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Mr. R

My conversions (formerly Builds of 2018)

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He's you basic super powered THUG

 

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2019 #29  Torque

 

 


Val Char Cost Roll Notes

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

21 DEX 33 13- OCV:  7/DCV:  7

20 CON 20 13-

15 BODY 10 12-

13 INT 3 12- PER Roll 12-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

10 COM 0 11-

 

8+31 PD 4 Total:  8/39 PD (8/39 rPD)

8+31 ED 4 Total:  8/39 ED (8/39 rED)

5 SPD 19 Phases:  3, 5, 8, 10, 12

8 REC 0

40 END 0

35 STUN 0 Total Characteristic Cost:  118

 

Movement: Running: 6"/12"

Leaping: 4"/8"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

1 Life Support  (Safe in High Pressure)

7 Armor (6 PD/6 ED) (18 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only vs pressure ; -1 ½)

 

31 Elemental Control, 62-point powers

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

35 2)  Telekinesis (25 STR), Reduced Endurance (½ END; +¼), Area Of Effect (One Hex; +½) (66 Active Points) 3

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

31 4)  Force Field (25 PD/25 ED), Reduced Endurance (½ END; +¼) (62 Active Points) 2

 

24 Energy Blast 6d6, Continuous (+1) (60 Active Points); Linked (Telekinesis; Lesser Power can only be used when character uses greater Power at full value; -¾), Limited Power Power loses about a third of its effectiveness (Must use TK to grab first; -½), Concentration (½ DCV; -¼) 6

 

Perks

24 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) (24 Active Points) 8-

 

Skills

3 Interrogation 12-

3 Mechanics 12-

3 Streetwise 12-

3 Stealth 13-

15 +3 with OCV

 

Total Powers & Skill Cost:  289

Total Cost:  407

 

200+ Disadvantages

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

15 Psychological Limitation:  Subject to orders (Common; Strong)

20 Psychological Limitation:  Sociopath (Very Common; Strong)

157 Experience Points

 

Total Disadvantage Points:  407

Earned Experience:  0

Spent Experience:  157

Unspent Experience:  0

 

Background/History:  Carl Yates, bully, thugs, rapist, murderer.  He'll do anything to escape his growing up in Hell's Kitchen.  And for him this meant being a bigger, meaner thug. Then he got a job at Matthew's Genetech.  It was common knowledge that the company was crooked, but it gave Carl a veneer of respectability while he set up his protection racket.  But eventually the cops figured it out and a fire fight broke out at a warehouse storing various chemicals. Many got sick, some died, but Carl, he gained metahuman powers.  Since then he's become the mobs go to enforcer when going up against metahumans. And occasionally asked to make an example of someone. This gives him the chance to show how he got his name, Torque.  (he uses his TK to twist your top half in one direction and your bottom half the other.)

 

Personality/Motivation:  A sociopath with TK powers.  He's a Mafia thug in outlook and action.  He wants the good life, no matter who has to get hurt as a result.  

 

Quote:  

 

Powers/Tactics:  A telekinetic, he uses his powers to grab an opponent a twist.  If he can't do that, then he'll rely on TK punches and blasts. he's not very subtle that way.  

 

Campaign Use:  Super powered thug you like to beat up.  He's powerful, but beatable.

 

Appearance:  188 cm and 92 KG With black hair and brown eyes.  His costume is a brown two toned bodysuit with a hood that leaves his mouth/jaw visible.  

 

 

 

 

 

 

Every campaign needs a villain tough enough to take a pounding but still be beatable. Torque fills that niche. 

Power wise he's a TK with a neat twist. His Torque attack is quite deadly if he can get it off. Add his other attacks and he makes a formidable gun emplacement. You'll note his +3 to OCV. He should be scary if he gets a chance to attack, but easy to hit. And he's not very inventive, so stick to an attack pattern!

Personality wise, he's a Mafia goon with superpowers. Take Joe Pesci from Casino or Goodfellows and you get the idea.

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26 minutes ago, Mr. R said:

Every campaign needs a villain tough enough to take a pounding but still be beatable. Torque fills that niche. 

 


Power wise he's a TK with a neat twist. His Torque attack is quite deadly if he can get it off. Add his other attacks and he makes a formidable gun emplacement. You'll note his +3 to OCV. He should be scary if he gets a chance to attack, but easy to hit. And he's not very inventive, so stick to an attack pattern!

Personality wise, he's a Mafia goon with superpowers. Take Joe Pesci from Casino or Goodfellows and you get the idea.

I'm not sure which attack is his Torque attack, but I don't see anything really scary in his powerset. 

 

I also can't grok where the 39 rDEF figure is coming from, unless you're including the conditional Armor in that tally. 

 

Lastly, which TK is the continuous EB linked to? 

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3 hours ago, Gnome BODY (important!) said:

I'm not sure which attack is his Torque attack, but I don't see anything really scary in his powerset. 

 

I also can't grok where the 39 rDEF figure is coming from, unless you're including the conditional Armor in that tally. 

 

Lastly, which TK is the continuous EB linked to? 

 

Well its all in what you think is nasty.  In a game where 10 d6  is average then a 14 d6 is nasty.

 

My Hero Designer adds all the armour regardless, so his default defenses are 33pd/33ed with an extra 6pd/6ed under certain conditions.

 

The EB adds to the first TK (40 str) so all told he does 14 d6 damage.  Remember as an assassin / Thug for the mob he is generally used against tough normals.  A 14d6 attack will shred them.  Even low powered supers should be scared of that damage.  Not high enough add 2 d6 to make it 16 d6 total.  Also remember it is continuous.  That's 14 d6 every phase as long as he has hold of you.  

 

Thank you for asking!

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2 minutes ago, Mr. R said:

My Hero Designer adds all the armour regardless, so his default defenses are 33pd/33ed with an extra 6pd/6ed under certain conditions.

Ah, that makes sense.  You can fix that pretty easily.  Once you've got the power open in HD, there should be a "Totaling Options" dropdown that'll say "Add to Secondary Value".  If you switch that to "Do not add to Totals" it'll exclude it from the main tallies. 

 

4 minutes ago, Mr. R said:

Well its all in what you think is nasty.  In a game where 10 d6  is average then a 14 d6 is nasty.

 

The EB adds to the first TK (40 str) so all told he does 14 d6 damage.  Remember as an assassin / Thug for the mob he is generally used against tough normals.  A 14d6 attack will shred them.  Even low powered supers should be scared of that damage.  Not high enough add 2 d6 to make it 16 d6 total.  Also remember it is continuous.  That's 14 d6 every phase as long as he has hold of you. 

Hadn't realized that the EB was meant to add to the TK, I'd read that as a stand-alone attack.  14d6 makes a lot more sense as a big gun attack, especially if he's fond of haymakers. 

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Though he's strong and tough, his most dangerous weapon are words

 

Quote

 

2019 #28  Seawolf

 

 


Val Char Cost Roll Notes

80 STR 70 25- Lift 1.6ktons; 16d6 [8]

23 DEX 39 14- OCV:  8/DCV:  8

25 CON 30 14-

10 BODY 0 11-

18 INT 8 13- PER Roll 16-

18 EGO 16 13- ECV:  6

20 PRE 10 13- PRE Attack:  4d6

24 COM 7 14-

 

30+6 PD 14 Total:  30/36 PD (30/36 rPD)

30+6 ED 25 Total:  30/36 ED (30/36 rED)

6 SPD 27 Phases:  2, 4, 6, 8, 10, 12

21 REC 0

50 END 0

63 STUN 0 Total Characteristic Cost:  246

 

Movement: Running: 6"/12"

Leaping: 16"/32"

Swimming: 23"/184"

 

Cost Powers END

30 Damage Resistance (30 PD/30 ED)

 

9 +3 PER with all Sense Groups

5 Ultraviolet Perception (Sight Group)

18 Life Support  (Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)

20 Reduced Endurance (½ END; +¼) for up to 80 Active Points of Str (20 Active Points)

9 Armor (6 PD/6 ED) (18 Active Points); Limited Power Power loses about half of its effectiveness (Only vs heat and cold; -1)

39 Swimming +21" (23" total) (x8 Noncombat), Reduced Endurance (½ END; +¼) (39 Active Points) 1

 

Perks

15 Advanced Tech

6 Favor

40 Follower

110 Vehicles & Bases

21 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 8-

6 Money:  Wealthy

 

Skills

3 TF:  Large Military Ships, Small Military Ships, Submarines

5 Computer Programming 14-

4 CuK: History 14-

5 Electronics 14-

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

6 Language:  French (imitate dialects; literate)

6 Language:  German (imitate dialects; literate)

5 Bureaucratics 14-

5 Mechanics 14-

5 Seduction 14-

3 Stealth 14-

 

Total Powers & Skill Cost:  376

Total Cost:  622

 

200+ Disadvantages

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

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

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

15 Psychological Limitation:  Metahuman patriot (Common; Strong)

372 Experience Points

 

Total Disadvantage Points:  622

Earned Experience:  0

Spent Experience:  372

Unspent Experience:  0

 

Background/History:  Charles D. Dagon was a loyal US Navy officer until some strange coincidences showed him the duplicity of that Navy in his life.  His father was always sick and when his father and mother died of simultaneous heart attacks, he looked into it and discovered his powers were as result of Navy tampering to create a super seaman.  He went from loyal to angry in that instant. The navy created a metahuman operative, noe he was going to use those powers for the benefit of metahumans worldwide. He started by stealing a super sub to use as a base of operations.  Since then his goal has been freedom for metahumans from the onerous restrictions placed on their life. part of his financing comes from Seahaven, a highly secure data-hub that promises complete anonymity and privacy. Now the world will tremble at the name Seawolf!

 

Personality/Motivation:  Starting as an American patriot, he has transferred his allegiance to the downtrodden meta humans of the world.  

 

Quote:  

 

Powers/Tactics:  Super strength, durability and aquatic abilities that make him a natural underwater.  Tied to a keen political and military mind.

 

Campaign Use:  He's a variation on Magneto.  He asks tough questions and will oppose heroes on philosophical grounds.  But he's also on the side of the angels and could aid the heroes when push comes to shove.  

 

Appearance:  205 cm and 125 kg, blue gray eyes and black hair.  His costume is a one piece bodysuit coloured blue and green.

 

 

 

 

So he's a combo of Aquaman/Namor crossed with Magneto and a dash of Captain Nemo. And he works.  He's a strong, tough atlantean type character who has taken up the cause of metahuman rights ( What gives a country the right to kidnap a metahuman's family to compel his loyalty.... Why are laws made specifically for metahumans...  Why are metahumans denied due process under the law in many countries...)  Add that he has a high tech sub and a private organization to support him and he can be a campaign all by himself.  In addition he has a cadre of supers he brings along if he thinks he needs help (Seawolf's Get will be created later).

 

Power wise he's tough but don't let the point total fool you.  At least 170 pts are in contacts, base and followers.  So all told he's about 450 pts.  But it is efficient.  He can go toe to toe with most bricks, is as fast as a Martial Artist, and in the water should be close to unbeatable.  One power I forgot to add was a regeneration just underwater (about 25-30 points).  Most encounters with him should be near large bodies of water.  

 

Personality wise, see above.  This is a NPC which if used right to add a lot of richness and  (no pun intended) depth to a campaign.  

 

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Seawolf (see above) has a team of his own when he want some extra firepower or utility

 

Called Seawolf's Get, it had five members described, so I stated them up.

 

First is a singer with a dangerous song

 

Quote

 

2019 #30  Songbird

 

 


Val Char Cost Roll Notes

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

21 DEX 33 13- OCV:  7/DCV:  7

20 CON 20 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

24 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)

4 SPD 9 Phases:  3, 6, 9, 12

7 REC 0

40 END 0

28 STUN 0 Total Characteristic Cost:  101

 

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

3 Ultrasonic Perception (Hearing Group)

27 Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees)

10 Hearing Group Flash Defense (10 points)

 

20 Elemental Control, 50-point powers,  (25 Active Points); all slots Incantations (-¼)

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

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

 

56 Multipower, 70-point reserve,  (70 Active Points); all slots Incantations (-¼)

5u 1)  Energy Blast 10d6, Reduced Endurance (½ END; +¼) (62 Active Points); Incantations (-¼) 2

4u 2)  Energy Blast 7d6, Area Of Effect (8" Cone; +1) (70 Active Points); No Range (-½), Incantations (-¼) 7

3u 3)  Hearing Group Flash 10d6, Reduced Endurance (½ END; +¼) (37 Active Points); Incantations (-¼) 1

4u 4)  Force Wall (10 PD/10 ED) (50 Active Points); Incantations (-¼) 5

3u 5)  Hearing Group Flash 8d6, Personal Immunity (+¼), Area Of Effect (3" Radius; +1) (54 Active Points); No Range (-½), Incantations (-¼) 5

4u 6)  Energy Blast 8d6, Personal Immunity (+¼), Explosion (+½) (70 Active Points); No Range (-½), Incantations (-¼) 7

 

Perks

3 Contact (Contact has very useful Skills or resources) 8-

5 Favor

 

Talents

3 Perfect Pitch

 

Skills

3 Acting 12-

3 Bribery 12-

3 Disguise 12-

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

3 Language:  Spanish (completely fluent)

19 Mimicry 20-

3 Paramedics 12-

9 PS: Singing 18-

4 AK: NYC 13-

5 Seduction 13-

3 Streetwise 12-

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

 

Total Powers & Skill Cost:  260

Total Cost:  361

 

200+ Disadvantages

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

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

20 Psychological Limitation:  Selfish manipulator (Very Common; Strong)

111 Experience Points

 

Total Disadvantage Points:  361

Earned Experience:  0

Spent Experience:  111

Unspent Experience:  0

 

Background/History:  Evelyn Flanders has had a unique voice for as long as she can remember.  But her use of the voice was less than stellar. Though as a singer she was amazing, she fell into a cycle of bad boyfriends and bad ideas.  Soon she was on the run from both the police and the Mob. When Seawolf found her, she was at her lowest point. Now she serves Seawolf and hope to manipulate him into serving her interests.  So far Seawolf has resisted his newest Songbird!

 

Personality/Motivation:  Get rich and successful through the application of almost no work.  She's a manipulator and seducer.

 

Quote:  

 

Powers/Tactics:  She's your classic sound blaster.  She gets up into the air and supports Seawolf on the ground!  As well she is sometimes sent in undercover as Seawolf is smart enough to use her manipulations against his opponents!

 

Campaign Use:  One most likely to betray Seawolf for a better deal!

 

Appearance:  180 cm and 70 Kg, with long blond hair, she is the definition of statuesque.  Her costume is a dove grey bodysuit with white highlights!

 

 

 

 

 

This was a very straight up build.  Just your basic sound manipulator.  Her personality is that of a classic user: find someone to pay her way and glide along in life.  So far she has made bad choices.  Seawolf is not the best, but is still better than her previous targets.  And it doesn't hurt that Seawolf has a strong personality.

 

 

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4 hours ago, Mr. R said:

This was a very straight up build.  Just your basic sound manipulator.

 

 

Do her powers work normally in a vacuum and underwater?

 

Seems like she might have the Distinctive Feature of being unusually attractive.

 

Psychological Limitation: Needs a boyfriend in her life (Very Common; Strong)

 

2d6 Unluck (only out of combat)

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Jeepers, creepers, where'd you get those peepers

 

Quote

2019 #31  Beholder

 

 


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-

15 BODY 10 12-

20 INT 10 13- PER Roll 13-/18-

18 EGO 16 13- ECV:  6

13 PRE 3 12- PRE Attack:  2 ½d6

12 COM 1 11-

 

8+8 PD 5 Total:  8/16 PD (8/16 rPD)

8+8 ED 4 Total:  8/16 ED (8/16 rED)

4 SPD 12 Phases:  3, 6, 9, 12

7 REC 0

36 END 0

31 STUN 0 Total Characteristic Cost:  104

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

10 +5 PER with Sight Group

20 +5 versus Range Modifier for Hearing Group, Infrared Perception, Mental Awareness, N-Ray Perception, Nightvision and Normal Sight

40 Microscopic ( x100) with Hearing Group, Infrared Perception, Mental Awareness, N-Ray Perception, Nightvision and Normal Sight

15 Infrared Perception (Sight Group), Discriminatory, Tracking

5 Mental Awareness

10 Nightvision, Discriminatory

15 N-Ray Perception (Sight Group), Discriminatory

10 Ultraviolet Perception (Sight Group), Discriminatory

 

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

22 Energy Blast 10d6 (50 Active Points); OAF (-1), 2 clips of 8 Charges (-¼) [8]

5 Sight Group Flash Defense (8 points) (8 Active Points); OIF (-½)

3 Basic Strike +1 +0 4 ½d6 Strike

5 Defensive Block +1 +3 Block, Abort

3 Defensive Throw +1 +1 Block, Target Falls

5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove

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

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

 

Perks

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

4 Contact (Contact has access to major institutions, Contact has been blackmailed by the character, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 8-

10 Favor

5 Money:  Well Off

 

Skills

3 Concealment 13-

3 Cryptography 13-

7 Computer Programming 15-

3 Electronics 13-

3 Interrogation 12-

3 Lipreading 13-

3 Mechanics 13-

3 Lockpicking 13-

3 Security Systems 13-

3 Paramedics 13-

3 Streetwise 12-

3 Teamwork 13-

 

Total Powers & Skill Cost:  263

Total Cost:  367

 

200+ Disadvantages

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

15 Psychological Limitation:  Voyeur (Common; Strong)

10 Reputation: , 11-

15 Physical Limitation:  Almost blind without his head set (Frequently; Greatly Impairing)

20 Vulnerability:  2 x Effect Flashes (Common)

92 Experience Points

 

Total Disadvantage Points:  367

Earned Experience:  0

Spent Experience:  92

Unspent Experience:  0

 

Background/History:  Alan Carter Had congenital vision problems from birth.  No depth perception, light sensitivity and ghost images all plagued him.  Thick polarised lenses that severely limited the light getting into his eyes were his only recourse until a doctor specializing in paranormal powers took an interest.  Soon a specialized set of goggles allowed him to control the amazing visual abilities Alan had. But Alan had been picked on all his life, so now he was going to grab his slice of the pie, through any means available.  Cheating at card games became easy, but he parlayed his winnings into connections where he used his gifts to spy on others, stealing secrets and blackmailing others. But he wants in on the big time. Seawolf has set up a data haven never seen before.  To a person who traffics in secrets, this was the place to be. And so Beholder became the next member of Seawolf's Get.

 

Personality/Motivation:  He wants to be where the action is, information wise.  If there is a secret, he wants to find it!

 

Quote:  

 

Powers/Tactics:  Great vision.  Infrared, Ultraviolet, X-ray, Telescopic, Microscopic. If it is visible, he can see it.  In the field he is not a fighter. Rather he finds a safe location and feeds info to his allies about where the opposition is.  

 

Campaign Use:  The ferretter of information.  

 

Appearance:  179 cm and 70 Kg with brown hair.  His costume looks like a set of brown army fatigues, but more form fitting, with a vision assembly on his head.  He carries a blaster pistol JIC!



 

 

 

He's not a primary combatant.  He's more likely the guy they escort in so he can use his abilities to pilfer secrets and information.  He has all the vision tricks so this is very possible.  

 

But if a fight does occour, he'll find a nice place to hide and then start telling his allies about the movements of the opponents.  "Songbird, turn 180 and fire off cone scream" because an invisible opponent was on the field is totally applicable.

 

Personality wise, I made him a voyeur as it says in his description he'd spy on people at delicate times.  He should come across as creepy but not totally dangerous.

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21 hours ago, Mr. R said:

OK so add a (-1/4) Not in a vacuum.

 

She already has a Com of 24.   

 

 

 

 

I'm not good at figuring out other people's emotions from what they write. Your reply could be "short and slightly irritated" or simply "short and to the point". If there is any irritation involved, I apologize for not making my questions clearer.

 

I don't have access to the source material you're using  and haven't heard of the characters before. When I ask "Do her powers work normally in a vacuum and underwater?", I'm not asking how I'd build the character because I can figure that out. :) Instead I'm asking how the character is handled in the source material, or if that is unclear, how you think the character should be handled. I've seen sonic characters with a team equipment Life Support gadget (against vacuum and underwater) who can operate fine anywhere (the LSH's Tyroc, for example) and I've seen mystic characters who use incantations in vacuum and underwater with no problem (almost every mystic in the comics). I've also seen sonic characters whose powers shut off entirely in vacuum and underwater. So when I ask a question, I'm looking for your thoughts because you're the expert on the character herself and how she was used in the source material. My intent wasn't to say "oops, you forgot this" in a passive-aggressive manner so I apologize if it came across that way.

 

 

 

About the "Distinctive Features: Gorgeous" disadvantage vs the "24 COM" advantage, the character also has a Disguise skill which suggests that perhaps having a high COM isn't always an advantage to her. If the DF Gorgeous disadvantage is added, random people would be hitting on her in an inappropriate manner (which would make her boyfriend jealous), falling in "love at first sight" with her, maybe starting fan clubs or approaching her (or at least not backing away) in combat, all of which could be disadvantageous to her. If that DF seems appropriate for the feel of the character, great. If it isn't, that's fine as well.

 

 

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6 hours ago, Mr. R said:

Beholder

 

He's not a primary combatant.  He's more likely the guy they escort in so he can use his abilities to pilfer secrets and information.  He has all the vision tricks so this is very possible.  

 

But if a fight does occur, he'll find a nice place to hide and then start telling his allies about the movements of the opponents.  "Songbird, turn 180 and fire off cone scream" because an invisible opponent was on the field is totally applicable.

 

They need team radios of some sort or he's not going to be able to hide effectively and talk to his teammates at the same time. Maybe team equipment is covered as part of Seawolf's base and vehicle points?

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6 hours ago, archer said:

 

 

I'm not good at figuring out other people's emotions from what they write. Your reply could be "short and slightly irritated" or simply "short and to the point". If there is any irritation involved, I apologize for not making my questions clearer.

 

I don't have access to the source material you're using  and haven't heard of the characters before. When I ask "Do her powers work normally in a vacuum and underwater?", I'm not asking how I'd build the character because I can figure that out. :) Instead I'm asking how the character is handled in the source material, or if that is unclear, how you think the character should be handled. I've seen sonic characters with a team equipment Life Support gadget (against vacuum and underwater) who can operate fine anywhere (the LSH's Tyroc, for example) and I've seen mystic characters who use incantations in vacuum and underwater with no problem (almost every mystic in the comics). I've also seen sonic characters whose powers shut off entirely in vacuum and underwater. So when I ask a question, I'm looking for your thoughts because you're the expert on the character herself and how she was used in the source material. My intent wasn't to say "oops, you forgot this" in a passive-aggressive manner so I apologize if it came across that way.

 

 

 

About the "Distinctive Features: Gorgeous" disadvantage vs the "24 COM" advantage, the character also has a Disguise skill which suggests that perhaps having a high COM isn't always an advantage to her. If the DF Gorgeous disadvantage is added, random people would be hitting on her in an inappropriate manner (which would make her boyfriend jealous), falling in "love at first sight" with her, maybe starting fan clubs or approaching her (or at least not backing away) in combat, all of which could be disadvantageous to her. If that DF seems appropriate for the feel of the character, great. If it isn't, that's fine as well.

 

 

 

Believe me it takes a lot to get me irritated.  Your questions are logical and appropriate.

 

So I used Incantations with the idea that she needs to make some sort of sounds to get her powers to work.  I didn't even think of Vacuum and it is very logical.  But also sound travels well under water and so I did not add it.

 

The DF is not something I would add just because she is very beautiful.  She is above average, but A DF for me for beauty would be a Com of 30+. 

 

The disguise is a skill at make up.  She can bring it up or tone it down.  

 

This suggests another possible Psych Lim  Just another pretty face.  Not valued for her smarts or ideas (there there my pretty little thing.  Let the men deal with it)

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6 hours ago, archer said:

 

They need team radios of some sort or he's not going to be able to hide effectively and talk to his teammates at the same time. Maybe team equipment is covered as part of Seawolf's base and vehicle points?

 

Or I should have added it to everyone before.  I often make mistakes like this and have to backtrack a bit.  But a secure HRRH device would make sense for a tam like this.

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A totally loyal 2IC

 

Quote

2019 #32  Lash

 

 


Val Char Cost Roll Notes

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

30 DEX 60 15- OCV:  10/DCV:  10

20 CON 20 13-

15 BODY 10 12-

10 INT 0 11- PER Roll 11-

15 EGO 10 12- ECV:  5

20 PRE 10 13- PRE Attack:  4d6

16 COM 3 12-

 

10 PD 6 Total:  10 PD (10 rPD)

10 ED 6 Total:  10 ED (10 rED)

6 SPD 20 Phases:  2, 4, 6, 8, 10, 12

8 REC 0

40 END 0

35 STUN 0 Total Characteristic Cost:  155

 

Movement: Running: 11"/44"

Leaping: 7"/14"

Swimming: 2"/4"

 

Cost Powers END

10 Damage Resistance (10 PD/10 ED)

15 Physical Damage Reduction, Resistant, 25%

15 Energy Damage Reduction, Resistant, 25%

 

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

8 Leaping +3" (7" forward, 3 ½" upward) (Accurate) 1

15 Healing BODY 1d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Self Only (-½)

 

11 Stretching 4", Reduced Endurance (½ END; +¼) (25 Active Points); OAF (-1), no Noncombat Stretching (-¼) 1

11 Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +½) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-½), Linked (Stretching; -¼)

4 Martial Strike +0 +2 6d6 Strike

3 Martial Grab -1 -1 Grab Two Limbs, 30 STR for holding on

4 Martial Escape +0 +0 35 STR vs. Grabs

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

4 Martial Block +2 +2 Block, Abort

5 Offensive Strike -2 +1 8d6 Strike

1 Weapon Element:  Whips

 

Perks

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

 

Talents

12 Combat Luck (6 PD/6 ED)

21 Combat Sense (Sense) 15-

 

Skills

3 Acrobatics 15-

3 Bugging 11-

7 Concealment 13-

3 Contortionist 15-

7 Deduction 13-

3 Breakfall 15-

7 Analyze:  Combat 13-

3 Interrogation 13-

3 Navigation 11-

3 Paramedics 11-

3 Streetwise 13-

3 Survival 11-

3 Teamwork 15-

9 Security Systems 14-

5 Cramming

5 Cramming

5 Cramming

5 Cramming

5 Cramming

3 Linguist

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

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

0 7)  Language:  Mandarin (imitate dialects) (5 Active Points)

 

Total Powers & Skill Cost:  275

Total Cost:  430

 

200+ Disadvantages

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

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

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

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

165 Experience Points

 

Total Disadvantage Points:  430

Earned Experience:  0

Spent Experience:  165

Unspent Experience:  0

 

Background/History:  Trained by the Chinese secret police as a bodyguard.  She started at such a young age, she has forgotten her name.  All she knew was the rigid constraints of the training and missions.  So when Seawolf offered her a way out, she took it. out of loyalty, she has become Seawolf's bodyguard, and is totally loyal to him.  If the Get is around, then Lash is somewhere near Seawolf!

 

Personality/Motivation:  Her mission is to protect Seawolf.  All her training is to this.

 

Quote:  

 

Powers/Tactics:  A martial Artist of the first order, many speculate that she is also a low level meta human whose physical abilities just add to the deadliness of her abilities!

 

Campaign Use:  Totally loyal member of the Get.  

 

Appearance:  173 cm and 50 Kg with long black hair that reaches to her knees.  She wears a black suit at all times!



 

 

The description is of a highly trained and gifted Martial artist / bodyguard.  Who likes to use whips.  I can see this.  So this is a straightforward MA build with an OAF whipchain.  Without the whip, she's dangerous, with it she's totally nasty.

 

Personality wise, she's transfered her loyalty to Seawolf.  So the totally loyal 2IC.  Nobody takes a crack at Seawolf for fear of having to deal with her.

 

One note is all the cramming skills.  This is to reflect her doing a crash course on the various Area Know, City Know, Culture Know for each new area rather than listing 25-30 individual ones.

 

So we have a female MiB crossed with Jackie Chan!

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A storm's a comin...

 

 

Quote

 

2019 #33  Tempest

 

 


Val Char Cost Roll Notes

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

20 DEX 30 13- OCV:  7/DCV:  7

20 CON 20 13-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

15 EGO 10 12- ECV:  5

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)

4 SPD 10 Phases:  3, 6, 9, 12

7 REC 0

40 END 0

28 STUN 0 Total Characteristic Cost:  94

 

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

65 Change Environment 64" radius, +3 Temperature Level Adjustment, -3 Temperature Level Adjustment, Alterable Size, Long-Lasting 20 Minutes, Multiple Combat Effects, Varying Combat Effects, Personal Immunity (+¼), Reduced Endurance (0 END; +½) (131 Active Points); Limited Power Power loses about a third of its effectiveness (Only near large bodies of water; -½), Gradual Effect (1 Minute; -½)

 

25 Elemental Control, 50-point powers

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

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

 

70 Multipower, 70-point reserve

6u 1)  Lightning:  Energy Blast 12d6 (60 Active Points) 6

7u 2)  Hail:  Energy Blast 8d6, Indirect (Same origin, always fired away from attacker; +¼), Explosion (+½) (70 Active Points) 7

6u 3)  Wind:  Telekinesis (40 STR) (60 Active Points) 6

5u 4)  Fog:  Darkness to Sight Group 5" radius (50 Active Points) 5

 

 

 

Perks

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

3 Anonymity

 

Skills

3 Paramedics 11-

11 Power 15-

3 Stealth 13-

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

6 Language:  Spanish (imitate dialects; literate)

3 Teamwork 13-

 

Total Powers & Skill Cost:  277

Total Cost:  371

 

200+ Disadvantages

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

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

20 Psychological Limitation:  Naive and Innocent (Very Common; Strong)

116 Experience Points

 

Total Disadvantage Points:  371

Earned Experience:  0

Spent Experience:  116

Unspent Experience:  0

 

Background/History:  Seawolf wonders if Tempest was a secret project of the US military.  She was found near a wrecked American base in Central America with almost no knowledge of her life.  So he took her in to use her talents as a member of his Get.

 

Personality/Motivation:  She wants to find out who she was, and Seawolf and his information network are good at finding information.  In return she is loyal to Seawolf.

 

Quote:  

 

Powers/Tactics:  A weather controller, but whose abilities diminished the farther she is from a large body of water (I would say About Great Lake sized is minimum)

 

Campaign Use:  The amnesiac innocent.  

 

Appearance:  155 cm and 50 Kg with light blue hair and yellow eyes.  Her skin is a dark blue and she wears a yellow and blue one piece bathing suit!

 

 

 

 

 

A weather controller in the vein of Storm of the X-Men.  

 

Powerwise I gave a large Change Environment (Note should have added Mega Scale) and a number of powers that a weather controller would have.  I may have under powered her, but its easier to under power that overpower!

 

Personality wise I am not given much.  She has amnesia and possible hidden hunters (other than the police)  Is she a mutant?  An alien?  A government experiment?  She could be a whole sun- campaign all on her own!

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She's a fiery one indeed!

 

 

Quote

2019 #34  Blaze

 

 


Val Char Cost Roll Notes

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

24 DEX 42 14- OCV:  8/DCV:  8

20 CON 20 13-

13 BODY 6 12-

10 INT 0 11- PER Roll 11-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

14 COM 2 12-

 

8+18 PD 5 Total:  8/26 PD (8/26 rPD)

8+18 ED 4 Total:  8/26 ED (8/26 rED)

6 SPD 26 Phases:  2, 4, 6, 8, 10, 12

7 REC 0

40 END 0

31 STUN 0 Total Characteristic Cost:  125

 

Movement: Running: 25"/50"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

20 Physical Damage Reduction, Resistant, 50% (30 Active Points); Limited Power Power loses about a third of its effectiveness (Only when running; -½)

 

25 Elemental Control, 50-point powers

29 1)  Force Field (18 PD/18 ED), Reduced Endurance (0 END; +½) (54 Active Points)

25 2)  Running +19" (25" total), Reduced Endurance (½ END; +¼) (50 Active Points) 2

43 3)  Energy Blast 10d6, Reduced Endurance (½ END; +¼), Area Of Effect (24" Line; +1) (112 Active Points); Limited Power Power loses about half of its effectiveness (Only along run path; -1) 5

 

Perks

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

5 Money:  Well Off

 

Skills

3 Combat Driving 14-

3 Acrobatics 14-

3 Breakfall 14-

3 Criminology 11-

3 Demolitions 11-

6 KS: Biker gangs 14-

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

5 Language:  English (idiomatic; literate)

3 Paramedics 11-

3 Lockpicking 14-

3 Security Systems 11-

3 Seduction 12-

7 Streetwise 14-

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

 

Total Powers & Skill Cost:  208

Total Cost:  333

 

200+ Disadvantages

10 Enraged:  In combat (Uncommon), go 11-, recover 14-

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

5 Reputation:  Biker girl, 8-

15 Psychological Limitation:  Likes to fight (Common; Strong)

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

78 Experience Points

 

Total Disadvantage Points:  333

Earned Experience:  0

Spent Experience:  78

Unspent Experience:  0

 

Background/History:  Karen Demarais ran with a biker gang in Montreal.  She picked up the nickname Blaze as a result of her amazing speed and ability to leave a fire trail behind her.  When the Magistrate got on her case, she ran. Seawolf found her and offered her protection.

 

Personality/Motivation:  She's a biker in the style of Hells Angel.  She want to drink, party and drink. And fight when the mood strikes her.  

 

Quote:  

 

Powers/Tactics:  A speedster with a neat trick.  As she runs she can leave a fire trail behind her.  Si she doesn't have to hit you to hurt you!

 

Campaign Use:  Another loose cannon in Seawolf's Get.  

 

Appearance:  170 cm and 65 KG with brown hair and brown eyes.  She wears biker leather and boots and her arms are covered in tattoos!


 

 

A speedster with a bit extra.  She's like Lightspeed (see earlier) but more destructive.  Again, she has a few extra combat options and uses!

 

Personality wise, she's a biker chick with powers.  So take your usual view of a criminal biker, make it a girl and give powers and a bad attitude.

 

Powerwise, a fairly straight forward build.  Also, if you have Canadian Supers in your game, then she is a logical in.

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In a side bar of the book they explain that duos are a staple of the super's genre.  A pair of criminals with a theme to them.  They even give a couple of sample names like Jack and Hammer (NOPE) or Double Cross (Meh).  But I wanted to do a couple and so settled on....

 

Spider and Fly

 

 

Punch and Judy

 

So coming up, my takes on these names.  Feel free to comment!

 

 

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First up the Spider

 

Quote

2018 #35  Spider

 

 


Val Char Cost Roll Notes

15 STR 5 17- Lift 6400.0kg; 8d6 [3]

15 DEX 15 14- OCV:  8/DCV:  8

15 CON 10 14-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

15 EGO 10 12- ECV:  5

15 PRE 5 14- PRE Attack:  4 ½d6

18 COM 4 13-

 

8+12 PD 5 Total:  8/20 PD (8/20 rPD)

8+12 ED 5 Total:  8/20 ED (8/20 rED)

3 SPD 5 Phases:  2, 4, 6, 8, 10, 12

6 REC 0

30 END 0

26 STUN 0 Total Characteristic Cost:  67

 

Movement: Running: 14"/28"

Leaping: 18"/36"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

12 +25 STR (25 Active Points); OIF (-½), No Figured Characteristics (-½) 2

13 +9 DEX (27 Active Points); OIF (-½), No Figured Characteristics (-½)

10 +10 CON (20 Active Points); OIF (-½), No Figured Characteristics (-½)

5 +8 PRE (8 Active Points); OIF (-½)

20 +3 SPD (30 Active Points); OIF (-½)

8 +6 REC (12 Active Points); OIF (-½)

10 +15 STUN (15 Active Points); OIF (-½)

 

10 Clinging (normal STR)

20 Invisibility to Sight Group , Reduced Endurance (0 END; +½) (30 Active Points); Chameleon (-½)

36 Armor (12 PD/12 ED)

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

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

7 Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); OIF (-½)

 

10 Leaping +10" (18" forward, 9" upward) (Accurate) (15 Active Points); OIF (-½) 1

11 Running +8" (14" total) (16 Active Points); OIF (-½) 2

4 Martial Block +2 +2 Block, Abort

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

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

4 Martial Strike +0 +2 10d6 Strike

5 Defensive Strike +1 +3 8d6 Strike

3 Takedown +1 +1 8d6 Strike; Target Falls

 

Perks

5 Favor

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

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

2 Contact (Contact has access to major institutions, Contact has been blackmailed by the character, Contact has significant Contacts of his own, Contact has useful Skills or resources) 8-

 

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

3 Acrobatics 14-

3 Breakfall 14-

3 Bribery 14-

7 Climbing 16-

3 Deduction 12-

3 High Society 14-

4 AK: NYC 13-

7 Lockpicking 16-

3 Paramedics 12-

7 Security Systems 14-

7 Shadowing 14-

7 Stealth 16-

3 Teamwork 14-

16 +2 with All Combat

 

Total Powers & Skill Cost:  308

Total Cost:  375

 

200+ Disadvantages

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

15 Psychological Limitation:  Opportunist (Common; Strong)

10 Vulnerability:  1 ½ x STUN Cold (Common)

135 Experience Points

 

Total Disadvantage Points:  375

Earned Experience:  0

Spent Experience:  135

Unspent Experience:  0

 

Background/History:  John "Spider" Robertson is a talented second story man who had run into the armoured Fly while he was trying to spy on some executives that John was casing to steal.  Hearing his story, John wasn't sure he was sane, but entered into a deal with Fly. Develop a suit for him and in return for training and assistance. So soon Fly was joined by a partner, the Spider!

 

Personality/Motivation:  An opportunist and career criminal, John is doing his own scores while helping David gather info on his situation!

 

Quote:  

 

Powers/Tactics:  David's suit increases his strength, durability and agility.  Spider is the HTH person and the suit allows him to use his Martial Arts more efficiently!

 

Campaign Use:  Criminal half of a robber duo.  Does he believe David, or just stringing him along!

 

Appearance:  181 cm and 84 KG with brown hair and eyes.  His armour is black with yellow highlights!



 

 

 

I thought about drugs and chemicals and such, but I felt that had been done.  Then I remembered a NPC in Gramercy Island called Firefly who had a bug themed Power Armour.  There we go.  So Fly is the brains of the duo in the mechanical ideas and Spider is the criminal fixer of the team.  Wait until I post Fly to comment please.

 

Personality.  He's a career criminal who has latched onto the big time and will ride it.  Whether the Fly's story is true or not is a complication the GM can add later if he so desires.  

 

Power.  A martial Artist / Second Story man who has a suit that gives him the abilities of a spider.  He's the HTH person of the group.  With his strength and the abilities of the suit he should be a dangerous opponent!  Add Fly providing covering fire and the two can take on most opponents!

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And the Fly

 

Quote

 

2018 #34  Fly

 

 


Val Char Cost Roll Notes

13 STR 3 17- Lift 6400.0kg; 8d6 [4]

11 DEX 3 13- OCV:  7/DCV:  7

13 CON 6 14-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

13 EGO 6 12- ECV:  4

13 PRE 3 14- PRE Attack:  4 ½d6

12 COM 1 11-

 

8+12 PD 5 Total:  8/20 PD (8/20 rPD)

8+12 ED 5 Total:  8/20 ED (8/20 rED)

3 SPD 9 Phases:  3, 5, 8, 10, 12

6 REC 0

26 END 0

24 STUN 0 Total Characteristic Cost:  49

 

Movement: Running: 11"/22"

Flight: 15"/30"

Leaping: 8"/16"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

13 +27 STR (27 Active Points); OIF (-½), No Figured Characteristics (-½) 3

15 +10 DEX (30 Active Points); OIF (-½), No Figured Characteristics (-½)

12 +12 CON (24 Active Points); OIF (-½), No Figured Characteristics (-½)

7 +10 PRE (10 Active Points); OIF (-½)

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

8 +6 REC (12 Active Points); OIF (-½)

10 +15 STUN (15 Active Points); OIF (-½)

 

10 Clinging (normal STR)

20 Invisibility to Sight Group , Reduced Endurance (0 END; +½) (30 Active Points); Chameleon (-½)

36 Armor (12 PD/12 ED)

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

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

7 Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); OIF (-½)

 

25 Flight 15", Reduced Endurance (½ END; +¼) (37 Active Points); OIF (-½) 1

7 Running +5" (11" total) (10 Active Points); OIF (-½) 1

 

 

47 Buzzer:  Multipower, 70-point reserve,  (70 Active Points); all slots OIF (-½)

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

3u 2)  Group Buzz:  Energy Blast 7d6, Area Of Effect (8" Cone; +1) (70 Active Points); No Range (-½), OIF (-½) 7

3u 3)  High pitched Buzz:  Energy Blast 5d6, No Normal Defense (Flash hearing defense; +1) (50 Active Points); OIF (-½) 5

3u 4)  Hearing Group Flash 8d6, Personal Immunity (+¼), Area Of Effect (3" Radius; +1) (54 Active Points); No Range (-½), OIF (-½) 5

 

Perks

5 Favor

3 Contact (Contact has significant Contacts of his own, Contact has useful Skills or resources) 8-

9 Contact (Contact has significant Contacts of his own, Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-

 

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

3 Acrobatics 13-

3 Bugging 13-

5 Computer Programming 14-

3 Electronics 13-

3 Inventor 13-

3 Mechanics 13-

3 Paramedics 13-

3 Security Systems 13-

3 Stealth 13-

7 Teamwork 15-

10 +2 with DCV

3 Buzzer:  +1 with any three maneuvers or a tight group of attacks

 

Total Powers & Skill Cost:  329

Total Cost:  378

 

200+ Disadvantages

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

15 Psychological Limitation:  Victim of a conspiracy (Common; Strong)

10 Vulnerability:  1 ½ x STUN Cold (Common)

138 Experience Points

 

Total Disadvantage Points:  378

Earned Experience:  0

Spent Experience:  138

Unspent Experience:  0

 

Background/History:  David Iametti is a talented electrician and mechanic who constantly had bad luck gaining employment.  Eventually some sort of scandal involving missing material or his being a stealer of ideas would surface, and he would be let go.  David thought he was the victim of a conspiracy, and so conceived of his "Fly" armour to try and gather info to clear himself as he would be like a fly on the wall.  But he only made things worse. So now resigned to a life of crime, he has joined with the thief John "Spider" Robertson as the duo Spider and Fly!

 

Personality/Motivation:  David feels that he has been unjustly forced into a life of crime, and if so he will be the best criminal he can.  So now he wants the good things in life as well as enough money to tool on the armours he has made!

 

Quote:  

 

Powers/Tactics:  Fly is just as his name sake, a fly themed suit of power armour.  He suit gives him strength, durability, flight and has a set of sound blasters he calls his Buzzers.  Generally he stays airborne and blasts, or will do a moveby.

 

Campaign Use:  Is he really the victim of a conspiracy?  

 

Appearance:  181 cm and 84 KG with brown hair and eyes.  His armour is black with green highlights!

 

 

 

 

 

So he's the brains behind the suits.  

 

Personality. He's a victim.  Whether real or imagined, he feels he's been wronged and that crime is the only way to prove it.   So far Spider and a few others are believing him, and he hopes to gather more evidence.  So he does a job with Spider to satisfy the money needs, then a Spider helps with a mission to get back at his tormentors.  

 

Power.  He's the old first edition version of Dragonfly, but with a power armour twist.  He generally snipes, but if the opponent is tough enough he'll do a move by or move through.  But generally he'll stay airbourn. 

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So the next two in my dangerous duos...... Punch and Judy

 

First the powerhouse that is Punch!

 

Quote

 

2019 #36  Punch

 

 


Val Char Cost Roll Notes

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

20 DEX 30 13- OCV:  7/DCV:  7

25 CON 30 14-

13 BODY 6 12-

18 INT 8 13- PER Roll 13-

10 EGO 0 11- ECV:  3

20 PRE 10 13- PRE Attack:  4d6

18 COM 4 13-

 

28 PD 16 Total:  28 PD (28 rPD)

28 ED 23 Total:  28 ED (28 rED)

4 SPD 10 Phases:  3, 6, 9, 12

17 REC 0

50 END 0

56 STUN 0 Total Characteristic Cost:  187

 

Movement: Running: 11"/22"

Leaping: 22"/44"

Swimming: 2"/4"

 

Cost Powers END

28 Damage Resistance (28 PD/28 ED)

 

5 Infrared Perception (Sight Group)

5 Nightvision

 

20 Missile Deflection (Any Ranged Attack)

 

10 Leaping +10" (22" forward, 11" upward) 1

10 Running +5" (11" total) 1

 

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

 

60 Multipower, 90-point reserve,  (90 Active Points); Limited Power Power loses about a third of its effectiveness (-½)

6u 1)  Energy Blast 8d6, Hole In The Middle (+¼), Area Of Effect (5" Radius; +1) (90 Active Points); No Range (-½) 9

3u 2)  Energy Blast 8d6, Hole In The Middle (+¼), Area Of Effect (One Hex; +½), Does x1 ½ Knockback (+½) (90 Active Points); Limited Power Power loses about half of its effectiveness (No Damage, only KB; -1), No Range (-½), Only When In Contact With The Ground (-¼) 9

 

Perks

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

6 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) 8-

5 Favor

 

Skills

3 Bureaucratics 13-

3 Climbing 13-

3 Criminology 13-

3 Deduction 13-

3 Forensic Medicine 13-

3 Tactics 13-

3 Teamwork 13-

 

Total Powers & Skill Cost:  199

Total Cost:  386

 

200+ Disadvantages

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

20 Psychological Limitation:  Greedy (Very Common; Strong)

15 Social Limitation:  Secret ID (Frequently; Major)

10 Vulnerability:  1 ½ x STUN Electricity (Common)

10 Vulnerability:  1 ½ x Effect Electricity (Common)

116 Experience Points

 

Total Disadvantage Points:  386

Earned Experience:  0

Spent Experience:  116

Unspent Experience:  0

 

Background/History:  Paul Kaperniski was a good cop at one time, but the lure of easy money got to him while he was under cover and he became that bought cop.  But all was going well, until while he and his crook girlfriend was at a dive bar he was supposed to troll for information. Unfortunately that evening some of the patrons disappeared.  Turns out Artificer wanted to try out some new empowering device and want people who would be easily missed. Paul and his girl friend survived the process, and Artificer let them loose to see what they would do.  Declared missing, Paul decided he and his girlfriend should go into business for themselves. Now they pull scores together and he has taken the nickname Punch as a cover.

 

Personality/Motivation:  A crooked cop, presumed turned, with super powers.  His main motivation is greed. He wants MONEY!

 

Quote:  

 

Powers/Tactics:  Punch is a brick.  He gets close and deals damage.  When with Judy, he'll wait for her to set up an opponent, and then he'll deliver a closing attack.  As well he has learned a couple of attacks that will knock people off their feet or hit multiple opponents.

 

Campaign Use:  

 

Appearance:  at 179 cm and 77 KG he dresses in a head to toe grey bodysuit with a large black "P" on the chest!

 

 

 

 

 

This is your basic brick build.  Lots of strength, durability and a couple of brick tricks for when things get scary.

 

Personality wise I made him a former bad cop, correction, a former greedy bad cop, who has kept the greedy part.  Add his familiarity with police proceedures and he's be a valuable addition to any villain team.  Add that he's always with Judy and you get a nasty combination.

 

Note:  If you see a similarity between this story and The Contenders super villain team I did a number of months ago, you're right. It was too good to pass up!

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And his main squeeze Judy!

 

Quote

2019 #37  Judy

 

 


Val Char Cost Roll Notes

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

30 DEX 60 15- OCV:  10/DCV:  10

18 CON 16 13-

13 BODY 6 12-

13 INT 3 12- PER Roll 12-

18 EGO 16 13- ECV:  6

15 PRE 5 12- PRE Attack:  3d6

18 COM 4 13-

 

8 PD 4 Total:  8 PD (8 rPD)

8 ED 4 Total:  8 ED (8 rED)

6 SPD 20 Phases:  2, 4, 6, 8, 10, 12

10 REC 4

36 END 0

35 STUN 3 Total Characteristic Cost:  155

 

Movement: Running: 13"/26"

Leaping: 10"/20"

Swimming: 2"/4"

Teleportation: 15"/30"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

6 Leaping +6" (10" forward, 5" upward) 1

14 Running +7" (13" total) 1

 

15 Healing BODY 1d6 (standard effect: 3 points), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Self Only (-½)

 

18 Entangle 6d6, 0 DEF (60 Active Points); No Defense (-1 ½), No Range (-½), Cannot Form Barriers (-¼) 6

 

24 Teleportation 15" (30 Active Points); Must Pass Through Intervening Space (-¼) 3

 

4 Martial Block +2 +2 Block, Abort

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

4 Martial Escape +0 +0 50 STR vs. Grabs

4 Martial Strike +0 +2 9d6 Strike

3 Martial Throw +0 +1 7d6 +v/5, Target Falls

5 Offensive Strike -2 +1 11d6 Strike

3 Takedown +1 +1 7d6 Strike; Target Falls

12 +3 HTH Damage Class(es)

 

Perks

6 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) 8-

5 Favor

 

Talents

12 Combat Luck (6 PD/6 ED)

15 Combat Sense 12-

 

Skills

3 Acrobatics 15-

3 Breakfall 15-

3 Climbing 15-

3 Combat Driving 15-

3 Combat Piloting 15-

3 Cryptography 12-

3 Disguise 12-

3 Forgery 12-

3 Paramedics 12-

3 Security Systems 12-

3 Seduction 12-

3 Stealth 15-

3 Streetwise 12-

3 Tactics 12-

3 Teamwork 15-

 

Total Powers & Skill Cost:  207

Total Cost:  362

 

200+ Disadvantages

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

15 Social Limitation:  Secret ID (Frequently; Major)

20 Psychological Limitation:  Thrill seeker (Very Common; Strong)

10 Vulnerability:  1 ½ x STUN Cold (Common)

10 Vulnerability:  1 ½ x Effect Cold (Common)

92 Experience Points

 

Total Disadvantage Points:  362

Earned Experience:  0

Spent Experience:  92

Unspent Experience:  0

 

Background/History:  Genny Grimes was a career criminal.  She ran with the bad boys and participated in many of their antics.  And a girls gotta protect herself right, so she learned a few moves from some hard guys who owed her a few favours.  She also managed to pick up a lot of skills, and was soon earning a name for herself. And she had a good main man in Paul.  Sure he was a cop, but that made it exciting. then came the night at the bar. Artificer wanted to try out some new empowering device and want people who would be easily missed.  Genny and he boyfriend survived the process, and Artificer let them loose to see what they would do. Declared missing, Paul decided he and his girlfriend should go into business for themselves.  She agreed. Now they pull scores together and she has become his Judy.

 

Personality/Motivation:  A thrill seeker.  She likes taking chances.  

 

Quote:  

 

Powers/Tactics:  The process made Genny extremely agile and quick.  She is now probably one of the top ten MA in the world.  Add some weird Kung Fu tricks she has practiced and she becomes a very dangerous opponent!

 

Campaign Use:  

 

Appearance:  160 Cm and 60 KG she wears a bright red bodysuit with a stylized yellow "J" over her left breast!



 

 

 

European Enemies had a pairing called Chromedome and Silver Hyena and so I used parts of them in making this pairing.  Judy is a thrill seeker and willing to take chances.  That she has a big strong rescuer in Punch makes it sweeter.  Of the two she will be the one to suggest a score just to get some excitement.

 

So she's basically your super Martial Artist with a few moves I stole from and Adventures Club article a few years ago.  The entangle is basically a nerve pinch and the tport is a blinding fast attack (you can barely see her coming)

 

As well she has some useful skills from life on the streets.

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