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Mr. R
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One more time

 

Medical

Artificial Being

Elemental Manipulator

Alluring

 

Android medic with force powers to allow it to safely enter a battlefield to do triage.  Female and pretty.  But not programed to be seductive.  HMMM!  IT.  COULD.  WORK!

 

Quote

2020 #66 Nightengale

    Val    Char    Cost    Roll    Notes
    20    STR    10    13-    Lift 400.0kg; 4d6 [2]
    20    DEX    30    13-    OCV:  7/DCV:  7
    20    CON    20    13-
    15    BODY    10    12-
    20    INT    10    13-    PER Roll 16-
    15    EGO    10    12-    ECV:  5
    18    PRE    8    13-    PRE Attack:  3 ½d6
    24    COM    7    14-

    6+18    PD    2        Total:  6/24 PD (6/24 rPD)
    6+18    ED    2        Total:  6/24 ED (6/24 rED)
    5    SPD    20        Phases:  3, 5, 8, 10, 12
    8    REC    0
    40    END    0
    35    STUN    0    Total Characteristic Cost:  129

Movement:    Running:    11"/22"
    Leaping:    4"/8"
    Swimming:    2"/4"

Cost    Powers    END
6    Damage Resistance (6 PD/6 ED)
     
7    Medical bag:  +3 with a group of similar Skills (15 Active Points); OAF (-1)
     
17    Running +5" (11" total), Usable [As Second Mode Of Movement] (Swim; +¼), Usable [As Second Mode Of Movement] (Leap; +¼), Reduced Endurance (½ END; +¼) (17 Active Points)    1
9    +3 PER with all Sense Groups
5    Infrared Perception (Sight Group)
5    Nightvision
5    Ultraviolet Perception (Sight Group)
10    Microscopic ( x100) with Hearing Group
6    +4 versus Range Modifier for Hearing Group
13    Life Support  (Eating: Character only has to eat once per week; Longevity: 200 Years; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week)
     
31    Elemental Control, 62-point powers
31    1)  Energy Blast 10d6, STUN Only (+0), Reduced Endurance (½ END; +¼) (62 Active Points)    2
38    2)  Force Field (18 PD/18 ED) (Protect Carried Items), Usable By Other (+¼), Reduced Endurance (½ END; +¼) (69 Active Points)    3
38    3)  Force Wall (10 PD/10 ED) (Alterable Size), Reduced Endurance (½ END; +¼) (69 Active Points)    2
     

    Perks
1    Fringe Benefit:  License to practice a profession

    Talents
3    Absolute Range Sense
3    Absolute Time Sense
3    Bump Of Direction
20    Universal Translator 13-

    Skills
3    Bureaucratics 13-
10    +2 with DCV
10    Defense Maneuver I-IV 
3    Forensic Medicine 13-
3    Deduction 13-
3    Paramedics 13-
3    Persuasion 13-
3    Oratory 13-
3    Stealth 13-
3    Survival 13-
3    PS: Doctor 13-
3    Scientist
2    1)  Science Skill:  Biology 13- (3 Active Points)
2    2)  Science Skill:  Chemistry 13- (3 Active Points)
2    3)  Science Skill:  Medicine 13- (3 Active Points)

Total Powers & Skill Cost:  307
Total Cost:  436

200+    Disadvantages
15    Distinctive Features:  (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
5    Hunted:  Police 8- (As Pow; NCI; Watching)
15    Physical Limitation:  Will not kill (Frequently; Greatly Impairing)
10    Vulnerability:  1 ½ x STUN Sonics (Common)
10    Vulnerability:  1 ½ x Effect Sonics (Common)
181    Experience Points

Total Disadvantage Points:  436
Earned Experience:  0
Spent Experience:  181
Unspent Experience:  0

Background/History:  NGHT-GL-3 was proposed as an android medical expert that could be sent into the field or harsh environments to act as a triage surgeon and medic.  At least that was the plan.  Then the enemy made a surprise attack on the facility using warp holes to get into secured areas.  They were making away with her when a malfunctioning tube and mass of laser fire disrupted the tube abd she was lost to both sides.  What they didn't know was she materialized on earth.  It’s not her earth, but it is similar.  When she came online she started by helping out at police shootings.  She was taken into custody and examined.  They found her to be an expert physician with a programing that made her an ideal field medic.  The government sought to own her, but she was judged to be a free being, and able to make her own way.  Her lawyer suggested a local super team to stay with until other headaches is taken care of.  She has proved to be a valuable addition to the team.  

Personality/Motivation:  Think the Doctor from Voyager mixed with Data.  

Quote:  

Powers/Tactics:  Nightengale has a suite of force generators that allow her to fire blasts to safely take out opponents and a force screen to protect her and her charges.  She also carries a small medical bag with her for emergency field work.

Campaign Use:  

Appearance:  Nightengale appears human, but her skin has a metallic sheen to it as does her hair.  Otherwise she appears to have average height and weight with short (platinum) blond hair.  Her costume is basically some scrubs.  


 

 

 

 

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  • 2 months later...
  • 2 weeks later...

My first offering of the Alphabet Squad.  My inspiration was from the old Marvel character Nightkawk (Kyle Richmond) as well as an entry from Gramercy Island the Cormorant.  Not so much a battlesuit as Iron Man, but more aerial.

 

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2021 Angel

    Val    Char    Cost    Roll    Notes
    15    STR    5    12-    Lift 200.0kg; 3d6 [1]
    21    DEX    33    13-    OCV:  7/DCV:  7
    20    CON    20    13-
    13    BODY    6    12-
    15    INT    5    12-    PER Roll 16-
    15    EGO    10    12-    ECV:  5
    15    PRE    5    12-    PRE Attack:  3d6
    14    COM    2    12-

    8+12    PD    5        Total:  8/20 PD (0/12 rPD)
    8+12    ED    4        Total:  8/20 ED (0/12 rED)
    5    SPD    19        Phases:  3, 5, 8, 10, 12
    7    REC    0
    40    END    0
    31    STUN    0    Total Characteristic Cost:  114

Movement:    Running:    6"/12"
    Flight:    15"/120"
    Gliding:    30"/60"
    Leaping:    3"/6"
    Swimming:    2"/4"

Cost    Powers    END
6    High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½), Sense Affected As More Than One Sense [very common Sense] (-½)
3    Sight Group Flash Defense (5 points) (5 Active Points); OIF (-½)
3    Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-½)
3    Infrared Perception (Sight Group) (5 Active Points); OIF (-½)
3    Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½)
8    +4 PER with all Sense Groups (12 Active Points); OIF (-½)
6    +6 versus Range Modifier for Hearing Group (9 Active Points); OIF (-½)
     
24    Armor (12 PD/12 ED) (36 Active Points); OIF (-½)
     
27    Multipower, 40-point reserve,  (40 Active Points); all slots OIF (-½)
3u    1)  Flight 15", x8 Noncombat (40 Active Points); OIF (-½)    4
2u    2)  Gliding 30" (30 Active Points); OIF (-½)
     
53    Multipower, 80-point reserve,  (80 Active Points); all slots OIF (-½)
5u    1)  Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points); OIF (-½)
5u    2)  Energy Blast 8d6, 16 Charges (+0), Area Of Effect (16" Line; +1) (80 Active Points); OIF (-½)    [16]
4u    3)  Energy Blast 8d6, 16 Charges (+0), Area Of Effect Accurate (One Hex; +½) (60 Active Points); OIF (-½)    [16]
3u    4)  Entangle 5d6, 5 DEF, 16 Charges (+0) (50 Active Points); OIF (-½)    [16]


4    Martial Block    +2    +2    Block, Abort
4    Martial Dodge    --    +5    Dodge, Affects All Attacks, Abort
3    Martial Grab    -1    -1    Grab Two Limbs, 30 STR for holding on
3    Martial Throw    +0    +1    4d6 +v/5, Target Falls
5    Passing Strike    +1    +0    4d6 +v/5; FMove
5    Passing Disarm    -1    -1    Disarm, 30 STR to Disarm; FMove
4    Martial Strike    +0    +2    6d6 Strike
4    +1 HTH Damage Class(es)

 

    Perks
8    Fringe Benefit:  Federal/National Police Powers, International Driver's License, Passport, Police sergeant, Weapon Permit (where appropriate)

 

    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    Scholar
2    1)  KS: International Law (3 Active Points) 12-
2    2)  KS: Superhumans (3 Active Points) 12-
2    3)  KS: UN (3 Active Points) 12-
2    4)  KS: Until (3 Active Points) 12-
2    5)  KS: World Politics (3 Active Points) 12-
3    PS: Agent 12-
3    PS: Vehicle repair 12-
3    Science Skill:  Aeronautics 12-
3    Science Skill:  Metallurgy 12-
3    Science Skill:  Composite material 12-
3    Weaponsmith 12-
0    Language:  Spanish (basic conversation; literate) (2 Active Points)
2    Language:  English (basic conversation; literate)
3    Computer Programming 12-
3    Electronics 12-
3    Mechanics 12-
3    Paramedics 12-
3    Inventor 12-
3    Cryptography 12-
3    Bureaucratics 12-
3    Concealment 12-
15    +3 with Ranged Combat

Total Powers & Skill Cost:  276


Total Cost:  390

 

200+    Disadvantages
10    Hunted:  Until 8- (Mo Pow; NCI; Watching)
15    Hunted:  Enemies 8- (Mo Pow; NCI; Limited Geographical Area; Harshly Punish)
20    Social Limitation:  Subject to Orders (Very Frequently; Major)
15    Psychological Limitation:  Loyalty to Until (Common; Strong)
20    Psychological Limitation:  Overconfident (Very Common; Strong)
20    Psychological Limitation:  Enamoured of tech (Common; Total)
90    Experience Points

Total Disadvantage Points:  390
Earned Experience:  0
Spent Experience:  90
Unspent Experience:  0

 

Background/History:  Fernando Riley was the son of a Spanish mother and Irish father growing up he developed a fascination with flying and more specifically personal flight devices.  Getting his degree in aeronautics he joined a company affiliated with Until and soon had officially joined them in their technical division.  He went through all the basic training and got assigned to the PFU section as a technician.  But he wanted to fly them.  Then he found some Schemata in a lost file for a armoured suit with true wings and a gliding system for energy conservation. He asked for a received permission to work on it in his spare time and soon had a prototype going.  Demonstrating it to some upper echelon, he was then sent to join the Alphabet Squad as a technician as well as a flying agent.

Personality/Motivation:  Angel is a tech head.  He wants to see what others are making and try and understand it.  Also he has a confidence streak you can see from space.

 

Quote:  

Powers/Tactics:  Get airborne and use his onboard systems to take out the enemy.  He'll use the rockets to support he teammates, other wise its the Homing rocket or the energy blaster.  If there is an area, then he'll do a bombing run.  He dislikes HTH, but will do a passing strike as a surprise attack if necessary!

 

Campaign Use:  

 

Appearance:  Latin good looks with dark hair and eyes.  Blue and white suit with white wings.  The blasters are hidden in the wings, the rockets in the gloves.

 

 

I hoped to make a NPC who is fairly competent even out of his armour.

 

To weaken him make his Spd 4, get rid of the skill levels and make the MP just the blasters

 

To strengthen him Spd 6, 15/15 armour,  MP to  90 pts and blaster 12d6, 9d6 AE, 10d6 Accurate and 6d6 Entangle!

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Now onto that wonderful second letter "B"

 

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2021 Belle

    Val    Char    Cost    Roll    Notes
    15    STR    5    12-    Lift 200.0kg; 3d6 [1]
    18    DEX    24    13-    OCV:  6/DCV:  6
    18    CON    16    13-
    15    BODY    10    12-
    25    INT    15    14-    PER Roll 14-
    13    EGO    6    12-    ECV:  4
    15    PRE    5    12-    PRE Attack:  3d6
    24    COM    7    14-

    8+8    PD    5        Total:  8/16 PD (0/8 rPD)
    8+8    ED    4        Total:  8/16 ED (0/8 rED)
    4    SPD    12        Phases:  3, 6, 9, 12
    7    REC    0
    36    END    0
    32    STUN    0    Total Characteristic Cost:  109

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

Cost    Powers    END
25    C&F laptop:  Custom Power (25 Active Points)    2
     
30    Shellie Blaster:  Energy Blast 8d6, 4 clips of 32 Charges (+½) (60 Active Points); OAF (-1)    [32]
     
25    Screech Owl  Blaster:  Multipower, 40-point reserve, all slots 32 Charges (+¼) (50 Active Points); all slots OAF (-1)
2u    1)  Energy Blast 8d6 (40 Active Points); OAF (-1)
2u    2)  Energy Blast 4d6, No Normal Defense ([Standard]; +1) (40 Active Points); OAF (-1)
     
12    Armor (8 PD/8 ED) (24 Active Points); OIF (-½), Activation Roll 14- (-½)
6    High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense [very common Sense] (-½), OIF (-½)
3    Sight Group Flash Defense (5 points) (5 Active Points); OIF (-½)


4    Martial Block    +2    +2    Block, Abort
4    Martial Dodge    --    +5    Dodge, Affects All Attacks, Abort
4    Martial Strike    +0    +2    5d6 Strike
5    Offensive Strike    -2    +1    7d6 Strike
3    Martial Throw    +0    +1    3d6 +v/5, Target Falls

 

    Perks
8    Fringe Benefit:  Corporal, International Driver's License, International Police Powers, Passport

    Talents
2    Bump Of Direction (3 Active Points); OIF (-½)
2    Absolute Time Sense (3 Active Points); OIF (-½)
6    Combat Luck (3 PD/3 ED)
5    Eidetic Memory
8    Speed Reading (x1,000)

 

    Skills
5    +1 with Ranged Combat
7    Criminology 16-
3    Scholar
2    1)  KS: Human bio (3 Active Points) 14-
2    2)  KS: International Law (3 Active Points) 14-
2    3)  KS: Superhuman world (3 Active Points) 14-
2    4)  KS: UNTIL (3 Active Points) 14-
2    5)  KS: United Nations (3 Active Points) 14-
2    6)  KS: World Politics (3 Active Points) 14-
3    PS: Until 14-
3    Linguist
4    1)  Language (idiomatic; literate) (5 Active Points)
4    2)  Language:  Cantonese (idiomatic; literate) (5 Active Points)
4    3)  Language:  English (idiomatic; literate) (5 Active Points)
4    4)  Language:  French (idiomatic; literate) (5 Active Points)
4    5)  Language:  German (idiomatic; literate) (5 Active Points)
4    6)  Language:  Japanese (idiomatic; literate) (5 Active Points)
4    7)  Language:  Mandarin (idiomatic; literate) (5 Active Points)
4   😎  Language:  Spanish (idiomatic; literate) (5 Active Points)
4    9)  Language:  Swahili (idiomatic; literate) (5 Active Points)
0    10)  Language:  Vietnamese (imitate dialects; literate) (6 Active Points)
3    Traveler
2    1)  CK: Cairo (3 Active Points) 14-
2    2)  CK: HK (3 Active Points) 14-
2    3)  CK: LA (3 Active Points) 14-
2    4)  CK: Mumbai (3 Active Points) 14-
2    5)  CK: NY (3 Active Points) 14-
2    6)  CK: Paris (3 Active Points) 14-
2    7)  CK: Rio (3 Active Points) 14-
2   😎  CK: Shanghai (3 Active Points) 14-
2    9)  CK: Tokyo (3 Active Points) 14-
3    Bugging 14-
3    Bugging 14-
3    Shadowing 14-
5    Streetwise 13-
3    Bureaucratics 12-
3    Forgery 14-
3    Gambling 14-
3    Stealth 13-
5    Forensic Medicine 15-
3    Paramedics 14-
3    Science Skill:  Biology 14-
3    Science Skill:  Chem 14-
3    Science Skill:  Phys 14-
5    Cramming 
5    Cramming 

Total Powers & Skill Cost:  299
Total Cost:  408

 

200+    Disadvantages
10    Hunted:  Until 8- (Mo Pow; NCI; Watching)
15    Hunted:  Enemies 8- (Mo Pow; NCI; Limited Geographical Area; Harshly Punish)
15    Social Limitation:  Subject to orders (Frequently; Major)
15    Psychological Limitation:  Loyal to Until (Common; Strong)
25    Psychological Limitation:  Curiosity (Very Common; Total)
10    Psychological Limitation:  Code vs Killing (Common; Moderate)
118    Experience Points

Total Disadvantage Points:  408
Earned Experience:  0
Spent Experience:  118
Unspent Experience:  0

 

Background/History:  Mai Nguyen was one the daughter of fairly ordinary parents.  Thus her abilities came as a complete surprise to others.  Extremely intelligent and a voracious reader.  She soon read everything in her little village, and when she got success to the internet, well she was in heaven.  She read everything, but was mostly drawn to detective fiction.  This was going to be her future, much to the disappointment of her parents, who wanted her to marry young and make grandchildren.  But the didn't count on her determination and soon was taking advanced courses in criminology and forensics.  She joined the local police and soon was making a name for herself.  This drew the attention of Until, who asked her to join their ranks.  Now Belle is the main investigator of the alphabet squad.

Personality/Motivation:  Bell has a huge amount of curiosity.  If there is a mystery, she just has to find out what is really going on.

 

Quote:  

 

Powers/Tactics:  Belle has multiple degrees and can speak many languages and has skills that make her a top flight investigator.  As an agent she's competent, but she knows she is no combat expert.  Never the less, she never shows up without her laptop and her two blasters. One is a modified "Shellie" the other a "Screech Owl".  She prefers the second because of the non lethal setting.  If a fight breaks out, she'll find cover and snipe to assist her team mates.

 

Campaign Use:  

 

Appearance:  A Vietnamese national with striking looks, she keeps her hair short, about chin length.  In the field she wears a toughened Until uniform with two holsters and a backpack.
 

 

Belle is indeed inspired by "Belle" of Beauty and the Beast, ie a beautiful book worm who doesn't need a companion. Rather that going to fairy tale route, I went the "I am a modern, educated woman" route. This led me to making her an investigator with a high intelligence and a tonne of skills. And yes, she's expensive because skill monkeys are expensive. That being said, she is a top flight detective. If your team lacks an investigator, Belle would be a good NPC/Mentor for anyone who wants to take the job.

To weaken Belle is hard as she really is not a combatant type. She barely above a regular agent as it is, but if you are serious, dex 15, con 15 and Spd 3.

To strengthen her, dex 21, SPD 5 and maybe a gadget pool (Batman has a utility belt, she has Belle's backpack)

Seriously this is an NPC for the non combat sections of the session, play those up.

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1 hour ago, Mr. R said:

 

Now onto that wonderful second letter "B"

 

 

Belle is indeed inspired by "Belle" of Beauty and the Beast, ie a beautiful book worm who doesn't need a companion. Rather that going to fairy tale route, I went the "I am a modern, educated woman" route. This led me to making her an investigator with a high intelligence and a tonne of skills. And yes, she's expensive because skill monkeys are expensive. That being said, she is a top flight detective. If your team lacks an investigator, Belle would be a good NPC/Mentor for anyone who wants to take the job.

To weaken Belle is hard as she really is not a combatant type. She barely above a regular agent as it is, but if you are serious, dex 15, con 15 and Spd 3.

To strengthen her, dex 21, SPD 5 and maybe a gadget pool (Batman has a utility belt, she has Belle's backpack)

Seriously this is an NPC for the non combat sections of the session, play those up.

 

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"C" is such a nice letter.

 

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2021 Caterwaul

    Val    Char    Cost    Roll    Notes
    30    STR    20    15-    Lift 1600.0kg; 6d6 [3]
    26    DEX    48    14-    OCV:  9/DCV:  9
    20    CON    20    13-
    13    BODY    6    12-
    13    INT    3    12-    PER Roll 12-
    12    EGO    4    11-    ECV:  4
    15    PRE    5    12-    PRE Attack:  3d6
    15    COM    3    12-

    10+8    PD    4        Total:  10/18 PD (0/8 rPD)
    10+8    ED    6        Total:  10/18 ED (0/8 rED)
    6    SPD    24        Phases:  2, 4, 6, 8, 10, 12
    10    REC    0
    40    END    0
    38    STUN    0    Total Characteristic Cost:  143

Movement:    Running:    12"/48"
    Leaping:    6"/12"
    Swimming:    2"/4"

Cost    Powers    END
6    High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense [very common Sense] (-½), OIF (-½)
     
4    Sight Group Flash Defense (5 points) (5 Active Points); IIF (-¼)
     
24    Armor (8 PD/8 ED)


5    Infrared Perception (Sight Group)
5    Nightvision
3    Ultrasonic Perception (Hearing Group)
10    Tracking with Smell/Taste Group
     
25    Running +6" (12" total), x4 Noncombat, Usable [As Second Mode Of Movement] (Leap; +¼), Usable [As Second Mode Of Movement] (Swim; +¼) (25 Active Points)    2
     
50    Sonic screams:  Multipower, 50-point reserve
5u    1)  Energy Blast 10d6 (50 Active Points)    5
5u    2)  Killing Attack - Ranged 3d6+1 (50 Active Points)    5
5u    3)  Drain DEX 3d6+1, Ranged (+½) (49 Active Points)    5
5u    4)  Energy Blast 5d6, No Normal Defense ([Standard]; +1) (50 Active Points)    5


4    Martial Strike    +0    +2    8d6 Strike
5    Offensive Strike    -2    +1    10d6 Strike
4    Martial Block    +2    +2    Block, Abort
4    Martial Dodge    --    +5    Dodge, Affects All Attacks, Abort
4    Martial Escape    +0    +0    45 STR vs. Grabs
3    Martial Grab    -1    -1    Grab Two Limbs, 40 STR for holding on
3    Martial Throw    +0    +1    6d6 +v/5, Target Falls
4    Choke Hold    -2    +0    Grab One Limb; 2d6 NND

 

    Perks
8    Fringe Benefit:  Corporal, International Driver's License, International Police Powers, Passport

 

    Skills
3    Scholar
2    1)  KS: International Law (3 Active Points) 12-
2    2)  KS: Superhuman world (3 Active Points) 12-
2    3)  KS: UNTIL (3 Active Points) 12-
2    4)  KS: United Nations (3 Active Points) 12-
2    5)  KS: World Politics (3 Active Points) 12-
3    PS: Until 12-
3    Acrobatics 14-
3    Breakfall 14-
3    Criminology 12-
3    Deduction 12-
3    Paramedics 12-
3    Shadowing 12-
3    Stealth 14-
4    Survival (Temperate/Subtropical, Mountain) 12-
3    Climbing 14-
3    Streetwise 12-
2    Navigation (Land) 12-
3    Tracking 12-
15    +3 with HTH Combat

Total Powers & Skill Cost:  259
Total Cost:  401

 

200+    Disadvantages
15    Psychological Limitation:  Likes to toy with opponents (Common; Strong)
10    Hunted:  Until 8- (Mo Pow; NCI; Watching)
20    Hunted:  Enemies 8- (Mo Pow; NCI; Harshly Punish)
15    Social Limitation:  Subject to orders (Frequently; Major)
15    Psychological Limitation:  Loyal to Until (Common; Strong)
15    Psychological Limitation:  With great power... (Common; Strong)
111    Experience Points

Total Disadvantage Points:  401
Earned Experience:  0
Spent Experience:  111
Unspent Experience:  0

 

Background/History:  Years ago the MacRory family did a favour for the Shae, and they were given a boon.  When needed, a member of the family would become the family's champion.  And so it went for decades, with a certain family member being randomly chose to receive the gift.  Except recently the gift never seemed to appear.  What the family did not know was that a branch in Canada had been chosen to get the Gift.  Since getting it Stephen MacRory used it to help out in what are the Maritimes of Canada.  He approached Until and soon was receiving training.  Choosing the name Caterwaul, he is now a member of the Alphabet Squad.

 

Personality/Motivation:  Caterwaul has Spidey Syndrome, and wants to help people.

 

Quote:  

 

Powers/Tactics:  Caterwaul likes to get in close and HTH.  His physical abilities make him a dangerous martial artist.  He also has a sonic scream that can damage people, knock them out, disorient them and finally smash rock.  Finally he has a number of enhanced senses that make him an excellent tracker.

 

Campaign Use:  

 

Appearance:  Canadian Scot with red hair and green eyes.  His costume Is a muted Until blue and white.


 

 

Someone in the thread suggested Caterwaul and his power set.  So I took inspiration from and NPC called "Banzai" a Martial Artist with Kia sonic powers and basically made him from memory.  I added some Scottish touches (because if it isn't Scottish it's C#%&) and a couple of catlike touches. And made him from that bestest of countries, Canada.  

 

To weaken him make his Str 25, Dex 23 and get rid of the skills in HTH.

 

To strengthen him we could either increase his Martial Arts (More skills and damage classes) OR more powerful screams OR a mixture of both.  Making his Skill levels to All Combat would be a start!

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"D" is a seductive letter

 

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2021 Delta of Venus

    Val    Char    Cost    Roll    Notes
    15    STR    5    12-    Lift 200.0kg; 3d6 [1]
    17    DEX    21    12-    OCV:  6/DCV:  6
    20    CON    20    13-
    15    BODY    10    12-
    15    INT    5    12-    PER Roll 12-
    23    EGO    26    14-    ECV:  8
    20    PRE    10    13-    PRE Attack:  4d6
    18    COM    4    13-

    8+8    PD    5        Total:  8/16 PD (0/8 rPD)
    8+8    ED    4        Total:  8/16 ED (0/8 rED)
    4    SPD    13        Phases:  3, 6, 9, 12
    7    REC    0
    40    END    0
    33    STUN    0    Total Characteristic Cost:  123

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

 

Cost    Powers    END
7    High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense [very common Sense] (-½), IIF (-¼)
4    Sight Group Flash Defense (5 points) (5 Active Points); IIF (-¼)
14    Armor (8 PD/8 ED) (24 Active Points); Activation Roll 14- (-½), IIF (-¼)
     
90    Multipower, 90-point reserve
3u    1)  Mind Control 10d6, Reduced Endurance (½ END; +¼) (62 Active Points); Limited Power Power loses about half of its effectiveness (Emotion Love; -1)    2
6u    2)  Entangle 3d6, 2 DEF, Reduced Endurance (½ END; +¼), Based On EGO Combat Value (Mental Defense applies; +1), Invisible Power Effects (Fully Invisible; +1) (81 Active Points); Cannot Form Barriers (-¼)    3
6u    3)  Ego Attack 5d6, Reduced Endurance (½ END; +¼) (62 Active Points)    2


4    Martial Strike    +0    +2    6d6 Strike
4    Martial Block    +2    +2    Block, Abort
4    Martial Dodge    --    +5    Dodge, Affects All Attacks, Abort
3    Martial Throw    +0    +1    4d6 +v/5, Target Falls
4    +1 HTH Damage Class(es)

 

    Perks
8    Fringe Benefit:  Federal/National Police Powers, International Driver's License, Passport, Police sergeant, Weapon Permit (where appropriate)

    Skills
3    Scholar
2    1)  KS: International Law (3 Active Points) 12-
2    2)  KS: Superhumans (3 Active Points) 12-
2    3)  KS: UN (3 Active Points) 12-
2    4)  KS: Until (3 Active Points) 12-
2    5)  KS: World Politics (3 Active Points) 12-
3    PS: Agent 12-
3    Linguist
5    1)  Language:  Cantonese (imitate dialects; literate) (6 Active Points)
5    2)  Language:  English (imitate dialects; literate) (6 Active Points)
5    3)  Language:  German (imitate dialects; literate) (6 Active Points)
0    4)  Language:  Hindi (basic conversation; literate) (2 Active Points)
5    5)  Language:  Japanese (imitate dialects; literate) (6 Active Points)
5    6)  Language:  Spanish (imitate dialects; literate) (6 Active Points)
3    Bugging 12-
3    Concealment 12-
3    Acting 13-
5    Conversation 14-
3    Disguise 12-
2    Forgery (Documents) 12-
2    Gambling (Card Games) 12-
5    High Society 14-
5    Interrogation 14-
3    Mimicry 12-
3    Paramedics 12-
5    Persuasion 14-
5    Seduction 14-
3    Bribery 13-
3    Lockpicking 12-
3    Security Systems 12-

Total Powers & Skill Cost:  257
Total Cost:  380

 

200+    Disadvantages
10    Hunted:  Until 8- (Mo Pow; NCI; Watching)
15    Hunted:  Enemies 8- (Mo Pow; NCI; Limited Geographical Area; Harshly Punish)
20    Social Limitation:  Subject to Orders (Very Frequently; Major)
15    Psychological Limitation:  Loyalty to Until (Common; Strong)
20    Psychological Limitation:  Flirt (Very Common; Strong)
5    Reputation:  Flirt, 8-
10    Distinctive Features:  (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
85    Experience Points

Total Disadvantage Points:  380
Earned Experience:  0
Spent Experience:  85
Unspent Experience:  0

 

Background/History:  Jiera Anand Is from India.  She had a normal childhood in an upper caste family.  Then her powers manifested.  She could make people admire and fall at her feet at a whim.  To make it harder she started trying to not use her power.  She decided to learn as much about seduction and persuasion as she could.  But the moral code her parents instilled in her ran too deep and she felt bad using her powers and skills on innocent people.  Then she started using them on the ones who preyed on the innocent.  She would get to know them, gain their trust and then get them to confess everything.  She would then turn the information over to the authorities.  Eventually Until got word of her activities, and seeing a possible infiltration expert, they gained her trust.  Now Delta of Venus gets into an organization and helps from the inside.

 

Personality/Motivation:  She likes using her abilities, and this is a sanctioned way to do so.

 

Quote:  

 

Powers/Tactics:  Delta is a psionic with a set of very narrow but powerful abilities.  Her first is the Emotion Control.  She can get someone to fall in love with her at a moment's notice.  She can also override the pleasure center to cause people to stand in rapture (her Mental Entangle).  Finally she can push the pleasure centers to the point of driving a person unconscious.  Add her social skills and abilities and she is a first class infiltrator.

 

Campaign Use:  

 

Appearance:  Delta rarely wears a costume, usually in cutting edge fashions that Until has reinforced for her protection.  She usually wears outfits to accentuate her figure.  She has long black hair and brown eyes.


 

When this name was posted I thought "OK a change in Venus?" (Hey I teach science.  I saw a Hoodie with SOA and thought Strongest Oxidizing Agent--- Nope Sons of Anarchy).  Then he explained the name and I got my background.  With her powers she can get into an organization and work from the inside.  Think Black Widow with no Martial Arts (You think I'm pretty?)  She has the skills and backed up with her powers, she can make almost anyone fall in love with her.

 

To weaken her do like Belle  Dex 15 Ego 20 and SPD 3 and get rid of the Reduced Endurance on her powers.

 

To strengthen her Add AE slots for her powers to the MP, some DCV only skill levels and maybe SPD 5.

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We come to "E".  She has no code name:

 

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2021 Elinor

    Val    Char    Cost    Roll    Notes
    60    STR    50    21-    Lift 102.4tons; 12d6 [6]
    21    DEX    33    13-    OCV:  7/DCV:  7
    25    CON    30    14-
    13    BODY    6    12-
    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    13        Total:  25 PD (10 rPD)
    25    ED    20        Total:  25 ED (10 rED)
    4    SPD    9        Phases:  3, 6, 9, 12
    20    REC    6
    50    END    0
    56    STUN    0    Total Characteristic Cost:  183

Movement:    Running:    11"/22"
    Leaping:    12"/24"
    Swimming:    2"/4"

 

Cost    Powers    END
6    High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½), Sense Affected As More Than One Sense [very common Sense] (-½)
3    Sight Group Flash Defense (5 points) (5 Active Points); OIF (-½)
     
10    Damage Resistance (10 PD/10 ED)


15    Physical Damage Reduction, Resistant, 25%
15    Energy Damage Reduction, Resistant, 25%


10    Life Support  (Extended Breathing: 1 END per Turn; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)


14    Knockback Resistance -7"


22    Healing BODY 1 ½d6 (standard effect: 4 points), Can Heal Limbs, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 Active Points); Always On (-½), Self Only (-½)


17    Running +5" (11" total), Usable [As Second Mode Of Movement] (Swim; +¼), Usable [As Second Mode Of Movement] (Leap; +¼), Reduced Endurance (½ END; +¼) (17 Active Points)    1


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


20    Luck 4d6


4    Martial Block    +2    +2    Block, Abort
3    Martial Throw    +0    +1    12d6 +v/5, Target Falls
4    Martial Dodge    --    +5    Dodge, Affects All Attacks, Abort
4    Martial Escape    +0    +0    75 STR vs. Grabs
3    Martial Grab    -1    -1    Grab Two Limbs, 70 STR for holding on

 

    Perks
8    Fringe Benefit:  Federal/National Police Powers, International Driver's License, Passport, Police sergeant, Weapon Permit (where appropriate)

 

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

 

    Skills
3    Scholar
2    1)  KS: International Law (3 Active Points) 12-
2    2)  KS: Superhumans (3 Active Points) 12-
2    3)  KS: UN (3 Active Points) 12-
2    4)  KS: Until (3 Active Points) 12-
2    5)  KS: World Politics (3 Active Points) 12-
3    PS: Agent 12-
3    Paramedics 12-
9    Combat Piloting 16-
10    Navigation (Air, Land, Space) 15-
5    TF:  Combat Aircraft, Helicopters, Industrial & Exploratory Spacecraft, Large Planes, Military Spacecraft, Small Planes
2    WF:  Vehicle Weapons (group)
5    Electronics 13-
5    Mechanics 13-
3    Parachuting 13-
5    +1 with HTH Combat

Total Powers & Skill Cost:  240
Total Cost:  423

 

200+    Disadvantages
10    Hunted:  Until 8- (Mo Pow; NCI; Watching)
15    Hunted:  Enemies 8- (Mo Pow; NCI; Limited Geographical Area; Harshly Punish)
20    Social Limitation:  Subject to Orders (Very Frequently; Major)
15    Psychological Limitation:  Loyalty to Until (Common; Strong)
15    Psychological Limitation:  Unsure of Powers (Common; Strong)
5    Enraged:  Racist (Uncommon), go 8-, recover 14-
10    Vulnerability:  2 x STUN Radiation (Uncommon)
133    Experience Points

Total Disadvantage Points:  423
Earned Experience:  0
Spent Experience:  133
Unspent Experience:  0

 

Background/History:  Elinor Ndiaye is from South Africa.  She wanted to get out of the possible life she had and so joined the Air Force.  But she didn't just want to work on airplanes, she wanted to fly them.  Unfortunately being Negro and female meant she was always passed over,  So she applied to join Until as a pilot.  And was accepted.  She had an exemplary record and was selected for those hazardous missions where they needed a good pilot.  Then she was in a mission where they were helping a pair of Super teams against a supervillain base on the moon.  There was an explosion and she got caught in a lot of the energies released.  She was barely alive when they got back to earth and she remained in a coma for a year.  When she came out of the coma, it was realized that she was different.  She was now a super.  But she had no desire to leave Until, so she was assigned to the Alphabet Squad as their pilot and team brick.  She hates code names so she just called Elinor.

 

Personality/Motivation:  Elinor is just a normal person trying to come to terms with what has happened.  She's confident in her flying, but still very unsure what her powers do.  The one thing that sets her off is racist attitudes.

 

Quote:  

Powers/Tactics:  A brick.  She's not a bullet proof as some, but her recovery from injury is astounding.  Add the Martial Art training all agents get, and she's a pretty competent HTH person!

 

Campaign Use:  

Appearance:  At 171 cm and 62 KG Elinor does not look like one of the strongest people on the planet.  Her hair is black and shoulder length as are her eyes.  She wears a standard Until uniform that is mostly for show.

 

 

I wanted the Brick who gets hurt, but heals before your eyes.  In a way she's like Wolverine (but prettier).  And taking inspiration for Ben Grimm, I made her a hot shot pilot.

 

To power her up a few levels of HTH, Spd of 5, and general improvement of her stats.  Maybe add a Vehicle pool!

 

To weaken her get rid of the Damage Reduction and maybe even the Reduced End on Strength

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The great letter "F"

 

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2021 Freefire

    Val    Char    Cost    Roll    Notes
    15    STR    5    12-    Lift 200.0kg; 3d6 [1]
    26    DEX    48    14-    OCV:  9/DCV:  9
    25    CON    30    14-
    13    BODY    6    12-
    13    INT    3    12-    PER Roll 12-
    10    EGO    0    11-    ECV:  3
    15    PRE    5    12-    PRE Attack:  3d6
    14    COM    2    12-

    8    PD    5        Total:  8 PD (5 rPD)
    8    ED    3        Total:  8 ED (5 rED)
    6    SPD    24        Phases:  2, 4, 6, 8, 10, 12
    8    REC    0
    50    END    0
    34    STUN    0    Total Characteristic Cost:  131

Movement:    Running:    30"/120"
    Leaping:    3"/6"
    Swimming:    2"/4"

 

Cost    Powers    END
5    Sight Group Flash Defense (8 points) (8 Active Points); OIF (-½)
5    Sight Group Flash Defense (8 points) (8 Active Points); OIF (-½)
4    Damage Resistance (5 PD/5 ED) (5 Active Points); IIF (-¼)
     
     
69    Running +24" (30" total), x4 Noncombat, Reduced Endurance (½ END; +¼) (69 Active Points)    2
     
112    Multipower, 112-point reserve
5u    1)  Energy Blast 10d6 (50 Active Points)    5
5u    2)  Energy Blast 5d6, No Normal Defense ([Standard]; +1) (50 Active Points)    5
6u    3)  Energy Blast 9d6, Reduced Endurance (½ END; +¼), Area Of Effect (44" Line; +1 ¼) (112 Active Points); Limited Power Power loses about half of its effectiveness (Only along run path; -1)    5


4    Martial Block    +2    +2    Block, Abort
4    Martial Dodge    --    +5    Dodge, Affects All Attacks, Abort
4    Martial Escape    +0    +0    40 STR vs. Grabs
4    Martial Strike    +0    +2    7d6 Strike
3    Martial Throw    +0    +1    5d6 +v/5, Target Falls
5    Passing Strike    +1    +0    5d6 +v/5; FMove
5    Flying Dodge    --    +4    Dodge All Attacks, Abort; FMove
8    +2 HTH Damage Class(es)

 

    Perks
8    Fringe Benefit:  Corporal, International Driver's License, International Police Powers, Passport

 

    Skills
3    Scholar
2    1)  KS: Football (soccer) (3 Active Points) 12-
2    2)  KS: International Law (3 Active Points) 12-
2    3)  KS: Superhumans (3 Active Points) 12-
2    4)  KS: UN (3 Active Points) 12-
2    5)  KS: Until (3 Active Points) 12-
2    6)  KS: World Politics (3 Active Points) 12-
3    PS: Agent 12-
3    PS: Football (soccer) 12-
3    Paramedics 12-
3    Stealth 14-
3    Streetwise 12-
2    Navigation (Land) 12-
4    Survival (Desert, Urban) 12-
1    Language:  Spanish (imitate dialects; literate) (6 Active Points)
6    Language:  English (imitate dialects; literate)

Total Powers & Skill Cost:  299
Total Cost:  430

200+    Disadvantages
10    Hunted:  Until 8- (Mo Pow; NCI; Watching)
20    Hunted:  Enemies 8- (Mo Pow; NCI; Harshly Punish)
15    Social Limitation:  Subject to orders (Frequently; Major)
15    Psychological Limitation:  Loyal to Until (Common; Strong)
15    Psychological Limitation:  Treats it like a game (Common; Strong)
15    Psychological Limitation:  Thrill seeker (Common; Strong)
10    Physical Limitation:  requires 4X food (Frequently; Slightly Impairing)
130    Experience Points

Total Disadvantage Points:  430
Earned Experience:  0
Spent Experience:  130
Unspent Experience:  0

 

Background/History:  Basilio Manriquez Grew up in Argentina and LOVED football.  He practiced a lot and was fairly talented.  But then his powers manifested and though he tried to hide them, he was soon blocked from participating in any type of sports.  So he began offering his services as a courier but soon found himself on the bad side of the law and hunted by a crime cartel. But it also brought him to the attention of Until, who got him out of the situation and offered him a job.  Later it was found that not only was he fast, but he could generate enough heat to cause fire to follow in his wake.  Now he works mostly for the Alphabet Squad as a courier, but also a resident speedster called Freefire!

 

Personality/Motivation:  Basilio is a sports nut at heart.  He still treats it like a game, and has developed friendly rivalries with enemy speedsters.  He also will take risks just to make the game more fun!

 

Quote:  

 

Powers/Tactics:  Primarily a speedster, Freefire can generate enough heat when running to cause a wall of flame to form behind him.  He has also learned how to fling it at opponents.  But primarily he will do the tried and true speedster tactics.  

 

Campaign Use:  

 

Appearance:  Argentinian with Dark hair and eyes.  Like Elinor his Uniform is just for show, but looks like a standard Until armor!

Gurps Super Thugs had a Speedster called Blaze and so I used his background for this build.  And a similar attitude, but a more benevolent attitude.

 

To power him up add a dice or two to the AE attack (the others are really fine) and a point of Spd.  And maybe some more PD and ED (Combat Luck X2 for 6 rpd / 6 red)

 

To weaken him, get rid of the damage classes on the MA and the reduced end on the AE line attack.  

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The letter is "G"

 

 

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2021 Gunslinger

    Val    Char    Cost    Roll    Notes
    15    STR    5    12-    Lift 200.0kg; 3d6 [1]
    23    DEX    39    14-    OCV:  8/DCV:  8
    20    CON    20    13-
    13    BODY    6    12-
    18    INT    8    13-    PER Roll 15-
    11    EGO    2    11-    ECV:  4
    18    PRE    8    13-    PRE Attack:  3 ½d6
    14    COM    2    12-

    8+8    PD    5        Total:  8/16 PD (0/8 rPD)
    8+8    ED    4        Total:  8/16 ED (0/8 rED)
    5    SPD    17        Phases:  3, 5, 8, 10, 12
    7    REC    0
    40    END    0
    31    STUN    0    Total Characteristic Cost:  116

Movement:    Running:    6"/12"
    Flight:    10"/80"
    Leaping:    3"/6"
    Swimming:    2"/4"

Cost    Powers    END
12    Armor (8 PD/8 ED) (24 Active Points); OIF (-½), Activation Roll 14- (-½)
6    High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense [very common Sense] (-½), OIF (-½)
5    Sight Group Flash Defense (8 points) (8 Active Points); OIF (-½)
6    +2 PER with all Sense Groups
     
38    Multipower, 45-point reserve, all slots Reduced Endurance (0 END; +½) (67 Active Points); all slots OAF (-1)
        Notes:  (x2 number of items)
2u    1)  Energy Blast 8d6 (40 Active Points); OAF (-1)
2u    2)  Energy Blast 5d6, Double Knockback (+¾) (44 Active Points); OAF (-1)
2u    3)  Energy Blast 4d6, No Normal Defense ([Standard]; +1) (40 Active Points); OAF (-1)
2u    4)  Killing Attack - Ranged 2 ½d6 (40 Active Points); OAF (-1)
2u    5)  Entangle 4d6, 4 DEF (40 Active Points); OAF (-1)
2u    6)  Sight Group Flash 8d6 (40 Active Points); OAF (-1)
     
30    Missile Deflection (Any Ranged Attack), Adjacent Hex (+½) (30 Active Points)
     
22    Flight 10", x8 Noncombat, Reduced Endurance (0 END; +½) (45 Active Points); OAF (-1)


4    Martial Block    +2    +2    Block, Abort
4    Martial Dodge    --    +5    Dodge, Affects All Attacks, Abort
4    Martial Escape    +0    +0    30 STR vs. Grabs
4    Martial Strike    +0    +2    5d6 Strike
3    Martial Throw    +0    +1    3d6 +v/5, Target Falls


4    Basic Shot    +0    +0    Strike, +3 DC
5    Distance Shot    +0    -2    Strike +1 DC , +1 Segment
4    Offensive Shot    -1    -1    Strike, +5 DC
5    Far Shot    +1    -1    Strike +1 DC
4    +1 Ranged Damage Class(es)

 

    Perks
8    Fringe Benefit:  Corporal, International Driver's License, International Police Powers, Passport

 

    Talents
9    Lightning Reflexes: +6 DEX to act first with All Actions
8    Combat Shooting
3    Absolute Range Sense
2    Absolute Time Sense (3 Active Points); OIF (-½)
2    Bump Of Direction (3 Active Points); OIF (-½)

 

    Skills
3    Scholar
2    1)  KS: Human Bio (3 Active Points) 13-
2    2)  KS: International Law (3 Active Points) 13-
2    3)  KS: Superhuman world (3 Active Points) 13-
2    4)  KS: UNTIL (3 Active Points) 13-
2    5)  KS: United Nations (3 Active Points) 13-
2    6)  KS: World Politics (3 Active Points) 13-
3    PS: Until 13-
1    Language:  Japanese (imitate dialects; literate) (6 Active Points)
6    Language:  English (imitate dialects; literate)
3    Paramedics 13-
3    Science Skill:  Medicine 13-
3    Science Skill:  Medicine 13-
4    Field Med Kit:  +2 with Paramedics
2    Navigation (Land) 13-
7    Tactics 15-
3    Demolitions 13-
3    Fast Draw 14-
3    Interrogation 13-
3    Persuasion 13-
15    +3 with Ranged Combat

Total Powers & Skill Cost:  278
Total Cost:  394

200+    Disadvantages
10    Hunted:  Until 8- (Mo Pow; NCI; Watching)
20    Hunted:  Enemies 8- (Mo Pow; NCI; Harshly Punish)
15    Social Limitation:  Subject to orders (Frequently; Major)
15    Psychological Limitation:  Loyal to Until (Common; Strong)
10    Psychological Limitation:  Casual Killer (Common; Moderate)
10    Reputation: , 11-
114    Experience Points

Total Disadvantage Points:  394
Earned Experience:  0
Spent Experience:  114
Unspent Experience:  0

 

Background/History:  Daisuke Miura likes two things samurai and American Westerns.  He practiced with fake guns and eventually got a permit for a pistol to practice his shooting.  He was found to be gifted and was soon recruited by the government as an agent.  Eventually he was seconded to Until and has been rising through the ranks and is now a Tactical Leader.  Recently he has been assigned to the Alphabet Squad as a team leader.  This has rubbed some others on the team such a Belle the wrong way because the rumours are Gunslinger is a bit bloodthirsty.  But so far he has been proven to be a competent leader.

 

Personality/Motivation:  He lives to serve.  Until is who he has given his loyalty to and so he serves to the best of his ability.  

 

Quote:  

 

Powers/Tactics:  Gunslinger is a phenomenal shot and can do things with a pistol that others imagine only in movies,  Add the specialty blasters he commissioned and you get a very competent agent.  He generally leads from the back and gives support.  

 

Campaign Use:  

 

Appearance:  Tall Japanese man in very good shape,  He wears a standard uniform, but with a prototype jet pack on the back so he can keep up with some of his faster moving allies!


 

 

 

My inspiration for this is City of Heroes. There was a villain type called "Gunslingers" that were leaders in "The Malta Group" They used trick pistols and had different loads, and could teleport around. Got rid of the T-port, but kept the guns. Added a samurai attitude and made him a bit bloodthirsty. He's a capable leader, medic and operative though.

To power him up nastier guns and more damage classes, maybe even a Spd 6

To weaken him get rid of the ranged skill levels and ranged damage classes, and maybe even a Spd 4

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Operative "H"

 

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2021 Hellstorm

    Val    Char    Cost    Roll    Notes
    15    STR    5    12-    Lift 200.0kg; 3d6 [1]
    21    DEX    33    13-    OCV:  7/DCV:  7
    25    CON    30    14-
    13    BODY    6    12-
    13    INT    3    12-    PER Roll 12-
    11    EGO    2    11-    ECV:  4
    13    PRE    3    12-    PRE Attack:  2 ½d6
    12    COM    1    11-

    8+20    PD    5        Total:  8/28 PD (0/20 rPD)
    8+20    ED    3        Total:  8/28 ED (0/20 rED)
    5    SPD    19        Phases:  3, 5, 8, 10, 12
    8    REC    0
    50    END    0
    34    STUN    0    Total Characteristic Cost:  110

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

Cost    Powers    END
6    High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½), Sense Affected As More Than One Sense [very common Sense] (-½)
     
5    Sight Group Flash Defense (5 points)
5    Infrared Perception (Sight Group)
10    Tracking with Sight Group
     
25    Elemental Control, 50-point powers
31    1)  Flight 20", x4 Noncombat, Reduced Endurance (½ END; +¼) (56 Active Points)    2
25    2)  Force Field (20 PD/20 ED), Reduced Endurance (½ END; +¼) (50 Active Points)    2
25    3)  Force Wall (8 PD/8 ED), Reduced Endurance (½ END; +¼) (50 Active Points)    2
     
100    Multipower, 100-point reserve
8u    1)  Energy Blast 13d6, Reduced Endurance (½ END; +¼) (81 Active Points)    3
10u    2)  Energy Blast 10d6, Area Of Effect (5" Radius; +1) (100 Active Points)    10
9u    3)  Energy Blast 10d6, Reduced Endurance (½ END; +¼), Explosion (+½) (87 Active Points)    3
8u    4)  Sight Group Flash 13d6, Reduced Endurance (½ END; +¼) (81 Active Points)    3


4    Martial Block    +2    +2    Block, Abort
4    Martial Dodge    --    +5    Dodge, Affects All Attacks, Abort
4    Martial Strike    +0    +2    5d6 Strike
3    Martial Throw    +0    +1    3d6 +v/5, Target Falls
3    Martial Grab    -1    -1    Grab Two Limbs, 25 STR for holding on

 

    Perks
8    Fringe Benefit:  Federal/National Police Powers, International Driver's License, Passport, Police sergeant, Weapon Permit (where appropriate)

 

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

 

    Skills
3    Scholar
2    1)  KS: International Law (3 Active Points) 12-
2    2)  KS: Superhumans (3 Active Points) 12-
2    3)  KS: UN (3 Active Points) 12-
2    4)  KS: Until (3 Active Points) 12-
2    5)  KS: World Politics (3 Active Points) 12-
3    PS: Agent 12-
3    Acrobatics 13-
1    Language:  Spanish (imitate dialects; literate) (6 Active Points)
6    Language:  English (imitate dialects; literate)
3    Electronics 12-
3    Mechanics 12-
3    Navigation 12-
3    Paramedics 12-
3    Power 12-
3    PS: Vulcanologist 12-
3    Science Skill:  Vulcanologist 12-
3    Persuasion 12-
3    Seduction 12-

Total Powers & Skill Cost:  360
Total Cost:  470

 

200+    Disadvantages
10    Hunted:  Until 8- (Mo Pow; NCI; Watching)
15    Hunted:  Enemies 8- (Mo Pow; NCI; Limited Geographical Area; Harshly Punish)
20    Social Limitation:  Subject to Orders (Very Frequently; Major)
15    Psychological Limitation:  Loyalty to Until (Common; Strong)
20    Physical Limitation:  Must wear harness or powers are uncontrollable (All the Time; Greatly Impairing)
5    Vulnerability:  1 ½ x STUN Cold (Uncommon)
10    Vulnerability:  2 x Effect Cold (Uncommon)
175    Experience Points

Total Disadvantage Points:  470
Earned Experience:  0
Spent Experience:  175
Unspent Experience:  0

 

Background/History:  Alejandro Hernandez Vargas is a vulcanologist and was getting up close to study a volcano's eruption.  But he miscalculated and the gases and heat overwhelmed him.  He was rescued, but the strange gases and heat had their effect.  He was now in danger of bursting into flame at inopportune time.  His path of destruction was halted by a super team and he was given into the care of Until.  Eventually a controlling method was developed and it allowed him to get out into the world.  He still looks for a cure, but until that happens, he works with the Alphabet Squad and one of the flying blasters called Hellstorm!

 

Personality/Motivation:  Hell storm is a reluctant hero.  He just wants a cure and go back to a normal life.  

 

Quote:  

 

Powers/Tactics:  Get airborne and reign hell from above.  He is one of the heavy hitters of the squad and some collateral damage results from him.  

 

Campaign Use:  

 

Appearance:  Short Mexican male of average height and weight,  He has black hair and brown eyes and has a mustache and a goatee!

 

 

Hellstorm is certainly one of the heavy hitters of the Squad. But it can also lead to some collateral damage if he is not careful!

To power him up give him a 14 d6 attack and add to the rest of the MP accordingly. Adding to the EC bring it up to 23" flight, 22/22 FF, and a 9/9 FW could also work, making him more durable in combat.

To weaken him bring the MP to 11d6 and bring the EC to 18" fly, 18/18 FF, and 7/7 FW (or even no FW if you want to really weaken him!

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"I" is immediately after "H"

 

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2021 Mr. Immediate


Val Char Cost Roll Notes

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

18 DEX 24 13- OCV:  6/DCV:  6

20 CON 20 13-

13 BODY 6 12-

13 INT 3 12- PER Roll 12-

11 EGO 2 11- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

16 COM 3 12-

 

8+8 PD 5 Total:  8/16 PD (0/8 rPD)

8+8 ED 4 Total:  8/16 ED (0/8 rED)

4 SPD 12 Phases:  3, 6, 9, 12

7 REC 0

40 END 0

31 STUN 0 Total Characteristic Cost:  87

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

Teleportation: 50"/100"

 

Cost Powers END

6 High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½), Sense Affected As More Than One Sense [very common Sense] (-½)

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

 

12 Armor (8 PD/8 ED) (24 Active Points); OIF (-½), Activation Roll 14- (-½)

 

90 Multipower, 90-point reserve

7u 1)  Teleportation 20", No Relative Velocity, Position Shift, x2 Increased Mass, Reduced Endurance (½ END; +¼) (75 Active Points) 3

9u 2)  Teleportation 10", No Relative Velocity, Position Shift, x2 Increased Mass, MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+¼) (90 Active Points) 9

9u 3)  Teleportation 20", No Relative Velocity, Position Shift, x8 Increased Mass, MegaScale (1" = 1 km; +¼) (87 Active Points) 9

 

30 Teleportation: Floating Fixed Location (6 Locations)

 

60 Multipower, 120-point reserve,  (120 Active Points); all slots OAF (-1)

6u 1)  Energy Blast 6d6, 8 Continuing Charges lasting 1 Turn each (+0), Area Of Effect (9" Radius; +1), No Normal Defense ([Standard]; +1), Continuous (+1) (120 Active Points); OAF (-1) [8 cc]

2u 2)  Entangle 4d6, 4 DEF, Area Of Effect (One Hex; +½) (60 Active Points); OAF (-1), 8 Charges (-½) [8]

3u 3)  Energy Blast 8d6, 16 Charges (+0), Explosion (+½) (60 Active Points); OAF (-1) [16]

4u 4)  (Total: 102 Active Cost, 41 Real Cost) Sight and Hearing Groups Flash 6d6, Explosion (+½) (52 Active Points); OAF (-1), 8 Charges (-½) (Real Cost: 21) plus Energy Blast 4d6, Explosion (+½), No Normal Defense ([Standard]; +1) (50 Active Points); OAF (-1), 8 Charges (-½) (Real Cost: 20) [8]

 

4 Martial Block +2 +2 Block, Abort

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

3 Martial Grab -1 -1 Grab Two Limbs, 25 STR for holding on

4 Martial Strike +0 +2 5d6 Strike

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

 

Perks

8 Fringe Benefit:  Federal/National Police Powers, International Driver's License, Passport, Police sergeant, Weapon Permit (where appropriate)

 

Talents

2 Absolute Time Sense (3 Active Points); OIF (-½)

2 Bump Of Direction (3 Active Points); OIF (-½)

 

Skills

3 Scholar

2 1)  KS: International Law (3 Active Points) 12-

2 2)  KS: Superhumans (3 Active Points) 12-

2 3)  KS: UN (3 Active Points) 12-

2 4)  KS: Until (3 Active Points) 12-

2 5)  KS: World Politics (3 Active Points) 12-

3 PS: Agent 12-

3 Bureaucratics 12-

3 Paramedics 12-

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

6 Language:  English (imitate dialects; literate)

3 Stealth 13-

3 Traveler

2 1)  AK (3 Active Points) 12-

2 2)  AK (3 Active Points) 12-

2 3)  AK (3 Active Points) 12-

2 4)  AK (3 Active Points) 12-

2 5)  AK (3 Active Points) 12-

2 6)  AK (3 Active Points) 12-

2 7)  AK (3 Active Points) 12-

2 😎 CK (3 Active Points) 12-

2 9)  CK (3 Active Points) 12-

2 10)  CK (3 Active Points) 12-

2 11)  CK (3 Active Points) 12-

2 12)  CK (3 Active Points) 12-

2 13)  CK (3 Active Points) 12-

3 Navigation 12-

 

Total Powers & Skill Cost:  335

Total Cost:  422

 

200+ Disadvantages

10 Hunted:  Until 8- (Mo Pow; NCI; Watching)

15 Hunted:  Enemies 8- (Mo Pow; NCI; Limited Geographical Area; Harshly Punish)

20 Social Limitation:  Subject to Orders (Very Frequently; Major)

15 Psychological Limitation:  Loyalty to Until (Common; Strong)

15 Physical Limitation:  Weirdness Magnet (All the Time; Slightly Impairing)

10 Unluck: 2d6

137 Experience Points

 

Total Disadvantage Points:  422

Earned Experience:  0

Spent Experience:  137

Unspent Experience:  0

 

Background/History:  Emil Dahl is a Norwegian who hates the cold.  Winter comes and he dreams of being someplace warm.  Then one day while dreaming about being someplace else, he was, the Canary Islands.  A little testing confirmed he was a teleporter.  But now for some reason he was a weirdness magnet.  Soon strange things start happening when he was around.  He figured if he was going to be a weirdness magnet, then he might as well get paid and some protection. So, he contacted Until and showed what he could do.  And Mr. Immediate was soon porting himself and his allies around the world.

 

Personality/Motivation:  He's at best a normal person making the best of a bad situation.  

 

Quote:  

 

Powers/Tactics:  His main power is Teleportation.  He can get team members to a location immediately, and can often get them out of trouble as well.  He has no intrinsic attacks, but carries a wet of Until grenades that he can sort of tport to a location!

 

Campaign Use:  

 

Appearance:  Tall, blond hair and blue eyes.  He wears standard Until armour and has a small side satchel with his grenades!


 

 

I envisioned this person as the reluctant hero types.  He'd just love to be able to teleport to all those nice places and see the sights and have some fun and then teleport home.  But now when he goes somewhere there is some sort of plot or group or event where he'll be asked to lend a hand or what ever.  So he figured it would be a good idea to have back up.

 

To strengthen Mr. Immediate just adding the Indirect advantage to his grenade pool would do a lot.

 

To weaken him get rid of some of the charges on the grenades and a few Floating locations.  Really he's not a combatant but a reason the Squad can have operatives there at a moment's notice, and possibly get them out also!

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  • 2 weeks later...

He comes from a land down under

 

Quote

2021 Jumping Jack

 

Val    Char   Cost   Roll Notes

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

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

  23      CON      26      14-

  13      BODY     6       12-

  18      INT         8       13-    PER Roll 13-

  11      EGO        2       11-    ECV:  4

  18      PRE         8       13-    PRE Attack:  3 ½d6

  20      COM       5       13-

 

8+8    PD           4                Total:  8/16 PD (0/8 rPD)

8+8    ED           3                Total:  8/16 ED (0/8 rED)

    6       SPD        26               Phases:  2, 4, 6, 8, 10, 12

    9       REC        0

  46      END        0

  35      STUN      0       Total Characteristic Cost:  140

 

Movement:                   Running:               11"/22"

                                        Leaping:                14"/56"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

12       Armor (8 PD/8 ED) (24 Active Points); Activation Roll 14- (-½), OIF (-½)

4          Sight Group Flash Defense (6 points) (6 Active Points); OIF (-½)

10       Running +5" (11" total)                                                           1

12       Leaping +10" (14" forward, 7" upward) (Accurate, x4 Noncombat) (20 Active Points); OIF (-½)          2

             

53       Multipower, 120-point reserve,  (120 Active Points); all slots OAF (-1), Range Based On Strength (-¼)

5u       1)  Energy Blast 6d6, 8 Continuing Charges lasting 1 Turn each (+0), Area Of Effect (9" Radius; +1), No Normal Defense ([Standard]; +1), Continuous (+1) (120 Active Points); OAF (-1), Range Based On Strength (-¼)          [8 cc]

2u       2)  Entangle 4d6, 4 DEF, Area Of Effect (One Hex; +½) (60 Active Points); OAF (-1), 8 Charges (-½), Range Based On Strength (-¼)                                                                                            [8]

3u       3)  Energy Blast 8d6, 16 Charges (+0), Explosion (+½) (60 Active Points); OAF (-1), Range Based On Strength (-¼)        [16]

4u       4)  (Total: 102 Active Cost, 37 Real Cost) Sight and Hearing Groups Flash 6d6, Explosion (+½) (52 Active Points); OAF (-1), 8 Charges (-½), Range Based On Strength (-¼) (Real Cost: 19) plus Energy Blast 4d6, Explosion (+½), No Normal Defense ([Standard]; +1) (50 Active Points); OAF (-1), 8 Charges (-½), Range Based On Strength (-¼) (Real Cost: 18)   [8]

             

48       Variable Power Pool, 40 base + 8 control cost,  (60 Active Points); VPP Can Only Be Changed Between Adventures (-½); all slots OAF (-1)

4          Martial Block                                                                           +2            +2           Block, Abort

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

4          Martial Escape                                                                        +0            +0           45 STR vs. Grabs

3          Martial Grab                                                                             -1            -1            Grab Two Limbs, 40 STR for holding on

4          Martial Strike                                                                           +0            +2           8d6 Strike

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

5          Offensive Strike                                                                       -2            +1           10d6 Strike

3          Takedown                                                                                +1            +1           6d6 Strike; Target Falls

4          Counterstrike                                                                           +2            +2           8d6 Strike, Must Follow Block

8          +2 HTH Damage Class(es)

 

       Perks

8          Fringe Benefit:  Federal/National Police Powers, International Driver's License, Passport, Police sergeant, Weapon Permit (where appropriate)

 

       Talents

2          Absolute Time Sense (3 Active Points); OIF (-½)

2          Bump Of Direction (3 Active Points); OIF (-½)

 

       Skills

3          Scholar

2          1)  KS: International Law (3 Active Points) 13-

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

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

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

2          5)  KS: World Politics (3 Active Points) 13-

3          PS: Agent 13-

3          Acrobatics 14-

3          Breakfall 14-

3          Computer Programming 13-

3          Criminology 13-

3          Deduction 13-

3          Demolitions 13-

3          Electronics 13-

3          Inventor 13-

3          Mechanics 13-

2          Navigation (Land) 13-

3          Paramedics 13-

3          Science Skill:  Mechanical Engineering 13-

3          Science Skill:  Electrical Engineering 13-

8          +1 with All Combat

 

Total Powers & Skill Cost:  269

Total Cost:  409

 

200+  Disadvantages

10       Hunted:  Until 8- (Mo Pow; NCI; Watching)

15       Hunted:  Enemies 8- (Mo Pow; NCI; Limited Geographical Area; Harshly Punish)

20       Social Limitation:  Subject to Orders (Very Frequently; Major)

15       Psychological Limitation:  Loyalty to Until (Common; Strong)

15       Psychological Limitation:  De4sire to help the common person (Common; Strong)

134     Experience Points

 

Total Disadvantage Points:  409

Earned Experience:  0

Spent Experience:  134

Unspent Experience:  0

 

Background/History:  Jackson White grew up in Australia.  Melbourne to be exact.  When young he demonstrated a facility with mechanics and engineering that put him on a fast track to a very good career, but money wasn't enough.  He wanted to help people at a basic level.  But he found many of his ideas blocked and plans countered.  Then came the gift from a grandfather in England.  A large crate was delivered and he found a very rudimentary set of spring loaded jumping boots and a journal.  Seems grandpa was Spring Healed Jack of olden times and bequeathed his tools and a small inheritance to his grandson.  Jackson soon improved on the devices and honed his skills and started looking to see who was behind his difficulties.  Soon a cabal of crime came to light who were stifling improvements to preserve their status quo and keep people ground down.  Jackson soon realized that there were things bigger than him and started looking for allies.  Until put out feelers and now he's Jumping Jack.

 

Personality/Motivation:  Jackson is a big L liberal.  He is left of centre and wants to use his abilities to help the common people.  Those that interfere with this need to be taken care of, so that the most good can go to the most people.

 

Quote: 

 

Powers/Tactics:  At the beginning, Jack was a basically a martial artist with good maneuverability.  Since joining Until though, he has expanded his repertoire with a selection of Until grenades.  He will jump around, softening up the opposition with the grenades, before going in HTH!

 

Campaign Use: 

 

Appearance:  Tall, blond with a sight beard.  His suit is standard blue and white, except for the boots that are black.  As well he carries a side satchel for the grenades!

 

 

  I took the Spidy villain Pumpkin Jack as my inspiration. 

 

To Power him up, give him more gadgets

 

To weaken him, get rid of the grenades

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He loves a good fight!

 

Quote

2021 Knockout

 

Val    Char   Cost   Roll Notes

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

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

   23      CON       26      14-

   13      BODY     6       12-

   13      INT          3       12-    PER Roll 12-

   15      EGO        10      12-    ECV:  5

   15      PRE         5       12-    PRE Attack:  3d6

   16      COM       3       12-

 

8+18    PD           5                 Total:  8/26 PD (5/23 rPD)

8+18    ED           3                 Total:  8/26 ED (5/23 rED)

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

    8       REC         0

   46      END        0

   33      STUN      0       Total Characteristic Cost:  116

 

Movement:                    Running:                6"/12"

                                        Leaping:                 23"/92"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

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

1          Sight Group Flash Defense ; OIF (-½)

             

30        Elemental Control, 60-point powers

33        1)  Force Field (18 PD/18 ED), Reduced Endurance (½ END; +¼), Invisible to Sight Group (+½) (63 Active Points)             2

67        2)  Telekinesis (50 STR), Reduced Endurance (½ END; +¼), Invisible to Sight Group (+½) (131 Active Points); No Range (-½)    5

             

30        Leaping +20" (23" forward, 11 ½" upward) (Accurate, x4 Noncombat)          3

25        Hand-To-Hand Attack +5d6, Invisible to Sight Group (+½) (37 Active Points); Hand-To-Hand Attack (-½)         4

             

15        Shrinking (1 m tall, 12.5 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 Block                                                                            +2            +2            Block, Abort

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

4          Martial Strike                                                                            +0            +2            5d6 Strike

5          Offensive Strike                                                                        -2            +1            7d6 Strike

4          Counterstrike                                                                            +2            +2            5d6 Strike, Must Follow Block

 

       Perks

8          Fringe Benefit:  Federal/National Police Powers, International Driver's License, Passport, Police sergeant, Weapon Permit (where appropriate)

 

       Talents

2          Absolute Time Sense (3 Active Points); OIF (-½)

2          Bump Of Direction (3 Active Points); OIF (-½)

 

       Skills

3          Scholar

2          1)  KS: Boxing (3 Active Points) 12-

2          2)  KS: International Law (3 Active Points) 12-

2          3)  KS: Superhumans (3 Active Points) 12-

2          4)  KS: UN (3 Active Points) 12-

2          5)  KS: Until (3 Active Points) 12-

2          6)  KS: World Politics (3 Active Points) 12-

3          PS: Agent 12-

3          Climbing 13-

3          Concealment 12-

3          Gambling 12-

3          Lockpicking 13-

3          Paramedics 12-

3          Security Systems 12-

3          Stealth 13-

3          Streetwise 12-

2          Survival (Urban) 12-

3          Trading 12-

10        +2 with HTH Combat

 

Total Powers & Skill Cost:  294

Total Cost:  410

 

200+  Disadvantages

10        Hunted:  Until 8- (Mo Pow; NCI; Watching)

15        Hunted:  Enemies 8- (Mo Pow; NCI; Limited Geographical Area; Harshly Punish)

20        Social Limitation:  Subject to Orders (Very Frequently; Major)

15        Psychological Limitation:  Loyalty to Until (Common; Strong)

10        Psychological Limitation:  Vengeful (Common; Moderate)

5          Physical Limitation:  Size (Infrequently; Slightly Impairing)

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

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

115      Experience Points

 

Total Disadvantage Points:  410

Earned Experience:  0

Spent Experience:  115

Unspent Experience:  0

 

Background/History:  Jesse Weatherford LOVED boxing.  Whenever he could, he would be at the local pub, having a few brews and watching the fights.  Life was simple.  Then a dark corporation, looking at how people gained powers, felt that the dive Jesse was at that night was perfect for supplying subjects for their latest experiments.  The whole pub was drugged and taken to a lab.  Eventually they were found and rescued, but not before most had died.  Jesse was lucky, he was alive, but a normal life was now impossible.  The process that shrunk him to half his size, also in addition to gaining other powers.  Now Jesse want to hurt those who hurt him.  Until seems a good group to be with at the moment, and they keep him supplied with boxing channels and suds.  So he'll be with them to help deliver a Knock Out!

 

Personality/Motivation:  Get back at the people who hurt him.  Jesse is uncomplicated in his desires.

 

Quote: 

 

Powers/Tactics:  Jesse likes to fight.  He has a decent set of boxing skills which his powers amplify.  He has some telekinetic abilities, but only when touching it, as well as amplified punches.  Some think that this is a mental block and he could be a very powerful telekinetic.  As it is, he places his Sheild up, leaps into the fray and starts swinging.  His small size helps him here as it makes him harder to hit. 

 

Campaign Use: 

 

Appearance:  A Limey Brit.  At the moment he's about a meter tall, but has dark hair and eyes.  When he wants he can pass as a teenager, and has done so a few times, though in reality he's close to 30!

 

 

 

 

The description made the build. I just incorporated a lot into it.

To weaken him, reduce or remove the TK

To power him up, Make him more a straight TK with flight and a ranged TK,

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On 3/17/2021 at 1:20 PM, Mr. R said:

He comes from a land down under

 

  I took the Spidy villain Pumpkin Jack as my inspiration. 

 

To Power him up, give him more gadgets

 

To weaken him, get rid of the grenades

Deviates a bit from my backstory for the character, but I think it works very well. 

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He wants to give you a hug!

 

Quote

2021 Locust

 

Val    Char   Cost   Roll Notes

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

  18      DEX       24      14-    OCV:  9/DCV:  9

  18      CON      16      15-

  13      BODY     6       12-

  13      INT         3       12-    PER Roll 12-

  13      EGO        6       12-    ECV:  4

  15      PRE         5       15-    PRE Attack:  6d6

  18      COM       4       12-

 

10+10 PD           5                Total:  16/26 PD (0/10 rPD)

10+10 ED           4                Total:  16/26 ED (0/10 rED)

    5       SPD        14               Phases:  2, 3, 5, 6, 8, 9, 11, 12

  11      REC        0

  56      END        0

  40      STUN      0       Total Characteristic Cost:  92

 

Movement:                   Running:               12"/48"

                                        Gliding:                  15"/30"

                                        Leaping:                5"/10"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

6          High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½), Sense Affected As More Than One Sense [very common Sense] (-½)

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

             

6          Armor (4 PD/4 ED) (12 Active Points); OIF (-½), Activation Roll 14- (-½)

15       Mental Defense (18 points total)

             

8          +10 STR (10 Active Points); Only In Heroic Identity (-¼)              1

19       +8 DEX (24 Active Points); Only In Heroic Identity (-¼)

16       +10 CON (20 Active Points); Only In Heroic Identity (-¼)

8          +15 PRE (15 Active Points); Limited Power Power loses about a third of its effectiveness (Offensive only; -½), Only In Heroic Identity (-¼)

2          -4 COM; Only In Heroic Identity (-¼)

5          +6 PD (6 Active Points); Only In Heroic Identity (-¼)

5          +6 ED (6 Active Points); Only In Heroic Identity (-¼)

24       +3 SPD (30 Active Points); Only In Heroic Identity (-¼)

14       Armor (6 PD/6 ED) (18 Active Points); Only In Heroic Identity (-¼)

4          Infrared Perception (Sight Group) (5 Active Points); Only In Heroic Identity (-¼)

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

2          Ultrasonic Perception (Hearing Group) (3 Active Points); Only In Heroic Identity (-¼)

4          Ultraviolet Perception (Sight Group) (5 Active Points); Only In Heroic Identity (-¼)

4          Increased Arc Of Perception (240 Degrees) with Sight Group (5 Active Points); Only In Heroic Identity (-¼)

12       Clinging (40 STR) (15 Active Points); Only In Heroic Identity (-¼)

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

12       Gliding 15" (15 Active Points); Only In Heroic Identity (-¼)

8          Life Support  (Extended Breathing: 1 END per Turn; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (10 Active Points); Only In Heroic Identity (-¼)

12       Running +6" (12" total), x4 Noncombat (17 Active Points); Only In Heroic Identity (-¼)       2

20       Killing Attack - Hand-To-Hand 1 ½d6 (3d6+1 w/STR) (25 Active Points); Only In Heroic Identity (-¼)             2

8          Invisibility to Hearing Group , Reduced Endurance (0 END; +½) (15 Active Points); Chameleon (-½), Only In Heroic Identity (-¼)

4          Martial Block                                                                           +2            +2           Block, Abort

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

4          Martial Strike                                                                           +0            +2           10d6 Strike

3          Martial Throw                                                                          +0            +1           8d6 +v/5, Target Falls

5          Offensive Strike                                                                       -2            +1           12d6 Strike

3          Martial Grab                                                                             -1            -1            Grab Two Limbs, 50 STR for holding on

12       +3 HTH Damage Class(es)

 

       Perks

8          Fringe Benefit:  Federal/National Police Powers, International Driver's License, Passport, Police sergeant, Weapon Permit (where appropriate)

 

       Talents

2          Absolute Time Sense (3 Active Points); OIF (-½)

2          Bump Of Direction (3 Active Points); OIF (-½)

 

       Skills

3          Scholar

2          1)  KS: International Law (3 Active Points) 12-

2          2)  KS: Superhumans (3 Active Points) 12-

2          3)  KS: UN (3 Active Points) 12-

2          4)  KS: Until (3 Active Points) 12-

2          5)  KS: World Politics (3 Active Points) 12-

3          PS: Agent 12-

3          Acrobatics 14-

3          Breakfall 14-

3          High Society 15-

3          Paramedics 12-

3          Oratory 15-

 

Total Powers & Skill Cost:  303

Total Cost:  395

 

200+  Disadvantages

10       Hunted:  Until 8- (Mo Pow; NCI; Watching)

15       Hunted:  Enemies 8- (Mo Pow; NCI; Limited Geographical Area; Harshly Punish)

20       Social Limitation:  Subject to Orders (Very Frequently; Major)

15       Psychological Limitation:  Loyalty to Until (Common; Strong)

15       Distinctive Features:  (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses)

15       Psychological Limitation:  Legacy hero (Common; Strong)

10       Vulnerability:  1 ½ x STUN (Common)

5          Vulnerability:  1 ½ x Effect (Uncommon)

15       Psychological Limitation:  Unfamiliar with earth culture (Common; Strong)

75       Experience Points

 

Total Disadvantage Points:  395

Earned Experience:  0

Spent Experience:  75

Unspent Experience:  0

 

Background/History:  Prince Loc Usterian is the son a human male and the Queen of his people.  His father, a dimensional taveller, had helped his mother fight off threats to her nation numerous times, and a mutual admiration blossomed into love.  Then came the EVENT that shifted his people to earth, to a small out of the way location.  Now his people need to get used to being a member of this planet.  By decree of his mother, he has gone out to learn of this world, so that when he rules, he is familiar with them.  His father suggested Until and now Locust is a member of the Alphabet Squad

 

Personality/Motivation:  He wants to learn about earth.  Any missions that take him to new places and seeing new people, he likes. 

 

Quote: 

 

Powers/Tactics:  In normal form, Locust would be accounted one of the best Martial Artist on the planet.  But like his mother, he has a battle form, which gives him an insectoid apearance, foru extra arms and a host of other abilities that make him extremely dangerous in HTH. 

 

Campaign Use: 

 

Appearance:  LOcust's armour is weaker than normal to accomadate his extra limbs.  Human form he's has black hair and black eyes.  In battles form he gaims a number of insect traits and looks like a human bug hybrid!

 

 

 

So I recieved some hooks for the character, which I incorporated into the build.  He's a bit of a fish out of water type, but he has a lot to live up to!

 

To weaken him just reduce his stats and MA so that he's doing about 8-10 d6 damage.

 

To power him up allow him access to some of the royal regallia.  A staff, club/mace (think Hindu diety here)

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She'll appease you, just to please you cause hse's got Betty Davis Eyes!

 

 

Quote

2021  Moonstone

 

 

Val    Char   Cost   Roll Notes

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

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

  25      CON      30      14-

  18      BODY   16      13-

  18      INT         8       13-    PER Roll 13-

  12      EGO        4       11-    ECV:  4

  18      PRE         8       13-    PRE Attack:  3 ½d6

  20      COM       5       13-

 

 

8+25   PD           5                Total:  8/33 PD (8/33 rPD)

8+25   ED           3                Total:  8/33 ED (8/33 rED)

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

    8       REC        0

  50      END        0

  39      STUN      0       Total Characteristic Cost:  136

 

 

 

Movement:                   Running:               6"/12"

                                        Flight:                     25"/50"

                                        Leaping:                3"/6"

                                        Swimming:            2"/4"

 

 

Cost  Powers                                                              END

6          High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½), Sense Affected As More Than One Sense [very common Sense] (-½)

5          Sight Group Flash Defense (5 points)

7          Clairsentience (Sight Group), Reduced Endurance (0 END; +½) (30 Active Points); No Conscious Control (-2), Limited Power Power loses about two-thirds of its effectiveness (Precog Only; -1 ½)

8          Damage Resistance (8 PD/8 ED)

             

             

100     Multipower, 80-point reserve, all slots Reduced Endurance (½ END; +¼) (100 Active Points)

10m    1)  Energy Blast 10d6 (50 Active Points)                             2

7m      2)  Entangle 5d6, 5 DEF (50 Active Points); Lockout (-½)              2

10m    3)  Flight 25" (50 Active Points)                                             2

10m    4)  Force Field (25 PD/25 ED) (50 Active Points)               2

10m    5)  Force Wall (10 PD/10 ED) (50 Active Points)                2

10m    6)  Darkness to Sight Group 5" radius (50 Active Points)  2

             

47       Variable Power Pool, 40 base + 7 control cost,  (60 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (-½), Requires A Skill Roll (-½); all slots OAF (-1)

4          Martial Block                                                                           +2            +2           Block, Abort

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

4          Martial Strike                                                                           +0            +2           5d6 Strike

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

3          Martial Grab                                                                             -1            -1            Grab Two Limbs, 25 STR for holding on

 

 

       Perks

8          Fringe Benefit:  Federal/National Police Powers, International Driver's License, Passport, Police sergeant, Weapon Permit (where appropriate)

 

 

       Talents

3          Absolute Time Sense

3          Bump Of Direction

2          Environmental Movement (no penalties on)

5          Rapid Healing

 

 

       Skills

3          Scholar

2          1)  KS: International Law (3 Active Points) 13-

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

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

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

2          5)  KS: World Politics (3 Active Points) 13-

3          PS: Agent 13-

3          Power 13-

3          Electronics 13-

3          Mechanics 13-

3          Inventor 13-

3          Scientist

2          1)  Science Skill:  Bio 13- (3 Active Points)

2          2)  Science Skill:  Ceramics 13- (3 Active Points)

2          3)  Science Skill:  Chem 13- (3 Active Points)

2          4)  Science Skill:  Elect Engineer 13- (3 Active Points)

2          5)  Science Skill:  Mech engineer 13- (3 Active Points)

2          6)  Science Skill:  Physics 13- (3 Active Points)

 

 

Total Powers & Skill Cost:  312

 

Total Cost:  448

 

 

200+  Disadvantages

10       Hunted:  Until 8- (Mo Pow; NCI; Watching)

15       Hunted:  Enemies 8- (Mo Pow; NCI; Limited Geographical Area; Harshly Punish)

20       Social Limitation:  Subject to Orders (Very Frequently; Major)

15       Psychological Limitation:  Loyalty to Until (Common; Strong)

20       Psychological Limitation:  Flighty (Common; Total)

20       Psychological Limitation:  Falls in love easily (Very Common; Strong)

10       Reputation: , 11-

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

133     Experience Points

 

 

Total Disadvantage Points:  448

 

Earned Experience:  0

 

Spent Experience:  133

 

Unspent Experience:  0

 

 

Background/History:  Moonstone (she has no other name) is a mystery.  She says she from the future, from a colony on the moon.  She says the future is boring and static, and from her readings this time period sounded so much fun.  Unfortunately her first experience was with villain who took advantage of her lack of knowledge and had her commit crimes.  She was devastated, then angry when she found out.  But she seemed remorseful.  So Until agreed to take her on as she seemed to have no record in any other country. 

 

 

Personality/Motivation:  Moonstone emulates those anime girls who fall in love at the drop of a hat, and wear their heart on their sleeve, she is a good person, but her scattered actions make others nervous. 

 

 

Quote: 

 

 

Powers/Tactics:  Moonstone's most obvious ability is the rocks and dust she calls moon stone.  She can use it to fly, encase other in stone, put up rock walls, darken an area, or direct as a blast.  Her main limitation is that at best she can use two at full power! 

 

 

Additionally she has a small group of devices that she creates in Until labs. Some of her procedures are interesting to say the least!

 

 

Campaign Use: 

 

 

Appearance:  Tall and rail thin, some would almost call her anorexic, but her physical abilities bely this fact.  She wears a standard until uniform that she has "upgraded" to be more fashionable!

 

 

 

 

 

 

Well this NPC came with a cool backstory and some descriptions of her powers and her personality.

As part of my inspiration was Luster from the old Strike Force module. Her power set has a lot of light powers, BUT, because they are in an MP she can only access a few at a time at full power. So Moonstone can be versitile but limited. To weaken her just reduce the MP and all the slots.

To power her up, change her give her an EC for the flight, FF and Force wall, and leave the rest in a MP!

 

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2 hours ago, tombrown803 said:

Just curious: why is only her entangle have the lockout limitation?

 

I didn't want a fire and forget type power for that.  All the other powers she has to keep slotted or they disappear, like the FW or the Darkness.  I wanted to keep the same feel for the entangle.  As long as it is slotted, the opponent is entangled, the moment she drops the power, the entangle goes away.  I may have used the wrong Limitation here.  If so please correct me!

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20 hours ago, Mr. R said:

 

I didn't want a fire and forget type power for that.  All the other powers she has to keep slotted or they disappear, like the FW or the Darkness.  I wanted to keep the same feel for the entangle.  As long as it is slotted, the opponent is entangled, the moment she drops the power, the entangle goes away.  I may have used the wrong Limitation here.  If so please correct me!

It works. You just don't usually see Lockout on only one power, so I was curious. 

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  • 2 weeks later...

Sorry for the hiatus, but here are the next batch.

 

First up, now you see him........

 

Quote

2021 Nobody

    Val    Char    Cost    Roll    Notes
    15    STR    5    12-    Lift 200.0kg; 3d6 [1]
    21    DEX    33    13-    OCV:  7/DCV:  7
    20    CON    20    13-
    13    BODY    6    12-
    13    INT    3    12-    PER Roll 12-
    15    EGO    10    12-    ECV:  5
    15    PRE    5    12-    PRE Attack:  3d6
    20    COM    5    13-

    8+8    PD    5        Total:  8/16 PD (0/8 rPD)
    8+8    ED    4        Total:  8/16 ED (0/8 rED)
    5    SPD    19        Phases:  3, 5, 8, 10, 12
    10    REC    6
    40    END    0
    31    STUN    0    Total Characteristic Cost:  121

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

Cost    Powers    END
6    High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½), Sense Affected As More Than One Sense [very common Sense] (-½)
3    Sight Group Flash Defense (5 points) (5 Active Points); OIF (-½)
     
12    Armor (8 PD/8 ED) (24 Active Points); OIF (-½), Activation Roll 14- (-½)
     
62    Invisibility to Sight and Hearing Groups, Combat Sense, Radar and Spatial Awareness , No Fringe, Costs END Only To Activate (+¼) (62 Active Points)    5
     
43    Energy Blast 10d6, 8 clips of 12 Charges (+¼), Invisible to Sight Group (+½) (87 Active Points); OAF (-1)    [12]
     
36    Variable Power Pool, 30 base + 6 control cost,  (45 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½)
4    Martial Block    +2    +2    Block, Abort
4    Martial Dodge    --    +5    Dodge, Affects All Attacks, Abort
4    Martial Strike    +0    +2    6d6 Strike
3    Martial Throw    +0    +1    4d6 +v/5, Target Falls
5    Offensive Strike    -2    +1    8d6 Strike
4    +1 HTH Damage Class(es)

    Perks
8    Fringe Benefit:  Federal/National Police Powers, International Driver's License, Passport, Police sergeant, Weapon Permit (where appropriate)

    Talents
2    Absolute Time Sense (3 Active Points); OIF (-½)
2    Bump Of Direction (3 Active Points); OIF (-½)
6    Combat Luck (3 PD/3 ED)

    Skills
3    Scholar
2    1)  KS: International Law (3 Active Points) 12-
2    2)  KS: Superhumans (3 Active Points) 12-
2    3)  KS: UN (3 Active Points) 12-
2    4)  KS: Until (3 Active Points) 12-
2    5)  KS: World Politics (3 Active Points) 12-
3    PS: Agent 12-
3    Paramedics 12-
3    Demolitions 12-
3    Concealment 12-
3    Contortionist 13-
3    Security Systems 12-
3    Lockpicking 13-
2    Navigation (Land) 12-
7    Shadowing 14-
7    Stealth 15-
3    Streetwise 12-
10    +1 Overall

Total Powers & Skill Cost:  267
Total Cost:  388

200+    Disadvantages
10    Hunted:  Until 8- (Mo Pow; NCI; Watching)
15    Hunted:  Enemies 8- (Mo Pow; NCI; Limited Geographical Area; Harshly Punish)
20    Social Limitation:  Subject to Orders (Very Frequently; Major)
15    Psychological Limitation:  Loyalty to Until (Common; Strong)
15    Enraged:  Confined (Uncommon), go 11-, recover 11-
20    Psychological Limitation:  Hates slavers (Very Common; Strong)
93    Experience Points

Total Disadvantage Points:  388
Earned Experience:  0
Spent Experience:  93
Unspent Experience:  0

Background/History:  Vlad Karporov is a product of the KGB experiments to build a perfect infiltrator soldier.  The problem was they experimented on a man who hated any form of enforced compliance, and so when he got his chance, he used his newfound powers to first escape from the facility and second make people pay for his pain.  Eventually he realized revenge was not enough and he needed to be at the forefront of making things right in the world.  So he started putting out feelers for Until.  Eventually they arranged for a meet and he decided that some of what they stood for he agreed with.  So he offered his services.  Soon Nobody was the person scouting out the bad guys and helping lead assaults into areas no one figured Until would find.

Personality/Motivation:  He wants to keep people from experiencing the operations and concoctions used one him without any sort of ethics or morality.  He takes personal freedom as almost sacred.

Quote:  

Powers/Tactics:  Nobody is a one trick pony, but it is some trick.  He can render himself totally invisible.  He is almost totally undetectable and can keep it up for hours.  This makes him a fantastic person to go in and see what is happening.  He rarely gets into combat, being better at surveillance and shadowing.  But if necessary he has a special energy rifle for surprise attacks.  He also carries extra gear depending on his mission!

Campaign Use:  

Appearance:  Tall and thin with rugged good looks, he has brown hair and green eyes.  He wears a nondescript suit of armour with no markings, but it is certainly Until Issue!


 

 

Nobody is the perfect person for saying why Until has SO much info about a location.  Paired with Mr. Immediate, he can get in, observe, maybe even set some booby traps and then be ported out.  He really isn't a combatant, and so is best used as a surprise, or back up.

 

Powering him up is difficult as he's at the limit of his power.  Either more gear OR a total rewrite as the invisibility is just one in a suite of light control powers (So an EC with flight, FF, EB)

 

Weakening him is as simple as removing his rifle.  This make him truely a one trick pony, more like Invisible Kid from the old LSH comics!

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