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The Technet

The Technet

 

 

 

 

 

 

 

 

 

 

Gatecrasher

Strength   10X
Agility   3X
Intellect   10X
Willpower   6D

Edge:   2
Hand:   4 (25)

Calling:   Greed

Hindrance:   Monstrous

Personality:   Efficient bureaucrat, intelligent tactician, loyal team member, has a businessmen's sense of honor

SKILLS:
Leadership

POWERS:
Telepathy   4
Emotion Control   2
   Limit: Calm only
Body Armor   +5


Bodybag

Strength   6X
Agility   3X
Intellect   4X
Willpower   3X

Edge:   1
Hand:   3 (17)

Calling:   Greed

Hindrance:   Monstrous

Personality:   Does not speak, often first line of attack

SKILLS:
None.

POWERS:
Three Storage Sacs (Poison)   14
   He can eject a narcotic membrane around a target within Striking Distance. If the initial attack is successful, the victim is surrounded by a storage membrane and immediately feels the effect of the poison. Encased targets suffer from the effect of the narcotic, until they break free or fall unconscious. The sac material is 8. The further poison effects while captured occur as contingency actions. The membrane drains Strength by -6 per exchange. The also membrane drains Willpower by -6 per exchange. When Willpower reaches 0, the victim passes out. The effects last until removed from the sac. Points are regained by two each exchange.


China Doll

Strength   5X
Agility   6X
Intellect   4X
Willpower   6X

Edge:   1
Hand:   3 (17)

Calling:   Greed

Hindrance:   Susceptible to Fire and Heat

Hindrance:   Monstrous

Personality:   Bully, enjoys using her power, treats her victims like objects and curiosities

SKILLS:
None.

POWERS:
Size Alteration   10
   Unwilling targets make a Willpower action to resist. Affected victims must make an Average (8) Willpower action or be disoriented while shrunk (making actions one level more difficult). The shrinking lasts for an aura duration.
   Limit: Others Only
Water Breathing
Swimming   6


Ferro2

Strength   8D
Agility   6X
Intellect   3X
Willpower   4X

Edge:   1
Hand:   3 (17)

Calling:   Greed

Hindrance:   Monstrous

Personality:   Dedicated and efficient, more careful than his late, overconfident brother

SKILLS:
Swords

POWERS:
Four Arms
   Stunts: Extra Attacks by dividing scores between the offensive action and contingent actions.
Enhanced Senses
   Stunts: Sense of Smell (gains Tracking skill) and Nightvision.

EQUIPMENT:
Two Swords   +4 each
   Material   16


JoyBoy

Strength   2X
Agility   1X (with chair 2)
Intellect   6D
Willpower   10X

Edge:   2
Hand:   4 (25)

Calling:   Greed

Hindrance:   Physically Disabled (permanently shrunk, atrophied limbs, but compensated by chair)

Personality:   Smiles benignly most of the time, has no better speech than a baby, malicious, cruel, enjoys using his power

SKILLS:
Psychiatry

POWERS:
Transmutation   16
   Stunts: Can transform the victim into their heart's desire but in a twisted way. This includes bestowing powers (up to 16, but usually uncontrolled) or restructuring them molecularly. This lasts for as long as Joyboy concentrates.
Mental Probe   16
   Limit: Must make a successful probe in order to use Transformative power.
   Limit: Used only to find one's greatest desire.
   Limit: Failure forces a Daunting (16) Willpower action or unconsciousness for an aura duration.

EQUIPMENT:
Chair   2
   Stunt: Flight, controlled cybernetically
   Limit: Can carry up to 100lbs. If Joyboy falls unconscious, the chair drops like a rock.


Numbers

Strength   12X
Agility   2X
Intellect   6X
Willpower   4X

Edge:   2
Hand:   4 (25)

Calling:   Greed

Hindrance:   Monstrous, Bruiser

Personality:   Slow to respond, sluggish in combat, equally hard to stop when pursuing a goal, rarely involved in combat

SKILLS:
None.

POWERS:
Eidetic Memory
   He can remember libraries of facts and figures, plus he's a lightning calculator, familiar with mathematical tables and algorithms. This translates into a world-class skill when dealing with these topics.
Body Armor   +4

The Technet

 

 

 

 

 

 

 

 

 

 

 

 

Ringtoss

Strength   3X
Agility   3X
Intellect   3X
Willpower   4X

Edge:   1
Hand:   3 (17)

Calling:   Greed

Personality:   Efficient, well-behaved

SKILLS:
None.

POWERS:
Ensnarement ("Energy Rings")   14/16/18
   One ring hold as 14 Strength, three rings hold as 16 Strength, nine rings hold as 18 Strength.
   Limit: Can produce 11-20 rings (draw a card to determine number and add 10)
   Limit: Each ring lasts for an aura duration.


Scatterbrain

Strength   2X
Agility   4X
Intellect   2X
Willpower   4X

Edge:   1
Hand:   3 (17)

Calling:   Greed

Personality:   Air-headed, efficient, loyal, enthusiastic at time

SKILLS:
None.

POWERS:
Neuron Firing   16
   Due to her feeding on the emotions of others, she can fire another person's brain neurons. Unwilling victims resist with an Average (8) Willpower action. Success bestows Cosmic Awareness 16 as long as Scatterbrain remains in contact. Failure overloads the victim's brain, shutting it down for an aura duration.
   Limit: Touch only
Partially Non-Corporeal (Resistance to all attacks)   +6
Flight (from Partial Non-Corporeality)   1
Scatterbrain casts no shadow.


Thug

Strength   14X
Agility   3X
Intellect   3X
Willpower   2X

Edge:   1
Hand:   3 (17)

Calling:   Greed

Hindrance:   Monstrous

Personality:   Nasty, brutish, short, strong sense of honor, brave

SKILLS:
Brawling, Wrestling, Boxing

POWERS:
Body Armor   +9


Waxworks

Strength   5X
Agility   4X
Intellect   3X
Willpower   6D

Edge:   1
Hand:   3 (17)

Calling:   Greed

Hindrance:   Monstrous

Personality:   Alien mentality, obeys Gatecrasher for reasons of its own, appreciates the odd shapes it can change people into, negligible interest in the dignity of human life

SKILLS:
Art

POWERS:
Transmutation   10
   Causes a victim's skeletal structure to flow like quicksilver. A victim cannot use their muscles for as long as Waxworks concentrates. The transformation is painful however, forcing a Challenging (12) Strength action or unconsciousness for an aura duration. This occurs also while the bones knit back together. Heroes can still use other powers and skills not related to movement and agility, such as mental powers, while transformed.
Power Dampening
   Can choose to dampen any power up to -4 automatically.


Yap

Strength   2X
Agility   4X
Intellect   4X
Willpower   6X

Edge:   2
Hand:   4 (25)

Calling:   Greed

Hindrance:   Monstrous

Hindrance:   Panicky

Personality:   Anxious, very intuitive, knows exactly how dangerous a situation is, finds comfort in Gatecrasher's calm leadership, calls Gatecrasher "mother"

SKILLS:
None.

POWERS:
Teleportation   18
   Stunts: Can use Tele-location to transport Technet members that are separated from him.
   Limit: If unprepared for transport, the jump is disorienting for an aura duration after transport (actions are one level more difficult)
Tele-Location
Yap can track and locate members of the Technet automatically.