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zakueins

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Everything posted by zakueins

  1. Annoy the heros to no end. It's a critical failure from a demon summoning. They will invoke the "awww, cute!" effect from women, small children, and Disney execs. And they Won't Leave The Players Alone.
  2. How would you model a horde of zombie hamsters? I'm tempted to throw them at some CHAMPIONS players, all singing the "Hamtaro" song.
  3. Wolfram&Hart. If that isn't the perfect defintion of DEMON in the United States ("the law firm that Jonnie Cocraine was too ethical to join"), I don't know what is. Why bother sending Mordaines against your heros? Lawsuits are so much more effective.... We should have a definite "regional flavor" to DEMON, from the brandy-sniffing megarich with the "unique tastes" to "I hate the world, I'm going to blow it up" standards. Perhaps the Inner Circle could have each of it's members with fingers in a paritcular pie-from magic/tech hybrids to raising armies of zombie hamsters.
  4. zakueins

    Firefly

    IMHO, Firefly was probably the best sci-fi show to come out in years. Stardreck SG-1 is a load of cliches (if there really was a Stargate, the fighting by the US MILITARY to get access to it would make any Gou'ld invasion look minor in comparison), Enterprise is boring, and I kind of gave up on Buffy when the angst levels got way too high. Hey, any show that's 30th in sales on Amazon.com can't be wrong. Hm...perhaps an official Firefly RPG, HERO 5th based?
  5. http://www.nightmarearmor.com/HaloGallery.html Yep, I stole the Oberon from HALO, at least the basic design concepts.
  6. Maybe her next revision will add N-Ray Vision to her sensors and a teleporting RKA (Indirect).
  7. Will be fixed as soon as I recover her stats from a dead HD.
  8. Ghost Sniper would begin taking the robots down, one by one. Assume gurilla/covert ops warfare-rallying the populace, getting them trained and armed, destroying more robots, taking down the starships, and organizing the resistance. She'll leave the heavy intellectual lifting to other people.
  9. Snake Skin Player: Val Char Cost 45 STR 35 26 DEX 48 30 CON 40 23 BODY 26 14 INT 4 15 EGO 10 25 PRE 15 12 COM 1 12/32 PD 3 12/32 ED 6 6 SPD 24 18 REC 6 60 END 0 75 STUN 14 10" RUN02" SWIM014" LEAP0Characteristics Cost: 232 Cost Power END 12 VERY Tough Skin: Damage Resistance (12 PD/12 ED) 27 Encrypted PRIMUS Radio Link: Mind Link (Specific Group of Minds), No LOS Needed, Number of Minds (x4), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4) 15 Extremely Tough Skin: Energy Damage Reduction, Resistant, 25% 15 Extremely Tough Skin: Physical Damage Reduction, Resistant, 25% 50 Reinforced Armor: Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points); OIF (-1/2) 51 Healing 2d6 (max. Healed Points: 12) (Can Heal Limbs, Resurrection), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (90 Active Points); Self Only (-1/2), Conditional Power Not vs. Cold-based Damage (-1/4) 10 Power Defense (10 points) 8 +4" Running (10" total) 1 10 Leaping +5" (14" forward, 7" upward) (Accurate) 1 16 Knockback Resistance -8" 2 Goggles: Flash Defense (5 points) (Sight Group) (5 Active Points); OAF (-1) 20 Life Support , Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents 27 360 Degree Sonar Sense: Spatial Awareness (Increased Arc of Perception: 360-Degree) 13 Heavy-Duty Slap Gloves: Hand-To-Hand Attack +3d6, Double Knockback 2x KB (+3/4) (26 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 3 80 Railgun: Killing Attack - Ranged 4d6 (vs. PD), 16 Boostable Charges (+1/4), +1 STUN Multiplier (+1/4), Armor Piercing x1 (+1/2) (120 Active Points); Required Hands Two-Handed (-1/2) 9 Boot Dagger: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD), +1 STUN Multiplier (+1/4) (19 Active Points); OAF (-1) 2 5 Lack Of Weakness (-5) for Resistant Defenses Powers Cost: 370 Cost Martial Arts Maneuver 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls Martial Arts Cost: 20 Cost Skill 3 Acrobatics 14- 3 Acting 14- 3 Climbing 14- 24 +3 with All Combat 3 Electronics 12- 3 Fast Draw 14- 2 AK: Sydney, Australia 11- 3 Mechanics 12- 2 KS: VIPER 11- 2 KS: Armorer 11- 2 KS: Engineering 11- 3 Lockpicking 14- 3 Streetwise 14- 3 Stealth 14- 3 Teamwork 14- 3 Tracking 12- 9 WF: Common Melee Weapons, Emplaced Weapons, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Small Arms 4 Weaponsmith (Energy Weapons, Firearms, Missiles & Rockets) 12- 2 KS: Generic Martial Arts 11- 5 Defense Maneuver: I-II 4 Language: Russian (idiomatic) Skills Cost: 89 Cost Perk 3 Contact (Contact has been blackmailed by the character, Contact has: useful Skills or resources, Contact limited by identity) 14- 1 Favor 5 Money: Well Off Perks Cost: 9 Cost Talent 15 Combat Sense 12- 3 Simulate Death 3 Bump Of Direction 9 Ambidexterity (Eliminate Off Hand Penalty entirely) Talents Cost: 30 Total Character Cost: 750 Val Disadvantages 10 Enraged: In sight of VIPER (Uncommon), go 11-, recover 14- 10 Enraged: In sight of COIL (Uncommon), go 11-, recover 14- 20 Hunted: VIPER 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 10 Psychological Limitation: Hates Snakes In Any Form (Uncommon; Strong) 15 Hunted: COIL 11- (As Pow; Harshly Punish) 15 Psychological Limitation: Overconfident (Common; Strong) 25 Psychological Limitation: Honest (Very Common; Total) 15 Distinctive Features: Mutant (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses) 10 Vulnerability: 2 x STUN Cold-based attacks (Uncommon) 10 Vulnerability: 2 x BODY Cold-based attacks (Uncommon) 10 Hunted: Leader of the London VIPER Nest 11- (As Pow; Harshly Punish; Limited Geographical Area) Disadvantage Points: 150 Base Points: 200 Experience Required: 400 Total Experience Available: 400 Experience Unspent: 0
  10. Which would you want to see first-stats on powerguns, or stats on the standard Army Kit. Oh, btw- Tabasco Sauce, 1D6 Major Transform (MREs into Ediable Food), OAF (Tabasco Sauce Bottle), No Range. 6 pts.
  11. He might get more skills soon. Lemme check my notes.
  12. Consider them to all have the "Beam" disad now. Point totals are left as an exercise for players.
  13. Background/History-The two films produced after 1999's cult classic The Matrix were filmed after the First Advent on 9/11/01. On the set, during a gun-fight scene, Keannu Reeves was shot at by a machine gun that was supposed to have been loaded wtih blanks, but had live ammo. And, he made the bullets stop in mid-air. Since then, it hasn't gotten any better. Every time he shows up somewhere to film a movie, something happens. From his appearance in England (where he helped some heros in England defeat a group of Nameless Horrors) to some in New York (during a gunfight when he got caught in the crossfire between two rival drug gangs, a man whom was the spitting image of an Agent appeared and nearly killed Keannu-and killed either with his bare hands or a gun all of the gang bangers), whenever he appears something happens. And, the movie studios consider it perfect free publicity. Personality/Motivation:Keannu Reeves is responsable, whatever else he is. He'll film through a broken leg if he has to, because the show must go on. And, whenever there's trouble, he's going to solve it-however and whatever it takes. One thing that worries him is this-how did he get his powers and is he truly in the "Real World"? Several times that he's tried to "jack out", something has gone wrong. That he's starting to develop some mystical senses (in the next revision, after Constantine comes out) means that maybe it's superhuman beings that are migrating into his skin. Quote:"Woah." Powers/Tactics:Keannu Reeves is the metahuman martial artist to beat. Besides superhuman strength and agility, he can take quite a bit of abuse before he's down for the count. As well, he can "summon" guns and equipment from under his jacket, so long as the jacket is long enough to reasonably conceal it. A gift from a "unknown admirer" gave him a torso/upper legs/upper arm set of Spider Silk armor, and he has the abilities of Neo-powers and the ability to change skills on-the-fly if he has access to a phone. Recently, his "phone power" has allowed him to get maps of an area ahead of time, even the most secure. In combat, he's fast-he'll take down the biggest threats hard, no matter what it takes. He'll pull his punches in terms of damage on "normals", but metahumans he goes all out for. He does know the value of retreat, and will use terrain and manuever to his advantage. Campaign Use:This was built for the Modern Champions! game that I hope to run one day. For other games, he could be anything from one of Dr. Destroyer's agents to a superhero that gains his powers from the movies (30 minutes per film, perhaps?). Appearance:It's Keannu Reeves
  14. Character background shortly-this represnets Keannu at the day "Matrix Revolutions" was released. Keannu Reeves Player: Val Char Cost 45 STR 35 30 DEX 60 30 CON 40 24 BODY 28 18 INT 8 18 EGO 16 20 PRE 10 20 COM 5 9/17 PD 0 9/17 ED 3 7 SPD 30 21 REC 12 60 END 0 64 STUN 2 8" RUN42" SWIM097" LEAP3Characteristics Cost: 256 Cost Power END 195 "Guns, Lots Of Guns": Variable Power Pool (Gadget Pool), 130 base + 65 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (325 Active Points); OIF (-1/2), Conditional Power Only "Real World" Weapons (No Blasters, Phasers, etc.) (-1/2), Limited Class Of Powers Available Limited (-1/2), Gestures (-1/4), Conditional Power Can Only "Conceal" Weapons Appopriate To Size Of The Jacket (-1/4) 23 "Operator, Load Me A Program": Variable Power Pool (Mimicry Pool), 21 base + 2 control cost (32 Active Points); Extra Time Extra Segment (-1/2), Character May Take No Other Actions (-1/4), Delayed Phase (-1/4), Conditional Power Can Only Be Used For Skills and Perks (-1), OAF (Focus (Any Avalable Cell Phone); -1), VPP Powers Can Be Changed Only In Given Circumstance (-1/2), Incantations (-1/4) 10 Built-In Anti-Virals: Power Defense (10 points) 39 "Do You Think That's Air That You're Breathing?": Life Support , Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing 11 Tough Skin: Damage Resistance (9 PD/9 ED), Hardened (+1/4) (11 Active Points) 16 Spider Silk Body Armor: Armor (8 PD/8 ED) (24 Active Points); Activation Roll 14- (-1/2) 6 Nifty Sunglasses: Flash Defense (10 points) (Sight Group), Hardened (+1/4) (12 Active Points); OAF (-1) 162 "He Is The One": Multipower, 90-point reserve, all slots: Reduced Endurance 0 END (+1/2), Invisible Power Effects (Sight Group, Hearing Group; +3/4) (202 Active Points); Gestures (-1/4) 4u 1) "Hm, Upgrades": Aid: Dex 9d6 (90 Active Points); Self Only (-1/2), Requires A KS: Analyze Skill Roll (-1/2) 7u 2) "You're Telling Me I Can Dodge Bullets?": (Total: 90 Active Cost, 72 Real Cost) Missile Deflection (Any Ranged Attack) (Real Cost: 20) plus +35 with Missile Deflection (Real Cost: 70) 7u 3) "He's Doing His Superman Thing": Flight 36", Combat Acceleration/Deceleration (+1/4) (90 Active Points) 7u 4) "Now, We're Even": Healing 6d6 (max. Healed Points: 36) (Can Heal Limbs, Resurrection) (85 Active Points) 7u 5) "What If He Makes It?" "Nobody Makes Their First Jump.": Leaping +85" (94" forward, 47" upward) (Accurate) (90 Active Points) 7u 6) "Okay, You Have Some Skill": Force Wall (20 PD/12 ED; 4" long and 2" tall) (88 Active Points) 4u 7) "No, Something's Wrong": Mind Control 12d6, Armor Piercing x1 (+1/2) (90 Active Points); Limited Class Of Minds Only Vs. Machines (-1) Powers Cost: 505 Cost Martial Arts Maneuver 4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +2d6 Strike, Must Follow Block 5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, STR Strike 3 Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls 5 Disarming Throw: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +5 STR to take weapon away; Target Falls 4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike 5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 5 Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on; FMove 3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, STR +v/5 Strike; You Fall, Target Falls; FMove 5 Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block 3 Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike; Target Falls; Must Follow Grab 5 Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 0 1/2d6, Disable 4 Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND; Target Falls 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls 4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike 4 Reversal: var Phase, -1 OCV, -2 DCV, +15 STR to Escape; Grab Two Limbs 4 Root: 1/2 Phase, +0 OCV, +0 DCV, +15 STR to resist Shove; Block, Abort 4 Sacrifice Disarm: 1/2 Phase, +2 OCV, -2 DCV, Disarm, +10 STR to Disarm roll 4 Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, STR +v/5; FMove 5 Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, STR +4d6 Strike 3 Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, STR Strike; You Fall, Target Falls 4 Shove: 1/2 Phase, +0 OCV, +0 DCV, +15 STR to Shove 5 Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +10 STR to take weapon away 3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, STR Strike; Target Falls 4 Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, +10 STR 4 Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC 3 Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike 5 Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment 5 Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike 5 Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +10 STR 4 Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC 5 Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +v/5, Target Falls 4 Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC 4 Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +15 STR 4 Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls Martial Arts Cost: 185 Cost Skill 5 Acting 14- 5 Accurate Sprayfire 3 Acrobatics 15- 3 Breakfall 15- 3 Climbing 15- 3 Combat Driving 15- 16 +2 with All Combat 10 +2 with DCV 5 Computer Programming 14- 5 Concealment 14- 7 Conversation 15- 3 Cryptography 13- 3 Deduction 13- 5 Fast Draw 16- 5 Disguise 14- 10 Defense Maneuver: I-IV 5 High Society 14- 3 Interrogation 13- 2 Navigation (Land) 13- 5 Rapid Attack (HTH) 3 Security Systems 13- 3 Sleight Of Hand 15- 3 Stealth 15- 3 Systems Operation 13- 3 Teamwork 15- 12 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, General Purpose/Heavy Machine Guns, Grenade Launchers, Off Hand, Shoulder-Fired Weapons, Small Arms 10 Two-Weapon Fighting (HTH) 10 +5 with Missile Deflection 3 Jack of All Trades 4 1) PS: Acting (PRE-based) (5 Active Points) 15- 3 Scholar 2 1) KS: Zen (INT-based) (3 Active Points) 13- 2 2) KS: Hollywood (INT-based) (3 Active Points) 13- 2 3) KS: Small-Unit Theory (INT-based) (3 Active Points) 13- 1 4) KS: Aikido (2 Active Points) 11- 1 5) KS: An Ch'i (2 Active Points) 11- 1 6) KS: Arnis (2 Active Points) 11- 1 7) KS: Arte Dell'Abbracciare (2 Active Points) 11- 1 8) KS: Bando (2 Active Points) 11- 1 9) KS: Bersilat (2 Active Points) 11- 1 10) KS: Bojutsu/Jojutsu (2 Active Points) 11- 1 11) KS: Ancient Boxing (2 Active Points) 11- 1 12) KS: Boxing (2 Active Points) 11- 1 13) KS: Caporeia (2 Active Points) 11- 1 14) KS: Fencing (2 Active Points) 11- 1 15) KS: Gatka (2 Active Points) 11- 1 16) KS: Hapkido (2 Active Points) 11- 1 17) KS: Hisardut (2 Active Points) 11- 1 18) KS: Hsing-I (2 Active Points) 11- 1 19) KS: Hwarang-Do (2 Active Points) 11- 1 20) KS: Jailhouse Rock (2 Active Points) 11- 1 21) KS: Jeet Kune Do (2 Active Points) 11- 1 22) KS: Jujutsu (2 Active Points) 11- 1 23) KS: Jukenjutsu (2 Active Points) 11- 1 24) KS: Kalaripayit (2 Active Points) 11- 1 25) KS: Kampfringen (2 Active Points) 11- 1 26) KS: Karate (2 Active Points) 11- 1 27) KS: Kenjutsu (2 Active Points) 11- 1 28) KS: Krav Maga (2 Active Points) 11- 1 29) KS: Kuk Sool Won (2 Active Points) 11- 1 30) KS: Kung-Fu (2 Active Points) 11- 1 31) KS: Kuntao (2 Active Points) 11- 1 32) KS: Naginatajutsu (2 Active Points) 11- 1 33) KS: Pakua (2 Active Points) 11- 2 34) KS: Analyze Style (INT-based) (3 Active Points) 13- 1 35) KS: Pentjak-Silat (2 Active Points) 11- 1 36) KS: Qwan Ki Do (2 Active Points) 11- 1 37) KS: Saijutsu (2 Active Points) 11- 1 38) KS: Tae Kwan Do (2 Active Points) 11- 1 39) KS: Tai Ch'i Ch'uan (2 Active Points) 11- Skills Cost: 206 Cost Perk 9 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact limited by identity, Good relationship with Contact), Organization Contact (+2) (9 Active Points) 8- 10 Money: Wealthy 2 Reputation (A large group; 11-) +1/+1d6 Perks Cost: 21 Cost Talent 3 Absolute Time Sense 9 Ambidexterity (Eliminate Off Hand Penalty entirely) 12 Danger Sense (Function as a Sense, Intuitional) 13- 5 Eidetic Memory 3 Lightning Reflexes: +2 DEX to act first with All Actions Talents Cost: 32 Total Character Cost: 1205 Val Disadvantages 15 Social Limitation: Public ID (Keannu Reeves) (Frequently; Major) 15 Psychological Limitation: Honorable ("The Show Must Go On") (Common; Strong) 10 Reputation: Actor With Superhuman Powers 11- 25 Hunted: "Holy Shit, It's An Agent!" 11- (As Pow; Harshly Punish; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find) 20 Vulnerability: 2 x STUN Electrical-Based Attacks (Common) 20 Psychological Limitation: Honest (Common; Total) 10 Reputation: THE Martial Artist To Beat 11- 10 Hunted: The Press 14- (Less Pow; Watching; PC has a Public ID or is otherwise very easy to find) 10 Social Limitation: Crusading Superhero (Frequently; Minor) 15 Enraged: When Friends Are Threatened (Uncommon), go 14-, recover 14- Disadvantage Points: 150 Base Points: 200 Experience Required: 855 Total Experience Available: 855 Experience Unspent: 0
  15. Ghost Sniper would start taking pot-shots at the aliens. Hell, for all she knows, this might be the reason she exists. StarGuard (think a mixture of Green Lantern and summonable powered armor) would take his sword, and knock LOUDLY on the door of the saucer. "Hello there, I am the local represenative of the CORE Authority in this sector. Do you realize just how many regs you're breaking? Let's start by exposing a Fission society to at least Antimatter+ technology, illicit sociological engineering, possible use of planet-busting weapons on inhabited worlds without a declared Contract of War. You're going to be lucky if I just kill you slowly, so why don't you just surrender now and I promise a fair trial before I slice you into little pieces."
  16. BUMP And, waiting for Sharper Than A Serpant's Tooth before creating Snake Skin.
  17. Will we be seeing anything new/any games at DundraCon this year? Want to bring over Ghost Sniper and see how bady bodies I can generate.
  18. So...comments, complaints, threats upon my life?
  19. Could be worse....could be Zim in there with GIR ("Look! A Squirrel!")
  20. One of the biggest problems with weapon deployment for infantry in the 24th Century was logistics-deploying massive amount of infantry weapons for the United Army. There was no practial way-with the early hyperdrives and engines-that an army could be properly supported with ammo, food, and stockpiles across interstellar distances. LogCom (Logistics Command) searched, and found an easy solution to one of the biggest problems. Chemical-propellant firearms had topped off in the mid-22nd Century with electro-thermal propellants, with the newest innovations merely introducing a level of compactness and reliability to the design. When the first hyperdrives were deployed, the discovery that the atmosphere of some planets would either neturalize or spontaniously set off the chemical propellants of most guns was a disaster. Hermetically-sealing a firearm seemed to be a practical solution, but sheer reliability and the cost of shipping ammo presented an insoluable dilemma. Laser weapons were impractical as well-the focusing mechanisms and power storage ability for a practical, man-portable laser weapon was beyond the reach of what existed at the time. However, a technology did exist that gave the UA soldier a good weapon. Electro-magnetic linear accelerators (railguns) were very practical weapons-the technologies needed to contain star-hot plasma in a fusion reactor easily gave the conductors needed for a man-portable weapon. From a logistics standpoint, it was perfect-ammo was simple (solid beads or darts, with a small supply of specalized ammo), power for the weapons could be provided at the company level, reducing logistics, and the ammo didn't chemically respond to anything. Grenades could be built that would be fired by railguns, allowing the round itself to be chemically sealed. And, the costs of arming the troops was fairly cheap-superconductive magnetics were a cheap and reliable technology, as well as the capacitors needed. However, during the early days of the Xenovore War, railguns tended to do one of two things-either "underkill" a target (requiring more shots), or generated such an overkill that there wasn't time to get the gun onto target and shoot another Xenovore. By 2320, most Marine units had swapped out "on the left" (black market) their bead weapons for powerguns, and the United Army officially approved powerguns for combat troops by 2330. The poor performance of railguns and the myths it spawned (most of them false) continued through to the Imperial era when the early generation of grav guns were deployed. A note-weapons under 15mm were called "bead guns" (due to the "bead" nature of the ammo) and anything larger were called "dart guns" (the round resembled a long spike or dart). Note that all weapons are bought with their "standard" load-out of magazines (i.e charges). 3mm Bead Pistol The smallest weapon (except for special operations weapons), the 3mm Bead Pistol shared ammo and magazines with the 3mm PDW and the 3mm SMG. The weapon was commonly issued to MPs, officers, and Intelligence officers that needed a small firearm. The weapon was commonly called "the EFRed gun" due to the small, blocky nature of it (it resembed an Emergency Field Ration). Game Stats:2D6 PD RKA, 2 clips of 12 charges (-0), OAF (-1), Real Weapon (-1/4), Limited Range (-1/4). Active Points: 30, Real Cost: 12 3mm PDW The Personal Defense Weapon, or PDW, was built to give tank and fighter crews, "second line" units (like artillery and medical units), and such a small, compact, but fast-firing weapon that could keep them alive. It shares magazines with the 3mm Bead Pistol, however it takes two Bead Pistol magazines to fill up a PDW's magazine (an internal loader is initially loaded by inserting the magazines. PDWs were popular with troops in Oberon powered armor, as it was a compact weapon that could be easily strapped anywhere. Game Stats:2D6+1 PD RKA, 4 clips of 16 charges (+1/4), Autofire (3 bursts) +1/4, OAF (-1), Real Weapon (-1/4), Limited Range (-1/4). Active Points: 52, Real Cost: 21 3mm SMG The SMG was built for Special Operations units, sharing the same magazine as the 3mm Bead Pistol. Besides a burst-fire capability, it could be set so that the rounds were sub-sonic, doing less damage but preventing any form of detection. Like the 3mm PDW, it has an internal magazine to feed the ammo into it. Game Stats: 45 pt. Multipower, 4 clips of 16 charges (+1/4), OAF (-1), Real Weapons (-1/4), Slots are: 1-2D6+1 RKA, Autofire (3 shots), Limited Range 2-2D6 RKA, Autofire (3 shots), Limited Range, Invisible To Sound Group Active Points: 56, Real Cost: 22 5mm Assault Carbine The standard infantry rifle, the 5mm Assault Carbine was built as a handy, easy-to-use weapon that was light, accurate, and fast-hitting. Besides a dual magazine system (allowing for the use of either solid beads or specalist rounds, treat as a multipower), it was reliable, easy to clean and maintain. The only real problem was that the 5mm beads used were not really effective against Xenovores unless AP ammo was loaded-and 5mm AP ammo was only issued to some units that were expecting "armored" units. For the United Army, the 5mm Assault Carbine was the choice weapon. Game Stats:3D6 PD RKA, 4 clips of 16 charges (+1/4), OAF (-1), Autofire (3 shots) +1/4, Real Weapon (-1/4). Active Points: 67, Real Cost: 33 Loaded with AP rounds, the weapon changes- Game Stats:2D6 AP PD RKA, 4 clips of 16 charges (+1/4), OAF (-1), Autofire (3 shots) +1/4, Real Weapon (-1/4). Active Points: 70, Real Cost: 35 5mm Assault Rifle A heavy rifle, the 5mm Assault Rifle was built to use 5mm beads, but the longer accelerator made it much more formidable. Like the 5mm Assault Carbine, it has a dual magazine system and commonly feeds AP ammo. Skinsuited Marines prefered this weapon over the 5mm Assault Carbine. Game Stats:3D6+1 PD RKA, 4 clips of 16 charges (+1/4), Autofire (3 shots) +1/4, OAF (-1), Real Weapon (-1/4). Active Points: 75, Real Cost: 37 10mm Bead Cannon Firing the 10mm bead round, the Bead Cannon was designed to fill the role of a heavy machine gun, man-jacked perimiter defense system, and anti-missile system while in manjack mode. The weight of this weapon restricted it to a squad automatic weapon for the United Army. Troopers in Oberon Powered Armor tended to carry it as their main weapon-both feed the ammo from a back-mounted drum. Game Stats: 100 pt Mutipower, all slots are 250 charges, Conditional (Min 18 STR to use in anything but manjack mode), OAF, Real Weapon, Slots are: 1-3D6+1 PD AP RKA, 5 shot Autofire, 2-3D6+1 PD AP RKA, 5 shot Autofire, Independent (Manjack Mode) 3-Missile Deflection (Bullets and Shrapnel), +25 to roll against deflection, Independent (Manjack Anti-Missile Mode) Real Cost: 81 pts 10mm Bead Sniper Rifle Used by field snipers, the weapon is slightly lighter than the bead cannon, but makes up for it in pure armor punching power. Integral to the weapon is a combination telescopic/thermal vision/night vision scanner for engagement of targets at extremely long ranges. The weapon uses a "floating" barrel for long-ranged shots and it's slow rate of fire is deliberate, to encourage accurate shots. Game Stats: 3D6+1 AP RKA, No Range Penalty, 4 clips of 8 Charges, OAF, Real Weapon, Active Points: 100 pts, Real Cost: 44 Targeting Sight: 20 pt Multipower, OAF, Real "Weapon", slots are- 1-+13 PER to offset range modifier for sight group (targeting scope) 2-Infrared Perception, +15 PER to offset range modifier 3-Nightvision, +15 to offset range modifier 20mm Grenade Launcher A belt-fed weapon, the 20mm Grenade Launcher can fire off a "belt" of rounds at a target-even over intervening obstacles. While the concept was well-regarded, it wasn't practical vs. most Xenovores due to their protection. However, the 20mm vehcile-mounted version was a bit better regarded, because of it's rate of fire. Game Stats: 2D6+1 AP RKA, +1 STUN Multiplier, Indirect (same origin, away), 4 clips of 8 charges, OAF, Real Weapon, Active Points: 87 pts, Real Cost: 43 pts. 10mm Bead Cannon (Vehicle) Mounted on just about every vehicle, the 10mm Bead Cannon functioned as a heavy machine gun and anti-missile defense system in zonal area defense. The ammo drum mounted in the vehicle could be broken down into four 250 "shot" charges for carriage by infantry. Game Stats: 100 pt Multipower, all slots are 1000 charges, OAF Bulky, Real Weapon, Slots are: 1-3D6+1 AP RKA, 5 Shot Autofire 2-Missile Deflection (Bullets and Shrapnel), +40 to roll against deflection) Real Cost: 80 pts 20mm Dart Cannon (Vehicle) An autocannon used by light armored vehicles, the 20mm Dart Cannon traded a lowered rate of fire for more damage and gyroscopic stabilization. The standard ammo load was either armor-piercing rounds, high-explosive rounds for anti-infantry duty, or specalist anti-missile "fletchettes" for taking out incoming fire. Many planetary defenses mounted the 20mm cannon in a remote turret. Game Stats: 150 pt Multipower, all slots are 500 charges, OAF Bulky,Real Weapon, Slots are: 1-4D6 AP RKA, 3 Shot Autofire, No Range Modifier 2-3D6 AP RKA, 3 Shot Autofire, Explosive 3-Missile Deflection (Bullets and Shrapnel), +50 to roll against deflection) Real Cost: 123 pts 20mm Grenade Launcher (Vehicle) Firing the same 20mm grenades as the man-portable grenade launcher, the 20mm automatic grenade launcher was mounted on vehicles. The "Thump Gun", as it was called, could put out a spectacular amount of 20mm grenades on target, which was useful versus targets like Xenovore attack beasts, but not very useful against Xenovores themselves. The "Thump Gun" was mounted on a pintel mount on many vehicles, and it's mounting made it very popular. Game Stats: 2D6+1 AP RKA, +1 STUN Multiplier, Autofire (3 shots), Indirect (same origin, away), 250 charges, OAF Bukly, Real Weapon, Active Points: 166 pts, Real Cost: 66 pts. 30mm Dart Cannon (Vehicle) The heavy autocannon was built for defensive bunkers, heavy vehicle systems, and similar. The 30mm darts are heavy and built to take out targets, incluidng light armor. Game Stats: 200 pt Multipower, all slots are 500 charges, OAF Bulky, Real Weapon, Slots are: 1-5D6+1 AP RKA, 3 Shot Autofire 2-4D6 AP RKA, 3 Shot Autofire, Explosive 3-Missile Deflection (Bullets and Shrapnel), +50 to roll against deflection) Real Cost: 123 pts 50mm Dart Cannon (Vehicle) The "big gun" of light UA tanks, the 50mm Dart Cannon fires a clip of 3 50mm rounds at distant targets. It was sometimes used as a defensive turret on starships-very commonly on "armed merchant" conversions. Game Stats: 8D6 AP RKA, 250 Charges, OAF Bulky, No Range Penalty, Active Points: 360, Real Cost: 144 pts 90mm Dart Cannon (Vehicle) The largest cannon used by the UA, the 90mm "Big Boomer" could punch holes in targets kilometers away, and was sometimes even able to do damage to Xenovore ships. Like the 50mm Dart Cannon, it was used in "armed merchant" conversions as a primary weapon, backing up missiles. Game Stats: 10D6+1 AP RKA, 250 Charges, OAF Bulky, 2xKnockback, No Range Penalty, Active Points: 581, Real Cost: 232 pts
  21. Yea, but if you had to choose between Dwarven Bread and EFRs, go for the bread. More texture.
  22. Ghost Sniper Background/History: In 1984, a man wearing a trenchcoat and with a bowler hat worn over his eyes left two young girls, one two years old and one a year old, at the desk of the PRIMUS offices in Washington DC. The attached note to them read "These two may be useful at some point. Train them well, and do not attempt to brainwash them or give them Cyberline." These two girls, named Paula and Sarah Dobson (after the security guard that adopted them) grew up normally, until Paula joined the Army, and quickly was swallowed up by the DIA-the Defense Intellegence Agency-and emerged from training as a competent field agent. The day of her graduation, she discovered a package on her door. Enclosed was what she called the Gunrig-a weapon system that allowed Paula to become a deadly fighing machine in the service of her country. After working for a few years in the DIA, Paula Johnson was chosen for PRIMUS's new "black ops" team. Personality/Motivation: Taking the code name Ghost Sniper, Paula is a firm American patriot-she believes in her nation, will die to defend it, knows it's flaws but realizes that the flaws are lesser to the benefits that America provides. To this end, Ghost Sniper kills the threats to her nation, quietly and quickly, without pity but with remorse-she is not a sadistic or ruthless killer, merely practical. The only exception to this is rapists and known sadists-for them, she has been known to take her time killing them. This has gotten her in trouble-on several occasions, she has done a bit of "off the reservation" hunting of war criminals, earning a price on her head. Scorpia of Eurostar has occasionally been shot at by Ghost Sniper-both hate each other and make a special effort to try and kill the other whenever they're on the battlefield. Quote: "I see three targets. I'll take the first two, you get the third." Powers/Tactics: Ghost Sniper's main attacks come from a mysterious gadget called the Gunrig-a weapon system that can fire a variety of rounds, from electrically-charged darts to slugs of depleted uranium no larger than the first knuckle of a little finger, to specialized ammo rounds. Ghost Sniper switches from rounds to do the most damage to a target, and will not hesitate to shoot from cover, hiding under her thermo-optic camoflague, using a turn or two of aiming to get a perfect head shot. While she has training in hand-to-hand combat, she prefers to engage at range-she knows well enough that her armor is light and she has little defense beyond her mobility and stealth. Otherwise, she also functions as the team's stealth operator-she will sneak into a location, use her encrypted radio link to relay information, and occasionally provide a forward observer for her team members with Indirect attacks. Campaign Use: Ghost Sniper is a deadly foe to agent-level characters and some low-powered supers-if she has enough time, she'll take a head shot on anyone. She's very useful to players needing a very precise "energy"-projector, but some players with Code Against Killing would be hesitant to use her against anything but robots and inanimate objects, as she would kill someone just as easily as stun them. An easy way to tone her down is to remove some of her special options on her Gunrig, or to reduce her skill levels in Ranged Combat. To make her more of a threat, increase her Ranged Combat levels, add more special options to her Gunrig (like a Transform vs. Foci bought as her shooting it out of the target's hands or destroying it). Apperance: At 5'6", Paula Dobson is beautiful, in an athletic supermodel sort of way. She keeps her brown hair in a short, pageboy-style cut, and her eyes are an unearthly sort of jeweled silver that unnerves most people. When she's Ghost Sniper, she wears a system called the Gunrig-a heavy duty chest plate, helmet, and backpack that contains the ammo for the gun that the Gunrig uses, all in flat black. She wears a standard PRIMUS radio-link in her ear, and wears goggles and a breathing system that completely obscures her face and figure.
  23. Ghost Sniper Val Char Cost 20 STR 10 23 DEX 39 20 CON 20 20 BODY 20 18 INT 8 14 EGO 8 20 PRE 10 20 COM 5 5/15 PD 1 5/15 ED 1 5 SPD 17 10 REC 4 40 END 0 40 STUN 0 6" RUN02" SWIM05" LEAP1Characteristics Cost: 144 Cost Power END 20 Gunrig Armor: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2) 15 Encrypted Radio Link: Mind Link (Specific Group of Minds), Any distance, No LOS Needed, Number of Minds (x4) (35 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4) 4 Auto-Darkening Systems: Flash Defense (5 points) (Sight Group), Hardened (+1/4) (6 Active Points); OIF (-1/2) 4 Audio Muffler: Flash Defense (5 points) (Hearing Group), Hardened (+1/4) (6 Active Points); OIF (-1/2) 13 Gunrig Sensor Goggles: Multipower, 20-point reserve, all slots: (20 Active Points); OIF (-1/2) 1u 1) Light Amplifcation: Nightvision (Telescopic (+15)) (20 Active Points) 1u 2) Telescopic Mode: Telescopic +13 to PER Rolls (only to offset the Range Modifier) (Sight Group) (20 Active Points) 1u 3) Neural Activity Scanner: Mental Awareness (Discriminatory, Targeting Sense) (20 Active Points) 1u 4) IR Mode: Infrared Perception (Sense, Targeting Sense, Telescopic (+3)) (20 Active Points) 15 Themo-Optic Camoflague: Invisibility to Sight Group, Reduced Endurance 0 END (+1/2) (30 Active Points); OAF (-1) 9 Gunrig Life Support System: Life Support , Safe in High Radiation, Safe in Low Pressure/Vacuum, Self-Contained Breathing (14 Active Points); OIF (-1/2) 81 The Gunrig: Multipower, 70-point reserve, all slots: Personal Immunity (+1/4), Reduced Endurance 0 END (+1/2) (122 Active Points); OIF (-1/2) 5u 1) Quantum Bullets: Killing Attack - Ranged 2d6 +1 (vs. PD), No Normal Defense Not vs. Magic-based Forcewalls (+1) (70 Active Points) 5u 2) Cable Line: Swinging 65", x4 Noncombat (70 Active Points) 5u 3) Sniper Rifle Mode: Killing Attack - Ranged 2d6 +1 (vs. PD), +1 STUN Multiplier (+1/4), Invisible Power Effects (Hearing Group; +1/4), No Range Modifier (+1/2) (70 Active Points) 5u 4) Rapid Fire Sniper Mode: Killing Attack - Ranged 2d6 +1 (vs. PD), Autofire (3 shots; +1/4), Invisible Power Effects (Hearing Group; +1/4), No Range Modifier (+1/2) (70 Active Points) 4u 5) AP Rifle Mode: Killing Attack - Ranged 2d6 +1 (vs. PD), +1 STUN Multiplier (+1/4), Armor Piercing x1 (+1/2) (61 Active Points) 4u 6) Standard Rifle Mode: Killing Attack - Ranged 3d6 (vs. PD), Autofire (5 shots; +1/2) (67 Active Points) 5u 7) Primium Bullets: Killing Attack - Ranged 2d6 +1 (vs. PD), Affects Desolidified Any form of Desolidification (+1/2), Armor Piercing x1 (+1/2) (70 Active Points) 5u 8) Powerblade : Killing Attack - Hand-To-Hand 2d6 +1 (plus STR) (vs. PD), Armor Piercing x1 (+1/2), Invisible Power Effects (Hearing Group, Sight Group; +1/2) (70 Active Points) 5u 9) Sniper Stun Bolt: Energy Blast 7d6 (vs. ED), STUN Only (+0), No Range Modifier (+1/2), Armor Piercing x1 (+1/2) (70 Active Points) 5u 10) AP Sniper Mode: Killing Attack - Ranged 2d6 +1 (vs. PD), Armor Piercing x1 (+1/2), No Range Modifier (+1/2) (70 Active Points) 5u 11) Machine Rifle Mode: Killing Attack - Ranged 2 1/2d6 (vs. PD), +1 STUN Multiplier (+1/4), Autofire (5 shots; +1/2) (70 Active Points) 5u 12) Stun Bolts: Energy Blast 8d6 (vs. ED), STUN Only (+0), Autofire (3 shots; +1/4), Armor Piercing x1 (+1/2) (70 Active Points) Powers Cost: 223 Cost Martial Arts Maneuver 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Martial Arts Cost: 19 Cost Skill 3 Acrobatics 14- 3 Breakfall 14- 3 Bribery 13- 3 Bugging 13- 3 Bureaucratics 13- 3 Interrogation 13- 3 Demolitions 13- 3 Concealment 13- 20 +4 with Ranged Combat 3 Climbing 14- 3 Lockpicking 14- 4 Navigation (Air, Land, Marine) 13- 3 Paramedics 13- 3 Tracking 13- 3 Tactics 13- 3 Teamwork 14- 3 Streetwise 13- 10 Survival (Desert, Marine, Mountain, Tropical, Urban) 13- 3 Stealth 14- 3 Persuasion 13- 2 AK: Campaign City 11- 3 Linguist 3 1) Language: French (idiomatic) (4 Active Points) 3 2) Language: Arabic (idiomatic) (4 Active Points) 3 3) Language: German (idiomatic) (4 Active Points) 3 4) Language: Spanish (idiomatic) (4 Active Points) 3 Scholar 3 1) KS: Eurostar (INT-based) (4 Active Points) 14- 2 2) KS: Sniper Theory (3 Active Points) 12- 2 3) KS: Superhero World (3 Active Points) 12- 3 4) KS: Intelligence Theory (INT-based) (4 Active Points) 14- 2 5) KS: Commando Training (INT-based) (3 Active Points) 13- Skills Cost: 117 Cost Perk 5 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: useful Skills or resources, Contact limited by identity, Good relationship with Contact) 11- 2 Deep Cover 9 Fringe Benefit: Concealed Weapon Permit (where appropriate), Federal/National Police Powers, Passport, Security Clearance Perks Cost: 16 Cost Talent 3 Absolute Range Sense 9 Ambidexterity (Eliminate Off Hand Penalty entirely) 3 Bump Of Direction 3 Lightsleep Talents Cost: 18 Total Character Cost: 537 Val Disadvantages 10 Dependent NPC: Younger Sister, Sarah 8- (Normal) 10 Hunted: Surviving Serbian War Criminals 8- (As Pow; Harshly Punish; Limited Geographical Area; Extensive Non-Combat Influence) 15 Hunted: Nebula 11- (As Pow; Harshly Punish) 20 Psychological Limitation: Absolute Loyalty To The United States (Common; Total) 15 Hunted: Scorpia 11- (As Pow; Harshly Punish) 5 Reputation: Will Kill At The Drop Of A Hat 8- (Extreme (Known Only To A Small Group)) 15 Psychological Limitation: Casual Killer (Uncommon; Total) 10 Reputation: Extremely Competent Sniper 11- (Extreme (Known Only To A Small Group)) 20 Social Limitation: Secred ID (Paula Dogson) (Frequently; Severe) 10 Distinctive Features: Faceted Silver Eyes (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Vulnerability: 2 x STUN Electrical-Based Attacks (Common) Disadvantage Points: 150 Base Points: 200 Experience Required: 187 Total Experience Available: 187 Experience Unspent: 0
  24. Dark Avenger (Background) HISTORY:The only thing that Jennifer Connley ever wanted to be was the Golden Avenger. Or, at least a Silver Avenger. She joined PRIMUS right out of college, and was sent through training, then joined a field team in the late '80s. Her first assignment was a kiddy porn ring with potental metahuman aspects, and she puked when she was the first officer to stumble into a DEMON nest, where they were sacrificing the children to various monsters. During the interrogation, she got a black mark on her records when she shot a DEMON Morbane in the leg to find out where the remaining live children were, which she found and recovered. Her repuation spread, and in 1989, she was promoted to the Silver Avengers, and assigned to Detroit, along with one Kevin Armstrong. The two struck up a fast and deep-but platonic-relationship based upon mutual respect, hatred of "bueaurcrats" and inter-office politics, and a love of good Mexican food. The two worked well together, until 1991, and Dr. Destroyer demolishing Detroit-and killing most of the people that Kevin Armstrong loved. For the first few nights, Jennifer was the one that kept him from committing suicide or going for "suicide by supervillian", and when she thought Kevin had calmed down, she drafted a proposal and took it right to Daniel Johnson, the Golden Avenger. Her proposal was a simple one-to hunt down people like Dr. Destroyer and Menton, organizations like VIPER and Eurostar, and force them onto the defensive. She proposed to form a small, black-ops unit of metahumans to go toe-to-toe with villans using their own tactics-fear and confusion. To this end, she requested that Kevin Armstrong lead it (in her mind, it was to help him "get back on the horse"), and her be the XO of the team. It took a few months, but eventually approval to form the team came. The approval came the day before Kevin Armstrong had his "boating accident" that covered his defection to VIPER-and she was named the team leader. For her first "round" of picks, she chose a DIA "wet work" specialist called Ghost Sniper and an energy projector named New Sun. Snake Skin came from Stronghold-as Jennifer felt his knowledge of VIPER internal politics would be extremely useful. Hellion and Whispered were two mutans that Jennifer knew had the stomach for black ops and were willing to work. Once formed, the team merely became a single hard-copy file in Cheyanne Mountain, and Jennifer lead them to their first victory by destroying a Eurostar money-laundering scheme in Peru. The team has been working well together, ever since. Personality/Motivation: Professional. That sums up Jennifer Connley in a nutshell. She knows that she's been playing in a "man's world" of PRIMUS for the last twenty years, and nobody has ever said that she hasn't done 110% of her duty, all the time. Her personal life is nearly non-existant, between the travelling for missions in Special Circumstances and training and playing up her "floating PRIMUS Silver Avenger" role. Deep down, she feels like there are a lot of betrayals to live down-her betrayal (in her mind) of the people of Detroit to Dr. Destroyer, the betrayal of the kids to DEMON, and Kevin's betrayal of her and PRIMUS when he went to VIPER. She's very careful whom she allows anywhere near her heart these days, almost paranoidly so. One thing that has been bothering her, recently, is the rivaly she's built up with Elizabeth Martinez, the Silver Avenger in New York, whom views Jennifer's "monopolization of the Golden Avenger" as a personal threat to her positing on the "short list" of people that would be promoted to Golden Avenger (if Daniel Johnson's proposal to expand both the Golden and Silver Avenger ranks goes through). Jennfier's not quite sure how to deal with it, but will try. Powers/Tactics:Besides the standard Silver Avenger enhancements due to Cyberline, Jennifer has access to a fairly large pool of gadgets and hardware, and carries standard Silver Avenger hardware in the field as a Silver Avenger. When she's operating as the Dark Avenger, her gadget pool is pretty signifigant-and she is well armed with an assault rifle with under-barrel grenade launcher, a silenced pistol, and a knife. In combat, she coordinates the rest of the team, and shoots anyone that might even remotely be considered a threat. Quotes:"Okay, we've got confirmation that Eurostar's hiding out in a warehouse in Downtown Madrid. Tomorrow night, we'll pay them a visit and last rites." Appearance:Jennifer Connley is a very attractive woman of about 5'9", with the body of a woman that reguarly works out. In her "Silver Avenger" ID, she wears standard Silver Avenger gear. In the "Dark Avenger" role, she wears armor of an unknown manufacture, carries an assault rifle, and has her face obscured by a mask. She keeps her red hair about shoulder length, and has green eyes. On her body, below the neck and down her arms and legs, is an intricate series of tattoos (anybody whom makes a KS:Magic or similar role will realize that someone has inscribed several inactive protection spells on her). Campaign Use:Besides her role as team-leader of Special Circumstances, Jennifer Connley works really well as a Silver Avenger that would follow a criminal down to Hell. If VIPER-X shows up in any town for more than a week (to the annoyance of the players), or there's a major Dr. Destroyer threat, she'd be there. Another function of hers is that she's Daniel Johnson's point woman for Project Rosenberg. If she found any records or deliberate tampering of stories to downplay PRIMUS acheavements, she'd be there to investigate as well.
  25. Dark Avenger (Stats) Dark Avenger Player: Val Char Cost 35 STR 5 20 DEX 30 18 CON 16 18 BODY 16 18 INT 8 16 EGO 12 15 PRE 5 20 COM 5 10/20 PD 3 10/20 ED 6 6 SPD 30 11 REC 0 36 END 0 45 STUN 0 6" RUN02" SWIM07" LEAP0Characteristics Cost: 136 Cost Power END 20 Armored Uniform: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2) 4 Defensive Training: Knockback Resistance -2" 60 PRIMUS Gadget Pool: Variable Power Pool (Gadget Pool), 30 base + 30 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (75 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (-1/2) 55 High-End Enhanced Strength: +20 STR, Reduced Endurance 0 END (+1/2), Armor Piercing x1 (+1/2) (55 Active Points) (Modifiers affect Base Characteristic) 10 Toughened Skin: Damage Resistance (10 PD/10 ED) 10 Karate Training: Physical Damage Reduction, Resistant, 25% (15 Active Points); STUN (or BODY) Only (-1/2) 6 Implanted Lenses: Flash Defense (5 points) (Sight Group), Hardened (+1/4) (6 Active Points) 26 Fighting Knife: Killing Attack - Hand-To-Hand 2d6 +1 (plus STR) (vs. PD), Armor Piercing x1 (+1/2) (52 Active Points); OAF (-1) 5 22 Silenced .40 Pistol: Killing Attack - Ranged 2d6 (vs. PD), Invisible Power Effects (Hearing Group; +1/4), 4 Clips of 16 Charges (+1/4) (45 Active Points); OAF (-1) 10 PRIMUS Monocular: Multipower, 15-point reserve, all slots: (15 Active Points); OIF (-1/2) 1u 1) Low-Light Imaging: Nightvision (Telescopic (+10)) (15 Active Points) 1u 2) IR Detection: Infrared Perception (Discriminatory, Telescopic (+5)) (15 Active Points) 1u 3) Telescopic Zoom: Telescopic +10 to PER Rolls (only to offset the Range Modifier) (Sight Group) (15 Active Points) 10 Enhanced Physiology: Power Defense (10 points) 7 Pressure Mask: Life Support , Self-Contained Breathing, 1 Continuing Charges lasting 6 Hours each (+0) (10 Active Points); OIF (-1/2) 45 Advanced Infantry Rifle: Multipower, 90-point reserve, all slots: (90 Active Points); OAF (-1) 4u 1) 7.62 mm Rifle: Killing Attack - Ranged 2d6 +1 (vs. PD), Autofire (5 shots; +1/2), 4 Clips of 32 Charges (+1/2), Armor Piercing x1 (+1/2) (87 Active Points) 4u 2) 30mm Grenade Launcher: Killing Attack - Ranged 3d6 (vs. PD), Explosion (+1/2), Armor Piercing x1 (+1/2) (90 Active Points); 4 Clips of 4 Charges (-1/2) 15 Encrypted PRIMUS Radio Link: Mind Link (Specific Group of Minds), Any distance, No LOS Needed, Number of Minds (x4) (35 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4) Powers Cost: 311 Cost Martial Arts Maneuver 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 2 Weapon Element: Blades, Off Hand 3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, STR Strike; Target Falls 4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs 4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Martial Arts Cost: 35 Cost Skill 5 Acrobatics 14- 5 Acting 13- 5 Breakfall 14- 5 Bribery 13- 5 Conversation 13- 3 Concealment 13- 8 Defense Maneuver: I-III 5 Demolitions 14- 7 Interrogation 14- 5 Lockpicking 14- 5 Navigation (Land, Marine) 14- 5 Paramedics 14- 3 PS: Silver Avenger 12- 3 Security Systems 13- 5 Shadowing 14- 7 Stealth 15- 5 Streetwise 13- 5 Sleight Of Hand 14- 5 Tactics 14- 9 Teamwork 16- 5 Tracking 14- 16 TF: Common Motorized Ground Vehicles, Balloons & Zeppelins, Combat Aircraft, Helicopters, Large Military Ships, Large Motorized Boats, Large Planes, SCUBA, Small Military Ships, Small Motorized Boats, Small Planes, Small Rowed Boats, Submarines, Tracked Military Vehicles, Wheeled Military Vehicles 10 Two-Weapon Fighting (HTH) 15 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Emplaced Weapons, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Small Arms, Vehicle Weapons 7 Weaponsmith (Energy Weapons, Firearms, Missiles & Rockets, Other) 14- 10 +2 with HTH Combat 5 +1 with Ranged Combat 3 Linguist 3 1) Language: French (idiomatic) (4 Active Points) 3 2) Language: Arabic (idiomatic) (4 Active Points) 3 3) Language: German (idiomatic) (4 Active Points) 3 4) Language: Spanish (idiomatic) (4 Active Points) 3 5) Language: Russian (idiomatic) (4 Active Points) 3 Scholar 1 1) KS: Karate (2 Active Points) 11- 1 2) KS: VIPER (2 Active Points) 11- 1 3) KS: Commando Training (2 Active Points) 11- 2 4) KS: Intelligence Theory (3 Active Points) 12- 2 5) KS: Superhero World (3 Active Points) 12- 2 6) KS: Dr. Destroyer (3 Active Points) 12- 1 7) KS: Black Ops (2 Active Points) 11- 1 8) KS: Akido (2 Active Points) 11- Skills Cost: 205 Cost Perk 2 Favor 21 Fringe Benefit: Concealed Weapon Permit (where appropriate), Federal/National Police Powers, International Driver's License, License to Kill, Passport, Security Clearance, Weapon Permit (where appropriate) 8 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: very useful Skills or resources, Very Good relationship with Contact) 11- 1 Contact (Contact has been blackmailed by the character, Contact has significant Contacts of his own, Contact limited by identity, Good relationship with Contact) 11- Perks Cost: 32 Cost Talent 9 Ambidexterity (Eliminate Off Hand Penalty entirely) 3 Lightning Calculator 15 Combat Sense 13- Talents Cost: 27 Total Character Cost: 746 Val Disadvantages 30 Hunted: Doctor Destroyer 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find) 25 Hunted: VIPER-X 11- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find; Extensive Non-Combat Influence) 5 Reputation: Competent Silver Avenger 8- 10 Distinctive Features: PRIMUS Uniform (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Psychological Limitation: Honorable (Common; Total) 20 Psychological Limitation: American Patriot (Common; Total) 10 Rivalry: Professional and Romantic (Elizabeth Martinez, New York Silver Avenger; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 15 Enraged: When Facing DEMON Members (Uncommon), go 11-, recover 11- 10 Distinctive Features: Intricate Body Tattoing On Her Back, Arms, and Legs (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Reputation: "Black Ops Empress" 11- (Known Only To A Small Group) Disadvantage Points: 150 Base Points: 200 Experience Required: 396 Total Experience Available: 396 Experience Unspent: 0
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