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DINE Moonshine (including: MHR- Agents of ARMOR)


DarkisNotEvil

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On 6/7/2022 at 11:38 AM, Eric said:

 

I think you'll need to elaborate, since "way back in the day" means "before Eric joined in 2008" 😄 Tables of/for what?

 

back in the day there was a place where you could create a table it asked you how many rows and columns you wanted after you put in the date it generated the VBC code for what you were asking and all you had to do was copy and past it into your post. 

 

That Junk is confusing!

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  • 5 months later...

>Search: Duan, Todd
>Phenomenon, Comet

 

Comet
Affiliations: Solo D6 Buddy D10 Team D8
       
Distinctions:   Firebrand  
D8 or D4+1 PP   Pungeoneer  
    Hearthrob  
       
Power Sets: Hothead    
  Fire Blast D10 Fire Mastery D10 Supersonic Flight D10
 

  SFX: Area AttackTarget multiple opponents. For each additional target, add D6 to your pool and keep +1 effect die.

    SFX: Burning Both EndsStep up or double your Hothead powers for one scene, or spend 1 PP to do both. Take second-highest rolling die of each subsequent action or reaction as physical stress.

   SFX: Hot to TouchOn a successful reaction against a physical attack, inflict physical stress with your effect die at no PP cost. Spend 1 PP to step it up.

 

   SFX: ImmunitySpend 1 PP to ignore telepathy or mind control.

    SFX: MultipowerAdd more than one Hothead power to your dice pool. Step for back each Hothead die in your pool once for each die beyond the first.

     Limit: Flame Off!Shut down all Hothead powers vs. a flame-retardant attack to gain 1 PP. Activate an opportunity to recover or during a Transition Scene. 

 

 

 

Specialties: Acrobatics Expert D8 Business Expert D8 Crime Expert D8
  Cosmic Expert D8 Menace Expert D8 Psyche Master D10
  Science Expert D8

 

 
       
Milestones: Ladykiller    
 

 1XP - SparksWhen you take an opportunity to flirt with a non-heroic Watcher character.

 3XP - What's Love Got to Do...?When a chosen partner insists on becoming more serious and you refuse.

 10 XP- You Can't Make...When you either elevate your current arrangement into a long-term relationship or swear off of romance for the foreseeable future.

  Making Offense    
  1 XP - We're Not FriendsWhen you butt heads with a heroic character you left on bad terms with. 3 XP - Not So CoolWhen you inflict Emotional Trauma using your Menace Specialty. 10 XP - Writing ChecksWhen you either forgive a friend or foe that inflicted Emotional Trauma on you in the past, or you're Taken Out by a friend or foe you've inflicted Emotional Trauma on.

Pointbuy: Powers 6D8 + SFX 5D8 + Specialties 8D8 - Limits 1D8 = 18D8 

  • History: Formerly known as Kid Comet, Todd Duan was one of the four individuals that made up the pre-existing hero team of Phenomenon, before they joined up with ARMOR under contract. Phenomenon formed after a mixture of magical and scientific technology detonated in a deep facility containing the four members of Phenomenon and their future foe, the self-dubbed Professor Perilous. The youngest member of the team, Todd served as a foil to his sister Phantom, her future husband Tensile, and their friend Rockslide. When the internal issues within Phenomenon split them up, Kid Comet dropped the 'Kid' and became an independent hero for some time, serving as an erstwhile ally for the less powerful but more intelligent Arc Angel. When he got into trouble, Arc Angel got him out, and vice versa. Pairing up with a number of other heroes (and especially heroines, when he got the chance), the reckless boy became a headstrong, handsome man over the course of half a decade. Despite having spent as much time a free agent as a member of Phenomenon, he answered his sister's call when she re-instated the team along with her marriage to Tensile.
  • Personality: Brash and bold, Todd claims that the mixture of emotional intensity and quick wit makes him attractive to women. His flawless physical form and handsome face might be more responsible, though his breadth of experience gives him interesting experiences and strong conversation skills. As the least intelligent member of the brains-stacked Phenomenon, he's had to make up for his lack of technical expertise with strong people skills and persistence. Through a mixture of pairing up with reliable sorts and being a perpetual optimist, he has a habit of getting himself deeper into trouble than he can dig himself out of. Despite this, his quick wit is good for more than just trading barbs with supervillains, and villains that think of him as raw power only can be blindsided by an expected flash of brilliance.
  • Abilities and Resources: Comet's time with Phenomenon has allowed him to brush shoulders with some of the highest names in the nation, including one instance where he shamelessly asked Titanium Woman out on a date during an interview. If there's an independent hero, especially in New York, Comet has likely worked with them at least once. He has worked side by side with police, though he's more of a fast-talker than a legal expert. He has a good relationship with his sister, a brotherly rivalry with Rockslide, and an icy understanding with Tensile, on account of the genius's previous emotional absence to his sister. As might be expected, he and firefighter First Responder don't get along well, on account of the former's tendency to outrage and the latter's socially conservative bent.
Edited by DarkisNotEvil (see edit history)
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  • 3 months later...

>Search: Captain Cobra
>Dwight, Harold
>If you meant another Captain Cobra, see Disambiguation (Captain Cobra)

 

Captain Cobra
Affiliations: Solo D10 Buddy D6 Team D8
       
Distinctions:   Everywhere All the Time  
D8 or D4+1 PP   Snake-Eat-Snake  
    Chain of Command  
       
Power Sets: ARMOR's Best Agent    
  Enhanced Reflexes D8 Enhanced Stamina D8 Honed Senses D6
  Speed D6    
 

  SFX: Better than InstinctSpend 1 PP to add Honed Senses (or step up by +1 if already in your pool) and reroll all dice on an action or reaction.

   SFX: Cobra KiaiIf a pool includes a ARMOR's Best Agent power, you may replace two dice of equal size with one die one step larger. 

  SFX: Favors the BoldWhen the Watcher offers to pay you a Plot Point for your Opportunities, you may choose to borrow the largest die in the Doom Pool as an asset for your next action instead. When that action resolves, return the die to the Doom Pool.

 

  SFX: You're With MeYou may pay another Heroic character 1PP to use add their Affiliation die or one of their Distinctions in one of your dice pools.

  Limit: Not Your JurisdictionEarn 1 PP to step up stress or complications inflicted by civilian authorities or ARMOR directives by +1. 

 
 

Tools of the Trade

 

 
 

Body Armor D8

Combat Knife D6

Cybernetic Senses D6
  Long Gun D8    
 

  SFX: Area AttackTarget multiple opponents. For each additional target, add D6 to your pool and keep +1 effect die.

    SFX: BurstBurst. Step up or double a Heavy Arms die against a single target. Remove the highest rolling die and add three dice for your total.

   SFX: DangerousAdd a D6 to your dice pool for an attack action and step back the largest die in the pool by -1. Step up Physical Stress inflicted by +1.

 

      Limit: Compromised CommsTurn Cybernetic Senses into a complication and gain 1PP. Activate an opportunity or remove the complication to recover the power. 

Limit: GearShutdown a Tools of the Trade power and gain 1 PP. Take an action vs. the doom pool to recover.

 

 

 

 

Specialties: Combat Master D10 Covert Master D10 Crime Expert D8
  Medical Expert D8 Menace Expert D8 Psyche Master D10
  Tech Expert D8 Vehicle Master D10  
       
Milestones: It's Not Paranoia    
 

 1XP - Check the DoorsWhen you personally confirm the security of a location you've never been before.

 3XP - Change the LocksWhen a location you previously confirmed to be secure is intruded upon or compromised.

 10 XP- Fission MailedWhen either your overzealous policing gets you removed from the mission you're on or your caution is cited by command as the reason your mission succeeded.

  Work-Life Balance    
  1 XP - Had Plans that DayWhen you put off a non-ARMOR social obligation to fulfill your duties within ARMOR. 3 XP - No Disneyland DadWhen you block off four or more hours in a day in order to spend time with your children. 10 XP - A Particular Set of SkillsWhen your wife or children are used as leverage by a major villain, or you retire from your position as Captain Cobra in order to shield your family from the impact of being Cobra.

Pointbuy: Powers 6D8 + SFX 7D8 + Specialties 12D8 - Limits 3D8 = 22D8 

  • History: Obtaining the honor at 22 years old, Harold Dwight is the youngest individual to be officially dubbed Captain Cobra. Fifteen years later, he has the track record to prove he deserved it from the very beginning. A brilliant officer in the Marine Corps dedicated to going above and beyond, his overall stellar performance and interest in covert operations made him the obvious student of the aging previous holder of the title. Jacob Freight, whose body had been broken by decades of exhausting espionage, put everything he had into making sure Harold had all possible advantages. Fast-tracked through everything in order to get the maximum mileage out of him, Dwight continued to exceed all expectations despite momentary mistakes, lapses in reason, and sidetracked priorities. Fighting the secretive and sinister Snake Society locally and abroad, he foiled plot after plot by the group to commit acts of terror or undermine good order or freedom. His status as ARMOR's golden boy was tested by fire, and though some of his idealism melted away when confronted with ugly truths about the way the world worked, Harold's ability grew as he aged. Marrying four years into his work, he has a nine-year-old son and a four-year-old daughter.
  • Personality: Someone as amiable as the Captain wouldn't even scan as a possible spy, which is part of what makes him so effective at his job. Friendly, courteous, and as patient as someone on a strict timetable can be, Dwight does his best to be a good friend, fine husband, and better father. His calm, collected presence makes him the go-to authority in most situations where danger is afoot. Despite his charming demeanor, he is still a spy, which leads him to be cautious and dodge hard answers to questions. In defiance of most expectations of spies and military personnel, Harold doesn't drink alcohol or smoke unless it's to maintain cover. He's naturally a skeptic about most things: Partially as a result of having his headset compromised more than once, but mostly because he's had to listen to poor justifications for bad decisions.
  • Abilities and Resources: Captain Cobra carries a decade and a half of high-intensity experience with firearms, covert work, deception, leadership, counterintelligence, close-quarters combat, and government red tape. The title of Cobra itself carries almost a century's worth of legacy, which he lives up to as much as he can. As the Captain, his word is practically gospel to the more impressionable members of ARMOR, such as Lightning Lad. Harold has hundreds of contacts all over the world, legal or non. His long-since-retired mentor Freight "Train" remains one of the premier minds in the United States, albeit one that's tucked away in a think tank or playing golf more often than not.
Edited by DarkisNotEvil (see edit history)
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