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Mr. R

My conversions (formerly Builds of 2018)

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The Untouchables brick

 

 

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2019 #11  Skybreaker

 

 


Val Char Cost Roll Notes

15+45 STR 5 12- / 21- Lift 200.0kg/102.4tons; 3d6/12d6 [1/5]

20 DEX 30 13- OCV:  7/DCV:  7

25 CON 30 14-

10+9 BODY 0 11- / 13-

13 INT 3 12- PER Roll 14-

18 EGO 16 13- ECV:  6

10 PRE 0 11- PRE Attack:  2d6

10 COM 0 11-

 

10+18 PD 7 Total:  10/28 PD (10/28 rPD)

10+18 ED 5 Total:  10/28 ED (10/28 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

10 REC 4

50 END 0

31+9 STUN 0 Total Characteristic Cost:  120

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

20 Luck 4d6

6 +2 PER with all Sense Groups

90 Growth (+45 STR, +9 BODY, +9 STUN, -9" KB, 46,592 kg, -6 DCV, +6 PER Rolls to perceive character, 14 m tall, 7 m wide), Reduced Endurance (0 END; +½), Persistent (+½) (90 Active Points)

36 Armor (18 PD/18 ED) (54 Active Points); Linked (Growth; -½)

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

 

81 Brick trick!:  Multipower, 101-point reserve,  (101 Active Points); all slots Linked (Growth; -¼)

4u 1)  Giant Crush:  Energy Blast 9d6, Personal Immunity (+¼), Area Of Effect (22" Line; +1) (101 Active Points); Limited Power Power loses about half of its effectiveness (No Damage KB only; -1), No Range (-½), Linked (Growth; -¼) 10

4u 2)  Thunderclap:  Energy Blast 9d6, Personal Immunity (+¼), Area Of Effect (6" Radius; +1) (101 Active Points); Limited Power Power loses about half of its effectiveness (No damage only KB; -1), No Range (-½), Linked (Growth; -¼) 10

 

56 Storm Bands:  Multipower, 67-point reserve, all slots Reduced Endurance (½ END; +¼) (84 Active Points); all slots OIF (-½)

4u 1)  Lightning Strike:  Energy Blast 9d6, Armor Piercing (+½) (67 Active Points); OIF (-½) 3

4u 2)  Calling Thunder:  Energy Blast 9d6, Indirect (Any origin, always fired away from attacker; +½) (67 Active Points); OIF (-½) 3

 

Skills

15 +3 with OCV

2 TF:  Common Motorized Ground Vehicles

3 CuK: American 12-

3 CuK: Mexican 12-

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

5 Language:  English (idiomatic; literate)

7 Streetwise 13-

 

Total Powers & Skill Cost:  361

Total Cost:  481

 

200+ Disadvantages

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

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

266 Experience Points

 

Total Disadvantage Points:  481

Earned Experience:  0

Spent Experience:  266

Unspent Experience:  0

 

Background/History:  Paulo Ramirez grew up in Mexico.  When he was 14 his powers first manifested when he defended himself against a school bully.  His parent, fearing that the army would kidnap him, sent his to live with his aunt. There he kept out of trouble, but when he used his powers to rescue some people his aunt threw him out of the house.  He wandered for a while and even crossed into the US. He tried to keep a low profile, but some corrupt agents ratted him out to the cartel and he was forced to join or see his family die. Thus he became El Gigante.  Seeing some limitations to his powers they even commissioned some armbands for him. And thus his nightmare started. Eventually Anasazi crossed paths with him. Using his own contacts, he rescued Paulo's family and made it look like Paulo died in Battle.  Later Skybreaker joined the Untouchables as the resident strongman!

 

Personality/Motivation:  A decent man forced to do nasty things, he's another looking for redemption story.  

 

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Powers/Tactics:  Growth powers along with great durability.  As well he has a pair of very high tech armbands that can shoot lightning and thunder!  Generally he's on point. If he can't grow to full height, he'll use the bands to get in a few ranged attacks!

 

Campaign Use:  The meta human side of the drug trade.  As well as hooks into what does Mexico do with their Metas.  

 

Appearance:  A man of Mexican descent with black hair and brown eyes.  At normal height he's 180 cm and 91 KG. At full size he's 14 meters tall and 46000 Kg.  His costume is a blue bodysuit with yellow lightning bolts going from the shoulder to his chest.  As well he wears golden arm band on his wrists!

 

 

 

 

So he's a decent build.  A growth style brick with a bit of ranged extras.  So he has some versatility.  

 

And I like the backstory, with all the hooks into Mexico, the drug trade and out of US supers.  

 

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And now ......  THE VILLAINS!

 

First up a source of a lot of toys or new meta villains out there!

 

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2019 #12  Artificer

 

 


Val Char Cost Roll Notes

18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]

21 DEX 33 13- OCV:  7/DCV:  7

20 CON 20 13-

15 BODY 10 12-

30 INT 20 15- PER Roll 19-

13 EGO 6 12- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

10 COM 0 11-

 

10+18 PD 6 Total:  10/28 PD (10/28 rPD)

10+18 ED 6 Total:  10/28 ED (10/28 rED)

4 SPD 9 Phases:  2, 4, 6, 8, 10, 12

8 REC 0

40 END 0

34 STUN 0 Total Characteristic Cost:  121

 

Movement: Running: 6"/12"

Flight: 25"/200"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

 

10 Luck 2d6

4 Life Support  (Eating: Character only has to eat once per week; Longevity: 400 Years; Sleeping: Character only has to sleep 8 hours per week)

 

36 Armor (18 PD/18 ED) (54 Active Points); OIF (-½)

13 +2 SPD (20 Active Points); OIF (-½)

50 Flight 25", x8 Noncombat, Reduced Endurance (½ END; +¼) (75 Active Points); OIF (-½) 3

8 +4 PER with all Sense Groups (12 Active Points); OIF (-½)

2 Electric currents:  Detect A Single Thing 19-/15- (Unusual Group) (3 Active Points); OIF (-½)

13 Radar (Radio Group), Discriminatory (20 Active Points); OIF (-½)

10 N-Ray Perception (Sight Group), Discriminatory (15 Active Points); OIF (-½)

20 Life Support  (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Self-Contained Breathing) (30 Active Points); OIF (-½)

70 Energy Blast 12d6, Reduced Endurance (½ END; +¼), Area Of Effect (One Hex; Homing; +½) (105 Active Points); OIF (-½) 4

 

62 Variable Power Pool, 50 base + 12 control cost,  (75 Active Points); all slots VPP Powers Can Be Changed Only In Given Circumstance (-½), OIF (-½)

 

Perks

8 Money:  Wealthy

3 Computer Link

1 False Identity

1 False Identity

5 Favor

 

Talents

3 Absolute Range Sense

3 Absolute Time Sense

3 Bump Of Direction

 

Skills

6 Science Skill:  Biology 18-

11 Computer Programming 19-

5 Demolitions 16-

11 Electronics 19-

5 Forgery 16-

11 Mechanics 19-

3 Linguist

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

0 2)  Language:  English (basic conversation; literate) (2 Active Points)

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

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

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

4 6)  Language:  Mandarin (idiomatic; literate) (5 Active Points)

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

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

6 Science Skill:   Engineering 18-

4 TF:  Combat Aircraft, Helicopters, Large Planes, Small Planes

11 Gadgeteering:  Power 19-

 

Total Powers & Skill Cost:  436

Total Cost:  557

 

200+ Disadvantages

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

20 Psychological Limitation:  Anything for knowledge (Very Common; Strong)

10 Reputation: , 11-

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

312 Experience Points

 

Total Disadvantage Points:  557

Earned Experience:  0

Spent Experience:  312

Unspent Experience:  0

 

Background/History:  Blake White, United States Air Force.  And genius. But dad was old school military and didn't like all that geeky learning stuff.  So Blake hid his genius. Until they found the probe. When Blake touched the sphere, thousands of designs and plan were downloaded into his mind, with the promise of many more.  His repressed genius wanted this, and he stole the probe and went underground. Soon he was selling his services and creations to whoever would pay. Artificer is open for business!

 

Personality/Motivation:  The pursuit of knowledge is what motivates Artificer.  New scientific discoveries, processes,and breakthroughs.  Knowledge for its own sake.

 

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Powers/Tactics:  Artificer possesses a battlesuit of his own design.  With good armour, flight and a powerful blast. In addition his genius allows him to modify the armour if he knows what is coming.  His most dangerous quality is his raw intelligence. He's a trained military man, so play him accordingly!

 

Campaign Use:  Need a source of all those toys?  Need an explanation of why a new villain is out there?  Do you have a player who is head of a major cutting edge company?  

 

Appearance:  178 cm and 189 kg with brown hair and grey eyes.  His battlesuit is a sleek body armour that covers him totally.  It is coloured white with blue accents!



 

 

 

So he's your anti Iron Man.  Brilliant but with few ethics.  He conducts experiments on people without their knowledge, make devices to put on the market and create supers when asked (no guarentees and money will not be refunded).  Need some new blasters for some bad guys?  Basically he's the reason for a lot of stuff you want to add.  

 

As well he will participate on his own endeavours to increase his knowledge, or acquire (Steal) from other sources.  

 

So he can be used as a background figure, or as a mastermind type.  

 

Power wise, he's got a nasty blast and his pool can be used as attachments for any opponents he knows he will face, (and he does his homework, play up that intelligence).

 

So I like him!

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He's a cold, hard man

 

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2019 #13  Coldstone

 

 


Val Char Cost Roll Notes

13+30 STR 3 16- / 22- Lift 2425.1kg/155.2tons; 6 ½d6/12 ½d6 [2/5]

18 DEX 24 13- OCV:  6/DCV:  6

13 CON 6 16-

10 BODY 0 13-

20 INT 10 13- PER Roll 13-

23 EGO 26 14- ECV:  8

15 PRE 5 12- PRE Attack:  3d6

18 COM 4 13-

 

12+21 PD 5 Total:  12/33 PD (8/23 rPD)

12+21 ED 5 Total:  12/33 ED (8/23 rED)

6 SPD 32 Phases:  2, 4, 6, 8, 10, 12

14 REC 0

66 END 0

52 STUN 0 Total Characteristic Cost:  120

 

Movement: Running: 6"/12"

Leaping: 6"/12"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

2 Life Support  (Safe in Intense Cold)

 

67 Density Increase (6,400 kg mass, +30 STR, +6 PD/ED, -6" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (67 Active Points)

17 +20 STR, Reduced Endurance (½ END; +¼) (25 Active Points); Linked (Density Increase; -½) 1

11 +8 BODY (16 Active Points); Linked (Density Increase; -½)

27 +20 CON (40 Active Points); Linked (Density Increase; -½)

17 Change Environment 8" radius, Personal Immunity (+¼), Reduced Endurance (0 END; +½) (35 Active Points); No Range (-½), Linked (Density Increase; -½)

30 Armor (15 PD/15 ED) (45 Active Points); Linked (Density Increase; -½)

21 Life Support  (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 400 Years; Self-Contained Breathing) (32 Active Points); Linked (Density Increase; -½)

60 Multipower, 75-point reserve,  (75 Active Points); all slots Linked (Density Increase; -¼)

4u 1)  Energy Blast 6d6, Personal Immunity (+¼), Reduced Endurance (½ END; +¼), Area Of Effect (5" Radius; +1) (75 Active Points); No Range (-½), No Knockback (-¼), Linked (Density Increase; -¼) 3

4u 2)  Energy Blast 10d6 (50 Active Points); Linked (Density Increase; -¼) 5

4u 3)  Entangle 5d6, 5 DEF (50 Active Points); Linked (Density Increase; -¼) 5

 

Perks

7 Money:  Wealthy

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-

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

 

Skills

3 CuK: Literature 13-

2 TF:  Common Motorized Ground Vehicles

3 CuK: French 13-

3 CuK: German 13-

3 CuK: Jordanian 13-

3 CuK: Palestinian 13-

3 CuK: Saudi Arabia 13-

2 CuK: Somali 11-

5 Gambling 14-

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

5 Language:  French (idiomatic; literate)

5 Language:  German (idiomatic; literate)

5 Language:  Arabic (Modern) (idiomatic; literate)

7 Bureaucratics 14-

5 Stealth 14-

7 Streetwise 14-

16 +2 with All Combat

 

Total Powers & Skill Cost:  374

Total Cost:  494

 

200+ Disadvantages

15 Distinctive Features:  When in statue form (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

10 Physical Limitation:  Cannot turn off Statue form for 12 hours after a switch (Infrequently; Greatly Impairing)

20 Psychological Limitation:  Code of the Mercenary (Very Common; Strong)

15 Social Limitation:  Secret ID (Frequently; Major)

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

15 Psychological Limitation:  Greedy (Common; Strong)

209 Experience Points

 

Total Disadvantage Points:  494

Earned Experience:  0

Spent Experience:  209

Unspent Experience:  0

 

Background/History:  Jefferson Walker grew up in South Central LA.  The odds were against him, but he had faith in himself, in his toughness and his smarts.  If he could get an education, he could free himself from the streets. And he made it, by being smart, tough and mean.  Graduating by age 15, he went to work as a "consultant" for various concerns. But all this was to get his real goal. Metahuman power.  He researched the various means and eventually approached Artificer with a proposition. In exchange for some information, and a tidy sum of cash, could Artificer do it.  Artificer agreed to the deal and soon a new villain called Coldstone was selling his services to those that need a "consultant"

 

Personality/Motivation:  Money.  Coldstone is a professional mercenary who works at the highest level.  He's professional enough to keep a good reputation, and smart enough to know when a plan is going to blow up and he needs to get out.

 

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Powers/Tactics:  In normal form Jefferson is tall, strong and well built.  As Coldstone, he looks like a statue of himself, that increases his strength and durability.  In addition he has the ability to place a cold aura around himself that can damage his opponent!

 

Campaign Use:  Mercenary trainer.

 

Appearance:  Normal 193 cm and 220 Kg with brown eyes and a bald head.  As Coldstone he appears as a rough statue of himself with a definite cold field around him!

 

 

 

 

 

I like this build. In SAS the signature hero has a vulnerability to cold, and one of his signature abilities is a cold field. It is an example of making a villain who is powerful generally, but really scary to one in particular. 

Personality wise he should be played as smart, resourceful and willing to take a calculated risk. He's paid to act as a trainer / extra muscle. Heroes should respect him, but remember he is a cold, hard killer. 

Power wise, his defenses are a bit low, but it is made up by his SPD of 6. Add some ranged attacks and he becomes fairly versatile. But primarily he's a Brick. Get in close and hit em.

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She's a QUEEN, dark and beautiful

 

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2019 #14  Dark Queen

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

20 DEX 30 13- OCV:  7/DCV:  7

18 CON 16 13-

10 BODY 0 11-

23 INT 13 14- PER Roll 14-

28 EGO 36 15- ECV:  9

15 PRE 5 12- PRE Attack:  3d6

23 COM 7 14-

 

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

36 END 0

26 STUN 0 Total Characteristic Cost:  139

 

Movement: Running: 6"/12"

Flight: 15"/60"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

11 Crown of night:  Elemental Control, 44-point powers,  (22 Active Points); all slots OAF (-1)

14 1)  Force Field (20 PD/20 ED), Reduced Endurance (½ END; +¼) (50 Active Points); OAF (-1) 2

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

14 3)  Force Wall (8 PD/8 ED), Reduced Endurance (½ END; +¼) (50 Active Points); OAF (-1) 2

 

14 Mental Defense (20 points total)

15 Life Support  (Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal)

 

144 Variable Power Pool, 120 base + 24 control cost,  (180 Active Points); Limited Power Power loses about half of its effectiveness (Only half of the VPP can be used for any one effect; -1); all slots Requires A Skill Roll (-½)

Notes:  Possible powers include Illusions, Images, Darkness, Energy Blasts (cold), Teleport (through Darkness), Summon shadow creatures!

 

Perks

40 Soldier/ bodyguard:  Follower

27 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact is slavishly loyal to character, Very Good relationship with Contact), Organization Contact (x3) (27 Active Points) 8-

26 Fringe Benefit:  Emperor, General, Important local government official

7 Money:  Wealthy

 

Talents

27 Universal Translator 21-

18 Danger Sense (immediate vicinity, out of combat, Discriminatory, Function as a Sense) (36 Active Points); OAF (-1) 18-

 

Skills

7 CuK: Faerie 18-

7 High Society 14-

3 CuK: Earth 14-

6 KS: Law 17-

9 Bureaucratics 15-

7 Oratory 14-

11 Power:  Shadow Magic 18-

7 Riding 15-

5 KS: Politics 16-

10 +2 with DCV

 

Total Powers & Skill Cost:  449

Total Cost:  587

 

200+ Disadvantages

5 Vulnerability:  1 ½ x STUN Light (Uncommon)

5 Vulnerability:  1 ½ x BODY Light (Uncommon)

5 Vulnerability:  1 ½ x Effect light (Uncommon)

10 Susceptibility:  Pure Gold 1d6 damage Instant (Common)

5 Enraged:  When disrespected (Uncommon), go 8-, recover 14-

20 Distinctive Features:  dark wisps around her at all times (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

0 Dependent NPC:  Vara her Senechal 8- (As powerful as the PC; Useful Noncombat Position or Skills)

337 Experience Points

 

Total Disadvantage Points:  587

Earned Experience:  0

Spent Experience:  337

Unspent Experience:  0

 

Background/History:  Zaira was bored. She had spent most of the last 2000 years conquering the planes that adjoined hers.  She had started small, with a small nation on one plane, but had gradually added others, either by military or alliance.  After her own plane, she looked to the others. Some were so badly governed that she had to help rebuild the society while she took over.  Finally, 100 years ago, she finished. It was a paradise of order. Then her Senechal brought forward a new, unknown plane, with its own great defenders, Earth.  Now Zaira is excited again. New worlds to conquer and order to bring. Soon a new world will tremble at the name of Zaira, the Dark Queen!

 

Personality/Motivation:  She wishes to bring order.  All will be peaceful and lawful and boring.  Zaira doesn't realize that her order is stifling, even to her.

 

Quote:  

 

Powers/Tactics:  A powerful mage of Darkness and Shadow magic, with an army of soldiers.  

 

Campaign Use:  A foreign invader from another dimension.  Also possibly a dimension hopping adventure to various planes of Zaira to see what her order means!

 

Appearance:  186 cm and 64 KG with Silver eyes and indigo hair.  She wears regal outfits as befits a queen!

 

 

 

 

 

So a take on Hero"s Empress of a Billion Dimensions. Hers is only thirteen, but it still should be enough to provide her with any sort of mount, creature and special operative she would need to attack a world. Its not in the points but one could easily add at least 1000 agents to her to fit the concept. Add the fact that she's been at this for over 2000 years and you have one experienced and formidable foe. She has some disadvantages that could be used against her, but her biggest weaknesses are her devotion to duty AND her desire for order. Zaira is bored because all is orderly. There is no chaos, no spontaniety. 

Power wise she's impressive. Her Crown gives her movement and defense, she always has a set of bodyguards with her (I'd make them 100 pt base with about 25-50 pts disads). But it is her command of magic. it isn't capable of everything, but still has a lot.
Note in her write up it says that one her own plane her VPP should be doubled. That gives her a great deal of power to set things in motion.

Personality wise, she's a haughty foreign ruler. She believes her way is the best and nothing will sway her from that. Anyone who opposes her are deluded and need to be shown the truth (by force if need be).

I like the character. She's an example of when Lawful Good goes overboard. An interesting set of adventures is going to her home planes to see what it is like there. maybe even unleash a little chaos. For those players who don't like status quo missions, this could be a nice change of pace!

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She's Laura Croft with super powers

 

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2019 #15  Green Ronin

 

 


Val Char Cost Roll Notes

18 STR 8 15- Lift 1212.6kg; 5 ½d6 [3]

24 DEX 42 14- OCV:  8/DCV:  8

20 CON 20 13-

13 BODY 6 12-

20 INT 10 13- PER Roll 13-

23 EGO 26 14- ECV:  8

15 PRE 5 12- PRE Attack:  3d6

15 COM 3 12-

 

10+27 PD 6 Total:  10/37 PD (10/37 rPD)

10+27 ED 6 Total:  10/37 ED (10/37 rED)

5 SPD 16 Phases:  3, 5, 8, 10, 12

8 REC 0

40 END 0

32 STUN 0 Total Characteristic Cost:  148

 

Movement: Running: 6"/12"

Flight: 15"/120"

Leaping: 9"/18"

Swimming: 2"/4"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

 

13 Life Support  (Immunity: All terrestrial diseases and biowarfare agents; Longevity: 800 Years)

 

36 Armor (18 PD/18 ED) (54 Active Points); OIF (-½)

9 Armor (9 PD/9 ED) (27 Active Points); Limited Power Power loses about half of its effectiveness (Only from the front; -1), Limited Power Power loses about a third of its effectiveness (Requires a dex roll; -½), OIF (-½)

27 Flight 15", x8 Noncombat (40 Active Points); OIF (-½) 4

11 Knockback Resistance -8" (16 Active Points); OIF (-½)

3 Leaping +4" (9 ½" forward, 4 ½" upward) (4 Active Points); OIF (-½) 1

7 Life Support  (Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (11 Active Points); OIF (-½)

5 +10 STR (10 Active Points); OIF (-½), No Figured Characteristics (-½) 1

 

 

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

Notes:  Currently she favours the Bow of Marduk that can fire any arrow imaginable.  Powers would include EB, RKA, Explosion, AoE, Flash, IPE, Drain, Telekinesis.

 

Perks

7 Money:  Wealthy

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

 

Skills

5 Acrobatics 15-

5 KS: Archeology 15-

3 TF:  Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

5 CuK: Ancient Cultures 15-

5 KS: Occult artifacts 15-

7 Security Systems 15-

5 Seduction 13-

5 Stealth 15-

3 Lockpicking 14-

3 Linguist

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

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

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

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

4 5)  Language:  Arabic (Modern) (idiomatic; literate) (5 Active Points)

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

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

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

5 9)  Language:  Greek (Modern) (imitate dialects; literate) (6 Active Points)

16 +2 with All Combat

 

Total Powers & Skill Cost:  287

Total Cost:  434

 

200+ Disadvantages

15 Social Limitation:  Secret ID (Frequently; Major)

10 Distinctive Features:  When not in use armour is a tight green metal bracelet that covers her wrist to elbow (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

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

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

20 Psychological Limitation:  Will not harm children (Common; Total)

15 Psychological Limitation:  Keeps her word (Common; Strong)

10 Physical Limitation:  Becomes weak and anxious if removed from the armour/bracelet (Infrequently; Greatly Impairing)

144 Experience Points

 

Total Disadvantage Points:  434

Earned Experience:  0

Spent Experience:  144

Unspent Experience:  0

 

Background/History:  Rachel Wilde came from a long line of plunderers and adventurers.  But her family raised her to have some scruples. Only steal from those who had no appreciation for the wonders they possess.  Then she learned of her parents more "Occult" pursuits when the family mansion disappeared one night with only a mirrored pool of her parent's faces at the center.  She still refuses to talk about it. So Rachel threw herself into some research about a weapon that was granted to Warrior Heroines. And she found it, but in the ensuing struggle gained only a portion if it.  Still it is enough to grant her abilities far beyond normal people. Though she would like to possess the other pieces, it does not consume her like her quest to preserve the magical and wondrous from those who can not or will not appreciate them.  Occasionally she will steal for others, but only if they can meet both her requirements and her fees. And so Green Ronin is a masterless warrior of the world!

 

Personality/Motivation:  To preserve the magical and wondrous in the world from those who don't appreciate it.  She will lie, cheat, steal and if necessary fight. She will not kill to gain an item, and once hired will stick to the contract.  As well she searches for answers to her parents and if they can be freed. Her very redeeming quality is she will not harm children as they still possess awe and wonder!

 

Quote:  

 

Powers/Tactics:  Rachel possesses a piece of a wondrous weapon / armour.  Her piece is better for defence and so it has great protection as well as flight and life support.  For offence she will use any of a number of magical artifacts she has gathered ranging from bows to flails to longswords.  As well she is a trained burglar and occultist.

 

Campaign Use:  Got a magical hero with a collection of doo dads.  Or someone is stealing magical artifact for a particular ritual.  If you want to show her nicer side, have her help stop someone who is magically harming children.  As well one portion of the weapon is held by a major villain, and she may maneuver heroes to help her get it.

 

Appearance:  179 cam and 64 kg with long black hair and green eyes.  Out of costume she dresses in classic, tasteful outfits, but always with long sleeves.  Her armour looks head to toe tailored scale mail that is dark green. Her weapons vary, at the moment she favours a bow that can fire any arrow imaginable, but literally anything is possible!


 

 

 

If you have a hero with a collection of doo dads, then she may be targeting you.  She has links to a major hero and a major villain.  But mostly she fills that noble villain niche.  You want to have a villain the heroes can trust to keep their word, then here's your lady.  Also her protectiveness towards children can be a hook.

 

Power wise, she's tough.  Good defenses, decent attacks and movement.  Remember she has a collection of magical weapons, so any encounter can change depending on what role you want her to have, ranged or hth.

 

Personality wise she's more of an anti hero.  She a mirror to what the heroes could be if they cut to many corners.  she has her virtues, but at heart she steals for her own reasons!

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She's a stealer not a fighter

 

Quote

2019 #16  Heartbreaker

 

 


Val Char Cost Roll Notes

18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]

24 DEX 42 14- OCV:  8/DCV:  8

18 CON 16 13-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

20 EGO 20 13- ECV:  7

15 PRE 5 12- PRE Attack:  3d6

18 COM 4 13-

 

8+6 PD 4 Total:  8/14 PD (8/14 rPD)

8+6 ED 4 Total:  8/14 ED (8/14 rED)

6 SPD 26 Phases:  2, 4, 6, 8, 10, 12

8 REC 0

36 END 0

28 STUN 0 Total Characteristic Cost:  137

 

Movement: Running: 6"/12"

Leaping: 13"/104"

Swimming: 2"/4"

Swinging: 6"/12"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

25 High tech B&E tools:  Variable Power Pool, 20 base + 5 control cost,  (30 Active Points); all slots OAF (-1)

Notes:  Tools that allow her to break into areas, so basically bonuses to lock picking, security systems etc!

 

20 Luck 4d6

 

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

13 Invisibility to Sight Group  (20 Active Points); OIF (-½) 2

13 Leaping +10" (13 ½" forward, 6 ½" upward) (x8 Noncombat) (20 Active Points); OIF (-½) 2

4 Swinging 6" (6 Active Points); OIF (-½) 1

7 Clinging (normal STR) (10 Active Points); OIF (-½)

27 Heartbreaker (sonic Stunner):  Energy Blast 4d6, No Normal Defense ([Standard]; +1) (40 Active Points); OIF (-½) 4

13 Life Support  (Immunity: All terrestrial poisons and chemical warfare agents; Self-Contained Breathing), 1 Continuing Fuel Charge lasting 1 Hour (+0) (20 Active Points); OIF (-½) [1 cc]

5 Defensive Strike +1 +3 6 ½d6 Strike

4 Joint Lock/Throw +1 +0 Grab One Limb; 2 ½d6 NND ; Target Falls

4 Martial Block +2 +2 Block, Abort

4 Martial Strike +0 +2 8 ½d6 Strike

3 Martial Throw +0 +1 6 ½d6 +v/5, Target Falls

3 Legsweep +2 -1 7 ½d6 Strike, Target Falls

12 +3 HTH Damage Class(es)

 

Perks

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

 

Skills

3 Acrobatics 14-

9 Security Systems 16-

5 Climbing 15-

4 CK: HYC 14-

5 Electronics 14-

5 Language (idiomatic; literate)

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

7 Lockpicking 16-

3 Sleight Of Hand 14-

7 Stealth 16-

4 PS: Sculptor 14-

20 +4 with DCV

 

Total Powers & Skill Cost:  251

Total Cost:  388

 

200+ Disadvantages

15 Psychological Limitation:  Fire (Common; Strong)

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

15 Psychological Limitation:  Desire to embarrass opponent (Common; Strong)

148 Experience Points

 

Total Disadvantage Points:  388

Earned Experience:  0

Spent Experience:  148

Unspent Experience:  0

 

Background/History:  Margret Collins was always pressured by her mother to find a good husband.  Preferably rich and influential. And (insert name) was held as the ideal. Though a bit old, he was rich and respectable.  But Margret was having none of that. First she demanded to be called Peggy. Then the rock music. Then the "bad girls" influence.  When Peggy's mother said "obey or leave", she left. She started life on the streets and any runaway, but soon she was far beyond that.  Skills she earned getting away from her mother became very useful, and what she didn't know, she quickly learned. Soon she was one of the city's premier cat burglars.  Then when (insert name) revealed that he was a famous superhero, she snapped. All her life going groomed to an unobtainable standard. A person who defended a status quo which made her a trophy.  Time to show those heroes that they are not so high and mighty. A few high profile thefts from some high tech headquarters, and a few favours called in and zoom Heartbreaker was breaking into where she wanted!

 

Personality/Motivation:  Peggy was told all her life all she was good for was to to be a wife.  Her desires and abilities counted for nothing. She's been rebelling ever since.  Now she rebels against the superheroes because the support a status quo that kept her down.  (Of course her logic is faulty, but try and convince her)

 

Quote:  

 

Powers/Tactics:  A highly skilled cat burglar with a few high tech gadgets.

 

Campaign Use:  She not meant to be an up front fighter, but a thief you have to catch because she stole some sort of thing.  Also she could be hired to steal a particular object, or place something there!

 

Appearance:  165 cm and 49 kg with long blond hair and blue eyes.  Her costume is a black bodysuit with a broken heart symbol on the front.



 

 

 

So you want a super cat burglar. here you go. She's who you bring out when you want a reason that the HQ is missing that special piece of equipment or that trophy or that memorial. Now it is a chase to find her and catch her before she sells it, or before it does something she's not ready for. 

Power wise, she's really street level in power. This fits for her back ground and power sets. Even in a team, she would not be front line, but causing problem in the background, or going for the prize while the heroes are busy.

Personality wise, she's got a chip on her shoulder. Mother kept hammering her lack of value except for her looks. She's been trying to prove her worth ever since.

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14 hours ago, Amorkca said:

Given her "looks" as the only valuable asset her mother thinks she has... Would Striking Appearance be beneficial as a Complication?

 

Nice build!

 

 

That's a cool idea.  

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You could say she moves at light speed

 

Quote

 

2019 #17  Kaleidoscope

 

 


Val Char Cost Roll Notes

18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]

24 DEX 42 14- OCV:  8/DCV:  8

18 CON 16 13-

10 BODY 0 11-

18 INT 8 13- PER Roll 16-

18 EGO 16 13- ECV:  6

15 PRE 5 12- PRE Attack:  3d6

15 COM 3 12-

 

8 PD 4 Total:  8 PD (8 rPD)

8 ED 4 Total:  8 ED (8 rED)

7 SPD 36 Phases:  2, 3, 4, 6, 7, 8, 10, 11, 12

8 REC 0

36 END 0

28 STUN 0 Total Characteristic Cost:  142

 

Movement: Running: 30"/480"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

9 +3 PER with all Sense Groups

 

 

79 Running +24" (30" total), x16 Noncombat, Reduced Endurance (½ END; +¼) (79 Active Points) 3

16 +2 SPD (20 Active Points); Linked (Running; Lesser Power need not be used proportionally to Power with which it is Linked; -¼)

5 Life Support  (Longevity: 1600 Years; Sleeping: Character only has to sleep 8 hours per week)

23 Healing BODY 1d6 (standard effect: 3 points), Can Heal Limbs, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (34 Active Points); Self Only (-½)

30 Run by Dazzle:  Sight Group Flash 6d6, Reduced Endurance (½ END; +¼), Personal Immunity (+¼), Area Of Effect (36" Line; +1 ¼) (82 Active Points); Limited Power Power loses about half of its effectiveness (Only along run path; -1), No Range (-½), Linked (Running; -¼) 3

 

37 Multipower, 75-point reserve, all slots 16 Charges (+0) (75 Active Points); all slots OAF (-1)

3u 1)  Energy Blast 5d6, No Normal Defense ([Standard]; +1), Area Of Effect (11" Cone; +1) (75 Active Points); OAF (-1), No Range (-½)

3u 2)  Sight Group Flash 6d6, Area Of Effect (13" Cone; +1 ¼) (67 Active Points); OAF (-1), No Range (-½)

 

Perks

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-

 

Talents

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

 

Skills

5 Science Skill:  biology 15-

4 Science Skill:  physics 14-

4 Science Skill:  sociology 14-

3 Lockpicking 14-

3 Security Systems 13-

3 Disguise 13-

5 Electronics 14-

3 Mechanics 13-

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

5 Language:  Japanese (idiomatic; literate)

1 TF:  SCUBA

10 +2 with DCV

 

Total Powers & Skill Cost:  285

Total Cost:  426

 

200+ Disadvantages

10 Social Limitation:  public id (Frequently; Minor)

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

15 Psychological Limitation:  Meticulous (Common; Strong)

15 Psychological Limitation:  Identity crisis (Common; Strong)

176 Experience Points

 

Total Disadvantage Points:  426

Earned Experience:  0

Spent Experience:  176

Unspent Experience:  0

 

Background/History:  Amy Harrison is a child of the 1960's  The summer of love and the liberating openness of thought spoke to her core.  It also spoke to her desire for justice against the corrupt and powerful. Thus she began a small campaign of industrial sabotage, that led to her being capture and suspended tied up over a barrel of toxic wastes.  She would have died if not for (Speedster) who rescued her. In the process his own high speed energies and the fumes and Amy's own genetics combined to grant her superspeed as well. Designing a costume and light pistol she became Kaleidoscope.  Occasionally she would be a hero, sometimes a villain all depending on her own moral code. Recently she has been trying to come to term with the fact that she has not aged since 1962. It weighs heavily on her and where she goes may depend on who she meets!

 

Personality/Motivation:  An old style activist with super powers.  Polluters, sweatshops, child labourers, human traffickers, etc.  Her list is long and ever changing. But also unsure, as age has made start to question her place in the world!

 

Quote:  

 

Powers/Tactics:  Classic speedster with a few surprises.  First is her light pistol that fires swirling light patterns that can knock out an opponent.  In addition as she runs she leaves a light trail that she can supercharge to blind opponents. Also Amy is smart enough to well plan her operations.  She has contingencies and back ups!

 

Campaign Use:  Eco terrorist with a code.  Also "who is she?"

 

Appearance:  170 cm and 55 kg with light brown hair and light brown eyes.  Her costume is a tie dye mess of swirling colors. Her light pistol is on a holster on her waist!

 

 

 

 

 

So I really like this build.  A speedster with a twist.  She's generally non lethal and fighting her would be an exercise in not getting blinded.  Her speed and ability to plan makes her a foe that should not be underestimated.  Also she has a lot of hooks that could make her an anti hero and maybe even a full fledged hero.

 

Power wise, she's fast and has that light gun.  As well she doesn't have to hit you to affect you.  

 

 

On the whole I give her a thumbs up!

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So next up is a a group called the Einherhar.  Only one member Miolnir was given a write up, the rest are just given a paragraph or two.  So I expanded upon the descriptions as I would see them in HERO.  You will find that they are powerful but not overwhelming and have a lot of problems.  So coming up

 

Miolnir (Leader, Fast brick)

Grendel (Brick)

Draugar (HTH expert)

Lorelei  (Super spy, femme fetale and more than likely 2IC)

Berserker  (Guess)

Muspelli  (Flying fire blaster)

Kraken (Aquatic expert)

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So first the leader of the team

 

Quote

 

2019 #18  Miolnir, the Hammer of Thule

 

 


Val Char Cost Roll Notes

18 STR 8 19- Lift 25.6tons; 10d6 [3]

18 DEX 24 13- OCV:  6/DCV:  6

18 CON 16 13-

10 BODY 0 12-

15 INT 5 12- PER Roll 12-

18 EGO 16 13- ECV:  6

15 PRE 5 12- PRE Attack:  3d6

12 COM 1 11-

 

8+18 PD 4 Total:  12/30 PD (8/26 rPD)

8+18 ED 4 Total:  12/30 ED (8/26 rED)

5 SPD 22 Phases:  3, 5, 8, 10, 12

8 REC 0

36 END 0

28 STUN 0 Total Characteristic Cost:  105

 

Movement: Running: 6"/12"

Leaping: 10"/20"

Swimming: 2"/4"

Tunneling: 1"/2"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

4 Reduced Endurance (½ END; +¼) for up to 18 Active Points of Base Str (4 Active Points)

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

8 +2 with OCV (10 Active Points); Only In Heroic Identity (-¼)

28 Stretching 6", x4 Noncombat (35 Active Points); Only In Heroic Identity (-¼) 3

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

11 Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-½), Only In Heroic Identity (-¼) 2

24 Life Support  (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Self-Contained Breathing) (30 Active Points); Only In Heroic Identity (-¼)

23 +32 STR, Reduced Endurance (½ END; +¼) (40 Active Points); No Figured Characteristics (-½), Only In Heroic Identity (-¼) 1

6 +5 BODY (10 Active Points); No Figured Characteristics (-½), Only In Heroic Identity (-¼)

3 +4 PD (4 Active Points); Only In Heroic Identity (-¼)

3 +4 ED (4 Active Points); Only In Heroic Identity (-¼)

22 Tunneling 1" through 5 DEF material, Fill In (27 Active Points); Only In Heroic Identity (-¼) 3

 

Perks

5 Fringe Benefit:  General

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-

5 Money:  Well Off

 

Skills

3 High Society 12-

4 CuK: Thule 13-

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

5 Language:  English (idiomatic; literate)

5 Language:  German (idiomatic; literate)

9 Tactics 15-

5 Teamwork 14-

3 Science Skill:  Physics 12-

16 +2 with All Combat

 

Total Powers & Skill Cost:  269

Total Cost:  374

 

200+ Disadvantages

15 Distinctive Features:  Elemental form in Villain ID (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses)

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

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

124 Experience Points

 

Total Disadvantage Points:  374

Earned Experience:  0

Spent Experience:  124

Unspent Experience:  0

 

Background/History:  Rickard Solander was born in Sweden, but emigrated to Thule in his twenties.  All he saw around him was chaos and he became convinced that Kreuzritter was the one person to bring order to the world.  Joining the Thulian army he moved up the ranks due to resourcefulness and ruthless devotion. So when he was approached with an offer to make him superhuman, he agreed immediately.  After a lengthy and painful ritual, he was bonded with a shell of magical earth that he could switch to at a moments notice. He then served as a weapon of Thule to undermine and discredit the possible enemies.  He has now been given command of the Einherhar as a strike force to serve Thule.

 

Personality/Motivation:  Totally loyal to Kreuzritter, he believes that Thule is the only possible answer to the growing chaos in the world.  To do this he will lie, cheat, kidnap, steal, and kill.

 

Quote:  

 

Powers/Tactics:  Miolnir can transform into an elemental earth form that is very strong and durable.  As well he can form his fist into hammers to add to his damage. Also he can cause his body to flow like sand.  Also he is a gifted commander and leader.

 

Campaign Use:  Evil versions of the heroes.  He's a patriot, to a country that would impose brutal laws to enforce order.  

 

Appearance:  196 cm and 100 kg with blond hair and blue eyes.  He wears a modified dress uniform of dark blue and black.  In elemental form he's a rock statue.

 

 

 

 

So a powerful lackey is made leader of his own team.  Thing is he could almost be called admirable for his dedication and perseverance.  But he also serves a brutal, despotic and bigoted would be world conqueror.  It best to think of this team as the IMF from the old TV show, just that they work for the bad guys.

 

Personality wise, well as I have stated, he should be portrayed as a dedicated soldier, just for the other side.

 

Power wise, in his human form he's very fit and talented.  Add the shell of earth he gets and he adds strength, durability, some malleability.  He can take point, but generally acts as super strong back up for his team-mates as Grendel does point so much better.

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So the resident strong man.  And he's you typical cliche, big strong and dumb.

 

Quote

 

2019 #19  Grendel

 

 


Val Char Cost Roll Notes

55+15 STR 45 20- / 23- Lift 51.2tons/409.6tons; 11d6/14d6 [5/6]

18 DEX 24 13- OCV:  6/DCV:  6

30 CON 40 15-

15+3 BODY 10 12- / 13-

8 INT -2 11- PER Roll 11-

11 EGO 2 11- ECV:  4

20 PRE 10 13- PRE Attack:  4d6

6 COM -2 10-

 

30 PD 19 Total:  30 PD (30 rPD)

30 ED 24 Total:  30 ED (30 rED)

4 SPD 12 Phases:  3, 6, 9, 12

17 REC 0

60 END 0

58+3 STUN 0 Total Characteristic Cost:  182

 

Movement: Running: 12"/24"

Leaping: 17"/68"

Swimming: 2"/4"

 

Cost Powers END

34 Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 800 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)

30 Damage Resistance (30 PD/30 ED)

15 Physical Damage Reduction, Resistant, 25%

5 Nightvision

5 Infrared Perception (Sight Group)

12 Running +6" (12" total) 1

11 Leaping +6" (17"/20" forward, 8 ½"/10" upward) (x4 Noncombat) 1

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

 

 

Perks

1 Fringe Benefit:  Corporal

 

Skills

3 Climbing 13-

24 +3 with All Combat

 

Total Powers & Skill Cost:  157

Total Cost:  339

 

200+ Disadvantages

25 Distinctive Features:  Tall shaggy man with tusks! (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

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

20 Physical Limitation:  Can not talk (All the Time; Greatly Impairing)

15 Psychological Limitation:  Loves Lorilei (Common; Strong)

15 Physical Limitation:  Animistic thinking (Frequently; Greatly Impairing)

54 Experience Points

 

Total Disadvantage Points:  339

Earned Experience:  0

Spent Experience:  54

Unspent Experience:  0

 

Background/History:  Created when DNA from a yeti was injected into a human subject.  He acts as the team's strong man and brick.

 

Personality/Motivation:  Grendel is almost animal like.  His tusks make it almost impossible for him to talk.  He's loyal to Miolnir and adored Lorelei.

 

Quote:  

 

Powers/Tactics:  Grendel flow chart 1- hit enemy 2- is enemy still up Yes- hit him again No- go to next enemy.

 

Campaign Use:  He's an example of the length Kreuzritter will go to take over the world.  This is what people will have to look forward to.

 

Appearance:  400 cm and 800 kg he's almost bestial with lanky red hair covering his torso and arms and legs.  He has tusk like teeth, pointed ears. All he wears is a pair of black trunks.

 

 

 

So it is like Sasquatch from Alpha Flight, minus the intelligence and emotional maturity.

 

This is the first member of the team that should cause players to question Kreuzritter's final goals.  This is what people will have to look forward to if he is in charge.  Add that at least three more members are inhuman like him.

 

Personality...... yeah just look.  

 

Power wise.  Classic Brick.  There's a reason its a classic.  He does what he is designed to do, get stuck in, soak the damage and dish it back out.

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Another example of what the world would be like under Kreuzritter

 

Quote

2019 #20  Draugar

 

 


Val Char Cost Roll Notes

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

21 DEX 33 13- OCV:  7/DCV:  7

30 CON 40 15-

15 BODY 10 12-

13 INT 3 12- PER Roll 12-

15 EGO 10 12- ECV:  5

18 PRE 8 13- PRE Attack:  3 ½d6

4 COM -3 10-

 

12 PD 9 Total:  12 PD (12 rPD)

12 ED 6 Total:  12 ED (12 rED)

5 SPD 19 Phases:  3, 5, 8, 10, 12

9 REC 0

60 END 0

38 STUN 0 Total Characteristic Cost:  140

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

12 Damage Resistance (12 PD/12 ED)

30 Physical Damage Reduction, Resistant, 50%

30 Energy Damage Reduction, Resistant, 50%

23 Healing BODY 1d6, Can Heal Limbs, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (34 Active Points); Self Only (-½)

5 Infrared Perception (Sight Group)

5 Nightvision

5 Ultraviolet Perception (Sight Group)

60 Multipower, 60-point reserve

6u 1)  Drain STUN 4d6, Delayed Return Rate (points return at the rate of 5 per Minute; +¼), Reduced Endurance (½ END; +¼) (60 Active Points) 2

6u 2)  Drain BODY 4d6, Delayed Return Rate (points return at the rate of 5 per Minute; +¼), Reduced Endurance (½ END; +¼) (60 Active Points) 2

 

Perks

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

4 Fringe Benefit:  Captain

 

Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Climbing 13-

3 Combat Driving 13-

3 Demolitions 12-

3 Gambling 12-

3 Stealth 13-

3 Streetwise 13-

20 +4 with HTH Combat

 

Total Powers & Skill Cost:  233

Total Cost:  373

 

200+ Disadvantages

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

15 Psychological Limitation:  Hates his condition (Common; Strong)

5 Vulnerability:  1 ½ x STUN Life affirming abilities/powers (Uncommon)

5 Vulnerability:  1 ½ x BODY Life affirming abilities/powers (Uncommon)

5 Vulnerability:  1 ½ x Effect Life affirming abilities/powers (Uncommon)

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

108 Experience Points

 

Total Disadvantage Points:  373

Earned Experience:  0

Spent Experience:  108

Unspent Experience:  0

 

Background/History:  When one of his soldiers died in a training exercise, Kreuzritter decided to use him as a subject for a new revivication drug.  Now kept between life and death y the drug pumping in him, he serves as one of the Einherhar!

 

Personality/Motivation:  Uncertain.  Many think it is rage at his condition and a desire to make others feel his pain.  

 

Quote:  

 

Powers/Tactics:  A gifted HTH combatant, Draugar can absorb heat and life from live bodies.  He can literally kill a person and not leave a mark on them. Also he can seem to heal from any wound and ignores damage that would fell a normal person.  He serves as one of the team's assassins and a front line combatant.

 

Campaign Use:  See Grendel!

 

Appearance:  183 cm and 87 kg he is bald with blue skin and glowing green eyes.  He wears a black bodysuit,



 

 

 

So he's the unstoppable monster who you hit and hit and hit and keeps coming.  He never stops.  And his touch means death.  Really he's designed to do one thing.  

 

Personality wise, there was not much to go on so I just extrapolated a bit.  I figure a hatred of what he is would make him the cold merciless killer he is now.  

 

Power wise, he's the teams assassin when they need to be quiet.  In combat he's a front line combatant.  He's best used to help set up one of the other's attacks.  He and Grendel make a nasty pair.  He's less enamored with Berserker, as his rages have resulted himself being the mad fighter's target.  

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HMMM. I wonder who she reminds me of......

 

 

Quote

2019 #21  Lorelei

 

 


Val Char Cost Roll Notes

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

20 DEX 30 13- OCV:  7/DCV:  7

18 CON 16 13-

13 BODY 6 12-

20 INT 10 13- PER Roll 13-

15 EGO 10 12- ECV:  5

20 PRE 10 13- PRE Attack:  4d6

23 COM 7 14-

 

10+9 PD 7 Total:  10/19 PD (10/19 rPD)

10+9 ED 6 Total:  10/19 ED (10/19 rED)

6 SPD 30 Phases:  2, 4, 6, 8, 10, 12

7 REC 0

36 END 0

30 STUN 0 Total Characteristic Cost:  137

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

 

18 Armor (9 PD/9 ED) (27 Active Points); OIF (-½)

 

31 Blaster pistol:  Energy Blast 10d6, 4 clips of 16 Charges (+¼) (62 Active Points); OAF (-1) [16]

 

35 Grenades:  Multipower, 70-point reserve,  (70 Active Points); all slots OAF (-1)

2u 1)  Darkness to Sight Group 5" radius (50 Active Points); OAF (-1), 4 Continuing Charges lasting 1 Minute each (-¼) [4 cc]

2u 2)  Sight and Hearing Groups Flash 4d6, Area Of Effect (3" Radius; +1) (50 Active Points); OAF (-1), 8 Charges (-½) [8]

2u 3)  Entangle 5d6, 3 DEF, Area Of Effect (One Hex; +½) (60 Active Points); OAF (-1), 8 Charges (-½) [8]

3u 4)  Energy Blast 7d6, Area Of Effect (One Hex; +½), Does x1 ½ Knockback (+½) (70 Active Points); OAF (-1), 8 Charges (-½) [8]

 

21 Mind Control 6d6, Cumulative (72 points; +¾) (52 Active Points); Based on CON (Defense: PD; -1), No Range (-½) 5

 

Perks

18 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) (18 Active Points) 8-

5 Money:  Well Off

3 Fringe Benefit:  Lieutenant

 

Skills

5 Acrobatics 14-

5 Breakfall 14-

3 Bribery 13-

3 Bugging 13-

5 Climbing 14-

5 Concealment 14-

3 Deduction 13-

7 Disguise 15-

3 Computer Programming 13-

7 High Society 15-

7 Interrogation 15-

1 Language (basic conversation)

1 Language (basic conversation)

1 Language (basic conversation)

1 Language (basic conversation)

3 Lockpicking 13-

3 Paramedics 13-

5 Security Systems 14-

9 Seduction 16-

5 Stealth 14-

3 Streetwise 13-

 

Total Powers & Skill Cost:  236

Total Cost:  372

 

200+ Disadvantages

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

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

15 Psychological Limitation:  Likes to manipulate people (Common; Strong)

20 Vulnerability:  2 x STUN Chemical and pheromones (Common)

10 Vulnerability:  2 x Effect Chemical and pheromones (Uncommon)

107 Experience Points

 

Total Disadvantage Points:  372

Earned Experience:  0

Spent Experience:  107

Unspent Experience:  0

 

Background/History:  Once a member of Thule's intelligence service, she was chosen for a hormone/pheromone enhancement procedure.  It succeeded. Lorelei is the superspy and information gatherer of the team. With her power to dominate a person over time, there are very few secrets she can't pry from a willing target.  

 

Personality/Motivation:  The process also changed her body, making her faster and much more stunning.  She has adopted the femme-fatale persona completely and loves to seduce people to find their secrets.  

 

Quote:  

 

Powers/Tactics:  Wondering why the opposition seems to know what is happening before you do.  Here's your reason. She likes to seduce people just for fun. In combat she wears an protective uniform with a blaster and set of grenades.  

 

Campaign Use:  if Miolnir is at an official function, Lorelei will be there as his date.  In the field she's the 2IC, who uses Grendel's adoration of her to keep the rest in line!

 

Appearance:  180 cm and 68 kg with long red hair and green eyes.  She wears a sleek bodysuit of pale blue and white with a low slung holster and combat harness!


 

 

 

"SO you think I'm pretty?"  Yep, a homage to BW.  

 

Personality wise I made her a manipulator, someone Miolnir send in first to soften the target.  Information gathering and prying secrets are her job.  Used properly she could have a team spinning around due to her machinations.  

 

Power wise they mention a pheromone Mind Control, and that she wears a combat harness and pistol belt.  So I added a blaster and a selection of grenades.  She's a back line person, supporting her team mates from the rear.  

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He's been turned into a wild beast

 

Quote

2019 #22  Berserker

 

 


Val Char Cost Roll Notes

15 STR 5 14- Lift 800.0kg; 5d6 [2]

18 DEX 24 14- OCV:  8/DCV:  8

15 CON 10 14-

13 BODY 6 13-

13 INT 3 12- PER Roll 12-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

20 COM 5 13-

 

12+6 PD 7 Total:  12/18 PD (10/16 rPD)

12+6 ED 7 Total:  12/18 ED (10/16 rED)

4 SPD 7 Phases:  2, 4, 6, 8, 10, 12

10 REC 0

50 END 0

44 STUN 0 Total Characteristic Cost:  89

 

Movement: Running: 14"/28"

Leaping: 11"/22"

Swimming: 2"/4"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

 

7 Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-½), Limited Power Power loses about a third of its effectiveness (Only when Enraged; -½) 1

7 +10 STR (10 Active Points); Limited Power Power loses about a third of its effectiveness (Only when Enraged; -½) 1

10 +5 DEX (15 Active Points); Limited Power Power loses about a third of its effectiveness (Only when Enraged; -½)

13 +10 CON (20 Active Points); Limited Power Power loses about a third of its effectiveness (Only when Enraged; -½)

7 +5 BODY (10 Active Points); Limited Power Power loses about a third of its effectiveness (Only when Enraged; -½)

13 +2 SPD (20 Active Points); Limited Power Power loses about a third of its effectiveness (Only when Enraged; -½)

12 Armor (6 PD/6 ED) (18 Active Points); Limited Power Power loses about a third of its effectiveness (Only when Enraged; -½)

11 Running +8" (14" total) (16 Active Points); Limited Power Power loses about a third of its effectiveness (Only when Enraged; -½) 2

7 Leaping +6" (11" forward, 5 ½" upward) (Accurate) (11 Active Points); Limited Power Power loses about a third of its effectiveness (Only when Enraged; -½) 1

5 Offensive Strike -2 +1 12d6 Strike

4 Sacrifice Lunge +2 -2 8d6 +v/5; FMove

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

4 Fast Strike +2 +0 10d6 Strike

5 Sacrifice Strike +1 -2 12d6 Strike

12 +3 HTH Damage Class(es)

 

Skills

3 Acrobatics 14-

3 Breakfall 14-

3 Climbing 14-

24 +3 with All Combat

10 Defense Maneuver I-IV

1 Language (basic conversation)

1 Language (basic conversation)

1 Language (basic conversation)

1 Language (basic conversation)

3 Navigation 12-

3 Paramedics 12-

3 Stealth 14-

3 Streetwise 12-

3 Survival 12-

 

Total Powers & Skill Cost:  192

Total Cost:  281

 

200+ Disadvantages

25 Enraged:  Berserk when enraged (Very Common), go 8-, recover 14-

15 Enraged:  In combat (Uncommon), go 14-, recover 14-

15 Psychological Limitation:  Always angry (Common; Strong)

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

16 Experience Points

 

Total Disadvantage Points:  281

Earned Experience:  0

Spent Experience:  16

Unspent Experience:  0

 

Background/History:  Trained as the ultimate combatant, Kreuzritter realized his warrior needed an edge.  So an injector of hyper adrenaline was implanted into him. Now when he enters combat, he will get an injection that transforms him into a combat machine whose only desire is to defeat his opponent.

 

Personality/Motivation:  To enter combat and defeat his opponents.  He could quote Conan the Barbarian "To crush your enemies, see them driven before you, and hear the lamentation of their woman!"

 

Quote:  

 

Powers/Tactics:  He's a Wolverine clone.  He goes into combat, enters his enrages state, and becomes a monster.  His main problem is he can go into a berserk state and will attack allies as well.  The last time it happened, the team was fortunate as his target was Grendel. But they are still leary.

 

Campaign Use:  See Grendel!

 

Appearance:  195 cm and 100 kg with brown hair and eyes.  His costume is white and grey with fur trim to give him a bear like appearance!


 

 

 

So here is the enemy you will have no problem putting down.  It is unfortunate what has been done to him, but that does not mean that a badly treated animal needs to be left to roam in society.  Kreuzritter has a lot to answer for.  

 

So power wise I may have gone a bit overboard here.  He comes out to 17d6 damage so feel free to reduce damage classes in the Martial Arts to make him more in line ( getting rid of them all would make his damage 14d6, still nasty).  Once he enters his enraged state he becomes like a vicious animal.  The problem is he can also go berserk, then everyone is at risk.  As a campaign progresses, he would be the first to be targeted so as to remove his threat.  A long term side plot could be him running from his allies to try and find a way to remove his implant.  

 

Personality wise I made him like Logan in the early X-men, surly and bad tempered.  You could even add a likes to fight disad. if you want.  Seriously for the cost of the NPC, he leads to a lot of plot hooks.

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He's the high flying blaster of the team

 

Quote

2019 #23  Muspelli

 

 


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-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

6 COM -2 10-

 

8+18 PD 5 Total:  8/26 PD (8/26 rPD)

8+18 ED 3 Total:  8/26 ED (8/26 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

8 REC 0

46 END 0

30 STUN 0 Total Characteristic Cost:  107

 

Movement: Running: 6"/12"

Flight: 20"/80"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

22 Elemental Control, 44-point powers

34 1)  Flight 20", x4 Noncombat, Reduced Endurance (½ END; +¼) (56 Active Points) 2

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

42 3)  Energy Blast 4d6, Personal Immunity (+¼), Area Of Effect (One Hex; +½), Reduced Endurance (0 END; +½), Continuous (+1), No Normal Defense ([Standard]; +1) (85 Active Points); No Range (-½)

 

80 Multipower, 80-point reserve

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

6u 2)  Energy Blast 13d6 (65 Active Points) 6

6u 3)  Energy Blast 8d6, Explosion (+½) (60 Active Points) 6

8u 4)  Energy Blast 8d6, Area Of Effect (16" Line; +1) (80 Active Points) 8

 

Skills

3 Bureaucratics 12-

3 Combat Driving 13-

3 Combat Piloting 13-

3 Gambling 12-

3 Navigation 12-

3 Paramedics 12-

3 Tactics 12-

3 Teamwork 13-

 

Total Powers & Skill Cost:  259

Total Cost:  366

 

200+ Disadvantages

25 Distinctive Features:  Looks like has 3rd degree burns all over his body (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

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

15 Psychological Limitation:  Fear of Water (Common; Strong)

5 Vulnerability:  1 ½ x STUN Fire suppressants (Uncommon)

5 Vulnerability:  1 ½ x BODY Fire suppressants (Uncommon)

5 Vulnerability:  1 ½ x Effect Fire suppressants (Uncommon)

101 Experience Points

 

Total Disadvantage Points:  366

Earned Experience:  0

Spent Experience:  101

Unspent Experience:  0

 

Background/History:  Another soldier who was in an accident, this time involving nanotech napalm.  Covered with the neutralizing solution, instead the napalm bonded to him. Now he can control the heat and fire as Muspeli!

 

Personality/Motivation:  A loyal soldier, he believes the accident story and remains loyal to Thule for saving his life.  

 

Quote:  

 

Powers/Tactics:  He's a Human torch clone.  Get his defenses up and get airborne!

 

Campaign Use:  If the heroes can show his accident was deliberate, they may have an in to destroying the Einherhar!

 

Appearance:  188 cm and 82 kg he's hairless and blackened with glowing red scars that cover his body.  He wears black knee length trunks and boots!


 

 

 

SO he's a Human torch homage with the addition of the horrible skin.  He's another that had very little personality, so I made him a loyal soldier to Thule who is grateful for his survival after a devastating accident.  The fact that the accident was deliberate and his suffering planned is not known to him.  If he ever found out, he could cause major problems for the team.

 

Personality wise he's the loyal lackey who will support Miolnir to the best of his ability.  At least until he's shown that his loyalty is misplaced.

 

Power wise, he's a classic fire blaster with a suite of offensive abilities.  Can't go wrong with a classic.  

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42 3)  Energy Blast 4d6, Personal Immunity (+¼), Area Of Effect (One Hex; +½), Reduced Endurance (0 END; +½), Continuous (+1), No Normal Defense ([Standard]; +1) (85 Active Points); No Range (-½)

 

Have you considered making this into a Damage Shield instead of just a Special EB?

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20 hours ago, Amorkca said:

42 3)  Energy Blast 4d6, Personal Immunity (+¼), Area Of Effect (One Hex; +½), Reduced Endurance (0 END; +½), Continuous (+1), No Normal Defense ([Standard]; +1) (85 Active Points); No Range (-½)

 

Have you considered making this into a Damage Shield instead of just a Special EB?

 

His power makes it difficult for him to sit on the furniture.

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17 hours ago, Amorkca said:

42 3)  Energy Blast 4d6, Personal Immunity (+¼), Area Of Effect (One Hex; +½), Reduced Endurance (0 END; +½), Continuous (+1), No Normal Defense ([Standard]; +1) (85 Active Points); No Range (-½)

 

Have you considered making this into a Damage Shield instead of just a Special EB?

 

 

My Hero designer (5th Ed) doesn't seem to have a Damage Shield option, otherwise I would use it.

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Last member of the team and its an aquatic horror

 

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2019 #24  Kraken

 

 


Val Char Cost Roll Notes

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

21 DEX 33 13- OCV:  7/DCV:  7

25 CON 30 14-

15 BODY 10 12-

13 INT 3 12- PER Roll 14-

13 EGO 6 12- ECV:  4

18 PRE 8 13- PRE Attack:  3 ½d6

10 COM 0 11-

 

11+15 PD -1 Total:  11/26 PD (11/26 rPD)

11+15 ED 6 Total:  11/26 ED (11/26 rED)

5 SPD 19 Phases:  3, 5, 8, 10, 12

17 REC 0

50 END 0

58 STUN 0 Total Characteristic Cost:  164

 

Movement: Running: 12"/24"

Leaping: 12"/24"

Swimming: 20"/160"

 

Cost Powers END

11 Damage Resistance (11 PD/11 ED)

 

45 Armor (15 PD/15 ED)

13 Clinging (70 STR)

6 +2 PER with all Sense Groups

5 Infrared Perception (Sight Group)

5 Nightvision

5 Ultraviolet Perception (Sight Group)

21 Spatial Awareness (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees) (32 Active Points); Limited Power Power loses about a third of its effectiveness (Only in the water; -½)

8 Life Support  (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold)

12 Running +6" (12" total) 1

35 Swimming +18" (20" total) (x8 Noncombat), Reduced Endurance (½ END; +¼) (35 Active Points) 1

 

Skills

3 Acrobatics 13-

3 Breakfall 13-

2 KS 11-

2 KS 11-

3 Navigation 12-

3 Shadowing 12-

3 Stealth 13-

3 Survival 12-

 

Total Powers & Skill Cost:  188

Total Cost:  352

 

200+ Disadvantages

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

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

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

15 Psychological Limitation:  Cold and emotionless (Uncommon; Total)

92 Experience Points

 

Total Disadvantage Points:  352

Earned Experience:  0

Spent Experience:  92

Unspent Experience:  0

 

Background/History:  Thule is an island nation.  So Kreuzritter set up a program of genetic engineering to create an aquatic protector.  Kraken is the only survivor of the process. He now serves as the seaborne specialist of the team.

 

Personality/Motivation:  Again loyalty to Thule and its eventual rule.

 

Quote:  

 

Powers/Tactics:  Out of the water, Kraken is a brick / HTH combatant.  In the water he uses is swim speed to hit and run.

 

Campaign Use:  See Grendel!

 

Appearance:  193 cm and 77 kg he is a pale grey with reddish patches on his upper arms and torso.  He has no hair, but instead a series of fins on his head arms and legs. His eyes are a pale yellow.  He wears a pair of swim trunk with a blue green water pattern!



 

 

 

There is not a lot of personality to go off of here.  Most of his description is of the process and the lethality of it and how he's almost not human and even animals shun him.  So I figured a cold and emotionless figure.  I did this because he probably lost friends to the process, but also he's isolated, a monster.  And in addition he's a cold emotionless fish (yeah its a trope, deal with it).

 

Personality wise, see above.

 

Power wise, he's your typical underwater brick.  Aquaman, Namor, Namorita, all figure into his creation.  Add a large dose of creature from the Black Lagoon and you get the idea.  Since Thule is an island, then he would be in charge of any seaborne operations.  

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I thought I finish this team with some basic combat tactics.  This would be the team to bring out for some experienced players who don't make use of combat tactics.  They are in general less powerful than the heroes but with some co-ordination can be nasty.

 

So first up Lorelei.  She's a spy with a nasty mind control.  Before the team even appears she should be around getting info.  In fact her pheromone powers should be kept hidden so they can be used again and again (How does she keep getting those secrets?)

 

In combat Grendel and Berserker will take point.  A one two strike from them can be totally over the top.  Add the fact the if Berserker goes off the rails, his first target will be Grendel, who can take the hits.

 

Draugar will roam around, taking out anyone that seem immune to regular damage.  Kraken is similar, and if possible will take the fight into the water where he has an advantage.  

 

Muspel and Lorelei will be at the back, taking ranged shots.  They will try to take out any fliers first, so Muspell has air superiority.  And a well timed grenade from Lorelei  can set up other members.

 

Miolnir will be guiding everyone and helping plug an holes or to support anyone who needs it.  Usually this involves keeping people off of Lorelei.  

 

Remember this team can be fractious, but in combat they should work well together as most are ex-military or ex-intelligence.  

 

 

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He's a hunter of the night and his anguish know no bounds....

 

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2019 #25  Misthunter

 

 


Val Char Cost Roll Notes

33 STR 23 16- Lift 2425.1kg; 6 ½d6 [3]

23 DEX 39 14- OCV:  8/DCV:  8

25 CON 30 14-

15 BODY 10 12-

10 INT 0 11- PER Roll 14-

13 EGO 6 12- ECV:  4

18 PRE 8 13- PRE Attack:  3 ½d6

12 COM 1 11-

 

23 PD 16 Total:  23 PD (23 rPD)

23 ED 18 Total:  23 ED (23 rED)

4 SPD 7 Phases:  3, 6, 9, 12

12 REC 0

50 END 0

45 STUN 0 Total Characteristic Cost:  158

 

Movement: Running: 6"/12"

Leaping: 6"/12"

Swimming: 2"/4"

Swinging: 10"/20"

 

Cost Powers END

23 Damage Resistance (23 PD/23 ED)

5 Infrared Perception (Sight Group)

5 Ultraviolet Perception (Sight Group)

9 +3 PER with all Sense Groups

 

30 Summon 128 75-point creatures, Reduced Endurance (½ END; +¼), Weak-Willed -2 on EGO Rolls (+¼) (75 Active Points); Summoned Being Must Inhabit Locale (-½), Arrives Under Own Power (-½), Limited Power Power loses about a third of its effectiveness (LOcal mammals only (Rats, cats and dogs); -½) 3

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

23 Healing BODY 1d6, Can Heal Limbs, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (34 Active Points); Self Only (-½)

17 Human detection:  Detect A Single Thing 18-/15- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range

32 Life Support  (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 400 Years; Self-Contained Breathing)

10 Swinging 10" 1

10 Clinging (normal STR)

 

73 Elemental Control, 146-point powers

24 1)  Transfer 3d6 (Stun and body to Stun and body rolled normally), Personal Immunity (+¼), Area Of Effect (One Hex; +½), Reduced Endurance (0 END; +½), Persistent (+½), Penetrating (+½) (146 Active Points); Limited Power Power loses about half of its effectiveness (Only when touched; -1), Limited Power Power loses about half of its effectiveness (Only vs humans; -1)

22 2)  Transfer 4d6 (Stun and body to Stun and body rolled normally), Reduced Endurance (½ END; +¼), Personal Immunity (+¼), Penetrating (+½), Ranged (+½) (150 Active Points); Limited Power Power loses about half of its effectiveness (Only when touched; -1), Limited Power Power loses about half of its effectiveness (Only vs humans; -1), Limited Power Power loses about a third of its effectiveness (Not usable in high winds; -½) 6

 

Skills

2 Animal Handler (Other rodents) 13-

4 AK: Empire City 12-

2 TF:  Common Motorized Ground Vehicles

3 Mechanics 11-

3 Navigation 11-

3 Stealth 14-

3 Streetwise 13-

3 Tracking 11-

16 +2 with All Combat

 

Total Powers & Skill Cost:  355

Total Cost:  513

 

200+ Disadvantages

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

0 Dependence:  Human life force Powers Gain 11- Activation Roll (Very Common; 1 Week)

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

15 Psychological Limitation:  Hates his condition (Common; Strong)

5 Money:  Poor

263 Experience Points

 

Total Disadvantage Points:  513

Earned Experience:  0

Spent Experience:  263

Unspent Experience:  0

 

Background/History:  Charles "Chuck" Evans was an independent trucker making good money transporting goods across the country.  Then one day he and his rig was ambushed by (insert agency), and local heroes arrived to stop the agents. In the ensuing firefight one agent deliberately targeted his load and it went up in a blaze of fire and smoke.  And chuck was in the centre of it. He somehow survived, but it was obvious that the chemicals were some sort of mutagen, as his skin turned grey and a strange mist curled around him. While in the hospital for tests, he touched a doctor and drained him of vital chemicals needed for survival.  So he ran. Now a Bio-vampire, Misthunter hides in the sewers and slum areas. He needs to hurt humans in order to survive, but as he does not like to kill, he targets gang bangers and criminals. And still his hunger grows. (Misthunter is a creation of Artificer)

 

Personality/Motivation:  He's a good man turned into a monster. A living version of V:tR.  He would prefer to be alone, but his powers make him useful to those who need his abilities.

 

Quote:  

 

Powers/Tactics:  He's surrounded by a greyish mist at all times, which he can use to drain people so that he might feed.  He can also shoot out a concentrated ball of this mist that has the same effect. And he can sense human around him like a radar.  All this makes him an effective predator. In general he'll try to get into HtH and let his mist start draining.

 

Campaign Use:  A sympathetic monster.  A tool of others. If he ever finds out that Articifer was responsible for his creation, a possible revenge arc.  

 

Appearance:  180 cm and 83 kg with long grey hair, grey eyes and a week old beard.  He dresses in black jeans with black leather boots.


 

 

 

He's a variation on a classical vampire, with a large dose of modern anguish thrown in.  And he works.  But his point totals are pretty high.  But to get all that he was at, I needed that many points.  The only one I think I went over the top with is his summon animals as 128 animals is a lot.  

 

Power wise some explanations are in order.  The transfers for ease of play should be rolled as normal damage and applied as such, so his ranged version would do 4 body and 14 stun.  This should get any player to squeal in terror as this can be lethal (which it should be)  They'll recover in a few minutes, but meanwhile...  Also this makes him very hard to put down.  If he is killed, his resurrection kicks in.  Its SPFX is that his mist blast strikes the target until he's brought back to full.  Otherwise play him as you would a vampire, hit and run, attacks from strange angles, and diversions from his animals.  

 

Personality wise, he should be a card carrying member of the anguished vampire club, but with good reason.  He is indeed a good man turned into a monster.  This should be played up and the tragedy aspects turned up to 11.  His trying to lose his powers, or get better control over them could be major plot hooks. 

 

Can you tell I like him!

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He's a slimy example of humanity

 

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2019 #26  Sinnapse

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

15 DEX 15 12- OCV:  5/DCV:  5

15 CON 10 12-

10 BODY 0 11-

20 INT 10 13- PER Roll 13-

20 EGO 20 13- ECV:  7

18 PRE 8 13- PRE Attack:  3 ½d6

14 COM 2 12-

 

8 PD 6 Total:  8 PD (8 rPD)

8 ED 5 Total:  8 ED (8 rED)

5 SPD 25 Phases:  3, 5, 8, 10, 12

5 REC 0

30 END 0

23 STUN 0 Total Characteristic Cost:  101

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

11 Mental Defense (15 points total)

 

37 Elemental Control, 74-point powers

30 1)  Mind Control 10d6, Reduced Endurance (½ END; +¼), Telepathic (+¼) (75 Active Points); Concentration (½ DCV; -¼) 3

100 2)  Telepathy 10d6, Reduced Endurance (½ END; +¼), Invisible Power Effects (Fully Invisible; +½), Area Of Effect (9" Radius; +1) (137 Active Points) 6

 

10 Luck 2d6

 

Perks

30 eight goons:  Follower

30 16 decorative slaves:  Follower

3 Money:  Well Off

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-

5 Favor

 

Skills

4 AK: Empire City 14-

3 High Society 13-

7 Gambling 15-

5 Interrogation 14-

5 Mental Powers:  Power 14-

3 Seduction 13-

4 Science Skill:  Psychology 14-

3 Stealth 12-

5 Streetwise 14-

20 +4 with DCV

 

Total Powers & Skill Cost:  338

Total Cost:  439

 

200+ Disadvantages

25 Psychological Limitation:  Physical violence (Very Common; Total)

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

15 Psychological Limitation:  Ostentatious hedonist (Common; Strong)

189 Experience Points

 

Total Disadvantage Points:  439

Earned Experience:  0

Spent Experience:  189

Unspent Experience:  0

 

Background/History:  Some are born villainous and some have villainy thrust upon them and some few go into villainy of their own free will.  That is Reginald Wagner. He had everything, money, good grades, friends and cold get a date at the drop of a hat. It was this last part that was his problem because after the first date, the girls would avoid him.  hen one day during a particularly hard test, the answers popped into his head. He check into this and soon figured out he was a telepath. Now good grades were too easy, and girls... Well his three friends never seemed to disagree with him.. ever.  Then one of those heroes showed up and after freeing his minions from his control, he found himself in the hospital. A deal was brokered with his parent where Reginald would learn how to use his powers responsibly and ethically in return for leniency.  Reggie had other ideas. Escaping the facility he hid in the underbelly of society and offered his services to various "organisations". So Sinnapse has his fingers in the pies of many unsavory people, all who have a vested interest in keeping him alive and supplied with money and women!

 

Personality/Motivation:  A hedonist and a coward, Reggie just wants it all with minimum effort.  Take Scarface and make him a telepath who controls you mentally and give him all the same decorations.  men he can abuse and ladies who fall down at his fee.

 

Quote:  

 

Powers/Tactics:  Sinnapse is not a fighter.  At the first sign of trouble he'll run, usually throwing a controlled minion at the hero to distract him.  What he is good at is INFO. Why torture when he can go into you mind and find all those awesome secrets. He's another example of how the villains seem to be one step ahead of the heroes.  

 

Campaign Use:  Fixer for the underworld.  

 

Appearance:  168 cm and 70 kg with long brown hair, brown eyes and a goatee.  His costume various, but is always ostentatious!

 

 

 

 

So you want to introduce an NPC that will guarantee to push the heroes buttons, but seems to be untouchable due to protection, then here's your man.  He has no redeeming features and his activities should make the PC want to hurt him real bad.  But he seems to get away or get someone to but his way out.  

 

Power wise he's a telepath and mind controller.  He doesn't want to take over the world, just make people like him and obey his every whim.  It also makes him so desired by those with underhanded plans.  

 

Personality wise he's a card carrying member of "NOT THE FACE!  NOT THE FACE!"  school.  He's a abject coward and will flee at the first opportunity.  He's not a fighter and will surrender ASAP against people he can't control.  

 

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Its a hard thing to be a saviour

 

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2019 #27  Requiem

 

 


Val Char Cost Roll Notes

43 STR 33 18- Lift 9700.6kg; 8 ½d6 [4]

26 DEX 48 14- OCV:  9/DCV:  9

28 CON 36 15-

10 BODY 0 11-

25 INT 15 14- PER Roll 14-

28 EGO 36 15- ECV:  9

20 PRE 10 13- PRE Attack:  4d6

14 COM 2 12-

 

10 PD 1 Total:  10 PD (10 rPD)

10 ED 4 Total:  10 ED (10 rED)

4 SPD 4 Phases:  3, 6, 9, 12

15 REC 0

56 END 0

46 STUN 0 Total Characteristic Cost:  189

 

Movement: Running: 6"/12"

Leaping: 8"/16"

Swimming: 2"/4"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

20 Luck 4d6

 

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

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

35 Cosmic Weak Points:  Detect A Single Thing 16- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Targeting, Tracking

21 Life Support  (Eating: Character does not eat; Longevity: Immortal; Self-Contained Breathing; Sleeping: Character does not sleep)

193 Starlight constructs:  Variable Power Pool, 150 base + 43 control cost,  (225 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

6 CuK: Metaphysics 17-

7 High Society 15-

3 CuK: British 14-

3 CuK: Chinese 14-

3 Linguist

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

0 2)  Language:  Hindi (imitate dialects) (5 Active Points)

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

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

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

6 KS: Social Sciences 17-

11 Solar Fire:  Power 18-

24 +3 with All Combat

 

Total Powers & Skill Cost:  420

Total Cost:  609

 

200+ Disadvantages

25 Distinctive Features:  (Not Concealable; Extreme Reaction; Detectable By Virtually Everyone)

20 Hunted:  Most Heroes on earth 11- (As Pow; NCI; Harshly Punish)

20 Hunted:  Most Villains on earth 11- (As Pow; NCI; Harshly Punish)

25 Psychological Limitation:  Death focused Philosophy (Very Common; Total)

319 Experience Points

 

Total Disadvantage Points:  609

Earned Experience:  0

Spent Experience:  319

Unspent Experience:  0

 

Background/History:  The only name on record is Subject 24.  He was a member of India's Untouchable Caste and so was taken off the street and experimented on.  Project Lotus was India's attempt to develop super powers in individuals. 24 as he came to be called took this with a mixture of hindu / Buddhist / British philosophy.  So when the energies started coursing through him, he took it with serenity that he was going to die. But he didn't. The scientists were ecstatic at first until he called down solar fire and obliterated the base.  Then he entered into a period of meditation. When he was attacked by elements of the army, he sensed their fear and pain, and wiped it out in a second. And found his purpose. Life was pain. The end of life was Nirvana.  So people must die to end the cycle. But the cycle would begin again. So instead he needed to end all life. Creation itself must end. So he is now Requiem, and he's going to be your savior. It's a hard job....

 

Personality/Motivation:  A combination Buddhist rebirth ideas added to Nihilist thoughts.  He truly believes that he is saving your soul from untold suffering and pain.

 

Quote:  

 

Powers/Tactics:  Gifted great control over solar fire, he'll set a plan in motion to destroy the planet and then wait for it to come about, interfering only when he feels that it is not going the way he wants.  

 

Campaign Use:  World Destroyer with a grand purpose.  

 

Appearance:  At 213 cm and 182 kg with black skin (like obsidian) and violet orbs for eyes.  His costume is a set of white robes with a large golden collar.



 

 

 

I am of two minds about this NPC. I like the back story. It oozes a NPC who can fight physically or with words. And he is genuine in his convictions. He's a monster, but with the ideas to back it up.

Then we get the powers...... ANOTHER Dynamic Power guy. Seriously, they fall back on this power way too often. Its way too handwavium for me. At least the Dark Queen had her crown for extra effects. But his rank was over the top. Add the stats and its almost like this is the NPC you're not supposed to beat, just drive off. Add that he had a cludge power to simulate his starting a process to destroy the universe (sorry that is GM plot device territory)

So though I can see what they are trying to accomplish, this is one NPC I would never use without serious modification!

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