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Mr. R

My conversions (formerly Builds of 2018)

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She ain't no mutant, she's the victim of some sort of experemint!

 

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2020 #3 Megaton

 

 


Val Char Cost Roll Notes

45 STR 35 18- Lift 12.8tons; 9d6 [4]

21 DEX 33 13- OCV:  7/DCV:  7

20 CON 20 13-

10 BODY 0 11-

11 INT 1 11- PER Roll 11-

11 EGO 2 11- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

14 COM 2 12-

 

8+18 PD -1 Total:  8/26 PD (8/26 rPD)

8+18 ED 4 Total:  8/26 ED (8/26 rED)

6 SPD 29 Phases:  2, 4, 6, 8, 10, 12

13 REC 0

40 END 0

43 STUN 0 Total Characteristic Cost:  128

 

Movement: Running: 6"/12"

Flight: 25"/200"

Leaping: 9"/18"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

11 Reduced Endurance (½ END; +¼) for up to 45 Active Points of Str (11 Active Points)

 

27 Gravity:  Elemental Control, 54-point powers

48 1)  Flight 25", x8 Noncombat, Reduced Endurance (½ END; +¼) (75 Active Points) 3

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

28 3)  Telekinesis (45 STR), Reduced Endurance (½ END; +¼) (84 Active Points); Limited Power Power loses about half of its effectiveness (Only to Lift up or down; -1) 3

29 4)  Energy Blast 9d6, Reduced Endurance (½ END; +¼) (56 Active Points) 2

 

13 Life Support  (Safe in High Pressure; Safe in Low Pressure/Vacuum; Self-Contained Breathing)

8 +5 versus Range Modifier for Sight Group

5 Nightvision

 

Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Stealth 13-

3 Deduction 11-

3 Paramedics 11-

3 Streetwise 12-

5 +1 with HTH Combat

 

Total Powers & Skill Cost:  227

Total Cost:  355

 

200+ Disadvantages

20 Psychological Limitation:  With great power comes great responsibility (Very Common; Strong)

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

120 Experience Points

 

Total Disadvantage Points:  355

Earned Experience:  0

Spent Experience:  120

Unspent Experience:  0

 

Background/History:  Mary Schmitt grew up on a dairy farm in the midwest, but had dreams of living in the big city.  So she moved to (insert city) to try to make it big. But she was not getting many breaks. So to make ends meet, she got a job at (blank) Corporation as a night janitor.  But the grind was getting to her. Then one night she accidentally brushed up against a metal orb (actually an alien probe) and when she reached down to pick it up a charge of energy went through her.  The pain was so intense she almost passed out. Over the next few days she found she had control over gravity and her body had been improved. Now as Megaton, she races around the city to help people and fight crime!

 

Personality/Motivation:  Two contradictory ideas.  One is a like to fight. She wants to test herself.  The other is Spidey Syndrome, and she wants to give back to society!

 

Quote:  

 

Powers/Tactics:  First Mary's physique has been massively improved and she is extremely strong for her size (she can press about 12,000 kg).  As well she has great control over gravity allowing her to fly, place a protective field around herself, lift up great weights and fire gravitic blasts!  For now she runs up and tries to hit them, but is slowly realising that her other powers may be more useful!

 

Campaign Use:  

 

Appearance:  161 cm and 55 kg with brownish blond hair and brown eyes.  For a costume she wears a blue bodysuit with white trim and a white mask!



 

 

 

This build I liked as a concept, but since the original creator was looking to game his system, and I am not, I figured a few ....adjustments were in place. So I left the high strength, but added to her Gravitic Powers set. So now she's more of a classic flying blaster with some TK ability.

For the future we can go one of three ways. 1) bring up her strength and defenses and make her more brick like. 2) add to the Gravitics. More varied blasts, better TK etc. 3) a middle of both. Bring up Strength (55) and the EC so that the TK and Blast were at 55 str and 11d6. Which ever way it goes, she's got a loy of room for expansion!

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They tried to make me a weapon, but they will never control me

 

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2020 #4 The Whirlwind

 

 


Val Char Cost Roll Notes

28 STR 18 15- Lift 1212.6kg; 5 ½d6 [3]

32 DEX 66 15- OCV:  11/DCV:  11

18 CON 16 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

15 EGO 10 12- ECV:  5

13 PRE 3 12- PRE Attack:  2 ½d6

20 COM 5 13-

 

10+6 PD 4 Total:  10/16 PD (10/16 rPD)

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

8 SPD 38 Phases:  2, 3, 5, 6, 8, 9, 11, 12

14 REC 8

36 END 0

33 STUN 0 Total Characteristic Cost:  177

 

Movement: Running: 16"/64"

Leaping: 10"/40"

Swimming: 9"/36"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

 

9 Armor (6 PD/6 ED) (18 Active Points); Activation Roll 14- (-½), OIF (-½)

 

31 Multipower, 31-point reserve

3u 1)  Running +10" (16" total), x4 Noncombat, Reduced Endurance (½ END; +¼) (31 Active Points) 1

2u 2)  Leaping +5" (10 ½" forward, 5" upward) (Accurate, x4 Noncombat), Reduced Endurance (½ END; +¼) (19 Active Points) 1

1u 3)  Swimming +7" (9" total) (x4 Noncombat), Reduced Endurance (½ END; +¼) (15 Active Points) 1

 

4 Martial Block +2 +2 Block, Abort

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

4 Martial Escape +0 +0 43 STR vs. Grabs

4 Martial Strike +0 +2 7 ½d6 Strike

5 Offensive Strike -2 +1 9 ½d6 Strike

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

 

Perks

5 Money:  Well Off

5 Favor

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

 

Talents

6 Combat Luck (3 PD/3 ED)

 

Skills

3 Climbing 15-

3 KS: Military Etiquette 12-

3 Systems Operation 12-

3 Electronics 12-

3 Mechanics 12-

3 Demolitions 12-

3 KS: Intelligence gathering 12-

3 Concealment 12-

3 Disguise 12-

3 Interrogation 12-

3 Navigation 12-

3 Security Systems 12-

10 Defense Maneuver I-IV 

3 Survival 12-

3 Contortionist 15-

3 Forgery 12-

3 Acrobatics 15-

3 Breakfall 15-

3 Paramedics 12-

3 Stealth 15-

3 Streetwise 12-

 

Total Powers & Skill Cost:  168

Total Cost:  345

 

200+ Disadvantages

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

15 Psychological Limitation:  Dislikes being controlled (Common; Strong)

15 Psychological Limitation:  Hatred of (insert) group (Common; Strong)

15 Enraged:  When fighting agents of (insert) group (Uncommon), go 11-, recover 11-

85 Experience Points

 

Total Disadvantage Points:  345

Earned Experience:  0

Spent Experience:  85

Unspent Experience:  0

 

Background/History:  Adam Smith was always fast and agile.  In fact people commented that he must be a mutant, but it was just insinuated and never proven.  That didn't stop (insert) Group from deciding he would make the perfect assassin and deciding to kidnap him and experimenting on him.  After four year of brutal treatment, he was sent on his first mission. Unfortunately the mental conditioning didn't take. So he ran. At first he hid out in (insert) City, but his innate good nature made him intervene with people having problems in the area.  He is also looking for information on the group as he wants to dismantle it, to keep others from suffering as he had!

 

Personality/Motivation:  Revenge.  He was hurt bad, and he wants to hurt them back!

 

Quote:  

 

Powers/Tactics:  Superhuman reflexes and reactions.  At eight SPD he has a ton of actions, is hard to hit and hits almost at will. Also he has great movement abilities, not as great as a speedster, but still allowing him to be anywhere he wants in the area!

 

Campaign Use:  An intro to an evil villain organization, or the dark side of a benevolent organization!

 

Appearance:  179 cm and 80 kg with a very wiry build.  he has brown hair and brown eyes. He wears jeans and a long sleeved t shirt with a suit of body armour underneath (he can dodge bullets but isn't really bulletproof)!

 

 

 

 

 

 

 

I really like this build. Of course I had to censor it a bit, like getting rid of his power fist (he already does good damage) but on the whole he's agreeable. He has a lot of actions, good movement and is very HARD to hit. This is the room broom, the guy who takes out a whole room of agents in about 30 seconds and never get hit.

Out of Combat, he has a lot of skills. Also he is an in to either a villainous agency or a good agency with some VERY questionable practices. Either way, it can lead to opening up the game world!

Future progress would be more skills, more Martial Art abilities, some damage classes and maybe a point of speed (9), but on the whole this is a pretty complete NPC!

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Atomic batteries to power, turbines to speed....

 

 

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2020 #5 Car Mage

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

20 DEX 30 13- OCV:  7/DCV:  7

18 CON 16 13-

10 BODY 0 11-

25 INT 15 14- PER Roll 14-

14 EGO 8 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

16 COM 3 12-

 

6+6 PD 4 Total:  6/12 PD (6/12 rPD)

6+6 ED 2 Total:  6/12 ED (6/12 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

6 REC 0

36 END 0

24 STUN 0 Total Characteristic Cost:  103

 

Movement: Running: 6"/12"

Flight: 10"/40"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

6 Damage Resistance (6 PD/6 ED)

9 Armor (6 PD/6 ED) (18 Active Points); OIF (-½), Activation Roll 14- (-½)

20 Energy Blast 8d6, 4 clips of 8 Charges (+0) (40 Active Points); OAF (-1) [8]

20 Flight 10", x4 Noncombat (25 Active Points); 1 Continuing Charge lasting 1 Hour (-¼) [1 cc]

 

Perks

6 Money:  Wealthy

5 Favor

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

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

65 Vehicles & Bases

Notes:  The 'Cuda

15 Workshop:  Vehicles & Bases

 

Talents

5 Eidetic Memory

3 Absolute Range Sense

3 Absolute Time Sense

3 Bump Of Direction

3 Lightning Calculator

 

Skills

3 Electronics 14-

3 Mechanics 14-

3 Lockpicking 13-

3 Systems Operation 14-

3 Forensic Medicine 14-

5 Cramming 

5 Cramming 

3 Bureaucratics 12-

3 Computer Programming 14-

3 Navigation 14-

3 Combat Driving 13-

3 Combat Piloting 13-

4 TF:  Common Motorized Ground Vehicles, Combat Aircraft, Large Planes, Small Planes, Two-Wheeled Motorized Ground Vehicles

3 Deduction 14-

3 Streetwise 12-

3 Paramedics 14-

3 Scientist

2 1)  Science Skill:  Biology 14- (3 Active Points)

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

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

2 4)  Science Skill:  Math 14- (3 Active Points)

2 5)  Science Skill:  Medical Doctor 14- (3 Active Points)

6 Vehicle combat systems:  +2 with any three maneuvers or a tight group of attacks

 

Total Powers & Skill Cost:  248

Total Cost:  351

 

200+ Disadvantages

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

15 Psychological Limitation:  Mad Thinker (Common; Strong)

121 Experience Points

 

Total Disadvantage Points:  351

Earned Experience:  0

Spent Experience:  121

Unspent Experience:  0

 

Background/History:  Biyu Zhang is the younger sister to Min Zhang (Calamity).  When Min went into the armed forces, Biyu went into academia, like engineering, medicine and chemistry.  By age 21 she had multiple degrees in many fields and had become rich off a few patents, mostly related to cars and engines and performance!  For a while she was adrift, then she found out her sister was alive and well, but in trouble. Zin told her about the cybernetics/bionics, and Biyu immediately figured out how they work.  When Min told her about her difficulties, Biyu wasted no time getting an old warehouse as a base/workshop. Not wanting to stay behind, she built a few gadgets and a super souped up 'Cuda!  So when Calamity goes out on patrol, Car Mage is somewhere nearby for support and escapes!

 

Personality/Motivation:  Biyu likes a puzzle, be it a mystery or a new gadget to figure out.  Right now her mystery is the people bothering her sister. At heart she wants to be a positive change in the world!

 

Quote:  

 

Powers/Tactics:  Incredibly intelligent and versed in a number of applied sciences, car mage carries a few gadgets and a small blaster when out of her 'Cuda.  But it is inside the car she is most dangerous. She's a trained driver and has souped up her ride to be faster and better handling than anything on the road.  Add some neat weapons (concealable) and a heavily armoured frame, and you have a nasty combination!

 

Campaign Use:  Calamity's anchor. Also a tech based hero for those people looking for someone to build them "One of those WONDERFUL toys!"

 

Appearance:  An American of Chinese ancestry, she stands 170 cm but weighs 60 kg



 

 

 

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2020 #5a Car Mages 'Cuda

 

 


Val Char Cost Roll Notes

35 STR 0 16- Lift 3200.0kg; 7d6

20 DEX 30 13- OCV:  7/DCV:  4

 

15 BODY 0 12-

 

 

 

 

 

 

 

5 SPD 20 Phases:  3, 5, 8, 10, 12

 

 

Total Characteristic Cost:  91

 

Movement: Running: 20"/160"

 

Cost Powers END

30 Armor (15 PD/15 ED) (45 Active Points); Ablative BODY Only (-½)

38 Ground Movement +14" (20" total), x8 Noncombat

31 Radar (Radio Group), Concealed (-5 with Radar PER Rolls), Discriminatory, Increased Arc Of Perception (360 Degrees), Telescopic:  +2

90 Energy Blast 12d6, Reduced Endurance (0 END; +½) (90 Active Points)

13 Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +½) (30 Active Points); Limited Arc Of Fire (60 degrees; Only on same horizontal level; -¾), Hand-To-Hand Attack (-½)

20 Darkness to Sight Group 4" radius (40 Active Points); 8 Charges (-½), Limited Arc Of Fire (60 degrees; -½) [8]

 

Perks

3 Computer Link

 

Talents

3 Absolute Range Sense

3 Absolute Time Sense

3 Bump Of Direction

 

Total Powers & Skill Cost:  234

Total Cost:  325

 

200+ Disadvantages

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

115 Experience Points

 

Total Disadvantage Points:  325

Earned Experience:  0

Spent Experience:  115

Unspent Experience:  0

 

Background/History:  

 

Personality/Motivation:  

 

Quote:  

 

Powers/Tactics:  

 

Campaign Use:  

 

Appearance:  

 

 

 

 

 

 

At first I was not to enamoured of this build.  But after fixing her up a bit, I think I have made a very capable Hardware person.  The original went heavy into the super vehicle track, arguing that it is not seen a lot.  I agree, but mostly because 1) when you are not in your vehicle you are a glorified normal and 2) in HU if you game the system right you can make a PC that has a flying Abrhams tank.

 

So the conversion for the car was actually not all that difficult, but it was giving her something when she got out / was forced out of the car that was a bit tougher.  I wanted her capable but not too capable.  

 

OOC she along with her sister have ties to a possible villain or hero organization.  Also she's a tech junkie, so if the group needs someone to design a team vehicle for them, she's a hook!

 

For growth there are a few options.  Make her more competent out of the vehicle with more gadgets and some MA training.  OR.  Give her a big VPP with the various vehicles she has stored for certain emergencies.  Possibilities include a combat van, a super copter (Blue Thunder), and maybe even a speedboat/submersible.  Either way she should be like Shuri from Black Panther!

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I walk the LATE night beat.  There are many stories in the naked city...

 

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2020 #6 The Night Sheriff

 

 


Val Char Cost Roll Notes

35 STR 25 16- Lift 3200.0kg; 7d6 [3]

20 DEX 30 13- OCV:  7/DCV:  7

23 CON 26 14-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

14 COM 2 12-

 

10+16 PD 3 Total:  10/26 PD (10/26 rPD)

10+16 ED 5 Total:  10/26 ED (10/26 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

12 REC 0

46 END 0

40 STUN 0 Total Characteristic Cost:  129

 

Movement: Running: 11"/22"

Leaping: 7"/14"

Swimming: 2"/4"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

10 Running +5" (11" total) 1

 

13 Energy Damage Reduction, 50% (20 Active Points); Limited Power Power loses about a third of its effectiveness (Fire and Cold only; -½)

30 Armor (10 PD/10 ED)

 

50 Multipower, 50-point reserve, all slots Reduced Endurance (½ END; +¼) (62 Active Points); all slots Only In Heroic Identity (-¼)

2u 1)  Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-½), Only In Heroic Identity (-¼) 1

4u 2)  Energy Blast 10d6 (50 Active Points); Only In Heroic Identity (-¼) 2

2u 3)  Mind Control 10d6 (50 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only to make target say the truth; -1 ½), 12 Charges (-¼), Only In Heroic Identity (-¼) [12]

 

19 Universal Translator 16- (24 Active Points); Only In Heroic Identity (-¼)

12 Armor (6 PD/6 ED) (18 Active Points); Only In Heroic Identity (-¼), Limited Coverage [181-360] Degrees (-¼)

22 Magic:  Detect A Large Class Of Things 12- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense

4 Nightvision (5 Active Points); Only In Heroic Identity (-¼)

 

Perks

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

 

Skills

3 Acrobatics 13-

3 Breakfall 13-

6 Language:  Spanish (imitate dialects; literate)

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

5 Cramming 

5 Cramming 

3 Deduction 12-

3 PS: Art 12-

3 Computer Programming 12-

3 Climbing 13-

3 Paramedics 12-

5 +1 with HTH Combat

 

Total Powers & Skill Cost:  225

Total Cost:  354

 

200+ Disadvantages

20 Psychological Limitation:  With great power comes... (Very Common; Strong)

15 Hunted:  Wild Hunt 8- (Mo Pow; Harshly Punish)

15 Social Limitation:  Secret ID (Frequently; Major)

104 Experience Points

 

Total Disadvantage Points:  354

Earned Experience:  0

Spent Experience:  104

Unspent Experience:  0

 

Background/History:  They live in the shadows... Elves, Dwarves, Trolls, Goblins.  They live in the city, hiding in places where humans seldom venture.  But there are always those who would flaunt such laws, so by tradition there is always a human who was given the power and authority to enforce the peace.  The Night Sheriff of today is Benjamin James. It was the classic story of a young man finding a sword stuck in a stone. Drawing it he was told he was the new Night Sheriff.  Given training and having the sword, Ben has had to juggle his mundane life and magical life... and soon things will get stranger than he could EVER imagine!

 

Personality/Motivation:  Another Spidey Syndrome type.  But he is also coming to realize how important his post is and the need for it.

 

Quote:  

 

Powers/Tactics:  Part of the Pact is a great improvement in his physique.  Even without the sword he would be one of the best HTH people on the planet!  With the sword he is much more. In addition to the HTH abilities, he can throw it and it will return.  It grants him nightvision, the ability to detect magic, and can compel anyone touching it to tell the truth. As well it generates a mystic armour and shield for protection!

 

Campaign Use:  A mystic guardian from things that go bump in the night!

 

Appearance:  181 cm and 80 kg with brown hair and eyes.  He generally wears jeans and t-shirts, but on the job will wear the magical armour the sword provides (looks like classic chain mail but with a golden sheen)


 

 

 

A very standard magic weapon type character with a very interesting backstory.  In a M&M villain book there is a villain called Balor who would be a perfect long term enemy for this guy.  Add a quick template for dwarves and elves, trolls and goblins and you have a ready made set of possible NPCs of all stripes.  This is a perfect type of PC for getting the heroes involved with magic and dimension hopping and other cool effects.  

 

Power wise he's a Thor type.  Maybe new powers of the weapon, possible spells ala wizardry, maybe even a few more magic items that he needs to more represent his office.  

 

Personality wise, he's more Hal Jordan.  He's has cool powers, but also many responsibilities.  

 

All in all not a bad character!

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To all the demons out there....I am your worst nightmare!

 

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2020 #7  The Hammer of Heaven

 

 


Val Char Cost Roll Notes

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

15 DEX 15 12- OCV:  5/DCV:  5

15 CON 10 12-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

18 EGO 16 13- ECV:  6

15 PRE 5 12- PRE Attack:  3d6

12 COM 1 11-

 

8+26 PD 4 Total:  8/34 PD (8/34 rPD)

8+26 ED 5 Total:  8/34 ED (8/34 rED)

3 SPD 5 Phases:  4, 8, 12

7 REC 0

30 END 0

28 STUN 0 Total Characteristic Cost:  76

 

Movement: Running: 6"/12"

Leaping: 4"/8"

Swimming: 2"/4"

Teleportation: 10"/160"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

30 Energy Damage Reduction, Resistant, 75% (60 Active Points); Limited Power Power loses about half of its effectiveness (Only vs Magic; -1)

30 Physical Damage Reduction, Resistant, 75% (60 Active Points); Limited Power Power loses about half of its effectiveness (Only vs Magic; -1)

30 Mental Damage Reduction, Resistant, 75% (60 Active Points); Limited Power Power loses about half of its effectiveness (Only vs Magic; -1)

7 Sight Group Flash Defense (15 points) (15 Active Points); Limited Power Power loses about half of its effectiveness (Only vs Magic; -1)

7 Power Defense (15 points) (15 Active Points); Limited Power Power loses about half of its effectiveness (Only vs Magic; -1)

 

18 Endurance Reserve  (200 END, 5 REC) Reserve:  (25 Active Points); OIF (-½)

4 Elemental Control, 16-point powers,  (8 Active Points); all slots OIF (-½), Spell (-½)

4 1)  Magic:  Detect A Large Class Of Things 15- (Unusual Group), Discriminatory (18 Active Points); Spell (-½), OIF (-½), Costs Endurance (Only Costs END to Activate; -¼) 2

3 2)  Evil:  Detect A Class Of Things 16- (Unusual Group), Discriminatory, Sense (16 Active Points); Spell (-½), OIF (-½), Costs Endurance (Only Costs END to Activate; -¼) 2

21 3)  Armour of Ithan:  Force Field (20 PD/20 ED), Costs END Only To Activate (+¼) (50 Active Points); Spell (-½), OIF (-½) 4

4 4)  Mystic Shield:  Armor (6 PD/6 ED) (18 Active Points); Spell (-½), OIF (-½), Limited Coverage [181-360] Degrees (-¼), Costs Endurance (Only Costs END to Activate; -¼) 2

15 5)  Circle of protection:  Force Wall (10 PD/10 ED), Costs END Only To Activate (+¼) (62 Active Points); Extra Time (Full Phase, Delayed Phase, -¾), No Range (-½), Spell (-½), OIF (-½), Restricted Shape (Circle; -¼) 5

13 6)  T-Port:  Teleportation 10", x16 Noncombat (35 Active Points); OIF (-½), Spell (-½) 3

 

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

3u 1)  Carpet of Adhesion!:  Entangle 4d6, 4 DEF, Area Of Effect (4" Radius; +1) (80 Active Points); Set Effect (Hands Only/Feet Only) (-1), Spell (-½), OIF (-½) 8

3u 2)  Magic Net:  Entangle 4d6, 4 DEF, Area Of Effect (One Hex; +½) (60 Active Points); Spell (-½), OIF (-½) 6

3u 3)  Call Lightning:  Energy Blast 10d6, Indirect (Same origin, always fired away from attacker; +¼) (62 Active Points); Spell (-½), OIF (-½) 6

2u 4)  Constrain Being:  Entangle 7d6, 7 DEF (70 Active Points); Limited Power Power loses about half of its effectiveness (Only vs Supernatural; -1), Spell (-½), OIF (-½) 7

2u 5)  Exorcism:  Dispel Summoned creatures 16d6 (48 Active Points); Spell (-½), OIF (-½) 5

1u 6)  Banish Entity:  Extra-Dimensional Movement (Single Dimension), Usable As Attack (+1) (40 Active Points); Increased Endurance Cost (x4 END; -1 ½), OIF (-½), Spell (-½) 16

 

Perks

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

5 Favor

5 Money:  Well Off

 

Talents

3 Perfect Pitch

5 Rapid Healing

 

Skills

3 Acrobatics 12-

3 Breakfall 12-

3 Science Skill:  Math 12-

3 Bureaucratics 12-

3 Computer Programming 12-

5 Cramming 

3 Deduction 12-

3 Jack of All Trades

2 1)  PS: Guitar (3 Active Points) 12-

2 2)  PS: Law (3 Active Points) 12-

2 3)  PS: Sing (3 Active Points) 12-

3 KS: Astronomy 12-

3 Stealth 12-

3 Paramedics 12-

10 +2 with Ranged Combat

 

Total Powers & Skill Cost:  320

Total Cost:  396

 

200+ Disadvantages

15 Hunted:  8- (Mo Pow; Harshly Punish)

15 Psychological Limitation:  Ashamed of past (Common; Strong)

10 Reputation: , 11-

15 Social Limitation:  Secret ID (Frequently; Major)

141 Experience Points

 

Total Disadvantage Points:  396

Earned Experience:  0

Spent Experience:  141

Unspent Experience:  0

 

Background/History:  Sarah Gorion was a disappointment to her father.  He was an accomplished mage, but she had NO talent.  Shunning her, she made her way in the mundane world. Finally after years of estrangement, he called her for a visit.  It wasn't very friendly. After much yelling and shouting she threw a book across the room. The Book of All Souls was a prison, and 37 demons escaped.  Usually her father would go after them, but his other commitments precluded that, so it fell to his daughter. Casting some enchantments on her and giving her the Seal of Solomon, he impressed upon her the seriousness of her mission.  Now alone and not knowing who to turn to, she started researching her foes and gathering allies. She will be the hammer that beats them back into the book, the Hammer of Heaven!

 

Personality/Motivation:  Sarah is trying to redeem herself, both to herself and her father.  Her childish action released a great evil, now she is forced to fix it!

 

Quote:  

 

Powers/Tactics:  Sarah has a few advantages going for her.  The first is the enchantments her father placed on her, that makes her almost immune to magic.  Attacks or effects that would almost seriously injure someone else will barely harm her (the Dam Red).  As well the Seal of Solomon has a suite of spells, that are very effective in her cause!

 

Campaign Use:  Another mystic hero, but with a twist!  Against normals she's competent, but against magical threats, she becomes much more front and center due to her immunities!

 

Appearance:  at 170 cm and 70 kg Sarah has let her black hair grow long to go along with her green eyes. She at first wore normal clothing, but realizes the importance of appearances and now wears long dresses and fashionable boots with a long black overcoat!



 

 

 

In HU this build would be great in a VERY narrow game because the mystical immunity is absolute, but she lost half her hp and they were frozen at level one.  As well there is no progression as you get no new abilities and they are frozen at a certain level at creation.  So in a game with a lot of magic she's great.  In the rest, she's more of a glass cannon.

 

Power wise she's got a powerful magic item with a nice suite of spells.  In a mystic masters type game her immunity would be her main defining feature.  As far as progression, well, her father is a powerful mage with a lot of magic items lying around.  I can see her unlocking some more items, like a wand maybe, or a magic carpet.  Or some sort of sensing device (X-ray head-dress?)

 

Personality wise this lady has ISSUES.  Daddy didn't love her, she wants acceptance AND she has a major problem she created due to her anger that she needs to clean up, while learning some magic on the job.  Yeah!

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No!  I didn't go to Hogswarts!

 

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2020 #8 The Wanderer

 

 


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-

20 INT 10 13- PER Roll 13-

20 EGO 20 13- ECV:  7

13 PRE 3 12- PRE Attack:  2 ½d6

16 COM 3 12-

 

8+20 PD 4 Total:  8/28 PD (8/28 rPD)

8+20 ED 4 Total:  8/28 ED (8/28 rED)

4 SPD 10 Phases:  3, 6, 9, 12

8 REC 0

36 END 0

29 STUN 0 Total Characteristic Cost:  110

 

Movement: Running: 12"/24"

Flight: 15"/60"

Leaping: 4"/8"

Swimming: 8"/16"

Teleportation: 10"/20"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

20 Endurance Reserve  (100 END, 10 REC) (20 Active Points)

 

40 Multipower, 80-point reserve,  (80 Active Points); all slots Spell (-½), Gestures (-¼), Incantations (-¼)

2u 1)  Blinding Flash:  Sight Group Flash 10d6 (50 Active Points); Spell (-½), Gestures (-¼), Incantations (-¼) 5

1u 2)  Befuddle:  Mind Control 8d6 (40 Active Points); Limited Power Power loses about half of its effectiveness (Only to confuse; -1), Spell (-½), Gestures (-¼), Incantations (-¼) 4

1u 3)  Healing BODY 3d6 (30 Active Points); Spell (-½), Gestures (-¼), Incantations (-¼) 3

2u 4)  Paralysis Bolt:  Entangle 4d6, 4 DEF, Takes No Damage From Attacks Limited Group (+¼) (50 Active Points); Spell (-½), Gestures (-¼), Incantations (-¼) 5

3u 5)  Carpet of Adhesion:  Entangle 4d6, 4 DEF, Area Of Effect (4" Radius; +1) (80 Active Points); Set Effect (Hands Only/Feet Only) (-1), Spell (-½), Gestures (-¼), Incantations (-¼) 8

3u 6)  Call lightning:  Energy Blast 10d6, Indirect (Same origin, always fired away from attacker; +¼) (62 Active Points); Spell (-½), Gestures (-¼), Incantations (-¼) 6

1u 7)  Fire Fist:  Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-½), Spell (-½), Gestures (-¼), Incantations (-¼) 3

3u 😎 Mystic Portal:  Teleportation 10", x4 Increased Mass, MegaScale (1" = 10 km; +½), Can Be Scaled Down 1" = 1km (+¼) (52 Active Points); Spell (-½), Gestures (-¼), Incantations (-¼) 5

 

6 Elemental Control, 24-point powers,  (12 Active Points); all slots Spell (-½), Gestures (-¼), Incantations (-¼)

19 1)  Darkness to Sight Group 4" radius, Costs END Only To Activate (+¼) (50 Active Points); Spell (-½), Gestures (-¼), Incantations (-¼) 4

9 2)  Globe of Daylight:  Sight Group Images Increased Size (16" radius; +1), +/-4 to PER Rolls (44 Active Points); Limited Power Power loses about half of its effectiveness (Only to make light; -1), No Range (-½), Spell (-½), Gestures (-¼), Incantations (-¼) 4

19 3)  Armour of Ithan:  Force Field (20 PD/20 ED), Costs END Only To Activate (+¼) (50 Active Points); Spell (-½), Gestures (-¼), Incantations (-¼) 4

6 4)  Globe of Silence:  Darkness to Hearing Group 4" radius, Costs END Only To Activate (+¼) (25 Active Points); Spell (-½), Gestures (-¼), Incantations (-¼) 2

4 5)  Multiple Images:  +5 with DCV (25 Active Points); Ablative BODY or STUN (-1), Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Gestures (-¼), Incantations (-¼) 2

 

 

8 Life Support  (Self-Contained Breathing) (10 Active Points); Costs Endurance (Only Costs END to Activate; -¼) 1

 

13 Eyes of Thoth:  (Total: 31 Active Cost, 13 Real Cost) Nightvision (5 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Gestures (-¼), Incantations (-¼) (Real Cost: 2) plus Infrared Perception (Sight Group) (5 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Gestures (-¼), Incantations (-¼) (Real Cost: 2) plus Ultraviolet Perception (Sight Group) (5 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Gestures (-¼), Incantations (-¼) (Real Cost: 2) plus +4 versus Range Modifier for Sight Group (6 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Gestures (-¼), Incantations (-¼) (Real Cost: 3) plus Tracking with Sight Group (10 Active Points); Spell (-½), Costs Endurance (Only Costs END to Activate; -¼), Gestures (-¼), Incantations (-¼) (Real Cost: 4) 5

 

17 Multipower, 35-point reserve,  (35 Active Points); all slots Spell (-½), Gestures (-¼), Incantations (-¼)

1u 1)  Swimming +6" (8" total) (6 Active Points); Spell (-½), Gestures (-¼), Incantations (-¼) 1

1u 2)  Running +6" (12" total) (12 Active Points); Spell (-½), Gestures (-¼), Incantations (-¼) 1

2u 3)  Fly as the eagle:  Flight 15", x4 Noncombat (35 Active Points); Spell (-½), Gestures (-¼), Incantations (-¼) 3

 

18 Universal Translator 16- (23 Active Points); Costs Endurance (Only Costs END to Activate; -¼) 2

 

Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Computer Programming 13-

5 Cramming 

3 Linguist

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

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

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

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

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

3 Survival 13-

3 Navigation 13-

3 Tracking 13-

3 Stealth 13-

3 Paramedics 13-

3 Climbing 13-

3 Scholar

2 1)  KS: Archeology (3 Active Points) 13-

2 2)  KS: Chemistry (3 Active Points) 13-

2 3)  KS: Demon Devil Lore (3 Active Points) 13-

2 4)  KS: Geomancy (3 Active Points) 13-

2 5)  KS: Photography (3 Active Points) 13-

2 6)  KS: Religions (3 Active Points) 13-

3 PS: Writer 13-

 

Total Powers & Skill Cost:  280

Total Cost:  390

 

200+ Disadvantages

5 Hunted:  8- (Mo Pow; Watching)

0 Distinctive Features:  (Easily Concealed; Noticed and Recognizable; Detectable Only By Unusual Senses)

15 Psychological Limitation:  the Ambivalent about heroism (Common; Strong)

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

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

150 Experience Points

 

Total Disadvantage Points:  390

Earned Experience:  0

Spent Experience:  150

Unspent Experience:  0

 

Background/History:  Marko Salazar always seemed strange.  Odd coincidences followed him around, and on his 14th birthday his grandmother told him of his magical heritage.  And off he went to a school for magicians called the Shadow Academy. He took to it like a duck to water, even graduating early and at the top of his class.  Now he wants to see the world, learn new magics and maybe become a wizard hero like in the books. Recently he has fallen in with the Hammer of Heaven and has been helping her with her quest in return for access to her fathers books!  So for now the Wanderer has stopped wandering!

 

Personality/Motivation:  Marko is fascinated by magic and wants to learn much more.  He won't commit a crime to get his desire, but if it is legal, he'll try it.

 

Quote:  

 

Powers/Tactics:  Classic mage.  Get protected, move around a lot and attack from range!  He has a large number of spells and what he chooses to use will vary with the situation!

 

Campaign Use:  The expert on magic.  If a magical adventure is happening he makes for a good ally!

 

Appearance:  183 cm and 76 kg with long black hair and brown eyes. He wears a three piece suit in black and occasionally a cape (black with a red lining, but you knew that right?)



 

 

 

This is your standard super mage type. Suite of attack spells, a few movement spells and some defensive abilities, all with the linking idea of magic. The type has been seen a number of times.

Power wise he's got all the boxes ticked. Improvements could be an Astral Spell (costs about 30-40 points), a VPP for magic items (M&M arcanist advantage so 40 pt VPP with OAFs), a VPP for rituals (40 pts with extra time, etc.) as well maybe a few more spells!

Personality wise he's maybe a hero. He's the NPC who shows up unexpectedly in an adventure, maybe doing something unsavory! But it seems he is on the side of the angels!

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SOooo.... do I have to say something like SHAZAM?

 

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2020 #9  Storm Eagle

 

 


Val Char Cost Roll Notes

10 STR 0 14- Lift 606.3kg; 4 ½d6

10 DEX 0 13- OCV:  7/DCV:  7

10 CON 0 14-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

11 EGO 2 11- ECV:  4

11 PRE 1 13- PRE Attack:  4d6

12 COM 1 11-

 

9+13 PD 4 Total:  9/22 PD (9/22 rPD)

9+13 ED 4 Total:  9/22 ED (9/22 rED)

3 SPD 0 Phases:  3, 5, 8, 10, 12

10 REC 0

46 END 0

34 STUN 0 Total Characteristic Cost:  15

 

Movement: Running: 16"/32"

Flight: 18"/72"

Leaping: 4"/8"

Swimming: 2"/4"

Teleportation: 20"/640"

 

Cost Powers END

9 Damage Resistance (9 PD/9 ED)

 

10 +13 STR (13 Active Points); Only In Heroic Identity (-¼) 1

24 +10 DEX (30 Active Points); Only In Heroic Identity (-¼)

21 +13 CON (26 Active Points); Only In Heroic Identity (-¼)

8 +10 PRE (10 Active Points); Only In Heroic Identity (-¼)

16 +2 SPD (20 Active Points); Only In Heroic Identity (-¼)

16 Running +10" (16" total) (20 Active Points); Only In Heroic Identity (-¼) 2

31 Armor (13 PD/13 ED) (39 Active Points); Only In Heroic Identity (-¼)

27 Energy Damage Reduction, Resistant, 75% (60 Active Points); Limited Power Power loses about half of its effectiveness (Only vs Electricity; -1), Only In Heroic Identity (-¼)

24 Energy Damage Reduction, Resistant, 50% (30 Active Points); Only In Heroic Identity (-¼)

 

29 Wings:  Flight 18", x4 Noncombat, Reduced Endurance (½ END; +¼) (51 Active Points); Restrainable (-½), Only In Heroic Identity (-¼) 2

8 +3 with DCV (15 Active Points); Limited Power Power loses about a third of its effectiveness (Only when flying; -½), Only In Heroic Identity (-¼)

 

14 electricity:  Elemental Control, 36-point powers,  (18 Active Points); all slots Only In Heroic Identity (-¼)

26 1)  Lightning Bolt:  Energy Blast 10d6 (50 Active Points); Only In Heroic Identity (-¼) 5

38 2)  Electric Jump:  Teleportation 20", x32 Noncombat, Reduced Endurance (½ END; +¼) (75 Active Points); Must Pass Through Intervening Space (-¼), Only In Heroic Identity (-¼) 3

11 3)  Lightning fist:  Hand-To-Hand Attack +6d6, Reduced Endurance (½ END; +¼) (37 Active Points); Hand-To-Hand Attack (-½), Only In Heroic Identity (-¼) 1

 

 

 

Perks

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

5 Favor

 

Talents

3 Perfect Pitch

 

Skills

3 Streetwise 13-

3 Paramedics 12-

3 Sleight Of Hand 13-

3 Ventriloquism 12-

3 Computer Programming 12-

3 Stealth 13-

3 Concealment 12-

3 KS: Art 12-

3 PS: Art 12-

3 KS: Singing 12-

3 PS: singing 12-

3 Science Skill:  Math 12-

 

Total Powers & Skill Cost:  360

Total Cost:  375

 

200+ Disadvantages

10 Physical Limitation:  Teenager (Frequently; Slightly Impairing)

15 Social Limitation:  Teenager (Frequently; Major)

15 Psychological Limitation:  With Great Power... (Common; Strong)

15 Hunted:  8- (Mo Pow; Harshly Punish)

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

105 Experience Points

 

Total Disadvantage Points:  375

Earned Experience:  0

Spent Experience:  105

Unspent Experience:  0

 

Background/History:  Rosana Najafi is 14 years old and just wanted to get through her singing recital.  But some weird cult of Ner...gal came in and planned some sort of sacrificial ritual.  somehow she managed to hide and when a local hero team came in to stop it, she saw her chance to maybe spoil the whole thing.  She should have died, but Anzu, the King of the gods (She said something about Odin and Zues and he quickly set her straight). Anyway, as a reward for her heroism, she was gifted with a sliver of power, to help her continue to oppose those who would hurt the just!  Now she is Storm Eagle (well part time, she still has to get into High School!)

 

Personality/Motivation:  Another Spidey Syndrome with the added nudge from the gods from time to time!

 

Quote:  

 

Powers/Tactics:  In her normal form she's a 14 year old female.  Transformed she looks a bit older (18) and he physique is much stronger and faster.  Add a large set of wings and a set of electrical powers and you are done. She prefers to attack at range, since her defence is much better airborne!

 

Campaign Use:  More Cults that wish to make hell on earth, but also more mundane crime. Also she's a young lady growing into her power.  Maybe in need of a mentor. Maybe even a school for super powered kids (like PS 238 but older)

 

Appearance:  151 cm and 55 kg in normal form with brown hair and eyes.  In super form she gains about 15 cm and 15 kg, her hair becomes dark brown and her eyes seem almost golden!  Add the large pair of feathered wings. Her costume is a long one piece dress with a belted waist in dark blue and blue slippers!


 

 

 

This is almost straight out of Shazam.  Flight, Electrical Powers, different appearance when transformed.  But she works.  

 

Power wise she's a flying blaster with a bit of a twist.  She's has a lot of room for improvements:  Stats increase (due to her maturing from 14 to 20), and improvements to her electrical powers ( AE cone, Explosion, AP)  This would add to her versatility!

 

Personality wise I see her like Peter Parker in the very early Spiderman comics, as a teenager coming into her powers and with growing up.  Also we have a link to a little used mythology.  So we can get some very weird opponents and some dimensional adventures in the Mesopotamian version of Asgard.  

 

So a cool set of powers and a cool background!

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I have a dream... where one day powered and normal can....

 

 

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2020 #10  Breakthrough

 

 


Val Char Cost Roll Notes

45 STR 35 18- Lift 12.8tons; 9d6 [4]

18 DEX 24 13- OCV:  6/DCV:  6

28 CON 36 15-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

11 EGO 2 11- ECV:  4

15 PRE 5 12- PRE Attack:  3d6

20 COM 5 13-

 

20 PD 11 Total:  20 PD (20 rPD)

20 ED 14 Total:  20 ED (20 rED)

5 SPD 22 Phases:  3, 5, 8, 10, 12

20 REC 10

56 END 0

47 STUN 0 Total Characteristic Cost:  167

 

Movement: Running: 6"/12"

Flight: 25"/100"

Leaping: 9"/18"

Swimming: 2"/4"

 

Cost Powers END

20 Damage Resistance (20 PD/20 ED)

 

7 Life Support  (Eating: Character does not eat; Extended Breathing: 1 END per Turn; Sleeping: Character does not sleep)

 

17 Healing BODY 2d6, Reduced Endurance (0 END; +½) (30 Active Points); Self Only (-½), Concentration (½ DCV; -¼)

 

11 Reduced Endurance (½ END; +¼) for up to 45 Active Points of Str (11 Active Points)

 

82 Flight 25", x4 Noncombat, Reduced Endurance (0 END; +½) (82 Active Points)

10 +3 with DCV (15 Active Points); Limited Power Power loses about a third of its effectiveness (Only when flying; -½)

 

 

Talents

5 Rapid Healing

 

Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Contortionist 13-

3 Forgery 12-

3 Survival 12-

3 Linguist

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

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

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

 

Total Powers & Skill Cost:  180

Total Cost:  347

 

200+ Disadvantages

20 Hunted:  8- (Mo Pow; NCI; Capture)

10 Reputation: , 11-

20 Psychological Limitation:  Belief that people with power can have a normal life (Common; Total)

97 Experience Points

 

Total Disadvantage Points:  347

Earned Experience:  0

Spent Experience:  97

Unspent Experience:  0

 

Background/History:  Anthony DeNardo was your usual teenager, then his powers manifested.  Soon he was a target for those who want to kill him /use him / make him a weapon.  Then the Mod King found him and took him to his ..... Ark. Whatever it is, it is a place where people with powers can stay, be educated and even relocated.  At first he thought it was just for mutants, but anyone, from any origin can be here. Now Breakthrough goes around with a small team to rescue others and offer them help.

 

Personality/Motivation:  The Mod King believes that supers need protecting in some cases even more than normals.  There are too many out there who see them as weapons or abominations! And Breakthrough is his most loyal follower (think Cyclops to Prof X!)

 

Quote:  

 

Powers/Tactics:  Great strength, flight, healing factor he's a FISS (Flight, Invulnerability, Super-Strength)  He'll always be flying and will try to do move-bys.

 

Campaign Use:  You want to do a Mutant type campaign, here's your in!

 

Appearance:  183 cm and 91 kg with blond hair and blue eyes.  His consume is a two toned blue with white highlights!

 

 

 

 

 

 

M&M World Book had a hero called Twist who had access to a hidden sanctuary in West Africa and used it to provide aid to children and adults who happened to have super powers to protect them from governments who would abuse them.  The write up had a Mutant slant, but I sort of mashed them together as I think it makes MUCH more sense as I dislike Mutant hating campaigns where there are many sources of powers (it does work in a mutant ONLY game).  So Breakthrough is something of a Cyclops type to the Mod King.  

 

Power wise he's a secondary brick.  Not top tier, but good as a secondary brick.  As it is he's a FISS!  What he needs most is some Dex and some skill levels.  As well some more skills to round him out!

 

Personality wise you can go in one of two ways.  One:  More of a Marvel type Cyclops.  Decent leader and true believer of the dream of the Mod King.  Two:  He becomes a Supremist type, who needs to be continually reminded that there are other origins.  More a Magneto in the making!

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She's silent and deadly.

 

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2020 #11 Wraith

 

 


Val Char Cost Roll Notes

35 STR 25 16- Lift 3200.0kg; 7d6 [3]

23 DEX 39 14- OCV:  8/DCV:  8

23 CON 26 14-

15 BODY 10 12-

13 INT 3 12- PER Roll 12-

11 EGO 2 11- ECV:  4

18 PRE 8 13- PRE Attack:  3 ½d6

14 COM 2 12-

 

10+6 PD 3 Total:  10/16 PD (10/16 rPD)

10+6 ED 5 Total:  10/16 ED (10/16 rED)

6 SPD 27 Phases:  2, 4, 6, 8, 10, 12

12 REC 0

46 END 0

45 STUN 0 Total Characteristic Cost:  150

 

Movement: Running: 13"/26"

Leaping: 12"/24"

Swimming: 7"/14"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

 

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

 

15 Armor Piercing (+½) for up to 55 Active Points of StrAnd MA (27 Active Points); Increased Endurance Cost (x2 END; -½), Extra Time (Delayed Phase, -¼) 6

 

14 Running +7" (13" total) 1

 

10 Leaping +5" (12" forward, 6" upward) (Accurate) 1

 

5 Swimming +5" (7" total) 1

 

4 Martial Strike +0 +2 9d6 Strike

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

5 Offensive Strike -2 +1 11d6 Strike

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

4 Martial Block +2 +2 Block, Abort

 

Perks

5 Favor

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

5 Money:  Well Off

 

Talents

12 Combat Luck (6 PD/6 ED)

 

Skills

3 Science Skill:  Math 12-

3 Computer Programming 12-

3 KS: Law 12-

3 Paramedics 12-

3 Mechanics 12-

3 Electronics 12-

3 Lockpicking 14-

3 Survival 12-

3 Linguist

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

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

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

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

3 Acrobatics 14-

3 Breakfall 14-

3 Deduction 12-

3 Stealth 14-

3 Streetwise 13-

1 TF:  Two-Wheeled Motorized Ground Vehicles

16 +2 with All Combat

 

Total Powers & Skill Cost:  187

Total Cost:  337

 

200+ Disadvantages

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

15 Psychological Limitation:  wants to spread her insights! (Common; Strong)

15 Enraged:  When innocents are threatened/harmed (Uncommon), go 11-, recover 11-

92 Experience Points

 

Total Disadvantage Points:  337

Earned Experience:  0

Spent Experience:  92

Unspent Experience:  0

 

Background/History:  Sloane Kelly saw her first Bruce Lee movie as a child and found her life's pursuit.  She trained in a number of styles, delved into the philosophy and had her own breakthrough.  Like Mr. Lee it was a style of no style. Though things have changed, there are still those who wish a return to the old ways, when it was oriental men in charge.  Soon she was fighting challengers of all types. Shortly after she was told of an old cult of ninja like warriors that like to test themselves vs opponents. At first she was thought to be a possible recruit, but then they realized she would not join.  Now they send opponents to her to Keep her quiet about what she has learned. So she goes out hunting them at night. She is like a Wraith, silent but deadly!

 

Personality/Motivation:  Sloane wanted to teach her new found insights in peace, but that has been denied her.  Until she is left in peace, she will not stop.

 

Quote:  

 

Powers/Tactics:  Wraith is a gifted HTH expert.  Though not superhuman, she can perform feats that seem almost super human. Her strength is certainly well above that of a person with her size and build.  As are her reflexes. Also with some concentration she can almost seem to pierce armour! Her one weakness is a lack of ranged options! So she will try to get in close as soon as possible and choose battle fields accordingly!

 

Campaign Use:  A tie in to the mysterious world of Eastern Martial Arts.

 

Appearance:  173 cm and 68 kg with red hair and green eyes.  As Wraith she wears a black one piece uniform and hood with dark blue highlights.


 

 

 

Unlike Champions, HU Martial Arts types seem to need a LOT of strength. Like almost superhuman levels of strength. No STR 15 with four levels of damage classes here. That aside, this character does work. She's a kick a$$ HTH master. As I stated her only weakness is a lack of ranged options.

Personality wise, she's the reluctant warrior type. She does not wish to fight, but must. She's much like Shang-chi and the games of Death and Deceit. I also tied her into a Gurps organization (the Nimba Cult). So she can be used as an in to the mysterious world of oriental martial arts and mysticism (Big Trouble in Little China).

Power wise the obvious is more SPD and some damage classes. More skills. But If you want to go over the top, then some weird MA abilities from old teachers at remote monasteries might be in style. In Hero this was Yengtao Temple stuff, in HU this would be N&SS Chi abilities. Personally I would go for the weird, but I like that!

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Crime is a disease....

 

 

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2020 #12 The Physician

 

 


Val Char Cost Roll Notes

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

18 DEX 24 13- OCV:  6/DCV:  6

18 CON 16 13-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

26 EGO 32 14- ECV:  9

15 PRE 5 12- PRE Attack:  3d6

14 COM 2 12-

 

6+15 PD 2 Total:  6/21 PD (6/21 rPD)

6+15 ED 2 Total:  6/21 ED (6/21 rED)

4 SPD 12 Phases:  3, 6, 9, 12

8 REC 0

36 END 0

29 STUN 0 Total Characteristic Cost:  110

 

Movement: Running: 6"/12"

Flight: 15"/30"

Leaping: 4"/8"

Swimming: 2"/4"

 

Cost Powers END

6 Damage Resistance (6 PD/6 ED)

 

10 Mental Defense (15 points total)

13 Aid  Recovery 2d6 (standard effect: 6 points) (20 Active Points); Self Only (-½)

6 Lightning Reflexes: +6 DEX to act first with All Actions (9 Active Points); Costs Endurance (-½) 1

10 Precognitive Clairsentience (Sight Group) (40 Active Points); No Conscious Control (-2), Precognition/Retrocognition Only (-1) 4

32 Danger Sense (immediate vicinity, any danger, Function as a Sense) 12-

17 Healing BODY 3d6 (30 Active Points); Gradual Effect (1 Minute; -½), Gestures (-¼) 3

 

12 Elemental Control, 24-point powers

18 1)  Force Field (15 PD/15 ED) (30 Active Points) 3

9 2)  Hand-To-Hand Attack +5d6 (25 Active Points); Hand-To-Hand Attack (-½) 2

18 3)  Flight 15" (30 Active Points) 3

 

60 Multipower, 60-point reserve

5u 1)  Ego Attack 5d6 (50 Active Points) 5

6u 2)  Telekinesis (40 STR) (60 Active Points) 6

5u 3)  Energy Blast 8d6, Reduced Endurance (½ END; +¼) (50 Active Points) 2

 

Perks

1 Fringe Benefit:  License to practice a profession

8 Money:  Wealthy

10 Favor

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

 

Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Scientist

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

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

2 3)  Science Skill:  Medical Doctor 12- (3 Active Points)

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

3 Climbing 13-

3 Stealth 13-

3 Deduction 12-

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

6 Language:  Polish (imitate dialects; literate)

3 Bureaucratics 12-

5 Cramming 

5 Cramming 

3 Forensic Medicine 12-

3 Paramedics 12-

 

Total Powers & Skill Cost:  303

Total Cost:  413

 

200+ Disadvantages

10 Enraged:  Drug cartel members (Uncommon), go 8-, recover 11-

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

15 Psychological Limitation:  Hatred of Drugs (Common; Strong)

15 Psychological Limitation:  End justify the means (Common; Strong)

158 Experience Points

 

Total Disadvantage Points:  413

Earned Experience:  0

Spent Experience:  158

Unspent Experience:  0

 

Background/History:  Steven Jones.  Doctor. Scientist.  He thought he saw it all.  Then some kid hopped up on some new chemical cocktail unleashed a gaseous form near a hospital.  Some died. Many went into comas. Some went od drug induced rampages. And Dr. Jones? Well he was that lucky person who connects with his third eye and now has a different view of reality.  Steven struggled for a year trying to come to grips with what he was experiencing and finally when he got a handle of his powers, he was let go. That was fine with him. He had found out who had created the cocktail, and what other parts of crime they were involved in.  Knowing he was NOT powerful enough on his own to take them out, he used part of his savings to set up an underground medical bay for vigilantes and heroes. Some can pay, from the others, he accepts favours. Soon he will call these favours in and the Physician will prescribe crime a very difficult medicine treatment!

 

Personality/Motivation:  Revenge!  Bad things have happened to him, he wants to get back at them!  They put people's lives in danger with no thought to the consequences and he is tired of fixing up their screw ups!

 

Quote:  

 

Powers/Tactics:  Besides his training as a doctor, Steven developed a set on psionic powers from his experience.  Besides danger sense and precognition and a fast healing ability he also has a set of telekinetic and telepathic powers.  His usual tactic is to get airborne and shielded. Then he will use the attack that will do the most good.

 

Campaign Use:  A darker version of the heroes.  His mission is laudable, but how far will he go?

 

Appearance:  177 cm and 80 kg with brown hair and brown eyes.  He dresses casually most of the time, but his costume is a set of surgical scrubs, head covering and mask.  Over this he wears a white lab coat.



 

 

 

Psionic PCs in HU are very under powered.  So I just made it as if it was Hero standard.  No ISP, no classes of powers, just straight psionic type powers.  So this is a classic TK type with a few telepathic type added in.  

 

Personality wise he is the man pushed too far.  And now he has the power to fight back.  But unlike Spiderman, he is going with power corrupts, and absolute power corrupts absolutely.  His desires are one heroes can sympathize with, but how far are he and they willing to go?

 

Power wise we can get more telepathic powers like Mental Illusions, Mind Scan.  Also Pyro type powers could be nice.  At this point he'd be like Marvel's Legion!

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I am Iron Woman.....

 

Quote

 

2020 #13 Metal Marshal

 

 


Val Char Cost Roll Notes

15+20 STR 5 17- / 21- Lift 6400.0kg/102.4tons; 8d6/12d6 [3/5]

14 DEX 12 13- OCV:  7/DCV:  7

13 CON 6 14-

10+2 BODY 0 11-

18 INT 8 13- PER Roll 13-

11 EGO 2 11- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

20 COM 5 13-

 

6+22 PD 3 Total:  6/28 PD (26 rPD)

6+22 ED 3 Total:  6/28 ED (26 rED)

3 SPD 6 Phases:  3, 5, 8, 10, 12

6 REC 0

26 END 0

25+2 STUN 0 Total Characteristic Cost:  53

 

Movement: Running: 17"/34"

Leaping: 8"/16"

Swimming: 2"/4"

 

Cost Powers END

6 Damage Resistance (6 PD/6 ED)

 

15 Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 256 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); OIF (-½)

15 Density Increase (300 kg mass, +10 STR, +2 PD/ED, -2" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); OIF (-½)

12 +25 STR (25 Active Points); OIF (-½), No Figured Characteristics (-½) 2

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

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

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

13 +20 STUN (20 Active Points); OIF (-½)

15 Running +11" (17" total) (22 Active Points); OIF (-½) 2

40 Armor (20 PD/20 ED) (60 Active Points); OIF (-½)

 

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

17 Radar (Radio Group), Discriminatory, Increased Arc Of Perception (360 Degrees) (25 Active Points); OIF (-½)

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

15 Life Support  (Eating: Character only has to eat once per week; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (22 Active Points); OIF (-½)

 

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

3u 1)  Change Environment 8" radius, -4 to Normal Sight PER Rolls, -2 OCV, -3 to Characteristic Roll or Skill Roll, Long-Lasting 20 Minutes, Multiple Combat Effects (55 Active Points); 8 Charges (-½), OIF (-½) [8]

3u 2)  Suppress Fire 8d6, Area Of Effect (4" Radius; +1) (80 Active Points); 6 Charges (-¾), OIF (-½) [6]

3u 3)  Darkness to Sight Group 5" radius (50 Active Points); OIF (-½), 4 Continuing Charges lasting 1 Minute each (-¼) [4 cc]

5u 4)  Energy Blast 8d6, 32 Charges (+¼), Autofire (5 shots; +½) (70 Active Points); OIF (-½) [32]

3u 5)  Energy Blast 12d6 (60 Active Points); OIF (-½), 12 Charges (-¼) [12]

 

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 Electronics 13-

3 Computer Programming 13-

3 Navigation 13-

3 Systems Operation 13-

11 TF:  Common Motorized Ground Vehicles, Combat Aircraft, Helicopters, Large Planes, Parachuting, Basic, SCUBA, Small Planes, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles

3 Mechanics 13-

3 Lockpicking 13-

3 Climbing 13-

3 Stealth 13-

3 Paramedics 13-

8 +1 with All Combat

 

Total Powers & Skill Cost:  314

Total Cost:  367

 

200+ Disadvantages

5 Hunted:  8- (Mo Pow; Watching)

20 Psychological Limitation:  Believes in the system (Very Common; Strong)

20 Psychological Limitation:  Thrill seeker (Common; Total)

10 Social Limitation:  Public ID (Occasionally; Major)

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

52 Experience Points

 

Total Disadvantage Points:  367

Earned Experience:  0

Spent Experience:  52

Unspent Experience:  0

 

Background/History:  The Air Force has amongst its ranks a very special breed, the test pilot.  Andrea Dawn was the MOST special as she was a female. But she was good. So when Project (insert name) came looking for some person to test drive a new "vehicle" Andrea was sent to them.  She was perfect. A mental interface device meshed with her perfectly, and she was introduced to her vehicle, a mini mech! Dubbed the Metal Marshal,it was hoped that this would finally be a victory in their attempts to come up with a response to super powered crime.  After testing, she was seconded to the Project full time and has been sent to (insert city) to help with the growing problem with super crime there. So far she has surpassed all expectations and it is hoped that Soon newer massed produced versions will be available for law enforcement!

 

Personality/Motivation:  A combination of thrill seeker and true patriot.

 

Quote:  

 

Powers/Tactics:  Outside the suit, she is a trained air force pilot.  The suit is about 2.5 meters tall and weighs 1600 kg.  As well as great strength and protection, it has a suit of sensors.  finally a set of mini missile launchers capable of smoke, CO2, blacklight, multi missile and large missile configurations!

 

Campaign Use:  The good side of government super powered projects!

 

Appearance:  179 cm and 64 kg with light brown hair and brown eyes.  The suit is big and bulky, (think Stane's armour from Iron Man one) all in blue with red highlights!

 

 

 

 

 

 

Power Armour types tend to fall into a few given ... specs. High Str, Armour, Flight, Energy Blasters, and maybe a Sensor Suite. HU checks all the boxes, but still seems.... bland. But here we do have a bit outside the box. No Blasters, but a Mini-Missile system. But it still keeps to the idea that PA has to be BIG and BULKY (Like Shellheads first grey suit from the 60's comics). So in one way I like it, but in another, meh.

Personality wise, nice touch, she's not a scientific or mechanical genius. Rather she is a high ranking member of the military with all the bells and whistles that brings. So she's Hal Jordan, but in Ironman's suit. (Wasn't there an amalgamation of them somewhere?) So she should be portrayed as a trained soldier. BUT she has ties to the Project that developed the PA. Ties could be made to Calamity (Bionics) and Whirlwind (Drug and brainwashing) if you want to show that this group, while laudable, has certain factions that are skirting the law, or even out and out breaking it. A campaign with all three as NPCs could make for some very interesting role playing!

Power wise, like I said the Mini-Missile system is a nice touch and can be easily expanded on like KO gas, Concussive (2X KB), AP, Explosion, Entangles, Flashes. The Swiss Army knife approach. But the idea that the armour HAS to be BIG and BULKY (all HU PA has this problem I find) needs to be ....just gone. This is super tech, its not supposed to make sense. So, normal size but still Str 60. Also she's a test pilot for the Air Force in a vehicle that can't fly? NOOOOOOO! Even Stane's Armour could fly.

There is a gem in here, but we need a lot of cutting and polishing!

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