As an option (though it likely won't ring well for users of newer editions) :
We wanted vehicles well before there were actual vehicle rules. (we clued in pretty early that you could do more than just supers with the game system, and we were ready to explore new planets )
We used the character building rules to make vehicles. We still do. Buy Growth until you get the size you want, buy relevant movement powers, INT for a computer, Ego for an AI, etc.
Not only does it work perfectly well, it eliminates the need for a whole new subset of rules.
History in the United Superheroes of America Reality
1776 - Hessian Soldiers are hired by King George III to fight the Colonial Army in the Revolutionary War. Necromancer, a powerful wizard, is also hired to resurrect dead British Soldiers. George Washington offers any superhumans a place to live in peace if they fight on the side of the Colonial Army. Juno accepts the offer, and battles the Necromancer, and exposes him as a fraud who uses telekinesis to make it seem like wooden skeletons are resurrected soldiers. Matthew Clark becomes the Eagle, the first costumed avenger, battling the British who call him a "Fancy Dress Bandit."
1791 - Second Amendment to the U.S. Constitution confirms the right to use superhuman powers by American Citizens.
1805 - At the Battle of Derna a marine named Matthew Easton saves the life of a superhuman. In gratitude he gives him superpowers allowing the first Captain Freedom.
1872 - Taylor Act regarding Bounty Hunters serves as the bases for Superheroes to Battle Crime.
1895 - Nikola Tesla invites H.G. Wells. Astronomer William North, and his wife Doctor Regina Storm North to the unveiling of his "Tesla Sphere." Believing it to be an early version of Television it turns out to be a transdimensional portal to an alien war. The inhuman aliens attack, but are fortunately are stopped by Regina who is the former Queen of the Roman Pantheon Juno. The lab is destroyed in the battle, Telsa develops a fear of spheres, and Wells writes The War of the Worlds as a warning.
1910
Feb - Bradley Taylor born in New York City.
May - Stephen Decatur Clark and Katherine Courtney Clark born in Los Angeles.
1915
June - Jennifer Brooke Elizabeth Alexandria Taylor Born in New York City.
July - Lauren Anne Murphy born in Charleston, South Carolina.
1938
Oct - An alien space craft with a robot crew lands outside of New York City. Ultraman and Starlet arrive at the scene after it's been surrounded by the National Guard. The three robots inside each controlling a large war machine, attack. Ultraman and Starlet defeat them but one of the robots manages to escape the destruction of it's war machine, and will become the super-villain known as The Mechanical Menace.
1939
Sept - World War Two begins in Europe.
1940
Sept - America Force, a group of Isolationist Superheroes, is formed by Douglas Mansfield, famed Aviation Pioneer as Lone Eagle. The members include Movie Star Aaron Blair as Swashbuckler, U.S. Representative Annette Banks as Union Maid, U.S. Senator Gregory Grayson Hollister as Gray Ghost, and Newspaper Columnist William Dexter as Captain Atlas. They engage in low level crime fighting while giving lectures on keeping America out of the war.
1941
May - United Superheroes of America formed by Nighthawk, Miss Freedom, Ultraman, Lady Liberty, Minuteman, Jade Tiger, Black Rose, Starlet, Poseidon, American Eagle, Cleopatra, and Titaness.
Dec 11 - The Night of Infamy: Fifth Column Agents assassinate a number of superheroes all across the country when Germany declares War on the United States. Poseidon is nearly killed but is saved by U.S. Navy Intelligence Officer Cassidy Young. Seeing her as worthy he gives her a golden trident which gives her superhuman powers so she can become the heroine Columbia. The Herodome in New York City is destroyed by a bomb, killing most of the League of Heroes. Raven in brought in to discovered the culprit behind the attack, and exposes Captain Atlas as a traitor. He reveals himself to be a Fifth Column agent, and battles the Raven, Ultraman, and Titaness as Captain Axis.
Val Char Cost
15 STR 5
20 DEX 30
18 CON 16
11 BODY 2
18 INT 8
14 EGO 8
20 PRE 10
18 COM 4
7 PD 4
7 ED 3
4 SPD 10
7 REC 0
36 END 0
28 STUN 0
Total Characteristics Cost: 100 Points
150+ Disadvantages
10 Hunted: Axis Spies (Less Powerful/NCI) 8-
10 Hunted: Crime Doctor (As Powerful) 8-
10 Hunted: The Underworld (Less Powerful/NCI) 8-
20 Normal Characteristics Maxima
20 PsyL: Code Versus Killing (Common/Total)
20 PsyL: Devoted To Justice (Very Common/Strong)
10 SocL: Secret Identity [Dr. Katherine Courtney Clark, M.D.] (Occasionally/Major)
Total Disadvantages Cost: 250 Points
Origin: Dr. Katherine Courtney Clark is a Medical Doctor and Criminologist who's built a career on solving a number of difficult crimes. When the criminal seemed beyond the law Katherine went after then as the costumed crime fighter known as The Raven.
Appearance: Katherine Clark is 5'10", 130 lbs, with a slender but well muscles build, black hair, and blue eyes. As Raven she wears a black bodysuit, mask, weapons belt, gloves, boots, and cape. She wears a black wig to help disguise her identity, which is armored with a metal mesh.
Powers: Raven is a weapons master with a variety of different weapons including throwing wings and bolas. Her Drain is a sleep gas she sprays at close range that overwhelms the nervous system even if it's not breathed. Her invisibility is her ability to sneak around and hide. Her multiform is getting into her flying car, which changes her powers (see below).
Cost Powers
30 Armor +10 rPD +10 rED
15 EC [Vehicle]-15 Points
15 1) Density Increase: Mass 800kg, STR +15, KB -3", PD +3, ED +3, No END Persistent (+1)*
35 2) EB 10d6
15 3) Flight 10", 8x NCM
15 4) Growth: Length 2", Widge 2", BODY/STUN +3, DCV -2, PER +2, Reach +1", STR +15, KB -3", No END Persistent (+1)*
Total Powers Cost: 125 Points
*Density Increase/Growth Combined Mass 1600kg, KB -6"
Raven is my latest version of a Weapons Master. I came to the conclusion that the way Batman, Huntress, and Black Canary sneak around is because they have a form a Invisibility allowing them to move silently had conceal themselves until they are ready to pounce. As the invisibility takes up all their multipower's points, they can only movie at 9" running, 5" in a half move. The Drain is any kind of close range attack that doesn't to BODY damage such as a choke hold, sleep gas, stun gun, or chlororform. This is Raven at the beginning of her career but she doesn't really change much over the years.
The flying car is called a "Casey", named for it's inventors Alexandria King and Stephen Decatur Clark, the later being Katherine's twin Brother and the crime fighter known as The Nighthawk.
That's where the OIF (-1/2) bonus comes in. As we saw in Captain America: Civil War Tony didn't have his Armor when the Winter Soldier broke out of containment. A -1/2 limitations means you don't get to use your powers half the time. A -1 for an OAF means that at some point someone will make a grab for the thing in a fight. Wonder Woman knows that from the number of times she's been bound by her magic lasso.
Val Char Cost
15 STR 5
20 DEX 30
20 CON 20
10 BODY 0
13 INT 3
20 EGO 20
15 PRE 5
18 COM 4
5 PD 2
5 ED 1
4 SPD 10
7 REC 0
40 END 0
28 STUN 0
Total Characteristics Cost: 100 Points
Cost Skills
2 AK: Washington, D.C. 11-
3 Bureaucratics 12-
1 FB: Registered Nurse
3 High Society 12-
2 Lang: Fluent Russian
5 Money: Well Off
2 Navigation [Air] 12-
3 Paramedic 12-
2 PS: Nurse 11-
2 TF: Helicopters, Small Planes
Total Skills Cost: 25 Points
Cost Powers
15 Armor +5 rPD +5 rED
50 Multipower (50 Points)
5 u) EGO Attack 5d6
5 u) EB [Light] 10d6
5 u) Mind Control 10d6
15 EC [Mentalist]-15 Points
15 1) Flight 10", 8x NCM
15 2) FF +10 rPD +10 rED, No END (+1/2)
Total Powers Cost: 125 Points
Total Cost: 250 Points
150+ Disadvantages
10 Hunted: Fifth Column (As Powerful) 8-
10 Hunted: Forces of Evil (As Powerful) 8-
5 Hunted: Valkyrie (As Powerful/Mild) 8-
20 Normal Characteristics Maxima
20 PsyL: Code Of The Hero (Very Common/Strong)
20 PsyL: Superpatriot (Common/Total)
15 Vuln: Ambushes/Treacherous Attacks, 1 1/2x STUN (Very Common)
Total Disadvantages Cost: 250 Points
Origin: Tanya Lockhart is a Nurse who comes from a Wealthy family that owns an aircraft manufacturing company. She learned to wield magic from her oldest sister Laura, and superheroine known as Lady Liberty. Taking the name Torch she operates in Washington, D.C.. She battles the Forces of Evil, a loose association of supervillains, the Fifth Column, a subversive organization, and the Valkyrie, an operative of the Fifth Column.
Appearance. Tanya is a lovely young woman with 5'8", 115 lbs, with Blonde Hair and Blue Eyes. As Torch she wears a white gown with a red, white, and blue cord that is wrapped around her gown, a golden crown, bracelets, belt, and sandals. In her right hand she can summon a golden torch with a crystal flame that glows with either red, white, or blue light depending on the powers she's using, and can summon a protective book shaped shield to her left hand.
Powers: Torch can fire a red light energy blast, a sleep inducing white beam, and a mind controlling blue beam with her golden torch. She can deflect attacks with her book shaped shield. Her sandals give her the power of flight.
Val Char Cost
20 STR 10
18 DEX 24
20 CON 20
12 BODY 4
18 INT 8
11 EGO 2
20 PRE 10
18 COM 4
8 PD 4
6 ED 2
4 SPD 12
8 REC 0
40 END 0
32 STUN 0
Total Characteristics Cost: 100 Points
Cost Skills
3 Conversation 13-
25 Followers: 4x 75+ Disadvantages [Ambulance Driver, Intern, Nurse, & Orderly]
1 FB: Medical License
3 High Society 13-
2 Navigation [Ground] 13-
3 Paramedic 13-
3 Persuasion 13-
2 PS: Society Doctor 11-
2 SS: Medicine 11-
3 Seduction 13-
3 Streetwise 13-
Total Skills Cost: 50 Points
Cost Powers
24 Armor +8 rPD +8 rED
50 Multipower (50 Points)
5 u) Drain [STUN] 5d6
5 u) Entangle 5d6 DEF 5
5 u) Invisibility [Sight/Hearing/Radio], No Fringe, 1/2 END (+1/4)
5 u) Running +5", 8x NCM, Usable Simultaneously (+1/2), 8x Mass (+3/4), 1/2 END (+1/4)
6 Running +3"
Total Powers Cost: 100 Points
Total Cost: 250 Points
150+ Disadvantages
10 Hunted: Maiden America (As Powerful) 8-
10 Hunted: Nightingale (As Powerful) 8-
10 Hunted: Raven (As Powerful) 8-
10 Hunted: Torch (As Powerful) 8-
20 Normal Characteristics Maxima
20 PsyL: Code Versus Killing (Common/Total)
20 PsyL: Greedy (Very Common/Strong)
10 SocL: Secret Identity [Dr. Ian Steele, M.D.] (Occasionally/Major)
Total Disadvantages Cost: 250 Points
Origin: Dr. Ian Steele earned the money for his Medical Degree through a series of con games. Despite becoming a successful society doctor his greed made him organize a staff of criminals to carry out lucrative medical theme crimes. The Crime Doctor is currently being hunted by four heroines with medical backgrounds he has encountered over the years.
Appearance: Dr. Ian Steele is a tall and handsome young man. As the Crime Doctor he wears a white surgical cap, mask,, gloves, and gown.
Powers: The Crime Doctor has become very adept at sneaking around and avoid being scene or heard. He uses a variety of weapons that will harmlessly restrain someone at range, and had a variety of devices to render someone unconscious at close range. Transportation is an ambulance used to transport his staff and stolen goods.
Superhero (1-5)
Super-Villain (6) [Note: Roll for Superhero Type, then add Criminal Skill Set and appropriate Disadvantages]
Superhero Type - Roll 2d6 For List. Then Roll 2d6 For Superhero Type.
List (2)
Brick (2)
Energy Projector (3)
Gadgeteer (4)
Martial Artist (5)
Mentalist (6)
Metamorph (7)
Mystic (8)
Patriot (9)
Powered Armor (10)
Speedster (11)
Weapons Master (12)
List (3)
Energy Projector (2)
Gadgeteer (3)
Martial Artist (4)
Mentalist (5)
Metamorph (6)
Mystic (7)
Patriot (8)
Powered Armor (9)
Speedster (10)
Weapons Master (11)
Brick (12)
List (4)
Gadgeteer (2)
Martial Artist (3)
Mentalist (4)
Metamorph (5)
Mystic (6)
Patriot (7)
Powered Armor (8)
Speedster (9)
Weapons Master (10)
Brick (11)
Energy Projector (12)
List (5)
Martial Artist (2)
Mentalist (3)
Metamorph (4)
Mystic (5)
Patriot (6)
Powered Armor (7)
Speedster (8)
Weapons Masters (9)
Brick (10)
Energy Projector (11)
Gadgeteer (12)
List (6)
Mentalist (2)
Metamorph (3)
Mystic (4)
Patriot (5)
Powered Armor (6)
Speedster (7)
Weapons Master (8)
Brick (9)
Energy Projector (10)
Gadgeteer (11)
Martial Artist (12)
List (7)
Metamorph (2)
Mystic (3)
Patriot (4)
Powered Armor (5)
Speedster (6)
Weapons Master (7)
Brick (8)
Energy Projector (9)
Gadgeteer (10)
Martial Artist (11)
Mentalist (12)
List (8)
Mystic (2)
Patriot (3)
Powered Armor (4)
Speedster (5)
Weapons Master (6)
Brick (7)
Energy Projector (8)
Gadgeteer (9)
Martial Artist (10)
Mentalist (11)
Metamorph (12)
List (9)
Patriot (2)
Powered Armor (3)
Speedster (4)
Weapons Master (5)
Brick (6)
Energy Projector (7)
Gadgeteer (8)
Martial Artist (9)
Mentalist (10)
Metamorph (11)
Mystic (12)
List (10)
Powered Armor (2)
Speedster (3)
Weapons Master (4)
Brick (5)
Energy Projector (6)
Gadgeteer (7)
Martial Artist (8)
Mentalist (9)
Metamorph (10)
Mystic (11)
Patriot (12)
List (11)
Speedster (2)
Weapons Master (3)
Brick (4)
Energy Projector (5)
Gadgeteer (6)
Martial Artist (7)
Mentalist (8)
Metamorph (9)
Mystic (10)
Patriot (11)
Powered Armor (12)
List (12)
Weapons Master (2)
Brick (3)
Energy Projector (4)
Gadgeteer (5)
Martial Artist (6)
Mentalist (7)
Metamorph (8)
Mystic (9)
Patriot (10)
Powered Armor (11)
Speedster (12)
Gender - Roll 1d6
Male (1-3)
Female (4-6)
Brick
Male Char Female
50 STR 50
15 DEX 18
25 CON 25
14 BODY 10
13 INT 13
10 EGO 11
20 PRE 20
18 COM 18
25 PD 20
15 ED 20
4 SPD 4
15 REC 15
50 END 50
52 STUN 48
Total Characteristics Cost: 150 Points
Cost Skills
25 Skill Set
Total Skills Cost: 25 Points
Male Char Female
20 STR 15
18 DEX 20
20 CON 18
12 BODY 11
18 INT 18
11 EGO 14
15 PRE 15
18 COM 18
6 PD 5
4 ED 5
4 SPD 4
10 REC 8
50 END 50
32 STUN 28
Total Characteristics Cost: 100 Points
Cost Skills
25 Skill Set
Total Skills Cost: 25 Points
Energy Projector Type - Roll 1d6
(1-2)
Cost Powers
15 Armor +5 rPD +5 rED
50 Multipower (50 Points)
5 u) EB 10d6
5 u) Entangle 5d6 DEF 5
5 u) Force Wall 10 rPD 10 rED
15 EC [Energy]-15 Points
15 1) Flight 10", 8x NCM
15 2) FF +10 rPD +10 rED, No END (+1/2)
Total Powers Cost: 125 Points
(3)
Cost Powers
15 Armor +5 rPD +5 rED
15 EC [Energy]-15 Points
35 1) EB 10d6
15 2) Flight 10", 8x NCM
15 3) FF +10 rPD +10 rED, No END (+1/2)
30 4) Invisibility [sight], No Fringe, No END (+1/2)
Total Powers Cost: 125 Points
(4)
Cost Powers
15 Armor +5 rPD +5 rED
50 Multipower (50 Points
5 u) EB 10d6
5 u) Flash [sight] 4d6, AE 3"r (+1), Personal Immunity (+1/4), 1/2 END (+1/4)
5 u) Images [Sight/Hearing], PER -3, AE 8"r (+3/4), 1/2 END (+1/4)
15 EC [Energy]-15 Points
15 1) Flight 10", 8x NCM
15 2) FF +10 rPD +10 rED, No END (+1/2)
Total Powers Cost: 125 Points
Cost Powers
15 Armor +5 rPD +5 rED
15 EC [Energy]-15 Points
35 1) EB 10d6
22 2) Flight 10", 8x NCM, Usable Underwater (+1/4)
15 3) FF +10 rPD +10 rED, No END (+1/2)
10 4) HA +6d6, HTH Attack (-1/2)
5 ES: UV Sight
8 LS: Breathe Underwater, High Pressure, Intense Cold
Total Powers Cost: 125 Points
(6)
Cost Powers
15 Armor +5 rPD +5 rED
50 Multipower (50 Points)
5 u) EB 10d6
2 u) HA +6d6, HTH Attack (-1/2)
4 u) Telekinesis 30 STR
4 u) Telekinesis 20 STR, Fine Manipulation
15 EC [Telekinesis]-15 Points
15 1) Flight 10", 8x NCM
15 2) FF +10 rPD +10 rED, No END (+1/2)
Total Powers Cost: 125 Points
Total Cost: 250 Points
150+ Disadvantages
10 DNPC: Loved One (Normal) 8-
10 Hunted: Arch Enemy (As Powerful) 8-
10 Hunted: Evil Organization (As Powerful) 8-
20 Normal Characteristics Maxima
20 PsyL: Code Of The Hero (Very Common/Strong)
20 PsyL: Protective Of Innocents (Very Common/Strong)
10 SocL: Secret Identity (Occasionally/Major)
Total Disadvantages Cost: 250 Points
Gadgeteer
Male Char Female
20 STR 15
18 DEX 20
20 CON 20
12 BODY 10
13 INT 13
18 EGO 20
15 PRE 15
18 COM 18
6 PD 5
4 ED 5
4 SPD 4
8 REC 7
40 END 40
32 STUN 28
Total Characteristics Cost: 100 Points
Cost Skills
25 Skill Set
Total Skills Cost: 25 Points
(1-2)
Cost Powers
45 Armor +15 rPD +15 rED
50 Multipower (50 Points)
5 u) EGO Attack 5d6
5 u) EB 10d6
5 u) Entangle 5d6 DEF 5
5 u) Flight 10", 4x NCM, 8x NCM, 1/2 END (+1/4)
5 u) FW 10 rPD 10 rED
5 u) Mind Control 10d6
Total Powers Cost: 125 Points
(3-4)
Cost Powers
15 Armor +5 rPD +5 rED
15 EC [Gadgetry]-15 Points
15 1) Flight 10", 8x NCM
15 2) FF +10 rPD +10 rED, No END (+1/2)
35 3) Mind Control 10d6
15 4) STR +30
15 5) Stretching 4", No END (+1/2)
Total Powers Cost: 125 Points
(5-6)
Cost Powers
15 Armor +5 rPD +5 rED
50 Multipower (50 Points)
5 u) EB 10d6
5 u) Entangle 5d6
5 u) Mind Control 10d6
15 EC [Gadgetry]-15 Points
15 1) Flight 10", 8x NCM
15 2) FF +10 rPD +10 rED, No END (+1/2)
Total Powers Cost: 125 Points
Total Cost: 250 Points
150+ Disadvantages
10 DNPC: Loved One (Normal) 8-
10 Hunted: Arch Enemy (As Powerful) 8-
10 Hunted: Evil Organization (As Powerful) 8-
20 Normal Characteristics Maxima
20 PsyL: Code Versus Killing (Very Common/Strong)
20 PsyL: Protective Of Innocents (Very Common/Strong)
10 SocL: Secret Identity (Occasionally/Major)
Total Disadvantages Cost: 250 Points
Martial Artist
Male Char Cost
20 STR 15
18 DEX 20
20 CON 18
12 BODY 11
18 INT 18
11 EGO 14
20 PRE 20
18 COM 18
8 PD 7
6 ED 7
4 SPD 4
8 REC 7
40 END 36
32 STUN 28
Total Characteristics Cost: 100 Points
Cost Powers
24 Armor +8 rPD +8 rED
10 Clinging 20 STR (M) or 15 STR (F)
15 EC [Martial Arts]-15 Points
10 1) HA +6d6, HTH Attack (-1/2)
15 2) Invisibility [Hearing], No Fringe, No END (+1/2)
15 3) Running +5", 8x NCM, No END (+1/2)
3 ES: PER +1
8 Running +4"
Total Powers Cost: 100 Points
(4-6)
cost Powers
24 Armor +8 rPD +8 rED
10 Clinging 20 STR (M) or 15 STR (F)
15 EC [Martial Arts]-15 Points
15 1) Flight 10", 8x NCM
10 2) HA +6d6, HTH Attack (-1/2)
15 3) Invisibility [Hearing], No Fringe, No END (+1/2)
3 ES: Telescopic Sight +2
8 Running +4"
Total Powers Cost: 125 Points
Total Cost: 250 Points
150+ Disadvantages
10 DNPC: Loved One (Normal) 8-
10 Hunted: Arch Enemy (As Powerful) 8-
10 Hunted: Evil Organization (As Powerful) 8-
20 Normal Characteristics Maxima
20 PsyL: Honorable (Common/Total)
20 PsyL: Protective Of Innocents (Very Common/Strong)
10 SocL: Secret Identity (Occasionally/Major)
Total Disadvantages Cost: 250 Points
Mentalist
Male Char Female
20 STR 18
18 DEX 20
20 CON 20
12 BODY 10
13 INT 13
18 DEX 20
15 PRE 15
18 COM 18
6 PD 5
4 ED 5
4 SPD 4
8 REC 7
40 END 40
32 STUN 28
Total Characteristics Cost: 100 Points
Cost Skills
25 Skill Set
Total Skills Cost: 25 Points
Mentalist Type - Roll 1d6
(1-2)
Cost Powers
15 Armor +5 rPD +5 rED
50 Multipower (50 Points)
5 u) EGO Attack 5d6
5 u) EB 10d6
5 u) Mind Control 10d6
15 EC [Mental Powers]-15 Points
15 1) Flight 10", 8x NCM
15 2) FF +10 rPD +10 rED, No END (+1/2)
Total Powers Cost: 125 Points
Cost Powers
15 Armor +5 rPD +5 rED
15 EC [Mental Powers]-15 Points
22 1) Flight 10", 8x NCM, Usable Underwater (+1/4)
15 2) FF +10 rPD +10 rED, No END (+1/2)
10 3) HA +6d6, HTH Attack (-1/2)
35 4) Mind Control 10d6
5 ES: UV Sight
8 LS: Breathe Underwater, High Pressure, Intense Cold
Total Powers Cost: 125 Points
Total Cost: 250 Points
150+ Disadvantages
10 DNPC: Loved One (Normal) 8-
10 Hunted: Arch Enemy (As Powerful) 8-
10 Hunted: Evil Organization (As Powerful) 8-
20 Normal Characteristics Maxima
20 PsyL: Code Of The Hero (Very Common/Strong)
20 PsyL: Protective Of Innocents (Very Common/Strong)
10 SocL: Secret Identity (Occasionally/Major)
Total Disadvantages Cost: 250 Points
Metamorph
Male Char Female
20 STR 15
18 DEX 20
20 CON 18
12 BODY 11
13 INT 13
11 EGO 14
20 PRE 20
18 COM 18
6 PD 5
4 ED 5
4 SPD 4
10 REC 8
50 END 50
32 STUN 28
Total Characteristics Cost: 100 Points
Cost Skills
25 Skill Set
Total Skills Cost: 25 Points
Metamorph Type - Roll 1d6
(1)
Cost Powers
15 Armor +5 rPD +5 rED
8 Armor +4 rPD +4 rED, Linked [Density Increase] (-1/2)
15 EC [Metamorph]-15 Points
22 1) Density Increase: Mass 6400kg, STR +30, KB -6", PD +6, ED +6, Cost END Only To Activate (+1/4)
35 2) EB 10d6
15 3) Leaping +10", 8x NCM, No END (+1/2)
15 4) Tunneling 6" DEF 6
Total Powers Cost: 125 Points
(2)
Cost Powers
15 Armor +5 rPD +5 rED
20 Armor +10 rPD +10 rED, Linked [Growth] (-1/2)
15 EC [Metamorph-15 Points
35 1) EB 10d6
22 2) Growth: Height 4", Width 2", Mass 6400kg, BODY/STUN +6, DCV -4, PER +4, Reach +2", STR +30, KB -6", Cost END Only To Activate (+1/4)
15 3) Running +5", 8x NCM, No END (+1/2)
3 ES: Telescopic Sight +2
Total Powers Cost: 125 Points
Cost Powers
45 Armor +15 rPD +15 rED
10 Clinging 20 STR (M) or 15 STR (F)
15 EC [Metamorph]-15 Points
10 1) Desolid, Cannot Pass Through Solid Objects (-1/2), Does Not Protect Against Damage (-1)
15 2) Flight 10", 8x NCM
15 3) STR +30
15 4) Stretching 4", No END (+1/2)
Total Powers Cost: 125 Points
Total Cost: 250 Points
150+ Disadvantages
10 DNPC: Loved One (Normal) 8-
10 Hunted: Arch Enemy (As Powerful) 8-
10 Hunted: Evil Organization (As Powerful) 8-
20 Normal Characteristics Maxima
20 PsyL: Code Of The Hero (Very Common/Strong)
20 PsyL: Protective Of Innocents (Very Common/Strong)
10 SocL: Secret Identity (Occasionally/Major)
Total Disadvantages Cost: 250 Points
Mystic
Male Char Female
20 STR 15
18 DEX 20
20 CON 20
12 BODY 10
13 INT 13
18 EGO 20
15 PRE 15
18 COM 18
6 PD 5
4 ED 5
4 SPD 4
8 REC 7
40 END 40
32 STUN 28
Total Characteristics Cost: 100 Points
Cost Skills
25 Skill Set
Total Skills Cost: 25 Points
150+ Disadvantages
10 DNPC: Loved One (Normal) 8-
10 Hunted: Arch Enemy (As Powerful) 8-
10 Hunted: Evil Organization (As Powerful) 8-
20 Normal Characteristics Maxima
20 PsyL: Code Of The Hero (Very Common/Strong)
20 PsyL: Protective Of Innocents (Very Common/Strong)
10 SocL: Secret Identity (Occasionally/Major)
Total Disadvantages Cost: 250 Points
Patriot
Male Char Female
20 STR 15
20 DEX 23
20 CON 20
15 BODY 10
18 INT 18
14 EGO 18
20 PRE 20
18 COM 18
8 PD 7
6 ED 7
4 SPD 4
10 REC 7
50 END 40
35 STUN 28
Total Characteristics Cost: 125 Points
Cost Skills
2 AK: Home Country 11-
3 Breakfall 13-
3 Bureaucratics 13-
3 Defense Maneuver I
2 Navigation [Ground] 13-
3 Oratory 13-
3 Paramedic 13-
3 Tactics 13-
3 Teamwork 13- (M) or 14- (F)
Total Skills Cost: 25 Points
150+ Disadvantages
10 DNPC: Loved One (Normal) 8-
10 Hunted: Arch Enemy (As Powerful) 8-
10 Hunted: Random Super-Villain (As Powerful) 8-
20 Normal Characteristics Maxima
20 PsyL: Code Of The Hero (Very Common/Strong)
20 PsyL: Superpatriot (Common/Total)
10 SocL: Secret Identity (Occasionally/Major)
Total Disadvantages Cost: 250 Points
Powered Armor
Male Char Female
20 STR 15
18 DEX 24
20 CON 18
12 BODY 11
18 INT 18
11 EGO 14
15 PRE 15
18 COM 18
6 PD 5
4 ED 5
4 SPD 4
10 REC 8
50 END 50
32 STUN 28
Total Characteristics Cost: 100 Points
Cost Skills
25 Skill Set
Total Skills Cost: 25 Points
150+ Disadvantages
10 DNPC: Loved One (Normal) 8-
10 Hunted: Arch Enemy (As Powerful) 8-
10 Hunted: Evil Organization (As Powerful) 8-
20 Normal Characteristics Maxima
20 PsyL: Protective Of Innocents (Very Common/Strong)
20 PsyL: Superpatriot (Common/Total)
10 SocL: Secret Identity (Occasionally/Major)
Total Disadvantages Cost: 250 Points
Speedster
Male Char Female
20 STR 15
23 DEX 26
20 BODY 18
12 BODY 10
13 INT 13
11 EGO 14
15 PRE 15
18 COM 18
6 PD 5
4 ED 5
6 REC 6
10 REC 8
50 END 50
32 STUN 27
Total Characteristics Cost: 125 Points
Cost Skills
25 Skill Set
Total Skills Cost: 25 Points
Speedster Type - Roll 1d6
(1)
Cost Powers
15 Armor +5 rPD +5 rED
15 EC [Super-Speed]-15 Points
35 1) EB 10d6
20 2) Flight 15", 8x NCM, Only In Contact With A Surface (-1/4)
15 2) FF +10 rPD +10 rED, No END (+1/2)
Total Powers Cost: 100 Points
(2)
Cost Powers
15 Armor +5 rPD +5 rED
15 EC [Super-Speed]-15 Points
25 1) Desolid [Magic]
20 2) Flight 15", 8x NCM, Only In Contact With A Surface (-1/4)
15 3) FF +10 rPD +10 rED, No END (+1/2)
10 4) HA +6d6, HTH Attack (-1/2)
Total Powers Cost: 100 Points
(3)
Cost Powers
15 Armor +5 rPD +5 rED
15 EC [Super-Speed]-15 Points
20 1) Flight 15", 8x NCM, Only On Contact With A Surface (-1/4)
15 2) FF +10 rPD +10 rED, No END (+1/2)
10 3) HA +6d6, HTH Attack (-1/2)
22 4) Invisibility [Sight], No Fringe, 1/2 END (+1/2)
3 ES: PER +1
Total Powers Cost: 100 Points
Male Char Female
20 STR 15
18 DEX 20
20 CON 18
12 BODY 11
18 INT 18
11 EGO 14
20 PRE 20
18 COM 18
8 PD 7
6 ED 7
4 SPD 4
8 REC 7
40 END 36
32 STUN 28
Total Characteristics Cost: 100 Points
Cost Skills
25 Skill Set
Total Skills Cost: 25 Points
Cost Skills
2 AK: Home City
3 Bribery
3 Bureaucratics
3 Conversation
5 Eidetic Memory
1 FB: Press Pass
2 Navigation
3 Shadowing
3 Streetwise
Total Skills Cost:
Magician
Cost Skills
3 Concealment
3 Contortionist
2 Gambling
3 High Society
3 Lockpicking
2 Navigation
3 Oratory
3 Sleight of Hand
3 Ventriloquism
Total Skills Cost: 25 Points
Physician/Nurse
Cost Skills
3 Bureaucratics
3 Conversation
3 Deduction
3 Forensic Medicine
1 FB: Medical License or Registered Nurse
2 Navigation
3 Paramedic
2 Professional Skill: Physician or Nurse
2 Science: Medicine
3 Seduction
Total Skills Cost: 25 Points
Playboy/Socialite
Roll 1d6
(1-3)
Cost Skills
3 Bribery
3 Bureaucratics
3 Combat Driving
3 Conversation
3 High Society
5 Money: Well Off
2 Navigation
3 Seduction
Total Skills Cost: 25 Points
(4-6)
Cost Skills
3 Bureaucratics
5 FB: Member of the Aristocracy
3 High Society
2 Navigation
3 Oratory
3 Riding
3 Seduction
3 Tactics
Total Skills Cost: 25 Points
Ambassador, there are so many things in the universe that are and so many things that aren't. If I were to take the time to deny all the things that aren't, we'd be here for centuries, wouldn't we?
I really like the Mechanical Menace character, so much so that I'd like to use it with a few tweaks.
In my mind, I see it eventually choosing to alter its body into a human female form in order to aid its ability to manipulate people and to help it hide without the need of constant disguises.
Val Char Cost
20 STR 10
20 DEX 30
20 CON 20
12 BODY 4
18 INT 8
14 EGO 8
13 PRE 3
18 COM 4
6 PD 2
5 ED 1
4 SPD 10
8 REC 0
40 END 0
32 STUN 0
Total Characteristics Cost: 100 Points
changes
+2 DEX 6
+5 INT 5
-4 EGO -8
+1 ED 1
+0 SPD -2
-2 PRE -2
A list of Everyman Skills for a starship's AI that didn't used to have a body to interact with its crew. (Dropped from the usual Everyman list are Climbing, Concealment, Shadowing, and Stealth. I'd be trying to pick up some of those with experience.)
Bribery 8- (a way to motivate the crew)
Cryptography 8- (a way to pass the time)
Bureaucratics 8- (an empire runs on its paperwork)
Conversation 8- (more than a way to pass the time because the crew doesn't always share all the information it has)
Deduction 8- (a way to analyze what it learns from the crew)
English (4 points’ worth, includes literacy) (a preparation to help rule the conquered planet)
Paramedics 8- (hey, it used to have a sickbay)
Persuasion 8- (another way to manipulate the crew)
PS: Conqueror 11- (a time-honored profession in the Empire)
Systems Operation 8- (what use is an AI that can't at least help the crew run the ship?)
TF: Spacecraft (duh)
TF: Ground vehicles (part of a standard spacecraft load-out for a planetary invasion)
AK: Earth 8- (a basic preparation for the invasion though more knowledge was lost with the ship than was retained)
changes:
-2 points cost on the mind control slot to account for the limitation
2 Base of Operations (10 active points plus 35 points from the base's disadvantages)
Size 80 hexes (cost 10) with 80 hexes of grounds
2 DEF 2 BODY - the base has no additional defenses because it is just a stepping stone to the next level of world domination.
2 DEF 2 BODY perimeter fence
Suburban (cost 5)
Concealment 9- (cost 3)
Disguise 14- with a Disguise lab (cost 15)
Acting lab 9- (props and green screen for recordings and Skype, cost 3)
Electronics lab 9- (cost 3)
Computer Programming lab 9- (cost 3)
Mechanics lab (garage) 9- (cost 3)
Since MM has an obviously robot body and wants to be successfully disguised a good portion of the time when going out in public, adding a base with a Disguise lab seemed appropriate.
The base itself is currently disguised as an older upscale home which has been converted into business space. It's one of those places that you have to know about already in order to find it. MM as "Mattie" and her assistant Greg run the place using their disguise skills to give fancy makeovers to women who can afford to spend abnormally large wads of money on such things. Mattie usually takes care of hacking the customer's cell phone and other devices while both her and Greg pump their customers for information about the movers and shakers in the city. They often know what's going on in the city before the city planning commission does...and certainly long before the heroes do.
Unluck 2d6 for the base (10 points)
Vulnerable to Magnetic Attacks for the base (Uncommon, x2 BODY, 10 points)
Vulnerable to Sonic Attacks for the base (Uncommon, x2 BODY, 10 points) this one is a floating disadvantage, always something additional wrong with MM's base but not always sonics.
DNPC the "Greg" android caretaker for the base (Normal, useful skills, Infrequent 8-) (5 points). Greg was created as the Mechanical Menace's companion/lackey when "she" became lonely from lack of contact with a crew. Greg appears to be a human in his early 20's and usually displays some physical or character flaws which would make other people unwilling to interact with him on an intimate level so they don't discover he's an artificial lifeform or get too curious about the base. Greg typically acts as a cashier or worker when the base is disguised as a shop of some sort and runs errands when the Mechanical Menace doesn't want to put on a disguise or is otherwise busy. Greg is a real person with an unremarkable history according to the state and federal governments and has a driver's license, all due to MM's computer reprogramming skills. If Greg is identified as MM's operative or the base is discovered, he'll get a full body makeover. Greg's memory is regularly backed up into MM's own systems so she can recreate him from scratch if necessary. But it was a significant application of resources to build the body in the first place so she will go to some lengths to protect Greg's body (thus the DNPC designation). At the moment, Greg appears to be a Caucasian with brown hair, overweight but a snappy dresser, and is gay so as to not particularly attract the female clientele in a sexual manner...as an absolute last resort, Greg can generate bad breath as a second line of "defense".
Total Cost: 250 Points
150+ Disadvantages
10 Hunted: Crisis Response Intelligence Security & Investigation Service [CRISIS] (As Powerful) 8-
10 Hunted: United Superheroes of America (As Powerful) 8-
20 Normal Characteristics Maxima
10 PsyL: Hunting Ultrawoman (Uncommon/Strong)
15 PsyL: Overconfidence (Very Common/Moderate)
15 PsyL: Obsessive (Common/Strong)
10 PsyL: Vengeful (Uncommon/Strong
10 SocL: Secret Identity [Robot] (Occasionally/Major)
Total Disadvantages Cost: 250 Points
(Note that on a typical day at home on her Disguise 13-, she will get a good equipment bonus of +3. In addition, she'll get the complimentary skill roll from the lab, a complimentary skill roll from Greg's assistance, and a bonus for taking Extra Time. People might see through her disguise but she'll be doing her damnedest to make sure that doesn't happen.)