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Mr. R

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Everything posted by Mr. R

  1. Another candidate for a super school. Given the amount of NPCs who fill this trope in this book, a campaign could be formed around this! Mach 2 Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 18 DEX 24 13- OCV: 6/DCV: 6 18 CON 16 13- 10 BODY 0 11- 8 INT -2 11- PER Roll 11- 10 EGO 0 11- ECV: 3 13 PRE 3 12- PRE Attack: 2 ½d6 12 COM 1 11- 15 PD 13 Total: 15 PD (10 rPD) 15 ED 11 Total: 15 ED (10 rED) 4 SPD 12 Phases: 3, 6, 9, 12 6 REC 0 36 END 0 24 STUN 0 Total Characteristic Cost: 78 Movement: Running: 40"/640" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 10 Damage Resistance (10 PD/10 ED) 130 Running +34" (40" total), x16 Noncombat, Reduced Endurance (0 END; +½) (130 Active Points) Skills 3 Streetwise 12- 3 Stealth 13- 3 Lockpicking 13- 3 Paramedics 11- 3 Tracking 11- 3 Survival 11- 5 +1 with DCV Total Powers & Skill Cost: 163 Total Cost: 241 200+ Disadvantages 5 Distinctive Features: Bright yellow hair (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Police 8- (As Pow; NCI; Capture) 5 Money: Poor 20 Psychological Limitation: Distrusts authority (Very Common; Strong) 25 Psychological Limitation: totally uneducated (Very Common; Total) Total Disadvantage Points: 241 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: No one knows where she comes from or how she got her powers. All they know is that she has been living in the swamps with her sdtrange family. Then an (Insert anti super powered faction) team showed up and started shooting. So she ran. In the confusion she landed on a wanted to talk to list, but catching her is hard, and her distrust makes it harded. Can a team of heroes cut through the confusion, and give her a normal life. According to the book, she has super speed twice, so I gave her a base run of 40". This makes her faster in combat than anyone out there. Otherwise she is Tabula Rasa. Depending on what the PCs do will direct her development.
  2. Good cop, bad cop! Kisentite Val Char Cost Roll Notes 25 STR 15 14- Lift 800.0kg; 5d6 [2] 17 DEX 21 12- OCV: 6/DCV: 6 20 CON 20 13- 12 BODY 4 11- 10 INT 0 11- PER Roll 11- 15 EGO 10 12- ECV: 5 13 PRE 3 12- PRE Attack: 2 ½d6 5 COM -2 10- 15 PD 10 Total: 15 PD (12 rPD) 15 ED 11 Total: 15 ED (12 rED) 4 SPD 13 Phases: 3, 6, 9, 12 9 REC 0 40 END 0 35 STUN 0 Total Characteristic Cost: 105 Movement: Running: 6"/12" Leaping: 5"/10" Swimming: 2"/4" Cost Powers END 12 Damage Resistance (12 PD/12 ED) 60 Energy Damage Reduction, Resistant, 75% 60 Energy Damage Reduction, Resistant, 75% 10 X-ray: N-Ray Perception (Sight Group) 30 Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +½) (45 Active Points); Hand-To-Hand Attack (-½) 31 Energy rifle: Energy Blast 10d6, 4 clips of 16 Charges (+¼) (62 Active Points); OAF (-1) [16] 22 Energy pistol: Energy Blast 9d6, 2 clips of 12 Charges (+0) (45 Active Points); OAF (-1) [12] Perks 20 Gyrocopter: Vehicles & Bases Skills 3 Electronics 11- 3 Mechanics 11- 3 Science Skill: Botany 11- 3 Science Skill: Biology 11- 3 Navigation 11- 3 Survival 11- 4 Language: English (completely fluent; literate) 4 Language: Spanish (completely fluent; literate) 4 Language: Russian (completely fluent; literate) 4 Language: Chinese (completely fluent; literate) 4 Language: Japanese (completely fluent; literate) 10 +2 with DCV Total Powers & Skill Cost: 294 Total Cost: 398 200+ Disadvantages 20 Distinctive Features: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Hunted: Off world police agency 8- (As Pow; Harshly Punish) 15 Psychological Limitation: Self interested (Common; Strong) 15 Hunted: Earth police 8- (As Pow; NCI; Harshly Punish) 138 Experience Points Total Disadvantage Points: 398 Earned Experience: 0 Spent Experience: 138 Unspent Experience: 0 Background/History: Kisentite is an off world policeman who started taking kickbacks a bribes. Eventually he made is way to earth, where he hopes to lay low and pad his account (who cares what happens to these primitives). So now he is a gun for hire. If he can only keep away from Alpha Prime. Again another link to a possible space excursion. And he's dangerous. Between his abilities and his equipment, he is versatile. But as a former policeman, where are those background skill. I can see where he went bad, cause as a policeman, he obviously never learned the basics.
  3. Another candidate for XSFGY! Harrier Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 20 DEX 30 13- OCV: 7/DCV: 7 15 CON 10 12- 11 BODY 2 11- 13 INT 3 12- PER Roll 12- 13 EGO 6 12- ECV: 4 13 PRE 3 12- PRE Attack: 2 ½d6 13 COM 2 12- 8 PD 5 Total: 8 PD (5 rPD) 8 ED 5 Total: 8 ED (5 rED) 5 SPD 20 Phases: 3, 5, 8, 10, 12 6 REC 0 30 END 0 27 STUN 0 Total Characteristic Cost: 91 Movement: Running: 6"/12" Flight: 30"/60" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 15 Radar (Radio Group) 90 Flight 30", Reduced Endurance (0 END; +½) (90 Active Points) Talents 12 Combat Luck (6 PD/6 ED) Skills 3 Computer Programming 12- 1 Language: English (imitate dialects; literate) (6 Active Points) 4 Language: French (completely fluent; literate) 3 Language: German (completely fluent) 3 KS: Research 12- 3 Navigation 12- 5 +1 with DCV Total Powers & Skill Cost: 145 Total Cost: 235 200+ Disadvantages 5 Hunted: Police 8- (As Pow; NCI; Watching) 20 Psychological Limitation: Fear of heights (Common; Total) 10 Experience Points Total Disadvantage Points: 235 Earned Experience: 0 Spent Experience: 10 Unspent Experience: 0 Background/History: Stuart Suycott is a super powered courier. Using his powers of superflight, he can get any package anywhere in the city within an hour. He asks no questions, as long as it is something he can carry in his satchel. Many worry about him, as they feel soon he will carry the wrong thing to the wrong people. If only someone could talk to him to be more careful, as he could be an example of someonewith superpowers who uses them outside of crime or crime fighting! Seriously, he would be the poster child for this school. Get him, Antarctica, Speed Metal and Mach 2 (Forthcoming) and you have the beginnings of a super school. And not all will go into fighting crime.
  4. He's chivalrous to a fault! Galahad Val Char Cost Roll Notes 40 STR 30 17- Lift 6400.0kg; 8d6 [4] 23 DEX 39 14- OCV: 8/DCV: 8 30 CON 40 15- 12 BODY 4 11- 13 INT 3 12- PER Roll 12- 20 EGO 20 13- ECV: 7 15 PRE 5 12- PRE Attack: 3d6 20 COM 5 13- 20+10 PD 12 Total: 20/30 PD (20/30 rPD) 20+10 ED 14 Total: 20/30 ED (20/30 rED) 6 SPD 27 Phases: 2, 4, 6, 8, 10, 12 14 REC 0 60 END 0 60 STUN 13 Total Characteristic Cost: 212 Movement: Running: 6"/12" Leaping: 8"/16" Swimming: 2"/4" Cost Powers END 60 Energy Blast 8d6, Reduced Endurance (0 END; +½) (60 Active Points) 20 Damage Resistance (20 PD/20 ED) 20 Healing BODY 1d6, Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points) 22 Sword: Multipower, 30-point reserve, all slots Reduced Endurance (0 END; +½) (45 Active Points); all slots OAF (-1) 1u 1) Killing Attack - Hand-To-Hand 1 ½d6 (3d6+1 w/STR) (25 Active Points); OAF (-1) 1u 2) Hand-To-Hand Attack +5d6 (25 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 8 Sheild: +4 with DCV (20 Active Points); OAF (-1), Requires A DEX Roll (-½) 20 Armor (10 PD/10 ED) (30 Active Points); OIF (-½) 4 Martial Block +2 +2 Block, Abort 4 Martial Disarm -1 +1 Disarm; 50 STR to Disarm 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Martial Escape +0 +0 55 STR vs. Grabs 4 Martial Strike +0 +2 10d6 Strike 3 Martial Throw +0 +1 8d6 +v/5, Target Falls 5 Offensive Strike -2 +1 12d6 Strike 3 Martial Grab -1 -1 Grab Two Limbs, 50 STR for holding on 2 Weapon Element: Axes, Maces, Hammers, and Picks, Blades Talents 3 Simulate Death Skills 1 Language: English (imitate dialects; literate) (6 Active Points) 6 Language: French (imitate dialects; literate) 3 Science Skill: Biology 12- 3 KS: Art 12- 3 Acrobatics 14- 3 Breakfall 14- 3 Electronics 12- 3 Mechanics 12- 3 Law: KS 12- 3 Paramedics 12- 10 +2 with DCV Total Powers & Skill Cost: 229 Total Cost: 441 200+ Disadvantages 15 Hunted: Some organization 8- (As Pow; NCI; Harshly Punish) 25 Psychological Limitation: Honourable (Very Common; Total) 10 Psychological Limitation: Code vs Killing (Common; Moderate) 5 Vulnerability: 1 ½ x STUN Magic (Uncommon) 5 Vulnerability: 1 ½ x BODY Magic (Uncommon) 5 Vulnerability: 1 ½ x Effect Magic (Uncommon) 176 Experience Points Total Disadvantage Points: 441 Earned Experience: 0 Spent Experience: 176 Unspent Experience: 0 Background/History: Who is he. He appears out of nowhere, to aids those in need. He then disappears. Right now he is doing penance in jail for a crime only he knows he committed. Many feel that it is a ruse and that something is going to happen soon there that will need Galahad's particular skills. For now they watch and wait! Because Galahad never does anything without a reason! I just changes up the reason he's in jail. I thought the mind control/ "I MUST HAVE SECRETLY LIKED IT" angle was so prudish. This makes him more proactive, which suits the disappearing until needed aspect much better. Also, I like the idea that good has a plan as well. Lawful good is NOT awful stupid. Power wise he's a cool take on the Ancient Master category. It actually makes the category more wide open as it moves it world wide and not just the far east.
  5. A crazed miniac.... you get the idea! Flamebait Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 15 DEX 15 12- OCV: 5/DCV: 5 15 CON 10 12- 10 BODY 0 11- 20 INT 10 13- PER Roll 13- 10 EGO 0 11- ECV: 3 8 PRE -2 11- PRE Attack: 1 ½d6 10 COM 0 11- 8+18 PD 5 Total: 8/26 PD (5/23 rPD) 8+18 ED 5 Total: 8/26 ED (5/23 rED) 5 SPD 25 Phases: 3, 5, 8, 10, 12 6 REC 0 30 END 0 26 STUN 0 Total Characteristic Cost: 73 Movement: Running: 6"/12" Flight: 20"/40" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 13 Healing BODY 1d6, Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points); Self Only (-½) 30 Energy Damage Reduction, Resistant, 50% 25 Elemental Control, 50-point powers 35 1) Flight 20", Reduced Endurance (0 END; +½) (60 Active Points) 29 2) Force Field (18 PD/18 ED), Reduced Endurance (0 END; +½) (54 Active Points) 50 3) Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points) Skills 3 Computer Programming 13- 3 Electronics 13- 3 Streetwise 11- 3 Stealth 12- 3 Paramedics 13- 15 +3 with DCV Total Powers & Skill Cost: 217 Total Cost: 290 200+ Disadvantages 20 Enraged: Berserk In combat (Uncommon), go 8-, recover 11- 15 Hunted: Police 8- (As Pow; NCI; Harshly Punish) 15 Psychological Limitation: Vengeful (Common; Strong) 25 Psychological Limitation: Arrogant (Very Common; Total) 10 Reputation: , 8- (Extreme) 5 Experience Points Total Disadvantage Points: 290 Earned Experience: 0 Spent Experience: 5 Unspent Experience: 0 Background/History: Simon Stane was what you call an internet troll. He would go on message boards to deliberately anger people by taking unpopular opinions. Unforunately one of his opponents took the rivalry a bit too far and sent Simon a package, that promptly blew up in his face. He should have died, but instead gained super powers. Soon he paid a visit to said package maker and reduced him to ash, then proceeded to make a list of people he thought deserved to die and started going down the list. Problem is the list keeps getting longer. But that's OK. Simon likes killing. Lokes it a lot! I am sorry, I just can't get into this NPC. He really comes across as a whiny, petulant, baby. In any group I ran, he would be hated and my players would rebel if I brought him out more than twice.
  6. Look out its an aval... well close! Faultline Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 15 DEX 15 12- OCV: 5/DCV: 5 15 CON 10 12- 13 BODY 6 12- 15 INT 5 12- PER Roll 12- 13 EGO 6 12- ECV: 4 13 PRE 3 12- PRE Attack: 2 ½d6 10 COM 0 11- 8+18 PD 6 Total: 8/26 PD (5/23 rPD) 8+18 ED 5 Total: 8/26 ED (5/23 rED) 3 SPD 5 Phases: 4, 8, 12 5 REC 0 30 END 0 26 STUN 0 Total Characteristic Cost: 61 Movement: Running: 15"/60" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 40 Running +9" (15" total), x4 Noncombat, Reduced Endurance (0 END; +½) (40 Active Points) 27 Earth and vibrations: Elemental Control, 54-point powers 48 1) Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points) 27 2) Force Field (18 PD/18 ED), Reduced Endurance (0 END; +½) (54 Active Points) 22 3) Force Wall (8 PD/8 ED), Reduced Endurance (0 END; +½) (60 Active Points); Only When In Contact With The Ground (natural earth, stone, and soil only; -½) 42 4) Telekinesis (40 STR), Reduced Endurance (0 END; +½) (90 Active Points); Only Works On Limited Types Of Objects Limited Group of Objects (Earth and soil; -½) Skills 3 Science Skill: Chemistry 12- 3 Science Skill: Biology 12- 3 Survival 12- 3 Navigation 12- 3 Stealth 12- 3 Climbing 12- 10 +2 with DCV Total Powers & Skill Cost: 239 Total Cost: 300 200+ Disadvantages 15 Hunted: Police 8- (As Pow; NCI; Harshly Punish) 25 Psychological Limitation: Addicted to using powers (Very Common; Total) 60 Experience Points Total Disadvantage Points: 300 Earned Experience: 0 Spent Experience: 60 Unspent Experience: 0 Background/History: Cutler Halston was a test subject for a new experimental serum that was supposed to provide a blanket protection to any virus. But it didn't work, well not as intended. After a long sickness, latent super powers manifested allowing for great control of earth and vibration. After a feverish bout of supercharged abilities, his fever broke as did his overcharged abilities. But the rush of using his powers remained, and he longs for a similar rush, no matter how many get hurt in the process. So he does villainy as it allows him to let loose without any pesky regulations and laws. An OK NPC, but really nothing special. His powers make him cool and that is about it.
  7. Eyespy Val Char Cost Roll Notes 21 STR 11 13- Lift 459.5kg; 4d6 [2] 20 DEX 30 13- OCV: 7/DCV: 7 20 CON 20 13- 11 BODY 2 11- 10 INT 0 11- PER Roll 11-/15- 10 EGO 0 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 10 COM 0 11- 8+15 PD 4 Total: 8/23 PD (5/20 rPD) 8+15 ED 4 Total: 8/23 ED (5/20 rED) 3 SPD 0 Phases: 4, 8, 12 8 REC 0 40 END 0 32 STUN 0 Total Characteristic Cost: 71 Movement: Running: 6"/12" Leaping: 4"/8" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 5 +4 PER with Sight Group (8 Active Points); OIF (-½) 3 Nightvision (5 Active Points); OIF (-½) 3 Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½) 3 Infrared Perception (Sight Group) (5 Active Points); OIF (-½) 30 Armor (15 PD/15 ED) (45 Active Points); OIF (-½) 60 Energy Blast 12d6, Reduced Endurance (0 END; +½) (90 Active Points); OIF (-½) Talents 2 Eidetic Memory (5 Active Points); Conditional Power Power does not work in Very Common Circumstances (Visual only; -1), OIF (-½) Skills 3 Streetwise 11- 3 Lockpicking 13- 3 Concealment 11- 3 Acrobatics 13- 3 Breakfall 13- 3 Mechanics 11- 3 Paramedics 11- 10 +2 with DCV Total Powers & Skill Cost: 142 Total Cost: 213 200+ Disadvantages 15 Hunted: Police 8- (As Pow; NCI; Harshly Punish) 10 Hunted: Old mob boss 8- (As Pow; Harshly Punish) 15 Physical Limitation: Blind without bionic eyes (Infrequently; Fully Impairing) 10 Psychological Limitation: Vengeful (Common; Moderate) Total Disadvantage Points: 213 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Robert Upjohn was a syndicate man and enforcer. Then on a job gone bad, his "Boss" cut him loose and ordered him killed. Still badly injured, he left town and got himself to a bionic specialist. The guy performed some black market additions and soo Upjohn was sporting some serious bionic abilities. So he hired himself as muscle to first pay off his debt and then pad his account. But eventually he want to come back and settle things with his former boss! Well every book needs a Cyclops homage. And he's actually decent. Nice backstory, good skills, and some plot hooks to lure in the players. Add the fact he has good attacks and defenses makes for a cool mook!
  8. Another innovative battlesuit: Crashpad Val Char Cost Roll Notes 15 STR 5 19- Lift 25.6tons; 10d6 15 DEX 15 12- OCV: 5/DCV: 5 12 CON 4 14- 15 BODY 10 12- 15 INT 5 12- PER Roll 12- 13 EGO 6 12- ECV: 4 13 PRE 3 12- PRE Attack: 2 ½d6 14 COM 2 12- 5+26 PD 5 Total: 5/31 PD (5/31 rPD) 10+32 ED 6 Total: 10/42 ED (5/37 rED) 5 SPD 25 Phases: 2, 3, 5, 6, 8, 9, 11, 12 4 REC 0 46 END 0 27 STUN 0 Total Characteristic Cost: 86 Movement: Running: 6"/12" Leaping: 10"/20" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 22 +35 STR, Reduced Endurance (0 END; +½) (59 Active Points); OIF (-½), No Figured Characteristics (-½) (Modifiers affect Base Characteristic) 15 +11 CON (22 Active Points); OIF (-½) 20 +3 SPD (30 Active Points); OIF (-½) 40 Armor (20 PD/20 ED) (60 Active Points); OIF (-½) 11 Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (17 Active Points); OIF (-½) 40 Energy Damage Reduction, Resistant, 75% (60 Active Points); OIF (-½) 13 Armor (6 PD/12 ED) (27 Active Points); OIF (-½), Conditional Power Power does not work in Common Circumstances (Only with a successful block; -½) Perks 5 Money: Well Off Talents 2 Absolute Range Sense (3 Active Points); OIF (-½) 2 Absolute Time Sense (3 Active Points); OIF (-½) Skills 3 Acrobatics 12- 3 Breakfall 12- 3 Computer Programming 12- 3 Electronics 12- 3 Mechanics 12- 3 Lockpicking 12- 20 +4 with DCV Total Powers & Skill Cost: 213 Total Cost: 299 200+ Disadvantages Total Disadvantage Points: 299 Earned Experience: 0 Spent Experience: 99 Unspent Experience: 0 Background/History: Cedrick Danforth designed armour protection systems for industrial purposes. But for Danforth, designing wasn't enough. Using it was much more fun. So stealing some designs and material, he built his own suit and began using it to stage crimes. As he gained money, he upgraded his suit. He makes good money as a breach specialist for groups brought together for special jobs. Remember I lamented the sameness of the Iron Brigade. Well the last two NPCs show what you can do with some creative science. This is Super powered comics. Regular science doesn't enter it. This is a guy who will drive groups nuts trying to put him down. He is a classic tank from MMOs, not a lot of offence, but defense at max. He gets stuck in and take.s and dishes out damage. This was a cool build, and I can see him being used in many a campaign. Note the damage reduction should be physical not energy.
  9. WINGS are cool! Cormorant Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 15 DEX 15 13- OCV: 7/DCV: 7 10 CON 0 13- 11 BODY 2 11- 13 INT 3 12- PER Roll 12-/17- 13 EGO 6 12- ECV: 4 13 PRE 3 12- PRE Attack: 2 ½d6 10 COM 0 11- 8+15 PD 6 Total: 8/23 PD (5/20 rPD) 8+15 ED 6 Total: 8/23 ED (5/20 rED) 3 SPD 5 Phases: 4, 8, 12 4 REC 0 20 END 0 21 STUN 0 Total Characteristic Cost: 46 Movement: Running: 6"/12" Flight: 20"/80" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 7 +5 DEX (15 Active Points); OIF (-½), No Figured Characteristics (-½) 10 +10 CON (20 Active Points); OIF (-½), No Figured Characteristics (-½) 7 +5 PER with Sight Group (10 Active Points); OIF (-½) 3 Infrared Perception (Sight Group) (5 Active Points); OIF (-½) 3 Nightvision (5 Active Points); OIF (-½) 10 Radar (Radio Group) (15 Active Points); OIF (-½) 30 Armor (15 PD/15 ED) (45 Active Points); OIF (-½) 33 Flight 20", x4 Noncombat, Reduced Endurance (0 END; +½) (67 Active Points); OIF (-½), Restrainable (-½) 50 Multipower, 75-point reserve, (75 Active Points); all slots OIF (-½) 5u 1) Wing mounted blastrers: Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points); OIF (-½) 5u 2) Mini Missles: Energy Blast 10d6, 16 Charges (+0), Autofire (5 shots; +½) (75 Active Points); OIF (-½) [16] Talents 2 Absolute Range Sense (3 Active Points); OIF (-½) 2 Absolute Time Sense (3 Active Points); OIF (-½) Skills 3 Navigation 12- 3 Systems Operation 12- 3 Security Systems 12- 6 TF: Large Motorized Boats, Large Rowed Boats, Large Wind-Powered Boats, Small Motorized Boats, Small Rowed Boats, Small Wind-Powered Boats 3 Streetwise 12- 3 Stealth 13- 3 Lockpicking 13- 3 Electronics 12- 3 Mechanics 12- 5 +1 with DCV Total Powers & Skill Cost: 207 Total Cost: 253 200+ Disadvantages 10 Hunted: The Corp 8- (Mo Pow; NCI; Watching) 15 Hunted: police 8- (As Pow; NCI; Harshly Punish) 15 Psychological Limitation: Larcenous (Common; Strong) 5 Reputation: , 8- 15 Social Limitation: Secret ID (Frequently; Major) Total Disadvantage Points: 253 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Paolo Murgheis was a fisherman who hauled in a strange catch. A sealed crate with a battle suit inside. When he put it on he found it worked and immediately out it to use. Paolo was no stranger to the seemier side, and with his boat about to be impounded, he put the suit to good use as a burgurlar and high flying thief. But as he gained confidence he also gained enemies and a fight with a hero damaged the suit beyond his ability to repair. Then the corp that made the suit contacted him. Apparently it was stolen by some rivals and lost. But now that he had found it, they made him an offer. Regular maintenance and upkeep in return for a portion of his earning. Also occasionally, he would do the occasional job for them for free. Since then Paolo has swept the skies and Cormorant. I added a bit to the backstory so that it was logical that a guy like this could keep the suit and it NOT fall apart. And the novel use of a super power in a battle suit ( at least for HU) added to the coolness. Wings and the weapons to strike at range. All he needs to be Champions ready is better stats. Can you tell I like this build.
  10. The perils of SCIENCE! Coppertop Val Char Cost Roll Notes 10+20 STR 0 15- / 19- Lift 1600.0kg/25.6tons; 6d6/10d6 18 DEX 24 13- OCV: 6/DCV: 6 23 CON 26 14- 13 BODY 6 12- 23 INT 13 14- PER Roll 14- 11 EGO 2 11- ECV: 4 10 PRE 0 13- PRE Attack: 4d6 15 COM 3 12- 12+4 PD 6 Total: 27/31 PD (27/31 rPD) 8+4 ED 3 Total: 27/31 ED (27/31 rED) 4 SPD 12 Phases: 3, 6, 9, 12 11 REC 0 46 END 0 40 STUN 0 Total Characteristic Cost: 95 Movement: Running: 6"/12" Flight: 20"/40" Leaping: 6"/12" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 32 Density Increase (1,200 kg mass, +20 STR, +4 PD/ED, -4" KB), Reduced Endurance (0 END; +½), Persistent (+½) (40 Active Points); Only In Heroic Identity (-¼) 12 +20 STR, Reduced Endurance (0 END; +½) (35 Active Points); Linked (Density Increase; Lesser Power can only be used when character uses greater Power at full value; -¾), Only In Heroic Identity (-¼) (Modifiers affect Base Characteristic) 7 +15 PD (15 Active Points); Linked (Density Increase; Lesser Power can only be used when character uses greater Power at full value; -¾), Only In Heroic Identity (-¼) 4 +10 PRE (10 Active Points); Linked (Density Increase; Lesser Power can only be used when character uses greater Power at full value; -¾), Conditional Power Power does not work in Common Circumstances (Offence only; -½), Only In Heroic Identity (-¼) 9 +19 ED (19 Active Points); Linked (Density Increase; Lesser Power can only be used when character uses greater Power at full value; -¾), Only In Heroic Identity (-¼) 12 +25 STUN (25 Active Points); Linked (Density Increase; Lesser Power can only be used when character uses greater Power at full value; -¾), Only In Heroic Identity (-¼) 13 Damage Resistance (26 PD/26 ED) (26 Active Points); Linked (Density Increase; Lesser Power can only be used when character uses greater Power at full value; -¾), Only In Heroic Identity (-¼) 13 Energy Damage Reduction, Resistant, 50% (30 Active Points); Linked (Density Increase; Lesser Power can only be used when character uses greater Power at full value; -¾), Only In Heroic Identity (-¼), Conditional Power Power does not work in Uncommon Circumstances (Electricity, heat and light only; -¼) 24 Elemental Control, 60-point powers, (30 Active Points); all slots Only In Heroic Identity (-¼) 36 1) Sight Group Flash 10d6, Reduced Endurance (0 END; +½) (75 Active Points); Only In Heroic Identity (-¼) 24 2) Flight 20", Reduced Endurance (0 END; +½) (60 Active Points); Only In Heroic Identity (-¼) 36 3) Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points); Only In Heroic Identity (-¼) Skills 3 Computer Programming 14- 3 Science Skill: Chemistry 14- 3 Science Skill: Biology 14- 3 Science Skill: Botany 14- 3 Electronics 14- 3 KS: Law 14- 3 KS: Research 14- 3 Paramedics 14- 3 Survival 14- 3 Stealth 13- Total Powers & Skill Cost: 258 Total Cost: 352 200+ Disadvantages 10 Distinctive Features: (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Hunted: Police 8- (As Pow; NCI; Harshly Punish) 15 Hunted: Corp he worked for 8- (As Pow; NCI; Harshly Punish) 20 Psychological Limitation: Likes to fight (Very Common; Strong) 10 Psychological Limitation: Self absorbed (Common; Moderate) 5 Reputation: , 8- 15 Social Limitation: Secret ID (Frequently; Major) 62 Experience Points Total Disadvantage Points: 352 Earned Experience: 0 Spent Experience: 62 Unspent Experience: 0 Background/History: Chris Fear wanted to unlock the secrets of human energy generation that could then be used to help on an industrial scale. Finally he developed a serum that could increase a human body's energy generating capacity 1000 times. But to prove it he needed a human subject. But since no legitimate group would allow such a test on ahuman, he decided to try it on himself. It worked, but the genetic rewiring sffected him mind, and not for the better. He ran into the night, calling himself Coppertop. And he has made a name for himself as a theif and muscle for hire who doesn't ask questions and does what ever is neccessary. Well if you must have a misguided scientist, make him nasty. Mega status with AFS metal and AFS Electricity makes him truely fearsome. Ranged, HTH. And a real bad attitude. This guy should have PC hating him in short order!
  11. Next is a samurai, because Katanas are cool. Chambara Val Char Cost Roll Notes 33 STR 23 16- Lift 2425.1kg; 6 ½d6 20 DEX 30 13- OCV: 7/DCV: 7 20 CON 20 13- 12 BODY 4 11- 13 INT 3 12- PER Roll 12- 18 EGO 16 13- ECV: 6 13 PRE 3 12- PRE Attack: 2 ½d6 12 COM 1 11- 8+9 PD 1 Total: 8/17 PD (5/14 rPD) 8+9 ED 4 Total: 8/17 ED (5/14 rED) 4 SPD 10 Phases: 3, 6, 9, 12 11 REC 0 40 END 0 39 STUN 0 Total Characteristic Cost: 115 Movement: Running: 12"/24" Leaping: 6"/12" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 16 Reduced Endurance (0 END; +½) (16 Active Points) applied to STR 18 Armor (9 PD/9 ED) (27 Active Points); OIF (-½) 18 Killing Attack - Hand-To-Hand 1 ½d6 (3d6+1 w/STR), Reduced Endurance (0 END; +½) (37 Active Points); OAF (-1) 15 Killing Attack - Hand-To-Hand 1d6+1 (2 ½d6 w/STR), Reduced Endurance (0 END; +½) (30 Active Points); OAF (-1) 24 Running +6" (12" total), Reduced Endurance (0 END; +½) (24 Active Points) 42 Killing Attack - Ranged 4d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; When he Blocks; +¼), Reduced Endurance (0 END; +½) (105 Active Points); OAF (-1), Conditional Power Power does not work in Common Circumstances (Only to maximum his HtH attack can do; -½) 2 Weapon Element: Blades, Default Element, Empty Hand 4 Fast Strike +2 +0 8 ½d6 Strike 5 Grappling Block +1 +1 Grab One Limb, Block 4 Martial Block +2 +2 Block, Abort 4 Martial Disarm -1 +1 Disarm; 43 STR to Disarm 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Martial Strike +0 +2 8 ½d6 Strike 5 Offensive Strike -2 +1 10 ½d6 Strike 5 Passing Strike +1 +0 6 ½d6 +v/5; FMove 4 Sacrifice Lunge +2 -2 6 ½d6 +v/5; FMove Talents 6 Lightning Reflexes: +4 DEX to act first with All Actions 12 Combat Luck (6 PD/6 ED) Skills 3 Electronics 12- 3 Mechanics 12- 3 Acrobatics 13- 3 Breakfall 13- 3 Climbing 13- 3 Stealth 13- 3 Intelligance: KS 12- 3 Interrogation 12- 5 Rapid Attack (HTH) 10 Two-Weapon Fighting (HTH) 10 +2 with DCV Total Powers & Skill Cost: 246 Total Cost: 361 200+ Disadvantages 20 Hunted: 100 Oni 11- (As Pow; NCI; Harshly Punish) 15 Psychological Limitation: Vengeful (Common; Strong) 20 Psychological Limitation: Loner (Very Common; Strong) 10 Reputation: , 8- (Extreme) 96 Experience Points Total Disadvantage Points: 361 Earned Experience: 0 Spent Experience: 96 Unspent Experience: 0 Background/History: Jimmy Trevor LOVED japanese anime. Then the 100 oni came calling on a debt and took it in blood. He swore revenge, and dedicated his life to swordsmanship. After he mastered all the skills, he went hunting. Since then he has waged s grim shadow war that can only end with one side or other dead. He looks forward to the fight. Decent backstory, and the different HTH due to taking something from Ninjas and Superspies made for an interesting character. If you want NINJA, then this is your got to hook. In fact in the Century Station main book, there is a ninja clan operating. 'Nough said. Power wise, he's a standard samurai build, but with a skill called power block and another called block strike combo. So I made a trigger HKA. I would also add a second trigger for a HTH attack if he uses something like a bokken. It is actually pretty cool, and makes him hasty in HTH!
  12. A powerhouse from across the pond! Britannia Val Char Cost Roll Notes 50 STR 40 19- Lift 25.6tons; 10d6 17 DEX 21 12- OCV: 6/DCV: 6 23 CON 26 14- 16 BODY 12 12- 13 INT 3 12- PER Roll 12- 13 EGO 6 12- ECV: 4 20 PRE 10 13- PRE Attack: 4d6 30 COM 10 15- 25 PD 15 Total: 25 PD (25 rPD) 25 ED 20 Total: 25 ED (25 rED) 6 SPD 33 Phases: 2, 4, 6, 8, 10, 12 15 REC 0 46 END 0 53 STUN 0 Total Characteristic Cost: 196 Movement: Running: 6"/12" Flight: 30"/240" Leaping: 10"/20" Swimming: 2"/4" Cost Powers END 5 Life Support (Longevity: Immortal) 25 Reduced Endurance (0 END; +½) (25 Active Points) applied to STR 25 Damage Resistance (25 PD/25 ED) 105 Energy Blast 14d6, Reduced Endurance (0 END; +½) (105 Active Points) 30 Energy Damage Reduction, Resistant, 50% 105 Flight 30", x8 Noncombat, Reduced Endurance (0 END; +½) (105 Active Points) Perks 29 Fringe Benefit: Diplomatic Immunity, General, International Police Powers, License to Kill, Passport, Security Clearance 7 Money: Wealthy 4 Reputation (A large group) 11-, +2/+2d6 Skills 3 Climbing 12- 3 Intelligance: KS 12- 3 Survival 12- 3 Disguise 12- 3 Interrogation 13- 3 Tracking 12- 3 Paramedics 12- 3 Acrobatics 12- 3 Breakfall 12- 20 +4 with DCV Total Powers & Skill Cost: 382 Total Cost: 578 200+ Disadvantages 20 Distinctive Features: Seven ft tall blue skin (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Hunted: Nazi enemies 8- (As Pow; NCI; Harshly Punish) 15 Hunted: Old adversaries 8- (As Pow; NCI; Harshly Punish) 10 Psychological Limitation: Future Shock (Common; Moderate) 15 Psychological Limitation: Feels out of touch with common people (Common; Strong) 5 Reputation: , 8- 10 Social Limitation: Public ID (Occasionally; Major) 288 Experience Points Total Disadvantage Points: 578 Earned Experience: 0 Spent Experience: 288 Unspent Experience: 0 Background/History: Portia Kellington got her powers in WW2 when a Nazi experimental weapon killed her. But she got better, real better, and the British government soon put her to work for the war effort. Since then she has been on the front lines: WW2, the Cold War, the War on Terror, the War on Drugs. But it is wearing on her. All her friends and close family are dead, and the world has become stranger and less familiar. But now she hears that remenants of the Old Nazi party are trying to set up a secret group to bring themselves back into power. So now she travels the world, looking for clues to see if there is any truth to the rumour! She expensive, but at her level and with her powers that was a given. She's her own legacy character. And she's got plot hooks galore. If your planning a Fourth Reich, then here is the person to lead you to them. Also she has personal issues that players could possibly help her with. I could see her remenissing with others who are long lived // Immortal about the good old days. If I have an issue is her skill list. WOW, she didn't get a college / university degree in all that time. Even at part time studies, she should have a lot more skills. I can also see her as a mentor a team or two over the years. So a very cool character who if used judiciously could be a great helper to a team.
  13. A real hunter of men! Baron Zanzibar Val Char Cost Roll Notes 18 STR 8 13- Lift 303.1kg; 3 ½d6 18 DEX 24 13- OCV: 6/DCV: 6 24 CON 28 14- 14 BODY 8 12- 15 INT 5 12- PER Roll 12- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 8+9 PD 4 Total: 8/17 PD (5/14 rPD) 8+9 ED 3 Total: 8/17 ED (5/14 rED) 4 SPD 12 Phases: 3, 6, 9, 12 9 REC 0 48 END 0 35 STUN 0 Total Characteristic Cost: 107 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 9 Reduced Endurance (0 END; +½) (9 Active Points) applied to STR 18 Armor (9 PD/9 ED) (27 Active Points); OIF (-½) 37 Zorokov 50 short: Killing Attack - Ranged 3 ½d6 (55 Active Points); 2 clips of 6 Charges (-½) [6] 25 Zorokov Hi Gauge: Killing Attack - Ranged 2d6 (30 Active Points); 2 clips of 6 Charges (-½) [6] Notes: (x2 number of items) 22 Boonswang Knife: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (0 END; +½) (22 Active Points) 15 Killing Attack - Ranged 3d6 (45 Active Points); 8 Charges (-½), No Range (-½), Conditional Power Power does not work in Common Circumstances (Con save negates damage; -½), Linked (Boonswang Knife; -¼), Gradual Effect (1 Turn (Post-Segment 12); -¼) [8] 4 Martial Block +2 +2 Block, Abort 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 3 Martial Grab -1 -1 Grab Two Limbs, 28 STR for holding on 4 Martial Strike +0 +2 5 ½d6 Strike 3 Martial Throw +0 +1 3 ½d6 +v/5, Target Falls 5 Offensive Strike -2 +1 7 ½d6 Strike 1 Weapon Element: Blades Perks 11 Money: Filthy Rich 1 Reputation (A small to medium sized group) 8-, +1/+1d6 1 Fringe Benefit (0 Active Points) Talents 12 Combat Luck (6 PD/6 ED) Skills 1 Russian: Language (imitate dialects; literate) (6 Active Points) 5 English: Language (idiomatic; literate) 5 French: Language (idiomatic; literate) 3 Concealment 12- 3 Stealth 13- 3 Navigation 12- 3 Survival 12- 3 Tracking 12- 3 Disguise 12- 3 Streetwise 12- 3 Paramedics 12- 2 Weaponsmith (Firearms) 12- 3 Intelligance: KS 12- 20 +4 with DCV Total Powers & Skill Cost: 240 Total Cost: 347 200+ Disadvantages 15 Hunted: Police 8- (As Pow; NCI; Harshly Punish) 10 Hunted: Relatives of prior victims 8- (As Pow; Harshly Punish) 10 Psychological Limitation: Sadistic (Common; Moderate) 20 Psychological Limitation: Enjoys the hunt (Very Common; Strong) 15 Social Limitation: Secret ID (Frequently; Major) 10 Reputation: , 11- 67 Experience Points Total Disadvantage Points: 347 Earned Experience: 0 Spent Experience: 67 Unspent Experience: 0 Background/History: Baron Vladamir Borodin Zorokov is the decsendent of Russian nobility who escaped from Russia when it went Communist. They escaped with a small fortune and settled in Zanzibar. There, with some shrewd investments, the fortune grew and so he was born into a life of luxury. So as an idle dilitant he took up hunting. And he liked it. But soon he became jaded. It was too easy. So he went to hunting men. Eventually he graduated to supers. Safe on his estate from any prosecution, he comes out periodically to hunt someone. All that is known is that he doesn't give up. EVER! So I did this character because I read the short story he is based on. So lets see what we get. Well we get a man that is a lot more superficial than the suave villain of the short story. That man was a cultured monster. This is a rich thug. Maybe it is a role playing thing. But still his background gives him skills he should have due to upbringing. Now in a low powered real world campaign, he's dangerous. But when compared to some of the NPC (Like the one coming next) he is just to much paste. And his attitude makes it so he will be taken care of ASAP. But if you want a PC that will push your heroes buttons, here's your man!
  14. Someone for whom superpowers doesn't mean being a hero or villain Antartica Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 ½d6 [1] 15 DEX 15 12- OCV: 5/DCV: 5 15 CON 10 12- 11 BODY 2 11- 13 INT 3 12- PER Roll 12- 10 EGO 0 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 10 COM 0 11- 8+18 PD 5 Total: 8/26 PD (5/23 rPD) 8+18 ED 5 Total: 8/26 ED (5/23 rED) 2 SPD 0 Phases: 6, 12 6 REC 0 30 END 0 26 STUN 0 Total Characteristic Cost: 43 Movement: Running: 23"/46" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 27 Ice Powers: Elemental Control, 54-point powers 48 1) Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points) 27 2) Force Field (18 PD/18 ED), Reduced Endurance (0 END; +½) (54 Active Points) 30 3) Running +17" (23" total), Reduced Endurance (0 END; +½) (57 Active Points) 33 4) Entangle 4d6, 4 DEF, Reduced Endurance (0 END; +½) (60 Active Points) 30 Physical Damage Reduction, Resistant, 50% 2 Life Support (Safe in Intense Cold) Skills 3 Survival 12- 3 Navigation 12- 2 PS: Carpentry 11- 3 Paramedics 12- 5 +1 with DCV Total Powers & Skill Cost: 218 Total Cost: 261 200+ Disadvantages 5 Money: Poor 15 Hunted: Police 8- (As Pow; NCI; Harshly Punish) 20 Psychological Limitation: Unsure of self (Common; Total) 15 Enraged: When threatened (Uncommon), go 14-, recover 14- 20 Distinctive Features: Blue Skin and White Hair (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) Total Disadvantage Points: 261 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Janet Church was living quietly on the Falkland Island when The Argentine forces invaded. In the stress, her powers erupted. She was insturmental in saving many lives. But after the war, she was left directionless. She is veering toward villainy to support herself, but is unsure about it. But she knows she is not cut out to be a hero. If someone could just steer her in the right direction! Her high damage and defenses are due to use of Manipulate Kinetic Energy, which she uses to increase to power of her ice bolt and entangle. Add the large Dam Red to Physical attacks and she is ideally suited to a defense tactic. Otherwise she is a normal. And her backstory gives ripe hooks for a redemption story and someone going on to live a normal life despite the powers. All she needs is an education and a direction. Maybe a school for super teenagers... Naw who would go for that?
  15. Next up the fiery speedster/blaster Afterburner Val Char Cost Roll Notes 38 STR 28 17- Lift 4850.3kg; 7 ½d6 15 DEX 15 12- OCV: 5/DCV: 5 20 CON 20 13- 13 BODY 6 12- 15 INT 5 12- PER Roll 12- 15 EGO 10 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 14 COM 2 12- 8+20 PD 0 Total: 8/28 PD (5/25 rPD) 8+20 ED 4 Total: 8/28 ED (5/25 rED) 5 SPD 25 Phases: 3, 5, 8, 10, 12 12 REC 0 40 END 0 42 STUN 0 Total Characteristic Cost: 125 Movement: Running: 6"/12" Flight: 30"/240" Leaping: 7"/14" Swimming: 2"/4" Cost Powers END 19 Reduced Endurance (0 END; +½) (19 Active Points) applied to STR 5 Damage Resistance (5 PD/5 ED) 16 Life Support (Eating: Character does not eat; Safe Environment: Zero Gravity; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 30 Elemental Control, 60-point powers 45 1) Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points) 30 2) Force Field (20 PD/20 ED), Reduced Endurance (0 END; +½) (60 Active Points) 75 3) Flight 30", x8 Noncombat, Reduced Endurance (0 END; +½) (105 Active Points) Skills 3 law: KS 12- 3 research: KS 12- 3 Computer Programming 12- 3 Mechanics 12- 3 Electronics 12- 3 Paramedics 12- 3 Survival 12- 3 Navigation 12- 15 +3 with DCV Total Powers & Skill Cost: 259 Total Cost: 384 200+ Disadvantages 10 Vulnerability: 2 x STUN Magic (Uncommon) 10 Vulnerability: 2 x BODY Magic (Uncommon) 10 Vulnerability: 2 x Effect Magic (Uncommon) 5 Reputation: , 8- 15 Psychological Limitation: Ruthless (Common; Strong) 15 Hunted: Police 8- (As Pow; NCI; Harshly Punish) 15 Psychological Limitation: Overconfident (Common; Strong) 104 Experience Points Total Disadvantage Points: 384 Earned Experience: 0 Spent Experience: 104 Unspent Experience: 0 Background/History: Shelbey Vinson was Kansas farmboy when his powers erupted. Fearing for himself he took off, which just spread the devastation. When He calmed down, he realized what great powers he had and decided to use them to become rich. Thus Afterburner was born. Since then he has become known as a dependable muscle and leader. Now he want to lead his own team, and lead his own criminal gang. So he's recruiting. Well he's decently powerful, but that is a result of Mega status. But the combo of AFS Fire and Sonic Flight gives him great positioning and attack/defense. In HU terms, he's got serious power. In a Champions campaign he's average. But it would be easy enough to upgrade him to mastermind status. The fact he wants to bring his own team together is a plot hook that GMs can use. And as muscle he is effective and dependable. So he's serviceable.
  16. So the first Gramercy Island solos. Abatwa Val Char Cost Roll Notes 15+25 STR 5 12- / 17- Lift 200.0kg/6400.0kg; 3d6/8d6 15 DEX 15 13- OCV: 7/DCV: 7 15 CON 10 12- 13 BODY 6 12- 13 INT 3 12- PER Roll 12- 10 EGO 0 11- ECV: 3 10 PRE 0 13- PRE Attack: 4d6 10 COM 0 11- 8+20 PD 5 Total: 8/28 PD (5/20 rPD) 8+20 ED 5 Total: 8/28 ED (5/20 rED) 3 SPD 0 Phases: 4, 8, 12 6 REC 0 30 END 0 29 STUN 0 Total Characteristic Cost: 49 Movement: Running: 20"/40" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 34 Shrinking (0.1081 m tall, 0.0176 kg mass, -8 PER Rolls to perceive character, +8 DCV, takes +12" KB), Reduced Endurance (0 END; +½) (60 Active Points); Conditional Power Power does not work in Common Circumstances (Only at full power; -½), Only In Heroic Identity (-¼) 7 Reduced Endurance (0 END; +½) (7 Active Points) applied to STR 7 +5 DEX (15 Active Points); Linked (Shrinking; Lesser Power can only be used when character uses greater Power at full value; -¾), Only In Heroic Identity (-¼) 5 +10 PRE (10 Active Points); Linked (Shrinking; Lesser Power can only be used when character uses greater Power at full value; -¾), Only In Heroic Identity (-¼) 18 Density Increase (2,300 kg mass, +25 STR, +5 PD/ED, -5" KB), Reduced Endurance (0 END; +½) (37 Active Points); Linked (Shrinking; Lesser Power can only be used when character uses greater Power at full value; -¾), Only In Heroic Identity (-¼) 22 Running +14" (20" total), Reduced Endurance (0 END; +½) (48 Active Points); Linked (Shrinking; Lesser Power can only be used when character uses greater Power at full value; -¾) 12 Bestowed spells: Elemental Control, 44-point powers, (22 Active Points); all slots Linked (Shrinking; Lesser Power can only be used when character uses greater Power at full value; -¾) 13 1) Armour of Ithan: Force Field (15 PD/15 ED), Reduced Endurance (0 END; +½) (45 Active Points); Linked (Shrinking; Lesser Power can only be used when character uses greater Power at full value; -¾) 22 2) Energy Bolt: Energy Blast 8d6, Reduced Endurance (0 END; +½) (60 Active Points); Linked (Shrinking; Lesser Power can only be used when character uses greater Power at full value; -¾) 13 3) Blinding Flash: Sight Group Flash 6d6, Reduced Endurance (0 END; +½) (45 Active Points); Linked (Shrinking; Lesser Power can only be used when character uses greater Power at full value; -¾) 22 4) Magic Net: Entangle 4d6, 4 DEF, Reduced Endurance (0 END; +½) (60 Active Points); Linked (Shrinking; Lesser Power can only be used when character uses greater Power at full value; -¾) Skills 3 Climbing 13- 3 Electronics 12- 3 Security Systems 12- 3 Mechanics 12- 0 Language (idiomatic; literate) (5 Active Points) 4 French: Language (completely fluent; literate) 4 English: Language (completely fluent; literate) 4 German: Language (completely fluent; literate) 15 +3 with DCV Total Powers & Skill Cost: 219 Total Cost: 268 200+ Disadvantages 5 Hunted: General Dengi 8- (As Pow; Limited Geographical Area; Harshly Punish) 15 Hunted: Police 8- (As Pow; NCI; Capture) 5 Reputation: Theif, 8- 15 Psychological Limitation: Ambivelent about villainy (Common; Strong) 15 Hunted: Bestowers of gift 8- (Mo Pow; NCI; Mildly Punish) 13 Experience Points Total Disadvantage Points: 268 Earned Experience: 0 Spent Experience: 13 Unspent Experience: 0 Background/History: Samual Sgoro was chosen as the beneficiary of great power to be a champion for his people. Instead, in the cruel civil war that beset his land, he became a bully, until a bigger bully recruited him into his army. A revolution needs money, so Sgoro went to the US to steal funds for mis General. Now that his General is in charge, Abatwa has been cut loose and disavowed as a rogue element from his country. The betrayal has hurt Abatwa, but also forced him to re-evaluate his priorities. Now he would like to become the champion his people deserve, if he can only figure out how. I almost didn't do this NPC until I really looked at the powers and personality and realized just how dangerous he can be. Shrinking, high str, fast movement and some spell like powers. Yep, he's nasty, and the back story again has a bunch of hooks. Also he is similar to an old PC a friend ran in an old campaign called Quickling FBI. A small fast FBI agent. I can see similarities. And he doesn't even have to fight to be dangerous. That is a bonus for me. I like him!
  17. And because every team needs a hothead Bravo Val Char Cost Roll Notes 18 STR 8 13- Lift 303.1kg; 3 ½d6 [2] 18 DEX 24 13- OCV: 6/DCV: 6 18 CON 16 13- 12 BODY 4 11- 20 INT 10 13- PER Roll 13- 20 EGO 20 13- ECV: 7 20 PRE 10 13- PRE Attack: 4d6 18 COM 4 13- 8+15 PD 4 Total: 8/23 PD (5/20 rPD) 8+15 ED 4 Total: 8/23 ED (5/20 rED) 4 SPD 12 Phases: 3, 6, 9, 12 8 REC 0 36 END 0 30 STUN 0 Total Characteristic Cost: 116 Movement: Running: 6"/12" Flight: 15"/60" Leaping: 10"/20" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 42 Flight 15", x4 Noncombat, Reduced Endurance (0 END; +½) (52 Active Points); IIF (-¼) 45 Multipower, 30-point reserve, all slots Reduced Endurance (0 END; +½) (45 Active Points) 1u 1) Leaping +7" (10 ½" forward, 5" upward) (7 Active Points) 2u 2) Hand-To-Hand Attack +5d6 (25 Active Points); Hand-To-Hand Attack (-½) 2u 3) Healing BODY 2d6 (20 Active Points) 22 Elemental Control, 44-point powers 38 1) Ego Attack 4d6, Reduced Endurance (0 END; +½) (60 Active Points) 38 2) Force Wall (8 PD/8 ED), Reduced Endurance (0 END; +½) (60 Active Points) 38 3) Telepathy 8d6, Reduced Endurance (0 END; +½) (60 Active Points) 57 4) Telekinesis (35 STR), Reduced Endurance (0 END; +½) (79 Active Points) 23 5) Force Field (15 PD/15 ED), Reduced Endurance (0 END; +½) (45 Active Points) Talents 5 Rapid Healing 3 Simulate Death Skills 3 Science Skill: biology 13- 3 Science Skill: chemistry 13- 3 Science Skill: botany 13- 3 Science Skill: astrophysics 13- 3 Computer Programming 13- 3 Systems Operation 13- 3 Navigation 13- 10 +2 with DCV Total Powers & Skill Cost: 352 Total Cost: 468 200+ Disadvantages 15 Psychological Limitation: Likes to fight (Common; Strong) 10 Psychological Limitation: Hates slavery (Uncommon; Strong) 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 10 Hunted: Alien Slavers 8- (Mo Pow; Limited Geographical Area; Harshly Punish) 223 Experience Points Total Disadvantage Points: 468 Earned Experience: 0 Spent Experience: 223 Unspent Experience: 0 Background/History: Bravo is one of three escaped slave who have crashed on earth. While they search for parts and equipment, they have encountered many of CS inhabitants, good and bad. So they try to navigate the situation, hoping to do good and get off the planet before Alpha Prime notices them, and before their former masters make it to earth. Like Psynapse Bravo is versatile, and versatility costs. He has a decent powers, but almost standard for psionic characters in HU. So powerwise he's good, with a good set of ranged attacks, which this team needs badly. But he can be scarry HTH as well. I see him hanging back and sniping and supporting his team mates. Personality, he is a bit of a loose cannon. He likes to fight a bit too much. And as with the rest, he has hooks with off world slavers. So all in all the Fearless are interesting, if you want to introduce a space component to your campaign, they are a great in. SO next up the Solos of Gramercy Island. I will be presenting them as if they are still free, as I feel that allows greater use of them in a campaign!
  18. Next member of the Fearless, the man known as Relentless: Relentless Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 23 DEX 39 14- OCV: 8/DCV: 8 30 CON 40 15- 12 BODY 4 11- 12 INT 2 11- PER Roll 11- 8 EGO -4 11- ECV: 3 9 PRE -1 11- PRE Attack: 1 ½d6 13 COM 2 12- 25 PD 21 Total: 25 PD (20 rPD) 25 ED 19 Total: 25 ED (20 rED) 4 SPD 7 Phases: 3, 6, 9, 12 10 REC 0 60 END 0 37 STUN 0 Total Characteristic Cost: 139 Movement: Running: 6"/12" Flight: 15"/60" Leaping: 4"/8" Swimming: 2"/4" Cost Powers END 20 Damage Resistance (20 PD/20 ED) 10 Reduced Endurance (0 END; +½) (10 Active Points) applied to STR 30 Physical Damage Reduction, Resistant, 50% 30 Energy Damage Reduction, Resistant, 50% 45 Healing BODY 2d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +½) (67 Active Points); Self Only (-½) 42 Flight 15", x4 Noncombat, Reduced Endurance (0 END; +½) (52 Active Points); IIF (-¼) 30 Multipower, 40-point reserve, all slots Reduced Endurance (0 END; +½) (60 Active Points); all slots OAF (-1) 2u 1) Hand-To-Hand Attack +8d6 (40 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 2u 2) Killing Attack - Hand-To-Hand 2 ½d6 (4d6 w/STR) (40 Active Points); OAF (-1) Skills 3 Acrobatics 14- 3 Breakfall 14- 3 Paramedics 11- 3 Stealth 14- 3 Tracking 11- 3 Survival 11- 5 +1 with DCV Total Powers & Skill Cost: 235 Total Cost: 373 200+ Disadvantages 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 10 Hunted: Alien slavers 8- (Mo Pow; Limited Geographical Area; Harshly Punish) 15 Psychological Limitation: Honourable (Common; Strong) 10 Psychological Limitation: Hates slavery (Uncommon; Strong) 128 Experience Points Total Disadvantage Points: 373 Earned Experience: 0 Spent Experience: 128 Unspent Experience: 0 Background/History: Relentless is one of three escaped slave who have crashed on earth. While they search for parts and equipment, they have encountered many of CS inhabitants, good and bad. So they try to navigate the situation, hoping to do good and get off the planet before Alpha Prime notices them, and before their former masters make it to earth. SO according to his backstory, he got his name from his enemies. It is due to the fact that he never seems to give up even after taking immense amounts of punishment. And then they give him multiple lives. UMMMMMMM, Nope. What your describing is invulnerability. So I changed it up a bit to more properly fit the background. Now he's nasty. He can wade into a mass of enemies and emerge hale and whole. Add a pair of energy swords and you got someone capable of dealing some nasty damage as well. He's basically the brick of the team. Personality wise, he's OK. His rebellion against slavers should hit a chord with PCs and could lead to a space campaign. Or at least making earth unpalatable to slaver raids. So an OK character!
  19. So now the Fearless. Alien freedom fighters stranded on earth. They try to keep a low profile, but can't turn a blind eye to a bad situation. If it continues, maybe they won't want to leave. First the leader Liberator Val Char Cost Roll Notes 38 STR 28 17- Lift 4850.3kg; 7 ½d6 20 DEX 30 13- OCV: 7/DCV: 7 28 CON 36 15- 11 BODY 2 11- 15 INT 5 12- PER Roll 12- 14 EGO 8 12- ECV: 5 11 PRE 1 11- PRE Attack: 2d6 18 COM 4 13- 15+8 PD 7 Total: 15/23 PD (8/16 rPD) 15+8 ED 9 Total: 15/23 ED (8/16 rED) 3 SPD 0 Phases: 4, 8, 12 14 REC 0 56 END 0 44 STUN 0 Total Characteristic Cost: 130 Movement: Running: 12"/24" Flight: 15"/60" Leaping: 7"/14" Swimming: 2"/4" Cost Powers END 8 Damage Resistance (8 PD/8 ED) 24 Running +6" (12" total), Reduced Endurance (0 END; +½) (24 Active Points) 16 Armor (8 PD/8 ED) (24 Active Points); OIF (-½) 19 Reduced Endurance (0 END; +½) (19 Active Points) applied to STR 18 Sword: Killing Attack - Hand-To-Hand 1 ½d6 (3d6+1 w/STR), Reduced Endurance (0 END; +½) (37 Active Points); OAF (-1) 15 Dagger: Killing Attack - Hand-To-Hand 1d6+1 (2 ½d6 w/STR), Reduced Endurance (0 END; +½) (30 Active Points); OAF (-1) 20 Whipping chain: Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +½) (37 Active Points); OAF (-1), Hand-To-Hand Attack (-½) Notes: (x2 number of items) 38 Energy Blast 9d6, Reduced Endurance (0 END; +½) (67 Active Points); OAF (-1) Notes: (x2 number of items) 42 Flight 15", x4 Noncombat, Reduced Endurance (0 END; +½) (52 Active Points); IIF (-¼) 4 Fast Strike +2 +0 9 ½d6 Strike 3 Legsweep +2 -1 8 ½d6 Strike, Target Falls 4 Martial Block +2 +2 Block, Abort 4 Martial Escape +0 +0 53 STR vs. Grabs 3 Martial Grab -1 -1 Grab Two Limbs, 48 STR for holding on 4 Martial Strike +0 +2 9 ½d6 Strike 3 Martial Throw +0 +1 7 ½d6 +v/5, Target Falls 5 Offensive Strike -2 +1 11 ½d6 Strike 3 Takedown +1 +1 7 ½d6 Strike; Target Falls 3 Weapon Element: Blades, Chain & Rope Weapons, Staffs Skills 3 Stealth 13- 3 Lockpicking 13- 3 Breakfall 13- 11 Security Systems 16- 3 Streetwise 11- 3 Seduction 11- 3 Systems Operation 12- 3 Mechanics 12- 3 Interrogation 11- 3 Tracking 12- 3 Survival 12- 3 Acrobatics 13- 3 Climbing 13- 3 Computer Programming 12- 5 +1 with DCV Total Powers & Skill Cost: 291 Total Cost: 421 200+ Disadvantages 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 15 Psychological Limitation: Wants to leave earth ASAP (Common; Strong) 10 Psychological Limitation: Hatred of Slavery (Uncommon; Strong) 10 Hunted: Alien slavers 8- (Mo Pow; Limited Geographical Area; Harshly Punish) 176 Experience Points Total Disadvantage Points: 421 Earned Experience: 0 Spent Experience: 176 Unspent Experience: 0 Background/History: Liberator is one of three escaped slave who have crashed on earth. While they search for parts and equipment, they have encountered many of CS inhabitants, good and bad. So they try to navigate the situation, hoping to do good and get off the planet before Alpha Prime notices them, and before their former masters make it to earth. Liberator is the most normal of the bunch. He's just a highly skilled HTH expert. with some cool toys. The Anti Gravity ring is something I gave to all three. It gives a reason for them to be in many out of the way places. They keep the rings secret and don't use them in combat unless it is imperative to do so! So, Liberator seems a decent leader. And he's got some great plot hooks in him.
  20. Last member of the Workshop Archimedes Val Char Cost Roll Notes 18 STR 8 13- Lift 303.1kg; 3 ½d6 [2] 18 DEX 24 13- OCV: 6/DCV: 6 15 CON 10 12- 15 BODY 10 12- 25 INT 15 14- PER Roll 17- 14 EGO 8 12- ECV: 5 18 PRE 8 13- PRE Attack: 3 ½d6 16 COM 3 12- 8+12 PD 4 Total: 8/20 PD (5/17 rPD) 8+12 ED 5 Total: 8/20 ED (5/17 rED) 5 SPD 22 Phases: 2, 4, 6, 8, 10, 12 7 REC 0 30 END 0 32 STUN 0 Total Characteristic Cost: 117 Movement: Running: 6"/12" Flight: 15"/30" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 24 Armor (12 PD/12 ED) (36 Active Points); OIF (-½) 7 +1 SPD (10 Active Points); OIF (-½) 3 +1 with DCV (5 Active Points); OIF (-½) 6 +3 PER with all Sense Groups (9 Active Points); OIF (-½) 7 Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½) 10 Radar (Radio Group) (15 Active Points); OIF (-½) 3 Nightvision (5 Active Points); OIF (-½) 3 Infrared Perception (Sight Group) (5 Active Points); OIF (-½) 17 Jet boots: Flight 15" (30 Active Points); OIF (-½), 1 Continuing Charge lasting 1 Hour (-¼) [1 cc] 38 Knucke dusters: Multipower, 50-point reserve, all slots 16 Charges (+0) (50 Active Points); all slots OIF (-½) Notes: (x2 number of items) 1u 1) Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-½), OIF (-½) 3u 2) Energy Blast 10d6 (50 Active Points); OIF (-½) Perks 5 Money: Well Off Talents 2 Absolute Range Sense (3 Active Points); IIF (-¼) 2 Absolute Time Sense (3 Active Points); IIF (-¼) 2 Bump Of Direction (3 Active Points); IIF (-¼) 16 Universal Translator 14- (20 Active Points); IIF (-¼) 2 Lightning Calculator (3 Active Points); IIF (-¼) Skills 3 Armorsmith 13- 3 Systems Operation 14- 3 Security Systems 14- 3 Electronics 14- 3 Mechanics 14- 3 Computer Programming 14- 3 Science Skill: Chemistry 14- 3 Science Skill: Biology 14- 3 Science Skill: Metallurgy 14- 3 Paramedics 14- 3 Acrobatics 13- 3 Breakfall 13- 3 Inventor 14- 15 +3 with DCV Total Powers & Skill Cost: 210 Total Cost: 327 200+ Disadvantages 15 Hunted: police 8- (As Pow; NCI; Harshly Punish) 10 Hunted: Mr Fixit 8- (Mo Pow; NCI; Watching) 25 Psychological Limitation: Nihilist (Very Common; Total) 10 Psychological Limitation: Enjoys spreading suffering (Common; Moderate) 5 Reputation: Gadgeteer, 8- 10 Social Limitation: Public ID (Frequently; Minor) 5 Reputation: Legacy, 8- 47 Experience Points Total Disadvantage Points: 327 Earned Experience: 0 Spent Experience: 47 Unspent Experience: 0 Background/History: Yvette Cayman is the daughter of the original Archemedes. She was happy, until her father died in an ambush. In her grief, she has lashed out at the world, building devices for whoever can pay. It is her way of getting revenge on the world, because if she can't be happy, neither can anyone else! Recently our school did a play, "The Addams Family - A Musical" (Aside, it is VERY FUNNY). One line is from Pugsly to Wednesday "Seriously, you have issues!" That describes Archemedes. She is the classic 'I do this for revenge on society thet...." Whatever! Again, she's more interesting as background than as an opponent. But she does have a lot of plot hooks. Of all the members of the Workshop, she's would be the one to get the most face time/interaction. Build wise, I think she is the coolest of the three, but that is mainly because the Analytical Hardware is just that. Computer makes you like Garcia from Criminal Intent. Great in your 15 minutes, then..... Weapons is too much like Hunter/vigilante Vehicle is limiting. What do you do out of your vehicle? Analytical gets the best toys in my opinion.
  21. This is the guy who would have built the Batmobile. And then give it more dakka! Overdrive Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 15 DEX 15 12- OCV: 5/DCV: 5 13 CON 6 12- 14 BODY 8 12- 25 INT 15 14- PER Roll 14- 20 EGO 20 13- ECV: 7 13 PRE 3 12- PRE Attack: 2 ½d6 10 COM 0 11- 8+12 PD 5 Total: 8/20 PD (5/17 rPD) 8+12 ED 5 Total: 8/20 ED (5/17 rED) 3 SPD 5 Phases: 4, 8, 12 6 REC 0 26 END 0 29 STUN 0 Total Characteristic Cost: 87 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 24 Armor (12 PD/12 ED) (36 Active Points); OIF (-½) 5 Damage Resistance (5 PD/5 ED) Perks 5 Money: Well Off 50 Vehicles & Bases Talents 3 Bump Of Direction 24 Hotshot Pilot (Star Hero) 8 Lightning Reflexes: +8 DEX to act first with All Actions (12 Active Points); Conditional Power Power does not work in Common Circumstances (Only when driving; -½) Skills 3 Mechanics 14- 3 Electronics 14- 7 Lockpicking 14- 3 Navigation 14- 3 Weaponsmith 14- 7 Armorsmith 14- 3 Inventor 14- 16 TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Combat Aircraft, Helicopters, Large Military Ships, Large Motorized Boats, Large Planes, Railed Vehicles, Small Military Ships, Small Motorized Boats, Small Planes, Snowmobiles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles 10 +2 with DCV Total Powers & Skill Cost: 174 Total Cost: 261 200+ Disadvantages 15 Hunted: Police 8- (As Pow; NCI; Harshly Punish) 10 Reputation: Ace driver, 11- 10 Reputation: Vehicle specialist, 11- 15 Social Limitation: Secret ID (Frequently; Major) 20 Psychological Limitation: Coward except when in a vehicle (Common; Total) Total Disadvantage Points: 261 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Boris Geckle loved cars, and loved them fast. With his mechanical flare, he souped up his rides and put hisself out as a transporter. Then on a job gone wrong, he almost died, and so since then he has concentrated on the supply side. You want a mean machine, with the latest gadgets, you call Overdrive! So like the last NPC, its not so much what he can do, but what he can supply that makes him interesting. If it is in the Complete Vehicles guide, he can probably build it. A good guide is as part of his displays he has a Motorcycle, a Sportscar, a Semi-truck, and a Helicopter. Seriously these guys are Dr. McQuark's SSS&G with some ethical problems. You should never have to fight this guy, but if you do, he'll come at you with a BIG Vehicle, that has LOTS of weapons and LOTS of armour. And he will certainly pick the time and place for an ambush. Away from his vehicle he's basically a normal. So again, I like what they can offer a campaign, more that I like them as an enemy!
  22. So first up, the weapon supplier of the Workshop: Hairtrigger Val Char Cost Roll Notes 18 STR 8 13- Lift 303.1kg; 3 ½d6 [2] 20 DEX 30 13- OCV: 7/DCV: 7 18 CON 16 13- 14 BODY 8 12- 18 INT 8 13- PER Roll 13- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 8+12 PD 4 Total: 8/20 PD (5/17 rPD) 8+12 ED 4 Total: 8/20 ED (5/17 rED) 5 SPD 20 Phases: 3, 5, 8, 10, 12 8 REC 0 36 END 0 32 STUN 0 Total Characteristic Cost: 113 Movement: Running: 9"/18" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 24 Armor (12 PD/12 ED) (36 Active Points); OIF (-½) 5 Damage Resistance (5 PD/5 ED) 15 Running +3" (9" total), Reduced Endurance (0 END; +½) (15 Active Points) 25 Roto pistol: Energy Blast 8d6, 4 clips of 8 Charges (+0) (40 Active Points); OAF (-1) [8] Notes: (x2 number of items) 42 Gyrojet Pistol: Energy Blast 10d6, 2 clips of 12 Charges (+0), Does x1 ½ Knockback (+½) (75 Active Points); OAF (-1) [12] Notes: (x2 number of items) 27 Micro Howitzer: Energy Blast 8d6, Area Of Effect (4" Radius; +1) (80 Active Points); 4 Charges (-1), OAF (-1) [4] 33 Knuckle dusters: Multipower, 50-point reserve, (50 Active Points); all slots OIF (-½), 12 Charges (-¼) Notes: (x2 number of items) 1u 1) Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-½), OIF (-½) 3u 2) Energy Blast 10d6 (50 Active Points); OIF (-½) Perks 5 Money: Well Off Skills 3 Demolitions 13- 3 Mechanics 13- 3 Electronics 13- 3 Climbing 13- 3 Survival 13- 3 Tracking 13- 3 Computer Programming 13- 3 Weaponsmith 13- 5 Rapid Attack (Ranged) 10 Two-Weapon Fighting (Ranged) 15 +3 with DCV Total Powers & Skill Cost: 234 Total Cost: 347 200+ Disadvantages 10 Enraged: When crossed (Uncommon), go 8-, recover 11- 15 Hunted: Police 8- (As Pow; NCI; Harshly Punish) 20 Psychological Limitation: Adrenaline Junky (Common; Total) 15 Psychological Limitation: Overconfident (Common; Strong) 5 Reputation: Weapons designer, 8- 10 Psychological Limitation: Vengeful (Common; Moderate) 15 Social Limitation: Secret ID (Frequently; Major) 57 Experience Points Total Disadvantage Points: 347 Earned Experience: 0 Spent Experience: 57 Unspent Experience: 0 Background/History: Mike "Mad Dog" McCaffery is an ex marine who mustered out because the action was not intence enough for him. He mover to Century Station to get a part of the action as well as demonstrate some of his weapon designs. Soon people were calling him not only as some extra muscle but as a weapon supplier. Then he made contact with Archemedes and Overdrive and started the workshop. As he is always on edge, he got the nickname Hairtrigger, and has since used it as his handle! So all his equipment is built using Energy Blast, but if you want a more lethal version change everything but the Knuckle Dusters to RKA. This is the Hong Kong Kid, with the same attitude, but much better tactics. He wears better armour, has multiple weapons to handle differing situations, some items for HTH situations (they do happen) and seemingly a more mature attitude to combat in general. Anyway, he's the weapons designer (except for energy weapons, WHY?) and the main contact with clients. To me the combat is secondary. This is a group that gives a reason why the colour gangs all of a sudden getting real cheap energy weapons, or motrocycles with machine guns. in that they supply that role well. And if the heroes decide to try and find the physical workshop, and raid it, they could be a big surprise with what they can do in combat. All in all I find the group interesting, not because of what the members can do in combat, but the background they can supply to background!
  23. So the Workshop is a three person organization, your go-to people for all those cool gadgets and vehicles for the villain on the rise, or the organization that needs to get a few pieces to fill out the inventory. The members are Hairtrigger - weapons expert Overdrive - vehicles of all types Archemedes - armour and non weapon devices.
  24. So next up the Workshop, criminal suppliers to the underworld. (Sigh I miss Dr. McQuark and the SSS&G) and the Fearless, alien freedom fighters and heroes trying to get off earth.
  25. And Sabot's partner: Flechette Val Char Cost Roll Notes 5 STR -5 16- Lift 2425.1kg; 6 ½d6 24 DEX 42 14- OCV: 8/DCV: 8 18 CON 16 13- 14 BODY 8 12- 12 INT 2 11- PER Roll 11- 12 EGO 4 11- ECV: 4 12 PRE 2 11- PRE Attack: 2d6 4 COM -3 10- 8+12 PD 1 Total: 8/20 PD (5/17 rPD) 8+12 ED 4 Total: 8/20 ED (5/17 rED) 3 SPD 0 Phases: 4, 8, 12 11 REC 0 36 END 0 40 STUN 0 Total Characteristic Cost: 71 Movement: Running: 6"/12" Leaping: 6"/12" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 27 +28 STR, Reduced Endurance (0 END; +½) (44 Active Points); OIF (-½) (Modifiers affect Base Characteristic) 24 Armor (12 PD/12 ED) (36 Active Points); OIF (-½) 88 Auto shotguns arms: Energy Blast 10d6, Autofire (5 shots; +½), 250 Charges (+1) (125 Active Points); OIF (-½) [250] Notes: (x2 number of items) Skills 3 Climbing 14- 3 Electronics 11- 3 Mechanics 11- 3 Survival 11- 3 Tracking 11- 3 Stealth 14- 3 Contortionist 14- 10 Two-Weapon Fighting (Ranged) 5 Rapid Attack (Ranged) 10 +2 with DCV Total Powers & Skill Cost: 190 Total Cost: 261 200+ Disadvantages 25 Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 15 Hunted: Police 8- (As Pow; NCI; Harshly Punish) 10 Physical Limitation: Gun arms (Frequently; Slightly Impairing) 15 Psychological Limitation: Bully (Common; Strong) 5 Reputation: War crimes, 8- 20 Social Limitation: Public ID (Very Frequently; Major) Total Disadvantage Points: 261 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Same as Sabot, an IUD took her arms, so taking a cue from Sabot, she had bionics installed and full replacement weapons arms installed. And to say she has issues is an understatement. Like Sabot, she is wanted for warcrimes and has been commissioned by the Minotaur to be part of his new team. Like Sabot, there is little to redeem her in the eyes of the heroes. She has a cool build, and again some great plot hooks. But like Sabot I expect she would on top of the PC's hit list very quickly.
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