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Thread: Digital's Daemons

  1. #21
    OPA Belta digitalangel's Avatar
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    Re: Digital's Daemons

    Yeah I changed the Too Fast to Film power to Fast as Lightning to fit the pun. Although that one was based on Bruce Lee being famously too fast to film. Even the fastest cameras the studio had at the time could not keep up with him at full speed.
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  2. #22
    OPA Belta digitalangel's Avatar
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    Re: Digital's Daemons

    How I determine alignments:

    A lot of these are divided into 4 subsections so I'll just put them here instead of retyping each question with 4 variations.
    a) when dealing with strangers
    b) to those in authority (law enforcement, representatives of the church, etc.)
    c) to friends
    d) to family

    1) Will the character break his word of honor (to each group)?

    2) What is the character's policy on lying (to each group)?

    3) Will you kill an unarmed foe? Injure an unarmed foe?

    4) Will you harm an innocent? Kill an innocent? Under what circumstances?

    5) Will you use torture? Under what circumstances?

    6) Will you kill or cause injury for pleasure?

    7) How willing are you to help others (to each group)?

    8) How much does the character respect authority? What is their policy on breaking the law?

    9) Will you betray someone (to each group)?

    10) How willing are you to work with a group (to each group)?

    11) How much respect do you have for authority, self discipline, honor?

    12) What is the character's policy on theft (from each group)??

    I really need to go back and fill this out for a lot of my M&M characters.


    I also tend to prefer sticking with 2E skills (mostly), even in an otherwise 3E game.
    Skill Mastery nets you 4 skills instead of 1 per rank.

    List of Skills
    Acrobatics (Agi)
    Bluff (Pre)
    Climb (Str)
    Computers (Int)
    Concentration (Awe)
    Diplomacy (Pre)
    Disable Device (Int)
    Disguise (Pre)
    Drive (Dex)
    Escape Artist (Agi)
    Expertise (varies)
    Gather Information (Pre)
    Handle Animal (Pre)
    Intimidate (Pre)
    Investigate (Int)
    Language (none)
    Medicine (Awe)
    Notice (Awe)
    Pilot (Dex)
    Ride (Agi)
    Search (Int)
    Sense Motive (Awe)
    Sleight of Hand (Dex)
    Stealth (Agi)
    Survival (Awe)
    Swim (Str)
    Last edited by digitalangel; 12-10-2018 at 12:58 PM.
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  3. #23
    OPA Belta digitalangel's Avatar
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    Re: Digital's Daemons

    Been considering doing an After the Bomb style game lately, so the collection of beast men continues.

    This one inspired by this pic:


    A very basic, goat man warrior build at PL6, 90PP. Flesh out a personality and a background and you have a character ready to insert into an After the Bomb or fantasy genre game.

    PL 6 90PP

    Name: Bill Gruff
    Age: 22
    Height: 5' 8"
    Weight: 220 lbs

    STATS: 40PP
    STR 4
    STA 4
    AGL 2
    DEX 0
    FGT 3
    INT 1
    AWE 4
    PRE 2

    Advantages: 13
    Improved Critical 3 (2 axe, 1 horns), Equipment 3, Daze [Intimidation], Chokehold, Close Attack 3, Luck 2

    Skills: 18PP
    Acrobatics AGL 2 (4)
    Athletics STR 6 (10)
    Close Combat 0 (3)
    Deception PRE 0 (2)
    Expertise AWE (Survival/Wilderness) 4 (8)
    Insight AWE 2 (6)
    Intimidation PRE 6 (8)
    Perception AWE 4 (8)
    Persuasion PRE 1 (3)
    Ranged Combat DEX 8 (8) (Thrown)
    Slieght of Hand DEX 0
    Stealth AGL 2 (4)
    Treatment 1 (2)

    Powers: 10PP
    Horns: STR based Damage 2, Immunity 1 [Own slam damage] [3PP]
    Hooved feet: Environmental Adaption (mountains), Speed 1, Leaping 1 [3PP]
    Goats Eat Anything: Immunity 2 [Poison, disease, half effect] [1PP]
    Extended Hearing, Great Endurance [2PP]
    Feature (Iron Stomach): You can eat anything that’s not toxic without ill effects, no matter how unpleasant it may be: spoiled or particularly gross or spicy food, for example. [1PP]

    Equipment: 15ep
    Armor: Protection 2, Impervious 2 [4ep]
    Battle Axe: STR based Damage 4, penetrating 2, inaccurate [5ep]
    Rope and Grappling hook: Movement Swinging, Athletics +4 (limited to climbing) [3ep]
    Camping kit (pan, bedroll, rations, etc) [1ep]
    Medicine Bag (first aid kit) [1ep]
    Torches [1ep]

    Defenses: 9PP
    Fort +3 (7)
    Will +1 (5)
    Dodge +2 (4)
    Parry +1 (4)
    Toughness +2 (6)/8 w/ armor
    Initiative: +0 (2)

    Combat:
    Unarmed attack, +6 Dmg 4
    Horns, +6, Dmg 6
    Axe, +4, Dmg 8
    Thrown objects, +8, Dmg 4
    Last edited by digitalangel; 07-10-2015 at 01:31 PM.
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  4. #24
    OPA Belta digitalangel's Avatar
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    Re: Digital's Daemons



    PL 6 90PP

    Name: Wesley
    Age: 24
    Height: 5' 4"
    Weight: 155 lbs

    STATS: 50PP
    STR 0
    STA 3
    AGL 7
    DEX 7
    FGT 4
    INT 0
    AWE 4
    PRE 0

    Advantages: 8PP
    Hide in Plain Sight, Agile Feint, Improved Aim, Improvised Tools, Equipment 2, Improved Critical 2 (bows 2)

    Skills: 12PP
    Acrobatics AGL 2 (9)
    Athletics STR 4 (4)
    Close Combat FGT (4)
    Deception PRE 0 (0)
    Expertise AWE (Survival/Wilderness) 1 (5)
    Insight AWE 4 (8)
    Intimidation PRE 0 ()
    Perception AWE 6 (10)
    Persuasion PRE 2 (2)
    Ranged Combat DEX 1 (8) (Bows)
    Sleight of Hand DEX 2 (9)
    Stealth AGL 2 (9)

    Powers: 13PP
    Claws/Teeth: Damage 2, accurate 2[4PP]
    AE: Wall Crawling 1, burrowing 2 [4PP]
    Speed 1 [1PP]
    Leaping 1 [1PP]
    Movement (Permeate 2 [limited to small spaces]) [2PP]
    Senses (Extended, Acute smell)(Low light vision) [3PP]
    Feature (Insulating Fur): Immunity 2 (environmental heat/cold, half effect) [1PP]

    Equipment: [10ep]
    Bow: Blast 4 [8ep]
    Armor: Protection 2 [2ep]

    Defenses: 7PP
    Fort +3 (6)
    Will +2 (6)
    Dodge +0 (7)
    Parry +2 (6)
    Toughness +0 (3, 5 w/ armor)
    Initiative: 7

    Combat:
    Claws: +8, 2 Dmg
    Bow: +8, 4 Dmg

    I had a hard time keeping this one within the 90PP limit I was setting for ready to play PL 6 characters. He's starting with a low quality (equipment) armor and bow. Upgrading these to a Device and some specialty arrows (AEs) would probably be the first things purchased with additional PP gained in play. He is also a little under caps up close.
    Last edited by digitalangel; 07-10-2015 at 03:15 PM.
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  5. #25
    OPA Belta JDRook's Avatar
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    Re: Digital's Daemons

    Ah, mutant weasels with absurd Dex bonuses. That takes me back.
    My old Atomic Think Tank thread
    My current character thread: The Sound of my Eyebeams

    I will build characters in HeroLab for you! Send me your finished design or even your original concept!

  6. #26
    OPA Belta digitalangel's Avatar
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    Re: Digital's Daemons

    Dawn "TeeK" Lynn
    PL 8
    Height 5' 4"
    Weight 135
    Age 17
    Gender Female
    Blue eyes, Red hair

    Stats: 6PP
    STR 10/22 +0/+6
    DEX 10/22 +0/+6
    CON 12 +1
    INT 14 +2
    WIS 10 +0
    CHA 10 +0

    Saves: 23
    TOUGHNESS +10 (Impervious 9)/ 1 without field
    FORTITUDE +9
    REFLEX +6/+12
    WILL +9

    Skills:12PP
    acrobatics 2
    climb 1
    bluff 6
    Concentration 8
    computers 3 (+5)
    knowledge (Current events) 2 (+4)
    knowledge (Physical sciences) 1 (+3)
    knowledge (streetwise) 5 (+7)
    knowledge (technology) 1 (+3)
    Sense motive 7
    stealth 6
    swim 1
    notice 5

    Feats: 6
    Online Research (seriously what teenager doesn't know their way around a computer anymore?)
    Luck 2
    Improved initiative
    Benefit (Hero's kid)
    Assessment

    Powers: 61
    TK Force Field 9 (Impervious), subtle 19PP

    TK Flight 5, subtle 2 (silent, no glow) 12PP

    Move Object 8, damaging, precise, accurate, subtle 27PP [30]
    AE: (shockwave) Trip 8 (Extras: Area [whichever], Flaws: Range [Touch], Power Feats: Improved Trip, Variable Descriptor [burst/cone area shapes]) [10PP]
    LINKED Area Damage 8 Variable Descriptor [burst/cone area shapes] [17PP]
    AE: MO 8, damaging, close range, Burst area, Concentration, Selective, subtle, precise 26PP
    AE (TK enhanced physique): Enhanced STR 12, Dex 12, Close Combat 2, Immunity (paralyzed condition, her TK is moving her body more than her muscles or nerves) 27PP


    Combat: 12PP
    Attack +6 (8 close with TK physique or MO)
    Defense +6
    Initiative +4/10 (with TK physique)

    Abilities 6 + Saves 23 + Skills 12 + Feats 6 + Powers 61 + Combat 12 = Total 120/120

    Background:
    So what does an angsty teen do when her single mom is a well known superhero who spends more time fighting crime than paying attention to her daughter? Well at first the same things that most angsty teens do, partying, staying out late, drinking, smoking, sex, etc. What happens when said ansty ignored teen of a hero, has her own powers as well and has been hanging out with the wrong crowd for a couple years? Substance abuse and gambling for a start, and then turning to minor crimes to pay of debts or pay for her fix when the cards and dice don't go her way. It started small, act as a look out or a distraction for something. It's funny how small things turn into big ones when you aren't looking; isn't it?

    Dawn has gotten in a bad way with some worse people over money she owes for gambling losses on dice and bets on street fights. She isn't sure she can get out of this one on her own, but what are her options? Her mom would kill her if she found out what Dawn had been up to for the last couple years. She doesn't seem to care anyway, if she did she would have noticed something by now. Her mom is always too busy to do anything but tinker in her lab when she was even home. She believes all Dawn's excuses too easily, never seems to catch when Dawn doesn't hide the signs of something well enough. All she cares about is her gadgets and being a "hero", not Dawn's that's for sure.

    Dawn's bookie had told her about a chance to clear her debts. He knows someone looking for a crew for a job on a bank. Her cut should cover what she owes, or she can work it off in the ring. Dawn loves a good thrill, but has seen what super street fighters that lose end up looking like; she isn't THAT stupid. Besides it's just another look out job right, yeah she'll do it. Oh crap, it isn't just another look out job? What has she gotten herself into? She's just a minor anyway, even if the job turns south, she does most of a year in juvie and then gets off when she turns 18 with sealed records. Besides there is no way they would put a hero's kid in prison anyway, and even if they did what better way to get back at her mom for ignoring her for years.

    The daughter of a TK/tech based hero, she has picked up a few tricks (both tech wise and power wise) from watching her mom over the years, but is definitely NOT on the same level. This is basically a former character of mine upped a little in raw power but trimmed down a LOT on skills and feats. The mother character was PL 8, but in this setting probably more like PL 10 in power (similar TK build plus more AEs and higher tech/science skills, Inventor and a few gadgets to augment herself with).

    Obvious Complications:
    Teenager: Dawn thinks she knows the world but is still fairly clueless sometimes.

    Mother: Dawn's mom is a local superhero that spends way more time stopping crime and working on her inventions than spending time with her daughter. (Fully expect her mom to be one of the people showing up to stop them.) Maybe THIS will get her mom's attention.

    Gambling problem: Dawn has been running with a bad crowd for a while in seedier clubs around town that didn't care if she was a minor as long as she had cash to spend. She hasn't always known when to take he winnings and walk away though.

    Adrenaline junky: Like a lot of teenagers, Dawn is always looking for a thrill. The problem is that the usual solutions to that problem don't do anything for someone who can create a force field that will stop anything short of a mortar round dead in it's tracks. Gambling scratches that itch some, the thrill in knowing you could win big or lose it all. Super powered fight clubs are another option, but Dawn has seen some of those monsters (and loves to bet on the fights). She wants a thrill, not to end up broken and bloody so she USUALLY stays on the outside of the ring.

    Edit:
    Reading over her background, I realize that although it was in my head for her, I didn't spell it out in her background that her dad isn't around. Messy divorce, mom got custody, dad is in a different part of the country and not around much. A lot of Dawn's issue is that she has been basically the ultimate latchkey kid for a long time and virtually ignored by parental figures. She didn't get in much trouble (that her parents know about at least), got good grades, etc. so her mom trusted her to be responsible and left her unsupervised a lot after she gained her powers and started her "night job" as a hero in addition to (the original character at least) having been a weapons designer for the military before she gained her powers. The original character was actually officially sanctioned by the Army in the setting she was in.

    Dawn's problems all started as being a smart (and therefore bored a lot in school and such) teenager with little to no supervision and after getting her own powers a few years ago, started testing more and more dangerous things to see what she could do and became a bit of a thrill seeking adrenaline junky. I mean it takes a tank shell (or the equivalent, the standard tank build in the vehicles section is Blast 10 for it's main cannon) to even require a Toughness role when her TK field is up. She got involved in drinking, drugs, sex, illegal street fights and betting (on the fights and other things) heavily. Losing some major bets on a rigger fight was how she ended up in enough trouble to have to take this job to begin with, and she isn't stupid enough to think she can get away with crossing people who run illegal superpower street fights. The bouncers have to be able to handle some pretty big threats after all, and getting hit by one of them probably counts as the equivalent of that tank shell.
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  7. #27
    OPA Belta digitalangel's Avatar
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    Re: Digital's Daemons

    The beastmen continue



    PL 6 90PP

    Name: Opie
    Age: 20
    Height: 4' 8"
    Weight: 130

    STATS: 20PP
    STR 2
    STA 4
    AGL 3
    DEX 0
    FGT 0
    INT -2
    AWE 3
    PRE 0

    Advantages: 6PP
    Daze [Intimidation], Trance, Improved Critical (rifles), Great Endurance, Improved Aim, Startle, Precise Attack (ranged, cover)

    Skills: 22PP
    Acrobatics AGL 4 (4)
    Athletics STR 6 (8)
    Close Combat 7 (7) (unarmed)
    Deception PRE 2 (2)
    Expertise AWE (Survival/Wilderness) 4 (7)
    Insight AWE 2 (5)
    Intimidation PRE 7 (7)
    Perception AWE 4 (7)
    Persuasion PRE 0 (0)
    Ranged Combat DEX 6 (6) (Rifles)
    Slieght of Hand DEX 0 (0)
    Stealth AGL 2 (4)
    Treatment INT 0 (-2)

    Powers: 27PP
    Robust Immune System: Immunity 2 [Poison, disease] [2PP] (they can be carriers for diseases, just largely unaffected)

    Feature (Iron Stomach): You can eat anything that’s not toxic without ill effects, no matter how unpleasant it may be: spoiled or particularly gross or spicy food, for example. [1PP]

    Play Possum: Morph 1 [5PP] [appears and smells dead] Linked to using Trance

    Prehensile Tail: Extra Limbs 1 [1PP]

    Teeth/Claws: STR based Damage 2 [2PP]
    AE: Movement (Wall Crawling 1) [2PP]
    (They use their tails to help climb, so lose the Extra limb when climbing)

    Extended Acute Smell, Dark Vision [4PP]

    Insulating Fur: Immunity (Environmental heat/cold) [2PP]

    High Powered Rifle (Easily Removable) [9PP]
    Blast 6, Penetrating 2, improved Critical [15PP]

    Defenses: 15PP
    Fort + 4 (8)
    Will + 1 (4)
    Dodge + 2 (5)
    Parry + 5 (5)
    Toughness + 3 (7)
    Initiative: +0 (3)

    Combat:
    Claws/Bite, +7 Dmg 4
    Rifle, +6 Dmg 6 (penetrating 2, improved aim, improved crit 2, Precise attack [cover])
    Last edited by digitalangel; 03-14-2016 at 12:58 PM.
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  8. #28
    OPA Belta digitalangel's Avatar
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    Re: Digital's Daemons



    PL 6 90PP

    Name: Ssssam
    Age:
    Height:
    Weight:

    STATS: 30PP
    STR 3
    STA 3
    AGL 2
    DEX 0
    FGT 2
    INT 0
    AWE 3
    PRE 2

    Advantages: 10PP
    Daze [Intimidation], Trance, Great Endurance, Favored Environment (jungle), Ranged Attack 3, Close Attack 3

    Skills: 12PP
    Acrobatics AGL 2 (4)
    Athletics STR 2 (5)
    Close Combat 0 (3)
    Deception PRE 2 (4)
    Expertise AWE (Survival/Wilderness) 4 (7)
    Insight AWE
    Intimidation PRE 1 (3)
    Perception AWE 6 (9)
    Persuasion PRE 0 (0)
    Ranged Combat DEX (long guns) 1 (4)
    Ranged Combat DEX (pistols) 2 (5)
    Sleight of Hand DEX 0 (0)
    Stealth AGL 4 (7/9)
    Treatment INT

    Powers: 20PP
    Constriction: STR Based Damage 4, Grab Based [2PP]
    AE; Fangs: STR Based Damage 2 (piercing) [1PP]

    Senses 2 (Extended, Acute Smell, Noticeable [tongue]) [1PP]

    Long Body: Elongation 2 [2PP], Permeate 2 (limited to small spaces) [2PP]

    Tail: Enhanced Trait 4 (Fast Grab, improved Grab, improved Hold, improved Trip) [4PP]
    AE: Movement 2 (Slithering, Swinging) [1PP]

    Prehensile Tail: Extra limbs 1 [1PP]

    Patterned Scales: Enhanced Trait (Hide in Plain Sight, Stealth +2, Limited to jungle environments) [1PP], Concealment 2 (visual[normal], blending, Passive) [1PP], Protection 2 [2PP]

    Immunity 1 (drowning) [1PP]
    Swimming 1 [1PP]

    Equipment: 4PP
    Combat Belt: (First aid kit, lock picks, multi-tool, binoculars, flashlight) [5ep]

    Arsenal [15ep]
    Grenades: Ranged Area (burst) Damage 6, Unreliable (5 uses = 2 uses because equipment) [12ep]
    AE: Pistol Blast 3, multiattack, accurate 2 [11ep]
    AE: Pump Shotgun (slug): Blast 6, accurate, quirk (move activation unless used 2 handed) [12ep]
    AE: knife STR based Damage 2 (slashing) [2ep]

    Defenses: 14PP
    Fort +3 (6)
    Will +3 (6)
    Dodge +3 (5)
    Parry +3 (5)
    Toughness +2 (7)
    Initiative: 2

    Combat:
    Crush: (grab based), + 3, Dmg 9
    Grab +5
    Unarmed: +3, Dmg 3
    Knife +3, Dmg 5
    Fangs +3, Dmg 5
    Shotgun +6, Ranged Dmg 6
    Pistol +9, Ranged Dmg 3 (multiattack)
    Grenades Ranged Area Dmg 6
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  9. #29
    OPA Belta digitalangel's Avatar
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    Re: Digital's Daemons



    PL 6 90PP

    Name:
    Age:
    Height:
    Weight:

    STATS: 38PP
    STR 3
    STA 4
    AGL 2
    DEX 1
    FGT 5
    INT 0
    AWE 2
    PRE 2

    Advantages: 7PP
    great endurance, Improved Initiative, Close Attack, Assessment, Fearless, Skill Mastery (Athletics), Environmental Adaption (extreme cold)

    Skills: 16PP
    Acrobatics AGL +2 (4)
    Athletics STR +6 (9)
    Close Combat +0 (6)
    Deception PRE +0 (2)
    Expertise AWE (Survival/Wilderness) +4 (6)
    Insight AWE +0 (2)
    Intimidation PRE +6 (8)
    Perception AWE +6 (8)
    Persuasion PRE +0 (2)
    Ranged Combat DEX (crossbow) +4 (5)
    Sleight of Hand DEX 0 (1)
    Stealth AGL +4 (6)
    Treatment INT +0 (0)

    Powers: 15PP
    Low-light Vision, Extended Acute Smell [3PP]

    Claws: STR Based Damage 2 [2PP]
    AE: Burrowing 2 [1PP]

    Squeeze Through: Permeate 2 (limited to small spaces) [2PP]

    Speed 1 [1PP]

    Cornered Animal: Affliction 6 (vs. Will, Perception Area[sight], dazed/compelled [to run away], limited degree) [6PP]

    Equipment: 4PP
    Chainmail: protection 3, Impervious 4 (limit:[on impervious] only against piercing/slashing attacks) [5ep]
    Mace: STR based Damage 3, reach, Improved Critical [5ep]
    Basic supplies (bedroll, rations, flint&steel, etc) [1ep]
    Rope & grapple hook (+4 athletics, limited to climbing) [2ep]
    lantern [1ep]
    Heavy Crossbow: Blast 4, improved Critical, Limit: move activation to reload before every shot, accurate [6ep]

    Defenses: 10PP
    Fort +2 (6)
    Will +4 (6)
    Dodge +3 (5)
    Parry +0 (5)
    Toughness +0 (4/7) [impervious 4 against piercing/slashing attacks only]
    Initiative: 6

    Combat:
    Claws: +6, Dmg 5 (slashing)
    Mace: +6, Dmg 6 (blunt, imp. crit.)
    Crossbow: +7, Dmg 4 (imp. crit., piercing)
    Last edited by digitalangel; 07-27-2015 at 12:49 PM.
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  10. #30
    OPA Belta digitalangel's Avatar
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    Re: Digital's Daemons

    House rules:
    • Presence adds to Will defense.
    • Dexterity adds to all attacks, not just ranged.
    • Removable Devices are a complication (they do NOT give points back). Easily Removable Devices are only -1pp/5pp.
    • Healing and Regeneration and Summon and Minion (aside from the free ones given out) and Sidekick are disallowed.
    • Your minions always act on your initiative count. (If you have super high initiative, well, they somehow match you.)
    • Movement powers, Arrays, and Equipment should be limited as much as possible.

    • Shrinking costs 1pp/rank.
    • Blending (flaw on Concealment) is a flat 1 point flaw instead of a 1/rank flaw.
    • Immunity to Critical Hits, and the Persistent extra on both Healing and Regeneration is disallowed.
    • Immunity to Fortitude is disallowed if you have a physical body; Immunity to Will is disallowed if you have thoughts
    • Subtle 1: The perception DC is 15 + PL of the person with the subtle ability, instead of flat DC 20.
    • Defenseless reduces the targets Dodge/Parry by the attackers PL. Vulnerable reduces them by half the attackers PL. (Either can bring the targets defenses below zero.)
    • When you score a critical hit, if you choose to add an effect instead of increasing the DC of the attack, the DC of the added effect is 3 lower than the original effect, or 3 lower than the attackers PL (whichever is lower).
    • Hindered Condition: this reduces the targets movement rank by 1 per point the target fails by, to a maximum of 5. If there was no resistance check (such as terrain), it would normally default to 1, although exceptional cases might exist where it would be higher.
    • Compelled Condition: the target still gets all his actions for the turn. The move action is controlled by the attacker, and both the attacker and target can choose free actions to take. When it matters, the attacker chooses whether the move action happens before or after the standard action.
    • Aid actions, where appropriate, may be performed with range attacks, and may be used for abilities/checks other than attacks.
    • Charge Actions may be used for non attack actions, such as picking something up, taking a -2 to defenses instead of attack.
    • Alternate Resistance extra, if taken and choosing to target something that is not normally a defense score, must have at least two possible defenses chosen (see Grab for an example)
    • Line Area extra starts at 60' for rank 1.
    • Burrowing moves at speed = rank -2. Swimming moves at speed = rank -1. A variety of the Movement powers are cheaper than listed.
    • Minions: may crit, and you may not take 10 when attacking a minion.

    3 PL 5 minions for free, by the book soldier stats
    Specialist Richards
    Corporal Davidson
    Sergeant Engels

    PL 7 180PP
    MSG Jennifer Grimes
    Age: 32 (average time in service for an E-8 is 17 years, which even joining at 18 would be 35, of course during war times promotions happen more quickly due to people seeing more active conflict to both open slots above them and give experience)
    Height: 5 10
    Weight: 240 lbs. (largely muscle plus the weight of her implants)
    Hair: Brown, short
    Eyes: Blue

    ABILITIES [60PP]
    Strength 4
    Stamina 3
    Agility 5
    Dexterity 5
    Fighting 5
    Intellect 2
    Awareness 4
    Presence 2

    DEFENSE [9PP]
    Dodge (7) Base 5
    Parry: (7) Base 5
    Fortitude: (7) Base 3
    Toughness: (6)
    Will: (7) Base 6

    OFFENSE
    Initiative: +5
    Hand to Hand: +10 to attack, Dmg 4, multi attack, Crit 18+
    Blasters: +10 to attack, Dmg 4, multi attack, penetrating 1, Crit 18+

    SKILLS [39PP]
    Acrobatics 10 (+15)
    Athletics 8 (+12)
    Expertise [Survival] (AWE) 6 (+10)
    Expertise [Military/tactics] 6 (+8)
    Insight 8 (+12)
    Intimidation 3 (+5)
    Perception 8 (+12)
    Ranged Combat [Pistols] 5 (+10)
    Sleight of Hand 1 (+6)
    Stealth 11 (+16)
    Technology 7 (+9)
    Treatment 4 (+6)
    Vehicles 1 (+6)

    ADVANTAGES [19PP]
    Agile Feint, Hide in Plain Sight, Move-by Action, Skill Mastery [Acrobatics], Takedown, Tracking, Improved Trip, Improved Disarm, Improved Grab, Improved Hold, Chokehold, Fast Grab, Improved Critical 4 [Pistols 2, HtH 2], Uncanny Dodge, Assessment, Precise Attack (ranged, cover)

    Languages: English, and enough to get by in a pinch in several others

    POWERS [50PP]
    Combat Training: Multi-Attack 4 on STR Damage

    "Cybernetic Enhancements"
    Cybernetic Senses [11PP]
    --Eyes: Senses 4 (Extended Vision, Infra-vision, Ultra-vision, Low Light Vision), Immunity 2 (Visual sensory effects) [6PP]
    --Ears: Senses 5 (Extended hearing, Ultra-hearing, Accurate [2], Danger Sense) [5PP]

    Cybernetic Organ Upgrades: [5PP]
    --Immunity 3 (Disease, Poison, Suffocation (under water)) [3PP]
    --Enhanced Advantage [Die Hard, Great Endurance] [2PP] (Implants will act as built in defibrillator, inject a shot of adrenaline, etc. to keep her going. Also has some air reserves to last a short time.)

    Reinforced Body: Protection 4 (perm) [4PP]

    Enhanced Limbs: Speed 2, Leaping 1 [3PP]

    Hand Implants [5PP]
    --Shocking Grip: Affliction 4 (Resist/Recover: Fortitude; Conditions: Dazed, Stunned, Incapacitated), Cumulative, Grab Based [4PP]
    --AE: Plasma Cutter/Welder: Weaken Toughness 2, Affects Objects Only, Precise LINKED Damage 1, Precise [4PP]

    Retractable Line & Grapple (stores in wrist/forearm): [4PP]
    --Movement 2 (Swinging, Safe Fall [Quirk: Must be able to grapple something]) [3PP]
    --AE: Move Object 3 (400 lbs. Extras: Tether; Flaws: Limited Direction [Attraction]) [3PP]

    Blaster "Pistols": Ranged Damage 4, multi-attack, Penetrating 1, Subtle (concealed in arms when not in use)[14PP]

    EQUIPMENT [10 EP = 2PP]
    Comm-link [1 EP]
    Restraints (large zip ties) [1 EP]
    Flashlight [1 EP]
    Map & Compass [1 EP], yes I know a map of the area from before is next to useless, but better than nothing
    Lock picks (Tools Technology) [1EP]

    First Aid Kit (Tools Treatment) [1EP]
    Portable Tool Kit [2EP] (Improved over multi-tool)
    Wearable computer (Tools Technology [computers]) [1EP]
    Blasting Caps (Tools, Technology [demolitions])[1EP]

    Devices: 1PP
    Explosives (Tools, Technology [demolitions])


    Complications:
    Juiced up: The various systems implanted in her body keep her going in the field even when most people would drop dead from fatigue and exhaustion. Unfortunately these same systems make it very difficult to get rest. While her body can keep going under those conditions, she is still mostly human, and her mind needs rest from time to time. The constant above average metabolism and adrenaline levels also make her a little jumpy most of the time. She must also eat a much higher calorie count than a normal person due to the constantly over-hyped metabolism.

    Duty: She is a US soldier. While it pains her that her country has existed in many ways as a government in exile for the last several years, that doesn't change her loyalties.

    Lost Home: North America has basically been uninhabitable by humans for years now. Just when things were starting to look up and the West Coast was starting to be resettled, these aliens come in to take over. She will not stand for that.

    Hot Spot: Because of all the tech implanted in her body, she shows up more than a normal person to IR or metal detectors.

    Short Circuit: EMPs are a major vulnerability.

    Friend or Foe?: Sgt. Grimes is used to working with non-US forces in the past, but you never know when an ally could become an enemy (or vice-versa). After all knowledge is power, and knowledge of a potential opponent doubly so. She is always slightly reserved about letting anyone not in her direct chain of command know all her abilities. Half that data is classified anyway, and even allies still spy on each other in the world she is from.

    Background: Jennifer was a US soldier, recruited in a black ops program many years ago. With the rise of superhumans, the military developed a special program to enhance members of special forces units to compete with powered threats. Jennifer was a specialist in getting in and out of areas undetected, useful for anything from espionage to assassination. Her favored weapons used to be a pair of highly customized Colt 1911's, favoring rate accuracy over the punch of many long arms. Now she has a set of blasters built into her cyberware systems for a similar purpose.

    After Ragnarok and the loss of most of North America, Jennifer was lost in many ways. Her life and her family had been the military, and now her country existed as not much more than a government in exile from most of it's own, now uninhabitable, lands. Fortunately, Hawaii and some of the other US holdings away from the continental US were not completely lost. Still the prospects for career military operators have been few the last decade.

    Once reports came back that California was becoming habitable again, hopes for all Americans were on the rise. Now a new set of invaders seem to be coming to take that away as well. Sgt. Grimes was leading a squad of soldiers in support of the intel gathering mission, but the forces were severely outmatched.

    Jennifer was able to help ensure that at least part of her squad made it out in one piece, but the mission had been shot to hell. The communications and command structure had completely fallen apart in the area, so now all that is left is to gather as much intel as possible and get any survivors back to base to salvage as much as possible of the original mission. She hopes that means a chance to send some of these invaders to hell in the process.



    Was told by GM that Ambidextrous and Selective Senses were unneeded.
    Last edited by digitalangel; 04-11-2016 at 07:36 PM.
    Classic car restoring, gun owning, martial arts practicing, military, gamer geek, kinky lesbian IT chick (has your brain exploded yet?)
    My character library

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