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Split Decision

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Everything posted by Split Decision

  1. Re: 275 point Patriot: The Sentinel Well. You could give him a long staff. It can double as a gun that shoots the multipower. It could also give him some Missile Deflection. And I like the idea of "Bronze Agent", like the Bronze Star they give out for valor. Give him a Spartan themed helmet and a red pauldron to evoke a cape. (And of course, clothing.) He could even wear a capelet that attaches to his pauldron. He could have a reddish purple star offset to the left side of the chest on a copper-colored Kevlar shirt with tactical equipment pockets, and tight black pants with tall clunky copper-colored boots.
  2. Re: "I am so cute, you don't want to attack me" field well, there's a build for you. Hyper-Man, you are a munchkin genius.
  3. Re: "I am so cute, you don't want to attack me" field Precious Spirit: 7d6 Mind Control, AoE Circle (+1), 0 END (+1/2), Continuous (+1), Persistent (+1/2), Invisible Power Effects (+1, only effect is invisible), Always On (-1/2), Set Effect: "I'm too cute to harm" (-1) Active: 175 Real: 70 Overbuilt and overpriced, as usual for me.
  4. Re: Captain America and Cast D-Man Dennis Dunphy Note: Demolition Man and Demolition Dunphy are his wrestling names; D-Man is his adventuring name. His fellow denizens of Zerotown call him Brother D. Val Char Cost 40 STR 30 18 DEX 24 30 CON 40 30 BODY 40 10 INT 0 8 EGO -4 13 PRE 3 10 COM 0 10 PD 2 10 ED 4 4 SPD 12 15 REC 2 60 END 0 67 STUN -3 12" RUN 12 2" SWIM 0 8" LEAP 0 Characteristics Cost: 162 Cost Power END 45 Power Broker's Treatment: 20 PD, 10 ED Armor 25 Super-Clothesline: Naked Advantage on STR. Makes up to 50 STR Area of Effect: One Hex (+1/2) END: 6 5 Subterranean Adaptation: Nightvision Powers Cost: 75 Cost Perk 16 Contact: Avengers 11- 15 Contact: Denizens of Zerotown 14- Perks Cost: 31   Cost Talent 20 Subterranean Adaptation: Combat Sense, +5 to roll 16- 3 Subterranean Adaptation: Bump of Direction Talents Cost: 23 Cost Skill 3 Breakfall 13- 3 Climbing 13- 3 Stealth 13- 3 Teamwork 13- 3 Power (Pro Wrestling Moves, DEX-Based) 13- --- 3 Lockpicking 11- 3 Navigation 11- 3 Survival: Urban 12- 3 Paramedics 11- --- 3 Artist (stuntman) 12- 3 Acting 12- 3 Oratory 12- 3 Persuasion 12- 3 Trading 12- 3 Streetwise 12- --- Television Wrestling-Style Martial Arts 3 Martial Grab 50 STR for holding on, grab two limbs 3 Martial Throw (8 + [v/5])d6, opp falls 4 Martial Escape 55 STR for escapes 15 +3 Combat Skill Levels with all Melee Combat --- 2 AK: New York City 11- 2 AK: New York City sewer system 11- Skills Cost: 74 Total Character Cost: 365 = 162 + 75 + 31 + 23 + 74 Val Disadvantages 10 Hunted: Power Broker 8- 10 Hunted: Dr. Malus 8- 15 Hunted: Enemies of the Avengers 8- 25 DNPCs: Denizens of Zerotown 14- 10 Social Limitation: Destitute 15 Social Limitation: Public Identity 20 Physical Limitation: Heart Trouble: A. As a side effect of any Push, END and STUN drop to 0 at the end of Turn. B. 2x Effect from any Heart-Affecting Power 15 Distinctive Features: Pays no attention at all to personal hygeine. Very dirty and can be smelled blocks away. His odor is overpowering indoors. 20 Psychological Limitation: Code vs. Killing 20 Psychological Limitation: Honorable Disadvantage Points: 160 Base Points: 200 Experience Required: 5 Total Experience Available: 40 Experience Unspent: 35 Wikipedia Page Pictures Here Note: D-Man's uniform was devised to include homages to both the original Daredevil uniform and Wolverine's mask, as per D-Man's wishes in continuity. Lately though, he wears a black tank top with a big red D and jeans under a trenchcoat, and has traded his mask for a knit cap. Real Name Dennis Dunphy Aliases Brother D, Brother D-Man, D-Man, Demolition Dunphy, Serf Identity Public Occupation adventurer, protector of Zerotown Citizenship USA Place of Birth Detroit, Michigan (disputed) Known Relatives Unknown Group Affiliation formerly Avengers, Unlimited Class Wrestling Federation Weight 396 lbs. Hair Red or Bald Powers Superhuman strength and endurance from the Power Broker process, however it is limited due to a heart condition. Abilities trained in professional wrestling First Appearance (as Dennis "Demolition" Dunphy) The Thing #28 (1985), (as Demolition Man) Captain America #328 (1987) Origin Captain America #328 (1987) Significant Issues Became Demolition Man (Captain America #328, 1987); joined Avengers (Captain America #328, 1987); battled Anaconda (Captain America #342, 1988)
  5. Re: Captain America and Cast U.S.Agent John F. Walker Val Char Cost 45 STR 35 23 DEX 39 20 CON 20 20 BODY 20 10 INT 0 8 EGO -4 18 PRE 8 10 COM 0 20 PD 11 15 ED 11 5 SPD 20 13 REC 0 50 END 0 50 STUN -3 12" RUN 12 2" SWIM 0 5" LEAP 0 Characteristics Cost: 165 Cost Power END 15 Power Broker's Treatment: Makes 15 PD and 15 ED Resistant 4 Strong Lungs: Life Support: Extended Breathing. 1 END/20 Minutes 2 Always in Your Face: -3" KB Resistance, Nonpersistent (-1/2) --- Avengers Communicard Suite: 5 Communication: HRRP (Radio Group), OAF (-1), Affected as Sight and Hearing Group as well as Radio Group (-1/2) 5 Scrambled: Variable Power Pool, 4 base + 2 control cost, OAF (-1), Only for One Language At a Time (-1) 3 Onboard Computer: Computer "secretary" in Communicard. OAF (-1) --- 42 Vibranium Shield Multipower, 84-point Reserve, all OAF (-1) 3u Protection I: Armor (16 PD/16 ED), Hardened (+1/4), Useable Simultaneously (by self and one other person, +1/2), Nonpersistent (-1/4), OAF (-1), Second Person must be in same hex (-1/4). 1u Protection II: Missile Deflection (all Ranged attacks), Range (adjacent +1/2), Lockout (Multipower -1/2), OAF (-1). 1u Shield Edge: HKA 1d6 (up to 2d6 with STR) OAF (-1) END: 1 or 3 1u Thrown Shield I: 10d6 Energy Blast vs PD, OAF (-1), 1 Recoverable Charge with Skill Level (-1), Lockout (-1/2, cannot use MP until recovered), Range: 30" (-1/4) END: 5 1u Thrown Shield II: HKA 1d6 (up to 2d6 w/STR), Range: 30" (+1/4), OAF (-1), 1 Recoverable Charge with Skill Level (-1), Lockout (-1/2, cannot use MP until recovered), Range: 30" (-1/4) END: 3 --- 40 My Backroom Boys Whipped this Baby Up VPP, 40-point pool 7 Control Cost: Must be OAF (-1), Only Chnages Between Adventures (-1/2), No Choice How Powers Change (-1). Powers Cost: 130 Cost Perk 5 Computer Link: Midlevel access to all Army, Department of Defense, US Government and Federal and State Criminal Databases 6 Contact: Unnamed General 11- 6 Contact: Highly-placed Department of Defense Employee 11- 12 Contact: Fmr. Force Works teammates 11- 2 Contact: Battlestar 11- 9 Contact: Commission on Superhuman Activities 11- 1 Contact: Vagabond 8- 3 Perk: National Police Powers Perks Cost: 47 Cost Skill 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 3 Combat Driving 14- 3 Stealth 14- 3 Teamwork 14- --- 3 Computer Programming 13- 3 Criminology 13- 3 Cryptography 13- 3 Deduction 13- 3 Demolitions 13- 3 Mechanics 13- 3 Navigation 13- 3 Paramedics 13- 3 Security Systems 13- 3 Systems Operations 13- 3 Tactics 13- 3 Tracking 13- 2 Survival: Jungle/tropical 13- 10 +2 w/INT skills (figured in) --- 3 Bureaucratics 13- 3 Interrogation 13- --- 5 Defense Maneuver I, II 5 Rapid with Hand-to-Hand Attacks 24 +3 CSLs with all combat 9 +3 CSLs with Shield MP --- Commando Training Package 4 Martial Strike 3 Legsweep 4 Choke Hold 4 Martial Block 1 Weapon Elements: barehanded and with shield 2 KS: Martial Arts Styles 11- --- 2 KS: Army Procedures 11- 2 KS: Army Bureaucracy/Chain of Command 11- 2 KS: U.S. Government Bureaucracy 11- 2 KS: Department of Defense Bureaucracy 11- 2 AK: Georgia 11- 2 AK: North California 11- 2 AK: Mid-Atlantic U.S. States 11- 2 AK: Washington, D.C. 11- 2 WF: Common Melee Weapons 2 WF: Small Arms 1 WF: Flamethrowers 1 WF: Grenade Launchers 1 WF: Heavy Machineguns 1 WF: Shoulder-Mounted Skills Cost: 158 Total Character Cost: 500 = 165 + 130 + 47 + 158 Val Disadvantages 15 Social Limitation: Public Identity 15 Social Limitation: Subject to the orders of the US Army, US Government, Department of Defense, Commission on Superhuman Activities, etc. 15 Rivalry: Hawkeye (professional) 15 Rivalry: Steve Rogers (professional) 20 Hunted: Left-Winger and Right-Winger 11- 10 Hunted: Watchdogs 8- 20 Psychological Limitation: Arrogant braggart 15 Psychological Limitation: Overconfident 20 Psychological Limitation: Superpatriot 10 Psychological Limitation: Haunted by his parents' ghosts 15 Psychological Limitation: Thinks he should always be in charge of everything 20 Vulnerability: 1.5x Effect from Mental Powers 10 2d6 Unluck Disadvantage Points: 215 Base Points: 200 Experience Required: 85 Total Experience Available: 135 Experience Unspent: 50 Wikipedia Page Real Name John F. Walker Aliases Captain America, Super-Patriot, Jack Daniels, Liegeman, Guardsman XL5 Identity Secret, known to Government and to Avengers Occupation Government Operative, adventurer, formerly soldier Citizenship U.S.A Place of Birth Custer's Grove, Georgia Known Relatives Caleb (father, deceased), Emily (mother, deceased), Mike (brother, deceased), Kate Tollifson (sister), unnamed nephews and nieces, unnamed brother-in-law Group Affiliation Avengers, Omega Flight, United States Government, S.T.A.R.S.; formerly S.H.I.E.L.D., Invaders, Commission on Superhuman Activities, Avengers West Coast, Force Works, Retrieval Squad, Secret Defenders, Queen's Vengeance, former leader of the Jury and the Bold Urban Commandos, former agent of the Commission, former partner of Battlestar Education High School Graduate Height 6'4" Weight 270 lbs. Eyes Blue Hair Blond Powers John has superhuman strength, stamina, and endurance. He can lift approximately 10 tons. U.S.Agent also possesses superhuman agility and reflexes. Abilities John is an excellent hand-to-hand combatant as well as an accomplished gymnast and acrobatic. He was rigorously trained by the Taskmaster in the fighting style of Captain America. Weapons When used his Super-Patriot identity he wielded a flaming sword. John has had many shields which he has carried around throughout his career. When he took the mantle of Captain America he gained the original captains shield. When he became U.S.Agent he carried a shield made out of Vibranium. When he was working with Force Works he was outfitted with a photon shield which could shape itself into any form he chose, he mostly used it as a shield. After he stopped working for Force Works he gained a new Vibranium shield which was shaped like an eagle. He would sometimes switch between his eagle shield and his original Captain America look-alike one. He later received a new shield which was a hybrid of his Vibranium shield and his photon shield from S.T.A.R.S. Also in his time with them he used an energy truncheon. After becoming an Invader he received a Vibranium shield shaped like a star which he inscribed the names of those who have fallen for his country. When he was with the Invaders he also used an energy truncheon and various firearms and guns. Paraphernalia U.S.Agent has had many different types of transportation. While working with the Avengers he used various vehicles such as Quinjets, Atomic Steeds, and other vehicles. While with S.T.A.R.S. he used various government sanctioned transportation. While with the Invaders he used government sanctioned transportation and traveled with fellow Invaders on the Infiltrator. U.S.Agent usually wears thick bulletproof body armor that is made of Vibranium and other bulletproof alloys. First Appearance Captain America #323 Origin Captain America #323 Significant Issues U.S.Agent Vol.1 #1-4, U.S.Agent Vol.2 #1-3, Maximum Security #1-3, New Invaders
  6. Re: 275 point Patriot: The Sentinel May I suggest? Gauntlets! Also, you may wish to give whatever gadget comprises the pool a naked advantage: Indirect (+1/2) so he can perform shoting curves and hit things behind him.
  7. Re: Captain America and Cast Sin Synthia Schmidt Val Char Cost 15 STR 5 23 DEX 39 20 CON 20 12 BODY 4 23 INT 13 18 EGO 16 20 PRE 10 22 COM 6 12 PD 9 10 ED 6 6 SPD 27 10 REC 6 40 END 0 36 STUN 7 9" RUN 6 2" SWIM 0 3" LEAP 0 Characteristics Cost: 173 Cost Power END 20 Cunning Attainder of Evil: +3 Overall Levels, only when committing actions with negative emotions in her heart (-1/2) --- 6 Staff Fighting I: +3 Hand-to-Hand Attack, Std Limitation (-1/2), OAF (-1). END: 1 5 Staff Fighting II: 2" Stretching, 0 END (+1/2), Always Direct (-1/4), Limited Manipulation (-1/4), No NCM (-1/4), OAF (-1) 23 Staff Fighting III: Missile Deflection, All Physical Missiles, Reflection (+20A), Ranged (+1/2, Adjacent), OAF (-1), Cannot Deflect Heavy Missiles (-1/4) 13 Luger P-08: 1d6+1 RKA vs PD, 32 Charges (+1/2), OAF (-1), Beam (-1/4) --- 17 Bullet Kata Multipower, 25-point reserve, OIF (-1/2, gun of opportunity) 1u Swerving Bullet: Indirect (+1/2) for up to 50 Active Points of RKA vs PD, OIF (-1/2, gun of opportunity). END: 2 1u Superfast Shooting: Autofire-5 (+1/2) for up to 50 Active Points of RKA vs PD, OIF (-1/2, gun of opportunity). END: 2 --- 20 Awesome high-tech costume: Armor, 10PD, 10 ED, OIF (-1/2) Powers Cost: 106 Cost Perk 12 Contact: Red Skull, her father 14- 8 Contact: Crossbones 14- 6 Wealth (millionaire) Perks Cost: 26 Cost Talent 4 Double-jointed 3 Perfect Pitch Talents Cost: 7 Cost Skill 3 High Society 13- 3 Interrogation 13- 3 Persuasion 13- 3 Seduction 13- 3 Bribery 13- --- 3 Conversation 14- 3 Cryptography 14- 3 Deduction 14- 3 Demolitions 14- 3 Electronics 14- 3 Forensic Medicine 14- 3 Forgery 14- 3 Lipreading 14- 3 Paramedics 14- 3 Security Systems 14- 3 Tactics 14- --- 3 Breakfall 14- 3 Climbing 14- 3 Contortionist 14- 3 Fast Draw 14- 3 Riding 14- 3 Sleight of Hand 14- 3 Stealth 14- 3 Teamwork 14- --- 5 Rapid for Ranged 5 Rapid for Hand-to-Hand 10 Defense Maneuver I-IV 5 Accurate Sprayfire 5 Rapid Sprayfire 32 +4 Levels with all combat --- 0 Language: English (Native) 4 Language: German 4 Language: French 4 Language: Spanish --- Smooth and Sexy Fighting Style: 3 Legsweep: 4d6, Opp Falls 5 Offensive Strike: 7d6 Srtike 4 Nerve Strike: 2d6 NND 4 Martial Block: Abort 2 KS: Staff fighting 11- 1 Weapon Elements: Staff, barehanded --- 2 AK: Germany 11- 2 AK: South America 11- 2 CuK: German Third Reich 11- 2 KS: Supervillains 11- Skills Cost: 173 Total Character Cost: 485 = 173 + 106 + 7 + 26 + 173 Val Disadvantages 15 Social Limitation: Public Identity 15 Social Limitation: Attainder of Blood (Daughter of Red Skull) 20 Psychological Limitation: Utter Psychopath 10 Psychological Limitation: Casual Killer 20 Psychological Limitation: In the mental thrall of Crossbones 15 Rivalry: Mother Night (professional) 20 Rivalry: All other women, period (romantic) 20 Reputation: Wicked daughter of the most evil man on Earth 14- ext 15 Hunted: Police 8- Disadvantage Points: 155 Base Points: 200 Experience Required: 130 Total Experience Available: 130 Experience Unspent: 0 Wikipedia Page Pictures here
  8. Re: Captain America and Cast I'll take that challenge. My gut says, Johnny Walker's not going to be anywhere near the 1700 points that Steve Rogers will be, and his Disadvantages will be somewhat more skewed toward personality-type problems, such as Rivalries and Psychological Limitations. I think he'll be around 750, but that's only a spitball. I'll start hacking away at that tonight in fact. It'll be a few days before a first draft is ready, however.
  9. Re: My Craziest Idea Ever? Whenever I come up with a marginal idea, Mrs. Split Decision brings Enormo and compares. It's an all-too-common occurrance.
  10. Re: Gemini Character Sougen has the build just about right.
  11. Re: Poison's Champions Art Thread I like it, but I can't for the life of me figure out who you are trying to draw. Must be some obscure character from a universe nobody knows about.
  12. Re: The Clown Guild - The First Clan for the new MMO Heckler... not the sparkly ball!
  13. Re: Focus on focus Sean, have you considered collecting all your wisdom in a sourcebook? The Ultimate Rule or something? You are clearly a deep-ish thinker even by the high standards of these boards. I'd pay money to get what you give us for free.
  14. Re: Captain America and Cast Nomad Jack Monroe Val Char Cost 20 STR 10 20 DEX 30 20 CON 20 15 BODY 10 13 INT 3 11 EGO 2 18 PRE 8 14 COM 2 8 PD 4 8 ED 4 5 SPD 30 8 REC 0 40 END 0 35 STUN 0 10" RUN 8 4" SWIM 2 4" LEAP 0 Characteristics Cost: 133 Cost Power END 41 Weaponry Multipower, 62-point pool, OIF (-1/2, most are OAFs) 1u Stun Disk Swingline: 21" Swinging, No NCM (-1/4), OAF (-1) END: 2 1u Stun Disk Glasscutter: 2d6 Major Transform: glass into glass with an arm-sized circular hole in it, 0 END (+1/2), Extra Time: Full Phase (-1/2), OAF (-1) 1u Stun Disks: Dispel fog/smoke/mist powers 16d6, Any one at a time (+1/4), OAF (-1). END: 6. Special effect: Swing it on a length of swingline vigorously above his head to diperse gasses. 3u Stun Disks: 5d6 EB NND (+1, defense is full-coverage rPD Armor), Autofire-2 (+1/4), OAF (-1). END: 6 3u Stun Disks: 10d6 EB vs PD, Autofire-2 (+1/4), OAF (-1). END: 6 1u Collapsable Vaulting Pole: +5" Leaping (9" total), OAF (-1), Gestures (-1/2, requires two hands to use). END: 1 1u Collapsable Vaulting Pole: +2 HA, Std HA Limitation (-1/2), OAF (-1). END: 1 1u Glock: 1d6+1 RKA vs PD, Autofire-3 (+1/4), 9 Charges (+1/4), OAF (-1). 1u .410 Sawed-off Shotgun: +3 OCV, -2 Range Modifier plus 3d6 RKA vs PD, 4 Clips of 5 Charges Each (-1/4), OAF (-1), Reduced by Range (-1/4), Reduced Penetration (-1/4). --- 12 Kevlar Gear: 6PD, 6 ED Armor, OIF (-1/2, long jacket and clothing lined with Kevlar) 9 Flak Jacket: 6 PD, 6 ED Armor, OIF (-1/2, Flak jacket), Activation 14- (-1/2) Powers Cost: 75 Cost Perk 6 Contact: Captain America 8- 9 Contacts: various private citizens who are sympathetic to Nomad 11- 4 Contact: Falcon 8- 3 Contact: D-Man 11- 1 Super-Soldier Serum: Life Support: Ages at Half Normal Rate Perks Cost: 23 Cost Talent 14 Bucky Loves Trouble!: Danger Sense, General Area, Sense, Intuitional, Only when in physical possession of Bucky (-1/2). 12- 6 Lightning Reflexes: +4 DEX with all actions, only to determine DEX order in combat Talents Cost: 20 Cost Skill 3 Acrobatics 13- 3 Breakfall 13- 3 Climbing 13- 3 Combat Driving 13- 3 Lockpicking 13- 3 Sleight of Hand 13- 3 Stealth 13- 3 Teamwork 13- --- 3 Streetwise 13- 3 Conversation 13- 3 Interrogation 13- 3 Persuasion 13- 2 Animal Handler: Wild north American mammals 13- --- 3 Tactics 12- 3 Navigation 12- 3 Gambling 12- 3 Forgery 12- 3 Security Systems 12- 3 Deduction 12- 3 Computer Programming 12- 3 Tracking 12- 3 Survival: Arctic and Temperate 12- 3 Paramedics 12- --- 2 KS: West Coast street gangs 11- 2 KS: Florida street gangs 11- 2 AK: Florida coast 11- 2 AK: Pacific NW 11- 2 CuK: Organized Crime 11- --- Commando Training/Dirty Infighting fighting style 4 Choke Hold 3d6 NND, grab two limbs 5 Killing Strike 1d6 KA 4 Nerve Strike 2d6 NND 4 Martial Block 4 Flying Dodge 8 +2 Damage Classes (figured in) --- 10 +1 Overall Skill Level 32 +4 Overall Combat Skill Levels 5 Rapid for Ranged attacks Skills Cost: 154 Total Character Cost: 405 = 133 + 75 + 23 + 20 + 154 Val Disadvantages 20 Normal Characteristic Maxima 15 Social Limitation: Public Identity 15 Hunted: Police 8- 15 Hunted: The Slug 8- 10 Psychological Limitation: Reluctant to Kill 20 Psychological Limitation: Honorable 10 Psychological Limitation: Afraid of Heights 20 Watched: US Military and Intelligence Apparati 14- 25 DNPC: Bucky (a one-year-old baby) 14- 15 Enraged: When overmatched 11-/14- 15 Enraged: When innocent people are hurt 11-/14- 10 Enraged: When fighting communists 11-/14- 10 Distinctive Feature: Long hair and expensive suglasses as an ego signature Disadvantage Points: 200 Base Points: 200 Experience Required: 5 Total Experience Available: 200 Experience Unspent: 195 Wikipedia Page Pictures Here Real Name Jack Monroe Aliases Bucky, Scourge Identity (in 1950’s) Secret, (current) publicly known Occupation Adventurer, wanderer; former government agent, bagboy Citizenship U.S.A. Place of Birth Clutier, Iowa Known Relatives Edward Monroe (father, deceased), Mary Ellen Monroe (mother, deceased), Jill Coltrain (sister, deceased), Joanie (aunt, deceased), unnamed uncle (deceased) Group Affiliation (Formerly) Secret Defenders, the Captain's Unnamed Superhero Team, agent of Henry Gyrich and the Commission on Superhuman Activities, former partner to Captain America (Steve Rogers), partner to Captain America (Grand Director), associate of Invaders and the V-Battalion Education High-school dropout Height 5’11” Weight 200 lbs. Eyes Brown Hair Brown Powers By using a variation of the Super-Soldier formula, Monroe's strength, reflexes, and endurance are at peak human levels. He originally possessed superhuman strength prior to his treatment to cure his sanity. Abilities Jack Monroe is an accomplished hand-to-hand fighter and martial artist. Weapons As Nomad, Monroe wore detachable, six-inch diameter, steel alloy "Stun Disks" on his costume, which he could throw as weapons in order to stun opponents. He later took to using a double-barreled shotgun and other street ordinance. Other weapons he used in the past included a 6-foot retractable quarterstaff. Paraphernalia Nomad once took to using gimmick variations of his stun discs, such as discs containing a diamond-tipped glass cutter, a grappling hook and tether line, and various skeleton keys and lockpicks. During his initial wanderings around the country, Monroe used a pick-up truck equipped with an on-board computer with a DMV computer link, laser-guided gyroscopic navigation system, and a rear-mounted gattling gun. This vehicle was destroyed in a car crash. Later, his only method of transportation was by way of hitchhiking. As Scourge, Monroe was outfitted and trained with dozens of weapons and tools confiscated from villains captured by the government over the years. Monroe's signature weapon was a staff that could be split into twin battle staves. The staff was equipped with a shockwave emitter (adapted from the villain Shockwave.) He also rode upon a glider similar to that used by the Green Goblin. The Scourge costume was also outfitted with a helmet-mounted energy projector (a la the Unicorn) and 2 chest-mounted stun-discs. Its gauntlets featured size-changing Pym particles that enabled Monroe to grow various items from a miniaturized arsenal as needed. This included a rifle loaded with hard air bullets (a la Windshear), poison quill launchers (a la Porcupine), ice projectors (a la the Blizzard), a heat blaster (a la Melter), a sword (a la Commander Kraken), a foil (a la the Rapier), a plant-controlling ray (a la Plantman), binding rings (a la the Ringer) and a shield (a la Captain America). The Scourge costume also contained spring coil boots (a la Leap-Frog), retractable stilts (a la Stilt-Man), anti-gravity discs (a la the Wizard), a holographic projector usable for invisibility (a la Mirage), and a matter matrix card that allowed the Scourge costume to instantly materialize. The helmet also contained various sensors and analyzers and a heads up video display for remote communication and storage access status. He no longer had access to any of this equipment at the time of his (latest) death. First Appearance Young Men #24 (1953) Origin Captain America #155 (1972); Nomad vol. 2 #2 (1990); Nomad vol. 2 #18-19, #23-24 (1993, 1994) Significant Issues With “Steve Rogers,” revived, fought Captain America (Captain America #153-156, 1972); released by SHIELD, became Captain America’s partner as Nomad (Captain America #281-284, 1983); declared war on drug trade, informally adopted Bucky (Nomad vol. 1 #1-4, 1990-1991); returned to suspended animation (Nomad vol. 2 #25, 1994); fought the Thunderbolts as Scourge, helped them against Henry Peter Gyrich (Thunderbolts #48-50, 2001); learned the Super-Soldier Serum was breaking down, was shot by the Winter Soldier (Captain America #7, 2005) Additional Notes: If it were up to me, Nomad's time as Scourge would be retconned right out of existence. Scourge should have been someone else- maybe Deadpool or another Weapon X, or maybe someone entirely new. While it tangentially fits with Nomad's other history, it's clear that they were just fumbling around in the dark hoping to latch on to a piece of Cap history. He never should have been put through that. Actually, truth be told, Scourge was kind of a dumb idea. I didn't even consider that convoluted, bizarre chapter in constructing this character sheet. As far as I know, he is the only superhero who goes into battle with a baby in a bag on his back. Although he had the benefit of half of the Super-Soldier program (the injected serum), he is not the specimen that Captain America is. When coming up against real superpowered foes, he usually finds himself somewhat outclassed despite his many skills. He was thoroughly beaten at different times by Deadpool (saved by a well-timed elevator escape) and Gambit (tricked by a helpful pilot into "escaping" from their fight), describing his own movements as slow and weak in comparison to theirs in each case. Therefore, I've pegged his actual DEX at 20 with +4 Lightning Reflexes and several combat skill levels; and put his PD, ED, REC, END and STUN in the high Normal range. His only superhuman Characteristic is a 5 SPD, and he pays double for that last point of SPD. Of course, YMMV, etc and so forth. Have at it.
  15. Re: Captain America and Cast It takes me like 45 minutes just to type in all the info for a character like Crossbones, so I'll put up Sin tomorrow, and then Zemo I, Nomad and D-Man (all written and in my folder) to follow.
  16. Re: My Craziest Idea Ever? My craziest idea ever is like that, only crazier. Alien in a giant mecha-style robot crashes to Earth. All suit ruined except the mecha's feet. Enormo, the Super Tapdancer yeah, my weirdest moment? Maybe but maybe not.
  17. Re: Captain America and Cast Crossbones Brock Rumlow Val Char Cost 25 STR 15 26 DEX 48 25 CON 30 20 BODY 20 13 INT 3 18 EGO 16 25 PRE 15 10 COM 0 20 PD 15 15 ED 10 6 SPD 24 10 REC 0 50 END 5 50 STUN 4 13" RUN 14 5" SWIM 3 5" LEAP 0 Characteristics Cost: 217 Cost Power END 46 Favored Weapons Multipower, 70-point reserve, all OIF or OAF (-1/2) 1u Serrated Survival Knife: 1/2d6 HKA, Penetrating (+1/2), Range Based on STR (+1/4), Increased STUN Multiplier (1d6+2, +3/4), OAF (-1) END: 2 1u Hand Crossbow: 1d6+1 RKA, Armor Piercing (+1/2), Invisible to Hearing Group (+1/4), Range: 10" (-1/4), OAF (-1), 8 Clips of 1 Charge Each (-1) 1u Spring-Loaded Gauntlet Stilettos: 1d6 RKA, Armor Piercing x2 (+1), OIF (-1/2), No Range (-1/2). END: 3 1u Browning 9mm Semiautomatic Pistol I: 1d6+1 RKA, Autofire-3 (+1/4), 4 Clips of 20 Charges Each (+1/2), OAF (-1) 1u Browning 9mm Semiautomatic Pistol II: 1d6+1 RKA, Autofire-3 (+1/4), 4 Clips of 20 Charges Each (+1/2), OAF (-1), Linked to first 9mm (-1/2) 1u Throwing Knives: HKA 1/2d6, Range Based on STR (+1/4), Autofire-2 (+1/4), 4 Charges (-1), OAF (-1) Costs END (-1/2) END: 2 2u 7.62 RL (SVD) Dragonov Sniper Rifle: 2d6+1 RKA, Increased STUN Multiplier (1d6, +1/4), 10 Charges (-1/4), Requires 2 Hands (-1/4), OAF (-1) plus Laser Sight: +3 OCV, +3 vs Range modifiers, OAF (-1) --- 40 Tough S.O.B.: 50% rPD plus 50% rED Damage Reduction, STUN Only (-1/2) --- 8 Wrist Radio: HRRP, OIF (-1/2) Powers Cost: 102 Cost Perk 8 Contact: Red Skull 14- 5 Contact: Mercenary World 11- 5 Contact: Underworld and Organized Crime 11- 7 Contact: Baron Von Strucker 14- 6 Reputation: Top Super-Assassin +3/3d6 14- 10 Wealth ($5M/yr) 60 Follower: Sin Perks Cost: 95 Cost Skill 3 Traveller 3 Well-Connected --- 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 3 Combat Piloting 14- 3 Fast Draw 14- 3 Lockpicking 14- 3 Stealth 14- --- 3 Concealment 12- 3 Demolitions 12- 3 Navigation 12- 3 Paramedic 12- 3 Shadowing 12- 14 Survival: All terrestrial terrains 12- 3 Tactics 12- 3 Tracking 12- --- 3 KS: Torture (INT-based) 12- 3 KS: Brainwashing techniques (INT-based) 12- --- 3 Streetwise 14- 3 Interrogation 14- 3 Persuasion 14- --- 20 +2 Overall Levels 32 +4 CSLs w/all combat 5 Defense Maneuver I, II 5 Rapid for Hand-to-Hand 5 Rapid for Ranged attacks 5 Autofire skill: Accurate Sprayfire 5 Autofire skill: Rapid Autofire 5 Autofire skill: Skipover Sprayfire --- Commando Training 4 Martial Disarm: -1 +1, Disarm, STR 55 4 Killing Strike: -2 +0 1 1/d6 KA (3d6 w/STR) 4 Choke Hold: -2 +0 4D6 NND, hold two limbs 4 Nerve Strike: -2 +0 4D6 NND 4 Martial Block: +2 +2 Abort 16 +4 Damage Classes (figured in) --- 1 AK: Madripoor 11- 1 AK: Germany 11- 1 AK: North Africa 11- 1 AK: Sub-Saharan Africa 11- 1 AK: Washington, D.C. 11- 1 AK: New York City 11- Skills Cost: 201 Total Character Cost: 615 = 217 + 102 + 95 + 201 Val Disadvantages 15 Social Limitation: Secret Identity 15 Social Limitation: Subject to the orders of the Red Skull 5 Social Limitation: Highly-wanted supercriminal 10 Rivalry: Other super-assassins, such as Cutthroat and Bullseye (professional) 20 Hunted: Kingpin 11- 20 Hunted: Captain America 8- 15 Psychological Limitation: Motormouth. Always talking trash, bragging, etc. 15 Psychological Limitation: Loves killing 20 Psychological Limitation: Worships evil. Seeks out famous evil people to learn from (and possibly murder) 10 Psychological Limitation: Loves torturing foes Disadvantage Points: 170 Base Points: 200 Experience Required: 245 Total Experience Available: 500 Experience Unspent: 255 Wikipedia Page Pictures Real Name Brock Rumlow Aliases Bingo, Frag, Mr. Bones Identity Known to the authorities Occupation Mercenary (Formerly) assassin, instructor at Taskmaster's school for criminals Citizenship United States of america with a criminal record Place of Birth Unrevealed Known Relatives Unrevealed Group Affiliation (Formerly) Skeleton Crew, Savage Crims Street Gang Education High school dropout Height 6’4” Weight 290 lbs. Eyes Brown Hair Black Powers None Abilities Crossbones is a world-class hand-to-hand fighter with extensive experience in street-fighting and various martial arts and military combat techniques. He is an expert pilot and a marksman with crossbows, guns and throwing knives. Weapons His weaponry includes various firearms, a collapsible crossbow, a wrist spike, spring-loaded stiletto blades in his gauntlets, various explosives and poisoned knives. Paraphernalia Carries various communications devices, one of which is mounted in one of his gauntlets. First Appearance (in shadows) Captain America #359 (1989), (full appearance) Captain America #360 (1989) Significant Issues searched for Red Skull (Captain America #368-370, 1990); shown in flashback to be student of Taskmaster (Captain America #403, 1992); flashback to first meeting with Red Skull (Captain America #383, 1991)
  18. Re: Golden Age Campaign I have had luck using nursery rhymes to make golden age-style villains, somewhere between Dick Tracy and early Batman foes. Hey Diddle Dillinger, Mother Goose-Stepper, Jackson Jillian, Simple Simon, Black Bird, and some I'm forgetting
  19. Re: Captain America and Cast Oh, yes, head-on a bird can do a lot of damage. But this was as the missile was travelling away from him. So it had to catch the missile first. Hell of a throw!
  20. Re: Captain America and Cast I am surprised that the combat luck and BODY are the only things people are talking about re: Bucky. Kind of irrelevant since the Bucky presented was done in 1945, but... does anyone have a problem with his VPP? I'm also surprised that nobody is talking about Falcon. I always thought that despite having essentially the same crappy powerset as Angel, he was way cooler. Also: I remembered two impossible stunts Cap has recently pulled off with his shield: In Cap vol 4 #2, he and one other person were launched out of a nuclear sub's torpedo tube at depth with nothing but the shield to protect them. His passenger was knocked cold, but he was fine. In Cap vol 4 #27, he threw the shield into the tailpipe of an airborne ICBM- and brought it down. So, I'm thinking 18 levels with the shield is about right. Next up: Crossbones and Sin, and Nomad (Jack Monroe)
  21. Re: normal maximum I heard that ten minutes of cuddling per day cuts your risk of heart disease in half. Which means men prefer heart disease to cuddling.
  22. Re: Heroes from All Fifty States Someone named "roadrunner" defnitely deserves a second look. But... Arizona already has an awesome hero. She may lose out in the numbers crunch. Say, who is the hero for New Mexico? Maybe get her moved over.
  23. Re: Magic and Desolidfication I think all those things would affect the hero. If it's magic, then it should include inherently supernatural beings as well as a Magic Missile. But you are the man, so make it up as you go along.
  24. Re: Captain America and Cast Falcon Sam Wilson Val Char Cost 20 STR 10 23 DEX 39 20 CON 20 18 BODY 16 18 INT 8 14 EGO 8 20 PRE 10 18 COM 8 8 PD 4 8 ED 4 5 SPD 17 8 REC 0 40 END 0 38 STUN 0 8" RUN 4 2" SWIM 0 4" LEAP 0 Characteristics Cost: 144 Cost Power END 60 Hard-Light Wings Projector Backpack: 15" Flight, x16 NCV, 0 END (+1/2), Inaudible (+1/4), No Turn Mode (+1/4), OIF (-1/2). 420 MPH NCV Note: Even though Falcon has wings, these are energy-based and not "restrainable" in a normal sense. Additionally, although the wings are usually shown spanning from his torso to his arms, he has not been limited by the "gestures" limitation in his comic book appearances. --- 18 Wrist-Mounted Talons Multipower, 45-point reserve, OIF (-1/2, 2 Recoverable Charges (-1). A grabber-claw on the end of a projecting cable. 1u Grabber: 8" Stretching, No NCM (-1/4), Always Direct (-1/4), Limited Manipulation (-1/4), Cannot do Damage (-1/4), Lockout (on MP until recovered, -1/2), Hands Only (-1/4), OIF (-1/2), 2 Recoverable Charges (-1) 1u Wrap-Up: 3 BODY 3 DEF Entangle (standard effect), Transparent to Attacks (+1/2), Cannot Form Barriers (-1/4), 1 Recoverable Charge (-1 1/4), OIF (-1/2) Vulnerable to Contortionist (-1/4), Vulnerable to cutting and slashing attacks (-1/4), Lockout (on MP until recovered, -1/2) --- 26 Bird and Raptor Empathy Multipower, 40-point reserve, Birds and Raptors Only (-1/2) 2u Eagle Eyes: Clairsentience (Sight, Hearing and Smell/Taste Group), Only through the eyes of Birds and Raptors (-1). END: 4 1u Talking to Birds: 5d6 Telepathy (Animal Class of Minds), No Range (-1/2), Communication Only (-1/4), Incantations throughout (-1/2), Visible (-1/4), Birds and Raptors Only (-1/2) END: 2 2u Birdbrain Override: Mind Control 6d6 (Animal Class of Minds), Limited class of minds: Birds and Raptors (-1/2). END: 3 --- 4 Eagle Eyes: +2 w/Sight PER roll (15-) Powers Cost: 115 Cost Perk 40 Follower: Redwing, his red hawk 6 Contact: New York State Department of Social Services 11- 6 Contact: New York City Planning Commission 11- 4 Contact: Captain America 8- 3 Contact: Henry Gyrich 8- Perks Cost: 59   Cost Talent 24 Combat Luck: 12PD 12ED Combat Luck Talents Cost: 24 Cost Skill 10 Agile: +3 DCV, only while airborne (-1/2) 10 Aerial Warrior: +5 w/Move-By, Move-Thru and Grab-By, only while Airborne (-1/2) 10 +1 Overall Skill Level (not figured in) --- 3 Acrobatics 14- 3 Stealth 14- 3 Teamwork 14- --- 3 Shadowing 13- 3 Paramedics 13- 3 Navigation 13- --- 3 Streetwise 13- 3 Oratory 13- 3 Persuasion 13- 8 Animal Handler (Birds and Raptors) 15- --- 2 PS: City Planner 11- 2 PS: Social Worker 11- 2 PS: Common Criminal 11- --- Skills Cost: 71 Total Character Cost: 413 = 144 + 115 + 59 + 24 + 71 Val Disadvantages 15 Social Limitation: Public Identity 10 Social Limitation: Former common street criminal with a felony record 20 DNPC: His sister Sarah 11- 20 DNPC: His nephew Jody 11- 15 Hunted: Enemies of Captain America 8- 20 Psychological Limitation: Code versus Killing 20 Psychological Limitation: Feels like he represents urban poor everywhere, and acts accordingly 15 Psychological Limitation: Reluctant Hero. Feels like he can do more good as a neighborhood leader than as a superhero, but keeps getting pulled into the superhero business Disadvantage Points: 120 Base Points: 200 Experience Required: 93 Total Experience Available: 150 Experience Unspent: 57 Wikipedia Page Real Name Samuel Thomas "Sam" Wilson Aliases Blackbird, Brother Falcon, Brother Super-Hero, Captain America, "Snap" Wilson Identity Publicly known Occupation Adventurer, city planner, social worker; (Formerly) criminal Citizenship United States of America Place of Birth New York City, New York Known Relatives Paul Wilson (father, deceased), Darlene Wilson (mother, deceased), Sarah Wilson Casper (sister), Jody Casper (nephew), Jim Wilson (nephew, deceased) Group Affiliation None; formerly Avengers, Night People, Queen's Vengeance and was a "Defender for a Day" Education High school dropout, later extensively self-educated Height 6'2" Weight 240 lbs. Eyes Brown Hair Black Powers Originally possessed the ability to telepathically communicate with his pet falcon Redwing, but that ability has grown into the ability to telepathically communicate with any birds within an unknown radius. Through this telepathic link he is also able to receive mental images of what the birds see. Abilities Excellent trainer of birds, and has been highly trained in gymnastics and hand-to-hand combat by Captain America Weapons Gloves contain grappling hooks. Paraphernalia The Falcon formerly wore a pair of jet powered glider wings that allowed him to fly at speeds up to 250 miles per hour. He now wears a pair of "hard light" wings that have increased his speed and maneuverability. First Appearance Captain America #117 (1969) Origin Captain America #117 (1969), Captain America #186 (1975)
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