ORIGINAL CHAMPIONS CHARACTERS

KILLZONE

Val	CHA	Cost	Roll	Notes
30/35	STR	20	15-/16-	Lift 1600 kg/3200 kg; 6d6/7d6 HTH Damage [6]
20/24	DEX	30	13-/14-	OCV:  7/8/DCV:  7/8
28	CON	36	15-
14	BODY	8	12-
14	INT	4	12-	PER Roll 12-/16-
10	EGO	0	11-	ECV:  3
20	PRE	10	13-	PRE Attack:  4d6
18	COM	4	13-

12/21	PD	6		Total:  12/21 PD (6/15 rPD)
12/21	ED	6		Total:  12/21 ED (6/15 rED)
5	SPD	20		Phases:  3, 5, 8, 10, 12
12	REC	0
60	END	2
50	STUN	7		Total Characteristics Cost:  153

Movement:	Running:	7"/14"
		Leaping:	6"/12"
		Swimming:	2"/4"

Cost	Powers & Skills
8	Bio-Booster:  +4 DEX, 4 Boostable Recoverable Continuing Charges lasting 1 Turn each 
	(Recovers 1 Charge For Every Turn Of  Normal Operation; +1/4); No Figured Characteristics (-1/2), 
	Side Effects (Side Effect always occurs whenever the character stops using the power; 2d6 Normal 
	Damage And 1d6 END Drain Per Charge Used; -1/4)
3	Bio-Booster:  +5 STR, 4 Boostable Recoverable Continuing Charges lasting 1 Turn each 
	(Recovers 1 Charge For Every Turn Of  Normal Operation; +1/4); Linked (Bio-Booster; -1/2), No 
	Figured Characteristics (-1/2)
5	Distraction Factor:  +20 PRE; Only To Make Seductive/Friendly Presence Attacks Solely For 
	The Purposes Of Causing Target To Delay Their Actions In Combat (-1), Only Versus Targets Of 
	Appropriate Sexual Orientation (-1), OIF (costume; -1/2), Only Works Once Per Target Per Scene (-1/2)

20	Multi-Rifle:  Multipower, 90-point reserve, all slots OAF (rifle; -1), STR Minimum 14 
	(STR Min. Cannot Add/Subtract Damage; -1), Activation Roll 15-, Jammed (-3/4), Required Hands 
	Two-Handed (-1/2), Real Weapon (-1/4)
1u	1)  Light Stun:  EB 4d6, NND (DEF:  ED Force Field; +1); OAF (rifle; -1), STR Minimum 14 
	(STR Min. Cannot Add/Subtract Damage; -1), Activation Roll 15-, Jammed (-3/4), Required Hands 
	Two-Handed (-1/2), Real Weapon (-1/4), END 4
1u	2)  Light Stun, Tight Beam Setting:  EB 4d6, AVLD (DEF:  ED Force Field; +1 1/2); 
	OAF (rifle; -1), STR Minimum 14 (STR Min. Cannot Add/Subtract Damage; -1), Activation Roll 15-, 
	Jammed (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), END 5
1u	3)  Light Stun, Wide-Beam Setting:  EB 4d6, NND (DEF:  ED Force Field; +1), Area Of 
	Effect (4" Radius; +1); OAF (rifle; -1), STR Minimum 14 (STR Min. Cannot Add/Subtract Damage; -1), 
	Activation Roll 15-, Jammed (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), END 6
1u	4)  Heavy Stun:  EB 6d6, NND (DEF:  ED Force Field; +1); OAF (rifle; -1), STR Minimum 14 
	(STR Min. Cannot Add/Subtract Damage; -1), Activation Roll 15-, Jammed (-3/4), Required Hands 
	Two-Handed (-1/2), Real Weapon (-1/4), END 6
2u	5)  Heavy Stun, Tight Beam Setting:  EB 6d6, AVLD (DEF:  ED Force Field; +1 1/2); 
	OAF (rifle; -1), STR Minimum 14 (STR Min. Cannot Add/Subtract Damage; -1), Activation Roll 15-, 
	Jammed (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), END 7
2u	6)  Heavy Stun, Wide-Beam Setting:  EB 6d6, NND (DEF:  ED Force Field; +1), Area Of 
	Effect (6" Radius; +1); OAF (rifle; -1), STR Minimum 14 (STR Min. Cannot Add/Subtract Damage; -1), 
	Activation Roll 15-, Jammed (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), END 9
1u	7)  Light Blast:  EB 6d6, Autofire (5 shots; +1/2); OAF (rifle; -1), STR Minimum 14 
	(STR Min. Cannot Add/Subtract Damage; -1), Activation Roll 15-, Jammed (-3/4), Increased Endurance 
	Cost (x2 END; -1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), END 8
1u	8)  Light Blast, Tight-Beam Setting:  RKA 2d6, Autofire (5 shots; +1/2); OAF (rifle; -1), 
	STR Minimum 14 (STR Min. Cannot Add/Subtract Damage; -1), Activation Roll 15-, Jammed (-3/4), 
	Increased Endurance Cost (x2 END; -1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), END 8
1u	9)  Light Blast, Wide-Beam Setting:  EB 5d6, Area Of Effect (6" Radius; +1 1/4); 
	OAF (rifle; -1), STR Minimum 14 (STR Min. Cannot Add/Subtract Damage; -1), Activation Roll 15-, 
	Jammed (-3/4), Increased Endurance Cost (x2 END; -1/2), Required Hands Two-Handed (-1/2), 
	Real Weapon (-1/4), END 12
1u	10) Heavy Blast:  EB 10d6, Autofire (5 shots; +1/2); OAF (rifle; -1), STR Minimum 14 
	(STR Min. Cannot Add/Subtract Damage; -1), Activation Roll 15-, Jammed (-3/4), Increased Endurance 
	Cost (x2 END; -1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), END 14
1u	11) Heavy Blast, Tight-Beam Setting:  RKA 3d6, Autofire (5 shots; +1/2); OAF (rifle; -1), 
	STR Minimum 14 (STR Min. Cannot Add/Subtract Damage; -1), Activation Roll 15-, Jammed (-3/4), 
	Increased Endurance Cost (x2 END; -1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), END 14
2u	12) Heavy Blast, Wide-Beam Setting:  EB 8d6, Area Of Effect (8" Radius; +1 1/4); 
	OAF (rifle; -1), STR Minimum 14 (STR Min. Cannot Add/Subtract Damage; -1), Activation Roll 15-, 
	Jammed (-3/4), Increased Endurance Cost (x2 END; -1/2), Required Hands Two-Handed (-1/2), 
	Real Weapon (-1/4), END 18
2u	13) Plasma Blast:  RKA 3d6, Armor Piercing (x2; +1); Increased Endurance Cost (x3 END; -1), 
	OAF (rifle; -1), STR Minimum 14 (STR Min. Cannot Add/Subtract Damage; -1), Activation Roll 15-, 
	Jammed (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), END 27

30	Fusion Chamber:  Endurance Reserve  (250 END, 50 REC) Reserve:  OAF (rifle; -1); 
	REC:  OAF (rifle; -1), 2 clips of 1 Continuing Fuel Charge lasting 1 Minute (Increased 
	Reloading Time; Fuel is Difficult to obtain; -3/4)
10	Rifle Butt:  HA +5d6, Reduced Endurance (0 END; +1/2); OAF (rifle; -1), Hand-To-Hand 
	Attack (-1/2), Required Hands Two-Handed (-1/2), STR Minimum 14 (-1/2), Real Weapon (-1/4)
3	Computerized Targeting Sight:  +2 with OCV; OAF (rifle; -1), Only When Shooter 
	Braces And/Or Sets (-1), Real Weapon (-1/4)
9	Computerized Targeting Sight:  Penalty Skill Levels:  +10 vs. Range Modifier with All 
	Attacks; Only When Shooter Braces And/Or Sets (-1), OAF (rifle; -1), Real Weapon (-1/4)
2	Computerized Targeting Sight:+4 PER with Sight Group; OAF (rifle; -1), Only When Shooter 
	Braces And/Or Sets (-1), Only To Counteract  Darkness Penalties (-1/2), Side Effects, Side Effect 
	occurs automatically whenever Power is used (Character Suffers A 2x Vulnerability To Sight 
	Group Flashes Based On Bright Light While Looking Through The Scope, And May 
	Experience A Minor Sight Group Flash From Looking At A Bright Light; -1/2), Requires 
	Ambient Light (It Won't Work In Total Darkness; -1/4)
2	Computerized Targeting Sight:  Detect Infrared Light A Class Of Things 12- (Sight Group); 
	OAF (rifle; -1), Only When Shooter Braces And/Or Sets (-1)
2	Computerized Targeting Sight:  +4 versus Range Modifier for Sight Group; OAF (rifle; -1), 
	Only When Shooter Braces And/Or Sets (-1)
	
	Martial Arts:  Commando Training
	Maneuver	OCV	DCV	Damage
4	Boxing Cross	+0	+2	10d6 / 11d6 Strike
4	Karate "Chop"	-2	+0	HKA 2d6
4	Kung Fu Block	+2	+2	Block, Abort
8	+2 HTH Damage Classes (already added in)
1	Weapon Element:  Rifles

13	Bulletproof Costume:  Armor (9 PD/9 ED); Activation Roll 14- (-1/2), OIF (costume; -1/2)
6	Reinforced Skin:  Damage Resistance (6 PD/6 ED)
2	Running +1" (7" total), END 1
10	Built-In Radio With Scrambler:  Radio Perception/Transmission (Radio Group), Concealed 
	(-3 with Radio Perception/Transmission PER Rolls); IIF (costume; -1/4)
5	Rapid Healing:  Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2); 
	Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)
8	Filter Lungs:  LS  (Immunity All terrestrial poisons and chemical warfare agents; 
	Immunity: All terrestrial diseases and biowarfare agents); Only Versus Inhaled Substances (-1 1/2)

	Perks
18	Contact:  ARGENT (Contact has access to major institutions, Contact has significant 
	Contacts of his own, Contact has very useful Skills or resources), Organization Contact (x3) 11-
40	Follower (16 100-point base Doom Troopers)
6	Reputation:  Effective and Capable Mercenary (Earth) 14-, +2/+2d6

	Talents
1	Computerized Targeting Sight:  Absolute Range Sense; OAF (rifle; -1), Only When Shooter Braces 
	And/Or Sets (-1)
3	Lightsleep

	Skills
6	+2 with Multi-Rifle

3	Demolitions 12-
3	Electronics 12-
2	KS: ARGENT 11-
3	KS: The Military/Mercenary/Terrorist World 12-
2	KS: The Superhuman World 11-
0	Language:  English (idiomatic; literate)
2	Language:  German (fluent conversation; literate)
2	Language:  Portugese (fluent conversation; literate)
4	Language:  Spanish (idiomatic; literate)
3	Paramedics 12-
3	Sleight Of Hand 13- (14-)
3	Stealth 13- (14-)
3	Streetwise 13-
3	Tactics 12-
3	Teamwork 13- (14-)
5	WF: Common Melee Weapons, Small Arms, Polaron Blaster Weapons
2	Weaponsmith (Firearms) 12-
296	Total Powers & Skills Cost
449	Total Character Cost

200+	Disadvantages
35	DNPC:  Doom Troopers 14- (Slightly Less Powerful than the PC; Group DNPC: x16 DNPCs)
20	Enraged:  when Mind Controlled (Common), go 11-, recover 11-
	Notes:  Often has no idea who did it though, so will attack nearest enemy instead.
15	Hunted:  ARGENT 14- (As Pow, NCI, Watching)
20	Hunted:  UNTIL 8- (Mo Pow, NCI, Capture)
5	Physical Limitation:  Unusual Physical Makeup, -3 to all medical rolls  (Infrequently, 
	Slightly Impairing)
10	Psychological Limitation:  Hates Scorpia and Feuermacher (Uncommon, Strong)
20	Psychological Limitation:  Honourable Mercenary (always repays her debts, honours her 
	deals, keeps her word when given) (Common, Total)
20	Psychological Limitation:  Protective of Her Subordinates (Very Common, Strong)
10	Reputation:  Honourable Mercenary, 11-
5	Social Limitation:  Secret Project of ARGENT (Occasionally, Minor)
20	Vulnerability:  2 x Effect Mental Powers (Common)
69	Experience
450	Total Disadvantage Points

Background/History: >Elizabeth Paine was once on what she saw as the fast track. She had grown up as the daughter of a mid-level mobster in Miami, who was forced to flee to South America after he accidentally caused the death of his Boss' son. However, after only a few years he and his wife were tracked down and murdered in the middle of the streets of Buenos Aires, leaving a 12 year old Elizabeth to fend for herself on the streets. She actually did rather well, having already learned a little of how the streets worked from tagging along with her father during "business meetings" in Buenos Aires and having a natural aptitude for pick pocketing. After a few years she also began to learn how to use her looks to get what she wanted, and what that couldn't get her, her capacity for brutal violence would. By the age of 16 she had gained a reputation for brutal but fair dealings and attracted the attention of a mercenary commander, named Lucas, who liked not only her looks but saw her potential as a warrior. He recruited her, trained her how to fight and also taught her all he knew of weaponry and warfare. She learned fast and gained her company many lucrative jobs as a result of her combination of stealth, subterfuge and brutality. All of this came to an end when Lucas was killed during a job in San Francisco, when the local Silver Avenger was blinded and struck the commander with his full, augmented strength. Having lost nearly half the company and having it's remains looking to her for leadership, she placed feelers out in Brazil. This resulted in the company being recruited into a new terrorist organisation being formed by a supervillain who supposedly trained under Doctor Destroyer himself. Terror Incorporated, which was led by Professor Muerte, paid it's agents well, and finally Elizabeth was living the life that she remembered having as a small child. And she had this Professor Muerte to thank for it, and she always paid her debts. Then came the betrayal, and the dream was over. Scorpia and Feur had apparently killed her saviour and abandoned Terror Incorporated. She was heartbroken and confused, but most of all, she was furious.

She raided the mercenary company accounts and gathered together as many of her mercenary comrades as she could find her shared her view of these two. She dedicated herself to finding a way to track down and kill the two betrayers, but when she heard that they had been in the company of Eurostar, she balked. She knew very well that a handful of mercenaries were never going to be able to face of against the premier supervillain team of Europe, even if they had recently had to re-organise. She needed an edge, and she new just where to go. During her run with Terror Incorporated, she had managed to cultivate some contacts within ARGENT, and she knew that they were eager to market their new bio-modification services, but were hampered by the fact nobody believed that they could compete with Teleios. It took her a while to convince them that her of her proposals merits, but after successfully extracting a rare meteorite from the hands of an UNTIL team, they agreed to her plan. She and her men would undergo the procedures and function as a mercenary group, showcasing the capabilities of the process, and ARGENT would be entitled to a sizable share of the profits. However, ARGENT could not reveal the source of their abilities for 5 years, allowing her enough time to manoeuvre into a position where she and her men could have their revenge on Scorpia and Feuermacher (as he now called himself). ARGENT agreed, thinking that even if she only severely injured Eurostar's newest recruits, it should be ample proof that their bio-tech was worth having, even if it wasn't as good as Teleios'. They also outfitted her with an experimental Polaron Blaster that they wanted to market, and equipped her newly named Doom Troopers with a less ambitious outgrowth of the same project. That was three years ago.

Personality/Motivation: Elizabeth is an emotional cripple, a little girl looking for her father. And every time that she has found him, he has been taken away. Only, this time, she's not taking it lying down. With her father and Lucas, it was an enemy that killed them. And even she can move beyond that, but with Professor Muerte (even as a distant, unknowing father), he was betrayed by his most trusted lieutenant and sometimes lover and a man who owed him his life. Now, as Killzone, she has the power to take them both down, but realizes that she will need her Doom Troopers to do it while they're a part of Eurostar. And that's where her problems lay. She subconsciously realizes that her men have come to see her as not only their commander, but also as a surrogate mother-figure, one which she reciprocates. More than her desire for revenge, she does not want to see her Troopers killed because of her need for vengeance/closure. As such, she is currently biding her time, building her reputation as per her agreement with ARGENT, and keeping an ear out for anything that will give her and her Doom Troopers the edge they'll need when the day of retribution comes.

Quote: "My firepower is for hire, not my life."

Powers/Tactics: Killzone has been augmented by the very best biological modifications available to ARGENT. On top of retroviral gene-therapy that augmented her strength, agility and endurance, as well as laying down extra pathways within her brain to augment her perceptive and cognitive functions, she has had several gengineered organs implanted, such as an auxiliary heart, a special "bio-booster" gland that floods her body with adrenaline and noradrenalin, filter lungs, and an upgraded liver and spleen. The scientists then surgically implanted synthetic material to augment her muscles and strengthen her skin. Her bones have been altered to have a semi-fullerene structure and extra muscle attachment flanges and the marrow now produces enhanced haemoglobin and platelets, significantly improving her endurance and granting minor regenerative qualities.

All of these modifications have made Killzone a low-level superbeing with the ability to match more powerful opponents for short periods. Killzone gets a thrill from ringing the clocks of bricks, although she has enough tactical sense to make sure that she doesn't knock herself out doing it. In combat, she will co-ordinate with her Doom Troopers and combine fire on tougher opponents. She will attack from concealment, use cover and fall back to more defendable positions when her current one becomes too difficult to hold. Her Multi-Rifle gives her a lot of options and she will often use it's wide angle heavy stun setting on tight groups of Superbeings, simply so her Doom Troopers can haymaker their attacks on the stunned individuals.

Killzone's extensive neurological enhancements have left her vulnerable to mental powers, a fact that irks her to great extent.

Designer's Notes: When using Killzone's Bio-Booster, she must use the same number of charges on both applications. I also included a custom limitation on it's side effect so that the level of damage she suffered was relative to the level of the boost she used. It is also important to note that the extra Strength does not cost any additional END to use, as it has been purchased with a charge. I decided to design Killzone after originally seeing her in the Pictures That Could Be Superheroes section. I also wanted to show a different approach to the "granted superpowers by an evil scientist" route, and drew heavily on GURPSô Biotech (© 1997), by Steve Jackson Games™, for inspiration. Her Multi-Rifle's Fusion Chamber is intended to have 250 END, and 250 END worth of Recovery, so if she spends 230 END, it will take 5 turns to recover all the spent END, and the fuel charge will still have 20 END left.

(Killzone was created by Anthony White, a.k.a. Weldun, based on concepts by Michael Surbrook.)


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