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13:02, 18th April 2024 (GMT+0)

The Crusaders, et al (good guys)

Posted by The Great KarnacFor group 0
The Great Karnac
GM, 1 post
Two poodles and knitting
needles? Sweater level 12
Thu 16 Aug 2018
at 06:50
  • msg #1

The Crusaders

These are the current Crusaders, with their status listed in the subject line.


The following link contains Hero Designer files for the campaign rules, the current roster of the Crusaders, and the export format used for these characters.

https://www.dropbox.com/sh/f2x...yJylv9xIgZn3vha?dl=0
This message was last edited by the GM at 03:09, Fri 17 Aug 2018.
The Great Karnac
GM, 2 posts
Two poodles and knitting
needles? Sweater level 12
Thu 16 Aug 2018
at 06:51
  • msg #2

NPC - Blizzard, visiting the Arctic

Blizzard NPC

Inspired by the comic book heroes he read about, Bobby Ballard was inspired to use his newly discovered mutant abilities for the cause of justice and joined the Crusaders.
ValCharCost
20STR10
13DEX6
20CON10
15INT5
15EGO5
13PRE3
6OCV15
5DCV10
4OMCV3
4DMCV3
4SPD20
11/23PD9
9/18ED7
10REC6
60END8
10BODY0
35STUN8

ValMovementCost
15mRUN3
4mSWIM0
4mLEAP0

    Characteristics Cost
  • 131



CostPower:notes
 Cold Control, all slots Unified Power (-1/4) 
221)  Ice Armor:Resistant Protection (12 PD/9 ED) (33 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Unified Power (-1/4) 
112)  Hard Heavy Icy Fists:HA +4d6, Reduced Endurance (1/2 END; +1/4) (25 Active Points); Linked (Ice Armor; Lesser Power can only be used when character uses greater Power at full value; -3/4), Hand-To-Hand Attack (-1/4), Unified Power (-1/4) 
403)  Cold Blast:Blast 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Unified Power (-1/4) 
254)  Covered in Ice:Entangle 4d6, 4 PD/4 ED, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Linked (Cold Blast; Lesser Power can only be used when character uses greater Power at full value; -3/4), Unified Power (-1/4) 
185)  The Ice Freezes the Target:Blast 2d6, Reduced Endurance (0 END; +1/2), Damage Over Time (4 damage increments, damage occurs every four Segments, can be negated by escaping the Entangle; +2 1/4) (37 Active Points); Linked (Covered in Ice; Lesser Power can only be used when character uses greater Power at full value; -3/4), Unified Power (-1/4) 
26)  Knockback Resistance -5m (5 Active Points); Linked (Ice Armor; Lesser Power can only be used when character uses greater Power at full value; -3/4), Unified Power (-1/4) 
207)  Icy Conditions:Change Environment (-5 Temperature Level Adjustment, 5m of any mode of Movement), Costs Endurance Only To Activate (+1/4) (25 Active Points); Unified Power (-1/4) 
5IR Perception (Sight Group) 
60Vibrational Abilities:Multipower, 60-point reserve 
6f1)  Vibratory Blast:Blast 8d6, Reduced Endurance (0 END; +1/2) (60 Active Points) 
5f2)  Vibrating Out of Phase:Desolidification  (affected by vibratory powers (sonics, etc)), Reduced Endurance (1/2 END; +1/4) (50 Active Points) 
3f3)  Sympathetic Vibrations:Drain BODY 4d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Conditional Power Power does not work in Common Circumstances (Will not affect living beings; -1/2), Beam (-1/4) 

    Powers Cost
  • 217

Martial Arts: Crusader Combat Training
CostManeuverOCVDCVNotes
3Basic Strike+1+06d6 Strike
4Charge+0-26d6 +v/10 Strike, FMove
3Takedown+1+14d6 Strike; Target Falls
4Crush+0+08d6 Crush, Must Follow Grab 

    Perks

  • Perk CostPerkNotes
    10 donation to The Crusaders Custom Perk 




    CostSkillRoll
     Everyman Skills<!--SKILL_ROLL-->
    01)  Acting 8-8-
    32)  Climbing 12-12-
    03)  Concealment 8-8-
    04)  Conversation 8-8-
    05)  Deduction 8-8-
    06)  Language:  English (completely fluent; literate) (4 Active Points) 
    37)  Paramedics 12-12-
    08)  Persuasion 8-8-
    09)  PS: Student 11-11-
    010) Shadowing 8-8-
    011) Stealth 8-8-
    012) Vehicular OperationTF:  Everyman, Small Motorized Ground Vehicles 
    013) AK: Central City 8-8-
    3Acrobatics 12-12-
    3Breakfall 12-12-
    3Lipreading 12-12-
    3Streetwise 12-12-
    6Survival (Temperate/Subtropical) 14-14-
    4HobbyKS: Camping 13-13-
      Skills Cost
    • 28




    Total Character Cost: 400

    PointsDisadvantage
     Mutant
    51)  Distinctive Features:  Registers on genetic anomaly sensors as non-human (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
    102)  Physical Complication:  Non-standard response to medical technology (Infrequently; Slightly Impairing)
    15DNPC:  generic girlfriend Infrequently (Normal; Unaware of character's adventuring career/Secret ID)
    5Enraged:  meeting evil mutants ("THEY MAKE ME LOOK BAD!") (Uncommon), go 8-, recover 14-
    15Psychological Complication:  Code Against Killing (Common; Strong)
    5Rivalry:  Professional (Laserfire), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
    15Social Complication:  Secret Identity Frequently, Major
    5Unluck: 1d6

    Disadvantage Points: 75
    Base Points: 400
    Experience Required: 0
    Total Experience Available: 0
    Experience Unspent: 0
    This message was last edited by the GM at 13:56, Thu 04 July 2019.
The Great Karnac
GM, 3 posts
Two poodles and knitting
needles? Sweater level 12
Thu 16 Aug 2018
at 06:53
  • msg #3

NPC - Dreamweaver, attempting to set up private practice

Dreamweaver NPC

Donna Weston was a college student participating in deep sleep research experiments as a volunteer when she was propelled into the dream dimension and the electronic monitoring equipment had a mysterious power surge. Lost, she aroused the anger of her own dreams and was attacked by them. By remaining passive she was able to absorb the dream energy into herself. When she was awakened by the technicians, she soon discovered herself to be changed. She had the ability to become unseen and move objects about with only thought. Her mind could create images of dream impressions or practically anything else at will. After thwarting a mugging with her powers, she realized she should use her powers to help people and became Dreamweaver, keeping her real identity secret and hidden.
ValCharCost
15STR5
11DEX2
20CON10
18INT8
15EGO5
15PRE5
5OCV10
5DCV10
5OMCV6
5DMCV6
5SPD30
7/15PD5
7/13ED5
10REC6
60END8
11BODY1
25STUN3

ValMovementCost
12mRUN0
4mSWIM0
4mLEAP0

    Characteristics Cost
  • 125



CostPower:notes
 Warping the Reality That Is, all slots Unified Power (-1/4) 
211)  Letting Reality See My Dreams:Sight and Hearing Groups Images, Alterable Size, Costs Endurance Only To Activate (+1/4), Area Of Effect (5m Radius; +1/2) (26 Active Points); Unified Power (-1/4) 
362)  Bending the World Around Me:Invisibility to Sight Group, Active Sonar, Combat Sense and Mind Scan , No Fringe (45 Active Points); Unified Power (-1/4) 
403)  Moving Reality as I Will:Telekinesis (20 STR), Affects Porous, Fine Manipulation (50 Active Points); Unified Power (-1/4) 
 Reaching Through The Dream Dimension, all slots Unified Power (-1/4) 
111)  Peeking Out of Their Dreams and Through Their Eyes:Clairsentience (Sight Group) (20 Active Points); Only Through The Senses Of Others (-1/2), Unified Power (-1/4) 
322)  Nightmare Energy Blast:Mental Blast 4d6 (40 Active Points); Unified Power (-1/4) 
323)  Identify Them By Their Dreams:Mind Scan 8d6 (Human class of minds) (40 Active Points); Unified Power (-1/4) 
244)  Dream Sharing:Mind Link , Any Willing Target, Number of Minds (x8) (30 Active Points); Unified Power (-1/4) 
325)  Examining the Deepest Dreams:Telepathy 8d6 (Human class of minds) (40 Active Points); Unified Power (-1/4) 
14Kevlar Costume:Resistant Protection (8 PD/6 ED) (21 Active Points); OIF (-1/2) 

    Powers Cost
  • 242

Martial Arts: Crusader Combat Training
CostManeuverOCVDCVNotes
4Martial Block+2+2Block, Abort
4Counterstrike+2+26d6 Strike, Must Follow Block
3Martial Throw+0+14d6 +v/10, Target Falls
4+1 HTH Damage Class(es)   


CostSkillRoll
 Everyman Skills<!--SKILL_ROLL-->
01)  Acting 8-8-
02)  Climbing 8-8-
03)  Concealment 8-8-
34)  Conversation 12-12-
05)  Deduction 8-8-
06)  Language:  English (completely fluent; literate) (4 Active Points) 
37)  Paramedics 13-13-
38)  Persuasion 12-12-
09)  PS: Graduate Student 11-11-
010) Shadowing 8-8-
311) Stealth 11-11-
012) Vehicular OperationTF:  Everyman, Small Motorized Ground Vehicles 
013) AK: Central City 8-8-
6Scientist<!--SKILL_ROLL-->
01)  SS:  Mathematics 11- (2 Active Points)11-
02)  SS:  Neurology 11- (2 Active Points)11-
03)  SS:  Psychology 11- (2 Active Points)11-
04)  SS:  Statistics 11- (2 Active Points)11-
    Skills Cost
  • 18




Total Character Cost: 400

PointsDisadvantage
15Dependence:  Exposure to deep sleep machine Powers Gain 11- Activation Roll (Uncommon; 1 Day; Addiction)
15DNPC:  Lynda Turner (psychologist) Frequently (Normal)
15Psychological Complication:  Code Against Killing (Common; Strong)
15Social Complication:  Secret Identity Frequently, Major
5Unluck: 1d6
10Vulnerability:  2 x Effect mental illusions (Uncommon)

Disadvantage Points: 75
Base Points: 400
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
This message was last edited by the GM at 13:59, Thu 04 July 2019.
The Great Karnac
GM, 4 posts
Two poodles and knitting
needles? Sweater level 12
Thu 16 Aug 2018
at 06:54
  • msg #4

NPC - Enforcer, whereabouts unknown

Enforcer NPC

Eric Forrest worked for 'the Company'. He was known as a Free-Stationed Representative, a troubleshooter to be sent anywhere in the world the 'company' had trouble and do anything necessary to put an end to the trouble. While guarding an important scientist (Dr. Friedrich) who was working on a formula to develop a human being's mental force, Eric found himself at an unexpected crisis. The 'Company' pulled Eric from the job, deciding Dr. Friedrich was too dangerous. Eric disobeyed these orders and attempted to protect the doctor anyway. The doctor recognized what Eric was doing and gave Eric the only dose of the formula ever manufactured. Despite this, the doctor was eventually killed. Eric resigned from the 'company' and after a short time in a company facility (aka The Village) testing his sincerity the 'company' decided to cut their losses. Now, they only call Eric when they have to, and he helps out where ever he can.
ValCharCost
35STR5
18DEX16
18CON8
13INT3
13EGO3
15PRE5
7OCV20
7DCV20
3OMCV0
4DMCV3
5SPD30
9/24PD7
7/19ED5
10REC6
40END4
10BODY0
40STUN10

ValMovementCost
12mRUN0
4mSWIM0
4mLEAP0

    Characteristics Cost
  • 145



CostPower:notes
 Force Field Abilities, all slots Unified Power (fields of force; -1/4) 
311)  Barrier 8 PD/8 ED, 3 BODY (up to 8m long, 3m tall, and 1/2m thick) (39 Active Points); Unified Power (fields of force; -1/4) 
282)  Resistant Protection (15 PD/12 ED) (42 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Unified Power (fields of force; -1/4) 
173)  +20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points); Limited Power Power loses about a third of its effectiveness (Only effective for HTH combat; -1/2), Unified Power (fields of force; -1/4) 
18.44 Magnum Enforcer:Multipower, 40-point reserve, all slots 4 clips of 8 Charges (-0) (40 Active Points); all slots OAF Durable Expendable (Difficult to obtain new Focus; Specially modified automatic pistol; -1 1/4) 
2f1)  Mercy Bullets:Blast 8d6 (40 Active Points); OAF Durable Expendable (Difficult to obtain new Focus; Specially modified automatic pistol; -1 1/4), Beam (-1/4) 
2f2)  Gum Blob Bullets:Entangle 4d6, 4 PD/4 ED (40 Active Points); OAF Durable Expendable (Difficult to obtain new Focus; Specially modified automatic pistol; -1 1/4), Beam (-1/4) 
2f3)  Flare Bullets:Sight Group Flash 6 1/2d6, Reduced Negation (1), Area Of Effect Nonselective (12m Radius Explosion; +1/4) (40 Active Points); OAF Durable Expendable (Difficult to obtain new Focus; Specially modified automatic pistol; -1 1/4), Can Be Deflected (-1/4) 
2f4)  Bullets:RKA 2 1/2d6 (40 Active Points); OAF Durable Expendable (Difficult to obtain new Focus; Specially modified automatic pistol; -1 1/4), Beam (-1/4) 

    Powers Cost
  • 102

Commando Training (Martial Arts, pg 82)
CostManeuverOCVDCVNotes
3Aikido Throw - Defensive Throw+1+1Block, Target Falls
4Boxing Cross - Martial Strike+0+29d6 Strike
4Choke - Choke Hold-2+0Grab One Limb; 2d6 NND
4Escape - Martial Escape+0+050 STR vs. Grabs
3Hold - Martial Grab-1-1Grab Two Limbs, 45 STR for holding on
4Judo Disarm - Martial Disarm-1+1Disarm; 45 STR to Disarm
4Karate 'Chop' - Killing Strike-2+0HKA 1d6 +1
4Kung Fu Block - Martial Block+2+2Block, Abort
2Weapon Element:  Blades, Clubs   
     

    Perks

  • Perk CostPerkNotes
    3 Cover Identity Anonymity 
    3 UNTIL/PRIMUS/GM Caveat database access Computer Link 
    3 Handler Contact:  whatever the agency set it as (Contact has access to major institutions, Contact has useful Skills or resources, Contact limited by identity, Good relationship with Contact) 8- 
    5Fringe Benefit:  CIA employee or equivalent, Concealed Weapon Permit (where appropriate), International Driver's License, Passport 
    5 Donation to The Crusader's setup Custom Perk 




    CostSkillRoll
     Everyman Skills<!--SKILL_ROLL-->
    01)  Acting 8-8-
    32)  Climbing 13-13-
    33)  Concealment 12-12-
    34)  Conversation 12-12-
    05)  Deduction 8-8-
    36)  Paramedics 12-12-
    37)  Persuasion 12-12-
    08)  Espionage AgentPS: SPY (Everyman Skill) 11-11-
    39)  Shadowing 12-12-
    310) Stealth 13-13-
    011) I can driveTF:  Small Motorized Ground Vehicles 
    012) AK: United Nations 8-8-
    6Linguist<!--SKILL_ROLL-->
    -11)  EnglishLanguage (idiomatic; literate) (5 Active Points) 
    22)  Language:  Mandarin (fluent conversation; literate) (3 Active Points) 
    13)  Language:  Spanish (basic conversation; literate) (2 Active Points) 
     Commando Training<!--SKILL_ROLL-->
    51)  Breakfall 14-14-
    32)  Commando TrainingWF:  Small Arms, Blades, Clubs 
    103)  with Small Arms+2 with a large group of attacks 
    3Bribery 12-12-
    3Bugging 12-12-
    3Bureaucratics 12-12-
    5Combat Driving 14-14-
    3Cryptography 12-12-
    3Demolitions 12-12-
    3Disguise 12-12-
    3Electronics 12-12-
    3Interrogation 12-12-
    3Lockpicking 13-13-
    3Security Systems 12-12-
    3Streetwise 12-12-
    2Weaponsmith (Firearms) 12-12-
      Skills Cost
    • 87




    Total Character Cost: 385

    PointsDisadvantage
    10Social Complication:  Secretly under orders to 'spy' on his fellow superheroes Frequently, Minor
    15Social Complication:  Secret Identity (several layers deep) Frequently, Major
    10Psychological Complication:  Code Against Killing (Common; Moderate)
    15Hunted:  Governmental Espionage Agency Frequently (Mo Pow; NCI; Watching)
    10Hunted:  Opposing Government's Espionage Agency Infrequently (Mo Pow; NCI; Limited Geographical Area; Mildly Punish)
    10Vulnerability:  1 1/2 x STUN Attacks based on force fields (Common)
    5Unluck: 1d6

    Disadvantage Points: 75
    Base Points: 400
    Experience Required: 0
    Total Experience Available: 0
    Experience Unspent: 0
    This message was last edited by the GM at 06:30, Sun 26 Jan 2020.
The Great Karnac
GM, 5 posts
Two poodles and knitting
needles? Sweater level 12
Thu 16 Aug 2018
at 06:56
  • msg #5

NPC - Evergreen, in the forest (communing with the trees)

Evergreen NPC

She knows not from where she came, she only knows that her spirit is as old as all the forests there have been since life began. She knows not why she was summoned, she knows only that she must protect the Earth from those who would abuse her. She is of the old days, when Earth was not ruled only by men, but by the elves and dwarves and goblins as well. Spirit of the Water remember! Spirit of the Earth remember!
ValCharCost
25STR15
13DEX6
25CON15
13INT3
13EGO3
10PRE0
5OCV10
4DCV5
4OMCV3
4DMCV3
5SPD30
10PD24
10ED24
15REC11
60END8
20BODY10
   

ValMovementCost
16mRUN4
4mSWIM0
4mLEAP0

    Characteristics Cost
  • 174



CostPower:notes
 Plant Powers - Flora, not Fauna, all slots Unified Power (-1/4) 
171)  Photosynthetic Regrowth:Regeneration (1 BODY per Turn), Can Heal Limbs (21 Active Points); Unified Power (-1/4) 
132)  Hard as Wood:HA +4d6 (20 Active Points); Hand-To-Hand Attack (-1/4), Unified Power (-1/4) 
243)  Dense as a tree:Energy Damage Reduction, 25% (30 Active Points); Unified Power (-1/4) 
244)  Dense as a tree:Physical Damage Reduction, 25% (30 Active Points); Unified Power (-1/4) 
16Hallucinogenic Toxins:Mental Illusions 12d6 (Human class of minds) (60 Active Points); Based on CON (Defense: PD; -1), Limited Power Power loses about half of its effectiveness (Illusions can not be specified further than "terrifying hallucinations"; -1), No Range (-1/2), Cannot Cause Harm (-1/4) 
40Animate Vegetation:Telekinesis (40 STR) (60 Active Points); Only Works On Limited Types Of Objects Limited Group of Objects (Telekinesis only works on living plants; -1/2) 
60Plant Body:Takes No STUN 

    Powers Cost
  • 194

Martial Art: Crusader Combat Practice
CostManeuverOCVDCVNotes
4Martial Block+2+2Block, Abort
3Basic Strike+1+07d6 Strike
3Defensive Throw+1+1Block, Target Falls 






CostSkillRoll
 Everyman Skills<!--SKILL_ROLL-->
01)  Acting 8-8-
02)  Climbing 8-8-
03)  Concealment 8-8-
04)  Conversation 8-8-
05)  Deduction 8-8-
06)  Language:  English (completely fluent; literate) (4 Active Points) 
07)  Paramedics 8-8-
08)  Persuasion 8-8-
09)  PS: Gardener 11-11-
010) Shadowing 8-8-
011) Stealth 8-8-
012) Vehicular OperationTF:  Everyman, Small Motorized Ground Vehicles 
013) AK: Central City 8-8-
20+2 with All Attacks 
2Innate KnowledgeKS: Gardening 11-11-
    Skills Cost
  • 22




Total Character Cost: 400

PointsDisadvantage
20Psychological Complication:  Is the Protector of the Earth (Common; Total)
10Psychological Complication:  Loyal to The Crusaders (Common; Moderate)

Disadvantage Points: 30
Base Points: 400
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
This message was last edited by the GM at 14:01, Thu 04 July 2019.
The Great Karnac
GM, 6 posts
Two poodles and knitting
needles? Sweater level 12
Thu 16 Aug 2018
at 06:57
  • msg #6

NPC - Laserfire, working with SETI

LaserFire NPC

High school student Larry Fredricks was returning home from a basketball game one night when he was a UFO! Getting a closer look, he saw what appeared to be an oval shaped metallic ship floating over Potter's Field. As he watched, it began giving off a brilliant light. Gathering his courage, Larry stepped forward to give a friendly greeting to the visitors. Perhaps the crew had orders not to allow anyone to spot them, or maybe they were startled, or maybe they hadn't noticed Larry and just happened to be leaving. Whatever the reason, the ship's propulsion systems fired and the ship hurtled away in a blazing spectacle of light. Larry was bathed in the energies, and as the glow intensified he burst into flames. Plunging into a nearby stream put the flames out, and he was completely unharmed. In time he had successfully explored his new heat/light powers. In school, Larry Fredricks was a nobody. Neither a sports hero nor an academic success, Larry realized as Laserfire, he could be important. He could stand for something.
ValCharCost
15STR5
15DEX10
20CON10
13INT3
13EGO3
13PRE3
6OCV15
5DCV10
4OMCV3
4DMCV3
5SPD30
10PD8
8ED6
8REC4
50END6
10BODY0
30STUN5

ValMovementCost
12mRUN0
4mSWIM0
4mLEAP0

    Characteristics Cost
  • 124



CostPower:notes
 Body of Flame, all slots Unified Power (-1/4) 
271)  you can't burn a fire:Energy Damage Reduction, Resistant, 75% (60 Active Points); Limited Power Power loses about half of its effectiveness (Only versus heat or flame-based SFX; -1), Unified Power (-1/4) 
82)  burns with a touch:HKA 1d6 (15 Active Points); No STR Bonus (-1/2), Unified Power (-1/4) 
193)  flame floats through the air:Flight 24m (24 Active Points); Unified Power (-1/4) 
44)  Suck in the Flame:Absorption 10 BODY  (energy, Endurance) (10 Active Points); Limited Power Power loses about half of its effectiveness (Only effective against heat and flame SFX; -1), Unified Power (-1/4) 
55)  Suck in the flame:Regeneration (1 BODY per Turn) (16 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; Character is totally unaware of nearby events; -1), Limited Power Power loses about half of its effectiveness (Can only be used in the presence of naked flame; -1), Unified Power (-1/4) 
246)  Blast of Flame:Blast 6d6 (30 Active Points); Unified Power (-1/4) 
227)  Semi-solid body:Desolidification  (affected by Cold based attacks), Reduced Endurance (0 END; +1/2) (60 Active Points); Only To Protect Against Physical Attacks (-1), Cannot Pass Through Solid Objects (-1/2), Unified Power (-1/4) 
60Generator of Light:Multipower, 60-point reserve 
4f1)  Laser Beam:Blast 8d6 (40 Active Points) 
1f2)  Holograms:Sight Group Images, Area Of Effect (5m Radius; +1/2) (15 Active Points) 
4f3)  Dazzling Light:Sight Group Flash 8d6, Area Of Effect (8m Radius; +1/2) (60 Active Points); No Range (-1/2) 
50Full Blown Gonzo:(Total: 71 Active Cost, 50 Real Cost) Blast 8d6 (40 Active Points); Beam (-1/4) (Real Cost: 32) plus Sight Group Flash 5d6, Area Of Effect (3m Radius Explosion; +1/4) (31 Active Points); Linked (Laser-Guided Exploding Plasma Balls; Lesser Power can only be used when character uses greater Power at full value; -3/4) (Real Cost: 18) 

    Powers Cost
  • 228

  Martial Arts - Crusader's Combat Training
CostManeuverOCVDCVNotes
3Basic Strike+1+05d6 Strike
5Passing Strike+1+03d6 +v/10; FMove
5Flying Dodge--+4Dodge All Attacks, Abort; FMove
4Martial Block+2+2Block, Abort 

    Perks

  • Perk CostPerkNotes
    3 Seen Flying Above the City Positive Reputation:  The flashy, young Crusader. (A small to medium sized group) 11-, +3/+3d6 
    5 Donation to The Crusaders Custom Perk 

      Talents

    • Talent CostTalentNotes
      3Ambidexterity (no Off Hand penalty) 


      CostSkillRoll
       Everyman Skills<!--SKILL_ROLL-->
      01)  Acting 8-8-
      02)  Climbing 8-8-
      03)  Concealment 8-8-
      04)  Conversation 8-8-
      05)  Deduction 8-8-
      06)  Language:  English (completely fluent; literate) (4 Active Points) 
      07)  Paramedics 8-8-
      08)  Persuasion 8-8-
      09)  PS: Student 11-11-
      010) Shadowing 8-8-
      011) Stealth 8-8-
      012) Vehicular OperationTF:  Everyman, Small Motorized Ground Vehicles 
      013) AK: Central City 8-8-
      10Expert Flyer+5 with one mode of Movement (flight) 
      10Rapid Attack 
        Skills Cost
      • 20




      Total Character Cost: 400

      PointsDisadvantage
      15Accidental Change:  Reverts to normal (powers turn off) when doused with water 11- (Common)
      20DNPC:  his parents Frequently (Normal; Group DNPC: x2 DNPCs)
      10Enraged:  when ineffective in combat (Common), go 8-, recover 14-
      5Negative Reputation:  Public Safety Hazard (sets stuff on fire), Frequently (Known Only To A Small Group)
      10Psychological Complication:  constantly trying to prove himself as a hero (Common; Moderate)
      10Social Complication:  attempts to keep his civilian and Laserfire personas separate (mild form of secret identity) Frequently, Minor
      5Unluck: 1d6

      Disadvantage Points: 75
      Base Points: 400
      Experience Required: 0
      Total Experience Available: 0
      Experience Unspent: 0
      This message was last edited by the GM at 14:03, Thu 04 July 2019.
The Great Karnac
GM, 7 posts
Two poodles and knitting
needles? Sweater level 12
Thu 16 Aug 2018
at 06:58
  • msg #7

NPC - Manta Man, re-structuring Manning Enterprises

Manta Man NPC

Carter Manning, a marine biologist and mechanical/electrical engineer, was vacationing with his wife on their private yacht when they found themselves under attack by 21st century pirates. Hopelessly outnumbered and outgunned, Manning's wife was killed and he was tossed overboard to the sharks. The pirates used his boat for a multi-million dollar drug run, and then abandoned it. Manning survived. Due to an amazing stroke of luck, he was rescued and returned home with the aid of the authorities. Manning mourned his wife, then entered his workshop and began design of the tools of his vengeance. When the same pirates attempted to storm yet another ship, Manta Man intervened and rounded up the criminals with little difficulty.
Manning decided, at that point, the he would now dedicate his life to the cause of justice.
ValCharCost
20STR10
13DEX6
20CON10
25INT15
15EGO5
15PRE5
5OCV10
5DCV10
4OMCV3
4DMCV3
5SPD30
8/22PD6
7/18ED5
10REC6
50END6
10BODY0
30STUN5

ValMovementCost
12mRUN0
16mSWIM0
4mLEAP0

    Characteristics Cost
  • 135



CostPower:notes
23Hypercritical Wing Suit:Multipower, 35-point reserve,  (35 Active Points); all slots OIF (-1/2) 
2f1)  Flight 16m, Reduced Endurance (0 END; +1/2) (24 Active Points); OIF (-1/2) 
1f2)  Swimming +12m (16m total), No Turn Mode (+1/4), Reduced Endurance (0 END; +1/2), No Gravity Penalty (+1/2) (15 Active Points); OIF (-1/2) 
1f3)  Perpetual Aqualung:LS, can breathe underwater  (Expanded Breathing) (5 Active Points); OIF (-1/2) 
1f4)  Active Sonar (Hearing Group) (15 Active Points); OIF (-1/2) 
5v5)  Sharp wing edges:HKA 2d6+1 (3 1/2d6 w/STR) (35 Active Points); OIF (-1/2) 
37Bio-electric battery powered glove units:Multipower, 55-point reserve,  (55 Active Points); all slots OIF (-1/2) 
3f1)  Electric Ray:Blast 10d6 (50 Active Points); OIF (-1/2) 
3f2)  Taser Ray:Blast 7d6, Attack Versus Alternate Defense (Power Defense; +1/2) (52 Active Points); OIF (-1/2) 
2f3)  Cyberkinesis:Telekinesis (30 STR), Fine Manipulation (55 Active Points); Limited Power Power loses about half of its effectiveness (device can not perform contrary to its construction; -1), Only Works On Limited Types Of Objects Limited Group of Objects (electrical devices; -1/2), OIF (-1/2) 
1f4)  Remote Hacking:Mind Control 11d6 (Machine class of minds) (55 Active Points); Based on CON (Defense: ED; -1), Requires A Roll (Skill roll; Must be made each Phase/use; Computer Programming skill; -1), OIF (-1/2), Can Be Deflected (-1/4), Concentration (1/2 DCV; -1/4) 
 Manta-Ray suit, all slots IIF (-1/4) 
311)  Toughened Suit:Resistant Protection (14 PD/11 ED) (39 Active Points); IIF (-1/4) 
22)  Autonomic Pressure Regulators:LS  (Safe in High Pressure; Safe in Intense Cold) (3 Active Points); IIF (-1/4) 
253)  Bio-electric Reserve Cells:Endurance Reserve  (100 END, 10 REC) Reserve:  (33 Active Points); IIF (-1/4); REC:  (8 Active Points); Conditional Power Power Does Not Work In Water (Can not recover when in the water; -1/4), IIF (-1/4) 
164)  Absorbing Energy Field:Absorption 10 BODY  (energy, END Reserve), Absorption As A Defense (Resistant; +1) (20 Active Points); IIF (-1/4) 

    Powers Cost
  • 153

  Martial Arts: Boxing
CostManeuverOCVDCVNotes
3Basic Strike - Jab+1+06d6 Strike
4Counterstrike - Counter Punching+2+26d6 Strike, Must Follow Block
4Martial Block - Block+2+2Block, Abort
4Martial Dodge - Fancy Footwork--+5Dodge, Affects All Attacks, Abort 

    Perks

  • Perk CostPerkNotes
    10Money:  Wealthy 
    10 Contribution to The Crusaders (base, vehicle, et al) Custom Perk 

      Talents

    • Talent CostTalentNotes
      5Eidetic Memory 
      3Lightning Calculator 
      6Speed Reading (x100) 


      CostSkillRoll
       Everyman Skills<!--SKILL_ROLL-->
      31)  Acting 12-12-
      02)  Climbing 8-8-
      03)  Concealment 8-8-
      34)  Conversation 12-12-
      05)  Deduction 8-8-
      06)  Language:  English (completely fluent; literate) (4 Active Points) 
      07)  Paramedics 8-8-
      38)  Persuasion 12-12-
      29)  PS: Entrepreneur 11-11-
      010) Shadowing 8-8-
      311) Stealth 12-12-
      012) Vehicular OperationTF:  Everyman, Small Motorized Ground Vehicles 
      013) AK: Central City 8-8-
      3Breakfall 12-12-
      3Computer Programming 14-14-
      3Electronics 14-14-
      3Inventor 14-14-
      3Systems Operation 14-14-
      3Tactics 14-14-
      3Teamwork 12-12-
      8Scientist<!--SKILL_ROLL-->
      01)  SS:  Electrical Engineering 11- (2 Active Points)11-
      02)  SS:  Marine Biology 11- (2 Active Points)11-
      03)  SS:  Mathematics 11- (2 Active Points)11-
      04)  SS:  Physics 11- (2 Active Points)11-
      05)  SS:  Statistics 11- (2 Active Points)11-
      20skilled with Manta-gloves+4 with a large group of attacks 
        Skills Cost
      • 63




      Total Character Cost: 400

      PointsDisadvantage
      5Social Complication:  Public Identity Infrequently, Minor
      5Rivalry:  Professional (some armored guy I haven't invented yet), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
      15Psychological Complication:  Morally against killing (Common; Strong)
      25Hunted:  VIPER Frequently (As Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish)
      10Psychological Complication:  Obsessed with hunting down pirates (Common; Moderate)
      10DNPC - Administrative Assistant:  Sarah Jane Smythe Infrequently (Normal)
      5Unluck: 1d6

      Disadvantage Points: 75
      Base Points: 400
      Experience Required: 0
      Total Experience Available: 0
      Experience Unspent: 0
      This message was last edited by the GM at 02:42, Thu 25 Feb 2021.
The Great Karnac
GM, 10 posts
Two poodles and knitting
needles? Sweater level 12
Fri 17 Aug 2018
at 00:37
  • msg #8

Supporting Documents

The following link contains Hero Designer files for the campaign rules, the current roster of the Crusaders, and the export format used for these characters.

https://www.dropbox.com/sh/f2x...yJylv9xIgZn3vha?dl=0
This message was last edited by the GM at 03:10, Fri 17 Aug 2018.
Mirabella DeLuca
Fri 27 Sep 2019
at 03:45
  • msg #9

Supporting Documents

Agent Mirabella DeLuca

ValCharCost
10STR0
15DEX10
13CON3
18INT8
15EGO5
18PRE8
5OCV10
5DCV10
5OMCV6
5DMCV6
3SPD10
4/11PD2
4/8ED2
5REC1
30END2
10BODY0
25STUN3

ValMovementCost
12mRUN0
4mSWIM0
4mLEAP0

    Characteristics Cost
  • 86



Martial Arts: PRIMUS Agent Training
CostManeuverOCVDCVNotes
4Killing Strike-2+0HKA 1d6 +1
4Martial Strike+0+24d6 Strike
4Martial Dodge--+5Dodge, Affects All Attacks, Abort
4Martial Escape+0+025 STR vs. Grabs
4Nerve Strike-1+12d6 NND
4Martial Block+2+2Block, Abort
    Martial Arts Cost: 24


    Perks

Perk CostPerkNotes
22Fringe Benefit:  CIA employee, Concealed Weapon Permit (where appropriate), FBI Special Agent, Federal/National Police Powers, Improved Equipment Availability Advanced Military equipment, Lieutenant 
2Equipment Points: 50 

    Perks Cost: 24






CostSkillRoll
 Everyman Skills 
31)  Acting 13- 
02)  Climbing 8- 
33)  Concealment 13- 
34)  Conversation 13- 
35)  Deduction 13- 
06)  Language:  English (completely fluent; literate) (4 Active Points) 
37)  Paramedics 13- 
38)  Persuasion 13- 
09)  PS: Executive Assistant 11- 
310) Shadowing 13- 
311) Stealth 12- 
012) Vehicular OperationTF:  Small Motorized Ground Vehicles 
013) AK: home 8- 
3Breakfall 12- 
3Bugging 13- 
3Bureaucratics 13- 
3Combat Driving 12- 
3Computer Programming 13- 
3Disguise 13- 
3High Society 13- 
3Interrogation 13- 
3Jack of All Trades 
21)  PS: Intelligence Agent (3 Active Points) 13- 
22)  PS: Lawyer (3 Active Points) 13- 
23)  PS: Receptionist (3 Active Points) 13- 
24)  PS: Secretary (3 Active Points) 13- 
3Scholar 
21)  KS: Criminal Investigations (3 Active Points) 13- 
22)  KS: Federal Law (3 Active Points) 13- 
23)  KS: Investigative Methods (3 Active Points) 13- 
24)  KS: PRIMUS (3 Active Points) 13- 
25)  KS: Paranormals and their Powers (3 Active Points) 13- 
3Security Systems 13- 
3Systems Operation 13- 
3Tracking 13- 
20+2 with All Attacks 
5+1 with a large group of attacks 
8+1 with HTH Combat 
2WF:  Small Arms 
    Skills Cost
  • 116




CostEquipment (Equipment costs do not actually figure in Total Cost. They are included here for reference only.)
Real Points18M-16a2 Assault Rifle: Killing Attack - Ranged 2d6, +1 Increased STUN Multiplier (+1/4), Autofire (3 shots; +1/4), Rifle Sights (+1 OCV/+1RMod; +1/4) (60 Active Points); OAF (-1), Beam (-1/4), Real Weapon (-1/4), Real Equipment (-1/4), 2 Hands (-1/4), ST Min = 8 (-1/4), 4 clips of 20 Charges (+1/4)
Real Points6Interceptor Body Armor Vest: Resistant Protection (7 PD/4 ED) (18 Active Points); Mass (7kg; -1/2), OIF Durable (-1/2), Requires A Roll (11- roll; -1/2), Real Equipment (-1/4)
Real Points6Colt "Detective Special, Snub Nose" .38 cal Revolver,  2" barrel: Killing Attack - Ranged 1d6, +1 OCV (+1/4) (19 Active Points); OAF (-1), 2 clips of 6 Charges (-1/2), Beam (-1/4), Real Weapon (-1/4), STR Minimum 6 (-1/4) [Notes: Commonly carried by non-uniformed police in the 20th century. Easily concealed. Short barrel reduces muzzle velocity of the .38 Special round, reducing damage.]
Real Points8Smartphone: Multipower, 20-point reserve, all slots 1 Continuing Charge lasting 6 Hours (-0) (20 Active Points); all slots OAF (-1), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4), Gestures (-1/4) [Notes: Real Cost: 17]
Real Points1f4)  LED Flashlight: Sight Group Images, +/-2 to PER Rolls (16 Active Points); Only To Create Light (-1), OAF (-1), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4), Gestures (-1/4)
Real Points1f5)  Wireless Internet Service: Detect TCP/IP Signals A Single Thing 13- (Radio Group), Increased Arc Of Perception (360 Degrees), Partially Penetrative, Transmit (15 Active Points); OAF (-1), Sense Affected As More Than One Sense [very common Sense] (as sight and/or hearing as appropriate; -1/2), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4), Gestures (-1/4)
Real Points1f-21)  Internet Search: KS: Anything (Super-Skill) (15 Active Points); OAF (-1), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4), Gestures (-1/4) 14-
Real Points1f7)  Cellular Phone Call: HRRP (Radio Group) (12 Active Points); Only For Communication Between Cellular Phones Power loses about half of its effectiveness (-1), OAF (-1), Sense Affected As More Than One Sense [very common Sense] (affected as hearing and radio simultaneously; -1/2), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4), Gestures (-1/4)
Real Points1f8)  Cellular Text Message: HRRP (Radio Group) (12 Active Points); Only for Communication Between Cellular Phones Power loses about half of its effectiveness (-1), Gestures, Requires Gestures throughout (Requires both hands; -1), OAF (-1), Sense Affected As More Than One Sense [very common Sense] (affected as sight and radio group simultaneously; -1/2), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4)
Real Points1f9)  Global Positioning System: Detect Current Location A Single Thing 17- (no Sense Group), Discriminatory (12 Active Points); OAF (-1), Affected as Sight [very common Sense] (affected as sight; -1/2), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4), Gestures (-1/4)
Real Points1f10) Data Storage: : Eidetic Memory (5 Active Points); Only to Recall Images and Sounds Recorded on This Device Power loses almost all of its effectiveness (-2), OAF (-1), Physical Manifestation, anyone can see the images, etc. (-1/4), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4), Gestures (-1/4)
Real Points1f11) Video and Audio Playback: Sight and Hearing Groups Images (15 Active Points); Only to Reproduce Images and Sounds Recorded on This Device Power loses about half of its effectiveness (-1), OAF (-1), No Range (-1/2), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4), Gestures (-1/4)
Real Points1f12) Alarm App: Hearing Group Images, +/-2 to PER Rolls, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +1/4), Area Of Effect (4m Radius; +1/4) (16 Active Points); Only to Create Noise Power loses about half of its effectiveness (-1), OAF (-1), No Range (-1/2), Restrainable (Only by means other than Grabs and Entangles; by electromagnetic pulses; -1/4), Gestures (-1/4)

Total Character Cost: 250

PointsDisadvantage
15Physical Complication:  Subject to Orders (Infrequently; Greatly Impairing)
15Psychological Complication:  PRIMUS Code (Common; Strong)
20Psychological Complication:  Resents being judged on appearance (Very Common; Strong)

Disadvantage Points: 50
Base Points: 250
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
This message was last edited by the GM at 13:01, Tue 03 Dec 2019.
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