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Mr. R

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Everything posted by Mr. R

  1. Killer Tiger, The Survivor of the Living!
  2. Last member of the team that I seriously made over as this team has enough holes, a jerk *&^ potential traitor just smacks of too much angst. So I redid the armour with the concept I think they were going for. Personality wise, leave it as a blank slate as I would envision a totally new member. Citadel Val Char Cost Roll Notes 22 STR 12 17- Lift 6400.0kg; 8d6 17 DEX 21 12- OCV: 6/DCV: 6 20 CON 20 14- 10 BODY 0 11- 13 INT 3 12- PER Roll 12- 10 EGO 0 11- ECV: 3 18 PRE 8 13- PRE Attack: 3 ½d6 12 COM 1 11- 9+15 PD 1 Total: 9/24 PD (5/20 rPD) 9+15 ED 4 Total: 9/24 ED (5/20 rED) 3 SPD 3 Phases: 3, 6, 9, 12 13 REC 0 50 END 0 43 STUN 0 Total Characteristic Cost: 73 Movement: Running: 6"/12" Leaping: 8"/16" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 8 +18 STR, Reduced Endurance (0 END; +½) (38 Active Points); OAF (-1) (Modifiers affect Base Characteristic) 7 +5 CON (10 Active Points); OIF (-½) 7 +1 SPD (10 Active Points); OIF (-½) 7 Life Support (Expanded Breathing; Safe in High Pressure; Safe in High Radiation; Safe in Low Pressure/Vacuum) (10 Active Points); OIF (-½) 7 Infrared Perception (Sight Group), Discriminatory (10 Active Points); OIF (-½) 8 High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½) 10 Radar (Radio Group) (15 Active Points); OIF (-½) 7 Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½) 30 Armor (15 PD/15 ED) (45 Active Points); OIF (-½) 75 Energy Blast 10d6, Reduced Endurance (0 END; +½), Invisible to Hearing, and Sight Groups (+¾) (112 Active Points); OIF (-½) 30 Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +½) (45 Active Points); OIF (-½) Skills 3 Electronics 12- 3 Computer Programming 12- 3 Navigation 12- 3 Systems Operation 12- 10 Two-Weapon Fighting (Ranged) 2 TF: Common Motorized Ground Vehicles 3 Acrobatics 12- 3 Breakfall 12- 3 Mechanics 12- 3 Paramedics 12- 3 Climbing 12- 5 +1 with DCV Total Powers & Skill Cost: 245 Total Cost: 318 200+ Disadvantages Total Disadvantage Points: 318 Earned Experience: 0 Spent Experience: 118 Unspent Experience: 0 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: The one thing I forgot to add is some running and super leap. But a camo field and invisible EB makes for a great scout / surprise attack spcialist.
  3. Next another big distance hitter. His robot is a variation on Rolling Thunder, but with a bunch of missile pods: Warhead Val Char Cost Roll Notes 18 STR 8 20- Lift 38.8tons; 10 ½d6 17 DEX 21 12- OCV: 6/DCV: 6 17 CON 14 14- 10 BODY 0 11- 15 INT 5 12- PER Roll 12- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 18 COM 4 13- 11+20 PD 0 Total: 11/31 PD (5/25 rPD) 11+20 ED 6 Total: 11/31 ED (5/25 rED) 3 SPD 3 Phases: 3, 6, 9, 12 16 REC 0 54 END 0 51 STUN 0 Total Characteristic Cost: 76 Movement: Running: 11"/44" Leaping: 10"/20" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 35 +35 STR, Reduced Endurance (0 END; +½) (61 Active Points); OIF (-½) (Modifiers affect Base Characteristic) 13 +10 CON (20 Active Points); OIF (-½) 7 +1 SPD (10 Active Points); OIF (-½) 40 Armor (20 PD/20 ED) (60 Active Points); OIF (-½) 7 Life Support (Expanded Breathing; Safe in High Pressure; Safe in High Radiation; Safe in Low Pressure/Vacuum) (10 Active Points); OIF (-½) 8 High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½) 7 Infrared Perception (Sight Group), Discriminatory (10 Active Points); OIF (-½) 10 Radar (Radio Group) (15 Active Points); OIF (-½) 7 Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½) 15 Running +5" (11" total), x4 Noncombat, Reduced Endurance (0 END; +½) (22 Active Points); OIF (-½) 50 Multipower, 60-point reserve, (60 Active Points); all slots OIF (-½) Notes: (x4 number of items) 3u 1) Energy Blast 8d6, Autofire (5 shots; +½) (60 Active Points); OIF (-½), 12 Charges (-¼) [12] 2u 2) Energy Blast 12d6 (60 Active Points); 4 Charges (-1), OIF (-½) [4] 3u 3) Darkness to Sight Group 6" radius (60 Active Points); OIF (-½), 4 Continuing Charges lasting 1 Minute each (-¼) [4 cc] Skills 3 Computer Programming 12- 3 Electronics 12- 3 Navigation 12- 3 Mechanics 12- 3 Systems Operation 12- 3 TF: Common Motorized Ground Vehicles, Equines 3 Survival 12- 5 +1 with DCV Total Powers & Skill Cost: 238 Total Cost: 314 200+ Disadvantages Total Disadvantage Points: 314 Earned Experience: 0 Spent Experience: 114 Unspent Experience: 0 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: Heavier armour because he is one of the big hitters at range. But this team lacks some close up HTH bricks. And it isn't like it can't be done. Crashpad, and armour villain I will cover later, has defenses and high strength. I don't get it. Personaltiy-wise, he's a good ole boy ex-army robot jock. OK?
  4. Next is the team's speedster Aegis Val Char Cost Roll Notes 13 STR 3 17- Lift 6400.0kg; 8d6 20 DEX 30 13- OCV: 7/DCV: 7 18 CON 16 14- 10 BODY 0 11- 15 INT 5 12- PER Roll 12- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 20 COM 5 13- 8+25 PD 0 Total: 8/33 PD (5/30 rPD) 8+25 ED 3 Total: 8/33 ED (5/30 rED) 3 SPD 0 Phases: 3, 6, 9, 12 13 REC 0 46 END 0 43 STUN 0 Total Characteristic Cost: 77 Movement: Running: 30"/240" Leaping: 8"/16" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 27 +27 STR, Reduced Endurance (0 END; +½) (46 Active Points); OIF (-½) (Modifiers affect Base Characteristic) 7 +1 SPD (10 Active Points); OIF (-½) 7 +5 CON (10 Active Points); OIF (-½) 30 Armor (15 PD/15 ED) (45 Active Points); OIF (-½) 7 Life Support (Expanded Breathing; Safe in High Pressure; Safe in High Radiation; Safe in Low Pressure/Vacuum) (10 Active Points); OIF (-½) 58 Running +24" (30" total), x8 Noncombat, Reduced Endurance (0 END; +½) (93 Active Points); OIF (-½) 7 Infrared Perception (Sight Group), Discriminatory (10 Active Points); OIF (-½) 8 High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½) 10 Radar (Radio Group) (15 Active Points); OIF (-½) 7 Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½) 12 Force Field (10 PD/10 ED), Reduced Endurance (0 END; +½) (30 Active Points); Ablative BODY or STUN (-1), OIF (-½) Skills 3 Computer Programming 12- 3 Electronics 12- 3 Navigation 12- 3 Systems Operation 12- 3 TF: Common Motorized Ground Vehicles, Tracked Military Vehicles 3 Lockpicking 13- 3 Streetwise 12- 3 Stealth 13- 3 Paramedics 12- 3 Mechanics 12- 5 +1 with DCV Total Powers & Skill Cost: 220 Total Cost: 297 200+ Disadvantages Total Disadvantage Points: 297 Earned Experience: 0 Spent Experience: 97 Unspent Experience: 0 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: Basically she is Speedmetal with a techno twist. She actually works, and due to her force sheild has decent staying power. But she is the only HTH member, which is a big deficiency of this team! Otherwise, she is a legacy hero, so there could be ties to her father, but that is it.
  5. In CS this armour was 24 feet tall and equipped with a pair of fire linked .50 cal machine guns. First: a 8 meter robot? Yeah, suttel (Yes I am being sarcastic?). Second: going by the picture the guns have a length of about 9 feet. That is bigger then a .50 cal by about 4 feet. So I re-envisioned her a bit. Normal size, but heavier armour as she has fire linked blasters. Thus she deals a bit more damage and will be more of a target. So here she is Rolling Thunder Val Char Cost Roll Notes 13 STR 3 19- Lift 19.4tons; 9 ½d6 17 DEX 21 12- OCV: 6/DCV: 6 15 CON 10 14- 10 BODY 0 11- 20 INT 10 13- PER Roll 13- 20 EGO 20 13- ECV: 7 13 PRE 3 12- PRE Attack: 2 ½d6 16 COM 3 12- 10+20 PD 0 Total: 10/30 PD (5/25 rPD) 10+20 ED 5 Total: 10/30 ED (5/25 rED) 3 SPD 3 Phases: 3, 6, 9, 12 15 REC 0 50 END 0 48 STUN 0 Total Characteristic Cost: 78 Movement: Running: 11"/22" Leaping: 9"/18" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 35 +35 STR, Reduced Endurance (0 END; +½) (58 Active Points); OIF (-½) (Modifiers affect Base Characteristic) 13 +10 CON (20 Active Points); OIF (-½) 7 +1 SPD (10 Active Points); OIF (-½) 40 Armor (20 PD/20 ED) (60 Active Points); OIF (-½) 10 Running +5" (11" total), Reduced Endurance (0 END; +½) (15 Active Points); OIF (-½) 7 Life Support (Expanded Breathing; Safe in High Pressure; Safe in High Radiation; Safe in Low Pressure/Vacuum) (10 Active Points); OIF (-½) 10 High Range Radio Perception (Radio Group) (12 Active Points); IIF (-¼) 8 Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-¼) 10 Radar (Radio Group) (15 Active Points); OIF (-½) 7 Infrared Perception (Sight Group), Discriminatory (10 Active Points); OIF (-½) 90 Energy Blast 12d6, Autofire (2 shots; +¼), Reduced Endurance (0 END; +1) (135 Active Points); OIF (-½) Talents 2 Absolute Range Sense (3 Active Points); OIF (-½) 2 Absolute Time Sense (3 Active Points); OIF (-½) Skills 3 Electronics 13- 3 Computer Programming 13- 3 Navigation 13- 4 TF: Common Motorized Ground Vehicles, Tracked Military Vehicles, Wheeled Military Vehicles 3 Mechanics 13- 3 Sleight Of Hand 12- 3 Seduction 12- 3 Streetwise 12- 3 Paramedics 13- 5 +1 with DCV Total Powers & Skill Cost: 279 Total Cost: 357 200+ Disadvantages Total Disadvantage Points: 357 Earned Experience: 0 Spent Experience: 157 Unspent Experience: 0 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: Any suggestions!
  6. Next up is the Iron Brigade. A team of Power Armoured heroes, I was going to skip them as I thought they were boring. And I was right. The armours are interesting, but the NPCs, skill wise, are boring. I have Hi Tech Enemies and Allies, both of which have Hi Tech teams that are more interesting, power wise and skill wise, than this. So the first of the Iron Brigade, Hoplite, the team leader in the field. Hoplite Val Char Cost Roll Notes 15 STR 5 17- Lift 6400.0kg; 8d6 17 DEX 21 12- OCV: 6/DCV: 6 15 CON 10 14- 10 BODY 0 11- 20 INT 10 13- PER Roll 13- 15 EGO 10 12- ECV: 5 16 PRE 6 12- PRE Attack: 3d6 14 COM 2 12- 8+15 PD 0 Total: 8/23 PD (5/20 rPD) 8+15 ED 3 Total: 8/23 ED (5/20 rED) 3 SPD 3 Phases: 3, 5, 8, 10, 12 13 REC 0 50 END 0 44 STUN 0 Total Characteristic Cost: 70 Movement: Running: 6"/12" Flight: 15"/60" Leaping: 8"/16" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 24 +25 STR, Reduced Endurance (0 END; +½) (44 Active Points); OIF (-½) (Modifiers affect Base Characteristic) 13 +10 CON (20 Active Points); OIF (-½) 13 +2 SPD (20 Active Points); OIF (-½) 30 Armor (15 PD/15 ED) (45 Active Points); OIF (-½) 7 Life Support (Expanded Breathing; Safe in High Pressure; Safe in High Radiation; Safe in Low Pressure/Vacuum) (10 Active Points); OIF (-½) 23 Flight 15", x4 Noncombat (35 Active Points); OIF (-½) 3 50 Energy Blast 10d6, Reduced Endurance (0 END; +½) (75 Active Points); OIF (-½) 8 High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½) 7 Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½) 7 Infrared Perception (Sight Group), Discriminatory (10 Active Points); OIF (-½) 10 Radar (Radio Group) (15 Active Points); OIF (-½) Talents 2 Absolute Range Sense (3 Active Points); OIF (-½) 2 Absolute Time Sense (3 Active Points); OIF (-½) Skills 3 Electronics 13- 3 Computer Programming 13- 3 Navigation 13- 3 Systems Operation 13- 4 TF: Common Motorized Ground Vehicles, Large Planes, Small Planes 3 Mechanics 13- 3 Stealth 12- 3 Climbing 12- 5 +1 with DCV Total Powers & Skill Cost: 231 Total Cost: 301 200+ Disadvantages Total Disadvantage Points: 301 Earned Experience: 0 Spent Experience: 101 Unspent Experience: 0 Background/History: Leader of the Iron Brigade in the feild. Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: So a flying power armour hero. Other than a possible romance with Rolling Thunder (coming up next) there are not many hooks. And you will find the skill list for all of them is very cookie cutter. Don't get me wrong, there is a good beginning here, but the HU skill system just won't let you get what you want.
  7. The obligatory teen hero: Speedmetal Val Char Cost Roll Notes 10+10 STR 0 15- / 17- Lift 1600.0kg/6400.0kg; 6d6/8d6 15 DEX 15 12- OCV: 5/DCV: 5 18 CON 16 13- 10 BODY 0 11- 12 INT 2 11- PER Roll 11- 11 EGO 2 11- ECV: 4 18 PRE 8 13- PRE Attack: 3 ½d6 11 COM 1 11- 7+17 PD 1 Total: 7/24 PD (0/15 rPD) 7+17 ED 3 Total: 7/24 ED (0/15 rED) 4 SPD 15 Phases: 3, 6, 9, 12 10 REC 0 36 END 0 34 STUN 0 Total Characteristic Cost: 63 Movement: Running: 30"/240" Leaping: 6"/12" Swimming: 2"/4" Cost Powers END 36 Metal form: Armor (15 PD/15 ED) (45 Active Points); Only In Heroic Identity (-¼) 8 Metal form: Density Increase (200 kg mass, +10 STR, +2 PD/ED, -2" KB), Reduced Endurance (0 END; +½) (15 Active Points); Linked (Metal form; -½), Only In Heroic Identity (-¼) 16 Metal form: +20 STR, Reduced Endurance (0 END; +½) (35 Active Points); Linked (Metal form; -½), Only In Heroic Identity (-¼) (Modifiers affect Base Characteristic) 93 Sonic running: Running +24" (30" total), x8 Noncombat, Reduced Endurance (0 END; +½) (93 Active Points) Skills 3 Electronics 11- 3 Computer Programming 11- 2 Language: Spanish (basic conversation; literate) 3 KS: Law 11- 3 Mechanics 11- 3 KS: Research 11- 2 TF: Common Motorized Ground Vehicles 5 +1 with DCV Total Powers & Skill Cost: 178 Total Cost: 240 200+ Disadvantages 5 Physical Limitation: Teen ager (Infrequently; Slightly Impairing) 10 Psychological Limitation: Unsure of self (Common; Moderate) 15 Social Limitation: Secret ID (Frequently; Major) 10 Experience Points Total Disadvantage Points: 240 Earned Experience: 0 Spent Experience: 10 Unspent Experience: 0 Background/History: High school student with a metal form and a need for speed! Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: I like this build. It actually work. As a bonus he's not angsty/emo, nor does he have a person in authority who wants to make his existence a hell on earth (Cough JJJ cough).
  8. CS version of Deadpool! The Schwa Val Char Cost Roll Notes 23 STR 13 14- Lift 606.3kg; 4 ½d6 [2] 30 DEX 60 15- OCV: 10/DCV: 10 25 CON 30 14- 15 BODY 10 12- 10 INT 0 11- PER Roll 11- 8 EGO -4 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 10 COM 0 11- 7 PD 2 Total: 7 PD (7 rPD) 7 ED 2 Total: 7 ED (7 rED) 6 SPD 20 Phases: 2, 4, 6, 8, 10, 12 10 REC 0 50 END 0 40 STUN 0 Total Characteristic Cost: 133 Movement: Running: 6"/12" Leaping: 4"/8" Swimming: 2"/4" Cost Powers END 7 Damage Resistance (7 PD/7 ED) 17 Power Channel: Hand-To-Hand Attack +5d6 (25 Active Points); Hand-To-Hand Attack (-½) 2 50 Karma: Luck 10d6 4 Martial Block +2 +2 Block, Abort 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Martial Escape +0 +0 38 STR vs. Grabs 3 Martial Grab -1 -1 Grab Two Limbs, 33 STR for holding on 3 Martial Throw +0 +1 4 ½d6 +v/5, Target Falls 5 Offensive Strike -2 +1 8 ½d6 Strike 4 Martial Strike +0 +2 6 ½d6 Strike Perks 1 Reputation (A small to medium sized group) 11-, +1/+1d6 Talents 18 Karma: Combat Luck (9 PD/9 ED) Skills 3 Acrobatics 15- 3 Stealth 15- 3 Climbing 15- 2 TF: Common Motorized Ground Vehicles 25 Karma powers: +5 with DCV Total Powers & Skill Cost: 156 Total Cost: 289 200+ Disadvantages 15 Psychological Limitation: Powers depend on Schwa (Uncommon; Total) 10 Psychological Limitation: Fears Clowns (Uncommon; Strong) 10 Psychological Limitation: Fears Monster trucks (Uncommon; Strong) 54 Experience Points Total Disadvantage Points: 289 Earned Experience: 0 Spent Experience: 54 Unspent Experience: 0 Background/History: Crazy hero, who has....Issues. But he certainly is on the side of good! Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: I should have added the Power Chanel as a Weapon element to Martial Arts. Basically I gave him a lot of Comb Luck, and Luck and extra DCV beyond what I would usual give. The problem I have is a crazy hero who lives on the street, driven there by his phychological problems. So besides his phobias and the Power Association, there is nothing to say why he is on the streets. Maybe it is changing times and views on mental illness, but still it feels wrong. I like the idea of a more happy go lucky hero (which fits his power sets), but I think it could be done better!
  9. Next, the investigator of the setting Troubleshooter V2 Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 20 DEX 30 13- OCV: 7/DCV: 7 20 CON 20 13- 13 BODY 6 12- 20 INT 10 13- PER Roll 13- 22 EGO 24 13- ECV: 7 20 PRE 10 13- PRE Attack: 4d6 16 COM 3 12- 6+4 PD 2 Total: 6/10 PD (5/9 rPD) 6+4 ED 2 Total: 6/10 ED (5/9 rED) 3 SPD 0 Phases: 4, 8, 12 8 REC 0 40 END 0 33 STUN 0 Total Characteristic Cost: 117 Movement: Running: 6"/12" Leaping: 4"/8" Swimming: 2"/4" Cost Powers END 18 Pistol: Multipower, 37-point reserve, (37 Active Points); all slots OAF (-1) 2u 1) Energy Blast 6d6, 8 clips of 12 Charges (+¼) (37 Active Points); OAF (-1) [12] 2u 2) Killing Attack - Ranged 2d6, 8 clips of 12 Charges (+¼) (37 Active Points); OAF (-1) [12] 16 Mace: Sight Group Flash 8d6, 16 Charges (+0) (40 Active Points); OAF (-1), No Range (-½) [16] 5 Damage Resistance (5 PD/5 ED) 10 Armor (4 PD/4 ED) (12 Active Points); IIF (-¼) 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Martial Block +2 +2 Block, Abort 4 Martial Strike +0 +2 6d6 Strike Perks 4 Fringe Benefit: Concealed Weapon Permit (where appropriate), Passport, Weapon Permit (where appropriate) 5 Money: Well Off Talents 22 Danger Sense (self only, out of combat, Function as a Sense) 13- 4 Speed Reading (x10) 5 Eidetic Memory Skills 4 TF: Common Motorized Ground Vehicles, Large Planes, Small Planes 4 Language: Chinese (completely fluent; literate) 3 Computer Programming 13- 3 KS: Criminal Science 13- 3 KS: Law 13- 3 KS: Intelligence 13- 4 KS: Reseach 14- 3 Systems Operation 13- 3 Security Systems 13- 3 Streetwise 13- 3 Deduction 13- 3 Criminology 13- 3 Forensic Medicine 13- 3 Interrogation 13- 3 Lockpicking 13- 3 Paramedics 13- 10 +2 with DCV Total Powers & Skill Cost: 166 Total Cost: 283 200+ Disadvantages Total Disadvantage Points: 283 Earned Experience: 0 Spent Experience: 83 Unspent Experience: 0 Background/History: A private investigator. That's it! Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: Like the Background says. As an NPC, he could work, but if I rolled this as a PC in a HU game where the DM was a stickler for random rolls for everything, I would be sorely disappointed. I could see my self hiding in a corner while the big boys fight, then being asked where the next clue was!
  10. Next, the CS version of the Punisher Hooligan Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 20 DEX 30 13- OCV: 7/DCV: 7 20 CON 20 13- 15 BODY 10 12- 13 INT 3 12- PER Roll 12- 15 EGO 10 12- ECV: 5 10 PRE 0 11- PRE Attack: 2d6 8 COM -1 11- 6+6 PD 2 Total: 6/12 PD (5/11 rPD) 6+6 ED 2 Total: 6/12 ED (5/11 rED) 4 SPD 10 Phases: 3, 6, 9, 12 8 REC 0 40 END 0 35 STUN 0 Total Characteristic Cost: 96 Movement: Running: 6"/12" Leaping: 4"/8" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 9 Hooligan tool: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +½) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 6 Night Stick: Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +½) (15 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 13 Motorcycle chain: (Total: 30 Active Cost, 13 Real Cost) Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +½) (15 Active Points); OAF (-1), Hand-To-Hand Attack (-½) (Real Cost: 6) plus Stretching 2", Reduced Endurance (0 END; +½) (15 Active Points); OAF (-1), Conditional Power Power does not work in Uncommon Circumstances (No Non-Combat; -¼) (Real Cost: 7) 11 Knife: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (0 END; +½) (22 Active Points); OAF (-1) 12 Body armour: Armor (6 PD/6 ED) (18 Active Points); OIF (-½) 13 .44 Magnum: Killing Attack - Ranged 2d6 (30 Active Points); OAF (-1), 4 clips of 6 Charges (-¼) [6] 18 Shot gun: Killing Attack - Ranged 2d6, Area Of Effect (One Hex; +½) (45 Active Points); OAF (-1), 16 clips of 2 Charges (-½) [2] 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 Throw +0 +1 4d6 +v/5, Target Falls Talents 4 Pistols: Lightning Reflexes: +4 DEX to act first with Single Action 12 Combat Luck (6 PD/6 ED) Skills 2 TF: Common Motorized Ground Vehicles 5 Language (idiomatic; literate) 5 Language (idiomatic; literate) 3 Navigation 12- 3 Survival 12- 3 Tracking 12- 3 Security Systems 12- 3 Interrogation 11- 3 Animal Handler 11- 7 Weaponsmith 14- 3 Fast Draw 13- 3 Systems Operation 12- 3 Stealth 13- 3 Climbing 13- 3 Electronics 12- 3 Mechanics 12- 3 Paramedics 12- 2 Pistols: +2 with any single attack with one specific weapon 10 +2 with DCV Total Powers & Skill Cost: 193 Total Cost: 289 200+ Disadvantages 10 Hunted: Police 8- (As Pow; Harshly Punish) 5 Money: Poor 15 Social Limitation: Secret ID (Frequently; Major) 59 Experience Points Total Disadvantage Points: 289 Earned Experience: 0 Spent Experience: 59 Unspent Experience: 0 Background/History: A junk yard owner who after being pushed one too many times, decided to strike back. Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: As a street level hero, he works. Languages are Spanish and Chinese. He's got decent skills, and under the right circumstances, can make for an interesting PC, but in a game where people can bounce bullets and control electricity, he comes across as OK!
  11. Next the superspy with a super suit Gauntlet Val Char Cost Roll Notes 25 STR 15 18- Lift 12.8tons; 9d6 24 DEX 42 14- OCV: 8/DCV: 8 25 CON 30 14- 18 BODY 16 13- 18 INT 8 13- PER Roll 13- 18 EGO 16 13- ECV: 6 23 PRE 13 14- PRE Attack: 4 ½d6 14 COM 2 12- 9+15 PD 0 Total: 9/24 PD (5/20 rPD) 9+15 ED 4 Total: 9/24 ED (5/20 rED) 5 SPD 16 Phases: 3, 5, 8, 10, 12 14 REC 0 50 END 0 54 STUN 0 Total Characteristic Cost: 162 Movement: Running: 12"/48" Leaping: 19"/76" Swimming: 2"/4" Cost Powers END 30 Cybersuit: Armor (15 PD/15 ED) (45 Active Points); OIF (-½) 5 Damage Resistance (5 PD/5 ED) 17 Cybersuit: Running +6" (12" total), x4 Noncombat, Reduced Endurance (0 END; +½) (31 Active Points); OIF (-½) 20 Cybersuit: Leaping +10" (19" forward, 9 ½" upward) (Accurate, x4 Noncombat), Reduced Endurance (0 END; +½) (34 Active Points); OIF (-½) 3 Cybersuit: Infrared Perception (Sight Group) (5 Active Points); OIF (-½) 7 Cybersuit: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½) 1 Cybersuit: +2 versus Range Modifier for Normal Sight and Infrared Perception (2 Active Points); OIF (-½) 11 Cybersuit: +2 with All Combat (16 Active Points); OIF (-½) 20 Cybersuit: +20 STR, Reduced Endurance (0 END; +½) (42 Active Points); OIF (-½) (Modifiers affect Base Characteristic) 50 Multipower, 50-point reserve, all slots Reduced Endurance (0 END; +½) (75 Active Points); all slots OIF (-½) 1u 1) Baton: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-½), OIF (-½) 1u 2) Claws: Killing Attack - Hand-To-Hand 1d6+1 (2 ½d6 w/STR) (20 Active Points); OIF (-½) 3u 3) Blasters: Energy Blast 10d6 (50 Active Points); OIF (-½) 4 Matt finish: +3 with Stealth (6 Active Points); OIF (-½) 8 Adhesion pads: Clinging (50 STR) (12 Active Points); OIF (-½) 4 Martial Block +2 +2 Block, Abort 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Martial Strike +0 +2 11d6 Strike 3 Martial Throw +0 +1 9d6 +v/5, Target Falls Perks 5 Money: Well Off Skills 4 TF: Common Motorized Ground Vehicles, Large Planes, Small Planes 5 Russian: Language (idiomatic; literate) 5 Chinese: Language (idiomatic; literate) 3 Climbing 14- 3 Demolitions 13- 3 Streetwise 14- 3 Survival 13- 3 Interrogation 14- 3 Tracking 13- 3 Seduction 14- 3 Computer Programming 13- 3 Paramedics 13- 3 Electronics 13- 3 Mechanics 13- 3 Stealth 14- 15 +3 with DCV Total Powers & Skill Cost: 266 Total Cost: 428 200+ Disadvantages 15 Social Limitation: Secret ID (Frequently; Major) 213 Experience Points Total Disadvantage Points: 428 Earned Experience: 0 Spent Experience: 213 Unspent Experience: 0 Background/History: A mercenary hired to test a new power armour. Has grown to have a true altuistic streak and coninues his fight! Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: Well, like all the superspies in HU, has a load of skills, but insteady of a lot of toys, has one big one. The suit is fairly cool, and the character, surprisingly, works out pretty well!
  12. Glad you like them. I am just going by feel, so if you think I am on the wrong track, please let me know!
  13. Indigo Val Char Cost Roll Notes 35 STR 25 16- Lift 3200.0kg; 7d6 [3] 18 DEX 24 13- OCV: 6/DCV: 6 35 CON 50 16- 15 BODY 10 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- 10+6 PD 3 Total: 10/16 PD (5/11 rPD) 10+6 ED 3 Total: 10/16 ED (5/11 rED) 4 SPD 12 Phases: 3, 6, 9, 12 14 REC 0 70 END 0 51 STUN 0 Total Characteristic Cost: 147 Movement: Running: 9"/18" Leaping: 7"/14" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 12 Armor (6 PD/6 ED) (18 Active Points); OIF (-½) 15 Running +3" (9" total), Reduced Endurance (0 END; +½) (15 Active Points) 4 Fast Strike +2 +0 10d6 Strike 5 Grappling Block +1 +1 Grab One Limb, Block 3 Grappling Throw +0 +2 10d6 Strike; Target Falls; Must Follow Grab 3 Legsweep +2 -1 9d6 Strike, Target Falls 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 3 Martial Throw +0 +1 8d6 +v/5, Target Falls 5 Offensive Strike -2 +1 12d6 Strike 5 Takeaway +0 +0 Grab Weapon, 50 STR to take weapon away 4 Weapon Bind +1 +0 Bind, 50 STR 4 +1 HTH Damage Class(es) Perks 5 Money: Well Off Talents 12 Combat Luck (6 PD/6 ED) Skills 3 Acrobatics 13- 3 Breakfall 13- 3 Climbing 13- 3 Stealth 13- 3 Tracking 12- 3 Streetwise 12- 3 High Society 12- 3 Interrogation 12- 6 KS: High finance 15- 3 Computer Programming 12- 3 Electronics 12- 5 Language: Japanese (idiomatic; literate) 5 Language: Korean (idiomatic; literate) 3 Paramedics 12- 5 Chinese: Language (idiomatic; literate) 10 +2 with DCV Total Powers & Skill Cost: 161 Total Cost: 308 200+ Disadvantages Total Disadvantage Points: 308 Earned Experience: 0 Spent Experience: 108 Unspent Experience: 0 Background/History: Brother to Indigo. With a spiderman complex of great power comes great responsibility! Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: So a brother sister team of Martial Artist. She's defensive and fast, so I pictured things like Wing Chun, Hapkido, Aikido and Crane Style Kung Fu. He's Aggressive and strong so Karate, Tae Kwan Do, Tiger Style Kung Fu. They are rich from inherited wealth, and make good money on their own. Motivation, is to use their advantages to give back to CS. I can see them being very effective as a pair, justifying a teamwork skill. Very much street level, but they could take out a super powered opponent with good tactics. As far as skills a few more detective type like deduction, forensic science, and analysis.
  14. So Cyan and Indigo First Cyan: Cyan Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 [3] 26 DEX 48 14- OCV: 9/DCV: 9 18 CON 16 13- 15 BODY 10 12- 18 INT 8 13- PER Roll 13- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 22 COM 6 13- 8+6 PD 2 Total: 8/14 PD (5/11 rPD) 8+6 ED 4 Total: 8/14 ED (5/11 rED) 5 SPD 14 Phases: 3, 5, 8, 10, 12 10 REC 0 36 END 0 39 STUN 0 Total Characteristic Cost: 143 Movement: Running: 15"/30" Leaping: 6"/12" Swimming: 2"/4" Cost Powers END 5 Damage Resistance (5 PD/5 ED) 12 Armor (6 PD/6 ED) (18 Active Points); OIF (-½) 33 Running +9" (15" total), Reduced Endurance (0 END; +½) (33 Active Points) 5 Defensive Block +1 +3 Block, Abort 5 Defensive Strike +1 +3 7d6 Strike 4 Martial Disarm -1 +1 Disarm; 45 STR to Disarm 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Martial Strike +0 +2 9d6 Strike 3 Martial Throw +0 +1 7d6 +v/5, Target Falls 4 Reversal -1 -2 50 STR to Escape; Grab Two Limbs 3 Takedown +1 +1 7d6 Strike; Target Falls 5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove 4 +1 HTH Damage Class(es) 5 Takeaway +0 +0 Grab Weapon, 45 STR to take weapon away 3 Legsweep +2 -1 8d6 Strike, Target Falls Perks 5 Money: Well Off Talents 12 Combat Luck (6 PD/6 ED) Skills 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 3 Stealth 14- 3 Tracking 13- 3 Interrogation 12- 5 KS: Drawing 15- 5 KS: painting 15- 5 PS: Artist 15- 3 Mechanics 13- 3 Paramedics 13- 5 Japanese: Language (idiomatic; literate) 5 Chinese: Language (idiomatic; literate) 5 Korean: Language (idiomatic; literate) 10 +2 with DCV Total Powers & Skill Cost: 180 Total Cost: 323 200+ Disadvantages Total Disadvantage Points: 323 Earned Experience: 0 Spent Experience: 123 Unspent Experience: 0 Background/History: Sister to Indigo. With a spiderman complex of great power comes great responsibility! Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: Comments after Indigo!
  15. OK so we have +5 Combat skill levels (Only to beat the OCV of opponent -1/2), +5 CSL (Only to beat the DCV of Opponent -1/2), Weapon elements ALL added to the Martial Arts(15 pts), as well as the Power Channeling(1 pt) added as a weapon element! So total 27+27+15+1=70 pts. That seems better!
  16. So next up the Independent heroes of CS. Cyan and Indigo the brother sister team of martial artists! Gauntlet the super spy with a super suit. Hooligan the Man Hunter with an attitude. Troubleshooter, a super sleuth (at least that's what the class description says) The Schwa, a crazy hero (really, he makes Deadpool look sane) Speedmetal, a teenager with super powers (Paging Dr Xavier....) and (Gasp) and up beat attitude!
  17. Last member of the Valkyries, and to me the most interesting! Earth Angel Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 17 DEX 21 12- OCV: 6/DCV: 6 20 CON 20 13- 10 BODY 0 11- 13 INT 3 12- PER Roll 12- 15 EGO 10 12- ECV: 5 13 PRE 3 12- PRE Attack: 2 ½d6 15 COM 3 12- 8+21 PD 4 Total: 8/29 PD (0/21 rPD) 8+21 ED 4 Total: 8/29 ED (0/21 rED) 4 SPD 13 Phases: 3, 6, 9, 12 8 REC 0 40 END 0 30 STUN 0 Total Characteristic Cost: 91 Movement: Running: 6"/12" Flight: 10"/40" Leaping: 4"/8" Swimming: 8"/16" Cost Powers END 25 Wings: Flight 10", x4 Noncombat, Reduced Endurance (0 END; +½) (37 Active Points); Restrainable (-½) 36 Astral travel: Clairsentience (Sight, Mystic And Hearing Groups), Discriminatory, Mobile Perception Point (can move up to 24" per Phase), Reduced Endurance (0 END; +½) (90 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 ½) 60 Spells: Multipower, 60-point reserve, Reduced Endurance (0 END; +½) (90 Active Points); all slots Incantations (-¼), Gestures (-¼) 2u 1) Blinding flash: Sight Group Flash 3d6, Area Of Effect (2" Radius; +1) (30 Active Points); Incantations (-¼), Gestures (-¼) 3 1u 2) Globe of Daylight: Change Environment 4" radius (15 Active Points); Incantations (-¼), Gestures (-¼) 1 2u 3) Suppress Fire 6d6 (30 Active Points); Incantations (-¼), Gestures (-¼) 3 2u 4) Armour of Ithan: Force Field (15 PD/15 ED) (30 Active Points); Incantations (-¼), Gestures (-¼) 3 2u 5) Magic Net: Entangle 3d6, 3 DEF (30 Active Points); Incantations (-¼), Gestures (-¼) 3 1u 6) Swimming +6" (8" total) (6 Active Points); Incantations (-¼), Gestures (-¼) 1 2u 7) Healing BODY 2d6, Ranged (+½) (30 Active Points); Incantations (-¼), Gestures (-¼) 3 4u 8) Call lightning: Energy Blast 8d6, Indirect (Any origin, always fired away from attacker; +½) (60 Active Points); Incantations (-¼), Gestures (-¼) 6 4u 9) Fireball: Energy Blast 8d6, Area Of Effect (One Hex; +½) (60 Active Points); Incantations (-¼), Gestures (-¼) 6 22 Sword Gadeiron: 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 2d6 (3d6+1 w/STR) (30 Active Points); OAF (-1) 1u 2) Hand-To-Hand Attack +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 30 Sheild Ciserce: Multipower, 40-point reserve, all slots Reduced Endurance (0 END; +½) (60 Active Points); all slots OAF (-1) 1u 1) Hand-To-Hand Attack +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 1u 2) Force Field (6 PD/6 ED) (12 Active Points); OAF (-1) Skills 3 Acrobatics 12- 3 Breakfall 12- 3 Paramedics 12- 3 Tracking 12- 5 +1 with DCV Total Powers & Skill Cost: 215 Total Cost: 305 200+ Disadvantages 20 Distinctive Features: Wings (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Psychological Limitation: Doesn't understand earth culture (Common; Strong) 20 Physical Limitation: Lost memories (All the Time; Greatly Impairing) 50 Experience Points Total Disadvantage Points: 305 Earned Experience: 0 Spent Experience: 50 Unspent Experience: 0 Background/History: A merging of a human woman dying in an accident, and an alien spirit who needed a physical form to continue its fight for justice! Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: Technically she is an alien (Wings are her alien feature) wizard with a couple of kick @34 items (as aliens get some advanced gear as part of being an alien but hers are magical). I'd add an alien (Magical) hunted, just because it fits the background. Mechanically I had to up the Dex as in book her PP was 10. Astral travel allows her to recon easily, her spells give her some ranged offence (Note to self, Make sure the MP limitation applies to all powers) and the sword and board allows her to mix it up in HTH. I'd just move the Amrour of Ithan spell out of the MP so she can have it up at all times!
  18. And a wolverine clone: Avatar Val Char Cost Roll Notes 38 STR 28 17- Lift 4850.3kg; 7 ½d6 [4] 17 DEX 21 12- OCV: 6/DCV: 6 23 CON 26 14- 14 BODY 8 12- 13 INT 3 12- PER Roll 12- 20 EGO 20 13- ECV: 7 20 PRE 10 13- PRE Attack: 4d6 13 COM 2 12- 8+15 PD 0 Total: 8/23 PD (0/15 rPD) 8+15 ED 3 Total: 8/23 ED (0/15 rED) 5 SPD 23 Phases: 3, 5, 8, 10, 12 13 REC 0 46 END 0 45 STUN 0 Total Characteristic Cost: 144 Movement: Running: 8"/16" Leaping: 7"/14" Swimming: 2"/4" Cost Powers END 12 Running +2" (8" total), Reduced Endurance (0 END; +½) (12 Active Points) 45 Bio Armour: Force Field (15 PD/15 ED), Reduced Endurance (0 END; +½) (45 Active Points) 30 Body Weapons: Multipower, 30-point reserve 3u 1) Killing Attack - Hand-To-Hand 1d6+1 (2 ½d6 w/STR), Reduced Endurance (0 END; +½) (30 Active Points) 2u 2) Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +½) (30 Active Points); Hand-To-Hand Attack (-½) 30 Healing BODY 2d6, Reduced Endurance (0 END; +½) (30 Active Points) Talents 20 Danger Sense (self only, out of combat) 12- Skills 3 Tracking 12- 3 Survival 12- 3 Stealth 12- 3 Interrogation 13- 3 Acrobatics 12- 3 Breakfall 12- 3 Deduction 12- 10 +2 with DCV Total Powers & Skill Cost: 174 Total Cost: 317 200+ Disadvantages 15 Social Limitation: (Frequently; Major) 10 Hunted: 8- (As Pow; Harshly Punish) 5 Reputation: , 8- 87 Experience Points Total Disadvantage Points: 317 Earned Experience: 0 Spent Experience: 87 Unspent Experience: 0 Background/History: A security specialist who became a super hero to add more excitement to her life! Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: She's not as blood thirsty as the Canuck Maniac, but with some decent plot hooks with her Secret ID as a Security Specialist. I'd up her dex to at least 23 just to add to the OCV/DCV. And some movement. Otherwise, not bad!
  19. Every team needs a possible loose cannon hot head: Heartbreaker Val Char Cost Roll Notes 18 STR 8 13- Lift 303.1kg; 3 ½d6 [2] 24 DEX 42 14- OCV: 8/DCV: 8 18 CON 16 13- 10 BODY 0 11- 13 INT 3 12- PER Roll 12- 12 EGO 4 11- ECV: 4 13 PRE 3 12- PRE Attack: 2 ½d6 28 COM 9 15- 8 PD 4 Total: 8 PD (6 rPD) 8 ED 4 Total: 8 ED (6 rED) 6 SPD 26 Phases: 2, 4, 6, 8, 10, 12 8 REC 0 36 END 0 28 STUN 0 Total Characteristic Cost: 119 Movement: Running: 11"/22" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 25 Power channel: Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +½) (37 Active Points); Hand-To-Hand Attack (-½) 6 Damage Resistance (6 PD/6 ED) 21 Running +5" (11" total), Reduced Endurance (0 END; +½) (21 Active Points) 4 Martial Block +2 +2 Block, Abort 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 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 Talents 12 Combat Luck (6 PD/6 ED) Skills 3 Streetwise 12- 3 Stealth 14- 3 Seduction 12- 3 Acrobatics 14- 3 Breakfall 14- 3 Paramedics 12- 3 Climbing 14- 10 +2 with DCV Total Powers & Skill Cost: 115 Total Cost: 234 200+ Disadvantages 15 Distinctive Features: Coloured hair and anime feature (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Psychological Limitation: Overconfident (Very Common; Strong) Total Disadvantage Points: 234 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Mutant whose powers make her a natural combatant, who fight crime for the thrill of it! Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: Well she has Natural Combat ability and Power Channeling which is great for offence, but her defenses leave a lot to be desired. I gave her some combat luck to add to her survival chances, but as it is she is underpowered. Part of that is due to one power being Extraordinary PB (Com). It is 28, (The same as Bombshell who doesn't have the power, go figure) but if it gives her some sort of mechanical advantage, I didn't see it! As it is, she's the Falcon in a team with Thor and Wolverine!
  20. And the team's long-ranged and scientific expert! Bombshell Val Char Cost Roll Notes 18 STR 8 13- Lift 303.1kg; 3 ½d6 [2] 20 DEX 30 13- OCV: 7/DCV: 7 18 CON 16 13- 13 BODY 6 12- 23 INT 13 14- PER Roll 14- 13 EGO 6 12- ECV: 4 15 PRE 5 12- PRE Attack: 3d6 28 COM 9 15- 6+20 PD 2 Total: 6/26 PD (0/20 rPD) 6+20 ED 2 Total: 6/26 ED (0/20 rED) 3 SPD 0 Phases: 4, 8, 12 8 REC 0 36 END 0 31 STUN 0 Total Characteristic Cost: 97 Movement: Running: 11"/44" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 48 Force Field (20 PD/20 ED), Reduced Endurance (0 END; +½) (60 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Unified; -¼) 85 Force Wall (10 PD/10 ED; 5" long and 5" tall) (Alterable Size), Reduced Endurance (0 END; +½) (106 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Unified; -¼) 72 Energy Blast 12d6, Reduced Endurance (0 END; +½) (90 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Unified; -¼) 24 Energy Damage Reduction, Resistant, 50% (30 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Unified; -¼) 28 Running +5" (11" total), x4 Noncombat, Reduced Endurance (0 END; +½) (28 Active Points) Skills 3 Computer Programming 14- 2 Science Skill: Dimensional Engineering 11- 2 Science Skill: Dimensional Engineering 11- 2 Science Skill: Dimensional Engineering 11- 3 Electronics 14- 3 Systems Operation 14- 5 Language (idiomatic; literate) 5 Language (idiomatic; literate) 5 Language (idiomatic; literate) 5 Language (idiomatic; literate) 3 Acrobatics 13- 3 Breakfall 13- 3 Climbing 13- 3 Stealth 13- 10 +2 with DCV Total Powers & Skill Cost: 314 Total Cost: 411 200+ Disadvantages 5 Distinctive Features: Beautiful (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Social Limitation: Secret ID (Frequently; Major) 191 Experience Points Total Disadvantage Points: 411 Earned Experience: 0 Spent Experience: 191 Unspent Experience: 0 Background/History: Exposure to background radiation at her work caused some changes, that she now uses to help her home town! Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: Another build that actually works. Great on defense and offence. Only lack some movement!
  21. Next the team brick. Palladium Val Char Cost Roll Notes 43 STR 33 19- Lift 19.4tons; 9 ½d6 [4] 20 DEX 30 13- OCV: 7/DCV: 7 23 CON 26 14- 15 BODY 10 12- 15 INT 5 12- PER Roll 12- 18 EGO 16 13- ECV: 6 20 PRE 10 13- PRE Attack: 4d6 18 COM 4 13- 10+20 PD 0 Total: 10/30 PD (6/26 rPD) 10+20 ED 5 Total: 10/30 ED (6/26 rED) 5 SPD 20 Phases: 3, 5, 8, 10, 12 15 REC 0 46 END 0 52 STUN 0 Total Characteristic Cost: 159 Movement: Running: 11"/22" Flight: 30"/240" Leaping: 9"/18" Swimming: 2"/4" Cost Powers END 60 Force Aura: Force Field (20 PD/20 ED), Reduced Endurance (0 END; +½) (60 Active Points) 5 Force Aura: +5 STR, Reduced Endurance (0 END; +½) (7 Active Points); Linked (Force Aura; -½) 6 Damage Resistance (6 PD/6 ED) 105 Sonic fly: Flight 30", x8 Noncombat, Reduced Endurance (0 END; +½) (105 Active Points) 21 Running +5" (11" total), Reduced Endurance (0 END; +½) (21 Active Points) Skills 3 Deduction 12- 3 Computer Programming 12- 3 Paramedics 12- 3 Interrogation 13- 3 Criminology 12- 3 Streetwise 13- 15 +3 with DCV Total Powers & Skill Cost: 230 Total Cost: 389 200+ Disadvantages 10 Social Limitation: Public ID (Occasionally; Major) 10 Dependence: Palladium -30 Active Points from Affected Power (Easy To Obtain; 6 Hours) 5 Hunted: Police 8- (Less Pow; Harshly Punish) 10 Vulnerability: 2 x STUN Radiation (Uncommon) 10 Vulnerability: 2 x BODY Radiation (Uncommon) 10 Vulnerability: 2 x Effect Radiation (Uncommon) 134 Experience Points Total Disadvantage Points: 389 Earned Experience: 0 Spent Experience: 134 Unspent Experience: 0 Background/History: Former police officer who while fightin corruption was ambushed at a chemical factory. Super powers and a life outside the system resulted! Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: Str? Check! Defences? Check! Manuverability? Check! Yes she is a Mega Hero. But she is actually well balanced!
  22. Now for the unsactioned team of Century Station, The Valkyries. First up their leader Elite! Elite Val Char Cost Roll Notes 23 STR 13 14- Lift 606.3kg; 4 ½d6 [2] 18 DEX 24 13- OCV: 6/DCV: 6 20 CON 20 13- 15 BODY 10 12- 15 INT 5 12- PER Roll 12- 18 EGO 16 13- ECV: 6 28 PRE 18 15- PRE Attack: 5 ½d6 20 COM 5 13- 8+6 PD 3 Total: 8/14 PD (5/11 rPD) 8+6 ED 4 Total: 8/14 ED (5/11 rED) 4 SPD 12 Phases: 3, 6, 9, 12 9 REC 0 40 END 0 37 STUN 0 Total Characteristic Cost: 130 Movement: Running: 13"/26" Flight: 15"/30" Leaping: 4"/8" Swimming: 2"/4" Cost Powers END 12 Armour suit: Armor (6 PD/6 ED) (18 Active Points); OIF (-½) 36 Anti grav Harness: Flight 15", Reduced Endurance (0 END; +½) (45 Active Points); IIF (-¼) 40 Energy rifle: Energy Blast 8d6, Autofire (3 shots; +¼), Semi-Armor Piercing (+¼), 16 clips of 16 Charges (+½) (80 Active Points); OAF (-1) [16] 20 Energy Pistol: Energy Blast 8d6, 4 clips of 8 Charges (+0) (40 Active Points); OAF (-1) [8] 25 Micro grenades: Energy Blast 8d6, Area Of Effect (2" radius; +¾) (70 Active Points); OAF (-1), 8 Charges (-½), Range Based On Strength (-¼) [8] 27 Running +7" (13" total), Reduced Endurance (0 END; +½) (27 Active Points) 5 Damage Resistance (5 PD/5 ED) 4 Martial Block +2 +2 Block, Abort 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Martial Strike +0 +2 6 ½d6 Strike 5 Offensive Strike -2 +1 8 ½d6 Strike 3 Martial Throw +0 +1 4 ½d6 +v/5, Target Falls Perks 2 Deep Cover 1 False Identity 5 Money: Well Off 1 Reputation (A small to medium sized group) 8-, +1/+1d6 Talents 6 Combat Luck (3 PD/3 ED) 15 Combat Sense 12- Skills 3 Acrobatics 13- 3 Breakfall 13- 3 Bugging 12- 3 Combat Driving 13- 3 Combat Piloting 13- 3 Computer Programming 12- 3 Demolitions 12- 3 Deduction 12- 3 Interrogation 15- 3 Seduction 15- 3 Streetwise 15- 3 Security Systems 12- 4 TF: Common Motorized Ground Vehicles, Combat Aircraft, Large Planes, Small Planes 16 +2 with All Combat Total Powers & Skill Cost: 271 Total Cost: 401 200+ Disadvantages 15 Hunted: Former enemies 8- (As Pow; NCI; Harshly Punish) 10 Psychological Limitation: Casual Killer (Common; Moderate) 15 Physical Limitation: No memories past 5 years ago (All the Time; Slightly Impairing) 161 Experience Points Total Disadvantage Points: 401 Earned Experience: 0 Spent Experience: 161 Unspent Experience: 0 Background/History: A super spy who lost her memory but not her skills. Now she will do things on her own terms! Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: OOOPS. I forgot to give her Tactics, which would be a big plus in leading a super team. Well she's a skilled operative with a gun. Her amnesia and mysterious past can open up a lot of plots. And she is a trained assassin.
  23. And now the team Martial Artist: Iron Lotus Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 20 DEX 30 13- OCV: 7/DCV: 7 26 CON 32 14- 15 BODY 10 12- 13 INT 3 12- PER Roll 12- 20 EGO 20 13- ECV: 7 23 PRE 13 14- PRE Attack: 4 ½d6 24 COM 7 14- 7 PD 3 Total: 7 PD (6 rPD) 8 ED 3 Total: 8 ED (6 rED) 8 SPD 50 Phases: 2, 3, 5, 6, 8, 9, 11, 12 9 REC 0 52 END 0 38 STUN 0 Total Characteristic Cost: 181 Movement: Running: 6"/12" Leaping: 4"/8" Swimming: 2"/4" Cost Powers END 60 Chi Blast: Energy Blast 8d6, Reduced Endurance (0 END; +½) (60 Active Points) 6 Damage Resistance (6 PD/6 ED) 5 Life Support (Longevity: Immortal) 30 Healing BODY 2d6, Reduced Endurance (0 END; +½) (30 Active Points) 4 Fast Strike +2 +0 7d6 Strike 3 Martial Grab -1 -1 Grab Two Limbs, 35 STR for holding on 4 Martial Escape +0 +0 40 STR vs. Grabs 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Martial Block +2 +2 Block, Abort 3 Legsweep +2 -1 6d6 Strike, Target Falls 3 Martial Throw +0 +1 5d6 +v/5, Target Falls 4 Martial Strike +0 +2 7d6 Strike 5 Offensive Strike -2 +1 9d6 Strike 4 Weapon Bind +1 +0 Bind, 35 STR 4 Weapon Element: Chain & Rope Weapons, Default Element, Empty Hand, Karate Weapons, Wind and Fire Wheels 4 +1 HTH Damage Class(es) Perks 6 Fringe Benefit: Federal/National Police Powers, Local Police Powers, Passport Talents 3 Simulate Death 12 Combat Luck (6 PD/6 ED) Skills 3 Acrobatics 13- 5 Language: Chinese (idiomatic; literate) 5 Language: English (idiomatic; literate) 7 Paramedics 14- 5 Climbing 14- 4 KS: Carpentry 13- 4 KS: Astronomy 13- 4 KS: Holistic Medicine 13- 20 +4 with DCV Total Powers & Skill Cost: 225 Total Cost: 406 200+ Disadvantages Total Disadvantage Points: 406 Earned Experience: 0 Spent Experience: 206 Unspent Experience: 0 Background/History: Immortal martial arts master seeking he age old enemy! Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: Again A decent character, with no Mega status!
  24. So two for today. First the second brick of the team! Leviathan Val Char Cost Roll Notes 15+50 STR 5 14- / 24- Lift 800.0kg/819.2tons; 5d6/15d6 15 DEX 15 12- OCV: 5/DCV: 5 35 CON 50 16- 15+10 BODY 10 12- / 14- 13 INT 3 12- PER Roll 12- 13 EGO 6 12- ECV: 4 10 PRE 0 11- PRE Attack: 2d6 13 COM 2 12- 12+9 PD 7 Total: 12/21 PD (6/15 rPD) 13+9 ED 6 Total: 13/22 ED (6/15 rED) 4 SPD 15 Phases: 3, 6, 9, 12 12 REC 0 70 END 0 46+10 STUN 0 Total Characteristic Cost: 119 Movement: Running: 16"/32" Leaping: 5"/10" Swimming: 8"/16" Cost Powers END 10 +10 STR, Reduced Endurance (0 END; +½) (22 Active Points); Limited Power Power loses about a third of its effectiveness (Only when wet; -½) (Modifiers affect Base Characteristic) 10 Life Support (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold; Safe in Low Pressure/Vacuum) 20 Running +10" (16" total), Reduced Endurance (0 END; +½) (36 Active Points); Linked (Growth; -½) 10 Swimming +6" (8" total), Reduced Endurance (0 END; +½) (10 Active Points) 25 Active Sonar (Hearing Group), Discriminatory, Increased Arc Of Perception (360 Degrees) 75 Growth (+50 STR, +10 BODY, +10 STUN, -10" KB, 83,968 kg, -6 DCV, +6 PER Rolls to perceive character, 15 m tall, 7 m wide), Reduced Endurance (0 END; +½) (75 Active Points) 6 Damage Resistance (6 PD/6 ED) 22 Armor (9 PD/9 ED) (27 Active Points); Linked (Growth; Greater Power is Constant or in use most or all of the time; -¼) Perks 6 Fringe Benefit: Federal/National Police Powers, Local Police Powers, Passport Skills 3 Electronics 12- 3 Mechanics 12- 3 Computer Programming 12- 4 KS: Biology 13- 4 KS: Botany 13- 4 KS: Archeology 13- 10 +2 with DCV Total Powers & Skill Cost: 216 Total Cost: 334 200+ Disadvantages 10 Distinctive Features: (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Reputation: , 8- 10 Psychological Limitation: (Common; Moderate) 109 Experience Points Total Disadvantage Points: 334 Earned Experience: 0 Spent Experience: 109 Unspent Experience: 0 Background/History: A mutant whose powers allow him indulge his desire to explore the oceans, and who fights crime to stop those who would harm pollute the ocean! Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: He actually works. And he is not Mega, which is surprising!
  25. Another sword wielding Mega hero. I am sensing a pattern here! Durendal Val Char Cost Roll Notes 13 STR 3 18- Lift 9700.6kg; 8 ½d6 10 DEX 0 13- OCV: 6/DCV: 6 10 CON 0 14- 13 BODY 6 14- 20 INT 10 13- PER Roll 13- 20 EGO 20 13- ECV: 7 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 13 PD 4 Total: 24 PD (20 rPD) 6 ED 1 Total: 24 ED (20 rED) 2 SPD 0 Phases: 3, 6, 9, 12 14 REC 0 50 END 0 58 STUN 0 Total Characteristic Cost: 49 Movement: Running: 6"/12" Flight: 10"/20" Leaping: 8"/16" Swimming: 2"/4" Cost Powers END 13 +8 DEX (24 Active Points); Only In Heroic Identity (-¼) (Modifiers affect Base Characteristic) 16 +10 BODY (20 Active Points); Only In Heroic Identity (-¼) 38 +30 STR, Reduced Endurance (0 END; +½) (51 Active Points); Only In Heroic Identity (-¼) (Modifiers affect Base Characteristic) 20 +15 CON (30 Active Points); Only In Heroic Identity (-¼) (Modifiers affect Base Characteristic) 9 +11 PD (11 Active Points); Only In Heroic Identity (-¼) 14 +18 ED (18 Active Points); Only In Heroic Identity (-¼) 16 +2 SPD (20 Active Points); Only In Heroic Identity (-¼) 16 +20 STUN (20 Active Points); Only In Heroic Identity (-¼) 16 Damage Resistance (20 PD/20 ED) (20 Active Points); Only In Heroic Identity (-¼) 8 Energy Damage Reduction, Resistant, 25% (15 Active Points); STUN (or BODY) Only (Stun; -½), Only In Heroic Identity (-¼) 8 Physical Damage Reduction, Resistant, 25% (15 Active Points); STUN (or BODY) Only (stun; -½), Only In Heroic Identity (-¼) 33 Multipower, 50-point reserve, all slots Reduced Endurance (0 END; +½) (75 Active Points); all slots OAF (-1), Only In Heroic Identity (-¼) 1u 1) Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-½), Only In Heroic Identity (-¼) 1u 2) Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR) (30 Active Points); OAF (-1), Only In Heroic Identity (-¼) 1u 3) Flight 10" (20 Active Points); OAF (-1), Only In Heroic Identity (-¼) 1u 4) Healing BODY 3d6 (30 Active Points); OAF (-1), Only In Heroic Identity (-¼) 2u 5) Energy Blast 10d6 (50 Active Points); OAF (-1), Only In Heroic Identity (-¼) Perks 6 Fringe Benefit: Federal/National Police Powers, Local Police Powers, Passport Skills 5 Computer Programming 14- 3 KS: Art 13- 3 KS: Research 13- 5 Language: French (idiomatic; literate) 5 Language: German (idiomatic; literate) 5 Language: Spanish (idiomatic; literate) 5 Language: Italian (idiomatic; literate) 5 Language: Provencal (idiomatic; literate) 5 Language: Portugese (idiomatic; literate) 5 Language: Catalan (idiomatic; literate) 3 Tracking 13- 3 Survival 13- 3 Paramedics 13- 3 Stealth 13- 5 +1 with DCV Total Powers & Skill Cost: 282 Total Cost: 331 200+ Disadvantages 15 Social Limitation: (Frequently; Major) 116 Experience Points Total Disadvantage Points: 331 Earned Experience: 0 Spent Experience: 116 Unspent Experience: 0 Background/History: Museum curator who when he hold the magical sword aloft and chants the words, transforms into a muscular modern knight! Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: Another build I had to modify because his original PE/con was about 13, which would result in con stunning permanently! As it is he has potential, but again only because of the Mega Status!
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