Jump to content

My conversions (formerly Builds of 2018)


Mr. R

Recommended Posts

I want to play him!

 

Quote

2018 #15  Cliffhanger

 

 


Val Char Cost Roll Notes

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

20 DEX 30 13- OCV:  7/DCV:  7

18 CON 16 13-

10 BODY 0 11-

20 INT 10 13- PER Roll 13-

20 EGO 20 13- ECV:  7

15 PRE 5 12- PRE Attack:  3d6

16 COM 3 12-

 

8+8 PD 4 Total:  8/16 PD (8/16 rPD)

8+8 ED 4 Total:  8/16 ED (8/16 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

8 REC 0

36 END 0

29 STUN 0 Total Characteristic Cost:  122

 

Movement: Running: 11"/22"

Flight: 15"/30"

Leaping: 4"/8"

Swimming: 5"/10"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

3 Swimming +3" (5" total) 1

 

10 Running +5" (11" total) 1

 

16 Armor (8 PD/8 ED) (24 Active Points); OIF (-½)

 

18 Flight 15", 1 Continuing Fuel Charge lasting 6 Hours (+¼) (37 Active Points); OAF (-1) [1 cc]

 

13 Clinging (50 STR) (20 Active Points); OIF (-½)

 

31 Energy Blast 10d6, 16 clips of 8 Charges (+¼) (62 Active Points); OAF (-1) [8]

4 Martial Block +2 +2 Block, Abort

4 Martial Disarm -1 +1 Disarm; 35 STR to Disarm

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

4 Choke Hold -2 +0 Grab One Limb; 2 ½d6 NND

4 Martial Escape +0 +0 40 STR vs. Grabs

5 Offensive Strike -2 +1 9d6 Strike

4 Martial Strike +0 +2 7d6 Strike

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

4 +1 HTH Damage Class(es)

 

Perks

13 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, International Driver's License, Passport, Private Investigator License, Security Clearance, Weapon Permit (where appropriate)

5 Favor

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

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

8 Money:  Wealthy

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

 

Talents

6 Combat Luck (3 PD/3 ED)

 

Skills

3 Acrobatics 13-

3 Acting 12-

3 Breakfall 13-

3 Bribery 12-

3 Bureaucratics 12-

3 Climbing 13-

3 Combat Driving 13-

3 Combat Piloting 13-

3 Concealment 13-

3 Contortionist 13-

3 Deduction 13-

3 High Society 12-

3 KS: Espionage world 13-

3 KS: Superhuman world 13-

3 Lockpicking 13-

3 Persuasion 12-

3 Security Systems 13-

3 Tactics 13-

3 Paramedics 13-

3 Stealth 13-

3 Streetwise 12-

30 +3 Overall

 

Total Powers & Skill Cost:  280

Total Cost:  402

 

200+ Disadvantages

5 Psychological Limitation:  Distrust of Government agents (Uncommon; Moderate)

20 Psychological Limitation:  Cannot resist helping the innocent (Common; Total)

15 Psychological Limitation:  Will not use excessive force (Common; Strong)

15 Social Limitation:  Secret ID (Frequently; Major)

5 Hunted:  8- (As Pow; NCI; Watching)

142 Experience Points

 

Total Disadvantage Points:  402

Earned Experience:  0

Spent Experience:  142

Unspent Experience:  0

 

Background/History:  Clifford Avery was the do the right thing poster child.  His moral code helped propel him up the ranks. Later it helped him when he became an agent for the government.  Then a higher up who wanted to disband Avery's squad decided to do it the old fashioned way, send him on a job labeled easy but actually a set up.  Most of the squad was killed except for Avery and his friend. After exposing the conspiracy, he retired and left Washington. But a year later he was back.  Not to work, but to get some gadgets. He had become BORED and wanted to help people. So after getting a few goodies, he put out feelers and offered his services as Cliffhanger.

 

Personality/Motivation:  A genuinely nice guy, Clifford is the type of person you hope is in agency service.  But years of training have also made him a professional. He never goes in without some plan, but also realizes that first contact will change thing.  Basically he's a father figure type and he's not afraid to say so.

 

Quote:  

 

Powers/Tactics:  A highly trained agent, Cliffhanger will have a plan, but is fast to adapt when needed.  If possible he'll use his blaster, but HTH is not foreign to him. Add a jetpack for getting around, a set magnetic clamps for wall walking, and a suit of body armour and you have a pretty complete package.

 

Campaign Use:  Elder statesman, role model, source of information.

 

Appearance:  An older gentleman of around 50 in prime shape.  His hair is black going grey at the temples. His costume is black with silver trim, with a silver jetpack and boots, and a greyish metallic pistol!



 

 

 

SO for this build I pulled out my copy of UNTIL and gave him a set of packages based on his history.  So basic, investigator....  Well it worked.  Then I added the gadgets and gizmos, gave him a set of Disadvantages and he was good.

 

 

I like this NPC.  I'd love to play a variation of him in a FtF game.  He's James Bond  in a Supers World.  

Link to comment
Share on other sites

He's the bomb!

 

Quote

2018 #16  H-Bomb

 

 


Val Char Cost Roll Notes

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

20 DEX 30 13- OCV:  7/DCV:  7

20 CON 20 13-

10 BODY 0 11-

30 INT 20 15- PER Roll 15-

23 EGO 26 14- ECV:  8

15 PRE 5 12- PRE Attack:  3d6

6 COM -2 10-

 

6+10 PD 3 Total:  6/16 PD (6/16 rPD)

6+9 ED 2 Total:  6/15 ED (6/15 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

7 REC 0

40 END 0

28 STUN 0 Total Characteristic Cost:  129

 

Movement: Running: 6"/12"

Flight: 10"/40"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

6 Damage Resistance (6 PD/6 ED)

 

29 Armor (10 PD/9 ED)

 

13 Life Support  (Eating: Character does not eat; Immunity: Alcohol; Safe in High Pressure; Safe in High Radiation; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per year)

 

31 Flight 10", x4 Noncombat, Reduced Endurance (½ END; +¼) (31 Active Points) 1

 

30 Absorption 3d6  (energy, EB), Absorption As A Defense (x2) (30 Active Points)

30 Absorption 3d6  (physical, EB), Absorption As A Defense (x2) (30 Active Points)

 

56 Energy Blast 9d6, Reduced Endurance (½ END; +¼) (56 Active Points) 2

 

50 Variable Power Pool, 40 base + 10 control cost,  (60 Active Points); all slots OAF (-1)

 

Skills

3 Electronics 15-

3 Mechanics 15-

3 Demolitions 15-

3 Inventor 15-

3 Science Skill:  Physics 15-

3 Science Skill:  Chemistry 15-

5 Cramming

5 Cramming

5 Cramming

3 Power:  Gadgets 15-

16 +2 with All Combat

10 +2 with Ranged Combat

 

Total Powers & Skill Cost:  307

Total Cost:  436

 

200+ Disadvantages

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

15 Psychological Limitation:  Nihilist (Common; Strong)

206 Experience Points

 

Total Disadvantage Points:  436

Earned Experience:  0

Spent Experience:  206

Unspent Experience:  0

 

Background/History:  Doctor John Doxen was a scientist headed to a great career.  He was in the process of developing "e-mesh" a fabric that could absorb and re-direct energy.  While testing his suit, he heard about a group of terrorist who had stated they had made a bomb and were going to detonate at a major nuclear power station and overload it it if their demands were not met.  Rushing to the scene to help, he got there just in time to help defeat the terrorist. But one had activated the bomb and the ensuing blast would devastate the area. So he jumped on it just as it exploded, hoping his suit would protect him.  It did, but the intense energies fused the suit to him and drove him mad. He now believes he is the personification of man's desire to destroy itself. Calling himself H-Bomb, he'll gladly help them along!

 

Personality/Motivation:  Mankind is a blight upon the planet and needs to be eradicated for the good of the planet.  

 

Quote:  

 

Powers/Tactics:  Able to absorb energy and redirect it, H-Bomb gets tougher the more you hit him.  He saves his flight for getting around, as he prefers to act as a gun emplacement.  Add an arsenal of gadgets for emergencies or if he knows who he's going to fight, and you have a tough opponent.  

 

Campaign Use:  Save the city.  Save the (insert official person).  H-Bomb thinks big.

 

Appearance:  Covered in a yellow mesh suit with only his face showing.  

 

 

 

SO this is a variation of Man Tree from before.  Starts average but ramps up quickly.  This guy has the tragic back story and the life changing event.  So there is a method to his madness, and if you use him a good read of Nihilist philosophy would be good.  For some players this could lead to some introspection about their PCs.  

 

Build wise this was another who needed work!  He had a 11d6 blast and 11d6 absortion (they never specify energy or physical) so his blast could get to 22d6   YIKES!  SO I changed and balanced things out a bit and gave him a bit of movement!  So on the whole if find him acceptable!

Link to comment
Share on other sites

She's a disaster

 

Quote

2018 #17  Crimson Catastrophe

 

 


Val Char Cost Roll Notes

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

20 DEX 30 13- OCV:  7/DCV:  7

35 CON 50 16-

15 BODY 10 12-

18 INT 8 13- PER Roll 13-

18 EGO 16 13- ECV:  6

10 PRE 0 11- PRE Attack:  2d6

10 COM 0 11-

 

25 PD 15 Total:  25 PD (25 rPD)

25 ED 18 Total:  25 ED (25 rED)

7 SPD 40 Phases:  2, 4, 6, 7, 9, 11, 12

17 REC 0

70 END 0

58 STUN 0 Total Characteristic Cost:  227

 

Movement: Running: 18"/72"

Leaping: 10"/20"

Swimming: 2"/4"

 

Cost Powers END

25 Damage Resistance (25 PD/25 ED)

 

 

16 Mental Defense (20 points total)

10 Increased Arc Of Perception (360 Degrees) with Sight Group

5 Nightvision

5 Infrared Perception (Sight Group)

 

20 Life Support  (Eating: Character does not eat; Longevity: 200 Years; Safe in High Pressure; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep)

 

29 Running +12" (18" total), x4 Noncombat 3

 

96 Energy Blast 11d6, Autofire (3 shots; +¼), Reduced Endurance (½ END; +½) (96 Active Points) 3

 

Talents

3 Absolute Range Sense

3 Absolute Time Sense

3 Bump Of Direction

 

Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Demolitions 13-

3 Electronics 13-

3 Mechanics 13-

3 Stealth 13-

3 Concealment 13-

3 Tracking 13-

16 +2 with All Combat

 

Total Powers & Skill Cost:  255

Total Cost:  482

 

200+ Disadvantages

30 Vulnerability:  2 x STUN Water (Very Common)

30 Vulnerability:  2 x BODY Water (Very Common)

30 Vulnerability:  2 x Effect Water (Very Common)

15 Physical Limitation:  Short circuits and goes offline if immersed in water (Infrequently; Fully Impairing)

177 Experience Points

 

Total Disadvantage Points:  482

Earned Experience:  0

Spent Experience:  177

Unspent Experience:  0

 

Background/History:  No one knows where this robot comes from and it is not saying.  Many think it is from the future and Scratch the supervillain has said as much.  How it got here is not known, but it does seem to have a desire to dominate and destroy.  So far it has tried to destroy a high tech think tank and and underground city. How this works into its goals is unknown.  But rest assured Crimson Catastrophe will win.

 

(for the GM, she is a robot from the future brought here by accident and gaining sentience as a result.  Though defeated, eventually she resurfaces, where her self-repair circuits kick in and she goes off again)

 

Personality/Motivation:  None really,  She just seems to have this desire to destroy and conquer!

 

Quote:  

 

Powers/Tactics:  A highly advanced combat robot that happens to look female.  Strong, agile durable with a powerful blast ability.

 

Campaign Use:  Engine of destruction!

 

Appearance:  A full red bodysuit except for what looks like blond hair cascading down her back!



 

 

 

So the unknown, unnamed cypher who does things just because.  Now I love the build, but that back story needs major work, more that my humble skills can supply.

 

Now the reason I love the build is that this is a NPC designed to take on a team.  Great dex, high SPD, Good Str., and defences, has a ranged option.  Aaron Allston once recommended that if you want your team to develop some tactics, you make a villain who can out-dodge the Mart. Artist / Speedsters, go toe to toe with the brick, and blast like the blaster.  Then give them a target.  This is that NPC.  So if only for that purpose would I recommend using her/it!

Link to comment
Share on other sites

43 minutes ago, Mr. R said:

She's a disaster

 

 

 

So the unknown, unnamed cypher who does things just because.  Now I love the build, but that back story needs major work, more that my humble skills can supply.

 

Now the reason I love the build is that this is a NPC designed to take on a team.  Great dex, high SPD, Good Str., and defences, has a ranged option.  Aaron Allston once recommended that if you want your team to develop some tactics, you make a villain who can out-dodge the Mart. Artist / Speedsters, go toe to toe with the brick, and blast like the blaster.  Then give them a target.  This is that NPC.  So if only for that purpose would I recommend using her/it!

 

I would think a robot from the future would be slightly more water-proof....

Link to comment
Share on other sites

Now this is more like it!

 

Quote

2018 #18  Poltergeist

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

23 DEX 39 14- OCV:  8/DCV:  8

18 CON 16 13-

13 BODY 6 12-

18 INT 8 13- PER Roll 13-

18 EGO 16 13- ECV:  6

23 PRE 13 14- PRE Attack:  4 ½d6

20 COM 5 13-

 

7 PD 4 Total:  7 PD (7 rPD)

7 ED 3 Total:  7 ED (7 rED)

4 SPD 7 Phases:  3, 6, 9, 12

10 REC 6

36 END 0

29 STUN 0 Total Characteristic Cost:  126

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

7 Damage Resistance (7 PD/7 ED)

 

12 Life Support  (Safe in Intense Cold; Self-Contained Breathing)

 

6 Mental Defense (10 points total)

5 Nightvision

5 Infrared Perception (Sight Group)

 

30 Elemental Control, 60-point powers

30 1)  Desolidification  (affected by Slow moving attacks), Reduced Endurance (0 END; +½) (60 Active Points)

30 2)  Invisibility to Sight, Hearing and Touch Groups , No Fringe, Reduced Endurance (0 END; +½) (60 Active Points)

30 3)  (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30)

29 Reduced Endurance (½ END; +¼), Affects Physical World (+2) (29 Active Points) applied to STR

 

25 Multipower, 50-point reserve,  (50 Active Points); all slots OAF (-1)

2u 1)  Killing Attack - Ranged 3d6+1, 16 Charges (+0) (50 Active Points); OAF (-1) [16]

2u 2)  Energy Blast 10d6, 16 Charges (+0) (50 Active Points); OAF (-1) [16]

 

5 Second Pistol:  Custom Power (5 Active Points)

 

4 Martial Block +2 +2 Block, Abort

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

4 Martial Strike +0 +2 6 ½d6 Strike

5 Offensive Strike -2 +1 8 ½d6 Strike

3 Martial Throw +0 +1 4 ½d6 +v/5, Target Falls

8 +2 HTH Damage Class(es)

 

Perks

5 Money:  Well Off

5 Favor

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

 

Talents

3 Simulate Death

 

Skills

3 Acrobatics 14-

3 Breakfall 14-

3 Bugging 13-

3 Concealment 13-

3 Criminology 13-

3 Deduction 13-

3 Disguise 13-

3 High Society 14-

3 Lockpicking 14-

3 Paramedics 13-

3 Security Systems 13-

3 Shadowing 13-

3 Stealth 14-

3 Streetwise 14-

24 +3 with All Combat

10 +2 with Ranged Combat

 

Total Powers & Skill Cost:  340

Total Cost:  466

 

200+ Disadvantages

20 Vulnerability:  2 x STUN Light (Common)

20 Vulnerability:  2 x BODY Light (Common)

20 Vulnerability:  2 x Effect Light (Common)

15 Psychological Limitation:  Vengeful (Common; Strong)

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

15 Social Limitation:  Secret ID (Frequently; Major)

161 Experience Points

 

Total Disadvantage Points:  466

Earned Experience:  0

Spent Experience:  161

Unspent Experience:  0

 

Background/History:  Chanelle Moretti, mob victim.  Her father worked as an enforcer, until he fell on the wrong side of a made man.  The man decided themake an example of her father by killing the family. But on the night it happened, her powers kicked in and she rushed to safety.  Now an orphan, she moved in with her uncle, a retired policeman. There he trained her in combat, shooting, and detective work. And when she was ready, she donned a white costume and went in search of her father's killers.  She got them all, but it didn't satisfy. There are so many more mafia, triad, russian mafia, yakuza etc. Poltergeist is just getting started.

 

Personality/Motivation:  Driven by pain and anguish, she researches her targets, then stalks them until the time is ripe to strike.  

 

Quote:  

 

Powers/Tactics:  A trained agent type with the ability to go invisible and desolid.  She can adjust the solidity to allow her to attack. She never strikes openly.  Ambush is her style, and given her powers, she's very good at it!

 

Campaign Use:  There but for the grace of providence go the heroes.  She means well, but her methods leave a lot to be desired.  

 

Appearance:  A beautiful young lady of Italian extraction with black hair and brown eyes.  In costume none of this is seen and she wears a white bodysuit with skirt, boots and gloves of white.  She has a complete hood, and wears a short hooded cape over it all. The only colour is the nickel platen pistols she carries!


 

 

 

So please make note of the Elemental Control.  She can go desolid, invisible, and Reduced Damage all at the same time.  However the Desolid and Dam reduction are to differentiate between desolid and partially desolid where she can attack.  So treat it like an either/or ability.  This is because in M&M depending on the costs of Desolid still allows you to affect normal world.  Also Affect Normal World is a +1/2 advantage, a far cry from the +2 in Hero.  So this is my workaround.  As it is her powers allow her to attack where and when she wants.  

 

Personality wise, this is MUCH better than the Crimson Catastrophe listed above.  A better back story and lots of role playing hooks.  I like it!

Link to comment
Share on other sites

A Kingpin type!

 

Quote

 

2018 #29  Mr Gravestone

 

 


Val Char Cost Roll Notes

25 STR 15 22- Lift 204.8tons; 13d6 [6]

20 DEX 30 13- OCV:  7/DCV:  7

23 CON 26 14-

15 BODY 10 12-

23 INT 13 14- PER Roll 14-

20 EGO 20 13- ECV:  7

23 PRE 13 14- PRE Attack:  4 ½d6

18 COM 4 13-

 

20+4 PD 15 Total:  20/24 PD (10/14 rPD)

20+4 ED 15 Total:  20/24 ED (10/14 rED)

4 SPD 10 Phases:  3, 6, 9, 12

10 REC 0

46 END 0

40 STUN 0 Total Characteristic Cost:  171

 

Movement: Running: 6"/12"

Leaping: 13"/26"

Swimming: 2"/4"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

12 Armor (4 PD/4 ED)

 

60 Multipower, 60-point reserve

1u 1)  Clinging (85 STR) (17 Active Points); Limited Power Power loses about a third of its effectiveness (Only to climb; -½)

2u 2)  Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-½) 3

2u 3)  +40 STR (40 Active Points); Limited Power Power loses about half of its effectiveness (Only for grabs; -1), No Figured Characteristics (-½) 4

 

Perks

10 Money:  Wealthy

5 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, International Driver's License, Passport

8 Contact (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 11-

42 Follower

33 Follower

37 Follower

34 Follower

40 Follower

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

 

Skills

3 Breakfall 13-

3 Bugging 14-

3 Bureaucratics 14-

3 Climbing 13-

3 Concealment 14-

3 Conversation 14-

3 Criminology 14-

3 Deduction 14-

3 Forgery 14-

3 High Society 14-

3 Navigation 14-

3 Paramedics 14-

3 Persuasion 14-

3 Shadowing 14-

3 Streetwise 14-

10 +1 Overall

10 +2 with HTH Combat

 

Total Powers & Skill Cost:  363

Total Cost:  534

 

200+ Disadvantages

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

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

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

25 Psychological Limitation:  Code of honour (Very Common; Total)

264 Experience Points

 

Total Disadvantage Points:  534

Earned Experience:  0

Spent Experience:  264

Unspent Experience:  0

 

Background/History:  John Banelli's mother thought that he was touched.  he was, but it didn't manifest until much later. As it was, he was bullied in school until he beat his tormentor to a pulp.  They left him alone after that. Besides, Johnny was more interested in good grades. After high school, he joined the military and later became an agent.  He rose quickly and absorbed al that he learned. But his temper got the better of him too many times and he was dismissed. So after learning how to control his temper he apprenticed himself to a local crime boss.  It was during this time he started changing physically and gaining the nickname "Mr.Gravestone". After splitting from his boss, he went into business for himself. Later he found he had fallen in love with a lady in his employ, who was a government agent. But she loved him and left service to marry him.  So now he stands at the top of his organization. Woe to the person who tries to mess with it!

 

Personality/Motivation:  Mr. Gravestone has a code of honour and appreciates those who have a code of their own.  If he likes you, good. If not then, we'll business is business. In all cases he acts very reserved and calm.  Its as if he has become as cold as his namesake!

 

Quote:  

 

Powers/Tactics:  A gifted HTH fighter, his mutation gives him a distinct edge as his fist can do a lot of damage.  Not that he gets into fights often, that is why he has flunkies.

 

Campaign Use:  He's a mob boss, but with a code.  But if you need some organized crime angle, here's your man. He can even be an ally "I may be a crook, but I'm an American crook!"

 

Appearance:  At 180 cm and 113 KG, he's imposing. Add a slight greyish tint to his skin and he is even more noticable.  Finally one notices the oversized hands that look even more stone like. One thing is always true though, he wears the best tailored suits money can buy, along with the best shirts!

 

 

 

 

 

So for your lower powered games, or solo games, here is a honourable opponent for them.  He looks pricey, but remember that at least 180 pts are in henchmen/ followers.  He's the classic, I'll let my men take care of him, while I leave by the booby trapped back door.  Not that he is not capable.  If he does decide to join in, it is after you have spent a lot of resources.

 

Build wise, he's decent.  I had to fix a lot in him to simplify his build in my estimation, but the core is still there.  He's a HTH nasty.  He really is a Kingpin type!

Link to comment
Share on other sites

On 8/27/2018 at 2:30 PM, archer said:

 

I would think a robot from the future would be slightly more water-proof....

 

The future of the 1950s. All but indestructible unless you throw a bucket of water on it, lure it under a piledriver by dressing up as Robot Benedict Cumberbatch, or get yourself a powered can opener. 

 

 

Link to comment
Share on other sites

So leader

 

Quote

 

2018 #19  Black Buzzard

 

 


Val Char Cost Roll Notes

45 STR 35 18- Lift 12.8tons; 9d6 [4]

20 DEX 30 13- OCV:  7/DCV:  7

30 CON 40 15-

15 BODY 10 12-

15 INT 5 12- PER Roll 12-

18 EGO 16 13- ECV:  6

10 PRE 0 11- PRE Attack:  2d6

20 COM 5 13-

 

20 PD 11 Total:  20 PD (20 rPD)

20 ED 14 Total:  20 ED (20 rED)

4 SPD 10 Phases:  3, 6, 9, 12

15 REC 0

60 END 0

53 STUN 0 Total Characteristic Cost:  176

 

Movement: Running: 6"/12"

Flight: 15"/60"

Leaping: 9"/18"

Swimming: 2"/4"

 

Cost Powers END

20 Damage Resistance (20 PD/20 ED)

 

29 Flight 15", x4 Noncombat, Reduced Endurance (½ END; +¼) (44 Active Points); Restrainable (-½) 1

 

55 Multipower, 55-point reserve

2u 1)  (Total: 53 Active Cost, 22 Real Cost) Hand-To-Hand Attack +5d6, Reduced Endurance (½ END; +¼) (31 Active Points); OAF (-1), Hand-To-Hand Attack (-½) (Real Cost: 12) plus Stretching 3", Reduced Endurance (0 END; +½) (22 Active Points); OAF (-1), no Noncombat Stretching (-¼) (Real Cost: 10) 1

2u 2)  Hand-To-Hand Attack +5d6, Personal Immunity (+¼), Area Of Effect (3" Radius; +1), Two-Dimensional (-¼) (50 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 5

 

Skills

3 Acrobatics 13-

3 Paramedics 12-

3 Persuasion 11-

3 Concealment 12-

3 KS: Superhumans 12-

4 Science Skill:  Chemistry 13-

5 Cramming

8 +1 with All Combat

15 +3 with HTH Combat

 

Total Powers & Skill Cost:  155

Total Cost:  331

 

200+ Disadvantages

25 Psychological Limitation:  Will do anything to discover the secrets of superpowers (Very Common; Total)

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

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

81 Experience Points

 

Total Disadvantage Points:  331

Earned Experience:  0

Spent Experience:  81

Unspent Experience:  0

 

Background/History:  Tony Pikes was fascinated with superpowers.  He researched various means of gaining them, even stealing a sample of a known mutagen.  But nothing happened. So breaking into a lab one night, he started adding chemicals and materials in the hopes of causing some sort of reaction.  But while he was mixing a pair of burglars, snuck in and knocked over some equipment setting off a chain reaction that left everyone engulfed in a mist that knocked them out.  When he awoke it was to sirens. Reacting instictively, he bashed his way out and flew away. A local hero tried to stop him, but the other two (who had also gained powers) came to his aid.  Since he had been called a criminal, he decided to become one for real. Known as The Black Buzzard, he leads the Masters of Crime!

 

Personality/Motivation:  His obsession with superpowers caused him to break some of the morals he had.  He wanted to be a hero, but if they view his methods as criminal, then a criminal he will be.  Though the other view him as a bit of a joke, they cannot deny that he is a good leader. He doesn't make big plans, but what planes he does come up with are usually well thought out.

 

Quote:  

 

Powers/Tactics:  Tall and well muscled, he carries what looks like a wrecking ball on a chain.  He generally flies in and takes on the largest opponent so the others can take on the the weaker opposition!

 

Campaign Use:  A group of villains who want to make a fast buck.  In addition he wants to continue his research! So robberies, industrial espionage, kidnapping.  

 

Appearance:  A tall African-American male with black hair, and black feathered wings.  He wear black pants and vest, with blue boots and gloves!

 

 

 

 

 

So if you think he's a joke, you are in for surprise.  He's a planner, so contingencies will be in place.  If he can get the other two to stick to the plan, then this team can be very efficient.

 

Build wise, I liked it.  he's a flying brick with a different look and feel.  He really didn't need a lot of fixing, and he still has room for improvement!

Link to comment
Share on other sites

She can be real vindictive

 

Quote

 

2018 #19  Twist

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

20 DEX 30 13- OCV:  7/DCV:  7

20 CON 20 13-

13 BODY 6 12-

13 INT 3 12- PER Roll 12-

15 EGO 10 12- ECV:  5

14 PRE 4 12- PRE Attack:  2 ½d6

22 COM 6 13-

 

6+18 PD 4 Total:  6/24 PD (6/24 rPD)

6+18 ED 2 Total:  6/24 ED (6/24 rED)

6 SPD 30 Phases:  2, 4, 6, 8, 10, 12

6 REC 0

40 END 0

28 STUN 0 Total Characteristic Cost:  115

 

Movement: Running: 6"/12"

Flight: 25"/100"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

6 Damage Resistance (6 PD/6 ED)

 

23 Elemental Control, 46-point powers

39 1)  Telekinesis (33 STR), Reduced Endurance (½ END; +¼) (62 Active Points) 2

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

35 3)  Darkness to Sight Group 5" radius, Personal Immunity (+¼), Reduced Endurance (½ END; +¼) (75 Active Points); No Range (-½) 3

39 4)  Energy Blast 10d6, Reduced Endurance (½ END; +¼) (62 Active Points) 2

23 5)  Force Field (18 PD/18 ED), Reduced Endurance (½ END; +¼) (45 Active Points) 2

46 6)  Flight 25", x4 Noncombat, Reduced Endurance (½ END; +¼) (69 Active Points) 2

 

Skills

3 Acting 12-

3 High Society 12-

3 Seduction 12-

 

Total Powers & Skill Cost:  253

Total Cost:  368

 

200+ Disadvantages

15 Social Limitation:  Secret ID (Frequently; Major)

10 Psychological Limitation:  Attacks females first (Common; Moderate)

15 Psychological Limitation:  Greedy (Common; Strong)

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

15 Unluck: 3d6

103 Experience Points

 

Total Disadvantage Points:  368

Earned Experience:  0

Spent Experience:  103

Unspent Experience:  0

 

Background/History:  Jennifer Bailey was a rich, spoiled wife of a collector.  Then one day one of his collection items fell a broke hear her.  A mist escaped and engulfed her. Jenny was sure that bad thing were gonna happen and they did.  Suddenly she seemed cursed with bad luck. She became to poster child for Murphy's Laws. Broke and divorced she decided to go into burglary.  On her first job she met Jack and though they argued, they also realized that they were an effective team. Then came the Lab job. After the mist cleared, Jenny found that she could control the air and wind.  Taking Jack with her to rescue the third man, they joined together as the Masters of Crime.

 

Personality/Motivation:  Greedy.  Jenny wants the finer things in life and views the team as means to an end.  She feels no loyalty to Black Buzzard, but he leads well. But if Jack decided to leave, she'll probably go with him!

 

Quote:  

 

Powers/Tactics:  Jenny can control air and winds for a number of effects.  She can fly, put up an air shield, fire concentrated wind blasts, suck the air out of an area, stir up a dust cloud and even push things with the wind.  She can get quite creative when she needs to.

 

Campaign Use:  See BOOMerang!

 

Appearance:  A small woman with short brown hair.  She wears a black and red bodysuit with a black mask.  

 

 

 

 

 

She can be a wild card, but with the group she plays ideal support.  As long as the team is successful, she will stay.

 

Build wise she needed the least help.  She is a classic flying blaster.  Get airborne, set up opponents, interfere with opponents movement or vision.  She trusts Black Buzzard to keep is opponent busy, so she concentrates on the backline!

Link to comment
Share on other sites

Cause boomerangs are fun!

 

Quote

2018 #19  BOOMerang

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

24 DEX 42 14- OCV:  8/DCV:  8

18 CON 16 13-

13 BODY 6 12-

15 INT 5 12- PER Roll 12-/16-

18 EGO 16 13- ECV:  6

15 PRE 5 12- PRE Attack:  3d6

10 COM 0 11-

 

6+8 PD 3 Total:  6/14 PD (6/14 rPD)

6+8 ED 2 Total:  6/14 ED (6/14 rED)

6 SPD 26 Phases:  2, 4, 6, 8, 10, 12

7 REC 0

36 END 0

29 STUN 0 Total Characteristic Cost:  124

 

Movement: Running: 11"/22"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

6 Damage Resistance (6 PD/6 ED)

16 Armor (8 PD/8 ED) (24 Active Points); OIF (-½)

 

8 +4 PER with Hearing Group

3 Ultrasonic Perception (Hearing Group)

20 Targeting with Hearing Group

15 Active Sonar (Hearing Group)

 

10 Running +5" (11" total) 1

6 Mental Defense (10 points total)

 

14 Hand-To-Hand Attack +7d6 (35 Active Points); OAF (BOOMer clubs; -1), Hand-To-Hand Attack (-½) 3

 

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

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

2u 2)  Energy Blast 4d6, Area Of Effect (One Hex; +½), No Normal Defense ([Standard]; +1) (50 Active Points); 4 Charges (-1), OAF (-1) [4]

1u 3)  Dispel Superpowers 10d6 (30 Active Points); 4 Charges (-1), OAF (-1) [4]

2u 4)  Change Environment 4" radius, -4" of any one mode of Movement, -7 to Characteristic Roll or Skill Roll, Long-Lasting 20 Minutes, Multiple Combat Effects (55 Active Points); 4 Charges (-1), OAF (-1) [4]

2u 5)  Energy Blast 10d6 (50 Active Points); OAF (-1), 4 Recoverable Charges (-½) [4 rc]

 

Talents

6 Combat Luck (3 PD/3 ED)

 

Skills

3 Acrobatics 14-

3 Breakfall 14-

3 Electronics 12-

3 Mechanics 12-

3 Demolitions 12-

3 KS: Chemistry 12-

3 Paramedics 12-

3 Stealth 14-

16 +2 with All Combat

5 +1 with Ranged Combat

 

Total Powers & Skill Cost:  188

Total Cost:  312

 

200+ Disadvantages

25 Psychological Limitation:  Compulsive Liar (Very Common; Total)

20 Psychological Limitation:  Love the easy criminal life (Common; Total)

15 Social Limitation:  Secret ID (Frequently; Major)

52 Experience Points

 

Total Disadvantage Points:  312

Earned Experience:  0

Spent Experience:  52

Unspent Experience:  0

 

Background/History:  Jack Darby grew up in Australia where he met a retired villain called Dr. Boomerang.  Jack idolised the man, and learned all he could about the tool. He even improved on many of the designs the good Dr. had developed.  But the action was in america and there Jack met up with Jenny. Though they bickered constantly, they knew they made a good team at soon they were committing crimes across the country.  One night they had broken into a lab which they had heard was housing some rather rare materials that many would pay good money for. But an accident with another person already in the lab cause a minor explosion and black out.  When he came to, Jack had found his agility was increase and that his hearing was now like a bat. When Jenny discovered her own powers, they decided to rescue that third man. After all there is safety in numbers, and he may make for a good fall guy one day. But right now BOOMerang is having fun!

 

Personality/Motivation:  He likes the criminal life. He's no killer, but if it's not nailed down then its begging to be taken. And it might as well be him.  

 

Quote:  

 

Powers/Tactics:  Jack's mutation is the least obvious.  Basically he has agility and reaction times that belies his frame.  In addition his hearing has been improved to the point that he can navigate in complete darkness.  He can even target opponents with his hearing. Add in an arsenal of trick boomerangs that can flash, cause oil slicks, gas opponents, explode on contact, and other effects, and you have a wild card.  And if you think he's no good in HTH, his fighting sticks can change that fast.

 

Campaign Use:  Mercenary villain.  right now he's with the Masters of Crime, but he can show up anywhere if the money is good.

 

Appearance:  Short and pudgy, he has brown hair and eyes, and an amiable face.  He wears a form fitting two tone brown bodysuit, and looks like a joke, at least until the weapons go flying!


 

 

 

A fast talking, wise cracking bundle of energy.  His mutation in the original was not really explained so I went with an enhanced hearing mentioned in his build and expanded it, made it more Daredevil like.  

 

One thing I changed was the weapon.  The original were boomerang/ax devices, a mixture of the two.  I just made it more classic boomerang.

 

He's another looks like a joke type, but really he's pretty efficient.  Another great support type.  And with room to expand as you get ideas for more boomerang types.

Link to comment
Share on other sites

Team tactics

 

First, remember that the leader is a planner.  So they will have a plan and back ups in place.

 

Black Buzzard charges in to what looks like the toughest opponent.  Twist will fly high to take out any flying opponents (if she can get around he desire to fight ladies first), and BOOMerang will drop attacks on the back line to keep them busy.  Boomerang and Twist have been partners for years so will double team at a moments notice.  And they are not too proud to retreat.  

Link to comment
Share on other sites

In search of the unknown

 

Quote

2018 #20  Lacie Delmont

 

 


Val Char Cost Roll Notes

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

26 DEX 48 14- OCV:  9/DCV:  9

20 CON 20 13-

11 BODY 2 11-

30 INT 20 15- PER Roll 15-

20 EGO 20 13- ECV:  7

23 PRE 13 14- PRE Attack:  4 ½d6

26 COM 8 14-

 

8 PD 5 Total:  8 PD (8 rPD)

8 ED 4 Total:  8 ED (8 rED)

5 SPD 14 Phases:  3, 5, 8, 10, 12

7 REC 0

40 END 0

29 STUN 0 Total Characteristic Cost:  159

 

Movement: Running: 9"/18"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

6 Running +3" (9" total) 1

 

20 Mental Defense (24 points total)

 

25 Energy Blast 10d6, 4 clips of 8 Charges (+0) (50 Active Points); OAF (-1) [8]

 

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)

 

4 Martial Strike +0 +2 7d6 Strike

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

4 Martial Block +2 +2 Block, Abort

4 Martial Disarm -1 +1 Disarm; 35 STR to Disarm

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

4 Martial Escape +0 +0 40 STR vs. Grabs

8 +2 HTH Damage Class(es)

 

Perks

5 Money:  Well Off

5 Favor

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

 

Talents

18 Combat Luck (9 PD/9 ED)

 

Skills

3 Acrobatics 14-

3 Acting 14-

3 Breakfall 14-

3 Climbing 14-

3 Criminology 15-

3 Deduction 15-

3 Forensic Medicine 15-

3 Navigation 15-

3 Paramedics 15-

3 Security Systems 15-

3 Shadowing 15-

3 Stealth 14-

3 Streetwise 14-

3 Combat Driving 14-

2 +1 with single Characteristic Roll

16 +2 with All Combat

3 KS: Parapsychology 15-

3 PS: College Professor 15-

6 Language (imitate dialects; literate)

 

Total Powers & Skill Cost:  244

Total Cost:  403

 

200+ Disadvantages

25 Psychological Limitation:  Obsessed with Supernatural and Unknown (Very Common; Total)

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

168 Experience Points

 

Total Disadvantage Points:  403

Earned Experience:  0

Spent Experience:  168

Unspent Experience:  0

 

Background/History:  An only child of doting parent, Lacie lost her mother at a young age due to complications in her pregnancy.  So her father raised her by himself. When she became ill soon after, her sought a radical treatment involving strange substances and techniques.  Whatever it was worked and soon she returned to full health. Soon she excelled in school and in her father's after school lessons in survival and martial arts.  But she also developed an obsession, with the super-natural. She wanted to study parapsychology at university, but her father persuaded her to go into psychology.  Getting her masters in record time, she is now a respected lecturer and professor. All of which finances her private investigations into the supernatural. Lacie Delmont is here to look into it.

 

Personality/Motivation:  Very forward and opinionated, Lacie is also loyal, devoted and tenacious.  This makes for a top rated private eye!

 

Quote:  

 

Powers/Tactics:  Some say the treatment that healed her worked too well.  Lacie is stronger that she appears and agile beyond the scope of the best gymnasts.  Add a top class mind tied to a great education in investigation. She also has a collection of supernatural nick nacks, the main one being an old style long barreled colt that shoot magical bullets.  Though not afraid of combat, Lacie gets more satisfaction from outwitting her opponents!

 

Campaign Use:  If you have a supernatural element, the Lacie will be in there knee deep.  Also she is an authority on the supernatural, so having her used as an advisor would be useful also!

 

Appearance:  At 180 cm and 68 KGs, Lacie would stand out in any venue.  Add waist long white hair and an athletic figure. On the job she wears a black bodysuit with black boots and a black overcoat!



 

 

 

So this is a homage to all those horror/occult comics from the 60's.  But for a change of pace, we have a brilliant female protagonist.  I like it.  She is great for a specific type of campaign, and as an NPC is a valuable source if knowledge.  Basically she's a prettier, more amiable Constantine!

 

Power wise she was pretty OK.  I just added a gadget pool and some Martial Arts to flesh her out a bit.  

 

Link to comment
Share on other sites

A hidden threat!

 

A double entry, two for one!

 

Quote

 

2018 #21  Orglo

 

 


Val Char Cost Roll Notes

0 STR -10 9- Lift 25.0kg; 0d6

26 DEX 48 14- OCV:  9/DCV:  9

20 CON 20 13-

10 BODY 0 11-

20 INT 10 13- PER Roll 13-

20 EGO 20 13- ECV:  7

13 PRE 3 12- PRE Attack:  2 ½d6

10 COM 0 11-

 

10 PD 10 Total:  10 PD (10 rPD)

10 ED 6 Total:  10 ED (10 rED)

4 SPD 4 Phases:  3, 6, 9, 12

4 REC 0

40 END 0

40 STUN 20 Total Characteristic Cost:  131

 

Movement: Running: 6"/12"

Flight: 20"/40"

Swimming: 2"/4"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

 

120 Multipower, 120-point reserve

8u 1)  Desolidification , Reduced Endurance (0 END; +½), Persistent (+½) (80 Active Points)

12u 2)  (Total: 120 Active Cost, 120 Real Cost) Physical Damage Reduction, Resistant, 75% (Real Cost: 60) plus Energy Damage Reduction, Resistant, 75% (Real Cost: 60)

 

6 Lack Of Weakness (-6) for Resistant Defenses

10 Increased Arc Of Perception (360 Degrees) with Sight Group

17 Life Support  (Eating: Character does not eat; Safe in High Pressure; Self-Contained Breathing; Sleeping: Character does not sleep)

16 Mental Defense (20 points total)

2 Mind Link , One Specific Mind (5 Active Points); Only With Others Who Have Mind Link (-1)

80 Flight 20", Reduced Endurance (0 END; +½), Persistent (+½) (80 Active Points)

45 Shrinking (0.25 m tall, 0.1953 kg mass, -6 PER Rolls to perceive character, +6 DCV, takes +9" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (67 Active Points); Always On (-½)

 

90 Multipower, 90-point reserve

9u 1)  Sight Group Flash 8d6, Personal Immunity (+¼), Area Of Effect (5" Radius; +1) (90 Active Points) 9

1u 2)  Missile Deflection (Any Ranged Attack) (20 Active Points); Costs Endurance (-½) 2

5u 3)  Energy Blast 10d6 (50 Active Points) 5

 

11 Healing 1 BODY, Resurrection, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Reduced Endurance (0 END; +½) (52 Active Points); Extra Time (Regeneration-Only) 1 Day (-2 ¾), Resurrection Only (-½), Self Only (-½)

 

Perks

46 Follower

 

Skills

3 Concealment 13-

3 Cryptography 13-

7 Deduction 15-

5 KS: Occult 15-

3 Shadowing 13-

3 Stealth 14-

8 +1 with All Combat

15 +3 with DCV

 

Total Powers & Skill Cost:  535

Total Cost:  666

 

200+ Disadvantages

15 Physical Limitation:  Cannot walk (All the Time; Slightly Impairing)

25 Physical Limitation:  Cannot talk (All the Time; Fully Impairing)

25 Physical Limitation:  No finger/toes (All the Time; Fully Impairing)

10 Vulnerability:  2 x STUN Magic (Uncommon)

10 Vulnerability:  2 x STUN Cold Iron (Uncommon)

15 Psychological Limitation:  Desire to get body back (Common; Strong)

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

356 Experience Points

 

Total Disadvantage Points:  666

Earned Experience:  0

Spent Experience:  356

Unspent Experience:  0

 

Background/History:  When an unknown dilatant tries to summon forces to help him in his plans, he got more that he bargained for when a 3 meter tall, hulking monstrosity crying out "Who summons ORglo?".  A quick bit of shuffling furniture (That broke the summoning circle) and "Orglo is FREE!" after a chase and battle, Orglo appeared to die and disappear with inly the glowing ball that followed him slowly fading away.  But then a few months later, he was back. And again he appeared to die. Now people wonder when he will appear again, and what his plans are?

 

Actually the creature they refer to as Orglo is the servant.  Orglo is actually the glowing ball that follows him around. A botched magical service caused him to lose his body.  Only Logos his servant could hear him. When he tried to get Logos to reverse the magical ceremony, an accident cast him to another dimension instead.  Now he wanders the earth, looking for a way to restore his body! Thyen the world will pay!)

 

Personality/Motivation:  A domineering, self-serving jerk, Orglo's tethering to Logoss is almost unbearable.  But he is smart enough to know when to make misdirection work. So he allows himself to appear as a energy familiar while Logoss chants thing like "How dare you defy Orglo!"  or "Feel the wrath of Orglo!". Otherwise his goal is to get himself a body and start on his revenge!

 

Quote:  

 

Powers/Tactics:  His form is almost impossible to hurt, with attacks seeming to pass right through him, if they hit hi al all, given his small size and darting movements!  In addition he can cause his glow to flare to blinding levels, use his energies to fire bolts of lightning, and finally deflecting ranged attacks.

 

Campaign Use:  The unknown dilatant is still alive and is technically the master of these two.  As a result they keep coming back because he has not freed them yet. So they search, to persuade him to free them, or to cause him to die (which will free them also, they just can't do the killing).  As well they search for methods to free Orglo's body!

 

Appearance:  A glowing ball of energy about 25cm in diameter!

 

 

 

 

 

Comments after the next entry

 

Quote

 

2018 #22  Logoss

 

 


Val Char Cost Roll Notes

45+10 STR 35 18- / 20- Lift 12.8tons/51.2tons; 9d6/11d6 [4/5]

15 DEX 15 12- OCV:  5/DCV:  5

25 CON 30 14-

15+2 BODY 10 12-

10 INT 0 11- PER Roll 11-

15 EGO 10 12- ECV:  5

20 PRE 10 13- PRE Attack:  4d6

6 COM -2 10-

 

10+10 PD 1 Total:  10/20 PD (10/20 rPD)

10+10 ED 5 Total:  10/20 ED (10/20 rED)

4 SPD 15 Phases:  3, 6, 9, 12

14 REC 0

50 END 0

51+2 STUN 0 Total Characteristic Cost:  129

 

Movement: Running: 6"/12"

Leaping: 9"/18"

Swimming: 2"/4"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

 

30 Armor (10 PD/10 ED)

15 Energy Damage Reduction, Resistant, 25%

15 Physical Damage Reduction, Resistant, 25%

10 Mental Defense (13 points total)

15 Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 400 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Always On (-½)

10 Knockback Resistance -5"

11 Healing 1 BODY, Resurrection, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼), Reduced Endurance (0 END; +½) (52 Active Points); Extra Time (Regeneration-Only) 1 Day (-2 ¾), Self Only (-½), Resurrection Only (-½)

2 Mind Link , One Specific Mind (5 Active Points); Only With Others Who Have Mind Link (-1)

 

Skills

3 Concealment 11-

3 Persuasion 13-

3 Stealth 12-

3 Shadowing 11-

20 +4 with HTH Combat

3 KS: Occult 11-

 

Total Powers & Skill Cost:  153

Total Cost:  282

 

200+ Disadvantages

25 Distinctive Features:  (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

25 Physical Limitation:  Total Loyalty to Orglo (All the Time; Fully Impairing)

32 Experience Points

 

Total Disadvantage Points:  282

Earned Experience:  0

Spent Experience:  32

Unspent Experience:  0

 

Background/History:  See Orglo!

 

Personality/Motivation:  Fawning servant to Orglo.  To other he is all bluster and aggressiveness!

 

Quote:  

 

Powers/Tactics:  Big, strong and tough.  Logoss makes it look like he has magic, but it is under orders from Orglo.

 

Campaign Use:  See Orglo!

 

Appearance:  3 meters tall with a big flesh body, thin arms and legs, with large spade like hands and feet that have eight finger and toes.  He is bald, with small tusks coming from his bottom jaw. And is costume is a loincloth!

 

 

 

 

 

So this pair oozes cool.  What looks like a servant is actually the boss, and what the PCs see is a carefully orchestrated deception.  If done right, this pair can befuddle heroes for months.  

 

As with the motif of the Hero Lacie, this is a villain best suited for one hero or a small group with a heavy tie to the magical.  

Link to comment
Share on other sites

He's a thinker but he's mad, mad I tell you!  (HMMM I have heard of this NPC before!)

 

Quote

 

2018 #23 Brainteaser

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

18 DEX 24 13- OCV:  6/DCV:  6

18 CON 16 13-

10 BODY 0 11-

35 INT 25 16- PER Roll 16-

20 EGO 20 13- ECV:  7

15 PRE 5 12- PRE Attack:  3d6

6 COM -2 10-

 

8+8 PD 6 Total:  8/16 PD (8/16 rPD)

8+8 ED 4 Total:  8/16 ED (8/16 rED)

4 SPD 12 Phases:  3, 6, 9, 12

6 REC 0

36 END 0

24 STUN 0 Total Characteristic Cost:  110

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

6 Mental Defense (10 points total)

11 Force Field (8 PD/8 ED) (16 Active Points); 4 Continuing Charges lasting 1 Minute each (-¼), IIF (-¼) [4 cc]

27 Energy Blast 8d6, Area Of Effect Accurate (One Hex; +½) (60 Active Points); OAF (-1), 2 clips of 8 Charges (-¼) [8]

 

72 Variable Power Pool, 60 base + 12 control cost,  (90 Active Points); all slots OAF (-1), Requires A Skill Roll (-½)

4 Martial Block +2 +2 Block, Abort

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

4 Martial Disarm -1 +1 Disarm; 30 STR to Disarm

4 Martial Strike +0 +2 6d6 Strike

4 Nerve Strike -1 +1 3d6 NND

3 Legsweep +2 -1 5d6 Strike, Target Falls

8 +2 HTH Damage Class(es)

 

Perks

3 Computer Link

5 Favor

11 Money:  Filthy Rich

20 Vehicles & Bases

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

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

 

Talents

3 Absolute Range Sense

3 Absolute Time Sense

3 Bump Of Direction

18 Combat Luck (9 PD/9 ED)

20 Universal Translator 16-

 

Skills

3 Analyze:  Combat 16-

3 Bureaucratics 12-

3 Conversation 12-

3 Concealment 16-

3 Cryptography 16-

5 Cramming

5 Cramming

5 Cramming

3 Deduction 16-

3 Electronics 16-

3 Forensic Medicine 16-

3 Inventor 16-

3 Mechanics 16-

3 Forgery 16-

3 Lipreading 16-

3 Power 16-

3 Science Skill:  Chemistry 16-

3 Science Skill:  Causality math 16-

3 Science Skill:  Physics 16-

15 All int skills:  +3 with a group of similar Skills

 

Total Powers & Skill Cost:  331

Total Cost:  441

 

200+ Disadvantages

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

25 Psychological Limitation:  Obsessed with finding the X-factor (Very Common; Total)

15 Psychological Limitation:  Enjoys matching wits with opponents (Common; Strong)

191 Experience Points

 

Total Disadvantage Points:  441

Earned Experience:  0

Spent Experience:  191

Unspent Experience:  0

 

Background/History:  Causality.  What was it and how did it affect day to day events.  But he was hampered by his own lack of raw intelligence to see the connections and this frustrated him.  Then he was involved in one of those freak lab accidents where two chemical, a faulty safety feature, a mis-filled fire extinguisher and an electrical fire all served to douse hin in a combo of bio-chemical reactions that left him unconscious.  When he awoke, he knew he had been changed. Connections that seemed so tenuous were now blindingly obvious. He was living proof of all his theories. So his first act was to make sure to get revenge on those that belittle him in the past. It went flawlessly, until (insert hero/heros) intervened and threw all his careful calculations off, and rescued the scientist.  Here was an anomaly he didn't plan for. He went over his calculations and found where possible fluctuations could affect his solution. Since then he has staged crimes to test his theories, and the heroes are his subjects. That he makes a profit from it is a bonus. As a side project he acts as a scientific advisor/supplier to the underworld. He is the Brainteaser!

 

Personality/Motivation:  A scientist first and foremost, he plans his "crimes" as a series of seemingly unrelated events that culminate in a successful test.  But he also wishes to study those anomalies called super, be they hero or villain on his calculations.

 

Quote:  

 

Powers/Tactics:  A thinker and planner, Brainteaser is the behind the scenes mastermind.  He never gets involved in combat, but he does realise he may get attacked,  so he carries a pistol and shield device. Also he has good HTH abilities due to his being able to calculate angles, momentum and pressure points.  But more likely an encounter with him is him leaving through an armoured door that will trigger explosions and lead to a vehicle to take him to a new lab!

 

Campaign Use:  One: Source of villain gadgets and gizmos.  Two: Criminal mastermind behind a series of thefts/accident/disasters that all lead to a major crime.  

 

Appearance:  Average height and a bit pudgy, he has grey skin and purple eyes and hair!

 

 

 

 

 

SO he's a Mad Thinker homage and really a pretty good one.  But I had to change his background and appearance and some of his powers.  But the core idea is the same.  Now I realize he's not a supernatural threat, but he does appeal to the fact that she is so smart, so as to give him a challenge.

 

If you have a thinker type player in your game, then he's tailor made.  His plots and plans can be made to follow anything the players do as his plans for their intervention.  Dismantling his plots will be the hard part.  Also I see him as a source of super tech in the game.  So this NPC has a lot of potential and use.  

 

Power wise, he's a very behind the scene type.  Combat is not his forte.  But if you want him to be more competitive, more gadgets, maybe some power armour, but more likely...ROBOTS!

Link to comment
Share on other sites

An inscrutable sorcerer

 

Quote

2018 #24  The Jade Fang

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

20 DEX 30 13- OCV:  7/DCV:  7

21 CON 22 13-

13 BODY 6 12-

20 INT 10 13- PER Roll 13-

23 EGO 26 14- ECV:  8

20 PRE 10 15- PRE Attack:  6d6

17 COM 4 12-

 

6+25 PD 4 Total:  6/31 PD (6/31 rPD)

6+25 ED 2 Total:  6/31 ED (6/31 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

6 REC 0

42 END 0

29 STUN 0 Total Characteristic Cost:  134

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

Teleportation: 20"/40"

 

Cost Powers END

6 Damage Resistance (6 PD/6 ED)

 

6 Magic:  Detect A Class Of Things 14- (Unusual Group)

28 Life Support  (Immunity All terrestrial poisons and chemical warfare agents; Immunity Alcohol; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal)

10 Mental Defense (15 points total)

7 +10 PRE (10 Active Points); Limited Power Power loses about a third of its effectiveness (Defence only; -½)

 

 

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

3u 1)  Force Field (25 PD/25 ED) (50 Active Points); Gestures (-¼), Incantations (-¼) 2

2u 2)  Invisibility to Sight, Hearing and Smell/Taste Groups  (30 Active Points); Gestures (-¼), Incantations (-¼) 1

3u 3)  Teleportation 20", Position Shift, x2 Increased Mass (50 Active Points); Gestures (-¼), Incantations (-¼) 2

1u 4)  Shape Shift  (Sight, Hearing and Smell/Taste Groups) (16 Active Points); Gestures (-¼), Incantations (-¼) 1

3u 5)  Ego Attack 5d6 (50 Active Points); Gestures (-¼), Incantations (-¼) 2

3u 6)  Telekinesis (15 STR), Fine Manipulation, Invisible to Sight Group (+½) (49 Active Points); Gestures (-¼), Incantations (-¼) 2

3u 7)  Mind Control 10d6 (50 Active Points); Gestures (-¼), Incantations (-¼) 2

3u ?  Drain BODY 5d6 (50 Active Points); Gestures (-¼), Incantations (-¼) 2

 

15 Hand-To-Hand Attack +2d6, Reduced Endurance (½ END; +¼), No Normal Defense ([Standard]; +1) (22 Active Points); Hand-To-Hand Attack (-½) 1

 

 

Perks

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

5 Favor

9 Money:  Wealthy

3 Reputation (A medium-sized group) 11-, +3/+3d6

44 Green serpent spirit!:  Follower

 

Talents

18 Combat Luck (9 PD/9 ED)

 

Skills

3 Analyze:  Magic 13-

3 Concealment 13-

3 Forgery 13-

3 High Society 15-

3 Cryptography 13-

3 Persuasion 15-

3 Interrogation 15-

3 Riding 13-

3 Stealth 13-

3 Streetwise 15-

3 Tactics 13-

3 Deduction 13-

15 +3 with Ranged Combat

 

Total Powers & Skill Cost:  296

Total Cost:  429

 

200+ Disadvantages

20 Physical Limitation:  Must obey Patron (Frequently; Fully Impairing)

15 Psychological Limitation:  Disdain for occidentals (Common; Strong)

5 Hunted:  Patron 8- (Mo Pow; Watching)

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

184 Experience Points

 

Total Disadvantage Points:  429

Earned Experience:  0

Spent Experience:  184

Unspent Experience:  0

 

Background/History:  Wu Shen, advisor to the Ming Court.  He enjoyed swaying the minds and actions of others.  Until one discovered he had been trafficking with Dark Forces.  The official had Shen quietly poisoned. But in his last moments, Shen made a deal with one of the Dark Patrons and he was returned to life.  But he had a job, to find a way to free his Patron from his prison. Shen laboured for ears until he heard rumours that a set of scrolls were key to freeing his Patron.  But he became enraged when he found that they had been looted by white foreigners and scattered across the world. Thus he began his travels to gather the scrolls. Now he is in (insert city) following clues to another scroll.  Nothing will stand in his way! Jade Fang must not fail!

 

Personality/Motivation:  Deceptive, manipulative and unscrupulous.  Jade Fang will do whatever it takes to free his Patron.  He is also quietly furious, as his life is not his own. He waits for the day his Patron is freed and he can give full vent to his desires!

 

Quote:  

 

Powers/Tactics:  A powerful sorcerer with a number of magical abilities.  But he prefers to get others to do his dirty work. If can't get them due to blackmail or threats, he will take over their will and force them.  In all cases, he enjoys seeing his opponents fail and realise their inevitable destruction.

 

Campaign Use:  A magical threat.  He's either looking for a means to free his master or, looking to augment his own powers!

 

Appearance:  Tall and thin, he looks in his fifties with long black hair and thin mustache/beard.  He dresses in fine silk robes of green and blue. Around him floats a Jade ghost snake that follows his commands!



 

 

 

And his familiar

 

Quote

2018 #24a Jade Fang's serpent familiar

 

 


Val Char Cost Roll Notes

30 STR 20 20- Lift 51.2tons; 11d6 [5]

18 DEX 24 13- OCV:  6/DCV:  6

25 CON 30 14-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

15 EGO 10 12- ECV:  5

20 PRE 10 13- PRE Attack:  4d6

10 COM 0 11-

 

10 PD 4 Total:  10 PD (10 rPD)

10 ED 5 Total:  10 ED (10 rED)

3 SPD 2 Phases:  4, 8, 12

11 REC 0

50 END 0

38 STUN 0 Total Characteristic Cost:  105

 

Movement: Running: 6"/12"

Flight: 10"/20"

Leaping: 11"/22"

Swimming: 2"/4"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

 

60 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)

 

30 Invisibility to Sight Group , No Fringe 3

 

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

 

10 +25 STR (25 Active Points); Limited Power Power loses about half of its effectiveness (Only for grab!; -1), No Figured Characteristics (-½) 2

 

Skills

3 Breakfall 13-

3 Climbing 13-

3 Shadowing 11-

3 Stealth 13-

12 With Grab:  +4 with any Strike

 

Total Powers & Skill Cost:  176

Total Cost:  281

 

200+ Disadvantages

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

25 Physical Limitation:  Cannot talk (All the Time; Fully Impairing)

25 Physical Limitation:  Now arms or legs (All the Time; Fully Impairing)

11 Experience Points

 

Total Disadvantage Points:  281

Earned Experience:  0

Spent Experience:  11

Unspent Experience:  0

 

Background/History:  

 

Personality/Motivation:  

 

Quote:  

 

Powers/Tactics:  

 

Campaign Use:  

 

Appearance:  



 

 

So this is a mage done right.  Still scary, but less over the top than Jonah was.  In retrospect, his powers in the MP should be Multis so he can adjust the power and keep two or even three powers going at once.  Also he has that Spirit Snake Familiar.  So he will always be double teaming an opponent.  He also makes a great patron of a team of villains who do his dirty work!

 

Build wise, he was a lot less complicated and over the top than Jonah was, and as a result easier to make more powerful.  Keep in mind that he's been around.  This is a guy who will always have an exit strategy.  

Link to comment
Share on other sites

So today we start a hero team called Freedom's Trio.  They are:

 

Onyx-  Scrapper with a shield. 

 

Atlas-  A fiss (Flight, Invulnerable, Super Strength)

 

Dust-  Shrinking Blaster

 

First up the shield swinger

 

Quote

2018 #25  Onyx

 

 


Val Char Cost Roll Notes

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

21 DEX 33 13- OCV:  7/DCV:  7

25 CON 30 14-

13 BODY 6 12-

18 INT 8 13- PER Roll 13-

20 EGO 20 13- ECV:  7

25 PRE 15 14- PRE Attack:  5d6

20 COM 5 13-

 

10+6 PD 6 Total:  10/16 PD (10/16 rPD)

10+6 ED 5 Total:  10/16 ED (10/16 rED)

6 SPD 29 Phases:  2, 4, 6, 8, 10, 12

9 REC 0

50 END 0

36 STUN 0 Total Characteristic Cost:  167

 

Movement: Running: 12"/48"

Leaping: 8"/16"

Swimming: 2"/4"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

 

12 Armor (6 PD/6 ED) (18 Active Points); OIF (-½)

 

17 Running +6" (12" total), x4 Noncombat 2

9 Leaping +4" (8" forward, 4" upward) (Accurate) 1

 

13 +4 with DCV (20 Active Points); OIF (-½)

37 Force Wall (10 PD/10 ED), Reduced Endurance (0 END; +½) (75 Active Points); No Range (-½), OIF (-½)

40 Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target, Adjacent Hex (+½) (60 Active Points); OIF (-½)

3 Legsweep +2 -1 9d6 Strike, Target Falls

4 Martial Block +2 +2 Block, Abort

4 Martial Disarm -1 +1 Disarm; 50 STR to Disarm

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

4 Martial Escape +0 +0 55 STR vs. Grabs

4 Martial Strike +0 +2 10d6 Strike

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

16 +4 HTH Damage Class(es)

 

Perks

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

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

5 Favor

6 Fringe Benefit:  Concealed Weapon Permit (where appropriate), International Driver's License, Local Police Powers, Passport

5 Money:  Well Off

2 Reputation (A small to medium sized group) 8-, +2/+2d6

 

Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Climbing 13-

3 Criminology 13-

3 Deduction 13-

3 Forensic Medicine 13-

3 Forgery 13-

3 High Society 14-

3 Lockpicking 13-

3 Navigation 13-

3 Oratory 14-

3 Parachuting 13-

3 Paramedics 13-

3 Security Systems 13-

3 Shadowing 13-

3 Stealth 13-

3 Streetwise 14-

3 Systems Operation 13-

3 Teamwork 13-

3 Tactics 13-

16 +2 with All Combat

10 +1 Overall

 

Total Powers & Skill Cost:  296

Total Cost:  463

 

200+ Disadvantages

20 Psychological Limitation:  Question Authority (Very Common; Strong)

10 Psychological Limitation:  Honourable (Common; Moderate)

15 Psychological Limitation:  Legacy hero (Very Common; Moderate)

218 Experience Points

 

Total Disadvantage Points:  463

Earned Experience:  0

Spent Experience:  218

Unspent Experience:  0

 

Background/History:  When your the son of a famous hero, life can't always be easy.  Though she died when he was in infancy, the shadow of Ms. Shield always loomed over Bryce Kingsly.  He threw himself into training, his mind and his body. And on his 18th birthday, he received a mysterious package, his mother's shield with a note "She wanted you to have this!"  When he opened it, it was her shield, but as he grabbed it, it shifted and became multi coloured. It was as if the shield was changing to fit him. Taking the name Onyx, he began patrolling and investigating when two other heroes joined him at the behest of a mysterious Keeper of the Realm.  He said they were needed to avert a future catastrophe, and that together they could avert it! So became the Freedom's Trio!

 

Personality/Motivation:  He's a legacy hero, but also a natural leader.  But he also questions authority and is not afraid to change plans to fit new information.  In addition he's honourable, to his legacy and to his team.

 

Quote:  

 

Powers/Tactics:  A man at the peak of physical abilities, he has no powers. but for his shield.  The shield seem to have no offensive abilities, but has a number of defensive ones he uses to help set up his teammates.  

 

Campaign Use:  Bryce is something of a playboy, so he can be introduced as a love interest.  In addition, he leads a powerful team, so a team up is very likely.

 

Appearance:  Brown hair and brown eyed.  He wears a brown body suit with green highlights tha leave his jaw and hair free.  His shield is a small kite shield with a multi-coloured design like his namesake!


 

 

So he required work.  They gave him no Martial Arts but eight (8) levels All Combat.  It had a great premise, but was an example of letting a literal conversion go wrong.  So I adjusted the levels, gave him some Martial Arts and rounded out his skills.  I also added to the shield, giving it abilities that I thought would work.  The DCV is from examples I have seen, Missle Deflection a given, and a Force Wall to represent the "Get behind me!" part we see in a lot of Capt. America.

 

Personality wise, he's good.  A legacy character, playboy, a questioner of government honesty, leader of a super team.  Lots of Hooks!

Link to comment
Share on other sites

Next the flying strong man

 

Quote

2018 #26  Atlas

 

 


Val Char Cost Roll Notes

70 STR 60 23- Lift 409.6tons; 14d6 [7]

15 DEX 15 12- OCV:  5/DCV:  5

40 CON 60 17-

15 BODY 10 12-

13 INT 3 12- PER Roll 12-

15 EGO 10 12- ECV:  5

18 PRE 8 13- PRE Attack:  3 ½d6

20 COM 5 13-

 

30 PD 16 Total:  30 PD (30 rPD)

30 ED 22 Total:  30 ED (30 rED)

4 SPD 15 Phases:  3, 6, 9, 12

22 REC 0

80 END 0

70 STUN 0 Total Characteristic Cost:  224

 

Movement: Running: 6"/12"

Flight: 20"/80"

Leaping: 14"/28"

Swimming: 2"/4"

 

Cost Powers END

37 Damage Resistance (30 PD/30 ED), Hardened (+¼) (37 Active Points)

7 Hardened (+¼) (7 Active Points) applied to PD

7 Hardened (+¼) (7 Active Points) applied to ED

 

3 Ultrasonic Perception (Hearing Group)

 

5 Life Support  (Longevity: Immortal)

 

45 Flight 20", x4 Noncombat 4

 

26 Knockback Resistance -13"

4 Martial Strike +0 +2 16d6 Strike

3 Takedown +1 +1 14d6 Strike; Target Falls

4 Nerve Strike -1 +1 2d6 NND

 

Perks

5 Money:  Well Off

2 Reputation (A medium-sized group) 11-, +2/+2d6

 

Skills

3 Breakfall 12-

3 Concealment 12-

3 Paramedics 12-

3 Shadowing 12-

3 Stealth 12-

3 Tactics 12-

3 Teamwork 12-

24 +3 with All Combat

 

Total Powers & Skill Cost:  193

Total Cost:  417

 

200+ Disadvantages

15 Psychological Limitation:  Black and White Mentality (Common; Strong)

15 Psychological Limitation:  Likes to keep it simple (Common; Strong)

10 Physical Limitation:  Doesn't understand modern tech! (Frequently; Slightly Impairing)

177 Experience Points

 

Total Disadvantage Points:  417

Earned Experience:  0

Spent Experience:  177

Unspent Experience:  0

 

Background/History:  Ray Chambers was a sickly child, but determined.  He was going to have a normal life. So when his parents heard of a treatment that could help him, they immediately agreed for him to try it.  And it worked. Soon he was surpassing normal human abilities. Unfortunately, the good doctor died before he could disseminate the formula, so Ray was the only recipient.  So Ray hid his powers until WW2. He could not deny the call of duty and went to Europe, where he clashed with many Axis Powers including Leige Lord. After the War, he returned and fought home crime.  But on a trip to the Amazonian jungle tracking some clues, he fell into a coma. A local tribe found him and helped keep him alive for the next few decades. Recently he received a vision from the Keeper of the Realm to find and join two others to avert a coming danger.  So Atlas walks the world once again!

 

Personality/Motivation:  He's a throwback to a simpler time.  The world is Black and White with no Grey. He will follow order until he sees that they are wrong.  But he is a staunch hero who will do what is right!

 

Quote:  

 

Powers/Tactics:  A flying brick.  His tactics are simple, "Fly up and Whack Em"  So he always takes point!

 

Campaign Use:  An old fashioned hero.  A counterpoint to the cynicism of today!

 

Appearance:  Yellow bodysuit with blue trunks, gloves and boots.  He has a mask that covers his eyes but leaves the black hair and his jaw free!



 

 

So he's a mix of Capt. America and Superman.  And he works.  He's a fish out of water.  Rip Van Winkle.  He comes from a simpler time.  Play up his idealism and his "we are better than this" attitude.  But remember he comes from a time when overt racism was acceptable, and chauvenism was right.  Don't make him a pinata doll, but done right he can expose some lingering attitudes about race and sex.  

 

Power wise he was the easiest to convert.  He's a FISS (Flight, Invulnerability, Super Strength).  He knows he's tough, let him show it.  

Link to comment
Share on other sites

The third member, the flying blaster

 

Quote

2018 #27  Dust

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

20 DEX 30 13- OCV:  7/DCV:  7

20 CON 20 13-

13 BODY 6 12-

13 INT 3 12- PER Roll 12-

13 EGO 6 12- ECV:  4

20 PRE 10 13- PRE Attack:  4d6

20 COM 5 13-

 

6+8 PD 4 Total:  6/14 PD (6/14 rPD)

6+8 ED 2 Total:  6/14 ED (6/14 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

6 REC 0

40 END 0

28 STUN 0 Total Characteristic Cost:  106

 

Movement: Running: 6"/12"

Flight: 25"/100"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

6 Damage Resistance (6 PD/6 ED)

 

28 Force Field (8 PD/8 ED), Costs END Only To Activate (+¼), Invisible to Sight Group (+½) (28 Active Points) 2

 

30 Elemental Control, 60-point powers

39 1)  Flight 25", x4 Noncombat, Reduced Endurance (½ END; +¼) (69 Active Points) 2

30 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)

 

62 Multipower, 62-point reserve

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

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

3u 3)  Sight Group Flash 5d6, Area Of Effect (6" Cone; +1) (50 Active Points); No Range (-½) 5

 

 

Perks

5 Money:  Well Off

 

Talents

6 Combat Luck (3 PD/3 ED)

 

Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Computer Programming 12-

3 Deduction 12-

3 Navigation 12-

3 Paramedics 12-

3 Shadowing 12-

3 Stealth 13-

3 Tactics 12-

10 +2 with Ranged Combat

8 Penalty Skill Levels:  +4 vs. Range Modifier with a tight group of attacks

 

Total Powers & Skill Cost:  266

Total Cost:  372

 

200+ Disadvantages

15 Psychological Limitation:  Spidey Syndrome (Common; Strong)

10 Dependent NPC:  Parents 8- (Normal; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs)

15 Social Limitation:  Teenager (Frequently; Major)

132 Experience Points

 

Total Disadvantage Points:  372

Earned Experience:  0

Spent Experience:  132

Unspent Experience:  0

 

Background/History:  Nancy Hill was a normal teenager.  Until she fell through a cloud of glowing dust.  Soon she realised she had developed super abilities.  He family found out and helped her adjust, and made her promise to not use them.  But her desire of "Great Power means Great Responsibility" came through and soon she was patrolling behind her family's back.  then came the visit from the Keeper of the Realm and her joining two others as Dust!

 

Personality/Motivation:  Through a normal teenager, she has a great dose of Spidey Syndrome.  So she acts like a carefree girl, but realizes the great burden on her shoulders.  

 

Quote:  

 

Powers/Tactics:  She's a version of the Wasp.  Shrinking, flight and a collection of blasts.  In any fight, she'll go small and use her powers to support her team-mates!

 

Campaign Use:  She's a teenaged hero.  though she's tried soloing, she doesn't like it.  So she's better as a contact or an extra bit of muscle while away from her partners.  And there is always a teenage romance if you want to do that.

 

Appearance:  A dull green and black bodysuit with a black mask.  Over it she wears a black jacket. Her hair is blond and shoulder length!


 

 

 

So the concept is nice.  She provides a female perspective and a youthful (maybe middle view) from her team mates.  

 

Build wise, she required a lot of work.  Lack of defenses, and a 5d6 blast made her a fly to be swatted.  Seriously, she could not even take on minions.  I liked the Wasp aspect, but a bit of defenses, (High DCV does NOT replace PD/ED, Get some JIC), and some decent attacks.  If you find it too much knock a DC off.  As it is she's support, the one you forget about as a blast comes out of nowhere.

Link to comment
Share on other sites

Team tactics.  

 

So again, this is a small team but they should have some solid team tactics.  Atlas will take point in all situations.  His strength and toughness means that getting hit will not bother him too much and he wants the attention.

 

Onyx will either be protecting innocents (using his force wall/ missile reflection) or assisting Atlas.  If the second, it will be deflecting ranged attacks (if there are any ranged attackers)  or double teaming against Atlas' opponent!

 

Dust will go small and use her blasts like Onyx.  She also makes a good scout, but in any fight, she will be at range and using the blast that makes the most sense!

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...