Barricade (Mutant Human)

GM: Blackhaunt
AGM: CHIMERA

Moderators: Game Masters, AGMs

Post Reply
User avatar
Tom Cassidy
Diamond Level Patron
Posts: 204
Joined: Sat Mar 03, 2018 7:24 pm
Location: Heroes Unlimited: Century Station

Barricade (Mutant Human)

Post by Tom Cassidy »

Player Name: Eric/Servo
G-Mail: uncle.servo
Eric's PP Ledger Entry

Character Name: Thomas William Cassidy
Alias: Tom, Tommy, Rampart (when he was part of the SLJ organization), Barricade
Race: Human (mutant)
O.C.C.: HU2 Mutant Human
Occupation: Former aspiring actor/musician, policeman, Sentinel of Liberty and Justice West, and freelance mercenary/adventurer. Looks like he’s an Omega now.
Alignment: Scrupulous
XP Level: 9 (currently appears to be 12th level)
XP Points: 76,166 (Updated 10/1/2024 by Dawg)
Next Level @ XP: 95,001
XP Table
Mutant XP Table
1 0000 - 2050
2 2051 - 4100
3 4101 - 8250
4 8251 - 16,500
5 16,501 - 24,600
6 24,601 - 34,700
7 34,701 - 49,800
8 49,801 - 69,900
9 69,901 - 95,000
10 95,001 - 130,100
11 130,101 - 180,200
12 180,201 - 230,300
13 230,301 - 280,400
14 280,401 - 340,500
15 340,501 - 400,600
Sentiments/Non-Humans: Between mutants, experiments, D-Bees, and the occasional self-proclaimed alien, Tom has seen enough non-human looking people to not immediately freak out when they're around (his time with H4H has helped him to be even more comfortable around non-humans) but the more monstrous/demonic/supernatural ones still elicit a hostile -- or at least a hesitant -- response.

Disposition: Stubborn, hot-headed, and emotional, but overall a nice guy who tries to do the right thing even though his time in the other dimension has caused his outlook to turn more grim. His biggest problem is that he doesn't always think about his actions and as a result he occasionally gets in over his head.

Insanity: Obsession -- Hates solitude. Tom spent so much time falling in some kind of interdimensional limbo that he hates to be left by himself for any length of time.

ATTRIBUTES
I.Q.: 11
M.E.: 21
M.A.: 19
P.S.: 25
P.P.: 9
P.E.: 39
P.B.: 25
Speed: 20

PHYSICAL DATA
P.P.E.: 11
H.P.: 87
S.D.C.: 159
Age: According to his birth certificate, he's 40 at the time he joins the Omegas (3/22/2043). Physically, however, he's only 31 thanks to the time dilation effect from traveling between dimensions.
Sex: Male
Height: 6’1”
Weight: 225 lbs.
Description: An incredibly handsome lightly-tanned man with green eyes, chestnut brown hair, and an impressive build (chiseled and well-defined muscles, not more than 3% body fat). Appears to be even more powerful/experienced than he actually is.


Natural Abilities
Perception: 69%
Charm/Impress: 75%
Invoke Trust/Intimidate: 55%
Max. Encumbrance: 67.5 lbs
Max. Carrying Weight: 500 lbs (does not fatigue)
Max. Lifting Weight: 1,000 lbs (does not fatigue)
Max. Jumping Ability: 12.5’ across and 6.25’ high with a running start
Can run at maximum speed of 400 yards/meters per minute (100 yards/meters per melee round) and does not fatigue

Mutant Characteristics
• Mutation due to genetic aberration
• Unusual Physical Characteristic: Beautiful, angelic face
• Unstable powers grow with experience & age -- gets another new power at levels 10 and 15. 01-70% means a minor ability; 71-00% means a major ability.

Special Abilities
  1. Create Force Field
    [*]Create Force Field
    • Maximum S.D.C. for force field creation: 3,900; regains force field S.D.C. at a rate of 200 an hour or 3 per minute
    • Range: Self or others up to 360 feet (109.73 m) away
    • Attacks per Melee: The creation of a force field counts as two actions/attacks
    • Maximum Size: Approximately a 130 square foot (12.08 square meter) area.
    • Duration: 48 minutes (192 melees), or until the force field is destroyed or cancelled
    • Body Armor/Protective Aura
      • 300 S.D.C. maximum
      • Character loses one attack per melee and is -2 on initiative for every melee round that it is in place.
      • Gases, disease, and radiation are still a danger and will penetrate the force field. Only the "bubble" closes out gases.
    • Bolts of Force
      • Range: 260 feet (79.25 m)
      • Damage: 3D6; feels like getting hit by a rock or cannonball
      • Attacks Per Melee: Each force bolt counts as one melee attack
      • Rate of Fire: One Bolt of Force can be unleashed from one hand or two simultaneously (6D6 damage) by pointing at the same target with both hands; counts as one melee attack. Must be an aimed shot to get the +2 strike bonus. The character can also fire a force bolt from his forehead, but the +2 strike bonus does not apply and only one bolt can be fired.
      • Bonuses: +2 to strike, and because they are barely visible, opponents are -4 to parry and dodge force bolts.
      • S.D.C. Cost of Each Bolt: Burns up five S.D.C. per each bolt fired, which will temporarily use up S.D.C. that may be needed for a protective force field.
  2. Create Force Constructs
    Create Force Constructs
    • Range: Created items appear in the hands of the creator or on the ground beside or in front of him.
    • Duration: 75 minutes (300 melees), or until the force object is destroyed or cancelled by its creator.
    • Attacks per Melee: The creation of a simple force construct counts as two melee actions/attacks, a more complex item uses all the attacks from one melee round.
    • Bonus: +1 to strike, +2 to disarm, +2 to pull punch with any force weapon.
    • Maximum Available S.D.C.: Same as above. Tom has 3,900 S.D.C. from which he can create force fields and/or force constructs.
    • Recovery of Force Constructs' S.D.C.: The loss of S.D.C. affects the creation of other force constructs because it temporally drains the character. However, he regains force construct S.D.C. points 24 hours after the item is destroyed or dispelled.
    • Maximum weight of an object: 650 pounds (294.84 kg).
    • Creating Giant Limbs: Tom can create a gigantic disembodied hand to punch, catch, grab, hold, or crush an opponent. Seems to be attached to the real limb via wisps of energy/force but it is the giant limb that does all the work.
      • Range: 75 feet (22.86 m)
      • Strength: Equal to a Supernatural PS of 25 (can carry 7,500 lbs and lift 12,500 lbs)
      • Damage: 2d4 SDC on a restrained punch, 3d6+6 on a full strength punch, 6d6+6 on a power punch (takes up two melee attacks).
      • Attacks per Melee: Each action with a force limb counts as one of the character's own melee attacks/actions.
      • Bonuses: Same as his own attribute bonuses and combat skills.
    • Items and Limitations: See expanded power descriptions post below
  3. Flying Force Disc
    Flying Force Disc
    • Range: Can create it right in his hand, under his feet or up to a distance of 300 feet (91.5 m) away. Can hurl the disc up to 1,050 feet (320.04 m).
    • Size: As small as a frisbee or discus for throwing, or as large as 45 feet (13.72 m) in diameter as a transportation platform (usually kept small for self, enlarged for additional passengers).
    • Duration: 270 minutes (1,080 melees; 4.5 hours).
    • Flight Capabilities:
      • Speed: 450 mph (724.14 kmph), as well as hover stationary and move straight up and down (VTOL capable). Those riding the flying disc don't feel the full force of acceleration and have no risk of falling off during flight.
      • Weight Limit: As a transportation platform the Force Disc can accommodate 1,080 lbs (489.88 kg).
      • Maximum Altitude: 1,800 feet (548.64 m), and works underwater as well as in the air, but at half the speed (maximum depth for most human passengers is 120 feet/36.6 m). Works in outer space too, at double the speed.
      • S.D.C. of the Force Disc: 390
      • Bonuses: +2 to dodge while in flight.
    • Weapon Capabilities as a Projectile:
      • Damage: 1D6+5 S.D.C.
      • Range: 1,050 feet (320.04 m)
      • Bonuses: The character's usual bonuses to strike from P.P. attribute, other powers and Hand to Hand Combat skill.
    • Attacks per Melee: Creating the Force Disc and hurling it counts as one melee action. Creating a flying platform counts as one melee action and keeping it hovering or flying uses up one of the character's attacks/actions every melee round.
  4. Energy Shield
    Energy Shield
    • Range: Self, hand-held.
    • Duration: 90 minutes (360 melees), or until canceled, whichever comes first.
    • Damage: The shield blocks attacks, it is not a weapon.
    • S.D.C.: Not applicable, is indestructible.
    • Bonus: +3 to parry, plus the character's other parry bonuses from skills and such.
  5. Energy Whip
    Energy Whip
    • Range: 18 feet (5.49 m)
    • Duration: As long as desired and is conscious.
    • Damage: 3D6+28 S.D.C. per whip
    • Bonuses:
      • Can create an additional two whips, which can be used as paired weapons or a triple-tailed whip doing three times the damage.
      • +1 to entangle, +2 to disarm and +2 to pull punch/whip damage.
  6. Healing Factor
    Healing Factor
    • Bonuses:
      • Recovers 3 S.D.C. every 10 minutes (18 per hour)
      • Recovers one hit point every 15 minutes (4 per hour)
      • Special superhealing: Can instantly regenerate 4D6 hit points two times per day (24 hour period)
      • Various bonuses to S.D.C., Hit Points, and saves (shown in expanded listing below)
      • Does not fatigue, whatsoever!
      • Resistant to fire and cold; does half damage
      • Resistant to drugs, toxins, and poisons. When the character doesn't save against them, their effects (duration, penalties and symptoms) and damage are a mere one third normal
      • No scarring when healed
      • Broken bones heal completely, without any sign of having ever been broken, at a rate 10 times faster than normal. This means a leg fractured in several places will be completely healed in about 8-10 days instead of 11-15 weeks.
  7. Hold Breath
    Hold Breath
    • Bonuses:
      • Can hold his breath for 1 minute per each point of P.E. (39 minutes) with a single deep breath of air.
      • Fatigues at half the normal rate
      • -2 to save vs gas-based attacks, smoke, and fumes unless already holding his breath
      • Can withstand underwater depths up to 160 feet (48.7 m)
      • Added +6 to P.E. and 40 to S.D.C.
  8. Physical Perfection
    Physical Perfection
    • Bonuses:
      • Appears to be 3 levels higher/more powerful than he actually is
      • Added +4 to M.A.
      • Added +4 to SPD
      • Added +7 to P.B.
      • Added +4 to P.S.
      • Added +18 to S.D.C.
      • Added +5 to Hit Points
      • Added +1 to both P.E. and P.B.
      • Added +5% to save vs coma/death

Education Level: Bachelor's Degree -- Select 4 Skill Programs (+25%) and 10 Secondary skills. Gains two new Secondary skills at levels 3, 6, 9, 12, and 15.

Skills
Automatic Skills (known by all HU2 characters)
Basic Mathematics (see Domestic Program)
Pilot Automobile -- 78% (+2%)
Language: Native Language (English) -- 97% (+1%)
Read/Write Native Language (English) – 98/123% (+5%) (per p.60 of HU2 core book)

1.) Communications Program
Basic Electronics -- 95% (+5%)
Radio: Basic – 98/110% (+5%)
Radio: Scrambler – 98/100% (+5%)
Performance -- 95% (+5%)
TV/Video -- 90% (+5%)

2.) Domestic Program
Basic Mathematics – 98/110% (+5%)
Dance -- 95% (+5%) (professional quality)
Play Guitar – 98/110% (+5%) (professional quality)
Sing -- 98/110% (+5%) (professional quality)

3.) Physical Program
Athletics (General)
Body Building
Boxing
Wrestling

4.) Police/Law Enforcement Program
Hand to Hand: Basic (equal to 10th level)
W.P. Handguns
Recognize handgun weapon quality – 98/104% (+6%)
Radio: Basic (see Communications Program)
Crime Scene Investigation – 98/100% (+5%)
Law - General – 98/100% (+5%)
Surveillance Systems -- 95% (+5%)

Secondary Skills
Automotive Mechanics -- 25% (+5%)
Basic Electronics -- 50% (+5%)
Basic Mechanics -- 75% (+5%)
Computer Operation -- 85% (+5%)
Computer Programming -- 75% (+5%)
Creative Writing -- 70% (+5%)
First Aid -- 90% (+5%)
Land Navigation -- 72% (+4%)
Language: Japanese -- 71% (+3%)
Literacy: Japanese -- 50% (+5%)
Photography -- 80% (+5%)
Prowl -- 70% (+5%)
Research -- 95% (+5%)
Streetwise -- 58% (+4%)
W.P. Chain (equal to 2nd level)
+1 to strike at level one, add another +1 to strike and parry at level four, add another +1 to parry at level eight, and +1 to strike and parry at level 13

W.P. Shield (equal to 1st level)
+1 to parry at levels 1, 3, 6, 9, 12 and 15. A shield can be used in one hand and a weapon in the other. +1 to strike with a shield (1d4 damage) at levels 4, 8, and 12. No bonus to strike when thrown.

W.P. Targeting (equal to 7th level)
+1 to strike at levels 1, 3, 5, 7, 10, and 13. Note: The character loses all bonuses and rate of fire is half when riding on horseback or in a moving vehicle

W.P. Whip (equal to 2nd level)
Start with +1 to strike at level one. +1 to strike at 3rd, 5th, 7th, 9th, 11th and 13th levels. +1 to damage at 4th, 8th, and 12th. +1 to entangle at 2nd, 6th, 8th, 10th, and 14th levels.


Combat Data
HTH Type: Basic
Number of Attacks: 7
Initiative Bonus: +1
Strike Bonus: +1, +3 with Pistol (+4 with revolver), +5 with thrown, +2 with whip or chain, +3 with force bolts
Parry Bonus: +5, +7 with force field, +9 with Energy Shield
Dodge Bonus: +5
HTH Damage Bonus: +12
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +4
Bonus to Disarm: +3
Other:
  • • Critical Strike (double damage) on natural 19-20
    • Auto KO: Natural 20
    • Pin/Incapacitate: Natural 18-20
    • Body block/Tackle: 1D4 + PS damage bonus; victim must dodge or parry to avoid knockdown
    • Body Throw/Flip: 1d6 + PS damage bonus; the victim also loses initiative (if he had it) and one melee attack
    • Crush/Squeeze: 1D4
    • Kicks: Karate Style (2D4) or Snap Kick (1D6)
    • Additional bonus of +1 to strike, +2 to disarm, +2 to pull punch with any force weapon (also noted under power description)

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Chain -- +1 to strike
W.P. Handguns -- +5 to strike with an aimed shot, +3 to strike on a burst shot, +2 to strike on a wild shot
W.P. Targeting -- +5 to strike
W.P. Whip -- +1 to strike; +1 to entangle

Saving Throw Bonuses
Coma/Death: +64%
Magic (varies): +11
Lethal Poison (14+): +11
Non-Lethal Poison (16+): +11
Insanity (12+): +4
Psionics (varies): +6
Last edited by Tom Cassidy on Wed Mar 21, 2018 8:15 am, edited 2 times in total.
User avatar
Tom Cassidy
Diamond Level Patron
Posts: 204
Joined: Sat Mar 03, 2018 7:24 pm
Location: Heroes Unlimited: Century Station

Re: Tom Cassidy -- a.k.a. Rampart

Post by Tom Cassidy »

Equipment:

Right now, Tom has little more than the clothes on his back and some basic toiletries in a duffle bag (courtesy of the government hospital where he's been for observation).

His bank accounts have been restored to their pre-disappearance status:
- $1,300 in ready cash at the bank
- $2,700 in life savings

(Clearly, Tom wasn't big on saving for the future)
New bank account money: $44,133.32 (Blackhaunt - 2/19/20)


Carried/In Hand

Image
"Callahan Special" Prototype Pistol (a.k.a. NG Equalizer -- Patron Item)
Description & Stats
Northern Gun's engineers always make commercially non-viable prototypes to test out novel design ideas, and to test engineering theories. The Equalizer is one such item.
• Range: 800'
• Damage: 5D6 + knockdown
• Rate of Fire: Single shots only
• Payload: 6 rounds
• Modifiers: +1 to initiative, +2 to strike, critical strike on Natural 19-20
• Features:
☞ Adaptive engineering: can also use NE-002PC "Medium" Plasma Cartridges, but with no knockdown effect.
☞ Custom Grip
☞ Laser Targeting
☞ Knockdown Effect: Human-sized beings who are shot must roll a 20 sided die to maintain their footing. This balance roll must equal or surpass the attacker's natural roll to strike. A successful save vs knockdown means the character feels like he's been kicked, but remains standing and suffers no penalties, except he loses initiative if he had it. A failed roll means the victim is knocked off his feet, and falls back onto the ground (1D4 feet), loses initiative (if he had it) and loses one melee attack/action! Even characters in M.D.C. body armor will be knocked down, however, those in power armor, full conversion cyborgs, robots, giants, supernatural beings and creatures of magic are not.
Notes: A strength of 16 or better is required to shoot the Equalizer (those with a weaker P.S. are -2 to strike even with an aimed shot, and -6 when shooting wild); a P.S. 18 is needed to fire it one-handed. Ammunition is only available at official Northern Gun outlets: 200 credits per round
Image
Tranquilizer Dart Gun
Description & Stats
From HU GMG, p. 215
• Range: 110' (33.5m)
• Damage: Tranquilizer renders victim unconscious within 1D4 melees unless he/she saves vs non-lethal poison. Even if the save is successful, victim will become woozy in 1D4 melees making them -2 to strike, parry and dodge and -10% to skill rolls for 4D4 minutes.
• Rate of Fire: 2 per melee
• Bonus: Must have W.P. with Pistol or Revolver
Worn on Person
• Sap Gloves (+2 to damage; HU2, p. 342)
• Utility Belt
• Prototype Load-Bearing Chest Rig
• Backpack
Omega Suit v3.1.7
Image
S.D.C. by Location:
  • Arms: 90 each
  • Legs: 100 each
  • Main Body: 250
  • *Body Camera: 15

Weight: 6 lbs
Modifiers:
  • AR: 17
  • *Body Camera (-2 to strike via aimed shot only)

Features:
  • Hyper-mimetic alloy fibers change size and molecular composition to fit wearer regardless of APS powers, shape or size changes.
  • Built-in short range encrypted radio transceiver (Omega freq only).
  • Built-in RFID transponder for C.S.P.D. verifies wearer is a Centurion to all C.S.P.D. and their precise GPS location within 20'
  • Body Camera located in center of chest.
  • Anti-Tamper system


Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Pair of handcuffs
• Collapsible billy club
• Pepper spray canister
• Pistol (“Callahan Special” prototype)

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Dart Gun (HU GMG, p.215)
• Clip of a dozen tranq darts
• Pack of 6 “tracking bugs”
• Monitoring device for tracking bugs
• 6 rounds for the Callahan Special in a speed loader
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:


Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Digital Camera
• PDA/tablet
• Notepad & pen
• First Aid Kit
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:


Stored at HQ
• Thumb drive with notes/photos from his stint in the Rifts dimension
• Personal computer
• Toiletries, spare clothes, etc.

Rifts Equipment
Worn on Person
  • Credit chip with 2,045,000 credits. (Edited by Greedy D-bee Oct 29/09)
  • First aid kit
  • Comlink
  • Web belt & harness with utility pouches
  • Digital camera with 1GB memory card
  • Notepad and pen
  • 6 'tracking bugs' with monitoring device
  • PDA with GPS capability
  • Badge or flip credentials
  • wallet with ID and $200 US
  • extra clip of neural stun darts (10)
  • empty clip of neural stun darts (originally had 10)
Equipment Weapons
  • Dart Gun
    • Range: 300'
    • Payload: 10 darts per clip.
    • Damage: Special -- neural stun darts. The dart completely immobilizes normal humans for 2D6 minutes, but super humans and physical athletes are paralyzed for only 1D6 minutes.
      • Saving throw: 15 or higher. A successful save means the chemical has little effect, but the victim is sluggish for one melee, losing the initiative and two melee attacks per round.
    • 2 full compressed air cartridges (started mission with 3) and one empty one. The gun operates on compressed air cartridges, which are good for one clip of 10 darts each.


(6)"Naruni K-Hex grenade:"
High Explosive: 6D6 md to 12 foot area
  • Modified C-5 Pump Pistol (Converted for specialty rounds, cannot fire standard ammunition)
    • Range: 800' (244m)
    • Payload: 5 rounds, loaded manually one round at a time. Currently has the following:
      • 4x Smoke
      • 4x Stun/Flash
      • 2x Parachute Flare
      • 2x Tear Gas
    • Weight: 5 lbs. (2.25kg)
    • Rate of Fire: Standard
    • Damage: Special -- varies by specialty round type.
    • Specialty Pump Pistol Rounds: Use grenade stats for these rounds, specialty rounds can be made in any sufficiently advanced modern weapons shop, base price is cost of normal round (400 credits CWC pg.89 plus cost of grenade type being used, plus labour)
      • Smoke -- This type of grenade releases a thick cloud of smoke that covers a 20 to 40 foot (6 to 12 m) radius. The smoke obscures vision in and through the cloud from those on the outside of it. Infrared cannot penetrate a smoke cloud or be used inside one. Those inside the cloud will be blinded and have trouble breathing. Those who are not protected by environmental suits or a gas mask and goggles will be -5 to strike, parry and dodge and -1 on initiative. Attackers firing into/through the cloud will be shooting wild. Note that passive nightvision scopes will work in a smoke cloud. Weight: 0.5 Ibs (.23 kg). Cost: 50 credits.
      • Stun/Flash -- This riot/anti-terrorist weapon is designed to disorient and confuse criminals who are holding hostages in confined places. The grenade makes a loud exploding boom and emits a bright flash followed by a shower of white-hot sparklets and some white smoke. The flash, burning sparks, and smoke should blind and startle any character without environmental armor or protective goggles. The victims of a stun/flash grenade are -10 to strike, parry and dodge, -1 on initiative and lose one melee attack/action for the next 1D4 melee rounds (15 to 60 seconds). Even those in armor should be momentarily distracted for 1D4 seconds and lose initiative. Weight: 0.5 Ibs (.23 kg). Cost: 100 credits.
      • Parachute Flare -- This pyrotechnic device usually comes in a hand-held, throw-away launch tube. Three seconds after launching, it ignites into a bright, sparkling light that slowly drifts back down to earth. While in the air, the flare burns for 60 seconds and illuminates an area of roughly 150 feet (45.7 m) in diameter. Note: This is NOT a weapon but if shot into a person, the flare does 6D6 S.D.C. each melee round for one minute (four rounds). There is also a 50% chance of causing combustibles to catch fire. Weight: 1 Ibs (.45 kg) with launch tube. Cost: 10 credits each.
      • Tear Gas -- The gas will instantly affect all characters without protective masks or environmental body armor. The eyes burn, sting and water profusely, causing great discomfort and makes seeing clearly impossible. The gas also makes breathing difficult and irritates exposed skin. The effects last for 3D4 minutes. The 25 foot (7.6 m) cloud dissipates in about five minutes unless blown away by wind (dissipating more quickly in 1D4 minutes). The victims of tear gas are -10 to strike, parry and dodge, -3 on initiative and lose one melee attack/action for each of the next 1D6+1 melee rounds. Those in environmental armor are completely safe and not affected. Weight: 0.5 Ibs (.23 kg). Cost: 200 credits.

  • "Plan B" -- AT-130 Particle Beam Pistol (circa 2057 AD; gift from Vishnu)
    • Damage: 5d6+6 MD
    • Range: 600’
    • Rate of Fire: Single shot only
    • Payload: 10 shots/E-clip
    • Bonuses: +1 to strike on aimed shots
    • The words "Plan B" are inscribed on side of weapon

  • "Super-Rampart" Gladius Armor Suit (painted red, white, and blue to resemble Tom's SLJ costume as Rampart)
    • Model Type: Heavily Modified NG-EX10 (modifications shown in blue)
    • Class: Armored Infantry Light Exo-Skeleton
    • MDC: The suit offers 180 MDC to the entire body (for damage purposes, treat it like a suit of non-power environmental armor)
    • Speed: Running: 40 mph (64 km) maximum. Note that the act of running does tire the user, but at 30% of the usual fatigue rate, thanks to the exoskeleton.
    • Statistical Data:
      • Height: 6'5"/1.96m tall
      • Width: Variable
      • Weight: 103 lbs (80 lbs originally)
      • Physical Strength: Equal to a PS 20
      • Cargo: None
      • Power System: Nuclear, with a 2-year power supply
      • Black Market Cost: 375,000 credits (150,000 for regular base model)
    • Weapon Systems: None originally, but some have been made possible by the addition of the nuclear power supply.
      1. Forearm Integral Weapon System (FIWS): Built into the right arm of the armor is a combination double-barreled particle beam projector and three vibro-blades.
        • Damage:
          • Particle Beam Weapons -- 5d6 MD per single blast or 1D6x10 per double blast (counts as one attack)
          • Vibro-Blades -- 3D6 MD
        • Range:
          • Particle Beam -- 500' (152 m).
          • Blades -- hand to hand combat.
        • Rate of Fire: Single shot only
        • Payload: Effectively unlimited; patched into armor power supply.
        • Bonuses: +1 to strike (targeting laser)
      2. Forearm Vibro-Blades: Built into the left arm of the armor are three vibro-blades.
        • Damage: 3D6 MD
        • Range: Hand to hand combat.
      3. Forearm grenade launcher: Also built into the left arm of the armor is a voice-activated grenade launcher.
        • Damage: Varies with grenade type.
        • Rate of Fire: One at a time or in "volleys" of two or three grenades.
        • Effective Range: 600' (183 m)
        • Payload: Three grenades.
      4. Hand to Hand Combat: Rather than use a weapon the pilot can engage in mega-damage hand to hand combat.
        • Normal Punch: 1D4 MD
        • Power Punch: 2D4 MD, but counts as two melee actions.
        • Kick: 1D6 MD
        • Leap Kick: 2D6 MD, but counts as two melee actions.
    • Special Features:
      • Language translator: Built into the helmet is a translator that is programmed with the nine known languages of the Americas and can hold three additional languages. The amazing device can recognize and monitor up to three different voices and two different languages or dialects. Level of accuracy is 98.7%, with a three second delay when directed at one individual, but drops to 78% with a six second delay when translating three speakers simultaneously. The translator can also be set to translate the operator's words into the language of those he is speaking to with the same level of accuracy and speed. Conversations can be recorded on a one inch audio disk (3 hour capacity, costs about 20 credits each).
      • Multi-optics helmet capabilities incorporated into armor helmet. Includes the following:
        • Targeting Sight: Range: 1,600 feet (488 m).
        • Infrared Optics System: Range: 1,600 feet (488 m).
        • Telescopic Monocular Lens: Range: 2 miles (3.2 km).
        • Thermo-Imager: Range: 1600 feet (488 m).
          • Special Bonus: +1 to strike when the optics and targeting sight are engaged. Note that the thermo-imager is a special, optical, heat sensory unit that allows the infrared radiation of warm objects to be converted into a visible image. Enables the operator to see in darkness, shadows and through smoke.
      • Passive night sight: Range: 1600 feet (488 m). A nightvision optics system that is an image intensifier, meaning that it is a passive system that does not emit any light of its own, but electronically amplifies existing ambient light to provide a visible picture.
      • Polarized filter: Light sensitive to automatically lighten and darken depending on the ambient light to protect the eyes from glare and bright light.
      • UV system: Range: 400 feet (122 m). Enables its wearer to see into the ultraviolet range of light radiation.
      • Gyro-compass (Same as the cybernetic implant): Enables the user to always locate North and the other directions, as well as up and down. Built into the armor's helmet and transmits data into its HUD.
      • Amplified hearing with sound filtration (Same as the cybernetic implant): A system of tiny sound amplifiers, microphones and receivers are built into the armor's helmet, enabling the character to hear almost inaudible sounds at up to 360' (110m) away. Also automatically filters out/muffles potentially damaging sounds to protect the character from deafening or disorienting levels of sound such as gunfire, explosions, heavy machinery, and painful sound waves.
        • At 75' (22.9m) sounds as quiet as one decibel can be heard.
        • At 150' (45.8m) sounds as quiet as 10 decibels can be heard.
        • At 360' (110m) sounds in the normal conversation range of 30 decibels can be heard as if the character was standing only a few feet away. This is the maximum range for eavesdropping on conversations.
        • Only sounds of 70 decibels or louder can be accurately heard and the location pinpointed from 500' - 1,000' (152.4m - 305m).
        • The amplified hearing also enables the character to accurately estimate the distance and location of the sound source, and recognize specific sounds and voices at a base skill of 35% +5% per level of experience.
          • 10 decibels = light whisper
          • 20 decibels = quiet conversation or a muffled noise
          • 30 decibels = normal conversation
          • 40 decibels = light traffic
          • 50 decibels = loud conversation
          • 60 decibels = shouting or a blaring radio
          • 70 decibels = heavy traffic or automatic gunfire
          • 80 decibels = loud noise (subway train, roaring car engine, rock concert)
          • 90 decibels = very loud noise (thunder or explosion)
          • 100 decibels = roar of a jet engine and temporarily deafening (2D4 seconds)
          • 140 decibels = sonic boom, painful and temporarily deafening (2D4 minutes)
      • Communications Helmet: The armor's helmet has a radio receiver and transmitter built into it with a 10-mile range.
    • Bonuses:
      • +4 on initiative
      • +1 to parry
      • +2 to dodge
      • +1 attack per melee.
Last edited by Anonymous on Wed Oct 28, 2009 10:46 am, edited 6 times in total.
User avatar
Tom Cassidy
Diamond Level Patron
Posts: 204
Joined: Sat Mar 03, 2018 7:24 pm
Location: Heroes Unlimited: Century Station

Re: Tom Cassidy -- a.k.a. Rampart

Post by Tom Cassidy »

Background Story

You know, I used to think all that talk about destiny was nothing but crap.

For over a hundred years, there had been Cassidys in law enforcement. You name it -- police, FBI, county sheriff's deputy, U.S. Marshal -- there's been a member of my family involved at some point. Then I had to come along and give destiny the finger by deciding I wanted to be an actor instead of a cop. Hey, I would have gladly compromised and _played_ a cop, for crying out loud. It's not like I didn't work hard at being an actor -- I graduated from Ohio State with a degree in Radio, Television, & Film, with an emphasis on communications. I always had some killer good looks, so it was a cinch I would have gotten some choice roles. I also took singing and guitar lessons so I could do musicals. Heck, I was even a starting linebacker -- so those action scenes in those 'cop dramas' would have been a snap to do!

But NOOOOOOOOO... Destiny had to have the last laugh, with my own stupid big mouth to help it along. Right after I graduated and was starting to get established, some drugged out punk decided to put a bullet in Dad while he was serving a notice. I went to his hospital room, where he made me promise on his deathbed to carry on the family tradition. What else could I do? I'm an only child, and one that follows through when he gives a promise at that. So right after the funeral I marched my happy little butt over to the Richmond Police Department and signed up for the academy.

It turns out that may have been a good thing after all, because it's allowed me to do much more important things than act or sing. Y'see, I'm a mutant with the ability to crank out objects and stuff out of thin air, and even though I've tried to keep my powers on the Q.T. my superiors finally got wind of 'em; a perp tried to douse me and my partner in some molten metal when a pursuit led into a foundry. I had no choice but to throw up a dome to protect us. Turns out the captain also knew about Fitzgibbons and his connection to the Sentinels of Liberty & Justice, and gave him a call. Pretty smart of the captain -- he pointed me in a good direction and also got rid of me at the same time. There was apparently some freakin' out after word spread that there was a mutie freakshow on the force.

Anyway, I got hooked up with the SLJ and landed a spot on their backup team. It's not too bad -- I get to play the role of 'super-hero' while training with the first-stringers and scoring a decent paycheck at the same time. They're also letting me gear up with a few neato gadgets like this dart gun and tracking bugs. What do you know, I'm actually putting some of my major to work as a super-hero!

Yeah I have to admit it's a pretty good setup, but the big downside seems to be that destiny's getting the last laugh. I mean, for all intents & purposes a super-powered cop -- so I'm carrying on the family tradition in spite of it all...

Now comes the really FUN part. Fitzgibbons and the other high muckety-mucks who pull the SLJ strings decide that we've finally earned our own staring roles -- Eagle, Columbia, Liberty Belle, Spirit of '76, and yours truly -- so set us up in L.A. under the name "Sentinels West." Ahhhh... the sun, the limelight, the excitement, the babes... no doubt about it, I was right back in my element.

Then came the day we got an emergency call to the Naval Base out at Alameda. Apparently some super-baddie was trying to highjack one of the aircraft carriers. We get out there and have most of the 'hired help' neutralized before we see the head honcho -- and once he sees all of us, we find out that this guy's a freakshow to end all freakshows. He just smiles at us, and then POOF -- he turns into this honest-to-goodness dragon! Wings, fire breath, and the whole nine stinkin' yards! Anyway... we get all 'sweat and bad breath' with him, and even though Belle and Spirit go down the rest of us have him on the ropes. He mutters something, and all of a sudden this bluish-white... well, 'energy door' opens up right behind him and he jumps through. I'm like, "ohhhh no, you're not getting away that easily," so I jump through it right behind him. That was one of the more stupid things I've done; he apparently closes that door before I can get through to the other side. You ever felt like your skin was trying to turn itself inside out while you're still wearing it? No, I'm not kidding -- that's exactly how it felt! Plus I'm falling, falling, falling, falling... for what seems like forever. I can't even get my bearings enough to whip up a flight disc and break my fall. Finally though I see a hole in this whatever-it-is that's close enough under me that I can angle my fall though it. By this time, I don't care if that hole leads me into Hell itself. I'm THAT sick of falling at this point.

Anyway, that hole put me a few hundred feet up in the air. At least I was able to finally get a disc going and fly myself down dirtside. Turns out though it was like going from the frying pan into the fire; I wound up bumping into this slimy monster straight out of an H.R. Geiger nightmare surrounded by some freaky swimsuit models. I'm told the monster was called a 'Splugorth Slaver' -- whatever that means -- and those swimsuit babes were on its payroll. I put up a pretty good fight, but they eventually got me on the ropes and would likely have done me in had this group called Demonbusters not pulled my backside out of the proverbial fire. They in turn took me to this place called Kingsdale in Arkansas where they left me with a group called Heroes for Hire. Hey, how could I not wind up with a group that had a name like that?

If it hasn't already dawned on you by now, this was all a pretty huge shock to me. I don't know if this world is my future or just another dimension, but everything I call the good ol' U.S. of A. has pretty much gone bye-bye. Not even the government is around anymore; the closest thing here is this 'Coalition States' that for all intents and purposes has based itself on Nazi Germany. One thing's for sure, I won't be complaining about the idiocy of Democrats and Republicans anymore.

I've spent the past couple of days finding out as much as I can about this world just in case I can't get back home, which something tells me will be the case. I feel like I'm in elementary school all over again. One thing that's for sure though, this world definitely needs champions with the ability to stand up and defend those who can't defend themselves... and with my powers, I'm as qualified as anyone. Guess destiny once again has the last laugh.

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

2043 -- 9 YEARS LATER...

“May I come in? I apologize if I’m interrupting anything.”

“Not at all, come on in.” Tom gestured to the other chair in the hospital room. “Any company is welcome company here. Unless you’ve come to collect another blood sample, of course -- I already gave at the office.”

The counselor smiled. “I’m sorry about that, Mister Cassidy. The doctors are just trying to get as comprehensive a picture as possible of what’s happened to you while you’re here for observation. I’m told they’re comparing the test results to the data the government has on you from before your...” she cleared her throat. “Your uhm, your disappearance.”

“You mean when I chased a dragon through a magical portal and fell into a nightmare world that’d make a great post-apocalyptic role-playing game?” Tom chuckled. “I can’t blame you if you don’t believe me, Doc. It’s a wild story to be sure. I’m not one hundred percent sure I believe it myself, and I lived it.” He tosses his tablet onto a side table. “Stuck in that world for months. If it weren’t for the Heroes for Hire I might very well have wound up dead or insane… or both, for that matter. Then when I do finally find a way back here to good old… here… I find out it’s nine years later and I’ve been declared legally dead, my team has been disbanded, and all my stuff from that other dimension is now probably sitting in some government warehouse next to the Ark of the Covenant waiting for some mad scientist from the Skunk Works to crawl all over it with a microscope. You know, because national security and all that.”

“Don’t worry, Mister Cassidy, as incredible as your story sounds I’ve seen enough concrete evidence corroborating it to believe it…” she soothed. “If you want to talk about it some more I’m happy to listen though.”

Tom shook his head. “Thanks, but I’m okay. Just frustrated from trying to get caught up on the years I missed. I still can’t believe the Browns actually won the Super Bowl while I was gone…” he chuckled. “It’s just a lot of info to process. Add to that the fact that most folks want to leave me alone so I can ‘get re-acquainted with reality...’” he taps the tablet. “Truth be told, staying here in this room all day drives me nuts, especially when nobody drops in. You’re actually the first visitor I’ve had since Tuesday.”

“Well… I wanted to make sure everything had finished processing before I dropped in again. But I’m happy to say that it has. Here you are.” The counselor handed Tom a folder. “I got confirmation this morning that the government has updated your legal status and all your accounts have been restored to where they were before you vanished. Welcome back to the land of the living, Mister Cassidy.” As Tom looked over the contents she continued. “We haven’t notified your family yet though; we wanted to wait until you were ready. We’ll be happy to do so when the time comes, or if you’d like you can do that yourself.”

“I don’t know that I want to drop that bombshell on them right yet, so let’s hold off on that for the time being…” Tom muttered as he continued to read over the dossier. “I’m not seeing anything from the SLJ in here, though. What’s the update on that front? Am I still part of the group?”

The counselor frowned and shifted slightly. “I spoke with Ambassador Fitzgibbons at length on this. As you know, the SLJ West team disbanded not long after your disappearance and S.A.T.A.R. wants to keep the main team’s lineup as it is now. Normally that would mean you’d be assigned as one of their freelance agents or to a S.C.R.E.T. unit, but given your aversion to solitude we felt that neither one would be a good fit for you. We believe that you should be part of a team environment where you can interact with others on a daily basis. Not only would it help with your current mental state, but it would also help you to re-acclimate more quickly. Fortunately we believe we may have a potential solution if you’re interested.”

She pointed at Tom’s tablet. “Have you read yet about Project Daedalus and the Bloody Monday Riots up in Century Station? It’s become the biggest and most volatile hotspot of metahuman activity in the North American Union -- if not the world. It’s become so bad so quickly that many believe a state of NEMA-imposed martial law is only a matter of time. The city is trying to prevent that with a new organization -- the Citywide Highly Integrated Metropolitan Emergency Response Agency, or CHIMERA for short. It’s made up of the police department along with two other units, one of whom is a superbeing law enforcement unit called the Centurions and their recently-created auxillary team called the Omegas. From what the Ambassador said they could use some new blood and we think you’d be good for them. You’ve got experience both as a policeman and a superhero, you handle yourself well in public, and you’re a team player. Is that something you’d be interested in pursuing?”

Tom closed the folder and rubbed his chin. “Sounds like a local version of the SLJ. So I could be part of a public super-team again, and a cop to boot? That’s certainly got possibilities there. Just one question -- I don’t have to wear a star-spangled red, white and blue spandex type uniform do I?”

The counselor laughed. “Not at all. Unless you really want to, of course.”

Tom laughed along with her. “Then it sounds good to me. Where do I sign up?”

“I probably shouldn’t say this, but Ambassador Fitzgibbons figured you’d be interested. He’s already talked with Director Balisong at CHIMERA and she can see you tomorrow. Grab your toothbrush and we’ll get you checked out of here.”


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

Quick Notes
  • Tom's date of birth is/was 7:24pm on Monday, March 3rd, 2003 (03/03/03).
  • Tom was 18 when he graduated high school, 23 when he graduated college, and had just turned 24 when his father died.
  • He started at the Richmond, VA police academy at the start of April 2027. He became a full-fledged police officer in January 2028.
  • Tom spent just over 5 years on the force as a Richmond VA police officer. His career with the RPD came to an end in February 2033 with what has since been referred to as "The Foundry Incident."
  • Tom spent roughly 18 months with the Sentinels of Liberty and Justice, both as the non-publicized backup squad (13 months) and part of the SLJ West (5 months). This ended in September 2034 when he went through the portal at Alameda and wound up in the world of Rifts.
    • The date is significant as the dragon that tried to steal the carrier did so on the date of the autumnal equinox (9/22/34) in order to take advantage of the increased ley line energy.
  • Tom was rescued from a Splugorth slaver by the merc group Demonbusters and joined Heroes for Hire very shortly thereafter. In total he spent approximately 3 months stuck in Rifts until he found a shifter who could return him to his own dimension.
    • After helping yet another group of freed captives get back to their homes, Tom decided that he had to at least attempt to get back to his own so he traveled back to Kingsdale and attempted to use H4H’s recently earned goodwill with the city-state as a way to gain an audience with the local Magickal Guild. Kingsdale has a strong magical presence and several dimensional travelers of note (including the unfortunately-insane True Atlantean Menelaus Clotho of the Kingsdale Magickal Guild)
    • As non-mages aren’t allowed in the Guild’s building (The Monolith), he had to work out arrangements at the nearby Guild Store with the manager Numo the Wolfen. Numo was able to broker an agreement with a local shifter after Tom provided extensive information about his home dimension and performed a number of tasks that he’s still not allowed to discuss as he’s under the same non-disclosure agreement followed by the Guild mages.
    • Before going back to his home dimension he made arrangements for a courier to deliver a “thanks and farewell” message to Heroes for Hire in MercTown on his behalf. Whether or not the message ever made it to their HQ is anyone’s guess.
  • He arrived back in this dimension March 1st, 2043 -- just in time for his 40th birthday.
  • Right before the Omegas press event in April of 2043, Tom was notified that he would have to give up the title of 'Rampart' as it was owned by the SLJ. He took up the name 'Barricade' instead.

Additional References
- Police Slang -- via Ranker
User avatar
Tom Cassidy
Diamond Level Patron
Posts: 204
Joined: Sat Mar 03, 2018 7:24 pm
Location: Heroes Unlimited: Century Station

Re: Tom Cassidy -- a.k.a. Rampart

Post by Tom Cassidy »

Tom's Uniforms:
Tom Costumes 2020 592x400.png

Sentinels of Liberty & Justice: West (Rampart) -- Like the rest of the SLJ, Rampart wore a red/white/blue costume while part of the group. He complained incessantly about the amount of white in his outfit however.

Heroes for Hire (Rampart) -- In the exponentially more dangerous world of Rifts, Tom adopted a suit of Northern Gun NG-EX10 Gladius Light Exo-Skeleton Battle Armor as his outfit when on a mission. The armor included a variety of sensor/communications upgrades and was repainted to resemble his super-suit... only with a more "judicial" (as he puts it) use of white.

Omegas (Barricade) -- Upon returning to his home dimension and learning of the SLJ:West's disbanding, Tom adopted the standard Omegas uniform but added some additional protection to certain areas as he had grown accustomed to wearing armor.
Last edited by Anonymous on Fri Apr 17, 2009 10:45 am, edited 1 time in total.
User avatar
Tom Cassidy
Diamond Level Patron
Posts: 204
Joined: Sat Mar 03, 2018 7:24 pm
Location: Heroes Unlimited: Century Station

Re: Tom Cassidy -- a.k.a. Rampart

Post by Tom Cassidy »

Powers Addendum: The complete descriptions of Rampart's powers. Posted for reference material.
Create Force Field
Create Force Field
  • This is the formidable power to generate an invisible or semitransparent field of energy/force. The force field can be mentally shaped as a wall, circle, dome, box, or bubble. It can also be created around the superbeing like a form-fitting body armor or protective aura.
  • Range: Self (any) or others (any type excluding the form-fitting armor) 40 feet (12.2 m) per level of experience.
  • Duration: 10 minutes +2 minutes per level of experience, or until the force field is destroyed or cancelled by the field's creator. Note that a new one can be erected the instant the duration for the current one elapses (provided there is sufficient S.D.C. available).
  • Attacks Per Melee: The creation of a force field counts as two actions/attacks.
  • Bonus: +2 to create a force field as a shield/wall to block or parry an attack.
  • Maximum Size: Approximately a 40 square foot (12.2 m) area, plus 10 feet (3 m) per level of experience.
  • Maximum S.D.C.: The character's P.E. attribute number times 100. This means a character with a P.E. of 9 can create a force field of up to 900 S.D.C. strong!
  • 1. Multiple Force Fields: Two or more protective fields can be created as long as their combined, total S.D.C. does not exceed the maximum possible S.D.C. For example: A character with a P.E. of 9 has up to 900 S.D.C. (P.E. 9x100) that he can use to build force fields. The total 900 S.D.C. can be put into one powerful force field or divided into two with 450 each (or any combination: 400 S.D.C. for one, 200 for a second and 300 in reserve for others), or six force fields with 150 S.D.C. each and so on. Once all the available S.D.C. has been used in the creation of one or more force fields, no others can be created, unless one of the current ones is dispelled and a new one created.
    • Recovery of Force Field S.D.C.: The force field's loss of S.D.C. affects the creation of other force fields because it temporarily drains the super character. So if a force field has lost 240 S.D.C., the character with 900 points available, now only has 660 to work with. However, he regains force field S.D.C. at a rate of 200 an hour or 3 per minute.
  • 2. Body Armor/Protective Aura: The character can create a light force field that follows the contours of his body to as a sort of invisible body armor.
    • Limitations of the Body Armor Field: Maximum S.D.C. is 200 points at any given time. Constant concentration to maintain the flexible body shield means the character loses one attack per melee and is -2 on initiative for every melee round that it is in place. Speed and movement are not impaired.
    • Gases, disease, and radiation are still a danger and will penetrate the force field. Only the "bubble" closes out gases.
  • 3. Bolts of Force: The character can create small, nearly invisible, bolts of force which can be fired at an opponent like a thrown stone or projectile.
    • Range: 40 feet (12.2 m) +10 feet (3 m) per level of experience.
    • Damage: 2D6; feels like getting hit by a rock or cannonball.
    • Duration: Instant.
    • Attacks Per Melee: Each force bolt counts as one melee attack.
    • Rate of Fire: One Bolt of Force can be unleashed from one hand or two simultaneously (4D6 damage) by pointing at the same target with both hands; counts as one melee attack. Must be an aimed shot to get the +2 strike bonus. The character can also fire a force bolt from his forehead, but the +2 strike bonus does not apply and only one bolt can be fired. Most superbeings with this ability like to point for better aim.
    • Bonuses: +2 to strike, and because they are barely visible, opponents are -4 to parry and dodge force bolts.
      S.D.C. Cost of Each Bolt: Burns up five S.D.C. per each bolt fired, which will temporarily use up S.D.C. that may be needed for a protective force field.
Create Force Constructs
Create Force Constructs Inspired by Kevin Siembieda
  • This impressive power is reminiscent of the Create Force Fields ability. In this case, the character can generate an opaque or semitransparent energy/force that the character can form into a variety of shapes and objects. The force can be mentally shaped as desired and can even be used to create force creatures. It can also be used to create a form-fitting body armor and blunt weapons (hammers, maces, clubs, etc.). The simpler the item the faster and easier it is to make.
  • Range: Created items appear in the hands of the creator or on the ground beside or in front of him.
  • Duration: 10 minutes, plus an additional five minutes per level of experience, or until the force object is destroyed or cancelled by its creator.
  • Attacks per Melee: The creation of a simple force construct counts as two melee actions/attacks, a more complex item uses all the attacks from one melee round.
  • Bonus: +1 to strike, +2 to disarm, +2 to pull punch with any force weapon.
  • Maximum Available S.D.C.: The character's P.E. attribute number times 100. This means a character with a P.E. of 9 can create force constructs with as much as 900 S.D.C. points available for one or more constructs for the day (24 hour period). Once all the available S.D.C. has been used in the creation of one or more constructs, no others can be created, unless one of the current constructs is dispelled or destroyed.
    • Recovery of Force Constructs' S.D.C.: The loss of S.D.C. affects the creation of other force constructs because it temporally drains the character. So if 300 S.D.C. points of force items are destroyed, the character with 900 points available now only has 600 to work with, at least for the next 24 hours. However, he regains force construct S.D.C. points 24 hours after the item is destroyed or dispelled by him.
  • Heroes with Both Force Creation Powers: A character with both the Create Force Constructs power and the Create Force Field power does NOT get his P.E. x100 twice for force points, he only gets it once and both force powers must share the S.D.C. points. However, the character does get some other benefit, as follows:
    • Add 1D4 to P.E. attribute (increasing the S.D.C. points).
    • Both force bolts and weapons do an extra 1D6 damage.
    • The maximum force armor S.D.C. is increased to 300.
    • Add 20 minutes to duration of both force powers.
    • Double the range of force firearms and force bolts.
  • Limitations on Creating Force Objects:
    • First and foremost, the character can only "create" what he knows. Thus, he must be familiar with the item or creature that he hopes to create. Imaginary devices or weapons cannot be created.
    • Maximum weight of an object is 200 pounds (90 kg), plus 50 lbs (22.5 kg) per level of experience.
    • Created items appear in the hands of the creator or on the ground beside or in front of him.
    • Energy weapons, E-Clips, high-tech items, and similar complex or electrical/energy or gas dependent devices are all examples of things that can NOT be created.
    • Maximum number of simple small items like arrows, baseballs, marbles, toothpicks, nails, bolts, screws, dinner forks or spoons, and similar items is 12.
    • Items like shoes, boots, gauntlets, gloves, and similar items always come in pairs.
    • Small, simple weapons like a blackjack, club, baseball bat, dagger, mace or short sword count as a single creation. Large weapons like a battle axe, broadsword (or bigger), pole arm, or longbow count as two creations, so do simple weapons with moving parts like a revolver, pistol, basic shotgun or bolt-action rifle (can't get more complex than that). Only very small and very simple weapons like arrows, crossbow bolts or sling stones and similar items, like fishing hooks, nails, or small needles, can be created by the dozen. Bullets for any type of firearm or shurikens, darts or spikes, are a little more complex, so only six can be created at a time. Note: All ancient weapons do the equivalent of their real world counterparts.
    • Large simple items like a rowboat, raft, ladder, table, chair, etc., count as two creations.
  • Force Armor: The character can create a light force armor that follows the contours of his body as a sort of semi-opaque body armor.
    • Maximum S.D.C. is 200 points at any given time. Constant concentration is needed to maintain the flexible body shield, which means the character loses one melee attack/action per round and is -2 on initiative for every melee round that it is in place. Speed and movement are not impaired. Gasses, disease, and radiation are still a danger and will penetrate the armor.
  • No Motorized Constructs: Engines and motors can NOT be made, but items that have moving parts, like scissors, a bicycle, and even a revolver, pistol or shotgun are all possible, provided the character has a blueprint, first-hand knowledge of the item or a working model to copy.
  • Creating Firearms: The character can create a variety of small firearms, but the nearly invisible bullets of force which are fired from them all do the same damage, regardless of the shape or type of firearm used. Only range varies.
    • Range: Revolvers, pistols and short-range weapons: 100 feet (30.5 m) +10 feet (3 m) per level of experience. Long-range weapons, such as a shotgun, rifle or bow and arrow: 300 feet (91.5 m), +20 feet(6.1 m) per level.
    • Damage: 2D6 +1D6 additional points at levels 3, 6, 9, 12 and 15.
    • Attacks per Melee: Each shot counts as one melee attack.
    • Payload: Six to twelve shots depending on the weapon.
    • Bonuses: As per W.P. skills (if any).
  • Creating Animals:
    • The animal must be real. Imaginary animals and monsters cannot be created. These force animals will have all the basic abilities of the real live creature.
    • The character must know his subject. Familiarity includes animals seen and studied via diagrams, pictures, film, examination and/or first-hand experience.
    • Microscopic insects, germs, viruses and molds can not be created, nor any type of plant life. Note: Sentient beings (humans, mutant animals, animal-like aliens, dragons, etc.) can not be created, nor can a specific animal, i.e, somebody's pet or familiar.
    • Only a single animal can ever be created at a time, regardless of its weight or size.
    • Maximum weight limit for an animal is a ton (2000 pounds/900 kg), so whales, large elephants, dinosaurs and other extremely large animals cannot be created.
    • An animal cannot be created in an environment where they cannot survive (i.e. a fish out of water), nor can they be created in mid-air above the ground. This means that the hero cannot call forth a walrus to drop fifty feet (15.2 m) onto a villain's head. Nor can he create an electric eel that appears in the villain's underwear. As humorous as these ideas seem, they just won't work. In this example, both eels and whales need to be in water to survive and cannot fly. Even if the creator was in the water, the animal would appear in his hand or at his side by his feet.
    • The created animal is under the character's complete control, it cannot be affected by mind control, and has no will of its own and only does what its creator orders it to do.
      S.D.C. Minimum: 20 points minimum regardless of size. The exact amount will depend on how many other inanimate force constructs are being used and the current amount of S.D.C. available as a result. Likewise, the character may want to keep some Force Construct S.D.C. in reserve to recreate Giant Limbs, armor or weapons as the situation demands.
      Damage: As per the real life animal via claw, bite, horns, etc.
      Abilities: Only basic physical and combat capabilities, not venom or special powers.
      Note: See the Palladium Book of Monsters & Animals for stats and descriptions on scores of different animals. After the Bomb may also be of help.
  • Creating Giant Limbs: The super being can create a gigantic disembodied hand to punch, catch, grab, hold, or crush an opponent or giant foot to kick or step on or hold down an opponent, and so on. Seem to be attached to the real limb via wisps of energy/force but it is the giant limb that does all the work. Such giant limbs can be great in rescues or to save an innocent bystander or to smash a door down , Plus, he can make a pair of force wings to carry himself (or others) at a speed of up to 50 mph (80 km); the wings attached to his back.
    • Range: 30 feet(9.1 m), plus 5 feet (1.5 m) per level of the creator's experience.
    • Damage: The limb may do damage equal to the creator's own P.S. but on the Supernatural Strength scale (see page 294 of HU2 for damage, lifting and carrying).
    • Attacks per Melee: Each action with a force limb counts as one of the character's own melee attacks/actions.
    • Bonuses: Same as the creator's own attribute bonuses and combat skills.
  • The S.D.C. Cost of Force Constructs:
    • Small, simple weapons (short sword, knives, blackjack, six darts, six throwing stars, or similar): 20 S.D.C.
    • Medium, simple weapons (broadsword, spear, morning star, mace, etc. or 12 arrows, or 6 bullets): 30 S.D.C.
    • Large, simple weapons (claymore, pole arm, lance, giant-sized weapons): 50 S.D.C.
    • Revolver, Pistol or Rifle (with moving parts): 100 S.D.C.
    • Small, simple objects with no moving parts and under 10 lbs/4.5 kg (ball, blanket, bowl, pot, sack, gloves, sock, 12 sewing needles, spoon, stool, 20 feetl6 m of rope, etc.): 10 S.D.C.
    • Small, simple objects with 1-2 moving parts (scissors, pliers, yo-yo, handcuffs, etc.): 10 S.D.C.
    • Medium objects under 25 lbs/11.3 kg (chair, a light table, trunk, saddle, a stick, large pot or kettle, pants, jacket, 8 foot/2.4 m length of chain, etc.): 20 S.D.C.
    • Medium with 1-2 moving parts (fishing pole, vice or large clamp, hedge cutters, etc.): 30 S.D.C.
    • Large, simple objects weighing 30+ pounds (13+ kg), such as a plow, table, easy chair, couch, trunk, robe or cloak, 4 feet/l.2 m length of pole, large sheet or plank of wood, etc.): 40 S.D.C.
    • Large objects with 1-2 moving parts (pulley, bicycle, spinning wheel, etc.): 50 S.D.C.
    • Giant Limb such as a hand, foot, tongue or a set of wings: 300 S.D.C.
    • Animals:
      • Less than 50 lbs (22.5 kg): 100 S.D.C.
      • 51 lbs to 200 lbs (23 kg to 90 kg): 200 S.D.C.
      • 201 lbs to 400 lbs (90.5 kg to 180 kg): 400 S.D.C.
      • 40 lbs (180 kg) or more: 600 S.D.C.
      Note: The S.D.C. points used in creating an object or animal are also the number of S.D.C. points that object or animal has before it is destroyed.
Bruno the Force Construct Northern Grizzly Bear Stats
Size: 9' (2.7m)
A.R.: 6
Hit Points: 300/300
Attacks per Melee: 3
Damage: Claws -- 2d6+10 SDC; bite -- 2d4+4 SDC; bear hug -- 2d6+4 per melee round
Natural Abilities: Nightvision 60' (18.3m); prowl 30%; track by smell 68%, swim 70%, climb trees 30%
Speed: 22 (15 mph/24 km), but maximum speed is 44 (30 mph/48 km), which can be maintained for 2d4 minutes.
Flying Force Disc
Flying Force Disc
  • The character can create an energy disc of varying size at will. It is a round, flat force field like a large serving dish or small shield. The disc has both combat and transportation capabilities. The former as a flying discus, the latter as a floating platform.
  • Range: Can create it right in his hand, under his feet or up to a distance of 300 feet (91.5 m) away. Can hurl the disc up to 600 feet (183 m) +50 feet (15.2 m) per level of experience.
  • Size: As small as a frisbee or discus for throwing, or as large as 5 feet (1.5 m) in diameter per level of experience as a transportation platform (usually kept small for self, enlarged for additional passengers).
  • Flight Capabilities:
    • Speed: 50 mph (80 km) per level of experience, as well as hover stationary and move straight up and down (VTOL capable). Those riding the flying disc don't feel the full force of acceleration and have no risk of falling off during flight.
    • Weight Limit: As a transportation platform the Force Disc can accommodate 30 lbs (13.5 kg) for each M.E. attribute point of its creator plus an extra 50 lbs (22.5 kg) per level of experience.
    • Maximum Altitude: 200 feet (61 m) per level of experience, and works underwater as well as in the air, but at half the speed (maximum depth for most human passengers is 120 feet/36.6 m). Works in outer space too,at double the speed.
    • S.D.C. of the Force Disc: Equal to the creator's P.E. attribute number x10.
    • Bonuses: +2 to dodge while in flight.
  • Duration: 30 minutes per level of its creator.
  • Weapon Capabilities as a Projectile:
    • Damage: 1D6+1 damage at levels 1, 3, 5, 7, 9, 11, 13 and 15.
    • Range: 600 feet (183 m) +50 feet (15.2 m) per level of experience.
    • Bonuses: The character's usual bonuses to strike from P.P. attribute, other powers and Hand to Hand Combat skill.
  • Attacks per Melee: Creating the Force Disc and hurling it counts as one melee action. Creating a flying platform counts as one melee action and keeping it hovering or flying uses up one of the character's attacks/actions every melee round.
Energy Shield
Energy Shield
  • The super being can generate an energy shield that is similar in appearance and use to a psychic's Psi-Shield or an energy/force version of a shield like those used by the knights of old. Can be used to parry hand to hand attacks, including punches, hand-held melee weapons, thrown object or falling debris.
  • Range: Self, hand-held.
  • Duration: 10 minutes per level of experience, or until canceled, whichever comes first.
  • Damage: The shield blocks attacks, it is not a weapon.
  • S.D.C.: Not applicable, is indestructible.
  • Bonus: +3 to parry, plus the character's other parry bonuses from skills and such.
Energy Whip
Energy Whip
  • The character can form a whip out of pure energy. It can be an extension of the hand, form as a tail, come out of the shoulder, or whatever. It always works the same no matter where the Energy Whip appears on the body.
  • Range: 8 feet (2.4 m) plus an additional foot (0.3 m) per level of experience.
  • Duration: Can remain in effect for as long as desired and the character remains conscious and clear headed, vanishes if the mind is dazed and confused or if knocked out.
  • Damage: 3D6 points of damage +2 additional points per level of experience as well as P.S. attribute damage bonus (if any).
  • Bonuses: Can create an extra whip at levels 3, 9 and 15. The extra whips can be used as paired weapons or to create an Energy Whip weapon with multiple lashing tails doing correspondingly increased damage. Also +1 to entangle, +2 to disarm and +2 to pull punch/whip damage.
Healing Factor
Healing Factor
  • This power provides incredible recuperative abilities and im­munity to disease and toxins.
  • Bonuses: +2d4 to the PE attribute (5); +2d6+6 to Hit Points (16); +25 to SDC; +20% to save vs coma/death; +3 to save vs magic, poison and toxins (this is in addition to the PE bonuses); +3 to save vs psionic attacks.
  • Recovers 3 S.D.C. every 10 minutes (18 per hour)
  • Recovers one hit point every 15 minutes (4 per hour)
  • Special superhealing: Can instantly regenerate 4D6 hit points two times per day (24 hour period)
  • Does not fatigue, whatsoever!
  • Resistant to fire and cold; does half damage
  • Resistant to drugs, toxins, and poisons. When the character doesn't save against them, their effects (duration, penalties and symptoms) and damage are a mere one third normal
  • No scarring when healed
  • Broken bones heal completely, without any sign of having ever been broken, at a rate 10 times faster than normal. This means a leg fractured in several places will be completely healed in about 8-1O days instead of 11-15 weeks.
Hold Breath
Hold Breath
  • The character has an extra large lung capacity, highly oxygenated blood and can hold his breath for one minute per each point of P.E. with a single, deep breath of air. Thus, a character with a P.E. of 12 can hold his breath for 12 minutes, P.E. of 24 for 24 minutes, and so on.

    This super being also fatigues at half the normal rate, but is -2 to save vs gas-based attacks, smoke and fumes (unless he is already holding his breath). Can withstand underwater depths up to 160 feet (48.7 m).
  • Bonuses: +1D4+2 to P.E. and +1D4x10 S.D.C.
Physical Perfection
Physical Perfection
  • The character appears to be a perfect physical specimen of the human species, very healthy, beautiful and balanced - a god or goddess. However, appearances can be deceiving. Though more powerful than the average Joe, this character looks better, stronger, faster than he or she really is. Muscles are chiseled and well defined, there isn't more than 3% body fat, and the individual is healthy, beautiful, strong looking, and appears to be 1D4 levels higher and more powerful than is true. While this may help the super being to bluff and intimidate some opponents and thrill their adoring crowd, the apparent (and false) level of power (and beauty) is likely to make them stand out and attract attacks, vengeance and the wrath of those who are either jealous or figure they'd better take out this "powerhouse" first.
  • Bonuses: +1D4 to M.A. attribute, +1D4+2 to Spd. attribute, +1D4+5 to P.B. attribute (19 minimum), +1 to P.E., +1 to P.P., +1D4 to P.S., +5D6 to S.D.C., +2D6 to Hit Points, and +5% to save vs coma/death.
User avatar
Servo
Assistant Game Master
Posts: 66
Joined: Fri Feb 05, 2021 10:22 am

Re: Barricade (Mutant Human, APPROVED)

Post by Servo »

Liberty Belle Dice Rolling Post

Attribute Rolls:
1.) 4d6-L: [6, 4, 3, 6]-L = 16 plus 1d6: [4] = 4 (20 total)
2.) 4d6-L: [1, 4, 4, 6]-L = 14
3.) 4d6-L: [6, 4, 4, 2]-L = 14
4.) 4d6-L: [5, 5, 3, 4]-L = 14
5.) 4d6-L: [3, 4, 6, 6]-L = 16 plus 1d6: [5] = 5 (21 total)
6.) 4d6-L: [6, 3, 4, 6]-L = 16 plus 1d6: [1] = 1 (17 total)
7.) 4d6-L: [2, 5, 2, 4]-L = 11
8.) 4d6-L: [4, 6, 2, 3]-L = 13

Level at time SLJW was formed: 1d4: [2] = 2
Levels gained since Barricade disappeared: 2d4: [4, 2] = 6
Hit Points: 8d6: [6, 2, 4, 5, 5, 4, 2, 4] = 32
Education Level:
PS Increase from Superhuman Strength: 2d4+20: [3, 2]+20 = 25
PS Increase from APS: Metal (metal form): 2d4+20: [4, 1]+20 = 25
SDC increase from Sonic Power: 1d4*10: [2]*10 = 20

Notes from super abilties:
- Can carry 200 times P.S. in pounds and can lift 300 times.
- Fatigues at half the rate of normal humans.
- Metal form: A.R. 17, S.D.C. 800, recovers at 3x normal rate
- Unless physically heated, the metal form is cool enough to avoid detection as a living being by infrared or heat sensors
- Speed is reduced by half when in metal form
- Horror Factor (optional): 13 in metal form
- Weight is quadrupled when in metal form
- Can endure underwater pressure up to depths of 1,200 feet (366 m)
- Metal form is impervious to cold and resistant to heat

Bonuses from Sonic Power:
+ 1 on initiative at levels 1, 3, 5, 7, 9, 12 and 15.
+ 1 to parry and dodge.
+ 1 to strike.
Sonic blasts/attacks do no damage.
Resistant to the effects of loud, damaging or otherwise dangerous levels of sound; half the penalties and damage.
Post Reply

Return to “Alpha”