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The_Patriot

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Everything posted by The_Patriot

  1. Re: cyberpsychic Urban Fantasy Hero is a relatively new book that you can buy in the store.
  2. Re: Inceptum Terminus: The Official Unofficial Database Thanks Core Brute.
  3. Re: Inceptum Terminus: The Official Unofficial Database Thanks bud for gathering them all in one place. *grumbles about spreading rep* Can someone rep him for me?
  4. Re: The World of Odraude (Because I can't think of a better title) Awesome job so far O and looks good. *grumbles* must spread rep....
  5. Re: Inceptum Terminus: Enter Bloodrain A bump since this was updated to include backgrounds etc... Comments and questions are still welcome.
  6. Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team Digital Age Cybernightmare had everything except her brain and spinal column replaced with cybernetics. The 10mt nuke is there to ensure that she follows orders. She cares too much about humanity which is why she has the nuke to begin with.
  7. Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team Digital Age SHARPSHOOTER Val Char Cost Roll Notes 18 STR 8 13- Lift 303.1kg; 3 ½d6 [2] 23 DEX 39 14- OCV: 8/DCV: 8 18 CON 16 13- 15 BODY 10 12- 23 INT 13 14- PER Roll 14- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 12 COM 1 11- 10+8 PD 6 Total: 10/18 PD (0/8 rPD) 10+8 ED 6 Total: 10/18 ED (0/8 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 10 REC 4 40 END 2 33 STUN 0 Total Characteristic Cost: 141 Movement: Running: 7"/14" Leaping: 5"/10" Swimming: 2"/4" Cost Powers END 28 Laser Sniper Rifle: Multipower, 60-point reserve, all slots No Range Modifier (+½) (90 Active Points); all slots OAF Durable (-1), Strength Minimum 14 (-½), Required Hands Two-Handed (-½), Real Weapon (-¼) 2u 1) Stun Setting: Energy Blast 8d6, 2 clips of 12 Charges (+0), No Range Modifier (+½) (60 Active Points); OAF Durable (-1), Strength Minimum 14 (-½), Required Hands Two-Handed (-½), No Knockback (-¼), Real Weapon (-¼) [12] 2u 2) Armor Piercing Setting: Killing Attack - Ranged 2d6, 2 clips of 12 Charges (+0), No Range Modifier (+½), Armor Piercing (+½) (60 Active Points); OAF Durable (-1), Strength Minimum 14 (-½), Required Hands Two-Handed (-½), No Knockback (-¼), Real Weapon (-¼) [12] 1u 3) Bola Rifle Grenades: Entangle 6d6, 6 DEF (60 Active Points); 4 Charges (-1), OAF Durable (-1), Strength Minimum 14 (-½), Required Hands Two-Handed (-½), Real Weapon (-¼) [4] 1u 4) Flash Bang Rifle Grenade: Sight Group Flash 6d6, Area Of Effect (3" Radius; +1) (60 Active Points); 4 Charges (-1), OAF Durable (-1), Strength Minimum 14 (-½), Required Hands Two-Handed (-½), Real Weapon (-¼) [4] 1u 5) Concussive Rifle Grenades: Energy Blast 9d6, Explosion (+½), Nonselective Target (-¼) (56 Active Points); 4 Charges (-1), OAF Durable (-1), Strength Minimum 14 (-½), Required Hands Two-Handed (-½), Real Weapon (-¼) [4] 2u 6) Smoke Rifle Grenades: Darkness to Sight Group 6" radius (60 Active Points); OAF Durable (-1), Strength Minimum 14 (-½), Required Hands Two-Handed (-½), 4 Continuing Charges lasting 1 Minute each (-¼), Real Weapon (-¼) [4 cc] 12 Kenther L-2 Laser Semi-Automatic Pistol: (Total: 39 Active Cost, 12 Real Cost) Killing Attack - Ranged 1 ½d6, 2 clips of 12 Charges (+0), Required Hands One-Handed (+0), Increased Maximum Range (625"; +¼) (31 Active Points); OAF Durable (-1), Strength Minimum 10 (-½), No Knockback (-¼), Beam (-¼), Real Weapon (-¼) (Real Cost: 9) plus +1 with Ranged Combat (5 Active Points); OAF Durable (-1) (Real Cost: 2) plus Penalty Skill Levels: +1 vs. Range Modifier with All Attacks (3 Active Points); OAF Durable (-1) (Real Cost: 1) [12] 19 Heavy Protective Full Body Armor: (Total: 34 Active Cost, 19 Real Cost) Armor (8 PD/8 ED) (24 Active Points); OIF Durable (-½), Half Mass (-½), Real Armor (-¼) (Real Cost: 11) plus Life Support (Self-Contained Breathing) (10 Active Points); IIF Durable (-¼) (Real Cost: 8) 18 Advanced Camoflage Holographic Field: Sight Group Images 1" radius, +/-2 to PER Rolls, Variable SFX (Limited Group of SFX; Any terrain type features; +¼), 8 Continuing Charges lasting 20 Minutes each (+¾) (32 Active Points); No Range (-½), IIF (-¼) [8 cc] 5 Disguise Kit: Cosmetic Transform 6d6 (Facial features, body features, and hair, Make-up removal) (30 Active Points); Extra Time (1 Hour, -3), OAF (-1), Requires A Skill Roll (Disguise; -½) 3 Talents 3 Ambidexterity (-2 Off Hand penalty) Skills 3 Acrobatics 14- 3 Armorsmith 14- 3 Climbing 14- 15 +3 with Ranged Combat 3 Concealment 14- 3 Contortionist 14- 3 Disguise 14- 3 Electronics 14- 3 Fast Draw 14- 3 Interrogation 12- 0 Language: English (completely fluent; literate) (4 Active Points) 4 Language: Spanish (completely fluent; literate) 3 Lockpicking 14- 4 Navigation (Air, Land, Marine) 14- 3 Parachuting 14- 3 Paramedics 14- 3 Persuasion 12- 3 PS: Assassin 14- 3 Scientist 2 1) Science Skill: Armor 14- (3 Active Points) 2 2) Science Skill: Electronics 14- (3 Active Points) 2 3) Science Skill: Firearms 14- (3 Active Points) 3 Security Systems 14- 3 Stealth 14- 3 Streetwise 12- 12 Survival (Marine, Temperate/Subtropical, Desert, Mountain, Underground, Urban) 14- 3 Systems Operation 14- 3 Tactics 14- 3 Teamwork 14- 3 Tracking 14- 5 WF: Assault Rifles/LMGs, Gauss Guns, Grenade Launchers, Handguns, Laser Pistols, Laser Rifles, Rifles, Shotguns, Submachine Guns 3 Weaponsmith (Energy Weapons, Firearms) 14- Total Powers & Skill Cost: 209 Total Cost: 350 200+ Disadvantages 10 Distinctive Features: Assassin's Armor (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture) 20 Hunted: Cyberware 14- (Mo Pow; NCI; Watching) 0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder) 20 Psychological Limitation: Dislikes the caste system (Common; Total) 20 Psychological Limitation: Enjoys Assassinating People (Common; Total) 10 Psychological Limitation: Has feelings for Cybernightmare (Uncommon; Strong) 20 Reputation: Assassin, 14- (Extreme) 20 Social Limitation: Subject to Orders from Faction (Very Frequently; Major) 10 Unluck: 2d6 Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Justin Case was born in the middle of Death Valley on March 15, 2210 to parents that were marauders. He learned how to survive early on and upon reaching the age of 12 he left the marauder group behind. He wandered to Nuevo Angeles and began working with the Chancy's Cobras on contract. His ability to enter into buildings and assassinate targets was unrivaled by any other individual. Over the years his reputation grew as did the type of equipment he uses. After a botched assassination attempt on the Chairman and the Board of Directors of Cyberware, he was captured by the 12th Street Sidewinders and was incarcerated inthe Genetic Research and Development Division. Since he was already active military with Chancy's Cobras he was inducted into Digital Age upon the completion of his trial for treason. As part of his sentence he is to serve out his days with Digital Age in exchange for continued living and helps Lilan run the team. Personality/Motivation: Justin has a grim outlook on life due to his experiences of being the son of marauders and an assassin. He secretly has feelings for Maria because she is trying to merge the machine with man and he admires her for that. He has some conflicts with Rock Strike due to the latter's code against killing. He gets along with Lady Stalker and High Explosive pretty well since going against them will result in his death. Justin just wants to survive the combat he is placed in and will do whatever is necessary to survive. He understands that his choices are to die now or to die of old age, so he prefers the latter. Quote: "You just have to do whatever you have in order to survive." Powers/Tactics: Justin has superhuman intelligence, reflexes, and speed. He has no natural powers of his own so he relies upon equipment to complete missions. His current equipment is a custom made sniper rifle that has stun or lethal settings plus can fire rifle grenades for long range work. He prefers to fight from long range and provide covering fire for the team. For close in work he carries a laser pistol. Campaign Use: Justin will not help any hero that comes to him regardless of faction. Due to his act of attempting to assassinate the company leadership he will never see freedom. Appearance: Justin is 6' 4" tall and weighs 220 pounds. He is bald and has brown eyes. His current costume is standard issue body armor to the Republic of West Coast States Armed Forces complete with the helmet. He has a well defined body that he maintains by working out.
  8. Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team Digital Age ROCK STRIKE Val Char Cost Roll Notes 19 STR 9 13- Lift 348.2kg; 3 ½d6 [2] 23 DEX 39 14- OCV: 8/DCV: 8 18 CON 16 13- 13 BODY 6 12- 18 INT 8 13- PER Roll 18- 18 EGO 16 13- ECV: 6 23 PRE 13 14- PRE Attack: 4 ½d6 16 COM 3 12- 10+8 PD 6 Total: 10/18 PD (0/8 rPD) 10+8 ED 6 Total: 10/18 ED (0/8 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 10 REC 4 50 END 7 32 STUN 0 Total Characteristic Cost: 150 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Tunneling: 12"/24" Cost Powers END 35 Earth Control Offensive Powers: Multipower, 62-point reserve, (62 Active Points); all slots Restrainable (-½), Only In Heroic Identity (-¼) 3u 1) Boulder Throw: Energy Blast 12d6 (60 Active Points); Restrainable (-½), Only In Heroic Identity (-¼) 6 3u 2) Shower of Boulders: Energy Blast 8d6, Autofire (5 shots; +½) (60 Active Points); Restrainable (-½), Only In Heroic Identity (-¼) 6 3u 3) Mountain of Rock: Energy Blast 5d6, Indirect (Any origin, always fired away from attacker; +½), Area Of Effect (4" Radius; +1) (62 Active Points); Restrainable (-½), Only In Heroic Identity (-¼) 6 16 Body of Stone: Armor (8 PD/8 ED) (24 Active Points); Only In Heroic Identity (-¼), Visible (-¼) 33 Tunneling 12" through 14 DEF material (66 Active Points); Increased Endurance Cost (x2 END; -½), Turn Mode (-¼), Only In Heroic Identity (-¼) 14 12 I Feel The Vibrations: +5 PER with all Sense Groups (15 Active Points); Only In Heroic Identity (-¼) 4 Heat Sight: Infrared Perception (Sight Group) (5 Active Points); Only In Heroic Identity (-¼) 16 Radar Sense: Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Only In Heroic Identity (-¼) 15 Body of Stone: Shape Shift (Sight Group), Instant Change 1 Talents 3 Absolute Range Sense Skills Mechanic 3 1) Armorsmith 14- 3 2) Electronics 13- 3 3) Inventor 13- 3 4) Mechanics 13- 3 5) KS: Weaponry 13- 3 6) KS: History of Vehicles 13- 3 7) Weaponsmith 13- 5 8) TF: Combat Aircraft, Grav Vehicles/Hovercraft, Helicopters, Large Planes, Small Planes 3 9) Security Systems 13- 3 10) Systems Operation 13- 3 11) Trading 14- 6 +2 with multipower 3 Acrobatics 14- 3 Breakfall 14- 10 +2 with Ranged Combat Total Powers & Skill Cost: 200 Total Cost: 350 200+ Disadvantages 10 Accidental Change: High stress situations 11- (Uncommon) 10 Dependence: Cigarettes Incompetence: -1 to Skill Rolls and related rolls per time increment (Very Common; 20 Minutes) 20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture) 20 Hunted: Cyberware 14- (Mo Pow; NCI; Watching) 0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder) 15 Psychological Limitation: Code vs. Killing (Common; Strong) 15 Psychological Limitation: Honorable (Common; Strong) 20 Psychological Limitation: Nice to everyone (Common; Total) 20 Social Limitation: Subject to Orders from Cyberware (Very Frequently; Major) 20 Susceptibility: Extremely Cold Temperatures -40 Fahrenheit or below 3d6 damage per Turn (Uncommon) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Clem Carter was born in Las Vegas, Republic of Pacific Coast States on November 25, 2216. His parents were executives in Cyberware, so he grew up within the walls of the corporate enclave there. He went to the best schools and learned the valuable skills of being a mechanic. After completing school he went to work for the company and was one of their best workers at the Las Vegas facility. One day, when he was 20 a corporate jet broke loose from its cradle and crashed on top of him. When they pulled the wreckage off of him they saw a large hole dug into the floor. Using their voices for guidance Clem returned to where he was working at a changed man. His body had transformed to stone and he had dug his way free. He suffered several injuries from the falling jet, but overall he was alright. He was transferred to the Genetic Research and Development Division to undergo intense testing. He spent several years gaining complete control over his abilities and was eventually transferred to Digital Age to become a member. Clem worked beside Cybernightmare and Lady Stalker for several years learning how to be a gifted agent. Personality/Motivation: Clem enjoys working on all things mechanical. He doesn't mind having his powers and enjoys the fact that he can help people in a more direct manner. He gets along pretty well with everyone on the team and is the closest to Cybernightmare. He wants to help humanity and uses his abilities as a mechanic and gifted to do so. Quote: "We can resolve this peacefully you know?" Powers/Tactics: Clem's abilities are all rock based and he has above human speed and dexterity. He prefers to stand off at a distance and attack, but will try to reason with his target. He would rather they give up without a fight. Clem will not take a life no matter what and will try to stop his team mates from doing so. Campaign Use: If the heroes are from Republic of West Coast States, Clem will treat them with respect. If they are from a different Corporate State he will still treat them with respect, but will attempt to apprehend them or get help from his team. Appearance: Clem stands 6' 6" tall and weighs 230 pounds. He has blue eyes and blonde hair that is shoulder length. In his gifted form he has a solid rock body and wears a full body costume that is red with gold trim. He forgoes the use of a mask, but does wear a cape that is the same color as his costume. In either instance he has a well defined body that is near human perfection with very handsome looks.
  9. Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team Digital Age LADY STALKER Val Char Cost Roll Notes 25 STR 15 14- Lift 800.0kg; 5d6 [2] 23 DEX 39 14- OCV: 8/DCV: 8 13 CON 6 12- 13 BODY 6 12- 18 INT 8 13- PER Roll 16- 13 EGO 6 12- ECV: 4 17 PRE 7 14- PRE Attack: 5d6 16 COM 3 12- 10+8 PD 5 Total: 10/18 PD (0/8 rPD) 10+8 ED 7 Total: 10/18 ED (0/8 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 10 REC 4 40 END 7 33 STUN 0 Total Characteristic Cost: 130 Movement: Running: 6"/12" Leaping: 5"/10" Swimming: 2"/4" Swinging: 60"/120" Cost Powers END 10 Jien: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Required Hands One-Handed (+0) (15 Active Points); OAF (-1), Strength Minimum 10 (-½), Real Weapon (-¼) 1 Notes: (x2 number of items) 34 Bow and Trick Arrows: Multipower, 60-point reserve, (60 Active Points); all slots OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼) 2u 1) Air Concussion Arrows: Dispel Darkness 10d6, Area Of Effect (3" Radius; +1) (60 Active Points); 4 Charges (-1), OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼), Only versus Smokes, Mists, and Related Darkness (-½) [4] 2u 2) Blast Arrows: Energy Blast 12d6 (60 Active Points); 4 Charges (-1), OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼) [4] 3u 3) Normal Arrows: Killing Attack - Ranged 4d6 (60 Active Points); OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼), 8 Charges (-½) [8] 2u 4) Explosive Arrows: Energy Blast 8d6, Explosion (+½) (60 Active Points); 4 Charges (-1), OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼) [4] 2u 5) Flare Arrow: Sight Group Flash 6d6, Area Of Effect (3" Radius; +1) (60 Active Points); 4 Charges (-1), OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼) [4] 2u 6) Bola Arrow: Entangle 6d6, 6 DEF (60 Active Points); 4 Charges (-1), OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼) [4] 2u 7) Climb Line Arrow: Stretching 12" (60 Active Points); Only for Grabbing, Pulling, and Climbing (-1), OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼), 4 Recoverable Charges (-½) [4 rc] 2u 8) Neural Interference Arrow: Drain STR 4d6, Ranged (+½) (60 Active Points); 4 Charges (-1), OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼) [4] 3u 9) Smoke Arrow: Darkness to Sight Group 6" radius (60 Active Points); OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼), 4 Continuing Charges lasting 1 Minute each (-¼) [4 cc] 3u 10) Swingline Arrow: Swinging 60" (60 Active Points); OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼), 4 Recoverable Charges (-½) [4 rc] 10 Ch'i Powers: Multipower, 30-point reserve, (30 Active Points); all slots Extra Time (Full Phase, -½), Concentration (0 DCV; -½), Costs Endurance (-½), Self Only (-½) 1u 1) Powerful Ch'i: Aid Strength 1 ½d6, Invisible Power Effects (Fully Invisible; +1) (30 Active Points); Extra Time (Full Phase, -½), Concentration (0 DCV; -½), Costs Endurance (-½), Self Only (-½) 3 1u 2) Mind Ch'i: Aid Ego 1 ½d6, Invisible Power Effects (Fully Invisible; +1) (30 Active Points); Extra Time (Full Phase, -½), Concentration (0 DCV; -½), Costs Endurance (-½), Self Only (-½) 3 1u 3) Restoring Ch'i: Aid REC 1 ½d6, Invisible Power Effects (Fully Invisible; +1) (30 Active Points); Extra Time (Full Phase, -½), Concentration (0 DCV; -½), Costs Endurance (-½), Self Only (-½) 3 1u 4) Iron Ch'i: Aid PD 1 ½d6, Invisible Power Effects (Fully Invisible; +1) (30 Active Points); Extra Time (Full Phase, -½), Concentration (0 DCV; -½), Costs Endurance (-½), Self Only (-½) 3 1u 5) Iron Ch'i: Aid ED 1 ½d6, Invisible Power Effects (Fully Invisible; +1) (30 Active Points); Extra Time (Full Phase, -½), Concentration (0 DCV; -½), Costs Endurance (-½), Self Only (-½) 3 18 Chinese Demon Armor: (Total: 34 Active Cost, 18 Real Cost) Armor (8 PD/8 ED) (24 Active Points); OIF Durable (-½), Real Armor (-¼) (Real Cost: 14) plus +10 PRE (10 Active Points); Only to instill fear (-1), OIF Durable (-½) (Real Cost: 4) 9 +3 PER with all Sense Groups An Ch'i Maneuver OCV DCV Notes 4 Martial Block +2 +2 Block, Abort 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Nerve Strike -1 +1 2d6 NND 4 Basic Shot +0 +0 Strike, +2 DC 3 Defensive Shot -1 +2 Strike 5 Moving Shot -1 +0 Weapon, Weapon; FMove 4 Quick Shot +1 +0 Strike, +2 DC 2 Weapon Element: Blades, Bows Perks 4 Fringe Benefit: Captain Talents 15 Danger Sense (self only, in combat) 16-/13- Skills An Ch'i 5 1) +1 with Ranged Combat 3 2) Contortionist 14- 3 3) Fast Draw 14- 3 4) KS: An Ch'i 13- 3 5) Mimicry 13- 3 6) Stealth 14- 3 7) Survival 13- 3 8) Tracking 13- 7 9) WF: Bows, Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Off Hand 5 +1 with HTH Combat 5 Defense Maneuver I-II 3 Oratory 14- 3 Persuasion 14- 3 Tactics 13- 10 Two-Weapon Fighting (HTH) Total Powers & Skill Cost: 220 Total Cost: 350 200+ Disadvantages 10 Distinctive Features: An Ch'i Martial Arts Style (Not Concealable; Noticed and Recognizable; Detectable By Large Group) 15 Distinctive Features: Chinese Demon Armor (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses) 5 Distinctive Features: Pi Yao military unit tattoo (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture) 20 Hunted: Cyberware 14- (Mo Pow; NCI; Watching) 0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing) 10 Psychological Limitation: Attracted to Dionisio (Common; Moderate) 20 Psychological Limitation: Code of the Chinese Knight (Common; Total) 20 Psychological Limitation: Honorable (Common; Total) 10 Reputation: The Demon Warrior, 8- (Extreme) 20 Social Limitation: Subject to Orders from Cyberware (Very Frequently; Major) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Zhi Lilan was born on June 2, 2221 in San Francisco, Republic of West Coast States into the Street King caste. Her family was one of the high ranking commanders of Pi Yao unit and she was destined to become a leader of it. At the age of 5 she began her martial arts training along with her school education. By the time she had reached the age of 18 Lilan was close to becoming a master of An Ch'i and was one of the best students in the unit due to the combination of her natural abilities with the martial arts. Over the next six years she performed numerous combat operations against other Street King units and was suffered few failures. When she was 26 she was transferred to Digital Age as team leader and she worked to bring the individual members together as a team. The only team member she has trouble with is Cybernightmare and that is because of her independent streak. Personality/Motivation: Lilan is a stern woman while leading the team and expects obedience from the members. She doesn't take well to failure and works to keep the unit together while both performing missions or not. She has a tender side that only Dionisio has seen, but she does care for him more than she should. She gets along fine with Rock Strike and Sharpshooter, but relations are strained with Cybernightmare. Lilan doesn't exactly care for the strict caste system and will oftentimes protect those that are from the lowest caste. This brings her into conflict with her superiors, but she doesn't care. She enjoys scaring those that prey on the weaker members of society. Lilan wishes to have the best team that can defeat any opponent they run across. She trains them hard, but is fair with them. She will go to great lengths to ensure that the team and her are ready for anything. Quote: "So which limb do you prefer to lose?" Powers/Tactics: Lilan has super strength, speed, and dexterity. She uses them to great effect when fighting with her hands, jien, or bow. She is also an accomplished martial artist. She prefers to launch ambushes and diversionary attacks to surprise her opponents. In combat, she'll start from a distance fighting with her bow then move in to fight with her hands or jien. Campaign Use: If the heroes work for Republic of West Coast States she will assist them as much as possible. If the heroes are from another faction she will try to apprehend them for later interrogation. If she can't apprehend them she will resort to killing them. Appearance: Lilan stands 5' 8" tall and weighs 172 pounds. She has long black hair and brown eyes. She is extremely beautiful with fine, delicate features. Her costume is a suit of Chinese armor that incorporates Chinese demonic based features. She wears a traditional chinese helmet with a Chinese demon full face mask. When out of costume she wears traditional Chinese clothing for women.
  10. Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team Digital Age HIGH EXPLOSIVE Val Char Cost Roll Notes 40 STR 30 17- Lift 6400.0kg; 8d6 [4] 23 DEX 39 14- OCV: 8/DCV: 8 18 CON 16 13- 13 BODY 6 12- 15 INT 5 12- PER Roll 17- 13 EGO 6 12- ECV: 4 15 PRE 5 12- PRE Attack: 3d6 14 COM 2 12- 10+8 PD 2 Total: 10/18 PD (0/8 rPD) 10+8 ED 6 Total: 10/18 ED (0/8 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 15 REC 6 60 END 12 50 STUN 8 Total Characteristic Cost: 160 Movement: Running: 6"/12" Flight: 20"/80" Leaping: 8"/16" Swimming: 2"/4" Cost Powers END 27 Explosive Offensive Powers: Multipower, 61-point reserve, (61 Active Points); all slots Activation Roll 13- (-¾), Restrainable (-½) 3u 1) Fiery Explosive Ground Punch: Energy Blast 5d6+1, Personal Immunity (+¼), Explosion (Line; -1 DC/5"; +1) (61 Active Points); Activation Roll 13- (-¾), Restrainable (-½) 6 2u 2) Rapid Fire Explosive Ground Punches: Energy Blast 3d6, Personal Immunity (+¼), Explosion (Line; -1 DC/5"; +1), Autofire (5 shots; +1 ½) (56 Active Points); Activation Roll 13- (-¾), Restrainable (-½) 6 2u 3) Explosive Punch: Hand-To-Hand Attack +6 ½d6, Personal Immunity (+¼), Explosion (+½) (58 Active Points); Activation Roll 13- (-¾), Hand-To-Hand Attack (-½), Restrainable (-½) 6 2u 4) Rapid Fire Explosive Punches: Hand-To-Hand Attack +4d6, Explosion (+½), Autofire (5 shots; +1 ½) (60 Active Points); Activation Roll 13- (-¾), Hand-To-Hand Attack (-½), Restrainable (-½) 6 2u 5) Deadly Explosive Punch: Killing Attack - Hand-To-Hand 2d6-1 (3d6 - 1 w/STR), Personal Immunity (+¼), Explosion (+½), Armor Piercing (+½) (56 Active Points); Activation Roll 13- (-¾), Restrainable (-½) 6 9 Field of Fire: Force Field (8 PD/8 ED) (16 Active Points); Activation Roll 13- (-¾) 2 4 Well Balanced: Knockback Resistance -2" 18 Flight of Fire: Flight 20", x4 Noncombat (45 Active Points); Activation Roll 13- (-¾), Increased Endurance Cost (x2 END; -½), Visible (Trail of Fire; -¼) 8 15 Sharp Eyes: +5 PER with all Sense Groups 6 Sharp Eyes: +4 versus Range Modifier for Sight Group Commando Training Maneuver OCV DCV Notes 3 Akido Throw +0 +1 8d6 +v/5, Target Falls 4 Boxing Cross +0 +2 10d6 Strike 4 Choke -2 +0 Grab One Limb; 2d6 NND 4 Escape +0 +0 55 STR vs. Grabs 4 Hold -1 -1 Grab Three Limbs, 10 STR for holding on 4 Judo Disarm -1 +1 Disarm; 50 STR to Disarm roll 4 Karate "Chop" -2 +0 HKA 1d6 +1 4 Kung Fu Block +2 +2 Block, Abort Skills Street King 15 1) +3 with Ranged Combat 3 2) Streetwise 12- 7 3) WF: Common Melee Weapons, Assault Rifles/LMGs, Chain & Rope Weapons, Gauss Guns, Handguns, Laser Pistols, Laser Rifles, Rifles, Shotguns, Submachine Guns, Thrown Grenades 15 +3 with HTH Combat 3 Climbing 14- 3 Feint 14- 3 Hoist 12- 3 Interrogation 12- 3 KS: Republic of West Coast States Military 12- 2 KS: Military Ranks and Protocols 11- 5 Defense Maneuver I-II 0 Language: English (completely fluent; literate) (4 Active Points) 4 Language: Spanish (completely fluent; literate) 3 Tactics 12- Total Powers & Skill Cost: 190 Total Cost: 350 200+ Disadvantages 15 Distinctive Features: Extremely muscular body (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture) 20 Hunted: Faction 14- (Mo Pow; NCI; Watching) 0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing) 20 Psychological Limitation: Hatred of Chancy's Cobras (Common; Total) 20 Psychological Limitation: Code of Silence (Common; Total) 10 Psychological Limitation: Enjoys watching things explode (Common; Moderate) 10 Reputation: Member of 12th Street Sidewinders, 11- 15 Rivalry: Professional (Juan Martinez; Rival is More Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry) 20 Social Limitation: Subject to Orders from Faction (Very Frequently; Major) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Dionisio Castillo was born in Nuevo Angeles on May 13, 2232 to parents that were part of the lowest social class. He joined the 12th Street Sidewinders when he was 11 to better himself socially. Over the next 6 years he fought in viscous street battles with Chancy's Cobras. During one of these clashes Dionisio's powers activated and wiped out the opposing street king gang. When he returned back to headquarters he was taken into custody and transferred to Digital Age for training. He has learned a lot from Lady Stalker since then. Personality/Motivation: Dionisio believes in having fun and getting along with others. He has a rivalry with the leader of Chancy's Cobras and wishes to end it, but Cyberware prohibits him from taking out one of their best military units. Cybernightmare creeps him out, but he tries to be friendly with her. Lady Stalker and him are currently dating each other. The rest of the team he gets along with. Dionisio treats others fairly and is even tempered. This includes dealings with rival military units. He is very disciplined and takes orders well from superiors. He wants to learn how to control his powers better and to be in a different caste then what he was born into. He will disavow his connection to his family because it will force him out of the street king caste and back into the lowest caste. Quote: "How about you go boom?" Powers/Tactics: His powers are centered around explosions caused by his fist impacting the target or the ground. His super strength and speed make him a very tough opponent to fight against. Dionisio lacks total control over his abilities in order to have them work all of the time. Dionisio will listen to orders and will protect Lady Stalker. The two make a perfect combination in combat with each playing off of each other's strengths and weaknesses. Campaign Use: If the heroes are from the 12th Street Sidewinders he will treat them as family. If the heroes are from any other group Dionisio will not divulge any information that the heroes need. He will keep the conversation limited to simple chit-chat. Appearance: Dionisio stands 6' 5" tall and weighs 251 pounds. He has brown eyes and wears his black hair in a crew cut. His current costume is set of black camouflage fatigues with combat boots. He wears a black beret that all 12th Street Sidewinders wear. His body is ripped with muscles and Dionisio keeps in shape by working out constantly.
  11. CYBERNIGHTMARE Val Char Cost Roll Notes 10+20 STR 0 11- / 15- Lift 100.0kg/1600.0kg; 2d6/6d6 23 DEX 39 14- OCV: 8/DCV: 8 18 CON 16 13- 13 BODY 6 12- 20 INT 10 13- PER Roll 17- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 8+12 PD 6 Total: 8/20 PD (0/8 rPD) 8+12 ED 4 Total: 8/20 ED (0/8 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 6 REC 0 35 END 0 27 STUN 0 Total Characteristic Cost: 113 Movement: Running: 18"/72" Flight: 12"/48" Leaping: 21"/84" Swimming: 26"/104" Swinging: 14"/56" Cost Powers END 34 Cybernetic Weapon Pool: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-½), Real Weapon (-¼) 3u 1) Cybernetic Laser Stun Setting: Energy Blast 8d6, No Range Modifier (+½) (60 Active Points); OIF (-½), Real Weapon (-¼) 6 3u 2) Cybernetic Flamethrower Nozzle: Energy Blast 4d6, Area Of Effect (16" Line; +1), Continuous (+1) (60 Active Points); OIF (-½), 12 Charges (-¼), Real Weapon (-¼) [12] 3u 3) Cybernetic Laser Lethal Setting: Killing Attack - Ranged 4d6 (60 Active Points); OIF (-½), Real Weapon (-¼) 6 3u 4) Cybernetic Fists: Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-½), OIF (-½), Real Weapon (-¼) 6 3u 5) Cybernetic Sword Arm: Killing Attack - Hand-To-Hand 4d6 (4 ½d6 / 6d6 w/STR) (60 Active Points); OIF (-½), Real Weapon (-¼) 6 1u 6) Flash Grenades: Sight and Hearing Groups Flash 4d6 (25 Active Points); 8 Charges (-½), OIF (-½), Real Weapon (-¼) [8] 3u 7) Smoke Grenades: Darkness to Sight and Hearing Groups 4" radius, 8 Continuing Charges lasting 1 Minute each (+¼) (56 Active Points); OIF (-½), Real Weapon (-¼) [8 cc] 14 Cybernetic Movement Systems: Multipower, 29-point reserve, (29 Active Points); all slots OIF Durable (-½), Increased Endurance Cost (x2 END; -½) 1u 1) Cybernetic Anti-Gravity Thrusters: Flight 12", x4 Noncombat (29 Active Points); OIF Durable (-½), Increased Endurance Cost (x2 END; -½) 6 1u 2) Cybernetic Legs Leaping: Leaping +19" (21"/25" forward, 10 ½"/12 ½" upward) (Accurate, x4 Noncombat) (29 Active Points); OIF Durable (-½), Increased Endurance Cost (x2 END; -½) 6 1u 3) Cybernetic Legs Running: Running +12" (18" total), x4 Noncombat (29 Active Points); OIF Durable (-½), Increased Endurance Cost (x2 END; -½) 6 1u 4) Cybernetic Arm Swingline: Swinging 14", x4 Noncombat, No Gravity Penalty (+½) (28 Active Points); OIF Durable (-½), Increased Endurance Cost (x2 END; -½) 6 1u 5) Underwater Thrusters: Swimming +24" (26" total) (x4 Noncombat) (29 Active Points); OIF Durable (-½), Increased Endurance Cost (x2 END; -½) 6 8 Cybernetic Sensor Suite: Multipower, 20-point reserve, (20 Active Points); all slots Increased Endurance Cost (x2 END; -½), OIF Durable (-½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼), Costs Endurance (Only Costs END to Activate; -¼) 1u 1) Active Sonar (Hearing Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Increased Endurance Cost (x2 END; -½), OIF Durable (-½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼), Costs Endurance (Only Costs END to Activate; -¼) 4 1u 2) Telescopic Subsystem+4 PER with all Sense Groups (12 Active Points); Increased Endurance Cost (x2 END; -½), OIF Durable (-½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼), Costs Endurance (Only Costs END to Activate; -¼) 2 1u 3) Nightvision (5 Active Points); Increased Endurance Cost (x2 END; -½), OIF Durable (-½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼), Costs Endurance (Only Costs END to Activate; -¼) 2 1u 4) Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Increased Endurance Cost (x2 END; -½), OIF Durable (-½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼), Costs Endurance (Only Costs END to Activate; -¼) 4 1u 5) Radio Communication: Radio Perception/Transmission (Radio Group), Concealed (-2 with Radio Perception/Transmission PER Rolls) (12 Active Points); Increased Endurance Cost (x2 END; -½), OIF Durable (-½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼), Costs Endurance (Only Costs END to Activate; -¼) 2 1u 6) Ultraviolet Perception (Sight Group) (5 Active Points); Increased Endurance Cost (x2 END; -½), OIF Durable (-½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼), Costs Endurance (Only Costs END to Activate; -¼) 2 1u 7) Ultrasonic Perception (Hearing Group), Increased Arc Of Perception (360 Degrees) (8 Active Points); Increased Endurance Cost (x2 END; -½), OIF Durable (-½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼), Costs Endurance (Only Costs END to Activate; -¼) 2 14 Armored Body: Armor (8 PD/8 ED) (24 Active Points); Always On (-½), Visible (-¼) 6 Brain and Spinal Column Nutrient Bath: Life Support (Eating: Character only has to eat once per week; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat) (8 Active Points); IIF (-¼) 4 Polarized Lenses: Sight Group Flash Defense (8 points) (8 Active Points); OIF Durable (-½), Costs Endurance (-½) 1 4 Audio Dampers: Hearing Group Flash Defense (8 points) (8 Active Points); OIF Durable (-½), Costs Endurance (-½) 1 27 Cybernetic Body: Density Increase (25,600 kg mass, +20 STR, +4 PD/ED, -4" KB), Reduced Endurance (0 END; +½), Persistent (+½) (40 Active Points); Always On (-½) 32 Micro-Nuclear Power Plant: Endurance Reserve (100 END, 30 REC) (40 Active Points); IIF Durable (-¼) Skills Scientist 3 1) Armorsmith 14- 3 2) Computer Programming 13- 3 3) Deduction 13- 3 4) Inventor 13- 4 5) WF: Axes, Maces, Hammers, and Picks, Blades, Clubs, Laser Pistols, Laser Rifles, Unarmed Combat 3 Weaponsmith 13- 3 Scientist 2 1) Science Skill: Anatomy 13- (3 Active Points) 2 2) Science Skill: Biology 13- (3 Active Points) 2 3) Science Skill: Cybernetics 13- (3 Active Points) 2 4) Science Skill: Engine Design 13- (3 Active Points) 2 5) Science Skill: Metallurgy 13- (3 Active Points) 2 6) Science Skill: Neurology 13- (3 Active Points) 2 7) Science Skill: Nuclear Engineering 13- (3 Active Points) 2 8) Science Skill: Optronics 13- (3 Active Points) 2 9) Science Skill: Surgery 13- (3 Active Points) 3 Scholar 2 1) KS: Anatomy (3 Active Points) 13- 2 2) KS: Biology (3 Active Points) 13- 2 3) KS: Cybernetics (3 Active Points) 13- 2 4) KS: Engine Design (3 Active Points) 13- 2 5) KS: Medicine (3 Active Points) 13- 2 6) KS: Metallurgy (3 Active Points) 13- 2 7) KS: Neurology (3 Active Points) 13- 2 8) KS: Nuclear Engineering (3 Active Points) 13- 2 9) KS: Optronics (3 Active Points) 13- 2 10) KS: Surgery (3 Active Points) 13- Total Powers & Skill Cost: 238 Total Cost: 350 200+ Disadvantages 20 Distinctive Features: Cybernetic Body (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Enraged: Whenever an innocent is threatened with harm (Uncommon), go 14-, recover 11- 20 Hunted: Wetware 8- (Mo Pow; NCI; Capture) 20 Hunted: Cyberware 14- (Mo Pow; NCI; Watching) 15 Psychological Limitation: Implanted 10mt nuclear bomb that will go off if Cybernightmare goes rogue (Uncommon; Total) 20 Psychological Limitation: Will not harm innocents (Common; Total) 15 Psychological Limitation: Mourns her adopted father's death (Common; Strong) 20 Social Limitation: Subject to Orders from Cyberware (Very Frequently; Major) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Maria De La Rosa was born on September 25, 2220 in the vast metropolis that is Neuvo San Deigo. When she was 5, both of her parents were killed in a gang war shooting because her father was a member of a rival gang. A young man that was a cyberneticist happened to be nearby where the shooting took place and adopted the young girl. She grew up in one of the corporate gated communities and loved her adopted father very much. She was given the best education that he could afford and she went to college to become a cyberneticist. After completing her degrees she went to work for Cyberware and worked alongside her adopted father. On March 12, 2248, her adopted father was killed by a drunk driver and her life became unhinged. She began experimenting on herself and over the next few years she had replaced everything except for her spinal column and brain with cybernetic replacements. One night, her mind snapped and she went rogue. She escaped from the cybernetic research facility killing many military personnel. During the huge firefight several innocents were caught in the crossfire and to prevent them from being harmed Maria gave up. She was taken back into custody and implanted with a 10 megaton nuclear warhead as a safety measure. She was eventually transferred to the team Digital Age and works with them. Personality/Motivation: Maria misses her adoptive father very much and has went insane with grief. She is unpredictable and moody. She doesn't acknowledge her team mates and spends most of her time performing research. Maria is distant and detached often speaking in the third person. She doesn't want innocents to be harmed so she will do anything to protect them. Maria has a death wish, but will not risk innocents to accomplish it. She is kept under control due to the nuclear warhead implanted inside of her. Quote: "She will protect you from harm!" Powers/Tactics: All of Maria's powers stem from her cybernetically enchanced body. She is equipped with state of the art weapons and the latest composite armor to protect her spinal column and brain. She will fight up close as much as possible to prevent the possibility of an innocent person from getting harmed. If an innocent is harmed she will go beserk and attempt to kill the person that did it. Campaign Use: If the heroes harm an innocent Maria will go all out to kill them. She isn't interested in politics and will stay out of it as much as possible. She will not be much help to other heroes and will ignore them. Appearance: Maria stands 5' 8" and weighs 3,527 pounds due to her cybernetic body. Her original weight was 130 pounds. Her cybernetic eyes are lavender in color. Her cybernetic body is painted blood red with silver joints/trim. Her body is distinctive in that it has a definite female form.
  12. Re: A damage shield whose effect is continuous I would recommend building a second power that uses Linked or Trigger with Continuous to get the effect you want.
  13. Re: A Character That Is Possessed That's perfect for what I was thinking of. Thank ya.
  14. Re: A Character That Is Possessed I'm thinking of something that's a little bit more easy to use. Having to write up 300+ different character sheets isn't easy.
  15. Re: Patriotic Equipment One problem with that SD and the Desert Eagle is Israeli, so what about a Colt M1911A1 .45 instead?
  16. Thank y'all for the help with the last character and I need y'alls help again. I want to build a character that becomes possessed the spirits of the Continental patriots of the American Revolution and his appearance plus skill set changes to reflect who is possessing him. Thank y'all in advance for the help.
  17. Re: Inceptum Terminus: I Present The Dream Team 1. Sleep heals the transform since the person is going directly to the dream world. Dreamscape's power only cosmetically changes the real world into the dream world, but it isn't the dream world. The summoned creatures serve no other purpose then to wreak havoc on our world. She can't control them and they also reinforce the idea that this is the dream world now. 2. Neuron's shrinking ability is to enable him to get down to microscopic levels and enter a person's body. He turns the shrinking off once inside and kills them. The amount of shrinking he has is enough to get him down to 55 microns which is the average size of a neuron. He can be hit. It just takes AOE attacks that target the hex and not him. 3. Thank you for catching that. It'll be removed from the power.
  18. Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team The Marshals LD MECHANICAL HORSE Val Char Cost Notes 1 Size 5 Length 1.26", Width 0.63", Area 0.79" Mass 200 kg KB -1 25 STR 10 Lift 800.0kg; 5d6 15 DEX 15 OCV 5 DCV 5 15 BODY 4 8 DEF 18 4 SPD 15 Phases: 3, 6, 9, 12 Total Characteristic Cost: 53 Movement: Flight: 20" / 160" Cost Powers END Vehicle Locomotive Systems 25 Anti-Gravity Ground Vehicle: Flight 20", x8 Noncombat (50 Active Points); Must remain within 1 meter of the surface (-1/2), Costs Endurance (-1/2) Note: Weight: 10% of the maximum weight of the vehicles Strength. 5 4 Increased Acceleration 2" per hex: (4 Active Points) 0 4 Increased Deceleration 2" per hex: (4 Active Points) 0 44 Vehicular Fission Reactor: Endurance Reserve (90 END, 90 REC) (99 Active Points); OIF Bulky Durable (-1), Only powers electrical devices (-1/4) Note: Weight: 10% of the maximum weight of the vehicles Strength. 0 Vehicle Weapons 26 Kenther L-17 Laser LMG: (Total: 86 Active Cost, 26 Real Cost) Killing Attack - Ranged 2 1/2d6, Increased Maximum Range (1,500"; +1/4), Autofire (5 shots; +1/2) (70 Active Points); OAF Bulky Durable (-1 1/2), Strength Minimum 15 (-3/4), Required Hands (-1/2), No Knockback (-1/4), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 15) plus +2 with Ranged Combat (10 Active Points); OAF Bulky Durable (-1 1/2) (Real Cost: 4) plus Penalty Skill Levels: +2 vs. Range Modifier with All Attacks (6 Active Points); OAF Bulky Durable (-1 1/2) (Real Cost: 2) Note: (x2 number of items) 7 Vehicle Equipment 7 Advanced Targeting Computer: +3 with Ranged Combat (15 Active Points); OIF Bulky (-1) Note: Weight: 20kg 6 Highly Maneuverable: +3 with Combat Driving 10 Tactical Communications Network: Mind Link , Machine class of minds, One Specific Mind, No LOS Needed, Number of Minds (x64) (45 Active Points); Only with others who have Mind Link (-1), OIF Bulky (-1), Affected as Sight and Hearing Groups (-1/2), Affected as Radio not Mental Groups (-1/2), Costs END (Only Costs END to Activate; -1/4) Note: Weight: 10kg 4 Total Powers & Skill Cost: 126 Total Cost: 179 164+ Disadvantages 15 Distinctive Features: Vehicle that is a Horse (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 0 Experience Points Total Disadvantage Points: 179
  19. Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team The Marshals Hell Raisin' Holly Val Char Cost Roll Notes 18 STR 8 13- Lift 303.1kg; 3 ½d6 [2] 23 DEX 39 14- OCV: 8/DCV: 8 13 CON 6 12- 12 BODY 4 11- 13 INT 3 12- PER Roll 12- 12 EGO 4 11- ECV: 4 12 PRE 2 11- PRE Attack: 2d6 14 COM 2 12- 7+6 PD 3 Total: 7/13 PD (0/6 rPD) 7+6 ED 4 Total: 7/13 ED (0/6 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 10 REC 6 26 END 0 28 STUN 0 Total Characteristic Cost: 98 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END Very Light Protective Power Armor 8 1) Very Light Protective Powered Armor: Armor (6 PD/6 ED) (18 Active Points); OIF Durable (-½), Half Mass (-½), Real Armor (-¼) 2 2) Auditory Sensors: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF Durable (-½) 15 3) Combat Helmet: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); IIF Durable (-¼) 5 4) Communication System: HRRP (Radio Group) (12 Active Points); Affected as Sight and Hearing Groups as well as Radio Group (-¾), OIF Durable (-½) 7 5) Onboard Radar: Radar (Radio Group) (15 Active Points); OIF Durable (-½), Affected as Sight Group as well as Radio Group (-½) 3 6) Visual Sensors: IR Perception (Sight Group) (5 Active Points); OIF Durable (-½) Power Armor Onboard Computer 2 1) Laser Rangefinder: Absolute Range Sense (3 Active Points); IIF Durable (-¼) 2 2) Clock: Absolute Time Sense (3 Active Points); IIF Durable (-¼) 2 3) Feedback Sensors: Bump Of Direction (3 Active Points); IIF Durable (-¼) 2 4) Math Processor: Lightning Calculator (3 Active Points); OIF Durable (-½) 32 Powered Battle Armor Fission Reactor: Endurance Reserve (100 END, 25 REC) Reserve: (35 Active Points); OIF Durable (-½) 3 Fast Draw Holster: +2 with Fast Draw (4 Active Points); OIF Durable (-½) 3 Fast Draw Holster: +2 with Fast Draw (4 Active Points); OIF Durable (-½) 20 Combat Arms G-4 Gauss Auto Pistol: (Total: 49 Active Cost, 20 Real Cost) Killing Attack - Ranged 1 ½d6, 2 clips of 12 Charges (+0), Required Hands One-Handed (+0), Autofire (3 shots; +¼), Armor Piercing (+½) (44 Active Points); OAF Durable (-1), Strength 10 (-½), No Knockback (-¼), Beam (-¼), Real Weapon (-¼) (Real Cost: 13) plus +1 with Ranged Combat (5 Active Points); OAF Durable (-1) (Real Cost: 2) [12] Notes: (x2 number of items) Gunslingin Maneuver OCV DCV Notes 4 Martial Block +2 +2 Block, Abort 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Martial Strike +0 +2 Weapon +2 DC Strike 5 Takeaway +0 +0 Grab Weapon, 28 STR to take weapon away 4 Accurate Shot +2 -2 Weapon, Weapon Strike 4 Basic Shot +0 +0 Strike, +2 DC 3 Defensive Shot -1 +2 Strike 5 Distance Shot +0 -2 Strike , +1 Segment 3 Diving Shot +0 +2 Weapon +2 DC, Weapon Strike, Half Move 5 Far Shot +1 -1 Strike 3 Leg Shot +0 -1 HKA 0 ½d6, Weapon+2DC Strike, Throw 4 Quick Shot +1 +0 Strike, +2 DC 4 Ranged Disarm +0 +0 Disarm, +3 DC to Disarm 4 Trained Shot +2 +0 Weapon, Weapon Strike 1 Weapon Element: Gauss Guns Perks 3 Fringe Benefit: Federal/National Police Powers 13 Lonestar Development Mechanical Horse: Vehicles & Bases (33 Active Points); OAF (-1), Requires A Skill Roll (Riding; -½) Skills Corporate or New Confederation Soldier 3 1) Climbing 14- 3 2) PS: Member of Military 12- 3 3) Stealth 14- 3 4) Tactics 12- 4 5) WF: Assault Rifles/LMGs, Gauss Guns, Handguns, Laser Pistols, Laser Rifles, Rifles, Shotguns, Submachine Guns, Thrown Grenades Corporate or New Confederation Special Forces 3 1) +3 with any single attack with one specific weapon 3 2) Navigation (Land, Marine) 12- 3 3) Paramedics 12- 3 4) PS: Special Forces Member 12- 3 5) Science Skill: Hydrography 12- 2 6) +1 with Stealth 4 7) Survival (Desert, Mountain) 12- 3 8) Systems Operation 12- 2 9) +1 with Tactics 3 10) Tracking 12- 4 11) WF: Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons 3 Riding 14- 3 Scholar 2 1) KS: Corporate or New Confederation Military (3 Active Points) 12- 2 2) KS: Gun Accessories (3 Active Points) 12- 2 3) KS: Military Force History and Customs (3 Active Points) 12- 2 4) KS: Special Forces History and Traditions (3 Active Points) 12- 10 Two-Weapon Fighting (Ranged) Total Powers & Skill Cost: 252 Total Cost: 350 200+ Disadvantages 10 Dependence: Cigars Incompetence: -1 to Skill Rolls and related rolls per time increment (Easy To Obtain; 20 Minutes) 10 Dependence: Tequila Incompetence: -1 to Skill Rolls and related rolls per time increment (Easy To Obtain; 20 Minutes) 20 Enraged: Whenever she's insulted (Uncommon), go 14-, recover 11- 20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture) 20 Hunted: Lonestar Development 14- (Mo Pow; NCI; Watching) 0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing) 20 Psychological Limitation: Loves to perform showdowns (Common; Total) 20 Psychological Limitation: Raises hell at every opportunity (Very Common; Strong) 10 Psychological Limitation: Thrillseeker (Common; Moderate) 20 Social Limitation: Subject to Orders from Lonestar Development (Very Frequently; Major) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Holly Hamilton was born on June 22, 2230 in El Paso, Southwestern Militarized Zone. Her mother died during her birth and was raised by her dad. Holly's father was a captain in the 7th Company, 3rd Battalion, 3rd Cavalry Regiment that served as a defense unit of El Paso. She learned from the members of her dad's unit how to party and handle weapons at a young age. Her schooling was quite frequently interrupted due to the frequent fighting with the Mexican Army and barely made it through schooling. Upon graduation, she enlisted into the Southwestern Militarized Zone Armed Forces and during her service further expanded her skills in gun fighting. With her considerable skills Holly was transferred to the Marshal service and got involved with Doc McCabe. Their relationship lasted a few months before settling on being friends. Her assignment in the Marshal service placed her as a member of The Marshal's gifted team. Personality/Motivation: Holly enjoys partying and finding new thrills to experience. Her brashness often leads The Marshals into unwanted fights and causes some friction with Marshal Baldwin. She gets along well with the rest of the team. She wants to experience all that life has to offer and will do anything to do it. Quote: "Are you sure that you want to touch your iron?" Powers/Tactics: Holly's powers are all based off of the equipment she wears. She has extensive training in firearms and can use her weapons to great effect in hand to hand and at range. She will start off attacking at long range then move into hand to hand range using her dual pistols. Campaign Use: Holly has no interest in other heroes unless it's for a romantic involvement or will lead to a new thrill. Appearance: Holly stands 5' 4" and weighs 145 pounds. She has waist length curly red hair and green eyes. She wears custom made power armor, oilskin duster, and a gunslinger hat. She also has dual fast draw holsters that are strapped to her legs. Out of her armor she likes to wear cutoff jean shorts and t-shirts.
  20. Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team The Marshals Doc McCabe Val Char Cost Roll Notes 16 STR 6 12- Lift 229.7kg; 3d6 [2] 20 DEX 30 13- OCV: 7/DCV: 7 15 CON 10 12- 14 BODY 8 12- 18 INT 8 13- PER Roll 13- 13 EGO 6 12- ECV: 4 13 PRE 3 12- PRE Attack: 2 ½d6 12 COM 1 11- 10+6 PD 7 Total: 10/16 PD (0/6 rPD) 10+6 ED 7 Total: 10/16 ED (0/6 rED) 5 SPD 20 Phases: 3, 5, 8, 10, 12 8 REC 4 30 END 0 33 STUN 3 Total Characteristic Cost: 113 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END Very Light Protective Power Armor 8 1) Very Light Protective Powered Armor: Armor (6 PD/6 ED) (18 Active Points); OIF Durable (-½), Half Mass (-½), Real Armor (-¼) 2 2) Auditory Sensors: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF Durable (-½) 15 3) Combat Helmet: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); IIF Durable (-¼) 5 4) Communication System: HRRP (Radio Group) (12 Active Points); Affected as Sight and Hearing Groups as well as Radio Group (-¾), OIF Durable (-½) 7 5) Onboard Radar: Radar (Radio Group) (15 Active Points); OIF Durable (-½), Affected as Sight Group as well as Radio Group (-½) 3 6) Visual Sensors: IR Perception (Sight Group) (5 Active Points); OIF Durable (-½) 32 Powered Battle Armor Fission Reactor: Endurance Reserve (100 END, 25 REC) Reserve: (35 Active Points); OIF Durable (-½) 10 Power Armor Onboard Computer: Multipower, 12-point reserve, (12 Active Points); all slots IIF Durable (-¼) 1u 1) Laser Rangefinder: Absolute Range Sense (3 Active Points); IIF Durable (-¼) 1u 2) Clock: Absolute Time Sense (3 Active Points); IIF Durable (-¼) 1u 3) Feedback Sensors: Bump Of Direction (3 Active Points); IIF Durable (-¼) 1u 4) Math Processor: Lightning Calculator (3 Active Points); OIF Durable (-½) 25 Advanced First Aid Kit: Aid Any wounded characteristic 4d6, all Characteristics simultaneously (+2) (120 Active Points); Extra Time (1 Minute, Character May Take No Other Actions, -1 ¾), OAF (-1), Requires A Skill Roll (Paramedics; -½), Only Restores to Starting Values (-½) 14 Medical Scanner: (Total: 34 Active Cost, 14 Real Cost) Detect Human Physiology 18- (Unusual Group), Microscopic: x10,000 (20 Active Points); OAF Durable (-1) (Real Cost: 10) plus KS: Medicine (7 Active Points); OAF Durable (-1) 14- (Real Cost: 2) plus KS: Medical Library (7 Active Points); OAF Durable (-1) 14- (Real Cost: 2) 15 Combat Arms S15 Single Barrel 12 gauge Shotgun: Killing Attack - Ranged 2 ½d6, +1 Increased STUN Multiplier (+¼), Area Of Effect Nonselective (11" Cone; +¾) (80 Active Points); OAF (-1), 8 clips of 1 Charge (-1), STR Minimum cannot Add/Subtract Damage (-½), Required Hands Two-Handed (-½), Strength Minimum 12 (-½), No Knockback (-¼), Reduced Penetration (-¼), Reduced By Range (-¼) [1] Perks 4 Fringe Benefit: Federal/National Police Powers, License to practice a profession Medical Doctor 13 Lonestar Development Mechanical Horse: Vehicles & Bases (33 Active Points); OAF (-1), Requires A Skill Roll (Riding; -½) Skills Corporate or New Confederation Soldier 3 1) Climbing 13- 3 2) PS: Member of Military 13- 3 3) Stealth 13- 3 4) Tactics 13- 4 5) WF: Assault Rifles/LMGs, Gauss Guns, Handguns, Laser Pistols, Laser Rifles, Rifles, Shotguns, Submachine Guns, Thrown Grenades Corporate or New Confederation Special Forces 3 1) +3 with any single attack with one specific weapon 3 2) Navigation (Land, Marine) 13- 3 3) Paramedics 13- 3 4) PS: Special Forces Member 13- 3 5) Science Skill: Hydrography 13- 2 6) +1 with Stealth 4 7) Survival (Temperate/Subtropical, Desert) 13- 3 8) Systems Operation 13- 2 9) +1 with Tactics 3 10) Tracking 13- 4 11) WF: Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons 3 Scholar 2 1) KS: Corporate or New Confederation Military (3 Active Points) 13- 2 2) KS: Cybertechnology (3 Active Points) 13- 2 3) KS: Military Force History and Customs (3 Active Points) 13- 2 4) KS: Special Forces History and Traditions (3 Active Points) 13- Medic 3 1) Forensic Medicine 13- 4 2) +2 with Paramedics 3 3) PS: Physician 13- 3 4) SS: Human Anatomy 13- 4 Gambling (Dice Games, Blackjack, Faro, Poker) 13- 3 Riding 13- Total Powers & Skill Cost: 237 Total Cost: 350 200+ Disadvantages 10 Dependence: Cigars Incompetence: -1 to Skill Rolls and related rolls per time increment (Easy To Obtain; 20 Minutes) 10 Dependence: Whiskey Incompetence: -1 to Skill Rolls and related rolls per time increment (Easy To Obtain; 20 Minutes) 5 Distinctive Features: Always smokes a cigar (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Distinctive Features: Distinctive Power Armor (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses) 20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture) 20 Hunted: Lonestar Development 14- (Mo Pow; NCI; Watching) 0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder) 15 Psychological Limitation: Hippocratic Oath (Common; Strong) 20 Psychological Limitation: Honorable (Common; Total) 15 Psychological Limitation: Loves to gamble (Common; Strong) 20 Social Limitation: Subject to Orders from Lonestar Development (Very Frequently; Major) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Anthony McCabe was born on March 24, 2228 in Mesilla, Southwestern Militarized Zone to parents that were ranchers. He worked on the farm while going to school growing up and expressed an interest in being a doctor. Anthony worked hard to become a medical doctor and served in the Mesilla Militia as a medic. Upon graduating from medical school he entered the Lonestar Marshal service as a doctor and served in many operations against the Mexicans. Over the past 20 years, Doc McCabe has loyally served with Marshal Baldwin and enjoys a small amount of fame. Personality/Motivation: Doc is a hard drinking, cigar smoking, shotgun toting Marshal and is always up for a good time. He is loyal to The Marshals and is friends with all of them. Doc has been romantically involved with Holly in the past, but currently they're just friends. He is a medical professional and will try to save someone's life if they haven't tried to take his. He wants to see the war with the Mexicans finally end so the people of the Southwestern Militarized Zone can enjoy some peace. Quote: "Anyone up for a game of poker and whiskey?" Powers/Tactics: All of Doc's powers are the result of wearing power armor and his skills as a medical doctor. Doc provides close range fire support to Marshal Baldwin. If someone is injured he will try to perform medical procedures on them. Campaign Use: Doc will make the heroes go through Marshal Baldwin for assistance, but will help an injured hero if they haven't tried to kill him first. Appearance: Doc McCabe stands 6' tall and weighs 216 pounds. He has long curly blonde hair and green eyes. He also has a goatee. Doc wears a custom suit of power armor, Stetson hat, and an oilskin duster. He has one dress suit for occasions that require it. He has a lean muscular build and rarely works out.
  21. Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team The Marshals MARSHAL BALDWIN Val Char Cost Roll Notes 18 STR 8 17- Lift 6400.0kg; 8d6 [4] 23 DEX 39 14- OCV: 8/DCV: 8 13 CON 6 12- 13 BODY 6 12- 16 INT 6 12- PER Roll 12- 13 EGO 6 12- ECV: 4 15 PRE 5 12- PRE Attack: 3d6 14 COM 2 12- 10+6 PD 6 Total: 10/16 PD (0/6 rPD) 10+6 ED 7 Total: 10/16 ED (0/6 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 7 REC 0 28 END 1 29 STUN 0 Total Characteristic Cost: 109 Movement: Running: 6"/12" Leaping: 8"/16" Swimming: 2"/4" Cost Powers END Very Light Protective Power Armor 8 1) Very Light Protective Powered Armor: Armor (6 PD/6 ED) (18 Active Points); OIF Durable (-½), Half Mass (-½), Real Armor (-¼) 2 2) Auditory Sensors: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF Durable (-½) 13 3) Combat Helmet: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF Durable (-½) 5 4) Communication System: HRRP (Radio Group) (12 Active Points); Affected as Sight and Hearing Groups as well as Radio Group (-¾), OIF Durable (-½) 7 5) Onboard Radar: Radar (Radio Group) (15 Active Points); OIF Durable (-½), Affected as Sight Group as well as Radio Group (-½) 3 6) Visual Sensors: IR Perception (Sight Group) (5 Active Points); OIF Durable (-½) Power Armor Onboard Computer 2 1) Laser Rangefinder: Absolute Range Sense (3 Active Points); IIF Durable (-¼) 2 2) Clock: Absolute Time Sense (3 Active Points); IIF Durable (-¼) 2 3) Feedback Sensors: Bump Of Direction (3 Active Points); IIF Durable (-¼) 2 4) Math Processor: Lightning Calculator (3 Active Points); OIF Durable (-½) 32 Powered Battle Armor Fission Reactor: Endurance Reserve (100 END, 25 REC) Reserve: (35 Active Points); OIF Durable (-½) 17 Powered Armor Offensive Weapons: Multipower, 52-point reserve, (52 Active Points); all slots Increased Endurance Cost (x3 END; -1), OIF Durable (-½), Restrainable (-½) 1u 1) Rapid Fire Punches: Hand-To-Hand Attack +7d6, Autofire (5 shots; +½) (52 Active Points); Increased Endurance Cost (x3 END; -1), Hand-To-Hand Attack (-½), OIF Durable (-½), Restrainable (-½) 15 2u 2) Fist Spikes: Killing Attack - Ranged 2d6+1, Armor Piercing (+½) (52 Active Points); Increased Endurance Cost (x3 END; -1), OIF Durable (-½), Restrainable (-½) 15 1u 3) Large Objects Near Me: Hand-To-Hand Attack +8d6, Variable Special Effects (Limited Group of SFX; Typical objects found on the street or near a character; +¼) (50 Active Points); Increased Endurance Cost (x3 END; -1), Hand-To-Hand Attack (-½), OIF Durable (-½), Restrainable (-½) 15 12 Powered Armor Strength Augmentation: +22 STR (22 Active Points); No Figured Characteristics (-½), IIF Durable (-¼) 2 10 Corporate Arms SAP .44M: Killing Attack - Ranged 2d6, +1 Increased STUN Multiplier (+¼) (37 Active Points); OAF (-1), STR Minimum cannot Add/Subtract Damage (-½), Strength Minimum 13 (-½), Beam (-¼), No Knockback (-¼), 2 clips of 8 Charges (-¼) [8] Commando Training Maneuver OCV DCV Notes 4 Boxing Cross +0 +2 10d6 Strike 4 Choke -2 +0 Grab One Limb; 2d6 NND 4 Escape +0 +0 55 STR vs. Grabs 4 Hold -1 -1 Grab Three Limbs, 10 STR for holding on 4 Judo Disarm -1 +1 Disarm; 50 STR to Disarm roll 4 Karate "Chop" -2 +0 HKA 1d6 +1 4 Kung Fu Block +2 +2 Block, Abort 2 Weapon Element: Clubs, Fist-Loads Perks 7 Fringe Benefit: Captain, Federal/National Police Powers 13 Lonestar Development Mechanical Horse: Vehicles & Bases (33 Active Points); OAF (-1), Requires A Skill Roll (Riding; -½) Skills Corporate or New Confederation Soldier 9 1) Climbing 17- 3 2) KS: Corporate or New Confederation Military 12- 3 3) KS: Military Force History and Customs 12- 3 4) PS: Member of Military 12- 3 5) Stealth 14- 5 6) Tactics 13- 4 7) WF: Assault Rifles/LMGs, Gauss Guns, Handguns, Laser Pistols, Laser Rifles, Rifles, Shotguns, Submachine Guns, Thrown Grenades Corporate or New Confederation Special Forces 3 1) +3 with any single attack with one specific weapon 3 2) KS: Special Forces History and Traditions 12- 3 3) Navigation (Land, Marine) 12- 3 4) Paramedics 12- 3 5) PS: Special Forces Member 12- 3 6) Science Skill: Hydrography 12- 2 7) +1 with Stealth 4 8) Survival (Desert, Mountain) 12- 3 9) Systems Operation 12- 3 10) Tracking 12- 4 11) WF: Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons 3 Persuasion 12- 3 Riding 14- Total Powers & Skill Cost: 241 Total Cost: 350 200+ Disadvantages 10 Dependence: Chewing Tobacco Incompetence: -1 to Skill Rolls and related rolls per time increment (Easy To Obtain; 20 Minutes) 10 Distinctive Features: Knife scar on his right cheek (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture) 20 Hunted: Major Juan Castillo 14- (As Pow; Harshly Punish) 20 Hunted: Lonestar Development 14- (Mo Pow; NCI; Watching) 0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder) 20 Psychological Limitation: Hatred of Criminals (Common; Total) 20 Psychological Limitation: Honorable (Common; Total) 10 Psychological Limitation: Vengeful (Uncommon; Strong) 20 Social Limitation: Subject to Orders from Lonestar Development (Very Frequently; Major) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Brandon Baldwin was outside of Mesa, Southwestern Militarized Zone on March 12, 2208 and grew up on a large ranch with his family. As a child he was fascinated with the westerns that were shown on the holovids and worked hard in school to become a marshal one day. Upon graduation he entered into the military academy and graduated at the top of his class. He served in the Southwestern Militarized Zone Armed Forces for 8 years then entered into the Marshals Service. Since that time Baldwin has served admirably as a marshal and responsible for bringing in the worst criminal scum to justice. Personality/Motivation: Brandon is easy going with his group of marshals, but is real stern towards outsiders. He doesn't let people get away with breaking the law and will go to great lengths to keep the peace. He considers every member of his team to be his friends and will do anything to help them out. He is driven to remove criminals off the streets either in body bags or in jail. It's up to the individual criminal on the choice. He is devoted to the Southwestern Militarized Zone and will protect it at all costs. Quote: "Bars or a bag? It's your choice scum." Powers/Tactics: Brandon has super dexterity and speed naturally, but his armor augments his strength. He is an alright fighter with firearms, but prefers hand to hand combat. He likes to lead his team from the front and will try to get their opponents to attack him. He coordinates the team in order to bring them to bear for greater effectiveness. Campaign Use: If the heroes are law abiding Brandon will help them with information. If the heroes are from another corporate state or if they are criminals he will attempt to arrest them. Appearance: Brandon stands 6' 2" tall and weighs 223 pounds. He has long grey hair tied in a ponytail and has dark brown eyes. He also has a scar that runs along his right cheek from a knife fight that he was in quite a few years ago. His armor is custom designed around a western theme, a ten gallon hat, and an oilskin duster. Brandon has a muscular build and works out occassionally to keep in shape.
  22. Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team The Marshals TEXAS JOHNNY Val Char Cost Roll Notes 18 STR 8 13- Lift 303.1kg; 3 ½d6 [2] 23 DEX 39 14- OCV: 8/DCV: 8 16 CON 12 12- 16 BODY 12 12- 18 INT 8 13- PER Roll 13- 15 EGO 10 12- ECV: 5 22 PRE 12 13- PRE Attack: 4d6 14 COM 2 12- 10+6 PD 6 Total: 10/16 PD (0/6 rPD) 10+6 ED 7 Total: 10/16 ED (0/6 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 11 REC 8 34 END 1 33 STUN 0 Total Characteristic Cost: 142 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END Very Light Protective Power Armor 8 1) Very Light Protective Powered Armor: Armor (6 PD/6 ED) (18 Active Points); OIF Durable (-½), Half Mass (-½), Real Armor (-¼) 2 2) Auditory Sensors: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF Durable (-½) 13 3) Combat Helmet: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF Durable (-½) 5 4) Communication System: HRRP (Radio Group) (12 Active Points); Affected as Sight and Hearing Groups as well as Radio Group (-¾), OIF Durable (-½) 7 5) Onboard Radar: Radar (Radio Group) (15 Active Points); OIF Durable (-½), Affected as Sight Group as well as Radio Group (-½) 3 6) Visual Sensors: IR Perception (Sight Group) (5 Active Points); OIF Durable (-½) 32 Powered Battle Armor Fission Reactor: Endurance Reserve (100 END, 25 REC) Reserve: (35 Active Points); OIF Durable (-½) Power Armor Onboard Computer 2 1) Laser Rangefinder: Absolute Range Sense (3 Active Points); IIF Durable (-¼) 2 2) Clock: Absolute Time Sense (3 Active Points); IIF Durable (-¼) 2 3) Feedback Sensors: Bump Of Direction (3 Active Points); IIF Durable (-¼) 2 4) Math Processor: Lightning Calculator (3 Active Points); OIF Durable (-½) 33 Kenther L-19 Laser MMG (Shoulder Mounted): (Total: 95 Active Cost, 33 Real Cost) Killing Attack - Ranged 3d6, Increased Maximum Range (1,675"; +¼), Autofire (5 shots; +½) (79 Active Points); OAF Durable (-1), Strength Minimum 15 (-¾), Limited Arc of Fire 60 degrees (-½), No Knockback (-¼), Beam (-¼), Real Weapon (-¼) (Real Cost: 20) plus +2 with Ranged Combat (10 Active Points); OAF Durable (-1) (Real Cost: 5) plus Penalty Skill Levels: +2 vs. Range Modifier with All Attacks (6 Active Points); OAF Durable (-1) (Real Cost: 3) 8 Notes: (x2 number of items) Perks 13 Lonestar Development Mechanical Horse: Vehicles & Bases (33 Active Points); OAF (-1), Requires A Skill Roll (Riding; -½) 3 Fringe Benefit: Federal/National Police Powers Talents 8 Combat Shooting Skills Corporate or New Confederation Soldier 5 1) Climbing 15- 3 2) KS: Corporate or New Confederation Military 13- 3 3) KS: Military Force History and Customs 13- 3 4) PS: Member of Military 13- 3 5) Stealth 14- 5 6) Tactics 14- 4 7) WF: Assault Rifles/LMGs, Gauss Guns, Handguns, Laser Pistols, Laser Rifles, Rifles, Shotguns, Submachine Guns, Thrown Grenades Corporate or New Confederation Special Forces 3 1) +3 with any single attack with one specific weapon 3 2) KS: Special Forces History and Traditions 13- 3 3) Navigation (Land, Marine) 13- 3 4) Paramedics 13- 3 5) PS: Special Forces Member 13- 3 6) Science Skill: Hydrography 13- 2 7) +1 with Stealth 4 8) Survival (Desert, Mountain) 13- 3 9) Systems Operation 13- 3 10) Tracking 13- 4 11) WF: Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons 3 Riding 14- 10 Two-Weapon Fighting (Ranged) Total Powers & Skill Cost: 208 Total Cost: 350 200+ Disadvantages 15 Distinctive Features: Dual Shoulder Mounted MMGs (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses) 20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture) 20 Hunted: Lonestar Development 14- (Mo Pow; NCI; Watching) 0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder) 20 Psychological Limitation: Enjoys killing criminals (Common; Total) 10 Psychological Limitation: Must clean weapons and armor constantly (Uncommon; Strong) 20 Psychological Limitation: Vengeful (Common; Total) 20 Reputation: Criminal killer, 14- (Extreme) 20 Social Limitation: Subject to Orders from Lonestar Development (Very Frequently; Major) 5 Vulnerability: Poison Ivy (Uncommon) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: John Killian was born on August 27, 2228 in Corpus Cristi, Southwestern Militarized Zone. His parents were in charge of the port defenses and he grew up learning how to maintain large weapons. He didn't care for school and barely passed to receive his degree. Limited by his education, he enlisted into the armed forces as a machine gunner. His skill with the weapons proved to be an asset when Marshal Baldwin recruited the young John onto his team of marshals when he was 28. John went through special forces training and earned his badge to become the dedicated machine gunner of the team. He has been on several operations over the past three years and earned the respect of his fellow team mates. Personality/Motivation: John has a happy go lucky outlook and is easy going. He enjoys the company of his team mates and does his best to protect them in combat. He loves to kill criminals because in his eyes they lost the right to life. John will make sure that his equipment and weapons are in perfect working order. He is happy where he is at and seeks nothing more in life at this time. He will protect his team mates when the metal meets the iron. Quote: "Say hi to the devil for me!" Powers/Tactics: John has super dexterity, speed, and presence naturally. He is very skilled with using his machineguns to the point he can fire into melee combat without fear of hitting his team. He will lay down suppressing fire onto the opposing team allowing his team to get in close. He listens to orders very well and will allow Marshal Baldwin to dictate where John's fire goes. Campaign Use: If the heroes are law abiding John will help them as he can, but will often refer them to Marshal Baldwin. If the heroes are criminals or from another faction John will attempt to kill them. Appearance: John stands 6' tall and weighs 205 pounds. He has shoulder length blonde hair and blue eyes. His armor is customized with the shoulder mounted dual laser machine guns. He also wears a kepi and an oilskin duster. John has a muscular body from working with his armor and weapons.
  23. Wild Wes Val Char Cost Roll Notes 18 STR 8 13- Lift 303.1kg; 3 ½d6 [2] 23 DEX 39 14- OCV: 8/DCV: 8 18 CON 16 13- 14 BODY 8 12- 18 INT 8 13- PER Roll 13- 14 EGO 8 12- ECV: 5 14 PRE 4 12- PRE Attack: 2 ½d6 12 COM 1 11- 10+6 PD 6 Total: 10/16 PD (0/6 rPD) 10+6 ED 6 Total: 10/16 ED (0/6 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 10 REC 4 30 END -3 31 STUN -1 Total Characteristic Cost: 121 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END Very Light Protective Power Armor 8 1) Very Light Protective Powered Armor: Armor (6 PD/6 ED) (18 Active Points); OIF Durable (-½), Half Mass (-½), Real Armor (-¼) 2 2) Auditory Sensors: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF Durable (-½) 15 3) Combat Helmet: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); IIF Durable (-¼) 5 4) Communication System: HRRP (Radio Group) (12 Active Points); Affected as Sight and Hearing Groups as well as Radio Group (-¾), OIF Durable (-½) 7 5) Onboard Radar: Radar (Radio Group) (15 Active Points); OIF Durable (-½), Affected as Sight Group as well as Radio Group (-½) 3 6) Visual Sensors: IR Perception (Sight Group) (5 Active Points); OIF Durable (-½) 32 Powered Battle Armor Fission Reactor: Endurance Reserve (100 END, 25 REC) Reserve: (35 Active Points); OIF Durable (-½) Power Armor Onboard Computer 2 1) Laser Rangefinder: Absolute Range Sense (3 Active Points); IIF Durable (-¼) 2 2) Clock: Absolute Time Sense (3 Active Points); IIF Durable (-¼) 2 3) Feedback Sensors: Bump Of Direction (3 Active Points); IIF Durable (-¼) 2 4) Math Processor: Lightning Calculator (3 Active Points); OIF Durable (-½) 40 Powered Armor Grenade Launcher: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-½) 2u 1) 40mm High Explosive: Killing Attack - Ranged 2 ½d6, Explosion (+½), Nonselective Target (-¼), +1 Increased STUN Multiplier (+¼) (60 Active Points); STR Minimum cannot Add/Subtract Damage (-½), 8 Charges (-½), OIF (-½), No Knockback (-¼) [8] 2u 2) 40mm Concussive: Energy Blast 8d6, Explosion (+½), Nonselective Target (-¼) (50 Active Points); 8 Charges (-½), STR Minimum cannot Add/Subtract Damage (-½), OIF (-½), No Knockback (-¼) [8] 1u 3) 40mm Smoke Grenade: Change Environment 8" radius, -4 to Normal Sight PER Rolls (26 Active Points); 8 Charges (-½), OIF (-½) [8] 12 Kenther L-2 Laser Semi-Automatic Pistol: (Total: 39 Active Cost, 12 Real Cost) Killing Attack - Ranged 1 ½d6, Required Hands One-Handed (+0), Increased Maximum Range (625"; +¼) (31 Active Points); OAF Durable (-1), Strength Minimum 10 (-½), No Knockback (-¼), Beam (-¼), Real Weapon (-¼) (Real Cost: 9) plus +1 with Ranged Combat (5 Active Points); OAF Durable (-1) (Real Cost: 2) plus Penalty Skill Levels: +1 vs. Range Modifier with All Attacks (3 Active Points); OAF Durable (-1) (Real Cost: 1) 3 5 Luck 1d6 Perks 13 Lonestar Development Mechanical Horse: Vehicles & Bases (33 Active Points); OAF (-1), Requires A Skill Roll (Riding; -½) 3 Fringe Benefit: Federal/National Police Powers Skills Corporate or New Confederation Soldier 3 1) Climbing 14- 3 2) KS: Corporate or New Confederation Military 13- 3 3) KS: Military Force History and Customs 13- 3 4) PS: Member of Military 13- 3 5) Stealth 14- 3 6) Tactics 13- 4 7) WF: Assault Rifles/LMGs, Gauss Guns, Handguns, Laser Pistols, Laser Rifles, Rifles, Shotguns, Submachine Guns, Thrown Grenades Corporate or New Confederation Special Forces 3 1) +3 with any single attack with one specific weapon 3 2) KS: Special Forces History and Traditions 13- 3 3) Navigation (Land, Marine) 13- 3 4) Paramedics 13- 3 5) PS: Special Forces Member 13- 3 6) Science Skill: Hydrography 13- 2 7) +1 with Stealth 4 8) Survival (Desert, Mountain) 13- 3 9) Systems Operation 13- 2 10) +1 with Tactics 3 11) Tracking 13- 4 12) WF: Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons 3 Riding 14- 10 Two-Weapon Fighting (Ranged) Total Powers & Skill Cost: 229 Total Cost: 350 200+ Disadvantages 20 Enraged: Whenever he perceives a slight against him (Common), go 11-, recover 11- 20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture) 20 Hunted: Lonestar Development 14- (Mo Pow; NCI; Watching) 0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder) 20 Psychological Limitation: Callous (Common; Total) 10 Psychological Limitation: Manic Depressive (Uncommon; Strong) 10 Psychological Limitation: Paranoid of Criminals (Common; Moderate) 10 Psychological Limitation: Self-Centered (Common; Moderate) 20 Social Limitation: Subject to Orders from Lonestar Development (Very Frequently; Major) 20 Unluck: 4d6 Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Wes Chambers was born on December 1, 2228 outside of Colorado Springs, Southwestern Militarized Zone. Growing up he enjoyed the outdoors and did well in school despite his mental health. Upon graduating from school he was recruited by Marshal Baldwin into The Marshals hoping that it will focus the young man. Personality/Motivation: Wes suffers from a severe case of manic depression and it unpredictable in his interactions. The rest of the team is friendly with him, but keeps their distance due to this unpredictability. Wes is extremely paranoid that criminals are going to kill him, so he reacts badly when faced with them. Quote: "What did you say about me?" Powers/Tactics: Wes has super dexterity and speed. All of his other powers are the result of his armor and weapons. He suffers from streaks of bad luck often. He prefers to stay at short range for his pistols and grenades, but won't close to hand to hand combat range. Campaign Use: Wes is very unpredictable and his treatment of the heroes can range from being friendly to trying to kill them regardless of their allegiances. Appearance: Wes stands 5' 10" tall and weighs 203 pounds. He has short brown hair that is disheveled and wild looking brown eyes. His armor is western themed, wears a sombrero, and a Mexican poncho. He has a muscular build and works out when he can remember to do so.
  24. Re: You Decide The Disadvantages for Dark Justice! Just a wee bit of a bump since added the final two members to the team.
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