“Justifier” Genetically Augmented Super-Soldier

Value Characteristic Points
15/40 STR 5
12/18 DEX 6
13/26 CON 6
10 BODY 0
10 INT 0
8 EGO -4
15 PRE 5
10 COM 0
5 PD 0
5 ED 0
3 SPD 2
10 REC 0
30 END -11
36 STUN 0
Total 9
Points Powers END
2 Elemental Control: Animal Powers (8-pt reserve); Realistic Animal Powers Only (-1), Always On (-.5), Side Effects (Animalistic Instincts, Telltale Traits (-.5), Side Effects Cannot be avoided (-.5).
a-7 Running (+9″, 21″, NC: 84″); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 40; Reduced END: Zero, +½ 0
b-4 1d6 Killing Attack (HTH) (Total 2d6); Range: 0; Reduced END: Zero, +½ 0
c-4 Animal Senses
(1) Discriminatory Sense (Smell)
(3) Tracking Scent
(1) Ultrasonic Hearing
(1) Ultraviolet Vision
d-3 Enhanced Perception (all) (+6 to PER)
e-3 Armor (6 PD/6 ED)
f-2 Mental Defense (18 pts); Add to Total
g-2 Regeneration (1 BODY/hour); Activation: 8-, -2; Regenerate: Lost Limbs and Organs, +10
h-3 Hand-to-Hand Attack (4d6, Total 12d6); Range: 0; Reduced END: Zero, +½ 0
3 Enviromental Adaptions
(6) Need Not Breathe; Charges: 1, -¼; Recoverable Charges (Must breath mormally for at least an equal length of time): -2 lev; Continuing Charges: 5 Minutes, -4 lev; Activation (Sometimes you’re currently inhaling…): 14-, -½
(1) Life Support: Intense Heat/Cold; Only within earthly environmental limits: -1
(3) Doesn’t Eat, Excrete or Sleep; Cannot keep it up for more than a few days.: -½
j-2 +10 STR; Reduced END: Zero, +½ 0
k-2 +8 CON
l-3 +6 DEX
5 Superleap (+5″, 13″, NC: 26″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 11 1
2 Swimming (+2″, 4″, NC: 8″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 4 1
3 Clinging (Clinging STR +0); Concentrate: Throughout & 0 DCV, -1; Physical Ability: Relies on Claws, Etc. : -½; OIF (Claws): -½
Unfortunately, purely physical modifications cannot support Flight in a man-sized creature without major – and extremely undesirable – sacrifices elsewhere. Similarly, attempts at providing venoms or bioelectrical abilities have been relatively unproductive.
6 2d6 60-Point Available Equipment Allowance Aid (Fade/week, Max. 60); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×2, +¼; Increased END: ×10, -4; Only to GM-specified items: -2; Actual point total of equipment available limited by GM decision.: -2; Must actually locate gear, availability is not automatic.: -2; This allows a character to haul along 60 CP worth of customized gear. 30
15 Conventional Equipment Multipower Base
2 30-Point Heavy Power Armor Elemental Control (5-pt reserve); All abilities -.5 OIF (Power Armor), -1 (Conventional Technology Only), -.25 (Visible: power armor is pretty obvious). Characters using heavy power armor will usually want heavy weapons as well, and will need to spend some of their extra points on either the armor or on the multipower reserve.
a-12 Armor (12 PD/12 ED); Hardened: ×1, ¼; Always On: -½
b-4 Life Support Systems
(1) Life Support: High Pressure/Vacuum
(1) Life Support: High Radiation
(4) Need Not Breathe
(1) Life Support: Intense Heat/Cold
c-4 Running (+6″, 21″, NC: 42″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 13; Reduced END: Half, +¼ 1
d-2 Superleap (+10″, 18″, NC: 36″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 22 2
e-4 +15 STR; Doesn’t Affect Figured: -½; Reduced END: Half, +¼ 1
f-2 +5 CON
4 Advanced Military Electronics Package; Computer: Int 13, Dex 0, Spd 1 (-27 Points Base).
(1) Elemental Control: Electronics (3-pt reserve); All abilities Conventional Technology (-1)
a-3 Radio Listen and Transmit; Usable By Others: Simultaneous Use, +½; Invisible (Scrambled: Detectable, but untranslatable.): One Sense Group, +½
b-2 Infrared Vision; Usable By Others: Simultaneous Use, +½
c-3 Telescopic Vision (Sight, +4 to PER); Usable By Others: Simultaneous Use, +½
d-2 Flash Defense (Sight, 5 pts); Usable By Others: Simultaneous Use, +½
e-2 Flash Defense (Hearing, 5 pts); Usable By Others: Simultaneous Use, +½
f-2 Detect Health of User (+1 to PER); Time Required: Instant, +2; Range: Touch, +0
g-2 Enhanced Perception (all) (+2 to PER); Usable By Others: Power Lost, +¼
h-3 Eidetic Memory; Always On (Memory is either perfect or utterly gone): -½
i-2 Basic Computer Functions
(1) Absolute Time Sense
(1) Inertial Locator/Bump of Direction
(1) Lightning Calculator
j-2 Detect Environmental Hazards (+1 to PER); Time Required: Instant, +2; Range: Touch, +0; Detects Chemical Weapons, High Radiation, Etc.
k-4 GPS/Heads-Up Map Display: Navigation; Usable By Others: Power Lost, +¼ 14-
l-7 +3 level w/Rangefinder/Targeting System: Ranged Combat; Usable By Others: Power Lost, +¼; OCV Only: -½
m-4 2d6 Aid: Programs/Databases (Fade/week, Max. 12); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 min., -1½; Activation: 11-, -1; Must have program available to load: -2; This allows the user to load maps (area knowledge), mission information, and so on. All of it should be Usable By Others/Power Lost, so you can load a total of 10 points worth of information. 3
(3) Programs; 1) Monitor instruments and transmit information to user and command systems, 2) Place call for emergency assistance if serious health issues are detected, 3) Refuse to activate without proper identification of authorized user. The first two programs normally run continiously after boot-up. The third runs at boot-up but shuts down once satisfied.
(1) English (Basic Conv.); Literacy: Standard, 0
(6) Easy Interface: Computer Programming; Usable By Others: Power Lost, +¼ 12-
30 Equipment Multipower (75-pt reserve); -1/2 Variable Limitations: various OAF’s, -1 Conventional Technology Only limitation.
u-1 10″ Folding Paraglider: Gliding (NC: 20″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 22
u-1 1d6+1 Assault Rifle: Killing Attack (RKA); Range: 200; Autofire: 5 shots, ½; Charges: 32, +½; Clips: 4 0
u-1 4d6 Bolos: Entangle (DEF 4); Range: 200; Charges: +8, -½ 0
u-1 Collapsible Shield: Force Field (10 PD/10 ED); Charges: +4, +¼; Continuing Charges: 1 Hour, -5 lev 0
u-1 2d6 First Aid Kit: Aid to all damaged powers and attributes (Fade/turn, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2; Restore Only Lost Characteristics and Powers: -½; Charges: 12, -¼ 0
Select One Grenade Pack:
u-1 Smoke Grenades: Darkness (Normal Sight, 1″ radius); Range: 135; Area Effect (Radius): 8″ radius, +1; Increased Area: ×8, +¾; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev 0
u-2 2d6 Stun Spray Grenade Energy Blast; Range: 200; Versus: ED; No Normal Defense (Vrs Force Field, Sealed Armor, Alien Metabolism): +1; Continuous: +1; Area Effect (Radius): 3″ radius, +1; Charges: +6, +0; Continuing Charges: 1 Minute, -3 lev; These spray a sticky most, loaded with DMSO and knockout drugs, over everything in a small radius. 0
u-2 Tear Gas Grenade: Change Environment (16″ rad.); Effect: Fixed, +0; Charges: 8, +½; Continuing Charges: 5 Minutes, -4 lev; While tear gas inflicts a -2 penalty on all rolls on characters with eyes and without life support, it really isn’t all that effective in superheroic settings. 0
Multigrenade Launcher
u-1 6d6 Concussion Grenade Stun-Only Energy Blast; Range: 225; Versus: PD; Explosion (Extended Area +0″/DC): +½; OAF: -1; Charges: +12, -¼ 0
u-1 2d6 Fragmentation Grenades: Killing Attack (RKA); Range: 225; Explosion (Extended Area +0″/DC): +½; Charges: 8, -½; OAF: -1 0
u-1 6d6 Inciendary Grenade: Energy Blast (Fire); Range: 225; Versus: ED; Explosion (Extended Area +0″/DC): +½; OAF: -1; Charges: +8, -½ 0
u-1 4d6 LAW Missile Launcher: Killing Attack (RKA); Range: 300; OAF: -1; Charges: 8, -½ 0
Select One Major Weapon
u-1 15d6 Assault Cannon: Energy Blast; Range: 375; Versus: PD; Focus: Obvious Accessible, -1; Focus Mobility: Bulky, -½; Extra Time: full phase, -½; Charges: 6, -¼; Clips: 4 0
u-1 2d6 Heavy Machine Gun: Killing Attack (RKA); Range: 335; Autofire: 5 shots, ½; Armor Piercing: 1, +½; Charges: 16, +¼; Clips: 4; OAF: -1; Extra Time: full phase, -½; Focus Mobility: Immobile, -1 0
u-1 2d6 Sniper Rifle: Killing Attack (RKA); Range: 3000; OAF: -1; Focus Mobility: Immobile, -1; Armor Piercing: 1, +½; Increased Maximum Range: ×25, +½; No Range Penalty: +½; Charges: +6, +0; Clips: 8; Extra Time: full phase, -½ 0
u-1 2d6 Surface to Air Guided Missile: Killing Attack (RKA); Range: 3000; No Range Penalty: +½; Armor Piercing: 1, +½; Increased Maximum Range: ×25, +½; OAF: -1; Charges: 8, -½; Extra Time: full phase, -½; Focus Mobility: Bulky, -½ 0
71 Total Powers
Points Skills, Talents, Perks Roll
18 Military Package Deal
(8) +1 level w/All Combat
(6) Skill Upgrades
(2) Professional Skill: Military 11-
(0) Climbing 8-
(1) Combat Pilot or Driver 8-
(0) Concealment 8-
(1) Demolitions 8-
(1) Navigation 8-
(0) Paramedic 8-
(0) Stealth 8-
(1) Survival 8-
(1) Tactics 8-
(-3) Package Bonus
2 Chosen Hobby Skill 11-
20 Total Skills, Talents, Perks
50+ Disadvantages
20 Distinctive Features: Animalistic Features; Concealability: Not Concealable, 15; Reaction: Always noticed & major reaction, +5
5 Dependence: Metabolic Adjustment Drugs (3d6/1 Day); Substance: Uncommon, +15
10 Public Identity
15 Reputation: Enhanced Military Goons (14-)
50 Total Disadvantages
COSTS: Char. Powers Total Total Disadv. Base
9 + 91 = 100 100 = 50 + 50
OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 3 18 23/18 23/18 4, 8, 12

Story: Genetically-modified produces of the U.S. super-soldier program.

Notes: The Justifiers program is not yet perfected – but this is basically what they’re attempting. While individually no match for a serious superhero, they can be quite effective in groups or against lesser opponents. The equipment listed is typical for an assault squad: specialists may be issued other gear.

Height: 175cm (5’9″), Weight: 70kg (154 lbs), Sex: Male, Age: 18, Race: Modified Human

Appearance: Human, albeit with a variety of more-or-less animalistic features.

2 Responses

  1. what is this

    • Ah, an easy one – and with no irrelevant URL to label it as Spam…

      Well, this is a blog full of material for role-playing games like Dungeons and Dragons. This particular entry is the statistics for a type of super-soldier for Champions – a game about superheroes.

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