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Mr. R

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The next three villains are actually the robot minions of Prince Nemesis (Yeah I am stealing ideas from CoH... big deal)

 So I present to you Mechano man B The main agent types,   Mechano man A the big gun types and Mechano man,   Omega the supposed leader robots, but are they really?

 

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2020 #44 Mechano man A

 

Val     Char  Cost   Roll       Notes

35+15   STR      25      16- / 19-  Lift 3200.0kg/25.6tons; 7d6/10d6 [¾]

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

  20       CON     20      13-

10+3     BODY   0       11- / 12-

  13       INT        3       12-            PER Roll 12-

    0        EGO      0       9-              ECV:  0

  20       PRE      10      13-            PRE Attack:  4d6

    4        COM    -3      10-

 

    8        PD        18                       Total:  8 PD (8 rPD)

    8        ED        21                       Total:  8 ED (8 rED)

    4        SPD      16                       Phases:  3, 6, 9, 12

  11       REC      0

  40       END      0

              Total Characteristic Cost:  122

 

Movement:                   Running:               6"/12"

                                        Leaping:                7"/14"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

15       Does Not Bleed

60       Automaton (Takes No STUN)

24       Damage Resistance (8 PD/8 ED)

25       Reduced Endurance (0 END; +½) for up to 50 Active Points of Str (25 Active Points)

5          Infrared Perception (Sight Group)

40       Energy Blast 10d6 (50 Active Points); 12 Charges (-¼) [12]

23       Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 800 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (34 Active Points); Always On (-½)

 

Total Powers & Skill Cost:  192

Total Cost:  314

 

200+  Disadvantages

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

89       Experience Points

 

Total Disadvantage Points:  314

Earned Experience:  0

Spent Experience:  89

Unspent Experience:  0

 

Background/History: 

 

Personality/Motivation: 

 

Quote: 

 

Powers/Tactics: 

 

Campaign Use: 

 

Appearance: 

 

 

 

 

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2020 #45 Mechano Man B

 

Val    Char   Cost   Roll Notes

  30      STR       20      15-    Lift 1600.0kg; 6d6 [3]

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

    0       CON      -20     9-

  10      BODY     0       11-

  10      INT         0       11-    PER Roll 11-

    0       EGO        0       9-      ECV:  0

  15      PRE         5       12-    PRE Attack:  3d6

    4       COM      -3      10-

 

    6       PD          12               Total:  6 PD (6 rPD)

    6       ED          18               Total:  6 ED (6 rED)

    3       SPD         6                Phases:  4, 8, 12

    6       REC        0

    0       END        0

             Total Characteristic Cost:  50

 

Movement:                   Running:               6"/12"

                                        Leaping:                6"/12"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

15       Does Not Bleed

60       Automaton (Takes No STUN)

18       Damage Resistance (6 PD/6 ED)

15       Naked Advantage: Reduced Endurance (0 END; +½) for up to 30 Active Points (15 Active Points)

15       Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +½) (22 Active Points); Hand-To-Hand Attack (-½)

32       Energy Blast 8d6 (40 Active Points); 12 Charges (-¼)   [12]

 

Total Powers & Skill Cost:  155

Total Cost:  205

 

200+  Disadvantages

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

 

Total Disadvantage Points:  205

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History: 

 

Personality/Motivation: 

 

Quote: 

 

Powers/Tactics: 

 

Campaign Use: 

 

Appearance: 

 

 

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2020 #47  Mechano man Omega

 

Val    Char   Cost   Roll Notes

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

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

  25      CON      30      14-

  10      BODY     0       11-

  10      INT         0       11-    PER Roll 11-

    0       EGO        0       9-      ECV:  0

  10      PRE         0       11-    PRE Attack:  2d6

  10      COM       0       11-

 

  12      PD          30               Total:  12 PD (12 rPD)

  12      ED          30               Total:  12 ED (12 rED)

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

  12      REC        0

  50      END        0

             Total Characteristic Cost:  145

 

Movement:                   Running:               6"/12"

                                        Leaping:                7"/14"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

60       Automaton (Takes No STUN)

15       Does Not Bleed

36       Damage Resistance (12 PD/12 ED)

5          Infrared Perception (Sight Group)

5          Ultraviolet Perception (Sight Group)

75       Multipower, 75-point reserve

1u       1)  Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +½) (22 Active Points); Hand-To-Hand Attack (-½)

7u       2)  Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points)

 

Total Powers & Skill Cost:  204

Total Cost:  349

 

200+  Disadvantages

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

124     Experience Points

 

Total Disadvantage Points:  349

Earned Experience:  0

Spent Experience:  124

Unspent Experience:  0

 

Background/History: 

 

Personality/Motivation: 

 

Quote: 

 

Powers/Tactics: 

 

Campaign Use: 

 

Appearance: 

 

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  • 2 weeks later...

And now for the person behind the robots!

 

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2020 #46  Prince Nemesis

 

Val    Char   Cost   Roll Notes

   10      STR         0       11-    Lift 100.0kg; 2d6

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

   10      CON        0       11-

   10      BODY     0       11-

   30      INT         20      15-    PER Roll 15-

   20      EGO        20      13-    ECV:  7

   20      PRE        10      13-    PRE Attack:  4d6

   10      COM       0       11-

 

    8       PD           6                 Total:  8 PD (8 rPD)

    8       ED           6                 Total:  8 ED (8 rED)

    4       SPD        16                Phases:  3, 6, 9, 12

    4       REC         0

   20      END        0

   20      STUN      0       Total Characteristic Cost:  90

 

Movement:                    Running:                6"/12"

                                        Leaping:                 2"/4"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

32        Clairsentience (Sight And Hearing Groups), +5 to PER Roll, 16 Perception Points, Discriminatory, Mobile Perception Point (can move up to 6" per Phase) (65 Active Points); Limited Power Power loses about half of its effectiveness (Only to see through robots; -1)                                                                                  6

 

       Perks

76        Follower

71        Follower

75        Follower

3          Anonymity

10        Money:  Wealthy

 

       Talents

3          Absolute Time Sense

5          Eidetic Memory

4          Speed Reading (x10)

 

       Skills

3          Bugging 15-

3          Deduction 15-

3          Demolitions 15-

3          Electronics 15-

3          Inventor 15-

3          Mechanics 15-

3          Linguist

4          1)  Language (idiomatic; literate) (5 Active Points)

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

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

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

0          5)  Language (imitate dialects; literate) (6 Active Points)

3          Navigation 15-

3          Paramedics 15-

3          Scientist

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

2          2)  Science Skill:  Dimensional Engineering 15- (3 Active Points)

2          3)  Science Skill:  Dimensional Engineering 15- (3 Active Points)

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

3          Oratory 13-

3          Tactics 15-

 

Total Powers & Skill Cost:  347

Total Cost:  437

 

200+  Disadvantages

25        Psychological Limitation:  Must prove their intellectual superiority (Very Common; Total)

15        Psychological Limitation:  Believes they are the chosen savior of the future (Common; Strong)

15        Reputation: , 14-

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

15        Social Limitation:  Secret ID (Frequently; Major)

152      Experience Points

 

Total Disadvantage Points:  437

Earned Experience:  0

Spent Experience:  152

Unspent Experience:  0

 

Background/History:  Who Prince Nemesis is a mystery.  Is he indeed a prince?  Is he even of noble birth?  Some have even speculated that he may be a female, but many decry that theory as feminist clap trap.  Thing known about him are that he's a genius in the fields of robotics, mechanics and electricity.  He's well educated, speaks multiple languages (left blank for you to fill in) and has numerous scientific degrees (Prof Machina said that from his talking he has at least Physics and probably others).  He never is seen in person but rather sends his mechano men to respond to his desires.  He seems to have some sort of link with the giant metal men as he will talk through them and seems to see through them in real time.  What his final goals are is unknown, but when he sends his men in force destruction is usually a result. 

 

Personality/Motivation:  I have made this nebulous so you can tailor it to your game.  But it should be grand.  Taking over a country would be prelude to bigger things.  Revenge?  Perhaps preparing the world for a great danger (Mars Needs .....) And there is always the classic, the world is coming to a crisis and only I can fix it!

 

Quote: 

 

Powers/Tactics:  What Prince Nemesis is like personally is up to debate.  But the powers of his mechano men are not in dispute.  They come in three types:

 

Mechano men B-  Are about 2 meters tall, vaguely humanoid with large club like appendages at the hands.  They have the ability to fire bolts of electricity but are limited by their capacitor.

 

Mechano men A- Much larger and heavier with a tougher frame.  They do the heavy lifting, and can like the A-model, fire bolts of electricity.

 

Mechano man Omega- Much more human in appearance and the model that does most of the speaking.  Still extremely strong and its electrical bolts seem to have a more advanced battery as it seems to be able to fire almost continuously.

 

In all cases there will be at least five A-Models for every B-Model there.  If there are more that 20-30 there will be an Omega for certain.  So far no operation has seen more than one, but many fear any occurrence where more than two are present. 

 

Tactically, Prince Nemesis is very good.  Usually he'll rely on brute force, but when the occasion demands, he will begin moving his men in a coordinated manner, with support and retreats when called for. 

 

Campaign Use:  Potential world conqueror?  Major opponent to the PCs. This is the time of large businesses being formed.  Is he a Robber Baron using his minions to take over various industries?  Again I leave it to you! (Personally I like that he is female and a robber baroness, she'll show them how to run a company and how they ignored her at their peril)

 

Appearance:  ????? As they have never been seen. 

 

 

 

 

Yeah I took a lot of different sources into this.  But I think it is cool.

 

To Power up..... More men and maybe a few different models.  one that can fly would really make players gasp.  Prince Nemesis is more a behind the scenes villain, so a face to face encounter should be a final culmination of a very long story arc

 

To Power down... Fewer robots? 

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  • 4 weeks later...

Now onto something different, a homage to a villain team from the Fantastic Four, the Salem Seven. Note this is not a direct translation, more I am using them as inspiration for a villain team that could be used in a campaign. Or take a villain or two for filler. so first up Brutacus

 

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2020 #48 Brutacus

 

Val    Char   Cost   Roll Notes

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

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

  30      CON      40      15-

  15      BODY   10      12-

  13      INT         3       12-    PER Roll 12-

  10      EGO        0       11-    ECV:  3

  20      PRE       10      13-    PRE Attack:  4d6

  10      COM       0       11-

 

  30      PD          18               Total:  30 PD (30 rPD)

  30      ED          24               Total:  30 ED (30 rED)

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

  18      REC        0

  60      END        0

  60      STUN      0       Total Characteristic Cost:  191

 

Movement:                   Running:               11"/22"

                                        Leaping:                23"/46"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

30       Damage Resistance (30 PD/30 ED)

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

16       Leaping +11" (23" forward, 11 ½" upward) (Accurate)    2

10       Running +5" (11" total)                                                           1

10       Mental Defense (12 points total)

20       Knockback Resistance -10"

 

       Perks

5          Favor

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

 

       Skills

3          Concealment 12-

3          Demolitions 12-

3          Interrogation 13-

3          Paramedics 12-

3          Streetwise 13-

5          Survival 13-

3          TF:  Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

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

 

Total Powers & Skill Cost:  146

Total Cost:  337

 

200+  Disadvantages

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

20       Psychological Limitation:  Likes to fight (Very Common; Strong)

10       Physical Limitation:  Amnesia (Frequently; Slightly Impairing)

5          Reputation:  Likes to fight, 8-

92       Experience Points

 

Total Disadvantage Points:  337

Earned Experience:  0

Spent Experience:  92

Unspent Experience:  0

 

Background/History:  Bruticus is the common trope, the amnesiac super.  He's not sure where he's from, but he does have some skills.  What he does know is he's super strong and he LIKES to fight.  A good tussle is what he lives for and so he left a trail of bodies and buildings in his wake.  But unlike some, he has no desire to find out where he's from as he's having too much fun right now.  So when a contact suggested this contract for a team that was going to be called the Salem Seven, well if it resulted in some fighting he was in!

 

Personality/Motivation:  He wants a good fight.  He's much uncomplicated in this regard.  That and enough money to indulge himself when he's not fighting!

 

Quote: 

 

Powers/Tactics:  Run in and start swinging.  Once in he's hard to move out (KB resist) and will certainly hit (skill levels).  He also has high defenses which is good as he can't seem to block or dodge worth a darn. 

 

Campaign Use:  Villainous brick!

 

Appearance:  184 cm and 100 kg, he's built.  Hair is long and black with brown eyes. 

 

 

 

And the major ranged member

 

Quote

2020 #49  Thorn

 

Val    Char   Cost   Roll Notes

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

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

  23      CON      26      14-

  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-

 

  10      PD           7                Total:  10 PD (10 rPD)

  10      ED           5                Total:  10 ED (10 rED)

    6       SPD        23               Phases:  2, 4, 6, 8, 10, 12

    8       REC        0

  46      END        0

  35      STUN      5       Total Characteristic Cost:  135

 

Movement:                   Running:               12"/24"

                                        Gliding:                  6"/24"

                                        Leaping:                3"/6"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

10       Damage Resistance (10 PD/10 ED)

10       Sight Group Flash Defense (10 points)

12       Running +6" (12" total)                                                           1

11       Gliding 6", x4 Noncombat

80       Multipower, 80-point reserve

6u       1)  Energy Blast 10d6, Reduced Endurance (½ END; +¼) (62 Active Points)             2

6u       2)  Energy Blast 8d6, Armor Piercing (+½) (60 Active Points)        6

6u       3)  Energy Blast 8d6, Explosion (+½) (60 Active Points)  6

5u       4)  Energy Blast 8d6, Area Of Effect (9" Cone; +1) (80 Active Points); No Range (-½)            8

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

 

       Perks

5          Contact (Contact has access to major institutions, Contact has very useful Skills or resources) 11-

5          Favor

 

       Talents

3          Absolute Range Sense

3          Bump Of Direction

6          Combat Luck (3 PD/3 ED)

 

       Skills

3          Acrobatics 14-

3          Breakfall 14-

3          Concealment 11-

3          Disguise 11-

3          Paramedics 11-

3          Stealth 14-

7          Security Systems 13-

7          Systems Operation 13-

7          Computer Programming 13-

3          Lockpicking 14-

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

 

Total Powers & Skill Cost:  218

Total Cost:  353

 

200+  Disadvantages

15       Distinctive Features:  (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

10       Susceptibility:  Herbicides 1d6 damage Instant (Common)

20       Psychological Limitation:  Vengeful (Very Common; Strong)

10       Psychological Limitation:  Greed (Common; Moderate)

98       Experience Points

 

Total Disadvantage Points:  353

Earned Experience:  0

Spent Experience:  98

Unspent Experience:  0

 

Background/History:  John Thornton is a victim of industrial sabotage.  He was the guy to get into a sight and steal files, equipment, samples etc.  Then he was sent on a set up job.  The employer was sending him in to his own company with the intention to cause it to explode and blame it on the intruder and collect on the insurance.  But john lived and the chemical stew he was in gave him a number of powered abilities, chief being able to fire darts or thorn with various properties.  Now he needs money to hide out and get revenge.  So the contract to the Salem Seven seems a way to do both. 

 

Personality/Motivation:  Revenge.  And money!

 

Quote: 

 

Powers/Tactics:  Think an archer type without the bow.  He's his own launcher.  His thorns can impact, explode, dig in for extra damage or be shot in a cone volley in front of himself.  Also he can manifest a pair of larger ones to use as fighting sticks!

 

Campaign Use:  Got a player whose an industrialist, then Thorn may want to see you punished.  If he can make money on it even better.  If you can lead him to his former employer....

 

Appearance:  Thorn still looks human but has a few plant features. His hair looks like braids, but are actually plant vines.  Also his skin seems rough (almost like bark) and is light brown in color!  Otherwise he's 180 cm and 80kg. 

 

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He's..... wet!

 

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2020 #50 Hydro

 

Val    Char   Cost   Roll Notes

  13      STR         3       12-    Lift 151.6kg; 2 ½d6 [1]

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

  25      CON      30      14-

  10      BODY     0       11-

  10      INT         0       11-    PER Roll 11-

  15      EGO       10      12-    ECV:  5

  15      PRE         5       12-    PRE Attack:  3d6

  18      COM       4       13-

 

5+15   PD           2                Total:  5/20 PD (5/20 rPD)

5+15   ED           0                Total:  5/20 ED (5/20 rED)

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

    8       REC        0

  50      END        0

  35      STUN      5       Total Characteristic Cost:  109

 

Movement:                   Running:               16"/32"

                                        Leaping:                2"/4"

                                        Swimming:            22"/44"

 

Cost  Powers                                                              END

5          Damage Resistance (5 PD/5 ED)

45       Armor (15 PD/15 ED)

62       Multipower, 62-point reserve

6u       1)  Energy Blast 10d6, Reduced Endurance (½ END; +¼) (62 Active Points)             2

5u       2)  Telekinesis (40 STR) (60 Active Points); Affects Whole Object (-¼)       6

6u       3)  Sight Group Flash 10d6, Reduced Endurance (½ END; +¼) (62 Active Points)    2

6u       4)  Energy Blast 7d6, Reduced Endurance (½ END; +¼), Does x1 ½ Knockback (+½) (61 Active Points)           2

30       Physical Damage Reduction, Resistant, 50%

13       Life Support  (Safe in High Pressure; Safe in Intense Cold; Self-Contained Breathing)

25       Multipower, 25-point reserve

2u       1)  Swimming +20" (22" total), Reduced Endurance (½ END; +¼) (25 Active Points)              1

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

 

       Perks

4          Contact (Contact has access to major institutions, Contact has useful Skills or resources) 11-

3          Favor

 

       Talents

3          Bump Of Direction

 

       Skills

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

3          Acrobatics 13-

3          Climbing 13-

7          Survival 13-

3          Linguist

2          1)  Language:  Cantonese (fluent conversation; literate) (3 Active Points)

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

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

2          4)  Language:  Mandarin (fluent conversation; literate) (3 Active Points)

4          5)  Language:  Spanish (idiomatic; literate) (5 Active Points)

 

Total Powers & Skill Cost:  251

Total Cost:  360

 

200+  Disadvantages

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

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

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

10       Vulnerability:  1 ½ x STUN fire (Common)

10       Vulnerability:  1 ½ x BODY fire (Common)

10       Vulnerability:  1 ½ x Effect fire (Common)

85       Experience Points

 

Total Disadvantage Points:  360

Earned Experience:  0

Spent Experience:  85

Unspent Experience:  0

 

Background/History:  Michale Powless grew up with discrimination.  Pushed around because of his skin, especially by the local cops, things all changed when his mutant gene surfaced and now he had the label meta placed on him.  The police came at him even harder but now he could fight back.  So he did.  After leaving a few bodies in the street he went after them.  the only fact that saved them was the fires he set that forced him away.  Since then he wanders.  He want to be left alone, but eventually some sort of bigot rears his head.  This contract with the Salem Seven he hopes will give him enough money to go hide out for years.  ALONE!

 

Personality/Motivation:  Anti bigot crusader!

 

Quote: 

 

Powers/Tactics:  A hydrokenetic whith the ability to turn himself into water.  If the adventure is near water he's sure to have an advantage. 

 

Campaign Use:  The possible redemtive member of the team, IF they can convince him that things will get better.

 

Appearance:  A watery human 173 cm and 75 KG.  His har is black as is his eyes!

 

 

 

Lets give you a squeeze!

 

Quote

2020 #51 Reptilia

 

Val    Char   Cost   Roll Notes

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

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

  25      CON      30      14-

  15      BODY   10      12-

  18      INT         8       13-    PER Roll 16-

  13      EGO        6       12-    ECV:  4

  18      PRE         8       13-    PRE Attack:  3 ½d6

  16      COM       3       12-

 

  23      PD          16               Total:  23 PD (23 rPD)

  23      ED          18               Total:  23 ED (23 rED)

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

  12      REC        0

  50      END        0

  46      STUN      0       Total Characteristic Cost:  174

 

Movement:                   Running:               11"/22"

                                        Leaping:                7"/14"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

23       Damage Resistance (23 PD/23 ED)

9          +3 PER with all Sense Groups

5          Infrared Perception (Sight Group)

5          Nightvision

32       Spatial Awareness (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees)

15       Stretching 3"                                                                              1

10       Running +5" (11" total)                                                           1

10       Clinging (normal STR)

4          Martial Strike                                                                           +0            +2           11d6 Strike

3          Martial Grab                                                                             -1            -1            Grab Two Limbs, 55 STR for holding on

4          Martial Block                                                                           +2            +2           Block, Abort

4          Reversal                                                                                     -1            -2            60 STR to Escape; Grab Two Limbs

8          +2 HTH Damage Class(es)

 

       Perks

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

 

       Skills

3          Analyze:  Agility Skills 13-

3          Animal Handler 13-

3          Climbing 13-

3          Disguise 13-

3          Mechanics 13-

3          Electronics 13-

3          Paramedics 13-

3          Survival 13-

3          Streetwise 13-

3          Stealth 13-

9          +3 with Martial Maneuvers

 

Total Powers & Skill Cost:  176

Total Cost:  350

 

200+  Disadvantages

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

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

10       Vulnerability:  1 ½ x STUN Cold (Common)

10       Vulnerability:  1 ½ x BODY Cold (Common)

10       Vulnerability:  Cold (Common)

100     Experience Points

 

Total Disadvantage Points:  350

Earned Experience:  0

Spent Experience:  100

Unspent Experience:  0

 

Background/History:  Valery Wascuna was a street runaway.  She was barely eaking out a living when HE came.  He was Dr. Shock the mad scientist trying his latest set of experiments to cure his condition.  And Valery was his latest lab mouse.  After many surgeries and rounds of genetic splicing, she was no longer totally human.  But before the good Doc could do a live autopsy, his lab was raided by another set of do gooders.  In the confusion she managed to escape.  Looking at her condition, she decided that she needed money to be able to live a relatively normal life.  Thus began her string of robberies and other crimes.  Soon she was contacted by a fixer who told her about the Salem Seven.  So now she acts as one of their front line fighters in return for a regular paycheck toward a new life. 

 

Personality/Motivation:  She's not evil, but rather just wants a good life without much work.  After what has happened to her, her long term goal is to buy an out of the way place to live in peace and then find a cure.

 

Quote: 

 

Powers/Tactics:  Reptilia has many snake like features closer to a constrictor than a venomous snake.  She has developed a set of HTH (martial arts) techniques that allow her to grab and squeeze. 

 

Campaign Use:  Someone who really doesn't want her powers. 

 

Appearance:  At 168 cm and 65 kg she doesn't look as strong as she is.  Her skin has a scaly look to it and her eyes are yellow.  Her hair is blond and long.  Her costume is a one piece body suit two toned green with a snake motif!

 

 

 

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On 9/7/2020 at 7:39 PM, Mr. R said:

Now onto something different, a homage to a villain team from the Fantastic Four, the Salem Seven. Note this is not a direct translation, more I am using them as inspiration for a villain team that could be used in a campaign. Or take a villain or two for filler. so first up Brutacus

 

 

And the major ranged member

 

 

 

For Champions use, in the multipower I'd add some defensive power in each of the slots to bring the total active points up to 80. As a justification, using the thorn powers could toughen the skin as it prepares to generate new thorns to throw. 

 

You could go with invisible armor, invisible 0 END Force Field, Damage Reduction, plain old increased PD/ED, etc.

 

His defenses are very low as written, much lower than the others. The bump up doesn't have to be much but probably needed if he's ever going to appear solo or try out hand-to-hand combat.

 

Of course, in many appearances he has 6 teammates plus their boss to distract the enemy and potentially take hits for him if he always stays at range. 

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On 9/12/2020 at 2:08 PM, archer said:

 

 

For Champions use, in the multipower I'd add some defensive power in each of the slots to bring the total active points up to 80. As a justification, using the thorn powers could toughen the skin as it prepares to generate new thorns to throw. 

 

You could go with invisible armor, invisible 0 END Force Field, Damage Reduction, plain old increased PD/ED, etc.

 

His defenses are very low as written, much lower than the others. The bump up doesn't have to be much but probably needed if he's ever going to appear solo or try out hand-to-hand combat.

 

Of course, in many appearances he has 6 teammates plus their boss to distract the enemy and potentially take hits for him if he always stays at range. 

 

 

Actually his defenses are a bit too high.

 

Let me explain.

 

Way back in 4th ed when I GMed our group had what you could call the rule of X.  For us it was 50(65)/50/21/5.

 

50(65) the Maximum Active DC points (10d6) and the max Active points with advantages (+1/4)

50 Maximum combo pd/ed

21 max dex ( max skill OCV was 10)

5 max spd

 

Now if you wanted to you could bring one up (12d6) BUT one of the others needed to be brought down (40 pd/ed).   This worked well for us and allowed us to look at villains and see if they were a challenge, or totally overpowering.

 

So Thorn has 27 dex (+20) and a 6 SPD (+10)

Damage is 10d6 (ave) so Def had to go down to 20 (-30)

 

Yes he's a glass cannon, but he's not front line.  Think more Capricorn from Zodiac, or better Rainbow Archer.  At range he's nasty.  He has and OCV of 11, which means in a game with DCV 6-8, he's hitting almost at will.  

 

Of course this is MHO.  If you want take the idea and modify it how you want.  That would still make me happy!

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She's small and fast

 

Quote

2020 #52 Gazelle

 

Val    Char   Cost   Roll Notes

  10      STR         0       11-    Lift 100.0kg; 2d6

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

  20      CON      20      13-

  10      BODY     0       11-

  15      INT         5       12-    PER Roll 12-

  10      EGO        0       11-    ECV:  3

  15      PRE         5       12-    PRE Attack:  3d6

  16      COM       3       12-

 

    8       PD           6                Total:  8 PD (8 rPD)

    8       ED           4                Total:  8 ED (8 rED)

    7       SPD        30               Phases:  2, 4, 6, 7, 9, 11, 12

    6       REC        0

  40      END        0

  35      STUN    10      Total Characteristic Cost:  143

 

Movement:                   Running:               30"/60"

                                        Leaping:                7"/14"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

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

5          Leaping +5" (7" forward, 3 ½" upward)                               1

10       Mental Defense (12 points total)

15       Shrinking (0.885 m tall, 8.5 kg mass, -2 PER Rolls to perceive character, +2 DCV, takes +3" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Always On (-½)

4          Martial Strike                                                                           +0            +2           4d6 Strike

5          Offensive Strike                                                                       -2            +1           6d6 Strike

5          Sacrifice Strike                                                                         +1            -2            6d6 Strike

4          Fast Strike                                                                                 +2            +0           4d6 Strike

4          Charge                                                                                       +0            -2            4d6 +v/5 Strike, FMove

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

 

       Talents

12       Combat Luck (6 PD/6 ED)

 

       Skills

3          Acrobatics 15-

3          Breakfall 15-

5          Cramming

5          Cramming

5          Cramming

5          Cramming

5          Cramming

3          Paramedics 12-

3          Streetwise 12-

3          Teamwork 15-

6          +2 with Martial Maneuvers

 

Total Powers & Skill Cost:  186

Total Cost:  329

 

200+  Disadvantages

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

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

15       Psychological Limitation:  Overconfident (Common; Strong)

10       Physical Limitation:  Needs two times food to live, Accelerated Metabolism (Infrequently; Greatly Impairing)

79       Experience Points

 

Total Disadvantage Points:  329

Earned Experience:  0

Spent Experience:  79

Unspent Experience:  0

 

Background/History:  Gisele Martineau was your garden variety teenager.  No major problems at home or school, good friends.  So when she disappeared her friends and family searched for her for months.  To no avail.  What they didn't know was she was a victim of (insert corp) latest illegal activity.  She was caught and subjected to a number of chemicals in an effort to create super beings.  But she died.  So they dumped the body.  In actuality the process had worked and her body jump started a short time later.  After breaking into a grocery store to eat, she caught sight of herself.  She looked normal except now she was barely a meter tall.  When police responded, she ran, FAST. Afraid to return home she wants a cure for her condition, but that costs money.  So she has joined the Seven in the hopes of getting a cure.  (Actually the above is a lie.  She's a runaway found on the street.  Her memories are a result of the damage from her "death")

 

Personality/Motivation:  Find a cure!

 

Quote: 

 

Powers/Tactics:  Classic Speedster. 

 

Campaign Use:  A mystery and possible chink in the Salem Seven!

 

Appearance:  She wears a brown bodysuit with cowl, with darker brown boots and gloves.  Her hair is light brown and hangs as a high ponytail from the cowl.

 

 

 

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He's like the wind

 

Quote

2020 #53 Vacuum

 

Val    Char   Cost   Roll Notes

  10      STR         0       11-    Lift 100.0kg; 2d6

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

  23      CON      26      14-

  13      BODY     6       12-

  10      INT         0       11-    PER Roll 11-

  10      EGO        0       11-    ECV:  3

  15      PRE         5       12-    PRE Attack:  3d6

  12      COM       1       11-

 

8+20   PD           6                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

    7       REC        0

  46      END        0

  35      STUN      5       Total Characteristic Cost:  108

 

Movement:                   Running:               6"/12"

                                        Flight:                     25"/50"

                                        Leaping:                2"/4"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

25       Elemental Control, 50-point powers

37       1)  Flight 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

25       3)  Desolidification , Reduced Endurance (½ END; +¼) (50 Active Points) 2

27       Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees)

70       Multipower, 70-point reserve

5u       1)  Energy Blast 10d6, Reduced Endurance (½ END; +¼) (62 Active Points); No Knockback (-¼)       2

6u       2)  Energy Blast 5d6, Reduced Endurance (½ END; +¼), No Normal Defense ([Standard]; +1) (56 Active Points)           2

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

 

       Perks

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

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

 

       Talents

3          Absolute Range Sense

3          Bump Of Direction

 

       Skills

3          High Society 12-

3          Paramedics 11-

3          Gambling 11-

3          Conversation 12-

3          Interrogation 12-

3          Persuasion 12-

5          KS: The Family 13-

3          Teamwork 14-

 

Total Powers & Skill Cost:  273

Total Cost:  381

 

200+  Disadvantages

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

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

15       Psychological Limitation:  Loyal to the Family (Common; Strong)

15       Psychological Limitation:  Bully (Common; Strong)

131     Experience Points

 

Total Disadvantage Points:  381

Earned Experience:  0

Spent Experience:  131

Unspent Experience:  0

 

Background/History:  John Cartegena was an up and coming man in the Family.  But he had a habit of trying some of the product he was dealing.  He especially liked to try the new designer stuff and would mix and match for those interesting effects.  Then he tried a combination of some really new stuff and the combination didn't go well.  He was put into a coma and was placed in a long term care hospital.  There he languished for years.  But his body was being changed due to the combination of chemicals.  Years later he awoke and literally flew through the wall.  Eventually he made contact with his Family members, but times had changed.  But a powered member of the Family was useful.  But he would need back up.  So he was tasked to join the Seven so that they would do jobs for the Family on occasion.  So Vacuum became their resident scout and aerial member!

 

Personality/Motivation:  He's a bully who likes to push people around.  Also he is loyal to the Family.

 

Quote: 

 

Powers/Tactics:  Vacuum controls air.  He doesn't use wind blasts, but targeted vacuum attacks.  He can move the air away from a target to cause a momentary vacuum, which causes damage when all the air rushes back.  He can due small fast ones that knock you out, or a more severe vacuum that can potentially kill you!  Also he can fly and become like a breeze.  He usually will fly up to take out opposing fliers so he can control the skies!

 

Campaign Use:  He's an opening into more organized crime type stories. 

 

Appearance:  John has definite Mediterranean feature.  Dark hair and eyes.  He wears a light blue full bodysuit with darker gloves, boots and trunks!

 

 

 

She'll spin round and round, right round baby

 

Quote

2020 #54 Vertigo

 

Val    Char   Cost   Roll Notes

  10      STR         0       11-    Lift 100.0kg; 2d6

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

  23      CON      26      14-

  15      BODY   10      12-

  15      INT         5       12-    PER Roll 12-

  20      EGO       20      13-    ECV:  7

  10      PRE         0       11-    PRE Attack:  2d6

  20      COM       5       13-

 

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

8+5    ED           3                Total:  8/13 ED (8/13 rED)

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

    7       REC        0

  46      END        0

  35      STUN      3       Total Characteristic Cost:  114

 

Movement:                   Running:               11"/22"

                                        Gliding:                  10"/20"

                                        Leaping:                2"/4"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

10       Force Field (5 PD/5 ED)                                                           1

20       Mental Defense (24 points total)

5          Sight Group Flash Defense (5 points)

10       Running +5" (11" total)                                                           1

10       Gliding 10"

20       Invisibility to Sight Group , No Fringe (30 Active Points); Chameleon (-½) 3

75       Multipower, 75-point reserve

4u       1)  Mental Illusions 12d6, Reduced Endurance (½ END; +¼) (75 Active Points); Limited Power Power loses about half of its effectiveness (Only for vertigo type effect; -1)                   3

7u       2)  Sight Group Flash 7d6, Based On EGO Combat Value (Mental Defense applies; +1) (70 Active Points)       7

7u       3)  Ego Attack 3d6, Reduced Endurance (½ END; +¼), Continuous (+1) (67 Active Points)  3

6u       4)  Ego Attack 5d6, Reduced Endurance (½ END; +¼) (62 Active Points)  2

26       Drain DEX 1 ½d6, Based On EGO Combat Value (Mental Defense applies; +1), Continuous (+1) (45 Active Points); Linked (Mental Illusions; Lesser Power can only be used when character uses greater Power at full value; -¾)               4

 

       Perks

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

5          Favor

 

       Talents

6          Combat Luck (3 PD/3 ED)

 

       Skills

3          Criminology 12-

3          Forensic Medicine 12-

3          Paramedics 12-

3          Science Skill:  Chemistry 12-

3          Science Skill:  Biology 12-

3          Science Skill:  Chemical Engineering 12-

3          PS: Doctor 12-

3          Teamwork 13-

 

Total Powers & Skill Cost:  248

Total Cost:  362

 

200+  Disadvantages

15       Psychological Limitation:  Power behind the throne (Common; Strong)

15       Psychological Limitation:  Power hungry (Common; Strong)

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

117     Experience Points

 

Total Disadvantage Points:  362

Earned Experience:  0

Spent Experience:  117

Unspent Experience:  0

 

Background/History:  Sharon Baely is trained as a doctor.  She has all the skills.  But very little of the warmth.  For her the title was a way to get into a position where she can lord it over others.  But it was better if she was the power behind the throne.  That way if something went wrong, well she wasn't in charge.  But eventually people started figuring her out and soon she was black listed from a number of areas.  She didn't take it well and vowed revenge.  But how to do it?  Then she remembered about an old spell that would give people super powers.  The spell was designed to create a protector.  But Sharon wasn't interested in protecting.  She took the spell, gathered the materials and got her wish.  Now Vertigo will make you sick. 

 

Personality/Motivation:  Sharon is the classic behind the scenes puppeteer.  She'll support anyone who looks like they are in power and try to steer them to fulfill her aims.  In the Seven she hopes to make them into her team that just doesn't know it.  Now if she could just figure out who is the boss? 

 

Quote: 

 

Powers/Tactics:  Vertigo is a one trick pony, but it's quite a trick.  She can convince a person they are actually spinning in place.  Alternate forms are an intense overload of the eyes, to a powerful and continuous nauseous felling that could eventually knock you unconscious. 

 

Campaign Use:  The duplicitous 2nd in command. 

 

Appearance:  An African American woman of 175 cm and 69 kg.  She has dark hair she wears in a short afro and dark eyes.  He costume is a long dress with long sleeves that is grey with dark blue piping at the sleeves and hem and neck!

 

 

 

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  • 1 month later...

A few weeks ago, over on rpgnet, I was on a thread for supers and a guy was describing a game where you rolled (chose) on four tables: 

A background

A power source 

An archetype

A personality type

 

Now, conveniently, each table has 20 entries, so I rolled up 12 possible NPCs.  For more variation I rolled for Starting points (250 + 1d6*50) and whether male or female.

 

So enjoy!

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So rolls for the first one is 

Struggling

Relic

Modular

Cheerful

 

HMMMM!

 

So I pictured struggling actor, with an amulet that gave him spirit powers, but the modular threw me for a bit.  Then I took a page from a NPC I read long ago in Haymaker Magazine.  She had a power that allowed her to manifest any ability necessary to defeat her current foe.  So there we go, the modular, the tool that allows him to get those strange one use powers to foil his enemy!

 

Quote

2020 #55 Jade Puma

    Val    Char    Cost    Roll    Notes
    30    STR    20    15-    Lift 1600.0kg; 6d6 [3]
    20    DEX    30    13-    OCV:  7/DCV:  7
    28    CON    36    15-
    10    BODY    0    11-
    13    INT    3    12-    PER Roll 12-
    11    EGO    2    11-    ECV:  4
    18    PRE    8    13-    PRE Attack:  3 ½d6
    16    COM    3    12-

    25    PD    19        Total:  25 PD (25 rPD)
    25    ED    19        Total:  25 ED (25 rED)
    4    SPD    10        Phases:  3, 6, 9, 12
    12    REC    0
    56    END    0
    39    STUN    0    Total Characteristic Cost:  150

Movement:    Running:    11"/22"
    Flight:    20"/160"
    Leaping:    6"/12"
    Swimming:    2"/4"

Cost    Powers    END
25    Damage Resistance (25 PD/25 ED)
8    Mental Defense (10 points total)
50    Flight 20", x8 Noncombat, Reduced Endurance (½ END; +¼) (62 Active Points); Only In Heroic Identity (-¼)    2
32    Missile Deflection (Any Ranged Attack), Missile Reflection (40 Active Points); Only In Heroic Identity (-¼)
8    Running +5" (11" total) (10 Active Points); Only In Heroic Identity (-¼)    1
25    Invisibility to Sight Group , No Fringe, Reduced Endurance (½ END; +¼) (37 Active Points); Chameleon (-½)    1
     
64    Multipower, 80-point reserve,  (80 Active Points); all slots Only In Heroic Identity (-¼)
3u    1)  Hand-To-Hand Attack +8d6, Reduced Endurance (½ END; +¼) (50 Active Points); Hand-To-Hand Attack (-½), Only In Heroic Identity (-¼)    2
6u    2)  Energy Blast 12d6, Reduced Endurance (½ END; +¼) (75 Active Points); Only In Heroic Identity (-¼)    3
5u    3)  Energy Blast 8d6, Area Of Effect (16" Line; +1) (80 Active Points); No Range (-½), Only In Heroic Identity (-¼)    8
3u    4)  Hand-To-Hand Attack +4d6, Personal Immunity (+¼), Area Of Effect (3" Radius; +1) (45 Active Points); Hand-To-Hand Attack (-½), Only In Heroic Identity (-¼)    4
2u    5)  Healing BODY 2d6, Can Heal Limbs (25 Active Points); Only In Heroic Identity (-¼)    2
     
63    Variable Power Pool, 50 base + 13 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (100 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (-½); all slots No Conscious Control (-2), Only In Heroic Identity (-¼)

    Perks
1    Contact (Contact has access to major institutions, Contact limited by identity) 8-

    Skills
3    Acting 13-
3    Disguise 12-
3    Concealment 12-
3    CuK 12-
3    AK 12-
3    CK 12-
3    Lipreading 12-
3    Oratory 13-
3    PS: Appraise 12-
3    Streetwise 13-
3    Trading 13-

Total Powers & Skill Cost:  328
Total Cost:  478

200+    Disadvantages
5    Money:  Poor
15    Hunted:  Enemy Spirit 8- (As Pow; NCI; Harshly Punish)
15    Psychological Limitation:  Over confident (Common; Strong)
5    Vulnerability:  1 ½ x STUN Anti spirit effects (Uncommon)
5    Vulnerability:  1 ½ x Effect Anti Spirit effects (Uncommon)
5    Hunted:  Police 8- (As Pow; NCI; Watching)
228    Experience Points

Total Disadvantage Points:  478
Earned Experience:  0
Spent Experience:  228
Unspent Experience:  0

Background/History:  Jason Guererro is a struggling actor in NYC.  When a recently deceased great uncle bequeathed him an amulet that looks like it is made of jade and has a cat design on it.  One day while wearing it he saw an emergency and felt a tug on the amulet.  Changing him into an avatar for the Puma Spirit, he has since continued to act as a protector of his area and city as the Jade Puma.

Personality/Motivation:  Always upbeat, Jason remains cheerful even as his life has been turned upside down.  He is an optimist and hopes that things will work out positively.  

Quote:  

Powers/Tactics:  Jade Puma's powers are more of a spirit avatar.  No cat like powers, more able to channel magic spirit energy for a number of effects.  His greatest power is one he is unaware of.  It allows him to manifest any power that will help overcome his current problem.  Example: if he faces a ghost, then he would develop Effect Desolid ability.  

Campaign Use:  

Appearance:  Jason is a Latin American male of average height and weight.  As Jade Puma he has what looks like leather pants, boots and shirt with a leather mask.  All is in a puma like light brown!

 

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Next set of rolls
Otherworldly
Multiverse (whatever that means)
Psychic
Stoic

So an alien psychic (ala Jean Gray) stranded on Earth (like silver Surfer) who has decided to go with the situation. Actually sounds like a cool character.

 

 

 

Quote

2020 #55 Traveller

    Val    Char    Cost    Roll    Notes
    10    STR    0    11-    Lift 100.0kg; 2d6
    18    DEX    24    13-    OCV:  6/DCV:  6
    25    CON    30    14-
    10    BODY    0    11-
    13    INT    3    12-    PER Roll 12-
    20    EGO    20    13-    ECV:  7
    15    PRE    5    12-    PRE Attack:  3d6
    12    COM    1    11-

    5+20    PD    3        Total:  5/25 PD (5/25 rPD)
    5+20    ED    0        Total:  5/25 ED (5/25 rED)
    5    SPD    22        Phases:  3, 5, 8, 10, 12
    7    REC    0
    50    END    0
    28    STUN    0    Total Characteristic Cost:  108

Movement:    Running:    6"/12"
    Flight:    20"/40"
    Leaping:    2"/4"
    Swimming:    2"/4"

Cost    Powers    END
5    Damage Resistance (5 PD/5 ED)
     
25    Elemental Control, 50-point powers
25    1)  Flight 20", Reduced Endurance (½ END; +¼) (50 Active Points)    2
25    2)  Force Field (20 PD/20 ED), Reduced Endurance (½ END; +¼) (50 Active Points)    2
50    3)  Telekinesis (40 STR), Reduced Endurance (½ END; +¼) (75 Active Points)    3
     
90    Multipower, 90-point reserve
6u    1)  Telepathy 10d6, Reduced Endurance (½ END; +¼) (62 Active Points)    2
6u    2)  Ego Attack 5d6, Reduced Endurance (½ END; +¼) (62 Active Points)    2
6u    3)  Ego Attack 4d6, Reduced Endurance (½ END; +¼), Area Of Effect (11" Cone; +1) (90 Active Points); No Range (-½)    4
     
11    Mental Defense (15 points total)

    Perks
3    Anonymity
5    Money:  Well Off

    Talents
3    Absolute Range Sense
3    Absolute Time Sense

    Skills
3    Breakfall 13-
5    Cramming 
5    Cramming 
5    Cramming 
3    Navigation 12-
3    KS 12-
3    KS 12-
3    KS 12-
3    Computer Programming 12-
4    TF:  Grav Vehicles/Hovercraft, Large Planes, Personal Use Spacecraft, Small Planes, Spaceplanes
3    Systems Operation 12-
3    Paramedics 12-

Total Powers & Skill Cost:  306
Total Cost:  414

200+    Disadvantages
15    Distinctive Features:  (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10    Physical Limitation:  Unfamiliar with Earth Customs (Frequently; Slightly Impairing)
15    Psychological Limitation:  Hates those who curtail freedom (Common; Strong)
25    Psychological Limitation:  Stoic/unemotional (Very Common; Total)
5    Hunted:  Police 8- (As Pow; NCI; Watching)
5    Social Limitation:  Alien on Earth (Occasionally; Minor)
139    Experience Points

Total Disadvantage Points:  414
Earned Experience:  0
Spent Experience:  139
Unspent Experience:  0

Background/History:  Traveller is a visitor to Earth.  Stranded here when his original captors, a group of alien slavers, were found out and driven off earth.  Since then he has wandered, looking for similarities and differences between us, and from him.  But his desire to help will often win out and he will intervene, especially when human trafficking is involved.  

Personality/Motivation:  An alien, he is seen as unemotional, but it really is a form of stoicism (he's has read Marcus Aurelius' Meditations and finds many similarities) But his desire to see all free will prompt him to action.

Quote:  

Powers/Tactics:  Your classic telepath / telekinetic.  

Campaign Use:  

Appearance:  Appears as a human male of average height, but his skin is true black.  His costume is a black pants and a white shirt over which he wears a black overcoat (this is his attempt at trying to blend in!)

 

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Next NPC

 

Upper Class

Mystical

Flyer

Natural Leader

 

Lets see, upper class dilettante, not sure what to do with her life, mystical experience, galvanizes her into action, into making a difference

 

Quote

2020 #57  Thunderbird

    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-
    11    INT    1    11-    PER Roll 11-
    10    EGO    0    11-    ECV:  3
    20    PRE    10    13-    PRE Attack:  4d6
    20    COM    5    13-

    10    PD    7        Total:  10 PD (10 rPD)
    10    ED    5        Total:  10 ED (10 rED)
    6    SPD    27        Phases:  2, 4, 6, 8, 10, 12
    8    REC    0
    46    END    0
    30    STUN    0    Total Characteristic Cost:  125

Movement:    Running:    6"/12"
    Flight:    20"/80"
    Leaping:    3"/6"
    Swimming:    2"/4"

Cost    Powers    END
10    Damage Resistance (10 PD/10 ED)
37    Flight 20", x4 Noncombat, Reduced Endurance (½ END; +¼) (56 Active Points); Restrainable (-½)    2
20    Energy Damage Reduction, Resistant, 50% (30 Active Points); Limited Power Power loses about a third of its effectiveness (Only vs Electricity; -½)
20    Physical Damage Reduction, Resistant, 50% (30 Active Points); Limited Power Power loses about a third of its effectiveness (Only vs Sonics; -½)
     
90    Multipower, 90-point reserve
7u    1)  Energy Blast 10d6, Variable Special Effects (Limited Group of SFX; +¼), Reduced Endurance (½ END; +¼) (75 Active Points)    3
6u    2)  Energy Blast 8d6, Reduced Endurance (½ END; +¼), Personal Immunity (+¼), Variable Special Effects (Limited Group of SFX; +¼), Explosion (+½) (90 Active Points); No Range (-½)    4
6u    3)  Sight and Hearing Groups Flash 7d6, Reduced Endurance (½ END; +¼), Variable Special Effects (Limited Group of SFX; +¼), Personal Immunity (+¼), Explosion (+½) (90 Active Points); No Range (-½)    4
5    Flying Dodge    --    +4    Dodge All Attacks, Abort; FMove
5    Flying Grab    -2    -1    Grab Two Limbs, 25 STR for holding on; FMove
5    Passing Disarm    -1    -1    Disarm, 25 STR to Disarm; FMove
5    Passing Strike    +1    +0    3d6 +v/5; FMove
5    Passing Throw    +0    +0    3d6 +v/5; Target Falls; FMove

    Perks
10    Money:  Wealthy
5    Favor
3    Contact (Contact has access to major institutions, Contact has useful Skills or resources) 8-

    Talents
3    Bump Of Direction
12    Combat Luck (6 PD/6 ED)

    Skills
3    Bureaucratics 13-
3    High Society 13-
3    Oratory 13-
3    Persuasion 13-
3    CuK 11-
3    KS 11-
3    Teamwork 14-

Total Powers & Skill Cost:  275
Total Cost:  400

200+    Disadvantages
5    Hunted:  Police 8- (As Pow; NCI; Watching)
10    Vulnerability:  2 x STUN Earth powers (Uncommon)
10    Vulnerability:  2 x Effect Earth Powers (Uncommon)
15    Psychological Limitation:  Spidey Syndrome (Common; Strong)
15    Hunted:  Corrupt Uncle 8- (As Pow; NCI; Harshly Punish)
145    Experience Points

Total Disadvantage Points:  400
Earned Experience:  0
Spent Experience:  145
Unspent Experience:  0

Background/History:  Roberta Fairchild Williams was the latest is a family going back 150 years.  A dilettante her entire life, he was sailing off the coast of BC when a sudden storm threatened her boat.  Then she saw a giant bird of lightening fly over and gifting her a feather.  Then she passed out.  When she came to, his boat was fine and she thought it a dream, till she saw the feather.  Soon after she learned she could fly and could project lightning and thunder.  Always lacking a cause or a focus, she now had one, to use part of her fortune do help others.  She is opposed by her uncle, who she does not realize is a corrupt thorn in her family holdings and fears her finding out his secrets!

Personality/Motivation:  Spidey Syndrome.  

Quote:  

Powers/Tactics:  Flying blaster based on a thunderbird!

Campaign Use:  

Appearance:  Female of average height and build with black hair.  She wears what looks like a ball gown with a blue and white lightening motif.  She also has a large eagle feather braided into her hair!

 

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Next set up

 

Dynasty

Genius

Elemental Manipulator

Naive

 

So what can we make of this.  Old family, old money, very smart (Scientist), element ..... Gravity, naive outlook.  

Young lady, genius of old money, family legacy of heroism, develops a set of gloves that allows her to control gravity and becomes a super hero because it sounds cool and to continue the legacy.

 

Quote

2020 #58 Freefall

    Val    Char    Cost    Roll    Notes
    10    STR    0    11-    Lift 100.0kg; 2d6
    21    DEX    33    13-    OCV:  7/DCV:  7
    25    CON    30    14-
    15    BODY    10    12-
    30    INT    20    15-    PER Roll 15-
    11    EGO    2    11-    ECV:  4
    15    PRE    5    12-    PRE Attack:  3d6
    16    COM    3    12-

    5+18    PD    3        Total:  5/23 PD (0/18 rPD)
    5+18    ED    0        Total:  5/23 ED (0/18 rED)
    5    SPD    19        Phases:  3, 5, 8, 10, 12
    7    REC    0
    50    END    0
    33    STUN    0    Total Characteristic Cost:  125

Movement:    Running:    6"/12"
    Flight:    20"/160"
    Leaping:    2"/4"
    Swimming:    2"/4"

Cost    Powers    END
36    Armor (18 PD/18 ED) (54 Active Points); OIF (-½)
     
27    Endurance Reserve  (200 END, 20 REC) (40 Active Points); OIF (-½)
     
33    Flight 20", x8 Noncombat (50 Active Points); OIF (-½)    5
     
67    Gravity:  Multipower, 100-point reserve,  (100 Active Points); all slots OIF (-½)
4u    1)  Energy Blast 12d6 (60 Active Points); OIF (-½)    6
5u    2)  Energy Blast 10d6, Area Of Effect (11" Cone; +1) (100 Active Points); No Range (-½), OIF (-½)    10
4u    3)  Energy Blast 6d6, No Normal Defense ([Standard]; +1) (60 Active Points); OIF (-½)    6
7u    4)  Telekinesis (33 STR), Area Of Effect (5" Radius; +1) (99 Active Points); OIF (-½)    10
     
100    Telekinesis (60 STR), Fine Manipulation    10

    Perks
12    Money:  Filthy Rich
5    Favor
5    Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 8-
15    Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (15 Active Points) 8-

    Talents
3    Absolute Range Sense
3    Absolute Time Sense
3    Bump Of Direction

    Skills
3    Science Skill:  Physics 15-
3    Science Skill:  Engineering 15-
3    Electronics 15-
3    Mechanics 15-
3    Systems Operation 15-
3    Computer Programming 15-
3    Navigation 15-
3    Paramedics 15-
6    Gravity powers:  +2 with any three maneuvers or a tight group of attacks
1    Language:  Japanese (imitate dialects; literate) (6 Active Points)
4    Language:  English (completely fluent; literate)
4    Language:  Korean (completely fluent; literate)
4    Language:  French (completely fluent; literate)

Total Powers & Skill Cost:  372
Total Cost:  497

200+    Disadvantages
5    Hunted:  Police 8- (As Pow; NCI; Watching)
15    Psychological Limitation:  Naive (Common; Strong)
10    Reputation:  Naive, 11-
20    Psychological Limitation:  Live up to family legacy (Common; Total)
247    Experience Points

Total Disadvantage Points:  497
Earned Experience:  0
Spent Experience:  247
Unspent Experience:  0

Background/History:  Mariko Saguto is the latest in a long line of heroes.  For at least six generations her family members have been people to go and right wrongs and fight for those who could not.  They have travelled the world and seen sights.  So her birth was eagerly anticipated.  Imagine the let down when she was born a woman.  But within a few years she showed she was a genius.  Still many lamented that the family legacy of heroism will not continue.  So she developed a set of gloves that allow her to control gravity and decided that she will continue the family legacy.

Personality/Motivation:  Mariko is book smart, but not real world smart and is still naive to what some situations really are.  This is slowly being eaten away, but some fear the inadvertent damage she could do in the meantime!

Quote:  

Powers/Tactics:  Classic flying blaster.

Campaign Use:  

Appearance:  Freefall is a petite young woman of Japanese descent with medium length black hair.  She wears a blue bodysuit with a white helmet, gloves and boots.  The gloves obviously glow when using her abilities.


 

 

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This is getting easier as we go along.  Maybe I am just getting inspired by the ideas that pop into my head.  Next entry:

 

Retired

Extra dimensional

Minion maker

Lone Wolf

 

Ex legal secretary force to retire due to her strange actions and "voices".  Years of estrangement and shunning.  Finally it is revealed the "Voices" have a tangible form and that she can summon them here.  Glowing, floating balls--- angels?  Trying to rebuild her life!

 

Sounds like an interesting PC!

 

Quote

2020 #59 Host

    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-
    12    INT    2    11-    PER Roll 11-
    10    EGO    0    11-    ECV:  3
    10    PRE    0    11-    PRE Attack:  2d6
    10    COM    0    11-

    8+15    PD    5        Total:  8/23 PD (8/23 rPD)
    8+15    ED    4        Total:  8/23 ED (8/23 rED)
    5    SPD    20        Phases:  3, 5, 8, 10, 12
    7    REC    0
    40    END    0
    27    STUN    0    Total Characteristic Cost:  84

Movement:    Running:    6"/12"
    Flight:    15"/60"
    Leaping:    2"/4"
    Swimming:    2"/4"

Cost    Powers    END
8    Damage Resistance (8 PD/8 ED)
     
20    Clairsentience (Sight And Hearing Groups) (30 Active Points); Limited Power Power loses about a third of its effectiveness (Only to see what an angel sees; -½)    3
15    Mind Link , One Specific Mind, No LOS Needed, Number of Minds (x16) (35 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-¼)
     
18    Elemental Control, 36-point powers
26    1)  Flight 15", x4 Noncombat, Reduced Endurance (½ END; +¼) (44 Active Points)    1
19    2)  Force Field (15 PD/15 ED), Reduced Endurance (½ END; +¼) (37 Active Points)    1
22    3)  Energy Blast 8d6 (40 Active Points)    4
52    4)  Summon 4 151-point creatures, Devoted (+¾) (70 Active Points)    7

    Perks
4    Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 8-
2    Money:  Well Off

    Skills
3    Bureaucratics 11-
3    Computer Programming 11-
3    Conversation 11-
5    Cramming 
3    High Society 11-
3    KS: LAW 11-
1    Language:  English (imitate dialects; literate) (6 Active Points)
6    Language:  Spanish (imitate dialects; literate)
3    Paramedics 11-
3    PS: Legal Sec 11-
3    Streetwise 11-

Total Powers & Skill Cost:  222
Total Cost:  306

200+    Disadvantages
5    Reputation:  Crazy hero, 8-
10    Enraged:  When innocents are harmed (Uncommon), go 8-, recover 11-
10    Physical Limitation:  Colour blind (Frequently; Slightly Impairing)
5    Hunted:  Police 8- (As Pow; NCI; Watching)
15    Psychological Limitation:  Do good unto others (Common; Strong)
20    Dependent NPC:  Family 8- (Normal; Group DNPC: x4 DNPCs)
41    Experience Points

Total Disadvantage Points:  306
Earned Experience:  0
Spent Experience:  41
Unspent Experience:  0

Background/History:  Maria Enriques Delisandro Cortez was a success story in her family.  She got good grades and managed to get a good job as a legal secretary for a good law firm.  It was hoped she was going places.  Then the Voices started.  Maria heard them as whispers first, then louder, asking to be let out and used.  She became fearful and her work suffered.  She sought professional help, but this did little to stop the Voices.  She took a leave of absence, but soon she was being shunned.  Then came the fire.  Children were trapped on the top floor.  The Voices said they could help, so Maria Screamed "Then Help” And she was surrounded by four balls of glowing energy.  After a short minute, the balls flew up to the children and somehow grabbed them and brought them down.  Since then the Voices have stopped.  Maria is not sure what the balls are, she calls them Angels.  And she is Host.

Personality/Motivation:  A mixture of doing good by Catholic precepts and the Law.  She is the first in her family to get a good education and job.  And now she wants to get rid of the stigma of her crazy period.  She is also considering law school to become a full on lawyer (civil)

Quote:  

Powers/Tactics:  Host has access to four "Angels” She uses them to attack and defend and rescue.  Maria is not really an adventuring type but it seems circumstances keep pulling her in.

Campaign Use:  

Appearance:  A Latino female of average height and above average weight (Full figured would be an old school term).  As Host she wears a knee length black dress, black boots and a dark blue hooded cape with red trim.
 

 

 

 

And her Angels

 

Quote

2020 #59a Angels

    Val    Char    Cost    Roll    Notes
    10    STR    0    11-    Lift 100.0kg; 2d6
    15    DEX    15    12-    OCV:  5/DCV:  5
    15    CON    10    12-
    10    BODY    0    11-
    10    INT    0    11-    PER Roll 11-
    10    EGO    0    11-    ECV:  3
    10    PRE    0    11-    PRE Attack:  2d6
    10    COM    0    11-

    8    PD    6        Total:  8 PD (8 rPD)
    8    ED    5        Total:  8 ED (8 rED)
    2    SPD    0        Phases:  6, 12
    5    REC    0
    30    END    0
    23    STUN    0    Total Characteristic Cost:  36

Movement:    Running:    6"/12"
    Flight:    10"/20"
    Leaping:    2"/4"
    Swimming:    2"/4"

Cost    Powers    END
8    Damage Resistance (8 PD/8 ED)
     
20    Flight 10"    2
30    Shrinking (0.5 m tall, 1.5625 kg mass, -4 PER Rolls to perceive character, +4 DCV, takes +6" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 Active Points); Always On (-½)
     
5    Nightvision
25    Increased Arc Of Perception (360 Degrees) with all Sense Groups
15    Mind Link , One Specific Mind, No LOS Needed, Number of Minds (x16) (35 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-¼)
     
40    Multipower, 40-point reserve
4u    1)  Energy Blast 8d6 (40 Active Points)    4
4u    2)  Telekinesis (13 STR), Affects Porous, Fine Manipulation (40 Active Points)    4

    Skills
3    Acrobatics 12-
3    Breakfall 12-
3    Teamwork 12-

Total Powers & Skill Cost:  160
Total Cost:  196

200+    Disadvantages
20    Physical Limitation:  No arms/legs (All the Time; Greatly Impairing)
10    Distinctive Features:  (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Virtually Everyone)
15    Physical Limitation:  Cannot talk (Infrequently; Fully Impairing)

Total Disadvantage Points:  196
Earned Experience:  0
Spent Experience:  0
Unspent Experience:  0

Background/History:  See Host

Personality/Motivation:  

Quote:  

Powers/Tactics:  

Campaign Use:  

Appearance:  
 

 

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Next rolls

 

Retired

Higher Power

Physical Powerhouse

Stalwart

 

Professor, English/Irish History, retired.  Goes to Ireland one last time.  Given a gift by the Sidhe.  Old world manners in a man still coming to term with his new role.   OK!

 

 

Quote

2020 #61  Valiant

    Val    Char    Cost    Roll    Notes
    65    STR    55    22-    Lift 204.8tons; 13d6 [6]
    18    DEX    24    13-    OCV:  6/DCV:  6
    30    CON    40    15-
    15    BODY    10    12-
    18    INT    8    13-    PER Roll 13-
    15    EGO    10    12-    ECV:  5
    25    PRE    15    14-    PRE Attack:  5d6
    18    COM    4    13-

    30    PD    17        Total:  30 PD (30 rPD)
    30    ED    24        Total:  30 ED (30 rED)
    5    SPD    22        Phases:  3, 5, 8, 10, 12
    19    REC    0
    60    END    0
    63    STUN    0    Total Characteristic Cost:  229

Movement:    Running:    11"/22"
    Leaping:    23"/92"
    Swimming:    7"/14"

Cost    Powers    END
30    Damage Resistance (30 PD/30 ED)
     
20    Leaping +10" (23" forward, 11 ½" upward) (Accurate, x4 Noncombat)    2
10    Running +5" (11" total)    1
5    Swimming +5" (7" total)    1
30    Luck 6d6
33    Life Support  (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week)
     
16    Reduced Endurance (½ END; +¼) for up to 65 Active Points of Str (16 Active Points)
     
5    Defensive Strike    +1    +3    13d6 Strike
4    Martial Block    +2    +2    Block, Abort
3    Martial Grab    -1    -1    Grab Two Limbs, 75 STR for holding on

    Perks
11    Money:  Filthy Rich

    Skills
24    +3 with All Combat
3    Bureaucratics 14-
3    Forgery 13-
3    High Society 14-
3    CuK: England 13-
3    CuK: Ireland 13-
1    Language:  English (imitate dialects; literate) (6 Active Points)
4    Language:  Irish (completely fluent; literate)
3    Navigation 13-
3    Oratory 14-
3    Paramedics 13-
3    Survival 13-

Total Powers & Skill Cost:  223
Total Cost:  452

200+    Disadvantages
10    Distinctive Features:  Looks old (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5    Hunted:  Police 8- (As Pow; NCI; Watching)
10    Hunted:  Dark Sidhe 8- (As Pow; Harshly Punish)
15    Psychological Limitation:  Unsure of powers (Common; Strong)
15    Psychological Limitation:  Love of learning and culture (Common; Strong)
10    Vulnerability:  2 x STUN Magic (Uncommon)
187    Experience Points

Total Disadvantage Points:  452
Earned Experience:  0
Spent Experience:  187
Unspent Experience:  0

Background/History:  Ryan O'Farrell was one of those professors of History that truly loved the subject he taught.  And he hoped that he imparted some truths to his students about both English and Irish history).  But old age and diabetes conspired to make him retire.  So for a last trip before he passed away he decided to return once more to the Green and Pleasant Land.  One night he was approached by one of what he presumed to be a powerful Sidhe.  His politeness and old world manners impressed her and they spent hours (to him) talking.  Then he awoke and went home.  But she had given him a gift, one that she hoped he would use to protect those who still needed to learn about the past so they can have a future.  And so she dubbed him Valiant!

Personality/Motivation:  Valiant loves teaching and imparting info.  He dislikes those who impair learning and debasement of facts.

Quote:  

Powers/Tactics:  Valiant is a classic brick.

Campaign Use:  

Appearance:  Valiant looks like an old English gentleman approximately 50+ years who is in excellent condition (even the diabetes is gone) He has short white hair, balding on top.  He still has no concept of a costume, so wears a suit at all times with a tie.  (For some reason his suits are never damaged in his activities)

 

 

 

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Next set of rolls 

 

Military

Power Suit

Blaster

Arrogant

 

A mix of Rhody and Stark.  Marine (is that a meme of arrogant marine?), pilot, Man Amplification Project, Armoured suit (a la Iron Man).  How to make it less bog standard......  Fire and Ice combined.... FLUX!

 

Quote

2020 #62 Flux

    Val    Char    Cost    Roll    Notes
    15    STR    5    17-    Lift 6400.0kg; 8d6 [3]
    18    DEX    24    13-    OCV:  7/DCV:  7
    18    CON    16    15-
    10    BODY    0    11-
    15    INT    5    12-    PER Roll 12-
    15    EGO    10    12-    ECV:  5
    20    PRE    10    13-    PRE Attack:  4d6
    16    COM    3    12-

    6+18    PD    3        Total:  6/24 PD (6/24 rPD)
    6+18    ED    2        Total:  6/24 ED (6/24 rED)
    3    SPD    2        Phases:  3, 5, 8, 10, 12
    7    REC    0
    36    END    0
    27    STUN    0    Total Characteristic Cost:  80

Movement:    Running:    6"/12"
    Flight:    20"/160"
    Leaping:    8"/16"
    Swimming:    2"/4"

Cost    Powers    END
6    Damage Resistance (6 PD/6 ED)
     
12    +25 STR (25 Active Points); No Figured Characteristics (-½), OIF (-½)    2
4    +3 DEX (9 Active Points); OIF (-½), No Figured Characteristics (-½)
10    +10 CON (20 Active Points); OIF (-½), No Figured Characteristics (-½)
13    +2 SPD (20 Active Points); OIF (-½)
     
36    Armor (18 PD/18 ED) (54 Active Points); OIF (-½)
13    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) (20 Active Points); OIF (-½)
     
27    Endurance Reserve  (200 END, 20 REC) (40 Active Points); OIF (-½)
     
41    Flight 20", x8 Noncombat, Reduced Endurance (½ END; +¼) (62 Active Points); OIF (-½)    2
     
47    Multipower, 70-point reserve,  (70 Active Points); all slots OIF (-½)
4u    1)  Fire Ice:  Energy Blast 10d6, Variable Special Effects (Limited Group of SFX; Fire Ice; +¼) (62 Active Points); OIF (-½)    6
4u    2)  Fire Ice:  Energy Blast 5d6, Variable Special Effects (Limited Group of SFX; +¼), No Normal Defense ([Standard]; +1) (56 Active Points); OIF (-½)    6
3u    3)  Ice:  Entangle 5d6, 5 DEF (50 Active Points); OIF (-½)    5
3u    4)  Fire:  Sight Group Flash 10d6 (50 Active Points); OIF (-½)    5
4    Martial Strike    +0    +2    10d6 Strike
5    Offensive Strike    -2    +1    12d6 Strike
3    Martial Throw    +0    +1    8d6 +v/5, Target Falls
4    Martial Block    +2    +2    Block, Abort

    Perks
4    Fringe Benefit:  Captain
12    Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 8-

    Talents
2    Absolute Range Sense (3 Active Points); OIF (-½)
2    Absolute Time Sense (3 Active Points); OIF (-½)
2    Bump Of Direction (3 Active Points); OIF (-½)

    Skills
3    Acrobatics 13-
3    Armorsmith 13-
3    Breakfall 13-
3    Bureaucratics 13-
3    Combat Piloting 13-
3    Deduction 12-
3    Demolitions 12-
3    Electronics 12-
3    Mechanics 12-
3    Navigation 12-
2    KS 11-
2    KS 11-
3    Parachuting 13-
3    Paramedics 12-
3    PS: Pilot 12-
3    Science Skill:   Engineering 12-
3    Systems Operation 12-
6    Armour attacks:  +2 with any three maneuvers or a tight group of attacks

Total Powers & Skill Cost:  316
Total Cost:  396

200+    Disadvantages
5    Hunted:  Police 8- (As Pow; NCI; Watching)
10    Hunted:  Marines 11- (As Pow; NCI; Watching)
20    Psychological Limitation:  Gung ho attitude (Common; Total)
15    Psychological Limitation:  USA Patriot (Common; Strong)
15    Psychological Limitation:  Subject to Orders (Common; Strong)
10    Vulnerability:  1 ½ x STUN Electricity (Common)
5    Reputation:  Arrogant, 8-
116    Experience Points

Total Disadvantage Points:  396
Earned Experience:  0
Spent Experience:  116
Unspent Experience:  0

Background/History:  Marcus Constantine is a pilot in the USMC and is a member of a special Man Amplification Project.  He's not arrogant but is very confident.  And he can back it up.  A trained engineer and mechanic, with a background in computers, he was perfect as a test pilot for the suit.  The version his team was working on used special thermal capacitors to shoot either fire or ice attacks, dependent on the setting.  On the whole the project was successful, BUT extremely expensive for the cost of one suit.  Then the Carapace suit debacle, where a team mate testing a variation that had great defenses and strength was stolen by the pilot.  He started using his suit as a high priced merc.  So Marcus demanded permission to go after Carapace.  And he asked if he could have the Flux suit to help.  He is backed by a team of USMC engineers and techs to help keep the suit in good condition.

Personality/Motivation:  A USMC pilot who has a sincere love for his country.  Carapace is a stain on the military and the USA.  His first goal is to find Carapace, but in the meantime he uses the suit to protect the country from threats external and domestic.  He comes across as arrogant, but it is just his self-confidence.

Quote:  

Powers/Tactics:  A powered armour flying blaster with a twist!

Campaign Use:  

Appearance:  He looks like a marine pilot when not in the suit.  The suit itself looks like an armoured suit with a dark blue colour at the feet to a deep red at the helmet.

 

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Our newest submission

 

Former villain

Experiment

Physical Powerhouse

Natural Leader

 

This time I'll let you read what I came up with!

 

Quote

2020 #63  Redemption

    Val    Char    Cost    Roll    Notes
    55    STR    45    20-    Lift 51.2tons; 11d6 [5]
    21    DEX    33    13-    OCV:  7/DCV:  7
    25    CON    30    14-
    15    BODY    10    12-
    15    INT    5    12-    PER Roll 12-
    10    EGO    0    11-    ECV:  3
    20    PRE    10    13-    PRE Attack:  4d6
    20    COM    5    13-

    25    PD    14        Total:  25 PD (25 rPD)
    25    ED    20        Total:  25 ED (25 rED)
    5    SPD    19        Phases:  3, 5, 8, 10, 12
    16    REC    0
    50    END    0
    56    STUN    0    Total Characteristic Cost:  191

Movement:    Running:    6"/12"
    Flight:    18"/72"
    Leaping:    11"/22"
    Swimming:    2"/4"

Cost    Powers    END
25    Damage Resistance (25 PD/25 ED)
5    Hearing Group Flash Defense (5 points)
5    Mental Defense (7 points total)
5    Power Defense (5 points)
     
17    Healing BODY 1d6 (standard effect: 3 points), Can Heal Limbs, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (34 Active Points); Always On (-½), Self Only (-½)
     
61    Flight 18", x4 Noncombat, Reduced Endurance (½ END; Swim; +¼), Usable [As Second Mode Of Movement] (+¼) (61 Active Points)    2
     
23    Life Support  (Eating: Character only has to eat once per week; Longevity: 200 Years; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week)
     
60    Multipower, 60-point reserve
6u    1)  Energy Blast 12d6 (60 Active Points)    6
4u    2)  Missile Deflection (Any Ranged Attack), Full Range (+1) (40 Active Points)
     

    Perks
1    Reputation (A small to medium sized group) 8-, +1/+1d6
2    Money:  Well Off

    Talents
3    Absolute Range Sense
3    Absolute Time Sense

    Skills
10    +2 with HTH Combat
3    Criminology 12-
3    Forgery 12-
3    Gambling 12-
3    Interrogation 13-
3    KS 12-
1    Language:  English (imitate dialects; literate) (6 Active Points)
6    Language:  Spanish (imitate dialects; literate)
6    Language:  French (imitate dialects; literate)
3    Oratory 13-
3    Paramedics 12-
3    Persuasion 13-
3    Tactics 12-
3    Teamwork 13-

Total Powers & Skill Cost:  273
Total Cost:  464

200+    Disadvantages
15    Psychological Limitation:  Temper (Common; Strong)
20    Psychological Limitation:  Remorse (Very Common; Strong)
10    Reputation:  Former Criminal, 8- (Extreme)
5    Hunted:  11- (As Pow; Watching)
15    Hunted:  8- (As Pow; NCI; Harshly Punish)
10    Distinctive Features:  (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
189    Experience Points

Total Disadvantage Points:  464
Earned Experience:  0
Spent Experience:  189
Unspent Experience:  0

Background/History:  Marion Robataille always had a temper.  As she got older the temper got worse and she would fly off at any minor action that would raise her ire.  Soon she was on the streets and literally fighting for a place in the pecking order.  Of course she fell afoul of law enforcement and so to get back she fell in with (insert Villain agency).  But her temper got the better of her and one of the leaders placed her in an experimental chamber that had consistently not succeeded, and left her to die.  But she lived and soon was making a name as a powerhouse brick.  But in her last fight, she seized up and fell into a coma.  It seems the process was not done yet and she went into something of a chrysalis stage.  Five years she awoke.  At first she was confused, but eventually her memories came back, but now she felt genuine remorse.  She agreed to serve another five years in prison, a model inmate.  When she got out she began putting out feelers for allies to make up for all her damage.  She now hopes for Redemption.

Personality/Motivation:  Marion had a violent, almost psychotic temper.  Something in her coma process has lowered that, and though she still has a temper, she has learned to control it.  Add the counseling and learning she underwent in prison and she is a much different person.  She hopes to be a role model for those who wish to change their ways.

Quote:  

Powers/Tactics:  Marion is a Superman type. Originally she was just a brick, but the coma actually opened up new uses of the power and allows her to fly and fire powerful blasts from her eyes.  

Campaign Use:  

Appearance:  Redemption is above average height and weight.  Her hair is long and black and her eyes glow yellow.  She wears a blue bodysuit with light blue gloves and boots.  She also wears a blue cape with red lining!


 

 

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Adventurer

Nature

Shadow

Mischeivious

 

 

HMmmmm!  Adventurer of the old school, Studied Martial Arts, then got to the UNNAMED MYSTERIOUS TEMPLE where he learned a few secret techniques.  Now fights crime and stirs up SH&t.  It could work!

 

Quote

2020 #64 Shade

    Val    Char    Cost    Roll    Notes
    15    STR    5    12-    Lift 200.0kg; 3d6 [1]
    27    DEX    51    14-    OCV:  9/DCV:  9
    18    CON    16    13-
    13    BODY    6    12-
    13    INT    3    12-    PER Roll 12-
    13    EGO    6    12-    ECV:  4
    13    PRE    3    12-    PRE Attack:  2 ½d6
    18    COM    4    13-

    6    PD    3        Total:  6 PD (6 rPD)
    6    ED    2        Total:  6 ED (6 rED)
    6    SPD    23        Phases:  2, 4, 6, 8, 10, 12
    10    REC    6
    36    END    0
    30    STUN    0    Total Characteristic Cost:  128

Movement:    Running:    6"/12"
    Leaping:    3"/6"
    Swimming:    2"/4"

Cost    Powers    END
6    Damage Resistance (6 PD/6 ED)
     
20    Invisibility to Sight Group , No Fringe (30 Active Points); Requires A Skill Roll (-½)    3
19    Entangle 5d6, 0 DEF, Reduced Endurance (½ END; +¼) (62 Active Points); No Defense (-1 ½), No Range (-½), Cannot Form Barriers (-¼)    2
45    Drain STUN 3d6, Delayed Return Rate (points return at the rate of 5 per Minute; +¼), Reduced Endurance (½ END; +¼) (45 Active Points)    2
5    Defensive Block    +1    +3    Block, Abort
4    Fast Strike    +2    +0    7d6 Strike
3    Legsweep    +2    -1    6d6 Strike, Target Falls
4    Martial Dodge    --    +5    Dodge, Affects All Attacks, Abort
5    Offensive Strike    -2    +1    9d6 Strike
3    Martial Throw    +0    +1    5d6 +v/5, Target Falls
8    +2 HTH Damage Class(es)

    Perks
5    Money:  Well Off
5    Favor

    Talents
12    Combat Luck (6 PD/6 ED)
5    Rapid Healing

    Skills
3    Acrobatics 14-
3    Breakfall 14-
3    Climbing 14-
3    Contortionist 14-
5    Cramming 
3    Cryptography 12-
3    KS: Martial Arts 12-
3    KS: Hidden Martial world 12-
3    Paramedics 12-
3    Seduction 12-
3    Stealth 14-
3    Streetwise 12-
3    Tracking 12-
3    Trading 12-
6    +2 with Martial Maneuvers

Total Powers & Skill Cost:  199
Total Cost:  327

200+    Disadvantages
5    Hunted:  Police 8- (As Pow; NCI; Watching)
20    Psychological Limitation:  Fun loving (Very Common; Strong)
15    Psychological Limitation:  Believes in justice (Common; Strong)
10    Vulnerability:  1 ½ x STUN Darkness (Common)
10    Vulnerability:  1 ½ x Effect Darkness (Common)
67    Experience Points

Total Disadvantage Points:  327
Earned Experience:  0
Spent Experience:  67
Unspent Experience:  0

Background/History:  Jake Liu is the child of a mixed couple.  As such he never really felt part of either.  He compensated by developing a very fun loving, almost mischievous, attitude.  The one thing he was serious about was Martial Arts.  As soon as he was old enough he started to wander around, looking for a master to teach him something new.  Eventually he came to (insert name) temple where her learned many new techniques.  Eventually he left and has now started to put the skills to good use, helping those who needed it, or tweaking the noses of those too serious.  Then he disappears like a Shade!

Personality/Motivation:  A SH^& disturber for justice.  

Quote:  

Powers/Tactics:  A skilled martial artist, he has also learned abilities to allow him to walk unseen paralyze with a strike and even use his chi to make others go unconscious with a touch!

Campaign Use:  

Appearance:  Asian-American male of average height but well built.  He has black hair and brown eyes and wears casual jeans and black t-shirt and a martial arts type coat in black and red!

 

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Onward and upwards

 

Performer

Alien 

Gadgeteer

Stalwart

 

Alien stage magician who uses her hi tech gadgets to simulate her magic effects.  Has promise!

 

Quote

2020 #65  Zyblxis

    Val    Char    Cost    Roll    Notes
    10    STR    0    11-    Lift 100.0kg; 2d6
    21    DEX    33    13-    OCV:  7/DCV:  7
    20    CON    20    13-
    10    BODY    0    11-
    25    INT    15    14-    PER Roll 14-
    15    EGO    10    12-    ECV:  5
    15    PRE    5    12-    PRE Attack:  3d6
    16    COM    3    12-

    6+8    PD    4        Total:  6/14 PD (6/14 rPD)
    6+8    ED    2        Total:  6/14 ED (6/14 rED)
    5    SPD    19        Phases:  3, 5, 8, 10, 12
    6    REC    0
    40    END    0
    25    STUN    0    Total Characteristic Cost:  111

Movement:    Running:    6"/12"
    Leaping:    2"/4"
    Swimming:    2"/4"
    Teleportation:    10"/40"

Cost    Powers    END
6    Damage Resistance (6 PD/6 ED)
     
19    Armor (8 PD/8 ED) (24 Active Points); IIF (-¼)
     
8    Infrared Perception (Sight Group), Discriminatory (10 Active Points); IIF (-¼)
8    Nightvision, Discriminatory (10 Active Points); IIF (-¼)
8    Ultraviolet Perception (Sight Group), Discriminatory (10 Active Points); IIF (-¼)
4    Microscopic ( x10) with Sight Group (5 Active Points); IIF (-¼)
5    +4 versus Range Modifier for Sight Group (6 Active Points); IIF (-¼)
     
20    Luck 4d6
     
40    Teleportation 10", No Relative Velocity, Position Shift, x4 Noncombat, Reduced Endurance (½ END; +¼) (50 Active Points); IIF (-¼)    2
12    Teleportation: Floating Fixed Location (3 Locations) (15 Active Points); IIF (-¼)
     
15    Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); IIF (-¼)
     
28    Sight, Hearing and Smell/Taste Groups Images 1" radius, +/-5 to PER Rolls (35 Active Points); IIF (-¼)    3
     
62    Multipower, 62-point reserve, all slots Personal Immunity (+¼) (77 Active Points); all slots IIF (-¼)
5u    1)  Sight Group Flash 10d6, Reduced Endurance (½ END; +¼) (62 Active Points); IIF (-¼)    2
4u    2)  Darkness to Sight Group 4" radius, Reduced Endurance (½ END; +¼) (50 Active Points); IIF (-¼)    2
4u    3)  Energy Blast 4d6, STUN Only (+0), Reduced Endurance (½ END; +¼), Attack Versus Limited Defense (+1 ½) (55 Active Points); IIF (-¼)    2
4u    4)  Force Wall (6 PD/6 ED) (Opaque Sight Group), Reduced Endurance (½ END; +¼) (50 Active Points); IIF (-¼)    2
4u    5)  Telekinesis (20 STR), Fine Manipulation, Reduced Endurance (½ END; +¼) (50 Active Points); IIF (-¼)    2

    Perks
3    Anonymity
5    Money:  Well Off

    Skills
3    Acrobatics 13-
3    Acting 12-
3    Breakfall 13-
3    Bugging 14-
3    Concealment 14-
3    Contortionist 13-
3    Demolitions 14-
3    Electronics 14-
3    High Society 12-
3    Inventor 14-
3    Lockpicking 13-
3    Mechanics 14-
3    Navigation 14-
3    Paramedics 14-
3    Persuasion 12-
3    Stealth 13-
3    Systems Operation 14-
10    +2 with DCV

Total Powers & Skill Cost:  325
Total Cost:  436

200+    Disadvantages
15    Distinctive Features:  (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20    Psychological Limitation:  Performer (Very Common; Strong)
15    Psychological Limitation:  values freedom (Common; Strong)
5    Hunted:  Police 8- (As Pow; NCI; Watching)
15    Hunted:  Anti alien group 8- (As Pow; NCI; Capture)
166    Experience Points

Total Disadvantage Points:  436
Earned Experience:  0
Spent Experience:  166
Unspent Experience:  0

Background/History:  Zybixis is certainly not from around here.  She looks human but has white (almost albino) skin and a head full of feathers (blue and red).  All her life she was enamored of what we on earth call stage magic.  This is a big draw on many worlds, and when she came to earth she was so excited about a whole new audience.  Then her vessel was destroyed by overzealous earth defenders and she found herself stranded here.  Making the best of the situation, she began billing herself as the alien magician with magic never seen before.  Soon various arcane societies came after her.  They were rudely made aware that her magic is really high tech.  Since then she has interacted with many heroes and found that she had something in common with some.  A like of freedom and a love of performing.  Now she has two professions and is coming to like this backwards mud ball.

Personality/Motivation:  Zybixis is a performer first and foremost.  This is tied to a desire for her freedom to perform and allow others the freedom to see her marvels.

Quote:  

Powers/Tactics:  Think of a modern magician and make her technology account for it.  She’s not a straight up warrior, but will rely on misdirection.  If in a group she will be the backline support.  

Campaign Use:  

Appearance:  Besides her skin and hair Zybixis is taller and thinner than a normal human.  Her costume is what could be termed a pantsuit coloured black with red and yellow patches at the shoulders, elbows, knees and hips!

 

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So what are my parameters?

 

Criminal

Genius

Marksman: BFG

Jaded

 

So I went with the atlatl type that someone suggested.  I actually like the imagery of him pulling out a collapsed javelin, extending it out, slotting it and letting loose.  Otherwise he's you ranged weapon specialist with a few extra gadgets.

 

Enjoy!

 

Quote

2020 #60  Sureshot

    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-
    20    INT    10    13-    PER Roll 13-
    15    EGO    10    12-    ECV:  5
    15    PRE    5    12-    PRE Attack:  3d6
    20    COM    5    13-

    6+8    PD    3        Total:  6/14 PD (6/14 rPD)
    6+8    ED    2        Total:  6/14 ED (6/14 rED)
    6    SPD    26        Phases:  2, 4, 6, 8, 10, 12
    7    REC    0
    36    END    0
    27    STUN    0    Total Characteristic Cost:  124

Movement:    Running:    11"/22"
    Gliding:    15"/30"
    Leaping:    13"/52"
    Swimming:    2"/4"

Cost    Powers    END
6    Damage Resistance (6 PD/6 ED)
10    Running +5" (11" total)    1
     
16    Armor (8 PD/8 ED) (24 Active Points); OIF (-½)
5    Sight Group Flash Defense (8 points) (8 Active Points); OIF (-½)
7    Life Support  (Self-Contained Breathing) (10 Active Points); OIF (-½)
3    Nightvision (5 Active Points); OIF (-½)
3    Infrared Perception (Sight Group) (5 Active Points); OIF (-½)
3    +3 versus Range Modifier for Hearing Group (5 Active Points); OIF (-½)
     
13    Leaping +10" (13" forward, 6 ½" upward) (Accurate, x4 Noncombat) (20 Active Points); OIF (-½)    2
10    Gliding 15" (15 Active Points); OIF (-½)
     
32    Atlatl:  Multipower, 65-point reserve,  (65 Active Points); all slots OAF (-1)
2u    1)  Energy Blast 10d6, 16 Charges (+0) (50 Active Points); OAF (-1)    [16]
2u    2)  Energy Blast 8d6, Explosion (+½) (60 Active Points); OAF (-1), 8 Charges (-½)    [8]
2u    3)  Energy Blast 5d6, No Normal Defense ([Standard]; +1) (50 Active Points); OAF (-1), 8 Charges (-½)    [8]
2u    4)  Energy Blast 8d6, Armor Piercing (+½) (60 Active Points); OAF (-1), 8 Charges (-½)    [8]
2u    5)  Entangle 5d6, 5 DEF (50 Active Points); OAF (-1), 8 Charges (-½), Can Be Missile Deflected (-¼), Cannot Form Barriers (-¼)    [8]
2u    6)  Sight Group Flash 4d6, Area Of Effect (2" Radius; +1) (40 Active Points); OAF (-1), 12 Charges (-¼)    [12]
2u    7)  Darkness to Sight Group 4" radius, 8 Continuing Charges lasting 1 Turn each (+0) (40 Active Points); OAF (-1)    [8 cc]
1u   😎  Hand-To-Hand Attack +3d6, Reduced Endurance (½ END; +¼) (19 Active Points); OAF (-1), Hand-To-Hand Attack (-½)    1
4    Martial Block    +2    +2    Block, Abort
4    Martial Disarm    -1    +1    Disarm; 45 STR to Disarm
4    Martial Strike    +0    +2    9d6 Strike
3    Martial Throw    +0    +1    7d6 +v/5, Target Falls
1    Weapon Element:  Clubs
16    +4 HTH Damage Class(es)

    Perks
5    Money:  Well Off
2    Deep Cover
3    Well-Connected
2    1)  Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity) (3 Active Points) 8-
8    2)  Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (9 Active Points) 8-
5    3)  Favor (6 Active Points)

    Talents
12    Combat Luck (6 PD/6 ED)

    Skills
3    Acrobatics 14-
3    Armorsmith 14-
3    Weaponsmith 13-
3    Breakfall 14-
3    Paramedics 13-
3    Bugging 13-
3    Concealment 13-
3    Electronics 13-
3    Mechanics 13-
3    Stealth 14-
3    Streetwise 12-
3    Systems Operation 13-
6    Penalty Skill Levels:  +2 vs. Range Modifier with All Attacks
20    +4 with Ranged Combat

Total Powers & Skill Cost:  254
Total Cost:  378

200+    Disadvantages
15    Psychological Limitation:  Jaded (Common; Strong)
15    Hunted:  Mob 8- (As Pow; NCI; Harshly Punish)
15    Dependent NPC:  8- (Incompetent)
5    Hunted:  Police 8- (As Pow; NCI; Watching)
15    Psychological Limitation:  Vengeful (Very Common; Moderate)
15    Social Limitation:  Secret ID (Frequently; Major)
98    Experience Points

Total Disadvantage Points:  378
Earned Experience:  0
Spent Experience:  98
Unspent Experience:  0

Background/History:  Jonathan Bay is an average middle class American male with a job that took him away from home often and at sometimes strange hours.  But any investigation into him would find an average life with a decent education and was self-employed.  He paid his taxes and bills.  Some said with his looks he was a model, but most scoffed at that claim.  A totally normal person.  And that is a carefully constructed alias.  Jonathan was freelancer with many criminal enterprises.  But in his last job, his employer felt debts were for the little people and that dead men ask for no payments.  But Jonathan lived, and he figured it was time to change careers.  So he fell back into the Mr. Bay identity while crafting weapons and armour to get back at the people who wronged him.  Of course the list is long, and so the identity had to be one with no connection to his old life.  And so Sureshot came into being.  

Personality/Motivation:  Jonathan has been in the Game so long he has become jaded to it.  He has a been there, done that attitude.  But his desire for vengeance keeps him going.  Or is it?  Slowly he's been going after target with no connection to his betrayal.  And he wonders.....

Quote:  

Powers/Tactics:  Sureshot uses an atlatl spear thrower and some high tech javelins.  He has a decent selection of items based on his situation.  As well he wears a simple suit of armour with some jump-jets and glider wings to get around.  

Campaign Use:  

Appearance:  Average height, but with striking features, he has black hair and green eyes.  As Sureshot he wears a simple suit of body armour and a high tech helmet and goggles.  Add a pair of jump jets at his feet and a pair of extendable glider wings.  His suit is all black.  The atlatl are yellow as are the javelins which he carries on him legs.  They are collapsible, and extend out when he needs to use them. 


 

 

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