Jump to content

The_Patriot

HERO Member
  • Posts

    390
  • Joined

  • Last visited

Everything posted by The_Patriot

  1. Lady Stalker Val Char Cost Roll Notes 18 STR 8 15- Lift 1837.9kg; 6d6 [3] 23 DEX 39 14- OCV: 8/DCV: 8 16 CON 12 12- 13 BODY 6 12- 15 INT 5 12- PER Roll 16- 13 EGO 6 12- ECV: 4 14 PRE 4 12- PRE Attack: 2 ½d6 16 COM 3 12- 10+8 PD 6 Total: 10/18 PD (0/8 rPD) 10+8 ED 7 Total: 10/18 ED (0/8 rED) 6 SPD 27 Phases: 2, 4, 6, 8, 10, 12 12 REC 10 35 END 2 30 STUN 0 Total Characteristic Cost: 135 Movement: Running: 6"/12" Leaping: 6"/12" 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); OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼), Only versus Smokes, Mists, and Related Darkness (-½), 8 Charges (-½) [8] 3u 2) Blast Arrows: Energy Blast 12d6 (60 Active Points); OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼), 8 Charges (-½) [8] 3u 3) Normal Arrows: Killing Attack - Ranged 4d6, 16 Charges (+0) (60 Active Points); OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼) [16] 3u 4) Explosive Arrows: Energy Blast 8d6, Explosion (+½) (60 Active Points); OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼), 8 Charges (-½) [8] 3u 5) Flare Arrow: Sight Group Flash 6d6, Area Of Effect (3" Radius; +1) (60 Active Points); OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼), 8 Charges (-½) [8] 3u 6) Bolo Arrow: Entangle 6d6, 6 DEF (60 Active Points); OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼), 8 Charges (-½) [8] 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] 3u 8) Neural Interference Arrow: Drain STR 4d6, Ranged (+½) (60 Active Points); OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼), 8 Charges (-½) [8] 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", 8 Recoverable Charges (+0) (60 Active Points); OAF Durable (Focus (Bow and Arrows); -1), Requires Multiple Foci or functions at reduced effectiveness (+¼) [8 rc] 9 Well Developed Physique: +13 STR (13 Active Points); No Figured Characteristics (-½) 1 24 Iron Skin: Armor (8 PD/8 ED) 12 +4 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, Polearms and Spears Talents 15 Danger Sense (self only, in combat) 16-/12- 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 12- 3 5) Mimicry 12- 3 6) Stealth 14- 3 7) Survival 12- 3 8) Tracking 12- 7 9) WF: Bows, Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Off Hand 10 Two-Weapon Fighting (HTH) 5 +1 with HTH Combat 5 Defense Maneuver I-II Total Powers & Skill Cost: 216 Total Cost: 350 200+ Disadvantages 20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture) 20 Hunted: Cyberware 14- (Mo Pow; NCI; Watching) 20 Social Limitation: Subject to Orders from Cyberware (Very Frequently; Major) 0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder) 90 Experience Points Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 90 Unspent Experience: 0
  2. Re: Teleportation confusion... The Safe Blind Teleport advantage protects a person and personal effects from teleporting into a solid object by accident. It doesn't grant the person the ability to see their destination at all. In order to see the destination the character will need to have Teleportation Sense. You'd be better off just buying the Teleportation Sense since the character will be able to see whereever he's going to be teleporting to.
  3. Re: Inceptum Terminus: You Decide the Fate! This thread is too early to die, so it's resurrection time. How would you like to see the cities be destroyed and which ones in the world of Inceptum Terminus? We'd really like to know.
  4. Re: Inceptum Terminus: WMC Angel of Mercy (Ambulance) Civilian Vehicle Computer Val Char Cost Notes 21 INT 11 13-PER Roll 13- 20 DEX 30 13- OCV 7 DCV 7 4 SPD 10 Phases: 3, 6, 9, 12 Total Characteristic Cost: 51 Cost Powers END Computer Components 2 1) Direct Neural Interface Port: Mind Link , Human class of minds, One Specific Mind (5 Active Points); User must be jacked in (-1/2), OIF (-1/2), Must be connected to the Net via a Modem (-1/4) 0 10 2) Built in Modem: Radio Perception/Transmission (Radio Group), Concealed (-5 with Radio Perception/Transmission PER Rolls) (15 Active Points); OIF (-1/2) 0 4 3) Monitor: Sight Group Images 1" radius (10 Active Points); OIF (-1/2), No Range (-1/2), Linked (Direct Neural Interface Port; -1/4) 1 3 4) Hard Drive: Eidetic Memory (5 Active Points); OIF (-1/2) 3 5) DVD Drive: Speed Reading (x10) (4 Active Points); OIF (-1/2) 8 6) Hardware Firewall: Force Wall (8 ED) (20 Active Points); Only to protect the Netrunner from damage taken on the Net (-1), OIF (-1/2) 2 12 Software Pool: Multipower, 18-point reserve, (18 Active Points); all slots Active programs limited by INT/5 of the computer (-1/2) 1u 1) AK: Rocky Mountain Confederation (3 Active Points); Active programs limited by INT/5 of the computer (-1/2) 13- 1u 2) Electronics 13- (3 Active Points); Active programs limited by INT/5 of the computer (-1/2) 1u 3) Mechanics 13- (3 Active Points); Active programs limited by INT/5 of the computer (-1/2) 1u 4) Navigation 13- (3 Active Points); Active programs limited by INT/5 of the computer (-1/2) 1u 5) Systems Operation 13- (3 Active Points); Active programs limited by INT/5 of the computer (-1/2) 1u 6) Communications Software: Program; Active programs limited by INT/5 of the computer (-1/2) 1u 7) Diagnostic and System Monitoring Software: Program; Active programs limited by INT/5 of the computer (-1/2) 1u 8) Navigation and Map Software: Program; Active programs limited by INT/5 of the computer (-1/2) Talents 3 Absolute Time Sense 5 Eidetic Memory 3 Lightning Calculator 4 Speed Reading (x10) Total Powers & Skill Cost: 65 Total Cost: 116 Total Disadvantage Points: 116
  5. WMC Angel of Mercy (Ambulance) Val Char Cost Notes 5 Size 25 Length 3.17", Width 1.59", Area 5.04" Mass 3.2 ton KB -5 35 STR 0 Lift 3200.0kg; 7d6 18 DEX 24 OCV 6 DCV 3 15 BODY 0 10 DEF 24 4 SPD 12 Phases: 3, 6, 9, 12 Total Characteristic Cost: 71 Movement: Flight: 24" / 96" Cost Powers END Propulsion Systems 35 1) Anti-Gravity Ground Vehicle: Flight 24", x4 Noncombat (53 Active Points); Costs Endurance (-1/2) Note: Weight: 320kg 5 69 2) Vehicular Fission Reactor: Endurance Reserve (141 END, 141 REC) (155 Active Points); OIF Bulky Durable (-1), Only powers electrical devices (-1/4) Note: Weight: 320kg 0 Weapons 34 1) Kenther Heavy Laser Machine Gun: RKA 3 1/2d6, Autofire (10 shots; +1) (110 Active Points); OIF Bulky (-1), Strength Minimum 15 (-3/4), STR Minimum cannot Add/Subtract Damage (-1/2), Beam (-1/4), No Knockback (-1/4) Note: (x2 number of items)Weight: 14kg 11 Operations Systems 8 1) Strong Armor: Hardened for 10 DEF (8 Active Points) Note: Weight: 50kg 0 40 2) Electronic Countermeasures: Suppress Radar 8d6, NRM (+1/2), Increased Maximum Range (7,500"; +1/2) (80 Active Points); OIF Bulky (-1) Note: Weight: 50kg 8 72 3) Fire Extenguishing System: Dispel 12d6, All Fire powers simultaneously (+2) (108 Active Points); 8 Charges (-1/2) Note: Weight: 64kg [8] 4 4) Highly Maneuverable: +2 with Combat Piloting 7 5) Emergency Lights and Siren: Sight and Hearing Groups Images 1" radius, +/-4 to PER Rolls (27 Active Points); OAF Bulky (-1 1/2), Set Effect (-1), No Range (-1/2) Note: Weight: 20kg 3 5 6) NBC Protection: LS (Immunity: Chemical and biological warfare agents; Safe in High Radiation) Note: Weight: 32kg 0 10 7) Neural Interface Jack: (Total: 24 Active Cost, 10 Real Cost) Mind Link , Human class of minds, One Specific Mind (5 Active Points); OIF Bulky (-1), Only when jacked into a human with NIJ (-1/2) (Real Cost: 2) plus +3 DEX (9 Active Points); OIF Bulky (-1), Only when jacked into another object that has a NIJ (-1/2) (Real Cost: 4) plus +1 SPD (10 Active Points); OIF Bulky (-1), Only when jacked into a human with NIJ (-1/2) (Real Cost: 4) Note: Weight: 5kg 0 2 8) Night Vision: IR Perception (Sight Group) (5 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) Note: Weight: 15kg 1 2 9) Night Vision: UV Perception (Sight Group) (5 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) Note: Weight: 15kg 1 17 10) Radar System: Radar (Radio Group), +4 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Telescopic: +6, Tracking (42 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) Note: Weight: 20kg 4 4 11) Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) Note: Weight: 10kg 1 4 12) Radio Group Flash Defense (10 points) (10 Active Points); OIF Bulky (-1), Costs END (Only Costs END to Activate; -1/4) Note: Weight: 5kg 1 10 13) 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 Perks 8 Vehicles & Bases (23 Active Points); OIF Bulky Durable (-1), Costs Endurance (-1/2), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) Total Powers & Skill Cost: 331 Total Cost: 402 377+ Disadvantages 15 Distinctive Features: Ambulance (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Physical Limitation: Flight Ceiling of 500m (Infrequently; Greatly Impairing) 0 Experience Points Total Disadvantage Points: 402
  6. Re: Form/Function Switch. Something along those lines, but for her minion's powers you could do her power to change things as a Major Transforms. You would only need three Transforms that one would cover Variable SFX, Variable Advantages, and Variable Limitations to do any type of transform for her minions. For this you can build it as a Tranformation MPP and would cost 57 points for a 45 base pool with 3 Major Transforms at 3d6. You don't need a lot of points since objects won't have a lot of body in order to complete the transformation. This way you don't need a VPP to use it for her powers. You could easily use a MPP with Variable SFX for the powers she uses personally and it would be cheaper then the VPP.
  7. Re: Form/Function Switch. For the first one, I'd use a Variable Special Effect on the gun to make it into the toaster gun. Toaster's would be little tedious to write up.
  8. Re: You Decide The Disadvantages for Dark Justice! Ice Princess 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- 13 BODY 6 12- 15 INT 5 12- PER Roll 12-/21- 14 EGO 8 12- ECV: 5 14 PRE 4 12- PRE Attack: 2 ½d6 14 COM 2 12- 10+8 PD 6 Total: 10/18 PD (0/8 rPD) 10+8 ED 6 Total: 10/18 ED (0/8 rED) 6 SPD 27 Phases: 2, 4, 6, 8, 10, 12 12 REC 8 36 END 0 31 STUN 0 Total Characteristic Cost: 135 Movement: Running: 20"/80" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 45 Ice Offensive Powers: Multipower, 63-point reserve, all slots Personal Immunity (+¼) (79 Active Points); all slots Restrainable (-½), Only In Heroic Identity (-¼) 3u 1) Ice Blast: Energy Blast 12d6 (60 Active Points); Restrainable (-½), Only In Heroic Identity (-¼) 6 3u 2) Hail of Ice: Energy Blast 8d6, Autofire (5 shots; +½) (60 Active Points); Restrainable (-½), Only In Heroic Identity (-¼) 6 3u 3) Glacial Ice Block: Killing Attack - Ranged 2 ½d6, Indirect (Same origin, always fired away from attacker; +¼), Area Of Effect Nonselective (One Hex; +¼) (60 Active Points); Restrainable (-½), Only In Heroic Identity (-¼) 6 3u 4) Ice Block Entangle: Entangle 4d6, 4 DEF (Stops A Given Sense Group Hearing Group, Stops A Given Sense Group Sight Group) (60 Active Points); Restrainable (-½), Only In Heroic Identity (-¼) 6 3u 5) Ice Flash: Sight, Radio, Smell/Taste and Hearing Groups, Danger Sense, Combat Sense, Mental Awareness and Spatial Awareness Flash 5 ½d6 (61 Active Points); Restrainable (-½), Only In Heroic Identity (-¼) 6 4u 6) Ice Prison: Darkness to Sight, Hearing, Radio and Smell/Taste Groups, Danger Sense, Combat Sense, Mental Awareness and Spatial Awareness 3" radius (63 Active Points); Restrainable (-½), Only In Heroic Identity (-¼) 6 39 Ice Slides: Running +14" (20" total), x4 Noncombat, No Gravity Penalty (+½) (49 Active Points); Only In Heroic Identity (-¼) 5 10 Frozen to Surface: Clinging (28 STR) (13 Active Points); Only In Heroic Identity (-¼) 14 Sharp Eyes: +9 PER with Sight Group (18 Active Points); Only In Heroic Identity (-¼) 11 Ice Armor: Armor (8 PD/8 ED) (24 Active Points); Ablative BODY or STUN (-1), Only In Heroic Identity (-¼) 6 Glacial Root: Knockback Resistance -4" (8 Active Points); Only In Heroic Identity (-¼) 2 Life Support (Safe in Intense Cold); Only In Heroic Identity (-¼) 34 Body of Ice: Shape Shift (Sight, Smell/Taste, Touch and Hearing Groups), Cellular, Instant Change 3 Perks 1 Fringe Benefit: License to practice a profession Medical Doctor Skills Medic 3 1) Forensic Medicine 12- 5 2) Paramedics 13- 3 3) PS: Physician 12- 3 Scientist 2 1) SS: Human Anatomy 12- (3 Active Points) 2 2) Science Skill: Anesthesiology 12- (3 Active Points) 2 3) Science Skill: Clinical Medicine 12- (3 Active Points) 2 4) Science Skill: Internal Medicine 12- (3 Active Points) 2 5) Science Skill: Surgery 12- (3 Active Points) 3 Scholar 2 1) KS: Cybertechnology (3 Active Points) 12- 2 2) KS: Prescription Drugs (3 Active Points) 12- 2 3) KS: Surgical Instruments (3 Active Points) 12- 1 TF: Grav Vehicles/Hovercraft Total Powers & Skill Cost: 215 Total Cost: 350 200+ Disadvantages 5 Accidental Change: whenever she is faced with a life or death situation 8- (Uncommon) 10 Distinctive Features: Body of Ice in hero ID (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture) 20 Hunted: Gateway Consolidate Aerospace 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) 10 Psychological Limitation: Sports Fanatic (Common; Moderate) 20 Social Limitation: Subject to Orders from Gateway Consolidate Aerospace (Very Frequently; Major) 30 Susceptibility: Fire 3d6 damage per Phase (Common) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Melanie Coleman was born in Little Rock, Trans-Missouri Freehold on October 13, 2222. She had a normal childhood and was allowed to pursue her dreams of being a doctor. When she was 18, she was involved in a car accident and the stress of the impact activated her latent powers. To shield herself from the impact a block of ice sprang into existence around her body. The block of ice took the brunt of the damage and she walked away unscathed. Gateway Consolidated Aerospace offered Melanie training in her powers and put her through medical school. Upon completing her degree at the University of Trans-Missouri Freehold she was offered a position on Dark Justice as the team's medic. She was welcomed with open arms and enjoys friendships with the entire team. Personality/Motivation: Melanie can be rather detached when meeting new people, but she quickly warms up to them. She is reserved most of the time and will let others take the lead. She enjoys the friendships with her team mates and their downtime hanging out. She wants to save lives and works hard as a doctor for the team. She is neutral on the issue of the gifted mainly due to her lack of experience with the other Corporate States treatment of them. However, she will refuse to treat someone that is evil in her mind. Her oath prohibits her from hurting anyone, but doesn't say that she has to treat everyone. Quote: "I'm not cold-hearted...just chilly." Powers/Tactics: Her abilities allow Melanie to create ice slides for movement and her manipulation of the ice allows her to freeze her opponents into a large block of ice. She can also form a two ton block of ice to drop onto her opponents. Melanie usually fights from a distance and will stay away from someone that uses fire. As a last ditch effort, she'll use her lethal attacks targets. She follows orders rather well and tries to work with her team to coordinate their attacks. Campaign Use: If the heroes treat her with respect Melanie will help them and will use her medical experience to save their lives. If they disrespect her, she will refuse to help them and will attack them if necessary. If the heroes are from an opposing Corporate State she will flat out refuse to help them. Appearance: Melanie stands 4' 10" and weighs 114 pounds. She is the smallest and lightest team member of Dark Justice. She has shoulder length blonde hair and doe brown eyes. Her current costume is ice blue colored with gold trim. She wears a cape and doesn't wear a mask to protect her identity. She is relatively attractive and has a relatively trim figure. She will try to work out as her schedule permits, but between being a doctor and a member of Dark Justice it's few and far between.
  9. Re: You Decide The Disadvantages for Dark Justice! Lodestone Val Char Cost Roll Notes 18 STR 8 13- Lift 303.1kg; 3 ½d6 [2] 20 DEX 30 13- OCV: 7/DCV: 7 20 CON 20 13- 15 BODY 10 12- 14 INT 4 12- PER Roll 16- 15 EGO 10 12- ECV: 5 23 PRE 13 14- PRE Attack: 4 ½d6 14 COM 2 12- 10+8 PD 6 Total: 10/18 PD (0/8 rPD) 10+8 ED 6 Total: 10/18 ED (0/8 rED) 6 SPD 30 Phases: 2, 4, 6, 8, 10, 12 10 REC 4 40 END 0 40 STUN 6 Total Characteristic Cost: 149 Movement: Running: 6"/12" Flight: 20"/160" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 27 Magnetic Offensive Powers: Multipower, 62-point reserve, (62 Active Points); all slots OAF Durable (-1), Only In Heroic Identity (-¼) 3u 1) Collision of Cars: Energy Blast 7d6, Variable Special Effects (Limited Group of SFX; Various large sized metal objects; +¼), Explosion (+½) (61 Active Points); OAF Durable (-1), Only In Heroic Identity (-¼) 6 3u 2) Medium Metal Objects Mayhem: Energy Blast 9d6+1, Variable Special Effects (Limited Group of SFX; Various medium sized metal objects; +¼) (59 Active Points); OAF Durable (-1), Only In Heroic Identity (-¼) 6 3u 3) Flying Blunt Metal Objects: Energy Blast 8d6, Armor Piercing (+½) (60 Active Points); OAF Durable (-1), Only In Heroic Identity (-¼) 6 3u 4) Flying Sharp Edged Weapons: Killing Attack - Ranged 2 ½d6, Armor Piercing (+½) (60 Active Points); OAF Durable (-1), Only In Heroic Identity (-¼) 6 3u 5) Metal Binding: Entangle 4 ½d6, 5 DEF, Variable Special Effects (Limited Group of SFX; Metal Strips or other objects; +¼) (62 Active Points); OAF Durable (-1), Only In Heroic Identity (-¼) 6 16 Metal Alloy Armor: Armor (8 PD/8 ED) (24 Active Points); Only In Heroic Identity (-¼), Visible (-¼) 5 Metal Alloy Armor: Power Defense (8 points) (8 Active Points); Only In Heroic Identity (-¼), Visible (-¼) 6 Magnetic Centering: Knockback Resistance -4" (8 Active Points); Only In Heroic Identity (-¼) 40 Flight 20", x8 Noncombat (50 Active Points); Only In Heroic Identity (-¼) 5 10 I See You Now: +4 PER with all Sense Groups (12 Active Points); Only In Heroic Identity (-¼) 25 Metal Alloy Body: Shape Shift (Sight Group), Cellular, Instant Change 2 Talents 15 Danger Sense (self only, in combat) 16-/12- Skills 8 Artful Dodger: +2 DCV with HTH or Ranged Combat 5 +1 with Ranged Combat 3 Tactics 12- Security Specialist 3 1) Computer Programming 12- 3 2) KS: Computer Hardware 12- 3 3) KS: Computer Software 12- 3 4) Systems Operation 12- 3 5) AK: Local Net 12- 3 6) AK: Trans-Missouri Freehold Territory 12- 5 7) Security Systems 13- 3 8) Shadowing 12- Total Powers & Skill Cost: 201 Total Cost: 350 200+ Disadvantages 15 Accidental Change: Whenever girlfriend is threatened 11- (Common) 10 Dependent NPC: Ginger Turner (girlfriend) 8- (Normal) 15 Distinctive Features: Large metal alloy body (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Enraged: Whenever girlfriend or team mate is injured (Common), go 11-, recover 14- 20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture) 20 Hunted: Gateway Consolidated Aerospace 14- (Mo Pow; NCI; Watching) 0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing) 15 Psychological Limitation: Overprotective of team and girlfriend (Common; Strong) 10 Psychological Limitation: Honorable (Common; Moderate) 10 Psychological Limitation: Dislikes being in the spotlight (Common; Moderate) 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: Lorna Giles was born in Sweetwater, Trans-Missouri Freehold on March 6, 2231 and was left in the care of the local orphanage by her parents. She never knew her parents, but at the orphange the workers there gave her inspiration to become a security specialist. After getting her education she went to work for Gateway Consolidated Aerospace as a body guard for VIPs. During her first assignment to protect a mid-level executive, a Lonestar Development covert operations team ambushed the two. Lorna was shot several times by the team and the bullets reacted with her genetic structure. The bullets triggered a change in her appearance and granted her control over the local magnetic field. Using the magnetic field she protected the executive and killed the covert operations team. Once the mission was completed the grateful executive put a transfer in for her to Dark Justice. She is the youngest member and most inexperienced member of Dark Justice, but is excellent friends to them. Personality/Motivation: Lorna is overprotective of her friends and team. She will defend them until she dies or she defeats the threat against them. She is charming and has a pleasant personality. She treats everyone equally, but prefers to hang back letting others take the credit for her success. She will protect those around her to the best of her ability. She is driven to ensure that she succeeds in all of her missions. Quote: "Listen to what I have to say and you'll live through this." Powers/Tactics: With her control over the magnetic fields, Lorna will use her powers creatively to perform her job. She can lift up to several tons of metal and use it against her opponents. She will use any metal object for offense and defense. She listens to orders and will try to implement them creatively. Once the dust clears from the battle she will go into the background and keep an eye out for future trouble. She will avoid the media to the extreme and will play off any role she played. Campaign Use: If the heroes are from Trans-Missouri Freehold or New Confederation, Lorna will give them as much help as she can without going against the interests of Gateway Consolidated Aerospace. If the heroes are from a different company she will try to apprehend them and turn them over to the authorities. Appearance: Lorna stands 6' 1" and weighs 185 pounds. She is attractive with an excellent figure. She has long brown hair that flows to the lower part of her back and has green eyes. Lorna works out constantly to keep her figure and to hone her skills. When she transforms into her metallic form she retains the majority of her features and her hair also turns into fine metal strands. Her current costume is a full body suit that is maroon with gold trim. She wears a mask that covers her upper part of her face, but lets her hair flow freely behind her. She also wears black thigh high boots that are trimmed in gold.
  10. Re: You Decide The Disadvantages for Dark Justice! SHATTERSTEEL Val Char Cost Roll Notes 18 STR 8 13- Lift 303.1kg; 3 ½d6 [2] 20 DEX 30 13- OCV: 7/DCV: 7 18 CON 16 13- 13 BODY 6 12- 19 INT 9 13- PER Roll 16- 18 EGO 16 13- ECV: 6 18 PRE 8 13- PRE Attack: 3 ½d6 14 COM 2 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 20 Phases: 3, 5, 8, 10, 12 8 REC 0 36 END 0 31 STUN 0 Total Characteristic Cost: 127 Movement: Running: 6"/12" Flight: 18"/72" Leaping: 18"/36" Swimming: 2"/4" Cost Powers END Powered Armor Defensive Systems 11 1) Powered Armor Standard Protection System: Armor (8 PD/8 ED) (24 Active Points); OIF Durable (-½), Half Mass (-½), Real Armor (-¼) 7 2) Powered Armoed Weakness Proofing: Lack Of Weakness (-10) for Resistant Defenses (10 Active Points); OIF Durable (-½) 8 3) Powered Armor Life Support Systems: Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (16 Active Points); OIF Durable (-½), Costs Endurance (-½) 2 5 4) Powered Armor Communications Suite: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense [very common Sense] (Radio and Hearing Groups, not Mental Group; -½), Costs Endurance (-½), IIF Durable (-¼) 1 13 5) Powered Armor Power System: Endurance Reserve (100 END, 10 REC) (20 Active Points); OIF Durable (-½) 2 6) Powered Armor Psionic Shielding: Mental Defense (7 points total) (3 Active Points); OIF Durable (-½) 4 7) Polarized Lenses: Sight Group Flash Defense (8 points) (8 Active Points); OIF Durable (-½), Costs Endurance (-½) 1 4 8) Audio Dampers: Hearing Group Flash Defense (8 points) (8 Active Points); OIF Durable (-½), Costs Endurance (-½) 1 2 9) Nightsight: Nightvision (5 Active Points); OIF Durable (-½), Costs Endurance (-½) 1 8 10) Radar Array: Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As More Than One Sense [very common Sense] (Radio and Hearing Groups, not Mental Group; -½), OIF Durable (-½), Costs Endurance (-½) 2 4 11) Sensory Augmentation: +3 PER with all Sense Groups (9 Active Points); OIF Durable (-½), Costs Endurance (-½) 1 2 12) Thermalvision, Standard: Infrared Perception (Sight Group) (5 Active Points); OIF Durable (-½), Costs Endurance (-½) 1 25 Powered Armor Holo-Generator: Sight and Hearing Groups Images Increased Size (2" radius; +¼), +/-5 to PER Rolls (37 Active Points); OIF Durable (-½) 4 10 Powered Armor Spotlight: Sight Group Images Increased Size (2" radius; +¼) (4" Cone; +0), +/-4 to PER Rolls (27 Active Points); Only To Create Light (-1), OIF Durable (-½), Limited Range (-¼) 3 30 Powered Armor Offensive Powers: Multipower, 60-point reserve, (60 Active Points); all slots OIF Durable (-½), Real Weapon (-¼), No Knockback (-¼) 3u 1) Powered Armor Magnetic Projector: Energy Blast 12d6 (60 Active Points); OIF Durable (-½), Real Weapon (-¼), No Knockback (-¼) 6 3u 2) Powered Armor Stun Rockets: Energy Blast 8d6, Area Of Effect (One Hex; +½) (60 Active Points); OIF Durable (-½), Real Weapon (-¼), No Knockback (-¼) 6 27 Powered Armor Thrusters: Flight 18", x4 Noncombat (41 Active Points); OIF Durable (-½) 4 10 Powered Armor Leaping System: Leaping +15" (18 ½" forward, 9" upward) (15 Active Points); OIF Durable (-½) 1 Talents 3 Absolute Range Sense Skills 3 Acrobatics 13- 3 Breakfall 13- 3 Electronics 13- 3 Instructor 13- 3 Inventor 13- 3 Mechanics 13- 3 Research 13- 3 Scientist 2 1) Science Skill: Computer Engineering 13- (3 Active Points) 2 2) Science Skill: Electronic/Electrical Engineering 13- (3 Active Points) 2 3) Science Skill: Mechanical Engineering 13- (3 Active Points) 2 4) Science Skill: Metallurgy 13- (3 Active Points) 2 5) Science Skill: Nuclear Engineering 13- (3 Active Points) 2 6) Science Skill: Safety Engineering 13- (3 Active Points) 3 PS: Research Scientist 13- 3 Systems Operation 13- Total Powers & Skill Cost: 223 Total Cost: 350 200+ Disadvantages 10 Distinctive Features: Distinctive Power Armor Design (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture) 20 Hunted: Gateway Consolidated Aerospace 14- (Mo Pow; NCI; Watching) 0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder) 20 Physical Limitation: Paralyzed from the waist down (All the Time; Greatly Impairing) 20 Psychological Limitation: Is curious about science and equipment (Common; Total) 10 Psychological Limitation: More at home with technology than people (Uncommon; Strong) 20 Psychological Limitation: Afraid of having his power armor taken away (Common; Total) 10 Reputation: Eccentric scientist, 11- 20 Social Limitation: Subject to Orders from Gateway Consolidated Aerospace (Very Frequently; Major) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Martin Jeffries was born on June 2, 2200 in Independence, Trans-Missouri Freehold. Growing up he was always a quiet child that felt more at home with machines than with people. He was always interested in science and became a scientist working for Gateway Consolidated Aerospace at the age of 28. Over the next ten years he worked on various space projects for the company and saw the Hyperion disaster first hand in the control room. At the age of 39 he was hit by a car by accident and he ended up paralyzed from the waist down. He sank into a deep depression and began to tinker with the designs for an exoskeleton that would enable him to walk again. For the next five years he worked day and night in his company to lab to build a finalized version of a set of power armor that would enable him to walk again. The armor was loosely based upon the design manufactured by Dai-HK, but incorporated many changes like the custom armament and other sub-systems. The suit works rather well and gives Marty the ability to use his legs. Personality/Motivation: Marty is an excellent scientist that is always pushing the envelope of technology. He enjoys conversations with his suit of armor and other technological devices. He takes a grandfatherly approach when dealing with his team mates and gets along with all of them. Marty is afraid that if he loses the suit that he will never walk again, so he baby's it at every opportunity. He strives for making technological breakthroughs and works hard on several new designs he has in the works. The end goal would to allow him to use his natural legs again. Quote: "I wouldn't touch that if I were you." Powers/Tactics: All of Marty's powers are derived from his suit of power armor. He has a vast array of skills that helps him research and improve upon the armor as well as its subsystems. He will try to stay away from hand to hand combat as much as possible and attack from a distance. He listens to orders and will try to coordinate as much as possible. Campaign Use: If the heroes work for Trans-Missouri Freehold or the New Confederation he will try to use his technological prowess to help them. If the heroes are from other Corporate States he will attempt to kill them to prevent them from stealing his research. Appearance: Marty stands 5' 10" and weighs 196 pounds. He has long grey hair and blue eyes. Age has began to work on his body so he has a small belly. He does have well defined arm and upper body muscles due to constantly using a wheelchair when out of combat. His armor is black with red trim and completely covers his face. Marty is relatively good looking for a man of his age.
  11. Re: You Decide The Disadvantages for Dark Justice! LIGHTNING STRIKE Val Char Cost Roll Notes 14 STR 4 12- Lift 174.1kg; 2 ½d6 [1] 28 DEX 54 15- OCV: 9/DCV: 9 13 CON 6 12- 13 BODY 6 12- 14 INT 4 12- PER Roll 12- 18 EGO 16 13- ECV: 6 18 PRE 8 13- PRE Attack: 3 ½d6 12 COM 1 11- 10+8 PD 7 Total: 10/18 PD (0/8 rPD) 10+8 ED 7 Total: 10/18 ED (0/8 rED) 4 SPD 2 Phases: 2, 3, 5, 6, 8, 9, 11, 12 10 REC 8 25 END 0 27 STUN 0 Total Characteristic Cost: 125 Movement: Running: 50"/200" Leaping: 9"/18" Swimming: 3"/6" Cost Powers END 20 Speedster Powers: Multipower, 40-point reserve, (40 Active Points); all slots Restrainable (-½), Increased Endurance Cost (x2 END; -½) 2u 1) Rapid Fire Punch I: Hand-To-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-½), Restrainable (-½), Increased Endurance Cost (x2 END; -½) 8 1u 2) Rapid Fire Punch II: Hand-To-Hand Attack +5d6, Autofire (5 shots; +½) (37 Active Points); Hand-To-Hand Attack (-½), Restrainable (-½), Increased Endurance Cost (x2 END; -½) 8 2u 3) Friction Attack: Killing Attack - Hand-To-Hand 2 ½d6 (3d6+1 w/STR) (40 Active Points); Restrainable (-½), Increased Endurance Cost (x2 END; -½) 8 20 Heightened Reactions: +4 SPD (40 Active Points); Costs Endurance (-½), Restrainable (-½) 4 37 Power of Lightning: Endurance Reserve (175 END, 20 REC) (37 Active Points) 62 Super Running: Running +44" (50" total), x4 Noncombat (93 Active Points); Turn Mode (-¼), Visible (Lightning Trail; -¼) 9 3 Incredible Leaping: Leaping +6" (9 ½" forward, 1 ½" upward) (6 Active Points); Forward Movement Only (-1) 1 16 Lightning Field: Force Field (8 PD/8 ED) 2 13 Impact Resistance: Armor (26 PD/0 ED) (39 Active Points); Only to Protect Against Damage Sustained When Performing Move Throughs/Move Bys (-1), Limited Coverage [1-60] Degrees (-1) 6 Rooted: Knockback Resistance -4" (8 Active Points); Only When In Contact With The Ground (-¼) Commando Training Maneuver OCV DCV Notes 3 Akido Throw +0 +1 2 ½d6 +v/5, Target Falls 4 Boxing Cross +0 +2 4 ½d6 Strike 4 Choke -2 +0 Grab One Limb; 2d6 NND 4 Escape +0 +0 29 STR vs. Grabs 4 Karate "Chop" -2 +0 HKA 1d6 +1 4 Kung Fu Block +2 +2 Block, Abort Talents 2 Environmental Movement (no penalties on narrow ledges) 2 Environmental Movement (no penalties on slippery/icy surfaces) Skills 3 Acrobatics 15- 3 Breakfall 15- 10 +2 with HTH Combat 0 Language: English (completely fluent; literate) (4 Active Points) Total Powers & Skill Cost: 226 Total Cost: 350 200+ Disadvantages 20 Dependence: Caffeine Powers Gain 11- Activation Roll (Easy To Obtain; 5 Minutes) 20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture) 20 Hunted: Gateway Consolidated Aerospace 14- (Mo Pow; NCI; Watching) 0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder) 20 Psychological Limitation: Cannot sit still (Common; Total) 20 Psychological Limitation: Hyper (Common; Total) 10 Psychological Limitation: Polite (Common; Moderate) 20 Social Limitation: Subject to Orders from Gateway Consolidated Aerospace (Very Frequently; Major) 20 Vulnerability: 2 x STUN Entangles and Grabs (Common) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Charles Simpson was born on November 6, 2219 near Springfield, Trans-Missouri Freehold on a small farm. As a child, he was very active and he enjoyed watching the lightning storms that would wash over the area and to run. One night when he was 10, he was struck by lightning while laying on a sheet metal roof of the barn. The large amount of electricity activated his latent abilities of superspeed. Instead of staying in school and getting an education, Charles went to work for Gateway Consolidated Aerospace. The company helped him to gain control over his abilities and to teach him how to fight using his natural powers. When Gateway Consolidated Aerospace formed Dark Justice he was transferred and provides his fighting expertise to bolster the team. He enjoys excellent friendships with all the other members, but can get on their nerves due to hyper nature. Personality/Motivation: Charles cannot sit still and must always be constantly moving. He talks as fast as he runs which is insanely fast. He has a bad addiction to caffeine and will drink anything that contains the ingredient. Caffeine helps him to focus his mind and to stay sharp. He is also very polite to everyone, including enemies. He is always willing to help his team and to listen to orders when he pays attention. Charles' only wants to run and to enjoy life at his superspeed. Quote: "I'll-lead-the-way!" *Runs off at a high rate of speed* Powers/Tactics: He can run close to 597 miles per hour and can run for hours at a time. When he runs he leaves behind a trail of lightning. When he attacks lightning sparks off of the target upon contact. He knows the martial arts that Gateway Consolidated security forces uses and can use rapid punches against a target. Charles is most often used as a scout for Dark Justice due to his speed. He will try to attack leaders of other teams when in combat. Due to his faster reactions Charles can coordinate his attacks with the closest team mates for devastating effect. Campaign Use: If the heroes work for Gateway Consolidated Aerospace, Trans-Missouri Freehold, or New Confederation he will give them as much assistance he can. If the heroes work for another Corporate State he will try to disengage and get to a place he can issue a report to the appropriate authorities. Appearance: Charles stands 5' 11" tall and weighs 216 pounds. He has close cropped black hair and brown eyes. His leg muscles are well defined from all the running he does. Charles rarely spends time working out on his upper body because do use weight lifting machines requires his to stand still. His costume is black with bluish-silver lightning bolts on the arms, legs, and chest. He doesn't wear a mask, but does wear a long black cape with bluish-silver lightning bolts for trim.
  12. Re: You Decide The Disadvantages for Dark Justice! Flexsteel Val Char Cost Roll Notes 40 STR 30 17- Lift 6400.0kg; 8d6 [4] 23 DEX 39 14- OCV: 8/DCV: 8 23 CON 26 14- 18 BODY 16 13- 15 INT 5 12- PER Roll 12- 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 5 Total: 10/18 ED (0/8 rED) 6 SPD 27 Phases: 2, 4, 6, 8, 10, 12 15 REC 4 50 END 2 50 STUN 0 Total Characteristic Cost: 169 Movement: Running: 26"/52" Flight: 15"/120" Gliding: 15"/30" Leaping: 23"/46" Swimming: 2"/4" Cost Powers END 24 Malleable Body: Stretching 4", Reduced Endurance (0 END; +½) (30 Active Points); Doesn't work in extreme cold -40 Fahrenheit or below (-¼) 32 Stretching Powers: Multipower, 40-point reserve, (40 Active Points); all slots Doesn't work in extreme cold -40 Fahrenheit or below (-¼) 1u 1) Molding to Surfaces: Clinging (normal STR) (10 Active Points); Doesn't work in extreme cold -40 Fahrenheit or below (-¼) 3u 2) Resilient Body: Physical Damage Reduction, Resistant, 50%, Inherent (+¼) (37 Active Points); Doesn't work in extreme cold -40 Fahrenheit or below (-¼) 1u 3) Parawing Form: Gliding 15" (15 Active Points); Doesn't work in extreme cold -40 Fahrenheit or below (-¼) 3u 4) Malleable Arms: Flight 15", x8 Noncombat (40 Active Points); Doesn't work in extreme cold -40 Fahrenheit or below (-¼) 4 2u 5) Big, Hard Hands: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-½), Doesn't work in extreme cold -40 Fahrenheit or below (-¼) 3 3u 6) I Caught You Now!: Entangle 3d6, 4 DEF (Stops A Given Sense Normal Sight) (40 Active Points); Doesn't work in extreme cold -40 Fahrenheit or below (-¼) 4 1u 7) Clothing Mimicry: Cosmetic Transform 2d6 (Instant Change) (10 Active Points); Doesn't work in extreme cold -40 Fahrenheit or below (-¼) 1 3u 8) Bouncing Missiles: (Total: 40 Active Cost, 32 Real Cost) Missile Deflection (Bullets & Shrapnel), Full Range (+1) (30 Active Points); Doesn't work in extreme cold -40 Fahrenheit or below (-¼) (Real Cost: 20) plus +2 with Ranged Combat (10 Active Points); Doesn't work in extreme cold -40 Fahrenheit or below (-¼) (Real Cost: 7) 1u 9) Springy Legs: Leaping +15" (23" forward, 11 ½" upward) (15 Active Points); Doesn't work in extreme cold -40 Fahrenheit or below (-¼) 1 3u 10) Long, Stretchy Legs: Running +20" (26" total) (40 Active Points); Doesn't work in extreme cold -40 Fahrenheit or below (-¼) 4 3u 11) Shapechanging: Shape Shift (Sight, Radio and Touch Groups, any shape) (36 Active Points); Doesn't work in extreme cold -40 Fahrenheit or below (-¼) 4 6m 12) Enhanced Malleability: Stretching 8" (40 Active Points); Doesn't work in extreme cold -40 Fahrenheit or below (-¼) 4 24 Malleable Skin: Armor (8 PD/8 ED), Inherent (+¼) (30 Active Points); Doesn't work in extreme cold -40 Fahrenheit or below (-¼) Perks 13 2 Door Sedan: Vehicles & Bases 6 Apartment: Vehicles & Bases Talents 17 Combat Sense 14- Skills 7 Aerial Dodger: +2 with DCV (10 Active Points); Only when flying (-½) 3 AK: Trans-Missouri Freehold 12- 3 Conversation 12- 3 High Society 12- 0 Language: English (completely fluent; literate) (4 Active Points) 3 Persuasion 12- 3 PS: Salesman 12- 3 Scholar 2 1) KS: Aerospace Products (3 Active Points) 12- 2 2) KS: Electronic Products (3 Active Points) 12- 2 3) KS: Sales (3 Active Points) 12- 3 Science Skill: Applied Mathematics 12- 1 TF: Small Motorized Ground Vehicles Total Powers & Skill Cost: 181 Total Cost: 350 200+ Disadvantages 20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture) 10 Dependent NPC: Helen Mitchell (wife) 8- (Normal) 20 Hunted: Gateway Consolidated Aerospace 14- (Mo Pow; NCI; Watching) 0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing) 20 Psychological Limitation: Must protect innocent bystanders (Common; Total) 20 Psychological Limitation: Good natured (Very Common; Strong) 10 Psychological Limitation: Doesn't like cold weather (Uncommon; Strong) 10 Social Limitation: Salesman (Frequently; Minor) 20 Social Limitation: Subject to Orders from Gateway Consolidated Aerospace (Very Frequently; Major) 20 Vulnerability: 2 x BODY Cold and Ice based attacks (Common) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Jonathon Mitchell was born on February 18, 2214 in St. Louis, Trans-Missouri Freehold. His childhood was a little rough due to the poverty surrounding him and his family, but they managed to make ends meet. At the age of 12 his abilities first appeared and he was picked up by Gateway Consolidated Aerospace for testing. While he was training for his newfound powers Biogenetics sent several special operations teams to capture him, but he was able to defeat them in a running battle outside of Jefferson City. Gateway Consolidated Aerospace also had him in an apprenticeship program for sales and he showed a natural aptitude for it. At the age of 18 he was given the choice of working for Gateway Consolidated Aerospace or to go his own way. From his prior experiences in the attempts to be captured Jonathon decided to work for Gateway Consolidated Aerospace. As an employee he would have enjoy diplomatic immunity that would prevent any future attempts by Biogenetics to capture him. He made quite a reputation for himself as a top salesman for the company and earned really excellent commissions. When he was 26 he met Helen Smyth and the two began dating over the next two years that culminated in their marriage. A few years after he was married at the age of 32, Gateway Consolidated Aerospace transferred him to Dark Justice to begin training as part of the team. Currently, Jonathon works as a member of Dark Justice and provides security for Gateway Consolidated Aerospace facilities in the Trans-Missouri Freehold. His wife and him share an apartment in Rolla, Trans-Missouri Freehold. Personality/Motivation: Jonathon is good natured and believes that everyone has good in them. It just takes someone to believe in them and to support the good inside. He enjoys the family atmosphere of the team and they have get-togethers with their families quite often. Jonathon is an optimist and firmly believes in the ideals of self-government. He has too much respect and appreciation for Gateway Consolidated Aerospace to work for the New Confederation. Jonathon will help out Inceptum Terminus when he can and doesn't violate his employment with Gateway Consolidated Aerospace. During missions he will go out of his way to protect innocent bystanders and often puts himself at great risk to do so. Due to the nature of his powers he absolutely hates cold weather since it prevents the powers from working. He works for Gateway Consolidated Aerospace because he has seen the positive possibilities coming from the company and their treatment of gifted. He wishes that all gifted can enjoy the benefits of working in a free society and will try to help enslaved gifted when he can. Quote: "I got you now!" Powers/Tactics: He can transform any part of his body into any shape since his body is elastic. The powers are the result of his natural genetic structure and he uses them to great effect in fighting. His powers fail to work in extremely cold weather, but that is due to the molecules slowing to a complete stop. Jonathon will attempt to subdue his opponents and will restrain himself if he thinks that his target can be easily killed. He will try his best to protect the weaker members of Dark Justice by having their opponents focus their attacks on him. Campaign Use: Jonathon will help the heroes anyway he can if they are from the Trans-Missouri Freehold, New Confederation, or Gateway Consolidated Aerospace. If the heroes are from another company or part of the underworld he will attempt to capture them, so they can be turned over to Gateway Consolidated Aerospace or the officials of the Trans-Missouri Freehold. Appearance: Jonathon stands 6' 3", but can fully extend himself out to 78' and weighs 220 pounds. He has blue eyes and close cropped brown hair. His current costume is dark green with silver trim. He also has a small cape that is also green with silver trim. He has a well defined body due to his powers and he works out constantly.
  13. Re: You Decide The Disadvantages for Dark Justice! Battle Dancer 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- 13 BODY 6 12- 18 INT 8 13- PER Roll 13- 15 EGO 10 12- ECV: 5 23 PRE 13 14- PRE Attack: 4 ½d6 16 COM 3 12- 10 PD 6 Total: 10 PD (8 rPD) 10 ED 7 Total: 10 ED (8 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 12 REC 10 30 END 2 29 STUN 0 Total Characteristic Cost: 135 Movement: Running: 26"/104" Leaping: 13"/26" Swimming: 2"/4" Cost Powers END 6 Steel Quarterstaff: (Total: 25 Active Cost, 6 Real Cost) Hand-To-Hand Attack +4d6 (20 Active Points); OAF Durable (-1), Hand-To-Hand Attack (-½), Strength Minimum 10 (-½), Required Hands Two-Handed (-½), Real Weapon (-¼) (Real Cost: 5) plus +1 with HTH Combat (5 Active Points); OAF Durable (-1), Required Hands Two-Handed (-½), Strength Minimum 10 (-½), Real Weapon (-¼) (Real Cost: 1) 2 12 Whip: Multipower, 15-point reserve, (15 Active Points); all slots OAF Durable (-1) Notes: (x2 number of items) 1u 1) Whip Slash: Killing Attack - Ranged ½d6, Required Hands One-Handed (+0) (10 Active Points); OAF Durable (-1), Limited Range (3"; -¼), Reduced Penetration (-¼), Real Weapon (-¼), Strength Minimum 5 (-¼) 1 1u 2) Whip Grab: Stretching 3" (15 Active Points); OAF Durable (-1), Cannot Do Damage (-½), Always Direct (-¼), no Noncombat Stretching (-¼) 1 35 Sensei's Strike: Find Weakness 16- with Single Attack 8 Martial Toughness: Damage Resistance (8 PD/8 ED) 8 Rooted: Knockback Resistance -4" 10 Incredible Leaping: Leaping +10" (13 ½" forward, 6 ½" upward) 1 45 Runs like the Wind: Running +20" (26" total), x4 Noncombat 4 Capoeira Maneuver OCV DCV Notes 5 Armada da Costa (Spin Kick)/Parafuso (Jumping Spinning Kick) -2 +1 8 ½d6 Strike 4 Bencao (Front Thrust Kick)/Asfixiante (Punch) +0 +2 6 ½d6 Strike 5 Block +1 +3 Block, Abort 3 Cabecada (Head-Butt) +1 +0 6 ½d6 Strike 4 Cocorinha/Esquiva/Queda de Quatro -- +5 Dodge, Affects All Attacks, Abort 4 Dedeira (Eye Gouge) -1 -1 Flash 5d6 4 Meia lua de Frente/Queixada (Crescent Kick) +2 +0 6 ½d6 Strike 3 Rasteira/Banda/Tesoura/Arrastao (Legsweep/Takedown) +2 -1 5 ½d6 Strike, Target Falls 5 Voo-do-morcego (Flying Kick) +1 -2 8 ½d6 Strike 3 Weapon Element: Blades, Staffs, Whips 4 +1 HTH Damage Class(es) Talents 3 Lightning Reflexes: +2 DEX to act first with All Actions 6 Ambidexterity (-1 Off Hand penalty) Skills 3 Acrobatics 14- 3 Breakfall 14- 3 Concealment 13- 3 Disguise 13- 3 KS: Capoeira 13- 0 Language: English (completely fluent; literate) (4 Active Points) 3 PS: Dancing 14- 3 PS: Drummer 13- 3 Stealth 14- 10 Two-Weapon Fighting (HTH) 2 WF: Staffs, Whips Total Powers & Skill Cost: 215 Total Cost: 350 200+ Disadvantages 10 Dependent NPC: Elijah Jackson (husband) 11- (Normal; Useful Noncombat Position or Skills) 20 Dependent NPC: Shania Jackson (10 year old daughter) 11- (Incompetent) 10 Distinctive Features: Copoeira Style (Not Concealable; Noticed and Recognizable; Detectable By Large Group) 20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture) 20 Hunted: Gateway Consolidated Aerospace 14- (Mo Pow; NCI; Watching) 0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing) 20 Psychological Limitation: Honorable (Common; Total) 10 Psychological Limitation: Will not attack a downed foe (Uncommon; Strong) 20 Psychological Limitation: Code of Vengeance (Common; Total) 20 Social Limitation: Subject to Orders from Gateway Consolidated Aerospace (Very Frequently; Major) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Elissa Jackson was born on a small farm near the town of Elsinore, Trans-Missouri Freehold to poor parents on May 13, 2218. Her parents attempted to work the land to earn money, but it was never enough to make them a comfortable living. Growing up she was educated by her mother and learned the value of hard work. During her early years she expressed a natural talent for dancing and learned many different styles from different sources. As a teenager she began to study Capoeira from her uncle and quickly became one of his top students. The martial art she was taught incorporated her natural talent in dancing which made her a better student. She expressed an interest in using the staff and whip with her martial arts style and trained hard to incorporate them. At the age of 21 she got married to Elijah Jackson, a traveling scientist with Gateway Consolidated Aerospace, and her daughter was born a year later. Elissa ended up working for Gateway Consolidated Aerospace as a security specialist and helped to form the team Dark Justice as a founding member. Due to her advanced skills and above human potential Biogenetics has targeted her for capture and has fought many battles against Biogenetics special operations teams. Currently, she enjoys a stable home life that is balanced by her work and having a family. Personality/Motivation: Elissa is protective of her family and is very caring of them. This carries over to Dark Justice where she cares for each of the team members. She is also friends with every member of the team. She feels pressure to be more involved with her daughter and to spend time with her husband more. She attempts to juggle the commitments of being on the team with her family with which she sometimes fails. She dislikes the fact that gifted are treated as slaves by the other Corporate States and wishes to see them freed. She treats gifted and normals equally and is honorable in her dealings with them. Elissa has a vengeful streak when someone she cares about is harmed and will go to great lengths to get the offending party. Protecting her family and her team is her major concern. She tries to be a good mother and wife, but the stresses on her life have led to conflict with her husband. She is very protective of her friends and family and will do anything to keep them safe. At work, she tries to lead her team with a cool head, but lacks the training in tactics to fully realize their combat potential. Quote: "Wanna dance darlin?" Followed by two whips grabbing her opponent and throwing them into a wall. Powers/Tactics: Elissa has above human speed and dexterity that is inherent to her. She is a master of Capoeira and uses a steel staff for fights that require the disabling of opponents or dual whips to subdue a target for questioning. She uses all of the dances she knows in combat as part of her martial arts. She will attempt to attack targets that are the greatest threat to her team and knock them out. After her opponent is disabled she will go to the next greatest threat and so on until combat is ended. Campaign Use: If the heroes are from the New Confederation or Trans-Missouri Freehold she will help them out as best she can. If the heroes belong to another Corporate State, Elissa will try to get them to defect to the Trans-Missouri Freehold or the New Confederation. If they listen and wish to defect she will help them get to a doctor to have the power nullifier removed as well as perform an introduction. If the heroes don't wish to defect and attack her Elissa will defend herself and try to knock out the heroes with her combat skills. Appearance: Elissa stands 5' 10" and weighs 152 pounds. She has short brown curly hair and brown eyes. She has a well defined body and trains constantly to keep her in fighting trim. Her current costume is a set of grey/black urban camouflage fatigues with the shirt having tails that flows down between her legs. She also wears black knee high boots with flat heels.
  14. The contest is over so removing all the text. Here is the finalized version of the team.
  15. Re: Split's Serpent Society Thread Awesome job on the write ups and I need to spread rep around before hitting you again.
  16. Re: Inceptum Terminus: You Decide the Fate! Updated the questions.
  17. Re: Inceptum Terminus: I Present The Dream Team Well glad that you liked them all and Nightmare does have a VPP.
  18. Within Inceptum Terminus there will be certain cities destroyed during the terrorist attacks against the world. Out of all the cities in the United States which ones do you see being destroyed and why? Also what weapons would be used? List of places: San Diego L.A. Chicago Washington DC Denver Rhode Island Colorado Springs Albuquerque Groton, Connecticut San Fransisco Boston Hawaii-Nukes in the volcano Oahu-Biological New York City-Gas the tunnels after blowing the bridges and watch the panic kill everyone. Mount Ranier-Nukes in the volcano Glen Canyon, Tennessee Valley, Oregon, and Washington Dams: High Explosives Las Vegas: biological
  19. Re: Inceptum Terminus World Book Timeline continuation. Comments and questions are welcome. 2001 Terrorist cells hijack four civilian jetliners and target prominent buildings in the United States. Two of the jetliners hit the Sears Towers and destroys them. The third impacts into the Capitol Building causing massive damage. Martial Law declared in the US and the state governments are dissolved. NATO dissolved in Europe. The US and her allies invade Afghanistan and Iraq. 2002 The war goes well for the US in Iraq and Iran sides with the US. Allied forces cross Iran to bolster their forces in Afghanistan. Allied space fighters clash in space with Chinese-Franco Pact forces. December 31, 2002 terrorist sleeper cells launch attacks with nuclear, biological, and chemical weapons within the allied nations. 2003 Mankind in the United States is pushed to extinction as starvation sets in. Major cities are burnt out ruins. Federal military forces split apart into two factions with one supporting the last orders of the President and the other supports the Constitution of the United States. The corporations begin open warfare between each other. 2004 Marauders push the rest of humanity to the edge of survival. The remainder of humanity huddles in the shadows of the corporations while the Constitutionalist forces throw in with the corporations. The Corporate Wars begin and they consolidate their holdings on their territories. 2010 Most of the marauders are pushed into the wastelands of the United States. People move back into the shells of the cities and fight to reclaim the territories for the corporations. Disease and plagues run rampant through the human population. 2015 Large scale terraforming begins to allow food to be replanted. Cloned animals are released into the wild to restock the native population. 2018 The first crops are brought in and massive efforts by the corporations to feed the population begin. 2022 Many social programs are started to bring humanity back from the brink. Recolonization of the urban areas begin in earnest. 2030 Revitalization of the urban areas continues and the infrastructure is rebuilt. 2034 Nuclear fission reactors are micronized and are placed into vehicles as a fuel source. 2040 The Corporate Wars begins anew as they start attacking the other Corporate States for control. The terraforming of the earth is seventy-five percent complete. Cloned and natural animals interbreed and stronger breeding lines are surviving. 2045 Cyberspace is recreated after the infrastructure in the cities is fully repaired. 2050 The Corporate Wars simmer down to sporadic firefights along the borders and special operations intensifies. Biogenetics has finally succeeded in mapping the human genome. The secret becomes the most sought out information by opposing corporations. 2054 Biogenetics discovers mutations within the human genome. The mutations lead to the creation of the proto-gifted where they have low level abilities that beyond the human norm. Terraforming is finished with the soil and food production is at a record high. 2055 Proto-gifted appear in greater numbers in the human population. Other corporations begin their own genetic programs and fight with Biogenetics for control over the proto-gifted. 2058 All of the Corporate States launch a media campaign to dehumanize the Gifted within their borders. 2062 A minor golden age follows as humanity begins to prosper and anti-gravity technology is introduced. 2070 Marauders strike from the wilderness at the civilized areas and a fighting renews. 2074 The marauders are pushed back into the inhospitable areas. 2080 The remaining Gifted are either rounded up or go into hiding forming the Underground. 2095 After a century of near constant warfare between the Corporate States, delegates meet in virtual conference and work on a treaty of cooperation between their respective companies. 2097 The CS Economic Trade and Assistance Treaty is signed and natural monopolies of products is established. The trade between the Corporate States allows them to maintain the status quo and to allow for aggression to still occur against targets that upset the balance. Part of the agreement is the introduction of the Credit backed by precious metals to use for a means of exchange. 2100 The final towers that monitor the movements of the people is activated and strict limits on where a person can go is implemented through the use of implanted microchips. Mitsu-Pan re-establishes the Emperor and the Shogunate system of governance. 2101 Corporate governance and a new status quo is firmly established. Free trade between the various companies is in its infancy. 2110 Holovid technology is invented and becomes an overnight sensation. 2115 The Gifted begin to appear and have greater latent power potential then the proto-gifted had. Biogenetics seizes as many as they can with special operations teams. 2118 The other corporations start their own genetic programs to catch up to what Biogenetics has done. Gifted are declared to be slaves to whichever corporation they happen to live in. 2122 Gifted Control Technology is perfected by Lonestar Development and is freely shared with all the corporations. The technology prevents a Gifted from using their natural powers in any manner. 2123 The Gifted from Biogenetics and Worldwide Motors Corporation clash on the border in the former state of Wisconsin. This marks the first use of Gifted in combat operations. 2135 The walls surrounding Biogenetics, Lonestar Development, Worldwide Motors Corporation, and Dai-HK are completed locking their people inside. 2150 New advances in armor technology results in the introduction of new body armor that is completely sealed against the environment. 2155 Power Armor is introduced and has crude thrusters in the feet to allow for greater ground speed. 2158 Gateway Consolidated Aerospace manages to contact Olympus Station. No life is found onboard, but the logs are downloaded for future examination. Biogenetics opens the doors to the first concentration camps to hold the Gifted. 2160 Gateway Consolidated Aerospace retrieves the logs from the former space fleet of the United States and Russian Confederation. It will take them twenty five years to finally decrypt the blueprints stored in the files. 2165 Travers Entertainment Network re-introduces death sport holovid shows to the public. 2173 Combined Annihilation and Eradication Styles Armed Racing or CAESAR is aired for the first time. 2177 Cybernetics make a leap in technology with the introduction of weapon and armor implants. 2180 The micronized nuclear reactors are designed to prevent a meltdown from occurring when the containment field is breached. 2185 Gateway Consolidated Aerospace finally decrypts the blueprints and begins work on stealth designed aircraft. 2186 Due to the treaty between the Corporate States the Underworld finally establishes the family model of leadership and is run like a business. Deaths in the Underworld drop dramatically as the families work together. 2195 Cybernetic ear and eye implants are introduced to the public to allow a person to see and hear beyond the human limitations. 2200 A man calling himself The Patriot begins to spread his message of freedom. 2202 After two years of intense searching for The Patriot the Corporate States declare him to be a ghost and an urban legend. 2205 Worldwide Motors Corporation releases the first versions of stealth ground vehicles based on the technology it secured from Gateway Consolidated Aerospace . 2210 Gauss weapons are brought onto the market. 2215 The counter-culture movement gathers steam in the Underground and begins to combat the messages of the Corporate States. 2218 Worldwide Motors Corporation begins a purge of their citizens to find sympathizers to The Patriot and the Children of Liberty. 2225 Gateway Consolidated Aerospace's board in a closed session decides to pursue space and to privately relinquish control of the Trans-Missouri Freehold to The Patriot and the Children of Liberty. The company will still be the face of the Corporate State, but the people will be allowed to control the government. 2226 Trans-Missouri Freehold holds its first elections and the company splits off the government entities from its central organization. The other Corporate States look on uneasy about the turn of events. The new government says it will still adhere to the treaty to sooth fears from the other corporations. Gateway Consolidated Aerospace's Gifted team are retained by the company and will not be a part of the government. 2230 Second generation stealth vehicles reach the front lines. 2235 Biogenetics maps out the Gifted genome and research into artificial Gifted begins. 2237 Children of Liberty launch a massive propaganda campaign in the other eight Corporate States. 2239 The propaganda campaign is finally squashed by the other corporations. 2244 Gateway Consolidated Aerospace preps the first space mission for launch. Upon exiting the atmosphere the mission is destroyed by unknown attackers. 2245 Members of the Underground from the other Corporate States meet in a secure location in Trans-Missouri Freehold and begin the long process of establishing a shadow government. 2248 A new Articles of Confederation are written incorporating many changes to prevent a central government from achieving what the former United States did. In the latter part of the year, the New Confederation government is elected with President James Gaines at the helm. 2249 The Patriot and President Gaines enlist the help of six Gifted and name them Inceptum Terminus since they are the first and last hope for freedom in the New Confederation. Congress of the New Confederation has oversight of the team and plans major operations for them. April 22, 2250 Congress of the New Confederation declares war on the Corporate States, but isn't publicized to maintain the balance of power.
  20. Re: Inceptum Terminus: Presenting Inceptum Terminus the Gifted Team Reworked Sound Star, Tsunami, and Mind Locke after HawksmoorSD recommended some big changes to the characters. Thanks Hawk for the help.
  21. This is the Gifted team that works for the New Confederation and given the code name Inceptum Terminus since they are freedom's last hope. The title of the world is taken from their name. Comments and questions are always welcome. SOUND STAR Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 ½d6 [1] 23 DEX 39 14- OCV: 8/DCV: 8 14 CON 8 12- 14 BODY 8 12- 15 INT 5 12- PER Roll 12- 18 EGO 16 13- ECV: 6 25 PRE 15 14- PRE Attack: 5d6 18 COM 4 13- 8+8 PD 5 Total: 8/16 PD (0/8 rPD) 8+8 ED 5 Total: 8/16 ED (0/8 rED) 6 SPD 27 Phases: 2, 4, 6, 8, 10, 12 10 REC 8 28 END 0 30 STUN 2 Total Characteristic Cost: 145 Movement: Running: 6"/12" Flight: 18"/72" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 32 Offensive Light Powers: Multipower, 80-point reserve, (80 Active Points); all slots Fuel Dependent (fuel is Very Common; must refuel Once per 5 Minutes; Sound; -1 ½) 3u 1) Light Bolt: EB 12d6, Personal Immunity (+¼) (75 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 5 Minutes; Sound; -1 ½) 7 3u 2) Pulse Laser: RKA 3d6+1, Autofire (3 shots; +¼), Personal Immunity (+¼) (75 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 5 Minutes; Sound; -1 ½) 7 3u 3) Ultrabright Flare Blast: Sight Group Flash 9d6, Personal Immunity (+¼), AP (+½) (79 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 5 Minutes; Sound; -1 ½) 8 1u 4) Nova Blast: EB 5d6, Personal Immunity (+¼), MegaScale (1" = 1 km; +¼), Explosion (+½), NND ([standard]; Sonic Waves; +1) (75 Active Points); Increased Endurance Cost (x10 END; -4), NCC (Occurs when the character feels as if she has lost those closest to her.; -2), Fuel Dependent (fuel is Very Common; must refuel Once per 5 Minutes; Sound; -1 ½) 70 2u 5) Holograms: Sight and Hearing Groups Images Increased Size (8" radius; +¾), +/-4 to PER Rolls, Personal Immunity (+¼) (54 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 5 Minutes; Sound; -1 ½) 5 1u 6) Create Light: Sight Group Images Increased Size (8" radius; +¾), +/-4 to PER Rolls (38 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 5 Minutes; Sound; -1 ½), Only to create light (-1) 4 54 Defensive Light Powers: Multipower, 136-point reserve, (136 Active Points); all slots Fuel Dependent (fuel is Very Common; must refuel Once per 5 Minutes; -1 ½) 1u 1) Sound and Light Harmonic Field: FF (8 PD/8 ED/8 Power Defense) (24 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 5 Minutes; -1 ½) 2 2u 2) Flight 18", x4 Noncombat (41 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 5 Minutes; -1 ½) 4 2u 3) I Feel the Sound: Absorption 8d6 (Sonic Energy, Offensive Light Powers Multipower), Delayed Return Rate (points return at the rate of 5 per Minute; +¼) (50 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 5 Minutes; -1 ½) 1u 4) Sound Absorption Field: Hearing Group Flash Defense (8 points) (8 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 5 Minutes; -1 ½) 1u 5) Light Absorption Field: Sight Group Flash Defense (8 points) (8 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 5 Minutes; -1 ½) 16 Digital MP12 Player and Speaker Helmet: Aid END Reserve 3d6, Persistent (+½) (45 Active Points); OIF Fragile (-¾), 1 Continuing Charge lasting 5 Minutes (-¾), Limited Special Effect Very Common SFX (Sound; -¼) [1 cc] 26 Absorbed Sound Pool: Endurance Reserve (110 END, 15 REC) (26 Active Points) Perks 8 Reputation: Singer and Actress (A large group) 11-, +4/+4d6 Talents 3 Perfect Pitch 3 Lightning Reflexes: +2 DEX to act first with All Actions Skills 3 Acrobatics 14- 3 Acting 14- 3 Breakfall 14- 3 Disguise 12- 3 High Society 14- 3 KS: Music and Musical Theory 12- 0 Language: English (completely fluent; literate) (4 Active Points) 4 Language: Italian (completely fluent; literate) 3 Oratory 14- 3 Persuasion 14- 3 PS: Singer 14- 3 Seduction 14- 3 Stealth 14- 2 Survival (Temperate/Subtropical) 12- 3 Teamwork 14- 1 TF: Grav Vehicles/Hovercraft Total Powers & Skill Cost: 205 Total Cost: 350 200+ Disadvantages 20 Dependence: Sound Powers Gain 11- Activation Roll (Very Common; 5 Minutes) 20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture) 20 Hunted: New Confederation 14- (Mo Pow; NCI; Watching) 10 Psychological Limitation: Loves the spotlight (Uncommon; Strong) 20 Psych. Lim.: Maternal Instincts Directed At Night Daemon (Common; Total) 10 Psych. Lim.: Mourning the loss of her daughter and husband (Uncommon; Strong) 10 Psych. Lim.: Vengeful (Uncommon; Strong) 20 Soc. Lim.: Subject to orders from the New Confederacy (Very Frequently; Major) 20 Susceptibility: Soundless Environments 3d6 damage per Minute (Common) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Gabriella Stiletto was born in Macon, Southern States of America on September 28, 22into a media star family. Her mother was a news reporter and her father was a fashion model. When she was 5 her powers began to manifest themselves when she would listen to music. She went to the best schools her parents could afford and did really well in the structured private schools. By the time she had reached adulthood, Gabriella was taken by Travers Entertainment Network to work as a media star and released her first album. When she was 22, she met Roberto Stiletto and they were married shortly after a spicey romance. Nine months later, Bethany was born and quickly became the focus of the two parents. Gabriella continued to work and release albums for TEN plus began hosting her own holovid show. Life was perfect until Gabriella and her family went to Nashville, Southern States of America to film a music video for her current number one hit 'Fiends with Benefits'. While shooting the video, six Biogenetic special operations teams attacked the set and quickly overpowered the security assigned. During the fierce firefight, Gabriella saw her husband, carrying Bethany, fall to his death when a section of the stage opened up from an explosion. Outraged, Gabriella lost control and an explosion erupted from her that destroyed a 5km radius centered on her. Several other Biogenetics teams were sent in and recovered her. Over the next fourteen years, Gabriella was held as a slave to Biogenetics and endured the torturous experiments. While imprisoned she met Harmony and the two became good friends. When Night Daemon was brought into their section of the facility, Gabriella noticed that he acted the same way as an infant would and took on the responsibility of raising him. After three more years of captivity, Gabriella and Night Daemon escaped from Biogenetics and fled into the underground. It required months of travel to finally reach Jefferson City, Trans-Missouri Freehold and were recruited by the New Confederation. At the meeting she met Mind Locke, Tsunami, and Phenome. They all agreed to work together to better humanity and worked hard to become a team. Personality/Motivation: Gabriella still experiences the loss of her husband and infant. She informally adopted Night Daemon and works hard to be a good mother to him. She is firm and supportive of him. She extends this maternal instinct out to Phenome as well since Phenome is the same age as Bethany. Gabriella treats Mind Locke, Tsunami, and White Wolfe as equals with each playing a role within their diverse family. She is very forceful in her wishes and will ensure everyone knows where she stands on issues they face. She wishes to see Biogenetics destroyed utterly and views the other Corporate States with contempt. She works to protect the team from outside threats to their freedom. Quote: "When you look at my lightshow it's the last you'll ever see." Powers/Tactics: Gabriella's powers are all inherent to her. She transforms sound into light to use both offensively and defensively. She has a weakness to lack of sound and will die from it. She can lose control under certain circumstances and cause massive property damage. She prefers to attack from long range and coordinating the team to best effect against opponents. Campaign Use: If the heroes are from Trans-Missouri Freehold, New Confederation, or Gateway Consolidated Aerospace she will help them out. If they aren't then she will try to convince them to join the New Confederation. If they refuse to listen she will attack them to protect her 'family'. Appearance: Gabriella stands 5' 7" tall and weighs 143 pounds. She has shoulder length black hair and blue eyes. She has a petite athletic build and works out often. Her costume is black with gold colored lightning bolts. Gabriella wears a full helmet that contains large speakers that she uses to boost her powers and it plugs into her mp12 player. For normal clothing she dresses in skirts and blouses usually, but does like to wear jeans and t-shirts. TSUNAMI Val Char Cost Roll Notes 14 STR 4 12- Lift 174.1kg; 2 ½d6 [1] 23 DEX 39 14- OCV: 8/DCV: 8 14 CON 8 12- 14 BODY 8 12- 14 INT 4 12- PER Roll 12- 14 EGO 8 12- ECV: 5 14 PRE 4 12- PRE Attack: 2 ½d6 14 COM 2 12- 10+8 PD 7 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 6 REC 0 28 END 0 28 STUN 0 Total Characteristic Cost: 108 Movement: Running: 6"/12" Flight: 18"/72" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 58 Weather Front: (Total: 125 Active Cost, 58 Real Cost) Change Environment 1" radius, -5 Temperature Level Adjustment, Varying Combat Effects, Personal Immunity (+¼), MegaScale (1" = 10 km; +½), Varying Effect Broad Group (Weather Based Special Effects; +1) (74 Active Points); No Range (-½), Activation Roll 14- (-½), Only In Heroic Identity (-¼) (Real Cost: 33) plus Change Environment 1" radius, +2 Points of Damage, -4 to Characteristic Roll or Skill Roll, Multiple Combat Effects, Personal Immunity (+¼), MegaScale (1" = 10 km; +½) (51 Active Points); No Range (-½), Only In Heroic Identity (-¼), Nonselective Target (-¼) (Real Cost: 25) 12 25 Weather Offensive Powers: Multipower, 50-point reserve, all slots Variable Special Effects (Limited Group of SFX; Weather based special effects; +¼) (62 Active Points); all slots Activation Roll 14- (-½), Restrainable (-½), Only In Heroic Identity (-¼), Reduced By Range (-¼) 2u 1) Weather Entangles: Entangle 2d6, 2 DEF, Area Of Effect (2" Radius; +1) (40 Active Points); Activation Roll 14- (-½), Restrainable (-½), Only In Heroic Identity (-¼), Reduced By Range (-¼) 4 2u 2) Weather Front: EB 8d6, Variable Special Effects (Limited Group of SFX; Weather Based Special Effects; +¼) (50 Active Points); Activation Roll 14- (-½), Restrainable (-½), Only In Heroic Identity (-¼), Reduced By Range (-¼) 5 1u 3) Weather Bolt: RKA 2d6, Variable Special Effects (Limited Group of SFX; Weather Based Special Effects; +¼) (37 Active Points); Activation Roll 14- (-½), Restrainable (-½), Only In Heroic Identity (-¼), Reduced By Range (-¼) 4 2u 4) Thunder and Lightning Clap: Sight and Hearing Groups Flash 9d6 (50 Active Points); Activation Roll 14- (-½), Restrainable (-½), Only In Heroic Identity (-¼), Reduced By Range (-¼) 5 20 Wind Effects: Multipower, 30-point reserve, (30 Active Points); all slots Only In Heroic Identity (-¼), Visible (Blowing debris found in the area; -¼) 1u 1) Arrows of the Wind: Killing Attack - Ranged 1d6, Armor Piercing (+½) (22 Active Points); Only In Heroic Identity (-¼), Visible (Blowing debris found in the area; -¼) 2 2u 2) Air Manipulation: TK (20 STR) (30 Active Points); Affects Whole Object (-¼), Only In Heroic Identity (-¼), Visible (Blowing debris found in the area; -¼) 3 1u 3) Wind Deflection: Missile Deflection (Any Ranged Attack) (20 Active Points); Only In Heroic Identity (-¼), Visible (Blowing debris found in the area; -¼) 32 Weather Protection Powers: Multipower, 57-point reserve, (57 Active Points); all slots Activation Roll 14- (-½), Only In Heroic Identity (-¼) 1u 1) Shield of the Winds: FF (8 PD/8 ED) (16 Active Points); Activation Roll 14- (-½), Only In Heroic Identity (-¼) 2 2u 2) Flight 18", x4 Noncombat (41 Active Points); Activation Roll 14- (-½), Only In Heroic Identity (-¼) 4 2u 3) Desolidification (affected by Fire based special effects) (40 Active Points); Cannot Pass Through Solid Objects (-½), Activation Roll 14- (-½), Only In Heroic Identity (-¼) 4 18 Strength of the Winds: Endurance Reserve (100 END, 10 REC) Reserve: (20 Active Points); Only In Heroic Identity (-¼) 15 Cloud Form: Shape Shift (Sight Group), Instant Change 1 Kyujutsu Maneuver OCV DCV Notes 4 Basic Shot +0 +0 Strike, +2 DC 3 Defensive Shot -1 +2 Strike 5 Distance Shot +0 -2 Strike , +1 Segment 5 Far Shot +1 -1 Strike 4 Quick Shot +1 +0 Strike, +2 DC 4 Ranged Disarm +0 +0 Disarm, +3 DC to Disarm Perks 8 Fringe Benefit: Kirisutogomen, Shogun (16 Active Points); Only When In Pacific Northwest Shogunate (-1) Skills 3 Conversation 12- 3 High Society 12- 0 Language: Japanese (completely fluent; literate) (4 Active Points) 3 Language: English (fluent conversation; literate) 3 Scholar 2 1) KS: Code of Bushido (3 Active Points) 12- 2 2) KS: History (3 Active Points) 12- 2 3) KS: Kyujutsu (3 Active Points) 12- 3 Tactics 12- 3 Teamwork 14- 1 WF: Bows Total Powers & Skill Cost: 242 Total Cost: 350 200+ Disadvantages 10 Accidental Change: Whenever an innocent is threatened. 11- (Uncommon) 15 DF: Cloud Body in hero ID (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Hunted: Mitsu-Pan 11- (Mo Pow; Harshly Punish) 20 Hunted: Biogenetics 11- (Mo Pow; Harshly Punish) 20 Psych. Lim.: Code of Bushido (Common; Total) 10 Psych. Lim.: Claustraphobia (Common; Moderate) 20 Psychological Limitation: Must Avenge All Insults to Self (Common; Total) 10 Soc. Lim.: Subject to orders from the New Confederacy (Occasionally; Major) 25 Social Limitation: Ronin (Very Frequently; Severe) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Hohiro Tetsumo was born on August 1, 2214 in New Kyoto, Pacific Northwest Shogunate. Both of his parents were samurai under the Shogun Miatsu and he eventually joined their ranks after going to school. While in school he was trained in the Art of the Bow and was an expert at it by the time he turned 18. When he was just 10 his powers manifested themselves and he was trained in their use by using the techniques learned from Kyujustu. Once he finished school he began to work missions for Mitsu-Pan into the Republic of West Coast States and Rocky Mountain Confederation. During one of these missions he found a copy of Thomas Paine's Common Sense and realized that freedom is something that everyone should enjoy not be limited to the Emperor or the Shogunate. Upon his return to Mitsu-Pan, he rose up against Shogun Miatsu and defeated him in single combat. He took control over the shogun's land and forces. For ten years he continued to work for the Emperor and tried to institute many reforms based upon the pamphlet he found. War loomed on the horizon as the Emperor and the other Shoguns resisted these changes. Forced to Flee from Mitsu-Pan he headed to Jefferson City, Trans-Missouri Freehold and worked through the underground to get there. Hohiro eventurally met with the other future members of Inceptum Terminus and quickly allied with him. He still retains his holdings within Mitsu-Pan, but the Shogunate hasn't made any moves towards it since he hasn't been declared ronin. Personality/Motivation: Hohiro is a very serious individual and follows to the dictates of Bushido. Occassionally, Hohiro lets his humor and kinder side shine through by helping Julio play a practical joke. He helps Gabriella in raising Night Daemon informally and is very strict while disciplining him. Hohiro enjoys talking to Phenome and he is friends with the rest of the team. He enjoys studying ancient texts from the Age of Enlightment in his spare time. He wishes to see the New Confederation succeed and to free the people held under the Emperor's iron fist. Quote: "I am the wind and strike at thee." Powers/Tactics: Tsunami has excellent control over weather patterns and their force of nature. He can cause the temperature to drop or rise by 100 degrees plus manipulate weather effects within that temperature range. He prefers to stay out of physical combat, but will fight if pressed. He uses the wind and objects around him to attack with in addition to the weather based attacks. He has excellent control over the wind to use as protection. Campaign Use: If the heroes are from the New Confederation, Trans-Missouri Freehold, or Gateway Consolidated Aerospace he will help them within reason. If the heroes are from Pacific Northwest Shogunate he will attempt to reason with them to abandon their mission and if that fails he will attack them. If the heroes are from the remaining corporate states he will attack and try to eliminate their threat. Appearance: Hohiro stands 5' 11" and weighs 181 pounds. He has long black hair tied in a samurai top knot and has brown eyes. He has a slight muscular build and practices Kyujutsu to keep in shape. His form becomes a living cloud with lightning arcing across his body when he wants to control the weather. For every day clothing he wears traditional 15th century Japanese clothing. Mind Locke Val Char Cost Roll Notes 14 STR 4 12- Lift 174.1kg; 2 ½d6 [1] 20 DEX 30 13- OCV: 7/DCV: 7 18 CON 16 13- 15 BODY 10 12- 18 INT 8 13- PER Roll 13- 30 EGO 40 15- ECV: 10 23 PRE 13 14- PRE Attack: 4 ½d6 14 COM 2 12- 10+8 PD 7 Total: 10/18 PD (0/8 rPD) 10+8 ED 6 Total: 10/18 ED (0/8 rED) 5 SPD 20 Phases: 3, 5, 8, 10, 12 10 REC 6 40 END 2 31 STUN 0 Total Characteristic Cost: 165 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 12 Mental Powers: Elemental Control, 50-point powers, (25 Active Points); all slots Limited Class Of Minds [single species/type of mind] (Human Minds Only; -1) 12 1) Brain Drain: Drain EGO 2d6, Ranged (+½), BOECV (Mental Defense applies; +1) (50 Active Points); Limited Class Of Minds [single species/type of mind] (Human Minds Only; -1) 5 14 2) Mind Blast: EB 6d6, BOECV (Mental Defense applies; +1) (60 Active Points); Limited Class Of Minds [single species/type of mind] (Human Minds Only; -1), Increased Endurance Cost (x2 END; -½) 12 20 3) Mental Paralysis: Entangle 3 ½d6, 3 DEF, BOECV (Mental Defense applies; +1) (70 Active Points); Limited Class Of Minds [single species/type of mind] (Human Minds Only; -1), Stops Working If Mentalist Is Knocked Out (-¼) 7 16 4) Compartmentalization: Major Transform 2 ½d6 (change memories and Psychological Limitations), BOECV (Mental Defense applies; +1) (80 Active Points); Limited Power Add only to remove memories (-1), Limited Class Of Minds [single species/type of mind] (Human Minds Only; -1), Limited Target ([slightly Limited]; Humans; -¼), Stops Working If Mentalist Is Knocked Out (-¼) 8 21 Heavy Protective Full Body Armor: (Total: 36 Active Cost, 21 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) plus +2 Mental Defense (8 points total); IIF Durable (-¼) (Real Cost: 2) 47 Neural Blocking: Variable Power Pool (Drain/Suppress), 40 base + 7 control cost, (60 Active Points); Limited Class Of Minds [single species/type of mind] (Human Minds Only; -1), Only for Drains and Suppresses (-1) Perks 16 Fringe Benefit: Chairman of BoD of a major business, Head of State Skills 3 KS: Business 13- 3 Jack of All Trades 2 1) PS: Accountant (3 Active Points) 13- 2 2) PS: Accounting (3 Active Points) 13- 2 3) PS: Businessman (3 Active Points) 13- 3 Scientist 2 1) SS: Accounting 13- (3 Active Points) 2 2) SS: Algebra 13- (3 Active Points) 2 3) Science Skill: Anaylysis 13- (3 Active Points) 2 4) Science Skill: Applied Mathematics 13- (3 Active Points) 2 5) Science Skill: Calculus 13- (3 Active Points) 2 6) Science Skill: Statistics 13- (3 Active Points) Total Powers & Skill Cost: 185 Total Cost: 350 200+ Disadvantages 10 DF: Bullet scar that curves around the right side of the face (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture) 10 Hunted: Wetware 8- (Mo Pow; Mildly Punish) 20 Hunted: New Confederation 14- (Mo Pow; NCI; Watching) 20 Psych. Lim.: Committed to the cause of the New Confederacy (Common; Total) 20 Psych. Lim.: Code vs. Killing (Common; Total) 5 Psychological Limitation: Doesn't like the caste system (Uncommon; Moderate) 25 Soc. Lim.: Secret ID: Chairman of Cyberware (Very Frequently; Severe) 20 Soc. Lim.: Subject to orders from the New Confederacy (Very Frequently; Major) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Julio Martinez was born in Nuevo Angeles, Republic of West Coast States on February 25, 2216 to a family that were part of the street king caste. His older brother, Jesus, was a member of Chancy's Cobras while Julio tried to avoid the life of a street king. He applied himself to his schooling and earned excellent grades. When he was 14, the 12th Street Sidewinders, a rival street king unit, did a drive by shooting of his family's apartment. His entire family was killed while Julion was in the bathroom. Determined to change how things were done in the Republic of West Coast states he was hired as an accountant by Cyberware when he turned 18. For the next 10 years, Julio worked his way up the corporate ladder and eventually landed a position on the board of directors. He had the rules of engagement changed to where families were protected from attacks by the street kings. One day during a meeting of the board an assassin attacked from extreme range and killed almost every member of the board, except for Julio. He had a bullet that was deflected by his skull and created a scar running across his right cheek. At that moment, his latent mental powers activated. Security Specialists and street king units forced the assassin out of hiding which resulted in his capture. Julio was taken to a local hospital and recovered from his wound. A new board of directors was appointed and Julio became the chairman of Cyberware. Knowing that his life was in constant danger he went underground and eventually joined up with the New Confederation. He continues to work for Cyberware in preparation for when the Republic of West Coast States can be freed. Personality/Motivation: Julio abhors violence due to his experiences, but does understand that there are times when it is the only option. He is a practical joker and will play practical jokes on anyone. He also spoils Night Daemon with treats against the wishes of Sound Star and Tsunami. He gets along with his team members and tries to help them with their problems. Julio wishes to see the New Confederation and freedom restored to the former United States. He also works to maintain his position as chairman, but from an undisclosed location. Quote: "You've forgotten more than you realize." Powers/Tactics: Julio uses his powers to erase memories for skills or seeing the team from the target. He will reluctantly use his powers to alter a target's personality into something totally different. He prefers to stay out of physical combat as much as possible. He prefers to block out the memories of his opponent to allow for a non-violent solution to occur. Campaign Use: If the heroes are from the Republic of West Coast States or the New Confederation he will help them as much as possible. If they are from opposing corporate states he will use his powers to alter their memories of their current mission to orders of giving themselves up. Appearance: Julio stands 6' tall and weighs 224 pounds. He has black hair that is stylish and brown eyes. He has a build that is chubby around his waistline, but he is still very attractive. His current costume is a standard issue heavy protective full body armor that incorporates a psionic shield. When not in costume he prefers to wear the most expensive clothes and fashion accessories. PHENOME Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 20 DEX 30 13- OCV: 7/DCV: 7 14 CON 8 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 14 COM 2 12- 10+8 PD 7 Total: 10/18 PD (0/8 rPD) 10+8 ED 7 Total: 10/18 ED (0/8 rED) 5 SPD 20 Phases: 3, 5, 8, 10, 12 10 REC 8 44 END 8 30 STUN 1 Total Characteristic Cost: 121 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 98 Human Mimicry: Variable Power Pool, 70 base + 28 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (140 Active Points); Requires A Successful HTH Attack Roll (-½), VPP Mimics Target's Powers (-½), Powers May Only Be As Powerful As Target's Powers (-½) 21 Enhanced Human Mimicry: Shape Shift (Sight, Hearing, Smell/Taste and Touch Groups, any shape), Cellular, Imitation (59 Active Points); Skin Contact Required (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -¾) 6 26 Armored Clothing Mimicry: (Total: 54 Active Cost, 26 Real Cost) Armor (8 PD/8 ED) (24 Active Points); OIF Durable (-½), Half Mass (-½), Real Armor (-¼) (Real Cost: 11) plus Cosmetic Transform 4d6, Reduced Endurance (0 END; +½) (30 Active Points); OIF Durable (-½), No Range (-½) (Real Cost: 15) 8 Wakizashi: Killing Attack - Ranged 1d6, Required Hands One-Handed (+0) (15 Active Points); 1 Recoverable Charge (-1 ¼), OAF Durable (-1), Strength Minimum 8 (-½), Range Based On Strength (-¼), Real Weapon (-¼) [1 rc] Notes: (x2 number of items) Martial Arts: Aikido Maneuver OCV DCV Notes 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Martial Escape +0 +0 30 STR vs. Grabs 4 Extend Ki +0 +0 STR+15 to resist Shove; Block, Abort 5 Joint Break -1 -2 Grab One Limb; HKA 1d6 +1 , Disable 4 Joint Lock/Throw +1 +0 Grab One Limb; 1d6 NND ; Target Falls 4 Redirect +1 +3 Block, Abort 4 Martial Strike +0 +2 5d6 Strike 3 Martial Throw +0 +1 3d6 +v/5, Target Falls 3 Takedown +1 +1 3d6 Strike; Target Falls 3 Weapon Element: Blades, Polearms and Spears, Staffs Perks 3 Anonymity Talents 3 Ambidexterity (-2 Off Hand penalty) 4 Double Jointed Skills 3 Acrobatics 13- 3 Breakfall 13- 3 Bugging 13- 3 Concealment 13- 3 Contortionist 13- 3 KS: Akido 13- 0 Language: Japanese (completely fluent; literate) (4 Active Points) 4 Language: English (completely fluent; literate) 3 Mimicry 13- 3 Stealth 13- Total Powers & Skill Cost: 229 Total Cost: 350 200+ Disadvantages 20 Hunted: Mitsu-Pan 8- (Mo Pow; NCI; Capture) 20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture) 20 Hunted: New Confederation 14- (Mo Pow; NCI; Watching) 20 Psych. Lim.: Code vs. Murder (Common; Total) 20 Psych. Lim.: Honorable (Common; Total) 10 Psychological Limitation: Values human life (Common; Moderate) 20 Soc. Lim.: Secret ID Artificial Gifted(Frequently; Severe) 20 Soc. Lim.: Subject to orders from the New Confederacy (Very Frequently; Major) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Kanada Kasumi was born on May 22, 2232. She holds the distinction as the first artificially created gifted for Mitsu-Pan. Kasumi was given the lead scientist's family name to give her a sense of belonging. She is the oldest of the triplets that were born. She was raised normally by the project staff and was given an education that was centered around what her future missions would be like. After completing her training she was given the assignment of impersonating a New Confederation congressman and infiltrated the underground to reach Jefferson City, Trans-Missouri Freehold. She shadowed the target and managed to make skin contact when the congressman was asleep. Kasumi shape shifted into the congressman and when it came time to finish the impersonation by killing the target she couldn't. Broken the congressman convinced Kasumi to join Inceptum Terminus and has been with the team for the past three months. Personality/Motivation: Kasumi is head strong, but polite. She will attempt to negotiate out of a combat situation, but will not hesitate to defend herself as needed. Kasumi is also laid back and will help take care of Night Daemon. She gets along really well with Inceptum Terminus and enjoys spending time with Tsunami. She and Tsunami understand each other because of their shared culture and spend hours talking. Kasumi would like to see people allowed to make their own choices and be free enough to choose their government. Quote: "Am I really you or are you really me?" Powers/Tactics: Kasumi will use her Akido to defend herself and reasons that the individual is only hurting themselves. She will try to make skin contact with a gifted in order to use their powers if need be. She enjoys being in the forefront of combat to help direct Night Daemon and will use her abilities to defeat their opponents. She listens to the orders given by Sound Star or Tsunami. Campaign Use: If the heroes are from the New Confederation or Trans-Missouri Freehold she will help them out as much as she can. If they aren't then she will attempt to impersonate one of them in order to find out their plans then alert the New Confederation. Appearance: Kasumi stands 5' 5" tall and weighs 112 pounds. By a fluke in her genetic design she has natural red hair that is waist length and has green eyes, but her features are Japanese. She has a petite athletic build and works out constantly to keep her figure. Her costume mimics whatever clothing her target wears, but by default it is black with red trim. Michael O'Toole Val Char Cost Roll Notes 12 STR 2 11- Lift 132.0kg; 2d6 [1] 18 DEX 24 13- OCV: 6/DCV: 6 13 CON 6 12- 13 BODY 6 12- 18 INT 8 13- PER Roll 13- 13 EGO 6 12- ECV: 4 13 PRE 3 12- PRE Attack: 2 ½d6 14 COM 2 12- 8+9 PD 6 Total: 8/17 PD (0/9 rPD) 8+9 ED 5 Total: 8/17 ED (0/9 rED) 4 SPD 12 Phases: 3, 6, 9, 12 9 REC 8 50 END 12 30 STUN 4 Total Characteristic Cost: 114 Movement: Running: 8"/16" Leaping: 5"/10" Swimming: 5"/10" Cost Powers END 15 Multiform (200 Character Points in the most expensive form) (Instant Change) (45 Active Points); NCC (Whenever only holy ground form is unavailable; -2) 16 Standard Protective Full Body Armor: (Total: 28 Active Cost, 16 Real Cost) Armor (6 PD/6 ED) (18 Active Points); OIF Durable (-½), Half Mass (-½), Real Armor (-¼) (Real Cost: 8) plus Life Support (Self-Contained Breathing) (10 Active Points); IIF Durable (-¼) (Real Cost: 8) 22 Combat Arms G-10 Gauss Assault Rifle: (Total: 80 Active Cost, 22 Real Cost) Killing Attack - Ranged 2d6, 4 clips of 30 Charges (+½), Armor Piercing (+½), Autofire (5 shots; +½) (75 Active Points); OAF Durable (-1), Strength 10 (-½), Required Hands Two-Handed (-½), No Knockback (-¼), Beam (-¼), Real Weapon (-¼) (Real Cost: 20) plus +1 with Ranged Combat (5 Active Points); OAF Durable (-1) (Real Cost: 2) [30] 11 Neural Interface Jack: (Total: 24 Active Cost, 11 Real Cost) Mind Link , One Specific Mind (5 Active Points); Only when jacked into another object that has a NIJ (-½), IIF Durable (-¼) (Real Cost: 3) plus +1 SPD (10 Active Points); Only when jacked into another object that has a NIJ (-1), IIF Durable (-¼) (Real Cost: 4) plus +3 DEX (9 Active Points); Only when jacked into another object that has a NIJ (-1), IIF Durable (-¼) (Real Cost: 4) Perks 5 Anonymity 20 Laptop Computer: Vehicles & Bases Talents 6 Combat Luck (3 PD/3 ED) 3 Lightning Reflexes: +2 DEX to act first with All Actions Skills 9 Bugging 16- 9 Climbing 16- 14 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers) 16- 11 Concealment 17- 9 Cryptography 16- 18 Electronics (Medical Systems, Air/Space Traffic Control Systems, Broadcast Communications, Cellular and Digital, Medical Sensors, Metal Detectors, Radar, Radio, Sensor Jamming Equipment, Sonar, Telephone Communications) 17- 9 Forgery (Documents, Credit Cards) 16- 0 Language: English (completely fluent; literate) (4 Active Points) 9 Security Systems 16- 9 Shadowing 16- 9 Stealth 16- 11 Streetwise 16- 8 Survival (Temperate/Subtropical) 16- 11 Systems Operation 17- 2 WF: Blades, Gauss Guns Total Powers & Skill Cost: 236 Total Cost: 350 200+ Disadvantages 20 Hunted: Biogenetics 11- (Mo Pow; Harshly Punish) 15 Hunted: New Confederacy 14- (Mo Pow; Watching) 20 Normal Characteristic Maxima 25 Phys. Lim.: Possessed by Night Daemon (All the Time; Fully Impairing) 20 Psych. Lim.: Staunch Christian (Common; Total) 20 Psych. Lim.: Naive (Common; Total) 15 Psych. Lim.: Honest (Common; Strong) 15 Soc. Lim.: Minor (Very Frequently; Minor) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Michael O'Toole was born in Duluth, High Plains Alliance on June 5, 2234. His father was a minister and his mom helped with their ministry. He grew up a normal child that was dedicated to Christianity, but one night when he was 14 a Biogenetics special operations team captured him. He was taken to St. Paulapolis and was part of a ritual that summoned a demon, instead of being sacrificed the demon took over his body. Michael hasn't been seen since. Personality/Motivation: Michael treats people fairly and he helps whenever he can. He is extremely curious and uses his netrunning skills to seek out information. Michael is very generous and honest when dealing with strangers, but he is also naive. He is interested in the forbidden knowledge that Biogenetics doesn't want to be seen. He also will help people when he can. Quote: "Our Father who art in Heaven..." Powers/Tactics: Michael has no powers, but he is extremely skilled with computers. He prefers netrunning and is quite good at it. He has a laptop, body armor, and a gauss rifle for self defense. His first option he chooses is to run and if that isn't available he will fight. Campaign Use: If the heroes treat Michael well he will help them, but if they do not then he will try to escape from them. Appearance: Michael stands 5' 5" tall and weighs 160 pounds. He has long brown hair with brown eyes. He wears modified New Confederation military body armor for combat and regular clothes when not on missions. He has a slight build and rarely works out. NIGHT DAEMON Val Char Cost Roll Notes 30+10 STR 20 15- / 17- Lift 1600.0kg/6400.0kg; 6d6/8d6 [¾] 23 DEX 39 14- OCV: 8/DCV: 8 25 CON 30 14- 16 BODY 12 12- 13 INT 3 12- PER Roll 12- 13 EGO 6 12- ECV: 4 30 PRE 20 15- PRE Attack: 6d6 4 COM -3 10- 8+10 PD 2 Total: 8/18 PD (0/8 rPD) 8+10 ED 3 Total: 8/18 ED (0/8 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 12 REC 2 70 END 10 44 STUN 0 Total Characteristic Cost: 168 Movement: Running: 8"/16" Flight: 15"/60" Leaping: 7"/14" Swimming: 4"/8" Cost Powers END 20 Daemonic Hand to Hand Powers: Multipower, 25-point reserve, (25 Active Points); all slots Doesn't work on holy ground (-¼) 2u 1) Fangs: HKA 1d6+1 (2 ½d6 w/STR) (20 Active Points); Doesn't work on holy ground (-¼) 2 2u 2) Claws: HKA 1 ½d6 (3d6+1 w/STR) (25 Active Points); Doesn't work on holy ground (-¼) 2 1u 3) Tail Swipe: HA +4d6 (20 Active Points); HA (-½), Doesn't work on holy ground (-¼) 2 8 Daemonic Defensive Powers: Elemental Control, 20-point powers, (10 Active Points); all slots Doesn't work on holy ground (-¼) 24 1) Immortality: Healing BODY 1 ½d6, Can Heal Limbs, Resurrection (40 Active Points); Only works when unconscious (-¼) 4 4 2) Hellfire: Energy Damage Reduction, Resistant, 25% (15 Active Points); Costs Endurance (-½), Increased Endurance Cost (x2 END; -½), Doesn't work on holy ground (-¼) 2 4 3) Hellfire: Physical Damage Reduction, Resistant, 25% (15 Active Points); Costs Endurance (-½), Increased Endurance Cost (x2 END; -½), Doesn't work on holy ground (-¼) 2 6 4) Daemonic Body: Density Increase (2,800 kg mass, +10 STR, +2 PD/ED, -2" KB), Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points); Always On (-½), Doesn't work on holy ground Power does not work in Uncommon Circumstances (-¼) 11 5) Daemon Skin: Armor (8 PD/8 ED) (24 Active Points); Doesn't work on holy ground (-¼) 20 6) Daemonic Wings: Flight 15", x4 Noncombat (35 Active Points); Doesn't work on holy ground (-¼) 3 16 Daemonic Ranged Offensive Powers: Elemental Control, 40-point powers, (20 Active Points); all slots Doesn't work on holy ground (-¼) 16 1) Hellfire Breath: EB 8d6 (40 Active Points); Doesn't work on holy ground (-¼) 4 16 2) Daemon Body Temperature: Energy Blast 2 ½d6, Personal Immunity (+¼), Reduced Endurance (0 END; +½), Persistent (+½), Damage Shield (+½) (36 Active Points); Doesn't work on holy ground (-¼) 5 Tail and Wings: Extra Limb (1), Inherent (+¼) (6 Active Points); Doesn't work on holy ground (-¼) 4 UV Perception (Sight Group) (5 Active Points); Doesn't work on holy ground (-¼) 8 Nightvision, Discriminatory (10 Active Points); Doesn't work on holy ground (-¼) Skills 3 Acrobatics 14- 3 Breakfall 14- 0 Language: English (completely fluent) (3 Active Points) 3 Shadowing 12- 3 Teamwork 14- 3 Tracking 12- Total Powers & Skill Cost: 182 Total Cost: 350 200+ Disadvantages 25 DF: Daemon Form (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 20 Hunted: New Confederation 14- (Mo Pow; NCI; Watching) 30 Hunted: Biogenetics 14- (Mo Pow; NCI; Capture) 20 Social Limitation: Subject to Orders from Faction (Very Frequently; Major) 25 Psych. Lim.: Amnesia (Very Common; Total) 10 Psych. Lim.: Has a 5 year old child's mentality. (Common; Moderate) 10 Vulnerability: 2 x STUN Holy Water (Uncommon) 10 Vulnerability: 2 x Effect Holy Objects (Uncommon) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Not much is known about Night Daemon prior to his escape from Biogenetics. He currently works for the New Confederation and performs missions for them. Personality/Motivation: Night Daemon currently has the mentality of a five year old boy. He enjoys playing with his toys, eating ice cream, and playing superheroes and supervillains. Night Daemon is also extremely curious and enjoys getting into things which drives the rest of the team up the wall. He looks up to Gabriella as his mother, Tsunami as his dad, Mind Locke as his uncle, Phenome as his older sister, and White Wolfe as his aunt. He is very protective of them and will do anything to keep them from harm. He is scared of monsters and tries to avoid them at all costs. He tries to listen and behave himself, but sometimes he just can't control himself. Quote: "For Optimal Primus!" Powers/Tactics: Night Daemon's powers are natural abilities. His high body temperature protects him from damage and makes him too hot to grab. In combat he tries to attack at long range then move in closer to keep the opponent occupied with hand to hand combat. Campaign Use: Night Daemon isn't very helpful to heroes and will not talk to strangers, instead he will try to get them to talk to Sound Star or another member. Appearance: Night Daemon stands 8' tall and weighs 1,543 pounds. He has large daemonic wings, two horns on his head, and an elongated snout. Night Daemon has cloven hooves and his knees are bend the opposite way than normal. His skin color is orange and black tiger striped. He also wears a high heat resistant loin cloth. WHITE WOLFE (HUMAN FORM) Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 ½d6 [1] 18 DEX 24 13- OCV: 6/DCV: 6 13 CON 6 12- 13 BODY 6 12- 18 INT 8 13- PER Roll 13- 17 EGO 14 12- ECV: 6 18 PRE 8 13- PRE Attack: 3 ½d6 16 COM 3 12- 7 PD 4 Total: 7 PD (0 rPD) 7 ED 4 Total: 7 ED (0 rED) 4 SPD 12 Phases: 3, 6, 9, 12 8 REC 4 30 END 2 31 STUN 4 Total Characteristic Cost: 110 Movement: Running: 8"/16" Leaping: 4"/8" Swimming: 4"/8" Cost Powers END 21 Shamanistic Ritual Magic: Variable Power Pool, 20 base + 1 control cost, (30 Active Points); Extra Time (20 Minutes, Character May Take No Other Actions, -2 ¾), Gestures, Requires Gestures throughout (Requires both hands; Complex; Dancing; -1 ½), Incantations (Requires Incantations throughout; Complex; Singing; -1), Requires A Skill Roll (KS: Shamanism; -½) 45 Werewolf: Multiform (200 Character Points in the most expensive form) (Instant Change) 7 Tomahawk: Killing Attack - Hand-To-Hand 1d6 (1 ½d6 w/STR), Required Hands One-Handed (+0), Range Based On STR (+¼) (19 Active Points); OAF (-1), Strength Minimum 6 (-½), Real Weapon (-¼) 2 10 Knife: Killing Attack - Hand-To-Hand ½d6 (1d6+1 w/STR), Required Hands One-Handed (+0), Range Based On STR (+¼) (12 Active Points); OAF (-1), Strength Minimum 4 (-¼), Real Weapon (-¼) 1 Notes: (x2 number of items) 7 Bow, Medium: Killing Attack - Ranged 1d6+1, 12 Recoverable Charges (+¼) (25 Active Points); OAF (-1), Requires Multiple Foci or functions at reduced effectiveness (+¼), Strength Minimum 9 (-½), Required Hands Two-Handed (-½), Beam (-¼), Real Weapon (-¼), Range Based On Strength (-¼), Concentration (½ DCV; -¼) [12 rc] 6 Standard Armored Duster: Armor (6 PD/6 ED) (18 Active Points); Duster (Protects Locations 7-14) (-1), OIF Durable (-½), Real Armor (-¼) 6 Hardened Leather Clothing: Armor (6 PD/6 ED) (18 Active Points); Suit (7-16; -1), OIF Durable (-½), Real Armor (-¼) 5 Hardened Leather Mocassin Boots: Armor (6 PD/6 ED) (18 Active Points); Boots (17-18; -2), OIF Durable (-½), Real Armor (-¼) Perks 5 Anonymity Talents 3 Ambidexterity (-2 Off Hand penalty) 20 Animal Friendship 4 Environmental Movement (no penalties in Temperate/Sub-Temperate Climates) 3 Lightsleep 4 Mounted Warrior (HTH Combat) 4 Mounted Warrior (Ranged Combat) 4 Rapid Archery Skills 3 AK: Woodlands 13- 3 Acrobatics 13- 3 Animal Handler 13- 3 Breakfall 13- 3 Climbing 13- 3 Concealment 13- 3 Contortionist 13- 3 CuK: Mohican Traditions 13- 3 Fast Draw 13- 3 KS: Flora And Fauna 13- 3 KS: Herbalism And Healing-Lore 13- 3 KS: Arcane And Occult Lore 13- 3 KS: Shamanism 13- 0 Language: Mohican (completely fluent) (3 Active Points) 2 Language: English (fluent conversation) 3 Mimicry 13- 2 Navigation (Land) 13- 3 Paramedics 13- 3 PS: Shaman 13- 3 Riding 13- 3 Shadowing 13- 3 Stealth 13- 4 Survival (Temperate/Subtropical, Mountain) 13- 3 Teamwork 13- 3 Tracking 13- 10 Two-Weapon Fighting (HTH) 5 WF: Axes, Maces, Hammers, and Picks, Bows, Clubs, Flintlocks, Javelins and Thrown Spears, Nets, Thrown Knives, Axes, and Darts, Thrown Rocks, Unarmed Combat Total Powers & Skill Cost: 240 Total Cost: 350 200+ Disadvantages 10 Accidental Change: Whenever her life is in danger 11- (Uncommon) 10 DF: (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Hunted: Dai-HK 8- (Mo Pow; NCI; Limited Geographical Area; Mildly Punish) 20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture) 20 Hunted: New Confederation 14- (Mo Pow; NCI; Watching) 20 Psych. Lim.: Time Lost (Very Common; Strong) 20 Normal Characteristic Maxima 5 Psych. Lim.: Code vs. Killing (Uncommon; Moderate) 20 Soc. Lim.: Subject to orders from the New Confederacy (Very Frequently; Major) 15 Soc. Lim.: American Indian (Occasionally; Severe) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: White Wolfe was born on November 23, 1748 in what later became Atlantic Northeast States under a full silver moon and was promised to be a peace keeper for the shamans because of the good omen. She learned how to run in the woodlands silently and was excellent in combat. When she was 14, she transformed for the first time into a werewolf. She learned how to control her abilities while she was undergoing her training as a shaman. She learned how to cast spells and her role within Mohican society. While out hunting when she was 18, a Huron raiding party attacked her village and killed everyone she knew, including her parents. Vowing revenge against the warrior named Pitbull she approached the shamans of a neighboring Mohican village and told them the story of what had happened. The shamans consulted with each for a few days before finally agreeing to her request to hunt down the Huron warrior and began the long ritual for a spell that would enable her to get to her foe quickly. Once the spell was complete, White Wolfe was thrown forward in time to 2250 and saw her hated foed nearby. Quickly she gathered her wits and tried to attack him, but by that time he had left the area. Undaunted she proceeded to use her knowledge of the woods and followed his tracks. Along the way, she was attacked by strange men wearing weird clothing and fired strange weapons at her. During the firefight, a helicopter landed nearby and she was offered the chance to join the New Confederation. She left with Inceptum Terminus and formed friendships with them. Personality/Motivation: She is friends with all of the members of Inceptum Terminus and is especially fond of Night Daemon. She fails to comprehend the changes in technology and tries to put it into the context of the 18th century. She is curious about the developments, but is also afraid of them. She thinks the technology of the current era to be bad magic. White Wolfe is determined to capture Pitbull and bring him to justice before the council. Nothing else matters to her and she seeks out any information she can find. Quote: "What strange device is that?" Powers/Tactics: All of her abilities are natural and stem from her genetics. White Wolfe will use her natural form most predominately. If the situation is dire enough she will shapeshift into her werewolf form and fight hand to hand. Campaign Use: No matter which corporate state the heroes are from White Wolfe will be extremely wary of them. She will not give up any information nor assist the heroes in any way. Appearance: Human Form: White Wolfe stands 5' 9" and weighs 143 pounds. She has black hair that reaches to the back of her knees and has brown eyes. She has a petite athletic build. She wears Mohican clothing and is most comfortable wearing it. Werewolf Form: White Wolfe stands 7' tall and weighs 882 pounds. She is covered head to toe with silverish white fur. She has sharp claws and teeth. She looks like a classic werewolf. White Wolfe (Werewolf Form) Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 [3] 23 DEX 39 14- OCV: 8/DCV: 8 25 CON 30 14- 18 BODY 16 13- 18 INT 8 13- PER Roll 15-/21- 15 EGO 10 12- ECV: 5 18 PRE 8 13- PRE Attack: 3 ½d6 14 COM 2 12- 18 PD 12 Total: 18 PD (8 rPD) 18 ED 13 Total: 18 ED (8 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 14 REC 6 70 END 10 50 STUN 4 Total Characteristic Cost: 198 Movement: Running: 24"/96" Leaping: 26"/104" Swimming: 5"/10" Cost Powers END Animal Senses 4 1) Animal Ears: +2 PER with Hearing Group 3 2) Animal Ears: Ultrasonic Perception (Sight Group) 4 3) Animal Eyes: +2 PER with Sight Group 4 4) Animal Nose: +2 PER with Smell/Taste Group 6 5) Animal Senses: +2 PER with all Sense Groups 5 6) Animal Eyes: Nightvision 5 7) Animal Nose: Tracking with Normal Smell 8 8) Protective Hide: Damage Resistance (8 PD/8 ED) 13 Werewolf Powers: Elemental Control, 40-point powers, (20 Active Points); all slots OIF (Amulet; -½) 17 1) Fangs: HKA 2d6 (3d6+1 w/STR), AP (+½) (45 Active Points); OIF (Amulet; -½) 4 16 2) Flurry of Claws: HKA 2d6+1 (3 ½d6 w/STR), Autofire (3 shots; +¼) (44 Active Points); OIF (Amulet; -½) 4 17 3) Healing BODY 4d6, Can Heal Limbs (45 Active Points); OIF (Amulet; -½) 4 13 4) Leaping +20" (26" forward, 13" upward) (Accurate, x4 Noncombat) (30 Active Points); OIF (Amulet; -½) 3 14 5) Running +18" (24" total), x4 Noncombat (41 Active Points); OIF (Amulet; -½) 4 Skills 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 2 Language: English (fluent conversation) 0 Language: Mohican (completely fluent; literate) (4 Active Points) 3 Navigation 13- 3 Shadowing 13- 3 Stealth 14- 3 Survival 13- Total Powers & Skill Cost: 152 Total Cost: 350 200+ Disadvantages 25 Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 30 Hunted: Biogenetics 14- (Mo Pow; NCI; Capture) 10 Hunted: Dai-HK 8- (Mo Pow; NCI; Limited Geographical Area; Mildly Punish) 20 Psychological Limitation: Time Lost (Very Common; Strong) 5 Psychological Limitation: Code vs. Killing (Uncommon; Moderate) 20 Psychological Limitation: Last of the American Indians in this time period (Common; Total) 20 Social Limitation: Subject to orders from the New Confederation (Very Frequently; Major) 20 Susceptibility: Silver weapons 3d6 damage Instant (Common) Total Disadvantage Points: 350
  22. Re: Inceptum Terminus World Book Early personal computers in the real world were Altair computers that you had to build a wooden case for. It was essentially a computer kit that you had to put together. They were released in 1977 amid the financial crisis. They didn't fair well, but look at today and see how much computers are a part of our lives.
  23. Re: Attacks That Follow The Target. I'd recommend buying the attack as a vehicle. The Ultimate Vehicle provides some write ups of weapons that are vehicles.
  24. Re: Inceptum Terminus World Book No worries bud and I followed your advice regarding Longinus. There was a delay between the tech advancements and the food lines. The food lines started in 1977 and the tech didn't advance until 7 years later in 1984. In that span of time people went back to work and the food lines disappeared. I never thought about drilling for oil in Alaska, but I'll be sure to mention it in the full history. The recruitment drive in 1996 wasn't a draft, but an upsurge in volunteers joining much like what happened in 2001 after the WTC's destruction. I'm thinking that there were more terrorist attacks on US soil but aren't listed in the timeline. This would give ordinary people incentive to join for patriotic reasons and to secure the world from global terrorism.
  25. Re: The Death Of Vinnie The Viceroy It doesn't indicate any torture. It does indicate they died of fright and last time I checked fear isn't torture.
×
×
  • Create New...