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Mr. R

My conversions (formerly Builds of 2018)

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So a bit of a change today.  These NPCs were not stated out, just given as a paragraph explanation and teaser.  So I decided to make them up and make them a team.  So I present the Sinister Six.

 

Leader is Miss Match

 

Quote

 

2018 #39  Miss Match

 

 


Val Char Cost Roll Notes

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

23 DEX 39 14- OCV:  8/DCV:  8

28 CON 36 15-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

15 EGO 10 12- ECV:  5

20 PRE 10 13- PRE Attack:  4d6

20 COM 5 13-

 

8+10 PD 5 Total:  8/18 PD (8/18 rPD)

8+10 ED 2 Total:  8/18 ED (8/18 rED)

5 SPD 17 Phases:  3, 5, 8, 10, 12

9 REC 0

56 END 0

32 STUN 0 Total Characteristic Cost:  132

 

Movement: Running: 15"/60"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

12 Elemental Control, 24-point powers

13 1)  Force Field (10 PD/10 ED), Reduced Endurance (½ END; +¼) (25 Active Points) 1

20 2)  Running +9" (15" total), x4 Noncombat, Reduced Endurance (½ END; +¼) (32 Active Points) 1

 

100 Multipower, 100-point reserve

10u 1)  Energy Blast 10d6, Autofire (5 shots; +½), Reduced Endurance (½ END; +½) (100 Active Points) 3

7u 2)  Energy Blast 10d6, Area Of Effect (20" Line; +1) (100 Active Points); No Range (-½) 10

7u 3)  Energy Blast 10d6, Area Of Effect (11" Cone; +1) (100 Active Points); No Range (-½) 10

7u 4)  Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points)

 

Perks

1 False Identity

1 False Identity

5 Money:  Well Off

3 Anonymity

 

Talents

12 Combat Luck (6 PD/6 ED)

 

Skills

3 Acting 13-

3 Climbing 14-

3 Conversation 13-

5 Cramming

3 Paramedics 12-

3 Persuasion 13-

3 Seduction 13-

3 Streetwise 13-

3 Survival 12-

3 Tactics 12-

9 flame attacks:  +3 with any three maneuvers or a tight group of attacks

 

Total Powers & Skill Cost:  247

Total Cost:  379

 

200+ Disadvantages

20 Psychological Limitation:  Merc mentality (Very Common; Strong)

159 Experience Points

 

Total Disadvantage Points:  379

Earned Experience:  0

Spent Experience:  159

Unspent Experience:  0

 

Background/History:  Vera Flame attempted to seduce and kill Drake Einstein, hoping that would eliminate the opposition to her criminal dealings.  When he foiled her plan, she left the (insert area) and moved to a location with less possible opposition. Before she left, she contacted some compatriots and induced them to move with her, forming a Sinister Six!

 

Personality/Motivation:  Wants money the easy way and figures with her powers, she'll take what she wants! Also she is the leader, ad chooses the missions, but is good enough a leader to let some be those that benefit her allies!

 

Quote:  

 

Powers/Tactics:  A powerful flame projector, she will act as artillery for the team.  

 

Campaign Use:  Leader of a new super team with established ties to NPC heroes.

 

Appearance:  Red hair and tall, with a blazing red,orange and yellow costume!

 

 

 

 

 

So she's a fire blaster, but they don't talk about her flying, just being hard hitting.  So I made her ground bound, but some movement, and some good defenses, but really good attacks.  Being on the receiving end of her HURTS.  I left a lot blank so you can edit to your heart's content!

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And one of the teams HTH experts.

 

Quote

 

2018 #40  Quicksand

 

 


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-

15 INT 5 12- PER Roll 12-

15 EGO 10 12- ECV:  5

18 PRE 8 13- PRE Attack:  3 ½d6

18 COM 4 13-

 

12 PD 10 Total:  12 PD (12 rPD)

12 ED 8 Total:  12 ED (12 rED)

6 SPD 27 Phases:  2, 4, 6, 8, 10, 12

6 REC 0

40 END 0

25 STUN 0 Total Characteristic Cost:  131

 

Movement: Running: 20"/40"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

12 Damage Resistance (12 PD/12 ED)

 

60 Energy Damage Reduction, Resistant, 75%

60 Physical Damage Reduction, Resistant, 75%

 

28 Running +14" (20" total) 3

 

25 Desolidification , Reduced Endurance (½ END; +¼) (50 Active Points); Limited Power Power loses about half of its effectiveness (Only to get into small openings, applies no defence; -1) 2

 

50 Multipower, 50-point reserve

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

3u 2)  Energy Blast 5d6, No Normal Defense ([Standard]; Breathing LS; +1) (50 Active Points); No Range (-½) 5

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

2u 4)  Darkness to Hearing Group 3" radius, Personal Immunity (+¼), Reduced Endurance (0 END; +½) (26 Active Points); No Range (-½)

 

Perks

5 Money:  Well Off

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

 

Skills

3 Breakfall 14-

3 Acrobatics 14-

3 Climbing 14-

3 Concealment 12-

3 Lockpicking 14-

3 Navigation 12-

3 Paramedics 12-

3 Security Systems 12-

3 Stealth 14-

8 +1 with All Combat

 

Total Powers & Skill Cost:  294

Total Cost:  425

 

200+ Disadvantages

 

Total Disadvantage Points:  425

Earned Experience:  0

Spent Experience:  225

Unspent Experience:  0

 

Background/History:  Quicksand first appeared when she fought Gargoyle to a standstill.  Eventually he won, but she soon escaped, she was thinking about revenge when Miss Match contacted her and convinced her to join Miss match in going to greener pastures.

 

Personality/Motivation:  Another greed!

 

Quote:  

 

Powers/Tactics:  Fast, hard to hurt and with some unusual powers.  She likes to move about the battle, and hit from different directions.  

 

Campaign Use:  

 

Appearance:  A dark skinned brunette, slim!

 

 

 

 

 

Do Sandman without the hard sandstone form.  Just fast moving sand and smothering attacks.  

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On 10/10/2018 at 9:48 PM, Mr. R said:

And one of the teams HTH experts.

 

 

 

Do Sandman without the hard sandstone form.  Just fast moving sand and smothering attacks.  

 

Quote: "How about a quick hug, baby?"

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Every team needs a brick

 

Quote

 

2018 #41  Tower

 

 


Val Char Cost Roll Notes

30+30 STR 20 15- / 21- Lift 1600.0kg/102.4tons; 6d6/12d6 [3/6]

18 DEX 24 13- OCV:  6/DCV:  6

30 CON 40 15-

15+6 BODY 10 12- / 13-

13 INT 3 12- PER Roll 12-

18 EGO 16 13- ECV:  6

20 PRE 10 13- PRE Attack:  4d6

14 COM 2 12-

 

35 PD 29 Total:  35 PD (35 rPD)

35 ED 29 Total:  35 ED (35 rED)

5 SPD 22 Phases:  3, 5, 8, 10, 12

17 REC 10

60 END 0

45+6 STUN 0 Total Characteristic Cost:  215

 

Movement: Running: 15"/30"

Leaping: 6"/12"

Swimming: 10"/20"

 

Cost Powers END

35 Damage Resistance (35 PD/35 ED)

 

67 Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 6,400 kg, -4 DCV, +4 PER Rolls to perceive character, 8 m tall, 4 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (67 Active Points)

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

 

15 Multipower, 22-point reserve,  (22 Active Points); all slots Linked (Growth; -½)

1u 1)  Running +9" (15" total), Reduced Endurance (½ END; +¼) (22 Active Points); Linked (Growth; -½) 1

1u 2)  Swimming +8" (10" total), Reduced Endurance (½ END; +¼) (10 Active Points); Linked (Growth; -½) 1

 

15 Life Support  (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing)

 

Skills

3 Electronics 12-

3 Mechanics 12-

3 Paramedics 12-

3 Streetwise 13-

10 +2 with HTH Combat

 

Total Powers & Skill Cost:  171

Total Cost:  386

 

200+ Disadvantages

 

Total Disadvantage Points:  386

Earned Experience:  0

Spent Experience:  186

Unspent Experience:  0

 

Background/History:  Tower is another sparring partner of Gargoyle.  He was terrorizing a (insert city) when Gargoyle showed up to stop him.  He more than held his own, until Gargoyle found a weakness and took full advantage of it.  Miss Match, looking for some muscle, arranged for his rescue and he has joined her asd the teams resident brick!

 

Personality/Motivation:  He's a strong arm thug with powers.  He feels he's due for what he wants, because who will stop him from taking it.  If they want it so bad, come out and stop him.

 

Quote:  

 

Powers/Tactics:  He can get real big and real strong.  He'll take point in any fight, as he has really good defenses.

 

Campaign Use:  

 

Appearance:  

 

 

 

Again not much to go on.  According to the blurb he's 15ft tall.  I made him a bit bigger.   But he was strong enough to go toe to toe with Gargoyle, so full size he's got the strength.  And his defenses are up there.  

 

Personality wise, he's a classic thug with power.  I left his disads blank, but greedy, bully come to mind.  

 

Power wise, he's got what is needed.  I added the LS and swimming to make him a bit more versatile. 

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Protege and Supergirl gone bad

 

Quote

 

2018 #42  Silver Lining

 

 


Val Char Cost Roll Notes

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

24 DEX 42 14- OCV:  8/DCV:  8

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

22 COM 6 13-

 

25 PD 15 Total:  25 PD (25 rPD)

25 ED 20 Total:  25 ED (25 rED)

5 SPD 16 Phases:  3, 5, 8, 10, 12

15 REC 0

50 END 0

48 STUN 0 Total Characteristic Cost:  187

 

Movement: Running: 6"/12"

Flight: 20"/160"

Leaping: 10"/20"

Swimming: 2"/4"

 

Cost Powers END

25 Damage Resistance (25 PD/25 ED)

 

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

 

62 Flight 20", x8 Noncombat, Reduced Endurance (½ END; +¼) (62 Active Points) 2

 

Perks

5 Money:  Well Off

5 Favor

4 Contact (Contact has access to major institutions, Contact has significant Contacts of his own) 11-

 

Skills

3 Acrobatics 14-

3 Disguise 12-

3 Forgery 12-

3 High Society 12-

5 Language (imitate dialects)

5 Language (imitate dialects)

3 Paramedics 12-

3 Persuasion 12-

3 Seduction 12-

 

Total Powers & Skill Cost:  207

Total Cost:  394

 

200+ Disadvantages

20 Psychological Limitation:  Spoiled entitlement (Very Common; Strong)

174 Experience Points

 

Total Disadvantage Points:  394

Earned Experience:  0

Spent Experience:  174

Unspent Experience:  0

 

Background/History:  Silver White is the daughter of Randall White, a high priced auto executive.  And spoiled rich girl. After her last escapade resulted in thousands of dollars in damages, he reduced her allowance to a mere 1000$ a week.  Leaving in a angry tirade, she ran across town, and went on a tirade of complaint. Her trail ran all across town than she seemed to have disappeared.  What she had done is break into a secret research facility to cause some mayhem that she could lay at the feet of her father. Instead, her unprotected self was subject to strange (insert item) and she developed super powers.  Now she really went on a tirade and was finally stopped by Cliffhanger! Escaping custody, she was plotting more revenge when she heard about Miss Match's new enterprise. Figuring she would get a bankroll first, she asked to join.  And Miss Match eagerly took on a new protege!

 

Personality/Motivation:  A spoiled brat with powers, Silver Lining wants it all now.  That she is getting revenge on the people who snubbed her is icing.  

 

Quote:  

 

Powers/Tactics:  Flight, durability and a powerful eye beam.  She can take to the air to help Lightning Rod, or go front line with the rest.  She generally hangs back a uses her eye beams, saving her strength as a surprise!

 

Campaign Use:  

 

Appearance:  About 170 cm and slim (what else) with white, almost silver, hair!

 

 

 

 

 

Strangely this entry got one of the most detailed descriptions in the book.  The only change I made was her getting captured and a spanking from daddy (REALLY! Would she even feel it with her powers?).  So I changed it to her escaping and wanting revenge (she is a spoiled brat after all)!

 

Personality wise she should be played as the girl who won't ask anymore.  Entitlement is her schtict.  Add a dose of reveling in her new powers and a mentor/mentee relationship and you have a NPC who can go a number of directions.

 

Power wise she very simple.  Strength, durable, flight and eye beams.  

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Another flying blaster

 

Quote

 

2018 #43  Lightning Rod

 

 


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-

15 BODY 10 12-

13 INT 3 12- PER Roll 12-

18 EGO 16 13- ECV:  6

18 PRE 8 13- PRE Attack:  3 ½d6

12 COM 1 11-

 

8+20 PD 5 Total:  8/28 PD (8/28 rPD)

8+20 ED 4 Total:  8/28 ED (8/28 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

7 REC 0

40 END 0

33 STUN 0 Total Characteristic Cost:  122

 

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

17 Elemental Control, 50-point powers,  (25 Active Points); all slots OIF (-½)

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

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

 

53 Multipower, 80-point reserve,  (80 Active Points); all slots OIF (-½)

4u 1)  Energy Blast 10d6, Reduced Endurance (½ END; +¼) (62 Active Points); OIF (-½) 2

4u 2)  Energy Blast 8d6, Area Of Effect (9" Cone; +1) (80 Active Points); No Range (-½), OIF (-½) 8

4u 3)  Sight Group Flash 10d6, Reduced Endurance (½ END; +¼) (62 Active Points); OIF (-½) 2

4u 4)  Sight Group Flash 9d6, Personal Immunity (+¼), Explosion (+½) (79 Active Points); No Range (-½), OIF (-½) 8

 

30 Energy Damage Reduction, Resistant, 75% (60 Active Points); Limited Power Power loses about half of its effectiveness (Only vs electricity; -1)

 

Perks

3 Contact (Contact has access to major institutions, Contact has useful Skills or resources) 8-

5 Favor

2 Money:  Well Off

 

Talents

6 Combat Luck (3 PD/3 ED)

 

Skills

3 Acrobatics 13-

3 Bugging 12-

3 Climbing 13-

3 Concealment 12-

3 Contortionist 13-

3 Deduction 12-

3 Electronics 12-

3 Gambling 12-

3 Mechanics 12-

3 Lockpicking 13-

3 Paramedics 12-

3 Persuasion 13-

3 Security Systems 12-

3 Stealth 13-

3 Streetwise 13-

3 Survival 12-

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

 

Total Powers & Skill Cost:  228

Total Cost:  350

 

200+ Disadvantages

15 Psychological Limitation:  Greedy (Common; Strong)

20 Psychological Limitation:  Spendthrift (Very Common; Strong)

115 Experience Points

 

Total Disadvantage Points:  350

Earned Experience:  0

Spent Experience:  115

Unspent Experience:  0

 

Background/History:  Rodney Putzslough was a small time burglar who managed to get lucky. He found a wand that could control lightning.  So he used it to commit some smash and grabs, but ran afoul Cliffhanger, who took the item from him, which left him defenceless and easily caught.  Miss Match wanted a sneaky thief type, and managed to get his wand back for him, if he would join her team. Seemed like a good deal! One change was making the rods circuitry into a bracer, but his name stuck!

 

Personality/Motivation:  Rod is perpetually poor.  He spends money as fast as he can get it. so an operation like the Sinister Six looks good to him!

 

Quote:  

 

Powers/Tactics:  Flying blaster.  Get in the air and start hitting!

 

Campaign Use:  

 

Appearance:  Medium height, thin with a black mustache and goatee!

 

 

 

 

 

A wild card in the team.  His greed and perpetual poverty make for a weak link in the team.  In combat he's a good team player, but his desire for money could outweigh his common sense and get the team into trouble.  

 

Power wise a classic lightning blaster  His flashes make him useful in setting up opponents!

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Every boss needs a bodyguard and trusted lieutenant 

 

Quote

2018 #44  Dr. Punch

 

 


Val Char Cost Roll Notes

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

20 DEX 30 13- OCV:  7/DCV:  7

30 CON 40 15-

15 BODY 10 12-

18 INT 8 13- PER Roll 13-

13 EGO 6 12- ECV:  4

20 PRE 10 13- PRE Attack:  4d6

16 COM 3 12-

 

20 PD 14 Total:  20 PD (20 rPD)

20 ED 14 Total:  20 ED (20 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

12 REC 0

60 END 0

45 STUN 0 Total Characteristic Cost:  175

 

Movement: Running: 11"/44"

Leaping: 6"/12"

Swimming: 2"/4"

 

Cost Powers END

20 Damage Resistance (20 PD/20 ED)

 

15 Running +5" (11" total), x4 Noncombat 1

 

105 Variable Power Pool, 60 base + 45 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (150 Active Points); Character Has No Choice Regarding When Or How Powers Change (-1)

0 1) Hand-To-Hand Attack +6d6, Reduced Endurance (½ END; +¼) (37 Active Points); Hand-To-Hand Attack (-½) Real Cost: 25 1

0 2) Hand-To-Hand Attack +4d6, Does x1 ½ Knockback (+½) (30 Active Points); Hand-To-Hand Attack (-½) Real Cost: 20 3

0 3) Sight Group Flash 8d6, Reduced Endurance (½ END; +¼) (50 Active Points); No Range (-½) Real Cost: 33 2

0 4) Entangle 4d6, 4 DEF, Reduced Endurance (½ END; +¼) (50 Active Points); No Range (-½) Real Cost: 33 2

0 5) Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR), Reduced Endurance (½ END; +¼) (37 Active Points) Real Cost: 37 1

0 6) Dispel 14d6, Reduced Endurance (½ END; +¼) (52 Active Points); No Range (-½) Real Cost: 35 2

 

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-

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

 

Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Criminology 13-

3 Deduction 13-

3 Interrogation 13-

3 Navigation 13-

3 Paramedics 13-

3 Persuasion 13-

3 Security Systems 13-

3 Stealth 13-

3 Streetwise 13-

6 Punch:  +3 with any single Strike

 

Total Powers & Skill Cost:  200

Total Cost:  375

 

200+ Disadvantages

20 Psychological Limitation:  Merc mentality (Common; Total)

15 Psychological Limitation:  Honourable (Common; Strong)

140 Experience Points

 

Total Disadvantage Points:  375

Earned Experience:  0

Spent Experience:  140

Unspent Experience:  0

 

Background/History:  He served as Gravestone's personal bodyguard and enforcer and sparred with Cliffhanger a few times.  But he was wanting to go on his own and so he asked to be released from his contract and joined Miss Match in her venture in (insert city) as her personal bodyguard and right hand man!

 

Personality/Motivation:  He's good at what he does.  He looks out for his employer and help handle any messes.  And once hired, he cannot be swayed from his employer.

 

Quote:  

 

Powers/Tactics:  Get close and punch.  His tactics are simple.  But his powers are what can be frightening.  Each time he punches, a different effect emerges.  and he has no control over the effect. It is this that makes Dr. Punch feared, as what he can do to you is never really known!

 

Campaign Use:  Loyal underling.  

 

Appearance:  Close to 2 meters tall and bald with a green suit with black trim!


 

 

 

His description was so strange I had to include him.  

 

Basically every time he punches you, something interesting happens.  Covered in stone, or ice.  Blown backward from the force of the blow!  A flash bang effect, even a teleport if you want to go there.  So get creative.  Players should never be sure what will happen when he hits.  I have included a small list, feel free to add to it.  

 

Personality wise, he's a professional.  He doesn't turn, doesn't back down, and remains loyal as long as the paycheck is coming in!

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So the first entry

 

Quote

2018 #45  Glacier

 

 


Val Char Cost Roll Notes

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

24 DEX 42 14- OCV:  8/DCV:  8

23 CON 26 14-

15 BODY 10 12-

10 INT 0 11- PER Roll 11-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

12 COM 1 11-

 

7+25 PD 4 Total:  7/32 PD (7/32 rPD)

7+25 ED 2 Total:  7/32 ED (7/32 rED)

5 SPD 16 Phases:  3, 5, 8, 10, 12

8 REC 0

55 END 5

40 STUN 5 Total Characteristic Cost:  131

 

Movement: Running: 6"/12"

Flight: 25"/100"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

7 Damage Resistance (7 PD/7 ED)

 

27 Elemental Control, 68-point powers,  (34 Active Points); all slots Limited Power Power loses about a fourth of its effectiveness (Only in temp below 70F / 20C; -¼)

42 1)  Ice Ram:  Energy Blast 14d6, Reduced Endurance (½ END; +¼) (87 Active Points); Limited Power Power loses about a fourth of its effectiveness (Only in temp below 70F / 20C; -¼) 3

23 2)  Ice Hand:  Telekinesis (46 STR) (69 Active Points); Affects Whole Object (-¼), Limited Power Power loses about a fourth of its effectiveness (Only in temp below 70F / 20C; -¼) 7

33 3)  Ice armour:  Force Field (25 PD/25 ED), Reduced Endurance (0 END; +½) (75 Active Points); Limited Power Power loses about a fourth of its effectiveness (Only in temp below 70F / 20C; -¼)

23 4)  Ice Slide:  Flight 25", x4 Noncombat, Reduced Endurance (½ END; +¼) (69 Active Points); Only In Contact With A Surface (-¼), Limited Power Power loses about a fourth of its effectiveness (Only in temp below 70F / 20C; -¼) 2

 

16 +10 REC (20 Active Points); Limited Power Power loses about a fourth of its effectiveness (Only in temp below 70F / 20C; -¼)

5 Infrared Perception (Sight Group)

27 Missile Deflection (Any Ranged Attack), Missile Reflection (40 Active Points); Only Works Against Limited Type of Attack (Light type energy; -½)

 

Perks

3 Anonymity

 

Skills

3 Breakfall 14-

3 Climbing 14-

3 Concealment 11-

3 KS: hunting 11-

1 Language:  The people (imitate dialects) (5 Active Points)

1 Language:  English (basic conversation)

3 Navigation 11-

3 Shadowing 11-

3 Stealth 14-

3 Survival 11-

3 Tracking 11-

 

Total Powers & Skill Cost:  236

Total Cost:  366

 

200+ Disadvantages

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

5 Money:  Poor

15 Physical Limitation:  Does not understand modern tech (Frequently; Greatly Impairing)

10 Unluck: 2d6

10 Vulnerability:  1 ½ x STUN Fire (Common)

15 Psychological Limitation:  Loyal to tribe (Common; Strong)

101 Experience Points

 

Total Disadvantage Points:  366

Earned Experience:  0

Spent Experience:  101

Unspent Experience:  0

 

Background/History:  Paluk was tracking a deer across a mountain pass.  He and his people needed meat. And winter was coming.  But a slip and fall into an ice filled crevasse and he knew he had failed.  As his life slowly slowed, he despaired over the privations his tribe would now face.  Then he awoke looking into the face of a non-people human. His language was strange and Paluk struck out with the ice that still clung to him.  After his defeat and restraint, finally someone managed to start to communicate with him. He found out that his people was dead, but that this new people had rescued him and were willing to make him part of their people.  Not having anywhere to go, he undertook the ceremonie and joined Havok. Since then Glacier has been a loyal member of the people of Havok.

 

Personality/Motivation:  He has a very simple mind set.  Your people are everything. You are loyal to them, and they in turn are loyal to you.  So Glacier help his people in their efforts to survive. Why they do this he rarely understands, but loyalty, that he gets!

 

Quote:  I am loyal to my people!  (just because he is from 10000 years ago does not mean he is simple!)

 

Powers/Tactics:  He's a classic ice blaster, but with serious power!  In any encounter he will ice up and move around a lot, using his Ice Ram to attack.  He has problem with using his Ice Hands, but will listen to suggestions from his people for uses.  His main problem is that he can't access his ice if the temperature is too high, which limits where Havoc can use him.  

 

Campaign Use:  The misguided loyal member.  Glacier is not evil, but his simple code has placed him into debt of people who have questionable goals and motives.  

 

Appearance:  Standing about 172 cm and weighing 90 KGs, he has brown hair and eyes.  He dresses in simple leathers, until he covers himself in the ice he can summon.  Then he looks like a human sized ice block, with a human shape in it!

 

 

So I was ambivalent about this NPC as he is written as a throw away.  Used in one encounter and then forgotten.  So I added to the back story, added some motivation and gave him a possible hook to the players.

 

Power wise, he's tough.  Don't let the point total fool you.  He has some serious defenses, and his main attack HURTS.  Used properly he could be the NPC who needs redemption with help from the PCs.  

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A mastermind who contracts out to Havoc

 

Quote

2018 #46  King Snake  Human

 

 


Val Char Cost Roll Notes

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

30 DEX 60 15- OCV:  10/DCV:  10

25 CON 30 14-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

15 EGO 10 12- ECV:  5

10 PRE 0 11- PRE Attack:  2d6

10 COM 0 11-

 

7 PD 4 Total:  7 PD (7 rPD)

7 ED 2 Total:  7 ED (7 rED)

8 SPD 40 Phases:  2, 3, 5, 6, 8, 9, 11, 12

8 REC 0

50 END 0

31 STUN 0 Total Characteristic Cost:  159

 

Movement: Running: 15"/30"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

7 Damage Resistance (7 PD/7 ED)

 

70 Multiform (351 Character Points in the most expensive form)

 

18 Running +9" (15" total) 2

 

33 Serpent's Tooth:  Multipower, 50-point reserve,  (50 Active Points); all slots OIF (-½)

3u 1)  Energy Blast 10d6 (50 Active Points); OIF (-½) 5

3u 2)  Entangle 5d6, 5 DEF (50 Active Points); OIF (-½) 5

12 Endurance Reserve  (100 END, 5 REC) Reserve:  (15 Active Points); OIF (-½)

4 Martial Block +2 +2 Block, Abort

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

4 Martial Strike +0 +2 8d6 Strike

5 Offensive Strike -2 +1 10d6 Strike

12 +3 HTH Damage Class(es)

 

Perks

5 Favor

5 Money:  Well Off

4 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Good relationship with Contact) 8-

 

Talents

12 Combat Luck (6 PD/6 ED)

 

Skills

3 Acrobatics 15-

3 Breakfall 15-

3 Climbing 15-

7 Computer Programming 15-

3 Contortionist 15-

3 Demolitions 13-

3 Electronics 13-

3 Inventor 13-

3 Mechanics 13-

3 Science Skill:  Biology 13-

3 Science Skill:  physics 13-

3 Stealth 15-

 

Total Powers & Skill Cost:  240

Total Cost:  399

 

200+ Disadvantages

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

20 Psychological Limitation:  Overconfident (Common; Total)

15 Psychological Limitation:  Egotistical (Uncommon; Total)

25 Psychological Limitation:  Braggart (Very Common; Total)

124 Experience Points

 

Total Disadvantage Points:  399

Earned Experience:  0

Spent Experience:  124

Unspent Experience:  0

 

Background/History:  Trevor Manling was a research assistant at a reptile research foundation.  There he found a kinship to these animals, and began his own research project to grant himself powers.  Because Trevor had another part to his personality, he wanted to be in control. Very self-centered, he desired power to impose his desires on others.  So after developing a serum from various snakes that he had added other mutagens and irradiated, he injected himself. The results were obvious to him, and soon he was using his intelligence and powers to enact schemes to blackmail or hold hostage whole cities.  Hard to capture due to his powers, he has been moderately successful as King Snake!

 

Personality/Motivation:  Totally egotistical, King Snake thinks he's the world's most important person.  Thus he will take what he wants, when he wants. And he wants to prove it in grandiose manners. If Trevor is doing something small, it is preparations for something much larger!

 

Quote:  You will pay for your insolence!

 

Powers/Tactics:  The serum had two effects on Trevor.  The more obvious effect is his ability to become a python like creature that can burrow and climb up walls and even ceilings.  He rarely uses this form for combat. The less obvious is the changes to his physiology. His reaction speed and agility has been brought to superhuman levels.  To this he has added a selection of Snake style kung fu techniques. This makes him a formidable HTH combatant. He supplements this with his Serpent's Tooth energy projector.  

 

Campaign Use:  Criminal mastermind.  Blackmailing corporations, holding cities hostage, these are what he does!

 

Appearance:  109 cm and 84 KGs with brown hair and grey eyes.  In costume, he wears a full body suit with a gold and green scale theme. and has what looks like a crown on the snake like head.  Over this he has a gold cape, and on his right wrist is the Snake's Tooth!


 

 

 

And his alternate form

 

Quote

 

2018 #46a King Snake Snake

 

 


Val Char Cost Roll Notes

15 STR 5 19- Lift 25.6tons; 10d6 [4]

30 DEX 60 15- OCV:  10/DCV:  10

25 CON 30 14-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

15 EGO 10 12- ECV:  5

10 PRE 0 11- PRE Attack:  2d6

10 COM 0 11-

 

14+15 PD 4 Total:  14/29 PD (7/22 rPD)

8+15 ED 3 Total:  8/23 ED (7/22 rED)

8 SPD 40 Phases:  2, 3, 5, 6, 8, 9, 11, 12

15 REC 0

50 END 0

49 STUN 0 Total Characteristic Cost:  160

 

Movement: Running: 15"/30"

Leaping: 10"/20"

Swimming: 2"/4"

Tunneling: 6"/12"

 

Cost Powers END

7 Damage Resistance (7 PD/7 ED)

 

20 Clinging (80 STR)

30 Tunneling 6" through 6 DEF material 3

45 Armor (15 PD/15 ED)

18 Running +9" (15" total) 2

 

23 +35 STR (35 Active Points); Limited Power Power loses about a third of its effectiveness (Only with Grab and squeeze; -½) 3

 

Perks

5 Money:  Well Off

5 Favor

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

 

Skills

3 Acrobatics 15-

3 Breakfall 15-

3 Climbing 15-

3 Computer Programming 13-

3 Contortionist 15-

3 Demolitions 13-

3 Electronics 13-

3 Inventor 13-

3 Mechanics 13-

2 Science Skill:  Dimensional Engineering 11-

2 Science Skill:  Dimensional Engineering 11-

3 Stealth 15-

 

Total Powers & Skill Cost:  191

Total Cost:  351

 

200+ Disadvantages

25 Physical Limitation:  No arms or legs (All the Time; Fully Impairing)

126 Experience Points

 

Total Disadvantage Points:  351

Earned Experience:  0

Spent Experience:  126

Unspent Experience:  0

 

Background/History:  See King Snake

 

Personality/Motivation:  

 

Quote:  

 

Powers/Tactics:  

 

Campaign Use:  

 

Appearance:  

 

 

 

 

 

This guy needed work.  In human form his only real attack was the Serpent's Tooth, and that had limited uses.  So a major rework.  I kept the stats as is.  He's fast and hard to hit.  I gave the Tooth an extra feature.  Then I gave him some Martial Arts (Snake Style of course) to make him scarier in HTH.  Now he is worthy of Mastermind status.  

 

Then I stated the snake form.  The major change here was a squeeze attack (he is a large python type)  Note the strength should be No Figured Char.  This will lower the cost a bit, but not really change the concept.

 

So now we have a guy who in human form seems to be able to dodge out of attack, has amazing reaction speed, and a snake form that can tunnel, climb walls and squeeze people.  Now we have some options.

 

Personality wise, he's your standard egotistical mastermind.  Really play that up.

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So the Iconic NPC of this module

 

Quote

2018 #47  Armageddon

 

 


Val Char Cost Roll Notes

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

24 DEX 42 14- OCV:  8/DCV:  8

20 CON 20 13-

15 BODY 10 12-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV:  3

15 PRE 5 12- PRE Attack:  3d6

10 COM 0 11-

 

8+28 PD 2 Total:  8/36 PD (8/36 rPD)

8+18 ED 4 Total:  8/26 ED (8/26 rED)

6 SPD 26 Phases:  2, 4, 6, 8, 10, 12

10 REC 0

40 END 0

40 STUN 0 Total Characteristic Cost:  132

 

Movement: Running: 6"/12"

Flight: 13"/52"

Leaping: 6"/12"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

54 Armor (18 PD/18 ED)

 

43 Life Support  (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)

 

31 Flight 13", x4 Noncombat 3

 

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

12 Stretching 2", Reduced Endurance (0 END; +½) (15 Active Points); no Noncombat Stretching (-¼)

10 Armor (10 PD/0 ED) (15 Active Points); Limited Power Power loses about a third of its effectiveness (on a dex roll; -½)

 

Perks

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-

 

Skills

3 Climbing 14-

5 Cramming

5 Cramming

5 Cramming

3 KS 12-

3 KS 12-

3 Persuasion 12-

15 +3 with HTH Combat

 

Total Powers & Skill Cost:  225

Total Cost:  357

 

200+ Disadvantages

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

5 Money:  Poor

15 Psychological Limitation:  Vengeful (Common; Strong)

10 Psychological Limitation:  Claustrophobia (Uncommon; Strong)

25 Enraged:  Berserk When enclosed (Uncommon), go 11-, recover 11-

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

5 Unluck: 1d6

57 Experience Points

 

Total Disadvantage Points:  357

Earned Experience:  0

Spent Experience:  57

Unspent Experience:  0

 

Background/History:  John Helsing.  Victim. A poor student at university, he signed up to be a test subject at local labs to make extra money.  One was to test out environmental suits for use on alien planets/ environments. Then fate struck, and an overload sent thousands of volts of electricity coursing through the suit and his skin,  After the light show it was found that the suit had grafted itself to his skin, as had the restraining cable holding him up. Trevor went mad. After trashing the lab, he ran off into the night. Havoc contact him soon after and played on he desires of revenge.  Because now any semblance of a normal life is gone, so the world should join him in their misery!

 

Personality/Motivation:  Revenge.  He's no longer normal, and it was the world's fault, so they will pay.  So anything which results in wanton destruction will appeal to him!

 

Quote:  I just want to cause some havoc!

 

Powers/Tactics:  The suit that bonded to Trevor had great strength and reaction capabilities.  As well it was well armoured and has boot jets for movement. As well the restraining cable now wrap around his arms.  He can unwind the cables to act as whips, or quickly wrap them up to act as a shield, if he can react fast enough. His tactics are simple, find the toughest opponent and take them out.  Then go the next,on down the line!

 

Campaign Use:  Revenge filled muscle. But also a tragedy in science.  Maybe a hero can find a way to separate him from his suit.  

 

Appearance:  A red armoured battlesuit with a visor that lets his hate filled eyes show.  The arms are covered by cables that he can unwind as whips at a moments notice!


 

 

 

This NPC needed little change from the original.   Just some re-order and re-calculate some points, clean up some terminology and he's good to go.  

 

Power wise, he's scary.  He comes from the mold of Whip-lash, Constrictor and Omega Red.  Whips are cool and so we have a whip based guy.  Decent strength, an armoured body, and great reaction times.  He's half Martial Artist and half Brick.  In any fight, he'll take point and go toe to toe with the biggest, meanest opponent.

 

Personality wise, he's the villain with a tragic background.  If they find his background, some great scientist type could fix him.  But good luck getting through to him.

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She's a wild one, wild one wild one.......

 

Quote

2018 #48  Wild Wind

 

 


Val Char Cost Roll Notes

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

21 DEX 33 13- OCV:  7/DCV:  7

20 CON 20 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

13 EGO 6 12- ECV:  4

15 PRE 5 12- PRE Attack:  3d6

16 COM 3 12-

 

6+23 PD 3 Total:  6/29 PD (6/29 rPD)

6+23 ED 2 Total:  6/29 ED (6/29 rED)

6 SPD 29 Phases:  2, 4, 6, 8, 10, 12

7 REC 0

40 END 0

28 STUN 0 Total Characteristic Cost:  109

 

Movement: Running: 11"/22"

Flight: 30"/60"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

6 Damage Resistance (6 PD/6 ED)

 

22 Elemental Control, 56-point powers,  (28 Active Points); all slots Limited Power Power loses about a fourth of its effectiveness (Not in a vacuum; -¼)

38 1)  Flight 30", Reduced Endurance (½ END; +¼) (75 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not in a vacuum; -¼) 3

23 2)  Force Field (23 PD/23 ED), Reduced Endurance (½ END; +¼) (57 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not in a vacuum; -¼) 2

58 3)  Energy Blast 10d6, Autofire (5 shots; +½), Reduced Endurance (½ END; +½) (100 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not in a vacuum; -¼) 3

21 4)  Telekinesis (40 STR) (60 Active Points); Affects Whole Object (-¼), Limited Power Power loses about a fourth of its effectiveness (Not in a vacuum; -¼) 6

 

10 Running +5" (11" total) 1

 

Perks

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

5 Favor

 

Skills

3 Climbing 13-

5 Cramming

5 Cramming

5 Cramming

3 Deduction 12-

3 KS: Anthropology 12-

3 Navigation 12-

3 Paramedics 12-

3 Persuasion 12-

3 Seduction 12-

3 Stealth 13-

3 Streetwise 12-

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

 

Total Powers & Skill Cost:  235

Total Cost:  344

 

200+ Disadvantages

15 Psychological Limitation:  Vain (Common; Strong)

20 Psychological Limitation:  Self centered (Very Common; Strong)

15 Psychological Limitation:  Thrill seeker (Common; Strong)

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

79 Experience Points

 

Total Disadvantage Points:  344

Earned Experience:  0

Spent Experience:  79

Unspent Experience:  0

 

Background/History:  Sue Coffee was an anthropology student when she heard of a local shaman who could make her "One" with nature.  And Sue was all about oneness, like all for number one! Seeking him out, she began her lessons and soon was controlling the wind.  She decided to not kill him, but left to pursue a new career as Wild Wind, thrill seeker for hire!

 

Personality/Motivation:  Personal power.  She enjoys the thrills of using her powers, and is afraid that someone will take it all away from her.  Until then, she will enjoy the ride.

 

Quote:  Lets go for a spin!

 

Powers/Tactics:  A powerful wind controller, she can fly, put up a protective windscreen move objects with the wind and conjure rapid fire air blasts.  She will take to the air and fire off an auto fire air blast.

 

Campaign Use:  Stolen power.  She is the opposite of with great power comes great responsibility.  

 

Appearance:  At 163 cm and 60 KGs with long brown hair and brown eyes.  She dresses like a Dallas cheerleader!


 

 

 

This one needed work.  The stats were OK, but the powers were a mess.   Like 12" flight then +25" filght, but no limitation that would affect the extra flight.  Also this was the era when powers cost 1 End / 5 Points.  So here Autofire EB was 15 end per shot.  If she did a 5 shot autofire, 75 End.  So they gave her 80.  It needed serious cleaning.  

 

So now her powers are in a nice Elemental Control.  Her EB cost 3 per shot or 15 for a 5 shot burst.  And she has the TK for surprise moves.

 

This is another of don't let the cost fool you, she has serious power.  She's a classic flying blaster and can go toe to toe with most opponents.  Two and three shot autofires should be the norm.  And with her speed, she can get where ever she wants on the battle field.

 

Personality wise, she's a dark mirror to the altruistic heroes.  Play up her selfishness, her vanity and her desire for thrills at the expense of others.  

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21 hours ago, Mr. R said:

She's a wild one, wild one wild one.......

 

This one needed work.  The stats were OK, but the powers were a mess.   Like 12" flight then +25" filght, but no limitation that would affect the extra flight.  Also this was the era when powers cost 1 End / 5 Points.  So here Autofire EB was 15 end per shot.  If she did a 5 shot autofire, 75 End.  So they gave her 80.  It needed serious cleaning.  

 

So now her powers are in a nice Elemental Control.  Her EB cost 3 per shot or 15 for a 5 shot burst.  And she has the TK for surprise moves.

 

This is another of don't let the cost fool you, she has serious power.  She's a classic flying blaster and can go toe to toe with most opponents.  Two and three shot autofires should be the norm.  And with her speed, she can get where ever she wants on the battle field.

 

Personality wise, she's a dark mirror to the altruistic heroes.  Play up her selfishness, her vanity and her desire for thrills at the expense of others.  

 

I find this character to be very inspiring so I'd like to tinker with her around the edges.

 

10 Multipower (Ride like the wind, Bullseye! enchanted movement multipower) 10 active points

1) Running +5" (11" total)

1) Swim +7" (9" total), Leap +7" (10" total), Glide +7" (Swimming power usable as Leaping or Gliding +1/2)

1) Swim +6", Leap +6", Glide +6" (Swimming power usable as Leaping or Gliding +1/2) Megascale 1" = 1km (+1/4)

 

The running in the original build provided some needed flexibility. I thought it would be fun to take that one step further by spending another three points to make a movement multipower. The megascale slot provides a completely unexpected "what the hell just happened" aspect to her movement abilities to give her a quick appearance or escape whether through the water or the air.

 

She's also got an END problem in that with Flight, Force Field, and Energy Blast (when used only once per phase) uses 48 END per turn while she has only 40 END total and a 7 REC. If she fires off Autofire once or twice, she's doing worse than running on empty. Being able to switch over to Gliding once aloft rather than depending on Flight helps the END situation at least a bit.

 

I thought about spending another point to add a slot with 1" Tunneling through 2 DEF of material (megascale +1/4). That's 10 active points and she would be using her mystic powers to dig through dirt like a mole gone wild. She could undermine buildings, bridges, or roads, excavate to build or expose secret bases, reroute rivers, and a host of other things. I remember Superman, Black Adam, and a number of other supers doing similar things. Since penetrating 2 DEF of material isn't much, she would have to do some research to figure out how to avoid underground pipes and structures in urban areas but she should be fine against bushes and roots.

 

I'm not really satisfied with that multipower as it stands but maybe something will come to me.

 

I'd also change one Cramming to Eidetic Memory. Seems like Eidetic Memory would work well with her being a self-centered person since most things, at least in the academic world, would come to her easily which would feed her sense of entitlement and superiority. I associate Cramming more with someone who is brainy, has taken the time to learn how to study, or is a serious academic and none of those really remind me of this character. The Eidetic Memory would also help her memorize city maps and survey maps in advance or even just what she has seen from above if she ever needs to kick in her megascale movement.

 

I'd also substitute Trading in place of Climbing. Trading is something which she could easily have learned through her Anthropology experiences and would come in handy when fencing loot during her career as a supervillain, while Climbing is mostly useless to someone who can fly.

 

And a very slight change to her background.

 

Background/History: Sue Coffee was an anthropology student who was fascinated by what she saw as the uninhibited wild-and-free lifestyle of "the more primitive societies". While doing summer studies in the field, she heard of a local shaman who could make her "One" with nature.  And Sue was all about oneness, like all for number one! Seeking him out, she began her lessons and soon was controlling the wind.  She decided to not kill him, but left to pursue a new career as Wild Wind, thrill seeker for hire!

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34 minutes ago, archer said:

 

I find this character to be very inspiring so I'd like to tinker with her around the edges.

 

10 Multipower (Ride like the wind, Bullseye! enchanted movement multipower) 10 active points

1) Running +5" (11" total)

1) Swim +7" (9" total), Leap +7" (10" total), Glide +7" (Swimming power usable as Leaping or Gliding +1/2)

1) Swim +6", Leap +6", Glide +6" (Swimming power usable as Leaping or Gliding +1/2) Megascale 1" = 1km (+1/4)

 

The running in the original build provided some needed flexibility. I thought it would be fun to take that one step further by spending another three points to make a movement multipower. The megascale slot provides a completely unexpected "what the hell just happened" aspect to her movement abilities to give her a quick appearance or escape whether through the water or the air.

 

She's also got an END problem in that with Flight, Force Field, and Energy Blast (when used only once per phase) uses 48 END per turn while she has only 40 END total and a 7 REC. If she fires off Autofire once or twice, she's doing worse than running on empty. Being able to switch over to Gliding once aloft rather than depending on Flight helps the END situation at least a bit.

 

I thought about spending another point to add a slot with 1" Tunneling through 2 DEF of material (megascale +1/4). That's 10 active points and she would be using her mystic powers to dig through dirt like a mole gone wild. She could undermine buildings, bridges, or roads, excavate to build or expose secret bases, reroute rivers, and a host of other things. I remember Superman, Black Adam, and a number of other supers doing similar things. Since penetrating 2 DEF of material isn't much, she would have to do some research to figure out how to avoid underground pipes and structures in urban areas but she should be fine against bushes and roots.

 

I'm not really satisfied with that multipower as it stands but maybe something will come to me.

 

I'd also change one Cramming to Eidetic Memory. Seems like Eidetic Memory would work well with her being a self-centered person since most things, at least in the academic world, would come to her easily which would feed her sense of entitlement and superiority. I associate Cramming more with someone who is brainy, has taken the time to learn how to study, or is a serious academic and none of those really remind me of this character. The Eidetic Memory would also help her memorize city maps and survey maps in advance or even just what she has seen from above if she ever needs to kick in her megascale movement.

 

I'd also substitute Trading in place of Climbing. Trading is something which she could easily have learned through her Anthropology experiences and would come in handy when fencing loot during her career as a supervillain, while Climbing is mostly useless to someone who can fly.

 

And a very slight change to her background.

 

Background/History: Sue Coffee was an anthropology student who was fascinated by what she saw as the uninhibited wild-and-free lifestyle of "the more primitive societies". While doing summer studies in the field, she heard of a local shaman who could make her "One" with nature.  And Sue was all about oneness, like all for number one! Seeking him out, she began her lessons and soon was controlling the wind.  She decided to not kill him, but left to pursue a new career as Wild Wind, thrill seeker for hire!

 

 

I can see your point.  This could be her inexperienced build.  As she goes along, give her ) end to fly and FF, and a 1/2 End to the TK.  That should take care of the end problems.  Adding a couple of points to Rec would make sense also.  But the background change I really like. 

 

As far as the climbing, leave it in.  Its not as if she knew one day she would be able to fly and so said NAW I'll pass in learning to climb for my anthropology studies!

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2 minutes ago, Mr. R said:

 

As far as the climbing, leave it in.  Its not as if she knew one day she would be able to fly and so said NAW I'll pass in learning to climb for my anthropology studies!

 

LOL, well that's obviously just to taste. Anthropologists are usually running around studying primitive cultures in non-US, non-European locations. Everyone I've known who has gone to live in a country where prices aren't set in stone seem to have learned pretty fast that they need to learn how to bargain or they'll end up spending the rent money just to buy lunch. That's at least most of Latin America, Africa, the Middle East, and Asia.

 

Climbing is kind of a useless skill for a civilian unless you live in an area with mountains and then go out of your way to learn how to climb them. So it just made sense to me to make a straight substitution because I wasn't wanting to be adding points a lot of points to the build. If anyone doesn't feeling the change is useful, there's no reason to consider it further.

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So a pair of agent level villains

 

Quote

2018 #49  Bugsey

 

 


Val Char Cost Roll Notes

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

17 DEX 21 12- OCV:  6/DCV:  6

18 CON 16 13-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV:  3

13 PRE 3 12- PRE Attack:  2 ½d6

14 COM 2 12-

 

4+8 PD 1 Total:  4/12 PD (4/12 rPD)

4+8 ED 0 Total:  4/12 ED (4/12 rED)

3 SPD 3 Phases:  4, 8, 12

7 REC 0

36 END 0

27 STUN 0 Total Characteristic Cost:  51

 

Movement: Running: 10"/20"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

4 Damage Resistance (4 PD/4 ED)

 

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

 

40 Energy Blast 8d6, Autofire (5 shots; +½), 4 clips of 32 Charges (+½) (80 Active Points); OAF (-1) [32]

 

16 Energy Blast 6d6, Explosion (+½) (45 Active Points); OAF (-1), 6 Charges (-¾) [6]

 

8 Running +4" (10" total) 1

4 Martial Block +2 +2 Block, Abort

4 Martial Strike +0 +2 5d6 Strike

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

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

 

Perks

5 Favor

3 Contact (Contact has useful Skills or resources, Good relationship with Contact) 8-

 

Talents

6 Combat Luck (3 PD/3 ED)

 

Skills

3 Bugging 11-

3 Concealment 11-

3 Demolitions 11-

3 Language (completely fluent)

3 Language (completely fluent)

3 Lockpicking 12-

3 Paramedics 11-

3 Streetwise 12-

3 Stealth 12-

 

Total Powers & Skill Cost:  140

Total Cost:  191

 

200+ Disadvantages

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

15 Psychological Limitation:  Merc mentality (Common; Strong)

5 Enraged:  If Muriel badly injured (Uncommon), go 8-, recover 14-

 

Total Disadvantage Points:  191

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Bugsey and Muriel were small time hoods looking for a better way to make a quick buck.  Then the supers battle took place in their neighbourhood with a number of various super agencies involved.  When the dust started to clear, Bugsey started gathering weapons and devices. These he held on to until he found a way to safely trade them for some devices like them for himself and Muriel.  Now they entered the super merc market. They are not in the same league as say Lazar or Mechassasin, but they are solid workers and as a pair can supply some good fire power. So now they have made decent money, but are looking for that final score so they can retire in style!

 

Personality/Motivation:  Money.  That and Muriel.  He would be loath to admit it, but if Muriel is injured he can lose his temper.

 

Quote:  We'll hold this side.

 

Powers/Tactics:  He's essentially a super agent from Viper or Until.  Find cover, use grenades and supply extra blasts!

 

Campaign Use:  The working man villain.  Bugsey and Muriel are not really evil, but amoral.  

 

Appearance:  Bugsey looks like a 50's mobster with the suit and fedora.  He stands 175 cm and a slim 170 KGs with brown hair, and a brown mustache.  



 

 

 

Comments after the lady

 

Quote

2018 #50  Muriel

 

 


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-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV:  3

13 PRE 3 12- PRE Attack:  2 ½d6

18 COM 4 13-

 

4+8 PD 2 Total:  4/12 PD (4/12 rPD)

4+8 ED 1 Total:  4/12 ED (4/12 rED)

3 SPD 2 Phases:  4, 8, 12

5 REC 0

30 END 0

23 STUN 0 Total Characteristic Cost:  49

 

Movement: Running: 10"/20"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

4 Damage Resistance (4 PD/4 ED)

 

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

 

 

25 Energy Blast 8d6, 4 clips of 8 Charges (+0) (40 Active Points); OAF (-1) [8]

Notes:  (x2 number of items)

 

16 Energy Blast 6d6, Explosion (+½) (45 Active Points); OAF (-1), 6 Charges (-¾) [6]

 

8 Running +4" (10" total) 1

4 Martial Block +2 +2 Block, Abort

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

4 Martial Strike +0 +2 5d6 Strike

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

4 +1 HTH Damage Class(es)

 

Perks

3 Contact (Contact has useful Skills or resources, Good relationship with Contact) 8-

 

Talents

6 Combat Luck (3 PD/3 ED)

 

Skills

3 Acting 12-

3 Bribery 12-

3 Concealment 12-

3 Deduction 12-

3 Forgery 12-

3 Language (completely fluent)

3 Lockpicking 13-

3 Paramedics 12-

3 Security Systems 12-

3 Stealth 13-

3 Streetwise 12-

6 Pistol and grenades:  +2 with any three maneuvers or a tight group of attacks

 

Total Powers & Skill Cost:  136

Total Cost:  185

 

200+ Disadvantages

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

20 Psychological Limitation:  Loves Bugsey (Very Common; Strong)

 

Total Disadvantage Points:  185

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  See Bugsey

 

Personality/Motivation:  Muriel loves Bugsey and will follow him where he wants to go!

 

Quote:  C'mon honey, let's do this!

 

Powers/Tactics:  See Bugsey

 

Campaign Use:  See Bugsey

 

Appearance:  Stylish 50's women's suit with an ankle skirt and long boots.  Her hair is long brown and she stands 152 cm and 55 KGs!



 

 

 

So they obviously meant for this pair to be the humourish part of the module.  A pair of hoodlums who had a facsination with the 1920's and so dressed like Bonnie and Clyde Wanna-be's.  Well it is about 30 years later and so lets bring them up a bit, like the 1950's. Still a bit strange, but not so out of place.

 

Now the powers.  Well they are thugs for hire.  But somewhere they got a set of real GOOD armour (like 15pd 8ed good).  But he uses a tommy gun and she has a pair of 38's.  So lets fix a bit.  Better guns, some skills, a bit of Martial Arts.  And voila!  Bugsey and Muriel for the modern villain.  No they are not as tough as say Laser or Steel Commando or Salvo or MechAssassin.  But they can round out a team with some good skills and decent firepower.  And they come as a pair, and will support each other.  In total they have six actions, so make em count.

 

Personality wise, I just cleaned them up a bit and gave them a motivation.  Seriously you could get to like them, if it wasn't for the fact that they are amoral mercs!

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A stranger from a different tribe

 

Quote

2018 #51  Sonora

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

14 DEX 12 12- OCV:  5/DCV:  5

25 CON 30 14-

15 BODY 10 12-

10 INT 0 11- PER Roll 11-

18 EGO 16 13- ECV:  6

13 PRE 3 12- PRE Attack:  2 ½d6

18 COM 4 13-

 

5+4 PD 3 Total:  5/9 PD (5/9 rPD)

5+4 ED 0 Total:  5/9 ED (5/9 rED)

4 SPD 16 Phases:  3, 6, 9, 12

7 REC 0

50 END 0

33 STUN 0 Total Characteristic Cost:  94

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

5 Damage Resistance (5 PD/5 ED)

 

12 Armor (4 PD/4 ED)

 

5 Nightvision

 

80 Multipower, 80-point reserve

6u 1)  Entangle 4d6, 4 DEF, Based On EGO Combat Value (Standard Defenses apply; +1) (80 Active Points); Visible (-¼) 8

6u 2)  Ego Attack 7d6 (70 Active Points); Visible (-¼) 7

 

Perks

3 Anonymity

 

Talents

12 Combat Luck (6 PD/6 ED)

 

Skills

3 Animal Handler 12-

3 Climbing 12-

3 Concealment 11-

3 Interrogation 12-

3 Conversation 12-

3 Paramedics 11-

3 Persuasion 12-

3 Shadowing 11-

3 Stealth 12-

3 Survival 11-

3 Tracking 11-

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

 

Total Powers & Skill Cost:  168

Total Cost:  262

 

200+ Disadvantages

20 Psychological Limitation:  Starved for affection (Very Common; Strong)

20 Psychological Limitation:  Unfamiliar with surface culture (Very Common; Strong)

15 Psychological Limitation:  Duty (Common; Strong)

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

2 Experience Points

 

Total Disadvantage Points:  262

Earned Experience:  0

Spent Experience:  2

Unspent Experience:  0

 

Background/History:  Sonora is a member of a native tribe called the Elokians.  Long ago a Shining Spirit came from that sky and changed the people.  Various clans developed and the Elokians were soon building a city under the mountains.  After many years the Spirit left them on a column of smoke and fire, but they lived on. One clan is the Non grouped.  They are certainly not part of any other clan, and help as they can. But some display greater than normal abilities and are used as protectors from the outside world.  This is Sonora's job, one which she does well!

 

Personality/Motivation:  Her duty to her people.  But she is also love starved.  She wants a relationship.

 

Quote:  Stop!

 

Powers/Tactics:  Sonora has two powers, and ego based entangle and a powerful mind blast.  She will find cover and use both as needed, and will retreat if necessary for safety and positioning.

 

Campaign Use:  The super from another culture.  She is aware of American culture, but it is much different than her own.  

 

Appearance:  Her features are native american but her skin is very pale.  She has very long black hair and brown eyes and stands 153 cm and 50 KGs.  Her costume is a one piece leotard blue with a white V and a circle under it, in front in red!



 

 

This was a very straight-forward build, but very much a glass cannon as well.

 

Her two attacks are very powerful, but her defenses and SPD are low.  On her own, she would not last long.  With a decent team and tactics, she's awesome.  A combo attack with another super could take out almost anyone, and the Entangle lets her set up opponents for those dreaded pushed haymakers.

 

Personality, not bad.  A classic devoted to duty, but I want MORE type.

 

 

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On 11/2/2018 at 10:30 AM, Mr. R said:

A stranger from a different tribe

 

 

This was a very straight-forward build, but very much a glass cannon as well.

 

Her two attacks are very powerful, but her defenses and SPD are low.  On her own, she would not last long.  With a decent team and tactics, she's awesome.  A combo attack with another super could take out almost anyone, and the Entangle lets her set up opponents for those dreaded pushed haymakers.

 

Personality, not bad.  A classic devoted to duty, but I want MORE type.

 

 

 

If Sonora met Loma Linda, they could become a power couple!

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So some american heroes for now.  First another air manipulator

 

Quote

 

2018 #52  Vortex

 

 


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-

18 INT 8 13- PER Roll 13-

13 EGO 6 12- ECV:  4

15 PRE 5 12- PRE Attack:  3d6

18 COM 4 13-

 

8+35 PD 5 Total:  8/43 PD (8/43 rPD)

8+25 ED 4 Total:  8/33 ED (8/33 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

7 REC 0

40 END 0

28 STUN 0 Total Characteristic Cost:  107

 

Movement: Running: 6"/12"

Flight: 30"/120"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

78 Vortex flight:  Flight 30", x4 Noncombat, Reduced Endurance (0 END; +½) (97 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not in a vacuum; -¼)

 

30 Vortex field:  Force Field (15 PD/15 ED), Reduced Endurance (½ END; +¼) (37 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not in a vacuum; -¼) 1

 

60 Multipower, 75-point reserve,  (75 Active Points); all slots Limited Power Power loses about a fourth of its effectiveness (Not in a vacuum; -¼)

12m 1)  Vortex blast:  Energy Blast 12d6, Reduced Endurance (½ END; +¼) (75 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not in a vacuum; -¼) 3

10m 2)  Vortex hand:  Telekinesis (40 STR), Reduced Endurance (½ END; +¼) (75 Active Points); Affects Whole Object (-¼), Limited Power Power loses about a fourth of its effectiveness (Not in a vacuum; -¼) 3

7m 3)  Vortex overcharge:  Force Field (20 PD/10 ED), Reduced Endurance (0 END; +½) (45 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not in a vacuum; -¼)

 

10 Vortex Blast:  Find Weakness 11- with Single Attack

 

Perks

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

5 Favor

5 Money:  Well Off

 

Talents

3 Bump Of Direction

 

Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Bureaucratics 12-

3 Criminology 13-

3 Combat Driving 13-

3 Combat Piloting 13-

3 Deduction 13-

3 Navigation 13-

3 Stealth 13-

3 Tactics 13-

3 Paramedics 13-

10 Vortex powers:  +2 with DCV

 

Total Powers & Skill Cost:  275

Total Cost:  382

 

200+ Disadvantages

15 Psychological Limitation:  Claustrophobia (Common; Strong)

15 Psychological Limitation:  Dedicated to the law (Common; Strong)

15 Psychological Limitation:  Loves being a hero (Common; Strong)

137 Experience Points

 

Total Disadvantage Points:  382

Earned Experience:  0

Spent Experience:  137

Unspent Experience:  0

 

Background/History:  Elene Hernandez never figured on the changes that would happen to her life when she went as an experimental subject at the Howell Institute for Superhuman Studies.  It was found that she was a latent super, and after much testing, her powers were revealed. Then more testing, and more testing. Finally she decided to take matters into her own hands and went out to stop crime and help people.  Since then she has gone on to a successful career as a super as well as a member of the Howell Institute.

 

Personality/Motivation:  Thrill seeker with a large dose of altruism.  She loves being a hero and helping people.

 

Quote:  

 

Powers/Tactics:  Like Wild Wind, Vortex has air powers, and prefers to be airborne and in open space most of the time.  She'll use her Vortex Blast and Vortex hand most of the time. If the opponent is tough, she'll go with the extra shielding, get close to find weakness, and fire at full power.

 

Campaign Use:  The experimental subject with a decent life.  She could be a mentor to a hero with emergent powers as well.

 

Appearance:  A 179 cm, 75 Kg woman of hispanic origin.  Her hair is long and black, and she has brown eyes.  Her costume is a dark blue bodysuit, with light blue legs and a light blue V on the chest.  

 

 

 

 

 

So an example of how the same SFX can be used in a different build.  Vortex is less versatile than Wild Wind, but her focus makes her more straightforward.

 

Build wise she was a mess.  77 pts for a 70" flight, low stats.  So I fixed the Flight, fixed the Multipower,  gave a bit more cohesion to the power list, expanded the skill list.

 

Power wise though she's now fairly competent.  She can adjust her damage and defenses and the Find Weakness makes for a very nasty surprise if she ever succeeds with it.  

 

Personality wise she is good as a mentor to up and coming heroes, or to a hero with new powers.  

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And the team brick with extras

 

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2018 #53  Molecule Man

 

 


Val Char Cost Roll Notes

15+10 STR 5 18- / 20- Lift 12.8tons/51.2tons; 9d6/11d6 [4/5]

18 DEX 24 13- OCV:  6/DCV:  6

25 CON 30 14-

15 BODY 10 12-

15 INT 5 12- PER Roll 12-

20 EGO 20 13- ECV:  7

13 PRE 3 12- PRE Attack:  2 ½d6

10 COM 0 11-

 

8+17 PD 5 Total:  8/25 PD (8/23 rPD)

8+17 ED 3 Total:  8/25 ED (8/23 rED)

4 SPD 12 Phases:  3, 6, 9, 12

8 REC 0

50 END 0

36 STUN 0 Total Characteristic Cost:  117

 

Movement: Running: 6"/12"

Flight: 10"/20"

Leaping: 9"/18"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

45 Diamond form:  Armor (15 PD/15 ED)

13 +30 STR (30 Active Points); No Figured Characteristics (-½), Linked (Diamond form; -½), Limited Power Power loses about a fourth of its effectiveness (Only in diamond form; -¼) 3

16 Missile Deflection (Any Ranged Attack), Missile Reflection (40 Active Points); Limited Power Power loses about half of its effectiveness (Only energy attacks; -1), Linked (Diamond form; -½)

13 Density Increase (300 kg mass, +10 STR, +2 PD/ED, -2" KB), Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points); Linked (STR; -½)

 

60 Mist 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)

7 Range with Touch Group (10 Active Points); Linked (Desolidification; -½)

35 Energy Blast 10d6, Personal Immunity (+¼) (62 Active Points); No Range (-½), Linked (Desolidification; -¼) 6

15 Major Transform 2d6 (Ferrous metal to rust) (30 Active Points); Linked (Desolidification; -½), No Range (-½) 3

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

 

Perks

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-

2 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact

5 Favor

3 Fringe Benefit:  Federal/National Police Powers

 

Skills

3 Acrobatics 13-

3 Bureaucratics 12-

3 Criminology 12-

3 Deduction 12-

3 Disguise 12-

3 Forensic Medicine 12-

3 Combat Driving 13-

3 Navigation 12-

3 Security Systems 12-

3 Concealment 12-

3 Stealth 13-

3 Streetwise 12-

 

Total Powers & Skill Cost:  295

Total Cost:  412

 

200+ Disadvantages

20 Psychological Limitation:  Subject to orders (Very Common; Strong)

20 Psychological Limitation:  Dislikes having powers (Very Common; Strong)

172 Experience Points

 

Total Disadvantage Points:  412

Earned Experience:  0

Spent Experience:  172

Unspent Experience:  0

 

Background/History:  Adam Carter is an FBI agent.  When he was capture by a supervillain during an investigation, he was questioned about his knowledge of her operation.  But he wouldn't talk. So he was placed in her latest experiment in teleportation and forced to undergo the process a number of times.  It should of killed him. Instead he awoke at the Howell Institute. It turned out that the device did give him super powers. He can break down into Carbon, Oxygen or Hydrogen.  He was repulsed by what was done, but recognised the usefulness of his powers. So now he is back in the field as Molecule Man!

 

Personality/Motivation:  A law and order by the books FBI agent with super powers. So take a Man in Black and give him a costume!

 

Quote:  

 

Powers/Tactics:  Adam is smart.  He'll use the hydro blast as a surprise attack, or in the dark when his cloud form as super senses, the oxygen reduction on metallic objects, and the carbon form when brute strength is needed.  

 

Campaign Use:  A super with a badge.  He can get you places normally restricted, but he will also decry your more questionable investigative tactics!

 

Appearance:  180 cm and 80 KG with a full bodysuit of black and grey!


 

 

 

He was a bit to do.  He can shift into a gas form with two different effects, OR, a crystal statue.  I was going to do a multiform, but instead went for this build here.  If you can see any improvements that can be to the build, please let me know.

 

Now I like the concept, but I am not really sure about his hatred of his powers as its not like the Thing, he does have a human form!

 

It does work.  He can fill multiple roles in the team and is pretty versatile.

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Another versatile build

 

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2018 #54  Fortress

 

 


Val Char Cost Roll Notes

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

20 DEX 30 13- OCV:  7/DCV:  7

23 CON 26 14-

13 BODY 6 12-

18 INT 8 13- PER Roll 13-

20 EGO 20 13- ECV:  7

15 PRE 5 12- PRE Attack:  3d6

16 COM 3 12-

 

23+30 PD 20 Total:  23/53 PD (23/53 rPD)

23+30 ED 18 Total:  23/53 ED (23/53 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

8 REC 0

46 END 0

33 STUN 0 Total Characteristic Cost:  161

 

Movement: Running: 11"/22"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

23 Damage Resistance (23 PD/23 ED)

 

18 Life Support  (Eating: Character only has to eat once per week; Safe in High Radiation; Safe in Intense Cold; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week)

 

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

1u 1)  Armor (5 PD/5 ED) (15 Active Points); OAF (-1)

1u 2)  Hand-To-Hand Attack +4d6, Reduced Endurance (½ END; +¼) (25 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 1

 

31 Multipower, 50-point reserve, all slots Variable Special Effects (Limited Group of SFX; +¼) (62 Active Points); all slots OAF (-1)

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

2u 2)  Entangle 5d6, 5 DEF (50 Active Points); OAF (-1) 5

2u 3)  Telekinesis (33 STR) (50 Active Points); OAF (-1) 5

2u 4)  Force Field (25 PD/25 ED) (50 Active Points); OAF (-1) 5

2u 5)  Force Wall (10 PD/10 ED) (50 Active Points); OAF (-1) 5

 

10 Running +5" (11" total) 1

 

12 Variable Power Pool, 10 base + 2 control cost,  (15 Active Points); Requires A Skill Roll (-½); all slots Limited Special Effect Common SFX (Air earth fire water; -½)

4 Choke Hold -2 +0 Grab One Limb; 3d6 NND

5 Grappling Block +1 +1 Grab One Limb, Block

3 Grappling Throw +0 +2 7d6 Strike; Target Falls; Must Follow Grab

4 Reversal -1 -2 40 STR to Escape; Grab Two Limbs

4 Root +0 +0 40 STR to resist Shove; Block, Abort

8 +2 HTH Damage Class(es)

 

Perks

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

 

Talents

15 Beast Speech

3 Bump Of Direction

 

Skills

3 Acrobatics 13-

3 Climbing 13-

3 Concealment 13-

5 Language:  Welsh (idiomatic; literate)

3 Science Skill:  astronomy 13-

3 Science Skill:  Archaeology 13-

3 KS: Druid Lore 13-

3 Paramedics 13-

3 Stealth 13-

3 Survival 13-

3 Sorcery:  Power 13-

 

Total Powers & Skill Cost:  203

Total Cost:  364

 

200+ Disadvantages

15 Psychological Limitation:  Reckless (Common; Strong)

15 Psychological Limitation:  Acrophobia (Common; Strong)

15 Psychological Limitation:  Unsure of self (Common; Strong)

15 Hunted:  Evil druid 8- (Mo Pow; Harshly Punish)

5 Unluck: 1d6

5 Vulnerability:  1 ½ x STUN Cold Iron (Uncommon)

5 Vulnerability:  1 ½ x BODY Cold Iron (Uncommon)

5 Vulnerability:  1 ½ x Effect Cold Iron (Uncommon)

84 Experience Points

 

Total Disadvantage Points:  364

Earned Experience:  0

Spent Experience:  84

Unspent Experience:  0

 

Background/History:  Llewellyn ap Owen never really gave much thought to his welsh ancestry.  Her was much more interested in archeology and astronomy. Specifically the role the astronomy had on developing cultures.  So on a trip to England to study various circle, he was approached by an old man and told he was to be the next Arch-Druid. At first he thought the man was loony, but when the old man opened a door into a hill, he began to worry.  But the old man was adamant. He coerced Llewellyn into the hill, and began his training. First protections, then the use of the staff, then beginning spells and rituals. But all this was stopped when another more sinister druid attacked and Llew was forced to flee.  When he got out of the hill he found that only a day had passed. Llew returned to America for two reasons, One to get away from the evil druid, and Two, to better learn the use of his powers. Thus began his life as Fortress

 

Personality/Motivation:  Fortress is new to his powers and role.  So he is very unsure of himself and his powers.  

 

Quote:  

 

Powers/Tactics:  Llew was a wrestler in college and still tends to think in terms of HtH.  But he isn't stupid, and will take advice about the use of his powers. If so, he will use them at range with the use being that best suited to the job!

 

Campaign Use:  Future Druid Supreme?

 

Appearance:  At 181 cm and a stocky 100 KG, Fortress Dresses in a brown bodysuit with a long cloak.  In his hands is what looks like an ancient oak staff!


 

 

 

Not much to say here.  He's fairly straightforward but has a lot of options due to the variable SFX of his powers.  And he has a lot of room to grow in!  Future Druid Supreme?!

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6 hours ago, Mr. R said:

Not much to say here.  He's fairly straightforward but has a lot of options due to the variable SFX of his powers.  And he has a lot of room to grow in!  Future Druid Supreme?!

 

Is the OAF for the Armor and the OAF for the Energy Blast both the ancient oak staff? Or does he have two separate foci?

 

Also, if a group of druids start to worship him, would their favorite hymn be "A Mighty Fortress is Our God"?

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