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rjd59

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  1. And here are the mini's for Atlas Unleashed! Atlas Unleashed.pdf
  2. Last but not least, Genetic Deviant X. The pic in the book was only a waist up one, so in order to make mini's I used Hero Machine to create a full body pic. Genetic Deviant X Sid Chapman VAL CHA Cost Roll Notes 70 STR 60 23- HTH Damage 14d6 END [7] 23 DEX 26 14- 30 CON 20 15- 0 INT -10 9- PER Roll 9- 10 EGO 0 11- 25 PRE 15 14- PRE Attack: 5d6 8 OCV 25 8 DCV 25 3 OMCV 0 3 DMCV 0 4 SPD 20 Phases: 3, 6, 9, 12 26 PD 24 26 PD (0 rPD) 25 ED 23 25 ED (0 rED) 16 REC 12 60 END 8 15 BODY 5 62 STUN 21 Movement Cost Meters Notes RUNNING 0 20m/40m END [2] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 274 Cost Powers 37 BRAIN SUCKING MONSTER: Multipower, 37-point reserve - END= 2f 1) FINGER SUCKERS (INT Destruction): Drain INT 3d6, Reduced Endurance (1/2 END; +1/4) (37 Active Points); Conditional Power Power does not work vs opponents with EGO defense or solid head covering (-1/2) - END=1 2f 2) I SENSE BRAINS: Mind Scan 4d6, +5 OMCV, Reduced Endurance (1/2 END; +1/4) (37 Active Points); Alternate Combat Value (uses OMCV against DCV; -1/4), Limited Power Power only tracks people's brainwaves (-1/4), Limited Power Power does not work vs EGO Defense (-1/4) - END=1 33 UNDYING MONSTROSITY: Multipower, 33-point reserve - END= 3f 1) Physical Damage Reduction, Resistant, 50% (30 Active Points) - END=0 1f 2) Vs Fire Attacks Only: Energy Damage Reduction, 25% (10 Active Points) - END=0 3f 3) Life Support (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: 200 Years; 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) (33 Active Points) - END=0 32 Regeneration (2 BODY per Turn) - END=0 8 Running +8m (20m total) - END=1 Powers Total: 121 Cost Skills 5 Stealth 15- Skills Total: 5 Value Complications 20 Vulnerability: 2 x Effect vs Mental Attack Powers (Common) 10 Susceptibility: from attempting INT destruction on targets with EGO defense 2d6 damage Instant (Uncommon) 10 Psychological Complication: Must destroy the intelligence of others in order to ease the pain of existance (Uncommon; Strong) 10 Physical Complication: Only able to understand Telepathy (Infrequently; Slightly Impairing) 25 Distinctive Features: Hideous Appearance (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) Complications Points: 75 Base Points: 400 Experience: 35 Experience Unspent: 35 Total Character Cost: 400 Background/History: Sid Chapman was the only member of the Alpha test group to survive the original "Project: Hope." He was horribly disfigured and hideously empowered, becoming a beast-like monster. Genetic Deviant X no longer has any intelligence as we understand the term, and lives only to destroy Peacemonger and feed on the brains of other living beings. In some way we do not understand, brainwaves cause the creature pain. It can track people through their brainwaves, but cannot sense persons with EGO Defense this way. If given a choice, the creature would live out its life in isolation. Campaign Use: Genetic Deviant X should be used as a lurking horror, rather than a stand-up, bash-em monster. Emphisize the horror of this thing thsat used to be a man, with pus dripping from its tendrils and the foulest of smells of decay wafting from its open bowels as it lopes forward, face twisted in a cruel mockery of human expression. Tell the players that a repulsive mixture of blood and vomit oozes out of its mouth as a single distorted word crawls painfully out - "Brains!!!" Genetic Deviant X should attck heroes with its INT destruction, attaching its sucker pods to the victem's face and attempting to suck the brains out. It should only use its great strength to rip through bulkheads and toss aside objects between it and its intended victems, never to beat opponents into submission. When it attempts to eat the brain of a hero with EGO defense, it recoils sharply, grasping its hand with obvious pain, and cries out "Hurts! Bad Brains!!!" It will react to that hero with fear afterwards, and will use its great strength to hurl him away if that hero attacks it later. Genetic Deviant X.hdc
  3. Prometheus Agent and Supervisor, same thing with these as with Atlas Prometheus Agent VAL CHA Cost Roll Notes 13 STR 3 12- HTH Damage 2 1/2d6 END [1] 11 DEX 2 11- 13 CON 3 12- 13 INT 3 12- PER Roll 12- 10 EGO 0 11- 12 PRE 2 11- PRE Attack: 2d6 3 OCV 0 3 DCV 0 3 OMCV 0 3 DMCV 0 3 SPD 10 Phases: 4, 8, 12 4 PD 2 4/10 PD (0/6 rPD) 4 ED 2 4/11 ED (0/7 rED) 4 REC 0 20 END 0 10 BODY 0 20 STUN 0 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 27 Cost Powers 20 PROMETHEUS BLASTER RIFLE / GRENADE LAUNCHER: Multipower, 40-point reserve, (40 Active Points); OAF (-1) 1f 1) BLASTER RIFLE: Killing Attack - Ranged 2 1/2d6, Attack Versus Alternate Defense (PD; defense is force field; +0) (40 Active Points); 30 Charges (-2) - END=[30] 3f 2) GRENADE LAUNCHER: Blast 6d6, Area Of Effect (6m Radius Explosion; +1/4) (37 Active Points); 12 Charges (-1/4) - END=[12] 8 PROMETHEUS FORCE FIELD PROJECTOR (Agents Vest): Resistant Protection (6 PD/7 ED) (21 Active Points); OAF (-1), 4 Continuing Charges lasting 4 Turns each each (-1/2) - END=[4 cc] 14 PROMETHEUS GAS GRENADE: Blast 3d6, Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; Breathe Clean Air; +0), Area Of Effect (3m Radius Explosion; +1/4) (19 Active Points); OAF (-1) [Notes: (x2 number of items)] - END=2 Powers Total: 46 Cost Martial Arts 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 4 1/2d6 Strike 3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 2 1/2d6 +v/10 Strike; You Fall, Target Falls; FMove Martial Arts Total: 6 Cost Skills 2 +1 with Prometheus Blaster 2 KS: Prometheus 11- 3 Language: Foreign: Choice (completely fluent) 5 Paramedics 13- 3 Security Systems 12- 3 Science Skill: Choice 12- 3 Stealth 11- Skills Total: 21 Value Complications 10 Hunted: by Atlas Infrequently (As Pow; Harshly Punish) 15 Monitored: by Prometheus Frequently (Mo Pow; NCI; Watching) 10 Psychological Complication: Loyal to Prometheus (Common; Moderate) 15 Psychological Complication: Subject to orders (Common; Strong) Complications Points: 50 Base Points: 100 Experience: 1 Experience Unspent: 1 Total Character Cost: 100 --------------------------------------------------------------------------------------------------------------- Prometheus Supervisor VAL CHA Cost Roll Notes 14 STR 4 12- HTH Damage 2 1/2d6 END [1] 11 DEX 2 11- 13 CON 3 12- 14 INT 4 12- PER Roll 12- 10 EGO 0 11- 12 PRE 2 11- PRE Attack: 2d6 3 OCV 0 3 DCV 0 3 OMCV 0 3 DMCV 0 3 SPD 10 Phases: 4, 8, 12 5 PD 3 5/11 PD (0/6 rPD) 5 ED 3 5/12 ED (0/7 rED) 4 REC 0 20 END 0 10 BODY 0 20 STUN 0 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 31 Cost Powers 20 BLASTER PISTOL: Killing Attack - Ranged 2 1/2d6, Attack Versus Alternate Defense (PD; defense is force field; +0) (40 Active Points); OAF (-1), 2 clips of 12 Charges (-0) - END=[12] 8 PROMETHEUS FORCE FIELD PROJECTOR (Agents Vest): Resistant Protection (6 PD/7 ED) (21 Active Points); OAF (-1), 4 Continuing Charges lasting 4 Turns each each (-1/2) - END=[4 cc] 14 PROMETHEUS GAS GRENADE: Blast 3d6, Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; Breathe Clean Air; +0), Area Of Effect (3m Radius Explosion; +1/4) (19 Active Points); OAF (-1) [Notes: (x2 number of items)] - END=2 Powers Total: 42 Cost Martial Arts 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 4 1/2d6 Strike 3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 2 1/2d6 +v/10 Strike; You Fall, Target Falls; FMove Martial Arts Total: 6 Cost Skills 2 +1 with Prometheus Blaster 2 KS: Prometheus 11- 3 Language: Foreign: Choice (completely fluent) 5 Paramedics 13- 3 Security Systems 12- 3 Science Skill: Choice 12- 3 Stealth 11- Skills Total: 21 Value Complications 10 Hunted: by Atlas Infrequently (As Pow; Harshly Punish) 15 Monitored: by Prometheus Frequently (Mo Pow; NCI; Watching) 10 Psychological Complication: Loyal to Prometheus (Common; Moderate) 15 Psychological Complication: Subject to orders (Common; Strong) Complications Points: 50 Base Points: 100 Experience: 0 Experience Unspent: 0 Total Character Cost: 100 Prometheus Agent.hdc Prometheus Supervisor.hdc
  4. Atlas Agent and an Atlas Sergeant, basically the same except for weapons. Atlas Agent VAL CHA Cost Roll Notes 13 STR 3 12- HTH Damage 2 1/2d6 END [1] 11 DEX 2 11- 13 CON 3 12- 13 INT 3 12- PER Roll 12- 10 EGO 0 11- 10 PRE 0 11- PRE Attack: 2d6 3 OCV 0 3 DCV 0 2 OMCV -3 2 DMCV -3 3 SPD 10 Phases: 4, 8, 12 5 PD 3 5/11 PD (0/6 rPD) 5 ED 3 5/11 ED (0/6 rED) 4 REC 0 20 END 0 10 BODY 0 20 STUN 0 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 21 Cost Powers 20 ATLAS BLASTER RIFLE / GRENADE LAUNCHER: Multipower, 40-point reserve, (40 Active Points); OAF (-1) 1f 1) ATLAS BLASTER RIFLE: Killing Attack - Ranged 1 1/2d6 (25 Active Points); 30 Charges (-2) - END=[30] 3f 2) ATLAS GRENADE LAUNCHER: Killing Attack - Ranged 2d6, Area Of Effect (3m Radius Explosion; +1/4) (37 Active Points); 12 Charges (-1/4) - END=[12] 12 ATLAS ARMOR VEST: Resistant Protection (6 PD/6 ED) (18 Active Points); OIF (-1/2) - END=0 4 ATLAS GOGLES: (Total: 10 Active Cost, 4 Real Cost) Infrared Perception (Sight Group) (5 Active Points); OAF (-1) (Real Cost: 2) plus Sight Group Flash Defense (5 points) (5 Active Points); OAF (-1) (Real Cost: 2) - END=0 10 ATLAS INVISIBILITY BELT: Invisibility to Sight Group (20 Active Points); OAF (-1), 8 Continuing Charges lasting 1 Turn each (-0) - END=[8 cc] 4 ATLAS NUERAL DAMPER (Portable Version): Mind Control 2d6, Attack Versus Alternate Defense (ED; DEF is Ego Defense or EGO 15-; +0) (10 Active Points); OAF (concealed, miniaturized; -1), 12 Charges (-1/4) [Notes: Induces a continuous sleep] - END=[12] Powers Total: 54 Cost Martial Arts 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 4 1/2d6 Strike 3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 2 1/2d6 +v/10 Strike; You Fall, Target Falls; FMove Martial Arts Total: 6 Cost Skills 4 +2 with Primary Weapon (Atlas Blaster, Pistol or Rifle) 2 KS: Atlas 11- 2 KS: Guerilla Tactics 11- 2 WF: Atlas Blaster Rifle and Pistol: Handguns, Rifles 3 Language: Foreign: Choice of One (completely fluent) 3 Stealth 11- 3 Security Systems 12- Skills Total: 19 Value Complications 10 Psychological Complication: Loyal to Atlas (Common; Moderate) 15 Hunted: World Intelligence Agencies Infrequently (Mo Pow; Harshly Punish) 15 Psychological Complication: Subject to orders (Common; Strong) 10 Unluck: 2d6 Complications Points: 50 Base Points: 100 Experience: 0 Experience Unspent: 0 Total Character Cost: 100 ----------------------------------------------------------------------------------------------------------------------- Atlas Sergeant VAL CHA Cost Roll Notes 13 STR 3 12- HTH Damage 2 1/2d6 END [1] 11 DEX 2 11- 13 CON 3 12- 13 INT 3 12- PER Roll 12- 10 EGO 0 11- 12 PRE 2 11- PRE Attack: 2d6 4 OCV 5 4 DCV 5 3 OMCV 0 3 DMCV 0 2 SPD 0 Phases: 6, 12 5 PD 3 5/11 PD (0/6 rPD) 5 ED 3 5/11 ED (0/6 rED) 4 REC 0 20 END 0 11 BODY 1 23 STUN 2 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 32 Cost Powers 13 ATLAS BLASTER PISTOL: Killing Attack - Ranged 1d6, Area Of Effect (20m Line; +1/2), Selective (+1/4) (26 Active Points); OAF (-1), 2 clips of 12 Charges (-0) - END=[12] 12 ATLAS ARMOR VEST: Resistant Protection (6 PD/6 ED) (18 Active Points); OIF (-1/2) - END=0 4 ATLAS GOGLES: (Total: 10 Active Cost, 4 Real Cost) Infrared Perception (Sight Group) (5 Active Points); OAF (-1) (Real Cost: 2) plus Sight Group Flash Defense (5 points) (5 Active Points); OAF (-1) (Real Cost: 2) - END=0 10 ATLAS INVISIBILITY BELT: Invisibility to Sight Group (20 Active Points); OAF (-1), 8 Continuing Charges lasting 1 Turn each (-0) - END=[8 cc] 4 ATLAS NUERAL DAMPER (Portable Version): Mind Control 2d6, Attack Versus Alternate Defense (ED; DEF is Ego Defense or EGO 15-; +0) (10 Active Points); OAF (concealed, miniaturized; -1), 12 Charges (-1/4) [Notes: Induces a continuous sleep] - END=[12] Powers Total: 43 Cost Martial Arts 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 4 1/2d6 Strike 3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 2 1/2d6 +v/10 Strike; You Fall, Target Falls; FMove Martial Arts Total: 6 Cost Skills 4 +2 with Primary Weapon (Atlas Blaster, Pistol or Rifle) 2 KS: Atlas 11- 2 KS: Guerilla Tactics 11- 2 WF: Atlas Blaster Rifle and Pistol: Handguns, Rifles 3 Language: Foreign: Choice of One (completely fluent) 3 Stealth 11- 3 Security Systems 12- Skills Total: 19 Value Complications 10 Psychological Complication: Loyal to Atlas (Common; Moderate) 15 Hunted: World Intelligence Agencies Infrequently (Mo Pow; Harshly Punish) 15 Psychological Complication: Subject to orders (Common; Strong) 10 Unluck: 2d6 Complications Points: 50 Base Points: 100 Experience: 0 Experience Unspent: 0 Total Character Cost: 100 Atlas Agent.hdc Atlas Sergeant.hdc
  5. Unicorn Michael Stanford VAL CHA Cost Roll Notes 20 STR 10 13- HTH Damage 4d6 END [2] 26 DEX 32 14- 20 CON 10 13- 14 INT 4 12- PER Roll 12- 14 EGO 4 12- 25 PRE 15 14- PRE Attack: 5d6 9 OCV 30 9 DCV 30 5 OMCV 6 5 DMCV 6 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 20 PD 18 20 PD (0 rPD) 15 ED 13 15 ED (0 rED) 8 REC 4 40 END 4 10 BODY 0 30 STUN 5 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 231 Cost Powers 60 UNICORN HORN: Multipower, 75-point reserve, (75 Active Points); Only In Alternate Identity (-1/4) - END= 4f 1) Blast 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); No Range (-1/2) - END=2 5f 2) Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR), Reduced Endurance (1/2 END; +1/4), Armor Piercing (x2; +1/2) (52 Active Points) - END=2 2f 3) Missle Deflection: Deflection, Reduced Endurance (1/2 END; +1/4) (25 Active Points); Only Works To Front Very Common attack (-1/4) - END=1 2f 4) Sight Group Flash 4d6, Area Of Effect (4m Radius; +1/4), Reduced Endurance (1/2 END; +1/4) (30 Active Points); No Range (-1/2) - END=1 5f 5) Healing BODY 7 1/2d6 (75 Active Points); Extra Time (Full Phase, -1/2) - END=7 3f 6) Telepathy 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2) - END=2 - END= 3 Instant Change: Cosmetic Transform 1d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; +3/4) (5 Active Points); Limited Target ([Limited]; Characters clothing; -1/2) - END=1 13 Regeneration (2 BODY per Day), Can Heal Limbs - END=0 Powers Total: 97 Cost Martial Arts 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike 5 Martial Kick: 1/2 Phase, +1 OCV, -2 DCV, 8d6 Strike Martial Arts Total: 9 Cost Skills 4 +1 with all Knowledge Skills 3 Acrobatics 14- 3 Language: Latin (completely fluent) 3 Paramedics 12- 2 PS: Mechanic 11- 3 Skiing 14- 3 Scholar 1 1) KS: Administration (2 Active Points) 11- 1 2) KS: Agricultural Patterns (2 Active Points) 11- 1 3) KS: Atlas / Prometheus 8- 1 4) KS: Classical Studies (2 Active Points) 11- 1 5) KS: Current Events (2 Active Points) 11- 1 6) KS: Physical Training and Atheletics (2 Active Points) 11- 1 7) KS: Superbeings (2 Active Points) 11- Skills Total: 28 Value Complications 10 Susceptibility: vs EGO Drains, Transfers and Destructions 2d6 damage Instant (Uncommon) 15 Accidental Change: When in high stress situations or emotionally agitated 11- (Common) 5 Psychological Complication: Hates excessive use of force (Uncommon; Moderate) 15 Psychological Complication: Protects Innocents (Common; Strong) 5 Psychological Complication: Naive and Trusting (Uncommon; Moderate) 5 Psychological Complication: Loyal to Friends (Uncommon; Moderate) 5 Distinctive Features: Glowing Eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Unluck: 2d6 5 Social Complication: Secret ID: Michael Stanford Infrequently, Minor Complications Points: 75 Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 365 Background/History: Michael Stanford was born in 1966 in a suburb of Dallas, Texas. Michael's father was distant and aloof, and his mother too caught up in Junior League meetings to pay much attention to her only child. As a result, Michael has grown up to be every mother's nightmare. Quiet and unassuming, during high school, the young athelete joined a series of subversive organizations at college, including the Communist Party, U.S.A. Michael's dissatisfaction with Communist Party inactivity and his naivete, combined with his resentment towards the corporate culture that he felt was responsible for his parent's distance, pushed him to join Prometheus. Michael worked in relief efforts in Central America, primarily as a mechanic, repairing food trucks and bicycles. Eventually his energy and innovation brought him to the attention of Dr. Powers, who told him about the upcoming "Project: Hope. Michael volunteered. After joining "Project:P Hope", Michael became a member of Atlas, and so became the third person (after Peacemonger and Virtuoso) to learn of the connection between Atlas and Prometheus. Michael does not, however, understand the exact nature of the connection. Unicorn, unlike the other members of Atlas, is basically heroic in inclination. He is also thoroughly convinced that the ideals of Atlas are the ideals that everyone should nelieve in, and that Atlas is doing the right thing, whatever that thing is at the time. If, however, he can be convinced that Atlas is engaging in murder, torture, and kidnapping, he may switch sides and help the heroes, at least temporarily. Personality/Motivation: Michael is a warm hearted, kind and generous to a fault. He is very naive and idealistic, and extremely loyal to his friends. He cares very little for money or material things, and is inclined towards minor acts of vandalism, if he thinks they prove a point. Quote: "I don't get it. How can kidnapping and murder be for the good of mankind?" Powers/Tactics: The experiments that gave the other members of Atlas their powers killed Michael Stanford. But he was too strong-willed to stay dead. He tapped into the energy of the Q'rrm effect to resurect himself and fashion his powers. The results of the experiment gave Michael increased physical characteristics, a unicorn-like regenerative ability, and immunity to poisons. He also gains a "unicorn horn", (which is an energy beam rather than a physical horn) and associated abilities when he is frightened or excited, but which he loses when knocked out or when he goes to sleep. The experiments also left Michael with a suscepttbility to loss of power, because if he loses hie powers, he loses the energy of the Q'rrm effect that is keeping him alive. Campaign Use: Unicorn is the naive innocent duped into aiding the evik scheme of the master villains. Clever heroes should be able to convince him to switch sides, reveal Atlas secrets, and possibly even free them from captivity. He is the "good side" of Atlas /Prometheus, but even so he is a long way from being a super-hero. Appearance: Michael is 6'2", 210 pounds, and has longish sandy-blond hair and bright blue eyes. He has a slight southern accent, but usually talks like (fellow Texan) Dan Rather. Unicorn's costume consists of a blue bodysuit from his neck to the waist, with white stripping on the forearms and a white unicorn head on his chest, blue gloves, white leggings, and white boots with blue striping on the tops. Unicorn.hdc
  6. Recoil Isaac Meade VAL CHA Cost Roll Notes 60 STR 10 21- HTH Damage 12d6 END [4] 26 DEX 32 14- 20 CON 10 13- 13 INT 3 12- PER Roll 12- 14 EGO 4 12- 15 PRE 5 12- PRE Attack: 3d6 9 OCV 30 9 DCV 30 5 OMCV 6 5 DMCV 6 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 15 PD 13 15 PD (0 rPD) 15 ED 13 15 ED (0 rED) 8 REC 4 40 END 4 10 BODY 0 30 STUN 5 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 56m 56m forward, 28m upward FLIGHT 20m/40m Characteristics Total: 215 Cost Powers 60 Stretching Powers: Variable Power Pool, 35 base + 50 control cost - END= 0 1) Stretching 16m, Reduced Endurance (1/2 END; +1/4) (20 Active Points) Real Cost: 20 - END=1 0 2) Entangle 4d6, 4 PD/4 ED, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Recoil takes damage done to Entangle (-1), No Range (-1/2) Real Cost: 20 - END=2 0 3) Super Leap: Leaping +52m (56m forward, 28m upward) (26 Active Points); Extra Time (Full Phase Activation, Only to Activate, -1/4) Real Cost: 21 - END=3 0 4) Shape Shift (Sight Group, any shape), Reduced Endurance (1/2 END; +1/4) (22 Active Points); Extra Time (Half Phase Activation, Only to Activate, -1/4) Real Cost: 18 - END=1 0 5) +40 STR, Reduced Endurance (1/2 END; +1/4) (50 Active Points); +5 STR per 1" Stretching (-1/2) Real Cost: 33 - END=2 20 Physical Damage Reduction, 50% - END=0 20 Energy Damage Reduction, 50% - END=0 3 Extra Limbs (2) (5 Active Points); Conditional Power Dependant on Shape Shift (-1/2), Extra Time (Half Phase Activation, Only to Activate, -1/4) - END=0 7 GLIDING: Flight 20m (20 Active Points); Gliding (-1), Conditional Power Dependant on Shape Shift (-1/2), Extra Time (Half Phase Activation, Only to Activate, -1/4) - END=0 Powers Total: 110 Cost Skills 3 Stealth 14- 3 Security Systems 12- 3 Streetwise 12- 3 Disguise 12- 3 Language: Russian (completely fluent) 3 Language: Spanish (completely fluent) 3 Language: German (completely fluent) Skills Total: 21 Value Complications 10 Vulnerability: 2 x STUN vs Cutting Attacks (Uncommon) 15 Susceptibility: when metally paralyzed while stretching 3d6 damage Instant (Uncommon) 10 Psychological Complication: Cruel and Sadistic (Common; Moderate) 10 Psychological Complication: Cowardly (Uncommon; Strong) 5 Psychological Complication: Casual Killer (Uncommon; Moderate) 10 Physical Complication: Takes Extra 1d6 distance in knockback (Infrequently; Slightly Impairing) 5 Distinctive Features: Glowing White Eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: Global Intelligence Agencies Infrequently (As Pow; Harshly Punish) Complications Points: 75 Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 346 Background/History: Isacc Meade was born in 1952 as the third son of New Jersey gangster Joe Louis Meade. Isaac grew up srrounded by crime and the things that successful crime brings - women, violence, and a good deal of money. Isaac decided he wanted all those things too, and he started by extorting lunch money from other children on the schoolyard and in the lunchroom. He made a little gang and he was "Little Ceasar" of P.S. 1236. That lasted until he got sent to reform school the first time. In reform school, Isaac learned a little about getting money in ways more profitable than protection rackets. When he got out of reform school, Isaac took up a part-time career buglarizing small businesses and local homes. He got caught two days before his eighteenth birthday, and was tried as a juvenile and sent back to reform school. When he got out of reform school the second time, his family had rejected him for being such a lousy crook. Isaac decided he needed somebody to protect him from the coppers - somebody who could use his unique talents. So Isaac hooked up with Atlas, and joined their espionage division. When he heard about the possibilities for getting really tough in "Project: Hope", he signed up. Personality/Motivation: Recoil is needlessly mean and abusive to anyone who gets in his way even a little bit, including old women and babies. Isaac is a bully, and like most bullies, he's a coward at heart, unwilling to stick around when the going gets tough. Quote: "See here, youse, dis is the last time you mess with me. I'm gonna break your fingers one by one, and I'm gonna love every minute of it." Powers/Tactics: All of Recoil's powers and increased characteristics are a consequence of his new-found "elastic nature" - his ability to stretch and bounce. By stretching himself, he can not only get extra range, but extra leverage and momentum as well (effectively making him stronger than he really is). He can also coil himself like a spring in order to get a super-leap, and he can literally shift his shape into anything or anyone of roughly his own mass. Campaign Use: Recoil is the absolutely irredeemable bad guy with no compunctions about killing. If you have a ruthless killer player in your campaign, Recoil is a good target for them. Appearance: Isaac is normally 6'1", 162 pounds, with brown eyes and slicked-back greasy black hair and a cheap-hood mustache. He wears double-breasted suits and smokes inexpensive American cigarettes. Recoil's costume consists of khaki colored non-constricting shorts and a khaki short-sleeved shirt with the letter "R" embroidered on the pocket, black boots and stretchable gloves, and a green mask covering the top half of his head tied in the back. Recoil.hdc
  7. Polarity Jason Harper VAL CHA Cost Roll Notes 30 STR 20 15- HTH Damage 6d6 END [3] 23 DEX 26 14- 25 CON 15 14- 10 INT 0 11- PER Roll 11- 14 EGO 4 12- 20 PRE 10 13- PRE Attack: 4d6 8 OCV 25 8 DCV 25 5 OMCV 6 5 DMCV 6 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 20 PD 18 20/30 PD (0/10 rPD) 15 ED 13 15/30 ED (0/15 rED) 11 REC 7 50 END 6 10 BODY 0 38 STUN 9 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward FLIGHT 25m/50m Characteristics Total: 230 Cost Powers 75 Polarized Energy Powers: Variable Power Pool, 50 base + 50 control cost - END= 0 1) Energy Blast: Blast 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Conditional Power Power does not work in Flash / Darkness (-1/2), Only when duplicated (-1/4) Real Cost: 28 - END=2 0 2) Flight 25m, Reduced Endurance (1/2 END; +1/4) (31 Active Points) Real Cost: 31 - END=1 0 3) Resistant Protection (10 PD/15 ED), Hardened (+1/4) (49 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 39 - END=5 - END= 17 White Polarity's Darkness: Darkness to Sight Group 4m radius, Reduced Endurance (1/2 END; +1/4) (25 Active Points); No Range (-1/2) [Notes: Impervious to normal, infra-red, and radar] - END=1 17 Black Polarity's Flash: Sight Group Flash 4d6, Reduced Endurance (1/2 END; +1/4) (25 Active Points); No Range (-1/2) [Notes: Impervious to normal, infra-red, and radar] - END=1 - END= 22 Duplication (creates 85-point form), Easy Recombination (Half Phase Action at 1/2 DCV) - END=0 - END= 4 Ultraviolet Perception (Sight Group) (5 Active Points); Only when duplicated (-1/4) - END=0 Powers Total: 135 Cost Skills 4 +2 with Energy Blast 3 Streetwise 13- 5 CK: New York City 14- Skills Total: 12 Value Complications 5 Vulnerability: 1 1/2 x STUN When both duplicates are struck simultaneously (Uncommon) 15 Susceptibility: from Flash / Darkness 2d6 damage Instant (Common) [Notes: Black is susceptible from Darkness, White is susceptible from Flash attacks.] 10 Enraged: When he hears Racial Slurs (Uncommon), go 11-, recover 14- 10 Psychological Complication: Believes violence is the only way to achieve racial equality (Uncommon; Strong) 10 Psychological Complication: Loyal to friends (Common; Moderate) 15 Dependent NPC: Sister Infrequently (Incompetent) 5 Social Complication: Public ID: Jason Harper Infrequently, Minor 5 Distinctive Features: Glowing white eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) Complications Points: 75 Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 377 Background/History: Jason Harper was born in Harlem, NYC, in 1957. Jason never knew his father who abandoned the family before he was born. Jason grew up on welfare; his mother was only rarely able to find work to support him and his younger half-sister. He feels like he was cheated out of his self-esteem and a good education by a white system that gave no chance to the blacks,especially poor blacks from the inner city. He joined Atlas in 1975, after he was fired from three different odd jobs by three different white managers. Since then, he has worked his way up through the Atlas ranks, and has, by dint of hard work, become one of Dr. Powers most trusted aides. Personality/Motivation: Polarity carries himself with an important swagger, willing to take offense at almost ant provocation. He is almost always certain he is right, and is just as certain that he has been cheated out of his rights. Jason is very bitter about the historic mistreatment of his people by whites, and feels that this bigotry is still pervasive - just better hidden than it used to be. He is very devoted to his sister, and almost equally devoted to his good friends - especially Uberman. Powers/Tactics: Polarity s powers work like this: he splits into one white duplicate and one black duplicate. The white man is surrounded by a black force field, and is susceptible to flash attacks. The black man is surrounded by a white force field and is susceptible to darkness fields. The black duplicate is capable of Flash, the white is capable of generating a darkness field. Both Polarities can fly and generate energy blasts from their hands. Campaign Use: Polarity is the loyal subordinate with a grudge against society, much like his friend Uberman. His primary purpose in the campaign is to provide the characters some insight into the good things that Atlas is fighting for, and the bad things Atlas is fighting against. Polarity is nearly irredeemable because he is so bitter. Appearance: JAson is 5'10", 170 pounds, with brown hair and green eyes. He is a mulatto; half black, half white. Polarity's costumes are reversed in color - the white duplicate wears a white bodystocking with black trunks, black belt, a black triangle leading from the neck to a black star in the middle of his chest. The black duplicate's costume is opposite that, and the costumes disappear when Polarity is not duplicated. Polarity.hdc
  8. Uberman Jim Dodson VAL CHA Cost Roll Notes 60 STR 50 21- HTH Damage 12d6 END [6] 18 DEX 16 13- 30 CON 20 15- 10 INT 0 11- PER Roll 11- 11 EGO 1 11- 25 PRE 15 14- PRE Attack: 5d6 6 OCV 15 6 DCV 15 3 OMCV 0 3 DMCV 0 4 SPD 20 Phases: 3, 6, 9, 12 35 PD 33 35/49 PD (0/14 rPD) 30 ED 28 30/44 ED (0/14 rED) 18 REC 14 60 END 8 10 BODY 0 55 STUN 18 Movement Cost Meters Notes RUNNING 0 14m/28m END [2] SWIMMING 0 4m/8m END [1] LEAPING 0 48m 48m forward, 24m upward Characteristics Total: 253 Cost Powers Invulnerability- Unified Power - END= 50 Resistant Protection (14 PD/14 ED), Hardened (+1/4), Impenetrable (+1/4) (63 Active Points); Unified Power (-1/4) - END=0 24 Energy Damage Reduction, Resistant, 50% (30 Active Points); Unified Power (-1/4) - END=0 24 Physical Damage Reduction, Resistant, 50% (30 Active Points); Unified Power (-1/4) - END=0 0 +0 PD, Hardened (+1/4), Resistant (+1/2); Unified Power (-1/4) - END= 0 +0 ED, Hardened (+1/4), Resistant (+1/2); Unified Power (-1/4) - END= 4 Power Defense (5 points) (5 Active Points); Unified Power (-1/4) - END=0 - END= 2 Running +2m (14m total) - END=1 27 Leaping +44m (48m forward, 24m upward) (x4 Noncombat) - END=3 - END= 6 Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Low Pressure/Vacuum) (7 Active Points); Time Limit (1 Day; -1/4) [Notes: Still must breathe] - END=0 Powers Total: 137 Cost Skills 8 +1 with HTH Combat 3 Streetwise 14- Skills Total: 11 Value Complications 20 Enraged: When friends take BODY (Common), go 14-, recover 14- 15 Psychological Complication: Overconfidence (Common; Strong) 5 Psychological Complication: Anarchist (Uncommon; Moderate) 10 Unluck: 2d6 5 Distinctive Features: Surf punk with glowing white eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: by FBI Frequently (As Pow; Harshly Punish) 5 Social Complication: Public ID: Jim Dodson Infrequently, Minor Complications Points: 75 Base Points: 400 Experience: 1 Experience Unspent: 0 Total Character Cost: 401 Background/History: Jim Dodson was born in 1950 in Los Angeles. He grew up in a tough section of L.A., where he learned disrespect for the law and loyalty to his friends. He ran a gang called the "One-Way Surfers, which engaged in vandalism and petty theft. To his friends and some of the neighborhood he was a hero, because his targets were often (though not always) rich people from outside the ghetto. He liked being seen as a hero, and so he beat up a few slumlords and spray=painted more than his share of crack houses. Bur Jim wasn't cut out to be a small-time Robin Hood. Once he used a crowbar to beat up some cops who had shot his pals in the act of robbery. Another time he ran from the same situation. Thyose guys had been in his gang, but they weren't Jim's buddies, so he let 'em rot. Eventually, time and the law took their toll on the One-Way Surfers, and Jim and a couple of his buddies decided to join up with Atlas, where they could get guns of their own, and get even more people to like them. Jim wants to be a hero, but he wants to be a hero in the easiest possible way. If the job involves sacrifice or hard work, Jim isn't interested. That's why he's still in Atlas; he can do pretty much whatever kind of terrorism and vandalism he wants, and he doesn't have to do any honest work. Jim has been very successful in Atlas, so he's made the FBI's ten most wanted list. It was Virtuoso who chose Jim's code-name, based upon his reading of the works of Friedrich Niettzsche. "Uberman" was the phrase coined by Nietzsche to describe his race of superior men who were unbound by "slave morality" and thus fit to rule the world. "Uberman" translates literally as "Over-man", and Jim often uses the translation in his threats, as in "Its over for you man, cause I'm the Uberman." Personality/Motivation: Uberman is brash and freewheeling: unwilling to accept constraints on his actions, yet loyal to his friends beyond reason. He's unlikely to follow plans or orders, but he'll do anything in his power to help out a friend in need. He's also interested in being a super-hero, not for the ordinary reasons having to do with self-sacrifice and a desire for the common good, but for the glory and fame of it all. Uberman will help a little old lady attacked by muggers just on general principals, but won't do any really showy crimefighting unless he thinks he'll get a newspaper picture, or atleast a roar of approval from a crowd. As a result, in order to get Uberman to do something really rotten, like join in a nuclear blackmail plot, he has to be mind-controlled, at least a little. Of coarse, if you can convince him that its a really heroic thing to do, it helps. Jim's other bad habit (as if he didn't have enough already), is his heavy drug use. This is a problem he's had for a long time, but since he gets free dope from Atlas's South American subsidiary, the problem has become worse lately. Unfortunately for the rest of the world, drugs don't have the same kind of debilitating effect on Jim they have on the rest of us, but they do cloud his thinking somewhat, and they account for hisrelatively low intelligence and consequent susceptability to illusions, and persuasive speeches. As a side effect of this, Jim uses the slow, laborous drug-speak so often found among dopers in movies, punctuated heavily with long pauses and out-dated phrases like "hey dude", "far out", "mellow out dude", "chill" "don't mess with me dude", "bitchin", and the like. Quote: "Hey man, don't mess with my buddies, 'cause I'm a rightous dude, and I'll wrap that car around your head." Powers/Tactics: Uberman is strong and invulnerable, has a knowledge of the streets, and feet faster than those of the average cop. Other notes about Uberman's powers: he's immune to vacuum, high pressure, extreme cold and radiation. This doesn't mean he can hang out in space or deep under water all day - he still has to breathe. It does mean that Uberman won't suffer explosive decompression, or the bends, but he'll still suffer the other bad effects of being in space or underwater - most importantly, slow suffocation. Campaign Use: Uberman is the stupid but reformable henchman who gives the heroes a hard time. He doesn't really understand why the heroes want to stop him from bringing about worls equality, but if they can explain why, maybe he'll stop - until the next time Virtuoso talks him back into it. Appearance: Jim is 6'2", 230 pounds, with blue eyes and long blond hair cut punk-style. When he dresses in civies (which isn't often), he wears faded blue jeans, high-top sneakers, and t-shirts, usually emblazoned with a punk logo (e.g. Dead Kennedys Live, Anarchy Rules, Skate Tough or Die)> Jim doesn't walk, he swaggers. Uberman wears a blue bodysuit with a red and yellow stylized "A" (for Anarchy) on his chest, framed by red shoulder markings, red gloves and boots, and a red cape with blue trim. Uberman.hdc
  9. Ego Adrienne D'Estang VAL CHA Cost Roll Notes 15 STR 5 12- HTH Damage 3d6 END [1] 20 DEX 20 13- 20 CON 10 13- 15 INT 5 12- PER Roll 12- 26 EGO 16 14- 20 PRE 10 13- PRE Attack: 4d6 7 OCV 20 7 DCV 20 9 OMCV 18 9 DMCV 18 5 SPD 30 Phases: 3, 5, 8, 10, 12 11 PD 9 11/20 PD (0/9 rPD) 11 ED 9 11/20 ED (0/9 rED) 7 REC 3 40 END 4 10 BODY 0 30 STUN 5 Movement Cost Meters Notes RUNNING 0 17m/34m END [2] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 202 Cost Powers 90 MIND CONTROL POWERS: Multipower, 90-point reserve - END= 6f 1) Mind Control 10d6, Reduced Endurance (1/2 END; +1/4), Affects Desolidified Any form of Desolidification (+1/2) (87 Active Points); Alternate Combat Value (uses OMCV against DCV; -1/4), Literal Interpretation (-1/4) - END=3 7f 2) Mind Control 9d6, Invisible Power Effects (Invisible to Mental Group; +1/4), Reduced Endurance (1/2 END; +1/4), Affects Desolidified Any form of Desolidification (+1/2) (90 Active Points); Alternate Combat Value (uses OMCV against DCV; -1/4) - END=4 7f 3) Mind Control 9d6, Area Of Effect (4m Radius; +1/4), Reduced Endurance (1/2 END; +1/4), Affects Desolidified Any form of Desolidification (+1/2) (90 Active Points); Alternate Combat Value (uses OMCV against DCV; -1/4) - END=4 22 Costume Battlesuit: Resistant Protection (9 PD/9 ED) (27 Active Points); IIF (-1/4) - END=0 7 Mental Defense (7 points total) - END=0 5 Power Defense (5 points) - END=0 5 Running +5m (17m total) - END=1 11 Colt Anaconda 44 Magnum Pistol: Killing Attack - Ranged 2d6 (30 Active Points); OAF (-1), 6 Charges (-3/4) - END=[6] Powers Total: 160 Cost Skills 6 +2 with Mind Control Powers 6 +3 with pistols 3 Charm 13- 3 Concealment 12- 3 Demolitions 12- 3 Stealth 13- Skills Total: 24 Cost Perks 5 Money: Well Off Perks Total: 5 Cost Talents 9 +3/+3d6 Striking Appearance (vs. all characters) Talents Total: 9 Value Complications 10 Vulnerability: 2 x Effect vs Mindscan (Uncommon) 15 Psychological Complication: Enjoys abusing powers (Common; Strong) 15 Psychological Complication: Power Mad (Common; Strong) 15 Susceptibility: vs EGO Drain, Desruction, Nuetralization 3d6 damage Instant (Uncommon) 5 Distinctive Features: Glowing White Eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: by Canadian Government Infrequently (Mo Pow; Harshly Punish) Complications Points: 75 Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 400 Background/History: Adrienne D'Estang was born in Montreal, Canada, in 1967. Her parents were members of the Quebecois separatist movement of the late 70's and Adrienne picked up their nasty habits; she tossed her first bomb at age 12. By the time she was 16, she was an accomplished terrorist, and actively hunted by almost every law-enforcement agent north of the 39th parallel. It was at this time that Adrienne decided to join Atlas, primarily because she is better protected by Atlas than she could ever be by the separtist movement, but also because Atlas was not solely based in Canada. Adrienne decided by this time she wanted other, more challenging targets to vent her wrath on - like the United States government. In order to escape across the border, Adrienne phoned an anonymous tip to the police that gave the location of the hideout her parents were using. Because of the diversion of police manpower to hunt down her parents (who were dangerous criminals in their own right), Adrienne was able to slip into the U.S., where she has continued to make trouble. The Canadians have not forgotten her, though, and they have sent several teams of agents into the U.S. to apprehend her - so far without success. Personality/Motivation: The Q'rrm treatments that turned Adrienne D'Estang into Ego have also warped her already twisted mind. She finds that she enjoys using her powers to turn ordinary people into her puppets, and superheroes into her drooling slaves. She often does this needlessly on her subordinates, just for the rush the feeling of absolute domination gives her. Powers/Tactics: Ego's abilities are a combination of the talents she picked up as a youthful criminal and the powers and equipment bestowed upon her by Atlas. She uses her mind -control powers indiscriminately, often wrecking the psyches of the people whom she so casually abuses. Campaign Use: Ego is the ambitious underling ready to betray her superiors at a moments notice in exchange for power. Heroes who want to promote dissent inside Atlas could help things along the way by promising Ego help in taking over Atlas. Appearance: Adrienne is 5'6", with medium-long brown hair and sultry green eyes. She possesses a fierce, domineering attitude with an arrogant edge. Ego's costume is a forest green bodystocking with decorative ochre "wings" stretching from arm to arm and over the shoulders, with black trunks, high black boots, long black gloves, stylized black triangles inside and outside her upper arms and thighs, and a black semi-circle at the neck. She wears her pisto; in a black holster on her right thigh. Ego.hdc
  10. Next up Virtuoso Anthony Wells Carrington VAL CHA Cost Roll Notes 15 STR 5 12- HTH Damage 3d6 END [1] 18 DEX 16 13- 19 CON 9 13- 22 INT 12 13- PER Roll 13- 24 EGO 14 14- 30 PRE 20 15- PRE Attack: 6d6 6 OCV 15 6 DCV 15 7 OMCV 12 7 DMCV 12 5 SPD 30 Phases: 3, 5, 8, 10, 12 10 PD 8 10/39 PD (0/29 rPD) 10 ED 8 10/19 ED (0/9 rED) 11 REC 7 40 END 4 12 BODY 2 30 STUN 5 Movement Cost Meters Notes RUNNING -3 9m/18m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward TELEPORTATION 25m/50m Characteristics Total: 191 Cost Powers 81 ARTISTIC POWERS POOL: Variable Power Pool, 50 base + 50 control cost, Requires music, art, poetry, etc as focus (+1/4) (81 Active Points) - END= 0 1) Mental Paralysis: Entangle 2 1/2d6, 2 PD/2 ED, Alternate Combat Value (uses OMCV against DMCV; +1/4), Works Against EGO, Not STR (+1/4), Takes No Damage From Attacks All Attacks (+1/2) (50 Active Points); Mental Defense Adds To EGO (-1/2) Real Cost: 33 - END=5 0 2) Force Field: Resistant Protection (20 PD), Usable By Other (+0), Grantor pays the END whenever the power is used, Ranged (+1/2) (45 Active Points) Real Cost: 45 - END=0 0 3) Invisibility to Sight Group , Usable By Other (+1/4), Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2) (40 Active Points) Real Cost: 40 - END=0 0 4) Teleportation 25m, Safe Blind Teleport (+1/4), Reduced Endurance (0 END; +1/2) (44 Active Points) Real Cost: 44 - END=0 0 5) Shape Shift (Sight Group, any shape), Instant Change, Reduced Endurance (0 END; +1/2) (34 Active Points); Requires A Roll (11- roll; -1/2) Real Cost: 23 - END=0 18 Costume Battlesuit: Resistant Protection (9 PD/9 ED) (27 Active Points); IIF (-1/4), Requires Activation Roll (14- roll; -1/4) - END=0 18 Sceeching Flute: Hearing Group Flash 3d6, Reduced Negation (3), Personal Immunity (+1/4), Affects Desolidified Any form of Desolidification (+1/2), Area Of Effect (10m Radius; +3/4) (37 Active Points); OAF (Flute; -1) - END=4 6 Mental Defense (6 points total) - END=0 5 Power Defense (5 points) - END=0 5 Sight Group Flash Defense (5 points) - END=0 Powers Total: 133 Cost Skills 24 +2 Overall 3 Persuasion 15- 3 Disguise 13- 3 Paramedics 13- 6 CuK: Culture: Musical and Literature 15- 3 Oratory 15- 4 PS: Medicine 13- 3 Familiarity 12- 3 Scientist 1 1) Science Skill: Agriculture 11- (2 Active Points) 1 2) Science Skill: Ecology 11- (2 Active Points) 1 3) Science Skill: Economics 11- (2 Active Points) 1 4) Science Skill: Sociology 11- (2 Active Points) 3 Scholar 2 1) KS: Art (3 Active Points) 12- 4 2) KS: Known Superbeings (5 Active Points) 14- 2 3) KS: Literature (3 Active Points) 12- 2 4) KS: Music (3 Active Points) 12- Skills Total: 69 Cost Perks 5 Money: Well Off 2 Positive Reputation: Noted expert in Music and Literature (A medium-sized group) 11-, +2/+2d6 Perks Total: 7 Value Complications 25 Physical Complication: Bad Legs (-3" Running) (Taken off primary already) (All the Time; Slightly Impairing) 20 Psychological Complication: Sacrifices anyone or anything for utopian vision (Very Common; Strong) 10 Hunted: By Global Intelligence Agencies Infrequently (As Pow; Harshly Punish) 5 Social Complication: Secret ID: Lord Anthony Wells Carrington Infrequently, Minor 15 Dependent NPC: Eric Van horn (secretary) Frequently (Normal) Complications Points: 75 Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 400 Background/History: Anthony Wells Carrington was born crippled into a perfect English noble family in 1948. He came of age during the tumultuous 1960's. He was educated at the Edinburgh School of Fine Arts, until his increasingly revolutionary artistic methods and themes caused him to be rejected by the faculty. Young Anthony was put out onto the streets, where for the first time, he had to make a living for himself. It was during this phase in his life that he learned to despise greed, materialism, and the imperialist atrocities while at the University, and formulated a utopian vision where the empires would be humbled and the Third World would be given an equal share of the world's resources. After obtaining his medical degree, he took this vision to the United States, where he hoped to meet other radicals with similar ideals. he did, in the form of Dr. John Powers, who was just then forming Prometheus. Carrington joined the then strictly-humanitarian group, and rapidly worked his way up to the second-inj-command. By then Powers had become convinced of the need for terrorism against the superpowers, and Carrington carried out many of his ideas, adding a twist of irony, or reference to art, literature or music, in order to gain press attention. While he was a part of Atlas, Anthony met Eric Van Horn, and they became close friends. Anthony arranged for Eric to be his personal secretary, and to record all his meetings with Powers for posterity. This kept Eric out of dangerous field work, and allowed their friendship to expand to a professional respect. Carrington's parents and older brother were killed in a car crash in the late 70's; he was the only surviving heir and gained a sizable fortune as well as the family title. This money has been invaluable aid to Atlas / Prometheus since. Personality/Motivation: Virtuoso is cowardly and venomous, yet he is a shrewd strtigist and a consummate liar. He is an astute student of human psychology, and can often persuade people to do things against their better judgement. He lacks the personal magnetism of acquaintance with high society and traditional culture. His knowledge of the fine arts places him in the second rank of experts worldwide, and makes him a welcome addition to diplomatic soirees. He is dedicated to his own utopian vision and to art, in that order. Despite his amiable airs, Virtuoso has no one he truly cares about other than Eric, because he looks down on nearly everyone, including his mentor, Peacemaker. Quote: "I'm only trying to help you. I have yor best intrests at heart." Powers/Tactics: Virtuoso generally hangs back in a fight, using his power pool to confuse his opponents and boost the abilities of his teammates. For example, he uses his Cosmic Pool to create a 25 PD Force Field, Usable at Range (+1/2), which he will use to protect whichever comrade seems to be in the greatest need. (He could use invisibility with similar attributes). He almost never engages an enemy directly in combat, prefering to teleport , shapeshift, or become invisible and direct the actions of others. If he must fight, he will use a Mental Paralysis to the full stregnth of his Power Pool. He must use a musical instrument or a drawing pad to call upon his powers. He favors the flute. Campaign Use: As Lord Carrington, he runs Prometheus from a wheelchair. He is a noted expert on music and literature, as well as a competent, if somewhat out-of-practice medical expert, and might be consulted on those matters. He might also be encountered at any diplomatic functions the player-heroes happen to attend. As Virtuoso, he is second in command of Atlas, and may be encountered as thus. Appearance: Anthony is 5'10", 175 pounds, with prematurely white hair and magnetic sea-green eyes. He sports a goatee and a mustache. He carries himself with the air of a liberal aristocrat - he knows he's better than you are, but he'll stoop to help you anyway. As virtuoso, he wears a simple costume made up of the top half of a gi (martial arts practice robe), and loose-fitting pants that conceal his leg braces. He wears a black domino mask to conceal his identity. Virtuoso.hdc
  11. Thanks for pointing out that txt export Hyper-Man, by putting everything into the multipower instead of a list, was the only way I could maintain the characteristic levels that were in the book, without being close to a 600 pt character. I didn't see Peacemonger as a Major Master Villain type, so decided to squeeze it into the multipower, as I'm envisioning him as those are all a result of him becoming a cyborg. I know it wasn't the best choice, because they aren't really all powers, but part of his new body. Should I have left him at the level of points he was instead of bringing him to 400pts? Would that make more sense? Or should I have just left those where they were in the characteristics, leaving him at the higher point total?
  12. Hello Again! After some insight from more experienced people with 6th Edition, (who get my deepest gratitude) I'm giving "Atlas Unleashed" a bit of an update. A few of the characters I've taken the liberty of changing quite a few things to make them make more sense (at least to me), however, they haven't been changed to the point they are unrecognizable from the actual book. Starting off with "PEACEMONGER". So here we go! My version of "Atlas Unleashed" 6th Edition! EDITED Sorry for ant Inconvenience, but I reworked “Peacemonger” back to more closely represent his original stats, what I thought had made sense, actually did not once I received some input from Hyper-Man! Thanks! So here’s the update. Peacemonger Dr. John Powers VAL CHA Cost Roll Notes 60 STR 50 21- HTH Damage 12d6 END [6] 18 DEX 16 13- 30 CON 20 15- 30 INT 20 15- PER Roll 15- 25 EGO 15 14- 30 PRE 20 15- PRE Attack: 6d6 6 OCV 15 6 DCV 15 8 OMCV 15 8 DMCV 15 5 SPD 30 Phases: 3, 5, 8, 10, 12 20 PD 18 20 PD (0 rPD) 15 ED 13 15 ED (0 rED) 18 REC 14 60 END 8 20 BODY 10 65 STUN 23 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 317 Cost Powers 61 VIBRA-BLADE: Killing Attack - Hand-To-Hand 2 1/2d6 (4 1/2d6 w/STR) (Reduced Negation (3)), Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/4), +2 Increased STUN Multiplier (+1/2) (92 Active Points); OIF (-1/2) - END=4 - END= 10 CYORG LUNGS: Life Support (Self-Contained Breathing) - END=0 30 CYBORG BODY: Physical Damage Reduction, Resistant, 50% - END=0 - END= GOGLES, all slots OAF (-1) - END= 5 1) Ultraviolet Perception (Sight Group), Telescopic: +9 (10 Active Points); OAF (-1) - END=0 5 2) Sight Group Flash Defense (10 points) (10 Active Points); OAF (-1) - END=0 5 3) Radio Perception/Transmission (Radio Group) (10 Active Points); OAF (-1) - END=0 - END= Powers Total: 116 Cost Skills 12 +4 with swords 20 +5 with all sciences 3 Computer Programming 15- 2 Gadgeteering 20- (13 Active Points); Extra Time (1 Week, -4 1/2) 5 Piloting - Jets, Spacecraft 14- 0 Language: Russian (completely fluent) (3 Active Points) 3 Scientist 1 1) Science Skill 11- (2 Active Points) 1 2) Science Skill: Absract Mathematics 11- (2 Active Points) 1 3) Science Skill: Astronomy 11- (2 Active Points) 1 4) Science Skill: Astrophysics 11- (2 Active Points) 1 5) Science Skill: Biology 11- (2 Active Points) 1 6) Science Skill: Biomechanics 11- (2 Active Points) 1 7) Science Skill: Cloning Science 11- (2 Active Points) 1 8) Science Skill: Computer Science 11- (2 Active Points) 1 9) Science Skill: Cosmology 11- (2 Active Points) 1 10) Science Skill: Electrical Engineering 11- (2 Active Points) 1 11) Science Skill: Mathematics 11- (2 Active Points) 1 12) Science Skill: Mechanical Engineering 11- (2 Active Points) 1 13) Science Skill: Military Science 11- (2 Active Points) 1 14) Science Skill: Physics 11- (2 Active Points) 1 15) Science Skill: Political Science 11- (2 Active Points) 1 16) Science Skill: Radiology 11- (2 Active Points) 1 17) Science Skill: Robotics 11- (2 Active Points) 1 18) Science Skill: Teleportation Physics 11- (2 Active Points) Skills Total: 63 Cost Perks 5 Money: Well Off Perks Total: 5 Value Complications 20 Enraged: When plans go awry (Uncommon), go 14-, recover 11- 15 Psychological Complication: Mentally unstable - split personality (Common; Strong) 15 Psychological Complication: Will sacrifice anyone or anything for utopian vision (Common; Strong) 10 Psychological Complication: Megalomaniac (Common; Moderate) 10 Hunted: By World Intelligence agencies Infrequently (As Pow; Harshly Punish) 5 Social Complication: Secret ID: Dr. John Powers Infrequently, Minor Complications Points: 75 Base Points: 500 Experience: 1 Experience Unspent: 0 Total Character Cost: 501 Background/History: Powers was born into a family of Socialist party organizers and blue-collar workers. He learned early the value of hard work and education, a lesson he never forgot. He also learned that the capatalist system is unjust and must be challenged repeatedly untill it gives control of society over to the working classes. From the start, Powers was a brilliant student. He interrupted his college career when he was drafted into the Army Air Force in 1943, where he was assigned work in airplane design and tesing. He was one of the foremost engineers in the Air Force, and was on the leading edge of jet research towards the end of the war. After two years in the Air Force after the war, Powers returned to civillian life in order to use GI benifits to continue his education. He earned a variety of advanced degrees from institutions of higher learning. By the middle of the 1950's, Dr. Powers had finished his formal education, just in time to be educated in the school of hard knocks. His association with the Communist party, which had been encouraged during the war, made it almost impossible for him to find work. Embittered, he spent the better part of the next decade as a lab assistant at an obscure petrochemical reasearch facility. Finally, in the late 60's, Dr. powers joined the free speech movement at Berkley, California, where he became a professor of physics and a Marxist philosopher. As the era of the hippies came to an end, Dr. Powers decided that he would continue their "noble struggle" against imperialism, and founded Prometheus. From the begining, Prometheus faced difficulties. Volunteers were plentiful at first, but rapidly declined in number. Money and organization were always a problem for the unworldly professor. Within two years of its founding, it looked as though Prometheus might collapse, its mission unfulfilled. Powers felt certain that this was due to continuing interference from the superpowers in the affairs of the world. Powers also suspected that the CIA and FBI were tapping his phone lines and interferring in his good work, and that the KGB was sabatoging his efforts to feed the starving in South Vietnam. At the same time, Powers personal life was disintegrating. His son rebelled against his father's pacifist teachings and joined the Marines. His wife, feeling that Powers had abandoned her in order to foster his fledgling group, divorced him. Powers frustrated and increasingly stymied, had a nervous breakdown. He developed a second personality that would deal ruthlessly and effectively with all of his problems. That personality was Peacemonger. Mrs. Powers died in a bizarre car "accident" shortly thereafter. Her car short-circuitted while she was turning the starter and sent a lethal dose of electricity through her key. Corporal Powers, USMC, died when his transport plane was struck by "lightning." After dealing with these problems, Peacemonger returned to the USSR. To handle them he created Atlas. Atlas' profits from bank robbery and other crimes were funnelled back into Prometheus in the form of anonymous donations, enabling the fledgling organization to survive long enough for Dr. Powers' inventions to give Prometheus a strong reputation in the relief community. Since then, the two organizations, like two sides of Dr. Powers, have been almost wholly seperate. Personality/Motivation: Today, wracked by chemical imbalances and an undiagnosed brain tumor, Dr. Powers / Peacemonger is becoming increasingly erratic. He has become moody and subject to occaisional fits of violent temper. He is increasingly unable to differeniate his ideas from his personal worth, and therefore becomes very angry with anyone questioning his plans or motives. The two personalities are unaware of each other at first. Eventually Peacemonger will take over completely, and Dr. Powers will be reported dead. Powers/Tactics: Dr. Powers' abilities consist of his enormously powerful mind, his forceful personality, and the sciences he has learned and pioneered. He has mastered piloting and swordplay in his spare time, and uses an army saber to great effect. Campaign Use: Dr. Powers is a noted expert on engineering and experimental physics, so the reclusive doctor could enter the campaign as an expert consulted on these matters. Appearance: Dr. John Powers is 5'4", around 130 pounds, balding with gray hair and brown eyes. He wears loose fitting clothing with a disheveled look, usually in red, brown and black. He has an intense, fixated stare, and often appears to be concentrating on something other than the problem or situation at hand. His right hand has been replaced with an electro-mechanical slot. He places a variety of electoe-mechanical devices in the slot, most often the deadly vibro-sword. His skin is replaced with a plasteel mesh, and his bones and muscles with hydraulic presses. As Peacemonger, Dr. Powers wears a loose-fitting bright green costume with an attached mask open to the lower face and hair, with a map of the world covered by a blood red hand on the chest. He also carries a saber inside a yellow scabbard on a yellow belt. Peacemonger.hdc
  13. Holy Sheep Sh&% Batman! I got a lot of learning to do! Your just blowing me away with this stuff. It's great, you're forcing me to really stop, think, read, and get better at it. The person we had in our group that was a wiz with everything left the area awhile ago, and I've decided to bring Champions back to our group. Coarse I was switching up to 6th from 4th. Lots to learn! Thanks for the knowledge, very much appreciated!
  14. Anyway, here's what he looks like with these changes. Heavy Metal Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 21 DEX 22 13- OCV: 7/DCV: 7 22 CON 12 13- 15 BODY 5 13 INT 3 12- PER Roll 12- 13 EGO 3 12- ECV: 3 - 3 30 PRE 20 15- PRE Attack: 6d6 10/20 PD 8 Total: 10/20 PD (0/10 rPD) 10/18 ED 8 Total: 10/18 ED (0/8 rED) 4 SPD 20 Phases: 3, 6, 9, 12 10 REC 6 44 END 5 34 STUN 7 Total Characteristic Cost: 164 Movement: Running: 12m/24m Leaping: 11m/22m Swimming: 4m/8m Cost Powers END 50 Sonic Pwoers: Multipower, 75-point reserve, (75 Active Points); Limited Power Half damage when underwater (-1/4), Limited Power Power does not work in vacuum (-1/4) 7f 1) Song of Destruction: Blast 12d6, Alternate Combat Value (uses OMCV against DCV; +0), Reduced Endurance (1/2 END; +1/4) (75 Active Points) 3 3f 2) Song of Insanity: Mental Blast 5d6 (50 Active Points); Limited Power not vs deaf or ear protection (-1/2) 5 3f 3) Ballad of Insanity: Mental Blast 4d6, Area Of Effect (4m Cone; +1/4) (50 Active Points); Limited Power not vs deaf or ear protection (-1/2) 5 3f 4) Moan of Death: Blast 6d6, Attack Versus Alternate Defense (Deafness or Ear Protection; All Or Nothing; +0) (30 Active Points) 3 20 Roadkill Grenades (Flat Animal Bombs): Blast 8d6, Area Of Effect (18m Radius Explosion; +1/2) (60 Active Points); 4 Charges (-1), OAF (-1) [4] 17 Darkness to Sight Group 7m radius (35 Active Points); 4 Continuing Charges lasting 1 Turn each (-1/2), Linked (Roadkill Grenades (Flat Animal Bombs); -1/2) [4 cc] 18 Armored Costume: Resistant Protection (10 PD/8 ED) (27 Active Points); OIF (-1/2) 4 Superleap: Leaping +7m (11m forward, 5 1/2m upward) 1 Dirty Infighting/Fisticuffs/Cinematic Brawling Maneuver OCV DCV Notes 4 Block/Chin Block +2 +2 Block, Abort 4 Disarm -1 +1 Disarm; 25 STR to Disarm roll 4 Eye Gouge -1 -1 Flash 4d6 5 Hoist 'n' Heave -2 -2 Grab Two Limbs, 20 STR to Throw 4 Kidney Blow -2 +0 HKA 2d6 +1 4 Low Blow -1 +1 2d6 NND 4 Punch/Backhand +0 +2 5d6 Strike 5 Roundhouse/Two-Fisted Smash -2 +1 7d6 Strike 3 Tackle +0 +0 +v/5; You Fall, Target Falls Perks 10 Money: Wealthy Talents 3 Perfect Pitch Skills 6 +2 with Sonic Multipower 7 Acrobatics 15- 3 Streetwise 15- 8 PS: Rock Singer 17- 5 PS: Guitar Player 14- 5 PS: Musical Composition 14- 5 KS: Rock Music 14- 3 KS: Literature 12- 4 AK: New York 13- 5 Oratory 16- 3 Persuasion 15- Total Powers & Skill Cost: 230 Total Cost: 393 400+ Disadvantages 20 Vulnerability: 2 x STUN from EGO attacks (Common) 5 Distinctive Features: Registars as a Mutant on scanners (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Psychological Complication: Overconfidence (Common; Moderate) 5 Dependence: Drug Addiction Powers Gain 11- Activation Roll (Easy To Obtain; 1 Day; Addiction) 15 Negative Reputation: Rock Singer, Frequently (Extreme) 15 Dependent NPC: Damon Falmier Infrequently (Incompetent) 5 Social Complication: Public ID Infrequently, Minor Total Disadvantage Points: 393 Background/History: Born in New Jersey, Neal Basman was a young punk, spoiled by his mother. After his mother died, he discovered his father's true disgust for him. Carl Basman, a wealthy but alchoholic businessman, did not approve of his son's obsession with songwriting. He considered Neal nothing more than a lazy brat. One day when Neal was fourteen, his life changed. His father was yelling at him once again for being lazy, but this time Neal yelled back. The force of his voice nearly killed his father. Though he did not realize it, Neal's mutant power had mementarily burst free in that second of anger. Afraid and confused, Neal ran, leaving the state in order to lose himself in Manhatten. While making a living as a sidewalk singer, Neal met Mark Kowalski (Screech), who soon became his best friend. Mark introduced Neal to the evil of drugs and to his black market friends who could get him plenty. Neal became a thief to support his habit. Hunted by the police, Neal began to move around from place to place. Then he was discovered by Damon Falmier. Falmier made Neal the singer of his new conception, Road Kill, and gave him the name of Heavy Metal. Personality/Motivation: Heavy Metal is nothing but a scheming, selfish bully, showing off when he's ahead, running when faced with a real threat. He is a very angry young man, wnating to get back at a world he feels should be catering to him. Quote: "You see before you the lords of the new order of youth - an order that facist oppressors like you don't fit into/" Powers/Tactics: Heavy Metal's powers, his Songs of Oppression as he calls them, come from his mutated larynx, which allows him to alter his voice to extreme, even ultrasonic, levels. By altering the waves of his voice, he can cause a variety of sonic attacks from wide and painful to concentrated and deadly. When Heavy Metal makes his attacks, he often sings, fitting his attacks into lyrics ha makes up on the spot. His general attack, the Song of Destruction, throws wide sound waves into a damaging force (12d6 EB). His second attack, the Song of Insanity, is a mental one (5d6 EGO attack). His final vocal attack, the Moan of Death, is a concentrated assault against the nervous systam (6d6 EB, AVAD). Heavy Metal also carries grenades styled in the group's trademark - flattened animals. These critter crepes detonate and generate dark smoke to cover an escape. In combat, Heavy Metal is a performer. His comments, rude behavier, and dinging act to distract heroes. He prances around stage antaganizing heroes into attacking recklessly, then will dodge or roll with the attack. He then feigns cowardice and surprise attacks the hero when they are off guard. Appearance: Heavy Metal stands 6 feet tall, weighs 182, and is 20 years old. His eyes are hazel, and his hair is cut into a red and white mohawk. He also weras war paint on his cheeks and nose. Looking like a post-apocalyptic warrior. Heavy Meatl wears black leather clothing and boots, chemically treated to resist damage. Heavy Metal v3.hdc
  15. Thank you Hyper-Man, I may steal some ideas from you also!
  16. Thank you Christopher! Much better than what my thoughts were.
  17. Need some Help!!! Working on updating a 4th edition character to 6th edition. He has "Lack of Weakness" (cost is 5pts and has a -5 to roll) and "Full Damage Reistance" (cost is 30 pts). How is the best way to represent these in 6th edition? I had a couple thoughts, but really could use advice from others who've been using 6th edition longer than I. I'm just now switching from 4th to 6th. Thanks!
  18. I never liked that module either. But have seen them asked for a couple times now. Working on "Atlas Unchained" right now, maybe in the future....
  19. I've made some changes in accordance with what BoloOfEarth has suggested above. He makes a ton of sense to me, especially since I'm still trying to figure out converting 4th, and 5th edition characters to 6th. I hadn't even realized about Resistant Protection, and thought Barrier was just a name change for force field. Anyway here are the characters I've made some changes to. BTW: Thanks BoloOfEarth! Appreciate the constructive critisism, will help me create better character conversions! Heavy Metal v2.hdc Screech v2.hdc Ted v2.hdc
  20. This is the export that I've been using, can't remember if it came with one of the HD versions, or if I downloaded it from the downloads section. Anyway, try it out if you'd like. WritersGuidelinesFullCharacterSheet.hde
  21. Love the changes Lord Liaden, those are awesome in my opinion! Very fitting! Thinking my next project might be "Atlas Unleashed"!
  22. Glad I could help BoloOfEarth! Welcome bluesguy! I am glad to see that my work is helping someone or making someone enjoy them. Tweaking converted characters to your own liking is absolutely permissable! I do it when I download one someone else has done sometimes. I agree that the band doesn't look like they fit together, but according to the book, they've become a multi-million dollar sensation. In the true meaning of rock and heavy metal as it started back in the 60's, (yeah I'm showing my age) non-conformity was the basis for it all. So I just chaulked it up as they were showing their roots and where they came from. I just always like the fact of a band with powers!
  23. That completes the ROAD KILL adventure module. Be back soon with my next project. Thanks again! rjd59
  24. Sorry no pic for the hovervan. Road Kill Hovervan Val Char Cost Roll Notes 40 STR 20 17- Lift 6400.0kg; 8d6 [4] 15 DEX 10 12- OCV: 5/DCV: 2 18 BODY 6 2 PD 0 Total: 2 PD (2 rPD) 2 ED 0 Total: 2 ED (2 rED) 4 SPD 20 Phases: 3, 6, 9, 12 Total Characteristic Cost: 71 Movement: Running: 36m/144m Flight: 20m/160m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 19 Ground Movement +24m (36m total), x4 Noncombat (29 Active Points); Limited Maneuverability Only 1 turn per Phase at Combat speed; only 1 turn per Turn at Noncombat speed (-1/2) 20 Flight 20m, x8 Noncombat (30 Active Points); Limited Maneuverability Only 1 turn per Phase at Combat speed; only 1 turn per Turn at Noncombat speed (-1/2) 26 Killing Attack - Ranged 3d6 (45 Active Points); OIF (-1/2), Same horizontal Level (-1/4), 16 Charges (-0) [16] 10 Radar (Radio Group) (15 Active Points); OIF (-1/2) Total Powers & Skill Cost: 75 Total Cost: 146 150+ Disadvantages 10 Distinctive Features: (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 25 Hunted: by Police Frequently (Mo Pow; NCI; Harshly Punish) 10 Social Complication: Public ID Frequently, Minor Total Disadvantage Points: 146 Background/History: Road Kill's preferred means of transportation is their customized hovervan. This high-tech, specially-designed vehicle was built by Screech and some of the best engineers Road Kill's money could buy. Built specifically with Road Kill's criminal activities in mind, the hovervan is equipped with electromagnetic drive which provides high speed flight. Th hovervan also has reinforced body, a turretted pulse laser and sophisticated onboard radar. Screech will often use the Gadget Pool of his portable keyboard to build a remote control for the hovervan. With this control he can use the hovervan as a diversion or fly it in to pick up Road Kill as they make their escape. No pic for the hovervan, but there are mini's for the characters! Road Kill Hovervan.hdc Road Kill.pdf
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