VordWarp (Setting): PCs for an actual Series!

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

Re: VordWarp (Setting): The Vord

Post by CaptainKaulu »

Bio
Tyracian might be what you expect from a Vord leader: a huge, horrifying-looking monster of slime and bone and tentacles. But Felgwyx, its superior, probably isn't: a tiny mote of nuclear fusion, floating about the home system of the Vord. In truth, Felgwyx is a psionic entity rather than a biological Vord, and is a relative latecomer to the Vord swarm; a number of Queens and Tyracian-like overminds sacrificed themselves to create an "exalted" overmind to oversee them so they would stop squabbling and could better manage the affairs of Vord beyond their own system.

Felgwyx is normally encountered with a large number of bodyguard Queens. It mostly stays in its sprawling fortress complex, which floats in orbit about an unnamed-by-Earthlings star far down the Sagittarius Arm.

Felgwyx
Power Level 19 (615 PP)

Abilities [96 PP]
· Strength 0 (-5) · Stamina 15 (+15) · Agility 3 (+3) · Dexterity -3 (-3) ·
· Fighting 1 (+1) · Intellect 10 (+10) · Awareness 12 (+12) · Presence 10 (+10) ·
Load Limit 1.5 lb.

Powers [405 PP]
Lucky Escape · luck power · [5 PP]
Immortality 5 · (return after 1 day)
Flaw: Limited to circumstances of plausible survival
Miniscule Star · nuclear power · [142 PP]
  • Miniscule: Shrinking 20 · (size rank -5, Speed rank -2, Strength -5, Intimidation -10, Stealth +20, Dodge +10, Parry +10)
    Extras: Innate; Increased Duration (continuous)
    Flaw: Permanent
  • Round:
    • Movement 1 (Slithering)
    • Senses 4 (Radius mental senses, Radius visual senses)
    • Enhanced Advantage 1 [Instant Up]
  • Immunity 11 (disease, environmental conditions: all, poison, sleep, starvation & thirst, suffocation: all)
  • Regeneration 10
  • Enhanced Advantage 1 [Diehard]
    Flaw: Permanent
  • Environment 2 (Extreme Heat, radiation 12) · (60-ft radius)
  • Energy Aura: Damage 11
    Extra: Reaction 3 (touch)
Alien Resilience · alien power · [52 PP]
  • Immunity 60 (Fortitude effects, Will effects)
    Flaw: Limited to Half Effect
  • Impervious Fortitude 11
  • Impervious Will 11
ALT · Warp Field · psionic power · [17 PP]
  • Environment 4 (Impede Movement 2 ranks) · (250-ft radius)
    Extra: Selective
    Flaw: Activation 1 · (Move Action to activate)
  • Deflective Warp Field: Enhanced Dodge 1
  • Flight 1 · (2 mph, 30 ft/round)
    Extras: Aquatic; Continuous
    Flaw: Quirk 1 (half normal speed)
  • Movement 1 (Space Travel 1) · (within solar system)
ALT · Flight · psionic power · [1 PP for Alternate Effect]
Flight 5 · (60 mph, 900 ft/round)
Extras: Aquatic; Continuous; Subtle 1 · (Perception DC 20 to notice)

ALT · Electrical Wave Form · psionic power · [1 PP for Alternate Effect]
Teleport 4 · (500 ft in a Move Action, carrying 1.5 lb.)
Extras: Accurate; Extended; Change Velocity; Turnabout · (16 miles in 2 move actions)
Flaw: Quirk 1 (bring only 1.5 lb. along)
Master Hivemind · alien power · [69 PP + 1 PP for Alternate Effect]
  • ALT · Telepathy: Communication 4 (mental) · (within Earth-sized-ish system)
    Extras: Area; Rapid 2; Subtle 1
  • ALT · Communication 5 (radio) · (anywhere)
    Extra: Rapid 1; Subtle 1
  • Comprehend 4 (Animals: understand, speak to; Languages: understand, speak, you're understood; Machines/Electronics; Plants)
  • Variable 4 (Sensory powers)
    Extra: Action 2 (free action)
    Flaw: Limited 2 to Communication Links with Vord
Alien Senses · alien power · [20 PP]
Senses 20 (Danger Sense: mental, Accurate Acute Extended 1 Detect 2 [mental]: Minds, Extended 8 Radio, Extended 3 Ultravision)
Lesser Psionics · psionic power · [32 PP]
  • Force Field: Protection 4
    Extra: Increased Duration (continuous)
    Flaw: Sustained
  • Bane: Luck Control 1 (Force Re-Roll)
  • Deductive Foresight:
    • Senses 4 (Precognition)
      Flaws: Limited to actions of foes; Expertise: Xenopsychology Check Required 1 · (Expertise: Psychology DC 14)
    • Senses 4 (Precognition)
      Flaws: Limited to natural phenomena; Expertise: Science Check Required 1 · (Expertise: Science DC 14)
  • Quickness 8
    Flaw: Limited to One Type (mental)
  • Superior Invisibility: Concealment 8 (auditory, olfactory, & visual senses)
    Flaw: Quirk 1 (Resistible: Will DC 28)
Greater Psionics Array · psionic power · [57 PP + 7 PP for Alternate Effects]
  • Deflect 19
    Extra: Area (Cloud 2) · (30-ft radius Cloud)
  • Sensory Link: Remote Sensing 42 (mental senses) · (16.4 billion miles)
    Extras: Simultaneous; Subtle 2
    Flaw: Medium (Vord)
  • Psionic Screech of Doom: Damage 19
    Extras: Area (Perception: mental); Alternate Resistance 1 (Will)
  • Bladestorm of Force: Damage 17
    Extras: Accurate 1; Affects Insubstantial 1; Indirect 4; Increased Range 1 (ranged); Multiattack
  • Psychokinesis: Move Object 18 · (Load limit 6 ktons)
    Extras: Increased Range 1 (perception); Precise; Subtle 1 · (requires exotic sense to notice)
  • Superb Mind Break: Affliction 19 (Will; Dazed & Vulnerable / Defenseless & Stunned / Incapacitated)
    Extras: Extra Condition; Increased Range 1 (ranged); Concentration; Cumulative
    Flaws: Tiring; Distracting; Side Effect 1 (backlash)
    Linked: Weaken 19 (Will; Will)
    Extras: Increased Range 1 (ranged); Progressive
    Flaws: Tiring; Distracting; Side Effect 1 (backlash)
  • Slow: Affliction 19 (Will; Dazed & Hindered & Vulnerable)
    Extras: Extra Condition 2; Increased Range 1 (ranged); Area (Burst 1); Selective
    Flaws: Limited Degree 2; Distracting
  • Suppress Psionics: Nullify 17 (psychic effects)
    Extras: Broad; Simultaneous; Precise; Multiattack; Accurate 1; Homing 1; Dimensional 3
    Flaw: Fades
Galactic Happenings · training power · [1 PP]
Enhanced Expertise: Current Events 3
Flaw: Limited to galactic-scale events
Advantages [39 PP]
· Beginner's Luck · Benefit 14 (Cipher 1, Galactic Reputation 5, Status 8: Vord galactic overmind) · Defensive Attack · Diehard · Eidetic Memory · Equipment 8 · Evasion 1 · Extraordinary Effort · Inspire 5 · Instant Up · Move-By Action · Redirect · Seize Initiative · Skill Mastery (Expertise: Aliens) · Speed of Thought · Ultimate Effort (Toughness) · Well-Informed ·
Equipment · [40 ep]
Vord Capital Complex · Headquarters · 40 ep
  • Location: Vord Home System, in orbit.
  • Size A
  • Toughness (+36)
  • Intelligent: Intellect +1; Awareness +8; Presence +6
  • Regeneration 10
  • Elongation 2 · (900 ft)
  • ALT · Defense System - Acidic Artillery: Damage 13
    Extras: Accurate 3; Increased Range 1 (ranged); Extended Range 9
  • ALT · Defense System - Tentacles: Damage 19
    Extra: Multiattack
  • ALT · Defense System - Toxic Atmosphere: Affliction 7 (Fortitude; Dazed & Impaired / Disabled & Stunned / Paralyzed & Unaware)
    Extras: Extra Condition; Feature 3 (Vord are immune); Cumulative; Area (Cloud 2)
  • Features: Deathtraps, Habitat, Hangar, Holding Cells 2 (Impervious, nullify), Isolated, Laboratory, Living Space, Personnel, Power System (nuclear), Sealed, Self-Repairing 2.
Language
· native: Vord ·
Can communicate in other languages using Hivemind.
Skills [53 PP]
· Athletics 10 (+5) · Deception 10 (+20) · Expertise: Aliens 5 (+15) · Expertise: Current Events 2 (+12, or +15 galactic-scale) · Expertise: Science 5 (+15) · Expertise: Tactics 12 (+22) · Expertise: Xenopsychology 1 (+11) · Intimidation 15 (+15) · Investigation 1 (+11) · Perception 17 (+29) · Persuasion 5 (+15) · Ranged Combat: Psionics 22 (+19) · Stealth 0 (+23) · Technology 1 (+11) ·

Defenses [22 PP]
· Dodge 5 (+18) · Parry 6 (+17) ·
· Fortitude 2 (+17) · Toughness (+19) · Will 9 (+21) ·

With Deflective Warp Field:
· Dodge (+19) ·


Offense · Initiative +10
  • Energy Aura: +1, or automatic when touched · Close Damage DC 26, energy.
    Reaction to touch.
  • Psionic Screech of Doom: Dodge DC 29 · Close Area (Perception: mental) Damage DC 34, resisted by Will, mental.
  • Bladestorm of Force: +21 · Ranged (425/850/1700 ft) Damage DC 32, slashing force.
    Affects Insubstantial DC 23. Indirect (originate from any point in any direction). Multiattack.
  • Psychokinesis: Perception-Ranged Move Object DC 28, force.
    Precise. Subtle (requires an exotic sense to notice).
  • Superb Mind Break: +19 · Ranged (475/950/1900 ft) Affliction DC 29 (resisted and overcome by Will; Dazed & Vulnerable / Defenseless & Stunned / Incapacitated), mental; Linked to Ranged (475/950/1900 ft) Weaken Will DC 29 (Will), mental.
    Tiring (both components). Distracting (both components). Backlash (if effect fails, Felgwyx is subject to Superb Mind Break). Cumulative (Affliction component). Concentration (Affliction component). Progressive (Weaken component).
  • Slow: Dodge DC 29 · Ranged (475/950/1900 ft) Area (30-ft Burst) Affliction DC 29 (resisted and overcome by Will; Dazed & Hindered & Vulnerable), temporal.
    Selective. Distracting.
  • Suppress Psionics: +21 · Ranged (425/850/1700 ft) Nullify Psychic Effects +17, psionic.
    Simultaneous. Precise. Dimensional (any dimension). Homing 1. Multiattack. Fades.
  • Vord Capital Complex Acidic Artillery: +19 · Ranged (31.5/63/126 mi) Damage DC 28, acid.
  • Vord Capital Complex Tentacle Slam: +19 · Close (+900 ft) Damage DC 34, bludgeoning.
    Multiattack.
  • Vord Capital Complex Tentacle Slam: Dodge DC 17 · Close (+900 ft) Area (30-ft Cloud) Affliction DC 17 (resisted and overcome by Fortitude; Dazed & Impaired / Disabled & Stunned / Paralyzed & Unaware), chemical.
    Cumulative. Vord are immune.
  • Vord Capital Complex Holding Cell: +19 · Close Nullify Cosmic Powers +19, psionic.
    Requires and reacts to successful Grab. Simultaneous.
Complications
  • Motivation - Vicarious Hunger. Felgwyx is aware of the needs of the Vord to consume resources to maintain their psychic energy as well as (in some cases) their biological needs, and will do anything to get more resources under their control.
ABILITIES [96] + SKILLS [53] + ADVANTAGES [39] + POWERS [405] + DEFENSES [22]
= 615 PP TOTAL
Last edited by CaptainKaulu on Mon Jan 11, 2021 5:50 pm, edited 1 time in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp (Setting): The Vord (bosses)

Post by CaptainKaulu »

Bio
Dr. Astro Remanasuarez, man of complex background, former college professor, sporter of goatee and mustache. He's not a superhero, but rather the founder and sponsor of one of the world's premier superhero teams. If you can call them "the world's" anymore—they spend their time in outer space, the frontier that occupies Dr. Astro's fascination.

Though odd, Astro is a good soul, willing to pour much money and effort into saving humanity from the Vord.

Dr. Astro has been Bequested, albeit he ended up with only the most minor of powers: an ability to see a starry aura around others who have been Bequested or manifestations of their Cosmic Powers.

Dr. Astro
Alejandro Remanasuarez
Power Level 4 (91 PP)

Abilities [28 PP]
· Strength 0 (+0) · Stamina 0 (+0) · Agility 1 (+1) · Dexterity 3 (+3) ·
· Fighting 1 (+1) · Intellect 5 (+5) · Awareness 3 (+3) · Presence 1 (+1) ·
Load Limit 50 lb.

Powers [3 PP]
Far Beyond the Stars Intuition · cosmic power · [1 PP]
Senses 1 (Cosmic Awareness: visual)
Cosmos Obsessed · training power · [2 PP]
Enhanced Expertise: Science 6
Flaw: Limited to astrophysics
Advantages [28 PP]
· Benefit 5 (Wealth 5: billionaire) · Connected · Defensive Roll 2 · Equipment 9 · Evasion 2 · Inspire 2 · Inventor · Languages 3 · Skill Mastery 2 (Expertise: Business, Expertise: Science) · Ultimate Effort (Technology) ·
Equipment · [45 ep]
  • Commlink · 1 ep
  • Smartphone · 2 ep
  • Laptop · 1 ep
  • Multi-Tool · 1 ep
  • Flash Goggles · 1 ep · (equipment bonus +5 to resistance vs. bright-light visual Dazzle)
  • Heavy Lab Coat: Protection 1 · 1 ep

Smuggler's Light Pistol · 7 ep + 1 ep for Alternate Equipment
Damage 3
Extras: Increased Range 1; Concealable · (DC 20 to notice when concealed as a routine check)

ALT · Sword-Cane
Damage 2 (Strength-based)
Extras: Concealable · (DC 20 to notice when disguised as an ordinary cane as a routine check)

Astro's Observatory · Headquarters · 20 ep
  • Location: Atacama Desert, Chile.
  • Size H (multi-building complex)
  • Toughness (+10)
  • Features: Communications, Computer, Fire Prevention System, Garage, Grounds, Hangar, Infirmary, Isolated, Living Space, Personnel, Power System (solar), Security System 2 (DC 25), Telescope, Workshop.
Car · Vehicle · 10 ep
  • Size L
  • Strength: 5 · (Load limit 1600 lb.)
  • Speed 5 · (60 mph, 900 ft/round)
  • Defense: -2 (8)
  • Toughness (+8)
  • Features: Alarm 1 (DC 20), Nav System.
Languages
· native: Spanish · Arabic · Aymara · English · Latin ·
Skills [19 PP]
· Acrobatics 1 (+2) · Athletics 2 (+2) · Close Combat: Swords 5 (+6) · Expertise: Business 9 (+14) · Expertise: Current Events 1 (+6) · Expertise [AGL]: Dance 4 (+5) · Expertise: Education 3 (+8) · Expertise: Politics 1 (+6) · Expertise: Science 3 (+8, or +14 astrophysics) · Investigation 1 (+6) · Ranged Combat: Guns 2 (+5) · Technology 6 (+11) ·

Defenses [13 PP]
· Dodge 4 (+5) · Parry 4 (+5) ·
· Fortitude 2 (+2) · Toughness (+3/+1*) · Will 3 (+6) ·
*without Defensive Roll

Without Heavy Lab Coat:
· Toughness (+2/+0*) ·


Offense · Initiative +1
  • Unarmed: +1 · Close Damage DC 15 (Strength-based), bludgeoning.
  • Sword-Cane: +6 · Close Damage DC 17 (Strength-based), piercing.
  • Smuggler's Light Pistol: +5 · Ranged (75/150/300 ft) Damage DC 18, ballistic/piercing.
  • Grab: +1 · Close · DC 10.
Complications
  • Motivation - Curiosity. Dr. Astro wants to know everything about outer space.
  • Eccentric. Lots of money seems to make people a bit quirky.
ABILITIES [28] + SKILLS [19] + ADVANTAGES [28] + POWERS [3] + DEFENSES [13]
= 91 PP TOTAL
Last edited by CaptainKaulu on Mon Jan 11, 2021 5:51 pm, edited 1 time in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp (Setting): S.P.U.N. Forces

Post by CaptainKaulu »

Bio
The Space Patrol of the United Nations, the primary organization focused on resisting the Vord, believes in a "quality over quantity" strategy with its soldiers—since it knows that outnumbering the Vord forces is a horribly losing prospect in the long run. Therefore, their "common" Marines are still pretty elite at PL6, equipped with rather expensive (but mass-produced) space suits and weaponry.

Of course S.P.U.N. has many lower-PL personnel too, but those aren't fully-trained soldiers.

S.P.U.N. Marine
Power Level 6 (90 PP)

Abilities [24 PP]
· Strength 2 (+2) · Stamina 3 (+3) · Agility 1 (+1) · Dexterity 1 (-1) ·
· Fighting 4 (+4) · Intellect 0 (+0) · Awareness 1 (+1) · Presence 0 (+0) ·
Load Limit 200 lb.

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


Powers [9 PP]
Cyber-Legs · cybernetic tech power · [2 PP]
  • Speed 1 · (4 mph, 60 ft/round)
  • Leaping 1 · (15 ft at 4 mph)
Adrenaline Stim (Removable) · technological power · [3 / 4 PP]
  • Enhanced Advantage 1 [Diehard]
    Flaw: Permanent
  • Immunity 6 (pain effects, poison)
    Flaw: Limited to Half Effect
Vord Studies · training power · [2 PP]
Enhanced Expertise: Aliens 6
Flaw: Limited to Vord
Spaceship Operation · training power · [1 PP]
Enhanced Vehicles 3
Flaw: Limited to spacecraft
Railgun Training · training power · [1 PP]
Enhanced Ranged Combat: Guns 3
Flaw: Limited to railguns
Advantages [29 PP]
· Assist: Favored Foe (Vord) · Benefit 1 (Status 1: S.P.U.N. hero) · Close Attack 4 · Defensive Roll 1 · Diehard · Equipment 8 · Evasion 1 · Favored Foe (Vord) · Improved Critical (longknives) 1 · Improved Critical (railguns) 1 · Improved Initiative 1 · Interpose · Languages 2 · Move-By Action · Ranged Attack 2 · Second Chance (fear) · Set-Up 1 · Tactical Training · Team Code · Teamwork ·
Equipment · [40 ep]
  • Commlink · 1 ep
  • Smartphone · 2 ep

Standard-Issue Space Battlesuit · 12 ep
  • Immunity 6 (environmental condition: cold, environmental condition: high pressure, environmental condition: radiation, environmental condition: vacuum, suffocation: all)
  • Immunity 2 (disease, poison)
    Flaw: Limited to externally blockable effects
  • Protection 4
    Extra: Feature 1 (equipment bonus +5 to stealth on human spacecraft)
    Flaw: Noticeable
  • Gauntlets: Damage 1 (Strength-based)
  • Thick Fingers: Enhanced Dexterity -2
    Flaw: Permanent
  • Enhanced Advantage 2 [Ranged Attack 2]
  • Senses 2 (Infravision, Ultravision)

Standard-Issue Gauss Rifle · 20 ep + 1 ep for Alternate Equipment
Damage 6
Extras: Accurate 1; Increased Range 1 (ranged); Multiattack; Subtle 1 · (Perception DC 20 to notice)

ALT · Standard-Issue Longknife
Damage 2 (Strength-based)
Extras: Dangerous 1

Standard-Issue Rocket Pack · 4 ep
Flight 4 · (30 mph, 500 ft/round)
Flaw: Fades
Languages
· native: Javanese Indonesian · English · Mandarin ·
Skills [18 PP]
· Athletics 3 (+5) · Close Combat: Unarmed 1 (+9) · Close Combat: Misc. 0 (+8) · Expertise: Aliens 0 (+6, Vord only) · Expertise: Military 4 (+4) · Expertise: Pop Culture 3 (+3) · Expertise: Science 1 (+1) · Expertise: Streetwise 4 (+4) · Expertise: Tactics 4 (+4) · Intimidation 3 (+3) · Perception 4 (+5) · Ranged Combat: Misc. 0 (+1, or +4 railguns) · Stealth 4 (+5) · Technology 1 (+1) · Treatment 3 (+3) · Vehicles 1 (+0, or +3 spacecraft) ·

Without Standard-Issue Space Battlesuit:
· Vehicles (+2, or +5 spacecraft) ·


Defenses [10 PP]
· Dodge 3 (+4) · Parry 0 (+4) ·
· Fortitude 4 (+7) · Toughness (+8/+7*) · Will 3 (+4) ·
*without Defensive Roll

Without Standard-Issue Space Battlesuit:
· Toughness (+4/+3*) ·


Offense · Initiative +5
  • Unarmed: +9 · Close Damage DC 17 (Strength-based), bludgeoning.
  • Gauntlets: +9 · Close Damage DC 18 (Strength-based), bludgeoning.
  • Standard-Issue Gauss Rifle: +6 · Ranged (150/300/600 ft) Damage DC 21, ballistic/piercing, crit 19-20.
    Multiattack.
  • Longknife: +8 · Close Damage DC 19 (Strength-based), piercing/slashing, crit 18-20.
  • Grab: +8 · Close · DC 12.
Complications
  • Motivation - Duty. S.P.U.N. Marines believe they can help save humanity from the Vord.
  • Trauma. Fighting the Vord often leads to PTSD.
  • Addiction. In addition to the more mundane addictions common to soldiers, many S.P.U.N. Marines are dependent on their Adrenaline Stims.
ABILITIES [24] + SKILLS [18] + ADVANTAGES [29] + POWERS [9] + DEFENSES [10]
= 90 PP TOTAL


Variations

Like any generic stat block, the S.P.U.N. Marine can be modified extensively to create unique NPCs. And it practically demands it, in the case of Languages chosen. Marines are required to be tri-lingual (native language, English as the U.N. "universal" language, and one more for diversity training), but the choice of Javanese Indonesian as native language and Mandarin as diversity-training language is mutable. Large numbers of Marines should have, for example, an African native language and French as their diversity-training language.

A PL8 statblock for Elite S.P.U.N. Marines is forthcoming.
Last edited by CaptainKaulu on Sun Jan 10, 2021 9:19 pm, edited 2 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp (Setting): S.P.U.N. Forces

Post by CaptainKaulu »

Bio
A few S.P.U.N. Marines have become a caliber of warrior that can stand a chance in a "fair" fight with a Malacrux, even in alien environments. Their "leadership"/brash style makes them a little less effective at supporting roles, but easily more effective overall. They are rewarded with a rocket pack that can last more than a few rounds, and flamethrower munitions.

Elite S.P.U.N. Marine
Power Level 8 (120 PP)

Abilities [34 PP]
· Strength 3 (+3) · Stamina 5 (+5) · Agility 1 (+1) · Dexterity 1 (-1) ·
· Fighting 5 (+5) · Intellect 0 (+0) · Awareness 2 (+2) · Presence 0 (+0) ·
Load Limit 400 lb.

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


Powers [12 PP]
Martial Arts · training power · [1 PP]
Enhanced Strength 1
Flaw: Limited to dealing damage in melee
Cyber-Legs · cybernetic tech power · [2 PP]
  • Speed 1 · (4 mph, 60 ft/round)
  • Leaping 1 · (15 ft at 4 mph)
Adrenaline Stim (Removable) · technological power · [3 / 4 PP]
  • Enhanced Advantage 1 [Diehard]
    Flaw: Permanent
  • Immunity 6 (pain effects, poison)
    Flaw: Limited to Half Effect
Vord Studies · training power · [2 PP]
Enhanced Expertise: Aliens 6
Flaw: Limited to Vord
Space Training · training power · [3 PP]
  • Movement 1 (Environmental Adaptation: zero gravity)
  • Enhanced Vehicles 3
    Flaw: Limited to spacecraft
Railgun Training · training power · [1 PP]
Enhanced Ranged Combat: Guns 3
Flaw: Limited to railguns
Advantages [36 PP]
· Assist: Favored Foe (Vord) · Benefit 1 (Status 1: S.P.U.N. hero) · Close Attack 5 · Defensive Roll 2 · Diehard · Equipment 9 · Favored Environment (space) · Favored Foe (Vord) · Improved Critical (longknives) 1 · Improved Critical (railguns) 2 · Improved Initiative 1 · Interpose · Languages 2 · Move-By Action · Power Attack · Quick Draw · Ranged Attack 1 · Ranged Attack 2 · Second Chance (fear) · Skill Mastery (Expertise: Aliens) · Tactical Training · Takedown 1 · Team Code ·
Equipment · [44 ep]
  • Commlink · 1 ep
  • Smartphone · 2 ep

Standard-Issue Space Battlesuit · 12 ep
  • Immunity 6 (environmental condition: cold, environmental condition: high pressure, environmental condition: radiation, environmental condition: vacuum, suffocation: all)
  • Immunity 2 (disease, poison)
    Flaw: Limited to externally blockable effects
  • Protection 4
    Extra: Feature 1 (equipment bonus +5 to stealth on human spacecraft)
    Flaw: Noticeable
  • Gauntlets: Damage 1 (Strength-based)
  • Thick Fingers: Enhanced Dexterity -2
    Flaw: Permanent
  • Enhanced Advantage 2 [Ranged Attack 2]
  • Senses 2 (Infravision, Ultravision)

Standard-Issue Gauss Rifle · 20 ep + 2 ep for Alternate Equipment
Damage 6
Extras: Accurate 1; Increased Range 1 (ranged); Multiattack; Subtle 1 · (Perception DC 20 to notice)

ALT · Standard-Issue Longknife
Damage 2 (Strength-based)
Extras: Dangerous 1

ALT · Flamethrower
  • ALT · Damage 8
    Extra: Area (Cone 1)
  • ALT · Damage 8
    Extra: Area (Line 1)

Elite-Quality Rocket Pack · 7 ep
Flight 4 · (30 mph, 500 ft/round)
Flaw: Fades [partial 1] · (15 mph, 250 ft/round after first round of use)
Languages
· native: Javanese Indonesian · English · Mandarin ·
Skills [26 PP]
· Athletics 7 (+10) · Close Combat: Unarmed 1 (+11) · Close Combat: Misc. 0 (+10) · Expertise: Aliens 0 (+6, Vord only) · Expertise: Military 8 (+8) · Expertise: Pop Culture 3 (+3) · Expertise: Science 1 (+1) · Expertise: Streetwise 4 (+4) · Expertise: Tactics 6 (+6) · Intimidation 4 (+4) · Perception 5 (+7) · Ranged Combat: Guns 3 (+5, or +8 railguns) · Ranged Combat: Misc. 0 (+2) · Stealth 4 (+5) · Technology 1 (+1) · Treatment 4 (+4) · Vehicles 1 (+0, or +3 spacecraft) ·

Without Standard-Issue Space Battlesuit:
· Vehicles (+2, or +5 spacecraft) ·


Defenses [12 PP]
· Dodge 4 (+5) · Parry 0 (+5) ·
· Fortitude 4 (+9) · Toughness (+11/+9*) · Will 4 (+6) ·
*without Defensive Roll

Without Standard-Issue Space Battlesuit:
· Toughness (+7/+5*) ·


Offense · Initiative +5
  • Unarmed: +11 · Close Damage DC 19 (Strength-based), bludgeoning.
  • Gauntlets: +11 · Close Damage DC 20 (Strength-based), bludgeoning.
  • Standard-Issue Gauss Rifle: +10 · Ranged (150/300/600 ft) Damage DC 21, ballistic/piercing, crit 18-20.
    Multiattack.
  • Longknife: +10 · Close Damage DC 21 (Strength-based), piercing/slashing, crit 18-20.
  • Flamethrower: Dodge DC 18 · Close Area (30-ft Line or 60-ft Cone) Damage DC 23, fire/heat.
  • Grab: +10 · Close · DC 13.
Complications
  • Motivation - Duty. S.P.U.N. Marines believe they can help save humanity from the Vord.
  • Overconfidence. More elite soldiers are prone to becoming cocky.
  • Trauma. Fighting the Vord often leads to PTSD.
  • Addiction. In addition to the more mundane addictions common to soldiers, many S.P.U.N. Marines are dependent on their Adrenaline Stims.
ABILITIES [34] + SKILLS [26] + ADVANTAGES [36] + POWERS [12] + DEFENSES [12]
= 120 PP TOTAL


Variations

Like any generic stat block, the Elite S.P.U.N. Marine can be modified extensively to create unique NPCs. And it practically demands it, in the case of Languages chosen. Marines are required to be tri-lingual (native language, English as the U.N. "universal" language, and one more for diversity training), but the choice of Javanese Indonesian as native language and Mandarin as diversity-training language is mutable. Large numbers of Marines should have, for example, an African native language and French as their diversity-training language.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp (Setting): S.P.U.N. Forces

Post by CaptainKaulu »

Bio
Simple combat drones that look, for fans, uncomfortably similar to Doctor Who daleks, the C-Turrets are mass produced and are the true expendable front-line troops of S.P.U.N. The 'C' originally had some obscure technical meaning, but has come to be understood as standing for "Common."

Although produced by S.P.U.N. and originally intended to combat the Vord, these things are cheap enough to produce and effective enough that they've become highly common in Earthside ground-wars too.

S.P.U.N. C-Turret
Power Level 4 (60 PP)
Image

Abilities [-10 PP]
· Strength 0 (+0) · Stamina 3 (+3) · Agility -2 (-2) · Dexterity 0 (+0) ·
· Fighting 0 (+0) · Intellect -2 (-2) · Awareness 0 (+0) · Presence -4 (-4) ·

Powers [58 PP]
Robotic Nature · innate tech power · [14 PP]
Immunity 14 (biological effects, environmental condition: cold, environmental condition: high pressure, environmental condition: radiation, environmental condition: vacuum)
Robot Brain · innate tech power · [14 PP]
  • Senses 2 (Radio, Time Sense)
  • Communication 2 (Radio) · (1-mile range)
    Extra: Subtle 1 · (encrypted)
    Flaw: Limited to one-way communication (unless target has similar capabilities)
  • Feature 2 (smartphone capabilities)
  • Enhanced Advantages 2 [Eidetic Memory, Fearless]
    Flaw: Permanent
  • Rapid Calculation: Quickness 2
    Flaw: Limited to One Type (mental)
  • Euclidean Expertise: Movement 1 (Environmental Adaptation: zero gravity)
  • Naïve: Enhanced Insight -4
    Flaw: Permanent
Construction · technological power · [6 PP]
  • Protection 3
    Flaw: Noticeable
  • Power-Lifting 2 · (Load limit 200 lb.)
  • Parabolic Impulse Boosters: Leaping 3 · (60 ft at 16 mph)
    Flaw: Fades [partial 2] · (15 ft at 4 mph after first two jumps)
Sensor Suite · technological power · [13 PP]
Senses 13 (Acute tactile senses, Analytical auditory senses, Analytical touch, Analytical visual senses, Detect 1 EM Fields: tactile, Infravision, Radius visual senses, Ultra-Hearing, Ultravision)
Raygun · technological power · [10 PP]
Damage 3
Extras: Accurate 1; Increased Range 1 (ranged); Multiattack
Vord Database · technological power · [1 PP]
Enhanced Expertise: Aliens 3
Flaw: Limited to knowledge of Vord
Advantages [1 PP]
· Eidetic Memory · Fearless · Improved Initiative 1 ·
Language
· native: English ·
Skills [5 PP]
· Athletics 2 (+2) · Expertise: Aliens 0 (+1, Vord only) · Perception 5 (+5) · Ranged Combat: Built-In Rayguns 3 (+3) ·

Defenses [6 PP]
· Dodge 4 (+2) · Parry 2 (+2) ·
· Fortitude 0 (+3) · Toughness (+6) · Will 0 (+0) ·

Offense · Initiative +2
  • Unarmed: +0 · Close Damage DC 15 (Strength-based), bludgeoning.
  • Raygun: +5 · Ranged (75/150/300 ft) Damage DC 18, energy.
    Multiattack.
  • Grab: +0 · Close · DC 10.
Complications
  • Object. Although it has a Stamina score, C-Turret is an object (which goes hand-in-hand with its immunity to biological effects). It can be affected by “Affects Only Objects” effects, and can’t be healed by default Healing effects.
  • Motivation - Programming. C-Turrets are programmed to have some individual initiative A.I. subroutines, but their objectives are programmed pretty strictly to be protective of humanity. Of course, programming can always have bugs in it, or be re-done ...
  • Prejudice. Some people (especially if they've watched Doctor Who) fear C-Turrets as "killer robots."
ABILITIES [-10] + SKILLS [5] + ADVANTAGES [1] + POWERS [58] + DEFENSES [6]
= 60 PP TOTAL
Last edited by CaptainKaulu on Mon Jan 11, 2021 9:56 pm, edited 6 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp (Setting): S.P.U.N. Forces

Post by CaptainKaulu »

Bio
T-Turret Operators are specialists who sit back behind the scenes in "safely"-held territory and remote control T-Turrets for S.P.U.N. Each operator is trained to operate up to two Turrets simultaneously; research has proved that any more than that seriously detracts from performance in the hands of most operators.

T-Turrets are sleek little miniature tanks, about the size of your typical sedan but much tougher, used to transport Marines across battlefields and support them against the Vord.

S.P.U.N. T-Turret Operator
Power Level 2 (Vehicle PL6) (137 PP)

Abilities [10 PP]
· Strength 0 (+0) · Stamina 0 (+0) · Agility 0 (+0) · Dexterity 1 (+1) ·
· Fighting 1 (+1) · Intellect 2 (+2) · Awareness 1 (+1) · Presence 0 (+0) ·
Load Limit 50 lb.

Powers [73 PP]
Durable Vehicles · technological power · [26 PP]
Durable Extra on Equipment 26
VR Controller Headset (Removable) · technological power · [46 / 58 PP]
  • Senses 2 (Communication Link [Radio]: S.P.U.N. T-Turret [x2])
  • Remote Sensing 17 (auditory, radio, visual senses) · (500-mile range)
    Extra: Feature 1 (flash goggles: +5 equipment bonus to resistance vs. visual sensory effects)
    Flaw: Medium (linked T-Turrets)
  • Remote Maneuvering: Enhanced Vehicles 6
    Extras: Affects Only Others; Increased Range 2 (perception)
    Flaws: Limited to linked T-Turrets; Expertise: Video Games Check Required 3 · (1 rank of Enhanced Vehicles per Expertise: Video Games result in excess of 12)
  • Enhanced Advantage 2 [Set-Up 2]
    Flaw: Limited to benefiting linked T-Turrets
Vord Training · training power · [1 PP]
Enhanced Expertise: Aliens 3
Flaw: Limited to knowledge of Vord
Advantages [32 PP]
· Equipment 27 · Improved Initiative 1 · Languages 2 · Limited Set-Up 2 · Tactical Training · Team Code ·
Equipment · [134 ep]
  • Commlink · 1 ep
  • Smartphone · 2 ep
  • Thick Clothing: Protection 1 · 1 ep
S.P.U.N. T-Turret [x2] · Vehicle · 65 + 65 ep
  • Size L
  • Strength: 5 · (Load limit 1600 lb.)
  • Speed 3 · (16 mph, 250 ft/round)
  • Defense: -2 (8)
  • Toughness (+14, Impervious 13, Durable)
  • Cargo Arm: Extra Limbs 1 · (effectively grants Improved Grab benefit)
  • All-Terrain Adaptation: Movement 1 (Sure-Footed 1)
  • Sensor Panel: Senses 11 (Communication Link [Radio]: controller's VR Headset, Extended 2 Radio, Tracking 2: Radio, Accurate Extended 1 Ultra-Hearing, Ultravision)
  • Arsenal:
    • ALT · Mini-Rockets: Damage 7
      Extras: Increased Range 1 (ranged); Area (Burst 1) [partial 5]; Affects Insubstantial 1
    • ALT · Machine Gun Turret: Damage 6
      Extras: Accurate 1; Increased Range 1 (ranged); Multiattack
    • ALT · Napalm Spray: Damage 6
      Extras: Area (Cone 1); Secondary Effect; Affects Insubstantial 1
  • Features: Autopilot 1 (Vehicles check +4), Communications, Remote Control, Security System 1 (DC 20).
Languages
· native: Javanese Indonesian · English · Mandarin ·
Skills [18 PP]
· Expertise: Aliens 0 (+5, Vord only) · Expertise: Current Events 1 (+3) · Expertise: Military 4 (+6) · Expertise: Pop Culture 3 (+5) · Expertise: Tactics 4 (+6) · Expertise [DEX]: Video Games 8 (+9) · Perception 4 (+5) · Ranged Combat: Vehicle Weapons 4 (+5) · Technology 2 (+4) · Vehicles 6 (+7) ·

Defenses [4 PP]
· Dodge 2 (+2) · Parry 0 (+1) ·
· Fortitude 1 (+1) · Toughness (+1) · Will 1 (+2) ·

Without Thick Clothing:
· Toughness (+0) ·


Offense · Initiative +4
  • Unarmed: +1 · Close Damage DC 15 (Strength-based), bludgeoning.
  • T-Turret Machine Gun: +6 · Ranged (150/300/600 ft) Damage DC 21, ballistic/piercing.
    Multiattack.
  • T-Turret Mini-Rockets: +5/Dodge DC 15 · Ranged (175/350/700 ft) Damage DC 22 (direct hit) or Area (30-ft Burst) Damage DC 20, explosive.
    Affects Insubstantial DC 18 (direct hit) or DC 17.
  • T-Turret Napalm Spray: Dodge DC 16 · Close Area (60-ft Cone) Damage DC 21, fire.
    Secondary Effect. Affects Insubstantial DC 18.
  • Grab: +1 · Close · DC 10.
Complications
  • Motivation - Duty. Most T-Turret Controllers have gotten over the "thrill" of saving humanity by (essentially) playing video games professionally, and do it now for typical military loyalty reasons.
ABILITIES [10] + SKILLS [18] + ADVANTAGES [32] + POWERS [73] + DEFENSES [4]
= 137 PP TOTAL


Variations

Like other S.P.U.N. stat blocks, the choice of Javanese Indonesian as native language and Mandarin as diversity-training language is mutable. Large numbers of Operators should have, for example, an African native language and French as their diversity-training language.
Last edited by CaptainKaulu on Mon Jan 11, 2021 5:51 pm, edited 7 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp (Setting): S.P.U.N. Forces

Post by CaptainKaulu »

Bio
There is still some value in having a talented pilot live in a flying craft, rather than utilizing a drone. Hence, the S.P.U.N. "Raid-Class" Fighter Crafts and their pilots, built and trained specifically to combat the Vord.

S.P.U.N. Raid-Class Fighter Pilot
Power Level 4 (Vehicle PL8) (75 PP)

Abilities [20 PP]
· Strength 1 (+1) · Stamina 1 (+1) · Agility 1 (+1) · Dexterity 3 (+3) ·
· Fighting 2 (+2) · Intellect 0 (+0) · Awareness 2 (+2) · Presence 0 (+0) ·
Load Limit 100 lb.

Powers [4 PP]
Expert Evasive Maneuvers · training power · [1 PP]
Enhanced Defense 2
Extra: Affects Only Others
Flaw: Limited to piloted craft
Pilot · training power · [1 PP]
Enhanced Vehicles 3
Flaw: Limited to flying craft
Vord Training · training power · [2 PP]
Enhanced Expertise: Aliens 6
Flaw: Limited to knowledge of Vord
Advantages [26 PP]
· Defensive Roll 1 · Equipment 19 · Evasion 1 · Improved Initiative 1 · Languages 2 · Tactical Training · Team Code ·
Equipment · [95 ep]
  • Commlink · 1 ep
  • Smartphone · 2 ep
  • Uniform: Protection 1 · 1 ep
  • Multi-Tool · 1 ep
Raid-Class Fighter · Vehicle · 90 ep
  • Size H
  • Strength: 10 · (Load limit 25 tons)
  • Flight 14 · (32k mph, 60 mi/round)
    Flaw: Limited to vacuum [partial 5] · (1000 mph, 2 mi/round in atmosphere)
  • Defense: -4 (6) plus Shielding (12, or 8 if Sustained duration is lost) plus Expert Evasive Maneuvers (14, or 8 if Sustained duration is lost)
  • Toughness (+12, Impervious 5)
  • Shielding: Enhanced Defense 6
    Extra: Increased Duration (continuous) [partial 2]
  • Zero-G Adaptation: Movement 1 (Environmental Adaptation: zero gravity)
  • Sensor Panel: Senses 17 (Extended 1 Infravision, Extended 1 sight, Extended 4 Radio, Tracking 2: Radio, Accurate Extended 2 Ultra-Hearing, Extended 1 Ultravision)
  • Arsenal:
    • ALT · Blaster Cannon: Damage 10
      Extras: Increased Range 1 (ranged); Extended Range 2; Affects Insubstantial 1
    • ALT · Toxic Spray: Weaken Stamina 8 (Fortitude)
      Extras: Area (Cone 1); Secondary Effect [partial 7]
  • Features: Autopilot 1 (Vehicles check +4), Communications, Nav System, Security System 1 (DC 20).
Languages
· native: Javanese Indonesian · English · Mandarin ·
Skills [16 PP]
· Athletics 1 (+2) · Close Combat: Unarmed 3 (+5) · Expertise: Aliens 0 (+6, Vord only) · Expertise: Current Events 1 (+1) · Expertise: Military 4 (+4) · Expertise: Pop Culture 2 (+2) · Expertise: Tactics 4 (+4) · Expertise [DEX]: Video Games 1 (+4) · Perception 6 (+8) · Ranged Combat: Vehicle Weapons 3 (+6) · Technology 1 (+1) · Vehicles 6 (+9, or +12 flying craft) ·

Defenses [9 PP]
· Dodge 4 (+5) · Parry 3 (+5) ·
· Fortitude 1 (+2) · Toughness (+3/+2*) · Will 1 (+3) ·
*without Defensive Roll

Without Uniform:
· Toughness (+2/+1*) ·


Offense · Initiative +5
  • Unarmed: +5 · Close Damage DC 16 (Strength-based), bludgeoning.
  • Fighter Blaster Cannon: +6 · Ranged (1000/2000/4000 ft) Damage DC 25, energy.
    Affects Insubstantial DC 20.
  • Fighter Toxic Spray: Dodge DC 18 · Close Area (60-ft Cone) Weaken Stamina DC 18 (resisted by Fortitude), poison.
    Secondary Effect DC 17.
  • Grab: +2 · Close · DC 11.
Complications
  • Motivation - Duty. Most Raid-Class Pilots are highly-trained soldiers who believe in protecting humanity from the Vord.
ABILITIES [20] + SKILLS [16] + ADVANTAGES [26] + POWERS [4] + DEFENSES [9]
= 75 PP TOTAL


Variations

Like other S.P.U.N. stat blocks, the choice of Javanese Indonesian as native language and Mandarin as diversity-training language is mutable. Large numbers of Pilots should have, for example, an African native language and French as their diversity-training language.

For a -9 Power Point adjustment, the Raid-Class Fighter can be given the Minion template. For a +18 Power Point adjustment, it can be given the Durable template. This is the easiest way to represent elite or "mook" Pilots.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp (Setting): S.P.U.N. Forces

Post by CaptainKaulu »

Bio
Master Khan/Dark Lord Gajasura has a rocky relationship with S.P.U.N., who don't appreciate his conqueror's attitude or the fact that he won't allow his subjects to enlist. A few years ago, though, he and Secretary Zhang did reach an accord, in which Gajasura provided S.P.U.N. with some war drone A.I. subroutines developed under his reign. The fearsome "Apocalypse Turrets," each a flying craft the size of a large van, were the result.

The secrets behind the A-Turrets' intelligence is a highly coveted secret by much of the world, but S.P.U.N. knows that giving up that secret would endanger not only their tenuous relationship with the Master Khan, but also Secretary Zhang's life at the hands of Gajasura personally.

S.P.U.N. A-Turret
Power Level 9 (135 PP)

Abilities [0 PP]
· Strength 0 (+8) · Stamina 1 (+9) · Agility 0 (+0) · Dexterity -2 (-2) ·
· Fighting 4 (+4) · Intellect 0 (+0) · Awareness 0 (+0) · Presence -3 (-3) ·
Load Limit 6 tons

Powers [105 PP]
Huge Architecture · innate tech power · [25 PP]
  • Growth 8 · (mass rank +8, size rank +2, Speed rank +1, Close reach +5 ft, Strength +8, Stamina +8, Intimidation +4, Stealth -8, Dodge -4, Parry -4)
    Extras: Innate; Permanent
  • Feature 2 (internal compartments)
  • Protection 7
    Flaw: Noticeable
Robotic Nature · innate tech power · [14 PP]
Immunity 14 (biological effects, environmental condition: cold, environmental condition: high pressure, environmental condition: radiation, environmental condition: vacuum)
Robot Brain · innate tech power · [18 PP]
  • Senses 1 (Time Sense)
  • Communication 2 (Radio) · (1-mile range)
    Extra: Subtle 1 · (encrypted)
    Flaw: Limited to one-way communication (unless target has similar capabilities)
  • Feature 2 (smartphone capabilities)
  • Enhanced Advantages 2 [Eidetic Memory, Fearless]
    Flaw: Permanent
  • Rapid Calculation: Quickness 2
    Flaw: Limited to One Type (mental)
  • Comprehend 2 (Machines/Electronics)
  • Euclidean Expertise: Movement 1 (Environmental Adaptation: zero gravity)
  • Naïve: Enhanced Insight -2
    Flaw: Permanent
Flight · technological power · [14 PP]
Flight 8 · (500 mph, 1 mi/round)
Flaw: Limited to space [partial 2] · (120 mph, 1800 ft/round in atmosphere)
Sensor Suite · technological power · [7 PP]
Senses 7 (Infravision, Extended 3 Radio, Tracking 1: Radio, Ultravision)
Arsenal · technological power · [24 PP + 2 PP for Alternate Effects]
  • ALT · Turrret Bank: Damage 7
    Extras: Accurate 1; Increased Range 1 (ranged); Extended Range 2; Multiattack
  • ALT · Sawblade Flurry: Damage 3 (Strength-based)
    Extras: Accurate 1; Reach 2; Multiattack [8 extra ranks]; Selective [3 extra ranks]
  • ALT · Rocket Launcher: Damage 12
    Extras: Increased Range 1 (ranged); Extended Range 1; Area (Burst 1) [partial 9]; Homing 1; Affects Insubstantial 1
    Flaw: Unreliable (5 Uses)
Anti-Vord Programming · technological power · [1 PP]
Enhanced Expertise: Aliens 3
Flaw: Limited to knowledge of Vord
Advantages [10 PP]
· Eidetic Memory · Fearless · Ranged Attack 8 · Tactical Training · Team Code ·
Language
· native: English ·
Skills [8 PP]
· Close Combat: Saw Blades 1 (+5) · Expertise: Aliens 0 (+3, Vord only) · Expertise: Tactics 4 (+4) · Insight 0 (-2) · Intimidation 0 (+1) · Perception 8 (+8) · Ranged Combat: Guns 3 (+9) · Ranged Combat: Misc. 0 (+6) · Stealth 0 (-8) ·

Defenses [12 PP]
· Dodge 6 (+2) · Parry 0 (+0) ·
· Fortitude 0 (+9) · Toughness (+16) · Will 6 (+6) ·

Offense · Initiative +0
  • Sawblade Flurry: +7 · Close (+10 ft) Damage DC 26 (Strength-based), slashing.
    Multiattack. Selective DC 21.
  • Turret Bank: +11 · Ranged (700/1400/2800 ft) Damage DC 22, ballistic/piercing.
    Multiattack.
  • Rocket Launcher: +6/Dodge DC 19 · Ranged (600/1200/2400 ft) Damage DC 27 (direct hit) or Area (30-ft Burst) Damage DC 24, explosive.
    Homing 1 (optional). Affects Insubstantial DC 21 (direct hit) or DC 19.
  • Grab: +4 · Close · DC 18.
Complications
  • Object. Although it has a Stamina score, A-Turret is an object (which goes hand-in-hand with its immunity to biological effects). It can be affected by “Affects Only Objects” effects, and can’t be healed by default Healing effects.
  • Motivation - Programming. A-Turrets are programmed to have some individual initiative A.I. subroutines, but their objectives are programmed pretty strictly to be protective of humanity. Of course, programming can always have bugs in it, or be re-done ...
  • Prejudice. Some people fear A-Turrets as "killer robots," especially if they know that Gajasura's team had a hand in their programming.
ABILITIES [0] + SKILLS [8] + ADVANTAGES [10] + POWERS [105] + DEFENSES [12]
= 135 PP TOTAL
Last edited by CaptainKaulu on Tue Jan 12, 2021 12:16 pm, edited 1 time in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp (Setting): S.P.U.N. Forces

Post by CaptainKaulu »

Bio
S.P.U.N.'s mightiest but precious-few resource is the Dreadnaught fleet, each a massive starship commanded by an Admiral. The Dreadnaughts can utilize gravitic drive to move about the Solar System relatively quickly, almost as quickly as Starship Baluarte, but they generally stay close to Earth, especially after an incident a year ago where one left the neighborhood of Earth and was quickly ambushed and destroyed by Vord.

This stat block is a "typical" Admiral.

S.P.U.N. Dreadnaught Admiral
Power Level 6 (Vehicle PL12) (175 PP)

Abilities [26 PP]
· Strength 1 (+1) · Stamina 2 (+2) · Agility 0 (+0) · Dexterity 0 (+0) ·
· Fighting 3 (+3) · Intellect 3 (+3) · Awareness 3 (+3) · Presence 1 (+1) ·
Load Limit 100 lb.

Powers [49 PP]
Durable Vehicles · technological power · [44 PP]
Durable Extra on Equipment 44
Superb Uniform (Removable) · technological power · [4 / 5 PP]
Protection 5
Vord Training · training power · [1 PP]
Enhanced Expertise: Aliens 3
Flaw: Limited to knowledge of Vord
Advantages [60 PP]
· Benefit 7 (Diplomatic Immunity, Security Clearance 4: S.P.U.N., Wealth 2: independently wealthy) · Defensive Roll 1 · Equipment 45 · Evasion 2 · Favored Foe (soldiers) · Languages 2 · Ranged Attack 1 · Team Code ·
Equipment · [223 ep]
  • Commlink · 1 ep
  • Smartphone · 2 ep
S.P.U.N. Dreadnaught · Vehicle · 220 ep
  • Size A
  • Strength: 22 · (Load limit 100 ktons)
  • Flight 16 · (125k mph, 250 mi/round)
    Flaw: Limited to space [partial 9] · (250 mph, 0.5 mi/round in atmosphere)
  • Gravitic Drive: Movement 1 (Space Travel 1)
  • Defense: -10 (0) plus Shielding (12)
  • Toughness (+22, Impervious 15)
  • Shielding: Enhanced Defense 12
    Extra: Increased Duration (continuous)
  • Sensor Suite: Senses 17 (Analytical visual senses, Extended 2 sight, Extended 5 Radio, Radius visual senses, Tracking 2: Radio, Extended 2 Ultravision)
  • Cargo Arms: Extra Limbs 6 · (effectively grants Improved Grab benefit)
  • Arsenal:
    • ALT · Torpedoes: Damage 15
      Extras: Increased Range 1 (ranged); Extended Range 4; Homing 3; Area (Burst 1) [partial 12]; Affects Insubstantial 1
    • ALT · Blaster Cannon: Damage 15
      Extras: Increased Range 1 (ranged); Extended Range 5; Affects Insubstantial 1
    • ALT · Tractor Beams: Move Object 15
      Extras: Extended Range 10; Multiattack
      Flaw: Limited Direction (towards self)
    • ALT · Forcefield Projector: Create 15 · (32k cft volume)
      Extras: Extended Range 2; Impervious; Stationary; Affects Insubstantial 2
  • Turret System: Damage 7
    Extras: Accurate 4; Increased Range 1 (ranged); Multiattack; Reaction 3
    Flaw: Increased Action 1 · (Free Action 1/round)
  • 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)
  • Features: Artificial Gravity, Autopilot 1 (Vehicles check +4), Communications, Computer, Fire Prevention System, Hidden Compartments 2 (Perception DC 25), Library, Nav System, Personnel, Room: Gym, Room: Habitat (arboretum), Room: Hangars, Room: Holding Cells 2 (Nullify & Sleeper), Room: Infirmary, Room: Laboratory, Room: Living Space, Room: Trophy Room, Security System 3 (DC 30).
Languages
· native: English · French · Mandarin ·
Skills [29 PP]
· Close Combat: Unarmed 2 (+5) · Deception 6 (+7) · Expertise: Aliens 1 (+4, or +7 Vord) · Expertise: Current Events 1 (+4) · Expertise: Military 12 (+15) · Expertise: Politics 4 (+7) · Expertise: Science 1 (+4) · Expertise: Tactics 8 (+11) · Insight 4 (+7) · Intimidation 8 (+9) · Persuasion 2 (+3) · Ranged Combat: Guns 7 (+8) · Ranged Combat: Misc. 0 (+1) · Technology 1 (+4) · Vehicles 1 (+1) ·

Defenses [11 PP]
· Dodge 3 (+3) · Parry 1 (+4) ·
· Fortitude 4 (+6) · Toughness (+8/+7*) · Will 3 (+6) ·
*without Defensive Roll

Without Superb Uniform:
· Toughness (+3/+2*) ·


Offense · Initiative +0
The Admiral does not typically fire his Dreadnaught's weapons personally, but has specialists to do the targeting. They generally have a +9 bonus to Ranged Combat: Vehicle Weapons.
  • Unarmed: +5 · Close Damage DC 16 (Strength-based), bludgeoning.
  • Dreadnaught Holding Cells: Close Nullify Psionics +12, electromagnetic; Linked to Close Affliction DC 22 (resisted and overcome by Will; Dazed / Stunned / Asleep), electromagnetic.
    Grab-Based (both components). Concentration (Nullify component). Cumulative (Affliction component).
  • Grab: +3 · Close · DC 11.
Complications
  • Motivation - Duty. Though they may have an inflated sense of their own importance, most Admirals really do have protection of humanity from the Vord as their primary motivation.
  • Hubris. Admirals are proud of their skills and their ships' capabilities.
ABILITIES [26] + SKILLS [29] + ADVANTAGES [60] + POWERS [49] + DEFENSES [11]
= 175 PP TOTAL


Variations

There are only a few Admirals in S.P.U.N., and not all of them are stodgy, portly, elderly, English-native-speaking males. This is just in case you need a stereotypical Admiral and don't have a specific stat block prepared.
Last edited by CaptainKaulu on Tue Jan 12, 2021 6:53 pm, edited 3 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp (Setting): S.P.U.N. Forces

Post by CaptainKaulu »

Bio
Fiery personality Vice-Secretary Iyovu of S.P.U.N. is a Mbuti man who grew up as a slave in the eastern Congo. At age 17, he killed his master, escaped across the northern mountains into Ethiopia, changed his name, and proceeded to lived on the street for a few years (helping out in an underground railroad movement for other slaves) before being Gifted in a minor way by the Bequest Mechanism. His Gift was an aptitude with learning languages and navigating situations of interpersonal intrigue. Developing a "savior" complex, Iyovu enlisted in S.P.U.N. and began to climb the ladder of military rank. He still faced plenty of opposition from other soldiers due to prejudice about his stature, but through sheer grit (and occasionally provoking enemies into attacking him so he could maim them in self-defense), he continued to rise until becoming the commander of Terra-Adversus, arguably the second-loftiest position in S.P.U.N. after Secretary Zhang. His belief that he is a one-man savior of humanity against the Vord has cooled, possibly due to interaction with mightier superpowered individuals (including Gajasura, who has a similar savior complex, whom Iyovu recognizes as dangerous), but he maintains an obsessive interest in opposing the Vord and learning all he can about them.

Terra-Adversus is the primary Headquarters of S.P.U.N., a large space station orbiting the Moon where Marines are trained and the majority of S.P.U.N. personnel are housed.

Vice-Secretary Iyovu
Power Level 7 (HQ PL11) (145 PP)

Abilities [48 PP]
· Strength 3 (+3) · Stamina 4 (+4) · Agility 2 (+2) · Dexterity 1 (+1) ·
· Fighting 4 (+4) · Intellect 1 (+1) · Awareness 4 (+4) · Presence 5 (+5) ·
Load Limit 400 lb.

Powers [11 PP]
Mbuti Heritage · innate power · [5 PP]
Shrinking 2 · (Intimidation -1, Stealth +2, Dodge +1, Parry +1)
Extras: Innate; Increased Duration (continuous)
Flaw: Permanent
Drill Sergeant Technique · training power · [1 PP]
Enhanced Advantage 3 [Inspire 3]
Flaw: Intimidation Check Required 2 · (1 rank of Inspire per Intimidation result in excess of 11)
Skill Knack · training power · [1 PP]
Feature 1 (Move-Action Demoralize without penalty)
Vord Obsession · training power · [3 PP]
Enhanced Expertise: Aliens 9
Flaw: Limited to knowledge of Vord
Singing Talent · training power · [1 PP]
Enhanced Expertise: Music Performance 3
Flaw: Limited to singing
Advantages [41 PP]
· All-Out Attack · Assessment · Benefit 9 (Diplomatic Immunity, Expertise: Espionage/Politics/Streetwise Based on Awareness, Security Clearance 4: S.P.U.N., Wealth 1: well-off) · Defensive Roll 2 · Equipment 11 · Evasion 1 · Favored Foe (Vord) · Improved Initiative 1 · Flawed Inspire 3 · Languages 3 · Power Attack · Ranged Attack 4 · Skill Mastery (Expertise: Aliens) · Startle · Takedown 1 · Team Code · Throwing Mastery 1 · Uncanny Dodge ·
Equipment · [54 ep]
  • Commlink · 1 ep
  • Smartphone · 2 ep

Uniform · 4 ep
  • Protection 3
  • Feature 1 (starbase camouflage) · (+5 equipment bonus to Stealth on human starbases/starships)

ALT · Throwing Knives · 6 ep
Damage 1 (Strength-based)
Extras: Increased Range 1; Dangerous 1; Concealable · (Perception DC 29 to notice when concealed as a routine check)
Flaws: Diminished Range 1; Unreliable (5 Uses)

ALT · Kukri · 1 ep for Alternate Equipment
Damage 1 (Strength-based)
Extras: Dangerous 2; Concealable · (Perception DC 29 to notice when concealed as a routine check)
Terra-Adversus · Headquarters · 40 ep
  • Location: orbiting the Moon.
  • Size C (space station)
  • Toughness (+22)
  • Features: Artificial Gravity, Chapel, Combat Simulator 2, Communications, Computer, Fire Prevention System, Gym, Hangar, Holding Cells 2 (Impervious Toughness +22, sleeper), Infirmary, Isolated, Living Space, Personnel, Power System (antimatter reactor), Replicators, Sealed, Security System 3 (DC 30), Self-Repairing 1, Theater, Workshop.
  • Defense System - Blaster Cannons: Damage 10
    Extras: Increased Range 1 (ranged), Extended Range 5, Affects Insubstantial 1
    Flaws: Unreliable [partial 3]; Inaccurate 1
  • Defense System - Turrets Network: Damage 4
    Extras: Accurate 2; Increased Range 1 (ranged); Multiattack; Reaction 3
    Flaw: Increased Action 1 · (Free Action 1/round)
  • Defense System - Forcefields: Create 6 · (60-cft volume)
    Extras: Accurate 1; Impervious; Stationary; Affects Insubstantial 2
  • Holding Cells Sleeper: Affliction 11 (Will; Dazed / Stunned / Asleep)
    Extras: Cumulative; Secondary Effect
    Flaws: Grab-Based
Languages
· native: Kango · English · Javanese Indonesian · Mandarin · Oromo ·
Skills [37 PP]
· Acrobatics 1 (+3) · Athletics 2 (+5) · Close Combat: Knives 6 (+10) · Deception 1 (+6) · Expertise: Aliens 0 (+10, Vord only) · Expertise: Current Events 2 (+3) · Expertise [AWE]: Espionage 4 (+8) · Expertise: Military 10 (+11) · Expertise [PRE]: Music Performance 0 (+8, singing only) · Expertise [AWE]: Politics 7 (+11) · Expertise: Science 1 (+2) · Expertise [AWE]: Streetwise 4 (+8) · Expertise: Tactics 6 (+7) · Expertise [AWE]: Wilderness Survival 1 (+5) · Insight 4 (+8) · Intimidation 8 (+12) · Ranged Combat: Throwing 4 (+9) · Ranged Combat: Misc. 0 (+5) · Sleight of Hand 8 (+9) · Stealth 4 (+8) · Technology 1 (+2) ·

Defenses [8 PP]
· Dodge 2 (+5) · Parry 0 (+5) ·
· Fortitude 2 (+6) · Toughness (+9/+7*) · Will 4 (+6) ·
*without Defensive Roll

Without Uniform:
· Toughness (+6/+4*) ·


Offense · Initiative +6
  • Unarmed: +4 · Close Damage DC 18 (Strength-based), bludgeoning.
  • Kukri: +10 · Close Damage DC 19 (Strength-based), slashing, crit 18-20.
  • Throwing Knives: +9 · Ranged (50/125/250 ft) Damage DC 20 (Strength-based), piercing, crit 19-20.
    Unreliable (5 Uses).
  • Grab: +4 · Close · DC 13.
  • HQ Blaster Cannons: +9 · Ranged (1.5/3.0/6.1 mi) Damage DC 25, energy.
    Unreliable (still fires with Range 1.1/2.1/4.2-mile range, DC 22 if roll fails). Affects Insubstantial DC 20 or DC 18.
  • HQ Turret Network: +15 · Ranged (100/200/400 ft) Damage DC 19, ballistic/piercing.
    Multiattack. Free Action 1/round.
  • HQ Forcefields: +13 · Ranged (150/300/600 ft) · Dodge DC 16 vs. being trapped in a cage of force.
    Cage has Impervious Toughness 6. Affects Insubstantial DC 16.
  • HQ Sleeper Cell: Affliction DC 21 (resisted and overcome by Will; Dazed / Stunned / Asleep).
    Requires and reacts to successful Grab. Cumulative. Secondary Effect.
Complications
  • Motivation - Responsibility. Iyovu's savior complex has calmed down, but he still finds it very important to use his talents to contribute towards destruction of Vord.
  • Vengeful. It's a good thing Iyovu's primarily focused on the Vord, because otherwise he would be violently prejudiced against Bantu Africans, especially if they have any connections to slavery.
  • Prejudice. A lot of people don't have a lot of respect for people of Iyovu's size and race.
  • Addiction. Iyovu is a chain e-cigar smoker.
  • Relationship. Iyovu has a friendship/rivalry with Elephant Man.
ABILITIES [48] + SKILLS [37] + ADVANTAGES [41] + POWERS [11] + DEFENSES [8]
= 145 PP TOTAL
Last edited by CaptainKaulu on Tue Jan 12, 2021 7:46 pm, edited 1 time in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp (Setting): S.P.U.N. Forces

Post by CaptainKaulu »

That's the main builds I planned to do for S.P.U.N. I guess I'll finish out Page 5 of the thread with more S.P.U.N. filler-builds, but I'm excited to move on to another part of VordWarp after that. EDIT: Then again, I'm having trouble thinking of other S.P.U.N. operatives who should be built as S.P.U.N. specifically, rather than just built as Stock NPCs. So maybe I'll vary Page 5 to just present a couple one-off builds.

Even the non-filler builds I've posted so far aren't the most creatively engaging builds, but that's because they're supposed to play a supporting role to the PCs in fights against the Vord, especially if those fights are on an epic scale. And I think I've set the scene where some good Vord campaigns can now be played.
Last edited by CaptainKaulu on Tue Jan 12, 2021 7:54 pm, edited 1 time in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp (Setting): S.P.U.N. Forces

Post by CaptainKaulu »

Dreadnaught Weapon Operator
Minion Rank 2, Sidekick Rank 5
Power Level 1 (24 PP)

Abilities [6 PP]
· Strength 0 (+0) · Stamina 0 (+0) · Agility 0 (+0) · Dexterity 1 (+1) ·
· Fighting 1 (+1) · Intellect 1 (+1) · Awareness 0 (+0) · Presence 0 (+0) ·
Load Limit 50 lb.

Powers [0 PP]

Advantages [4 PP]
· Equipment 1 · Languages 2 · Ranged Attack 1 ·
Equipment · [5 ep]
  • Commlink · 1 ep
  • Smartphone · 2 ep
  • Uniform: Protection 1 · 1 ep

Apartment · Headquarters · 1 ep
  • Size D (apartment)
  • Toughness (+6)
  • Features: Fire Prevention System, Living Space, Security System 1 (DC 20).
Languages
· native: Javanese Indonesian · English · Mandarin ·
Skills [11 PP]
· Expertise: Current Events 1 (+2) · Expertise: Military 4 (+5) · Expertise: Pop Culture 3 (+4) · Perception 4 (+4) · Ranged Combat: Vehicle Weapons 7 (+9) · Ranged Combat: Misc. 0 (+2) · Technology 2 (+3) · Vehicles 1 (+2) ·

Defenses [3 PP]
· Dodge 1 (+1) · Parry 0 (+1) ·
· Fortitude 1 (+1) · Toughness (+1) · Will 1 (+1) ·

Without Uniform:
· Toughness (+0) ·


Offense · Initiative +0
  • Unarmed: +1 · Close Damage DC 15 (Strength-based), bludgeoning.
  • Grab: +1 · Close · DC 10.
  • Dreadnaught Blaster Cannon: +9 · Ranged (2.3/4.5/9.0 mi) Damage DC 30, energy.
    Affects Insubstantial DC 22.
  • Dreadnaught Blaster Cannon: +9 · Ranged (2.3/4.5/9.0 mi) Damage DC 30, energy.
    Affects Insubstantial DC 22.
  • Dreadnaught Torpedoes: +9/Dodge DC 22 · Ranged (1.1/2.3/4.6 mi) Damage DC 30 (direct hit) or Area (30-ft Burst) Damage DC 27, explosive.
    Homing 3 (optional). Affects Insubstantial DC 22 (direct hit) or DC 21.
  • Dreadnaught Tractor Beams: +9 · Ranged (73/145/290 mi) Move Object DC 25 (towards Dreadnaught), gravity.
    Multiattack.
  • Dreadnaught Forcefields: +9 · Ranged (1500/3000/6000 ft) · Dodge DC 25 vs. being trapped in a cage of force.
    Impervious Toughness 15. Affects Insubstantial DC 25.
Complications
  • Relationships. Most people have some family and friends.
ABILITIES [6] + SKILLS [11] + ADVANTAGES [4] + POWERS [0] + DEFENSES [3]
= 24 PP TOTAL


Variations

Like other S.P.U.N. stat blocks, the choice of Javanese Indonesian as native language and Mandarin as diversity-training language is mutable. Large numbers of Operators should have, for example, an African native language and French as their diversity-training language.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: VordWarp (Setting): S.P.U.N. Forces

Post by CaptainKaulu »

Bio
Gelnon looks like an ordinary Asian man (in, generally, casual clothing—jeans and a t-shirt) except for his extreme stature and musculature. A Bequested who uses his talents to do mercenary work for the highest bidder (with a preference towards the criminal and villainous types), Gelnon is a recurring headache (literal as well as figurative) for superheroes, especially since he has a knack for coming back from the dead. That makes him particularly bold in a fight, since he can charge his employers an additional fee for each time he dies!

In truth, Gelnon's ability to come back after he seems to be dead is based on a powerful alien cloning technology, which he keeps back at his home base. He was once a simple bodyguard to a German scientist who managed to steal some advanced materials from the Succor, but he killed that employer (which he still struggles with morally, since he was getting paid at the time) and took over the cloning lab. He starts a new clone every day, and ends the growth of the clone that is about to "hatch" if he is able to do so, as a new clone "hatching" and sharing his memories and mind could be a weird experiment that he doesn't want to get into.

Gelnon the Merc
Power Level 13 (210 PP)

Abilities [80 PP]
· Strength 16 (+18) · Stamina 15 (+17) · Agility 1 (+1) · Dexterity 0 (+0) ·
· Fighting 6 (+6) · Intellect 1 (+1) · Awareness 2 (+2) · Presence -1 (-1) ·

Powers [61 PP]
Big · cosmic power · [5 PP]
Growth 2 · (mass rank +2, STR +2, STA +2, Intimidate +1, Dodge -1, Parry -1, Stealth -2)
Extras: Innate; Permanent
Strong · cosmic power · [13 PP]
  • Power-Lifting 4 · (Load limit 100 ktons)
  • Leaping 9 · (0.5 miles at 250 mph in 6 seconds)
Tough · cosmic power · [24 PP]
  • Immunity 1 (environmental condition: high pressure)
  • Immunity 20 (acid damage, electricity damage, heat damage, pain effects)
    Flaw: Limited to Half Effect
  • Impervious Toughness 13
Immovable Stance · training power · [9 PP]
Immunity 10 (forced movement)
Extra: Sustained
Flaw: Activation 1 · (Move Action to activate)
Strength Damage Array · training power · [1 PP + 4 PP for Alternate Effects]
  • ALT · Punch-Kick: Split 1 on Strength Damage
  • ALT · Massive Knockback: Damage 10
    Linked: Move Object 18
    Flaws: Reduced Range (close); Limited Direction (fling away)
  • ALT · Stonewall Stance: Damage 6
    Extras: Subtle 1; Reaction 3 (to being hit in melee)
    Flaw: Limited to triggering effect's rank
  • ALT · Superior Chokehold:
    • Affliction 9 (Fortitude; Dazed / Stunned / Incapacitated)
      Extra: Progressive
      Flaw: Grab-Based
    • Enhanced Advantage 1 [Chokehold]
  • Skilled Thrower:
    • Enhanced Advantage 2 [Throwing Mastery 2]
    • Accurate 1, Increased Range 1 (ranged) on Strength 16
Cloning System · alien tech power · [3 PP]
  • Immortality 3 · (return after 4 days)
    Flaw: Limited to while cloning lab functions
  • Enhanced Technology 4
    Flaw: Limited 2 to cloning lab technology
Advantages [33 PP]
· Accurate Attack · Benefit 2 (Wealth 2: independently wealthy) · Defensive Roll 1 · Equipment 15 · Fearless · Improved Critical (Unarmed) 1 · Improved Grab · Improved Hold · Improved Initiative 1 · Improved Smash · Improvised Weapon 1 · Languages 4 · Startle · Takedown 1 · Ultimate Effort (Strength) · Weapon Break ·
Equipment · [75 ep]
  • Commlink · 1 ep
  • Smartphone · 2 ep
Secret Cloning Lab · Headquarters · 21 ep
  • Location: Lübeck, Germany (unknown to players or VordWarp governments!).
  • Size L (warehouse)
  • Toughness (+14)
  • Features: Communications, Dock, Fire Prevention System, Gym, Laboratory, Living Space, Remote Feature (dock—underwater in nearby canal), Secret 5 (DC 40), Security System 2 (DC 25).
  • Defense System - Massive Uzis: Damage 8
    Extras: Accurate 2; Increased Range 1 (ranged); Multiattack
Aerosub · Vehicle · 51 ep
  • Size H
  • Strength: 8 · (Load limit 6 tons)
  • Flight 8 · (500 mph, 1 mi/round)
    Extra: Aquatic · (120 mph, 1800 ft/round in water)
  • Defense: -4 (6)
  • Toughness (+17)
  • Stealth Vehicle: Concealment 1 (Radio)
    Flaw: Partial
  • Smokescreens: Concealment 4 (all Visual senses)
    Extras: Attack; Area (Cloud 3) · (60-ft radius Cloud)
    Flaw: Unreliable (5 Uses)
  • Features: Autopilot 1 (Vehicles check +4), Hidden Compartments 2 (DC 25), Nav System, Remote Control, Security System 2 (DC 25).
Languages
· native: Vietnamese · Arabic · English · French · German · Mandarin · Persian · Russian · Spanish ·
Skills [18 PP]
· Close Combat: Unarmed 2 (+8) · Expertise: Tactics 1 (+2) · Intimidation 16 (+16) · Perception 3 (+5) · Ranged Combat: Throwing 6 (+6) · Stealth 0 (-1) · Technology 0 (+5, cloning lab only) · Vehicles 8 (+8) ·

Defenses [18 PP]
· Dodge 8 (+8) · Parry 3 (+8) ·
· Fortitude 0 (+17) · Toughness (+18/+17*) · Will 7 (+9) ·
*without Defensive Roll

Offense · Initiative +5
  • Unarmed: +8 · Close Damage DC 33 (Strength-based), bludgeoning, crit 19-20.
    Split (2 targets).
  • Improvised Weapon: +8 · Close Damage DC 33 (Strength-based), descriptor varies.
  • Massive Knockback: +8 · Close Damage DC 25 (Strength-based), bludgeoning, crit 19-20; Linked to Close Move Object DC 28, fling away.
  • Stonewall: +8, or automatic when hit by melee attack · Close Damage DC 21 (Strength-based), bludgeoning.
    Subtle (Perception DC 20 to predict effect). Reaction (to being hit in melee). Limited to ranks equal to triggering attack's rank.
  • Grab: +6 · Close · DC 28 (with a -5 penalty to escape).
    Not Vulnerable while grabbing.
  • Superior Chokehold: +6 · Close Affliction DC 19 (resisted and overcome by Fortitude; Dazed / Stunned / Incapacitated), suffocation.
    Requires and reacts to successful Grab. Progressive.
  • Thrown Object: +8 · Ranged (450/900/1800 ft) Damage DC 33 (Strength-based), bludgeoning.
  • HQ Massive Uzis: +17 · Ranged (200/400/800 ft) Damage DC 23, ballistic/piercing.
    Multiattack.
Complications
  • Motivation - Sadistic Greed. Gelnon only works for good money ... but he doesn't mind causing some pain in the process.
  • Power Loss. If Gelnon's cloning lab is threatened, he loses his Fearless advantage.
  • Stature. Weighing about 400 lb. can be inconvenient.
  • Honor. Loyalty to his employment contracts—except for that one time, of course. That scientist was a horrible person anyway.
  • Enemies. The AWs are particularly annoyed with Gelnon showing up, and would love to find time to finally track down the source of his immortality and finish him off. On the other hand, if he ever fails to cancel a job in his cloning lab, he could end up facing copies of himself, and who knows what could happen then?
  • Clues. Gelnon's communications network at the Secret Cloning Lab could theoretically be traced. That said, it's easier to find him when he's out and about in the world, as he has no means to communicate with employers other than an ordinary satellite phone.
ABILITIES [80] + SKILLS [18] + ADVANTAGES [33] + POWERS [61] + DEFENSES [18]
= 210 PP TOTAL
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

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

Post by CaptainKaulu »

Bio
The weakest superhero in VordWarp who's still truly a superhero, Barna Czásev lives in a small town in Hungary. At some point in an abandoned countryside house that he was snooping around, he discovered the Spine Cloak, a Mystic artifact that bonded with him. It gives him a number of hedgehog-themed superpowers, such as burrowing and tremorsense and the quality of being very difficult to smell.

Hedgehog refuses to get involved in the greater movements and difficulties of superhero life, preferring to stay close to home. He works as a Private Investigator, albeit he's not very good at it.

Hedgehog
Barna Czásev
Power Level 7 (105 PP)

Abilities [16 PP]
· Strength 3 (+3) · Stamina 3 (+5) · Agility -1 (-1) · Dexterity 0 (+0) ·
· Fighting 2 (+2) · Intellect 0 (+0) · Awareness 1 (+1) · Presence 0 (+0) ·
Load Limit 400 lb.

Powers [47 PP]
Wrestler · training power · [2 PP]
Enhanced Strength 2
Flaw: Limited to grabbing
Spine Cloak (Removable) · mystic power · [43 / (53 PP + 1 PP for Alternate Effect)]
  • Burrowing 4 · (1 mph, 15 ft/round through loose sand or soil)
  • Enhanced Stamina 2
    Flaw: Permanent
  • ALT · Shrinking 10 · (size rank -2, Dodge +5, Parry +5, Stealth +10, Strength -2, Intimidation -5)
    Flaw: Activation 1 · (Move Action to shrink)
  • ALT · Normal-Sized Form (Alternate Form):
    Flaw: Activation 1 · (Move Action to return to normal size)
    • Enhanced Advantage 2 [Defensive Roll 2]
    • Protection 3
  • Comprehend 2 (Animals: understand, speak to)
    Flaw: Broad Type (burrowers)
  • Spiny Shred: Damage 10
    Extra: Dangerous 1
    Flaw: Grab-Based
  • Regeneration 2
  • Senses 7 (Acute smell, Low-Light Vision, Ranged Penetrates Concealment touch)
  • Concealment 2 (all Olfactory senses)
    Flaw: Partial
  • Immunity 1 (poison)
  • Fling Spines: Enhanced Advantage 2 [Throwing Mastery 2]
  • Enhanced Advantages 4 [Diehard, Great Endurance, Improved Defense, Ultimate Effort (Fortitude)]
    Flaw: Permanent
Zoology Expert · training power · [2 PP]
Enhanced Expertise: Science 6
Flaw: Limited to zoology
Advantages [9 PP]
· Animal Empathy · Defensive Attack · Diehard · Equipment 3 · Great Endurance · Improved Defense · Improved Hold · Languages 1 · Startle · Teamwork · Throwing Mastery 2 · Ultimate Effort (Fortitude) ·
Equipment · [15 ep]
  • Commlink · 1 ep
  • Smartphone · 2 ep
  • Zoology Reference Book · 1 ep
Basement Apartment · Headquarters · 3 ep
  • Location: Simontornya, Hungary.
  • Size D (apartment)
  • Toughness (+8)
  • Features: Concealed 1 (DC +10 to find), Fire Prevention System, Gym, Living Space.
Old Car · Vehicle · 8 ep
  • Size L
  • Strength: 5 · (Load limit 1600 lb.)
  • Speed 5 · (60 mph, 900 ft/round)
  • Defense: -2 (8)
  • Toughness (+8)
Languages
· native: Hungarian · German ·
Skills [19 PP]
· Athletics 2 (+5) · Close Combat: Grabbing 7 (+9) · Expertise: Science 0 (+6, zoology only) · Insight 4 (+5) · Intimidation 5 (+5) · Investigation 2 (+2) · Ranged Combat: Throwing 9 (+9) · Stealth 8 (+7) · Vehicles 1 (+1) ·

While Shrunken to Hedgehog Size:
· Athletics (+3) · Intimidation (+0) · Stealth (+17) ·


Defenses [14 PP]
· Dodge 4 (+3) · Parry 2 (+4) ·
· Fortitude 4 (+9) · Toughness (+10/+8*) · Will 4 (+5) ·
*without Defensive Roll

While Shrunken to Hedgehog Size:
· Dodge (+8) · Parry (+9) · Toughness (+5) ·


Offense · Initiative -1
  • Unarmed: +2 · Close Damage DC 18 (Strength-based), bludgeoning.
  • Unarmed while Tiny: +2 · Close Damage DC 16 (Strength-based), bludgeoning.
  • Grab: +9 · Close · DC 15 (with a -5 penalty to escape).
  • Grab while Tiny: +9 · Close · DC 13 (with a -5 penalty to escape).
  • Spiny Shred: +2 · Close Damage DC 25, piercing, crit 19-20.
    Requires and reacts to successful Grab.
  • Thrown Spine: +9 · Ranged (50/100/200 ft) Damage DC 17, piercing.
Complications
  • Motivation - Laziness. Barna just wants to live an uneventful, stress-free life, but knows he'd better use his superpowers somehow just to make enough money to easily pay the bills.
  • Pessimist. Sometimes Barna's a bit of a pessimist about how the future is going to turn out.
  • Addiction. Barna has a strong marijuana habit, and especially likes to see if he can get away with being high while doing investigative work, claiming that it enhances his creative thought.
ABILITIES [16] + SKILLS [19] + ADVANTAGES [9] + POWERS [47] + DEFENSES [14]
= 105 PP TOTAL
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

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

Post by CaptainKaulu »

And now, the "villain" (more of a thorn-in-the-side) that I'm definitely not smart enough to play at full potential ...

Bio
The elusive Tickpocket is a highly successful art thief, thanks to the otherwise-very-rare power of time travel that he was Bequested with. Experts aren't certain about the mechanics of temporal shifts or causality paradoxes he causes when traveling into the past. Fortunately, he seems to be more of a roguish scoundrel with an eye for shiny things, than a villain bent on widespread destruction or a crusade for personal power. And since he has all the time in the world, he doesn't even strike that often. He often shifts to a different time at the first sign of trouble rather than fight.

The Tickpocket
"Luca Ormanni"
Power Level 7 (175 PP)

Abilities [54 PP]
· Strength 1 (+1) · Stamina 3 (+3) · Agility 5 (+5) · Dexterity 5 (+5) ·
· Fighting 3 (+3) · Intellect 4 (+4) · Awareness 2 (+2) · Presence 4 (+4) ·

Powers [40 PP]
Costume (Removable) · technological power · [2 / 3 PP]
  • Protection 1
  • Power-Lifting 1 · (Load limit 200 lb.)
  • Quick Change: Feature 1 (don or stow Costume as a Free Action)
Time Traveler · cosmic power · [33 PP]
  • Movement 3 (Time Travel 3)
    Extra: Increased Mass 3 · (bring 400 lb. along)
    Flaws: Tiring; Quirk 1 (can't bring living things along)
  • Chronal Bulwark: Feature 1 (remain constant when timeline is altered)
  • Chronal Memory: Feature 1 (remember both versions of history when timeline is altered)
  • Temporal Ambush: Damage 7
    Extras: Increased Range 2 (perception); Variable Descriptor 1 (hazards of opportunity); Indirect 4
  • I've Been There: Enhanced Advantage 1 [Skill Mastery (Expertise: History)]
Tech Burglar · training power · [2 PP]
Enhanced Technology 6
Flaw: Limited to bypassing security
European Focus · training power · [2 PP]
  • Enhanced Expertise: History 3
    Flaw: Limited to European history
  • Enhanced Expertise: Art 3
    Flaw: Limited to European art
Advantages [31 PP]
· Attractive 2 · Benefit 5 (Alternate Identity 1: Luca Ormanni, Cipher 1, Wealth 3: millionaire) · Defensive Roll 2 · Equipment 10 · Favored Foe (artists) · Languages 4 · Move-By Action · Second Chance 2 (triggering alarms, triggering traps) · Seize Initiative · Skill Mastery (Stealth) · Skill Mastery (Expertise: History) · Ultimate Effort (Stealth) · Well-Informed ·
Equipment · [50 ep]
  • Smartphone · 2 ep
  • Gas Mask · 1 ep
  • Rebreather · 1 ep
  • Binoculars · 1 ep
  • Night Vision Goggles · 1 ep
  • Restraints · 1 ep

ALT · Sleeper-Gas Grenades · 26 ep
Affliction 7 (Fortitude; Dazed / Stunned / Incapacitated)
Extras: Increased Range 1 (ranged); Area (Cloud 2); Cumulative
Flaws: Unreliable (5 Uses); Diminished Range 2

ALT · Knives · 1 ep for Alternate Equipment
Damage 1 (Strength-based)
Extras: Increased Range 1 (ranged) [1 extra rank]; Concealable; Dangerous 1
Flaw: Diminished Range 1

Personal Art Gallery · Headquarters · 14 ep
  • Location: Grenoble, France (unknown to players or VordWarp governments!).
  • Size S (house)
  • Toughness (+10)
  • Features: Fire Prevention System, Library, Living Space, Secret 4 (DC 35), Security System 2 (DC 25), Trophy Room.
  • Defense System - Gatling Stunners: Damage 5
    Extras: Accurate 1; Increased Range 1 (ranged); Multiattack
    Flaw: Diminished Range 2
  • Defense System - Memory-Metal Tendrils: Snare 5
    Flaw: Diminished Range 1
Languages
· native: Italian · English · French · German · Greek · Latin · Portuguese · Spanish · Turkish ·
Skills [34 PP]
· Acrobatics 3 (+8) · Athletics 4 (+5) · Deception 4 (+8) · Expertise: Art 10 (+14, or +17 European) · Expertise [DEX]: Burglary 10 (+15) · Expertise: History 8 (+12, or +15 European) · Expertise: Streetwise 1 (+5) · Perception 4 (+6) · Persuasion 6 (+10) · Sleight of Hand 6 (+11) · Stealth 10 (+15) · Technology 2 (+6, or +12 bypassing security) ·

Defenses [16 PP]
· Dodge 3 (+8) · Parry 5 (+8) ·
· Fortitude 3 (+6) · Toughness (+6/+4*) · Will 5 (+7) ·
*without Defensive Roll

Without Costume:
· Toughness (+5/+3*) ·


Offense · Initiative +5
  • Unarmed: +3 · Close Damage DC 16 (Strength-based), bludgeoning.
  • Knives: +5 · Ranged (20/50/100 ft) Damage DC 17 (Strength-based), piercing, crit 19-20.
  • Sleeper-Gas Grenades: Dodge DC 17 · Ranged (35/70/175 ft) Area (30-ft Cloud) Affliction DC 17 (resisted and overcome by Fortitude; Dazed / Stunned / Incapacitated), chemical.
  • Temporal Ambush: Perception-Range Damage DC 22, descriptor varies.
    Requires opportunistic moment. Indirect (any origin point in any direction).
  • Grab: +3 · Close · DC 11.
  • HQ Gatling Stunners: +9 · Ranged (25/50/125 ft) Damage DC 20, nonlethal ballistic/piercing.
    Multiattack.
  • HQ Memory-Metal Tendrils: +7 · Ranged (50/125/250 ft) Affliction DC 15 (resisted by Dodge, overcome by Damage or Sleight of Hand; Hindered & Vulnerable / Defenseless & Immobile), snare.
    Cumulative.
Complications
  • Motivation - Greed for Attention. Tickpocket loves owning shiny things, especially things other people value. He tries to impress lovers by bringing them, blindfolded, to his house to show off his collection.
  • Healthy Sense of Self-Preservation. Some would call him a coward.
  • Honor. Tickpocket would rather not kill anyone.
  • Enemies. The Western European Union always has "capture and punish Tickpocket" on their backburner to-do list, both because of his high-profile heists and because he's got superpowers.
ABILITIES [54] + SKILLS [34] + ADVANTAGES [31] + POWERS [40] + DEFENSES [16]
= 175 PP TOTAL
Last edited by CaptainKaulu on Wed Jan 13, 2021 10:33 pm, edited 1 time in total.
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