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Mr. R

My conversions (formerly Builds of 2018)

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He has seen your future!

 

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2018 #72  Tangent

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

11 DEX 3 11- OCV:  4/DCV:  4

13 CON 6 12-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

30 EGO 40 15- ECV:  10

20 PRE 10 13- PRE Attack:  4d6

10 COM 0 11-

 

8 PD 6 Total:  8 PD (8 rPD)

8 ED 5 Total:  8 ED (8 rED)

4 SPD 19 Phases:  3, 6, 9, 12

5 REC 0

26 END 0

22 STUN 0 Total Characteristic Cost:  97

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

71 Retrocognitive, Precognitive Clairsentience (Sight And Hearing Groups), x2 Range (1,350"), Alterable Size, Analyze, Discriminatory, Increased Arc Of Perception (360 Degrees), Reduced Endurance (0 END; +½) (142 Active Points); No Conscious Control (Only Effects cannot be controlled; -1)

 

122 Time:  Variable Power Pool, 100 base + 22 control cost,  (150 Active Points); Limited Power Power loses about a third of its effectiveness (Can only use half of the pool for any one power; -½); all slots Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -¼), Side Effects (When he fails a RSR; -¼), Concentration (½ DCV; -¼)

 

Skills

3 Sleight Of Hand 11-

6 KS: History 16-

4 CuK: America 14-

4 CuK: France 14-

1 Language:  English (imitate dialects; literate) (6 Active Points)

5 Language:  French (idiomatic; literate)

7 Paramedics 15-

5 PS: Medicine 15-

5 KS: Pharmacy 15-

6 Science Skill:  Temporal Physics 16-

11 Streetwise 17-

3 Tactics 13-

 

Total Powers & Skill Cost:  261

Total Cost:  358

 

200+ Disadvantages

5 Vulnerability:  1 ½ x STUN Temporal (Uncommon)

5 Vulnerability:  1 ½ x BODY Temporal (Uncommon)

5 Vulnerability:  1 ½ x Effect Temporal (Uncommon)

5 Psychological Limitation:  Temporal Lobe disorder (Uncommon; Moderate)

Notes:  Will zone out due to temporal loops in his mind, or have a seizure due to his powers!

138 Experience Points

 

Total Disadvantage Points:  358

Earned Experience:  0

Spent Experience:  138

Unspent Experience:  0

 

Background/History:  Martin Forth sees time.  Literally. He sees all the possibilities all at the same time.  The overwhelming info caused him to go to the streets, where he lived for a number of years.  Finally a set of drugs allowed him to gain some control over his powers and he could get certain events to occour when he did certain actions.  When he experimented with larger events, he found he needed to intervene and get certain people to do certain acts (or not do certain acts), for the hoped for future to occour.  So he wanders the world,intervening in events. Because one future is certain, Martin is dying. His powers are slowly destroying his mind. So he tries to set of different futures or Tangents!

 

Personality/Motivation:  Grim and driven.  He doesn't have much time and a lot to do to make the world a better place.

 

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Powers/Tactics:  Tangent has control over time.  So t-ports, temporal shields, accidents that just seem to happen just in time, and weird coincidences.

 

Campaign Use:  Grim adviser.  His jobs means he's not much of a team player.

 

Appearance:  175 cm and 62 Kg with brown hair and blue eyes.He wears a dark blue bodysuit that also covers his eyes.  On the front is the image of a stopwatch. Over all this he wears a brown leather jacket!



 

 

 

Thank goodness this is an NPC.  Cause I'd never allow something this wide open as a PC.  His description doesn't even hint at that possible powers Time Control would give him and his fluff does not match the powers at all.  

 

And that is too bad because it has that Dune feel to it.  He'd make a great adviser but as a PC its a mess!

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She's a one trick pony, but its quite a trick!

 

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2018 #73  Trance

 

 


Val Char Cost Roll Notes

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

18 DEX 24 13- OCV:  6/DCV:  6

18 CON 16 13-

13 BODY 6 12-

15 INT 5 12- PER Roll 12-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

24 COM 7 14-

 

8 PD 5 Total:  8 PD (8 rPD)

8 ED 4 Total:  8 ED (8 rED)

4 SPD 12 Phases:  3, 6, 9, 12

7 REC 0

36 END 0

30 STUN 0 Total Characteristic Cost:  99

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

45 Bliss Out:  Elemental Control, 90-point powers

21 1)  EnTrance:  Mind Control 8d6, Personal Immunity (+¼), Reduced Endurance (0 END; +½), Area Of Effect (7" Radius; +1), Selective (+¼) (120 Active Points); Limited Power Power loses about half of its effectiveness (Only happiness / Bliss; -1), Extra Time (Extra Segment, -½), Stops Working If Mentalist Is Knocked Out (-¼), Does Not Provide Mental Awareness (-¼), Normal Range (-¼), Limited Range (-¼)

22 2)  Bliss Out:  Ego Attack 6d6, Reduced Endurance (0 END; +½) (90 Active Points); Normal Range (-¼), Limited Range (-¼), Visible (-¼), Does Not Provide Mental Awareness (-¼)

 

Perks

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

 

Skills

3 Science Skill:  Genetics 12-

3 CK 12-

2 TF:  Common Motorized Ground Vehicles

5 KS: Dance 14-

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

7 Seduction 14-

3 Streetwise 12-

10 +2 with DCV

 

Total Powers & Skill Cost:  136

Total Cost:  235

 

200+ Disadvantages

10 Social Limitation:  Public ID (Frequently; Minor)

10 Psychological Limitation:  Fear of being Immobilized (Uncommon; Strong)

10 Dependent NPC:  Boyfriend 8- (Normal)

5 Experience Points

 

Total Disadvantage Points:  235

Earned Experience:  0

Spent Experience:  5

Unspent Experience:  0

 

Background/History:  Biology always interested Andi North.  Almost as much as dancing. She regularly hit the clubs, and managed to keep her grades up.  Then while passing the genetics lab, there was an explosion. After several days of observation she was released, and she went clubbing.  At one her boyfriend, Cliff, was attacked by two drunks. She jumped in to help and found her mind reaching to one and causing him to sit in what looked like a state of bliss.  And soon it appeared like everyone near Andi was calming down and just wanting to have fun and happiness. Experimenting, found she could make anyone comatose with pleasure and make everyone happy.  She decided the everyone needed to be happier to reduce the anger and frustrations in the world. She took as her name, Trance, the state she puts people into.

 

Personality/Motivation:  Basically a Spidey Syndrome.  And she likes the attention!

 

Quote:  

 

Powers/Tactics:  Find a nice spot to conceal herself and start with her mind control (EnTrance).  If someone is proving to be harder to affect, then the Bliss attack!

 

Campaign Use:  New Hero needing guidance and training.

 

Appearance:  165 cm and 47 Kg with blond hair and green eyes!  Her costume is a purple bodysuit with red gloves, boots and belt.  She wears no mask but always has a pair of fashionable shades!

 

 

 

 

Finally a mentalist I can get into.  Like I said it is one trick, but its quite a trick.

 

And she has a lot of room to grow.  Mostly she needs a bit of movement and some defense.  And maybe some Martial Arts as a fall back.   But it has a whole lot of potential and could become a very balance NPC given time.  

 

 

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Its an almost standard Powered Armour, but there is a twist

 

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2018 #74  Valkyrie

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

13 DEX 9 12- OCV:  4/DCV:  4

13 CON 6 12-

20 BODY 20 13-

23 INT 13 14- PER Roll 14-

23 EGO 26 14- ECV:  8

10 PRE 0 11- PRE Attack:  2d6

18 COM 4 13-

 

10+30 PD 7 Total:  10/40 PD (10/40 rPD)

10+30 ED 7 Total:  10/40 ED (10/40 rED)

4 SPD 17 Phases:  3, 6, 9, 12

6 REC 0

26 END 0

34 STUN 0 Total Characteristic Cost:  112

 

Movement: Running: 6"/12"

Flight: 20"/80"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

 

48 Gadget Pool:  Variable Power Pool, 40 base + 8 control cost,  (60 Active Points); all slots OIF (-½), Requires A Skill Roll (-½), VPP Powers Can Be Changed Only In Given Circumstance (-½)

 

30 Armor (15 PD/15 ED) (45 Active Points); OIF (-½)

27 Telepathy 4d6, Reduced Endurance (0 END; +½), Area Of Effect (6" Radius; +1 ¼) (55 Active Points); Limited Class Of Minds [Subset of a class] (Computers; -½), OIF (-½)

45 Flight 20", x4 Noncombat, Reduced Endurance (0 END; +½) (67 Active Points); OIF (-½)

7 Healing BODY 1d6 (10 Active Points); OIF (-½) 1

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

10 Radar (Radio Group) (15 Active Points); OIF (-½)

5 Radio Perception (8 Active Points); OIF (-½)

2 Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-½)

3 Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½)

7 Darkness to Radio Group and Active Sonar 1" radius (10 Active Points); OIF (-½) 1

 

41 Multipower, 62-point reserve,  (62 Active Points); all slots OIF (-½)

4u 1)  Audio Cannon:  Energy Blast 5d6, Reduced Endurance (0 END; +½), No Normal Defense ([Standard]; +1) (62 Active Points); OIF (-½)

2u 2)  Taser:  Energy Blast 3d6, Reduced Endurance (0 END; +½), No Normal Defense ([Standard]; +1) (37 Active Points); OIF (-½), Limited Range (-¼)

4u 3)  Plasti-foam:  Entangle 4d6, 4 DEF, Reduced Endurance (0 END; +½) (60 Active Points); OIF (-½)

3u 4)  Flare:  Sight Group Flash 6d6, Reduced Endurance (0 END; +½) (45 Active Points); OIF (-½)

 

11 Life Support  (Eating: Character only has to eat once per week; Self-Contained Breathing), Usable Simultaneously (up to 2 people at once; +½) (16 Active Points); OIF (-½)

20 Force Field (15 PD/15 ED) (Protect Carried Items), Reduced Endurance (0 END; +½) (60 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only to protect carried items; -1 ½), OIF (-½)

 

Perks

15 Fringe Benefit:  Improved Equipment Availability Advanced Military equipment, International Police Powers

 

Talents

2 Absolute Range Sense (3 Active Points); OIF (-½)

2 Absolute Time Sense (3 Active Points); OIF (-½)

2 Bump Of Direction (3 Active Points); OIF (-½)

 

Skills

4 Science Skill:  Biology 15-

3 CK: Geneva 14-

3 AK: UN sites 14-

9 Computer Programming 17-

9 Electronics 17-

9 Mechanics 17-

1 Language:  Norwegian (imitate dialects; literate) (6 Active Points)

4 Language:  English (completely fluent; literate)

4 Language:  French (completely fluent; literate)

4 Language:  Russian (completely fluent; literate)

7 Paramedics 16-

5 PS: Medicine 16-

5 Tactics 15-

7 Navigation 16-

5 Power:  Gadget pool 15-

5 Survival 15-

2 TF:  Large Planes, Small Planes

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

10 +2 with DCV

8 +1 with All Combat

 

Total Powers & Skill Cost:  416

Total Cost:  528

 

200+ Disadvantages

25 Physical Limitation:  Cannot walk without armour (All the Time; Fully Impairing)

10 Hunted:  Red tape of the UN 8- (Mo Pow; NCI; Watching)

293 Experience Points

 

Total Disadvantage Points:  528

Earned Experience:  0

Spent Experience:  293

Unspent Experience:  0

 

Background/History:  Ingrid Hammarskjold wanted to help others, protect them and serve her country (Norway).  A brilliant engineer, she joined the airforce and was soon rising in the ranks. But a routine flight went wrong and she was force to eject and was badly injured.  While waiting to be rescued she saw images of Valkyries gathering the souls of her comrades. But she lived, but would never walk again. But the vision inspired her to design and build an armoured suit.  But this suit was not for fighting, but rescue. It could go into hazardous situations or even open battlefields to rescue the fallen and injured and convey them back to medical attention. She would be a modern day Valkyrie.  

 

Personality/Motivation:  A sincere desire to help others and save lives is what motivates Ingrid.  She hopes one day that a unit of her suits will be stationed at places around the world to help save people.

 

Quote:  

 

Powers/Tactics:  Ingrid is a brilliant designer and engineer.  The suit has flight jets, is well armoured, has a selection of non lethal weaponry to protect herself and others. A sensory suite, and a basic triage set is also on board.  Finally the suit has life support capabilities that it can extend to people she carries in an armoured backpack called the papoose!

 

Campaign Use:  Battlesuit with a difference.  

 

Appearance:  177 cm and 51 Kg with blond hair and blue eyes!  He suit is white with red trim and highlights (think Red Cross)


 

 

 

So your standard Power Armour.  Flight, weapons array, armoured, sensor suite.  But the purpose is what makes it interesting.  This is a medic armour.  Designed to find treat and rescue people in dangerous areas and environments.  Also remember that Gadget Pool that can be used to attach extras to the armour for custom missions.  

 

It is a bit limited in scope, but the concept is appealing. 

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And now the Villains!

 

So a depraved monster, literally.

 

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2018 #83  Century

 

 


Val Char Cost Roll Notes

48 STR 38 19- Lift 19.4tons; 9 ½d6 [5]

20 DEX 30 13- OCV:  7/DCV:  7

23 CON 26 14-

15 BODY 10 12-

18 INT 8 13- PER Roll 16-/18-

18 EGO 16 13- ECV:  6

18 PRE 8 13- PRE Attack:  3 ½d6

12 COM 1 11-

 

23 PD 13 Total:  23 PD (23 rPD)

23 ED 18 Total:  23 ED (23 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

15 REC 0

46 END 0

51 STUN 0 Total Characteristic Cost:  188

 

Movement: Running: 6"/12"

Leaping: 9"/18"

Swimming: 2"/4"

 

Cost Powers END

23 Damage Resistance (23 PD/23 ED)

 

9 +3 PER with all Sense Groups

5 Infrared Perception (Sight Group)

4 +2 PER with Smell/Taste Group

19 Detect A Class Of Things 16-/15- (no Sense Group), Discriminatory, Increased Arc Of Perception (240 Degrees), Range, Sense

 

77 flesh Sculpting:  Major Transform 6d6, Reduced Endurance (0 END; +½) (135 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -¾)

 

9 Healing BODY 1d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Always On (-½), Self Only (-½), Limited Power Power loses about a third of its effectiveness (Needs fresh blood within the last 24 hours; -½)

21 Healing BODY 1 point, Resurrection, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (52 Active Points); Always On (-½), Self Only (-½), Resurrection Only (-½)

 

19 Life Support  (Longevity: Immortal; Safe in High Radiation; Safe in Low Pressure/Vacuum; Self-Contained Breathing)

 

 

Perks

5 Money:  Well Off

20 Follower

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

 

Skills

5 Animal Handler 14-

6 Science Skill:  Biological Sciences 16-

3 Computer Programming 13-

3 KS 13-

3 CuK: China 13-

3 Linguist

5 1)  Language:  Cantonese (imitate dialects; literate) (6 Active Points)

0 2)  Language:  English (imitate dialects; literate) (6 Active Points)

4 3)  Language:  French (idiomatic; literate) (5 Active Points)

3 4)  Language:  Latin (completely fluent; literate) (4 Active Points)

5 5)  Language:  Mandarin (imitate dialects; literate) (6 Active Points)

3 Bureaucratics 13-

3 Paramedics 13-

7 Science Skill:  Medicine 17-

3 Streetwise 13-

 

Total Powers & Skill Cost:  268

Total Cost:  456

 

200+ Disadvantages

10 Vulnerability:  1 ½ x STUN Wood (Common)

10 Vulnerability:  1 ½ x BODY Wood (Common)

10 Vulnerability:  1 ½ x STUN fire (Common)

10 Vulnerability:  1 ½ x BODY fire (Common)

30 Susceptibility:  Exposure to direct sunlight 1d6 damage per Segment (Very Common)

5 Reputation: , 8-

15 Social Limitation:  Secret ID Vampire (Frequently; Major)

25 Physical Limitation:  Cannot heal body except through regen (All the Time; Fully Impairing)

141 Experience Points

 

Total Disadvantage Points:  456

Earned Experience:  0

Spent Experience:  141

Unspent Experience:  0

 

Background/History:  Dr. Zebediah Potter was an dealer in illegal and proscribed operations in Hong Kong.  So depraved were some of his actions that a local vampire called Zu Hsien-ku, who transformed the doctor into a vampire as well.  But she did not realize the depth of his duplicity until he betrayed her and left her in sunlight to die. Since then he has wandered the world, plying his skills and developing a small cadre of followers whom he has transformed into his loyal slaves.  Supposedly he even has a method to extend life, but the price is so high that only the wealthiest can afford it. It is thus how he earned the name Century.

 

Personality/Motivation:  Totally immoral and amoral, Century desires to sate his dark desires.

 

Quote:  

 

Powers/Tactics:  A classic vampire, he prefers to act from the shadows, through underlings.  If he has to fight, he looses all his vampire abilities. This can come as a surprise as his vampirism is not common knowledge!

 

Campaign Use:  Source of new villains as well as a behind the scenes mastermind!

 

Appearance:  180 cm and 75 Kg with grey hair and eyes.  He dresses in fashionable suits tailored to his frame!

 

 

 

 

Every campaign needs a villain that the heroes can feel good about beating to a pulp.  Century is that villain.  He has no redeeming features, likes to strike from the shadows and through proxies.  He could bedevil the heroes for a long time.  I'd feel dirty running him as a GM, but the catharthis of the players would be worth it!

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She will not kill, but the ends justify the means:

 

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2018 #84  Dr. Tesseract

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

20 DEX 30 13- OCV:  7/DCV:  7

20 CON 20 13-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

13 EGO 6 12- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

16 COM 3 12-

 

8+15 PD 5 Total:  8/23 PD (8/23 rPD)

8+15 ED 4 Total:  8/23 ED (8/23 rED)

4 SPD 10 Phases:  3, 6, 9, 12

7 REC 0

40 END 0

27 STUN 0 Total Characteristic Cost:  92

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

Teleportation: 40"/1280"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

60 Gadget Pool:  Variable Power Pool, 50 base + 10 control cost,  (75 Active Points); all slots OIF (-½), Requires A Skill Roll (-½), VPP Powers Can Be Changed Only In Given Circumstance (-½)

 

36 Force Field (15 PD/15 ED), Reduced Endurance (0 END; +½) (45 Active Points); IIF (-¼)

 

7 Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat)

 

12 Mental Defense (15 points total)

 

20 Extra-Dimensional Movement (Single Dimension), Reduced Endurance (0 END; +½) (30 Active Points); Extra Time (Extra Segment, Only to Activate, -¼), Concentration (½ DCV; -¼)

 

60 Multipower, 60-point reserve

6u 1)  Teleportation 20", Reduced Endurance (0 END; +½) (60 Active Points)

6u 2)  Teleportation 10", x32 Noncombat, Reduced Endurance (0 END; +½) (60 Active Points)

5u 3)  Teleportation 10", Reduced Endurance (0 END; +½), MegaScale (1" = 100 km; +¾), Can Be Scaled Down 1" = 1km (+¼) (50 Active Points)

 

Perks

24 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (24 Active Points) 13-

 

Skills

4 PS: Metalworking 14-

8 TF:  Common Motorized Ground Vehicles, Early Spacecraft, Grav Vehicles/Hovercraft, Large Motorized Boats, Large Planes, Small Motorized Boats, Small Planes, Spaceplanes

4 PS: Writing 14-

5 CK 15-

7 Electronics 15-

9 Computer Programming 16-

0 Language (idiomatic; literate) (5 Active Points)

4 Language:  Cantonese (completely fluent; literate)

5 Language:  English (idiomatic; literate)

4 Language:  German (completely fluent; literate)

4 Language:  Japanese (completely fluent; literate)

4 Language:  Mandarin (completely fluent; literate)

5 Bureaucratics 13-

9 Mechanics 16-

3 Navigation 13-

5 Science Skill:  Engineering 15-

8 +1 with All Combat

9 Power 16-

 

Total Powers & Skill Cost:  341

Total Cost:  433

 

200+ Disadvantages

0 Rivalry:  Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry)

10 Psychological Limitation:  fear of confinement (Common; Moderate)

15 Social Limitation:  Secret ID (Frequently; Major)

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

193 Experience Points

 

Total Disadvantage Points:  433

Earned Experience:  0

Spent Experience:  193

Unspent Experience:  0

 

Background/History:  Doctor Anatoly Guderian was a scientist investigating an alien pod in the hopes of reverse engineering its technology.  What no one realised was the strange radiations was affecting his DNA. And thirteen years later his daughter Anastasia, upset at being late for school, tore a hole in space to her school, a hole she could step through.  Her father told her to keep her powers a secret in case the Soviet government found out about it. When he secured an exit visa to the USA, she joined him and completed her studies and eventually joined him in his company.  She inherited on his death, but a rival company kept undercutting her bids and poaching clients. So one night she donned a costume, made her way into the offices and stole enough info to keep her afloat. Since then she has gone out a number of time, to steal info, either for herself or others, as Dr. Tesseract!

 

Personality/Motivation:  She's not evil, but is using her powers to keep her company going.

 

Quote:  

 

Powers/Tactics:  She's not a fighter but a breakin specialist.  If it comes to a fight, she will use one of the gadgets she carries to keep him out of action long enough to make an exit!

 

Campaign Use:  Industrial espionage and sabotage.

 

Appearance:  165 cm and 55 Kg with brown hair and blue eyes.  She wears a purple bodysuit with a cape/hood in white.  Abound her waist is a belt where she carries all her gadgets!

 

 

 

 

 

Got a player who is the CEO of his own company.  And you want to introduce some industrial sabotage/theft.  Here you go.  For her the problem is stopping her.  Her T-port allows her to get where she wants.  Finally with some effort she could make a good hero and ally.  

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An engine of destruction!

 

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2018 #85  Fomor

 

 


Val Char Cost Roll Notes

15+15 STR 5 17- / 20- Lift 6400.0kg/51.2tons; 8d6/11d6

15 DEX 15 12- OCV:  5/DCV:  5

18 CON 16 15-

15+3 BODY 10 12- / 13-

10 INT 0 11- PER Roll 14-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

10 COM 0 11-

 

8+18 PD 8 Total:  8/26 PD (8/26 rPD)

8+18 ED 4 Total:  8/26 ED (8/26 rED)

6 SPD 35 Phases:  2, 4, 6, 8, 10, 12

4 REC 0

36 END 0

24+3 STUN 0 Total Characteristic Cost:  108

 

Movement: Running: 6"/12"

Leaping: 8"/16"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

9 +3 PER with all Sense Groups

 

19 +25 STR, Reduced Endurance (0 END; +½) (44 Active Points); No Figured Characteristics (-½), Only In Heroic Identity (-¼) (Modifiers affect Base Characteristic)

11 +10 CON (20 Active Points); No Figured Characteristics (-½), Only In Heroic Identity (-¼)

24 +30 STUN (30 Active Points); Only In Heroic Identity (-¼)

43 Armor (18 PD/18 ED) (54 Active Points); Only In Heroic Identity (-¼)

27 Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 768 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (34 Active Points); Only In Heroic Identity (-¼)

10 Knockback Resistance -6" (12 Active Points); Only In Heroic Identity (-¼)

45 Transfer 3d6 (Str/Dex/Con to Str/Dex/Con), Limited Range (+¼), Delayed Return Rate (Points Lost) (points return at the rate of 5 per Minute; +¼), Delayed Return Rate (Points Gained) points return at the rate of 5 per Minute (+¼), Reduced Endurance (0 END; +½) (101 Active Points); Limited Power Power loses about half of its effectiveness (Must make eye contact; -1), Only In Heroic Identity (-¼)

 

Perks

18 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 8-

5 Money:  Well Off

 

Skills

7 Lockpicking 14-

11 Demolitions 15-

2 TF:  Common Motorized Ground Vehicles

3 Interrogation 12-

3 Linguist

3 1)  Language:  Cantonese (completely fluent; literate) (4 Active Points)

3 2)  Language:  English (completely fluent; literate) (4 Active Points)

4 3)  Language:  French (idiomatic; literate) (5 Active Points)

3 4)  Language:  German (completely fluent; literate) (4 Active Points)

3 5)  Language:  Hebrew (Israeli) (completely fluent; literate) (4 Active Points)

0 6)  Language:  Irish (imitate dialects; literate) (6 Active Points)

3 7)  Language:  Russian (completely fluent; literate) (4 Active Points)

4 ?  Language:  Spanish (idiomatic; literate) (5 Active Points)

3 Mechanics 11-

3 Stealth 12-

3 Streetwise 12-

15 +3 with HTH Combat

2 +1 with any single attack

16 +2 with All Combat

 

Total Powers & Skill Cost:  310

Total Cost:  418

 

200+ Disadvantages

10 Vulnerability:  1 ½ x STUN Electricity in Giant form (Common)

10 Vulnerability:  1 ½ x BODY Electricity in Giant form (Common)

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

5 Accidental Change:  8- (Uncommon)

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

153 Experience Points

 

Total Disadvantage Points:  418

Earned Experience:  0

Spent Experience:  153

Unspent Experience:  0

 

Background/History:  Sean Boyle is leading a cursed life, literally.  He is of a bloodline of the Fomorians, ancient opponents to the ancient Celtic Gods.  Even as a youngster he demonstrated a streak of cruelty, and soon he was working with terrorist as muscle.  But his actions were so deplorable that eventually he had to go on the run. Since then he has hired on as muscle with various organizations who don't mind the collateral damage of his actions.  And so Fomor stalks the world.

 

Personality/Motivation:  Cause mayhem and destruction.  He really isn't that devious, even if his actions sometimes are.

 

Quote:  

 

Powers/Tactics:  In his transformed state he's huge, strong, and durable.  His greatest power is his evil eye that weakens enemies even as he grows stronger.

 

Campaign Use:  Hired muscle.

 

Appearance:  Human 185 cm and 96 Kg with reddish hair and green eyes.  As Fomor he's 400 cm and 790 Kg with black iron skin and hair and glowing green eyes!

 

 

 

 

 

Need another hired goon to cause random acts of mindless destruction and mayhem.  He's a bit complex in his build due to the transfer power, but on the whole, he's what you see on the box.  

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A member of CLOWN (Australia division)

 

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2018 #86  Laughing Jack

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

20 DEX 30 13- OCV:  7/DCV:  7

15 CON 10 12-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

13 EGO 6 12- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

13 COM 2 12-

 

8+13 PD 5 Total:  8/21 PD (8/21 rPD)

8+13 ED 5 Total:  8/21 ED (8/21 rED)

4 SPD 10 Phases:  3, 6, 9, 12

6 REC 0

30 END 0

25 STUN 0 Total Characteristic Cost:  79

 

Movement: Running: 6"/12"

Flight: 10"/40"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

48 Gadget Pool:  Variable Power Pool, 40 base + 8 control cost,  (60 Active Points); all slots OIF (-½), Requires A Skill Roll (-½), VPP Powers Can Be Changed Only In Given Circumstance (-½)

 

40 Etherial Ring:  Desolidification , Reduced Endurance (0 END; +½) (60 Active Points); OIF (-½)

 

25 Flight Boots:  Flight 10", x4 Noncombat, Reduced Endurance (0 END; +½) (37 Active Points); OIF (-½)

26 Flight Boots:  Force Field (13 PD/13 ED), Reduced Endurance (0 END; +½) (39 Active Points); OIF (-½)

 

3 X-ray Goggle:  Ultrasonic Perception (Hearing Group), Increased Arc Of Perception (240 Degrees) (5 Active Points); OIF (-½)

23 X-Ray Goggles:  Spatial Awareness (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees) (34 Active Points); OIF (-½)

17 X-ray Goggle:  N-Ray Perception (Sight Group), Discriminatory, Increased Arc Of Perception (240 Degrees)

 

60 Zap Gun:  Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +½) (90 Active Points); all slots OIF (-½)

4u 1)  Glue:  Entangle 6d6, 6 DEF (60 Active Points); OIF (-½)

4u 2)  dancing monkey:  Drain DEX 4d6, Ranged (+½) (60 Active Points); OIF (-½)

4u 3)  lightshow:  Sight Group Flash 12d6 (60 Active Points); OIF (-½)

 

Perks

6 Money:  Wealthy

20 Vehicles & Bases

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

 

Talents

22 X-ray Goggle:  Danger Sense (self only, in combat, Discriminatory, Function as a Sense) 12-

 

Skills

3 Climbing 13-

9 Lockpicking 16-

9 Security Systems 15-

7 Electronics 14-

3 Mechanics 12-

3 Sleight Of Hand 13-

3 Science Skill:  Chemistry 12-

3 PS: Tennis 13-

7 Stealth 15-

11 Streetwise 16-

10 +2 with Ranged Combat

7 Power:  Gadgeteer 14-

 

Total Powers & Skill Cost:  389

Total Cost:  467

 

200+ Disadvantages

15 Social Limitation:  Public ID (Frequently; Major)

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

25 Psychological Limitation:  Code vs Killing (Very Common; Total)

212 Experience Points

 

Total Disadvantage Points:  467

Earned Experience:  0

Spent Experience:  212

Unspent Experience:  0

 

Background/History:  Jerry Fingers was a small time crook who came across the prototype and plans for an Etherial Ring that would let him walk through walls. Finding he had a talent for tinkering, he perfected it and went to rob a bank.  But was too easy. So he replaced the money, added some practical jokes and waited for the show. Since then he has gone to commit crimes that also pokes fun at the wealthy and pompouse. He's a Laughing Jack all the way to the bank!

 

Personality/Motivation:  Have fun at others expense.  He also has a strict no killing policy and will go out of his way to stop people from getting badly hurt by his actions.  He would be a perfect candidate for the Criminal Legion Of Wacky Non-conformists (CLOWN)

 

Quote:  

 

Powers/Tactics:  Set up a series of practical jokes and watch the fun.  If he has to fight, he'll use his various devices to their best effect, and always seems to have some new device on him for people he plans to show up!

 

Campaign Use:  Super powered Practical joker!

 

Appearance:  170 cm and 70 Kg with blond hair and blue eyes.  His costume is a bright orange bodysuit that covers his hair.  His boots, goggles and belt are all dark blue!



 

 

He's actually a super practical joker. He can get money easily by other means, so he does this for fun.  I really like this build and would probably add him to CLOWN as he fit in perfectly!

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Dark Mage and seductress

 

Quote

 

2018  #87 Mortlocke

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

20 DEX 30 13- OCV:  7/DCV:  7

20 CON 20 13-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

21 EGO 22 13- ECV:  7

20 PRE 10 13- PRE Attack:  4d6

25 COM 8 14-

 

8 PD 5 Total:  8 PD (8 rPD)

8 ED 4 Total:  8 ED (8 rED)

4 SPD 10 Phases:  3, 6, 9, 12

7 REC 0

40 END 0

27 STUN 0 Total Characteristic Cost:  117

 

Movement: Running: 6"/12"

Flight: 10"/40"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

22 Absorption 3d6  (energy, Str/Dex/Con), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +½) (22 Active Points)

 

94 Magic:  Variable Power Pool, 80 base + 14 control cost,  (120 Active Points); Limited Power Power loses about a third of its effectiveness (Can only use half of the pool for any one power; -½); all slots Extra Time (5 Minutes, Only to Activate, -1), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -¼)

 

35 Magical Gadget Pool:  Variable Power Pool, 30 base + 5 control cost,  (45 Active Points); all slots OAF (-1), Requires A Skill Roll (-½), VPP Powers Can Be Changed Only In Given Circumstance (-½)

 

11 Mental Defense (15 points total)

 

48 Spirit Form:  Desolidification , Reduced Endurance (0 END; +½) (60 Active Points); Only In Heroic Identity (-¼)

54 Spirit Form:  Invisibility to Sight, Hearing, Touch and Smell/Taste Groups , No Fringe, Reduced Endurance (0 END; +½) (67 Active Points); Linked (Spirit Form; -¼)

25 Spirit Form:  Flight 10", x4 Noncombat, Reduced Endurance (0 END; +½) (37 Active Points); Linked (Spirit Form; -½)

37 Spirit Form:  Mind Control 10d6, Reduced Endurance (0 END; +½) (75 Active Points); No Range (-½), Linked (Spirit Form; -¼), Side Effects (Side Effect always occurs whenever the character does some specific act; When she fails to take control; -¼)

 

Perks

5 Money:  Well Off

 

Talents

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

 

Skills

5 Acrobatics 14-

3 Climbing 13-

7 Lockpicking 15-

7 Security Systems 14-

7 High Society 15-

5 CuK: Ancient France 14-

1 Language:  Celtic French (imitate dialects; literate) (6 Active Points)

3 Language:  Anglic (completely fluent)

4 Language:  English (completely fluent; literate)

4 Language:  French (completely fluent; literate)

5 Language:  Latin (idiomatic; literate)

3 Language:  Old English (completely fluent)

3 Language:  Old Welsh (completely fluent)

7 Magic:  Power 14-

7 Magical Gadgets:  Power 14-

5 Seduction 14-

7 Stealth 15-

3 PS: Writing 12-

 

Total Powers & Skill Cost:  450

Total Cost:  566

 

200+ Disadvantages

5 Vulnerability:  1 ½ x STUN Holy (Uncommon)

5 Vulnerability:  1 ½ x STUN Holy (Uncommon)

5 Hunted:  Etienne (former partner) 8- (Less Pow; Harshly Punish)

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

336 Experience Points

 

Total Disadvantage Points:  566

Earned Experience:  0

Spent Experience:  336

Unspent Experience:  0

 

Background/History:  Mortlocke (Death Grip) was a Sorceress in ancient times.  But her lust for power resulted in her death. Her killers thought that was the end of her, but in reality she had shifted her spirit into her jeweled medallion.  All she needed was a suitable vessel and she would take over and continue her quest. This happened a few times over the centuries, but always she was defeated and she retreated into her medallion.  In recent times her victim was a French jewel thief, and she has started reclaiming her items of power. The lover of her latest body is pursuing her for revenge, and her quest has garnered the attention of more than a few police agencies.  But this time she vows it will be different.

 

Personality/Motivation:  Power.  Desire to control the lives of others.  

 

Quote:  

 

Powers/Tactics:  An accomplished mage with a selection of artifacts.  As well she can shift to a spirit form which she uses to scout and dominate people to shift blame or cause distractions.  

 

Campaign Use:  Magical thief and later magical menace!

 

Appearance:  168 cm and 44 Kg with long black hair and brown eyes.  She wears a green and black bodysuit cut low with a selection of jewel artifacts on her!

 

 

 

 

 

So if Tyler Brand is the grey mage, she's the black one.  If you have mage type PC's then she's a perfect foil.  She travels the world, looking for her old items of power.  This could kick off a lot of adventures and plots.  Eventually she may gather a team of evil minions (Dark Paladin anyone), to directly oppose the team.  She's bog standard, but works.

 

 

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Is she a villain or a victim

 

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2018 #88  Raksha

 

 


Val Char Cost Roll Notes

13 STR 3 17- Lift 6400.0kg; 8d6 [1]

14 DEX 12 14- OCV:  8/DCV:  8

13 CON 6 15-

10 BODY 0 13-

13 INT 3 12- PER Roll 14-/16-

10 EGO 0 11- ECV:  3

10 PRE 0 11- PRE Attack:  2d6

16 COM 3 12-

 

8+10 PD 5 Total:  8/18 PD (8/18 rPD)

8+10 ED 5 Total:  8/18 ED (8/18 rED)

4 SPD 16 Phases:  3, 6, 9, 12

6 REC 0

26 END 0

24 STUN 0 Total Characteristic Cost:  53

 

Movement: Running: 6"/12"

Leaping: 8"/16"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

17 Armor (10 PD/10 ED) (30 Active Points); Linked (Shape Shift; -½), Only In Heroic Identity (-¼)

18 +27 STR, Reduced Endurance (0 END; +½) (40 Active Points); No Figured Characteristics (-½), Linked (Shape Shift; -½), Only In Heroic Identity (-¼)

13 +10 DEX (30 Active Points); No Figured Characteristics (-½), Linked (Shape Shift; -½), Only In Heroic Identity (-¼)

13 +15 CON (30 Active Points); No Figured Characteristics (-½), Linked (Shape Shift; -½), Only In Heroic Identity (-¼)

9 +10 BODY (20 Active Points); No Figured Characteristics (-½), Linked (Shape Shift; -½), Only In Heroic Identity (-¼)

14 +25 STUN (25 Active Points); Linked (Shape Shift; -½), Only In Heroic Identity (-¼)

3 +2 PER with all Sense Groups (6 Active Points); Linked (Shape Shift; -½), Only In Heroic Identity (-¼)

2 +2 PER with Smell/Taste Group (4 Active Points); Linked (Shape Shift; -½), Only In Heroic Identity (-¼)

31 Multipower, 37-point reserve, all slots Reduced Endurance (0 END; +½) (55 Active Points); all slots Linked (Shape Shift; -½), Only In Heroic Identity (-¼)

1u 1)  Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +½) (22 Active Points); Hand-To-Hand Attack (-½), Linked (Shape Shift; -½), Only In Heroic Identity (-¼)

2u 2)  Killing Attack - Hand-To-Hand 1 ½d6 (3d6+1 w/STR), Reduced Endurance (0 END; +½) (37 Active Points); Linked (Shape Shift; -½), Only In Heroic Identity (-¼)

58 Shape Shift  (Sight, Hearing, Smell/Taste, Touch and Mystic Groups), Cellular, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (72 Active Points); Only In Heroic Identity (-¼)

 

Skills

3 Climbing 14-

2 TF:  Common Motorized Ground Vehicles

1 Language (basic conversation)

1 Language (basic conversation)

1 Language (basic conversation)

9 Seduction 14-

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

 

Total Powers & Skill Cost:  212

Total Cost:  265

 

200+ Disadvantages

5 Vulnerability:  1 ½ x STUN Magic (Uncommon)

5 Vulnerability:  1 ½ x BODY Magic (Uncommon)

5 Vulnerability:  1 ½ x Effect Magic (Uncommon)

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

10 Physical Limitation:  Tiger form No fine manipulation, mute etc! (Infrequently; Greatly Impairing)

10 Money:  Destitute

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

15 Physical Limitation:  Must kill as a tiger once a month (Infrequently; Fully Impairing)

 

Total Disadvantage Points:  265

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Legend tell of a young woman, hitchhiking alone, who will accept a lift from stranger.  Generally these are young truck drivers. There she tells of an escape from an arranged marriage to a vile man.  But when they least expect it she transforms into a tiger amd savagely mauls the young men. The legends are true.  Padma Lallani fled her marriage, and was cursed to never find peace, to wander the world as a monster. As Raksha she terrorises the shipping lanes of the world.  

 

Personality/Motivation:  Cursed to kill over and over.  Whether she wants to escape the curse or has become resigned to it is unknown!

 

Quote:  

 

Powers/Tactics:  She has no powers as a human, but in Tiger form she is very strong, durable and fast.  

 

Campaign Use:  The innocent monster!

 

Appearance:  As Padma, 160 cm and 47 KG with black hair and eyes.  As Raksha a fully grown bengal tiger!



 

 

 

So she can go in many directions depending on whether you make her a victim or a villain.  Is she a sympathetic figure or a figure of scorn?  Either way she can be a dangerous opponent to a small team, or if you play up her dual form!

 

 

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Elvira has nothing on her!

 

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2018 #89  Scream Queen

 

 


Val Char Cost Roll Notes

18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]

18 DEX 24 13- OCV:  6/DCV:  6

18 CON 16 13-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

18 EGO 16 13- ECV:  6

18 PRE 8 13- PRE Attack:  3 ½d6

20 COM 5 13-

 

8 PD 4 Total:  8 PD (8 rPD)

8 ED 4 Total:  8 ED (8 rED)

4 SPD 12 Phases:  3, 6, 9, 12

8 REC 0

36 END 0

28 STUN 0 Total Characteristic Cost:  105

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

72 Variable Power Pool, 60 base + 12 control cost,  (90 Active Points); all slots Limited Power Power loses about half of its effectiveness (All powers linked and follow a theme; -1), VPP Powers Can Be Changed Only In Given Circumstance (Once every 12 hours; -½)

Notes:  All powers will follow a classic horror monster theme.  Ex: Frankenstein's Monster High STR, Greater PD and ED, Dam Resist. Extra Stun,  Dam Red Elect, Ghost Desolid, Freezing Touch Axe Murderer You get the picture.  All have O End

 

Perks

25 Follower

7 Money:  Wealthy

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

 

Skills

5 Lockpicking 14-

4 AK 14-

5 Disguise 14-

4 PS: Acting 14-

5 Seduction 14-

8 +1 with All Combat

5 +1 with OCV

 

Total Powers & Skill Cost:  150

Total Cost:  255

 

200+ Disadvantages

15 Social Limitation:  Secret ID (Frequently; Major)

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

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

20 Experience Points

 

Total Disadvantage Points:  255

Earned Experience:  0

Spent Experience:  20

Unspent Experience:  0

 

Background/History:  Cassie Blackwell wanted to act. Especially in those old style horror films.  But then came the "casting couch". She refused to compromise herself she ran from the studio in tears.  She sought solace in an all night showing of those classic horror at a local theatre. eventually she fell asleep in her seat and in her dreams she heard a voice say she was destined for greater things.  In her dreams she returned to the studio and and found the exec with another young starlet. Furious, the voice offered her her choice of powers and she tried them all. The next morning she heard about the grisly murders of the exec and the lady.  Cassie was delighted. She could noe live her horror movies. She stages crimes to acquire wealth and to punish the innocent or the wicked (depend on her mood). She's truly a Scream Queen!

 

Personality/Motivation:  Desire for fame and wealth.  As well she revels in the use of her powers.  

 

Quote:  

 

Powers/Tactics:  Depends on which horror monster she is channeling at the moment.  Take a look at those old horror movies and you get an idea.

 

Campaign Use:  Theme theif!

 

Appearance:  178 cm and 54 Kg with long black hair with a white streak at the temple and brown eyes.  Her costume is a long black evening dress with a silver belt!

 

 

 

 

 

So I like this build.  The Power Flux System is closer to what A VPP in Hero is.  She has a set of powers that follow a theme and they can be changed at certain time to suit the situation.  

 

As written she is perfect for a low powered campaign and as she is based in LA you can get Deadeye Chimp as well.  If a part of a larger team she can fill many roles depending on the powers you give her.  Just make sure it is based on Old School Horror monsters!

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I chopped down a tree with one strike, shot a pistol out of 10 men's hands with one bullet, snuck into the camp without anyone seeing me...Etc

 

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2018 #90  The Tall Tale Kid

 

 


Val Char Cost Roll Notes

18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]

18 DEX 24 13- OCV:  6/DCV:  6

18 CON 16 13-

10 BODY 0 13-

18 INT 8 13- PER Roll 15-

18 EGO 16 13- ECV:  6

18 PRE 8 13- PRE Attack:  3 ½d6

12 COM 1 11-

 

8+6 PD 4 Total:  8/14 PD (8/14 rPD)

8+6 ED 4 Total:  8/14 ED (8/14 rED)

2 SPD 0 Phases:  6, 12

8 REC 0

36 END 0

28 STUN 0 Total Characteristic Cost:  89

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

6 +2 PER with all Sense Groups

 

20 Luck 5d6 (25 Active Points); Only In Heroic Identity (-¼)

 

11 +10 BODY (20 Active Points); No Figured Characteristics (-½), Only In Heroic Identity (-¼)

24 +30 STUN (30 Active Points); Only In Heroic Identity (-¼)

14 Armor (6 PD/6 ED) (18 Active Points); Only In Heroic Identity (-¼)

24 Minor Transform 4d6, Reduced Endurance (0 END; +½) (60 Active Points); Limited Power Power loses about half of its effectiveness (Only to transform mundane objects to superpowered foci!; -1), Only In Heroic Identity (-¼), Concentration (½ DCV; -¼)

83 Magic:  Variable Power Pool, 70 base + 13 control cost,  (105 Active Points); Limited Power Power loses about a third of its effectiveness (Can only use half of the pool for any one power; -½); all slots Limited Power Power loses about a third of its effectiveness (Only to emulate Tall Tales and Folklore powers of American Legends; -½), Limited Power Power loses about a third of its effectiveness (Only through Transformed objects; -½), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -¼)

Notes:  Powers would be Entangle (Lasso the Moon)  TK (Lasso the Moon) EB w/Accurate (Silver Bullet Gun)  Running (Horse that rides like the Wind) Etc

 

Perks

30 Follower

 

Skills

3 Acrobatics 13-

5 Climbing 14-

6 CuK: American Folklore 16-

0 Language:  English (idiomatic; literate) (5 Active Points)

5 Language:  Spanish (idiomatic; literate)

3 Navigation 13-

6 PS: Story telling 16-

7 Riding 15-

7 Sleight Of Hand 15-

3 KS 13-

5 Geography:  PS: Social Sciences 15-

5 Survival 14-

5 Tracking 14-

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

8 +1 with All Combat

 

Total Powers & Skill Cost:  297

Total Cost:  386

 

200+ Disadvantages

15 Social Limitation:  Secret ID (Frequently; Major)

20 Psychological Limitation:  Split Personality (Common; Total)

20 Accidental Change:  Back to normal when audience is gone Always (Uncommon)

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

116 Experience Points

 

Total Disadvantage Points:  386

Earned Experience:  0

Spent Experience:  116

Unspent Experience:  0

 

Background/History:  Jefferson Davis Henderson loved the tales of the OLD WEST.  He would lose himself in them to escape the teasing he would get.  A great storyteller Especially in front of an audience, he got work at a retirement home.  Eventually he became director, and his life was safe, boring and DULL. He wanted excitement and after an accident involving falling off a ladder, he got his wish.  A new personality emerged, the Tall Tale Kid, with powers to alter reality to fit into the stories he would now live out. But being a hero was not for him. Riding a horse fast as the wind, he would sweep into town and steal anything he could grab.  Cnadies from babies to jewels on a lady. If it is not nailed down, he'll take it. If it is nailed down, well he has a mystic crowbar for that, then it's not nailed down!

 

Personality/Motivation:  Multiple personality.  As Jefferson, he's mild and dull.  As TTK he's bigger than life. He wants attention.  In fact without an audience he loses all his powers.  

 

Quote:  

 

Powers/Tactics:  Think of all those old west stories of tracking better than a wolf, hammering dozens of holes for dynamite, a lumberjack with a blue ox, a masked man who uses silver bullets etc.  Now encapsulate them into one person!

 

Campaign Use:  Another super powered thief with a theme!

 

Appearance:  175 cm and 52 Kg with red hair and green eyes.  As Jefferson he wears glasses. As the TTK he needs no glasses and classic weaster gear.


 

 

 

So another Dynamic Powers user.  Really!  I am begining to find this as lazy.  How about a set of stable powers with the DP as an extra.  Or better Power Flux to get the powers he needs at the time based on what he plans to steal.  I like the concept, and a team up with Scream Queen and/or Laughing Jack could be really cool.  But on the whole he's....

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Thus I ends 2018 conversions.  Fear Not I will be back, but I will be busy over the Holiday Season and so will continue in 2019 with the rest of my SAS conversions and my Gurps conversions.  

 

Also if you have any comments, please do so.  If it will improve my conversions, I will listen!

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So my first of the new year, from SAS's Shield of Justice book, the leader of the Untouchables

 

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2019 #1  Anasazi

 

 


Val Char Cost Roll Notes

20+10 STR 10 13- / 15- Lift 400.0kg/1600.0kg; 4d6/6d6 [2/3]

24 DEX 42 14- OCV:  8/DCV:  8

25 CON 30 14-

15 BODY 10 12-

18 INT 8 13- PER Roll 15-

13 EGO 6 12- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

10 COM 0 11-

 

12+2 PD 8 Total:  12/14 PD (12 rPD)

12+2 ED 7 Total:  12/14 ED (12 rED)

5 SPD 16 Phases:  3, 5, 8, 10, 12

10 REC 2

50 END 0

38 STUN 0 Total Characteristic Cost:  142

 

Movement: Running: 6"/12"

Leaping: 4"/8"

Swimming: 2"/4"

 

Cost Powers END

12 Damage Resistance (12 PD/12 ED)

 

6 +2 PER with all Sense Groups

 

10 Luck 2d6

 

17 Life Support  (Immunity: All terrestrial diseases and biowarfare agents; Longevity: 800 Years; Safe in Intense Cold; Safe in Intense Heat)

 

46 Absorption 4d6  (physical, Density Increase), Can Absorb Maximum Of 30 Points' Worth Of Physical Damage, Absorption As A Defense (x2) (46 Active Points)

 

12 Knockback Resistance -6"

 

35 Invisibility to Sight and Hearing Groups and Normal Smell , Reduced Endurance (½ END; +¼) (35 Active Points) 1

 

50 Desolidification , Reduced Endurance (½ END; +¼) (50 Active Points) 2

 

15 Density Increase (400 kg mass, +10 STR, +2 PD/ED, -2" KB), Reduced Endurance (0 END; +½) (15 Active Points)

 

10 Mental Defense (13 points total)

 

37 Meld in Stone:  Energy Blast 5d6, Reduced Endurance (½ END; +¼), No Normal Defense ([Standard]; +1) (56 Active Points); No Range (-½) 2

 

Perks

5 Favor

5 Money:  Well Off

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

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

 

Skills

4 Woodworking:  PS 14-

4 KS: History 14-

4 CuK: American 14-

1 Language (imitate dialects; literate) (6 Active Points)

5 Language:  English (idiomatic; literate)

6 Language:  Hopi (imitate dialects; literate)

5 Language:  Spanish (idiomatic; literate)

5 Paramedics 14-

3 Navigation 13-

3 Criminology 13-

3 Riding 14-

3 KS: Native Occultism 13-

5 Stealth 15-

5 Concealment 14-

5 Tracking 14-

7 Survival 15-

10 +2 with HTH Combat

 

Total Powers & Skill Cost:  344

Total Cost:  486

 

200+ Disadvantages

5 Hunted:  Police 11- (As Pow; Watching)

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

15 Social Limitation:  Secret ID (Frequently; Major)

15 Psychological Limitation:  Believes in redemption (Common; Strong)

241 Experience Points

 

Total Disadvantage Points:  486

Earned Experience:  0

Spent Experience:  241

Unspent Experience:  0

 

Background/History:  Anasazi has never revealed his real name.  In fact his past is generally a mystery. He admits to being there when the Navajo surrendered, and travelling with them as they left their homeland.  He was also there for their return. But soon it became apparent that he was not aging, and so left the reservation to travel the world. His first recorded appearance in modern times is when he met the Sentinel in New Mexico when they both took out a nest of aliens.  Later he showed up at Lady Starbright's funeral, and was asked to join the Guard. But Anasazi figured he could do more to help those who had been dealt a bad hand in life, to find a path to redemption. Thus he founded the Untouchables.

 

 

 

Personality/Motivation:  His sufferings when he was younger imprinted a code of ethics on him.  He seriously believes that all people are capable of redemption.

 

Quote:  

 

Powers/Tactics: Anasazi has a number of obvious powers.  The first is the ghost form that allows him to enter areas closed off to others.  Second he can almost seem to disappear when he wishes. Third is the Meld in Stone attack, that involves him almost placing his hand into another's body to strike them unconscious.  Finally is his ability to absorb physical punishment and become more stone like as a result. This greatly increases his strength and durability.

 

Campaign Use:  Leader of a super team who are ... unconventional!

 

Appearance:  Native American appears about 40, with long white hair and black eyes.  He stands 188 cm and 91 KG. His costume is a black bodysuit with a white loincloth and pancho.


 

 

So I actually like this build.  Yes he is very versatile, but then he is close to 500 pts.  He can be sneaky or straightforward attack, has options and a weakness to energy (not really a weakness, but he has less defenses to energy).

 

Personality can be described as the wise old man who has seen it all and still be optimistic.  Almost like a old Martial Arts master.  Add in the powers of the Vision and you have a pretty cool combination.  

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Every Supers game needs an archer.  

 

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2019 #2  Archer Gold

 

 


Val Char Cost Roll Notes

18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]

21 DEX 33 13- OCV:  7/DCV:  7

18 CON 16 13-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

23 EGO 26 14- ECV:  8

15 PRE 5 12- PRE Attack:  3d6

10 COM 0 11-

 

8+6 PD 4 Total:  8/14 PD (8/14 rPD)

8+6 ED 4 Total:  8/14 ED (8/14 rED)

6 SPD 29 Phases:  2, 4, 6, 8, 10, 12

10 REC 4

36 END 0

28 STUN 0 Total Characteristic Cost:  137

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

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

 

20 Luck 4d6

 

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

 

40 Multipower, 80-point reserve,  (80 Active Points); all slots OAF (Bow and Arrows; -1)

2u 1)  Energy Blast 6d6, 16 Recoverable Charges (+½) (45 Active Points); OAF (Bow and Arrows; -1) [16 rc]

1u 2)  Killing Attack - Ranged 2d6 (30 Active Points); OAF (Bow and Arrows; -1), 6 Recoverable Charges (-¼) [6 rc]

2u 3)  Diamond tip:  Energy Blast 6d6, Armor Piercing (+½) (45 Active Points); OAF (Bow and Arrows; -1), 4 Recoverable Charges (-½) [4 rc]

2u 4)  Boomer:  Hearing Group Flash 7d6, Area Of Effect (2" Radius; +1) (42 Active Points); OAF (Bow and Arrows; -1), 4 Recoverable Charges (-½) [4 rc]

2u 5)  Door Knocker:  Energy Blast 6d6, Double Knockback (+¾) (52 Active Points); 4 Charges (-1), OAF (Bow and Arrows; -1) [4]

3u 6)  Web:  Entangle 4d6, 4 DEF, Area Of Effect (4" Radius; +1) (80 Active Points); 4 Charges (-1), OAF (Bow and Arrows; -1) [4]

2u 7)  Sight Group Flash 10d6 (50 Active Points); 4 Charges (-1), OAF (Bow and Arrows; -1) [4]

1u ?  Mine :  Energy Blast 6d6, Explosion (+½) (45 Active Points); 4 Charges (-1), OAF (Bow and Arrows; -1) [4]

1u 9)  Entangle 4d6, 4 DEF (40 Active Points); 4 Charges (-1), OAF (Bow and Arrows; -1) [4]

 

3 Defensive Shot -1 +2 Strike +4 DC

5 Distance Shot +0 -2 Strike +4 DC , +1 Segment

4 Basic Shot +0 +0 Strike, +6 DC

4 Offensive Shot -1 -1 Strike, +8 DC

5 Offensive Ranged Disarm +1 -1 Disarm, +6 DC to Disarm

16 +4 Ranged Damage Class(es)

 

Perks

30 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (30 Active Points) 14-

2 Fringe Benefit:  Local Police Powers

 

Talents

6 Lightning Reflexes: +4 DEX to act first with All Actions

 

Skills

10 +2 with DCV

15 +3 with Ranged Combat

7 Acrobatics 15-

5 PS: Fletching 15-

6 CK: Washington DC 16-

7 Stealth 15-

7 Streetwise 14-

7 Tracking 15-

 

Total Powers & Skill Cost:  283

Total Cost:  420

 

200+ Disadvantages

15 Social Limitation:  Secret ID (Frequently; Major)

15 Hunted:  Alice, Queen of Hearts 8- (Mo Pow; Harshly Punish)

5 Physical Limitation:  No sense of smell (Infrequently; Slightly Impairing)

15 Psychological Limitation:  Live up to his Legacy! (Common; Strong)

170 Experience Points

 

Total Disadvantage Points:  420

Earned Experience:  0

Spent Experience:  170

Unspent Experience:  0

 

Background/History:  There has been an Archer Gold ever since WW I, and when one gets too old, he finds a replacement.  Owen Robinson is the third to take up the mantle. He was trained at first, then graduated to sidekick status, and when his mentor was killed by Alice, the Queen of Hearts, he took up the mantle full time.  Owen has worked hard to solidify himself as the true heir, and for almost all people, it has worked. And so Archer Gold continues his battle against injustice!

 

Personality/Motivation:  A Legacy hero with a lot to prove.  

 

Quote:  

 

Powers/Tactics:  An expert archer with a selection of trick arrows!

 

Campaign Use:  Archer Gold is set in Washington DC, but he could be placed anywhere as a street level hero.  

 

Appearance:  An African American, 183 cm and 96 KG, with short black hair and brown eyes.  His costume is a one piece bodysuit in white, blue and gold, with black boots and a gold mask.  On his back is a large quiver of arrows and he has a large recurve bow!

 

 

 

 

So I find this an interesting build. I used Ranged MA to up his damage and it allows him some versatility for his arrows.  Note he has no HTH capabilities and no movement abilities.  I would spend a few points to make something for this.  Also his Gadget Pool can be used for some extra trick arrows.  

 

Also he has an interesting back story, with a lot of hooks.  

 

So thumbs up!

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Rule Britannia, let Britannia rule the waves....

 

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2019 #3  Britannia

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

18 DEX 24 13- OCV:  6/DCV:  6

18 CON 16 13-

10 BODY 0 11-

25 INT 15 14- PER Roll 14-

23 EGO 26 14- ECV:  8

15 PRE 5 12- PRE Attack:  3d6

20 COM 5 13-

 

8+20 PD 5 Total:  8/28 PD (8/28 rPD)

8+20 ED 4 Total:  8/28 ED (8/28 rED)

5 SPD 22 Phases:  3, 5, 8, 10, 12

10 REC 6

36 END 0

26 STUN 0 Total Characteristic Cost:  131

 

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

18 Mental Defense (23 points total)

 

27 Elemental Control, 54-point powers

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

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

27 3)  Force Wall (8 PD/8 ED), Reduced Endurance (½ END; +¼) (50 Active Points) 2

35 4)  Mental Illusions 10d6, Reduced Endurance (½ END; +¼) (62 Active Points) 2

35 5)  Mind Control 10d6, Reduced Endurance (½ END; +¼) (62 Active Points) 2

35 6)  Telepathy 10d6, Reduced Endurance (½ END; +¼) (62 Active Points) 2

48 7)  Telekinesis (40 STR), Reduced Endurance (½ END; +¼) (75 Active Points) 3

 

Perks

8 Money:  Wealthy

18 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact limited by identity, Very Good relationship with Contact), Organization Contact (x3) (18 Active Points) 8-

 

Skills

3 High Society 12-

3 Traveler

3 1)  CK: London (4 Active Points) 15-

3 2)  CuK: American (4 Active Points) 15-

2 3)  CuK: French (3 Active Points) 14-

2 4)  CuK: German (3 Active Points) 14-

3 5)  CuK: Literature (4 Active Points) 15-

3 Linguist

0 1)  Language:  English (imitate dialects; literate) (6 Active Points)

5 2)  Language:  French (imitate dialects; literate) (6 Active Points)

5 3)  Language:  German (imitate dialects; literate) (6 Active Points)

5 4)  Language:  Russian (imitate dialects; literate) (6 Active Points)

7 Criminology 16-

20 +4 with DCV

5 +1 with Ranged Combat

 

Total Powers & Skill Cost:  382

Total Cost:  513

 

200+ Disadvantages

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

15 Social Limitation:  Secret ID (Frequently; Major)

293 Experience Points

 

Total Disadvantage Points:  513

Earned Experience:  0

Spent Experience:  293

Unspent Experience:  0

 

Background/History:  Christine Grayle was of old money and modern espionage.  Her father was high in MI 5 and this lead to her being targeted by an enemy of her father's friend, Caliburn.  She was part of a plot to kill her father and later Caliburn, by making them so angry as to lose their caution and fall into a leathat trap.  Her father was killed in the ensuing plot, and at the end she was comatose. But in reality it was he latent mental powers coming to the fore.  When she awakened, she fell into a part of MI6 called the Ghost Lions, paras who did wetwork for them. Not comfortable with this and lacking a Killer instinct, she went to MI 5, where they discovered some unethical aspects to the Ghost Lions, and it was shut down.  Directionless, she was approached by MI 5 to be their resident metahuman and spokeswoman. And so Britannia is the defender of the UK!

 

Personality/Motivation:  To use her powers to benefit her people.  

 

Quote:  

 

Powers/Tactics:  A formidable mentalist with telepathic and telekinetic abilities.  

 

Campaign Use:  If you are going to England, you will eventually run into her.  Also she could be visiting as part of a mission here.

 

Appearance:  170 cm and 55 Kg with white hair and blue eyes.  Her costume is a red skirt and a top the looks like the Union Jack.  Over this she wears a long blue cape and a red mask!

 

 

 

 

 

A while ago I did a thread on M&Ms Atlas of the World where I exclaimed my dislike of the heroes and villain of the UK; they were heavily slanted towards the mystic side.  No high tech, no psi's, no experiments.  So it is a breath of fresh air that we have a psionic hero.  She's Jean Grey but British.  

 

Personality wise, not much is given.  She's young and at the start of her hero career, but she has ties to a major hero and a national government organisation.  So it would not be hard to justify her presence anywhere UK has an interest.

 

Power wise, she's a TK/Telepath.  Its a classic set, and seriously has enough power to hold her own.  The only addition may be a MP with a set of TK and Ego blasts!

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A Hawkman type,

 

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2019 #4  Cobrae

 

 


Val Char Cost Roll Notes

15 STR 5 15- Lift 1600.0kg; 6d6 [1]

21 DEX 33 13- OCV:  7/DCV:  7

18 CON 16 13-

15 BODY 10 12-

25 INT 15 14- PER Roll 15-

15 EGO 10 12- ECV:  5

13 PRE 3 12- PRE Attack:  2 ½d6

15 COM 3 12-

 

8+12 PD 5 Total:  8/20 PD (0/12 rPD)

8+12 ED 4 Total:  8/20 ED (0/12 rED)

5 SPD 19 Phases:  3, 5, 8, 10, 12

9 REC 4

36 END 0

32 STUN 0 Total Characteristic Cost:  127

 

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 6"/12"

Swimming: 2"/4"

 

Cost Powers END

3 +1 PER with all Sense Groups

 

24 Variable Power Pool, 20 base + 4 control cost,  (30 Active Points); all slots OAF (-1), VPP Powers Can Be Changed Only In Given Circumstance (-½)

 

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

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

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

10 Radar (Radio Group) (15 Active Points); OIF (-½)

3 Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½)

21 Invisibility to Sight Group and Radar , Reduced Endurance (½ END; +¼) (31 Active Points); OIF (-½) 1

7 Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-½), OIF (-½) 1

7 Knockback Resistance -5" (10 Active Points); OIF (-½)

17 Life Support  (Expanded Breathing; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents) (25 Active Points); OIF (-½)

11 +15 STR, Reduced Endurance (0 END; +½) (22 Active Points); OIF (-½), No Figured Characteristics (-½)

33 Multipower, 50-point reserve,  (50 Active Points); all slots OIF (-½)

3u 1)  Energy Blast 8d6, Autofire (2 shots; +¼) (50 Active Points); OIF (-½) 5

3u 2)  Entangle 6d6, 3 DEF (45 Active Points); OIF (-½), Cannot Form Barriers (-¼) 4

 

Perks

18 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) (18 Active Points) 8-

6 Computer Link (8 Active Points); IIF (Computer in suit; -¼)

7 Money:  Wealthy

 

Skills

3 Gadgeteer:  Power 14-

3 Acrobatics 13-

2 CK: Washington 11-

3 CK: Moscow 14-

7 Computer Programming 16-

4 TF:  Common Motorized Ground Vehicles, Large Planes, Small Planes

7 Electronics 16-

7 Mechanics 16-

3 High Society 12-

7 Forgery 16-

3 Linguist

4 1)  Language:  English (idiomatic; literate) (5 Active Points)

4 2)  Language:  German (idiomatic; literate) (5 Active Points)

4 3)  Language:  Japanese (idiomatic; literate) (5 Active Points)

0 4)  Language:  Russian (imitate dialects; literate) (6 Active Points)

3 KS: Law 14-

3 Bureaucratics 12-

4 KS: Politics 15-

3 Streetwise 12-

3 Tracking 14-

16 +2 with All Combat

 

Total Powers & Skill Cost:  319

Total Cost:  445

 

200+ Disadvantages

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

10 Dependent NPC:  Tanya Sister 8- (Normal)

225 Experience Points

 

Total Disadvantage Points:  445

Earned Experience:  0

Spent Experience:  225

Unspent Experience:  0

 

Background/History:  Rustram Alexandrovich Konanykhine was born in Communist Russia.  A gifted child, he soon had set up designes for better and faster computer software.  When Russia opened up, he set up a small business that soon was thriving. Then the Mafiya came calling.  Turn over his business or else. So he fled with his parents and sister. But the mafiya were not deterred.  They tracked him down and tried to kidnap him. In the ensuing confusion his parents were killed and his sister badly injured.  But he escaped to the USA. But again he was followed and the Mafiya used their connections to hound him and have him arrested. Then ANthony deLuca came to see him.  Anthony had proof that he was innocent. But he has a request. Formerly he was known as Cobrae and fought against organised crime. Now he was hoping Rustram would do the same.  And so Rustram has become the new Cobrae.

 

Personality/Motivation:  A hatred of organised crime and corruption.

 

Quote:  

 

Powers/Tactics:  A skilled mechanic and engineer with a winged battlesuit.  He uses the suit to investigate crimes and expose the wrong doers!

 

Campaign Use:  Another legacy hero, but darker and grimier.  

 

Appearance:  185 cm tall and 100 KG with black hair and pale blue eyes.  His costume is dark purple with large purple wings!

 

 

 

 

So this is a mix of Daredevil and Hawkman.  Very street level but with some serious super abilities.

 

Power wise he's a Power Armour with wings.  Also his technical abilities allows him some interesting avenues of investigation.  

 

Personality wise, he's an immigrant living the Super American Dream.  

 

So on the whole I like him.  

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See if you can see the homage

 

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2019 #5  Lady Starbright

 

 


Val Char Cost Roll Notes

20 STR 10 16- Lift 3200.0kg; 7d6 [2]

24 DEX 42 14- OCV:  8/DCV:  8

28 CON 36 15-

10 BODY 0 11-

25 INT 15 14- PER Roll 14-

25 EGO 30 14- ECV:  8

10 PRE 0 11- PRE Attack:  2d6

25 COM 8 14-

 

10+14 PD 6 Total:  10/24 PD (10/24 rPD)

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

6 SPD 26 Phases:  2, 4, 6, 8, 10, 12

12 REC 4

56 END 0

34 STUN 0 Total Characteristic Cost:  181

 

Movement: Running: 6"/12"

Flight: 30"/240"

Leaping: 7"/14"

Swimming: 2"/4"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

18 Armor (6 PD/6 ED)

5 Ultraviolet Perception (Sight Group)

10 Mental Defense (15 points total)

11 Life Support  (Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years)

 

12 Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (15 Active Points); Only In Heroic Identity (-¼)

19 Armor (8 PD/8 ED) (24 Active Points); Only In Heroic Identity (-¼)

70 Flight 30", x8 Noncombat, Reduced Endurance (½ END; +¼) (87 Active Points); Only In Heroic Identity (-¼) 3

10 Faster-Than-Light Travel (2 Light Years/year) (12 Active Points); Only In Heroic Identity (-¼)

15 +15 STR, Reduced Endurance (0 END; +½) (22 Active Points); No Figured Characteristics (-½)

154 Starlight constructs:  Variable Power Pool, 120 base + 34 control cost,  (180 Active Points); Limited Power Power loses about a third of its effectiveness (Can only use half of the pool for any one power; -½); all slots Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -¼)

 

Skills

32 +4 with All Combat

3 Acrobatics 14-

3 Science Skill:  Biology 14-

5 CK: Manhattan 16-

3 Computer Programming 14-

4 CuK: American 15-

3 High Society 11-

3 Interrogation 11-

3 Linguist

0 1)  Language:  English (imitate dialects; literate) (6 Active Points)

5 2)  Language:  French (imitate dialects; literate) (6 Active Points)

5 3)  Language:  German (imitate dialects; literate) (6 Active Points)

5 4)  Language:  Portuguese (imitate dialects; literate) (6 Active Points)

5 5)  Language:  Spanish (imitate dialects; literate) (6 Active Points)

3 KS: Law 14-

5 Paramedics 15-

5 Navigation 15-

9 Oratory 14-

 

Total Powers & Skill Cost:  436

Total Cost:  616

 

200+ Disadvantages

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

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

10 Dependent NPC:  8- (Normal)

15 Social Limitation:  Secret ID (Frequently; Major)

5 Vulnerability:  1 ½ x STUN Gravitic (Uncommon)

5 Vulnerability:  1 ½ x BODY Gravitic (Uncommon)

5 Vulnerability:  1 ½ x Effect Gravitic (Uncommon)

361 Experience Points

 

Total Disadvantage Points:  616

Earned Experience:  0

Spent Experience:  361

Unspent Experience:  0

 

Background/History:  Angela Douglas was born to mixed parents in 1945 Florida.  So she had to grow up adaptable and quick as she was not of either world.  Then she saw the meteor strike, that was really a spaceship. Inside was her father who explained that he had spent the last few years as a representative of the Nimbus.  Energy being who guarded the universe against those who would harm it. Now he was dying and passed on his powers to her. She would now be the guardian. With her mother's help she trained herself in the powers until she felt confident to go out and hel earth and the universe as Lady Starbright.

 

Personality/Motivation:  With great power comes great responsibility

 

Quote:  

 

Powers/Tactics:  Lady Starbright controls an energy that allows her to form energy constructs.  Basically think of Green Lantern

 

Campaign Use:  Cosmic hero.  She's got a lot of power and her enemies are the same!

 

Appearance:  Even unpowered, Angela is striking at 179 cms and 61 Kg with brown hair and brown eyes.  As LS her hair and eyes become purple. Her costume is a purple bodysuit with a white star pattern on the left side, and a long purple cape!

 

 

 

 

 

So it is apparent that this is a Green Lantern homage.  Given powers by an alien police organisation to help patrol the earth and space.  

 

And she works.  She's obviously supposed to be a heavy hitter, and she has the raw power necessary.  Seriously I think I under costed her VPP.  

 

Personality wise, she also works.  So a thumbs up!

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Finally a Canadian super who isn't mystical, ice or hockey

 

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2019 #8  Magistrate

 

 


Val Char Cost Roll Notes

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

20 DEX 30 13- OCV:  7/DCV:  7

20 CON 20 13-

10 BODY 0 11-

20 INT 10 13- PER Roll 15-

23 EGO 26 14- ECV:  8

15 PRE 5 12- PRE Attack:  3d6

20 COM 5 13-

 

8 PD 4 Total:  8 PD (8 rPD)

8 ED 4 Total:  8 ED (8 rED)

6 SPD 30 Phases:  2, 4, 6, 8, 10, 12

10 REC 4

40 END 0

30 STUN 0 Total Characteristic Cost:  148

 

Movement: Running: 6"/12"

Leaping: 4"/8"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

6 +2 PER with all Sense Groups

31 Life Support  (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years; Self-Contained Breathing)

37 Healing BODY 2d6, Can Heal Limbs, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (56 Active Points); Self Only (-½)

103 Elemental form:  Variable Power Pool, 80 base + 23 control cost,  (120 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (Only after one minute in current form; -½); all slots Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -¼)

 

Perks

7 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Federal/National Police Powers

5 Favor

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

 

Skills

3 Science Skill:  Biology 13-

4 CK: Montreal 14-

4 CK: Toronto 14-

3 Interrogation 12-

3 Linguist

0 1)  Language:  English (imitate dialects; literate) (6 Active Points)

5 2)  Language:  French (imitate dialects; literate) (6 Active Points)

4 3)  Language:  German (idiomatic; literate) (5 Active Points)

4 4)  Language:  Hebrew (Israeli) (idiomatic; literate) (5 Active Points)

3 5)  Language:  Latin (completely fluent; literate) (4 Active Points)

3 6)  Language:  Yiddish (completely fluent; literate) (4 Active Points)

4 KS: Law 14-

5 Tactics 14-

5 Navigation 14-

4 KS: Music 14-

7 Criminology 15-

3 Riding 13-

5 Stealth 14-

5 Streetwise 13-

5 Survival 14-

5 Tracking 14-

7 Power 15-

16 +2 with All Combat

 

Total Powers & Skill Cost:  319

Total Cost:  467

 

200+ Disadvantages

5 Vulnerability:  1 ½ x STUN Chaos (Uncommon)

5 Vulnerability:  1 ½ x BODY Chaos (Uncommon)

5 Vulnerability:  1 ½ x Effect Chaos (Uncommon)

15 Physical Limitation:  Man out of time (Frequently; Greatly Impairing)

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

227 Experience Points

 

Total Disadvantage Points:  467

Earned Experience:  0

Spent Experience:  227

Unspent Experience:  0

 

Background/History:  Daniel Fischlin grew up in Montreal in the 30's and 40's. Joining the RCMP, he was stationed in the NWT and while on patrol, was kidnapped by aliens.  Over the years the experimented on him until eventually his body could adapt to any experiment. He used his new powers to escape and went to Ottawa to report his findings.  But not only had he lost close to 30 years as a prisoner, the aliens had established a base near the capitol. After his one man assault exposed the base, and caused other heroes to join in, Daniel gave his report.  The Prime Minister then requested that Daniel be reinstated in the RCMP and he has since become their super-powered representative. Call him the Magistrate!

 

Personality/Motivation:  Protect Canada and her people.  As well he's a trained RCMP investigator!

 

Quote:  

 

Powers/Tactics:  Magistrate can transform his body into any element or substance.  He has to wait one minute before he can change again, but can keep up the change indefinitely.  

 

Campaign Use:  See personality

 

Appearance:  180 cm and 91 Kg with dirty blond hair and brown eyes.  His costume is a full red bodysuit with a white hood.



 

 

 

So I like this NPC. But I might be biased. But a decent background and an origin that ties into other heroes and events.

Powerwise they gave him a Dynamic Power but I felt that A Power Flux idea was better suited. Basically he can transform his body into any substance on the planet. So a steel form, Hydrogen form, acid form, add as needed. This is certainly a set that required a good knowledge of Chemistry and the properties of substances. But he can be VERY versitile.

Personality, he's a cop with super powers. To serve and protect against the big guns.

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So now the members of the Untouchables.  You met Anasazi, now the rest, starting with one of the teams gadgeteers

 

Quote

2019 #6  Drifter

 

 


Val Char Cost Roll Notes

13 STR 3 16- Lift 2425.1kg; 6 ½d6 [1]

21 DEX 33 13- OCV:  7/DCV:  7

20 CON 20 13-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-/19-

18 EGO 16 13- ECV:  6

13 PRE 3 12- PRE Attack:  2 ½d6

15 COM 3 12-

 

8+12 PD 5 Total:  8/20 PD (8/20 rPD)

8+12 ED 4 Total:  8/20 ED (8/20 rED)

4 SPD 9 Phases:  3, 6, 9, 12

7 REC 0

40 END 0

27 STUN 0 Total Characteristic Cost:  104

 

Movement: Running: 6"/12"

Leaping: 6"/12"

Swimming: 2"/4"

Teleportation: 18"/72"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

36 Variable Power Pool, 30 base + 6 control cost,  (45 Active Points); all slots OAF (-1), VPP Powers Can Be Changed Only In Given Circumstance (-½)

 

22 Elemental Control, 44-point powers

22 1)  Extra-Dimensional Movement (Single Dimension), x8 Increased Weight, Reduced Endurance (½ END; +¼) (44 Active Points) 1

35 2)  Teleportation 18", Position Shift, x4 Noncombat, Reduced Endurance (½ END; +¼) (57 Active Points) 2

 

4 +3 PER with Touch Group (6 Active Points); OIF (Mechanical Arm; -½)

10 +20 STR, Reduced Endurance (0 END; +½) (30 Active Points); Limited Power Power loses about half of its effectiveness (Only Mechanical Arm; -1), OIF (Mechanical Arm; -½), No Figured Characteristics (-½)

41 Energy Blast 10d6, Reduced Endurance (½ END; +¼) (62 Active Points); OIF (Mechanical Arm; -½) 2

 

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

9 Armor (6 PD/6 ED) (18 Active Points); Limited Power Power loses about a third of its effectiveness (Dex Roll; -½), OIF (-½)

3 Extra Limbs  (2) (5 Active Points); OIF (-½)

22 Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +½) (45 Active Points); Hand-To-Hand Attack (-½), OIF (-½)

8 Invisibility to Mental Group , Reduced Endurance (½ END; +¼) (12 Active Points); OIF (-½) 1

 

7 Magnetic fields:  Detect A Class Of Things 13-/19- (Unusual Group), Discriminatory (10 Active Points); OIF (Mask; -½)

4 +3 PER with Sight Group (6 Active Points); OIF (Mask; -½)

2 Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (Mask; -½)

3 Ultraviolet Perception (Sight Group) (5 Active Points); OIF (Mask; -½)

13 Mental Defense (23 points total) (19 Active Points); OIF (Mask; -½)

7 Life Support  (Self-Contained Breathing) (10 Active Points); OIF (Mask; -½)

7 Sight Group Flash Defense (10 points) (10 Active Points); OIF (Mask; -½)

 

Talents

18 Danger Sense (immediate vicinity, in combat, Discriminatory, Function as a Sense) (27 Active Points); OIF (Mask; -½) 13-/19-

 

Skills

3 Acrobatics 13-

3 PS: Glass Sculpting 13-

3 CK: Seattle 13-

5 Electronics 14-

5 CuK: Prtzm 15-

9 Mechanics 16-

5 Navigation 14-

7 Sleight Of Hand 15-

7 Stealth 15-

7 Concealment 15-

5 Tracking 14-

7 Survival 15-

3 Power:  Gadgeteer 13-

20 +4 with DCV

 

Total Powers & Skill Cost:  383

Total Cost:  486

 

200+ Disadvantages

5 Vulnerability:  1 ½ x STUN Sonics (Uncommon)

5 Vulnerability:  1 ½ x BODY Sonics (Uncommon)

5 Vulnerability:  1 ½ x Effect Sonics (Uncommon)

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

15 Social Limitation:  Secret ID (Frequently; Major)

5 Hunted:  Police 8- (As Pow; Mildly Punish)

236 Experience Points

 

Total Disadvantage Points:  486

Earned Experience:  0

Spent Experience:  236

Unspent Experience:  0

 

Background/History:  Davis Malloy was born to a caucasian father and asian mother.  He was a normal healthy baby except for his right arm ending at the elbow.  Then at three he vanished in front of his babysitter, Two days later he reappeared with a strange scarf that seemed to stretch forever, but didn't rip or tear.  In the ensuing years he would disappear and return. He didn't speak of what he did, but would bring back occasional knick knacks. Then one day his mother bumped into one of the knickknack.  What was left of the house was a metal cube about 2.5 cm in size. A month later Davis disappeared, taking his scarf and a picture of his mother. Most of his time was spent in a dimension called Prtzm, a world of crystal clockworks driven by etherial magic.  In the ensuing years he built a mechanical arm and mastered weird techno magic. But he realized that he had to go home and face up to what happened. When he re-appeared on earth it took about a day before he was involved in a brawl involving police and bikers.  Anasazi helped him out and offered him friendship in his quest. So Drifter has learned to stop drifting.

 

Personality/Motivation:  Issues over his mother's death.  He needs to make things right, if only he knew how.  Also a quest for acceptance. He's been a loner for most of his life and he's learning what it means to have friends.

 

Quote:  

 

Powers/Tactics:  A teleporting gadgeteer.  Drifter can Tport anywhere and can even travel across dimensions.  Add a knowledge of techno magic, a few devices like his arm, scarves and mask, and some he can build on the fly and you have a fairly versatile person.  

 

Campaign Use:  If you have an adventure involving other dimensions, then he's a good person to consult.  Also he made enemies in his travel, some who may just decide to involve to PCs. Also he's a member of a group called the Untouchables, who usually can be found on the West Coast of North America.

 

Appearance:  190 cm tall and 100 KG with black hair and brown eyes.  Out of costume his distinguishing feature is his right arm.  In costume that arm has a mechanical lower part and he wears a long overcoat with a Dr. Who length multi coloured scarf.  Add a mechanical looking mask to complete the outfit!



 

 

 

So basically a magi-tech cyborg / gadgeteer.  It sounds weird, but they manage to get him to work. 

 

Powerwise, he's decent but not over the top.  Has a range option, can to HTH and has a selection of devices for just those occasion.  The team has a second Gadget person, but this allows them their own specialty.  I like it.

 

Personality wise, he's what Aaron Allston called the tragedarian.  Heap on those dificulties.  I will stoicly endure them and rise abo... nope crushed again.  

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Anasazi's 2IC and hiding a DEEP DARK SECRET

 

Quote

2019 #7  Legacy

 

 


Val Char Cost Roll Notes

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

20 DEX 30 13- OCV:  7/DCV:  7

20 CON 20 13-

10 BODY 0 11-

20 INT 10 13- PER Roll 19-

20 EGO 20 13- ECV:  7

15 PRE 5 12- PRE Attack:  3d6

10 COM 0 11-

 

10+6 PD 4 Total:  10/16 PD (10/16 rPD)

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

5 SPD 20 Phases:  3, 5, 8, 10, 12

12 REC 4

40 END 0

35 STUN 0 Total Characteristic Cost:  139

 

Movement: Running: 15"/30"

Leaping: 16"/64"

Swimming: 2"/4"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

9 +3 PER with all Sense Groups

24 Mental Defense (28 points total)

33 Healing BODY 1d6, Resurrection, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (67 Active Points); Self Only (-½), Resurrection Only (-½)

 

18 Armor (6 PD/6 ED)

9 +3 PER with all Sense Groups

3 Ultrasonic Perception (Hearing Group)

5 Ultraviolet Perception (Sight Group)

30 Leaping +10" (16" forward, 8" upward) (Accurate, x4 Noncombat), Reduced Endurance (0 END; +½) (30 Active Points)

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

37 Healing BODY 2d6, Can Heal Limbs, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (56 Active Points); Self Only (-½)

27 Running +9" (15" total), Reduced Endurance (0 END; +½) (27 Active Points)

 

Skills

20 +4 with OCV

4 CK: Los Angeles 14-

3 CK: Berlin 13-

7 Demolitions 15-

3 CuK: German 13-

3 CuK: American 13-

3 CuK: British 13-

3 CuK: French 13-

3 Linguist

5 1)  Language:  English (imitate dialects; literate) (6 Active Points)

5 2)  Language:  French (imitate dialects; literate) (6 Active Points)

0 3)  Language:  German (imitate dialects; literate) (6 Active Points)

4 4)  Language:  Russian (idiomatic; literate) (5 Active Points)

7 Tactics 15-

3 Riding 13-

 

Total Powers & Skill Cost:  307

Total Cost:  446

 

200+ Disadvantages

5 Social Limitation:  (Occasionally; Minor)

5 Psychological Limitation:  (Uncommon; Moderate)

5 Reputation: , 8-

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

226 Experience Points

 

Total Disadvantage Points:  446

Earned Experience:  0

Spent Experience:  226

Unspent Experience:  0

 

Background/History:  Not much is known about Legacy's past before WW II.  It is obvious to some that he was involved in the war, but which side cannot be figured out.  What is known is he came to the attention of American Elite in their first incarnation, and he served mostly to get American Citizenship.  When Elite was disbanded, he went to ground and headed west. There he managed to live for a number of year, until Anasazi came to him with news that Elite had been reformed.  Anasazi offered protection but Legacy refused. Weeks later Elite confronted him, but left him alone. Curious he followed them quietly and a few days later saw Elite try to bully anasazi and two of his followers into joining.  When Elite decided to use force, Legacy jumped in to oppose them. Ever since he's been Anasazi 2IC and mentor to the other. He hope this can help erase the stain on his soul. (Note Legacy was known as Herr Cryptic, a Nazi meta whose powers constantly seemed to change.  This is because he is a Power Mimic. He copies the abilities of any meta who dies within a certain distance of him and loses the old set. I didn't place this in his powers because it is very much a GM plot device type power)

 

Personality/Motivation:  Can a black heart eventually redeem himself. Also to make sure that the younger metas do not make his mistakes.  

 

Quote:  

 

Powers/Tactics:  With his current set of powers, Legacy is a HTH nightmare.  He's fast strong, durable and can heal from almost any injury.  He favours a strong offence and will take a hit if he can get one in!

 

Campaign Use:  WW II heroes and villain, government supers trying to coerce people to join as well a usual crime and villainy.

 

Appearance:  186 cms and 113 Kg with long blond hair and grey eyes. he wears a tactical vest over a sleeveless t shirt with army pants and combat boots!


 

 

 

So every team needs a combat animal.  Someone who gets stuck in and seems to wreak havoc.  Legacy is that member.  Fast with nasty attacks and able to heal quickly (where have we seen that before?) with over 70 years combat experience (I am certain I have seen this somewhere else).  I could have stated him with the Mimic ability, but to be honest it reads more as a plot device and should be left to the GM to ajudicate.  

 

So the powers.  He's our Canuck berzerker.  

 

Personality.  Well he has reason to be concerned.  I think the statute of limitations for Nazi warcrimes is none, so if found out he is in deep trouble.  It does offer one big hook for redemption stories though (protecting a jewish temple from neo nazi supers comes to mind).  Also age may give him a different perspective.  

 

So final verdict, powers decent, personality interesting.  

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The Untouchables flying blaster

 

Quote

 

2019 #9  Raze

 

 


Val Char Cost Roll Notes

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

20 DEX 30 13- OCV:  7/DCV:  7

20 CON 20 13-

20 BODY 20 13-

20 INT 10 13- PER Roll 13-

20 EGO 20 13- ECV:  7

15 PRE 5 12- PRE Attack:  3d6

25 COM 8 14-

 

8+18 PD 4 Total:  8/26 PD (8/26 rPD)

8+18 ED 4 Total:  8/26 ED (8/26 rED)

6 SPD 30 Phases:  2, 4, 6, 8, 10, 12

8 REC 0

40 END 0

40 STUN 0 Total Characteristic Cost:  161

 

Movement: Running: 16"/32"

Flight: 20"/160"

Leaping: 9"/18"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

15 N-Ray Perception (Sight Group), Discriminatory

6 Leaping +5" (9" forward, 4 ½" upward), Reduced Endurance (½ END; +¼) (6 Active Points) 1

25 Running +10" (16" total), Reduced Endurance (½ END; +¼) (25 Active Points) 1

 

22 Fire:  Elemental Control, 44-point powers

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

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

 

80 Multipower, 80-point reserve

7u 1)  Red bolt:  Energy Blast 12d6, Reduced Endurance (½ END; +¼) (75 Active Points) 3

8u 2)  Energy Strom:  Energy Blast 8d6, Area Of Effect (4" Radius; +1) (80 Active Points)