TankerAce Characters

Posted by TankerAce 
Video Game Characters: SCOTT
February 24, 2011 10:36AM
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Paragon City - Rogue Island - Millenium City Operatives

As this topic has moved onward into page 5, rendering 120 Posted Character Profiles, I’d like to continue onward presenting other Characters I’ve made for various ‘Video-Games’.

Most of these Characters are currently represented in the Game of ‘Champions Online’ and a few can still be activated in the Game Titles of ‘City of Heroes’ and ‘City of Villains’. As newer Games are developed, such as DC Universe Online, (and hopefully MCU) these Characters may also be converted over into those Gaming Formats.

Also, I had designed a decent collection of Characters for ‘Unreal Tournament’ in the years of 2001 to 2005 during the ‘First-Person-Shooter’ heydays when Game Players were frantically obsessed with fraging each other in Game Titles such as UT’99, Halo, and Counter Strike.

Each of these ‘Video Game’ Character Profiles will be represented with either a 1000, 1500, or 2000 Point Character Build, using the Traditional ‘CP’ System that most MSH-RPG Players have adopted to ensure Character Balance within various RPG Campaigns.

The ‘CP’ system is easy to adjust Freelance Characters to various RPG Campaigns, as most Players and GMs start their Characters with a 300 to 500 Point Build and a maximum Power Cap at either UN:100, SX:150, or SY:200; Fairly much representing Super-Humans, Incarnate-Entities, and Cosmics.

Normally a Player will utilize that Character’s Profile for about 10 to 20 game campaigns; with each campaign earning roughly 100 to 200 Karma to invest into the Character. The Character is usually retired, or started over, after roughly 1000 to 2000 Karma Points have been invested.





SCOTT
Biological Name:
Chris Scott
Military Rank: U.S. Army Captain / U.S. Navy Lieutenant / Commissioned Military Officer (O-3)
Commanding Unit: VIPER Military (Covert Military Initiative / SPEC-OPS / Black OPS / VIPER 99)


Scott with his Gold and Green VIPER Armor:

1000 Point Character Build

Primary Abilities:

SCOTT

F: VI:55           | R: GD:10            | Race: Caucasian    | Nationality: U.S.A.           |
A: SP:45           | I: RM:30            | Gender: Male       | Alliance: VIPER Military      |
S: EX:20           | P: IN:40            | Apparent Age: 30's | True Age: 45 years Old        |
E: RM:30           | L: EX:20            | Eye Color:  Blue   | Life Expectancy: ????         |
                   |                     | Hair Color: Brown  | Species: Natural Human - Tech |
Health: 150 / 150  | Karma: 100 / 100    | Blood Type: O+     | Archetype: Balanced Blaster   |
                   |                     | Height: 5'6"       | Primary Set: Munitions & Guns |
Initiative: RM:30  | Experience: SP:45   | Weight: 180 Lbs.   | Secondary Set: Toxic Weaponry |
Popularity: GD:10  | Appearance: EX:20   | Mass: 0 X 0 = 0    | Epic Set: Tech Innovation     |
Resources : EX:20  | Morality  : Neutral |                    |                               |
Job Rank  : RM:30  | Conviction: IN:40   | ATTACK: RM:30      | DEFENSE: FN:35                |
                   |                     |                    |                               |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:               |
IM:25 [+1CS]       | RM:30 [+0CS]        | IM:25 [+0CS]       | IM:25 [+0CS]                  |
                   |                     |                    |                               |
_______________________________________________________________________________________________

CP Spending: 1000 Allotted Points with Max Ranks capped at UN:100.
Powers cost 10 CP to Start then are credited on a Point for Power Basis.

Refer to Descriptive Listing for detailed information.

- FASE (Athletic)  :  150
- RIPL (Mental)    :  100
- Popularity       :   10
- Resources        :   20
- Job Rank         :   30
- Defensive Powers :  260
- Offensive Powers :  170
- Mobility Powers  :   80
- Talents          :  120
- Contacts/Network :   60
- Total CP Spending: 1000


Powers (Short Script)


--Defensive Powers: 260 CP
- Armor: IM:25 to Conventional Blunt, Bladed, Physical and Energy Attacks.           (35)
    -Boost ‘Armor’ with Deployable Force Shields: SP:45                              (55)
    -Blocking Shield: UN:100                                                        (110)


- Regeneration: RM:30                                                                (40)
    -Burst Self Healing (10)                                                         (20)



--Offensive Powers: 170 CP
- Melee Brute Force & FASE Combat: Base Damage EX:20 / IM:25 / RM:30       (Auto/Default)
- Assault Rifle And Effects: AM:50 / SN:60 / MN:75                                   (85)
- Defile Blasts And Effects: AM:50 / SN:60 / MN:75                                   (85)



--Mobility / Travel Powers: 80 CP
- Teleport  : EX:20                                                                  (30)
- Acrobatics: IN:40                                                                  (50)



--Talents: 120 CP
- Weapons Specialist: Munitions and Any hand held FireArms                           (50)
- Demolitions / Explosives                                                           (10)
- Stunt Driving: Off-Road / 4X4 / Motor-Cycle                                        (10)
- Military                                                                           (10)
- Acrobatics / Tumbling                                                              (10)
- Languages: English / Morris Code / Spanish                                         (20)
- Leadership                                                                         (10)



--Contacts / Network: 60 CP
- VIPER Military (Equivalent to S.H.I.E.L.D.)                                        (20)
- U.S. Military (SPEC / Covert OPs Dept)                                             (20)
- S.H.I.E.L.D.                                                                       (20)

Game Origin:

Scott is a self-image Character in the Game of ‘Champions Online’. He is a Free-Form, level 40, Gold-Elite Character who uses a mixture of Powers from the Munitions, Toxic-Infernal, Power-Armor, and Force Power sets.

This Build is ‘Balanced’ between Damage Delivery and Damage Tanking, but slightly leans towards Damage Delivery. I also had a version of Scott in the Game ‘City of Heroes’ as a Willpower / Dark Melee / Scrapper. In ‘City of Heroes’ the Scott Character was also balanced between Damage Delivery and Damage Tanking. The Scott Character is also a ‘Generic’ Character, which I commonly use in various Pen & Paper Game Campaigns.

Scott is represented as a completely ‘Normal’ Human Being, who is employed by the U.S. Government in Departments such as the Military, Secret Service, Law Enforcement, Investigations, Special Operations, S.H.I.E.L.D. and other Government branches that deal with hostilities and paranormal activity.

His main Role is that of a Bounty-Hunter who currently works with a branch of the ‘VIPER’ Military, known as ‘VIPER 99’. This particular Government Branch does not deal with ‘apprehension’ in its efforts of conflict resolution, but rather Final Demise. In short, Scott is a Covert Assassin for the U.S. Government.

While Scott is only a ‘Normal’ human possessing no paranormal powers of his own accord he has access to some of the World’s most advanced technology. He is also extremely skilled and trained in a wide array of Infiltration, Guerrilla Warfare, and Espionage.

Scott was not Randomly Rolled on the Marvel Super-Heroes Character Creation Table since he is normally represented as a ‘Normal’ Human with nearly Peak Pinnacle Human FASE/RIP. His paranormal ‘Powers’ are normally supplemented by his technology, which is often Powered Armor, Medical Technology, Munitions, Guns, Explosives, and a broad set of Combat Talents. In this Profile Page, Scott is at Peak Pinnacle Human FASE and Health with an emphasis on his dexterity, speed, agility, and combat prowess.


Known Powers: Scott’s paranormal ‘Powers’ are normally Written-Up as deriving from his Battle Uniform, Weapons, Equipment, and Intensive Training. However, in some Game Campaigns Scott has been portrayed as an Incarnate Entity or ‘Undead’ Skeleton Cowboy and his Powers derived from Arcane Magic. In either case his ‘Powers’ operated in the same manner, simply based upon Technology or Magic.


Undead ‘Cowboy’ Scott:


Armor: IM:25 (Cost of 35 CP). Scott should be considered as having no less than IM:25 ‘Armor’ to virtually ALL and ANY attacks. Normally, this is considered as motorized ‘Body Armor’ that does not hinder movement, vision, or any other tactical considerations. Heavier and thicker parts of the Uniform should be considered as IN:40 in Material Durability and UN:100 in efforts to remove or bypass his ‘Armor’.

The Armor is also equipped with various devices such as, Cell-Phone and Radio Communications, Filtered Air Supply, Heads-Up-Display, Night-Vision, Targeting CPU, etc, etc. Most of this equipment is used to deal with the environment staged by the GM and is not considered as feasible for ‘Combat’ FEAT Rolls.
(In Champions Online, this represents his Passive Power Slot; Infernal Regeneration and his Defensive Percentages)


Deployable Force Shields: SP:45 (Cost of 55 CP). Scott has various Deployable Force Shields rendering him with SP:45 Energized ‘Armor’ over his normal body armor and attire. These Force Shields are both Form Fitting Sheaths as well as ‘Bubble’ Force Shields.

- Blue: Force Shield do not Deploy. Scott’s normal Armor (IM:25) is exposed.
- White: Force Shield do not Deploy. Scott’s normal Armor (IM:25) is exposed.
- Green: Shields Deploy at EC:15, Rendering him with an additional EC:15 Armor for 10 to 15 Game Rounds.
- Yellow: Shields Deploy at RM:30, Rendering him with an additional RM:30 Armor for 5 to 10 Game Rounds.
- RED: Shields Deploy at SP:45, Rendering him with an additional SP:45 Armor for 1 to 5 Game Rounds.

Once Scott Deploys his Force Shield he will be unable to FEAT Roll it again for 30 Seconds (5 Game Rounds)
(In Champions Online, this represents his Unbreakable / Force Field Surge / and other ‘Self-Buffs’)


Blocking Shield: UN:100. (Cost of 110 CP). Scott has an Energy Based Circular Battle Shield which he may use as a common Blocking Weapon of UN:100 Blocking Strength and Capacity. This Shield is comprised of his Deployable ‘Armor’ Force Shields condensed into a frontal ‘Battle Shield’.

While based from his Deployable ‘Armor’ Force Shields, Scott may use this Battle Shield on demand even if his Deployable Force Shields are on ‘Cool-Down’. This Shield cannot be used as an offensive weapon since Scott does not have the ‘Lazer Knight’ advantage points invested into the Shield.
(In Champions Online, this represents his Block Slot Enhancement with the Power-Armor Energy Shield)


Regeneration and Healing: RM:30 with FEAT Rolled Boosts. (Cost of 60 CP). Scott’s Armored Uniform heals him by distributing medical nano-technology to his body when he gets injured. Scott does not have ‘Full-Fledged’ Regeneration where he may completely Re-Grow lost tissues and organs. He will need Medical Attention if his injuries are too severe such as, Deceptions, Compound Bone Fractures, and Impaling Injuries to his Head and Upper Torso.

Under most conditions Scott recovers 3 Health Points per Game Round regardless of his activity. He may FEAT Roll his Regeneration to quickly heal severe impacts to his Health. Once FEAT Rolled, Scott will be unable to FEAT Roll his Regeneration again for the next 30-seconds (5 Game Rounds).

- Blue: No boost to Healing Regeneration. His Regeneration stays at RM:30 recovering 3 HP per Game Round.
- White: Boost Heal 10% of his Full 150 Heath. 15 HP instantly recovered.
- Green: Boost Heal 25% of his Full 150 Heath. 38 HP instantly recovered.
- Yellow: Boost Heal 50% of his Full 150 Heath. 75 HP instantly recovered.
- RED: Boost Heal 75% of his Full 150 Heath. 113 HP instantly recovered.
(In Champions Online, this represents his Resurgence / Bountiful CHI Resurgence / Passive Power Slot)


Scott’s Prototype ‘VIPER’ Uniform:

Weaponry and Combat:


Melee Battle: EX:20 / IM:25 / RM:30 for Base Damage. Scott is a superb hand to hand combatant, but he prefers to use his Range Weapons and Military Tactics rather than Melee Brawling. Many of his Range Based Attacks are augmented with ‘Talents’ to his ‘Agility’ (SP:45) rendering FEAT Rolls from his ‘Fighting’ Rank at (VI:55).

Scott receives no [+CS] Bonuses to his ‘Fighting’ Rank for Melee Battle; However, he may opt to use his Shooting Weapons and various ‘Combat’ maneuvers from his ‘Fighting’ Rank. This basically represents his Dexterity Stat in ‘Champions Online’ which is Super Stated over 250 Points, rendering Scott with more than a 30% chance of Critical Hits during Combative Actions.

Scott does use One Melee ‘Charge’ based move in ‘Champions Online’ called the ‘Thunderbolt Lunge’. In MSH-RPG this maneuver is handled similar to a Power Stunt where Scott basically uses a combination of his FASE and Powers to ‘Lunge’ at a Target at a Range of 100-Feet (10-Areas), quickly closing the distance between him and the Target.

The ‘Thunderbolt Lunge’ hits with Blunt impact that is specifically geared to nullify or reduce various Travel Powers such as, Flight, Super-Speed Running, Super-Leaps, and similar Powers of ‘Mobility’. The opposing Character will have to FEAT Roll their ‘Mobility’ Power to re-active those abilities. The ‘Thunderbolt Lunge’ is also capable of ‘Stunning’ a Target with a connecting Green Score.


Assault Rifle: AM:50 / SN:60 / MN:75 for Base Damage, Effect, and Armor Piercing. (Cost of 85 CP) Scott’s Assault Rifle is his main means of attack. The weapon is stored inside of Scott’s forearm gauntlets and when drawn it basically self-assembles in his hands, ready to be fired.

The Assault Rifle uses caseless ‘Energy Based’ ammunition, firing off tightly compressed particle beam energy pulses rather than traditional ‘Bullets’. The ammunition is restored by simply holstering the weapon for 1-Game Round, at which point the weapon will reload automatically with enough ammunition to continuously fire for 2 consecutive Game Rounds.

Damage is determined by how many ‘Bullets’ or particle energy pulses successfully hit Scott’s Target. Normally the weapon fires off about 70 to 80 ‘Pulses’ per each burst (FEAT) of ‘Bullets’ resulting in AM:50 / SN:60 / MN:75 for Base Damage.

The Assault Rifle may also assemble into a pair of Pistols that Scott handles with one in each hand. However, this does not significantly alter the weapon’s effect. In the Game of ‘Champions Online’ this is illustrated and Animated as his ‘Energy Builder’ Attack.

Scott may also add a Toxic Effect to his Assault Rifle Blasts every 5-Game Rounds (30 seconds). This Toxic Effect will add an additional MN:75 Toxic Damage to his Target for the next 3 Game Rounds, resulting in the Target receiving IM:25 Toxic Damage each Game Round.

- FEAT Rolled at VI:55 Skill due to ‘Agility’ [+2CS] for ‘Talents’ or Simply shooting from the ‘Fighting’ Rank.
- Range: 150-Feet (15 Areas). Longer ranges may be achieved at [-1CS] at a maximum range of 300-feet (30 Areas).
- Multiple Targets: Reduce Damage by [-1CS] for each additional Target within 90-Degress of Scott’s line of sight.
- Effects: This Weapon can not ‘Slam’ Targets, but may inflict ‘Lethal’ or ‘Stunning’ Damage.
- Toxic ‘Bullets’: Every 5-Game Rounds (30 seconds) Scott may add a ‘Toxic’ Effect to his Assault Rifle.


Defile Blast: AM:50 / SN:60 / MN:75 for Base Damage, Effect, and Armor Piercing. (Cost of 85 CP) Scott main ‘Power’ is based upon Toxic and Acidic effects, much like a Viper Snake’s Venom. He may fire off a Toxic Blast directly from his Forearm Gauntlets, basically allowing him two different types of Weapons built into his Armored Uniform.

However, his Toxic Defile Blast is a more substantial attack than his Assault Rifle, incurring effects such as Slams, Stuns, KO, and Lethal results. Also his Toxic Defile Blast will reduce a Target’s armor resistance to ‘Toxic’ based Damage by [-1CS] each time the Target is successfully hit with Scott’s Toxic Defile Blast.

Scott may fire his Toxic Defile Blast every Game Round at AM:50 Intensity, or he may ‘Charge-Up’ the Toxic Defile Blast to hit with SN:60 or MN:75 impact with 1 or 2 Game Rounds of concentration. Also, critical ‘RED’ hit (Dice Roll 100) will allow the Toxic Defile Blast to hit with [+1CS] to its Damage, reaching VI:55 / SV:65 / AS:80.

- FEAT Rolled at VI:55 Skill due to ‘Agility’ [+2CS] for ‘Talents’ or Simply shooting from the ‘Fighting’ Rank.
- Range: 150-Feet (15 Areas). Longer ranges may be achieved at [-1CS] at a maximum range of 300-feet (30 Areas).
- Multiple Targets: None, the Toxic Defile Blast is single Target Attack only.
- Effects: This Weapon can score Stuns / Slams / Kills and Ensnare Targets with effects similar to a ‘Stun’.
- De-Buff: Each successful hit with the Toxic Defile Blast will reduce the Target’s Toxic Defenses by [-1CS].


Mobility Enhancements: (Cost of 80 CP) Scott runs about on his FASE Ranks like most other Characters. In the Game of ‘Champions Online’ he uses ‘Acrobatics’ which allows him to run, swim, climb, and jump at full capacity without becoming exhausted. Scott may also Teleport for short distances, which can be used as a form of temporary flight.

- Run: 4 Areas per Round. He will not get exhausted from continuous Running.
- Sprint: 5 Areas per Round. He will get exhausted in about 3 hours of continuous Sprinting.
- Swim: 3 Areas per Round. Scott’s uniform is completely airtight and may filter oxygen from water.
- Climb / Crawl: 2 Areas per Round and may adhere to rough texture surfaces.
- Jump: 2 Area (20 Feet) in a single bound. He uses an Apex summersault to ‘Double-Jump’ to make the full jump.
- Teleport: EX:20. Treat as Flight for 1 Game Round allowing Scott to cover 2 Areas during a Teleport.


Talents: (Cost of 120 CP)

Weapons Specialist: Munitions and Any hand held FireArms - Demolitions / Explosives - Stunt Driving: Off-Road / 4X4 / Motor-Cycle - Military - Acrobatics / Tumbling - Languages: English / Morris Code / Spanish - Leadership


Contacts and Network: (Cost of 60 CP)

- VIPER Military (Equivalent to S.H.I.E.L.D.)
- U.S. Military (SPEC / Covert OPs Dept)
- S.H.I.E.L.D.


Special Note: All of these Character Profiles and Write-Ups are written using the ‘Expanded’ Universal Table; where Ranks are measured in 5-point increments, rather than the Classic Table with 10-Point increments.

If used on the ‘Classic’ MSH Universal Table these Characters may become exceedingly Powerful. The GM and Players should consider this during Game Play for balance and playability.

[www.classicmarvelforever.com]


Scott’s Prototype ‘VIPER’ Uniform:


Scott’s Stealth ‘VIPER’ Uniform:

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TANKERACE


Tanker's MSH Characters
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Expanded MSH Table
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Edited 1 time(s). Last edit at 02/24/2011 10:41AM by TankerAce.
Video Game Characters: AVI NEON
February 25, 2011 09:55AM
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AVI NEON
Biological Name:
Classified
Military Rank: U.S. Army Captain / U.S. Navy Lieutenant / Commissioned Military Officer (O-3)
Commanding Unit: VIPER Military (Covert Military Initiative / SPEC-OPS / Black OPS / VIPER 99)


Avi Neon in her Gold and Green VIPER Uniform:

1000 Point Character Build

Primary Abilities:

AVI NEON

F: RM:30           | R: EX:20            | Race: Caucasian    | Nationality: U.S.A.           |
A: SN:60           | I: IN:40            | Gender: Female     | Alliance: VIPER Military      |
S: TY:05           | P: AM:50            | Apparent Age: 20's | True Age: 25 years Old        |
E: RM:30           | L: FN:35            | Eye Color:  Green  | Life Expectancy: ????         |
                   |                     | Hair Color: Black  | Species: Mutant Human - Tech  |
Health: 125 / 125  | Karma: 145 / 145    | Blood Type: AB-    | Archetype: Damage Blaster     |
                   |                     | Height: 5'6"       | Primary Set: Archery          |
Initiative: RM:30  | Experience: EX:20   | Weight: 115 Lbs.   | Secondary Set: Sorcery/Magic  |
Popularity: GD:10  | Appearance: RM:30   | Mass: 0 X 0 = 0    | Epic Set: Enhanced Reflexes   |
Resources : RM:30  | Morality  : Neutral |                    |                               |
Job Rank  : RM:30  | Conviction: AM:50   | ATTACK: RM:30      | DEFENSE: RM:30                |
                   |                     |                    |                               |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:               |
IM:25 [+1CS]       | RM:30 [+0CS]        | EX:20 [+0CS]       | IM:25 [+1CS]                  |
                   |                     |                    |                               |
_______________________________________________________________________________________________

CP Spending: 1000 Allotted Points with Max Ranks capped at UN:100.
Powers cost 10 CP to Start then are credited on a Point for Power Basis.

Refer to Descriptive Listing for detailed information.

- FASE (Athletic)  :  125
- RIPL (Mental)    :  145
- Popularity       :   10
- Resources        :   30
- Job Rank         :   30
- Defensive Powers :  250
- Offensive Powers :  170
- Mobility Powers  :  100
- Talents          :   80
- Contacts/Network :   60
- Total CP Spending: 1000


Powers (Short Script)


--Defensive Powers: 250 CP
- Armor: GD:10 to Conventional Blunt, Bladed, Physical and Energy Attacks.           (20)
- Boost Armor with Deployable Force Shields: RM:30                                   (40)
- Burst Self Healing: RM:30                                                          (40)
- Blocking Shield: AM:50 to Conventional / AS:80 to Eldrich and Magic               (110)
- Lightning Reflexes: Dodge and Avoidance ‘Agility’ is [+3CS] Reaching MN:75         (40)



--Offensive Powers: 170 CP
- Melee Brute Force & FASE Combat: Base Damage EX:20 / IM:25 / RM:30       (Auto/Default)
- Archery Bow ‘n’ Arrow          : AS:80 / AW:90 / UN:100                           (110)
- Ebon Shift Teleportation Attack: IN:40 / SP:45 / AM:50                             (60)



--Mobility / Travel Powers: 100 CP
- Teleport     : AM:50                                                               (60)
- Flying Glider: RM:30                                                               (40)



--Talents: 80 CP
- Weapons Specialist: Archery and Bow ‘n’ Arrow based Weaponry                       (20)
- Ebon Lore / Magic Sorcery                                                          (20)
- Military                                                                           (10)
- Espionage / Stealth / Infiltration                                                 (10)
- Languages: English / Morris Code / Russian                                         (20)



--Contacts / Network: 60 CP
- VIPER Military (Equivalent to S.H.I.E.L.D.)                                        (20)
- S.H.I.E.L.D.                                                                       (20)
- U.S. Military                                                                      (20)

Game Origin:

Avi Neon used to be a ‘Generic’ female Character I would commonly use for various ‘Freelance’ Game Campaigns. Over the years of playing MSH-RPG, Avi Neon inadvertently became one of my more substantial Characters who was extensively entrenched with various story plots centered around other Players and NPC Characters at our Gaming Table.

Avi Neon is currently represented in ‘Champions Online’ as an ‘Archery / Ebon Sorcery / Lighting Reflexes’ Character. She is a Free-Form / Gold-Elite Character. However, I managed to play this Character to Level Cap and started her over from level one as a ‘VIPER 99’ Guild Member, which I should have not done since ‘Champions Online’ currently ‘gives’ the players a ‘Free’ Retcon when they reach Level Cap with any Character…..

“GGAARR!!!!”

Avi Neon is currently built for ‘Tier 2’ PVP play in ‘Champions Online’. I change her Power Sets and Advantage Points for almost every level-up to meet various PVP Challenges; Plus, each new patch of ‘Champions Online’ will normally alter the game mechanics of various Power Sets. However, her main Attack Powers are the ‘Archery’ Power Set, allowing her a broad selection of Ranged Based and ‘AOE’ Attacks.

In ‘Champions Online’ this Toon Build is normally geared toward ‘Ranged Damage Dealing’ and using Avoidance Tactics with Stealth, AOE Effects, Ranged Attacks, Teleport, and Regen to deal with Battle Damage received from other PVP Players. In Short, it’s a ‘Cheap PVP Build’ specifically designed for ‘Cheap PVP Play’.
(AKA: Flavor of the Month)

To ensure victory in PVP Play I will also ‘Farm’ and ‘Grind’ with Higher Level Characters from my inventory in hopes of finding stronger Enhancements and ‘Slot Gear’ for Avi Neon. Basically I’m trying to cram more Horsepower into a lower Tier of PVP Play.

I also had a version of Avi Neon in the Game ‘City of Heroes’ as an Archery / Fire / Blaster. But I never managed to play the Character to Level-Cap in ‘COH / COV’. I highly doubt I will ever Re-Activate her in ‘COH / COV’ since she is on one of the most unpopulated Servers and it costs Real Money to Transfer Toons from one server to another. Plus, it takes nearly 2 to 4 months of Power Grinding a Toon to level-cap on a vacant ‘COH / COV’ server.

Avi Neon is represented as a Genetically Altered Human Being, who possesses heightened reflexes, accelerated senses, superior dexterity, and generally uses high-tech based weaponry.

As a Character, she is normally cast as a U.S. Government Agent in Departments such as the Military, Secret Service, Law Enforcement, Investigations, Special Operations, S.H.I.E.L.D. and other Government branches that deal with hostilities and paranormal activity.

Her main Role is that of an Assassin who currently works with a branch of the ‘VIPER’ Military, known as ‘VIPER 99’. This particular Government Branch does not deal with ‘apprehension’ in its efforts of global conflict resolution, but rather Final Demise. In short, Avi Neon is a Covert Assassin for the U.S. Government.

Avi Neon was originally ‘Rolled’ on the Marvel Super-Heroes Character Creation Table as an ‘Altered Human’ with Super-Human Agility (AM:50) and a vast array of Talents and less significant ‘Powers’ that simply boosted her Agility well into the MN:75 to SX:150 Category. Most of her ‘Agility FEATs’ were handled at SX:150.

Since her Agility was at such extensive levels she has usually been cast as a MSH-RPG Character who uses Shooting Weapons, Gunnery Marksmanship, and Range Based Archery Weapons. Since she did not possess Super-Human Strength she was rarely role-played as a ‘Melee’ Combatant.

Since then, our Gaming Table has matured and Avi Neon no longer uses her ‘Agility FEATs’ at the SX:150 Caliber, but rather closer to the MN:75 Caliber, insuring that she is role-played at the ‘Human Level’ rather than some God-Awful ‘Cosmic Level’ where she simply can not fail a FEAT Roll.


Known Powers: Avi Neon’s paranormal ‘Powers’ are normally Written-Up as deriving from her Genetic Mutations, Battle Uniform, Weapons, Equipment, and her Intensive Training. She also has minor ‘Magic’ capabilities in Eldrich / Ebon Sorcery and Spell Casting. And finally, she has been cast a Character who can use ‘Sexual Seduction’ to achieve her goals in Espionage, Spying, Infiltration, Bounty-Hunting and Assassinations.


Avi Neon in her Gold and Green VIPER Uniform:


Armored Uniform: GD:10 (Cost of 20 CP). Avi Neon should be considered as having no less than GD:10 ‘Armor’ to virtually ALL and ANY attacks. Normally, her overall ‘Armor’ is considered as a combination of her Uniform Attire and various Magical Spells cast over her silhouette into form-fitting Force Fields.

Her ‘Golden’ skin is exposed; because for some reason ‘Comic-Book’ Women are almost always illustrated as wearing really skimpy and revealing attire. However, in Game-Play Mechanics her GD:10 ‘Armor’ covers her entire figure, even over specific ‘Weak-Points’ that Players would normally point out and attempt to ‘Target’.

Heavier and thicker parts of the Uniform should be considered as RM:30 to IN:40 in Material Durability and UN:100 in efforts to remove or bypass her ‘Armor’.

Her ‘VIPER’ Armor is also equipped with various utility devices such as, Cell-Phone and Radio Communications, Filtered Air Supply, Heads-Up-Display, Night-Vision, Targeting CPU, etc, etc. Most of this equipment is used to deal with the environment staged by the GM and is not considered as feasible for ‘Combat’ FEAT Rolls.
(In Champions Online, this represents her Passive Power Slot and other Defensive Percentages)


Deployable Force Shields: RM:30 (Cost of 40 CP). Avi Neon has various Deployable Force Shields rendering her with RM:30 Energized ‘Armor’ over her uniform and body silhouette . These Force Shields are Form Fitting Silhouette Sheaths as well as ‘Bubble’ Force Shields.

- Blue: Force Shield do not Deploy. Her normal Armor (GD:10) is exposed.
- White: Force Shield do not Deploy. Her normal Armor (GD:10) is exposed.
- Green: Shields Deploy at GD:10, Rendering her with EX:20 Armor for 10 to 15 Game Rounds.
- Yellow: Shields Deploy at EX:20, Rendering her with RM:30 Armor for 5 to 10 Game Rounds.
- RED: Shields Deploy at RM:30, Rendering her with IN:40 Armor for 1 to 5 Game Rounds.

Once Avi Neon Deploys her Force Shield she will be unable to FEAT Roll it again for 30 Seconds (5 Game Rounds)
(In Champions Online, this represents her Unbreakable / Force Field Surge / Electric Sheath and other ‘Self-Buffs’)


Burst Self Heals and Voluntary Regeneration: RM:30. (Cost of 40 CP). Avi Neon may ‘Heal’ Herself when she gets injured. She does not have ‘Full-Fledged’ Regeneration where she may completely Re-Grow lost tissues and organs.

She will need Medical Attention if her injuries are too severe such as, Deceptions, Compound Bone Fractures, and Impaling Injuries to her Head and Upper Torso. However, she may FEAT Roll (RM:30) to heal herself and recover lost Health Points if her injuries are not too severe or coupled with Crippling Effects.

Avi Neon does not recover her lost HP at a Static Rate, unless the Player calculates ‘Normal Human’ Healing in Game Terms; which is totally stupid since ‘Normal Human’ Healing is too slow to measure in Game Terms.

She must FEAT Roll her healing and regeneration efforts. This is normally achieved through a combination her Uniform Technology and Ebon Sorcery. She may FEAT Roll her Regeneration to quickly heal injuries to her Health. Once FEAT Rolled, she will be unable to FEAT Roll her Regeneration again for the next 5 Game Rounds. (30-seconds).

- Blue: No boosted Healing or Regeneration.
- White: Boost Heal 10% of her Full 125 Heath. Instantly recovering 13 HP.
- Green: Boost Heal 25% of her Full 125 Heath. Instantly recovering 31 HP.
- Yellow: Boost Heal 50% of her Full 125 Heath. Instantly recovering 63 HP.
- RED: Boost Heal 75% of her Full 125 Heath. Instantly recovering 94 HP.
(In Champions Online, this represents her Resurgence / Bountiful CHI Resurgence / and other Self-Buff-Heals)


Blocking Shield: AS:80 to Ebon Sorcery, Dimensional, Eldrich, and other Arcane Magic Damage Types. And AM:50 to virtually ANY and ALL other Conventional Damage Types. (Cost of 110 CP).

Avi Neon may cast-up a ‘Magic’ based circular Battle-Shield, which appears as a Glowing Pentagram of pure energy she holds up in front of herself.

She may use this Shield as a common Frontal Battle-Shield of AS:80 Blocking Strength and Capacity to virtually ALL ‘Magic’ based Attacks. The Battle-Shield functions at AM:50 Capacity for virtually ALL other Attacks and Damage Types.

While deployed, her Glowing Pentagram Shield can also be used as an offensive weapon, placing EX:20 intensity ‘Fear’ on other Characters who are within 10-feet (1 Area) away from her in all directions at once. This ‘Fear’ reduces the abilities of other Characters, putting a [-1CS] penalty and ‘De-Buff’ on ALL their FEAT Rolls.
(In Champions Online, this represents her Block Slot with the Ebon Magic Shield and the ‘Fear’ Advantage Points)


Lightening Reflexes: Dodge and Avoidance ‘Agility’ is bumped by [+3CS] over her normal ‘Agility’ (SN:60) reaching MN:75. (Cost of 40 CP). This is Avi Neon’s primary defense to most incoming Attacks, which is represented in ‘Champions Online’ as her Passive Power Slot.

Her Lightening Reflexes also give her ‘Automatic’ Dodge and Avoidance success to Attackers who FEAT Roll against her at SP:45 or less ‘Skill’. This means an Opponent Character who Attacks her with a SP:45 or less FEAT will ‘Automatically’ miss her since she will ‘Automatically’ dodge, evade, or otherwise defend herself with very little effort to avoid the Attack.

It also functions on her ‘Blindsides’ so that she would still ‘Automatically’ Dodge (or be ‘Automatically’ given the opportunity to Dodge) even though she is unaware of an emanate Attack she would not see coming directly at her.

This Power is only functional for Precision Attacks, which Targets her body silhouette specifically. She will have to ‘Dodge’ or FEAT Roll an avoidance effort to avoid or evade a Blanket type Attack that scatters over an entire Area, such as an Area of Effect Attack.


Avi Neon with Her Archery Bow’n’Arrow:

Weaponry and Combat:


Melee Battle: EX:20 / IM:25 / RM:30 for Base Damage and Effects. While she is able to deliver reasonably powerful Melee Attacks, Avi Neon will only engage into Hand to Hand ‘Melee’ combat under extreme circumstances. Her Melee Skills mostly suffice as her Defensive FEAT Rolls, such as Evasions and various counter attacks with her Ranged Weaponry.

She does have an ‘Ebon Shift Teleportation’ Attack where she basically Teleports directly on top of a Target to hit with Eldrich Damage and Impact of IN:40 / SP:45 / AM:50 Intensity. Range of her Ebon Shift Teleport Attack is roughly 50-feet (5 Areas).

This Attack is specifically geared to shut-off or reduce the Opponent’s Mobility Powers, such as Flight, Super-Speed Running, Teleportation, Extended Leaping, and similar Powers of Map Mobility. The effects of her ‘Ebon Shift Teleportation’ Attack will persist on her opponent Target for 1 / 2 / 3 Game Rounds.


Archery Bow’n’Arrow: AS:80 / AW:90 / UN:100 for Base Damage, Effect, and Armor Piercing. (Cost of 110 CP) Avi Neon’s primary weapon is her Archery Bow’n’Arrow. This is a ‘State-of-the-Art’ Archery Weapon that is equivalent to virtually any other fictional Munitions or Gunnery based Weapons.

The Bow’n’Arrow launches ‘Replicated’ Arrows, which she may simply program into the Bow’s CPU memory banks. This allows her Bow’n’Arrow to use an extremely wide array of Arrow Types; fairly much letting her use virtually any Damage Type as a payload-packed Arrow.

The Bow also collapses and folds up for quick draw and holstering, and she does not need to carry additional Arrows as reserve ammunition. The Bow will become inert and fold-up automatically if she loses possession of it. The Laser String allows her to adjust tension strength as if she had at least AM:50 muscular strength, while only requiring normal muscular strength to draw the string tension. The Bow is made of UN:100 Grade Materials.

- FEAT Rolled at MN:75 Marksmanship due to her ‘Agility’ [+3CS] for ‘Talents’ and other various equips.
- Maybe used as a Double-Bided ‘Sword’ that inflicts Bladed Melee Damage equal to her listing above. (Rare)
- Range: 200-Feet (20 Areas). Longer ranges may be achieved at [-1CS] at a maximum range of 400-feet (40 Areas).
- Multiple Targets: Reduce Damage by [-1CS] for each additional Target within 90-Degress of her line of sight.

- Effects / Damage Types / Arrowhead Payloads:
- She may ‘Rapid-Fire’ 3 Arrows per Game Round, with each Arrow inflicting RM:30 Impact / Damage / Effect.
- Her ‘Normal’ Arrow Launching is 1-Arrow per Game Round with AS:80 / AW:90 / UN:100 Impact.
- She may Launch off ‘Concentrated’ Single Arrows of UN:100 Impact with 2 Game Rounds of Concentration.
- She may use various Arrowheads allowing her to use ‘Sniper’ Shots or pan out to ‘Scatter’ Shots of 1-Full Area.

- Bladed - Blunt - Electrical - Stun Tazor - Explosives - Fire - Toxic - Acidic - Ensnaring Net - Smoke Bomb - Ice -

She may combine any 2 or 3 ‘Payloads’ for her Arrows in the above listing with 1 or 2 Game Rounds of Concentration and Arrow Prep time.


Mobility Enhancements: (Cost of 100 CP) Avi Neon runs about on her FASE Ranks like most other Characters. Due to her extensive ‘Agility’ she is fast and acrobatic, but she will get exhausted generally quickly under continuous running and acrobatic maneuvers.

In the Game of ‘Champions Online’ she uses the ‘Flight Disc’ which materializes an airborne glider under her feet, very similar to Marvel’s Goblin Character. Simply, it’s a Shield sized Disc she stands upon, rather than a small airplane designed ‘Glider’.

Her ‘Glider Disc’ should be handled as ‘True-Flight’ allowing her to Levitate, Hoover, and Fly in any direction she chooses. She can achieve maximum air-speeds of RM:30 (About 180-MPH) in 3 Game Rounds (18 to 20 Seconds). Her maximum Flight altitude is roughly 5000-Feet (Almost 1-mile). She should use her ‘Agility’ for various Control FEATS at (SN:60)

Avi Neon may also Teleport for short distances, which can also be used as a form of temporary flight. This is achieved through her study of Ebon Sorcery and is generally easy for her to execute at the AM:50 Caliber. Many of her other Powers are also supported via her Teleportation.

- Walk / Jog: 2 Areas per Round. She will become exhausted in 3-hours of continuous walking and jogging.
- Run / Sprint: 6 Areas per Round. She will get exhausted in 3-minutes (30 Game Rounds) of continuous Running.
- Swim: 3 Areas per Round. Her uniform is completely airtight and may filter oxygen from water.
- Climb / Crawl: 1 Areas per Round and may adhere to rough texture surfaces.
- Jump: 1 Area (10 Feet) in a single bound. She uses an Apex summersault to ‘Double-Jump’ to make the full jump.
- Running Approach Jump: 3 Areas (30 Feet) in a single bound. Apex summersault to make the full jump.
- Disc / Glider Flight: Treat as Flight and Levitation of RM:30 Airspeed with SN:60 Aerobatics Agility.
- Teleport: AM:50. Treat as Flight for 1 Game Round allowing her to cover 5 Areas during a Teleport.


Talents: (Cost of 120 CP)

Weapons Specialist: Archery and Bow‘n’Arrow based Weaponry - Ebon Lore / Magic Sorcery - Military - Espionage / Stealth / Infiltration - Languages: English / Morris Code / Russian


Contacts and Network: (Cost of 60 CP)

- VIPER Military (Equivalent to S.H.I.E.L.D.)
- U.S. Military (SPEC / Covert OPs Dept)
- S.H.I.E.L.D.


Special Note: All of these Character Profiles and Write-Ups are written using the ‘Expanded’ Universal Table; where Ranks are measured in 5-point increments, rather than the Classic Table with 10-Point increments.

If used on the ‘Classic’ MSH Universal Table these Characters may become exceedingly Powerful. The GM and Players should consider this during Game Play for balance and playability.

[www.classicmarvelforever.com]


Avi Neon’s ‘VIPER’ Uniform:

(\__/)
(='.'=)
(")_(")
TANKERACE


Tanker's MSH Characters
[www.classicmarvelforever.com]
Expanded MSH Table
[www.classicmarvelforever.com]

MOTÖRHEAD
Re: TankerAce Characters
May 31, 2011 02:24PM
avatar
TYLER
Biological Name:
Classified
Military Rank: U.S. Army ‘Lieutenant Colonel’ / U.S. Navy ‘Commander’ / Commissioned Military Officer (O-5)
Commanding Unit: VIPER Military (Covert Military Initiative / SPEC-OPS / Black OPS / VIPER 99 / P.W.R.)


Tyler in flight with his prototype VIPER Uniform:

1500 Point Character Build

Primary Abilities:

TYLER (Without his Armor / With his Armor)

F: PR:05 / FN:35   | R: AM:50            | Race: Caucasian    | Nationality: U.S.A.           |
A: PR:05 / FN:35   | I: EX:20            | Gender: Male       | Alliance: VIPER Military      |
S: FB:02 / GD:10   | P: AM:50            | Apparent Age: 10's | True Age: 10 years Old        |
E: FB:03 / FR:70   | L: RM:30            | Eye Color:  Brown  | Life Expectancy: ????         |
                   |                     | Hair Color: Black  | Species: Natural Human-Tech   |
Health: 15 / 150   | Karma: 150 / 150    | Blood Type: A+     | Archetype: PWR Armor Balanced |
                   |                     | Height: 3'9"       | Primary Set: Energy Weapons   |
Initiative: RM:30  | Experience: GD:10   | Weight: 50 Lbs.    | Secondary Set: Gadgetry-Tech  |
Popularity: EC:15  | Appearance: EX:20   | Mass: 1 X 1 = 1    | Epic Set: Protective Armor    |
Resources : SP:45  | Morality  : Neutral |                    |                               |
Job Rank  : AM:50  | Conviction: AM:50   | ATTACK: IM:25      | DEFENSE: IN:40                |
                   |                     |                    |                               |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:               |
IM:25 [+0CS]       | RM:30 [+0CS]        | IM:25 [+1CS]       | IM:25 [+1CS]                  |
                   |                     |                    |                               |
_______________________________________________________________________________________________

CP Spending: 1500 Allotted Points with Max Ranks capped at SX:150.
Powers cost 10 CP to Start then are credited on a Point for Power Basis.

Refer to Descriptive Listing for detailed information.

- FASE (Athletic)  :  150
- RIPL (Mental)    :  150
- Popularity       :   15
- Resources        :   45
- Job Rank         :   50
- Defensive Powers :  280
- Offensive Powers :  340
- Mobility Powers  :  140
- Talents          :  210
- Contacts/Network :  120
- Total CP Spending: 1500


Powers (Short Script)


--Defensive Powers: 280 CP
- Armor: AM:50 to Conventional Blunt, Bladed, Physical and Energy Attacks.           (60)
- Boost Armor with Deployable Force Shields: IN:40                                   (50)
- Burst Self Healing: EX:20                                                          (30)
- Enhanced Senses and Network Intel: GD:10                                           (20)
- Blocking Shield: UN:100 to all Attack and Damage Types                            (120)



--Offensive Powers: 340 CP
- Melee Brute Force & FASE Combat: Base Damage TY:05 / EC:15 / IM:25       (Auto/Default)
- Particle Beam Hand Blasters - ‘Concusser Beams’: AM:50                             (60)
- Shoulder Mounted Mini-Guns: RM:30 / IN:40 / AM:50                                  (60)
- Particle Beam Chest Cannon - ‘Chest Beam’:  AM:50                                  (60)
- Simultaneously Fire all 3 at once: SX:150                                         (160)



--Mobility / Travel Powers: 140 CP
- Rocket Boot Flight: AS:80                                                          (90)
- Burrowing  / Tunneling: IN:40                                                      (50)



--Talents: 210 CP
- Weapons Specialist: Particle Beam Energy Weaponry                                  (50)
- Heir to Fortune                                                                    (10)
- Finance / Business / Negotiation                                                   (10)
- Military                                                                           (10)
- Leadership                                                                         (10)
- Espionage / Infiltration                                                           (10)
- Languages: English / Morris Code                                                   (10)
- Advanced Technology / Computers / Cybernetics / Kit-Bashing                        (50)
- Aerial Combat / Pilot or Drive virtually any Tech Based Vehicle                    (50)



--Contacts / Network: 120 CP
- VIPER Military (Equivalent to S.H.I.E.L.D.)                                        (20)
- S.H.I.E.L.D.                                                                       (20)
- U.S. Military                                                                      (20)
- Stark Industries                                                                   (20)
- Hammer Industries                                                                  (20)
- VIPER R&D                                                                          (20)

Game Origin:

Tyler is a relatively ‘New’ Character in my inventory of Playable Characters; both in Table-Top Games and in various Digital Video Games. His Character Persona is represented as a ten-year-old, genus Child who discovers his Father’s prototype Power Armor Suit.

After Tyler’s Father was murdered, the young boy found the Power Armor Suit and took on the relentless task of avenging his Dad as a merciless vigilante. He became the sole heir of his father’s wealth, and inherited his father’s industrial arms company to become a Weapons Engineer and Military Contractor.

Despite being only ten years old, Tyler is emotionally mature and can negotiate business affairs with the affluence, conviction, moderation, and education of an adult. His ‘Game-Face’ is quite serious when it comes to money and expanding his business affairs on the open market.

But deep inside, behind his cold-iron exterior and vast intellect, he is still just a little boy who has basically lost his childhood and is forced to live the life of an Adult who manages a multi-billion dollar international company. Like many Young People in Tyler’s situation, they will often have a Mentor to help them cope with their loss and stress. For Tyler, that Mentor is Scott.

Tyler is currently represented in the Video Game ‘Champions Online’ as a ‘Power Armor / Regeneration’ Character. He is a Free-Form / Gold-Elite Character that I have played to level cap, and I still currently play this Toon in many high-level mission packs offered in ‘Champions Online’.

The Tyler Toon is currently built for ‘Tier 4’ cooperative team play in ‘Champions Online’. For Tier Levels 1, 2, and 3 the Tyler Toon was built for PVP Play while using the Power Armor Weapon Sets offered in ‘Champions Online’. For the most part, this Toon was a ‘Flavor of the Month’ Character using the primary Power Sets that normally dominates the PVP aspects of the game.

In ‘Champions Online’ the Tyler Toon is generally geared for ‘Balanced Game Play’ with well-rounded Damage Delivery and Damage Tanking. I never made a ‘Tyler’ Toon for the Game of ‘City of Heroes’.

Tyler is represented in MSH-RPG as a completely normal Human Child who possesses heightened intelligence and an extremely high-tech Battle Suit, similar to Marvel’s Iron-Man. The Armor gives Tyler his increased FASE Ranks and vast array of Energy Based Weapons.

As a Character, he is normally cast as a Business Executive who owns and manages a multi-billion dollar Weapons Production Firm titled as ‘Tri-Dare Incorporated’ or ‘TDI’ for short. While Tri-Dare Incorporated is not the grandest company in the world, it still holds comparable affluence with similar companies such as Oscorp, Stark, and Hammer Industries. Tyler’s company is considered as a fortune 500 corporation, generating revenue in the billions and employing over 10,000 people.

Tyler, himself is quite wealthy and lives a life style of luxury and extravagance. He has every toy a child could want but all his material perks mean nothing to him without his Father. He also has Security Personal at his disposal. These people protect him and his corporate assets while he is not wearing his Armored Suit.

Tyler was not randomly ‘Rolled’ on the MSH Character Creation Table since he is considered as a completely ‘Normal’ Human Child. However, his intelligence and comprehension should be considered as nearly super-human and extremely creative.

The main surprise with Tyler is his personality. He is extremely mature for a ten-year-old boy, often handling negotiations with the maturity of an experienced ‘Man’.


Known Powers: Tyler has no Paranormal ‘Powers’ of his own accord, aside from his heightened intelligence. All of his Combative Powers derive from his High-Tech Armored Suit. Donning and removing the Power Armor Suit requires about 5-minutes of prep time.

He does have a Light-Weight Suit, which can be carried in a normal back-pack and he may get ‘Dressed’ in his battle armor in about 5 to 10-seconds. Tyler will often use his Light Armored Suit in the event that he cannot take his Full Battle Armor with him, such as public places and social gatherings. His ‘Light’ Suit operates at [-2CS] on every listed statistic in this profile.


Tyler in his Gold and Green VIPER Uniform:


Armored Uniform: AM:50 (Cost of 60 CP). Tyler’s Armor should be considered as having no less than AM:50 ‘Armor’ to virtually ALL and ANY attacks. The Armor is made of high-grade metal alloys, plastics, and uses various force and energy fields to achieve its high level of durability.

Even many forms of Magic, Psychic, Energy, and Dimensional damage can be resisted by his ‘Armor’.

Heavier and thicker parts of the Uniform should be considered as SV:65 in Material Durability and UN:100 in efforts to remove or bypass his ‘Armor’.

His Armor is also equipped with various utility devices such as, Cell-Phone and Radio Communications, Filtered Air Supply, Heads-Up-Display, Night-Vision, Targeting CPU, etc, etc. Most of this equipment is used to deal with the environment staged by the GM and is not considered as feasible for ‘Combat’ FEAT Rolls.
(In Champions Online, this represents his Passive Power Slot and other Defensive Percentages)


Deployable Force Shields: IN:40 (Cost of 50 CP). Tyler’s Armor has various Deployable Force Shields rendering him with an additional IN:40 Energized ‘Armor’ over his body silhouette. These Force Shields are Form Fitting Silhouette Sheaths as well as ‘Bubble’ Force Shields.

- Blue: Force Shield do not Deploy. His normal Armor (AM:50) is exposed.
- White: Force Shield do not Deploy. His normal Armor (AM:50) is exposed.
- Green: Shields Deploy at EX:20, Rendering him with FR:70 Armor for 10 to 15 Game Rounds.
- Yellow: Shields Deploy at RM:30, Rendering him with AS:80 Armor for 5 to 10 Game Rounds.
- RED: Shields Deploy at IN:40, Rendering him with AW:90 Armor for 1 to 5 Game Rounds.

Once Tyler Deploys his Force Shield he will be unable to FEAT Roll it again for 30 Seconds (5 Game Rounds)
(In Champions Online, this represents his Unbreakable / Force Field Surge / Electric Sheath and other ‘Self-Buffs’)


Burst Self Heals and Voluntary Regeneration: EX:20. (Cost of 30 CP). Tyler’s Armor may ‘Heal’ him and itself when he gets injured by releasing ‘nano-bots’ and other medical needs as he takes injuries. Tyler and his Armor should be considered as a Single Unit. Tyler does not have ‘Full-Fledged’ Regeneration where he may completely Re-Grow lost tissues and organs.

He will need Medical Attention if his injuries are too severe such as, Deceptions, Compound Bone Fractures, and Impaling Injuries to his Head and Torso. However, he may FEAT Roll (EX:20) to heal himself and recover lost Health Points if his injuries are not too severe or compounded with Crippling Effects.

Tyler does not recover his lost HP at a Static Rate, unless the Player calculates ‘Normal Human’ Healing in Game Terms; which is totally stupid since ‘Normal Human’ Healing is too slow to register in Game Terms.

He must FEAT Roll his healing and regeneration efforts to quickly heal injuries to his Health. Once FEAT Rolled, he will be unable to FEAT Roll his Regeneration again for the next 5 Game Rounds. (30-seconds).

- Blue: No boosted Healing or Regeneration.
- White: Boost Heal 10% of his Full 150 Heath. Instantly recovering 15 HP.
- Green: Boost Heal 25% of his Full 150 Heath. Instantly recovering 38 HP.
- Yellow: Boost Heal 50% of his Full 150 Heath. Instantly recovering 75 HP.
- RED: Boost Heal 75% of his Full 150 Heath. Instantly recovering 113 HP.
(In Champions Online, this represents her Resurgence / Bountiful CHI Resurgence / and other Self-Buff-Heals)


Blocking Shield: UN:100 (Cost of 120 CP). Tyler’s deployable ‘Blocking’ Energy Shield is resistant to ALL and ANY Damage Types with UN:100 Blocking Strength and Capacity. While Tyler’s muscular ‘Strength’ is only GD:10 his Energy Shield is a complex array of stabilizing Force Fields and counter balancing energy allowing him hold his ground as though hie had UN:100 muscular ‘Strength’.

However, Tyler cannot use his Blocking Shield as an offensive weapon or FEAT Roll to push or pull, or otherwise ‘Attack’. His Energy Shield is strictly used to ‘Block’ and deflect attacks in a defensive manner.
(In Champions Online, this represents his Block Slot with the Maximum Rank Power Armor Energy Shield)



Tyler’s prototype Armor with Japanese parts and craftsmanship:

Weaponry and Combat:


Melee Battle: TY:05 / EC:15 / IM:25 for Base Damage and Effects. Tyler is not the type of Character who runs into a fight and starts throwing ‘Punches’ and ‘Grapples’. His Power Armor only increases his FB:02 ‘Strength’ to GD:10, which isn’t all that bad considering his small stature. The energy used to Power the Suit of Armor is focused into other aspects of combat, rather than simple Brute Strength and Melee Combat.

Tyler will avoid Melee and Hand to Hand Combat and rely upon Ranged Based Weaponry. He gets bonuses to his FASE Ranks and ‘Health’ simply because the Armor amplifies his base abilities.


Ranged Weaponry: AM:50 / UN:100 / SX:150 (Cost of 340 CP). for Base Damages and Effects.

Tyler’s most basic weapons are his ‘Particle-Beam-Energy-Blasters’ which fire off continuous beams of Particle Energy from various emitters in his Hands, Chest, and Shoulder Mounted Mini-Gun (Iron-Man Style).

These ranged weapons should be considered as ‘Energy’ or ‘Kinetic’ attacks, at which, the player may choose to have the Particle-Beam-Blasters hit with the effects of ‘KILL’ or ‘STUN’ or ‘SLAM’ or simple Energy and Force impact.

Other effects may also be transmitted through the Particle-Beam-Blasters, such as snares and holds that can detain and restrain a target Character based upon his FEAT Roll and Color Result.

Tyler may adjust his Particle-Beam-Blasters to suit virtually any situation he comes across with 1-Game Round of prep-time prior to using his Particle-Beam-Blasters.

- FEAT Rolled at AM:50 due to his ‘Agility’ [+3CS] for Talents / Targeting CPU / and other various equips.
- The ‘Particle-Beam-Energy-Blasters’ are in 3 forms. Hand-Blasters / Chest-Cannon / Shoulder-Mount-Mini-Gun.
- May be used to inflict KILL / STUN / SLAM and Ensnare (HOLD) effects to a given Target.
- Range: 200-Feet (20 Areas). Precise ranges under 20-Areas may be achieved [-1CS] from his FEAT Roll.
- Scatter-Shots and ‘AoE’ Attacks may occupy 1-Full-Area (10 X 10 X 10 Feet).
- Multiple Targeting: Each Additional Target over 3 Targets will give Tyler [-1CS] to his FEAT Roll.
- Damage Dialer: He may adjust his Blaster’s HP Damage in increments of 5 points between GD:10 and SX:150.
- Continuous Beams: He may keep his Beams ‘ON’ for 5-Game Rounds, each Round doing GD:10 Damage, but has AM:50 / UN:100 / SX:150 Effects.


Mobility Enhancements: AS:80 (Cost of 140 CP). Tyler is not much for running about on his FASE Ranks like most other Characters. His basic Run, Jump, and Swim capabilities should be handled on his base ‘Agility’ (FN:35) allowing him to cover about 3-Areas per Game Round while on foot.
(Roughly normal Jogging and Running speed)

In the Game of ‘Champions Online’ Tyler uses ‘Rocket-Flight’ which basically adjusts his Particle-Beam-Energy-Blasters into Rocket Thrusters which are channeled into his boots and deployable Back-Pack-Wings.

His ‘Rocket-Flight’ should be handled as ‘True-Flight’ allowing him to Levitate, Hoover, and Fly in any direction he chooses with precise control and aerial skill of (AS:80).

He may achieve a maximum air-speed of AS:80 (About 800 to 1000 MPH), surpassing Mach-1 Air-Craft Speeds. He may achieve these speeds at an acceleration of roughly 200-MPH per Game-Round, hitting his maximum Air-Speed in 4 to 5 Game Rounds (25 to 30 seconds). His maximum flight altitude is roughly 30,000-Feet, similar to most common Air-Crafts.

Tyler may also Burrow and Tunnel through solid obstacles by channeling his Particle-Beam-Blasters into his Blocking Shield, effectively converting the entire face of his Battle Shield into an Energy ‘Drill’.

Tyler may Burrow and Tunnel a 3-foot wide path through IN:40 Grade Obstacles in this fashion.

- Walk / Jog / Run / Sprint / Swim / Burrow: 3-Areas per Round.
- Climb / Crawl: 1 Areas per Round and may adhere to rough texture surfaces..
- Rocket-Flight: Treat as True Flight and Levitation of AS:80 Airspeed with AS:80 Aerobatics Agility.


Talents: (Cost of 120 CP)

Weapons Specialist: Hi-Tech Particle Beam based Weaponry - Heir to Fortune (Multi-Millionaire) - Finance / Business / Negotiation - Military - Leadership - Corporate Espionage / Infiltration - Languages: English / Morris Code - Advanced Technology / Computers / Cybernetics / Kit-Bashing - Aerial Combat / Pilot or Drive virtually any Tech Based Vehicle


Contacts and Network: (Cost of 60 CP)

- VIPER Military (Equivalent to S.H.I.E.L.D.)
- U.S. Military (Generalized to most Military Divisions)
- S.H.I.E.L.D.
- Stark Industries (Market Competitor / Corporate Shareholder)
- Hammer Industries (Market Competitor / Corporate Shareholder)
- VIPER R&D (Primary Clientele to Tri-Dare Industries)


Special Note: All of these Character Profiles and Write-Ups are written using the ‘Expanded’ Universal Table; where Ranks are measured in 5-point increments, rather than the Classic Table with 10-Point increments.

If used on the ‘Classic’ MSH Universal Table these Characters may become exceedingly Powerful. The GM and Players should consider this during Game Play for balance and playability.

[www.classicmarvelforever.com]


Tyler in his honorary ‘VIPER’ Uniform:

(\__/)
(='.'=)
(")_(")
TANKERACE


Tanker's MSH Characters
[www.classicmarvelforever.com]
Expanded MSH Table
[www.classicmarvelforever.com]

MOTÖRHEAD
Re: TankerAce Characters
March 12, 2013 01:47PM
avatar
SPIKE
Biological Name:
Dreskal (Drix) Scott
Military Rank: US Army Master Sergeant (NCO-8) / US Navy Senior Chief (NCO-8)
Commanding Unit: VIPER (GCI- Strike Force Initiative / SPEC-OPS / Black OPS / VIPER 99 / P.W.R.)


Spike in his VIPER Battle Uniform:

1500 Point Character Build

Primary Abilities:

SPIKE (Normal / CHI-FASE Enhancement)

F: AW:90 / SX:150  | R: IM:25            | Race: Caucasian    | Nationality: U.S.A.           |
A: IN:40 / AM:50   | I: SN:60            | Gender: Male       | Alliance: VIPER Military      |
S: SN:60 / SN:60   | P: AM:50            | Apparent Age: 30's | True Age: 45 years Old        |
E: SN:60 / SN:60   | L: SP:45            | Eye Color:  Brown  | Life Expectancy: ????         |
                   |                     | Hair Color: Brown  | Species: Induced Mutant Human |
Health: 250 / 320  | Karma: 180 / 180    | Blood Type: O+     | Archetype: TANK / BRUTE       |
                   |                     | Height: 5'6"       | Primary Set: Fighting Claws   |
Initiative: SP:45  | Experience: SP:45   | Weight: 320 Lbs.   | Secondary Set: Toxic-Gadgetry |
Popularity: GD:10  | Appearance: EX:20   | Mass: 0 X 5 = 0    | Epic Set: Protective Armor    |
Resources : RM:30  | Morality  : Neutral |                    |                               |
Job Rank  : IN:40  | Conviction: SV:65   | ATTACK: AM:50      | DEFENSE: SN:60                |
                   |                     |                    |                               |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:               |
IN:40 [+1CS]       | IN:40 [+1CS]        | SP:45 [+0CS]       | IN:40 [+1CS]                  |
                   |                     |                    |                               |
_______________________________________________________________________________________________

CP Spending: 1500 Allotted Points with Max Ranks capped at SX:150.
Powers cost 10 CP to Start then are credited on a Point for Power Basis.

Refer to Descriptive Listing for detailed information.

- FASE (Athletic)  :  320
- RIPL (Mental)    :  180
- Popularity       :   10
- Resources        :   30
- Job Rank         :   40
- Defensive Powers :  340
- Offensive Powers :  310
- Mobility Powers  :   30
- Talents          :  180
- Contacts/Network :   60
- Total CP Spending: 1500


Powers (Short Script)


--Defensive Powers: 340 CP
- Armor: AM:50 to Conventional Blunt, Bladed, Physical and Energy Attacks.           (60)
- Boost Armor with Deployable Force Shields: IN:40                                   (50)
- Burst Self Healing: IN:40                                                          (50)
- Enhanced Senses and Network Intel: GD:10                                           (20)
- Blocking Shield: SX:150 to all Attack and Damage Types                            (160)



--Offensive Powers: 310 CP
- Melee Brute Force & FASE Combat: Base Damage AM:50 / SN:60 / MN:75       (Auto/Default)
- Fighting Claws: UN:100                                                            (110)
- Toxic Blast: AM:50                                                                 (60)
- CHI-Focus & FASE Boost: AM:50 Boosting Health / Damage by 70 Points                (80)
- Invisibility / Cloaking: RM:30 / IN:40 / AM:50                                     (60)



--Mobility / Travel Powers: 30 
- Rocket-Boosted Acrobatics: EX:20                                                   (30)



--Talents: 180 CP
- Weapons Specialist: Fighting Claws with Toxic Payload                              (50)
- Military                                                                           (10)
- Leadership                                                                         (10)
- Languages: English / Morris Code                                                   (10)
- Advanced Technology / Computers / Cybernetics / Kit-Bashing                        (50)
- Aerial Combat / Pilot or Drive virtually any Tech Based Vehicle                    (50)



--Contacts / Network: 60 CP
- VIPER Military (Equivalent to S.H.I.E.L.D.)                                        (20)
- S.H.I.E.L.D.                                                                       (20)
- U.S. Military                                                                      (20)


Game Origin:

Spike is one of my oldest Role-Play Characters, dating back into the mid 80’s where his Concept and Profile was written down on a shabby sheet of blue lined note-book paper that was ripped out of a spiral bound note-book binder. This was WAY before Computers and the Internet and EVERYONE suddenly became well-educated; and being a fuggen Role-Play Nerd meant you got your ass kicked. (Or you was simply a Mean-Ass Nerd).

Anyway, Spike’s persona is that of a Special Operations Super-Soldier of the U.S. Army. Yea I know, it’s an old concept that is way played-out, over and over and over. Seems every fuggen gamer knuckle-head has written-up a ‘Super-Soldier’ at some point.

Anyway, I digress; Spike was fairly much raised from childhood by the U.S. Military. His biological family was too broke and strung-out on well-fare and food-stamps to take responsibility of a child. Thus, the U.S. Government forcefully took such children from these types of sap-sucking losers as back-payment for years upon years of Government leeching.

The U.S. Army trained Dreskal Scott (Spike) as a merciless soldier and invasion trooper. By the age of 10 he was a war-hardened veteran conducting covert operations and assassinations for the U.S. Military. Being raised in such barbaric conditions, Scott grow into a man de-void of emotional empathy or sympathy. To him, one must either Fight or they are Doomed to Die.

With this intense military training and education he also became lustful for Brute Power and fighting capabilities. At any opportunity that opened for Scott, he’d apply for Special Forces or various medical upgrades to keep him ‘Sharp’ and fit to fight. By his early 20’s Scott had successfully endured and passed every known Special Forces combat curriculum, such as Navy SEALs, Army Rangers, Green Barretes, and Force Reconnaissance.

As Scott become older, his age was simply taking it’s toll and his combat performance started to lack luster. He then applied for a new top-secret Military Initiative to upgrade military troops to nearly super human abilities. Scott was admitted to a form of 'Shock Therapy' that altered his DNA and mentality, which allows him to become more athletically powerful.

Upon completion of the 'Shock Therapy' Scott was sent on a number of very dangerous missions. He done well enough to become his Unit’s social leader, even without an administrative officer's education.

Through out these missions and covert operations he began to unwittingly start the founding principals of the U.S. Military's GCI-Strike Forces. As time passed Scott was dubbed with the call-sign 'SPIKE' and he was convinced to join the GCI-Strike Forces, becoming one their most prestigious and capable members.

But Spike did end-up defecting from the GCI-Strike Forces, and betraying his only friend and Commanding Officer, Miles Nye (LTC. Blazer). Spike was becoming too old and too knowledgeable for the U.S. Military’s top Brass to keep under wraps. And Spike discovered the U.S. Military Brass would continue to send him on Suicide Missions until he was dead or used-up like a worthless tool.

Spike was not about to let that happen to himself and he joined forces with a Rogue Military Outfit simply called ‘VIPER’. Upon Spike’s indoctrination into the ‘VIPER’ Ranks he was given a highly refined version of VIPER Drayshia, a chemical compound that alters human DNA well beyond Super-Human Performance.

This VIPER Drayshia and Super Soldier Serum permanently bonded to Spike’s DNA rending him with permanent Super-Human Strength, Dexterity, Agility, Stamina, Senses, Reflexes, and Durability. The VIPER Drayshia Formula fairly much took everything about Spike and amplified him well beyond the Super-Human caliber.

With his VIPER Drayshia treatments, Spike also fashioned and improved his GCI-Strike Force armor to reflect his alliance to VIPER.


Spike in his Preliminary VIPER Uniform, still using GCI-Strike Force Technology:

Spike is currently represented in the Video Game ‘Champions Online’ as a ‘Fighting-Claws / Invulnerability’ Character. He is a Free-Form / Gold-Elite Character that I have played to level cap, and I still currently play this Toon in many high-level mission packs offered in ‘Champions Online’.

Spike is currently built for ‘Elite / Platinum Tier 4’ Game Play in ‘Champions Online’. The Character Build fairs very well in PVP play, which is the most difficult and demanding aspect of ‘Champions Online’ Game Play. In such PVP Arenas as ‘Stronghold’ and ‘UTC-Cage’ and ‘B.A.S.H.’ it normally require 2, 3, and even up to 4 other players to pummel Spike in a merciless Beat-Down.

The Spike Toon is reasonable in PVP Duels and is usually only submitted by various ‘Flavor of the Month’ Character Builds that specifically take advantage of unbalancing game glitches and game development oversights.
(Also in PVP, Online Players play to fuggen WIN…. Failure is simply NOT a GDMFBS option for a PVP Player)

The Spike Toon also does exceptionally well in PVE Game Play, easily defeating the computer controlled NPCs and is able to solo such missions has Nem-Con / Telios-Tower / The Adventure Packs / and other mission packs which are specifically designed for 5-Man Cooperative Teams.

In ‘Champions Online’ my Spike Toon is generally geared for ‘Balanced Game Play’ while slightly leaning towards ‘Tanking’. His ability in melee combat is also represented in ‘Champions Online’ with various Power Sets from the Martial Arts, Fighting-Claws, and Might Power Sets.

I never made a version of ‘Spike’ in ‘City of Heroes’ since he would have to be designed as a ‘Brute’ on the Villain Servers. I never really played ‘City of Villains’ even though I had the full-legit version of ‘COH / COV’.

Spike is represented in MSH-RPG as a genetically engineered human of Super-Human caliber who posses heightened athletic ability and extreme combative prowess and experience. But Spike’s Role-Play Character has generally remained true to his original concepts; Personality-wise, Spike is a mesh-mash Character between Wolverine, Batman, Punisher and Captain America.

As an RPG-Character, Spike is normally cast as a Fighting Warrior, and an honorable Soldier. However, in this Write-Up and Profile Spike has been betrayed and has taken up a stance to fighting solely for his own self-preservation and ideals. Spike has forgone the belief in simple ‘Good’ and ‘Evil’ and he has embraced the idea that Power and Might and Victory are the only things that truly matter in life.


Hand Drawing of Spike in his GCI-Strike Force Uniform


Known Powers: Spike was originally Rolled on the MSH-RPG Character Creation Table as an Induced Mutant Human who held 3 distinct ‘Powers’ (Armored Flesh / Combat Supremacy / Enhanced FASE).

Over the years of Campaign Game Play Spike has received significant and substantial gains in simple brute power, but has generally remained true to his original concepts as a Melee ‘Claw’ Fighter and Stealth Infiltrator using brute power, extensive combat and commando skills, and cutting-edge technology.

Throughout his Game Career his persona can be summed-up with similarities to Characters such as Wolverine, Batman, Punisher, and Captain America (And maybe a dash of Hulk and Dead-Pool).



Spike in his Gold and Green VIPER Uniform:


Armor: AM:50 (Cost of 60 CP). Spike’s Invulnerability ‘Armor’ comes from both his tough Flesh and his armored attire. Both of them combined can be summed-up as simply as AM:50 True Invulnerability to virtually ALL and ANY attacks or Damage Types.

Spike should be considered as having no less than AM:50 ‘Armor’ to virtually ALL and ANY attacks. Even many forms of Magic, Psychic, Energy, and Dimensional damage can be resisted by his ‘Armor’.

Heavier and thicker parts of the Uniform should be considered as UN:100 in Material Durability and UN:100 in efforts to remove or bypass his ‘Armor’.

His Armored Uniform is also equipped with various utility devices such as, Cell-Phone and Radio Communications, Filtered Air Supply, Heads-Up-Display, Night-Vision, Targeting CPU, etc, etc. Most of this equipment is used to deal with the environment staged by the GM and is not considered as feasible for ‘Combat’ FEAT Rolls.


Deployable Force Shields: IN:40 (Cost of 50 CP). Spike’s VIPER Armor has various Deployable Force Shields rendering him with an additional IN:40 Energized ‘Armor’ over his body silhouette. These Force Shields are Form Fitting Silhouette Sheaths as well as ‘Bubble’ Force Shields.

- Blue: Force Shield do not Deploy. His normal Armor (AM:50) is exposed.
- White: Force Shield do not Deploy. His normal Armor (AM:50) is exposed.
- Green: Shields Deploy at EX:20, Rendering him with FR:70 Armor for 10 to 15 Game Rounds.
- Yellow: Shields Deploy at RM:30, Rendering him with AS:80 Armor for 5 to 10 Game Rounds.
- RED: Shields Deploy at IN:40, Rendering him with AW:90 Armor for 1 to 5 Game Rounds.

Once Spike Deploys his Force Shields he will be unable to FEAT Roll it again for 30 Seconds (5 Game Rounds)
(In Champions Online, this represents his Unbreakable / Force Field Surge / Electric Sheath and other ‘Self-Buffs’)


Burst Self Heals and Regeneration: IN:40. (Cost of 50 CP). Spike’s original RPG-Profile pages have always had some form of Self-Healing Regeneration as a means to keep him ‘Fight to Fight’. Spike recovers about 4 Health Points per Game Round regardless of his activity and physical exertions.

This also provides Spike with minor form of Life Support and Self-Sustenance at EX:20 rank.

Spike should be considered as having ‘Full-Fledged’ Regeneration. However, he can be crippled and subdued with broken bones, decapitations and the removal of critical organs. Spike can (and has done so before) returned Full Health with Medical Attention.

He will need Medical Attention if his injuries are too severe such as, Deceptions, Compound Bone Fractures, and Impaling Injuries to his Head and Torso. However, he may FEAT Roll (IN:40) to heal himself and recover lost Health Points if his injuries are not too severe or compounded with Crippling Effects.

Once FEAT Rolled, Spike will be unable to FEAT Roll his Regeneration again for the next 5 Game Rounds.
(30-seconds).

- Blue: No boosted Healing or Regeneration.
- White: Boost Heal 10% of his Full 250 Heath. Instantly recovering 25 HP.
- Green: Boost Heal 25% of his Full 250 Heath. Instantly recovering 63 HP.
- Yellow: Boost Heal 50% of his Full 250 Heath. Instantly recovering 125 HP.
- RED: Boost Heal 75% of his Full 250 Heath. Instantly recovering 188 HP.
(In Champions Online, this represents her Resurgence / Bountiful CHI Resurgence / and other Self-Buff-Heals)


Blocking Shield: SX:150 (Cost of 160 CP). Spike’s deployable ‘Blocking’ Energy Shield is resistant to ALL and ANY Damage Types with SX:150 Blocking Strength and Capacity. While Spike’s muscular ‘Strength’ is only SN:60 his Energy Shield is a complex array of stabilizing Force Fields and counter balancing energies allowing him to hold his ground as though he had SX:150 muscular ‘Strength’.

Spike may also use his Blocking Energy Shield as an offensive weapon with a ‘Shield Charge’ maneuver that may hit for AM:50 / SN:60 / MN:75 Damage and Impact with either Blunt, Bladed, Toxic or Energy effects.

In Champions Online his ‘Thunderbolt Lunge’ and ‘Energy Shield Rank 2 with Lazer-Knight’ represents this ‘Shield Charge’ maneuver. Also, Spike’s original GCI-Strike Profile had him listed with a similar ‘Charge’ maneuver that was comparable to M. Bison’s Psycho-Crusher (From Street Fighter 2).

Spike’s Shield Charge Maneuver is specifically geared to nullify or reduce various Travel Powers such as, Flight, Super-Speed Running, Super-Leaps, and similar Powers of ‘Mobility’. The opposing Character will have to FEAT Roll their ‘Mobility’ Power to re-active those abilities.

Spike’s Shield Charge Maneuver can reach targets at a maximum range of 50-Feet away (5-Areas). He may only execute his Shield Charge Maneuver every other Game Round. However, a connecting Shield Charge Maneuver gives Spike [+2CS] on the next Game Round Initiative; giving Spike a possible bonus by taking action first in the following Game Round that allows Spike to ‘Combo’ the Maneuver into a mass flurry of devastating damage.


Spike in his Gold and Green VIPER Uniform:

Weaponry and Combat:


Melee Battle: AM:50 / SN:60 / MN:75 for Base Damage and Effects. Spike is a No Non-Sense Bad-Ass Mutha-Fugger when it comes to ‘Melee’ Combat. Even his original GCI-Strike Force Profile has him listed with Ferocious Hand to Hand Skill and Melee Weapons Combat Capability.

At 10-years old, Spike was putting the beat-down on battle hardened ‘Men’. To represent Spike’s uncanny ability to brawl, scrap, and throw-down under ‘ANY’ and ‘ALL’ circumstance is that his ‘Fighting’ Stat cannot be De-Buffed below FR:70 Caliber, even if all his other FASE/RIP are slammed-down to DE:01.

Spike can Brawl with Cosmic ‘GODS’ and has experience in every known Martial Art and Melee Weapon on the face of the planet. Due to his extensive list of Melee Talents it’s just simple to list him with a ‘Fighting’ Rank of FR:70 to SX:150.

Tri-Dare Claws: MN:75 / TR:85 / UN:100 for Base Damage and Effects. (Yes, these are similar to ‘Wolverine’) Spike built and upgraded his 'Claws' as a weapon system to allow his hands to be freed up for carrying various firearms.

Most of his preliminary missions were assassination missions, which required Spike to use stealth and close quarter’s infiltration. He rigged up some retractable blades on a pair of forearm gauntlets so he did not have to holster his firearms and then draw a blade to take out an enemy when the situation required a knife, blade, or sword.

His current 'Claw' system is a high tech weapon; it suffices as his primary weapons. Each gauntlet houses 3 telescoping and retractable blades around the circumference of his forearms. In Champions Online, the ‘Fighting-Claws’ Power Set is only illustrated with 2 stubby retractable blades on each hand.

These Claws are constructed of UN:100 grade materials and can be enhanced to SZ:500 Durability by activating the force field generator system built inside them.

Each blade can reach a full length of 2 and 1/2 feet long, and since the 3 blades are opposing each other around the circumference of his forearm he can use them as grasping tools for both brutal damage and delicate operations.

The 'Claws' can spread open to a maximum diameter of 3 feet. Spike may conduct the force field between the 3 blade points to form a semi transparent disc of Force Energy. This is also represented in Champions Online with his ‘Block-Slot’ Energy Shield and cosmetic adjustments.

- Damage: MN:75 / TR:85 / UN:100 Bladed or Toxic Payload.
- Durability: SZ:500. (UN:100 while not energized)
- Multiple Attacks: 7 to 15 per Game Round. Damage is divided among the Hits. (Fighting Rank Drop the Zero)


Specialized Power Stunts: with the Claws: FEAT Rolled on Spike’s Fighting Rank.

Spiral Torpedo:
(Basically, the same as M.Bison’s Psycho-Crusher)
In this move Spike flies toward his target very fast with one Claw set straight at the target and the other is used as a brace on his forearm. He can attack (or avoid) a target in an airborne Spiral Flight that protects him with spinning blades. He can attack targets from 20 to 40 feet (2 to 4 Areas) away almost instantly in this manner. Upon collision with the target Spike will often execute an acrobatic flip that allows him to have the next round intuitive to take action first automatically. Normally, this is an opening move for his Air Dive move.

Air Dive or ‘Hooligan’ Dive:
In this move Spike needs to be in an elevated proximity to his target. He basically dives toward the target with both 'Claws' facing at the target Character. If the 'Claws' bite into the target Character Spike can execute an acrobatic tumble, with the Character, to shoulder throw the victim Character with a 'Slam' effect. Normally, this is an opening move for his Spiral Torpedo move. Normally, this attack move allows Spike to have the next round intuitive to take action first automatically.

Opening Gambit:
In this move Spike can deliver a number of 'Claw' punches to a single target 7 times in rapid succession. The move starts at melee combat range in which Spike will throw a Flurry of Punches at his Target. The Opening Gambit move allows Spike to use each hit at full force rather than having the impact divided among the number of hits.


Ranged Weaponry: RM:30 / IN:40 / AM:50 (Cost of 60 CP). for Base Damages and Effects.

Spike can hurl or throw a Toxic ‘Venom’ Blast (Or Charge his Claws with a Toxic Payload). Much like his ‘VIPER’ concept, this is his ‘Venom’ that he can spit or inject into his prey. The Blast itself is not the core asset of Spike’s Venom, but more emphasized upon his Venom’s Crippling effects.

Spike may choose any of the following effects by sacrificing pure Toxic Damage Intensity.

- RM:30 / IN:40 / AM:50
- Nero Toxin: Paralyzes (Stuns) the Target. Illustrated with illness, Vomiting, Convulsing, etc…
- Damage over Time at 3 / 4 / 5 points of Damage per Game Round until the Target Dies or receives Medical Attention.


CHI-Focus & FASE Boost: AM:50. This power allows Spike to upgrade his Fighting and Agility Attributes to various power levels. Spike can maintain his amplified Fighting and Agility for about 1 hour (600 Game Rounds) then he will need to resort to less intensive activity for about 2 hours (1200 Game Rounds). Afterward, he will operate at 2 Power Ranks less than his normal FASE attributes, returning to normal over a 2-hour time span. In ‘Champions On-Line’ this Power is represented by his ‘Form of the Tempest’.

F: Normal is AW:90 | Green = PH:95 | Yellow = UN:100 | RED = SX:150
A: Normal is IN:40 | Green = IN:40 | Yellow = SP:45 | RED = AM:50
S: No Boost
E: No Boost


Mobility Enhancements: EX:20 (Cost of 30 CP) + Agility. Most of Spike’s Map Mobility is already handled on his IN:40 to AM:50 Agility; allowing him to be very fast and nimble in the staged environment offered by the Game GM.

In short, Spike is an acrobatic master, with enhanced leaping, temporary vertical wall running, tumbling, and virtually any other natural mobility a player can think of.

His natural abilities are further augmented to reach SN:60 up to FR:70 Map Mobility with small booster rockets in his back-pack, gloves, and boots.

- Walk / Jog / Run / Sprint / Swim / Jump: Up to 70 Feet per Game Round in virtually any direction. (5 to 7 Areas)
- Free Fall or Sky Dive from any altitude without injury with at least 1 Yellow Agility FEAT every 3rd Round.
- Climb / Crawl: 3 Areas per Round and may adhere to rough texture surfaces.



Talents: (Cost of 180 CP)

Weapons Specialist: Fighting Claws with Toxic Payloads - Military - Leadership - Languages: English / Morris Code - Advanced Technology / Computers / Cybernetics / Kit-Bashing - Aerial Combat / Pilot or Drive virtually any Tech Based Vehicle


Contacts and Network: (Cost of 60 CP)

- VIPER Military (Equivalent to S.H.I.E.L.D.)
- U.S. Military (Generalized to most Military Divisions)
- S.H.I.E.L.D.


Special Note: All of these Character Profiles and Write-Ups are written using the ‘Expanded’ Universal Table; where Ranks are measured in 5-point increments, rather than the Classic Table with 10-Point increments.

If used on the ‘Classic’ MSH Universal Table these Characters may become exceedingly Powerful. The GM and Players should consider this during Game Play for balance and playability.

[www.classicmarvelforever.com]


Spike in his honorary ‘VIPER’ Uniform:

(\__/)
(='.'=)
(")_(")
TANKERACE


Tanker's MSH Characters
[www.classicmarvelforever.com]
Expanded MSH Table
[www.classicmarvelforever.com]

MOTÖRHEAD



Edited 1 time(s). Last edit at 03/12/2013 02:50PM by TankerAce.
Re: TankerAce Characters
May 08, 2015 10:16PM
avatar
HABANERO
Biological Name:
Unkown
Various Nicknames:
Dragon Breath / Candle Stick / Twiggy / Pumpkin-Head / Agent Orange / Jack'O'Lantern / Ghost-Pepper
Military Rank: None
Commanding Unit: Unknown (Possibly an organization of the Netherworld, Spectral Realm, or HELL)



Habanero as depicted in DCUO:

2000 Point Character Build


Primary Abilities:

HABANERO

F: EX:20           | R: GD:10            | Race: Unkown       | Nationality: Unkown           |
A: IN:40           | I: AS:80            | Gender: Unkown     | Alliance: Unkown              |
S: GD:10           | P: AW:90            | Apparent Age: ???  | True Age: 500+ years Old      |
E: RM:30           | L: EX:20            | Eye Color:  Yellow | Life Expectancy: ????         |
                   |                     | Hair Color: None   | Species: Spectral Entity      |
Health: 100 / 100  | Karma: 200 / 2000   | Blood Type: ???    | Archetype: Fire DPS Blaster   |
                   |                     | Height: 3'6"       | Primary Set: Incendiary Fire  |
Initiative: VI:55  | Experience: SZ:350  | Weight: 85 Lbs.    | Secondary Set: Archery        |
Popularity: GD:10  | Appearance: EX:20   | Mass: -2 X -1 = 2  | Epic Set: Demonic Ebon Magic  |
Resources : FB:02  | Morality  : Chaotic |                    |                               |
Job Rank  : GD:10  | Conviction: GL:125  | ATTACK: SV:65      | DEFENSE: RM:30                |
                   |                     |                    |                               |
COMBAT SKILL:      | COMBAT SPEED:       | COMBAT STRENGTH:   | COMBAT STAMINA:               |
SN:60 [+1CS]       | SN:60 [+1CS]        | SN:60 [+1CS]       | SN:60 [+1CS]                  |
                   |                     |                    |                               |
_______________________________________________________________________________________________

CP Spending: 2000 Allotted Points with Max Ranks capped at SY:200.
Powers cost 10 CP to Start then are credited on a Point for Power Basis.

Refer to Descriptive Listing for detailed information.

- FASE (Athletic)  :  100
- RIPL (Mental)    :  200
- Popularity       :   10
- Resources        :   02
- Job Rank         :   10
- Defensive Powers :  340
- Offensive Powers : 1035
- Mobility Powers  :  220
- Talents          :   80
- Contacts/Network :   03
- Total CP Spending: 2000


Powers (Short Script)


--Defensive Powers: 340 CP
- Intangible Smoke/Fog Body: GD:10 to Conventional Blunt, Bladed, Physical Attacks   (20)
- Boost ‘Intangible’ Fog Body with Smoke Phasing and Teleport: MN:75                 (85)
- Flame Based Fire Blocking Shield: MN:75                                            (85)
- Regeneration: RM:30                                                                (40)
- Burst Self Healing: UN:100                                                        (110)


--Offensive Powers: 1035 CP
- Melee Brute Force & FASE Combat: Base Damage EX:20 / IM:25 / RM:30       (Auto/Default)
- Archery Bow n' Arrow and Effects: RM:30 / AM:50 / MN:75                            (85)
- Fire and Flame Blasts and Effects: AM:50 / GL:125 / SY:200                        (210)
- Fire and Flame AoE and Effects: AM:50 / GL:125 / SY:200                           (210)
- Demonic Ebon Blasts and Effects: AM:50 / GL:125 / SY:200                          (210)
- Demonic Ebon AoE and Effects: AM:50 / GL:125 / SY:200                             (210)
- Overall Intensity Self Buff: +UN:100 Intensity to ALL Offensive Powers            (110)


--Mobility / Travel Powers: 220 CP
- Teleport   : MN:75                                                                 (85)
- Acrobatics : IN:40                                                                 (50)
- True Flight: MN:75                                                                 (85)


--Talents: 80 CP
- Weapons Specialist: Archery Bow n' Arrow and Hand Blasting                         (50)
- Ariel Combat                                                                       (10)
- Demolitions / Explosives                                                           (10)
- Acrobatics / Tumbling                                                              (10)


--Contacts / Network: 03 CP
- None                                                                               (03)


Game Origin:

Habanero is one of my more recent and contemporary Role-Play Characters, only dating back to the early 2000's when Computers, the Internet, and Video Games suddenly made EVERYONE a fuggen Computer NERD.

And being a NERD suddenly became popular because Microsoft, Apple, Google, Cisco, Sun Micro Systems, and a whole bunch of other pimply faced Computer Geeks started trading stocks on Wall Street like Tough-Guy Mob Bosses and Rich Fat-Cats who control the figurative Economy and Rat-Race we call Life.

Anyway, Habanero's persona is that of a Hellish Spectral Ghost or a Netherworld Demonic Creature, who has possessed a rather unusual physical body to inhabit our earthly coil of existence.

Habanero is a Fire-Elemental Character, who can magically control and generate immense amounts of intense fire and heat, much like MARVEL Comic's Human Torch from the Fantastic Four or Pyro from the X-Men.

The main difference is; Habanero's generally frail body is made up of dried twigs, leafs, straw, wood, and other ordinary kindling debris that is easily lit-up and caught on fire. On top of it all is his Jack 'O' Lantern Pumpkin Head houses a small candle, by which he uses as the primary pilot flame for his intense fire capabilities.

Anyone who is a regular reader of this Forum can fairly much figure out that Habanero is designed as an Ironic, Iconic, and rather silly Character Persona. His entire 'FIRE and FLAME' Character Concept is carried even further since...

Habanero's flesh is made of easily burnt materials that he magically animates to suffice as his body.
His head is a classic Jack 'O' Lantern Pumpkin with a Candle inside, which works like a pilot flame.
He is named after a spicy-hot chilly-pepper (that will catch your head on fire if you eat a Habanero Pepper)
He's a Demonic Creature, and in most cultures, HELL is an immense pit of FIRE and BRIMSTONE.
And Finally... Habanero is also a Masterful Bow n' Arrow Archer with fire-tipped arrows and fiery range attacks.

I didn't write out a long and intricate history for Habanero, thus, He or She or 'IT' simply exist to

BURN EVERYTHING!!!!




Habanero as depicted in Champions Online:

Habanero is currently represented in the Video Game ‘Champions Online’ as a ‘Fire-Elemental' with a Gaming Build focused on High Damage Output and Range AOE / DPS Attacks. He is a Free-Form, Life-Time, Gold-Elite Character that I have played to level cap, and I have nearly equipped him fully with the upper-most top-tier gear offered in the Champions Online Game.

Habanero is currently built for Elite-Platinum Tier Game Play in ‘Champions Online'. However, The Character Build performs poorly in PVP play since the Fire-Elemental-Power-Set needs a serious over haul in balancing the wide array of power sets offered in ‘Champions Online'.

This takes away a lot of pride I'd normally have while playing this Ironic / Iconic Fire Toon in 'Champions Online'...

What damn good is a creative Character Concept if I can't simply flat-out dominate and roffle stomp a mud-hole in every challenge the 'Champions Online' offers... (However, the build performs very well in PVE Game Content).



Habanero as depicted in DCUO:

Habanero is also represented in the Award Winning Video Game ‘DC Universe Online’. In DCUO, Habanero is also built as a ‘Fire-Elemental and Archer' with a strong focus on High Damage Output and Range AOE / DPS. And unlike 'Champions Online' ...... The Fire-Archetype Class in DCUO is OMG-LOL-HOLY-SHIZ-OP as a MUTHAFUGGA for both PVE and PVP game play modes. And I've only been able to play this toon to about 25% to 30% of the Character's full gaming potential.


Known Powers: In MSH-RPG, I've tried to make this Write-Up and Spec-Page reflect Habanero's ridiculously high damage out-put as a 'Glass-Cannon' who posses extreme combative prowess and marksmanship expertise.

Habanero was never Rolled on the MSH-RPG Character Creation Table. Instead, I've tried to represent his Write-Up as best as I could if he were originally conceived in MSH-RPG.

During my Digital Game Play Time with Habanero (Over 2 Diffrent Digital Game Platforms); the Character tends to play with the Ebb and Flow of a 'Wizard' or 'Black-Mage' Class Based Character.

Habanero can move into a combat area quickly to lay down very effective and explosive Area of Effect Attacks and precise Single Target Range Attacks to dish-out significant damage to eat through NPC Opponents and Player Controlled Characters.

However, on the same token, Habanero cannot endure lengthy, heavy, and direct punishment very well at all. He must move in, make the killing strike as quickly as possible, and move away as quickly as possible.... Or he's burnt toast.





Intangible Smoke / Fog Body: GD:10 (Cost of 20 CP). Habanero's twiggy and frail body is actually sort of durable since it's fairly difficult to land successful attacks on his gnarly body silhouette. This makes him somewhat like 'Smoke' or 'Fog' and a percentage of an attack's impact can pass straight through him with minimal damage and effect.

The Player or GM of Habanero can operate this ability in one of two manners: 1. Reduce an Attack's oncoming damage by 10 Points [GD:10] or 2. Make a paired 10-Sided Dice Roll (1% to 100%) to determine what percentage of the Attack's Damage gets through to hit his HP. (The Higher the 1% to 100% Score is, the worse the damage is for Habanero).


Smoke / Fog Teleport: GD:10 FEAT Roll (Cost of 85 CP) Habanero can Phase Teleport to Dodge any attacks made against him at MN:75 Skill or less. This allows him to avoid various attacks with a Green Score or better on his behalf.

Attacks made against him that are FEAT Rolled at AS:80 Skill and above are handled like a normal dodge. This Smoke / Fog Teleport Dodge only allows him to move 1 Area (10 Feet) in total distance and will also sacrifice any bonus modifiers he'd normally receive for a regular Agility Dodge Feat or Fighting Evasion Feat.



Flame Based Blocking Shield: MN:75 (Cost of 85 CP) Habanero may also kick-up a 'Hard-Light-Fire-Bubble' shield made of pure heat and fire around himself. This Shield puts off MN:75 intensity heat in his personal area and basically burns or incinerates most attacks, or attackers, directed at him.

This 'Hard-Light-Fire Bubble' will also provide him with MN:75 Armor Shielding to virtually all known attacks and damage types, even Cold, Ice, and Water Based Attacks, as well as Magic, Dimensional, and Chemical Attacks.

This 'Hard-Light-Fire-Bubble' is handled with one Feat-Roll per Game Round and operates on his Intuition Stat of AS:80 since he needs to see or sense an imminent attack coming his way.

Kinda weird, handing a 'Block' Feat on the his Intuition Stat, however, his 'Hard-Light-Fire Bubble' is not Strength Based. It's basically a quick reaction Melee Fire Attack that he blasts outward from his body's epicenter.



Regeneration: RM:30 (Cost of 40 CP) Habanero has an unusual form of body regeneration. He can basically use any dried out wood, kindling, or plant based debris around him in his local area to re-structure his body if he gets damaged or injured. This also includes man-made debris such as paper, plastics, and other burnable debris and even 'Garbage'.

Under most conditions Habanero will automatically regain 3 HP per game round, upto his maximum Health (100) regardless of his activity. However, his body must be constructed of some type of solid and flammable objects to maintain his complete body structure; such as wood, charcoal, paper, and some types of plastics, wax, and ceramics that can be used to maintain a common fire.

In severe or dire situations where he has taken too much damage to his health, Habanero may temporally use his Fire-Manipulation Powers to generate a 'Hard-Light-Fire' body with a Feat-Roll of UN:100. This pure 'Hard-Light-Fire' body can only last about 10 minutes (100 Game Rounds) before it devolves and he must find some reasonable sources of wood, kindling, or plant based debris to maintain his existence on our Earthly Coil.

When Habanero makes this Boosted Regeneration Feat-Roll of UN:100 he will regain the amount of Health as listed below. (Basically what he Feat-Rolls on the Dice is the Health amount he will Recover)


- Blue: Feat-Roll of 01 to 02. Instantly recover 1 to 2 HP. (Unable to use again for 1 to 2 Game Rounds)
- White: Feat-Roll of 03 to 15. Instantly recover 3 to 15 HP. (Unable to use again for 3 to 15 Game Rounds)
- Green: Feat-Roll of 16 to 45. Instantly recover 16 to 45 HP. (Unable to use again for 16 to 45 Game Rounds)
- Yellow: Feat-Roll of 46 to 85. Instantly recover 46 to 85 HP. (Unable to use again for 46 to 85 Game Rounds)
- RED: Feat-Roll of 86 to 100. Instantly recover 86 to 100 HP. (Unable to use again for 86 to 100 Game Rounds)



Habanero as depicted in DCUO:

Weaponry and Combat:


Melee Battle: EX:20 / IM:25 / RM:30 for Base Damage and Effects (Heat, Fire, Bladed, Piercing). Habanero is not a brutish Melee Combatant. He relies primarily upon Precise Ranged Attacks and various Area of Effect Fire Spells.

In a pinch Habanero can land a few punches and kicks which are substantially augmented by his Fire Generation Powers. Also, his Archery Bow is sturdy enough to be used as a Melee Weapon; However, with his EX:20 Fighting Stat and GD:10 Strength Stat he can only land (or Declare) 2-Hit Combinations in a Single Game Round for a total Damage Output of EX:20 / IM:25 / RM:30 Heat, Fire, Bladed, or Piercing Damage.


Archery and Bow n' Arrow: (Cost of 85 CP) RM:30 / AM:50 / MN:75 for Base Damage and Effects: Habanero is a master Archer with a Bow n' Arrow; Able to launch off precise single target and multiple target combination attacks of RM:30 / AM:50 / MN:75 Heat, Fire, Energy, Magic, Chemical, Dimensional, Bladed, and Piercing Damage.

Used exclusively on his Agility Stat plus his various [+CS] for Talents and Bonus Modifiers he can reach MN:75 Accuracy, Precision, and overall Skill (Agility) with an Archery, Shooting, or Thrown Projectile Weapon.

Habanero uses a wide array of various Archery and Shooting Combination skills, which is fairly much only limited to the Player's imagination and tactical thinking. Habanero may also add his Fire Effects to any Archery or Shooting Weapon he may come across in a Game Campaign.

Below is simply some guide lines to follow while using Habanero's Archery and Shooting Guile.

- Used at MN:75 Agility for Feat-Rolls. (IN:40 Agility [+7CS] for Talents, Intuition, and Unique Proficiency)
- Multiple Targets: [-1CS] from his Feat for each additional Target within his 180 Degree Field of Vision.
- 360 Degree (Full Spherical) and Blind Side Targeting: [-2CS] from his Feat to shoot at Targets without looking.
- Concentrated Sniper Archery: Add [+1SC] for each Game Round he can see his Target to a maximum of SY:200
- Evasive Archery: [-3CS] for any additional moves in an Evasive Shoot-Out; (Shoot and Dodge simultaneously)
- Effective Range: 700 Feet (70 Areas). Reduce his Damage [-1CS] for every 30 Feet (3 Areas) beyond 700 Feet
- Curve Shots and Target Tacking Arrows: Limited to 1, 2, or 3 Targets per a Declared Feat-Roll.
- Rapid Fire Arrows: [-1CS] from his Feat for each additional Arrow fired. 18 Arrows Max at DE:01 Agility.

Habanero's Archery Bow n' Arrow is 'Magic' and he basically fires off piercing rods of pure 'Hard-Light-Fire'. These Shot-Off Arrows normally travel in perfectly straight trajectories at nearly the speed of light, which is highly attuned to Habanero's vision and hand-eye coordination.


Habanero may also use ANY type of Shooting Weapon to get these results, however, he prefers a Bow n' Arrow since he can quickly build a Bow n' Arrow in 1 Game Round should his Archery Bow get broken during a Game Campaign.

Habanero may also ADD his RM:30 / AM:50 / MN:75 Heat, Fire, Energy, Magic, Chemical, Dimensional, Bladed, and Piercing Damage to any other Fire-Arms or Archery Shooting Weapons that he may come across in a Game Campaign.


ULTRA-BLAST: (Cost of 950 CP) AS:80 / TR:85 / AW:90 / PH:95 / UN:100 / GL:125 / SX:150 / SY:200 / Sz:300 for Base Damage and Effects: Habanero can also get very nasty in desperate situations to fire off and launch out an Ultra-Blast reaching AS:80 / TR:85 / AW:90 / PH:95 / UN:100 / GL:125 / SX:150 / SY:200 / Sz:300 Damage Levels; which covers a very wide array of Damage Types, including Heat, Fire, Energy, Ebon Magic, Chemical, Dimensional, Bladed, Kinetic Force, and Piercing Damage Types.

However, this attack can be taxing on Habanero as he pours a great deal of his own life-force (HP and KP) into such an Ultra-Blast attack. In short, Habanero can add about 80 to 100 Points of Pure Damage Intensity to his Normal Bow n' Arrow Shots.


- Used at AM:50 Agility for Feat-Rolls to reach AS:80 / TR:85 / AW:90 Damage Output without Karma Boost.
- Used at IN:40 Agility for Feat-Rolls to reach TR:85 / AW:90 / PH:95 Damage Output without Karma Boost.
- Used at RM:30 Agility for Feat-Rolls to reach AW:90 / PH:95 / UN:100 Damage Output without Karma Boost.
- Spend 20 Karma to Reach UN:100 / GL:125 / SX:150 Damage Output.
- Spend 30 Karma to Reach GL:125 / SX:150 / SY:200 Damage Output.
- Spend 40 Karma to Reach SX:150 / SY:200 / Sz:300 Damage Output.
- Spend 50 Karma and 50 Health to Reach Sz:300 Damage Output with any Feat Rolled Dice Score.
- Any other Karma Spending will augment Habanero's 'To-Hit' Agility Feat.
- Effective Range: 1000 Feet (100 Areas). Reduce Damage [-1CS] for every 500 Feet (50 Areas) beyond 1000 Feet
- 5 to 10 Foot wide (1 Area) diameter blast pattern.
- Area of Effect: 30 Feet (3 Area) Radius Sphere Around Habanero as the Epicenter.
- Target Area of Effect can normally obliterate a 60 foot wide diameter sphere at Ground Zero.



Mobility / Travel Enhancements: IN:40 upto MN:75 (Cost of 220 CP). Habanero normally runs about on his FASE Ranks like most other Characters at roughly IN:40 capability. He has Acrobatics, True-Flight, and a form of Teleportation allowing him to be very mobile in virtually any environment.

- Run: 4 Areas per Round. He will not get exhausted from continuous Running.
- Climb / Crawl: 3 Areas per Round and may adhere to almost any texture surfaces for wall crawling.
- Sprint: 5 Areas per Round. He will get exhausted in about 3 hours of continuous Sprinting.
- Jump: 3 Areas (30 Feet) in a single bound. He uses an Apex summersault to ‘Double-Jump’ to make a full jump.
- Swim: 3 Areas per Round. Habanero will normally avoid water, but he can swim and stay on fire even in water.
- True-Flight: 7 Areas per Round with AM:50 Aerial Agility. He can stay airborne for about 7 hours before resting.

- Teleport: MN:75 Habanero's Teleportation is primarily used a 'Warp' for extensively long travel needs and he needs time to concentrate, prep, and calculate his trajectory and reentry. His Teleportation can not suffice for a Combat oriented action, however his Intangible Smoke / Fog Body and Combat Dodging Skills are partially derived from his ability to Teleport or 'Warp'.

During such a Teleportation Feat he can reach virtually any distance almost instantaneously, even Galactic and Dimensional thresholds are within Habanero's capability. His Feat-Roll of MN:75 will determine how quickly he can re-materialize and ignite his fire powers in his new location.


- Blue: Critical Failure Habanero can re-roll the Feat again after 1 minute (10 Game Rounds).
- White: Nearly failed Success Habanero will Warp to his new location in about 1 week.
- Green: Moderate Success Habanero will Warp to his new location in about 1 hour.
- Yellow: Success Habanero will Warp to his new location in the next 10 to 20 Game Rounds.
- RED: Critical Success Habanero will Warp to his new location in the next 1 to 10 Game Rounds.
- 100 RED: Critical Success Habanero will Warp to his new location in the next Game Round.

All of his Travel Enhancements are associated with some sort of Fiery Residue, Cinders, Burning Ashes, Trails of Fire or Charred tracks and prints of his path.


Talents: (Cost of 80 CP)

Weapons Specialist: Archery and Any Shooting Weapons - Demolitions / Explosives - Acrobatics / Tumbling - Ariel Combat


Contacts and Network: (Cost of 03 CP) Since Habanero essentially has no Contacts or Network of peers, he is allotted a single Feat-Roll of FB:02 [+1CS] at the beginning of a Game Campaign to make one single trustworthy friend throughout a Game Campaign.

He can earn and gain trustworthy friends or alliances throughout a Game Campaign, however, at the end of a Game Campaign Habanero must break his relationships and start a New Game Campaign with a single Feat-Roll of FB:02 [+1CS] to make one single trustworthy friend.


Special Note: All of these Character Profiles and Write-Ups are written using the ‘Expanded’ Universal Table; where Ranks are measured in 5-point increments, rather than the Classic Table with 10-Point increments.

If used on the ‘Classic’ MSH Universal Table these Characters may become exceedingly Powerful. The GM and Players should consider this during Game Play for balance and playability.





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Tanker's MSH Characters
[www.classicmarvelforever.com]
Expanded MSH Table
[www.classicmarvelforever.com]

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Edited 1 time(s). Last edit at 05/08/2015 10:29PM by TankerAce.
 
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