Villains & Vigilantes: Crisis at Crusader Citadel (Inactive)

Game Master WhtKnt

Center City, IL, home of the mighty Crusaders! As an up-and-coming young hero, you have applied for membership with the well-known super team and have been granted an appointment to meet with the Crusaders. But something seems to be wrong...

Manning Enterprises, Ground Floor
Manning Enterprises, Upper Floor


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@Eldon. Yeah it's very close. Ice, agility, and power blast. That kinda sucks


WhtKnt wrote:
V&V is very easy to learn, and I can teach you. All I need for you to do for character generation is generate your attributes and then make a number of d% rolls on the tables as dictated in the rules, above. For example, if you choose to (or the dice dictate that you will) play an accidental scientific, you would roll 1d3+1 for the number of skills you have, and then roll one d% for each skill. Then you would roll 1d4 to determine how many additional powers you have. For each additional power, you should decide whether you wish to roll on the Powers table (representing inborn abilities), Skills (representing learned abilities), or Devices (representing things you or someone else has created). You can mix and match as you wish. After all powers have been generated, you choose one power (skill, etc.) to drop. This should be something that doesn't really fit with your other powers. Following, you roll one d% for a weakness. Once the weakness is revealed, if you feel that it is too crippling, you may choose to drop it as well, but you must drop another power. Finally, you may take a second weakness, and earn an extra roll on whatever table you wish (that suits your character concept).

You tell me what to roll, and I will see what comes up randomly. To start:

1d12 ⇒ 6

Looks like extraterrestrial.

From my (limited) knowledge of comics, I would like to go with something more Martian Manhunter than Superman. I can't think of any aliens from Marvel except the Watchers, and the aliens form that one colony with the lady with the triangular black hair.

Dark Archive

For those using the old ruleset, please note that I have house ruled a few things. Specifically:

1) The Hit Point modifier values for Strength and Agility have been swapped.

2) Carrying capacity is figured by the following formula:
2 x [(Strength/10)^3+(Endurance/10)] x (Weight*10)^0.5

In simpler (?) terms:
1. Divide your character's Strength characteristic (not the hit point modifier) by 10. Do not round off.
2. Multiply the remainder by itself and then multiply that product by the original value. Make a note of the result.
3. Divide your character's Endurance characteristic by 10. Add the remainder to the value that you wrote down in step 2.
4. Multiply that sum by 2 and make a note of the product.
5. Multiply your character‟s weight by 10.
6. Find the square root of that product.
7. Multiply the square root that you just found by the product that you noted in step 4.
8. Round the remainder to the nearest whole number.

3) I use a different table for Charisma modifiers. Please ignore the modifiers given on that table.


210 lbs= 45.8257569495584
x 5.56

250 hp? that can't be right

I'm losing Telepathy and Power blast, which removes my weakness


Ok I finished a character sheet. I will work on a background

Liberty's Edge

Cool...that makes us different enough. :)

Str: 12
Agi: 31
End: 12
Int: 16
Cha: 12

Power: 71
Speed: 95
Weight: 180 lbs (bone-thin, about 6'9")

I need to do the math, but I think I'm seeing about 24 hp...carrying capacity is upwards of 250# (Yeah, I know, if I made him heavier, he'd be more powerful...but not that dramatically.)

He has a +9 to hit with the Power Blast, doing +5 damage...additional +5 to hit if he detects a weakness...+5 to hit base, 1d6 base damage...will likely carry a very freakish looking spear in addition, for +8 to hit, and 1d4 extra damage...

This suit covers him completely...he breathes and sees through it...it's a strange biotech thing grown over him...

Dark Archive

Logan
Yes, you may feel free to rearrange your ability scores after discovering your powers. Your rolled weakness is Reduced Endurance (-2d6).

Azih
With the sponsored origin, you need to roll 1d3 d% for skills and make 1d4+1 d% rolls on either the Powers or Devices table (and you can divide the rolls between them however desired).

Terok
Your powers and abilities are:
Speed Bonus (Skill): You add +1d10 x 10" to one of your movement rates.

Heightened Endurance A (Skill): Your Endurance score is increased by 2d10.

Pet (x2) (Magic/Psi): You have an companion animal or familiar.

Weakness Detection (Magic/Psi): You can detect specific weaknesses and gain a combat bonus against opponents by concentrating on them.

Magical Spells (Magic/Psi): You can cast magical spells. The GM will assist you in developing your spells.

Heightened Intelligence B (Magic/Psi): Your Intelligence score is increased by 3d10.

Astral Projection (Magic/Psi): You can separate your astral form from your physical body.

Mute (Weakness): You are unable or unwilling to speak.

You must choose one power to discard, and you may discard the weakness if you get rid of a second power. As you rolled Pet twice, you can reroll if you wish, or you can have two pets or one that is doubly powerful (maybe it has a minor magical ability or power).

LilWilly5
Your powers and abilities are:
Mutant Power (Powers): An awesome power! You should come up with a unique power unlike anything in the book.

Wings (Powers): You have a pair of functioning wings.

Death Touch (Powers): You can kill with a single touch, sometimes. It doesn't always work, but when it does, it's a real killer. If you wish, you can reroll, or we can modify this into something less lethal.

Death Touch (Device): See above, except in device form.

Power Blast (Device): You have a device that projects concussive blasts.

Heightened Senses (Skill): You have a heightened sense or a new sense of some kind. You should decide what this sense is and how it works, and the GM will work with you to develop the mechanics.

Diminshed Senses (Weakness): You have a sense that is less powerful than normal.

You must choose one power to discard, and you may discard the weakness if you get rid of a second power. Since you rolled Death Touch twice, you may choose to reroll one of them (or both, if you don't fancy going about killing people).

Grimdog
Yes, I will allow you to swap your weakness, and yes, you can take a second weakness to gain an extra power from the table of your choice.

Tenro
As an ET, you need to decide if you are an extraterrestrial, an extradimensional, or an extratemporal character.


Background:
Dialkar comes from a place that...is different. There, they are ruled over by a great being of immense power...godlike, but not a god...Kulkraga. Few know its true form, for few ever see it, except for the priest caste.

Dialkar is of the warrior caste, bred to fight for Kulkraga, and die if necessary.

All of the Kra are of one caste or another, and none ever challenge the way of things...until Dialkar came along. It happened on the battlefield. Dialkar was an exceptional warrior, and had, in the short time since he'd come of age, won battles because of his skill - this earned him the right to wear the vaskan...the skin that makes one move with incredible speed. He'd come upon a small pack of mewlings...the young of the Mogra people...

The order came: Kill. Dialkar didn't. He didn't even know why, just at that time...but he had developed something the Kra had never had...compassion. It wasn't easy, fighting the compulsion, but somehow, he did it.

Dialkar ran. He hijacked a ship, forcing the pilot to take him far, far away...but there was a struggle even away from the home sector...in the end, Dialkar had to kill the pilot to keep him from turning back...and ended up crash landing on this strange world with so much water...

If Kulkraga ever found this world...it would truly be a prize...

Sadly, the natives couldn't understand his clicks...and he couldn't master the soft tongue. The names for things used by humans is but a poor imitation of the proper clicks, but he understands them, at least.

EldonG here. :p


Trent Clover was born in Illinois. He had a normal childhood, except for his polygot talents. He found learning languages very easy. His family wasn't rich, and he had joined Airforce Intelligence as a way to pay for college. They taught him foriegn tounges, and he monitored thier chatter. By the time he went to college he could speak 6 languages fluently.
.
Shortly after graduation from LSU with a degree in Political Science, he was approached by the CIA. They wanted him to do the same job he did for the airforce. Trent agreed.

He spent the next few years excelling in his position. A call for volunteers for a new project went out. Trent was the first to apply. He always thought he might be of better use.

After bloodwork, and genetic testing, The Volunteer list was whittled down to 5 agents. From the preiminary breifing, they were to inject them with a recombinant mutant DNA. They were trying to devolope Teleporters for the agency. The perfect spies.

Only Trent survived. He fluorished as a spy for a country he loved. It wasn't until he got caught and shot at, that a side effect of the treatment became apparent. He was able to teleport water molecules from the air into any form he chose. The water molecules teleported in with no movement, which resulted in the constucted water being at absolute zero.

Instictively, when the gun fired, Trent blocked it with a wall of ice. He spent the next few years honing the instinct into a weapon.


Only 15 hp with the swapped Str and Agi. :p

...and only 124 lb carrying capacity. *sigh*

That's only 1d4.


Ice Storm's Costume.

His form-fitting kevlar suit is black. It has utility pockets. He wears a wrist watch with a black face and white hands. His eyes are covered with dark glasses, and his face is painted in camouflage. He wears leather combat boots, with soft rubber soles. Then he disappears in a swirl of gathering shadows


Its like the dice want me to be an angle of death and what are the limits to a power I can make?
Reroll the death power: 1d100 ⇒ 82

Grand Lodge

sweet...I'll take vulnerability to water/cold attacks....

now for the extra power...

power: 1d100 ⇒ 84

sweet...telekinesis


since everyone else is doing it, i might as well start making a hero.
stat: 2d6 + 6 ⇒ (6, 2) + 6 = 14
stat: 2d6 + 6 ⇒ (2, 3) + 6 = 11
stat: 2d6 + 6 ⇒ (2, 4) + 6 = 12
stat: 2d6 + 6 ⇒ (1, 5) + 6 = 12
stat: 2d6 + 6 ⇒ (4, 2) + 6 = 12
oh well, a somewhat balanced character,but he'll do.
he'll be an extradimensional herald!
powers: 1d3 ⇒ 3
skill roll 1: 1d100 ⇒ 26
skill roll 2: 1d100 ⇒ 55
power 1: 1d100 ⇒ 6
power 2: 1d100 ⇒ 70
power 3: 1d100 ⇒ 95
weakness: 1d100 ⇒ 24 hopefully something to do with being duty-bound
i don't have the pdfs, so anyone help me out here?
mage/psionic: 1d4 - 1 ⇒ (1) - 1 = 0

Liberty's Edge

Skill 26 = Heightened Defense
Skill 55 = Heightened Senses

Power 06 = Animal/Plant Powers
Power 70 = Paralysis Ray
Power 95 = Weakness Detection


im in the same boat as orionbasher. got no books or pdfs.

Liberty's Edge

Animal/Plant Powers gives you minor stat mods and 1d6 minor powers based on the type you choose...

Liberty's Edge

Weakness is Low Self-Control.

Liberty's Edge

lol...if we're actually supposed to use our REAL weight...I get an upgrade...I'm about 310#... ;)


I'm going to withdraw my submission (Professor Lovecraft) for this game. Good luck everyone and have a great time!


Magic/psionic power re-roll (dropping 1 pet):
1d100 ⇒ 73 thinking through background etc. now.


Num skills: 1d3 ⇒ 3
Num Power/Devices: 1d4 + 1 ⇒ (2) + 1 = 3

Skill rolls
1d100 ⇒ 95
1d100 ⇒ 98
1d100 ⇒ 44

Power roll
1d100 ⇒ 15

Device roll
1d100 ⇒ 76
1d100 ⇒ 2

Weakness roll
1d100 ⇒ 11


Oooh, tough choice. Any info I could have on the three as relates to game terms? I know what the words mean, just wondering how they affect the game. Extradimensional or extratemporal sound better than extraterrestrial off the top.

Liberty's Edge

Darn it, I loved the concept of Lovecraft...being a huge Lovercraft fan...I was actually thinking 'great old one' in my description of the race's 'leader'...

Dark Archive

Tenro
Extraterrestrial characters get 2 rolls on the Skills table and 1d3 rolls on the Powers table, representing natural abilities that all members of the species share. You then get 1d4-1 rolls on the Powers, Skills, or Devices table that represent unique abilities, skills, or devices.

Extradimensional characters are pretty much the same, except that they may choose Dimensional Travel as one of their powers, and they make their 1d4-1 rolls on any table desired, as appropriate to the character background.

Extratemporal characters get 1d4+1 rolls on the Skills table and may replace one of these rolls with Dimensional Travel (type 3) as a Device, Magic/Psionics, Magic/Psionic Item, or Power. You also get 1d4-1 rolls on any table of your choosing.

Terok
Your replacement power is telekinesis.

Azih
Your powers and abilities are:
Willpower (Skills): (x2) You can resist a variety of attacks and effects.

Heightened Expertise (Skills): You are an expert with one or more weapons. Roll d%: 01-60, you are an expert with one weapon, 61-90, you are an expert with one group of weapons (martial arts weapons or firearms, for example), 91-00 expert with ALL weapons.

Disintegration Ray (Powers): You can cause the bonds between molecules to lose cohesion (though living things do not disintegrate, they disrupt).

Speed Bonus (Device): You can add +1d10 x 10" to one of your movement rates.

Absorption (Device): You have a device that can absorb some energy or substance. This could be experience points, hit points, carrying capacity, Power, some substance, knowledge and memories, etc.

Diminished Senses (Weakness): One of your senses is less powerful than normal.

LilWilly5
Speed Bonus (Powers): You can add +1d10 x 10" to one of your movement rates.

I think that catches everyone up.


i'm a herald of an unknown race of elder gods. why not make this hero team lovecraft based?
what's with the bonus 1d4-1 roll the extra-dimensional character has anyways?

Dark Archive

Once you've got your powers, determined which one(s) you will drop, and have your attributes calculated, you need to tell me how much your character weighs. From there, I can figure your hit points.

Dark Archive

Orionbasher
All ETs get 1d4-1 rolls. For the ET, this represents powers unique to that character. For extradimensional characters, they may roll on any table, as opposed to aliens. Same with extratemporal characters.


well i got a 0 for those.... can i take an extra weakness to re-roll that die? Also, how do i calculate my hp? i'm trying to find some kind of reference document i can refer to, but i haven't seen one yet, so sorry to trouble you like this.


Weapon roll 1d100 ⇒ 97
Speed roll 1d10 ⇒ 9

Grand Lodge

Ok, here's my stats and powers...just gotta find a good sheet that I can use...any links whtknt that you recommend for a sheet?

Firelash:
str 15
agi 16
end 23
int 10
cha 27

force field
heigth cha b +14
flame power
adaptation
height end b +7
telekinesis

weakness
diminished senses-can't feel pain
vulnerability to cold/water attacks


Whoah. Lucked out here. 90" movement rate.

Ok, so to gather everything together. My hero has

Strength 11
Agility 16
Intelligence 9
Charisma 13
Endurance 16

Willpower (Skills): (x2) You can resist a variety of attacks and effects.

Heightened Expertise (Skills): You are an expert with ALL weapons. (roll 97)

Disintegration Ray (Powers): You can cause the bonds between molecules to lose cohesion (though living things do not disintegrate, they disrupt).

Speed Bonus (Device): You can add 90" to one of your movement rates.

Absorption (Device): You have a device that can absorb some energy or substance. This could be experience points, hit points, carrying capacity, Power, some substance, knowledge and memories, etc.

Diminished Senses (Weakness): One of your senses is less powerful than normal.

He's going to be a jovial Ex-Mercenary that looked for something different after one of his previous contracts ended and his tenacity, awesome weapon skills, and reasonably handsome looks attracted the interest of an advertising corp looking to use heroes to advertise products. The contract isn't very favourable to him but he's not really smart enough to care.

For Speed Device, can I get a jetpack? And fitting the theme can the Absorption device be an attachment to the jetpack that sucks movement rate from enemies and adds it to him?

Considering the theme of the rules I think the name Dash Gunnar fits.

What do you think?


My weight is 135 lbs by the way, height is 5'7"


Zane Kheldon Background:

For thousands of years there have been those few that have existed on our world that have been able tap into a power beyond what can be seen. They have been called druids, witches, wizards, devil worshippers, heretics over time.

Zane was born into a family that has housed those with this knowledge and ability for over two thousand years. Their bloodline enables them to pass down this link from generation to generation, and the words they developed focused this power into actions. Originally viewed as Druids in ancient Britain, his family helped shape that land until the family split and almost destroyed itself in a quest to rule over ancient Britain. His line, one of peace, saw themselves as shepherds of the land and the people. After the so called "War of the Warlocks" as it was known by the Keldon's, so few remained that they could no longer shaped that land and the people had turned against them. So the Keldon's disappeared and survived in the shadows. They mostly sought to live life, but also to continue to help others where they could.

This force is called "The Gift" by those that continue the Keldon line. Ancient words that release the powers from beyond and focus them...what some call magic. As time went on and the new world was discovered part of the Keldon family went there and eventually Zane was born.

Not strong in "The Gift", Zane was a disappointment in the fact that his spark would not bring their family back to their former status. For the last 1000 years only one child had been born in each generation with the link and fear that the line would eventually disappear had grown. Their power in "The Gift" had grown small. His family grew desperate...so they tried a dangerous spell of summoning. They used the gift to try to call out to the most powerful Warlock that they knew of from medieval times that was long gone. His mother offered her essence to the being they contacted…but things that are gone should not be called back. The spell twisted and broke his mother, but she did succeed in opening a small rift to beyond and part of the Warlocks spirit reached out and entered Zane. It altered him and his mind…he suddenly had a mind as advanced as an adult in a child’s body and the gift surged within him. She had got what she wanted, but at the cost of everything that was her. Zane understood this, even at 3 years old and it shaped him as he grew to an adult.

Stats:
Str: 11
Agi: 12
End: 12 + 2d10 ⇒ (2, 10) = 12 Total of 24
Int: 16 + 3d10 ⇒ (10, 2, 8) = 20 Total of 36 (Might switch this around if it makes sense to have the 16 somewhere else. Does a 36 Int give me anything?
Cha: 12

Spoiler:
Powers and abilities are:
Speed Bonus (Skill): You add +1d10 x 10" to one of your movement rates. 1d10 ⇒ 2
Heightened Endurance A (Skill): Your Endurance score is increased by 2d10. Done +12
Pet: You have an companion animal or familiar. *Removing*
2. Weakness Detection (Magic/Psi): You can detect specific weaknesses and gain a combat bonus against opponents by concentrating on them.
3. Magical Spells (Magic/Psi): You can cast magical spells. The GM will assist you in developing your spells.
4. Heightened Intelligence B (Magic/Psi): Your Intelligence score is increased by 3d10. Done +20
5. Astral Projection (Magic/Psi): You can separate your astral form from your physical body.
Mute (Weakness): You are unable or unwilling to speak. *Removing*
6. Telekenisis: *Removing*
You must choose one power to discard, and you may discard the weakness if you get rid of a second power. *Done*

Final powers and abilities:
Speed Bonus (Skill): You add 2 to one of your movement rates.
Heightened Endurance A (Skill): Your Endurance score is increased by 12

1. Weakness Detection (Magic/Psi): You can detect specific weaknesses and gain a combat bonus against opponents by concentrating on them.
2. Magical Spells (Magic/Psi): You can cast magical spells. The GM will assist you in developing your spells.
3. Heightened Intelligence B (Magic/Psi): Your Intelligence score is increased by +20
4. Astral Projection (Magic/Psi): You can separate your astral form from your physical body.

Will need to talk to you about spells...not sure how this works. Hoping I can have at least one offense, defense, and misc. spell and maybe learn more as I grow in power?

I am 6'0 190 BTW.


Orion of the infinite
stats:
str:11
agi:12
end:12
int:12
cha:14

Heightened Defense(skill)
Heightened Senses(skill)

extra-dimensional travel(replaces Animal/Plant Powers)(Powers)
Paralysis Ray(Powers)
Weakness Detection(Powers)
weakness:low self control
(i'm unsure about a lot things here,forgive me if i'm missing anything.)


accidental Scientific
Str:13
Agi:15
End:12
Int:10
Cha:13

Mutant Power (Powers): An awesome power! You should come up with a unique power unlike anything in the book.

Speed Bonus (Powers): You can add 1d10x10 to one of your movement rates.

Wings (Powers): You have a pair of functioning wings.

Death Touch (Device): You can kill with a single touch, sometimes. It doesn't always work, but when it does, it's a real killer.

Power Blast (Device): You have a device that projects concussive blasts.

Heightened Senses (Skill): You have a heightened sense or a new sense of some kind. You should decide what this sense is and how it works, and the GM will work with you to develop the mechanics.

Diminished Senses (Weakness): You have a sense that is less powerful than normal.

Still need to know the limits of the power I can come up with.

Dark Archive

LilWilly5
Mutant Power is a catch-all for powers that aren't described in the rules. The limits are your imagination and what the GM will allow (and you'll find that I'm pretty flexible). Examples of mutant power include:

1) Manipulate Kinetic Energy: Charge objects with kinetic energy, stop opponents in their tracks, etc.
2) Immortality: It is very difficult to kill you permanently.
3) Technoempathy: You can communicate with machines.
4) Duplication: You can create duplicates of yourself.
5) Luck: Things always swing in your favor, or against those who are opposed to you.
6) Deflection: Deflect energy attacks.
7) Healing Touch: You can heal the wounds of others by touch.
8) Double Attribute: Pick an attribute and double it.
9) Hyper-Invention: You can create inventions from discarded trash at remarkable speeds.
10) Relative Gravity: You have your own center of gravity and "down" is whatever direction you will it to be. Thus, you can walk on walls, ceilings, etc. and can even levitate (not fly) by simply making up "down."

Terok
A 36 Int increases your chances of detecting hidden objects or danger and have a small effect on your Hit Points.

Dark Archive

Those looking for a character sheet, you can use mine. I use a sheet created by Jeff Dee, the co-creator of V&V and modified for use under my house rules.

Ignore the rule about attribute generation; I am experimenting with a different idea.

Character Sheet

House Rules


I'm really tempted to cheese the weakness and just pick Taste as the weakened sense, but I'll go with Hearing instead. Because of the weapon firing and jetpack roaring and whatnot.

Dark Archive

Azih
You have the following stats:
Hit Points: 7
Power: 52
Detect Hidden: 8%
Detect Danger: 12%
Movement: 43" on ground
Accuracy: +2
Carrying Capacity: 215 lbs.
Base HTH Damage: 1d4

Terok
You have the following stats:
Hit Points: 26
Power: 83
Detect Hidden: 26%
Detect Danger: 30%
Movement: 47" on ground
Accuracy: +1
Damage Mod.: +4
Carrying Capacity: 325 lbs.
Base HTH Damage: 1d6

Everyone else, if you give me your weight (your character's weight), I can figure up your stats.

Liberty's Edge

I used to play/run V&V back inna day too... gonna dig out my copy of the updated and get started.

2d6 + 6 ⇒ (1, 1) + 6 = 8 Str
2d6 + 6 ⇒ (1, 6) + 6 = 13 Cha
2d6 + 6 ⇒ (2, 1) + 6 = 9 End
2d6 + 6 ⇒ (6, 6) + 6 = 18 Int
2d6 + 6 ⇒ (3, 6) + 6 = 15 Agi

Homemade:
Skills 1d3 + 1 ⇒ (3) + 1 = 4
Powers/Devices 1d4 ⇒ 4

Skills Rolls:
1d100 ⇒ 56Heightened Senses
1d100 ⇒ 39Heightened Expertise 1d100 ⇒ 46 One Weapon
1d100 ⇒ 61Heightened Strength A 2d10 ⇒ (9, 5) = 14
1d100 ⇒ 90Weakness Detection

Devices
1d100 ⇒ 78Special Weapon
1d100 ⇒ 49Life Support

Powers
1d100 ⇒ 37Heightened Endurance B 3d10 ⇒ (5, 5, 9) = 19
1d100 ⇒ 91Transmutation

Weakness
1d100 ⇒ 40 Phobia/Psychosis

Get rid of Phobia and Transmutation


210 lbs

Liberty's Edge

Cardinal
Doctor Reginald Stanton
Male, 32, 180 lbs Brown Hair Hazel Eyes

Skills
Forensic Analysis (Heightened Senses) x3 to Detect Hidden to find clues/forensic evidence
Biofield Disruptor Expertise (Weapons Expertise) +4 to hit with one weapon (Biofield Disruptor)
Exercise Regimen (Heightened Strength A) +14 Strength
Analytical Prowess (Weakness Detection)

Powers
Enhanced Biofield (Heightened Endurance B) + 19 Endurance

Devices
Biosuit (Life Support)
Biofield Disruptor (Special Weapon) 1d12 damage, uses Force Field chart for attack chances, Range=E, runs off of Cardinal's Biofield (2 PP per use)

Strength 22 Endurance 28 Agility 15 Intelligence 18 Charisma 13
(1141 Carrying Capacity, 1d10 Base HTH Damage, Healing Rate 3.2, Accuracy Modifier +2, Evasion +1, Damage Modifier +1, Detect Hidden 14% (42% Forensic/Clue), Detect Danger 18%, vs Good +2, vs Neutral +1, vs Evil -3)
Base Hits 4
Hit Points 49
Power Points 83
Ground Move Rate 65"

Cardinal dresses in a red biosuit which sustains him without the need for food, drink, or even air. His primary weapon is the Biofield Disruptor, a visor-like device capable of projecting force fields which disrupt both biological and electronic/mechanical functions within the target(s).
CSI Doctor Reginald Stanton grew up sickly and puny, but with a vast intellect and disdain for bullies and criminals alike. When one case too many was thrown out of court because of the intervention of unsanctioned vigilantes ("Superheroes"), Reginald put his scientific skills and inventiveness into practice, experimenting with the electromagnetic "biofield" of the human body, and discovering a way to vastly improve his own health and energy by enhancing his. Once he was physically able to endure the strenuous work required with his enhanced biofield, he began a rigorous training program that increased his strength immensely. He developed the Biosuit, a life-sustaining, skin-tight apparatus, and the Biofield Disruptor visor, setting out to handle super criminals with an eye for forensic evidence and proof of villainy.


My hit and power points seem low. My skills and powers would be enough to carry me through right?

Dark Archive

Azih
That's the plan. Your powers, and how you apply them, can make the difference between defeat and victory. I've seen heroes with few hit points take down villains with hit points in the 80's, just by creatively using their abilities.

Ice Storm
Hit Points: 19
Power: 73
Detect Hidden: 10%
Detect Danger: 14%
Movement: 59" on ground
Accuracy: +6
Carrying Capacity: 250 lbs.
Base HTH Damage: 1d6


You could use Willpower x2 to supercharge you're absorbtion device to drain HP from others and add to you

Grand Lodge

My character's weight is 173 lbs...will work on fluff later....got a concept in mind...

Dark Archive

Grimdog
Hit Points: 21
Power: 64
Detect Hidden: 8%
Detect Danger: 12%
Movement: 54" on ground
Accuracy: +2
Carrying Capacity: 472 lbs.
Basic HTH Damage: 1d6

Dark Archive

Reckless
Only one problem I can see. You need to lose one power right off the bat, then one more for dropping the weakness. You're one power too heavy.

Grand Lodge

dang...won't let me use your sheet...I'll try to find one online...

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