SSgt Baloo Posted April 17, 2008 Report Share Posted April 17, 2008 Inspired by this thread, I decided to see if we could assemble a super-team of retired military folks. If you're retired military, post your particulars. The next one to respond gets to say what superpowers and weaknesses the previous poster has. I'll go first. SSgt Baloo USAF 20 years retired 1 Feb 2000 Quote Link to comment Share on other sites More sharing options...
Doomed Prophet Posted April 18, 2008 Report Share Posted April 18, 2008 Re: Super Team Hyper-Retired-Reserve-Force Assemble! Is this what you're looking for? SFC Doomed Prophet 15 Years US Army Medically Retired Dec 2005 Quote Link to comment Share on other sites More sharing options...
SSgt Baloo Posted April 18, 2008 Author Report Share Posted April 18, 2008 Re: Super Team Hyper-Retired-Reserve-Force Assemble! You forgot to describe my powers (and possibly liabilities). The next guy after you gets to describe yours, and so on down the line. Quote Link to comment Share on other sites More sharing options...
Doomed Prophet Posted April 18, 2008 Report Share Posted April 18, 2008 Re: Super Team Hyper-Retired-Reserve-Force Assemble! SSgt Baloo after being given (okay talked into testing) the USAF's new Armored Skeleton, Experimental (ASX-05): SSgt Baloo - SSgt Baloo VAL CHA Cost Total Roll Notes 14 STR 4 14/49 12-/19- HTH Damage 2 1/2d6/9 1/2d6 END [1/2] 14 DEX 12 14 12 OCV 5 DCV 5 17 CON 14 17 12- 15 BODY 10 15/18 12-/13- 17 INT 7 17 12- PER Roll 12- 17 EGO 14 17 12- ECV: 6 16 PRE 6 16 12- PRE Attack: 3d6 10 COM 0 10 11- 3 PD 0 3/7 3/7 PD (0 rPD) 3 ED 0 3/26 3/26 ED (0/23 rED) 2 SPD 0 2 Phases: 6, 12 6 REC 0 6/16 34 END 0 34 31 STUN 0 31/44 6 RUN 0 6 END [1] 2 SWIM 0 2 END [1] 3 LEAP 0 2 1/2"/34 ½ 2 1/2"/34 1/2" forward, 1"/17" upward CHA Cost: 67 Cost POWERS 45 ASX-05 (Air Force Armored Skeleton, Experimental): Multipower, 90-point reserve, (90 Active Points); all slots OIF Expendable (Difficult to obtain new Focus; -3/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END= 3u 1) Titanium Exoskelton: Physical Damage Reduction, Resistant, 75% (60 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4), Real Armor (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=0 3u 2) Time for a Recharge: Absorption 6d6 (energy, Endurance Reserve), Absorption As A Defense (x2) (60 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4), Limited Phenomena (All electrical attacks; -1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=0 1u 3) Why did they have to make this thing so BIG?: Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 800 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Reduced Endurance (0 END; +1/2) (22 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=0 2u 4) Big guns, big fun: Double .50: Energy Blast 6d6, 32 Charges (+1/4), Armor Piercing (+1/2), Autofire (10 shots; +1) (82 Active Points); Activation Roll 14-, Jammed (-1), OIF Expendable (Difficult to obtain new Focus; -3/4), Gestures (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=[32] 3u 5) Shoulder Mounted Laser: Energy Blast 12d6, Armor Piercing (+1/2) (90 Active Points); OIF Durable Expendable (Difficult to obtain new Focus; -3/4), Beam (-1/4), No Knockback (-1/4), Limited Range (-1/4), Real Weapon (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=9 2u 6) Shoulder Mounted Missile Pack: Killing Attack - Ranged 3d6, Explosion (+1/2), Nonselective Target (-1/4), Double Knockback (+3/4) (90 Active Points); Independent (-2), 4 Charges which Recover every 1 Week (-1 1/2), OIF Expendable (Difficult to obtain new Focus; -3/4), Can Be Missile Deflected (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=[4] 3u 7) Energy Blast 12d6, Explosion (+1/2), Nonselective Target (-1/4), Hole In The Middle (+1/4) (90 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4), Cannot Use Targeting (-1/2), No Range (-1/2), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=9 1u 8) Invisibility to Sight Group (20 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4), Chameleon (-1/2), Increased Endurance Cost (x2 END; -1/2), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=4 1u 9) Armor (0 PD/23 ED) (35 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4), Always On (-1/2), Real Armor (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=0 1u 10) Leaping +25" (2 1/2"/34 1/2" forward, 1"/17" upward) (x4 Noncombat) (30 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4), Double Endurance Cost (-1/2), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=3 2u 11) Hand-To-Hand Attack +6d6, Personal Immunity (+1/4), Explosion (+1/2), Nonselective Target (-1/4), Penetrating (+1/2), Double Knockback (+3/4) (82 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4), Hand-To-Hand Attack (-1/2), Increased Endurance Cost (x2 END; -1/2), Extra Time (Extra Segment, Only to Activate, -1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=16 7 Endurance Reserve (60 END, 1 REC) (7 Active Points) - END=0 15 +20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points); OIF Expendable (Difficult to obtain new Focus; ASX-05; -3/4), Only In Heroic Identity (-1/4) - END= 6 +6 REC (12 Active Points); OIF Expendable (Difficult to obtain new Focus; ASX-05; -3/4), Only In Heroic Identity (-1/4) - END= 15 ASX-05 Helmet: Life Support (Extended Breathing: 1 END per Turn; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (30 Active Points); OIF Expendable (Difficult to obtain new Focus; ASX-05; -3/4), Only In Heroic Identity (-1/4) - END=0 14 ASX-05 Visor: High Range Radio Perception (Radio Group), Discriminatory, Targeting, Telescopic: +1 (28 Active Points); OIF Expendable (Difficult to obtain new Focus; ASX-05; -3/4), Only In Heroic Identity (-1/4) - END=0 4 ASX-05 Visor: Infrared Perception (Sight Group), Increased Arc Of Perception (240 Degrees), Telescopic: +1 (8 Active Points); OIF Expendable (Difficult to obtain new Focus; ASX-05; -3/4), Only In Heroic Identity (-1/4) - END=0 3 ASX-05 Visor: Nightvision, Telescopic: +1 (6 Active Points); OIF Expendable (Difficult to obtain new Focus; ASX-05; -3/4), Only In Heroic Identity (-1/4) - END=0 5 SINCGARS-4 System: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF Expendable (Difficult to obtain new Focus; ASX-05; -3/4), Only In Heroic Identity (-1/4) - END=0 10 TACRADX-01 (Tactical Radar, Experimental): Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); OIF Expendable (Difficult to obtain new Focus; ASX-05; -3/4), Only In Heroic Identity (-1/4) - END=0 POWERS Cost: 146 Cost MARTIAL ARTS 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 6 1/2d6 / 13 1/2d6 Strike 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 4 1/2d6 / 11 1/2d6 Strike 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 24 STR / 59 STR for holding on 4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 29 STR / 64 STR vs. Grabs 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 2 1/2d6 / 9 1/2d6 +v/5, Target Falls 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort MARTIAL ARTS Cost: 23 Cost SKILLS 10 +2 with Ranged Combat 15 +3 with HTH Combat 3 Persuasion 12- 3 Interrogation 12- 5 Accurate Sprayfire 3 Armorsmith 12- 4 Computer Programming (Personal Computers, Military Computers) 12- 3 Deduction 12- 3 Electronics 12- 3 KS: Military Organization 12- 3 KS: The Superhuman World 12- 3 KS: UCMJ 12- 0 Language: English (completely fluent) (3 Active Points) 3 Mechanics 12- 2 Navigation (Land) 12- 3 PS: Soldiering 12- 5 Skipover Sprayfire 3 Streetwise 12- 3 Tactics 12- 3 Teamwork 12- 2 WF: Small Arms, Unarmed Combat SKILLS Cost: 82 Cost PERKS 12 Contact: Department of Homeland Security (Contact has access to major institutions, Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 11- 2 Registered Superhero 1 Able To Testify In Court In Hero ID 3 Computer Link 10 Fringe Benefit: DHS Special Agent Equivalent, Federal/National Police Powers, Passport (In Hero ID), Security Clearance 1 Salary: $100,000 per year PERKS Cost: 29 Cost TALENTS 3 Bump Of Direction TALENTS Cost: 3 Value DISADVANTAGES 20 Normal Characteristic Maxima 15 Hunted: Department of Homeland Security 8- (Mo Pow, NCI, Secret ID On File, Watching) 5 Dependent NPC: "Kit" 8- (Normal; Useful Noncombat Position or Skills) 0 Hunted: Louie 11- (Less Pow, NCI, Limited Geographical Area, Watching) [Notes: Still owes Louie a "favor or two"... Funny how no matter what he does the number of favors never diminshes...] 10 Psychological Limitation: Attitude About Killing (Prefers Not to Kill) (Common, Moderate) 20 Psychological Limitation: Committed to Justice (Common, Total) 15 Social Limitation: Civilians Just Don't Get it (Very Frequently, Minor) 15 Social Limitation: Secret ID (Frequently, Major) 15 Social Limitation: Subject To Orders (Frequently, Major) DISADVANTAGES Points: 115 Base Pts: 200 Exp Required: 35 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 350 Quote Link to comment Share on other sites More sharing options...
SSgt Baloo Posted April 18, 2008 Author Report Share Posted April 18, 2008 Re: Super Team Hyper-Retired-Reserve-Force Assemble! Wow, and thanks! That's very detailed. Quote Link to comment Share on other sites More sharing options...
Doomed Prophet Posted April 19, 2008 Report Share Posted April 19, 2008 Re: Super Team Hyper-Retired-Reserve-Force Assemble! Anytime, ask and ye shall receive... Thought it would be interesting to create a brick power armor (don't know why it wouldn't let me make Growth into "Always On" though...) with a bit of Tail Spin thrown in for comedic effect... Glad you enjoy it Quote Link to comment Share on other sites More sharing options...
Doomed Prophet Posted April 21, 2008 Report Share Posted April 21, 2008 Re: Super Team Hyper-Retired-Reserve-Force Assemble! Wow... Are we the only retirees Baloo? Guess it's us against the forces of evil... But we can take 'em... Super Team Hyper-Retired-Reserve-Force HO! Now to figure out the Disadvantage for the VA and it's vile minions.... Quote Link to comment Share on other sites More sharing options...
JmOz Posted April 21, 2008 Report Share Posted April 21, 2008 Re: Super Team Hyper-Retired-Reserve-Force Assemble! Wow... Are we the only retirees Baloo? Guess it's us against the forces of evil... But we can take 'em... Super Team Hyper-Retired-Reserve-Force HO! Now to figure out the Disadvantage for the VA and it's vile minions.... I served in the USAF, but for only 4 years, Quote Link to comment Share on other sites More sharing options...
Teflon Billy Posted April 21, 2008 Report Share Posted April 21, 2008 Re: Super Team Hyper-Retired-Reserve-Force Assemble! Wow... Are we the only retirees Baloo? Guess it's us against the forces of evil... But we can take 'em... Super Team Hyper-Retired-Reserve-Force HO! Now to figure out the Disadvantage for the VA and it's vile minions.... Sorry, I've got 16-20 years to go before I can join this team. TB --PEBD 21NOV01 Quote Link to comment Share on other sites More sharing options...
Doomed Prophet Posted April 21, 2008 Report Share Posted April 21, 2008 Re: Super Team Hyper-Retired-Reserve-Force Assemble! I'd say JmOz fits the requirements (with that whole Individual Ready Reserve thing)... Teflon Billy, you're an active member pending retirement... If that makes sense... Quote Link to comment Share on other sites More sharing options...
JmOz Posted April 21, 2008 Report Share Posted April 21, 2008 Re: Super Team Hyper-Retired-Reserve-Force Assemble! Well I went on term leave on Feb 27, with acutual seperation Mar 27 in 2000 Quote Link to comment Share on other sites More sharing options...
Doomed Prophet Posted April 21, 2008 Report Share Posted April 21, 2008 Re: Super Team Hyper-Retired-Reserve-Force Assemble! Okay... Then pending SSgt Baloo's approval, you can be a Super Team Hyper-Retired-Reserve-Force Reserve Member... Say that five times fast... Quote Link to comment Share on other sites More sharing options...
SSgt Baloo Posted April 21, 2008 Author Report Share Posted April 21, 2008 Re: Super Team Hyper-Retired-Reserve-Force Assemble! Okay... Then pending SSgt Baloo's approval' date=' you can be a Super Team Hyper-Retired-Reserve-Force Reserve Member... Say that five times fast...[/quote'] Don't see why not. Welcome reserve members! Quote Link to comment Share on other sites More sharing options...
Doomed Prophet Posted May 2, 2008 Report Share Posted May 2, 2008 Re: Super Team Hyper-Retired-Reserve-Force Assemble! L'sigh... Bumped in the hope of seeing someone's version of me... And because it's a nifty idea... Quote Link to comment Share on other sites More sharing options...
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