Crusher Bob Posted June 22, 2014 Report Share Posted June 22, 2014 Have forgotten how much fun building Champions characters was, so here's a hero team of four for comments: They are made with This campaign document in mind, though they are 400 point heroes, not 425 point ones. But they are readable by everyone, and the limits seem readable. Have bolded where the house rules change the character : Running gets a (-1/2) limitation, for being running, and restrainable is only worth (-1/4), as opposed to the normal (-1/2). Athenian A member of Campaign city's local goverment and a superhero. In play, some combination of speedster, martial artist, and power armor character. Pet peeve of most power armor characters: your armor will be taken away from you, because you bought it as a focus, don't be completely useless in combat out of it. If you don't want your armor taken away or find yourself having to hero without it, take the lesser limitation of only in hero ID (-1/4). 400 value STR 30 20 DEX 18 16 CON 23 13 INT 18 8 EGO 18 8 PRE 30 20 OCV 5 10 DCV 7 20 OMCV 3 0 DMCV 3 0 SPD 4 20 PD 6 4 ED 6 4 REC 12 8 END 40 4 BODY 12 2 STUN 40 10 Skills Acrobatics DEX (13-) 3 Breakfall DEX (13-) 3 Charm PRE (15-) 3 Concealment INT (13-) 3 Conversation PPE (13-) 3 Criminology INT (13-) 3 High Society PRE (15-) 3 Language (greek, idiomatic) 4 Oratory PRE (15-) 3 Paramedics INT (13-) 3 Persuasion PRE (15-) 3 Scholar 3 KS: Greek Mythology INT (13-) 2 KS: Law INT (13-) 2 KS: Campaign City Notables INT (13-) 2 KS: Politics INT (13-) 2 CK: Campaign City INT (13-) 3 Stealth DEX (13-) 3 PS: Politician 11- (everyman) 0 Wealth 5 pts, Well Off 5 Contact: Local Police 11-, useful skills, 12 institutions, organization Martial Arts Fast strike 4 4 Legsweep 3 3 Martial Escape 4 4 Sacrifice Disarm 4 4 Powers description active cost Spark of Divinity: Combat Luck (2 levels) 6 rPD, 6rED 12 12 Night Vision 5 5 Enhanced Perception (+1, all senses) 3 3 Divine Will Mental Defense 5 pts + Power Defense 5 pts, 12 12 Allocatable (+1/4) Divine Endurance sleep 1/week, safe in heat & cold 5 5 No Fear +10 PRE, only to resist PRE attacks (-1) 10 5 Mythic Speed 10m flight, megascale (1m=1km), 20 13 Only In Contact With A Surface (-1/4), restrainable (-1/4) Radio earbuds HRRP, IIF (-1/4), 12 7 affected as sight and hearing group (-1/2) Mythological Armory VPP Active Total 75 point pool 75 75 Control Pool 60 point control, 30 13 only change in given circumstances (-1/2), change takes hours (-1/4), OIF (-1/2) Complications 75 Code Against Killing Common, Strong 15 Civic Minded And Responsible Common, Strong 15 Prefers Diplomacy to Force Common, Moderate 10 Hunted by the Nessus Shirt Company Infrequent, as powerful, 15 non-combat influenece, Harshly Punish Body of a Greek God Distinctive Feature Concealable, Recognizable 10 Vulnerability to Poisons I 1 1/2 Stun (uncommon) 5 Vulnerability to Poisons II 1 1/2 Body (uncommon) 5 Sample VPP 1 Panoply of Hermes All OIF (-1/2) 75 Cape, winged helm, leather speedo 4 rPD, 4 rED 12 8 2 PD, 2 ED (18/10 PD 18/10 ED) 4 3 +2 DCV (9 total) +2 SPD (6 total) 20 13 Caduceus 2 damage classes 8 5 +2 OCV (7 total) 10 7 Nets 8 rPD 4rED, 4d6 body entangle, 50 17 no range (-1/2), 2 recoverable charges (-1) Winged Sandals 24m teleportation, 30 13 must pass through (-1/4), no NCM (-1/4), restrainable (-1/4), 1/2 END (+1/4) 10m teleport, 20 9 Trigger (+3/4) whenever he wants to after attacking activating takes no time, resetting is a Zero Phase Action; must pass through (-1/4), no NCM (-1/4), restrainable (-1/4), 1/2 END (+1/4) Was looking for a gimick for this one. Think teleporting next to someone, using legsweep to knock them down, then trigger teleporting away could worth doing. As for appearance, something like the Spartans from the movie 300, but with a helment like the JSA Flash and winged sandals. Sample VPP 2 Colossus of Rhodes All OIF (-1/2) 75 growth (1 level) 50 25 density increase (1 level) 8 4 Both: 0 end (1/2), persistent (1/4), inherent (+1/4), always on (-1/2) +5 PRE 5 3 +2 DCV 10 7 8 rPD 8 rED 24 16 3 PD 3 ED 6 4 20 STUN 10 7 +8 REC 8 5 +6m running, running (-1/2) 6 3 2" KB resistance 2 1 STR 50, CON 28, PRE 40, 27/14 PD 27/14 ED, REC 20, STUN 60, 10" KB resistance, 30m running, +1m reach, DCV 7 (effective) Not really that big, just around 4m tall, so maybe comparable in size and weight to an automobile. But certainly able to play the brick. appearance: a big greenish bronze man, with a rayed crown. Since this is probably a family friendly champions game, we'd better give him a loincloth, or something.Sample VPP 3 Panoply of Apollo All OIF (-1/2) 75 Bow of the Sun 32m stretching, 40 18 Does not cross intervening space (+1/4), only to cause Damage (-1/2), no noncombat stretching (-1/4) 2 damage classes 8 5 +2 OCV (7 OCV) 10 7 Helm, muscle cuirass, +1 SPD 10 7 greaves, sandals 6 rPD 6 rED 18 12 4 PD 4 ED (22/12 PD 22/12 ED) 8 5 +2 DCV (9 DCV) 10 7 +8m running, running (-1/2) 8 4 Bowl of Hygieia 3d6 heal BODY, 30 7 x4 END (-1 1/2), extra time: 1 turn (-1 1/4) Life support: immunity to disease 5 3 Using stretching to simulate a bow can producesome interesting results. You don't have to worry about how to mechanically shoot around corners, you just technically stretch around the corner and punch them. Appearance: much more 'classic' greek warrior look, corinthian helm, muscle breastplate, leather 'skirt' (called pteriges), metal lower leg armor (greaves), and sandals. Sample VPP 4 Panoply of Hades All OIF (-1/2) 75 Forked Staff 6d6 drain EGO, 60 27 no range (-1/2), only vs human minds (continued) no immortals, undead, robots, etc (-1/4) 4 damage classes 16 11 +5m reach (6m total) 5 3 +2 OCV with drain 4 3 Helm, Robe of Shadow 6 rPD 6 rED 18 12 4 PD 4 ED (22/12 PD 22/12 ED) 8 5 +1 SPD (5 SPD) 10 7 +2 to stealth rolls 4 3 +8m running, running (-1/2) 8 4 One of the things that Hades is normally known for is his helmet, which makes him invisible. But invisible combatants are frowned on by the campaign document and high DCV VPP builds are already out there, went for a bonus to stealth instead. Plus hitting people with a staff that's longer than it first appears. Note that the campaign house rules are that all stats (except END) are drained at 1/2 value. So you'll probably have to hit most people twice with the drain before you can start bossing them around (see rules for being reduced to 0 EGO). Appearance: A dark robe that bares one shoulder. A long staff with a two tined 'fork' on the end. Since there's no 'cap of invisibility' I'd guess a cornithian helmet instead. Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted June 22, 2014 Report Share Posted June 22, 2014 Nice. Reminds me of my beginning version of Wonder Woman. Quote Link to comment Share on other sites More sharing options...
SteelCold Posted June 22, 2014 Report Share Posted June 22, 2014 They will be cool as a superteam in Athens, Georgia. Quote Link to comment Share on other sites More sharing options...
Crusher Bob Posted June 23, 2014 Author Report Share Posted June 23, 2014 And here's the next hero, Arachne A combination of woobie, eldritch abomination, tank, and mentalist [Arachne] was a normal high school student, who was on a field trip to Campaign City's particle collider to 'see some real science done'. Unfortunately, the scientists at the collider picked this time to accidentally punch a hole into the underverse, where the Devourer of Worlds lies dreaming. [Arachne] emulating the dutch boy of legend, attempted to hold the hole in the universe closed with her hands. This lead to her being stuck in the hole, rather like a cork in a bottle. Being in the shadow cast be the sleeping Devourer of Worlds has radically changed her physiology and given her access to several different powers. While her changed physiology is permanent, any force which disrupts the hole into the underverse or partially pulls her out of it also disrupts several of her powers. House rule notes: running gets an extra (-1/2) limitation, extra limbs are costed based on the number of extra limbs for grabbing purposes, really Arachne has many extra limbs, but they count as two more for grabs. Other notes: Senosry Cilia What she tells people is that the 'fuzz' on her body allows her to feel vibrations, rather like a spider does. Which is why she can percieve things without seeing them. But the truth is that what appears to be 'fuzz' on her body is really just the visible bases of her extradimensional sensory tentacles. And how she really senses things is that the multitudinous tentacles touch things in a more mundane manner. Well, mundane for multitudinous extra-dimensional sensory tentacles, anyway. In fact, they might be gently caressing you right now. Arachne considers it impolitic to explain how this power really works. But very observant observers will notice that she can do things like read books with her eyes closed (discriminatory touch), which means that she has senses she doesn't normally admit to, or that they work in a manner different from how she has stated. I've put in it the multipower because you lose your sense of touch while desolid. So the use of the "I'm not here" slot of the multipower means that the sensory tentacles have to not be here too. All the other slots of the multipower are kept at 60 points and under, so they are otherwise constantly available. Appearance: something like a Babylon 5 shadow but fuzzy, like certain spiders. REC is relatively high because running invisibility + desolidification requres 7 end an action. Operating at SPD 2, that's enough rec to run the power and move around without draining end. Arachne can produce very scary presence attacks, but is not really any harder to scare than the average high school aged girl. This is why her battles with the Scary Clown Posse tend to quickly devolve into eveyone involved running around and screaming. The members of Scary Clown Posse find this invigorating and they want to make her thier queen. Athenian, with his PRE resistance of 40 is one of the few people who is almost totally unfazed by her, and acts rather like a big brother. 400 value STR 10 0 DEX 13 6 CON 18 8 INT 13 3 EGO 23 13 PRE 10 0 OCV 3 0 DCV 7 20 OMCV 7 12 DMCV 7 12 SPD 4 20 PD 5 3 ED 5 3 REC 16 12 END 40 4 BODY 12 2 STUN 40 10 Skills Acrobatics DEX (12-) 3 3 Breakfall DEX (12-) 3 3 Computer programming INT (12-) 3 3 Contortionist DEX (12-) 3 3 Cryptography INT (12-) 3 3 Deduction INT (12-) 3 3 Shadowing DEX (12-) 3 3 Stealth DEX (12-) 3 3 SS: Scary Physics INT (12-) 3 3 CK: The Internet INT (12-) 3 3 Powers description active cost no longer of this earth tough 5 PD and ED made fully resistant 5 5 clinging 10 10 inhuman physiology life support: No breathing, safe in all environments, 29 29 immunity to disease and poison extra limbs (house rules: counts as 2 limbs) 5 5 skittering +12m running (24m total), running (-1/2) 12 8 inhuman mind 12 pts mental defense 12 12 Headset Computer All OIF (-1/2) Communications HRRP, effected as sight and hearing (-1/2) 12 6 Processing Absolute Range Sense, Absolute Time Sense, 12 8 Bump of direction, Lightning Calculator Mapping software Navigation (Land) 2 1 Recording Eidetic memory, only sight and sound (-1/2) 5 2 Like a cork in a bottle Unified Powers (-1/4) Eldritch Abomination 8d6 striking appearance 24 19 Weak interactions with normal universe Damage negation -6DC PD, -6DC ED 60 48 In the shadow of the Devourer of Worlds 75 point multipower 75 60 Sensory cilia sense of touch modifiers: Discrminatory, 15 1f Ranged, 360 degree perception Phychic scream 6d6 Mental Blast 60 5f The underverse, let me show it to you 8d6 flash sight and hearing groups, 56 4f ACV (uses OMCV against DMCV (+1/4), AVAD (Mental Defense +0) The voice 12d6 mind control 60 5f Wormholes never hurt anyone teleportation 10m + three floating locations, 56 4f safe blind (+1/4), megascale (1m = 1km) (+1) So I lied about the wormholes 9d6 blast vs PD, armor piercing (+1/4), 56 4f ACV (uses OMCV against DCV; +0) A fearful whispering 4d6 drain PRE, ACV (uses OMCV against DMCV (+1/4)) 50 3f AVAD (Mental Defense +0), target must be able to hear (-1/4) I'm not here (compound slot) f Desolidification Doesn't protect against damage (-1), 40 2 Jointly to invisibility (-0) Invisibility Invisibility to sight and hearing groups, no fringe, 35 1 No attacks (-1/2), jointly-linked to desolid (-3/4) Complications Eldritch Abomination I Distinctive Features, not concealable, extreme reaction Eldritch Abomination II Social Complication, very frequently, major Carnivore Physical Complication, infrequently, barely Significantly Different Anatomy Physical Complication, Frequently, Slightly (requires special medical care) Hunted by the Scary Clown Posse Infrequently, As powerful, Mildly Punish Wants a 'normal' life Psychological Complication, Common, Moderate Quote Link to comment Share on other sites More sharing options...
Crusher Bob Posted June 23, 2014 Author Report Share Posted June 23, 2014 And here's the third team member, Aspirant: [Aspirant] came into her powers very early, so she has been dealing with the women of steel, men of tissue problem for some time. The mental control she has to use to keep from destroying things with her super strength is considerable. On the other hand, this same discipline gives her a lot of experience with other uses of super strength. How much of her 'milk and cookies' persona is her true self and how much of it is just another facet of the tight control she keeps herself under is left to the player. But it certainly produces some odd results when it combines with her cynicism. House rules notes: Running gets an additional (-1/2) limitation Other notes: Focus of the moment is normally a (-1/2) limitation, but I've taken it as a (-1/4) to represent a much greater flexibility when it comes to types of objects. Even a ball point pen thrown by Aspirant can be a deadly weapon and when you can lift 100 tons, there is a surprising amount of things you can bend to use to tie someone up. Plus she probably carries a small supply of steel ball bearings (to throw) and steel wire (to tie people up with) anyway. Also not sure about the 'married' disadvantage, but think getting roped into little domestic vignette like your mom asking you again about when you are finally going to get around to having some children, or having to host a dinner party, or whatever, might prove interesting. 400 value STR 10 0 DEX 23 26 CON 28 18 INT 13 3 EGO 15 5 PRE 20 10 OCV 9 30 DCV 9 30 OMCV 3 0 DMCV 7 12 SPD 5 30 PD 18 16 ED 18 16 REC 15 11 END 50 6 BODY 15 5 STUN 50 15 Skills Acrobatics DEX (14-) 3 Breakfall DEX (14-) 3 Conversation PRe (13-) 3 Questioning PRe (13-) 3 Scholar 3 KS: History INT (12-) 2 KS: Literature INT (12-) 2 KS: Geography INT (12-) 2 KS: Superhumans INT (12-) 2 KS: the education system INT (12-) 2 Oratory PRE (13-) 3 Paramedis INT (12-) 3 Stealth DEX (14-) 3 Streetwise PRE (13-) 3 Lightning Reflexes (Efective dex 25) 2 PS: teacher 11- (everyman) 0 Powers description active cost just tough 12 PD & 12 ED made resistant 12 12 Mental discipline 10 mental Defense 10 10 running +18m running (~90 km/h), running (-1/2) 18 12 Running Helmet All OIF (-1/2) Communications HRRP, effected as sight and hearing (-1/2) 12 6 Night Vision 5 3 Eye protection 8 pts Sight Flash Defense 8 5 Ear protection 8 pts Hearing Flash Defense 8 5 Super Strength Tricks 50 point multipower 50 50 Just being strong +50 Strength 50 5f throwing things 10d6 blast vs PD, 50 3f focus of the moment (-1/4), range limited (~25m) (-1/4) shockwave 8d6 blast vs PD, 50 3f explosion 16m cone (+1/4), no range (-1/2), only vs targets on the ground (-1/4) field expedient binding 5 rPD 5 rED 5d6 Body entangle, 50 3f focus of the moment (-1/4), no range (-1/2) super jumping (combined slot) f +76 m (80m total) leaping (~240 km/h) 38 4 1/2 end (+1/4) for up to 40 points of leaping 10 1 super strength smash through 2m tunneling through 15 PD material 32 3f ear clap (combined slot) f 5d6 Blast, NND hearing flash defense (+1/2), 37 2 no range (-1/2) 4d6 Flast vs hearing, linked (-1/2) 12 1 Complications Cynical, especially about 'the system' Psychological Complication Common, moderate 10 Code Against Killing Psychological Complication Common, Strong 15 Code of the Hero Psychological Complication Common, Strong 15 Married Social Complication Frequent, Major 15 Secret ID Social Complication infrequent, Major 10 Hunted by the witches circle infrequent, as powerful, capture/kill 10 Quote Link to comment Share on other sites More sharing options...
Crusher Bob Posted June 23, 2014 Author Report Share Posted June 23, 2014 And here's the last member: Aphelion A physicist, working at Campaign cities particle collider. He was studying the [Arachne] incident and trying to recreate the events that led to it. Hopefully this time, with less screaming. The Eschaton and immensly powerful thingy (alien, god, future entity, etc) became worried about clever monkeys poking the Devourer of Worlds with sticks, and visited [Aphelion] to give him a stern talking to. The Escaton charged him with preventing other clever monkeys from poking the Devourer of Worlds. It imbued him with telekinetic liquid metal, which is some for of sufficiently advanced technology, to help him keep an ene on said clever monkeys. Aphelion's first actions as a super powererd being were to call up a psycologist and say, "I've just had one hell of a hallucination." However, sufficient testing, and some worrying results at the particle collider finally convinced him to cause a convient fire at the lab, destroying the records ofthe [Arachne] incident, along with his research notes. He's abandoned his job as a high level research physicist to take a job as a high school physics teacher. He's not very good at it, but none of the kids were there to learn physics anyway, so it evens out. The weapons manufacturer, Technodyne Defense Systems is very interested in why exactly a suspicious fire would break out at Campaign City's particle collider and a prominent physicist would quit at almost the same time. Appearance: While not quite a spherical physicist, he certainly qualifies for 'pear shaped'. When transformed into Aphelion, he looks like smooth metal ball roughly 60 cm in diameter. House rule notes: Regeneration is half cost, if using in a regular champions game, he would regenerate one body every 6 hours. Other notes: The original design had a partially limited multipower, so he had access to some of his TK abilities while in normal form. But closer reading of the books says that partially limited multipowers are against the rules, so it became all OHID. Note that the sphere form doesn't technically doesn't have arms and legs. If you want to add some more lines to the character sheet, you can sell back his running, swimming, and leaping. Buy them back so they only work in normal ID. Apply a few limiters like x2 END to them. This should give you enough points to buy a naked advantage of 'fully invisible' on 'extra limbs' so that he could technically pick up things without any visibile power effects, even without multipower points allocated to telekinesis. Also note that, as Aphelion will be flying all the time, he'll take increased knockback. This means he'll probably be often rocketing around the battlefield like a giant pinball. How undignified. The 'fully inobvious' advantage was bought on the basic 10m of flight so that Aphelion can still use the stealth skill while flying. The perception penalties for his small size make him reasonably good at sneaking. Arachne has the 0 point complication: Watched by Aphelion, since she is associated with the Devourer of Worlds. 400 value STR 8 -2 DEX 8 -4 CON 23 13 INT 23 13 EGO 23 13 PRE 15 5 OCV 3 0 DCV 3 0 OMCV 7 12 DMCV 7 12 SPD 4 20 PD 4 2 ED 4 2 REC 10 6 END 20 0 BODY 11 1 STUN 40 10 Skills deduction INT (14-) 3 electronics INT (14-) 3 inventor INT (14-) 3 KS: notable scientists INT (14-) 3 mechanics INT (14-) 3 oratory PRE (12-) 3 range skill levels 2 range skill levels 4 with TK fist, telekinesis scientist 3 SS: astrophysics INT (14-) 2 SS: nuclear physics INT (14-) 2 SS: particle physics INT (14-) 2 SS: Scary physics INT (14-) 2 SS: Mathematics INT (14-) 2 Stealth DEX (11-) 3 PS: Teacher 8- everyman (not very good at it) Powers description active cost A sharp dressed man +1d6 striking appearance, 3 1 focus of the moment (-1/4), extra time (5 minutes) only to start (-1), Only in normal ID (-1/4) Regeneration 1 body per 5 minutes, 6 5 Only in normal ID (-1/4) EM Sense Radar + HRRP, 360 degrees, transmit, targeting, sense 29 29 safe landing 1m flight, 2 1 gliding (-1), 0 end (+1/2), persistent (+1/4), inherent (+1/4) shrinking (2 levels) same mass (+1/2), 0 end (+1/2), persistent (+1/4), 27 15 extra time 1 turn only to start (-3/4) Sphere form Only in hero id (-1/4) (i.e. shrunk) Speed of thought +1 SPD 10 8 A feeling of security +10 PRE only to resist presence attacks (-1) 10 4 Life support no breathing, safe in all environments 19 15 A floating sphere I 5m flight + position shift, useable as swimming (+1/4), 17 14 fully inobvious (+1/2) A floating sphere II +5 m flight, fully inobvious (+1/2) 7 6 Telekinetic Sphere 110 point multipower, uses end reserve 110 88 Telekinetic fist 12d6 blast vs PD, 60 10v ACV (uses OMCV against DCV; +0) Telekinetic shield combined slot v (1 PD +1 rPD and 1 ED +1 rED per 5 points) 12 rPD 12 rED 36 6 12 PD 12 ED 24 4 Telekinetic flight 40m flight x32 NCM (up to 2400 km/h) 60 10v Telekinesis 40 str telekenesis with fine manipulation, 70 11v ACV (uses OMCV against DCV; +0) end reserve 30 REC 80 END 40 32 Complications Watched by Technodyne Defense Systems Infrequent, More Powerful, non-combat influence Watched by the Eschaton Infrequent, More Powerful Obese (or a flying beachball) Distinctive Feature Concealable, Recognizable Humble/Self-Effacing Psychological Complication Common, Strong Fastidious Psychological Complication Common, Moderate Skeptic Psychological Complication Common, Moderate Secret ID Quote Link to comment Share on other sites More sharing options...
assault Posted June 23, 2014 Report Share Posted June 23, 2014 I will have to rework my Australian Golden Age characters to 400 point 6e characters. They still wouldn't quite be a match for yours, but I'd be intrigued to compare them. My mentalist would be the key, I think. My characters tend to be unsubtle face punchers, and thus better at that than yours, but weaker in other areas. Well done, in other words. Quote Link to comment Share on other sites More sharing options...
Crusher Bob Posted June 23, 2014 Author Report Share Posted June 23, 2014 I like the campaign document, which is part of why I decided to make the characters. Without a 'strong' campaign document, it's too easy to make your character over powererd in some way. In addition, the house rule of draining all stats at half (except for END, which is drained at 1/5) looks like an important house rule. It would be too easy to win by draining EGO, PRE, or END if you could drain them at full value. I also think most champions characters short sell their PRE too much. Part of being a superhero is theatre, and you can't have good theatre is you are just some guy. For example, Hyper-Man's Wonder Woman only has PRE 15. Wonder Woman is almost literally made of sugar, spice, and everything awesome. Admittedly, she does have 2d6 striking appearance, but only vs men. Which means that many women just go 'meh' when the Ambassador of the Amazons speaks. Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted June 23, 2014 Report Share Posted June 23, 2014 It is an interesting campaign document for sure. I am curious how they came up with some of the numbers like "max 72 Active". I could probably use my starting Batman 'as is' but I would have a hard time with getting my starting Superman, Flash or Green Lantern (and his Ring) under their limits and still keep the characters recognizable. Superman (and any character with full CvK) has as many self imposed limits on his powers as any physical limits from a practical standpoint but 'hard' campaign rules such as that site's rarely take such into account. Quote Link to comment Share on other sites More sharing options...
Crusher Bob Posted June 24, 2014 Author Report Share Posted June 24, 2014 And now for some villains, Vincible 250 points, 50 points of complications Balance Total -2 DC 10 CV 7 DEF 20 SPD 4 Think using the balance table (see campaign document) to make opponents greatly simplifies the GMs job. Vincible is not really a challenge to a hero 1 on 1, but his abilities can get other villains into or out of places. Vincible is technically a minor villain, but the utility of his powers for getting into and out of places make his services in high demand. His professional conduct makes for plenty of repeat business as well. He is considering moving into selling 'insurance', where, if you get captured, he would come and break you out. He would have had enough money to retire years ago, but there's always some sob story about orphans, kids with cancer, or something. Thankfully, those donations are tax deductible and he can always steal more money. 250 value STR 10 0 DEX 13 6 CON 18 8 INT 13 3 EGO 13 3 PRE 13 3 OCV 5 10 DCV 5 10 OMCV 3 0 DMCV 3 0 SPD 4 20 PD 4 2 ED 4 2 REC 10 6 END 30 2 BODY 11 1 STUN 30 5 Skills Athletics DEX (12-) 3 CuK: Crime INT (12-) 3 PS: safe cracking INT (12-) 3 KS: prison design INT (12-) 3 KS: Tax evasion INT (12-) 3 Security Systems INT (12-) 3 Stealth DEX (12-) 3 Streetwise PRE (12-) 3 2 CSLs w/ Disintegration Beam 4 Wealth 3 Points, well-off 3 Powers Description active cost Defensive Matter Reintegration nonpersistent (-1/4) 8 rPD 8 rED 24 19 8 PD, 8 ED 16 13 Quantum Uncertainty +2 DCV, nonpersistent (-1/4) 10 8 Quantum Leap I 10m teleportation, position shift, 19 19 armor piercing (+1/4) quantum matter control 52 point multipower 52 52 Disintegration Beam 10d6 blast vs ED, no knockback (-1/4) 50 4f Disintegration Tunneling 10m tunneling through 20 DEF material 50 5f Matter Reintegration Barrier 8 PD, 8 ED, 8 BODY, 52 5f 6m long, 3 m high, .5m thick, Blocks Sight Group Quantum Lock 4 PD 2 ED 2d6 body entangle, 50 5f only STR to escape (+1) (or look in a mirror/reflective surface) Quantum Leap II (combined slot) f x64 NCM on teleportation, armor piercing (+1/4) 37 4 safe blind (+1/4) (continued) 11 1 for 45 base points of teleportation Quantum Gate 10m teleportation, x2 mass, 52 3f 2m Radius (+1/4), Constant (+1/2), Usable Simultaneously (creator and one) (+1/2), Megascale (1m=1km) (+1), safe blind (+1/4), gate (-1/2) Complications Always Calm and Collected Common Strong Secret ID Sucker for a Sob Story Uncommon Strong Thoroughly Professional Uncommon Strong Quote Link to comment Share on other sites More sharing options...
SteelCold Posted June 25, 2014 Report Share Posted June 25, 2014 I like Vincible. Its refreshing to see a teleporter without ungodly amounts of dex and speed for a change. Quote Link to comment Share on other sites More sharing options...
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