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Ken
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Re: J-Mart MnM: Robin, Nightwing, Red Robin, Red Hood, Alfred

Post by Ken »

The Batman's batman.
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Re: J-Mart MnM: Robin, Nightwing, Red Robin, Red Hood, Alfred

Post by Jabroniville »

I remember when Aunt May died and was resurrected, someone made a comment about how similar it was to Alfred, who apparently was killed off in the '50s or '60s- "The comic just doesn't work without them"- they're necessary elements to the whole. Batman can go by without a Robin (though he's better WITH one). He cannot go on without Alfred.
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Re: J-Mart MnM: Robin, Nightwing, Red Robin, Red Hood, Alfred

Post by Arkrite »

Alfred Pennyworth: What rot, sir! Why, you're the very model of sanity. Oh, by the way, I pressed your tights and put away your exploding gas balls.
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Re: J-Mart MnM: Robin, Nightwing, Red Robin, Red Hood, Alfred

Post by catsi563 »

And one of my personal favorites.

Pshh sir you're the very model of sanity. By the way I've folded your costume and put away your exploding gas balls.
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Re: J-Mart MnM: Robin, Nightwing, Red Robin, Red Hood, Alfred

Post by Jabroniville »

I also gained new respect for Alfred after watching Downton Abbey and reading the supporting material, which points out that running a household the size of Wayne Manor would take a HUGE amount of constant work, yet he is almost always the ONLY person ever seen working there- even doing "Maid's Work" like the dusting, the "Cook's Work" of preparing food, the "Chauffer's Work" of driving the car around, and the job of a proper Valet (handling his master's clothes). And the dude isn't even given the proper due of being called only by his last name- everyone just calls him "Alfred!"

Keep in mind that most writers had long since given up on the idea of ever showing OTHER people working at Wayne Manor- even the cartoons just have old Alfred there all by himself.
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Re: J-Mart MnM: Robin, Nightwing, Red Robin, Red Hood, Alfred

Post by Bladewind »

That`s because Alfred actually doesn`t do that work... he just appears to for Bruce. The gaggle of employees are always herded away from any interactions with the master of the house....
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Ken
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Re: J-Mart MnM: Robin, Nightwing, Red Robin, Red Hood, Alfred

Post by Ken »

Jabroniville wrote:And the dude isn't even given the proper due of being called only by his last name- everyone just calls him "Alfred!"
Well, when one considers what his first surname was, I can understand why he wouldn't want it used.

Yes, Alfred had two surnames. He didn't have one iduring his first two years, then he was given one in 1945, but it was dropped, and forgotten. He effectively didn't have one again in the 1950s most of the1960s. In fact, when he died, Bruce established "The Alfred Foundation" in his honour; even then, no surname. He didn't become "Pennyworth" until 1969.

So, trivia question for everyone but Batgirl: what was Alfred's first surname?
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Re: J-Mart MnM: Robin, Nightwing, Red Robin, Red Hood, Alfred

Post by jcjec »

Ken wrote:So, trivia question for everyone but Batgirl: what was Alfred's first surname?
This one is going to dog them for a while.
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Re: J-Mart MnM: Robin, Nightwing, Red Robin, Red Hood, Alfred

Post by Jabroniville »

jcjec wrote:
Ken wrote:So, trivia question for everyone but Batgirl: what was Alfred's first surname?
This one is going to dog them for a while.
Unless you check Wikipedia, which has it right there :).
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Re: J-Mart MnM: Robin, Nightwing, Red Robin, Red Hood, Alfred

Post by Gilliam »

I know wikipedia is very helpful :D

But his first appearance was a surprise

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Re: J-Mart MnM: Robin, Nightwing, Red Robin, Red Hood, Alfred

Post by Bladewind »

jcjec wrote:
Ken wrote:So, trivia question for everyone but Batgirl: what was Alfred's first surname?
This one is going to dog them for a while.
I see what you did there...
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Thugs

Post by Thorpocalypse »

OK, children THUGANOMICS CLASS IS IN SESSION! Check these new items out as we open up MINIONS R US at J-Mart!

Image
I know you can't apply any real world logic to comics, but come on...how freakin' desperate would you have to be to work for THE $%^@* JOKER?!?!?!?!

THUG (STANDARD)
PL3


OPL: 3; DPL: 3; HP: 0

ABILITIES: STRENGTH 1, STAMINA 1, AGILITY 0, DEXTERITY 0, FIGHTING 2, INTELLECT 0, AWARENESS 0, PRESENCE 0

SKILLS: Athletics 1 (+2), Deception 2 (+2), Expertise [Streetwise] 3 (+3), Intimidation 3 (+3), Perception 1 (+1), Ranged Combat [Guns] 2 (+2)

ADVANTAGES: Equipment (2)

POWERS:
NONE

EQUIPMENT:
(10 pts)
Leather Jacket: Protection 1; 1 pts
Cell Phone, Standard: Feature 1 (Cellular Communication); 1 pt
Knife: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Arsenal: (6 pts)
Light Pistol: Ranged Ballistic Damage 3; 6 pts
OR
Chain: Bludgeoning Strength-Based Damage 2, Grabbing, Reach [5 ft.], Tripping; 5 pts
Brass Knuckles: Bludgeoning Strength-Based Damage 1; 1 pt
OR
Pipe/Bat: Bludgeoning Strength-Based Damage 2; 3 pts

OFFENSE:
Initiative +0
Close Attack +2 [Unarmed +1; Knife +2, Critical 19-20; Chain +3 OR Brass Knuckles +2 OR Pipe/Bat +3]
Ranged Attack +0
Guns +2 [OR Light Pistol +3]

DEFENSES:
Dodge +3 [DC13] Parry +3 [DC13]
Toughness +2 (+1 without Defensive Roll), Fortitude +2, Will +1

COMPLICATIONS:
Responsibility: To their crew.

Abilities 8 + Skills 6 (12 ranks) + Advantages 2 + Powers 0 + Defenses 6 = 22 / 22

Build Comments: Your standard thug for the street level Thorpocaverse.

---------------------------------------------------------------------------------------------------------------

THUG (BIG HITTER)
PL4


OPL: 4; DPL: 4; HP: 0

ABILITIES: STRENGTH 3, STAMINA 3, AGILITY 0, DEXTERITY 1, FIGHTING 4, INTELLECT 0, AWARENESS 0, PRESENCE 0

SKILLS: Athletics 2 (+5), Close Combat [Unarmed] 1 (+5), Deception (+1), Expertise [Streetwise] 4 (+4), Intimidation 5 (+5), Insight (+0), Perception 2 (+2), Persuasion (+0), Ranged Combat [Guns] 2 (+3)

ADVANTAGES: Equipment (2)

POWERS:
NONE

EQUIPMENT:
(15 pts)
Leather Jacket: Protection 1; 1 pts
Cell Phone, Standard: Feature 1 (Cellular Communication); 1 pt
Knife: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Arsenal: (9 pts)
Heavy Pistol: Ranged Ballistic Damage 4; 8 pts
Chain: Bludgeoning Strength-Based Damage 1, Grabbing, Reach [5 ft.], Tripping; 4 pts
OR
Brass Knuckles: Bludgeoning Strength-Based Damage 1; 1 pt
OR
Pipe/Bat: Bludgeoning Strength-Based Damage 1; 1 pt

OFFENSE:
Initiative +0
Close Attack +4 [Unarmed +3; Knife +4, Critical 19-20; Chain +4 OR Brass Knuckles +4 OR Pipe/Bat +4]
Ranged Attack +0
Guns +3 [Heavy Pistol +4]

DEFENSES:
Dodge +3 [DC13] Parry +4 [DC14]
Toughness +4, Fortitude +3, Will +1

COMPLICATIONS:
Responsibility: To their crew.

Abilities 22 + Skills 8 (16 ranks) + Advantages 2 + Powers 0 + Defenses 4 = 36 / 36

Build Comments: The heavy hitter type thugs, the guys that the crime lords usually use for more critical jobs and can give street level heroes more of a scrap, at least in numbers.

-------------------------------------------------------------------------------------------------------------

THUG (STREET INFORMANT)
PL3


OPL: 3; DPL: 3; HP: 0

ABILITIES: STRENGTH 1, STAMINA 1, AGILITY 0, DEXTERITY 1, FIGHTING 2, INTELLECT 1, AWARENESS 0, PRESENCE 0

SKILLS: Athletics 1 (+2), Deception 5 (+5), Expertise [Streetwise] 5 (+6), Insight 2 (+2), Investigation 5 (+6) [Contacts], Perception 3 (+3), Ranged Combat [Guns] 1 (+2)

ADVANTAGES: Contacts, Equipment (2)

POWERS:
NONE

EQUIPMENT:
(10 pts)
Leather Jacket: Protection 1; 1 pts
Cell Phone, Standard: Feature 1 (Cellular Communication); 1 pt
Knife: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Light Pistol: Ranged Ballistic Damage 3; 6 pts

OFFENSE:
Initiative +0
Close Attack +2 [Unarmed +1; Knife +2, Critical 19-20]
Ranged Attack +1
Guns +2 [Light Pistol +3]

DEFENSES:
Dodge +3 [DC13] Parry +2 [DC12]
Toughness +2, Fortitude +1, Will +1

COMPLICATIONS:
Responsibility: To himself and da streets.

Abilities 12 + Skills 11 (22 ranks) + Advantages 3 + Powers 0 + Defenses 4 = 30 / 30

Build Comments: The Huggy Bears of the streets.
Last edited by Thorpocalypse on Sun Dec 01, 2019 7:42 pm, edited 5 times in total.
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Ninjas

Post by Thorpocalypse »

Watch you backs, loyal customers! This MINIONS R US SPECIAL can come out of nowhere...

Image

Image

NINJA (STANDARD)
PL4


OPL: 4; DPL: 4; HP: 0

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 3, DEXTERITY 2, FIGHTING 5, INTELLECT 0, AWARENESS 1, PRESENCE 0

SKILLS: Acrobatics 3 (+6), Athletics 4 (+5), Expertise [Ninja] 4 (+4), Insight (+1), Intimidation 2 (+2), Perception 2 (+3), Ranged Combat [Throwing] 1 (+5), Stealth 4 (+7/+12)

ADVANTAGES: Defensive Roll (1), Equipment (2), Improved Initiative (1), Ranged Attack (2)

POWERS:
NONE

EQUIPMENT:
(10 pts)
Ninja Garb: Feature 1 (+2 Stealth in Chosen Environment [Night]); 1 pt
Climbing Claws: Movement 1 (Wall-Crawling, Flaw: Limited to surfaces where claws can get purchase); 1 pt
Smoke Bomb: Enhanced Advantage 1(Hide in Plain Sight); 1 pts
Shuriken: Ranged Multiattack Piercing Damage 1; 3 pts
Ninjato: Slashing Strength-Based Damage 2, Dangerous, Feature 1 (Multi-Purpose Tool); 4 pts
OR
Nunchakus: Bludgeoning Strength-Based Damage 2, Disarming, Impressive; 4 pts

OFFENSE:
Initiative +7
Close Attack +5 [Unarmed +1; Ninjato +3, Critical 19-20 OR Nunchakus +3]
Ranged Attack +4
Throwing +5 [Shuriken +1, Multiattack]

DEFENSES:
Dodge +5 [DC15] Parry +5 [DC15]
Toughness +3 (+2 without Defensive Roll), Fortitude +2, Will +1

COMPLICATIONS:
Responsibility: To their clan and master.

Abilities 28 + Skills 10 (20 ranks) + Advantages 6 + Powers 0 + Defenses 2 = 46 / 46

Build Comments: Your standard ninjas. And some mass combat.
NINJAS MASS COMBAT

CORPS (20,000-50,000): ATTACK 16, DAMAGE 17, DEFENSE 2, TOUGHNESS 14, INITIATIVE 2, MORALE 0
DIVISION (9,000-15,000): ATTACK 15, DAMAGE 16, DEFENSE 2, TOUGHNESS 13, INITIATIVE 2, MORALE 0
BRIGADE (6,000-8,000): ATTACK 14, DAMAGE 15, DEFENSE 2, TOUGHNESS 12, INITIATIVE 2, MORALE 0
REGIMENT 1 (3,000-4,000): ATTACK 13, DAMAGE 14, DEFENSE 2, TOUGHNESS 11, INITIATIVE 2, MORALE 0
REGIMENT 2 (1,250-2,750): ATTACK 12, DAMAGE 13, DEFENSE 2, TOUGHNESS 10, INITIATIVE 2, MORALE 0
BATALLION 1 (500-1,000): ATTACK 11, DAMAGE 12, DEFENSE 2, TOUGHNESS 9, INITIATIVE 2, MORALE 0
BATALLION 2 (150-450): ATTACK 10, DAMAGE 11, DEFENSE 2, TOUGHNESS 8, INITIATIVE 2, MORALE 0
COMPANY 1 (140): ATTACK 9, DAMAGE 10, DEFENSE 2, TOUGHNESS 7, INITIATIVE 2, MORALE 0
COMPANY 2 (55-125): ATTACK 8, DAMAGE 9, DEFENSE 2, TOUGHNESS 6, INITIATIVE 2, MORALE 0
PLATOON 1 (30-50): ATTACK 7, DAMAGE 8, DEFENSE 2, TOUGHNESS 5, INITIATIVE 2, MORALE 0
PLATOON 2 (15-40): ATTACK 6, DAMAGE 7, DEFENSE 2, TOUGHNESS 4, INITIATIVE 2, MORALE 0
SQUAD (8-10): ATTACK 5, DAMAGE 6, DEFENSE 2, TOUGHNESS 3, INITIATIVE 2, MORALE 0
SQUAD (4-6): ATTACK 4, DAMAGE 5, DEFENSE 2, TOUGHNESS 2, INITIATIVE 2, MORALE 0
BASE (2-3): ATTACK 2, DAMAGE 3, DEFENSE 2, TOUGHNESS 0, INITIATIVE 2, MORALE 0

----------------------------------------------------------------------------------------------------------------

NINJA (NOVICE)
PL3


OPL: 3; DPL: 3; HP: 0

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 2, DEXTERITY 2, FIGHTING 3, INTELLECT 0, AWARENESS 1, PRESENCE 0

SKILLS: Acrobatics 3 (+5), Athletics 3 (+4), Expertise [Ninja] 3 (+3), Insight (+1), Intimidation 3 (+3), Perception 2 (+3), Ranged Combat [Throwing] 1 (+3), Stealth 3 (+5/+7)

ADVANTAGES: Equipment (2)

POWERS:
NONE

EQUIPMENT:
(10 pts)
Ninja Garb: Feature 1 (+2 Stealth in Chosen Environment [Night]); 1 pt
Climbing Claws: Movement 1 (Wall-Crawling, Flaw: Limited to surfaces where claws can get purchase); 1 pt
Smoke Bomb: Enhanced Advantage 1 (Hide in Plain Sight); 1 pts
Shuriken: Ranged Multiattack Piercing Damage 1; 3 pts
Ninjato: Slashing Strength-Based Damage 2, Dangerous, Feature 1 (Multi-Purpose Tool); 4 pts
OR
Nunchakus: Bludgeoning Strength-Based Damage 2, Disarming, Impressive; 4 pts

OFFENSE:
Initiative +2
Close Attack +3 [Unarmed +1; Ninjato +3, Critical 19-20 OR Nunchakus +3]
Ranged Attack +2
Throwing +3 [Shuriken +1, Multiattack]

DEFENSES:
Dodge +4 [DC14] Parry +4 [DC14]
Toughness +2 (+2 without Defensive Roll), Fortitude +2, Will +1

COMPLICATIONS:
Responsibility: To their clan and master.

Abilities 22 + Skills 9 (18 ranks) + Advantages 2 + Powers 0 + Defenses 3 = 36 / 36

Build Comments: The rookie ninjas.

---------------------------------------------------------------------------------------------------------------

NINJA (ELITE)
PL5


OPL: 5; DPL: 5; HP: 0

ABILITIES: STRENGTH 2, STAMINA 2, AGILITY 3, DEXTERITY 3, FIGHTING 6, INTELLECT 0, AWARENESS 2, PRESENCE 0

SKILLS: Acrobatics 5 (+8), Athletics 4 (+6), Expertise [Ninja] 5 (+5), Insight (+1), Intimidation 4 (+4), Perception 2 (+4), Ranged Combat [Throwing] 1 (+6), Stealth 5 (+8/+10)

ADVANTAGES: Defensive Roll (1), Equipment (2), Improved Initiative (1), Ranged Attack (2)

POWERS:
NONE

EQUIPMENT:
(10 pts)
Ninja Garb: Feature 1 (+5 Stealth in Chosen Environment [Night]); 1 pt
Climbing Claws: Movement 1 (Wall-Crawling, Flaw: Limited to surfaces where claws can get purchase); 1 pt
Smoke Bomb: Enhanced Advantage 1(Hide in Plain Sight); 1 pts
Shuriken: Ranged Multiattack Piercing Damage 1; 3 pts
Ninjato: Slashing Strength-Based Damage 2, Dangerous, Feature 1 (Multi-Purpose Tool); 4 pts
OR
Nunchakus: Bludgeoning Strength-Based Damage 2, Disarming, Impressive; 4 pts

OFFENSE:
Initiative +7
Close Attack +6 [Unarmed +1; Ninjato +4, Critical 19-20 OR Nunchakus +4]
Ranged Attack +5
Throwing +6 [Shuriken +1, Multiattack]

DEFENSES:
Dodge +7 [DC17] Parry +7 [DC17]
Toughness +3 (+2 without Defensive Roll), Fortitude +3, Will +2

COMPLICATIONS:
Responsibility: To their clan and master.

Abilities 36 + Skills 13 (26 ranks) + Advantages 6 + Powers 0 + Defenses 6 = 61 / 61

Build Comments: The more experienced ninjas.

----------------------------------------------------------------------------------------------------------------- 

NINJA (MASTER)
PL6


OPL: 6; DPL: 6; HP: 0

ABILITIES: STRENGTH 2, STAMINA 2, AGILITY 3, DEXTERITY 3, FIGHTING 8, INTELLECT 1, AWARENESS 2, PRESENCE 0

SKILLS: Acrobatics 6 (+9), Athletics 5 (+7), Expertise [Ninja] 5 (+6), Insight (+1), Intimidation 4 (+4), Perception 3 (+5), Ranged Combat [Throwing] 2 (+8), Stealth 7 (+10/+12)

ADVANTAGES: Defensive Roll (2), Equipment (2), Improved Initiative (1), Ranged Attack (3)

POWERS:
NONE

EQUIPMENT:
(10 pts)
Ninja Garb: Feature 1 (+2 Stealth in Chosen Environment [Night]); 1 pt
Climbing Claws: Movement 1 (Wall-Crawling, Flaw: Limited to surfaces where claws can get purchase); 1 pt
Smoke Bomb: Enhanced Advantage 1 (Hide in Plain Sight); 1 pts
Shuriken: Ranged Multiattack Piercing Damage 1; 3 pts
Ninjato: Slashing Strength-Based Damage 2, Dangerous, Feature 1 (Multi-Purpose Tool); 4 pts
OR
Nunchakus: Bludgeoning Strength-Based Damage 2, Disarming, Impressive; 4 pts

OFFENSE:
Initiative +7
Close Attack +8 [Unarmed +1; Ninjato +4, Critical 19-20 OR Nunchakus +4]
Ranged Attack +6
Throwing +8 [Shuriken +1, Multiattack]

DEFENSES:
Dodge +8 [DC18] Parry +8 [DC18]
Toughness +4 (+2 without Defensive Roll), Fortitude +3, Will +3

COMPLICATIONS:
Responsibility: To their clan and master.

Abilities 42 + Skills 16 (32 ranks) + Advantages 8 + Powers 0 + Defenses 7 = 73 / 73

Build Comments: The ninja master.
Last edited by Thorpocalypse on Sun Dec 01, 2019 7:43 pm, edited 4 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
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Soldiers

Post by Thorpocalypse »

Our MINIONS R US run is still going strong with these new items for our Archetypes aisle!

Image
Come home safe, guys.

SOLDIERS (STANDARD)
PL5


OPL: 5; DPL: 5; HP: 0

ABILITIES: STRENGTH 2, STAMINA 2, AGILITY 1, DEXTERITY 2, FIGHTING 3, INTELLECT 0, AWARENESS 1, PRESENCE 0

SKILLS: Athletics 3 (+5), Expertise [Soldier] 4 (+4), Expertise [Tactics] 4 (+4), Insight 2 (+3), Intimidation (+0), Perception 3 (+4), Persuasion (+0), Ranged Combat [Guns] 2 (+4), Stealth 2 (+3)

ADVANTAGES: Equipment (5)

POWERS:
NONE

EQUIPMENT:
(25 pts)
Tactical Vest: Protection 2, Limited to Ballistic Damage, Subtle; 2 pts
Camo Clothing: Feature 1 (+5 Stealth in Chosen Environment); 1 pt
Binoculars: +5 Perception [Visual at Distance]; 1 pt
Walkie Talkie: Senses 1 (Communication Link [Radio, Base]); 1 pt
Knife: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Arsenal: (17 pts)
Assault Rifle: Ranged Multiattack Ballistic Damage 5; 15 pts
Fragmentation Grenades: Ranged Burst Area Ballistic Damage 5, Extra: Burst Area (30 ft radius); 1 pt
Light Pistol: Ranged Ballistic Damage 3; 1 pt

OFFENSE:
Initiative +1
Close Attack +3 [Unarmed +2; Knife +3, Critical 19-20]
Ranged Attack +2
Guns +4 [Light Pistol +3; Assault Rifle +5, Multiattack]
Special Attack [Grenades +5, Area Burst]

DEFENSES:
Dodge +5 [DC15] Parry +4 [DC14]
Toughness +2 (+4 against ballistics), Fortitude +2, Will +2

COMPLICATIONS:
Patriotism: Soldiers are loyal to their country.
Responsibility: To their corps, their squad and their country.

Abilities 22 + Skills 10 (20 ranks) + Advantages 5 + Powers 0 + Defenses 6 = 43 / 43

Build Comments: Standard soldiers for my setting.

Mass combat for them:
TRAINED TROOPS MASS COMBAT

CORPS: ATTACK 16, DAMAGE 19, DEFENSE 2, TOUGHNESS 15, INITIATIVE 2, MORALE 0
DIVISION: ATTACK 15, DAMAGE 18, DEFENSE 2, TOUGHNESS 14, INITIATIVE 2, MORALE 0
BRIGADE: ATTACK 14, DAMAGE 17, DEFENSE 2, TOUGHNESS 13, INITIATIVE 2, MORALE 0
REGIMENT: ATTACK 13, DAMAGE 16, DEFENSE 2, TOUGHNESS 12, INITIATIVE 2, MORALE 0
REGIMENT: ATTACK 12, DAMAGE 15, DEFENSE 2, TOUGHNESS 11, INITIATIVE 2, MORALE 0
BATALLION: ATTACK 11, DAMAGE 14, DEFENSE 2, TOUGHNESS 10, INITIATIVE 2, MORALE 0
BATALLION: ATTACK 10, DAMAGE 13, DEFENSE 2, TOUGHNESS 9, INITIATIVE 2, MORALE 0
COMPANY: ATTACK 9, DAMAGE 12, DEFENSE 2, TOUGHNESS 8, INITIATIVE 2, MORALE 0
COMPANY: ATTACK 8, DAMAGE 11, DEFENSE 2, TOUGHNESS 7, INITIATIVE 2, MORALE 0
PLATOON: ATTACK 7, DAMAGE 10, DEFENSE 2, TOUGHNESS 6, INITIATIVE 2, MORALE 0
PLATOON: ATTACK 6, DAMAGE 9, DEFENSE 2, TOUGHNESS 5, INITIATIVE 2, MORALE 0
SQUAD: ATTACK 5, DAMAGE 8, DEFENSE 2, TOUGHNESS 4, INITIATIVE 2, MORALE 0
SQUAD: ATTACK 4, DAMAGE 7, DEFENSE 2, TOUGHNESS 3, INITIATIVE 2, MORALE 0
BASE: ATTACK 2, DAMAGE 5, DEFENSE 2, TOUGHNESS 1, INITIATIVE 2, MORALE 0
----------------------------------------------------------------------------------------------------------------

SOLDIERS (GREEN)
PL4


OPL: 4; DPL: 4; HP: 0

ABILITIES: STRENGTH 2, STAMINA 2, AGILITY 1, DEXTERITY 1, FIGHTING 2, INTELLECT 0, AWARENESS 0, PRESENCE 0

SKILLS: Athletics 2 (+4), Deception (+0), Expertise [Soldier] 3 (+3), Expertise [Tactics] 3 (+3), Insight (+0), Intimidation (+0), Perception 2 (+2), Persuasion (+0), Ranged Combat [Guns] 2 (+3), Stealth 2 (+3)

ADVANTAGES: Equipment (5)

POWERS:
NONE

EQUIPMENT:
(25 pts)
Tactical Vest: Protection 2, Limited to Ballistic Damage, Subtle; 2 pts
Camo Clothing: Feature 1 (+5 Stealth in Chosen Environment); 1 pt
Binoculars: +5 Perception [Visual at Distance]; 1 pt
Walkie Talkie: Senses 1 (Communication Link [Radio, Base]); 1 pt
Knife: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Arsenal: (17 pts)
Assault Rifle: Ranged Multiattack Ballistic Damage 5; 15 pts
Fragmentation Grenades: Ranged Burst Area Ballistic Damage 5, Extra: Burst Area (30 ft radius); 1 pt
Light Pistol: Ranged Ballistic Damage 3; 1 pt

OFFENSE:
Initiative +1
Close Attack +2 [Unarmed +2; Knife +3, Critical 19-20]
Ranged Attack +1
Guns +3 [Light Pistol +3; Assault Rifle +5, Multiattack]
Special Attack [Grenades +5, Burst Area]

DEFENSES:
Dodge +3 [DC13] Parry +3 [DC13]
Toughness +2 (+4 against ballistics), Fortitude +2, Will +1

COMPLICATIONS:
Patriotism: Soldiers are loyal to their country.
Responsibility: To their corps, their squad and their country.

Abilities 16 + Skills 7 (14 ranks) + Advantages 5 + Powers 0 + Defenses 4 = 32 / 32

Build Comments: Your standard, “rookie, you’re gonna get me killed!” soldier.
GREEN TROOPS MASS COMBAT

CORPS: ATTACK 15, DAMAGE 18, DEFENSE 1, TOUGHNESS 14, INITIATIVE 0, MORALE -3
DIVISION: ATTACK 14, DAMAGE 17, DEFENSE 1, TOUGHNESS 13, INITIATIVE 0, MORALE -3
BRIGADE: ATTACK 13, DAMAGE 16, DEFENSE 1, TOUGHNESS 12, INITIATIVE 0, MORALE -3
REGIMENT: ATTACK 12, DAMAGE 15, DEFENSE 1, TOUGHNESS 11, INITIATIVE 0, MORALE -3
REGIMENT: ATTACK 11, DAMAGE 14, DEFENSE 1, TOUGHNESS 10, INITIATIVE 0, MORALE -3
BATALLION: ATTACK 10, DAMAGE 13, DEFENSE 1, TOUGHNESS 9, INITIATIVE 0, MORALE -3
BATALLION: ATTACK 9, DAMAGE 12, DEFENSE 1, TOUGHNESS 8, INITIATIVE 0, MORALE -3
COMPANY: ATTACK 8, DAMAGE 11, DEFENSE 1, TOUGHNESS 7, INITIATIVE 0, MORALE -3
COMPANY: ATTACK 7, DAMAGE 10, DEFENSE 1, TOUGHNESS 6, INITIATIVE 0, MORALE -3
PLATOON: ATTACK 6, DAMAGE 9, DEFENSE 1, TOUGHNESS 5, INITIATIVE 0, MORALE -3
PLATOON: ATTACK 5, DAMAGE 8, DEFENSE 1, TOUGHNESS 4, INITIATIVE 0, MORALE -3
SQUAD: ATTACK 4, DAMAGE 7, DEFENSE 1, TOUGHNESS 3, INITIATIVE 0, MORALE -3
SQUAD: ATTACK 3, DAMAGE 6, DEFENSE 1, TOUGHNESS 2, INITIATIVE 0, MORALE -3
BASE: ATTACK 1, DAMAGE 4, DEFENSE 1, TOUGHNESS 0, INITIATIVE 0, MORALE -3
---------------------------------------------------------------------------------------------------------------

SOLDIERS (SPECIAL OPS)
PL6


OPL: 6; DPL: 6; HP: 0

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 2, DEXTERITY 2, FIGHTING 5, INTELLECT 1, AWARENESS 2, PRESENCE 0

SKILLS: Athletics 4 (+6), Expertise [Soldier] 5 (+6), Expertise [Tactics] 5 (+6), Insight 1 (+3), Intimidation 4 (+4), Investigation 2 (+3), Perception 3 (+5), Persuasion (+0), Ranged Combat [Guns] 3 (+5), Stealth 3 (+5)

ADVANTAGES: Equipment (6), Teamwork

POWERS:
NONE

EQUIPMENT:
(30 pts)
Tactical Armor: Protection 2; 2 pts
Camo Clothing: Feature 1 (+5 Stealth in Chosen Environment); 1 pt
Binoculars: +5 Perception [Visual at Distance]; 1 pt
Walkie Talkie: Senses 1 (Communication Link [Radio, Base]); 1 pt
Knife: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Night Vision Goggles: Senses 1 (Darkvision, -2 Perception); 1 pt
Multi-Tool: Feature 1 (-2 Skill Checks Requiring Tools); 1 pt
Parachute: Movement 1 (Safe Fall); 2 pts
Arsenal: (17 pts)
Assault Rifle: Ranged Multiattack Ballistic Damage 5; 15 pts
Fragmentation Grenades: Ranged Burst Area Ballistic Damage 5, Extra: Burst Area (30 ft radius); 1 pt
Light Pistol: Ranged Ballistic Damage 3; 1 pt

OFFENSE:
Initiative +2
Close Attack +5 [Unarmed +2; Knife +3, Critical 19-20]
Ranged Attack +2
Guns +5 [Light Pistol +3; Assault Rifle +5, Multiattack]
Special Attack [Grenades +5, Burst Area]

DEFENSES:
Dodge +6 [DC16] Parry +6 [DC16]
Toughness +5 (+5 without Defensive Roll), Fortitude +3, Will +2

COMPLICATIONS:
Patriotism: Soldiers are loyal to their country.
Responsibility: To their corps, their squad and their country.

Abilities 34 + Skills 15 (30 ranks) + Advantages 7 + Powers 0 + Defenses 6 = 61 / 61

Build Comments: Pretty much the top of the line soldiers. Even though snipers are a higher PL, it’s only with a gun. Anyone higher than this gets into full NPC area.
VETERAN TROOPS MASS COMBAT

CORPS: ATTACK 18, DAMAGE 20, DEFENSE 4, TOUGHNESS 16, INITIATIVE 4, MORALE 3
DIVISION: ATTACK 17, DAMAGE 19, DEFENSE 4, TOUGHNESS 15, INITIATIVE 4, MORALE 3
BRIGADE: ATTACK 16, DAMAGE 18, DEFENSE 4, TOUGHNESS 14, INITIATIVE 4, MORALE 3
REGIMENT: ATTACK 15, DAMAGE 17, DEFENSE 4, TOUGHNESS 13, INITIATIVE 4, MORALE 3
REGIMENT: ATTACK 14, DAMAGE 16, DEFENSE 4, TOUGHNESS 12, INITIATIVE 4, MORALE 3
BATALLION: ATTACK 13, DAMAGE 15, DEFENSE 4, TOUGHNESS 11, INITIATIVE 4, MORALE 3
BATALLION: ATTACK 12, DAMAGE 14, DEFENSE 4, TOUGHNESS 10, INITIATIVE 4, MORALE 3
COMPANY: ATTACK 11, DAMAGE 13, DEFENSE 4, TOUGHNESS 9, INITIATIVE 4, MORALE 3
COMPANY: ATTACK 10, DAMAGE 12, DEFENSE 4, TOUGHNESS 8, INITIATIVE 4, MORALE 3
PLATOON: ATTACK 9, DAMAGE 11, DEFENSE 4, TOUGHNESS 7, INITIATIVE 4, MORALE 3
PLATOON: ATTACK 8, DAMAGE 10, DEFENSE 4, TOUGHNESS 6, INITIATIVE 4, MORALE 3
SQUAD: ATTACK 7, DAMAGE 9, DEFENSE 4, TOUGHNESS 5, INITIATIVE 4, MORALE 3
SQUAD: ATTACK 6, DAMAGE 8, DEFENSE 4, TOUGHNESS 4, INITIATIVE 4, MORALE 3
BASE: ATTACK 4, DAMAGE 6, DEFENSE 4, TOUGHNESS 2, INITIATIVE 4, MORALE 3
---------------------------------------------------------------------------------------------------------------- 

SOLDIERS (SNIPER)
PL6


OPL: 6; DPL: 6; HP: 0

ABILITIES: STRENGTH 2, STAMINA 2, AGILITY 1, DEXTERITY 3, FIGHTING 4, INTELLECT 1, AWARENESS 1, PRESENCE 0

SKILLS: Athletics 3 (+5), Deception (+0), Expertise [Soldier] 4 (+5), Expertise [Tactics] 6 (+7), Insight (+1), Intimidation (+0), Perception 5 (+6), Persuasion (+0), Ranged Combat [Guns] 3 (+6), Stealth 5 (+6)

ADVANTAGES: Equipment (6), Improved Aim, Improved Initiative (1)

POWERS:
NONE

EQUIPMENT:
(30 pts)
Tactical Vest: Protection 3, Limited to Ballistic Damage, Subtle; 3 pts
Camo Clothing: Feature 1 (+5 Stealth in Chosen Environment); 1 pt
Binoculars: +5 Perception [Visual at Distance]; 1 pt
Walkie Talkie: Senses 1 (Communication Link [Radio, Base]); 1 pt
Knife: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Night Vision Goggles: Senses 1 (Darkvision, -2 Perception); 1 pt
Arsenal: (17 pts)
Fragmentation Grenades: Ranged Burst Area Ballistic Damage 5, Extra: Burst Area (30 ft radius); 15 pts
Sniper Rifle: Ranged Ballistic Damage 5, Dangerous, Extended Range (50/100/250); 1 pt
Light Pistol: Ranged Ballistic Damage 3; 1 pt

OFFENSE:
Initiative +5
Close Attack +4 [Unarmed +2; Knife +3, Critical 19-20]
Ranged Attack +2
Guns +6 [Light Pistol +3; Sniper Rifle +5, Critical 19-20]
Special Attack [Grenades +5, Burst Area]

DEFENSES:
Dodge +6 [DC16] Parry +4 [DC14]
Toughness +2 (+5 against Ballistics), Fortitude +2, Will +2

COMPLICATIONS:
Patriotism: Soldiers are loyal to their country.
Responsibility: To their corps, their squad and their country.

Abilities 28 + Skills 13 (26 ranks) + Advantages 8 + Powers 0 + Defenses 6 = 55 / 55

Build Comments: Military snipers.
Last edited by Thorpocalypse on Sun Dec 01, 2019 7:44 pm, edited 4 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Police

Post by Thorpocalypse »

We've got more items in our MINIONS R US SPECIAL!

Image
That's right folks. There was a musical cop drama.
Fear it...
Fear it more! And yes, that is Sheryl Crow...the horror...

COP (BEAT COP)
PL3


OPL: 3; DPL: 3; HP: 0

ABILITIES: STRENGTH 1, STAMINA 1, AGILITY 0, DEXTERITY 1, FIGHTING 2, INTELLECT 0, AWARENESS 1, PRESENCE 0

SKILLS: Athletics (+1), Expertise [Cop] 4 (+4), Expertise [Streetwise] 3 (+3), Insight 1 (+2), Investigation 2 (+2), Perception 2 (+3), Persuasion 2 (+2), Ranged Combat [Guns] 1 (+2), Vehicles 2 (+2)

ADVANTAGES: Equipment (5)

POWERS:
NONE

EQUIPMENT:
(25 pts)
Undercover Shirt: Protection 2, Limited to Ballistic Damage, Subtle; 2 pts
Police Radio: Feature 1 (Communication Link [Radio, Dispatch]); 1 pt
Tonfa, Small: Bludgeoning Strength-Based Damage 1, Defensive; 2 pts
Light Pistol: Ranged Ballistic Damage 3; 6 pts
Flashlight: Feature 1 (Illumination); 1 pt
Handcuffs: Feature 1 (Toughness 9, DC20 Sleight of Hand/Technology); 1 pt
Vehicle: (11 pts)
Full-Size Car: Size - L, Strength - 6, Speed - 5, Def - 8, Tough - 9; 11 pts

OFFENSE:
Initiative +0
Close Attack +2 [Unarmed +1; Billy Club +2]
Ranged Attack +1
Guns +2 [Light Pistol +3]

DEFENSES:
Dodge +2 [DC12] Parry +2 (+3 with Billy Club) [DC12/13]
Toughness +1 (+3 against Ballistics), Fortitude +2, Will +1

COMPLICATIONS:
Responsibility: To serve and protect

Abilities 12 + Skills 8 (16 ranks) + Advantages 5 + Powers 0 + Defenses 3 = 28 / 28

Build Comments: Your basic beat cops.

--------------------------------------------------------------------------------------------------------------

COP (CSI)
PL2


OPL: 2; DPL: 2; HP: 0

ABILITIES: STRENGTH 0, STAMINA 0, AGILITY 0, DEXTERITY 1, FIGHTING 2, INTELLECT 2, AWARENESS 2, PRESENCE 0

SKILLS: Expertise [Forensics] 5 (+7), Expertise [Law Enforcement] 1 (+3), Insight 3 (+5), Investigation 5 (+7), Perception 5 (+7), Technology 2 (+4), Treatment 1 (+3)

ADVANTAGES: Equipment (1)

POWERS:
NONE

EQUIPMENT:
(5 pts)
Evidence Kit: Feature 2 (Tools, Analyze Evidence, Investigation); 2 pts
Smart Phone: Feature 4 (Cellular Communication, Photography, PDA [Technology checks involving computers, limited], Digital Video Recording); 3 pts

OFFENSE:
Initiative +0
Close Attack +2 [Unarmed +0]
Ranged Attack +1

DEFENSES:
Dodge +2 [DC12] Parry +2 [DC12]
Toughness +0 (+0 without Defensive Roll), Fortitude +2, Will +2

COMPLICATIONS:
Responsibility: To support the police force and figure out "who are you?"

Abilities 14 + Skills 11 (22 ranks) + Advantages 1 + Powers 0 + Defenses 4 = 30 / 30

Build Comments: You have to have the CSI types in any setting these days.

---------------------------------------------------------------------------------------------------------------- 

COP (DETECTIVE)
PL3


OPL: 3; DPL: 3; HP: 0

ABILITIES: STRENGTH 1, STAMINA 1, AGILITY 0, DEXTERITY 1, FIGHTING 2, INTELLECT 1, AWARENESS 2, PRESENCE 1

SKILLS: Athletics (+1), Deception 3 (+4), Expertise [Cop] 4 (+5), Expertise [Criminology] 4 (+5), Insight 1 (+3), Intimidation 4 (+5), Investigation 4 (+5), Perception 3 (+5), Persuasion 4 (+5), Ranged Combat [Guns] 1 (+2), Vehicles 2 (+3)

ADVANTAGES: Equipment (4)

POWERS:
NONE

EQUIPMENT:
(20 pts)
Light Undercover Vest: Protection 1, Limited to Ballistic Damage, Subtle; 1 pts
Police Radio: Feature 1 (Communication Link [Radio, Dispatch]); 1 pt
Light Pistol: Ranged Ballistic Damage 3; 6 pts
Handcuffs: Feature 1 (Toughness 9, DC20 Sleight of Hand/Technology); 1 pt
Vehicle: (11 pts)
Full-Size Car: Size - L, Strength - 6, Speed - 5, Def - 8, Tough - 9; 11 pts

OFFENSE:
Initiative +0
Close Attack +2 [Unarmed +1]
Ranged Attack +1
Guns +2 [Light Pistol +3]

DEFENSES:
Dodge +3 [DC13] Parry +3 [DC13]
Toughness +1 (+2 against Ballistics), Fortitude +2, Will +2

COMPLICATIONS:
Responsibility: To serve and protect.

Abilities 18 + Skills 15 (30 ranks) + Advantages 4 + Powers 0 + Defenses 5 = 42 / 42

Build Comments: The detective types.

----------------------------------------------------------------------------------------------------------------

COP (RIOT SQUAD)
PL5


OPL: 4; DPL: 5; HP: 0

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 0, DEXTERITY 1, FIGHTING 2, INTELLECT 0, AWARENESS 1, PRESENCE 0

SKILLS: Athletics 1 (+2), Expertise [Cop] 5 (+5), Expertise [Streetwise] 2 (+2), Insight 1 (+2), Intimidation 3 (+3), Investigation 1 (+1), Perception 3 (+4), Persuasion 3 (+3), Ranged Combat [Guns] 2 (+3), Vehicles 3 (+4)

ADVANTAGES: Close Attack (1), Equipment (8)

POWERS:
NONE

EQUIPMENT:
(40 pts)
Tactical Body Armor: Protection 3; 3 pts
Large Shield: +3 to Active Defenses; 6 pts
Police Radio: Feature 1 (Communication Link [Radio, Dispatch]); 1 pt
Tonfa, Small: Bludgeoning Strength-Based Damage 1, Defensive; 2 pts
Handcuffs: Feature 1 (Toughness 9, DC20 Sleight of Hand/Technology); 1 pt
Arsenal: (16 pts)
Tear Gas Grenades: Ranged Cloud Area Affliction 4 (Resisted by Dodge, Overcome by Fortitude; 1st: Dazed and Visually Impaired, 2nd: Stunned and Visually disabled, 3rd: Incapacitated, Extra: Cloud Area [15 ft radius], Flaw: Diminished Range [10/25/50]); 15 pts
Shock Baton: Cumulative Affliction 4 (Resisted/Overcome by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated); 1 pt
Vehicle: (8 pts)
Police Van: Size - H, Strength - 9, Speed - 5, Def - 6, Tough - 10; 8 pts

OFFENSE:
Initiative +0
Close Attack +3 [Unarmed +1; Billy Club +2; Shock Baton Affliction +4]
Ranged Attack +1
Guns +3
Special Attack [Tear Gas Affliction +4, Burst Area]

DEFENSES:
Dodge +2 (+5 with Shield) [DC13/16] +2 (+5 with Shield) [DC13/16]
Toughness +5, Fortitude +2, Will +1

COMPLICATIONS:
Responsibility: To serve and protect.

Abilities 14 + Skills 12 (24 ranks) + Advantages 9 + Powers 0 + Defenses 2 = 37 / 37

Build Comments: The riot squad. These guys have been getting a lot of work lately in our new America…

---------------------------------------------------------------------------------------------------------------- 

COP (STREET COP)
PL4


OPL: 3; DPL: 4; HP: 0

ABILITIES: STRENGTH 1, STAMINA 1, AGILITY 1, DEXTERITY 2, FIGHTING 3, INTELLECT 1, AWARENESS 1, PRESENCE 1

SKILLS: Athletics 3 (+4), Deception 4 (+5), Expertise [Cop] 4 (+5), Expertise [Streetwise] 5 (+6), Insight 2 (+3), Intimidation 3 (+4), Investigation 3 (+4), Perception 2 (+3), Persuasion 3 (+4), Ranged Combat [Guns] 1 (+3), Stealth 3 (+4), Vehicles 1 (+3)

ADVANTAGES: Equipment (5)

POWERS:
NONE

EQUIPMENT:
(25 pts)
Undercover Shirt: Protection 2, Limited to Ballistic Damage, Subtle; 2 pts
Police Radio: Feature 1 (Communication Link [Radio, Dispatch]); 1 pt
Light Pistol: Ranged Ballistic Damage 3; 6 pts
Handcuffs: Feature 1 (Toughness 9, DC20 Sleight of Hand/Technology); 1 pt
Vehicle: (11 pts)
Full-Size Car: Size - L, Strength - 6, Speed - 5, Def - 8, Tough - 9; 11 pts

OFFENSE:
Initiative +0
Close Attack +3 [Unarmed +1]
Ranged Attack +2
Guns +3 [Light Pistol +3]

DEFENSES:
Dodge +4 [DC14] Parry +4 [DC14]
Toughness +1 (+3 against Ballistics), Fortitude +3, Will +2

COMPLICATIONS:
Responsibility: To serve and protect.

Abilities 22 + Skills 17 (34 ranks) + Advantages 5 + Powers 0 + Defenses 7 = 51 / 51

Build Comments: Your Starsky and Hutch type cops.

----------------------------------------------------------------------------------------------------------------

COP (SWAT)
PL5


OPL: 5; DPL: 5; HP: 0

ABILITIES: STRENGTH 2, STAMINA 2, AGILITY 1, DEXTERITY 2, FIGHTING 4, INTELLECT 1, AWARENESS 2, PRESENCE 1

SKILLS: Athletics 3 (+5), Deception (+1), Expertise [Cop] 4 (+5), Expertise [Streetwise] 3 (+4), Expertise [Tactics] 4 (+5), Insight 2 (+4), Intimidation 3 (+4), Investigation 2 (+3), Perception 3 (+5), Persuasion 2 (+3), Ranged Combat [Guns] 2 (+4), Stealth 4 (+5), Vehicles 2 (+4)

ADVANTAGES: Equipment (8), Teamwork

POWERS:
NONE

EQUIPMENT:
(40 pts)
Tactical Vest: Protection 3, Limited to Ballistic Damage, Subtle; 3 pts
Police Radio: Feature 1 (Communication Link [Radio, Dispatch]); 1 pt
Tonfa, Small: Bludgeoning Strength-Based Damage 1, Defensive; 2 pts
Light Pistol: Ranged Ballistic Damage 3; 6 pts
Flashlight: Feature 1 (Illumination); 1 pt
Handcuffs: Feature 1 (Toughness 9, DC20 Sleight of Hand/Technology); 1 pt
Arsenal: (17 pts)
Tear Gas Grenades: Ranged Cloud Area Affliction 4 (Resisted by Dodge, Overcome by Fortitude; 1st: Dazed and Visually Impaired, 2nd: Stunned and Visually disabled, 3rd: Incapacitated, Extra: Cloud Area [15 ft radius], Extra Condition, Flaw: Diminished Range [10/25/50]); 15 pts
Flash Bang Grenade: Ranged Burst Area Affliction 4 (Resisted by Dodge, Overcome by Fortitude; 1st: Visually and Auditory Impaired, 2nd: Visually and Auditory Disabled, 3rd: Visual and Auditory Unaware, Extra: Burst Area [30 ft radius], Extra Condition, Flaw: Dimished Range [10/25/50]); 1 pt
Assault Rifle: Ranged Multiattack Ballistic Damage 5; 1 pt
Vehicle: (8 pts)
Police Van: Size - H, Strength - 9, Speed - 5, Def - 6, Tough - 10; 8 pts

OFFENSE:
Initiative +0
Close Attack +4 [Unarmed +2; Billy Club +3]
Ranged Attack +2
Guns +4 [Light Pistol +3; Assault Rifle +5, Multiattack]
Special Attack [Tear Gas Affliction +4, Burst Area; Flash Bang Affliction +4, Burst Area]

DEFENSES:
Dodge +5 [DC15] Parry +4 [DC14]
Toughness +2 (+5 against Ballistics), Fortitude +2, Will +2

COMPLICATIONS:
Responsibility: To serve and protect.

Abilities 30 + Skills 17 (34 ranks) + Advantages 9 + Powers 0 + Defenses 4 = 60 / 60

Build Comments: SWAT team.
Last edited by Thorpocalypse on Sun Dec 01, 2019 7:47 pm, edited 3 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
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