Jump to content

To Serve and Protect (The Protectors) by Scott Heine


TheQuestionMan

Recommended Posts

Re: To Serve and Protect (The Protectors) by Scott Heine

 

The Protectors have been posted before, in this thread. That being said, I don't know the ins and outs of the posting policy, and I can't read Hero Designer files so I don't know if these .hdc files are the same writeups that were already posted.

 

Edit: See also this thread, which has the art.

Link to comment
Share on other sites

Re: To Serve and Protect (The Protectors) by Scott Heine

 

This is copyrighted material owned by Hero Games. Did you get their permission before posting this? :)

 

In fact the Protectors rights are still owned by Scott Heine, who has supported our fan updates of his characters to Fifth Edition, and posted those new character illos himself. A generous and classy guy. :king:

 

Your work is also generous, QM, but since I can't read HD files myself I can't tell whether you gave credit to those "others" you mentioned. A link to where their work previously appeared would have been apropos, though.

Link to comment
Share on other sites

Re: To Serve and Protect (The Protectors) by Scott Heine

 

[b]Brainchild - Kent Hampton, aka Brainstorm[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
10    STR     0   10      11-       HTH Damage 2d6  END [1]
18    DEX     24   18      13-       OCV 6 DCV 6
18    CON     16   18      13-
10    BODY    0   10      11-
23    INT     13   23      14-       PER Roll 14-
25    EGO     30   25      14-       ECV: 8
20    PRE     10   20      13-       PRE Attack: 4d6
12    COM     1   12      11-
15    PD      4   15/35             15/35 PD (9/29 rPD)
15    ED      4   15/35             15/35 ED (7/27 rED)
5    SPD     22   5                 Phases:  3, 5, 8, 10, 12
6    REC     0   6
36    END     0   36
36    STUN    12   36
8    RUN      4   8"                END [2]
2    SWIM     0   2"                END [1]
2    LEAP     0   2"                2" forward, 1" upward

[b]CHA Cost: 140[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
15     [b][i]Base MD[/i][/b]: Mental Defense (20 points total) - END=0
45     [b][i]Psionic Static[/i][/b]: Mental Damage Reduction, 50%, Works First (+1/2) (45 Active Points) [Notes: This reduction applies BEFORE his mental defense kicks in.] - END=0
43     [b][i]Force Field Belt[/i][/b]: Force Field (20 PD/20 ED/15 Power Defense) (Protect Carried Items) (65 Active Points); OIF (-1/2) - END=6
5     [b][i]Inertial Dampening Field[/i][/b]: Knockback Resistance -5" (10 Active Points); Costs Endurance (-1/2), OIF (Part of Force Field Belt; -1/2) - END=1
16     [b][i]Bulletproof Spandex Uniform[/i][/b]: Armor (9 PD/7 ED) (24 Active Points); OIF (-1/2) - END=0
34     [b][i]Jetpack[/i][/b]: Flight 18", x4 Noncombat, Usable Underwater (+1/4) (51 Active Points); OIF (-1/2) - END=5
12     [b][i]Communication Earplug[/i][/b]: Radio Perception/Transmission (Radio Group), Concealed (-5 with Radio Perception/Transmission PER Rolls) (15 Active Points); IIF (-1/4) - END=0
8     [b][i]Communication Extender[/i][/b]: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2) - END=0
3     [b][i]Nightsight[/i][/b]: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) - END=0
3     [b][i]Nightsight[/i][/b]: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2) - END=0
13     [b][i]Language Interpretation Headband[/i][/b]: Universal Translator 14- (20 Active Points); OIF (-1/2) - END=
21     [b][i]Space Suit[/i][/b]: Life Support  (Immune to most diseases & chemicals; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (37 Active Points); OIF (-1/2), Based on Armor (suit can lose these functions without being lost) (-1/4) - END=0
     - END=
31     [b][i]Phaser[/i][/b]: Multipower, 62-point reserve,  (62 Active Points); all slots OAF (-1) - END=
6m     1)  [b][i]Set to Stun[/i][/b]: Energy Blast 6d6, No Normal Defense (Standard; +1) (60 Active Points); OAF (-1) - END=6
5m     2)  [b][i]Partial Destabilization[/i][/b]: Energy Blast 12d6 (60 Active Points); OAF (-1), No Knockback (-1/4) - END=6
5m     3)  [b][i]Bright Flash[/i][/b]: Sight Group Flash 12d6 (60 Active Points); OAF (-1), Can Be Missile Deflected (-1/4) - END=6
3u     4)  [b][i]Disintegration[/i][/b]: Killing Attack - Ranged 4d6 (60 Active Points); OAF (-1), No Knockback (-1/4) - END=6
2u     5)  [b][i]Meltdown 1[/i][/b]: Drain ED 2 1/2d6, Ranged (+1/2), Continuous (+1) (62 Active Points); ED Applies (-1), OAF (-1), Beam (-1/4) - END=6
3u     6)  [b][i]Meltdown 2[/i][/b]: Killing Attack - Ranged 1 1/2d6, Penetrating (+1/2), Continuous (+1) (62 Active Points); OAF (-1), Beam (-1/4) - END=6
3u     7)  [b][i]Repulsar Ray[/i][/b]: Energy Blast 5d6, Quadruple KB (+1 1/2) (62 Active Points); OAF (-1) - END=6
1u     8)  [b][i]Deflecto Blast[/i][/b]: Missile Deflection (Any Ranged Attack), Adjacent Hex (+1/2) (30 Active Points); OAF (-1), Costs Endurance (-1/2) - END=3
1u     9)  [b][i]Defensive Manuevers[/i][/b]: +6 with DCV (30 Active Points); OAF (-1), Costs Endurance (-1/2) - END=3
     - END=
74     [b][i]Living Power Battery[/i][/b]: Endurance Reserve  (300 END, 50 REC) Reserve:  (80 Active Points); "Leaks" (-1/4) [Notes: As he uses it more intensively he begins to glow.] - END=0
16     [b][i]Transfer Power[/i][/b]: Healing (END Reserve) 3d6, Ranged (+1/2) (45 Active Points); Increased Endurance Cost (3x END; -1), OIF (Focus (Filtering device in gloves); -1/2), No effect on reserves based on physical fuel (-1/4) [Notes: Note that this can recharge other novas' END Reserves as well.] - END=12

[b]POWERS Cost: 368[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
3      Computer Programming 14-
3      Electronics 14-
3      Inventor 14-
3      Mechanics 14-
3      AK: West Coast 14-
3      Security Systems 14-
3      Stealth 13-
3      Systems Operation 14-
4      Weaponsmith (Chemical Weapons, Firearms, Psionic) 14-

     Combat Skills
7      1)  Teamwork 15-
5      2)  Rapid Attack (Ranged) 
12      3)  +4 with multipower
4      4)  +2 vs. Range, for multipower
4      5)  +2 vs. multiple attack penalties, with multipower

3      Scholar
2      1)  KS: Current Events (3 Active Points) 14-
2      2)  KS: General Knowledge & Trivia (3 Active Points) 14-
3      3)  KS: Pulp Fiction (the literature, not the movie) (4 Active Points) 15-
2      4)  KS: The Nova World (3 Active Points) 14-
3      Scientist
4      1)  SS:  Bioenergetics 16- (5 Active Points)
2      2)  SS:  Biology 14- (3 Active Points)
2      3)  SS:  Chemistry 14- (3 Active Points)
2      4)  SS:  Physics 14- (3 Active Points)
2      5)  SS:  Psionic Engineering 14- (3 Active Points)
2      6)  SS:  Psychology 14- (3 Active Points)

[b]SKILLS Cost: 89[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
2      Deep Cover
6      Fringe Benefit:  Concealed Weapon Permit (where appropriate), Federal/National Police Powers, Passport
2      Reputation (A large group) ; 11-, +1/+1d6

[b]PERKS Cost: 10[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
3      Lightning Calculator
3      Absolute Range Sense
3      Absolute Time Sense
5      Eidetic Memory
4      Speed Reading (x10)

[b]TALENTS Cost: 18[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Distinctive Features:  Walking power battery Not Concealable, Always Noticed and Causes Major Reaction, Detectable Only By Unusual Senses
20     Vulnerability:  2 x Effect Gas attacks due to slight ashma (Common)
20     Watched:  PRIMUS 14-, More Powerful, NCI, Watching
20     Hunted:  PSI 8- (Occasionally), More Powerful, NCI, Harshly Punish [Notes: Psi (and Psimon in particular) believe Brainchild is in fact Brainstorm (and they're right).  They're trying to find out for certain and would LOVE to expose him if they could prove it.]
10     Hunted:  Generic 8- (As Pow, Harshly Punish) [Notes: Because he generates power, he is often the target of villains seeking to power their latest McGuffin.]
20     Psychological Limitation:  Intellectual Arrogance Very Common, Strong
15     Psychological Limitation:  Inferiority Complex; Must Prove His "Superiority" Common, Strong
20     Social Limitation:  Secret Identity (the former Brainstorm) Frequently (11-), Severe [Notes: Severity increased to reflect the danger of the secret.  The fact that he is Kent Hampton is actually a Public ID.]
15     Social Limitation:  Immature (Frequently, Major) [Notes: Listed as social because the problems it causes him will be social ones.]

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 200
Exp Required: 275
Total Exp Available: 275
Exp Unspent: 0
Total Character Cost: 625



Link to comment
Share on other sites

Re: To Serve and Protect (The Protectors) by Scott Heine

 

[b]Brainstorm - Kent Hampton[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
18    STR     8   18      13-       HTH Damage 3 1/2d6  END [2]
24    DEX     42   24      14-       OCV 8 DCV 8
23    CON     26   23      14-
10    BODY    0   10      11-
13    INT     3   13      12-       PER Roll 12-
23    EGO     26   23      14-       ECV: 8
15    PRE     5   15      12-       PRE Attack: 3d6
10    COM     0   10      11-
13    PD      9   13/23             13/23 PD (0/10 rPD)
13    ED      8   13/23             13/23 ED (0/10 rED)
5    SPD     16   5                 Phases:  3, 5, 8, 10, 12
15    REC     12   15
66    END     10   66
40    STUN    9   40
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
4    LEAP     0   3 1/2"                3 1/2" forward, 1 1/2" upward

[b]CHA Cost: 174[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
60     [b][i]Psycokinetic Powers[/i][/b]: Multipower, 60-point reserve - END=
6u     1)  Ego Attack 6d6 (Human class of minds) (60 Active Points) - END=6
6u     2)  Mind Scan 10d6 (Human class of minds), +3 ECV (56 Active Points) - END=6
6u     3)  Telekinesis (40 STR) (60 Active Points) - END=6
6u     4)  Telepathy 12d6 (Human class of minds) (60 Active Points) - END=6
      - END=
10     [b][i]Concealed Communicator[/i][/b]: HRRP (Radio Group) (12 Active Points); IIF (-1/4) - END=0
23     [b][i]Ego Defense[/i][/b]: Mental Defense (14 points total), Usable Simultaneously (up to 2 people at once; +1/2), Ranged (+1/2) (23 Active Points) - END=0
4     [b][i]Special Contacts[/i][/b]: Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4) - END=0
30     [b][i]Telekinetic Shield[/i][/b]: FF (10 PD/10 ED), Reduced Endurance (0 END; +1/2) (30 Active Points) - END=0

[b]POWERS Cost: 151[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
9      +3 with PsychoKinetic Powers

3      KS: PSI 12-
2      KS: Pop fiction (Sci-fi and mistery) 11-
2      PS: Play Drums 11-
3      SS:  Sociology 12-
3      Stealth 14-
3      Teamwork 14-

[b]SKILLS Cost: 25[/b]


[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
5     Dependence:  Mind Drugs, Takes 3d6 Damage (Easy To Obtain, 1 Day)
10     Distinctive Features:  Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15     Hunted:  PSI 8- (Mo Pow, Harshly Punish)
15     Hunted:  Supervillain Group 8- (Mo Pow, Harshly Punish)
10     Physical Limitation:  Asthma (Frequently, Slightly Impairing)
10     Psychological Limitation:  Contempt for other Mentalists (Uncommon, Strong)
10     Psychological Limitation:  Hates PSI (Uncommon, Strong)
10     Psychological Limitation:  Immature (Common, Moderate)
15     Social Limitation:  Secret Identity (Kent Hampton) Frequently (11-), Major
20     Vulnerability:  2 x Effect Gas attacks (Common)

[b]DISADVANTAGES Points: 120[/b]

Base Pts: 200
Exp Required: 30
Total Exp Available: 30
Exp Unspent: 0
Total Character Cost: 350



Link to comment
Share on other sites

Re: To Serve and Protect (The Protectors) by Scott Heine

 

[b]Doc Sonic - Dr. Robyn Willows[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
13    STR     3   13      12-       HTH Damage 2 1/2d6  END [1]
23    DEX     39   23      14-       OCV 8 DCV 8
18    CON     16   18      13-
10    BODY    0   10      11-
33    INT     23   33      16-       PER Roll 16-
18    EGO     16   18      13-       ECV: 6
18    PRE     8   18      13-       PRE Attack: 3 1/2d6
14    COM     2   14      12-
6    PD      3   6/40             6/40 PD (0/34 rPD)
6    ED      2   6/30             6/30 ED (0/24 rED)
6    SPD     27   6                 Phases:  2, 4, 6, 8, 10, 12
10    REC     6   10
40    END     2   40
30    STUN    4   30
8    RUN      4   8"                END [2]
2    SWIM     0   2"                END [1]
3    LEAP     0   2 1/2"                2 1/2" forward, 1" upward

[b]CHA Cost: 155[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
36     [b][i]Coatlicue's Rebuttal[/i][/b]: Mental Defense (32 points total), Hardened (+1/4) (36 Active Points) [Notes: Robyn was more affected by the Coatlicue incident than the other Protectors.  As such she has cultivated a high personal MD.] - END=0
19     [b][i]Coatlicue's Rebuttal[/i][/b]: Damage Resistance (30 Mental Def.), Hardened (+1/4) (19 Active Points) - END=0
22     [b][i]Been there, done that, got the T-shirt[/i][/b]: +45 PRE (45 Active Points); Only for defense or defending against skill-vs-skill (-1) - END=
     - END=
17     [b][i]Main Battlesuit Functions[/i][/b]: Elemental Control, 50-point powers,  (25 Active Points); all slots OIF (-1/2) - END=
17     1)  [b][i]Primary Flight[/i][/b]: Flight 20", Usable Underwater (+1/4) (50 Active Points); OIF (-1/2) - END=5
23     2)  [b][i]Primary Force Field[/i][/b]: Force Field (30 PD/20 ED) (Protect Carried Items) (60 Active Points); OIF (-1/2) - END=6
13     3)  [b][i]Was that supposed to hurt?[/i][/b]: Physical Damage Reduction, Resistant, 75% (60 Active Points); STUN Only (-1/2), Limited SFX (see note) (-1/2), OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) [Notes: Sound is defined as a PD attack for my campaigns.  Because of its nature this would also work against an air blast or similar SFX.] - END=6
18     4)  [b][i]Sonic Manipulation[/i][/b]: Hearing Group Images Increases Size (2" radius; +1/4), +/-10 to PER Roll, Reduced Endurance (1/2 END; +1/4) (52 Active Points); OIF (-1/2) - END=2
     - END=
    Other Battlesuit Functions, all slots OIF (Battlesuit; -1/2) - END=
21     1)  [b][i]Unique Sonic Battery[/i][/b]: Endurance Reserve  (120 END, 20 REC) (32 Active Points); OIF (Battlesuit; -1/2) - END=0
17     2)  [b][i]Gremlin Defense[/i][/b]: Naked Modifier: Difficult To Dispel (x2 Active Points) (x2 Active Points; +1/4) for up to 100 Active Points (25 Active Points); OIF (Battlesuit; -1/2) [Notes: Protects the Sonic Battery from Dispels against it.  She devised this specfically to counteract The Disruptor's "Gremlin Ray".] - END=2
8     3)  [b][i]Combat Recharger[/i][/b]: Absorption into END Reserve 4d6  (energy, Physical) (20 Active Points); Only Restores To Starting Values (-1/2), Only full power against sonic attacks (see note) (-1/2), OIF (Battlesuit; -1/2) [Notes: 4d6 for sonic attacks.  2d6 for any physical attack that "buffets" her (like a wind blast) in a manner similar to a sonic attack.  1d6 otherwise.] - END=0
5     4)  [b][i]Well-designed Force Field[/i][/b]: Lack Of Weakness (-8) for Force Field (8 Active Points); OIF (Battlesuit; -1/2) - END=0
7     5)  [b][i]Contingency Planning[/i][/b]: Power Defense (12 points) (12 Active Points); OIF (Battlesuit; -1/2), Only protects suit functions (-1/4) - END=0
8     6)  [b][i]High-Tech Material[/i][/b]: Armor (4 PD/4 ED) (12 Active Points); OIF (Battlesuit; -1/2) - END=0
13     7)  [b][i]Sonic Baffles[/i][/b]: Invisibility to Hearing Group , No Fringe (20 Active Points); OIF (Battlesuit; -1/2) - END=2
12     8)  [b][i]Sonar System[/i][/b]: Active Sonar (Hearing Group), Telescopic (+6):  +6 (18 Active Points); OIF (Battlesuit; -1/2) - END=0
2     9)  [b][i]Sonar System[/i][/b]: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (Battlesuit; -1/2) - END=0
5     10) [b][i]Ultrasound[/i][/b]: N-Ray Perception for Sonar (Sight Group) (10 Active Points); No Range (-1/2), OIF (Battlesuit; -1/2) - END=0
22     11) [b][i]CBT Functions[/i][/b]: Life Support  (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (39 Active Points); OIF (Battlesuit; -1/2), Not always active (see note) (-1/4) [Notes: She has to enclose her head for this to work, something she is somewhat loathe to do unless she knows she's going to be facing this kind of attack.] - END=0
     - END=
53     [b][i]Battlesuit Weapon Systems[/i][/b]: Multipower, 80-point reserve,  (80 Active Points); all slots OIF (Battlesuit; -1/2) - END=
5m     1)  [b][i]Somebody's gonna hear this[/i][/b]: Hearing Group Flash 12d6 (36 Active Points); OIF (Battlesuit; -1/2) - END=4
4m     2)  [b][i]Extra Flight[/i][/b]: Flight 15" (30 Active Points); OIF (Battlesuit; -1/2) - END=3
4m     3)  [b][i]Extra DEF[/i][/b]: Force Field (15 PD/15 ED) (30 Active Points); OIF (Battlesuit; -1/2) [Notes: She can only increment it in 1 DEF steps...] - END=3
4u     4)  [b][i]Sonic Stunner, Full[/i][/b]: Energy Blast 6d6, No Normal Defense (Standard; +1) (60 Active Points); OIF (Battlesuit; -1/2) - END=6
4u     5)  [b][i]Sonic Stunner, Casual[/i][/b]: Energy Blast 5d6, Reduced Endurance (0 END; +1/2), No Normal Defense (Standard; +1) (62 Active Points); OIF (Battlesuit; -1/2) - END=0
4u     6)  [b][i]Sonic Stunner, Cone[/i][/b]: Energy Blast 4d6, Area Of Effect (9" Cone; +1), No Normal Defense (Standard; +1) (60 Active Points); OIF (Battlesuit; -1/2) - END=6
4u     7)  [b][i]Sonic Syonara[/i][/b]: Energy Blast 5d6, Quadruple Knockback (+1 1/2) (62 Active Points); OIF (Battlesuit; -1/2) [Notes: This is in keeping with her "Tactics" listing in S&P.] - END=6
4u     8)  [b][i]Sonic Boom[/i][/b]: Hearing Group Flash 10d6, Area Of Effect (3" Radius; +1) (60 Active Points); OIF (Battlesuit; -1/2) - END=6
3u     9)  [b][i]Emergency END Booster[/i][/b]: "Healing" into END Reserve 8d6 (80 Active Points); 4 Charges (-1), Self Only (-1/2), OIF (Battlesuit; -1/2) [Notes: Remember that the result will be doubled -- on average recovering 56 END.

Also remember she can only switch her pool once per turn...] - END=[4]
2u     10) [b][i]Sonic Shove[/i][/b]: Telekinesis (40 STR) (60 Active Points); Very limited manipulation (-1), OIF (Battlesuit; -1/2) - END=6
4u     11) [b][i]Focused Shatterer[/i][/b]: Killing Attack - Ranged 4d6 (60 Active Points); OIF (Battlesuit; -1/2) - END=6
2u     12) [b][i]Sonic Disruptor[/i][/b]: Killing Attack - Hand-To-Hand 1d6, Penetrating (+1/2), Reduced Endurance (1/2 END; +1/2), Autofire (40 shots; +2) (60 Active Points); No STR Bonus (-1/2), Required Hands Two-Handed (-1/2), OIF (Battlesuit; -1/2) - END=2
     - END=
    Other Equipment - END=
7     1)  [b][i]Filtering Earplugs[/i][/b]: Damage Resistance (15 Flash Def.), Hardened (+1/4) (9 Active Points); IIF (-1/4) - END=0
15     2)  [b][i]Filtering Earplugs[/i][/b]: Hearing Group Flash Defense (15 points), Hardened (+1/4) (19 Active Points); IIF (-1/4) - END=0
10     3)  [b][i]Polarized Lenses[/i][/b]: Sight Group Flash Defense (15 points) (15 Active Points); OIF (-1/2) [Notes: Neither resistant nor hardened, and worn seperately from the suit often enough to warrant being outside it.] - END=0
12     4)  [b][i]Scrambled Radio System[/i][/b]: Radio Perception/Transmission (Radio Group), Concealed (-5 with Radio Perception/Transmission PER Rolls) (15 Active Points); IIF (-1/4) - END=0

[b]POWERS Cost: 426[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
0      Weapon Element: Battlesuit systems:  Default Element
4      Ranged Disarm:  1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 28 STR
4      Trip:  1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls
5      Far Shot:  1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike

[b]MARTIAL ARTS Cost: 13[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
6      +4 vs. specific OCV modifier on a single attack
12      +4 with any three maneuvers or a tight group of attacks
     Combat Skills
3      Analyze:  Technology 16-
3      Breakfall 14-
5      Bureaucratics 14-
3      Computer Programming 16-
3      Concealment 16-
5      Cramming 
1      Criminology 8-
3      Navigation 16-
3      Deduction 16-
3      Tactics 16-
3      Teamwork 14-
3      PS: Domestic Defender (Full-time nova) 13-
1      PS: Singing 8-

     Gadgeteer
3      1)  Electronics 16-
3      2)  Inventor 16-
3      3)  Mechanics 16-
3      4)  Systems Operation 16-
7      5)  Weaponsmith (Battlesuits, Sonic-Based) 18-
3      6)  Power 16-
10      7)  +2 with skills on this list & science skills

3      Scientist
2      1)  SS:  Engineering 16- (3 Active Points)
2      2)  SS:  Physics 16- (3 Active Points)
2      3)  SS:  Sonics 16- (3 Active Points)

[b]SKILLS Cost: 98[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
4      Fringe Benefit:  Federal/National Police Powers, Passport
6      Reputation (A large group) ; 14-, +2/+2d6

[b]PERKS Cost: 10[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
18      Universal Translator 19- (23 Active Points); Verbal Only (-1/4)

[b]TALENTS Cost: 18[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
15     Psychological Limitation:  Code versus Killing (Common, Strong)
15     Psychological Limitation:  Dislikes Combat (Very Common, Moderate)
10     Social Limitation:  Harrassed by FEMA (Frequently, Minor)
5     Physical Limitation:  Nearsighted (wears corrective lenses) (Infrequently, Slightly Impairing)
20     Hunted:  VIPER 8- (Mo Pow, NCI, Harshly Punish)
20     Watched:  PRIMUS 14- (Mo Pow, NCI, Watching)
15     Social Limitation:  Secret Identity (Frequently, Major)
10     Hunted:  Sonic Powered Villain 8- (As Pow, Harshly Punish) [Notes: This used to be Ultrasonique of Eurostar -- who is now deceased in the campaign.]
10     Social Limitation:  The Wrong Enemies (Frequently, Minor) [Notes: Robyn has made an enemy of NOW and other feminist groups. She has also offended several higher-ups in PRIMUS -- and in the case of FEMA the feeling is mutual.  This causes problems in more than a few social circles.]
10     Reputation:  Anti-Feminist, politically conservative member of the Protectors, 11-

[b]DISADVANTAGES Points: 130[/b]

Base Pts: 200
Exp Required: 390
Total Exp Available: 391
Exp Unspent: 1
Total Character Cost: 720



Link to comment
Share on other sites

Re: To Serve and Protect (The Protectors) by Scott Heine

 

[b]Dr. Wraithe - Eric Wraithe[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
13    STR     3   13      12-       HTH Damage 2 1/2d6  END [1]
23    DEX     39   23      14-       OCV 8 DCV 8
23    CON     26   23      14-
10    BODY    0   10      11-
18    INT     8   18      13-       PER Roll 13-
18    EGO     16   18      13-       ECV: 6
15    PRE     5   15      12-       PRE Attack: 3d6
12    COM     1   12      11-
10    PD      7   10/22             10/22 PD (0/12 rPD)
10    ED      5   10/22             10/22 ED (0/12 rED)
5    SPD     17   5                 Phases:  3, 5, 8, 10, 12
14    REC     12   14
88    END     21   88
45    STUN    16   45
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
3    LEAP     0   2 1/2"                2 1/2" forward, 1" upward

[b]CHA Cost: 176[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
52     [b][i]Eldritch Magic[/i][/b]: Multipower, 65-point reserve,  (65 Active Points); all slots Gestures (-1/4) - END=
5u     1)  [b][i]Billowing Clouds of Smoke[/i][/b]: Darkness to Sight and Smell/Taste Groups 6" radius (65 Active Points); Gestures (-1/4) - END=6
5u     2)  [b][i]Dazzling Light Burst[/i][/b]: Sight Group Flash 6d6, Area Of Effect (3" Radius; +1) (60 Active Points); Gestures (-1/4) - END=6
4u     3)  [b][i]Healing Spell[/i][/b]: Healing BODY 4d6, Can Heal Limbs, Reduced Endurance (1/2 END; +1/4) (56 Active Points); Gestures (-1/4) - END=2
3u     4)  [b][i]Invisibility Spell[/i][/b]: Invisibility to Sight and Radio Groups , No Fringe (35 Active Points); Gestures (-1/4) - END=3
5u     5)  [b][i]Mystic Blast[/i][/b]: EB 13d6 (65 Active Points); Gestures (-1/4) - END=6
5u     6)  [b][i]Mystic Force[/i][/b]: FW (11 PD/11 ED; 6" long and 1" tall) (65 Active Points); Gestures (-1/4) - END=6
5u     7)  [b][i]Sleep Spell[/i][/b]: Ego Attack 5d6 (Human and Animal classes of minds) (60 Active Points); Gestures (-1/4) - END=6
5u     8)  [b][i]Transfixiation[/i][/b]: Tunneling 6" through 10 DEF material, Ranged (+1/2) (63 Active Points); Gestures (-1/4) - END=6
5u     9)  [b][i]Warping Inner Reality[/i][/b]: Mental Illusions 11d6 (Human and Animal classes of minds) (65 Active Points); Gestures (-1/4) - END=6
5u     10) [b][i]Warping Outer Reality[/i][/b]: Telekinesis (43 STR) (65 Active Points); Gestures (-1/4) - END=6
      - END=
40     [b][i]Astral Travel[/i][/b]: Teleportation 15", x4 Increased Mass - END=4
10     [b][i]Concealed Communicator[/i][/b]: HRRP (Radio Group) (12 Active Points); IIF (-1/4) - END=0
19     [b][i]Mystic Sense[/i][/b]: Danger Sense (immediate vicinity, out of combat, Function as a Sense) (28 Active Points); Only vs Magic (-1/2) 14- - END=
36     [b][i]Protective Aura[/i][/b]: FF (12 PD/12 ED), Reduced Endurance (0 END; +1/2) (36 Active Points) - END=0
39     [b][i]Protective Aura[/i][/b]: Life Support  (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) - END=0
10     [b][i]Protective Aura[/i][/b]: Mental Defense (14 points total) - END=0
4     [b][i]Special Contacts[/i][/b]: Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4) - END=0
4     [b][i]Special Contacts[/i][/b]: UV Perception (Sight Group) (5 Active Points); IIF (-1/4) - END=0

[b]POWERS Cost: 261[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
3      Contortionist 14-
2      KS: Early 20th Century History 11-
3      KS: Parapsychology 13-
3      Language:  Latin (completely fluent)
2      PS: Soldier 11-
5      Power:  Eldritch Magic 14-
4      SS:  Psychology 14-
3      Tactics 13-
3      Teamwork 14-

[b]SKILLS Cost: 28[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
10      Money:  Wealthy

[b]PERKS Cost: 10[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
15     DNPC:  Wenworth 11- (Normal)
25     Hunted:  Supervillain Group 11- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25     Hunted:  The Ancient One 11- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
5     Physical Limitation:  Unfamiliar with Contemporary Culture (Infrequently, Slightly Impairing)
10     Psychological Limitation:  Grin and Moody (Common, Moderate)
15     Social Limitation:  Public ID (Frequently, Major)
10     Unluck: 2d6
15     Vulnerability:  1 1/2 x BODY Physical Killing Attacks (Very Common)
15     Vulnerability:  1 1/2 x STUN Physical Killing Attacks (Very Common)

[b]DISADVANTAGES Points: 135[/b]

Base Pts: 200
Exp Required: 140
Total Exp Available: 140
Exp Unspent: 0
Total Character Cost: 475



Link to comment
Share on other sites

Re: To Serve and Protect (The Protectors) by Scott Heine

 

[b]Helios - Demetrios Puros[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
30    STR     20   30      15-       HTH Damage 6d6  END [3]
24    DEX     42   24      14-       OCV 8 DCV 8
30    CON     40   30      15-
15    BODY    10   15      12-
13    INT     3   13      12-       PER Roll 12-
18    EGO     16   18      13-       ECV: 6
15    PRE     5   15      12-       PRE Attack: 3d6
10    COM     0   10      11-
30    PD      0   30             30 PD (24 rPD)
40    ED      0   40/50             40/50 ED (34/44 rED)
6    SPD     26   6                 Phases:  2, 4, 6, 8, 10, 12
12    REC     0   12
60    END     0   60
60    STUN    15   60
8    RUN      4   8"                END [2]
0    SWIM     -2   0"                END [0]
6    LEAP     0   6"                6" forward, 3" upward

[b]CHA Cost: 179[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
4     [b][i]Basic MD[/i][/b]: Mental Defense (8 points total) - END=0
10     [b][i]Protector's Radio[/i][/b]: Radio Perception/Transmission (Radio Group), Concealed (-5 with Radio Perception/Transmission PER Rolls) (15 Active Points); IIF (Concealed Communicator; -1/4), Sense Affected As Hearing Too [very common Sense] (-1/4) - END=0
     - END=
80     [b][i]Fire Power[/i][/b]: Multipower, 120-point reserve,  (120 Active Points); all slots Only In Heroic Identity (-1/4), Not in water (-1/4) - END=
8u     1)  [b][i]Burn[/i][/b]: Killing Attack - Ranged 8d6 (120 Active Points); Only In Heroic Identity (-1/4), Not in water (-1/4) - END=12
8u     2)  [b][i]BURN[/i][/b]: Killing Attack - Ranged 5d6+1, Armor Piercing x1 (+1/2) (120 Active Points); Only In Heroic Identity (-1/4), Not in water (-1/4) - END=12
8u     3)  [b][i]Burn the lot of you![/i][/b]: Killing Attack - Ranged 4d6, Area Of Effect (13" Cone; +1) (120 Active Points); Only In Heroic Identity (-1/4), Not in water (-1/4) - END=12
8u     4)  [b][i]I told you to BURN you idiot![/i][/b]: Killing Attack - Ranged 4d6, Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2) (120 Active Points); Only In Heroic Identity (-1/4), Not in water (-1/4) - END=4
8u     5)  [b][i]Don't make me hurt you...[/i][/b]: Energy Blast 9 1/2d6, Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1) (120 Active Points); Only In Heroic Identity (-1/4), Not in water (-1/4) - END=0
7u     6)  [b][i]Burning Ring of Fire[/i][/b]: Killing Attack - Ranged 2d6, Hole In The Middle (+1/4), Reduced Endurance (1/2 END; +1/4), House Rule for Reduced Endurance (+1/4), Area Of Effect (One Hex; +1/2), Uncontrolled (+1/2), Continuous (+1) (112 Active Points); Only In Heroic Identity (-1/4), Not in water (-1/4) [Notes: Cost for Reduce Endurance doubled for Uncontrolled powers.] - END=5
7u     7)  [b][i]Big Ole' Ring of Fire[/i][/b]: Killing Attack - Ranged 1 1/2d6, Reduced Endurance (1/2 END; +1/4), House Rule for Reduced Endurance (+1/4), Uncontrolled (+1/2), Hole In The Middle (+1/2), Area Of Effect (9" Radius; +1), Continuous (+1) (112 Active Points); Only In Heroic Identity (-1/4), Not in water (-1/4) - END=5
8u     8)  [b][i]Wall Of Fire[/i][/b]: Killing Attack - Ranged 2d6, Reduced Endurance (1/2 END; +1/4), House Rule for Reduced END (+1/4), Uncontrolled (+1/2), Continuous (+1), Area Of Effect (9" Any Area; +1) (120 Active Points); Only In Heroic Identity (-1/4), Not in water (-1/4) - END=5
8u     9)  [b][i]Burn it up[/i][/b]: Killing Attack - Ranged 2 1/2d6, Uncontrolled (+1/2), Sticky (+1/2), Continuous (+1) (120 Active Points); Only In Heroic Identity (-1/4), Not in water (-1/4) - END=12
8u     10) [b][i]Flaming Fist[/i][/b]: Killing Attack - Hand-To-Hand 5d6+1 (7d6+1 w/STR), Reduced Endurance (0 END; +1/2) (120 Active Points); Only In Heroic Identity (-1/4), Not in water (-1/4) - END=0
     - END=
    Eternal Defense, all slots Only In Heroic Identity (-1/4) - END=
70     1)  [b][i]Hardened Target[/i][/b]: Armor (24 PD/34 ED) (87 Active Points); Only In Heroic Identity (-1/4) - END=0
4     2)  [b][i]Thorough Defenses[/i][/b]: Lack Of Weakness (-5) for Resistant Defenses (Armor) (5 Active Points); Only In Heroic Identity (-1/4) - END=0
24     3)  [b][i]Split Mentality[/i][/b]: Mental Damage Reduction, 50% (30 Active Points); Only In Heroic Identity (-1/4) - END=0
4     4)  [b][i]Protection of Arrogance[/i][/b]: Power Defense (5 points) (5 Active Points); Only In Heroic Identity (-1/4) - END=0
12     5)  [b][i]Innate Protection from own powers[/i][/b]: Sight Group Flash Defense (15 points) (15 Active Points); Only In Heroic Identity (-1/4) - END=0
4     6)  Life Support  (Longevity 800 Years; Safe in Intense Heat) (5 Active Points); Only In Heroic Identity (-1/4) - END=0
     - END=
    Fire Proof, all slots Only In Heroic Identity (-1/4) - END=
8     1)  Armor (0 PD/10 ED) (15 Active Points); Only Works Against Limited Type Of Attack Limited Type of Attack (-1/2), Only In Heroic Identity (-1/4) - END=0
34     2)  Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Limited Type Of Attack Limited Type of Attack (-1/2), Only In Heroic Identity (-1/4) - END=0
22     3)  Absorption 10d6  (energy, Energy, into STUN) (50 Active Points); Limited Special Effect Common SFX (-1/2), Only Restores To Starting Values (-1/2), Only In Heroic Identity (-1/4) - END=0
     - END=
    Other powers, all slots Only In Heroic Identity (-1/4) - END=
40     1)  [b][i]Fiery Flight[/i][/b]: Flight 20", Reduced Endurance (1/2 END; +1/4) (50 Active Points); Only In Heroic Identity (-1/4) [Notes: Uses Personal END not a typo or oversight.] - END=2
42     2)  [b][i]Fiery Power[/i][/b]: Endurance Reserve  (120 END, 40 REC) (52 Active Points); Only In Heroic Identity (-1/4) - END=0
20     3)  [b][i]Fiery Empowerment[/i][/b]: Transfer 2d6 (END to END Reserve), Reduced Endurance (0 END; +1/2) (45 Active Points); Self Only (-1/2), Only Restores To Starting Values (-1/2), Only In Heroic Identity (-1/4) [Notes: In my campaigns I allow self-only powers like this to be used as a non-attack 1/2 phase action.] - END=0
4     4)  [b][i]Fiery Sight[/i][/b]: Infrared Perception (Sight Group) (5 Active Points); Only In Heroic Identity (-1/4) - END=0
4     5)  [b][i]Instant Change[/i][/b]: Cosmetic Transform 2d6 (10 Active Points); Clothes Only Limited (-1/2), Self Only (-1/2), Only In Heroic Identity (-1/4) - END=1

[b]POWERS Cost: 464[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
     Autofire Skills
5      1)  Accurate Sprayfire
5      2)  Concentrated Sprayfire
5      3)  Skipover Sprayfire

     Combat Skills
7      1)  Teamwork 16-
11      2)  +2 with All Combat (16 Active Points); Only for coordinated attacks (-1/2)
6      3)  +2 with Multipower
4      4)  +2 vs. range, with Multipower

     Remaining Skills
5      1)  PS: Photography 14-
1      2)  PS: Professional Nova 8-
3      3)  Power 11-
3      4)  Tactics 12-
3      5)  Combat Driving 14-
3      6)  Combat Piloting 14-
2      7)  Language:  English (fluent conversation) [Notes: Greek is native]
8      8)  TF:  Common Motorized Ground Vehicles, Air Vehicles, Recreational Vehicles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
3      9)  KS: Nova World 12-
3      10) AK: West Coast 12-

[b]SKILLS Cost: 77[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
4      Fringe Benefit:  Federal/National Police Powers, Passport

[b]PERKS Cost: 4[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Social Limitation:  Teragen Sympathizer (Frequently, Major, Not Limiting In Some Cultures)
15     Social Limitation:  Perceived as being delusional (Very Frequently, Minor) [Notes: The public at large believes novas are novas, and that origin stories like his need medication.]
10     Reputation:  Dangerous, Delusional member of Protectors, 11-
10     Unluck: 2d6
15     Distinctive Features:  Bizzare Appearance (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20     Watched:  PRIMUS/SAT 14- (Mo Pow, NCI, Watching)
20     Hunted:  ARGENT 8- (Mo Pow, NCI, Harshly Punish) [Notes: This dates back to when ARGENT was a legitimate company.]
20     Psychological Limitation:  Violent, almost beserk in combat (Very Common, Strong)
10     Vulnerability:  1 1/2 x STUN Cold (Common)
10     Vulnerability:  1 1/2 x BODY Cold (Common)
10     Accidental Change:  Emotion-based 8- (Common)

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 300
Exp Required: 274
Total Exp Available: 300
Exp Unspent: 26
Total Character Cost: 724



Link to comment
Share on other sites

Re: To Serve and Protect (The Protectors) by Scott Heine

 

[b]Huntsman - Wayne Savage[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
18    STR     8   18      13-       HTH Damage 3 1/2d6  END [2]
18    DEX     24   18      13-       OCV 6 DCV 6
18    CON     16   18      13-
10    BODY    0   10      11-
18    INT     8   18      13-       PER Roll 13-
10    EGO     0   10      11-       ECV: 3
15    PRE     5   15      12-       PRE Attack: 3d6
12    COM     1   12      11-
8    PD      4   8/22             8/22 PD (0/14 rPD)
8    ED      4   8/22             8/22 ED (0/14 rED)
5    SPD     22   5                 Phases:  3, 5, 8, 10, 12
15    REC     14   15
36    END     0   36
45    STUN    17   45
11    RUN      0   11"                END [2]
7    SWIM     0   7"                END [2]
4    LEAP     0   3 1/2"                3 1/2" forward, 1 1/2" upward

[b]CHA Cost: 123[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
30     [b][i]Crossbow[/i][/b]: Multipower, 60-point reserve,  (60 Active Points); all slots OAF (-1) - END=
2u     1)  [b][i]Electric Arrows[/i][/b]: EB 12d6, STUN Only (+0) (60 Active Points); 4 Charges (-1), OAF (-1) - END=[4]
2u     2)  [b][i]Fire Arrows[/i][/b]: EB 8d6, Explosion (+1/2) (60 Active Points); 4 Charges (-1), OAF (-1) - END=[4]
2u     3)  [b][i]Flare Arrows[/i][/b]: Sight Group Flash 8d6, Explosion (+1/2) (60 Active Points); 4 Charges (-1), OAF (-1) - END=[4]
2u     4)  [b][i]Gas Arrows[/i][/b]: EB 6d6, NND ([standard]; +1) (60 Active Points); 4 Charges (-1), OAF (-1) [Notes: Defense is not breathing] - END=[4]
2u     5)  [b][i]Razor Arrows[/i][/b]: RKA 2 1/2d6, Armor Piercing (+1/2) (60 Active Points); 4 Charges (-1), OAF (-1) - END=[4]
2u     6)  [b][i]Sonic Arrows[/i][/b]: EB 8d6, Armor Piercing (+1/2) (60 Active Points); 4 Charges (-1), OAF (-1) - END=[4]
2u     7)  [b][i]Webbing Arrows[/i][/b]: Entangle 6d6, 6 DEF (60 Active Points); 4 Charges (-1), OAF (-1) - END=[4]
      - END=
10     [b][i]Athletic[/i][/b]: Running +5" (11" total) - END=1
5     [b][i]Athletic[/i][/b]: Swimming +5" (7" total) - END=1
28     [b][i]Battlesuit[/i][/b]: Armor (14 PD/14 ED) (42 Active Points); OIF (-1/2) - END=0
15     [b][i]Born with a Silver Spoon[/i][/b]: Luck 3d6 - END=0
10     [b][i]Concealed Communicator[/i][/b]: HRRP (Radio Group) (12 Active Points); IIF (-1/4) - END=0
4     [b][i]Special Contacts[/i][/b]: Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4) - END=0
4     [b][i]Special Contacts[/i][/b]: UV Perception (Sight Group) (5 Active Points); IIF (-1/4) - END=0
7     [b][i]Swing into Action[/i][/b]: Swinging 10" (10 Active Points); OIF (Swinglines of opportunity; -1/2) - END=1

[b]POWERS Cost: 127[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
40      +8 with Ranged Combat

1      AK: Africa 8-
1      AK: South America 8-
3      Acrobatics 13-
3      Combat Driving 13-
3      Combat Piloting 13-
3      Computer Programming 13-
3      Demolitions 13-
3      High Society 12-
3      Inventor 13-
2      KS: The Corporate world 11-
2      Language:  Russian (fluent conversation)
3      Mechanics 13-
3      PS: Hunting 13-
3      Stealth 13-
4      Survival (Temperate/Subtropical, Tropical) 13-
3      Teamwork 13-
2      Weaponsmith (Muscle-Powered Ranged) 13-

[b]SKILLS Cost: 85[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
15      Money:  Filthy Rich

[b]PERKS Cost: 15[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     DNPC:  Jessica Savage, Wife 8- (Normal)
20     DNPC:  Mindy and Michael Savage, Sons 8- (Incompetent; Group DNPC: x2 DNPCs)
20     Hunted:  Red Doom 11- (Mo Pow, Harshly Punish)
20     Hunted:  Supervillain Group 11- (Mo Pow, Harshly Punish)
10     Psychological Limitation:  Hatred of guns (Common, Moderate)
10     Psychological Limitation:  Higly Competitive (Uncommon, Strong)
15     Social Limitation:  Secret Identity (Wayne Savage) Frequently (11-), Major
10     Vulnerability:  1 1/2 x STUN Ego Attacks (Common)

[b]DISADVANTAGES Points: 115[/b]

Base Pts: 200
Exp Required: 35
Total Exp Available: 35
Exp Unspent: 0
Total Character Cost: 350



Link to comment
Share on other sites

Re: To Serve and Protect (The Protectors) by Scott Heine

 

[b]Maelstrom - James Ford[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
13    STR     3   13      12-       HTH Damage 2 1/2d6  END [1]
26    DEX     48   26      14-       OCV 9 DCV 9
23    CON     26   23      14-
10    BODY    0   10      11-
13    INT     3   13      12-       PER Roll 12-
13    EGO     6   13      12-       ECV: 4
15    PRE     5   15      12-       PRE Attack: 3d6
10    COM     0   10      11-
10    PD      7   10/25             10/25 PD (0/15 rPD)
10    ED      5   10/15             10/15 ED (0/5 rED)
5    SPD     14   5                 Phases:  3, 5, 8, 10, 12
15    REC     14   15
70    END     12   70
35    STUN    6   35
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
3    LEAP     0   2 1/2"                2 1/2" forward, 1" upward

[b]CHA Cost: 149[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
60     [b][i]Weather Control[/i][/b]: Multipower, 75-point reserve,  (75 Active Points); all slots Activation Roll 15- (-1/4) - END=
6u     1)  [b][i]Fog[/i][/b]: Darkness to Sight Group 7" radius (70 Active Points); Activation Roll 15- (-1/4) - END=7
6u     2)  [b][i]Lightning[/i][/b]: RKA 4 1/2d6 (70 Active Points); Activation Roll 15- (-1/4) - END=7
6u     3)  [b][i]Whirlwind[/i][/b]: Entangle 3d6, 4 DEF, Takes No Damage From All Attacks (+1/2), Area Of Effect (One Hex; +1/2) (70 Active Points); Activation Roll 15- (-1/4) - END=7
6u     4)  [b][i]Wind[/i][/b]: Telekinesis (50 STR) (75 Active Points); Activation Roll 15- (-1/4) - END=7
      - END=
10     [b][i]Concealed Communicator[/i][/b]: HRRP (Radio Group) (12 Active Points); IIF (-1/4) - END=0
25     [b][i]Deflecting WInds[/i][/b]: FF (15 PD/5 ED), Reduced Endurance (1/2 END; +1/4) (25 Active Points) - END=1
4     [b][i]Special Contacts[/i][/b]: Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4) - END=0
4     [b][i]Special Contacts[/i][/b]: UV Perception (Sight Group) (5 Active Points); IIF (-1/4) - END=0
46     [b][i]Wind Riding[/i][/b]: Flight 23" - END=5

[b]POWERS Cost: 173[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
3      Linguist
2      1)  Language:  Cantonese (completely fluent) (3 Active Points)
2      2)  Language:  French (completely fluent) (3 Active Points)
2      3)  Language:  German (completely fluent) (3 Active Points)
1      4)  Language:  Greek (fluent conversation) (2 Active Points)
1      5)  Language:  Hebrew (fluent conversation) (2 Active Points)
2      6)  Language:  Japanese (completely fluent) (3 Active Points)
1      7)  Language:  Latin (fluent conversation) (2 Active Points)
2      8)  Language:  Russian (completely fluent) (3 Active Points)
2      9)  Language:  Spanish (completely fluent) (3 Active Points)
2      PS: Teacher 11-
5      SS:  Philology 14-
3      Teamwork 14-

[b]SKILLS Cost: 28[/b]


[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
20     DNPC:  Denise Swanson, secretary 11- (Normal; Unaware of character's adventuring career/Secret ID)
10     Distinctive Features:  Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
25     Hunted:  Genocide/IHA 11- (Mo Pow, NCI, Harshly Punish)
20     Hunted:  Supervillain Group 11- (Mo Pow, Harshly Punish)
15     Psychological Limitation:  Claustrophobia (Common, Strong)
10     Psychological Limitation:  Code vs Killing (Common, Moderate)
15     Social Limitation:  Secret Identity (Dr. James Ford) Frequently (11-), Major
10     Vulnerability:  2 x BODY Gravity Powers (Uncommon)
10     Vulnerability:  2 x STUN Gravity Powers (Uncommon)

[b]DISADVANTAGES Points: 135[/b]

Base Pts: 200
Exp Required: 15
Total Exp Available: 15
Exp Unspent: 0
Total Character Cost: 350



Link to comment
Share on other sites

Re: To Serve and Protect (The Protectors) by Scott Heine

 

[b]Quasar - Dayn[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
18    STR     8   18      13-       HTH Damage 3 1/2d6  END [2]
26    DEX     48   26      14-       OCV 9 DCV 9
23    CON     26   23      14-
12    BODY    4   12      11-
13    INT     3   13      12-       PER Roll 12-
13    EGO     6   13      12-       ECV: 4
15    PRE     5   15      12-       PRE Attack: 3d6
14    COM     2   14      12-
25    PD      21   25             25 PD (25 rPD)
25    ED      20   25             25 ED (25 rED)
6    SPD     24   6                 Phases:  2, 4, 6, 8, 10, 12
15    REC     12   15
66    END     10   66
50    STUN    17   50
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
4    LEAP     0   3 1/2"                3 1/2" forward, 1 1/2" upward

[b]CHA Cost: 206[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
65     [b][i]Photonic Powers[/i][/b]: Multipower, 81-point reserve,  (81 Active Points); all slots Not in Darkness (-1/4) - END=
5u     1)  [b][i]Body of Light[/i][/b]: Desolidification  (affected by Radiation Powers), Reduced Endurance (0 END; +1/2) (60 Active Points); Not in Darkness (-1/4) - END=0
6u     2)  [b][i]Light Burst[/i][/b]: Sight Group Flash 7d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (4" Radius; +1) (79 Active Points); Not in Darkness (-1/4) - END=3
6u     3)  [b][i]Photonic Ray[/i][/b]: EB 13d6, Reduced Endurance (1/2 END; +1/4) (81 Active Points); Not in Darkness (-1/4) - END=3
      - END=
27     [b][i]Wings[/i][/b]: Multipower, 40-point reserve,  (40 Active Points); all slots Restrainable (-1/2) - END=
3u     1)  [b][i]Flight[/i][/b]: Flight 20" (40 Active Points); Restrainable (-1/2) - END=4
2u     2)  [b][i]Gliding[/i][/b]: Gliding 35" (35 Active Points); Restrainable (-1/2) - END=0
      - END=
12     [b][i]Alien Eyes[/i][/b]: +8 versus Range Modifier for Sight Group - END=0
6     [b][i]Alien Eyes[/i][/b]: Sight Group Flash Defense (6 points) - END=0
5     [b][i]Alien Eyes[/i][/b]: UV Perception (Sight Group) - END=0
10     [b][i]Concealed Communicator[/i][/b]: HRRP (Radio Group) (12 Active Points); IIF (-1/4) - END=0
22     [b][i]Hyperflight[/i][/b]: FTL Travel (1 Light Years/day) (28 Active Points); Linked (Body of Light; Greater Power is Constant or in use most or all of the time; -1/4) - END=0
25     [b][i]Photonic Body[/i][/b]: Damage Resistance (25 PD/25 ED) - END=0
45     [b][i]Photonic Body[/i][/b]: Life Support  (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) - END=0

[b]POWERS Cost: 239[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
4      +2 with Photonic Ray
6      +3 with Flight

3      Bureaucratics 12-
3      KS: Alien Technology 12-
3      Language:  English (completely fluent)
2      Navigation (Space) 12-
3      PS: Gladiator 14-
3      Tactics 12-
3      Teamwork 14-

[b]SKILLS Cost: 30[/b]


[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
15     Distinctive Features:  Wings and alien features (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10     Enraged:  When caged or bound (Uncommon), go 11-, recover 14-
15     Enraged:  When innocents are harmed (Common), go 11-, recover 14-
25     Hunted:  Firewing 11- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20     Hunted:  Supervillain Group 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
5     Physical Limitation:  Publicity Seeker (Infrequently, Slightly Impairing)
15     Psychological Limitation:  Code vs Killing (Common, Strong)
15     Social Limitation:  Public ID (Frequently, Major)
10     Vulnerability:  1 1/2 x BODY Chemical Attacks (Common)
20     Vulnerability:  2 x STUN Chemical Attacks (Common)

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 200
Exp Required: 125
Total Exp Available: 125
Exp Unspent: 0
Total Character Cost: 475



Link to comment
Share on other sites

  • 6 months later...

Re: To Serve and Protect (The Protectors) by Scott Heine

 

I believe that I have those at home (just got to work). I think that I even have an actual pic of Quasar to replace the 'Shopped pic in Post #3. I'll see about posting them this evening.

Link to comment
Share on other sites

Re: To Serve and Protect (The Protectors) by Scott Heine

 

Hey Dead guy on tab, I was right. I do have all of the Protectors pics, including a group shot put together by Wildcat (one of our older members who hasn't been around for a while).

 

Anyway, Zornwil is hosting my character pic collection on his website. You can find the Protectors here.

 

The rest of the collection is here.

Link to comment
Share on other sites

Join the conversation

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

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

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

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

×   Your previous content has been restored.   Clear editor

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

Loading...
  • Recently Browsing   0 members

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