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The Technet
Gatecrasher
Strength 10X
Agility 3X
Intellect 10X
Willpower 6D
Edge: 2
Hand: 4 (25)
Calling: Greed
Hindrance: Monstrous
Personality: Efficient bureaucrat, intelligent tactician, loyal team member, has a businessmen's sense of honor
SKILLS:
Leadership
POWERS:
Telepathy 4
Emotion Control 2
Limit: Calm only
Body Armor +5
Bodybag
Strength 6X
Agility 3X
Intellect 4X
Willpower 3X
Edge: 1
Hand: 3 (17)
Calling: Greed
Hindrance: Monstrous
Personality: Does not speak, often first line of attack
SKILLS:
None.
POWERS:
Three Storage Sacs (Poison) 14
He can eject a narcotic membrane around a target within Striking Distance. If the initial attack is successful, the victim is surrounded by a storage membrane and immediately feels the effect of the poison. Encased targets suffer from the effect of the narcotic, until they break free or fall unconscious. The sac material is 8. The further poison effects while captured occur as contingency actions. The membrane drains Strength by -6 per exchange. The also membrane drains Willpower by -6 per exchange. When Willpower reaches 0, the victim passes out. The effects last until removed from the sac. Points are regained by two each exchange.
China Doll
Strength 5X
Agility 6X
Intellect 4X
Willpower 6X
Edge: 1
Hand: 3 (17)
Calling: Greed
Hindrance: Susceptible to Fire and Heat
Hindrance: Monstrous
Personality: Bully, enjoys using her power, treats her victims like objects and curiosities
SKILLS:
None.
POWERS:
Size Alteration 10
Unwilling targets make a Willpower action to resist. Affected victims must make an Average (8) Willpower action or be disoriented while shrunk (making actions one level more difficult). The shrinking lasts for an aura duration.
Limit: Others Only
Water Breathing
Swimming 6
Ferro2
Strength 8D
Agility 6X
Intellect 3X
Willpower 4X
Edge: 1
Hand: 3 (17)
Calling: Greed
Hindrance: Monstrous
Personality: Dedicated and efficient, more careful than his late, overconfident brother
SKILLS:
Swords
POWERS:
Four Arms
Stunts: Extra Attacks by dividing scores between the offensive action and contingent actions.
Enhanced Senses
Stunts: Sense of Smell (gains Tracking skill) and Nightvision.
EQUIPMENT:
Two Swords +4 each
Material 16
JoyBoy
Strength 2X
Agility 1X (with chair 2)
Intellect 6D
Willpower 10X
Edge: 2
Hand: 4 (25)
Calling: Greed
Hindrance: Physically Disabled (permanently shrunk, atrophied limbs, but compensated by chair)
Personality: Smiles benignly most of the time, has no better speech than a baby, malicious, cruel, enjoys using his power
SKILLS:
Psychiatry
POWERS:
Transmutation 16
Stunts: Can transform the victim into their heart's desire but in a twisted way. This includes bestowing powers (up to 16, but usually uncontrolled) or restructuring them molecularly. This lasts for as long as Joyboy concentrates.
Mental Probe 16
Limit: Must make a successful probe in order to use Transformative power.
Limit: Used only to find one's greatest desire.
Limit: Failure forces a Daunting (16) Willpower action or unconsciousness for an aura duration.
EQUIPMENT:
Chair 2
Stunt: Flight, controlled cybernetically
Limit: Can carry up to 100lbs. If Joyboy falls unconscious, the chair drops like a rock.
Numbers
Strength 12X
Agility 2X
Intellect 6X
Willpower 4X
Edge: 2
Hand: 4 (25)
Calling: Greed
Hindrance: Monstrous, Bruiser
Personality: Slow to respond, sluggish in combat, equally hard to stop when pursuing a goal, rarely involved in combat
SKILLS:
None.
POWERS:
Eidetic Memory
He can remember libraries of facts and figures, plus he's a lightning calculator, familiar with mathematical tables and algorithms. This translates into a world-class skill when dealing with these topics.
Body Armor +4
Ringtoss
Strength 3X
Agility 3X
Intellect 3X
Willpower 4X
Edge: 1
Hand: 3 (17)
Calling: Greed
Personality: Efficient, well-behaved
SKILLS:
None.
POWERS:
Ensnarement ("Energy Rings") 14/16/18
One ring hold as 14 Strength, three rings hold as 16 Strength, nine rings hold as 18 Strength.
Limit: Can produce 11-20 rings (draw a card to determine number and add 10)
Limit: Each ring lasts for an aura duration.
Scatterbrain
Strength 2X
Agility 4X
Intellect 2X
Willpower 4X
Edge: 1
Hand: 3 (17)
Calling: Greed
Personality: Air-headed, efficient, loyal, enthusiastic at time
SKILLS:
None.
POWERS:
Neuron Firing 16
Due to her feeding on the emotions of others, she can fire another person's brain neurons. Unwilling victims resist with an Average (8) Willpower action. Success bestows Cosmic
Awareness 16 as long as Scatterbrain remains in contact. Failure overloads the victim's brain, shutting it down for an aura duration.
Limit: Touch only
Partially Non-Corporeal (Resistance to all attacks) +6
Flight (from Partial Non-Corporeality) 1
Scatterbrain casts no shadow.
Thug
Strength 14X
Agility 3X
Intellect 3X
Willpower 2X
Edge: 1
Hand: 3 (17)
Calling: Greed
Hindrance: Monstrous
Personality: Nasty, brutish, short, strong sense of honor, brave
SKILLS:
Brawling, Wrestling, Boxing
POWERS:
Body Armor +9
Waxworks
Strength 5X
Agility 4X
Intellect 3X
Willpower 6D
Edge: 1
Hand: 3 (17)
Calling: Greed
Hindrance: Monstrous
Personality: Alien mentality, obeys Gatecrasher for reasons of its own, appreciates the odd shapes it can change people into, negligible interest in the dignity of human life
SKILLS:
Art
POWERS:
Transmutation 10
Causes a victim's skeletal structure to flow like quicksilver. A victim cannot use their muscles for as long as Waxworks concentrates. The transformation is painful however, forcing a Challenging (12) Strength action or unconsciousness for an aura duration. This occurs also while the bones knit back together. Heroes can still use other powers and skills not related to movement and agility, such as mental powers, while transformed.
Power Dampening
Can choose to dampen any power up to -4 automatically.
Yap
Strength 2X
Agility 4X
Intellect 4X
Willpower 6X
Edge: 2
Hand: 4 (25)
Calling: Greed
Hindrance: Monstrous
Hindrance: Panicky
Personality: Anxious, very intuitive, knows exactly how dangerous a situation is, finds comfort in Gatecrasher's calm leadership, calls Gatecrasher "mother"
SKILLS:
None.
POWERS:
Teleportation 18
Stunts: Can use Tele-location to transport Technet members that are separated from him.
Limit: If unprepared for transport, the jump is disorienting for an aura duration after transport (actions are one level more difficult)
Tele-Location
Yap can track and locate members of the Technet automatically.
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