Interrogation 13-

3 Stealth 13-

9 Tactics 15-

7 Survival 14-

7 Tracking 14-

 

Total Powers & Skill Cost:  241

Total Cost:  355

 

200+ Disadvantages

10 Psychological Limitation:  Bad Temper (Common; Moderate)

20 Psychological Limitation:  Duty to Army (Very Common; Strong)

15 Psychological Limitation:  On a mission to save USA (Common; Strong)

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

15 Social Limitation:  Secret ID (Frequently; Major)

80 Experience Points

 

Total Disadvantage Points:  355

Earned Experience:  0

Spent Experience:  80

Unspent Experience:  0

 

Background/History:  Greg Mosby, army brat.  Graduate of West Point. Husband and father.  When on assignment with a meta human, he grew disgusted with the man's disregard for civilian casualties.  He was giving the troops a bad name. Agonising over whether his death would be beneficial to the cause, Greg eventually put him down when in a firefight with enemy troops.  No one took credit and the death remains a mystery. And Greg returned home. But a Meta fight in the US resulted in the death of his wife and damage to his two daughters. Something needed to be done.  Metas were out of control and the more lethal ones on both sides were a danger to the public. So making a costume reminiscent of army fatigues and getting a small arsenal of weapons, he has started a one man crusade to clean up the metahuman street.  Since he's started, he's killed three villains, crippled one hero and left a dozen others unconscious and tied up. He prefers to be called the Constable, but it he is better known by the name given to him by the media, Warmonger!

 

Personality/Motivation:  He's the Punisher!  

 

Quote:  

 

Powers/Tactics:  A highly trained army veteran with an arsenal of modern arms and equipment.  He always goes in with a plan and usually waits until the meta is engaged with another meta for a surprise factor.  

 

Campaign Use:  If your heroes are getting too violent sic Warmonger on them.  The fact that this man considers you too violent should make you reconsider.  

 

Appearance:  191 cm and 104 KG of solid muscle.  He has brown hair and blue eyes. He wears a suit of army fatigues with body armour and a face mask with camo paint under it.  



 

 

 

WM: "Mr R.  Where are my guns?"

Me: "You didn't have any listed on your sheet!"

WM: "But it says arsenal.  Where is my stuff!"

Me: "You didn't buy any with any points, so you get none."

WM: " But sir, it is normal equipment that you can buy in a store.  Are you saying I have to pay for everything!  Even a simple flashlight?!"

Me: "OHHH, FFS!!! Here go read this by Killer Shrike, then come back and talk to me.  I'll wait!

http://www.killershrike.com/GeneralHero/HEROEquipmentDebunk.aspx

Girl from Ipanema plays,  then Girl from Ipanema Goes to Greenland plays, then...

WM: "OK I see your point.  But still I have no equipment"

Me: "Let me do the talking!"

 

OK this is one of the failings of GURPS in the supers area.  If it costs money I don't have to pay points for it.  Sorry in a super's game, you pay.  So if you want to get an equipment stash for him, An M-16 with extra clips in a MP with normal and rubber bullets, an underslung grenade launcher with smoke, flash and concussive loads, a few regular hand thrown grenades.  Add a body armour suit and a modern HUD army helmet and you're talking about 100 pts extra.

 

If you insist on his getting the stuff for free then may I make this suggestion, it is a house rule I read about.  All normal stuff is got the real weapon and real armour limitation.  In a supers game this means a little more.

Real Weapon has in addition to all else a Reduced Penetration limitation.  This means the attack is divided in two and each goes separately to the defenses.  So 2d6 RKA is 2 X 1d6 RKA.  But this only applies to super powers or equipment.

Real Armour vs super powers or equipment is half effective.  Basically all attacks get Armour Piercing for free.

 

Now onto the NPC.  He's a Punisher rip....err homage.  He's what you bring out to show your players that they are getting too bloodthirsty or to much judge, jury, executioner.  He's not bad, but not fantastic either!

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Gurps Super Scum have two super teams, the Deadly Dozen and the Pride.  First up the Deadly Dozen.

 

The history behind the team is that in the 80s and 90s over a dozen of New York's nastiest villains got together to make life miserable for the heroes.  Numbering twelve, they ran roughshod over any super team they ran into as they usually outnumbered them.  But the team was not balanced power wise or personality wise, and soon infighting lead to a series of defeats. 

 

Fast forward a few years and the super villain Electra has plans.  She's ambitious, but realizes that she needs a team to pull it off.  So asking middlemen, she puts out feelers and interviews a number of villains, finally settling on five, Doc Adrenaline, Crosshair, Soul Ripper, Red Tempest, Telefist.  Then she moved them to the west coast and proceeded to run roughshod over California.

 

But Doc Adrenaline died of a simple heart attack, and Crosshair decided to retire.  So she put out new request and got Pro. Posessor, Speed Demon and Voltmaster.  Soul Ripper had carried a torch for Electra, and Prof. Possessor had clearly won her heart, so he left.  Speed Demon's fire ability was found out and he was renamed Blaze.  So now the team stands at six members:

 

Electra,  Leader, Electrical Control

Blaze,  Speedster

Professor Possessor,  Mentalist

Voltmaster,  Martial Artist/ Gadgeteer/Science specialist

Red Tempest,  Battlesuit

Telefist,  Brick with extendable arms

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First the team's speedster.  He is Blaze 2 because I had made another Blaze earlier as part of Seawolf's Get.  I guess it is a classic idea.

 

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2019 #57  Blaze2

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

26 DEX 48 14- OCV:  9/DCV:  9

20 CON 20 13-

13 BODY 6 12-

10 INT 0 11- PER Roll 11-

13 EGO 6 12- ECV:  4

18 PRE 8 13- PRE Attack:  3 ½d6

18 COM 4 13-

 

8+9 PD 5 Total:  8/17 PD (8/17 rPD)

8+9 ED 4 Total:  8/17 ED (8/17 rED)

7 SPD 34 Phases:  2, 4, 6, 7, 9, 11, 12

12 REC 10

40 END 0

30 STUN 0 Total Characteristic Cost:  148

 

Movement: Running: 30"/60"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

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

 

63 Running +24" (30" total), Reduced Endurance (½ END; +¼) (63 Active Points) 2

15 Healing BODY 1 ½d6 (standard effect: 4 points), Reduced Endurance (0 END; +½), Persistent (+½) (30 Active Points); Always On (-½), Self Only (-½)

 

62 Energy Blast 10d6, Personal Immunity (+¼), Reduced Endurance (½ END; +¼), Area Of Effect (30" Line; +1) (125 Active Points); Limited Power Power loses about a third of its effectiveness (Only along run line; -½), No Range (-½) 5

 

Skills

3 Acrobatics 14-

2 TF:  Common Motorized Ground Vehicles

3 Paramedics 11-

2 PS: Appraise 11-

5 KS: American Football 13-

3 Streetwise 13-

 

Total Powers & Skill Cost:  184

Total Cost:  332

 

200+ Disadvantages

5 Hunted:  Deadly dozen 8- (Mo Pow; Watching)

15 Social Limitation:  Secret ID (Frequently; Major)

20 Psychological Limitation:  Code of Honour (Very Common; Strong)

15 Dependence:  Food Powers Gain 11- Activation Roll (Common; 1 Hour)

77 Experience Points

 

Total Disadvantage Points:  332

Earned Experience:  0

Spent Experience:  77

Unspent Experience:  0

 

Background/History:  Jack Cooper loves sports.  He was a natural at it. Even without his Metahuman abilities (which he never used in competition) he could run circles around his opponents.  It was no surprise that he got a scholarship for football. But a tip and a test revealed his powers and soon he was looking for welfare. So he decided to use is powers to get some money.  Soon he had a reputation as a speed demon. So when Electra came looking for new members for her team, he asked what would it entail. Soon she convinced him and he became a member of the Deadly Dozen.  later it was found that he exudes a volatile gas when running full tilt, so some igniter were added to his costume and renamed Blaze.

 

Personality/Motivation:  Blaze looks at combat as a football game.  There's his team, and the opposition. And he enjoys the challenge. He's isn't blood-thirsty and so normals are treated with kid gloves, but if they can take it, he goes full tilt.

 

Quote:  

 

Powers/Tactics:  A speedster who leaves a flame trail behind him.  He doesn't have to hit you to hurt you. If he can he'll try to surround you with the wall.  

 

Campaign Use:  Sports guy.  If you have sports themed heroes then they may know of him.  

 

Appearance:  184 cm and 78 KG African American with brown hair and brown eyes.  He wears a black bodysuit with a flame line going from left hip to right shoulder.  



 

 

 

So Electra goes for personalities as well as powers.  She wants villains who can work together.  Blaze is an example of this.  He's not evil, just amoral.  He looks at super villainy as a game and he wants his side to win the contest.  So he's real good at team tactics.  

 

Personality.  He's a jock.  Seriously, take the high school sports nut and give him super powers and you have Blaze.  

 

Powers.  Speedster with an extra.  He can do a move-by, but he much prefers using his Wall of Fire to hurt you.  He just has to run by your hex to hit you. Also he's fast enough to tag multiple opponents.  

 

On the whole I like him.  He's a bit low costed, but that is due more to lack of skills than anything else.  Otherwise he's good!

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The queen bee of the Deadly Dozen

 

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2019 #58  Electra

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

20 DEX 30 13- OCV:  7/DCV:  7

20 CON 20 13-

10 BODY 0 11-

20 INT 10 13- PER Roll 13-

20 EGO 20 13- ECV:  7

18 PRE 8 13- PRE Attack:  3 ½d6

15 COM 3 12-

 

8+18 PD 6 Total:  8/26 PD (8/26 rPD)

8+18 ED 4 Total:  8/26 ED (8/26 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

6 REC 0

40 END 0

25 STUN 0 Total Characteristic Cost:  121

 

Movement: Running: 6"/12"

Flight: 18"/36"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

22 Elemental Control, 44-point powers

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

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

28 3)  Force Wall (8 PD/8 ED), Reduced Endurance (½ END; +¼) (50 Active Points) 2

 

60 Multipower, 60-point reserve

6u 1)  Energy Blast 8d6, Armor Piercing (+½) (60 Active Points) 6

2u 2)  Suppress 10d6 (50 Active Points); Limited Power Power loses about half of its effectiveness (Only vs electricity; -1) 5

5u 3)  Energy Blast 5d6, No Normal Defense ([Standard]; electrically insulated; +1) (50 Active Points) 5

 

Perks

8 Money:  Wealthy

 

Skills

3 Bureaucratics 13-

3 Acting 13-

3 Computer Programming 13-

3 KS: economics 13-

3 Interrogation 13-

3 KS: Law 13-

3 PS: Lawyer 13-

3 Riding 13-

3 High Society 13-

3 Streetwise 13-

3 Tactics 13-

3 Paramedics 13-

5 +1 with DCV

 

Total Powers & Skill Cost:  227

Total Cost:  347

 

200+ Disadvantages

15 Psychological Limitation:  Bad temper (Uncommon; Total)

15 Psychological Limitation:  code of Honour (Uncommon; Total)

15 Psychological Limitation:  Vengeful (Common; Strong)

15 Social Limitation:  Secret ID (Frequently; Major)

5 Hunted:  Deadly Dozen 8- (Mo Pow; Watching)

82 Experience Points

 

Total Disadvantage Points:  347

Earned Experience:  0

Spent Experience:  82

Unspent Experience:  0

 

Background/History:  Christine Chalmers was born to a wealthy family that was involved in politics.  It was expected that Christine would follow suit. She went to the best schools, and became involved with the son of a senator.  When she decided to leave him, he became violent, and her nascent powers killed him. She made it look like an accident, went into seclusion and planned how to use her powers to advance her career.  She created a persona of Electric Girl and used it to help further her ADA position. Then when she ran for office, she was approached by a reporter. He had joined some dots and threatened to expose her, or she could become his informant in the legislature.  Christine pushed him off a ledge. But the reporter had left letter to be opened upon his death and soon Christine had to pull out in disgrace. So Christine plotted her revenge. The US political system had to be destroyed. She planned for a year, she interviewed meta villains and soon she debuted her first part.  She moved to Los Angeles and her team ran rampant over the west coast. As a result many heroes relocated, which destabilized the east coast. Now she is plotting her next step. Electra will have her revenge!

 

Personality/Motivation:  Spoiled rich girl who didn't get what she wanted.  She hides it under a calculating and methodical mind.  For her nothing less than the toppling of the US government will pay for the humiliation and troubles she has endured.  As a leader Electra is a good one. She keeps her word and does not deal in wonton destruction.

 

Quote:  

 

Powers/Tactics:  Electra is an electro kinetic.  She can fly, put up lightning shields and has a suite of lightning based attacks.  She prefers to be up in the air so she can direct her team and support key members.  

 

Campaign Use:  Leader of a powerful team.  Also what of the reporter? Is he really dead?  Or is he looking to get back at Christine?

 

Appearance:  179 cm and 62 KG with long black hair and green eyes.  She wears what looks like a battlesuit that powers her electrical abilities (it is a ruse) that is blue with white circuit patterns on it.  Over this she wears a long blue cape!


 

 

 

I mentioned that the female villains in this book are on the whole satisfactory, .... except this one.  I like the idea of a woman leading a villain team, and that she has an over arcing plan and that she keep a check on her team to keep them from going mad dog.

 

But her motivations are ..... silly.  She does not have a disagreement with the patriarchal powers that be, or the demeaning treatment that all woman face, or that she was a victim of a plot to keep her in her place.  Nope.  She committed a crime, tried to hush it up, committed another crime, refused to testify on her own behalf and so..... the entire USA political system must be brought down.  Talk about a whiny.... what ever!  And her disadvantages don't seem to match her story.  I mean no vengeful?  

 

So the personality part I amended a bit.  I kept the cold, methodical part and her code of honour, (but really does she have one?) and added a few.

 

Power wise, she ok.  A classic flying blaster with a few attack options.  Where she shines is that force wall.  A well placed wall can protect team mates long enough to be able to counter attack.  

 

So with those provisos, an acceptable villain!

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He's a Russian operative threatening USA Democracy

 

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2019 #59  Professor Possessor

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

16 DEX 18 12- OCV:  5/DCV:  5

18 CON 16 13-

10 BODY 0 11-

20 INT 10 13- PER Roll 13-

24 EGO 28 14- ECV:  8

15 PRE 5 12- PRE Attack:  3d6

15 COM 3 12-

 

8+6 PD 5 Total:  8/14 PD (8/14 rPD)

8+6 ED 4 Total:  8/14 ED (8/14 rED)

5 SPD 24 Phases:  3, 5, 8, 10, 12

7 REC 0

36 END 0

26 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)

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

 

20 Precognitive Clairsentience (Sight, Hearing And Smell/Taste Groups) (60 Active Points); No Conscious Control (-2) 6

 

9 Emotions:  Detect A Class Of Things 14- (Unusual Group), Discriminatory (11 Active Points); Costs Endurance (Only Costs END to Activate; -¼) 1

 

10 Mental Defense (15 points total)

 

100 Multipower, 100-point reserve

5u 1)  Mental Illusions 10d6 (50 Active Points) 5

5u 2)  Mind Scan 10d6 (50 Active Points) 5

5u 3)  Mind Control 10d6 (50 Active Points) 5

5u 4)  Telepathy 10d6 (50 Active Points) 5

5u 5)  Mind Control 10d6, Area Of Effect (5" Radius; +1) (100 Active Points); Limited Power Power loses about half of its effectiveness (Only to make people sleep; -1) 10

 

Perks

5 Money:  Well Off

 

Talents

5 Eidetic Memory

 

Skills

3 Demolitions 13-

3 Linguist

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

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

0 3)  Language:  Swahili (imitate dialects; literate) (6 Active Points)

3 Fast Draw 12-

3 Paramedics 13-

3 Gambling 13-

3 CuK: Central Africa 13-

3 Interrogation 12-

3 WF:  Assault Rifles/LMGs, Blades, Handguns, Rifles, Shotguns, Submachine Guns, Thrown Grenades

3 KS: Law 13-

3 Lipreading 13-

3 Tactics 13-

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

 

Total Powers & Skill Cost:  248

Total Cost:  363

 

200+ Disadvantages

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

5 Hunted:  Deadly Dozen 8- (Mo Pow; Watching)

20 Psychological Limitation:  Dislike of american complacency (Common; Total)

15 Physical Limitation:  Can not swim (All the Time; Slightly Impairing)

108 Experience Points

 

Total Disadvantage Points:  363

Earned Experience:  0

Spent Experience:  108

Unspent Experience:  0

 

Background/History:  Richard Brunner wished he could remember his past.  He knows he is from central Africa, but at an early age he became a member of a child militia.  When one side began using metas, he was tested and then sent to Russia because it revealed meta human potential.  Finally after about two years, he was finally trained. As a precaution a russian telepath was brought in to wipe him memories, but something happened and too much was removed.  But Russia had a pet mentalist, and soon had him in the USA to meddle and disrupt events. Richard soon heard of the Deadly Dozen and figured with a team he could do much more. So He contacted about joining, and after an interview, was taken on.  Since then he has become close to Electra, and they have found their long term goals compatible. Romantic feelings soon followed. So now Professor Possessor will help his love in bringing down the government!

 

Personality/Motivation:  Prof. has no idea he's a weapon.  He hates indolent americans, and wants to destabilise their country in revenge for all that has happened to him.  But really how much of that is real, and how much a botched memory!

 

Quote:  

 

Powers/Tactics:  Prof. Possessor is a classic mentalist.  No TK, no pyro, just straight up telepathy, mind control, illusions and a mind scan.  He also has some precognitive abilities, but he has little control over what he sees or when.  

 

Campaign Use:  The foreign operative sent in by a hostile power.  But how loyal is he now?

 

Appearance:  189 cm and 82 KG African male with black hair and brown eyes.  His costume is a body suit blue and white, with the white going down the centre like a big white stripe.  A large blue PP is on his chest!

 

 

 

 

 

I find it a bit ironic to find a super villain who is mirroring the current political unrest in the USA.  But it fits.  Russia would send a meta operative to destabilize the USA and so we get Professor Possessor.  

 

One thing I like about him is it is mentioned he got a mind wipe that went wrong and took out the wrong memories.  But did they?  That is just what they told him and apparently no one has decided to go in and find if it is really so.  This makes for a perfect amnesiac NPC scenario.  Maybe they even implanted certain commands to go off at certain times.  Or even better, he's been given mental blocks to make him weaker than he really is.  Then at a command he's let loose (complete with TK and Pyro powers) and the Deadly Dozen needs to call heroes to stop him.  The options are endless.  

 

For powers as written he's a straight up mentalist.  His most dangerous ability is the AE Sleep (AE mind control), then his Illusions and straight Mind Control.  Note his DCV bonus is him making illusions of himself nearby so people miss him.  

 

I find this villain more compelling than Electra, as, if his memories are true, he has more justified reasons to dislike USA than Electra.  

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He's a jerk with a suit...

 

Quote

2019 #60 Red Tempest




Val Char Cost Roll Notes


15 STR 5 19- Lift 25.6tons; 10d6 [4]

18 DEX 24 14- OCV: 8/DCV: 8

18 CON 16 14-

13 BODY 6 12-

15 INT 5 12- PER Roll 12-

10 EGO 0 11- ECV: 3

20 PRE 10 13- PRE Attack: 4d6

20 COM 5 13-


8 PD 5 Total: 29 PD (29 rPD)

8 ED 4 Total: 29 ED (29 rED)

4 SPD 12 Phases: 3, 5, 8, 10, 12

7 REC 0

36 END 0

30 STUN 0 Total Characteristic Cost: 92


Movement: Running: 6"/12"

Flight: 25"/200"

Leaping: 10"/20"

Swimming: 2"/4"


Cost Powers END

8 Damage Resistance (8 PD/8 ED)

42 Armor (21 PD/21 ED); OIF (-½)


17 +35 STR (35 Active Points); OIF (-½), No Figured Characteristics (-½) 3

9 +6 DEX (18 Active Points); OIF (-½), No Figured Characteristics (-½)

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

7 +1 SPD (10 Active Points); OIF (-½)

14 +21 STUN (21 Active Points); OIF (-½)



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

7 N-Ray Perception (Sight Group) (10 Active Points); OIF (-½)

5 Mental Defense (10 points total) (8 Active Points); OIF (-½)

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



75 Multipower, 90-point reserve, all slots Reduced Endurance (½ END; +¼) (112 Active Points); all slots OIF (-½)

3u 1) Sight Group Flash 10d6 (50 Active Points); OIF (-½) 2

6u 2) Energy Blast 12d6, Armor Piercing (+½) (90 Active Points); OIF (-½) 4

6u 3) Energy Blast 9d6, Area Of Effect (5" Radius; +1) (90 Active Points); OIF (-½) 4



4 Martial Block +2 +2 Block, Abort

4 Martial Strike +0 +2 12d6 Strike

5 Offensive Strike -2 +1 14d6 Strike

3 Martial Throw +0 +1 10d6 +v/5, Target Falls


Perks

5 Money: Well Off

1 Fringe Benefit: License to practice a profession


Talents

10 Fascination


Skills

3 Acting 13-

7 Acrobatics 16-

5 PS: Journalist 14-

3 High Society 13-

3 Oratory 13-

3 Bureaucratics 13-

5 AK: LA 14-

3 Computer Programming 12-

3 Criminology 12-

2 TF: Common Motorized Ground Vehicles

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

2 WF: Handguns, Whips

3 Seduction 13-

3 Shadowing 12-

3 Stealth 14-

3 Streetwise 13-

3 Paramedics 12-


Total Powers & Skill Cost: 350

Total Cost: 442


200+ Disadvantages

0 Dependence: Stimulants Incompetence: -1 to Skill Rolls and related rolls per time increment (Easy To Obtain; 6 Hours)

15 Psychological Limitation: Overconfident (Common; Strong)

5 Hunted: Deadly Dozen 8- (Mo Pow; Watching)

25 Psychological Limitation: Likes to fight (Very Common; Total)

15 Psychological Limitation: Thrill Seeker (Common; Strong)

5 Vulnerability: 1 ½ x STUN Radiation (Uncommon)

5 Vulnerability: 1 ½ x BODY Radiation (Uncommon)

5 Vulnerability: 1 ½ x Effect Radiation (Uncommon)

125 Experience Points


Total Disadvantage Points: 442

Earned Experience: 0

Spent Experience: 125

Unspent Experience: 0


Background/History: Russell Hardin covers the Metahuman beat. He gets the stories no one else can. But for Russell it wasn't enough to cover metas, it was to be a meta. So he trained and made himself a costume, and went patrolling. But being a crime fighter was hard, so Russell changed sides. Now he committed crimes as a meta villain, many times could provide film of himself in action. Using his new contacts he managed to get other meta villains in action, and his career went into orbit. But he was still basically a well trained normal. He wanted power. Then he found Mr. Deaton, one of those scientists who has been kicked out numerous times for ethics violations. Mr. Deaton had some theories about battlesuits. Russell Approached him with the idea of making a suit for him. Mr. Deaton jumped at the chance. After eight months, the suit was ready. Russell loved it. Now he no longer skulked when committing a crime. When Electra approached him about joining her team, he did so, and Red Tempest is now the powerhouse of the team!


Personality/Motivation: A self centered thrill seeker. As long as he is having fun and being challenged, Russell is fine. He doesn't go for random violence unless it is part of the plan, but he loves to fight. 


Quote: 


Powers/Tactics: Out of the suit Russell is a very fight man with some HTH combat skills. The Red Tempest suit is well protected, has great movement and a very high powered laser. In a fight he'll pick the toughest opponent and start blasting. If the opponents has no ranged attacks he'll get closer so the can use his HTH skills. If the target is very agile, the AE attack comes out. 


Campaign Use: He's a reporter for a villain team. He'll certainly give heroes bad press, and investigate them. In the team, he's the closest thing to a loose cannon. 


Appearance: 181 cm and 80 KG with black hair (silver at the temples) and brown eyes! The suit is red and silver with a large laser barrel on the right arm. His chest has a silver RT logo!

 

 

Battlesuit heroes tend to be very powerful due to the point break on the equipment. And Red Tempest is no exception. Add the fact that he was built on 750 pts rather than 500 pts in GURPS and you get a very powerful character. Red Tempest is basically the reason that the team is so hard to take down. He can overpower just about anyone on the opposition. 

Personality wise, he's a self centered thrill seeking jerk. As long as he's satisfied, things are OK. He commits crimes because being a villain is easier than being a hero. Those pesky ethics and morals. Also blasting things and committing general mayhem and having people run in fear. If heroes ever learn his back story, some will want to destroy him on general principle.

Power wise, he's beast. The extra points in GURPS, translate similarly to Hero. He's strong, has good defenses, including mental defense, a powerful ranged attack, good HTH skills and movement! He's the guy who gets stuck in and takes the alpha strikes and dishes out the same.

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He's a good ole boy....

 

 

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2019 #61  Tele-Fist

 

 


Val Char Cost Roll Notes

60+5 STR 50 21- / 22- Lift 102.4tons/204.8tons; 12d6/13d6 [6]

20 DEX 30 13- OCV:  7/DCV:  7

25 CON 30 14-

13 BODY 6 12-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV:  3

18 PRE 8 13- PRE Attack:  3 ½d6

3 COM -3 10-

 

12+19 PD 0 Total:  12/31 PD (12/30 rPD)

12+19 ED 7 Total:  12/31 ED (12/30 rED)

6 SPD 30 Phases:  2, 4, 6, 8, 10, 12

17 REC 0

50 END 0

56 STUN 0 Total Characteristic Cost:  158

 

Movement: Running: 6"/12"

Leaping: 12"/24"

Swimming: 2"/4"

 

Cost Powers END

12 Damage Resistance (12 PD/12 ED)

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

 

11 Density Increase (200 kg mass, +5 STR, +1 PD/ED, -1" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (11 Active Points)

 

18 Mental Defense (20 points total)

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

 

48 Stretching 8", Reduced Endurance (0 END; +½) (60 Active Points); no Noncombat Stretching (-¼)

 

Perks

5 Money:  Well Off

 

Skills

2 TF:  Common Motorized Ground Vehicles

3 Mechanics 11-

3 Electronics 11-

16 +2 with All Combat

 

Total Powers & Skill Cost:  170

Total Cost:  327

 

200+ Disadvantages

5 Hunted:  Deadly Dozen 8- (Mo Pow; Watching)

15 Psychological Limitation:  Impulsive (Common; Strong)

15 Psychological Limitation:  Overconfident (Common; Strong)

15 Social Limitation:  Secret ID (Frequently; Major)

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

72 Experience Points

 

Total Disadvantage Points:  327

Earned Experience:  0

Spent Experience:  72

Unspent Experience:  0

 

Background/History:  Bert Larson had a future in football.  But a knee injury kept him from that dream.  So he went to his second love, fast cars. Soon he was making a name for himself as a winning driver.  But a bad accident at one race burned most of his body and necessitated the removal of hi arms. Bert was devastated and while in hospital he was visited by Dr. Perino, who dangled a contract and a promise to Bert.  Bert agreed, and soon the good doctor was working his skill on the young man. Months later he had new cybernetic parts and a 10 million dollar bill. Dr. Perino said he could pay in installments and he was slowly chipping away at the debt.  And if he got damaged, the debt was added to. Finally Bert was contacted by Electra, to join her team. He jumped at the chance and told the doctor, who said that wasn't in the contract. Bert in anger grabbed the man by the neck, where upon the head popped off in a shower of sparks.  Before shutting down the head said "See ya later!" Since then Bert has been a fixture in the Deadly Dozen. In fact Telefist is the 2IC in the field and only Electra can counterman his orders.

 

Personality/Motivation:  He's a good ole boy who likes a good fight.  In fact he revels in the overt villainy and will scowl and grimace on command.  His one soft spot is for paraplegics and he will go out of his way to keep them safe.  

 

Quote:  

 

Powers/Tactics:  Bert's body is cybernetically booster by a series on implants.  Since they can't be removed except through surgery, they are not a focus.  The only parts that can be removed are his arms and armour. Since his arms can telescope out, he'll try to start whacking opponents at range, but wrapping his arm around an opponent and throwing them away works well.  Basically he'll get stuck in and start swinging.

 

Campaign Use:  The Loyal 2IC.  He'll always have Electra's back.  

 

Appearance:  187 cm and 118 KG with short buzz cut brown hair and hazel eyes.  Without the armour plates he can pass for normal except for the metallic hands.  Also his body is badly scarred from the operations and the burns!

 

 

 

 

 

A while ago I did conversions from Century Station, and noted that some of the villains were almost working class in their attitude.  Its a job.  A well paying job, with some nice benefits, but still just a job.  That is almost my feeling with Telefist here.  He comes across as a blue collar guy, whose job is to occasionally rob, cheat, blow up, beat up people.  

 

Power wise, he's a classic brick, but with a cool extra.  His extendable arms gives him more tactical flexibility, and allow for some combat moves not available to regular bricks.  But mainly he's the other HTH guy along with Red Tempest.  He gets stuck in and starts swinging.  One thing you'll note is a SPD of six (6).  There is a reason.  In his write up, it is explained that Full Coordination ability gives him two actions per round.  I figured this meant he has a greater number of attacks, some I upped the SPD.  This should come as a surprise to opponents who are figuring on a slow, standard brick.

 

Personality wise, he's has a cool backstory with some possible hooks.  Who is Dr. Perino, and are there other metas out there who are indebted to him?  Does Telefist have any implants that he's not aware of?  Another hook is his soft spot for paraplegics.  Who is that mysterious man who donates time and money to the hospital?  Otherwise he's your impulsive, likes to fight operative. 

 

Seriously looking at this list of members, Electra may be avoiding infighting, but when in the field, controlling them must be a pain.  I can only speculate that they are successful because they have not met serious opposition yet!

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He sounds sane, but.....

 

Quote

 

2019 #62  Voltmaster

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

20 DEX 30 13- OCV:  7/DCV:  7

20 CON 20 13-

15 BODY 10 12-

23 INT 13 14- PER Roll 14-

15 EGO 10 12- ECV:  5

10 PRE 0 11- PRE Attack:  2d6

15 COM 3 12-

 

12+9 PD 10 Total:  12/21 PD (12/21 rPD)

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

5 SPD 20 Phases:  3, 5, 8, 10, 12

6 REC 0

40 END 0

30 STUN 0 Total Characteristic Cost:  124

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

12 Damage Resistance (12 PD/12 ED)

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

5 Life Support  (Longevity: Immortal)

 

53 Energy Blast 8d6, Armor Piercing (+½), Reduced Endurance (0 END; +½) (80 Active Points); No Range (-½)

20 Missile Deflection (Any Ranged Attack)

 

7 N-Ray Perception (Sight Group) (10 Active Points); OIF (-½)

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

12 Microscopic ( x1,000) with Normal Sight and N-Ray Perception (18 Active Points); OIF (-½)

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

 

28 Belt Gun:  Entangle 5d6, 5 DEF (50 Active Points); OIF (-½), 12 Charges (-¼) [12]

 

36 Variable Power Pool, 30 base + 6 control cost,  (45 Active Points); all slots OAF (-1), VPP Powers Can Be Changed Only In Given Circumstance (-½)

 

4 Martial Block +2 +2 Block, Abort

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

4 Martial Strike +0 +2 4d6 Strike

5 Offensive Strike -2 +1 6d6 Strike

 

Perks

12 Money:  Filthy Rich

 

Talents

5 Eidetic Memory

5 Rapid Healing

 

Skills

3 Bureaucratics 11-

3 Acrobatics 13-

8 AK: World 19-

1 WF:  Blades

3 Computer Programming 14-

5 PS: Doctor 16-

8 TF:  Common Motorized Ground Vehicles, Large Rowed Boats, Large Wind-Powered Boats, Rafts, SCUBA, Small Rowed Boats, Small Wind-Powered Boats

7 Electronics 16-

7 Security Systems 16-

7 Systems Operation 16-

3 Mechanics 14-

3 Linguist

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

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

5 3)  Language:  German (imitate dialects; literate) (6 Active Points)

5 4)  Language:  Latin (imitate dialects; literate) (6 Active Points)

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

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

5 7)  Language:  Spanish (imitate dialects; literate) (6 Active Points)

3 Scientist

3 1)  Science Skill:  Chemistry 15- (4 Active Points)

2 2)  Science Skill:  Genetics 14- (3 Active Points)

5 3)  Science Skill:  Physician 17- (6 Active Points)

3 Scholar

2 1)  KS: Blacksmith (3 Active Points) 14-

2 2)  KS: Economics (3 Active Points) 14-

9 High Society 14-

7 Paramedics 16-

33 +5 Overall (50 Active Points); Limited Power Power loses about a third of its effectiveness (Only to add to skills not on list considered familiar; -½)

9 Gadgeteering:  Power 17-

7 +2 with DCV (10 Active Points); OIF (-½)

 

Total Powers & Skill Cost:  416

Total Cost:  539

 

200+ Disadvantages

5 Hunted:  Deadly Dozen 8- (Mo Pow; Watching)

20 Psychological Limitation:  Loves war (Common; Total)

15 Social Limitation:  Secret ID (Frequently; Major)

299 Experience Points

 

Total Disadvantage Points:  539

Earned Experience:  0

Spent Experience:  299

Unspent Experience:  0

 

Background/History:  Vercigetorix needed something to stop the armies of Rome.  Appealing to his gods, he was struck by lightning and found he could now sheath his hands in electricity.  But even that great ability was not enough and his people were conquered. He laid low in hiding and soon found a second blessing, Immortality.  So he wandered the world. All of the Empire, then into India and China. Everywhere he went, he learned new skills or added to old ones. He went to Africa, and returned to Europe in time for the Renaissance.  Then he explored the New World. Eventually he settled in California, investing in mining, transportation and weapons. The Great War fascinated him, and he had a revelation. War sped technology. After the Great War was the boom of the 20's.  WW2 brought about the space race and the microchip. But now technology was slowing down again. It needed another big war to jump start it again. Then he learned about Electra's team, and reasoned out her long term plan. So he built himself a costume and put out feelers.  Soon he was a member. Now Voltmaster waits for Electra's plans to come to fruition, then push them a little farther.

 

Personality/Motivation:  Voltmaster seems sane and urbain, well read with a number of interests.   Then he gets to the rejuvenating aspect of war on society. 95% of the time he sounds normal, 5% he scares people!

 

Quote:  

 

Powers/Tactics:  A Skill monkey with a large list of skill.  Add his HTH skill, tech devices and the lightning hands.  In combat he'll get close and use his Martial Arts to zapp his opponents.  

 

Campaign Use:  If Electra started making progress, when will he make his move!

 

Appearance:  176 cm and 83 KG with blond hair and blue eyes.  His costume is green and yellow except for his helmet which is metallic.  In combat his hand crackle with yellow lightning!

 

 

 

 

 

The Last Member of the Deadly Dozen and the one most likely to lead to the destruction of the team.  

 

Personality wise, this guy is scary.  Over his long life he has come to the conclusion that "WAR is GOOD".  Technology moves ahead when war happens.  Yes massive death, suffering and emotional anguish, but that is a small price to pay for the things like rockets and microchips.  So Voltmaster is looking for a way to start a war.  Electra is holding back on his more dangerous ideas, but he's patient. 

 

Okay, I can't help seeing a variation of the Deathstroke Module from way back, where the villains are arguing about how far they'll go, and Voltmaster says "People. Enough of this arguing!"  Pushes a button that freezes everyone in place, goes to a back room to get into some power armour, and comes out ranting about the glorious future mankind will have as he prepares to usher in WW3.  And now heroes and villains have to get together and stop him!

 

Power wise, he's a combo Martial Artis/Gadgeteer/Skill Monkey.  He costs a lot, but that is mostly for the long list of skill he has, which cost about a third of his points.  Mostly he's a reason for the Deadly Dozen to have certain toys and access to certain materials.  Otherwise he's really not that powerful.  Yes the lightning touch is scary, if only with the MA. but he's just average.  

 

Note:  in his write up it says he could build his own power suit, so the scenario described above is not so far fetched.  I you want to do that, take the Dominator and Red Tempest Suits above and add elements of each.  As a base I'd suggest

 

Str to 60, Con to 30, A point of Spd, 25" of flight, 25/25 armour, some life support and a MP with electrical attacks!

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We come to the last offering in the book, a group of super thieves who call themselves the Pride.  

 

A bit about their backstory, they are all students at Univ. of Winnipeg in the biology department.  Three students and their professor go out on a field trip and meet a ... spirit shaman, who blesses each with a totem animal.  The Professor, having visions of grandeur tricks the others into misidentifying their totem, which gives him control over the other three.  Using his influence, they relocate to Chicago and set up shop.  

 

Of the three only Chitrakaya was given any sort of back story, with Snow Leopard getting a paragraph, and Tigress a small blurb.  So if they look undone, that is because they are.  I think that the book was coming a few pages thin and they just needed something to pad the last few pages.

 

To be honest I really don't like common origin teams in games.  The problem comes when someone retires, or leaves, or in the case of villains are arrested or killed.  Then the whole concept goes out the window.  So in that light, I would change the origin so that the team could grow organically.  The professor could be a sociology expert using a strange method of control, what ever.  

 

So I present to you.... the Pride!

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She fast, really fast

 

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2019 #63  Chitrakaya

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

24 DEX 42 14- OCV:  8/DCV:  8

23 CON 26 14-

13 BODY 6 12-

15 INT 5 12- PER Roll 12-

18 EGO 16 13- ECV:  6

15 PRE 5 12- PRE Attack:  3d6

18 COM 4 13-

 

8+24 PD 6 Total:  8/32 PD (8/32 rPD)

8+24 ED 3 Total:  8/32 ED (8/32 rED)

7 SPD 36 Phases:  2, 4, 6, 7, 9, 11, 12

7 REC 0

46 END 0

30 STUN 0 Total Characteristic Cost:  149

 

Movement: Running: 6"/12"

Flight: 25"/50"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

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

 

50 Flight 25", Reduced Endurance (½ END; +¼) (62 Active Points); Only In Contact With A Surface (-¼) 2

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

 

Perks

5 Money:  Well Off

 

Talents

3 Lightning Calculator

6 Combat Luck (3 PD/3 ED)

 

Skills

3 Acrobatics 14-

3 Computer Programming 12-

3 Electronics 12-

3 Science Skill:  Ecology 12-

3 Shadowing 12-

3 Stealth 14-

3 Science Skill:  Zoology 12-

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

5 Language:  English (idiomatic; literate)

5 Language:  French (idiomatic; literate)

10 +2 with DCV

 

Total Powers & Skill Cost:  177

Total Cost:  326

 

200+ Disadvantages

10 Psychological Limitation:  Overconfident (Common; Moderate)

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

15 Social Limitation:  Secret ID (Frequently; Major)

86 Experience Points

 

Total Disadvantage Points:  326

Earned Experience:  0

Spent Experience:  86

Unspent Experience:  0

 

Background/History:  Mundi Guttalu was supposed to be studying engineering, but her real passion was biology.  So she secretly would change courses after registration so her father would not find out. Then one day while on a field expedition she and her classmates met ... someone.  When she awoke, she found she had powers of speed and movement. But her professor told her to hide her abilities and suggested a way to use the powers to get rich and get out of her father's thumb.  So she joined the others as the Pride.

 

Note:  In reality her professor had gained powers himself and is using his powers of control over the others to make them into a villain team.  He stays in the background and lets them take the risks. It is possible to cut her from his influence, but it will require a good deal of work and research!

 

Personality/Motivation:  A quiet and shy individual, her one passion is biology.  But she is being guided to villainy. If the control over her was broken, she would certainly use her powers in public service.  

 

Quote:  

 

Powers/Tactics:  A classic speedster, Chitrkaya specializes is move-bys and move-throughs.  On a mission she will be assigned the target if it is something small and portable.  

 

Campaign Use:  Redeemable villain.

 

Appearance:  174 cms and 59 KG with classic Indian features, long black hair and brown eyes.  Her costume is a brown bodysuit with a panel on the right side head to toe that resembles a cheetah's pelt, and she wears a domino style mask!

 

 

 

 

 

This is the only member who has a decent backstory.  She's of Indian (like India) descent and wants to study biology, but father insists on something more money oriented, like engineering.  So she plays a game with her father about her courses.  Then she is sucked into the events with her professor.  You get the feel that this really is an unwilling villain.  but everyone seems to be making her decisions for her.  

 

So in the book they said overconfident and shy.  I don't see those going together really, so I kept the Overconfident as the idea that she loves to use her powers type overconfidence.  Not sure where the phobia comes from as it is never hinted, so if anyone has an idea, go ahead.

 

Power wise, she's a speedster, in the more classical sense.  She does move bys and move throughs.  Her defenses mean she can afford to do a slam as she probably won't get hurt to badly.  Otherwise, she grab items and weapons off opponents and leaves them unable to attack.  

 

Of the three she has the most depth.  If the control over her was broken, I could see her using her abilities for some sort of public good, like emergency services.  

 

She really has the redeemable villain part cold!

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He's a cold, cold man

 

 

Quote

2019 #64  Snow Leopard

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

20 DEX 30 13- OCV:  7/DCV:  7

20 CON 20 13-

13 BODY 6 12-

13 INT 3 12- PER Roll 12-

13 EGO 6 12- ECV:  4

10 PRE 0 11- PRE Attack:  2d6

18 COM 4 13-

 

10+18 PD 7 Total:  10/28 PD (10/28 rPD)

10+18 ED 6 Total:  10/28 ED (10/28 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

7 REC 0

40 END 0

30 STUN 0 Total Characteristic Cost:  105

 

Movement: Running: 6"/12"

Flight: 18"/36"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

5 Nightvision

15 Luck 3d6

 

 

22 Elemental Control, 44-point powers

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

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

28 3)  Force Wall (8 PD/8 ED), Reduced Endurance (½ END; +¼) (50 Active Points) 2

 

50 Multipower, 50-point reserve

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

5u 2)  Entangle 5d6, 5 DEF (50 Active Points) 5

5u 3)  Change Environment 1" radius, -3 OCV, -4 Characteristic Roll and all Skill Rolls based on Characteristic, -4" of any one mode of Movement, Multiple Combat Effects (50 Active Points) 5

 

Perks

5 Money:  Well Off

 

Skills

3 Acrobatics 13-

3 Computer Programming 12-

2 TF:  Common Motorized Ground Vehicles

3 Science Skill:  biology 12-

3 Gambling 12-

3 Trading 11-

7 Acting 13-

3 Riding 13-

3 Seduction 11-

3 Streetwise 11-

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

5 Language:  English (idiomatic; literate)

 

Total Powers & Skill Cost:  230

Total Cost:  335

 

200+ Disadvantages

15 Psychological Limitation:  Likes to fight (Common; Strong)

15 Social Limitation:  Secret ID (Frequently; Major)

105 Experience Points

 

Total Disadvantage Points:  335

Earned Experience:  0

Spent Experience:  105

Unspent Experience:  0

 

Background/History:  Eric Riviere was taking biology courses because after three years he was still not sure what his major would be.  So he was with the others when something... happened. His professor told him to hide his abilities and suggested a way to use the powers to get rich.  So he joined the others as the Pride.

 

Note:  In reality his professor had gained powers himself and is using his powers of control over the others to make them into a villain team.  He stays in the background and lets them take the risks. It is possible to cut her from his influence, but it will require a good deal of work and research!

 

Personality/Motivation:  Eric is the most venal of the team, but in reality is not a villain.  if he could figure a way to use his powers and make money legally, he would do it!

 

Quote:  

 

Powers/Tactics:  A classic ice controller.  He can make ice slides, protect himself with a coat of ice, and has the classic ice blasts powers.  In a fight, he'll stay back to hinder the opponents and provide cover for his team mates.

 

Campaign Use:  

 

Appearance:  184 cms and 91 KG with brown hair and brown eyes.  In costume he'll wear white pants and coat with white fur trim.  In addition he wears a white hair piece and mustache.


 

 

 

What I wrote is about the extant that they describe him in the book.  There is a decent character in here but ......

 

At best he's described as a venal womanizer.  He's wealthy and after many years, still has no idea what he wants to do with his life.  He does like his powers though.  Hero has Grab, M&M has Larceny Inc.  Even Heroes Unlimited had the Masters of Speed.  A team of super thieves is a time honoured tradition, and I feel like Gurps dropped the ball here.  He has less of a backstory than many villain from Champions 1 (remember the first descriptions of Eurostar, all one paragraph).

 

Power wise he's a lot better.  He's a classic Ice Controller/Blaster.  Think Iceman from the X-men.  

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The team's strong person

 

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2019 #65  Tigress

 

 


Val Char Cost Roll Notes

65+5 STR 55 22- / 23- Lift 204.8tons/409.6tons; 13d6/14d6 [6]

18 DEX 24 13- OCV:  6/DCV:  6

28 CON 36 15-

13 BODY 6 12-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV:  3

20 PRE 10 13- PRE Attack:  4d6

24 COM 7 14-

 

16+16 PD 3 Total:  16/32 PD (15/30 rPD)

16+16 ED 10 Total:  16/32 ED (15/30 rED)

4 SPD 12 Phases:  3, 6, 9, 12

19 REC 0

56 END 0

60 STUN 0 Total Characteristic Cost:  166

 

Movement: Running: 11"/44"

Leaping: 13"/26"

Swimming: 2"/4"

 

Cost Powers END

15 Damage Resistance (15 PD/15 ED)

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

10 Mental Defense (12 points total)

5 Nightvision

 

11 Density Increase (200 kg mass, +5 STR, +1 PD/ED, -1" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (11 Active Points)

 

16 Reduced Endurance (½ END; +¼) for up to 65 Active Points of str (16 Active Points)

 

10 Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-½) 1

 

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

 

Perks

5 Money:  Well Off

 

Skills

3 Concealment 12-

3 Survival 12-

3 Tracking 12-

3 Scientist

2 1)  Science Skill:  Biochem 12- (3 Active Points)

2 2)  Science Skill:  Botany 12- (3 Active Points)

2 3)  Science Skill:  Ecology 12- (3 Active Points)

2 4)  Science Skill:  genetics 12- (3 Active Points)

2 5)  Science Skill:  zoology 12- (3 Active Points)

 

Total Powers & Skill Cost:  139

Total Cost:  305

 

200+ Disadvantages

15 Social Limitation:  Secret ID (Frequently; Major)

10 Psychological Limitation:  Gullible (Common; Moderate)

80 Experience Points

 

Total Disadvantage Points:  305

Earned Experience:  0

Spent Experience:  80

Unspent Experience:  0

 

Background/History:  Carole Kelly was studying for her Masters in Biology when her professor suggested she accompany them on a field trip.  While there something ... happened. When she awoke, she found she had great strength and durability. But her professor told her to hide her abilities and suggested a way to use the powers to get rich.  So she joined the others as the Pride.

 

Note:  In reality her professor had gained powers himself and is using his powers of control over the others to make them into a villain team.  He stays in the background and lets them take the risks. It is possible to cut her from his influence, but it will require a good deal of work and research!

 

Personality/Motivation:  ????????????

 

Quote:  

 

Powers/Tactics:  A brick.  She uses her strength to get in and support the others.  If a safe is involved, she's the one to rip it open.

 

Campaign Use:  

 

Appearance:  at 189 cm and 77 kg Carole would stand out in a crowd.  Add long red hair, green eyes. Her costume is a tiger themed bodysuit with black boots, gloves and face mask!


 

 

So if Snow Leopard had little info, what I said above is basically the description given in the book.  Basically she's a variation of the amnesiac NPC, not because she's lost her memories, but because there is nothing.  So people, she's a blank slate.  Add what you want.  At this point the only things I can say is she's gullible (not borne out by the story), a descent scientist ( borne out by her list of skills), extremely beautiful.  Okay!

 

So I will go straight to power wise.  She's a brick, and actually a descent one.  She reminds me of Black Diamond from Hero's Grab team, and in this team fills the same role.  She can dish it out and can take a hit.  So stat wise, she's Okay.  

 

 

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  • 3 months later...

So for a change of pace I am doing something different. Inspired by a Let's Read of Palladium FRPG by Spikey

[Let's Read] The Palladium Roleplaying Game, AKA Palladium Fantasy First Edition

Inspired by Jhary-a-Conel's excellent let's read thread of the second edition, I'm going to read through the original Palladium Roleplaying Game. Not quite Palladium Books' first complete game but possibly the closest to Kevin Siembieda's original campaign that seems to have informed most of his...
forum.rpg.net forum.rpg.net


I decided to make some characters in Hero format to compare the various classes at various levels.

Each will be done at level 1, level 5, and level 9. I will just doing skills and adding a few perks/talents and maybe a disadvantage/complication or two. I will list no equipment or magic items as these can vary from campaign to campaign!

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We begin with a Mercenary at Level 1

 

 

Quote

2019 #71 Palladium Mercenary Level 1

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

5 PD 2 Total: 5 PD (0 rPD)
5 ED 2 Total: 5 ED (0 rED)
2 SPD 0 Phases: 6, 12
6 REC 0
30 END 0
26 STUN 0 Total Characteristic Cost: 31

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

Perks
3 Favor
1 Contact 8-
1 Reputation (A small to medium sized group) 8-, +1/+1d6
2 Fringe Benefit: Corporal, Weapon Permit (where appropriate)

Talents
3 Bump Of Direction
10 Deadly Blow: +1d6 (any circumstances, any HTH weapon)
4 Rapid Archery

Skills
3 Climbing 11-

3 Paramedics 12-
3 Tracking 12-
0 Language (idiomatic; literate) (5 Active Points)
4 WF: Common Melee Weapons, Crossbows, Thrown Knives, Axes, and Darts
5 +1 with OCV


2 Language (fluent conversation)
2 Language (fluent conversation)
3 KS: Rec Weapon Quality 12-
3 KS: Rec Precious metal stone 12-
3 Science Skill: Math 12-
3 KS: Cooking 12-

Total Powers & Skill Cost: 58
Total Cost: 89

200+ Disadvantages
5 Hunted: 8- (Mo Pow; Watching)
15 Psychological Limitation: Code of the mercenary (Common; Strong)

Total Disadvantage Points: 89
Earned Experience: 0
Spent Experience: 0
Unspent Experience: 0

 

So this beginning build is actually overpowered and overpriced. Because PFRPG starts their skills at such a low level, most in Champions/Hero format would have the skills at 8-. This is at best familarity level and rather than do the math and stuff, I just left it as is and will raise them if and when they get to 60% and above which is about 12- in hero.

I regards to this build, this is a bare bones build really. He is barely competent in hero terms, unless you are running a very gritty realistic type campaign. (Note: why is it that the Men At Arms that have to be realistic in a Fantasy Game?)

Next up Level 5 and almost hero starting point (about 150 pts)

 

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After many missions and adventure our Mercenary has made it to the hallowed level 5.  What improvements have been made?

 

Quote

2019 #72  Palladium Mercenary Level 5

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

10 DEX 0 11- OCV:  3/DCV:  3

15 CON 10 12-

14 BODY 8 12-

15 INT 5 12- PER Roll 12-

12 EGO 4 11- ECV:  4

12 PRE 2 11- PRE Attack:  2d6

12 COM 1 11-

 

6 PD 3 Total:  6 PD (0 rPD)

6 ED 3 Total:  6 ED (0 rED)

3 SPD 10 Phases:  4, 8, 12

6 REC 0

30 END 0

29 STUN 0 Total Characteristic Cost:  49

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Perks

5 Favor

7 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Sergeant, Weapon Permit (where appropriate)

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

 

Talents

3 Bump Of Direction

10 Deadly Blow:  +1d6 (any circumstances, any HTH weapon)

4 Rapid Archery

 

Skills

3 Climbing 11-

10 +2 with DCV

 

3 Paramedics 12-

3 Tracking 12-

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

4 WF:  Common Melee Weapons, Crossbows, Thrown Knives, Axes, and Darts

5 +1 with OCV

3 Long Sword, Crossbow, Knives:  +1 with any three maneuvers or a tight group of attacks

3 Shield DCV:  +1 with any Strike

5 Riding 12-

3 Stealth 11-

3 KS: Locate secret comp and doors 12-

 

 

3 Language (completely fluent)

3 Language (completely fluent)

4 KS: Rec Weapon Quality 13-

4 KS: Rec Precious metal stone 13-

4 KS: Cooking 13-

3 Play wind inst:  KS 12-

4 Science Skill:  Math 13-

3 KS: Tailor 12-

3 KS: Carpentry 12-

3 Mimicry 12-

 

 

Total Powers & Skill Cost:  110

Total Cost:  159

 

200+ Disadvantages

5 Hunted:  8- (Mo Pow; Watching)

15 Psychological Limitation:  Code of the Mercenary (Common; Strong)

 

 

 

Well he is a bit more fleshed out. The skill list is still small, but some additions and the fact that the skills are reaching base Champion/Hero levels are helping. This is a MUCH more competent PC that before . There is a reason that when I played PFRPG years ago the default starting level was five. Players were just tired of playing PCs where in many cases a skill of 25% was considered GOOD! Or as one friend put it, "I don't mind zero to hero, but we are starting at negative five. We have to work to get to Zero!"

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Our intrepid Mercenary has made it to the big leagues, Level 9.  What dose he get?

 

Quote

 

2019 #73  Palladium Mercenary Level 9

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

10 DEX 0 11- OCV:  3/DCV:  3

15 CON 10 12-

17 BODY 14 12-

15 INT 5 12- PER Roll 12-

12 EGO 4 11- ECV:  4

12 PRE 2 11- PRE Attack:  2d6

12 COM 1 11-

 

7 PD 4 Total:  7 PD (0 rPD)

7 ED 4 Total:  7 ED (0 rED)

4 SPD 20 Phases:  3, 6, 9, 12

6 REC 0

30 END 0

32 STUN 0 Total Characteristic Cost:  67

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Perks

10 Favor

13 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Captain, Weapon Permit (where appropriate)

3 Reputation (A medium-sized group) 11-, +3/+3d6

 

Talents

3 Bump Of Direction

20 Deadly Blow:  +2d6 (any circumstances, any HTH weapon)

4 Rapid Archery

5 Critical Strike:  Deadly Blow:  +4d6 ([very limited circumstances]) (16 Active Points); Activation Roll 8- (-2)

 

Skills

9 Climbing 14-

10 +2 with DCV

 

7 Paramedics 14-

5 Tracking 13-

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

4 WF:  Common Melee Weapons, Crossbows, Thrown Knives, Axes, and Darts

5 +1 with OCV

6 Long Sword, Crossbow, Knives:  +2 with any three maneuvers or a tight group of attacks

9 Shield DCV:  +3 with any Strike

7 Riding 13-

5 Stealth 12-

3 KS: Locate secret comp and doors 12-

3 Lockpicking 11-

3 Forgery 12-

3 Disguise 12-

 

 

4 Language (idiomatic)

4 Language (idiomatic)

5 KS: Rec Weapon Quality 14-

5 KS: Rec Precious metal stone 14-

5 Science Skill:  Math 14-

5 KS: Cooking 14-

3 Play wind inst:  KS 12-

3 KS: Tailor 12-

3 KS: Carpentry 12-

3 Mimicry 12-

 

 

Total Powers & Skill Cost:  177

Total Cost:  244

 

200+ Disadvantages

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

15 Psychological Limitation:  Code of the Mercenary (Common; Strong)

14 Experience Points

 

Total Disadvantage Points:  244

Earned Experience:  0

Spent Experience:  14

Unspent Experience:  0

 

 

So finally I can see a decent pc.  A mercenary leader who speaks three languages, can read and write and do math, can recognize forgeries. knows about basic disguises.  He's a decent tracker and can be sneaky when he needs to.  Also he's learned to ride.  In combat if he gets his Critical Strike in, the fight may be over.  Add a few flavour skills like cooking, tailor and carpentry and you have the beginning of something more than just a simple merc.  

 

The only downside is that his stats are the same.  I could see Str going to 15, Dex to 12 or 13, and Presence to 15 maybe even 18.

 

Mind you this is not counting his equipment or magic item, but as I said before, this could vary from campaign to campaign.

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Continuing with my conversions, we have a level 1 Soldier.  How is he different from a Mercenary?

 

Quote

 

2019 #71  Palladium Soldier Level 1

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

19 DEX 27 13- OCV:  6/DCV:  6

9 CON -2 11-

10 BODY 0 11-

8 INT -2 11- PER Roll 11-

12 EGO 4 11- ECV:  4

16 PRE 6 12- PRE Attack:  3d6

12 COM 1 11-

 

6 PD 3 Total:  6 PD (0 rPD)

6 ED 4 Total:  6 ED (0 rED)

2 SPD 0 Phases:  6, 12

5 REC 0

18 END 0

22 STUN 0 Total Characteristic Cost:  44

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Perks

2 Favor

7 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Corporal, Local Police Powers, Weapon Permit (where appropriate)

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

 

Talents

10 Deadly Blow:  +1d6 (any circumstances, any HTH weapon)

4 Rapid Archery

 

Skills

3 Climbing 13-

 

3 Paramedics 11-

3 Tracking 11-

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

4 WF:  Common Melee Weapons, Crossbows, Thrown Knives, Axes, and Darts

5 +1 with OCV

3 Stealth 13-

 

3 KS: History 11-

3 KS: Rec Weapon Quality 11-

2 Language (fluent conversation)

2 Language (fluent conversation)

3 KS: Cooking 11-

3 KS: Rec Precious metal stone 11-

3 KS: Math 11-

 

Total Powers & Skill Cost:  64

Total Cost:  108

 

200+ Disadvantages

10 Hunted:  11- (Mo Pow; Watching)

15 Psychological Limitation:  Subject to Orders (Common; Strong)

 

Total Disadvantage Points:  108

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  John Goldberg came from a family of armsmen.  He was taught at an early age weapons, how to read and even how to speak two more (reading them was still beyond him).  He was assigned to be the partner of Sir Bret of the Hart Clan.  As Sir Bret adventured, Goldberg was to be his protector and right hand man.

 

Personality/Motivation:  He's been ordered to serve Sir Bret and follow his orders.  He's very uncomplicated in that way!

 

Quote:  

 

Powers/Tactics:  A trained soldier with proficiencies in swords, crossbows, knives and shields.  Since Sir Bret likes getting up close, he'll try to stay there.  One of his goals is to be trained in riding so he can keep up with a charging knight!

 

Campaign Use:  

 

Appearance:  

 

 

To be honest, he's not that different from a Mercenary.  Any differences are things that I added like favours, contact and reputation.  

 

Also I went with a bit of a back story just to make him more interesting!

 

Next   Level 5!

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Now to Level 5 (Or as we see beginning competency level)

 

Quote

2019 #75  Palladium Soldier Level 5

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

19 DEX 27 13- OCV:  6/DCV:  6

9 CON -2 11-

13 BODY 6 12-

8 INT -2 11- PER Roll 11-

12 EGO 4 11- ECV:  4

16 PRE 6 12- PRE Attack:  3d6

12 COM 1 11-

 

6 PD 3 Total:  6 PD (0 rPD)

6 ED 4 Total:  6 ED (0 rED)

4 SPD 11 Phases:  3, 6, 9, 12

5 REC 0

18 END 0

25 STUN 0 Total Characteristic Cost:  61

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Perks

9 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Local Police Powers, Sergeant, Weapon Permit (where appropriate)

2 Reputation (A small to medium sized group) 11-, +2/+2d6

 

Talents

10 Deadly Blow:  +1d6 (any circumstances, any HTH weapon)

4 Rapid Archery

3 Bump Of Direction

 

Skills

3 Climbing 13-

10 +2 with DCV

 

5 Paramedics 12-

3 Tracking 11-

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

4 WF:  Common Melee Weapons, Crossbows, Javelins and Thrown Spears, Thrown Knives, Axes, and Darts

5 +1 with OCV

3 Shield DCV:  +1 with any Strike

3 Stealth 13-

3 Riding 13-

3 Forgery 11-

 

3 KS: History 11-

3 KS: Rec Weapon Quality 11-

2 Language (fluent conversation)

2 Language (fluent conversation)

3 KS: Cooking 11-

3 KS: Rec Precious metal stone 11-

3 Science Skill:  Math 11-

3 Play wind Inst:  KS 11-

3 KS: Carpentry 11-

3 KS: Rec Poison 11-

 

Total Powers & Skill Cost:  98

Total Cost:  159

 

200+ Disadvantages

10 Hunted:  11- (Mo Pow; Watching)

15 Psychological Limitation:  Subject to orders (Common; Strong)

 

Total Disadvantage Points:  159

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

Background/History:  John Goldberg came from a family of armsmen.  He was taught at an early age weapons, how to read and even how to speak two more (reading them was still beyond him).  He was assigned to be the partner of Sir Bret of the Hart Clan.  As Sir Bret adventured, Goldberg was to be his protector and right hand man.

 

So Sir Bret has been a generous patron.  He has taught John to ride and John has picked up a flute and is pretty good at it.

 

 

Personality/Motivation:  He's been ordered to serve Sir Bret and follow his orders.  He's very uncomplicated in that way!

 

Quote:  

 

Powers/Tactics:  A trained soldier with proficiencies in swords, crossbows, knives and shields.  Since Sir Bret likes getting up close, he'll try to stay there.  One of his goals is to be trained in riding so he can keep up with a charging knight!

 

Campaign Use:  

 

Appearance:  

 

 

 

Still uncomplicated, but we are again seeing a broader and more robust PC!

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Lovely level 9

 

Quote

2019 #75  Palladium Soldier Level 9

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

19 DEX 27 13- OCV:  6/DCV:  6

9 CON -2 11-

13 BODY 6 12-

8 INT -2 11- PER Roll 11-

12 EGO 4 11- ECV:  4

16 PRE 6 12- PRE Attack:  3d6

12 COM 1 11-

 

8 PD 5 Total:  8 PD (0 rPD)

8 ED 6 Total:  8 ED (0 rED)

5 SPD 21 Phases:  3, 5, 8, 10, 12

5 REC 0

18 END 0

25 STUN 0 Total Characteristic Cost:  75

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Perks

5 Favor

12 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Lieutenant, Local Police Powers, Weapon Permit (where appropriate)

3 Reputation (A small to medium sized group) 11-, +3/+3d6

 

Talents

10 Deadly Blow:  +1d6 (any circumstances, any HTH weapon)

4 Rapid Archery

3 Bump Of Direction

5 Critical Strike:  Deadly Blow:  +4d6 ([very limited circumstances]) (16 Active Points); Activation Roll 8- (-2)

 

Skills

3 Climbing 13-

10 +2 with DCV

 

9 Paramedics 14-

7 Tracking 13-

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

4 WF:  Common Melee Weapons, Crossbows, Javelins and Thrown Spears, Thrown Knives, Axes, and Darts

5 +1 with OCV

6 Shield DCV:  +2 with any Strike

6 Long Sword, Crossbow, Knives:  +2 with any three maneuvers or a tight group of attacks

3 Stealth 13-

3 Riding 13-

5 Forgery 12-

3 Use Poison:  KS 11-

3 Lockpicking 13-

3 KS: Trap and Skin small animals 11-

 

5 KS: History 13-

5 KS: Rec Weapon Quality 13-

3 Language (completely fluent)

3 Language (completely fluent)

6 KS: Cooking 14-

3 KS: Rec Precious metal stone 11-

4 Science Skill:  Math 12-

3 KS: Carpentry 11-

3 KS: Rec Poison 11-

 

Total Powers & Skill Cost:  147

Total Cost:  222

 

200+ Disadvantages

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

15 Psychological Limitation:  Subject to Orders (Common; Strong)

 

Total Disadvantage Points:  222

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  See above

 

Personality/Motivation:  See above

 

Quote:  

 

Powers/Tactics:  See above

 

Campaign Use:  

 

Appearance:  

 

 

 

By this time John Goldberg is a tested and competent combatant.  How he is different from the Mercenary above is a matter of wording, but mechanically Identical.  I could place this Background on the Mercenary and It would not make a difference.  

 

But if your goal is to play an uncomplicated PC with a very simple play style either the Soldier or Merc would work. 

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A ranged attack specialist

 

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2019 #77  Palladium Longbowman Level 1

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

12 DEX 6 11- OCV:  4/DCV:  4

10 CON 0 11-

10 BODY 0 11-

12 INT 2 11- PER Roll 11-

14 EGO 8 12- ECV:  5

13 PRE 3 12- PRE Attack:  2 ½d6

16 COM 3 12-

 

6 PD 3 Total:  6 PD (0 rPD)

6 ED 4 Total:  6 ED (0 rED)

2 SPD 0 Phases:  6, 12

5 REC 0

20 END 0

22 STUN 0 Total Characteristic Cost:  32

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Perks

2 Favor

4 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Corporal, Weapon Permit (where appropriate)

 

Talents

3 Bump Of Direction

4 Rapid Archery

 

Skills

5 +1 with DCV

1 WF:  Bows

 

3 Paramedics 11-

3 Stealth 11-

1 WF:  Blades

3 Short swords and knives:  +1 with any three maneuvers or a tight group of attacks

0 Language (completely fluent; literate) (4 Active Points)

3 Climbing 11-

3 Disguise 11-

 

3 Carpentry:  KS 11-

3 KS: Recognise precious metals stones 11-

2 TF:  Large Wind-Powered Boats, Small Wind-Powered Boats

2 Language (fluent conversation)

2 Language (fluent conversation)

 

Total Powers & Skill Cost:  47

Total Cost:  79

 

200+ Disadvantages

15 Psychological Limitation:  Elite mentality (Common; Strong)

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

 

Total Disadvantage Points:  79

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Natalie Hartman loved archery.  She practiced and practiced until she was top in her village.  Basically she was making a living going to archery contests.  But it really was small change.  So she moved to a larger town and started entering contest, and found her skills lacking.  She needed more real world experience and use to up her game.  So when Sir Bret put out feelers for her service, she eagerly joined him.  

 

Personality/Motivation:  

 

Quote:  

 

Powers/Tactics:  

 

Campaign Use:  

 

Appearance:  


 

 

So we have the beginnings of a sneaky sniper here.  We will see if she continues to live up to her promise!

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So she's a bit sneakier and filled out!

 

Quote

2019 #78  Palladium Longbowman Level 5

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

12 DEX 6 11- OCV:  4/DCV:  4

10 CON 0 11-

13 BODY 6 12-

12 INT 2 11- PER Roll 11-

14 EGO 8 12- ECV:  5

13 PRE 3 12- PRE Attack:  2 ½d6

16 COM 3 12-

 

6 PD 3 Total:  6 PD (0 rPD)

6 ED 4 Total:  6 ED (0 rED)

3 SPD 8 Phases:  4, 8, 12

5 REC 0

20 END 0

25 STUN 0 Total Characteristic Cost:  46

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Perks

5 Favor

5 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Sergeant, Weapon Permit (where appropriate)

 

Talents

3 Bump Of Direction

10 HTH:  Deadly Blow:  +1d6 (any circumstances, any HTH weapon)

4 Rapid Archery

 

Skills

5 +1 with DCV

1 WF:  Bows

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

 

5 Paramedics 12-

3 Stealth 11-

1 WF:  Blades

6 Short swords and knives:  +2 with any three maneuvers or a tight group of attacks

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

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

3 Climbing 11-

3 Disguise 11-

3 Riding 11-

3 Forgery 11-

3 KS: Trap Skin small 11-

 

3 Carpentry:  KS 11-

3 KS: Recognise precious metals stones 11-

2 TF:  Large Wind-Powered Boats, Small Wind-Powered Boats

2 Language (fluent conversation)

2 Language (fluent conversation)

3 KS: Tailor 11-

3 KS: Painting 11-

3 KS: recognise Weapon quality 11-

3 Science Skill:  Math 11-

 

Total Powers & Skill Cost:  99

Total Cost:  145

 

200+ Disadvantages

15 Psychological Limitation:  Elite mentality (Common; Strong)

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

 

Total Disadvantage Points:  145

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

Background/History:  Natalie Hartman loved archery.  She practiced and practiced until she was top in her village.  Basically she was making a living going to archery contests.  But it really was small change.  So she moved to a larger town and started entering contest, and found her skills lacking.  She needed more real world experience and use to up her game.  So when Sir Bret put out feelers for her service, she eagerly joined him.  Since then she has gained some valuable experience in her archery and more back up skills.  She's still only fairly good in HTH, but her archery is getting deadly.

 

Personality/Motivation:  

 

Quote:  

 

Powers/Tactics:  

 

Campaign Use:  

 

Appearance:  

 

 

 

So she is a lot more filled out (surprise, surprise) and capable.  

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Now at Level 9 she's fairly lethal

 

Quote

 

 

2019 #78  Palladium Longbowman Level 9

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

12 DEX 6 11- OCV:  4/DCV:  4

10 CON 0 11-

16 BODY 12 12-

12 INT 2 11- PER Roll 11-

14 EGO 8 12- ECV:  5

13 PRE 3 12- PRE Attack:  2 ½d6

16 COM 3 12-

 

7 PD 4 Total:  7 PD (0 rPD)

7 ED 5 Total:  7 ED (0 rED)

4 SPD 18 Phases:  3, 6, 9, 12

5 REC 0

20 END 0

28 STUN 0 Total Characteristic Cost:  64

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Perks

5 Favor

9 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Lieutenant, Weapon Permit (where appropriate)

 

Talents

3 Bump Of Direction

14 HTH:  Deadly Blow:  +2d6 ([limited circumstances])

4 Rapid Archery

5 Bows only:  Deadly Blow:  +4d6 ([very limited circumstances]) (16 Active Points); Activation Roll 8- (-2)

 

Skills

10 +2 with DCV

1 WF:  Bows

12 Bows:  +4 with any three maneuvers or a tight group of attacks

 

9 Paramedics 14-

7 Stealth 13-

2 WF:  Blades, Sling

9 Short swords and knives:  +3 with any three maneuvers or a tight group of attacks

9 Shield DCV:  +3 with any three maneuvers or a tight group of attacks

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

7 Climbing 13-

5 Disguise 12-

3 Riding 11-

5 Forgery 12-

4 KS: Trap Skin small 12-

3 Lockpicking 11-

3 Sleight Of Hand 11-

 

3 Carpentry:  KS 11-

3 KS: Recognise precious metals stones 11-

2 TF:  Large Wind-Powered Boats, Small Wind-Powered Boats

2 Language (fluent conversation)

2 Language (fluent conversation)

3 KS: Tailor 11-

3 KS: Painting 11-

3 KS: recognise Weapon quality 11-

3 Science Skill:  Math 11-

 

Total Powers & Skill Cost:  153

Total Cost:  217

 

200+ Disadvantages

15 Psychological Limitation:  Elite mentality (Common; Strong)

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

 

Total Disadvantage Points:  217

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Natalie Hartman loved archery.  She practiced and practiced until she was top in her village.  Basically she was making a living going to archery contests.  But it really was small change.  So she moved to a larger town and started entering contest, and found her skills lacking.  She needed more real world experience and use to up her game.  So when Sir Bret put out feelers for her service, she eagerly joined him.  Since then she has gained some valuable experience in her archery and more back up skills.  She's still only fairly good in HTH, but her archery is getting deadly.  Now at level 9, it is deadly.  

 

 

Personality/Motivation:  

 

Quote:  

 

Powers/Tactics:  

 

Campaign Use:  

 

Appearance:  

 

 

So this is a workable PC.  But as I found with the other two builds, it only really takes off at level five!

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Introducing Sir Bret of the Hart Clan

 

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2019 #80 Palladium Knight Level 1

 

 


    Val    Char    Cost    Roll    Notes

 

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

    15    DEX    15    12-    OCV:  5/DCV:  5

    13    CON    6    12-

    13    BODY    6    12-

    18    INT    8    13-    PER Roll 13-

    13    EGO    6    12-    ECV:  4

    15    PRE    5    12-    PRE Attack:  3d6

    14    COM    2    12-

 

    7    PD    4        Total:  7 PD (0 rPD)

    7    ED    4        Total:  7 ED (0 rED)

    2    SPD    0        Phases:  6, 12

    6    REC    0

    26    END    0

    28    STUN    0    Total Characteristic Cost:  61

 

Movement:    Running:    6"/12"

    Leaping:    3"/6"

    Swimming:    2"/4"

 

    Perks

5    Favor

11    Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Knight, Member of the Lower Nobility, Squire, Weapon Permit (where appropriate)

5    Money:  Well Off

 

    Talents

20    Deadly Blow:  +2d6 (any circumstances, any HTH weapon)

 

    Skills

3    Riding 12-

3    Lance:  +1 with any Strike

9    Shield DCV:  +3 with any three maneuvers or a tight group of attacks

     

4    WF:  Blades, Crossbows, Lances, Two-Handed Weapons

3    Swords, knives, crossbow, spear:  +1 with any three maneuvers or a tight group of attacks

3    Paramedics 13-

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

3    Climbing 12-

3    Disguise 13-

     

3    KS: History 13-

3    KS: Recog. Precious metal stones 13-

3    KS: Recog weapon quality 13-

4    Language (completely fluent; literate)

4    Language (completely fluent; literate)

 

Total Powers & Skill Cost:  89

Total Cost:  150

 

200+    Disadvantages

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

15    Psychological Limitation:  Code of honour (Common; Strong)

20    Dependent NPC:  Clan 8- (Normal; Group DNPC: x4 DNPCs)

 

Total Disadvantage Points:  150

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Sir Bret is the third son of a minor noble family, but they are high enough that they have their enemies.  Since he knew he was not going to inherit, Sir Bret proposed an idea to his father.  Let him be trained as a knight and allowed to be something of a free agent for his clan.  So Sir Bret has started on his mission.  With John Goldberg and Natalie the archer he will go around inspecting his father's properties, but also getting involved if it looks like it is needed.  When he isn't doing something for his clan, he will check on various leads that interest him and look profitable or will bring honour to the clan name.  

 

Personality/Motivation:  

 

Quote:  

 

Powers/Tactics:  

 

Campaign Use:  

 

Appearance:  

 

 

So Sir Bret is at Hero/Champions starting level for heroic, but that is mostly due to the additions I made regarding favours, money as well as his stats. I will admit I rolled well for him and this will help with skills.

Seriously Knight is where we see the HTH classes become interesting. If only for the backstory that comes with such a character!

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He's more powerful

 

Quote

 

2019 #81  Palladium Knight Level 5

 

 


Val Char Cost Roll Notes

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

15 DEX 15 12- OCV:  5/DCV:  5

13 CON 6 12-

13 BODY 6 12-

18 INT 8 13- PER Roll 13-

13 EGO 6 12- ECV:  4

15 PRE 5 12- PRE Attack:  3d6

14 COM 2 12-

 

8 PD 5 Total:  8 PD (0 rPD)

8 ED 5 Total:  8 ED (0 rED)

4 SPD 15 Phases:  3, 6, 9, 12

6 REC 0

26 END 0

28 STUN 0 Total Characteristic Cost:  78

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Perks

8 Favor

11 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Knight, Member of the Lower Nobility, Squire, Weapon Permit (where appropriate)

9 Contact (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-

5 Money:  Well Off

 

Talents

20 Deadly Blow:  +2d6 (any circumstances, any HTH weapon)

3 Bump Of Direction

 

Skills

5 Riding 13-

6 Lance:  +2 with any Strike

12 Shield DCV:  +4 with any three maneuvers or a tight group of attacks

10 +2 with DCV

 

4 WF:  Blades, Crossbows, Lances, Polearms and Spears, Two-Handed Weapons

6 Swords, knives, crossbow, spear:  +2 with any three maneuvers or a tight group of attacks

3 Paramedics 13-

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

3 Climbing 12-

3 Disguise 13-

3 Forgery 13-

3 KS: Trap Skin Small 13-

 

3 KS: History 13-

3 KS: Recog. Precious metal stones 13-

3 KS: Recog weapon quality 13-

4 Language (completely fluent; literate)

4 Language (completely fluent; literate)

3 KS: Singing 13-

3 KS: Play wind 13-

3 KS: Religions 13-

 

Total Powers & Skill Cost:  140

Total Cost:  218

 

200+ Disadvantages

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

15 Psychological Limitation:  Code of honour (Common; Strong)

20 Dependent NPC:  Clan 8- (Normal; Group DNPC: x4 DNPCs)

 

Total Disadvantage Points:  218

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History: See Level 1 version  

 

Personality/Motivation:  

 

Quote:  

 

Powers/Tactics:  

 

Campaign Use:  

 

Appearance:  

 

 

So level five is where we get a more rounded version of the PC.  He's still a little less powerful than a similar Hero/Champions toon as his skill list is a lot less than a Fantasy Hero list, but he is serviceable!

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