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Mr. R

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She's a seal lady mixed with Ice Man

 

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2021-5 Deep Freeze

    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-
    15    BODY    10    12-
    13    INT    3    12-    PER Roll 12-
    10    EGO    0    11-    ECV:  3
    15    PRE    5    12-    PRE Attack:  3d6
    18    COM    4    13-

    10+15    PD    8        Total:  10/25 PD (5/20 rPD)
    10+15    ED    6        Total:  10/25 ED (5/20 rED)
    5    SPD    20        Phases:  3, 5, 8, 10, 12
    14    REC    16
    40    END    0
    30    STUN    0    Total Characteristic Cost:  122

Movement:    Running:    16"/32"
    Leaping:    2"/4"
    Swimming:    12"/24"

Cost    Powers    END
5    Damage Resistance (5 PD/5 ED)
     
36    Armor (15 PD/15 ED) (45 Active Points); Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)
16    Running +10" (16" total) (20 Active Points); Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)    2
40    Multipower, 50-point reserve,  (50 Active Points); all slots Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)
4u    1)  Energy Blast 10d6 (50 Active Points); Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)    5
4u    2)  Energy Blast 8d6, Autofire (3 shots; +¼) (50 Active Points); Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)    5
2u    3)  Hand-To-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-½), Limited Power Power loses about a fourth of its effectiveness (Unified; -¼)    4
     
58    Shape Shift  (Sight, Hearing, Smell/Taste and Touch Groups), Cellular, Reduced Endurance (0 END; +½), Persistent (+½) (58 Active Points)
3    Life Support  (Expanded Breathing) (5 Active Points); Linked (Shape Shift; -½)
7    Swimming +10" (12" total) (10 Active Points); Linked (Shape Shift; -½)    1
15    Healing BODY 1d6 (standard effect: 3 points), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Self Only (-½)

    Perks
3    Anonymity

    Talents
30    Danger Sense (immediate vicinity, out of combat, Function as a Sense) 15-
7    Beast Speech (15 Active Points); Limited Power Power loses about half of its effectiveness (Only sea animals; -1)
20    Animal Friendship

    Skills
10    +2 with HTH Combat
3    KS: Seas/Oceans 12-
3    KS: Supernatural 12-
5    Language:  Sea (imitate dialects)

Total Powers & Skill Cost:  271
Total Cost:  393

200+    Disadvantages
15    Physical Limitation:  unfamiliar with modern world (All the Time; Slightly Impairing)
15    Psychological Limitation:  Always hopeful (Common; Strong)
163    Experience Points

Total Disadvantage Points:  393
Earned Experience:  0
Spent Experience:  163
Unspent Experience:  0

Background/History:  Siobhan is a selkie, a seal woman who can transform into a human by shedding her skin and walking among us.  But in her last visit she was kidnapped by an organization who wanted to test her to see how their implants will work on the supernatural.  They got more than they bargained for and Siobhan managed to escape.  They did unlock super abilities in her though and now she uses them help others as Deep Freeze.  

Personality/Motivation:  Deep Freeze is unrelentingly positive and looks for ways to teach others either to use their powers or relater to others.  

Quote:  

Powers/Tactics:  Deep Freeze has two sets of powers.  The first is the ability to shape shift into a seal woman.  Before this required her seal skin, but is now intrinsic.  The second is a set of Ice/cold powers she uses at range.  Add the Ice Armour and her high recovery and you have a very durable opponent.  

Campaign Use:  

Appearance:  

 

 

This is a strange concept, but it manages to work.  I had to tweak a few things, but basically we have someone dangerous above water and very dangerous under it.  Also I should have added a Hunted More Powerful 8- (15 pts) to represent the people that experimented on her (they want their experiment back!)

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She is Groot!  Sort of....

 

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2021-5 Fernwick

    Val    Char    Cost    Roll    Notes
    15+40    STR    5    12- / 20-    Lift 200.0kg/51.2tons; 3d6/11d6 [1/5]
    21    DEX    33    13-    OCV:  7/DCV:  7
    20    CON    20    13-
    10+8    BODY    0    11- / 13-
    15    INT    5    12-    PER Roll 12-
    13    EGO    6    12-    ECV:  4
    15    PRE    5    12-    PRE Attack:  3d6
    14    COM    2    12-

    8+15    PD    5        Total:  8/23 PD (4/19 rPD)
    8+15    ED    4        Total:  8/23 ED (4/19 rED)
    5    SPD    19        Phases:  3, 5, 8, 10, 12
    10    REC    6
    40    END    0
    28+8    STUN    0    Total Characteristic Cost:  110

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

Cost    Powers    END
4    Damage Resistance (4 PD/4 ED)
     
15    Elemental Control, 30-point powers
35    1)  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 (½ END; +¼) (50 Active Points)    2
16    2)  Stretching 5", Reduced Endurance (½ END; +¼) (31 Active Points)    1
30    3)  Toxic Spores:  Energy Blast 4d6, Personal Immunity (+¼), Area Of Effect (5" Radius; +1), Two-Dimensional (-¼), No Normal Defense ([Standard]; +1) (60 Active Points); No Range (-½)    6
50    4)  Hindering vines:  Telekinesis (30 STR), Personal Immunity (+¼), Area Of Effect (6" Radius; +1), Two-Dimensional (-¼) (90 Active Points); No Range (-½)    9
     
45    Armor (15 PD/15 ED)
     
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
4    Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact limited by identity, Good relationship with Contact) 11-
6    Contact (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 11-

    Skills
3    Deduction 12-
3    Criminology 12-
3    Forensic Medicine 12-
3    KS: Criminals 12-
3    KS: Organized Crime 12-
3    KS: Alien 12-

Total Powers & Skill Cost:  271
Total Cost:  381

200+    Disadvantages
20    Psychological Limitation:  Jaded (Very Common; Strong)
10    Hunted:  8- (Less Pow; NCI; Harshly Punish)
151    Experience Points

Total Disadvantage Points:  381
Earned Experience:  0
Spent Experience:  151
Unspent Experience:  0

Background/History:  Police woman Leslie Flaherty was becoming jaded.  She hoped to make a difference in her city and instead ran into corruption and graft.  Then came the call to investigate a strange device.  She advised caution, but her partner changed in and the spores in the device were released.  Her partner died, but after a long affliction, managed to recover.  But what nobody realized was that Leslie was changed.  She could change into a plant woman and use the tendrils and extra size to investigate and escape.  So now she is on her own undercover assignment as Fernwick>

Personality/Motivation:  Leslie is jaded to the corruption in the force.  Thus she hopes she can make a small change and redeem herself.  

Quote:  

Powers/Tactics:  Sneak in and use her growth and stretching to deal with opponents.  If facing many opponents she'll use her tendrils to hinder them and spores to take many out at once.  As well she carries Police issue items she liberated from the corrupt cops she encounters.  

Campaign Use:  

Appearance:  
 

 

 

Again a workable, solid, flavourful build.  Again lots of hooks,  Can make a good solo or team player.  

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A Heroes Unlimited stage magician comboed with a true mage.

 

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2021-5 Ilamar the Inscrutable

    Val    Char    Cost    Roll    Notes
    10    STR    0    11-    Lift 100.0kg; 2d6
    24    DEX    42    14-    OCV:  8/DCV:  8
    20    CON    20    13-
    10    BODY    0    11-
    18    INT    8    13-    PER Roll 13-
    15    EGO    10    12-    ECV:  5
    20    PRE    10    13-    PRE Attack:  4d6
    16    COM    3    12-

    12+10    PD    10        Total:  12/22 PD (6/16 rPD)
    12+10    ED    8        Total:  12/22 ED (6/16 rED)
    5    SPD    16        Phases:  3, 5, 8, 10, 12
    6    REC    0
    40    END    0
    25    STUN    0    Total Characteristic Cost:  127

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

Cost    Powers    END
6    Damage Resistance (6 PD/6 ED)
     
20    Force Field (10 PD/10 ED)    2
     
25    Weather:  Elemental Control, 50-point powers
25    1)  Energy Blast 10d6 (50 Active Points)    5
24    2)  Telekinesis (30 STR), Affects Porous (55 Active Points); Affects Whole Object (-¼)    5
30    3)  Darkness to Sight Group 5" radius, Alterable Size (55 Active Points)    5
30    4)  Sight and Hearing Groups Flash 10d6 (55 Active Points)    5
     
35    Summon 32 51-point creatures, Slavishly Devoted (+1) (70 Active Points); Limited Power Power loses about half of its effectiveness (Last one turn; -1)    7

    Perks
5    Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-
20    Coco the rabbit:  Follower

    Talents
25    Danger Sense (immediate vicinity, in combat, Function as a Sense) 16-

    Skills
4    KS: Stage Magic 14-
3    Acting 13-
3    Disguise 13-
3    Oratory 13-
3    Deduction 13-
3    Acrobatics 14-
3    Breakfall 14-

Total Powers & Skill Cost:  267
Total Cost:  394

200+    Disadvantages
20    Psychological Limitation:  Liberty (Common; Total)
10    Hunted:  11- (Mo Pow; Watching)
164    Experience Points

Total Disadvantage Points:  394
Earned Experience:  0
Spent Experience:  164
Unspent Experience:  0

Background/History:  Mike Wu always wanted to be a magician.  So he learned and practiced and investigated until he started to make a name for his act.  Then one day a rabbit popped out of his hat.  It called itself Coco and said Mike was fated to be a major player in some upcoming event.  For now he would be granted powers and time to train with them.  Ever the showman he called himself Ilamar the Inscrutable.  

Personality/Motivation:  Mike is a big believer in personal freedom.  That people should not be hindered in trying to simple live, much less improve themselves.  

Quote:  

Powers/Tactics:  Ilamar has two differing sets of powers.  The first is a set of weather control effect.  The other is to summon a horde of small animal to create darkness or act as a distraction,  

Campaign Use:  

Appearance:  

 

 

 

SO I hope I got this right? If you think it can be done better, let me know.

This is a very cool background though. I can see a whole list of Role Playing opportunities here. Also many hooks for the character. I love it!

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A super first responder

 

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2021-5 Refuge


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

24 DEX 42 14- OCV:  8/DCV:  8

20 CON 20 13-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

23 EGO 26 14- ECV:  8

23 PRE 13 14- PRE Attack:  4 ½d6

10 COM 0 11-

 

8+10 PD 6 Total:  8/18 PD (4/14 rPD)

8+10 ED 4 Total:  8/18 ED (4/14 rED)

5 SPD 16 Phases:  3, 5, 8, 10, 12

10 REC 8

40 END 0

25 STUN 0 Total Characteristic Cost:  143

 

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

4 Damage Resistance (4 PD/4 ED)

 

20 Force Field (10 PD/10 ED) 2

 

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

 

25 Weather:  Elemental Control, 50-point powers

34 1)  Change Environment 32" radius, +2 Temperature Level Adjustment, -2 Temperature Level Adjustment, Long-Lasting 20 Minutes, Multiple Combat Effects, Varying Combat Effects (59 Active Points) 6

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

24 3)  Telekinesis (30 STR), Affects Porous (55 Active Points); Affects Whole Object (-¼) 5

30 4)  Darkness to Sight Group 5" radius, Alterable Size (55 Active Points) 5

30 5)  Sight and Hearing Groups Flash 10d6 (55 Active Points) 5

 

46 Variable Power Pool, 40 base + 6 control cost,  (60 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (-½); all slots OAF (-1), Limited Power Power loses about half of its effectiveness (Only for heal type powers; -1)

 

20 Precognitive Clairsentience (Sight Group), Reduced Endurance (0 END; +½) (60 Active Points); No Conscious Control (-2)

 

Perks

5 Favor

 

Skills

3 Science Skill:  Medicine 13-

3 Science Skill:  Biology 13-

3 Science Skill:  Chemistry 13-

7 Paramedics 15-

 

Total Powers & Skill Cost:  329

Total Cost:  472

 

200+ Disadvantages

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

15 Psychological Limitation:  Cheerful (Common; Strong)

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

232 Experience Points

 

Total Disadvantage Points:  472

Earned Experience:  0

Spent Experience:  232

Unspent Experience:  0

 

Background/History:  The planet Maerynian has produced a few visitors to our planet and one is J'nyta Gnz'l.  A intelligent and well educated first responder, she has come to earth for reasons of her own.  Here she uses not only the advanced healing tech of her world, but the weather working skills many of her people are adept at as Refuge.

 

Personality/Motivation:  Unendingly cheerful, Refuge is always optimistic, but she will not hesitate to go into a dangerous situation to save others.  To this end she follows her own people's version of do no harm.

 

Quote:  

 

Powers/Tactics:  Refuge's primary abilities are the ability to control the weather and to use the winds to fly.  Add a collection of lifesaving devices that she carries with her at all times.  Finally she has a type of precognition, rarely under her control, that will tell her when she is needed somewhere.

 

Campaign Use:  

 

Appearance:  

 

 

So this build shows again that versatility costs.  Fly, defense, tool kit of offense, precognition, and a hefty med kit.  It does work, but then it is a super's game where everything is possible.

 

 

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Hey DOC!!!

 

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2021-5 Doctor Cobalt


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

20 DEX 30 13- OCV:  7/DCV:  7

25 CON 30 14-

15 BODY 10 12-

15 INT 5 12- PER Roll 12-

10 EGO 0 11- ECV:  3

23 PRE 13 14- PRE Attack:  4 ½d6

12 COM 1 11-

 

8+15 PD 5 Total:  8/23 PD (4/19 rPD)

8+15 ED 3 Total:  8/23 ED (4/19 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

8 REC 0

50 END 0

35 STUN 0 Total Characteristic Cost:  120

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

4 Damage Resistance (4 PD/4 ED)

 

22 Major Transform 3d6 (45 Active Points); Limited Power Power loses about half of its effectiveness (Non Living Material; -1) 4

60 Variable Power Pool, 50 base + 10 control cost,  (75 Active Points); Requires A Skill Roll (-½); all slots OAF (-1)

 

80 Multipower, 80-point reserve

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

5u 2)  Energy Blast 8d6, Area Of Effect (16" Line; +1) (80 Active Points); No Range (-½) 8

3u 3)  Healing BODY 2d6, Ranged (+½) (30 Active Points) 3

4u 4)  Aid  Stun 3d6, Ranged (+½) (45 Active Points)

 

37 Force Field (15 PD/15 ED), Reduced Endurance (½ END; +¼) (37 Active Points) 1

 

Perks

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

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

 

Skills

3 Demolitions 12-

3 Electronics 12-

3 Mechanics 12-

3 Systems Operation 12-

3 Security Systems 12-

9 Power 15-

10 +2 with Ranged Combat

 

Total Powers & Skill Cost:  261

Total Cost:  381

 

200+ Disadvantages

20 Psychological Limitation:  Arrogant (Very Common; Strong)

5 Reputation: , 8-

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

10 Hunted:  Police/ law enforcement 11- (As Pow; NCI; Watching)

136 Experience Points

 

Total Disadvantage Points:  381

Earned Experience:  0

Spent Experience:  136

Unspent Experience:  0

 

Background/History:  Phlogiston was known as the alchemist engineer.  He tried to unite ancient alchemy and modern tech sometimes to disastrous results.  And his crimes were a means to get raw materials he could not afford otherwise.  But finally he was caught and sent to prison.  But the OblivAeon event would see him freed as part of commuting his sentence.  And he found a liking to be on the hero's side.  When he was finally released he had turned over to the hero side.  But he still needed to use his powers and continue his research.  So he has taken the name Doctor Cobalt, to try and make reparations for his previous life.  He's finding it hard, but he is persevering.  

 

Personality/Motivation:  Even as a hero Dr. Cobalt is arrogant.  He believes he knows what is right, and continuously has to remember that history has shown him that is not always the case.  He hopes to redeem himself in the long run.  

 

Quote:  

 

Powers/Tactics:  The first object Doc worked on was himself, making himself tougher and able to channel electricity.  He also has the ability to transmute local material into components for his devices, which is powered by his alchemical electricity.  

 

Campaign Use:  

 

Appearance:  


 

 

 

This is actually a cool take on a gadgeteer.  Create the raw materials, slap them together and new OMNIgun (tm).  And if to manage to shut that down he has his own innate Electrical Blasts.  Add a set of story hooks about backsliding and old partners looking to get even!

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Mage Knight!

 

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2021-5 Runesword


Val Char Cost Roll Notes

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

20 DEX 30 13- OCV:  7/DCV:  7

25 CON 30 14-

15 BODY 10 12-

10 INT 0 11- PER Roll 11-

20 EGO 20 13- ECV:  7

20 PRE 10 13- PRE Attack:  4d6

12 COM 1 11-

 

18 PD 12 Total:  18 PD (15 rPD)

 

15 ED 10 Total:  15 ED (15 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

11 REC 0

50 END 0

43 STUN 0 Total Characteristic Cost:  163

 

Movement: Running: 6"/12"

 

Leaping: 16"/64"

Swimming: 2"/4"

 

Cost Powers END

 

15 Damage Resistance (15 PD/15 ED)

30 Absorption 3d6  (physical, Body and Stun), Absorption As A Defense (x2) (30 Active Points)

30 Absorption 3d6 (standard effect: 9 points)  (energy, Body and Stun), Absorption As A Defense (x2) (30 Active Points)

 

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

5u 1)  Energy Blast 10d6 (50 Active Points) 2

5u 2)  Sight Group Flash 10d6 (50 Active Points) 2

 

20 Leaping +10" (16" forward, 8" upward) (Accurate, x4 Noncombat) 2

27 Life Support  (Eating: Character does not eat; Longevity: 1600 Years; 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)

 

20 Magic:  Detect A Single Thing 11- (Unusual Group), Discriminatory, Analyze, Range, Sense

 

37 Multipower, 50-point reserve, all slots Reduced Endurance (0 END; +½) (75 Active Points); all slots OAF (-1)

1u 1)  Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR) (30 Active Points); OAF (-1)

1u 2)  Hand-To-Hand Attack +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-½)

 

Perks

 

3 Anonymity

 

Skills

 

3 Deduction 11-

3 Fast Draw 13-

3 High Society 13-

3 KS 11-

3 KS 11-

3 KS 11-

3 Paramedics 11-

3 Shadowing 11-

3 Stealth 13-

3 Tracking 11-

10 +2 with HTH Combat

 

Total Powers & Skill Cost:  296

 

Total Cost:  459

 

200+ Disadvantages

 

20 Psychological Limitation:  Lone Wolf (Very Common; Strong)

15 Physical Limitation:  Not familiar with modern culture/science (Frequently; Greatly Impairing)

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

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

204 Experience Points

 

Total Disadvantage Points:  459

 

Earned Experience:  0

Spent Experience:  204

Unspent Experience:  0

 

Background/History:  Sir Trevor Clairhue was a warrior for the side of light.  But eventually even he was defeated.  But not killed.  The magic he had mastered actually placed him in a deep sleep, until for some reason he was awoken in the modern day.  He still searches for his destiny, but in the meantime he has joined with the knights of light of modern times called superheroes as Runesword. While he searches he also hopes to make allies for whatever reason he was reawakened.  

 

 

Personality/Motivation:  An old world courteous death knight.  It is apparent he is 'mostly dead' but he still keeps the manners and norms he was raised in!

 

 

Quote:  

 

 

Powers/Tactics:  Mage Knight!  Mage Knight!  Mage Knight!  Who also happens to be undead and has a nasty sword.  He basically acts as a front line fighter, getting stuck in and taking damage and healing before their eyes!

 

 

Campaign Use:  

 

 

Appearance:  

 

 

 

 

 

Its a classic trope, so it works. Ancient warrior: check. Magic Weapon: check. Magic abilities: check. Role playing opportunities: check. You really have to try hard to mess with this trope!

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WE can stop you!

 

What's this WE?

 

Split!!!

 

OH!  BLEEP!

 

Quote

2021-5 The Line


Val Char Cost Roll Notes

15+50 STR 5 12- / 22- Lift 200.0kg/204.8tons; 3d6/13d6 [1/5]

20 DEX 30 13- OCV:  7/DCV:  7

25 CON 30 14-

15+5 BODY 10 12- / 13-

13 INT 3 12- PER Roll 12-

20 EGO 20 13- ECV:  7

20 PRE 10 13- PRE Attack:  4d6

14 COM 2 12-

 

20+5 PD 17 Total:  20/25 PD (20 rPD)

20+5 ED 15 Total:  20/25 ED (20 rED)

4 SPD 10 Phases:  3, 6, 9, 12

8 REC 0

50 END 0

36+5 STUN 0 Total Characteristic Cost:  152

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

20 Damage Resistance (20 PD/20 ED)

 

37 Density Increase (3,200 kg mass, +25 STR, +5 PD/ED, -5" KB), Reduced Endurance (0 END; +½) (37 Active Points)

 

60 Multipower, 60-point reserve

4u 1)  Growth (+25 STR, +5 BODY, +5 STUN, -5" KB, 3,200 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Reduced Endurance (0 END; +½) (37 Active Points)

6u 2)  Shrinking (0.125 m tall, 0.0244 kg mass, -8 PER Rolls to perceive character, +8 DCV, takes +12" KB), Reduced Endurance (0 END; +½) (60 Active Points)

 

 

55 Duplication (creates 8 291-point Duplicates), Easy Recombination (Zero-Phase Action at Full DCV) (84 Active Points); Limited Power Power loses about a third of its effectiveness (Any Duplicate after the first last one turn; -½)

 

Perks

3 Anonymity

 

Skills

6 Science Skill:  General 15-

3 Deduction 12-

7 Forensic Medicine 14-

3 Oratory 13-

3 Persuasion 13-

3 Tactics 12-

 

Total Powers & Skill Cost:  210

Total Cost:  362

 

200+ Disadvantages

15 Physical Limitation:  Not familiar with earth history (All the Time; Slightly Impairing)

15 Psychological Limitation:  Must lead (Common; Strong)

132 Experience Points

 

Total Disadvantage Points:  362

Earned Experience:  0

Spent Experience:  132

Unspent Experience:  0

 

Background/History:  Victor is most certainly not from around here.  But he is.  He's from and Alternate earth where history was slightly different.  When the OlivAeon event occurred, his team was one from an else earth to join in the fight.  But he ended up stranded here when someone had to stay behind to let the rest of the team get to safety.  Since then he has made the best of the situation.  He has joined a local group and tries to make his new adopted home better.  His code name, the Line!

 

Personality/Motivation:  A scientist as well as a natural leader, the Line is hoping to make this world better than before.  

 

Quote:  

 

Powers/Tactics:  The line has a number of body altering powers.  He can increase his density, alter his size and even create a duplicate of himself.  If needed he can create more than one, but they have a limited duration, so he uses it when absolutely needed.  

 

Campaign Use:  

 

Appearance:  


 

 

 

Previously with Artificer, I spoke about one PC having too many things to roll.  This is true of a duplicator as well.  Too many duplicates and the fight slows to a crawl.  So I put this limitation on it.  I now realize I should have added one charge to keep it from being over used.  But I do like the back story, and the powers are cool ( I would allow ONE duplicate)

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She's tougher than she looks!

 

Quote

2021-5 Breakguard


Val Char Cost Roll Notes

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

27 DEX 51 14- OCV:  9/DCV:  9

18 CON 16 13-

13 BODY 6 12-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV:  3

20 PRE 10 13- PRE Attack:  4d6

18 COM 4 13-

 

10+10 PD 7 Total:  10/20 PD (10/20 rPD)

10+10 ED 6 Total:  10/20 ED (10/20 rED)

6 SPD 23 Phases:  2, 4, 6, 8, 10, 12

10 REC 6

36 END 0

30 STUN 0 Total Characteristic Cost:  134

 

Movement: Running: 20"/40"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

 

13 Precognitive Clairsentience (Sight Group) (40 Active Points); No Conscious Control (-2) 4

 

15 Elemental Control, 30-point powers

19 1)  Hand-To-Hand Attack +7d6, Reduced Endurance (½ END; +¼) (44 Active Points); Hand-To-Hand Attack (-½) 1

15 2)  Force Field (10 PD/10 ED), Reduced Endurance (0 END; +½) (30 Active Points)

27 3)  Running +14" (20" total), Reduced Endurance (0 END; +½) (42 Active Points)

63 4)  Telekinesis (45 STR), Fine Manipulation (78 Active Points) 8

 

Talents

30 Danger Sense (immediate vicinity, in combat, Discriminatory, Function as a Sense) 14-

 

Skills

10 +2 with HTH Combat

3 Interrogation 13-

3 Persuasion 13-

3 Oratory 13-

3 Acrobatics 14-

3 Breakfall 14-

 

Total Powers & Skill Cost:  217

Total Cost:  351

 

200+ Disadvantages

15 Psychological Limitation:  Secret past (Uncommon; Total)

15 Psychological Limitation:  Cheerful/jovial (Common; Strong)

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

111 Experience Points

 

Total Disadvantage Points:  351

Earned Experience:  0

Spent Experience:  111

Unspent Experience:  0

 

Background/History:  Naomi Arenson is not human.  She is a Created Being from a group of super powered supremacists who would use her as a weapon to further their agenda.  But Naomi's parents didn't buy into that an ran away with her to raise her as a normal person.  But eventually the supremacists caught up with them and in the ensuing super brawl, her parents were killed.  She survived and went into hiding and crafted a new identity for herself.  She realizes the danger the supremacists pose and knows they need to be opposed. So she crafted the idea of Breakguard to combat them!

 

Personality/Motivation:  Naomi is generally a creeful person and looks at the best in any situation.  This results in a distaste of the type of society the supremacists want.  

 

Quote:  

 

Powers/Tactics:  A telekinetic with speedster powers.  Breakguard likes to get in close and hit hard and fast.  

 

Campaign Use:  

 

Appearance:  

 

 

 

I've seen builds like this before.  It works and is very reliable.  The better part is the back story with the eugenics angle.  This can lead to some very interesting role playing about inheritance and duty and family.  For that aspect, i like it!

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Life as he knows it, is over

 

Quote

2021-5 Commodore Ironclad


Val Char Cost Roll Notes

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

18 DEX 24 13- OCV:  6/DCV:  6

25 CON 30 14-

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

12 COM 1 11-

 

25 PD 13 Total:  25 PD (25 rPD)

25 ED 20 Total:  25 ED (25 rED)

4 SPD 12 Phases:  3, 6, 9, 12

17 REC 0

50 END 0

56 STUN 0 Total Characteristic Cost:  173

 

Movement: Running: 6"/12"

Leaping: 12"/24"

Swimming: 2"/4"

 

Cost Powers END

25 Damage Resistance (25 PD/25 ED)

 

37 Elemental Control, 74-point powers

50 1)  Telekinesis (40 STR), Fine Manipulation, Reduced Endurance (½ END; +¼) (87 Active Points) 3

38 2)  Force Wall (12 PD/12 ED), Reduced Endurance (½ END; +¼) (75 Active Points) 3

 

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

 

Perks

4 Fringe Benefit:  Captain

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

15 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (15 Active Points) 8-

 

Skills

3 Bureaucratics 13-

3 Interrogation 13-

3 Navigation 12-

5 TF:  Large Military Ships, Large Wind-Powered Boats, SCUBA, Small Military Ships, Small Wind-Powered Boats

5 Power 13-

3 Electronics 12-

3 Inventor 12-

3 Lockpicking 13-

3 Mechanics 12-

 

Total Powers & Skill Cost:  254

Total Cost:  427

 

200+ Disadvantages

20 Psychological Limitation:  Hates disorder (Very Common; Strong)

15 Psychological Limitation:  Temper (Common; Strong)

15 Psychological Limitation:  Subject to orders (Common; Strong)

177 Experience Points

 

Total Disadvantage Points:  427

Earned Experience:  0

Spent Experience:  177

Unspent Experience:  0

 

Background/History:  A career Navy man Greg Swann knew how his life was going to progress.  Navy School, commission, a rise through the ranks, eventually a place on the chief of staff.  Then his world was turned upside down.  His powers manifested.  No one knew where they came from, or why they manifested, but now his careful, ordered life is being turned upside down.  He is forced to deal with civilians and his career track has been totally derailed.  For now Commodore Ironclad deals with the situation.

 

Personality/Motivation:  A devotion to duty.  Gregg is still a military man, and will follow orders to the best of his ability. 

 

Quote:  

 

Powers/Tactics:  Comm. Ironclad can control metal, and has great strength and durability.  Also he seems to have the ability to create devices out of the metals he can control.  

 

Campaign Use:  

 

Appearance:  

 

 

 

The only part I don't like is the gadget pool concept.  But the rest of this build is cool.  This can get some real role playing due to his background, and temper.  Also bricks are fun, they specialize in simple flow chart combat.... A) hit opponent..B) check for consciousness ...C) if yes go to next opponent...D) if no return to A

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I am Iron Woman
 

 

 

Quote

2021-5 Nanoswarm

 

 

 


Val Char Cost Roll Notes

10+40 STR 0 19- / 27- Lift 25.6tons/6.6ktons; 10d6/18d6

21 DEX 33 13- OCV:  7/DCV:  7

20 CON 20 13-

13+8 BODY 6 12- / 13-

23 INT 13 14- PER Roll 14-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

18 COM 4 13-

 

8+18 PD 6 Total:  8/26 PD (8/26 rPD)

 

8+18 ED 4 Total:  8/26 ED (8/26 rED)

5 SPD 19 Phases:  3, 5, 8, 10, 12

6 REC 0

40 END 0

28+8 STUN 0 Total Characteristic Cost:  120

 

Movement: Running: 26"/52"

 

Leaping: 10"/20"

Swimming: 2"/4"

 

Cost Powers END

 

8 Damage Resistance (8 PD/8 ED)

 

 

75 Multipower, 60-point reserve, all slots Reduced Endurance (½ END; +¼) (75 Active Points)

5m 1)  +40 STR (40 Active Points); No Figured Characteristics (-½) 2

8m 2)  Running +20" (26" total) (40 Active Points) 2

8m 3)  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) (40 Active Points) 2

 

43 Armor (18 PD/18 ED) (54 Active Points); Linked (Growth; -¼)

 

60 Variable Power Pool, 50 base + 10 control cost,  (75 Active Points); all slots OAF (-1), Requires A Skill Roll (-½)

 

Perks

 

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

 

Talents

 

3 Absolute Range Sense

3 Absolute Time Sense

3 Bump Of Direction

 

Skills

 

3 Computer Programming 14-

3 Deduction 14-

3 Electronics 14-

3 Forensic Medicine 14-

3 Inventor 14-

3 Mechanics 14-

3 Paramedics 14-

3 Security Systems 14-

3 Systems Operation 14-

7 Stealth 15-

5 Science Skill 16-

4 KS: History 15-

10 +2 with HTH Combat

5 Power 15-

 

Total Powers & Skill Cost:  280

 

Total Cost:  400

 

200+ Disadvantages

 

15 Psychological Limitation:  Legacy (Common; Strong)

20 Psychological Limitation:  Naive (Common; Total)

165 Experience Points

 

Total Disadvantage Points:  400

 

Earned Experience:  0

Spent Experience:  165

Unspent Experience:  0

 

Background/History:  Raiya Jabal is the daughter of another hero.  Her mother raised her as best she could and impressed on her the ideas of duty.  It was expected that Raiya would follow in mom's footsteps.  But Raiya was different from her mom, more interested in science and devices.  Eventually she developed nano machines to act as armour and raw material for her gadgets.  She decided she was ready to make her mark as Nanoswarm.

 

 

Personality/Motivation:  Live up to mom's expectations.  

 

 

Quote:  

 

 

Powers/Tactics:  The nano machines Raiya has devised can be turned into a suit of protective armour, that can increase her size, strength and run speed ( just not all at once).  They also can be configured to any of a number of devices.  

 

 

Campaign Use:  

 

 

Appearance:  

 

 

 

This is an interesting take on Power Armour. And I like it. It differs in that it really doesn't have the blaster set most have and make her a combo growth brick or speedster. This would require an experienced player and GM so he doesn't micro manage but as long as they keep it fast, this could be a very cool set. Add the role playing hooks and this becomes one of my favourite builds so far!

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We just have to adjust the fifth lane focus in the harmonic energies of out plane to stabilize the telluric energy.....

 

 

Quote

2021-5 K-17


Val Char Cost Roll Notes

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

20 DEX 30 13- OCV:  7/DCV:  7

25 CON 30 14-

14 BODY 8 12-

20 INT 10 13- PER Roll 13-

13 EGO 6 12- ECV:  4

15 PRE 5 12- PRE Attack:  3d6

12 COM 1 11-

 

8+15 PD 4 Total:  8/23 PD (8/23 rPD)

8+15 ED 3 Total:  8/23 ED (8/23 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

9 REC 0

50 END 0

37 STUN 0 Total Characteristic Cost:  127

 

Movement: Running: 6"/12"

Leaping: 4"/8"

Swimming: 2"/4"

Teleportation: 15"/60"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

22 Sonic:  Elemental Control, 44-point powers

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

23 2)  Force Field (15 PD/15 ED), Reduced Endurance (0 END; +½) (45 Active Points)

34 3)  Teleportation 15", No Relative Velocity, x4 Noncombat, Reduced Endurance (½ END; +¼) (56 Active Points) 2

 

10 Teleportation: Floating Fixed Location (2 Locations)

 

60 Variable Power Pool, 50 base + 10 control cost,  (75 Active Points); all slots OAF (-1), VPP Powers Can Be Changed Only In Given Circumstance (-½)

 

Perks

27 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (27 Active Points) 13-

 

Talents

3 Lightning Calculator

 

Skills

8 Science Skill:  Dimensional Engineering 18-

3 Computer Programming 13-

3 Deduction 13-

3 Electronics 13-

3 Mechanics 13-

3 Navigation 13-

3 Power 13-

3 KS: Other dimensions 13-

 

Total Powers & Skill Cost:  244

Total Cost:  371

 

200+ Disadvantages

15 Psychological Limitation:  Curiosity (Common; Strong)

20 Psychological Limitation:  Foot in Mouth (Common; Total)

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

121 Experience Points

 

Total Disadvantage Points:  371

Earned Experience:  0

Spent Experience:  121

Unspent Experience:  0

 

Background/History:  K-17 is an android, created to research the multiverse.  The surprise came when he gained sentience. But fortunately his personality was very compatible with the research, so he just continued.  Unfortunately he has been so successful that he has created emergencies without meaning to.  Recently he was taken in by a research corporation and given a larger lab, with more safe guards, but most just wonder what is the next emergency he will create.

 

Personality/Motivation:  Curiosity about ... everything.  Add a total lack of social norms and you get a combo of Data, Reed Richards, and your worst stereotype absent minded scientist!

 

Quote:  

 

Powers/Tactics:  An android with a sonic blaster and access to many gadgets (for just such an emergency)!

 

Campaign Use:  

 

Appearance:  

 

 

Not a bad build, but ... well it is a bit blah.  Also we have ANOTHER gadget user (there are a lot in this list) with some powers.  Only the backstory and role playing hooks redeem this one

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Do it this way! No this way!  You are both wrong, its done this way!  All said by the same PC

 

Quote

2021-5 The Channeler


Val Char Cost Roll Notes

10 STR 0 43- Lift 429496.7ktons; 34d6

20 DEX 30 13- OCV:  7/DCV:  7

25 CON 30 14-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

18 EGO 16 13- ECV:  6

25 PRE 15 19- PRE Attack:  10d6

17 COM 4 12-

 

15+35 PD 13 Total:  15/50 PD (15/50 rPD)

15+35 ED 10 Total:  15/50 ED (15/50 rED)

4 SPD 10 Phases:  3, 6, 9, 12

7 REC 0

50 END 0

28 STUN 0 Total Characteristic Cost:  131

 

Movement: Running: 6"/12"

Flight: 40"/80"

Leaping: 34"/68"

Swimming: 2"/4"

 

Cost Powers END

15 Damage Resistance (15 PD/15 ED)

 

210 Variable Power Pool, 150 base + 60 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (300 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Powers must be used in groups shown; -1 ½)

0 1) Default:  +30 STR (30 Active Points); No Figured Characteristics (-½) Real Cost: 20 3

0 2) Default:  Energy Blast 12d6 (60 Active Points) Real Cost: 60 6

0 3) Default:  Flight 10" (20 Active Points) Real Cost: 20 2

0 4) Default:  +15 PRE (15 Active Points); Limited Power Power loses about a third of its effectiveness (Offence only; -½) Real Cost: 10

0 5) Desalath:  +40 STR (40 Active Points); No Figured Characteristics (-½) Real Cost: 27 4

0 6) Desalath:  Energy Blast 10d6 (50 Active Points) Real Cost: 50 5

0 7) Desalath:  Flight 25" (50 Active Points) Real Cost: 50 5

0 😎 Sirrek:  Energy Blast 12d6 (60 Active Points) Real Cost: 60 6

0 9) Sirrek:  Force Field (10 PD/10 ED) (20 Active Points) Real Cost: 20 2

0 10) Sirrek:  Flight 5" (10 Active Points) Real Cost: 10 1

0 11) Sirrek:  Force Wall (10 PD/10 ED) (50 Active Points) Real Cost: 50 5

0 12) Sirrek:  +10 PRE (10 Active Points); Limited Power Power loses about a third of its effectiveness (Offence only; -½) Real Cost: 7

0 13) Torren:  +60 STR (60 Active Points); No Figured Characteristics (-½) Real Cost: 40 6

0 14) Torren:  Energy Blast 10d6 (50 Active Points) Real Cost: 50 5

0 15) Cyrax:  +30 STR (30 Active Points); No Figured Characteristics (-½) Real Cost: 20 3

0 16) Cyrax:  Energy Blast 12d6 (60 Active Points) Real Cost: 60 6

0 17) Cyrax:  Force Field (25 PD/25 ED) (50 Active Points) Real Cost: 50 5

 

Perks

1 Reputation (A medium-sized group) 11-, +1/+1d6

 

Skills

6 KS 15-

3 Criminology 12-

3 Deduction 12-

3 Interrogation 19-

3 Oratory 19-

3 Paramedics 12-

3 Teamwork 13-

10 +2 with HTH Combat

 

Total Powers & Skill Cost:  261

Total Cost:  391

 

200+ Disadvantages

15 Psychological Limitation:  Always humorous (Common; Strong)

15 Psychological Limitation:  Spidey Syndrome (Common; Strong)

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

156 Experience Points

 

Total Disadvantage Points:  391

Earned Experience:  0

Spent Experience:  156

Unspent Experience:  0

 

Background/History:  Jay Ingham is an old hand in the heroing game.  In fact he had retired when the OblivAeon Event occurred.  So the beings who gifted him his powers asked(?) him to come out of retirement and put his abilities back into action.  Because he was thinking this already, he agreed and soon the Channeler was back in action making a difference.  

 

Personality/Motivation:  Jay has been at this a long time and so has developed a sense of levity regarding situations.  But when it comes down to it, he's a decent man gifted powers to make a positive change in the world.  

 

Quote:  

 

Powers/Tactics:  Channelor gains his powers by channelling (yeah!) up to our different higher powers.  Desalath (Speed) Sirrek (Hope) Torran (Power) Cyrox (Sin)  Each changes the parameters of his powers and changes their power level, giving a different feel depending on who he channels!

 

Campaign Use:  

 

Appearance:  

 

 

This is a strange build.  The idea is he channels different beings for power.  So those names are a list of powers they get from that being.  Now I like the idea, but the powers are basically very similar, because the real difference is the restrictions in the Action Economy for each channeled being.  If I was going to do this in Hero, I would do like Guild Wars Revenants, who can choose two beings to channel and can switch at will, giving differing abilities.  Or better yet, M&M had a villainess called Sisters in Scarlet who had four versions (Brick, Speedster, Flying Blaster, Minion Master/ Summoner).

 

This is ultimately a case where the differences in the games really don't mesh very well!

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Last toon from this list and even the OP said she's.... lacking!

First form one

 

Quote

2021-5 Bedrock 1


Val Char Cost Roll Notes

18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]

20 DEX 30 13- OCV:  7/DCV:  7

18 CON 16 13-

15 BODY 10 12-

13 INT 3 12- PER Roll 12-

13 EGO 6 12- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

18 COM 4 13-

 

15 PD 11 Total:  15 PD (15 rPD)

 

15 ED 11 Total:  15 ED (15 rED)

4 SPD 10 Phases:  3, 6, 9, 12

8 REC 0

36 END 0

33 STUN 0 Total Characteristic Cost:  112

 

Movement: Running: 6"/12"

 

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

 

15 Damage Resistance (15 PD/15 ED)

 

12 Mental Defense (15 points total)

 

 

66 Multiform (330 Character Points in the most expensive form)

 

Skills

 

4 KS: Criminal 13-

11 Deduction 16-

3 Oratory 12-

3 Persuasion 12-

3 Paramedics 12-

3 Acrobatics 13-

3 Breakfall 13-

 

Total Powers & Skill Cost:  123

 

Total Cost:  235

 

200+ Disadvantages

 

20 Psychological Limitation:  Sarcastic (Very Common; Strong)

10 Psychological Limitation:  Split personality (Common; Moderate)

5 Experience Points

 

Total Disadvantage Points:  235

 

Earned Experience:  0

Spent Experience:  5

Unspent Experience:  0

 

Background/History:  Danielle Ducat is a waitress and a small restaurant in a shadier side of town,  She never seemed to catch a break, and knew things about her bosses that she shouldn't.  Then the OblivAeon event happened, and though she was far away from the action, somehow it affected her.  She fell unconscious and when she awoke, she swore she heard a voice in her head, that wasn't hers.  Turns out it's a Danni from another reality and that somehow they are now sharing the same body.  Danielle doubted it until she got into trouble and Danni took over and used some strange stone powers to stop it.  So now she's making the best of a very strange situation.  Now if only she could get over this idea to use these powers to help her city.  

 

 

Personality/Motivation:  A Sarcastic mouth typifies Danielle.  She's not much for heroics, but strange events keep happening around her that she seems to want to look into.  She's not bad at investigating, and knows if trouble occurs, Danni will step in.  

 

 

Quote:  

 

 

Powers/Tactics:  Danielle has no powers, but as a side effect of the merging, her physical abilities have increased.  This is especially true of her durability.  Otherwise, she has no powers except for access to Danni!

 

 

Campaign Use:  

 

 

Appearance:  

 

 

 

 

And now form two

 

Quote

2021-5 Bedrock 2


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

18 DEX 24 13- OCV:  6/DCV:  6

15 CON 10 12-

13 BODY 6 12-

15 INT 5 12- PER Roll 12-

13 EGO 6 12- ECV:  4

18 PRE 8 13- PRE Attack:  3 ½d6

18 COM 4 13-

 

14+18 PD 11 Total:  14/32 PD (14/33 rPD)

 

14+18 ED 11 Total:  14/32 ED (14/33 rED)

4 SPD 12 Phases:  3, 6, 9, 12

6 REC 0

30 END 0

28 STUN 0 Total Characteristic Cost:  100

 

Movement: Running: 6"/12"

 

Leaping: 2"/4"

Swimming: 2"/4"

Tunneling: 9"/36"

 

Cost Powers END

 

15 Damage Resistance (15 PD/15 ED)

 

10 Mental Defense (13 points total)

15 Precognitive Clairsentience (Hearing Group), Reduced Endurance (0 END; +½) (60 Active Points); No Conscious Control (-2), Precognition/Retrocognition Only (-1)

 

25 Elemental Control, 50-point powers

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

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

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

25 4)  Tunneling 9" through 9 DEF material, x4 Noncombat (50 Active Points) 5

41 5)  Telekinesis (35 STR), Reduced Endurance (½ END; +¼) (66 Active Points) 2

 

Skills

 

11 Deduction 16-

3 Oratory 13-

3 Seduction 13-

3 PS: Reporter 12-

 

Total Powers & Skill Cost:  230

 

Total Cost:  330

 

200+ Disadvantages

 

15 Psychological Limitation:  Alluring (Common; Strong)

10 Psychological Limitation:  Split personality (Common; Moderate)

105 Experience Points

 

Total Disadvantage Points:  330

 

Earned Experience:  0

Spent Experience:  105

Unspent Experience:  0

 

Background/History:  Danni Ducat.  Upcoming reporter.  During the OblivAeon event, she was near ground zero and saw the entirety of the Multiverse and all its possibilities.  When it was over, she found her reality destroyed and herself sharing a body with an alternate self.  She makes the best of it, but occasionally her other self gets in over her head and Danni is forced to take over and use the control of stone she has to help out.  She and Danielle have come to an understanding and have taken to calling this side Bedrock!

 

 

Personality/Motivation:  Danni is a trained reporter and has developed an alluring personality/ attitude to most things.  Right now she is doing her best in a VERY odd situation!

 

 

Quote:  

 

 

Powers/Tactics:  Danni has control over Stone.  Much like Terra from the Teen Titans, she can move it, move through it, have it form shields etc.  Also as a side effect of the event, she has flashes of the future.  Whether this is true or not she never knows, but she seems accurate more often than not. 

 

 

Campaign Use:  

 

 

Appearance:  

 

 

 

 

 

I can appreciate the idea, but the concept that one form gets ALL the skills and the other gets the powers makes for a very wonky build. In the original game with its action economy, this was a handicap. Not so much here, but it still resulted in me going "wouldn't a Only in Hero ID idea work a lot better?"

This is a workable build, but in the end I think it shoots itself in the foot. If a player came to me with this build, I'd let him go with it until his inevitable frustrations with it would have him demand a rewrite. And I'd happily allow it!

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  • 8 months later...

RPGnet had a thread recently about a new superhero game called the Godsend Agenda.  Being a person always on the lookout for new ideas in a super setting, I took a look at the PDF and was intruigued.

 

There were a few sample NPCs and so I decided to Convert them to Hero System terms.  So a few ground rules

 

Str added 5 pts to Hero Str/point.  So Str 3 → 25

 

Dex and Con are 2.5 pts +10.  So Dex 4—> 30  Since most of the NPC have Dex and Con at 2 or 3, this was not a deal breaker

 

Int, Ego and Pre are 2.5 pts straight.  So Int 3—> Int 18

 

PD and ED are base 8 with half Resistant.

 

Spd is eyeballed as I am not sure about the action economy.

 

Ka!

This is a special stat that you can use for some dramatic editing.  Closest I can approximate is Mr. Bennie's Gestalt Game and Luck.  You can use the Ka to improve a to hit roll, a skill roll, or reduce the amount of damage you take.  But you use the whole point or dice for a one point increase (or a three point decrease for damage).

 

You also get Complications and these complications help fuel your Ka recovery.  Tagging a complication can get you 1 to 5 Ka points back.  

 

For Hero terms I’d go Gestalt:  Roll that many dice and that is the number of points you get for that session.  Note that one NPC has a LARGE Ka pool, but she’ll need it!

 

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Agent Chindi (Later Agent X) had started investigating a set of curious robberies and attacks that were linked to some Chimeran activity.  But it must have been something MUCH bigger when members of her own cell tried to kill her.  At that moment she realized she had to think outside of her usual channels to get to the bottom of things.


 

First she approached Nedeera.  They had worked together at an ‘event’ in Las Vegas and Agent X knew Nedeera had no love for her bosses.  Nedeera was accompanied by a young lady they later called Electra.  It was obvious that she was Black October, but she seemed to trust Nedeera, so that was OK.

 

For the next few months they dug for clues.  All the while dodging agents and chimerans.  They needed more power.  Nedeera suggested an “Old” friend named Heru.  His sense of justice would sway him to their side.  The next time the four of them went out to case a warehouse, they came under attack by some chimerans.  Then the chimerans came under attack by another chimeran and an angelos.  Heru recognized the newcomers as Hydra and Zuriel, people he had worked with a year ago in Mexico City.  

 

After the smoke cleared they all compared notes and found they were all looking into the same group, a mysterious menace called The World Serpent.  They were now The Serpent Hunters!

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First up Heru the Elohim.

 

There are six factions (origins) in GA, the Elohim are ancient alien beings who impersonate deities.  

 

So Heru is from the faux deity group, but he has been around for millenia and was born on Earth.  I think this is the faction if you want to let loose your INNER Thor, or one of Marvel's Eternals.  Think larger than life, think Conan.  

 

Now each Faction has some advantage and for the Elohim it is improved Ka (Luck manipulation).  When they spend a point they get one free.  So one= two points effect. Two= Three Etc.

To approximate this I gave him an adder to the Luck so he gets extra luck per roll so in his case 3d6+6.  

 

Quote

2022 #1  Heru


Val Char Cost Roll Notes

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

20 DEX 30 13- OCV:  7/DCV:  7

25 CON 30 14-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-/16-

15 EGO 10 12- ECV:  5

13 PRE 3 12- PRE Attack:  2 ½d6

16 COM 3 12-

 

20 PD 10 Total:  20 PD (20 rPD)

20 ED 15 Total:  20 ED (20 rED)

4 SPD 10 Phases:  3, 6, 9, 12

15 REC 0

50 END 0

48 STUN 0 Total Characteristic Cost:  151

 

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 10"/20"

Swimming: 2"/4"

 

Cost Powers END

21 Luck with a +2 per dice adder:  Luck 3d6, Custom Adder

 

12 Reduced Endurance (½ END; +¼) for up to 50 Active Points of Str (12 Active Points)

 

5 Life Support  (Longevity: Immortal)

 

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

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

 

20 Damage Resistance (20 PD/20 ED)

10 +5 PER with Sight Group

5 Truth:  Detect A Class Of Things 11-/16- (Sight Group)

 

Talents

6 Beast Speech (15 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Birds only; -1 ½)

 

Skills

3 Animal Handler 12-

3 High Society 12-

3 Interrogation 12-

3 Oratory 12-

3 Persuasion 12-

3 Seduction 12-

 

3 Gambling 11-

 

3 Criminology 11-

3 Forensic Medicine 11-

3 Deduction 11-

 

10 +2 with HTH Combat

15 +3 with Ranged Combat

 

 

Total Powers & Skill Cost:  234

Total Cost:  385

 

200+ Disadvantages

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

10 Physical Limitation:  Lost in the past (Infrequently; Greatly Impairing)

5 Dependent NPC:  Sobek 11- (As powerful as the PC)

15 Psychological Limitation:  Righteous Fury (Common; Strong)

10 Distinctive Features:  Birds get agitated when he is near (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

130 Experience Points

 

Total Disadvantage Points:  385

Earned Experience:  0

Spent Experience:  130

Unspent Experience:  0

 

Background/History:  Heru's first memory was of his parents looking over him as he woke up. They did their best, but soo their natures forced them apart and he was left alone.  Already tall he filled out and grew his wings.  And found his calling as a deliverer of justice.  Over time he had to hide his nature, but now something is stirring and the need for justice has never been stronger.

 

Personality/Motivation:  A deep sense of justice and a righteous fury when it is denied is what motivates Heru!

 

Quote:  

 

Powers/Tactics:  Extremely strong and durable.  In addition he can fly and shout screams of damage!  He'll start at range, then close for HTH.  He prefers move by as it plays into his movement!

 

Campaign Use:  Justice not law!

 

Appearance:  199 cm and 100 kg he has bronze skin and black shoulder length hair.  He dresses as a Mesopotaimian of old with a kilt and sandals.  He leaves his upper body bare so as no to limpede the white wings growing from his arms!



 

 

To weaken him, get rid of the Red. End on strength and EB, but keep it on the flight as it is a central core concept.

 

To make him tougher increase Strength, PD, ED, and the EB. 

 

Also improving the Luck Pool should happen from time to time.  The tone is take chances and accomplish great things!  Which allows you to take more and bigger chances!

 

Personality wise, he's Thor without a hammer.  He thinks (and has been treated) like a god.  

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Nadeera the Atlantean

Atlanteans are Humans who ages ago learned how to manipulate Ka energy in the form of spells and magic items.

This is the faction if you want to play
- a mage
- an ancient warrior with a spear and magic helmet
- a bit of both

They are all immortal.

Their special ability is that Orichalcum items cost them 25% discount. Orichalcum items not only are magical, but can store extra Ka (luck) in it in addition to your own pool (for free)! Not much I can do about that as items already get a cost discount and sorry no freebies You want the extra luck, pay for it)!

 

 

Quote

2022 #2 Nadeera


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

26 DEX 48 14- OCV:  9/DCV:  9

25 CON 30 14-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

18 EGO 16 13- ECV:  6

18 PRE 8 13- PRE Attack:  3 ½d6

18 COM 4 13-

 

8 PD 5 Total:  8 PD (4 rPD)

 

8 ED 3 Total:  8 ED (4 rED)

6 SPD 24 Phases:  2, 4, 6, 8, 10, 12

8 REC 0

50 END 0

30 STUN 0 Total Characteristic Cost:  146

 

Movement: Running: 6"/12"

 

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

 

35 Luck 7d6

 

4 Damage Resistance (4 PD/4 ED)

 

1 Soul:  Detect A Single Thing 12- (Sight Group) (3 Active Points); OAF (-1), Gestures (-¼), Incantations (-¼)

 

24 Precognitive, Retrocognitive Clairsentience (Sight, Smell/Taste And Hearing Groups), Increased Arc Of Perception (360 Degrees) (85 Active Points); Precognition/Retrocognition Only (-1), OAF (-1), Gestures (-¼), Incantations (-¼) 8

 

22 Sun Bow:  Energy Blast 9d6, 16 Charges (+0) (45 Active Points); OAF (-1) [16]

12 Luck 5d6 (25 Active Points); OAF (Sun Bow; -1)

 

 

5 Life Support  (Longevity: Immortal)

 

Perks

 

3 Money:  Well Off

 

Talents

 

10 Universal Translator 18- (26 Active Points); OAF (Sun Bow; -1), Gestures (-¼), Incantations (-¼)

 

12 Combat Luck (6 PD/6 ED)

 

Skills

 

3 Acrobatics 14-

3 Breakfall 14-

3 Climbing 14-

 

3 Interrogation 13-

3 Seduction 13-

3 Persuasion 13-

3 Oratory 13-

 

3 Criminology 12-

3 Deduction 12-

3 Forensic Medicine 12-

 

11 TF:  Common Motorized Ground Vehicles, Riding Animals, Helicopters, Large Motorized Boats, Large Planes, Large Wind-Powered Boats, Small Motorized Boats, Small Planes, Small Wind-Powered Boats

 

5 Cramming 

5 Cramming 

5 Cramming 

5 Cramming 

 

3 Concealment 12-

3 Stealth 14-

3 Shadowing 12-

 

3 Electronics 12-

3 Computer Programming 12-

3 Mechanics 12-

3 Systems Operation 12-

 

3 Lockpicking 14-

3 Sleight Of Hand 14-

3 Security Systems 12-

 

10 +2 with DCV

15 +3 with Ranged Combat

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

 

Total Powers & Skill Cost:  250

 

Total Cost:  396

 

200+ Disadvantages

 

20 Hunted:  Malcolm Rhand 8- (Mo Pow; NCI; Harshly Punish)

15 Psychological Limitation:  Immortal Ennui (Common; Strong)

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

151 Experience Points

 

Total Disadvantage Points:  396

 

Earned Experience:  0

Spent Experience:  151

Unspent Experience:  0

 

Background/History:  Nadeera is from an OLD Atlantean family with a great reputation.  She grew up hearing stories of this reputation and decided she wished to add to it.  For untold millennia she operated in the shadows and background.  But now changes are coming.  Requesting the Sun Bow of her ancestors, she has gone out to be more proactive in the fight to come/

 

 

Personality/Motivation:  A large legacy  is behind her and her family is expecting great things from her!

 

 

Quote:  

 

 

Powers/Tactics:  Already a great archer, with the Sun Bow she can deliver a lot of damage very accurately.  She has NO HTH capability and so tries to stay at range as much as possible.

 

 

Campaign Use:  

 

 

Appearance:  172 cm and 60 kg with Mediterranean features.  She has waist length black hair and brown eyes.  She dresses in a long skirt and a short red top and carries a golden bow!

 


 

 

 

So a classic archer type. Great OCV/DCV, decent damage and almost no defense. She needs the SPD for the dodges to evade damage.  Also note the HUGE luck pool.  This is the PC who will be spending luck to make those impossible shots, do that impossible sneak!

To weaken her, get rid of all the Skill levels.

To strengthen her we can go in two possible directions. One- improve the bow, add a MP with explosive, flash, AP, X2 KB arrows.
Two- More spells. Utility types like Tport, Invisibility, Force Wall, Smoke Screen (Darkness) etc!

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Electra of the faction Black October

 

Black October are what in any other game would be called.... mutants.  Thousands of years ago Atlanteans placed a ... Genetic Switch in the human genepool.  It would activate under certain conditions and give normal people super powers.  Well about 100 years ago the switch was activated and thousands of people powered up and died as they could not contain the energies.  This happened in October, hence the name.

 

But the Mutant moniker fits.  This burnout still happens as the human body is not meant to contain these energies, so when they first manifest, people panic.  

 

Black October ( I was going to use the initials then.... NAW!) is the faction if you want to play an angsty teen who has powers they have no idea how to use and will die before 30.  This is almost built into the rules.  Its called The Shine and lets your PC go out in a blaze of glory (the benefit to the player is he can make a new PC with all the experience of the old one.  In Hero terms, if her has 350 base and has earned 75 experience his new toon is built on 425 base)

 

Quote

2022 #3  Electra


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

27 DEX 51 14- OCV:  9/DCV:  9

20 CON 20 13-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

13 EGO 6 12- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

16 COM 3 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 13 Phases:  3, 5, 8, 10, 12

7 REC 0

40 END 0

27 STUN 0 Total Characteristic Cost:  108

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

30 Luck 6d6

 

4 Damage Resistance (4 PD/4 ED)

 

62 Electricity:  Multipower, 50-point reserve, all slots Reduced Endurance (½ END; +¼) (62 Active Points)

5u 1)  Energy Blast 10d6 (50 Active Points) 2

5u 2)  Drain STUN 3d6+1, Ranged (+½) (49 Active Points) 2

5u 3)  Sight Group Flash 10d6 (50 Active Points) 2

4u 4)  Entangle 6d6, 3 DEF (45 Active Points) 2

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

 

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

 

Skills

3 Acrobatics 14-

3 Breakfall 14-

3 Climbing 14-

 

3 Interrogation 12-

3 Seduction 12-

3 Persuasion 12-

3 Oratory 12-

 

3 Criminology 11-

3 Forensic Medicine 11-

3 Deduction 11-

 

11 TF:  Common Motorized Ground Vehicles, Riding Animals, Helicopters, Large Motorized Boats, Large Planes, Large Wind-Powered Boats, Small Motorized Boats, Small Planes, Small Wind-Powered Boats

 

3 Concealment 11-

3 Shadowing 11-

3 Stealth 14-

 

3 Lockpicking 14-

3 Sleight Of Hand 14-

3 Security Systems 11-

 

5 +1 with DCV

10 +2 with Ranged Combat

 

Total Powers & Skill Cost:  244

Total Cost:  352

 

200+ Disadvantages

10 Physical Limitation:  Easy to influence by Atlanteans (Infrequently; Greatly Impairing)

15 Physical Limitation:  Looking for Romance (Frequently; Greatly Impairing)

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

117 Experience Points

 

Total Disadvantage Points:  352

Earned Experience:  0

Spent Experience:  117

Unspent Experience:  0

 

Background/History:  She was tired of running/  Ever since these POWERS erupted, she felt like she was running from one group or another.  USER. Black October, all wanted her for some reason.  Then she met HER. Nadeera.  Nadeera didn't shoot at her or threaten her.  Just said "Follow me if you want to live!"  Corny, but she took a chance.  Since then her life has gotten strange, but she is making a difference.  She knows she's on borrowed time, so seeks to make her mark as Electra!

 

Personality/Motivation:  Because of her powers she has a very reduced lifespan.  So she wants to make her death a positive one!

 

Quote:  

 

Powers/Tactics:  Electrical blaster with a variety of attacks.  She can also protect herself with a lightning sheath.  She hangs back and snipes, but is not afraid of getting close as she trusts the shield to protect her.

 

Campaign Use:  

 

Appearance:  168 cm and 55 kg, she has short ash blond hair and gray eyes.  She wears a black one piece bodysuit with short boots and gloves, all in black with blue trim!



 

 

 

So to power her down bring her dex to 24 and get rid of the skill levels.

 

To power her up.  Give her flight or T-port.  She needs some movement.  Maybe a SPD of 6.

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If the Elohim were "gods" then the Chimera are the 'demons/monsters" of the setting.  They are a hive mind race with many in contact with another at all times.  But on earth they have been separated from the main body of the race and have become more individual.  Chimera are birthed in a cocoon and this mechanic is one of their special abilities.  If the player wants they can go into cocoon and rewrite their ENTIRE character.  Naturally this takes time so would probably used in those times between adventures.

 

Playing a Chimera is playing a monster.  Either physical of mental, there is something off about them.  Even if they look human, there is something off putting about them.  So they are great for redemption arcs or trying to prove the humanity of themselves.  OR sometimes you need a monster to preserve humanity.  "there are things out there that go bump in the night.  We are the things that BUMP BACK!"

 

 

Quote

2022 #4 Hydra


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

29 DEX 57 15- OCV:  10/DCV:  10

24 CON 28 14-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

15 EGO 10 12- ECV:  5

13 PRE 3 12- PRE Attack:  2 ½d6

18 COM 4 13-

 

12 PD 9 Total:  12 PD (8 rPD)

12 ED 7 Total:  12 ED (8 rED)

6 SPD 21 Phases:  2, 4, 6, 8, 10, 12

8 REC 0

48 END 0

29 STUN 0 Total Characteristic Cost:  142

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 15"/30"

 

Cost Powers END

15 Luck 3d6

 

13 Mind Link , Specific Group of Minds, No LOS Needed, Number of Minds (x4) (30 Active Points); Limited Power Power loses about half of its effectiveness (Only other Chimerans; -1), Does Not Provide Mental Awareness (-¼)

 

8 Damage Resistance (8 PD/8 ED)

 

19 Webbed hands:  Swimming +13" (15" total), Reduced Endurance (0 END; +½) (19 Active Points)

 

5 Life Support  (Expanded Breathing)

 

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

 

13 Clinging (23 STR)

 

18 Claws:  Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +½) (37 Active Points); Hand-To-Hand Attack (-½), Restrainable (-½)

 

5 Hair tentacles:  Extra Limb (1)

 

40 Paralysis hair:  Entangle 4d6, 4 DEF, Reduced Endurance (½ END; +¼), Entangle And Character Both Take Damage (+¼) (60 Active Points); No Range (-½) 2

 

Skills

3 Acrobatics 15-

3 Breakfall 15-

3 Climbing 15-

 

3 Interrogation 12-

3 Oratory 12-

3 Persuasion 12-

3 Seduction 12-

 

3 Concealment 11-

3 Stealth 15-

3 Shadowing 11-

 

3 Lockpicking 15-

3 Sleight Of Hand 15-

3 Security Systems 11-

 

20 +4 with HTH Combat

 

Total Powers & Skill Cost:  225

Total Cost:  367

 

200+ Disadvantages

20 Hunted:  Rhand Corp 8- (Mo Pow; NCI; Harshly Punish)

20 Psychological Limitation:  Savage nature (Very Common; Strong)

15 Distinctive Features:  Harsh savage beauty (Not Concealable; Noticed and Recognizable; Detectable By Virtually Everyone)

112 Experience Points

 

Total Disadvantage Points:  367

Earned Experience:  0

Spent Experience:  112

Unspent Experience:  0

 

Background/History:  Hydra knows no other name.  She was birthed fully grown from her cocoon and IMPRESSED into service as an assassin.  But some core of her being rebelled against this and on her last assignment she went rogue.  Now she goes from hiding place to hiding place to try and undo the damage she has caused.  Now she is with this "group" hoping to make the world better.  Works for her!

 

Personality/Motivation:  Redemption.  Hydra did some BAD things and now wants to fix it!

 

Quote:  

 

Powers/Tactics:  All HTH.  Hydra closes in and tries to strike hard and fast.  Add her infiltration ability and the paralytic venom she can secret and enemies have little chance against her.

 

Campaign Use:  Can we change our nature?

 

Appearance:  178 cm and 68 kg with purple skin and eyes.  She wears a dark blue bodysuit with a bare midriff.  Her hair looks like waist length Dreads, but on closer inspection are more akin to jellyfish tentacles!



 

 

 

Hydra is designed as a HTH monster (I made the claws normal, change them to HKA if you want).   All her powers are designed to help her sneak in and quickly eliminate the opposition.   Role wise, she is a classic redemption NPC.  Dark things in her past.  

 

To power Hydra down is easy, get rid of the CSL.  If you really want to power her down reduce Dex to 26.  The rest should remain as is.

 

Power up is a bit harder.  She's nasty enough as it is, but if you insist, some more PD and ED (Combat Luck) will make here more of a front line fighter.

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Next faction United States Exobiological Research or USER.  (I am not crazy about the name for a game that is supposed to be international in scope)

 

Are you a fan of Tommy Lee Jones and Will Smith in MiB.  Well here you go.  An entire organization of them.  Rational. Some equipment.  

 

All the mystery, the fancy jargon.  This is it.  

 

This faction's special ability is "I just happen to know someone"  where they seem to have a contact in every city the PCs happen to come into.  I modeled this as a BIG organization contact.  They don't really represent one group, just all have this one agent in common.

 

Quote

2022 #5 Agent X


Val Char Cost Roll Notes

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

29 DEX 57 15- OCV:  10/DCV:  10

23 CON 26 14-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

18 EGO 16 13- ECV:  6

15 PRE 5 12- PRE Attack:  3d6

14 COM 2 12-

 

8+9 PD 5 Total:  8/17 PD (4/13 rPD)

8+9 ED 3 Total:  8/17 ED (4/13 rED)

5 SPD 11 Phases:  3, 5, 8, 10, 12

8 REC 0

46 END 0

30 STUN 0 Total Characteristic Cost:  135

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

30 Luck 6d6

 

4 Damage Resistance (4 PD/4 ED)

 

25 Blaster pistol:  Energy Blast 10d6, 16 Charges (+0) (50 Active Points); OAF (-1) [16]

 

22 MiB suit:  Armor (9 PD/9 ED) (27 Active Points); IIF (-¼)

 

4 Shades:  Infrared Perception (Sight Group) (5 Active Points); IIF (-¼)

4 Shades:  Ultraviolet Perception (Sight Group) (5 Active Points); IIF (-¼)

8 Shades:  Computer Link (10 Active Points); IIF (-¼)

 

Perks

30 Contact (Contact has significant Contacts of his own), Organization Contact (x3) (30 Active Points) 18-

3 Access

3 Anonymity

2 Hide outs and bolt holes:  Equipment Points: 20

 

Skills

3 Acrobatics 15-

3 Climbing 15-

3 Breakfall 15-

 

3 Interrogation 12-

3 Seduction 12-

3 Oratory 12-

3 Persuasion 12-

 

3 Criminology 12-

3 Deduction 12-

3 Forensic Medicine 12-

 

8 TF:  Common Motorized Ground Vehicles, Combat Aircraft, Large Planes, Large Wind-Powered Boats, Small Motorized Boats, Small Planes, Small Wind-Powered Boats

 

5 Cramming 

5 Cramming 

 

3 Concealment 12-

3 Stealth 15-

3 Shadowing 12-

 

3 Electronics 12-

3 Computer Programming 12-

3 Mechanics 12-

3 Systems Operation 12-

 

3 Security Systems 12-

3 Sleight Of Hand 15-

3 Lockpicking 15-

 

16 +2 with all non-combat Skills

10 +1 Overall

 

Total Powers & Skill Cost:  239

Total Cost:  374

 

200+ Disadvantages

20 Hunted:  Own Agency 8- (Mo Pow; NCI; Harshly Punish)

15 Psychological Limitation:  Persistent (Common; Strong)

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

129 Experience Points

 

Total Disadvantage Points:  374

Earned Experience:  0

Spent Experience:  129

Unspent Experience:  0

 

Background/History:  Agent Chindi WAS a member of USER, and she was one of their best agents.  But she grew suspicious when orders started coming in that made no sense.  When she started looking into it is when the accidents started happening.  Soon it was obvious they were NOT accidents, adn Chindi ran for her life. Fortunately she had numerous back up houses set up and aliases.  So she went underground.  She needs to find out where this rot starts and burn it out.  Now she's Agent X!

 

Personality/Motivation:  Find the TRUTH even if it hurts her

 

Quote:  

 

Powers/Tactics:  Like Nadeera, she's a ranged combatant.  But it is in research and info gathering where she shines!

 

Campaign Use:  

 

Appearance:  167 cm and 60 KG with African- American features black hair and brown eyes!  She's always dressed in a MIB suit!



 

 

 

This so fits the setting that I actually like it (Apart from the name).  Lots of hooks and roleplaying opportunity.

 

To power her down bring the Dex down to 23 or even 20.  This is certainly the case where NCM and conversions don't mesh well.  The rest should stay as she is more of an information grabber. 

 

To power her up.  Well the other system had no types of Martial Arts (I think they are subsumed in the Combat System)  so I'd give her a basic agent type package.  Again, this is NOT a front line combatant, but an info specialist.

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Zuriel of the Angelos

 

Do You Want to Play an Angel of The Lord?

Do You want people to be in AWE of you Flaming Wings?  And your Sword of Fire?

 

Then this is the faction for you.  Long ago they set in motion events that resulted in all the monotheist religions being dominant (the fact that they resemble angels is not a coincidence)  They were part of the same ship as the Elohim, but were the jailers and guards.  But it has been so long and many are questioning their original mission.

 

Angelos get no powers.  Instead they are allowed to buy high tech item at a discount (beyond even the discount you get for it being an item.  Most often they go for a power armour set up, so think Iron Man.  With a religious motif!

 

 

 

Quote

2022 #6  Zuriel


Val Char Cost Roll Notes

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

23 DEX 39 14- OCV:  8/DCV:  8

23 CON 26 14-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV:  3

10 PRE 0 11- PRE Attack:  2d6

16 COM 3 12-

 

8+12 PD 5 Total:  8/20 PD (4/16 rPD)

8+12 ED 3 Total:  8/20 ED (4/16 rED)

4 SPD 7 Phases:  3, 6, 9, 12

8 REC 0

46 END 0

30 STUN 0 Total Characteristic Cost:  88

 

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

15 Luck 3d6

 

4 Damage Resistance (4 PD/4 ED)

 

24 Battle Armour:  Armor (12 PD/12 ED) (36 Active Points); OIF (-½)

3 Battle Armour:  Infrared Perception (Sight Group) (5 Active Points); OIF (-½)

17 Battle Armour:  Increased Arc Of Perception (360 Degrees) with all Sense Groups (25 Active Points); OIF (-½)

33 Battle Armour:  Flight 20", Reduced Endurance (½ END; +¼) (50 Active Points); OIF (-½) 2

11 Battle Armour:  Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (17 Active Points); OIF (-½)

 

28 Torch Sword:  Energy Blast 7d6, Armor Piercing (+½), Reduced Endurance (0 END; +½) (70 Active Points); OAF (-1), No Range (-½)

 

30 Rail Gun:  Energy Blast 9d6, Armor Piercing (+½) (67 Active Points); OAF (-1), 12 Charges (-¼) [12]

 

19 Disguise ring:  Shape Shift  (Sight, Hearing and Smell/Taste Groups), Instant Change, Reduced Endurance (0 END; +½), Persistent (+½) (42 Active Points); Limited Power Power loses about half of its effectiveness (Only one form, only to hide true features; -1), IIF (-¼)

 

 

Skills

3 Acrobatics 14-

3 Breakfall 14-

3 Climbing 14-

 

3 Interrogation 11-

3 Oratory 11-

3 Persuasion 11-

3 Seduction 11-

 

3 Criminology 11-

3 Deduction 11-

3 Forensic Medicine 11-

 

8 TF:  Common Motorized Ground Vehicles, Combat Aircraft, Large Planes, Large Wind-Powered Boats, Small Motorized Boats, Small Planes, Small Wind-Powered Boats

 

5 Cramming 

5 Cramming 

 

3 Shadowing 11-

3 Stealth 14-

3 Concealment 11-

 

3 Computer Programming 11-

3 Electronics 11-

3 Mechanics 11-

3 Systems Operation 11-

 

3 Security Systems 11-

3 Sleight Of Hand 14-

3 Lockpicking 14-

 

8 +1 with All Combat

5 +1 with Ranged Combat

3 Rail gun:  +1 with any Strike

 

Total Powers & Skill Cost:  278

Total Cost:  366

 

200+ Disadvantages

10 Distinctive Features:  Blue Skin and White Hair (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

10 Dependent NPC:  Rima a Syrian Refugee 8- (Normal)

15 Psychological Limitation:  Always on mission (Common; Strong)

20 Psychological Limitation:  Never laughs (Common; Total)

111 Experience Points

 

Total Disadvantage Points:  366

Earned Experience:  0

Spent Experience:  111

Unspent Experience:  0

 

Background/History:  A member of the Angelos, his people have been hunting the other factions for millenia, all part of their great crusade.  But recently he has come to question if they really are the enemy.  There are other worse things that are coming.  Why he is a part of the group is uncertain, but he is a trained warrior and provides some needed firepower for the group.  As well, his technical and mechanics skills have been very helpful!

 

Personality/Motivation:  He was raised as a protector.  That is what he does!

 

Quote:  

 

Powers/Tactics:  Either get high and start shooting or charge in and use the torch.

 

Campaign Use:  

 

Appearance:  Out of armour 182 cm and 82 kg with blue skin, white hair!

 

In armour about the same size, but the armour is white with gold highlights.  on the back are vents that he can use to vent the inner flame and fly.  He also carries a very high tech railgun and a handle that flares into a sword when he grasps it!



 

 

Despite the trapping, Zuriel is a classic Power Armour type.  Can go ranged or HTH and is very durable and hard to hurt.

 

To power him down, not much.  He's bare bones as it is.  Remove the CSLs if you must.

 

To power him up is easier.  Spd of 5.  And extra Strength through the armour.  I would even go with more armour like 15/15!

 

 

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Aaron Allston commented that to make a team act like a team one way is to make a villain who was as strong as the brick, as dexterous as the martial artist, fast as the speedster.  And give him something that will majorly make people miserable.  And then have the heroes try and stop him.  

 

Jotunn serves that purpose here.  As written he will give any starting team a run for their money.  

 

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2022 #7 Jotunn


Val Char Cost Roll Notes

75 STR 65 24- Lift 819.2tons; 15d6 [7]

28 DEX 54 15- OCV:  9/DCV:  9

38 CON 56 17-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

15 EGO 10 12- ECV:  5

18 PRE 8 13- PRE Attack:  3 ½d6

20 COM 5 13-

 

30 PD 15 Total:  30 PD (30 rPD)

30 ED 22 Total:  30 ED (30 rED)

6 SPD 22 Phases:  2, 4, 6, 8, 10, 12

23 REC 0

76 END 0

67 STUN 0 Total Characteristic Cost:  262

 

Movement: Running: 6"/12"

Flight: 30"/60"

Leaping: 15"/30"

Swimming: 2"/4"

 

Cost Powers END

30 Damage Resistance (30 PD/30 ED)

 

20 Telepathy 8d6 (40 Active Points); Limited Power Power loses about half of its effectiveness (-1) 4

 

75 Flight 30", Reduced Endurance (½ END; +¼) (75 Active Points) 3

 

19 Naked Advantage: Reduced Endurance (½ END; +¼) for up to 75 Active Points (19 Active Points)

 

47 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; Longevity: Immortal; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week)

 

10 N-Ray Perception (Sight Group)

 

Perks

60 Follower

5 Money:  Well Off

 

Skills

3 Acrobatics 15-

3 Breakfall 15-

 

3 Oratory 13-

3 Acting 13-

3 Persuasion 13-

 

3 Deduction 12-

3 Criminology 12-

9 TF:  Common Motorized Ground Vehicles, Combat Aircraft, Large Motorized Boats, Large Planes, Large Wind-Powered Boats, Small Motorized Boats, Small Planes, Small Wind-Powered Boats

 

5 Cramming 

5 Cramming 

5 Cramming 

 

3 Electronics 12-

3 Mechanics 12-

 

10 +2 with HTH Combat

 

Total Powers & Skill Cost:  327

Total Cost:  589

 

200+ Disadvantages

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

10 Psychological Limitation:  Cares for his followers (Common; Moderate)

20 Psychological Limitation:  Committed nazi (Common; Total)

344 Experience Points

 

Total Disadvantage Points:  589

Earned Experience:  0

Spent Experience:  344

Unspent Experience:  0

 

Background/History:  Jotunn is a Chimera whose pod was opened in Germany in 1939.  He quickly imprinted the Nazi ideology and was a fervent supporter in the super powered feild through the war.  When Germany lost he relocated to South America and basically commiserate with like minded people about the injustice of it all.  Recently he has come to the conclusion that if the world was not going to accept an authoritarian rule willingly, it would be forced.  To that end he has bred a number of "children" and recruited followers.  Now he begins his quest to save the world!

 

Personality/Motivation:  A fascist authoritarian

 

Quote:  

 

Powers/Tactics:  Hit it hard and often.  Jotunn is extremely strong, can fly at amazing speeds and take a lot of damage!

 

Campaign Use:  

 

Appearance:  Tall, blond hair and blue eyes.  He wears dark trunks and a white top.  White boots and gloves and a dark cape complete the ensemble!



 

 

 

Jotunn fill another niche in the game world, the villain you don't feel bad about stopping / fighting.  Is he powerful? Yes.  Is he acting on his convictions?  Yes.  It is just that his convictions are .... not very acceptable.

 

To power him down, get rid of the Reduced End on strength,  bring flight down to 25", and Dex down to 25.  If still not enough a Speed of 5 should do it!

 

To power him up, Strength 80,  And a selection of Brick Tricks (AE no range,  AE line, etc!) If you really want him scary a Speed of 7

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Now for Jotunn's.... Children. One I will not be posting as his powers and restrictions are disturbing. As well the source material describes them all as disfigured in some way (are we saying disfigured and ugly = evil. I HOPE NOT)

But they are a group that buys into daddies ideology. They do make for either a team to support daddy on one of his personal missions or as a strike team on their own supported by a cadre of agents complete with cutting edge gear.

First Tannhauser. Powers were Flight and Vampiric Abilities. I probably have them wrong, but as is he's scarry. The longer the fight goes, the more he'll outlast you.

 

 

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2022 #8 Tannhauser


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

33 DEX 69 16- OCV:  11/DCV:  11

20 CON 20 13-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV:  3

15 PRE 5 12- PRE Attack:  3d6

18 COM 4 13-

 

8+10 PD 6 Total:  8/18 PD (8/18 rPD)

 

8+10 ED 4 Total:  8/18 ED (8/18 rED)

4 SPD 0 Phases:  3, 6, 9, 12

6 REC 0

40 END 0

25 STUN 0 Total Characteristic Cost:  108

 

Movement: Running: 6"/12"

 

Flight: 25"/50"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

 

8 Damage Resistance (8 PD/8 ED)

 

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

 

56 Transfer 3d6 (body and stun to body and stun ), Reduced Endurance (½ END; +¼) (56 Active Points) 2

 

33 Force Field (10 PD/10 ED), Reduced Endurance (0 END; +½), Invisible Power Effects (Fully Invisible; +1) (50 Active Points); Limited Power Power loses about a third of its effectiveness (Only after transfering body; -½)

 

Skills

 

15 +3 with HTH Combat

 

3 Acrobatics 16-

3 Breakfall 16-

 

3 Acting 12-

3 Oratory 12-

3 Persuasion 12-

 

3 Criminology 11-

3 Deduction 11-

3 Forensic Medicine 11-

 

3 Concealment 11-

3 Stealth 16-

3 Shadowing 11-

 

3 Electronics 11-

3 Mechanics 11-

 

Total Powers & Skill Cost:  213

 

Total Cost:  321

 

200+ Disadvantages

 

10 Dependent NPC:  8- (Normal)

20 Psychological Limitation:  Unsure of purpose (Very Common; Strong)

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

5 Vulnerability:  1 ½ x BODY Strong light (Uncommon)

10 Vulnerability:  2 x Effect Strong light (Uncommon)

10 Vulnerability:  2 x STUN Strong light (Uncommon)

56 Experience Points

 

Total Disadvantage Points:  321

 

Earned Experience:  0

Spent Experience:  56

Unspent Experience:  0

 

Background/History:  One of Jotunn's children.

 

 

Personality/Motivation:  

 

 

Quote:  

 

 

Powers/Tactics:  Flight and vampire-like drain.  If given enough time he can drain someone to death!

 

 

Campaign Use:  

 

 

Appearance:  Pale skin and white hair.  He wears a black utility uniform with purple highlights!

 



 

 

 

Not much to go on here, he's basically his father's agent. But he is questioning his purpose, which gives a role playing hook!

Powering him down is difficult as he is bare bones as it is.

Powering him up is easier. Add a strength transfer and reduce the recovery rate. But that also places him on the "first to get blasted out of the sky" list!

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Gurnemanz takes the deformed idea and goes even further, giving one arm. I hope the publishers change this section. I have a friend who is blind and epileptic. Is he evil?

But as an NPC he does fill a need for the opposition, team brick. He's not super strong, but is earth powers make him a front line combatant!
 

 

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2022 #10 Gurnemanz


Val Char Cost Roll Notes

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

20 DEX 30 13- OCV:  7/DCV:  7

25 CON 30 14-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV:  3

10 PRE 0 11- PRE Attack:  2d6

14 COM 2 12-

 

8+20 PD 2 Total:  8/28 PD (4/24 rPD)

 

8+20 ED 3 Total:  8/28 ED (4/24 rED)

4 SPD 10 Phases:  3, 6, 9, 12

11 REC 0

50 END 0

38 STUN 0 Total Characteristic Cost:  97

 

Movement: Running: 6"/12"

 

Leaping: 6"/12"

Swimming: 2"/4"

Tunneling: 12"/24"

 

Cost Powers END

 

4 Damage Resistance (4 PD/4 ED)

 

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

 

75 Multipower, 60-point reserve, all slots Reduced Endurance (½ END; +¼) (75 Active Points)

6u 1)  Energy Blast 12d6 (60 Active Points) 3

6u 2)  Telekinesis (40 STR) (60 Active Points) 3

6u 3)  Tunneling 12" through 12 DEF material (60 Active Points) 3

6u 4)  Entangle 6d6, 6 DEF (60 Active Points) 3

6u 5)  Sight Group Flash 12d6 (60 Active Points) 3

 

Skills

 

15 +3 with Ranged Combat

3 Acrobatics 13-

3 Breakfall 13-

 

3 Criminology 11-

3 Deduction 11-

3 Forensic Medicine 11-

 

3 Concealment 11-

3 Shadowing 11-

3 Stealth 13-

 

3 Electronics 11-

3 Mechanics 11-

 

3 Lockpicking 13-

3 Security Systems 11-

 

Total Powers & Skill Cost:  210

 

Total Cost:  307

 

200+ Disadvantages

 

25 Psychological Limitation:  Loyal to father (Very Common; Total)

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

10 Distinctive Features:  Always dirty (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

15 Physical Limitation:  One arm (All the Time; Slightly Impairing)

42 Experience Points

 

Total Disadvantage Points:  307

 

Earned Experience:  0

Spent Experience:  42

Unspent Experience:  0

 

Background/History:  Born with one arm, he always fought for his father's approval.  He worked at improving his body, and when his powers manifested, his father was pleased.  He is now one of his father's most loyal followers!

 

 

Personality/Motivation:  A reflection of his father.

 

 

Quote:  

 

 

Powers/Tactics:  Classic Earth Controller. 

 

 

Campaign Use:  

 

 

Appearance:  Medium height, bulky, bald.  He always seems to be covered in dust.  He wears a utility uniform, black with purple highlights.  His right arm ends as a stump at the elbow!

 

 

 

 

 

You want to power him down, make the MP just an EB and make it 10 d6.

Powering him up means more damage, maybe 14 d6.

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