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Heridfel

The best minions PP can buy...

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I came up with five sheets for characters I bet most of you know. Let's see if you can guess who they are.

The Popular Girl (45 pp/PL 3)

Abilities:

Str: 9

Dex: 14

Con: 11

Int: 12

Wis: 10

Cha: 15

Saves:

Toughness: +2

Fortitude: +2

Reflex: +4

Will: +2

Skills:

Bluff 2

Diplomacy 4

Disguise 2

Gather Information 6

Investigate 2

Notice 5

Perform (acting) 6

Profession (model) 4

Search 1

Feats:

Attractive

Defensive Roll 2

Distract (Bluff)

Fascinate (Perform)

Equipment 2 (Van: Mobile HQ, Living Space)

Wealth 7

Combat:

Attack: +1

Defense: 13

Complications: Danger-prone

The Jock (PL 3/45 pp)

Abilities:

Str: 14

Dex: 10

Con: 14

Int: 10

Wis: 8

Cha: 14

Saves:

Toughness: +3

Fortitude: +5

Reflex: +3

Will: +3

Skills:

Diplomacy 4

Drive 6

Gather Information 1

Investigate 1

Knowledge (tactics)

Navigate 2

Search 1

Feats:

Defensive Roll 1

Inspire

Leadership

Luck 2 (use for feats only)

Master Plan

Combat:

Attack: +4

Defense: 13

Powers: Detect (Mysteries, Rapid)

The Brain (PL 3, 45 pp)

Abilities:

Str: 8

Dex: 10

Con: 12

Int: 17

Wis: 14

Cha: 10

Saves:

Toughness: +2

Fortitude: +1

Reflex: +1

Will: +4

Skills:

Computer Use 2

Diplomacy 2

Investigate 6

Knowledge (arcane lore) 2

Knowledge (streetwise) 2

Search 6

Feats:

Defensive Roll 1

Dodge Focus 1

Eidetic Memory

Equipment 4 (Assorted crime-solving gear)

Master Plan

Combat:

Attack: +0

Defense: 13 (with Dodge Focus)

Powers:

Snare 3 (Area, Selective Attack, Triggered 2, Indirect 3)

AP: Stun 3 (Area, Selective Attack, Triggered 2, Indirect 3)

Device 1 (easy-to-lose (delicious treat):

Boost 3 (Will save) Linked to Boost (Immunity(fear)), Slow Fade 1)

Flaw: Uses (5)

Drawback: Blind without glasses, -1 pp

The Hippie (PL 3/45 pp)

Abilities:

Str: 10

Dex: 10

Con: 12

Int: 10

Wis: 12

Cha: 12

Saves:

Toughness: +3

Fortitude: +3

Reflex: +5

Will: -1

Skills:

Bluff 5

Disguise 5

Investigate 1

Notice 2

Perform (acting) 5

Sense Motive 1

Search 1

Feats:

Attack Focus 1 (Melee)

Defensive Roll 2

Dodge Focus 1

Luck 2

Quick Change 2

Combat:

Attack: +1 (+2 melee)

Defense: 13 (with Dodge Focus)

Powers:

Danger Sense (hearing)

Drain 4 (Wisdom) (No Save +2, Limited (only while disguised), Subtle 2)

Luck Control (Opponent re-roll, Subtle)

Complications: Always hungry, cowardly, superstititous

...and His Best Friend (PL 3/45 pp)

As the Hippie, with the following changes:

Increase Charisma to 14

Add Super-Senses (Scent, Ultra-hearing)

Increase Attack Focus (Melee) to 2

Lower Attack to +0

Lower Luck to 1

Add disability: No Hands (uncommon, moderate, -2 pp)

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I came up with five sheets for characters I bet most of you know. Let's see if you can guess who they are.

The Popular Girl (45 pp/PL 3)

Abilities:

Str: 9

Dex: 14

Con: 11

Int: 12

Wis: 10

Cha: 15

Saves:

Toughness: +2

Fortitude: +2

Reflex: +4

Will: +2

Skills:

Bluff 2

Diplomacy 4

Disguise 2

Gather Information 6

Investigate 2

Notice 5

Perform (acting) 6

Profession (model) 4

Search 1

Feats:

Attractive

Defensive Roll 2

Distract (Bluff)

Fascinate (Perform)

Equipment 2 (Van: Mobile HQ, Living Space)

Wealth 7

Combat:

Attack: +1

Defense: 13

Complications: Danger-prone

The Jock (PL 3/45 pp)

Abilities:

Str: 14

Dex: 10

Con: 14

Int: 10

Wis: 8

Cha: 14

Saves:

Toughness: +3

Fortitude: +5

Reflex: +3

Will: +3

Skills:

Diplomacy 4

Drive 6

Gather Information 1

Investigate 1

Knowledge (tactics)

Navigate 2

Search 1

Feats:

Defensive Roll 1

Inspire

Leadership

Luck 2 (use for feats only)

Master Plan

Combat:

Attack: +4

Defense: 13

Powers: Detect (Mysteries, Rapid)

The Brain (PL 3, 45 pp)

Abilities:

Str: 8

Dex: 10

Con: 12

Int: 17

Wis: 14

Cha: 10

Saves:

Toughness: +2

Fortitude: +1

Reflex: +1

Will: +4

Skills:

Computer Use 2

Diplomacy 2

Investigate 6

Knowledge (arcane lore) 2

Knowledge (streetwise) 2

Search 6

Feats:

Defensive Roll 1

Dodge Focus 1

Eidetic Memory

Equipment 4 (Assorted crime-solving gear)

Master Plan

Combat:

Attack: +0

Defense: 13 (with Dodge Focus)

Powers:

Snare 3 (Area, Selective Attack, Triggered 2, Indirect 3)

AP: Stun 3 (Area, Selective Attack, Triggered 2, Indirect 3)

Device 1 (easy-to-lose (delicious treat):

Boost 3 (Will save) Linked to Boost (Immunity(fear)), Slow Fade 1)

Flaw: Uses (5)

Drawback: Blind without glasses, -1 pp

The Hippie (PL 3/45 pp)

Abilities:

Str: 10

Dex: 10

Con: 12

Int: 10

Wis: 12

Cha: 12

Saves:

Toughness: +3

Fortitude: +3

Reflex: +5

Will: -1

Skills:

Bluff 5

Disguise 5

Investigate 1

Notice 2

Perform (acting) 5

Sense Motive 1

Search 1

Feats:

Attack Focus 1 (Melee)

Defensive Roll 2

Dodge Focus 1

Luck 2

Quick Change 2

Combat:

Attack: +1 (+2 melee)

Defense: 13 (with Dodge Focus)

Powers:

Danger Sense (hearing)

Drain 4 (Wisdom) (No Save +2, Limited (only while disguised), Subtle 2)

Luck Control (Opponent re-roll, Subtle)

Complications: Always hungry, cowardly, superstititous

...and His Best Friend (PL 3/45 pp)

As the Hippie, with the following changes:

Increase Charisma to 14

Add Super-Senses (Scent, Ultra-hearing)

Increase Attack Focus (Melee) to 2

Lower Attack to +0

Lower Luck to 1

Add disability: No Hands (uncommon, moderate, -2 pp)

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I came up with five sheets for characters I bet most of you know. Let's see if you can guess who they are.

The Popular Girl (45 pp/PL 3)

Abilities:

Str: 9

Dex: 14

Con: 11

Int: 12

Wis: 10

Cha: 15

Saves:

Toughness: +2

Fortitude: +2

Reflex: +4

Will: +2

Skills:

Bluff 2

Diplomacy 4

Disguise 2

Gather Information 6

Investigate 2

Notice 5

Perform (acting) 6

Profession (model) 4

Search 1

Feats:

Attractive

Defensive Roll 2

Distract (Bluff)

Fascinate (Perform)

Equipment 2 (Van: Mobile HQ, Living Space)

Wealth 7

Combat:

Attack: +1

Defense: 13

Complications: Danger-prone

The Jock (PL 3/45 pp)

Abilities:

Str: 14

Dex: 10

Con: 14

Int: 10

Wis: 8

Cha: 14

Saves:

Toughness: +3

Fortitude: +5

Reflex: +3

Will: +3

Skills:

Diplomacy 4

Drive 6

Gather Information 1

Investigate 1

Knowledge (tactics)

Navigate 2

Search 1

Feats:

Defensive Roll 1

Inspire

Leadership

Luck 2 (use for feats only)

Master Plan

Combat:

Attack: +4

Defense: 13

Powers: Detect (Mysteries, Rapid)

The Brain (PL 3, 45 pp)

Abilities:

Str: 8

Dex: 10

Con: 12

Int: 17

Wis: 14

Cha: 10

Saves:

Toughness: +2

Fortitude: +1

Reflex: +1

Will: +4

Skills:

Computer Use 2

Diplomacy 2

Investigate 6

Knowledge (arcane lore) 2

Knowledge (streetwise) 2

Search 6

Feats:

Defensive Roll 1

Dodge Focus 1

Eidetic Memory

Equipment 4 (Assorted crime-solving gear)

Master Plan

Combat:

Attack: +0

Defense: 13 (with Dodge Focus)

Powers:

Snare 3 (Area, Selective Attack, Triggered 2, Indirect 3)

AP: Stun 3 (Area, Selective Attack, Triggered 2, Indirect 3)

Device 1 (easy-to-lose (delicious treat):

Boost 3 (Will save) Linked to Boost (Immunity(fear)), Slow Fade 1)

Flaw: Uses (5)

Drawback: Blind without glasses, -1 pp

The Hippie (PL 3/45 pp)

Abilities:

Str: 10

Dex: 10

Con: 12

Int: 10

Wis: 12

Cha: 12

Saves:

Toughness: +3

Fortitude: +3

Reflex: +5

Will: -1

Skills:

Bluff 5

Disguise 5

Investigate 1

Notice 2

Perform (acting) 5

Sense Motive 1

Search 1

Feats:

Attack Focus 1 (Melee)

Defensive Roll 2

Dodge Focus 1

Luck 2

Quick Change 2

Combat:

Attack: +1 (+2 melee)

Defense: 13 (with Dodge Focus)

Powers:

Danger Sense (hearing)

Drain 4 (Wisdom) (No Save +2, Limited (only while disguised), Subtle 2)

Luck Control (Opponent re-roll, Subtle)

Complications: Always hungry, cowardly, superstititous

...and His Best Friend (PL 3/45 pp)

As the Hippie, with the following changes:

Increase Charisma to 14

Add Super-Senses (Scent, Ultra-hearing)

Increase Attack Focus (Melee) to 2

Lower Attack to +0

Lower Luck to 1

Add disability: No Hands (uncommon, moderate, -2 pp)

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Rooby rooby roo ;p

Also, Fred by definition cannot have master plan. The things he does are neither masterful, nor involve what I want to call plan in any way but the absolute technical.

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Rooby rooby roo ;p

Also, Fred by definition cannot have master plan. The things he does are neither masterful, nor involve what I want to call plan in any way but the absolute technical.

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Rooby rooby roo ;p

Also, Fred by definition cannot have master plan. The things he does are neither masterful, nor involve what I want to call plan in any way but the absolute technical.

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Note that he has an Int bonus of +0, and I'm assuming that the optional rule to use Knowledge (tactics) in place of an Int check isn't in place. He definitely tries to come up with plans, but I figure that most of the time, when his plan works, it's because it was actually made by Velma.

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Note that he has an Int bonus of +0, and I'm assuming that the optional rule to use Knowledge (tactics) in place of an Int check isn't in place. He definitely tries to come up with plans, but I figure that most of the time, when his plan works, it's because it was actually made by Velma.

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Note that he has an Int bonus of +0, and I'm assuming that the optional rule to use Knowledge (tactics) in place of an Int check isn't in place. He definitely tries to come up with plans, but I figure that most of the time, when his plan works, it's because it was actually made by Velma.

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I'd play in a Scooby Doo game in a second. Mystery Inc. in Freedom City. I'd want to be Shaggy, of course. :)

I think for a one-shot (not something we did/allowed all the time), that's a great idea. Short (and sometimes silly, sometimes creepy) stories like that really help to give a Game/Board/City some color. :D

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I'd play in a Scooby Doo game in a second. Mystery Inc. in Freedom City. I'd want to be Shaggy, of course. :)

I think for a one-shot (not something we did/allowed all the time), that's a great idea. Short (and sometimes silly, sometimes creepy) stories like that really help to give a Game/Board/City some color. :D

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I'd play in a Scooby Doo game in a second. Mystery Inc. in Freedom City. I'd want to be Shaggy, of course. :)

I think for a one-shot (not something we did/allowed all the time), that's a great idea. Short (and sometimes silly, sometimes creepy) stories like that really help to give a Game/Board/City some color. :D

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Hehe - that's great Herid! Nice work. If you were going to play a short scenario with them, you'd have to change their names slightly, like have Scraggy and Doobie be part of Mystery Co. :D

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Hehe - that's great Herid! Nice work. If you were going to play a short scenario with them, you'd have to change their names slightly, like have Scraggy and Doobie be part of Mystery Co. :D

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Hehe - that's great Herid! Nice work. If you were going to play a short scenario with them, you'd have to change their names slightly, like have Scraggy and Doobie be part of Mystery Co. :D

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