Togomor

Jud Smith's page

41 posts. Alias of Aubster.


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Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

Jud grunts in response and wanders off, no longer interested in the conversation if he can't throw Carl at a truck.

Bored he gives a mental shout, Hey girl voice, where'd that big girl go? Think she'd wanna wrassle?

While waiting a response he heads over to watch what a Renegade is doing and occasionally reaching out to poke at buttons if Renegade has found a computer.


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

Jud's brow wrinkles as a thought comes to him, "Hey, I have an idea. I bet I could throw Mr. Phasey a few blocks. I could stand wayyyy down the street, grab him and chuck him at the truck. Of course, if he doesn't phase before he hits the truck he's going to go splat. Cool idea, huh?"


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

Jud isn't bothered by making a fake declaration of fear and respect of the Slashers. He's been ridiculed before and he makes a mental note of who's doing it this time...Soon enough punks, soon enough...

Milk Run

"So no smashing the truck, huh, Tinman? If Mr. Blinky can do it without our help, more power to him."


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

Jud walks over to Renegade..."Bored...Hey Tinman, what's the plan? What's going on outside? Where'd you get the cool suit? Did you build it? Was it hard? Wanna arm wrestle?"


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

Jud, finished with his preparations (putting on a motorcycle helmet and drawing a sword) begins to sing to himself..."I wanna be an airborne ranger; I wanna live a life of danger" as he swings his sword around.


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

Jud listens to the flow of words and decides that things are almost certainly going to go sidewise so he gears up...he puts on his motorcycle helmet and grabs his new Vibrosword. "Hey Tinman, is it killing time yet?"


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

Are we waiting until it's time to start operation 'Steal the Stuff From the Delivery Truck'? Until then Jud's hanging out, chowing down on free food and making himself laugh as he makes up more and more insulting nicknames for the others.


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

Jud furrows his brow at the stream of words from Renegade. "Soooooo, we should do that timey one, huh? I used to rip doors off of vaults so I bet I could rip the doors off a truck, no problem, if you guys stop it. Maybe what's her face, Ima Jean, could mess with the driver and make him stop. What'cha think? Pretty good plan, huh Tinman?" Girl voice has a funny last name...Jean...like pants...her name is pretty much I'm pants. Maybe we should just call her pants. It's probably a bit disconcerting to see someone the size of Jud giggling to himself and muttering "Pants"


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

After ripping through the food and drink, Jud wanders over to the V-Map and starts playing with it.

"BELCH!! This is cool. Moderate is better than low so shouldn't we do it first? Could Tincan crack into the police computer and see if there are any clues? There's always clues in the 4-D shows, that's why I wear a fedora...no one will ever recognize me in a fedora."


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

Arriving at the hide-out, Jud finds the squishiest furniture and sprawls across it. "COOK! Where's my Hasenpfeffer?" he shouts at the top of his lungs and starts laughing. "I do love me some Bugs Bunny. Wonder if he's still alive or if those space guys killed him," Jud says with a more solemn expression.

And onto Plan B - what do we know about this delivery truck we're supposed to hijack?


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600
Michael Weiss, "Renegade" wrote:

As Renegade works his magic on the networks, his suit detects and informs him of the various potential threats assembling around the group.

Telepathic Message to Imagine: For the record, in case you weren't aware, we are being followed and our movements are being tracked very closely. On foot, scooters, and bikes. I don't have any doubt that they can be taken out easily enough, but it is going to draw a lot of attention, even more than we have so far given our brazen parade through Southpoint. Also, I've managed to locate a security camera functioning about two blocks away from the main building. There are several vehicles parked there, including a heavily altered bus with "Axe!" painted on the side in graffiti. The other vehicles appear to be of decent size as well. In case it isn't perfectly clear...this looks to be a bad idea. However, I am reading on the VMAP that our benefactor has several missions he DOES want his cells to undertake that are available, one of which is indeed in this area. Perhaps we should reconnoiter back at your base of operations and research one of these options?

[dice=Notice]1d12 + 2
[dice=Notice Wild]1d12 + 2

Am I correct in assuming that as long as Imagine maintains the telepathic link up, I can initiate a message to her? Also, do I happen to spot any of these Slashers that are following us carrying any obvious tech or things that should be beyond their means?

"If we back to the base can we finally have lunch? I'm sure that with some help from you all I could take care of them Slasher punks but that might be more trouble than it's worth especially if tin-can", pointing a finger at Renegade, "is right. I say we have lunch and then go to plan B...something that doc demento, I mean Doctor Doom," looking around to make sure Dr. Doom isn't lurking,"wanted us to do."


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

Jud waits until Carl moves towards the gang's headquarters and then draws the Vibrosword. I think I can slice through anything with this beauty.

Jud looks at Baldy, "Quiet now meat, no crying out to your friends. I can throw grenade Baldy into their building from here if you upset me."

HEY GIRL VOICE! Neat disappearing trick. Let us know what the bad guys are doing, okay?


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

Jud will amble along with the rest of the walkers but once he's a few blocks away he pauses and looks at Carl. "Phasing time? Scout and see what we're up against."


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

Spirit: 1d10 - 4 ⇒ (3) - 4 = -1

Wild: 1d6 - 4 ⇒ (3) - 4 = -1

Jud twists his head around trying to spot Imagine but gives up when he starts feeling dizzy.


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

"Aye punk, let's get going," Jud says and again holds the grenade up for Baldy to see.

HEY GIRL VOICE!!! Make sure everybody knows the plan, right-o!"

What kind of name is Imagine anyhow? I don't like it. Girl Voice makes more sense. Hmm...Carl is the phaser, still looks like a Harold to me. Rigor? That suits. Tough looking broad, looks like she'd cause Rigor Mortis. Everyone can hear Jud chucking to himself and muttering "Mortis, yeah that's it...


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

Jud, Novice 1

Advance - Power Points Edge (5 points)
Spending 4 points on Attack (melee) Lvl 2
Spending 1 point on Armor Piercing add-on to Attack (melee) to get 4 points of AP

With a Vibrosword Judd would do Strength + d8 + 2 + 2d6 in damage and have 6 points in AP


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

Just to confirm...Judd can take the Power Points edge since he didn't take it at character creation?


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

Agreed...several blocks away as the starting point and let Carl lead the way as a scout, hit the first group of baddies with artillery (Snake Charmer), Imagine picks off stragglers and the brute squad reacts as needed to what happens (like the bad guys make their checks and aren't stunned or controlled and are heading for us).


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

Jud girds himself for battle (by taking off his fedora and replacing it with his motorcycle helmet) and drawing the Vibrosword from its sheath.

"Nice trick girl voice, disappearing like that. Why don't you lead the way and see what you can see?", Jud says and if they're any tripwires I'm happy to let miss bossy trigger 'em instead of me.

"Maybe phasing guy, Harold?, sorry may not have caught your name right, could help girl voice with the scouting. If Snake-Hair can stun people then she should strike before the pretty big girl and I go rushing in to chop the punks into bite sized punk pieces. And then lunch?"

"What do ya'll think? Plan good enough?"


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

So, if we go kill this Pill punk and Jackaxe, can we have lunch? If so, let's go do it now.


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

Jud whistles as he spies a grenade to replace the one he used to win the fight. I like grenades...I wonder if I should try throwing them two at a time. Something to think about.

Besides the grenade he grabs the Vibrosword, which is shown on the character sheet.


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

Jud happily accepts his new sword (aka Big Knife) and slips his brass knuckles back into his coat pocket. With the fighting done for now, he takes off his motorcycle helmet and pulls his battered fedora low across his brow again.

Girl voice! Names Jud or Smith, but not Smithy or Blob. I don't like those, don't call me those, or... Jud tries to send a mental picture of Imagine's head being separated from her torso by a swing of a large sword.


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

Jud looks around pleased with himself...I knew that would work

Vigor: 1d12 ⇒ 6
Wild: 1d6 ⇒ 2

Except for a slight ringing in his ears, Jud's unaffected by the grenade explosion. He takes a look around to see if he can find a better weapon like a Vibroblade of some sort.

Notice: 1d4 - 2 ⇒ (4) - 2 = 2
Ace: 1d4 ⇒ 1

Wild: 1d6 - 2 ⇒ (2) - 2 = 0


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

SPC2 is fine. Like the idea of starting with 35 power points (because I'm greedy) but either way is fine.


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600
Imagine wrote:
Uh, Jud? Wanna throw on a Benny here? Huh? Yeah? Might be good now. >.>

Oh, that's a good idea... ;)

Spend a Benny to reroll throw roll

Throw: 1d12 - 2 ⇒ (5) - 2 = 3
Wild: 1d6 - 2 ⇒ (5) - 2 = 3

Seriously?...spend 2nd Benny

Throw: 1d12 - 2 ⇒ (2) - 2 = 0
Wild: 1d6 - 2 ⇒ (6) - 2 = 4
Ace: 1d6 ⇒ 2 Total of 6


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

Hopefully this doesn't cause a problem for Carl.

Judd surprised to see yet another room and another Slasher pulls one of his grenades from his jacket, pulls the pin and throws it into the other room.

Assuming multi-action penalty
Throw: 1d12 - 2 ⇒ (3) - 2 = 1

Wild: 1d6 - 2 ⇒ (2) - 2 = 0
Uh-oh

damage: 3d6 ⇒ (6, 5, 4) = 15
Ace: 1d6 ⇒ 2

UH-OH!!!


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

Agility: 1d10 ⇒ 8

Wild: 1d6 ⇒ 6
Ace: 1d6 ⇒ 3

Jud decides to listen to the lady voice and takes a few big steps towards the girl behind the counter and punches at her with his brass-knuckle clad fist. He holds nothing back, taking a wild swing at the girl.

Attack (wild): 1d12 + 2 ⇒ (12) + 2 = 14
Ace: 1d12 ⇒ 10 Total 24 Guessing that's a raise over her parry

Wild Die (wild Attack): 1d6 + 2 ⇒ (1) + 2 = 3

Damage: 1d4 + 1d12 + 3 + 2 ⇒ (2) + (9) + 3 + 2 = 16
Damage for raise?: 1d6 ⇒ 1 Total either 16 or 17


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

You go Girl Voice! Make 'im rips his heart out. Ohh, make them rip each other's arms off and use them to beat each other. Wait, wait, can you make their heads explode? That would be so cool.. Jud's not sure if everyone can hear his mental voice or just the girl voice but doesn't really care. What was that old 4D movie line that big green guy would say..."don't upset me, you wouldn't like me when I'm upset?". Jud shrugs his shoulders as he can't quite remember. mmm...snacks... he thinks as he begins to pick through the little bits of food on the shelves, trusting in what's her face to handle the punks.


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

Jud reaches up to scratch his grey skin covered head but forgets he's wearing a helmet so all he accomplishes his hitting himself in the head. HEY GIRL VOICE...I'LL BUY THAT BUT STILL VOTE FOR KILLING ONE, suddenly Jud's volume drops as he begins to get the hang of this telepathy idea, but we can try it your way. Slower though.


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600
Carl, Phasing Addict wrote:
Casting a sideways glance at the newcomer, Carl says to the man behind the counter, "Hi, me and my friends are interested in expanding into the business, like you have here. We've heard there are franchise opportunities. We just need to know who your boss is, and who is your supplier."

"Why you want to go into business running a crappy grocery store like this place, bud?" Jud asks Carl in honest confusion. "Look at this place...they ain't got almost any foods. Whoever they gets their supplies from sucks." Jud shakes his head at the foolish idea for a money making business his new comrades have. HEY BRAIN GIRL...WOULDNT IT BE EASIER TO JUST STEAL MONEY THAN RUN A GROCERY STORE?, Jud mentally shouts at Imagine (not yet grasping the concept of telepathic volume control).


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

With a loud crash, the motorcycle helmet drops from the big man's hand as he's stunned to hear a female voice talking to him from inside of his head. Jud claps both hands to his head and thinks as hard as he can at the female voice, essentially screaming inside his own mind KILL ONE AND THE OTHERS WILL TALK. FASTER THAT WAY. MAKE THEM FEAR US AND THEY WILL RESPECT US.

Moving carefully trying not to alarm the punks with the blades, Jud grabs his helmet off the floor with one hand while he stuffs his battered fedora into his coat pocket with the other. Then using both hands, he jams the helmet down over his misshapen head and finally slips his right hand into his coat pocket, sliding his fingers through the holes of his brass knuckles as he's done so many times before. Besides that he does not move, waiting to see how things play out the next few minutes.


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

Carl and Imagine see a large man (seemingly almost as wide as tall) enter the store right behind them. He's wearing a soft fedora pulled low, sunglasses, a scarf wrapped around most of his face and a trenchcoat. He doesn't carry any visible weapons but does have a battered motorcycle helmet tucked under one massive arm.

Except for his size and odd manner of dress he appears to be normal except for the bits of flesh you can see that are not hidden by the scarf or what you can see of his hands. His skin and palms are stone like, dull grey and cracked. If anything, they probably remind you of how gargoyles were portrayed in the 4D movies that were all the rage before the invasion.

In a low gravely voice he says, "a mutual friend sent me to give you a hand. Whatcha want with these punks?" he adds pointing to the two men with his helmet.


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

Being new to Star City, Jud hasn't had any experience with the Slashers (or the other gangs). Dr. Doom sent him to rendezvous with his new gang at their hideout but he got lost on the way and showed up after the other villians had left. Luckily, a nice older lady at the hideout paused in her cooking long enough to tell him the others had gone shopping at the bodega. Going by the descriptions he had gotten from Dr. D, Jud was able to recognize his soon to be partners going into the store.


Poor Wandering GM wrote:

Jud and Snake Charmer

Please finish up gear etc and report to the Discussion thread.
The group is about to annoy the Southpoint Slashers how do you see yourselves getting involved?

I am leaning towards just dropping you in and ret-conning the intro later.

Final equipment list (cost)

Flak Jacket (80)
Motorcycle Helmet (75)
Brass Knuckles (20)
Grenades x4 (400)
Normal Clothing (20)
Disguise (Trenchcoat, Fedora, Sunglasses & Scarf). (20? - assume same cost as second set of normal clothing)
Combat Drugs (5 each of strength, agility and vigor) (300)

Total cost 915


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

I like Atlas' idea better than mine - it's more straight forward


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

One idea is that Jud and Snakey were part of a different underground cell that took on the Slashers and lost. The rest of the team is dead and the Slashers are holding onto Jud and Snake to see who will give them the best price (the V'Sori or the underground). Both have been drugged to keep them pacified but your appearance interrupts the next dose so they are rapidly returning to consciousness.


Poor Wandering GM wrote:

Jud, questions for

So how did Jud get his powers?

There are (Were? Most probably dead but then.....) two major players in the pre-invasion supervillain scene who were known for experimenting in humans in hope of making more and better goons. Colonel Clone and Hydra the mutant mastermind both experimented with a variety of super-making modalities. Either one could have created Jud. Even without Jud knowing, both worked on prenatal mutation.... Just an idea.

Where was Jud active for his criminal career? The game is largely set in Star City but that does not mean you have to be from here. Either the V'sori or Dr. Destruction could have brought you here or you could have made your own way as this is the largest city still standing.

Do you bother to maintain a secret identity? Do you consider yourself a Super Villian?

Equipment

Flak Jacket
Motorcycle Helmet
Brass Knuckles
Grenades x4
Normal Clothing
Disguise (Trenchcoat, Fedora, Sunglasses & Scarf).

Proposed backstory as long as it fits with the setting.

Jud doesn't know how he got his powers. He has vague memories of being a small child in what he assumes was an orphanage and then a longer period of time in a hospital with mean nurses and sadistic doctors. The time in the hospital was filled with horribly painful procedures and injections of strange glowing liquids.

Jud's not sure of how long he was at the facility but does know that it was during the hospital period that he his skin grew hard and gray and he got strong...really strong...amazingly strong. Jud's stay was ended when there was an explosion that destroyed the building.

As far as Jud knows, he was the only survivor, somehow protected by his strange skin. Since then he's lived by taking what he needs and then fleeing. As he grew older he grew even stronger and his appearance even more hideous so he's learned to hide himself as much as possible with a coat, hat and scarf. He's robbed his way across the Midwest and Upper South always heading East until he at last found himself at Star City. He was recruited by one of Dr. Doom's minions who saw him rip a vault apart in a bank hold-up.

Jud doesn't consider himself a super-villain but does believe that there is no one that could take him in a straight up fight.


Poor Wandering GM wrote:

Jud audit

Race: I am assuming human? Or is Jud a Hybrid?

Stats check.
Skills check.
Hindrances check.
Edges check.
Powers check.

Trappings?
Do you see your powers operating in any way other than standard? Any trapping other than 'generic super powered physique'?

Jud's human.

The only trapping I'd suggest is one associated with his toughness, specifically that Jud has hardened, cracked, gray mottled skin; sort of how a gargoyle's skin is typically portrayed, almost like stone.


Presenting Jud 2.0

Agility d10
Smarts d6
Spirit d10
Strength d12+3
Vigor d12

Hindrances
Clueless
Overconfident
Heartless
Ugly

Edges
Brawny
Take the hit
Superpowers

Superpowers
Toughness (3 Pts)
Super attributes (12 points - 3 for agility, 1 for smarts, 3 for spirit, 4 for strength, 1 for vigor)

Skills
Fighting d12
Intimidate d8
Throw d12

Charisma -2
Pace 6
Parry 8
Toughness 11

Think Jud should just need to buy his gear.


Poor Wandering GM wrote:

Jud Holding off on a full audit because I think I am seeing an Agility, Spirit, and Smarts of d4. I don't normally poke into folks design choices other than to make sure everything adds up but you might want to take a look at the Tricks and Tests of will rules. Also the recovering from shaken mechanic.

If this is what you want to play and you are aware that you will be rather vulnerable to getting 'Shaken locked' then all is good and I will do the full audit.

Also the unarmed defender rule does not apply to this setting (see setting rules in NE book/guide) so all the Martial Artist edge does in this setting is get you an extra d4 damage. If that is what you want then rock on but if you were taking it to avoid the unarmed defender penality then you might want a rethink.

Snake Charmer Good news! AP Superpower is a free edge for this setting so it looks like you get another edge.

Good feedback, I'll adjust a bit and repost.


Poor Wandering GM wrote:


Aubster And hello to you. I am assuming you will be able to resist reading too much of the GM's section.

Questions: Do you think Jud and Rigor will be competing for limelight?
I think I can deal with two bricks but you will need to at least think about not upstaging each other.

Both
Rough concepts look good. Would love to see some crunch if you are in the mood. Question for you. Why are you working for Omega? Are you loyal? Blackmailed? Is Dr. Destruction just a port in a storm?

Some crunch double check my numbers if you don't mind.

Stats after spending the initial 5 points
Agility d4
Smarts d4
Spirit d4
Strength d10
Vigor d8

Hindrances (standard 1 major/2minor + 1 additional major for 5 extra power points)
Clueless - major
Overconfident - major
Heartless - minor
Ugly - minor

Spend 2points to raise Vigor to d10

Edge (free human edge + 1 from hindrances)
Take the hit
Brawny

Super powers (15 points)
Super Attribute Strength 6 points so Strength is d12+5
Super Attribute Vigor 4 points so Vigor is d12+3
Toughness 3 points
Super Edge 2 points to gain Martial Artist combat edge

Skills (15 points)
Fighting 5 points for d8
Throwing 5 points for d8
Intimidate 5 points for d8

Derived stats
Charisma -2
Pace 6
Parry 6
Toughness 11

Hopefully it won't be a problem to have two bricks...my impression is that Rigor is more well-rounded. Jud basically is dumb as a, well, a brick. His basic move is to smash something with his bare-hands. A fancy move is to throw something heavy at somebody. Besides that he can rip things apart and take a punch like crazy but that's about it.

Jud's working for Dr. Doom because he has no marketable skills besides smashing things and since the invasion it's harder for a big dumb guy to make a living by smashing people and taking their stuff. He's loyal until somebody comes along with a better offer (which for Jud could be a handful of magic beans).