Jump to content

Mr. R

HERO Member
  • Posts

    2,219
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Mr. R

  1. Re: CU Hero-vs.-Hero Scenarios I have actually run that. My group were the Canadian heros that intercepted the american and Russian teams. They actually watched a bit before going in and taking out both groups and taking the satellite. Then Russia had to politely ask for it back. One member stayed behind to tell both "visiting" teams that they cold quietly leave!
  2. So I was tinkering in my head (dangerous sometimes) and I had an idea for Fantasy End Reserves. So I want to know if any of you had done similar, and if so how had it worked? If not, can you find any problems I am overlooking. End Reserve - Spells Limitation, subject to RSR (When you cast a spell, it requires a Skill Roll. Pass or fail, spell goes off. What the RSR does is help determine the End cost. Make it , cost is normal, Make it by half=1/2 End. Fail and end starts creeping up, 0-3=1/2 x end, 4-6=2x end, etc). Naturally, skill levels will need to be monitored to keep people from jacking it up! Recovery Limitation, requires a concentration check and IAF spell book. Here you need time to recheck your spells/formulas. I am thinking 5 end/5 minutes with a skill check every 5 minutes. So a wizard can blow his load, but without some downtime, he is useless. So go ahead and savage it! Or improve on it!
  3. Re: Create a Villain Theme Team! Repped all but csyphrett. Can some one get him for me. I love this show as a kid. Thanks for the nostalgia!
  4. Mr. R

    KA.'s Idea Thread

    Re: KA.'s Idea Thread This is awesome. Repped!
  5. Mr. R

    Plastinex

    Re: Plastinex Repped. This is cool!
  6. Re: The Twelve (If you can think of a better name go forit) Last member, a cowardly slime that most players will like to beat up, if they can get close to him, Lariat! LARIAT Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 21 DEX 33 13- OCV: 7/DCV: 7 25 CON 30 14- 10 BODY 0 11- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 13 PRE 3 12- PRE Attack: 2 ½d6 12 COM 1 11- 20 PD 17 Total: 20 PD (20 rPD) 20 ED 15 Total: 20 ED (20 rED) 4 SPD 9 Phases: 3, 6, 9, 12 8 REC 0 50 END 0 31 STUN 0 Total Characteristic Cost: 113 Movement: Running: 16"/32" Leaping: 13"/26" Swimming: 2"/4" Cost Powers END 20 Damage Resistance (20 PD/20 ED) 40 Stretching 8" 4 20 Running +10" (16" total) 2 10 Leaping +10" (13" forward, 6 ½" upward) 1 10 Knockback Resistance -5" 4 Crush +0 +0 10d6 Crush, Must Follow Grab 4 Fast Strike +2 +0 8d6 Strike 3 Grappling Throw +0 +2 8d6 Strike; Target Falls; Must Follow Grab 3 Legsweep +2 -1 7d6 Strike, Target Falls 4 Martial Strike +0 +2 8d6 Strike 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 5 Offensive Strike -2 +1 10d6 Strike 3 Martial Grab -1 -1 Grab Two Limbs, 40 STR for holding on 12 +3 HTH Damage Class(es) Perks 5 Money: Well Off Skills 3 Paramedics 11- 3 Teamwork 13- 3 Tracking 11- 3 Shadowing 11- 3 Acting 12- 2 Science Skill: Chemistry 11- 2 Science Skill: Biochemistry 11- Total Powers & Skill Cost: 166 Total Cost: 279 200+ Disadvantages 20 Dependence: Secret drug formula -30 Active Points from Affected Power (Uncommon; 6 Hours) 15 Hunted: Until 8- (As Pow; NCI; Capture) 10 Psychological Limitation: Vengeful (Common; Moderate) 10 Psychological Limitation: Cowardly (Common; Moderate) 10 Vulnerability: 1 ½ x STUN fire (Common) 10 Vulnerability: 1 ½ x Effect fire (Common) 15 Social Limitation: Secret ID (Frequently; Major) Total Disadvantage Points: 279 Background/History: Gerald Umbridge was a middle level researcher for ******* chemical company. An underpaid and underappreciated member of the company in his mind. Everyone else was just using him, and he found ways to get back at them in underhanded ways. For him the smallest insult was grounds for retaliation! In reality, though he was competent, his selfish, me first attitude turned the overs off. So when a super battle occoured at his lab, he used it as an opportunity to steal the latest research and smaple from an experiment he was passed over on. Turnedout it was a formula for making substnace more malleable then allowing it to re-harden. But it was unstable and his jostling caused it to explode. Just another casualty, during his recovery, he discovered his stretching powers. Staying at his job, he began moonlighting as a second story man. He even devolpoed some manuevers that enhanced his stretching (His MA). When he saw some members of Dancer's team in action, he asked to join. Needing an final member, he was allowed in. Personality/Motivation: Make money and get revenge. And not get hurt while doing it. Sneaky and backstabbing describes him. He hangs back and will trip people up, grab item from them and make himself a nuicance. He will only use his hug (crush) against enemies that are already badly hurt or weakened. He also is a bit of a scientist snob and gets along well Blackguard as afellow scientist. If Blackguard ever decides to leave the Twelve, Lariat will follow. His one weakness is fire and the malleability formula makes him more susceptible to fires ability to make thing malleable. Quote: Trpipping a hero "Opps, watch your feet" Powers/Tactics: Stretching with some Martial Arts. He is more durable then he realises, and improvements can go in many directions. Campaign Use: Science snob. Because he needs regular infusions of his cocktail to keep his powers, he needs some esoteric chemicals to get it. Appearance: Unlike most elastic men, Lariat is tall but decidedly pudgy. With brown hair and brown eyes he would be forgettable in most crowds. Thus it surprises many when he stetches his arm and legs and seems to deform a bit when being hit. His cosume is a brown bodysuit with yellow highlights along the thighs and arms, with yellow boots, gloves and mask!
  7. Re: The Twelve (If you can think of a better name go forit) Two more to go. So may I present Bulwark, the anti-psi member of the Twelve. BULWARK 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- 10 BODY 0 11- 10 INT 0 11- PER Roll 11- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 12 COM 1 11- 6+6 PD 2 Total: 6/12 PD (0/6 rPD) 6+6 ED 2 Total: 6/12 ED (0/6 rED) 4 SPD 10 Phases: 3, 6, 9, 12 8 REC 0 40 END 0 30 STUN 0 Total Characteristic Cost: 90 Movement: Running: 12"/24" Leaping: 10"/20" Swimming: 2"/4" Cost Powers END 12 (Total: 27 Active Cost, 12 Real Cost) Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-½), OIF (-½) (Real Cost: 10) plus Stretching 1", Reduced Endurance (0 END; +½) (7 Active Points); OIF (-½), Only To Cause Damage (-½), Always Direct (-¼), no Noncombat Stretching (-¼), No Velocity Damage (-¼) (Real Cost: 2) 2 25 Mental Defense (28 points total) 12 Armor (6 PD/6 ED) (18 Active Points); OIF (-½) 6 Leaping +6" (10" forward, 5" upward) 1 12 Running +6" (12" total) 1 15 Mental Awareness, Discriminatory, Tracking 4 Counterstrike +2 +2 6d6 Strike, Must Follow Block 5 Defensive Block +1 +3 Block, Abort 3 Legsweep +2 -1 5d6 Strike, Target Falls 4 Martial Disarm -1 +1 Disarm; 30 STR to Disarm 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Martial Strike +0 +2 6d6 Strike 5 Passing Strike +1 +0 4d6 +v/5; FMove 2 Weapon Element: Empty Hand, Staffs Perks 5 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Good relationship with Contact) 11- 5 Favor 5 Money: Well Off Talents 12 Combat Luck (6 PD/6 ED) 22 Combat Sense (Discriminatory, Sense) 11- Skills 3 Acrobatics 13- 3 Breakfall 13- 3 Climbing 13- 6 +2 with Martial Maneuvers 3 Criminology 11- 2 KS: forensics 11- 2 KS: Police proceedure 11- 1 Language (basic conversation) 1 Language (basic conversation) 1 Language (basic conversation) 5 Rapid Attack (HTH) 3 Shadowing 11- 3 Stealth 13- 3 Teamwork 13- Total Powers & Skill Cost: 201 Total Cost: 291 200+ Disadvantages 15 Dependent NPC: Wife 8- (Incompetent) 15 Hunted: Until 8- (As Pow; NCI; Capture) 15 Hunted: PSI 8- (As Pow; NCI; Harshly Punish) 15 Psychological Limitation: Believes in a mentalist conspiracy (Uncommon; Total) 5 Psychological Limitation: Hatred of Mentalist (Uncommon; Moderate) 15 Social Limitation: Secret ID (Frequently; Major) 11 Experience Points Total Disadvantage Points: 291 Background/History: John Smith (yes that is his name) was a prodigy with the police force, learning police proceedure and forensics toward the day that he could become a CSI. As well he was a self taught expert in staff fighting. That changed the day that PSI used him and others as hostages while experimenting on boosting members powers with a new psi device. Except it went to far and it blanketted the area with energy. Most were unaffected. John's wife fell into an Alzheimer's like mental state. Psi escaped despite the best efforts of justice. But Jon was changes also. He could see mental energies, and the first time he came upon a mentalist, he found himself immune to their powers. So now he goes about, tracking and attacking mentalist, good bad or neutral, while dodging Until and providing for his wife. Personality/Motivation: A grim warrior versus the mentalist conspiracy. He only joined the Twelve because they lack a mentalist. The rest refer to him and their anti-psi device. Quote: Simon does NOT say anything! Powers/Tactics: Another martial artist, but also the anti psionic member of the team. If they know they'll be facing a mentallist, Bulwark will be there. Against non-mentalists, he acts as a regular MA. Versus a psi, he is a seek and destroy attack dog. Note the Staff is OIF. He is so good that disarming him is almost impossible. Campaign Use: Another potentially redeemable member. But again, a long road. Appearance: Almost average. Brown hair and eyes, average build. Wears Black body suit with a face mask that covers the lower part of his face, but leaves his hair free. Always in possession of his staff.
  8. Re: The Twelve (If you can think of a better name go forit) Next in the front line fighters. Willow makes a great skirmisher. WILLOW Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 27 DEX 51 14- OCV: 9/DCV: 9 18 CON 16 13- 10 BODY 0 11- 15 INT 5 12- PER Roll 12- 10 EGO 0 11- ECV: 3 20 PRE 10 13- PRE Attack: 4d6 14 COM 2 12- 4 PD 1 Total: 4 PD (0 rPD) 4 ED 0 Total: 4 ED (0 rED) 5 SPD 13 Phases: 3, 5, 8, 10, 12 10 REC 6 36 END 0 30 STUN 3 Total Characteristic Cost: 112 Movement: Running: 24"/48" Leaping: 8"/16" Swimming: 2"/4" Cost Powers END 5 Leaping +5" (8" forward, 4" upward) 1 12 Running +6" (24" total) 1 15 Physical Damage Reduction, Resistant, 50% (30 Active Points); STUN (or BODY) Only (-½), Conditional Power Power does not work in Common Circumstances (Only when aware of the attack.; -½) 7 Energy Damage Reduction, Resistant, 25% (15 Active Points); STUN (or BODY) Only (-½), Conditional Power Power does not work in Common Circumstances (Only when aware of the attack.; -½) 16 Running +12" (24" total) (24 Active Points); Conditional Power Power does not work in Common Circumstances (Only for calculating Half Moves; -½) 2 4 Choke Hold -2 +0 Grab One Limb; 4d6 NND 5 Defensive Block +1 +3 Block, Abort 3 Defensive Throw +1 +1 Block, Target Falls 5 Takeaway +0 +0 Grab Weapon, 45 STR to take weapon away 3 Takedown +1 +1 7d6 Strike; Target Falls 4 Counterstrike +2 +2 9d6 Strike, Must Follow Block 4 Martial Escape +0 +0 50 STR vs. Grabs 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Martial Strike +0 +2 9d6 Strike 4 Reversal -1 -2 50 STR to Escape; Grab Two Limbs 16 +4 HTH Damage Class(es) Perks 5 Favor 5 Money: Well Off Talents 18 Combat Luck (9 PD/9 ED) 18 Combat Sense (Sense) 13- Skills 3 Breakfall 14- 3 Seduction 13- 3 Paramedics 12- 3 Shadowing 12- 3 Stealth 14- 3 Teamwork 14- 3 Tactics 12- 1 Language: Japanese (imitate dialects) (5 Active Points) 3 Language: English (completely fluent) 3 Acrobatics 14- 3 Climbing 14- 3 Disguise 12- 3 Streetwise 13- Total Powers & Skill Cost: 194 Total Cost: 306 200+ Disadvantages 15 Hunted: Yakuza 8- (As Pow; NCI; Harshly Punish) 10 Hunted: Japanese Government super team 8- (As Pow; Harshly Punish) 15 Psychological Limitation: Wary of everyone (Common; Strong) 10 Psychological Limitation: Vengeful (Common; Moderate) 10 Distinctive Features: Tattoos covering body (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Social Limitation: Secret ID (Frequently; Major) 31 Experience Points Total Disadvantage Points: 306 Background/History: Ishino Tatayama was inducted into the Yakuza at an early age. For a mostly male organization, she was an anomoly. But she was taught is various martial arts, and used as a weapon vs his enemies who were not expecting a female yakuza member. This went well for years, and eventually a number of Yakuza tattos covered her body, proclaiming her ownership by the clan. And she was loyal, until the Yakuza attracted the attention of Until. Then they hung her out to dry. Captured and imprisioned for a time, she escaped and left Japan. A marked woman, she cannot return until she amasses enough power to take over the clan herself. to that end she wanders and gathers wealth and allies. She sees the Twelve as a way to do both. Personality/Motivation: Go back home in style. And get revenge on the boss that betrayed her. She feels no loyalty to him as she was the one betrayed. Quote: In Japanese "Round eyes can't see" Powers/Tactics: A highly trained Martial artist known for her ability to close the distance amazingly fast in HTH. She is much on going defensive and using throws to set up enemies. She also likes blocks/counterstrikes. And many have stated that for someone so small she can really take a punch. Campaign Use: Appearance: Very shory Japanese woman in exceptional physical condition. She has tattoos covering her back, upper arms and thighs. Costume consists of a Japanese Doji, with a red belt and red slippers and a red mask. Out of costume she wears conservative attire to hide the tattoos.
  9. Re: The Twelve (If you can think of a better name go forit) Next up the second brick and team scientist BLACKGUARD Val Char Cost Roll Notes 60 STR 50 21- Lift 102.4tons; 12d6 [6] 17 DEX 21 12- OCV: 6/DCV: 6 30 CON 40 15- 15 BODY 10 12- 15 INT 5 12- PER Roll 12- 10 EGO 0 11- ECV: 3 20 PRE 10 13- PRE Attack: 4d6 10 COM 0 11- 30 PD 18 Total: 30 PD (30 rPD) 25 ED 19 Total: 25 ED (25 rED) 3 SPD 3 Phases: 4, 8, 12 18 REC 0 60 END 0 60 STUN 0 Total Characteristic Cost: 176 Movement: Running: 9"/18" Leaping: 22"/44" Swimming: 2"/4" Cost Powers END 27 Damage Resistance (30 PD/25 ED) 6 Running +3" (9" total) 1 15 Leaping +10" (22" forward, 11" upward) (Accurate) 1 20 Missile Deflection (Any Ranged Attack) 10 Mental Defense (12 points total) Perks 5 Money: Well Off Skills 3 Teamwork 12- 3 Paramedics 12- 2 Science Skill: Physics 11- 2 Science Skill: Force Feild physics 11- 2 Science Skill: cybernetics 11- 2 Science Skill: Chemistry 11- 2 Science Skill: neurology 11- 2 KS: Art 11- 2 KS: Music 11- 5 Missle deflection: +5 with any single attack with one specific weapon 15 +3 with HTH Combat Total Powers & Skill Cost: 123 Total Cost: 299 200+ Disadvantages 15 Dependent NPC: 8- (Incompetent) 15 Hunted: 8- (As Pow; NCI; Harshly Punish) 10 Hunted: 8- (As Pow; Harshly Punish) 10 Psychological Limitation: Intellectual showoff (Common; Moderate) 5 Psychological Limitation: Scientist Supremist Believes scientist should be in charge (Uncommon; Moderate) 15 Social Limitation: Secret ID (Frequently; Major) 5 Rivalry: Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 24 Experience Points (6 points unspent) Total Disadvantage Points: 299 Background/History: Gabriel DeSoto was part of a group investigating strange energy emissions from a set of meteor when the one he was working on exploded. Despite the protective sheilding, he was bombarded from the rays and hospitalised. When no apparent effects were observed, he was placed back to work. But others, jealous of his abilities, had started a rumour campaign against him, and soon he was moved to a less prestigious project. He chaffed at this formonths, but realised he was changing. Stronger, more physically capable. But his overall appearance didn't change. Bidding his time he tracked the jealous co-workers down and destroyed their possessions, leaving them with nothing. then he placed himself on the market as a brick with a difference. After a few jobs, Echo and Dazzle tracked him down. He now serves as the team's science advisor. Personality/Motivation: Gabe is gathering money to fund a group of scientist who will take over the world for its own good. Right now, this pays the bills and allows him to get contacts and favours. He is a mastermind in the making, and will be the one most likely to split off and go it alone. Quote: All it takes is the proper application of force! Powers/Tactics: Traditional brick. High strength and toughness. He generally uses that to lure his oppoments in. When he takes hits and shruggs them off and punches like a freight train, then they get more serious. Campaign Use: Appearance: Standing 175cm (5'9") and 80 kg (176 lbs), brown hair and eyes. Gabe doesn't look like a brick. His costume is black pants, white top, with gray boots and a gray mask!
  10. Re: The Twelve (If you can think of a better name go forit) First of the front line fighters STRIKER Val Char Cost Roll Notes 45 STR 35 18- Lift 12.8tons; 9d6 [4] 23 DEX 39 14- OCV: 8/DCV: 8 25 CON 30 14- 13 BODY 6 12- 13 INT 3 12- PER Roll 12- 10 EGO 0 11- ECV: 3 20 PRE 10 13- PRE Attack: 4d6 12 COM 1 11- 20 PD 11 Total: 20 PD (20 rPD) 20 ED 15 Total: 20 ED (20 rED) 4 SPD 7 Phases: 3, 6, 9, 12 16 REC 4 50 END 0 49 STUN 0 Total Characteristic Cost: 161 Movement: Running: 12"/24" Leaping: 9"/18" Swimming: 2"/4" Cost Powers END 20 Damage Resistance (20 PD/20 ED) 12 Running +6" (12" total) 1 7 Aid Stun 1d6 (10 Active Points); Conditional Power Power does not work in Common Circumstances (Only to bring stun back to normal; -½) 7 Aid Body 1d6 (10 Active Points); Conditional Power Power does not work in Common Circumstances (Only to bring body back to normal; -½) 5 Hearing Group Flash Defense (5 points) 20 Knockback Resistance -10" 3 Flying Tackle +0 -1 9d6 +v/5 Strike; You Fall, Target Falls; FMove 3 Takedown +1 +1 9d6 Strike; Target Falls 3 Sacrifice Throw +2 +1 9d6 Strike; You Fall, Target Falls 4 Martial Strike +0 +2 11d6 Strike Perks 5 Money: Well Off Skills 7 Breakfall 16- 3 Teamwork 14- 3 Acrobatics 14- 3 Animal Handler 13- 6 +2 with Martial Maneuvers 10 Defense Maneuver I-IV 3 Gambling 12- 3 Paramedics 12- 3 Streetwise 13- 2 KS: football 11- Total Powers & Skill Cost: 132 Total Cost: 293 200+ Disadvantages 5 Enraged: When drained (Uncommon), go 8-, recover 14- 15 Hunted: Until 8- (As Pow; NCI; Harshly Punish) 10 Hunted: 8- (As Pow; Harshly Punish) 15 Psychological Limitation: overconfident (Common; Strong) 10 Psychological Limitation: greedy (Common; Moderate) 15 Social Limitation: Secret ID (Frequently; Major) 10 Vulnerability: 2 x Effect All drains (Uncommon) 13 Experience Points Total Disadvantage Points: 293 Background/History: A former football player who was sidelined due to a bad injury. Then he got into the clutches of Dr. Diablo who wanted him as a test subject for a regeneration serum he was developing. It worked too well and after he broke out, he found himself with no job and no cash. So he started hiring himself as muscle until finally Grenadier tapped for his team as their fast brick. Personality/Motivation: Money. Also to prove he still is as tough as he thinks. Quote: 3-2-1 HURT! Powers/Tactics: Straong and fast. He's not as strong as normal brick, but he is hard to keep down. He is the team's pit bull, get in and get in their face! Campaign Use: Appearance: Build like a football running back, with black hair and brown eyes
  11. Re: The Twelve (If you can think of a better name go forit) They were actually one of the inspirations for this team.
  12. Re: The Twelve (If you can think of a better name go forit) So now the more up close members of the team. First, the second speedster. Since they fill different niches, they get along pretty well. Dazzle Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 26 DEX 48 14- OCV: 9/DCV: 9 18 CON 16 13- 10 BODY 0 11- 13 INT 3 12- PER Roll 12- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 16 COM 3 12- 6+6 PD 3 Total: 6/12 PD (0/6 rPD) 6+6 ED 2 Total: 6/12 ED (0/6 rED) 5 SPD 14 Phases: 3, 5, 8, 10, 12 10 REC 6 40 END 2 30 STUN 3 Total Characteristic Cost: 110 Movement: Running: 30"/60" Leaping: 3"/6" Swimming: 2"/4" Cost Powers END 12 Armor (6 PD/6 ED) (18 Active Points); OIF (-½) 60 Running +24" (30" total), Reduced Endurance (½ END; +¼) (60 Active Points) 2 75 Multipower, 75-point reserve 3u 1) Energy Blast 4d6, Reduced Endurance (½ END; +¼), Personal Immunity (+¼), Area Of Effect (20" Line; +1), No Normal Defense (Flash Def, blind, no eyes; +1) (70 Active Points); Limited Power Power loses about half of its effectiveness ((only in run path); -1) 3 4u 2) Sight Group Flash 6d6, Reduced Endurance (½ END; +¼), Personal Immunity (+¼), Area Of Effect (18" Line; +1) (75 Active Points); Limited Power Power loses about half of its effectiveness ((only in run path)-1) 3 Perks 5 Money: Well Off Skills 3 Forgery 12- 3 Gambling 12- 2 KS: environmental causes 11- 3 Lockpicking 14- 3 Security Systems 12- 3 Teamwork 14- 6 +2 with any three maneuvers or a tight group of attacks Total Powers & Skill Cost: 182 Total Cost: 292 200+ Disadvantages 15 Social Limitation: Secret ID (Frequently; Major) 15 Psychological Limitation: Hyperactive (Common; Strong) 10 Psychological Limitation: Environmentalist (Common; Moderate) 10 Reputation: Super powered environmentalist, 11- 10 Physical Limitation: Eats 4 times as much as normal (Frequently; Slightly Impairing) 10 Vulnerability: 2 x STUN Darkness based (Uncommon) 20 Dependent NPC: 8- (Normal; Group DNPC: x4 DNPCs) 15 Hunted: Corps she has embarressed 8- (As Pow; NCI; Harshly Punish) Total Disadvantage Points: 292 Background/History: Melinda roberts is not sure how she got her powers, but being a poor girl in the Appalachian region, this was her ticket out of her situation. First she started with simple smash and grabs, with the occasional embarrassing raid against some of the dumping operations in the area (She reasons she may be the victim of chemistry). While working withone client, he showed her how to use the light trail she leaves as a weapon, expanding her tactics. She is in the group to make money and tweak the noses of the corps that pollute her home area. Personality/Motivation: Eating as much as she does is not cheap. So money and revenge. Mostly money. She sends a large portion of her cash back to her family so they can get a better life. Quote: Lighten up! Powers/Tactics: Speedster with a difference. She doesn't have to hit you to affest you. She likes running by multiple opponents to blind them, stting them up for her teammates. As well her dazzle stream can cause pain to the visual centres, enough to cause unconsciousness. Campaign Use: Appearance: Medium sized with a solid athlete build, red hair, green eyes. He costume is almost like a tie dye, a riot of colours in front, white in back. Her dazzle stream is similar, a riot of colours that blend to white ashe runs.
  13. Re: The Twelve (If you can think of a better name go forit) Last of the ranged members. After this we get the front line fighters. Name right now is Teke, but again if tou can think something better, go for it. Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 20 DEX 30 13- OCV: 7/DCV: 7 20 CON 20 13- 10 BODY 0 11- 13 INT 3 12- PER Roll 12- 18 EGO 16 13- ECV: 6 13 PRE 3 12- PRE Attack: 2 ½d6 14 COM 2 12- 6+18 PD 4 Total: 6/24 PD (0/18 rPD) 6+18 ED 2 Total: 6/24 ED (0/18 rED) 4 SPD 10 Phases: 3, 6, 9, 12 8 REC 4 50 END 5 30 STUN 5 Total Characteristic Cost: 104 Movement: Running: 6"/12" Flight: 18"/36" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 27 Elemental Control, 54-point powers 27 1) Flight 18", Reduced Endurance (0 END; +½) (54 Active Points) 27 2) Force Field (18 PD/18 ED), Reduced Endurance (0 END; +½) (54 Active Points) 70 3) Telekinesis (45 STR), Fine Manipulation, Reduced Endurance (½ END; +¼) (97 Active Points) 4 Perks 5 Money: Well Off Skills 3 Teamwork 13- 3 Stealth 13- 3 Deduction 12- 6 +2 with any three maneuvers or a tight group of attacks 3 Acrobatics 13- 3 Breakfall 13- Total Powers & Skill Cost: 177 Total Cost: 281 200+ Disadvantages 15 Social Limitation: Secret ID (Occasionally; Severe) 10 Psychological Limitation: Under confident (Common; Moderate) 10 Psychological Limitation: Clausterphobic (Common; Moderate) 20 Hunted: Until 8- (Mo Pow; NCI; Capture) 10 Vulnerability: 1 ½ x STUN Sonic attacks (Common) 10 Distinctive Features: Teenager (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: Villain 8- (As Pow; Harshly Punish) Total Disadvantage Points: 281 Background/History: John Hayes is what can be called a mutant, in that his powers developped naturally. For some in his home town this marked him as a pariah, and to protect his family from attacks against their home, he ran away. But penniless and hungry, he quickly fell into using his powers to steal in order to survive. Grenadier found him robbing a store for food money, and after tracking him down and rescuing him from an Until squad, offered him a spot on his team as their flying brick. Personality/Motivation: Get enough money to live. Now that he has that done, he is unsure what to do next. He wants to finish his education, but is unsure how to get it. If anyone can be made to leave the team it would be him, but it will take some time and fast talking. Quote: I think I can lift it! Powers/Tactics: Flying brick. He gives the flyers some serious muscle while airborn. He will pick up and throw things, sand in the eyes, or just holding the target so others have an easy shot. He also gives some transport to those members who have little movement powers. Campaign Use: Appearance: About 16-17 years old male, slim build, brown hair and eyes. His costume consist of a red bodysuit to match the red glow of his powers.
  14. Re: The Twelve (If you can think of a better name go forit) OK continueing on, another blaster. I'll save the front line people for later. BLITZ Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 24 DEX 42 14- OCV: 8/DCV: 8 25 CON 30 14- 10 BODY 0 11- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 18 COM 4 13- 5+18 PD 3 Total: 5/23 PD (0/18 rPD) 5+18 ED 0 Total: 5/23 ED (0/18 rED) 4 SPD 6 Phases: 3, 6, 9, 12 10 REC 6 50 END 0 30 STUN 2 Total Characteristic Cost: 98 Movement: Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" Teleportation: 15"/60" Cost Powers END 22 Elemental Control, 44-point powers 38 1) Energy Blast 12d6 (60 Active Points) 6 23 2) Force Field (18 PD/18 ED), Reduced Endurance (½ END; +¼) (45 Active Points) 2 28 3) Sight Group Flash 10d6 (50 Active Points) 5 28 4) Teleportation 15", Position Shift, x4 Noncombat, Reduced Endurance (½ END; +¼) (50 Active Points) 2 5 Power Defense (5 points) 13 Damage reduction 4dc: Custom Power (20 Active Points); Only Works Against Limited Type of Attack (Electrical attacks; -½) Perks 5 Favor 10 Money: Wealthy Talents 8 Combat Shooting Skills 3 Lightning: Power 11- 3 Acting 12- 3 Bribery 12- 3 High Society 12- 3 Bureaucratics 12- 3 Disguise 11- 3 Seduction 12- 3 Paramedics 11- 3 Teamwork 14- 3 Tactics 11- Total Powers & Skill Cost: 210 Total Cost: 308 200+ Disadvantages 15 Dependent NPC: 8- (Incompetent) 5 Enraged: When hit by cold attack! (Uncommon), go 8-, recover 14- 10 Hunted: 8- (As Pow; Harshly Punish) 15 Hunted: Until 8- (As Pow; NCI; Harshly Punish) 15 Social Limitation: Secret ID (Frequently; Major) 10 Psychological Limitation: Overconfident (Common; Moderate) 5 Psychological Limitation: Show off (Uncommon; Moderate) 5 Vulnerability: 1 ½ x STUN Cold (Uncommon) 5 Vulnerability: 1 ½ x BODY Cold (Uncommon) 23 Experience Points Total Disadvantage Points: 308 Background/History: Ken Baker is actually one member not in it for the paycheck. Member of a well off family, he does this to show off. He's never really had to work for a living and when he got in trouble his rich family connections would get him off. Then came the day when he got some wierd designer drugs and decided to sample them first. When he came out of the delerium state he'd found he'd developed lightning powers. Oh what fun! So now he is seeing what he can get away with in the super arena. Personality/Motivation: To show off of course. He is the most flamboyant of the group. However his high society knowledge has opened a few doors for some lucrative contracts, and he has even bankrolled a mission or two to help his family buisness. Quote: Snap, crackle.....POP! Powers/Tactics: Ranged blaster, he lacks flight, but his ability to Tport has allowed him to get to places thought inaccessable. He likes to port about, getting behind his opponent then blasting them. His main weakness is to cold attacks that super-conduct his elelctricity in his body. He really hates that. To make him more powerful bring his SPD up to 5 or 6, and like Echo, place his Lightning Bolt in a MP. Also giving some High society contacts and favours would suit him. Campaign Use: Appearance: Blond hair, blue eyes and handsome. His costume is black with a white lightning bolt going across the chest and down both legs
  15. Re: The Twelve (If you can think of a better name go forit) Basically that is what it is. And there is no reason to pit all twelve against the party. Like The Zodiac, pick the ones you think will give the team a good fight. The rest can show up later after the fight to get their compatrit out of jail.
  16. Re: The Twelve (If you can think of a better name go forit) Another support character in the magic department. I know some people dislike VPP's so I limited this one a fair bit. DR. CHO Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 17 DEX 21 12- OCV: 6/DCV: 6 20 CON 20 13- 10 BODY 0 11- 20 INT 10 13- PER Roll 13- 15 EGO 10 12- ECV: 5 10 PRE 0 11- PRE Attack: 2d6 12 COM 1 11- 4+6 PD 2 Total: 4/10 PD (0/6 rPD) 4+6 ED 0 Total: 4/10 ED (0/6 rED) 4 SPD 13 Phases: 3, 6, 9, 12 6 REC 0 40 END 0 30 STUN 5 Total Characteristic Cost: 82 Movement: Running: 6"/12" Flight: 10"/20" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 12 Armor (6 PD/6 ED) (18 Active Points); OIF (-½) 13 Flight 10" (20 Active Points); OIF (-½) 2 25 Multipower, 50-point reserve, 16 Charges (+0) (50 Active Points); all slots OAF (-1) 2u 1) Energy Blast 10d6 (50 Active Points); OAF (-1) 5 2u 2) Energy Blast 6 ½d6, Area Of Effect (One Hex; +½) (49 Active Points); OAF (-1) 5 60 Variable Power Pool, 50 base + 10 control cost, (75 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½) Perks 1 False Identity 5 Favor 5 Contact (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 11- 9 Contact (Contact has access to major institutions, Good relationship with Contact), Organization Contact (x3) (9 Active Points) 8- 5 Money: Well Off Talents 12 Combat Luck (6 PD/6 ED) Skills 3 Analyze: Magic 13- 9 +3 with Magic 3 Deduction 13- 3 Gambling 13- 3 Magic: Inventor 13- 2 KS: Air magic 11- 2 KS: Light magic 11- 2 KS: Wards 11- 2 KS: Healing 11- 6 Language: french (imitate dialects; literate) 6 Language: Spanish (imitate dialects; literate) 4 Language: Latin (completely fluent; literate) 4 Language: Greek (completely fluent; literate) 3 Language: English (fluent conversation; literate) 3 Language: Hindi (fluent conversation; literate) 1 Language: Chinese (imitate dialects; literate) (6 Active Points) 3 Streetwise 11- 3 Teamwork 12- Total Powers & Skill Cost: 213 Total Cost: 295 200+ Disadvantages 15 Social Limitation: Secret ID (Frequently; Major) 10 Psychological Limitation: Hungry for magic knowledge (Common; Moderate) 10 Psychological Limitation: Deliberately mysterious (Common; Moderate) 10 Hunted: Dr Yin Wu 8- (As Pow; Harshly Punish) 15 Hunted: 8- (As Pow; NCI; Harshly Punish) 5 Reputation: Magic hungry scholar, 8- 30 Experience Points Total Disadvantage Points: 295 Background/History: A chinese sorceror for Dr Wu, Dr Cho was ungry for magical knowledge and began delving into other non chinese types of magic. He final left Dr Wu's employ and went on his own. Forthis reason he avoids China and Cinatowns to keep away from Wu's minions. So when he heard about Grenadier's group, he sought them out and was put to work as the resident magician. Personality/Motivation: The arch-typical mysterious chinese wizard who is seeking magical knowledge. He is given first dibs for any old musty tomes/books/scrolls, but wants more and may start schemes to get more. Quote: Enigmatic smile as he tosses a magical trinket your way. Powers/Tactics: Dr. Cho's magic can only be harnessed through items and charms that he carries with him. He carries a staff (EB's) and wears robes (armour) and chinese slippers (Walking on air). The rest of his armoury is composed of thing he can enchant. He is also limited in that he can only enchant items that he has knowledge skills for (No flaming spears, but he could do lightning spears). At least on item will be healing, the rest to supplement the team or to take out certain opponents. To power him up simply give him more toys, better armour and a larger pool to make temporary toys (VPP). Campaign Use: Appearance: Slight chinese man of middle years, slightly grey at the temples. Wears robes of chinese design in costume, fine suits when out of costume.
  17. Re: The Twelve (If you can think of a better name go forit) ECHO Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 ½d6 [1] 20 DEX 30 13- OCV: 7/DCV: 7 20 CON 20 13- 10 BODY 0 11- 13 INT 3 12- PER Roll 12- 12 EGO 4 11- ECV: 4 15 PRE 5 12- PRE Attack: 3d6 11 COM 1 11- 4+20 PD 1 Total: 4/24 PD (0/20 rPD) 4+20 ED 0 Total: 4/24 ED (0/20 rED) 4 SPD 10 Phases: 3, 6, 9, 12 10 REC 6 40 END 0 30 STUN 3 Total Characteristic Cost: 86 Movement: Running: 6"/12" Flight: 20"/40" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 20 Elemental Control, 50-point powers, (25 Active Points); all slots Conditional Power Power does not work in Uncommon Circumstances (Not in a vacume; -¼) 20 1) Flight 20", Reduced Endurance (½ END; +¼) (50 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Not in a vacume; -¼) 2 30 2) Force Field (20 PD/20 ED) (Protect Carried Items), Reduced Endurance (½ END; +¼) (62 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Not in a vacume; -¼) 2 28 3) Force Wall (8 PD/8 ED; 3" long and 3" tall), Reduced Endurance (½ END; +¼) (60 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Not in a vacume; -¼) 2 30 4) Energy Blast 10d6, Reduced Endurance (½ END; +¼) (62 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Not in a vacume; -¼) 2 8 Damage reduction 3dc: Custom Power (15 Active Points); Conditional Power Power does not work in Common Circumstances (Only vs sonic powers; -½), Limited Power Power loses about a fourth of its effectiveness (Not in a vacume; -¼) Perks 5 Favor 5 Money: Well Off Talents 3 Perfect Pitch Skills 3 Computer Programming 12- 3 Cryptography 12- 2 KS: Hacker codes 11- 2 KS: Computer coding 11- 3 Paramedics 12- 3 Security Systems 12- 3 Ventriloquism 12- 6 Sonic blast: +3 with any single attack 9 flight: +3 with any three maneuvers or a tight group of attacks 3 Teamwork 13- 3 Sonics: Power 12- Total Powers & Skill Cost: 190 Total Cost: 275 200+ Disadvantages 15 Hunted: 8- (As Pow; NCI; Harshly Punish) 10 Psychological Limitation: Cleptomaniac (Common; Moderate) 15 Psychological Limitation: Need for noise (Common; Strong) 15 Social Limitation: Secret ID (Frequently; Major) 5 Vulnerability: 1 ½ x STUN Silencing (Uncommon) 5 Vulnerability: 1 ½ x BODY Silencing (Uncommon) 10 Experience Points (5 points unspent) Total Disadvantage Points: 275 Background/History: Sue Dolman was a regular person, with a liking for computers and computer software. Nothing special, until Dr Macabre kidnapped her to use in one of his many experiments to create a superpowered army. Eventually she was resued, but it had been so long she had lost everything, her job, her apartment and all her savings. But unknown to others she had gained something, sonic abilities. She started small, but eventually came to the attention of Dasher who was forming a team who could use both a flying blaster and a computer expert. Thus Echo joined the new team. Personality/Motivation: Losing everything, she wants it back. This accounts for her cleptomania, though she can control that pretty well. Otherwise she is in it for a nice regular paycheck. Quote: I want it, I want it, I WANT IT! Powers/Tactics: Get up in the air and use her sonic blast to take oppomnents out. When with the team she will use her Sound Barrier to provide extra protection to team-mates, especially in retreats. To power her up, add some dex and con, make her Spd 5 and place the Sonic blast in a Multi power with some Flashes, AE's and Armour Piercing. Campaign Use: Appearance: 5'6" with Brown hair and an average build, Echo is a bit forgetable. Except for her voice, which almost has a purring quality to it. A side effect of her powers is perfect pitch and she is actually taking sining lessons (Can't be a crook forever, you need a fall back). Her costume is a two tone bodysuit light blue with dark blue lines cuving around it.
  18. Re: The Twelve (If you can think of a better name go forit) Next his friend Dasher DASHER Val Char Cost Roll Notes 18 STR 8 15- Lift 1600.0kg; 6d6 [3] 15 DEX 15 13- OCV: 7/DCV: 7 15 CON 10 14- 10 BODY 0 11- 13 INT 3 12- PER Roll 12- 10 EGO 0 11- ECV: 3 13 PRE 3 12- PRE Attack: 2 ½d6 10 COM 0 11- 6+13 PD 0 Total: 11/24 PD (0/13 rPD) 6+13 ED 1 Total: 11/24 ED (0/13 rED) 3 SPD 0 Phases: 2, 4, 6, 8, 10, 12 11 REC 0 46 END 0 37 STUN 0 Total Characteristic Cost: 40 Movement: Running: 25"/50" Leaping: 6"/12" Swimming: 2"/4" Cost Powers END 26 Armor (13 PD/13 ED) (39 Active Points); OIF (-½) 8 +12 STR (12 Active Points); OIF (-½) 1 9 +6 DEX (18 Active Points); OAF (-1) 11 +8 CON (16 Active Points); OIF (-½) 3 +5 PD (5 Active Points); OIF (-½) 3 +5 ED (5 Active Points); OIF (-½) 20 +3 SPD (30 Active Points); OIF (-½) 7 +10 STUN (10 Active Points); OIF (-½) 25 Running +19" (25" total) (38 Active Points); OIF (-½) 4 33 Multipower, 50-point reserve, (50 Active Points); all slots OIF (-½) 3u 1) Energy Blast 10d6 (50 Active Points); OIF (-½) 5 3u 2) Energy Blast 5d6, No Normal Defense ([standard]; +1) (50 Active Points); OIF (-½) 5 13 Endurance Reserve (50 END, 15 REC) (20 Active Points); OIF (-½) 4 Fast Strike +2 +0 8d6 Strike 5 Passing Disarm -1 -1 Disarm, 40 STR to Disarm; FMove 5 Passing Strike +1 +0 6d6 +v/5; FMove 5 Passing Throw +0 +0 6d6 +v/5; Target Falls; FMove Perks 3 Contact (Good relationship with Contact) 11- 5 Contact (Contact has very useful Skills or resources, Good relationship with Contact) 11- 3 Favor 5 Money: Well Off Talents 2 Absolute Range Sense (3 Active Points); OIF (-½) 2 Absolute Time Sense (3 Active Points); OIF (-½) Skills 13 +4 with DCV (20 Active Points); Conditional Power Power does not work in Common Circumstances (Must make a ½ move; -½) 6 Multipower: +2 with any three maneuvers or a tight group of attacks 3 Combat Driving 13- 10 Defense Maneuver I-IV 3 High Society 12- 2 KS 11- 2 KS 11- 4 Language (completely fluent; literate) 3 Language (fluent conversation; literate) 3 Mechanics 12- 3 Electronics 12- 3 Paramedics 12- 3 Teamwork 13- Total Powers & Skill Cost: 261 Total Cost: 301 200+ Disadvantages 5 Enraged: When fighting Corp minions (Uncommon), go 8-, recover 14- 15 Hunted: Corp of your choice 8- (As Pow; NCI; Harshly Punish) 10 Psychological Limitation: Risk taker (Common; Moderate) 15 Psychological Limitation: Fear of fire (Common; Strong) 5 Reputation: Vengeful, 8- 15 Social Limitation: Secret ID (Frequently; Major) 20 Vulnerability: 2 x STUN Electricity (Common) 16 Experience Points Total Disadvantage Points: 301 Background/History: A professional driver for (CORP) he was in a bad accident that left him with a fear of fire. The corp basically cut him loose and soon he burned through his saving due to medical treatments. When he recovered, he started by being a professional driver for criminals. Eventually he made enough money to commision a simple Power Armour the enhanced his running. Now he added couriour to his resume. But his desire for risks pushed him further. Eventually he got hired as mucsel but some major villains. There he met Grenadier and liked his idea of forming a group for the lower paid members of the super villain community. Personality/Motivation: Risks. And speed. With a minor in getting revenge on the Corp that cut him loose all those years ago. Quote: You Blinked! Powers/Tactics: Runa and shoot. Dasher has blasters that he got from one master villain that he has practiced with and is pretty accurate with. Occasionally he will do a move by, but the team has enough heavy meleer, that he tends to hang back and give support. To beef him up, you can either go my speedster; faster run, clinging and speedster tricks, or more Pow Arm; Life support, enhanced sences, more varied movement and a larger blaster array. Campaign Use: Appearance: Silver and grey armoured suit with heavy padded boots and a pair of blaster units on each arm. Out of armour, black hair blue eyes, about 5'8'' in good physical condition.
  19. This is an idea I had to make a supervillain team where all the members were b-listers. So none of them are past 300 pts. But there are 12 of them, so what they lack in raw power, they make up for in sheer numbers. They are a little underdone, but that allows you to fill in the blanks as you wish (IE I am Lazy). So to start off here is one of the co founders and leaders of the Twelve The Grenadier: GRENADIER Val Char Cost Roll Notes 10 STR 0 13- Lift 400.0kg; 4d6 20 DEX 30 13- OCV: 7/DCV: 7 18 CON 16 13- 12 BODY 4 11- 18 INT 8 13- PER Roll 13- 12 EGO 4 11- ECV: 4 20 PRE 10 13- PRE Attack: 4d6 12 COM 1 11- 6+6 PD 4 Total: 6/12 PD (0/6 rPD) 6+6 ED 2 Total: 6/12 ED (0/6 rED) 4 SPD 10 Phases: 3, 6, 9, 12 8 REC 4 36 END 0 30 STUN 4 Total Characteristic Cost: 97 Movement: Running: 6"/12" Leaping: 4"/8" Swimming: 2"/4" Cost Powers END 12 Armor (6 PD/6 ED) (18 Active Points); OIF (-½) 4 +10 STR (10 Active Points); Conditional Power Power does not work in Very Common Circumstances (Only to add to throwing distance; -1), No Figured Characteristics (-½) 1 3 Sight Group Flash Defense (5 points) (5 Active Points); OIF (-½) 2 Hearing Group Flash Defense (5 points) (5 Active Points); OAF (-1) 3 Infrared Perception (Sight Group) (5 Active Points); OIF (-½) 27 Multipower, 60-point reserve, (60 Active Points); all slots OAF (-1), Range Based On Strength (-¼) 2u 1) Energy Blast 8d6, Explosion (+½) (60 Active Points); OAF (-1), 6 Charges (-¾), Range Based On Strength (-¼) [6] 2u 2) Energy Blast 8d6, Area Of Effect (One Hex; +½) (60 Active Points); OAF (-1), 6 Charges (-¾), Range Based On Strength (-¼) [6] 2u 3) Energy Blast 3 ½d6, No Normal Defense ([standard]; +1), Area Of Effect (4" Radius; +1) (54 Active Points); OAF (-1), 6 Charges (-¾), Range Based On Strength (-¼) [6] 2u 4) Darkness to Sight Group 6" radius (60 Active Points); OAF (-1), 6 Charges (-¾), Range Based On Strength (-¼) [6] 3u 5) Sight and Hearing Groups Flash 5d6, Area Of Effect (3" Radius; +1) (60 Active Points); OAF (-1), Range Based On Strength (-¼) 6 35 Variable Power Pool, 30 base + 5 control cost, (45 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½), Limited Class Of Powers Available Limited (Grenades and explosive type weapons; -½) 5 Defensive Block +1 +3 Block, Abort 3 Defensive Throw +1 +1 Block, Target Falls 4 Fast Strike +2 +0 6d6 Strike 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort Perks 2 Contact 11- 2 Contact 11- 2 Contact 11- 5 Favor 5 Money: Well Off 2 Reputation (A medium-sized group) 11-, +2/+2d6 Talents 3 Absolute Range Sense 6 Combat Luck (3 PD/3 ED) Skills 3 Armorsmith 13- 3 Climbing 13- 3 Demolitions 13- 2 Explosives: KS 11- 3 Paramedics 13- 3 Streetwise 13- 6 Survival (Temperate/Subtropical, Underground, Urban) 13- 3 Tactics 13- 3 Teamwork 13- 3 Weaponsmith (Firearms, Missiles & Rockets) 13- 15 +3 with Ranged Combat 3 Grenades and demolitions: Power 13- Total Powers & Skill Cost: 190 Total Cost: 287 200+ Disadvantages 15 Hunted: Until 8- (As Pow; NCI; Harshly Punish) 15 Hunted: Villain of your choice 8- (As Pow; NCI; Harshly Punish) 10 Psychological Limitation: Fear of HTH (Common; Moderate) 15 Psychological Limitation: Merc code (Common; Strong) 15 Social Limitation: Secret ID (Frequently; Major) 5 Vulnerability: Cold based (Uncommon) 12 Experience Points (2 points unspent) Total Disadvantage Points: 287 Background/History: A former army brat who joined the army and found it was not exciting enough for him. Had a real talent for demolitions and when it was found he was sidelining as a demolition specialist the army tried to have him arrested. He cleared out and spent time wandering the world as a merc. Eventually he tried his hand vs supers and liked the rush. Eventually decided to form his own group madeup of b-listers. They lack raw power, but there are twelve of them. Personality/Motivation: Wants to get rich and prove that his team is good. Quote: No! I will not say that word! I'll let the grenade say it! Powers/Tactics: A normal with a set of grendes. Has a grenade for every purpose, and his VPP is for demolitions or extra special purpose greandes. Prefers to hang back and harrass the backfield. He is fairly weak as he is, so to power him up you could add some sort of movement power and/or make his grenades rocket launched. Both would place him almost to Power Armour type. Campaign Use: Leader of a large super team who wants to make a name for himself. Appearance: Tall afro-american. Wears camoflage armour (Grey for urban, green for wilderness etc) with a pair of bandoliers for his grenades as well as belt pouches for explosives and detonators!
  20. Re: Would you allow this? NO! This is a one trick pony and will get boring real fast. As soon as the bad guys find out what holes you have, they will be all over it. Entangles, TK, Picking you up and throwing you. If the fight moves else where, how long will it take to get back into action? I predict after about 10 sessions, he will be complaining about having nothing to do. One trick ponies work in the comics like, the Blob keeping Wolverine busy. But that is because Blob has a mental power, Mind Control-Taunt Wolverine into attacking him, only works on Wolverine, 0 End, invisible effects. Otherwise known as writer's fiat. And I refer to Blob, because that was one of his inspirations. So, next!
  21. So this summer I was visiting friends and family, including some old gaming buddies. They were describing a short lived Champions game to me Blew up because of a very inexperienced GM). Anyway one guy was describing his character, basically indestructable guy. He described him this way: No attacks, strength normal, no movement abilities, but defence in the high 50s, Pow Def, Flash Def, Ego Def, and oodles of KB resistance. So he gets in front of the bad guy and taunts him to hit him, or provides cover for other team mates. So------ would you allow this? I'll give my answer in the first reply>
  22. Re: Character: Azrael WOW! Very inventive. Reminds me of Forbidden Planet only more personal and scary!
  23. Re: lets combine some characters and see what we get Rather than black or white I'd make them mixed, with the idea that race has no bearing to thier mindset, everyone is human. So the are black to white people and not black enough to black people. (Note no insult is intended here). But they could get dissed from both sides. Maybe add some Asian in there also........
  24. Mr. R

    Willow

    Re: Willow Sorry if I was not clear. 28 pts of which over half is combat skills. Bring down the ranged and single skill level. Use the points to get extra skills, becuase your list was a little sparse. You can use exp pts to buy those lost skill levels later. So all told +1 ranged +1 any single attack get two or three extra skills esp pertaining to journalism. Later as you get exp use it to to get those extra levels.
  25. Mr. R

    Willow

    Re: Willow Ok things that set oof my GM flag: Con 15 Little low. With her defences she wll be con stunned a LOT. Make it 18 or 20. Body 20 WOW! Lower it to 15 (this is a super heroic game I assume). Use the points to up the Con. Ego 35 and no mental powers. Even if she was a mentalist I'd say lower it. This gives her an MOCV/MDCV if 13. 20 or 23. She has mental defence, affecting her with mental powers will be difficult as is. SPD 6 Bring it down to 5. To me 6+ is Speedster/Martial Artist Her multi power. You state her prefered tactic is to go invis and use TK. But her TK is visible. So I suggest the following. 1) An EC for the fly, for. fld. and the invis. 2) A MP (75 pts)with various TK options ex Normal TK (50 str), TK with FM, TK at 1/2 end, TK with invis. Skills 28 pts of which 16 are combat. +1 ranged and a +1 any single. Get the extras with Exp. Finally 13 pts vehicles and bases? Better explain this one to me! I love the concept and idea. And the plot hooks are galore. PS Hunted at 11 or less means you expect her to show up every other session (11 or less is 50%). Just think about that.
×
×
  • Create New...