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The_Patriot

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  1. Re: Inceptum Terminus World Book Here's the revamped timeline so questions and comments are welcome. Timeline of World Events 1945 World War II ends. The US begins support of Chang Kai-shek. 1949 After 4 years of continued US support of Chang Kai-shek, Mao is defeated and China establishes the second Southeast Asian democracy. 1951 US and UN forces land in South Korea to bolster the defense against the North Koreans. 1953 North Korea falls to the UN and US forces after a drawn out invasion of the North. China provides land bases for the UN forces to launch from the northern border while a second front extends along the North and South Korean border. The pro-US South Korean government takes control of the northern section and re-integrates them. November 22, 1963 President Kennedy is shot and killed by an unknown gunman. Lee Harvey Oswald is accused of the murder of the president and is killed to keep the conspiracy going. Vice President Lyndon Johnson becomes president of the United States. 1964 President Johnson initiates the build up of forces in Vietnam and US involvement is cemented for the next decade. 1968 President Johnson loses to anti-war candidate Thomas Caine and the United States begins the slow pull out of Vietnam over the next four years. 1972 President Caine presides over the meeting with the Soviet Union and begins the long process of friendship with the communist nation. Terrorism becomes a tool by criminal organizations that are politically motivated starting with the Munich Games massacre. 1973 Last of the US troops leave Vietnam and the North Vietnamese invade South Vietnam uniting the county for the first time in 20 years. Bombings by various terrorist groups occurs throughout Europe and escalates as the years pass. A plague spreads through the populations of the American Indians finally extinguishing their light from the United States and Canada. 1974 President Caine is indicted on several charges concerning the break in of the Watergate building and resigns. Vice President Jerry Davis becomes the next president. In a black op deal, President Davis sponsors several terrorist groups in the world to help destabilize countries that are deemed enemies to the United States. The United States government seizes all of the former land owned by the American Indians and begin exploiting their mineral resources. 1975 President Davis watches as the US economy collapses due to the removal of the United States from the gold standard. Bolstered by the European nations the US dollar begins the slow climb back to being a wanted world currency. 1976 Early experiments with cybernetics provides useful insights into the human body and spirit. President Davis loses the election to an unknown Senator from Rhode Island. Senator James Ross becomes president of the United States. 1977 President Ross upsets the OPEC nations and a national embargo is placed on the United States. Unemployment hits record numbers and food lines become a standard feature in most cities. Iraq seizes the US diplomat and citizens from the embassy in Baghdad. Early personal computers enter into the marketplace and the computer age officially begins. 1980 Governor Bob Dixon is elected as the the 41st President of the United States and makes peace with OPEC to get the oil flowing. Iraq frees the diplomats under the threat of violence from the US. Over the next four years, the economy begins to regrow as people are put back to work. 1982 The Berlin Wall falls as East and West Berlin merge for the first time since WWII. Northern Irish terrorists target Britain in the hopes of gaining independence. 1984 Dixon is re-elected as president and further builds on the rapidly thawing relations between the United States and the Soviet Union. Scientists discover the reason behind their failures with merging cybernetics and human flesh due to the spiritual aspect of man rejecting the cold metal. 1985 East and West Germany unite amid the backdrop of the Soviet Union ceasing to exist. It is replaced with the Russian Confederation and joins NATO. The United States and the Russia Confederation begin a joint partnership in order to explore space and put Olympus Station into orbit. 1987 The joint space mission launches the first manned spaceflight to the moon in almost 20 years. Plans are unveiled for colonization of the moon under the auspices of the United States, European Space Agency, and the Russian Confederation. 1988 Bob Jamison is elected President of the United States in a landslide election. The Prometheus Project sits on the pad of Cape Canaveral and the countdown begins to launch. Several terrorist groups detonate explosives and Prometheus explodes in a massive fireball killing all on board. 1989 France begins covertly siding with the terrorists and gives them free reign within their borders. The remaining European countries look at France warily while Russia and the US face a possible second Cold War due to the bombing. The neural net interface is perfected and sold publicly. Cyberspace is created under the control of individual governments throughout the world. 1990 The Middle East, Europe, Africa, and South America erupts into violence as terrorists come out of the shadows to launch devastating attacks upon the civilian population. The United States, Russia Confederation, and NATO launch medical relief missions throughout the affected countries. 1992 Simon Dennison becomes the President of the United States in a hotly contested election. China, Iraq, North Korea, and France's space agencies begin a joint program to put a space station in orbit. Olympus Station gets its first garrison of troops from the member nations that built the station. Iraq invades Kuwait and Operation Desert Shield/Storm begins 1995 The US and Russia begin the joint development of stealth space fighters and Olympus Station has additional hanger modules added to support the future weapon platforms. Southern Cross Station becomes operational and the first French/Chinese/North Korean space fighters are performing Combat Air Patrols to fend off from United States and Russia Confederation's future fighters. Cybernetics are seen for the first time to help the wounded veterans of the Second Persian Gulf War. 1996 President Dennison is re-elected and promises peace in every area of the world. In order to keep this promise, military recruitment skyrockets and US forces are deployed to the hot spots around the globe. 1998 Terrorist attacks step up around the world and US forces are seen in every major country to help stabilize the local governments. Stealth space fighters are deployed after being over-budget and a tense atmosphere surrounds open space. Local citizens begin to resent the occupation of US and Russia Confederation troops in their countries. 2000 President John Hannah is elected and further expands the reach of the United States military. The US Army crosses the border of Mexico in order to stem the tide of illegal immigrants and the crossing of Mexican troops onto US soil. Canada withdraws from the United States and seals their borders in response to the invasion of Mexico.
  2. Re: The Death Of Vinnie The Viceroy Due to the video evidence of Mr. Fairweather being shot first any action that he took to preserve the life of himself and his secretary was within the constraints of meeting the force with a bit more force to overcome the opposition. There's no way to prove when the thugs dropped their weapons, so arguing excessive force is pointless. Any defense attorney worth his salt would argue that Mr. Fairweather had a legal obligation to protect his secretary from harm under the auspices of it being a citizen's duty to protect others when they have the means to do so. See citizen's arrest for examples of what a citizen can do. However, the video evidence clearly shows that Mr. Fairweather was unarmed while the thugs weren't and he used his natural abilities for self defense. While he may be bulletproof, his secretary isn't and with the thugs discharging their weapons willy nilly with no thought to innocents down range of them it was his legal obligation as an officer of the court and a private citizen to ensure that no innocent was harmed from the actions of the criminals.
  3. Re: The Death Of Vinnie The Viceroy Nothing since it was clearly a case of self defense and Fairweather actually rescued his secretary from white slavery.
  4. Re: Input wanted on some limitations Personally I'd go with something like this: Advanced Camoflage Holographic Field: Sight Group Images 1" radius, +/-2 to PER Rolls, Variable SFX (Limited Group of SFX; Any terrain type features; +1/4) (20 Active Points) IIF (-1/4) Real Cost: 16
  5. Re: Archaeologist Cultural Knowledges and Area Knowledges excellent for rounding out an achaeologist. Any of the Earth Sciences would also be good. I recommend reading the Science Skill table in The Ultimate Skill book.
  6. Re: Inceptum Terminus: I Present The Dream Team Thanks for the spell check and I'm writing as fast as my little fingers can between my other job.
  7. Re: Inceptum Terminus: I Present The Dream Team
  8. I present to you The Dream Team. Dreamscape Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 ½d6 [1] 23 DEX 39 14- OCV: 8/DCV: 8 13 CON 6 12- 13 BODY 6 12- 14 INT 4 12- PER Roll 15- 18 EGO 16 13- ECV: 6 15 PRE 5 12- PRE Attack: 3d6 14 COM 2 12- 8+8 PD 5 Total: 8/16 PD (0/8 rPD) 8+8 ED 5 Total: 8/16 ED (0/8 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 10 REC 8 28 END 1 27 STUN 0 Total Characteristic Cost: 117 Movement: Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 44 Dream World Living Gateway : Cosmetic Transform 6d6 (Real world into the dream world, Sleep), MegaScale (1" = 1 km; +¼), Reduced Endurance (0 END; +½), Affects Desol Any form of Desolidification (+½), Persistent (+½), AOE (11" Radius; +1), Improved Results Group (+1) (142 Active Points); Linked (Dream World Denziens; Lesser Power can only be used when character uses greater Power at full value; -¾), No Range (-½), Always On (-½), Limited Target ([Limited]; Doesn't affect living creatures; -½) 44 Dream World Denziens: Summon 1,024 100-point creatures, MegaScale (1" = 1 km; +¼), Reduced Endurance (0 END; +½), Expanded Class of Beings Limited Group (Dream Denizens; +½), Persistent (+½), Ranged (+½), Uncontrolled (+½) (262 Active Points); NCC (-2), Limited Power Summoned creatures disappear when the dream world disappears. (-2), Strong-Willed +4 on EGO Rolls (-½), Always On (-½) 125 Variable Power Pool, 100 base + 25 control cost, (150 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (Can only be changed when switching forms; -½); all slots Only in Dream Warrior Form (-½) 0 1) Dream Warrior Blade Arm: HKA 1 ½d6 (2d6 w/STR), Autofire (5 shots; +½) (37 Active Points); Only in Dream Warrior Form (-½) Real Cost: 25 4 0 2) +3 PER with all Sense Groups (9 Active Points); Only in Dream Warrior Form (-½) Real Cost: 6 0 3) Darkness to Sight Group 1" radius (10 Active Points); Only in Dream Warrior Form (-½) Real Cost: 7 1 0 4) Dream Warrior Whip Arm: Entangle 2d6, 2 DEF (20 Active Points); Only in Dream Warrior Form (-½) Real Cost: 13 2 0 5) Dream Warrior Armor: Armor (8 PD/8 ED) (24 Active Points); OIF (-½), Only in Dream Warrior Form (-½) Real Cost: 12 20 Shape Shift (Sight Group, four (max) shapes), Instant Change 2 Notes: The original shape is her natural 16 year old body. The second shape is a 12 year old girl. The third shape is an adult Dream Warrior approximately 32 years of age. Total Powers & Skill Cost: 233 Total Cost: 350 200+ Disadvantages 35 Enraged: Berserk When the 12 year old girl form is threatened (Common), go 14-, recover 11- 20 Hunted: Biogenetics 11- (Mo Pow; Harshly Punish) 10 Hunted: Wetware 11- (Mo Pow; Watching) 20 Psych. Lim.: Multiple Personality Disorder (Common; Total) Notes: Dreamscape has three personalities and corresponds to a specific form. The first form is her natural form and this personality carries with it all the emotional scars. The second form is the innocent 12 year old girl that is mischievious. The third form is an adult dream warrior that is overzealous. 20 Psych. Lim.: Honorable (Very Common; Strong) 20 Soc. Lim.: Subject to orders from Wetware (Very Frequently; Major) 25 Soc. Lim.: Gifted (Very Frequently; Severe) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Neuron Val Char Cost Roll Notes 29 STR 19 15- Lift 1392.9kg; 5 ½d6 [3] 20 DEX 30 13- OCV: 7/DCV: 7 15 CON 10 12- 15 BODY 10 12- 16 INT 6 12- PER Roll 12- 16 EGO 12 12- ECV: 5 14 PRE 4 12- PRE Attack: 2 ½d6 14 COM 2 12- 10+8 PD 4 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 2 50 END 10 41 STUN 3 Total Characteristic Cost: 139 Movement: Running: 6"/12" Flight: 15"/60" Leaping: 5"/10" Swimming: 2"/4" Cost Powers END 86 Shrinking (5.585E-5 m tall, 2.842E-12 kg mass, -30 PER Rolls to perceive character, +30 DCV, takes +45" KB) (150 Active Points); Activation Roll 14- (-½), Doesn't work outside of the dream world (-¼) 15 56 Shrinking Offensive Powers: Multipower, 70-point reserve, (70 Active Points); all slots Doesn't work outside of the dream world (-¼) 2u 1) Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-½), Doesn't work outside of the dream world (-¼) 3 6u 2) Body Ripping: Killing Attack - Hand-To-Hand 2d6+1 (3d6 w/STR), No Normal Defense ([standard]; Life Support Immortal; +1) (70 Active Points); Doesn't work outside of the dream world (-¼) 7 5u 3) Immune System Drain: Drain CON 6d6 (60 Active Points); Doesn't work outside of the dream world (-¼) 6 48 Defensive Abilities: Multipower, 60-point reserve, (60 Active Points); all slots Doesn't work outside of the dream world (-¼) 1u 1) Force Field (8 PD/8 ED) (16 Active Points); Doesn't work outside of the dream world (-¼) 2 3u 2) Flight 15", x4 Noncombat (35 Active Points); Doesn't work outside of the dream world (-¼) 3 Skills 4 KS: Human Anatomy 13- Total Powers & Skill Cost: 211 Total Cost: 350 200+ Disadvantages 35 Enraged: Berserk When Dreamscape is threatened (Uncommon), go 14-, recover 8- 20 Hunted: Wetware 14- (Mo Pow; NCI; Watching) 20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture) 20 Psychological Limitation: Enjoys scaring people (Common; Total) 25 Psychological Limitation: Loyal to Dreamscape (Very Common; Total) 20 Reputation: Killer in dreams, 14- (Extreme) 10 Rivalry: Professional and Romantic (Impulse; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Nightmare Val Char Cost Roll Notes 14 STR 4 12- Lift 174.1kg; 2 ½d6 [1] 18 DEX 24 13- OCV: 6/DCV: 6 14 CON 8 12- 14 BODY 8 12- 16 INT 6 12- PER Roll 12- 30 EGO 40 15- ECV: 10 25 PRE 15 14- PRE Attack: 5d6 10 COM 0 11- 10+8 PD 7 Total: 10/18 PD (0/8 rPD) 10+8 ED 7 Total: 10/18 ED (0/8 rED) 5 SPD 22 Phases: 3, 5, 8, 10, 12 8 REC 4 40 END 6 35 STUN 7 Total Characteristic Cost: 158 Movement: Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 65 Nightmare Offensive Powers: Multipower, 81-point reserve, (81 Active Points); all slots Doesn't work outside of the dream world (-¼) 1u 1) Find Fear: Telepathy 5d6 (Human class of minds), Armor Piercing (+½) (37 Active Points); Only to find greatest fear (-1), Receive Only (-½), Stops Working If Mentalist Is Knocked Out (-¼), Doesn't work outside of the dream world (-¼) 4 1u 2) Forms of the Nightmare: Shape Shift (Sight, Hearing, Smell/Taste and Touch Groups, any shape), Instant Change (44 Active Points); No Conscious Control (Limited to a form determined to be a target's greatest fear; -2), Doesn't work outside of the dream world (-¼) 4 107 Dream Forms Specific Powers: Variable Power Pool (Mimicry Pool), 80 base + 27 control cost, all slots Variable Special Effects (Any SFX; +½) (140 Active Points); all slots Character Has No Choice Regarding When Or How Powers Change (Whenever form is transformed powers change to suit the new form; -1), Doesn't work outside of the dream world (-¼) 2 Dream Will: Mental Defense (8 points total); Doesn't work outside of the dream world (-¼) 13 Shield of Nightmares: Force Field (8 PD/8 ED) (16 Active Points); Doesn't work outside of the dream world (-¼) 2 Skills 3 Mimicry 12- Total Powers & Skill Cost: 192 Total Cost: 350 200+ Disadvantages 25 Distinctive Features: In his normal form he's a monstrous looking individual comprised of many different nightmares (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 35 Enraged: Berserk Whenever Dreamscape is attacked (Uncommon), go 14-, recover 8- 20 Hunted: Rocky Mountain Confederation 14- (Mo Pow; NCI; Watching) 25 Psychological Limitation: Enjoys scaring people (Very Common; Total) 20 Psychological Limitation: Protective of Dreamscape (Common; Total) 15 Reputation: The bad man in nightmares, 14- 10 Rivalry: Professional and Romantic (Ego; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Impulse 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- 20 INT 10 13- PER Roll 13- 30 EGO 40 15- ECV: 10 30 PRE 20 15- PRE Attack: 6d6 18 COM 4 13- 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 10 REC 8 47 END 10 36 STUN 8 Total Characteristic Cost: 190 Movement: Running: 6"/12" Flight: 15"/60" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 64 Impulse Control Offensive Powers: Multipower, 80-point reserve, (80 Active Points); all slots Doesn't work outside of the dream world (-¼) 4u 1) Impulse Control: Mind Control 10d6 (Human class of minds), Armor Piercing (+½) (75 Active Points); Stops Working If Mentalist Is Knocked Out (-¼), Only makes the target perform the first action that comes to mind (-¼), Doesn't work outside of the dream world (-¼) 7 2u 2) Impulse Mind Reading: Telepathy 5d6 (Human class of minds), Armor Piercing (+½) (37 Active Points); Receive Only (-½), Stops Working If Mentalist Is Knocked Out (-¼), Doesn't work outside of the dream world (-¼) 4 3u 3) Telekinetic Strike: Hand-To-Hand Attack +8d6, Armor Piercing (+½) (60 Active Points); Hand-To-Hand Attack (-½), Doesn't work outside of the dream world (-¼) 6 48 Impulse Control Defensive Powers: Multipower, 60-point reserve, (60 Active Points); all slots Doesn't work outside of the dream world (-¼) 1u 1) Telekinetic Shield: Force Field (8 PD/8 ED) (16 Active Points); Doesn't work outside of the dream world (-¼) 2 1u 2) Telekinetic Mental Shield: Mental Defense (8 points total) (2 Active Points); Doesn't work outside of the dream world (-¼) 3u 3) Flight 15", x4 Noncombat (35 Active Points); Doesn't work outside of the dream world (-¼) 3 Skills 3 Acrobatics 14- 16 +2 with All Combat 3 Deduction 13- 3 Interrogation 15- 3 Tactics 13- 3 Teamwork 14- 3 Tracking 13- Total Powers & Skill Cost: 161 Total Cost: 350 200+ Disadvantages 25 Distinctive Features: Looks like a large imp with bat wings and has an exposed brain. (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 20 Hunted: Rocky Mountain Confederation 14- (Mo Pow; NCI; Watching) 20 Psychological Limitation: Enjoys making people do crazy and insane things (Common; Total) 20 Psychological Limitation: Enjoys tormenting humans and their frailties (Common; Total) 10 Psychological Limitation: Dislikes humans and detests their dreams of hope (Common; Moderate) 20 Reputation: He made me do it!, 14- (Extreme) 10 Reputation: Murderer of Dreamscape's father, 11- 5 Rivalry: Professional (Ego; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 20 Social Limitation: Public Identity (Very Frequently; Major) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Ego Val Char Cost Roll Notes 17 STR 7 12- Lift 263.9kg; 3d6 [2] 23 DEX 39 14- OCV: 8/DCV: 8 14 CON 8 12- 14 BODY 8 12- 25 INT 15 14- PER Roll 14- 30 EGO 40 15- ECV: 10 20 PRE 10 13- PRE Attack: 4d6 10 COM 0 11- 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 10 REC 8 45 END 9 40 STUN 10 Total Characteristic Cost: 185 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Teleportation: 15"/60" Cost Powers END 48 Ego Offensive Powers: Multipower, 60-point reserve, (60 Active Points); all slots Doesn't work outside of the dream world (-¼) 5u 1) Under My Influence: Drain EGO 6d6 (60 Active Points); Doesn't work outside of the dream world (-¼) 6 2u 2) Fratricide: Mind Control 12d6 (Human class of minds) (60 Active Points); Single Effect: Attack Team Mates (-1), Stops Working If Mentalist Is Knocked Out (-¼), Doesn't work outside of the dream world (-¼) 6 5u 3) You're the Most Important!: Major Transform 4d6 (Psychological Limitation: Narcisist, Psychiatric Visits) (60 Active Points); Doesn't work outside of the dream world (-¼) 6 5u 4) You're in awe of yourself: Ego Attack 6d6 (Human class of minds) (60 Active Points); Doesn't work outside of the dream world (-¼) 6 50 Ego Defensive Powers: Multipower, 63-point reserve, (63 Active Points); all slots Doesn't work outside of the dream world (-¼) 1u 1) Shield of the Mind: Mental Defense (8 points total) (2 Active Points); Doesn't work outside of the dream world (-¼) 1u 2) Sheer Will: Force Field (8 PD/8 ED) (16 Active Points); Doesn't work outside of the dream world (-¼) 2 4u 3) Now you see me...: Teleportation 15", x4 Increased Mass, x4 Noncombat (45 Active Points); Doesn't work outside of the dream world (-¼) 4 5 Wings, Halo: Extra Limbs (3) Skills 3 Acrobatics 14- 3 Acting 13- 3 Analyze: Combat 14- 3 Breakfall 14- 3 KS: Psychology 14- 3 Persuasion 13- 3 Science Skill: Psychology 14- 3 Stealth 14- 3 Streetwise 13- 3 Survival 14- 3 Tactics 14- 3 Teamwork 14- 3 Tracking 14- Total Powers & Skill Cost: 166 Total Cost: 350 200+ Disadvantages 40 Dependence: Must take Prozac Powers Gain 14- Activation Roll (Common; 1 Segment) 25 Distinctive Features: Looks like a large Angel to put people at ease (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 20 Hunted: Rocky Mountain Confederation 14- (Mo Pow; NCI; Watching) 25 Hunted: Dark Talon 14- (As Pow; NCI; Harshly Punish) 20 Psychological Limitation: Pities humans and their simplistic desires (Common; Total) 20 Psychological Limitation: Enjoys destroying friendships (Common; Total) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Summoned Dream Denizen Val Char Cost Roll Notes 12 STR 2 11- Lift 132.0kg; 2d6 [1] 15 DEX 15 12- OCV: 5/DCV: 5 11 CON 2 11- 12 BODY 4 11- 12 INT 2 11- PER Roll 11- 12 EGO 4 11- ECV: 4 16 PRE 6 12- PRE Attack: 3d6 10 COM 0 11- 8 PD 6 Total: 8 PD (0 rPD) 8 ED 6 Total: 8 ED (0 rED) 3 SPD 5 Phases: 4, 8, 12 10 REC 12 23 END 1 25 STUN 1 Total Characteristic Cost: 70 Movement: Running: 8"/16" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 7 Butcher Knife: Killing Attack - Hand-To-Hand 1d6 (1 ½d6 w/STR) (15 Active Points); OAF (-1) 1 23 Fright: Ego Attack 4d6 (Human class of minds) (40 Active Points); Normal Range (-¼), Subject To Range Modifier (-¼), Visible (-¼) 4 Total Powers & Skill Cost: 31 Total Cost: 100 100+ Disadvantages Total Disadvantage Points: 100 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0
  9. Re: Inceptum Terminus: Enter Bloodrain I'm glad you like him. I'm open for suggestions for a name for the slap. Harmony and Dark Sun are both pure energy projectors while Illuminatus is a brick/energy projector.
  10. Re: Inceptum Terminus: Enter Bloodrain Thanks bud. Dark Sun is Speed 6 with the rest being Speed 5. I figured that since she's made up of pure light that she'll be a little faster. Fixed Hemorrhage's lack of scientist enhancer. Due to Biogenetics only throwing together a team from the most easily controlled of their Gifted Bloodrain was formed. Dark Sun was raised with the misinformation that her mother had abandoned her to the corporation so hates her mom. Harmony had the chance to escape with Sound Star and Night Daemon, but didn't for fear of risking their lives. He stayed behind and works behind the scenes to destablize the team. Hemorragh was given the opportunity to work for Biogenetics after being found out as a mass murderer of his patients. He would subject his patients to things that Dr. Mengle would only imagine about. Illuminatus was twisted by torture to become what he is today. He sees himself as ugly and hates that he is a Gifted. The only solace that he finds in his current state is the mutual love between Dark Sun and himself. Although Hemorragh certainly hates it that Dark Sun loves Illuminatus. Starstrike was the result of years of genetic manipulation upon a loyal soldier of Biogenetics. He's Biogenetics version of Captain America and works to ensure that all the members of Bloodrain work together. If a member gets too out of line with another he has orders to kill the offending person. Virus was a biological weapons specialist that had mutated due to the compounds she was exposed to. She enjoys watching people die from the biological agents that make up her body, but hates the fact that her former supermodel good looks were removed during the mutation. Due to standard antibiotics and being a former patient of Hemorragh's she really hates medical professionals. She especially hates Hemorragh for the torture he put her through. The only thing that prevents her from killing him is Illuminatus and Starstrike.
  11. This is the team that is fielded by High Plains Alliance. I hope you enjoy them as much as I did in creating them. Dark Sun Val Char Cost Roll Notes 14 STR 4 12- Lift 174.1kg; 2 ½d6 [1] 21 DEX 33 13- OCV: 7/DCV: 7 14 CON 8 12- 14 BODY 8 12- 18 INT 8 13- PER Roll 13- 14 EGO 8 12- ECV: 5 18 PRE 8 13- PRE Attack: 3 ½d6 16 COM 3 12- 8+8 PD 5 Total: 8/16 PD (0/8 rPD) 8+8 ED 5 Total: 8/16 ED (0/8 rED) 6 SPD 29 Phases: 2, 4, 6, 8, 10, 12 10 REC 8 40 END 6 40 STUN 12 Total Characteristic Cost: 145 Movement: Running: 6"/12" Flight: 20"/320" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 64 Offensive Light Powers: Multipower, 80-point reserve, (80 Active Points); all slots Doesn't work in zero light conditions (-¼) 6u 1) Dark Flare: Sight Group Flash 8d6, Personal Immunity (+¼), AP (+½) (70 Active Points); Doesn't work in zero light conditions (-¼) 7 6u 2) Dark Blast: EB 10d6, Autofire (5 shots; +½) (75 Active Points); Doesn't work in zero light conditions (-¼) 7 6u 3) Dark Explosion: RKA 2d6+1, Personal Immunity (+¼), AOE (4" Radius; +1) (79 Active Points); Doesn't work in zero light conditions (-¼) 8 6u 4) Dark Floodlights: Darkness to Sight Group 6" radius, Personal Immunity (+¼) (75 Active Points); Doesn't work in zero light conditions (-¼) 7 Defensive Light Powers 37 1) Dark Flight: Flight 20", x16 Noncombat (55 Active Points); Visible (Dark Light Trail; -¼), Doesn't work in zero light conditions (-¼) 5 19 2) Dark Shield: FF (8 PD/8 ED/8 Flash Defense: Sight Group) (24 Active Points); Doesn't work in zero light conditions (-¼) 2 12 3) Dark Light Form: Shape Shift (Sight Group), Instant Change (15 Active Points); Doesn't work in zero light conditions (-¼) 1 21 4) Light Absorbtion: Absorption 5d6 (energy, All light based powers), Can Absorb Maximum Of 32 Points' Worth Of Energy Damage (26 Active Points); Doesn't work in zero light conditions (-¼) Perks 3 Anonymity Talents 3 Lightning Reflexes: +2 DEX to act first with All Actions Skills 3 Acrobatics 13- 10 Defense Maneuver I-IV 0 Language: English (completely fluent; literate) (4 Active Points) 3 Stealth 13- 3 Tactics 13- 3 Teamwork 13- Total Powers & Skill Cost: 205 Total Cost: 350 200+ Disadvantages 10 Accidental Change: When Illuminatus is attacked 11- (Uncommon) 20 Dependence: Light Powers Gain 14- Activation Roll (Very Common; 1 Minute) 35 Enraged: Berserk Confronting her mother Sound Star (Uncommon), go 14-, recover 8- 20 Hunted: Biogenetics 14- (Mo Pow; NCI; Watching) 0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder) 15 Psych. Lim.: Hatred of her mother (Common; Strong) 15 Psych. Lim.: Loves Illuminatus (Common; Strong) 20 Soc. Lim.: Subject to orders from Biogenetics (Very Frequently; Major) 15 Susceptibility: Focused sound 3d6 damage Instant (Uncommon) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Bethany Stiletto was born in New Rome, Southern States of America to Gabriella and Roberto Stiletto on July 12, 2232. When she was just four months old, her mother was filming a music video for her latest album when Biogenetics sent six special operations teams to capture her. Carried by her father while the firefight raged she was shielded from the explosions and bullets that destroyed the stage which resulted in Roberto falling to his death. Unknown to Gabriella, Bethany survived the fall and was captured by the Biogenetics soldiers. She doesn't remember her mother, but has been repeatedly indoctrinated by Biogenetics that her mother abandoned her and didn't love her. The only people she knows, outside of the members of Bloodrain, are the Biogenetics scientists and soldiers that were assigned to her project. They weren't kind to her when she was growing up and she remembers the experiments performed on her which caused her severe pain. The pain she endured growing up is laid directly at her mother's feet for abandoning her. Personality/Motivation: She feels a great responsibility towards her team and leads it often into battle for Biogenetics. As a consummate and professional leader she's driven to perfection and feels the weight that leadership burdens her with. Bethany has a softer side that is reserved for Illuminatus and she enjoys spending time with him. She feels repulsed by Hemorrhage and abhors his methods, but will put up with them until she has orders to liquidate him. Bethany also doesn't care for Harmony since he can hurt her with his sonic based powers and that he tries to talk to her about Gabriella. Her relationship with Virus is non-existent since Virus makes her physically ill. She's is friendly with Starstrike and looks up to her for guidance. To strangers and the rest of Biogenetics, Bethany is a cold and calculating individual mainly due to the living conditions of being raised in a cold, sparse cell. Bethany wishes to see her mother dead for being abandoned and for all the years of torture at the hands of Biogenetics. She wants to be able to confront her mother and to make her mother feel the pain she's endured. She works for Biogenetics because it is the only way she can leave the prison camp behind and enjoy some semblance of freedom. Quote: "Listen you piece of trash, if you don't comply now you will regret it." Powers/Tactics: With her role as team leader, she is constantly thinking tactically and tries to coordinate the team for the greatest effect. Virus and Hemorrhage rarely listen to her when in combat which infuriates her to no end. Bethany prefers to fight from a distance and stays out of physical combat as much as possible. She usually leads off with her blinding attack or darkness to confuse opponents then picks them apart with her dark blast. When she's in trouble she'll use an explosion to confuse her opponent. Campaign Use: Bethany is the leader of Bloodrain and is rarely let out of the prison camp, except on missions. She doesn't trust strangers and is more apt to severely injure them rather then talk. If approached by the heroes, she will listen to what they have to say, but if the heroes are disrespectful to her; Bethany will attempt to pick a fight. She does this knowing the Illuminatus will jump in the protect her from the heroes. Appearance: She stands 5' 5" tall and weighs 143 pounds. Bethany also has medium length black hair and green eyes with delicate facial features. Bethany is very attractive with a near perfect figure. She wears an all grey costume with blue piping when she's out on a mission. Her clothing while not on a mission is a simple orange prison jumpsuit. When her powers are activated her body takes on the consistency of pitch black light, but still retains her facial and body features. Harmony Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 18 DEX 24 13- OCV: 6/DCV: 6 18 CON 16 13- 14 BODY 8 12- 18 INT 8 13- PER Roll 13- 18 EGO 16 13- ECV: 6 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 22 Phases: 3, 5, 8, 10, 12 10 REC 6 40 END 2 31 STUN 0 Total Characteristic Cost: 135 Movement: Running: 6"/12" Flight: 15"/60" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 60 Song Offensive Powers: Multipower, 60-point reserve, all slots Personal Immunity (+¼) (75 Active Points); all slots Does not work in a vacuum (-¼) 4u 1) Amplification: Hearing and Radio Groups Images Increased Size (16" radius; +1), +/-5 to PER Rolls, Alterable Size, Personal Immunity (+¼) (56 Active Points); Does not work in a vacuum (-¼) 6 4u 2) Siren's Solo: Hearing Group Flash 8 ½d6, Personal Immunity (+¼), AP (+½), Affects Desolidified Any form of Desolidification (+½) (54 Active Points); Does not work in a vacuum (-¼) 5 5u 3) Siren's Wail: EB 8d6, Autofire (5 shots; +½) (60 Active Points); Does not work in a vacuum (-¼) 6 4u 4) The Sounds Of Silence: Darkness to Hearing Group 9" radius, Personal Immunity (+¼) (56 Active Points); Does not work in a vacuum (-¼) 6 14 Song Defensive Powers: Elemental Control, 36-point powers, (18 Active Points); all slots Does not work in a vacuum (-¼) 15 1) Total Sound: Desolidification (affected by Sonic, Vibratory, & Metal) (40 Active Points); Cannot Pass Through Soundproof Materials (-¼), Does not work in a vacuum (-¼) 4 18 2) Pump Up The Volume: Absorption 3d6, Delayed Return Rate (points return at the rate of 5 per Minute; +¼), adds to all Sonic powers simultaneously (+2) (49 Active Points); Limited Phenomena (sonics only; -¼), Costs END (Only Costs END to Activate; -¼), Does not work in a vacuum (-¼) 5 14 3) Sound Field: FF (8 PD/8 ED/6 Mental Defense/6 Power Defense/8 Flash Defense: Hearing Group) (36 Active Points); Does not work in a vacuum (-¼) 4 14 4) Flight 15", x4 Noncombat (35 Active Points); Does not work in a vacuum (-¼) 3 Perks 9 Reputation: Famous Media Star (A large group) 14-, +3/+3d6 Talents 3 Perfect Pitch Skills 3 Acrobatics 13- 3 Breakfall 13- 3 Climbing 13- 3 Disguise 13- 3 Scholar 2 1) KS: Musical Genres (3 Active Points) 13- 2 2) KS: Musical Theory (3 Active Points) 13- 2 3) KS: Songs (3 Active Points) 13- 2 4) KS: Songwriting (3 Active Points) 13- 7 Mimicry 15- 3 Paramedics 13- 3 PS: Singer 14- 3 Security Systems 13- 3 Stealth 13- 3 Survival 13- 3 Tactics 13- 3 Teamwork 13- Total Powers & Skill Cost: 215 Total Cost: 350 200+ Disadvantages 20 Dependence: Sound Powers Gain 14- Activation Roll (Very Common; 1 Minute) 20 Hunted: Biogenetics 14- (Mo Pow; NCI; Watching) 0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder) 20 Psych. Lim.: In love with Gabriella Stiletto (Common; Total) 20 Psych. Lim.: Hatred of Biogenetics (Very Common; Strong) 10 Psych. Lim.: Honorable (Common; Moderate) 10 Rivalry: Professional (Hemorraghe; Rival is As Powerful; Rival is a Player Character; Seek to Harm or Kill Rival; Rival Unaware of Rivalry) 20 Soc. Lim.: Gifted (Very Frequently; Major) 10 Soc. Lim.: Secret Identity (Occasionally; Major) 20 Soc. Lim.: Subject to orders from Biogenetics (Very Frequently; Major) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Harrison Jones was born in the slums of St. Paulapolis, High Plains Alliance on February 23, 2208. Growing up he joined a street gang for protection at school against other street gangs and joined at the age of 12. Gang life wasn't that bad since it allowed him to pursue music and singing in school. During one choir practice, his powers activated for the first time and destroyed everything in the room including other students and the teacher. He fled from the scene to avoid the military and knew that he was genetically unpure. He sank into a deep depression and hid in the underground to avoid capture. Unbeknownst to him, his gang had sold him out to Biogenetics and was captured. The first six years of captivity were the worst since the scientists would subject him to extremely painful experiments, but someone outside the project had authorized his release from testing to become a singer. At the age of 18, he was introduced to the High Plains Alliance and the other Corporate States via a singing tour. Submerging himself into his music he grew to enjoy the crowds and the adulation of the fans. His fame grew and he represented to his fans what it was to be a model citizen., even when he wasn't. After his first tour wrapped up Harrison was sent back to the prison camp to undergo a new series of experiments. At the camp he meet Gabriella Stiletto, a woman of equally great fame, and they formed a fast friendship. Often when Harrison would try to become more intimate with Gabriella she would rebuff him and withdraw from him. Never giving up hope on her he feel in love with her. On June 3, 2245, Gabriella and Night Daemon broke out of the prison camp and Harrison's requst left him behind. He helped create a diversion for them to escape and was captured after he was sure the two had gotten away. He was severely punished by Biogenetics for his role in their escape. A year later, he was introduced to Bloodrain and met Bethany Stilleto. Intrigued by Dark Sun, he saw that her personality was similar to her mother's and discovered that she hated her mother. Shocked, he spends most of his interactions with Dark Sun trying to convice her to drop the vendetta against Gabriella. Currently, he operates with Bloodrain as a full member and tries to counter-balance the members that are murderous. Personality/Motivation: Harrison enjoys music and singing. They are the two things that give him the most joy in a life filled with misery and pain. He has forgiven himself for the deaths that occurred when he was a teen, but it still colors his actions. He will try to pull him punches if there is a danger of his target being killed. He has a dark sense of humor and attempts to lighten the mood of anyone that is down. He also has a strong sense of duty to both Gabriella and Bethany to see they can enjoy a real mother/daughter relationship. Harrison has clashes with Starstrike, Virus, and Hemorrhage often since they represent the worst of what humanity can offer. He is a father figure to both Illuminatus and Bethany since they never knew their own parents. His main motivation for being on the team is to get Bethany to understand that it was Biogenetics that created the situation between her and her mother. He tries to sabotage missions that they are sent on to capture fellow gifted and frequently isn't caught for his failures. He works with the team and accepts Dark Sun's leadership willingly. Harrison is currently working on a way to permanently remove Starstrike, Virus, and Hemorrhage from the team and from the general population. However, the plan is highly risky and if it results in failure he faces the real chance of being executed. Quote: "Let me sing you a song to make the day better." Powers/Tactics: He gained his powers naturally and since then is constantly trying to learn new ways to use his powers. Harrison's body requires sound to survive and this is what gives him the powers he has. Harmony is reserved when fighting and will pull punches if he thinks that the target could be killed. He will try to disable a person with his darkness or flash attacksand if it doesn't work he switches to his more direct attacks. He generally hangs back and avoids hand to hand combat since he lacks the training to do it. Campaign Use: Harmony is easy going and laid back. If he is met by the heroes he will try to help them out as best he can. If the heroes work for the New Confederation he will attempt to have them relay a message to Sound Star. Appearance: Harrison stands 6' 4" and weighs about 224 pounds. He currently wears an all blue costume that leaves his face exposed and has a gold shockwave pattern on the chest and sleeves. He has brown eyes and brown hair that touches his shoulders. Harrison has a well defined body and likes to work out to keep in shape. Hemorrhage Val Char Cost Roll Notes 14 STR 4 12- Lift 174.1kg; 2 ½d6 [1] 18 DEX 24 13- OCV: 6/DCV: 6 14 CON 8 12- 14 BODY 8 12- 28 INT 18 15- PER Roll 15- 30 EGO 40 15- ECV: 10 18 PRE 8 13- PRE Attack: 3 ½d6 6 COM -2 10- 10+8 PD 7 Total: 10/18 PD (0/8 rPD) 10+8 ED 7 Total: 10/18 ED (0/8 rED) 5 SPD 22 Phases: 3, 5, 8, 10, 12 10 REC 8 40 END 6 35 STUN 7 Total Characteristic Cost: 165 Movement: Running: 15"/30" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 80 Offensive Psychic Powers: Multipower, 80-point reserve 3u 1) Psychic Brain Surgery: Ego Attack 4d6, Personal Immunity (+¼), Affects Desol Any form of Desolidification (+½) (70 Active Points); Limited Class Of Minds Human Species (-1) 7 4u 2) Psychic Flesh Ripping: RKA 1 ½d6, BOECV (Mental Defense applies; +1), Does BODY (+1) (75 Active Points); Limited Class Of Minds Human Species (-1) 7 4u 3) Psychic Surgery: Major Transform 3d6-1 (Turns the target's inside to crushed versions, Normal Healing), BOECV (Mental Defense applies; +1) (80 Active Points); Limited Class Of Minds Human Species (-1) 8 36 Defensive Psychic Powers: Multipower, 36-point reserve 1u 1) Psychic Mental Shield: MD (8 points total) (2 Active Points) 2u 2) Psychic Force Field: FF (8 PD/8 ED) (16 Active Points) 2 2u 3) Psychic Speed: Running +9" (15" total) (18 Active Points) 2 Perks 1 Fringe Benefit: Medical License Skills 9 Forensic Medicine 18- 0 Language: English (completely fluent; literate) (4 Active Points) 9 Paramedics 18- 6 PS: Doctor 18- 3 Scientist 5 1) SS: Anatomy 18- (6 Active Points) 5 2) SS: Biology 18- (6 Active Points) 5 3) SS: Genetics 18- (6 Active Points) 5 4) SS: Internal Medicine 18- (6 Active Points) 5 5) SS: Surgery 18- (6 Active Points) Total Powers & Skill Cost: 185 Total Cost: 350 200+ Disadvantages 25 Distinctive Features: Heavily scarred face and body (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 15 Hunted: Biogenetics 11- (Mo Pow; NCI; Watching) 0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder) 10 Psychological Limitation: Enjoys pain (Uncommon; Strong) 20 Psych. Lim.: Insane (Common; Total) 20 Reputation: For being a mass murderer, 14- (Extreme) 5 Rivalry: Romantic (Illuminatus; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 20 Soc. Lim.: Gifted (Very Frequently; Major) 20 Soc. Lim.: Subject to orders from Biogenetics (Very Frequently; Major) 15 Soc. Lim.: Public Identity (Frequently; Major) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Adam James was born on December 3, 2198 on a farm near Des Moines, High Plains Alliance. At a young age, he was occassionally caught by his parents dismembering local farm animals and was sent to a psychiatrist for psychological help when he was 10. During the long sessions, the young boy would delve into his fiendish fantasies and regaled the doctor with these stories. The doctor went slowly insane and was caught trying to kill the young boy by the receptionist after the fifth session. The doctor became the first victim in the long line of victims murdered by Adam. The doctor was found dead inside of her home and her insides had been shredded, but there wasn't any sign of outside trauma. The police were never able to solve the case. After that Adam learned how to control himself enough to get through school and eventually got his license to practice medicine at the age of 22. Moving away from the small town, he arrived in Cedarloo, High Plains Alliance and opened up a general practice. The large town provided him with ample victims that no one cared about, so he would prey upon the members of the underground. The underground decided enough was enough after the twelveth victim was found mutilated beyond recognition and attacked Adam. He fled from the fight badly beaten and vowed never to return to the underground. His next series of victims were all from a competitor's medical practice and the police were confronted with a long series of grisley murders that spanned two decades. The murders forced his competitor to close down his medical office five years after the first victim appeared and Doctor Kellar was arrested for the murders. Adam slipped by justice unseen and was unable to control his urges any longer. Two months after Doctor Kellar's arrest, Adam began to prey on his own patients. His new victims were all found dead after they had surgical procedures performed on them. Intrigued by the causes of death the medical examiner performed autopsies and discovered that their internal organs had been shredded. In the report prepared by her, Detective Goreland began to dig into Adam's past. Tracing Adam's past back to when he was a child the detective discovered that Adam was a troubled child and the death of his psychiatrist. The bodies of the victims from a rival doctor were exhumed and had autopsies performed. The police discovered that they also had their internal organs shredded in the same manner, so the police promptly arrested Adam. When Adam was practicing, he saw a young biological weapons research scientist that eventually had been transformed into Virus. He performed vile experimentation on her to the point that she nearly died on several occassions. To this day Virus hates Hemorrhage with a passion and wishes to kill him once and for all. In a rare move, the High Chancellor intervened and had Adam transferred to Biogenetic's Genetic Research Division's custody. At the prison camp, Adam was subjected to intense torture and expermination. His reaction was to derive pleasure from the experiences. The scientists concluded that Adam had mental abilities that would allow him to kill someone with his mind alone. He was recommended to join Bloodrain as a doctor to provide medical services and to assist in their missions. The scientists failed to mention in their report that Adam was insane and viewed people as objects. Personality/Motivation: Adam enjoys to kill people in the most imaginative ways possible with his mental powers. His mental powers allow him to shape flesh into anything he desires, but with his thirst for murder he will destroy a person's flesh in a way to cause the most agonizing pain possible. He doesn't like to be restrained by Dark Sun and waits for her to slip up to let her guard down so he can kill her. Relations with the other team members is strained at best. The only thing that Adam cares about is killing more people while he is still alive. Currently, his death count stands at 147 people and he's quite proud of it. He enjoys the media attention that comes from each of his murders, because of the media attention a large cult has formed up around him. The cult at this time operates secretly and without any control from Adam. Quote: "This isn't going to hurt me in the slightest, but you on the other hand..." Powers/Tactics: Adam is highly intelligent and seeks new ways to use his mental abilities to murder people. Unrestrained he could kill a large portion of a local population in a short amount of time. His mental abilities allows him to control a person's flesh on the molecular level and gives him unparalled precision in surgery or healing. The only thing keeping him in line is the High Chancellor assuring Adam that he will be killed if he disobeys. He is also very solitary since pursuing prey means that he has to work alone. He prefers to be up close to his opponents and taunt them with visions of agonizing death. Physical attacks against him only serve to stimulate the pleasure centers in his brain and leads to his opponents becoming frustrated. When being beaten he continues to taunt his opponents. Campaign Use: If the heroes meet Adam they will quickly realize that he wants to kill them. If the heroes do not work for Biogenetics he will concoct a plan to murder them all one by one. Appearance: Adam's face and body are horribly scarred which leaves people feeling ill. He stands 6' 2" and weighs 220 pounds with blood red eyes and dark red hair. His costume is blood red with silver drops that represent blood. Part of his costume is a long silver cape with high boots. To further enhance his fiendish appearance he'll change his face and body to enhance the feeling of fear from people. Illuminatus Val Char Cost Roll Notes 20+20 STR 10 13- / 17- Lift 400.0kg/6400.0kg; 4d6/8d6 [2/4] 18 DEX 24 13- OCV: 6/DCV: 6 30 CON 40 15- 20 BODY 20 13- 18 INT 8 13- PER Roll 13- 14 EGO 8 12- ECV: 5 28 PRE 18 15- PRE Attack: 5 ½d6 14 COM 2 12- 14+4 PD 10 Total: 14/18 PD (8 rPD) 14+4 ED 8 Total: 14/18 ED (8 rED) 5 SPD 22 Phases: 3, 5, 8, 10, 12 20 REC 20 60 END 0 36 STUN -9 Total Characteristic Cost: 181 Movement: Running: 6"/12" Leaping: 34"/136" Swimming: 2"/4" Teleportation: 15"/60" Cost Powers END 40 Neutron Offensive Powers: Multipower, 60-point reserve, (60 Active Points); all slots Restrainable (-½) 4u 1) Neutron Clap: EB 6d6, AOE (12" Line; +1) (60 Active Points); Restrainable (-½) 6 3u 2) Neutron Fists: HA +8d6, AP (+½) (60 Active Points); HA (-½), Restrainable (-½) 6 4u 3) Neutron Death Strike: HKA 2 ½d6 (3d6+1 / 4d6+1 w/STR), AP (+½) (60 Active Points); Restrainable (-½) 6 4u 4) Neutron Flash: Sight, Hearing and Radio Groups Flash 10d6 (60 Active Points); Restrainable (-½) 6 Neutron Defensive Powers 23 1) Neutron Field: DI (25,600 kg mass, +20 STR, +4 PD/ED, -4" KB), Reduced Endurance (0 END; +½), Persistent (+½) (40 Active Points); Always On (-½), Visible (Orangish-red light body; -¼) 6 2) Neutron Hardened Defense: PowD (8 points) (8 Active Points); Visible (Orangish-red light body; -¼) 10 3) Neutron Defense Field: Damage Resistance (8 PD/8 ED/8 Power Def.) (12 Active Points); Visible (Orangish-red light body; -¼) 40 Neutron Movement Powers: Multipower, 40-point reserve 3u 1) Desolidification (40 Active Points); Visible (Body turns translucent; -¼) 4 4u 2) Leaping +30" (34"/38" forward, 17"/19" upward) (Accurate, x4 Noncombat) (40 Active Points) 4 4u 3) Teleportation 15", Position Shift, x4 Noncombat (40 Active Points) 4 Talents 3 Lightsleep 3 Lightning Reflexes: +2 DEX to act first with All Actions Skills 3 Analyze: Combat 13- 3 Breakfall 13- 3 Hoist 13- 0 Language: English (completely fluent; literate) (4 Active Points) 3 Persuasion 15- 3 Teamwork 13- 3 Tracking 13- Total Powers & Skill Cost: 169 Total Cost: 350 200+ Disadvantages 25 DF: Orangish-red light body (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 25 Enraged: Whenever Dark Sun is injured (Uncommon), go 14-, recover 8- 20 Hunted: Biogenetics 14- (Mo Pow; NCI; Watching) 0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder) 5 Psychological Limitation: Shy (Uncommon; Moderate) 10 Psychological Limitation: Doesn't like being in a cell (Common; Moderate) 10 Psychological Limitation: Impulsive (Common; Moderate) 5 Psych. Lim.: Code of Killing (Uncommon; Moderate) 20 Psych. Lim.: Hates not being able to be human (Common; Total) 10 Reputation: Known to use lethal force when necessary or provoked., 11- 20 Soc. Lim.: Subject to orders from Biogenetics (Very Frequently; Major) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Rodney Hill is the only successful attempt by Biogenetics to create an artificial gifted by starting with a normal child. When he was just an infant his parents gave him to Biogenetics to become one of the newest genetically created gifted to be a hero for the High Plains Alliance. His life growing up was strictly regulated by the scientists assigned to his project . Before he joined Bloodrain he spent almost all of his time in his cell. The extent of his education is being able to read and write, but lacks anything beyond that. Currently at the age of 20, he is either running missions or locked up in his cell or being experimented on. Rod spends most of his time with Bethany Stiletto when not on missions or when they aren't locked up. He looks up to Harmony and views him as the father he never had. Personality/Motivation: Rod is shy and quiet most of the time when dealing with strangers, but quickly becomes angry when someone injures Dark Sun. He hates being locked in a cell and feeling like a caged animal. He enjoys listening to Harmony sing and the father-son talks they share. Rod feels overprotective of Bethany and will try to keep in her good graces. They are currently seeing each other, but due to the restrictions on their lives they are unable to be truly alone. Killing someone doesn't bother him, but he is concerned that he may end up like Hemorrhage or Virus who enjoy killing for sport. Rod hates not being able to have a normal life and despises the fact that he was altered to become a gifted. He is thinking of ways to reverse the process on his alterations, but lacks the formal training necessary. He bids his time for when he can escape while working to get close to some of the scientists on his project. With the power nullifier in place he is defenseless against the real possibility escape knowing that Virus, Hemorrhage, and Starstrike will kill him. He follows the orders of Bethany and tries his best to protect her. Quote: "I hate being this.... corporate toy!" Powers/Tactics: All of Rod's powers stem from the genetic alterations done by Biogenetics. He can turn his body translucent to allow attacks to pass through him. He can use his great strength to attack targets at a distance or to fight in hand to hand combat. He has a disdain for using weapons and prefers to use the attacks he naturally has. He will oftentimes use his leaping ability to try to land on top of his opponents and use his great weight to crush them. He enjoys rushing headlong into combat and will try to keep all attention focused on him. Rod believes that this will help protect Bethany from attack. If Bethany is injured he will focus all of his energies onto the person that injured her and may lose control. Campaign Use: If the heroes meet Rod, he will be quiet around them. He is very shy of strangers and will try not to talk to them at all. He prefers to let Bethany do all the talking and will stand by her side to protect her. Appearance: He stands 7' 5" tall and weighs 56,438 pounds. His entire body looks like a neutron star that is orangish-red in appearance with golden yellow eyes and hair. His body is very bright and clothing doesn't last on him since it disintegrates rapidly. Fortunately, his form censors him appropriately. His hair flows freely down to the middle of his back. Rod has a very muscelar build and works out regularly to stay in shape. Starstrike 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- 13 INT 3 12- PER Roll 12- 14 EGO 8 12- ECV: 5 23 PRE 13 14- PRE Attack: 4 ½d6 14 COM 2 12- 9+6 PD 5 Total: 9/15 PD (0/6 rPD) 9+6 ED 6 Total: 9/15 ED (0/6 rED) 6 SPD 27 Phases: 2, 4, 6, 8, 10, 12 10 REC 6 36 END 5 28 STUN -1 Total Characteristic Cost: 133 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 15 Warfan, Edged: Multipower, 25-point reserve, (25 Active Points); all slots OAF Durable (-1), Strength Minimum 6 (-½) Notes: (x2 number of items) 1u 1) Folded Fan Attack: Hand-To-Hand Attack +3d6 (15 Active Points); OAF Durable (-1), Hand-To-Hand Attack (-½), Strength Minimum 6 (-½) 1 1u 2) Spread Fan Attack: Killing Attack - Hand-To-Hand ½d6 (1d6+1 w/STR) (10 Active Points); OAF Durable (-1), Strength Minimum 6 (-½) 1 1u 3) Skillful Weapon: +2 with Block (10 Active Points); OAF Durable (-1), Strength Minimum 6 (-½) 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) 17 Kenther L-2 Laser Semi-Automatic Pistol: (Total: 39 Active Cost, 17 Real Cost) Killing Attack - Ranged 1 ½d6, 2 clips of 12 Charges (+0), Required Hands One-Handed (+0), Increased Maximum Range (625"; +¼) (31 Active Points); OAF Durable (-1), Strength Minimum 10 (-½), No Knockback (-¼), Beam (-¼), Real Weapon (-¼) (Real Cost: 9) plus +1 with Ranged Combat (5 Active Points); OAF Durable (-1) (Real Cost: 2) plus Penalty Skill Levels: +1 vs. Range Modifier with All Attacks (3 Active Points); OAF Durable (-1) (Real Cost: 1) [12] Notes: (x2 number of items) 32 Kenther L-10 Laser Assault Rifle: (Total: 106 Active Cost, 32 Real Cost) Killing Attack - Ranged 2 ½d6, Increased Maximum Range (2,000"; +¼), 4 clips of 32 Charges (+½), Autofire (5 shots; +½) (90 Active Points); OAF Durable (-1), Strength Minimum 12 (-½), Required Hands Two-Handed (-½), No Knockback (-¼), Beam (-¼), Real Weapon (-¼) (Real Cost: 24) plus +2 with Ranged Combat (10 Active Points); OAF Durable (-1) (Real Cost: 5) plus Penalty Skill Levels: +2 vs. Range Modifier with All Attacks (6 Active Points); OAF Durable (-1) (Real Cost: 3) [32] 3 Telescopic Scope: +8 versus Range Modifier for Sight Group (12 Active Points); OAF (Laser Rifle Scope; -1), Conditional Power Only when shooter braces and/or sets (-1), Linked Kenther L-10 Assault Rifle (Kenther L-10 Laser Assault Rifle; -½) 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 5 Offensive Strike -2 +1 7 ½d6 Strike 4 Basic Shot +0 +0 Strike, +2 DC 3 Defensive Shot -1 +2 Strike 5 Moving Shot -1 +0 Weapon, FMove 4 Quick Shot +1 +0 Strike, +2 DC 3 Weapon Element: Laser Pistols, Laser Rifles, War Fan Perks 8 Fringe Benefit: Important state government official, Security Clearance, Sergeant 9 Reputation: Famous Soldier (A large group) 14-, +3/+3d6 Talents 3 Lightning Reflexes: +2 DEX to act first with All Actions Skills 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 3 Combat Driving 14- 3 Combat Piloting 14- 3 +1 with Martial Maneuvers 3 Concealment 12- 3 Contortionist 14- 3 Fast Draw 14- 3 Instructor 12- 3 KS: History of the High Plains Alliance 12- 3 KS: An Ch'i 12- 0 Language: English (completely fluent; literate) (4 Active Points) 3 Navigation 12- 3 Oratory 14- 3 Persuasion 14- 3 Stealth 14- 3 Survival 12- 4 TF: Combat Aircraft, Grav Vehicles/Hovercraft, Helicopters, Parachuting, Advanced, Parachuting, Basic 10 Two-Weapon Fighting (HTH) 10 Two-Weapon Fighting (Ranged) Total Powers & Skill Cost: 217 Total Cost: 350 200+ Disadvantages 5 DF: Platinum Blonde Hair (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 25 Enraged: When people disparage Biogenetics (Common), go 14-, recover 11- 20 Hunted: Biogenetics 14- (Mo Pow; NCI; Watching) 0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder) 25 Psych. Lim.: Always completes missions (Very Common; Total) 20 Psych. Lim.: Honorable (Common; Total) 5 Psych. Lim.: Vengeful (Uncommon; Moderate) 20 Soc. Lim.: Super Patriot Media Darling (Very Frequently; Major) 20 Soc. Lim.: Subject to orders from Biogenetics (Very Frequently; Major) 10 Soc. Lim.: Public Identity (Occasionally; Major) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Jennifer Commerity was born outside of Bismark, High Plains Alliance on January 23, 2218 and grew up believing in everything about how pure the High Plains Alliance was. She quickly internalized this and during her school years she would constantly get into fights with anyone that said a negative thing about the High Plains Alliance. Flagged as a constant troublemaker by the school officials she was placed into a school for troubled youth. Undeterred by her placement in the school and the laxness of the students and staff caused her to fight even more. Learning An Ch'i she became quite effective and eventually the school was placed back on track. This garnered the school staff favorable marks with the government and started a tradition that continues to this day of turning around troubled children. Once she graduated from high school at the age of 16 she enlisted into the Armed Forces of the High Plains Alliance. Over the next 12 years she fought in numerous actions and gained a reputation for completing any mission that she was assigned. She eventually rose to the rank of sergeant and took over the command of 2nd squad, 3rd platoon, 1st company, of the 76th Light Infantry Regiment when she was 25. Under her grueling leadership the squad gained the distinction of being the best squad in the regiment. They never turned down an impossible assignment and garnered extensive press coverage concerning their actions. By performing such heroic deeds, High Plains Alliance media division began to air a holovid show that dramaticized the squad's actions. Military enlistments went up as a result. The Armed Forces of the High Plains Alliance awarded her numerous decorations and eventually she was slated to be part of Project Maximus Militis. The original group of recruits numbered three hundred and as the genetic experimentation went on the number fell to just her being the only member. The project scientists pushed her to peak potential of speed and endurance. After the genetic experimentation was finished she was given a few low key high risk assignments to test her new found abilities. Slicing through the enemy proved that the project was a complete success. As a reward for her excellent performance she was unvieled to the media. Overnight, she once again became a star and became the symbol for the government. She was assigned to Bloodrain to help train and support the team. As part of her assignment she was issued a set of orders that gave her permission to execute any members that either tried to escape or caused internal dissent. Personality/Motivation: Jennifer is a consumate perfectionist and her personality reflects this. She doesn't browbeat, but rather delivers inspirational words of wisdom. She's very outgoing and deals with everyone as equals. She views the gifted as just another branch of humanity and doesn't disparage them in any form. Within Bloodrain, she treats them all equally and has several friendships with the various members. Jennifer has no compunction against killing and doesn't derive any pleasure from it. It's just part of her job. She wishes for High Plains Alliance to be successful against all enemies to the state and will perform any mission asked of her. She works with Bloodrain and frequently confers with Dark Sun over matters of tactics as well as command. She's prepared to push the rest of the team to higher standards through the use of actual combat and training. Quote: "High Plains Alliance is evil you say? Let me help you re-evaluate your position." *Beats the offending person while speaking to them of all the good that High Plains Alliance has done.* Powers/Tactics: She has finely honed combat skills due to her service in the military. She is considered to be a master of An Ch'i, laser weapons, and warfans. Jennifer is quite skilled in various areas related to infiltration and direct combat. Her powers are the result of Project Maximus Militis that gave her faster reflexes, faster speed, and greater human potential. Jennifer will attempt to first take out a target at long range and if she isn't successful she'll go for the up close and personal approach. She plans her missions very meticulously down to the very minor details. She will often coordinate her actions with those of her team in order to deal the maximum amount of damage possible. Campaign Use: Jennifer is the epitome of what Biogenetics represents and will often help the heroes if they are working for Biogenetics. If the heroes aren't then she will try to kill them as quickly as possible to protect the High Plains Alliance. She is the only member of Bloodrain that has an outside life and tries to protect her identity due to being the subject of numerous holovid shows plus her position as the poster girl for the High Plains Alliance. Appearance: Jennifer stands 5' 7" and weighs 149 pounds. She has shoulder length platinum hair and green eyes. She's attractive and has a well toned body. She wears a specially tailored suit of full body armor that has a helmet when she's on a mission. The body armor is distinctive in its design and is camouflaged. She has her old regimental patch and High Plains Alliance flag on each shoulder along with her sergeant's stripes. When she does go out she wears the latest fashion since she's an A list celebrity. Virus Val Char Cost Roll Notes 16 STR 6 12- Lift 229.7kg; 3d6 [2] 23 DEX 39 14- OCV: 8/DCV: 8 23 CON 26 14- 20 BODY 20 13- 23 INT 13 14- PER Roll 14- 18 EGO 16 13- ECV: 6 18 PRE 8 13- PRE Attack: 3 ½d6 0 COM -5 9- 10+8 PD 7 Total: 10/18 PD (0/8 rPD) 10+8 ED 5 Total: 10/18 ED (0/8 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 10 REC 4 50 END 2 43 STUN 3 Total Characteristic Cost: 161 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Teleportation: 15"/60" Cost Powers END 67 Viral Offensive Powers: Multipower, 80-point reserve, all slots Personal Immunity (+¼) (100 Active Points); all slots Increased Endurance Cost (x2 END; -½) 5u 1) Anthrax Attack First Effect: Drain CON 2d6+1, NND (Life Support [self Contained Breathing or appropriate Immunity]; +1), Delayed Return Rate (points return at the rate of 5 per Day; +1 ½) (80 Active Points); Increased Endurance Cost (x2 END; -½), Gradual Effect (1 Turn (Post-Segment 12); -¼) 16 1u 2) Anthrax Attack Second Effect: Drain CON 2d6+1, NND (Life Support [self Contained Breathing or appropriate Immunity]; +1), Delayed Return Rate (points return at the rate of 5 per Day; +1 ½) (80 Active Points); Extra Time (6 Hours, -3 ½), Increased Endurance Cost (x2 END; -½), Gradual Effect (1 Turn (Post-Segment 12); -¼) 16 1u 3) Anthrax Attack Third Effect: Drain CON 2d6+1, NND (Life Support [self Contained Breathing or appropriate Immunity]; +1), Delayed Return Rate (points return at the rate of 5 per Day; +1 ½) (80 Active Points); Extra Time (1 Day, -4), Increased Endurance Cost (x2 END; -½), Gradual Effect (1 Turn (Post-Segment 12); -¼) 16 3u 4) Viral Mists: Drain CON 2d6+1, Continuous (+1), AOE (20" Radius; +1 ½) (80 Active Points); PD Applies (-1), Increased Endurance Cost (x2 END; -½) 16 5u 5) Viral Blast: EB 10d6, Autofire (5 shots; +½) (75 Active Points); Increased Endurance Cost (x2 END; -½) 14 81 Viral Defensive Powers: Multipower, 81-point reserve 4u 1) Viral Teleportation: Teleportation 15", Position Shift, x4 Noncombat, x8 Increased Mass (55 Active Points); Concentration (½ DCV; -¼) 5 2u 2) Viral Containment Suit: Armor (8 PD/8 ED) (24 Active Points) Skills 0 Language: English (completely fluent; literate) (4 Active Points) 3 PS: Biological Weapons Scientist 14- 3 Scientist 2 1) SS: Bacteriology 14- (3 Active Points) 2 2) SS: Biochemistry 14- (3 Active Points) 2 3) SS: Pharmacology/Toxicology 14- (3 Active Points) 2 4) SS: Virology 14- (3 Active Points) 3 Systems Operation (Life Support Systems, Medical Sensors, Surgical Equipment) 14- 3 Teamwork 14- Total Powers & Skill Cost: 189 Total Cost: 350 200+ Disadvantages 25 DF: Puss and Disease engulfed body (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 20 Psych. Lim.: Hatred of medical doctors (Common; Total) 20 Psych. Lim.: Code of Killing (Common; Total) 10 Psych. Lim.: Paranoid of modern medicine (Common; Moderate) 20 Hunted: Biogenetics 14- (Mo Pow; NCI; Watching) 0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder) 20 Soc. Lim.: Subject to orders from Biogenetics (Very Frequently; Major) 25 Susceptibility: Antibiotics 3d6 damage Instant (Very Common) 10 Unluck: 2d6 Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Born on April 3, 2216 in Omaha, High Plains Alliance Stacie Fenn grew up with a normal childhood. During school she studied for a degree in biological weapons and eventually landed a job with one of the research teams employed by Biogenetics. She lead the research into a new viral agent that would transform its victims into viruses themselves and spread the disease through skin contact. During the research, she was accidentally exposed to a vial of the virus and transformed her into what she is now. She was captured by the facility security team and transported to St. Paulapolis for genetic study. After several years of being under Hemorrhage's care she began to hate all doctors and modern medicine. Recently, Stacie was transferred to Bloodrain and renewed her hatred of Adam by attacking him. Starstrike ended up ending the fight with the help of Rod. Personality/Motivation: Stacie hates herself and what she's been turned into. She feels remorse for what she researched when she was a scientist. However, she enjoys killing people and watching them die from her attacks. She hates medical doctors and modern medicine since they can kill her with their medicines. She is trying to figure out a way to kill Adam and not get caught, but she is constantly monitored. She's trying to get access to a research lab so she can begin working on a cure for herself. Biogenetics uses this as a method of control over her and get her to work with Bloodrain. She works with the other team members when she can, but Adam is constantly interferring. Quote: "You look rather ill..." Powers/Tactics: All of Stacie's powers are the result of her accident in the lab. She can cause a person to suffer from anthrax or directly attack them with her viral blasts. She wears a containment suit that gives her protection from incoming attacks. She lacks the ability to pass on the virus to others since it was still in the early stages of development. She ensures that Adam is in front of her at all times. She doesn't want to have him accidentally hit her with antibiotics that could kill her. She prefers to stay away from her targets until they get infected. Once infected she will come closer to watch them die from the virus. Campaign Use: Virus will try to garner favors from heroes if they are scientists or have access to research labs. If not then she will help them in anyway she can in exchange for help in the future. Appearance: Stacie stands 5' 3" and weighs 110 pounds. She used to be very beautiful and could have easily been a media star. Currently, her entire body is disfigured from the virus that infects her. This causes a severe reaction from anyone looking at her. She wears a viral containment suit as armor and it has controls to allow her to direct her attacks at targets. Questions and comments are welcome.
  12. Re: Worldwide Motors Corporation Cobra Interceptor Police Cruiser and Computer 1. The armor is built into the body of the vehicle and shouldn't fracture too much during combat.Think of the armor as being an advanced polymer skin that can take tremendous amounts of damage. 2. It's intended for both since the police aren't concerned so much with protecting the innocent like we imagine police today. They're there to enforce corporate law and if innocent bystanders get killed it's no skin off of their back. 3. The reactor is pretty safe and if a breach is imminent it will dump the rods to prevent a chain reaction. The dumped rods are sealed to protect the environment and to allow for recorvy to be used in another power plant. All of the environment types in the world are either rampaging marauders or dead. 4. Yes, there is a piece of equipment designed to jam the weapon system. It's not on this vehicle though. 5. The Pontiac Fiero was fairly aerodynamic which the Cobra Interceptor is based off of. It will still plough into the air though at high speeds due to the bullet shape of the design. There aren't any wings on the vehicle to provide the lift to keep the vehicle in the air if the anti-grav system is taken out. 6.It's low power anti-grav with thrusters built into the bottom and rear of the vehicle. Thanks for the questions cat and keep 'em coming.
  13. Re: Worldwide Motors Corporation Cobra Interceptor Police Cruiser and Computer Thank ya and was trying to make it that the computer was tailored specifically for the car. I originally had Chaff on the vehicle, but pulled it off due to it pushing the cost of the vehicle too high. I may end up putting it back on since your logic works. Never thought about running the plates and for known offenders. That will be added to the vehicle, but will drop the automated combat systems for it. I wasn't sure how to implement it mechanically, but the vehicle looks like a larger version of the Fiero. There's enough room for two seats side by side with the passenger seat being where prisoners are held at.
  14. Re: Worldwide Motors Corporation Cobra Interceptor Police Cruiser and Computer Did an overhaul on the reactor and computer to make it fit better.
  15. Comments and questions are welcome. WMC Cobra Interceptor Val Char Cost Notes 3 Size 15 Length 2", Width 1", Area 2" Mass 800 kg KB -3 25 STR 0 Lift 800.0kg; 5d6 22 DEX 36 OCV 7 DCV 5 13 BODY 0 10 DEF 24 5 SPD 18 Phases: 3, 5, 8, 10, 12 Total Characteristic Cost: 79 Movement: Flight: 35" / 140" Cost Powers END Vehicle Movement Systems 37 Anti-Gravity Sport Vehicle: Flight 35", x4 Noncombat (75 Active Points); Must remain within 1 meter of the surface (-1/2), Costs Endurance (-1/2) 7 16 Increased Deceleration 8" per hex: (16 Active Points) 0 14 Increased Acceleration 7" per hex: (14 Active Points) 0 6 Superior Handling: +3 Combat Driving Vehicle Power System 39 Vehicular Fission Reactor: Endurance Reserve (80 END, 80 REC) (88 Active Points); OIF Bulky Durable (-1), Only powers electrical devices (-1/4) 0 Vehicle Weaponry 17 Kenther Light Laser Machine Gun: RKA 3d6, Increased Maximum Range (1,675"; +1/4), Autofire (5 shots; +1/2) (79 Active Points); OAF Bulky (-1 1/2), Strength Minimum 15 (-3/4), STR Minimum cannot Add/Subtract Damage (-1/2), Beam (-1/4), No Knockback (-1/4), Real Weapon (-1/4) Note: Mounted on a turret on the roof. 8 3 Kenther Light Laser Machine Gun (5 Active Points); Linked (Kenther Light Laser Machine Gun; -1/2) 8 32 Anti-Vehicle Missile Launcher: RKA 5d6 (standard effect: 15 BODY, 30 STUN), AP (+1/2) (112 Active Points); OIF Bulky (-1), 8 Charges (-1/2), Minimum range 10" (-1/2), Cannot be fired at human sized targets (-1/4), Real Weapon (-1/4) Note: Mounted on a turret on the rear part of the vehicle. Vehicle Defensive Systems [8] 8 Chaff Dispenser: Darkness to Sight and Radio Groups 1" radius, MegaScale (1" = 100"; +1/4) (19 Active Points); OIF Bulky Durable (-1), 12 Charges (-1/4), Real Weapon (-1/4) [12] 14 M-68 Smoke Grenade Launcher: Darkness to Sight Group 4" radius (40 Active Points); OIF Bulky Durable (-1), 4 Continuing Charges lasting 1 Turn each (-1/2), Real Weapon (-1/4) [4 cc] 2 Strong Armor: Hardened for 10 DEF (2 Active Points) 0 Vehicle Auxiliary Systems 5 Advanced Targeting Computer: +2 with Ranged Combat (10 Active Points); OIF Bulky (-1) 7 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) 3 1 Laser Rangefinder: Absolute Range Sense (3 Active Points); OIF Bulky (-1) 9 Neural Interface Jack: (Total: 24 Active Cost, 9 Real Cost) Mind Link , One Specific Mind (5 Active Points); IIF Bulky (-3/4), Only when jacked into another object that has a NIJ (-1/2) (Real Cost: 2) plus +1 SPD (10 Active Points); Only when jacked into another object that has a NIJ (-1), IIF Bulky (-3/4) (Real Cost: 4) plus +3 DEX (9 Active Points); Only when jacked into another object that has a NIJ (-1), IIF Bulky (-3/4) (Real Cost: 3) 0 5 Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF Bulky Durable (-1) 0 6 Roll Cage: +4 DEF (12 Active Points); Only to protect against collisions, roll overs, and the like (-1) 0 4 Radar Warning Receiver: Detect Incoming Missiles 14- (Radio Group) (8 Active Points); OIF Bulky Durable (-1) 0 10 Tactical Communications Network: Mind Link , Machine class of minds, One Specific Mind, No LOS Needed, Number of Minds (x64) (45 Active Points); Only with others who have Mind Link (-1), OIF Bulky (-1), Affected as Sight and Hearing Groups (-1/2), Affected as Radio not Mental Groups (-1/2), Costs END (Only Costs END to Activate; -1/4) 4 Perks 10 Vehicles & Bases (26 Active Points); OIF Bulky Durable (-1), Costs Endurance (Only Costs END to Activate; -1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) Total Powers & Skill Cost: 245 Total Cost: 324 284+ Disadvantages 25 Distinctive Features: Police interceptor used by the Rocky Mountain Confederation Police (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 15 Reputation: Police Car, 14- 0 Experience Points Total Disadvantage Points: 324 Rocky Mountain Confederation Government 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 20 Software Pool: Multipower, 30-point reserve, (30 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) Combat Driving 13- (3 Active Points); Active programs limited by INT/5 of the computer (-1/2) 1u 3) Cryptography 13- (3 Active Points); Active programs limited by INT/5 of the computer (-1/2) 1u 4) Electronics 13- (3 Active Points); Active programs limited by INT/5 of the computer (-1/2) 1u 5) Mechanics 13- (3 Active Points); Active programs limited by INT/5 of the computer (-1/2) 1u 6) KS: Criminal and Vehicle Registration Database (3 Active Points); Active programs limited by INT/5 of the computer (-1/2) 13- 1u 7) Navigation 13- (3 Active Points); Active programs limited by INT/5 of the computer (-1/2) 1u 8) Systems Operation 13- (3 Active Points); Active programs limited by INT/5 of the computer (-1/2) 1u 9) TF: Small Motorized Ground Vehicles ; Active programs limited by INT/5 of the computer (-1/2); Active programs limited by INT/5 of the computer (-1/2) 1u 10) Autopilot Software: Program; Active programs limited by INT/5 of the computer (-1/2) 1u 11) Communications Software: Program; Active programs limited by INT/5 of the computer (-1/2) 1u 12) Diagnostic and System Monitoring Software: Program; Active programs limited by INT/5 of the computer (-1/2) 1u 13) Navigation and Map Software: Program; Active programs limited by INT/5 of the computer (-1/2) 1u 14) Vehicle Registration and Criminal Offenders Database: Program; Active programs limited by INT/5 of the computer (-1/2) Talents 3 Clock: Absolute Time Sense 5 System Memory: Eidetic Memory 3 Math Processor: Lightning Calculator 4 Portable Scanner: Speed Reading (x10) Total Powers & Skill Cost: 79 Total Cost: 130 Total Disadvantage Points: 130
  16. Re: Inceptum Terminus World Book Updated Ryan Johnston's character sheet because all of the gear got reworked. Overall, he's a lot more versatile and closer to how I played him in this past Sunday's game.
  17. Re: Inceptum Terminus World Book Sorry, but I've never read the books and this is the first I've heard of them. I just went with the legend surrounding him and made him my own in my world. Although, the books look really good so I'll have to read them later. Glad you liked everything so far and it just gets better from here.
  18. Re: Inceptum Terminus World Book Gaius Cassius Longinus Val Char Cost Roll Notes 23 STR 13 14- Lift 606.3kg; 4 ½d6 [2] 23 DEX 39 14- OCV: 8/DCV: 8 20 CON 20 13- 16 BODY 12 12- 18 INT 8 13- PER Roll 13- 18 EGO 16 13- ECV: 6 20 PRE 10 21- PRE Attack: 12d6 16 COM 3 12- 10+8 PD 5 Total: 10/18 PD (0/8 rPD) 10+8 ED 6 Total: 10/18 ED (0/8 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 10 REC 2 40 END 0 38 STUN 0 Total Characteristic Cost: 170 Movement: Running: 12"/24" Leaping: 8"/16" Swimming: 5"/10" Cost Powers END 20 Spear of Longinus: Multipower, 60-point reserve, (60 Active Points); all slots OAF (-1), Requires faith in God to wield. If wielder lacks sufficient faith imposes a 2d6 of Unluck on the wielder resulting in their death. Non-believers are imposed 4d6 of Unluck resulting in their death. (-1) 2u 1) Killing Attack - Hand-To-Hand 2d6 (2 ½d6 w/STR), Armor Piercing (+½), Penetrating (+½) (60 Active Points); OAF (-1), Requires faith in God to wield. If wielder lacks sufficient faith imposes a 2d6 of Unluck on the wielder resulting in their death. Non-believers are imposed 4d6 of Unluck resulting in their death. (-1) 6 2u 2) Killing Attack - Ranged 2d6, Armor Piercing (+½), Penetrating (+½) (60 Active Points); OAF (-1), Requires faith in God to wield. If wielder lacks sufficient faith imposes a 2d6 of Unluck on the wielder resulting in their death. Non-believers are imposed 4d6 of Unluck resulting in their death. (-1), Range Based On Strength (-¼) 6 1u 3) +40 PRE (40 Active Points); Incantations (Requires Incantations throughout; Complex; -1), OAF (-1), Requires faith in God to wield. If wielder lacks sufficient faith imposes a 2d6 of Unluck on the wielder resulting in their death. Non-believers are imposed 4d6 of Unluck resulting in their death. (-1) 1u 4) +8 with Persuasion (16 Active Points); OAF (-1), Requires faith in God to wield. If wielder lacks sufficient faith imposes a 2d6 of Unluck on the wielder resulting in their death. Non-believers are imposed 4d6 of Unluck resulting in their death. (-1) 1u 5) Find Weakness 12- with All Attacks (35 Active Points); OAF (-1), Requires faith in God to wield. If wielder lacks sufficient faith imposes a 2d6 of Unluck on the wielder resulting in their death. Non-believers are imposed 4d6 of Unluck resulting in their death. (-1) 13 Armor of Longinus: Armor (8 PD/8 ED), Hardened (+¼) (30 Active Points); Full Coverage Helmet, Long Jacket, High Boots (Protects Locations 3-5, 9-14, 16-18; -¾), OIF (-½) 17 Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal) (25 Active Points); Always On (-½) 5 Lack Of Weakness (-5) for Normal Defense 15 Healing 1 BODY, Can Heal Limbs, Resurrection (35 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 ¼) 3 Perks 3 Anonymity Talents 3 Ambidexterity (-2 Off Hand penalty) Skills 3 Acrobatics 14- 3 Armorsmith 14- 3 Breakfall 14- 3 Climbing 14- 3 +3 with any single attack with Spear of Longinus 10 Defense Maneuver I-IV 3 Fast Draw 14- 3 Scholar 2 1) KS: Ancient Fighting Arts (3 Active Points) 13- 2 2) KS: Christianity (3 Active Points) 13- 2 3) KS: Eastern European History (3 Active Points) 13- 2 4) KS: Engineering (3 Active Points) 13- 2 5) KS: European Fighting Arts (3 Active Points) 13- 2 6) KS: Middle East History (3 Active Points) 13- 2 7) KS: Western European History (3 Active Points) 13- 3 Traveler 2 1) AK: Eastern European Geography (3 Active Points) 13- 2 2) AK: Middle East Geography (3 Active Points) 13- 2 3) AK: Western European Geography (3 Active Points) 13- 2 4) CuK: Eastern European Cultures (3 Active Points) 13- 2 5) CuK: Middle East Cultures (3 Active Points) 13- 2 6) CuK: Western European Cultures (3 Active Points) 13- 3 Linguist 2 1) Language: English (completely fluent; literate) (4 Active Points) 2 2) Language: French (completely fluent; literate) (4 Active Points) 3 3) Language: German (completely fluent; literate) (4 Active Points) 3 4) Language: Greek (Koine) (completely fluent; literate) (4 Active Points) 3 5) Language: Hebrew (Classical) (completely fluent; literate) (4 Active Points) 0 6) Language: Latin (completely fluent; literate) (4 Active Points) 3 Navigation 13- 3 Paramedics 13- 3 Persuasion 21- 3 Survival 13- 6 WF: Common Melee Weapons, Ballista, Javelins and Thrown Spears, Onager, Thrown Knives, Axes, and Darts 3 Weaponsmith 13- Total Powers & Skill Cost: 180 Total Cost: 350 200+ Disadvantages 15 Enraged: When someone blasphemes God (Uncommon), go 11-, recover 11- 20 Hunted: Dai-HK 14- (Mo Pow; NCI; Watching) 20 Hunted: Biogenetics 14- (Mo Pow; NCI; Watching) 10 Hunted: Dark Talon 8- (As Pow; NCI; Mildly Punish) 20 Psychological Limitation: Has Total Faith in God (Common; Total) 20 Psychological Limitation: Honorable (Common; Total) 10 Psychological Limitation: Believes in helping those less fortunate (Common; Moderate) 20 Social Limitation: Secret Identity (Frequently; Severe) 15 Social Limitation: Unable to form lasting attachments due to being immortal (Occasionally; Severe) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Gaius Cassius Longinus was the Roman centurian that pierced the side of Jesus Christ at the crucifixtion. Since that time he has wandered the earth helping those less fortunate. As the ages rolled by governments would blackmail him into working for them. His current master is Dai-HK who threatens to expose his identity to the world at large. Personality/Motivation: Quiet and contemplative, Longinus is reluctant to use the Spear's ability for world domination. Instead, he seeks to help mankind overcome the obstacles placed in front of them. Seeking nothing other then enlightenment and the mysteries of God Longinus has no real motivations. He exists like a force of nature often doing the work of God.
  19. Re: Inceptum Terminus World Book Here's a laptop cyberdeck that the netrunner in the group will be using. The laptop is purchased a perk. Once again comments are welcome. TTI LT3500 Player: Val Char Cost 25 DEX 45 25 INT 15 5 SPD 15 Characteristics Cost: 75 Cost Power 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) 13 2) Built in Modem: Radio Perception/Transmission (Radio Group), Concealed (-5 with Radio Perception/Transmission PER Rolls), Perceive into the Net (20 Active Points); OIF (-1/2) 22 3) Hitchhiker Ports: Clairsentience (Sight Group, Normal Hearing, Normal Smell, Normal Taste And Normal Touch), Perceive into the Net (45 Active Points); OIF (-1/2), Only Through The Senses Of Netrunner (-1/2) 7 4) Lithium Ion Batteries: Endurance Reserve (6 END, 6 REC) Reserve: (7 Active Points); OIF (-1/2) 4 5) Monitor: Sight Group Images 1" radius (10 Active Points); OIF (-1/2), No Range (-1/2), Linked (Hitchhiker Ports; -1/2) 5 6) Speaker System: Hearing Group Images 1" radius 3 7) Hard Drive: Eidetic Memory (5 Active Points); OIF (-1/2) 3 8) DVD Drive: Speed Reading (x10) (4 Active Points); OIF (-1/2) 8 9) Hardware Firewall: Force Wall (8 ED) (20 Active Points); Only to protect the Netrunner from damage taken on the Net (-1), OIF (-1/2) 27 Software Pool: Multipower, 40-point reserve, (40 Active Points); all slots Active programs limited by INT/5 of the computer (-1/2) 28 Avatar Program: Duplication (creates 50-point form), Easy Recombination (Half Phase Action at 1/2 DCV), Ranged Recombination (+1/2), Altered Duplicates (100%; +1) (37 Active Points); Leaves body behind when in the Net (-1), Feedback (All Duplicates Take Damage When Struck; -1), Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Requires A Skill Roll (Computer Programming; -1/2), Netrunner's body becomes mindless if the Netrunner doesn't leave the Net in 24 hours (-1/2) [Notes: (x9 number of items)] Powers Cost: 122 Cost Talent 3 Absolute Time Sense 5 Eidetic Memory 3 Lightning Calculator 4 Speed Reading (x10) Talents Cost: 15 Total Character Cost: 212 Base Points: 212 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  20. Re: Inceptum Terminus World Book Added Ryan's biography to the above.
  21. Re: Inceptum Terminus World Book This is the character I'll be playing in tomorrow's Normals play test game. Comments are welcome. Ryan Johnston Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 18 DEX 24 13- OCV: 6/DCV: 6 15 CON 10 12- 17 BODY 14 12- 18 INT 8 13- PER Roll 13- 18 EGO 16 13- ECV: 6 14 PRE 4 12- PRE Attack: 2 ½d6 12 COM 1 11- 8+8 PD 5 Total: 8/16 PD (0/8 rPD) 8+8 ED 5 Total: 8/16 ED (0/8 rED) 4 SPD 12 Phases: 3, 5, 8, 10, 12 6 REC 0 32 END 1 33 STUN 0 Total Characteristic Cost: 118 Movement: Running: 10"/20" Leaping: 5"/10" Swimming: 5"/10" Cost Powers END 15 Combat Arms G-3 Semi-Automatic Pistol: Killing Attack - Ranged 1 ½d6, 2 clips of 12 Charges (+0), Armor Piercing (+½) (37 Active Points); OAF Durable (-1), STR Minimum cannot Add/Subtract Damage (-½), Strength Minimum 10 (-½), Beam (-¼), No Knockback (-¼), Real Weapon (-¼) [12] Notes: (x2 number of items) 18 Combat Arms G-10 Assault Rifle: Killing Attack - Ranged 2d6, 4 clips of 32 Charges (+½), Armor Piercing (+½), Autofire (5 shots; +½) (75 Active Points); OAF Durable (-1), STR Minimum cannot Add/Subtract Damage (-½), Strength Minimum 12 (-½), Required Hands Two-Handed (-½), Beam (-¼), No Knockback (-¼), Real Weapon (-¼) [32] 11 Standard Full Body Protective Armor: Armor (8 PD/8 ED) (24 Active Points); OIF Durable (-½), Mass (half mass; -½), Real Armor (-¼) 7 LS (Safe in High Radiation; Self-Contained Breathing) (12 Active Points); Linked (Standard Full Body Protective Armor; -½), IIF Durable (-¼) Cybernetic Implants Cybernetic Eyes 3 1) Telescopic Eye: +4 versus Range Modifier for Sight Group (6 Active Points); OIF Durable (-½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼) Cybernetic Ears 5 1) Enhanced Telescopic Ear: +6 versus Range Modifier for Hearing Group (9 Active Points); OIF Durable (-½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼) Cybernetic Boosters 6 1) Speed Neural Booster: +1 SPD (10 Active Points); IIF Fragile (-½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼) 20 2) Neural Stimulants: Aid Con, Strength, Dex 3d6, Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +½) (45 Active Points); IIF Fragile (-½), Only Restores to Starting Values (-½), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼) 5 3) Coagulation Nanites: Aid Body 1d6 (10 Active Points); Only Restores to Starting Values (-½), IIF (-¼), Conditional Power Power Does Not Work In Intense Magnetic Fields (-¼) 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 62 Cobra Inceptor: Vehicles & Bases 1 Will Diamond: Contact (Contact has useful Skills or resources, Contact limited by identity) 8- Skills Corporate Police Package Deal 5 1) AK: Rocky Mountain Confederation 15- 3 2) Combat Driving 13- 3 3) Conversation 12- 3 4) Criminology 13- 4 5) WF: Assault Rifles/LMGs, Gauss Guns, Handguns, Laser Pistols, Laser Rifles, Rifles, Shotguns, Submachine Guns, Thrown Grenades Vehicle Combat Specialist 3 1) Combat Piloting 13- 0 2) TF: Small Motorized Ground Vehicles 1 3) WF: Vehicle Weapons 3 Acting 12- 0 Language: English (completely fluent; literate) (4 Active Points) 3 Paramedics 13- 3 Fast Draw 13- 3 Scholar 2 1) KS: Crminal Law (3 Active Points) 13- 2 2) KS: International Law and Treaties (3 Active Points) 13- 2 3) KS: Rocky Mountain Confederation Civil Ordinances (3 Active Points) 13- 1 4) KS: Rocky Mountain Confederation Police Department (2 Active Points) 11- 2 5) KS: Rocky Mountain Confederation Police Department Policies and Procedures (3 Active Points) 13- 2 6) KS: Vehicle Maneuverability and Handling (3 Active Points) 13- 2 7) KS: Vehicle Styles and Types (3 Active Points) 13- 2 8) KS: Vehicle Weaponry (3 Active Points) 13- 3 Persuasion 12- 3 Stealth 13- 3 Streetwise 12- 3 Survival 13- 10 Two-Weapon Fighting (Ranged) Total Powers & Skill Cost: 235 Total Cost: 353 200+ Disadvantages 20 Dependent NPC: Giirlfriend 11- (Normal; Unaware of character's adventuring career/Secret ID) 5 Distinctive Features: Police Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Distinctive Features: Knife scar running along his throat (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: Wetware 8- (Mo Pow; NCI; Watching) 20 Hunted: Vengence Kings (Marauder group) 11- (Mo Pow; Harshly Punish) 20 Normal Characteristic Maxima 10 Psychological Limitation: Paranoid of marauders (Common; Moderate) 20 Psychological Limitation: Honorable (Common; Total) 10 Psychological Limitation: Hatred of Marauders (Uncommon; Strong) 10 Rivalry: Professional (Juan Garcia; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry) 15 Social Limitation: Secret ID: Was a former cop that was discharged from the force under suspicious circumstances (Occasionally; Severe) 3 Experience Points Total Disadvantage Points: 353 Earned Experience: 3 Spent Experience: 3 Unspent Experience: 0 Background/History: Ryan was born in one of the small settlements that dots the territory of the Rocky Mountain Confederation. His birthday is July 27, 2218. Growing up he saw first hand what the marauders would do when a community wouldn't comply with their demands, so he vowed that he would join the Rocky Mountain Confederation Police to put an end to their reign of terror. At the age of eighteen he joined the police force and traveled through the back country passes and roads looking for marauders. One day, he came across a large group of marauders that was beseiging a small village. Knowing that the only right way to handle these vermin was to kill them, so he launched himself into a battle without back up. After the smoke had settled, he climbed out of his damaged police car and was ambushed by a surviving marauder. A garrote slipped around his neck and cut deep into his throat. Ryan barely managed to aim his service pistol at the attacker and squeezed the trigger. The marauder fell dead at his feet and collapsed as darkness overtook him. Days later, Ryan awoke and saw that he was inside of the small village. It lay in smoldering ruins with bodies strewn about. Deducing that the marauders had come back and finished the village off while he was unconcious he vowed vengence against them. Arriving back at the local precinct he was interrogated for several days by Internal Affairs due to his lack of following police procedure. After months of investigation, the RMCPD levied charges of murder and assault against him for the deaths of the people in the village. Outraged he broke out of jail and fled after getting his duty gear. As he was leaving the precinct he saw his trusty police car and climbed in. His old friend purred to life and he left the life of a cop behind him. Feeling betrayed by his brothers in blue he plies the highways and byways of the Rocky Mountain Confederation seeking out any information that can clear his name. Personality/Motivation: Ryan is serious most of the time and rarely trusts anyone easily. His girl friend is slowly helping him deal with his trust issues and supports him. She doesn't know about his past as a police officer and doesn't question where the car or the uniform came from. He's usually quiet and observes what happens around him before making the decision to commit to any particular cause. He rarely doesn't have his pistol on him for protection. Ryan is motivated to see the marauders that rape, pillage, and burn their way across the Rocky Mountain Confederation killed for their criminal actions. He also wants to see his name cleared and will go to great lengths to gather the necessary evidence. He usually doesn't harm innocents and will protect them if necessary, but if it's a situation where his survival is at stake he will walk away. Quote: You have the right to remain silent in death. Anything you say can and will be used against you in a court of law in the afterlife. You have the right to have an attorney present during questioning in hell. If you cannot afford an attorney, one will be appointed for you. Do you understand these rights? *Blam* Powers/Tactics: Campaign Use: Appearance: Standing 6 feet tall, Ryan is broad shouldered and rugged looking. He has blue eyes and red hair. Oftentimes, he goes without shaving so he sports a scraggily beard. The patches on his uniform are removed, but he still wears the gold badge proudly on his chest armor. His WMC Cobra Interceptor has the lightbars removed and a circle with a line through it covers the police department emblem. WMC Cobra Interceptor Val Char Cost Roll Notes 25 STR 0 14- Lift 800.0kg; 5d6 22 DEX 36 13- OCV: 7/DCV: 5 10 DEF 2 24 10 13 BODY 13 0 13 12- 5 SPD 18 Phases: 3, 5, 8, 10, 12 Total Characteristic Cost: 79 Movement: Flight: 35"/140" Cost Powers END 37 Anti-Gravity Sport Vehicle: Flight 35", x4 Noncombat (75 Active Points); Must remain within 1 meter of the surface (-½), Costs Endurance (-½) 7 16 Increased Deceleration 8" per hex: (16 Active Points) 14 Increased Acceleration 7" per hex: (14 Active Points) 6 Superior Handling: +3 Combat Driving 47 Vehicular Fission Reactor: Endurance Reserve (45 END, 45 REC) Reserve: (49 Active Points); OIF Bulky (-1) 18 Kenther Light Laser Machine Gun: RKA 3d6, Increased Maximum Range (1,675"; +¼), Autofire (5 shots; +½) (79 Active Points); OAF Bulky (-1 ½), Strength Minimum 15 (-¾), STR Minimum cannot Add/Subtract Damage (-½), Beam (-¼), No Knockback (-¼) 8 Notes: Mounted on a turret on the roof. 3 Kenther Light Laser Machinegun Double: (5 Active Points); Linked (Kenther Light Laser Machine Gun; -½) 7 Notes: Mounted on a turret on the roof. 34 Anti-Vehicle Missile Launcher: RKA 5d6 (standard effect: 15 BODY, 30 STUN), AP (+½) (112 Active Points); OIF Bulky (-1), 8 Charges (-½), Minimum range 10" (-½), Cannot be fired at human sized targets (-¼) [8] Notes: Mounted on a turret on the rear part of the vehicle. 20 M-68 Smoke Grenade Launcher: Darkness to Sight Group 4" radius, 8 Continuing Charges lasting 1 Turn each (+0) (40 Active Points); OIF Bulky (-1) [8 cc] 2 Strong Armor: Hardened for 10 DEF (2 Active Points) 5 Advanced Targeting Computer: +2 with Ranged Combat (10 Active Points); OIF Bulky (-1) 8 Chaff Dispenser: Darkness to Sight and Radio Groups 1" radius, MegaScale (1" = 100"; +¼) (19 Active Points); OIF Bulky (-1), 12 Charges (-¼) [12] 7 Ejection Seat: TK (26 STR) (39 Active Points); Only to throw target straight up (-2), 1 Recoverable Charge (-1 ¼), OIF Bulky (-1), Affects Whole Object (-¼) [1 rc] 1 Laser Rangefinder: Absolute Range Sense (3 Active Points); OIF Bulky (-1) 9 Neural Interface Jack: (Total: 24 Active Cost, 9 Real Cost) Mind Link , One Specific Mind (5 Active Points); IIF Bulky (-¾), Only when jacked into another object that has a NIJ (-½) (Real Cost: 2) plus +1 SPD (10 Active Points); Only when jacked into another object that has a NIJ (-1), IIF Bulky (-¾) (Real Cost: 4) plus +3 DEX (9 Active Points); Only when jacked into another object that has a NIJ (-1), IIF Bulky (-¾) (Real Cost: 3) 5 Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF Bulky (-1) 4 Radar Warning Receiver: Detect Incoming Missiles 14- (Radio Group) (8 Active Points); OIF Bulky (-1) Total Powers & Skill Cost: 236 Total Cost: 315 285+ Disadvantages 25 Distinctive Features: Former police interceptor used by the Rocky Mountain Confederation Police (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 5 Reputation: Police Car, 8- Total Disadvantage Points: 315 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0
  22. Re: Campaigns bases off alternate sources. I run my campaign using a world of my own creation.
  23. Re: A Time Traveling Character Thanks for all the replies and I finally decided to write his powers up in the following manner: 23 Extra-Dimensional Movement: 2-6 seconds of time (Related Group of Points in Time, Single Physical Location Other Than Starting Location) (47 Active Points); Can only go forward in time (-1) 5 49 Precognitive Clairsentience (Sight Group), +1 to PER Roll, Mobile Perception Point (can move up to 24" per Phase), Perceive into a single other dimension (61 Active Points); Linked (Extra-Dimensional Movement: 2-6 seconds of time; -¼) 6
  24. Re: A Time Traveling Character Basically he moves forward in time to get into a better combat position then using something like Lightning Reflexes to simulate him popping in before anyone has a chance to react to his presence then attacking followed by slipping into the time stream.
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