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Mr. R

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Amfortas is one of the normal looking ones, which mean of course his defects are internal.  But I also think he's one of the scarier members if only because he can mess with the party in so many ways!

 

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2022 #11 Amfortas


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

20 DEX 30 13- OCV:  7/DCV:  7

25 CON 30 14-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

23 EGO 26 14- ECV:  8

10 PRE 0 11- PRE Attack:  2d6

20 COM 5 13-

 

8+10 PD 6 Total:  8/18 PD (4/14 rPD)

8+10 ED 3 Total:  8/18 ED (4/14 rED)

4 SPD 10 Phases:  3, 6, 9, 12

7 REC 0

50 END 0

28 STUN 0 Total Characteristic Cost:  110

 

Movement: Running: 6"/12"

Flight: 10"/80"

Leaping: 2"/4"

Swimming: 2"/4" 

 

30 Desolidification , Reduced Endurance (0 END; +½) (60 Active Points); Limited Power Power loses about half of its effectiveness (Leaves body behind; -1)

 

20 Force Field (10 PD/10 ED), Reduced Endurance (0 END; +½) (30 Active Points); Linked (Desolidification; -½)

 

25 Flight 10", x8 Noncombat, Reduced Endurance (½ END; +¼) (37 Active Points); Linked (Desolidification; -½) 1

 

35 Mind Control 10d6, Reduced Endurance (½ END; +¼) (62 Active Points); No Range (-½), Linked (Desolidification; -¼) 2

 

Skills

3 Acrobatics 13-

3 Breakfall 13-

 

3 Persuasion 11-

3 Oratory 11-

3 Acting 11-

 

3 Criminology 11-

3 Deduction 11-

3 Forensic Medicine 11-

 

5 Cramming 

5 Cramming 

5 Cramming 

5 Cramming 

 

3 Concealment 11-

3 Shadowing 11-

3 Stealth 13-

 

3 Electronics 11-

3 Mechanics 11-

 

Total Powers & Skill Cost:  173

Total Cost:  283

 

200+ Disadvantages

15 Psychological Limitation:  Cares for his siblings (Common; Strong)

25 Psychological Limitation:  Must never show weakness (Very Common; Total)

20 Physical Limitation:  Weak immune system (All the Time; Greatly Impairing)

5 Dependence:  Drugs Powers Gain 11- Activation Roll (Easy To Obtain; 6 Hours)

18 Experience Points

 

Total Disadvantage Points:  283

Earned Experience:  0

Spent Experience:  18

Unspent Experience:  0

 

Background/History:  The most normal looking of the siblings, his weak immune system means he is always on a cocktail of drugs to keep him healthy.

 

Personality/Motivation:  Likes to spy on people and take them over to get them in trouble.

 

Quote:  

 

Powers/Tactics:  He has two related powers, an astral form, and the ability to possess people.

 

Campaign Use:  

 

Appearance:  Tall, blond hair, blue eyes, he wears the Black and purple utility garments like his siblings!



 

 

 

 

Played right this could be the member the PCs most want to take right out!

 

You want to power him down, not much you can do.  Getting rid of the Red. End. on his powers other than the Desolid would limit him more.


Powering him up would be adding an Invisibility (linked to Desolid) and a couple of dice (raise to 12d6) the Mind Control!

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  • 2 weeks later...

Every team needs one totally irredeemable member

 

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2922 #12 Titurel


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

23 DEX 39 14- OCV:  8/DCV:  8

20 CON 20 13-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV:  3

10 PRE 0 11- PRE Attack:  2d6

8 COM -1 11-

 

8+15 PD 6 Total:  8/23 PD (4/19 rPD)

8+15 ED 4 Total:  8/23 ED (4/19 rED)

4 SPD 7 Phases:  3, 6, 9, 12

6 REC 0

40 END 0

25 STUN 0 Total Characteristic Cost:  75

 

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

4 Damage Resistance (4 PD/4 ED)

18 Elemental Control, 36-point powers

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

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

57 3)  Energy Blast 12d6, Reduced Endurance (½ END; +¼) (75 Active Points) 3

63 4)  Energy Blast 14d6, Area Of Effect (28" Radius; +1 ½) (175 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-1), No Range (-½) 17

 

Skills

10 +2 with Ranged Combat

 

Total Powers & Skill Cost:  203

Total Cost:  278

 

200+ Disadvantages

10 Psychological Limitation:  Respect Amfortias (Common; Moderate)

20 Psychological Limitation:  Wants others to suffer and burn (Very Common; Strong)

20 Distinctive Features:  Peeling wrinkly skin, like it has been burned! (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

28 Experience Points

 

Total Disadvantage Points:  278

Earned Experience:  0

Spent Experience:  28

Unspent Experience:  0

 

Background/History:  He looks twice his age as it seems his powers are burning him from within.  As a result he has a hatred for the rest of the world and wants to see it burn!

 

Personality/Motivation:  Make others suffer as he is!

 

Quote:  

 

Powers/Tactics:  Think human torch, complete with Nova blast!

 

Campaign Use:  

 

Appearance:  Short with peeling skin, covered in wrinkles and is bald.  He wears the black and purple uniform of his siblings!



 

 

 

Like I said above.  He's the Human Torch.

 

To power him up ,  SPD 5, like seriously he's scary enough as is!

 

To power down, reduce both EBs by 2d6 and get rid of the skill levels!

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Last one is daddy's little girl.  In the fluff about her they refered to powers that were not on the sheet, but I think this is because some powers are really package deals.  SO I erred a bit and added them in!

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2022 #13 Lorelei


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-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

13 EGO 6 12- ECV:  4

13 PRE 3 12- PRE Attack:  2 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)

4 SPD 10 Phases:  3, 6, 9, 12

6 REC 0

40 END 0

25 STUN 0 Total Characteristic Cost:  82

 

Movement: Running: 6"/12"

Flight: 10"/20"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

4 Damage Resistance (4 PD/4 ED)

60 Summon 200-point creatures, Loyal (+½) (60 Active Points) 6

20 Force Field (10 PD/10 ED), Reduced Endurance (0 END; +½) (30 Active Points); Linked (Summon; -½)

20 Flight 10", Reduced Endurance (0 END; +½) (30 Active Points); Linked (Summon; -½)

 

45 Change Environment 64" radius, Long-Lasting 20 Minutes, Multiple Combat Effects 4

65 Multipower, 65-point reserve, all slots Reduced Endurance (½ END; +¼) (81 Active Points); all slots Linked (Change Environment; -¼)

5u 1)  Energy Blast 12d6 (60 Active Points); Linked (Change Environment; -¼) 3

5u 2)  Sight Group Flash 12d6 (60 Active Points); Linked (Change Environment; -¼) 3

 

Skills

 

3 Acrobatics 13-

3 Breakfall 13-

 

3 Acting 12-

3 Oratory 12-

3 Persuasion 12-

 

3 Criminology 12-

3 Deduction 12-

3 Forensic Medicine 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 Concealment 12-

3 Shadowing 12-

3 Stealth 13-

 

3 Electronics 12-

3 Mechanics 12-

 

3 Lockpicking 13-

3 Security Systems 12-

 

5 +1 with DCV

10 +2 with Ranged Combat

 

Total Powers & Skill Cost:  308

Total Cost:  390

 

200+ Disadvantages

25 Psychological Limitation:  Jotunn's loyal daughter (Very Common; Total)

25 Psychological Limitation:  Nazi (Very Common; Total)

140 Experience Points

 

Total Disadvantage Points:  390

Earned Experience:  0

Spent Experience:  140

Unspent Experience:  0

 

Background/History:  The only daughter, she has been spoiled.  As a result she has bought wholely into the Nazi ideology. 

 

Personality/Motivation:  Daddy's little girl, and committed Nazi

 

Quote:  

 

Powers/Tactics:  Fly, get high and blast enemies at range!

 

Campaign Use:  

 

Appearance:  average height, with long brown hair and green eyes.  She wears a feminine version of the black and purple utility garment, along with a long black cape!



 

 

 

Lorelei is expensive.  She has a summon elemental (not cheap) and the usual fly, ff, eb combo of powers.  The elemental alone makes her dangerous as she can have an ally with her adding to her attacks (even at spd 2 it allows her an extra two attacks).   Add that she is a totally committed nazi, and you have the workings of a story line to try and reform her and it failing spectacularly.  

 

Power up you add to the MP.  Telekinesis (wind), more flashes (sound), a NND (cold), darkness (fog).... you get the idea.  Making her elemental more powerful could work as well.

 

Weaken her you reduce the MP to 10d6, the summon by 10 points and get rid of the ranged combat levels!
 

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  • 3 months later...
  • 1 year later...

While on my enforced move, I went to Sentry Box in Calgary and picked up a few items, including Gurps SuperTemps.   Enjoy!

 

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2023 Hero Super Temps 1 Alley Cat

    Val    Char    Cost    Roll    Notes
    15    STR    5    12-    Lift 200.0kg; 3d6 [1]
    30    DEX    60    15-    OCV:  10/DCV:  10
    20    CON    20    13-
    12    BODY    4    11-
    15    INT    5    12-    PER Roll 15-
    20    EGO    20    13-    ECV:  7
    15    PRE    5    12-    PRE Attack:  3d6
    16    COM    3    12-

    8    PD    5        Total:  8 PD (8 rPD)
    8    ED    4        Total:  8 ED (8 rED)
    5    SPD    10        Phases:  3, 5, 8, 10, 12
    7    REC    0
    40    END    0
    30    STUN    0    Total Characteristic Cost:  141

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

Cost    Powers    END
5    Costume:  Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-½)
     
9    +3 PER with all Sense Groups
5    Nightvision
30    Silent move:  Invisibility to Hearing Group , No Fringe, Reduced Endurance (0 END; +½) (30 Active Points)
10    Clinging
10    Luck 2d6
     
     
13    Claws:  Hand-To-Hand Attack +3d6, Reduced Endurance (½ END; +¼) (19 Active Points); Hand-To-Hand Attack (-½)    1
15    Regen:  Healing BODY 1d6 (standard effect: 3 points), Can Heal Limbs, Reduced Endurance (0 END; +½), Persistent (+½) (30 Active Points); Self Only (-½), Always On (-½)
     
45    Cat form:  Multiform (200 Character Points in the most expensive form) (Instant Change)


4    Martial Block    +2    +2    Block, Abort
4    Martial Dodge    --    +5    Dodge, Affects All Attacks, Abort
4    Martial Strike    +0    +2    6d6 Strike
5    Offensive Strike    -2    +1    8d6 Strike
3    Martial Throw    +0    +1    4d6 +v/5, Target Falls
4    +1 HTH Damage Class(es)

 

    Perks
21    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) (21 Active Points) 11-

 

    Talents
20    Animal Friendship
3    Lightsleep
6    Beast Speech (15 Active Points); Limited Power Power loses about two-thirds of its effectiveness (cats only; -1 ½)
6    Combat Luck (3 PD/3 ED)
2    Environmental Movement (no penalties on)

 

    Skills
3    Acrobatics 15-
3    Breakfall 15-
5    Computer Programming 13-
3    Deduction 12-
3    Interrogation 12-
4    KS: gangs 13-
4    CK: ny 13-
4    Language:  Spanish (completely fluent; literate)
1    Language:  English (imitate dialects; literate) (6 Active Points)
4    Language:  German (completely fluent; literate)
3    Lockpicking 15-
3    Stealth 15-
3    Streetwise 12-

Total Powers & Skill Cost:  257
Total Cost:  398

 

200+    Disadvantages
15    Psychological Limitation:  Stubborn (Common; Strong)
20    Psychological Limitation:  Impulsive (Very Common; Strong)
5    Hunted:  Local Gangs 8- (As Pow; Limited Geographical Area; Harshly Punish)
10    Hunted:  8- (Mo Pow; NCI; Watching)
5    Reputation: , 8-
143    Experience Points

Total Disadvantage Points:  398
Earned Experience:  0
Spent Experience:  143
Unspent Experience:  0

 

Background/History:  
Olivia Forrester can not remember when she could no become a cat.  In addition she had various cat like abilities.  But her parents impressed upon her that this didn't make her superior, and she grew up normal.  Went to University.  One day her and a friend got caught in a gang bang hit.  She tried going to the police, but they could do little.  So she went prowling.  It is amazing what a cat can hear.  She then turned over the info to the authorities.  Now she works for SuperTemps as an IT admin as well as a member of the Protective division.

 

Personality/Motivation:  
Avenge her friend and clean up the streets.

 

Quote:  

Powers/Tactics:  
Alley Cat has a number of cat like abilities like reflexes, silent movement and a set of basic claws.  Her greatest ability is the ability to become a regular cat.  She retains her intelligence and skill as well most of her regular powers.  This makes her a great infiltration person.

 

In combat she will hit and run.  If badly injured she will retreat and trust in her healing.

 

Campaign Use:  
Street level ally!

 

Appearance:  
182 cm and 66 kg with shoulder length black hair and green eyes.  Her costume is a cat motif brown and black.

 

I like it.  Not a combat monster by any means, but she can fill a number of slots in a team!

 

To power her down. Reduce contact to 8- Dex to 24, SPD to 5

To power her up. Str 20, Con 20, Double regen rate and increase PD ED to 12 each!

 

 

Edited by Mr. R
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High flyer type

 

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2023 Hero Super Temps 2 Ange Bleu

    Val    Char    Cost    Roll    Notes
    10    STR    0    11-    Lift 100.0kg; 2d6
    23    DEX    39    14-    OCV:  8/DCV:  8
    20    CON    20    13-
    12    BODY    4    11-
    23    INT    13    14-    PER Roll 14-
    15    EGO    10    12-    ECV:  5
    15    PRE    5    12-    PRE Attack:  3d6
    16    COM    3    12-

    8    PD    6        Total:  8 PD (8 rPD)
    8    ED    4        Total:  8 ED (8 rED)
    5    SPD    17        Phases:  3, 5, 8, 10, 12
    6    REC    0
    40    END    0
    27    STUN    0    Total Characteristic Cost:  121

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

Cost    Powers    END
22    Wind form:  Elemental Control, 44-point powers
23    1)  Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +½) (45 Active Points)
40    2)  Flight 25", Reduced Endurance (½ END; +¼) (62 Active Points)    2
     
5    Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-½)
     
60    Wind form:  Multipower, 60-point reserve
6u    1)  Desolidification , Reduced Endurance (0 END; +½) (60 Active Points)
6u    2)  (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30)
     
62    Wind Powers:  Multipower, 62-point reserve
6u    1)  Vacuum:  Energy Blast 5d6, Reduced Endurance (½ END; +¼), No Normal Defense ([Standard]; +1) (56 Active Points)    2
6u    2)  Wind Blast:  Energy Blast 10d6, Reduced Endurance (½ END; +¼) (62 Active Points)    2
6u    3)  Whirlwind:  Energy Blast 7d6, Reduced Endurance (½ END; +¼), Explosion (+½) (61 Active Points)    2
6u    4)  Wind hand:  Telekinesis (30 STR), Reduced Endurance (½ END; +¼) (56 Active Points)    2

 

    Perks
2    Reputation (A small to medium sized group) 8-, +2/+2d6
21    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) (21 Active Points) 11-

 

    Skills
6    air attacks:  +2 with any three maneuvers or a tight group of attacks
3    Computer Programming 14-
3    Criminology 14-
3    AK: Minn 14-
1    Language:  English (imitate dialects; literate) (6 Active Points)
6    Language:  French (imitate dialects; literate)
3    Science Skill:  Astrology 14-
4    Science Skill:  Phys 15-
4    Science Skill:  Nuclear Phys 15-
3    Stealth 14-

 

Total Powers & Skill Cost:  307
Total Cost:  428

 

200+    Disadvantages
10    Physical Limitation:  near sighted (Frequently; Slightly Impairing)
15    Psychological Limitation:  hero's code (Common; Strong)
20    Psychological Limitation:  code vs killing (Common; Total)
10    Hunted:  8- (Mo Pow; NCI; Watching)
173    Experience Points

Total Disadvantage Points:  428
Earned Experience:  0
Spent Experience:  173
Unspent Experience:  0

 

Background/History:  
Born in Montreal, Paul Lalond wanted to fly.  Unfortunately his near sightedness made him exempt for the Canadian Armed forces.  So he settled for private lessons.  And he started getting a degree in Astrophysics.  After his PhD he accepted a position in Minnesota.  One day there was a planetary alignment and he woke up to find himself floating above his bed.  and when he looked in the mirror he found himself invisible.  Then his grand mere called and told him about the family history ever since a long ago member married a wind sprite.  Paul dismissed this idea, but practiced using his power.  Since then he has become a member of SuperTemps in the Minneapolis area

 

Personality/Motivation:  
Very much a nobless oblige attitude.  He has powers and so must use them!

 

Quote:  

Powers/Tactics:  
Ange Bleu prefers to stay airborne, and go into Wind Form (desolid and invisible), and use his Wind Attacks.  Favourites are Vacuum for single target and Whirlwind for groups.  Wind Blast is for those tougher opponents.

 

Campaign Use:  
Seasoned Hero.  

 

Appearance:  
180 cm and 88 kg with brown hair and blue eye.  His costume is blue and white. 

 

My only gripe is the low PD/ED.  When he does get tagged, it is going to HURT!  But played right, he can be a real asset to a team.

 

Power down:  Dex 20, Spd 4 and lose the Invisibility.

 

Power up: Add a 15/15 Invisible force field and make flight 30".   

 

 

 

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Now you see her..... 

 

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2023 Hero Super Temps 3 Apparition

    Val    Char    Cost    Roll    Notes
    9    STR    -1    11-    Lift 87.1kg; 1 ½d6
    18    DEX    24    13-    OCV:  6/DCV:  6
    21    CON    22    13-
    12    BODY    4    11-
    15    INT    5    12-    PER Roll 12-
    13    EGO    6    12-    ECV:  4
    23    PRE    13    14-    PRE Attack:  4 ½d6
    12    COM    1    11-

    8    PD    6        Total:  8 PD (8 rPD)
    8    ED    4        Total:  8 ED (8 rED)
    5    SPD    22        Phases:  3, 5, 8, 10, 12
    6    REC    0
    42    END    0
    28    STUN    0    Total Characteristic Cost:  106

Movement:    Running:    6"/12"
    Leaping:    1"/2"
    Swimming:    2"/4"
    Teleportation:    35"/70"

 

Cost    Powers    END
5    Costume:  Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-½)
     
60    Desolidification , Reduced Endurance (0 END; +½) (60 Active Points)
     
140    Multipower, 140-point reserve
5u    1)  Teleportation 20", Reduced Endurance (½ END; +¼) (50 Active Points)    2
14u    2)  Teleportation 15", x4 Increased Mass, Ranged (+½), Reduced Endurance (0 END; +½), Usable As Attack (x4 maximum weight per inanimate target; +1 ½) (140 Active Points)
     
40    Sunning touch:  Drain STUN 2d6 (standard effect: 6 points), Affects Physical World (+2) (60 Active Points); Linked (Desolidification; -½)    6

 

    Perks
4    Reputation (A large group) 11-, +2/+2d6
21    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) (21 Active Points) 11-

 

    Talents
10    Animal Friendship (20 Active Points); Limited Power Power loses about half of its effectiveness (humans only; -1)

 

    Skills
3    Acrobatics 13-
3    Breakfall 13-
3    Computer Programming 12-
3    Conversation 14-
3    Paramedics 12-
3    PS: Accountant 12-
3    PS: Teacher 12-
7    Shadowing 14-
3    Stealth 13-
9    Tactics 15-
3    Teamwork 13-
6    Stunning touch:  +3 with any single Strike

 

Total Powers & Skill Cost:  348
Total Cost:  454

 

200+    Disadvantages
15    Psychological Limitation:  hero's code (Common; Strong)
10    Dependent NPC:  children 8- (Normal)
10    Hunted:  8- (Mo Pow; NCI; Watching)
15    Social Limitation:  secret id (Frequently; Major)
15    Psychological Limitation:  Shy (Common; Strong)
20    Psychological Limitation:  protective of friends family (Common; Total)
169    Experience Points

Total Disadvantage Points:  454
Earned Experience:  0
Spent Experience:  169
Unspent Experience:  0

 

Background/History:  
Clarisse Jackson first manifested her powers when she saved her son from being hit from a car.  Her sons were totally captivated by have a meta for a mother, and encouraged her to go out a fight bad guys.  At first she resisted, but eventually she saw the money SuperTemps were offering and joined.  After some training, it was found she was a natural leader and she was placed in charge of her own team in Kansas city.  Since then she has gotten the nickname Mother Goose and she tries to help her team mates as much as possible personally as well as professionally.

 

Personality/Motivation:  
She's MOM.  She takes her responsibility very seriously.

 

Quote:  

Powers/Tactics:  
Apparition has a few powers associated with apparitions.  First is her desolid, which she will use almost immediately.  Then there are he teleport abilities.  The first is self only, but the second is usable against others, but only inanimate objects.  She will remove cover, or place cover, and in extreme cases tport something above an opponent's head.  Finally she has a stunning touch which involves trying to place part of herself inside an opponent.  This causes a feedback in her opponent, and if done often enough, will knock them out.

 

Campaign Use:  
Leader of an effective super team.  Any team she leads should be competent and will show a different team how it can be done.

 

Appearance:  
175 cm and 57 kg African American woman with short black hair and brown eyes


 

 

To power down:  Not much.  Maybe the Stunning Touch.

 

To power up:  Make Stunning Touch a ranged attack and reduce the endurance.  Dex 23 and SPD 6 would help also!

 

 

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Martial Arts and a Brick

 

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2023 Hero Super Temps 4 Armator

    Val    Char    Cost    Roll    Notes
    10+20    STR    0    13- / 17-    Lift 400.0kg/6400.0kg; 4d6/8d6
    24    DEX    42    14-    OCV:  8/DCV:  8
    18    CON    16    13-
    12    BODY    4    11-
    15    INT    5    12-    PER Roll 12-
    14    EGO    8    12-    ECV:  5
    15    PRE    5    12-    PRE Attack:  3d6
    18    COM    4    13-

    8+16    PD    6        Total:  8/24 PD (0/12 rPD)
    8+16    ED    4        Total:  8/24 ED (0/12 rED)
    6    SPD    26        Phases:  2, 4, 6, 8, 10, 12
    6    REC    0
    36    END    0
    26    STUN    0    Total Characteristic Cost:  120

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

 

Cost    Powers    END
40    Density Increase (1,200 kg mass, +20 STR, +4 PD/ED, -4" KB), Reduced Endurance (0 END; +½), Persistent (+½) (40 Active Points)
     
24    Armor (12 PD/12 ED) (36 Active Points); Linked (Density Increase; -½)
     
5    +10 STR (10 Active Points); No Figured Characteristics (-½), Linked (Density Increase; -½)    1


3    Martial Grab    -1    -1    Grab Two Limbs, 40 STR  / 60 STR for holding on
4    Martial Strike    +0    +2    8d6 / 12d6 Strike
3    Martial Throw    +0    +1    6d6 / 10d6 +v/5, Target Falls
5    Offensive Strike    -2    +1    10d6 / 14d6 Strike
4    Martial Dodge    --    +5    Dodge, Affects All Attacks, Abort
4    Martial Block    +2    +2    Block, Abort
8    +2 HTH Damage Class(es)

 

    Perks
21    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) (21 Active Points) 11-

 

    Talents
6    Combat Luck (3 PD/3 ED)
15    Combat Sense 12-

 

    Skills
3    Acrobatics 14-
3    Breakfall 14-
3    Computer Programming 12-
5    Contortionist 15-
3    Conversation 12-
10    Defense Maneuver I-IV 
3    KS: Buddism 12-
3    AK: Seattle 12-
1    Language:  English (imitate dialects; literate) (6 Active Points)
4    Language:  Cantonese (completely fluent; literate)
3    Oratory 12-
3    Paramedics 12-
3    PS: Accountant 12-
3    Stealth 14-
3    Trading 12-
7    WF:  Common Martial Arts Melee Weapons, Common Melee Weapons, Off Hand, Three-Section Staff, Wind and Fire Wheels
16    +2 with All Combat

 

Total Powers & Skill Cost:  218
Total Cost:  338

 

200+    Disadvantages
15    Psychological Limitation:  hero's code (Common; Strong)
20    Psychological Limitation:  overconfident (Very Common; Strong)
15    Psychological Limitation:  honest (Common; Strong)
10    Dependent NPC:  8- (Normal)
15    Hunted:  Nimba Cult 8- (As Pow; NCI; Harshly Punish)
10    Hunted:  8- (Mo Pow; NCI; Watching)
53    Experience Points

Total Disadvantage Points:  338
Earned Experience:  0
Spent Experience:  53
Unspent Experience:  0

 

Background/History:  
Ling Liau never knew his father, who died shortly after he was born.  His mother worked hard to raise him, and protected him when he first manifested his metallic skin.  To help him learn to control his powers, he took Martial Arts.  Eventually his teacher referred him to a man called Chong, who helped Ling develop the spiritual aspects of his training.  Eventually he entered University in Business Administration.  To help pay for schooling, he joined SuperTemps and was appointed to the Seattle Office.  

 

Personality/Motivation:  
An instence individual who is just now coming out of his shell.  

 

Quote:  

 

Powers/Tactics:  
Armour up and find the toughest opponent there.  Because he usually has a SPD advantage, he'll Block when possible to get an advantage on his next attack.  If the foe is exceptionally tough, he'll use the Offensive Strike.

 

Campaign Use:  
Martial Arts adventures, extra muscle if needed, 

 

Appearance:  
178 cm and 73 kg Chinese man with black hair and brown eyes.  He wears what looks like a white hoodie with white trunks and shoes.  When he transforms, he had a golden colour to his skin!


 

 

 

So he's Bruce Lee crossed with Colossus (of the X Men).

 

To Power down reduce DI to two levels, Extra Str to 5 points and Lower Combat Skill to +1.

 

To Power up raise Dex to 27, make Armour +15/15 and extra Str to +15.  To really make him tough go Armour +18/18

 

 

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On 10/7/2023 at 5:03 AM, Cloppy Clip said:

Good stuff here! I appreciate the notes about tweaking power level for the characters, since that's one of the things I always like about official Champions builds. I don't have Super Temps myself, but are there any established villains for these heroes to fight?

 

 

Thank you.

 

As far as your question, none in this book, but a product called SuperThugs has numerous villains.  If you scroll up you will see examples!

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Indeed I will! I thought I'd be lazy and just start with the most recent patch of posts, haha, but that backfired a little. You've been good about giving overviews of the characters, so it'll be worth doing a deep dive from page one at some point, to see all the ideas worked out in full.

 

That said, you're on page 19 of this thread and you've done a fair few characters. Are there any particular ones you remember fondly? Either for the backstory, or some feature in their mechanics?

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He's Heavy Metal

 

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2023 Hero Super Temps 5 Blacksmith

Val Char Cost Roll Notes
10 STR 0 11- Lift 100.0kg; 2d6
20 DEX 30 13- OCV: 7/DCV: 7
18 CON 16 13-
12 BODY 4 11-
20 INT 10 13- PER Roll 13-
15 EGO 10 12- ECV: 5
15 PRE 5 12- PRE Attack: 3d6
12 COM 1 11-

8+20 PD 6 Total: 8/28 PD (0/20 rPD)
8+28 ED 4 Total: 8/36 ED (0/28 rED)
5 SPD 20 Phases: 3, 5, 8, 10, 12
6 REC 0
36 END 0
26 STUN 0 Total Characteristic Cost: 106

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

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

40 Metal suit: Armor (20 PD/20 ED) (60 Active Points); OIF (-½)
7 Metal suit: +2 with DCV (10 Active Points); OIF (-½)
10 Flight 10" (20 Active Points); OIF (Metal suit; -½), Lockout (Cannot use metal control; -½) 2

17 Metal control: Elemental Control, 50-point powers, (25 Active Points); all slots Limited Power Power loses about a third of its effectiveness (Must use available metal; -½)
17 1) Entangle 5d6, 5 DEF (50 Active Points); Limited Power Power loses about a third of its effectiveness (Must use available metal; -½) 5
46 2) Telekinesis (50 STR), Reduced Endurance (½ END; +¼) (94 Active Points); Limited Power Power loses about a third of its effectiveness (Must use available metal; -½) 3
17 3) Energy Blast 10d6 (50 Active Points); Limited Power Power loses about a third of its effectiveness (Must use available metal; -½) 5

8 Metal control: Armor (0 PD/8 ED) (12 Active Points); Limited Power Power loses about a third of its effectiveness (only vs metal; -½)

Perks
21 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) (21 Active Points) 11-
5 Money: Well Off

Talents
3 Lightning Calculator

Skills
3 Computer Programming 13-
5 Electronics 14-
1 Language: English (imitate dialects; literate) (6 Active Points)
4 Language: German (completely fluent; literate)
5 Gadget: Power 14-
3 Scientist
2 1) Science Skill: chem 13- (3 Active Points)
2 2) Science Skill: elect engin 13- (3 Active Points)
2 3) Science Skill: math 13- (3 Active Points)
4 4) Science Skill: metallurgy 15- (5 Active Points)
2 5) Science Skill: physics 13- (3 Active Points)
3 Security Systems 13-
3 Systems Operation 13-
6 Metal powers: +2 with any three maneuvers or a tight group of attacks

Total Powers & Skill Cost: 284
Total Cost: 390

200+ Disadvantages
10 Hunted: 8- (Mo Pow; NCI; Watching)
20 Hunted: TRADE 8- (Mo Pow; NCI; Harshly Punish)
20 Psychological Limitation: code vs killing (Common; Total)
15 Social Limitation: secret id (Frequently; Major)
125 Experience Points

Total Disadvantage Points: 390
Earned Experience: 0
Spent Experience: 125
Unspent Experience: 0

Background/History:
Harold Wilkensom was a brilliant researcher facsinated by metals. In university he studied metallurgy and electrical engineering. Soon he got into a firm looking into firearms and silencers. BUT he went into a different direction and was making progress. This got him into the crosshairs of TRADE. At first they tried to buy his tech (at a ridiculously low price), but when he refused, they kidnapped him and forced him to continue his work. But he knew that he was expendable. So he arranged for his escape. But he became enamoured of using his tech to fight crime. But after a few adventures, he realised that some of his tech was just a focus and that he was really a metal-kinetic. So he retired to retrain. He also developed a metallic suit for protection. And he registered with SuperTemps. Now he works as a freelancer with other super scientist. Occasionally he'll help out with some particular case. And if TRADE is involved, he'll work pro-bono.

Personality/Motivation:
He is more curious scientist than crime fighter.

Quote:

Powers/Tactics:
Blacksmith has control over all forms of metal. He can carry several tonnes, use it to wrap around opponents, or even send pieces fly at high speeds into opponents. His armoured suit gives him great protection and allows him to fly (though he can't use any other powers when he does so). In addition as a capable scientist, he has a number of devices and gadget he has developed. If he has an idea of the opposition, he'll bring something appropriate.

Campaign Use:
Freelance scientist. Gadget builder. Ally vs TRADE!

Appearance:
Caucasian 175 cm and 68 kg with brown hair and brown eyes. His armoured suit is black with a old medieval look to it!

 

To power down - Reduce Gadget Pool to 30 pts. Armour to 15/15 and Metal Control to 40 AP

To Power up - Raise armour to 25/25 and Metal Control to 60 AP. To really power him up make them all 1/2 End.

 

 

12 hours ago, Cloppy Clip said:

That said, you're on page 19 of this thread and you've done a fair few characters. Are there any particular ones you remember fondly? Either for the backstory, or some feature in their mechanics?

 

The Omlevex NPCs were an interesting bunch!

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Blacksmith seems like the character that works really well as an NPC ally, but the fact that he doesn't have any attacks that always work regardless of the situation could make him a bit stressful to play as. But then that makes him a good supporting role for the PCs, as he can shine in the right circumstances, while not overshadowing anybody.

 

And I'll have to go digging for the Omlevex bunch, thank you!

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Lithe and graceful!

 

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2023 Hero Super Temps 6 Dancer

    Val    Char    Cost    Roll    Notes
    13    STR    3    12-    Lift 151.6kg; 2 ½d6 [1]
    15    DEX    15    12-    OCV:  5/DCV:  5
    15    CON    10    12-
    13    BODY    6    12-
    13    INT    3    12-    PER Roll 12-
    11    EGO    2    11-    ECV:  4
    20    PRE    10    13-    PRE Attack:  4d6
    26    COM    8    14-

    8+10    PD    5        Total:  8/18 PD (0/10 rPD)
    8+10    ED    5        Total:  8/18 ED (0/10 rED)
    6    SPD    35        Phases:  2, 4, 6, 8, 10, 12
    6    REC    0
    30    END    0
    28    STUN    0    Total Characteristic Cost:  102

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

Cost    Powers    END
30    Armor (10 PD/10 ED)
     
31    Animate objects:  Elemental Control, 62-point powers
53    1)  Summon 2 250-point creatures, Reduced Endurance (½ END; +¼), Slavishly Devoted (+1) (124 Active Points); Summoned Being Must Inhabit Locale (-½), Extra Time (Full Phase, Only to Activate, -¼)    5
25    2)  Telekinesis (33 STR), Reduced Endurance (½ END; +¼) (62 Active Points); Only When In Contact With The Ground (-¼)    2

4    Martial Strike    +0    +2    4 ½d6 Strike
3    Martial Throw    +0    +1    2 ½d6 +v/5, Target Falls
5    Offensive Strike    -2    +1    6 ½d6 Strike
4    Martial Dodge    --    +5    Dodge, Affects All Attacks, Abort
4    Martial Block    +2    +2    Block, Abort

 

    Perks
6    Money:  Wealthy
21    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) (21 Active Points) 11-

 

    Skills
3    Acrobatics 12-
3    Breakfall 12-
3    Conversation 13-
3    High Society 13-
1    Language:  English (imitate dialects; literate) (6 Active Points)
3    Language:  Japanese (fluent conversation; literate)
3    Oratory 13-
4    PS: sculpter 13-
3    PS: Dancer 12-
10    +2 with DCV

Total Powers & Skill Cost:  222
Total Cost:  324

 

200+    Disadvantages
10    Physical Limitation:  near sighted (Frequently; Slightly Impairing)
10    Hunted:  8- (Mo Pow; NCI; Watching)
15    Psychological Limitation:  honest (Common; Strong)
15    Psychological Limitation:  Impulsive (Common; Strong)
20    Psychological Limitation:  code vs killing (Common; Total)
54    Experience Points

Total Disadvantage Points:  324
Earned Experience:  0
Spent Experience:  54
Unspent Experience:  0

 

Background/History:  
Julie Yama$hita started dancing by age four.  She was a quick learner and by age eleven she was taking advanced classes in her dance academy.  Then her father moved to a small town in Iowa and there were no dance academies nearby.  She tried to learn on her own, but was hampered by not having a partner.  So, inspired by Mr. Astaire, she tried to dance with a broom.  But she found it harder than it looked.  Finally, frustrated, she yelled "Dance!"  And it did.  Using this she practiced and even used the power to animate objects to face bullies in her school.  Eventually she left home for New York and tried for a number of shows.  But though talented, she was still uneducated.  Eventually she showed he power, and a dance number was choreographed for her with her dancing with the instruments.  It was a hit, but the fame had a dark side with stalkers.  So she joined SuperTemps.  Right now she is in the Guardian Division due to problems with the Musician's Union.  She would prefer to be in the Entertainment division, but is bidding her time.

 

Personality/Motivation:  
Enthusiastic and bubbly, until she gets on a job where she becomes focused and professional.

 

Quote:  

Powers/Tactics:  
Dancer can animate statues to do any activity within their form.  Also she can cause limbs to grow from the ground and walls to grab and move things.  Finally her dancer training has made her a competent Martial Artist.  

 

Campaign Use:  
Meet at a high society function.  Also she makes it a point to visit schools in cities where she is touring to fight problems like drugs and school shootings.

 

Appearance:  
Oriental female 175 cm and 59 kg with LONG black hair and brown eyes.  Her costume resembles dancer's leotards with dancer's style shoes.  

 

To power down- Get rid of the TK power

To power up- Make the TK larger, Add a Force Wall only on the ground. If that is still not enough, some Damage classes to the MA as an alternative to using her powers!

 

 

 

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He's a big shot

 

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2023 Hero Super Temps 7 Deacon Blue

    Val    Char    Cost    Roll    Notes
    45+25    STR    35    18- / 23-    Lift 12.8tons/409.6tons; 9d6/14d6 [4/6]
    20    DEX    30    13-    OCV:  7/DCV:  7
    25    CON    30    14-
    11+5    BODY    2    11- / 12-
    15    INT    5    12-    PER Roll 12-
    13    EGO    6    12-    ECV:  4
    25    PRE    15    14-    PRE Attack:  5d6
    20    COM    5    13-

    30    PD    21        Total:  30 PD (30 rPD)
    30    ED    25        Total:  30 ED (30 rED)
    4    SPD    10        Phases:  3, 6, 9, 12
    14    REC    0
    50    END    0
    47+5    STUN    0    Total Characteristic Cost:  184

Movement:    Running:    16"/32"
    Leaping:    9"/18"
    Swimming:    2"/4"

Cost    Powers    END
30    Damage Resistance (30 PD/30 ED)
     
37    Growth (+25 STR, +5 BODY, +5 STUN, -5" KB, 2,624 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Reduced Endurance (0 END; +½) (37 Active Points)
17    Running +10" (16" total), Reduced Endurance (½ END; +¼) (25 Active Points); Linked (Growth; -½)    1
17    Reduced Endurance (½ END; +¼) for up to 70 Active Points of Str (17 Active Points)

 

    Perks
21    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) (21 Active Points) 11-
2    Reputation (A small to medium sized group) 11-, +2/+2d6

 

    Talents
3    Perfect Pitch

 

    Skills
3    Acting 14-
3    Climbing 13-
3    Computer Programming 12-
3    Conversation 14-
3    High Society 14-
3    KS: history 12-
3    KS: law 12-
3    Oratory 14-
5    PS: politics 14-
3    Riding 13-
3    Science Skill:  ecology 12-
4    Science Skill:  psychology 13-
3    Stealth 13-
3    Tactics 12-
3    Teamwork 13-
10    +2 with HTH Combat

 

Total Powers & Skill Cost:  185
Total Cost:  369

 

200+    Disadvantages
10    Dependent NPC:  8- (Normal)
10    Hunted:  8- (Mo Pow; NCI; Watching)
15    Psychological Limitation:  honest (Common; Strong)
20    Psychological Limitation:  code vs killing (Common; Total)
114    Experience Points

Total Disadvantage Points:  369
Earned Experience:  0
Spent Experience:  114
Unspent Experience:  0

 

Background/History:  
Joe Kazanski was working on his Masters in Political Science and getting ready to enter Law School.  He had finished the last pages of his thesis and was heading home when the tripped and his briefcase opened.   His main preoccupation was grabbing the ring for his girlfriend when it fell down a sewer grate.  In frustration he ripped off the grate and reached down to grab it before he realized he was taller and Much Stronger.  When he talked it over with his girlfriend,(after proposing to her) she propose that meta human law was a big subject and he could get on the ground floor.  So he joined SuperTemps.  They offered to help pay his law school, if he took a few cases for them occasionally.  He now has his Law License and heads up the Birmingham office.  Now only if his Fiancée can get him to stop moving long enough to pop the question.

 

Personality/Motivation:  
Leader.  Deacon Blues wants to be in charge.  Also he is politically ambitious.  How this will react with his duties as a hero remains to be seen.

 

Quote:  

 

Powers/Tactics:  
Deacon takes point.  He is fairly durable and can go toe to toe with other bricks.

 

Campaign Use:  
A super and a lawyer.  If your super goes on trial, ST may send him to help the case.  Also he makes appearances and lectures about Metahuman Law.

 

Appearance:  
Caucasian 188 cm and 82 kg with black hair and blue eyes.  His costume is a one piece body suit blue with a black stripe along his left leg chest and arm.

 

To power down- reduce Str to 35, PD/ED to 25 and eliminate the HTH skill

 

To Power up- Dex to 23, Change HTH to all combat ,an extra 2 levels in growth and PD/ED to 35 each.

 

 

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She's a <bleep> disturber

 

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2023 Hero Super Temps 8 FTL

    Val    Char    Cost    Roll    Notes
    30    STR    20    15-    Lift 1600.0kg; 6d6 [3]
    20    DEX    30    13-    OCV:  7/DCV:  7
    20    CON    20    13-
    12    BODY    4    11-
    10    INT    0    11-    PER Roll 11-/14-
    11    EGO    2    11-    ECV:  4
    15    PRE    5    12-    PRE Attack:  3d6
    18    COM    4    13-

    8+15    PD    2        Total:  8/23 PD (8/23 rPD)
    8+15    ED    4        Total:  8/23 ED (8/23 rED)
    5    SPD    20        Phases:  3, 5, 8, 10, 12
    10    REC    0
    40    END    0
    37    STUN    0    Total Characteristic Cost:  111

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

Cost    Powers    END
6    +3 PER with Hearing Group
15    Nightvision, Discriminatory, Analyze
10    +10 versus Range Modifier for Normal Sight and Nightvision
4    Life Support  (Safe in Intense Cold; Safe in Low Pressure/Vacuum)
8    Damage Resistance (8 PD/8 ED)
36    Armor (15 PD/15 ED) (45 Active Points); Limited Power Power loses about a fourth of its effectiveness (Only when in flight; -¼)
     
50    Flight:  Multipower, 50-point reserve
5u    1)  Flight 20", Reduced Endurance (½ END; +¼) (50 Active Points)    2
1u    2)  Flight 5", 1 Continuing Charge lasting 6 Hours (+0), MegaScale (1" = 1 km; +¼) (12 Active Points); Costs Endurance (-½)    1

 

    Perks
5    Money:  Well Off
21    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) (21 Active Points) 11-

 

    Talents
3    Bump Of Direction
3    Lightsleep

 

    Skills
3    Lipreading 11-
7    Navigation 13-
5    Stealth 14-
3    Traveler
5    1)  AK: usa (6 Active Points) 14-
4    2)  CK: chicago (5 Active Points) 13-
4    3)  CK: los ang (5 Active Points) 13-
4    4)  CK: ny (5 Active Points) 13-
10    +2 with DCV

 

Total Powers & Skill Cost:  212
Total Cost:  323

 

200+    Disadvantages
25    Psychological Limitation:  curious (Very Common; Total)
10    Hunted:  8- (Mo Pow; NCI; Watching)
10    Reputation: , 11-
15    Social Limitation:  secret id (Frequently; Major)
15    Psychological Limitation:  honest (Common; Strong)
10     2d6 Unluck
48    Experience Points

Total Disadvantage Points:  323


Earned Experience:  0
Spent Experience:  48
Unspent Experience:  0

 

Background/History:  
Florence Lindham was INTENSLY curious.  She never acted on this, but she just wanted to know what is going on.  She got very creative about it, but even so she got into trouble for hearing things she was not supposed to know.  But among her close friends she is known as the confident who never blabs.  One day she heard that a local company was hiring secretaries, so she applied and got the job.  But on night as she was leaving, she saw some men go into the VPs office.  Her curiosity got hold of her and she listened in and discovered they were setting up a hit against a rival company.  In her haste to leave she revealed her presence.  One member chased her.  In desperation she jumped off the railing in the stairwell and fell UP.  But her pursuer could fly as well so eventually when she reached the top and open sky, she wished she could go FAST.  In a whoosh of movement, she left her pursuer behind, and when she calmed down, she was in another state.  She phoned in a tip from a pay phone and managed to fly home unobserved.  

Soon she was testing he powers and found out about her extra strength, super eyesight and durability.  She registered with SuperTemps soon after and she became one of their resident couriers.  

 

Personality/Motivation:  
Upbeat and honest.  Also an intense curiosity (it'll get her into trouble one day).

 

Quote:  

 

Powers/Tactics:  
FTL can fly.  At normal speed she can hit 60 kph (120 kph out of combat).  But she can really go into overdrive if she wants.  The difficulty is she can only do it once per day no mater what distance she covers.  In addition her strength, durability, eyesight and ability to endure cold and low pressure are all enhanced.  

FTL hates fighting.  She'll try to fly away if possible, and will dodge and weave if she has to.  IF backed into a corner, she'll just let loose with a flurry of punches and kicks.

 

Campaign Use:  
Want to get heroes involved in an adventure?
1) FTL has a package and people are chasing her to get it.  What is it and who wants it?
2) FTL heard something she shouldn't have.  Can the heroes help?

 

Appearance:  
Caucasian female 173 cm and 66 kg with shoulder length reddish brown hair and green eyes.  Her costume is a simple dress with a leather jacket over it.  She wears a simple domino mask over her eyes!


 

 

To power down-  reduce vision to +6, Armour to 10/10, Strength to 30, and Get rid of DCV levels

 

To Power up-  Str to 35, flight to 25 with a X4 NCM.  She isn't really a fighter, but a Move-by with those stats would be good, and her tackling someone will hurt even a brick.

 

 

 

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The darker side of a legacy

 

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2023 Hero Super Temps 9 New Javelin

    Val    Char    Cost    Roll    Notes
    10    STR    0    11-    Lift 100.0kg; 2d6
    21    DEX    33    13-    OCV:  7/DCV:  7
    18    CON    16    13-
    12    BODY    4    11-
    18    INT    8    13-    PER Roll 16-
    13    EGO    6    12-    ECV:  4
    15    PRE    5    12-    PRE Attack:  3d6
    18    COM    4    13-

    11+10    PD    9        Total:  11/21 PD (0/10 rPD)
    11+20    ED    7        Total:  11/31 ED (0/20 rED)
    5    SPD    19        Phases:  3, 5, 8, 10, 12
    6    REC    0
    36    END    0
    26    STUN    0    Total Characteristic Cost:  111

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

Cost    Powers    END
9    +3 PER with all Sense Groups
     
48    Variable Power Pool, 40 base + 8 control cost,  (60 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½)
     
41    Multipower, 62-point reserve,  (62 Active Points); all slots OIF (-½)
4u    1)  Javelins:  Energy Blast 10d6, Reduced Endurance (½ END; +¼) (62 Active Points); OIF (-½)    2
3u    2)  Energy Rings:  Entangle 6d6, 3 DEF (45 Active Points); OIF (-½)    4
     
30    Armor (10 PD/20 ED) (45 Active Points); OIF (-½)
     
33    Flight 20", Reduced Endurance (½ END; +¼) (50 Active Points); OIF (-½)    2
     
15    Healing Module:  Healing BODY 1d6 (standard effect: 3 points), Can Heal Limbs, Reduced Endurance (0 END; +½), Persistent (+½) (30 Active Points); Self Only (-½), OIF (-½)
     
25    HUD:  Spatial Awareness (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (37 Active Points); OIF (-½)

    Perks
21    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) (21 Active Points) 11-

    Talents
5    Eidetic Memory
3    Lightning Calculator

    Skills
3    Computer Programming 13-
3    Electronics 13-
3    CK: NY 13-
1    Language:  English (imitate dialects; literate) (6 Active Points)
4    Language:  Spanish (completely fluent; literate)
3    Oratory 12-
3    Paramedics 13-
4    Science Skill:  Phys 14-
4    Science Skill:  math 14-
3    Shadowing 13-
3    Stealth 13-
3    Systems Operation 13-
5    +1 with HTH Combat
10    +2 with Ranged Combat

Total Powers & Skill Cost:  289
Total Cost:  400

200+    Disadvantages
10    Hunted:  8- (Mo Pow; NCI; Watching)
25    Psychological Limitation:  overconfident (Very Common; Total)
20    Psychological Limitation:  legacy (Common; Total)
10    Physical Limitation:  Recovering Alcoholic (Frequently; Slightly Impairing)
15    Social Limitation:  secret id (Frequently; Major)
5    Vulnerability:  1 ½ x STUN sonics (Uncommon)
5    Vulnerability:  1 ½ x Effect sonics (Uncommon)
110    Experience Points

Total Disadvantage Points:  400
Earned Experience:  0
Spent Experience:  110
Unspent Experience:  0

Background/History:  
Sometimes being a legacy has its downsides.  So it was for Barbara Espanoza, whose father was the original Javelin.  But Barbara had two deficiencies, she had no powers and she was a girl. What she did have was great intelligence and a knack for technology.  But still, her father could not hide his disappointment.  Even after getting degrees in Computer Science and Engineering, she still didn't measure up.  Then her father died on television trying to save laves from a blood thirsty villain.  After the city mourned, Barbara turned the sizable inheritance into a private lab, and proceeded to develop the gear she would need.  She then debuted as Javelin.  But the stress got to her and she developed a drinking problem.  So she joined SuperTemps as a way to regain some control.  Since then she was placed in Apparition's squad and after some careful coaxing, the grief and anger spilled out.  Apparition is keeping her on her team to help her sort through her problems, and she has been getting help for her drinking.  Things are looking more positive.

 

Personality/Motivation:  
A legacy hero tied with a neglectful father figure.  She has issues!

 

Quote:  

 

Powers/Tactics:  
Javelin is a ranged combatant.  She uses her flight to stay away from the opposition, and will either hit them with the Energy Rings (Entangle) or the Javelins (EB).  In addition she has a self heal device in case she is injured, and a sophisticated HUD.

 

Campaign Use:  
If your campaign has other legacy type characters, they may know each other.  She is also a talented scientist, and could be tagged for some interesting gadgets.  Also the villain responsible for killing her father is still out there.

 

Appearance:  
Hispanic female, 163 cm, 50 kg with long brown hair and brown eyes.  Her suit is metallic silver with a gold one-piece swimsuit effect. Her chest are has a black lightning bolt symbol.  Her gloves are very high tech and black.  Also she has a head covering that leaves her hair free, but large goggles that hold her HUD units!

 

Story hooks galore with this one.

To power down- Get rid of the Gadget Pool

To power up- Increase to EB to 12d6 and the Entangle to 7d6. Make flight 25". Change the HTH level to All Combat.

 

 

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The base form....

 

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2023 Hero Super Temps 10a Harold

    Val    Char    Cost    Roll    Notes
    10    STR    0    11-    Lift 100.0kg; 2d6
    18    DEX    24    13-    OCV:  6/DCV:  6
    15    CON    10    12-
    10    BODY    0    11-
    15    INT    5    12-    PER Roll 12-
    14    EGO    8    12-    ECV:  5
    13    PRE    3    12-    PRE Attack:  2 ½d6
    13    COM    2    12-

    8    PD    6        Total:  8 PD (0 rPD)
    8    ED    5        Total:  8 ED (0 rED)
    3    SPD    2        Phases:  4, 8, 12
    5    REC    0
    30    END    0
    23    STUN    0    Total Characteristic Cost:  65

 

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

 

Cost    Powers    END
77    Multiform (338 Character Points in the most expensive form) (Instant Change, x2 Number Of Forms)

 

    Perks
21    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) (21 Active Points) 11-
6    Money:  Wealthy

 

    Skills
5    +1 with HTH Combat
3    Bureaucratics 12-
3    Computer Programming 12-
3    Criminology 12-
3    Paramedics 12-
3    Lockpicking 13-
3    Trading 12-
3    Stealth 13-
3    Shadowing 12-
3    Streetwise 12-
3    KS: Comics 12-
3    KS: Movies 12-

Total Powers & Skill Cost:  143
Total Cost:  207

 

200+    Disadvantages
10    Dependent NPC:  8- (Normal)
10    Hunted:  8- (Mo Pow; NCI; Watching)

Total Disadvantage Points:  207
Earned Experience:  0
Spent Experience:  0
Unspent Experience:  0

 

Background/History:  
Harold Potter always wanted to be a Superhero.  But with no powers he settled for next best thing, a policeman.  Despite his lack of physicality, he managed to graduate.  But he was badly injured in his first year, and with the large settlement he received, he set up a PI firm.  But business was slow, until Chloe Vanderlan hired him to find her ex-husband.  It took a LONG time, and in the course of the investigation, he fell for Chloe.  And after his business slowed down again.  

Then events happened when he was sleeping, where he dreamed he was at the site.  So he called Chloe to test his clairvoyance ability.  But it was even stranger.  Harold was a metamorph and had a second form, a Cajun strongman called Blockbuster.  Then he found he had a third form called Heavy Nova.  And he found neither had much difficulty with... collateral damage.  Seeing law suits in his future, he joined SuperTemps as a resident detective and trouble shooter.  Both were placed in the Guardian Division. 

Personality/Motivation:  
Harold is the base form.  He can force either of the other two to shift to him when he wants to.  On the whole Harold is optimistic, upbeat and positive.  He has a cool girlfriend, a decent business and he can be a superhero. 

 

Quote:  

 

Powers/Tactics:  
None other than to become either a strongman brick or a high flying blaster.  If it looks like trouble will be occurring, he change form.  Which one will be based on the situation and need.  

 

Campaign Use:  
Harold has decent skills and has specialized in metahuman cases.  

 

Appearance:  
Caucasian Male 175 cm and 77 kg.  He has short brown hair and brown eyes.

 

 

Basically a normal with no powers.

To power down- Are you serious?

To power up- some more skills like deduction, some forensic science. A costume for the Dam Resist. Don't do too much as he is the normal everyman!

 

 

 

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Brick form

 

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2023 Hero Super Temps 10b Blockbuster

    Val    Char    Cost    Roll    Notes
    60+5    STR    50    21- / 22-    Lift 102.4tons/204.8tons; 12d6/13d6 [6]
    18    DEX    24    13-    OCV:  6/DCV:  6
    25    CON    30    14-
    12    BODY    4    11-
    13    INT    3    12-    PER Roll 12-
    11    EGO    2    11-    ECV:  4
    15    PRE    5    12-    PRE Attack:  3d6
    10    COM    0    11-

    25+1    PD    13        Total:  25/26 PD (25 rPD)
    25+1    ED    20        Total:  25/26 ED (25 rED)
    4    SPD    12        Phases:  3, 6, 9, 12
    17    REC    0
    50    END    0
    55    STUN    0    Total Characteristic Cost:  163

Movement:    Running:    9"/18"
    Leaping:    12"/24"
    Swimming:    2"/4"

 

Cost    Powers    END
6    Running +3" (9" total)    1
11    Density Increase (200 kg mass, +5 STR, +1 PD/ED, -1" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (11 Active Points)
17    Naked Advantage: Reduced Endurance (½ END; +¼) for up to 70 Active Points (17 Active Points)
25    Damage Resistance (25 PD/25 ED)

 

    Perks
21    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) (21 Active Points) 11-

 

    Skills
10    +2 with HTH Combat
3    Paramedics 12-
2    TF:  Common Motorized Ground Vehicles
1    Language:  English (imitate dialects; literate) (6 Active Points)
3    Language:  French (fluent conversation; literate)
3    Mechanics 12-
3    Teamwork 13-
3    Tactics 12-

 

Total Powers & Skill Cost:  108


Total Cost:  271

 

200+    Disadvantages
15    Psychological Limitation:  bad temp (Common; Strong)
15    Psychological Limitation:  hero code (Common; Strong)
10    Hunted:  8- (Mo Pow; NCI; Watching)
5    Hunted:  gangs 8- (Less Pow; Harshly Punish)
20    Psychological Limitation:  overconfid (Common; Total)
15    Social Limitation:  secret id (Frequently; Major)
10    Dependent NPC:  8- (Normal)
15    Distinctive Features:  (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

Total Disadvantage Points:  271
Earned Experience:  0
Spent Experience:  0
Unspent Experience:  0

 

Background/History:  
See Harold Potter.

 

Personality/Motivation:  
Take a southern good ole boy and give him superpowers.

 

Quote:  

 

Powers/Tactics:  
He likes to go toe to toe with the biggest opponent.  As well he try to protect any innocents.

 

Campaign Use:  
See Harold.

 

Appearance:  
Caucasian(?) male, 210 cm, 145 kg. Bald, gray pupils (no whites).  He wears jeans, heavy boots and a leather vest!

 

 

To power down- reduce Str to 50 (55 w/DI) and remove HTH skills

To power up- raise Str to 65 (70 w/DI) add +6" Run, Superleap, PD/ED 30 each.

 

 

 

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High flyer

 

 

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2023 Hero Super Temps 10c Heavy Nova

    Val    Char    Cost    Roll    Notes
    10    STR    0    11-    Lift 100.0kg; 2d6
    23    DEX    39    14-    OCV:  8/DCV:  8
    18    CON    16    13-
    12    BODY    4    11-
    13    INT    3    12-    PER Roll 12-
    11    EGO    2    11-    ECV:  4
    15    PRE    5    12-    PRE Attack:  3d6
    22    COM    6    13-

    8+20    PD    6        Total:  8/28 PD (8/28 rPD)
    8+20    ED    4        Total:  8/28 ED (8/28 rED)
    5    SPD    17        Phases:  3, 5, 8, 10, 12
    6    REC    0
    36    END    0
    26    STUN    0    Total Characteristic Cost:  102

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

 

Cost    Powers    END
6    Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-1/2)
     
     
25    Elemental Control, 50-point powers
25    1)  Force Field (20 PD/20 ED), Reduced Endurance (½ END; +¼) (50 Active Points)    2
37    2)  Flight 20", x8 Noncombat, Reduced Endurance (½ END; +¼) (62 Active Points)    2
     
75    Multipower, 75-point reserve
7u    1)  Energy Blast 12d6, Reduced Endurance (½ END; +¼) (75 Active Points)    3
6u    2)  Sight Group Flash 5d6, Personal Immunity (+¼), Area Of Effect (3" Radius; +1), Selective (+¼) (62 Active Points)    6

 

    Perks
21    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) (21 Active Points) 11-

 

    Talents
3    Perfect Pitch

 

    Skills
3    Acrobatics 14-
3    Acting 12-
3    Breakfall 14-
3    Oratory 12-
3    High Society 12-
3    Seduction 12-
3    Stealth 14-
10    +2 with Ranged Combat

Total Powers & Skill Cost:  236


Total Cost:  338

200+    Disadvantages
15    Psychological Limitation:  hero code (Common; Strong)
10    Dependent NPC:  8- (Normal)
10    Hunted:  8- (Mo Pow; NCI; Watching)
20    Psychological Limitation:  overconfident (Common; Total)
15    Social Limitation:  secret id (Frequently; Major)
66    Experience Points

Total Disadvantage Points:  338
Earned Experience:  0
Spent Experience:  66
Unspent Experience:  0

 

Background/History:  
See Harold.

 

Personality/Motivation:  
Brash, overconfident, glory hound.  But he is firmly on the side of the angels.

 

Quote:  

 

Powers/Tactics:  
Get up high and strike from above.  Occasionally he'll use the flash, but her prefers his light blast.

 

Campaign Use:  
See Harold.

 

Appearance:  
Caucasian   cm and    kg.  He has short blond hair and blue eyes.  He wears a one piece body suit of white, that includes a mask that leaves his jaw and hair free.  Over this he wears a long red cloak!

 

 

To power down- Reduce EB to 10d6, Flight to base, eliminate the Ranged Skill Levels

To power up- 25/25 Force Field. Add a single target flash and an explosive EB.

 

 

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He's Shiny

 

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2023 Hero Super Temps 11 Kid Chrome

 

    Val    Char    Cost    Roll    Notes

    65+5    STR    55    22- / 23-    Lift 204.8tons/409.6tons; 13d6/14d6 [6]

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

    25    CON    30    14-

    10    BODY    0    11-

    13    INT    3    12-    PER Roll 12-

    15    EGO    10    12-    ECV:  5

    15    PRE    5    12-    PRE Attack:  3d6

    18    COM    4    13-

 

    25+11    PD    12        Total:  25/36 PD (25/36 rPD)

    25+1    ED    20        Total:  25/26 ED (25/26 rED)

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

    18    REC    0

    50    END    0

    56    STUN    0    Total Characteristic Cost:  175

 

Movement:    Running:    6"/12"

    Leaping:    13"/26"

    Swimming:    2"/4"

 

Cost    Powers    END

     

11    Density Increase (200 kg mass, +5 STR, +1 PD/ED, -1" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (11 Active Points)

     

26    Damage Resistance (26 PD/26 ED)

     

17    Reduced Endurance (½ END; +¼) for up to 70 Active Points of Str (17 Active Points)

     

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

 

    Perks

1    Reputation (A small to medium sized group) 8-, +1/+1d6

21    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) (21 Active Points) 11-

 

    Skills

3    CK: Atlanta 12-

3    Conversation 12-

3    Paramedics 12-

3    Streetwise 12-

3    Tactics 12-

10    +2 with HTH Combat

 

Total Powers & Skill Cost:  108

Total Cost:  283

 

200+    Disadvantages

15    Psychological Limitation:  Code of Honour (Common; Strong)

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

5    Hunted:  gangs 8- (Less Pow; Harshly Punish)

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

10    Dependence:  -30 Active Points from Affected Power Ingest Metals (Very Common; 6 Hours)

28    Experience Points

 

Total Disadvantage Points:  283

Earned Experience:  0

Spent Experience:  28

Unspent Experience:  0

 

Background/History:  

Stan Andrews grew up the son of a minister.  Though he got into the occasional trouble, he was a solid, dependable, and therefore popular, young man.  One night he witnessed a drug deal, and one member decided to shoot him.  But as the bullet hit his chest, Stan's body became metal.  The next six rounds bounced off.  The person tried to escape by car, but Stan ripped the door off.  He then carted the man to the police.  Unsure of his next move, Stan consulted his father.  His father suggested that these might be a gift from God, and he should use them to help others.  So he joined SuperTemps on condition that he be allowed to finish his education.  They placed him in a Guardian Squad that needed a brick and had an accredited teacher.  

 

Unfortunately he found out members were on the take.  When he reported this to ST headquarters, they asked him to stay on undercover.  Eventually it came to light that members of the squad were taking payments from Organized Crime to look the other way.  ST public relations department spun him as a straight arrow teen, and he gained a following.  Now in a Defense Squad, he hopes to finish his High School, then .....

 

Personality/Motivation:  

Stan is so clean he squeaks.  But he is a genuine nice guy.  He is also a devout Baptist, but is very tolerant of others, except drug dealers!

 

Quote:  

 

Powers/Tactics:  

Kid Chrome is a Brick.  He'll find the toughest opponent and get their attention.  His body is very durable, and it takes a lot to hurt him.

 

Campaign Use:  

Need a Brick on your team.  Also he travels the country to go to schools.  He also has a price on his head from organized crime.

 

Appearance:  

Caucasian(?) male.  191 cm and 170 kg.  His hair is silver cut in a flat top style, and his eyes are silver (go figure).  He wears what looks like black wrestling tights.

 

 

To power down- reduce strength to 50 and PD and ED to 20 each

To power up- Strength to 80, PD and ED to 30 each, some running and a bunch more skills, and change the HTH to all combat

 

 

 

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She's a goddess!

 

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2023 Hero Super Temps 12 Kalkin

Val Char Cost Roll Notes
9 STR -1 11- Lift 87.1kg; 1 ½d6
15 DEX 15 12- OCV: 5/DCV: 5
15 CON 10 12-
12 BODY 4 11-
25 INT 15 14- PER Roll 14-
26 EGO 32 14- ECV: 9
15 PRE 5 12- PRE Attack: 3d6
22 COM 6 13-

8 PD 6 Total: 8 PD (8 rPD)
8 ED 5 Total: 8 ED (8 rED)
4 SPD 15 Phases: 3, 6, 9, 12
5 REC 0
30 END 0
25 STUN 0 Total Characteristic Cost: 112

Movement: Running: 6"/12"
Flight: 5"/10"
Leaping: 1"/2"
Swimming: 2"/4"

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

48 Desolidification , Reduced Endurance (0 END; +½) (60 Active Points); Only In Heroic Identity (-¼)
18 Mental Illusions 8d6, Reduced Endurance (½ END; +¼) (50 Active Points); Limited Power Power loses about half of its effectiveness (Only to confuse target; -1), Linked (Desolidification; -½), Only In Heroic Identity (-¼) 2
8 Flight 5", Reduced Endurance (0 END; +½) (15 Active Points); Linked (Desolidification; -½), Only In Heroic Identity (-¼)

15 Mental Defense (20 points total)

18 Elemental Control, 62-point powers, (31 Active Points); all slots Limited Power Power loses about a third of its effectiveness (No range; -½), Only In Heroic Identity (-¼)
18 1) Mind Scan 10d6 (Machine class of minds), Reduced Endurance (½ END; +¼) (62 Active Points); Limited Power Power loses about a third of its effectiveness (No range; -½), Only In Heroic Identity (-¼) 2
18 2) Mind Control 10d6 (Machine class of minds), Reduced Endurance (½ END; +¼) (62 Active Points); Limited Power Power loses about a third of its effectiveness (No range; -½), Only In Heroic Identity (-¼) 2
18 3) Mental Illusions 10d6 (Machine class of minds), Reduced Endurance (½ END; +¼) (62 Active Points); Limited Power Power loses about a third of its effectiveness (No range; -½), Only In Heroic Identity (-¼) 2
18 4) Telepathy 10d6 (Machine class of minds), Reduced Endurance (½ END; +¼) (62 Active Points); Limited Power Power loses about a third of its effectiveness (No range; -½), Only In Heroic Identity (-¼) 2
23 Clairsentience (Mental Group), Discriminatory, Telescopic: +20, Reduced Endurance (0 END; +½) (52 Active Points); Limited Power Power loses about half of its effectiveness (Only to link to computer; -1), Only In Heroic Identity (-¼)

Perks
21 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) (21 Active Points) 11-
7 Money: Wealthy

Talents
3 Perfect Pitch
3 Lightning Calculator
27 Danger Sense (self only, out of combat, Discriminatory, Function as a Sense) 14-

Skills
3 CK: Houston 14-
3 CK: Delhi 14-
3 AK: India 14-
1 Language: Hindi (imitate dialects; literate) (6 Active Points)
4 Language: English (completely fluent; literate)
3 Science Skill: Astronomy 14-
4 Science Skill: Math 15-
9 Computer Programming 17-
3 Conversation 12-
7 Electronics 16-

Total Powers & Skill Cost: 308
Total Cost: 420

200+ Disadvantages
20 Psychological Limitation: Goddess Delusion (Common; Total)
10 Hunted: 8- (Mo Pow; NCI; Watching)
15 Psychological Limitation: Honest (Common; Strong)
15 Social Limitation: Secret ID (Frequently; Major)
20 Psychological Limitation: Code vs Kill (Common; Total)
140 Experience Points

Total Disadvantage Points: 420
Earned Experience: 0
Spent Experience: 140
Unspent Experience: 0

Background/History:
Bhanu Srinivasthari was born to liberal parent near Delhi. From a young age she loved the old scriptures and the great stories, like Rama, Vishnu and especially Krishna. But she was still placed in an arranged marriage. But her stress and trepidation at the ceremony caused her latent mutation manifested and she physically changed into a beautiful "Goddess" that called herself Kalkin. She slowly rose up to the roof and through the ceiling. Needless to say the wedding was called off and Bhanu moved with her parents to Delhi. There she went finished school especially in Math and proceeded to go to University. While studying for exams, she wished she could change into Kalkin, and she did. After wandering town, she tried to change back into Bhanu. (PS she still passed the exam). She used the fact that she was a "Goddess" to try to get bad people to change their ways, and it worked, but too much attention was coming on to her. So she moved, to California.

There she studied Computer Science and graduated magna cum laude. While practicing her new form, she discovered a new ability, she can interface with computers. She can enter them, read the memories, change the programming. So she went into business as a computer consultant. Soon she was getting all the work she wanted, but she wanted to help people, so she signed up with SuperTemps, Currently she works in Houston in the Guardian Division.

Personality/Motivation:
Help others. She has powers, they come with a responsibility!

Quote:

Powers/Tactics:
In her normal form Bhanu is very beautiful, but as Kalkin she is breath taking. She can fly (slowly) and become desolid. Her greatest ability is the ability to interface with computers. She can control them, read their memory, generate false images, even reprogram them. She cannot use her powers on humans, but she can confuse them with forced images.

Campaign Use:
If there is any campaign where getting into computers and getting their information, then Kalkin will be in the middle of it. Also any villains prone to using robots and drones will find her a nemesis!

Appearance:
Indian female 162 cm tall and 41 kg she has long black hair and brown eyes. She dresses in traditional Hindu clothing like saris. In Kalkin form her features become more regal and her clothing become more luxurious.

 

She's obviously not a combat monster so powering her down would not do much. If you insist, the reduce SPD to 3 and get rid of the confuse touch. If you want to go further make all the abilities at 40 AP, so 8d6.

Powering her up - make her Computer Touch also work on humans. This would make her much more combat capable!

 

 

 

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4 hours ago, tombrown803 said:

Her confusing touch needs Affects Real World advantage, or do you only want her to be able to use that on others that are Desolid?

 

 

As a mental power, does it need one?  IF so then Add it in, but that really adds to her expense!

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He's big and bright

 

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2023 Hero Super Temps 13 Luminar

Val Char Cost Roll Notes
13 STR 3 15- Lift 1600.0kg; 6d6 [3]
23 DEX 39 14- OCV: 8/DCV: 8
25 CON 30 14-
15 BODY 10 12-
13 INT 3 12- PER Roll 12-/15-
12 EGO 4 11- ECV: 4
15 PRE 5 12- PRE Attack: 3d6
18 COM 4 13-

11+5 PD 8 Total: 11/16 PD (8/13 rPD)
11+5 ED 6 Total: 11/16 ED (8/13 rED)
5 SPD 17 Phases: 3, 5, 8, 10, 12
8 REC 0
50 END 0
35 STUN 0 Total Characteristic Cost: 129

Movement: Running: 9"/18"
Leaping: 6"/12"
Swimming: 2"/4"

Cost Powers END
6 +3 PER with Sight Group
6 Running +3" (9" total) 1
5 Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-½)
8 +17 STR (17 Active Points); No Figured Characteristics (-½), Limited Power Power loses about a third of its effectiveness (Only in Sunlight; -½) 2
10 Armor (5 PD/5 ED) (15 Active Points); Limited Power Power loses about a third of its effectiveness (Only in Sunlight; -½)
6 Knockback Resistance -3"

23 Elemental Control, 46-point powers
12 1) Sight Group Images Increased Size (8" radius; +¾), +/-4 to PER Rolls, Alterable Size (47 Active Points); Limited Power Power loses about half of its effectiveness (Only to Illuminate; -1) 5
37 2) Darkness to Sight Group 6" radius (60 Active Points) 6

70 Multipower, 70-point reserve
6u 1) Sight Group Flash 10d6, Reduced Endurance (½ END; +¼) (62 Active Points) 2
7u 2) Sight Group Flash 7d6, Area Of Effect (4" Radius; +1) (70 Active Points) 7
6u 3) Energy Blast 10d6, Reduced Endurance (½ END; +¼) (62 Active Points) 2

Perks
5 Money: Well Off
21 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) (21 Active Points) 11-

Talents
3 Bump Of Direction

Skills
3 Gambling 12-
3 Acting 12-
3 Shadowing 12-
3 Stealth 14-
3 Survival 12-
10 +2 with HTH Combat

Total Powers & Skill Cost: 256
Total Cost: 385

200+ Disadvantages
15 Psychological Limitation: Code of Honor (Common; Strong)
10 Unluck: 2d6
15 Psychological Limitation: Bad Temper (Common; Strong)
10 Hunted: 8- (Mo Pow; NCI; Watching)
10 Distinctive Features: (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Dependence: Takes 1d6 Damage Sunlight (Common; 6 Hours)
10 Vulnerability: 1 ½ x STUN Light (Common)
10 Vulnerability: 1 ½ x STUN Light (Common)
5 Physical Limitation: Larger (Infrequently; Slightly Impairing)
95 Experience Points

Total Disadvantage Points: 385
Earned Experience: 0
Spent Experience: 95
Unspent Experience: 0

Background/History:
William Raintree grew up in Los Angeles, but his life was never angelic. Constantly sick, he missed a lot of school. Eventually due to the embarrassment of being behind, he dropped out. Always a big person, he wandered the streets and slowly his health improved, until it looked like his skin was a glowing red. He joined a gang, but when the gang leader turned on him, calling him a freak, he darkened the area and fled.

Back on the streets, he ran across a film crew condemning the bad lighting. So Billy went to the director, dimmed the area, and asked if that was better. By the end of the day, he had a steady job on the film crew as a special lighting expert and worker moving heavy equipment. Billy wanted to do stunt work until someone suggested SuperTemps. After a battery of test, he found out about his light blast ability. Right now he is setting up a new defense squad in San Diego.

Personality/Motivation:
Basically he's a normal with super powers. He treats this like a job. But he also a code of honour like not attacking first and never from behind.

Quote:

Powers/Tactics:
Luminar can control light. He can raise or lower the light level, cause a bright flash of light, remove light from around a person's eyes, and to focus light into a tight beam. A side effect is he absorbs light and it makes him stronger and tougher.

Campaign Use:
He still knows people in the film industry and stunt industry.

Appearance:
North American Indian 249 cm and 145 kg. He has long straight black hair and brown eyes. In the sun his skin glows red. His costume looks like an athletic tack and field uniform.

 

To power down - Reduce extra Str to +10, reduce the the EC to 40 AP and the MP to 50 AP.

To power up- Make extra Str +27, add nigh vision, Double the radii in the Images and Darkness and raise the EB to 12d6

 

 

 

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