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Mr. R

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First time I made a summons.  I wanted something totally devoted to her.  The only other summons I am familiar with is from PFRPG and one summoner [layer had a DM who mage the summon creatures totally unwilling to do work.

 

So when I saw how often a summons would have to re roll control, I wanted something that would not resist every three rounds or so..

 

If I am doing something wrong please tell me how to fix it.  I am always up for constructive criticism!

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Stalker is another almost iconic member and so I decided to go all in on the name.  His powerset could cause major problems for a PC team as he can hit from anywhere at will.  As a sniper he's the guy who will hit the PC and when the PC says "I shoot back!"  You can legitimately ask "WHERE?"  This must be handled judiciously or the PCs will go blood thirsty on you just to make a point!

 

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2020 #26 Stalker

 

Val    Char   Cost   Roll Notes

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

  21      DEX       33      13-    OCV:  7/DCV:  7

  20      CON      20      13-

  10      BODY     0       11-

  10      INT         0       11-    PER Roll 11-/14-

  10      EGO        0       11-    ECV:  3

  20      PRE       10      13-    PRE Attack:  4d6

  20      COM       5       13-

 

8+15   PD           4                Total:  8/23 PD (0/15 rPD)

8+15   ED           4                Total:  8/23 ED (0/15 rED)

    5       SPD        19               Phases:  3, 5, 8, 10, 12

    8       REC        0

  40      END        0

  30      STUN      0       Total Characteristic Cost:  105

 

Movement:                   Running:               6"/12"

                                        Flight:                     15"/30"

                                        Leaping:                4"/8"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

25       Elemental Control, 50-point powers

25       1)  Invisibility to Sight and Hearing Groups and Radar , No Fringe, Reduced Endurance (½ END; +¼) (50 Active Points)    2

27       2)  Flight 15", Reduced Endurance (½ END; +¼), Invisible to Sight Group (+½) (52 Active Points)       2

27       3)  Force Field (15 PD/15 ED), Reduced Endurance (½ END; +¼), Invisible to Sight Group (+½) (52 Active Points)         2

             

             

75       Multipower, 75-point reserve

7u       1)  Energy Blast 10d6, Invisible to Sight Group (+½) (75 Active Points)      7

7u       2)  Energy Blast 8d6, Reduced Endurance (½ END; +¼), Invisible to Sight Group (+½) (70 Active Points)         3

5u       3)  Sight Group Flash 8d6, Personal Immunity (+¼), Explosion (+½) (70 Active Points); No Range (-½)             7

             

6          +3 PER with Sight Group

5          Infrared Perception (Sight Group)

5          Ultraviolet Perception (Sight Group)

 

       Perks

10       Money:  Wealthy

 

       Talents

3          Bump Of Direction

3          Absolute Range Sense

3          Absolute Time Sense

 

       Skills

3          Climbing 13-

3          Deduction 11-

3          Gambling 11-

3          High Society 13-

3          Teamwork 13-

3          Tracking 11-

10       +2 with Ranged Combat

 

Total Powers & Skill Cost:  261

Total Cost:  366

 

200+  Disadvantages

20       Psychological Limitation:  Hates Heroes (Common; Total)

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

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

10       Unluck: 2d6

10       Susceptibility:  Hit with light powers 2d6 damage Instant (Uncommon)

111     Experience Points

 

Total Disadvantage Points:  366

Earned Experience:  0

Spent Experience:  111

Unspent Experience:  0

 

Background/History:  Ernest Feursenhowser was OLD school money.  And he just went around the world trying to spend it as fast as possible.  But that also got the attention of some other people and they kidnapped him for a ransom.  People searched for him and his father said he would pay the ransom, but when the time came it was a sack of paper clipping and a dare to go ahead and do their worst.  Thus began a round of torture that seemed to last forever.  Finally a pair of heroes found him but it was too late, his mind was shattered.  He was placed under treatment, but escaped and vowed revenge on all heroes for taking so long to rescue him. He found a way to contact TM and had an Uberman treatment done on him.  Surprisingly it worked.  Now Ernest hunts those who he feels ignored him, he is the Stalker!

 

Personality/Motivation:  Revenge.  It isn't rational, but TM has played on it to get him to work for him for the time being. Stalker is too useful as a spy, recon man and sniper to do otherwise.  But eventually his obsession will force TM to cut him loose.

 

Quote: 

 

Powers/Tactics:  A living sniper, Stalker has a suite of powers that let him spy on, follow and attack people without giving away his position.  In combat he'll find a nice vantage point and start shooting.  Because he wants to hurt as many opponents as possible, he'll change targets to spread the pain.  But if made to follow a plan, then he'll take out one opponent before going to another. 

 

Campaign Use:  A mad dog!

 

Appearance:  Tall and thin, Stalker has black hair and blue eyes.  His costume is blue at the boots, gradually getting lighter till it is white at the neck.  He wears no mask, but has some scars that start at his neck and go down his chest. (He always covers them up)

 

 

So to power him up is easy, add more dice and up the EC.

 

To weaken him get rid of the extra lots in the MP and leave him either the 8d6 or 10d6 blast in the EC. 

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Evvery team need a brick, and the name Roadblock just screamed that. The harder part was coming up with a decent backstory and background for some hooks. Enjoy!
 

 

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2020 #28 Roadblock

 

Val    Char   Cost   Roll Notes

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

  18      DEX       24      13-    OCV:  6/DCV:  6

  28      CON      36      15-

  10      BODY     0       11-

  13      INT         3       12-    PER Roll 12-

  10      EGO        0       11-    ECV:  3

  20      PRE       10      13-    PRE Attack:  4d6

  14      COM       2       12-

 

  33      PD          21               Total:  33 PD (33 rPD)

  33      ED          27               Total:  33 ED (33 rED)

    4       SPD        12               Phases:  3, 6, 9, 12

  18      REC        0

  56      END        0

  54      STUN      0       Total Characteristic Cost:  185

 

Movement:                   Running:               11"/22"

                                        Leaping:                17"/34"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

33       Damage Resistance (33 PD/33 ED)

             

10       Running +5" (11" total)                                                           1

5          Leaping +5" (17" forward, 8 ½" upward)                             1

             

15       Naked Advantage: Reduced Endurance (½ END; +¼) for up to 60 Active Points (15 Active Points)

24       Knockback Resistance -12"

             

37       Multipower, 56-point reserve,  (56 Active Points); all slots Requires A Skill Roll (-½)

2u       1)  Hand-To-Hand Attack +5d6, Personal Immunity (+¼), Area Of Effect (3" Radius; +1) (56 Active Points); Hand-To-Hand Attack (-½), Limited Power Power loses about a third of its effectiveness (Only vs. targets on the ground; -½), Requires A Skill Roll (-½)                                                                                     6

2u       2)  Hand-To-Hand Attack +5d6, Area Of Effect (10" Line; +1) (50 Active Points); Hand-To-Hand Attack (-½), Limited Power Power loses about a third of its effectiveness (-½), Requires A Skill Roll (-½)             5

 

       Perks

5          Money:  Well Off

 

       Skills

3          Combat Driving 13-

3          Combat Piloting 13-

3          Electronics 12-

3          Mechanics 12-

3          Navigation 12-

3          Traveler

2          1)  AK (3 Active Points) 12-

2          2)  AK (3 Active Points) 12-

2          3)  AK (3 Active Points) 12-

2          4)  AK (3 Active Points) 12-

3          Paramedics 12-

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

10       +2 with HTH Combat

7          Brick tricks:  Power 14-

 

Total Powers & Skill Cost:  183

Total Cost:  368

 

200+  Disadvantages

10       Psychological Limitation:  Ambivalent about villainy (Common; Moderate)

25       Psychological Limitation:  Code of the Merc (Very Common; Total)

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

118     Experience Points

 

Total Disadvantage Points:  368

Earned Experience:  0

Spent Experience:  118

Unspent Experience:  0

 

Background/History:  Leroy LeBron was always good with cars.  He could tinker with them for hours and became a very competent driver for "certain people".  Eventually he got a position working on cars and driving upper members of the criminal underworld.  And there he would have stayed if not for the police raid on their garage one day.  Then Leroy showed his OTHER abilities, like great strength and an ability to shrug off bullets.  Soon Leroy was getting offers to act as muscle, when all he wants to do is drive and tinker.  Enter the ThugMaster who gave Leroy a dream position.  Mechanic in his personal garage and all the tools he would ever need in return for an occasional "object lesson" to other people who had drawn the ire of TM.  Leroy jumped at it.  Sure he has to bump heads once in a while, but that gives him the access to a vintage Bugatti and some sweet Caddies (Black 1964).  So Roadblock now does his part for TM!

 

Personality/Motivation:  Ideally Leroy would be in a mechanics bay making all those sweet rides.  To do that he has to bust some heads once in a while.  So for now he's bought.  As long as he gets his side, he stays loyal to TM.

 

But he's also not really a blood thirsty villain and it is starting to wear on his conscience!

 

Quote: 

 

Powers/Tactics:  Though he does not look it, Leroy is very strong and durable.  In a fight he'll try to find the opposing brick and slug it out.

 

Campaign Use:  Redemption arc.

 

Appearance:  183 cm and 100 kg, Leroy looks big, but not ripped.  He is African American, bald with dark brown eyes.  His costume is a blue and grey bodysuit with a black mask, gloves and boots!

 

 

 

 

So powering him up is a matter of MORE strength, more brick tricks and maybe a point of Spd.

To weaken him get rid of the brick tricks and reduce his PD ED by about 5 points!

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He's for SCIENCE

 

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2020 #29  SciFi

 

Val    Char   Cost   Roll Notes

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

  21      DEX       33      13-    OCV:  7/DCV:  7

  18      CON      16      13-

  10      BODY     0       11-

  13      INT         3       12-    PER Roll 12-

  13      EGO        6       12-    ECV:  4

  15      PRE         5       12-    PRE Attack:  3d6

  20      COM       5       13-

 

8+18   PD           4                Total:  8/26 PD (0/18 rPD)

8+18   ED           4                Total:  8/26 ED (0/18 rED)

    5       SPD        19               Phases:  3, 5, 8, 10, 12

    8       REC        0

  36      END        0

  29      STUN      0       Total Characteristic Cost:  105

 

Movement:                   Running:               6"/12"

                                        Flight:                     20"/40"

                                        Leaping:                4"/8"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

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

             

             

13       Endurance Reserve  (60 END, 10 REC) (16 Active Points); IIF (-¼)

             

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

             

12       Force Field (10 PD/10 ED), Reduced Endurance (½ END; +¼) (25 Active Points); OIF (-½), Limited Power Power loses about a third of its effectiveness (Frontal only; -½)                         1

             

28       Energy Blast 9d6, Reduced Endurance (½ END; +¼) (56 Active Points); OAF (-1)   2

             

5          Infrared Perception (Sight Group)

5          Nightvision

5          Ultraviolet Perception (Sight Group)

15       Active Sonar (Hearing Group)

3          Ultrasonic Perception (Hearing Group)

15       Radar (Radio Group)

10       Radio Perception/Transmission (Radio Group)

10       Tracking with Sight Group

             

3          Sight Group Flash Defense (5 points) (5 Active Points); OIF (-½)

3          Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-½)

             

4          Martial Block                                                                           +2            +2           Block, Abort

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

4          Martial Strike                                                                           +0            +2           7d6 Strike

5          Offensive Strike                                                                       -2            +1           9d6 Strike

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

4          +1 HTH Damage Class(es)

 

       Skills

5          +1 with Ranged Combat

3          Acrobatics 13-

3          Breakfall 13-

3          Concealment 12-

3          Deduction 12-

10       Defense Maneuver I-IV

3          Gambling 12-

3          Mechanics 12-

3          Electronics 12-

3          Systems Operation 12-

3          Security Systems 12-

3          Science Skill:  Dimensional Engineering 12-

3          Science Skill:  Dimensional Engineering 12-

3          Science Skill:  Dimensional Engineering 12-

 

Total Powers & Skill Cost:  243

Total Cost:  348

 

200+  Disadvantages

20       Psychological Limitation:  Scientifically curious (Very Common; Strong)

15       Psychological Limitation:  Questionable ethics regarding scientific items (Common; Strong)

10       Vulnerability:  2 x Effect Any type of flash (Uncommon)

10       Susceptibility:  Any type of flash 2d6 damage Instant (Uncommon)

93       Experience Points

 

Total Disadvantage Points:  348

Earned Experience:  0

Spent Experience:  93

Unspent Experience:  0

 

Background/History:  Adam Lambeth was a technician in the TM organization.  A good researcher, he was successful due to his heightened senses, but what he really wanted was to be in the field, seeing the equipment right away and getting a look at it in action.  Then came the attack on the TM base he was stationed at.  He took the opportunity to grab some of the stashed equipment he had "acquired" and joined the regular agents and supers in residence in holding off the heroes while "other" item were removed and relocated.  Apparently he did well enough that TM decided to use him as a field scientist with benefits.  Stuck on a name, he chose Scifi because he liked it. 

 

Personality/Motivation:  Scientific curiosity with a pack rat mentality to ownership!

 

Quote: 

 

Powers/Tactics:  His equipment allows him to fly, fire blasts, and he has an energy shield for added defense.  Also he is a mutant with heightened sense of sight and hearing. 

 

Campaign Use:  The ethically compromised scientist working for the bad guys!

 

Appearance:  179 cm and 75 kg with bland hair and green eyes.  His costume looks like a 1950's sci fi explorer with jet pack and ray gun.  Also he has a helmet to help mitigate the damage that sudden flashes do to his system

 

 

So he's a bit Daredevil mixed with Tony Stark

 

To power him up  give him a gadget pool. 

 

to weaken him get rid of the martial arts

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Tunnel Rat gave me a bit of ... unsuredness at first. I could have gone with a tunnelling rat like villain like the hero in Kingdom of Champions. Or a mutated rat ala TMNT. But I thought a bit and cecided his tunnels are teleport Ie quantum tunnels. I could have gone all wild with the tports and have all sorts of powers. Instead I went with what you see below:
 

 

 

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2020 #27 Tunnel Rat

 

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-

  10      BODY     0       11-

  15      INT         5       12-    PER Roll 12-

  13      EGO        6       12-    ECV:  4

  13      PRE         3       12-    PRE Attack:  2 ½d6

  12      COM       1       11-

 

8+8    PD           5                Total:  8/16 PD (0/8 rPD)

8+8    ED           4                Total:  8/16 ED (0/8 rED)

    6       SPD        30               Phases:  2, 4, 6, 8, 10, 12

    7       REC        0

  40      END        0

  27      STUN      0       Total Characteristic Cost:  107

 

Movement:                   Running:               6"/12"

                                        Leaping:                2"/4"

                                        Swimming:            2"/4"

                                        Teleportation:      30"/60"

 

Cost  Powers                                                              END

70       Multipower, 70-point reserve

7u       1)  Teleportation 20", No Relative Velocity, Position Shift, Safe Blind Teleport (+¼) (69 Active Points)              7

1u       2)  Teleportation 5", MegaScale (1" = 1 km; +¼) (12 Active Points)             1

1u       3)  Teleportation 5", Usable By Other (+¼), MegaScale (1" = 1 km; +¼) (15 Active Points)    1

             

25       Teleportation: Floating Fixed Location (5 Locations)

             

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

3          Sight Group Flash Defense (5 points) (5 Active Points); OIF (-½)

             

28       Energy Blast 9d6, 4 clips of 16 Charges (+¼) (56 Active Points); OAF (-1) [16]

             

39       Grenades:  Multipower, 79-point reserve,  (79 Active Points); all slots OAF (-1)

2u       1)  Blast:  Energy Blast 8d6, Explosion (+½) (60 Active Points); OAF (-1), 8 Charges (-½)      [8]

3u       2)  KB:  Energy Blast 7d6, Explosion (+½), Double Knockback (+¾) (79 Active Points); OAF (-1), 8 Charges (-½)           [8]

2u       3)  Flash:  Sight Group Flash 6d6, Area Of Effect (3" Radius; +1) (60 Active Points); OAF (-1), 8 Charges (-½)                [8]

2u       4)  Sticky:  Entangle 3d6, 3 DEF, Area Of Effect (3" Radius; +1) (60 Active Points); OAF (-1), 8 Charges (-½)  [8]

4u       5)  Darkness to Sight Group 6" radius, 8 Continuing Charges lasting 1 Minute each (+¼) (75 Active Points); OAF (-1)     [8 cc]

 

       Perks

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

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

 

       Talents

3          Absolute Range Sense

3          Absolute Time Sense

3          Bump Of Direction

 

       Skills

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

3          Computer Programming 12-

3          Cryptography 12-

3          Deduction 12-

3          Electronics 12-

 

Total Powers & Skill Cost:  237

Total Cost:  344

 

200+  Disadvantages

15       Psychological Limitation:  Overconfident (Common; Strong)

15       Psychological Limitation:  Wants revenge on hero types for almost killing him (Common; Strong)

114     Experience Points

 

Total Disadvantage Points:  344

Earned Experience:  0

Spent Experience:  114

Unspent Experience:  0

 

Background/History:  John Seymore was a normal agent in the TM organization until he was in a raid on (insert) labs to steal some cutting edge items.  In the fire fight he was caught in the obligatory explosion and thought dead.  In actuality he was thrown through a quantum tunnel to another part of the country.  After a few days he made his way back to his contacts and taken before TM. There he showed off his new powers and asked to be included in the super's squad that TM hired out.  Because he described his process as like stepping through a tunnel he was given the code name Tunnel Rat!

 

Personality/Motivation:  Revenge.  He wants to get back at the people who "hurt" him.  Also he has a large overconfident streak due to his new powers.

 

Quote: 

 

Powers/Tactics:  Tunnel Rat is actually little better that an elite agent, with a twist.  He can teleport around the battlefield to get to interesting positions.  Also he can get into a place then totally disappear (Mega tp) and can also set up a gate for an emergency evac.  His Tport looks like a tunnel appearing that he literally walks through!

 

Campaign Use:  See personality!

 

Appearance:  183 cm and 82 kg with brown hair and eyes John is totally non-descript and forgettable.  His costume is a set of TM basic armour ( and bit tougher) and TM blaster and grenade set.

 

 

 

 

To power him up, give him more Tport abilities and maybe upgrade his equipement.

To power him down, get rid of the grenades, or have fewer charges.

This is the guy who makes sure his team is not caught. Or the guy who ports into jails and ports them out again.

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2020 #30  Jinx

 

Val    Char   Cost   Roll Notes

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

  30      DEX       60      15-    OCV:  10/DCV:  10

  18      CON      16      13-

  10      BODY     0       11-

  10      INT         0       11-    PER Roll 11-

  10      EGO        0       11-    ECV:  3

  15      PRE         5       12-    PRE Attack:  3d6

  22      COM       6       13-

 

    8       PD           5                Total:  8 PD (8 rPD)

    8       ED           4                Total:  8 ED (8 rED)

    6       SPD        20               Phases:  2, 4, 6, 8, 10, 12

    7       REC        0

  36      END        0

  27      STUN      0       Total Characteristic Cost:  121

 

Movement:                   Running:               11"/44"

                                        Leaping:                7"/14"

                                        Swimming:            5"/20"

 

Cost  Powers                                                              END

5          Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-½)

             

19       Multipower, 15-point reserve, all slots Reduced Endurance (½ END; +¼) (19 Active Points)

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

1u       2)  Swimming +3" (5" total) (x4 Noncombat) (8 Active Points)     1

1u       3)  Leaping +4" (7" forward, 3 ½" upward) (Accurate) (9 Active Points)      1

             

40       Luck 8d6

15       Luck 6d6 (30 Active Points); Limited Power Power loses about half of its effectiveness (Only to add to personal defense; -1)

             

24       Various MA weapons:  Variable Power Pool, 20 base + 4 control cost,  (30 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½)

4          Martial Block                                                                           +2            +2           Block, Abort

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

4          Martial Strike                                                                           +0            +2           8d6 Strike

3          Martial Throw                                                                          +0            +1           6d6 +v/5, Target Falls

5          Offensive Strike                                                                       -2            +1           10d6 Strike

3          Legsweep                                                                                  +2            -1            7d6 Strike, Target Falls

12       +3 HTH Damage Class(es)

4          Weapon Element:  Clubs, Empty Hand, Staffs, Whips

 

       Perks

5          Money:  Well Off

 

       Talents

3          Absolute Range Sense

3          Absolute Time Sense

3          Bump Of Direction

12       Combat Luck (6 PD/6 ED)

35       Danger Sense (immediate vicinity, any danger, Function as a Sense) 14-

 

       Skills

3          Acrobatics 15-

3          Breakfall 15-

3          Contortionist 15-

3          Concealment 11-

3          Forgery 11-

3          Paramedics 11-

3          Persuasion 12-

3          Seduction 12-

 

Total Powers & Skill Cost:  230

Total Cost:  351

 

200+  Disadvantages

20       Psychological Limitation:  Overconfident (Very Common; Strong)

15       Psychological Limitation:  Likes to solve thing by fighting (Common; Strong)

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

10       Reputation:  Crazy Villain, 11-

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

10       Unluck: 2d6

66       Experience Points

 

Total Disadvantage Points:  351

Earned Experience:  0

Spent Experience:  66

Unspent Experience:  0

 

Background/History:  Zakariah Malik was a prodigy.  If it was in Art or Science or Literature, he would be lauded.  But his is in fighting.  Zak Always found his fist to be very effective at settling disputes and soon he was on the payroll of a local gang as an enforcer.  But Zak was not stupid and though a natural, studied other styles and versions and soon was surpassing all of his mentors.  Then he got an offer from TM, join his organization to be hired out as muscle to various gangs.  He would be tested as never before.  Now as operative Jinx, he hires himself out to fight. 

 

Personality/Motivation:  Get a challenge.  Jinx is finding fights too easy for him and wants a fight to push him.

 

 

 

Quote: 

 

Powers/Tactics:  Jinx is a classic Martial Artist type.  He generally carries a club or staff with him as they are weapons that can easily be found on the street.  His greatest power is his luck.  I use the Gestalt Luck rules, where you roll the total and that is the number of points you can spend to modify skill rolls, OCV, DCV even reduce damage.  Note he has one just for defense, so he can go a long time before running out in a fight.  This "luck" is where he gets his code name, as it seems he jinxes the opposition!

 

Campaign Use:  The unrepentant operative.  His motives are simple and he'll keep coming back because he wants a challenge. 

 

Appearance:  A Negro teenager of 170 cm and 70 KG with short black hair and brown eyes.  His costume is a black bodysuit that fully covers him, with light grey highlights!

 

 

 

Jinx was easy to make really. I just changed the way the idea work to benefit himself rather than trouble others!

 

 

 

To power him up give him MORE luck and maybe even some esoteric MA abilities

To power him down get rid of the weapon VPP at least one damage class and maybe even the defensive luck.

As it is this is the villain the players will either hate or respect. He's uncomplicated and very direct.

 

 

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Storm Shadow was a hard one to make different.  A weather controller is too obvious.  How to make him a shadow...... a ghost.  A mutant ghost.  (het if Marvel can have a vampire mutant...)  And so the vengeful ghost was born/ created.

 

Quote

2020 #31  Storm Shadow

 

Val    Char   Cost   Roll Notes

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

  18      DEX       24      13-    OCV:  6/DCV:  6

  25      CON      30      14-

  10      BODY     0       11-

  15      INT         5       12-    PER Roll 12-

  13      EGO        6       12-    ECV:  4

  13      PRE         3       12-    PRE Attack:  2 ½d6

  15      COM       3       12-

 

8+13   PD           5                Total:  8/21 PD (8/21 rPD)

8+13   ED           3                Total:  8/21 ED (8/21 rED)

    4       SPD        12               Phases:  3, 6, 9, 12

    8       REC        0

  50      END        0

  31      STUN      0       Total Characteristic Cost:  96

 

Movement:                   Running:               6"/12"

                                        Flight:                     20"/40"

                                        Leaping:                3"/6"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

             

             

60       Multipower, 60-point reserve

6u       1)  Desolidification , Reduced Endurance (0 END; +½) (60 Active Points)

6u       2)  (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30)

             

24       Life Support  (Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)

             

54       Change Environment 256" radius, Long-Lasting 20 Minutes, Multiple Combat Effects, Varying Combat Effects, Costs END Only To Activate (+¼) (81 Active Points); No Range (-½)              6

10       Elemental Control, 40-point powers,  (20 Active Points); all slots Limited Power Power loses about half of its effectiveness (Only within the storm; -1)

10       1)  Flight 20" (40 Active Points); Limited Power Power loses about half of its effectiveness (Only within the storm; -1)   4

10       2)  Force Field (13 PD/13 ED), Reduced Endurance (0 END; +½) (39 Active Points); Limited Power Power loses about half of its effectiveness (Only within the storm; -1)

             

13       Missile Deflection (Any Ranged Attack) (20 Active Points); Limited Power Power loses about a third of its effectiveness (-½)

             

50       Multipower, 75-point reserve,  (75 Active Points); all slots Limited Power Power loses about a third of its effectiveness (Only within the storm; -½)

3u       1)  Darkness to Hearing Group 8" radius, Reduced Endurance (½ END; +¼) (50 Active Points); Limited Power Power loses about a third of its effectiveness (Only within the storm; -½)         2

5u       2)  Energy Blast 8d6, Personal Immunity (+¼), Explosion (+½) (70 Active Points); Limited Power Power loses about a third of its effectiveness (Only within the storm; -½)                       7

4u       3)  Energy Blast 9d6, Indirect (Same origin, any direction; +½) (67 Active Points); Limited Power Power loses about a third of its effectiveness (Only within the storm; -½)                       7

3u       4)  Telekinesis (40 STR) (60 Active Points); Limited Power Power loses about a third of its effectiveness (Only within the storm; -½), Affects Whole Object (-¼)                                              6

4u       5)  Sight and Hearing Groups Flash 7d6, Explosion (+½) (60 Active Points); Limited Power Power loses about a third of its effectiveness (Only within the storm; -½)                            6

             

 

       Perks

5          Money:  Well Off

 

       Skills

20       +4 with Ranged Combat

3          Concealment 12-

3          Navigation 12-

3          Shadowing 12-

3          Stealth 13-

3          Streetwise 12-

3          Tactics 12-

 

Total Powers & Skill Cost:  314

Total Cost:  409

 

200+  Disadvantages

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

20       Psychological Limitation:  Overconfident (Common; Total)

15       Psychological Limitation:  Hate casual killer types (Common; Strong)

10       Reputation:  Ghost mutant, 11-

139     Experience Points

 

Total Disadvantage Points:  409

Earned Experience:  0

Spent Experience:  139

Unspent Experience:  0

 

Background/History:  Once there was a small time crook called Weather Vane.  He had some control over the weather and would join with other small time criminals to pull easy smash and grab jobs across the US.  But then he came within the sights of Warmonger and the ultra-violent vigilante used overwhelming force against him while he was just flying around, not even on a job.  Before he died, Warmonger said his death would be an example to others like him.  This so angered Weather Vane that, a few days later his ghost came back.  His goal now is to kill Warmonger and then go after any like him.  Warmonger for his part does not know about the angry ghost he has created, the Storm Shadow.  He has joined TM organization for now as he realizes the Warmonger may get help of his own.  After that who knows,

 

Personality/Motivation:  Revenge on one person and then revenge on those like him/

 

Quote: 

 

Powers/Tactics:  Storm Shadow was a middling power weather controller who now has the desolid and dam red abilities of a ghost.  His tactics are almost the same except now he has much more maneuverability and defense than before.  This has made him much more confident and arrogant.

 

Campaign Use:  Got a real blood thirsty PC?  Then run them up against Strom Shadow.

 

Appearance:  177 cm and 75 kg (when he chooses to partially solidify) his costume is a white bodysuit with red splotches on the cheat and legs.  His hair is white as are his eyes!

 

 

 

 

 Powering up Strom Shadow is easy, just increase his weather control abilities.  If yo want to really boost him a speed of five will make him a lot more dangerous as well.

 

Powering down means gettin rid of his ranged skill levels.  Anythin else just cuts into the concept too much.

 

 

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NitnRun basically screamed a speedster.  But I didn't want to go traditional fast guy like the Blur from GSVC.  Then I remembered a speedster from San Angelo who was a bit out of teh box.  So I went with that idea.  HitnRun is not that powerful, and is better used in heist missions or as a diversion.  She certainly can mess up the rear parts of the oppositon.  She can tag a lot of people, charge the scenery and use her AE TK to knock things over or disarm people. 

 

Quote

2020 #32  Hit'n'Run

 

Val    Char   Cost   Roll Notes

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

  27      DEX       51      14-    OCV:  9/DCV:  9

  20      CON      20      13-

  10      BODY     0       11-

  10      INT         0       11-    PER Roll 11-

  10      EGO        0       11-    ECV:  3

  18      PRE         8       13-    PRE Attack:  3 ½d6

  16      COM       3       12-

 

    8       PD           4                Total:  8 PD (8 rPD)

    8       ED           4                Total:  8 ED (8 rED)

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

  15      REC       14

  40      END        0

  30      STUN      0       Total Characteristic Cost:  147

 

Movement:                   Running:               30"/120"

                                        Leaping:                4"/8"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-½)

             

69       Running +24" (30" total), x4 Noncombat, Reduced Endurance (½ END; +¼) (69 Active Points)          2

10       Healing BODY 1d6, Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points); Always On (-½), Self Only (-½)

             

84       Multipower, 67-point reserve, all slots Reduced Endurance (½ END; +¼) (84 Active Points)

3u       1)  Hand-To-Hand Attack +6d6, Area Of Effect (24" Line; +1 ¼) (67 Active Points); Limited Power Power loses about half of its effectiveness (Only along run line; -1), Hand-To-Hand Attack (-½)        3

3u       2)  Change Environment 8" radius, Multiple Combat Effects, Varying Combat Effects, Personal Immunity (+¼) (44 Active Points); No Range (-½)                                                            2

3u       3)  Telekinesis (20 STR), Area Of Effect (24" Line; +1 ¼) (67 Active Points); Limited Power Power loses about half of its effectiveness (Only along run line; -1), No Range (-½)     3

 

       Talents

12       Combat Luck (6 PD/6 ED)

4          Speed Reading (x10)

5          Eidetic Memory

 

       Skills

3          Acrobatics 14-

3          Breakfall 14-

3          Linguist

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

1          2)  Language:  English (basic conversation)

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

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

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

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

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

3          Navigation 11-

3          Paramedics 11-

3          Stealth 14-

3          Streetwise 13-

 

Total Powers & Skill Cost:  245

Total Cost:  392

 

200+  Disadvantages

10       Physical Limitation:  Requires four time as much food (Frequently; Slightly Impairing)

20       Psychological Limitation:  Feels everyone is too slow (Very Common; Strong)

15       Psychological Limitation:  Code Vs. Killing (Common; Strong)

20       Vulnerability:  2 x STUN Chemicals and poisons (Common)

20       Vulnerability:  2 x Effect Chemicals and poisons (Common)

107     Experience Points

 

Total Disadvantage Points:  392

Earned Experience:  0

Spent Experience:  107

Unspent Experience:  0

 

Background/History:  Kathy Nguyen is a child of Agent Orange.  Her grandfather was affected by the defoliant, and the effects were passed down to her.  It first manifested in a hyper active type effect, later in an incredibly active sports life that was the only outlet for her excess energy.  But as she grew older she got worse and someone suggested she get tested for Meta ability.  When she tested positive, her life became a nightmare.  Some wanted he arrested, others wanted her as a lab rat.  Eventually to save her family she ran away from home. She wandered the world, where she found she had a facility with languages.  Otherwise she has lived on the streets doing the odd smash and grab or HitnRun as she calls them.  When TM called offering her employment on his roster her only stipulation was no killing.  No problem, as she will be busy enough on his snatch and grab squad.

 

Personality/Motivation:  HitnRun is always in movement.  Can't sit still is a reality for her.  She burns a lot of energy so she eats a great deal to just keep going.  The most overt expression of her abilities is impatience.  Everyone is going too slow for her and she'll occasionally jump the gun because she thinks she has all the info. 

 

Quote: 

 

Powers/Tactics:  Incredible running ability and self-healing.  Add a number of speed techniques she uses on a job and she is fairly versatile. 

 

Campaign Use:  A good person has gone bad.  She's not a villain by nature but by necessity.  Possible redemption arc.  Also a possible voice of reason in a group of villains. 

 

Appearance:  Wears a yellow bodysuit with red elbow, knee, gloves and boots.  Her features are Vietnamese and she keeps her hair shoulder length.  And she is tiny at 153 cm and 50 kg!

 

 

 

 

To power her up add to the MP and up the slots, also maybe add slots like a 2X KB attack.  Also maybe an AE missle deflect.  And certainly some skill levels, especially DCV as she's not about offence.

 

To power her down get rid of the 4X NCM and bring her SPD to 6.

 

 

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2020 #33  Snowjob

 

Val    Char   Cost   Roll Notes

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

  20      DEX       30      13-    OCV:  7/DCV:  7

  25      CON      30      14-

  10      BODY     0       11-

  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-

 

8+18   PD           5                Total:  8/26 PD (8/26 rPD)

8+18   ED           3                Total:  8/26 ED (8/26 rED)

    5       SPD        20               Phases:  3, 5, 8, 10, 12

    8       REC        0

  50      END        0

  31      STUN      0       Total Characteristic Cost:  114

 

Movement:                   Running:               6"/12"

                                        Flight:                     20"/80"

                                        Leaping:                3"/6"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-½)

             

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 20", x4 Noncombat (45 Active Points); Physical Manifestation (-¼)          4

28       3)  Entangle 5d6, 5 DEF (50 Active Points)                         5

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

             

80       Multipower, 80-point reserve

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

5u       2)  Energy Blast 8d6, Area Of Effect (9" Cone; +1) (80 Active Points); No Range (-½)            8

5u       3)  Energy Blast 8d6, Personal Immunity (+¼), Explosion (+½) (70 Active Points); No Range (-½)      7

6u       4)  Drain STUN 3d6, Ranged (+½), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +½) (60 Active Points)    6

 

       Perks

10       Money:  Wealthy

5          Favor

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

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

 

       Skills

6          All ice/snow attacks:  +2 with any three maneuvers or a tight group of attacks

3          High Society 12-

3          Traveler

2          1)  AK (3 Active Points) 12-

2          2)  AK (3 Active Points) 12-

2          3)  AK (3 Active Points) 12-

2          4)  CK (3 Active Points) 12-

2          5)  CK (3 Active Points) 12-

2          6)  CK (3 Active Points) 12-

2          7)  CuK (3 Active Points) 12-

2          😎  CuK (3 Active Points) 12-

2          9)  CuK (3 Active Points) 12-

2          10)  CuK (3 Active Points) 12-

3          Paramedics 12-

3          Seduction 12-

3          Streetwise 12-

 

Total Powers & Skill Cost:  289

Total Cost:  403

 

200+  Disadvantages

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

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

15       Psychological Limitation:  Show off (Common; Strong)

10       Reputation: , 11-

153     Experience Points

 

Total Disadvantage Points:  403

Earned Experience:  0

Spent Experience:  153

Unspent Experience:  0

 

Background/History:  Thomas Howell IV was a dilatant.  Coming from a rich family, he wandered from place to place, living there and causing a scene until he was forced to move due to pressure from the locals.  Then in his last location he was at a gala when he heard about a beautiful relic at a local monetary.  He had to see it and so made his way to it.  It was behind a glass partition, but he had to touch it.  So he broke the glass and touched the stone, and screamed.  When he recovered, he found ice coating the room.  The monetary was a cover for a hidden mystic group that was waiting for the true user of the gems power to arrive.  That was Thomas.  They tried to explain what his responsibilities would be now.  Responsibility?  NEVER!  He ran and started using the powers to just cause more mayhem.  But the group wants the powers back.  So Thomas has joined a bigger group as Snowjob!

 

Personality/Motivation:  A selfish desire to cater to his whims and lack of responsibility.  His only redeeming feature is a lack of a killer instinct.  So TM sends him only on missions where he can be a distraction and against people who can stand up to his power. 

 

Quote: 

 

Powers/Tactics:  A classic ice based blaster.

 

Campaign Use:  One: get him to renounce the powers.  Two: get him to accept his responsibilities.  Either arc would be long and painful.

 

Appearance:  188 cm and 91 kg with stylish black hair and brown eyes.  He wears a classic blue and white bodysuit in icy tones!

 

 

 

Yeah he's derivative. But it is a classic trope, and why mess with a classic!

 

To power up just add to both the MP and the EC.

To weaken, get rid of the MP and leave just and EB to place in the EC.

 

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This is a Sandman Homage here.  More dust man.  He's not terribly powerful, but has some strange effects for messing with the players.  And hopefully his backstory can provide some roleplaying fodder!

 

 

 

Quote

2020 #34  Dusty

 

Val     Char  Cost   Roll       Notes

10+30    STR       0       11- / 17-    Lift 100.0kg/6400.0kg; 2d6/8d6

   20        DEX      30      13-            OCV:  7/DCV:  7

   25        CON     30      14-

   10        BODY    0       11-

   10        INT        0       11-            PER Roll 11-

   11        EGO       2       11-            ECV:  4

   20        PRE       10      13-            PRE Attack:  4d6

   14        COM     2       12-

 

8+18     PD          6                         Total:  8/26 PD (8/20 rPD)

8+18     ED          3                         Total:  8/26 ED (8/20 rED)

    5         SPD      20                        Phases:  3, 5, 8, 10, 12

    7         REC       0

   50        END       0

   28        STUN    0       Total Characteristic Cost:  103

 

Movement:                    Running:                16"/32"

                                        Gliding:                  15"/30"

                                        Leaping:                 2"/4"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

             

10        Hard sand:  Elemental Control, 24-point powers,  (12 Active Points); all slots Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

38        1)  Density Increase (5,100 kg mass, +30 STR, +6 PD/ED, -6" KB), Reduced Endurance (0 END; +½), Persistent (+½) (60 Active Points); Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

19        2)  Armor (12 PD/12 ED) (36 Active Points); Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

7          3)  Hand-To-Hand Attack +4d6, Reduced Endurance (½ END; +¼) (25 Active Points); Hand-To-Hand Attack (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)          1

             

             

72        Soft Sand:  Multipower, 90-point reserve,  (90 Active Points); all slots Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

3u        1)  Desolidification , Reduced Endurance (0 END; +½) (60 Active Points); Cannot Pass Through Solid Objects (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

7u        2)  (Total: 90 Active Cost, 72 Real Cost) Energy Damage Reduction, Resistant, 50% (30 Active Points); Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) (Real Cost: 24) plus Physical Damage Reduction, Resistant, 75% (60 Active Points); Limited Power Power loses about a fourth of its effectiveness (Unified; -¼) (Real Cost: 48)

             

4          Grit:  Elemental Control, 14-point powers,  (7 Active Points); all slots Limited Power Power loses about a third of its effectiveness (Only when soft sand is active; -½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

17        1)  Stretching 6", Reduced Endurance (½ END; +¼) (37 Active Points); Limited Power Power loses about a third of its effectiveness (Only when soft sand is active; -½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)    1

19        2)  Hand-To-Hand Attack +8d6, Reduced Endurance (½ END; +¼) (50 Active Points); Hand-To-Hand Attack (-½), Limited Power Power loses about a third of its effectiveness (Only when soft sand is active; -½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)                                                2

7          3)  Running +10" (16" total) (20 Active Points); Limited Power Power loses about a third of its effectiveness (Only when soft sand is active; -½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)             2

4          4)  Gliding 15" (15 Active Points); Limited Power Power loses about a third of its effectiveness (Only when soft sand is active; -½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)

 

       Skills

3          Acrobatics 13-

3          Climbing 13-

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

3          Contortionist 13-

3          Navigation 11-

3          Paramedics 11-

3          Shadowing 11-

3          Stealth 13-

3          Streetwise 13-

 

Total Powers & Skill Cost:  245

Total Cost:  348

 

200+  Disadvantages

20        Psychological Limitation:  Family (Common; Total)

15        Psychological Limitation:  Hates TM and his organization (Common; Strong)

20        Dependent NPC:  Sister 8- (Incompetent; Unaware of character's adventuring career/Secret ID)

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

83        Experience Points

 

Total Disadvantage Points:  348

Earned Experience:  0

Spent Experience:  83

Unspent Experience:  0

 

Background/History:  Michael Hughes was a street brat.  Living off the streets and doing any sort of job to get money.  His only loyalty was to his crippled sister, where most of his money went to.  Then he got a job working for TM.  Later he was asked again, but this time the job went south and the mission leader threw him under the bus and blamed him for the failure of the job.  Before they left he was thrown into the big gizmo they had come to steal and was now sparking and discharging.  Then they left.  Michael lived though.  He followed the team and attacked.  But other members of TM stable subdued him.  Now TM offered him a job with a lot of money.  Michael accepted, but in reality he desired revenge.  He plans to betray the organization after he gets enough money for his sister.  Until then Dusty is an efficient member of the TM organization.

 

Personality/Motivation:  Michael has a simple code.  Family is everything, all else are targets.  When they tried to kill him, they broke his code.  Now he is bidding his time between vengeance and support of family. 

 

Quote: 

 

Powers/Tactics:  Dusty has two forms.  A hard sand form that is very hard.  Almost like a brick.  Then a soft sand form that allows him to slither around but also shoot blasts of grit. 

 

Campaign Use:  The traitor in the midst of the bad guys.  Dusty is bidding his time until he can lead the heroes to cripple if not destroy the organization.

 

Appearance:  180 cm and 80 kg african-american with short hair.  His skin has a sandy look to it, but it can be hidden.  As a joke he wears blue leggings and a green top (he says check old spidey comics to get the joke.)

 

 

 

 

To power up add to the Hard Sand and Grit pools, about 10 points each would make him much more competent.  Also some extra defense in Hard sand form would help. 

 

Its hard to weaken him as is as he's just at the minimum.  The expence here was his versitility not his power. 

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When I thought Shockwave I thought of another blaster type.  Time to think different.  Then I remembered an old villain, a russian who with his friends operated out of Three Mile Island.  He could teleport and explode ( sorry I don't have the book handy right now).  So I sort of duplicated his powers, added him to the Project Sunburst line up, and it sort of fell into place.

 

Quote

2020 #35  Shockwave

 

Val    Char   Cost   Roll Notes

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

  23      DEX       39      14-    OCV:  8/DCV:  8

  23      CON      26      14-

  10      BODY     0       11-

  13      INT         3       12-    PER Roll 12-

  10      EGO        0       11-    ECV:  3

  15      PRE         5       12-    PRE Attack:  3d6

  14      COM       2       12-

 

8+20   PD           5                Total:  8/28 PD (8/28 rPD)

8+20   ED           3                Total:  8/28 ED (8/28 rED)

    5       SPD        17               Phases:  3, 5, 8, 10, 12

    8       REC        0

  46      END        0

  30      STUN      0       Total Characteristic Cost:  105

 

Movement:                   Running:               6"/12"

                                        Leaping:                3"/6"

                                        Swimming:            2"/4"

                                        Teleportation:      25"/50"

 

Cost  Powers                                                              END

5          Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-½)

             

10       N-Ray Perception (Sight Group)

10       Radar (Radio Group) (15 Active Points); Costs Endurance (-½)   1

             

25       Elemental Control, 50-point powers

37       1)  Teleportation 25", Reduced Endurance (½ END; +¼) (62 Active Points)              2

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

43       3)  Energy Blast 9d6, Personal Immunity (+¼), Reduced Endurance (½ END; +¼), Area Of Effect (7" Radius; +1) (112 Active Points); No Range (-½), Limited Power Power loses about a third of its effectiveness (Only after Tport; -½)      5

45       Sight Group Flash 9d6, Personal Immunity (+¼), Reduced Endurance (½ END; +¼), Explosion (+½) (90 Active Points); No Range (-½), Linked (Energy Blast; -½)                                 4

             

 

       Perks

5          Favor

 

       Talents

3          Bump Of Direction

 

       Skills

3          Bureaucratics 12-

3          Computer Programming 12-

5          Cramming

5          Cramming

3          Gambling 12-

3          High Society 12-

3          Paramedics 12-

3          Persuasion 12-

3          Science Skill:  Radiation protection 12-

 

Total Powers & Skill Cost:  239

Total Cost:  344

 

200+  Disadvantages

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

15       Psychological Limitation:  Hatred of US government (Common; Strong)

15       Enraged:  When fighting government heroes (Uncommon), go 11-, recover 11-

10       Vulnerability:  Attacks the could dampen radiation (Common)

15       Hunted:  Sunburst and company 8- (Mo Pow; Capture)

74       Experience Points

 

Total Disadvantage Points:  344

Earned Experience:  0

Spent Experience:  74

Unspent Experience:  0

 

Background/History:  Aldwin Mercado was a scientist who was associated with a government project later called Sunburst.  He was one of the lower staff members charged with developing the anti-radiation suits.  But he found a defect.  He tried to bring it to the attention of the heads of the project but was ordered to let it go.  So he decided to go to higher authorities, but was caught and placed in the brig.  As it got closer to test day, he was drugged and locked in the room with the others but with no protection (not that it mattered).  After, he was one who had survived and was placed in storage.  Years later he awakened and snuck out after one of Sunburst's attacks on the place.  He wandered and found he was a man out of time.  One thing burned in him.  Revenge.  But that costs money and connections he doesn't have a lot of.  So he started with small smash and grabs and soon was approached by TM to be in his stable of supers, and in exchange he'll place his organization at Shockwave's disposal.  So far the only hitch is Sunburst, who wants Shockwave to join his gang.  He's thinking on it for now. 

 

Personality/Motivation:  Revenge served with a blast.  He's got good reason to be mad.

 

Quote: 

 

Powers/Tactics:  Shockwave can turn his body to energy; project it to a spot and reform.  He can be subtle, but has learned that when he projects in a certain way, his reforming becomes very violent and is accompanied by a bright burst of light.  In addition he can emit the energy at lower levels to provide protection. 

 

Campaign Use:  Shockwave is the villain who when they learn his backstory may have to make some decisions about what to do with the info.

 

Appearance:  A Latino from the southwest at 170 cm and 75 kg with black hair and dark brown eyes.  His costume is yellow and white and covers him head to toe!

 

 

If you have any heroes associated with the Sunburst idea, then he's a great tie in.  Also his backstory is one to make heroes who defend these generals question their actions.

 

Powering him up is easy - add to the teleport ( maybe some NCM to add range) and make the EB larger along with the flash.

 

Powering him down - reduce the teleport and the EB by a dice and reduse the flash by two dice

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Thunder is bog standard in her powers, but I hope interesting in her backstory

 

Quote

2020 #36  Thunder

 

Val    Char   Cost   Roll Notes

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

   20      DEX       30      13-    OCV:  7/DCV:  7

   20      CON       20      13-

   10      BODY     0       11-

   18      INT          8       13-    PER Roll 13-

   10      EGO         0       11-    ECV:  3

   20      PRE        10      13-    PRE Attack:  4d6

   12      COM       1       11-

 

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

   40      END        0

   30      STUN      0       Total Characteristic Cost:  97

 

Movement:                    Running:                6"/12"

                                        Flight:                     18"/72"

                                        Leaping:                 4"/8"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-½)

10        Hearing Group Flash Defense (10 points)

             

20        Elemental Control, 50-point powers,  (25 Active Points); all slots Limited Power Power loses about a fourth of its effectiveness (Not in a vacume; -¼)

21        1)  Flight 18", x4 Noncombat, Reduced Endurance (½ END; +¼) (51 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not in a vacuum; -¼)                                2

20        2)  Force Field (20 PD/20 ED), Reduced Endurance (½ END; +¼) (50 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not in a vacuum; -¼)                                2

20        3)  Force Wall (10 PD/10 ED) (50 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not in a vacuum; -¼)                                                                                               5

             

72        Multipower, 90-point reserve,  (90 Active Points); all slots Limited Power Power loses about a fourth of its effectiveness (Not in a vacuum; -¼)

5u        1)  Energy Blast 12d6 (60 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not in a vacuum; -¼)    6

5u        2)  Energy Blast 8d6, Reduced Endurance (0 END; +½) (60 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not in a vacuum; -¼)

4u        3)  Hearing Group Flash 8d6, Personal Immunity (+¼), Area Of Effect (3" Radius; +1) (54 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not in a vacuum; -¼)      5

5u        4)  Energy Blast 8d6, Area Of Effect (9" Cone; +1) (80 Active Points); No Range (-½), Limited Power Power loses about a fourth of its effectiveness (Not in a vacuum; -¼)                            8

 

       Talents

3          Absolute Range Sense

3          Bump Of Direction

 

       Skills

3          Breakfall 13-

3          Concealment 13-

3          Deduction 13-

3          Lockpicking 13-

3          Paramedics 13-

3          Stealth 13-

3          Streetwise 13-

3          Survival 13-

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

 

Total Powers & Skill Cost:  223

Total Cost:  320

 

200+  Disadvantages

20        Dependent NPC:  8- (Incompetent; Unaware of character's adventuring career/Secret ID)

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

15        Psychological Limitation:  Hates TM and his organization (Common; Strong)

75        Experience Points

 

Total Disadvantage Points:  320

Earned Experience:  0

Spent Experience:  75

Unspent Experience:  0

 

Background/History:  Rashida Jones was your usual street kid living in the inner city, and she was POOR.  Her only solace was her grandmother who was the one who raised her.  But then she was involved in the Silver Storm incident in her city and began developing powers over sound.  She used them for some petty crimes, but this got the attention of an operative of the TM group.  Though TM had rules against blackmailing people into service, the damage was done.  So he promised nothing bad would happen to grandma as long as Rashida did as she was told.  Unfortunately TM's prediction came to pass and Rashida is a very unwilling operative for the group.  Right now TM is keeping an eye on the situation and so Thunder remains on his roster.

 

Personality/Motivation:  Get out and leave a crater behind.  Right now her grandmother is her top priority. 

 

Quote: 

 

Powers/Tactics:  She's a classic sound based blaster.  Get up into the air and start screaming.  She will use her low powered blast unless some serious power in needed. 

 

Campaign Use:  The mole in the group.  She's an explosion waiting to happen.

 

Appearance:  An African American girl of about 18 years of age.  She stands 167 cm and weighs 65 kg.  She wears green street garb with a black hoodie.  When the hood is down she has a domino type mask and her long dreadlocked hair can be seen!

 

 

 

To power her up add a point of SPD and bring her EC to 60 points with all the slots raised accordingly

 

To weaken her get rid of the MP and give the EC a 10d6 EB. 

 

It is her backstory that should make her stand out.  We are talking about a person able to put a big holein TMs group!

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  • 2 weeks later...
On 5/20/2020 at 10:37 PM, Mr. R said:

This is a Sandman Homage here.  More dust man.  He's not terribly powerful, but has some strange effects for messing with the players.  And hopefully his backstory can provide some roleplaying fodder!

 

 

 

 

 

To power up add to the Hard Sand and Grit pools, about 10 points each would make him much more competent.  Also some extra defense in Hard sand form would help. 

 

Its hard to weaken him as is as he's just at the minimum.  The expence here was his versitility not his power. 

I know this might be late but what about giving the character Self Contained Breathing linked to his Desolidification?

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So this is your classic high fly blaster.  But with an ... interesting origin.

 

Quote

2020 #37  Starduster

 

Val    Char   Cost   Roll Notes

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

  20      DEX       30      13-    OCV:  7/DCV:  7

  30      CON      40      15-

  10      BODY     0       11-

  13      INT         3       12-    PER Roll 12-

  10      EGO        0       11-    ECV:  3

  20      PRE       10      13-    PRE Attack:  4d6

  16      COM       3       12-

 

  25      PD          21               Total:  25 PD (25 rPD)

  26      ED          20               Total:  26 ED (25 rED)

    4       SPD        10               Phases:  3, 6, 9, 12

  10      REC        0

  60      END        0

  35      STUN      0       Total Characteristic Cost:  147

 

Movement:                   Running:               6"/12"

                                        Flight:                     25"/50"

                                        Leaping:                4"/8"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

25       Damage Resistance (25 PD/25 ED)

             

20       Life Support  (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)

             

             

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

             

62       Energy Blast 10d6, Reduced Endurance (½ END; +¼) (62 Active Points)  2

 

       Skills

3          Computer Programming 12-

4          EB:  +2 with any single attack

3          Science Skill:  Astronomy 12-

3          Science Skill:  metallurgy 12-

3          Power 12-

3          Paramedics 12-

 

Total Powers & Skill Cost:  188

Total Cost:  335

 

200+  Disadvantages

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

15       Psychological Limitation:  Power hungry (Common; Strong)

15       Psychological Limitation:  Jealous of superiors (Common; Strong)

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

95       Experience Points

 

Total Disadvantage Points:  335

Earned Experience:  0

Spent Experience:  95

Unspent Experience:  0

 

Background/History:  It’s a classic story.  Underling to a brilliant scientist is jealous of his superior's accomplishments.  He is being held back and unfairly judged.  That was Claude Delacroix’s life.  In reality he wasn’t that bad off, but in his mind he was a victim.  So when the sparkling new meteor fragment was brought into the lab, he knew he would never get too close to it.  Then came the pronouncement that it was kelvarite.  Impossible, as kelvarite was green and this sample was orange. But his boss insisted it was the case and that it needed to be placed in a more secure facility.  NO.  This power was to be his, he knew it.  So he arranged an accident and predictably he was hit with the radiation.  Little did he know another lab assistant was nearby and also dosed.  Later he started developing super powers of flight and energy expulsion.  But unknown to him another had been given similar powers.  On his first outing he ran into her and so a rivalry was spawned.  At least in his mind.  Since then his opposite number has joined a super team, so for protection he offered his services to TM.  Given the name Starduster, he is a high flyer.

 

Personality/Motivation:  Power and prestige.  He's been denied them all his life (in his mind) and now he's going to take what he wants,

 

Quote: 

 

Powers/Tactics:  A high flyer with a decently powered blast.  He gets up into the air and starts shooting.

 

Campaign Use:  Make the rival a PC and you have a readymade link to the TM organization.  Also he's beginning to get an idea of going into orbit and retrieving space debris and OLD satellites.  And some governments my take exception to these activities. 

 

Appearance:  180 cm and 85 KG he wears a black bodysuit with white sparkles on it like a star field.  He has brown hair and brown eyes. 

 

 

 

 

This is Snake Eyes flying cousin.  He has good defenses, a lot of manuverability and a decent powered blast so that he can't be ignored!

 

Powering up is easy.  Add some NCM to the flight, add 1-2 d6 to the blast.  Also a few skill levels in the blast would make him nasty.  And a point of SPD.

 

Powering down  is also easy.  PD ED of 20 and a 10 d6 blast should do it!

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For Mirage I could have gone with an illusionist or someone with invisibility. Instead I went with an Idea I saw, I think, on Kreuzritter's thread (on RPGNET), about a lady with duplication. And so the thief called Mirage was born.

 

 

Quote

2020 #38  Mirage

 

Val    Char   Cost   Roll Notes

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

  23      DEX       39      14-    OCV:  8/DCV:  8

  20      CON      20      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

  18      COM       4       13-

 

    8       PD           4                Total:  8 PD (8 rPD)

    8       ED           4                Total:  8 ED (8 rED)

    4       SPD         7                Phases:  3, 6, 9, 12

    8       REC        0

  40      END        0

  35      STUN      0       Total Characteristic Cost:  117

 

Movement:                   Running:               6"/12"

                                        Leaping:                4"/8"

                                        Swimming:            2"/4"

                                        Teleportation:      5"/10"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

             

90       Duplication (creates 3 275-point Duplicates), Easy Recombination (Zero-Phase Action at Full DCV), Ranged Recombination (+½) (112 Active Points); Concentration (½ DCV; -¼)

             

11       Teleportation 5", MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+¼) (22 Active Points); Limited Power Power loses about half of its effectiveness (Only to reintegrate duplicates; -1)          2

39       Healing BODY 1d6, Can Heal Limbs, Resurrection, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (79 Active Points); Self Only (-½), Resurrection Only (-½)

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

4          Martial Block                                                                           +2            +2           Block, Abort

4          Martial Strike                                                                           +0            +2           8d6 Strike

3          Martial Throw                                                                          +0            +1           6d6 +v/5, Target Falls

5          Offensive Strike                                                                       -2            +1           10d6 Strike

8          +2 HTH Damage Class(es)

 

       Talents

18       Combat Luck (9 PD/9 ED)

 

       Skills

3          Acrobatics 14-

3          Breakfall 14-

3          Climbing 14-

3          Concealment 12-

5          Cramming

5          Cramming

3          Disguise 12-

3          Lockpicking 14-

3          Navigation 12-

3          Paramedics 12-

3          Security Systems 12-

3          Shadowing 12-

3          Stealth 14-

3          Streetwise 13-

3          Survival 12-

3          Tracking 12-

 

Total Powers & Skill Cost:  246

Total Cost:  363

 

200+  Disadvantages

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

15       Psychological Limitation:  Greedy (Common; Strong)

15       Psychological Limitation:  Thrill seeker (Common; Strong)

10       Vulnerability:  1 ½ x STUN Sonics (Common)

10       Vulnerability:  1 ½ x Effect Sonics (Common)

103     Experience Points

 

Total Disadvantage Points:  363

Earned Experience:  0

Spent Experience:  103

Unspent Experience:  0

 

Background/History:  Marge Moore was born in a poor section of Los Angeles of mixed parentage.  Though intelligent, there never seemed to be enough time to go to school and do her chores and take care of her parents and...  You get the idea.  Sometimes she wished she could be more people to get everything done.  Then she found herself remembering things from school that she missed, or chores done she despaired doing.  Then one day she came home from school and found herself doing her chores.  While blinking, her double literally ran into her and she remembered everything.  Turns out she is a mutant who can split into multiples.  First thing she did is go hard into her studies, then experimenting with the limits of her power then getting other skills she may need.  Then she became a premier thief as she could get into a spot steal from it and disappear while being seen at another location entirely.  Thus she gained the moniker Mirage and was hired by TM as the resident thief.

 

Personality/Motivation:  Greed and a desire to test herself. 

 

Quote: 

 

Powers/Tactics:  Mirage will duplicate herself to run a job, especially one where one needs more than one person (as whom better to trust than herself) and then start her run.  She rarely is involved in combat but will not shy away from it.  If she is in combat, it is to get her to the target so she can grab it and disappear.  This is not to say that she can't fight and will quadruple team any opponent to take them down ASAP.

 

Campaign Use:  The more nonviolent side of TM. It’s not a case of beating her, but figuring out which is the real one before all disappear.

 

Appearance:  155 cm and 50 kg, Mirage is tiny. She has a mixed African-American / Latino features with black hair in an afro style and brown eyes.  Her costume is a black bodysuit with a number of pouches and a belt with more pouches. 

 

 

 

To power her up. more skills, a spd of 5 and basically better stats. I would not go with more duplicates as then it gets overwhelming doing all her actions.

To weaken her make it one duplicate.

As it is she's should be a person who gives the players coniptions as she races around taking things.

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Another tragedians dream. A villain in spite ofhimself, with his own special demons causing his slide...
 

 

Quote

2020 #38  Airborne

 

Val    Char   Cost   Roll Notes

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

  24      DEX       42      14-    OCV:  8/DCV:  8

  18      CON      16      13-

  10      BODY     0       11-

  15      INT         5       12-    PER Roll 12-

  10      EGO        0       11-    ECV:  3

  16      PRE         6       12-    PRE Attack:  3d6

  24      COM       7       14-

 

6+23   PD           3                Total:  6/29 PD (6/29 rPD)

6+23   ED           2                Total:  6/29 ED (6/29 rED)

    5       SPD        16               Phases:  3, 5, 8, 10, 12

    7       REC        0

  36      END        0

  27      STUN      0       Total Characteristic Cost:  102

 

Movement:                   Running:               6"/12"

                                        Flight:                     25"/50"

                                        Leaping:                3"/6"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

4          Damage Resistance (6 PD/6 ED) (6 Active Points); OIF (-½)

             

28       Elemental Control, 56-point powers

34       1)  Flight 25", Reduced Endurance (½ END; +¼) (62 Active Points)             2

29       2)  Force Field (23 PD/23 ED), Reduced Endurance (½ END; +¼) (57 Active Points)               2

42       3)  Energy Blast 8d6, Does x1 ½ Knockback (+¾) (70 Active Points)          7

32       4)  Telekinesis (40 STR) (60 Active Points)                         6

             

50       Energy Blast 7d6, Hole In The Middle (+¼), Does x1 ½ Knockback (+½), Reduced Endurance (0 END; +½), Area Of Effect (11" Radius; +1), Continuous (+1) (149 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Does no stun or Body, just KB; -1 ½), No Range (-½)

 

       Perks

5          Favor

 

       Talents

3          Bump Of Direction

 

       Skills

3          Electronics 12-

3          Mechanics 12-

3          Demolitions 12-

3          Gambling 12-

3          Science Skill:  metallurgy 12-

3          Science Skill:  Electrical Engineering 12-

10       +2 with DCV

 

Total Powers & Skill Cost:  255

Total Cost:  357

 

200+  Disadvantages

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

5          Money:  Poor

20       Psychological Limitation:  Compulsive Gambler (Common; Total)

10       Vulnerability:  1 ½ x STUN Earth based (Common)

10       Vulnerability:  1 ½ x Effect Earth based (Common)

102     Experience Points

 

Total Disadvantage Points:  357

Earned Experience:  0

Spent Experience:  102

Unspent Experience:  0

 

Background/History:  Miguel Alvarez is a noted mechanic and electrician.  Not brilliant, but able to make anything if given decent plans and blueprints.  BUT, he had a problem.  He liked to gamble.  He wasn't bad at it, but soon he was in debt to some unsavory people.  So he agreed to do some work for them off the books in exchange.  Soon he was their pet.  So when TM said he needed a good electrician for a job, he was told "DO IT!"  It looked simple enough; help analyze a strange metal block with some strange circuitry on it.  So Miguel set to work.  And eventually he opened the box.  Nothing happened.  It was empty.  Miguel was sent back home with part of his debt paid off.  Then came the strange winds.  Especially if he was mad.  Soon TM was back.  He had deduced that Miguel had gotten something, superpowers.  So TM bought out Miguel’s debts.  Now he works for TM as muscle and engineer.  And if he gets further in debt, well....   Airborne is now TM's pet!

 

Personality/Motivation:  A compulsive gambler who has racked up debts to the wrong people.  He wants to get out of the TMs sphere of influence, but the lure of the game always brings him back in!

 

Quote: 

 

Powers/Tactics:  A classic Air Controller his distinguishing power is a swirl of winds that surround him and knock people around if they get too close.  As he is most often in the air when he uses it doesn't hamper his allies too much.  Otherwise use his blast and TK to mess with people. 

 

Campaign Use:  A victim of TM as well as a villain.  He should come off as a sad figure as he is in a downward spiral of self-destruction. 

 

Appearance:  A Latino male at 184 cm and 87 kg with black hair and brown eyes and a fine mustache.  His costume is a red and white bodysuit with a long blue hooded cape!

 

 

 

 

Any story with him should have darker undertones. This is TM as truly villain, taking a person's problem and exaserbating it and using it for personal gain.

To power him up, place the EB in a MP and add more slots like explosion, extra range and more damage.

To power him down, get rid of the AE windstorm around him.

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  • 3 weeks later...

The first of my Steampunk supers
The first is a young lady and her Genie? servant. Yes the names are lame, but deal with it.
 

Quote

2020 #39 Princess Alidina

 

Val    Char   Cost   Roll Notes

  10      STR         0       11-    Lift 100.0kg; 2d6

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

  15      CON      10      12-

  10      BODY     0       11-

  13      INT         3       12-    PER Roll 12-

  11      EGO        2       11-    ECV:  4

  13      PRE         3       12-    PRE Attack:  2 ½d6

  16      COM       3       12-

 

    8       PD           6                Total:  8 PD (8 rPD)

    8       ED           5                Total:  8 ED (8 rED)

    3       SPD         6                Phases:  4, 8, 12

    5       REC        0

  30      END        0

  23      STUN      0       Total Characteristic Cost:  50

 

Movement:                   Running:               6"/12"

                                        Leaping:                2"/4"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

8          I managed to dodge all those bullets:  Damage Resistance (8 PD/8 ED)

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

120     Summon 200-point creatures, Specific Being (+1), Slavishly Devoted (+1) (120 Active Points)             12

 

       Perks

3          Contact (Contact has useful Skills or resources) 11-

2          Money:  Well Off

 

       Talents

5          Rapid Healing

4          Speed Reading (x10)

 

       Skills

3          Acrobatics 12-

10       +2 with DCV

3          Concealment 12-

3          Deduction 12-

4          CK 13-

4          AK 13-

3          Navigation 12-

3          Streetwise 12-

4          Survival (Underground, Urban) 12-

3          Trading 12-

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

 

Total Powers & Skill Cost:  212

Total Cost:  262

 

200+  Disadvantages

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

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

15       Psychological Limitation:  With great power comes (Common; Strong)

32       Experience Points

 

Total Disadvantage Points:  262

Earned Experience:  0

Spent Experience:  32

Unspent Experience:  0

 

Background/History:  Princess Aladina is certainly not her real name.  Once a simple street urchin living in insert city she was one of those people who could be missed for days before anyone went and looked for her.  This is basically what happened.  Taken from the streets she was placed in a cell and basically kept for some great ceremony to bind "The Prince".  She was afraid it was her countries prince and resolved to do anything to keep him free.  Eventually the day came.  She was drugged and taken to a room where she spied a glowing orb of energy.  Just before she passed out she felt a voice in her head saying it was sorry this was happening to her.  She grew angry and demanded that it do something about it.  Surprised, the voice asked what she wanted done.  She said "Fight them so she could protect the prince!"  She heard, real "Hearing and Obeying!" as the orb took the form of an exotic man and proceeded to wreak the place.  In the entire hubbub she was ignored until she woke up surrounded by police and her "Prince".  The room was a shambles and as she was led away he disappeared.  She was questioned but released. A few weeks later she was came upon a burning building.  People were hanging out the windows.  She cried out for someone to save them!  "Hearing and Obeying!" and the Prince appeared and began grabbing people and taking them to safety.  Since then Princess Aladina has become well known in her area as protector. 

 

Personality/Motivation:  With great power comes great responsibility.  She was one of the weak ones with no protection.  She will protect them now.

 

Quote: 

 

Powers/Tactics:  Basically a well-trained normal, she will look into events or occurrences and try to put things together.  She really is becoming a pretty good detective as a result.  When trouble starts she will summon up "The Prince" and let him deal with all the heavy lifting and fighting.  It also helps that he knows a lot of languages, so she will use him for translation purposes.  Also when fighting starts she will find a place to hide, even in plain sight (Chameleon), until the fight is over.  (Recently though she has been going to do stuff in another room while troops are occupied)

 

Campaign Use:  Young hero coming into her own. 

 

Appearance:  Caucasian with brown hair and green eyes.  Barely 17, she dresses in practical long dresses and shirtwaists with a jacket over it.  Her hair is always done up and a small hat completes the ensemble (think 1880 1890 woman's fashion)

 

 

 

Yes she is a bit of a one trick pony, so trying to get her out of the stereotype is the challenge.

To weaken her..... really? cmon!

To power her up, she needs more skills. Languages, KS skills, maybe a few science type skills. And some siple equipement can't hurt. She's not a fighter, but as a Bleep disturber while her Prince is causing mayhem, she would be ideal. Maybe some demolitions?

 

 

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And her Servant.
 

 

Quote

2020 #40 Prince Ali

 

Val    Char   Cost   Roll Notes

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

  18      DEX       24      13-    OCV:  6/DCV:  6

  25      CON      30      14-

  10      BODY     0       11-

  10      INT         0       11-    PER Roll 11-

  13      EGO        6       12-    ECV:  4

  18      PRE         8       13-    PRE Attack:  3 ½d6

  14      COM       2       12-

 

  20      PD          10               Total:  20 PD (20 rPD)

  20      ED          15               Total:  20 ED (20 rED)

    4       SPD        12               Phases:  3, 6, 9, 12

  15      REC        0

  50      END        0

  48      STUN      0       Total Characteristic Cost:  147

 

Movement:                   Running:               6"/12"

                                        Flight:                     15"/30"

                                        Leaping:                10"/20"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

20       Damage Resistance (20 PD/20 ED)

30       Flight 15"                                                                                    3

 

       Talents

3          Absolute Time Sense

3          Bump Of Direction

20       Universal Translator 11-

5          Rapid Healing

 

       Skills

4          KS 12-

10       +2 with HTH Combat

3          Trading 13-

3          Tactics 11-

 

Total Powers & Skill Cost:  101

Total Cost:  248

 

200+  Disadvantages

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

15       Physical Limitation:  Doesn't understand the modern world (Frequently; Greatly Impairing)

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

 

Total Disadvantage Points:  248

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Prince Ali has been around for a long time.  Whether he is a ghost or spirit or whatever is unknown.  What is known is that some can bind him to their will and make him a slave and a weapon.  But this time he bonded with what was supposed to be the victim.  He's not sure why.  She's certainly not like earlier masters, and he has enjoyed their conversations as she calls him out just to talk sometimes.  He's not sure how long it will last, but for now he is enjoying serving what he deems a worthy mistress!

 

Personality/Motivation:  Basically to serve his mistress!

 

Quote:  Hearing and Obeying!

 

Powers/Tactics:  Prince Ali is incredibly strong and durable. Add the ability to fly and you have a pretty capable servant. 

 

Campaign Use:  What is he really!

 

Appearance:  East Indian in appearance with a long black beard.  He wears pants tucked into boots with a dark red shirt and a blue jacket over it.  On his head is his always present turban in white and black. 

 

 

So to weaken him decrease his Str to 40 and flight to 10"

To power him up Add more skills, reduce end on his Str, maybe a few brick tricks, bring his pd/ed to 25 and resistant.

Remember though he is the Princess's Servant. He is a willing one for sure, but she should be the star of the series.
 
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I am basing this one from an NPC in Aaron Allston's "the Blood" book.
 

 

 

 

Quote

2020 #41  Voyante

 

Val    Char   Cost   Roll Notes

  10      STR         0       11-    Lift 100.0kg; 2d6

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

  15      CON      10      12-

  13      BODY     6       12-

  13      INT         3       12-    PER Roll 12-

  15      EGO       10      12-    ECV:  5

  13      PRE         3       12-    PRE Attack:  2 ½d6

  16      COM       3       12-

 

8+4    PD           6                Total:  8/12 PD (8/12 rPD)

8+4    ED           5                Total:  8/12 ED (8/12 rED)

    4       SPD        15               Phases:  3, 6, 9, 12

    5       REC        0

  30      END        0

  26      STUN      0       Total Characteristic Cost:  76

 

Movement:                   Running:               6"/12"

                                        Leaping:                2"/4"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

28       Precognitive Clairsentience (Sight And Hearing Groups), Reduced Endurance (0 END; +½), MegaScale (1" = 10 km; +½), Can Be Scaled Down 1" = 1km (+¼) (112 Active Points); No Conscious Control (-2), Precognition/Retrocognition Only (-1)

             

15       Multipower, 30-point reserve,  (30 Active Points); all slots OAF (-1)

1u       1)  Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +½) (15 Active Points); OAF (-1), Hand-To-Hand Attack (-½)

1u       2)  Force Field (4 PD/4 ED), Reduced Endurance (0 END; +½) (12 Active Points); OAF (-1), Limited Coverage [181-360] Degrees (-¼)

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

5          Defensive Strike                                                                      +1            +3           4d6 Strike

5          Defensive Block                                                                      +1            +3           Block, Abort

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

8          +2 HTH Damage Class(es)

2          Weapon Element:  Clubs, Empty Hand

 

       Perks

5          Money:  Well Off

5          Favor

4          Contact (Contact has very useful Skills or resources) 11-

 

       Talents

12       Combat Luck (6 PD/6 ED)

 

       Skills

3          Acting 12-

3          Bureaucratics 12-

3          Conversation 12-

3          Deduction 12-

10       Defense Maneuver I-IV

12       Gambling (Baccarat, Blackjack, Roulette) 16-

3          CK 12-

3          AK 12-

3          Paramedics 12-

3          Tactics 12-

30       +6 with DCV

 

Total Powers & Skill Cost:  180

Total Cost:  256

 

200+  Disadvantages

20       Psychological Limitation:  Curiosity (Very Common; Strong)

10       Reputation: , 11-

10       Dependent NPC:  8- (Normal)

16       Experience Points

 

Total Disadvantage Points:  256

Earned Experience:  0

Spent Experience:  16

Unspent Experience:  0

 

Background/History:  Claire Renfrew had a normal childhood up until about 17, and then she started having these "spells".  She would zone out for a few minutes and then come back with no adverse efects talking about events that no one knew what she was talking about.  Many "experts" were called, but no cure for the spells was forthcoming.  Eventually she gained a reputation as that strange girl who seemed so nice.  Then came the day when during her spell she saw something she recognized.  Determined to find out what it meant, she inadvertently stumbled upon a robbery in progress.  Though sheer luck she managed to thwart the efforts of the thieves and got a small reward.  After much further testing she found that she was seeing events that may be coming true.  She started trying to intervene in the bad events and help further the good ones.  Even rescued a few people.  But some were taking exception to her continued meddling.  If it wasn't for the fact that she saw her own attack, she would be dead.  So she asked her contact for help and he put her in touch with a "friend" who gave her some training and even a tricked out parasol.  Now she goes by the name Voyante. 

 

Personality/Motivation:  A curiosity of what her visions are telling her. 

 

Quote: 

 

Powers/Tactics:  Voyante is a Pre-cog, albeit an undependable one.  She can't control what or when she sees. But when she does, she feels an almost primal urge to help.  Some side effects of her power is what she thinks is luck, but is actually her power giving her some advance warning.  Also she has been banned from ever playing in any reputable casino anywhere.  She can visit, but not play.  Add some very rudimentary HTH training and her tricked out parasol and she can very easily take care of herself vs most people!

 

Campaign Use:  Eager untrained detective.  Also that "Strange" girl that lives up the hill. 

 

Appearance:  Now in her mid-twenties, Claire has black hair and brown eyes.  She dresses fashionably but practically in the latest Victorian styles, and is never without her black parasol!

 

 

 

To power her down, basically get rid of the MA and gadgets

To power her up either improve the Clairsetiance OR add to the gadgets and skills. (I personally would go for the latter)

As it is she's almost like your resident detective, great in findout out what is happening, but terrible in any confrontation

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He's a working class hero

 

Quote

2020 #42 Firelight

 

Val    Char   Cost   Roll Notes

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

  20      DEX       30      13-    OCV:  7/DCV:  7

  20      CON      20      13-

  10      BODY     0       11-

  10      INT         0       11-    PER Roll 11-

  13      EGO        6       12-    ECV:  4

  15      PRE         5       12-    PRE Attack:  3d6

  14      COM       2       12-

 

8+10   PD           5                Total:  8/18 PD (8/18 rPD)

8+20   ED           4                Total:  8/28 ED (8/28 rED)

    5       SPD        20               Phases:  3, 5, 8, 10, 12

    7       REC        0

  40      END        0

  28      STUN      0       Total Characteristic Cost:  97

 

Movement:                   Running:               6"/12"

                                        Gliding:                  20"/40"

                                        Leaping:                18"/36"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

7          Armor (0 PD/10 ED) (15 Active Points); Limited Power Power loses about half of its effectiveness (Only vs fire; -1)

             

10       Elemental Control, 20-point powers

10       1)  Leaping +15" (18" forward, 9" upward) (Accurate) (20 Active Points)   2

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

20       Gliding 20"

             

50       Multipower, 50-point reserve

5u       1)  Energy Blast 8d6, Reduced Endurance (½ END; +¼) (50 Active Points)               2

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

5u       3)  Energy Blast 6 ½d6, Explosion (+½) (49 Active Points)             5

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

 

       Perks

3          Money:  Well Off

 

       Talents

3          Absolute Time Sense

 

       Skills

3          Gambling 11-

3          CK 11-

3          AK 11-

5          KS: Blacksmithing 13-

3          Mechanics 11-

3          Navigation 11-

4          PS: Blacksmith 12-

 

Total Powers & Skill Cost:  170

Total Cost:  267

 

200+  Disadvantages

10       Physical Limitation:  Can not read (Frequently; Slightly Impairing)

5          Vulnerability:  1 ½ x STUN cold (Uncommon)

5          Vulnerability:  1 ½ x BODY cold (Uncommon)

5          Vulnerability:  1 ½ x STUN cold (Uncommon)

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

15       Social Limitation:  Lower class (Frequently; Major)

17       Experience Points

 

Total Disadvantage Points:  267

Earned Experience:  0

Spent Experience:  17

Unspent Experience:  0

 

Background/History:  John Devareau grew up in upstate New York along the border with Canada.  Because his family constantly was moving, he got little formal education.  But his father was a blacksmith and John took to it easily.  Eventually he settled down and opened his own smithy.  But one evening he was out on the wilderness and he saw a falling star.  He managed to trace it to its landing site hoping to some star metal he could use in a special work.  What he found was simply a glowing rock.  Eventually it stopped glowing and John took it back to his smithy.  But he was not the same.  His eyes were now a bright red, and the heat of the forge seemed not to affect him.  And he found he could control flames with a thought and even launch it from his hands.  He tried to keep it quiet until two young ladies showed up at his forge and offered him some money to follow them somewhere.  A few adventures later and he is their willing partner.  He wonders at times taking orders from a lady, but so far she knows what she is doing.  So Firelight acts as their ranged specialist.

 

Personality/Motivation:  A very working class man, he brings a lower class PoV to things.  He hopes to better himself while helping the two ladies. First on his list is learning to read.

 

Quote: 

 

Powers/Tactics:  A walking flamethrower, he blasts from range.  He will use his firework leap to get into a good position and hope his fire Sheild will protect him!

 

Campaign Use:  The lower class PoV. 

 

Appearance:  John is actually Metis with Dark brown hair and red eyes.  He has a muscular build due to the hammering he has done through the years and tends to dress in very working class clothes. 

 

 

 

 

He's a variation of a fire blaster, but with a lot less mobility.

 

To weaken him get rid of the gliding and all but the main attack in the MP

 

To power him up make him more classic fire blaster with true flight and a better FF!  and a few skill levels wouldn't hurt.

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I wanted a Reed Richards type without the powers

 

Quote

2020 #43  Professor Machina

 

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-

   28      INT         18      15-    PER Roll 15-

   13      EGO         6       12-    ECV:  4

   13      PRE         3       12-    PRE Attack:  2 ½d6

   12      COM       1       11-

 

  8+5     PD           6                 Total:  8/13 PD (8/13 rPD)

  8+5     ED           4                 Total:  8/13 ED (8/13 rED)

    5       SPD        20                Phases:  3, 5, 8, 10, 12

    6       REC         0

   36      END        0

   24      STUN      0       Total Characteristic Cost:  104

 

Movement:                    Running:                6"/12"

                                        Leaping:                 2"/4"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

12        Armor (5 PD/5 ED) (15 Active Points); IIF (-¼)

             

2          Infrared Perception (Sight Group) (5 Active Points); OAF (-1)

2          Nightvision (5 Active Points); OAF (-1)

11        Spatial Awareness (Sight Group) (22 Active Points); OAF (-1)

5          Microscopic ( x100) with Sight Group (10 Active Points); OAF (-1)

3          +4 versus Range Modifier for Sight Group (6 Active Points); OAF (-1)

             

22        Energy Blast 10d6 (50 Active Points); OAF (-1), 12 Charges (-¼)   [12]

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

 

       Perks

5          Money:  Well Off

3          Anonymity

 

       Talents

5          Eidetic Memory

3          Lightning Calculator

4          Speed Reading (x10)

 

       Skills

3          Bureaucratics 12-

3          Concealment 15-

5          Cramming

5          Cramming

5          Cramming

3          Criminology 15-

3          Deduction 15-

3          Electronics 15-

3          Mechanics 15-

3          Power 15-

3          Linguist

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

4          2)  Language:  French (idiomatic; literate) (5 Active Points)

4          3)  Language:  German (idiomatic; literate) (5 Active Points)

3          Navigation 15-

3          Paramedics 15-

3          Scientist

2          1)  Science Skill:  Magnetics 15- (3 Active Points)

2          2)  Science Skill:  Metallurgy 15- (3 Active Points)

2          3)  Science Skill:  electricity 15- (3 Active Points)

2          4)  Science Skill:  whatever 15- (3 Active Points)

 

Total Powers & Skill Cost:  184

Total Cost:  288

 

200+  Disadvantages

20        Psychological Limitation:  Curious (Very Common; Strong)

15        Psychological Limitation:  Protective of females (Common; Strong)

10        Psychological Limitation:  Arrogant (Common; Moderate)

5          Hunted:  8- (As Pow; NCI; Watching)

38        Experience Points

 

Total Disadvantage Points:  288

Earned Experience:  0

Spent Experience:  38

Unspent Experience:  0

 

Background/History:  Some people think so differently that they are labeled eccentric at best and radical at worst.  Somewhere on the line is Prof. Machina.  He has degrees from at least four institutions and could get at least six more if he decided to.  Always curious, in his investigations he found out people who seemed to have extraordinary abilities.  He wanted to study this, but realized that it is a very dangerous proposition.  So he crafted some protective gear, a set of vision improving goggles and a few special inventions and went out investigating.  He ran into Voyante and Princess Aladina on one of their cases.  He proved a useful person to know and so they now call on him when they run into some opponents where knowledge of strange science is useful.

 

Personality/Motivation:  Intensely curious with a dash of arrogance and a dose of male superiority, Prof. Machina is a very nice guy actually, once you get his respect.  His most defining feature is his curiosity.  He wants to know what is going on and will take risks to find the reason for something. 

 

Quote: 

 

Powers/Tactics:  A gifted scientist with an array of gadgets.  He uses his ocular goggles to investigate scenes, and if trouble comes will trust that his pocket of gadgets will help.  If he knows what he will be facing, he'll tailor the gadget to that particular problem.  Otherwise it is his electro pistol.

 

Campaign Use:  Scientist/ investigator. 

 

Appearance:  A Caucasian male in his mid-thirties. Black hair and brown eyes.  He dresses in impeccable suits at all times with an overcoat.  In its pockets he has his gadgets, goggles and his electro pistol.

 

 

 

 

He is meant to be played as the educated man who really does know what he is talking about.  He is patriarchal, but that is a sign of the times.  If he continues to associate with Princess Aladina and Voyante, they'll cure him of that. 

 

To power him down bring dex to 15 and spd to 4

 

To power him up a larger Gadget pool and a more charges on his pistol. 

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