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#11 |
Join Date: Dec 2004
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A young man transformed into a living battery by a chemical accident who stumbled into a life of crime. Now he possesses electrical powers and acidic blood. He also has a secret love for the superheroine Evergreen. Shakura is loyal to his teammates but not committed to being a supervillain and will favor his taser bolt over lightning in a fight. Side effect of his electrical attacks is stunning. For the taser bolt, a missed roll of 5 or more leads to unconsciousness.
Name: Shocker (Johnny Shakura) Race: Human Height: 6' 1" Weight: 190 Attributes [130] ---------------------------------------- ST 13 [30] DX 12 [40] IQ 12 [40] HT 12 [20] Hit Points 13 Will 12 Perception 12 Fatigue Points 12 Basic Lift 34 Damage 1d/2d-1 Basic Speed 6 Basic Move 6 Ground Move 6 Water Move 1 Social Background ---------------------------------------- TL: 8 Cultural Familiarities: Anglosphere (Native) [0]; East Asian [1]. Languages: English (Native; Native Language, -6) [0]; Japanese (Native) [6]. Advantages [303] ---------------------------------------- Acidic Blood Spray: Innate Attack 1 (Corrosion; Armor Divisor, 2, +50%; Costs FP, +2, -10%; Costs HP, +1, -10%; Cyclic, 1 second interval, 5 cycles, +400%; Increased Range, 1/2D Range only, x2, +5%; Jet, +0%; Super, -10%) [53] Acidic Blood: Innate Attack 1 (Corrosion; Always On, effects are physically inconvenient, -20%; Aura, +80%; Blood Agent, -40%; Cyclic, 1 second interval, 10 cycles, +900%; Melee Attack: Reach C, -30%; Partial Dice, -3, -9; Super, -10%) [10] Circuit Sense 4 [20] Combat Reflexes [15] Electric Shield 2: Innate Attack 3 (Burning; Aura, +80%; Surge, +20%; Elemental: Electricity, -10%; Link, Powers must be used together, +10%; Melee Attack: Reach C, -30%; Side Effect, +1, +50%; Super, -10%) [32] Electric Shield Damage Resistance 16 (Costs FP, +1, -5%; Elemental: Electricity, -10%; Force Field, +20%; Link, Powers must be used together, +10%; Super, -10%) [84] Lightning Bolt: Innate Attack 8 (Burning; Accurate, +2, +10%; Costs FP, +1, -5%; Surge, +20%; Elemental: Electricity, -10%; Increased Range, x2, +10%; Increased Range, 1/2D Range only, x5, +10%; Side Effect, +1, +50%; Super, -10%; Switchable, +10%) [74] Taser Bolt: Innate Attack 5 (Burning; Accurate, +2, +10%; Alternative Attack, *1/5; Armor Divisor, 2, +50%; Costs FP, +1, -5%; No Wounding, -50%; Damage taken is 1/10 real (rounded down), -5%; Elemental: Electricity, -10%; Increased Range, x2, +10%; Increased Range, 1/2D Range only, x5, +10%; Side Effect, +41, +90%; Super, -10%; Variable, +5%) [10] Toughened Skin: Damage Resistance 2 (Super, -10%; Tough Skin, -40%) [5] Disadvantages [-25] ---------------------------------------- Code of Honor (Comic Book Villain) [-10] Obsession (Short-Term Goal; The superhero Evergreen; 6 or less, *2) [-10] Unusual Biochemistry [-5] Skills [44] ---------------------------------------- Brawling (E) DX+2 [4]-14 Chemistry/TL8 (H) IQ+1 [8]-13 Current Affairs/TL8 (Science & Technology) (E) IQ [1]-12 Diplomacy (H) IQ [4]-12 Driving/TL8 (Automobile) (A) DX-1 [1]-11 Electrician/TL8 (A) IQ+3 [1]-15 Includes: +4 from 'Circuit Sense 4' Electrician/TL8 (A) IQ+3 [1]-15 Includes: +4 from 'Circuit Sense 4' Electronics Operation/TL8 (Scientific) (A) IQ+5 [4]-17 Includes: +4 from 'Circuit Sense 4' Electronics Operation/TL8 (Security) (A) IQ+3 [1]-15 Includes: +4 from 'Circuit Sense 4' Electronics Repair/TL8 (Scientific) (A) IQ+4 [2]-16 Includes: +4 from 'Circuit Sense 4' Electronics Repair/TL8 (Security) (A) IQ+3 [1]-15 Includes: +4 from 'Circuit Sense 4' Engineer/TL8 (Electronics) (H) IQ-2 [1]-10 Hazardous Materials/TL8 (Chemical) (A) IQ-1 [1]-11 Innate Attack (Beam) (E) DX+2 [4]-14 Intimidation (A) Will [2]-12 Naturalist (Earth) (H) IQ [4]-12 Wrestling (A) DX+1 [4]-13 Points Summary ---------------------------------------- Attributes/Secondary Characteristics [130] Advantages/Perks/TL/Languages/Cultural Familiarities [303] Disadvantages/Quirks [-25] Skills/Techniques/Spells [44] = Total [459] Melee Attacks ---------------------------------------- Acidic Blood: Innate Attack 1 (Corrosion; Always On, effects are physically inconvenient, -20%; Aura, +80%; Blood Agent, -40%; Cyclic, 1 second interval, 10 cycles, +900%; Melee Attack: Reach C, -30%; Partial Dice, -3, -9; Super, -10%); Dam:1d-3 cor {x10/sec}; Reach:C; Skill:"SK:Brawling"; Level:14; Parry:11; LC: Brawling Punch; Dam:1d cr; Reach:C; Skill:"SK:Brawling"; Level:14; Parry:11; LC: Bite; Dam:1d cr; Reach:C; Skill:"SK:Brawling"; Level:14; Parry:No; LC: Kick; Dam:1d+1 cr; Reach:C,1; Skill:"SK:Brawling"-2; Level:12; Parry:No; LC: Notes: If you miss with a kick, roll vs. DX to avoid falling. Electric Shield 2: Innate Attack 3 (Burning; Aura, +80%; Surge, +20%; Elemental: Electricity, -10%; Link, Powers must be used together, +10%; Melee Attack: Reach C, -30%; Side Effect, +1, +50%; Super, -10%); Dam:3d burn sur; Reach:C; Skill:"SK:Brawling"; Level:14; Parry:11; LC: Ranged Attacks ---------------------------------------- Acidic Blood Spray: Innate Attack 1 (Corrosion; Armor Divisor, 2, +50%; Costs FP, +2, -10%; Costs HP, +1, -10%; Cyclic, 1 second interval, 5 cycles, +400%; Increased Range, 1/2D Range only, x2, +5%; Jet, +0%; Super, -10%); Dam:1d (2) cor {x5/sec}; Acc:0; Range:10 / 10; RoF:Jet; Shots:; Level:14; Rcl:1; LC: Lightning Bolt: Innate Attack 8 (Burning; Accurate, +2, +10%; Costs FP, +1, -5%; Surge, +20%; Elemental: Electricity, -10%; Increased Range, x2, +10%; Increased Range, 1/2D Range only, x5, +10%; Side Effect, +1, +50%; Super, -10%; Switchable, +10%); Dam:8d burn sur; Acc:5; Range:100 / 200; RoF:1; Shots:; Level:14; Rcl:1; LC: Taser Bolt: Innate Attack 5 (Burning; Accurate, +2, +10%; Alternative Attack, *1/5; Armor Divisor, 2, +50%; Costs FP, +1, -5%; No Wounding, -50%; Damage taken is 1/10 real (rounded down), -5%; Elemental: Electricity, -10%; Increased Range, x2, +10%; Increased Range, 1/2D Range only, x5, +10%; Side Effect, +41, +90%; Super, -10%; Variable, +5%); Dam:5d (2) burn nw; Acc:5; Range:100 / 200; RoF:1; Shots:; Level:14; Rcl:1; LC: |
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#12 |
Join Date: Dec 2004
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A petty thug who is also a gifted athlete with a talent for making melee weapons. The Mace built himself a special mace with electrical shock capabilities and a reserve of pepper spray. He is very proficient in its use. He has established himself as supervillain muscle for hire, in which capacity he has made acquaintance with the Shrew. Note that with the Stretching the mace has a striking range of 1 to 6 hexes.
Name: The Mace (Theodore McIntyre) Player: Race: Human Height: 6'0" Weight: 200 Age: 25 Attributes [179] ---------------------------------------- ST 16 [60] DX 13 [60] IQ 11 [20] HT 12 [20] Hit Points 18 [4] Will 12 [5] Perception 13 [10] Fatigue Points 12 Basic Lift 51 Damage 2d-1/3d+1 Basic Speed 6 [-5] Basic Move 7 [5] Ground Move 7 Water Move 1 Social Background ---------------------------------------- TL: 8 Languages: English (Native; Native Language, -6) [0]; Italian (Broken) [2]; Spanish (Broken) [2]. Advantages [260] ---------------------------------------- Appearance (Attractive) [4] Charisma 1 [5] Combat Luck: Damage Resistance 5 (Accessibility, Only when aware of attack, +2, -20%) [20] Combat Reflexes [15] Damage Resistance 2 (Tough Skin, -40%) [6] Discriminatory Smell [15] Enhanced Dodge 2 [30] Fearlessness 2 [4] Fit [5] Gadgeteer (Only with melee weapons, -60%) [10] Mace (Electrified) Burning Attack 7 (Elemental: Electricity, -10%; Gadget/Breakable: DR 16-25, -5%; Gadget/Breakable: Size -3 or -4, -15%; Gadget/Can Be Stolen: Thief must win a Quick Contest of DX or ST, -30%; Limited Use, 10/day, -10%; Link, Strikes with Mace, powers can be used separately, +20%; Melee Attack: Reach 1, -25%; Side Effect, +1, +50%; Surge, +20%) [34] Mace Blow: Striking ST 3 [15] Mace Extension: Stretching 5 (Gadget/Breakable: DR 16-25, -5%; Gadget/Breakable: Size -3 or -4, -15%; Gadget/Can Be Stolen: Thief must win a Quick Contest of DX or ST, -30%; Only to increase reach of weapon, -60%; Reduced Time, +4, +80%) [21] Mace Spray: Affliction 5 (Chemical Spray; Alternative Attack, *1/5; Based On Axe/Mace, Own Roll, +0%; Blood Agent, -40%; Disadvantage, +50, +50%; Gadget/Breakable: DR 16-25, -5%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size -3 or -4, -15%; Gadget/Can Be Stolen: Thief must win a Quick Contest of DX or ST, -30%; Coughing, +20%; Jet, +0%; Limited Use, 3/day, -20%) [6] Master With a Mace: Weapon Master (A small class of weapons; Clubs & Maces) [30] Taking a Blow: Injury Tolerance (Accessibility, Only when aware of attack, +2, -20%; Crushing damage only, -40%; Damage Reduction, /2, +50) [20] Weaponsmith 4 [20] Perks [1] ---------------------------------------- Focused Fury [1] Disadvantages [-45] ---------------------------------------- Bully (12 or less, *1) [-10] Callous [-5] Code of Honor (Pirate's) [-5] Enemy (medium-sized group, some formidable or super-human; CHESS; 6 or less, *1/2) [-15] Overconfidence (12 or less, *1) [-5] Social Stigma (Criminal Record) [-5] Quirks [-1] ---------------------------------------- Practicaql about violence - pulls punches when advisable [-1] Skills [82] ---------------------------------------- Armoury/TL8 (Esoteric) (A) IQ+3 [1]-14 Includes: +4 from 'Weaponsmith 4' Armoury/TL8 (Melee Weapons) (A) IQ+5 [4]-16 Includes: +4 from 'Weaponsmith 4' Armoury/TL8 (Small Arms) (A) IQ+3 [1]-14 Includes: +4 from 'Weaponsmith 4' Axe/Mace (A) DX+6 [24]-19 Brawling (E) DX+3 [8]-16 Carousing (E) HT [1]-12 Driving/TL8 (Automobile) (A) DX-1 [1]-12 Driving/TL8 (Motorcycle) (A) DX-1 [1]-12 Electrician/TL8 (A) IQ+3 [1]-14 Includes: +4 from 'Weaponsmith 4' Electrician/TL8 (A) IQ+3 [1]-14 Includes: +4 from 'Weaponsmith 4' Engineer/TL8 (Electronics) (H) IQ+2 [1]-13 Includes: +4 from 'Weaponsmith 4' First Aid/TL8 (Human) (E) IQ [1]-11 Holdout (A) IQ-1 [1]-10 Intimidation (A) Will+2 [8]-14 Knife (E) DX+1 [2]-14 Machinist/TL8 (A) IQ+3 [1]-14 Includes: +4 from 'Weaponsmith 4' Mathematics/TL8 (Applied) (H) IQ-2 [1]-9 Mechanic/TL8 (Automobile) (A) IQ+3 [1]-14 Includes: +4 from 'Weaponsmith 4' Savoir-Faire (Mafia) (E) IQ [1]-11 Scrounging (E) Per [1]-13 Shadowing (A) IQ [2]-11 Shortsword (A) DX-1 [1]-12 Stealth (A) DX [2]-13 Streetwise (A) IQ [2]-11 Throwing (A) DX-1 [1]-12 Thrown Weapon (Axe/Mace) (E) DX+2 [4]-15 Tracking (A) Per+1 [4]-14 Urban Survival (A) Per-1 [1]-12 Wrestling (A) DX+1 [4]-14 Points Summary ---------------------------------------- Attributes/Secondary Characteristics [179] Advantages/Perks/TL/Languages/Cultural Familiarities [261] Disadvantages/Quirks [-46] Skills/Techniques/Spells [82] = Total [480] Melee Attacks ---------------------------------------- Brawling Punch; Dam:2d cr; Reach:C; Skill:"SK:Brawling"; Level:16; Parry:12; LC: Bite; Dam:2d cr; Reach:C; Skill:"SK:Brawling"; Level:16; Parry:No; LC: Kick; Dam:2d+1 cr; Reach:C,1; Skill:"SK:Brawling"-2; Level:14; Parry:No; LC: Notes: If you miss with a kick, roll vs. DX to avoid falling. Mace (Weapon Master Damage Bonus, +0; Balanced, +400%; Very Fine, +1900%) 1H; Dam:3d+10 cr; Reach:1; Skill:"SK:Axe/Mace"; Level:20; Parry:14U; ST:12; LC:4; Notes:[1] Notes: Can be thrown. 2H; Dam:3d+11 cr; Reach:1; Skill:"SK:Axe/Mace"-3; Level:17; Parry:12U; ST:11†; LC:4; Notes:[1] Mace (Electrified) Burning Attack 7 (Elemental: Electricity, -10%; Gadget/Breakable: DR 16-25, -5%; Gadget/Breakable: Size -3 or -4, -15%; Gadget/Can Be Stolen: Thief must win a Quick Contest of DX or ST, -30%; Limited Use, 10/day, -10%; Link, Strikes with Mace, powers can be used separately, +20%; Melee Attack: Reach 1, -25%; Side Effect, +1, +50%; Surge, +20%); Dam:7d bu; Reach:1; Skill:"SK:Brawling"; Level:16; Parry:12; LC: Ranged Attacks ---------------------------------------- Mace (Weapon Master Damage Bonus, +0; Balanced, +400%; Very Fine, +1900%); Dam:3d+10 cr; Acc:1; Range:10 / 19; RoF:1; Shots:T(1); Level:16; ST:12; Bulk:-4; Rcl:-; LC:4 Mace Spray: Affliction 5 (Chemical Spray; Alternative Attack, *1/5; Based On Axe/Mace, Own Roll, +0%; Blood Agent, -40%; Disadvantage, +50, +50%; Gadget/Breakable: DR 16-25, -5%; Gadget/Breakable: Object is complex machine, -5%; Gadget/Breakable: Size -3 or -4, -15%; Gadget/Can Be Stolen: Thief must win a Quick Contest of DX or ST, -30%; Coughing, +20%; Jet, +0%; Limited Use, 3/day, -20%); Dam:HT±4 aff; Acc:0; Range:5 / 10; RoF:Jet; Shots:0; Level:19; Rcl:1; LC: Equipment [¤1,200.00] ---------------------------------------- Mace (Weapon Master Damage Bonus, +0; Balanced, +400%; Very Fine, +1900%); Qty:1; Wgt:5; ¤1,200.00 |
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#13 |
Join Date: Dec 2004
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Stanislas Laird was a British lord who inherited extraordinary weather control powers from the superhero Excalibur. Unfortunately he also inherited exceptional charm and possibly his poor moral character from one Brigadier Harry Flashman. Laird is at a glance a tall, handsome man who looks and acts the part of a Byronic hero. In reality he is a a lecher, bounder and cad. He is also a coward. He will play the part of the powerful supervillain but will be careful to hang back and keep himself safe. If things turn sour he will use his weather control powers to deter pursuit and make a quick escape. He's in it strictly for the money.
Name: Stormlord (Stanislas Laird) Race: Human Height: 6' 2" Weight: 200 Age: 24 Attributes [115] ---------------------------------------- ST 14 [40] DX 11 [20] IQ 12 [40] HT 10 Hit Points 14 Will 15 [15] Perception 12 Fatigue Points 10 Basic Lift 39 Damage 1d/2d Basic Speed 5.25 Basic Move 5 Ground Move 5 Water Move 1 Social Background ---------------------------------------- TL: 8 Advantages [777] ---------------------------------------- Appearance (Handsome) [12] Call Lightning: Innate Attack 8 (Burning; Alternative Attack, *1/5; Surge, +20%; Elemental: Electricity, -10%; Environmental, Occasional, -20%; Increased Range, x10, +30%; Increased Range, 1/2D Range only, x10, +15%; Overhead, +30%; Side Effect, +1, +50%; Super, -10%) [17] Charisma 1 [5] Control Weather 10 (Elemental: Other, -10%; Extended Duration, x10, +40%; Natural Phenomena, +100%; Persistent, +40%; Super, -10%) [520] Costume: Damage Resistance 12 (Flexible, -20%; Gadget/Breakable: DR 6-15, -10%; Gadget/Breakable: Size 0 or more, -25%; Gadget/Can Be Stolen: Must be forcefully removed, -10%) [21] Cyclone: Telekinesis 35 (Alternative Ability, *1/5; Area Effect, 4 yd, +100%; Elemental: Air, -10%; Environmental, Occasional, -20%; Overhead, +30%; Super, -10%) [67] Gale: Innate Attack 15 (Crushing; Alternative Attack, *1/5; No Wounding, -50%; Double Knockback, +20%; Elemental: Air, -10%; Environmental, Occasional, -20%; Jet, +0%; Increased Range, x10, +90%; Super, -10%; Variable, +5%) [19] Invisibility (electromagnetic; Affects Machines, +50%; Can Carry Objects, Light Encumbrance, +20%; Super, -10%; Switchable, +10%) [68] Wind Riding 2: Enhanced Move (1; Air; Elemental: Air, -10%; Super, -10%) [16] Wind Riding: Flight (Elemental: Air, -10%; Super, -10%) [32] Perks [1] ---------------------------------------- Honest Face [1] Disadvantages [-65] ---------------------------------------- Bully (12 or less, *1) [-10] Cowardice (12 or less, *1) [-10] Greed (12 or less, *1) [-15] Lecherousness (12 or less, *1) [-15] Overconfidence (12 or less, *1) [-5] Selfish (12 or less, *1) [-5] Social Stigma (Disowned) [-5] Templates [0] ---------------------------------------- Social Engineering 1 (Action) [0] Skills [66] ---------------------------------------- Brawling (E) DX+1 [2]-12 Face Man! (WC) IQ+3 [60]-15 Innate Attack (Beam) (E) DX+1 [2]-12 Wrestling (A) DX [2]-11 Points Summary ---------------------------------------- Attributes/Secondary Characteristics [115] Advantages/Perks/TL/Languages/Cultural Familiarities [778] Disadvantages/Quirks [-65] Skills/Techniques/Spells [66] = Total [894] Melee Attacks ---------------------------------------- Brawling Punch; Dam:1d-1 cr; Reach:C; Skill:"SK:Brawling"; Level:12; Parry:9; LC: Bite; Dam:1d-1 cr; Reach:C; Skill:"SK:Brawling"; Level:12; Parry:No; LC: Kick; Dam:1d cr; Reach:C,1; Skill:"SK:Brawling"-2; Level:10; Parry:No; LC: Notes: If you miss with a kick, roll vs. DX to avoid falling. Ranged Attacks ---------------------------------------- Call Lightning: Innate Attack 8 (Burning; Alternative Attack, *1/5; Surge, +20%; Elemental: Electricity, -10%; Environmental, Occasional, -20%; Increased Range, x10, +30%; Increased Range, 1/2D Range only, x10, +15%; Overhead, +30%; Side Effect, +1, +50%; Super, -10%); Dam:8d burn sur; Acc:3; Range:1000 / 1000; RoF:1; Shots:; Level:12; Rcl:1; LC: Cyclone: Telekinesis 35 (Alternative Ability, *1/5; Area Effect, 4 yd, +100%; Elemental: Air, -10%; Environmental, Occasional, -20%; Overhead, +30%; Super, -10%) thrust; Dam:4d-1 cr; Acc:; Range:10; RoF:; Shots:; Level:11; LC: swing; Dam:6d+1 cr; Acc:; Range:10; RoF:; Shots:; Level:11; LC: Gale: Innate Attack 15 (Crushing; Alternative Attack, *1/5; No Wounding, -50%; Double Knockback, +20%; Elemental: Air, -10%; Environmental, Occasional, -20%; Jet, +0%; Increased Range, x10, +90%; Super, -10%; Variable, +5%); Dam:15d cr nw dkb; Acc:0; Range:50 / 100; RoF:Jet; Shots:; Level:12; Rcl:1; LC: |
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#14 |
Join Date: Dec 2004
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Last but call her least at your peril, Marion Henderson. When her powers manifested, her self esteem issues caused her to shrink. Time at a Buddhist monastery in Japan taught her to stop but not reverse the shrinking. She also acquired mind control powers and skill in the martial arts. Typically she will ride on the shoulder of individuals she has mind controlled. She is perfectly happy to resort to brawling if the occasion arises. Marion met Johnny Shakura while she was in Japan and helped recruit him to the Crushers. Note she does not have the Shrinking advantage as she is permanently shrunk.
Name: Marionette (Marion Henderson) Race: Human Height: 1 foot Weight: 10 oz Age: 23 Attributes [65] ---------------------------------------- ST 11 [-80] (Includes: +9 from 'Extra ST 9 (Affects ST, +0%; Size, +0%; Super, -10%)') DX 14 [80] IQ 12 [40] HT 11 [10] Hit Points 11 Will 13 [5] Perception 12 Fatigue Points 16 [15] Basic Lift 24 Damage 2d/4d Basic Speed 7 [15] Basic Move 7 [-20] (Includes: +4 from 'Extra Basic Move 4 (Affects Move, +0%; Super, -10%)') Ground Move 7 Water Move 1 Social Background ---------------------------------------- TL: 8 Cultural Familiarities: Anglosphere (Native) [0]; Japanese [1]. Languages: English (Native; Native Language, -6) [0]; Japanese (Accented) [4]. Advantages [367] ---------------------------------------- Appearance (Attractive) [4] Combat Luck: Damage Resistance 6 (Accessibility, Must be aware of attack, +2, -20%) [24] Combat Reflexes [15] Enhanced Dodge 1 [15] Extra Basic Move 4 (Affects Move, +0%; Super, -10%) [18] Extra ST 9 (Affects ST, +0%; Size, +0%; Super, -10%) [81] Mind Control (Costs FP, +2, -10%; Extended Duration, x100, +80%; Long-Range, +1, +50%; Maximum range is 100 yards, -40%; Super, -10%) [85] Includes: +3 skillscore from 'Mind Control 3 (Mind Control, +0)' Mind Control 3 (Mind Control, +0) [15] Silence 2 [10] Striking ST 10 (Size, +0%; Super, -10%) [45] Striking ST 1 (Size, +0%) [5] Taking a Blow: Injury Tolerance (Accessibility, Must be aware of attack, +2, -20%; Damage Reduction, /2, +50; Limited Defense: Crushing Attacks Only, -40%) [20] Trained By A Master [30] Skills [63] ---------------------------------------- Acrobatics (H) DX [4]-14 Autohypnosis (H) Will-2 [1]-11 Carousing (E) HT+1 [2]-12 Intimidation (A) Will+1 [4]-14 Judo (H) DX+2 [12]-16 Jump Kick (Karate) (Tech/H) Karate+4 [5]-16 Karate (H) DX+2 [12]-16 Kicking (Karate) (Tech/H) Karate+2 [3]-16 Meditation (H) Will-2 [1]-11 Mental Strength (E) Will+2 [4]-15 Philosophy (Buddhism) (H) IQ [4]-12 Riding (People) (A) DX-1 [1]-13 Savoir-Faire (Mafia) (E) IQ+1 [2]-13 Stealth (A) DX+1 [4]-15 Streetwise (A) IQ [2]-12 Urban Survival (A) Per [2]-12 Points Summary ---------------------------------------- Attributes/Secondary Characteristics [65] Advantages/Perks/TL/Languages/Cultural Familiarities [367] Disadvantages/Quirks [0] Skills/Techniques/Spells [63] = Total [500] Melee Attacks ---------------------------------------- Bite; Dam:2d-1 cr; Reach:C; Skill:"ST:DX"; Level:14; Parry:No; LC: Notes: Brawling (p. B182) increases all unarmed damage; Claws (p. B42) and Karate (p. B203) improve damage with punches and kicks (Claws don't affect damage with brass knuckles or boots); and Boxing (p. B182) improves punching damage. Jump Kick (Karate); Dam:2d+6 cr; Reach:1,2; Skill:"SK:Jump Kick (Karate)"; Level:16; Parry:No; LC: Karate Punch; Dam:2d+3 cr; Reach:C; Skill:"SK:Karate"; Level:16; Parry:12; LC: Kick; Dam:2d+4 cr; Reach:C,1; Skill:"SK:Kicking (Karate)"; Level:16; Parry:No; LC: Notes: If you miss with a kick, roll vs. DX to avoid falling. |
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#15 |
Join Date: Jan 2011
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Nicely done. To all those who are asking for pre-made Supers charactrs - here is a whole team!
Any plans to do more? |
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#17 |
Join Date: Dec 2004
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Thinking about it - might add the Crusaders as well if only to be complete. I've also been playing around with UNTIL from Champions - no practical purpose, I just find it a way to relax.
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#18 |
Join Date: Dec 2007
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Letting Temper leech hit points makes him more dangerous and still reflects what he actually does in V&V where energy can be used to soak damage. I hate his name. I always renamed him "Riot".
Bull is big enough to qualify for SM+1. What's with his damage? Are you using a house rule? |
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#19 |
Join Date: Dec 2004
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Looking over the Crushers as a group -
They're not so much a team as an ad hoc assembly. Well organized PCs should get the upper hand and smart ones might figure out ways to subvert or reform some members. The module doesn't go into too much detail, but this is how I'd handle the relations between them. FIST is just looking for an opportunity for payback. He's allied with the Mocker due to mutual benefit and mutual hostility to the Establishment. The Mocker in turn is the closest thing the Crushers have to a leader. Which is probably not helpful given his emotional issues. I'd assume FIST helped him contact and recruit the other criminals. The Mercury Mercenary, given his skill set and experience, would normally be the leader of such a group. However he is along just for a shot at an old archenemy (Enforcer.) For a more dangerous team, make him the leader. Temper is dangerous but mentally unstable and unorganized. An overeager PC might use a little too much force taking him down. A smart one might be able to persuade him to seek proper treatment. I see him taking his daily drug via an inhaler (it's described as a chemical gas.) The Vulture is a pretty sad case overall. Useful in a support/scouting role but weak in a stand up fight. Any PC figuring out his mental health issues might be able to get him proper treatment, albeit in a prison or asylum. His previous encounter with Manta-man is likely to make him suspicious of superheroes. Manta-man for his own reasons is hostile to criminals. The Bull is a simple low end superstrong thug - not really much to him and easily outthought. The Shrew and the Mace are both basically super muscle for hire. I'd assume they were already familiar with each and imagine them hanging out in a seedy bar, trading stories while waiting for a meeting with a client. The Hornet is another sad case. PCs should get xps if they can figure out his issues and how to help. The "benefactors" are unnamed but presumably could be any supervillain group with ultra-tech resources. Intercrime or Crimetech in a V&V inspired campaign, Viper in a Champions inspired campaign, AIM in Marvel etc. Shocker I'm assuming met with Marionette in Japan and she recruited him into criminal work. His somewhat creepy crush on a superheroine is giving him second thoughts. On the whole he seems a bit immature for his age - I'd consider making him a few years younger and a bit of a child prodigy who got his college degree while still in his teens. Marionette will probably be easier to deal with if players avoid the urge to make bad jokes but that may be asking too much. I'm imagining her having something of a big sister relationship with Shocker. Stormlord is the most powerful and most dangerous of the group. Fortunately he's the most cowardly and likely to flee in the face of serious resistance. Until then, he's likely to harass the PCs while staying hidden. He's a bit of a novice which probably explains why he isn't trying to take charge - yet. It's easy to imagine him putting together his own team of supervillains, providing they're not too smart or worldly. CHESS is listed as an enemy for a number of these villains. That's out of V&V but could be replaced by any group of super agents - SHIELD, ARGUS, OSI, PRIMUS, UNTIL, etc. Final note - V&V follows the old school comic book convention of characters having regular names that match up to their super identities. Alter that if you want a more serious tone. |
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#20 | |
Join Date: Dec 2004
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Bull is Size +1 - I guess that didn't show up in the export but if you look at his ST, he gets the -10% discount for Size. I think damage is standard - Brawling adds +1 per die of Thrust damage. He has total Striking ST 80 for Thrust damage of 9d. Punch does Thrust-1 or 9d-1. Brawling adds +1 per die or +9 for a total of 9d+8 for a punch. Might be simpler to just go with ST 20 and Super ST +9/70. That would boost maximum damage a little. Probably should add extra Fatigue if I go that route. |
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Tags |
supers, v&v, villains & vigilantes |
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