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Mr. R
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Posts posted by Mr. R
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Last member of the Workshop
Archimedes
Val Char Cost Roll Notes
18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]
18 DEX 24 13- OCV: 6/DCV: 6
15 CON 10 12-
15 BODY 10 12-
25 INT 15 14- PER Roll 17-
14 EGO 8 12- ECV: 5
18 PRE 8 13- PRE Attack: 3 ½d6
16 COM 3 12-
8+12 PD 4 Total: 8/20 PD (5/17 rPD)
8+12 ED 5 Total: 8/20 ED (5/17 rED)
5 SPD 22 Phases: 2, 4, 6, 8, 10, 12
7 REC 0
30 END 0
32 STUN 0 Total Characteristic Cost: 117
Movement: Running: 6"/12"
Flight: 15"/30"
Leaping: 3"/6"
Swimming: 2"/4"
Cost Powers END
5 Damage Resistance (5 PD/5 ED)
24 Armor (12 PD/12 ED) (36 Active Points); OIF (-½)
7 +1 SPD (10 Active Points); OIF (-½)
3 +1 with DCV (5 Active Points); OIF (-½)
6 +3 PER with all Sense Groups (9 Active Points); OIF (-½)
7 Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)
10 Radar (Radio Group) (15 Active Points); OIF (-½)
3 Nightvision (5 Active Points); OIF (-½)
3 Infrared Perception (Sight Group) (5 Active Points); OIF (-½)
17 Jet boots: Flight 15" (30 Active Points); OIF (-½), 1 Continuing Charge lasting 1 Hour (-¼) [1 cc]
38 Knucke dusters: Multipower, 50-point reserve, all slots 16 Charges (+0) (50 Active Points); all slots OIF (-½)
Notes: (x2 number of items)
1u 1) Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-½), OIF (-½)
3u 2) Energy Blast 10d6 (50 Active Points); OIF (-½)
Perks
5 Money: Well Off
Talents
2 Absolute Range Sense (3 Active Points); IIF (-¼)
2 Absolute Time Sense (3 Active Points); IIF (-¼)
2 Bump Of Direction (3 Active Points); IIF (-¼)
16 Universal Translator 14- (20 Active Points); IIF (-¼)
2 Lightning Calculator (3 Active Points); IIF (-¼)
Skills
3 Armorsmith 13-
3 Systems Operation 14-
3 Security Systems 14-
3 Electronics 14-
3 Mechanics 14-
3 Computer Programming 14-
3 Science Skill: Chemistry 14-
3 Science Skill: Biology 14-
3 Science Skill: Metallurgy 14-
3 Paramedics 14-
3 Acrobatics 13-
3 Breakfall 13-
3 Inventor 14-
15 +3 with DCV
Total Powers & Skill Cost: 210
Total Cost: 327
200+ Disadvantages
15 Hunted: police 8- (As Pow; NCI; Harshly Punish)
10 Hunted: Mr Fixit 8- (Mo Pow; NCI; Watching)
25 Psychological Limitation: Nihilist (Very Common; Total)
10 Psychological Limitation: Enjoys spreading suffering (Common; Moderate)
5 Reputation: Gadgeteer, 8-
10 Social Limitation: Public ID (Frequently; Minor)
5 Reputation: Legacy, 8-
47 Experience Points
Total Disadvantage Points: 327
Earned Experience: 0
Spent Experience: 47
Unspent Experience: 0
Background/History: Yvette Cayman is the daughter of the original Archemedes. She was happy, until her father died in an ambush. In her grief, she has lashed out at the world, building devices for whoever can pay. It is her way of getting revenge on the world, because if she can't be happy, neither can anyone else!
Recently our school did a play, "The Addams Family - A Musical" (Aside, it is VERY FUNNY). One line is from Pugsly to Wednesday "Seriously, you have issues!" That describes Archemedes. She is the classic 'I do this for revenge on society thet...." Whatever! Again, she's more interesting as background than as an opponent. But she does have a lot of plot hooks. Of all the members of the Workshop, she's would be the one to get the most face time/interaction.
Build wise, I think she is the coolest of the three, but that is mainly because the Analytical Hardware is just that.
Computer makes you like Garcia from Criminal Intent. Great in your 15 minutes, then.....
Weapons is too much like Hunter/vigilante
Vehicle is limiting. What do you do out of your vehicle?
Analytical gets the best toys in my opinion.
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This is the guy who would have built the Batmobile. And then give it more dakka!
Overdrive
Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 [1]
15 DEX 15 12- OCV: 5/DCV: 5
13 CON 6 12-
14 BODY 8 12-
25 INT 15 14- PER Roll 14-
20 EGO 20 13- ECV: 7
13 PRE 3 12- PRE Attack: 2 ½d6
10 COM 0 11-
8+12 PD 5 Total: 8/20 PD (5/17 rPD)
8+12 ED 5 Total: 8/20 ED (5/17 rED)
3 SPD 5 Phases: 4, 8, 12
6 REC 0
26 END 0
29 STUN 0 Total Characteristic Cost: 87
Movement: Running: 6"/12"
Leaping: 3"/6"
Swimming: 2"/4"
Cost Powers END
24 Armor (12 PD/12 ED) (36 Active Points); OIF (-½)
5 Damage Resistance (5 PD/5 ED)
Perks
5 Money: Well Off
50 Vehicles & Bases
Talents
3 Bump Of Direction
24 Hotshot Pilot (Star Hero)
8 Lightning Reflexes: +8 DEX to act first with All Actions (12 Active Points); Conditional Power Power does not work in Common Circumstances (Only when driving; -½)
Skills
3 Mechanics 14-
3 Electronics 14-
7 Lockpicking 14-
3 Navigation 14-
3 Weaponsmith 14-
7 Armorsmith 14-
3 Inventor 14-
16 TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Combat Aircraft, Helicopters, Large Military Ships, Large Motorized Boats, Large Planes, Railed Vehicles, Small Military Ships, Small Motorized Boats, Small Planes, Snowmobiles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
10 +2 with DCV
Total Powers & Skill Cost: 174
Total Cost: 261
200+ Disadvantages
15 Hunted: Police 8- (As Pow; NCI; Harshly Punish)
10 Reputation: Ace driver, 11-
10 Reputation: Vehicle specialist, 11-
15 Social Limitation: Secret ID (Frequently; Major)
20 Psychological Limitation: Coward except when in a vehicle (Common; Total)
Total Disadvantage Points: 261
Earned Experience: 0
Spent Experience: 0
Unspent Experience: 0
Background/History: Boris Geckle loved cars, and loved them fast. With his mechanical flare, he souped up his rides and put hisself out as a transporter. Then on a job gone wrong, he almost died, and so since then he has concentrated on the supply side. You want a mean machine, with the latest gadgets, you call Overdrive!
So like the last NPC, its not so much what he can do, but what he can supply that makes him interesting. If it is in the Complete Vehicles guide, he can probably build it. A good guide is as part of his displays he has a Motorcycle, a Sportscar, a Semi-truck, and a Helicopter.
Seriously these guys are Dr. McQuark's SSS&G with some ethical problems.
You should never have to fight this guy, but if you do, he'll come at you with a BIG Vehicle, that has LOTS of weapons and LOTS of armour. And he will certainly pick the time and place for an ambush. Away from his vehicle he's basically a normal.
So again, I like what they can offer a campaign, more that I like them as an enemy!
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So first up, the weapon supplier of the Workshop:
Hairtrigger
Val Char Cost Roll Notes
18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]
20 DEX 30 13- OCV: 7/DCV: 7
18 CON 16 13-
14 BODY 8 12-
18 INT 8 13- PER Roll 13-
15 EGO 10 12- ECV: 5
15 PRE 5 12- PRE Attack: 3d6
10 COM 0 11-
8+12 PD 4 Total: 8/20 PD (5/17 rPD)
8+12 ED 4 Total: 8/20 ED (5/17 rED)
5 SPD 20 Phases: 3, 5, 8, 10, 12
8 REC 0
36 END 0
32 STUN 0 Total Characteristic Cost: 113
Movement: Running: 9"/18"
Leaping: 3"/6"
Swimming: 2"/4"
Cost Powers END
24 Armor (12 PD/12 ED) (36 Active Points); OIF (-½)
5 Damage Resistance (5 PD/5 ED)
15 Running +3" (9" total), Reduced Endurance (0 END; +½) (15 Active Points)
25 Roto pistol: Energy Blast 8d6, 4 clips of 8 Charges (+0) (40 Active Points); OAF (-1) [8]
Notes: (x2 number of items)
42 Gyrojet Pistol: Energy Blast 10d6, 2 clips of 12 Charges (+0), Does x1 ½ Knockback (+½) (75 Active Points); OAF (-1) [12]
Notes: (x2 number of items)
27 Micro Howitzer: Energy Blast 8d6, Area Of Effect (4" Radius; +1) (80 Active Points); 4 Charges (-1), OAF (-1) [4]
33 Knuckle dusters: Multipower, 50-point reserve, (50 Active Points); all slots OIF (-½), 12 Charges (-¼)
Notes: (x2 number of items)
1u 1) Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-½), OIF (-½)
3u 2) Energy Blast 10d6 (50 Active Points); OIF (-½)
Perks
5 Money: Well Off
Skills
3 Demolitions 13-
3 Mechanics 13-
3 Electronics 13-
3 Climbing 13-
3 Survival 13-
3 Tracking 13-
3 Computer Programming 13-
3 Weaponsmith 13-
5 Rapid Attack (Ranged)
10 Two-Weapon Fighting (Ranged)
15 +3 with DCV
Total Powers & Skill Cost: 234
Total Cost: 347
200+ Disadvantages
10 Enraged: When crossed (Uncommon), go 8-, recover 11-
15 Hunted: Police 8- (As Pow; NCI; Harshly Punish)
20 Psychological Limitation: Adrenaline Junky (Common; Total)
15 Psychological Limitation: Overconfident (Common; Strong)
5 Reputation: Weapons designer, 8-
10 Psychological Limitation: Vengeful (Common; Moderate)
15 Social Limitation: Secret ID (Frequently; Major)
57 Experience Points
Total Disadvantage Points: 347
Earned Experience: 0
Spent Experience: 57
Unspent Experience: 0
Background/History: Mike "Mad Dog" McCaffery is an ex marine who mustered out because the action was not intence enough for him. He mover to Century Station to get a part of the action as well as demonstrate some of his weapon designs. Soon people were calling him not only as some extra muscle but as a weapon supplier. Then he made contact with Archemedes and Overdrive and started the workshop. As he is always on edge, he got the nickname Hairtrigger, and has since used it as his handle!
So all his equipment is built using Energy Blast, but if you want a more lethal version change everything but the Knuckle Dusters to RKA.
This is the Hong Kong Kid, with the same attitude, but much better tactics. He wears better armour, has multiple weapons to handle differing situations, some items for HTH situations (they do happen) and seemingly a more mature attitude to combat in general.
Anyway, he's the weapons designer (except for energy weapons, WHY?) and the main contact with clients.
To me the combat is secondary. This is a group that gives a reason why the colour gangs all of a sudden getting real cheap energy weapons, or motrocycles with machine guns. in that they supply that role well.
And if the heroes decide to try and find the physical workshop, and raid it, they could be a big surprise with what they can do in combat.
All in all I find the group interesting, not because of what the members can do in combat, but the background they can supply to background!
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So the Workshop is a three person organization, your go-to people for all those cool gadgets and vehicles for the villain on the rise, or the organization that needs to get a few pieces to fill out the inventory. The members are
Hairtrigger - weapons expert
Overdrive - vehicles of all types
Archemedes - armour and non weapon devices.
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So next up the Workshop, criminal suppliers to the underworld. (Sigh I miss Dr. McQuark and the SSS&G) and the Fearless, alien freedom fighters and heroes trying to get off earth.
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And Sabot's partner:
Flechette
Val Char Cost Roll Notes
5 STR -5 16- Lift 2425.1kg; 6 ½d6
24 DEX 42 14- OCV: 8/DCV: 8
18 CON 16 13-
14 BODY 8 12-
12 INT 2 11- PER Roll 11-
12 EGO 4 11- ECV: 4
12 PRE 2 11- PRE Attack: 2d6
4 COM -3 10-
8+12 PD 1 Total: 8/20 PD (5/17 rPD)
8+12 ED 4 Total: 8/20 ED (5/17 rED)
3 SPD 0 Phases: 4, 8, 12
11 REC 0
36 END 0
40 STUN 0 Total Characteristic Cost: 71
Movement: Running: 6"/12"
Leaping: 6"/12"
Swimming: 2"/4"
Cost Powers END
5 Damage Resistance (5 PD/5 ED)
27 +28 STR, Reduced Endurance (0 END; +½) (44 Active Points); OIF (-½) (Modifiers affect Base Characteristic)
24 Armor (12 PD/12 ED) (36 Active Points); OIF (-½)
88 Auto shotguns arms: Energy Blast 10d6, Autofire (5 shots; +½), 250 Charges (+1) (125 Active Points); OIF (-½) [250]
Notes: (x2 number of items)
Skills
3 Climbing 14-
3 Electronics 11-
3 Mechanics 11-
3 Survival 11-
3 Tracking 11-
3 Stealth 14-
3 Contortionist 14-
10 Two-Weapon Fighting (Ranged)
5 Rapid Attack (Ranged)
10 +2 with DCV
Total Powers & Skill Cost: 190
Total Cost: 261
200+ Disadvantages
25 Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
15 Hunted: Police 8- (As Pow; NCI; Harshly Punish)
10 Physical Limitation: Gun arms (Frequently; Slightly Impairing)
15 Psychological Limitation: Bully (Common; Strong)
5 Reputation: War crimes, 8-
20 Social Limitation: Public ID (Very Frequently; Major)
Total Disadvantage Points: 261
Earned Experience: 0
Spent Experience: 0
Unspent Experience: 0
Same as Sabot, an IUD took her arms, so taking a cue from Sabot, she had bionics installed and full replacement weapons arms installed. And to say she has issues is an understatement. Like Sabot, she is wanted for warcrimes and has been commissioned by the Minotaur to be part of his new team.
Like Sabot, there is little to redeem her in the eyes of the heroes.
She has a cool build, and again some great plot hooks. But like Sabot I expect she would on top of the PC's hit list very quickly.
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So two more for the weekend. The last two members and the most despicable in my mind. First the tank of the Deathsquad:
Sabot
Val Char Cost Roll Notes
0 STR -10 16- Lift 2425.1kg; 6 ½d6
0 DEX -30 13- OCV: 6/DCV: 6
20 CON 20 13-
14 BODY 8 12-
10 INT 0 11- PER Roll 11-
10 EGO 0 11- ECV: 3
10 PRE 0 11- PRE Attack: 2d6
10 COM 0 11-
8+18 PD 8 Total: 8/26 PD (5/23 rPD)
8+18 ED 4 Total: 8/26 ED (5/23 rED)
1 SPD 0 Phases: 4, 8, 12
4 REC 0
40 END 0
24 STUN 0 Total Characteristic Cost: -12
Movement: Running: 15"/60"
Leaping: 21"/84"
Swimming: 2"/4"
Cost Powers END
5 Damage Resistance (5 PD/5 ED)
36 Armor (18 PD/18 ED) (54 Active Points); OIF (-½)
24 +33 STR, Reduced Endurance (0 END; +½) (49 Active Points); OIF (-½), No Figured Characteristics (-½) (Modifiers affect Base Characteristic)
27 +18 DEX (54 Active Points); OIF (-½), No Figured Characteristics (-½) (Modifiers affect Base Characteristic)
13 +2 SPD (20 Active Points); OIF (-½)
13 +10 REC (20 Active Points); OIF (-½)
17 +25 STUN (25 Active Points); OIF (-½)
35 Running +15" (15" total), x4 Noncombat, Reduced Endurance (0 END; +½) (52 Active Points); OIF (-½)
17 Leaping +15" (21 ½" forward, 10 ½" upward) (Accurate, x4 Noncombat), Reduced Endurance (0 END; +½) (40 Active Points); OAF (-1)
3 Infrared Perception (Sight Group) (5 Active Points); OIF (-½)
6 +6 versus Range Modifier for Sight Group (9 Active Points); OIF (-½)
10 Radar (Radio Group) (15 Active Points); OIF (-½)
60 Energy Blast 12d6, Autofire (2 shots; +¼), 32 Charges (+¼) (90 Active Points); OIF (-½) [32]
Perks
1 Reputation (A medium-sized group) 8-, +1/+1d6
Talents
2 Absolute Range Sense (3 Active Points); OIF (-½)
2 Absolute Time Sense (3 Active Points); OIF (-½)
Skills
3 Climbing 13-
3 Electronics 11-
3 Mechanics 11-
3 Demolitions 11-
3 Survival 11-
3 Tracking 11-
3 Stealth 13-
10 +2 with DCV
Total Powers & Skill Cost: 302
Total Cost: 290
200+ Disadvantages
25 Physical Limitation: Paralysed outside of armour (All the Time; Fully Impairing)
15 Psychological Limitation: Bully (Common; Strong)
10 Reputation: War crimes, 11-
15 Hunted: Police 8- (As Pow; NCI; Harshly Punish)
15 Social Limitation: Secret ID (Frequently; Major)
10 Experience Points
Total Disadvantage Points: 290
Earned Experience: 0
Spent Experience: 10
Unspent Experience: 0
So a professional mercenary steps on a mine and gets paralyzed from the neck down. So he commissions a suit of exo armour to allow him to move and adds a BFG as his main weapon. And along with Flechette (Up next) he goes from warzone to warzone killing a murdering and getting labelled a war criminal in the process. Things get so hot for them that they come to Century Station at the behest of the Minotaur to be part of he new team.
WOW the Minotaur must not be afraid of the massive amounts of attention getting a monster like this on his roster.
Anyway, Sabot is a decent build really. Can take a punch, can dish out decent damage, and is fairly maneuverable. Only his lack of any real strength harms the build. And he comes with some serious plot hooks.
This is a member that the team could really hate.
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Miss Might
Megan Michaels was no-ones first thought of what a Hero looks like 5' nothing in her sensible shoes soft spoken an immensely patient she was the perfect kindergarten teacher. Then came a teachers worst nightmare an active shooter incident.
She has said many times that dealing with superpowered alpha males and kindergarten have a lot in common.
I love this. And as a teacher who has substututed in a kindergarten class, that remark is almost spot on!
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And the team sniper, cause every team needs a sniper!
Pointman
Val Char Cost Roll Notes
18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]
30 DEX 60 15- OCV: 10/DCV: 10
18 CON 16 13-
14 BODY 8 12-
13 INT 3 12- PER Roll 12-
7 EGO -6 10- ECV: 2
7 PRE -3 10- PRE Attack: 1d6
10 COM 0 11-
8+9 PD 4 Total: 8/17 PD (5/14 rPD)
8+9 ED 4 Total: 8/17 ED (5/14 rED)
7 SPD 30 Phases: 2, 4, 6, 7, 9, 11, 12
8 REC 0
36 END 0
32 STUN 0 Total Characteristic Cost: 124
Movement: Running: 13"/26"
Leaping: 3"/6"
Swimming: 2"/4"
Cost Powers END
5 Damage Resistance (5 PD/5 ED)
27 Running +7" (13" total), Reduced Endurance (0 END; +½) (27 Active Points)
18 Armor (9 PD/9 ED) (27 Active Points); OIF (-½)
9 +6 versus Range Modifier for Sight Group
5 Infrared Perception (Sight Group)
5 Nightvision
45 Sniper rifle: Energy Blast 12d6, 16 clips of 8 Charges (+¼), Increased Maximum Range (1,875"; +¼) (90 Active Points); OAF (-1) [8]
16 sniper pistol: Killing Attack - Ranged 2 ½d6 (40 Active Points); OAF (-1), 8 clips of 3 Charges (-½) [3]
Skills
3 Climbing 15-
3 Electronics 12-
3 Mechanics 12-
3 Survival 12-
3 Trading 10-
2 WF: Small Arms
3 Lockpicking 15-
3 Concealment 12-
3 Streetwise 10-
3 Stealth 15-
15 +3 with DCV
Total Powers & Skill Cost: 174
Total Cost: 298
200+ Disadvantages
15 Hunted: Police 8- (As Pow; NCI; Harshly Punish)
5 Hunted: The Section 8- (As Pow; NCI; Watching)
25 Psychological Limitation: Sniper (Very Common; Total)
10 Reputation: Sniper, 11-
15 Psychological Limitation: Like a challange (Common; Strong)
28 Experience Points
Total Disadvantage Points: 298
Earned Experience: 0
Spent Experience: 28
Unspent Experience: 0
Another whose past is left obscure other than he wants to bag a number of Heads of State for some personal reason. His last attempt failed and he was almost captured. But he's broke. And needs MONEY!
So this allows an evil GM to introduce plenty of complications. I could even see him getting the contract to kill Doubletap and is just waiting for the right time. Or doing something amazingly bad at a crucial time contrary to the Minotaur's plans. Also he's a super soldier, so where did he get his powers.
Power wise. Classic sniper. Shot from FAAAAARRR away. He's Lazer, without the jetpack (and the coolness). In combat, he should scare some PCs as he is very accurate.
Serviceable, but .....
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Another blazing gunner of the Deathsquad, and one who could tear the team apart:
Sixgun
Val Char Cost Roll Notes
23 STR 13 14- Lift 606.3kg; 4 ½d6
18 DEX 24 13- OCV: 6/DCV: 6
30 CON 40 15-
15 BODY 10 12-
10 INT 0 11- PER Roll 11-
15 EGO 10 12- ECV: 5
10 PRE 0 11- PRE Attack: 2d6
8 COM -1 11-
8 PD 3 Total: 8 PD (5 rPD)
8 ED 2 Total: 8 ED (5 rED)
7 SPD 42 Phases: 2, 4, 6, 7, 9, 11, 12
11 REC 0
60 END 0
42 STUN 0 Total Characteristic Cost: 143
Movement: Running: 6"/12"
Leaping: 4"/8"
Swimming: 2"/4"
Cost Powers END
5 six arms: Extra Limbs (4)
5 Damage Resistance (5 PD/5 ED)
11 Reduced Endurance (0 END; +½) (11 Active Points) applied to STR
60 Alter limbs: Multipower, 60-point reserve
6u 1) blaster: Energy Blast 8d6, 32 clips of 12 Charges (+½) (60 Active Points) [12]
5u 2) Energy grenade: Energy Blast 8d6, Area Of Effect (One Hex; +½) (60 Active Points); 64 clips of 1 Charge (-¼) [1]
6u 3) Machine gun: Killing Attack - Ranged 2 ½d6, 32 clips of 12 Charges (+½) (60 Active Points) [12]
4u 4) frag grenade: Killing Attack - Ranged 2 ½d6, Area Of Effect (One Hex; +½) (60 Active Points); 32 clips of 1 Charge (-½) [1]
4u 5) sword hand: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), Reduced Endurance (0 END; +½) (45 Active Points)
3u 6) club hand: Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +½) (45 Active Points); Hand-To-Hand Attack (-½)
Skills
3 Streetwise 11-
3 Lockpicking 13-
3 Concealment 11-
3 Climbing 13-
3 Electronics 11-
3 Mechanics 11-
3 Paramedics 11-
2 TF: Common Motorized Ground Vehicles
15 +3 with DCV
Total Powers & Skill Cost: 147
Total Cost: 290
200+ Disadvantages
20 Distinctive Features: six arms (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15 Hunted: Police 8- (As Pow; NCI; Harshly Punish)
10 Psychological Limitation: Unsure of villainy (Common; Moderate)
10 Social Limitation: Public ID (Frequently; Minor)
35 Experience Points
Total Disadvantage Points: 290
Earned Experience: 0
Spent Experience: 35
Unspent Experience: 0
So another Alter Limbs guy. Hands become BFGs. But with six arms, he can put out some serious firepower. Played right, he can be a good ranged member, who hits a PC every time he moves. But they didn't give him any armour and he seriously needs it.
But it is his backstory that has the hooks. A mutant, with little education, he used his powers to provide for his family. Then they found out about his villainy and disowned him. This has led to a crisis of conscience and he is thinking of retiring and going straight. If so the Minotaur will certainly kill him.
Cue a hero team to save him. Maybe he and Stranglehold can leave together. This would put a serious dent in the Minotaur's teams.
-
And the resident attack dog of of the Deathsquad:
The Hong Kong Kid
Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 [1]
26 DEX 48 14- OCV: 9/DCV: 9
25 CON 30 14-
14 BODY 8 12-
11 INT 1 11- PER Roll 11-
14 EGO 8 12- ECV: 5
15 PRE 5 12- PRE Attack: 3d6
16 COM 3 12-
8+6 PD 5 Total: 8/14 PD (5/11 rPD)
8+6 ED 3 Total: 8/14 ED (5/11 rED)
6 SPD 24 Phases: 2, 4, 6, 8, 10, 12
8 REC 0
50 END 0
35 STUN 0 Total Characteristic Cost: 140
Movement: Running: 9"/18"
Leaping: 3"/6"
Swimming: 2"/4"
Cost Powers END
5 Damage Resistance (5 PD/5 ED)
15 Running +3" (9" total), Reduced Endurance (0 END; +½) (15 Active Points)
12 Armor (6 PD/6 ED) (18 Active Points); OIF (-½)
50 Sliver gun: Multipower, 80-point reserve, (80 Active Points); all slots OAF (-1)
Notes: (x4 number of items)
3u 1) darts: Killing Attack - Ranged 2 ½d6, 4 clips of 32 Charges (+½) (60 Active Points); OAF (-1) [32]
3u 2) slugs: Energy Blast 8d6, 4 clips of 32 Charges (+½) (60 Active Points); OAF (-1) [32]
Talents
6 Firearms: Lightning Reflexes: +6 DEX to act first with Single Action
Skills
15 Weaponsmith 17-
5 Rapid Attack (Ranged)
10 Two-Weapon Fighting (Ranged)
3 WF: Small Arms, Off Hand
3 Demolitions 11-
3 Electronics 11-
3 Mechanics 11-
3 Survival 11-
3 Tracking 11-
3 Forgery 11-
3 Lockpicking 14-
3 Streetwise 12-
3 Concealment 11-
3 Security Systems 11-
3 Stealth 14-
15 +3 with DCV
Total Powers & Skill Cost: 175
Total Cost: 315
200+ Disadvantages
15 Hunted: Police 8- (As Pow; NCI; Harshly Punish)
15 Social Limitation: Secret ID (Frequently; Major)
20 Psychological Limitation: Overconfident (Common; Total)
5 Hunted: Triads 11- (As Pow; Watching)
60 Experience Points
Total Disadvantage Points: 315
Earned Experience: 0
Spent Experience: 60
Unspent Experience: 0
He's got a lot to live up to. His grandfather was triad assassin, his father was triad assassin. He's carrying on the family tradition. He's come to CS to give himself a challenge. The Triads have agreed to this as long as he kicks back his 85%. So far it has been lucrative.
HKK is the supremely overconfident member. He's got skills. And he's got a special gun. Basically it shoot small slivers at fantastic speeds so it can carry a lot of ammunition. Since to get any real damage it needs to be fired in bursts, I gave it a good damage and enough charges to justify constant use. The fact that he never seems to reload is due to the fact that he carries four of them and at least 4 clips for each. (yeah, he comes loaded).
I gave him overconfident, but even that is not enough. It seems he's almost fool hardy, wading out of cover, guns blazing. Maybe I should have given him some Combat Luck? But he's also the teams skill monkey. Seriously if it shoot, he can fix it. I can see Double tap keeping a very close eye on him as he is almost too valuable to lose.
Powerwise, it does show some of the versatility of the Hardware set. Of course the Analytic gets the best toys, but weaponsmith comes close. Look at the difference between Hong Kong Kid and A villain coming up called Hairtrigger. Same set, but the characters have some differences.
-
So onto the Deathsquad. First the leader, someone I feel is much more capable than Uppercut.
Doubletap
Val Char Cost Roll Notes
20 STR 10 13- Lift 400.0kg; 4d6 [2]
20 DEX 30 13- OCV: 7/DCV: 7
23 CON 26 14-
15 BODY 10 12-
15 INT 5 12- PER Roll 12-
13 EGO 6 12- ECV: 4
13 PRE 3 12- PRE Attack: 2 ½d6
15 COM 3 12-
8+12 PD 4 Total: 8/20 PD (5/17 rPD)
8+12 ED 3 Total: 8/20 ED (5/17 rED)
5 SPD 20 Phases: 3, 5, 8, 10, 12
9 REC 0
46 END 0
37 STUN 0 Total Characteristic Cost: 120
Movement: Running: 11"/22"
Flight: 15"/30"
Leaping: 4"/8"
Swimming: 2"/4"
Cost Powers END
5 Damage Resistance (5 PD/5 ED)
21 Running +5" (11" total), Reduced Endurance (0 END; +½) (21 Active Points)
24 Hard suit: Armor (12 PD/12 ED) (36 Active Points); OIF (-½)
17 jet pack: Flight 15" (30 Active Points); OIF (-½), 1 Continuing Charge lasting 1 Hour (-¼) [1 cc]
25 Heavy Ion Blaster: Energy Blast 10d6, 4 clips of 8 Charges (+0) (50 Active Points); OAF (-1) [8]
25 Ion Blaster: Energy Blast 8d6, 8 clips of 12 Charges (+¼) (50 Active Points); OAF (-1) [12]
29 energy grenades: Energy Blast 8d6, Area Of Effect (4" Radius; +1) (80 Active Points); OAF (-1), 6 Charges (-¾) [6]
27 High explosive grenades: Energy Blast 10d6, Area Of Effect (One Hex; +½) (75 Active Points); OAF (-1), 6 Charges (-¾) [6]
4 Martial Block +2 +2 Block, Abort
4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort
4 Martial Strike +0 +2 6d6 Strike
5 Offensive Strike -2 +1 8d6 Strike
3 Martial Grab -1 -1 Grab Two Limbs, 30 STR for holding on
3 Martial Throw +0 +1 4d6 +v/5, Target Falls
Skills
3 Climbing 13-
6 TF: Common Motorized Ground Vehicles, Combat Aircraft, Helicopters, Large Planes, Small Planes
3 Survival 12-
3 Concealment 12-
3 Computer Programming 12-
3 Streetwise 12-
3 Electronics 12-
3 Mechanics 12-
3 KS: Law 12-
3 Lockpicking 13-
3 Security Systems 12-
3 Stealth 13-
15 +3 with DCV
Total Powers & Skill Cost: 251
Total Cost: 370
200+ Disadvantages
10 Psychological Limitation: Over confident (Common; Moderate)
10 Reputation: Secret Agent, 11-
20 Hunted: The Hidden Realm 8- (Mo Pow; NCI; Harshly Punish)
10 Hunted: Police 8- (As Pow; Harshly Punish)
120 Experience Points
Total Disadvantage Points: 370
Earned Experience: 0
Spent Experience: 120
Unspent Experience: 0
So he's a Secret Agent. A male version of Elite. Similar skills and equipment. Tactical leader (like Elite). However they did give him more plot hooks. He's got a nasty hunted, (Note police should have NCI as well) and an ego a mile wide. But he also looks like he would lead the team better.
I like Super Agent PC's, but there needs to be something to make them different from each other. Unfortunately in HU, the skill list is the same for all Sec. Ag. Characters. But Doubletap has promise. As a leader he could take any team he commands and make them nasty. I expect tactics and battle maneuvers from this guy. He's a leader that PC's could respect, even he's on the other side.
Not bad and a serciveable NPC.
-
Last member of the Bodyshots, and maybe the most dangerous
Haymaker
Val Char Cost Roll Notes
40 STR 30 17- Lift 6400.0kg; 8d6
30 DEX 60 15- OCV: 10/DCV: 10
30 CON 40 15-
12 BODY 4 11-
17 INT 7 12- PER Roll 12-
18 EGO 16 13- ECV: 6
16 PRE 6 12- PRE Attack: 3d6
20 COM 5 13-
23 PD 15 Total: 23 PD (15 rPD)
23 ED 17 Total: 23 ED (15 rED)
5 SPD 10 Phases: 3, 5, 8, 10, 12
14 REC 0
60 END 0
47 STUN 0 Total Characteristic Cost: 210
Movement: Running: 11"/22"
Leaping: 8"/16"
Swimming: 2"/4"
Cost Powers END
25 Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +½) (37 Active Points); Hand-To-Hand Attack (-½)
15 Radar (Radio Group)
15 Damage Resistance (15 PD/15 ED)
20 Reduced Endurance (0 END; +½) (20 Active Points) applied to STR
21 Running +5" (11" total), Reduced Endurance (0 END; +½) (21 Active Points)
Skills
3 Acrobatics 15-
3 Climbing 15-
3 Breakfall 15-
3 Computer Programming 12-
3 Paramedics 12-
3 KS: Buisiness and finance 12-
16 +2 with All Combat
Total Powers & Skill Cost: 130
Total Cost: 340
200+ Disadvantages
15 Hunted: Police 8- (As Pow; NCI; Harshly Punish)
15 Psychological Limitation: Casual Killer (Common; Strong)
15 Social Limitation: Secret ID (Frequently; Major)
5 Distinctive Features: Glowing eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Hunted: Brother 8- (As Pow; Capture)
80 Experience Points
Total Disadvantage Points: 340
Earned Experience: 0
Spent Experience: 80
Unspent Experience: 0
So she was a fitness nut, and got into bodybuilding and fitness training. Then at a competition, it was found that she was a mutant. Lost everything, home friends, endorsements. On the streets you do what you need to survive and so she fought. Found she was good at it also. Eventually she fell in with the Minotaur and his enforcer team (she's the other member who could hand Roundhouse his rear end). Even Uppercut remarks she has a mean streak.
Like Uppercut, I find it hard to believe her powers were rolled randomly (Str, PP, PE, radar and Power channeling). She's designed to hit fast and hard. One thing I liked was that she has a family (brother who is looking for her) They describe him as naive (cue killing own family to show what a rat bastard she is). But I mad him as powerful. (he's a mutant also.) So now cue punching your brother full force, expecting to kill him and something much stronger emerges from the rubble.
Her build is OK, but the plot hooks make her cool. This could be like Salvo from Hitters Inc. Leaving her a bloody pulp would not phase players in the slightest if you play her right!
-
This is one of the other two that I believe could beat Roundhouse easily. Meet the fightin bot:
Knuckleduster
Val Char Cost Roll Notes
45 STR 35 18- Lift 12.8tons; 9d6
15 DEX 15 12- OCV: 5/DCV: 5
20 CON 20 13-
13 BODY 6 12-
16 INT 6 12- PER Roll 12-
12 EGO 4 11- ECV: 4
13 PRE 3 12- PRE Attack: 2 ½d6
20 COM 5 13-
28 PD 19 Total: 28 PD (25 rPD)
28 ED 24 Total: 28 ED (25 rED)
6 SPD 35 Phases: 2, 4, 6, 8, 10, 12
13 REC 0
40 END 0
46 STUN 0 Total Characteristic Cost: 172
Movement: Running: 16"/32"
Leaping: 19"/38"
Swimming: 2"/4"
Cost Powers END
22 Reduced Endurance (0 END; +½) (22 Active Points) applied to STR
22 Life Support (Eating: Character only has to eat once per week; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week)
25 Damage Resistance (25 PD/25 ED)
36 Running +10" (16" total), Reduced Endurance (0 END; +½) (36 Active Points)
5 Nightvision
5 Infrared Perception (Sight Group)
15 Radar (Radio Group)
19 Leaping +10" (19" forward, 9 ½" upward), Reduced Endurance (0 END; +½) (19 Active Points)
Talents
3 Absolute Range Sense
3 Absolute Time Sense
Skills
3 Climbing 12-
3 Animal Handler 12-
3 Acrobatics 12-
3 Breakfall 12-
0 Language: English (idiomatic; literate) (5 Active Points)
5 Language: Spanish (idiomatic; literate)
10 +2 with DCV
Total Powers & Skill Cost: 182
Total Cost: 354
200+ Disadvantages
25 Physical Limitation: Robot body (All the Time; Fully Impairing)
5 Psychological Limitation: Programmed to fight (Uncommon; Moderate)
15 Hunted: Police 8- (As Pow; NCI; Harshly Punish)
15 Hunted: Corporation that created him 8- (As Pow; NCI; Capture)
15 Social Limitation: Secret ID (Frequently; Major)
10 Distinctive Features: (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
69 Experience Points
Total Disadvantage Points: 354
Earned Experience: 0
Spent Experience: 69
Unspent Experience: 0
Programmed as a practice aid to help train agents. Was lost and his auto programming kicked in. Eventually he became self aware and found he liked fighting and earning money to keep him in repairs. Eventually he made his way to CS and the Minotaur.
This NPC would come across as a surprise to most PCs. He looks like a normal person, but can soak up amazing amounts of damage. And he hits hard. Actually I think I could justify his Str at 50 just because he fits the brick role so well in the team. And he has a ton of plot hooks.
So I like him!
-
So the tag team partner to Roundhouse
Bolchock
Val Char Cost Roll Notes
28 STR 18 15- Lift 1212.6kg; 5 ½d6
30 DEX 60 15- OCV: 10/DCV: 10
20 CON 20 13-
13 BODY 6 12-
10 INT 0 11- PER Roll 11-
10 EGO 0 11- ECV: 3
10 PRE 0 11- PRE Attack: 2d6
16 COM 3 12-
8+6 PD 2 Total: 8/14 PD (5/11 rPD)
8+6 ED 4 Total: 8/14 ED (5/11 rED)
6 SPD 20 Phases: 2, 4, 6, 8, 10, 12
10 REC 0
40 END 0
37 STUN 0 Total Characteristic Cost: 133
Movement: Running: 11"/22"
Leaping: 5"/10"
Swimming: 2"/4"
Cost Powers END
5 Damage Resistance (5 PD/5 ED)
14 Reduced Endurance (0 END; +½) (14 Active Points) applied to STR
12 Armor (6 PD/6 ED) (18 Active Points); OIF (-½)
14 Batons: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +½) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-½)
Notes: (x2 number of items)
21 Running +5" (11" total), Reduced Endurance (0 END; +½) (21 Active Points)
5 Defensive Block +1 +3 Block, Abort
5 Defensive Strike +1 +3 5 ½d6 Strike
3 Defensive Throw +1 +1 Block, Target Falls
4 Fast Strike +2 +0 7 ½d6 Strike
4 Joint Lock/Throw +1 +0 Grab One Limb; 1d6 NND ; Target Falls
3 Legsweep +2 -1 6 ½d6 Strike, Target Falls
4 Martial Strike +0 +2 7 ½d6 Strike
4 Reversal -1 -2 43 STR to Escape; Grab Two Limbs
1 Weapon Element: Clubs
Talents
18 Combat Luck (9 PD/9 ED)
Skills
3 Acrobatics 15-
3 Breakfall 15-
3 Climbing 15-
3 Interrogation 11-
3 Tracking 11-
3 Survival 11-
3 Stealth 15-
3 Paramedics 11-
3 Mechanics 11-
3 Electronics 11-
16 +2 with All Combat
Total Powers & Skill Cost: 163
Total Cost: 296
200+ Disadvantages
15 Hunted: Police 8- (As Pow; NCI; Harshly Punish)
15 Hunted: Old Bosses 8- (As Pow; NCI; Capture)
66 Experience Points
Total Disadvantage Points: 296
Earned Experience: 0
Spent Experience: 66
Unspent Experience: 0
A Russian expat who like A Clockwork Orange a bit too much comes to Century Station to work with the local Russian Mafia. But the organization he's join has pissed off the Minotaur and all are killed, except Bolchok. He's given a choice, join or die (Not really a choice). He's a good enough fighter that he makes it into the fighting circuit and later the Bodyshots. And after a while he grows to like his job. He's good at it.
You will note the lack of Disads with him. That's because he's got very few. He's like Killjoy from Hitters Inc. He just wants to do his job and get paid. He's very much a blue collar thug. Laid back and go with the flow.
Power wise, he's another Physical Training guy. I could see him and Roundhouse doing a good tag team. His combat pattern is to wade in, blocking a dodging until his opponent is out of attacks. With Roundhouse I see him blocking, which allows Roundhouse a free attack. Or a legsweep for roundhouse to get a bonus on OCV next attack. I can even see a power with Roundhouse of "+ to OCV when other blocks or dodges".
-
One more for today, an out of the box type
Stranglehold
Val Char Cost Roll Notes
40+10 STR 30 17- / 19- Lift 6400.0kg/25.6tons; 8d6/10d6 [4/5]
18 DEX 24 13- OCV: 6/DCV: 6
35 CON 50 16-
13+2 BODY 6 12-
8 INT -2 11- PER Roll 11-
15 EGO 10 12- ECV: 5
10 PRE 0 11- PRE Attack: 2d6
8 COM -1 11-
20 PD 12 Total: 20 PD (20 rPD)
20 ED 13 Total: 20 ED (20 rED)
3 SPD 2 Phases: 4, 8, 12
15 REC 0
70 END 0
51+2 STUN 0 Total Characteristic Cost: 144
Movement: Running: 6"/12"
Leaping: 8"/16"
Swimming: 2"/4"
Cost Powers END
20 Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 304 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide), Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points)
75 Stretching 10", Reduced Endurance (0 END; +½) (75 Active Points)
20 Healing BODY 2d6, Reduced Endurance (0 END; +½) (30 Active Points); Self Only (-½)
30 Physical Damage Reduction, Resistant, 50%
20 Damage Resistance (20 PD/20 ED)
Skills
3 Streetwise 11-
3 Lockpicking 13-
3 Concealment 11-
3 Stealth 13-
3 Climbing 13-
3 Systems Operation 11-
10 +2 with DCV
Total Powers & Skill Cost: 193
Total Cost: 337
200+ Disadvantages
10 Distinctive Features: (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15 Social Limitation: Secret ID (Frequently; Major)
5 Physical Limitation: Losing stretching power (Infrequently; Slightly Impairing)
15 Hunted: Police 8- (As Pow; NCI; Harshly Punish)
92 Experience Points
Total Disadvantage Points: 337
Earned Experience: 0
Spent Experience: 92
Unspent Experience: 0
He's the classic fell into a vat of something and got superpowers. He was a thug before and he's a thug now, just bigger and badder. Except his powers are slowly disappearing ( the Stretching and Dam Red only) and he's getting scared. So he's willing do do things to keep his powers that may blow up the team and Minotaur's plans!
SO I like him. He's got some interesting powers that can catch a super by surprise. And he can take a hit. And he has some interesting possible hooks to get the players interested.
-
Is this an example of Heads I win Tails you lose?
Fixed it. Thanks!
-
One of the thugs of this team.
Roundhouse
Val Char Cost Roll Notes
33 STR 23 16- Lift 2425.1kg; 6 ½d6
21 DEX 33 13- OCV: 7/DCV: 7
30 CON 40 15-
13 BODY 6 12-
8 INT -2 11- PER Roll 11-
8 EGO -4 11- ECV: 3
8 PRE -2 11- PRE Attack: 1 ½d6
14 COM 2 12-
8+6 PD 1 Total: 8/14 PD (5/11 rPD)
8+6 ED 2 Total: 8/14 ED (5/11 rED)
4 SPD 9 Phases: 3, 6, 9, 12
13 REC 0
60 END 0
45 STUN 0 Total Characteristic Cost: 108
Movement: Running: 11"/22"
Leaping: 6"/12"
Swimming: 2"/4"
Cost Powers END
5 Damage Resistance (5 PD/5 ED)
16 Reduced Endurance (0 END; +½) (16 Active Points) applied to STR
21 Running +5" (11" total), Reduced Endurance (0 END; +½) (21 Active Points)
12 Armor (6 PD/6 ED) (18 Active Points); OIF (-½)
4 Fast Strike +2 +0 8 ½d6 Strike
4 Martial Block +2 +2 Block, Abort
4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort
3 Martial Grab -1 -1 Grab Two Limbs, 43 STR for holding on
4 Martial Strike +0 +2 8 ½d6 Strike
5 Offensive Strike -2 +1 10 ½d6 Strike
3 Legsweep +2 -1 7 ½d6 Strike, Target Falls
3 Takedown +1 +1 6 ½d6 Strike; Target Falls
Talents
12 Combat Luck (6 PD/6 ED)
Skills
3 Acrobatics 13-
3 Climbing 13-
3 Interrogation 11-
3 Tracking 11-
3 Survival 11-
3 Lockpicking 13-
3 Stealth 13-
3 Mechanics 11-
3 Electronics 11-
3 Paramedics 11-
3 Carpenter: PS: Appraise 11-
10 +2 with DCV
Total Powers & Skill Cost: 139
Total Cost: 247
200+ Disadvantages
10 Hunted: Other Martial artists 8- (As Pow; Harshly Punish)
15 Psychological Limitation: Considers himself the greatest (Common; Strong)
15 Hunted: Police 8- (As Pow; NCI; Harshly Punish)
5 Rivalry: Professional, Other Martial artist, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
10 Psychological Limitation: Will challenge other martial artist first (Uncommon; Strong)
Total Disadvantage Points: 247
Earned Experience: 0
Spent Experience: 0
Unspent Experience: 0
He's on a mission. The Martial Arts have become stagnant and decadent from years of commonality. He will sweep it away. Fight him. If you win he will retire. If you lose, you retire and close your school forever. Then he got to Century Station and fell into the underground fighting circuit and cut a swath though the opposition. Only Uppercut gave him a serious challenge. (yeah right, there are two other members that could take him out easy as well IMHO). Anyway he was invited to join the team and has relished the challenge of fighting supers.
In all honesty, he's not the toughest. But he has a few hooks from his past and his desire to prove himself. If your team has a MA member, he will zero in on them as a challenge to be vanquished.
Powerwise, he's good for double teaming. He and Bolchok (to be seen later) could make a nasty tag (if you can get past his desire to prove himself) I can see him spoiling a plan by rushing in to challenge someone to prove himself.
-
So I will start with the Bodyshots. This is a thug squad of underground fighter who have been brought together as an enforcement squad by the Minotaur, the new Big Gang Leader in CS.
Uppercut
Val Char Cost Roll Notes
40 STR 30 17- Lift 6400.0kg; 8d6
28 DEX 54 15- OCV: 9/DCV: 9
35 CON 50 16-
14 BODY 8 12-
10 INT 0 11- PER Roll 11-
11 EGO 2 11- ECV: 4
19 PRE 9 13- PRE Attack: 3 ½d6
8 COM -1 11-
10 PD 2 Total: 10 PD (10 rPD)
10 ED 3 Total: 10 ED (10 rED)
8 SPD 42 Phases: 2, 3, 5, 6, 8, 9, 11, 12
15 REC 0
70 END 0
52 STUN 0 Total Characteristic Cost: 199
Movement: Running: 6"/12"
Leaping: 8"/16"
Swimming: 2"/4"
Cost Powers END
17 +5 with HTH Combat (25 Active Points); Conditional Power Power does not work in Common Circumstances (Only to match opponent OCV +1; -½)
17 +5 with HTH Combat (25 Active Points); Conditional Power Power does not work in Common Circumstances (Only to match opponents DCV +1; -½)
10 Damage Resistance (10 PD/10 ED)
20 Reduced Endurance (0 END; +½) (20 Active Points) applied to STR
4 Martial Block +2 +2 Block, Abort
4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort
4 Martial Strike +0 +2 10d6 Strike
5 Offensive Strike -2 +1 12d6 Strike
3 Martial Throw +0 +1 8d6 +v/5, Target Falls
Talents
18 Combat Luck (9 PD/9 ED)
Skills
3 Acrobatics 15-
3 Breakfall 15-
3 Electronics 11-
3 Mechanics 11-
3 Lockpicking 15-
3 Computer Programming 11-
3 Paramedics 11-
3 KS: law 11-
3 Concealment 11-
Total Powers & Skill Cost: 129
Total Cost: 328
200+ Disadvantages
10 Reputation: Mutant boxer, 11-
15 Psychological Limitation: Likes to fight (Common; Strong)
15 Social Limitation: Secret ID (Frequently; Major)
15 Hunted: Police 8- (As Pow; NCI; Harshly Punish)
10 Hunted: Boss 8- (Mo Pow; NCI; Watching)
63 Experience Points
Total Disadvantage Points: 328
Earned Experience: 0
Spent Experience: 63
Unspent Experience: 0
Background/History:
Personality/Motivation:
Quote:
Powers/Tactics:
Campaign Use:
Appearance:
So a washed up boxer takes a new experimental drug to help him win one last fight. But it ends up giving him super powers and he kills a man in the ring. So he goes underground and joins an illegal fighting circuit that specializes in super brawls. Eventually he rises to the top, and is tapped as the leader of the Bodyshots. And he likes it. Tangling with supers is a challenge for him. As a leader, he seems the "let them loose" type than any organised plan, and is leader by simple virtue that he's the toughest SOB on the team. All his powers are geared to a super brawler (super Str, super dex, super con, Natural Combat)
As an NPC he's got a few hooks.
Power wise, he's a nasty one, but I am sure this was intentional and rolling all that randomly seems..... unlikely. He hits hard and can take some serious punishment. He's as reactive as a speedster, strong as a brick an agile like a Mart Artist.
All in all a bit over the top, but OK!
-
So next up I will start on Gramercy Island NPC's. Again I won't do all, but those that interest me / that I find interesting. Thus I will start with the teams of the Bodyshots, the Deathsquad, the Workshop and the Liberators.
So a small comment on the Bodyshot and Deathsquad. The Minotaur (the Big Boss) must have multiple personalities. One is a proven group that has been caught and sent to prison. He refuses to bust them out as it would tip authorities as to how powerful he is. The second is a group made of of members who recently tried to kill each other, have no rep as a group, but he plans to bust out so they can act as his enforcers.
WHA????
Whatever. I am presenting each build as if they are out of prison / free. And I will present both groups as working for the Minotaur at the same time. Thus he can mix and match for each mission. If all twelve come out, it is something BIG!
-
The last of the main book NPC's I wrote up.
Polarity
Val Char Cost Roll Notes
18+30 STR 8 13- / 19- Lift 303.1kg/19.4tons; 3 ½d6/9 ½d6 [2/5]
18 DEX 24 13- OCV: 6/DCV: 6
20 CON 20 13-
13 BODY 6 12-
10 INT 0 11- PER Roll 11-
10 EGO 0 11- ECV: 3
10 PRE 0 11- PRE Attack: 2d6
10 COM 0 11-
8+24 PD 4 Total: 8/32 PD (0/18 rPD)
8+24 ED 4 Total: 8/32 ED (0/18 rED)
3 SPD 2 Phases: 4, 8, 12
8 REC 0
40 END 0
32 STUN 0 Total Characteristic Cost: 68
Movement: Running: 6"/12"
Flight: 15"/30"
Leaping: 3"/6"
Swimming: 2"/4"
Cost Powers END
25 Magnetism: Elemental Control, 50-point powers
43 1) Telekinesis (40 STR), Reduced Endurance (0 END; +½) (90 Active Points); Only Works On Limited Types Of Objects Limited Group of Objects (Ferrous metals; -½)
23 2) Telekinesis (20 STR), Fine Manipulation, Reduced Endurance (0 END; +½) (60 Active Points); Only Works On Limited Types Of Objects Limited Group of Objects (-½)
27 3) Flight 15", Position Shift, Reduced Endurance (0 END; +½) (52 Active Points)
29 4) Force Field (18 PD/18 ED), Reduced Endurance (0 END; +½) (54 Active Points)
20 Elemental Control, 40-point powers
40 1) Entangle 4d6, 4 DEF, Reduced Endurance (0 END; +½) (60 Active Points)
25 2) Density Increase (6,400 kg mass, +30 STR, +6 PD/ED, -6" KB), Reduced Endurance (0 END; +½) (45 Active Points)
Skills
3 Lockpicking 13-
3 Mechanics 11-
3 Electronics 11-
3 Computer Programming 11-
4 TF: Common Motorized Ground Vehicles, Large Planes, Small Planes
Total Powers & Skill Cost: 248
Total Cost: 316
200+ Disadvantages
10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish)
15 Social Limitation: Secret ID (Frequently; Major)
15 Psychological Limitation: Unsure of self (Common; Strong)
5 Reputation: Slacker, 8-
71 Experience Points
Total Disadvantage Points: 316
Earned Experience: 0
Spent Experience: 71
Unspent Experience: 0
Background/History:
Personality/Motivation:
Quote:
Powers/Tactics:
Campaign Use:
Appearance:
Polarity is a lot more powerful that he seems at first glance. But the combination of powers give him a good deal of tactical flexibility. Just the flight, FF, and DI, together make him dangerous. Add a TK and Entangle... he can hold down two to three heroes at once. I like that. He's another blue collar villain type. It just a job for him, and a steady stream of medium scores is better that one big one. Seriously, if he made a large score, he'd probably retire.
I can see the slacker tag, but a smart villain could see the potential of working with him. I could see him like Killjoy, a villain you could almost admire.
Powerwise, he's good. Attacks, defenses (WOW!) and mobility. I could see adding an EB, just to add to his offence a bit, but he really is good to go.
-
So now we come to a villain who is begging to be beat up and left in a pile
Daddy Longlegs
Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 [1]
17 DEX 21 12- OCV: 6/DCV: 6
18 CON 16 13-
15 BODY 10 12-
25 INT 15 14- PER Roll 14-
20 EGO 20 13- ECV: 7
15 PRE 5 12- PRE Attack: 3d6
10 COM 0 11-
8+18 PD 5 Total: 8/26 PD (5/23 rPD)
8+18 ED 4 Total: 8/26 ED (5/23 rED)
3 SPD 3 Phases: 3, 5, 8, 10, 12
7 REC 0
36 END 0
32 STUN 0 Total Characteristic Cost: 93
Movement: Running: 2"/4"
Swimming: 2"/4"
Cost Powers END
5 Damage Resistance (5 PD/5 ED)
36 (Total: 72 Active Cost, 36 Real Cost) Extra Limbs (8) (5 Active Points); OIF (-½) (Real Cost: 3) plus +45 STR, Reduced Endurance (0 END; +½) (67 Active Points); OIF (-½), Only with Extra Limbs (-½) (Real Cost: 33)
45 Running 15", x16 Noncombat, Reduced Endurance (0 END; +½) (69 Active Points); OIF (-½)
30 Leaping 15" (Accurate, x8 Noncombat), Reduced Endurance (0 END; +½) (45 Active Points); OIF (-½)
8 High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½)
3 Infrared Perception (Sight Group) (5 Active Points); OIF (-½)
10 Radar (Radio Group) (15 Active Points); OIF (-½)
6 +6 versus Range Modifier for Sight Group (9 Active Points); OIF (-½)
13 +2 SPD (20 Active Points); OIF (-½)
13 +20 STUN (20 Active Points); OIF (-½)
60 Energy Blast 12d6, Reduced Endurance (0 END; +½) (90 Active Points); OIF (-½)
36 Armor (18 PD/18 ED) (54 Active Points); OIF (-½)
Perks
5 Money: Well Off
Skills
3 Mechanics 14-
3 KS: Engineering 14-
3 Lockpicking 12-
3 Security Systems 14-
3 Electronics 14-
3 Computer Programming 14-
3 Systems Operation 14-
3 Streetwise 12-
0 Language: English (idiomatic; literate) (5 Active Points)
5 Language: French (idiomatic; literate)
5 Language: Spanish (idiomatic; literate)
10 +2 with DCV
Total Powers & Skill Cost: 314
Total Cost: 407
200+ Disadvantages
15 Psychological Limitation: Casual Killer (Common; Strong)
15 Psychological Limitation: Vengeful (Common; Strong)
15 Reputation: Killer, 11- (Extreme)
25 Physical Limitation: Paralysed Waist down out of armour (All the Time; Fully Impairing)
10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish)
15 Social Limitation: Secret ID (Frequently; Major)
112 Experience Points
Total Disadvantage Points: 407
Earned Experience: 0
Spent Experience: 112
Unspent Experience: 0
Background/History: Disgruntled, vengful murderous scientist with a battle suit
Personality/Motivation:
Quote:
Powers/Tactics:
Campaign Use:
Appearance:
So his story is he is in an accident, is paralyzed waist down, uses his engineering skills to develop an exoskeleton, which his company then steals from him, getting all the profits and firing him from the company.
This sets off what I can only call a psychotic break. He goes into hiding, develops his battle suit and seaks revenge on, in no particular order, the executives of the company, the entire company itself (including all employees) and the entire city of Century Station. And revenge is basically total destruction. He has no compunction about killing to ensure his goals or survival.
So, what do I think of him? Well every campaign needs a villain the heroes can feel good about pilling into the ground. And here he is. With his psych lims, he's guaranteed to keep coming after them as they are now the top of his shit list.
Power wise, he's Doc Ock. but not as stylish.
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Two more villains (Daddy Long Legs and Polarity) and then I will go on to Gramercy Island. If there are any I have not done that you would like to see attempted, let me know and I'll give them a shot!
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And every team needs a brick
Strongarm
Val Char Cost Roll Notes
50 STR 40 19- Lift 25.6tons; 10d6
15 DEX 15 12- OCV: 5/DCV: 5
38 CON 56 17-
15 BODY 10 12-
10 INT 0 11- PER Roll 11-
10 EGO 0 11- ECV: 3
10 PRE 0 11- PRE Attack: 2d6
8 COM -1 11-
28 PD 18 Total: 28 PD (15 rPD)
28 ED 20 Total: 28 ED (15 rED)
4 SPD 15 Phases: 3, 6, 9, 12
18 REC 0
76 END 0
59 STUN 0 Total Characteristic Cost: 173
Movement: Running: 6"/12"
Leaping: 10"/20"
Swimming: 2"/4"
Cost Powers END
15 Damage Resistance (15 PD/15 ED)
25 Reduced Endurance (0 END; +½) (25 Active Points) applied to STR
35 Healing BODY 1d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +½) (52 Active Points); Self Only (-½)
Skills
3 Streetwise 11-
3 Survival 11-
5 +1 with DCV
Total Powers & Skill Cost: 86
Total Cost: 259
200+ Disadvantages
15 Psychological Limitation: Likes to fight! (Common; Strong)
5 Reputation: , 8-
39 Experience Points
Total Disadvantage Points: 259
Earned Experience: 0
Spent Experience: 39
Unspent Experience: 0
Background/History: Mutant with a bad attitude!
Personality/Motivation:
Quote:
Powers/Tactics:
Campaign Use:
Appearance:
Standard brick. He's a little weaker than most, but he has staying power, and is certain to come back for more. His rep is he likes to fight, but again little else. He does what he is built for though!
Century Station / Gramercy Island
in Champions
Posted
So now the Fearless. Alien freedom fighters stranded on earth. They try to keep a low profile, but can't turn a blind eye to a bad situation. If it continues, maybe they won't want to leave.
First the leader
Liberator
Val Char Cost Roll Notes
38 STR 28 17- Lift 4850.3kg; 7 ½d6
20 DEX 30 13- OCV: 7/DCV: 7
28 CON 36 15-
11 BODY 2 11-
15 INT 5 12- PER Roll 12-
14 EGO 8 12- ECV: 5
11 PRE 1 11- PRE Attack: 2d6
18 COM 4 13-
15+8 PD 7 Total: 15/23 PD (8/16 rPD)
15+8 ED 9 Total: 15/23 ED (8/16 rED)
3 SPD 0 Phases: 4, 8, 12
14 REC 0
56 END 0
44 STUN 0 Total Characteristic Cost: 130
Movement: Running: 12"/24"
Flight: 15"/60"
Leaping: 7"/14"
Swimming: 2"/4"
Cost Powers END
8 Damage Resistance (8 PD/8 ED)
24 Running +6" (12" total), Reduced Endurance (0 END; +½) (24 Active Points)
16 Armor (8 PD/8 ED) (24 Active Points); OIF (-½)
19 Reduced Endurance (0 END; +½) (19 Active Points) applied to STR
18 Sword: Killing Attack - Hand-To-Hand 1 ½d6 (3d6+1 w/STR), Reduced Endurance (0 END; +½) (37 Active Points); OAF (-1)
15 Dagger: Killing Attack - Hand-To-Hand 1d6+1 (2 ½d6 w/STR), Reduced Endurance (0 END; +½) (30 Active Points); OAF (-1)
20 Whipping chain: Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +½) (37 Active Points); OAF (-1), Hand-To-Hand Attack (-½)
Notes: (x2 number of items)
38 Energy Blast 9d6, Reduced Endurance (0 END; +½) (67 Active Points); OAF (-1)
Notes: (x2 number of items)
42 Flight 15", x4 Noncombat, Reduced Endurance (0 END; +½) (52 Active Points); IIF (-¼)
4 Fast Strike +2 +0 9 ½d6 Strike
3 Legsweep +2 -1 8 ½d6 Strike, Target Falls
4 Martial Block +2 +2 Block, Abort
4 Martial Escape +0 +0 53 STR vs. Grabs
3 Martial Grab -1 -1 Grab Two Limbs, 48 STR for holding on
4 Martial Strike +0 +2 9 ½d6 Strike
3 Martial Throw +0 +1 7 ½d6 +v/5, Target Falls
5 Offensive Strike -2 +1 11 ½d6 Strike
3 Takedown +1 +1 7 ½d6 Strike; Target Falls
3 Weapon Element: Blades, Chain & Rope Weapons, Staffs
Skills
3 Stealth 13-
3 Lockpicking 13-
3 Breakfall 13-
11 Security Systems 16-
3 Streetwise 11-
3 Seduction 11-
3 Systems Operation 12-
3 Mechanics 12-
3 Interrogation 11-
3 Tracking 12-
3 Survival 12-
3 Acrobatics 13-
3 Climbing 13-
3 Computer Programming 12-
5 +1 with DCV
Total Powers & Skill Cost: 291
Total Cost: 421
200+ Disadvantages
10 Hunted: Police 8- (Less Pow; NCI; Harshly Punish)
15 Psychological Limitation: Wants to leave earth ASAP (Common; Strong)
10 Psychological Limitation: Hatred of Slavery (Uncommon; Strong)
10 Hunted: Alien slavers 8- (Mo Pow; Limited Geographical Area; Harshly Punish)
176 Experience Points
Total Disadvantage Points: 421
Earned Experience: 0
Spent Experience: 176
Unspent Experience: 0
Background/History: Liberator is one of three escaped slave who have crashed on earth. While they search for parts and equipment, they have encountered many of CS inhabitants, good and bad. So they try to navigate the situation, hoping to do good and get off the planet before Alpha Prime notices them, and before their former masters make it to earth.
Liberator is the most normal of the bunch. He's just a highly skilled HTH expert. with some cool toys. The Anti Gravity ring is something I gave to all three. It gives a reason for them to be in many out of the way places. They keep the rings secret and don't use them in combat unless it is imperative to do so!
So, Liberator seems a decent leader. And he's got some great plot hooks in him.