Hammer and Sickle are both highly trained fighters, specializing in hand-to-hand. They have also had rudimentary stealth training, but left the training facility before they could receive really advanced training.
Hammer (Villains & Vigilantes)Powers: Heightened Charisma A +9; Heightened Expertise (+4 "to hit" all attacks); Heightened Strength A +15; Size Change (Larger) (permanently 1.5x height); Speed Bonus +70" ground movement Strength 28, Endurance 18, Intelligence 14, Agility 10, Charisma 20 Level 3; Age 24; Weight 574 lbs.; Height 9', Agility Mod. -4; Carry Capacity 6817 lbs.; Basic HTH 2d8; Hit Mod. (2.2) (2.2) (1.1) (1.0) = 5.324; Basic Hits 12; Hit Points 64; Power 70; Healing Rate 6; Damage Mod. 0; Accuracy 0; Move 189" ground Equipment: headset radio; giant katana (+3 "to hit", HTH+1d10 damage) Background: Religion/mysticism and communications |
Hammer (Hero System)STR 36/41; DEX 15; CON 23; BODY 16/17; INT 14; EGO 20; PRE 25; COM 20; PD 12; ED 12; SPD 4; REC 15; END 50; STUN 59/60 Powers Giant Size
Long Legs Running +18", 1/2 END on 24", x2 NCM KS: Theology 14-; WF: small arms, common melee, bows, quarterstaff, rocket launcher, grenades; Combat Driving 12-; KS: radio frequencies 8-; PS: video editing 11-; +3 levels all Combat; +2 levels HTH; KS: Russian military 8-; Breakfall 14-; TF: skis, motorcycles Giant-size Katana (2d6 HKA) |
Sickle (Villains & Vigilantes)Powers: Heightened Agility A +4; Heightened Endurance A +17; Heightened Expertise (+4 "to hit" all attacks); Invulnerability +19; Willpower (Type A); Invention (not yet defined) Weakness: Phobia/Psychosis (Claustrophobia; whenever trapped in an enclosed space, shmust save v. Charisma on 1d20 (using Willpower adds +4) or panic becoming either violent or catatonic. Strength 15, Endurance 31, Intelligence 13, Agility 20, Charisma 9 Level 3; Age 24; Weight 120 lbs.; Height 5'6"; Agility Mod. +2; Carry Capacity 389 lbs.; Basic HTH 1d6; Hit Mod. (1.4) (3.8) (1.1) (1.9) = 11.1188; Basic Hits 3; Hit Points 33; Power 79; Healing Rate 2.7; Damage Mod. +2; Accuracy +3; Move 66" ground Equipment: headset radio; katana (+2 "to hit", HTH+1d6 damage); sai (2) (+2 "to hit", HTH+1d4) Background: Religion/mysticism and business/sales |
Sickle (Hero System)STR 20; DEX 24; CON 26; BODY 9; INT 13; EGO 9; PRE 18; COM 20; PD 23; ED 24; SPD 5; REC 14; END 52; STUN 45 Powers Invulnerability
Willpower
Running +1" Combat Driving 14-; Fam.: Combat Pilot 11-; +3 levels all combat; Commando Training Martial Arts Package; Acrobatics 15-; Breakfall 14-; KS: international corporate law 12-; KS: business and finance 11-; KS: Russian mafia 8-; PS: business and finance 8-; KS: theology 14-; WF: small arms, common melee, bows, quarterstaff, grenades; TF: all ground vehicles, helicopters, skis Sai (1/2d6 AP HKA); Katana (1d6+1 HKA) |
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Morpheus Unbound.
All rights reserved. Last updated 19 February 2000 by Patric L. Rogers. Send comments and suggestions to morpheus_unbound@patric.net. |