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1995-11-29
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Path: usenet.ee.pdx.edu!cs.uoregon.edu!reuter.cse.ogi.edu!hp-cv!hp-pcd!hplabs!sdd.hp.com!col.hp.com!usenet.eel.ufl.edu!newsfeed.internetmci.com!in2.uu.net!not-for-mail
From: tel002@dunix.drake.edu (Tim "Spock" Larson)
Newsgroups: rec.games.frp.archives
Subject: RESOURCE: GNBoRH 1.8 [A-B]
Followup-To: rec.games.frp.misc
Date: 25 Nov 1995 06:49:06 -0500
Organization: Drake University, Des Moines
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Name: Airman (dvandom@magnus.acs.ohio-state.edu) Base OCV (DEX/3): 6
Player: Malibu Comics (by Dave Van Domelen) Adjustment: +3 with Sweep
Val Characteristic Base Cost Pts Final OCV:
Base DCV (DEX/3): 6
15 STR 10 x1 5 Adjustment:
18 DEX 10 x3 24 Final DCV:
18 CON 10 x2 16 Levels: +2 in aerial
15 BODY 10 x2 10
20 INT 10 x1 10 DEX: 18 SPD: 4
14 EGO 10 x2 8 ECV(EGO/3): 5
22 PRE 10 x1 12 PD: 15 rPD: -
12 COM 10 x1/2 1 ED: 15 rED: -
5 PD (STR/5) 3 x1 2 END: 36
5 ED (CON/5) 4 x1 1 STUN: 36
4 SPD (1+DEX/10) 2.8 x10 12 BODY: 15
7 REC (STR/5)+(CON/5) 7 x2 -
36 END (CONx2) 36 x1/2 - Range -4 -8 -16 -32 -64 -128
36 STUN (BODY) + 32 x1 4 RMod 0 -2 -4 -6 -8 -10
(STR/2) + (CON/2) COMBAT MANEUVERS
Characteristic cost: 105 Maneuver Phase OCV DCV effect
CHA Roll = 9 + CHA/5 Run (6"): 6"x2 NC
STR Roll: 12 Swim (2"):
DEX Roll: 13 Jump (L/H):
INT Roll: 13
EGO Roll: 12 Flight: 20"x4 NC
PER Roll: 15 (sight)
POINTS: 266 XP: SAVED:
Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll
| Talent/Skill | Talent/Skill
secret ID: Drake 60(40) 20"x2 NC flight; 0
Stevens 15 END, +1/2; OIF wings/
jetpack, -1/2
normal CHAR max 20 5(2) x2 NC flight; [1c]
of 1 minute, -1; OIF
psych lim: jetpack, -1/2
driven by justice 15
protective of innocents 30(20) Multipower; OIF
15 hydraulic talons
loves birds 10 2u +30 STR in legs
uncertain of self 2u 2d6 HKA (3d6 w/ STR)
sometimes, unassertive 1u STR+30 clinging
5 24 Protector package
20(13) +10 PD/ED; OIF 10 +2 in aerial combat
costume, -1/2 6 +3 OCV with Sweep
9(4) +3d6 HA; OIF wings, wing wings
-1/2; not in con- 5 well-off
junction with talons, 3 inventor 13-
-1/2 3 mechanics 11-
8(4) 1" stretching; 0 3 electronics 11-
END, +1/2; no NC, 3 navigation 11-
-1/4, no manip., -0; 4 SS: winged flight 14-
OIF wings 3 KS: birds 13-
1 TF: boats
Protector package 55 6(5) +4 Telescopic Sight,
IIF cowl
4(3) +2 sight PER, IIF
Background/Personality: Drake Stevens inherited his love of birds from
his father, Edward. When Drake's father was murdered, Drake devised the
Airman costume to bring the criminals to justice, and thereby launching
his career as a crimefighter.
Writer's Notes: No package deal bonus was taken, since I feel those should
only be for Heroic level characters.
Protecter Package Protector Package
Disadvantages
hunted: minions of the 10(8) HRRH; IIF collar, 2 AK: Washington DC
Great Question (MoP, -1/4 11-
NCI, 11-) 25 3 Federal Police Powers 1 fam: team tactics and
watched: U.S. gov't 1 passport maneuvers
(MoP, NCI, 14-) 15 2 contact: Phillip 2 contact: President
reputation: public fully Reinhardt - gov't Brian O'Brien 11-
aware of no-kill liaison 11-
clause, 14- 15 5 contribution to USS
Jefferson (the base)
(dvandom@magnus.acs.ohio-state.edu)
Name: Amazing Man (by Dave Van Domelen) Base OCV (DEX/3): 6
Player: Malibu Comics Adjustment:
Val Characteristic Base Cost Pts Final OCV:
Base DCV (DEX/3): 6
75 STR 10 x1 65 Adjustment:
18 DEX 10 x3 24 Final DCV:
33 CON 10 x2 46 Levels: +2 in HtH
25 BODY 10 x2 30
18 INT 10 x1 8 DEX: 18 SPD: 4
14 EGO 10 x2 8 ECV(EGO/3): 5
25 PRE 10 x1 15 PD: 25 rPD:
12 COM 10 x1/2 1 ED: 20 rED:
25 PD (STR/5) 15 x1 10 END: 66
20 ED (CON/5) 7 x1 13 STUN: 79
4 SPD (1+DEX/10) 2.8 x10 12 BODY: 25
22 REC (STR/5)+(CON/5) 22 x2 -
66 END (CONx2) 66 x1/2 - Range -4 -8 -16 -32 -64 -128
79 STUN (BODY) + 79 x1 - RMod 0 -2 -4 -6 -8 -10
(STR/2) + (CON/2) COMBAT MANEUVERS
Characteristic cost: 232 Maneuver Phase OCV DCV effect
CHA Roll = 9 + CHA/5 Run (6"):
STR Roll: 24 Swim (2"):
DEX Roll: 13 Jump (L/H):
INT Roll: 13 Flight: 15"x2 NC
EGO Roll: 12 Tport: 15"x2 NC
PER Roll: is an INT Roll
POINTS: 385 XP: SAVED:
Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll
| Talent/Skill | Talent/Skill
secret ID: John Aman 15 30 Mystic Multipower 5 KS: occult 14-
Protector disads 55 3u 15"x2 NC Flight 10 +2 in HtH
3u 15"x2 NC Teleport 10 unrevealed skills
berserk: in combat
(8-, 8-) 25 3 world traveler
30 25% P/E resistant 10 AK: various, includes
psych lim: violent mood Damage Reduction NYC
swings 20 10 Regenerate 1 BOD/Turn
no reluctance to kill 15 3 LS: immortal, ages at 24 Protectors package
either dedicated to vastly reduced rate
fighting the Great
Question, or loyalty to 10 wealthy
Great Question 15 2 contact: Great
Question (if he is
the traitor) or the
rivalry: Man of War Council of Seven (if
(superior) 10 he isn't)
Ferret 5
reputation: prone to
violence (ext,8-) 10
DNPC: wife (normal 70
year old, 8-) 10
Background/Personality: In 1920, an orphaned infant was brought to a secret
fortress hidden high in the mountains of Tibet. This was the home base of
a mysterious group of mystics who were known as the Council of Seven. While
raising the child, the mystics used their arcane knowledge to endow the
boy with powers beyond the ordinary. When he reached adulthood, they
bequeathed to him a great fortune and sent him to America. Upon arriving
in this country in the late 1930's, John Aman set himself up in New York
City. Such was the fortune endowed upon him by his mentors that he never
needed to hold a job -- other than the one he was destined to have, that
of Amazing Man.
Powers/Tactics:
Writer's Notes:
STR 75 based on ability to toss a tank 50 feet.
Note that Ferret doesn't have a Rivalry with Amazing Man, but A-Man is
enough of a jerk to carry on a one-sided rivalry.
Name: Arc (dvandom@magnus.acs.ohio-state.edu) Base OCV (DEX/3): 7
Player: Malibu Comics (by Dave Van Domelen) Adjustment: +2 w/ EB
Val Characteristic Base Cost Pts Final OCV:
Base DCV (DEX/3): 7
13 STR 10 x1 3 Adjustment:
20 DEX 10 x3 30 Final DCV:
18 CON 10 x2 16 Levels:
13 BODY 10 x2 6
10 INT 10 x1 - DEX: 20 SPD: 4
11 EGO 10 x2 2 ECV(EGO/3): 4
15 PRE 10 x1 5 PD: 15 rPD: -
16 COM 10 x1/2 3 ED: 15 rED: -
15 PD (STR/5) 3 x1 2 END: 36
15 ED (CON/5) 4 x1 6 STUN: 33
4 SPD (1+DEX/10) 3.0 x10 10 BODY: 13
6 REC (STR/5)+(CON/5) 6 x2 -
36 END (CONx2) 36 x1/2 - Range -4 -8 -16 -32 -64 -128
33 STUN (BODY) + 29 x1 4 RMod 0 -2 -4 -6 -8 -10
(STR/2) + (CON/2) COMBAT MANEUVERS
Characteristic cost: 87 Maneuver Phase OCV DCV effect
CHA Roll = 9 + CHA/5 Run (6"):
STR Roll: 12 Swim (2"):
DEX Roll: 13 Jump (L/H):
INT Roll: 11
EGO Roll: 11
PER Roll: is an INT Roll
POINTS: 192 XP: SAVED:
Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll
| Talent/Skill | Talent/Skill
secret ID: Brandee 15 62 10d6 EB (electric); 3 acrobatics 13-
Douglas 1/2 END, +1/4 3 END 6 +2 with EB
psych lim: idolizes
Aura 10
reckless 10 10(7) +10 PD; OIF costume
5(3) +5 ED; OIF costume
24 Protectors package
Protectors disads 55
Background/Personality: Arc is the youngest member of the Protectors. As a
teenager, she idolized the costumed supranormal Aura in the way that her
friends felt towards rock stars. She was therefore delighted when, at the
age of 16, she spontaneously developed the ability to project bolts of
electrical energy. Ecstatic [no pun intended, I hope - Dave] over this
development, she immediately plunged into the life of the supranormal...
without the consent or knowledge of her family. She quickly gained a
reputation for her spunky, gregarious nature, but was perceived as being
prone to recklessness.
Powers/Tactics:
Name: Arrow (dvandom@magnus.acs.ohio-state.edu) Base OCV (DEX/3): 7
Player: Malibu Comics (by Dave Van Domelen) Adjustment:
Val Characteristic Base Cost Pts Final OCV:
Base DCV (DEX/3): 7
20 STR 10 x1 10 Adjustment:
20 DEX 10 x3 30 Final DCV:
18 CON 10 x2 16 Levels: up to +16 w/ bows
15 BODY 10 x2 10
13 INT 10 x1 3 DEX: 20 SPD: 4
14 EGO 10 x2 8 ECV(EGO/3): 5
18 PRE 10 x1 8 PD: 11 rPD: 5
10 COM 10 x1/2 - ED: 10 rED: 5
6 PD (STR/5) 4 x1 2 END: 36
5 ED (CON/5) 4 x1 1 STUN: 40
4 SPD (1+DEX/10) 3.0 x10 10 BODY: 15
12 REC (STR/5)+(CON/5) 8 x2 8
36 END (CONx2) 36 x1/2 - Range -4 -8 -16 -32 -64 -128
40 STUN (BODY) + 34 x1 6 RMod 0 -2 -4 -6 -8 -10
(STR/2) + (CON/2) COMBAT MANEUVERS
Characteristic cost: 112 Maneuver Phase OCV DCV effect
boxing cross +0 +2 STR+2d6
o strike -2 +1 STR+4d6
CHA Roll = 9 + CHA/5 Run (6"): m dodge - +5 abort
STR Roll: 13 Swim (2"): kung fu block +2 +2 block,abort
DEX Roll: 13 Jump (L/H): choke -2 +0 grab, 2d6
INT Roll: 12 NND2
EGO Roll: 12
PER Roll: is an INT Roll
POINTS: 242 XP: SAVED:
Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll
| Talent/Skill | Talent/Skill
secret ID: Rick Parker 15 30(12) Multipower; OAF 12 +4 with (cross)bows
bow, -1; must choose 10 +2 with ranged combat
hunted: minions of Great slot before mission, 40(20) +8 OCV; only to
Question (8-) 20 -1/2 counter placed-shot
watched: US gov't (eval. 1u 1d6 HKA (1d6+1 w/ penalties with bows,
on if he should be STR); ranged, +1/2; -1
allowed to join the invis to hearing, 4 +2 range levels-bows
Protectors, 11-) 13 +1/2; [16c], +0
(longbow)
psych lim: no reluctance 1u 1d6 RKA; AP, +1/2; 3 PS: military 12-
to kill (trying to cut invis to hearing, 3 tactics 12-
down as he wants to +1/2; [16c], +0 3 acrobatics 13-
join Protectors) 15 3 breakfall 13-
cynical idealist 10 3 shadowing 11-
distrusts gov't 10 15(10) 5 PD/ED armor; OIF 3 stealth 13-
love of the hunt 10 leather costume, -1/2 3 streetwise 13-
3 survival 11-
reputation: hero who 3 climbing 13-
kills (8-,ext) 10 3 tracking 12-
7 weaponsmith: projec-
normal CHAR max 20 tile weapons, spec.
in bows and crossbows
13-
22 commando training 0 does not yet have
1 useable with knives Protectors package
Background/Personality: As a young man growing up in Texas, Rick Parker was
an avid hunter. His weapon of choice was the bow and arrow -- feeling that
this represented the greatest challenge and gave the prey the fairest chance.
Following a stint with the military, Rick was recruited into one of the
intelligence branches of the US Government [perhaps the Kill Corps - Dave]
and assigned to duty in a small, struggling Latin American country caught in
the throes of civil war. While there, he bore helpless witness to the
massacre of an entire village by the modernized forces loyal to that
country's government. He also learned the country was being funded by US
government dollars. Sickened by what he learned Rick resigned and was
inspired to use his own skills to fight for justice. Again turning to the
bow, he adapted [sic] the identity of The Arrow -- and this time became a
hunter of men.
Powers/Tactics:
Writer's Notes: because of licensing of toys for the Protectors, Arrow's
longbow was replaced by an easier-to-market crossbow pistol in later issues.
Assume he keeps both handy and uses whichever he feels suits the mission
better.
Name: Aura (dvandom@magnus.acs.ohio-state.edu) Base OCV (DEX/3): 6
Player: Malibu Comics (by Dave Van Domelen) Adjustment:
Val Characteristic Base Cost Pts Final OCV:
Base DCV (DEX/3): 6
10 STR 10 x1 - Adjustment: +1
18 DEX 10 x3 24 Final DCV: 7
18 CON 10 x2 16 Levels: +3 w/ Multipower
13 BODY 10 x2 6
13 INT 10 x1 3 DEX: 18 SPD: 4
11 EGO 10 x2 2 ECV(EGO/3): 4
18 PRE 10 x1 8 PD: 4 rPD: -
24 COM 10 x1/2 9 ED: 8 rED: -
4 PD (STR/5) 2 x1 2 END: 50
8 ED (CON/5) 4 x1 4 STUN: 35
4 SPD (1+DEX/10) 2.8 x10 12 BODY: 13
6 REC (STR/5)+(CON/5) 6 x2 -
50 END (CONx2) 36 x1/2 7 Range -4 -8 -16 -32 -64 -128
35 STUN (BODY) + 27 x1 8 RMod 0 -2 -4 -6 -8 -10
(STR/2) + (CON/2) COMBAT MANEUVERS
Characteristic cost: 101 Maneuver Phase OCV DCV effect
CHA Roll = 9 + CHA/5 Run (6"):
STR Roll: 11 Swim (2"):
DEX Roll: 13 Jump (L/H):
INT Roll: 12
EGO Roll: 11
PER Roll: is an INT Roll
POINTS: 218 XP: SAVED:
Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll
| Talent/Skill | Talent/Skill
secret ID: Morgan 50 Multipower-heat 6 PS: model 16-
DuBay 15 5u 10d6 EB 5 END 5 well-off
5u 10 PD/ED Force Wall
normal CHAR maxima - 3u 3d6 EB; NND not vs
LS heat, +1; AE cone,
Protector package 55 +1; no range, -1/2
4 END 24 Protectors package
DNPC: husband & daughter
(norm, 8-) 20 2 LS: need not excrete
(good for angst at home) 3 Immunity: alcohol
susc: 1d6/hour that she 5 +1 DCV
doesn't eat a large 9 +3 with Multipower
meal 0
reputation: DuBay is
famous model, 8- 5
Aura is teen idol, 8- 5
psych lim: protective
of Arc 10
Background/Personality: In the early 1980's, one magazine described Morgan
DuBay as "the woman who has it all." Married to a rising young attorney and
the mother of an infant daughter, she was also one of the most successful
models in America. Yet she quit her career at its height, for reasons never
made public. One reason was that she inexplicably found herself possessed
with the supranormal ability to generate colorful waves of force. Using
this ability, she assumed the role of the costumed vigilante, Aura.
Powers/Tactics:
Appearance:
Writer's Notes: Her Multipower levels are often kept in DCV as well, since
she can't wear a protective suit; her skin must be exposed to use her power.
Name: B-ko (R.O.Mclean-93@student.lut.ac.uk) Base OCV (DEX/3): 7
Player: ??? (by Rory McLean) Adjustment:
Val Characteristic Base Cost Pts Final OCV:
Base DCV (DEX/3): 7
48 STR 10 x1 -2 Adjustment:
20 DEX 10 x3 3 Final DCV:
23 CON 10 x2 6 Levels:
10 BODY 10 x2 -
33 INT 10 x1 23 DEX: 20 SPD: 6
11 EGO 10 x2 2 ECV(EGO/3): 4
12 PRE 10 x1 2 PD: 15 rPD: 15
20 COM 10 x1/2 2 ED: 11 rED: 11
15 PD (STR/5) 10 x1 1 END: 50
11 ED (CON/5) 5 x1 - STUN: 47
6 SPD (1+DEX/10) 2.1 x10 9 BODY: 10
14 REC (STR/5)+(CON/5) 14 x2 -
50 END (CONx2) 46 x1/2 2 Range -4 -8 -16 -32 -64 -128
47 STUN (BODY) + 46 x1 1 RMod 0 -2 -4 -6 -8 -10
(STR/2) + (CON/2) COMBAT MANEUVERS
Characteristic cost: 49 Maneuver Phase OCV DCV effect
punch +0 +2 STR+2d6
CHA Roll = 9 + CHA/5 Run (6"): 7"x2 NC block +2 +2 block,abort
STR Roll: 19 Swim (2"): 3"x2 NC throw +0 +1 STR+v/5,
DEX Roll: 13 Jump (L/H): opp falls
INT Roll: 16 dodge - +5 dodge,abort
EGO Roll: 11 Flight: 17"x6 NC
PER Roll: is an INT Roll
POINTS: 251 XP: SAVED:
Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll
| Talent/Skill | Talent/Skill
dist feat: cute (con) 10 10(7) EC-power suit; OIF - acrobatics 13-
30(20) +40 STR - breakfall 13-
psych lim: stubborn, 17(11) +9 DEX
determined (c,s) 15 10(7) +10 CON 6 scholar, scientist
self-centred (c,s) 15 20(13) +3 SPD 3 jack of all trades
curious (c,mod) 10 14(9) +5 PD; +6 ED; 15 7 inventor 16-
holds grudges (uc,m) 5 PD/11 ED Damage 2 electronics, mechanic
maniacal super-scientist Resistance 2 weaponsmith: slug-
(uc,mod) 5 10(7) LS: self-contained, thrower & energy 8-
pressures, radiation, 4 computer programming,
temperatures sec. sys., sys. op.,
rivalry: ? (p&r) 10 14(9) combat reflexes bugging 8-
mystery disad 20 package (see notes) 3 TF: ground & air veh.
DNPC: ? (norm, 11-) 10 65(22) 6d6 EB; AE hex, 0 AK: London
+1/2; Autofire x5, 0 L: English
watched: father (Less, +1/2; [30c]x5 clips, 1 AK: Japan 8-
NCI, mild, 11-) 5 +1/2; 1/2 DCV, -1/4; 5 L: Japanese
major corporations full phase, -1/2; full 1 KS: Japanese culture
(As, NCI, 8-) 8 power only, -1/2; 3 high society
authorities (As, NCI, missile attack, -1/4 5 PS: scientist 20-
8-) 8 41(23) 17"x6 NC Flight; 6 SS: science 20-
1/2 END, +1/4; full 4 SS: powersuit design,
vuln: x2 from cuteness- phase to engage, mathematics 16-
based attacks (uc) 10 -1/4 1 END 2 SS: systems design,
rep: spoilt rich kid 10 dimen. physics 11-
3(2) +5 COM; OIF suit
phys lim: unfit without 5 instant change 1 +1" swimming
suit (inf, sl) 5 10 wealthy 2 +1" running
Background/Personality:Her full name is B-Ko Daitokuji. She has blue/violet
hair, and usually looks rather elegant. Her father is head of the multi-
billion pound Daitokuji Corporation which produces all sorts of vehicles, as
well as vehicles, armour, and weapons for the military. B-Ko is at the very
least an engineering genius.
B-Ko has secretly built a power suit of full superhero grade, which looks
like a skimpy, black, high-tech bathing costume with tinted helmet, knee-
length black boots, and covered forearms (with missile thrower). The
technology used in the power suit is far beyond the normal Earth level.
Identifying Quote:
Powers/Tactics: B-Ko's Power Suit resembles a hi-tech bathing suit. It is
constructed from a series of Virtual Force Circuits which make intimate
use of hyper-space and sub-space, in a way almost no-one in the world but
B-Ko would understand; it is possible the suit has extensions there
weighing several tonnes. All the systems are mentally controlled, and
the suit is almost an extension of her body. The Flight System involves a
pair of stubby wings deploying from the back and the Missiles require her
to stop and aim them. Note that the suit's defences fully protect any
amount of hair hanging out the bottom of the helmet. The suit is summoned
to replace any current clothing by B-Ko making a gesture of ripping her
garb off, starting at the left shoulder with the right hand.
Combat Reflexes gives the suit's wearer acrobatics, breakfall, and classic
comic book martial arts. These are all fully integrated with the wearer's
reflexes and so use the total DEX, rather than just the suit's.
The missile system always fires 5 missile bursts, with 6 bursts per clip;
there are 5 replacement clips. All the clips do is supply the precisely
controlled bursts of power to "summon" the missiles up from sub-space,
there are thousands in storage there. Note that as the attacks are area
effect only a DCV 3 hex needs to be hit, making 3 hits at short range quite
common. A 6D6 attack has been chosen as this won't usually kill even
normals (on average 5 hits on one would be needed, they won't normally
even bleed) but it will break-up and damage all but the toughests non-
living targets (more than brick/wood) and the STUN from multiple hits
should be noticable to all but the toughests living ones.
Flight System works by dimensional balancing, and requires a half phase
to activate (which involves stubby wings deploying). The system is capable
of carrying anything B-Ko's STR allows her to lift.
Writer's Notes: This is B-ko, a character from Project-Ako, a light hearted
near future spoof of almost all the other anime.
Name: Banshee (by Sam Bell) Base OCV (DEX/3): 7
Player: Marvel Comics (Samuel.Bell@Eng.Sun.Com) Adjustment:
Val Characteristic Base Cost Pts Final OCV:
Base DCV (DEX/3): 7
15 STR 10 x1 5 Adjustment:
20 DEX 10 x3 30 Final DCV:
18 CON 10 x2 16 Levels: see below
13 BODY 10 x2 6
18 INT 10 x1 8 DEX: 20 SPD: 5
13 EGO 10 x2 6 ECV(EGO/3): 4
20 PRE 10 x1 10 PD: 13 rPD: 3
16 COM 10 x1/2 3 ED: 13 rED: 3
10 PD (STR/5) 3 x1 7 END: 36
10 ED (CON/5) 4 x1 6 STUN: 30
5 SPD (1+DEX/10) 3.0 x10 20 BODY: 13
7 REC (STR/5)+(CON/5) 7 x2 -
36 END (CONx2) 36 x1/2 - Range -4 -8 -16 -32 -64 -128
30 STUN (BODY) + 30 x1 - RMod 0 -2 -4 -6 -8 -10
(STR/2) + (CON/2) COMBAT MANEUVERS
Characteristic cost: 117 Maneuver Phase OCV DCV effect
boxing cross -2 +1 STR+4d6
CHA Roll = 9 + CHA/5 Run (6"): 6"x2 NC aikido throw +0 +1 STR,target
STR Roll: 12 Swim (2"): falls
DEX Roll: 13 Jump (L/H): choke -2 +0 Grab,2d6
INT Roll: 13 NND
EGO Roll: 12 Flight: 30"x2 NC disarm -1 +1 +10 STR
PER Roll: is an INT Roll disarm
block +2 +2 abort,block
POINTS: 516 XP: SAVED:
Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll
| Talent/Skill | Talent/Skill
150 Multipower: sonic 2 PS: Interpol Agent
scream 1 KS: Genetics 8-
10u 12d6 EB; AE Cone, +1; 3 Bureaucratics 13-
0 END, +1/2; No 3 Streetwise 13-
Range, -1/2 3 Stealth 13-
13u 18d6 EB; 0 END, +1/2 3 Breakfall 13-
9u 8d6 RKA; 1/2 END, 3 Concealment 13-
+1/4; No Range, -1/2; 3 Paramedic 13-
No KB, -1/4 7 END 2 WF: Small Arms
7u 6d6 EB; NND, +1; AE
radius, +1; Personal
Immunity, +1/4; 0
END, +1/2; No Range, 10 +1 Overall level
-1/2 16 +3 with Combat
15u 5d6 Flash vs hearing; 10 +3 with Multipower
0 END, +1/2; AE cone,
+1; x4 area, +1/2
9(6) 3 PD/ED Armor; OIF
75 30"x2 NC Flight; 1/2
END, +1/4 3 END 20 commando training
35 360-degree spatial
awareness (active
sonar)
real ID: Sean
Cassidy
Background/Personality:
Name: Beast (by Tim Larson) Base OCV (DEX/3): 10
Player: Marvel Comics (TEL002@acad.drake.edu) Adjustment:
Val Characteristic Base Cost Pts Final OCV:
Base DCV (DEX/3): 10
40 STR 10 x1 30 Adjustment:
30 DEX 10 x3 60 Final DCV:
28 CON 10 x2 36 Levels: +3 w/ martial abil
16 BODY 10 x2 12
23 INT 10 x1 13 DEX: 30 SPD: 6
13 EGO 10 x2 6 ECV(EGO/3): 4
16 PRE 10 x1 6 PD: 19 rPD: -
8 COM 10 x1/2 -1 ED: 19 rED: -
19 PD (STR/5) 8 x1 11 END: 58
19 ED (CON/5) 6 x1 13 STUN: 51
6 SPD (1+DEX/10) 4.0 x10 20 BODY: 16
14 REC (STR/5)+(CON/5) 14 x2 -
56 END (CONx2) 56 x1/2 - Range -4 -8 -16 -32 -64 -128
50 STUN (BODY) + 50 x1 - RMod 0 -2 -4 -6 -8 -10
(STR/2) + (CON/2) COMBAT MANEUVERS
Characteristic cost: 206 Maneuver Phase OCV DCV effect
CHA Roll = 9 + CHA/5 Run (6"): 6"x2 NC m disarm 1/2 -1 +1 Disarm, +20
STR Roll: 17 Swim (2"): STR
DEX Roll: 15 Jump (L/H): V: 15" m grab 1/2 -1 -1 Grab, +20
INT Roll: 14 H: 8" STR
EGO Roll: 12 m dodge 1/2 - +5 Dodge,Abort
PER Roll: 15 (hearing)
m block 1/2 +2 +2 Block,Abort
POINTS: 352 XP: SAVED:
Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll
| Talent/Skill | Talent/Skill
public ID: Dr. Henry 16 martial skills
McCoy 10
dist. feat.: blue and
hairy (nc, not) 20
psych lim: feels like
an outcast (com,mod) 10
loyal to X-Men
(vc, str) 20
5 Extra Limbs (feet) 4 +1 w/ science skills
10 (5) clinging, only w/ 12 acrobatics, climbing,
suitable grips, -1/2; breakfall 16-
req climbing check, -1/2 3 scientist
18 biochemistry, bio-
2 +1 PER (hearing) physics, genetics, exo-
7 +7" superleap biology, microbiology,
6 +3" running mol. biology, physics,
bacteriology, chemistry
3,3 paramedic, lic. MD
8 +2 damage classes 3 KS: medicine
9 +3 w/ martial skills 3 computer programming
3 combat piloting 3,3 mechanics, sys. op.
3 speed reading 3 electronics
3,3 Latin, Russian (c fl) 3 TF: air veh, sm space
12 L: 4 others 3 KS: classic literatur
Background/Personality: Hank McCoy was one of Professor Charles Xavier's
original X-Men. Since the time that he joined, his mutation has changed
him further, so that he now has pointed teeth and blue fur in addition to
his remarkable speed, strength, and agility.
Writer's Notes: After some very constructive feedback from George Ruban
after I posted my first couple write-ups, I have made changes to several
of these characters. He also made me think that I need to explain some of
the things I've done. First, I see the X-Men as having started around
300 points, and have since gained experience. Therefore they typically
have 12 DC attacks commensurate with characters of that level. George
remarked that a 6 SPD with just a few extra inches of running makes the
characters very fast. Well, that's a problem of HERO's system. You want
to have a decent combat move and a SPD appropriate to ~350 point "quick
martial-artist" character, that's what happens. George also said that
quite a few anti-X-Men villains are quite a bit MORE powerful than
individual X-Men. True, but they're not hunting individual X-Men
specifically. I consider these to be "acquired" disads of a sort, gained
through adventuring (otherwise I'd have to try to apportion the points
for one hunted among all the X-Men...yuck).
Name: Beast (by Flavio Genelhu Oliveira) Base OCV (DEX/3): 8
Player: Marvel Comics (GENELHU@BRLNCC.BITNET) Adjustment:
Val Characteristic Base Cost Pts Final OCV:
Base DCV (DEX/3): 8
26 STR 10 x1 16 Adjustment:
24 DEX 10 x3 42 Final DCV:
20 CON 10 x2 20 Levels:
20 BODY 10 x2 20
15 INT 10 x1 5 DEX: 24 SPD: 5
15 EGO 10 x2 10 ECV(EGO/3): 5
17 PRE 10 x1 7 PD: 6 rPD: -
6 COM 10 x1/2 -2 ED: 5 rED: -
6 PD (STR/5) 5 x1 1 END: 40
5 ED (CON/5) 4 x1 1 STUN: 43
5 SPD (1+DEX/10) 3.4 x10 16 BODY: 20
9 REC (STR/5)+(CON/5) 9 x2 -
40 END (CONx2) 40 x1/2 - Range -4 -8 -16 -32 -64 -128
43 STUN (BODY) + 43 x1 - RMod 0 -2 -4 -6 -8 -10
(STR/2) + (CON/2) COMBAT MANEUVERS
Characteristic cost: 136 Maneuver Phase OCV DCV effect
4 m escape +0 +0 +15 STR vs
CHA Roll = 9 + CHA/5 Run (6"): 28"x4 NC grabs
STR Roll: 14 Swim (2"):
DEX Roll: 14 Jump (L/H): 10"x2 3 m grab -1 -1 Grab, +10
INT Roll: 12 5"x2 NC STR to hold
EGO Roll: 12
PER Roll: is an INT Roll 4 m dodge - +5 Dodge, vs
all, Abort
POINTS: 275 XP: SAVED:
Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll
| Talent/Skill | Talent/Skill
public ID: Hank McCoy 10 10(8) Clinging; only to
climb surfaces, -1/4
dist features: 10 5 Extra Limbs (feet as
hands)
49(27) 22"x2 NC running;
psych lim: X-Men code 15 x3 END, -1
of honor 5 +5" superleap
5 L: English
16 L: French, Italian,
Latin, Russian
7 acrobatics 16-
7 breakfall 16-
1 license to practice 3 stealth 14-
science 1 computer prog. 8-
2 member of the society 1 KS: X-Men equipment
international of 8-
science 7 electronics 14-
3 ambidexterity 7 inventor 14-
5 SS: Biology 14-
5 SS: Genetics 14-
5 SS: Chemistry 14-
3 KS: Medicine 12-
5 +1 w/ INT skills
Background/Personality:
Name: Black Panther (by Sam Bell) Base OCV (DEX/3): 10
Player: Marvel Comics (Samuel.Bell@Eng.Sun.Com) Adjustment:
Val Characteristic Base Cost Pts Final OCV:
Base DCV (DEX/3): 10
25 STR 10 x1 15 Adjustment:
29 DEX 10 x3 57 Final DCV:
23 CON 10 x2 26 Levels: +2 All, +2 Combat
15 BODY 10 x2 10
23 INT 10 x1 13 DEX: 29 SPD: 7
18 EGO 10 x2 16 ECV(EGO/3): 18
28 PRE 10 x1 18 PD: 12 rPD: -
18 COM 10 x1/2 4 ED: 12 rED: -
12 PD (STR/5) 5 x1 7 END: 46
12 ED (CON/5) 6 x1 6 STUN: 42
7 SPD (1+DEX/10) 3.9 x10 31 BODY: 15
11 REC (STR/5)+(CON/5) 11 x2 -
46 END (CONx2) 46 x1/2 - Range -4 -8 -16 -32 -64 -128
42 STUN (BODY) + 42 x1 - RMod 0 -2 -4 -6 -8 -10
(STR/2) + (CON/2) COMBAT MANEUVERS
Characteristic cost: 203 Maneuver Phase OCV DCV effect
d strike +1 +3 STR+3d6
m strike +0 +2 STR+5d6
CHA Roll = 9 + CHA/5 Run (6"): 9"x2 NC o strike -2 +1 STR+7d6
STR Roll: 14 Swim (2"): block +2 +2 block,abort
DEX Roll: 15 Jump (L/H): 7" Hor dodge - +5 abort
INT Roll: 14 4" Ver choke hold -2 +0 grab, 2d6
EGO Roll: 13 NND
PER Roll: 17 (20 sight) m escape +0 +0 +30 STR vs
grab
POINTS: 427 XP: SAVED: m grab -1 -1 +25 STR to
hold
Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll
| Talent/Skill | Talent/Skill
hunted: people after 9 +3 PER 12 acrobatics, breakfall,
Vibranium (Less, NCI, 6 +3 visual PER climbing, riding 15-
8-) 10 10 Tracking Scent 7 stealth 17-
9 bureaucratics, high
phys lim: needs heart- society, oratory 15-
shaped herb to maintain 6 +3" running 15 concealment, inventor,
strength/senses 5 2 +2" superleap paramedic, security
systems, tracking 15-
psych lim: protects 6 1/2 END on STR 9 animal handling 14-
country (c,s) 15 3 electronics 11-
chivalry 20 3 mechanics 11-
3 scientist
public ID: T'Challa, 10 1 physics 11-
Wakandan leader 1 aeronautics 11-
1 weapon design 11-
0 L: Wakandan
4 L: English
4 L: French
20 +2 Overall 4 L: German
16 +2 w/ Combat
2 TF: planes, quinjet
10 head of state
15 Filthy Rich 34 comic book mart. arts
12 +3 DC (already added)
Writer's Notes: I'm assuming that the Head of State perk includes everything
in the Avengers Clearance perk, so I didn't buy it for him. I'm also
assuming that his Avengers signalling device has run down its batteries,
since he hasn't been called on for quite a few years. At some times T'Challa
has had love interests and rivals for the throne, but not often enough to
get a disad for, IMHO. The languages are a conjecture, but he is supposed
to have gone to "the best schools of America and Europe" so I'm assuming he
speaks more than just English and Wakandan.
Name: Black Widow (by Sam Bell) Base OCV (DEX/3): 6
Player: Marvel Comics (Samuel.Bell@Eng.Sun.Com) Adjustment:
Val Characteristic Base Cost Pts Final OCV:
Base DCV (DEX/3): 6
18 STR 10 x1 8 Adjustment:
26 DEX 10 x3 48 Final DCV:
18 CON 10 x2 16 Levels: +2 with Combat
15 BODY 10 x2 10
23 INT 10 x1 13 DEX: 18 SPD: 6
20 EGO 10 x2 20 ECV(EGO/3): 7
23 PRE 10 x1 13 PD: 8 rPD: -
24 COM 10 x1/2 7 ED: 8 rED: -
8 PD (STR/5) 4 x1 4 END: 36
8 ED (CON/5) 4 x1 4 STUN: 33
6 SPD (1+DEX/10) 3.6 x10 24 BODY: 15
7 REC (STR/5)+(CON/5) 7 x2 -
36 END (CONx2) 36 x1/2 - Range -4 -8 -16 -32 -64 -128
33 STUN (BODY) + 33 x1 - RMod 0 -2 -4 -6 -8 -10
(STR/2) + (CON/2) COMBAT MANEUVERS
Characteristic cost: 167 Maneuver Phase OCV DCV effect
CHA Roll = 9 + CHA/5 Run (6"): 7"x2 NC
STR Roll: 13 Swim (2"):
DEX Roll: 14 Jump (L/H):
INT Roll: 14
EGO Roll: 13
PER Roll: is an INT Roll
POINTS: 448 XP: SAVED:
Disadvantages Base 23+Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll
| Talent/Skill | Talent/Skill
hunted: intelligence 75(51) 12d6 EB; expl.,
agencies (Less, NCI +1/2, [12c], -1/4; OIF,
11-) 15 -1/2
68(34) 6d6 NND not v elec
watched: other intel. insulated or force
agencies (Less, NCI field; 30 charge, +1/4;
11-) 8 no range, -1/2; OIF
widow line, -1/2
57 acting, breakfall,
bribery, bugging, climb-
13(5) 2" stretching; 30 ing, concealment, con-
charges, +1/4; OIF; versation, criminology,
only w/ widow bite, -1 cryptography, high soc.,
10(8) clinging; IIF interrogation, lockpick,
costume, -1/4 paramedic, persuasion,
sec. sys., seduction,
stealth, streetwise,
tactics 14-
7 shadowing 13-
5(4) RL&T, IIF Avengers 8 L: English, Chinese
communication card, -1/4 0 L: Russian
5 Avengers clearance 2 KS: Intell. Agencies
real ID: Natalia 15(10) 15" swinging; OIF 20 2 overall levels
Romanova 0 2 +1" running 16 +2 with combat
Aikido, Boxing, Judo, Karate, Savate maneuvers
4 Block +2/+2 Block, Abort
4 Disarm -1/+1 Disarm, +10 STR
4 Dodge -/+5 Abort
4 Punch +0/+2 STR+2d6
5 Spin Kick -2/+1 STR+4d6
5 Choke Hold -2/+0 Grab, 2d6 NND
4 Escape +0/+0 +15 STR vs Grab
3 Legsweep +2/-1 STR+1d6, Target Falls
3 Hold -1/-1 Grab, +10 STR
3 Throw +0/+1 STR Strike + v/5
5 Jab +1/+3 do STR
8 +2 DC (not added)
Writer's Notes: OHOTMU claims the widow's bite has a range of 10', and I'm
going with that, although she has used it at longer range on a number of
occasions.
Name: Blob (by Tim Larson) Base OCV (DEX/3): 6
Player: Marvel Comics (tel002@acad.drake.edu) Adjustment:
Val Characteristic Base Cost Pts Final OCV:
Base DCV (DEX/3): 6
55 STR 10 x1 35 Adjustment: -1 from growth
18 DEX 10 x3 24 Final DCV: 5
25 CON 10 x2 30 Levels:
19 BODY 10 x2 14
10 INT 10 x1 - DEX: 18 SPD: 4
10 EGO 10 x2 - ECV(EGO/3): 3
18 PRE 10 x1 8 PD: 24 rPD: 15
8 COM 10 x1/2 -1 ED: 20 rED: 15
9 PD (STR/5) 9 x1 - END: 50
5 ED (CON/5) 5 x1 - STUN: 54
4 SPD (1+DEX/10) 2.8 x10 12 BODY: 19
14 REC (STR/5)+(CON/5) 14 x2 -
50 END (CONx2) 50 x1/2 - Range -4 -8 -16 -32 -64 -128
54 STUN (BODY) + 52 x1 - RMod 0 -2 -4 -6 -8 -10
(STR/2) + (CON/2) COMBAT MANEUVERS
Characteristic cost: 122 Maneuver Phase OCV DCV effect
CHA Roll = 9 + CHA/5 Run (6"): 6"x2 NC
STR Roll: 20 Swim (2"): 2"x2 NC
DEX Roll: 13 Jump (L/H):
INT Roll: 11
EGO Roll: 11
PER Roll: is an INT Roll
POINTS: 300 XP: SAVED:
Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll
| Talent/Skill | Talent/Skill
real ID: Fred J. Dukes 0 22 EC-mutant powers
23 15 PD/ED armor
dist. features: grossly 98 75% P/E Dmg Reduct.,
overweight (nc) 15 resistant
hunted: law enforcement
(Less, NCI, 14-) 20 20 (13) growth (x4 mass,
X-Men (More, 8-) 15 +10 STR, -2 KB, +2 BODY,
+2 STUN, -1 DCV, +1 PER
against); 0 END pers.,
+1; always on, -1/2
2 +2" superleap
30(20) 15" KB Resistance;
only when not moving,
-1/2
Background/Personality:
Identifying Quote: Nothing hurts the Blob!
Powers/Tactics: The Blob's jelly-like body can absorb massive amounts of
damage before he notices more than a tickle. He is well aware of this, and
will set himself up to draw fire of opponents so his faster teammates are
free to attack without being hassled. He is also quite strong, if he gets
close enough to engage his foes. This also means he can shrug off many
Entangles easily.
Writer's Notes: Thanks to George Ruban for some very constructive
criticisms on this write-up.
(dvandom@magnus.acs.ohio-state.edu)
Name: Booster Gold (by Dave Van Domelen) Base OCV (DEX/3): 7
Player: DC Comics Adjustment:
Val Characteristic Base Cost Pts Final OCV:
Base DCV (DEX/3): 7
35 STR 10 x1 5 Adjustment:
21 DEX 10 x3 24 Final DCV:
23 CON 10 x2 16 Levels: +1 with ranged
14 BODY 10 x2 8
13 INT 10 x1 3 DEX: 21 SPD: 5
11 EGO 10 x2 2 ECV(EGO/3): 4
18 PRE 10 x1 8 PD: 50 rPD: 35
20 COM 10 x1/2 5 ED: 45 rED: 30
15 PD (STR/5) 7 x1 - END: 50
15 ED (CON/5) 5 x1 - STUN: 43
5 SPD (1+DEX/10) 3.1 x10 9 BODY: 14
13 REC (STR/5)+(CON/5) 12 x2 2
50 END (CONx2) 46 x1/2 2 Range -4 -8 -16 -32 -64 -128
43 STUN (BODY) + 43 x1 - RMod 0 -2 -4 -6 -8 -10
(STR/2) + (CON/2) COMBAT MANEUVERS
Characteristic cost: 84 Maneuver Phase OCV DCV effect
CHA Roll = 9 + CHA/5 Run (6"):
STR Roll: 16 Swim (2"):
DEX Roll: 13 Jump (L/H):
INT Roll: 12
EGO Roll: 11
PER Roll: is an INT Roll
POINTS: 364 XP: SAVED:
Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll
| Talent/Skill | Talent/Skill
secret ID: Michael Jon 30(20) +20 STR; 0 END, 20(16) END Reserve; IIF
Carter, from future 15 +1/2; OIF suit, -1/2 power cells, -1/4
public ID: Booster 9(6) +3 DEX; OIF suit 10(7) END REC; IIF; will
Gold, superhero 10 10(7) +5 CON; OIF suit not recover if drained
hunted: the 1000 (MoP, 4(3) +2 BODY; OIF suit to zero, -1/4
NCI, ruin life, 11-) 25 8(5) +8 PD; OIF suit 35(28) 10"x8 NC flight;
world gov't of 25th c, 10(7) +10 ED; OIF suit 1/2 END; IIF ring
(MoP, NCI, executed, 10(7) +1 SPD; OIF suit 5(3) IR vision; OIF ***
limited range, 14-) 10 10(7) HRRH; OIF wristband
watched: Manhunters (MoP, 60(40) Multipower; OIF 60(40) 15 PD/ED Force
NCI, 14-) 15 wristbands Field; 0 END, +1/2;
DNPC: various Reilleau 4u 12d6 EB (laser/ invis to sight, +1/2;
Towers employees and blaster Booster Shot) IIF costume, -1/4;
neighbors, 11- 10 6 END not when using MP
rep: sold-out hero 3u +35 STR; x2 END,-1/2; slots 3 or 4**, -1/4;
(ext, 14-) 20 15 PD/10 ED Force not when power cells
time machine thief and Field (feedback loop) drained, -0
corrupt sports ex-hero 9 END 10(7) 5 PD/ED Force
(ext, 14-, 25th c) 5 2u Missile Deflection at Field; IIF; not with
rival: Monica Lake (p) 5 +10; costs END, -1/2 MP slots 3 or 4
phys lim: from 25th c, (mass dispersal 27(15) LS: all but aging;
make INT roll to avoid force)* 4 END Linked to Force Field;
stupid mistake 10 4u 12 PD/ED Force Wall IIF
weak immune system from 6 END 6 +2d6 HA
persistent use of LS 10 5 PS: football 14-
psych lim: gloryhound 15 10 wealthy 5 +1 w/ ranged attacks
obsessed with "the good 3 KS: 20th c superheros
life" 15 20 follower: Skeets
really wants to be a
hero despite the above
15
hero-worship established
heroes but tries to
hide it 15
naive, sees things in
black and white 10
NCM outside suit 20
no suit functions work if
END Reserve drained,
not even characteristic
or persistent powers 10
Background/Personality:
Powers/Tactics:
Writer's Notes: Write-up is circa 1986. I assume the strength suit gives
some extra agility. OIF primary stats still affect figured, as it's
advanced tech, and I think the "Does Not Affect Figured" is a really lame
limitation }->. He used to be better at football, but is out of practice.
He has a limited number of power cells. Note that he has problems of both
secret and public IDs and gets points for both. He will contract a fatal
disease within 24 hours if he doesn't use his life support suit.
* This is Desolid used on inanimate objects as a special effect, may be used
out of combat as such if necessary.
** Mass Disperal drains it, Force Wall redirects it.
*** He also has Microscopic vision, but never uses it, so I won't pay for
it.
Name: Bumblebee (by Tim Larson) Base OCV (DEX/3): 6
Player: Marvel Comics (TEL002@acad.drake.edu) Adjustment:
Val Characteristic Base Cost Pts Final OCV:
Base DCV (DEX/3): 6
27 STR 10 x1 2 Adjustment: -1
18 DEX 10 x3 24 Final DCV: 5
28 CON 10 x2 38 Levels:
17 BODY 10 x2 10
24 INT 10 x1 14 DEX: 18 SPD: 4
20 EGO 10 x2 20 ECV(EGO/3): 7
13 PRE 10 x1 3 PD: 18 rPD: 12
10 COM 10 x1/2 - ED: 22 rED: 12
18 PD (STR/5) 2 x1 15 END: 56
22 ED (CON/5) 6 x1 15 STUN: 37
4 SPD (1+DEX/10) 2.8 x10 12 BODY: 17
8 REC (STR/5)+(CON/5) 8 x2 -
56 END (CONx2) 56 x1/2 - Range -4 -8 -16 -32 -64 -128
37 STUN (BODY) + 35 x1 - RMod 0 -2 -4 -6 -8 -10
(STR/2) + (CON/2) COMBAT MANEUVERS
Characteristic cost: 153 Maneuver Phase OCV DCV effect
CHA Roll = 9 + CHA/5 Run (6"): 10"x5 NC
STR Roll: 14 Swim (2"): 7"x2 NC
DEX Roll: 13 Jump (L/H):
INT Roll: 14
EGO Roll: 13
PER Roll: 51 (sight)
POINTS: 388 XP: SAVED:
Disadvantages Base +Pts Pts Power/Perk/ END/Roll Pts Power/Perk/ END/Roll
| Talent/Skill | Talent/Skill
psych lim: eager, 13 0 END on STR 11 stealth 17-
brave (c,s) 15
idolizes "strong" 12(10) 12 PD/ED Damage
Autobots (c,m) 10 Resistance; 15- act.
20(13) Growth (x4 mass,
+10 STR, -2" KB; +2
BODY/STUN, -1 DCV, +1
PER against); 0 END
pers., +1; always on
12 +4" running; 0 END
7(4) x2.5 NC on running;
car mode only, -1/4;
turn mode, -1/4
{120 km/h noncombat}
7 +5" swimming; 0 END
74 +37 sight PER
60(27) full Invisibility;
0 END, +1/2; only in
traffic, -1/2; 12-
activation, -3/4
75(37) 10d6 EB; 0 END,
+1/2; OAF laser gun
27 Transformer package
Transformer package
vuln: x1.5 STUN from 5 10(7) Density Increase 12 LS: self-contained,
magnetic attacks (x2 mass, +5 STR, -1" need not excrete
KB, +1 PD/ED); 0 END, 3 KS:Autobot/Decepticon
+1/2; persistent, tactics (INT based)
+1/2; always on, -1/2 5 radio L&T
Background/Personality: Small, eager, and brave, Bumblebee acts as messenger
and spy. Due to his small size, Bumblebee dares to go where others can't and
won't. He idolizes the bigger Autobots, especially Optimus Prime and Prowl,
and strives to be accepted.
Identifying Quote: The least likely can be the most dangerous.
Powers/Tactics: He is the most energy efficient and has the best vision of
all the Autobots. He can go underwater for reconnaisance and salvage
missions. Although physically the weakest Autobot, his stealth more than
compensates for this inadequacy.
Appearance: Bumblebee's disguised form is that of a yellow Volkwagen Beetle.
Writer's Notes: The invisibility is to represent the ability that small
cars have of being virtually unnoticed.