VordWarp (Setting): PCs for an actual Series!

Where in all of your character write ups will go.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp (Setting): Gelnon the Merc, Hedgehog, the Tickpocket

Post by CaptainKaulu »

Starship Baluarte

Earth's "secondary" superhero team after the Apex Wardens, the crew of Starship Baluarte or "the Hammer of Humanity" are on full-time duty to patrol the Solar System and combat Vord expansion. Being technically a private endeavor, founded and funded by Dr. Astro, but often joining forces with S.P.U.N. against the Vord out of necessity, they are recognized as a sort of unofficial adjunct organization to S.P.U.N. Some of S.P.U.N. appreciates this relationship, while others decry that no good can come of departing from the traditional military command structure and that the Baluarte should be seized by S.P.U.N. and staffed with fully-integrated military personnel (whether those personnel were previously members of the "Hammer of Humanity" crew or not).

Baluarte herself is about 75 feet long, and equipped with state-of-the-art weapons as well as an experimental gravitic drive that would make even a S.P.U.N. Dreadnaught envious in its ability to get about the Solar System in a matter of mere days. She does not have artificial gravity, so her crew has to use old-fashioned astronaut techniques to get about most of the time. The interior of the ship is somewhat crowded-feeling ("efficient" in its use of space) and moderately lit by green-tinted light.

Crew Summary

Greek Captain Paulos "Feezh" Tettulos is the long-time wielder of a super-science battlesuit built by renegade Greek inventor Tolos Viren. Feezh escaped Viren's influence and did superhero work in Brazil for a number of years. He was hand-picked by Dr. Astro to lead Baluarte, due to his proficiency with his battle systems, impeccable superhero record, and personal convictions (even though Astro is personally agnostic, not a fellow Christian). Feezh has no real military background, although he went through the bare minimum of a ROTC program in preparation to captain the starship.

Second-in-command Congolese Lieutenant Maxxi Zadash is a true "bada$$ normal"—she has the aid of some super-scientific technology, but even without it, she would rival Tiger Strike and Jesh Wilson for the title of "humanity's greatest warrior" without cosmic or mystic or technological powers. A veteran S.P.U.N. Marine, she has let a few areas of her Marine training atrophy in lieu of a fearsome meteor-hammer fighting style. She still prefers to fight in areas with significant gravity.

Doctor Sprog of the planet Za'gap II is one of the few extraterrestrials from the Succor who has awakened from the ordeal of FTL flight to Earth, and joined the crusade against the Vord as the Succor was originally intended to do. She awoke in Chile and still prefers Spanish to English, as Earth languages go. Besides being a superb medical doctor, she is uniquely trained with a pair of alien super-scientific devices that the Succor brought, the healing Hypo-Artilugio and a bio-weapon specifically designed against the Vord, respectfully known simply as "Vordbane." Sprog is also, curiously, the best at operating Baluarte's weapon systems.

Indonesian youth Ensign Annisa has the unique distinction (unless shared with a PC) of being Gifted by the Bequest Mechanism in space, as the Mechanism stowed away on her shuttle when she first traveled to Terra-Adversus and "visited" her on the way. The Gifts she received were to be extraordinarily lucky and comfortable in the void of outer space, including some ability to manipulate cosmic energy directly. Privately, she believes this is how the Bequest Mechanism was intended to function in general. Even aside from her cosmic abilities, she is one of the best pilots known to humanity, and takes the helm whenever the Baluarte needs to do some especially tricky flying.

Brazilian Ensign Ismael "Rod" Rodrigues is another Bequested youth, Gifted with electrical powers. He always wanted to be an engineer, though, and has trained long and hard at using his power primarily to manipulate damaged machinery, rather than using it offensively (although he can do that too). It's his job to keep Baluarte flying in spite of battle damage; Captain Feezh has therefore been known to treat him as the most irreplaceable of the crew.

Japanese youth (with a Russian-immigrant mother) Grigoriya "Grigg" Jiatsu is hotheaded and has little respect for military structure, which has been known to cause trouble, especially when the crew works together with S.P.U.N. forces. Still, the leadership reluctantly tolerates her as the lowest-ranked member of "Humanity's Hammer" due to her sheer effectiveness. She is a burgeoning super-scientist with particular talents for software engineering and communicating with machines directly. Her greatest invention is a spider-robot that, rather than acting autonomously, she can "possess" by transferring her own mind from her human body into the mechanism (and withdraw it again later). In spider-bot form (known as "Spid" for short), she loses some of her keen intellect, but becomes a fearsome warrior. In human form, she still fancies herself a bit of a warrior with a katana.

Note

One of the primary places I see an actual series of M&M possibly happening in VordWarp is in the case where Dr. Astro launches a second "sister ship" to the Baluarte, crewed by the PCs. Not having had the same chances to prove themselves already, this new crew would have a more adversarial relationship with S.P.U.N.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp (Setting): Starship Baluarte

Post by CaptainKaulu »

Bio
Paulos got his start as a pious but somewhat incompetent businessman. Then, one day, he was kidnapped by inventor Tolos Viren, who had a clandestine offer for him: to be the wielder of an experimental battlesuit. Not having much direction in life, he accepted. For a few years, the two Greek men struggled to work together with very different goals, before Paulos eventually spotted an opportunity to escape his employer's influence with the suit. He managed to reach American tech genius Velarra Figgum and get her to re-program the backdoor controls that Viren had over the suit's behavior, much to Viren's chagrin.

He started calling himself "The Ephesian," which got shortened to "Feezh," after the "armor of God" passage in the Bible, and quested for a Mystic Artifact, a shield he decided would be his Shield of Faith. He spent about a decade doing various superhero work in Brazil, during which he married a woman named Adelpha and had a daughter named Tasoula, before he was recruited by Dr. Astro (whom he had great respect for) to command Baluarte. He was a little bit nervous about going to space at first, but quickly warmed up to his new role and is (usually) a confident leader.

Captain Feezh
Paulos Tettulos
Power Level 10 (150 PP)

Abilities [40 PP]
· Strength 2 (+6) · Stamina 3 (+3) · Agility 2 (+2) · Dexterity 1 (-1) ·
· Fighting 3 (+5) · Intellect 1 (+1) · Awareness 5 (+5) · Presence 3 (+3) ·
Load Limit 3200 lb.

Without Battlesuit:
· Strength (+2) · Dexterity (+1) · Fighting (+3) ·
Load Limit 200 lb.


In Crusher Mode:
· Strength (+9) ·


Powers [69 PP]
Shield of Faith (Easily Removable) · mystic power · [4 / 8 PP]
  • Enhanced Dodge 3
  • Enhanced Parry 2
  • Senses 1 (Danger Sense: visual)
  • Holy Glow: Environment 3 (light) · (120-ft radius)
    Flaw: Activation 1 · (Move Action to activate)
Battlesuit (Removable) · technological power · [62 / 78 PP]
  • Servo Motors:
    • Enhanced Strength 4
    • Enhanced Advantage 1 [Second Chance (getting Disarmed)]
  • Clumsy-ish:
    • Enhanced Dexterity -2
      Flaw: Permanent
    • Enhanced Stealth -2
      Flaw: Permanent
  • Plating: Protection 10
    Extra: Impervious [partial 3]
    Flaw: Noticeable
  • Life Support:
    • Immunity 7 (environmental conditions: all, suffocation: all)
    • Hermetic Seal: Immunity 2 (disease, poison)
      Flaw: Limited to externally blockable effects
  • Sensor Suite: Senses 6 (Direction Sense, Accurate Extended 1 Ultra-Hearing, Ultravision)
  • Repulsors:
    • ALT · Flight 8 · (500 mph, 1 mi/round)
      Extra: Continuous [partial 1] · (4 mph, 60 ft/round Continous)
      Flaw: Distracting [partial 5] · (16 mph, 250 ft/round without Distracting)
    • ALT · Non-Flight Systems:
      • Hydro-Jet Thrusters: Swimming 7 · (60 mph, 900 ft/round)
      • Stabilizers: Enhanced Advantage 6 [Ranged Attack 6]
        Flaw: Quirk 1 (does not work on vehicle weapons)
  • Tactical Computer:
    • Enhanced Fighting 2
    • Enhanced Dodge 2
    • Enhanced Advantages 7 [Close Attack 2, Ranged Attack 5]
  • Arsenal:
    • ALT · Crusher Mode:
      • Enhanced Strength 3
      • Power-Lifting 3 · (Load limit 100 tons)
      • Enhanced Close Attack: Unarmed 2
      • Enhanced Advantages 8 [Chokehold, Fast Grab, Improved Critical (Unarmed) 1, Improved Grab, Improved Hold, Improvised Weapon 1, Takedown 2]
    • ALT · Assault Stun Cannon: Damage 5
      Extras: Accurate 2; Feature 1 (nonlethal); Increased Range 1 (ranged); Multiattack
    • ALT · "Sword of the Spirit":
      • Plasma Blade: Damage 5 (Strength-based)
        Extras: Accurate 1; Affects Insubstantial 2; Incurable; Penetrating 5; Secondary Effect [partial 1]; Dangerous 2
      • Enhanced Advantage 1 [Takedown 1]
    • ALT · Rocket Launcher: Damage 10
      Extras: Increased Range 1 (ranged); Area (Burst 1) [partial 7]; Affects Insubstantial 1
      Flaw: Distracting
    • ALT · Adhesive Foam Grenades: Snare 7
      Extras: Progressive; Area (Cloud 1)
      Flaws: Unreliable (5 Uses); Distracting; Activation 1; Diminished Range 2 · (Move Action to activate)
Charisma · training power · [2 PP]
  • Conviction: Feature 1 (use Persuasion to Demoralize)
  • Luck Control 1 (Spend On Other)
    Flaws: Limited to Recover; Communication-Dependent
Bible Study · training power · [1 PP]
Enhanced Expertise: Theology 3
Flaw: Limited to Christianity
Advantages [14 PP]
· Artificer · Benefit 4 (Security Clearance 1: S.P.U.N., use Expertise: Theology for Artificer, Wealth 2: independently wealthy) · Close Attack 2 · Equipment 6 · Interpose · Languages 2 · Ranged Attack 5 · Second Chance (getting Disarmed) ·
Equipment · [30 ep]
  • Commlink · 1 ep
  • Smartwatch · 2 ep
  • Holy Bible · 1 ep
ALT · Starship Baluarte · Vehicle · 26 / (155 ep + 1 ep for Alternate Vehicle)
  • Size G
  • Strength: 12 · (Load limit 100 tons)
  • Flight 20 · (2 million mph, 4k mi/round)
    Flaw: Limited to space [partial 8] · (8k mph, 16 mi/round in atmosphere)
  • Defense: -6 (4) plus Shielding (14)
  • Toughness (+16, Impervious 5)
  • Cargo Arms: Extra Limbs 2 · (effectively grants Improved Grab benefit)
  • Movement 1 (Space Travel 1)
  • Shielding: Enhanced Defense 10
    Extra: Improved Duration (continuous)
  • Sensor Suite: Senses 20 (Analytical visual senses, Extended 2 Psionic Awareness: radio, Extended 2 sight, Extended 5 Radio, Radius visual senses, Tracking 2: Radio, Extended 2 Ultravision)
  • Replication: Create 3
    Extras: Variable Descriptor 2 (chemical composition library); Subtle 1; Precise; Increased Duration (continuous)
    Flaws: Reduced Range (close); Limited to increasing object Toughness [partial 2]; Technology Check Required 3 · (2 cft volume; 1 rank of Create per Technology result in excess of 12)
  • Arsenal:
    • ALT · Rayguns: Damage 12
      Extras: Increased Range 1 (ranged); Extended Range 5; Multiattack; Affects Insubstantial 1
    • ALT · Torpedoes: Damage 12
      Extras: Increased Range 1 (ranged); Extended Range 6; Homing 2; Area (Burst 1) [partial 10]
    • ALT · Tractor Beams: Move Object 12
      Extras: Extended Range 18; Multiattack
      Flaw: Limited Direction (towards self)
    • ALT · Forcefields: Create 12
      Extras: Impervious [partial 9]; Stationary; Movable [partial 9]
      Flaw: Activation 1 · (Move Action to activate)
  • Features: Autopilot 1 (Vehicles check +4), Communications, Computer, Fire Prevention System, Nav System, Remote Control, Room: Gym, Room: Hangar, Room: Holding Cells 2 (Toughness +24, Nullify Psionics 10), Room: Infirmary, Room: Living Space, Room: Workshop, Security System 3 (DC 30).


ALT · Shuttlecraft Arrowhead · Vehicle
  • Size H
  • Strength: 10 · (Load limit 25 tons)
  • Flight 19 · (1 million mph, 2k mi/round)
    Extra: Aquatic
    Flaw: Limited to space [partial 3] · (125k mph, 250 mi/round in atmosphere)
  • Defense: -4 (6) plus Shielding (16)
  • Toughness (+13, Impervious 3)
  • Cargo Arm: Extra Limbs 1 · (effectively grants Improved Grab benefit)
  • Shielding: Enhanced Defense 10
    Extra: Improved Duration (continuous)
  • Sensor Suite: Senses 11 (Extended 1 sight, Extended 4 Radio, Radius visual senses, Tracking 1: Radio, Extended 1 Ultravision)
  • Asteroid Clearer: Damage 9
    Extras: Accurate 1; Increased Range 1 (ranged); Extended Range 2; Affects Insubstantial 1
  • Features: Alarm 2 (DC 25), Autopilot 2 (Vehicles check +8), Brig-Restraints, Communications, Computer, Fire Prevention System, Nav System, Remote Control, Security System 2 (DC 25).
Languages
· native: Greek · English · Portuguese ·
Skills [15 PP]
· Athletics 1 (+7) · Close Combat: Unarmed 2 (+9) · Close Combat: Misc. 0 (+7) · Expertise: Business 2 (+3) · Expertise [PRE]: Leadership 2 (+5) · Expertise: Magic 1 (+2) · Expertise: Military 1 (+2) · Expertise: Theology 9 (+10, or +13 Christianity) · Insight 2 (+7) · Persuasion 4 (+7) · Ranged Combat: Guns 1 (+5) · Ranged Combat: Misc. 0 (+4) · Stealth 0 (+0) · Technology 1 (+2) · Vehicles 4 (+3) ·

Without Battlesuit:
· Athletics (+3) · Close Combat: Unarmed (+5) · Close Combat: Misc. (+3) · Ranged Combat: Guns (+2) · Ranged Combat: Misc. (+1) · Stealth (+2) · Vehicles (+5) ·


In Crusher Mode:
· Athletics (+10) · Close Combat: Unarmed (+11) ·


With Stabilizers Active:
· Ranged Combat: Guns (+11) · Ranged Combat: Misc. (except Vehicle Weapons) (+10) ·


Defenses [12 PP]
· Dodge 0 (+7) · Parry 0 (+7) ·
· Fortitude 7 (+10) · Toughness (+13) · Will 5 (+10) ·

Without Battlesuit or Shield of Faith:
· Dodge (+2) · Parry (+3) · Toughness (+3) ·


Without Battlesuit:
· Dodge (+5) · Parry (+5) · Toughness (+3) ·


Without Shield of Faith:
· Dodge (+4) · Parry (+5) · Toughness (+13) ·


Offense · Initiative +2
  • Unarmed: +5 · Close Damage DC 17 (Strength-based), bludgeoning.
  • Unarmed with Battlesuit: +9 · Close Damage DC 21 (Strength-based), bludgeoning.
  • Unarmed in Crusher Mode: +11 · Close Damage DC 24 (Strength-based), bludgeoning, crit 19-20.
    Allows Grab attempt as a Free Action. Can be used with Takedown 2.
  • Improvised Weapon in Crusher Mode: +11 · Close Damage DC 24 (Strength-based), descriptor varies.
    Can be used with Takedown 2.
  • Grab: +3 · Close · DC 12.
  • Grab with Battlesuit: +7 · Close · DC 16.
  • Grab in Crusher Mode: +7 · Close · DC 19 (with a -5 penalty to escape).
    Causes suffocation. Not Vulnerable while grabbing.
  • Assault Stun Cannon: +9 · Ranged (125/250/500 ft) Damage DC 20, nonlethal ballistic/piercing.
    Multiattack.
  • Assault Stun Cannon with Stabilizers: +15 · Ranged (125/250/500 ft) Damage DC 20, nonlethal ballistic/piercing.
    Multiattack.
  • Plasma Blade: +9 · Close Damage DC 26 (Strength-based), energy, crit 18-20.
    Incurable. Affects Insubstantial DC 26. Penetrating DC 20. Secondary Effect DC 16. Can be used with Takedown 1.
  • Rocket Launcher: +4/Dodge DC 17 · Ranged (250/500/1000 ft) Damage DC 25 (direct hit) or Area (30-ft Burst) Damage DC 22, explosive.
    Distracting. Affects Insubstantial DC 20 (direct hit) or DC 18.
  • Rocket Launcher with Stabilizers: +10/Dodge DC 17 · Ranged (250/500/1000 ft) Damage DC 25 (direct hit) or Area (30-ft Burst) Damage DC 22, explosive.
    Distracting. Affects Insubstantial DC 20 (direct hit) or DC 18.
  • Adhesive Foam Grenades: Dodge DC 17 · Ranged (35/70/175 ft) Area (15-ft Cloud) Affliction DC 17 (resisted by Dodge, overcome by Damage or Sleight of Hand; Hindered & Vulnerable / Defenseless & Immobile), glue.
    Distracting. Unreliable (5 Uses). Move Action to activate. Progressive.
  • Baluarte Rayguns: +1 · Ranged (1.8/3.6/7.3 mi) Damage DC 27, energy.
    Multiattack. Affects Insubstantial DC 21.
  • Baluarte Rayguns with Battlesuit on: +4 · Ranged (1.8/3.6/7.3 mi) Damage DC 27, energy.
    Multiattack. Affects Insubstantial DC 21.
  • Baluarte Torpedoes: +1/Dodge DC 20 · Ranged (3.6/7.3/14.6 mi) Damage DC 27 (direct hit) or Area (30-ft Burst) Damage DC 25, explosive.
    Homing 2 (optional).
  • Baluarte Torpedoes with Battlesuit on: +4/Dodge DC 20 · Ranged (3.6/7.3/14.6 mi) Damage DC 27 (direct hit) or Area (30-ft Burst) Damage DC 25, explosive.
    Homing 2 (optional).
  • Baluarte Tractor Beams: +1 · Ranged (15k/30k/60k mi) Move Object DC 22, gravitic pull.
    Multiattack.
  • Baluarte Tractor Beams with Battlesuit on: +4 · Ranged (15k/30k/60k mi) Move Object DC 22, gravitic pull.
    Multiattack.
  • Baluarte Forcefields: +1 · Ranged (300/600/1200 ft) Dodge DC 22 vs. being trapped in a cage of force.
    Move Action to activate. Cage volume 4k cft max. Cage Toughness +12.
  • Baluarte Forcefields with Battlesuit on: +4 · Ranged (300/600/1200 ft) Dodge DC 22 vs. being trapped in a cage of force.
    Move Action to activate. Cage volume 4k cft max. Cage Toughness +12.
  • Baluarte Lesser Forcefields: +1 · Ranged (225/450/900 ft) Dodge DC 19 vs. being trapped in a cage of force.
    Move Action to activate. Cage volume 500 cft max. Cage Toughness +9 Impervious. Cage Movable (DC 19).
  • Baluarte Lesser Forcefields with Battlesuit on: +4 · Ranged (225/450/900 ft) Dodge DC 19 vs. being trapped in a cage of force.
    Move Action to activate. Cage volume 500 cft max. Cage Toughness +9 Impervious. Cage Movable (DC 19).
  • Arrowhead Asteroid Clearer: +3 · Ranged (900/1800/3600 ft) Damage DC 24, energy.
    Affects Insubstantial DC 19.
  • Arrowhead Asteroid Clearer with Battlesuit on: +6 · Ranged (900/1800/3600 ft) Damage DC 24, energy.
    Affects Insubstantial DC 19.
Complications
  • Secret Identity. Keeping his identity as Paulos out of the public's knowledge is especially challenging given that his "home base" has to be Terra-Adversus. There's not much room on Terra-Adversus for a businessman, let alone one who needs to conveniently "disappear" frequently, so he's actually had to set up a guise that he's a sickly man who mostly stays home, while Adelpha works a normal Terra-Adversus job to provide an alibi for why the family lives there.
  • Motivation - Faith. Feezh is exceedingly pious, and wants nothing more than to serve God in all holiness.
  • Relationships. Adelpha and Tasoula, his family.
  • Nemesis. Tolos Viren wants his first great technological achievement back!
  • Honor. Feezh has always tried to minimize death of Earth creatures as a result of his superhero work. That's a lot easier in the war against the Vord than it has been in the past.
ABILITIES [40] + SKILLS [15] + ADVANTAGES [14] + POWERS [69] + DEFENSES [12]
= 150 PP TOTAL
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp (Setting): Starship Baluarte

Post by CaptainKaulu »

So I'd hoped to get my M&M-Sheets Website working well enough that future posts could be there instead of typed out in excruciating detail. But the website has turned buggy for now, and I have enough energy to post M&M builds but not enough energy to fix the bugs, and I'm in the mood to do some development of VordWarp and other M&M characters.

Posts incoming.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp (Setting): Starship Baluarte

Post by CaptainKaulu »

Lt. Maxxi Zadash
Power Level 10 (150 PP)

Abilities [56 PP]
· Strength 2 (+2) · Stamina 6 (+6) · Agility 4 (+4) · Dexterity 1 (-1) ·
· Fighting 8 (+8) · Intellect 0 (+0) · Awareness 4 (+4) · Presence 3 (+3) ·
Load Limit 400 lb.

Without Standard-Issue Space Battlesuit:
· Dexterity (+1) ·


Temporary with Elite Adrenaline Stim:
· Strength (+3) ·
Load Limit 800 lb.


Powers [28 PP]
Martial Arts · training power · [1 PP]
Enhanced Strength 1
Flaw: Limited to dealing damage in melee
Cyber-Legs · technological power · [1 PP]
Leaping 1 · (leap 15 ft at 4 mph)
ALT · Kinetic-Charged Meteor Hammer (Easily Removable) · technological power · [10 / 18 PP + 2 PP for Alternate Devices]
  • Damage 5 (Strength-based)
    Extras: Affects Insubstantial 2; Penetrating 7; Reach 2; Dangerous 2
    Flaw: Activation 1 · (Move Action to activate)
  • Enhanced Advantage 1 [Precise Attack (Close Cover)]

ALT · Flamethrower (Easily Removable) · technological power · [10 / 18 PP]
Damage 9
Extra: Area (Cone 1)
Flaw: Activation 1 · (Move Action to activate)
ALT · Damage 9
Extra: Area (Line 1)
Flaw: Activation 1 · (Move Action to activate)

ALT · Nasty Assault Rifle (Easily Removable) · technological power · [10 / 18 PP]
Damage 6
Extras: Increased Range 1 (ranged); Multiattack; Accurate 1
Flaw: Activation 1 · (Move Action to activate)
Elite Adrenaline Stim · technological/chemical power · [4 PP]
  • Enhanced Advantage 1 [Diehard]
    Flaw: Permanent
  • Enhanced Strength 1
    Flaw: Fades
  • Immunity 6 (pain effects, poison)
    Flaw: Limited to Half Effect
Drill Sergeant Technique · training power · [1 PP]
Enhanced Advantage 5 [Inspire 5]
Flaw: Intimidation Check Required 4 · (Intimidation DC 14; 1 rank of Inspire per Intimidation result in excess of 13)
Refined Palate · training power · [1 PP]
Senses 1 (Acute taste)
Unfazeable · training power · [5 PP]
Immunity 5 (interaction skills)
Skill Knack · training power · [1 PP]
Feature 1 (Move-Action Feint (Intimidation))
Vord Studies · training power · [1 PP]
Enhanced Expertise: Aliens 3
Flaw: Limited to knowledge of Vord
Advantages [27 PP]
· Benefit 1 (Security Clearance 1: S.P.U.N.) · Defensive Roll 2 · Diehard · Equipment 9 · Improved Initiative 1 · Flawed Inspire 5 · Languages 2 · Move-By Action · Ranged Attack 4 · Set-Up 2 · Skill Mastery (Athletics) · Startle · Takedown 2 · Uncanny Dodge ·
Equipment · [45 ep]
  • Commlink · 1 ep
  • Smartphone · 2 ep
  • Rebreather · 1 ep
  • Shared Starship Baluarte + Shuttlecraft Arrowhead (detailed under Captain Feezh · 26 ep
ALT · Standard-Issue Space Battlesuit · 14 ep + 1 ep for Alternate Equipment)
  • Immunity 6 (environmental conditions: cold, high pressure, radiation, vacuum; suffocation: all)
  • Immunity 2 (disease, poison)
    Flaw: Limited to externally blockable effects
  • Protection 4
    Extra: Feature 1 (spacecraft camouflage)
    Flaw: Noticeable
  • Gauntlets: Damage 1 (Strength-based)
  • Senses 2 (Infravision, Ultravision)
  • Thick Fingers:
    • Enhanced Dexterity -2
      Flaw: Permanent
    • Enhanced Advantage 2 [Ranged Attack 2]
  • Knife: Damage 1 (Strength-based)
    Extra: Dangerous 1


ALT · Regular Combat Uniform
  • Protefction 4
  • Feature 1 (Night-Vision Goggles)
  • Knife: Damage 1 (Strength-based)
    Extras: Concealable; Dangerous 1
  • Shuriken Galore: Damage 1
    Extras: Increased Range 1 (ranged); Multiattack; Concealable
Languages
· native: Tshiluba · English · Zulu ·
Skills [26 PP]
· Acrobatics 1 (+5) · Athletics 3 (+5) · Close Combat: Flails 4 (+12) · Expertise: Aliens 0 (+6, Vord only) · Expertise [PRE]: Leadership 2 (+5) · Expertise: Military 8 (+8) · Expertise: Science 1 (+1) · Expertise: Streetwise 5 (+5) · Expertise: Tactics 5 (+5) · Expertise [AWE]: Wilderness Survival 1 (+5) · Intimidation 9 (+12) · Perception 1 (+4) · Ranged Combat: Guns 3 (+8) · Ranged Combat: Misc. 0 (+5) · Stealth 1 (+5) · Treatment 5 (+5) · Vehicles 1 (+0) ·

Without Standard-Issue Space Battlesuit:
· Vehicles (+2) ·


Temporary with Elite Adrenaline Stim:
· Athletics (+6) ·


Defenses [13 PP]
· Dodge 4 (+8) · Parry 0 (+8) ·
· Fortitude 5 (+11) · Toughness (+12/+10*) · Will 4 (+8) ·
*without Defensive Roll

Without Standard-Issue Space Battlesuit or Regular Combat Uniform:
· Toughness (+8/+6*) ·


Offense · Initiative +8
  • Unarmed: +8 · Close Damage DC 18 (Strength-based), bludgeoning.
    DC +1 with temporary Elite Adrenaline Stim boost.
  • Gauntlets with Standard-Issue Space Battlesuit: +8 · Close Damage DC 19 (Strength-based), bludgeoning.
    DC +1 with temporary Elite Adrenaline Stim boost.
  • Grab: +8 · Close · DC 12.
  • Kinetic-Charged Meteor Hammer: +12 · Close (+10 ft) Damage DC 23, force, crit 18-20.
    Ignores Cover. Affects Insubstantial DC 23. Penetrating DC 22.
  • Flamethrower: Dodge DC 19 · Close Area (30-ft Line or 60-ft Cone) Damage DC 24, fire.
  • Nasty Assault Rifle: +10 · Ranged (150/300/600 ft) Damage DC 21, ballistic/piercing.
    Multiattack.
  • Knife: +8 · Close Damage DC 19 (Strength-based), piercing, crit 19-20.
    DC +1 with temporary Elite Adrenaline Stim boost.
  • Shuriken Galore: +5 · Ranged (25/50/100 ft) Damage DC 16, piercing.
    Multiattack.
Complications
  • Motivation - Duty. Maxxi is a military soul who believes in S.P.U.N.'s mission.
  • Prejudice. Maxxi comes from a poor African background and sometimes isn't treated as the great warrior she is.
ABILITIES [56] + SKILLS [26] + ADVANTAGES [27] + POWERS [28] + DEFENSES [13]
= 150 PP TOTAL
Last edited by CaptainKaulu on Sat Oct 02, 2021 2:47 pm, edited 1 time in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp (Setting): Starship Baluarte

Post by CaptainKaulu »

OK, after I started DMing a D&D campaign a couple months ago, I did not expect to seriously touch VordWarp for quite a while.

But now, my new girlfriend wants to try out RPGs ... and she wants to play a powerful mermaid water-mage/biologist. Which is much easier to do in M&M than in D&D. So ... VordWarp should be getting resurrected!
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp (Setting): PCs for an actual Series!

Post by CaptainKaulu »

Bio
Aninha is a spirit of Nature, the only mermaid (as far as she knows) in the world of VordWarp. Native to the Baltic Sea off the northeast coast of Germany.

Aninha
"Summer"
Power Level 10 (150 PP)

Abilities [42 PP]
· Strength 1 (+1) · Stamina 10 (+10) · Agility 2 (+2) · Dexterity 1 (+1) ·
· Fighting 1 (+1) · Intellect 4 (+4) · Awareness 3 (+3) · Presence -1 (-1) ·
Load Limit 100 lb.

Powers [68 PP]
Mermaid · primal mystic power · [13 PP]
  • Scales: Protection 1
  • Aquatic: Immunity 3 (environmental condition: cold, environmental condition: high pressure, suffocation: drowning)
  • Sonar: Senses 3 (Accurate Ultra-Hearing)
  • Swimming 3 · (4 mph, 60 ft/round)
  • Underwater Adaptation: Movement 1 (Environmental Adaptation: underwater)
  • Commune with Sea Life: Comprehend 2 (Animals: speak, understand)
    Extra: Sustained
    Flaws: Broad Type (aquatic creatures), Activation 1
Blazing Torpedo-Swimmer · mystic power · [7 PP]
Swimming +7 · (500 mph, 1 mi/round)
Human Form · mystic power · [5 PP]
Morph 1 ("Summer" form)
Main Powers (Array) · primal mystic power · [34 PP + 7 PP for Alternate Effects]
  • Tempest: Move Object 10
    Extras: Area (Cylinder 3) [partial 3 on Area 1]; Precise
    Flaws: Limited Material (water)
  • Hydro Blast: Damage 6
    Extras: Increased Range 1 (ranged); Multiattack; Selective; Accurate 6; Homing 1; Dangerous 1; Indirect 2 (any point away from you)
  • Create Water: Transform 11 (air => water) · (1600 lb.; 275/550/1100 ft)
    Extra: Increased Range 1 (ranged)
  • Ice Sculptures: Transform 10 (water => ice) · (800 lb.; 250/500/1000 ft)
    Extras: Increased Range 1 (ranged); Selective; Precise; Reversible
    Flaw: Unreliable (5 Uses)
  • Freeze Foes: Affliction 7 (Strength; Hindered & Impaired / Defenseless & Immobile / Paralyzed & Transformed)
    Extras: Area (Burst 2) [partial 6 on Area 1]; Selective; Alternate Resistance 1 (Strength); Cumulative; Extra Condition
    Flaws: Source (water); Unreliable (5 Uses)
  • Control Weather: Environment 9 (any 3 weather-related conditions) · (1-mi radius)
    Extra: Selective
    Flaw: Activation 2
  • Bio-Assessment: Affliction 10 (Fortitude; Vulnerable / Defenseless)
    Extra: Increased Range 2 (perception); Progressive; Secondary Effect; Subtle 2; Insidious; Split 2
    Flaws: Limited to making targets Vulnerable/Defenseless to Aninha's attacks; Limited Degree; Expertise: Science Check Required 11
  • Siren Song:
    • Enhanced Expertise: Music Performance 18
      Flaw: Limited to singing
    • Hypnotism: Affliction 10 (Will; Entranced / Compelled / Controlled)
      Extras: Area (Perception: hearing); Selective; Cumulative
      Flaws: Activation 1; Expertise: Music Performance Check Required 11
Biological Specialty · talent power · [2 PP]
Enhanced Expertise: Science 6
Flaw: Limited to biological sciences
Advantages [7 PP]
· Attractive 1 · Benefit 1 (Cipher 1) · Defensive Roll 2 · Fearless · Languages 1 · Skill Mastery 1 (Athletics) ·
Languages
· native: German · English ·
Skills [16 PP]
· Athletics 9 (+10) · Expertise [PRE]: Music Performance 0 (-1, or +17 singing with Siren Song) · Expertise: Science 8 (+12, or +18 biological) · Expertise [AWE]: Wilderness Survival 4 (+7) · Perception 6 (+9) · Ranged Combat: Water Powers 1 (+2) · Treatment 4 (+8) ·

Defenses [17 PP]
· Dodge 5 (+7) · Parry 5 (+6) ·
· Fortitude 0 (+10) · Toughness (+13/+11*) · Will 7 (+10) ·
*without Defensive Roll

Offense · Initiative +2
  • Unarmed: +1 · Close Damage DC 16 (Strength-based), bludgeoning.
  • Grab: +1 · Close · DC 11.
  • Tempest: Dodge DC 20 · Close Area (60-ft Cylinder) · Move Object (water) DC 20, water.
    Precise. Can be used to Grab/Trip.
  • Extended Tempest: Dodge DC 13 · Close Area (120-ft Cylinder) · Move Object (water) DC 13, water.
    Precise. Can be used to Grab/Trip.
  • Hydro Blast: +14 · Ranged (150/300/600 ft) Damage DC 21, bludgeoning, crit 19-20.
    Multiattack. Selective. Homing 1. Indirect (originating from any point away from Aninha).
  • Freeze Foes: Dodge DC 17 · Close Area (30-ft Burst) Affliction DC 17 (resisted and overcome by Strength; Hindered & Impaired / Defenseless & Immobile / Paralyzed & Transformed), ice.
    Cumulative. 5 Uses. Requires ambient water.
  • Extended Freeze Foes: Dodge DC 16 · Close Area (60-ft Burst) Affliction DC 16 (resisted and overcome by Strength; Hindered & Impaired / Defenseless & Immobile / Paralyzed & Transformed), ice.
    Cumulative. 5 Uses. Requires ambient water.
  • Bio-Assessment: Perception-Ranged Affliction DC 20 (resisted and overcome by Fortitude; Vulnerable / Defenseless against Aninha's attacks), talent.
    Subtle 2. Insidious. Expertise: Science DC 20; 1 rank of Affliction per Expertise: Science result in excess of 19. Secondary Effect. Progressive. Split (up to 3 targets).
  • Hypnotism: Dodge DC 20 · Close Area (Perception: hearing) Affliction DC 20 (resisted and overcome by Will; Entranced / Compelled / Controlled), mind control.
    Activation 1 (move action). Selective. Cumulative. Expertise: Music Performance DC 20; 1 rank of Affliction per Expertise: Music Performance result in excess of 19.
Complications
  • Secret Identity. Aninha escapes notice by masquerading as Summer in human company most of the time.
  • Motivation - Scientific Curiosity. Aninha always wants to experience more of the natural world.
  • Alien Mindset. Aninha is a spirit of nature rather than a normal biological being.
  • Indecisive. Aninha overthinks things.
  • Overconfidence. Once she has made up her mind, Aninha is fearless to the point of brashness.
  • Honor. Aninha is honest to a fault.
ABILITIES [42] + SKILLS [16] + ADVANTAGES [7] + POWERS [68] + DEFENSES [17]
= 150 PP TOTAL


Notes
It's a very wide Array of powers for a beginner build, but I'm trying to accommodate all the player's requests ...
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp (Setting): PCs for an actual Series!

Post by CaptainKaulu »

Dr. Sprog
Power Level 10 (150 PP)

Abilities [44 PP]
· Strength 1 (+1) · Stamina 8 (+8) · Agility 2 (+2) · Dexterity 2 (+2) ·
· Fighting 3 (+3) · Intellect 4 (+4) · Awareness 2 (+2) · Presence 0 (+0) ·
Load Limit 100 lb.

Powers [38 PP]
Za'gap II Native Alien · alien power · [3 PP]
  • Regeneration 1
  • Chameleon Skin: Concealment 4 (all Visual senses)
    Flaws: Blending; Passive
Super-Swath Vaccination · technological power · [1 PP]
Immunity 1 (disease)
Alien Uniform (Removable) · technological power · [6 / 8 PP]
  • Protection 2
  • Immunity 4 (environmental condition: radiation, environmental condition: vacuum, suffocation: all)
  • Extra Limbs 1
  • Enhanced Advantage 1 [Quick Draw]
ALT · Hypo-Artilugio (Easily Removable) · technological power · [22 / 38 PP + 2 PP for Alternate Devices]
  • ALT · Hypo-Use: Healing 15
    Extras: Restorative; Persistent
    Flaw: Treatment Check Required 9 · (Treatment DC 18; 1 rank of Healing per Treatment result in excess of 17)
  • ALT · Revivification Jolt: Healing 19
    Extra: Resurrection
    Flaws: Limited to resurrection; Treatment Check Required 1 · (Treatment DC 10; 1 rank of Healing per Treatment result in excess of 9)

ALT · Ray-Rifle (Easily Removable) · technological power · [16 / 26 PP]
Damage 8
Extras: Increased Range 1 (ranged); Multiattack; Accurate 1; Affects Insubstantial 1

ALT · The Vordbane (Easily Removable) · technological power · [22 / 38 PP]
  • ALT · Psi-Inhibitor: Affliction 12 (Will; Impaired & Vulnerable / Defenseless & Disabled; Incapacitated)
    Extras: Extra Condition; Increased Range 1 (ranged); Cumulative; Concentration
    Flaw: Limited to psionically-supported target beings; Distracting
  • ALT · Telepathy Dampener: Nullify 12 (mental effects)
    Extras: Simultaneous; Concentration
  • ALT · Vordvirii: Damage 10
    Extras: Area (Cone 1); Selective; Alternate Resistance 1 (Fortitude); Contagious; Incurable; Variable Descriptor 1 (any viral)
    Flaws: Limited to Vord targets; Expertise: Science Check Required 6
Specialty Studies · talent power · [4 PP]
  • Enhanced Expertise: Aliens 3
    Flaw: Limited to knowledge of Vord
  • Enhanced Expertise: Science 9
    Flaw: Limited to biological science
Advantages [22 PP]
· Benefit 1 (Status 1: Succor alien) · Defensive Roll 1 · Equipment 6 · Favored Foe (Vord) · Improved Grab · Improved Treatment · Languages 3 · Ranged Attack 6 · Second Chance (getting Disarmed) · Skill Mastery (Expertise: Aliens) · Ultimate Effort (Treatment) ·
Improved Grab comes from the Extra Limbs Power, as per the Power's description.
Equipment · [30 ep]
  • Commlink · 1 ep
  • Smartphone · 2 ep
  • Nerve-Warmer: Immunity 1 (environmental condition: cold) · 1 ep
  • Shared Starship Baluarte + Shuttlecraft Arrowhead (detailed under Captain Feezh · 26 ep
Languages
· native: Za'gapi · English · Spanish · Tellnari (Galactic Trade) · Vord ·
Skills [23 PP]
· Athletics 4 (+5) · Expertise: Aliens 3 (+7, or +10 Vord) · Expertise: Medicine 4 (+8) · Expertise: Science 1 (+5, or +14 biological) · Expertise [DEX]: Video Games 3 (+5) · Investigation 1 (+5) · Perception 3 (+5) · Persuasion 2 (+2) · Ranged Combat: Energy Guns 2 (+10) · Ranged Combat: Misc. 0 (+8) · Sleight of Hand 1 (+3) · Stealth 6 (+8) · Technology 1 (+5) · Treatment 14 (+18) · Vehicles 1 (+3) ·

Defenses [23 PP]
· Dodge 7 (+9) · Parry 6 (+9) ·
· Fortitude 3 (+11) · Toughness (+11/+10*) · Will 7 (+9) ·
*without Defensive Roll

Without Alien Uniform:
· Toughness (+9/+8*) ·


Offense · Initiative +2
  • Unarmed: +3 · Close Damage DC 16 (Strength-based), bludgeoning.
  • Grab: +3 · Close · DC 11.
  • Ray-Rifle: +12 · Ranged (200/400/800 ft) Damage DC 23, energy.
    Multiattack. Affects Insubstantial DC 19.
  • Psi-Inhibitor: +8 · Ranged (300/600/1200 ft) Affliction DC 22 (resisted and overcome by Will; Impaired & Vulnerable / Defenseless & Disabled; Incapacitated), mental.
    Cumulative. Concentration. Psionic targets only. Distracting.
  • Telepathy Dampener: +8 · Ranged (300/600/1200 ft) Nullify Mental Effects +12, mental.
    Simultaneous. Concentration.
  • Vordvirii: Dodge DC 20 · Close Area (60-ft Cone) Damage DC 25, resisted by Fortitude, disease (variable).
    Vord targets only. Expertise: Science DC 15; 1 rank of Damage per Expertise: Science result in excess of 14. Selective. Contagious. Incurable.
Complications
  • Motivation - Duty. Sprog is a dutiful soul who believes strongly in the Succor's original mission to combat the Vord.
  • Prejudice. Some people are wary of aliens on or around Earth.
  • Obsession. Sprog always wants to learn more about the biological and medical fields.
ABILITIES [44] + SKILLS [23] + ADVANTAGES [22] + POWERS [38] + DEFENSES [23]
= 150 PP TOTAL
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp (Setting): PCs for an actual Series!

Post by CaptainKaulu »

Bio
One of my new-to-RPGs players just asked for a character who is basically a clone of Rogue from X-Men. So I will fill in more of a Bio once I get her to make it up.

Vampira D
name
Power Level 10 (150 PP)

Abilities [42 PP]
· Strength 1 (+1) · Stamina 6 (+6) · Agility 3 (+3) · Dexterity 0 (+0) ·
· Fighting 9 (+9) · Intellect 1 (+1) · Awareness 2 (+2) · Presence 1 (+1) ·
Load Limit 100 lb.

In Fully-Powered Mode:
· Strength (+3) ·

Powers [58 PP]
Costume (Removable) · technological power · [2 / 3 PP]
Protection 3
Cosmic Flight · cosmic power · [8 PP]
Flight 4 · (30 mph, 500 ft/round; 120 mph, 1800 ft/round in Fully-Powered Mode)
Extra: Continuous [partial 1]
Flaw: Distracting [partial 1] · (250 ft/round or 900 ft/round with full defenses)
ALT · Absorbing Touch · cosmic power · [46 PP + 1 PP for Alternate Effect]
Drain Powers: Affliction 10 (Will/Fortitude; Fatigued & Impaired / Disabled & Exhausted / Incapacitated & Transformed)
Extras: Extra Condition; Alternate Resistance 0
Linked: Weaken Strength 10 (Fortitude)
Linked: Mind-Reading 10
Flaws: Uncontrolled; Reduced Range 2 (close)
Linked: Mimicry: Variable 7 (absorbed traits)
Extra: Increased Duration (continuous)
Flaws: Limited to one catalyst's stolen traits; Reduced Range 2 (close attack required)
Flaw to whole Linked Power: Unreliable (5 Uses)

ALT · Fully-Powered Mode · cosmic power · [8 PP]
  • Flight +2
  • Enhanced Strength 2
Martial Artist · talent power · [1 PP]
Enhanced Strength 1
Flaw: Limited to dealing damage
Advantages [17 PP]
· Close Attack 1 · Defensive Roll 2 · Equipment 1 · Improved Critical (improvised weapons) 4 · Improved Disarm · Improved Initiative 1 · Improved Trip · Improvised Weapon 3 · Languages 1 · Move-By Action · Power Attack ·
Equipment · [5 ep]
  • Commlink · 1 ep
  • Smartphone · 2 ep
  • Restraints · 1 ep
  • Rebreather · 1 ep
Languages
· native: Mandarin · English ·
Skills [11 PP]
· Athletics 2 (+6) · Close Combat: Unarmed 4 (+14) · Expertise [PRE]: Streetwise 4 (+5) · Insight 4 (+6) · Persuasion 4 (+5) · Vehicles 4 (+4) ·

Defenses [18 PP]
· Dodge 6 (+9) · Parry 0 (+9) ·
· Fortitude 3 (+9) · Toughness (+11/+9*) · Will 9 (+11) ·
*without Defensive Roll

Offense · Initiative +7
  • Unarmed: +14 · Close Damage DC 19 (Strength-based), bludgeoning.
  • Grab: +9 · Close · DC 13.
  • Improvised Weapon: +14 · Close Damage DC 21 (Strength-based), descriptor varies, crit 16-20.
  • Absorbing Touch: +10 · Close Affliction DC 20 (resisted by Will / overcome by Fortitude; Fatigued & powers Impaired / Exhausted & powers Disabled / Incapacitated & transformed: powerless), necrotic cosmic; Linked to Close Weaken Strength DC 20 (resisted by Fortitude); Linked to Close Mind-Reading DC 20 (resisted by Will).
    5 Uses per rest.
Complications
  • Prejudice. Cosmic-Bequested super.
  • Motivation - .
  • Accidents. Absorbing Touch may activate any time Vampira D touches another being, whether she intends it or not.
  • Flashbacks. To the first time she accidentally absorbed from a creature.
ABILITIES [46] + SKILLS [11] + ADVANTAGES [17] + POWERS [58] + DEFENSES [18]
= 150 PP TOTAL
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