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Mr. R

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"O" my, what do I see?

 

 

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2021 Optic

    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-
    15    BODY    10    12-
    15    INT    5    12-    PER Roll 17-
    12    EGO    4    11-    ECV:  4
    13    PRE    3    12-    PRE Attack:  2 ½d6
    18    COM    4    13-

    8+6    PD    5        Total:  8/14 PD (0/6 rPD)
    8+6    ED    4        Total:  8/14 ED (0/6 rED)
    4    SPD    9        Phases:  3, 6, 9, 12
    10    REC    6
    40    END    0
    33    STUN    0    Total Characteristic Cost:  108

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)
10    Armor (6 PD/6 ED) (18 Active Points); Activation Roll 14- (-½), IIF (-¼)
     
15    +5 PER with all Sense Groups
5    Infrared Perception (Sight Group)
5    Nightvision
10    N-Ray Perception (Sight Group)
5    Ultraviolet Perception (Sight Group)
15    Microscopic ( x1,000) with Hearing Group
8    +5 versus Range Modifier for Hearing Group
10    Tracking with Sight Group
45    Find Weakness 14- with All Attacks
     
30    Shellie Blaster:  Energy Blast 8d6, 4 clips of 32 Charges (+½) (60 Active Points); OAF (-1)    [32]
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
5    Offensive Strike    -2    +1    7d6 Strike

    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: Advertising (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-
10    +2 with DCV
5    PS: Public Relations 14-
5    Persuasion 13-
3    Oratory 12-
7    High Society 14-
3    Acrobatics 13-
3    Breakfall 13-
3    Traveler
2    1)  CuK (3 Active Points) 12-
2    2)  CuK (3 Active Points) 12-
2    3)  CuK (3 Active Points) 12-
2    4)  CuK (3 Active Points) 12-
2    5)  CuK (3 Active Points) 12-
2    6)  CuK (3 Active Points) 12-
2    7)  CuK (3 Active Points) 12-
2   😎  CuK (3 Active Points) 12-

Total Powers & Skill Cost:  283
Total Cost:  391

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    Vulnerability:  2 x STUN Light (Uncommon)
10    Vulnerability:  2 x Effect Light (Uncommon)
10    Susceptibility:  Flash 1d6 damage Instant (Common)
15    Psychological Limitation:  Thrill seeker (Common; Strong)
86    Experience Points

Total Disadvantage Points:  391
Earned Experience:  0
Spent Experience:  86
Unspent Experience:  0

Background/History:  Marie Dumont always knew she was different.  She could see things that others didn't notice.  But that was not what interested her.  Public relations did.  She liked planning out campaigns to make a group or an individual seem more acceptable to the public.  And the group that seemed to need the most help was Until.  She set her sights on becoming one of their PR specialists.  And she was good.  Then came the attack at a PR rally.  It was seen as a chance by their enemies to make Until publically look bad. But no one knew about Marie's enhanced vision.  She soon noticed the signs of an ambush and warned local commander just as the attack commenced.  Though she kept her head down, she still was able to point out enemy agents for allies, and when the local hero team arrived, the tide was turned.  And Marie loved it.  She craved being a part of this and applied for the Alphabet Squad as their PR person as well as an advance person to scout out locations.  This is part of her cover so she can use her visual acuity to look around.  Thus her code name Optic!

Personality/Motivation:  Marie has been bitten by a bug, the adrenaline bug.  She likes the thrill and uses he position to help people and experience some thrills.  She plays the part of an Until bureaucrat, but when push comes to shove, will pull out a modified Shellie like Belle's (a good fiend) and start shooting.

Quote:  

Powers/Tactics:  Optic's visual acuity is comparable to many telescope/ microscope/ night vision devices all in one.  This leaves her vulnerable to intense light attacks, but otherwise there are little side effects.  Her extra special ability is to find weak points in people or structures that leave them vulnerable to a well-placed attack.

Campaign Use:  

Appearance:  A pretty mature French lady with reddish brown hair she wears in a braid, and brown eyes.  She wears impeccable business outfits that are actually Until amours, and always has her Shellie Blaster somewhere on her at all times!

 

 

So the description of this NPC was someone who look after Until's image as well as having superior vision. So I went with an expert PR person with really good vision. A not about the CuK (Cultural Knowledge) not being defined. I will leave that to you, but it was to show a wide range of CuK which I think would be important in Public Relations.

To power her up is another difficult proposition. She's basically a one trick pony again. More gadgets probably. OR the other senses become acute as well.

To weaken her, get rid of the Find Weakness and reduce the blaster to a more discrete 8 charge version!

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"P" is powerful

 

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2021 Psion

    Val    Char    Cost    Roll    Notes
    15    STR    5    12-    Lift 200.0kg; 3d6 [1]
    18    DEX    24    13-    OCV:  6/DCV:  6
    15    CON    10    12-
    10    BODY    0    11-
    13    INT    3    12-    PER Roll 12-
    26    EGO    32    14-    ECV:  9
    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    5        Total:  8/16 ED (0/8 rED)
    5    SPD    22        Phases:  3, 5, 8, 10, 12
    10    REC    8
    30    END    0
    26    STUN    0    Total Characteristic Cost:  120

Movement:    Running:    11"/22"
    Leaping:    3"/6"
    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)
     
12    Armor (8 PD/8 ED) (24 Active Points); OIF (-½), Activation Roll 14- (-½)
     
25    Elemental Control, 50-point powers
25    1)  Entangle 2d6, 2 DEF, Invisible to Sight Group (+½), Based On EGO Combat Value (Mental Defense applies; +1) (50 Active Points)    5
25    2)  Mind Scan 10d6 (50 Active Points)    5
31    3)  Sight Group Flash 5d6, Invisible to Single Sense (+¼), Based On EGO Combat Value (Mental Defense applies; +1) (56 Active Points)    6
25    4)  Mental Illusions 10d6 (50 Active Points)    5
25    5)  Telepathy 10d6 (50 Active Points)    5
     
20    Mental Defense (25 points total)
10    Running +5" (11" total)    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
5    Offensive Strike    -2    +1    7d6 Strike

    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)

    Skills
3    Scholar
2    1)  KS: Human bio (3 Active Points) 12-
2    2)  KS: International Law (3 Active Points) 12-
2    3)  KS: Superhuman world (3 Active Points) 12-
2    4)  KS: UNTIL (3 Active Points) 12-
2    5)  KS: United Nations (3 Active Points) 12-
2    6)  KS: World Politics (3 Active Points) 12-
3    PS: Until 12-
3    Paramedics 12-
3    PS: Psychology 12-
3    Persuasion 12-
3    Interrogation 12-
3    Deduction 12-
3    Criminology 12-
3    Tactics 12-
10    +2 with DCV

Total Powers & Skill Cost:  285
Total Cost:  405

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)
15    Psychological Limitation:  Difficulty relating to normal people (Common; Strong)
15    Psychological Limitation:  To serve and protect (Common; Strong)
120    Experience Points

Total Disadvantage Points:  405
Earned Experience:  0
Spent Experience:  120
Unspent Experience:  0

Background/History:  Miguel Velasquez grew up knowing he was special.  At a young age he was taken in by family members who told him he was part of a secret society that policed others like them.  He was to be trained as the next generation of protectors.  But modern time have many more supers in it, and his opposition was banding together to protect themselves.  So he went looking for back up of his own.  He found that Until's goals meshed with his and so he asked to join.  At first he was given agent training and then placed in the Alphabet Squad as their resident mentalist called Psion.  

Personality/Motivation:  To serve and protect is Psion's core value.  All else revolves around this.  

Quote:  

Powers/Tactics:  Psion is a classic mentalist without any TK powers.  He mainly uses his Mind Scan to find a target and then uses his sense altering abilities to make opponents see what is not there, mess with their vision entirely or mess with motor control.  As a result he is certainly NOT frontline and hands back.  Out of combat he makes a good info gatherer, as long as he keeps his telepathy low key.  

Campaign Use:  

Appearance:  Latino from Chile.  Dark skin, black hair and brown eyes.  

 

 

 

My inspiration for this is from Aaron Allston's Strike Force.  There was a character I think called Psyker, who super heroed as a break from his real job.  He was a conbo mentalist/ martial artist.  I just lessened the MA and refused to use TK type powers.  That really alters the feel of the NPC.  This is the "I'll stay BAAACCKK here!' type.

 

To power up just up all abilities by 10 to 15 active points so Mental Illusions at 13 d6.

 

To weaken, bring everything to 40 AP.  

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"Q" is for ..... elements?

 

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2021 Quatrafoil

    Val    Char    Cost    Roll    Notes
    15    STR    5    12-    Lift 200.0kg; 3d6 [1]
    23    DEX    39    14-    OCV:  8/DCV:  8
    28    CON    36    15-
    10    BODY    0    11-
    13    INT    3    12-    PER Roll 12-
    13    EGO    6    12-    ECV:  4
    20    PRE    10    13-    PRE Attack:  4d6
    18    COM    4    13-

    20    PD    17        Total:  20 PD (20 rPD)
    20    ED    14        Total:  20 ED (20 rED)
    5    SPD    17        Phases:  3, 5, 8, 10, 12
    14    REC    10
    56    END    0
    32    STUN    0    Total Characteristic Cost:  161

Movement:    Running:    6"/12"
    Flight:    18"/72"
    Leaping:    3"/6"
    Swimming:    9"/18"
    Tunneling:    7"/14"

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)
     
20    Damage Resistance (20 PD/20 ED)
17    Life Support  (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)
     
51    Multipower, 41-point reserve, all slots Reduced Endurance (½ END; +¼) (51 Active Points)
4u    1)  Flight 18", x4 Noncombat (41 Active Points)    2
1u    2)  Swimming +7" (9" total) (7 Active Points)    1
3u    3)  Tunneling 7" through 7 DEF material (35 Active Points)    1
     
     
75    Multipower, 60-point reserve, all slots Reduced Endurance (½ END; +¼) (75 Active Points)
6u    1)  Air:  Telekinesis (40 STR) (60 Active Points)    3
5u    2)  Water:  Force Wall (10 PD/10 ED) (50 Active Points)    2
5u    3)  Earth:  Entangle 5d6, 5 DEF (50 Active Points)    2
5u    4)  Fire:  Energy Blast 10d6 (50 Active Points)    2
     
     
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

    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)

    Skills
3    Scholar
1    1)  KS (2 Active Points) 11-
2    2)  KS (3 Active Points) 12-
2    3)  KS (3 Active Points) 12-
2    4)  KS: Human bio (3 Active Points) 12-
2    5)  KS: International Law (3 Active Points) 12-
2    6)  KS: Superhuman world (3 Active Points) 12-
2    7)  KS: UNTIL (3 Active Points) 12-
2   😎  KS: United Nations (3 Active Points) 12-
2    9)  KS: World Politics (3 Active Points) 12-
3    PS: Until 12-
3    Acrobatics 14-
3    Breakfall 14-
3    Paramedics 12-
5    Cramming 
10    +2 with Ranged Combat

Total Powers & Skill Cost:  272
Total Cost:  433

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)
10    Distinctive Features:  Teenager (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15    Psychological Limitation:  Unsure of self (Common; Strong)
153    Experience Points

Total Disadvantage Points:  433
Earned Experience:  0
Spent Experience:  153
Unspent Experience:  0

Background/History:  Mellissa (Missy) Worthington-Smythe was your typical vapid teen girl.  But when she was chosen as a sacrifice for some elemental worshiping nut balls, well life got serious.  Then Until and the local super team got involved.  The ceremony was totally disrupted and she was rescued.  But it was rapidly found out there had been some.., side effects.  Apparently some elemental energy had entered her and her physiology was changed, also she could command these elements in some fashion.  Obviously she needed training and Until offered her a place on its Alphabet Squad as Quatrafoil. 

Personality/Motivation:  Quatrafoil is a normal teenager stuck in some very weird events.  She's still coming to terms with her powers and what is the rest of her life going to look like,  

Quote:  

Powers/Tactics:  Quatrafoil has control over the four classic elements.  She can move object with air, launch fiery attacks, use water walls to protect or cut people off and encase them in stone.  As well the energies in her make her resistant to damage, and allow her to exist in a number of conditions.  Finally she can move through air, earth or water.  

Campaign Use:  

Appearance:  Peaches and cream British lady of about 17 years of age.  Blond hair and brown eyes.  

 

 

The description was "teenager, can control the classic elements"  As inspiration I used the villaness from "To Serve and Protect" who was a lady from an Aztec society cursed to be OVERLY harsh when it come to law and order.  She is a classic LAW going too far type. Anyway her powers in the first module was a MP with elemental themed powers.  Change the history a bit and we have your teenaged elementalist.

 

To power her up, add a VSFX advantage to the MP.  This will allow her to use each with all four classic types!  If that still not enough the the attack MP to 70 Active points and the Movement MP to a flight of 20" or even 25".  But that is a serious power up.

 

To weaken her, get rid of the 1/2 End on all her powers.  

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"R" wants to be under the sea, in an octopus' garden in the shade

 

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2021 Requin

    Val    Char    Cost    Roll    Notes
    45    STR    35    18-    Lift 12.8tons; 9d6 [4]
    20    DEX    30    13-    OCV:  7/DCV:  7
    26    CON    32    14-
    13    BODY    6    12-
    14    INT    4    12-    PER Roll 15-
    12    EGO    4    11-    ECV:  4
    18    PRE    8    13-    PRE Attack:  3 ½d6
    14    COM    2    12-

    20    PD    11        Total:  20 PD (20 rPD)
    20    ED    15        Total:  20 ED (20 rED)
    6    SPD    30        Phases:  2, 4, 6, 8, 10, 12
    14    REC    0
    52    END    0
    49    STUN    0    Total Characteristic Cost:  177

Movement:    Running:    11"/22"
    Leaping:    9"/18"
    Swimming:    19"/38"

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)
3    Sight Group Flash Defense (5 points) (5 Active Points); OIF (-½)
     
20    Damage Resistance (20 PD/20 ED)
     
17    Multipower, 17-point reserve
1u    1)  Running +5" (11" total) (10 Active Points)    1
2u    2)  Swimming +17" (19" total) (17 Active Points)    2
     
8    Life Support  (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold)
15    Healing BODY 1d6 (standard effect: 3 points), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Self Only (-½)
9    +3 PER with all Sense Groups
5    Infrared Perception (Sight Group)
5    Nightvision
7    Tracking with Smell/Taste Group (10 Active Points); Limited Power Power loses about a third of its effectiveness (Only underwater; -½)
10    Discriminatory with Smell/Taste Group
4    Martial Block    +2    +2    Block, Abort
4    Martial Dodge    --    +5    Dodge, Affects All Attacks, Abort
4    Martial Strike    +0    +2    11d6 Strike
3    Martial Throw    +0    +1    9d6 +v/5, Target Falls
5    Offensive Strike    -2    +1    13d6 Strike
5    Flying Dodge    --    +4    Dodge All Attacks, Abort; FMove
5    Passing Strike    +1    +0    9d6 +v/5; FMove

    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)
2    Environmental Movement (no penalties on underwater)

    Skills
3    Scholar
2    1)  KS (3 Active Points) 12-
2    2)  KS (3 Active Points) 12-
2    3)  KS: Human bio (3 Active Points) 12-
2    4)  KS: International Law (3 Active Points) 12-
2    5)  KS: Superhuman world (3 Active Points) 12-
2    6)  KS: UNTIL (3 Active Points) 12-
2    7)  KS: United Nations (3 Active Points) 12-
2   😎  KS: World Politics (3 Active Points) 12-
3    PS: Until 12-
3    Tracking 12-
3    Navigation (Land, Marine) 12-
10    +2 with HTH Combat

Total Powers & Skill Cost:  190
Total Cost:  367

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)
10    Dependence:  Immersion in water -30 Active Points from Affected Power (Very Common; 6 Hours)
10    Dependent NPC:  Father and sister 8- (Slightly Less Powerful than the PC; Group DNPC: x2 DNPCs)
15    Psychological Limitation:  Honourable (Common; Strong)
77    Experience Points

Total Disadvantage Points:  367
Earned Experience:  0
Spent Experience:  77
Unspent Experience:  0

Background/History:  Jean-Michel Chauvin is a mutant.  Fortunately he lived in Marseille, and so could get to the sea almost every day.  But his abilities in the water were soon obvious and "people" began to approach him.  At first he brushed it off, and then they started targeting his father and sister.  So he played along, while planning a way to get back at them and keep his family safe.  That was when he ran into a set of Until agents, investigating him.  He let them in on his secret and together they took down the operation and managed to move his family.  Now he has a debt to Until.  So for now he is their resident shark or Requin.  

Personality/Motivation:  Requin is honourable.  He pays his debts and keeps his word.  As long as Until uses him honorably, he will work for them.

Quote:  

Powers/Tactics:  Requin is set up for underwater existence.  Above ground he is a dangerous and skilled opponent, but underwater he is much more at home.  

Campaign Use:  

Appearance:  Medium sized Frenchman with brown eyes and brown hair.  


 

 

This was fairly easy to make.  I just wanted to STAY AWAY from the shark man pastiches and toothy smiles.  I made him a fast brick with underwater abilities.  Above water he's competent, underwater he's in his element and has a distinct advantage.  In fact if you have an underwater element to your campaign, and you give penalties for underwater combat, he should be immune to them.  This is his element.

 

To power him up, bring his Str up to 50 or 55 and his defenses to 23-25.

 

To weaken him Str 40 and Spd 5 or even 4!

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"S" is from another dimension (and no it is NOT Star)
 

 

 

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2021 Saturn

    Val    Char    Cost    Roll    Notes
    15    STR    5    19-    Lift 25.6tons; 10d6 [4]
    20    DEX    30    14-    OCV:  8/DCV:  8
    20    CON    20    15-
    10    BODY    0    11-
    30    INT    20    15-    PER Roll 15-
    10    EGO    0    11-    ECV:  3
    18    PRE    8    13-    PRE Attack:  3 ½d6
    16    COM    3    12-

    8+15    PD    5        Total:  15/30 PD (0/15 rPD)
    8+15    ED    4        Total:  15/30 ED (0/15 rED)
    5    SPD    20        Phases:  3, 5, 8, 10, 12
    7    REC    0
    40    END    0
    28    STUN    0    Total Characteristic Cost:  115

Movement:    Running:    6"/12"
    Flight:    20"/80"
    Leaping:    10"/20"
    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)
3    Sight Group Flash Defense (5 points) (5 Active Points); OIF (-½)
     
30    Armor (15 PD/15 ED) (45 Active Points); OIF (-½)
17    +35 STR (35 Active Points); OIF (-½), No Figured Characteristics (-½)    3
7    +5 DEX (15 Active Points); OIF (-½), No Figured Characteristics (-½)
10    +10 CON (20 Active Points); OIF (-½), No Figured Characteristics (-½)
5    +7 PD (7 Active Points); OIF (-½)
5    +7 ED (7 Active Points); OIF (-½)
8    +12 STUN (12 Active Points); OIF (-½)
     
15    Endurance Reserve  (75 END, 15 REC) (22 Active Points); OIF (-½)
33    Energy Blast 10d6 (50 Active Points); OIF (-½)    5
30    Flight 20", x4 Noncombat (45 Active Points); OIF (-½)    4
     
4    Martial Block    +2    +2    Block, Abort
4    Martial Dodge    --    +5    Dodge, Affects All Attacks, Abort
4    Martial Strike    +0    +2    12d6 Strike
3    Martial Throw    +0    +1    10d6 +v/5, Target Falls
5    Offensive Strike    -2    +1    14d6 Strike

    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)
20    Universal Translator 15-

    Skills
3    Scholar
2    1)  KS: Human bio (3 Active Points) 15-
2    2)  KS: International Law (3 Active Points) 15-
2    3)  KS: Superhuman world (3 Active Points) 15-
2    4)  KS: UNTIL (3 Active Points) 15-
2    5)  KS: United Nations (3 Active Points) 15-
2    6)  KS: World Politics (3 Active Points) 15-
3    PS: Until 15-
12    Science Skill:  General Science 24-
3    Bribery 13-
3    Bureaucratics 13-
5    Computer Programming 16-
3    Cryptography 15-
3    Deduction 15-
3    Demolitions 15-
3    Electronics 15-
3    Forgery 15-
3    High Society 13-
3    Inventor 15-
3    Mechanics 15-
3    Parachuting 14-
3    Paramedics 15-
3    Security Systems 15-
3    Systems Operation 15-
3    Tracking 15-
16    +2 with All Combat

Total Powers & Skill Cost:  317
Total Cost:  432

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)
20    Psychological Limitation:  Not his father (Common; Total)
15    Psychological Limitation:  Arrogant (Common; Strong)
142    Experience Points

Total Disadvantage Points:  432
Earned Experience:  0
Spent Experience:  142
Unspent Experience:  0

Background/History:  He's not from around here.  The man named Saturn (he answers to no other name) is from an alternate dimension. On his world, his father was a notorious supervillain called Kronus.  A master of science and technology, Kronus tried multiple times to take over the world. Eventually he performed an act that made him number one hero opponent call in all his markers to take Kronus down.  Kronus had set up an escape route and was planning to leave his earth for greater pastures.  However his son, Saturn discovered the device.  Saturn had become alienated from his father at a young age and had actively and passively opposed him.  Knowing about the attack on his enemy, Saturn had tried to plead with his father to stop his reckless course of action.  Kronus just placed him in a holding cell.  But the heroes attacked sooner than expected, and Saturn's cell was damaged.  He got out and ran to the portal room, intent on destroying it, but a power surge activated it early.  So he set up a self-destruct for after he entered and left his earth in the hopes of starting anew with a clean slate.  

Personality/Motivation:  He's a reverse legacy hero.  He's not trying to live up to dad, but prove he's not like him.  He has a large streak of arrogance, but he desperately does not want to be his father.

Quote:  

Powers/Tactics:  Classic Power Armour type.  He'll stay at range if needed, but is not afraid to get in close.  His greatest weapon is his mind.  Incredibly smart and well educated, he prefers to out think his opponent.  

Campaign Use:  

Appearance:  A handsome man of what appears to be mid-eastern decent.  He wears form fitting armour in Until colours.  Out of armour he wears relaxed wear of slacks and a polo shirt.  

 

 

 

The suggestion is for a super smart gadgeteer, but we have enough on the list, and what is a power suit but a big gadget? But I did keep the great Int idea and a favouring of brains over brawn.

To power him up, well adding a MP to the blaster and/or a gadget pool would be a suggestion!

To weaken him, just reduce his blaster and Str to 40/8d6.

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"T" is for SHAKE... I am sorry. "T" is for .... SHAKE. One more time... "T" is for .... SHAKE!
 

 

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2021 Turbulence

    Val    Char    Cost    Roll    Notes
    15    STR    5    12-    Lift 200.0kg; 3d6 [1]
    21    DEX    33    13-    OCV:  7/DCV:  7
    23    CON    26    14-
    10    BODY    0    11-
    13    INT    3    12-    PER Roll 12-
    12    EGO    4    11-    ECV:  4
    18    PRE    8    13-    PRE Attack:  3 ½d6
    16    COM    3    12-

    8+20    PD    5        Total:  8/28 PD (8/28 rPD)
    8+20    ED    3        Total:  8/28 ED (8/28 rED)
    5    SPD    19        Phases:  3, 5, 8, 10, 12
    11    REC    6
    50    END    2
    30    STUN    0    Total Characteristic Cost:  117

Movement:    Running:    6"/12"
    Flight:    20"/40"
    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)
5    Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-½)
     
17    Elemental Control, 50-point powers,  (25 Active Points); all slots OIF (-½)
28    1)  Change Environment 64" radius, +1 Temperature Level Adjustment, -3 Temperature Level Adjustment, Alterable Size, Multiple Combat Effects, Reduced Endurance (½ END; +¼) (67 Active Points); OIF (-½)    2
17    2)  Flight 20", Reduced Endurance (½ END; +¼) (50 Active Points); OIF (-½)    2
17    3)  Force Field (20 PD/20 ED), Reduced Endurance (½ END; +¼) (50 Active Points); OIF (-½)    2
33    4)  Energy Blast 10d6, Indirect (Any origin, always fired away from attacker; +½) (75 Active Points); OIF (-½)    7
23    5)  Telekinesis (40 STR) (60 Active Points); OIF (-½)    6
17    6)  Darkness to Sight Group 4" radius, Reduced Endurance (½ END; +¼) (50 Active Points); OIF (-½)    2
18    7)  Sight and Hearing Groups Flash 6d6, Area Of Effect Accurate (One Hex; +½) (52 Active Points); OIF (-½)    5
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

    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    Acting 13-
3    Disguise 12-
7    Computer Programming 14-
8    Systems Operation (Air/Space Traffic Control Systems, Radar, Sensor Jamming Equipment, Sonar) 14-
3    Navigation (Air, Land) 12-
3    Paramedics 12-
3    Linguist
5    1)  Language:  Cantonese (imitate dialects; literate) (6 Active Points)
5    2)  Language:  English (imitate dialects; literate) (6 Active Points)
0    3)  Language:  Malay (imitate dialects; literate) (6 Active Points)
10    +2 with Ranged Combat

Total Powers & Skill Cost:  277
Total Cost:  394

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:  Claustrophobia (Common; Strong)
15    Reputation:  Mean tempered lady, 14-
104    Experience Points

Total Disadvantage Points:  394
Earned Experience:  0
Spent Experience:  104
Unspent Experience:  0

Background/History:  Qiping Chin is a first generation Chinese Malaysian.  She wanted to fly, but her parents opposed such an un-lady like activity.  So she did the next best thing, air traffic control.  Even that he parents disliked, but when they saw all the men she would be meeting, they allowed it.  They didn't count on the obstinacy.  But then she hit the glass ceiling.  All this made her mean tempered at work and so she was given the nickname Turbulence.  Then, when out for a hike and a swim while on vacation, she found an amulet.  She turned it over to the authorities, but soon it came back into her possession.  It was thought she had stolen it, and it was confiscated, but while in jail it came back to her again.  So a mystic hero was contacted and he cast a series of divination spells.  There it was discovered that the amulet, which was magical, had made Qiping its owner.  And after some tests it was discovered it allowed control of air and weather.  Released, it was expected that she would relinquish the amulet to a more suitable host, i.e. a male one.  When it did not occour a smear campaign was started and Qiping left the country.  But knowing she would need training and possibly protection, she approached Until.  After a rigorous training course, she has been placed on the Alphabet Squad.  And she has taken her old nickname as he code name.  

Personality/Motivation:  Turbulence is the classic lady hit the glass ceiling type.  Now she is getting to fly.  

Quote:  

Powers/Tactics:  A classic weather controller, Turbulence has a varied set of powers and abilities, including a lightning bolt, a flash bag attack, controlling winds, dense fog, etc.  

Campaign Use:  

Appearance:  Chinese Malaysian lady with long black hair she wears a costume with Until colours and a cape with the same colours!


 

 

 

 

The description was a weather controller is one of the heavy hitters in the team. And we were having a dearth of female characters so I made her female. Also I placed her in the far east for another person from that region.

To power her up add 10 active points to all her abilities before advantages so a 12d6 attack, 25" fly, 25/25 FF and maybe even add a Force Wall.

To weaken her reduce her attack to 8d6 and get rid if the 1/2 End on all her powers

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"U" is for looking up, way up (let me know if you get the reference)

 

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2021 Upscale

    Val    Char    Cost    Roll    Notes
    20+40    STR    10    13- / 21-    Lift 400.0kg/102.4tons; 4d6/12d6 [2/6]
    21    DEX    33    13-    OCV:  7/DCV:  7
    25    CON    30    14-
    10+8    BODY    0    11- / 13-
    13    INT    3    12-    PER Roll 12-
    12    EGO    4    11-    ECV:  4
    18    PRE    8    15-    PRE Attack:  5 ½d6
    14    COM    2    12-

    8+20    PD    4        Total:  8/28 PD (6/26 rPD)
    8+20    ED    3        Total:  8/28 ED (6/26 rED)
    5    SPD    19        Phases:  3, 5, 8, 10, 12
    15    REC    12
    50    END    0
    33+8    STUN    0    Total Characteristic Cost:  128

Movement:    Running:    18"/36"
    Leaping:    4"/8"
    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    Damage Resistance (6 PD/6 ED)
60    Growth (+40 STR, +8 BODY, +8 STUN, -8" KB, 25,600 kg, -4 DCV, +4 PER Rolls to perceive character, 8 m tall, 4 m wide), Reduced Endurance (0 END; +½) (60 Active Points)
40    Armor (20 PD/20 ED) (60 Active Points); Linked (Growth; -½)
20    Running +12" (18" total), Reduced Endurance (½ END; +¼) (30 Active Points); Linked (Growth; -½)    1
13    +20 STUN (20 Active Points); Linked (Growth; -½)
15    Reduced Endurance (½ END; +¼) for up to 60 Active Points of str (15 Active Points)
8    Lack Of Weakness (-8) for Resistant Defenses
8    Power Defense (8 points)
7    +10 PRE (10 Active Points); Linked (Growth; -½)
4    Martial Block    +2    +2    Block, Abort
4    Martial Dodge    --    +5    Dodge, Affects All Attacks, Abort
4    Martial Strike    +0    +2    6d6 / 14d6 Strike
3    Martial Throw    +0    +1    4d6 / 12d6 +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    Bribery 15-
3    Bureaucratics 15-
2    Forgery (Documents) 12-
3    Paramedics 12-
3    Cryptography 12-
5    +1 with HTH Combat

Total Powers & Skill Cost:  248
Total Cost:  376

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:  Unwilling hero (Common; Strong)
101    Experience Points

Total Disadvantage Points:  376
Earned Experience:  0
Spent Experience:  101
Unspent Experience:  0

Background/History:  Todd Smith is an accountant and bureaucrat for Until.  One of those pencil pushers that all organizations need, but really don't like to talk about.  He worked at a small branch that was so quiet it was considered a dead end by many.  So when the (insert aliens) attacked, they were ground zero.  Most escaped, but he didn't, and the aliens decided to see what made humans tick.  They had discovered a new source of energy recently and he was exposed to it.  By the time he was rescued, he was changed.  Physically he looked the same, but he now had growth powers, which he demonstrated when he grew to hold up a crumbling structure so people could be taken off before it collapsed.  So he was quickly re-assigned.  Now he is the Alphabet Squads paper pusher and a member called Upscale!

Personality/Motivation:  He never wanted to be in the spot light.  But when needed, he'll go into the field.  He prefers rescue operations, but has realized that some will not give him a choice and so has learned HTH JIC!

Quote:  

Powers/Tactics:  He's a growth brick.  He gets big and hits it.  

Campaign Use:  

Appearance:  Take your average NY bureaucrat type.  He's average height and weight with dark brown hair and eyes.  His costume is a special material that expands when he does.  
 

 

 

This suggestion was specific for powers and for background skills.  So basically it is just fill in the blanks.  Like most bricks, he's very cost effective.

 

To power him up I would suggest Brick Tricks MP and possibly and AE (one Hex) for Strength (only at max height?) .  Also a couple of extra Combat Skills Levels would be appropriate!

 

To weaken him get rid of all the Reduced Endurance.  

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"V" is intense

 

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2021 Valoress

    Val    Char    Cost    Roll    Notes
    65    STR    55    22-    Lift 204.8tons; 13d6 [6]
    18    DEX    24    13-    OCV:  6/DCV:  6
    30    CON    40    15-
    15    BODY    10    12-
    13    INT    3    12-    PER Roll 12-
    13    EGO    6    12-    ECV:  4
    20    PRE    10    13-    PRE Attack:  4d6
    18    COM    4    13-

    30    PD    17        Total:  30 PD (30 rPD)
    30    ED    24        Total:  30 ED (30 rED)
    4    SPD    12        Phases:  3, 6, 9, 12
    19    REC    0
    60    END    0
    63    STUN    0    Total Characteristic Cost:  205

Movement:    Running:    11"/22"
    Leaping:    18"/36"
    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)
     
     
30    Damage Resistance (30 PD/30 ED)
10    Running +5" (11" total)    1
5    Leaping +5" (18" forward, 9" upward)    1
41    Life Support  (Eating: Character only has to eat once per week; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week)
11    Healing BODY 1d6 (standard effect: 3 points), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Self Only (-½), Always On (-½)
15    Naked Advantage: Reduced Endurance (½ END; +¼) for up to 60 Active Points (15 Active Points)
4    Martial Block    +2    +2    Block, Abort
4    Martial Dodge    --    +5    Dodge, Affects All Attacks, Abort
4    Martial Strike    +0    +2    15d6 Strike
3    Martial Throw    +0    +1    13d6 +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 (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-
8    +1 with All Combat
10    +2 with HTH Combat
3    Paramedics 12-
2    Navigation (Land) 12-
3    Tactics 12-
3    Teamwork 13-
3    Bureaucratics 13-

Total Powers & Skill Cost:  198
Total Cost:  403

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:  Intense gung ho mentality (Common; Strong)
5    Dependent NPC:  Husband 8- (Normal; Useful Noncombat Position or Skills)
123    Experience Points

Total Disadvantage Points:  403
Earned Experience:  0
Spent Experience:  123
Unspent Experience:  0

Background/History:  Janice White was one of the people affected by a radiation from a meteorite.  It was later found to be a variation of the Kelvarite radiation that gave others similar powers.  Soon many tried to recruit her to their cause, even going so far as to threaten her husband. Janice knew she needed allies and protection for her husband.  Until offered both.  Soon both relocated and she threw herself into the training and is adamant that others train as well.  This has given her an abrasive attitude to some, but her strength and durability is an asset to any operation.  So she adopted the code named Valoress. 

Personality/Motivation:  A normal with superpowers, Valoress has developed a much more forceful attitude in public.  She realizes that she could have been easily coopted and wishes others take this seriously.  

Quote:  

Powers/Tactics:  The strongest and most durable member of the squad.  She gets in close and hopes she can take what the opponents dish out.  

Campaign Use:  

Appearance:  Tall Caucasian with short brown hair and green eyes.  She wears a standard looking uniform, just for show.  

 

 

Another brick but it is her backstory that makes her interesting.  The description was a person who was BIG on training.  I didn't want to go former armed service (I have one coming up though).  Also I noticed a lack of DNPC, so I gave her one (this is sort of reverse Superman).  

 

To strengthen her .... well Strength 70 and Con 33, Spd 5.  If you really want to up her some Damage Reduction (even 25%) would make her MUCH more durable.

 

To weaken her, Strength 60 Con 25 and no Reduced End on Strength.

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"W" is in it deep

 

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2021 Whalesong

    Val    Char    Cost    Roll    Notes
    55    STR    45    20-    Lift 51.2tons; 11d6 [5]
    20    DEX    30    13-    OCV:  7/DCV:  7
    28    CON    36    15-
    13    BODY    6    12-
    13    INT    3    12-    PER Roll 12-
    13    EGO    6    12-    ECV:  4
    20    PRE    10    13-    PRE Attack:  4d6
    18    COM    4    13-

    25    PD    14        Total:  25 PD (25 rPD)
    25    ED    19        Total:  25 ED (25 rED)
    4    SPD    10        Phases:  3, 6, 9, 12
    17    REC    0
    56    END    0
    55    STUN    0    Total Characteristic Cost:  183

Movement:    Running:    10"/20"
    Leaping:    16"/64"
    Swimming:    12"/24"

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)
     
25    Damage Resistance (25 PD/25 ED)
     
20    Multipower, 20-point reserve
2m    1)  Leaping +5" (16" forward, 8" upward) (x4 Noncombat) (10 Active Points)    1
1u    2)  Running +4" (10" total) (8 Active Points)    1
1u    3)  Swimming +10" (12" total) (10 Active Points)    1
     
14    Reduced Endurance (½ END; +¼) for up to 55 Active Points of Str (14 Active Points)
     
12    Life Support  (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)
15    Active Sonar (Hearing Group)
5    Nightvision
3    Ultrasonic Perception (Hearing Group)
5    Ultraviolet Perception (Sight Group)
     
33    Summon 2 200-point Spirit whales, Reduced Endurance (0 END; +½) (67 Active Points); Limited Power Power loses about half of its effectiveness (Only in the water; -1)
4    Martial Strike    +0    +2    13d6 Strike
4    Martial Block    +2    +2    Block, Abort
4    Martial Dodge    --    +5    Dodge, Affects All Attacks, Abort
3    Martial Throw    +0    +1    11d6 +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
3    1)  KS: Engineering (4 Active Points) 13-
2    2)  KS: International Law (3 Active Points) 12-
2    3)  KS: Mechanical systems (3 Active Points) 12-
2    4)  KS: Superhumans (3 Active Points) 12-
2    5)  KS: UN (3 Active Points) 12-
2    6)  KS: Until (3 Active Points) 12-
2    7)  KS: World Politics (3 Active Points) 12-
3    PS: Agent 12-
3    Bureaucratics 13-
3    Computer Programming 12-
3    Electronics 12-
3    Mechanics 12-
3    Navigation 12-
3    Paramedics 12-
2    Systems Operation (Environmental Systems) 12-
3    Science Skill:  Engineering 12-

Total Powers & Skill Cost:  216
Total Cost:  399

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:  Environmentalist (Uncommon; Strong)
129    Experience Points

Total Disadvantage Points:  399
Earned Experience:  0
Spent Experience:  129
Unspent Experience:  0

Background/History:  Nils Anderson was an engineer working on remote northern site.  He was usually charges with the environmental system (which if you live and work up north, is a big priority).  While travelling to a rig in the North Sea, his boat was seized by a sudden storm and he found himself overboard.  He thought he was going to die, but a glowing whale appeared to him and said the seas need a representative on land.  He would be given powers and sent to speak for the seas.  When he walked out of the ocean days later, he began his campaign.  But many wanted him to be silenced. Until asked him to help out on one of their undersea bases, and he found the organization had ideas he could respect. So he was asked to join the squad as one of their undersea operatives.  In return they lend their expertise to Whalesong in his new career.  

Personality/Motivation:  Nils has had his eyes opened to a new world and is now an advocate for that world.  

Quote:  

Powers/Tactics:  He's like Aquaman, good on land, even better underwater. 

Campaign Use:  

Appearance:  Classic blond haired, blue eyed Nordic man.  He wears the uniform, but just for show.  

 

 

Another undersea hero which the team certainly needs.  The stipulations were Norwegian and undersea and whales.  Basically Aquaman.  

 

To power him up, more Strength, better swimming and a bigger Summon Pool.

 

Weakening him Strength 50, Con 25 and no Red End for Strength!

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  • 2 weeks later...

"X" is a bit mysterious

 

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2021 X-Factor

    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-
    15    BODY    10    12-
    20    INT    10    13-    PER Roll 13-
    15    EGO    10    12-    ECV:  5
    13    PRE    3    12-    PRE Attack:  2 ½d6
    12    COM    1    11-

    8+8    PD    5        Total:  8/16 PD (0/8 rPD)
    8+8    ED    4        Total:  8/16 ED (0/8 rED)
    4    SPD    12        Phases:  3, 6, 9, 12
    7    REC    0
    40    END    0
    33    STUN    0    Total Characteristic Cost:  104

Movement:    Running:    6"/12"
    Flight:    10"/80"
    Leaping:    3"/6"
    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)
3    Sight Group Flash Defense (5 points) (5 Active Points); OIF (-½)
     
24    Armor (8 PD/8 ED)
37    Flight 10", x8 Noncombat, Reduced Endurance (½ END; +¼) (37 Active Points)    1
17    Detect A Class Of Things 13- (Unusual Group), Discriminatory, Range, Sense
     
62    Law and Chaos Magic:  Variable Power Pool (Magic), 50 base + 12 control cost,  (75 Active Points); all slots Requires A Skill Roll (-½), Variable Limitations (requires -1 worth of Limitations; Either Does Side Effects and 2X End  OR Gestures, Incantations, Full phase; -½)
     
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    5d6 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)
20    Danger Sense (self only, out of combat) 13-

    Skills
3    Scholar
2    1)  KS: International Law (3 Active Points) 13-
4    2)  KS: Magic (5 Active Points) 15-
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-
3    Linguist
0    1)  Language (imitate dialects; literate) (6 Active Points)
5    2)  Language (imitate dialects; literate) (6 Active Points)
5    3)  Language (imitate dialects; literate) (6 Active Points)
5    4)  Language (imitate dialects; literate) (6 Active Points)
5    5)  Language (imitate dialects; literate) (6 Active Points)
3    Analyze:  Magic 13-
9    +3 with Magic
3    Computer Programming 13-
5    Cramming 
5    Cramming 
3    High Society 12-
3    Navigation 13-
3    Paramedics 13-
7    Power 15-
3    PS: Magic 13-
5    Science Skill:  Magic 15-
3    Teamwork 13-

Total Powers & Skill Cost:  327
Total Cost:  431

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)
10    Psychological Limitation:  Unsure of abilities (Common; Moderate)
10    Hunted:  Higher Powers 11- (Mo Pow; Watching)
156    Experience Points

Total Disadvantage Points:  431
Earned Experience:  0
Spent Experience:  156
Unspent Experience:  0

Background/History:  Some people are born great, some get shoved into it.  Conrad Boroski is that man.  He has been gifted with great magical abilities from two different sources.  Why?  He doesn't know.  But he figures he is meant to use them for some purpose.  After getting training from various mages in the world, he decided to join Until as it seemed they lacked a mage's presence.  Soon he was assigned to the Alphabet Squad as their resident mage, as magic is an X-Factor. 

Personality/Motivation:  Unsure of his abilities X-Factor wants allies for when he thinks he will mess up.  

Quote:  

Powers/Tactics:  X-Factor is a mage with a curious limitation.  His magic either follows what he calls Law or Chaos.  If Law his spells take all the gestures, phrases and time people expect with magic.  But he can also go Chaos and forgo all that but his spell will be exhausting and draining for him (In game terms either Gesture, Incant. and Full Phase OR 2X End, Side Effect End Drain on self) Right now his spell repertoire seems limited, but he hopes to expand that as he goes along.  

Campaign Use:  

Appearance:  Barely in his twenties with short, curly blond hair and blue eyes. He wears a costume that looks like an Until uniform and a cape (it looks cool) 


 

 

When this character was pitched it was a mage who had to balance Law and Chaos magic.  The only time I ever hears that referenced was Lawrence Watt-Evans' Ethshar books, and I  don't think that is what he was planning.  So I made two sets of limitations on the spells, the safe but slow LAW and the fast but exhausting CHAOS.  Also he has a magic devices pool.

 

To power him up make both VPPs larger and maybe some enhanced senses. 

 

To weaken him, get rid of the device pool and maybe even make the VPP a MP!   

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"Y"..... Why not!

 

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2021 Yankee Lightning

    Val    Char    Cost    Roll    Notes
    18    STR    8    13-    Lift 303.1kg; 3 ½d6 [2]
    23    DEX    39    14-    OCV:  8/DCV:  8
    20    CON    20    13-
    13    BODY    6    12-
    13    INT    3    12-    PER Roll 12-
    13    EGO    6    12-    ECV:  4
    18    PRE    8    13-    PRE Attack:  3 ½d6
    16    COM    3    12-

    8+8    PD    4        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
    8    REC    0
    40    END    0
    32    STUN    0    Total Characteristic Cost:  118

Movement:    Running:    6"/12"
    Leaping:    3"/6"
    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)
12    Armor (8 PD/8 ED) (24 Active Points); OIF (-½), Activation Roll 14- (-½)
3    Sight Group Flash Defense (5 points) (5 Active Points); OIF (-½)
     
30    Shellie:  Energy Blast 8d6, 4 clips of 32 Charges (+½) (60 Active Points); OAF (-1)    [32]
50    katie:  Energy Blast 10d6, Autofire (5 shots; +½), 4 clips of 32 Charges (+½) (100 Active Points); OAF (-1)    [32]
4    Martial Block    +2    +2    Block, Abort
4    Martial Dodge    --    +5    Dodge, Affects All Attacks, Abort
4    Martial Strike    +0    +2    5 ½d6 Strike
3    Martial Throw    +0    +1    3 ½d6 +v/5, Target Falls
4    Choke Hold    -2    +0    Grab One Limb; 2d6 NND
4    Martial Disarm    -1    +1    Disarm; 28 STR to Disarm
5    Offensive Strike    -2    +1    7 ½d6 Strike

    Perks
8    Fringe Benefit:  Corporal, International Driver's License, International Police Powers, Passport
48    Jet Cycle:  Vehicles & Bases

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

    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    Disguise 12-
3    Climbing 14-
3    Navigation 12-
3    Paramedics 12-
3    Stealth 14-
5    Survival 13-
3    Tracking 12-
3    Bureaucratics 13-
3    Deduction 12-
3    Demolitions 12-
3    Shadowing 12-
3    Systems Operation 12-
3    Tactics 12-
3    Teamwork 14-
3    Combat Piloting 14-
3    Combat Driving 14-
3    PS: jet cycle maintenance 12-
1    Jet Cycle:  TF Jet Cycle
10    +2 with Ranged Combat

Total Powers & Skill Cost:  278
Total Cost:  396

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)
15    Psychological Limitation:  Thrill Seeker (Common; Strong)
15    Psychological Limitation:  USMC Mentality (Common; Strong)
111    Experience Points

Total Disadvantage Points:  396
Earned Experience:  0
Spent Experience:  111
Unspent Experience:  0

Background/History:  Dee Wallace was always gung ho and knew she was going to be a US Marine.  At eighteen she enlisted, survived basic training and entered the corps.  Soon she was getting assigned to places like Gitmo and US embassies in foreign countries.  But rather than making her an Ugly American, it broadened her view of the world to a more internationalist view.  After serving her 20, she mustered out and promptly joined Until.  There was some resistance on both sides, but when Dee explained she wanted to represent the US at its best, as the anti-ugly American, it was accepted.  She breezed through training and joined the one division that the USMC does not have, the Light Horse.  Then the higher ups sent her to the Alphabet Squad.  Their reasoning, she wants action, she is extremely well trained and she can be that Anti Ugly American.  She took the code name Yankee Lightening. 

Personality/Motivation:  Dee is that American who cringes when she hears about tourist screaming in Italy "what do you mean you don't speak English?" at louder and louder voices.  She wants to show that Americans can be respectful and knowledgeable.  And she wants to get a thrill while doing it.  

Quote:  

Powers/Tactics:  Yankee Lightening has no powers.  What she has is the training and backing of twenty+ years of intense military training backed up by state of the art gear.  Even without the gear, she is a dangerous opponent.  She prefers to stay at range, but will mix it up if needed. 

Campaign Use:  

Appearance:  Medium sized African American woman with short black hair and brown eyes. She wears a standard Until uniform that seems impeccably neat at all times!

 

 

The description for this NPC was American, female, USMC. Joining an organization like Until? So the hardest part was to figure a rational for her. Once I got that, the rest just flowed. Basically she just an extremely well trained soldier. As a nod to some difference I made her Light Horse. (for those who are unsure, this is a division that rides jet cycles into action.)

To make her stronger, just add more skills and skill levels, and maybe a gadget pool.

To weaken her get rid of the pistol back up and the ranged skill levels!

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"Z" is the end and the beginning

 

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2021 Zero

    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-
    15    INT    5    12-    PER Roll 12-
    18    EGO    16    13-    ECV:  6
    20    PRE    10    13-    PRE Attack:  4d6
    20    COM    5    13-

    8    PD    4        Total:  8 PD (8 rPD)
    8    ED    4        Total:  8 ED (8 rED)
    5    SPD    20        Phases:  3, 5, 8, 10, 12
    8    REC    0
    40    END    0
    35    STUN    0    Total Characteristic Cost:  134

Movement:    Running:    6"/12"
    Leaping:    4"/8"
    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)
8    Damage Resistance (8 PD/8 ED)
4    Sight Group Flash Defense (5 points) (5 Active Points); IIF (-¼)
     
47    Variable Power Pool, 40 base + 7 control cost,  (60 Active Points); all slots OAF (-1), VPP Powers Can Be Changed Only In Given Circumstance (-½), Limited Power Power loses about a third of its effectiveness (Only using locally available items/ ingredients; -½)
4    Martial Block    +2    +2    Block, Abort
4    Martial Dodge    --    +5    Dodge, Affects All Attacks, Abort
4    Martial Strike    +0    +2    8d6 Strike
3    Martial Throw    +0    +1    6d6 +v/5, Target Falls
5    Offensive Strike    -2    +1    10d6 Strike
3    Martial Grab    -1    -1    Grab Two Limbs, 40 STR for holding on
4    Nerve Strike    -1    +1    3d6 NND
4    Choke Hold    -2    +0    Grab One Limb; 3d6 NND
4    Martial Disarm    -1    +1    Disarm; 40 STR to Disarm
4    Martial Escape    +0    +0    45 STR vs. Grabs
3    Takedown    +1    +1    6d6 Strike; Target Falls
8    +2 HTH Damage Class(es)

    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)
18    Combat Luck (9 PD/9 ED)

    Skills
3    Scholar
2    1)  KS: Human bio (3 Active Points) 12-
2    2)  KS: International Law (3 Active Points) 12-
2    3)  KS: Superhuman world (3 Active Points) 12-
2    4)  KS: UNTIL (3 Active Points) 12-
2    5)  KS: United Nations (3 Active Points) 12-
2    6)  KS: World Politics (3 Active Points) 12-
3    PS: Until 12-
3    Linguist
0    1)  Language:  Cantonese (imitate dialects; literate) (6 Active Points)
5    2)  Language:  English (imitate dialects; literate) (6 Active Points)
5    3)  Language:  French (imitate dialects; literate) (6 Active Points)
5    4)  Language:  Mandarin (imitate dialects; literate) (6 Active Points)
3    Acrobatics 13-
3    Breakfall 13-
3    Bureaucratics 13-
3    Climbing 13-
3    Concealment 12-
3    Criminology 12-
3    Deduction 12-
3    Demolitions 12-
3    Electronics 12-
3    High Society 13-
3    Interrogation 13-
3    Mechanics 12-
3    Navigation 12-
3    Paramedics 12-
3    Riding 13-
5    Science Skill:  Dimensional Engineering 14-
3    Security Systems 12-
3    Stealth 13-
3    Streetwise 13-
3    Teamwork 13-
6    PS: Macgyverisms 15-

Total Powers & Skill Cost:  250
Total Cost:  384

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)
15    Psychological Limitation:  Disdains overt violance (Common; Strong)
15    Psychological Limitation:  Spidey Syndrome (Common; Strong)
99    Experience Points

Total Disadvantage Points:  384
Earned Experience:  0
Spent Experience:  99
Unspent Experience:  0

Background/History:  Zien Qiping was born in Hong Kong.  He took full advantage of the schooling there and soon had degrees in various fields.  Soon he was using the skills to help solve problems in his local neighborhood.  Then it was the city in general, then the local area.  Soon he came to the attention of Until.  They proposed he go worldwide.  They could provide backing for certain initiatives and in return he does some work for them.  He is adamant about not carrying any guns, and they agreed.  When asked what his code name should be he answered Zero, and let them think why.

Personality/Motivation:  Zero is a "with great power..." type hero.  The irony is he has no powers.  But he still feels a responsibility to make things right.  

Quote:  

Powers/Tactics:  Zero has NO powers.  Just a well-trained body and mind.  That is not to say he's defenseless.  He's a master in more than on form of Wu Shu, is well educated, and has a penchant for making devices out of local materials.  Other members call the MacGuyverism of A-Teamism.  Either way, he's never without some sort of cobbled together device when things get hairy.  

Campaign Use:  

Appearance:  A proud Chinese man from HK, with short black hair and eyes.  He wears what looks like normal street clothes, but are actually Until UC armour.  


 

 

 

"Zero, because he has no powers. Zip. Zilch. Nada!"  So that is what I made.  He is the example of an agent who relies on himself.  My one concession was a gadget pool more like MacGuyver devices than anything else.

 

To power him up. more skills, a larger pool.

 

To weaken him Stats of 18, Spd 4 and a smaller pool!

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A person on RPGnet called Friv Yeti was demonstrating character creation using a system called Sentinels.  Some sounded real cool so I asked permission to convert them to Hero and he said go ahead.

 

Original thread :

https://forum.rpg.net/index.php?threads/sentinel-comics-friv-makes-twenty-superheroes.879480/

 

 

Quote

2021-5 Covenant

    Val    Char    Cost    Roll    Notes
    10    STR    0    11-    Lift 100.0kg; 2d6
    18    DEX    24    13-    OCV:  6/DCV:  6
    18    CON    16    13-
    10    BODY    0    11-
    13    INT    3    12-    PER Roll 12-
    23    EGO    26    14-    ECV:  8
    20    PRE    10    13-    PRE Attack:  4d6
    14    COM    2    12-

    12    PD    10        Total:  12 PD (6 rPD)
    12    ED    8        Total:  12 ED (6 rED)
    4    SPD    12        Phases:  3, 6, 9, 12
    12    REC    12
    36    END    0
    24    STUN    0    Total Characteristic Cost:  123

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

Cost    Powers    END
6    Damage Resistance (6 PD/6 ED)
30    Mind Link , Any Willing Target, Number of Minds (x8)
     
48    Multipower, 60-point reserve,  (60 Active Points); all slots IIF (Mantle of Hope; -¼)
5u    1)  Desolidification , Reduced Endurance (0 END; +½) (60 Active Points); IIF (Mantle of Hope; -¼)
5u    2)  (Total: 60 Active Cost, 48 Real Cost) Physical Damage Reduction, Resistant, 50% (30 Active Points); IIF (Mantle of Hope; -¼) (Real Cost: 24) plus Energy Damage Reduction, Resistant, 50% (30 Active Points); IIF (Mantle of Hope; -¼) (Real Cost: 24)
     
10    Flight 6" (12 Active Points); IIF (Mantle of Hope; -¼)    1
     
20    Elemental Control, 50-point powers,  (25 Active Points); all slots IIF (Mantle of Hope; -¼)
20    1)  Telepathy 10d6 (50 Active Points); IIF (Mantle of Hope; -¼)    5
20    2)  Mental Illusions 10d6 (50 Active Points); IIF (Mantle of Hope; -¼)    5
20    3)  Ego Attack 5d6 (50 Active Points); IIF (Mantle of Hope; -¼)    5
     
15    Precognitive Clairsentience (Sight Group), Reduced Endurance (0 END; +½) (60 Active Points); Limited Power Power loses almost all of its effectiveness (Precog only; -2), Concentration (0 DCV; -½), Limited Power Power loses about a third of its effectiveness (Only for nearby future events; -½)

    Perks
4    Contact (Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-
4    Contact (Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-
5    Favor

    Skills
3    Bureaucratics 13-
3    Oratory 13-
3    Persuasion 13-
3    Paramedics 12-
1    KS: Activism 8-
3    KS: Activist organizations 12-
7    KS: Magic 16-
7    KS: Magic Lore 16-

Total Powers & Skill Cost:  242
Total Cost:  365

200+    Disadvantages
20    Psychological Limitation:  Curious (Very Common; Strong)
10    Hunted:  8- (As Pow; Harshly Punish)
135    Experience Points

Total Disadvantage Points:  365
Earned Experience:  0
Spent Experience:  135
Unspent Experience:  0

Background/History:  Sarah Lawson was an unremarkable woman.  Her only distinguishing feature was an involvement in many activist causes.  It was great money, but she hoped she was doing her part to make a better world.  Maybe that was what drew the old man to her.  He was dying and in his last moments he gave her a strip of cloth.  Soon it settled over her shoulders and bonded to her.  It was the Mantle of Hope.  Information rushed into her mind as well as abilities unimagined.  Now she could be more proactive in bringing Hope to people.  This is her Covenant.

Personality/Motivation:  Sarah is naturally curious and inquisitive.  This and her desire to make things better fuel her actions.  

Quote:  

Powers/Tactics:  Covenant is a powerful psychic. She can read minds, cause people to see things not there, or even cause imaginary damage.  She can also act as a mental switchboard, this makes teamwork much easier.  As well when she concentrates she can pick a set of actions that have the most favorable outcome.  Finally she can place herself out of phase, so she can pass through walls and be harder to hurt.  Generally she tries to hang at the back using her illusions to sow confusion and occasionally giving a psychic whammy as she calls it.  

Campaign Use:  

Appearance:  
 

 

 

So I can't duplicate the action economy, but I hope I did justice to the concept.

This is a scary mentalist in hero terms.

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17 hours ago, Greywind said:

eh, I still think they should have used an established system, like Hero, instead of coming up with yet another system.

I agree, but as a source of inspiration, they are pretty good.  But as we will see, sometimes it really doesn't translate well!  Bu no worse than using V&V or HU to roll up a character for some inspiration!

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An alien redeemer

 

 

Quote

2021-5 Montage

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

10+25 PD 8 Total: 10/35 PD (5/30 rPD)
10+25 ED 6 Total: 10/35 ED (5/30 rED)
5 SPD 20 Phases: 3, 5, 8, 10, 12
12 REC 12
40 END 0
38 STUN 10 Total Characteristic Cost: 129

Movement: Running: 6"/12"
Flight: 25"/50"
Leaping: 2"/4"
Swimming: 2"/4"

Cost Powers END
5 Damage Resistance (5 PD/5 ED)

5 Cosmic : Elemental Control, 10-point powers
45 1) Flight 25" (50 Active Points) 5
45 2) Force Field (25 PD/25 ED) (50 Active Points) 5
45 3) Energy Blast 10d6 (50 Active Points) 5
36 4) Cosmic : Absorption 5d6 (energy, Stun and End), Absorption As A Defense (x2) (50 Active Points); Costs Endurance (Only Costs END to Activate; -¼) 5

45 Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +½) (90 Active Points); all slots OAF (-1)
5u 1) Energy Blast 12d6 (60 Active Points); OAF (-1)
5u 2) Energy Blast 6d6, No Normal Defense ([Standard]; +1) (60 Active Points); OAF (-1)
5u 3) Energy Blast 8d6, Explosion (+½) (60 Active Points); OAF (-1)

Skills
3 Navigation 11-
3 Paramedics 11-
6 KS: Art 14-
6 KS: Art Styles 14-
6 PS: Appraise Art 14-
6 PS: Art 14-
15 +3 with Ranged Combat

Total Powers & Skill Cost: 284
Total Cost: 413

200+ Disadvantages
15 Psychological Limitation: Responsible (Common; Strong)
15 Psychological Limitation: Haunted by his own history (Common; Strong)
183 Experience Points

Total Disadvantage Points: 413
Earned Experience: 0
Spent Experience: 209
Unspent Experience: 0

Background/History: Zam Trejis NOT from around here. He's an... Alien. No not the other country kind, the other planet kind. His planet was decimated by an event called OlbliAeon. Just as it was ending he had a premonition that it would move on to another world. He could not stop it, but he is in a position to keep it from happening again. So now Montage looks for allies.

Personality/Motivation: The soul of an artist, montage has been forced to become a reluctant soldier. He has fought this enemy before and will do his utmost to stop it here.

Quote:

Powers/Tactics: Montage has two sources of Power. The first is the power cosmic. This allows him movement, protections, absorption and attack abilities. In addition he possesses a weapon called the Stitch, which gives him more attack options that are effortless on his part. Generally montage will attack from range, using the Stich while keeping his defenses up. If disarmed the opponents are in for a surprise as he can still blast with his cosmic blasts.

Campaign Use:

Appearance:

 

 

It.... works, but .... why? Even as a non min maxer, this is inefficient. Part of this is because the Marksman Quality means weapon. Why not just take the Cosmic and make it more accurate. To make this make sense I made the weapon 0 endurance to justify its use.

And the skills...?

It can work, but just. At least in Hero terms. I guess this is an example of how different systems don't always mesh nicely!

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7 hours ago, Mr. R said:

I agree, but as a source of inspiration, they are pretty good.  But as we will see, sometimes it really doesn't translate well!  Bu no worse than using V&V or HU to roll up a character for some inspiration!

 

Pretty much how I use every superhero game that isn't Hero.

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Though it was unintentional, see if you can spot the similarity

 

Quote

2021-5 Archie the Adventurer

    Val    Char    Cost    Roll    Notes
    18    STR    8    20-    Lift 51.2tons; 11d6 [4]
    20    DEX    30    13-    OCV:  7/DCV:  7
    18    CON    16    15-
    10    BODY    0    11-
    13    INT    3    12-    PER Roll 12-
    10    EGO    0    11-    ECV:  3
    25    PRE    15    14-    PRE Attack:  5d6
    24    COM    7    14-

    8+15    PD    4        Total:  8/23 PD (4/19 rPD)
    8+15    ED    4        Total:  8/23 ED (4/19 rED)
    5    SPD    20        Phases:  3, 5, 8, 10, 12
    8    REC    0
    36    END    0
    28    STUN    0    Total Characteristic Cost:  107

Movement:    Running:    6"/12"
    Leaping:    21"/42"
    Swimming:    2"/4"

Cost    Powers    END
4    Damage Resistance (4 PD/4 ED)
     
30    Armor (15 PD/15 ED) (45 Active Points); OIF (-½)
     
23    +37 STR, Reduced Endurance (½ END; +¼) (46 Active Points); OIF (-½), No Figured Characteristics (-½)    2
10    +10 CON (20 Active Points); OIF (-½), No Figured Characteristics (-½)
11    +17 STUN (17 Active Points); OIF (-½)
9    Clinging (65 STR) (13 Active Points); OIF (-½)
10    Leaping +10" (21" forward, 10 ½" upward) (Accurate) (15 Active Points); OIF (-½)    1
27    Missile Deflection (Any Ranged Attack), Missile Reflection (40 Active Points); OIF (-½)
     
47    Variable Power Pool, 40 base + 7 control cost,  (60 Active Points); all slots OAF (-1), VPP Powers Can Be Changed Only In Given Circumstance (-½), Requires A Skill Roll (-½)

    Perks
4    Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 8-
4    Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 8-
5    Favor
11    Money:  Filthy Rich
35    Follower

    Skills
10    +2 with HTH Combat
3    Paramedics 12-
3    Persuasion 14-
3    Seduction 14-
5    Gadgets:  Power 13-
3    Electronics 12-
3    Mechanics 12-

Total Powers & Skill Cost:  260
Total Cost:  367

200+    Disadvantages
15    Psychological Limitation:  Overconfident (Common; Strong)
15    Psychological Limitation:  Spidey Syndrome (Common; Strong)
10    Dependent NPC:  8- (Normal)
127    Experience Points

Total Disadvantage Points:  367
Earned Experience:  0
Spent Experience:  127
Unspent Experience:  0

Background/History:  Archibald Harbury.  Scion of a wealthy family. Rich.  Good looking.  Physically active.  Bored.  He did it all.  Until he hit upon the idea of creating a suit of armour for exploration and adventuring.  His family had more than enough money, as long as he kept it respectable, they allowed it.  Soon he had a small team of techs and engineers to help him create his dream.  Soon he was investigating those strange goings on in the world, and found he cared for the actions of those entitled few, He can't stop helping now that he's in a position to help.  So it came about that he's known as Archie the Adventurer.

Personality/Motivation:  Adventurer/ thrill seeker. He wants to see it all.  Add a recent attack of with great power comes great responsibility.  

Quote:  

Powers/Tactics:  Archie's suit gives him good movement, defense and offence.  He tries to get in close and mix it up HTH.  If stuck at range, his suit as a missle deflection system so he can get in a shot at the enemy as he's closing.  Finally his tech team will supply him with some one off items for a wild card effect.  If he knows what he'll be facing, he'll tailor the device to them!

Campaign Use:  

Appearance:  

 

All he needs is a red and blue costume with black highlights. But he does work. This is a nice character for a Hero game. This is a nice example where using a random generator does result in a workable concept!

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A cyborg for your consideration!

Quote

2021-5 Atomizer

    Val    Char    Cost    Roll    Notes
    35+25    STR    25    16- / 21-    Lift 3200.0kg/102.4tons; 7d6/12d6 [3/5]
    24    DEX    42    14-    OCV:  8/DCV:  8
    25    CON    30    14-
    10    BODY    0    11-
    10    INT    0    11-    PER Roll 14-
    10    EGO    0    11-    ECV:  3
    20    PRE    10    13-    PRE Attack:  4d6
    10    COM    0    11-

    25+5    PD    18        Total:  25/30 PD (20 rPD)
    25+5    ED    20        Total:  25/30 ED (20 rED)
    5    SPD    16        Phases:  3, 5, 8, 10, 12
    12    REC    0
    50    END    0
    41    STUN    0    Total Characteristic Cost:  161

Movement:    Running:    6"/12"
    Leaping:    7"/14"
    Swimming:    2"/4"

Cost    Powers    END
20    Damage Resistance (20 PD/20 ED)
9    +3 PER with all Sense Groups
     
37    Density Increase (3,200 kg mass, +25 STR, +5 PD/ED, -5" KB), Reduced Endurance (0 END; +½) (37 Active Points)
     
     
65    Multipower, 65-point reserve
6u    1)  Energy Blast 10d6, Reduced Endurance (½ END; +¼) (62 Active Points)    2
6u    2)  Energy Blast 8d6, Area Of Effect Accurate (One Hex; +½) (60 Active Points)    6

    Perks
3    Anonymity

    Talents
18    Danger Sense (self only, in combat, Function as a Sense) 15-/12-
3    Lightning Calculator

    Skills
3    Paramedics 11-
3    Persuasion 13-
3    Interrogation 13-
3    Stealth 14-
3    Shadowing 11-
3    Streetwise 13-
10    +2 with HTH Combat

Total Powers & Skill Cost:  195
Total Cost:  356

200+    Disadvantages
20    Psychological Limitation:  Apathy (Very Common; Strong)
10    Hunted:  8- (As Pow; Harshly Punish)
5    Distinctive Features:  (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
121    Experience Points

Total Disadvantage Points:  356
Earned Experience:  0
Spent Experience:  121
Unspent Experience:  0

Background/History:  Patience Smith isn't sure of anything, even her name.  She woke up in a lab, alarms blaring and managed to snap the restraints and get out.  Since then she's been living on the street, using a made up name and trying to find out who and why this was done to her,  

Personality/Motivation:  Right now Atomizer is fairly apathetic.  She's totally unsure about anything and it is weighing her down.  As she finds out more this may change, but for now it is go with the flow.  

Quote:  

Powers/Tactics:  Atomizer is a front line brick.  Thought her strength is not fantastic at first, she can alter her density to improve her strength and durability.  In addition she has an atomic core in her that she can channel for energy blasts if opponents stay at range.  

Campaign Use:  

Appearance:  

 

 

She's actually a workable character. Some ranged, some HTH and a backstory loaded with plot hooks. And who doesn't like a self redemption story!

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A Mastermind for good

 

Quote

2021-5 Synergyst

    Val    Char    Cost    Roll    Notes
    15    STR    5    12-    Lift 200.0kg; 3d6 [1]
    26    DEX    48    14-    OCV:  9/DCV:  9
    20    CON    20    13-
    15    BODY    10    12-
    10    INT    0    11-    PER Roll 11-
    13    EGO    6    12-    ECV:  4
    25    PRE    15    14-    PRE Attack:  5d6
    14    COM    2    12-

    8    PD    5        Total:  8 PD (4 rPD)
    8    ED    4        Total:  8 ED (4 rED)
    5    SPD    14        Phases:  3, 5, 8, 10, 12
    7    REC    0
    40    END    0
    33    STUN    0    Total Characteristic Cost:  129

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

Cost    Powers    END
4    Damage Resistance (4 PD/4 ED)
     
52    Invisibility to Sight and Hearing Groups , No Fringe, Reduced Endurance (0 END; +½) (52 Active Points)
15    Precognitive Clairsentience (Sight Group), Reduced Endurance (0 END; +½) (60 Active Points); Limited Power Power loses almost all of its effectiveness (Precog only; -2), Concentration (0 DCV; -½), Limited Power Power loses about a third of its effectiveness (Only for nearby future events; -½)
37    Master plan:  +5 Overall, Usable Simultaneously (up to 16 people at once; +1 ¼) (112 Active Points); 1 Continuing Charge lasting 1 Extra Phase (-1 ½), Limited Power Power loses about a third of its effectiveness (Loses a level every turn; -½)
34    Energy Blast 9d6, Area Of Effect (5" Radius; +1), Selective (+¼) (101 Active Points); 2 Charges (-1 ½), No Range (-½)    [2]
4    Martial Block    +2    +2    Block, Abort
4    Martial Strike    +0    +2    6d6 Strike
5    Offensive Strike    -2    +1    8d6 Strike
4    +1 HTH Damage Class(es)

    Perks
3    Contact (Contact has access to major institutions, Contact has useful Skills or resources) 8-
5    Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-
5    Favor

    Talents
18    Combat Luck (9 PD/9 ED)

    Skills
3    Bugging 11-
3    Climbing 14-
9    Deduction 14-
3    Lockpicking 14-
3    Paramedics 11-
7    Stealth 16-
3    Streetwise 14-
10    +2 with Ranged Combat

Total Powers & Skill Cost:  231
Total Cost:  360

200+    Disadvantages
20    Psychological Limitation:  Code of Honour (Very Common; Strong)
5    Hunted:  Wager Master 8- (Mo Pow; Watching)
10    Hunted:  Mob 8- (As Pow; Harshly Punish)
125    Experience Points

Total Disadvantage Points:  360
Earned Experience:  0
Spent Experience:  125
Unspent Experience:  0

Background/History:  Cameron Reddican was doing a job for the mob, or so he thought.  But in reality the entity called Wager master was creating a real life crime movie.  When Cameron sacrificed the final scene to save his crew, he was bather in the energies of the Magmuffin that they were stealing.  Wager Master complimented them and sent them on their way.  Now life hadn't been kind to Cameron, but the device opened his eyes to many possibilities and the ones where he benefited the most was as a hero, and so Synergyst was born.  

Personality/Motivation:  Synergyst and see possible futures and then guide (cajole?) people into following that path.  A secondary ability is he can hide in plain sight and people don't see him.  If he can he'll prepare an area with a few booby traps. 

Quote:  

Powers/Tactics:  A Precog who has the ability to make a team more efficient. 

Campaign Use:  

Appearance:  

 

So the concept is a person who can see the big picture and help guide others towards it. I had a lot of figuring here. Some explanations for my choices:

Invisibility was straight up
Master plan is his ability to set things up for his allies to benefit for a limited time. I am thinking +5 is a bit high though. If you agree make it +3. It starts strong, but weaken as the fight progresses, and can be used once.
The energy blast is a special effect of him going invisible and setting up sabotages on the battlefield. This has a lot of handwavium and if you can think of some better idea!

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He's a mixture of Reed Richards and Tony Stark
 

 

Quote

2021-5 The Regulator 1

 

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

20 DEX 30 13- OCV:  7/DCV:  7

20 CON 20 13-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

14 COM 2 12-

 

8+20 PD 5 Total:  8/28 PD (4/24 rPD)

 

8+20 ED 4 Total:  8/28 ED (4/24 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

7 REC 0

40 END 0

27 STUN 0 Total Characteristic Cost:  104

 

Movement: Running: 6"/12"

 

Leaping: 2"/4"

Swimming: 2"/4"

Teleportation: 20"/160"

 

Cost Powers END

 

4 Damage Resistance (4 PD/4 ED)

 

25 Elemental Control, 50-point powers

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

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

25 3)  Teleportation 20", x8 Noncombat (50 Active Points) 5

38 4)  Summon 8 150-point creatures, Reduced Endurance (½ END; +¼), Slavishly Devoted (+1) (101 Active Points); Limited Power Power loses about half of its effectiveness (Last one turn; -1) 4

 

23 Detect A Class Of Things 15- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees)

20 Retrocognitive Clairsentience (Hearing Group) (40 Active Points); Precognition/Retrocognition Only (-1) 4

 

Perks

 

14 Money:  Filthy Rich

10 Favor

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

15 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources), Organization Contact (x3) (15 Active Points) 11-

 

Skills

 

3 Paramedics 12-

3 Persuasion 12-

3 Deduction 12-

3 Bureaucratics 12-

4 Science Skill:  Dimensional Engineering 13-

3 Electronics 12-

3 Mechanics 12-

3 KS: Magic Lore 12-

3 High Society 12-

3 Systems Operation 12-

 

Total Powers & Skill Cost:  260

 

Total Cost:  364

 

200+ Disadvantages

 

25 Psychological Limitation:  Distant, unemotional (Very Common; Total)

15 Psychological Limitation:  Convinced he's the best to decide (Common; Strong)

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

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

99 Experience Points

 

Total Disadvantage Points:  364

 

Earned Experience:  0

Spent Experience:  99

Unspent Experience:  0

 

Background/History:  Harison Kent is the latest in a line of business family.  A great administrator as well as a gifted Scientist, his company was working on teleportation technology.  But as happens there was an accident and Harrison found himself bounced across multiple dimensions and subjected to strange energies.  When control was finally established and he was brought back, he fired the scientist in charge and investigated the incident.  Two things were found: 1) corporate opponents had made inroads into his project and 2) he now had super powers.  Not wanting his tech to fall into the wrong hands, he took action and now uses his powers to ensure that the tech gets into the right hands.  He is the Regulator!

 

 

Personality/Motivation:  Harrison is ... well the term cold fish works.  He's distant and unemotional at all times.  He also is convinced who should get access to his tech.  

 

 

Quote:  

 

 

Powers/Tactics:  Regulator is a fire blaster with a few tricks.  Rather than fly he teleports, he can fire damaging blasts and protect himself with an energy shield.  As well he can in a pinch summon what looks like fiery imps for a distraction.  Also he has the ability to sense when a dimensional portal is opening up near him, and the ability to discern the past of an object by holding it.  

 

 

Campaign Use:  

 

 

Appearance:  

 


Like I said he's a sort of Mr. Fantastic/ Iron man mixture, with the powers of the Human Torch. But he can work. There are a lot of hooks for adventures here, and getting him to lighten up should make for some great role playing.

 

 

 

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This is going to be long as I will have followers, a vehicle and the heroine here.

 

 

First up.....THE MINIONS

 

Quote

2021-5 The Artificer 3

    Val    Char    Cost    Roll    Notes
    40    STR    30    17-    Lift 6400.0kg; 8d6 [4]
    15    DEX    15    12-    OCV:  5/DCV:  5
    10    CON    0    11-
    10    BODY    0    11-
    10    INT    0    11-    PER Roll 11-
    0    EGO    0    9-    ECV:  0
    10    PRE    0    11-    PRE Attack:  2d6
    10    COM    0    11-

    3+8    PD    0        Total:  3/11 PD (0/8 rPD)
    3+8    ED    6        Total:  3/11 ED (0/8 rED)
    2    SPD    0        Phases:  6, 12
    10    REC    0
    20    END    0
        Total Characteristic Cost:  51

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

Cost    Powers    END
45    Automaton (Takes No STUN (loses abilities when takes BODY))
15    Does Not Bleed
20    Reduced Endurance (0 END; +½) for up to 40 Active Points of Str (20 Active Points)
72    Armor (8 PD/8 ED)
6    Reduced Endurance (0 END; +½) for up to 12 Active Points of Run (6 Active Points)

    Skills
5    Cramming 
5    Cramming 
5    Cramming 
5    Cramming 
5    Cramming 

Total Powers & Skill Cost:  183
Total Cost:  234

200+    Disadvantages
15    Distinctive Features:  (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
25    Physical Limitation:  robot (All the Time; Fully Impairing)
25    Physical Limitation:  Loyal to Artificer (All the Time; Fully Impairing)

Total Disadvantage Points:  234
Earned Experience:  0
Spent Experience:  0
Unspent Experience:  0

Background/History:  

Personality/Motivation:  

Quote:  

Powers/Tactics:  

Campaign Use:  

Appearance:  

 

 

 

Then her..... vehicle ?

 

Quote

2021-5 The Artificer 2

    Val    Char    Cost    Roll    Notes
    20    STR    0    13-    Lift 400.0kg; 4d6
    20    DEX    30    13-    OCV:  7/DCV:  6    
    12    BODY    0    11-    
    4    SPD    10        Phases:  3, 6, 9, 12
    
    
        Total Characteristic Cost:  68

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

Cost    Powers    END
35    Flight 15", x4 Noncombat
12    Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +½) (30 Active Points); Limited Power Power loses about half of its effectiveness (Only with move by/ move through; -1), Hand-To-Hand Attack (-½)
100    Multipower, 100-point reserve
6u    1)  Energy Blast 8d6, Reduced Endurance (0 END; +½) (60 Active Points)
5u    2)  Energy Blast 8d6, Reduced Endurance (0 END; +½), Area Of Effect (24" Line; +1) (100 Active Points); No Range (-½), Limited Power Power loses about a third of its effectiveness (Only along flight path; -½)

Total Powers & Skill Cost:  158
Total Cost:  226

200+    Disadvantages
15    Distinctive Features:  (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
11    Experience Points

Total Disadvantage Points:  226
Earned Experience:  0
Spent Experience:  11
Unspent Experience:  0

Background/History:  

Personality/Motivation:  

Quote:  

Powers/Tactics:  

Campaign Use:  

Appearance:  
 

 

 

 

And the lady

 

 

Quote

2021-5 The Artificer 1

    Val    Char    Cost    Roll    Notes
    10    STR    0    11-    Lift 100.0kg; 2d6
    18    DEX    24    13-    OCV:  6/DCV:  6
    18    CON    16    13-
    13    BODY    6    12-
    20    INT    10    13-    PER Roll 13-
    18    EGO    16    13-    ECV:  6
    15    PRE    5    12-    PRE Attack:  3d6
    16    COM    3    12-

    8+6    PD    6        Total:  8/14 PD (4/10 rPD)
    8+6    ED    4        Total:  8/14 ED (4/10 rED)
    4    SPD    12        Phases:  3, 6, 9, 12
    6    REC    0
    36    END    0
    27    STUN    0    Total Characteristic Cost:  102

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

Cost    Powers    END
4    Damage Resistance (4 PD/4 ED)
     
12    Armor (6 PD/6 ED) (18 Active Points); OIF (-½)
22    Back up blaster:  Energy Blast 9d6, 16 Charges (+0) (45 Active Points); OAF (-1)    [16]
     
48    Variable Power Pool, 40 base + 8 control cost,  (60 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½)

    Perks
62    Robot men:  Follower
5    Favor
47    Ornithopter:  Vehicles & Bases
5    Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-
12    Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 8-

    Skills
3    KS: Historian 13-
3    Electronics 13-
3    Mechanics 13-
3    Science Skill:   Engineering 13-
3    Science Skill:  robotics 13-
3    Deduction 13-
3    KS: Tech Lore 13-
3    KS: Magic Lore 13-
10    +2 with Ranged Combat

Total Powers & Skill Cost:  251
Total Cost:  353

200+    Disadvantages
15    Psychological Limitation:  Justice (Common; Strong)
15    Psychological Limitation:  Learning (Common; Strong)
123    Experience Points

Total Disadvantage Points:  353
Earned Experience:  0
Spent Experience:  123
Unspent Experience:  0

Background/History:  Elinor Dulac is a renowned historian.  An expert in many areas, she spcializes in Ancient Roman.  She would have been left at that if not for the volume of ... designs she got at a flea market a few years ago.  It was obviously Roman, but talked of moving statues and mechanical birds.  She pored over the almost incomprehensible writting, until she had an epiphany and realized it could just work.  She was laughed at, but after years of attempts, she had her robot men and a vehicle that looks like a flying bird.  Since then she has had adventures, searching for other lost secrets.  She has become know as the Artificer!

Personality/Motivation:  Freedom of the individual and the teaching of the next generation.  Injustice sets her off and she wants to share all that she knows with others, so that it does not become lost again.

Quote:  

Powers/Tactics:  Artificer will try to be in her vehicle, called an ornithopter, as much as possible.  There she will luanch attacks as well as direct her small band of robots.  

Campaign Use:  

Appearance:  
 

 

 

 

Vehicle heroes are sometimes a bit hard to use and you end up with a hero great outside and terrible indoors.  Then add followers and you have a recipe where as one friend put it "He spent 25 minute moving and rolling dice for each minion, when the rest of us were done in five minutes?  Next time a player asks to play a minion master I'm whacking him with a hammer!"  So take this NPC cautiously as she can dominate the play session if not careful.  That being said, she does work, and I do like the backstory!

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