Player: NPC; Member of the Faction
| Val | Char | Cost |
| 15 | STR | 5 |
| 23 | DEX | 39 |
| 20 | CON | 20 |
| 10 | BODY | 0 |
| 13 | INT | 3 |
| 11 | EGO | 2 |
| 15 | PRE | 5 |
| 10 | COM | 0 |
| 5/20 | PD | 2 |
| 5/20 | ED | 1 |
| 6 | SPD | 27 |
| 7 | REC | 0 |
| 40 | END | 0 |
| 32 | STUN | 4 |
| 6" | RUN | 0 |
| 2" | SWIM | 0 |
| 3" | LEAP | 0 |
| Cost | Power | END |
| 60 | Cybenetic Antigrav System: Flight 20", Costs END Only To Activate (+1/4), combat acceleration/deceleration (+1/4) (60 Active Points) | 5 |
| 50 | Weapons Systems: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2) | |
| 2u | 1) Concussion Missiles: Energy Blast 10d6, Explosion (+1/2) (75 Active Points); 2 Charges (-1 1/2), OIF (-1/2) | [2] |
| 2u | 2) Fragmentation Missiles: Killing Attack - Ranged 3d6, Explosion (+1/2) (67 Active Points); 2 Charges (-1 1/2), OIF (-1/2) | [2] |
| 5u | 3) Wing-Mounted Machine Gun: Killing Attack - Ranged 1 1/2d6, Armor Piercing (+1/2), Autofire (5 shots; +1/2), 250 Charges (+1) (75 Active Points); OIF (-1/2) | [250] |
| Combat Harness, all slots OIF (-1/2) | ||
| 13 | 1) Wing Harness "Overdrive": Flight 10", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (40 Active Points); Fuel Dependent (fuel is Uncommon; must refuel Once per 6 Hours; -1 1/2), OIF (-1/2) | 4 |
| 10 | 2) Radar Array: Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As Sight Group As Well As Radio Group [very common Sense] (-1/2), OIF (-1/2) | 0 |
| 7 | 3) Internal Oxygen Supply: Life Support (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 6 Hours (replacement oxygen supply, Easy to obtain; +0) (10 Active Points); OIF (-1/2) | [1 cc] |
| 6 | 4) Environmental Protection System: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-1/2) | 0 |
| 7 | 5) Communications Suite: High Range Radio Perception (Radio Group), +3 to PER Roll (15 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-1/2) | 0 |
| 30 | 6) Armored Costume: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2) | 0 |
| Cost | Skill |
| 10 | +2 with Harness Weapons Systems |
| 10 | +2 with Ranged Combat |
| 3 | Combat Piloting 14- |
| 3 | Electronics 12- |
| 3 | KS: Military Aircraft 12- |
| 3 | KS: The Aviation World 12- |
| 3 | Lockpicking 14- |
| 3 | Mechanics 12- |
| 2 | Navigation (Air) 12- |
| 2 | TF: Combat Aircraft, Large Planes, Small Planes |
| 3 | Teamwork 14- |
| 3 | WF: Small Arms, Vehicle Weapons |
| Cost | Perk |
| 5 | Contact: ARGENT (Contact has extremely useful Skills or resources) 11- |
| 4 | Fringe Benefit: License to practice a profession: Commercial Pilot, Membership: The Faction |
| Cost | Talent |
| 24 | Hotshot Pilot (Star Hero) |
| Val | Disadvantages |
| 10 | Hunted: Iron Eagle 8- (As Pow, Harshly Punish) |
| 20 | Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish) |
| 20 | Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) |
| 15 | Psychological Limitation: Adrenaline Junky (Very Common, Moderate) |
| 15 | Psychological Limitation: Fearless (Common, Strong) |
| 10 | Psychological Limitation: Loves to fly (Common, Moderate) |
| 20 | Psychological Limitation: Loyal to Battlemaster (Common, Total) |
| 5 | Reputation: Hot shot pilot, 8- |
| 15 | Social Limitation: Secret Identity (Frequently, Major) |
| 10 | Unluck: 2d6 |
| 10 | Vulnerability: 2 x STUN Magnetic Attacks (Uncommon) |
Base Points: 200
Experience Required: 31
Total Experience Available: 22
Experience Unspent: 0
Total Character Cost: 381
| Height: 1.75 m | Hair: Black |
| Weight: 75.00 kg | Eyes: Green |
| Appearance: The Airstrike armored unit is white with red wings onthe chest. The weapons harness on the great retractable wings are gun-metal gray, the wings are white with red stripes along the fore edges. The helm is white with an opaque blue faceplate. The guantlets, boots, and torso have a single red stripe on the tops (boots and guantlets) and the sides (torso). | |
| Personality: The fact that James can now fly is the coolest thing ever. He enjoys being the "living fighter plane" for the Faction. He is brave to the point of foolhardy and loyal to the team and it's emotion binding leader. | |
| Quote:"I can fly rings around you." | |
| Background: James Thredores is a pilot junkie. A former test pilot who survived a firey crash, he was given the option (by his employer, ARGENT) of having his damaged body cybernetically repared as some sort of "Severence" package. Taking them up on the offer, James became a cyborg. His cybersystems are very well concealed, they used his tissue where they could and replicated his tissue to create the illusion of biological functioning. When James was recovering, he met Battlemaster and fell under the charismatic sway of the offkilter would be world leader. James and Dr Vanderbrooke approached ARGENT about a combat harness for James. It was a short seven months later when Airstrike began his career with the faction. | |
| Powers/Tactics: Although his combat harness has wings and jets, its mostly a ruse. The true secret of James' flight is the internal cybenetic enhancements. He wears the harness for it's weapons. He has machine guns, a few micro missiles and a nice radar array. The harness is heavily armored and provides James with Life Support at high atmosphere. | |
| Campaign Use: Another flight suited fellow. To tell the truth he is so very similar to Iron Eagle (whom I created roughly a month ago) I fear I am losing my spark of ingenuity... You can scale down or up the combat harness by adding or removing weapons and armor. | |
Player: NPC; Villain, Leader of the Faction
| Val | Char | Cost |
| 20 | STR | 10 |
| 20 | DEX | 30 |
| 20 | CON | 20 |
| 10 | BODY | 0 |
| 25 | INT | 15 |
| 26 | EGO | 32 |
| 30 | PRE | 20 |
| 14 | COM | 2 |
| 8/26 | PD | 4 |
| 8/26 | ED | 4 |
| 5 | SPD | 20 |
| 8 | REC | 0 |
| 40 | END | 0 |
| 40 | STUN | 10 |
| 6" | RUN | 0 |
| 2" | SWIM | 0 |
| 4" | LEAP | 0 |
| Cost | Power | END |
| 10 | Emotion Detection: Detect Emotions (Mental Group) 14- (Unusual Group), Discriminatory | 0 |
| 20 | Empathic Manipulation: Elemental Control, 40-point powers | |
| 40 | 1) Emotion Sculpting: Major Transform 3d6 (alter, remove, or add psychological limitations related to or reflecting emotional states), Works Against EGO, Not BODY (+1/4), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1) (101 Active Points); No Range (-1/2), Limited Target Humans (-1/2) | 10 |
| 21 | 2) Inspire: Aid Any Emotion-related Characteristic 3d6, One Power At A Time (+1/4), Ranged (+1/2) (52 Active Points); Others Only (-1/2) | 0 |
| 32 | 3) Instill Fear: Drain PRE 3d6, Delayed Return Rate (5 Points per Minute; +1/4), Ranged (+1/2) (52 Active Points) | 5 |
| 10 | 4) Read Emotions: Telepathy 8d6 (40 Active Points); Empathy Single Emotion (-1) | 4 |
| 13 | 5) True Empathic Manipulation: Mind Control 8d6 (40 Active Points); Only To Alter/Inflict Emotional States (-1/2) | 4 |
| 14 | Enhanced Physiology: Life Support (Immunity Alcohol; Immunity All terrestrial diseases and biowarfare agents; Longevity 200 Years) | 0 |
| 10 | Fascination: +25 PRE (25 Active Points); Only To Make "Stop And Listen To Me" Presence Attacks (-1), Incantations (throughout; -1/2) | |
| 14 | Fearless: (Total: 40 Active Cost, 14 Real Cost) +20 Mental Defense (30 points total) (20 Active Points); Only To Resist Fear (-2) (Real Cost: 7) plus Power Defense (20 points) (20 Active Points); Only To Resist Fear (-2) (Real Cost: 7) | 0 |
| 13 | Questionite Saber: Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Penetrating (+1/2) (30 Active Points); OAF Unbreakable (-1), No Knockback (-1/4) | 3 |
| 20 | Side Arm (Custom): Killing Attack - Ranged 2d6 (+2 OCV), 4 clips of 12 Charges (+0) (40 Active Points); OAF (-1) | [12] |
| Armored Combat Suit, all slots OIF (-1/2) | ||
| 55 | 1) Anti Gravity Belt: Flight 20", x16 Noncombat, Reduced Endurance (0 END; +1/2) (82 Active Points); OIF (-1/2) | 0 |
| 8 | 2) Comlink: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2) | 0 |
| 67 | 3) Defense Field: Force Field (10 PD/10 ED/5 Mental Defense/5 Power Defense) (Protect Carried Items), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) (100 Active Points); OIF (-1/2) | 0 |
| 16 | 4) Durable: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) | 0 |
| 13 | 5) Environmental Protection: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-1/2) | 0 |
| 3 | 6) Hard Ear Covers: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) | 0 |
| 3 | 7) Nightsight Lenses: Nightvision (5 Active Points); OIF (-1/2) | 0 |
| 3 | 8) Protective Lenses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) | 0 |
| 3 | 9) Thermal Vision Lenses: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) | 0 |
| Cost | Martial Arts Maneuver |
| Boxing, Modern | |
| 4 | 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 3 | 2) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on |
| 4 | 3) Cross: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike |
| 5 | 4) Hook: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike |
| 3 | 5) Jab: 1/2 Phase, +2 OCV, +1 DCV, Strike |
| 1 | 6) Weapon Element: Cestus |
| Cost | Skill |
| 24 | +3 with All Combat |
| 5 | Accurate Sprayfire |
| 3 | Analyze: Combat 14- |
| 3 | Breakfall 13- |
| 3 | Bureaucratics 15- |
| 3 | Climbing 13- |
| 3 | Conversation 15- |
| 3 | Cryptography 14- |
| 3 | Demolitions 14- |
| 3 | High Society 15- |
| 3 | Interrogation 15- |
| 3 | Linguist |
| 0 | 1) Language: English (idiomatic) (4 Active Points) |
| 2 | 2) Language: German (completely fluent) (3 Active Points) |
| 2 | 3) Language: Italian (completely fluent) (3 Active Points) |
| 2 | 4) Language: Japanese (completely fluent) (3 Active Points) |
| 2 | 5) Language: Latin (completely fluent) (3 Active Points) |
| 2 | 6) Language: Mandarin (completely fluent) (3 Active Points) |
| 3 | Oratory 15- |
| 3 | PS: Acadamician 14- |
| 3 | PS: College Professor 15- |
| 3 | Persuasion 15- |
| 3 | Scholar |
| 2 | 1) KS: Ancient Art of War (Sun Tzu) (3 Active Points) 14- |
| 2 | 2) KS: Famous Generals (3 Active Points) 14- |
| 2 | 3) KS: History (3 Active Points) 14- |
| 2 | 4) KS: Military Hardware (3 Active Points) 14- |
| 5 | 5) KS: Military History (Ancient Rome) (6 Active Points) 17- |
| 5 | 6) KS: Military History (Feudal Japan) (6 Active Points) 17- |
| 5 | 7) KS: Military History (United States) (6 Active Points) 17- |
| 5 | 8) KS: Military History (WWII) (6 Active Points) 17- |
| 2 | 9) KS: Military/Mercenary/Terrorist World (3 Active Points) 14- |
| 2 | 10) KS: Modern Military Stragies (3 Active Points) 14- |
| 1 | 11) KS: Politics (2 Active Points) 11- |
| 2 | 12) KS: The Superhuman World (3 Active Points) 14- |
| 2 | 13) KS: US Army (3 Active Points) 14- |
| 3 | Seduction 15- |
| 3 | Stealth 13- |
| 3 | Tactics 14- |
| 3 | Teamwork 13- |
| 9 | WF: Beam Weapons, Early Firearms, Energy Weapons, Small Arms, Blades |
| Cost | Perk |
| 45 | Base Network: The Citadels |
| 6 | Contact: ARGENT, Organization Contact (x3) (6 Active Points) 11- |
| 6 | Contact: The Warlord, Organization Contact (x3) (6 Active Points) 11- |
| 7 | Fringe Benefit: Concealed Weapon Permit (where appropriate), International Driver's License, Leadership: The Faction, Passport |
| 15 | Money: Filthy Rich |
| 8 | Reputation: Leading Academic on Military History (A large group) 11-, +4/+4d6 |
| 50 | The Olympus (Flying "Base") |
| Val | Disadvantages |
| 10 | Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) |
| 20 | Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish) |
| 20 | Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) |
| 15 | Psychological Limitation: Arrogant (Very Common, Moderate) |
| 15 | Psychological Limitation: Loves Tactical Challenges (Very Common, Moderate) |
| 20 | Psychological Limitation: Megalomaniac (Common, Total) |
| 20 | Psychological Limitation: Obsessed with military life and military victory (Very Common, Strong) |
| 15 | Reputation: Wannabe Conquerer, 14- |
| 15 | Rivalry: Professional (Lord Destroyer; Rival is Significantly More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) |
| 15 | Social Limitation: Secret Identity (Frequently, Major) |
| 15 | Unluck: 3d6 |
Base Points: 200
Experience Required: 474
Total Experience Available: 473
Experience Unspent: 0
Total Character Cost: 854
| Height: 1.88 m | Hair: Silver |
| Weight: 75.00 kg | Eyes: Brown |
| Appearance: A trim, fit man in his late fifties with silver hair, cut close to his scalp, brown eyes and wears a red costume with a black cape and cowl in his Battlemaster Guise. He accessorizes with black boots, gloves, and belts. His chest symbol, an eclipsed sun, is black with golden "rays" eminating from the edge of the black circle. | |
| Personality: Batllemaster wants to be a great general. He wants to rule a nation, and use it as a base to conquer other nations. He has his eyes set on some land in Africa for a start. For this he needs agents, weapons, and capital. He has begun recruiting some easily swayed men and women as his soldiers, gathered a few potent superbeings to his banner, and has set up "accounts" with both ARGENT and the Warlord. Charles is egocentric, arrogant, a bit off his rocker, and very charismatic and compelling. | |
| Quote:"An interesting tactical ploy, Defender, dying in my trap." | |
| Background: Charles Vanderbrooke is a historian. He has studied war and military management for decades. To Charles, there is nothing more glorious and pure than the feelings caused in war. The fact that historybooks are written by the winning side only adds to the glories and legacies of mighty nations. Charles joined the military when he was young and served three tours of duty with the Army before completeing his education at various universities around the world. He was wealthy by the young age of 25, due to luck and wise investments. What much of the world doesn't know is that Dr Vanderbrooke (PhD in World History), is also a mutant with the ability to control the emotions of those around him. Charles has used his abilities to get his way on several occasions, he is the ultimate competitor and he uses any advantage he has to win. When Charles turned 50, he realized that his powers, his knowledge, and his passions were calling for more than the life of an acclaimed academic and a string of affairs with lovely coeds. So at an age when some consider retirement, Charles began taking steps to become a leader. Realizing that the world governments "coddled" the metahumans in thier midst, he chose the career of a criminal mastermind. A few months later, Battlemaster made his debut. | |
| Powers/Tactics: Battlemaster approaches everything with a military-wannabe mindset. He sees all of his operations in terms of wins, losses, soldiers and hardware. Even though he has actually served in the military, Master Mars' grasp of military life and planning is very much hollywood romanticism. He uses his abilities to inspire his troops, cause fear and dissent in his enemies and seduce beautiful women. He carreis a few side arms that he is indeed proficient in, has communication and sensor gear in his costume and hand to hand training. A side effect of his mutations is a robust health. Although in his late fifties, he has the physical prowess of a man half his age. | |
| Campaign Use: A lower level "mastervillain". If you want to make him less of a threat drop his EC to 15 points and lower his defense field to +8/+3. To make him stronger make his abilites more area effect or give him greater accesss to weaponry. | |
Player: NPC; Member of the Faction
| Val | Char | Cost |
| 20/80 | STR | 10 |
| 18 | DEX | 24 |
| 20/40 | CON | 20 |
| 18/30 | BODY | 16 |
| 10 | INT | 0 |
| 13 | EGO | 6 |
| 20/40 | PRE | 10 |
| 12 | COM | 1 |
| 10/30 | PD | 6 |
| 6/30 | ED | 2 |
| 4 | SPD | 12 |
| 8/12 | REC | 0 |
| 40/80 | END | 0 |
| 38/60 | STUN | 0 |
| 6"/30" | RUN | 0 |
| 2" | SWIM | 0 |
| 4"/16" | LEAP | 0 |
| Cost | Power | END |
| 75 | Gargantuan Size: Growth (+60 STR, +12 BODY, +12 STUN, -12" KB, 409,600 kg, -8 DCV, +8 PER Rolls to perceive character, 32 m tall, 16 m wide), Costs END Only To Activate (+1/4) (75 Active Points) | 6 |
| 32 | Gigantic Defense: (Total: 40 Active Cost, 32 Real Cost) +20 PD (20 Active Points); Linked (Gargantuan Size; gains +5 PD per 15 points of Growth; Greater Power is Constant; -1/4) (Real Cost: 16) plus +20 ED (20 Active Points); Linked (Gargantuan Size; gains +5 PD per 15 points of Growth; Greater Power is Constant; -1/4) (Real Cost: 16) | 0 |
| 3 | Gigantic Eyes: +2 PER with Sight Group (4 Active Points); Linked (Gargantuan Size; only applies at 30 points' worth of Growth or more; Greater Power is Constant; -1/4) | 0 |
| 4 | Gigantic Eyes: Nightvision (5 Active Points); Linked (Gargantuan Size; only applies at 30 points' worth of Growth or more; Greater Power is Constant; -1/4) | 0 |
| 45 | Gigantic Fists: Area Of Effect (up to One Hex; +1/2) for up to 90 Active Points of STR, Reduced Endurance (0 END; +1/2) (67 Active Points); Linked (Gargantuan Size; -1/2) | 0 |
| 16 | Gigantic Impressiveness: +20 PRE (20 Active Points); Linked (Gargantuan Size; Greater Power is Constant; -1/4) | |
| 48 | Gigantic Legs: Running +24" (6"/30" total), Reduced Endurance (1/2 END; +1/4) (60 Active Points); Linked (Gargantuan Size; +6" Running per 15 points of Growth; Greater Power is Constant; -1/4) | 2 |
| 32 | Gigantic Physique, And Tougher, Too: +20 CON (40 Active Points); Linked (Gargantuan Size; gains +5 CON per 15 points of Growth; Greater Power is Constant; -1/4) | |
| 16 | Gigantic Resilience: Damage Resistance (20 PD/20 ED) (20 Active Points); Linked (Gargantuan Size; gains 5 PD/5 ED Damage Resistance per 15 points of Growth; Greater Power is Constant; -1/4) | 0 |
| 8 | Gigantic Swing: +4 OCV with Sweep |
| Cost | Skill |
| 15 | +3 with HTH Combat |
| 3 | Demolitions 11- |
| 2 | KS: The Superhuman World 11- |
| 2 | Navigation (Land) 11- |
| 3 | Paramedics 11- |
| 3 | Streetwise 13- (17-) |
| Cost | Perk |
| 3 | Fringe Benefit: Membership: The Faction |
| Val | Disadvantages |
| 10 | Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) |
| 10 | Hunted: Growth Hero 8- (As Pow, Harshly Punish) |
| 20 | Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish) |
| 20 | Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) |
| 5 | Physical Limitation: Requires Tremendous amounts of food (3x) (Infrequently, Slightly Impairing) |
| 15 | Psychological Limitation: Brawler (Common, Strong) |
| 15 | Psychological Limitation: Disdain for modern cultural and political bodies (Very Common, Moderate) |
| 20 | Psychological Limitation: Fanatically Loyal to Battlemaster (Common, Total) |
| 5 | Rivalry: Professional (Gargantuan; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry) |
| 15 | Social Limitation: Secret Identity (Frequently, Major) |
| 5 | Unluck: 1d6 |
| 10 | Vulnerability: 2 x STUN Sonics (Uncommon) |
Base Points: 200
Experience Required: 67
Total Experience Available: 70
Experience Unspent: 3
Total Character Cost: 417
| Height: 2.00 m | Hair: Blonde |
| Weight: 100.00 kg | Eyes: Blue |
| Appearance: A ruggedly built strong man with a thick build. Dan has unkempt blonde hair and blue eyes. His costume is gray with a gold tower on his chest (resembles a rook piece). His belt, boots, and gloves are black. He wears a gray face mask that keeps his hair, chin, and mouth revealed. | |
| Personality: Dan is a rough and tumble man. He enjoys using his powers and has found a calling in the Crusade, Battlemaster's plan for the Faction. Dan has little respect for the current systems of government and social movements. He feels there is something missing. Something that Battlemaster can provide. | |
| Quote:"Shut up." | |
| Background: Daniel DeBeers always had the ability to grow. It was a little out of control when he was a child and he had some amazing "Growth spurts" while he grew up. He was always looking for something to believe in. He'd been raised by a parents he considered "wacko hippies" who seemed to have traded their idealism for commercialism and become card carrying "squares" to use their lingo. Dan excelled at basketball but his mutant abilities kept him from enjoying even a highschool career. It also left him pretty despondant and gave him accute distaste for bureaucracy. After school Dan drifeted for a while, he avoided college but was intrigued by the campus life and got a job at one of the food courts. He was on his way to work one afternoon when a man, adorned in a brilliant red and black costume was speaking to the assembled students about his crusade and the purity of conquest. Although there were those who sneered, no one heckled, or interrupted the man. Dan was intrigued by his words. The guy sounded nuts but he also sounded like someone who was going to do something. Dan waited until the crowd had dispursed, a few students were standing by the man, talking. It was obvious they two had heard his message. Dan approached him and they talked for a few minutes then the man gave Dan a card. A few days later he saw the man again. This time he was not wearing his costume, he looked older but wiser with out it. Dan confided his mutant abilities to the man and professed a desire to join his crusade. Delighted, Battlemaster added his first Big Gun, and he dubbed Dan the Seige Tower. | |
| Powers/Tactics: Dan has the power to grow to gigantic size and gains greater than proportional strength. He is very much a brick and has no quams going toe to toe with strongmen in the catagory of Gargantuan and Grond. For the most part he tends to stay at a "managable" size, about as big as he can get so as to get the maximum benefits of his abilities but minimizing the natural defects of becoming a giant. | |
| Campaign Use: A member of a mid range superteam. Seige Tower is a tough customer. If you want to make him less threatening to your players drop his Growth to 45 pts (lower his other powers proportionally). To make him even tougher drop the End usage on his Strength to half, increase his resistant defenses and add a few CSLs. | |
Player: NPC; Member of the Factor
| Val | Char | Cost |
| 50 | STR | 40 |
| 20 | DEX | 30 |
| 30 | CON | 40 |
| 20 | BODY | 20 |
| 20 | INT | 10 |
| 20 | EGO | 20 |
| 20 | PRE | 10 |
| 14 | COM | 2 |
| 25 | PD | 15 |
| 25 | ED | 19 |
| 4 | SPD | 10 |
| 16 | REC | 0 |
| 60 | END | 0 |
| 60 | STUN | 0 |
| 6" | RUN | 0 |
| 2" | SWIM | 0 |
| 10" | LEAP | 0 |
| Cost | Power | END |
| 20 | Gravity Manipulation: Elemental Control, 40-point powers | |
| 20 | 1) Gravitic Blast: Energy Blast 8d6 (40 Active Points) | 4 |
| 55 | 2) Gravitic Manipulation: Telekinesis (50 STR) (75 Active Points) | 7 |
| 24 | 3) Gravitic Wall: Force Wall (8 PD/8 ED; 3" long and 1" tall) (44 Active Points) | 4 |
| 90 | 4) Graviton Maniplation: Flight 20", No Turn Mode (+1/4), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) (110 Active Points) | 0 |
| 50 | 5) Gravity Alteration: Telekinesis (40 STR), Area Of Effect (6" Radius; +1) (120 Active Points); Only To Pull Objects Straight Down To Earth Or Hold Them Off Ground (-1) | 12 |
| 36 | 6) Gravity Cancellation: Flight 8", Ranged (+1/2), Usable As Attack (x16 maximum weight per inanimate target; +2) (56 Active Points) | 6 |
| 8 | Massive Tissue: Damage Resistance (8 PD/8 ED) | 0 |
| 10 | Personal Gravity : Clinging (normal STR) | 0 |
| 13 | Sense Gravitic Fields: Detect Gravity (Touch Group) 13- (Unusual Group), Discriminatory, Range | 0 |
| 16 | Starlike Mass: Knockback Resistance -8" | 0 |
| 15 | Physical Damage Reduction, Resistant, 50% (30 Active Points); Only Works Against Gravity Attacks (-1) | 0 |
| Cost | Skill |
| 16 | +2 with All Combat |
| 3 | Deduction 13- |
| 3 | Gravity Manipulation 13- |
| 3 | High Society 13- |
| 3 | Interrogation 13- |
| 2 | KS: The Superhuman World 11- |
| 3 | Navigation (Air, Space) 13- |
| 3 | Oratory 13- |
| 3 | Paramedics 13- |
| 3 | Persuasion 13- |
| 3 | SS: Physics 13- |
| 3 | Systems Operation 13- |
| Cost | Perk |
| 3 | Fringe Benefit: Membership: The Faction |
| Cost | Talent |
| 3 | Bump Of Direction |
| Val | Disadvantages |
| 10 | Distinctive Features: White haired, white eyed, African American with metallic voice (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) |
| 15 | Enraged: If he feels he's not getting the respect he's due (Common), go 8-, recover 11- |
| 5 | Hunted: Gravitar 8- (Mo Pow, Watching) |
| 20 | Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish) |
| 20 | Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) |
| 15 | Physical Limitation: Massively Heavy (Frequently, Greatly Impairing) |
| 0 | Psychological Limitation: Absolutely loyal to the Battlemaster (Uncommon, Total, Extra Disadvantage) |
| 10 | Psychological Limitation: Intense, no sense of humor (Common, Moderate) |
| 20 | Psychological Limitation: Proud, Overconfident (Very Common, Strong) |
| 15 | Psychological Limitation: Relentless, will not surrender/Give up (Common, Strong) |
| 15 | Social Limitation: Public Identity (Frequently, Major) |
| 5 | Unluck: 1d6 |
Base Points: 200
Experience Required: 277
Total Experience Available: 277
Experience Unspent: 0
Total Character Cost: 627
| Height: 1.90 m | Hair: White |
| Weight: 25600.00 kg | Eyes: White |
| Appearance: A tall and thickly built African American with stark white hair and white eyes. His voice resonates with an inhuman tone. Although he claims to wear no costume when acting publically he almost always can be seen in a black outfit consisting of muscle shirt, slacks, combat boots, and a black leather duster with a styleized lunar eclips on the back. | |
| Personality: The Fallen Star does not work for anyone but himself. He calls the Faction his allies in his struggles to find a place to call his own, but he will not admit or accept that Battlemaster is his "boss" or "leader". The truth is a bit more sinister. The Battlemaster has slowly shaped the Fallen Star into the man he is now. If he hadn't had such trouble controlling his powers in his initial appearance, he might have become a hero, but Battlemaster saw his potential and egged the man to more and more violent actions. He has completely won the loyalty of The Fallen Star, but the younger villain has no idea that this is true. | |
| Quote:"I dont play "supervillain" games, Nighthawk, you will not walk away from this." | |
| Background: When he walks down the street, the earth trembles, his glare has been known to make grown men faint; he is Gabriel Pierce, the Fallen Star. There have been rumors as to how the physicist turned supervillain gained his powers but he's never confirmed any of them. He is something of an anti-hero, he has "street cred" with urban youth, his disdain for the "superhero game" and his willingness to take what he wants embodies some of thier ideals of self fullfillment. Since his very violent initial appearance in New York City, he has been seen with the Faction many times. He often gives orders to the other superpowered members of the team (save Battlemaster) and is generally considered the leader of the Big Guns. | |
| Powers/Tactics: A living gravity singularity, Gabriel simulates many of the abilities of Graviton, however, he is not in her league. He does have superhuman strength due to his tremendous mass. He circumvents this by flying constantly. However, if he is knocked unconscious or stunned he "falls" and all his mass is applied to the area he occupies. | |
| Campaign Use: A gravity manipulator. The Fallen Star is more about attitude than unique abilities. His power level is actually on the lower end damage wise but some of his "effect" powers, the TK and Flight usable as an attack can be considered dangerous so feel free to tone them down or remove them all together. To make him more of a threat cut and paste Graviton's abilities as you see fit. | |