NPCs
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Heroes & Villains
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NOTE TO PLAYERS: The character backgrounds may contain some spoilers. I'll try not to give anything away, but read at your own risk.
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 | From _Iron Man_ v.3, no.1, S. Chen |
Death Squad
The Death Squad is a group of mercenaries with high-tech paramilitary gear. Little is known about them. In Marvel Comics, they were hired by the Mandarin to assassinate industrialist Tony Stark (aka Iron Man). In my own campaign, they work for Parnival Plunder, and were students of the Taskmaster. Their equipment is changeable, as they will presumably carry specialized technology depending on their mission.
Firefight
F: Remarkable (30) Health: 100
A: Remarkable (30) Karma: 18
S: Excellent (20)
E: Excellent (20) Resources: Remarkable
R: Typical ( 6)
I: Typical ( 6)
P: Typical ( 6)
Equipment: Firefight has a Machine Gun which does Excellent (20) damage and range. He also wears a Targeting Computer device over his right eye, giving him +1 CS to hit with any firearm. He wears a kevlar vest which gives him Good (10) Body Armor.
Talents: Leadership, Martial Arts B
Roleplaying Notes: Firefight is the leader of Death Squad, and the most talkative of the group. His demeanor is cold and professional, yet polite until opposed.
Rocket Launcher
F: Remarkable (30) Health: 90
A: Remarkable (30) Karma: 18
S: Good (10)
E: Excellent (20) Resources: Remarkable
R: Typical ( 6)
I: Typical ( 6)
P: Typical ( 6)
Equipment: Rocket Lancher uses a Rocket Launcher capable of Incredible (40) damage and range. He wears heavy kevlar armor providing Excellent (20) protection.
Talents: Guns, Martial Arts B
Roleplaying Notes: Rocket Launcher is quiet, and acts as the group's muscle.
Aireborne
F: Remarkable (30) Health: 100
A: Incredible (40) Karma: 32
S: Good (10)
E: Excellent (20) Resources: Remarkable
R: Typical ( 6)
I: Excellent (20)
P: Typical ( 6)
Equipment: Airborne wears a jet harness providing Remarkable speed Flight. She fights with missiles of Remarkable (30) range and damage. She also has a light machine gun of Excellent (20) range and damage.
Talents: Guns, Pilot, Tumbling
Roleplaying Notes: Airborne acts as the group's aerial reconnaissance. She is also useful in a pursuit capacity.
Smokescreen
F: Remarkable (30) Health: 90
A: Remarkable (30) Karma: 32
S: Good (10)
E: Excellent (20) Resources: Remarkable
R: Excellent (20)
I: Typical ( 6)
P: Typical ( 6)
Equipment: Heat Sensors: Remarkable (30) can detect invisible objects as long as they give off some sort of heat. Blackout Blast: covers up to 2 areas in darkforce, obscuring all normal vision (Ex: 20 strength). Cloaking: Smokescreen can make herself invisible to normal vision with Remarkable ability. Sensor Jam: Smokescreen can project a spray of metal foil up to 2 areas away and covering one area in effect, blocking all mechanical sensors with Remarkable ability.
Talents: Martial Arts C, Electronics, Repair/Tinkering, Engineering (electrical)
Roleplaying Notes: Smokescreen is Death Squad's deputy leader, and the group techie. She tends to take a tactical approach to combat.
Boobytrap
F: Remarkable (30) Health: 90
A: Remarkable (30) Karma: 22
S: Good (10)
E: Excellent (20) Resources: Remarkable
R: Typical ( 6)
I: Good ( 10)
P: Typical ( 6)
Equipment: Mines: Boobytrap can scatter a handful of small, wedge-shaped mines up to one area away and covering one area in effect. The mines do Incredible (40) damage if stepped on. Glue Gun: Boobytrap can spray a gummy substance up to 2 areas away and covering one area in effect; the substance is of Remarkable (30) intensity and can jam sensors, impede vision and breathing, jam guns and flight jets, etc. He also wears armor providing Good (10) protection from physical attacks.
Talents: Guns, Martial Arts E, Engineering (mechanical), Electronics
Roleplaying Notes: Boobytrap is the most quiet of the Death Squad, and defers entirely to Firefight.
 | From _Ka-Zar_, v.4 no.1, by Andy Kubert |
Gregor
F: Incredible (40) Health: 140
A: Remarkable (30) Karma: 60
S: Remarkable (30)
E: Incredible (40)
R: Excellent (20)Resources: Ex
I: Remarkable (30)
P: Good (10)
Equipment: Gregor uses a wide variety of weapons, both firearms and archaic. He will usually have on his person one or more of the following: African throwing knives (10 points Edged damage, 2 area range), a bola of Remarkable strength (2 area range, green result pins victim's arms, yellow or red result may pin both arms and legs), a net (2 area range, covers 1 area in effect, treat as "Hold" result on Grappling attack), and dart (3 area range, Typical damage, may contain sleep poison at GM's discretion). Gregor plans his assignments carefully and will generally be outfitted with equipment appropriate to his mission.
Talents: Leadership, Martial Arts A, Martial Arts B, Martial Arts E, Wrestling, Thrown Weapons, Guns
character background coming soon
 | From _Ka-Zar_ v.4, no.6, by Pino Rinaldi |
Parnival Plunder
F: Typical (6) Health: 46
A: Good (10) Karma: 70
S: Good (10)
E: Excellent (20)
R: Remarkable (30) Resources: Amazing (50)
I: Remarkable (30)
P: Good (10)
Equipment: Parnival Plunder's main advantage is his impressive wealth; he will make use of whatever equipment is neccessary. Additionally, his cybernetics give him Feeble (2) Regeneration. Due to his phobia of germs, he is reluctant to venture outdoors without wearing his space suit, which offers a sealed environment of Remarkable (30) ability and Unearthly (100) resistance against germs.
Talents: Business, Electronics, Computers, Leadership
Contacts: Plunder Incorporated, Thanos, possibly others
character background coming soon
NPCs continued
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