Blizzard | NPC |
---|
Val | Char | Cost |
---|---|---|
20 | STR | 10 |
13 | DEX | 6 |
20 | CON | 10 |
15 | INT | 5 |
15 | EGO | 5 |
13 | PRE | 3 |
6 | OCV | 15 |
5 | DCV | 10 |
4 | OMCV | 3 |
4 | DMCV | 3 |
4 | SPD | 20 |
11/23 | PD | 9 |
9/18 | ED | 7 |
10 | REC | 6 |
60 | END | 8 |
10 | BODY | 0 |
35 | STUN | 8 |
Val | Movement | Cost |
---|---|---|
15m | RUN | 3 |
4m | SWIM | 0 |
4m | LEAP | 0 |
Cost | Power: | notes |
---|---|---|
Cold Control, all slots Unified Power (-1/4) | ||
22 | 1) Ice Armor:Resistant Protection (12 PD/9 ED) (33 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Unified Power (-1/4) | |
11 | 2) 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) | |
40 | 3) Cold Blast:Blast 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Unified Power (-1/4) | |
25 | 4) 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) | |
18 | 5) 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) | |
2 | 6) 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) | |
20 | 7) 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) | |
5 | IR Perception (Sight Group) | |
60 | Vibrational Abilities:Multipower, 60-point reserve | |
6f | 1) Vibratory Blast:Blast 8d6, Reduced Endurance (0 END; +1/2) (60 Active Points) | |
5f | 2) Vibrating Out of Phase:Desolidification (affected by vibratory powers (sonics, etc)), Reduced Endurance (1/2 END; +1/4) (50 Active Points) | |
3f | 3) 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) |
Cost | Maneuver | OCV | DCV | Notes | |
---|---|---|---|---|---|
3 | Basic Strike | +1 | +0 | 6d6 Strike | |
4 | Charge | +0 | -2 | 6d6 +v/10 Strike, FMove | |
3 | Takedown | +1 | +1 | 4d6 Strike; Target Falls | |
4 | Crush | +0 | +0 | 8d6 Crush, Must Follow Grab |
Perk Cost | Perk | Notes | |
---|---|---|---|
10 | donation to The Crusaders Custom Perk |
Cost | Skill | Roll |
---|---|---|
Everyman Skills | <!--SKILL_ROLL--> | |
0 | 1) Acting 8- | 8- |
3 | 2) Climbing 12- | 12- |
0 | 3) Concealment 8- | 8- |
0 | 4) Conversation 8- | 8- |
0 | 5) Deduction 8- | 8- |
0 | 6) Language: English (completely fluent; literate) (4 Active Points) | |
3 | 7) Paramedics 12- | 12- |
0 | 8) Persuasion 8- | 8- |
0 | 9) PS: Student 11- | 11- |
0 | 10) Shadowing 8- | 8- |
0 | 11) Stealth 8- | 8- |
0 | 12) Vehicular OperationTF: Everyman, Small Motorized Ground Vehicles | |
0 | 13) AK: Central City 8- | 8- |
3 | Acrobatics 12- | 12- |
3 | Breakfall 12- | 12- |
3 | Lipreading 12- | 12- |
3 | Streetwise 12- | 12- |
6 | Survival (Temperate/Subtropical) 14- | 14- |
4 | HobbyKS: Camping 13- | 13- |
Points | Disadvantage |
---|---|
Mutant | |
5 | 1) Distinctive Features: Registers on genetic anomaly sensors as non-human (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort) |
10 | 2) Physical Complication: Non-standard response to medical technology (Infrequently; Slightly Impairing) |
15 | DNPC: generic girlfriend Infrequently (Normal; Unaware of character's adventuring career/Secret ID) |
5 | Enraged: meeting evil mutants ("THEY MAKE ME LOOK BAD!") (Uncommon), go 8-, recover 14- |
15 | Psychological Complication: Code Against Killing (Common; Strong) |
5 | Rivalry: Professional (Laserfire), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry |
15 | Social Complication: Secret Identity Frequently, Major |
5 | Unluck: 1d6 |
Dreamweaver | NPC |
---|
Val | Char | Cost |
---|---|---|
15 | STR | 5 |
11 | DEX | 2 |
20 | CON | 10 |
18 | INT | 8 |
15 | EGO | 5 |
15 | PRE | 5 |
5 | OCV | 10 |
5 | DCV | 10 |
5 | OMCV | 6 |
5 | DMCV | 6 |
5 | SPD | 30 |
7/15 | PD | 5 |
7/13 | ED | 5 |
10 | REC | 6 |
60 | END | 8 |
11 | BODY | 1 |
25 | STUN | 3 |
Val | Movement | Cost |
---|---|---|
12m | RUN | 0 |
4m | SWIM | 0 |
4m | LEAP | 0 |
Cost | Power: | notes |
---|---|---|
Warping the Reality That Is, all slots Unified Power (-1/4) | ||
21 | 1) 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) | |
36 | 2) 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) | |
40 | 3) 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) | ||
11 | 1) 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) | |
32 | 2) Nightmare Energy Blast:Mental Blast 4d6 (40 Active Points); Unified Power (-1/4) | |
32 | 3) Identify Them By Their Dreams:Mind Scan 8d6 (Human class of minds) (40 Active Points); Unified Power (-1/4) | |
24 | 4) Dream Sharing:Mind Link , Any Willing Target, Number of Minds (x8) (30 Active Points); Unified Power (-1/4) | |
32 | 5) Examining the Deepest Dreams:Telepathy 8d6 (Human class of minds) (40 Active Points); Unified Power (-1/4) | |
14 | Kevlar Costume:Resistant Protection (8 PD/6 ED) (21 Active Points); OIF (-1/2) |
Cost | Maneuver | OCV | DCV | Notes |
---|---|---|---|---|
4 | Martial Block | +2 | +2 | Block, Abort |
4 | Counterstrike | +2 | +2 | 6d6 Strike, Must Follow Block |
3 | Martial Throw | +0 | +1 | 4d6 +v/10, Target Falls |
4 | +1 HTH Damage Class(es) |
Cost | Skill | Roll |
---|---|---|
Everyman Skills | <!--SKILL_ROLL--> | |
0 | 1) Acting 8- | 8- |
0 | 2) Climbing 8- | 8- |
0 | 3) Concealment 8- | 8- |
3 | 4) Conversation 12- | 12- |
0 | 5) Deduction 8- | 8- |
0 | 6) Language: English (completely fluent; literate) (4 Active Points) | |
3 | 7) Paramedics 13- | 13- |
3 | 8) Persuasion 12- | 12- |
0 | 9) PS: Graduate Student 11- | 11- |
0 | 10) Shadowing 8- | 8- |
3 | 11) Stealth 11- | 11- |
0 | 12) Vehicular OperationTF: Everyman, Small Motorized Ground Vehicles | |
0 | 13) AK: Central City 8- | 8- |
6 | Scientist | <!--SKILL_ROLL--> |
0 | 1) SS: Mathematics 11- (2 Active Points) | 11- |
0 | 2) SS: Neurology 11- (2 Active Points) | 11- |
0 | 3) SS: Psychology 11- (2 Active Points) | 11- |
0 | 4) SS: Statistics 11- (2 Active Points) | 11- |
Points | Disadvantage |
---|---|
15 | Dependence: Exposure to deep sleep machine Powers Gain 11- Activation Roll (Uncommon; 1 Day; Addiction) |
15 | DNPC: Lynda Turner (psychologist) Frequently (Normal) |
15 | Psychological Complication: Code Against Killing (Common; Strong) |
15 | Social Complication: Secret Identity Frequently, Major |
5 | Unluck: 1d6 |
10 | Vulnerability: 2 x Effect mental illusions (Uncommon) |
Enforcer | NPC |
---|
Val | Char | Cost |
---|---|---|
35 | STR | 5 |
18 | DEX | 16 |
18 | CON | 8 |
13 | INT | 3 |
13 | EGO | 3 |
15 | PRE | 5 |
7 | OCV | 20 |
7 | DCV | 20 |
3 | OMCV | 0 |
4 | DMCV | 3 |
5 | SPD | 30 |
9/24 | PD | 7 |
7/19 | ED | 5 |
10 | REC | 6 |
40 | END | 4 |
10 | BODY | 0 |
40 | STUN | 10 |
Val | Movement | Cost |
---|---|---|
12m | RUN | 0 |
4m | SWIM | 0 |
4m | LEAP | 0 |
Cost | Power: | notes |
---|---|---|
Force Field Abilities, all slots Unified Power (fields of force; -1/4) | ||
31 | 1) 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) | |
28 | 2) 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) | |
17 | 3) +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) | |
2f | 1) 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) | |
2f | 2) 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) | |
2f | 3) 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) | |
2f | 4) 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) |
Cost | Maneuver | OCV | DCV | Notes |
---|---|---|---|---|
3 | Aikido Throw - Defensive Throw | +1 | +1 | Block, Target Falls |
4 | Boxing Cross - Martial Strike | +0 | +2 | 9d6 Strike |
4 | Choke - Choke Hold | -2 | +0 | Grab One Limb; 2d6 NND |
4 | Escape - Martial Escape | +0 | +0 | 50 STR vs. Grabs |
3 | Hold - Martial Grab | -1 | -1 | Grab Two Limbs, 45 STR for holding on |
4 | Judo Disarm - Martial Disarm | -1 | +1 | Disarm; 45 STR to Disarm |
4 | Karate 'Chop' - Killing Strike | -2 | +0 | HKA 1d6 +1 |
4 | Kung Fu Block - Martial Block | +2 | +2 | Block, Abort |
2 | Weapon Element: Blades, Clubs | |||
Perk Cost | Perk | Notes | |
---|---|---|---|
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- | ||
5 | Fringe Benefit: CIA employee or equivalent, Concealed Weapon Permit (where appropriate), International Driver's License, Passport | ||
5 | Donation to The Crusader's setup Custom Perk |
Cost | Skill | Roll |
---|---|---|
Everyman Skills | <!--SKILL_ROLL--> | |
0 | 1) Acting 8- | 8- |
3 | 2) Climbing 13- | 13- |
3 | 3) Concealment 12- | 12- |
3 | 4) Conversation 12- | 12- |
0 | 5) Deduction 8- | 8- |
3 | 6) Paramedics 12- | 12- |
3 | 7) Persuasion 12- | 12- |
0 | 8) Espionage AgentPS: SPY (Everyman Skill) 11- | 11- |
3 | 9) Shadowing 12- | 12- |
3 | 10) Stealth 13- | 13- |
0 | 11) I can driveTF: Small Motorized Ground Vehicles | |
0 | 12) AK: United Nations 8- | 8- |
6 | Linguist | <!--SKILL_ROLL--> |
-1 | 1) EnglishLanguage (idiomatic; literate) (5 Active Points) | |
2 | 2) Language: Mandarin (fluent conversation; literate) (3 Active Points) | |
1 | 3) Language: Spanish (basic conversation; literate) (2 Active Points) | |
Commando Training | <!--SKILL_ROLL--> | |
5 | 1) Breakfall 14- | 14- |
3 | 2) Commando TrainingWF: Small Arms, Blades, Clubs | |
10 | 3) with Small Arms+2 with a large group of attacks | |
3 | Bribery 12- | 12- |
3 | Bugging 12- | 12- |
3 | Bureaucratics 12- | 12- |
5 | Combat Driving 14- | 14- |
3 | Cryptography 12- | 12- |
3 | Demolitions 12- | 12- |
3 | Disguise 12- | 12- |
3 | Electronics 12- | 12- |
3 | Interrogation 12- | 12- |
3 | Lockpicking 13- | 13- |
3 | Security Systems 12- | 12- |
3 | Streetwise 12- | 12- |
2 | Weaponsmith (Firearms) 12- | 12- |
Points | Disadvantage |
---|---|
10 | Social Complication: Secretly under orders to 'spy' on his fellow superheroes Frequently, Minor |
15 | Social Complication: Secret Identity (several layers deep) Frequently, Major |
10 | Psychological Complication: Code Against Killing (Common; Moderate) |
15 | Hunted: Governmental Espionage Agency Frequently (Mo Pow; NCI; Watching) |
10 | Hunted: Opposing Government's Espionage Agency Infrequently (Mo Pow; NCI; Limited Geographical Area; Mildly Punish) |
10 | Vulnerability: 1 1/2 x STUN Attacks based on force fields (Common) |
5 | Unluck: 1d6 |
Evergreen | NPC |
---|
Val | Char | Cost |
---|---|---|
25 | STR | 15 |
13 | DEX | 6 |
25 | CON | 15 |
13 | INT | 3 |
13 | EGO | 3 |
10 | PRE | 0 |
5 | OCV | 10 |
4 | DCV | 5 |
4 | OMCV | 3 |
4 | DMCV | 3 |
5 | SPD | 30 |
10 | PD | 24 |
10 | ED | 24 |
15 | REC | 11 |
60 | END | 8 |
20 | BODY | 10 |
Val | Movement | Cost |
---|---|---|
16m | RUN | 4 |
4m | SWIM | 0 |
4m | LEAP | 0 |
Cost | Power: | notes |
---|---|---|
Plant Powers - Flora, not Fauna, all slots Unified Power (-1/4) | ||
17 | 1) Photosynthetic Regrowth:Regeneration (1 BODY per Turn), Can Heal Limbs (21 Active Points); Unified Power (-1/4) | |
13 | 2) Hard as Wood:HA +4d6 (20 Active Points); Hand-To-Hand Attack (-1/4), Unified Power (-1/4) | |
24 | 3) Dense as a tree:Energy Damage Reduction, 25% (30 Active Points); Unified Power (-1/4) | |
24 | 4) Dense as a tree:Physical Damage Reduction, 25% (30 Active Points); Unified Power (-1/4) | |
16 | Hallucinogenic 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) | |
40 | Animate 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) | |
60 | Plant Body:Takes No STUN |
Cost | Maneuver | OCV | DCV | Notes | |
---|---|---|---|---|---|
4 | Martial Block | +2 | +2 | Block, Abort | |
3 | Basic Strike | +1 | +0 | 7d6 Strike | |
3 | Defensive Throw | +1 | +1 | Block, Target Falls |
Cost | Skill | Roll |
---|---|---|
Everyman Skills | <!--SKILL_ROLL--> | |
0 | 1) Acting 8- | 8- |
0 | 2) Climbing 8- | 8- |
0 | 3) Concealment 8- | 8- |
0 | 4) Conversation 8- | 8- |
0 | 5) Deduction 8- | 8- |
0 | 6) Language: English (completely fluent; literate) (4 Active Points) | |
0 | 7) Paramedics 8- | 8- |
0 | 8) Persuasion 8- | 8- |
0 | 9) PS: Gardener 11- | 11- |
0 | 10) Shadowing 8- | 8- |
0 | 11) Stealth 8- | 8- |
0 | 12) Vehicular OperationTF: Everyman, Small Motorized Ground Vehicles | |
0 | 13) AK: Central City 8- | 8- |
20 | +2 with All Attacks | |
2 | Innate KnowledgeKS: Gardening 11- | 11- |
Points | Disadvantage |
---|---|
20 | Psychological Complication: Is the Protector of the Earth (Common; Total) |
10 | Psychological Complication: Loyal to The Crusaders (Common; Moderate) |
LaserFire | NPC |
---|
Val | Char | Cost |
---|---|---|
15 | STR | 5 |
15 | DEX | 10 |
20 | CON | 10 |
13 | INT | 3 |
13 | EGO | 3 |
13 | PRE | 3 |
6 | OCV | 15 |
5 | DCV | 10 |
4 | OMCV | 3 |
4 | DMCV | 3 |
5 | SPD | 30 |
10 | PD | 8 |
8 | ED | 6 |
8 | REC | 4 |
50 | END | 6 |
10 | BODY | 0 |
30 | STUN | 5 |
Val | Movement | Cost |
---|---|---|
12m | RUN | 0 |
4m | SWIM | 0 |
4m | LEAP | 0 |
Cost | Power: | notes |
---|---|---|
Body of Flame, all slots Unified Power (-1/4) | ||
27 | 1) 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) | |
8 | 2) burns with a touch:HKA 1d6 (15 Active Points); No STR Bonus (-1/2), Unified Power (-1/4) | |
19 | 3) flame floats through the air:Flight 24m (24 Active Points); Unified Power (-1/4) | |
4 | 4) 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) | |
5 | 5) 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) | |
24 | 6) Blast of Flame:Blast 6d6 (30 Active Points); Unified Power (-1/4) | |
22 | 7) 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) | |
60 | Generator of Light:Multipower, 60-point reserve | |
4f | 1) Laser Beam:Blast 8d6 (40 Active Points) | |
1f | 2) Holograms:Sight Group Images, Area Of Effect (5m Radius; +1/2) (15 Active Points) | |
4f | 3) Dazzling Light:Sight Group Flash 8d6, Area Of Effect (8m Radius; +1/2) (60 Active Points); No Range (-1/2) | |
50 | Full 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) |
Cost | Maneuver | OCV | DCV | Notes | |
---|---|---|---|---|---|
3 | Basic Strike | +1 | +0 | 5d6 Strike | |
5 | Passing Strike | +1 | +0 | 3d6 +v/10; FMove | |
5 | Flying Dodge | -- | +4 | Dodge All Attacks, Abort; FMove | |
4 | Martial Block | +2 | +2 | Block, Abort |
Perk Cost | Perk | Notes | |
---|---|---|---|
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 |
Talent Cost | Talent | Notes | |
---|---|---|---|
3 | Ambidexterity (no Off Hand penalty) |
Cost | Skill | Roll |
---|---|---|
Everyman Skills | <!--SKILL_ROLL--> | |
0 | 1) Acting 8- | 8- |
0 | 2) Climbing 8- | 8- |
0 | 3) Concealment 8- | 8- |
0 | 4) Conversation 8- | 8- |
0 | 5) Deduction 8- | 8- |
0 | 6) Language: English (completely fluent; literate) (4 Active Points) | |
0 | 7) Paramedics 8- | 8- |
0 | 8) Persuasion 8- | 8- |
0 | 9) PS: Student 11- | 11- |
0 | 10) Shadowing 8- | 8- |
0 | 11) Stealth 8- | 8- |
0 | 12) Vehicular OperationTF: Everyman, Small Motorized Ground Vehicles | |
0 | 13) AK: Central City 8- | 8- |
10 | Expert Flyer+5 with one mode of Movement (flight) | |
10 | Rapid Attack |
Points | Disadvantage |
---|---|
15 | Accidental Change: Reverts to normal (powers turn off) when doused with water 11- (Common) |
20 | DNPC: his parents Frequently (Normal; Group DNPC: x2 DNPCs) |
10 | Enraged: when ineffective in combat (Common), go 8-, recover 14- |
5 | Negative Reputation: Public Safety Hazard (sets stuff on fire), Frequently (Known Only To A Small Group) |
10 | Psychological Complication: constantly trying to prove himself as a hero (Common; Moderate) |
10 | Social Complication: attempts to keep his civilian and Laserfire personas separate (mild form of secret identity) Frequently, Minor |
5 | Unluck: 1d6 |
Manta Man | NPC |
---|
Val | Char | Cost |
---|---|---|
20 | STR | 10 |
13 | DEX | 6 |
20 | CON | 10 |
25 | INT | 15 |
15 | EGO | 5 |
15 | PRE | 5 |
5 | OCV | 10 |
5 | DCV | 10 |
4 | OMCV | 3 |
4 | DMCV | 3 |
5 | SPD | 30 |
8/22 | PD | 6 |
7/18 | ED | 5 |
10 | REC | 6 |
50 | END | 6 |
10 | BODY | 0 |
30 | STUN | 5 |
Val | Movement | Cost |
---|---|---|
12m | RUN | 0 |
16m | SWIM | 0 |
4m | LEAP | 0 |
Cost | Power: | notes |
---|---|---|
23 | Hypercritical Wing Suit:Multipower, 35-point reserve, (35 Active Points); all slots OIF (-1/2) | |
2f | 1) Flight 16m, Reduced Endurance (0 END; +1/2) (24 Active Points); OIF (-1/2) | |
1f | 2) 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) | |
1f | 3) Perpetual Aqualung:LS, can breathe underwater (Expanded Breathing) (5 Active Points); OIF (-1/2) | |
1f | 4) Active Sonar (Hearing Group) (15 Active Points); OIF (-1/2) | |
5v | 5) Sharp wing edges:HKA 2d6+1 (3 1/2d6 w/STR) (35 Active Points); OIF (-1/2) | |
37 | Bio-electric battery powered glove units:Multipower, 55-point reserve, (55 Active Points); all slots OIF (-1/2) | |
3f | 1) Electric Ray:Blast 10d6 (50 Active Points); OIF (-1/2) | |
3f | 2) Taser Ray:Blast 7d6, Attack Versus Alternate Defense (Power Defense; +1/2) (52 Active Points); OIF (-1/2) | |
2f | 3) 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) | |
1f | 4) 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) | ||
31 | 1) Toughened Suit:Resistant Protection (14 PD/11 ED) (39 Active Points); IIF (-1/4) | |
2 | 2) Autonomic Pressure Regulators:LS (Safe in High Pressure; Safe in Intense Cold) (3 Active Points); IIF (-1/4) | |
25 | 3) 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) | |
16 | 4) Absorbing Energy Field:Absorption 10 BODY (energy, END Reserve), Absorption As A Defense (Resistant; +1) (20 Active Points); IIF (-1/4) |
Cost | Maneuver | OCV | DCV | Notes | |
---|---|---|---|---|---|
3 | Basic Strike - Jab | +1 | +0 | 6d6 Strike | |
4 | Counterstrike - Counter Punching | +2 | +2 | 6d6 Strike, Must Follow Block | |
4 | Martial Block - Block | +2 | +2 | Block, Abort | |
4 | Martial Dodge - Fancy Footwork | -- | +5 | Dodge, Affects All Attacks, Abort |
Perk Cost | Perk | Notes | |
---|---|---|---|
10 | Money: Wealthy | ||
10 | Contribution to The Crusaders (base, vehicle, et al) Custom Perk |
Talent Cost | Talent | Notes | |
---|---|---|---|
5 | Eidetic Memory | ||
3 | Lightning Calculator | ||
6 | Speed Reading (x100) |
Cost | Skill | Roll |
---|---|---|
Everyman Skills | <!--SKILL_ROLL--> | |
3 | 1) Acting 12- | 12- |
0 | 2) Climbing 8- | 8- |
0 | 3) Concealment 8- | 8- |
3 | 4) Conversation 12- | 12- |
0 | 5) Deduction 8- | 8- |
0 | 6) Language: English (completely fluent; literate) (4 Active Points) | |
0 | 7) Paramedics 8- | 8- |
3 | 8) Persuasion 12- | 12- |
2 | 9) PS: Entrepreneur 11- | 11- |
0 | 10) Shadowing 8- | 8- |
3 | 11) Stealth 12- | 12- |
0 | 12) Vehicular OperationTF: Everyman, Small Motorized Ground Vehicles | |
0 | 13) AK: Central City 8- | 8- |
3 | Breakfall 12- | 12- |
3 | Computer Programming 14- | 14- |
3 | Electronics 14- | 14- |
3 | Inventor 14- | 14- |
3 | Systems Operation 14- | 14- |
3 | Tactics 14- | 14- |
3 | Teamwork 12- | 12- |
8 | Scientist | <!--SKILL_ROLL--> |
0 | 1) SS: Electrical Engineering 11- (2 Active Points) | 11- |
0 | 2) SS: Marine Biology 11- (2 Active Points) | 11- |
0 | 3) SS: Mathematics 11- (2 Active Points) | 11- |
0 | 4) SS: Physics 11- (2 Active Points) | 11- |
0 | 5) SS: Statistics 11- (2 Active Points) | 11- |
20 | skilled with Manta-gloves+4 with a large group of attacks |
Points | Disadvantage |
---|---|
5 | Social Complication: Public Identity Infrequently, Minor |
5 | Rivalry: Professional (some armored guy I haven't invented yet), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry |
15 | Psychological Complication: Morally against killing (Common; Strong) |
25 | Hunted: VIPER Frequently (As Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish) |
10 | Psychological Complication: Obsessed with hunting down pirates (Common; Moderate) |
10 | DNPC - Administrative Assistant: Sarah Jane Smythe Infrequently (Normal) |
5 | Unluck: 1d6 |
Agent Mirabella DeLuca | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Cost | Maneuver | OCV | DCV | Notes |
---|---|---|---|---|
4 | Killing Strike | -2 | +0 | HKA 1d6 +1 |
4 | Martial Strike | +0 | +2 | 4d6 Strike |
4 | Martial Dodge | -- | +5 | Dodge, Affects All Attacks, Abort |
4 | Martial Escape | +0 | +0 | 25 STR vs. Grabs |
4 | Nerve Strike | -1 | +1 | 2d6 NND |
4 | Martial Block | +2 | +2 | Block, Abort |
Perk Cost | Perk | Notes |
---|---|---|
22 | Fringe Benefit: CIA employee, Concealed Weapon Permit (where appropriate), FBI Special Agent, Federal/National Police Powers, Improved Equipment Availability Advanced Military equipment, Lieutenant | |
2 | Equipment Points: 50 |
Cost | Skill | Roll |
---|---|---|
Everyman Skills | ||
3 | 1) Acting 13- | |
0 | 2) Climbing 8- | |
3 | 3) Concealment 13- | |
3 | 4) Conversation 13- | |
3 | 5) Deduction 13- | |
0 | 6) Language: English (completely fluent; literate) (4 Active Points) | |
3 | 7) Paramedics 13- | |
3 | 8) Persuasion 13- | |
0 | 9) PS: Executive Assistant 11- | |
3 | 10) Shadowing 13- | |
3 | 11) Stealth 12- | |
0 | 12) Vehicular OperationTF: Small Motorized Ground Vehicles | |
0 | 13) AK: home 8- | |
3 | Breakfall 12- | |
3 | Bugging 13- | |
3 | Bureaucratics 13- | |
3 | Combat Driving 12- | |
3 | Computer Programming 13- | |
3 | Disguise 13- | |
3 | High Society 13- | |
3 | Interrogation 13- | |
3 | Jack of All Trades | |
2 | 1) PS: Intelligence Agent (3 Active Points) 13- | |
2 | 2) PS: Lawyer (3 Active Points) 13- | |
2 | 3) PS: Receptionist (3 Active Points) 13- | |
2 | 4) PS: Secretary (3 Active Points) 13- | |
3 | Scholar | |
2 | 1) KS: Criminal Investigations (3 Active Points) 13- | |
2 | 2) KS: Federal Law (3 Active Points) 13- | |
2 | 3) KS: Investigative Methods (3 Active Points) 13- | |
2 | 4) KS: PRIMUS (3 Active Points) 13- | |
2 | 5) KS: Paranormals and their Powers (3 Active Points) 13- | |
3 | Security Systems 13- | |
3 | Systems Operation 13- | |
3 | Tracking 13- | |
20 | +2 with All Attacks | |
5 | +1 with a large group of attacks | |
8 | +1 with HTH Combat | |
2 | WF: Small Arms |
Cost | Equipment (Equipment costs do not actually figure in Total Cost. They are included here for reference only.) |
---|---|
Real Points18 | M-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 Points6 | Interceptor 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 Points6 | Colt "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 Points8 | Smartphone: 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 Points1f | 4) 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 Points1f | 5) 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 Points1f | 7) 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 Points1f | 8) 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 Points1f | 9) 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 Points1f | 10) 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 Points1f | 11) 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 Points1f | 12) 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) |
Points | Disadvantage |
---|---|
15 | Physical Complication: Subject to Orders (Infrequently; Greatly Impairing) |
15 | Psychological Complication: PRIMUS Code (Common; Strong) |
20 | Psychological Complication: Resents being judged on appearance (Very Common; Strong) |