Wednesday, January 31, 2018

MP - TMBC - Choice - Martial Artist with Strength Boost

Choice

Background and Origin: Andrea Thornton began studying kung fu when she was a child. She excelled in it, and her instructor finally convinced her to travel to China for proper training in the ancient mysteries. She spent two summers in China during high school, but her life changed when her powers emerged in college. At the age of twenty, she decided the world had more need of a hero than just another kung fu master.

She is currently operating out of Prague, Czech Republic, where she splits her time working on High Energy Physics research at University, and aiding law enforcement on a contingency basis. (She does not speak Czech, but this is rarely an issue.)

Choice has not revealed the source of her absorption power, but it is not a mutant power. She acquired it during her time in China.

She studied Eastern medicine and philosophy and since returning to the West has taken up the study of physiology and medicine as a way to further understand and expand her own abilities.

Combat Tactics: In spite of her ability to absorb damage and convert it to strength, she is really much more of a classic martial artist. She actively dodges and uses cover until she can close with her opponents, then she uses her close combat skills to ward off attacks while whittling away at her foes. If she is able to block most of her foe's attacks, she may ask an ally to deliver a low-power attack to her to boost her strength.

Notes: Model Felisja Piana. Character by P. Rogers, January, 1999.

Special thanks to Timothy Brannan for the model's name and link.

Her Chi powers break a rule regarding Multi-Ability, so I used Miscellaneous (Exclusive) (-5), instead, although it operates exactly like Multi-Ability, in that she cannot use both chi powers in the same turn.

The Vulnerability to Magic actually wasn’t part of the original V+V character. That popped up when I was trying to balance her point value in Living Legends, and carried forward into the Mighty Protectors version. Thus, I retroactively added it to the V+V version for consistency.

white hair, tattoos, nose ring.png

Choice (Andrea Thornton) - Mighty Protectors

Strength   11 (Carrying Capacity 96 lbs., Basic HTH d4)
Endurance 16 (Save 11, Heal 2.2)
Agility 15 (Save 11)
Intelligence 11 (Save 10)
Cool 18 (Save 12, Initiative d8+1)

Hit Points 13
Power 53
Physical Defense 1
Mental Defense 0
Move 14
Inventing Points 6
Wealth d6
Luck 10-
Weight 150 lbs.
Total Cost 71 + 92 - 20 = 143

Powers

Absorption:
  • Absorption Protection: None. Her Absorption Effect is linked to Armor;
  • Absorption Effect: Add +20 CP to Strength (5), Modifiers: Increased Duration (absorbed points fade after 1 hour) (+5), Miscellaneous (extra ST affects only Carrying Capacity and Basic HTH) (-5) (5 CP)
Armor: Energy 5, Entropy 4, Modifiers: Unobvious (+5) (20 CP)

Experience Levels: Attack +0, Defense +1, Skills +1 (5 CP)

Heightened Defense: Mental Defense +1 (2.5 CP)

Knowledge: Language (English, native, literate), Korean (basic, illiterate), Mandarin (basic, illiterate) (2 CP)

Natural Weaponry: Attack +2, Damage +4 Blunt Kinetic (15), Modifiers: Carrier Attack (+7.5) (22.5 CP)
  • Nerve Punch - Devitalization Ray: Damage 2d10 Power, PR=0 (0), Modifiers: Carried Attack (+7.5), Reduced PR (+7.5), Miscellaneous (exclusive with Power Blast) (-5) (10 CP)
  • Chi-Energized Power Punch - Power Blast: Damage 2d6 Energy, PR=3 (10), Modifiers: Carried Attack (+7.5), Increased PR (-5), Miscellaneous (exclusive with Devitalization Ray) (-5) (7.5 CP)
Wealth: Wealth roll d6 (2.5 CP)

Gear


Armored Costume - Adaptation: High Temperatures, Low Temperatures, Armor: Kinetic 1, Energy 2, Biochemical 1, Entropy 2, Modifiers: Multifunction Gear (15 CP)

Weaknesses

Personal Problem (Dependent): She is the legal guardian of her two younger siblings. These are the children of her father's second wife (both father and wife died in a car accident) and are legally minors. (Rare) (-5 CP)

Personal Problem (Public Identity): She was unmasked a few years ago by a villain and has done the best she can. (-10 CP)

Vulnerability: She is a magnet for Magical attacks, suffering -2 Defense (-5 CP)

Combat Summary:

Initiative: d8+1
Unarmed: Attack

Choice (Andrea Thornton) - Villains and Vigilantes

Strength 9 (Carrying Capacity 175 lbs., Basic HTH 1d4)
Endurance 16 (Heal 1.2)
Agility 15 (Accuracy +2, Damage +1)
Intelligence 11 (Detect Hidden 8%, Detect Danger 12%, Damage +0)
Charisma 18 (Reaction +/-x)
Level 2

Hit Points 9
Power 51
Move 40” ground
Hit Modifier 2.88
Weight 150 lbs.
Basic Hits 3
Inventing Points 2.2

Absorption: She can convert physical and energy attacks into Strength. Assume this power applies against all attacks affected by the Adaptation defense, but it does not offer a defensive modifier. This power provides some resistance to injury equivalent to the Invulnerability power, absorbing 4 points of damage per turn per character level (thus, as she gets more powerful, she gets more durable).
     However, for each point of damage (before the Invulnerability), her Strength characteristic is increased by one point. Extra strength gained through this power fades at the rate of one point per five minutes. She cannot absorb attacks that do not normally cause Hit Point damage (this includes Paralysis Ray, Devitalization Ray, and many forms of psionics). The increased Strength boosts only her Carrying Capacity; it does not affect Hit Points, Power or Movement. The normal benefits of a high Carrying Capacity (e.g. Basic HTH, throwing) apply.
     This power is always on; she does not have to spend an action to activate it.

Natural Weaponry: Lifelong training in the martial arts gives her +3 “to hit” and +6 damage with unarmed HTH. She has also developed two power stunts:
  • Nerve Punch: With a Special Attack, this attack does normal damage, but also delivers a carrier attack that acts as a Devitalization Ray causing 1d12 points. PR=0.
  • Chi-Energized Power Punch: This attack focuses her chi-energies into a powerful blow. This is a normal Power Blast carrier attack doing 1d12 damage, PR=3.
Vulnerability: She is a magnet for magical attacks, such that opponents are +2 “to hit” her with magical spells and powers.

Choice – Absorbed Strength Table
Base Strength 9, Endurance 16, Base Weight 150 lbs.

Strength
Carrying Capacity
Basic HTH

Strength
Carrying Capacity
Basic HTH
9
175
1d4

21
815
1d8
10
195
1d4

22
919
1d8
11
220
1d4

23
1033
1d10
12
250
1d6

24
1157
1d10
13
285
1d6

25
1292
1d10
14
326
1d6

26
1438
1d10
15
373
1d6

27
1596
1d10
16
427
1d6

28
1766
1d12
17
488
1d8

29
1949
1d12
18
557
1d8

30
2145
1d12
19
634
1d8

31
2354
1d12
20
720
1d8

32
2578
1d12

Combat Summary:
Initiative:  d10+15 (avg 20.5)
Unarmed:  HTH +5 “to hit,” Damage 1d4+7 (avg 9.5)

Living Legends – Choice [150 CP]

PHYS 11/d6
REFL 11/d6
DEFT 11/d6
INTL 7/d4
COOL 16/d8
VITL 7/d4
Mass 68 kg (d4 Mass effect)
Fame 2

Skills: 6 @ +1 level (2) (+8) [6 CP]
Medicine: (INTL/S), d4 effect
Scholar: (INTL/S), Chinese martial arts, d4+1 effect
Science: (INTL/S), organic chemistry, d4 effect
Stealth: (DEFT/G), d8 effect
Unarmed: (DEFT/G), kick, d8 effect
Unarmed: (DEFT/G), punch, d8+1 effect

Languages: English (native), Mandarin Chinese (basic) (1), Korean (basic) (+3) [1 CP]
Literacy: English [0 CP]

Combat Maneuvers: +2 levels (7) with Parry (+1), Strike and Stun (+5), with Unarmed [punch] (+0) [16 CP]
Legal Powers: Passport (1), Professional License [nurse] (1), Vigilante License (1) [3 CP]
Skill Bonus: +1 level (3) with Scholar and Unarmed [punch] (+3) [4 CP]
Wealth: +1 level (2), d6 effect [2 CP]

Armor: 3 vs. All Physical and Mystical damage types (15), Absorption [to STR, automatic] (+3) (+3) [33 CP]
Speed Bonus: Jumping distance x1.33 (1) [1 CP]

Chi Multi-Power (2 powers)
(a) Devitalization (“Nerve Punch”): d6 Mutagenic [molecular disruption] (9) (+3), Carrier Attack [unarmed melee] (+2), Reduced Range [no range] (-3), Multi-power (-3) [8 CP]
(b) Power Blast (“Chi-Energized Power Punch”): d12 Energy [pure energy] (29), Carrier Attack [unarmed melee] (+2), Reduced Range [no range] (-3), NRG Cost [1 per use] (-2), Multi-power (-3) [13 CP]

Weakness (Attracts Attack): Mystical damage type [+15 CP]
Weakness (Public Identity): She was unmasked a few years ago by a villain and has done the best she can. [+10 CP]
Weakness (Quirk): Only listens to New Age and Classical music [+5 CP]
Weakness (Responsibilities): She is the legal guardian of her two younger siblings. These are the children of her father's second wife (both father and wife died in a car accident) and are legally minors. (Uncommon, Major) [+5 CP]
Weakness (Vulnerability): x2 damage from Magical and Mental Damage types (Uncommon) [+10 CP]

Boilerplate

“Choice” originally appeared in They Might Be Characters Volume 1 © 1999 by Patric L. Rogers.
http://www.patric.net/docfiles/tmbc1_pix_022500.pdf

Document Copyright (C) 1999, 2010 2017, 2018 by Patric L. Rogers. All rights reserved. Portions Copyright others; no attempt is made to infringe upon their rights.

Villains and Vigilantes, Living Legends and the Monkey House Games logo are trademarks owned by Monkey House Games, ©2010 Monkey House Games. All rights reserved. Made in the U.S.A.

Unofficial Living Legends Companion written by Patric L. Rogers, Copyright © 2010-2017 by Monkey House Games. All rights reserved.

Mighty Protectors and the Monkey House Games logo are trademarks owned by Monkey House Games, ©2017 Monkey House Games. All rights reserved. Made in the U.S.A.

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Wednesday, January 24, 2018

MP - TMBCv1 - Lexington Cargill, Advisor to the Mob

Background and Origin: Lexington Cargill is the result of alien experimentation on human beings. He has only vague memories of being kidnapped while driving alone on an old country road. He does remember being found the next morning trapped in his car that had wrapped around a tree. He knew he hadn’t been drinking and it angered him that the sheriff’s deputies should accuse him of such. It angered him so much, he ripped apart his car to escape, then disintegrated one of their cars before they fled in the other.

Because of his perceived attack on the police and his deadly powers, the media branded him an instant criminal and threat to society. Cargill embraced his new life (even if it had been forced on him) and became a supervillain. Cargill aspires to lead a crime ring. He has aligned himself with certain criminal elements in the city acting in the dual capacity as adviser and enforcer. He uses the enforcement aspect to spread fear and he tries to learn everything he can when acting as an adviser. Whether working for someone else, or out on his own, Cargill always makes sure he has three underlings to carry out his personal tasks (use Cheap or Normal Thugs depending on his income level at the time).

Before the abduction, he worked in logistics - packaging and distribution of commercial goods. He was a minor partner in a Portland-based company. In his off hours, he was a talented bowler on the verge of going pro. He was approached by organized crime to use his transportation business as cover to smuggle goods. He was savvy enough to know he was in a bind. If he said “yes,” he was getting in bed with criminals. If he said “no,” then his business and family were likely to have “accidents.” He threw in his lot with the criminals. He isn't sure, but he suspects his car “accident” had been rigged by someone in the organization who was trying to eliminate him, because he had been thinking about turning state evidence. After the issue with the police, he no longer had any choice.

Combat Tactics: He is a methodical fighter, using cover and pick apart his foes.

Personality Traits: He’s a blue collar guy, which only a couple years of part-time college. He works very hard to show how cool and in charge he is. He is a thinker and plotter, working behind the scenes.

Appearance: Cargill is always smartly dressed in expensive suits or tuxedos. He is unimposing at 5’6”, 160 lbs.

Powers: He has superhuman strength, able to lift/press approximately 1.5 tons under optimal conditions. He can generate unknown forms of energy from his eyes, which can easily penetrate steel.

Notes: Mighty Protectors doesn't have quite the same “every power is a defense” mechanic of VnV (Counterblast just isn't the same thing), so I gave him Heightened Defense to represent his VnV tactic of committing an action per turn to defense. I thought about using Shield (which was the Living Legends method), but it didn’t feel right for the MP version.

I'm actually surprised the MP version total CP came out as high as it is, given his overall lack of utility.

(model unknown)

Lexington Cargill - Mighty Protectors

Strength 23 (Carrying Capacity 1536 lbs., Basic HTH d10+1)
Endurance 16 (Save 11, Heal 2.2)
Agility 9 (Save 10)
Intelligence 14 (Save 11)
Cool 10 (Save 10, Initiative d4)

Hit Points 19
Power 62
Physical Defense 5
Mental Defense 4
Move 16
Inventing Points 7
Wealth d6+1
Luck 10-
Weight 160 lbs.
Total Cost 72 + 88 - 15 = 144

Powers
Alien Eye Beams:
  • Disintegration Ray: Damage 2d10, Range 23”, PR=2 per shot (20), Modifiers: Multi-Ability (-10) (10 CP)
  • Power Blast: Damage 2d10 Energy, Range 20”, PR=1 per shot (20), Modifiers: Multi-Ability (-10) (10 CP)
Durability: Hit Points +3 (3 CP)
Experience Levels: Attack +2, Defense +3, Skills +3 (25 CP)
Heightened Defense: Physical Defense +2 (5 CP)
Heightened Expertise: Attack +2 with Alien Eye Beams (5 CP)
Heightened Strength: ST +10 (included above)
Knowledge: Professions (Crime, Sports, Transportation) (5), Regions (United States, Mexico) (5), Languages (English, Spanish) (fluent, literate) (4), Languages (German) (basic) (1), Professional Specializations (Bowling +3, Logistics +3) (5) (20 CP)
Wealth: d6+1 Wealth roll (5 CP)


Gear
Bulletproof Vest: Armor: Kinetic 6, Energy 2, Biochemical 2, Entropy 2, Modifiers: Gear, Partial Coverage (Light) (5 CP)

Weaknesses
TBD (-5 CP)
Compulsion: To present himself as articulate, educated, suave and brooding (Rare, Character Hook) (-5 CP)
Nemesis: He has made enemies (-5 CP)
Reduced Agility: AG -5 (included above)

Combat Summary
Initiative: d4
Unarmed: Attack 13-, Damage d10+1 (avg 6.5)
Disintegration Ray: Attack 15-, Damage 2d10 (avg 10.5)
Power Blast: Attack 15-, Damage 2d10 (avg 10.5)

Lexington Cargill – Villains & Vigilantes

Strength 35 (Carrying Capacity 3558 lbs., Basic HTH 1d12)
Endurance 16 (Heal 1.6)
Intelligence 14 (Detect Hidden 10%, Detect Danger 14%, Damage +0)
Agility 9 (Accuracy +0, Damage +0)
Charisma 10 (Reaction +/-0)
Level 6

Hit Points 21
Power 74
Move 60” ground
Hit Modifier 5.148
Weight 160 lbs.
Basic Hits 4
Inventing Points 5.4
Power Blast: Sapphire blue impact bolts erupt from his hands.  26", 1d20, PR=1.

Disintegration Ray: Angry red death rays stream from his eyes.  35", 1d20, PR=3.

Heightened Strength B: His superhuman physique gives him +22 Strength.

Invention:  ×1

Combat Summary:
Initiative:  d10+9 (avg 14.5)
Unarmed:  HTH +0 “to hit,” Damage 1d12 (avg 6.5)
Power Blast: +0 “to hit,” Damage 1d20 (avg 10.5)
Disintegration Ray: +0 “to hit,” Damage 1d20 (avg 10.5)

Lexington Cargill - Living Legends

PHYS 22/d10 (PHYS 34/d12)
DEFT 7/d4
REFL 7/d4
INTL 11/d6
COOL 7/d4 (APP 11/d6)
VITL 16/d8
Mass 73 Kgs (d4 Mass effect)

Skills: 6 @ +1 level (2) (+x), 4 @ +2 levels (3) (+x)
Find Direction (INTL/G), +1 level, d8 effect
Hiding (INTL/G), +2 levels, d10 effect
Profession (Logistics) (INTL/G), +2 levels, d10 effect
Sport (Bowling) (DEFT/G), +2 levels, d8 effect
Weapon (Disintegration) (DEFT/G), +1 levels, d6 effect
Weapon (Power Blast) (DEFT/G), +2 levels, d8 effect



Powers
Disintegration: Damage d10 untyped (43), Range [24”] (+1), NRG Cost [1 per use] (-2), Multi-Power (-3) [25 CP]
Power Blast: Damage 2d8-1 Energy [pure energy] (37), Range [12”] (+0), Multi-Power (-3) [25 CP]
Shield: 5 vs. Biochemical, Blunt Kinetic, Energy, High Temperature, Low Temperature, and Sharp Kinetic (1), Innate (+3) [1 CP]
Skill Bonus: +1 with Weapon (Unarmed Punch, Kick), Disintegration, and Power Blast (3) (+x)


Lexington Cargill - Marvel Superheroes Advanced Set

Fighting Excellent
Agility Typical
Strength Remarkable
Endurance Good
Reason Good
Intuition Good
Psyche Typical

Health 66
Karma 26
Resources Excellent
Popularity 0

Powers
Armored Costume: Typical protection from physical and Force, Excellent protection from Heat, Fire and Radiation, Good material strength.

Disintegration: Unearthly
* Causes Incredible damage to living things; 
* Can disintegrate Excellent volume of Unearthly material strength non-living objects;
* Range 4 areas

Energy Generation: Incredible
* Pure Force, 3 area range

Talents
He has Excellent Agility with his Alien Eye Beams, and Excellent Reason with Logistics

Contacts
He has several contacts in organized crime, and the logistics (shipping) industry


Boilerplate
Model unknown. Character by P. Rogers, January, 1999.

Document Copyright (C) 1999, 2000, 2017, 2018 by Patric L. Rogers. All rights reserved. Portions Copyright others; no attempt is made to infringe upon their rights.

Villains and Vigilantes, Living Legends and the Monkey House Games logo are trademarks owned by Monkey House Games, ©2010 Monkey House Games. All rights reserved. Made in the U.S.A.

Unofficial Living Legends Companion written by Patric L. Rogers, Copyright © 2010-2017 by Monkey House Games. All rights reserved.

Mighty Protectors and the Monkey House Games logo are trademarks owned by Monkey House Games, ©2017 Monkey House Games. All rights reserved. Made in the U.S.A.

Sourcebooks Marvel Superheroes Advanced Set (TSR, 1986), Realms of Magic (Kim Eastland, TSR, 1986), The Ultimate Powers Book (David E. Martin, TSR, 1987), 4C System (Michael Hammes, Philip Reed, 2007).

Random backstory generator - http://www.pbegames.com/lifepath/ .

Random name generator - http://www.behindthename.com/random/ .

Random job generator - http://writingexercises.co.uk/random-job-generator.php .

Random personality trait generator - http://writingexercises.co.uk/random-character-traits-generator.php .

Random height/weight generator - http://tower.newcenturycomputers.net/hwcalc.html .
(see also http://www.healthchecksystems.com/heightweightchart.htm )