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Mr. R

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  1. So two more for the weekend. The last two members and the most despicable in my mind. First the tank of the Deathsquad: Sabot Val Char Cost Roll Notes 0 STR -10 16- Lift 2425.1kg; 6 ½d6 0 DEX -30 13- OCV: 6/DCV: 6 20 CON 20 13- 14 BODY 8 12- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 10 COM 0 11- 8+18 PD 8 Total: 8/26 PD (5/23 rPD) 8+18 ED 4 Total: 8/26 ED (5/23 rED) 1 SPD 0 Phases: 4, 8, 12 4 REC 0 40 END 0 24 STUN 0 Total Characteristic Cost: -12 Movement: Running: 15"/60" Leaping: 21"/84" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 36 Armor (18 PD/18 ED) (54 Active Points); OIF (-½) 24 +33 STR, Reduced Endurance (0 END; +½) (49 Active Points); OIF (-½), No Figured Characteristics (-½) (Modifiers affect Base Characteristic) 27 +18 DEX (54 Active Points); OIF (-½), No Figured Characteristics (-½) (Modifiers affect Base Characteristic) 13 +2 SPD (20 Active Points); OIF (-½) 13 +10 REC (20 Active Points); OIF (-½) 17 +25 STUN (25 Active Points); OIF (-½) 35 Running +15" (15" total), x4 Noncombat, Reduced Endurance (0 END; +½) (52 Active Points); OIF (-½) 17 Leaping +15" (21 ½" forward, 10 ½" upward) (Accurate, x4 Noncombat), Reduced Endurance (0 END; +½) (40 Active Points); OAF (-1) 3 Infrared Perception (Sight Group) (5 Active Points); OIF (-½) 6 +6 versus Range Modifier for Sight Group (9 Active Points); OIF (-½) 10 Radar (Radio Group) (15 Active Points); OIF (-½) 60 Energy Blast 12d6, Autofire (2 shots; +¼), 32 Charges (+¼) (90 Active Points); OIF (-½) [32] Perks 1 Reputation (A medium-sized group) 8-, +1/+1d6 Talents 2 Absolute Range Sense (3 Active Points); OIF (-½) 2 Absolute Time Sense (3 Active Points); OIF (-½) Skills 3 Climbing 13- 3 Electronics 11- 3 Mechanics 11- 3 Demolitions 11- 3 Survival 11- 3 Tracking 11- 3 Stealth 13- 10 +2 with DCV Total Powers & Skill Cost: 302 Total Cost: 290 200+ Disadvantages 25 Physical Limitation: Paralysed outside of armour (All the Time; Fully Impairing) 15 Psychological Limitation: Bully (Common; Strong) 10 Reputation: War crimes, 11- 15 Hunted: Police 8- (As Pow; NCI; Harshly Punish) 15 Social Limitation: Secret ID (Frequently; Major) 10 Experience Points Total Disadvantage Points: 290 Earned Experience: 0 Spent Experience: 10 Unspent Experience: 0 So a professional mercenary steps on a mine and gets paralyzed from the neck down. So he commissions a suit of exo armour to allow him to move and adds a BFG as his main weapon. And along with Flechette (Up next) he goes from warzone to warzone killing a murdering and getting labelled a war criminal in the process. Things get so hot for them that they come to Century Station at the behest of the Minotaur to be part of he new team. WOW the Minotaur must not be afraid of the massive amounts of attention getting a monster like this on his roster. Anyway, Sabot is a decent build really. Can take a punch, can dish out decent damage, and is fairly maneuverable. Only his lack of any real strength harms the build. And he comes with some serious plot hooks. This is a member that the team could really hate.
  2. I love this. And as a teacher who has substututed in a kindergarten class, that remark is almost spot on!
  3. And the team sniper, cause every team needs a sniper! Pointman Val Char Cost Roll Notes 18 STR 8 13- Lift 303.1kg; 3 ½d6 [2] 30 DEX 60 15- OCV: 10/DCV: 10 18 CON 16 13- 14 BODY 8 12- 13 INT 3 12- PER Roll 12- 7 EGO -6 10- ECV: 2 7 PRE -3 10- PRE Attack: 1d6 10 COM 0 11- 8+9 PD 4 Total: 8/17 PD (5/14 rPD) 8+9 ED 4 Total: 8/17 ED (5/14 rED) 7 SPD 30 Phases: 2, 4, 6, 7, 9, 11, 12 8 REC 0 36 END 0 32 STUN 0 Total Characteristic Cost: 124 Movement: Running: 13"/26" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 27 Running +7" (13" total), Reduced Endurance (0 END; +½) (27 Active Points) 18 Armor (9 PD/9 ED) (27 Active Points); OIF (-½) 9 +6 versus Range Modifier for Sight Group 5 Infrared Perception (Sight Group) 5 Nightvision 45 Sniper rifle: Energy Blast 12d6, 16 clips of 8 Charges (+¼), Increased Maximum Range (1,875"; +¼) (90 Active Points); OAF (-1) [8] 16 sniper pistol: Killing Attack - Ranged 2 ½d6 (40 Active Points); OAF (-1), 8 clips of 3 Charges (-½) [3] Skills 3 Climbing 15- 3 Electronics 12- 3 Mechanics 12- 3 Survival 12- 3 Trading 10- 2 WF: Small Arms 3 Lockpicking 15- 3 Concealment 12- 3 Streetwise 10- 3 Stealth 15- 15 +3 with DCV Total Powers & Skill Cost: 174 Total Cost: 298 200+ Disadvantages 15 Hunted: Police 8- (As Pow; NCI; Harshly Punish) 5 Hunted: The Section 8- (As Pow; NCI; Watching) 25 Psychological Limitation: Sniper (Very Common; Total) 10 Reputation: Sniper, 11- 15 Psychological Limitation: Like a challange (Common; Strong) 28 Experience Points Total Disadvantage Points: 298 Earned Experience: 0 Spent Experience: 28 Unspent Experience: 0 Another whose past is left obscure other than he wants to bag a number of Heads of State for some personal reason. His last attempt failed and he was almost captured. But he's broke. And needs MONEY! So this allows an evil GM to introduce plenty of complications. I could even see him getting the contract to kill Doubletap and is just waiting for the right time. Or doing something amazingly bad at a crucial time contrary to the Minotaur's plans. Also he's a super soldier, so where did he get his powers. Power wise. Classic sniper. Shot from FAAAAARRR away. He's Lazer, without the jetpack (and the coolness). In combat, he should scare some PCs as he is very accurate. Serviceable, but .....
  4. Another blazing gunner of the Deathsquad, and one who could tear the team apart: Sixgun Val Char Cost Roll Notes 23 STR 13 14- Lift 606.3kg; 4 ½d6 18 DEX 24 13- OCV: 6/DCV: 6 30 CON 40 15- 15 BODY 10 12- 10 INT 0 11- PER Roll 11- 15 EGO 10 12- ECV: 5 10 PRE 0 11- PRE Attack: 2d6 8 COM -1 11- 8 PD 3 Total: 8 PD (5 rPD) 8 ED 2 Total: 8 ED (5 rED) 7 SPD 42 Phases: 2, 4, 6, 7, 9, 11, 12 11 REC 0 60 END 0 42 STUN 0 Total Characteristic Cost: 143 Movement: Running: 6"/12" Leaping: 4"/8" Swimming: 2"/4" Cost Powers END 5 six arms: Extra Limbs (4) 5 Damage Resistance (5 PD/5 ED) 11 Reduced Endurance (0 END; +½) (11 Active Points) applied to STR 60 Alter limbs: Multipower, 60-point reserve 6u 1) blaster: Energy Blast 8d6, 32 clips of 12 Charges (+½) (60 Active Points) [12] 5u 2) Energy grenade: Energy Blast 8d6, Area Of Effect (One Hex; +½) (60 Active Points); 64 clips of 1 Charge (-¼) [1] 6u 3) Machine gun: Killing Attack - Ranged 2 ½d6, 32 clips of 12 Charges (+½) (60 Active Points) [12] 4u 4) frag grenade: Killing Attack - Ranged 2 ½d6, Area Of Effect (One Hex; +½) (60 Active Points); 32 clips of 1 Charge (-½) [1] 4u 5) sword hand: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), Reduced Endurance (0 END; +½) (45 Active Points) 3u 6) club hand: Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +½) (45 Active Points); Hand-To-Hand Attack (-½) Skills 3 Streetwise 11- 3 Lockpicking 13- 3 Concealment 11- 3 Climbing 13- 3 Electronics 11- 3 Mechanics 11- 3 Paramedics 11- 2 TF: Common Motorized Ground Vehicles 15 +3 with DCV Total Powers & Skill Cost: 147 Total Cost: 290 200+ Disadvantages 20 Distinctive Features: six arms (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Hunted: Police 8- (As Pow; NCI; Harshly Punish) 10 Psychological Limitation: Unsure of villainy (Common; Moderate) 10 Social Limitation: Public ID (Frequently; Minor) 35 Experience Points Total Disadvantage Points: 290 Earned Experience: 0 Spent Experience: 35 Unspent Experience: 0 So another Alter Limbs guy. Hands become BFGs. But with six arms, he can put out some serious firepower. Played right, he can be a good ranged member, who hits a PC every time he moves. But they didn't give him any armour and he seriously needs it. But it is his backstory that has the hooks. A mutant, with little education, he used his powers to provide for his family. Then they found out about his villainy and disowned him. This has led to a crisis of conscience and he is thinking of retiring and going straight. If so the Minotaur will certainly kill him. Cue a hero team to save him. Maybe he and Stranglehold can leave together. This would put a serious dent in the Minotaur's teams.
  5. And the resident attack dog of of the Deathsquad: The Hong Kong Kid Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 26 DEX 48 14- OCV: 9/DCV: 9 25 CON 30 14- 14 BODY 8 12- 11 INT 1 11- PER Roll 11- 14 EGO 8 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 16 COM 3 12- 8+6 PD 5 Total: 8/14 PD (5/11 rPD) 8+6 ED 3 Total: 8/14 ED (5/11 rED) 6 SPD 24 Phases: 2, 4, 6, 8, 10, 12 8 REC 0 50 END 0 35 STUN 0 Total Characteristic Cost: 140 Movement: Running: 9"/18" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 15 Running +3" (9" total), Reduced Endurance (0 END; +½) (15 Active Points) 12 Armor (6 PD/6 ED) (18 Active Points); OIF (-½) 50 Sliver gun: Multipower, 80-point reserve, (80 Active Points); all slots OAF (-1) Notes: (x4 number of items) 3u 1) darts: Killing Attack - Ranged 2 ½d6, 4 clips of 32 Charges (+½) (60 Active Points); OAF (-1) [32] 3u 2) slugs: Energy Blast 8d6, 4 clips of 32 Charges (+½) (60 Active Points); OAF (-1) [32] Talents 6 Firearms: Lightning Reflexes: +6 DEX to act first with Single Action Skills 15 Weaponsmith 17- 5 Rapid Attack (Ranged) 10 Two-Weapon Fighting (Ranged) 3 WF: Small Arms, Off Hand 3 Demolitions 11- 3 Electronics 11- 3 Mechanics 11- 3 Survival 11- 3 Tracking 11- 3 Forgery 11- 3 Lockpicking 14- 3 Streetwise 12- 3 Concealment 11- 3 Security Systems 11- 3 Stealth 14- 15 +3 with DCV Total Powers & Skill Cost: 175 Total Cost: 315 200+ Disadvantages 15 Hunted: Police 8- (As Pow; NCI; Harshly Punish) 15 Social Limitation: Secret ID (Frequently; Major) 20 Psychological Limitation: Overconfident (Common; Total) 5 Hunted: Triads 11- (As Pow; Watching) 60 Experience Points Total Disadvantage Points: 315 Earned Experience: 0 Spent Experience: 60 Unspent Experience: 0 He's got a lot to live up to. His grandfather was triad assassin, his father was triad assassin. He's carrying on the family tradition. He's come to CS to give himself a challenge. The Triads have agreed to this as long as he kicks back his 85%. So far it has been lucrative. HKK is the supremely overconfident member. He's got skills. And he's got a special gun. Basically it shoot small slivers at fantastic speeds so it can carry a lot of ammunition. Since to get any real damage it needs to be fired in bursts, I gave it a good damage and enough charges to justify constant use. The fact that he never seems to reload is due to the fact that he carries four of them and at least 4 clips for each. (yeah, he comes loaded). I gave him overconfident, but even that is not enough. It seems he's almost fool hardy, wading out of cover, guns blazing. Maybe I should have given him some Combat Luck? But he's also the teams skill monkey. Seriously if it shoot, he can fix it. I can see Double tap keeping a very close eye on him as he is almost too valuable to lose. Powerwise, it does show some of the versatility of the Hardware set. Of course the Analytic gets the best toys, but weaponsmith comes close. Look at the difference between Hong Kong Kid and A villain coming up called Hairtrigger. Same set, but the characters have some differences.
  6. So onto the Deathsquad. First the leader, someone I feel is much more capable than Uppercut. Doubletap Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 20 DEX 30 13- OCV: 7/DCV: 7 23 CON 26 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 15 COM 3 12- 8+12 PD 4 Total: 8/20 PD (5/17 rPD) 8+12 ED 3 Total: 8/20 ED (5/17 rED) 5 SPD 20 Phases: 3, 5, 8, 10, 12 9 REC 0 46 END 0 37 STUN 0 Total Characteristic Cost: 120 Movement: Running: 11"/22" Flight: 15"/30" Leaping: 4"/8" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 21 Running +5" (11" total), Reduced Endurance (0 END; +½) (21 Active Points) 24 Hard suit: Armor (12 PD/12 ED) (36 Active Points); OIF (-½) 17 jet pack: Flight 15" (30 Active Points); OIF (-½), 1 Continuing Charge lasting 1 Hour (-¼) [1 cc] 25 Heavy Ion Blaster: Energy Blast 10d6, 4 clips of 8 Charges (+0) (50 Active Points); OAF (-1) [8] 25 Ion Blaster: Energy Blast 8d6, 8 clips of 12 Charges (+¼) (50 Active Points); OAF (-1) [12] 29 energy grenades: Energy Blast 8d6, Area Of Effect (4" Radius; +1) (80 Active Points); OAF (-1), 6 Charges (-¾) [6] 27 High explosive grenades: Energy Blast 10d6, Area Of Effect (One Hex; +½) (75 Active Points); OAF (-1), 6 Charges (-¾) [6] 4 Martial Block +2 +2 Block, Abort 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Martial Strike +0 +2 6d6 Strike 5 Offensive Strike -2 +1 8d6 Strike 3 Martial Grab -1 -1 Grab Two Limbs, 30 STR for holding on 3 Martial Throw +0 +1 4d6 +v/5, Target Falls Skills 3 Climbing 13- 6 TF: Common Motorized Ground Vehicles, Combat Aircraft, Helicopters, Large Planes, Small Planes 3 Survival 12- 3 Concealment 12- 3 Computer Programming 12- 3 Streetwise 12- 3 Electronics 12- 3 Mechanics 12- 3 KS: Law 12- 3 Lockpicking 13- 3 Security Systems 12- 3 Stealth 13- 15 +3 with DCV Total Powers & Skill Cost: 251 Total Cost: 370 200+ Disadvantages 10 Psychological Limitation: Over confident (Common; Moderate) 10 Reputation: Secret Agent, 11- 20 Hunted: The Hidden Realm 8- (Mo Pow; NCI; Harshly Punish) 10 Hunted: Police 8- (As Pow; Harshly Punish) 120 Experience Points Total Disadvantage Points: 370 Earned Experience: 0 Spent Experience: 120 Unspent Experience: 0 So he's a Secret Agent. A male version of Elite. Similar skills and equipment. Tactical leader (like Elite). However they did give him more plot hooks. He's got a nasty hunted, (Note police should have NCI as well) and an ego a mile wide. But he also looks like he would lead the team better. I like Super Agent PC's, but there needs to be something to make them different from each other. Unfortunately in HU, the skill list is the same for all Sec. Ag. Characters. But Doubletap has promise. As a leader he could take any team he commands and make them nasty. I expect tactics and battle maneuvers from this guy. He's a leader that PC's could respect, even he's on the other side. Not bad and a serciveable NPC.
  7. Last member of the Bodyshots, and maybe the most dangerous Haymaker Val Char Cost Roll Notes 40 STR 30 17- Lift 6400.0kg; 8d6 30 DEX 60 15- OCV: 10/DCV: 10 30 CON 40 15- 12 BODY 4 11- 17 INT 7 12- PER Roll 12- 18 EGO 16 13- ECV: 6 16 PRE 6 12- PRE Attack: 3d6 20 COM 5 13- 23 PD 15 Total: 23 PD (15 rPD) 23 ED 17 Total: 23 ED (15 rED) 5 SPD 10 Phases: 3, 5, 8, 10, 12 14 REC 0 60 END 0 47 STUN 0 Total Characteristic Cost: 210 Movement: Running: 11"/22" Leaping: 8"/16" Swimming: 2"/4" Cost Powers END 25 Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +½) (37 Active Points); Hand-To-Hand Attack (-½) 15 Radar (Radio Group) 15 Damage Resistance (15 PD/15 ED) 20 Reduced Endurance (0 END; +½) (20 Active Points) applied to STR 21 Running +5" (11" total), Reduced Endurance (0 END; +½) (21 Active Points) Skills 3 Acrobatics 15- 3 Climbing 15- 3 Breakfall 15- 3 Computer Programming 12- 3 Paramedics 12- 3 KS: Buisiness and finance 12- 16 +2 with All Combat Total Powers & Skill Cost: 130 Total Cost: 340 200+ Disadvantages 15 Hunted: Police 8- (As Pow; NCI; Harshly Punish) 15 Psychological Limitation: Casual Killer (Common; Strong) 15 Social Limitation: Secret ID (Frequently; Major) 5 Distinctive Features: Glowing eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: Brother 8- (As Pow; Capture) 80 Experience Points Total Disadvantage Points: 340 Earned Experience: 0 Spent Experience: 80 Unspent Experience: 0 So she was a fitness nut, and got into bodybuilding and fitness training. Then at a competition, it was found that she was a mutant. Lost everything, home friends, endorsements. On the streets you do what you need to survive and so she fought. Found she was good at it also. Eventually she fell in with the Minotaur and his enforcer team (she's the other member who could hand Roundhouse his rear end). Even Uppercut remarks she has a mean streak. Like Uppercut, I find it hard to believe her powers were rolled randomly (Str, PP, PE, radar and Power channeling). She's designed to hit fast and hard. One thing I liked was that she has a family (brother who is looking for her) They describe him as naive (cue killing own family to show what a rat bastard she is). But I mad him as powerful. (he's a mutant also.) So now cue punching your brother full force, expecting to kill him and something much stronger emerges from the rubble. Her build is OK, but the plot hooks make her cool. This could be like Salvo from Hitters Inc. Leaving her a bloody pulp would not phase players in the slightest if you play her right!
  8. This is one of the other two that I believe could beat Roundhouse easily. Meet the fightin bot: Knuckleduster Val Char Cost Roll Notes 45 STR 35 18- Lift 12.8tons; 9d6 15 DEX 15 12- OCV: 5/DCV: 5 20 CON 20 13- 13 BODY 6 12- 16 INT 6 12- PER Roll 12- 12 EGO 4 11- ECV: 4 13 PRE 3 12- PRE Attack: 2 ½d6 20 COM 5 13- 28 PD 19 Total: 28 PD (25 rPD) 28 ED 24 Total: 28 ED (25 rED) 6 SPD 35 Phases: 2, 4, 6, 8, 10, 12 13 REC 0 40 END 0 46 STUN 0 Total Characteristic Cost: 172 Movement: Running: 16"/32" Leaping: 19"/38" Swimming: 2"/4" Cost Powers END 22 Reduced Endurance (0 END; +½) (22 Active Points) applied to STR 22 Life Support (Eating: Character only has to eat once per week; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) 25 Damage Resistance (25 PD/25 ED) 36 Running +10" (16" total), Reduced Endurance (0 END; +½) (36 Active Points) 5 Nightvision 5 Infrared Perception (Sight Group) 15 Radar (Radio Group) 19 Leaping +10" (19" forward, 9 ½" upward), Reduced Endurance (0 END; +½) (19 Active Points) Talents 3 Absolute Range Sense 3 Absolute Time Sense Skills 3 Climbing 12- 3 Animal Handler 12- 3 Acrobatics 12- 3 Breakfall 12- 0 Language: English (idiomatic; literate) (5 Active Points) 5 Language: Spanish (idiomatic; literate) 10 +2 with DCV Total Powers & Skill Cost: 182 Total Cost: 354 200+ Disadvantages 25 Physical Limitation: Robot body (All the Time; Fully Impairing) 5 Psychological Limitation: Programmed to fight (Uncommon; Moderate) 15 Hunted: Police 8- (As Pow; NCI; Harshly Punish) 15 Hunted: Corporation that created him 8- (As Pow; NCI; Capture) 15 Social Limitation: Secret ID (Frequently; Major) 10 Distinctive Features: (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 69 Experience Points Total Disadvantage Points: 354 Earned Experience: 0 Spent Experience: 69 Unspent Experience: 0 Programmed as a practice aid to help train agents. Was lost and his auto programming kicked in. Eventually he became self aware and found he liked fighting and earning money to keep him in repairs. Eventually he made his way to CS and the Minotaur. This NPC would come across as a surprise to most PCs. He looks like a normal person, but can soak up amazing amounts of damage. And he hits hard. Actually I think I could justify his Str at 50 just because he fits the brick role so well in the team. And he has a ton of plot hooks. So I like him!
  9. So the tag team partner to Roundhouse Bolchock Val Char Cost Roll Notes 28 STR 18 15- Lift 1212.6kg; 5 ½d6 30 DEX 60 15- OCV: 10/DCV: 10 20 CON 20 13- 13 BODY 6 12- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 16 COM 3 12- 8+6 PD 2 Total: 8/14 PD (5/11 rPD) 8+6 ED 4 Total: 8/14 ED (5/11 rED) 6 SPD 20 Phases: 2, 4, 6, 8, 10, 12 10 REC 0 40 END 0 37 STUN 0 Total Characteristic Cost: 133 Movement: Running: 11"/22" Leaping: 5"/10" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 14 Reduced Endurance (0 END; +½) (14 Active Points) applied to STR 12 Armor (6 PD/6 ED) (18 Active Points); OIF (-½) 14 Batons: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +½) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-½) Notes: (x2 number of items) 21 Running +5" (11" total), Reduced Endurance (0 END; +½) (21 Active Points) 5 Defensive Block +1 +3 Block, Abort 5 Defensive Strike +1 +3 5 ½d6 Strike 3 Defensive Throw +1 +1 Block, Target Falls 4 Fast Strike +2 +0 7 ½d6 Strike 4 Joint Lock/Throw +1 +0 Grab One Limb; 1d6 NND ; Target Falls 3 Legsweep +2 -1 6 ½d6 Strike, Target Falls 4 Martial Strike +0 +2 7 ½d6 Strike 4 Reversal -1 -2 43 STR to Escape; Grab Two Limbs 1 Weapon Element: Clubs Talents 18 Combat Luck (9 PD/9 ED) Skills 3 Acrobatics 15- 3 Breakfall 15- 3 Climbing 15- 3 Interrogation 11- 3 Tracking 11- 3 Survival 11- 3 Stealth 15- 3 Paramedics 11- 3 Mechanics 11- 3 Electronics 11- 16 +2 with All Combat Total Powers & Skill Cost: 163 Total Cost: 296 200+ Disadvantages 15 Hunted: Police 8- (As Pow; NCI; Harshly Punish) 15 Hunted: Old Bosses 8- (As Pow; NCI; Capture) 66 Experience Points Total Disadvantage Points: 296 Earned Experience: 0 Spent Experience: 66 Unspent Experience: 0 A Russian expat who like A Clockwork Orange a bit too much comes to Century Station to work with the local Russian Mafia. But the organization he's join has pissed off the Minotaur and all are killed, except Bolchok. He's given a choice, join or die (Not really a choice). He's a good enough fighter that he makes it into the fighting circuit and later the Bodyshots. And after a while he grows to like his job. He's good at it. You will note the lack of Disads with him. That's because he's got very few. He's like Killjoy from Hitters Inc. He just wants to do his job and get paid. He's very much a blue collar thug. Laid back and go with the flow. Power wise, he's another Physical Training guy. I could see him and Roundhouse doing a good tag team. His combat pattern is to wade in, blocking a dodging until his opponent is out of attacks. With Roundhouse I see him blocking, which allows Roundhouse a free attack. Or a legsweep for roundhouse to get a bonus on OCV next attack. I can even see a power with Roundhouse of "+ to OCV when other blocks or dodges".
  10. One more for today, an out of the box type Stranglehold Val Char Cost Roll Notes 40+10 STR 30 17- / 19- Lift 6400.0kg/25.6tons; 8d6/10d6 [4/5] 18 DEX 24 13- OCV: 6/DCV: 6 35 CON 50 16- 13+2 BODY 6 12- 8 INT -2 11- PER Roll 11- 15 EGO 10 12- ECV: 5 10 PRE 0 11- PRE Attack: 2d6 8 COM -1 11- 20 PD 12 Total: 20 PD (20 rPD) 20 ED 13 Total: 20 ED (20 rED) 3 SPD 2 Phases: 4, 8, 12 15 REC 0 70 END 0 51+2 STUN 0 Total Characteristic Cost: 144 Movement: Running: 6"/12" Leaping: 8"/16" Swimming: 2"/4" Cost Powers END 20 Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 304 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide), Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points) 75 Stretching 10", Reduced Endurance (0 END; +½) (75 Active Points) 20 Healing BODY 2d6, Reduced Endurance (0 END; +½) (30 Active Points); Self Only (-½) 30 Physical Damage Reduction, Resistant, 50% 20 Damage Resistance (20 PD/20 ED) Skills 3 Streetwise 11- 3 Lockpicking 13- 3 Concealment 11- 3 Stealth 13- 3 Climbing 13- 3 Systems Operation 11- 10 +2 with DCV Total Powers & Skill Cost: 193 Total Cost: 337 200+ Disadvantages 10 Distinctive Features: (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Social Limitation: Secret ID (Frequently; Major) 5 Physical Limitation: Losing stretching power (Infrequently; Slightly Impairing) 15 Hunted: Police 8- (As Pow; NCI; Harshly Punish) 92 Experience Points Total Disadvantage Points: 337 Earned Experience: 0 Spent Experience: 92 Unspent Experience: 0 He's the classic fell into a vat of something and got superpowers. He was a thug before and he's a thug now, just bigger and badder. Except his powers are slowly disappearing ( the Stretching and Dam Red only) and he's getting scared. So he's willing do do things to keep his powers that may blow up the team and Minotaur's plans! SO I like him. He's got some interesting powers that can catch a super by surprise. And he can take a hit. And he has some interesting possible hooks to get the players interested.
  11. One of the thugs of this team. Roundhouse Val Char Cost Roll Notes 33 STR 23 16- Lift 2425.1kg; 6 ½d6 21 DEX 33 13- OCV: 7/DCV: 7 30 CON 40 15- 13 BODY 6 12- 8 INT -2 11- PER Roll 11- 8 EGO -4 11- ECV: 3 8 PRE -2 11- PRE Attack: 1 ½d6 14 COM 2 12- 8+6 PD 1 Total: 8/14 PD (5/11 rPD) 8+6 ED 2 Total: 8/14 ED (5/11 rED) 4 SPD 9 Phases: 3, 6, 9, 12 13 REC 0 60 END 0 45 STUN 0 Total Characteristic Cost: 108 Movement: Running: 11"/22" 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 21 Running +5" (11" total), Reduced Endurance (0 END; +½) (21 Active Points) 12 Armor (6 PD/6 ED) (18 Active Points); OIF (-½) 4 Fast Strike +2 +0 8 ½d6 Strike 4 Martial Block +2 +2 Block, Abort 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 3 Martial Grab -1 -1 Grab Two Limbs, 43 STR for holding on 4 Martial Strike +0 +2 8 ½d6 Strike 5 Offensive Strike -2 +1 10 ½d6 Strike 3 Legsweep +2 -1 7 ½d6 Strike, Target Falls 3 Takedown +1 +1 6 ½d6 Strike; Target Falls Talents 12 Combat Luck (6 PD/6 ED) Skills 3 Acrobatics 13- 3 Climbing 13- 3 Interrogation 11- 3 Tracking 11- 3 Survival 11- 3 Lockpicking 13- 3 Stealth 13- 3 Mechanics 11- 3 Electronics 11- 3 Paramedics 11- 3 Carpenter: PS: Appraise 11- 10 +2 with DCV Total Powers & Skill Cost: 139 Total Cost: 247 200+ Disadvantages 10 Hunted: Other Martial artists 8- (As Pow; Harshly Punish) 15 Psychological Limitation: Considers himself the greatest (Common; Strong) 15 Hunted: Police 8- (As Pow; NCI; Harshly Punish) 5 Rivalry: Professional, Other Martial artist, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 10 Psychological Limitation: Will challenge other martial artist first (Uncommon; Strong) Total Disadvantage Points: 247 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 He's on a mission. The Martial Arts have become stagnant and decadent from years of commonality. He will sweep it away. Fight him. If you win he will retire. If you lose, you retire and close your school forever. Then he got to Century Station and fell into the underground fighting circuit and cut a swath though the opposition. Only Uppercut gave him a serious challenge. (yeah right, there are two other members that could take him out easy as well IMHO). Anyway he was invited to join the team and has relished the challenge of fighting supers. In all honesty, he's not the toughest. But he has a few hooks from his past and his desire to prove himself. If your team has a MA member, he will zero in on them as a challenge to be vanquished. Powerwise, he's good for double teaming. He and Bolchok (to be seen later) could make a nasty tag (if you can get past his desire to prove himself) I can see him spoiling a plan by rushing in to challenge someone to prove himself.
  12. So I will start with the Bodyshots. This is a thug squad of underground fighter who have been brought together as an enforcement squad by the Minotaur, the new Big Gang Leader in CS. Uppercut Val Char Cost Roll Notes 40 STR 30 17- Lift 6400.0kg; 8d6 28 DEX 54 15- OCV: 9/DCV: 9 35 CON 50 16- 14 BODY 8 12- 10 INT 0 11- PER Roll 11- 11 EGO 2 11- ECV: 4 19 PRE 9 13- PRE Attack: 3 ½d6 8 COM -1 11- 10 PD 2 Total: 10 PD (10 rPD) 10 ED 3 Total: 10 ED (10 rED) 8 SPD 42 Phases: 2, 3, 5, 6, 8, 9, 11, 12 15 REC 0 70 END 0 52 STUN 0 Total Characteristic Cost: 199 Movement: Running: 6"/12" Leaping: 8"/16" Swimming: 2"/4" Cost Powers END 17 +5 with HTH Combat (25 Active Points); Conditional Power Power does not work in Common Circumstances (Only to match opponent OCV +1; -½) 17 +5 with HTH Combat (25 Active Points); Conditional Power Power does not work in Common Circumstances (Only to match opponents DCV +1; -½) 10 Damage Resistance (10 PD/10 ED) 20 Reduced Endurance (0 END; +½) (20 Active Points) applied to STR 4 Martial Block +2 +2 Block, Abort 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Martial Strike +0 +2 10d6 Strike 5 Offensive Strike -2 +1 12d6 Strike 3 Martial Throw +0 +1 8d6 +v/5, Target Falls Talents 18 Combat Luck (9 PD/9 ED) Skills 3 Acrobatics 15- 3 Breakfall 15- 3 Electronics 11- 3 Mechanics 11- 3 Lockpicking 15- 3 Computer Programming 11- 3 Paramedics 11- 3 KS: law 11- 3 Concealment 11- Total Powers & Skill Cost: 129 Total Cost: 328 200+ Disadvantages 10 Reputation: Mutant boxer, 11- 15 Psychological Limitation: Likes to fight (Common; Strong) 15 Social Limitation: Secret ID (Frequently; Major) 15 Hunted: Police 8- (As Pow; NCI; Harshly Punish) 10 Hunted: Boss 8- (Mo Pow; NCI; Watching) 63 Experience Points Total Disadvantage Points: 328 Earned Experience: 0 Spent Experience: 63 Unspent Experience: 0 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: So a washed up boxer takes a new experimental drug to help him win one last fight. But it ends up giving him super powers and he kills a man in the ring. So he goes underground and joins an illegal fighting circuit that specializes in super brawls. Eventually he rises to the top, and is tapped as the leader of the Bodyshots. And he likes it. Tangling with supers is a challenge for him. As a leader, he seems the "let them loose" type than any organised plan, and is leader by simple virtue that he's the toughest SOB on the team. All his powers are geared to a super brawler (super Str, super dex, super con, Natural Combat) As an NPC he's got a few hooks. Power wise, he's a nasty one, but I am sure this was intentional and rolling all that randomly seems..... unlikely. He hits hard and can take some serious punishment. He's as reactive as a speedster, strong as a brick an agile like a Mart Artist. All in all a bit over the top, but OK!
  13. So next up I will start on Gramercy Island NPC's. Again I won't do all, but those that interest me / that I find interesting. Thus I will start with the teams of the Bodyshots, the Deathsquad, the Workshop and the Liberators. So a small comment on the Bodyshot and Deathsquad. The Minotaur (the Big Boss) must have multiple personalities. One is a proven group that has been caught and sent to prison. He refuses to bust them out as it would tip authorities as to how powerful he is. The second is a group made of of members who recently tried to kill each other, have no rep as a group, but he plans to bust out so they can act as his enforcers. WHA???? Whatever. I am presenting each build as if they are out of prison / free. And I will present both groups as working for the Minotaur at the same time. Thus he can mix and match for each mission. If all twelve come out, it is something BIG!
  14. The last of the main book NPC's I wrote up. Polarity Val Char Cost Roll Notes 18+30 STR 8 13- / 19- Lift 303.1kg/19.4tons; 3 ½d6/9 ½d6 [2/5] 18 DEX 24 13- OCV: 6/DCV: 6 20 CON 20 13- 13 BODY 6 12- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 10 COM 0 11- 8+24 PD 4 Total: 8/32 PD (0/18 rPD) 8+24 ED 4 Total: 8/32 ED (0/18 rED) 3 SPD 2 Phases: 4, 8, 12 8 REC 0 40 END 0 32 STUN 0 Total Characteristic Cost: 68 Movement: Running: 6"/12" Flight: 15"/30" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 25 Magnetism: Elemental Control, 50-point powers 43 1) Telekinesis (40 STR), Reduced Endurance (0 END; +½) (90 Active Points); Only Works On Limited Types Of Objects Limited Group of Objects (Ferrous metals; -½) 23 2) Telekinesis (20 STR), Fine Manipulation, Reduced Endurance (0 END; +½) (60 Active Points); Only Works On Limited Types Of Objects Limited Group of Objects (-½) 27 3) Flight 15", Position Shift, Reduced Endurance (0 END; +½) (52 Active Points) 29 4) Force Field (18 PD/18 ED), Reduced Endurance (0 END; +½) (54 Active Points) 20 Elemental Control, 40-point powers 40 1) Entangle 4d6, 4 DEF, Reduced Endurance (0 END; +½) (60 Active Points) 25 2) Density Increase (6,400 kg mass, +30 STR, +6 PD/ED, -6" KB), Reduced Endurance (0 END; +½) (45 Active Points) Skills 3 Lockpicking 13- 3 Mechanics 11- 3 Electronics 11- 3 Computer Programming 11- 4 TF: Common Motorized Ground Vehicles, Large Planes, Small Planes Total Powers & Skill Cost: 248 Total Cost: 316 200+ Disadvantages 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 15 Social Limitation: Secret ID (Frequently; Major) 15 Psychological Limitation: Unsure of self (Common; Strong) 5 Reputation: Slacker, 8- 71 Experience Points Total Disadvantage Points: 316 Earned Experience: 0 Spent Experience: 71 Unspent Experience: 0 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: Polarity is a lot more powerful that he seems at first glance. But the combination of powers give him a good deal of tactical flexibility. Just the flight, FF, and DI, together make him dangerous. Add a TK and Entangle... he can hold down two to three heroes at once. I like that. He's another blue collar villain type. It just a job for him, and a steady stream of medium scores is better that one big one. Seriously, if he made a large score, he'd probably retire. I can see the slacker tag, but a smart villain could see the potential of working with him. I could see him like Killjoy, a villain you could almost admire. Powerwise, he's good. Attacks, defenses (WOW!) and mobility. I could see adding an EB, just to add to his offence a bit, but he really is good to go.
  15. So now we come to a villain who is begging to be beat up and left in a pile Daddy Longlegs Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 17 DEX 21 12- OCV: 6/DCV: 6 18 CON 16 13- 15 BODY 10 12- 25 INT 15 14- PER Roll 14- 20 EGO 20 13- ECV: 7 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 8+18 PD 5 Total: 8/26 PD (5/23 rPD) 8+18 ED 4 Total: 8/26 ED (5/23 rED) 3 SPD 3 Phases: 3, 5, 8, 10, 12 7 REC 0 36 END 0 32 STUN 0 Total Characteristic Cost: 93 Movement: Running: 2"/4" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 36 (Total: 72 Active Cost, 36 Real Cost) Extra Limbs (8) (5 Active Points); OIF (-½) (Real Cost: 3) plus +45 STR, Reduced Endurance (0 END; +½) (67 Active Points); OIF (-½), Only with Extra Limbs (-½) (Real Cost: 33) 45 Running 15", x16 Noncombat, Reduced Endurance (0 END; +½) (69 Active Points); OIF (-½) 30 Leaping 15" (Accurate, x8 Noncombat), Reduced Endurance (0 END; +½) (45 Active Points); OIF (-½) 8 High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½) 3 Infrared Perception (Sight Group) (5 Active Points); OIF (-½) 10 Radar (Radio Group) (15 Active Points); OIF (-½) 6 +6 versus Range Modifier for Sight Group (9 Active Points); OIF (-½) 13 +2 SPD (20 Active Points); OIF (-½) 13 +20 STUN (20 Active Points); OIF (-½) 60 Energy Blast 12d6, Reduced Endurance (0 END; +½) (90 Active Points); OIF (-½) 36 Armor (18 PD/18 ED) (54 Active Points); OIF (-½) Perks 5 Money: Well Off Skills 3 Mechanics 14- 3 KS: Engineering 14- 3 Lockpicking 12- 3 Security Systems 14- 3 Electronics 14- 3 Computer Programming 14- 3 Systems Operation 14- 3 Streetwise 12- 0 Language: English (idiomatic; literate) (5 Active Points) 5 Language: French (idiomatic; literate) 5 Language: Spanish (idiomatic; literate) 10 +2 with DCV Total Powers & Skill Cost: 314 Total Cost: 407 200+ Disadvantages 15 Psychological Limitation: Casual Killer (Common; Strong) 15 Psychological Limitation: Vengeful (Common; Strong) 15 Reputation: Killer, 11- (Extreme) 25 Physical Limitation: Paralysed Waist down out of armour (All the Time; Fully Impairing) 10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish) 15 Social Limitation: Secret ID (Frequently; Major) 112 Experience Points Total Disadvantage Points: 407 Earned Experience: 0 Spent Experience: 112 Unspent Experience: 0 Background/History: Disgruntled, vengful murderous scientist with a battle suit Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: So his story is he is in an accident, is paralyzed waist down, uses his engineering skills to develop an exoskeleton, which his company then steals from him, getting all the profits and firing him from the company. This sets off what I can only call a psychotic break. He goes into hiding, develops his battle suit and seaks revenge on, in no particular order, the executives of the company, the entire company itself (including all employees) and the entire city of Century Station. And revenge is basically total destruction. He has no compunction about killing to ensure his goals or survival. So, what do I think of him? Well every campaign needs a villain the heroes can feel good about pilling into the ground. And here he is. With his psych lims, he's guaranteed to keep coming after them as they are now the top of his shit list. Power wise, he's Doc Ock. but not as stylish.
  16. Two more villains (Daddy Long Legs and Polarity) and then I will go on to Gramercy Island. If there are any I have not done that you would like to see attempted, let me know and I'll give them a shot!
  17. And every team needs a brick Strongarm Val Char Cost Roll Notes 50 STR 40 19- Lift 25.6tons; 10d6 15 DEX 15 12- OCV: 5/DCV: 5 38 CON 56 17- 15 BODY 10 12- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 8 COM -1 11- 28 PD 18 Total: 28 PD (15 rPD) 28 ED 20 Total: 28 ED (15 rED) 4 SPD 15 Phases: 3, 6, 9, 12 18 REC 0 76 END 0 59 STUN 0 Total Characteristic Cost: 173 Movement: Running: 6"/12" Leaping: 10"/20" Swimming: 2"/4" Cost Powers END 15 Damage Resistance (15 PD/15 ED) 25 Reduced Endurance (0 END; +½) (25 Active Points) applied to STR 35 Healing BODY 1d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +½) (52 Active Points); Self Only (-½) Skills 3 Streetwise 11- 3 Survival 11- 5 +1 with DCV Total Powers & Skill Cost: 86 Total Cost: 259 200+ Disadvantages 15 Psychological Limitation: Likes to fight! (Common; Strong) 5 Reputation: , 8- 39 Experience Points Total Disadvantage Points: 259 Earned Experience: 0 Spent Experience: 39 Unspent Experience: 0 Background/History: Mutant with a bad attitude! Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: Standard brick. He's a little weaker than most, but he has staying power, and is certain to come back for more. His rep is he likes to fight, but again little else. He does what he is built for though!
  18. A more traditional build here, but with a twist Kelvin 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- 10 BODY 0 11- 11 INT 1 11- PER Roll 11- 11 EGO 2 11- ECV: 4 13 PRE 3 12- PRE Attack: 2 ½d6 10 COM 0 11- 6+15 PD 2 Total: 6/21 PD (5/20 rPD) 6+15 ED 3 Total: 6/21 ED (5/20 rED) 3 SPD 2 Phases: 4, 8, 12 7 REC 0 30 END 0 27 STUN 0 Total Characteristic Cost: 55 Movement: Running: 10"/20" Flight: 18"/36" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 26 Fire and Ice: Elemental Control, 52-point powers 26 1) Force Field (15 PD/15 ED), Variable Special Effects (Limited Group of SFX; Fire and Ice; +¼), Reduced Endurance (0 END; +½) (52 Active Points) 44 2) Energy Blast 8d6, Variable Special Effects (Limited Group of SFX; Fire and Ice; +¼), Reduced Endurance (0 END; +½) (70 Active Points) 34 3) Entangle 4d6, 4 DEF, Reduced Endurance (0 END; +½) (60 Active Points) 28 4) Flight 18", Reduced Endurance (0 END; +½) (54 Active Points) 5 Damage Resistance (5 PD/5 ED) 18 Running +4" (10" total), Reduced Endurance (0 END; +½) (18 Active Points) Skills 3 Electronics 11- 3 Mechanics 11- 3 Lockpicking 13- 3 Streetwise 12- 5 +1 with DCV Total Powers & Skill Cost: 198 Total Cost: 253 200+ Disadvantages Total Disadvantage Points: 253 Earned Experience: 0 Spent Experience: 53 Unspent Experience: 0 Background/History: Mutant with control over fire and ice! Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: So every team needs a flying blaster type. But Kelvin is special in that he has APS fire and APS ice. Which made it very easy to stat him as I just used VPFX. Otherwise, he's your traditional flying blaster. Get in the air and fire from above. Again his description was so basic I am almost tempted to give him the amnesiac orphan treatment ( you know the PC who has no history or family that killer dm's can latch onto, but that creative dm's have a field day with in the form of unknown hunters, mistaken identities and mysterious happenings)
  19. The next member. A potentially dangerous NPC with some unconventional powers! Dust Demon Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 21 DEX 33 13- OCV: 7/DCV: 7 15 CON 10 12- 13 BODY 6 12- 10 INT 0 11- PER Roll 11- 13 EGO 6 12- ECV: 4 8 PRE -2 11- PRE Attack: 1 ½d6 10 COM 0 11- 8 PD 5 Total: 8 PD (5 rPD) 8 ED 5 Total: 8 ED (5 rED) 3 SPD 0 Phases: 4, 8, 12 6 REC 0 30 END 0 29 STUN 0 Total Characteristic Cost: 68 Movement: Running: 6"/12" Flight: 10"/20" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 90 Mist form: Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +½) (90 Active Points) 4u 1) Desolidification (affected by Mist form) (40 Active Points) 6u 2) Damage Negation 6 dice Phys and Energy: (Total: 60 Active Cost, 60 Real Cost) Custom Power (60 Active Points) (Real Cost: 60) 20 Flight 10", Reduced Endurance (0 END; +½) (30 Active Points); Linked (Desolidification; -½) 5 Damage Resistance (5 PD/5 ED) 25 Spinning: Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +½) (37 Active Points); Hand-To-Hand Attack (-½) 10 Spinning: Increased Arc Of Perception (360 Degrees) with Sight Group Skills 3 Electronics 11- 3 Computer Programming 11- 3 Mechanics 11- 5 +1 with DCV Total Powers & Skill Cost: 174 Total Cost: 242 200+ Disadvantages Total Disadvantage Points: 242 Earned Experience: 0 Spent Experience: 42 Unspent Experience: 0 Background/History: Accidnetly getting powers in a storm, he is slowly rising in the ranks of super villains, except that he is a slacker! Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: So what is scarry about him? Well he is hard to hurt with the Dam Red powers that make him immune to anything that normal police or soldiers have. And his desolid means he attacks where and when he wants. This is a true Hit and Run specialist. To make him really scarry, give him more SPD and more defence.
  20. So here is the leader of the team Ace of Spades Val Char Cost Roll Notes 18 STR 8 13- Lift 303.1kg; 3 ½d6 [2] 17 DEX 21 12- OCV: 6/DCV: 6 25 CON 30 14- 13 BODY 6 12- 11 INT 1 11- PER Roll 11- 10 EGO 0 11- ECV: 3 11 PRE 1 11- PRE Attack: 2d6 22 COM 6 13- 7+9 PD 3 Total: 7/16 PD (0/9 rPD) 7+9 ED 2 Total: 7/16 ED (0/9 rED) 4 SPD 13 Phases: 3, 6, 9, 12 9 REC 0 50 END 0 35 STUN 0 Total Characteristic Cost: 91 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 18 Armor (9 PD/9 ED) (27 Active Points); OIF (-½) 30 Blasters: Energy Blast 8d6, 4 clips of 16 Charges (+¼) (50 Active Points); OAF (-1) [16] Notes: (x2 number of items) 7 Throwing spades: Killing Attack - Ranged 1d6, 16 Charges (+0) (15 Active Points); OAF (-1), Range Based On Strength (-¼) [16] 56 Disruption touch: Multipower, 56-point reserve, all slots Reduced Endurance (0 END; +½) (84 Active Points); all slots No Range (-½) 3u 1) Energy Blast 4d6, No Normal Defense ([standard]; +1) (40 Active Points); No Range (-½) 4u 2) Entangle 2d6, 3 DEF, Entangle And Character Both Take Damage (+¼), Based On EGO Combat Value (Mental Defense applies; +1) (56 Active Points); No Range (-½) 3u 3) Sight Group Flash 10d6 (50 Active Points); No Range (-½) 25 Slow motion control: Elemental Control, 50-point powers 31 1) Drain SPD 2 ½d6, Delayed Return Rate (points return at the rate of 5 per Minute; +¼), Ranged (+½), Reduced Endurance (0 END; +½) (56 Active Points) 31 2) Drain Fly 2 ½d6, Delayed Return Rate (points return at the rate of 5 per Minute; +¼), Reduced Endurance (0 END; +½), Ranged (+½) (56 Active Points) 31 3) Drain run 2 ½d6, Delayed Return Rate (points return at the rate of 5 per Minute; +¼), Ranged (+½), Reduced Endurance (0 END; +½) (56 Active Points) 31 4) Drain swim 2 ½d6, Delayed Return Rate (points return at the rate of 5 per Minute; +¼), Reduced Endurance (0 END; +½), Ranged (+½) (56 Active Points) Perks 5 Money: Well Off Skills 3 Streetwise 11- 3 Lockpicking 12- 3 Stealth 12- 3 Sleight Of Hand 12- 3 Climbing 12- 3 Computer Programming 11- 10 +2 with DCV Total Powers & Skill Cost: 303 Total Cost: 394 200+ Disadvantages 5 Distinctive Features: Odd skin (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 189 Experience Points Total Disadvantage Points: 394 Earned Experience: 0 Spent Experience: 189 Unspent Experience: 0 Background/History: Leader of Quatenary. A no nonsence leader, and a team who can be dangerous when it comes time! Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: You'll notice very little in disads. That is because they didn't give many. I think this is meant as a throw away team. But there is potential here. Ace is dangerous. He can mess up your reaction times and movement, leaving you flat footed for either him or his team mates. Once your SPD is one and you have almost no movement, you are a sitting duck. And if you get into HTH then you are in for a surprise, as he is dangerous there also. As it is, he is a competent leader.
  21. Next up the Quatenary (What kind of name is that anyway?) a team designed so your PC's can beat them into the ground, but if played right, can give them a pounding!
  22. The transportation and infiltration specialist... Phase 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- 15 BODY 10 12- 20 INT 10 13- PER Roll 13- 20 EGO 20 13- ECV: 7 20 PRE 10 13- PRE Attack: 4d6 16 COM 3 12- 8+6 PD 5 Total: 8/14 PD (5/11 rPD) 8+6 ED 5 Total: 8/14 ED (5/11 rED) 3 SPD 5 Phases: 4, 8, 12 6 REC 0 30 END 0 31 STUN 0 Total Characteristic Cost: 98 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Teleportation: 20"/640" Cost Powers END 60 Desolidification , Reduced Endurance (0 END; +½) (60 Active Points) 45 Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +½) (45 Active Points) 127 Teleportation 20", No Relative Velocity, Position Shift, x32 Noncombat, x4 Increased Mass, Reduced Endurance (0 END; +½) (127 Active Points) 5 Teleportation: Fixed Location (5 Locations) 10 Teleportation: Floating Fixed Location (2 Locations) 5 Damage Resistance (5 PD/5 ED) 12 Armor (6 PD/6 ED) (18 Active Points); OIF (-½) Perks 5 Money: Well Off Skills 3 Computer Programming 13- 3 KS: Research 13- 3 Lockpicking 12- 3 Stealth 12- 3 Security Systems 13- 3 Streetwise 13- 3 Concealment 13- 3 Electronics 13- 3 Mechanics 13- 3 KS: Law 13- 10 +2 with DCV Total Powers & Skill Cost: 309 Total Cost: 407 200+ Disadvantages 5 Distinctive Features: Totally hairless (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Psychological Limitation: Self centred (Common; Strong) 15 Social Limitation: Secret ID (Frequently; Major) 172 Experience Points Total Disadvantage Points: 407 Earned Experience: 0 Spent Experience: 172 Unspent Experience: 0 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: I often wondered what the Iron Man villain Ghost would cost. I now have an idea. WOW. I can see a lot of potential for this guy. TPort in, memorize, t\TPort out. Come back later with friends. Locked room theft are his specialty. He's probably the reason they rarely get captured, as he can sneak in and Tport friends to safety. Yep, played right, the PC's might never find out about him, and drive them NUTS! If you want to make him a bit more dangerous, add a blaster (maybe with invisible effects and an NND effect), but really he does what he is designed for!
  23. The other flying ranged non mega member.... Lady Hive Val Char Cost Roll Notes 18 STR 8 13- Lift 303.1kg; 3 ½d6 [2] 17 DEX 21 12- OCV: 6/DCV: 6 20 CON 20 13- 15 BODY 10 12- 15 INT 5 12- PER Roll 12- 16 EGO 12 12- ECV: 5 10 PRE 0 11- PRE Attack: 2d6 13 COM 2 12- 15 PD 11 Total: 15 PD (10 rPD) 15 ED 11 Total: 15 ED (10 rED) 6 SPD 33 Phases: 2, 4, 6, 8, 10, 12 8 REC 0 40 END 0 34 STUN 0 Total Characteristic Cost: 133 Movement: Running: 10"/20" Flight: 15"/60" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 18 Running +4" (10" total), Reduced Endurance (0 END; +½) (18 Active Points) 20 Radar (Radio Group), Increased Arc Of Perception (360 Degrees) 35 Wings: Flight 15", x4 Noncombat, Reduced Endurance (0 END; +½) (52 Active Points); Restrainable (-½) 75 Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points) 10 Damage Resistance (10 PD/10 ED) 32 Incect Control: Elemental Control, 64-point powers 73 1) Darkness to Sight and Hearing Groups 6" radius, Alterable Size, Reduced Endurance (0 END; +½) (105 Active Points) 33 2) Killing Attack - Ranged 1d6+1, Reduced Endurance (0 END; +½), Area Of Effect (6" Radius; +1 ¼), Conforming (+½) (65 Active Points) Perks 5 Money: Well Off Skills 3 Acrobatics 12- 3 Breakfall 12- 3 Interrogation 11- 2 Intelligence: KS 11- 3 Tracking 12- 3 Survival 12- 3 Streetwise 11- 3 Seduction 11- 3 Computer Programming 12- 3 Paramedics 12- 3 Lockpicking 12- 15 +3 with DCV Total Powers & Skill Cost: 349 Total Cost: 481 200+ Disadvantages 20 Distinctive Features: Wings and antenae (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 5 Psychological Limitation: Hatred of legacy (Uncommon; Moderate) 15 Reputation: Legacy hero gone bad, 14- 241 Experience Points Total Disadvantage Points: 481 Earned Experience: 0 Spent Experience: 241 Unspent Experience: 0 Background/History: Second Generation super gone bad Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: This has to be one of the most expensive builds so far, mostly because I am not sure it would fir under an EC. Maybe using Unified for them all would work to help reduce some of the cost, but this is still a lot of power. So like Thunderhead, maneuverable, hard hitting, with some cool extra powers. Personality wise, I could see PC's hating her because she's a legacy gone bad. Also she should have a list of hunteds who owe favours to her mother. Another possible hook, she's not bad, but undercover, planning on turning on Sinistry (who says only the bad guys can use underhanded tactics )
  24. The one that didn't get away. In CS she turned Modulus down to go her own way. I see her as not passing up a good thing and joining him. So... Thunderhead Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 ½d6 [1] 20 DEX 30 13- OCV: 7/DCV: 7 18 CON 16 13- 13 BODY 6 12- 10 INT 0 11- PER Roll 11- 11 EGO 2 11- ECV: 4 13 PRE 3 12- PRE Attack: 2 ½d6 13 COM 2 12- 3+15 PD 0 Total: 3/18 PD (0/15 rPD) 4+15 ED 0 Total: 4/19 ED (0/15 rED) 4 SPD 10 Phases: 3, 6, 9, 12 7 REC 0 36 END 0 29 STUN 0 Total Characteristic Cost: 72 Movement: Running: 6"/12" Flight: 15"/60" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 20 Air Control: Elemental Control, 40-point powers 32 1) Flight 15", x4 Noncombat, Reduced Endurance (0 END; +½) (52 Active Points) 40 2) Force Field (15 PD/15 ED) (Protect Carried Items), Reduced Endurance (0 END; +½) (60 Active Points) 47 3) Telekinesis (30 STR), Reduced Endurance (0 END; +½) (67 Active Points) 90 Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +½) (90 Active Points) 2u 1) Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-½) 6u 2) Call Lightning: Energy Blast 8d6, Indirect (Same origin, any direction; +½) (60 Active Points) 6u 3) Mini tornado: Energy Blast 8d6, Area Of Effect (One Hex; +½) (60 Active Points) Perks 5 Money: Well Off Skills 3 Survival 11- 3 Navigation 11- 15 +3 with DCV Total Powers & Skill Cost: 270 Total Cost: 341 200+ Disadvantages 10 Psychological Limitation: Over confident (Common; Moderate) 15 Social Limitation: Secret ID (Frequently; Major) 116 Experience Points Total Disadvantage Points: 341 Earned Experience: 0 Spent Experience: 116 Unspent Experience: 0 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: This is what Scream Queen should be like. Versatile, maneuverable. And probably a lot more psychologically stable. I like her. Can hit range with two different damage types, has a TK (Not strong, but it has promise) and can mix it up HTH if she wants / needs to. Also it makes her one of two dedicated ranged combatants in Sinistry.
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