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JmOz
Dec 3rd, '04, 10:11 AM
I thought it would be nice to see the actual PC you play. I will post mine later (probably tomorow)

Arkham
Dec 3rd, '04, 10:12 AM
Always the GM, never the player.

I almost never get to play Hero except at cons.

Tim
Dec 3rd, '04, 10:18 AM
Here is All American, my light Brick. I need to modify him. I forgot to add KB resistance linked to absorb. Also he can only use his HA at full strength.

<font size=+1><b>All American</b></font>

Player: Tim Statler

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val </b></font></td><td><font size=2><b>Char </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>30 </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>20</font></td></tr><tr><td align="right"><font size=2>20 </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>30</font></td></tr><tr><td align="right"><font size=2>30 </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>40</font></td></tr><tr><td align="right"><font size=2>15 </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>10 </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>10 </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>20 </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>12 </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>1</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>20/50 </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>14</font></td></tr><tr><td align="right"><font size=2>20 </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>14</font></td></tr><tr><td align="right"><font size=2>5 </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>20</font></td></tr><tr><td align="right"><font size=2>15 </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>6</font></td></tr><tr><td align="right"><font size=2>60 </font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>60 </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>15</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>12" </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2" </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>10" </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 180

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">10 </td><td><b><i>Physical Toughness: </i></b>Damage Resistance (10 PD/10 ED) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">12 </td><td><b><i>Strong Legs: </i></b>Running +6" (12" total) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">4 </td><td><b><i>Strong Legs: </i></b>Leaping +4" (10" forward, 5" upward) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">25 </td><td><b><i>Absorb Physical Punishment: </i></b>Absorption 5d6 (energy, Physical), Can Absorb Maximum Of 50 Points' Worth Of Energy Damage, Delayed Return Rate (5 Points per 5 Minutes; +1/2), Persistent (+1/2) (70 Active Points); Absorbed Points lost when first used (-1), Always On (-1/2), Side Effects (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">30 </td><td><b><i>Absorb Physical Punishment: </i></b>Armor (30 PD/0 ED) (45 Active Points); Only up to amount absorbed (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">7 </td><td><b><i>Return Punishment: </i></b>Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 88

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Martial Arts Maneuver</b></td></tr><tr><td valign="top" align="right">4 </td><td>Punch/Elbow Strike: 1/2 Phase, +2 OCV, +0 DCV, Strike+2d6 </td></tr></table><b>Martial Arts Cost:</b> 4

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">9 </td><td>+3 with Block and Dive For Cover </td></tr><tr><td valign="top" align="right"> </td><td> </td></tr><tr><td valign="top" align="right">3 </td><td>Breakfall 13- </td></tr><tr><td valign="top" align="right">3 </td><td>Conversation 13- </td></tr><tr><td valign="top" align="right">3 </td><td>Defense Maneuver I </td></tr><tr><td valign="top" align="right">3 </td><td>Interrogation 13- </td></tr><tr><td valign="top" align="right">2 </td><td>KS: Football 11- </td></tr><tr><td valign="top" align="right">2 </td><td>KS: Superhuman World 11- </td></tr><tr><td valign="top" align="right">1 </td><td>KS: Superheroes and Supervillians 8- </td></tr><tr><td valign="top" align="right">2 </td><td>KS: Thai-Kickboxing 11- </td></tr><tr><td valign="top" align="right">3 </td><td>Mechanics 11- </td></tr><tr><td valign="top" align="right">3 </td><td>Oratory 13- </td></tr><tr><td valign="top" align="right">9 </td><td>Paramedics 14- </td></tr><tr><td valign="top" align="right">1 </td><td>Streetwise 8- </td></tr><tr><td valign="top" align="right">3 </td><td>Tactics 11- </td></tr><tr><td valign="top" align="right">3 </td><td>Teamwork 13- </td></tr><tr><td valign="top" align="right">1 </td><td>TF: Small Motorized Ground Vehicles </td></tr></table><b>Skills Cost: </b>51

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">4 </td><td>Contact with Defender (Contact has significant Contacts of his own, Contact has very useful Skills or resources) 8- </td></tr><tr><td valign="top" align="right">4 </td><td>Vehicles & Bases </td></tr></table><b>Perks Cost:</b> 8



<table cellpadding="0" border="0"><tr><td align="right"><b>Val </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">10 </td><td>Distinctive Features: Mutant Not Concealable, Noticed and Recognizable, Detectable By Uncommonly-Used Senses </td></tr><tr><td valign="top" align="right">15 </td><td>Enraged: If Innocents attacked Common, go 8-, recover 11- </td></tr><tr><td valign="top" align="right">5 </td><td>Hunted: Bulldozer 8- (Occasionally), Less Powerful, Harshly Punish </td></tr><tr><td valign="top" align="right">20 </td><td>Hunted: VIPER 8- (Occasionally), More Powerful, NCI, Harshly Punish </td></tr><tr><td valign="top" align="right">20 </td><td>Psychological Limitation: Code vs Killing Common, Total </td></tr><tr><td valign="top" align="right">15 </td><td>Psychological Limitation: Code of the Hero Very Common, Moderate </td></tr><tr><td valign="top" align="right">20 </td><td>Psychological Limitation: Protective of the innocents Very Common, Strong </td></tr><tr><td valign="top" align="right">15 </td><td>Social Limitation: Secret ID John Michael Clark Frequently (11-), Major </td></tr><tr><td valign="top" align="right">10 </td><td>Vulnerability: 2x STUN Sonics Uncommon </td></tr></table>
<b>Disadvantage Points:</b> 130
<br>
<b>Base Points:</b> 200
<b>Experience Required:</b> 1
<b>Total Experience Available:</b> 19
<b>Experience Unspent:</b> 18
<b>Total Character Cost:</b> 331
<br>
<table width="100%" valign="top"><tr valign="top"><td><b>Height:&nbsp;</b>6' 6"</td><td><b>Hair:&nbsp;</b>Brown</td></tr><tr valign="top"><td><b>Weight:&nbsp;</b>220 lbs</td><td><b>Eyes:&nbsp;</b>Brown</td></tr><tr valign="top"><span style="font-family: Arial Narrow; font-weight: 700"><td colspan=2><b>Appearance:&nbsp;</b>John is Caucasian in his early to mid twenties. He stands 5?10? with brown hair and brown eyes. His looks are average except for the body building he does raises it up a notch</td></tr><tr valign="top"><td colspan=2><b>Personality:&nbsp;</b>As All American, John concerns himself with making sure others aren?t hurt. He is as likely to dive in front of an attack meant for someone less able to take the hit (as he sees it) as to attack. <br> He takes every first aid course he can, partly out of guilt and partly out of a sense of responsibility. He?ll only use his power on someone he believes can handle the hit.<br> Otherwise he thinks of himself as a regular guy who happens to have powers. He enjoys weightlifting and working out.</td></tr><tr valign="top"><td colspan=2><b>Quote:</b>?Don?t make me have to hurt you??</td></tr><tr valign="top"><td colspan=2><b>Background:&nbsp;</b>John?s powers erupted during his high school homecoming football game. He played offensive right guard, and put an opposing linesman in the hospital, paralyzed from the neck down. <br> He was suspended from the team, but the damage had already been done. Because the state athletic association had extremely strict rules about superhuman playing in organized sport, the school had to forfeit. Treated as a pariah, he soon got his name legally changed to John Smith, and transferred to a new school.<br> He coasted for the rest of his high school career, barely graduating with a C average. He drifted for the few years following graduation without direction. <br> A couple of years ago, this changed. While walking home late one night, he was accosted by 5 thugs wanting his money. He told them to leave him alone but they wouldn?t. One of them got tired of his ?lip? and hit him across the shoulders with a tire iron. John struck back and broke the guy?s jaw. The other 4 jumped him and tried to beat him up. He took out three and the fourth tried to run. Nighthawk, who had witnessed the fight, stopped him.<br> ?You?re pretty tough,? Nighthawk commented. ?You have a costumed name you go by??<br> ?I?m no hero,? John replied. ?All I can do is put people in the hospital.?<br> ?These deserved it,? Nighthawk stated. ?Come with me, and we can talk.?<br> So John went, Nighthawk, and later Defender, convinced him he could use his power to defend others. They helped him with training, and Defender got him a job at Harmond Industries that allowed him to have time to fight crime as All American II.</td></tr><tr valign="top"><td colspan=2><b>Powers/Tactics:&nbsp;</b>John?s mutant ability makes him stronger, faster, and tougher than the normal person. He also can absorb any physical attack directed at him, store the kinetic energy, and release it in a devastating physical blow. He can channel this energy from any part of his body, (i.e.: fist, elbow, foot, etc.) but he has to channel all the energy he has stored at one time. He cannot hold any back for later use. If he tries to hold any stored energy for more than a few minutes, it becomes unstable and discharges through him, causing tremendous pain. (He takes stun equal to the amount of stored energy)<br> His cellular structure is aligned in such a way as to make him resistant to most attacks, including killing attacks. But this same alignment allows the transmission of sonic energy easier causing it to have a greater effect, instead of cushioning it like standard flesh.</td></tr><tr valign="top"><td colspan=2><b>Campaign Use:&nbsp;</b></td></tr></table>

Rapier
Dec 3rd, '04, 05:34 PM
I'm a GM, so I don't technically have a PC, but I always have a character that is 'my character' that I play. I find it is helpful to move the players around and keep them moving if I have a character in play.

Outsider
Dec 3rd, '04, 05:56 PM
I was almost always GM back when I had a group to play with and we played actual superheros instead of some other genre.

Trebuchet
Dec 3rd, '04, 06:05 PM
All American Martial Arts Maneuver 4 Punch/Elbow Strike: 1/2 Phase, +2 OCV, +0 DCV, Strike+2d6 Martial Arts Cost: 4

All American is technically illegal since characters must purchase a minimum of 10 CP worth of martial maneuvers. Otherwise he's a classic demi-brick.

Tim
Dec 3rd, '04, 09:06 PM
All American Martial Arts Maneuver 4 Punch/Elbow Strike: 1/2 Phase, +2 OCV, +0 DCV, Strike+2d6 Martial Arts Cost: 4

All American is technically illegal since characters must purchase a minimum of 10 CP worth of martial maneuvers. Otherwise he's a classic demi-brick.

Well I was starting to buy his MAs when the campaign stopped. So I never got around to filling it out.

aylwin13
Dec 3rd, '04, 09:06 PM
Here is my latest PC (although I've only been able to play him twice, so far). His codename is S.C.E.P.T.R.E. Here is the history and explanation of the name:

SCEPTRE, History



There have been five men who have taken up the mantle of SCEPTRE, Jeff Forrester being the most recent. The first incarnation appeared towards the end of the Second World War, in Washington, DC. A rash of sabotages and terrorist type attacks were occurring in the capital, causing the confidence and morale of the public to be at an all time low. People were beginning to feel that the Nazis were bringing the war to their own home. The government decided that a hero was needed, one that could not only stop the crimes that were occurring, but who would also raise the spirits of the American public. The Dept of Defense created one. Gerald Conner was a soldier in the US Army Special Forces, stationed in Maryland. He was asked to join a team of agents, and be the first SCEPTRE (Special Crime and Espionage Prevention Team, Response Element). He underwent extensive training, both to strengthen him physically and to give him the skills that he would need to do his job. He was trained as a fighter, an athlete, and as a detective. The first SCEPTRE’s equipment consisted of a reinforced costume with a red-white-and-blue motif, a metal alloy fighting staff and a Colt .45 sidearm. He also had a utility belt that held a grappling hook and a number of combat and forensic items. He managed to uncover all of the plots that were to take place in Washington, during the war. He continued to operate after the war ended, into the Cold War era. He finally retired in 1958.

With the threat of Communism on the country’s mind at the time, a replacement for the man in the armor was needed. SCEPTRE returned to crimefighting in 1959, around the same time as Vanguard and the revived Justice Squadron appeared in New York. He was another Special Forces veteran named Richard Matthews. He wore the still red-white-and-blue SCEPTRE armor proudly for the next 15 years, finally retiring in 1974. This armor was similar to the first, minus the sidearm. He still wore the utility belt, but the staff now had a simple blaster inside.

The third man to be SCEPTRE was also from the Special Forces. His name was Marcus Andrews. He was the first to wear a battlesuit instead of just armor. The ‘suit was primitive, but it did amplify Andrews’ strength, speed, dexterity and senses. The staff was also improved, now having a number of different beams for different purposes. With the ever-increasing number of super-villains appearing on the scene, SCEPTRE was now based in New York City. Andrews first wore the ‘suit in 1974, and served in the position for 13 years, retiring in 1987.

After the formation of PRIMUS, the sponsorship of the SCEPTRE armor and persona was transferred to that organization. Another agent was trained to replace Andrews when he retired. The new SCEPTRE was to be Ryan Winslow, and he was the first to wear the current, now purple, battlesuit. The ‘suit incorporated new advanced technology, as did the battlestaff (see entry: SCEPTRE, Armor). Winslow fought crime and terrorism for another 14 years. He was only months away from retiring when, on September 11th 2001, he died while attempting to rescue victims from Tower One of the World Trade Center.

Winslow was replaced by the current wearer of the SCEPTRE armor, Jefferey Forrester. He has been SCEPTRE for almost 2 years now. He has done an excellent job so far, but drives himself to live up to the legend of the hero known as SCEPTRE.



For further information regarding the various SCEPTRE’s suits and equipment, see entry: SCEPTRE, Armor

aylwin13
Dec 3rd, '04, 09:07 PM
SCEPTRE, Armor

SCEPTRE armor Mk.I

The first SCEPTRE’s equipment consisted of a heavily reinforced costume, a metal alloy fighting staff and a Colt .45 sidearm. He also had a utility belt that held a grappling hook and a number of combat, or detective and forensic items. Among these items were a fingerprinting kit, magnifying glass, mini flashlight and a lockpick kit. This armor was painted in a patriotic, red-white-and-blue motif.

SCEPTRE armor Mk.II

The second SCEPTRE wore a reinforced costume similar to the first suit. The reinforcing technology was better than in the first suit, but it was not until 1964 with the invention of Kevlar by DuPont, that the suit was finally strong and lightweight. SCEPTRE II no longer had the Colt .45, but now carried the first version of the battlestaff. This first ‘staff had a simple energy blaster inside. The controls were buttons on the grip areas of the staff, a toggle for the power level and a pushbutton to fire it. There were 2 settings, high or low. The utility belt remained essentially unchanged; it just had more updated versions of the same equipment. The suit was still red-white-and-blue.

SCEPTRE armor Mk.III

The third SCEPTRE was the first to wear a battlesuit instead of just armor. The ‘suit was primitive, but it did amplify the wearer’s strength, speed, dexterity and senses. The staff was also improved, now having a number of different beams for different purposes. It no longer had the utility belt, and was still red-white-and-blue.

SCEPTRE armor Mk.IV

The fourth man to wear the SCEPTRE armor actually wore two different armors during his career. The first was a slightly more advanced version of the SCEPTRE III armor. However, in 1997 new technology was used to improve the battlesuit. It is composed of a fine chain mesh made from a titanium alloy that is many times stronger than steel. When an electromagnetic charge is run through the mesh, it turns rigid. The servos and musculature in the exo-skeleton amplify the movements and actions of the wearer, multiplying his strength and speed many times.
The battlestaff is an intricate weapon, even more highly advanced than the ‘suit. It is a hollow titanium tube with ends weighted with spent uranium. Inside the tube is a complex energy-projecting device. It can function as a blaster or fire a concentrated beam similar to a laser. It can be used as a tractor/repulsor beam, to grab or push away heavy objects. The repulsor beam, when aimed at a horizontal surface allows SCEPTRE to levitate, either up or down, at a fairly good speed. Finally, the ‘staff can emit a concentrated EMP that is capable of disabling most electronic devices within a radius of 15’. The ‘staff is also what it appears to be, a metal quarterstaff, usable in melee combat. The weighted ends add to the damage done by the maneuvers performed by the wielder. The most recent SCEPTRE is highly trained at Staff fighting, and is sufficiently skilled with the weapon that he can deflect most ranged attacks in such a way as to actually send them back at the attacker. He can even do this to defend others in a 6 ½’ radius around him. The staff is activated by impulses sent from the ‘suit’s gloves into the ‘staff through the circuits in the grips of the staff.
The most advanced aspect of the entire SCEPTRE armor is the means in which it is stored. There is no longer the need to carry the ‘suit around in a case, or to go to a location to put it on. Through the use of technology reverse engineered from an alien spacecraft, the exo-skeleton is stored in a null-space. The wearer puts on the ‘suit once. The null-space is accessed through the use of a microcircuit that is implanted subcutaneously in the wearer’s skull. With a thought the armor is sent to the null-space, and the wearer now has on a set of normal clothes. The next he wants to retrieve the ‘suit his thoughts activate the circuit and the ‘suit is exchanged with his other clothes, or vice versa. The ‘staff is stored by first retracting it from a 5 ½’ to a 3 ½’ length. The ‘staff then adheres magnetically to the ‘suit, across the back, like a sword. The ‘suit is then sent to the null-space.

aylwin13
Dec 3rd, '04, 09:08 PM
And now the character.

S.C.E.P.T.R.E.
Val  Char  Cost  Roll  Notes
13/20    STR     3    12- / 13-    Lift 151.6kg/400.0kg; 2 1/2d6/4d6 [1/2]
13/26    DEX     9    12- / 14-    OCV:  4/9/DCV:  4/9
14/28    CON     8    12- / 15-
10    BODY   0    11-
18    INT      8    13-    PER Roll 13-
13    EGO     6    12-    ECV:  4
10/20    PRE      0    11- / 13-    PRE Attack:  2d6/4d6
12    COM    1    11-

4/20    PD        1    Total:  4/20 PD (0/16 rPD)
4/20    ED        1    Total:  4/20 ED (0/16 rED)
3/5    SPD      7    Phases: 4, 8, 12/3, 5, 8, 10, 12
7/10    REC       2
16/30    END     -6
24/43    STUN   0    Total Characteristic Cost:  40

Movement:
Running:  6"/9"/12"/18"
Flight:  15"/15"
Leaping:  2"/4"
Swimming:  2"/4"


Cost  Powers  END
  Enhancements from Battlesuit, all slots OIHID (-1/4)
32  1) Titanium-mesh armor:  Armor (16 PD/16 ED) (48 Active Points); Activation Roll 15- (-1/4)
5  2) Running +3" (6"/9" total) (6 Active Points) (uses END Reserve) 1
4  3) +7 STR (7 Active Points); No Figured Characteristics (-1/2) (uses END Reserve) 1
22  4) +13 DEX (39 Active Points); No Figured Characteristics (-1/2)
16  5) +14 CON (28 Active Points); No Figured Characteristics (-1/2)
8  6) +10 PRE (10 Active Points)
16  6) +2 SPD (20 Active Points)
6  6) +14 END (7 Active Points)
5  6) +3 REC (6 Active Points)
15  6) +19 STUN (19 Active Points)
25  11) Battlesuit & Staff batteries:  END Reserve (115 END, 20 REC) (31 Active Points)
27  BattleStaff (DEF 12):  MP, 60-point reserve, (60 Active Points); all slots OAF Unbreakable (Staff; -1), OIHID (-1/4)
3u  1) Powerblast:  EB 12d6 (vs. ED) (60 Active Points) (uses END Reserve) 6
2u  2) Cutting beam:  RKA 4d6 (vs. ED) (60 Active Points); Beam (-1/4) (uses END Reserve) 6
3u  3) Electromagnetic Pulse:  Dispel Electronic devices & equipment 10d6, Hole In The Middle (+1/4), AoE (2" radius; +3/4) (60 Active Points) (uses END Reserve) 6
2u  4) Tractor/Repulsor beam:  TK (30 STR) (45 Active Points); Affects Whole Object (-1/4) (uses END Reserve) 4
1u  5) Levitation beam:  Flight 15" (30 Active Points); Levitation (-1/2), No NC Movement (-1/4) (uses END Reserve) 3
2u  6) Staff Block:  Missile Deflection (Any Ranged Attack), w/ Reflection, Adj Hex (+1/2) (50 Active Points); Not Against Hvy Missiles (-1/4)
1u  7) Staff Damage:  +20 STR, (0 END; +1/2) (30 Active Points); No Figured Characteristics (-1/2), Only to do damage (-1/4)
8  Armor transfer [Bio-chip implant]:  Cosmetic Transform 2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); Extra Time: full phase (-1/2), Limited Target: Own Clothes Slightly Limited (-1/4)
Martial Arts: Staff fighting
Maneuver OCV DCV Notes
5  Poke (DS) +1 +3 2 1/2d6 / 4d6 Strike
5  Offensive Strike -2 +1 6 1/2d6 / 8d6 Strike
3  Legsweep +2 -1 3 1/2d6 / 5d6 Strike, Target Falls
4  Martial Block +2 +2 Block, Abort
4  Martial Disarm -1 +1 Disarm; 23 STR / 30 STR to Disarm roll
4  Martial Dodge -- +5 Dodge, Affects All Attacks, Abort
1  Weapon Element: Staffs
Perks
3  Fringe Benefit: Federal/National Police Powers
3  Fringe Benefit: PRIMUS Special Agent
3  Access: PRIMUS Headquarters
Talents
4  BattleSuit Enhancement:  Lightning Reflexes: +3 DEX to act first with All Actions (5 Active Points); OIHID (-1/4)
Skills
  SCEPTRE training
5  1) +1 with HTH Combat
5  2) Acrobatics 13- (15-)
3  3) Acting 11- (13-)
5  4) Breakfall 13- (15-)
3  5) Bugging 13-
3  6) Climbing 12- (14-)
3  7) Computer Programming 13-
3  8) Concealment 13-
3  9) Deduction 13-
5  10) Electronics 14-
3  11) Lockpicking 12- (14-)
3  12) Paramedic 13-
3  13) Persuasion 11- (13-)
3  14) Security Systems 13-
3  15) Shadowing 13-
3  16) Stealth 12- (14-)
5  'Suit HUD:  +2 with 'Staff MP (OIHID)
  
0  Conversation 8-
0  TF: Cars / Trucks
1  TF: Glider / Light planes
0  Language: English (Idiomatic, native accent) (4 Active Points)
2  AK: NY City (INT-based) (Home City) 13-
2  KS: SCEPTRE - History, equipment & tactics 11-
3  KS: Electronics & Security Systems (INT-based) 13-
3  PS: Security sys. (INT-based) 13-
3  PS: Electronics (INT-based) 13-
0  PS: Law Enforcement Officer 11-

Total Powers & Skill Cost:  317
Total Cost:  357

200+ Disadvantages
15  Secret ID: Jefferey Daniel "Jeff" Forrester Frequently (11-), Major
15  Monitored: PRIMUS 11- (Mo Pow, NCI, Watching)
20  Hunted: TERROR, Inc. 8- (Occasionally) (Mo Pow, NCI, Harshly Punish)
10  Hunted: Cali Cartel 8- (Occasionally) (As Pow, NCI, Limited Geographical Area, Harshly Punish)
10  Duty to PRIMUS (Common, Moderate)
10  Susceptible: Intense magnetic fields, 1d6 damage per Turn (Uncommon)
10  Reputation: SCEPTRE weapons & tactics (Frequently 11-)
10  Psych Lim: Tries hard to live up to the SCEPTRE legend & history (Common, Moderate)
20  Psych Lim: Hero's Code of Honor (Common, Total)
15  Psych Lim: Protective of Normals (Common, Strong)
20  Psych Lim: Will not kill (Common, Total)
2 Experience Points
(5 points unspent)

Total Disadvantage Points:  357



Background/History:  Jeff Forrester came from a long line of law enforcement officers. His father, his grandfather, and his great grandfather were all policemen. So were a few cousins. He also had a great uncle in the Secret Service and an aunt and uncle in the FBI. So, there wasn't much of a question as to what he would want to do with his life. He also had an amazing affinity for electronics. Growing up he had loved to take apart ( and put back together) anything that had wires and circuits. He graduated from high school third in his class, and went on to college; where he majored in criminal science, with a minor in electronics.<br> After college, Forrester enrolled in the NYC Police Academy. He graduated at the top of his class. He was then assigned as a patrolman, a position he served in for 1 year. It was during this period that he first met SCEPTRE, a battlesuit-wearing crimefighter sponsored by PRIMUS (see entry: SCEPTRE, History). From that time on, he made it a point to learn anything and everything that he could about the superhero. At the end of that time a recruiter approached Forrester from PRIMUS. They were always scouting the law-enforcement agencies looking for likely candidates to be agents. They could always use bright young agents who had the kind of skills that Forrester possessed. Seeing this as a definite step up, he accepted.<br> Forrester spent the next 18 months as an exemplary PRIMUS agent. He received numerous awards and commendations. He also had a number of opportunities to work beside SCEPTRE, who was now his idol, and role model. By this time Forrester had been picked to assist in the maintaining of the SCEPTRE equipment (see entry: SCEPTRE, Armor), due to his expertise in electronics. He had also become close friends with Ryan Winslow, the man in the armor (see entry: SCEPTRE, History). There was little, if anything, that Forrester did not know about SCEPTRE; whether it was the armor, the tactics, or even the man who wore the armor. He knew everything about SCEPTRE that Winslow knew, probably even more.<br> Then tragedy struck. On September 11th 2001, Winslow died while attempting to rescue victims from Tower One of the World Trade Center. Forrester was a member of the PRIMUS team on the scene at the time, and was there when Winslow died. He was devastated, and for a time underwent counseling. He had even considered leaving PRIMUS. He changed his mind when the commanding officers decided that he was the only logical choice to be the next SCEPTRE. Forrester has worn the armor for the last year and a half, and does all that he can to live up to the reputation and history of SCEPTRE, in all his incarnations.

Personality/Motivation:  Forrester is the ultimate Boy Scout. He does everything strictly by the book, and will try to make sure that those he works with will also. He is out to fight crime and put away the criminals, but only in accordance with the laws. His perceptions of right and wrong are almost black and white. He would probably have made a fine hero even in the Golden Age. He does realize there are shades of gray in the world, but attempts to keep them out of his life and work. This does cause some conflict on occasion.

Quote:  "We have to stop them, no matter what; but we will do it the right way."

Powers/Tactics:  Forrester has no powers of his own. All his "super" abilities are derived from the SCEPTRE equipment. This equipment consists of the battlesuit and the battlestaff (see entry: SCEPTRE, Armor). His physical condition is that of an Olympic level athlete, due to the constant, rigorous training he goes through. Forrester is extremely quick thinking, and has an extensive knowledge of things electrical and electronic - security systems being his main area of expertise. He has received extensive training, as an agent of PRIMUS, in the areas of surveillance and infiltration. He is well educated in the ways of law enforcement. He is also highly trained in acrobatics, and is on the level of an Olympic athlete.

Campaign Use:  Solar-Charged, Energy-Projecting, Titanium(mesh)-reinforced, Exo-skeleton<br><br>DOB: 1/6/76 Age: 28<br><br>Birthplace: Long Island, NY, USA

Appearance:  Forrester is very handsome, with the strong features of a leading man, and the physique of a professional athlete. He has dark blonde hair, cut short in a military style. He has piercing steel blue eyes. When not on duty he wears fairly expensive, tailored clothes in the current fashion. He is a person that people might initially notice, but not be able to pick out of a crowd. His "boy next door" look allows him to maintain his anonymity. People just don't think he's anyone special.

Trebuchet
Dec 4th, '04, 03:28 AM
Well I was starting to buy his MAs when the campaign stopped. So I never got around to filling it out.Well, you've got plenty of unspent points left. We've got a demibrick in our campaign, Sidestep, with a Boxing martial arts package. He's pretty stout, and hits almost as hard as our "real" brick Silhouette. Oh, and Martial Block is really a big improvement over the basic Block.

Finish him up and let us see the completed version.

lemming
Dec 4th, '04, 03:32 AM
I'd show you Spectrum, but then you'd just point out all the abuses that Zornwil is letting me get away with. :D

I'll actually dig out some past PCs though.

OddHat
Dec 4th, '04, 03:37 AM
Right now I'm playing a modified version of Legend (link in my sig), but I'll repost Flesh Gordon. :)

OddHat
Dec 4th, '04, 03:50 AM
Here, the most recent version of Flesh Gordon:


<table border=1><tr><td bgcolor="white"><font size=+1><b><font color="Black">Flesh Gordon</font></b><br><font size=+1><b><font color="Black"></font></b><br>
<table cellpadding="0" border="0"><tr><td align="right"><font size=2 color="Black"><b><font color="Black">Val  </font></b></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">Char   </font></b></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">Cost</font></b></td></tr><tr><td align="right"><font size=2 color="Black">45  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">STR</font></b></td><td><font color="Black"><font size=2 color="Black">35</font></td></tr><tr><td align="right"><font size=2 color="Black">23  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">DEX</font></b></td><td><font color="Black"><font size=2 color="Black">39</font></td></tr><tr><td align="right"><font size=2 color="Black">33  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">CON</font></b></td><td><font color="Black"><font size=2 color="Black">46</font></td></tr><tr><td align="right"><font size=2 color="Black">20  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">BODY</font></b></td><td><font color="Black"><font size=2 color="Black">20</font></td></tr><tr><td align="right"><font size=2 color="Black">10  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">INT</font></b></td><td><font color="Black"><font size=2 color="Black">0</font></td></tr><tr><td align="right"><font size=2 color="Black">10  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">EGO</font></b></td><td><font color="Black"><font size=2 color="Black">0</font></td></tr><tr><td align="right"><font size=2 color="Black">30  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">PRE</font></b></td><td><font color="Black"><font size=2 color="Black">20</font></td></tr><tr><td align="right"><font size=2 color="Black">20  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">COM</font></b></td><td><font color="Black"><font size=2 color="Black">5</font></td></tr><tr><td><font color="Black"><font size=2 color="Black"></font></td><td><font color="Black"><font size=2 color="Black"> </font></td><td><font color="Black"><font size=2 color="Black"></font></td></tr><tr><td align="right"><font size=2 color="Black">9/39  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">PD</font></b></td><td><font color="Black"><font size=2 color="Black">0</font></td></tr><tr><td align="right"><font size=2 color="Black">7/37  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">ED</font></b></td><td><font color="Black"><font size=2 color="Black">0</font></td></tr><tr><td align="right"><font size=2 color="Black">6  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">SPD</font></b></td><td><font color="Black"><font size=2 color="Black">27</font></td></tr><tr><td align="right"><font size=2 color="Black">16  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">REC</font></b></td><td><font color="Black"><font size=2 color="Black">0</font></td></tr><tr><td align="right"><font size=2 color="Black">66  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">END</font></b></td><td><font color="Black"><font size=2 color="Black">0</font></td></tr><tr><td align="right"><font size=2 color="Black">60  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">STUN</font></b></td><td><font color="Black"><font size=2 color="Black">0</font></td></tr><td><font color="Black"><font size=2 color="Black"></font></td><td><font color="Black"><font size=2 color="Black"> </font></td><td><font color="Black"><font size=2 color="Black"></font></td></tr><tr><td align="right"><font size=2 color="Black">7"  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">RUN</font></b></td><td><font color="Black"><font size=2 color="Black">2</font></td></tr><tr><td align="right"><font size=2 color="Black">2"  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">SWIM</font></b></td><td><font color="Black"><font size=2 color="Black">0</font></td></tr><tr><td align="right"><font size=2 color="Black">9"  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">LEAP</font></b></td><td><font color="Black"><font size=2 color="Black">0</font></td></tr></table><b><font color="Black">Characteristics Cost:</font></b> <font color="Black">194</font>
<br><table border="0" cellpadding="0"><tr><td align="right"><b><font color="Black">Cost  </font></b></td><td><font color="Black"><b>Power</font></b></td><td align="right"><b><font color="Black">END</font></b></td></tr><tr><td align="right" valign="top"><font color="Black">25  </font></td><td><font color="Black"><b><font color="Black"><i>Heroes Never Die: </i></font></b><font color="black">Healing 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)</font> </font></td><td valign="top" align="right"><font color="Black">0</font></td></tr><tr><td align="right" valign="top"><font color="Black">1  </font></td><td><font color="Black"><font color="black">Life Support (Longevity 200 Years)</font> </font></td><td valign="top" align="right"><font color="Black">0</font></td></tr><tr><td align="right" valign="top"><font color="Black">12  </font></td><td><font color="Black"><b><font color="Black"><i>Not Much Going On Up There: </i></font></b><font color="black">Mental Defense (20 points total) (18 Active Points); Always On (-1/2)</font> </font></td><td valign="top" align="right"><font color="Black">0</font></td></tr><tr><td align="right" valign="top"><font color="Black">45  </font></td><td><font color="Black"><b><font color="Black"><i>King of the Impossible: </i></font></b><font color="black">Luck 9d6</font> </font></td><td valign="top" align="right"><font color="Black">0</font></td></tr><tr><td align="right" valign="top"><font color="Black">20  </font></td><td><font color="Black"><b><font color="Black"><i>Amazing Wave Motion Gun: </i></font></b><font color="black">Energy Blast 15d6 (75 Active Points); OAF Fragile (-1 1/4), Activation Roll 14-, Jammed (-1), Beam (-1/4), 2 clips of 8 Charges (-1/4)</font> </font></td><td valign="top" align="right"><font color="Black">[8]</font></td></tr><tr><td align="right" valign="top"><font color="Black">25  </font></td><td><font color="Black"><b><font color="Black"><i>Insanely Lucky: </i></font></b><font color="black">+5 Overall (50 Active Points); Increased Endurance Cost (x3 END; Only In Certain Circumstances Very Common; -3/4), Costs Endurance (Only Costs END to Activate; -1/4)</font> [<b><font color="Black">Notes:</font></b> May activate and place Insanely Lucky levels normally; Re-aranging levels costs END.] </font></td><td valign="top" align="right"><font color="Black">5</font></td></tr><tr><td align="right" valign="top"><font color="Black">60  </font></td><td><font color="Black"><b><font color="Black"><i>Nigh Invulnerable, But My Clothing Is Not: </i></font></b><font color="black">Combat Luck (30 PD/30 ED)</font> </font></td><td valign="top" align="right"><font color="Black"></font></td></tr><tr><td align="right" valign="top"><font color="Black">20  </font></td><td><font color="Black"><b><font color="Black"><i>Action Hero Tricks : </i></font></b><font color="black">Multipower, 40-point reserve, (40 Active Points); all slots Increased Endurance Cost (x3 END; -1)</font> </font></td><td valign="top" align="right"><font color="Black"></font></td></tr><tr><td align="right" valign="top"><font color="Black">2u  </font></td><td><font color="Black">1) <b><font color="Black"><i>Amazing Feat of Strength!: </i></font></b><font color="black">+40 STR (40 Active Points); Increased Endurance Cost (x3 END; -1), No Figured Characteristics (-1/2)</font> [<b><font color="Black">Notes:</font></b> Lucky Leaps, Punches, Escapes, etc.] </font></td><td valign="top" align="right"><font color="Black">12</font></td></tr><tr><td align="right" valign="top"><font color="Black">2u  </font></td><td><font color="Black">2) <b><font color="Black"><i>Magnificent Move: </i></font></b><font color="black">Flight 20" (40 Active Points); Increased Endurance Cost (x3 END; -1), Limited Power Power loses about a fourth of its effectiveness (Only for leaps or in contact with a surface; -1/4)</font> </font></td><td valign="top" align="right"><font color="Black">12</font></td></tr><tr><td align="right" valign="top"><font color="Black">2u  </font></td><td><font color="Black">3) <b><font color="Black"><i>No One Could Have Survied That: </i></font></b><font color="black">Force Field (20 PD/20 ED) (40 Active Points); Increased Endurance Cost (x3 END; -1)</font> </font></td><td valign="top" align="right"><font color="Black">12</font></td></tr></table><b><font color="Black">Powers Cost:</font></b> <font color="Black">214</font>

<br><table cellpadding="0" border="0"><tr><td align="right"><b><font color="Black">Cost  </font></b></td><td><font color="Black"><b>Skill</font></b></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">Scientist </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">1) SS: Aerospace Enginering 11- (2 Active Points) </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">2) SS: Dimensional Engineering 11- (2 Active Points) </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">3) SS: Starship Engineering[Hyperdrive] 11- (2 Active Points) </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">Traveler </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">1) AK: Bar-Mongo (2 Active Points) 11- </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">2) AK: Hollywood (2 Active Points) 11- </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">3) AK: Planar Lore (2 Active Points) 11- </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">4) AK: The Empire (2 Active Points) 11- </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">Linguist </font></td></tr><tr><td valign="top" align="right"><font color="Black">0  </font></td><td><font color="Black">1) Language: English (idiomatic; literate) (5 Active Points) </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">2) Language: French (fluent conversation) (2 Active Points) </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">3) Language: Spanish (fluent conversation) (2 Active Points) </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">4) Language: Trade Tongue of the Empire (fluent conversation) (2 Active Points) </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">Scholar </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">1) KS: Fashion (2 Active Points) 11- </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">2) KS: Istvatha V'Han (2 Active Points) 11- </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">3) KS: Sports (2 Active Points) 11- </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">4) KS: World of Hollywood (2 Active Points) 11- </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">Jack of All Trades </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">1) PS: Athlete (2 Active Points) 11- </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">2) PS: Dancer (2 Active Points) 11- </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">3) PS: Movie Star (2 Active Points) 11- </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">4) PS: Space Adventurer (2 Active Points) 11- </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">Seduction 15- </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">Oratory 15- </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">Combat Piloting 14- </font></td></tr><tr><td valign="top" align="right"><font color="Black">6  </font></td><td><font color="Black">WF: Beam Weapons, Common Melee Weapons, Energy Weapons </font></td></tr><tr><td valign="top" align="right"><font color="Black">2  </font></td><td><font color="Black">TF: Science Fiction & Space Vehicles </font></td></tr><tr><td valign="top" align="right"><font color="Black">5  </font></td><td><font color="Black">Navigation (Air, Dimensional, Hyperspace, Space) 11- </font></td></tr></table><b><font color="Black">Skills Cost: </font></b><font color="Black">55</font>
<br><table cellpadding="0" border="0"><tr><td align="right"><b><font color="Black">Cost  </font></b></td><td><font color="Black"><b>Perk</font></b></td></tr><tr><td valign="top" align="right"><font color="Black">70  </font></td><td><font color="Black">Vehicles & Bases </td></tr><tr><td valign="top" align="right"><font color="Black">5  </font></td><td><font color="Black">Money: Well Off </td></tr><tr><td valign="top" align="right"><font color="Black">2  </font></td><td><font color="Black">Fringe Benefit: Movie Star </td></tr><tr><td valign="top" align="right"><font color="Black">7  </font></td><td><font color="Black">Contact: Agent: Herman Finkle (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) 11- </td></tr></table><b><font color="Black">Perks Cost:</font></b> <font color="Black">84</font>


<br><table cellpadding="0" border="0"><tr><td align="right"><b><font color="Black">Val  </font></b></td><td><font color="Black"><b>Disadvantages</font></b></td></tr><tr><td valign="top" align="right"><font color="Black">15  </font></td><td><font color="Black">Social Limitation: Famous and Public ID (Very Frequently, Major, Not Limiting In Some Cultures) </font></td></tr><tr><td valign="top" align="right"><font color="Black">10  </font></td><td><font color="Black">Social Limitation: Weirdness Magnet (Frequently, Minor) </font></td></tr><tr><td valign="top" align="right"><font color="Black">10  </font></td><td><font color="Black">Reputation: Frequently Nude Superhuman Movie Star, 11- </font></td></tr><tr><td valign="top" align="right"><font color="Black">5  </font></td><td><font color="Black">Physical Limitation: Confused Memories, many of them false (Infrequently, Slightly Impairing) </font></td></tr><tr><td valign="top" align="right"><font color="Black">15  </font></td><td><font color="Black">Distinctive Features: Inhumanly Handsome, Costume is not invulnerable (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) </font></td></tr><tr><td valign="top" align="right"><font color="Black">5  </font></td><td><font color="Black">Distinctive Features: Non-sequiturs and odd behavior (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) </font></td></tr><tr><td valign="top" align="right"><font color="Black">15  </font></td><td><font color="Black">Hunted: Minions of Istvatha V'Han 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) </font></td></tr><tr><td valign="top" align="right"><font color="Black">20  </font></td><td><font color="Black">Hunted: Superhuman Criminals and Ex-Girlfriends 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) [<b><font color="Black">Notes:</font></b> <font color="black">Often these are the same people</font>] </font></td></tr><tr><td valign="top" align="right"><font color="Black">15  </font></td><td><font color="Black">Psychological Limitation: Annoying Chirpy Optimism; Tries to Make Friends (Very Common, Moderate) </font></td></tr><tr><td valign="top" align="right"><font color="Black">15  </font></td><td><font color="Black">Psychological Limitation: Space Heroes' Code Of Honor (Common, Strong) </font></td></tr><tr><td valign="top" align="right"><font color="Black">15  </font></td><td><font color="Black">Psychological Limitation: Acts before he thinks, often fails to think at all in social situations (Very Common, Moderate) </font></td></tr><tr><td valign="top" align="right"><font color="Black">5  </font></td><td><font color="Black">Psychological Limitation: Loves powerful women (Uncommon, Moderate) </font></td></tr><tr><td valign="top" align="right"><font color="Black">5  </font></td><td><font color="Black">Dependent NPC: Girlfriend of the moment 8- (Slightly Less Powerful than the PC) </font></td></tr></table><b><font color="Black">Disadvantage Points:</font></b> <font color="Black">150</font>
<hr>
<b><font color="Black">Cost Summary:</font>
<b><font color="Black">Base Points:</font></b><font color="Black">200</font>
<b><font color="Black">Disadvantage Points:</font></b> <font color="Black">150</font>
<b><font color="Black">Experience Required:</font></b> <font color="Black">197</font>
<b><font color="Black">Total Experience Available:</font></b> <font color="Black">197</font>


<b><font color="Black">Total Character Cost:</font></b> <font color="Black">547</font>
<hr>
<table width="100%" valign="top"><tr valign="top"><td><font color="Black"><b>Height:&nbsp;</font></b><font color="Black">2.00 m</font></td><td><font color="Black"><b>Hair:&nbsp;</font></b><font color="Black">Blonde</font></td></tr><tr valign="top"><td><font color="Black"><b>Weight:&nbsp;</font></b><font color="Black">100.00 kg</font></td><td><font color="Black"><b>Eyes:&nbsp;</font></b><font color="Black">Blue</font></td></tr><tr valign="top"><span style="font-family: Arial Narrow; font-weight: 700"><td colspan=2><b><font color="Black">Appearance:&nbsp;</font></b><font color="Black"></font></td></tr><tr valign="top"><td colspan=2><b><font color="Black">Personality:&nbsp;</font></b><font color="Black">Flesh has multiple gaps in his memory, and many of his memories are internally inconsistent or false. This is the result of the many time paradoxes, mind control sessions, and serious head injuries that Flesh has survived. His actions outside of combat can often seem completely random. In Hollywood, his behavior is only slightly on the extreme side, and has therefore not interfered with his career. Flesh has also seen many worlds, and has developed some unusual ideas of etiquette as a result. Flesh is brave, bold, heroic, protective of women and children, and generally tries to live up to the ideals of the Space Hero of his era. He tends to fall into passionate affairs quickly as he finds women, especially superhuman women, endlessly fascinating. This has led to a large and growing list of failed relationships, as his partners found themselves unable to cope with his bizarre non-sequiturs, endless chirpy optimism, passionate and insane speeches, and tendency towards absurd social behavior. More than one woman has ended a relationship with Flesh by attempting to kill him.</font></td></tr><tr valign="top"><td colspan=2><b><font color="Black">Quote:</font></b><font color="Black">“Hello, I’m Flesh.”<br><br>“Halt Spawn of Evil! Hey, I really like your costume.”</font></td></tr><tr valign="top"><td colspan=2><b><font color="Black">Background:&nbsp;</font></b><font color="Black">From the Files of Doctor Henrietta Zarkovina, Para-human Psychologist, UNTIL:<br><br>Subject was discovered wandering nude in the Hollywood Hills on January 1st, 2000. Subject is a male apparently in his mid to late twenties, over six feet tall, extremely muscular, with blonde hair and blue eyes. Subject seems to find it difficult to concentrate on any topic for any length of time. Documented paranormal abilities include strength, recuperative abilities, and speed far beyond human limits. Subject is also reported to possess the ability to manipulate probability, and is currently in possession of several advanced technological artifacts. Subject answers to the name “Flesh Gordon”.<br><br>Excerpt from relevant interviews:<br><br>HZ: “Do you remember where you were before the crash?”<br><br>FG: “Yes, yes I do. You know, you have very beautiful hair. I really like it. It’s so healthy.”<br><br>HZ: “Please, tell me what you remember about the crash.”<br><br>FG: “The crash? Oh. I had just escaped from the chambers of the Princess Pleasura, and I was trying to pilot my Strato-Ship back to Space City Alpha before she woke up. Something went wrong. She sent a squadron of Discipliners after me, and I activated the Dimensional Warp Field just as the ship was hit by their Spank Cannons! There was a roar, and the ship began to spin! The engines were straining and trembling, the ship lunging forward madly, twisting again and again, all control lost, until, after an explosion of fire and light, I lost all sense of time and place. The ship was damaged, and I had crashed here, back on Earth! It had been so long that at first I thought I had once again boldly thrust into unexplored vistas of wonder no man had penetrated before. I felt such joy, such peace, to finally see once more the soft green hills and welcoming, fertile valleys of my beloved home. I wept, my heart so full, to be at last where I belonged.”<br><br>(Subject wiped a tear from his eye at this point)<br><br>HZ: “How did you first leave the Earth?”<br><br>FG: “Your eyes are absolutely lovely. So green. Your glasses set them off very nicely. You have very good taste in frames.”<br><br>HZ: “Mister Gordon, please answer my questions.”<br><br>FG: “Call me Flesh.” <br><br>HZ: “Flesh, how did you leave the Earth?”<br><br>EXCERPT ENDED<br><br>Final Notes of Doctor Henrietta Zarkovina:<br><br>Subject continued to relate apparently nonsensical and contradictory stories of travel and adventure among the worlds of an inter-dimensional empire. Subject’s possession of extraterrestrial artifacts seems to support at least some of these claims. On a personal note, I find the subject extremely physically attractive, and therefore ask for the subject to be transferred to a different examiner. <br><br>GM’s Notes: After a brief career as a pulp hero on one alternate Earth, Flesh spent an unknown amount of time as a prisoner and experimental subject in the Empire of Istheva V’Han. His already extraordinary abilities, including his subconscious ability to manipulate probability, were greatly enhanced in that time. Upon his escape, he briefly participated in several unsuccessful plots against her before stealing a dimension traveling “Strato-Ship” and returning to Earth. Agents of Istheva V’Han are occasionally ordered to observe Flesh, and have attempted several times to capture him, but are under strict orders not to harm him. His stumbling into his current agent was pure luck, and Flesh has now produced a series of appallingly bad B-Movies purporting to chronicle his exploits. When not making films Flesh attempts to use his powers to Do Good, generally in the company of a loose association of Californian supers known as The Beach Watch.</font></td></tr><tr valign="top"><td colspan=2><b><font color="Black">Powers/Tactics:&nbsp;</font></b><font color="Black">Flesh approaches combat in a direct and often surprisingly competent manner. He will usually use his Insane Luck defensively, and attempt to take out obvious threats to the public first. He will switch between Action Hero Tricks according to the situation, closing on the foe with a Magnificent Move and attempting to subdue them. Against obviously more powerful bricks he will start with an Amazing Feat of Strength, then switch to No One Could Have Survived that or Insane Luck to DCV if the battle starts to stretch out. If he has his Amazing Wave Motion Gun, he will use it on any foe who seems tough enough to take it.<br><br>Note that Flesh will start running into END problems if he tries to use a different Action Hero Trick every phase; he will usually use them only at key points in a combat.<br><br>His powers rely on a mix of his enhanced physical abilities and his extraordinary ability to manipulate probability, an ability that makes him a perfect Action Hero. Flesh has appeared to die on many occasions, only to return again, unharmed.<br><br>Flesh has access to a great deal of alien and extra-dimensional technology on his Strato-Ship, very little of which he understands.</font></td></tr><tr valign="top"><td colspan=2><b><font color="Black">Campaign Use:&nbsp;</font></b><font color="Black">To make Flesh into a starting 350 point hero, drop all of his perks and drop the Wave Motion Gun. Drop his CON to 28, Body to 15, and SPD to 5. Drop his SS, KS, AK, PS, and Languages (he started out as an amnesiac). Rebuild the Strato-Ship as the near wreck it was at the start of his career for 20 points.<br><br>To make Flesh into a more powerful hero, add more gadgets salvaged from the Strato-Ship, add overall skill levels outside of his Action Hero Tricks pool, drop the Extra End Cost for the tricks and possibly move them into an EC. His Wealth level and Contacts list should also go up over time.</font></td></tr></table>
</td></tr></table>

Theron
Dec 4th, '04, 05:28 AM
I'm not playing at the moment, but this was my most recent long-running PC, freshly converted to Hero 5th.

(Note: This was for a no-starting-point limit game, in fact the very game that was the basis for my "Pointless Champions" article. Experience is simply there to balance costs and doesn't reflect actual in-game experience.)

<font size=+1><b>Troubadour</b></font>

Player: Theron Bretz

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val </b></font></td><td><font size=2><b>Char </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>15 </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>26 </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>48</font></td></tr><tr><td align="right"><font size=2>18 </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>16</font></td></tr><tr><td align="right"><font size=2>14 </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>13 </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>3</font></td></tr><tr><td align="right"><font size=2>15 </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>15 </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>24 </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>7</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>10 </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>7</font></td></tr><tr><td align="right"><font size=2>10 </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>6</font></td></tr><tr><td align="right"><font size=2>6 </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>24</font></td></tr><tr><td align="right"><font size=2>10 </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>6</font></td></tr><tr><td align="right"><font size=2>36 </font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>38 </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>7</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>9" </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>6</font></td></tr><tr><td align="right"><font size=2>2" </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>3" </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 158

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">15 </td><td>Luck 3d6 </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">25 </td><td>Find Weakness - Martial Arts 12- with Related Group of Attacks </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">5 </td><td>Swinging 10" (10 Active Points); OAF (Swing Line; -1) </td><td valign="top" align="right">1</td></tr></table><b>Powers Cost:</b> 45

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Martial Arts Maneuver</b></td></tr><tr><td valign="top" align="right"> </td><td>Comic Book Martial Arts </td></tr><tr><td valign="top" align="right">4 </td><td>1) Martial Punch: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike </td></tr><tr><td valign="top" align="right">5 </td><td>2) Martial Kick: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike </td></tr><tr><td valign="top" align="right">4 </td><td>3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort </td></tr><tr><td valign="top" align="right">3 </td><td>4) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls </td></tr><tr><td valign="top" align="right">4 </td><td>5) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort </td></tr><tr><td valign="top" align="right">20 </td><td>+5 HTH Damage Class(es) </td></tr></table><b>Martial Arts Cost:</b> 40

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">3 </td><td>Acrobatics 14- </td></tr><tr><td valign="top" align="right">3 </td><td>Acting 12- </td></tr><tr><td valign="top" align="right">3 </td><td>Breakfall 14- </td></tr><tr><td valign="top" align="right">5 </td><td>CK: Fair City 14- </td></tr><tr><td valign="top" align="right">4 </td><td>CK: Hollywood 13- </td></tr><tr><td valign="top" align="right">3 </td><td>Climbing 14- </td></tr><tr><td valign="top" align="right">3 </td><td>Combat Driving 14- </td></tr><tr><td valign="top" align="right">3 </td><td>Combat Piloting 14- </td></tr><tr><td valign="top" align="right">3 </td><td>Contortionist 14- </td></tr><tr><td valign="top" align="right">7 </td><td>Conversation 14- </td></tr><tr><td valign="top" align="right">5 </td><td>Disguise 13- </td></tr><tr><td valign="top" align="right">7 </td><td>High Society 14- </td></tr><tr><td valign="top" align="right">4 </td><td>KS: Classic Adventure Movies 13- </td></tr><tr><td valign="top" align="right">4 </td><td>KS: Poetry 13- </td></tr><tr><td valign="top" align="right">4 </td><td>KS: Jazz 13- </td></tr><tr><td valign="top" align="right">5 </td><td>Language: French (idiomatic; literate) </td></tr><tr><td valign="top" align="right">5 </td><td>Language: Italian (idiomatic; literate) </td></tr><tr><td valign="top" align="right">4 </td><td>Language: Spanish (completely fluent; literate) </td></tr><tr><td valign="top" align="right">3 </td><td>Navigation 12- </td></tr><tr><td valign="top" align="right">7 </td><td>Oratory 14- </td></tr><tr><td valign="top" align="right">7 </td><td>Persuasion 14- </td></tr><tr><td valign="top" align="right">3 </td><td>Riding 14- </td></tr><tr><td valign="top" align="right">7 </td><td>Seduction 14- </td></tr><tr><td valign="top" align="right">3 </td><td>Sleight Of Hand 14- </td></tr><tr><td valign="top" align="right">3 </td><td>Stealth 14- </td></tr><tr><td valign="top" align="right">2 </td><td>TF: Common Motorized Ground Vehicles, Small Planes </td></tr><tr><td valign="top" align="right">2 </td><td>WF: Blades, Improvised Weapons </td></tr><tr><td valign="top" align="right">15 </td><td>+3 with HTH Combat </td></tr><tr><td valign="top" align="right">25 </td><td>+5 with DCV </td></tr></table><b>Skills Cost: </b>152

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">15 </td><td>Money: Filthy Rich </td></tr><tr><td valign="top" align="right">6 </td><td>Troubadour's (Jazz Club) </td></tr></table><b>Perks Cost:</b> 21

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">3 </td><td>Ambidexterity (-2 Off Hand penalty) </td></tr></table><b>Talents Cost:</b> 3


<b>Total Character Cost:</b> 419

<table cellpadding="0" border="0"><tr><td align="right"><b>Val </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">10 </td><td>Dependent NPC: Girlfriend du Jour 8- (Normal) </td></tr><tr><td valign="top" align="right">10 </td><td>Hunted: Cap'n Skulldugger 8- (As Pow, Harshly Punish) </td></tr><tr><td valign="top" align="right">15 </td><td>Hunted: Troubadour Revenge Squad 8- (Mo Pow, Harshly Punish) </td></tr><tr><td valign="top" align="right">15 </td><td>Psychological Limitation: Overconfidence (Very Common, Moderate) </td></tr><tr><td valign="top" align="right">20 </td><td>Psychological Limitation: Showoff (Very Common, Strong) </td></tr><tr><td valign="top" align="right">10 </td><td>Social Limitation: Public Identity (Occasionally, Major) </td></tr><tr><td valign="top" align="right">20 </td><td>Reputation: Superstar Superhero, 14- (Extreme) </td></tr></table>
<b>Disadvantage Points:</b> 100

<b>Base Points:</b> 200
<b>Experience Required:</b> 119
<b>Total Experience Available:</b> 119
<b>Experience Unspent:</b> 0

Background/History: Many would say his business card puts it best:


TROUBADOUR
Warrior, Poet, Lover

While Troubadour certainly cultivates a mysterious image, it's hard to consider someone who lives his life in the glare of the limelight truly secretive. Troubadour has been active on the superheroic scene for over a dozen years. While little actual information is publicly bandied about regarding Troubadour's past, it's all there if someone wants to look at it.

Born Geoffrey Larrocque, of the Usher Heights Larrocques, Geoffrey was raised in the lap of luxury. As a second son, there were fewer expectations placed on him that his older brother, Andrew, leaving Geoffrey to pursue whatever interests struck his fancy.

Fascinated by his family's history of piracy and derring-do, Geoffrey developed an early flair for the dramatic and flamboyant, a flair that served him well when he was cast as D'Artagnan Junior., in the hit TV series "Young Musketeers". The series ran for four seasons, giving Geoffrey free rein to indulge all of his swashbuckling fantasies. In his years on the show, he became a capable gymnast, fencer, and martial artist.

At the end of the show's run, Geoffrey went off to college, where he majored in liberal arts and gaining his passion for jazz. One year short of graduation, he left school to travel the world. This trip, however, was cut short by the tragic death of his parents in a plane crash, leaving Andrew in charge of the family fortune.

Andrew, unlike Geoffrey, saw little of value in Geoffrey's interests, the family history or, in fact, anything he deemed "old fashioned". Determined to take the Larrocque name to new heights in business, he decided to sell the family estate and use the funds for start-up venture capital. Horrified at the thought of losing his home, Geoffrey used the remainder of the money from his television days and a goodly portion of his trust fund to buy out his brother's half. Andrew agreed, with the agreement that Geoffrey keep his distance from Andrew's business interests and do nothing to besmirch the family name.

At the age of twenty one, Geoffrey Larrocque found himself the sole proprietor of a forty five room mansion and an incredible case of boredom. His brother's stipulation limited his social calendar; he missed basking in the limelight; and even the mansion itself seemed less alive. Apart from furtive forays to local jazz clubs, he became more and more reclusive.

Until he had his first taste of superheroics.

One night, as he left his favorite club, Geoffrey found himself in the middle of a superpowered firefight. Blue Beacon was taking on Dumpster Diver and the self-proclaimed "genius of junk" was getting the better of the Sapphire Sentinel. Seeing an opening, he caught Dumpster Diver unawares, knocking the piece of trash out cold. At that moment, a new world opened up for Geoffrey. It was exciting! No, it was exhilarating!

Actually, it was all over the papers. "Geoffrey Larrocque, millionaire and former TV star defeats noted supervillain".

Andrew was livid. He threatened legal action. He threatened to cut off Geoffrey's inheritance. He threatened physical violence.

In the end, Geoffrey apologized. It seemed the best thing to do. After all, he hadn't intended to make a public splash. If it weren't for those mask-wearing weirdoes, none of this would have happened. Wait a minute – masks! Of course! He could don a mask himself. After all, he'd already defeated a supervillain, how hard could superheroics be?

Taking inspiration from his swashbuckling heroes and fashioning himself a costume from old bits and pieces culled from the show's library, he set forth to fight crime as The Bard. Using a limited knowledge of pyrotechnics culled from the stage, he crafted skull-shaped bombs to aid him against particularly difficult opponents.

It may have been a silly concept and a sillier costume, but it gave him the freedom he craved. As The Bard, Geoffrey could go forth and conquer, without bringing down the wrath of Andrew. He served a short stint with the Sentinels, (as do many fledgling heroes in the Vanguard Universe), but left over "personality differences". Realizing that The Bard identity was just ridiculous, he disappeared from the scene for a few weeks, only to re-emerge as Troubadour. A year later, he had his name legally changed to Troubadour, in order to appease Andrew, whose business flourishes in Empire City. Since that time, he has been a constant, if not particularly diligent, thorn in the side of evil.

Five years ago purchased a jazz club in downtown Fair City, and named it (appropriately enough) Troubadour's. He makes the scene there a couple of times a week, unless he's off saving the world. Troubadour's is one of the top jazz clubs in the nation, attracting every major act and a host of rising stars.

While he's matched wits (and crossed blades, so to speak) with many supercriminals, there are a few that stand out in his rogues gallery. Cap'n Skulldugger has been a perennial thorn in his side (their chosen motifs do seem to attract one another don't you think?). Secondly (and more dangerous) is the Troubadour Revenge Squad. This is a group of women who, having been spurned by Troubadour at one time or another, acquired superpowers and banded together with the intent of making his life miserable, or at least enlightening him to their feminist agenda. The TRS membership currently includes Large Marge (leader with growth powers), The Shrew, Dollface, Digitalice, and Fury (as in Hell hath no...) due to Troubadour's romantic nature, the group is always recruiting new members.

Personality/Motivation: Anyone with a business card like that can't possibly have low-self esteem problems. And he doesn't. Troubadour believes in living life in CAPITAL LETTERS. If there are multiple ways to accomplish a task, he will inevitably choose the one that shows his abilities off in the best possible manner.

Still, it's important to note that Troubadour has a strong altruistic streak and a sense of noblesse oblige. He comes from the old-money liberal school of politics and has no problem devoting his time, energy, and money to worthy causes. In some cases, this makes him seem like less a superhero and more a garden variety celebrity since he does spend so much time making appearances. In other cases, his strong liberal politics fairly boil to the surface; he excels at asking other superheroes the sort of hard questions the costumed set confronted in the "relevancy" period of the late '60s and early '70s.

Quote: "Forgive me, my dear, I just have to polish of this ruffian and then we'll get back to this delicious...conversation."

Powers/Tactics: Troubadour is a straightforward comic book martial artist. He uses his Find Weakness against slower opponents before leaping into battle and uses his high DCV to avoid damage. If he does get hit, he'll probably go down rather quickly and knows it.

History: In the Fair City campaign, Troubadour started out as a bit of a hero in need of redemption. He was somewhat caught up in his own celebrity and had gotten away from what brought him into the game in the first place, namely the thrill of the chase and the chance to deal with Society's ills head-on. As a member of Vanguard, he slowly moved into a leadership role, and along the way found what appears to be lasting love with his team-mate Gorgon. After her secret identity was revealed and her career as District Attorney ruined, the two of them set out to "Find America, the Real America."

Appearance: Troubadour stands 6'1" tall and weighs around 185 lbs. He has wavy blond hair, a mustache, and goatee. His costume consists of a gold singlet, with a black stylized "T" on the right breast. His boots and gloves are black, along with his mask, which he wears in all public appearances, even though he makes no effort to hide his identity.

Kal'daka
Dec 4th, '04, 06:09 AM
I would post mine but he would probable shock most of you he is built on about 750 base pts plus 150 disadvantages and has about 1200 experience .. .. he is played in a Galactic Champions setting game where galactic overlords and dimensional entities are the norm so he had to be potent in order to survive.
lets put it this way his main blast is ....

Mystic Blast 30d6 NND Pent (2x) Does body mystic skill roll

nexus
Dec 4th, '04, 07:15 AM
*whistles*

That's impressive. How to you rule Penetrating works with an NND? I thought they were all or nothing.

Tech
Dec 4th, '04, 07:32 AM
I thought it would be nice to see the actual PC you play. I will post mine later (probably tomorow)
Which one? I have several currently. Most experienced? Most fun? Most powerful (a difficult decision to make there)? Just pick one? :)

Just_dan
Dec 4th, '04, 08:03 AM
All American Martial Arts Maneuver 4 Punch/Elbow Strike: 1/2 Phase, +2 OCV, +0 DCV, Strike+2d6 Martial Arts Cost: 4

All American is technically illegal since characters must purchase a minimum of 10 CP worth of martial maneuvers. Otherwise he's a classic demi-brick.

if you think that's illiegal, then i'd better not post any of my characters...different campaigns have different house rules...

Tim
Dec 4th, '04, 08:27 AM
I've modified All American to where I wanted him, includeing the xp. So here he is.

<font size=+1><b>All American</b></font>

Player: Tim Statler

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val  </b></font></td><td><font size=2><b>Char   </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>30  </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>20</font></td></tr><tr><td align="right"><font size=2>20  </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>30</font></td></tr><tr><td align="right"><font size=2>30  </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>40</font></td></tr><tr><td align="right"><font size=2>15  </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>20  </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>12  </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>1</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>20/50  </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>14</font></td></tr><tr><td align="right"><font size=2>20  </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>14</font></td></tr><tr><td align="right"><font size=2>5  </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>20</font></td></tr><tr><td align="right"><font size=2>15  </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>6</font></td></tr><tr><td align="right"><font size=2>60  </font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>60  </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>15</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>12"  </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2"  </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>10"  </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 180

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost  </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">10  </td><td><b><i>Physical Toughness: </i></b>Damage Resistance (10 PD/10 ED) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">12  </td><td><b><i>Strong Legs: </i></b>Running +6" (12" total) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">4  </td><td><b><i>Strong Legs: </i></b>Leaping +4" (10" forward, 5" upward) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">25  </td><td><b><i>Absorb Physical Punishment: </i></b>Absorption 5d6 (energy, Physical), Can Absorb Maximum Of 50 Points' Worth Of Energy Damage, Delayed Return Rate (5 Points per 5 Minutes; +1/2), Persistent (+1/2) (70 Active Points); Absorbed Points lost when first used (-1), Always On (-1/2), Side Effects (-1/4) [<b>Notes:</b> Absorb to HA] </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">30  </td><td><b><i>Absorb Physical Punishment: </i></b>Armor (30 PD/0 ED) (45 Active Points); Only up to amount absorbed (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">27  </td><td>Knockback Resistance -20" (40 Active Points); Only up to amount absorbed. (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">6  </td><td><b><i>Return Punishment: </i></b>Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2), Limited Power Must be used at full strength. (-1/4) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">  </td><td> </td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 114

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Martial Arts Maneuver</b></td></tr><tr><td valign="top" align="right">  </td><td>Tae Kwon Do </td></tr><tr><td valign="top" align="right">3  </td><td>1) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 6d6 Strike; Target Falls </td></tr><tr><td valign="top" align="right">4  </td><td>2) Punch/Elbow Strike: 1/2 Phase, +2 OCV, +0 DCV, Strike+2d6 </td></tr><tr><td valign="top" align="right">4  </td><td>3) Arm Sweep Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort </td></tr><tr><td valign="top" align="right">4  </td><td>4) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm </td></tr></table><b>Martial Arts Cost:</b> 15

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">9  </td><td>+3 with Block and Dive For Cover </td></tr><tr><td valign="top" align="right">  </td><td> </td></tr><tr><td valign="top" align="right">3  </td><td>Breakfall 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Conversation 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Defense Maneuver I  </td></tr><tr><td valign="top" align="right">3  </td><td>Interrogation 13- </td></tr><tr><td valign="top" align="right">2  </td><td>KS: Football 11- </td></tr><tr><td valign="top" align="right">2  </td><td>KS: Superhuman World 11- </td></tr><tr><td valign="top" align="right">2  </td><td>KS: Superheroes and Supervillians 11- </td></tr><tr><td valign="top" align="right">2  </td><td>KS: Thai-Kickboxing 11- </td></tr><tr><td valign="top" align="right">3  </td><td>Mechanics 11- </td></tr><tr><td valign="top" align="right">3  </td><td>Oratory 13- </td></tr><tr><td valign="top" align="right">9  </td><td>Paramedics 14- </td></tr><tr><td valign="top" align="right">1  </td><td>Streetwise 8- </td></tr><tr><td valign="top" align="right">3  </td><td>Tactics 11- </td></tr><tr><td valign="top" align="right">3  </td><td>Teamwork 13- </td></tr><tr><td valign="top" align="right">1  </td><td>TF: Small Motorized Ground Vehicles </td></tr></table><b>Skills Cost: </b>52

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">4  </td><td>Contact with Defender (Contact has significant Contacts of his own, Contact has very useful Skills or resources) 8- </td></tr><tr><td valign="top" align="right">4  </td><td>Vehicles & Bases </td></tr></table><b>Perks Cost:</b> 8



<table cellpadding="0" border="0"><tr><td align="right"><b>Val  </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">10  </td><td>Distinctive Features: Mutant Not Concealable, Noticed and Recognizable, Detectable By Uncommonly-Used Senses </td></tr><tr><td valign="top" align="right">15  </td><td>Enraged: If Innocents attacked Common, go 8-, recover 11- </td></tr><tr><td valign="top" align="right">5  </td><td>Hunted: Bulldozer 8- (Occasionally), Less Powerful, Harshly Punish </td></tr><tr><td valign="top" align="right">20  </td><td>Hunted: VIPER 8- (Occasionally), More Powerful, NCI, Harshly Punish </td></tr><tr><td valign="top" align="right">20  </td><td>Psychological Limitation: Code vs Killing Common, Total </td></tr><tr><td valign="top" align="right">15  </td><td>Psychological Limitation: Code of the Hero Very Common, Moderate </td></tr><tr><td valign="top" align="right">20  </td><td>Psychological Limitation: Protective of the innocents Very Common, Strong </td></tr><tr><td valign="top" align="right">15  </td><td>Social Limitation: Secret ID John Michael Clark Frequently (11-), Major </td></tr><tr><td valign="top" align="right">10  </td><td>Vulnerability: 2x STUN Sonics Uncommon </td></tr><tr><td valign="top" align="right">10  </td><td>Vulnerability: 1 1/2 x Effect Magic (Common) </td></tr><tr><td valign="top" align="right">10  </td><td>Unluck: 2d6 </td></tr></table>
<b>Disadvantage Points:</b> 150
<br>
<b>Base Points:</b> 200
<b>Experience Required:</b> 19
<b>Total Experience Available:</b> 19
<b>Experience Unspent:</b> 0
<b>Total Character Cost:</b> 369
<br>
<table width="100%" valign="top"><tr valign="top"><td><b>Height:&nbsp;</b>5' 10"</td><td><b>Hair:&nbsp;</b>Brown</td></tr><tr valign="top"><td><b>Weight:&nbsp;</b>195 lbs</td><td><b>Eyes:&nbsp;</b>Brown</td></tr><tr valign="top"><span style="font-family: Arial Narrow; font-weight: 700"><td colspan=2><b>Appearance:&nbsp;</b>John is Caucasian in his early to mid twenties. He stands 5ft 10in with brown hair and brown eyes. His looks are average except for the body building he does raises it up a notch</td></tr><tr valign="top"><td colspan=2><b>Personality:&nbsp;</b>As All American, John concerns himself with making sure others aren?t hurt. He is as likely to dive in front of an attack meant for someone less able to take the hit (as he sees it) as to attack. <br> He takes every first aid course he can, partly out of guilt and partly out of a sense of responsibility. He?ll only use his power on someone he believes can handle the hit.<br> Otherwise he thinks of himself as a regular guy who happens to have powers. He enjoys weightlifting and working out.</td></tr><tr valign="top"><td colspan=2><b>Quote:</b>Don't make me have to hurt you.</td></tr><tr valign="top"><td colspan=2><b>Background:&nbsp;</b>John?s powers erupted during his high school homecoming football game. He played offensive right guard, and put an opposing linesman in the hospital, paralyzed from the neck down. <br> He was suspended from the team, but the damage had already been done. Because the state athletic association had extremely strict rules about superhuman playing in organized sport, the school had to forfeit. Treated as a pariah, he soon got his name legally changed to John Smith, and transferred to a new school.<br> He coasted for the rest of his high school career, barely graduating with a C average. He drifted for the few years following graduation without direction. <br> A couple of years ago, this changed. While walking home late one night, he was accosted by 5 thugs wanting his money. He told them to leave him alone but they wouldn?t. One of them got tired of his ?lip? and hit him across the shoulders with a tire iron. John struck back and broke the guy?s jaw. The other 4 jumped him and tried to beat him up. He took out three and the fourth tried to run. Nighthawk, who had witnessed the fight, stopped him.<br> ?You?re pretty tough,? Nighthawk commented. ?You have a costumed name you go by??<br> ?I?m no hero,? John replied. ?All I can do is put people in the hospital.?<br> ?These deserved it,? Nighthawk stated. ?Come with me, and we can talk.?<br> So John went, Nighthawk, and later Defender, convinced him he could use his power to defend others. They helped him with training, and Defender got him a job at Harmond Industries that allowed him to have time to fight crime as All American II.</td></tr><tr valign="top"><td colspan=2><b>Powers/Tactics:&nbsp;</b>John?s mutant ability makes him stronger, faster, and tougher than the normal person. He also can absorb any physical attack directed at him, store the kinetic energy, and release it in a devastating physical blow. He can channel this energy from any part of his body, (i.e.: fist, elbow, foot, etc.) but he has to channel all the energy he has stored at one time. He cannot hold any back for later use. If he tries to hold any stored energy for more than a few minutes, it becomes unstable and discharges through him, causing tremendous pain. (He takes stun equal to the amount of stored energy)<br> His cellular structure is aligned in such a way as to make him resistant to most attacks, including killing attacks. But this same alignment allows the transmission of sonic energy easier causing it to have a greater effect, instead of cushioning it like standard flesh.</td></tr><tr valign="top"><td colspan=2><b>Campaign Use:&nbsp;</b></td></tr></table>

Kristopher
Dec 4th, '04, 08:35 AM
I would post mine but he would probable shock most of you he is built on about 750 base pts plus 150 disadvantages and has about 1200 experience .. .. he is played in a Galactic Champions setting game where galactic overlords and dimensional entities are the norm so he had to be potent in order to survive.
lets put it this way his main blast is ....

Mystic Blast 30d6 NND Pent (2x) Does body mystic skill roll

Someone already asked, but I'm curious as well. NND and Penetrating don't seem to go together. NND is pretty much all or nothing.

I really don't consider putting Penetrating on anything that no one would harden the defense for as very justifiable. No one is going to harden their LS:SCB, for example.

Kal'daka
Dec 4th, '04, 09:33 AM
Double checked rulebook nothing on it being all or nothing in the advantage 5th Ed.. and in Galactic Champions rules a little different... a lot of different villians and heros that have NND attacks.. plus he also has 2 other powers in that framework ... one is an explosive varient of his blast and then a killing blast with BOECV modifiers....

nexus
Dec 4th, '04, 09:37 AM
NND is "All or Nothing" in the sense that either you have the defense and the attack doesn't work or you don't have the defense and you take all the damage so normally things like Armor Peircing can't really apply. I could see an AVLD Penetrating Blast, but its hard, IMO, to justify a Penetrating one.

Tamashii2000
Dec 4th, '04, 02:02 PM
Always the GM, never the player.

I almost never get to play Hero except at cons.


Same here.. but I am always A GM in search for a game...

I love florida...but its a Hero Deadland......

WhammeWhamme
Dec 4th, '04, 02:42 PM
Well, this is one PC of mine I don't think is available anywhere.

He's probably going to change, power buildwise. I've made my peace with that. :)
(Has yet to see actual play, but he's all lined up... :) )

(Yes, there are applicable house rules)

Rook.

Header Information:
Character Name: James Mason
Player Name: Glenn Patel
Affiliation: The Global Guardians #1
Hair/Eye Colour: N/A, Gray
Height/Mass: 2.03m, 101.34kg
Nationality: Future-American
Place of Birth: Arizona
Date of Birth: July 15th, 2078
Age: 27


Background Story:
The crowd roared and cheered for their champion. "Rook! Rook! Rook!". Screams, shouts, and a handful of jeers, all fell on deaf ears. It is time for battle, not adulation. The Gladiator entered the steely arena, looking around, noting that this time, there was nothing but metal around him. He cuts a magnificent figure. Heavily muscled, glistening with sweat and oils, well over six feet tall… he walks as though he owns the earth, although he knows he’s owned by some pathetic normal out there in the audience.

He grandstands, raising his arms as though already triumphant… and then unleashing powerful bolts of energy from each hand, striking the alor-glass that lies between him and the crowd. They shriek in fear… then in wonder, as their safety reaffirms itself. The impact also drives him to the ground; he inwardly curses the new venue for the Gladiators - zero gee. He slams into it, but lands on his feet. He grins. This will be a magnificent battle.

Tempus is announced. The Gladiator long since retired, because he was unbeatable and dull to watch, has returned to face the other unstoppable force of the arena. The announcer screams out the "These two are the OOOOONLY UNDEFEATED VETERAN GLADIATORS! BE WATCHING, FOR THIS IS THE CLASH OF TITANS!". Tempus was standing in the entrance… now he’s in front of Rook.

"1… 2… 3… FIGHT!"

Going for a swift, overpowering win, Rook braces himself, and brings his hands together. Pulsing yellow energy glows, blasting forth from his hands. A tremendous wide beam of power slices through the air, straight at Tempus… but Tempus is no longer there. He’s behind Rook. Rook whirls. "That won’t save you long…" he snarls. Another equally large blast crackles out. Rook smells the ozone, can almost taste the power he’s unleashing… but the energy stops, stalls… dissipates. Tempus then gestures, and the whole world speeds up… except Rook.

Suddenly he can’t move. Anger pounds as the little man approaches him. The energy reemerges, surrounding Rook in a craskling fury… and slowly moves out. The Announcer speaks rapidly… "Andhe’susinghispatentedexpander-why,lasttimeheusedthatone,itfilledtheentirearena!"

For the first time, Tempus looks worried. Rook has seen his old tapes, and he knows that he’s used all his tricks… and as long as Rook is swathed in energy, the dreaded death touch cannot reach him… Tempus braves the storm, diving past the energy, touching him while blazing with a deathly blue energy. He is burnt, but he touches Rook…

…and nothing happens. Tempus stares in horror. Slowly, the world speeds up again. "Hah. I’m immune to you, like all the other weaklings I’ve faced. You end here, TEMPUS!"

He flares with energy once more… this time, blue energy, exactly like that of Tempus…

Tempus shrieks in horror "No! This cannot be…" and clutches desperately at the towering, triumphant gladiator…

And suddenly, Rook is whirling, falling through an endless cascade of time. He relives the day he got his powers… the day he was noted as a superhuman, and enslaved… the day he was born, through eyes of his father… the day his father was born, through the eyes of HIS father… the day his grandfather wrote the last note in his journal, then closed it forever… back and back through the decades… and landing with a thump in the Guardians base.

Rook climbs to his feet, somewhat dazed. He remembers the last entry in the journal… "The Guardians are corrupt. I fear for society itself…", and he sees a computer screen. A computer screen with the date on it. He was almost a century out of time… and he could prevent the Gladiator Pits. The Guardians. He couldn’t remember much of back then, but he did remember his father telling him one important thing - that back in the 20th century and early 21st… supers were heroes. He looks around, and speaks.

"You must listen to me… I am here from the future."

Quotes:
"We must stand for good, and justice and righteousness. Should the Guardians ever falter, the Earth is doomed!"
"I’m going to hit him so hard, that IF he wakes up…"

Quote about him:
"Okay, all of us are here to save the world… but Rook, he’s here to save the world from US!"
-An Anonymous Guardian, possibly quoted out of context.

Personality:
Rook is a contradiction. His instincts are barbaric, honed by years in the arena… years as a slave. He is violent, impetuous and hot headed. He is also a driven man; driven by a need to prevent his own future. Knowing that corruption was the downfall, he has learnt of morality and law fanatically, moralizing and preaching to even the most righteous.

As a gladiator, he and the others developed their own code. Never attack until the match is started, even though the rules allow that. Don’t hurt each other worse than you have to. Don’t attack from surprise. Fight openly, lose honestly if you’re outmatched, and never trust the baselines farther than you can throw them. Tempus was hated for violating these, but mighty enough that no-one tried to teach him a lesson. He attempts to follow this code (The Gladiator Code, as he thinks of it) as best he can in combat now.

Appearance:
Rook is very big and muscular. He could easily be mistaken for a pro wrestler or a boxing champion. He has noble features, steely gray eyes, and only a very faint smile. He’s tattooed; a blue and red pattern covers much of his back and his arms. He is completely hairless; rather, whenever it tries to grow back, activating his powers burn it off.

Rook is a deep tan in colouration. This colour darkens when he absorbs energy; when fully charged, he turns black, literally as black as the night sky itself.

His energy powers vary somewhat; electricity is a crackling yellow, fire is a brilliant orange, and Tempus’s time powers are sky blue and very.. calming.

Powers:
Rook is essentially immune to energy based attacks. His powers absorb and unleash them. This even extends to exotic forms of energy, although these defenses can be overloaded more easily. Once absorbed, he can unleash it again either instantly (seemingly bouncing off him) or after time has passed; he body stores the pattern, so it can be used repeatedly, although it will likely decrease in power.

Cold, as the _lack_ of energy, is not absorbable, and thus is quite dangerous to Rook.

He cannot fly, although he can ‘blast off’ with a limited degree of accuracy.

The forms of energy he currently has stored are Temporal Energy, which allows him to slow or paralyze others, and to speed or transport himself (Tempus _transferred_ part of his own powers to get rid of Rook), Electrical Energy, which can electrocute, or short circuit machines and Fire, powerful and destructive.

Rook is skilled enough to use his energy powers to deal with physical objects and to heat him up against cold powers, but this is definitely his greatest weakness.

Characteristics:

13 STR 23
39 DEX 23
30 CON 25
10 BOD 15
3 INT 13
8 EGO 14
10 PRE 20
2 COM 14
3 PD 8
3 ED 8
27 SPD 6
0 REC 10
0 END 50
0 STUN 40
===
148

Combat Rolls and Information:

OCV = 8
DCV = 8
OECV = 5
DECV = 5
Combat Phases = 2, 4, 6, 8, 10, 12
Strength Roll = 13-
DexterityRoll = 14-
Constitution Roll = 13-
Intelligence Roll = 12-
Perception Roll = 12-
Ego Rolls = 12-
Resistant Defenses = 0/22
Running = 6"
Swimming = 2"
Jumping = 4"

Powers:

20 Energy Absorbtion Elemental Control (40)
a21 Absorb Energy1: 0/22 Armour, Hardened
b36 Absorb Energy2: 75% Resistant Energy Damage Resistance, ½ is Not versus Cold (-¼)
c20 And Kinetic Energy: -20" Knockback Resistance
d20 And Miscellaneous Other Energies: 40pts Power Defense
e13 Filter Perceptions: 20pts Sight Flash Defense, 20pts Hearing Flash Defense, only vs Energy based Flashes (-½)
f15 Shield of Energy: 16/16 Force Field, ¼ Endurance Cost (+¼), rED is Only vs Cold (-1)
g16 What Does Not Hurt Me, Makes Me Stronger: 8d6 Energy Absorption (½ to STUN, ½ to Appropriate Power Pool Power), Not versus Cold (-¼)


155 Energy Re-emission: Variable Point Power Pool Control Cost, Cosmic (+2), 1/2 Endurance Cost (+¼), Limited Class of Powers: Projection of Absorbed Forms of Energy (-½)
75 Deadly Flame: 5d6 Ranged Killing Attack 3
75 EMP: 20d6 Dispel versus Any One Electronics Power (+¼) 3
73 Encircling Flames: 8d6 Energy Blast, Explosion, No Range + 5d6 Aid to Energy Blast, Linked (-½) 5
75 Fire Blast: 15d6 Energy Blast. 3
70 Instant Re-emission/Invert Kinetics: Missile Reflection (All Attacks), + 3d6 Aid to Any One Energy Power, Linked (-½) 1
70 Jolt: 7d6 Energy Blast, No Normal Defense (Electrical Insulation) 3
75 Slow Motion: 5d6 SPD Drain, Ranged 3
73 Timestorm: 20" Teleport, + 3d6 Aid to Dexterity, Linked (-½) + 2d6 Aid to Intelligence, Linked (-½) 4
75 Trap in Time: 5d6 Entangle, Entangle is Transparent to Attacks (+¼), Personal Immunity (+¼) 3

1 Heated: Life Support (Immunity: Intense Cold), Linked to Force Field (-½)
4 Immune to Energies: Life Support (Immunity: Intense Heat, High Radiation)

Skills:

5 Global Guardians Package Deal
Fringe Benefit: International Police Powers
Criminology 12-
Deduction 12-
Knowledge Skill: Known Superhuman Criminals 13-
Paramedics
Team Base Donation
Team Communicator
Hunted by Tarot 8-
Monitored by All of the World's News Agencies 11-
Social Limitation: Celebrity
2 Language Skill: Spanish
2 Professional Skill: One Man Wrecking Crew 11-
3 Scholar (Obsessive Tendencies)
2 Knowledge Skill: Architecture 12-
2 Knowledge Skill: Courtroom Procedure 12-
2 Knowledge Skill: Ethics 12-
2 Knowledge Skill: Jurisprudence 12-
2 Knowledge Skill: Law 12-
2 Knowledge Skill: Legal Research and Analysis 12-
2 Knowledge Skill: Philosophy 12-
2 Knowledge Skill: World Legal Systems 12-
3 Tactics 12-

Disadvantages:

10 Distinctive Feature: Huge, Tattooed, Hairless and an odd accent.
20 Psychological Limitation: Code Against Killing
20 Psychological Limitation: Code of Conduct - The Gladiator Code
15 Psychological Limitation: Brash
15 Psychological Limitation: Incorruptible
15 Psychological Limitation: Overconfidence
15 Social Limitation: Public Identity
10 Social Limitation: Reared under Unusual Circumstances
20 Vulnerability: x2 STUN from Cold Attacks
20 Vulnerablity: x2 BODY from Cold Attacks

Characteristics Cost = 144
Powers Cost = 321
Skills, Perks and Talents Cost = 31
Total Cost = 500 points
Base Points = 350
Disadvantages = 150

Kristopher
Dec 4th, '04, 07:10 PM
I like.

Trebuchet
Dec 5th, '04, 06:04 AM
<font size=+1><b>ZL'F</b></font>

Player: Steve Willson (Trebuchet)

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val  </b></font></td><td><font size=2><b>Char   </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>15  </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>43  </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>39</font></td></tr><tr><td align="right"><font size=2>18  </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>16</font></td></tr><tr><td align="right"><font size=2>12  </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>4</font></td></tr><tr><td align="right"><font size=2>13  </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>3</font></td></tr><tr><td align="right"><font size=2>14  </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>13  </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>3</font></td></tr><tr><td align="right"><font size=2>20  </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>5</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>12  </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>3</font></td></tr><tr><td align="right"><font size=2>12  </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>9  </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>7</font></td></tr><tr><td align="right"><font size=2>12  </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>36  </font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>29  </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>0</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>30"  </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>8"  </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>12"  </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 105

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost  </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">22  </td><td><b><i>Enhanced Reflexes: </i></b>Multipower, 45-point reserve, all slots Restrainable (-1/2), OIHID (-1/4), Affected by SPD or DEX Drains (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u  </td><td>1) <b><i>Thrown Objects: </i></b>Energy Blast 6d6 (vs. PD), Armor Piercing x1 (+1/2); OIF (Objects of Opportunity) (-1/2), Restrainable (-1/2), Range Based On Strength (-1/4), No Knockback (-1/4), OIHID (-1/4), Affected by SPD or DEX Drains (-1/4) </td><td valign="top" align="right">4</td></tr><tr><td align="right" valign="top">1u  </td><td>2) <b><i>Superspeed Strikes: </i></b>Hand-To-Hand Attack +4d6, Variable Advantage (+1/2 Advantages; +1); Hand-To-Hand Attack (-1/2), Restrainable (-1/2), No Knockback (-1/4), OIHID (-1/4), Affected by SPD or DEX Drains (-1/4) </td><td valign="top" align="right">4</td></tr><tr><td align="right" valign="top">1u  </td><td>3) <b><i>Precision Strike: </i></b>EB 5d6 (vs. PD), NND (Rigid Armor or PD Force Field; +1/2) (37 Active Points); No Range (-1/2), Restrainable (-1/2), OIHID (-1/4), Affected by SPD or DEX Drains (-1/4) </td><td valign="top" align="right">4</td></tr><tr><td align="right" valign="top">1u  </td><td>4) <b><i>Blink of an Eye: </i></b>Teleportation 11", No Relative Velocity, Position Shift; Restrainable (-1/2), Must Pass Through Intervening Space (-1/4), No Noncombat Movement (-1/4), OIHID (-1/4), Affected by SPD or DEX Drains (-1/4) </td><td valign="top" align="right">4</td></tr><tr><td align="right" valign="top">2u  </td><td>5) <b><i>Catching Bullets: </i></b>Missile Reflection (Bullets & Shrapnel), Reflect At Any Target; Restrainable (-1/2), Will Not Work Against Heavy Missiles (-1/4), OIHID (-1/4), Affected by SPD or DEX Drains (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">1u  </td><td>6) <b><i>Superhuman Legs: </i></b>Leaping +9" (12" forward, 6" upward) (Accurate), (0 END; +1/2); Restrainable (-1/2), OIHID (-1/4), Affected by SPD or DEX Drains (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u  </td><td>7) <b><i>Superhuman Legs: </i></b>Running +10" (30" total), (0 END; +1/2); Restrainable (-1/2), OIHID (-1/4), Affected by SPD or DEX Drains (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u  </td><td>8) <b><i>Superhuman Musculature: </i></b>Swimming +6" (8" total), Combat Acceleration/Deceleration (+1/4), Rapid Noncombat Movement (+1/4), (0 END; +1/2), Noncombat Acceleration/Deceleration (+1); Restrainable (-1/2), OIHID (-1/4), Affected by SPD or DEX Drains (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">30  </td><td><b><i>Phenomenal Coordination: </i></b>+20 DEX; No Figured Characteristics (-1/2), OIHID (-1/4), Affected by SPD or DEX Drains (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">33  </td><td><b><i>Amazing Speed: </i></b>+5 SPD; OIHID (-1/4), Affected by SPD or DEX Drains (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">23  </td><td><b><i>Superfast Muscles: </i></b>Running +14" (30" total), (1/2 END; +1/4); OIHID (-1/4), Affected by SPD or DEX Drains (-1/4) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">2  </td><td><b><i>Vibrational Field: </i></b>Damage Resistance (2 PD/2 ED) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">11  </td><td><b><i>Phenomenal Eyesight: </i></b>+4 PER with Sight Group and Rapid (x10): +1 </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">4  </td><td><b><i>Ultraviolet Vision: </i></b>Ultraviolet Perception (Sight Group) (5 Active Points); Flashed as Sight (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">1  </td><td><b><i>Ultrasonic Hearing: </i></b>Ultrasonic Perception (Hearing Group) (3 Active Points); High Frequencies Only (-1) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">7  </td><td><b><i>Super-Efficient Metabolism: </i></b>Life Support (Extended Breathing (1 END/Turn) 1 END per Turn; Longevity 800 Years; Reduced Sleep Only needs 2 hours/night; Safe in Extreme Cold) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">5  </td><td><b><i>Enhanced Metabolism: </i></b>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) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">2  </td><td><b><i>Team Radio (Earbug): </i></b>Radio Perception/Transmission (Radio Group); Team Discount (-1 3/4), IIF Fragile (Earbug; -1/2), Limited Frequencies (-1/2), Flashed as Hearing (-1/4) </td><td valign="top" align="right">0</td></tr></table><b>Powers Cost:</b> 149

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Martial Arts Maneuver</b></td></tr><tr><td valign="top" align="right">12  </td><td>+3 Hand to Hand Damage Classes </td></tr><tr><td valign="top" align="right">5  </td><td>Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, 10d6 Strike </td></tr><tr><td valign="top" align="right">4  </td><td>Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike </td></tr><tr><td valign="top" align="right">4  </td><td>Shove: 1/2 Phase, +0 OCV, +0 DCV, 45 STR to Shove </td></tr><tr><td valign="top" align="right">3  </td><td>Legsweep/Wrist Throw: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls </td></tr><tr><td valign="top" align="right">3  </td><td>Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls </td></tr><tr><td valign="top" align="right">4  </td><td>Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort </td></tr><tr><td valign="top" align="right">4  </td><td>Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort </td></tr><tr><td valign="top" align="right">5  </td><td>Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove </td></tr><tr><td valign="top" align="right">4  </td><td>Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs </td></tr><tr><td valign="top" align="right">3  </td><td>Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on </td></tr><tr><td valign="top" align="right">2  </td><td>Weapon Element: Empty Hand, Staffs, Sticks </td></tr></table><b>Martial Arts Cost:</b> 53

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">11  </td><td>Acrobatics 22- </td></tr><tr><td valign="top" align="right">3  </td><td>Breakfall 18- </td></tr><tr><td valign="top" align="right">3  </td><td>Dexterity Tricks (DEX-based) 18- </td></tr><tr><td valign="top" align="right">5  </td><td>Rapid Attack (HTH)  </td></tr><tr><td valign="top" align="right">3  </td><td>Teamwork 18- </td></tr><tr><td valign="top" align="right">1  </td><td>WF: Fist-Loads, Staffs, Sticks, Unarmed Combat </td></tr><tr><td valign="top" align="right">  </td><td>  </td></tr><tr><td valign="top" align="right">3  </td><td>PS: Executive Assistant (INT-based) 12- </td></tr><tr><td valign="top" align="right">3  </td><td>Bureaucratics 12- </td></tr><tr><td valign="top" align="right">3  </td><td>Computer Programming 12- </td></tr><tr><td valign="top" align="right">3  </td><td>High Society 12- </td></tr><tr><td valign="top" align="right">  </td><td> </td></tr><tr><td valign="top" align="right">0  </td><td>Language: Russian (Native) </td></tr><tr><td valign="top" align="right">3  </td><td>Language: English (Completely Fluent, w/Accent) </td></tr><tr><td valign="top" align="right">4  </td><td>Language: Norwegian (Idiomatic) </td></tr><tr><td valign="top" align="right">0  </td><td>Language: Danish (Fluent conversation) </td></tr><tr><td valign="top" align="right">0  </td><td>Language: Swedish (Fluent conversation) </td></tr><tr><td valign="top" align="right">  </td><td> </td></tr><tr><td valign="top" align="right">3  </td><td>Riding (Horses) 18- </td></tr><tr><td valign="top" align="right">2  </td><td>Animal Handler (Equines) 12- </td></tr><tr><td valign="top" align="right">3  </td><td>Combat Driving: Skis 18- </td></tr><tr><td valign="top" align="right">1  </td><td>Combat Piloting 8- </td></tr><tr><td valign="top" align="right">2  </td><td>TF: Automobiles, Ice Skating, Miniature Submarines, Small Aircraft </td></tr><tr><td valign="top" align="right">0  </td><td>KS: Chess 11- </td></tr><tr><td valign="top" align="right">0  </td><td>PS: Gymnastics 11- </td></tr><tr><td valign="top" align="right">0  </td><td>AK: Russia 8- </td></tr><tr><td valign="top" align="right">  </td><td> </td></tr><tr><td valign="top" align="right">20  </td><td>+2 Overall </td></tr></table><b>Skills Cost: </b>76

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">2  </td><td>Contact: Colonel Kershenko, Russian superagent (Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity) 8- </td></tr><tr><td valign="top" align="right">2  </td><td>Alternate Identity: Pavla Sergetov </td></tr></table><b>Perks Cost:</b> 4

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">12  </td><td>Combat Luck (6 PD/6 ED) </td></tr><tr><td valign="top" align="right">3  </td><td>Supreme Balance (Narrow Surfaces) </td></tr></table><b>Talents Cost:</b> 15


<table cellpadding="0" border="0"><tr><td align="right"><b>Val  </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">15  </td><td>Social Limitation: Secret ID: Pavla Sergetov Frequently (11-), Major </td></tr><tr><td valign="top" align="right">10  </td><td>Social Limitation: Small, looks like and often taken for a minor Frequently (11-), Minor </td></tr><tr><td valign="top" align="right">15  </td><td>DNPC: Gräfeldr Family (Hrolf, Gyda, Inge, Eirik) 8- (Infrequently), Normal, Useful noncombat position or skills, Group DNPC (x4 DNPCs) [<b>Notes:</b> Only Inge knows Zl'f's true identity] </td></tr><tr><td valign="top" align="right">10  </td><td>Physical Limitation: Small and light: (4'10" tall, 100 lbs., +3" KB) (Infrequently, Greatly Impairing) </td></tr><tr><td valign="top" align="right">10  </td><td>Physical Limitation: Colorblind (Sees only UV color): Infrequently, Greatly Impairing </td></tr><tr><td valign="top" align="right">25  </td><td>Susceptibility: Desolidified Objects, 2d6 damage per Segment Uncommon </td></tr><tr><td valign="top" align="right">15  </td><td>Hunted: Radical Russian Nationalists: 8- (Occasionally), As Powerful, NCI, Harshly Punish </td></tr><tr><td valign="top" align="right">20  </td><td>Psychological Limitation: Code vs. Killing Common, Total </td></tr><tr><td valign="top" align="right">15  </td><td>Psychological Limitation: Overconfident Common, Strong </td></tr><tr><td valign="top" align="right">15  </td><td>Psychological Limitation: Protect Innocents Common, Strong </td></tr></table>
<b>Disadvantage Points:</b> 150
<br>
<b>Base Points:</b> 200
<b>Experience Required:</b> 52
<b>Total Experience Available:</b> 52
<b>Experience Unspent:</b> 0
<b>Total Character Cost:</b> 402
<br>
<table width="100%" valign="top"><tr valign="top"><td><b>Height:&nbsp;</b>1.47 m</td><td><b>Hair:&nbsp;</b>Blonde</td></tr><tr valign="top"><td><b>Weight:&nbsp;</b>46.00 kg</td><td><b>Eyes:&nbsp;</b>Gray</td></tr><tr valign="top"><span style="font-family: Arial Narrow; font-weight: 700"><td colspan=2><b>Appearance:&nbsp;</b>A tiny yet stunningly beautiful girl who physically appears to be about 14 years old, Elena is 147 cm tall and weighs 46 kg; most people would describe her as elfin. She has a lithe and obviously athletic figure with the broad shoulders and sleek musculature characteristic of world-class gymnasts. Elena has the full lips, triangular face and high cheekbones common to many ethnic Russians. She has gray eyes and a fair and flawless complexion with light freckles; she sunburns very easily. Although when she was competing she cut her thick blond hair very short, it is now a full meter long and hangs to mid-thigh. While adventuring she keeps her hair in a ponytail, in normal guise she generally wears her hair coiled up or in a French braid. Her costume is a strapless one-piece white spandex bodysuit cut high on the hips, with an off-the-shoulder woven white shirt belted over it. She wears no jewelry (except a small gold Russian Orthodox crucifix), mask, gloves or footwear.</td></tr><tr valign="top"><td colspan=2><b>Personality:&nbsp;</b>While she originally regarded superheroing as almost a lark, of late she has come to take her responsibilities more seriously and as a result has evolved into a much more effective heroine. She is still only 22, but has been a superheroine now for more than 5 years. Deeply religious, for Elena superheroing is a method both to help others and to challenge herself in a way she no longer can with gymnastics. A classic overachiever, Elena is never satisfied with being "just good enough" at anything. As a superheroine she tends to adopt a very somber demeanor, since it is often difficult to be taken seriously when you're smaller than most 12-year olds. On the other hand, people are often struck by how much poise Elena has for someone who seems so young.<br><br>When not saving the world, Elena is an energetic, warm and friendly girl who is liked by everyone who knows her. She has an innocent way about her that most people find very appealing, with a warm smile and a kind word for everyone. She is never too busy to help out. She rooms with a Norwegian family, the Gräfeldrs, who have become her surrogate family. The family's daughter, Inge, is Elena's age and has become her best friend and the only person outside MidGuard to know Elena's true identity and of her activities as a superheroine. Her favorite leisure activities are swimming and horseback riding; in 2002 she bought herself an Appaloosa stallion she named Comanche. (She even shovels out the stables when she is in town.)</td></tr><tr valign="top"><td colspan=2><b>Quote:</b>"What's wrong? I thought you said you were the best hand-to-hand fighter in your regiment? What was it, a regiment of schoolchildren?"</td></tr><tr valign="top"><td colspan=2><b>Background:&nbsp;</b>Born in Leningrad (Petrograd), Russia in March 1983, Elena Alekseyeva won 2 Bronze Medals at the 1996 Summer Olympic Games in gymnastics (Uneven Bars, Balance Beam) at age 13; well before her superhuman powers developed and were ultimately discovered more than 2 years later. Once discovered, Elena adamantly refused to go to work as a super-agent for her country's government, although they brought considerable pressure to bear. After the (apparent) death of her father in February of 2000 she was forced to flee Russia, and at this time resides in Olso, Norway, where she became a founding member of the world's premier superhero team, MidGuard. She is the Deputy (currently Acting) Team Leader of MidGuard. She now goes by the nom de guerre of Zl'f, which is the Russian word for 'pixie' or 'sprite'.</td></tr><tr valign="top"><td colspan=2><b>Powers/Tactics:&nbsp;</b>Probably the most agile human being who has ever lived; Elena can perform with ease acrobatic maneuvers most gymnasts would tell you were literally impossible. Combined with her jaw-dropping speed and extraordinary strength Elena is without question one of the top two or three martial artists in the world. Her eclectic fighting style is an acrobatic whirlwind of leaps, cartwheels, tumbles, somersaults, jumps, back flips, bounces, spinning kicks, high speed punches, precision strikes, backhand blows and leg sweeps performed in three dimensions and at a pace that leaves most fighters dizzy. She would defeat a half dozen high-caliber black belts in mere seconds. Her reflexes are so fast she can literally dodge bullets or, if she is so inclined, even redirect them. Although she is light on defenses, Zl'f is an aggressive combatant who typically takes the fight to her opponents, depending on her incredible reflexes to avoid injury. While she is easily stunned if hit, her high recovery generally gets her back into the fight quickly. Her phenomenal running and leaping generally make her the fastest combatant on the battlefield, and she is quick to come to a comrade's aid if needed.</td></tr><tr valign="top"><td colspan=2><b>Campaign Use:&nbsp;</b>Elena has a carefully constructed cover identity as Pavla Sergetov, a Russian émigré who is executive assistant to billionaire Dr. Eric Thorssen. In his own alternate identity as CyberKnight, Dr. Thorssen is the other founding member of MidGuard. She earns a comfortable $120000 salary as a superheroine with MidGuard. She also attends the University at Oslo, mostly by online courses, with the goal of eventually getting a degree in Computer Science.</td></tr></table>

JmOz
Dec 5th, '04, 06:53 AM
Someone already asked, but I'm curious as well. NND and Penetrating don't seem to go together. NND is pretty much all or nothing.

I really don't consider putting Penetrating on anything that no one would harden the defense for as very justifiable. No one is going to harden their LS:SCB, for example.

10d6 EB NND, Penetrating: I would imagine that if the individual had said defence they would take x amount of damage anyways, unless the special defence is also hardened, I would consider allowing it (BUT IT HAD BETTER BE FOR A DAMB GOOD REASON, REAL REAL REAL GOOD REASON)

WhammeWhamme
Dec 5th, '04, 11:37 AM
I like.

Like what?

Kristopher
Dec 5th, '04, 12:27 PM
Like what?

The character you posted...Rook

Snake Gandhi
Dec 5th, '04, 03:07 PM
Here's my PC for our current high powered game. The world is a cross between the Champions U and City of Heroes. He's pretty tough, but he will have a problem with mentalists

<font size=+1><b>Herr Ubermech</b></font>

Player: Snake Ganhi

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val </b></font></td><td><font size=2><b>Char </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>120 </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>110</font></td></tr><tr><td align="right"><font size=2>15 </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>15</font></td></tr><tr><td align="right"><font size=2>50 </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>80</font></td></tr><tr><td align="right"><font size=2>40 </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>60</font></td></tr><tr><td align="right"><font size=2>10 </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>20 </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>20</font></td></tr><tr><td align="right"><font size=2>30 </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>20</font></td></tr><tr><td align="right"><font size=2>10 </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>0</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>50 </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>26</font></td></tr><tr><td align="right"><font size=2>52 </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>42</font></td></tr><tr><td align="right"><font size=2>4 </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>15</font></td></tr><tr><td align="right"><font size=2>34 </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>100 </font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>125 </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>0</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>8" </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>4</font></td></tr><tr><td align="right"><font size=2>0" </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>-2</font></td></tr><tr><td align="right"><font size=2>22" </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>-2</font></td></tr></table><b>Characteristics Cost:</b> 388

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">28 </td><td><b><i>Bullet Proof: </i></b>Armor (15 PD/15 ED), Hardened (+1/4); Only vs Conventional Weapons (-1) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">30 </td><td><b><i>Invulnerable: </i></b>Damage Resistance (30 PD/30 ED) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">60 </td><td><b><i>Invincible: </i></b>Physical Damage Reduction, Resistant, 75% </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">60 </td><td><b><i>Invincible II: </i></b>Energy Damage Reduction, Resistant, 75% </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">30 </td><td><b><i>Immeasurable Strength: </i></b>+60 STR; Only for Casual Strength (-1) </td><td valign="top" align="right">6</td></tr><tr><td align="right" valign="top">48 </td><td><b><i>Unyielding: </i></b>Knockback Resistance -24" </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">33 </td><td><b><i>Unstoppable Force: </i></b>+50 STR (50 Active Points); Only for Move-though (-1/2) </td><td valign="top" align="right">5</td></tr><tr><td align="right" valign="top">30 </td><td>Life Support (Eating: Character does not eat; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) </td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 319


<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">6 </td><td>Computer Programming (Computer Networks, Personal Computers, Mainframes and Supercomputers) 11- </td></tr><tr><td valign="top" align="right">3 </td><td>Cryptography 11- </td></tr><tr><td valign="top" align="right">3 </td><td>Electronics 11- </td></tr><tr><td valign="top" align="right">2 </td><td>KS: 5th Column 11- </td></tr><tr><td valign="top" align="right">2 </td><td>AK: Paragon City 11- </td></tr><tr><td valign="top" align="right">4 </td><td>Language: English (completely fluent; literate) </td></tr><tr><td valign="top" align="right">0 </td><td>Language: German (completely fluent; literate) (4 Active Points) </td></tr><tr><td valign="top" align="right">3 </td><td>Tactics 11- </td></tr><tr><td valign="top" align="right">9 </td><td>+3 with Punch, Throw and Grab </td></tr></table><b>Skills Cost: </b>32


<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">3 </td><td>Absolute Time Sense </td></tr><tr><td valign="top" align="right">5 </td><td>Eidetic Memory </td></tr><tr><td valign="top" align="right">3 </td><td>Lightning Calculator </td></tr></table><b>Talents Cost:</b> 11


<table cellpadding="0" border="0"><tr><td align="right"><b>Val </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">20 </td><td>Physical Limitation: Character Weights 2700lbs (All the Time, Greatly Impairing) </td></tr><tr><td valign="top" align="right">20 </td><td>Distinctive Features: 8 foot Tall Robot (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) </td></tr><tr><td valign="top" align="right">20 </td><td>Hunted: 5th Column 11- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) </td></tr><tr><td valign="top" align="right">15 </td><td>Hunted: Grond 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) </td></tr><tr><td valign="top" align="right">15 </td><td>Psychological Limitation: Reluctant to Kill (Common, Strong) </td></tr><tr><td valign="top" align="right">20 </td><td>Psychological Limitation: Protect the Innocent (Common, Total) </td></tr><tr><td valign="top" align="right">10 </td><td>Social Limitation: Does Not Understand Humans (Occasionally, Major) </td></tr><tr><td valign="top" align="right">30 </td><td>Enraged: When Innocent People Killed (Common), go 14-, recover 8- </td></tr></table>
<b>Disadvantage Points:</b> 150
<br>
<b>Base Points:</b> 600
<b>Experience Required:</b> 0
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0
<b>Total Character Cost:</b> 750
<br>
<table width="100%" valign="top"><tr valign="top"><td><b>Height:&nbsp;</b>2.38 m</td><td><b>Hair:&nbsp;</b></td></tr><tr valign="top"><td><b>Weight:&nbsp;</b>1225.00 kg</td><td><b>Eyes:&nbsp;</b></td></tr><tr valign="top"><span style="font-family: Arial Narrow; font-weight: 700"><td colspan=2><b>Appearance:&nbsp;</b>Ubermech is nearly 8 feet tall and weights just over a ton.. He is a metallic grey in appearance, similar to the steel used on battleships.</td></tr><tr valign="top"><td colspan=2><b>Personality:&nbsp;</b>Ubermech is focused on keeping innocent people safe from 'villans', and will do whatever is in his power to do that. He still not sure how to act around humans, and their response to him has been somewhat wary. His new teammates have tried to help him to adjust, doing there best to include him in there social activities, but it is going slowly.</td></tr><tr valign="top"><td colspan=2><b>Quote:</b>Stand aside, or I will go through you</td></tr><tr valign="top"><td colspan=2><b>Background:&nbsp;</b>Created by Dr Totenkampen, a noted scientist in service of the 5th Column before they declared him unstable and dangerous. The Doctor fled, and in secret built Herr Ubermech with one purpose in mind, to destroy the 5th Column. Unfortunately for the good doctor, something went wrong with it's programming. It had a semblance of sentience, and it didn't want to kill people just because the doctor told it too. It was confused and didn't know what it wanted to do.<br><br>The 5th Column, however, had heard about the good doctors invention and took steps to be rid of it. They assaulted the doctors lab, destroying it and him. Ubermech fought back, and as the battle spilled out on to the streets another hero named Swallow arrived on the scene. She was young and not very powerful, but she did her best to get everyone clear of the fighting. The 5th took the arrival of a hero as interruption, so they turned their attention to the newcomer to keep them out og they way. Swallow wasn't prepared when the rockets exploded around her. She was blown back in to a wall, and as she tried to pull herself up she saw a 5th lieutenant aiming his rifle at her.<br><br>Ubermech saw all this, and as the 5th prepared to kill someone for trying to help innocent people it found itself experiencing something it had never felt before. <br><br>Anger<br><br>Something in it's programmin clicked, and it new what it was going to do from now on. It would not let these 'villians' kill anyone.It launched itself into battle with such force that the 5th was taken aback. The lieutenant found his weapon crushed and himself thrown into the river some distance away. Unable to stand up to this creature the 5th pulled back and scattered. Ubermech approached young Swallow to see if she was harned. She was a bit apprehensive of the giant robot, but when it expressed it's desire to help in the fight against 'villians' she chuckled and relaxed. Soon members of the Alliance arrived, and after some discussion, they asked Ubermech to join them.</td></tr><tr valign="top"><td colspan=2><b>Powers/Tactics:&nbsp;</b>Ubermech is incredibly strong and can absord ridiculous amounts of punishment, being made from some kind of metal that no one has been able to identify as of yet. He normally is very direct in his approach, attacking the most powerful member of the opposition in a frontal assault and drawing as much attention as he can as to help protect his teammates.</td></tr><tr valign="top"><td colspan=2></table>

nexus
Dec 5th, '04, 03:12 PM
Snake Ghandi, do you frequent rpg.net? I'm just guessing from the screen name. :)

Nice picture!

Snake Gandhi
Dec 5th, '04, 03:17 PM
Snake Ghandi, do you frequent rpg.net? I'm just guessing from the screen name. :)

Nice picture!
Hey, Snake Gandhi is a very common name :)

Yes, yes I do. I had to pick a name and thats the first thing that popped into my head.

Metaphysician
Dec 5th, '04, 03:20 PM
I would post mine but he would probable shock most of you he is built on about 750 base pts plus 150 disadvantages and has about 1200 experience .. .. he is played in a Galactic Champions setting game where galactic overlords and dimensional entities are the norm so he had to be potent in order to survive.
lets put it this way his main blast is ....

Mystic Blast 30d6 NND Pent (2x) Does body mystic skill roll

Whats the point of comboing NND and Pen??

nexus
Dec 5th, '04, 03:20 PM
Hey, Snake Gandhi is a very common name :)

Yes, yes I do. I had to pick a name and thats the first thing that popped into my head.

Welcome to the Hero Boards. :)

Kristopher
Dec 5th, '04, 03:47 PM
Whats the point of comboing NND and Pen??


That's what I wanted to know, and we still haven't received a satisfactory answer. I think I can see how someone would want it to work*, but I'd never allow it, as it completely defeats the purpose of NND.


* That is, even if the target has the defense, a certain amount of damage applies anyway.

Trebuchet
Dec 5th, '04, 03:51 PM
Here's my PC for our current high powered game. The world is a cross between the Champions U and City of Heroes. He's pretty tough, but he will have a problem with mentalistsVery interesting character, and a terrific image of him. Did you do that yourself, maybe with Poser or some other drawing software?

Maybe someday I'll finish Heavy Metal, an scorpion-like alien brick who bolted two warp nacelles to his carapace to provide FTL flight I was designing for a galactic level game. It would be interesting to see how he'd match up to Ubermech in a brawl.

Property damage would be, shall we say, extreme? :shock:

PS: Welcome to the boards.

Snake Gandhi
Dec 5th, '04, 05:09 PM
Very interesting character, and a terrific image of him. Did you do that yourself, maybe with Poser or some other drawing software?

Maybe someday I'll finish Heavy Metal, an scorpion-like alien brick who bolted two warp nacelles to his carapace to provide FTL flight I was designing for a galactic level game. It would be interesting to see how he'd match up to Ubermech in a brawl.

Property damage would be, shall we say, extreme? :shock:

PS: Welcome to the boards.
Thank you. The Pic was taken of my City of Heroes character of the same name. The character creator in CoH is great, especially for us non-artistic types who like to make pistures of our Champions characters.

Worldmaker
Dec 5th, '04, 07:13 PM
<table border=1><tr><td bgcolor="white"><font size=+1><b><font color="Black">Uncle Sam</font></b><br><font size=+1><b><font color="Black">Samuel Wilson</font></b><br>

<table><tr><td width=85%><table cellpadding="0" border="0"><tr><td align="right"><font size=2 color="Black"><b><font color="Black">Val  </font></b></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">Char   </font></b></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">Cost</font></b></td></tr><tr><td align="right"><font size=2 color="Black">45  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">STR</font></b></td><td><font color="Black"><font size=2 color="Black">35</font></td></tr><tr><td align="right"><font size=2 color="Black">21  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">DEX</font></b></td><td><font color="Black"><font size=2 color="Black">33</font></td></tr><tr><td align="right"><font size=2 color="Black">20  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">CON</font></b></td><td><font color="Black"><font size=2 color="Black">20</font></td></tr><tr><td align="right"><font size=2 color="Black">10  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">BODY</font></b></td><td><font color="Black"><font size=2 color="Black">0</font></td></tr><tr><td align="right"><font size=2 color="Black">13  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">INT</font></b></td><td><font color="Black"><font size=2 color="Black">3</font></td></tr><tr><td align="right"><font size=2 color="Black">13  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">EGO</font></b></td><td><font color="Black"><font size=2 color="Black">6</font></td></tr><tr><td align="right"><font size=2 color="Black">30  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">PRE</font></b></td><td><font color="Black"><font size=2 color="Black">20</font></td></tr><tr><td align="right"><font size=2 color="Black">10  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">COM</font></b></td><td><font color="Black"><font size=2 color="Black">0</font></td></tr><tr><td><font color="Black"><font size=2 color="Black"></font></td><td><font color="Black"><font size=2 color="Black"> </font></td><td><font color="Black"><font size=2 color="Black"></font></td></tr><tr><td align="right"><font size=2 color="Black">20  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">PD</font></b></td><td><font color="Black"><font size=2 color="Black">11</font></td></tr><tr><td align="right"><font size=2 color="Black">20  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">ED</font></b></td><td><font color="Black"><font size=2 color="Black">16</font></td></tr><tr><td align="right"><font size=2 color="Black">4  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">SPD</font></b></td><td><font color="Black"><font size=2 color="Black">9</font></td></tr><tr><td align="right"><font size=2 color="Black">15  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">REC</font></b></td><td><font color="Black"><font size=2 color="Black">4</font></td></tr><tr><td align="right"><font size=2 color="Black">50  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">END</font></b></td><td><font color="Black"><font size=2 color="Black">5</font></td></tr><tr><td align="right"><font size=2 color="Black">45  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">STUN</font></b></td><td><font color="Black"><font size=2 color="Black">2</font></td></tr><td><font color="Black"><font size=2 color="Black"></font></td><td><font color="Black"><font size=2 color="Black"> </font></td><td><font color="Black"><font size=2 color="Black"></font></td></tr><tr><td align="right"><font size=2 color="Black">6"  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">RUN</font></b></td><td><font color="Black"><font size=2 color="Black">0</font></td></tr><tr><td align="right"><font size=2 color="Black">2"  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">SWIM</font></b></td><td><font color="Black"><font size=2 color="Black">0</font></td></tr><tr><td align="right"><font size=2 color="Black">9"  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">LEAP</font></b></td><td><font color="Black"><font size=2 color="Black">0</font></td></tr></table><b><font color="Black">Characteristics Cost:</font></b> <font color="Black">164</font><!--IF_IMAGE--></td><td><img src="http://www.globalguardians.com/images/characters/unclesam.jpg"></td></tr></table><!--/IF_IMAGE-->

<br><table border="0" cellpadding="0"><tr><td align="right"><b><font color="Black">Cost  </font></b></td><td><font color="Black"><b>Power</font></b></td><td align="right"><b><font color="Black">END</font></b></td></tr><tr><td align="right" valign="top"><font color="Black">8  </font></td><td><font color="Black"><b><font color="Black"><i>America's Fighting Spirit: </i></font></b><font color="black">Elemental Control, 16-point powers</font> </font></td><td valign="top" align="right"><font color="Black"></font></td></tr><tr><td align="right" valign="top"><font color="Black">8  </font></td><td><font color="Black">1) <b><font color="Black"><i>Bold, Fearless, and Strong: </i></font></b><font color="black">Knockback Resistance -8" (16 Active Points)</font> </font></td><td valign="top" align="right"><font color="Black">0</font></td></tr><tr><td align="right" valign="top"><font color="Black">8  </font></td><td><font color="Black">2) <b><font color="Black"><i>Citizens, Not Subjects: </i></font></b><font color="black">Damage Resistance (15 PD/15 ED) (15 Active Points)</font> </font></td><td valign="top" align="right"><font color="Black">0</font></td></tr><tr><td align="right" valign="top"><font color="Black">12  </font></td><td><font color="Black">3) <b><font color="Black"><i>The Indomitable Spirit of Her People: </i></font></b><font color="black">(Total: 20 Active Cost, 20 Real Cost) Lack Of Weakness (-10) for Normal Defense (Real Cost: 10) <b><font color="Black">plus</font></b> Lack Of Weakness (-10) for Resistant Defenses (Real Cost: 10)</font> </font></td><td valign="top" align="right"><font color="Black">0</font></td></tr><tr><td align="right" valign="top"><font color="Black">3  </font></td><td><font color="Black">4) <b><font color="Black"><i>Last Stand: </i></font></b><font color="black">+15 STR (15 Active Points); Only When Character Is The Last Man Standing (-2)</font> </font></td><td valign="top" align="right"><font color="Black">1</font></td></tr><tr><td align="right" valign="top"><font color="Black">  </font></td><td><font color="Black"><font color="black"> </font> </font></td><td valign="top" align="right"><font color="Black"></font></td></tr><tr><td align="right" valign="top"><font color="Black">5  </font></td><td><font color="Black"><b><font color="Black"><i>American Ingenuity At Its Finest: </i></font></b><font color="black">Luck 1d6</font> </font></td><td valign="top" align="right"><font color="Black">0</font></td></tr><tr><td align="right" valign="top"><font color="Black">15  </font></td><td><font color="Black"><b><font color="Black"><i>Just Catching My Breath: </i></font></b><font color="black">+15 REC (30 Active Points); Only When Character Takes A Full Phase Recovery (-1)</font> </font></td><td valign="top" align="right"><font color="Black"></font></td></tr><tr><td align="right" valign="top"><font color="Black">11  </font></td><td><font color="Black"><b><font color="Black"><i>The Tree of Liberty Must Occasionally Be Fed With the Blood of Patriots: </i></font></b><font color="black">Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)</font> </font></td><td valign="top" align="right"><font color="Black">0</font></td></tr></table><b><font color="Black">Powers Cost:</font></b> <font color="Black">70</font>

<br><table cellpadding="0" border="0"><tr><td align="right"><b><font color="Black">Cost  </font></b></td><td><font color="Black"><b>Martial Arts Maneuver</font></b></td></tr><tr><td valign="top" align="right"><font color="Black">  </font></td><td><font color="Black">Its Not The Dog In The Fight, But The Fight In The Dog </font></td></tr><tr><td valign="top" align="right"><font color="Black">4  </font></td><td><font color="Black">1) Break Free: 1/2 Phase, +0 OCV, +0 DCV, 60 STR vs. Grabs </font></td></tr><tr><td valign="top" align="right"><font color="Black">5  </font></td><td><font color="Black">2) Fist-Grab: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">3) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 55 STR for holding on </font></td></tr><tr><td valign="top" align="right"><font color="Black">4  </font></td><td><font color="Black">4) Punch: 1/2 Phase, +2 OCV, +0 DCV, 11d6 Strike </font></td></tr><tr><td valign="top" align="right"><font color="Black">4  </font></td><td><font color="Black">5) Toughness: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort </font></td></tr></table><b><font color="Black">Martial Arts Cost:</font></b> <font color="Black">20</font>

<br><table cellpadding="0" border="0"><tr><td align="right"><b><font color="Black">Cost  </font></b></td><td><font color="Black"><b>Skill</font></b></td></tr><tr><td valign="top" align="right"><font color="Black">15  </font></td><td><font color="Black">+3 with HTH Combat </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">Conversation 15- </font></td></tr><tr><td valign="top" align="right"><font color="Black">  </font></td><td><font color="Black">  </font></td></tr><tr><td valign="top" align="right"><font color="Black">  </font></td><td><font color="Black">Everyman Skills (Cost: 0) </font></td></tr><tr><td valign="top" align="right"><font color="Black">0  </font></td><td><font color="Black">1) Acting 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">2) AK: Home Area 11 or less  </font></td></tr><tr><td valign="top" align="right"><font color="Black">0  </font></td><td><font color="Black">3) Climbing 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">0  </font></td><td><font color="Black">4) Computer Programming 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">0  </font></td><td><font color="Black">5) Concealment 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">0  </font></td><td><font color="Black">6) Conversation 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">0  </font></td><td><font color="Black">7) Deduction 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">0  </font></td><td><font color="Black">8) Language: English (idiomatic) (4 Active Points) </font></td></tr><tr><td valign="top" align="right"><font color="Black">0  </font></td><td><font color="Black">9) Paramedics 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">0  </font></td><td><font color="Black">10) Persuasion 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">0  </font></td><td><font color="Black">11) PS: Profession 11- </font></td></tr><tr><td valign="top" align="right"><font color="Black">0  </font></td><td><font color="Black">12) Shadowing 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">0  </font></td><td><font color="Black">13) Stealth 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">0  </font></td><td><font color="Black">14) TF: Custom Adder, Small Motorized Ground Vehicles </font></td></tr><tr><td valign="top" align="right"><font color="Black">  </font></td><td><font color="Black">  </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">Oratory 15- </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">Persuasion 15- </font></td></tr><tr><td valign="top" align="right"><font color="Black">  </font></td><td><font color="Black">  </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">Scholar </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">1) KS: American Folk Heroes (4 Active Points) 13- </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">2) KS: American Folk Songs (4 Active Points) 13- </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">3) KS: American Folk Tales (4 Active Points) 13- </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">4) KS: American Geography (4 Active Points) 13- </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">5) KS: American History (4 Active Points) 13- </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">6) KS: Trivia About Americans, Famous and Not-So-Famous (4 Active Points) 13- </font></td></tr></table><b><font color="Black">Skills Cost: </font></b><font color="Black">46</font>







<br><table cellpadding="0" border="0"><tr><td align="right"><b><font color="Black">Val  </font></b></td><td><font color="Black"><b>Disadvantages</font></b></td></tr><tr><td valign="top" align="right"><font color="Black">15  </font></td><td><font color="Black">Distinctive Features: The Spitting Image of an American Cultural Icon (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) </font></td></tr><tr><td valign="top" align="right"><font color="Black">20  </font></td><td><font color="Black">Hunted: Foreign Powers That Hold Themselves The Enemies of America 8- (Mo Pow, NCI, Harshly Punish) </font></td></tr><tr><td valign="top" align="right"><font color="Black">20  </font></td><td><font color="Black">Psychological Limitation: Code Against Killing (Common, Total) </font></td></tr><tr><td valign="top" align="right"><font color="Black">20  </font></td><td><font color="Black">Psychological Limitation: My Country, Right or Wrong; If Right, to be Kept Right; and If Wrong, To Be Set Right. (Common, Total) </font></td></tr><tr><td valign="top" align="right"><font color="Black">20  </font></td><td><font color="Black">Psychological Limitation: True-Blue Hero (Very Common, Strong) </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">Quirk: Calls Men Younger Than 40 "Son" and All Women "Miss" </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">Quirk: Distrusts "Furreners" </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">Quirk: Hums "Yankee Doodle" When Concentrating on Something </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">Quirk: Never Drinks Anything Stronger Than Milk or Lemonade </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">Quirk: Uses Euphemisms in Situations Where Others Might Swear </font></td></tr><tr><td valign="top" align="right"><font color="Black">10  </font></td><td><font color="Black">Social Limitation: Misplaced Notoriety (People Think He's the "Real" Uncle Sam) (Frequently, Minor) </font></td></tr><tr><td valign="top" align="right"><font color="Black">15  </font></td><td><font color="Black">Social Limitation: Permanent Identity (Uncle Sam) (Frequently, Major) </font></td></tr></table><b><font color="Black">Disadvantage Points:</font></b> <font color="Black">125</font>

<hr>

<b><font color="Black">Cost Summary:</font>

<b><font color="Black">Base Points:</font></b><font color="Black">175</font>

<b><font color="Black">Disadvantage Points:</font></b> <font color="Black">125</font>



<b><font color="Black">Total Experience Available:</font></b> <font color="Black">0</font>





<b><font color="Black">Total Character Cost:</font></b> <font color="Black">300</font>

<hr>

<table width="100%" valign="top"><tr valign="top"><td><font color="Black"><b>Height:&nbsp;</font></b><font color="Black">1.99 m</font></td><td><font color="Black"><b>Hair:&nbsp;</font></b><font color="Black">White</font></td></tr><tr valign="top"><td><font color="Black"><b>Weight:&nbsp;</font></b><font color="Black">79.00 kg</font></td><td><font color="Black"><b>Eyes:&nbsp;</font></b><font color="Black">Blue</font></td></tr><tr valign="top"><span style="font-family: Arial Narrow; font-weight: 700"><td colspan=2><b><font color="Black">Appearance:&nbsp;</font></b><font color="Black">Uncle Sam looks like he stepped right out of the James Montgomery Flagg’s World War I "I Want You!" recruiting poster. He is a tall, thin, old man (and has been since his 75th birthday), who is visibly in good shape despite being also obviously elderly. Sam's costume is a red-white-and-blue, stars-and-striped tailcoat, complete with top hat. Despite being 75 years old, he is still as spry and able as when he was younger.</font></td></tr><tr valign="top"><td colspan=2><b><font color="Black">Personality:&nbsp;</font></b><font color="Black">Uncle Sam is perhaps the most rabidly patriotic American alive. His patriotism falls just short of the "America, Love It or Leave It", but not by much. He has little patience with people who badmouth his country, its people, or its government. In addition, he has a suspicion of all foreigners, even those with a long history of alliance with the United States (like the Canadians, English, and French). This suspicion is usually subtle, but apparent if one looks for it.<br><br>When it comes to the general public, Uncle Sam is cheerful, helpful, and polite. He never swears; rather, he tends to use outdated euphemisms instead of profanity.</font></td></tr><tr valign="top"><td colspan=2><b><font color="Black">Quote:</font></b><font color="Black">"Now, you kids had better just run along... It’s a school night, you know!"</font></td></tr><tr valign="top"><td colspan=2><b><font color="Black">Background:&nbsp;</font></b><font color="Black">Sam Wilson remembers very little that happened before his 75th birthday. To him, those years before he gained his powers are nothing more than a distant blur. However, he remembers clearly the events that occurred on July 4, 1937. He was in a hospital bed, taking a long time to die of old age and neglect. As he lay there, semi-conscious, the Spirit of America appeared before him, clutching the Stars and Stripes to her breast.<br><br>She told Sam that dark, difficult times were coming for the nation. He had been specially selected to take up the banner and defend the nation from its enemies. He was told that America will be strong again, and that while the current days of the Depression had weakened the American Dream, no human force could ever truly break it.<br><br>The Spirit of America faded from his view. Sam Wilson got up from his hospital bed a new man. He was no longer appeared to be a short, balding man bent with the burden of age. Instead, he had transformed into the literal figure of the legendary Uncle Sam. He climbed from his bed and left the hospital to do his duty, for God and his country.</font></td></tr><tr valign="top"><td colspan=2><b><font color="Black">Powers/Tactics:&nbsp;</font></b><font color="Black">Uncle Sam is much, much stronger than a normal human being. He is resistant to injury, and heals quickly. His only other powers seem to be an immense charisma, which he uses with great skill and deftness. Lastly, he hasn't aged a day since his 75th birthday.</font></td></tr><tr valign="top"><td colspan=2><b><font color="Black">Campaign Use:&nbsp;</font></b><font color="Black">Uncle Sam is a player character in the Golden Age campaign, set in the Global Guardians Universe.</font></td></tr></table>

</td></tr></table>

Worldmaker
Dec 5th, '04, 07:19 PM
<table border=1><tr><td bgcolor="white"><font size=+1><b><font color="Black">Gyro</font></b><br><font size=+1><b><font color="Black">Andre Mojnier</font></b><br>

<table cellpadding="0" border="0"><tr><td align="right"><font size=2 color="Black"><b><font color="Black">Val  </font></b></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">Char   </font></b></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">Cost</font></b></td></tr><tr><td align="right"><font size=2 color="Black">23  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">STR</font></b></td><td><font color="Black"><font size=2 color="Black">13</font></td></tr><tr><td align="right"><font size=2 color="Black">23  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">DEX</font></b></td><td><font color="Black"><font size=2 color="Black">39</font></td></tr><tr><td align="right"><font size=2 color="Black">23  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">CON</font></b></td><td><font color="Black"><font size=2 color="Black">26</font></td></tr><tr><td align="right"><font size=2 color="Black">10  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">BODY</font></b></td><td><font color="Black"><font size=2 color="Black">0</font></td></tr><tr><td align="right"><font size=2 color="Black">13  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">INT</font></b></td><td><font color="Black"><font size=2 color="Black">3</font></td></tr><tr><td align="right"><font size=2 color="Black">12  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">EGO</font></b></td><td><font color="Black"><font size=2 color="Black">4</font></td></tr><tr><td align="right"><font size=2 color="Black">18  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">PRE</font></b></td><td><font color="Black"><font size=2 color="Black">8</font></td></tr><tr><td align="right"><font size=2 color="Black">14  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">COM</font></b></td><td><font color="Black"><font size=2 color="Black">2</font></td></tr><tr><td><font color="Black"><font size=2 color="Black"></font></td><td><font color="Black"><font size=2 color="Black"> </font></td><td><font color="Black"><font size=2 color="Black"></font></td></tr><tr><td align="right"><font size=2 color="Black">41/49  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">PD</font></b></td><td><font color="Black"><font size=2 color="Black">6</font></td></tr><tr><td align="right"><font size=2 color="Black">6/14  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">ED</font></b></td><td><font color="Black"><font size=2 color="Black">1</font></td></tr><tr><td align="right"><font size=2 color="Black">9  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">SPD</font></b></td><td><font color="Black"><font size=2 color="Black">57</font></td></tr><tr><td align="right"><font size=2 color="Black">12  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">REC</font></b></td><td><font color="Black"><font size=2 color="Black">4</font></td></tr><tr><td align="right"><font size=2 color="Black">60  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">END</font></b></td><td><font color="Black"><font size=2 color="Black">7</font></td></tr><tr><td align="right"><font size=2 color="Black">40  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">STUN</font></b></td><td><font color="Black"><font size=2 color="Black">6</font></td></tr><td><font color="Black"><font size=2 color="Black"></font></td><td><font color="Black"><font size=2 color="Black"> </font></td><td><font color="Black"><font size=2 color="Black"></font></td></tr><tr><td align="right"><font size=2 color="Black">21"  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">RUN</font></b></td><td><font color="Black"><font size=2 color="Black">0</font></td></tr><tr><td align="right"><font size=2 color="Black">2"  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">SWIM</font></b></td><td><font color="Black"><font size=2 color="Black">0</font></td></tr><tr><td align="right"><font size=2 color="Black">4 1/2"  </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">LEAP</font></b></td><td><font color="Black"><font size=2 color="Black">0</font></td></tr></table><b><font color="Black">Characteristics Cost:</font></b> <font color="Black">176</font>

<br><table border="0" cellpadding="0"><tr><td align="right"><b><font color="Black">Cost  </font></b></td><td><font color="Black"><b>Power</font></b></td><td align="right"><b><font color="Black">END</font></b></td></tr><tr><td align="right" valign="top"><font color="Black">12  </font></td><td><font color="Black"><b><font color="Black"><i>Gyroscopic Effects: </i></font></b><font color="black">Elemental Control, 30-point powers, (15 Active Points); all slots Only In Heroic Identity (-1/4)</font> </font></td><td valign="top" align="right"><font color="Black"></font></td></tr><tr><td align="right" valign="top"><font color="Black">12  </font></td><td><font color="Black">1) <b><font color="Black"><i>Equilibrium: </i></font></b><font color="black">Knockback Resistance -15" (30 Active Points)</font> </font></td><td valign="top" align="right"><font color="Black">0</font></td></tr><tr><td align="right" valign="top"><font color="Black">7  </font></td><td><font color="Black">2) <b><font color="Black"><i>Spinning Dodge: </i></font></b><font color="black">+6 with DCV (30 Active Points); Only If Gyro Has Moved at Least 1" in His Most Recent Phase (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)</font> </font></td><td valign="top" align="right"><font color="Black">3</font></td></tr><tr><td align="right" valign="top"><font color="Black">7  </font></td><td><font color="Black">3) <b><font color="Black"><i>Impact Resistance: </i></font></b><font color="black">+30 PD (30 Active Points); Only to Protect Against Moves Through Gyro Performs (-1)</font> </font></td><td valign="top" align="right"><font color="Black"></font></td></tr><tr><td align="right" valign="top"><font color="Black">18  </font></td><td><font color="Black">4) <b><font color="Black"><i>Whirlwind Travel: </i></font></b><font color="black">Running +15" (21" total), Reduced Endurance (1/2 END; +1/4) (37 Active Points)</font> </font></td><td valign="top" align="right"><font color="Black">1</font></td></tr><tr><td align="right" valign="top"><font color="Black">  </font></td><td><font color="Black"><font color="black"> </font> </font></td><td valign="top" align="right"><font color="Black"></font></td></tr><tr><td align="right" valign="top"><font color="Black">34  </font></td><td><font color="Black"><b><font color="Black"><i>Spinning Effects: </i></font></b><font color="black">Multipower, 60-point reserve, (60 Active Points); all slots Shared Framework Effects (-1/2), Only In Heroic Identity (-1/4)</font> </font></td><td valign="top" align="right"><font color="Black"></font></td></tr><tr><td align="right" valign="top"><font color="Black">3u  </font></td><td><font color="Black">1) <b><font color="Black"><i>Dizzying Spin: </i></font></b><font color="black">Drain DEX 6d6 (60 Active Points); Must Follow Grab (-1/2)</font> </font></td><td valign="top" align="right"><font color="Black">6</font></td></tr><tr><td align="right" valign="top"><font color="Black">1u  </font></td><td><font color="Black">2) <b><font color="Black"><i>Grab and Drop: </i></font></b><font color="black">Hand-To-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-1/2), Extra Time (Full Phase, -1/2), Must Follow Grab (-1/2)</font> </font></td><td valign="top" align="right"><font color="Black">4</font></td></tr><tr><td align="right" valign="top"><font color="Black">2u  </font></td><td><font color="Black">3) <b><font color="Black"><i>I'll Take Those: </i></font></b><font color="black">Telekinesis (17 STR), Area Of Effect (3" Radius; +1), Selective (+1/4) (57 Active Points); No Range (-1/2), Only to Grab/Disarm Objects (-1/2)</font> </font></td><td valign="top" align="right"><font color="Black">6</font></td></tr><tr><td align="right" valign="top"><font color="Black">2u  </font></td><td><font color="Black">4) <b><font color="Black"><i>The Pinball Effect: </i></font></b><font color="black">Hand-To-Hand Attack +5d6, Area Of Effect (3" Radius; +1), Selective (+1/4) (56 Active Points); Must Move Through Area Between Targets (-1), Hand-To-Hand Attack (-1/2)</font> </font></td><td valign="top" align="right"><font color="Black">6</font></td></tr><tr><td align="right" valign="top"><font color="Black">1u  </font></td><td><font color="Black">5) <b><font color="Black"><i>Slapping Bullets Out of the Air: </i></font></b><font color="black">Missile Deflection (Any Ranged Attack) (20 Active Points); Physical Missiles Only (-1), Costs Endurance (Only Costs END to Activate; -1/4)</font> </font></td><td valign="top" align="right"><font color="Black">2</font></td></tr><tr><td align="right" valign="top"><font color="Black">3u  </font></td><td><font color="Black">6) <b><font color="Black"><i>Spinning Punch: </i></font></b><font color="black">Hand-To-Hand Attack +6d6, Personal Immunity (+1/4), Area Of Effect (2" radius; +3/4) (60 Active Points); Hand-To-Hand Attack (-1/2)</font> </font></td><td valign="top" align="right"><font color="Black">6</font></td></tr><tr><td align="right" valign="top"><font color="Black">2u  </font></td><td><font color="Black">7) <b><font color="Black"><i>Spinning Throw: </i></font></b><font color="black">+60 STR (60 Active Points); No Figured Characteristics (-1/2), Must Follow Grab (-1/2), Only for Throwing (-1/2), Extra Time (Full Phase, Only to Activate, -1/4)</font> </font></td><td valign="top" align="right"><font color="Black">6</font></td></tr><tr><td align="right" valign="top"><font color="Black">1u  </font></td><td><font color="Black">8) <b><font color="Black"><i>Whirlwind Drill: </i></font></b><font color="black">Tunneling 4" through 10 DEF material (38 Active Points); Only Straight Down (-1)</font> </font></td><td valign="top" align="right"><font color="Black">4</font></td></tr><tr><td align="right" valign="top"><font color="Black">  </font></td><td><font color="Black"><font color="black"> </font> </font></td><td valign="top" align="right"><font color="Black"></font></td></tr><tr><td align="right" valign="top"><font color="Black">14  </font></td><td><font color="Black"><b><font color="Black"><i>Body Armor: </i></font></b><font color="black">Armor (8 PD/8 ED) (24 Active Points); OIF (Body Armor; -1/2), Real Armor (-1/4)</font> </font></td><td valign="top" align="right"><font color="Black">0</font></td></tr><tr><td align="right" valign="top"><font color="Black">8  </font></td><td><font color="Black"><b><font color="Black"><i>Quick Change: </i></font></b><font color="black">Cosmetic Transform 2d6 (Clothing Into Costume and Vice Versa), Improved Target Group (Any Item of Clothing) (+1/4) (12 Active Points); Limited Target Character's Own Clothing (-1/2)</font> </font></td><td valign="top" align="right"><font color="Black">1</font></td></tr><tr><td align="right" valign="top"><font color="Black">4  </font></td><td><font color="Black"><b><font color="Black"><i>Whirlwind Vision: </i></font></b><font color="black">Increased Arc Of Perception (360 Degrees) with Normal Sight (5 Active Points); Only In Heroic Identity (-1/4)</font> </font></td><td valign="top" align="right"><font color="Black">0</font></td></tr></table><b><font color="Black">Powers Cost:</font></b> <font color="Black">131</font>



<br><table cellpadding="0" border="0"><tr><td align="right"><b><font color="Black">Cost  </font></b></td><td><font color="Black"><b>Skill</font></b></td></tr><tr><td valign="top" align="right"><font color="Black">15  </font></td><td><font color="Black">+3 with Spinning Like a Top Multipower </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">Artistic Skill: Ballet Dancing 14- </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">Athletic Skill: Dancing 14- </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">Breakfall 14- </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">Contortionist 14- </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">Conversation 13- </font></td></tr><tr><td valign="top" align="right"><font color="Black">  </font></td><td><font color="Black">  </font></td></tr><tr><td valign="top" align="right"><font color="Black">  </font></td><td><font color="Black">Damocles Directive Package (Cost: 14) </font></td></tr><tr><td valign="top" align="right"><font color="Black">2  </font></td><td><font color="Black">1) Team Base Donation  </font></td></tr><tr><td valign="top" align="right"><font color="Black">20  </font></td><td><font color="Black">2) Team Communicator  </font></td></tr><tr><td valign="top" align="right"><font color="Black">10  </font></td><td><font color="Black">3) Team Vehicle Donation  </font></td></tr><tr><td valign="top" align="right"><font color="Black">2  </font></td><td><font color="Black">4) TF: Battlevan, Carrier  </font></td></tr><tr><td valign="top" align="right"><font color="Black">-20  </font></td><td><font color="Black">5) Physical Limitation: Deadlok Device  </font></td></tr><tr><td valign="top" align="right"><font color="Black">  </font></td><td><font color="Black">  </font></td></tr><tr><td valign="top" align="right"><font color="Black">  </font></td><td><font color="Black">Everyman Skills (Cost: 0) </font></td></tr><tr><td valign="top" align="right"><font color="Black">0  </font></td><td><font color="Black">1) Acting 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">0  </font></td><td><font color="Black">2) AK: St-Eglise, France 11- </font></td></tr><tr><td valign="top" align="right"><font color="Black">0  </font></td><td><font color="Black">3) Climbing 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">0  </font></td><td><font color="Black">4) Computer Programming 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">0  </font></td><td><font color="Black">5) Concealment 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">0  </font></td><td><font color="Black">6) Conversation 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">0  </font></td><td><font color="Black">7) Deduction 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">0  </font></td><td><font color="Black">8) Language: French (Idiomatic) (4 Active Points) </font></td></tr><tr><td valign="top" align="right"><font color="Black">0  </font></td><td><font color="Black">9) Paramedics 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">0  </font></td><td><font color="Black">10) Persuasion 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">0  </font></td><td><font color="Black">11) PS: Dancer 11- </font></td></tr><tr><td valign="top" align="right"><font color="Black">0  </font></td><td><font color="Black">12) Shadowing 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">0  </font></td><td><font color="Black">13) Stealth 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">0  </font></td><td><font color="Black">14) TF: Custom Adder, Small Motorized Ground Vehicles </font></td></tr><tr><td valign="top" align="right"><font color="Black">  </font></td><td><font color="Black">  </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">High Society 13- </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">KS: Ballet World 12- </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">KS: Best Nightclubs in the World 12- </font></td></tr><tr><td valign="top" align="right"><font color="Black">2  </font></td><td><font color="Black">KS: Child-Porn Underground 11- </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">KS: World-Wide Gay Scene 12- </font></td></tr><tr><td valign="top" align="right"><font color="Black">2  </font></td><td><font color="Black">Language: English (Completely Fluent) (3 Active Points) </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">Power: Spinning 14- </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">PS: Ballet Dancer 12- </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">Seduction 13- </font></td></tr><tr><td valign="top" align="right"><font color="Black">3  </font></td><td><font color="Black">Streetwise 13- </font></td></tr></table><b><font color="Black">Skills Cost: </font></b><font color="Black">72</font>

<br><table cellpadding="0" border="0"><tr><td align="right"><b><font color="Black">Cost  </font></b></td><td><font color="Black"><b>Perk</font></b></td></tr><tr><td valign="top" align="right"><font color="Black">2  </font></td><td><font color="Black">Contact: Undefined Coke Dealer 11- </td></tr></table><b><font color="Black">Perks Cost:</font></b> <font color="Black">2</font>

<br><table cellpadding="0" border="0"><tr><td align="right"><b><font color="Black">Cost  </font></b></td><td><font color="Black"><b>Talent</font></b></td></tr><tr><td valign="top" align="right"><font color="Black">12  </font></td><td><font color="Black">Combat Luck (6 PD/6 ED) </font></td></tr><tr><td valign="top" align="right"><font color="Black">2  </font></td><td><font color="Black">Environmental Movement (No Penalties On Narrow Surfaces) </font></td></tr><tr><td valign="top" align="right"><font color="Black">15  </font></td><td><font color="Black">Combat Sense 12- </font></td></tr></table><b><font color="Black">Talents Cost:</font></b> <font color="Black">29</font>



<br><table cellpadding="0" border="0"><tr><td align="right"><b><font color="Black">Val  </font></b></td><td><font color="Black"><b>Disadvantages</font></b></td></tr><tr><td valign="top" align="right"><font color="Black">10  </font></td><td><font color="Black">Distinctive Features: Twitchy... Can't Seem to Stand Still (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) </font></td></tr><tr><td valign="top" align="right"><font color="Black">20  </font></td><td><font color="Black">Hunted: The Global Guardians 8- (Mo Pow, NCI, Capture) </font></td></tr><tr><td valign="top" align="right"><font color="Black">25  </font></td><td><font color="Black">Hunted: The Damocles Directive 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) </font></td></tr><tr><td valign="top" align="right"><font color="Black">15  </font></td><td><font color="Black">Physical Limitation: Weird Biochemistry Requires Specialized Medical Care (Frequently, Greatly Impairing) </font></td></tr><tr><td valign="top" align="right"><font color="Black">10  </font></td><td><font color="Black">Psychological Limitation: Addicted to Cocaine (Uncommon, Strong) </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">Quirk: Always Angry About Something </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">Quirk: Big Chip on His Shoulder </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">Quirk: Bitter About the Loss of His Performing Career </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">Quirk: Gets Sentimental About the Shows He's Performed </font></td></tr><tr><td valign="top" align="right"><font color="Black">1  </font></td><td><font color="Black">Quirk: Party Animal </font></td></tr><tr><td valign="top" align="right"><font color="Black">15  </font></td><td><font color="Black">Reputation: Known Supervillain, 11- (Extreme) </font></td></tr><tr><td valign="top" align="right"><font color="Black">10  </font></td><td><font color="Black">Reputation: Artist Who Fell From Grace Because Of A Child-Sex Scandal, 11- </font></td></tr><tr><td valign="top" align="right"><font color="Black">15  </font></td><td><font color="Black">Social Limitation: Known Child Molester (Frequently, Major) </font></td></tr><tr><td valign="top" align="right"><font color="Black">15  </font></td><td><font color="Black">Social Limitation: Secret Identity (Andre Mojnier) (Frequently, Major) </font></td></tr><tr><td valign="top" align="right"><font color="Black">20  </font></td><td><font color="Black">Social Limitation: Supervillain (Frequently, Severe) </font></td></tr></table><b><font color="Black">Disadvantage Points:</font></b> <font color="Black">160</font>

<hr>

<b><font color="Black">Cost Summary:</font>

<b><font color="Black">Base Points:</font></b><font color="Black">250</font>

<b><font color="Black">Disadvantage Points:</font></b> <font color="Black">160</font>



<b><font color="Black">Total Experience Available:</font></b> <font color="Black">0</font>





<b><font color="Black">Total Character Cost:</font></b> <font color="Black">410</font>

<hr>

<table width="100%" valign="top"><tr valign="top"><td><font color="Black"><b>Height:&nbsp;</font></b><font color="Black">1.88 m</font></td><td><font color="Black"><b>Hair:&nbsp;</font></b><font color="Black">Black</font></td></tr><tr valign="top"><td><font color="Black"><b>Weight:&nbsp;</font></b><font color="Black">77.00 kg</font></td><td><font color="Black"><b>Eyes:&nbsp;</font></b><font color="Black">Black</font></td></tr><tr valign="top"><span style="font-family: Arial Narrow; font-weight: 700"><td colspan=2><b><font color="Black">Appearance:&nbsp;</font></b><font color="Black">Gyro is a tall, muscular young black man. He keeps himself impeccably groomed and dresses as well as he can. He wears a black and white costume with yellow goggles and ballet slippers.</font></td></tr><tr valign="top"><td colspan=2><b><font color="Black">Personality:&nbsp;</font></b><font color="Black">Gyro is a man consumed by his past. He lives in a perpetual state of anger and embarrassment over his fall from grace, and as such feels the rest of the world must be made to pay for it. He is loyal to Ricochet because Ricochet gave him a chance to at least try and put a life together. Unfortunately, he still hasn't overcome his fascination with "pretty young boys", or for cocaine.<br><br>Gyro is generally regarded with scorn by most law-enforcement agencies. This is generally because of his sexual tastes. Unfortunately, this means he is sometimes presented as less of a threat than he actually is.</font></td></tr><tr valign="top"><td colspan=2><b><font color="Black">Quote:</font></b><font color="Black">"Are you stupid or something? You can't sneak up on me!"</font></td></tr><tr valign="top"><td colspan=2><b><font color="Black">Background:&nbsp;</font></b><font color="Black">Andre Mojnier's passion was ballet. He lived to dance. His passion for the dance, combined with his natural talent, lead him to be proclaimed "the new Nureyev". His performances with the Paris ballet, and later with the Bolshoi and London theatre troops, would be remembered forever as some of the greatest expressions of the art in history. He was a star, and he lived like a star. The cocaine kept him going, the pills let him sleep, and the boyfriends... All the pretty young boyfriends... let him really relax...<br><br>When the end came, it was because of the boyfriends. He was caught in bed with a thirteen year old boy. The ensuing scandal caused his drug use to escalate. He watched his career plunge, along with the rest of his life. The overdose was inevitable. Andre had enough cocaine in his system to kill a cow, but he himself did not die. Instead, he sped up. The overdose sparked his metagene.<br><br>Calling himself Gyro, Andre at first embarked on a revenge scheme, vandalizing the Paris ballet's offices and theatre and assaulting its managers. He was still making the occasional attack when Ricochet found him and offered him a place with the Prime Movers.<br><br>His most recent capture at the hands of the Global Guardians put him in prison for the first time. It was there that he received the offer...</font></td></tr><tr valign="top"><td colspan=2><b><font color="Black">Powers/Tactics:&nbsp;</font></b><font color="Black">Gyro is capable of high-speed spinning... His rotations per minute have never been actually timed, but it is known that any normal person exposed to the kind of rotational movement he accomplishes on a daily basis would be long dead. The spinning allows Gyro to move quickly, making 180 degree turns on a dime. He is able to use the spinning as a weapon: he has become practiced in grabbing his opponents and taking them for "a little ride". He has also been known to slap bullets from the air.<br><br>The special effects of his increased running is that he is spinning very rapidly. The "Only in Hero Identity" limitation that that most of his powers are purchased with indicates the fact that, to use the power, he must be spinning. If he isn't spinning he cannot use the power.</font></td></tr><tr valign="top"><td colspan=2><b><font color="Black">Campaign Use:&nbsp;</font></b><font color="Black">Gyro is a player character in the Damocles Directive campaign.</font></td></tr></table>

</td></tr></table>

OddHat
Dec 5th, '04, 07:43 PM
I really like Uncle Sam. :) Great skill list.

megaplayboy
Dec 5th, '04, 08:14 PM
I'd love to post some writeups here, but unfortunately my newer PC, the one with HD installed, is down, leaving me with my older PC, the one with CW installed. So I have some older 4th Ed. writeups on there, but none of my current PCs.

A summary of the PCs I've played:
Meson, a brick physicist and amateur sleuth, Dr. James Gordon(yeah, I know :p ), a consultant on building the first superhuman detention facility
Edge, a former superspy turned detective, looks like James Dean(actually he is, the government helped him fake his own death, and later injected him with the "super agent serum" that retarded his aging)--detective/martial artist/gadgeteer
Serena, goddess of physical love and personal combat, love child of Zeus and Isis--hybrid brick/martial artist/mentalist/energy projector
Novastar, alien brick/energy projector who crash landed on the planet--could fly, grow, throw stellar blasts, and survive in space...but at a loss to understand human inhibitions("But that's how we greet each other on my planet!")
Blue Dragon, 60 year old master of kung fu and chi powers, Howard Long has a pretty young wife and a young mutant son. The interesting thing is that he only had a 10 STR but had scads of DC levels with his kung fu.
Vigilance, former gang member turned criminologist/substitute teacher, Robert Johnson dons a suit of high tech body armor and cybernetic cape to glide over the streets of Richmond California, protecting the innocent and bringing criminals to justice. Kind of a cross between Luke Cage, Batman, and the Punisher. Slightly superhumanly strong, martial artist, carried first a large magnum automatic, then a telescoping steel whip, currently an electric gun. Top notch detective.
Morph , a genetic experiment which was first considered a failure, then engulfed the two people driving it to a toxic dump site, Morph was a natural shapeshifter, basically a stretching brick who could fly, grow, shrink, etc. Very short attention span, tendency to morph into famous people and mimic famous movie lines.
Iron Golem, Texan demolitions/construction foreman(and former special forces demo expert) Randall "randy" McDaniel is exposed to mystic energies when mysterious shards are embedded into his skin. when he concentrates, he becomes a rampaging iron golem with a big glowing star of david on his chest. tough strong brick, could also project various forms of energy from his eyes. Divorced, with an estranged son, a drinking problem, and post-traumatic stress from his last black ops job(in which a drug lord missed being killed, but an unintended target, his little girl, didn't). Probably the most "grown up" of the PCs I've played.
Kid Wonder, basically a superboy ripoff with a twist--VIPER's attempt to duplicate Viperia. Grown in a lab, Tommy Flanagan escaped with his brother, Kid Miracle(Eric Flanagan), and sought refuge with the campaign's mutant academy. A hybrid, light brick, martial artist, speedster, energy projector, mentalist, KW has a tendency to use his powers to get whatever he wants, a tendency only curbed by the memory of what his brother, amped up by a superpower booster drug, did on his rampage in Oakland(800 people died, and the USS Hornet was picked up and dropped on the freeway, before he was stopped).
Techno-Wizard, aka TechWiz, aka Cybermage, aka the Megaplayboy, aka Metamage, gadgeteer/psionic, whose gadgets work because he believes they will. Son of Serena and Edge(whom he almost never sees), prophesied to be some sort of meta-deity, but cursed by a jealous Hera with normal characteristic maxima and mortality. Built an android lab assistant, Lisa, who looks like Jeri Ryan. Favorite gadget: his atomic gloves, which whine like the proton accelerators in Ghostbusters while powering up, and which he could pummel people with, or punch huge holes in walls(bought as 2" tunneling through pretty high DEF). Incredibly smart, and eventually ridiculously charismatic, once the megaplayboy persona emerged. Kind of a perv, but in a sweet way :D
Gunther Rall, the Overman, a humanoid bioweapon custom-engineered by the Infinite Reich to assist them in their temporal and dimensional conquests. Rebelled and broke his conditioning. A reluctant superhero, he'd rather be recording new music with his all-mutant power trio, Zarathustra, or acting and directing in his own big budget or art films. Basically a Supes type, but with the capacity to develop almost any power via evolutionary adaptation. "what does not kill me makes me stronger" is more than a slogan for Gunther. the more duress he is put under in combat, the stronger and tougher and more capable he becomes. A PC for a cosmic-level game.
Ominus Deus Rex, the Deus Ex Machina, a bored dimensional conqueror who built a giant mystical spartan warrior colossus, hoping to be accepted as a supervillain. Ran into an actual supervillain first, and soundly defeated them--and found he enjoyed heroics more. secretly wracked with guilt about the drastic measure he took to protect his realm(and which backfired on him). Unspeakably powerful, but collapses if physically assaulted by powerful male opponents(abused by father), and needs to gesture with hands to use almost all of his active powers.

there's maybe a half dozen more I've played once or twice, but those are most of the major ones.

Worldmaker
Dec 6th, '04, 02:21 AM
I really like Uncle Sam. :) Great skill list.

Why, thank you.

paigeoliver
Dec 6th, '04, 02:32 AM
If you play in my game (and you KNOW who you are) then I REALLY need you to post your pcs, since my laptop died and my only copies of their character sheets were on there.

BcAugust
Dec 6th, '04, 05:22 AM
Well, Cyrande is already posted in another thread around her, but I suppose I could give you Nox. She's been a lot of fun so far. Note, the charateristics are in front, the cost behind them.

Nox
10 STR 0 11-
Lift 100.0kg; 2d6; [1]

17/27 DEX 21 12- / 14- OCV 6/9 DCV 6/9
25 CON 30 14-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

17 EGO 14 12- ECV: 6

20/60 PRE 10 13- / 21- PRE Attack: 4d6 / 12d6

12 COM 1 11-

5/20 PD 3
Total: 5/20 PD (0/15 rPD)

5/20 ED 0
Total: 5/20 ED (0/15 rED)

3/5 SPD 3
Phases: 4, 8, 12/3, 5, 8, 10, 12

7 REC 0

50 END 0

45 STUN 17
Total Characteristic Cost: 102


Movement: Running: 6" / 12"
Swimming: 2" / 4"
Leaping: 2" / 4"
Teleportation: 20" / 80"


Martial Arts:
2 Use art Barehanded, w/ Staff, w/ Telekinesis

Maneuver/OCV/DCV/Notes

5 Defensive Block +1/+3 Block, Abort
3 Legsweep +2/-1 3d6 Strike, Target Falls [Can be performed with TK (add +3d6 damage) or Shadow Staff (+6d6)]
4 Martial Dodge --/+5 Dodge, Affects All Attacks, Abort
4 Martial Strike +0/+2 4d6 Strike [Can be performed with TK (add +3d6 damage) or Shadow Staff (+6d6)]
1 Weapon Element: Staffs


18 Shadow Armor: Armor (15 PD/15 ED) (45 Active Points); Only In Heroic Identity (-1/4), Dispelled By One Minute Bathed In Unusually Intense/Bright Light (-1/4), Visible (-1/4), Extra Time (Half Phase, Only to Activate, -1/4), Requires Area of Deep Darkness/Shadow To Activate (-1/4), Gestures Required To Activate (-1/4) 0

24 Darkness Powers: Elemental Control, 60-point powers, (30 Active Points); all slots Only In Heroic Identity (-1/4)

24 1) Mistress of Darkness: Darkness to Sight Group 4" radius, Costs END Only To Activate (+1/4), Personal Immunity (+1/4) (60 Active Points); Only In Heroic Identity (-1/4) 5
18 2) Reaching Shadows: Telekinesis (10 STR), Fine Manipulation, BOECV (+1), 0 END Only To Activate (+1/2) (63 Active Points); Only In Heroic Identity (-1/4), Requires Darkness/Shadow (-1/4)

62 Darkness Powers II: Multipower, 77-point reserve, (77 Active Points); all slots Only In Heroic Identity (-1/4)

2u 1) Shadow Staff: Hand-To-Hand Attack +6d6, Costs END Only To Manifest (+1/4) (37 Active Points); Hand-To-Hand Attack (-1/2), Physical Manifestation (-1/4), Only In Heroic Identity (-1/4) 3
5u 2) Wrapped In Darkness: Entangle 6d6, 7 DEF (Stops A Given Sense Group Sight Group) (75 Active Points); Requires Darkness/Shadow (-1/4), Only In Heroic Identity (-1/4) 7
1u 3) Frightening Demeanor: +40 PRE (40 Active Points); Limited Power Only To Make Fear-Based PRE Attacks (-1), Requires Darkness/Shadow (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (-1/4) 4
3u 4) Shadow Form: Desolidification (affected by Light-Based Attacks) (40 Active Points); Only In Heroic Identity (-1/4) 4
2u 5) Blend Into Shadows: Invisibility to Sight and Hearing Groups , No Fringe (35 Active Points); Only In Heroic Identity (-1/4), Only In Darkness/Shadow (-1/4) 3
7m 6) Shadow Walking: Teleportation 20", x4 Increased Mass, x4 Noncombat (55 Active Points); Only In Heroic Identity (-1/4), Only From And To Darkness/Shadow (-1/4) 5
3u 7) The Shadows Speak To Me: Retrocognitive, Precognitive Clairsentience (Hearing And Sight Groups) (70 Active Points); Only From/To Darkness Shadow And Only To View Events Within Darkness/Shadow (-1/2), Vague and Unclear (Pre/Retrocognition Only) (-1/2), Only In Heroic Identity (-1/4) 7

24 Shadow Speed: +10 DEX (30 Active Points); Only In Heroic Identity (-1/4)

8 Shadow Speed: +1 SPD (10 Active Points); Only In Heroic Identity (-1/4)

5 Night Sight: Nightvision 0


Skills
3 KS: Finance 12-
3 First Aid 13
2 Interrogation 13- (21-) (3 Active Points); Only In Heroic Identity (-1/4)
5 KS: Superbeings 14-
3 Perception 13-
3 PS: Banking 12-
3 Stealth 12- (14-)
5 Teamwork 13- (15-)
1 WF: Staffs

Base: 5

Total Powers & Skill Cost: 254
Total Cost: 354

200+ Disadvantages
15 Distinctive Features: Aura of Eeriness/Creepy Powers, Easily Mistaken For A Villain (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15 Hunted: Holocaust 8- (Mo Pow, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code Against Killing (Common, Total)
20 Psychological Limitation: Protective Toward Those In Need (Common, Total)
10 Psychological Limitation: Sarcastic (Common, Moderate)
10 Social Limitation: Public Identity - Sherry Brown (Occasionally, Major)
10 Vulnerability: 1 1/2 x Effect Light-Based Flash Attacks (Common)
30 Mystery Diadvantages

Experience Points Exp: (4)/8 = 8 exp bonus
Total Disadvantage Points: 358

BcAugust
Dec 6th, '04, 05:26 AM
Background/History: 1994: Chicago, nearly two and one-half years after the Battle of Detroit.
Sherry Brown, a bank teller, was walking home from work, completely exhausted after a long, difficult day, when her day got even worse. She ended up getting caught in the crossfire during a running gun battle between police and a squad of VIPER operatives. She fell and lay dying in the dirty, early-winter snow as the day's last light faded As she lay dying in the winter alley, the night falling, some small portion of her wished her city's superheroes had not died in the Battle of Detroit, so that this might not have happened to her, and for the sake of so many others. As her consciousness faded, she heard a voice in her head - something that had sensed her need, her desperate seeking for help somewhere, anywhere. The voice asked her if she thought darkness could act as light. Sherry does not recall the answer she gave, but whatever it was, it must have satisfied the voice, because what rose from that alley was not Sherry. The being that did rise wore dark, crystalline armor and was able to reach out into shadow and turn it into a weapon, or a long arm with which to reach out and smite those who had injured her. Striking by surprise, she tore into the VIPER agents while also protecting other bystanders and the injured cops. She was no longer just Sherry, and whatever she was, a bunch of people saw her turn into it. She assumed the public super-identity Nox and hasn't looked back.
Since then, Nox has had a very exciting superhero career, and Sherry has led a simularly exciting one as misunderstandings seem to follow her around. She emits an aura of strangeness and menace that many find quite unnerving, and more than one hero has mistaken her for a villain upon first encountering her. Despite that, she's proven herself time and again and has found a team of super-companions to fight alongside, and they and many another Chicagoan has learned that even through her shadows, Nox is one of the true blue heroes of the city.

Personality/Motivation: Sherry barely maintains a civilian identity at this point - why go back to the dreary life of a bank teller when she can be fighting crime and protecting those in need? - but when not fighting crime she usually goes out in her normal form, if only to avoid the notice and misunderstandings Nox seems to draw. When in her normal form, she behaves in a very warm and bubbly manner, especially around her other teammates and with other superheros; this is her her way of making up for how creepy Nox is to be around. Nox has thrown herself full force into being a hero, and she dislikes creeping others out and would hate to lose her companions - not to mention her powers.
In contrast, Nox is rather sarcastic, with a sharply-honed sense of dark humor, but despite that, she is strongly protective of anyone she feels needs the help - particularly innocent bystanders and injured teammates. She is also completely dedicated to using only non-lethal force, and does not relate well to anyone who does rely on lethal attacks or who habitually causes unnecessary injuries.

Quote: "Did you think by hiding from the light, you hid from justice? Face me then, and learn otherwise."

Powers/Tactics: Nox possesses a wide range of powers based or dependent on darkness or shadows. She is able to project fields of intense darkness, solidify areas of darkness to produce a fighting staff or to manipulate objects at a distance, and move instantaneously between areas of darkness or shadow. She also has several weirder abilities, such as being able to turn her own body into shadow (rendering herself immaterial), render herself invisible within shadow, project a frightening, supernatural aura and, most strangely, the ability to use remote-viewing and remote listening to view distant areas of darkness and shadow - and the ability to look within dark areas and witness past events that occurred in the dark - or future events likely to occur.
In addition to her strange powers, Nox is quite a bit faster and more agile than Sherry - or most metahumans, in fact - and in either form she can see in the dark. Sherry also has some basic training in aikido and staff fighting which she can use in either form, and as Nox can also utilize via her telekinesis or with her shadow staff.
To assume her superhero identity, Sherry has to reach into an area of deep shadow or darkness, which allows her to pull a bit of it out and use it to trace lines and runes on her face. This causes her armor to manifest, and her powers along with it. Once manifest, she remains armored and in superhero form unless she is exposed to intense, bright light for a minute or more; this same condition prevents her from assuming superhero form. Conversely, she is unable to return to her mundane identity unless she has access to bright light.

Campaign Use: Sherry/Nox has no idea who granted her powers, or why, or what the runes on her armor mean. So far, nobody she's met can supply those answers, though it is clear that her powers are mystical in origin.

Appearance: Sherry is a Caucasian woman standing 5'8", 175 lbs, is a bit plump, with brown wavy hair, cut short, with blue eyes. As Nox, she looks almost elvish, standing 6 feet tall and weighs 170 lbs in her armor, with silver skin, straight, black hair that hangs down her back, and black eyes that pulse with dark energy. Her armor looks like full plate carved from smoky quartz crystal and decorated with black runes that reflect no known language or culture and which pulse with black energy.

Kal'daka
Dec 6th, '04, 03:36 PM
The NND 's defense is common and is not typically hardened unless bought with hardened ... hence the penetrating add on.

bblackmoor
Dec 6th, '04, 05:24 PM
Always the GM, never the player.

Never?? Dude, you need to find a new gaming group. Or at least recruit some new players. Or at the very least, smack around the other players (metaphorically speaking) and get them to stop being such sheep. The next time you get together, try saying, "Okay, so who wants to run?"

Hawksmoor
Dec 6th, '04, 05:36 PM
Here is a character I am going to play in the Global Guardians- Dawnstars game

Character Name: Scorpia
Real Name: Allegra Viticultore AKA Marina Berlusconi
Player Name:
Affiliation:
Hair/Eye Color: Brown (dyed Blonde) / Green
Height/Mass: 1.62 m (5’ 4”) / 49.00 kg (108 pounds)
Nationality: Italian
Place of Birth: Milan, Italy
Date of Birth: September 7, 1978

Background Story:
[Note: Marina Berlusconi is a real person. Marina Berlusconi is the eldest daughter of Italian Prime Minister and Billionaire Media and Real Estate mogul Silvio Berlusconi. I have exercised dramatic license to transfer her and her family in to the superheroic milieu. One of the many changes was reducing her age from a respectable 37 to a more playable 26. I have also given her new skills; she was originally a student of business, now she is a scientist and in her cover identity a skilled weapons designer. It was all in the name of fun.]

An inscrutable figure hovers over the Mediterranean Ocean close to a current oceanographers have noted as ME203h-75. The figure hangs in the air, his head downward as if in deep thought. Moving with deliberate slowness the figure extends an arm over the water. It seems some unknown quality meets with the mysterious figure’s approval for in the desolation he utters the words:

“It is time.”

The figure above the waves begins to writhe, the armor that encases him bulges and twists. Fluids of unearthly design seep from his form. Tendrils of tissue rope around his form slowly growing together in a dense knot astride his back. A sound of pain filled ecstasy escapes his lips for birth is never without pain.

The knot slithers along his back to be cradled in armored hands. As the moonlight glistens along its shell it hardens. Life can be senses pulsing within it. The figure strokes the hardening shell like a caring parent one last time and then lets gravity embrace his offspring.

As the seed bobs in the complex interplay of tide and wind the figure announces, “Journey well blood of my blood, thrive in this harsh world, we will meet again.”

---------

[“Do you not care what I want to do with my own life?”]* Marina asked her father.

[“Do you not care what your father wishes you to do with that life?”], he retorted trying to keep Marina on the disadvantage, [Marina, you are my daughter, my life, the businesses I have created are for you and the family. You must do you duty to the family.]

[“I am Poppa!] Marina shouted back.

[“Then you will take your place at the company as a directing Vice President. I can only trust family to do the job right.”] her father continued.

[“Then let Persilvio do it. He loves this stuff.”] Marina retorted.

[“I have already informed your younger brother, he is willing to make this sacrifice in the name of the family.”] Her father replied coolly. [I have indulged you in this science fixation of yours. I have given you the best education I could provide. You are smarter than me, and your brother, use that intellect for the good of the family.”]

[“I can do so much more though.”] Marina said weaker this time.

[“That is why it is a sacrifice. That is why I will appreciate it more. It is for the good of the family.”] Silvio said stroking his daughter’s cheek.

[“Alright Poppa.”] She told him resting her head in the cup of his palm. [When I return from summer vacation I’ll join you at the company.”]

*Translated from Italian

Yet, Marina never meant to keep her promise. She knew she could do more for herself and her family by exploring other avenues. Being a Vice President or eventually President of one of the Berlusconi Group companies paled in comparison to the level of success she could bring as a leading industrialist. Her brilliance would guarantee success. Her father would forgive her betrayal when she returned home with millions of dollars of contracts, patents, and development pipelines on new technologies that would ensure a brighter future than any he currently possessed.

Instead she used her summer vacationing in Grecian Islands, the south of France, and other parts of Europe. In Switzerland, she purchased a new identity. In Venice, she purchased new degrees from sister schools of her Alma Mater. By the end of the summer all was in readiness, Marina Berlusconi would disappear and Allegra Viticultore would take her place. She would rely on secured channels of credit to Swiss banks to provide any needed funds, but would be untraceable to her father.

As she walked along the beaches of Sardinia in the moonlight she recorded a goodbye message to her father. She told him that she would be fine, but that she had to see if she could do this on her own. [“I love you Poppa.”] She said into the recorder before she switched it off.

As she did so she noticed a strange object moving in the break of the little waves on the beach. It looked like a crab. She was intrigued so she stepped closer to investigate. The thing looked a bit like a crab. It was hard shelled and had four appendages. But it was not a crab, it was unlike anything she had ever seen before. Marina backed away from the water’s edge. Before she got a few steps the crab-like thing lunged. Marina screamed as it struck her, bowling her to the ground.

They tumbled in the surf. The crab-thing twisting her, constricting her as it wrapped itself around her. Waves covered her face, water entered her mouth, ‘I am going to drown and be eaten!” her brain screamed at her. The crab thing twisted around her limbs and slithered across her torso, devouring her.

The moonlight still sparkled on the waves as a shuddering figure pulled itself from the waves many minutes later. It was human shaped, hard shelled and brightly colored. It was also Marina Berlusconi. She coughed up seawater as she heaved herself on to the beach. She could see the tiny scuttling things her movement disturbed move, she could hear the tinkling of tiny legs on stone and sand, she could feel the individual grains of sand on her body.

Marina looked down at herself. Incredibly, she was covered in the creature. ‘It must be some sort of symbiote.’ She said rhetorically, after all the waves and sea creatures were unlikely to respond in a way she could understand. Marina looked at her arms encased in their tough chitinous shells. She flexed her muscles to sense the interplay of human and unknown muscles. She felt with armored fingers the smooth transition of plate and fiber.

“[Wow!] She said simply.

The next day Marina sent her recorded message to her father over her G3 cell. She then promptly discarded the cell phone in the rubbish bin and got into a taxi waiting to take her to a ferry back to Italy. She spent the whole trip leaning on the starboard rail gazing at the water and wondering about her bizarre new ‘pet’.

[‘Well I am certainly not giving up my plans after so long putting them into motion, what ever it is I am just going to have to figure out what it is as Allegra.’] She thought to herself as the ship neared the harbor.

Allegra Viticultore went to Rome and proceeded to submit curricula vitae’s to all of the major European technology firms. She could access the accumulated wealth of Marina Berlusconi but to do so too much or too frequently would blow her cover. She needed a job with the proper access to technology to fulfill her goals.

Soon she was hired as a researcher in the Industrial Technology Center or ITC. Allegra worked diligently in her daytime hours applying her skills and intellect to the many problems her managers faced her with. She also spent considerable time evaluating the level and degree of research being completed in her high technology field, in preparation for her own inventions. To her superiors she was considered talented and motivated capable of dealing with nearly any problem they could assign her to.

In her off hours though, Allegra was frustrated. Her ‘pet’ was unlike anything she had heard of. It was biological, not electronic, and thus she had little frame of reference to work with. So far she had discovered that when she held it to her chest she could somehow command it to merge or cover her, and reverse that process. The more she studied it the more she became determined that it was of alien manufacture. And the more she used it the more she wanted to keep it to herself.

It was on an early spring night in Rome, that Allegra heard the sounds of a siren outside her flat. She was already wearing the alien suit in preparation for an electrical conductance test. She looked out the window and saw a rare high speed chase. When a bullet exploded through her window and ricocheted off her armored chest, Allegra was compelled to act.

Throwing open her windows, Allegra leapt from the third story and hit the ground running without a thought to her safety. The biosuit kept her safe. Allegra engaged in a series of high yield leaps that covered dozens of meters as she steadily caught up with the police and fleeing vehicle. With one last mighty leap she cleared the police car and landed with a crunch on the hood of the fleeing Opel. Bullets from a Czechoslovakian submachine gun danced in sparks on her body as she crawled up to the roof of the speeding car, her fingers ripping into sheet metal and plastic like cellophane.

[“Stop the bloody car!”] she yelled as she ripped the roof open above the driver.

She got a brilliant, if harmless, shot to the head with a shotgun in the way of a reply. Blinking away the muzzle flash, Allegra noticed a T-intersection ahead. An outdoor café was serving warm food and coffee drinks to patrons not 100 yards away. Allegra knew about physics, there was little chance these goons would be able to swerve to avoid the people in time at their current speed. So without thinking she leapt off the roof and landed in the path of the speeding car. Allegra braced herself, her armored feet digging into the cobbles of the narrow road.

In mere seconds the car struck her, irresistible force meets unmovable object. Allegra gave way her mass and strength unable to counteract the inertia of the car. She was pushed in front of the car, the meters between the now panicking patrons being chewed up by the damaged car. Allegra tried to right herself, to regain purchase on the ground, her mouth twisted in a soundless scream of ’No!’ Almost at the last instant her armor responded and a green glow suffused from seams along the back of her armor as the biosuit’s impulse thrusters activated to give her the additional force she needed to arrest the careening car’s momentum.

The combined mass stopped only inches and one toppled table into the café. Allegra dropped the front end of the Opel with a gesture and motioned with her index finger for the driver and his crew to come out. Allegra, like Marina who she had been for so long, had never before been excited by physical confrontation, but she wanted it badly now. The thugs obliged her. It wasn’t pretty, but it was fast. Allegra had the goons incapacitated or wrapped up by the time the cops arrived. It took 9 seconds.

[“They are yours Officer.”] Allegra said as they came over to her.

[“Thanks for the assist.”] a young officer replied, [“Who are you?”]

[You can call me Scorpia.”] She told him as she leapt in to the sky trailed by a green glow.

Allegra was uncertain why she chose that particular name, although later she would rationalize it by the coloration of the biosuit and its obvious exoskeleton, but really it was just inspiration. In any case helping out left her with a warm feeling in a place that she didn’t even know existed. Scorpia would be back she decided.

Now Allegra has two missions, become a success and return to her father in glory and learn to use her biosuit to become a great super heroine. The only problem she has is that the two demands on her time are causing her to spend more time as Scorpia and less time as Allegra. A situation which has lessened her prestige at work

Quote:

“I can do things you cannot possibly imagine Neaderthal I suggest you surrender before I am forced to give you a display of that potency! Followed quickly and quietly by “Ah, I am sorry Nordcapp Man. I forget sometimes.”

“She is fast, strong, and unbelievably good looking. It is any wonder she has every Italian man in the city wanting her number?” Man on the street when asked by RAI about Italy’s newest hero.

Appearance:

Out of armor Allegra/Marina is an attractive twenty something with blond hair and green eyes. She favors trendy clothes, interspersed with designer pieces from her days as an heiress. She tends to wear a lot of jewelry that is not in line with a junior engineer’s salary however. Her physique is honed and tanned by years of Pilates and Aerobic training, which is only improving as she spends her nights patrolling Rome.

In her biosuit, Scorpia stands only slightly taller than her five foot four inch frame. The biosuit is primarily red in the torso, with black upper legs and arms and red boots and gauntlets. Her head is covered by a sleek black armored cap that leaves her mouth and chin exposed ordinarily. A topknot of blonde hair is also often seen flowing from the helmet, but this affectation is not uniform. The suit is crisscrossed in silver ridges that delineate plates and connections. The biosuit is covered in nearly invulnerable carapace of a nonmetallic nature. When Scorpia activates her biothrusters vents open on her back and emit a green glow. Allegra has measured these emissions and found them to be high energy plasma.

Her Venom staff is the one piece of equipment she uses that is obviously technological. It is a collapsing rod of 12 inches that telescopes to 6 feet. Composed of alloyed Titanium and Molybdenum, the bluish metal rod is her primary weapon. When not in use the she carries it in a holster the biosuit grew to match her ‘request’ for a place to hold it.
Her “Venom blasts” are bioelectric charges created by the biosuit and focused by a special array designed by Allegra. The energy emissions are green in color.

Personality:
Allegra/Marina is a very dedicated, energetic, and outgoing woman. She abandoned almost all of her vast fortune and power to fulfill a dream. She hopes to one day reunite with her family, but she wants it to be on her terms: as a successful industrialist. She is however very concerned over how her family is viewed publicly. She is a staunch and verbal supporter of her father and his companies. As a result of her relatively sheltered lifestyle Allegra is out of touch with the standard European. She often finds herself at the limits of her credit, because she is so used to obtaining the best with out thought for expense. As Scorpia, bolstered by her biosuit’ impressive defensive capacities, Allegra is almost entirely fearless, leaping into dangerous situations with a thought to her own safety.


Powers:

Marina Berlusconi/Allegra Viticultore possesses the fitness level of a woman that engages in regular strenuous regular exercise.

The Biomorphic Carapace or Biosuit is a symbiotic organism that in many ways operates analogously to a more mundane powered armor system. It acts as a defensive system capable of repelling military weapon hits with minimal damage. It also provides sophisticated sensor and life support to the wearer.

The unit bonds with the wearer by temporarily grafting neural tissue in the user, allowing increased responsiveness and decreased reaction times. The biosuit also injects a complex battery of hormones and other chemicals into the body of the wearer granting increased stamina and energy. Lastly, the enhanced myolin fibers of the biosuit’s musculature provide the wearer with tremendous strength.

The Biosuit possesses a biologically derived ion drive used for propulsion. The unit can be set for microbursts which greatly enhance jumping capability, or fine tuned to provide exceptional speed in aquatic environments. The final option provides efficient if relatively slow true flight capability.

The biosuit currently possesses a nascent intelligence of its own; it is entirely capable of enforcing its will or directives of its progenitor on the wearer. During these times the wearer is typically rendered unconscious as the symbiote performs tasks dictated by its enigmatic master.

The Biosuit also has a number of weaknesses. It its immature state it is vulnerable to toxins and diseases that effect its plantlike components. The biosuit is also vulnerable to cold attacks that rapidly overwhelm its internal systems. It is one of the most advanced bioengineered organisms on earth. In the event of severe damage very few individuals could repair or heal it. Extensive work by the lesser minds in the field could repair it at great expense and difficulty only after a long period of study. Only a biotechnician on the level of its creator the Abyss could create or freely alter it.

The Biosuit grown from Abyss’s own armor is currently immature. It will undoubtedly develop new capabilities as it grows and Allegra increases her connection to it.

Scorpia
Player: Jeremiah Pointer
Val Char Cost
15/45 STR 5
14/26 DEX 12
15/30 CON 10
12 BODY 4
20 INT 10
14 EGO 8
15/20 PRE 5
18 COM 4

5/30 PD 2
5/30 ED 2
3/5 SPD 6
8/16 REC 4
30/50 END 0
35/50 STUN 7

6" RUN 0
17" SWIM 0
3"/24" LEAP 0
Characteristics Cost: 79
Cost Power END
25 Venom Lance: Multipower, 50-point reserve, (50 Active Points); all slots OAF (-1)
2u 1) Venom Blast: EB 10d6 (50 Active Points); OAF (-1) 5
2u 2) Venom Blast (Wide Angle): EB 5d6, Area Of Effect (6" Cone; +1) (50 Active Points); OAF (-1) 5
1u 3) Lance: (Total: 29 Active Cost, 11 Real Cost) HA +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 9) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Only To Cause Damage (-1/2), Limited Body Parts (-1/4) (Real Cost: 2) 0

15 Enhanced Mobility Systems: Multipower, 30-point reserve, (30 Active Points); all slots Battlesuit (-1/2), Limited Power Components hard to repair or replace (-1/2)
1u 1) Bioimpulse Thrusters: Flight 15" (30 Active Points); Battlesuit (-1/2), Limited Power Power loses about a third of its effectiveness (Component hard to replace or repair; -1/2) 3
1u 2) Biothruster Assisted Leaping: Leaping +15" (3"/24" forward, 1 1/2"/12" upward) (Accurate) (20 Active Points); Battlesuit (-1/2), Limited Power Components hard to repair or replace (-1/2) 2
1u 3) Bioimpulse Aquathrusters: Swimming +15" (17" total) (x8 Noncombat) (25 Active Points); Battlesuit (-1/2), Limited Power Components hard to repair or replace (-1/2) 2

Biomorphic Carapace
48 1) Biomorphic Carapace: Armor (20 PD/20 ED) (60 Active Points); OIHID (-1/4) 0
4 2) Biomorphic Carapace: +5 PD (5 Active Points); OIHID (-1/4)
4 3) Biomorphic Carapace: +5 ED (5 Active Points); OIHID (-1/4)
4 4) Biosuit looks impressive: +5 PRE (5 Active Points); OIHID (-1/4)
9 5) Biological Support Systems: LS (Eating Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (11 Active Points); OIHID (-1/4) 0

Biosystems
12 1) Augmented Myolin Fibers: +30 STR (30 Active Points); No Figured Characteristics (-1/2), Battlesuit (-1/2), Limited Power Power loses about a third of its effectiveness (Component hard to replace or repair; -1/2) 3
14 2) Synaptic Accelerators: +12 DEX (36 Active Points); Battlesuit (-1/2), No Figured Characteristics (-1/2), Limited Power Power loses about a third of its effectiveness (Component hard to replace or repair; -1/2)
10 3) Synaptic Accelerators: +2 SPD (20 Active Points); Battlesuit (-1/2), Limited Power Power loses about a third of its effectiveness (Component hard to replace or repair; -1/2)
12 4) Biostablizers and Steroidal Conditioners: +15 CON (30 Active Points); Battlesuit (-1/2), No Figured Characteristics (-1/2), Limited Power Power loses about a third of its effectiveness (Component hard to replace or repair; -1/2)
8 5) Biostabilizers and Steroidal Conditioners: +8 REC (16 Active Points); Battlesuit (-1/2), Limited Power Power loses about a third of its effectiveness (Component hard to replace or repair; -1/2)
5 6) Biostabilzers and Steroidal Conditioners: +20 END (10 Active Points); Battlesuit (-1/2), Limited Power Power loses about a third of its effectiveness (Component hard to replace or repair; -1/2)
7 7) Biostabilizers and Steroidal Conditioners: +15 STUN (15 Active Points); Battlesuit (-1/2), Limited Power Power loses about a third of its effectiveness (Component hard to replace or repair; -1/2)
5 8) Bioradio: HRRP (Radio Group) (12 Active Points); Sense Affected As More Than One Sense [very common Sense] (Flashed as both Sight and Hearing groups; -1/2), Battlesuit (-1/2), Limited Power Power loses about a third of its effectiveness (Component hard to replace or repair; -1/2) 0
2 9) Thermal Waveguides: IR Perception (Sight Group) (5 Active Points); Battlesuit (-1/2), Limited Power Power loses about a third of its effectiveness (Component hard to replace or repair; -1/2) 0
1 10) Acoustic Waveguides: Ultrasonic Perception (Hearing Group) (3 Active Points); Battlesuit (-1/2), Limited Power Power loses about a third of its effectiveness (Component hard to replace or repair; -1/2) 0
Powers Cost: 193
Cost Skill
3 Computer Programming 13-
3 Electronics 13-
3 Inventor 13-
3 Systems Operation 13-

0 Language: Italian (Idiomatic, native accent; Native Language)
3 Language: English (completely fluent)
3 Language: French (completely fluent)

Millionaire Heiress Package - GGU
1 1) Bribery 8-
3 2) Conversation 12- (13-)
3 3) High Society 12- (13-)
2 4) KS: Lifestyle of the Extremely Rich 11-
3 5) Persuasion 12- (13-)
-10 6) Package Disadvantage:Psychological Limitation: [Out of Touch with Joe Sixpack (Common, Moderate)]
-15 7) Package Disadvantage: Social:[Cannot access the vast majority of her wealth without compromising her cover (Frequently, Major)]

Scientist Package- GGU
3 1) PS: Corporate Researcher 13-
2 2) PS: Weapon Systems Engineer 11-
3 3) KS: Research Methods 13-
-10 4) Package Disadvantage: Occupation- Scientist
3 Scientist
1 1) SS: Biology 11- (2 Active Points)
1 2) SS: Biotechnology 11- (2 Active Points)
2 3) SS: Chemistry 13- (3 Active Points)
4 4) SS: Computer Engineering 15- (5 Active Points)
4 5) SS: Electrical Engineering 15- (5 Active Points)
2 6) SS: Mathematics 13- (3 Active Points)
2 7) SS: Physics 13- (3 Active Points)
Skills Cost: 22
Cost Perk
Millonaire Heiress Package -GGU
9 1) Contact: Silvo Berlusconi (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) 13-
15 2) Money: Filthy Rich
1 3) Fringe Benefit: Passport
20 4) Vehicles & Bases

Scientist Package -GGU
1 1) Fringe Benefit: Doctorate in Engineering: Custom Adder

2 Deep Cover (Allegra Viticultore)
Perks Cost: 48
Cost Talent
Biomorphic Carapace Subsystems, all slots OIHID (-1/4)
2 1) Absolute Range Sense (3 Active Points); OIHID (-1/4)
2 2) Absolute Time Sense (3 Active Points); OIHID (-1/4)
2 3) Bump Of Direction (3 Active Points); OIHID (-1/4)
2 4) Lightning Calculator (3 Active Points); OIHID (-1/4)
Talents Cost: 8
Total Character Cost: 350
Val Disadvantages
5 Hunted: Silvo Berlusconi 11- (Less Pow, Mildly Punish)
10 Hunted: Abyss 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Watching)
5 Physical Limitation: Manchurian Candidate (Infrequently, Slightly Impairing)
10 Physical Limitation: Susceptible to plant diseases (Frequently, Slightly Impairing)
5 Physical Limitation: Addicted to Caffine (Infrequently, Slightly Impairing)
20 Psychological Limitation: Code Versus Killing Common, Total
20 Psychological Limitation: Fearlessly Heroic Very Common, Strong
10 Psychological Limitation: Must Live Up To Family Reputation For Achievement Uncommon, Strong
10 Psychological Limitation: Subject to strong media rumors about her moral character (Uncommon, Strong)
15 Social Limitation: Secret Identity (Marina Berlusconi) Frequently (11-), Major
1 Quirk: Workaholic
1 Quirk: Drinks only the finest Italian Coffee
1 Quirk: Reads the Tabloids religiously
1 Quirk: Doesn't go anywhere without her cellphone/PDA
1 Quirk: Feels out of sorts if she cannot go to confessional at least once a week
10 Social Limitation: Seen as unreliable Frequently (11-), Minor
15 Susceptibility: Pesticides, 3d6 damage Instant (Uncommon)
10 Vulnerability: 1 1/2 x STUN Cold (Common)
Disadvantage Points: 150
Base Points: 200
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0

bblackmoor
Dec 6th, '04, 05:52 PM
My main gaming group is slowly putting our characters online. Here are mine, so far:

Avalon (http://westguard.blackgate.net/index.php/Avalon)
Blueshift (http://westguard.blackgate.net/index.php/Blueshift)
Darknight (http://westguard.blackgate.net/index.php/Darknight)
The Heretic (http://westguard.blackgate.net/index.php/Heretic)
Nightveil (http://westguard.blackgate.net/index.php/Nightveil)
Xerxes (http://westguard.blackgate.net/index.php/Xerxes) (as of this past weekend, he's now an NPC)

Cardinal
Dec 6th, '04, 06:45 PM
Blackmoor -

I like your characters, especially Avalon. Cool power set, especially the open personality / telepathy vibe.

If I can offer you one suggestion, I think you can save some points on her two flight powers. You have flight usably underwater and flight (same number of inches) megascale, both in an EC. If you take the flight once with variable advantage limited to two possibilities (usable underwater or megascale) it would be a 1/2 rather than 1/4 adv and you would not need two 37 point slots. I have not done the math, but I bet you would save net 25 points or so. Another advantage would be that you could also pick up combat acceleration, etc. with the same build (if you want it).

Good work on your website. Lots of neat links, pictures and history.

Rapier
Dec 6th, '04, 06:53 PM
If I can offer you one suggestion, I think you can save some points on her two flight powers. You have flight usably underwater and flight (same number of inches) megascale, both in an EC. If you take the flight once with variable advantage limited to two possibilities (usable underwater or megascale) it would be a 1/2 rather than 1/4 adv and you would not need two 37 point slots. I have not done the math, but I bet you would save net 25 points or so. Another advantage would be that you could also pick up combat acceleration, etc. with the same build (if you want it).
If really looking to shave points, I think buying the base flight and then two naked advantages (Megascale and Usable UnderWater) would be even cheaper.

bblackmoor
Dec 6th, '04, 07:06 PM
You have flight usably underwater and flight (same number of inches) megascale, both in an EC. If you take the flight once with variable advantage limited to two possibilities (usable underwater or megascale) it would be a 1/2 rather than 1/4 adv and you would not need two 37 point slots.

That's a terrific idea, and it's simpler on the page (which is something I value). Thanks!

JmOz
Dec 6th, '04, 07:48 PM
Never?? Dude, you need to find a new gaming group. Or at least recruit some new players. Or at the very least, smack around the other players (metaphorically speaking) and get them to stop being such sheep. The next time you get together, try saying, "Okay, so who wants to run?"


I love my current situation: I GM one week, next week another person does, then me again. We do run two different campeigns with little to no cross overs (Everyone has differenct characters)

csyphrett
Dec 6th, '04, 07:56 PM
These are the two characters I am currently playing. The first is from Animemun's TEEN GUARDIANS, where heroes have been turned into teenaged versions of themselves.

The other is from Dan Flack's Galactic Patrol, a blue, four armed, three eyed, red haired, alien named Bao Shen.

Pusher
Real Name- Jared Lee
Player-Carl Syphrett
Hair/eye color-brown hair, brown eyes
Height/mass- 5'8", 180 lbs.
Nationality-American
Place of birth-San Francisco.
Date of birth- May 1, 69

20 STR 10 pts
20 DEX 30 pts
17 CON 10 pts
15 BODY 10 pts
15 INT 5 pts
15 EGO 10 pts
13 PRE 3 pts
14 COM 2 pts.
4 PD
3 ED
3 SPD
8 REC
34 END
34 STUN

OCV/DCV 6/6
ECV 3
PHASES 4, 8, 12

Powers
Molecule Pushing powers 50 pt reserve OIHID (-1/4) 50 active/ 40 real
2u: Molecule Scatter Defense: Desolid, only to protect against physical attacks (-1), OIHID
(-1/4) 40 active /18 real.
2u: Molecular Swimming: Flight, 25", only through solid surfaces, (-1), OIHID (-1/4) 50
active/ 18 real
1u: Molecular Surgery: Healing, 5d6, concentration (-1/2), self only (-1/2), extra time 1 turn
(-1), OIHID (-1/4) 50 active/ 12 real
2u: Molecule Push: Energy blast 10d6, variable lim (-½), OIHID (-1/4) 50 active/23 real
2u: Molecule Wall: Entangle 5d6, 5 def, only to form barriers (-1), OIHID (-1/4) 50 active/
18 real
2u: Molecules Scatter: Flash 5d6 variable lim (-½), OIHID (-1/4) 50 active/ 23 real
4u: Dramatic Molecule Scatter: drain body 5d6 OIHID (-1/4) 50 active / 40 real
2u: Molecular Mastery: Transform 1d6 major transform, improved target group (+ 1),
OIHID (-1/4) Concentration (-½). 30 active/ 17 real


Life Support (self contained breathing) linked to flight (-½), OIHID (-1/4) 10 active/ 6 real
N ray perception (not through force fields, liquids) linked to flight (-½), OIHID (-1/4) 10
active/ 6 real.

Cost Skill Roll
3 Paramedics 12-
2 navigation 12-
2 survival 12-
3 systems operations 12-
3 lockpicking 12-
2 AK- campaign city 11-
3 mechanics 12-
6 fast draw 12-
2 WF: small arms
2 TF: ground vehicles
2 KS: geology 11-
3 computer programming 12-
3 supreme balance (no penalties on shaky ground)
15 + 3 dcv

Disadvantages 100 pts
Social lim: teenager 15 pts
Normal Characteristics Maximum 20 pts
Hunting Dr. Tempus 15 pts.
Social Lim: secret identity 15 pts.
Accidental change: high speed impacts 11- 15 pts
Psych Lim: never lies common total 20 pts


Characteristics Cost: 83
Powers Cost: 69
Skills Cost: 48
Total Cost: 200 pts


Bao Shen

25 STR 15
28 DEX 54
20 CON 20
20 BODY 20
15 INT 5
15 EGO 10
15 PRE 5
14 COM 2
5 PD
4 ED
5 SPD 12
9 REC
40 END
42 STUN
9 OCV/DCV
5 ECV
PHASES 3, 5, 8, 10, 12

Disadvantages
15 DF:Concealable, always noticed major reaction four arms
10 DF:Concealable noticed Blue skin
15 Watched Prometheus Protocol 11-
20 honorable
40 vulnerable 2x stun and body from electricity
15 Dependent NPC normal 11- wood chopper
10 Rivalry other martial arts students
10 Hunted: alien bounty hunters
15 secret id:alien

Skill Roll
2 Language Chinese
2 Language English
1 Acrobatics 8-
2 Ak: Chinese jungle 11-
2 Ak: Known Home Space 11-
15 +3 levels w/HTH combat
3 basic strike
5 choke hold
3 grappling throw
4 martial block
4 martial dodge
3 navigation 12-
3 paramedic 12-
1 stealth 8-
3 streetwise 12-
2 PS: engineer 11 -
2 PS: Starcraft engineer 11-
2 WF: Small Arms
2 WF: Common Melee weapons
1 TF: anti grav vehicles
2 TF: ground vehicles
1 TF: large spaceships
2 TF: Air vehicles
2 Survival: Tropical 12-
2 Survival: Temperate 12-
2 Survival: Deserts 12-
3 Systems Operations 12-
22 Danger Sense, all the time, any danger.
Powers
83 VPP (50 point pool) cost 25, no skill required, restricted type of powers
telekinetic/ martial art type powers
10 2 extra arms
6 immune to aging/ disease

JohnOSpencer
Dec 7th, '04, 02:38 PM
Here is my character, Titan, from the aforementioned Teen Champions game.

<font size=+1><b>Titan</b></font>

Player: John Spencer

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val**</b></font></td><td><font size=2><b>Char***</b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>15/45**</font></td><td><font size=2><b>STR</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>15**</font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>15</font></td></tr><tr><td align="right"><font size=2>20**</font></td><td><font size=2><b>CON</b></font></td><td><font size=2>20</font></td></tr><tr><td align="right"><font size=2>14/20**</font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>13**</font></td><td><font size=2><b>INT</b></font></td><td><font size=2>3</font></td></tr><tr><td align="right"><font size=2>11**</font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>15/25**</font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>16**</font></td><td><font size=2><b>COM</b></font></td><td><font size=2>3</font></td></tr><tr><td><font size=2></font></td><td><font size=2>*</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>8/20**</font></td><td><font size=2><b>PD</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>8/20**</font></td><td><font size=2><b>ED</b></font></td><td><font size=2>4</font></td></tr><tr><td align="right"><font size=2>3**</font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>8**</font></td><td><font size=2><b>REC</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>40**</font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>40/46**</font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>8</font></td></tr><td><font size=2></font></td><td><font size=2>*</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>9"/15"**</font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2"**</font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>3"/9"**</font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 85

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost**</b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">7**</td><td><b><i>Gigantic Fists: </i></b>+2 OCV with HTH Combat; Linked (Growth; -1/2)*</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">8**</td><td><b><i>Gigantic Legs: </i></b>Running +6" (9"/15" total); Linked (Growth; -1/2)*</td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">4**</td><td><b><i>Gigantic Resistance: </i></b>Power Defense (6 points); Linked (Growth; -1/2)*</td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">24**</td><td><b><i>Gigantic Toughness: </i></b>Armor (12 PD/12 ED); Linked (Growth; -1/2)*</td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">7**</td><td><b><i>Impressive Size: </i></b>+10 PRE; Linked (Growth; -1/2)*</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">6**</td><td><b><i>Quick: </i></b>Running +3" (9"/15" total)*</td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">21**</td><td><b><i>Size Control: </i></b>Multipower, 37-point reserve, all slots Side Effects (Opposite Size Effect; -1/2), Activation Roll 15- (-1/4)*</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u**</td><td>1) Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 6,387 kg, -4 DCV, +4 PER Rolls to perceive character, 7 m tall, 4 m wide), Costs END Only To Activate (+1/4); Side Effects (Opposite Size Effect; -1/2), Activation Roll 15- (-1/4)*</td><td valign="top" align="right">3</td></tr><tr><td align="right" valign="top">2u**</td><td>2) Shrinking (0.2318 m tall, 0.1949 kg mass, -6 PER Rolls to perceive character, +6 DCV, takes +9" KB), Costs END Only To Activate (+1/4); Side Effects (Opposite Size Effect; -1/2), Activation Roll 15- (-1/4)*</td><td valign="top" align="right">3</td></tr></table><b>Powers Cost:</b> 81


<table cellpadding="0" border="0"><tr><td align="right"><b>Cost**</b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">6**</td><td>+2 with Football*</td></tr><tr><td valign="top" align="right">6**</td><td>+2 with Punch, Haymaker and Grab*</td></tr><tr><td valign="top" align="right">3**</td><td>Breakfall 12-*</td></tr><tr><td valign="top" align="right">3**</td><td>Concealment 12-*</td></tr><tr><td valign="top" align="right">1**</td><td>Criminology 8-*</td></tr><tr><td valign="top" align="right">2**</td><td>KS: Football 11-*</td></tr><tr><td valign="top" align="right">2**</td><td>PS: Football Player 11-*</td></tr><tr><td valign="top" align="right">3**</td><td>Paramedics 12-*</td></tr><tr><td valign="top" align="right">3**</td><td>Stealth 12-*</td></tr><tr><td valign="top" align="right">3**</td><td>Teamwork 12-*</td></tr></table><b>Skills Cost: </b>32




<b>Total Character Cost:</b> 198

<table cellpadding="0" border="0"><tr><td align="right"><b>Val**</b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">10**</td><td>Accidental Change: Size Changes when distracted or disoriented 11- (Uncommon)*</td></tr><tr><td valign="top" align="right">10**</td><td>Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)*</td></tr><tr><td valign="top" align="right">15**</td><td>Enraged: Innocents Harmed (Common), go 8-, recover 11-*</td></tr><tr><td valign="top" align="right">10**</td><td>Hunted: Frost, Ice Powered Martial Artist 8- (As Pow, Harshly Punish)*</td></tr><tr><td valign="top" align="right">20**</td><td>Psychological Limitation: Code of the Hero (Very Common, Strong)*</td></tr><tr><td valign="top" align="right">10**</td><td>Psychological Limitation: Falls In Love Easily and Often (Common, Moderate)*</td></tr><tr><td valign="top" align="right">15**</td><td>Social Limitation: Secret Identity (Frequently, Major)*</td></tr><tr><td valign="top" align="right">5**</td><td>Social Limitation: Teenager (Occasionally, Minor)*</td></tr><tr><td valign="top" align="right">5**</td><td>Unluck: 1d6*</td></tr></table>
<b>Disadvantage Points:</b> 100

<b>Base Points:</b> 100
<b>Experience Required:</b> 0
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0

bblackmoor
Dec 7th, '04, 02:45 PM
The first is from Animemun's TEEN GUARDIANS, where heroes have been turned into teenaged versions of themselves.

I like the selection of molecule-themed powers. Nifty.

csyphrett
Dec 7th, '04, 03:06 PM
I like the selection of molecule-themed powers. Nifty.

Thank you.
CES

Publius
Dec 7th, '04, 07:00 PM
I'm actually with Arkham on this one: I have been the primary, and in many cases only, GM for my groups for the last 18 years or so of gaming. In a way, I don't really mind terribly much, I've been a GM so long I tend to get bored when I am a player. Some of the other players in my games do a one-shot, but rarely more than that so I get to play maybe once a year or so outside of the occasional con (when I usually spend at least half the time GMing anyway).

Would you mind if I posted a PC I might like to play?

Agent 13
Dec 9th, '04, 03:20 PM
Ladies and gentlemen, I present, across the space of two decades, my very first Champions character ever, on his original character sheet:

http://img.photobucket.com/albums/v414/agent13/helix.jpg

bblackmoor
Dec 9th, '04, 03:41 PM
Ladies and gentlemen, I present, across the space of two decades, my very first Champions character ever, on his original character sheet:

Wow, that brings back some memories. And whoo-hee, is that a lot of Endurance, or what!

Tim
Dec 9th, '04, 03:49 PM
Ladies and gentlemen, I present, across the space of two decades, my very first Champions character ever, on his original character sheet:

http://img.photobucket.com/albums/v414/agent13/helix.jpg

No RSr but have a +3 with FLight, Force Feild and EB. What For?

CBikle
Dec 9th, '04, 03:55 PM
Ladies and gentlemen, I present, across the space of two decades, my very first Champions character ever, on his original character sheet:

http://img.photobucket.com/albums/v414/agent13/helix.jpg

Boy , that's nostalgic. You should rebuild him for 5th ed.

TaxiMan
Dec 9th, '04, 04:02 PM
Whats the point of comboing NND and Pen??

I agree. Seems like the desired effect of NND + Penetrating = AVLD. Since there's 2x Pen., make it AVLD, Penetrating. Oh well, whatever works in your game to have fun!

Agent 13
Dec 9th, '04, 04:27 PM
Wow, that brings back some memories. And whoo-hee, is that a lot of Endurance, or what! Yeah, that's what I was thinking after I dug it out. I can only imagine that my GM said that END was important, so I said "Gimme a lot of that!" (It was everyone's first time with the system, remember, but we all went for it in a big way. Our two GM's bought copies of that edition of the rulebook for everybody in the group, I still have mine.)



No RSr but have a +3 with FLight, Force Feild and EB. What For? I can only imagine it seemed like a good idea at the time. I'm guessing that I bought the pluses to the Multipower after I purchased my Force Field as Usable on Others, since (if I recall correctly) I had to roll to hit unwilling or unsuspecting bystanders with it.



Boy , that's nostalgic. You should rebuild him for 5th ed. Yeah, I should, but I'm not sure I know where to start.

Russell
Dec 9th, '04, 04:40 PM
Let me know what you think of this char. For a full powered creatures of the night campain.

Night Wraith

30 STR 16*
29 DEX 46*
18 CON 12*
11 BOD 2
13 INT 3
11 EGO 2
28 PRE 14*
10 COM 0
10 PD 3* (20)
10 ED 5* (20)
6 SPD 17*
10 REC 0
36 END 0
35 STN 0
120 pts

60 Soul Powers
6u Desolidification 0 end
Soul Form
5u 3D6 AVLD AUTOFIRE 0 end
Soul Bullets –¼ no Kb
3u 4D6/8d6wStr HTH AVLD 0 end
Soul Sword –¼ no Kb
6u 21” Teleport ½ end x2 mass
Travel the Astral Plane
64 pts *

30 10Pd 10Ed ARMOR
10 12 MENTAL DEFENSE
7 5” Flight –½ Desolid Only
5 Soul Vision (Can see outline
of any spirit)
42 pts *

40 Retro Cognition
-3 Only with Dead Bodies.
Only about how they died.
Uncontrolled, Spirit of
the dead chooses to talk
about its death. Only
what spirit knows or
chooses to say.
10 pts (Total GM Control)

3 STEALTH 15<
3 INEROGATION 15<
3 Rituals of Death 12<
3 Occult 12<
2 Perk Recognized Occult
Expert (secret ID)
14 pts

* -¼ Hero ID only
AVLD vs Mental Defense
Desolidification affected by
Magic attacks / Barriers

Disadvantages
25 Watched by the dead
20 Code against killing
15 Secret ID Occult scholar
20 Hunted Devils Advocates
10 Distinctive Hero Id
10 Hunted by Acrhmagio

All his life David heard voices and saw visions of ghosts. Specialists could do nothing for him, drugs and counseling were useless. David never had any friends, he would spend most of his free time at the local grave yard walking among the tomb stones, conversing with "himself". As David grew older he took a job at the cemetery and latter at the local museum.

That was when the voices and visions started to get worse. Instead of merely making themselves known to David the dead now started to make demands of him. Not all the dead were content, some had been murdered, some wanted justice or revenge. David found it harder to sleep at night the voices would not leave him alone. Finally David made a pact, he would find justice for those wrongly slain, but he would not kill. In return the spirits of the dead would empower him to become a living instrument of there justice.

David can turn into Night Wraith at any time with a full turn’s concentration, but turns back into his mortal form if he is knocked out or if he is subjected to the proper magical rituals. While David can and does use his Night Wraith form for doing more than just the bidding of the wrongly slain, it is only by carrying out there thirst for justice that he is allowed to make the transformation.

Night Wraiths powers are spirit based. In Desolid form he can not cross magic barriers meant to keep out ghosts or spirits. Any magic attacks meant to harm ghosts or spirits also harm him in his Desolid form. Night Wraiths “Soul Vision” allows him to see the outline of anything imbued with a spirit, this includes all living things, most undead, ghosts, and demons, it does not include robots or any non spirit imbued inanimate objects. Night Wraiths weapons attack the souls of his victims, making them unconscious and leaving them frightened and weak when the awake.

David Watson is 5’ 10” 160 lbs, he wear glasses and can usually be found reading a tome about burial practices in some ancient land. As an expert in the occult and in death paraphernalia David can often be found at museum and art openings with any kind of occult theme.

Night Wraith is 6” 225lbs. He wears a tight fitting white and black body suit with a white cape and cowl that completely covers his body and face. (Think Sand man picture from Justice not law, except a cleaner look no buttons or seams, no eye holes) Night wraith wields what looks like twin colt 45’s (white) that fire ghostly projectiles that pass through inanimate objects with out harming them, and a massive white and black two handed sword.

Corven_Ren
Dec 9th, '04, 05:03 PM
Here is my character that I will begin playing tomorrow. It in a solo campaign so my gm gave me more points to work with

Characteristics & Appearance Page
Character Name: The Vandal
Alternate Identities: Kenneth Bradley
Player Name: Chad McMinis


CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
50 STR 10 40 50 19- HTH Damage 10d6 END [5]
20 DEX 10 30 20 13- OCV 7 DCV 7
20 CON 10 20 20 13-
20 BODY 10 20 20 13-
25 INT 10 15 25 14- PER Roll 14-
18 EGO 10 16 18 13- ECV: 6
20 PRE 10 10 20 13- PRE Attack: 4d6
16 COM 10 3 16 12-


10 PD 10 0 10/30 10/30 PD (0/20 rPD)
10 ED 4 6 10/30 10/30 ED (0/20 rED)
5 SPD 3.0 20 5 Phases: 3, 5, 8, 10, 12
15 REC 14 2 15
50 END 40 5 50
55 STUN 55 0 55
6" Running 6 0 24"
2" Swimming 2 0 2"
10" Leaping 10 0 10" 187 Total Characteristics Points




EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 300
Disad Points: 150
Total Points: 450

MOVEMENT
Type Total
Run (6) 24" [48" NC]
Swim (2) 2" [4" NC]
H. Leap (10") 10"
V. Leap (5") 5"

APPEARANCE
Hair Color: Black
Eye Color: Blue
Height: 6' 3"
Weight: 225 lbs
Description:




Combat Information Page
Character Name: The Vandal
Alternate Identities: Kenneth Bradley
Player Name: Chad McMinis


DEFENSES
Type Amount Notes
Physical Defense 10/30 Current BODY:
Res. Phys. Defense 0/20
Energy Defense 10/30 Current END:
Res. Energy Defense 0/20
Mental Defense 0 Current STUN:
Power Defense 0

COMBAT INFORMATION
OCV: 7 DCV: 7

Combat Skill Levels: +2 with DCV , +3 with HTH Combat

COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon

COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10




Powers & Equipment Page
Character Name: The Vandal
Alternate Identities: Kenneth Bradley
Player Name: Chad McMinis


POWERS
Cost Power END
30 Mystic Enhancements: Elemental Control, 60-point powers
30 1) Mystic Aura: FF (20 PD/20 ED), Reduced Endurance (0 END; +1/2) 0
30 2) Mystic Speed: Running +18" (24" total), Reduced Endurance (0 END; +1/2)
20 3) Mystic Strike: HA +6d6 (standard effect: 18 STUN, 6 BODY), Affects Desol Any form of Desolidification (+1/2), Reduced Endurance (0 END; +1/2); HA (-1/2) 0
14 4) Regeneration: Healing 3 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0

20 Mystical Resistance: LS (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents) 0
144 Total Powers Cost


Skills, Perks, Talents & Disadvantages Page
Character Name: The Vandal
Alternate Identities: Kenneth Bradley
Player Name: Chad McMinis



SKILLS
Cost Name
3 Traveler
2 1) AK: Germany (INT-based) 14-
2 2) AK: Norway (INT-based) 14-
2 3) AK: Scotland (INT-based) 14-
2 4) AK: Wales (INT-based) 14-
2 5) CuK: Ancient Civilizations (INT-based) 14-
3 6) CuK: Celts (INT-based) 15-
5 7) CuK: Vandal Barbarians (INT-based) 17-
3 8) CuK: Vikings (INT-based) 15-

Combat Skills
10 1) +2 with DCV
15 2) +3 with HTH Combat
3 3) Combat Driving 13-

General Skills
3 1) Bureaucratics 13-
3 2) Conversation 13-
5 3) Cramming
3 4) High Society 13-
3 5) Oratory 13-
3 6) Streetwise 13-
2 7) Survival (Temperate/Subtropical) 14-
0 8) TF: Two-Wheeled Motorized Ground Vehicles

3 Scholar
5 1) KS: Archaeology (INT-based) 17-
2 2) KS: Field Survey and Excavations (INT-based) 14-
2 3) KS: History (INT-based) 14-
2 4) KS: Mythology and Religion (INT-based) 14-

3 Linguist
1 1) Language: Arabic (completely fluent)
1 2) Language: Aramaic (completely fluent)
0 3) Language: Danish (fluent conversation)
0 4) Language: English (idiomatic; literate)
1 5) Language: Gaelic (completely fluent)
1 6) Language: German (completely fluent)
2 7) Language: Greek (completely fluent)
3 8) Language: Hebrew (completely fluent)
1 9) Language: Latin (completely fluent)
2 10) Language: Norwegian (completely fluent)
0 11) Language: Swedish (fluent conversation)
2 12) Language: Welsh (completely fluent)
0 13) Language: Yiddish (fluent conversation)
105 Total Skills Cost
PERKS
Cost Name
3 Fringe Benefit: International Driver's License, Passport, Teaching License
11 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 13-
14 Total Perks Cost
DISADVANTAGES
Cost Disadvantage
5 DF: Tattoos (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 DNPC: Diandre Alexi 8- (Normal; Useful Noncombat Position or Skills)
20 Enraged: when fighting Genocide (Uncommon), go 14-, recover 11-
15 Hunted: Genocide 8- (Mo Pow, Harshly Punish)
15 Hunted: MCPD 11- (Mo Pow, NCI, Watching)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psych. Lim.: Code vs. Killing (Common, Total)
15 Psych. Lim.: Overconfident (Common, Strong)
15 Soc. Lim.: Secret Identity (Frequently, Major)
20 Vulnerability: 2 x STUN Magic (Common)
150 Total Disadvantages Cost
Character created with Hero Designer (version 2.38)

Russell
Dec 9th, '04, 05:20 PM
i cant "read" your character. Im a bit old school what does

50 str 10 40 50 19< mean? I understand he has a 50 str and it should cost 40pts but whats with all the other numbers??

Corven_Ren
Dec 9th, '04, 06:07 PM
i cant "read" your character. Im a bit old school what does

50 str 10 40 50 19< mean? I understand he has a 50 str and it should cost 40pts but whats with all the other numbers??

Sorry he has a cope of my character on a web site that is me copying it and pasting it. I'll just post the link

http://home.comcast.net/~dbuhlman/Vandal.HTML

Rapier
Dec 9th, '04, 07:28 PM
i cant "read" your character. Im a bit old school what does

50 str 10 40 50 19< mean? I understand he has a 50 str and it should cost 40pts but whats with all the other numbers??
Twas old skool character sheets

Value----Label----Base----Pts----Total---Skill Roll
50-------STR-----10------40-----50------19- (in this case he used the < for 'or less')

Rapier
Dec 9th, '04, 08:52 PM
Ok, this is my very first Champions character (this is actually about 2 games in after his rebuild...he did have an EB instead of an EGO Attack). I also upped some characteristics and dumped some limitations when I converted him to FREd. There are two other versions, one after he retired from his US superteam (GuardStar) and moved back to London and another after he went through a rough patch and became a villain.


<font size=+1><b>Jennan Corvi</b></font>
Player: Mark Crosson

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val  </b></font></td><td><font size=2><b>Char   </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>11  </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>3</font></td></tr><tr><td align="right"><font size=2>15  </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>12  </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>4</font></td></tr><tr><td align="right"><font size=2>20  </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>26  </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>32</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>14  </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>2</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>5/10  </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>3</font></td></tr><tr><td align="right"><font size=2>10/15  </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>7</font></td></tr><tr><td align="right"><font size=2>6  </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>39</font></td></tr><tr><td align="right"><font size=2>5  </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>50  </font></td><td><font size=2><b>END</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>35  </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>10</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>6"  </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>0"  </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>-2</font></td></tr><tr><td align="right"><font size=2>2"  </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 128

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost  </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">48  </td><td><b><i>Gravitic Aura: </i></b>Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Always On (Can Turn Off Power at x5 END - 30 END / Phase; -1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">17  </td><td><b><i>Wings: </i></b>Flight 13" (26 Active Points); Restrainable (-1/2) </td><td valign="top" align="right">3</td></tr><tr><td align="right" valign="top">33  </td><td><b><i>Mind Blast: </i></b>Ego Attack 5d6 (Human class of minds) (50 Active Points); Activation 14- (-1/2) </td><td valign="top" align="right">5</td></tr><tr><td align="right" valign="top">23  </td><td><b><i>Joining of Minds: </i></b>Mind Link , Specific Group of Minds, No LOS Needed, Number of Minds (x8) (35 Active Points); Costs END (-1/2) </td><td valign="top" align="right">3</td></tr><tr><td align="right" valign="top">15  </td><td><b><i>Strong Will: </i></b>MD (20 points total) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">7  </td><td><b><i>Armoured Costume: </i></b>Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2), Ablative BODY Only (-1/2) </td><td valign="top" align="right">0</td></tr></table><b>Powers Cost:</b> 143


<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">3  </td><td>Scientist </td></tr><tr><td valign="top" align="right">2  </td><td>1) SS: Bio-Chemistry (INT-based) 13- (3 Active Points) </td></tr><tr><td valign="top" align="right">2  </td><td>2) SS: Biology (INT-based) 13- (3 Active Points) </td></tr><tr><td valign="top" align="right">2  </td><td>3) SS: Genetics (INT-based) 13- (3 Active Points) </td></tr><tr><td valign="top" align="right">2  </td><td>4) SS: Medicine (INT-based) 13- (3 Active Points) </td></tr><tr><td valign="top" align="right">3  </td><td>Linguist </td></tr><tr><td valign="top" align="right">0  </td><td>1) Language: English (imitate dialects) (5 Active Points) </td></tr><tr><td valign="top" align="right">1  </td><td>2) Language: French (completely fluent) (3 Active Points) </td></tr><tr><td valign="top" align="right">1  </td><td>3) Language: German (fluent conversation) (2 Active Points) </td></tr><tr><td valign="top" align="right">3  </td><td>4) Language: Italian (idiomatic) (4 Active Points) </td></tr><tr><td valign="top" align="right">3  </td><td>Persuasion 11- </td></tr><tr><td valign="top" align="right">3  </td><td>PS: Medical Doctor (INT-based) 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Bureaucratics 11- </td></tr><tr><td valign="top" align="right">3  </td><td>Conversation 11- </td></tr><tr><td valign="top" align="right">3  </td><td>Deduction 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Forensic Medicine 13- </td></tr><tr><td valign="top" align="right">3  </td><td>High Society 11- </td></tr><tr><td valign="top" align="right">3  </td><td>Inventor 13- </td></tr></table><b>Skills Cost: </b>43

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">15  </td><td>Money: Filthy Rich </td></tr><tr><td valign="top" align="right">1  </td><td>Perk </td></tr><tr><td valign="top" align="right">1  </td><td>Perk </td></tr><tr><td valign="top" align="right">1  </td><td>Perk </td></tr></table><b>Perks Cost:</b> 18

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">3  </td><td>Ambidexterity (-2 Off Hand penalty) </td></tr><tr><td valign="top" align="right">5  </td><td>Eidetic Memory </td></tr><tr><td valign="top" align="right">3  </td><td>Lightsleep </td></tr><tr><td valign="top" align="right">3  </td><td>Perfect Pitch </td></tr><tr><td valign="top" align="right">4  </td><td>Speed Reading (x10) </td></tr></table><b>Talents Cost:</b> 18


<table cellpadding="0" border="0"><tr><td align="right"><b>Val  </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">15  </td><td>SocLim: Public Identity (Billionaire British Industrialist) Frequently (11-), Major </td></tr><tr><td valign="top" align="right">5  </td><td>Reputation: Scientist, Billionaire, Geneticist and Nobel Prize Winner, 8- </td></tr><tr><td valign="top" align="right">30  </td><td>Vulnerability: 2 x BODY Crushing Attakcs (Very Common) </td></tr><tr><td valign="top" align="right">20  </td><td>PsychLim: Will Not Kill (Common, Total) </td></tr><tr><td valign="top" align="right">10  </td><td>PsychLim: Prejuduced vs Mutants (Uncommon, Strong) </td></tr><tr><td valign="top" align="right">15  </td><td>PsychLim: Prejudiced vs Uneducated (Common, Strong) </td></tr><tr><td valign="top" align="right">10  </td><td>DNPC: Jennifer Corvi (Sister) 8- (Normal) </td></tr><tr><td valign="top" align="right">15  </td><td>Enraged: When Called a Mutant (Uncommon), go 11-, recover 11- </td></tr><tr><td valign="top" align="right">10  </td><td>PhysLim: Absent Minded (Frequently, Slightly Impairing) </td></tr><tr><td valign="top" align="right">20  </td><td>PhysLim: Invisible (All the Time, Greatly Impairing) </td></tr></table>
<b>Disadvantage Points:</b> 150
<br>
<b>Base Points:</b> 200
<b>Experience Required:</b> 0
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0
<b>Total Character Cost:</b> 350
<br>
<table width="100%" valign="top"><tr valign="top"><td><b>Height:&nbsp;</b>1.81 m</td><td><b>Hair:&nbsp;</b>Blonde</td></tr><tr valign="top"><td><b>Weight:&nbsp;</b>51.00 kg</td><td><b>Eyes:&nbsp;</b>Green</td></tr><tr valign="top"><span style="font-family: Arial Narrow; font-weight: 700"><td colspan=2><b>Appearance:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Personality:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Quote:</b></td></tr><tr valign="top"><td colspan=2><b>Background:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Powers/Tactics:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Campaign Use:&nbsp;</b></td></tr></table>

megaplayboy
Dec 11th, '04, 02:45 AM
here's metamage(open, save as html, then open in a new window to view properly)
I tried just pasting in the html code, but the spacing was horrible--if anyone wants rep from me to clean it up and post it/PM it to me, knock yourself out :)

megaplayboy
Dec 11th, '04, 03:03 AM
This was a whimsical idea for an NPC "hero" who's a cross between Galactus and the Tick, whom the PCs have to keep from "saving"(i.e., inadvertently destroying) the planet.

bblackmoor
Dec 11th, '04, 08:47 AM
here's metamage
Metamage
<table cellpadding="2" cellspacing="5" width="80%"><tr><td><table cellpadding="2" cellspacing="5"><tr><td align="right" valign="top"><strong>Value</strong></td><td valign="top"><strong>Characteristic</strong></td><td align="right" valign="top"><strong>Points</strong></td></tr><tr><td align="right" valign="top">20/40</td><td valign="top"><strong>STR</strong></td><td align="right" valign="top">10</td></tr><tr><td align="right" valign="top">20/25</td><td valign="top"><strong>DEX</strong></td><td align="right" valign="top">30</td></tr><tr><td align="right" valign="top">20/30</td><td valign="top"><strong>CON</strong></td><td align="right" valign="top">20</td></tr><tr><td align="right" valign="top">20</td><td valign="top"><strong>BODY</strong></td><td align="right" valign="top">20</td></tr><tr><td align="right" valign="top">30/40</td><td valign="top"><strong>INT</strong></td><td align="right" valign="top">20</td></tr><tr><td align="right" valign="top">20</td><td valign="top"><strong>EGO</strong></td><td align="right" valign="top">20</td></tr><tr><td align="right" valign="top">30/45</td><td valign="top"><strong>PRE</strong></td><td align="right" valign="top">20</td></tr><tr><td align="right" valign="top">30</td><td valign="top"><strong>COM</strong></td><td align="right" valign="top">10</td></tr><tr><td align="right" valign="top">5/10</td><td valign="top"><strong>PD</strong></td><td align="right" valign="top">-3</td></tr><tr><td align="right" valign="top">5/10</td><td valign="top"><strong>ED</strong></td><td align="right" valign="top">-1</td></tr><tr><td align="right" valign="top">4/5</td><td valign="top"><strong>SPD</strong></td><td align="right" valign="top">5</td></tr><tr><td align="right" valign="top">14</td><td valign="top"><strong>REC</strong></td><td align="right" valign="top">0</td></tr><tr><td align="right" valign="top">60</td><td valign="top"><strong>END</strong></td><td align="right" valign="top">0</td></tr><tr><td align="right" valign="top">55</td><td valign="top"><strong>STUN</strong></td><td align="right" valign="top">0</td></tr><tr><td align="right" valign="top">&nbsp;</td><td valign="top"><strong>Total</strong></td><td align="right" valign="top"><strong>151</strong></td></tr></table></td></tr><tr><td><table cellpadding="2" cellspacing="5"><tr><td align="right" valign="top"><strong>Points</strong></td><td valign="top"><strong>Powers</strong></td><td align="right" valign="top"><strong>END</strong></td></tr><tr><td align="right" valign="top">40</td><td valign="top">Variable Power Pool--flux manipulation (20-pt Pool); Control Cost: 10; Change Powers as 0 Phase Action: +1</td><td align="right" valign="top">&nbsp;</td></tr><tr><td align="right" valign="top">11</td><td valign="top">Variable Power Modify--flux manipulation</td><td align="right" valign="top">21-</td></tr><tr><td align="right" valign="top">3</td><td valign="top">Immune to Aging</td><td align="right" valign="top">&nbsp;</td></tr><tr><td align="right" valign="top">49</td><td valign="top">Multipower--flux armor/gauntlets/lenses (160-pt reserve); OIF: -½; Requires Skill Roll--flux manipulation: -½; Side Effects: 60/All, -1; not when confidence shaken: Usually, -¼</td><td align="right" valign="top">&nbsp;</td></tr><tr><td align="right" valign="top">u-2</td><td valign="top">Force Field (25 PD/25 ED); Hardened: ×1, ¼; Reduced END: Half, ¼; OIF: -½; Requires Skill Roll--flux manipulation: -½; Side Effects: 60/All, -1; not when confidence shaken: Usually, -¼</td><td align="right" valign="top">3</td></tr><tr><td align="right" valign="top">u-2</td><td valign="top">14d6 Energy Blast; Range: 350; Versus: ED; OIF: -½; Requires Skill Roll--flux manipulation: -½; Side Effects: 60/All, -1; not when confidence shaken: Usually, -¼</td><td align="right" valign="top">7</td></tr><tr><td align="right" valign="top">u-1</td><td valign="top">2d6 Energy Blast; Increased END: ×10, -4; Range: 50; Versus: ED; OIF: -½; Requires Skill Roll--flux manipulation: -½; Side Effects: 60/All, -1; not when confidence shaken: Usually, -¼</td><td align="right" valign="top">10</td></tr><tr><td align="right" valign="top">u-2</td><td valign="top">7d6 Energy Blast; No Normal Defense(power defense 10 points): +1; Range: 350; Versus: ED; OIF: -½; Requires Skill Roll--flux manipulation: -½; Side Effects: 60/All, -1; not when confidence shaken: Usually, -¼</td><td align="right" valign="top">7</td></tr><tr><td align="right" valign="top">u-1</td><td valign="top">2d6 Energy Blast; Increased END: ×10, -4; No Normal Defense: +1; Range: 100; Versus: ED; OIF: -½; Requires Skill Roll--flux manipulation: -½; Side Effects: 60/All, -1; not when confidence shaken: Usually, -¼</td><td align="right" valign="top">20</td></tr><tr><td align="right" valign="top">u-2</td><td valign="top">10" Teleportation (Long Range 5,000"); Increased Range: ×500, +45; Mass Multiplier: ×4, +10; Fixed Locations: 0; Floating Locations: 1, 5; OIF: -½; Requires Skill Roll--flux manipulation: -½; Side Effects: 60/All, -1; not when confidence shaken: Usually, -¼</td><td align="right" valign="top">2</td></tr><tr><td align="right" valign="top">u-2</td><td valign="top">32" Flight (NC: 64"); Reduced END: Half, ¼; Non-Combat Multiplier: ×2, +0; OIF: -½; Requires Skill Roll--flux manipulation: -½; Side Effects: 60/All, -1; not when confidence shaken: Usually, -¼</td><td align="right" valign="top">3</td></tr><tr><td align="right" valign="top">u-2</td><td valign="top">2d6 Transform (Major, Anything); Range: 375; Cumulative: Yes, +½; OIF: -½; Requires Skill Roll--flux manipulation: -½; Side Effects: 60/All, -1; not when confidence shaken: Usually, -¼</td><td align="right" valign="top">7</td></tr><tr><td align="right" valign="top">u-5</td><td valign="top">Summon--create new ANGEL(from pure flux) (1 450-point creatures); Range: 0; Summon: Limited Group, +¼; OIF: -½; Requires Skill Roll--flux manipulation: -½; Side Effects: 60/All, -1; not when confidence shaken: Usually, -¼</td><td align="right" valign="top">15</td></tr><tr><td align="right" valign="top">u-2</td><td valign="top">14d6 Mind Control--behavior modification; Communication: Verbal, +0; OIF: -½; Requires Skill Roll--flux manipulation: -½; Side Effects: 60/All, -1; not when confidence shaken: Usually, -¼</td><td align="right" valign="top">7</td></tr><tr><td align="right" valign="top">u-1</td><td valign="top">2d6 Mind Control; Increased END: ×10, -4; Communication: Verbal, +0; OIF: -½; Requires Skill Roll--flux manipulation: -½; Side Effects: 60/All, -1; not when confidence shaken: Usually, -¼</td><td align="right" valign="top">10</td></tr><tr><td align="right" valign="top">u-2</td><td valign="top">8d6 Aid--healing (Fade/5 hours, Max. 48); Range: 0; Affects: Single Power, +0; OIF: -½; Requires Skill Roll--flux manipulation: -½; Side Effects: 60/All, -1; not when confidence shaken: Usually, -¼</td><td align="right" valign="top">8</td></tr><tr><td align="right" valign="top">u-2</td><td valign="top">Invisibility (Clairsentience, Sight, Hearing, None, No Fringe); Sense: Clairsentience, 5; Sense: Radar, 5; Reduced END: Half, ¼; OIF: -½; Requires Skill Roll--flux manipulation: -½; Side Effects: 60/All, -1; not when confidence shaken: Usually, -¼</td><td align="right" valign="top">3</td></tr><tr><td align="right" valign="top">u-2</td><td valign="top">Telekinesis (STR 47); Range: 400; Manipulation: Fine, +10; OIF: -½; Requires Skill Roll--flux manipulation: -½; Side Effects: 60/All, -1; not when confidence shaken: Usually, -¼</td><td align="right" valign="top">8</td></tr><tr><td align="right" valign="top">u-2</td><td valign="top">Telekinesis (STR 10); Range: 405; Manipulation: Fine, +10; Invisible: To All Senses, +1; Indirect: Any Location &amp; Any Direction, +¾; Reduced END: Zero, ½; OIF: -½; Requires Skill Roll--flux manipulation: -½; Side Effects: 60/All, -1; not when confidence shaken: Usually, -¼</td><td align="right" valign="top">0</td></tr><tr><td align="right" valign="top">u-2</td><td valign="top">2d6 Transform (Major, Limited Class); Range: 410; Cumulative: Yes, +½; Based on EGO Combat Value: vs. ECV, +1; OIF: -½; Requires Skill Roll--flux manipulation: -½; Side Effects: 60/All, -1; not when confidence shaken: Usually, -¼</td><td align="right" valign="top">8</td></tr><tr><td align="right" valign="top">6</td><td valign="top">+10 INT; OIF: -½; not when confidence shaken: Usually, -¼</td><td align="right" valign="top">&nbsp;</td></tr><tr><td align="right" valign="top">52</td><td valign="top">Battlesuit--flux armor/gauntlets/lenses; OIF: -½; not when confidence shaken: Usually, -¼</td><td align="right" valign="top">&nbsp;</td></tr><tr><td align="right" valign="top">(9)</td><td valign="top">+15 PRE; OIF: -½; not when confidence shaken: Usually, -¼</td><td align="right" valign="top">&nbsp;</td></tr><tr><td align="right" valign="top">(3)</td><td valign="top">+5 PD; OIF: -½; not when confidence shaken: Usually, -¼</td><td align="right" valign="top">&nbsp;</td></tr><tr><td align="right" valign="top">(3)</td><td valign="top">+5 ED; OIF: -½; not when confidence shaken: Usually, -¼</td><td align="right" valign="top">&nbsp;</td></tr><tr><td align="right" valign="top">(9)</td><td valign="top">+5 DEX; OIF: -½; not when confidence shaken: Usually, -¼</td><td align="right" valign="top">&nbsp;</td></tr><tr><td align="right" valign="top">(6)</td><td valign="top">+1 SPD; OIF: -½; not when confidence shaken: Usually, -¼</td><td align="right" valign="top">&nbsp;</td></tr><tr><td align="right" valign="top">(11)</td><td valign="top">+10 CON; OIF: -½; not when confidence shaken: Usually, -¼</td><td align="right" valign="top">&nbsp;</td></tr><tr><td align="right" valign="top">(11)</td><td valign="top">+20 STR; OIF: -½; not when confidence shaken: Usually, -¼</td><td align="right" valign="top">2</td></tr><tr><td align="right" valign="top"><strong>193</strong></td><td valign="top"><strong>Total Powers</strong></td><td align="right" valign="top"><strong>&nbsp;</strong></td></tr></table></td></tr><tr><td><table cellpadding="2" cellspacing="5"><tr><td align="right" valign="top"><strong>Points</strong></td><td valign="top"><strong>Skills, Talents, Perks</strong></td><td align="right" valign="top"><strong>Roll</strong></td></tr><tr><td align="right" valign="top">3</td><td valign="top">Breakfall</td><td align="right" valign="top">14-</td></tr><tr><td align="right" valign="top">50</td><td valign="top">+5 level w/Overall Level</td><td align="right" valign="top">&nbsp;</td></tr><tr><td align="right" valign="top">15</td><td valign="top">Money (Filthy Rich)</td><td align="right" valign="top">&nbsp;</td></tr><tr><td align="right" valign="top">15</td><td valign="top">Luck (3d6)</td><td align="right" valign="top">&nbsp;</td></tr><tr><td align="right" valign="top">3</td><td valign="top">Lightning Calculator</td><td align="right" valign="top">&nbsp;</td></tr><tr><td align="right" valign="top">3</td><td valign="top">Speed Reading</td><td align="right" valign="top">&nbsp;</td></tr><tr><td align="right" valign="top">10</td><td valign="top">Eidetic Memory</td><td align="right" valign="top">&nbsp;</td></tr><tr><td align="right" valign="top">3</td><td valign="top">Inventor</td><td align="right" valign="top">17-</td></tr><tr><td align="right" valign="top">20</td><td valign="top">Comic Book Martial Arts</td><td align="right" valign="top">&nbsp;</td></tr><tr><td align="right" valign="top">(4)</td><td valign="top">Punch (OCV 0, DCV +2, 10d6)</td><td align="right" valign="top">&nbsp;</td></tr><tr><td align="right" valign="top">(5)</td><td valign="top">Kick (OCV -2, DCV +1, 12d6)</td><td align="right" valign="top">&nbsp;</td></tr><tr><td align="right" valign="top">(4)</td><td valign="top">Block (OCV +2, DCV +2)</td><td align="right" valign="top">&nbsp;</td></tr><tr><td align="right" valign="top">(3)</td><td valign="top">Throw (OCV +0, DCV +1, 8d6+v/5)</td><td align="right" valign="top">&nbsp;</td></tr><tr><td align="right" valign="top">(4)</td><td valign="top">Dodge (OCV --, DCV +5)</td><td align="right" valign="top">&nbsp;</td></tr><tr><td align="right" valign="top">3</td><td valign="top">Scientist</td><td align="right" valign="top">&nbsp;</td></tr><tr><td align="right" valign="top">3</td><td valign="top">Scholar</td><td align="right" valign="top">&nbsp;</td></tr><tr><td align="right" valign="top">1</td><td valign="top">Computer Science</td><td align="right" valign="top">11-</td></tr><tr><td align="right" valign="top">1</td><td valign="top">Physics</td><td align="right" valign="top">11-</td></tr><tr><td align="right" valign="top">1</td><td valign="top">Research</td><td align="right" valign="top">11-</td></tr><tr><td align="right" valign="top">1</td><td valign="top">Robotics</td><td align="right" valign="top">11-</td></tr><tr><td align="right" valign="top">1</td><td valign="top">Biology</td><td align="right" valign="top">11-</td></tr><tr><td align="right" valign="top">1</td><td valign="top">Chemistry</td><td align="right" valign="top">11-</td></tr><tr><td align="right" valign="top">1</td><td valign="top">Knowledge Skill:comic books</td><td align="right" valign="top">11-</td></tr><tr><td align="right" valign="top">1</td><td valign="top">Knowledge Skill--sex</td><td align="right" valign="top">11-</td></tr><tr><td align="right" valign="top">1</td><td valign="top">Knowledge Skill--exotic technology</td><td align="right" valign="top">11-</td></tr><tr><td align="right" valign="top">1</td><td valign="top">Knowledge Skill--useless trivia</td><td align="right" valign="top">11-</td></tr><tr><td align="right" valign="top">1</td><td valign="top">Knowledge Skill--chess</td><td align="right" valign="top">11-</td></tr><tr><td align="right" valign="top">2</td><td valign="top">Professional Skill--game designer</td><td align="right" valign="top">11-</td></tr><tr><td align="right" valign="top">3</td><td valign="top">Oratory</td><td align="right" valign="top">18-</td></tr><tr><td align="right" valign="top">3</td><td valign="top">Persuasion</td><td align="right" valign="top">18-</td></tr><tr><td align="right" valign="top">9</td><td valign="top">Seduction</td><td align="right" valign="top">21-</td></tr><tr><td align="right" valign="top">5</td><td valign="top">+3 level w/All Ranged Attacks; OIF: -½; not when confidence shaken: -¼</td><td align="right" valign="top">&nbsp;</td></tr><tr><td align="right" valign="top"><strong>161</strong></td><td valign="top"><strong>Total Skills, Talents, Perks</strong></td><td align="right" valign="top"><strong>&nbsp;</strong></td></tr></table></td></tr><tr><td><table cellpadding="2" cellspacing="5"><tr><td align="right" valign="top"><strong>125+</strong></td><td valign="top"><strong>Disadvantages</strong></td></tr><tr><td align="right" valign="top">15</td><td valign="top">DF--megaplayboy vibe(women fall all over him); Concealability: Concealable, 10; Reaction: Always noticed &amp; major reaction, +5</td></tr><tr><td align="right" valign="top">15</td><td valign="top">Overconfidence (Very Common, Moderate)</td></tr><tr><td align="right" valign="top">15</td><td valign="top">Protective of innocents (Common, Strong)</td></tr><tr><td align="right" valign="top">15</td><td valign="top">Falls in love easily and often (Very Common, Moderate)</td></tr><tr><td align="right" valign="top">5</td><td valign="top">DNPC--lisa (Slightly Less Powerful, 11-); Skills: Useful, -5</td></tr><tr><td align="right" valign="top">5</td><td valign="top">DNPC--Dr.Lenore Sansome,Ph.D (Slightly Less Powerful, 8-); Skills: Normal, +0</td></tr><tr><td align="right" valign="top">5</td><td valign="top">DNPC--vanessa/shade (As Powerful, 11-); Skills: Normal, +0</td></tr><tr><td align="right" valign="top">0</td><td valign="top">DNPC--serena(mom) (As Powerful, 11-); Skills: Useful, -5</td></tr><tr><td align="right" valign="top">5</td><td valign="top">DNPC--Hera(step-grandma, causing trouble) (As Powerful, 11-); Skills: Normal, +0</td></tr><tr><td align="right" valign="top">10</td><td valign="top">Public Identity--Ken Kramer, megaplayboy</td></tr><tr><td align="right" valign="top">10</td><td valign="top">Reputation--gadget guy, skirtchaser (11-)</td></tr><tr><td align="right" valign="top">15</td><td valign="top">Hunted--rival metagod wannabes (8-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0</td></tr><tr><td align="right" valign="top">5</td><td valign="top">DNPC--olympia (As Powerful, 14-); Skills: Useful, -5</td></tr><tr><td align="right" valign="top">5</td><td valign="top">DNPC--dr.gizmo (Slightly Less Powerful, 11-); Skills: Useful, -5</td></tr><tr><td align="right" valign="top"><strong>125</strong></td><td valign="top"><strong>Total Disadvantages</strong></td></tr></table></td></tr><tr><td><table cellpadding="2" cellspacing="5"><tr><td align="left" valign="top"><strong>COSTS:</strong></td><td align="center" valign="top"><strong>Char.</strong></td><td align="center" valign="top"><strong></strong>&nbsp;</td><td align="center" valign="top"><strong>Powers</strong></td><td align="center" valign="top"><strong></strong>&nbsp;</td><td align="center" valign="top"><strong>Total</strong></td><td align="center" valign="top"><strong>Total</strong></td><td align="center" valign="top"><strong></strong>&nbsp;</td><td align="center" valign="top"><strong>Disadv.</strong></td><td align="center" valign="top"><strong></strong>&nbsp;</td><td align="center" valign="top"><strong>Base</strong></td><td align="center" valign="top"><strong></strong>&nbsp;</td><td align="center" valign="top"><strong>Exp.</strong></td></tr><tr><td align="center" valign="top">&nbsp;</td><td align="center" valign="top">151</td><td align="center" valign="top">+</td><td align="center" valign="top">354</td><td align="center" valign="top">=</td><td align="center" valign="top">505</td><td align="center" valign="top">500</td><td align="center" valign="top">=</td><td align="center" valign="top">125</td><td align="center" valign="top">+</td><td align="center" valign="top">125</td><td align="center" valign="top">+</td><td align="center" valign="top">250</td></tr></table></td></tr><tr><td><table cellpadding="2" cellspacing="5"><tr><td align="center" valign="top"><strong>OCV</strong></td><td align="center" valign="top"><strong>DCV</strong></td><td align="center" valign="top"><strong>ECV</strong></td><td align="center" valign="top"><strong>Mental Def.</strong></td><td align="center" valign="top"><strong>PD/rPD</strong></td><td align="center" valign="top"><strong>ED/rED</strong></td><td align="center" valign="top"><strong>Phases</strong></td></tr><tr><td align="center" valign="top">8</td><td align="center" valign="top">8</td><td align="center" valign="top">7</td><td align="center" valign="top">0</td><td align="center" valign="top">35/25</td><td align="center" valign="top">35/25</td><td align="center" valign="top">3, 5, 8, 10, 12</td></tr></table></td></tr></table>

Tech
Dec 13th, '04, 05:27 AM
More, more, I want to see more!

bblackmoor
Dec 13th, '04, 07:50 AM
Metamage...

I just noticed... seven DNPCs?

megaplayboy
Dec 13th, '04, 08:49 AM
I just noticed... seven DNPCs?

well, he didn't start out with that many...only had 2 in his first incarnation, but underwent a couple of "radiation accident" rewrites which upped the numbers. Probably could just incorporate them into one "inner circle" multiDNPC disad :)

Worldmaker
Dec 13th, '04, 09:21 AM
I just noticed... seven DNPCs?

If they are distinctly separate and well-supported in the background, why not?

Tech
Dec 13th, '04, 09:46 AM
I present to you Bulls-eye, my sharpshooter hero. I actually play two heroes in the same group, so the experience he has isn't quite as high as his other teammates. Still, he holds his own and has amazed the other heroes with his skill and abilities. Although his stats are a bit on the high side, he is still a talented non-superpowered normal.





<PRE><!--StartFragment --> BULLS-EYE Secret Id: Officer Mark Harrison
20 Str 10 Base 200+
25 Dex 45 15 Secret Identity
20 Con 20 15 Code vs Killing
14 Body 8 5 Hunted by Various Gunslingers 8-
14 Int 4 (Only to test skills; no punishment)
11 Ego 2
20 Pre 10 Dex 14-, Con 13-, Int 12-
16 Com 3 Per 15-, Hear 15-, Ego 11-
(24) 10 PD 6
(24) 10 ED 6 CHA 156
6 Spd 25 POW 369
11 Rec 6 Total 525
40 End 0
45 Stun 11 Current Experience Pts: 320

SKILLS/TALENTS/PERKS/POWERS
45 Multipower (102 pts), OAF - Bullseye Gun, takes 1/2 pha to switch Ultras
5 u. 8d6 EB (Blaster), Autofire up to 10 cha, 4 clips @ 12 cha,
+3d6 EB - cannot use more than 1 cha.
(May use up to 8d6 for Autofire attks, 11d6 for single shot; draws from same clip)
3 u. 6d6, 6 Def Entangle, 2 clips @ 6 cha. (Fast expanding plastic)
3 u. 6d6 EB NND (LS vs inhaled gas), 2 clips @ 6 cha. (Knockout gas)
8 +4 OCV levels with Autofire only, OAF-Bulls-eye's Gun (Enhanced tracking)

16 Darkness 3" r, immune to Normal sight, IR & UV vision, Radio, 3 cha lasting 1 turn,
OAF-Blackout Pellets

6 Elemental Control: Lasso (OAF)
13 * Entangle 3d6, 3 Def, 1 Recov Charge, can't form barriers;
+ 1d6, 2 def Entangle, 1 turn delay (Hog-tying)
6 * Stretching 5", no NCM, can't do damage, 1 Recov Charge (Lasso the varmint)

42 +14 PD, +14 ED Armor - IIF (Costume that doesn't look armored)

28 Martial Arts (Tae Kwon Do) with +2 DC added in
* Punch/Elbow Strike +0 OCV +2 DCV 8d6
* Side/Roundhouse Kick -2 OCV +1 DCV 10d6
* Arm Sweep Block +2 OCV +2 DCV Block
* Martial Throw +0 OCV +1 DCV 6d6 + v/5
* Martial Dodge -- OCV +5 DCV Dodge

5 Radio Perception/Transmission (OAF-Walkie-talkie)
15 Enhanced Vision +3, Enhanced Hearing +3 (Sharp senses)
6 Telescopic Vision +4 (Excellent vision)
2 +2d6 to Presence Attacks, 2 cha (No-nonsense/Watch-out Glare)
10 2d6 Luck
26 2 Combat Levels, 2 Levels with Ranged Attacks
6 3 Ranged Levels with Guns for Range Modifiers
15 Up to +10 OCV to neutralize autofire minuses
6 +2 OCV Levels vs Foci
15 Autofire Skills: Accurate, Concentrated & Skipover Sprayfire
21 Acrobatics, Breakfall, Fast Draw (all 16 or less)
9 Criminology (12-), Stealth (13-), Stealth (14-)
9 Ambidexterity (reduces all penalties)
8 Riding: Horses (15 or less) and PS: Showmanship (15 or less)
9 TF: Common motorized ground vehicles, Rafts,
Small & Large: row, wind-powered, motorized boats
2 TF: Motorcycles, Combat Aircraft
6 Combat Driving (14 or less): Cars, Combat Aircraft
2 Reputation (14 or less): Bulls-Eye, part of hero group (State-wide, +1d6 to Pre Attks)
1 Reputation (11 or less): Mark Harrison, superb sniper (Police, +1d6 to Pre Attks)
3 Perks: Weapon Permit (Bulls-eye gun), Concealed Weapon Permit (Police)
2 Perks: Local Police Powers (Officer Mark Harrison & Bulls-eye)
16 Modified Police Car

NOTES:
1) Bulls-eye's Gun is a marvel of technology, appearing to look no more than a hi-tech blaster
pistol.
2) The Blackout Pellets are not smoke pellets. Instead, it creates an electromagnetic
sphere of darkness, which selectively targets certain senses.
3) His lasso is just ordinary rope
4) His walkie-talkie is not standard police issue but appearing more like a pen in size.
5) I only wanted to be able to use his +2d6 to Pre attks a couple times, hence the charges.
6) The perk for Officer Harrison & Bulls-eye is actually bought twice. The one for B-E was
awarded by the GM, hence a cost of 2 + 0 = 2.
7) Yes, I have the car written up. No, it's not showing up on this sheet.
8) No, he does not has Watched: Police. Although he 'does' have it as a police officer, it's
never been a problem, hence, not a disadvantage. He's also been awarded the Cop of the Year
the past couple years. The police also realize Officer Harrison has ties with the hero group
and likes being able to have some connection with the group.
9) Bulls-eye has such a reputation for his marksmanship that other gunslingers 'Hunt' him to be
have contests to prove their skills vs his, that's all.



<!--StartFragment --></PRE>

megaplayboy
Dec 13th, '04, 09:49 AM
well, Superman's possible DNPCs:
Lois Lane
Jonathan Kent
Martha Kent
Lana Lang
Pete Ross
Jimmy Olsen
Perry White
Catherine "Cat" Grant
Det. Maggie Sawyer
Morgan Edge(depending on continuity)
+a half dozen others

It really depends on how much work the GM wants to do...

bblackmoor
Dec 13th, '04, 09:59 AM
well, he didn't start out with that many...only had 2 in his first incarnation, but underwent a couple of "radiation accident" rewrites which upped the numbers. Probably could just incorporate them into one "inner circle" multiDNPC disad :)

It depends on how you want them to work in play, I guess. If you think there's a good chance for all of them to show up... but seven? Geez, man, that's just nuts. You may as well be a school bus driver.

Then again, I have an aversion to DNPCs. I think they cause problems far out of proportion to their point value. Problems can be a good thing, of course -- a life with conflict isn't much of a role-playing game.

... but seven? :nonp:

bblackmoor
Dec 13th, '04, 10:05 AM
well, Superman's possible DNPCs...

Lois Lane is the classic example, obviously, but I really don't think most of those should be called DNPCs. Just because they aren't superheroes and the character knows them does not make them DNPCs.

megaplayboy
Dec 13th, '04, 10:10 AM
Lois Lane is the classic example, obviously, but I really don't think most of those should be called DNPCs. Just because they aren't superheroes and the character knows them does not make them DNPCs.
Well, he spends substantial time with about half of 'em, and their problems become his problems--Jimmy, Lois, the Kents, sometimes Lana--that's 4 or 5 DNPCs right there.
I agree that anything over 3 or 4 is problematic, some GMs will involve all of them no matter how many you have, and others will completely forget/ignore their existence.

megaplayboy
Dec 13th, '04, 08:45 PM
Kid Wonder
Value Characteristic Points
20/50 STR 10
18/28 DEX 24
20/35 CON 20
14/20 BODY 8
15/25 INT 5
15/20 EGO 10
20/35 PRE 10
20/30 COM 5
10/25 PD 0
7/22 ED 0
3/6 SPD -8
17 REC 0
70 END 0
63 STUN 0
Total 84

Points Powers END
24 +30 STR; not in presence of viperium radiation: Usually, -¼ 3
24 +10 DEX; not in presence of viperium radiation: Usually, -¼
24 +15 CON; not inpresence of viperiumradiation: Usually, -¼
8 +10 INT; not in presence of viperium radiation: Usually, -¼
12 +15 PRE; not in presence of viperium radiation: Usually, -¼
4 +10 COM; not in presence of viperium radiation: Usually, -¼
10 +6 BODY; not in presence of viperium radiation: Usually, -¼
8 +5 EGO; not in presence of viperium radiation: Usually, -¼
12 +15 PD; not in presence of viperium radiation: Usually, -¼
12 +15 ED; not in presence of viperium radiation: Usually, -¼
24 +3 SPD; not in presence of viperium radiation: Usually, -¼
21 Damage Resistance (21 PD/21 ED)
20 N-Ray Vision(can't see through skin)
3 Microscopic Vision (×10)
56 Multipower-viper superscience enhancements (70-pt reserve); not in presence of viperium radiation: Usually, -¼
u-6 14d6 Energy Blast; Range: 350; Versus: ED; not in presence of viperium radiation: Usually, -¼ 7
u-6 7d6 Energy Blast; No Normal Defense(mental defense): +1; Range: 350; Versus: ED; not in presence of viperium radiation: Usually, -¼ 7
u-6 14d6 Mind Control; not in presence of viperium radiation: Usually, -¼ 7
u-6 Invisibility (??, Sight, Mental, Hearing, Smell/Taste, No Fringe); not in presence of viperium radiation: Usually, -¼ 7
u-4 1½d6 Transform (Major, Anything); Range: 260; Cumulative: Yes, +½; not in presence of viperium radiation: Usually, -¼ 5
u-6 35" Flight (NC: 70"); Non-Combat Multiplier: ×2, +0; not in presence of viperium radiation: Usually, -¼ 7
296 Total Powers

Points Skills, Talents, Perks Roll
3 Acrobatics 15-
3 Paramedic 14-
5 Persuasion 17-
3 Breakfall 15-
3 Streetwise 16-
5 Seduction 17-
5 +1 level w/HTH Combat
40 +4 level w/Overall Level
20 Comic Book Martial Arts
(4) Punch (OCV 0, DCV +2, 12d6)
(5) Kick (OCV -2, DCV +1, 14d6)
(4) Block (OCV +2, DCV +2)
(3) Throw (OCV +0, DCV +1, 10d6+v/5)
(4) Dodge (OCV --, DCV +5)
20 Danger Sense (Against All Attacks, Self); Works: Against All Attacks, +10; Range: Self, +0 11-
10 Eidetic Memory
3 Knowledge Skill--Viper 14-
120 Total Skills, Talents, Perks

150+ Disadvantages
5 Distinctive Features--mutant; Concealability: Easily, 5; Reaction: Noticed and Recognizable, +0
25 Hunted--genocide (11-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Secret Identity--Tommy Flanagan
5 Watched--Karl Raven (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Limited, -5; Only Watching: ×½; Punishment: Mild, -5
15 Overconfidence (Very Common, Moderate)
10 Psych. Lim.--feels responsible for brother's actions (Uncommon, Strong)
15 Hunted--Kid Miracle (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Psych. Lim.--protective of innocents (Common, Strong)
10 Psych. Lim.--uses powers to get things he wants (Common, Moderate)
5 Watched--Viper (8-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
120 Total Disadvantages

COSTS: Char. Powers Total Total Disadv. Base Exp.
84 + 416 = 500 420 = 120 + 150 + 150

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
9 9 7 0 25/21 22/21 2, 4, 6, 8, 10, 12

megaplayboy
Dec 13th, '04, 08:47 PM
Here's the Supes clone from my last campaign:
Paragon
Value Characteristic Points
70 STR 60
30 DEX 60
35 CON 50
17 BODY 14
25 INT 15
25 EGO 30
35 PRE 25
30 COM 10
35 PD 21
35 ED 28
7 SPD 30
21 REC 0
70 END 0
70 STUN 0
Total 343

Points Powers END
35 Damage Resistance (35 PD/35 ED)
35 Elemental Control--Paragenetic abilities (35-pt reserve)
a-35 14d6 Energy Blast; Range: 350; Versus: ED 7
b-35 35" Flight (NC: 70"); Non-Combat Multiplier: ×2, +0 7
c-35 Supersonic Flight (Mach 7, 5,250 MPH) 7
20 N-Ray Vision
5 Infrared Vision
5 Ultraviolet Vision
10 Tracking Scent
3 Ultrasonic Hearing
15 Microscopic Vision (×100000)
15 Telescopic Sense (Sight, +10 to PER)
15 Telescopic Sense (Hearing, +10 to PER)
10 Knockback Resistance (-5")
30 Life Support (total)
37 5d6 Aid to all paragenetic powers (Fade/turn, Max. 30); Range: 0; IIF--paragon symbol inside costume: -¼; Activation: 15-, -¼; Side Effects: 30/Half, -½; Affects: All Powers of Special Effect, +2 7
37 5d6 Aid to all physical characteristics (Fade/turn, Max. 30); Range: 0; Affects: All Powers of Special Effect, +2; IIF: -¼; Activation: 15-, -¼; Side Effects: 30/Half, -½ 7
20 Faster-Than-Light Travel (32 LY/Year)
5 Flash Defense (Sight, 5 pts)
24 Running (+12", 18", NC: 36"); Non-Combat Multiplier: ×2, +0; Has Turn Mode: No, +0 5
5 Mental Defense (10 pts)
10 Power Defense (10 pts)
10 Instant Change; Clothes: Any Set, 10
451 Total Powers

Points Skills, Talents, Perks Roll
3 Acting 16-
3 Breakfall 15-
3 Area Knowledge--LA 14-
3 Bureaucratics 16-
3 Conversation 16-
3 Deduction 14-
3 High Society 16-
22 Wrestling
(3) Slam (OCV +0, DCV +1, 14d6+v/5)
(3) Take Down (OCV +2, DCV +1, 14d6)
(4) Escape (OCV 0, DCV 0, STR 85)
(3) Hold (OCV -1, DCV -1, STR 80)
(5) Choke (OCV -2, DCV 0, Grab, 2d6 NND)
(4) Reversal (OCV +2, DCV +2)
3 Oratory 16-
3 Paramedic 14-
3 Persuasion 16-
5 Contact--President of the US; Usefulness: Incredibly, +3 11-
4 Contact--Gen.Masterson; Usefulness: Extremely, +2 11-
3 Contact--chief of Police; Usefulness: Very, +1 11-
3 Contact--mayor of LA; Usefulness: Very, +1 11-
5 Money (Well Off)
18 +6 level w/All Ranged Attacks
3 Seduction 16-
3 Streetwise 16-
1 Tactics 8-
3 Knowledge Skill--world superheroes 14-
3 Knowledge Skill--world supervillains 14-
5 International Police Powers
3 Federal/National Police Powers
10 Eidetic Memory
25 Luck (5d6)
60 +6 level w/Overall Level
206 Total Skills, Talents, Perks

300+ Disadvantages
10 Public Identity
15 Reputation--world's greatest hero (14-)
15 Overconfidence (Very Common, Moderate)
10 Enraged--innocents harmed (11-, 11-); Circumstances: Common, +10
15 Distinctive Features--incredible physique; Concealability: Easily, 5; Reaction: Extreme, +10
15 Psych. Lim.--protective of innocents (Common, Strong)
20 Vulnerability--surprise attacks (2× STUN); Attack: Common, +10
20 Vulnerability--magic (2× Effect); Attack: Common, +10
15 Watched--us government (14-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
10 Psych. Lim.--hollywood hedonist (Common, Moderate)
145 Total Disadvantages

COSTS: Char. Powers Total Total Disadv. Base Exp.
343 + 657 = 1000 1000 = 145 + 300 + 555

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
10 10 8 10 35/35 35/35 2, 4, 6, 7, 9, 11, 12

megaplayboy
Dec 13th, '04, 08:49 PM
and here's the NPC version of Vigilance, the "BatPunisher" of my last campaign:
Vigilance
Value Characteristic Points
30/50 STR 20
26 DEX 48
30 CON 40
20 BODY 20
23 INT 13
23 EGO 26
25/40 PRE 15
20 COM 5
12 PD 2
12 ED 6
6 SPD 24
16 REC 0
60 END 0
60 STUN 0
Total 219

Points Powers END
130 Battlesuit--urban battle gear; OIF: -½
(20) Armor (8 PD/8 ED); Hardened: ×1, ¼; OIF: -½
(13) +20 STR; OIF: -½ 2
(7) Clinging (Clinging STR +0); OIF: -½
(27) Invisibility (Radar); Reduced END: Zero & Persistent, 1; OIF: -½ 0
(20) Life Support (total); OIF: -½
(7) Power Defense (10 pts); OIF: -½
(3) Flash Defense (Sight, 5 pts); OIF: -½
(3) Flash Defense (Hearing, 5 pts); OIF: -½
(3) Infrared Vision; OIF: -½
(7) High Range Radio Hearing; OIF: -½
(3) Ultraviolet Vision; OIF: -½
(2) Ultrasonic Hearing; OIF: -½
(4) Telescopic Sense (Sight, +4 to PER); OIF: -½
(4) Telescopic Sense (Hearing, +4 to PER); OIF: -½
(7) +15 PRE; offensive use only: Frequently, -½; OIF: -½
10 Elemental Control--cybernetic cape/cowl (15-pt reserve); OIF: -½
a-10 Swimming (+30", 32", NC: 64"); Non-Combat Multiplier: ×2, +0; Has Turn Mode: No, +0; Surface Only: No, +0; OIF: -½ 6
b-10 Superleap (+30", 40", NC: 80"); Non-Combat Multiplier: ×2, +0; OIF: -½ 6
c-10 15" Flight (NC: 30"); Non-Combat Multiplier: ×2, +0; OIF: -½ 3
d-10 30" Gliding (NC: 60"); Non-Combat Multiplier: ×1, +0; OIF: -½
e-7 Damage Reduction (Physical, 50% Resistant); Requires Skill Roll:Danger sense: -½; OIF: -½
f-10 Missile Deflection (All Ranged Attacks, None, OCV 9); Deflect Attacks: Adjacent, +½; Deflection Bonus: 0; OCV: 9; OIF: -½
g-10 Invisibility (Hearing); Reduced END: Zero, ½; OIF: -½ 0
5 Mental Defense (10 pts)
5 Lack of Weakness (-5 to Roll)
36 Variable Power Pool--utility belt (30-pt Pool); Control Cost: 15; Change Only in Certain Circumstance: -½; OAF: -1
37 Multipower--arsenal of justice (75-pt reserve); OAF: -1
u-3 Stretching (8", NC: 16"); Non-Combat Multiplier: ×2, +0; Reduced END: Zero, ½; OAF: -1 0
u-3 2d6 RKA; Charges: +8, -½; Clips: 4, ½; Variable Advantage: Max. Advantage ½, +1½; Range: 375; OAF: -1 0
u-3 3d6 Entangle (DEF 3); Entangle Damage: Entangle Takes no Damage From Attack, +½; Area Effect (Radius): 5" radius, +1; Charges: +16, +0; Range: 375; OAF: -1 0
u-3 3d6 Drain vs. stun (Return/turn); Range: 375; Ranged: +½; Area Effect (Radius): 5" radius, +1; Affects: Single Power, +0; OAF: -1
u-3 3d6 Flash (Normal Sight); Range: 350; Sense: Hearing, 5; Area Effect (Radius): 4" radius, +1; Charges: +16, +0; OAF: -1 0
305 Total Powers

Points Skills, Talents, Perks Roll
3 Acrobatics 14-
3 Acting 17-
5 Area Knowledge--LA 16-
5 Area Knowledge--Richmond 16-
5 Area Knowledge--SF Bay AREA 16-
3 Breakfall 14-
3 Bribery 17-
3 Bugging 14-
3 Bureaucratics 17-
3 Climbing 14-
3 Combat Driving 14-
3 Combat Piloting 14-
24 +3 level w/All Combat
6 +3 level w/Single Attack--handgun
3 Computer Programming 14-
3 Concealment 14-
3 Contortionist 14-
3 Conversation 17-
5 Criminology 15-
3 Cryptography 14-
5 Deduction 15-
3 Demolitions 11-
3 Disguise 11-
3 Electronics 11-
5 Forensic Medicine 15-
3 Gambling 11-
3 Forgery 11-
3 Interrogation 17-
1 Inventor 8-
3 Cantonese (Completely Fluent w/accent); Literacy: Standard, 0
2 German (Fluent Conv.); Literacy: Standard, 0
3 Japanese (Completely Fluent w/accent); Literacy: Standard, 0
3 Korean (Completely Fluent w/accent); Literacy: Standard, 0
4 Mandarin (Native Accent); Literacy: Standard, 0
3 Spanish (Completely Fluent w/accent); Literacy: Standard, 0
2 Swahili (Fluent Conv.); Literacy: Standard, 0
3 Thai (Completely Fluent w/accent); Literacy: Standard, 0
3 Lip Reading 11-
3 Lockpicking 14-
63 Black Panther Self Defense Spirit system
(5) Choke Hold (OCV -2, DCV 0, Grab, 2d6 NND)
(4) Crush (OCV 0, DCV 0, 14d6)
(4) Fast Strike (OCV +2, DCV 0, 12d6)
(4) Killing Strike (OCV -2, DCV 0, 1d6+1 HKA)
(5) Killing Throw (OCV -2, DCV 0, 1d6+1 HKA)
(3) Legsweep (OCV +2, DCV -1, 11d6)
(4) Martial Block (OCV +2, DCV +2)
(4) Martial Disarm (OCV -1, DCV +1)
(4) Martial Dodge (OCV --, DCV +5)
(4) Martial Escape (OCV 0, DCV 0, STR 65)
(3) Martial Grab (OCV -1, DCV -1, STR 60)
(4) Nerve Strike (OCV -1, DCV +1, 2d6 NND)
(5) Offensive Strike (OCV -2, DCV +1, 14d6)
(5) Passing Strike (OCV +1, DCV 0, 10d6+v/5)
(5) Takeaway (OCV 0, DCV 0, STR 60)
3 Oratory 17-
3 Paramedic 14-
10 Contact--high level LAPD contact; Usefulness: Incredibly, +3 16-
7 Contact--low level street contact; Usefulness: Very, +1 15-
3 Persuasion 17-
3 Professional Skill:teacher 17-
6 +2 level w/All Ranged Attacks
2 Metallurgy 11-
3 Psychology 14-
30 +3 level w/Overall Level
3 Sleight of Hand 14-
11 Stealth 18-
3 Survival 11-
3 Systems Operation 14-
3 Seduction 17-
3 Shadowing 11-
5 Security Systems 15-
5 Tactics 15-
5 Combat Sense 15-
30 Danger Sense (Against All Attacks, Self); Works: Against All Attacks, +10; Range: Self, +0 16-
5 Defense Maneuver
7 Fast Draw with gun 16-
15 Find Weakness with RKA; Attack Type: One, +0 12-
15 Luck (3d6)
3 Tracking 14-
2 Air Vehicles
5 Knowledge Skill--organized crime 16-
5 Knowledge Skill--street gangs of LA 16-
3 Knowledge Skill--police procedure 14-
5 Knowledge Skill--criminal psychology 16-
2 Knowledge Skill--LA paranormals 11-
50 Base: 250
5 Streetwise 18-
476 Total Skills, Talents, Perks

300+ Disadvantages
10 Enraged when innocents harmed (11-, 11-); Circumstances: Common, +10
10 Distinctive Features--large handsome black man; Concealability: Easily, 5; Reaction: Always noticed & major reaction, +5
20 Reputation--vigilante crimefighter (14-, Extreme)
15 Secret Identity--Robert johnson
15 Watched--police (14-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
15 Vengeful (Common, Strong)
20 Psych. Lim.--devoted to justice (Very Common, Strong)
10 DNPC--girlfriend of the moment (Normal, 8-); Skills: Normal, +0
20 Hunted--organized crime (11-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
25 Hunted--Lords of crime (11-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Watched--media (14-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
15 Psych. Lim.--protective of innocents (Common, Strong)
15 DNPC--high school students (Incompetent, 8-); Skills: Normal, +0
200 Total Disadvantages

COSTS: Char. Powers Total Total Disadv. Base Exp.
219 + 781 = 1000 1000 = 200 + 300 + 500

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
9 9 8 10 20/8 20/8 2, 4, 6, 8, 10, 12

megaplayboy
Dec 13th, '04, 08:52 PM
and the comic relief cosmic hero I mentioned earlier:
Captain GalacTick
Value Characteristic Points
150/250 STR 140
45 DEX 105
75 CON 130
30/40 BODY 40
45 INT 35
35 EGO 50
75 PRE 65
20 COM 5
30/40 PD 0
30/40 ED 15
6 SPD 5
45 REC 0
150 END 0
150/160 STUN 7
Total 597

Points Powers END
100 Density Increase-10 (×1000 mass); Reduced END: Zero & Persistent, 1; Mass: 0 kg/0.00 lbs; Extra PD: +10; Extra ED: +10; Extra STR: +50; Knockback: -10" 0
100 Growth-10 (×1000 mass, ×10 height); Reduced END: Zero & Persistent, 1; Mass: 0 kg/0.00 lbs; Height: 0 cm/0"; Extra STR: 50; Knockback Reduction: -10; Extra BODY: 10; Extra STUN: 10; DCV Penalty: -7; PER Penalty: +7 0
90 Armor (45 PD/45 ED); OIF--galactick armor: -½
30 Damage Resistance (30 PD/30 ED)
34 Damage Reduction (Physical, 75% Resistant); not vs. magic, surprise, bright, shiny things: Sometimes, -¾
34 Damage Reduction (Energy, 75% Resistant); not v.magic,surprise,bright,shiny things: Sometimes, -¾
25 Spatial Awareness
5 Discriminatory Sense (Spatial Awareness)
30 Telescopic Sense (Unusual Senses, +20 to PER)
20 N-Ray Vision
10 High Range Radio Hearing
30 Detect energy (+10 to PER); Time Required: Instant, +2; Range: Ranged, +5
24 Running (+12", 18", NC: 36"); Non-Combat Multiplier: ×2, +0; Has Turn Mode: No, +0 5
187 reduced endurance: STR; Reduced END: Zero, ½; Double Knockback: +¾
10 Flash Defense (Sight, 10 pts)
10 Flash Defense (Unusual Senses, 10 pts)
140 35" Flight (NC: 70"); Reduced END: Zero & Persistent, 1; Non-Combat Multiplier: ×2, +0 0
10 Lack of Weakness (-10 to Roll)
30 Life Support (total)
20 Knockback Resistance (-10")
10 Instant Change; Clothes: Any Set, 10
25 Mind Link; Minds: Any One Mind, +15; Number of Minds: 1, +0; Distance: Any, +5; Dimension: Any, +5; Link with: Anyone, +0
23 Mental Defense (30 pts)
30 Power Defense (30 pts)
50 Regeneration (3 BODY/Turn); Regenerate: From Death, +20
625 Variable Power Pool--power galactick (250-pt Pool); Control Cost: 125; Change Powers as 0 Phase Action: +1; No Skill Required for Change: +1
40 Supersonic Flight (Mach 4, 3,000 MPH) 4
30 Superleap (+30", 80", NC: 160"); Non-Combat Multiplier: ×2, +0 6
60 Shape Shift (Any); Reduced END: Zero & Persistent, 1 0
250 Clairsentience (Spatial Awareness); See: Future and Past, +40; Dimensions: Other, +20; Range: 6,553,600,000,000"; Reduced END: Zero & Persistent, 1; Concentrate: Throughout & 0 DCV, -1 0
2082 Total Powers

Points Skills, Talents, Perks Roll
3 Combat Piloting 18-
3 Computer Programming 18-
3 Inventor 18-
3 Area Knowledge--milky way galaxy 18-
17 Mechanics 18-
17 Navigation 18-
3 Oratory 24-
500 Base--fortress of gratitude: 2500
300 Vehicle--ravager of justice: 1500
200 Follower--regulus (1, 1000 pts, 0 Disad.); Number: 1, +0
1 Professional Skill--galactic superhero 8-
30 +10 level w/All Ranged Attacks
50 +5 level w/Overall Level
40 +5 level w/All Combat
3 Systems Operation 18-
3 Tracking 18-
0 Large Spaceships
2 Space Vehicles
2 Heavy Weapons
3 Absolute Time Sense
3 Bump of Direction
49 Danger Sense (Against All Attacks, Anywhere); Works: Against All Attacks, +10; Range: Anywhere, +15 18-
40 Luck (8d6)
20 Universal Translator 18-
3 Area Knowledge--andromeda galaxy 18-
3 Area Knowledge--magellanic cluster 18-
3 Area Knowledge--zeta galaxy 18-
17 Electronics 18-
1321 Total Skills, Talents, Perks

1900+ Disadvantages
25 5d6 Unluck
10 Reputation--klutzy, clumsy, dumb megapowerful dude (8-, Extreme)
5 Dependence--massive energy (3d6/1 Day); Substance: Uncommon, +15
20 Distinctive Features--giagntic, aura of power; Concealability: Concealable, 10; Reaction: Extreme, +10
25 Hunted--mojo destructo (14-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Hunted--Dr.shiny, evil sorceror supreme (11-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Hunted--mr.bright, inventor/mentalist (11-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Phys. Lim.--dumber than a sack of hammers--no common sense (Frequently, Greatly)
10 Code Against Killing (Common, Moderate)
20 Psych. Lim.--"dedicated crimefighter" (Very Common, Strong)
15 Secret Identity--"Kent GalacTick"
40 Susceptibility--bright and shiny objects (3d6 STUN and BODY/Turn); Condition: Uncommon, +5
40 Vulnerability--magic (2× STUN and BODY); Attack: Common, +10
20 Vulnerability--magic (2× Effect); Attack: Common, +10
20 Vulnerability--bright and shiny objects (2× STUN and BODY); Attack: Uncommon, +5
5 Watched--space cavaliers, other groups (11-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Mild, -5
300 Total Disadvantages

COSTS: Char. Powers Total Total Disadv. Base Exp.
597 + 3403 = 4000 4000 = 300 + 1900 + 1800

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
15 15 / 8 12 30 85/75 85/75 2, 4, 6, 8, 10, 12

Moody Loner
Dec 14th, '04, 05:25 PM
Here's the character I'm currently playing:

<font size=+1><b>Spartacus</b></font>

Player: Moody Loner

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val </b></font></td><td><font size=2><b>Char </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>10/60 </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>10/20 </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>10/30 </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>10 </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>18 </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>10 </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>10 </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>10 </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>0</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>3/40 </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>1</font></td></tr><tr><td align="right"><font size=2>2/32 </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2/6 </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>4/18 </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>20/60 </font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>20/55 </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>0</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>6" </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2" </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2"/12" </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 9

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">45 </td><td><b><i>Project Spartacus Powered Armor: </i></b>Armor (27 PD/26 ED) (80 Active Points); OIF: Project Spartacus Powered Armor (-1/2), Real Armor (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">41 </td><td><b><i>STR enhancement: </i></b>+50 STR, Reduced Endurance (1/2 END; +1/4) (62 Active Points); OIF: Project Spartacus Powered Armor (-1/2) (uses END Reserve) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">4 </td><td><b><i>STR Enhancement Overbooster: </i></b>+20 STR (20 Active Points); Increased Endurance Cost (x5 END; -2), OIF (Spartacus Powered Armor; -1/2), Activation Roll 14- (-1/2), No Figured Characteristics (-1/2) (uses END Reserve) </td><td valign="top" align="right">10</td></tr><tr><td align="right" valign="top">20 </td><td><b><i>DEX Enhancement: </i></b>+10 DEX (30 Active Points); OIF (-1/2) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">27 </td><td><b><i>CON enhancement: </i></b>+20 CON (40 Active Points); OIF: Project Spartacus Powered Armor (-1/2) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">20 </td><td><b><i>SPD enhancement: </i></b>+3 SPD (30 Active Points); OIF: Project Spartacus Powered Armor (-1/2) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">11 </td><td><b><i>Forearm Shield Sloped Armor: </i></b>Missile Deflection (Any Ranged Attack) (20 Active Points); OIF: Project Spartacus Powered Armor (-1/2), Real Armor (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">13 </td><td>Flight 10" (20 Active Points); OIF: Project Spartacus Powered Armor (-1/2) (uses END Reserve) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">23 </td><td><b><i>Powered Armor Power Supply: </i></b>Endurance Reserve (100 END, 25 REC) (35 Active Points); OIF: Project Spartacus Powered Armor (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">22 </td><td><b><i>Hostile Environment Protection with NBC Hardening: </i></b>Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Self-Contained Breathing) (33 Active Points); OIF: Project Spartacus Powered Armor (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">17 </td><td><b><i>Sensor Suite: </i></b>Radar (Radio Group), Discriminatory, Increased Arc Of Perception (360 Degrees) (25 Active Points); OIF: Project Spartacus Powered Armor (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">8 </td><td><b><i>Comm Suite: </i></b>High Range Radio Perception (Radio Group) (12 Active Points); OIF: Project Spartacus Powered Armor (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">16 </td><td><b><i>XM-15 Pilum Armor Suppression Missiles: </i></b>Dispel Armor 11d6, Does Knockback (+1/4), Cumulative (x1 max.) (+1/2) (58 Active Points); 3 Charges (-1 1/4), OIF: Project Spartacus Powered Armor (-1/2), Beam (-1/4), Can Be Missile Deflected (-1/4), Real Weapon (-1/4) </td><td valign="top" align="right">[3]</td></tr><tr><td align="right" valign="top">22 </td><td><b><i>XM117-A7 Spatha Multi-Blaster: </i></b>Multipower, 60-point reserve, all slots 8 clips of 8 Charges (+0) (60 Active Points); all slots OAF: XM117-A7 Spatha Multi-Blaster Fragile (-1 1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u </td><td>1) <b><i>Multi-Blaster Standard Shot: </i></b>Energy Blast 12d6 (vs. ED) (60 Active Points); OAF: XM117-A7 Spatha Multi-Blaster Fragile (-1 1/4), Beam (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">2u </td><td>2) <b><i>Multi-Blaster Cutting Beam: </i></b>Killing Attack - Ranged 3d6-1 (vs. ED), Armor Piercing x1 (+1/2) (60 Active Points); OAF: XM117-A7 Spatha Multi-Blaster Fragile (-1 1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">1u </td><td>3) <b><i>Underbarrel Grenade Launcher- XG115 "Goober" Glue Grenades: </i></b>Entangle 6d6, 6 DEF (60 Active Points); OAF: XM117-A7 Spatha Multi-Blaster Fragile (-1 1/4), Susceptible: Alcohol Common (-1/2), Vulnerable: Cold (Common; -1/2), Cannot Form Barriers (-1/4), Can Be Missile Deflected (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 294


<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">16 </td><td>+3 with All Combat (24 Active Points); OIF (-1/2) </td></tr><tr><td valign="top" align="right">11 </td><td>+2 with all non-combat Skills (16 Active Points); OIF (-1/2) </td></tr><tr><td valign="top" align="right">5 </td><td>Rapid Attack (HTH) </td></tr><tr><td valign="top" align="right">3 </td><td>Deduction 13- </td></tr><tr><td valign="top" align="right">3 </td><td>PS: FBI Agent (INT-based) 13- </td></tr><tr><td valign="top" align="right">3 </td><td>Tactics 13- </td></tr><tr><td valign="top" align="right">3 </td><td>Criminology 13- </td></tr><tr><td valign="top" align="right">3 </td><td>Interrogation 11- </td></tr><tr><td valign="top" align="right">3 </td><td>Fast Draw 11- (13-) </td></tr><tr><td valign="top" align="right">1 </td><td>Computer Programming 8- </td></tr><tr><td valign="top" align="right">1 </td><td>Forensic Medicine 8- </td></tr><tr><td valign="top" align="right">1 </td><td>Systems Operation 8- </td></tr><tr><td valign="top" align="right">0 </td><td>AK: United States 8- </td></tr><tr><td valign="top" align="right">0 </td><td>Acting 8- </td></tr><tr><td valign="top" align="right">0 </td><td>Climbing 8- </td></tr><tr><td valign="top" align="right">0 </td><td>Concealment 8- </td></tr><tr><td valign="top" align="right">0 </td><td>Conversation 8- </td></tr><tr><td valign="top" align="right">0 </td><td>Native Language: English (idiomatic; Literate) (4 Active Points) </td></tr><tr><td valign="top" align="right">0 </td><td>PS: U.S. Army Officer (Lieutenant) (Everyman Skill) 11- </td></tr><tr><td valign="top" align="right">0 </td><td>Paramedics 8- </td></tr><tr><td valign="top" align="right">0 </td><td>Persuasion 8- </td></tr><tr><td valign="top" align="right">0 </td><td>Shadowing 8- </td></tr><tr><td valign="top" align="right">0 </td><td>Stealth 8- </td></tr><tr><td valign="top" align="right">0 </td><td>TF: Small Motorized Ground Vehicles </td></tr><tr><td valign="top" align="right">4 </td><td>+2 with Missile Deflection </td></tr><tr><td valign="top" align="right">3 </td><td>Combat Piloting with Transport 11- (13-) </td></tr></table><b>Skills Cost: </b>60

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">6 </td><td>Fringe Benefit: Federal/National Police Powers, Membership: FBI </td></tr><tr><td valign="top" align="right">4 </td><td>Vehicles & Bases </td></tr></table><b>Perks Cost:</b> 10

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">2 </td><td>Absolute Range Sense (3 Active Points); OIF (-1/2) </td></tr></table><b>Talents Cost:</b> 2


<table cellpadding="0" border="0"><tr><td align="right"><b>Val </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">15 </td><td>Psychological Limitation: Military Code of Honor: Common, Strong </td></tr><tr><td valign="top" align="right">20 </td><td>Social Limitation: Subject to Orders (Very Frequently, Major) </td></tr><tr><td valign="top" align="right">15 </td><td>Psychological Limitation: Good Cop: Common, Strong </td></tr><tr><td valign="top" align="right">5 </td><td>Vulnerability: 1 1/2x BODY Magic Uncommon </td></tr><tr><td valign="top" align="right">10 </td><td>Vulnerability: 2x STUN Magic Uncommon </td></tr><tr><td valign="top" align="right">15 </td><td>Susceptibility: Electromagnetic Pulse, 3d6 damage Instant Uncommon </td></tr><tr><td valign="top" align="right">15 </td><td>Social Limitation: Secret ID Frequently (11-), Major </td></tr><tr><td valign="top" align="right">10 </td><td>Reputation: , Frequently (11-) </td></tr><tr><td valign="top" align="right">15 </td><td>Dependent NPC: Powersuit Tech 14- (Frequently), Normal, Useful noncombat position or skills </td></tr><tr><td valign="top" align="right">15 </td><td>Watched: Corporation 14- (Very Frequently), As Powerful, NCI, Watching </td></tr><tr><td valign="top" align="right">15 </td><td>Watched: Department of Defense 11- (Frequently), More Powerful, NCI, Watching </td></tr></table>
<b>Disadvantage Points:</b> 150
<br>
<b>Base Points:</b> 200
<b>Experience Required:</b> 25
<b>Total Experience Available:</b> 30
<b>Experience Unspent:</b> 5
<b>Total Character Cost:</b> 375
<br>
<table width="100%" valign="top"><tr valign="top"><td><b>Height:&nbsp;</b>1.88 m</td><td><b>Hair:&nbsp;</b>Brown</td></tr><tr valign="top"><td><b>Weight:&nbsp;</b>99.00 kg</td><td><b>Eyes:&nbsp;</b>Brown</td></tr><tr valign="top"><span style="font-family: Arial Narrow; font-weight: 700"><td colspan=2><b>Appearance:&nbsp;</b>The Project Spartacus suit is a gleaming, heavily-armored bipedal suit with large forearm shields. A suggestion to give the suit a Roman motif was refused on budgetary grounds.</td></tr><tr valign="top"><td colspan=2><b>Personality:&nbsp;</b>Special Agent Andersen is under orders to test the suit's capabilities in combat with superpowered opponents.</td></tr><tr valign="top"><td colspan=2><b>Quote:</b>"You have the right to remain silent..."</td></tr><tr valign="top"><td colspan=2><b>Background:&nbsp;</b>Project Spartacus is a Department of Defense project, funded by DARPA, which is one of the more promising efforts in providing a normal human operative with the equipment and training necessary to engage enhanced humans and superpowered individuals on an equal level.<br><br>Utilizing captured supervillain technology, Project Spartacus consists of a powered-armor suit that enhances the wearers strengh, speed, and toughness, and a multi-blaster directed energy assault rifle to provide ranged-attack capability.<br><br>Now in its final field test before production, Project Spartacus is currently being piloted by Special Agent Karl Andersen or "John Baker", on loan to the Department of Defense from the FBI to avoid posse comitatus. Special Agent Andersen is skilled in police procedure and investigation, and as a decorated veteran in the Gulf War, is also familiar with military procedures. Andersen has been given the scientific training necessary to operate and assist with the repair and maintenance of the Project Spartacus suit, although to his deep misgivings the training has hardly been necessary.</td></tr><tr valign="top"><td colspan=2><b>Powers/Tactics:&nbsp;</b>Andersen prefers to use ranged attacks to soften up his opponents before hand-to-hand combat. He will use glue grenades in order to distract or stop martial artists, and the cutting beam against foci. Any armored opponents will get a flight of armor suppression missiles or three to soften them up before combat.</td></tr><tr valign="top"><td colspan=2><b>Campaign Use:&nbsp;</b></td></tr></table>

Further notes:

The armor suppression missiles suck, and are due for a redesign.

Moody Loner
Dec 14th, '04, 06:03 PM
This is the first of five characters I've submitted to the next campaign. Yes, it's a Goku ripoff. No, I don't like how it worked out either. Probably not going to be accepted.

<font size=+1><b>Moody Loner</b></font>

Player: Ecm

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val </b></font></td><td><font size=2><b>Char </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>10/25 </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>10/30 </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>10/15 </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>10 </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>15 </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>12 </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>4</font></td></tr><tr><td align="right"><font size=2>10/20 </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>10 </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>0</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>2/20 </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2/20 </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2/6 </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>4/28 </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>20/90 </font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>20/70 </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>0</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>6"/15" </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2" </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2"/23" </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 9

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">20 </td><td><b><i>Boost: </i></b>Succor Chi Powers 5d6 (standard effect: 15 points), Delayed Return Rate (points return at the rate of 15 per 5 Minutes; +1/4), all Chi powers simultaneously (+2) (81 Active Points); Activation Roll 13- (-3/4), Requires A STR Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -3/4), Concentration (0 DCV; -1/2), Increased Endurance Cost (x2 END; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Only In Heroic Identity (-1/4) </td><td valign="top" align="right">16</td></tr><tr><td align="right" valign="top">12 </td><td>+15 STR (15 Active Points); Only In Heroic Identity (-1/4) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">48 </td><td>+20 DEX (60 Active Points); Only In Heroic Identity (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">8 </td><td>+5 CON (10 Active Points); Only In Heroic Identity (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">8 </td><td>+10 PRE (10 Active Points); Only In Heroic Identity (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">4 </td><td>+5 PD (5 Active Points); Only In Heroic Identity (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">6 </td><td>+7 ED (7 Active Points); Only In Heroic Identity (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">16 </td><td>+2 SPD (20 Active Points); Only In Heroic Identity (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">32 </td><td>+20 REC (40 Active Points); Only In Heroic Identity (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">24 </td><td>+60 END (30 Active Points); Only In Heroic Identity (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">31 </td><td>+39 STUN (39 Active Points); Only In Heroic Identity (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">14 </td><td>Running +9" (6"/15" total) (18 Active Points); Only In Heroic Identity (-1/4) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">8 </td><td>Damage Resistance (10 PD/10 ED) (10 Active Points); Only In Heroic Identity (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">14 </td><td>Leaping +18" (2"/23" forward, 1"/11 1/2" upward) (18 Active Points); Only In Heroic Identity (-1/4) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">17 </td><td><b><i>Kamehameha Strike: </i></b>HKA 4d6 (4d6+1 / 4 1/2d6 w/STR) (vs. ED), AOE Nonselective (24" Line; +3/4) (105 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Activation 11- (-1), Extra Time (Extra Segment, Character May Take No Other Actions, -3/4), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), OIHID (-1/4), Can Be Missile Deflected (-1/4), Incantations (-1/4) </td><td valign="top" align="right">40</td></tr><tr><td align="right" valign="top">12 </td><td>Missile Deflection (Bullets & Shrapnel) (15 Active Points); Only In Heroic Identity (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">12 </td><td><b><i>Personal Energy Aura: </i></b>Force Field (10 PD/10 ED/5 Power Defense), Costs END Only To Activate (+1/4) (31 Active Points); Requires A STR Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -3/4), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; Collateral Damage to area ; -1/2), Only In Heroic Identity (-1/4) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">8 </td><td>Flight 10" (20 Active Points); Requires A CON Roll (-1), Only In Heroic Identity (-1/4), Extra Time (Extra Segment, Only to Activate, -1/4) </td><td valign="top" align="right">2</td></tr></table><b>Powers Cost:</b> 294

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Martial Arts Maneuver</b></td></tr><tr><td valign="top" align="right">5 </td><td>Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 2d6 / 5d6 Strike </td></tr><tr><td valign="top" align="right">5 </td><td>Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 6d6 / 9d6 Strike </td></tr><tr><td valign="top" align="right">3 </td><td>Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 2d6 / 5d6 +v/5, Target Falls </td></tr><tr><td valign="top" align="right">3 </td><td>Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 20 STR / 35 STR for holding on </td></tr><tr><td valign="top" align="right">4 </td><td>Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort </td></tr><tr><td valign="top" align="right">4 </td><td>Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort </td></tr></table><b>Martial Arts Cost:</b> 24

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">3 </td><td>Computer Programming 12- </td></tr><tr><td valign="top" align="right">5 </td><td>Rapid Attack (HTH) </td></tr><tr><td valign="top" align="right">3 </td><td>Systems Operation 12- </td></tr><tr><td valign="top" align="right">3 </td><td>Teamwork 11- (15-) </td></tr><tr><td valign="top" align="right">3 </td><td>Acrobatics 11- (15-) </td></tr><tr><td valign="top" align="right">3 </td><td>Breakfall 11- (15-) </td></tr><tr><td valign="top" align="right">3 </td><td>KS: Computer Network Administration (INT-based) 12- </td></tr></table><b>Skills Cost: </b>23




<table cellpadding="0" border="0"><tr><td align="right"><b>Val </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">20 </td><td>Accidental Change: when angry 14- (Common) </td></tr><tr><td valign="top" align="right">20 </td><td>Enraged: when injured (Common), go 11-, recover 11- </td></tr><tr><td valign="top" align="right">15 </td><td>Social Limitation: Secret Identity Frequently (11-), Major </td></tr><tr><td valign="top" align="right">10 </td><td>Physical Limitation: Must eat 3* normal diet (Frequently, Slightly Impairing) </td></tr><tr><td valign="top" align="right">10 </td><td>Psychological Limitation: Code Against Killing (Common, Moderate) </td></tr><tr><td valign="top" align="right">10 </td><td>Psychological Limitation: Introverted (Common, Moderate) </td></tr><tr><td valign="top" align="right">10 </td><td>Psychological Limitation: Short tempered (Common, Moderate) </td></tr><tr><td valign="top" align="right">10 </td><td>Psychological Limitation: Somber and Melancholy (Common, Moderate) </td></tr><tr><td valign="top" align="right">15 </td><td>Hunted: Villain 11- (As Pow, Harshly Punish) </td></tr><tr><td valign="top" align="right">15 </td><td>Hunted: Villain 11- (As Pow, Harshly Punish) </td></tr><tr><td valign="top" align="right">15 </td><td>Dependent NPC: wife and daughter 11- (Slightly Less Powerful than the PC; Group DNPC: x2 DNPCs) </td></tr></table>
<b>Disadvantage Points:</b> 150
<br>
<b>Base Points:</b> 200
<b>Experience Required:</b> 0
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0
<b>Total Character Cost:</b> 350
<br>
<table width="100%" valign="top"><tr valign="top"><td><b>Height:&nbsp;</b>1.68 m</td><td><b>Hair:&nbsp;</b>Brown</td></tr><tr valign="top"><td><b>Weight:&nbsp;</b>97.00 kg</td><td><b>Eyes:&nbsp;</b>Brown</td></tr><tr valign="top"><span style="font-family: Arial Narrow; font-weight: 700"><td colspan=2><b>Appearance:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Personality:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Quote:</b></td></tr><tr valign="top"><td colspan=2><b>Background:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Powers/Tactics:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Campaign Use:&nbsp;</b></td></tr></table>

On the other hand, I do like the boost. Haven't done his background yet.

Moody Loner
Dec 14th, '04, 06:34 PM
Here's the second character I submitted, which will look familiar to anyone who has been reading the Circle thread. Yeah, I could have just linked there. Screw it.

<font size=+1><b>Tao (Taiji Tu)</b></font>

Player: Moody Loner

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val </b></font></td><td><font size=2><b>Char </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>15/25 </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>15/25 </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>15</font></td></tr><tr><td align="right"><font size=2>15 </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>12 </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>4</font></td></tr><tr><td align="right"><font size=2>15/22 </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>15 </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>10/18 </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>10/26 </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>0</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>3/14 </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>3/14 </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>4/6 </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>15</font></td></tr><tr><td align="right"><font size=2>6/16 </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>30 </font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>28/33 </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>0</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>10"/20" </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>2" </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>3"/5" </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 72

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">9 </td><td><b><i>Thane Servitor Uniform : </i></b>Armor (6 PD/6 ED) (18 Active Points); OIF (Focus: Costume; -1/2), Ablative BODY Only (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">37 </td><td><b><i>Diagram of the Supreme Ultimate: </i></b>Multipower, 75-point reserve, (75 Active Points); all slots OAF Unbreakable (Focus: Mystic Shield; -1) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u </td><td>1) <b><i>Interpose the Unbreakable Shield: </i></b>Force Wall (10 PD/10 ED), Reduced Endurance (0 END; +1/2) (75 Active Points); OAF Unbreakable (Focus: Mystic Shield; -1), No Range (-1/2), Self Only (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">4u </td><td>2) <b><i>Heave It Like a Big Discus: </i></b>Energy Blast 10d6 (vs. PD), Reduced Endurance (0 END; +1/2) (75 Active Points); OAF Unbreakable (Focus: Mystic Shield; -1) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">3u </td><td>3) <b><i>Your Focus is an Illusion: </i></b>Killing Attack - Hand-To-Hand 2d6+1 (3d6 / 3d6+1 w/STR) (vs. ED), Ranged (+1/2), Reduced Endurance (0 END; +1/2) (70 Active Points); OAF Unbreakable (Focus: Mystic Shield; -1) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">3u </td><td>4) <b><i>Interpose the Do of the Mystic Shield with the Way of Your Forehead: </i></b>Hand-To-Hand Attack +7d6, Reduced Endurance (0 END; +1/2), Area Of Effect Accurate (One Hex; +1/2) (70 Active Points); OAF Unbreakable (Focus: Mystic Shield; -1), Hand-To-Hand Attack (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">2u </td><td>5) <b><i>Your Attacks Redirected with Harmony and Grace: </i></b>Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); OAF Unbreakable (Focus: Mystic Shield; -1) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">8 </td><td><b><i>Passed Down From Mother to Daughter, Thane Mystic Enhancement: </i></b>+10 STR (10 Active Points); Only In Heroic Identity (-1/4) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">24 </td><td><b><i>All These Too: </i></b>+10 DEX (30 Active Points); Only In Heroic Identity (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">6 </td><td><b><i>No, I Can't Figure Out Why: </i></b>+7 INT (7 Active Points); Only In Heroic Identity (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">6 </td><td><b><i>Maybe It Was Alone Too Long: </i></b>+8 PRE (8 Active Points); Only In Heroic Identity (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">6 </td><td><b><i>And Got Lonely: </i></b>+16 COM (8 Active Points); Only In Heroic Identity (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2 </td><td><b><i>But We Are Trying to Attribute Human Motivations to an Alien: </i></b>+2 ED; Only In Heroic Identity (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">8 </td><td><b><i>And It Was a Very Long Time Ago: </i></b>+1 SPD (10 Active Points); Only In Heroic Identity (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">13 </td><td><b><i>So I Guess We'll Never Know: </i></b>+8 REC (16 Active Points); Only In Heroic Identity (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">16 </td><td><b><i>Fast, Not Easy: </i></b>Running +10" (10"/20" total) (20 Active Points); Only In Heroic Identity (-1/4) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">8 </td><td><b><i>Trust Your Feelings: Mystic Awareness: </i></b>Spatial Awareness (Unusual Group), Range (27 Active Points); Activation Roll 11- (-1), IAF Unbreakable (-1/2), Concentration (0 DCV; -1/2), Conditional Power Power Only Works In Darkness (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">10 </td><td><b><i>Keeps Coming Back for More: Regeneration: </i></b>Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Only In Heroic Identity (-1/4) </td><td valign="top" align="right">0</td></tr></table><b>Powers Cost:</b> 167

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Martial Arts Maneuver</b></td></tr><tr><td valign="top" align="right">4 </td><td>Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR / 35 STR to Disarm </td></tr><tr><td valign="top" align="right">4 </td><td>Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort </td></tr><tr><td valign="top" align="right">4 </td><td>Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR / 40 STR vs. Grabs </td></tr><tr><td valign="top" align="right">5 </td><td>Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, + 10 STR to Disarm </td></tr><tr><td valign="top" align="right">4 </td><td>Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 30 STR / 40 STR to Disarm </td></tr><tr><td valign="top" align="right">4 </td><td>Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls </td></tr></table><b>Martial Arts Cost:</b> 25

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">2 </td><td>+1 with HTH Combat (5 Active Points); OAF Unbreakable (Focus: Mystic Shield; -1), Only to bounce shield to return Power loses about a fourth of its effectiveness (-1/4) </td></tr><tr><td valign="top" align="right">5 </td><td>Defense Maneuver I-IV (10 Active Points); OAF Unbreakable (Focus: Mystic Shield; -1) </td></tr><tr><td valign="top" align="right">3 </td><td>KS: Chinese History (INT-based) (4 Active Points); IAF Unbreakable (Focus: Mystic Shield; -1/2) 10- </td></tr><tr><td valign="top" align="right">2 </td><td>KS: Arcane And Occult Lore (INT-based) (3 Active Points); IAF Unbreakable (Focus: Mystic Shield; -1/2) 9- </td></tr><tr><td valign="top" align="right">2 </td><td>Tactics 9- (3 Active Points); IAF Unbreakable (Focus: Mystic Shield; -1/2) </td></tr><tr><td valign="top" align="right">3 </td><td>Language: Mandarin (idiomatic; literate) (5 Active Points); Only In Heroic Identity (-1/4) </td></tr><tr><td valign="top" align="right">5 </td><td>Language: Cantonese (idiomatic; literate); Only In Heroic Identity (-1/4) </td></tr><tr><td valign="top" align="right">4 </td><td>Rapid Attack (HTH) (5 Active Points); Only In Heroic Identity (-1/4) </td></tr><tr><td valign="top" align="right">2 </td><td>Acrobatics 12- (14-) (3 Active Points); Only In Heroic Identity (-1/4) </td></tr><tr><td valign="top" align="right">2 </td><td>Breakfall 12- (14-) (3 Active Points); Only In Heroic Identity (-1/4) </td></tr><tr><td valign="top" align="right">2 </td><td>Persuasion 11- (13-) (3 Active Points); Only In Heroic Identity (-1/4) </td></tr><tr><td valign="top" align="right">2 </td><td>Teamwork 12- (14-) (3 Active Points); Only In Heroic Identity (-1/4) </td></tr><tr><td valign="top" align="right">2 </td><td>AK: Chinatown, early 1940's (INT-based) (3 Active Points); Only In Heroic Identity (-1/4) 12- (13-) </td></tr><tr><td valign="top" align="right">2 </td><td>CuK: Chinese-American 1940s (INT-based) (3 Active Points); Only In Heroic Identity (-1/4) 12- (13-) </td></tr><tr><td valign="top" align="right">3 </td><td>Computer Programming 12- (13-) </td></tr><tr><td valign="top" align="right">0 </td><td>AK: Campaign city 8- </td></tr><tr><td valign="top" align="right">0 </td><td>Acting 8- </td></tr><tr><td valign="top" align="right">0 </td><td>Climbing 8- </td></tr><tr><td valign="top" align="right">0 </td><td>Concealment 8- </td></tr><tr><td valign="top" align="right">0 </td><td>Conversation 8- </td></tr><tr><td valign="top" align="right">0 </td><td>Deduction 8- </td></tr><tr><td valign="top" align="right">0 </td><td>Native Language: English (idiomatic; Literate) (4 Active Points) </td></tr><tr><td valign="top" align="right">0 </td><td>PS: Choice (Everyman Skill) 11- </td></tr><tr><td valign="top" align="right">0 </td><td>Paramedics 8- </td></tr><tr><td valign="top" align="right">0 </td><td>Persuasion 8- </td></tr><tr><td valign="top" align="right">0 </td><td>Shadowing 8- </td></tr><tr><td valign="top" align="right">0 </td><td>Stealth 8- </td></tr><tr><td valign="top" align="right">0 </td><td>TF: Small Motorized Ground Vehicles </td></tr></table><b>Skills Cost: </b>41

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">10 </td><td>Money: Wealthy </td></tr><tr><td valign="top" align="right">9 </td><td>Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) 14- </td></tr></table><b>Perks Cost:</b> 19

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">6 </td><td>Combat Luck (3 PD/3 ED) </td></tr><tr><td valign="top" align="right">10 </td><td>Skill Master (+3 with all Skills based on INT) (15 Active Points); IAF Unbreakable (Focus: Mystic Shield; -1/2) </td></tr><tr><td valign="top" align="right">10 </td><td>Skill Master (+3 with all Skills based on DEX) (15 Active Points); IAF Unbreakable (Focus: Mystic Shield; -1/2) </td></tr></table><b>Talents Cost:</b> 26


<table cellpadding="0" border="0"><tr><td align="right"><b>Val </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">20 </td><td>Vengeance is Mine: Social Limitation: Harmful Secret: Killed Yakuza Oyabun (Frequently, Severe) </td></tr><tr><td valign="top" align="right">20 </td><td>Endless Cycle of Violence: Hunted: Yakuza 11- (As Pow, NCI, Harshly Punish) </td></tr><tr><td valign="top" align="right">20 </td><td>The Most Obvious Vulnerability: Dependent NPC: Tracy and Robert Karlson, Wife and Son 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs) </td></tr><tr><td valign="top" align="right">15 </td><td>If My Wife Finds Out I'm Being Another Woman...:Social Limitation: Secret Identity: Nick Karlson Frequently (11-), Major </td></tr><tr><td valign="top" align="right">15 </td><td>The Devil You Don't Know: Hunted: 8- (Mo Pow, Capture) </td></tr><tr><td valign="top" align="right">10 </td><td>Never Again: Psychological Limitation: Code Against Killing (Common, Moderate) </td></tr><tr><td valign="top" align="right">10 </td><td>Here to Protect My People: Psychological Limitation: Overprotective of women and Chinese (Common, Moderate) </td></tr><tr><td valign="top" align="right">10 </td><td>Losing the Magic: Accidental Change: when successfully Drained, Transferred, etc. with Magic/Mystic Special Effect 11- (Uncommon) </td></tr><tr><td valign="top" align="right">10 </td><td>Evil Must be Punished: Psychological Limitation: Vengeful (Uncommon, Strong) </td></tr><tr><td valign="top" align="right">10 </td><td>Like a Sitcom in My Head: Psychological Limitation: Personalities Clash (Common, Moderate) </td></tr><tr><td valign="top" align="right">10 </td><td>Envy the Power: Hunted: DEMON 8- (As Pow, Harshly Punish) </td></tr><tr><td valign="top" align="right">5 </td><td>Yeah, We're Gonna Sneak Up on that MORBANE: Distinctive Features: Thane Magical Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures) </td></tr><tr><td valign="top" align="right">0 </td><td>Jonesing for the Heroine: Dependence: changing to Tao Weakness: -3 To Characteristic Rolls and related rolls per time increment (Very Common, 6 Hours) </td></tr></table>
<b>Disadvantage Points:</b> 155
<br>
<b>Base Points:</b> 200
<b>Experience Required:</b> 0
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0
<b>Total Character Cost:</b> 350
<br>
<table width="100%" valign="top"><tr valign="top"><td><b>Height:&nbsp;</b>1.65 m</td><td><b>Hair:&nbsp;</b>Black</td></tr><tr valign="top"><td><b>Weight:&nbsp;</b>52.00 kg</td><td><b>Eyes:&nbsp;</b>Black</td></tr><tr valign="top"><span style="font-family: Arial Narrow; font-weight: 700"><td colspan=2><b>Appearance:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Personality:&nbsp;</b>Nick's motivation at this point is the addiction the mystic shield has implanted. He cannot go too long without changing to Chang Jia Li, or he suffers trembling and debilitating weakness. He's noticed that he's becoming stronger and faster as well, and is worried that the shield is gradually making the change to Tao permanent.</td></tr><tr valign="top"><td colspan=2><b>Quote:</b>Nick: "Someone else will take care of this. I hope. Ahh, dammit, okay, I'll be...umm...back in a minute"<br>Jia Li: "No, it's pronounced...oh, never mind."</td></tr><tr valign="top"><td colspan=2><b>Background:&nbsp;</b>Nick Karlson wishes he'd never found the shield.<br> <br>It's happened so often it's a cliche. You're out hiking in the wilderness, or working on the archeological dig, and you happen to stumble across the mystic artifact that grants you the power to fight Evil.<br><br>Naturally there's the scene where the mystic guardian/ancestor spirits/aged sensei explains the powers and responsibilities and shows you how to call on the powers of Captain Whatever, but then you can go on to the good part, kicking ass and getting your name in the papers, right?<br><br>Well, not for Nick. <br><br>There have been benefits. Nick Karlson, despite never having had any formal study in the subject, is now reckoned one of the world's top experts on Chinese history and culture, thanks to the ancestor spirits in the shield. His textbooks and novels have enabled him to support his family while quitting his dead-end job in technical support, and in fact have made his family independently wealthy.<br><br>There are the secrets no Westerner knows, about the secret branch of the Chang family who have passed down the uniform and shield, mother to daughter, since a Thane observer first augmented a Chinese peasant woman with his mystic powers and provided her with a servitor uniform and an enchanted sorvak'kall fighting shield millenia ago. How the Taiji Tu came to the United States in the 1800's to guide and protect her people in the West. And, how the last wielder, now calling herself Tao, fought mystic threats and Bundist saboteurs in the thirties and forties.<br><br>There is the story of her forbidden love affair with a Japanese man, their wedding against the wishes of both families, and his internment as an enemy alien while his uncle, a sorceror in the service of the Yakuza, lured Tao to the wilderness, murdered her, and left her in a shallow grave.<br><br>There is the price for his wealth and knowledge, as the Diagram of the Supreme Ultimate transforms him, and Chang Jia Li resumes her mission:to protect her people from the mystic threats of ancient China and modern America.</td></tr><tr valign="top"><td colspan=2><b>Powers/Tactics:&nbsp;</b>Well, Captain America, kind of. Not exactly the leader-type at this point in her career, Tao will attack enemy blasters, reflecting their attacks back at them or at tougher opponents to soften them up. She attempts to disarm or destroy enemy Foci, and trip enemy Bricks at range. Martial Artists get a shield-bash.</td></tr><tr valign="top"><td colspan=2><b>Campaign Use:&nbsp;</b></td></tr></table>

I like Tao. Hope that this one gets picked, but there are three more to go .

Moody Loner
Dec 14th, '04, 06:53 PM
This am not third character for campaign.

<font size=+1><b>Bizarro</b></font>

Player: Moody Loner

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val  </b></font></td><td><font size=2><b>Char   </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>70  </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>15  </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>30  </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>16  </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>5  </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>-5</font></td></tr><tr><td align="right"><font size=2>5  </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>-10</font></td></tr><tr><td align="right"><font size=2>8  </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>-2</font></td></tr><tr><td align="right"><font size=2>6  </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>-2</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>24  </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>16  </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>5  </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>20  </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>60  </font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>66  </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>0</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>20"  </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>28</font></td></tr><tr><td align="right"><font size=2>2"  </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>20"  </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>6</font></td></tr></table><b>Characteristics Cost:</b> 15

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost  </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">48  </td><td>+60 STR (60 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not around kryptonite; -1/4) </td><td valign="top" align="right">6</td></tr><tr><td align="right" valign="top">12  </td><td>+5 DEX (15 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not around kryptonite; -1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">32  </td><td>+20 CON (40 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not around kryptonite; -1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">10  </td><td>+6 BODY (12 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not around kryptonite; -1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">24  </td><td>+3 SPD (30 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not around kryptonite; -1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">18  </td><td><b><i>Now Me Am Smart: </i></b>Variable Power Pool, 15 base + 3 control cost, (22 Active Points); all slots Only for INT skills Power loses about half of its effectiveness (-1) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">30  </td><td>Flight 15" </td><td valign="top" align="right">3</td></tr><tr><td align="right" valign="top">20  </td><td><b><i>Heat Vision: </i></b>Killing Attack - Ranged 2d6 (vs. ED) (30 Active Points); No Knockback (-1/4), Concentration (1/2 DCV; -1/4) </td><td valign="top" align="right">3</td></tr><tr><td align="right" valign="top">37  </td><td>Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">15  </td><td>Energy Damage Reduction, Resistant, 25% </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">15  </td><td>Physical Damage Reduction, Resistant, 25% </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">14  </td><td><b><i>+50% Energy Damage Reduction, Resistant: </i></b>Custom Power (25 Active Points); Limited Power Power loses about a third of its effectiveness (Not vs. Magic/Mystic special effect; -1/2), Limited Power: Not against kryptonite Power loses about a fourth of its effectiveness (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">14  </td><td><b><i>+50% Physical Damage Reduction, Resistant: </i></b>Custom Power (25 Active Points); Limited Power Power loses about a third of its effectiveness (Not vs. Magic/Mystic special effect; -1/2), Limited Power: Not against kryptonite Power loses about a fourth of its effectiveness (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">23  </td><td>Absorption 4d6 (standard effect: 12 points) (physical, BODY, STUN, END, Absorption Cap), [four powers] simultaneously (+1) (40 Active Points); Only Restores To Starting Values (-1/2), Limited Power: Not against kryptonite Power loses about a fourth of its effectiveness (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">23  </td><td>Absorption 4d6 (standard effect: 12 points) (energy, BODY, STUN, END, Absorption Cap), [four powers] simultaneously (+1) (40 Active Points); Only Restores To Starting Values (-1/2), Limited Power: Not against kryptonite Power loses about a fourth of its effectiveness (-1/4) </td><td valign="top" align="right">0</td></tr></table><b>Powers Cost:</b> 335


<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">0  </td><td>AK: Home country or region 8- </td></tr><tr><td valign="top" align="right">0  </td><td>Acting 8- </td></tr><tr><td valign="top" align="right">0  </td><td>Climbing 8- </td></tr><tr><td valign="top" align="right">0  </td><td>Concealment 8- </td></tr><tr><td valign="top" align="right">0  </td><td>Conversation 8- </td></tr><tr><td valign="top" align="right">0  </td><td>Deduction 8- </td></tr><tr><td valign="top" align="right">0  </td><td>Native Language (idiomatic; Literate) (4 Active Points) </td></tr><tr><td valign="top" align="right">0  </td><td>PS: Choice (Everyman Skill) 11- </td></tr><tr><td valign="top" align="right">0  </td><td>Paramedics 8- </td></tr><tr><td valign="top" align="right">0  </td><td>Persuasion 8- </td></tr><tr><td valign="top" align="right">0  </td><td>Shadowing 8- </td></tr><tr><td valign="top" align="right">0  </td><td>Stealth 8- </td></tr><tr><td valign="top" align="right">0  </td><td>TF: Small Motorized Ground Vehicles  </td></tr></table><b>Skills Cost: </b>0




<table cellpadding="0" border="0"><tr><td align="right"><b>Val  </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">10  </td><td>Distinctive Features: Chalk-white Shambling Parody of Superman (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) </td></tr><tr><td valign="top" align="right">10  </td><td>Vulnerability: 2 x STUN Blue Kryptonite (Uncommon) </td></tr><tr><td valign="top" align="right">10  </td><td>Vulnerability: 2 x BODY Blue Kryptonite (Uncommon) </td></tr><tr><td valign="top" align="right">30  </td><td>Susceptibility: Blue Kryptonite, 3d6 damage per Segment (Uncommon) </td></tr><tr><td valign="top" align="right">10  </td><td>Reputation: Stupid: , 11- </td></tr><tr><td valign="top" align="right">15  </td><td>Enraged: when takes BODY (Common), go 11-, recover 14- </td></tr><tr><td valign="top" align="right">15  </td><td>Psychological Limitation: Overconfident (Very Common, Moderate) </td></tr><tr><td valign="top" align="right">10  </td><td>Physical Limitation: Bizarro Speak: (Frequently, Slightly Impairing) </td></tr><tr><td valign="top" align="right">20  </td><td>Vulnerability: 2 x STUN Magic/Mystic (Common) </td></tr><tr><td valign="top" align="right">20  </td><td>Vulnerability: 2 x Effect Magic/Mystic (Common) </td></tr></table>
<b>Disadvantage Points:</b> 150
<br>
<b>Base Points:</b> 200
<b>Experience Required:</b> 0
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0
<b>Total Character Cost:</b> 350
<br>
<table width="100%" valign="top"><tr valign="top"><td><b>Height:&nbsp;</b>1.98 m</td><td><b>Hair:&nbsp;</b>Black</td></tr><tr valign="top"><td><b>Weight:&nbsp;</b>99.00 kg</td><td><b>Eyes:&nbsp;</b>Black</td></tr><tr valign="top"><span style="font-family: Arial Narrow; font-weight: 700"><td colspan=2><b>Appearance:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Personality:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Quote:</b></td></tr><tr valign="top"><td colspan=2><b>Background:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Powers/Tactics:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Campaign Use:&nbsp;</b></td></tr></table>

Managed to get the "White Knight" defense, or a version of it at least, on a 350 point character :)

Moody Loner
Dec 14th, '04, 07:20 PM
Here's the fourth character. I see him as kind of a Victorian watchmaker, although I haven't written his background yet.

<font size=+1><b>Watchman</b></font>

Player: Moody Loner

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val  </b></font></td><td><font size=2><b>Char   </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>10/25  </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>0</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>2/17  </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2/17  </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2/9  </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>4/34  </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>20/100  </font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>20  </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>0</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>6"  </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2"  </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2"  </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 0

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost  </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">43  </td><td>Flight 30", x4 Noncombat, Reduced Endurance (0 END; +1/2) (97 Active Points); OAF (Focus: Watch; -1), Only In Contact With A Surface (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">31  </td><td>Hand-To-Hand Attack +10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Hand-To-Hand Attack (-1/2), IAF (Focus: Watch; -1/2) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">30  </td><td>+6 SPD (60 Active Points); OAF (Focus: Watch; -1) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">30  </td><td>+30 REC (60 Active Points); OAF (Focus: Watch; -1) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">27  </td><td><b><i>Stasis Field Watch: </i></b>Extra-Dimensional Movement (Single Point in Time: 20 Minutes into the Future), Area Of Effect (One Hex; +1/2), Usable As Attack (+1) (100 Active Points); 2 Charges (-1 1/2), OAF Fragile (Focus: Time-Grenade Watch; -1 1/4) </td><td valign="top" align="right">[2]</td></tr><tr><td align="right" valign="top">27  </td><td>Invisibility to Sight, Hearing, Mental, Radio and Smell/Taste Groups , Reduced Endurance (0 END; +1/2) (60 Active Points); OAF (-1), Limited Power Power loses about a fourth of its effectiveness (Only when moving; -1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">27  </td><td>Killing Attack - Ranged 2 1/2d6 (vs. ED), Reduced Endurance (0 END; +1/2) (60 Active Points); OAF (Focus: Flashlight; -1), Reduced By Range (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">22  </td><td>+15 DEX (45 Active Points); OAF (Focus: Watch; -1) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">20  </td><td>+80 END (40 Active Points); OAF (Focus: Watch; -1) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">20  </td><td>Armor (15 PD/15 ED) (45 Active Points); OAF (Focus: Watch; -1), Limited Power Power loses about a fourth of its effectiveness (Only when moving; -1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">20  </td><td>+8 with HTH Combat (40 Active Points); OAF (Focus: Watch; -1) </td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 297

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Martial Arts Maneuver</b></td></tr><tr><td valign="top" align="right">5  </td><td>Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove </td></tr></table><b>Martial Arts Cost:</b> 5

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">16  </td><td>+4 with all non-combat Skills (32 Active Points); OAF (Focus: Watch; -1) </td></tr><tr><td valign="top" align="right">1  </td><td>Combat Piloting 9- (3 Active Points); OAF (Focus: Watch; -1) </td></tr><tr><td valign="top" align="right">1  </td><td>Acrobatics 9- (3 Active Points); OAF (Focus: Watch; -1) </td></tr><tr><td valign="top" align="right">1  </td><td>Breakfall 9- (3 Active Points); OAF (Focus: Watch; -1) </td></tr><tr><td valign="top" align="right">5  </td><td>SS: Temporal Engineering (INT-based) 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Lockpicking 11- (14-) </td></tr><tr><td valign="top" align="right">3  </td><td>Mechanics 11- </td></tr><tr><td valign="top" align="right">2  </td><td>Navigation (Land) 11- </td></tr><tr><td valign="top" align="right">2  </td><td>Power (Time Manipulation Tricks) (DEX-based) 10- (5 Active Points); OAF (Focus: Watch; -1) </td></tr><tr><td valign="top" align="right">12  </td><td>+5 with a group of similar Skills (25 Active Points); OAF (Focus: Watch; -1) </td></tr><tr><td valign="top" align="right">2  </td><td>Rapid Attack (HTH) (5 Active Points); OAF (Focus: Watch; -1) </td></tr><tr><td valign="top" align="right">0  </td><td>AK: Home country or region 8- </td></tr><tr><td valign="top" align="right">0  </td><td>Acting 8- </td></tr><tr><td valign="top" align="right">0  </td><td>Climbing 8- </td></tr><tr><td valign="top" align="right">0  </td><td>Concealment 8- </td></tr><tr><td valign="top" align="right">0  </td><td>Conversation 8- </td></tr><tr><td valign="top" align="right">0  </td><td>Native Language (idiomatic; Literate) (4 Active Points) </td></tr><tr><td valign="top" align="right">0  </td><td>PS: Clockmaker (Everyman Skill) 11- </td></tr><tr><td valign="top" align="right">0  </td><td>Paramedics 8- </td></tr><tr><td valign="top" align="right">0  </td><td>Persuasion 8- </td></tr><tr><td valign="top" align="right">0  </td><td>Shadowing 8- </td></tr><tr><td valign="top" align="right">0  </td><td>Stealth 8- </td></tr><tr><td valign="top" align="right">0  </td><td>TF: Small Motorized Ground Vehicles  </td></tr></table><b>Skills Cost: </b>48




<table cellpadding="0" border="0"><tr><td align="right"><b>Val  </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">15  </td><td>Social Limitation: Secret Identity Frequently (11-), Major </td></tr><tr><td valign="top" align="right">15  </td><td>Psychological Limitation: Cant resist mechanical devices (Common, Strong) </td></tr><tr><td valign="top" align="right">15  </td><td>Psychological Limitation: Seclusive (Common, Strong) </td></tr><tr><td valign="top" align="right">25  </td><td>Susceptibility: in Strong Magnetic Fields, 3d6 damage per Phase (Uncommon) </td></tr><tr><td valign="top" align="right">20  </td><td>Dependent NPC: Current SO 11- (Incompetent) </td></tr><tr><td valign="top" align="right">15  </td><td>Hunted: Villain 11- (As Pow, Harshly Punish) </td></tr><tr><td valign="top" align="right">20  </td><td>Hunted: Villain organization 8- (Mo Pow, NCI, Harshly Punish) </td></tr><tr><td valign="top" align="right">10  </td><td>Vulnerability: 2 x Effect Dimensional Manipulation (Uncommon) </td></tr><tr><td valign="top" align="right">15  </td><td>Hunted: Villain 8- (Mo Pow, Harshly Punish) </td></tr></table>
<b>Disadvantage Points:</b> 150
<br>
<b>Base Points:</b> 200
<b>Experience Required:</b> 0
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0
<b>Total Character Cost:</b> 350
<br>
<table width="100%" valign="top"><tr valign="top"><td><b>Height:&nbsp;</b>1.73 m</td><td><b>Hair:&nbsp;</b>Black</td></tr><tr valign="top"><td><b>Weight:&nbsp;</b>100.00 kg</td><td><b>Eyes:&nbsp;</b>Blue</td></tr><tr valign="top"><span style="font-family: Arial Narrow; font-weight: 700"><td colspan=2><b>Appearance:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Personality:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Quote:</b></td></tr><tr valign="top"><td colspan=2><b>Background:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Powers/Tactics:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Campaign Use:&nbsp;</b></td></tr></table>

bblackmoor
Dec 14th, '04, 07:26 PM
How do you envision the Statis Field Watch working, in the game? The character vanishes and re-appears 20 minutes later?

Moody Loner
Dec 14th, '04, 08:16 PM
No.The character is frozen for twenty minutes, or unless the Focus is destroyed.
The target can't be affected in any way unless the Focus is destroyed, and doesn't notice any time passing.

Moody Loner
Dec 14th, '04, 08:44 PM
Okay, here's the fifth character. He's the most complex, so I saved him for last.

[EDIT]: Dammit, just noticed he doesn't have Demolitions. Crap.
<font size=+1><b>Nyarlathotep</b></font>

Player: Moody Loner

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val </b></font></td><td><font size=2><b>Char </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>15 </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>20 </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>30</font></td></tr><tr><td align="right"><font size=2>15 </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>15 </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>25 </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>15</font></td></tr><tr><td align="right"><font size=2>15 </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>15 </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>10 </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>0</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>3/8 </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>3/8 </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>6 </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>30</font></td></tr><tr><td align="right"><font size=2>10 </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>30 </font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>31 </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>0</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>6" </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2" </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>3" </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 123

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">20 </td><td>Multiform (350 Character Points in the most expensive form) (x4 Number Of Forms) (80 Active Points); Personality Loss First Roll After 1 Hour (-1), Activation Roll 14- (-1/2), Costs Endurance (Only To Change; -1/2), Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4) </td><td valign="top" align="right">16</td></tr><tr><td align="right" valign="top">8 </td><td><b><i>Pieceing together the Crime: </i></b>Retrocognitive Clairsentience (Sight Group) (40 Active Points); Extra Time (20 Minutes, Character May Take No Other Actions, Must actually study the scene of the crime; -2 3/4), Requires A Skill Roll And A Skill Roll (RSR Skill is subject to Skill vs. Skill contests; Requires Skill Rolls in Forensics and Criminology; -1) </td><td valign="top" align="right">4</td></tr><tr><td align="right" valign="top">10 </td><td><b><i>Manhunting: </i></b>Mind Scan 8d6 (Human class of minds), +5 ECV (50 Active Points); Character Cannot Attack Through Link (-1 1/2), Extra Time (1 Hour, Only to Activate, -1 1/2), Requires A Skill Roll (Requires Skill Rolls in Criminology or Criminal Psychology; -1/2), Does Not Provide Mental Awareness (-1/4) </td><td valign="top" align="right">5</td></tr><tr><td align="right" valign="top">7 </td><td><b><i>Armored Costume: </i></b>Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2), Ablative BODY Only (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">20 </td><td><b><i>Utility Belt: </i></b>Multipower, 30-point reserve, (30 Active Points); OIF (-1/2) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u </td><td>1) <b><i>Advanced Lockpicking tools: </i></b>+2 with Lockpicking (4 Active Points); OIF (-1/2) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u </td><td>2) <b><i>Billy Club: </i></b>Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">1u </td><td>3) <b><i>Bomb Defusing Kit: </i></b>+2 with Demolitions (4 Active Points); OAF (-1), Only to defuse bombs Power loses about a fourth of its effectiveness (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u </td><td>4) <b><i>Boomerang: </i></b>Energy Blast 4d6 (vs. PD), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">1u </td><td>5) <b><i>Calculator: </i></b>Lightning Calculator (3 Active Points); OAF (-1) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u </td><td>6) <b><i>Crime Scene Kit: </i></b>+3 with any three related Skills: Forensics, Criminology, Deduction (9 Active Points); OAF (-1), 8 Charges (-1/2) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u </td><td>7) <b><i>Emergency Glider Cape: </i></b>Gliding 10" (10 Active Points); OAF (-1) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">1u </td><td>8) <b><i>Fear Darts: </i></b>Drain PRE 2d6 (standard effect: 6 points), Ranged (+1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Locations Power loses about a fourth of its effectiveness (-1/4) </td><td valign="top" align="right">[6]</td></tr><tr><td align="right" valign="top">1u </td><td>9) <b><i>Flashlight: </i></b>Sight Group Images 1" radius, 1 Continuing Fuel Charge lasting 1 Hour (refeuled by recharging; +0) (10 Active Points); OAF (-1), Only To Create Light (-1), Limited Range 10" (-1/4) </td><td valign="top" align="right">[1 cc]</td></tr><tr><td align="right" valign="top">1u </td><td>10) <b><i>Flash Pellets: </i></b>Sight Group Flash 4d6 (20 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) </td><td valign="top" align="right">[6]</td></tr><tr><td align="right" valign="top">1u </td><td>11) <b><i>Freeze Gas: </i></b>Minor Transform 3d6 (normal object to frozen stiff object, item thawing out) (30 Active Points); OAF (-1), 4 Charges (-1) </td><td valign="top" align="right">[4]</td></tr><tr><td align="right" valign="top">1u </td><td>12) <b><i>Grapple Gun: </i></b>Flight 10", Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Levitation (-1/2), Limited Power Power loses about a fourth of its effectiveness (Only with solid surface within 10" above character; -1/4), no Noncombat movement (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">1u </td><td>13) <b><i>Laser Torch: </i></b>Killing Attack - Ranged 1 point (vs. ED), Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Armor Piercing (x2; +1) (15 Active Points); OAF (-1), No Range (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">1u </td><td>14) <b><i>Medikit: </i></b>+2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u </td><td>15) <b><i>Miniature Climbing Rig: </i></b>+2 with Climbing (4 Active Points); OAF (-1) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u </td><td>16) <b><i>Mini-Bolos: </i></b>Entangle 3d6, 3 DEF (30 Active Points); 3 Charges (-1 1/4), OAF (-1) </td><td valign="top" align="right">[3]</td></tr><tr><td align="right" valign="top">1u </td><td>17) <b><i>Mini-camera: </i></b>Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only Power loses about a third of its effectiveness (-1/2) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u </td><td>18) <b><i>Mini-Console: </i></b>High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">1u </td><td>19) <b><i>Mini-Radios: </i></b>Mind Link , Human class of minds, One Specific Mind, Number of Minds (x4) (15 Active Points); OAF (-1), Only With Others Who Have Mind Link (-1), Affected as Hearing and Radio Groups, not Mental Group Power loses about a fourth of its effectiveness (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">1u </td><td>20) <b><i>Mini-Recorder: </i></b>Eidetic Memory (5 Active Points); OAF (-1), Sound Only Power loses about a third of its effectiveness (-1/2) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u </td><td>21) <b><i>Nightsight Monocular: </i></b>Infrared Perception (Sight Group), +6 to PER Roll (11 Active Points); OAF (-1) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">1u </td><td>22) <b><i>Painkillers: </i></b>Physical and Energy Damage Reduction, Resistant, 25%, 2 Continuing Charges lasting 1 Hour each (+0) (15 Active Points); OAF (-1) </td><td valign="top" align="right">[2 cc]</td></tr><tr><td align="right" valign="top">1u </td><td>23) <b><i>Paint Tag Bomb: </i></b>Cosmetic Transform 4d6 (standard effect: 12 points) (person into brightly colored person, Washing with vinegar), Partial Transform (+1/2) (30 Active Points); OAF (-1), 4 Charges (-1), Range Based On Strength (-1/4) </td><td valign="top" align="right">[4]</td></tr><tr><td align="right" valign="top">1u </td><td>24) <b><i>Parabolic Mini-Mike: </i></b>+6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">1u </td><td>25) <b><i>Rebreather: </i></b>Life Support (Expanded Breathing), 1 Continuing Fuel Charge lasting 1 Hour (+0) (5 Active Points); OAF (-1) </td><td valign="top" align="right">[1 cc]</td></tr><tr><td align="right" valign="top">1u </td><td>26) <b><i>Security Systems Analyzer: </i></b>+2 with Security Systems (4 Active Points); OAF (-1) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u </td><td>27) <b><i>Sleep Gas Pellets: </i></b>Energy Blast 3d6 (standard effect: 9 STUN) (vs. ED), No Normal Defense (Life support (self contained breathing) or appropriate Immunity; +1) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) </td><td valign="top" align="right">[6]</td></tr><tr><td align="right" valign="top">1u </td><td>28) <b><i>Smoke Pellets: </i></b>Darkness to Sight Group 3" radius (30 Active Points); OAF (-1), 8 Charges (-1/2), Range Based On Strength (-1/4) </td><td valign="top" align="right">[8]</td></tr><tr><td align="right" valign="top">1u </td><td>29) <b><i>Swingline: </i></b>Swinging 10", Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">1u </td><td>30) <b><i>Thermite Pellets I: </i></b>Killing Attack - Ranged 1d6 (vs. ED), Armor Piercing (+1/2), Explosion (+1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) </td><td valign="top" align="right">[6]</td></tr><tr><td align="right" valign="top">1u </td><td>31) <b><i>Thermite Pellets II: </i></b>Killing Attack - Ranged 1d6 (vs. ED), Continuous (+1) (30 Active Points); OAF (-1), Range Based On Strength (-1/4), 6 Continuing Charges lasting 1 Turn each (-1/4) </td><td valign="top" align="right">[6 cc]</td></tr><tr><td align="right" valign="top">1u </td><td>32) <b><i>Throwing Blades: </i></b>Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR) (vs. PD), Autofire (3 shots; +1/4), Range Based On STR (+1/4), Armor Piercing (+1/2) (20 Active Points); OAF (-1), 6 Recoverable Charges (-1/4) </td><td valign="top" align="right">[6 rc]</td></tr><tr><td align="right" valign="top">1u </td><td>33) <b><i>Vertigo darts: </i></b>Drain DEX 2d6, Ranged (+1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Locations Power loses about a fourth of its effectiveness (-1/4) </td><td valign="top" align="right">[6]</td></tr><tr><td align="right" valign="top">1u </td><td>34) <b><i>Weakness darts: </i></b>Drain STR 2d6, Ranged (+1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Locations Power loses about a fourth of its effectiveness (-1/4) </td><td valign="top" align="right">[6]</td></tr></table><b>Powers Cost:</b> 99

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Martial Arts Maneuver</b></td></tr><tr><td valign="top" align="right">5 </td><td>Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 3d6 Strike </td></tr><tr><td valign="top" align="right">5 </td><td>Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike </td></tr><tr><td valign="top" align="right">4 </td><td>Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort </td></tr><tr><td valign="top" align="right">3 </td><td>Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls </td></tr><tr><td valign="top" align="right">4 </td><td>Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort </td></tr><tr><td valign="top" align="right">3 </td><td>Takedown: 1/2 Phase, +1 OCV, +1 DCV, 3d6 Strike; Target Falls </td></tr><tr><td valign="top" align="right"> </td><td> </td></tr><tr><td valign="top" align="right">4 </td><td>Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC </td></tr><tr><td valign="top" align="right">4 </td><td>Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 30 STR to Disarm </td></tr><tr><td valign="top" align="right">3 </td><td>Weapon Element: Boomerangs and Throwing Clubs, Clubs, Thrown Knives, Axes, and Darts </td></tr></table><b>Martial Arts Cost:</b> 35

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">3 </td><td>Criminology 14- </td></tr><tr><td valign="top" align="right">3 </td><td>Forensics 14- </td></tr><tr><td valign="top" align="right">3 </td><td>Deduction 14- </td></tr><tr><td valign="top" align="right">3 </td><td>Shadowing 14- </td></tr><tr><td valign="top" align="right">3 </td><td>Stealth 13- </td></tr><tr><td valign="top" align="right">3 </td><td>Streetwise 12- </td></tr><tr><td valign="top" align="right">3 </td><td>Lockpicking 13- </td></tr><tr><td valign="top" align="right">3 </td><td>Security Systems 14- </td></tr><tr><td valign="top" align="right">3 </td><td>Climbing 13- </td></tr><tr><td valign="top" align="right">3 </td><td>Paramedics 14- </td></tr><tr><td valign="top" align="right">10 </td><td>+2 with HTH Combat </td></tr><tr><td valign="top" align="right">3 </td><td>+1 with Martial Maneuvers </td></tr><tr><td valign="top" align="right">3 </td><td>Combat Driving 13- </td></tr><tr><td valign="top" align="right">0 </td><td>AK: Home country or region 8- </td></tr><tr><td valign="top" align="right">0 </td><td>Acting 8- </td></tr><tr><td valign="top" align="right">0 </td><td>Concealment 8- </td></tr><tr><td valign="top" align="right">0 </td><td>Conversation 8- </td></tr><tr><td valign="top" align="right">0 </td><td>Native Language (idiomatic; Literate) (4 Active Points) </td></tr><tr><td valign="top" align="right">0 </td><td>PS: Choice (Everyman Skill) 11- </td></tr><tr><td valign="top" align="right">0 </td><td>Persuasion 8- </td></tr><tr><td valign="top" align="right">0 </td><td>TF: Small Motorized Ground Vehicles </td></tr></table><b>Skills Cost: </b>46

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">15 </td><td>Money: Filthy Rich </td></tr><tr><td valign="top" align="right">22 </td><td>Vehicles & Bases </td></tr><tr><td valign="top" align="right">10 </td><td>Contact: Police Chief (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) 14- </td></tr></table><b>Perks Cost:</b> 47



<table cellpadding="0" border="0"><tr><td align="right"><b>Val </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">15 </td><td>Social Limitation: Secret Identity Frequently (11-), Major </td></tr><tr><td valign="top" align="right">10 </td><td>Psychological Limitation: Code Against Killing (Common, Moderate) </td></tr><tr><td valign="top" align="right">15 </td><td>Psychological Limitation: Seclusive (Common, Strong) </td></tr><tr><td valign="top" align="right">15 </td><td>Hunted: Criminal Organization 11- (As Pow, Harshly Punish) </td></tr><tr><td valign="top" align="right">10 </td><td>Hunted: Villain 8- (As Pow, Harshly Punish) </td></tr><tr><td valign="top" align="right">10 </td><td>Accidental Change: when damaged by magical attack 11- (Uncommon) </td></tr><tr><td valign="top" align="right">15 </td><td>Hunted: Underworld Figure 11- (As Pow, Harshly Punish) </td></tr><tr><td valign="top" align="right">10 </td><td>Psychological Limitation: Brooding (Common, Moderate) </td></tr><tr><td valign="top" align="right">10 </td><td>Psychological Limitation: Introverted (Common, Moderate) </td></tr><tr><td valign="top" align="right">20 </td><td>Susceptibility: while on holy ground, 3d6 damage per Turn (Uncommon) </td></tr><tr><td valign="top" align="right">15 </td><td>Susceptibility: Holy Water, 1d6 damage per Phase (Uncommon) </td></tr><tr><td valign="top" align="right">5 </td><td>Physical Limitation: Cant carry a tune in a bucket (Infrequently, Slightly Impairing) </td></tr></table>
<b>Disadvantage Points:</b> 150
<br>
<b>Base Points:</b> 200
<b>Experience Required:</b> 0
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0
<b>Total Character Cost:</b> 350
<br>
<table width="100%" valign="top"><tr valign="top"><td><b>Height:&nbsp;</b>1.80 m</td><td><b>Hair:&nbsp;</b>Black</td></tr><tr valign="top"><td><b>Weight:&nbsp;</b>100.00 kg</td><td><b>Eyes:&nbsp;</b>Brown</td></tr><tr valign="top"><span style="font-family: Arial Narrow; font-weight: 700"><td colspan=2><b>Appearance:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Personality:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Quote:</b>"Criminals are a cowardly, superstitious lot. Especially after I'm through with them."</td></tr><tr valign="top"><td colspan=2><b>Background:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Powers/Tactics:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Campaign Use:&nbsp;</b></td></tr></table>

<font size=+1><b>Howler in the Woods</b></font>

Player:

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val </b></font></td><td><font size=2><b>Char </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>55 </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>10 </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>35 </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>50</font></td></tr><tr><td align="right"><font size=2>39 </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>40</font></td></tr><tr><td align="right"><font size=2>5 </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>-5</font></td></tr><tr><td align="right"><font size=2>15 </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>35 </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>3 </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>-3</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>40 </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>29</font></td></tr><tr><td align="right"><font size=2>38 </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>31</font></td></tr><tr><td align="right"><font size=2>4 </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>20</font></td></tr><tr><td align="right"><font size=2>19 </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>70 </font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>94 </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>0</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>10" </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>3" </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>1</font></td></tr><tr><td align="right"><font size=2>6" </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>-5</font></td></tr></table><b>Characteristics Cost:</b> 183

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">5 </td><td>Extra Limbs (3), Inherent (+1/4) (6 Active Points); Limited Manipulation (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">45 </td><td>+45 STR </td><td valign="top" align="right">4</td></tr><tr><td align="right" valign="top">18 </td><td>+9 BODY </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">9 </td><td>+9 STUN </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">18 </td><td>Knockback Resistance -9" </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">18 </td><td>Stretching 4", Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (45 Active Points); Limited Power: Only to Extend Reach Power loses about half of its effectiveness (-1), Always On (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">10 </td><td>+20 PRE (20 Active Points); Limited Power Power loses about half of its effectiveness (Only for Presence attacks causing fear; -1) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">20 </td><td>Damage Resistance (20 PD/20 ED) </td><td valign="top" align="right">0</td></tr></table><b>Powers Cost:</b> 143


<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">24 </td><td>+8 with any three maneuvers or a tight group of attacks </td></tr></table><b>Skills Cost: </b>24




<b>Total Character Cost:</b> 350

<table cellpadding="0" border="0"><tr><td align="right"><b>Val </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">10 </td><td>Physical Limitation: Alien Physique (Infrequently, Greatly Impairing) </td></tr><tr><td valign="top" align="right">10 </td><td>Physical Limitation: Extremely Large and Heavy, cannot use normal clothes or items (Frequently, Slightly Impairing) </td></tr><tr><td valign="top" align="right">15 </td><td>Physical Limitation: No Hands[ Can Use Feet] (All the Time, Slightly Impairing) </td></tr><tr><td valign="top" align="right">15 </td><td>Physical Limitation: Blocked by Pentegrams (Infrequently, Fully Impairing) </td></tr><tr><td valign="top" align="right">10 </td><td>Psychological Limitation: Fear of Holy Symbols (Uncommon, Strong) </td></tr><tr><td valign="top" align="right">10 </td><td>Psychological Limitation: Ignorant of Earth Culture (Common, Moderate) </td></tr><tr><td valign="top" align="right">15 </td><td>Susceptibility: Holy Water, 1d6 damage per Phase (Uncommon) </td></tr><tr><td valign="top" align="right">20 </td><td>Susceptibility: while on holy ground, 3d6 damage per Turn (Uncommon) </td></tr><tr><td valign="top" align="right">10 </td><td>Enraged: when attacked (Common), go 8-, recover 14- </td></tr><tr><td valign="top" align="right">20 </td><td>Enraged: when injured (Uncommon), go 14-, recover 11- </td></tr><tr><td valign="top" align="right">15 </td><td>Distinctive Features: (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses) </td></tr></table>
<b>Disadvantage Points:</b> 150

<b>Base Points:</b> 200
<b>Experience Required:</b> 0
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0

<font size=+1><b>Whisperer in the Darkness</b></font>

Player:

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val </b></font></td><td><font size=2><b>Char </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>30 </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>20</font></td></tr><tr><td align="right"><font size=2>29 </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>57</font></td></tr><tr><td align="right"><font size=2>20 </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>20</font></td></tr><tr><td align="right"><font size=2>20 </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>20</font></td></tr><tr><td align="right"><font size=2>25 </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>15</font></td></tr><tr><td align="right"><font size=2>20 </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>20</font></td></tr><tr><td align="right"><font size=2>20 </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>3 </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>-3</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>10/25 </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>4</font></td></tr><tr><td align="right"><font size=2>10/25 </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>6</font></td></tr><tr><td align="right"><font size=2>6 </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>21</font></td></tr><tr><td align="right"><font size=2>10 </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>40 </font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>45 </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>0</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>12" </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>12</font></td></tr><tr><td align="right"><font size=2>6" </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>4</font></td></tr><tr><td align="right"><font size=2>10" </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>4</font></td></tr></table><b>Characteristics Cost:</b> 210

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">30 </td><td>Flight 20", x4 Noncombat (45 Active Points); Restrainable (-1/2) </td><td valign="top" align="right">4</td></tr><tr><td align="right" valign="top">5 </td><td><b><i>Alien Mind: </i></b>Mental Defense (9 points total) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">45 </td><td><b><i>Slimy Skin: </i></b>Armor (15 PD/15 ED) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">5 </td><td>Nightvision </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">35 </td><td><b><i>Whispers: </i></b>Major Transform 2d6 (Sane to insane, Therapy), Based On EGO Combat Value (Mental Defense applies; +1), Range Modifiers Apply (-1/4) (52 Active Points); Incantations (-1/4), Reduced By Range (-1/4) </td><td valign="top" align="right">5</td></tr><tr><td align="right" valign="top">5 </td><td><b><i>tail: </i></b>Extra Limb (1) </td><td valign="top" align="right">0</td></tr></table><b>Powers Cost:</b> 125

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Martial Arts Maneuver</b></td></tr><tr><td valign="top" align="right">4 </td><td>Crush: 1/2 Phase, +0 OCV, +0 DCV, 10d6 Crush, Must Follow Grab </td></tr><tr><td valign="top" align="right">3 </td><td>Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on </td></tr><tr><td valign="top" align="right">5 </td><td>Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike </td></tr><tr><td valign="top" align="right">3 </td><td>Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls </td></tr></table><b>Martial Arts Cost:</b> 15





<b>Total Character Cost:</b> 350

<table cellpadding="0" border="0"><tr><td align="right"><b>Val </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">10 </td><td>Physical Limitation: Inhuman Physiology (Infrequently, Greatly Impairing) </td></tr><tr><td valign="top" align="right">15 </td><td>Physical Limitation: Cannont appear in direct light (Infrequently, Fully Impairing) </td></tr><tr><td valign="top" align="right">15 </td><td>Physical Limitation: Cannot speak above a whisper (All the Time, Slightly Impairing) </td></tr><tr><td valign="top" align="right">10 </td><td>Physical Limitation: Constantly Whispers (Frequently, Slightly Impairing) </td></tr><tr><td valign="top" align="right">10 </td><td>Psychological Limitation: Aversion to Sunlight (Common, Moderate) </td></tr><tr><td valign="top" align="right">10 </td><td>Psychological Limitation: Overconfidance (Common, Moderate) </td></tr><tr><td valign="top" align="right">10 </td><td>Psychological Limitation: Short tempered (Common, Moderate) </td></tr><tr><td valign="top" align="right">25 </td><td>Susceptibility: Sunlight, 1d6 damage per Phase (Very Common) </td></tr><tr><td valign="top" align="right">15 </td><td>Susceptibility: Holy Water, 1d6 damage per Phase (Uncommon) </td></tr><tr><td valign="top" align="right">15 </td><td>Social Limitation: Secret Identity Frequently (11-), Major </td></tr><tr><td valign="top" align="right">15 </td><td>Psychological Limitation: Seclusive (Common, Strong) </td></tr></table>
<b>Disadvantage Points:</b> 150

<b>Base Points:</b> 200
<b>Experience Required:</b> 0
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0


<font size=+1><b>the Crawling Chaos</b></font>

Player:

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val </b></font></td><td><font size=2><b>Char </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>25 </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>30 </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>60</font></td></tr><tr><td align="right"><font size=2>15 </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>15 </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>10 </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>15 </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>15 </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>3 </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>-3</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>5 </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>6 </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>3</font></td></tr><tr><td align="right"><font size=2>5 </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>14 </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>12</font></td></tr><tr><td align="right"><font size=2>60 </font></td><td><font size=2><b>END</b></font></td><td><font size=2>15</font></td></tr><tr><td align="right"><font size=2>48 </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>12</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>15" </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>18</font></td></tr><tr><td align="right"><font size=2>15" </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>13</font></td></tr><tr><td align="right"><font size=2>0" </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>-6</font></td></tr></table><b>Characteristics Cost:</b> 169

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">20 </td><td>Stretching 4" </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">27 </td><td>Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">43 </td><td><b><i>Total Life Support: </i></b>Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">33 </td><td>Desolidification (affected by Electricity), Reduced Endurance (1/2 END; +1/4) (50 Active Points); Cannot Pass Through Solid Objects (-1/2) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">45 </td><td>+15 STR, Affects Physical World (+2) (45 Active Points) </td><td valign="top" align="right">4</td></tr></table><b>Powers Cost:</b> 168

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Martial Arts Maneuver</b></td></tr><tr><td valign="top" align="right">3 </td><td>Takedown: 1/2 Phase, +1 OCV, +1 DCV, 5d6 Strike; Target Falls </td></tr><tr><td valign="top" align="right">3 </td><td>Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike; Target Falls; Must Follow Grab </td></tr><tr><td valign="top" align="right">4 </td><td>Crush: 1/2 Phase, +0 OCV, +0 DCV, 9d6 Crush, Must Follow Grab </td></tr><tr><td valign="top" align="right">3 </td><td>Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on </td></tr></table><b>Martial Arts Cost:</b> 13





<b>Total Character Cost:</b> 350

<table cellpadding="0" border="0"><tr><td align="right"><b>Val </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">15 </td><td>Distinctive Features: Amorphous blob (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses) </td></tr><tr><td valign="top" align="right">15 </td><td>Physical Limitation: Mute (All the Time, Slightly Impairing) </td></tr><tr><td valign="top" align="right">10 </td><td>Psychological Limitation: Curious (Common, Moderate) </td></tr><tr><td valign="top" align="right">15 </td><td>Psychological Limitation: Fear of Fire (Common, Strong) </td></tr><tr><td valign="top" align="right">15 </td><td>Psychological Limitation: Wants to return home (Common, Strong) </td></tr><tr><td valign="top" align="right">15 </td><td>Susceptibility: Holy Water, 1d6 damage per Phase (Uncommon) </td></tr><tr><td valign="top" align="right">20 </td><td>Susceptibility: while on holy ground, 3d6 damage per Turn (Uncommon) </td></tr><tr><td valign="top" align="right">15 </td><td>Physical Limitation: Blind (Frequently, Greatly Impairing) </td></tr><tr><td valign="top" align="right">20 </td><td>Physical Limitation: Amorphous Blob (All the Time, Greatly Impairing) </td></tr><tr><td valign="top" align="right">10 </td><td>Psychological Limitation: Fear of Holy Symbols (Uncommon, Strong) </td></tr></table>
<b>Disadvantage Points:</b> 150

<b>Base Points:</b> 200
<b>Experience Required:</b> 0
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0


<font size=+1><b>N-Car </b></font>

Player: Moody Loner

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val </b></font></td><td><font size=2><b>Char </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>25 </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>18 </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>24</font></td></tr><tr><td align="right"><font size=2>13 </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>0</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>4 </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>12</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>21" </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>12" </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>0" </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 75

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">40 </td><td><b><i>Engine: </i></b>Ground Movement +15" (21" total), x8 Noncombat </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">6 </td><td><b><i>Communications System: </i></b>High Range Radio Perception (Radio Group) (12 Active Points); OIF Bulky (-1) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">2 </td><td><b><i>Nightvision System: </i></b>Nightvision (5 Active Points); OIF Bulky (-1) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">6 </td><td><b><i>Headlights: </i></b>Sight Group Images Increased Size (8" cone) (+3/4), Reduced Endurance (0 END; +1/2) (22 Active Points); OIF Bulky (-1), Only To Create Light (-1), Limited Arc Of Fire (60 degrees forward; Only on same horizontal level; -3/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">4 </td><td><b><i>Heating/Air Conditioning: </i></b>Life Support (Safe in Intense Cold; Safe in Intense Heat) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">43 </td><td>Flight 20", x64 Noncombat (65 Active Points); Stall Velocity Vehicles Maximum Combat Velocity (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">15 </td><td>Swimming +10" (12" total) (x4 Noncombat) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">10 </td><td><b><i>Vehicular Cameras: </i></b>Increased Arc Of Perception (360 Degrees) with Sight Group </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">19 </td><td><b><i>Retractable Armor: </i></b>+8 DEF (24 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">35 </td><td><b><i>Vehicular Laser: </i></b>Killing Attack - Ranged 2 1/2d6 (standard effect: 7 BODY, 14 STUN) (vs. ED), No Range Modifier (+1/2), 64 Charges (+1/2) (80 Active Points); OIF Bulky (-1), Limited Arc Of Fire (180 degrees; -1/4) </td><td valign="top" align="right">[64]</td></tr><tr><td align="right" valign="top">5 </td><td>Second Vehicular Laser (5 Active Points) </td><td valign="top" align="right">[64]</td></tr><tr><td align="right" valign="top">2 </td><td><b><i>Waldo Tentacles: </i></b>Extra Limb (1) (5 Active Points); OIF Bulky (-1) </td><td valign="top" align="right">0</td></tr></table><b>Powers Cost:</b> 187






<b>Total Character Cost:</b> 262

<table cellpadding="0" border="0"><tr><td align="right"><b>Val </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">15 </td><td>Distinctive Features - Techno-Organic: (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) </td></tr><tr><td valign="top" align="right">20 </td><td>Vulnerability: 2 x BODY Magic (Common) </td></tr><tr><td valign="top" align="right">10 </td><td>Vulnerability: 2 x BODY Electromagnetic Pulses (Uncommon) </td></tr><tr><td valign="top" align="right">20 </td><td>Vulnerability: 2 x Effect Magic (Common) </td></tr><tr><td valign="top" align="right">10 </td><td>Hunted: Corporation 11- (As Pow, Limited Geographical Area, Capture) </td></tr><tr><td valign="top" align="right">20 </td><td>Susceptibility: Insect Repellants and Bug Sprays, 2d6 damage per Phase (Uncommon) </td></tr><tr><td valign="top" align="right">10 </td><td>Hunted: Villain 8- (As Pow, Harshly Punish) </td></tr><tr><td valign="top" align="right">15 </td><td>Hunted: Government Conspiracy 8- (As Pow, NCI, Capture) </td></tr><tr><td valign="top" align="right">20 </td><td>Susceptibility: while on holy ground, 3d6 damage per Turn (Uncommon) </td></tr><tr><td valign="top" align="right">10 </td><td>Hunted: Villain Organization 8- (As Pow, Harshly Punish) </td></tr></table>
<b>Disadvantage Points:</b> 150

<b>Base Points:</b> 112
<b>Experience Required:</b> 0
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0

Moody Loner
Dec 14th, '04, 08:46 PM
Not sure if I did the vehicle right.

bblackmoor
Dec 14th, '04, 11:43 PM
This am not third character for campaign.

<font size=+1><b>Bizarro</b></font>

I just got that. Heh. :)

starblaze
Dec 15th, '04, 05:05 AM
Here is a character I made up for the American Icon game at Hero Central.

<font size=+1><b>Captain Freedom</b></font>

Player:

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val  </b></font></td><td><font size=2><b>Char   </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>40  </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>30</font></td></tr><tr><td align="right"><font size=2>14  </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>12</font></td></tr><tr><td align="right"><font size=2>15  </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>15  </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>18  </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>18  </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>4</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>8/20  </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>3/15  </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>4  </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>16</font></td></tr><tr><td align="right"><font size=2>11  </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>30  </font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>43  </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>0</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>12"  </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2"  </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>20"  </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 90

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost  </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">  </td><td>Symbiotic Suit, all slots Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">29  </td><td>1) <b><i>Bullet and Shock Resistant fabric: </i></b>Armor (12 PD/12 ED) (36 Active Points); Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">6  </td><td>2) <b><i>Cape: </i></b>Gliding 8" (8 Active Points); Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">4  </td><td>3) <b><i>Solidily constructed material: </i></b>Lack Of Weakness (-5) for Mental Defense (5 Active Points); Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">8  </td><td>4) <b><i>Increased movement power: </i></b>Leaping +12" (20" forward, 10" upward) (12 Active Points); Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">4  </td><td>5) <b><i>Multiple defenses: </i></b>Power Defense (5 points) (5 Active Points); Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">8  </td><td>6) <b><i>Increased Movement power: </i></b>Running +6" (12" total) (12 Active Points); Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">7  </td><td>7) <b><i>Instant Change (Improved): </i></b>Cosmetic Transform 2d6 (Change Clothes (any)), Improved Target Group (+1/4) (12 Active Points); Limited Target (Clothes) Limited (-1/2), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) </td><td valign="top" align="right">1</td></tr></table><b>Powers Cost:</b> 66


<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">3  </td><td>Acrobatics 12- </td></tr><tr><td valign="top" align="right">3  </td><td>Acting 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Climbing 12- </td></tr><tr><td valign="top" align="right">  </td><td>Everyman Skills </td></tr><tr><td valign="top" align="right">0  </td><td>1) Concealment 8- </td></tr><tr><td valign="top" align="right">3  </td><td>2) Conversation 13- </td></tr><tr><td valign="top" align="right">0  </td><td>3) Deduction 8- </td></tr><tr><td valign="top" align="right">0  </td><td>4) Paramedics 8- </td></tr><tr><td valign="top" align="right">0  </td><td>5) Shadowing 8- </td></tr><tr><td valign="top" align="right">0  </td><td>6) Stealth 8- </td></tr><tr><td valign="top" align="right">0  </td><td>7) TF: Custom Adder, Small Motorized Ground Vehicles [<b>Notes:</b> Custom Mod is Everyman Skill] </td></tr><tr><td valign="top" align="right">3  </td><td>High Society 13- </td></tr><tr><td valign="top" align="right">7  </td><td>Mimicry 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Oratory 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Persuasion 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Seduction 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Streetwise 13- </td></tr><tr><td valign="top" align="right">1  </td><td>WF: Handguns </td></tr><tr><td valign="top" align="right">3  </td><td>Jack of All Trades </td></tr><tr><td valign="top" align="right">2  </td><td>1) PS: Actor (3 Active Points) 13- </td></tr><tr><td valign="top" align="right">1  </td><td>2) PS: Construction worker (2 Active Points) 11- </td></tr><tr><td valign="top" align="right">1  </td><td>3) PS: Courier (2 Active Points) 11- </td></tr><tr><td valign="top" align="right">1  </td><td>4) PS: Short-order cook (2 Active Points) 11- </td></tr><tr><td valign="top" align="right">1  </td><td>5) PS: Waiter (2 Active Points) 11- </td></tr></table><b>Skills Cost: </b>44




<table cellpadding="0" border="0"><tr><td align="right"><b>Val  </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">15  </td><td>Hunted: Argent 8- (Mo Pow, Harshly Punish) </td></tr><tr><td valign="top" align="right">15  </td><td>Psychological Limitation: Gloryhound (Common, Strong) </td></tr><tr><td valign="top" align="right">20  </td><td>Psychological Limitation: Determined to make it big (Common, Total) </td></tr><tr><td valign="top" align="right">5  </td><td>Reputation: Out of work second rate actor, 11- (Known Only To A Small Group) </td></tr><tr><td valign="top" align="right">10  </td><td>Social Limitation: Lives beyond his means (Frequently, Minor) </td></tr><tr><td valign="top" align="right">10  </td><td>Unluck: 2d6 </td></tr><tr><td valign="top" align="right">10  </td><td>Rivalry: Professional (Other superheroes with similiar powers or other actors; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) </td></tr><tr><td valign="top" align="right">15  </td><td>Vulnerability: 1 1/2 x STUN Electrical + Magnetic Attacks (Very Common) </td></tr></table>
<b>Disadvantage Points:</b> 100
<br>
<b>Base Points:</b> 100
<b>Experience Required:</b> 0
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0
<b>Total Character Cost:</b> 200
<br>
<table width="100%" valign="top"><tr valign="top"><td><b>Height:&nbsp;</b>1.89 m</td><td><b>Hair:&nbsp;</b>Brown</td></tr><tr valign="top"><td><b>Weight:&nbsp;</b>88.00 kg</td><td><b>Eyes:&nbsp;</b>Brown</td></tr><tr valign="top"><span style="font-family: Arial Narrow; font-weight: 700"><td colspan=2><b>Appearance:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Personality:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Quote:</b></td></tr><tr valign="top"><td colspan=2><b>Background:&nbsp;</b>Jason Langley had always wanted to be an actor. Ever since he was a kid and went to his first movie he would act out the scenes and dream about being the main character in the film. He was always in the school plays and went to movies constantly. His parents who were basic down-to-earth type people hoped that he would grow out of this but were disappointed, but not surprised that he announced he was going to acting school after graduation. They argued with him saying that it was a foolish decision and that he was wasting his time. When they said that he would have to go on his own steam he did just that. He applied for a loan, didn't get it, applied for grant and didn't get that but he kept trying. Eventually he managed to get enough for tuition and worked various odd jobs, (his many PS) and managed to graduate.<br><br>Than he went to into the world of acting and found that it was alot harder than he thought it would be. He struggled for years but never got a starring role. He spent almost five years doing bit parts, walk-ons, and commercials. He was almost ready to give up and go home when he was discovered some men in some expensive suits right after his last gig. They introduced themselves as P.R. men for a corporation that dealt specifically with personal defense and that they needed a spokeperson. They wanted to interview him for the position if he would also agree to test some of thier equipment. Although Jason was skeptical at first he realized that he was pretty much at the end of his rope and needed something to give him success or just quit. He agreed and went to work.<br><br>The equipment that he was chosen to test was an experimental bio suit that would conform itself to the wearer body. It would allow him greater strength and durability as well as ability to transform into any clothing that the wearer wanted to be in. Unfortunately while testing the suit it was quickly discovered that once the suit came into contact with the wearer it bonded to him permanently. This of course caused Jason to freak out some and when he found out he quit his job and decided to sue the corporation. Unfortunately as it turned out the corporation was actually a front for Argent and after both S.E.C. and PRIMUS found out the corporate heads were imprisoned and bankruptcy buried them. Suddenly Jason found himself the victim of a corporate power that no longer existed and with no one to sue. This information leaked out to the entertainment industry and he found himself unable to get a job anywhere. Sure he had some superpowers with the suit but was too good a person to be a criminal. Then he heard about American Icon and decided that this was his big break and his only chance to play the ultimate role.</td></tr><tr valign="top"><td colspan=2><b>Powers/Tactics:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Campaign Use:&nbsp;</b></td></tr></table>

starblaze
Dec 15th, '04, 05:07 AM
And here is a 350 pt. version

<font size=+1><b>Captain Freedom</b></font>

Player:

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val  </b></font></td><td><font size=2><b>Char   </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>60  </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>50</font></td></tr><tr><td align="right"><font size=2>18  </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>24</font></td></tr><tr><td align="right"><font size=2>30  </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>40</font></td></tr><tr><td align="right"><font size=2>15  </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>18  </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>18  </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>4</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>12/27  </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>10/25  </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>4</font></td></tr><tr><td align="right"><font size=2>4  </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>12</font></td></tr><tr><td align="right"><font size=2>18  </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>60  </font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>60  </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>0</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>12"  </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2"  </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>24"  </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 152

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost  </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">  </td><td>Symbiotic Suit </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">6  </td><td>1) <b><i>Reflective lenses: </i></b>Sight Group Flash Defense (6 points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">15  </td><td>2) <b><i>Built-in power reserves: </i></b>Reduced Endurance (1/2 END; +1/4) (15 Active Points) applied to STR </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">45  </td><td>3) <b><i>Bullet and Shock Resistant fabric: </i></b>Armor (15 PD/15 ED) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">35  </td><td>4) <b><i>Cape: </i></b>Gliding 25", x8 Noncombat </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">5  </td><td>5) <b><i>Solidily constructed material: </i></b>Lack Of Weakness (-5) for Mental Defense </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">12  </td><td>6) <b><i>Increased movement power: </i></b>Leaping +12" (24" forward, 12" upward) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">5  </td><td>7) <b><i>Multiple defenses: </i></b>Power Defense (5 points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">12  </td><td>8) <b><i>Increased Movement power: </i></b>Running +6" (12" total) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">8  </td><td>9) <b><i>Instant Change (Improved): </i></b>Cosmetic Transform 2d6 (Change Clothes (any)), Improved Target Group (+1/4) (12 Active Points); Limited Target (Clothes) Limited (-1/2) </td><td valign="top" align="right">1</td></tr></table><b>Powers Cost:</b> 143


<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">  </td><td>Everyman Skills </td></tr><tr><td valign="top" align="right">0  </td><td>1) Concealment 8- </td></tr><tr><td valign="top" align="right">3  </td><td>2) Conversation 13- </td></tr><tr><td valign="top" align="right">0  </td><td>3) Deduction 8- </td></tr><tr><td valign="top" align="right">0  </td><td>4) Paramedics 8- </td></tr><tr><td valign="top" align="right">0  </td><td>5) Shadowing 8- </td></tr><tr><td valign="top" align="right">0  </td><td>6) Stealth 8- </td></tr><tr><td valign="top" align="right">0  </td><td>7) TF: Custom Adder, Small Motorized Ground Vehicles [<b>Notes:</b> Custom Mod is Everyman Skill] </td></tr><tr><td valign="top" align="right">3  </td><td>Acrobatics 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Acting 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Climbing 13- </td></tr><tr><td valign="top" align="right">9  </td><td>Disguise 14- </td></tr><tr><td valign="top" align="right">3  </td><td>High Society 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Jack of All Trades </td></tr><tr><td valign="top" align="right">2  </td><td>1) PS: Actor (3 Active Points) 13- </td></tr><tr><td valign="top" align="right">1  </td><td>2) PS: Construction worker (2 Active Points) 11- </td></tr><tr><td valign="top" align="right">1  </td><td>3) PS: Courier (2 Active Points) 11- </td></tr><tr><td valign="top" align="right">1  </td><td>4) PS: Short-order cook (2 Active Points) 11- </td></tr><tr><td valign="top" align="right">1  </td><td>5) PS: Waiter (2 Active Points) 11- </td></tr><tr><td valign="top" align="right">7  </td><td>Mimicry 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Oratory 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Persuasion 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Seduction 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Streetwise 13- </td></tr><tr><td valign="top" align="right">1  </td><td>WF: Handguns </td></tr></table><b>Skills Cost: </b>53

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">2  </td><td>Fringe Benefit: License to practice a profession Actor, Right to Marry: Can perform the marriage ceremony: Notary Public </td></tr></table><b>Perks Cost:</b> 2



<table cellpadding="0" border="0"><tr><td align="right"><b>Val  </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">15  </td><td>Hunted: Argent 8- (Mo Pow, Harshly Punish) </td></tr><tr><td valign="top" align="right">15  </td><td>Psychological Limitation: Gloryhound (Common, Strong) </td></tr><tr><td valign="top" align="right">20  </td><td>Psychological Limitation: Determined to make it big (Common, Total) </td></tr><tr><td valign="top" align="right">5  </td><td>Reputation: Out of work second rate actor, 11- (Known Only To A Small Group) </td></tr><tr><td valign="top" align="right">10  </td><td>Social Limitation: Lives beyond his means (Frequently, Minor) </td></tr><tr><td valign="top" align="right">10  </td><td>Unluck: 2d6 </td></tr><tr><td valign="top" align="right">10  </td><td>Rivalry: Professional (Other superheroes with similiar powers or other actors; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) </td></tr><tr><td valign="top" align="right">15  </td><td>Vulnerability: 1 1/2 x STUN Electrical + Magnetic Attacks (Very Common) </td></tr><tr><td valign="top" align="right">15  </td><td>Hunted: Mysterious Supervillian 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) </td></tr><tr><td valign="top" align="right">15  </td><td>Social Limitation: Public Identity Frequently (11-), Major </td></tr><tr><td valign="top" align="right">20  </td><td>Psychological Limitation: Code Versus Killing Common, Total </td></tr></table>
<b>Disadvantage Points:</b> 150
<br>
<b>Base Points:</b> 200
<b>Experience Required:</b> 0
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0
<b>Total Character Cost:</b> 350
<br>
<table width="100%" valign="top"><tr valign="top"><td><b>Height:&nbsp;</b>1.89 m</td><td><b>Hair:&nbsp;</b>Brown</td></tr><tr valign="top"><td><b>Weight:&nbsp;</b>88.00 kg</td><td><b>Eyes:&nbsp;</b>Brown</td></tr><tr valign="top"><span style="font-family: Arial Narrow; font-weight: 700"><td colspan=2><b>Appearance:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Personality:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Quote:</b></td></tr><tr valign="top"><td colspan=2><b>Background:&nbsp;</b>Jason Langley had always wanted to be an actor. Ever since he was a kid and went to his first movie he would act out the scenes and dream about being the main character in the film. He was always in the school plays and went to movies constantly. His parents who were basic down-to-earth type people hoped that he would grow out of this but were disappointed, but not surprised that he announced he was going to acting school after graduation. They argued with him saying that it was a foolish decision and that he was wasting his time. When they said that he would have to go on his own steam he did just that. He applied for a loan, didn't get it, applied for grant and didn't get that but he kept trying. Eventually he managed to get enough for tuition and worked various odd jobs, (his many PS) and managed to graduate.<br><br>Than he went to into the world of acting and found that it was alot harder than he thought it would be. He struggled for years but never got a starring role. He spent almost five years doing bit parts, walk-ons, and commercials. He was almost ready to give up and go home when he was discovered some men in some expensive suits right after his last gig. They introduced themselves as P.R. men for a corporation that dealt specifically with personal defense and that they needed a spokeperson. They wanted to interview him for the position if he would also agree to test some of thier equipment. Although Jason was skeptical at first he realized that he was pretty much at the end of his rope and needed something to give him success or just quit. He agreed and went to work.<br><br>The equipment that he was chosen to test was an experimental bio suit that would conform itself to the wearer body. It would allow him greater strength and durability as well as ability to transform into any clothing that the wearer wanted to be in. Unfortunately while testing the suit it was quickly discovered that once the suit came into contact with the wearer it bonded to him permanently. This of course caused Jason to freak out some and when he found out he quit his job and decided to sue the corporation. Unfortunately as it turned out the corporation was actually a front for Argent and after both S.E.C. and PRIMUS found out the corporate heads were imprisoned and bankruptcy buried them. Suddenly Jason found himself the victim of a corporate power that no longer existed and with no one to sue. This information leaked out to the entertainment industry and he found himself unable to get a job anywhere. Sure he had some superpowers with the suit but was too good a person to be a criminal. Then he heard about American Icon and decided that this was his big break and his only chance to play the ultimate role.</td></tr><tr valign="top"><td colspan=2><b>Powers/Tactics:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Campaign Use:&nbsp;</b></td></tr></table>

Hawksmoor
Dec 15th, '04, 08:37 AM
A character I built for the Global Guardians Campaign. Alas he was not chosen, but he is a good build and one that I am more than happy to share with the group.

<font size=+1><b>Computo</b></font>

Player: Jeremiah "Hawksmoor" Pointer

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val  </b></font></td><td><font size=2><b>Char   </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>15/30  </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>20  </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>30</font></td></tr><tr><td align="right"><font size=2>28  </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>36</font></td></tr><tr><td align="right"><font size=2>11  </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>33  </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>23</font></td></tr><tr><td align="right"><font size=2>21  </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>22</font></td></tr><tr><td align="right"><font size=2>15  </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>14  </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>2</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>11/19  </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>11/19  </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>5  </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>20</font></td></tr><tr><td align="right"><font size=2>9  </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>56  </font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>33  </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>0</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>7"  </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>2"/12"  </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>3"/6"  </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 160

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost  </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">60  </td><td><b><i>Technokinesis: </i></b>Multipower, 90-point reserve, (90 Active Points); all slots OIF (Available Metal, Glass and Plastic; -1/2) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u  </td><td>1) <b><i>Make it stronger: </i></b>Aid STR 4d6 (standard effect: 12 points), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (50 Active Points); Limited Power Power loses about a third of its effectiveness (Gadget or Vehicle STR only; -1/2), OIF (Available Metal, Glass and Plastic; -1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">2u  </td><td>2) <b><i>Make it harder: </i></b>Aid Physical Defense (PD and ED Resistant, Armor, or DEF) 3d6+1 (standard effect: 10 points), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), any [special effect] power one at a time (+1/4) (49 Active Points); Limited Power Power loses about a third of its effectiveness (Gadget or Vehicle STR only; -1/2), OIF (Available Metal, Glass and Plastic; -1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">2u  </td><td>3) <b><i>Make it better: </i></b>Aid BODY 4d6 (standard effect: 12 points), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (50 Active Points); Limited Power Power loses about a third of its effectiveness (Gadget or Vehicle STR only; -1/2), OIF (Available Metal, Glass and Plastic; -1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">2u  </td><td>4) <b><i>Make it faster: </i></b>Aid DEX 4d6 (standard effect: 12 points), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (50 Active Points); Limited Power Power loses about a third of its effectiveness (Gadget or Vehicle STR only; -1/2), OIF (Available Metal, Glass and Plastic; -1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">2u  </td><td>5) <b><i>Make it faster II: </i></b>Aid SPEED 4d6 (standard effect: 12 points), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (50 Active Points); Limited Power Power loses about a third of its effectiveness (Gadget or Vehicle STR only; -1/2), OIF (Available Metal, Glass and Plastic; -1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">5u  </td><td>6) <b><i>Power Gauntlet: </i></b>(Total: 87 Active Cost, 51 Real Cost) Armor (5 PD/5 ED) (15 Active Points); Activation Roll 12- (-3/4), OIF (Available Metal, Glass and Plastic; -1/2) (Real Cost: 7) <b>plus</b> +15 STR, Reduced Endurance (0 END; +1/2) (22 Active Points); No Figured Characteristics (-1/2), OIF (Available Metal, Glass and Plastic; -1/2) (Real Cost: 11) <b>plus</b> EB 10d6 (50 Active Points); OIF (Available Metal, Glass and Plastic; -1/2) (Real Cost: 33) </td><td valign="top" align="right">5</td></tr><tr><td align="right" valign="top">5u  </td><td>7) <b><i>Besieged by Technology: </i></b>Entangle 7d6, 7 DEF (70 Active Points); OIF (Available Metal, Glass and Plastic; -1/2) </td><td valign="top" align="right">7</td></tr><tr><td align="right" valign="top">3u  </td><td>8) <b><i>Flying Discs: </i></b>Flight 15", Variable Advantage (+1/2 Advantages; Limited Group of Advantages; +3/4) (52 Active Points); OIF (Available Metal, Glass and Plastic; -1/2) </td><td valign="top" align="right">5</td></tr><tr><td align="right" valign="top">3u  </td><td>9) <b><i>Sprocket's Defense : </i></b>FW (10 PD/10 ED; 5" long and 2" tall) (Opaque Sight Group) (70 Active Points); Extra Time (Full Phase, -1/2), Lockout (-1/2), OIF (Available Metal, Glass and Plastic; -1/2) </td><td valign="top" align="right">7</td></tr><tr><td align="right" valign="top">3u  </td><td>10) <b><i>Create Shells: </i></b>Armor (10 PD/10 ED), Usable Simultaneously (up to 2 people at once; +1/2) (45 Active Points); OIF (Available Metal, Glass and Plastic; -1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">5u  </td><td>11) <b><i>Kirby's Grasping Hand: </i></b>Telekinesis (40 STR), Fine Manipulation (70 Active Points); OIF (Available Metal, Glass and Plastic; -1/2) </td><td valign="top" align="right">7</td></tr><tr><td align="right" valign="top">4u  </td><td>12) <b><i>Kirby's Grasping Hand II: </i></b>Telekinesis (45 STR) (68 Active Points); OIF (Available Metal, Glass and Plastic; -1/2) </td><td valign="top" align="right">7</td></tr><tr><td align="right" valign="top">3u  </td><td>13) <b><i>Fix Broken Things: </i></b>Healing BODY 5d6 (standard effect: 15 points) (50 Active Points); OIF (Available Metal, Glass and Plastic; -1/2) </td><td valign="top" align="right">5</td></tr><tr><td align="right" valign="top">5u  </td><td>14) <b><i>Molding: </i></b>Major Transform 3d6 (standard effect: 9 points) (Mechanical and Electrical Devices into other Mechanical and Electrical Devices), Improved Target Group (+3/4) (79 Active Points); OIF (Available Metal, Glass and Plastic; -1/2) </td><td valign="top" align="right">8</td></tr><tr><td align="right" valign="top">6u  </td><td>15) <b><i>Animate Technology: </i></b>Summon 4 175-point Minor Robot, Slavishly Devoted (+1) (90 Active Points); OIF (Available Metal, Glass and Plastic; -1/2) </td><td valign="top" align="right">9</td></tr><tr><td align="right" valign="top">  </td><td>  </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">  </td><td>  </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">  </td><td>  </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">40  </td><td><b><i>Gadgets Galore: </i></b>Multipower, 60-point reserve, (60 Active Points); OIF (Tech Pack; -1/2) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u  </td><td>1) <b><i>Sensor Goggles: </i></b>(Total: 44 Active Cost, 19 Real Cost) Nightvision, Discriminatory, Analyze (15 Active Points); OAF (-1) (Real Cost: 7) <b>plus</b> IR Perception (Sight Group) (5 Active Points); OAF (Goggles; -1) (Real Cost: 2) <b>plus</b> HRRP (Radio Group), +2 to PER Roll, Discriminatory, Tracking (24 Active Points); OAF (-1), Sense Affected As More Than One Sense [very common Sense] (Affected as Sight and Hearing as well as Radio; -1/2) (Real Cost: 10) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">3u  </td><td>2) <b><i>Expanding Questionite Sheild: </i></b>Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points); OAF (-1) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">2u  </td><td>3) <b><i>Collapsable Exoskeleton: </i></b>+40 STR (40 Active Points); No Figured Characteristics (-1/2), OIF (-1/2), 4 Continuing Charges lasting 1 Turn each (-1/2) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3u  </td><td>4) <b><i>Multi Spectrum Darkness Grenades: </i></b>Darkness to Sight, Radio and Smell/Taste Groups 3" radius, Conforming (+1/2) (60 Active Points); OAF (-1), 6 Continuing Charges lasting 1 Turn each (-1/4) </td><td valign="top" align="right">[6 cc]</td></tr><tr><td align="right" valign="top">2u  </td><td>5) <b><i>High Decibel Sonic Scrambler: </i></b>EB 3d6, Area Of Effect (8" Cone; +1), AVLD (Mental Defense; +1 1/2) (52 Active Points); OAF (-1), 12 Charges (-1/4) </td><td valign="top" align="right">[12]</td></tr><tr><td align="right" valign="top">2u  </td><td>6) <b><i>Molecular Glue Bombs: </i></b>Entangle 4d6, 4 DEF, Area Of Effect (One Hex; +1/2) (60 Active Points); OAF (Grenade; -1), 6 Charges (-3/4) </td><td valign="top" align="right">[6]</td></tr><tr><td align="right" valign="top">2u  </td><td>7) <b><i>Phased Aerogel Grenade: </i></b>Entangle 2d6, 2 DEF, Takes No Damage From Attacks Limited Group (+1/4), Affects Desolidified Any form of Desolidification (+1/2), Area Of Effect (4" Radius; +1) (55 Active Points); OAF (-1), 8 Charges (-1/2) </td><td valign="top" align="right">[8]</td></tr><tr><td align="right" valign="top">2u  </td><td>8) <b><i>Pulsed Magnesium Flares: </i></b>Sight Group Flash 4d6, Armor Piercing (+1/2), Continuous (+1) (50 Active Points); OAF (-1), 6 Continuing Charges lasting 1 Turn each (-1/4) </td><td valign="top" align="right">[6 cc]</td></tr><tr><td align="right" valign="top">4u  </td><td>9) <b><i>Hologram Projector: </i></b>Sight and Hearing Groups Images Increased Size (16" radius; +1), +/-3 to PER Rolls, Invisible to Sight Group, Source Only (+1/4) (54 Active Points); IIF (Holoprojectors; -1/4), 6 Continuing Charges lasting 1 Turn each (-1/4) </td><td valign="top" align="right">[6 cc]</td></tr><tr><td align="right" valign="top">1u  </td><td>10) <b><i>Aquajet: </i></b>Swimming +10" (2"/12" total), Reduced Endurance (0 END; +1/2) (15 Active Points); OIF (-1/2) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u  </td><td>11) <b><i>Grapple Gun: </i></b>Leaping +50" (3"/6" forward, 26 1/2"/28" upward) (50 Active Points); 1 Recoverable Charge (-1 1/4), Upward Movement Only (-1), OAF (Grapple Gun; -1) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u  </td><td>12) <b><i>Grapple Gun II: </i></b>Swinging 15", x4 Noncombat (20 Active Points); OAF (-1) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">3u  </td><td>13) <b><i>Plastic Bubbles: </i></b>LS (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), Usable Simultaneously (up to 8 people at once; +1) (40 Active Points); OIF (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">4u  </td><td>14) <b><i>Advanced Force Feild Manipulators: </i></b>Telekinesis (25 STR), Reduced Endurance (0 END; +1/2) (56 Active Points); OIF (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">3u  </td><td>15) <b><i>Molecular Attraction Device: </i></b>Clinging (40/55 STR), 6 Continuing Charges lasting 20 Minutes each (+0), Usable As Attack (x8 maximum weight per inanimate target; +1 3/4) (49 Active Points); OIF (-1/2) </td><td valign="top" align="right">[6 cc]</td></tr><tr><td align="right" valign="top">4u  </td><td>16) <b><i>Emergency Stalwart Field: </i></b>FF (17 PD/17 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2) (59 Active Points); OIF (Power Pack and Generator; -1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">  </td><td>  </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">  </td><td>  </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">  </td><td>  </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">34  </td><td><b><i>Cybermancy: </i></b>Multipower, 60-point reserve, (60 Active Points); all slots Gestures (Requires both hands; -1/2), Concentration (1/2 DCV; -1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u  </td><td>1) <b><i>Overclocking: </i></b>Aid INT 4d6, Lingering up to 1 Turn (+1/2) (60 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only works on Computers; -1 1/2), Gestures (Requires both hands; -1/2), Concentration (1/2 DCV; -1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">2u  </td><td>2) <b><i>Clock Disruption: </i></b>Drain INT 6d6 (60 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only works on Computers; -1 1/2), Gestures (Requires both hands; -1/2), Concentration (1/2 DCV; -1/4) </td><td valign="top" align="right">6</td></tr><tr><td align="right" valign="top">3u  </td><td>3) <b><i>Front Side Bus Assault: </i></b>Ego Attack 6d6 (Machine class of minds) (60 Active Points); Gestures (Requires both hands; -1/2), Concentration (1/2 DCV; -1/4) </td><td valign="top" align="right">6</td></tr><tr><td align="right" valign="top">1u  </td><td>4) <b><i>Get in the Wetware: </i></b>Ego Attack 4d6 (Human class of minds) (40 Active Points); Activation Roll 13- (-3/4), Increased Endurance Cost (x2 END; -1/2), Gestures (Requires both hands; -1/2), Concentration (1/2 DCV; -1/4) </td><td valign="top" align="right">8</td></tr><tr><td align="right" valign="top">3u  </td><td>5) <b><i>Shut Down: </i></b>Dispel 15d6, any Technological power one at a time (+1/4) (56 Active Points); Gestures (Requires both hands; -1/2), Concentration (1/2 DCV; -1/4) </td><td valign="top" align="right">6</td></tr><tr><td align="right" valign="top">3u  </td><td>6) <b><i>Cyberpathy: </i></b>Mind Control 12d6 (Machine class of minds) (60 Active Points); Gestures (Requires both hands; -1/2), Concentration (1/2 DCV; -1/4) </td><td valign="top" align="right">6</td></tr><tr><td align="right" valign="top">3u  </td><td>7) <b><i>Cyberpathy: </i></b>Mind Scan 12d6 (Machine class of minds) (60 Active Points); Gestures (Requires both hands; -1/2), Concentration (1/2 DCV; -1/4) </td><td valign="top" align="right">6</td></tr><tr><td align="right" valign="top">3u  </td><td>8) <b><i>Cyberpathy: </i></b>Telepathy 12d6 (Machine class of minds) (60 Active Points); Gestures (Requires both hands; -1/2), Concentration (1/2 DCV; -1/4) </td><td valign="top" align="right">6</td></tr><tr><td align="right" valign="top">  </td><td>  </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">  </td><td>  </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">  </td><td>  </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">  </td><td>Armored Costume </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">14  </td><td>1) <b><i>Armored : </i></b>Armor (8 PD/8 ED) (24 Active Points); Activation Roll 14- (-1/2), OIHID (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">  </td><td>  </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">  </td><td>  </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">22  </td><td><b><i>Sense Plastic Metal or Glass: </i></b>Detect A Large Class Of Things 16- (Mental Group), Discriminatory, Analyze, Sense </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">9  </td><td><b><i>Intrusion Countermeasures: </i></b>Mental Defense (13 points total) </td><td valign="top" align="right">0</td></tr></table><b>Powers Cost:</b> 290


<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">9  </td><td>Computer Programming 19- </td></tr><tr><td valign="top" align="right">3  </td><td>Cryptography 16- </td></tr><tr><td valign="top" align="right">3  </td><td>Electronics 16- </td></tr><tr><td valign="top" align="right">3  </td><td>Language: English (completely fluent) </td></tr><tr><td valign="top" align="right">1  </td><td>Combat Piloting 8- </td></tr><tr><td valign="top" align="right">3  </td><td>Mechanics 16- </td></tr><tr><td valign="top" align="right">  </td><td>Scientist Package </td></tr><tr><td valign="top" align="right">1  </td><td>1) Fringe Benefit: Doctorate in Computer Science  </td></tr><tr><td valign="top" align="right">3  </td><td>2) KS: Research Methods (INT-Based Roll)  </td></tr><tr><td valign="top" align="right">2  </td><td>3) PS: Academic Researcher 11 or less  </td></tr><tr><td valign="top" align="right">3  </td><td>4) PS: Computer programmer (INT-Based Roll)  </td></tr><tr><td valign="top" align="right">-10  </td><td>5) Social Limitation: Occupation  </td></tr><tr><td valign="top" align="right">-10  </td><td>6) Social Limitation: Publish or Perish  </td></tr><tr><td valign="top" align="right">3  </td><td>Scientist </td></tr><tr><td valign="top" align="right">2  </td><td>1) SS: Artificial Intelligence 16- (3 Active Points) </td></tr><tr><td valign="top" align="right">2  </td><td>2) SS: Ciphering 16- (3 Active Points) </td></tr><tr><td valign="top" align="right">2  </td><td>3) SS: Computer Engineering 16- (3 Active Points) </td></tr><tr><td valign="top" align="right">3  </td><td>4) SS: Computer Science 17- (4 Active Points) </td></tr><tr><td valign="top" align="right">2  </td><td>5) SS: Electical Engineering 16- (3 Active Points) </td></tr><tr><td valign="top" align="right">2  </td><td>6) SS: Engineering 16- (3 Active Points) </td></tr><tr><td valign="top" align="right">2  </td><td>7) SS: Mathematics 16- (3 Active Points) </td></tr><tr><td valign="top" align="right">3  </td><td>Systems Operation 16- </td></tr><tr><td valign="top" align="right">3  </td><td>Security Systems 16- </td></tr><tr><td valign="top" align="right">  </td><td>  </td></tr></table><b>Skills Cost: </b>35

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">3  </td><td>GGU Package Global Guardians </td></tr></table><b>Perks Cost:</b> 3

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">3  </td><td>Lightning Calculator </td></tr><tr><td valign="top" align="right">5  </td><td>Eidetic Memory </td></tr><tr><td valign="top" align="right">4  </td><td>Speed Reading (x10) </td></tr></table><b>Talents Cost:</b> 12


<table cellpadding="0" border="0"><tr><td align="right"><b>Val  </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">10  </td><td>DNPC: Tokyo Police Officer 11- (Normal; Useful Noncombat Position or Skills) </td></tr><tr><td valign="top" align="right">15  </td><td>Hunted: Bushido 8- (Mo Pow, Harshly Punish) </td></tr><tr><td valign="top" align="right">15  </td><td>Hunted: Deadlock and the Comets 8- (Mo Pow, Harshly Punish) </td></tr><tr><td valign="top" align="right">15  </td><td>Physical Limitation: Weird Biochemistry requires specialized medical care (Frequently, Greatly Impairing) </td></tr><tr><td valign="top" align="right">15  </td><td>Physical Limitation: Wears Glasses (All the Time, Slightly Impairing) </td></tr><tr><td valign="top" align="right">20  </td><td>Psychological Limitation: Code vs. Killing (Common, Total) </td></tr><tr><td valign="top" align="right">15  </td><td>Psychological Limitation: Believes with Great Power Comes Great Responsibility (Common, Strong) [<b>Notes:</b> Will make grave personal sacrifices for the greater good] </td></tr><tr><td valign="top" align="right">10  </td><td>Psychological Limitation: Hates being treated like a kid (Common, Moderate) </td></tr><tr><td valign="top" align="right">1  </td><td>Quirk: Always tinkering with his PDA phone </td></tr><tr><td valign="top" align="right">1  </td><td>Quirk: Haunts Internet Chat Rooms </td></tr><tr><td valign="top" align="right">1  </td><td>Quirk: Would rather be watching Anime </td></tr><tr><td valign="top" align="right">1  </td><td>Quirk: Red Heads leave him cottonmouthed </td></tr><tr><td valign="top" align="right">1  </td><td>Quirk: Enjoys failing Jocks </td></tr><tr><td valign="top" align="right">15  </td><td>Social Limitation: Secret Identity (Frequently, Major) </td></tr><tr><td valign="top" align="right">15  </td><td>Social Limitation: Minor (Very Frequently, Minor) </td></tr></table>
<b>Disadvantage Points:</b> 150
<br>
<b>Base Points:</b> 350
<b>Experience Required:</b> 0
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0
<b>Total Character Cost:</b> 500
<br>
<table width="100%" valign="top"><tr valign="top"><td><b>Height:&nbsp;</b>1.73 m</td><td><b>Hair:&nbsp;</b>Brown</td></tr><tr valign="top"><td><b>Weight:&nbsp;</b>68.00 kg</td><td><b>Eyes:&nbsp;</b>Brown</td></tr><tr valign="top"><span style="font-family: Arial Narrow; font-weight: 700"><td colspan=2><b>Appearance:&nbsp;</b>Kenjiro Fukumitsu is a young Japanese man who engages in regular intensive exercise. He has short black hair that he wears slightly spiky on the top, and large brown eyes, perpetually hidden behind the glasses he wears. He favors simple clothes in his everyday life, favoring a bit of bagginess to hide his costume under. He wears inexpensive off the rack business suits when he is at the University teaching.<br><br>For a costume Computo wears a exotic material similar to ballistex woven of silk-like strands of questionite created by his powers, this costume provides a decent measure of protection versus small arms fire and street level weaponry. The costume is predominantly blue and grey with blue shoulders and v shape down his torso, with blue trunks, gloves, and boots. The remaining areas are metallic grey. In the center of his chest he has a small half disc in red from which radiate small silver lines. This he says represents the ‘rising sun’. His face is obscured by a black mask of the same material with golden goggles over his eyes. His Techpack is a large silver ovoid backpack that extrudes into his hand what ever device he wishes. This effect is purely a function of his powers and not a nifty mechanism. Instead the Techpack serves a kind of armor and storage space for his collapsible gadgets.<br> <br>When his powers manifest his eyes turn silver and a faint argent glow surrounds the objects and materials he manipulates. The objects themselves tend to morph like taffy under his control assuming new shapes as he desires.<br></td></tr><tr valign="top"><td colspan=2><b>Personality:&nbsp;</b>Kenjiro is a very easy going fellow. He is smarter than just about anyone, but a good upbringing has made certain he doesn’t lord his gift of intellect over other people. When he was younger Kenjiro was in fact very deferential to the will of his parents, particularly about which subjects he would take at university and the course his eventual career. Kenjiro hasn’t totally overcome the disappointment his parents feel about his choice of academics instead of corporate life. <br><br>When it comes down to it, Kenjiro is a prime example of with great power comes great responsibility. He could do a lot of things, those things would undoubted not only put a great many people in danger again, but leading that life would prevent him from doing what good he can as Computo. Kenji often makes great personal sacrifices because he feels the greater good of the community outweighs his personal happiness.<br><br>Because Kenjiro has essentially been forced to behave and act like an adult from a very early age, he detests being treated like an ordinary teen. It is the one action that can cause him to bring his formidable intellect to bear as he makes certain that the offending adult knows who exactly is boss.<br></td></tr><tr valign="top"><td colspan=2><b>Quote:</b>“Did you know you are standing in the middle of *my* city? I can do anything to you here. If you come along quietly and quickly you might even have a decent chance of beating rush hour traffic on your way to the police station. If not then remember I warned you when Metro’s 4:15 Southbound Blue line runs you down.” <br><br>“I never expected that little kid to be so powerful. I mean he’s just a skinny kid. He turned my cybernetics against me, shut down our get away helicopter with a wave of his hands, and then proceeded to tell us all the ways we screwed up the heist as he caused power cables to rip out of the buildings and wrap us up like thanksgiving turkeys. I’m never coming back to Tokyo!” Deadlock of the Comets<br></td></tr><tr valign="top"><td colspan=2><b>Background:&nbsp;</b>He could have been one of the wealthiest and most important people in the world. Gifted with an intellect virtually without peer, young Kenjiro Fukumitsu was a child prodigy, completing his prefecture schooling and entering into the university brackets at the tender age of six. His whole town considered him a local hero and a treasure. He was thrown parades and given a place amid the adults at important village functions. It was all a bit overwhelming for the small boy with the mind of a giant. <br><br>He did as he was expected to do and entered the university with the goal of achieving advanced degrees in computer science and architecture. If information was the new oil then Kenjiro was expected to be a wildcatter and pioneer new technology and ideas that would bring vast prosperity to the Japanese people. Kenjiro was of course entirely suited to this task, quickly mastering and outpacing his subjects and his professors respectively. He seemed to be able to get machines and computers to do exactly what he wanted them to do.<br><br>During his doctoral program at MIT, which he attended at the request of the Japanese Government, he started to experience severe headaches and other strange physical maladies. After a few weeks if inconclusive testing by specialists from all over the east coast, Kenjiro suddenly and inexplicably got better. The 10 year old genius was very eager to get back to work. His convalescence had left his family anxious and delayed his thesis work considerably. Kenjiro was determined to work twice as hard to catch up.<br><br>His thesis was on developing a new type of mainframe processor, and working late into the night Kenjiro and his assistants were calibrating the die machine and robotic arms that would assemble the tiny device. Kenjiro absentmindedly reached for a pair of calipers, only to find them across the room, frustrated Kenjiro glared at them and started to rise when the calipers flew across the room to him. Kenji ducked expecting to be skewered by the sharp tips, instead the tool hung in the air a few inches from his chest. Kenji and his graduate assistants stared at the tool openmouthed for as long as five seconds before they few clattering to the ground. Kenji decided that the best thing he could do was send everyone home for the night and resume work the next day.<br><br>Strange events kept unfolding in the lab, however, as the team continued their work. Tools would move about and on at least one occasion work shelved to allow time to complete another project was found later to be miraculously completed. Kenji suspected that an outside agency was assisting him in his project, a spirit or the like since internal surveillance showed no sign of intruder. It was a frightening thought, and it turned out the wrong one.<br><br>One day Kenjiro was working in the lab directing the work of the micro robots assembling the latest iteration of his project’s CPU. He was imagining the schematics for the design, and was plotting out the instruction sets to the arms when under his microscope the chip began to assemble itself. The tiny components shifted and rearranged themselves to match Kenjiro’s designs; without the robot assemblers going online. Kenjiro was amazed, but thinking logically he decided to alter the schematics of the processor believing that what ever force was causing this effect was using the template already in the robot’s computer control programs to make the changes. Yet no matter what change Kenjiro imagined it was seamlessly duplicated on the tiny sliver of silicon. Kenjiro began to realize he was the gremlin in the lab; somehow he was the one causing all the strange events.<br><br>This turn of events was a bit humbling. Realizing he had little choice in the matter Kenjiro decided to limit his personal involvement in the project’s completion phases. He knew of the difficulties metagene inspired inventions received in the scientific community; if his creation was metagene created its potential for widespread adoption was next to nil. Instead, Kenjiro faked a relapse of his mystery condition and relayed instructions to the assembly team. It was unorthodox but few could naysay a ten year old genius especially when suddenly the work was free of distractions and ahead of schedule.<br><br>Kenjiro spent the rest of the semester working in his room. The paperwork for the thesis was done before the technical aspects could be proven so that was not a concern. He was however worried about the cause and nature of his ability to effect matter. It was not long before Kenjiro learned that he could mentally manipulate various materials like plastics, ceramics, metals and glass. He couldn’t budge a blade of grass to save his life but he could haul his desktop computer around the room like it was on wires. <br><br>Kenjiro was astounded by his abilities. He dubbed himself a technokinetic since he seemed to only be able to manipulate manmade or altered materials, otherwise known as the essential building blocks of the modern society. He also learned that he could cause these raw materials to assume the form of anything he could imagine. Moreover these devices operated exactly as he imagined them to; the creation process operated on an almost entirely subconscious level. This was both pretty darned neat and outrageously scary to Kenji.<br><br>Still working from home and only making limited forays into the lab itself Kenji complete his task two months early, Kenjiro contacted his thesis board and scheduled a demonstration of his new AI system. With all the hooplah such an announcement normally creates was doubled as the press discovered the identity of the developer: the eleven year old newly minted PhD. Kenjiro Fukumitsu. Reporters and fellow scientists from around the globe attended the conference in MIT’s advanced computer labs.<br><br>Kenji was shaking as he gave his little speech. He had wanted a simple ceremony to be followed by taking a private jet back to Japan and his new job working at Sony. Neither the University nor his new employer would have it though. Kenjiro was news, and news was publicity and that was worth more than money. However, more than the standard scientific crowd was interested in the newest creations of a boy genius. Kenjiro’s day was just bound to get interesting. Lord Doom had sent half a dozen trained super agents to collect the youth and his little toy. <br><br>When the group of malefactors broke into the conference room, Kenjiro thought quickly and shoved the CPU into the floor, encapsulating it inside the metals transferred from the workbench it was sitting on. He then hid in and among the racks and played a game of cat and mouse with Lord Doom’s agents. Kenjiro realized quickly that his powers while nice were going to have to get a lot more powerful very quickly if he wanted to get out of his current predicament. Kenjiro had to settle for being really clever instead as he made the most of his surroundings through novel application of his powers. In the end he disabled half of the agents, and had stalled for enough time that a couple of local heroes were able to come to the universities (and his) aid.<br><br>The danger he had placed people in had a profound impact on Kenjiro. He turned down the corporate offer and went back to Japan surrounded by a cloud of confusion. His mentors, his parents, and his own government could not understand why he refused to apply the talents he had worked so hard to hone. Kenjiro could not explain, other than to say that no one would be hurt because of his talents again. <br><br>He applied for and received a teaching position at a Tokyo university. He applied for and received emancipated minor status. He knew he was a disappointment to his family but he had to make the sacrifice of his future so that he could help others on a more meaningful level. Within days of his move to Tokyo a fledgling superhero was seen soaring above the city. <br><br>As Computo, Kenjiro has had a successful year or so as a solo superhero. He has faced and defeated numerous threats to his city. He developed a relationship with a hard-bitten Tokyo police officer, the relationship is a two way street as Computo often arrives just in the nick of time to save his ‘partner’. He has expanded his repertoire of abilities, assimilated some intriguing gadgets from fallen foes, and come to terms with himself as a hero. <br><br>Still no one could have been more surprised than Kenjiro when he was asked to join the Global Guardians a day shy of his sixteenth birthday; a real ‘Rising Son” for Japan.<br></td></tr><tr valign="top"><td colspan=2><b>Powers/Tactics:&nbsp;</b>Computo is a metahuman with three distinct powersets. His primary ability is that of Technokinesis which can effect plastics, metals, and glass (ceramics). With this ability he can reshape and reorganize modern materials and objects on an almost molecular level for a variety of effects. He can also telekinetically move such materials around lifting them, hurling them and even erect temporary barriers made of them. When Kenjiro uses his technokinesis to create a new device his power operates on a preconscious level, providing metagene inspired genius to the ordering of the new device so that it works exactly as imagined. Of course over time the devices created by his technokinesis break down (body heal form transform) and become inert. <br><br>The technokinesis ability works in stark contrast to his other innate power: Cyberpathy. Computo’s cyberpathy enables him to communicate with, take over and locate nearly any machine intelligence. He can launch devastating psionic attacks upon them, or increase or decrease their computing power. He has also learned to apply his power on a rudimentary basis to human minds but the effect is crude and taxing on him. Since his cyberpathy power is entirely conscious he must use tremendous mental effort to utilize it to its fullest. He gestures wildly as he moves imaginary icons, or taps out commands on keyboards that exist only in his mind. Still he is one of the most powerful cyberpaths on the globe.<br><br>His last power is related to his Technokinesis. Over the years Kenjiro has developed several unique or useful gadgets that he can create with minimal effort using his technokinesis. He carries these devices in a solid metallic case on his back. These devices are fully functional creations of his metagene enhanced creativity and can be operated by anyone with minimal chance of breakdown. Some of the gadgets he carries around in his techpack include grenades of various types, a collapsible shield, and powered exoskeleton, and a set of discs that molecularly bond an object or person to another object. Powerstunts using his technokinesis include the formation of a powerful gauntlet-like weapon that ensheaths his whole arm to the shoulder. This power gauntlet incorporates an electroblaster, servomotors and can even serve as last ditch armor.<br></td></tr><tr valign="top"><td colspan=2><b>Campaign Use:&nbsp;</b></td></tr></table>

Hawksmoor

bblackmoor
Dec 15th, '04, 08:58 AM
<font size=+1><b>Computo</b></font>

That's an interesting character. I like the "metal, glass, and plastic" schtick. Dumb name, though. ;)

Tech
Dec 16th, '04, 05:30 AM
That's an interesting character. I like the "metal, glass, and plastic" schtick. Dumb name, though. ;)
I guess you haven't heard of "The Mighty Morphin Power Rangers"?

Computo, I'm guessing, was taken from the Legion of Superheroes old foe from long ago (or at least inspired by the name). Am I right?

I really want to stress to everyone reading this to avoid saying 'That's a dumb name'. Assuming the following people had never hit the comic scene, how much ribbing or joking would the following names get if you or another player had used these names in creation of a hero:
Mr. Fantastic
The Thing
Dr. Strange
The Human Torch
We had someone years ago where we joking game him the name 'Flyboy' and although the ribbing started, when he repeatedly one-punched villains with move-throughs, the jokes stopped.

Think about it.

Hawksmoor
Dec 16th, '04, 06:12 AM
I guess you haven't heard of "The Mighty Morphin Power Rangers"?

Computo, I'm guessing, was taken from the Legion of Superheroes old foe from long ago (or at least inspired by the name). Am I right?

We had someone years ago where we joking game him the name 'Flyboy' and although the ribbing started, when he repeatedly one-punched villains with move-throughs, the jokes stopped.

Think about it.

;D Right on one.

Actually the character is fond of changing his hero name as often as the Wasp changes clothes. Sprocket, Kirby, Tekno, and Computo are all names I planned for this character and in my mind all names he has used.

As to weird names my fav hero is Powerglide

Hawksmoor

aylwin13
Dec 16th, '04, 09:37 AM
I was wondering if anyone had looked at SCEPTRE, the character I posted on page 1. The posts were #8 (http://www.herogames.com/forums/showpost.php?p=532750&postcount=8) , 9 (http://www.herogames.com/forums/showpost.php?p=532754&postcount=9) , and 10 (http://www.herogames.com/forums/showpost.php?p=532755&postcount=10) . I'd really hoped for some comments, on the character and writeup, from the folks here. I'd certainly apppreciate hearing what everyone thinks. :)

Hawksmoor
Dec 16th, '04, 09:47 AM
I did, and he is not a bad character. I am leery of putting DCs on a focus like the Battlestaff (a jade amulet that mystically bestows knowledge of Shalin MA is another matter entirely).

I know it seems efficent, but I would prefer Char: STR only to cause damage. Technically Hand to Hand attack, but it bypasses all the little rulets some people have on adding damage from various sources and application of certain limitaions. The staff would act like the lever it is and exponentially increase the amount of force applied with a blow. Simple.

Hawksmoor

aylwin13
Dec 16th, '04, 09:50 AM
Thanks, Hawksmoor. I'll have to go back and tweak that.


Anyone else?

bblackmoor
Dec 16th, '04, 09:51 AM
His codename is S.C.E.P.T.R.E. Here is the history and explanation of the name:

I like the background. Plenty of plot hooks there.


There have been four men who have taken up the mantle of SCEPTRE

I count five:

Gerald Conner
Richard Matthews
Marcus Andrews
Ryan Winslow
Jefferey Forrester

bblackmoor
Dec 16th, '04, 10:07 AM
And now the character.

I haven't gone over it with a fine-toothed comb, but it looks like he has a good range of powers, nice range of skills, a tight conception, and good reasons for being a "good guy". I might buy the extra staff damage as additional Strength at 0 END, if it were mine, because it would make the staff more flexible. However, that would make him more vulnerable to Drains and the like, so you may not want to do that.

I like it.

One thing to consider is that he has taken points for having a Secret ID, so you ought to give some consideration to what his home life is like. What does he do when he's not on duty? Who are his friends? What, exactly, is at risk for him if his Secret Identity is revealed? I wouldn't lose sleep over it if you haven't got all that worked out yet. Sometimes that sort of stuff doesn't really gel until you play the character for a while. But maybe give it some thought later.

Oh, one other thing: shouldn't he have National Police Powers, rather than Local?

starblaze
Dec 16th, '04, 10:07 AM
Here are some beginning characters from my new Teen Supers game. I don't have any backgrounds yet as I am waiting on my players to send me them.

<font size=+1><b>Harvey Finkelstien</b></font>

Player:

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val  </b></font></td><td><font size=2><b>Char   </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>18  </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>24</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>25  </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>15</font></td></tr><tr><td align="right"><font size=2>20  </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>20</font></td></tr><tr><td align="right"><font size=2>8  </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>-2</font></td></tr><tr><td align="right"><font size=2>8  </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>-1</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>4/20  </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>4/20  </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>4  </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>12</font></td></tr><tr><td align="right"><font size=2>4  </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>20  </font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>30  </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>10</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>10"  </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>2"  </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2"  </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 90

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost  </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">28  </td><td><b><i>Untapped Powers of the Mind!: </i></b>Multipower, 40-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (50 Active Points); all slots Requires An EGO Roll (-3/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u  </td><td>1) <b><i>Feel Pain!: </i></b>Ego Attack 4d6 (40 Active Points); Requires An EGO Roll (-3/4) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">2u  </td><td>2) <b><i>Your mind belongs to me!: </i></b>Mind Control 8d6 (Human class of minds) (40 Active Points); Requires An EGO Roll (-3/4) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">2u  </td><td>3) <b><i>Your Mind is an open book!: </i></b>Telepathy 8d6 (Human class of minds) (40 Active Points); Requires An EGO Roll (-3/4) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">11  </td><td><b><i>Untapped Powers of Mind!: </i></b>Elemental Control, 40-point powers, (20 Active Points); all slots Requires An EGO Roll (-3/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">11  </td><td>1) <b><i>Psychokinetic Flight!: </i></b>Flight 16", Reduced Endurance (1/2 END; +1/4) (40 Active Points); Requires An EGO Roll (-3/4) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">11  </td><td>2) <b><i>Psychokinetic Force Screen!: </i></b>FF (16 PD/16 ED), Reduced Endurance (1/2 END; +1/4) (40 Active Points); Requires An EGO Roll (-3/4) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">10  </td><td>3) <b><i>Minds United!: </i></b>Mind Link , Human class of minds, Any Willing Target, Any distance, Number of Minds (x16) (40 Active Points); Requires An EGO Roll (-3/4), Costs Endurance (Only Costs END to Activate; -1/4) </td><td valign="top" align="right">4</td></tr><tr><td align="right" valign="top">11  </td><td>4) <b><i>Mind over Matter!: </i></b>Telekinesis (20 STR), Fine Manipulation (40 Active Points); Requires An EGO Roll (-3/4) </td><td valign="top" align="right">4</td></tr><tr><td align="right" valign="top">5  </td><td><b><i>Iron will!: </i></b>Mental Defense (12 points total) (8 Active Points); Costs Endurance (-1/2) </td><td valign="top" align="right">1</td></tr></table><b>Powers Cost:</b> 93


<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">2  </td><td>Survival (Urban) 14- </td></tr><tr><td valign="top" align="right">3  </td><td>Streetwise 11- </td></tr><tr><td valign="top" align="right">3  </td><td>Stealth 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Scientist </td></tr><tr><td valign="top" align="right">2  </td><td>1) SS: Biology 14- (3 Active Points) </td></tr><tr><td valign="top" align="right">2  </td><td>2) SS: Chemistry 14- (3 Active Points) </td></tr><tr><td valign="top" align="right">2  </td><td>3) SS: Electrical Engineering 14- (3 Active Points) </td></tr><tr><td valign="top" align="right">2  </td><td>4) SS: Mathematics 14- (3 Active Points) </td></tr><tr><td valign="top" align="right">2  </td><td>5) SS: Mechanical Engineering 14- (3 Active Points) </td></tr><tr><td valign="top" align="right">2  </td><td>6) SS: Physics 14- (3 Active Points) </td></tr><tr><td valign="top" align="right">2  </td><td>AK: New York City 11- </td></tr><tr><td valign="top" align="right">2  </td><td>CuK: Judaism 11- </td></tr><tr><td valign="top" align="right">3  </td><td>KS: Law 14- </td></tr><tr><td valign="top" align="right">2  </td><td>KS: Science Fiction 11- </td></tr><tr><td valign="top" align="right">3  </td><td>Inventor 14- </td></tr><tr><td valign="top" align="right">  </td><td>Everyman Skills </td></tr><tr><td valign="top" align="right">0  </td><td>1) TF: Custom Adder, Small Motorized Ground Vehicles [<b>Notes:</b> Custom Mod is Everyman Skill] </td></tr><tr><td valign="top" align="right">0  </td><td>2) Stealth 8- </td></tr><tr><td valign="top" align="right">0  </td><td>3) Shadowing 8- </td></tr><tr><td valign="top" align="right">0  </td><td>4) Persuasion 8- </td></tr><tr><td valign="top" align="right">0  </td><td>5) Paramedics 8- </td></tr><tr><td valign="top" align="right">0  </td><td>6) Deduction 8- </td></tr><tr><td valign="top" align="right">0  </td><td>7) Conversation 8- </td></tr><tr><td valign="top" align="right">0  </td><td>8) Concealment 8- </td></tr><tr><td valign="top" align="right">0  </td><td>9) Climbing 8- </td></tr><tr><td valign="top" align="right">0  </td><td>10) Acting 8- </td></tr><tr><td valign="top" align="right">3  </td><td>Electronics 14- </td></tr><tr><td valign="top" align="right">3  </td><td>Deduction 14- </td></tr><tr><td valign="top" align="right">3  </td><td>Concealment 14- </td></tr><tr><td valign="top" align="right">5  </td><td>+1 with DCV </td></tr><tr><td valign="top" align="right">9  </td><td>+5 with all non-combat Skills (40 Active Points); 1 Charge (-2), Only applies to Knowledge/Wisdom Related Rolls, Not Physical Actions (-1), Activation Roll 14- (-1/2) </td></tr></table><b>Skills Cost: </b>58

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">5  </td><td>Money: Well Off </td></tr></table><b>Perks Cost:</b> 5

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">5  </td><td>Eidetic Memory </td></tr><tr><td valign="top" align="right">3  </td><td>Lightning Calculator </td></tr><tr><td valign="top" align="right">4  </td><td>Speed Reading (x10) </td></tr></table><b>Talents Cost:</b> 12


<b>Total Character Cost:</b> 258

<table cellpadding="0" border="0"><tr><td align="right"><b>Val  </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">5  </td><td>Dependence: Pepsi Incompetence: -1 to Skill Rolls and related rolls per time increment (Very Common, 1 Hour) </td></tr><tr><td valign="top" align="right">20  </td><td>Psychological Limitation: Must prove himself (Common, Total) </td></tr><tr><td valign="top" align="right">10  </td><td>Psychological Limitation: Shy (Common, Moderate) </td></tr><tr><td valign="top" align="right">10  </td><td>Psychological Limitation: Science Ficton Geek (Common, Moderate) </td></tr><tr><td valign="top" align="right">15  </td><td>Psychological Limitation: Code Versus Killing Common, Strong </td></tr><tr><td valign="top" align="right">5  </td><td>Social Limitation: Minor, only 15 years old (Occasionally, Minor) </td></tr><tr><td valign="top" align="right">20  </td><td>Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish) </td></tr><tr><td valign="top" align="right">15  </td><td>Social Limitation: Secret Identity Frequently (11-), Major </td></tr></table>
<b>Disadvantage Points:</b> 100

<b>Base Points:</b> 150
<b>Experience Required:</b> 8
<b>Total Experience Available:</b> 8
<b>Experience Unspent:</b> 0

<font size=+1><b>Katline (Katie) Dulon</b></font>

Player: Marie

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val  </b></font></td><td><font size=2><b>Char   </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>5  </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>-5</font></td></tr><tr><td align="right"><font size=2>20  </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>30</font></td></tr><tr><td align="right"><font size=2>13  </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>6</font></td></tr><tr><td align="right"><font size=2>7  </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>-6</font></td></tr><tr><td align="right"><font size=2>20  </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>13  </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>6</font></td></tr><tr><td align="right"><font size=2>20  </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>0</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>1/25  </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>3/27  </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>4  </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>7  </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>6</font></td></tr><tr><td align="right"><font size=2>31  </font></td><td><font size=2><b>END</b></font></td><td><font size=2>3</font></td></tr><tr><td align="right"><font size=2>30  </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>13</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>6"  </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2"  </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>1"  </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 83

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost  </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">5  </td><td><b><i>Meditation : </i></b>Mental Defense (8 points total) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">19  </td><td><b><i>Confuse them with Philosophy: </i></b>Drain INT 1 1/2d6, Ranged (+1/2), BOECV (Mental Defense applies; +1), Range Modifiers Apply (-1/4) (34 Active Points); Requires A Skill Roll (Oratory; -1/2), OICID (-1/4) </td><td valign="top" align="right">3</td></tr><tr><td align="right" valign="top">20  </td><td><b><i>Air Powers: </i></b>Elemental Control, 60-point powers, (30 Active Points); all slots Power Does Not Work In Water (-1/4), Does not work in a vacuum (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">20  </td><td>1) <b><i>Limitless Flight: </i></b>Flight 15", Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Power Does Not Work In Water (-1/4), Does not work in a vacuum (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">20  </td><td>2) <b><i>Air Shield: </i></b>FF (24 PD/24 ED), Reduced Endurance (1/2 END; +1/4) (60 Active Points); Power Does Not Work In Water (-1/4), Does not work in a vacuum (-1/4) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">20  </td><td>3) <b><i>Form of Air: </i></b>Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Power Does Not Work In Water (-1/4), Does not work in a vacuum (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">20  </td><td>4) <b><i>Gust of Wind: </i></b>EB 6d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect Nonselective (8" Cone; +3/4) (60 Active Points); Power Does Not Work In Water (-1/4), Does not work in a vacuum (-1/4) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">20  </td><td>5) <b><i>Air Blast: </i></b>EB 6d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4) (60 Active Points); Power Does Not Work In Water (-1/4), Does not work in a vacuum (-1/4) </td><td valign="top" align="right">2</td></tr></table><b>Powers Cost:</b> 144


<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">  </td><td>College Skills </td></tr><tr><td valign="top" align="right">3  </td><td>1) Oratory 13- </td></tr><tr><td valign="top" align="right">5  </td><td>2) KS 15- </td></tr><tr><td valign="top" align="right">3  </td><td>3) PS: Writer 13- </td></tr><tr><td valign="top" align="right">  </td><td>Yoga Skills </td></tr><tr><td valign="top" align="right">5  </td><td>1) KS 15- </td></tr><tr><td valign="top" align="right">3  </td><td>2) PS: Dance 13- </td></tr><tr><td valign="top" align="right">3  </td><td>3) Contortionist 13- </td></tr><tr><td valign="top" align="right">4  </td><td>Language: Hindustani (idiomatic) </td></tr><tr><td valign="top" align="right">0  </td><td>Language: English (completely fluent) (3 Active Points) </td></tr></table><b>Skills Cost: </b>26

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">5  </td><td>Money: Well Off </td></tr></table><b>Perks Cost:</b> 5



<table cellpadding="0" border="0"><tr><td align="right"><b>Val  </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">20  </td><td>Psychological Limitation: Code Versus Killing Common, Total </td></tr><tr><td valign="top" align="right">10  </td><td>Rivalry: Professional (Upperclass student; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) </td></tr><tr><td valign="top" align="right">20  </td><td>Psychological Limitation: Must Meditate everyday for one hour or take -1d6 on INT (Common, Total) </td></tr><tr><td valign="top" align="right">15  </td><td>Social Limitation: Secret Identity Frequently (11-), Major </td></tr><tr><td valign="top" align="right">20  </td><td>Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish) </td></tr></table>
<b>Disadvantage Points:</b> 85
<br>
<b>Base Points:</b> 50
<b>Experience Required:</b> 123
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0
<b>Total Character Cost:</b> 258
<br>
<table width="100%" valign="top"><tr valign="top"><td><b>Height:&nbsp;</b>1.69 m</td><td><b>Hair:&nbsp;</b>Blonde</td></tr><tr valign="top"><td><b>Weight:&nbsp;</b>51.00 kg</td><td><b>Eyes:&nbsp;</b>Green</td></tr><tr valign="top"><span style="font-family: Arial Narrow; font-weight: 700"><td colspan=2><b>Appearance:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Personality:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Quote:</b>"Realizing that from which all words turn back and thoughts can never reach, one knows the bliss of Brahman and fears no more." a quote from The Upanishads.</td></tr><tr valign="top"><td colspan=2><b>Background:&nbsp;</b>Born in london, England. She moved to Delhi, India when she was 5 and lived there for 13 years. She became enthralled with the custom, culture, and mythology of India and eventually converted to Hinduism.</td></tr><tr valign="top"><td colspan=2><b>Powers/Tactics:&nbsp;</b></td></tr><tr valign="top"><td colspan=2><b>Campaign Use:&nbsp;</b></td></tr></table>
<font size=+1><b>Rachel Kirkham Rothchild</b></font>

Player: Lee LeMaster

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val  </b></font></td><td><font size=2><b>Char   </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>20  </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>23  </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>39</font></td></tr><tr><td align="right"><font size=2>18  </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>16</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>18  </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>18  </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>4</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>6/18  </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>5/17  </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>1</font></td></tr><tr><td align="right"><font size=2>4  </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>7</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>4</font></td></tr><tr><td align="right"><font size=2>36  </font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>42  </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>13</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>9"  </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2"  </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>4"  </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 104

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost  </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">22  </td><td><b><i>Longbow of Power: </i></b>Multipower, 45-point reserve, all slots 16 Charges (+0) (45 Active Points); all slots OAF (-1) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u  </td><td>1) <b><i>Force Arrow: </i></b>EB 9d6 (45 Active Points); OAF (-1) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">2u  </td><td>2) <b><i>Exploding Force Arrow: </i></b>EB 6d6, Explosion (+1/2) (45 Active Points); OAF (-1) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">2u  </td><td>3) <b><i>Lethal Force Arrow: </i></b>RKA 3d6 (45 Active Points); OAF (-1) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">2u  </td><td>4) <b><i>Lightning Arrow: </i></b>EB 4d6+1, NND ([Standard]; Insulated clothing; +1) (44 Active Points); OAF (-1) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">24  </td><td><b><i>Magic Chainmail Armor: </i></b>Armor (12 PD/12 ED) (36 Active Points); OIF (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">10  </td><td><b><i>Magic Quarterstaff: </i></b>(Total: 25 Active Cost, 10 Real Cost) HA +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 8) <b>plus</b> Stretching 1" (5 Active Points); OAF (-1), no Noncombat Stretching (-1/4) (Real Cost: 2) </td><td valign="top" align="right">3</td></tr><tr><td align="right" valign="top">6  </td><td><b><i>Athletic: </i></b>Running +3" (9" total) </td><td valign="top" align="right">1</td></tr></table><b>Powers Cost:</b> 70

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Martial Arts Maneuver</b></td></tr><tr><td valign="top" align="right">  </td><td>Dirty Fighting </td></tr><tr><td valign="top" align="right">4  </td><td>1) Eye Gouge: 1/2 Phase, -1 OCV, -1 DCV, Flash 4d6 </td></tr><tr><td valign="top" align="right">4  </td><td>2) Kidney Blow: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 </td></tr><tr><td valign="top" align="right">3  </td><td>3) Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls </td></tr><tr><td valign="top" align="right">  </td><td>Staff Fighting </td></tr><tr><td valign="top" align="right">4  </td><td>1) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 30 STR </td></tr><tr><td valign="top" align="right">4  </td><td>2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort </td></tr><tr><td valign="top" align="right">5  </td><td>3) Poke: 1/2 Phase, +1 OCV, +3 DCV, 4d6 Strike </td></tr><tr><td valign="top" align="right">4  </td><td>4) Shove: 1/2 Phase, +0 OCV, +0 DCV, 35 STR to Shove </td></tr><tr><td valign="top" align="right">4  </td><td>5) Strike: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike </td></tr><tr><td valign="top" align="right">3  </td><td>6) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 4d6 Strike; Target Falls </td></tr><tr><td valign="top" align="right">0  </td><td>7) Weapon Element: QuarterStaff </td></tr></table><b>Martial Arts Cost:</b> 35

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">3  </td><td>Acrobatics 14- </td></tr><tr><td valign="top" align="right">3  </td><td>Breakfall 14- </td></tr><tr><td valign="top" align="right">9  </td><td>+3 with Bows </td></tr><tr><td valign="top" align="right">5  </td><td>Cramming  </td></tr><tr><td valign="top" align="right">3  </td><td>Deduction 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Language: Afrikaans (completely fluent) </td></tr><tr><td valign="top" align="right">3  </td><td>Paramedics 13- </td></tr><tr><td valign="top" align="right">6  </td><td>Penalty Skill Levels: +3 vs. Range Modifier with Longbow of Power </td></tr><tr><td valign="top" align="right">3  </td><td>Persuasion 11- </td></tr><tr><td valign="top" align="right">3  </td><td>Survival 13- </td></tr><tr><td valign="top" align="right">5  </td><td>WF: Common Melee Weapons, Common Missile Weapons, Rifles </td></tr></table><b>Skills Cost: </b>46

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">3  </td><td>Money: Well Off </td></tr></table><b>Perks Cost:</b> 3



<b>Total Character Cost:</b> 258

<table cellpadding="0" border="0"><tr><td align="right"><b>Val  </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">15  </td><td>Psychological Limitation: Doesn't understand American Culture (Very Common, Moderate) </td></tr><tr><td valign="top" align="right">15  </td><td>Psychological Limitation: Dark secret concerning upbringing (Uncommon, Total) </td></tr><tr><td valign="top" align="right">5  </td><td>Rivalry: Professional (Other Archer; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) </td></tr><tr><td valign="top" align="right">15  </td><td>Social Limitation: Secret Identity Frequently (11-), Major </td></tr><tr><td valign="top" align="right">15  </td><td>Hunted: KGB 8- (Mo Pow, Harshly Punish) </td></tr><tr><td valign="top" align="right">15  </td><td>Psychological Limitation: Code Versus Killing Common, Strong </td></tr><tr><td valign="top" align="right">20  </td><td>Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish) </td></tr></table>
<b>Disadvantage Points:</b> 100

<b>Base Points:</b> 150
<b>Experience Required:</b> 8
<b>Total Experience Available:</b> 8
<b>Experience Unspent:</b> 0

<font size=+1><b>Marla Singer</b></font>

Player:

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val  </b></font></td><td><font size=2><b>Char   </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>30  </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>20</font></td></tr><tr><td align="right"><font size=2>15  </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>15</font></td></tr><tr><td align="right"><font size=2>20  </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>20</font></td></tr><tr><td align="right"><font size=2>15  </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>15  </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>15  </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>0  </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>-10</font></td></tr><tr><td align="right"><font size=2>0  </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>-5</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>12/27  </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>6</font></td></tr><tr><td align="right"><font size=2>12/27  </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>4  </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>15</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>40  </font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>40  </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>0</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>8"  </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>4</font></td></tr><tr><td align="right"><font size=2>2"  </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>6"  </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 98

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost  </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">  </td><td>Powered Armor, all slots OIF (-1/2) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">17  </td><td>1) <b><i>BootJets: </i></b>Flight 15" (30 Active Points); OIF (-1/2), Activation Roll 14-, Burnout (-1/4) </td><td valign="top" align="right">3</td></tr><tr><td align="right" valign="top">26  </td><td>2) <b><i>Armored Suit: </i></b>Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2), Real Armor (-1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">7  </td><td>3) <b><i>Built-in transistor radio: </i></b>Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">3  </td><td>4) <b><i>Binocular Vision: </i></b>Nightvision (5 Active Points); OIF (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">3  </td><td>5) <b><i>Binocular vision: </i></b>+3 versus Range Modifier for Sight Group (5 Active Points); OIF (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">3  </td><td>6) <b><i>Helmet visor: </i></b>Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">10  </td><td>7) <b><i>Batteries: </i></b>Endurance Reserve (85 END, 7 REC) (15 Active Points); OIF (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">20  </td><td><b><i>Homemade RayGun: </i></b>Multipower, 45-point reserve, (45 Active Points); all slots OAF (-1), Real Weapon (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u  </td><td>1) <b><i>Basic Blaster : </i></b>EB 9d6 (45 Active Points); OAF (-1), Real Weapon (-1/4) </td><td valign="top" align="right">4</td></tr><tr><td align="right" valign="top">2u  </td><td>2) <b><i>Stun Setting: </i></b>EB 4d6+1, NND (Force Field or no nerve endings; +1) (44 Active Points); OAF (-1), Real Weapon (-1/4) </td><td valign="top" align="right">4</td></tr><tr><td align="right" valign="top">2u  </td><td>3) <b><i>Lethal Setting: </i></b>RKA 3d6 (45 Active Points); OAF (-1), Real Weapon (-1/4) </td><td valign="top" align="right">4</td></tr></table><b>Powers Cost:</b> 95

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Martial Arts Maneuver</b></td></tr><tr><td valign="top" align="right">  </td><td>Commando Training </td></tr><tr><td valign="top" align="right">3  </td><td>1) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls </td></tr><tr><td valign="top" align="right">4  </td><td>2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike </td></tr><tr><td valign="top" align="right">4  </td><td>3) Choke: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND </td></tr><tr><td valign="top" align="right">4  </td><td>4) Escape Hold: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs </td></tr><tr><td valign="top" align="right">4  </td><td>5) Karate Chop: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 </td></tr><tr><td valign="top" align="right">4  </td><td>6) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort </td></tr><tr><td valign="top" align="right">2  </td><td>7) Weapon Element: Blades, Clubs </td></tr><tr><td valign="top" align="right">4  </td><td>8) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm </td></tr></table><b>Martial Arts Cost:</b> 29

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">2  </td><td>WF: Small Arms </td></tr><tr><td valign="top" align="right">2  </td><td>SS: Robotics 11- </td></tr><tr><td valign="top" align="right">3  </td><td>PS: Electician 12- </td></tr><tr><td valign="top" align="right">3  </td><td>Mechanics 12- </td></tr><tr><td valign="top" align="right">  </td><td>Everyman Skills </td></tr><tr><td valign="top" align="right">0  </td><td>1) TF: Custom Adder, Small Motorized Ground Vehicles [<b>Notes:</b> Custom Mod is Everyman Skill] </td></tr><tr><td valign="top" align="right">3  </td><td>2) Stealth 12- </td></tr><tr><td valign="top" align="right">3  </td><td>3) Shadowing 12- </td></tr><tr><td valign="top" align="right">0  </td><td>4) Persuasion 8- </td></tr><tr><td valign="top" align="right">0  </td><td>5) Paramedics 8- </td></tr><tr><td valign="top" align="right">0  </td><td>6) Deduction 8- </td></tr><tr><td valign="top" align="right">0  </td><td>7) Conversation 8- </td></tr><tr><td valign="top" align="right">0  </td><td>8) Concealment 8- </td></tr><tr><td valign="top" align="right">0  </td><td>9) Climbing 8- </td></tr><tr><td valign="top" align="right">0  </td><td>10) Acting 8- </td></tr><tr><td valign="top" align="right">3  </td><td>Electronics 12- </td></tr><tr><td valign="top" align="right">3  </td><td>Bugging 12- </td></tr><tr><td valign="top" align="right">3  </td><td>Breakfall 12- </td></tr><tr><td valign="top" align="right">1  </td><td>AK: Military Bases 8- </td></tr></table><b>Skills Cost: </b>26

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">10  </td><td>Follower </td></tr></table><b>Perks Cost:</b> 10



<b>Total Character Cost:</b> 258

<table cellpadding="0" border="0"><tr><td align="right"><b>Val  </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">10  </td><td>Distinctive Features: Buck Teeth and Braces (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) </td></tr><tr><td valign="top" align="right">30  </td><td>Enraged: When appearance is made fun of (Common), go 14-, recover 8- </td></tr><tr><td valign="top" align="right">10  </td><td>Vulnerability: 1 1/2 x STUN Hits to face (Common) </td></tr><tr><td valign="top" align="right">15  </td><td>Social Limitation: Secret Identity Frequently (11-), Major </td></tr><tr><td valign="top" align="right">20  </td><td>Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish) </td></tr><tr><td valign="top" align="right">10  </td><td>Social Limitation: Social Anxiety (Frequently, Minor) </td></tr><tr><td valign="top" align="right">5  </td><td>DNPC: Father 8- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID) </td></tr></table>
<b>Disadvantage Points:</b> 100

<b>Base Points:</b> 150
<b>Experience Required:</b> 8
<b>Total Experience Available:</b> 8
<b>Experience Unspent:</b> 0

starblaze
Dec 16th, '04, 10:10 AM
The PC's started out as just your average college age students, with the exception of Harvey who is only 15, you gained their superpowers through a supernatural accident.

More details on a different thread.

Samuraiko
Dec 16th, '04, 12:34 PM
And here's mine.

MIDNIGHT

Player: Michelle Travis

Val Characteristic
12 STR
20 DEX
13 CON
10 BODY
23 INT
25 EGO
18 COM
9 PD
10 ED
4 SPD
5 REC
40 END
39 STUN
6" RUN
2" SWIM
2" LEAP

COST END POWER
(15 Shadow: Elemental Control, 30-point powers)
25/ 4/ 1) Walk the Twilight Path: Teleportation 10", No Relative Velocity, x2 Increased Mass, x4 Noncombat
15/ 3/ 2) Shadowfall: Change Environment 4" radius, -4 to Sight Group PER Rolls, Personal Immunity
15/ 0/ 3) The Mantle of Night: Invisibility to Sight and Mental Groups and Danger Sense, Reduced Endurance (0 END), Limited Power Only Works in Shadows or Darkness
30/ 4/ 4) Cloud Men's Minds...: Mind Control 3d6 (Human Class of Minds), Telepathic, Invisble Power Effects, Source Only (Fully Invisible), Penetrating, Cumulative
25/ 4/ 5) Touched by Darkness: Ego Attack 4d6 (Human Class of Minds)
8/ 3/ 6) Guided by Shadows...: Clairsentience (Sight Group and Detect Minds), +2 to PER Roll, Increased Arc of Perception (360 Degrees), Concentration, Must Concentrate throughout use of Constant Power (0 DCV)

3 Eyes of the Night Dragon: +4 PER with Normal Sight; Only to counteract normal shadows/darkness modifiers
1 My Thoughts are Shrouded: Mental Defense (6 points total)

COST Martial Arts Maneuvers
4 Jain's Hand of Shadow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4 Saigo's Body of Shadow: 1/2 Phase, -OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Sublime Fist of the Night Dragon: 1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike

SKILLS
+1 with Martial Arts
Acrobatics 13-
Acting 8-
AK: New York City 8-
Breakfall 13-
Climbing 8-
Concealment 14-
Conversation 13-
Deduction 8-
Language: English (idiomatic, literate)
Language: Spanish (fluent converation, literate)
Language: French (fluent conversation, literate)
Language: Japanese (basic conversation, literate)
Gambling (Blackjack, Craps, Poker, Roulette) 14-
High Society 13-
Persuasion 8-
Shadowing 15-
Sleight of Hand 13-
Stealth 14-

PERK
Money: Wealthy

TALENTS
Eidetic Memory
Environmental Movement - Shadows/Darkness (not total) (no penalties)
Lightning Calculator

PTS DISADVANTAGES
10 Distinctive Features: Extremely attractive (Concealable, Noticed and Recognizable; Detectable by Commonly-Used Senses)
20 Hunted: Leila D'Arcy/Shroud 11- (As Pw, NCI, Harshly Punish)
15 Physical Limitation: Susceptibility to Bright Light (Causes Incapacitating Migraine) (Frequent, Greatly Impairing)
10 Psychological Limitation: Fear of Teleporting with Anyone Else (Uncommon, Strong) (Note: only applies when she Teleports and brings someone else, not if someone else Teleports and brings her)
10 Psychological Limitation: Fear of Pushing Limits of Powers (Uncommon, Strong)
5 Psychological Limitation: Hedonist (Uncommon, Moderate)
15 Psychological Limitation: Risk-Taker (Common, Strong) ) (Note: takes wild chances with everything EXCEPT her powers)
10 Reputation: Gambler (as Maureen D'Arcy) 11-
10 Rivalry: Professional, Midnight vs. Shroud, Equally Powerful, Seek to Imprison or Kill Her, Rival Aware of Rivalry
15 Secret Identity: Maureen D'Arcy
10 Social Limitation: High Society (as Maureen D'Arcy) (Frequently, Minor)
20 Vulnerability: 2 x Effect Flash or Intense Light (Common)

Height: 1.79m
Weight: 59.00kg
Hair: Dark Auburn
Eyes: Jade green

Appearance: A tall, beautiful woman in her late twenties, Midnight wears a form-fitting black bodysuit, black gloves, boots, and trenchcoat, a black flat-brimmed hat with dark red band, and a dark red mask that covers her lower face. As Maureen D'Arcy, she wears the latest international fashions from casual to formalwear, and unless completely inappropriate, wears dark-tinted sunglasses.
Personality: Midnight is a thrill-seeker and hedonist, and acts the same way in her secret identity. A daredevil and risk-taker, she acts as though she has all the luck in the world at her disposal, the thrill of the gamble being a stronger lure than any sense of self-preservation. The only time she does not take excessive risks is with her powers.
Quote: "You're not afraid of the dark, are you?"
Background: Maureen D'Arcy leads a carefree life of wealth and prestige, mingling with New York's crème de la crème, haunting casinos worldwide as a professional gambler. But the beautiful society patron has a dark secret.
In childhood, Maureen had an identical twin, Leila. Not only did the two look exactly alike, but they often thought, dressed, and acted alike. Together, the girls played hide-and-seek in the darkness, fooled servants and governesses with wide-eyed innocence, even moving from room to room in the mansion without passing through a single door. Their parents, John and Elizabeth D’Arcy were not surprised - they had such gifts themselves, had encouraged the girls' skills, and after all, great-grandparents Lamont and Margo Cranston had been playing with the twins since they were toddlers.
Through childhood and early adolescence, the twins lived a luxurious life as befitted the daughters of a wealthy pair of New York socialites. They attended the finest schools, were both trained in the martial arts for self-defense, and were introduced early on to the high society life they would one day join themselves. By the age of sixteen, both girls had actually earned enough credits to graduate high school with honors, two of the youngest graduates in the history of their private school. And their private games continued.
Then one day, the game went horribly wrong. Just before the twins’ seventeenth birthday, Leila and Maureen both walked into the darkness... but only Maureen came back out.
Sitting in the mansion’s library, John and Elizabeth were horrified to see one of their daughters stumble out of a shadow, her eyes wide with terror. She stared at her parents with unseeing eyes, and could only gasp out that Leila was missing and she couldn’t find her. Her parents used their own gifts to try and find their missing daughter, but the elder D’Arcys’ talents were not nearly as strong as that of the twins.
Lunging back into the darkness, Maureen called her sister's name again and again, searching the shadows with all her talent, but to no avail. Try as she might, she could not find a trace of her sister's presence - Leila had disappeared completely. Day and night, she roamed the darkness, praying for even a glimpse of Leila’s mind. Eventually, Maureen spent so much time in the shadows that her vision suffered to the point where bright light caused her incredible pain.
Her parents publicly called it a kidnapping for ransom, since to draw attention to the family’s dark talents would be an unthinkable risk. An enormous reward was offered for information, full-page advertisements appeared in the papers, Elizabeth even went on national TV to beg for her daughter’s safe return. But Leila was never found, and after seven long years of agonized waiting, was declared legally dead. Maureen was determined to keep on living, to enjoy life to the fullest since it could be snatched away from her at any moment. But from then on, terrified that something in the darkness had stolen her sister, she never went into the shadows ever again.
She went on to attend university to study Mathematics, obtaining her Bachelors degree at nineteen from Columbia University, and her Masters degree at twenty-two from NYU. With a phenomenally high level of intelligence and a gift for numbers and statistics, Maureen could have had a brilliant career in business. Instead, she turned her talents to a profession that was not only more fun, but also paid much more – high-stakes gambling.
While the D’Arcys disapproved of their daughter pursuing such a frivolous lifestyle, Lamont Cranston looked on his great-granddaughter with a certain amusement and nostalgia of his own high-living days. To placate her parents, she kept her gambling image professional and high-class. She also gave generously to numerous charities, and even had a wing built on New York’s largest hospital in her sister’s name. Besides, no one could deny that Maureen was fantastic at her new career – between playing the stock market with uncanny accuracy and secretly using her mental gifts at the casino tables, within three years, Maureen had an effective income of over five million dollars a year. And that didn’t even count her trust fund, her shares in her parents’ corporate conglomerate, or her inheritances from the Cranstons when they died two years later.
Ten years after Leila’s disappearance, Elizabeth and John D’Arcy were assassinated by persons unknown, and Maureen came home from a charity ball to find them murdered together in the mansion's library. Her only clue was one that shook her to her very soul - a shadow on the wall before her... while the lit fireplace was to her right.
Maureen was initially suspected by NYPD, as she was now the sole heiress to a multi-million fortune, but too many witnesses at the charity ball testified to her presence there since well before and well after the double homicide. Her generous contributions to society and her extensive volunteer time spoke well of her character, and thanks to her grandfather, a well-respected New York lawyer, Maureen was removed from the suspect list and given a public apology.
The tingling in her mind that this was not just a simple hit on two prominent members of high society nagged their daughter so much that after burying her parents, Maureen became Midnight, a vigilante using the powers of darkness and suggestion to fight crime in the same manner as her great-grandfather, the Shadow.
Maureen searches for her parents' murderer, using her substantial wealth and position to help her, making subtle contact with the fringe in her gambling pursuits.
As Midnight, she haunts the streets fighting crime and putting pressure on the criminal underground for information.
Her latest leads have all led her to Millennium City, so she has purchased a house at Grosse Point in keeping with her society status, and can often be found pursuing her hedonistic lifestyle at any of the city’s three casinos, the Barlowe Hotel, and the Millenium City Yacht Club. But at night, she pursues her mission with a single-minded dedication. The answers are here, somewhere. And perhaps, even her sister.
As Maureen, she prays with all her heart that her sister might still be alive.
But as Midnight, she fears with all her soul that she is.
Powers/Tactics: Midnight is a formidable martial artist, using ninja talents she learned as the result of beating an undercover Japanese Intelligence agent in a game of Go. She uses her charm to get her what she wants, sometimes resorting to using her phenomenal intelligence and gambling gift. But her real gifts are her dark talents - invisibility in her native shadows, using her mind to persuade or attack, even the ability to teleport at great range. In combat, she willl watch, learn, strike swiftly, then vanish - and only get flashy if it will intimidate her opponent.

bblackmoor
Dec 16th, '04, 12:41 PM
And here's mine.
MIDNIGHT

Invisibility to Danger Sense. Aren't we tricky? :)

I'm not sure a 18 Comeliness warrants a Distinctive Features for extraordinary beauty, though.

bblackmoor
Dec 16th, '04, 12:43 PM
Here are some beginning characters from my new Teen Supers game.

Real world, or PBEM? I'm just curious.

nexus
Dec 16th, '04, 12:46 PM
Invisibility to Danger Sense. Aren't we tricky? :)

I'm not sure a 18 Comeliness warrants a Distinctive Features for extraordinary beauty, though.

If you live in a world where 18 com isn't extraordinary, I want to live there. :)

Depends on the scale of campaign but an 18 Com IS very attractive. The character is a supermodel/comic book type beauty and definiately would stand out and find it hard to blend into a crowd without effort. Its only a 5 point disadvantage, after all.

I really think sometimes the high attributes that are so common in Champions skew the perception of what 18-20 mean in "real life" terms sometimes.

Samuraiko
Dec 16th, '04, 12:58 PM
Invisibility to Danger Sense. Aren't we tricky? :)

I'm not sure a 18 Comeliness warrants a Distinctive Features for extraordinary beauty, though.

Hey, I'm a mentalist/martial artist. Believe me, if there's a brick or blaster anywhere NEAR me, I'm gonna hide from that f***er as best I can.

Then from the shadows, I can mess with their minds like a Rubik's cube.

Michelle
aka
Samuraiko

bblackmoor
Dec 16th, '04, 12:59 PM
If you live in a world where 18 com isn't extraordinary, I want to live there. :)

I surround myself with beautiful people. :)

But seriously, 18 is exceptionally attractive, but not 10 pt. Disad-level attractive. Generally speaking, I don't think you should get more points for the Disad than you spent on the stat. Personally, I wouldn't consider taking a Disad for that until the stat got well into the superhuman range, say 30+.


I really think sometimes the high attributes that are so common in Champions skew the perception of what 18-20 mean in "real life" terms sometimes.

I do think you are right about that. Dex, I think, is the most well-worn example. Nearly every Champions character has the reflexes of a world-class gymnast, regardless of their background. But that's the way the game system is written, and forcing everyone to have low stats out of some misguided aesthetic would be obnoxious. You just have to grin and bear it. :)

nexus
Dec 16th, '04, 01:06 PM
I surround myself with beautiful people. :)

But seriously, 18 is exceptionally attractive, but not Disad-level attractive. Generally speaking, I don't think you should get more points for the Disad than you spent on the stat. Personally, I wouldn't consider taking a Disad for that until the stat got well into the superhuman range, say 30+.


I would say that is DF:Unearthly Beauty (Concealable with effort, noticed) or even higher. But its a matter of opinion.




I do think you are right about that. Dex, I think, is the most well-worn example. Nearly every Champions character has the reflexes of a world-class gymnast, regardless of their background. But that's the way the game system is written, and forcing everyone to have low stats out of some misguided aesthetic would be obnoxious. You just have to grin and bear it. :)

Actually, I've run several games with the characters limited to more "human" attribute levels where the only superhuman stats were related directly to their powers. Worked fine, you just have to set benchmarks and ask for rationales such as "Why is your 30 year old janitor more agile than a gold medal gymnast?" and don't except "because he needs to hit better?" as answer. It takes players willing to trust that you're not going to screw them over and are going to hold the NPCs to the same criteria, scaling the setting accordingly. Its a little extra work so I generally don't do it unless I'm going for a "real world with superpowers" feel for the game.

aylwin13
Dec 16th, '04, 06:35 PM
I count five:

Gerald Conner
Richard Matthews
Marcus Andrews
Ryan Winslow
Jefferey Forrester

You are absolutely right. I was originally going for 4, but I couldn't get the timeline to fit without them having 18 or 19 year careers. I just forgot to correct the first line. I'll take care of that.


I might buy the extra staff damage as additional Strength at 0 END, if it were mine, because it would make the staff more flexible. However, that would make him more vulnerable to Drains and the like, so you may not want to do that.

Yeah, Hawksmoor suggested STR only for doing damage. I think I'm going to change that power.


One thing to consider is that he has taken points for having a Secret ID, so you ought to give some consideration to what his home life is like. What does he do when he's not on duty? Who are his friends? What, exactly, is at risk for him if his Secret Identity is revealed? I wouldn't lose sleep over it if you haven't got all that worked out yet. Sometimes that sort of stuff doesn't really gel until you play the character for a while. But maybe give it some thought later.

Oh, one other thing: shouldn't he have National Police Powers, rather than Local?

Since I've moved, I need to get back into a regular game so that I can play him. Then I'll be able to firm up that part of his background. And yes, I do need to change the police powers. Oops.


I like it.

Thanks, and I appreciate the comments. :)

nexus
Dec 16th, '04, 06:55 PM
I think I may have posted this before but...

Keiko
Val Char Cost Roll Notes
18 STR 8 13- Lift 303.1kg; 3 1/2d6 HTH damage
30 DEX 60 15- OCV: 10/DCV: 10
24 CON 28 14-
15 BODY 10 12-
10 INT 0 11- PER Roll 11-
15 EGO 10 12- ECV: 5
15 PRE 5 12- PRE Attack: 3d6
18 COM 4 13-
12 PD 8 Total: 21 PD (9 rPD)
11 ED 6 Total: 20 ED (9 rED)
5 SPD 10 Phases: 3, 5, 8, 10, 12
9 REC 0
50 END 1
42 STUN 6 Total Characteristics Cost: 160
Movement: Run: 8"/NC"
Swim: 2"/NC"

Cost Powers END
33 Chi Powers and Martial Arts Mastery: Multipower, 50-point reserve, all slots: (50 Active Points); Requires A Skill Roll (-1/2)
2u 1) Thunder Dragon Kick: Hand-To-Hand Attack +5d6, Double Knockback 2x KB (+3/4) (44 Active Points); Hand-To-Hand Attack (-1/2) 4
2u 2) Seven Butterfly Strike: Energy Blast 4d6 (vs. ED), No Normal Defense:Hardened PD Standard (+1) (40 Active Points); Requires precision Strikes (-3 OCV) Power loses about a third of its effectiveness (-1/2) 4
1u 3) 1000 Thunders Fist: Hand-To-Hand Attack +5d6, Autofire (3 shots; +1/4) (31 Active Points); Hand-To-Hand Attack (-1/2), All Must aimed at same target Power loses about a third of its effectiveness (-1/2), Extra Time Delayed Phase (-1/4) 3
2u 4) Breath of the Fire Dragon Energy Wave: Energy Blast 10d6 (vs. ED) (50 Active Points); Extra Time Extra Segment (-1/2), Gestures (-1/4), Incantations (-1/4) 5
1u 5) Wing of the Air Dragon Technique: Flight 6", Position Shift (17 Active Points); Most end movement on a surface Power loses about a third of its effectiveness (-1/2), Needs object to "rebound" off to turn Power loses about a fourth of its effectiveness (-1/4) 2

15 Chi Focusing: Aid: Strength, Dexterity, Stun and Constitution 3d6, Can Add Maximum Of 20 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4), Variable Effect One Power At A Time (+1/4) (46 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Concentration 1/2 DCV (-1/4), Gestures (-1/4), Incantations (-1/4)
7 Chi Aura: Detect:Chi A Single Thing 11-, Discriminatory, Range (13 Active Points); Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), Costs Endurance Only Costs END to Activate (-1/4) 1

Martial Arts: MA NAME
Maneuver OCV DCV Notes
4 1) Punch/Snap Kick +0 +2 STR +4d6 Strike
5 2) Ax Kick -2 +1 STR +6d6 Strike
5 3) Flying Kick +1 +0 STR +2d6 +v/5; FMove
3 4) Legsweep +2 -1 STR +3d6 Strike, Target Falls
5 5) Flying Evasion -- +4 Dodge All Attacks, Abort; FMove
4 6) Counterstrike +2 +2 STR +4d6 Strike, Must Follow Block
5 7) Empty Hand Defense +1 +3 Block, Abort
4 8) Escape +0 +0 +25 STR vs. Grabs
3 9) Shoulder Throw +0 +1 STR +2d6 +v/5, Target Falls
3 10) Monkey Flip +2 +1 STR +2d6 Strike; You Fall, Target Falls
4 11) Nerve Strike -1 +1 3d6 NND

Talents
18 Combat Luck (9 PD/9 ED)
16 Combat Sense 12-

Skills
3 Acrobatics 15-
3 Breakfall 15-
5 Analyze: Combat 12-
9 Power (EGO-based) 15-
8 Defense Maneuver: I-III
12 +4 with any three maneuvers or a tight group of attacks

Total Powers & Skills Cost: 190
Total Cost: 350

200+ Disadvantages
5 Accidental Change: If undergoing extreme negative emotion (Anger, fear, etc) 8- (Uncommon)
10 Distinctive Features: Taint of the diabolic (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
5 Money: Poor
15 Hunted: Her father 11- (Mo Pow; Mildly Punish)
10 Physical Limitation: Susceptible to anti demon magics (Infrequently; Greatly Impairing)
10 Dependent NPC: DNPC of the week 8- (Normal)
5 Distinctive Features: Beautiful Asian girl (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Psychological Limitation: Honorable (Common; Total)
15 Psychological Limitation: Enjoys fighting and testing her skills (Common; Strong)
15 Psychological Limitation: Naieve and trusting by nature (Common; Strong)
10 Psychological Limitation: Relunctant to use lethal force (Common; Moderate)
10 Hunted: Black Lotus 8- (As Pow; Harshly Punish)
10 Social Limitation: Little legal id (Frequently; Minor)
10 Social Limitation: Legally a minor (Occasionally; Major)

Total Disadvantage Points: 350

Background summary: Keiko’s sensei rescued the infant girl from the cadre of demonic warriors hunting her and her mother. Unfortunately, her mother suffered a fatal injury during the battle, but made the wandering warrior promise to watch her over her daughter and uttered a name “Ryohachi” before she died. Taking is promise to heart, Master Ch’ian raised the girl and grew to care for her, in his gruff fashion. He was already an old man and realized, despite his superb physical conditioning and mastery of his Chi, that he did not have long in the mortal world. As the sole heir of his style he feared it would die with him.
Thus began Keiko’s lifelong training in the Celestial Dragon style. She took to it naturally and Master Chi’an felt a great hidden power in the girl. But it was tainted with darkness so he focused his lessons on the less lethal techniques of the style and emphasized peace and control of her warrior spirit over desire for battle. Keiko learned quickly and grew up strong and healthy. She was occasionally tormented by nightmares; horrible dreams of a man calling to her surrounded by flames but over all her childhood were fairly happy.
This all changed on her 16th birthday. Keiko returned from a run to find her home destroyed and Master Chi’an dying among the ruins. A dark and powerful figure stood over him; the man from her dreams. She attacked and her rage lent her power, a dark energy coursed threw her body but it was not enough. She feared that darkness on some level and held back The man defeated her easily and, with a mocking laugh, told her to grow stronger then find him again. He vanished and left the girl to mourn the death of the only father she’d ever known.

Notes: Keiko’s power set is pretty straightforward. The taint inside her is from her father (The dark man) another warrior who sold his soul for power and some of that taint resides in Keiko. She has a demonically powered form that takes over when she becomes truly enraged or feels some other extreme negative emotion. Part of me feels I should pay for that a multiform or something similar. It IS somewhat more powerful, but on the other hand its murderous, violent and only slightly under my control as a player and totally out of the characters control. When I first statted her out, paying the multiform basically made her pretty much below par for the campaign. The GM agreed to just call it a limitation but I still feel like I’m power gaming.

bblackmoor
Dec 16th, '04, 06:56 PM
Thanks, and I appreciate the comments. :)

Don't let it get around. I wouldn't want to ruin my reputation. ;)

aylwin13
Dec 16th, '04, 06:58 PM
Don't let it get around. I wouldn't want to ruin my reputation. ;)

No problemo. Mums the word. :winkgrin:

bblackmoor
Dec 16th, '04, 07:03 PM
I think I may have posted this before but...
Keiko

I really like the mix of Chi powers. You may have gone a little overboard on the Martial Arts maneuvers, though. You have three "target falls" attacks, for example. As for the not-quite-multiform, you have plenty of Endurance. A simple explanation is that the "dark" Keiko has no compunctions about Pushing (2 DC for +10 End) her powers, unlike normal Keiko, who has a psych lim preventing it. That by itself would make dark Keiko more effective in combat, at least in the short term.

Moody Loner
Dec 19th, '04, 12:19 PM
<font size=+1><b>Moody Loner</b></font>

Player: Moody Loner

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val </b></font></td><td><font size=2><b>Char </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>30 </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>20</font></td></tr><tr><td align="right"><font size=2>20 </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>30</font></td></tr><tr><td align="right"><font size=2>20 </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>20</font></td></tr><tr><td align="right"><font size=2>15 </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>16 </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>6</font></td></tr><tr><td align="right"><font size=2>12 </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>4</font></td></tr><tr><td align="right"><font size=2>15 </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>10 </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>0</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>8/20 </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>8/20 </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>4</font></td></tr><tr><td align="right"><font size=2>6 </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>30</font></td></tr><tr><td align="right"><font size=2>10 </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>40 </font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>40 </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>0</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>13" </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>14</font></td></tr><tr><td align="right"><font size=2>2" </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>12" </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>6</font></td></tr></table><b>Characteristics Cost:</b> 151

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">25 </td><td><b><i>Boost: </i></b>Succor Chi Attacks, Martial Arts EC Pool, DEX, STR 5d6 (standard effect: 15 points), Requires A STR Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; +0), Delayed Return Rate (points return at the rate of 15 per 5 Minutes; +1/4), Reduced Endurance (1/2 END; +1/4), [four powers] simultaneously (+1) (62 Active Points); Concentration (0 DCV; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; Collateral damage to area when boosts. Does not damage opponents.; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Visible (Flaming Aura; -1/4) </td><td valign="top" align="right">3</td></tr><tr><td align="right" valign="top">33 </td><td><b><i>Chi Attacks: </i></b>Multipower, 60-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (75 Active Points); all slots Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Beam (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3u </td><td>1) <b><i>Kamehameha: </i></b>EB 12d6 (vs. ED) (60 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Beam (-1/4) </td><td valign="top" align="right">3</td></tr><tr><td align="right" valign="top">3u </td><td>2) <b><i>Renzoku Energy Dan: </i></b>EB 8d6 (vs. ED), Autofire (5 shots; +1/2) (60 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Beam (-1/4) </td><td valign="top" align="right">3</td></tr><tr><td align="right" valign="top">3u </td><td>3) <b><i>Big Bang Attack: </i></b>EB 8d6 (vs. ED), Explosion (+1/2) (60 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Beam (-1/4) </td><td valign="top" align="right">3</td></tr><tr><td align="right" valign="top">3u </td><td>4) <b><i>Kienzan: </i></b>EB 8d6 (vs. ED), AP (+1/2) (60 Active Points); Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Beam (-1/4) </td><td valign="top" align="right">3</td></tr><tr><td align="right" valign="top">15 </td><td><b><i>Martial Arts: </i></b>Elemental Control, 30-point powers </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">30 </td><td>1) HA +6d6, Variable Advantage (+1/2 Advantages; +1) (60 Active Points); HA (-1/2) </td><td valign="top" align="right">6</td></tr><tr><td align="right" valign="top">15 </td><td>2) for up to 60 Active Points of STR, Variable Advantage (+1/2 Advantages; +1) (0 Active Points) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">25 </td><td>3) <b><i>Bukujutsu: </i></b>Flight 10", Variable Advantage (+1/2 Advantages; +1) (40 Active Points) </td><td valign="top" align="right">4</td></tr><tr><td align="right" valign="top">15 </td><td>4) FF (12 PD/12 ED/6 Power Defense), Reduced Endurance (1/2 END; +1/4) (37 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; Collateral damage to area when active. Does not damage opponents.; -1/2) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">6 </td><td>Teleportation 5" (10 Active Points); Must Pass Through Intervening Space (-1/4), Requires A STR Roll (-1/4), no Noncombat movement (-1/4) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 176


<table cellpadding="0" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">3 </td><td>Computer Programming 12- </td></tr><tr><td valign="top" align="right">5 </td><td>Rapid Attack (HTH) </td></tr><tr><td valign="top" align="right">3 </td><td>Systems Operation 12- </td></tr><tr><td valign="top" align="right">3 </td><td>Teamwork 13- </td></tr><tr><td valign="top" align="right">3 </td><td>Acrobatics 13- </td></tr><tr><td valign="top" align="right">3 </td><td>Breakfall 13- </td></tr><tr><td valign="top" align="right">3 </td><td>KS: Computer Network Administration (INT-based) 12- </td></tr></table><b>Skills Cost: </b>23




<b>Total Character Cost:</b> 350

<table cellpadding="0" border="0"><tr><td align="right"><b>Val </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">20 </td><td>Enraged: when injured (Common), go 11-, recover 11- </td></tr><tr><td valign="top" align="right">15 </td><td>Social Limitation: Secret Identity Frequently (11-), Major </td></tr><tr><td valign="top" align="right">10 </td><td>Physical Limitation: Must eat 3* normal diet (Frequently, Slightly Impairing) </td></tr><tr><td valign="top" align="right">10 </td><td>Psychological Limitation: Code Against Killing (Common, Moderate) </td></tr><tr><td valign="top" align="right">10 </td><td>Psychological Limitation: Introverted (Common, Moderate) </td></tr><tr><td valign="top" align="right">10 </td><td>Psychological Limitation: Short tempered (Common, Moderate) </td></tr><tr><td valign="top" align="right">5 </td><td>Reputation: Loose Cannon, 11- (Known Only To A Small Group: Law Enforcement) </td></tr><tr><td valign="top" align="right">20 </td><td>Psych. Lim.: Loves wife and daughter (Very Common, Strong) </td></tr><tr><td valign="top" align="right">5 </td><td>Hunted: Government Agency 8- (Mo Pow, Watching) </td></tr><tr><td valign="top" align="right">15 </td><td>Hunted: Villain 11- (As Pow, Harshly Punish) </td></tr><tr><td valign="top" align="right">15 </td><td>Hunted: Villain 11- (As Pow, Harshly Punish) </td></tr><tr><td valign="top" align="right">15 </td><td>Dependent NPC: wife and daughter 11- (Slightly Less Powerful than the PC; Group DNPC: x2 DNPCs) </td></tr></table>
<b>Disadvantage Points:</b> 150

<b>Base Points:</b> 200
<b>Experience Required:</b> 0
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0

nexus
Dec 21st, '04, 03:36 AM
<
Moody Loner


Neat, sort of a DBZ type? Have you seen Michael Surbrook's site? He's got some excellent write ups for the cast of that series that might provide some inspiration for additional powers.

nexus
Dec 21st, '04, 03:42 AM
Shidoku
Val Char Cost Roll Notes
18 STR 8 13- Lift 303.1kg; 3 1/2d6 HTH damage
25 DEX 45 14- OCV: 8/DCV: 8
18 CON 16 13-
12 BODY 4 11-
12 INT 2 11- PER Roll 11-
15 EGO 10 12- ECV: 5
18 PRE 8 13- PRE Attack: 3 1/2d6
18 COM 4 13-
12 PD 8 Total: 21 PD (9 rPD)
11 ED 7 Total: 20 ED (9 rED)
5 SPD 15 Phases: 3, 5, 8, 10, 12
8 REC 0
40 END 2
35 STUN 5 Total Characteristics Cost: 140
Movement: Run: 8"/NC"
Swim: 4"/NC"

Cost Powers END
Equipment
4 1) Cybernetic Eye: Infrared Perception (5 Active Points); Restrainable (Only by means other than Grabs and Entangles -1/4)
4 2) Cybernetic eye (UV Setting): Ultraviolet Perception (5 Active Points); Restrainable (Only by means other than Grabs and Entangles -1/4)
3 3) Internal Video Monitor: Eidetic Memory (5 Active Points); Visual Data only Power loses about a third of its effectiveness (-1/2), Restrainable (Only by means other than Grabs and Entangles -1/4)
4 4) Cyber eye transmitter: Transmit (Sight Group) (5 Active Points); Restrainable (Only by means other than Grabs and Entangles -1/4)
2 5) Internal timer: Absolute Time Sense (3 Active Points); Restrainable (Only by means other than Grabs and Entangles -1/4)
2 6) Guidance System: Bump Of Direction (3 Active Points); Restrainable (Only by means other than Grabs and Entangles -1/4)

3 Distracting Costume: +10 PRE (10 Active Points); Only to cause appropriate target to delay their phase Power loses about half of its effectiveness (-1), Only once per encounter Power loses about a third of its effectiveness (-1/2), OIF (-1/2)

22 Weaponry: Multipower, 50-point reserve, all slots: (50 Active Points); OAF (-1), Real Weapon (-1/4)
2u 1) Katana: (Total: 49 Active Cost, 20 Real Cost) <i>Blade:</i> Killing Attack - Hand-To-Hand 1 1/2d6 (plus STR) (vs. PD), Can be thrown (+1/4), Reduced Endurance 0 END (+1/2) (44 Active Points); Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 35) plus +1 with HTH Combat (5 Active Points); OAF (-1) (Real Cost: 2)
1u 2) Wakizashi: (Total: 26 Active Cost, 11 Real Cost) <i>Blade:</i> Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD), Can be thrown (+1/4), Reduced Endurance 0 END (+1/2) (26 Active Points) (Real Cost: 26)
1u 3) Tonfa: (Total: 32 Active Cost, 12 Real Cost) Hand-To-Hand Attack +3d6, Reduced Endurance 0 END (+1/2) (22 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 15) plus <i>Another Tonfa:</i> Custom Power (5 Active Points) (Real Cost: 5) plus +1 with HTH Combat (5 Active Points); OAF (-1) (Real Cost: 2) 1
1u 4) Sai: (Total: 30 Active Cost, 13 Real Cost) Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. ED), Reduced Endurance 0 END (+1/2) (15 Active Points) (Real Cost: 15) plus <i>Another Sai:</i> Custom Power (5 Active Points) (Real Cost: 5) plus +2 with HTH Combat (10 Active Points); OAF (-1), Only with bind, block, disarm and takeaway manuvers (-1/2) (Real Cost: 4)
1u 5) Three Section Staff: (Total: 47 Active Cost, 15 Real Cost) Hand-To-Hand Attack +4d6, Reduced Endurance 0 END (+1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2) (Real Cost: 15) plus Stretching 1", Reduced Endurance 0 END (+1/2) (7 Active Points); Only To Cause Damage (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) (Real Cost: 3) plus +2 with HTH Combat, Only for bind, block, disarm and takeaway manuvers (+0) (10 Active Points); OAF (-1) (Real Cost: 5)
Combat Mutations
30 1) Weapons Mastery: Find Weakness 13- (Related Group of Attacks)
20 2) Never get in a clear shot: (Total: 30 Active Cost, 20 Real Cost) Physical Damage Reduction, Resistant, 25% (15 Active Points); Restrainable (-1/2) (Real Cost: 10) plus Energy Damage Reduction, Resistant, 25% (15 Active Points); Restrainable (-1/2) (Real Cost: 10)
18 3) Instictive Body reading: (Total: 55 Active Cost, 18 Real Cost) <i>Combat Reading:</i> Precognitive Clairsentience (Sight Group), Sense Affected As Another Sense:Sight (+0) (40 Active Points); Precognition/Retrocognition Only (-1), Only to predict her opponents next physical action Power loses about half of its effectiveness (-1), Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests, Active Point penalty to Skill Roll is -1 per 20 Active Points -1/2), One Sense Only (-1/4) (Real Cost: 11) plus +3 with DCV (15 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points, RSR Skill is subject to Skill vs. Skill contests -1/2), Must be able to perceive opponent Power loses about a third of its effectiveness (-1/2) (Real Cost: 7) 4
18 4) Moves like a Ghost: Combat Luck (9 PD/9 ED)
8 5) Fast Healer: Healing 3 BODY (30 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) 3

Martial Arts: Kobojutsu
Maneuver OCV DCV Notes
4 Martial Block +2 +2 Block, Abort
5 Offensive Strike -2 +1 STR +4d6 Strike
4 Weapon Bind +1 +0 Bind, +10 STR
4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

Skills
3 Acrobatics 14-
3 Breakfall 14-
3 Combat Driving 14-
3 Interrogation 13-
2 KS: Pacific Rim criminal organizations 11-
3 CuK: Yakuza Figures 12-
2 Language: English (Japanese is native) (fluent conversation)
1 Language: Cantonese (basic conversation)
2 Language: Korean (fluent conversation)
3 Seduction 13-
3 Streetwise 13-
9 Power (INT-based) 14-
9 +3 with Kobojutsu

Total Powers & Skills Cost: 210
Total Cost: 350

200+ Disadvantages
5 Distinctive Features: Japanese accent, cybernetic eye (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: Heihachi Santo, Japanese crime lord 8- (Mo Pow; Harshly Punish)
15 Psychological Limitation: Street honorable (Common; Strong)
20 Psychological Limitation: Vengeful and protective of friends (Common; Total)
15 Psychological Limitation: Never forgets a debt (Common; Strong)
5 Psychological Limitation: Jaded and cynical about human nature (Uncommon; Moderate)
10 Hunted: The 800 Dragons 8- (As Pow; Harshly Punish)
10 Reputation: Ruthless yakuza assasin 8- (Extreme)
10 Enraged: Innocents harmed (Common), go 8-, recover 14-
10 Physical Limitation: Flashbacks and psychological instability (Infrequently; Greatly Impairing)
20 Hunted: The Project 14- (As Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
15 Social Limitation: Secret ID (Frequently; Major)

Total Disadvantage Points: 350

Background

*Shunk!*

8 inches of razor edged steel sank into the supine man’s back, pinning him to the restaurant floor like a butterfly to a collection pan. He twitched once, gurgled and lay still. Aiko rose smoothly unsheathing her katana from flesh with one sharp jerk. Stillness surrounded her, silence and blood, her two lifelong companions. The riot of battle, rising a fever pitch then ending a sudden, dreadful silence. It was almost like sex but slightly messier. Aiko smirked, a crimson trickle running down her cheek like a tear. Yes, empty, quick and often unsatisfying, she thought, looking over remains of her attackers. Just like sex.

Aiko made her across the dining come battlefield. One Dragon remained the first one that had tried to jump her. He clawed at the sai that pinned him to the wall right below the Specials. Nice touch if she did say so herself. Shidoku grabbed his chin and turned him to face her. “You’re bleeding to death. You’ve got maybe 3 minutes? I have one question. Where are the Osakis?” She whispered in Japanese. She wanted to be perfectly clear.

He just glared for a moment then smiled, blood and spittle seeping past broken teeth. “Heihachi Santo….sends his regards.” Shidoku saw his jaw tensed, the way the way muscles in his throat were working and jerked her head to the side just enough to the avoid the wad of bloody phlegm that came next. Her grip tightened and she repeated her question, adding a slow twist on the blade embedded in shoulder for emphasis. He groaned, but said nothing his eyes flickered toward the back. Answer enough.

She left the punk hanging, hurrying into the back, nauseous with terror and a sense of familiarity, like déj* vu. Shidoku rushed threw the kitchen doors and froze there, horror written on her face. Kenzo and Ms Osaki lay there, their blood congealing around their bullet riddled bodies long dead. She felt numb and her katana fell to the floor from nerveless fingers. And she was back, back in that small apartment in Osaka, years ago.

Her father Ryo was a simple but honorable man. A teacher by trade and nature, he ran a local dojo. Popular enough with is students, he had the misfortune of offending one of the local crime bosses by taking insult at the thug’s advances on business and his lovely wife, an American woman named Rose.. Refusing to bow to their intimidation, Ryo fought the gangsters at every turn, by whatever means he could muster but physical violence. He was, despite his art, a peaceful man. The conflict came to a head when Santo and a group of thugs broke into Hanamura home intent on putting an end to Ryo’s interference once and for all. Aiko never saw what happened. Her parents hid her away in a closet.

But, she remembers hearing the sounds fighting, her father’s cries of rage, screams and breaking furniture as she huddled in the darkness. Aiko sank to her knees, the images playing out in her mind again. She’d pressed her eye to the door when it had gotten quiet and peered out into what used to be her home. She saw bodies, several of the thugs lay broken and moaning but her father was terribly still. Santo tossed her mother across the bed and…

Aiko’s throat tightened around a sob. Too much, but she’d seen it, watched it all until she couldn’t take anymore and she’d dashed out screaming at him to stop hurting her mother. Santo had struck her then. A casual brutal knife thrust that knocked her out and took her right eye. Her mother survived but was never the same. The scars were too deep and from that night on her mother was more a shell than a woman mechanically going threw life as Aiko’s rage grew. She poured her anger into rebellion, turning to the streets and a bad crowd. As if by some dark design, her body responded growing hard and strong. She discovered a natural instinct for violence and knack for reading people, understanding their weaknesses and how to exploit them.

It was a talent the served her well. From streetfights to underground tournaments, Aiko tried to work out of her anger on any convenient target. She’d formed a half mad plan. Work her way into the underworld to get close to Santo again and kill him. She held onto that threw long nights of fighting, pain and madness, going from underground fighter to enforcer to assassin. She found she possessed. a singular talent for mayhem. Now, looking back, she saw that part of her even grew to like it, her goal of vengeance fading in the light of acclaim and fortune. At least in part, she could always look in the mirror for reminder. It took years and allot of bodies but she got what she wanted. A shot at Santo. He’d fallen out of favor with his syndicate. One too many power grabs, a little too much attitude. There was truly no honor among criminals. His “friends” wanted him out of the picture and she was contracted to do so.

And someone tipped him off. She didn’t know who but it was all a set up to sniff out who he could trust or not. There were a few dozen heavies waiting for her when she made her stab at him. And she cut her way threw them. It was perhaps the most glorious moment of her life. Until the police arrived on the scene before she could get to her goal. She could almost feel the rage again as she instinctively tore into them as well without realizing to caught up to stop and battle spilled out into the streets of Hong Kong. . It was the screaming that stopped her, the child screaming as her parents were cut down. She’d become one of them, one of what she’d hated for years. She broke off the attack then and ran, ran from her former allies, the police, from what she’d become. It was the act of a coward, but she hadn’t cared. Anything was better than facing what she’d become.

Or so she’d thought. Now it had come it come home on her. The family that had taken her in was dead. Because they’d been kind to her, because she’d lied to them and because she’d been to weak to take care of her own problems. Akio dropped to her knees, sobbing. The cops closed in slowly, ordering her to freeze. Her instincts screamed at her to run, to lash out, to do something. She did nothing and said nothing. It was her right after all.

The United States’ policy toward metahuman criminals was extremely draconian. Aiko’s mixed legal made her processing complicated, but eventually she was confined to the US’ Fortress metahuman criminal containment facility, a bleak slab of reinforced concrete and steel located in virtually unknown area far from civilization and hope. It wasn’t a prison, it was a landfill where the rejects of society were dumped to rot.

Akio was less than a model prisoner you couldn’t be and survive very long. But she didn’t make more trouble than it took and no one died. After two years, certain sectors of the government remembered her and found a use for her talents. A skilled operative always had uses. One with few options and total expendability along with superhuman powers even more so. Akio was given an offer she’d had to have been a fool to refuse: a chance to get out of the fortress and have something approaching freedom. Part of her still felt the need to be punished, but more so she wanted another crack at her tormentors. So why not make everyone happy? Yeah, a totally win-win situation, right? Sure…

Personality:

Akio is jaded, violent and cynical. She's seen the worst side of life since a very young age and its colored her personality perhaps irrevocably. Years of living in a kill or be kill environment have made her somewhat jumpy with a healthy paranoia. She has little tolerance for social and head games and tends to be blunt and to the point. Akio also has an unbelievably foul mouth and curses fluently, often and in a couple of languages. She has peculiar sense of honor for her background and keeps her given word. She also never forgets a debt or a favor owed in either direction. Akio has taken too many lives to be squeamish about lethal force but she's trying to learn restraint and use regulated amounts of force, but old habits die hard. Her trainers have committed at its almost like she doesn't know how -not- to kill in combat and has to work at it, but she does try if that counts for anything. Also for what its worth, she tries to minimize or eliminate any danger to innocent bystanders, particularly children. Threatening them is a certain way to earn her ire. This is one of the reason Shidoku disdains the use of firearms and explosives along with the fact her mutant powers don't readily increase her ability with them. Shidoku is bad with money, spending freely and is thus often broke. She figures work hard, play hard.

Appearance: Shidoku is a short, wiry Japanese girl with close cropped black hair. She wears a black leather half jacket, mech short and breif loin cloth like affair as a costume and favors jeans and casual wear in "civilian" id with a longer wig. Her cyborg eye is a red lens, but she conceals with an eye patch off duty. No, she doesn't really think she's fooling anyone determined to find her just like to draw a line between her work and her "free" time.

nexus
Dec 21st, '04, 03:58 AM
Ivy
Val Char Cost Roll Notes
18 STR 8 13- / 21- Lift 303.1kg/77.6tons; 3 1/2d6/11 1/2d6 HTH damage
20 DEX 30 13- OCV: 7/DCV: 7
10/35 CON 0 11-
15 BODY 10 12- / 14-
21 INT 11 13- PER Roll 13-
15 EGO 10 12- ECV: 5
15 PRE 5 12- PRE Attack: 3d6
20 COM 5 13-
6 PD 2 Total: 6/23 PD (0/17 rPD)
7 ED 0 Total: 2/19 ED (0/17 rED)
4 SPD 10 Phases: 3, 6, 9, 12
11 REC 0
70 END 0
45 STUN 3 Total Characteristics Cost: 94
Movement: Run: 6"/NC"
Swim: 2"/NC"

Cost Powers END
25 Plant Body: Elemental Control, 50-point powers
21 1) Resiliance of Plant Life: Armor (17 PD/17 ED) (51 Active Points); Half Value vs Fire Power loses about a fourth of its effectiveness (-1/4)
12 2) Increase Mass: Growth (+40 STR, +8 BODY, +8 STUN, -8" KB, -4 DCV, +4 PER Rolls to perceive character, 8 m tall, 4 m wide, 25,546 kg mass), Costs END Only To Activate (+1/4) (50 Active Points); Only in conditions which allow plant growth Power loses about a third of its effectiveness (-1/2), Only level per phase Power loses about a third of its effectiveness (-1/2) 4
15 3) Regrowth: Healing 3d6 (max. Healed Points: 18) (Can Heal Limbs, Resurrection) (55 Active Points); Self Only (-1/2), Requires sunlight and soil Power loses about a third of its effectiveness (-1/2) 5

25 +25 Constitution

10 Inhuman Physiology: Power Defense (10 points)
38 Plant Biology: Life Support , Eating: Character only has to eat once per week, Immunity: All terrestrial diseases and biowarfare agents, Immunity: Zootoxins, Longevity: Immortal, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing
5 Vines: Extra Limbs
72 Absolute Mastery of the Plant Kingdom: Variable Power Pool, 45 base + 27 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (70 Active Points); Limited Class Of Powers Available Slightly Limited (-1/4)
0 1) Increase Plant Growth: Change Environment 8" radius, -5" of any one mode of Movement:Runnning (32 Active Points) Real Cost: 32 3
0 2) Animate Plants: Telekinesis (26 STR) (39 Active Points); Requires Plants to animate Power loses about a third of its effectiveness (-1/2) Real Cost: 26 4
0 3) Create Plant Creature: Summon 115-point, Amicable Devoted (+3/4) (40 Active Points) Real Cost: 40 4
0 4) Yeast Infection from Hell: Energy Blast 4d6 (vs. ED), No Normal Defense Standard (+1) (40 Active Points) Real Cost: 40 4
0 5) Sprouting: Duplication (creates 200-point form), Cannot Recombine (+0) (40 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Only in conditions where plants can grow Power loses about a fourth of its effectiveness (-1/4) Real Cost: 16
0 6) Ensaring Vines: Entangle 4d6, 4 DEF (40 Active Points); Limited Power:Only where plants can grow Power loses about a fourth of its effectiveness (-1/4) Real Cost: 32 4

Skills
4 Custom Skill
5 +1 with HTH Combat
3 Scientist
7 1) SS: Botany (INT-based) (8 Active Points) 18-
3 2) SS: Biology (INT-based) (4 Active Points) 14-
3 3) SS: Genetics (INT-based) (4 Active Points) 14-
3 4) SS: Biochemistry (INT-based) (3 Active Points) 14-
3 5) SS: Zoology (INT-based) (3 Active Points) 14-
3 Paramedic 13-

Total Powers & Skills Cost: 217
Total Cost: 350

200+ Disadvantages
15 Distinctive Features: Extremely attractive green woman (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Social Limitation: Obvious Superhuman, public ID (Frequently; Minor)
5 Reputation: Cause of the NeoGene disaster 8-
10 Physical Limitation: Cannot surivive where plant growth is not possib;e (Infrequently; Greatly Impairing)
20 Dependent NPC: Her children, Sarah and Michael 8- (Incompetent; Group DNPC: x2 DNPCs)
10 Enraged: Great Harm done to the Earth/eco system (Uncommon), go 11-, recover 14-
15 Hunted: Golden Lotus 11- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find)
20 Susceptibility: Weed Killers/defoliants 2d6 damage, per Phase (Uncommon)
15 Psychological Limitation: Code Against Killing (Common; Strong)
10 Psychological Limitation: Intensely curious and studious (Common; Moderate)
10 Psychological Limitation: Introverted and quiet by nature (Common; Moderate)
10 Psychological Limitation: Protective of the environment and partially motivated by "The Green" (Uncommon; Strong)

Total Disadvantage Points: 311

Name: Ivy
Original Name: Jane Hamiliton
Place of Birth: Cincinnati Ohio
Date of Birth: January 3rd 1972
Eyes: Green
Hair: Green
Ht: 5’6
Wt:100

Background: Jane Hamilton never wanted to be a superhero. All her life she was fascinated by green, growing things. Most people would have described her as having a “green thumb”. She could take anything, no matter how abused, undernourished or exotic and coax it into bloom. As a girl wanted little more than to be a gardener, but her parents urged her towards a more esteemed career path to take advantage of her natural; astute nature and interest in science. Jane maintained her interest in plant though, becoming respected authority in botany and plant genetics.
She was immediately hired out of college by prestigious private biomedical firm and put to work on a project for developing gene spliced “Pharm plants” that would serve as natural drug factories. Perhaps one day, all medicines could be grown instead of manufactured, maybe even administered as part of normal food consumption. The work was complex but fascinating. Jane was intrigued and all but vanished into the lab for weeks. It was while working on the project (Eden), that Jane was stumbled across a darker aspect to her work and the company. They were developing new and deadly bioweapons, tailored virus and more disturbing things.
Initially, she tried to ignore the facts, telling herself she was blowing things out of proportion. But she couldn’t resist and dug out more chilling details. In this case, curiosity did kill the cat or more accurately the botanist. Jane’s superiors found out about her private investigation. Worse still, they reported it to their superior, the biotechnological terror “Abyss”. Rather than risk exposure of his (its?) current scheme, Abyss instead had a suitable accident arranged for Jane.
A lab accident in which a containment breach exposed her and her staff to a particularly virulent strain of toxic plant spore. In seconds most of them were dead, consumed by the parasitic plant life. But how could even the master of biotechnology know that the horror and pain of the incident would fully activate Jane’s latent metagene. Suddenly instead of being devoured by the rampant spore, she was merging with it, her flesh mutating into a new form of plant life.
Jane Hamilton was the only survivor of the Neogene disaster. And she wasn’t actually Jane any more. She was something more, something more and less than human. After her initial fascination with her new abilities which included plant like physiology and innate control and communication powers with plant life wore off, the despair began to set in. She was blamed for the accident. Her professional name was scarred, her husband left her and was trying to gain custody of her children. She no longer had a job, a home or a life of her own. And these strange alien thoughts were constantly whispering in her mind, the “voice” of the collective mass mind of the planet’s flora, the Green. She needed a direction, a purpose. The application for the Dawnstars came at just the right time in her life, practically a god send.

Quote: “Its not nice to fool Mother Nature…and I don’t much appreciate it either.”

Personality: Jane is serious, studious and, frankly, a bit of a nerd. She’s the type of person that would much rather curl up with a good book than go out and party. She’s always been somewhat introverted and quiet. Changing into Ivy has mitigated this a bit. Her new body is stronger, more durable and this has made her somewhat more adventurous. She wants to test her new limits and experience her full range of powers. Always a scientist at heart, being an adventurer is another means to allow her to test her abilities. Jane dearly loves her two children, Sally and Andrew and honestly still care for her former husband John. She would dearly love to patch up their relationship but isn’t holding out much hope of that coming to pass.

Powers: Jane’s new body is partially plant based making her much tougher and durable than a normal human being. She doesn’t have to eat normally as long as she has access to sunlight, soil and some water, can regenerate massive amounts of lost tissue and even increase her mass and strength under proper growth conditions. Startlingly, Jane can command and even communicate with plant life, manipulating it to do her bidding. She can control plant growth, mimic the properties of any plant and even create new flora based powers by expanding on the natural powers of plant life. With her knowledge of botany her possible range of powers is limited only by her intellect and imagination.

Appearance: Ivy is an attractive woman with well defined curves bordering on voluptuous. Her skin and hair was vivid green. Flowers grow in her hair and her body is adorned with vines and plant life that wreathes her. She can control it and it serves as clothing when she wishes it. Ivy’s eyes glow a soft shade of green as well and have no irises or whites any longer. The over all effect is both attractive and disturbing.

nexus
Dec 21st, '04, 04:03 AM
Valkyrie
Val Char Cost Roll Notes
70 STR 60 23- Lift 409.6tons; 14d6 HTH damage
20 DEX 30 13- OCV: 7/DCV: 7
30 CON 40 15-
18 BODY 16 13-
20 INT 10 13- PER Roll 13-
15 EGO 10 12- ECV: 5
15 PRE 5 12- PRE Attack: 3d6
18 COM 4 13-
30 PD 16 Total: 30 PD (25 rPD)
35 ED 29 Total: 35/45 ED (25/35 rED)
4 SPD 10 Phases: 3, 6, 9, 12
20 REC 0
60 END 0
70 STUN 2 Total Characteristics Cost: 232
Movement: Run: 6"/NC"
Swim: 2"/NC"

Cost Powers END

25 Energy Adaptation: Absorption 5d6 (Energy into Force Feild), Can Absorb Maximum of 40 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4) (37 Active Points); Extra Defense appiles only against the same SFX Power loses about a third of its effectiveness (-1/2)
16 Adaptation Field: Force Field (10 ED), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (20 Active Points); Starts at 0 active points Power loses about a fourth of its effectiveness (-1/4)

25 Nearly Invulnerable: Damage Resistance (25 PD/25 ED)

Talents
5 Eidetic Memory
4 Speed Reading (x10)

Skills
3 Bureaucratics 12-
3 Demolitions 13-
2 Language: French (fluent conversation)
7 Power (INT-based) 15-
5 PS: Research 14-
5 +1 with HTH Combat
3 Scholar
2 1) KS: History (INT-based) (3 Active Points) 13-
4 2) KS (INT-based) (5 Active Points) 15-
1 3) KS (2 Active Points) 11-
3 4) KS (INT-based) (4 Active Points) 14-
2 5) KS (INT-based) (3 Active Points) 13-
1 6) KS (2 Active Points) 11-
2 7) KS (INT-based) (3 Active Points) 13-

Total Powers & Skills Cost: 118
Total Cost: 350

250+ Disadvantages
15 Distinctive Features: Huge Beautiful Amazon (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Dependent NPC: Her police man sister 11- (Normal; Useful noncombat position or skills)
10 Vulnerability: 2 x Effect Transformation Attacks (Uncommon)
10 Vulnerability: 1 1/2 x Effect Pre Attacks from Men (Common)
5 Unluck: 1d6
20 Psychological Limitation: Code Against Killing (Common; Total)
15 Psychological Limitation: Intolerant of Bullies and those who abuse their power (Common; Strong)
15 Psychological Limitation: Normally defers to men and "father figures" (Common; Strong)

Total Disadvantage Points: 350

Name: Emma Morgen
Hero Name: Valkyrie
Age: 21
Date of Birth: As appropriate
Place of Birth: Coaldale, Ontario
Eyes: Blue
Hair: Blonde
Height: 7’0
Weight: 250

Background: Emma was born into a quiet middle class home. Her family was of modest means but provided well for their children who included Emma and her sister Anna. Tragedy struck the Morgens when Emma was only 8. Both the elder Morgens were killed in botched robbery, accidentally shot by an intruder. The girl’s were orphaned. Fortunately, they were taken in by a elderly aunt. She was, honestly, too old to care for two growing girls so the bulk of the work fell to Emma’s old sister. Anna gladly shouldered the burden to keep the family together.

Emma, always a quiet child retreated into herself even more after her parent’s death. The experience had terrified her and more so, left her feeling guilt ridden. Emma was a bright precocious child, mature enough to feel she should have done something to save them, but to sensitive except there was nothing she could have done. She should have done something. Anything. But she just stood there and watched her parents die. Now, she just was a burden to her sister who always looking after her and taking care of her. So she just tried to stay out of everyone’s way, losing herself in books.

The girls grew up, Anna going into law enforcement. Emma earned a scholarship and followed up on her one passion: books. She majored in English and Library Sciences, excelling in the quiet field with a minor in business administration. While in college, she met Roger Delany who eventually became her boyfriend and the next big foil in her life. Roger, initially kind and seductive, became abusive over the course of the relationship jealous of Emma’s clearly higher intellect. He vented his rage at his own academic failures on her with increasing frequency. After he flunked out college all together, the abuse only increased, becoming physical. And timid Emma just accepted it as her due. It was her fault. She should have helped him.

Then one day, for no known reason, it all changed. One day Roger’s blows just stopped hurting. She barely felt them anymore. Slender Emma began to put on muscles and actually got taller. Soon her slender form had filled out to Amazonian proportions. It didn’t take her long to figure out she had an active metagene. It seemed a ironic blessing. She kept it to herself and endured more punishment from Roger, who she know outclassed physically as well. The fact he could no longer hurt her physically made his mental torments even more cutting and sadistic.

Anna, who had always suspected something was extremely wrong in their relationship, walked in on one of his tirades. She intervened and, knowing she was police officer, Roger panicked and struck her and knocked her unconscious. Blind with rage, he moved into finish the job. Emma watched in horror. Then something came over her. Suddenly she was back in that house so many years ago watching her parents being killed. And something inside her snapped. Filled with rage and a new found strength, Emma lashed out at Roger and sent him flying threw a window into the front yard with what felt like a light shove. It was a terrifying and exhilarating moment for her and as quickly as it came, the anger faded to a numb shock.

Anna recovered and helped her sister calm down. She was just as stunned by what had happened, but being the more pragmatic one saw to immediate concerns and arrested Roger (who’s suffered some broken ribs but was otherwise intact). Later, she urged Emma to put her new found powers to good use. The RCMP was looking for gifted people and it would provide training in her abilities (and a much needed boost to her self confidence). Emma saw the wisdom (and part of her wanted that thrill, that good feeling of standing up for herself and helping people again) so she applied…


Personality: Emma is a quiet bookish young woman. She enjoys quiet times and reading. Reading anything really, but historical novels and thrillers are her favorite. She’s terminally shy and unobtrusive which considering her size and sheer physical power is somewhat ironic. Meek and polite, Emma barely raises her voice in public and shys away from the public eye. She does have a strong sense of right and wrong. Blatant and callous abuse anger her as does anyone who bullies those weaker than themselves. She feels the strong have a responsibility to help the weak and the helpless. In a conflict she’s tries for the last violent/destructive solution first. UNLESS her hot buttons have been pushed. But under no circumstances would she kill. She feels life is sacred and has an innate value. It would take someone truly debase to test her faith in this idea.

Powers: Emma is immensely strong and nearly invulnerable to harm. Her body is superhumanly resilient and heals quickly from any injury. In addition, her metabolism tends to “adapt” to attacks, growing more resistant to particular forms of harm the more they are used against her. While not a power per se, Emma is an extremely intelligent individual. She’s digested reams of information and has a near perfect recall of anything she’s seen, read or experienced. She’s creative in the use of her powers, constantly coming up with new ways to use her prodigious strength to help her team mates

Appearance: Emma stands about 7 feet tall and is a muscular 250 pounds. Her form is shapely and powerful while still quite feminine. She keeps her shoulder length blonde hair in a simple ponytail most of the time and has bright blue eyes. In her heroic id, she wears a simple white leotard and gold bracers with matching white thigh high boots.

OddHat
Dec 21st, '04, 04:15 AM
As a concept Valkyrie works well enough, but idf I used her in a campaign I would change her origin so that the transformation is sudden rather than (as it seems to be in the story) gradual. As it is, it makes Emma look mildly crazy in that she did not notice growing around eighteen inches taller as an adult, and Roger looks completely insane in that he did not notice that his wife had spent several months as a seven foot tall, 250 pound amazon.

nexus
Dec 21st, '04, 04:26 AM
As a concept Valkyrie works well enough, but idf I used her in a campaign I would change her origin so that the transformation is sudden rather than (as it seems to be in the story) gradual. As it is, it makes Emma look mildly crazy in that she did not notice growing around eighteen inches taller as an adult, and Roger looks completely insane in that he did not notice that his wife had spent several months as a seven foot tall, 250 pound amazon.

Oh, she noticed. Emma was always fairly tall and denial and a wondeful thing. Roger noticed as well...but he is pretty crazy. :)

nexus
Dec 21st, '04, 04:51 AM
Tao (Tactically Augmented Organism)
Val Char Cost Roll Notes
25 STR 15 19- Lift 25.6tons; 10d6 HTH damage
25 DEX 45 14- OCV: 8/DCV: 8
20 CON 20 13-
14 BODY 8 12-
20 INT 10 13- PER Roll 13-
18 EGO 16 13- ECV: 6
15 PRE 5 12- PRE Attack: 3d6
16 COM 3 12-
12 PD 7 Total: 22 PD (16 rPD)
12 ED 8 Total: 22 ED (16 rED)
5 SPD 15 Phases: 3, 5, 8, 10, 12
9 REC 0
40 END 0
40 STUN 3 Total Characteristics Cost: 157
Movement: Run: 21"/NC"
Swim: 4"/NC"

Cost Powers END
40 Powers of the Freedom Fighters: Multipower, 50-point reserve, all slots: (50 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4)
1u 1) Strength of Capt Atlas: +25 STR (25 Active Points); Increased Endurance Cost (10x END; -4), No Figured Characteristics (-1/2), Only for Feats of Strength (Power loses about a third of its effectiveness; -1/2) (added to Primary Value) 20
2u 2) Sidewinder’s Stepping Sideways: Teleportation 12", Safe Blind Teleport (+1/4) (30 Active Points); Must be able to move at least 1 hex (Power loses about a fourth of its effectiveness; -1/4) 3
1u 3) Stepping Sideways 2: Long Stride: Teleportation 1", Safe Blind Teleport (+1/4), Megascale (1" = 1 km; +1/4) (3 Active Points); Must be able to move 1 hex (Power loses about a fourth of its effectiveness; -1/4) 1
1u 4) Phantom's Dimensional Shift: Desolidification : Magical, gravitational and "Quantum" attacks (40 Active Points); Increased Endurance Cost (4x END; -1 1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) 16
2u 5) Dr. Zoom's Speed: Running +15" (30 Active Points) (added to Primary Value) 3
1u 6) Dr. Zoom's Speed 2: Missile Deflection (Bullets & Shrapnel) (15 Active Points)
2u 7) Reverb's Sonic Blast: Energy Blast 5d6 (vs. ED), No Normal Defense: Flash Defense (Standard; +1) (50 Active Points); OAF: Staff (-1), Extra Time (Delayed Phase; -1/4) 5
3u 8) Pulse's Electromagnetic Mastery: Energy Blast 8d6 (vs. ED), Variable Special Effects:Eletromagnetic Energy (Limited Group of SFX; +1/4) (50 Active Points); Extra Time (Delayed Phase; -1/4) 5

12 The Tactical Acumen of Redstone: Aid 3d6 (max. Aided Points: 18): Dexterity, Limited Power: Only against combatants she is fighting at the moment (Power loses less than a fourth of its effectiveness; +0) (30 Active Points); Self only (-1/2), Limited Power: Only increases Combat Value (Power loses about a third of its effectiveness; -1/2), requires a Skill Roll (-1/2)
5 Redstone's headset: KS: Baltimore Area Police and Criminal Database (7 Active Points); OIF: Headset computer (-1/2) 16- (14-)
8 Battle staff: Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 2
3 Night vision (5 Active Points); OIF: Headset (-1/2)
8 Redstone's headset: High Range Radio Perception (12 Active Points); OIF: Headset (-1/2)
10 Feral's Sense 2: Discriminatory Sense (Smell/Taste Group)
9 Feral's Sense 1: Enhanced Perception (+3 to PER Rolls for All Sense Groups)
2 Battle staff: Stretching 1" (5 Active Points); OAF: Staff (-1), only To Cause Damage (-1/2), Always Direct (-1/4), No Velocity Damage (-1/4) 1
6 The Mental Strength of Mr. Mental: Mental Defense (10 points total)
6 The Resilience of Capt. Atlas: Damage Resistance (6 PD / 6 ED)

20 Armored Costume: Armor (10 PD / 10 ED) (30 Active Points); OIF (-1/2) (added to Primary Value)


Skills
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
9 Power (EGO-based) 16-
9 Tactics 16-
5 Inventor 14-
6 +2 with EBs and HTH staff
3 Electronics 13-
3 Mechanics 13-
3 Computer Programming 13-
1 SS: Genetics 8-
3 +1 with Mechanics, Electronics and Computer Programming

Total Powers & Skills Cost: 193
Total Cost: 350

200+ Disadvantages
5 Distinctive Features: No Body hair, eyes shift color at random over minutes, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
15 Hunted: Template, As Powerful, 8- (Occasionally), Harshly Punish, PC has a Public ID or is otherwise very easy to find
15 Hunted: Virus, As Powerful, 8- (Occasionally), Harshly Punish, PC has a Public ID or is otherwise very easy to find
10 Physical Limitation: Little Knowledge of the "real" world, Frequently, Slightly Impairing
10 Physical Limitation: Weird Biochemistry, requires special treatment, Frequently, Slightly Impairing
5 Social Limitation: Legal status is questionable/clone, occasionally (8-), Minor
15 Psychological Limitation: Childlike World View, Common, Strong
15 Psychological Limitation: Code against Killing, Common, Strong
10 Psychological Limitation: Too Curious for her own good, Common, Moderate
20 Vulnerability: Transforms, Common, Vulnerability Multiplier (2x Effect)
10 Hunted: Baltimore City government, As Powerful, 11- (Frequently), Watching, Limited Geographical Area, Extensive Non-Combat Influence, and PC has a Public ID or is otherwise very easy to find
20 Dependent NPC: The DNPCs of the old Freedom Fighters, Normal, 8- (Infrequently), Group DNPC (x4 DNPCs)

Total Disadvantage Points: 350

Name: Tao (Tactically Augmented Organism)
Real Name: Tao
Age: 1 physical year, Mentally 18
Eyes: Varies (changes from moment to moment to the various Freedom Fighters)
Hair: None
Ht: 6 ft
Wt: 180
Place of Birth: Baltimore, Maryland
Date of Birth: January 1st 2003


Background: The being known as TAO’s first conscious moments were much like in any other new born. Confusion and fear being the primary emotions coursing threw her body as she awoken in a seal tube of thick fluids, naked and alone. Her panicked thrashing shattered the containment tube and spilled the new born, naked, onto to the laboratory floor. She rose, augmented mental processes already kicking into high gear and processing the situation. Half remember imagery from earlier half waking gelled into memories. She knew this place, but normally there were people; many people in white coats working on the machines. Now it was abandoned.

Guided by instincts not entirely her own, Tao searched the small facility. She found clothing and gear she knew were hers, but now how or why. She found the computer system still worked but most of the secrets of her creation were expunged. She was able to discover her enough of her origins to be truly shocked. She wasn’t human and had never been. She was amalgamation of genetic information from a dozen superhuman individuals, a team of superheroes that had called themselves the Freedom Fighters. Tao was able to glean that her “components” were deceased but not how they’d died from the records. But it was enough. She had a purpose now: avenging her “siblings” destruction. Surely that was why she had been created.

With such in mind, Tao left the Baltimore facility for the first time to explore her surroundings. She found the city intriguingly familiar, faint genetic memories of her components guiding her from place to place. It felt like home, but a distant half remembered home. Other drives began to surface when as well. She began to intervene in crimes. At first she limited herself to petty street crimes, then larger action as she learned her abilities. She became something of a local celebrity and a thorn in the side of Baltimore criminals. In her explorations and adventures, Tao also found out here her component’s executioner had been, a being of pure malignance called The Blood Red King. Her studies, and the tactical acumen she’d inherited from the late Redstone told her was not ready to confront this, this thing. But perhaps someday…

When the call came for heroes to defend the city, it felt like destiny which was something young Tao was coming to be quite a believer. But would she be accepted? She had a positive reputation with the public. Memories from predecessors had taught her that maintaining a good relationship with police was vital to fighting crime and she’d endeavored to do so despite being a vigilante. But more importantly, how would the public at large react to her background and the fact she was literally no more than a year old physically. It took a great deal of thought, but the young clone decided the honesty was the best policy. She went to the city government with her story, led them to her “home” and revealed her origins in full. Then she asked to be made part of the team. The decision rested with the city council…

Appearance: Tao is an Amazonian woman with a powerful athletic build accentuated by a skin tight jumpsuit. She appears to be a Negro woman of 18-20 years of age and lacks any body hair, a feature some find disturbing other attractive but it is certainly distinctive. In combat she wears the aforementioned jumpsuit and several pouches and web belts of equipment and tools. She carried her Omni staff, a unique device that allows her to channel her energy manipulation powers and can be used as a Bo staff in hand to hand combat. The staff is extremely strong but exceptionally heavy and would be hard to wield by someone who was not physically augmented like Tao. She also sports of a small decorative domino mask and wearable headset computer.

Quote: “I am quite proud to be the sum of my parts.”

Personality: Tao is, essentially, a child. Her mind was programmed during its development with the essentials to function in human society and quite a bit of knowledge but she has little practical experience in dealing with people. She is new to the world at large and looks at everything with a sense of wonder and discovery. This can make her rather naive particularly in inter social activities as she expects people to be as straight forward as she is and has a rather black and white sense of morality. The mingled faint genetic memories of the late Freedom Fighters also muddle matters somewhat as she doesn’t understand them and sometimes they conflict. She is very proud of her “siblings” and easily upset by insults directed at them.

Known Superhuman Powers: Tao possesses a wide range of superhuman abilities all drawn from the origin. She is a unique genetic construct built from samples taken from the savaged corpses of the Freedom Fighters and as such she has the potential to develop an of their inborn powers. But there are limitations. The seamless combination of such diverse genetic templates was beyond her creator so her powers are somewhat scaled back compared to the pure source. She has very similar abilities to the Freedom Fighters but cut back. She can grow into the full abilities given time but for now she has the basic attributes of the late heroes. From Capt Alas, she gets her enhanced strength resilience and the ability to supercharge her lifting capacity. From Sidewinder and Phantom the power to “step side ways” by passing normal in a number of ways. From Harlequin and Redstone enhanced agility and combat acumen along with innate ability to follow the ebb and flow of combat. From Mr. Mental, Tao was given in increased intelligence and the potential for mental abilities. A bit more obscure is the mystical sense, the ability to “see” magic she received from Thorne. She carries a collapsing staff which acts as a focus and catalyst for her normally latent energy projection powers which allow her limited use of Reverb and Angel’s energy powers. She also carries some fairly ordinary equipment such as lock picks, tools and other gear.

Moody Loner
Dec 21st, '04, 05:58 AM
Neat, sort of a DBZ type? Have you seen Michael Surbrook's site? He's got some excellent write ups for the cast of that series that might provide some inspiration for additional powers.


Yes I did, and seriously improved the character thanks to the write-ups there. And yes, DBZ is one of my guilty pleasures :) At 350 points, he's on the weak side though. Hell, 700 points is on the weak side.

On the to-do list is to point-hammer him a little more to address the END problem, but I;m not going to keep posting versions as the final version will look a lot like this.

nexus
Dec 21st, '04, 06:04 AM
Yes I did, and seriously improved the character thanks to the write-ups there. And yes, DBZ is one of my guilty pleasures :) At 350 points, he's on the weak side though. Hell, 700 points is on the weak side.

On the to-do list is to point-hammer him a little more to address the END problem, but I;m not going to keep posting versions as the final version will look a lot like this.

I like him. As you might tell from Keiko, the character I posted I've watched a few DBZ eps myself. :)

Moody Loner
Dec 21st, '04, 07:05 AM
Went back for another look at Keiko.

You're much more subtle in ripping off DBZ than I am :) I can see Moody Loner going "God, I'm going to get sued for this, but... KAAAAAAAA MEEEEHHHH HAAAAAAH MEEEEH HAAAAAAAAHHHHH!!!"

I originally intended to buy a Super Sayaijin mode with Multiform, but I couldn't afford one worth the points.

Thanks, and good pics. I was going to say something snarky about the cheesecake, then I looked back at my portfolio and realized I didn't have room to talk.

bblackmoor
Dec 21st, '04, 07:29 AM
Thanks, and good pics. I was going to say something snarky about the cheesecake, then I looked back at my portfolio and realized I didn't have room to talk.

Chris, who does the art for Nexus' games, cooks some mighty fine cheesecake.

Moody Loner
Dec 21st, '04, 07:33 AM
That, sir, he does.

nexus
Dec 21st, '04, 03:15 PM
Thanks, I really appreciate the feed back.

bblackmoor
Dec 21st, '04, 03:19 PM
Nexus is making feel like a lazy bum for not writing up my characters' backgrounds in more detail. It's all in my head, but there's something about seeing it all written down that makes it real.

Moody Loner
Dec 21st, '04, 03:25 PM
Tell me about it.

Part of it is, I want to leave the backgrounds open so that my GM gets plot ideas, but part of it is I'm not used to writing them down.

Tech
Dec 22nd, '04, 11:12 AM
I was noticing that although this has been viewed over 2000 times, that there are less than 200 entries. Hmmmm... is it us, it is our supers, is it the blue cheese and onion sandwich I had for lunch? :nonp: (I'm kidding!)

Moody Loner
Dec 22nd, '04, 11:36 AM
Got me. There have been some excellent characters posted, though. Maybe everyone's just intimidated :) Hey, out there, I inflicted my characters on the thread, so can you!

I think Nexus just makes us all feel lazy :)

megaplayboy
Dec 22nd, '04, 11:36 AM
I was noticing that although this has been viewed over 2000 times, that there are less than 200 entries. Hmmmm... is it us, it is our supers, is it the blue cheese and onion sandwich I had for lunch? :nonp: (I'm kidding!)
Well, maybe some of them saw the dustup over on the "New Circle" thread ;)

Moody Loner
Dec 22nd, '04, 11:37 AM
Point.

nexus
Dec 23rd, '04, 10:04 PM
Bump to see if we can coax a few more posts out.

Moody Loner
Dec 24th, '04, 07:39 AM
Well, if I can find the time to grapple with HD, maybe I'll redo some of my old characters for 5th edition and post them.

Or some of you'all out there can post yours.

Your choice :)

Agent 13
Dec 24th, '04, 11:28 AM
Here's a detective/martial-artist character I recently submitted for a PBeM. Had he been submitted to something other than an JL/Avengers-style game, points would have gone into a base, and his Contacts would have been fleshed out. I don't recall how long it's been since I've had more than 350 points to work with; there were times during the build where I was stumped trying to spend those extra points within the concept.

<div><span style="font-size: 16pt; font-weight: bold; border: solid #ccc 1px;" onClick="document.getElementById('Springheel Jack').style.display = document.getElementById('Springheel Jack').style.display=='block'?'none':'block'; if (document.getElementById('Content')) { document.getElementById('Content').style.display=' none'; document.getElementById('Content').style.display=' block'; } ">Springheel Jack</span><br />(Click to toggle display)<br />Character created with <a href="https://secure.compnetco.com/herogames/browse.jsp?categoryID=2" target="new">Hero Designer, version 2.39</a></div><div id="Springheel Jack" style="display: none;">

<table cellpadding="0" style="font-size: 10pt; text-align: left; border; none;"><tr><td style="font-size: 12pt; text-align: right; font-weight: bold;">Val  </td><td style="font-size: 12pt; font-weight: bold;">Char   </td><td style="font-size: 12pt; font-weight: bold;">Cost</td></tr><tr><td style="font-size: 10pt; text-align: right;">15  </td><td style="font-size: 10pt; font-weight: bold;">STR</td><td style="font-size: 10pt;">5</td></tr><tr><td style="font-size: 10pt; text-align: right;">29  </td><td style="font-size: 10pt; font-weight: bold;">DEX</td><td style="font-size: 10pt;">57</td></tr><tr><td style="font-size: 10pt; text-align: right;">18  </td><td style="font-size: 10pt; font-weight: bold;">CON</td><td style="font-size: 10pt;">16</td></tr><tr><td style="font-size: 10pt; text-align: right;">16  </td><td style="font-size: 10pt; font-weight: bold;">BODY</td><td style="font-size: 10pt;">12</td></tr><tr><td style="font-size: 10pt; text-align: right;">23  </td><td style="font-size: 10pt; font-weight: bold;">INT</td><td style="font-size: 10pt;">13</td></tr><tr><td style="font-size: 10pt; text-align: right;">16  </td><td style="font-size: 10pt; font-weight: bold;">EGO</td><td style="font-size: 10pt;">12</td></tr><tr><td style="font-size: 10pt; text-align: right;">25  </td><td style="font-size: 10pt; font-weight: bold;">PRE</td><td style="font-size: 10pt;">15</td></tr><tr><td style="font-size: 10pt; text-align: right;">4  </td><td style="font-size: 10pt; font-weight: bold;">COM</td><td style="font-size: 10pt;">-3</td></tr><tr><td style="font-size: 10pt; text-align: right;">&nbsp;</td><td style="font-size: 10pt; font-weight: bold;">&nbsp;</td><td style="font-size: 10pt;">&nbsp;</td></tr><tr><td style="font-size: 10pt; text-align: right;">10/18  </td><td style="font-size: 10pt; font-weight: bold;">PD</td><td style="font-size: 10pt;">7</td></tr><tr><td style="font-size: 10pt; text-align: right;">10/18  </td><td style="font-size: 10pt; font-weight: bold;">ED</td><td style="font-size: 10pt;">6</td></tr><tr><td style="font-size: 10pt; text-align: right;">6  </td><td style="font-size: 10pt; font-weight: bold;">SPD</td><td style="font-size: 10pt;">21</td></tr><tr><td style="font-size: 10pt; text-align: right;">10  </td><td style="font-size: 10pt; font-weight: bold;">REC</td><td style="font-size: 10pt;">6</td></tr><tr><td style="font-size: 10pt; text-align: right;">42  </td><td style="font-size: 10pt; font-weight: bold;">END</td><td style="font-size: 10pt;">3</td></tr><tr><td style="font-size: 10pt; text-align: right;">40  </td><td style="font-size: 10pt; font-weight: bold;">STUN</td><td style="font-size: 10pt;">7</td></tr><tr><td style="font-size: 10pt; text-align: right;">&nbsp;</td><td style="font-size: 10pt; font-weight: bold;">&nbsp;</td><td style="font-size: 10pt;">&nbsp;</td></tr><tr><td style="font-size: 10pt; text-align: right;">10"  </td><td style="font-size: 10pt; font-weight: bold;">RUN</td><td style="font-size: 10pt;">0</td></tr><tr><td style="font-size: 10pt; text-align: right;">2"  </td><td style="font-size: 10pt; font-weight: bold;">SWIM</td><td style="font-size: 10pt;">0</td></tr><tr><td style="font-size: 10pt; text-align: right;">10"  </td><td style="font-size: 10pt; font-weight: bold;">LEAP</td><td style="font-size: 10pt;">0</td></tr></table>
<b>Characteristics Cost:</b> 177

<table cellpadding="0" style="font-size: 10pt; border: none; text-align: left;"><tr><td style="font-size: 12pt; font-weight: bold; text-align: right;">Cost  </td><td style="font-size: 12pt; font-weight: bold;">Power</td><td style="font-size: 12pt; font-weight: bold; text-align: right;">END</td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">11  </td><td style="font-size: 10pt; vertical-align: top;"><b><i>Cane: </i></b>Multipower, 22-point reserve, (22 Active Points); all slots OAF (-1) </td><td style="font-size: 10pt; text-align: right; vertical-align: top;"></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">1u  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">1) <b><i>Flash Cane: </i></b>Sight Group Flash 4d6 (20 Active Points); OAF (-1), 6 Charges (-3/4) </div></td><td style="font-size: 10pt; text-align: right; vertical-align: top;">[6]</td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">1u  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">2) Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) </div></td><td style="font-size: 10pt; text-align: right; vertical-align: top;">2</td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">1u  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">3) Sight Group Images 1" radius, Reduced Endurance (0 END; +1/2) (15 Active Points); Only To Create Light (-1), OAF (-1), No Range (-1/2) </div></td><td style="font-size: 10pt; text-align: right; vertical-align: top;">0</td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">1u  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">4) Missile Deflection (Bullets & Shrapnel), Adjacent Hex (+1/2) (22 Active Points); OAF (-1), Cannot deflect heavy missiles Power loses about a fourth of its effectiveness (-1/4) </div></td><td style="font-size: 10pt; text-align: right; vertical-align: top;">0</td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">16  </td><td style="font-size: 10pt; vertical-align: top;"><b><i>Armored Costume: </i></b>Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) </td><td style="font-size: 10pt; text-align: right; vertical-align: top;">0</td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">9  </td><td style="font-size: 10pt; vertical-align: top;"><b><i>Glider Cape: </i></b>Gliding 13" (13 Active Points); OIF (-1/2) </td><td style="font-size: 10pt; text-align: right; vertical-align: top;">0</td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">12  </td><td style="font-size: 10pt; vertical-align: top;"><b><i>Powerful Legs: </i></b>Leaping +7" (10" forward, 5" upward) (Accurate) </td><td style="font-size: 10pt; text-align: right; vertical-align: top;">1</td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">2  </td><td style="font-size: 10pt; vertical-align: top;"><b><i>Hot Blooded: </i></b>Life Support (Safe in Intense Heat) </td><td style="font-size: 10pt; text-align: right; vertical-align: top;">0</td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">15  </td><td style="font-size: 10pt; vertical-align: top;"><b><i>Disciplined Mind: </i></b>Mental Defense (18 points total) </td><td style="font-size: 10pt; text-align: right; vertical-align: top;">0</td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">8  </td><td style="font-size: 10pt; vertical-align: top;"><b><i>Powerful Legs: </i></b>Running +4" (10" total) </td><td style="font-size: 10pt; text-align: right; vertical-align: top;">1</td></tr></table>
<b>Powers Cost:</b> 77


<table cellpadding="0" style="font-size: 10pt; border: none; text-align: left;"><tr><td style="font-size: 12pt; font-weight: bold; text-align: right;">Cost  </td><td style="font-size: 12pt; font-weight: bold;">Martial Arts Maneuver</td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">  </td><td style="font-size: 10pt; vertical-align: top;">Savate </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">4  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">1) Parade (Block): 1/2 Phase, +2 OCV, +2 DCV, Block, Abort </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">4  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">2) Coup de pied bas (Low kick): 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">5  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">3) Coup de pied fouette (Round kick): 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">4  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">4) Crochet (Hook): 1/2 Phase, +2 OCV, +0 DCV, 8d6 Strike </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">4  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">5) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">5  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">6) Direct (Jab): 1/2 Phase, +1 OCV, +3 DCV, 6d6 Strike </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">7) Coup de Pied Bas Déséquilibre (Legsweep): 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">2  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">8) Weapon Element: Blades, Clubs [<b>Notes: </b>Only the Crochet, Disarm and Direct maneuvers work with the weapons allowed for Savate.] </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">12  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">9) +3 HTH Damage Class(es) </div></td></tr></table>
<b>Martial Arts Cost:</b> 43


<table style="font-size: 10pt; border: none; text-align: left;"><tr><td style="font-size: 12pt; font-weight: bold; text-align: right;">Cost  </td><td style="font-size: 12pt; font-weight: bold;">Skill</td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">56  </td><td style="font-size: 10pt; vertical-align: top;">+7 with all non-combat Skills </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;"><b><i>I Can Tell By the Look In Your Eyes: </i></b>Analyze: Target's Self-Confidence 14- </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;">Acrobatics 15- </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;">Athletic Skill: Soccer 14- </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;">Breakfall 15- </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">4  </td><td style="font-size: 10pt; vertical-align: top;">CK: London 15- </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;">CK: Paris 14- </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">5  </td><td style="font-size: 10pt; vertical-align: top;">Cramming  </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;">Climbing 15- </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;">Concealment 14- </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;">Electronics 14- </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">0  </td><td style="font-size: 10pt; vertical-align: top;">Criminology (Custom Adder) 16- [<b>Notes:</b> Global Guardians & Street Detective Package] </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;">Cryptography 14- </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">0  </td><td style="font-size: 10pt; vertical-align: top;">Deduction (Custom Adder) 16- [<b>Notes:</b> Global Guardians & Street Detective Packages] </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">  </td><td style="font-size: 10pt; vertical-align: top;">Everyman Skills (Cost: 0 Points) </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">0  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">1) AK: Great Britain (Custom Adder) 11- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">0  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">2) Acting 8- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">0  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">3) Computer Programming 8- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">0  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">4) Conversation 8- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">0  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">5) Deduction 8- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">0  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">6) PS: Vigilante 11- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">0  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">7) TF: Custom Adder, Small Motorized Ground Vehicles </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">  </td><td style="font-size: 10pt; vertical-align: top;">Global Guardians Package </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">1) Criminology 14- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">2) Deduction 14- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">5  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">3) Fringe Benefit: International Police Powers  </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">4) KS: Known Superhuman Criminals 14- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">5) Paramedics 14- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">8  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">6) Team Base Donation  </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">28  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">7) Team Communicator  </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">-20  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">8) Hunted by Tarot 8 or less  </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">-20  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">9) Monitored by All of the World's News Agencies 11 or less  </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">-10  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">10) Social Limitation: Celebrity  </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;">High Society 14- </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;">Linguist </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">0  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">1) <b><i>Native: </i></b>Language: English (idiomatic) (4 Active Points) </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">2) Language: French (idiomatic) (4 Active Points) </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">1  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">3) Language: Hindustani (fluent conversation) (2 Active Points) </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">1  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">4) Language: Vietnamese (fluent conversation) (2 Active Points) </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;">Persuasion 14- </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;">Scholar </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">2  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">1) KS: Crime Pattern Analysis (3 Active Points) 14- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">2  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">2) KS: Crime Scene Procedures (3 Active Points) 14- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">2  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">3) KS: Crime Syndicates Worldwide (3 Active Points) 14- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">2  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">4) KS: Savate (3 Active Points) 14- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">2  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">5) KS: Tobaccos (3 Active Points) 14- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;">Scientist </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">2  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">1) SS: Ballistics - Energy Weapons 14- (3 Active Points) </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">2  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">2) SS: Ballistics - Projectile Weapons 14- (3 Active Points) </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">2  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">3) SS: Chemistry 14- (3 Active Points) </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">2  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">4) SS: Criminal Psychology 14- (3 Active Points) </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">2  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">5) SS: Toxicology 14- (3 Active Points) </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;">Sleight Of Hand 15- </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">  </td><td style="font-size: 10pt; vertical-align: top;">Street Detective Package (Cost: 6 Points) </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">1) Bugging 14- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">2) Criminology 14- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">3) Deduction 14- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">4) Disguise 14- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">5) Forensic Medicine 14- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">6) Interrogation 14- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">7) Knowledge Skill: London Criminal Underground 13- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">8) Lockpicking 15- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">9) Security Systems 14- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">10) Shadowing 14- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">11) Stealth 15- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">12) Streetwise 14- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">-15  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">13) Monitored by Local Law Enforcement 14 or less  </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">-15  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">14) Social Limitation: Not Completely Trusted by the Public or the Police  </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;">Tactics 14- </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;">WF: Common Missile Weapons, Blades, Clubs, Unarmed Combat </td></tr></table>
<b>Skills Cost: </b>150


<table cellpadding="0" style="font-size: 10pt; border: none; text-align: left;"><tr><td style="font-size: 12pt; font-weight: bold; text-align: right;">Cost  </td><td style="font-size: 12pt; font-weight: bold;">Perk</td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">1  </td><td style="font-size: 10pt; vertical-align: top;"><b><i>Gold Band - Expert Savateur: </i></b>Fringe Benefit: Black Belt </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">2  </td><td style="font-size: 10pt; vertical-align: top;">Reputation: Ruthless vigilante (Criminals) 11-, +2/+2d6 </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">-7  </td><td style="font-size: 10pt; vertical-align: top;">Savate Package Bonus (Custom Adder) </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;">Well-Connected </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">4  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">1) <b><i>Scotland Yard Detective: </i></b>Contact (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 11- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">4  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">2) Contact (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 11- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">4  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">3) Contact (Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) (5 Active Points) 8- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">1  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">4) Contact (Contact has useful Skills or resources) (2 Active Points) 8- </div></td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">2  </td><td style="font-size: 10pt; vertical-align: top;"><div style="padding-left: 2em;">5) Contact (Good relationship with Contact) (3 Active Points) 11- </div></td></tr></table>
<b>Perks Cost:</b> 14


<table cellpadding="0" style="font-size: 10pt; border: none; text-align: left;"><tr><td style="font-size: 12pt; font-weight: bold; text-align: right;">Cost  </td><td style="font-size: 12pt; font-weight: bold;">Talent</td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;">Environmental Movement (no penalties on narrow surfaces) </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;">Ambidexterity (-2 Off Hand penalty) </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;">Absolute Time Sense </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">3  </td><td style="font-size: 10pt; vertical-align: top;">Lightsleep </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">6  </td><td style="font-size: 10pt; vertical-align: top;">Resistance (6 points) </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">5  </td><td style="font-size: 10pt; vertical-align: top;">Lightning Reflexes: +3 DEX to act first with All Actions </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">16  </td><td style="font-size: 10pt; vertical-align: top;">Combat Sense 15- </td></tr></table>
<b>Talents Cost:</b> 39



<table cellpadding="0" style="font-size: 10pt; border: none; text-align: left;"><tr><td style="font-size: 12pt; font-weight: bold; text-align: right;">Val  </td><td style="font-size: 12pt; font-weight: bold;">Disadvantages</td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">15  </td><td style="font-size: 10pt; vertical-align: top;">Distinctive Features: Horribly Scarred/Always Masked (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">20  </td><td style="font-size: 10pt; vertical-align: top;">Hunted: Simon Bar Sinister & Penny Dreadful 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">20  </td><td style="font-size: 10pt; vertical-align: top;">Hunted: Various Organized Crime Groups 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">15  </td><td style="font-size: 10pt; vertical-align: top;">Psychological Limitation: Cannot Stand By & Let Evil Occur (Common, Strong) </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">20  </td><td style="font-size: 10pt; vertical-align: top;">Psychological Limitation: Code vs Killing (Common, Total) </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">10  </td><td style="font-size: 10pt; vertical-align: top;">Distinctive Features: Overwhelming Aura of Self-Confidence (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">1  </td><td style="font-size: 10pt; vertical-align: top;">Quirk: Always dresses in stylish, usually Victorian, clothing </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">1  </td><td style="font-size: 10pt; vertical-align: top;">Quirk: Collects pipes & cigars </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">1  </td><td style="font-size: 10pt; vertical-align: top;">Quirk: Exceedingly Polite </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">1  </td><td style="font-size: 10pt; vertical-align: top;">Quirk: Keeps his own Black Museum </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">1  </td><td style="font-size: 10pt; vertical-align: top;">Quirk: Uses Stealth unconsciously </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">15  </td><td style="font-size: 10pt; vertical-align: top;">Social Limitation: Public Identity (Frequently, Major) </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">10  </td><td style="font-size: 10pt; vertical-align: top;">Vulnerability: 2 x BODY Cold-based attacks (Uncommon) </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">10  </td><td style="font-size: 10pt; vertical-align: top;">Vulnerability: 2 x STUN Cold-based attacks (Uncommon) </td></tr><tr><td style="font-size: 10pt; text-align: right; vertical-align: top;">10  </td><td style="font-size: 10pt; vertical-align: top;">Vulnerability: Flame-based attacks (Common) </td></tr></table>
<b>Disadvantage Points:</b> 150

<br />
<b>Base Points:</b> 350
<b>Experience Required:</b> 0
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0
<b>Total Character Cost:</b> 500
<br />
<table style="border: none; width: 100%;"><tr><td><span style="font-size: 12pt; font-weight: bold;">Height:&nbsp;</span><span style="font-size: 10pt;">1.86 m</span></td><td><span style="font-size: 12pt; font-weight: bold;">Hair:&nbsp;</span><span style="font-size: 10pt;">None</span></td></tr><tr><td><span style="font-size: 12pt; font-weight: bold;">Weight:&nbsp;</span><span style="font-size: 10pt;">103.00 kg</span></td><td><span style="font-size: 12pt; font-weight: bold;">Eyes:&nbsp;</span><span style="font-size: 10pt;">Blue</span></td></tr><tr><td colspan="2"><span style="font-size: 12pt; font-weight: bold;">Appearance:&nbsp;</span><span style="font-size: 10pt;">Jack Dunstan is a very fit man in his early 40s with piercing ice blue eyes. His burns have left most of his upper body, including his scalp and face, a mass of scar tissue, with the exception of his right shoulder and some of the lower right side of his face. Because of this, he wears a mask that drapes over his entire head and shoulders, fastening inside his other clothing, leaving only his eyes showing. Jack is rarely “out-of-costume”; the only time you’ll catch him out of his usual neo-Victorian ensemble (tailcoat, waistcoat, trousers, cravat, dress boots, gloves, top hat, cloak and cane) is either during purely athletic workouts or when more formal wear, such as a tuxedo, is called for.</span></td></tr><tr><td colspan="2"><span style="font-size: 12pt; font-weight: bold;">Personality:&nbsp;</span><span style="font-size: 10pt;">As far as Jack Dunstan is concerned, he became a new man on the night he was attacked and disfigured. Where the old Jack was always looking to be the center of attention, the new Jack prefers to retreat to the shadows until his help is needed. The old Jack was just this side of amoral – mad, bad, and dangerous to know; the new Jack is takes care to be polite to everyone, even his opponents (at first, anyway), and has a highly-developed sense of morality, and an appreciation of the attendant complications of a moral philosophy. The old was charismatic, but shallow; the new quiet, but possessed of an inner strength that one can’t help but notice it. The old was self-centered, using the trappings of super-hero only for what they could get him; the new considers the majority of his life a waste, and has worked as hard as he can to make up for those wasted years. (Contrary to popular rumor, Jack is no longer bothered by the sight of his own face. He remains masked simply because he knows that his appearance disturbs others.)<br /><br />Unlike other avengers of the night, Jack does not actively discourage younger crimefighters, or treat London as “his” town. He understands both the urgent need to fight evil, and the limitations of a lone man facing down an entire city’s worth of crime. However, he also understands the risks of the vigilante life, and will spell them out to would-be dark knights even as he helps them try to survive their time in the business.</span></td></tr><tr><td colspan="2"><span style="font-size: 12pt; font-weight: bold;">Quote:</span><span style="font-size: 10pt;">"Good evening, gentlemen. We can do this the usual way, or the easy way."</span></td></tr><tr><td colspan="2"><span style="font-size: 12pt; font-weight: bold;">Background:&nbsp;</span><span style="font-size: 10pt;">Jack Dunstan always seemed to land on his feet. Even when his plans of being a world-class footballer were ended by the revelation that his metagene was likely the cause of his outstanding sports performance in public school, Dunstan still came out on top. His powers, a combination of pyrokinesis and heightened physical abilities, manifested shortly thereafter, and with his good looks and charisma, he became a media darling almost overnight. He was bright, bold, brash, a hit with the ladies, and always good for a quote; he was Jumping Jack Flash, baby, and life was a gas.<br /><br />While nominally a crimefighter, Jack gained a reputation for causing more trouble than he solved. He could be found in clubs more often than he could be found on patrol, and grabbed the front pages of both Supers & Meta's and Britain’s many tabloids by sending a series of rude gestures and the sight of his bare behind towards Buckingham Palace one brisk October morning in 1979. (No one, including Jack, seems to remember what prompted the display. The Royal Family was spending the weekend at Windsor Castle.)<br /><br />Over time, Jack found himself surrounded by a group of hangers-on who professed to be his friends, who were willing to provide him with, drinks, drugs, places to stay, all in exchange for his company and the chance to be close to a ‘superhero’. And shortly after his escapades in front of the Royal Palace, Jack found out just how few friends he had.<br /><br />To this day, no one knows who attacked Jack, where, or even how. Police called to investigate a fire burning in an East End alleyway the eve of Guy Fawkes Day found the smoldering body of Jumping Jack Flash; apparently the hero, drunk or high (or both), had been waylaid at some other location, severely beaten, and then dumped in the alley. His assailants then doused him with a flammable liquid and set him alight; unconscious, his powers did nothing to help him, and he suffered third degree burns over almost a third of his body, including his shoulders, neck, and most of his head and face. His injuries would have killed a normal man; the damage, however, was impossible to reconstruct – Jack would remain horribly scarred for the rest of his life. In addition, his pyrokinetic powers had vanished (testing would later reveal that he still possessed the potential to use those abilities, and that the trauma of the fire had instilled a psychosomatic block that Jack has yet to overcome).<br /><br />Some men might have become bitter, or suicidal, or turned to a life of villainy. For Jack, however, the experience seemed to affect a sea change upon him. The young man immersed himself in studies neglected even before leaving public school, and, upon his release from hospital, journeyed to France to study savate, a martial art he thought would work well with his remaining enhanced abilities. <br /><br />After three years in Paris, Jack had gathered a storehouse of knowledge and crafted a persona and some basic equipment to begin crime fighting in earnest. He returned to London, quickly disappearing into the city and operating from a series of abandoned buildings. In the early years, Jack supported himself both through confiscating a portion of money and equipment from the criminals he helped defeat, and through the continued goodwill of immigrant shopkeepers, a class of people he found to be unprotected in the early years of the Thatcher government. The driven, determined young hero conducted a crusade against the London underworld as Springheel Jack (based around the legendary Victorian-era London phantom of the same name), first battling gangsters of all stripes, and later coming into conflict with odder foes, like the vampiric Ravens of the Tower, Albert the Clockwork Man, the Monster Maker and his Werewolves of London, “Saucy Jack” MacHeath, and, most famously, the villainous duo of Simon Bar-Sinister and Penny Dreadful. He’s served as something of a mentor to more than one English crimefighter, and has been through two sidekicks/partners in his two decades of crimefighting. (Both have since retired – The Churchwarden to study for Anglican priesthood, and the burly, bearded, sword-wielding Lamorak to, of all things, become a florist.)<br /><br />The quiet, constantly masked, mysterious vigilante with the piercing blue eyes quickly became a constant focus for rumors, both in the underworld and the tabloid press. The rumors ranged from such topics as to who actually caused Jack’s disfigurement, whether Springheel Jack was actually the same hero that had been Jumping Jack Flash, whether the hero was even disfigured at all, whether he and Penny Dreadful were an “item”, etc.<br /><br />The most persistent rumor by far has concerned Jack’s record as a crime fighter – there were those who said he had left a trail of dead and broken men during his battles through the London underworld; that he was an assassin for the police, a rival crime family - perhaps the Royal Family; even that he was an organization of masked viglantes, rather than just one man. Of course, a small amount of research on the matter would have shown the absurdity of such notions, but the rumors continued. The legend of the mysterious and ruthless Springheel Jack, either as joke or in deadly earnest, went with criminals and the tabloids to prison and throughout Europe, where Jack became something of a Boogeyman amongst the criminal set. Jack, for his part, did nothing to quash the rumors, simply viewing them as another tool in his fight against the underworld.<br /><br />It’s been two decades since Jack was reborn in fire. His continuing work against the evil that men do has made him one of the world’s greatest detectives, and his mutant physiology means that he won’t be stopping any time soon. Friends, foes, colleagues, and lovers have passed through his life and gone, sometimes with the normal passage of life, sometimes with violence and pain. Still, he has few regrets, and most of them go back to the man he was, and why it took the death of that man to become the man he is. And as ever, the day slips into night, the shadows call, and his battle continues…</span></td></tr><tr><td colspan="2"><span style="font-size: 12pt; font-weight: bold;">Powers/Tactics:&nbsp;</span><span style="font-size: 10pt;">While Jack once had a number of pyrokinetic powers at his disposal, he now relies on his heightened physical abilities and over two decades of intense martial arts and investigative training in his role as scourge of London's underworld. He also makes use of a few gadgets developed over the years – his armor, originally bulkier, was first replaced by material taken from criminals during his career, then his equipment was overhauled by a rich benefactor in the early 90s; the jeweled knob that provides his Flash power was also added to his savateur’s cane by a friendly camera shop owner who served as something as an assistant to Jack several years ago.<br /><br />While Jack has been blocked from the use of his pyrokinetic abilities (save for his immunity from extreme heat), the potential for their use is still locked within his genes, which means he suffers the attendant penalties for them, taking extra damage from cold-based attacks. As well, the same psychosomatic block that keeps Jack from using his flame powers also causes Jack to take extra damage from fire-based attacks.</span></td></tr></table>
</div>

Blue Jogger
Dec 24th, '04, 03:46 PM
Here's my character, I currently have 30 some odd points to play with. The world has awakened to magic returning and some people are discovering that they have magical powers as part of their history. Sharon Lee has discovered that she is part-fae and trying to understand what that means while going to college.

The file is a compress excel file which I used Gnumeric to work on.

Tech
Dec 25th, '04, 07:15 AM
Hello, all. Since this thread seemed like it's slow, I thought I would revive it. It took me a long time to format, and even longer to upgrade him to 5th edition rules with a couple exceptions but here he is: my very first character!

He was created a few days after Champions - the very 1st edition came out for the very first time. He was created before Enemies I or II hit the market. He and the supervillain Neutron (of the Conquerors) have battled for the name more than once: once was a draw and the second one, my Neutron won but that hasn't stopped the villain from contesting or using it.

(Note: The Conquerors are still active in my campaign and still very cool!)

His experience isn't what is would've been had I kept using him. I stopped using him for years but more recently, have pulled him out of inactivity. I left him at the original 100 Base for old times sake.




Hero Name: NEUTRON
Real Name: Christopher Anderson
20 Str 10 100+ Disadvantages
27 Dex 51 15 Secret Identity
24 Con 28 15 Code vs Killing
15 Bod 10
14 Int 4 651 Experience pts
17 Ego 14 596 Experience Spent
30 Pre 20
12 Com 1
27 PD 23 OCV: 9 DCV: 9 ECV: 6
27 ED 22 Pha: 2, 4, 6, 7, 9, 11, 12
7 Spd 34
15 Rec 12 CHA: 241
50 End 1 POW: 485
51 Stn 14 Total: 726

POWERS/ABILITIES/SKILLS
31 Elemental Control
38 1. Neutron Blast: 11d6 EB at 1/2 End END - 2
31 2. Flight 25" at 1/2 End END - 2
41 2. Neutron Explosion: 10d6 EB, APx2, 10" radius (increased radius)
with Hole in Center (fixed), No Range, 2 Cha., Costs End END - 17
10 N-Ray Vision, stopped by Forcefields
24 Damage Resistance 27 ED, Hardened x3
17 Hardened ED x3
10 Lack of Weakness -5, Normal & Damage Resistance
7 Mental Defense 9 pts, Hardened
7 Instant change, one set of clothes

24 Martial Arts, Classic
Martial Strike +0 OCV +2 DCV 8d6
Offens. Strike -2 OCV +1 DCV 10d6
Martial Block +2 OCV +2 DCV Block
Martial Disarm -1 OCV +1 DCV 40 Str to Disarm
Martial Dodge ----- +5 DCV Dodge
Martial Throw +0 OCV +1 DCV 8d6 + v/5
5 +2d6 HA, 0 End, only with Martial Throw
8 +2 DC, added in
4 City Knowledge: NY, Washington DC 12-
5 Combat Driving: Cars 15-
9 Computer Operations 15-
9 Computer Programming 15-
5 Contact: US Pentagon Official
6 KS: Autos, boats, planes 12-
6 KS: Computer Science 12-
3 KS: Environmental Dangers 12-
3 KS: Geography - Russia 12-
5 KS: Government Officials 14-
5 KS: Supervillains 14-
3 KS: Viper 12-
3 KS: World Politics 12-
9 Languages: English (native), Russian-idiomatic,
French, German & Chinese - very fluent
3 Linguist
5 Mechanics 13-
3 Oratory 15-
3 Persuasion 15-
6 Piloting: All planes, military planes, helicopters, space shuttle 14-
2 PS: Skiing 14-
3 Security Systems 12-
3 Streetwise 15-
5 Tactics 13-
3 TF: Skiing, All Common motorized ground vehicles
14 Weapon Familiarities: Common & uncommon martial arts weapons,
All small arms, Blades
8 Weaponsmith: All Firearms, Energy Weapons 14-
10 1 Overall Level
10 2 Levels with EC
3 1 Level with Martial Arts
5 1 Level with CHA rolls
3 1 Level with Dive for Cover, Pull Punch, Sweep
15 3 Levels with DECV (House rule)
3 +1d6 to Presence attacks
50 Points to Base



ORIGIN:
Christopher Anderson was duped, as many were, into easy money by an organization called VIPER. At the same time, unbeknownst to him, another man who would later become PULSAR had also joined VIPER. He trained to become one of their top agents and excelling in computers, became of their top computer experts. Due to his computer expertise, he was kept off actual field assignments to prevent loss of such a useful agent. All in all, he was only in VIPER for a little over a year but life was good or so he thought. In an effort to increase his usefulness, it was offered to Christopher an opportunity to 'volunteer' for an experiment, one that give him incredible abilities.

This was the start of VIPER's ongoing desire to create superhumans and would lead to others who would be 'volunteered' and later, break free of VIPER.

The experiment was a success and Christopher gained superhuman abilities. Unfortunately, VIPER was also a lot more careless at this point; one of the scientists blurted out VIPER's plan to use him to further their plots of world domination. The scientist also blurted out the fact that he was glad Christopher had survived since he had anticipated him dying. Christopher was outraged.. and afraid.. and shocked. This organization was nothing like he had been led to believe! He had been lied to, deceived and finally used as a lab rat. He razed the lab to the ground, letting the scientists barely escape and flew off for fear of his life.

Much time passed and he found himself now working as a salesman for Superhero Insurance: buy this insurance and be protected from damage like a superhero! Yeah, it was lame but people liked the idea of having insurance in a world where people with extraordinary abilities were around. Even though he would become a seasoned and expert salesman for the insurance company, it just wasn't what he wanted. Yes, the money was good and he had a clean conscience but he wanted to do something else. He wanted to use his abilities to try to make up for what he had done. In this time, he met other people with superabilities and within a few months, formed New York's first superteam.

VIPER, however, would not be betrayed and stand idle. They tried time and again to capture him but their efforts at this time were sporatic, mostly because of a great many other superbeings leaving VIPER at this time. In the few times where VIPER would actually coordinate an effort to attack Neutron, they would fail time and again, worse and worse. The last and final attack on him would fail, giving VIPER consideration to stop hunting him. Too much equipment, men and money were lost in such pursuits. What VIPER didn't know is that Neutron's superabilities would also continue to grow as well as his skill. The superhuman VIPER fought early on would pale in comparison to his current power level.

Neutron eventually became team leader of the supergroup and finally found the contentment he had been looking for. Years later and a Presidential Pardon for his past crimes would allow him to concentrate on his superheroing. He has been allowed to retain his Secret Identity and continues to assist the government when called upon.

PERSONALITY:
Neutron has become a very disciplined superhero, well respected in the superhero community as well as with quite a few supervillains. Due to his past training in VIPER, he is somewhat rough on the criminals that he fights. He tries to show restraint but he never forgets the evil that VIPER is. He would love to see VIPER destroyed but refuses to obsess over it realizing that he may not be the one to deal the deathblow to VIPER. He takes the no-nonsence approach to dealing with supervillains: if a villain gets a little injured while in the course of being stopped from doing a crime, Neutron won't regret it. However, he wants to see criminals prosecuted and will not do things outside the law that will hurt such prosecution. However, if push comes to shove and there is no other way, he will use lethal force. Neutron takes his position very seriously and works to maintain the image of a diligent leader.

Some of his teammates in the supergroup view Neutron has a little harsh or rough in his superheroing. What they don't know is that he still has many regrets and guilt about being in VIPER years ago and works hard at trying to see other lives hurt or deceived by VIPER. With his help, several supervillains have turned from their life of being a supercriminal and a couple have even been cured of their extreme abilities. More recently, he has gotten married and his marriage has helped him to mellow somewhat and let go of the past.

ABILITIES:
Neutron's abilities deal with Neutron radiation, allowing him to generate it as a powerful energy ray, to see through walls and virtually anything else short of a forcefield and to fly, to name a few. His most violent demonstration of his abilities is his Neutron Explosion. When using it, there is a momentary delay while he prepares to unleash his power. The effect is displayed as black waves of energy surrounding him and being sucked into him. Any villain having been hit by it before fears this, for what comes next: the explosion is extremely violent and appears to be a black & white negative of a bomb going off. Neutron frequently does a Presence attack afterwards. His abilities leave his incredibly resistant to energy attacks and in general difficult for enemies to find any weakness in his defense in combat. Neutron is incredibly skilled not just in combat but versatile in many areas, from computers to the environment.

Lord Beavis
Dec 25th, '04, 08:52 AM
His INT seems a little low......where did he learn martial arts? The Neutron from Classic Enemies is a good character along with the other Conquers.....I never heard of Players and NPCs battling over names??? That is a interesting take....

Boll Weevil
Dec 25th, '04, 07:20 PM
Mr Tech,
Would you per chance have an updated 5th ed version of Neutron? I love the Conquerors and would like to keep them around. I had been working on Neutron for a while myself, slowly piecing together elements from USPD and other sources. In past games, Neutron was my campaign world's Magneto, for obvious reasons. When completed i would like to see the 5th ed version much more powerful, or at least more versatile.

Tech
Dec 26th, '04, 10:59 AM
His INT seems a little low......where did he learn martial arts? The Neutron from Classic Enemies is a good character along with the other Conquers.....I never heard of Players and NPCs battling over names??? That is a interesting take....
I'm not exactly sure what you mean by his 'INT seems a little low'. Since according to 5th edition, p223-224, an average person has an INT of 8, a noteworthy & skilled normal has a 10 INT and even higher than those two, a competent normal has an INT of 13, his INT of 14 is higher. This agrees with the Champions genre book for 5th edition, p58 shows average being 6-10, skilled 11-13 and competent (just one category below legendary) being 14-20, his INT being 14 is quite fitting. He's not a genius but a good fighter and leader. Besides, PRE is one of the prerequisites of a good leader and he's got quite a good PRE. :thumbup:

You've never heard of Player Characters & NPC's battling over names? Heh, this was the first such battle for a name but not the last. Over the course of the campaign, we've actually had about 3-8 battles of names, including villains fighting villains for their names. Of course being villains, they just keep using the name regardless of whether they lost or won.

Having actually alphabatized his skills, it actually surprised me a little to see just how versatile and skilled he is. He's no one-trick-pony; he's got skills covering international problems as well as social issues, such as pollution.

Tech
Dec 26th, '04, 11:03 AM
Mr Tech,
Would you per chance have an updated 5th ed version of Neutron? I love the Conquerors and would like to keep them around. I had been working on Neutron for a while myself, slowly piecing together elements from USPD and other sources. In past games, Neutron was my campaign world's Magneto, for obvious reasons. When completed i would like to see the 5th ed version much more powerful, or at least more versatile.
Ack! Just call me Tech.

You want a 5th ed version of Neutron of the Conquerors? My brother has Neutron and is updating him to 5th ed. Send me a private message.

The Conquerors, as my brother has the group currently, consists of: Neutron, Arc, Wyvern, Ankylosaur, Spectre and Vega. The last two are added members. I must say, the picture of Vega is quite cool.

Tech
Dec 26th, '04, 11:13 AM
His INT seems a little low......where did he learn martial arts? The Neutron from Classic Enemies is a good character along with the other Conquers.....I never heard of Players and NPCs battling over names??? That is a interesting take....
I forgot to mention, he learned his martial arts training back from VIPER. Over the course of years with various other martial artists having come & gone through the team, he's gotten better from having trained with them.

In the original very 1st edition of Champions, all VIPER agents had martial arts (Classic).

Katherine
Dec 28th, '04, 04:01 AM
The character I play in Redwood Academy

Stopwatch
Val Char Cost Roll Notes
8 STR -2 11- Lift 75.8kg; 1 1/2d6 HTH damage
15 DEX 15 12- OCV: 5/DCV: 5
12 CON 4 11-
10 BODY 0 11-
10 INT 0 11- PER Roll 11-
15 EGO 10 12- ECV: 5
12 PRE 2 11- PRE Attack: 2d6
16 COM 3 12-
4 PD 2 Total: 4 PD (0 rPD)
3 ED 1 Total: 3 ED (0 rED)
3 SPD 5 Phases: 4, 8, 12
4 REC 0
24 END 0
20 STUN 0 Total Characteristics Cost: 42
Movement: Run: 21"/NC"
Swim: 2"/NC"

Cost Powers END
27 "Stopwatch" Effect: Multipower, 55-point reserve, all slots: (55 Active Points); Requires A Skill Roll (-1/2), Side Effects (-1/2)
2u 1) Fast Forward: +14" Running (21" total), x8 Noncombat (38 Active Points) 4
2u 2) TIme Stop: Teleportation 19", Position Shift, Safe Blind Teleport (+1/4) (54 Active Points); Must Pass Through Intervening Space (-1/4), Only to places she could reach Power loses about a fourth of its effectiveness (-1/4) 5
2u 3) Slow Motion: Suppress 4d6, Variable Effect:Dex and movement Two Powers Simultaneously (+1/2), Continuous (+1) (50 Active Points) 5
2u 4) Freeze Frame Dodge: Missile Deflection (Any Ranged Attack), +10 to roll (40 Active Points); Costs Endurance Only Costs END to Activate (-1/4) 4
1u 5) Taking a moment to chill out: +30 PRE (30 Active Points); Defensive Only Power loses about half of its effectiveness (-1), Costs Endurance Only Costs END to Activate (-1/4) 3
2u 6) Freeze Frame Manipulation: Teleportation 10", Ranged (+1/2), Usable As Attack (+1) (50 Active Points); Only usable on objects she can lift Power loses about a third of its effectiveness (-1/2), No Noncombat Movement (-1/4) 5
1u 7) Quick Time Recovery: Aid: Any charateristic lower than normal 2d6, Variable Effect Four Powers Simultaneously (+1) (40 Active Points); Self Only (-1/2), Only Restores to Starting Values (-1/2)
2u 8) Combat Fast Forward: Drain Stun and Endurance 4d6 (40 Active Points); Endurance Drain only affects those with active end using power Power loses about a fourth of its effectiveness (-1/4) 4
2u 9) "Once more...with feeling!" : +4 Overall (40 Active Points); Costs Endurance Only Costs END to Activate (-1/4), Only skills rolls that can be "redone" in a few seconds Power loses about a fourth of its effectiveness (-1/4) 4
1u 10) The Butterfly effect: Transform 2d6: Target into randomly temporally altered target (Major), Improved Target Group (+1/4) (37 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Results are partially random Power loses about a third of its effectiveness (-1/2) 4
2u 11) Time Travel: Extra-Dimensional Movement (Single Dimension, Any Location), Travel Through Time (45 Active Points) 4

3 In tune with the Time Stream: Absolute Time Sense
29 Its like Deja Vu, all over again: Danger Sense (Sensitivity: Any Danger) 15-
12 "I saw that coming": Lightning Reflexes: +10 DEX to act first with All Actions (15 Active Points); Only if Dangersense goes off Power loses about a fourth of its effectiveness (-1/4)
5 Instictive Rewind: Luck 1d6
3 LS:Immune to Temporal Alteration

Talents
4 Double Jointed

Skills
7 Temporal Control 14-
3 Climbing 12-
3 Combat Driving 12-
5 Concealment 12-
1 Demolitions 8-
2 KS: Cars 11-
2 Language: Spanish (fluent conversation)
3 Mechanics 11-
4 PS: Car thief 13-
5 Security Systems 12-
3 Seduction 11-
7 Shadowing 13-
5 Sleight Of Hand 13-
5 Stealth 13-
7 Streetwise 13-
4 Survival (Urban) 12-
5 TF: Common Motorized Ground Vehicles, Skateboarding, Skating (iceskating or rollerskating), Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles
3 WF: Blades, Clubs, Fist-Loads, Handguns, Shotguns

Total Powers & Skills Cost: 166
Total Cost: 208

100+ Disadvantages
10 Distinctive Features: "Outsider" to Canterville (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10 Physical Limitation: Legally a minor (Frequently; Slightly Impairing)
5 Money: Poor
5 Social Limitation: Has Juvenile record (Frequently; Minor; Not Limiting In Some Cultures)
15 Psychological Limitation: Coward, particularly in combat (Common; Strong)
20 Psychological Limitation: Looks out for number one first, last and always (Very Common; Strong)
10 Psychological Limitation: Code against Killing (Common; Moderate)
15 Psychological Limitation: Sucker for little kids (Uncommon; Total)
10 Hunted: Anti Mutant group 8- (As Pow; Harshly Punish)

Total Disadvantage Points: 208

Background: Carlie is a typical Southern California Teenage girl. That can control the time stream. As far as she knows her temporal powers have been active since birth it wasn’t until recently she that has gained much fine control over them. As a child they manifested as her “skipping” about in time and space, frequent déj* vu and often being late (or weirdly early as in reacting to things that hadn’t happened yet). One thing her ability didn’t warn her about (and that Carlie has never forgiven herself for) is the drunk driver that killed her mother. Recently, she has tried to go back and change that day but never to any avail.
Carlie was raised by her dad and grew up in Los Angeles above a small auto parts and detail shop. She naturally picked up quite a bit about cars, how they run and mainly what makes them expensive. Her father does his best but without a firm female role model and full time parent, Carlie has grown a little wild. She loves cars and likes to drive them mostly other people’s cars. Since she also likes money this had lead to a career as s small time car thief. She figures at least she’s not turning tricks or dealing, no harm no foul right? A few times her thieving ways has gotten her in serious trouble but her powers have served to get her out again. So far, so good.
She came to Morgenstern after an arrest for possession of all things. It wasn’t even her stash, just happened to be the car. Her powers balked on her and she didn’t want to just skip out of jail anyway. “Metranon” came to her as Ms Morgenstern and offered her an alternative to Juvie, attending her school and she would deal with the police. Cops who became remarkably accepting when talking to the older woman, going so far as to drop the charges and believe Carlie’s rather illogical impromptu story about how she ended up in Corvette with a few hundred dollars in drugs in the glove box.
Attending the school has been quite fun so far. The other kids though are…freaks. Some of the talk about killing people like it’s a way to pass the time and Metranon is a bit weird with her “One Race” and “Superior Being” stuff at times. Carlie is starting to wonder if she made the right choice as it feels like the “Red pill” isn’t all its cracked up to be. So Stopwatch has reverted to form. She’s run away and is currently wandering the streets of Canterville looking for a place to crash.

Personality: Carlie is simple girl. She likes fast fancy cars, good times and money. She does not like conflict, even fears and it and tends to back down or (even better) run away from it. She feels guilty about hurting people, but sees theft as a “victimless” crime. This puts her a couple of steps ahead of the junior sociopaths at Morgenstern (Said with love, guys!) though she is amazingly self centered and thinks of number one at all times. Carlie is actually a little afraid of her powers since they have backfired on her at different times. She uses them but reluctantly or reflexively more than in a coordinated sense.

Powers: Carlie can control the flow of time, speeding it up, stopping it, even reversing it for a time. The potential of her power is nearly endless but she uses it discrete fashions due to lack of experience and fear of experimentation. Speeding up time makes her move faster, recover quicker from both physical injury and emotional trauma (Time heals all wounds), stopping time makes her seem to “teleport” but she stops time for no more than about 12 “seconds” relative to herself otherwise she has trouble starting it back up again. Stopwatch can reverse time and journey back to different periods but finds it taxing and disturbing since none of the times she’s tried to change things for the better ever seems to work.

Appearance: Carlie is tall and pretty with dusky skin and feiry red hair. She had freckles that deepen in the sun and a impish friendly face. She dresses in loose tops and cut off shorts with tennis shoes. She had series of tattoos along her waist, lower back and belly button.

Katherine
Dec 28th, '04, 04:11 AM
Pinnacle

Player: Katherine Sleet

Val Char Cost
20/90 STR 10
18 DEX 24
25 CON 30
15/29 BODY 10
10 INT 0
18 EGO 16
35 PRE 5
18 COM 4

20/40 PD 16
20/40 ED 15
4 SPD 12
9 REC 0
50 END 0
50/64 STUN 12

6" RUN 0
2" SWIM 0
4"/18" LEAP 0
Characteristics Cost: 154

Cost Power END
87 Biomass Increase: Growth (+70 STR, +14 BODY, +14 STUN, -14" KB, -8 DCV, +8 PER Rolls to perceive character, 32 m tall, 16 m wide, 1.635E6 kg mass), Costs END Only To Activate (+1/4) (87 Active Points) 7
10 Innate Toughness: Damage Resistance (10 PD/10 ED)
40 Extremely Tough: Armor (20 PD/20 ED) (60 Active Points); Linked to Biomass Increase (-1/2)
10 Large and in charge: +20 PRE (20 Active Points); Linked to Biomass Increase (-1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4), Only for Pre Attacks and Defense Power loses about a fourth of its effectiveness (-1/4)
7 Boosted Muscle Mass: +20 STR (20 Active Points); Increased Endurance Cost 3x END (-1), No Figured Characteristics (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-1/2) 6
8 Big Eyes, Ears, etc: Enhanced Perception (+4 to PER Rolls for All Sense Groups) (12 Active Points); Linked to Biomass Increase (-1/2)
17 Biomass Regeneration: Healing 3d6 (max. Healed Points: 18) (Can Heal Limbs) (35 Active Points); Self Only (-1/2), Extra Time Delayed Phase (-1/4), Character May Take No Other Actions (-1/4) 3
17 "Nice Try, Little Guy" : Physical Damage Reduction, Resistant, 50% (30 Active Points); Linked to Biomass Increase (-1/2), Limited Power:not vs other large scale or area of effect attacks Power loses about a fourth of its effectiveness (-1/4)
17 "Felt like a warm breeze" : Energy Damage Reduction, Resistant, 50% (30 Active Points); Linked to Biomass Increase (-1/2), Limited Power:Not vs large scale or area of effect attacks Power loses about a fourth of its effectiveness (-1/4)
Powers Cost: 213


Cost Skill
3 Breakfall 13-
2 KS: Body Building and Fitness 11-
2 KS: Kinesology 11-
3 Oratory 16-
3 Teamwork 13-
10 +2 with HTH Combat
Skills Cost: 23




Total Character Cost: 390

Val Disadvantages
10 Distinctive Features: Muscular Amazonian Woman (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Hunted: Church of Archangel Michael 8- (As Pow; Harshly Punish)
10 Physical Limitation: Requires Special Medical care (Frequently; Slightly Impairing)
10 Hunted: Gargantuan 8- (As Pow; Harshly Punish)
15 Social Limitation: Secret Id (Frequently; Major)
10 Vulnerability: 2 x Effect Matter alteration attacks (Uncommon)
10 Susceptibility: Being Teleported 2d6 damage, Instant (Uncommon)
15 Psychological Limitation: Code Vs Killing (Common; Strong)
10 Psychological Limitation: Loves being a Hero, bit of a attention hog (Common; Moderate)
10 Psychological Limitation: Prone to fits of self doubt, particularly in combat (Common; Moderate)
15 Psychological Limitation: Careless about collateral damage (Common; Strong)
5 Social Limitation: Minority Group:Openly bisexual (Occasionally; Minor)
10 Dependent NPC: Larana, younger sister 8- (Normal)
10 Enraged: If she remains at full Growth more than 5 minutes (Uncommon), go 11-, recover 14-

Disadvantage Points: 150

Base Points: 200
Experience Required: 40
Total Experience Available: 65
Experience Unspent: 0

Experience:
Tactics
KS:Super Villains
Teamwork +2
Endurance +20

Background (Summarized): Pinnacle is a superhuman Mutant and born with her power to draw extra mass from an unknown extradimensional source. At first, she hid her powers but, after being forced to reveal them during the 9/11 crisis (and saving several lives in the process) became the superheroine known as Pinnacle.

Powers: Her powers are fairly straightforward. She can get big. Very big. Her strength and durability at full size are practically unmatched in the campaign. She has learned to draw on extra mass to increase her strength without growing (It causes her to become grossly over muscled) and can heal herself as well with a moment concentration. At full size she's extremely resistant to damage and can almost ignore most normal sized attacks. It makes her a tad bit arrogant and hard to intimidate, while at the same time she secretly worried about her effectiveness as she is the least combat experienced memeber of the New Guard. Her growth powers have a unfortunately psychological effect on her if she remains at full sized for too long. She tends to get violent and overly aggresive. In fact, at any time when she's in battle, she overcompensates for insecurities by being overly aggressive.

Katherine
Dec 28th, '04, 04:27 AM
Menagerie

Player: Katherine Sleet

Val** Char*** Cost
12** STR 2
20** DEX 30
18** CON 16
10** BODY 0
12** INT 2
15** EGO 10
15** PRE 5
14** COM 2
*
8/18** PD 6
8/18** ED 4
4** SPD 10
6** REC 0
40** END 2
30** STUN 5
*
6"** RUN 0
2"** SWIM 0
2"** LEAP 0
Characteristics Cost: 94

Cost** Power END
113** Animal Metamorph: Variable Power Pool, 70 base + 43 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1) (157 Active Points); Limited Class Of Powers Available:Multiforms and duplications based on animals Limited (-1/2), Limited Power: Limited by Mass Power loses about a third of its effectiveness (-1/2)*
15** Animal Mastery: Elemental Control, 30-point powers*
12** 1) Animal Communication: Telepathy 6d6 (30 Active Points); Communication Only (-1/4)* 3
12** 2) Mistress of Beasts: Mind Control 6d6 (30 Active Points); Does Not Provide Mental Awareness (-1/4)* 3
22** 3) Call of the Wild: Summon 142-point (x16 Number Of Beings), Expanded Class of Beings:Local Creatures Very Limited Group (+1/4) (60 Active Points); Summoned Being Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2)* 6
** *
30** Killer Instinct: Find Weakness 13- (Related Group of Attacks:All natural attacks)*
** Equpiment*
20** 1) Evolution Battlearmor: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)*
24** 2) Evolution Fletchette Pistol: Killing Attack - Ranged 2d6 (vs. PD), Required Hands One-Handed (+0), +1 STUN Multiplier (+1/4), 4 Clips of 16 Charges (+1/4), Armor Piercing x1 (+1/2) (60 Active Points); OAF (-1), Real Weapon (-1/4), No Knockback (-1/4)*
18** 3) Radio Telepathy link implant: Mind Link (Specific Group of Minds), No LOS Needed, Number of Minds (x128) (55 Active Points); Only With Others Who Have Mind Link (-1), Limited Class Of Minds:Mutants only Subset of a class (-1/2), Does Not Provide Mental Awareness (-1/4), Restrainable (Only by means other than Grabs and Entangles -1/4)*
6** 4) Radio Telepathy Link Implant: Teamwork (9 Active Points); Restrainable (Only by means other than Grabs and Entangles -1/4), Limited Power:Only with others with active link Power loses about a fourth of its effectiveness (-1/4) 16-*
13** 5) Suicide Charge: Killing Attack - Ranged 4d6 (vs. PD), Explosion (+1/2) (90 Active Points); 1 Charges which Never Recover (-4), Side Effects, Side Effect occurs automatically whenever Power is used (-2)*
Powers Cost: 285

Cost** Martial Arts Maneuver
** Evolution Combat Training*
3** 1) Punch, Snap Kick: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike*
4** 2) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +2d6 Strike, Must Follow Block*
5** 3) Grappling Defense: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block*
5** 4) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 0 1/2d6, Disable*
4** 5) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND; Target Falls*
4** 6) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6*
3** 7) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls*
4** 8) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND*
Martial Arts Cost: 32

Cost** Skill
3** Acrobatics 13-*
3** Breakfall 13-*
5** Climbing 14-*
5** Combat Driving 14-*
7** Combat Piloting 15-*
3** Computer Programming 11-*
1** Cryptography 8-*
7** Demolitions 13-*
7** Interrogation 14-*
2** KS: Explosives 11-*
2** KS: Security Procedures 11-*
2** KS: Military Vehicles 11-*
2** Language: Japanese (English is native) (fluent conversation)*
2** Language: Spanish (fluent conversation)*
3** Lockpicking 13-*
2** PS: Terrorist 11-*
5** Security Systems 12-*
3** Streetwise 12-*
8** Survival (Temperate/Subtropical, Urban) 13-*
3** Tracking 11-*
9** TF: Common Motorized Ground Vehicles, Combat Aircraft, Helicopters, Large Planes, Riding Animals, Small Planes, Tracked Military Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles*
15** +3 with HTH Combat*
8** +1 with All Combat*
Skills Cost: 107


Cost** Talent
15** Combat Sense 11-*
19** Danger Sense (Function as a Sense, Intuitional, Sensitivity: Out of Combat) 13-*
3** Lightsleep*
8** Resistance (8 points)*
Talents Cost: 45


Total Character Cost: 563

Val** Disadvantages
15** Distinctive Features: Constantly shifting animal like features (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)*
20** Hunted: World Wide anti terrorism forces 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)*
10** Hunted: Purity (Anti Mutant group) 8- (As Pow; Harshly Punish)*
10** Physical Limitation: Requires special medical treatment (Frequently; Slightly Impairing)*
10** Enraged: Mutant heritate insulted (Common), go 8-, recover 14-*
15** Reputation: Sadistic mutant terrorist 11- (Extreme)*
20** Psychological Limitation: Hatred/contempt for Baselines (Very Common; Strong)*
15** Psychological Limitation: Casual Killer (Common; Strong)*
20** Psychological Limitation: Fanastical Loyal (Common; Total)*
15** Social Limitation: Wanted criminal (Frequently; Major)*

Disadvantage Points: 150

Base Points: 200
Experience Required: 213
Total Experience Available: 213
Experience Unspent: 4

Experience:
Animal Army
Evolution Emergency Teleportation System

Background Summary: Karla was born blessed with her powers (though her parents, being superstitious immigrants called it “damned”). Her animalistic features were undeniable by the time she was four and after a series of “exorcisms” (read: beatings and deprivation) failed to cure their tainted child, her parents tried to kill her by burning down their house around her. Instinctively, Kara became a flock of birds and flew out an open window to safety.

For the next several years, she lived on the streets of New York as less than human, more an animal taking the forms of rats pigeons and other street vermin as her humanity slowly slipped away. She became savage and feral and a bit of an urban legend among the street people. As she grew, she could take larger forms and soon was hunting as dogs or large packs of rats. Her prey was not always other animals...

That ended when he came. A man, who spoke into her mind and restored her lost awareness, told her what she truly was. He called himself Paragon. He was beautiful and awesome and his words gave Menagerie what she’d needed: a purpose and pride. She wasn’t an animal. She wasn’t human. She was Homo Superior and she would be among those that inherited the Earth!

Powers: Menagerie is a shapeshifter with a odd limitation/advantage. She can take any animal form, but she can only assume form of equal mass. So she can become one animal of equal mass, two of half her mass and so fourth. Potentially, she will learn to overcome this limitation but for now it defines her powers. When she become multiple creatures they have a shared consciousness and are quite sentient. She also carries standard Evolution equipment, including a armored uniform and mini flechette magnetic repulsor pistol. Like all Evolution operatives, she has a suicide charge implanted in her body packed with powerful explosives.

Personality: Menagerie is, without a doubt, a supervillain. She’s cold blooded violent and fanatical. The cause is everything to her and there’s almost nothing she will not do for Paragon and Evolution including kill or die. Humans are, at best, crude animals in her mind. Tolerable if they know there place, otherwise get rid of them. Perversely, she still remembers some of early life and the religion inspired torments. Part of Menagerie is still a frightened little girl that thinks she is possessed by the devil. These issues have yet to be resolved and could be her salvation or what drives her ultimately over the edge.

Appearance: Menagerie is a tall, musular 20 years old woman. She has an attractive but subdued figure and is highly athletic in build. Her appearance shifts with her moods, growing more beastial as she becomes emotionally arounds or on her whim. She sports fangs, small claws, scales, fur, odd eyes or any of dozens of other animal features. When not on mission, she pretty much forgoes clothing, using fur or other animal features when modesty is demanded. In battle, she wears the standard black and silver of Evolution. Her costume shifts to form a collars for whatever animal forms she assumes.

Katherine
Dec 28th, '04, 04:34 AM
That, sir, he does.

Yeah, Chris' artwork really rocks. I asked him for some pics of my characters and he even did them free for me. :)

His guy pics (even the nudes) aren't bad either ;)

Moody Loner
Dec 28th, '04, 04:47 AM
Might have to dig up or redo artwork for my old characters when I redo them. If I find the time. God, I thought unemployment was the very definition of free time :)

Not that I want to get into a cheesecake competition with Chris. That I do not.

Fireg0lem
Dec 28th, '04, 03:45 PM
Here's the character I just started playing in the Knights of New L.A. game. Obviously, he's a darker version of Cyclops.

Code Name: Reticle
Alter Ego: James Winters
Height/Weight: 1.7 m/75 kg
Hair/Eye Color: Brown/Green
Age/Birth Date: 24/ December 22nd, 2317


Appearance: James, or Reticle, doesn’t look like anyone special – in fact, heavy plastic surgery on his face makes him look quite different then he once did. He has short, straight brown hair, normally kept close-cut, and plain green eyes. When he uses his powers, his pupils dilate or contract and his eyes glow bright red. Although they look real, his eyes are actually partially cybernetic. Similarly, much of his skin and all of his hair are really grafts and implants.

In his secret identity, James looks like a typical worn-out worker of the lower class of New Los Angelos. Dull, uninterested, and uninteresting. When he goes out as Reticle, he wears a red, black, and blue costume patterned in the same manner as the uniform he once wore as Justice. He also has a cybernetically locked-in visor that opens and closes as desired, requiring only mental commands.

History: The citizens of New L.A. cleared out of the way quickly as the Enforcers sped down the streets, sirens blaring.

*This is unit 7. We are converging on the suspect’s reported location. Kill or apprehend?*

*New orders – do not kill the suspect. Repeat, do not kill the suspect. Capture him alive and bring him in.*

*Understood.*

The hovercar finally reached the scene of the disturbance. A dozen-hovercar pile-up, still burning, made it difficult to see anything. The two Enforcers stepped out and began to look around. The extreme levels of heat made their infrared vision useless, forcing them to split up in order to search more effectively.

*This is unit 7. We are at the suspect’s reported location, but no sign of him.*

*Continue searching. It is vital for our national security that he be brought in alive.*

Suddenly, a reddish glow – deep, crimson red, not flickering like the fires – shone from inside the smoking wreckage. One of the cars lifted up off the ground, flying a dozen meters through the air and sending both Enforcers into combat mode. The first one jumped in as his partner covered him, only to be sent flying back out and smash into a building as another blast of crimson energy shot out of the smoke. This time, however, his partner saw the origin by the signature flare, and fired his Stun Ray at the suspected location.

Stepping into the wreckage, relying on his cybernetic enhancements to keep him safe, he pulled a small figure out. His partner, stunned but unharmed, stood up and joined him.

*Unit 7 reporting in. Suspect has been apprehended. He has severe burns over his body and face, but is alive. We are bringing him in right now.*

*Excellent. He is the perfect candidate for Project Justice.*

14 Years Later

Justice activated his cloaking field, then used his boosters to jump up onto the rooftop of the broken-down apartment several houses down from the target warehouse. For just a moment, he flickered back into the visible spectrum, the red-white-and-blue “hero” remaining visible only long enough to give the waiting enforcers the signal that he was there.

Leaping from rooftop to rooftop, he traveled undetected to the building directly across the street from the warehouse where the suspected Enforcer-killer was hiding. Hunkering down, keeping his cloaking field active, he commanded his visor to open. Using his enhanced vision, he peered through a crack in a window that had not been completely boarded up.

*Justice to backup. Target sighted. Identity confirmed. Request permission to terminate.*

*Permission granted. Fire when ready.*

Justice began charging up his hyperblast, keeping the glow concealed by remaining near a streetlight on the roof. Unfortunately for him, he was focusing too heavily on his target and not enough on his surroundings. With no warning, a bullet slammed into his side. His sub-dermal plating saved his life, but he was sent spinning backwards by the impact. His concentration broken, Justice couldn’t hold the hyperblast back any longer and the crimson blast of energy shattered the rooftop of the building he was in, boring a hole straight down. In a second misfortune, this time for both Justice and the assailant standing next to the building, the blast struck a gas main.

The explosion, visible for miles, hurled Justice through the air like a rag doll, instantly killed his attacker, destroyed an abandoned building, injured seven bystanders, and gave the suspect enough time to escape from the enforcers. The government immediately locked down the area, starting a search for their missing weapon. However, Justice’s body was never found.

One Week Later

“So, Doctor Fisk, let’s take a look around your house.”

“Uh, sure, sir.” Nervously, the little doctor followed the Enforcer around his building. “But, sir, can you, uh, please tell me what the problem is?”

The cybernetic policeman turned his head, giving the doctor a chilling stare. Gulping, Fisk froze and stopped talking. The enforcer kept walking, until he had covered the entire house.

“Well, quite a nice house for a retired surgeon. But there seems to be a little problem…here.” The Enforcer punched the wall as hard as he could, breaking down the fake covering and revealing an illegal body-modification lab. Fisk pulled out his concealed pistol to shoot the Enforcer, hoping to run for it, but the cybernetic man was too fast. He grabbed Fisk’s hand, twisting the gun away, and then put Fisk in a chokehold.

Fisk was gasping, unable to breath, when suddenly he saw a figure appear out of nowhere in the corner of the room. Narrow crimson beams shot out of his eyes, meeting right at the Enforcer’s head, boring a hole right through the metal plates in his skull. The Enforcer, killed instantly, dropped Dr. Fisk.

“Good day, Doctor. I’ve come for your services…quickly. Don’t worry, I know how they work. He won’t be missed for about an hour and a half. That gives you time for one last commission before you flee. And don’t think of any funny business…I have friends outside watching. If you try to flee before you’re done, they’ll shoot you down.”

The last part was a lie, but Fisk had no way of knowing that. “I certainly owe it to you. What do you want done?”

“Here,” said the man, holding out a folder full of forged documents and identification information, “I need to match this profile, exactly. Right down to the retinas. And don’t tell anyone, ever. Got it?”

The man who had once been Justice, but was about to become James Winters, ordinary citizen of New Los Angelos, smiled as he saw the doctor nod. In just a short while, there would be no way remaining for the Enforcers to find him in his secret identity, leaving him free to pursue vengeance against the government that had stolen his childhood and his humanity.

Only a few weeks later, reports began to filter in about a man calling himself Reticle, a rebel against the law and order of the Enforcers who fought the law wherever he could. A man wearing red, white, and black in a parody of the colors of the United North American Provinces, who knew how the Enforcers worked and how to beat them. A man that the government knew was Justice, the first Enforcer to go rogue. Somehow, in the explosion they thought had killed him, the cybernetic controls over his mind and the brainwashing had been wiped away, destroying Justice and leaving only Reticle. After getting surgical modifications to conceal his identity, he settled into New Los Angelos, working a simple job as a security guard by day to keep himself housed and fed, and roaming the city by night as Reticle, fighting the Enforcers wherever he found them.

Personality: Reticle is utterly consumed by the need for vengeance against the government, and especially the Enforcers. He hates them passionately, and he lives only to fight against them however he can. Although he does care about the people he protects by fighting the power of the government, he is, at least for now, much more interested in hurting his enemy. He doesn’t really have any long term goals presently – he wants to bring down the UNAP, but doesn’t really care what replaces it. Above all, he wants revenge. He’s willing to fight other foes (supervillains, for example), but his main concern will always be vengeance.

Reticle feels that he has been robbed of his life – he can barely remember his childhood, and his life as a test subject and then an Enforcer seems like a computer-generated memory – not false, but not really his, either. The cybernetic implants throughout his body make him feel that he is no longer human, but now that he is free he isn’t an Enforcer either.

Because he spent much of his life as little more than a walking weapon, Reticle tends to have a straightforward violence-first thinking-second approach to problems, especially if he’s left to work on his own. Similarly, he isn’t very good at planning things out or thinking for himself, and if he’s with other people he generally defers to them, since he’s used to being given orders.

Description of Powers: Reticle’s innate powers make him something like a gigantic battery – he generates an immense amount of energy in a mutated portion of his brain. Before he was cybernetically altered, the energy quickly built up to the point that it was forced out of his eyes in the form of force beams. As a side effect, his natural vision was greatly enhanced.

After the government captured him, they implanted cybernetics all throughout his body to give him greater control over his power capacitor. The cybernetics were a new prototype, made out of an artificial semi-metallic substance that does not show up on metal detectors. Although expensive, it was deemed vital for a fully effective assassin. First, cybernetic enhancements on his eyes allow him to vary the beams he can fire. In addition to his ordinary force beams, which merely “shove” things very hard, he can narrow his pupils to generate a needle-like beam that can kill someone by shoving a hole straight through them, or even further to generate a microscopic beam that damages targets with pinpoints. The microscopic beam is so small that it remains invisible until it hits something, at which point they light up with a corona pointing towards the origin. Lastly, he can charge up his capacitor in order to “supercharge” the eyebeams, building them up to the point of causing concussive force damage instead of just a push. He is also adept at shooting or intercepting other projectiles with his eyebeams, but if he misses he can cause serious collateral damage.

Reticle also has a number of other experimental or prototype systems implanted in him, some of which do not actually work. He can generate a variety of fields with his internal energy supply, ranging from simple protections to a cloaking field, and even a bizarre one that dimensionally distorts him, making him temporarily intangible.

Lastly, Reticle has an assortment of other cybernetic implants. Because of the prototype nature of some of them, they are different from the standard Enforcer array, and moreover some normal modifications couldn’t be made because of his powers. Reticle has very strong subdermal army that makes him bulletproof, as well as resistant to some powers. Because he can’t deactivate his armor, some effects (healing powers, for example) don’t work properly on him, and as a result of the damaged control system in his head, mental powers are limited in effect on him.

Reticle also has the standard enhanced physical abilities, although not to the same degree as a normal enforcer in terms of physical strength, as well as life support systems to allow him to work in adverse conditions. Because of the potential to interfere with his powers, rather than implant Reticle with protections against blinding attacks, the cybernetic surgeons gave him a visor that can open and shut by cybernetic command. However, the blinder negates his enhanced vision, so he has to use it carefully. Similarly, they gave him a cybernetic targeting enhancer rather than infrared vision. He originally had a built-in radio like the other Enforcers, but it was destroyed along with the controller.

Reticle
Val Char Cost Roll Notes
13 STR 3 12- Lift 150 kg; 2½d6 HTH Damage [1]
23 DEX 39 14- OCV: 8/DCV: 8
23 CON 26 14-
10 BODY 0 11-
13 INT 3 12- PER roll 12- (17-)
8 EGO -4 11- ECV: 3
8 PRE -2 13- PRE Attack: 1½d6
8 COM -1 11-

15 PD 12 Total: 35 (20 rPD)
15 ED 10 Total: 35 (20 rED)
6 SPD 27 Phases: 2, 4, 6, 8, 10, 12
8 REC 0
46 END 0
35 STUN 6 Total Characteristic Cost: 113

Movement: Running: 6”/12”
Superleap 17”/34”
Cost Powers END
90 Energy Capacitor: Multipower, 90-point Reserve
1u Damping Field: Force Field (0 PD/ 15 ED) [15 AP]
1u Force Field: Force Field (15 PD/ 0 ED) [15 AP]
2u Cloaking Field: Invisibility to Sight Group [20 AP]
1u Phase Distortion Field: Desolidification (Affected by Dimensional Energy) – 1 Continuing Fuel Charge lasting 1 Minute (-¾), Costs Endurance (-½), x2 Endurance (-½) [40 AP]
1u Boosters: Leaping +15” [15 AP]
7u Narrowed Blast: Ranged Killing Attack 6d6 – Beam (-\¼) [90 AP]
1u Hypercharge: Succor Energy Blast 8d6 – ½ Endurance Cost (+¼); Self Only (-½), Full Phase (-½), Must Restart After Firing Once (-1), Must Be Used Every Round Until Hyperblast is Used (-¼) [50 AP]
1u Hyperblast: Energy Blast 4d6 – Cannot Be Used Until Hypercharged To At Least 12d6 (-½) [20 AP]
3u Intercept: Missile Deflection, All Missiles, +5 OCV – Ranged (Full Range; +1); Side Effect: Full Power Blast – Only Affects Environment (Random Target In The Arc Between The Attacker and Target) (-¾) [60 AP]
6u Standard Blast: Dispel Knockback Resistence 9d6 – Does Knockback (+¼), Double Knockback (+¾), Variable Advantages (0 End Cost, Conic Explosion, AoE One Hex, Explosion; +¾) [75 AP], Cones Are No Range (-¼)
3u Microscopic Blast: Ranged Killing Attack 1d6 – AVLD (Power Defense; +1½), Does Body (+1), Line Of Sight (+½), Fully Invisible (Source Only, SFX Remain Visible +½); Full Phase (-½), Can Only Damage Targets That Would Be Harmed By Microscopic Holes (-½) [67 AP]

9 Enforcer: Life Support (Safe Environments: Extreme Heat, Extreme Cold, High Radiation; Extended Breathing 1 END/ 20 Minutes)
30 Cyber-Enhanced Targeting: Find Weakness 15- with Narrowed Blast
60 Sub-Dermal Plating: Armor (20 PD/ 20 ED)
5 Sub-Dermal Plating: Lack of Weakness -5 on Resistant Defenses
9 Sub-Dermal Insulation: Power Defense 14 – Always On (-½)
9 Damaged Cyber-Controller: Mental Defense +14 (16 Total) – Always On (-½)
3 Hyper-Vision: +5 with Normal Sight – Lockout with Hyper-Vision Blinders (-½)
4 Hyper-Vision Blinders: Flash Defense 11 (sight) – Lockout With Hyper-Vision (-½), OAF (Blinders; -1)

Skills:
Cost Skill Roll
3 +2 vs. Range Modifier with Narrowed Blast
6 +2 with Multipower
6 +3 with Narrowed Blast
3 Acting 11
3 Criminology 12
3 Disguise 12
0 Everyman Skills
Acting 8
Area Knowledge: New Los Angelos 8
Climbing 8
Computer Programming 8
Concealment 8
Conversation 8
Deduction 8
Language Skill: English
Paramedic 8
Persuasion 8
Professional Skill: Enforcer Assassin 11
Shadowing 8
Stealth 8
Transport Familiarity: Hovercraft
1 Forgery (Personal Identification) 12
3 Streetwise 11
3 Language Skill: Gutterspeak (Fluent)

Total Powers & Skills Cost 287
Total Cost 400

250+ Disadvantages
20 Hunted by the Enforcers 8 or less
10 Physical Limitation: Numerous Cybernetic Implants
20 Reputation: Dangerous Rebel 14- (Extreme)
25 Psychological Limitation: Psychotic Hatred for the Enforcers and the Government
10 Psychological Limitation: Tends to Resort to Violence
15 Psychological Limitation: The Ends Justify the Means
20 Social Limitation: Secret Identity (James Winters)
15 Social Limitation: Secret Identity is a Fake
15 Social Limitation: Had No Real Childhood Or Life

bblackmoor
Dec 31st, '04, 09:48 AM
Heretic, my newest PC. I am really tickled with him.

<table cellspacing="0" cellpadding="4" border=1><tr><td bgcolor="white"><a href="http://westguard.blackgate.net/index.php/Heretic"><img src="http://westguard.blackgate.net/images/1/15/Heretic_civilian.jpg" align="right" border="0" width="118" height="248"></a><font size=+1><b><font color="Black">The Heretic</font></b><br><font size=+1><b><font color="Black">Virek Kohl</font></b><br>
<table cellspacing="0" cellpadding="4"><tr><td width=85%><table cellspacing="0" cellpadding="4" border="0"><tr><td align="right"><font size=2 color="Black"><b><font color="Black">Val </font></b></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">Char </font></b></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">Cost</font></b></td></tr><tr><td align="right"><font size=2 color="Black">18 </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">STR</font></b></td><td><font color="Black"><font size=2 color="Black">8</font></td></tr><tr><td align="right"><font size=2 color="Black">18/26 </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">DEX</font></b></td><td><font color="Black"><font size=2 color="Black">24</font></td></tr><tr><td align="right"><font size=2 color="Black">13 </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">CON</font></b></td><td><font color="Black"><font size=2 color="Black">6</font></td></tr><tr><td align="right"><font size=2 color="Black">13 </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">BODY</font></b></td><td><font color="Black"><font size=2 color="Black">6</font></td></tr><tr><td align="right"><font size=2 color="Black">18/28 </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">INT</font></b></td><td><font color="Black"><font size=2 color="Black">8</font></td></tr><tr><td align="right"><font size=2 color="Black">13 </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">EGO</font></b></td><td><font color="Black"><font size=2 color="Black">6</font></td></tr><tr><td align="right"><font size=2 color="Black">18 </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">PRE</font></b></td><td><font color="Black"><font size=2 color="Black">8</font></td></tr><tr><td align="right"><font size=2 color="Black">16 </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">COM</font></b></td><td><font color="Black"><font size=2 color="Black">3</font></td></tr><tr><td><font color="Black"><font size=2 color="Black"></font></td><td><font color="Black"><font size=2 color="Black"> </font></td><td><font color="Black"><font size=2 color="Black"></font></td></tr><tr><td align="right"><font size=2 color="Black">22/34 </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">PD</font></b></td><td><font color="Black"><font size=2 color="Black">0</font></td></tr><tr><td align="right"><font size=2 color="Black">21/34 </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">ED</font></b></td><td><font color="Black"><font size=2 color="Black">0</font></td></tr><tr><td align="right"><font size=2 color="Black">5 </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">SPD</font></b></td><td><font color="Black"><font size=2 color="Black">22</font></td></tr><tr><td align="right"><font size=2 color="Black">7/17 </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">REC</font></b></td><td><font color="Black"><font size=2 color="Black">0</font></td></tr><tr><td align="right"><font size=2 color="Black">26 </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">END</font></b></td><td><font color="Black"><font size=2 color="Black">0</font></td></tr><tr><td align="right"><font size=2 color="Black">29 </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">STUN</font></b></td><td><font color="Black"><font size=2 color="Black">0</font></td></tr><td><font color="Black"><font size=2 color="Black"></font></td><td><font color="Black"><font size=2 color="Black"> </font></td><td><font color="Black"><font size=2 color="Black"></font></td></tr><tr><td align="right"><font size=2 color="Black">6"/16" </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">RUN</font></b></td><td><font color="Black"><font size=2 color="Black">0</font></td></tr><tr><td align="right"><font size=2 color="Black">2" </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">SWIM</font></b></td><td><font color="Black"><font size=2 color="Black">0</font></td></tr><tr><td align="right"><font size=2 color="Black">3 1/2" </font></td><td><font color="Black"><font size=2 color="Black"><b><font color="Black">LEAP</font></b></td><td><font color="Black"><font size=2 color="Black">0</font></td></tr></table><b><font color="Black">Characteristics Cost:</font></b> <font color="Black">91</font><!--IF_IMAGE--></td><td><img src=""></td></tr></table><!--/IF_IMAGE-->
<br><table cellspacing="0" cellpadding="4" border="0" cellpadding="0"><tr><td align="right"><b><font color="Black">Cost </font></b></td><td><font color="Black"><b>Power</font></b></td><td align="right"><b><font color="Black">END</font></b></td></tr><tr><td align="right" valign="top"><font color="Black">5 </font></td><td><font color="Black"><b><font color="Black"><i>Disciplined mind: </i></font></b><font color="black">Mental Defense (8 points total)</font> </font></td><td valign="top" align="right"><font color="Black">0</font></td></tr><tr><td align="right" valign="top"><font color="Black">7 </font></td><td><font color="Black"><b><font color="Black"><i>Nanobiotic regeneration: </i></font></b><font color="black">Healing 1d6 (standard effect: 3 points), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2)</font> [<b><font color="Black">Notes:</font></b> No Healing Max (see Hero 5, p. 120).] </font></td><td valign="top" align="right"><font color="Black">0</font></td></tr><tr><td align="right" valign="top"><font color="Black"> </font></td><td><font color="Black"><font color="black"> </font> </font></td><td valign="top" align="right"><font color="Black"></font></td></tr><tr><td align="right" valign="top"><font color="Black">42 </font></td><td><font color="Black"><b><font color="Black"><i>"Ascension": </i></font></b><font color="black">Multipower, 52-point reserve, (52 Active Points); all slots Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4)</font> </font></td><td valign="top" align="right"><font color="Black"></font></td></tr><tr><td align="right" valign="top"><font color="Black">3u </font></td><td><font color="Black">1) <b><font color="Black"><i>Energy field disruption: </i></font></b><font color="black">Energy Blast 5d6, No Normal Defense (Not having a Force Field; +1) (50 Active Points); No Range (-1/2), Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4)</font> </font></td><td valign="top" align="right"><font color="Black">5</font></td></tr><tr><td align="right" valign="top"><font color="Black">4u </font></td><td><font color="Black">2) <b><font color="Black"><i>Focus the will: </i></font></b><font color="black">Telekinesis (33 STR) (50 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4)</font> </font></td><td valign="top" align="right"><font color="Black">5</font></td></tr><tr><td align="right" valign="top"><font color="Black">4u </font></td><td><font color="Black">3) <b><font color="Black"><i>Tantalus effect: </i></font></b><font color="black">Dispel technological powers 14d6, any technological power, one at a time (+1/4) (52 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4)</font> </font></td><td valign="top" align="right"><font color="Black">5</font></td></tr><tr><td align="right" valign="top"><font color="Black">2u </font></td><td><font color="Black">4) <b><font color="Black"><i>Strategic analysis: </i></font></b><font color="black">Precognitive Clairsentience (Sight Group), Analyze, Discriminatory (50 Active Points); Precognition Only (-1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4)</font> </font></td><td valign="top" align="right"><font color="Black">5</font></td></tr><tr><td align="right" valign="top"><font color="Black">1u </font></td><td><font color="Black">5) <b><font color="Black"><i>Mass is energy: </i></font></b><font color="black">Gliding 15" (15 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4)</font> </font></td><td valign="top" align="right"><font color="Black">0</font></td></tr><tr><td align="right" valign="top"><font color="Black">2u </font></td><td><font color="Black">6) <b><font color="Black"><i>Move as a thought: </i></font></b><font color="black">Running +10" (6"/16" total), Reduced Endurance (1/2 END; +1/4) (25 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4)</font> </font></td><td valign="top" align="right"><font color="Black">1</font></td></tr><tr><td align="right" valign="top"><font color="Black">2u </font></td><td><font color="Black">7) <b><font color="Black"><i>Environmental equilibrium: </i></font></b><font color="black">Life Support (Immunity Asphyxiants; Immunity Nerve Gases; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (25 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4)</font> </font></td><td valign="top" align="right"><font color="Black">0</font></td></tr><tr><td align="right" valign="top"><font color="Black">1u </font></td><td><font color="Black">8) <b><font color="Black"><i>Energy block: </i></font></b><font color="black">Force Field (12 PD/13 ED) (25 Active Points); Limited Coverage 180 Degrees (-1/2), Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4)</font> </font></td><td valign="top" align="right"><font color="Black">2</font></td></tr><tr><td align="right" valign="top"><font color="Black">2u </font></td><td><font color="Black">9) <b><font color="Black"><i>Whisper touch: </i></font></b><font color="black">Telekinesis (10 STR), Fine Manipulation (25 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4)</font> </font></td><td valign="top" align="right"><font color="Black">2</font></td></tr><tr><td align="right" valign="top"><font color="Black">1u </font></td><td><font color="Black">10) <b><font color="Black"><i>Tactical analysis: </i></font></b><font color="black">+8 DEX (24 Active Points); No Figured Characteristics (-1/2), Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4)</font> </font></td><td valign="top" align="right"><font color="Black"></font></td></tr><tr><td align="right" valign="top"><font color="Black">1u </font></td><td><font color="Black">11) <b><font color="Black"><i>Parallel cognition: </i></font></b><font color="black">+10 INT (10 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4)</font> </font></td><td valign="top" align="right"><font color="Black"></font></td></tr><tr><td align="right" valign="top"><font color="Black">2u </font></td><td><font color="Black">12) <b><font color="Black"><i>Metabolic control: </i></font></b><font color="black">+10 REC (20 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4)</font> </font></td><td valign="top" align="right"><font color="Black"></font></td></tr><tr><td align="right" valign="top"><font color="Black">2u </font></td><td><font color="Black">13) <b><font color="Black"><i>Listen to the wind: </i></font></b><font color="black">Spatial Awareness (Radio Group), +1 to PER Roll, Increased Arc Of Perception (240 Degrees) (25 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4)</font> </font></td><td valign="top" align="right"><font color="Black">0</font></td></tr><tr><td align="right" valign="top"><font color="Black"> </font></td><td><font color="Black"><font color="black"> </font> </font></td><td valign="top" align="right"><font color="Black"></font></td></tr><tr><td align="right" valign="top"><font color="Black">37 </font></td><td><font color="Black"><b><font color="Black"><i>Flux rapier: </i></font></b><font color="black">Multipower, 75-point reserve, (75 Active Points); all slots OAF (-1)</font> </font></td><td valign="top" align="right"><font color="Black"></font></td></tr><tr><td align="right" valign="top"><font color="Black">3u </font></td><td><font color="Black">1) <b><font color="Black"><i>Assertive defense: </i></font></b><font color="black">Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target, Adjacent Hex (+1/2) (60 Active Points); OAF (-1)</font> </font></td><td valign="top" align="right"><font color="Black">0</font></td></tr><tr><td align="right" valign="top"><font color="Black">2u </font></td><td><font color="Black">2) <b><font color="Black"><i>Desperate defense: </i></font></b><font color="black">Force Wall (15 PD/15 ED) (75 Active Points); OAF (-1), Limited Coverage 180 Degrees (-1/2), No Range (-1/2)</font> </font></td><td valign="top" align="right"><font color="Black">7</font></td></tr><tr><td align="right" valign="top"><font color="Black">4u </font></td><td><font color="Black">3) <b><font color="Black"><i>Deliberate offense: </i></font></b><font color="black">Killing Attack - Hand-To-Hand 3d6+1 (4d6 w/STR), Flat x3 Stun Multiple (+0), Reduced Endurance (1/2 END; +1/4), Affects Desolidified Energy-based only (+1/4) (75 Active Points); OAF (-1)</font> </font></td><td valign="top" align="right"><font color="Black">3</font></td></tr><tr><td align="right" valign="top"><font color="Black">3u </font></td><td><font color="Black">4) <b><font color="Black"><i>Focused offense: </i></font></b><font color="black">Killing Attack - Hand-To-Hand 1d6, Flat x3 Stun Multiple (+0), Reduced Endurance (1/2 END; +1/4), Affects Desolidified Energy-based only (+1/4), Penetrating (x7; +3 1/2) (75 Active Points); OAF (-1), Concentration (1/2 DCV; -1/4)</font> </font></td><td valign="top" align="right"><font color="Black">3</font></td></tr><tr><td align="right" valign="top"><font color="Black">3u </font></td><td><font color="Black">5) <b><font color="Black"><i>Desperate offense: </i></font></b><font color="black">Killing Attack - Hand-To-Hand 2d6+1 (3d6 w/STR), Flat x3 Stun Multiple (+0), Autofire (3 shots; +1/4), Affects Desolidified Energy-based only (+1/4), Reduced Endurance (1/2 END; +1/2) (70 Active Points); OAF (-1)</font> </font></td><td valign="top" align="right"><font color="Black">2</font></td></tr><tr><td align="right" valign="top"><font color="Black"> </font></td><td><font color="Black"><font color="black"> </font> </font></td><td valign="top" align="right"><font color="Black"></font></td></tr><tr><td align="right" valign="top"><font color="Black">36 </font></td><td><font color="Black"><b><font color="Black"><i>Renovator armor: </i></font></b><font color="black">Armor (18 PD/18 ED) (54 Active Points); OIF (-1/2)</font> </font></td><td valign="top" align="right"><font color="Black">0</font></td></tr><tr><td align="right" valign="top"><font color="Black"> </font></td><td><font color="Black"><font color="black">Renovator mask, all slots OIF (-1/2)</font> </font></td><td valign="top" align="right"><font color="Black"></font></td></tr><tr><td align="right" valign="top"><font color="Black">3 </font></td><td><font color="Black">1) <font color="black">Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)</font> </font></td><td valign="top" align="right"><font color="Black">0</font></td></tr><tr><td align="right" valign="top"><font color="Black">3 </font></td><td><font color="Black">2) <font color="black">Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)</font> </font></td><td valign="top" align="right"><font color="Black">0</font></td></tr><tr><td align="right" valign="top"><font color="Black">3 </font></td><td><font color="Black">3) <font color="black">Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)</font> </font></td><td valign="top" align="right"><font color="Black">0</font></td></tr><tr><td align="right" valign="top"><font color="Black">10 </font></td><td><font color="Black"><b><font color="Black"><i>"Incognito" Communicator, Lvl 3: </i></font></b><font color="black">Multipower, 21-point reserve, (21 Active Points); all slots OIF (Renovator mask; -1/2), Sense Affected As More Than One Sense - Hearing (-1/2)</font> </font></td><td valign="top" align="right"><font color="Black"></font></td></tr><tr><td align="right" valign="top"><font color="Black">1u </font></td><td><font color="Black">1) <b><font color="Black"><i>Encryption on: </i></font></b><font color="black">High Range Radio Perception (Radio Group), Difficult To Dispel (x2 Active Points; +1/4), Invisible to Radio Group (+1/4), Personal Immunity (+1/4) (21 Active Points); OIF (Renovator mask; -1/2), Sense Affected As More Than One Sense - Hearing (-1/2)</font> </font></td><td valign="top" align="right"><font color="Black">0</font></td></tr><tr><td align="right" valign="top"><font color="Black">1u </font></td><td><font color="Black">2) <b><font color="Black"><i>Encryption off: </i></font></b><font color="black">High Range Radio Perception (Radio Group), Concealed (-5 with High Range Radio Perception PER Rolls), Difficult To Dispel (x2 Active Points; +1/4) (21 Active Points); OIF (Renovator mask; -1/2), Sense Affected As More Than One Sense - Hearing (-1/2)</font> </font></td><td valign="top" align="right"><font color="Black">0</font></td></tr><tr><td align="right" valign="top"><font color="Black"> </font></td><td><font color="Black"><font color="black"> </font> </font></td><td valign="top" align="right"><font color="Black"></font></td></tr><tr><td align="right" valign="top"><font color="Black"> </font></td><td><font color="Black"><font color="black">Stun Lottery compensator</font> [<b><font color="Black">Notes:</font></b> Meta-game power] </font></td><td valign="top" align="right"><font color="Black"></font></td></tr><tr><td align="right" valign="top"><font color="Black">7 </font></td><td><font color="Black">1) <font color="black">Energy Damage Reduction, Resistant, 25% (15 Active Points); Conditional Power Only vs. Killing Attacks with rolled Stun Multipliers (-1/2), STUN Only (-1/2)</font> </font></td><td valign="top" align="right"><font color="Black">0</font></td></tr><tr><td align="right" valign="top"><font color="Black">7 </font></td><td><font color="Black">2) <font color="black">Physical Damage Reduction, Resistant, 25% (15 Active Points); Conditional Power Only vs. Killing Attacks with rolled Stun Multipliers (-1/2), STUN Only (-1/2)</font> </font></td><td valign="top" align="right"><font color="Black">0</font></td></tr></table><b><font color="Black">Powers Cost:</font></b> <font color="Black">204</font>

<br><table cellspacing="0" cellpadding="4" border="0"><tr><td align="right"><b><font color="Black">Cost </font></b></td><td><font color="Black"><b>Skill</font></b></td></tr><tr><td valign="top" align="right"><font color="Black">10 </font></td><td><font color="Black">+2 with HTH Combat </font></td></tr><tr><td valign="top" align="right"><font color="Black">0 </font></td><td><font color="Black">AK: SanSan megalopolis 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">3 </font></td><td><font color="Black">Acrobatics 13- (14-) </font></td></tr><tr><td valign="top" align="right"><font color="Black">0 </font></td><td><font color="Black">Acting 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">3 </font></td><td><font color="Black">Breakfall 13- (14-) </font></td></tr><tr><td valign="top" align="right"><font color="Black">1 </font></td><td><font color="Black">Bureaucratics 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">0 </font></td><td><font color="Black">Climbing 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">1 </font></td><td><font color="Black">Computer Programming 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">0 </font></td><td><font color="Black">Concealment 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">0 </font></td><td><font color="Black">Conversation 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">1 </font></td><td><font color="Black">Criminology 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">0 </font></td><td><font color="Black">Deduction 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">3 </font></td><td><font color="Black">Electronics 13- (15-) </font></td></tr><tr><td valign="top" align="right"><font color="Black">0 </font></td><td><font color="Black">Native Language: English (idiomatic; Literate) (4 Active Points) </font></td></tr><tr><td valign="top" align="right"><font color="Black">0 </font></td><td><font color="Black">PS: Counterterrorism (Everyman Skill) 11- </font></td></tr><tr><td valign="top" align="right"><font color="Black">0 </font></td><td><font color="Black">Paramedics 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">0 </font></td><td><font color="Black">Persuasion 8- </font></td></tr><tr><td valign="top" align="right"><font color="Black">3 </font></td><td><font color="Black">Security Systems 13- (15-) </font></td></tr><tr><td valign="top" align="right"><font color="Black">3 </font></td><td><font color="Black">Shadowing 13- (15-) </font></td></tr><tr><td valign="top" align="right"><font color="Black">3 </font></td><td><font color="Black">Stealth 13- (14-) </font></td></tr><tr><td valign="top" align="right"><font color="Black">3 </font></td><td><font color="Black">Systems Operation 13- (15-) </font></td></tr><tr><td valign="top" align="right"><font color="Black">0 </font></td><td><font color="Black">TF: Small Motorized Ground Vehicles </font></td></tr></table><b><font color="Black">Skills Cost: </font></b><font color="Black">34</font>

<br><table cellspacing="0" cellpadding="4" border="0"><tr><td align="right"><b><font color="Black">Cost </font></b></td><td><font color="Black"><b>Talent</font></b></td></tr><tr><td valign="top" align="right"><font color="Black">3 </font></td><td><font color="Black">Bump Of Direction </font></td></tr><tr><td valign="top" align="right"><font color="Black">17 </font></td><td><font color="Black">Danger Sense (self only, out of combat, Function as a Sense, Intuitional) 13-/15- </font></td></tr></table><b><font color="Black">Talents Cost:</font></b> <font color="Black">20</font>

<br><table cellspacing="0" cellpadding="4" border="0"><tr><td align="right"><b><font color="Black">Val </font></b></td><td><font color="Black"><b>Disadvantages</font></b></td></tr><tr><td valign="top" align="right"><font color="Black">10 </font></td><td><font color="Black">Hunted: (evil scientist) 8- (As Pow, Harshly Punish) </font></td></tr><tr><td valign="top" align="right"><font color="Black">20 </font></td><td><font color="Black">Hunted: Viper 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) </font></td></tr><tr><td valign="top" align="right"><font color="Black">20 </font></td><td><font color="Black">Psychological Limitation: Aversion to ranged combat (Very Common, Strong) [<b><font color="Black">Notes:</font></b> <font color="black">associates ranged combat with criminals and terrorists</font>] </font></td></tr><tr><td valign="top" align="right"><font color="Black">15 </font></td><td><font color="Black">Psychological Limitation: Obligation to use powers responsibly (Common, Strong) </font></td></tr><tr><td valign="top" align="right"><font color="Black">10 </font></td><td><font color="Black">Psychological Limitation: Overconfidence (Common, Moderate) </font></td></tr><tr><td valign="top" align="right"><font color="Black">15 </font></td><td><font color="Black">Psychological Limitation: Strong aversion to centralized authority (Common, Strong) </font></td></tr><tr><td valign="top" align="right"><font color="Black">5 </font></td><td><font color="Black">Psychological Limitation: Vegetarian (Uncommon, Moderate) [<b><font color="Black">Notes:</font></b> <font color="black">considers meat one step up from excrement</font>] </font></td></tr><tr><td valign="top" align="right"><font color="Black">15 </font></td><td><font color="Black">Social Limitation: Public Identity Frequently (11-), Major [<b><font color="Black">Notes:</font></b> <font color="black">Heretic, the cyber-warrior from the year 3000</font>] </font></td></tr><tr><td valign="top" align="right"><font color="Black">5 </font></td><td><font color="Black">Vulnerability: 1 1/2 x STUN From Chemical Attacks (Uncommon) [<b><font color="Black">Notes:</font></b> <font color="black">raised in sterile environment</font>] </font></td></tr><tr><td valign="top" align="right"><font color="Black">30 </font></td><td><font color="Black">Vulnerability: 2 x STUN Electrical Attacks (Very Common) [<b><font color="Black">Notes:</font></b> <font color="black">electricity disrupts nanobiotics</font>] </font></td></tr></table><b><font color="Black">Disadvantage Points:</font></b> <font color="Black">145</font>
<hr>
<b><font color="Black">Cost Summary:</font>
<b><font color="Black">Base Points:</font></b><font color="Black">200</font>
<b><font color="Black">Disadvantage Points:</font></b> <font color="Black">145</font>
<b><font color="Black">Experience Required:</font></b> <font color="Black">4</font>
<b><font color="Black">Total Experience Available:</font></b> <font color="Black">3</font>


<b><font color="Black">Total Character Cost:</font></b> <font color="Black">349</font>
<hr>
<table cellspacing="0" cellpadding="4" width="100%" valign="top"><tr valign="top"><td><font color="Black"><b>Height:&nbsp;</font></b><font color="Black">1.86 m</font></td><td><font color="Black"><b>Hair:&nbsp;</font></b><font color="Black">Black (bald)</font></td></tr><tr valign="top"><td><font color="Black"><b>Weight:&nbsp;</font></b><font color="Black">100.00 kg</font></td><td><font color="Black"><b>Eyes:&nbsp;</font></b><font color="Black">Brown</font></td></tr><tr valign="top"><span style="font-family: Arial Narrow; font-weight: 700"><td colspan=2><b><font color="Black">Appearance:&nbsp;</font></b><font color="Black">Kohl is a tall, muscular man with dark eyes and a very serious demeanor. He shaves his head, partly for tactical reasons and partly because it is easier to maintain that way. His only affectation is a closely trimmed beard: for him, this is an extraordinary expression of individuality. When not on duty, he wears loose-fitting clothing in dark colors: most typically black, blue, and maroon. Even in casual dress, he seems to be wearing a uniform. While on duty, he wears the uniform and body armor of a Renovator: body armor over loose, study clothes. In combat, he dons the Renovator mask, which grants him a faceless, more menacing appearance.</font></td></tr><tr valign="top"><td colspan=2><b><font color="Black">Personality:&nbsp;</font></b><font color="Black">Kohl is a serious, no-nonsense individual. He has spent his entire adult life as a soldier, and the principles of discipline and honor are so ingrained into him that he will probably never "loosen up", no matter how long he stays in the twenty-first century. Despite his apparent hardness, Kohl is tremendously grateful for the second chance he has been given. He takes his role as a protector of society as seriously now as he ever has, and perhaps even more so. He has seen what an happen if the protectors lose track of the best interests of those they protect, and he has sworn never to allow that to happen again. He knows that he will never be truly a part of the happy, carefree society in which he has found a home, but he will fight to the end of his days to protect it.<br><br>Part of Kohl's nature is an abiding respect for the written word. He reads voraciously, and he studies the law continuously. As a member of WestGuard, Kohl carries the same authority as a member of the state police, and it is of utmost importance to him that he understands the limits placed on that authority. Kohl is not a leader. He has spent far too long carrying out the will of others to be comfortable exerting his will on anyone else. He is most comfortable when he has a clear objective and is given free reign to accomplish it.<br><br>Kohl uses the name "Heretic" as his code name during WestGuard combat missions. This name was a mark of dishonor in his home timeline, but he is fiercely proud of it. It reminds him that he broke from the mold in which he was cast, and that he can make his own choices.</font></td></tr><tr valign="top"><td colspan=2><b><font color="Black">Quote:</font></b><font color="Black">"You should be more grateful for what you have."</font></td></tr><tr valign="top"><td colspan=2><b><font color="Black">Background:&nbsp;</font></b><font color="Black">As a result of the warnings brought back to the 21st century by Xerxes Chuan, in the 28th century the Interfed began focusing its efforts on averting the disaster of Y3K. All critical systems were made independent and multiply redundant. The systems governing life's routines were made more powerful, more capable, than they had ever been in Xerxes' native timeline. Humanity became increasingly dependent on the thinking machines which ordered the minutes and seconds of each human's life. By the year 3000, humanity became an efficient clockwork mechanism, without hate, violence, or inefficiency: the Intrumentality, the ultimate governing system of Earth and the Synchronized Worlds, controlled all, for the benefit of all. Individuals who rebelled against the perfect order imposed by the Instrumentality were simply removed, like repairing a faulty part in a smoothly running machine. The people responsible for making these "repairs" were the Renovators.<br><br>Virek Kohl was a Renovator: one of the best. For several years, he served the Instrumentality with cold efficiency, rooting out Demolitionists wherever they might be found. But as time passed, the ideas of the Demolitionists began to trouble Kohl. He began to see beauty in disorder, and he slowly understood that the truest expression of life lies not in eternally unchanging order, but in freedom and growth. The perfect order of the Instrumentality was not peace -- it was death. Virek Kohl began working with the Demotionists from inside the Renovators, subtlely altering records and sabotaging Renovator "repair" missions in an attempt to undermine the oppressive control of the Instrumentality. It was only a matter of time before his actions came to the attention of the Analytical Branch. Virek Kohl was branded a Heretic: the worst possible offense under the perfect order. He would be killed on sight if he were caught by the Renovators -- and he nearly was.<br><br>Kohl had been hiding in a restricted-access Renovator warehouse, where dangerous and disruptive technology was stored prior to evaluation by the Analytical Branch. It was here that he stumbled across the Probability Broach, a precursor to the device which (unknown to Kohl) Xerxes Chuan had used to escape from the year 3000. As Kohl the Heretic examined the crude device, the warehouse was bathed in blinding light: his redoubt had been discovered. With only moments to spare, and his former allies and companions closing in, he set the coordinates on the prototype and stepped into the maelstrom.<br><br>Eventually, Kohl was found and befriended by WestGuard. After some initial distrust on both sides, Kohl has come to value and believe in the virtues which WestGuard represents.</font></td></tr><tr valign="top"><td colspan=2><b><font color="Black">Powers/Tactics:&nbsp;</font></b><font color="Black">Kohl, like most people from his timeline, abhors ranged combat, associating it with criminals and terrorists. He prefers to fight hand-to-hand with whoever seems the most capable melee opponent. He prefers to use his flux rapier in combat, but it has been stressed to him that he must not cause critical injuries to criminals if that can be avoided. As a result, he tends to fight defensively until he is attacked with sufficient force that he feels justified in responding in kind.<br><br>As a member of the Renovators, Kohl was imbued with a gift called "Ascension": Kohl's nervous and endochrine systems are laced with networks of nanomachines and quantum computers, permitting him greater control over his own biological processes in addition to the ability to interact with energy fields around him. The abilities offer him more flexibility in combat than might otherwise be apparent: Kohl is able to adjust his tactics to compensate for the strengths and weaknesses of an opponent, and he does so with ruthless efficiency. The nanomachine network is a living, evolving thing: as Kohl's skills grow, so will the nanomachine network. The limits of its versatility and power are as yet unknown.</font></td></tr><tr valign="top"><td colspan=2><b><font color="Black">Campaign Use:&nbsp;</font></b><font color="Black">Kohl operates best as part of a team. His social skills are somewhat lacking, although he tends to find common ground with those who also perceive their role in terms of honor and duty (soldiers, police officers). He tends to focus on the here and now, rather than the big picture, making him a skilled combatant, but a poor leader. He can be relied upon to use his powers responsibly and honorably: it would be difficult to call him "incorruptible", but he believes in his mission as a guardian and protector with an almost religious zeal.</font></td></tr></table>
</td></tr></table>

Lord Beavis
Dec 31st, '04, 10:10 AM
Just an observation.....

CON ...too low...for a HTH fighter..stunned easily
STUN ...too low.....once stunned say goodnight!!
END ....too low......he can make 6 attacks before he runs out of energy...

I love players with the OAF weapon who never seem to lose it.....


go start ....keep working on it!!!

nexus
Dec 31st, '04, 10:42 AM
Nice... There's a Matrix/Equilbrium feel to him. More Matrix since he's a HTH kind of guy. :)

bblackmoor
Dec 31st, '04, 10:46 AM
Nice... There's a Matrix/Equilbrium feel to him.

Equilibrium is spot on. He's inspired by Jedi Knights, Firemen (from Fahrenheit 411), and Grammaton Clerics (from Equilibrium).

nexus
Dec 31st, '04, 11:20 AM
One of these days I actually have to rent Equilibrium. There's a lot of geeking about about it. :)

Kristopher
Dec 31st, '04, 12:04 PM
I see cheesecake has become a new New Years Eve tradition...

bblackmoor
Apr 8th, '05, 11:58 PM
CON ...too low...for a HTH fighter..stunned easily
STUN ...too low.....once stunned say goodnight!!
END ....too low......he can make 6 attacks before he runs out of energy...

A minor update. I simplified his powers a little, boosted his Con a bit, and traded the autofire attack for the Rapid Attack skill. I hope to be able to play him in the game tomorrow.

<table cellspacing="0" cellpadding="4" border=1><tr><td bgcolor="white"><a href="http://www.westguard.org/index.php?title=Heretic"><img src="http://westguard.blackgate.net/images/1/15/Heretic_civilian.jpg" align="right" border="0" width="118" height="248"></a><font size=+1><b><font color="Black">The Heretic</font></b><br><font size=+1><b><font color="Black">Virek Kohl</font></b><br> <table cellspacing="0" cellpadding="4"><tr><td width=85%><table cellspacing="0" cellpadding="4" border="0"><tr><td align="right"><font size=2><b>Val </b></font></td><td><font size=2><b>Char </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>18 </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>23 </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>39</font></td></tr><tr><td align="right"><font size=2>18 </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>16</font></td></tr><tr><td align="right"><font size=2>13 </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>6</font></td></tr><tr><td align="right"><font size=2>18 </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>13 </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>6</font></td></tr><tr><td align="right"><font size=2>18 </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>16 </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>3</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>22/34 </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>22/35 </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>5 </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>17</font></td></tr><tr><td align="right"><font size=2>8 </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>36 </font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>31 </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>0</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>6"/16" </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2" </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>3 1/2" </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 111
<table cellspacing="0" cellpadding="4" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">5 </td><td><b><i>Disciplined mind: </i></b>Mental Defense (8 points total) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">7 </td><td><b><i>Nanobiotic regeneration: </i></b>Healing 1d6 (standard effect: 3 points), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2) [<b>Notes:</b> No Healing Max (see Hero 5, p. 120).] </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">42 </td><td><b><i>"Ascension": </i></b>Multipower, 52-point reserve, (52 Active Points); all slots Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3u </td><td>1) <b><i>Energy field disruption: </i></b>Energy Blast 5d6, No Normal Defense (Not having a Force Field; +1) (50 Active Points); No Range (-1/2), Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4) </td><td valign="top" align="right">5</td></tr><tr><td align="right" valign="top">4u </td><td>2) <b><i>Tantalus effect: </i></b>Dispel technological powers 14d6, any technological power, one at a time (+1/4) (52 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4) </td><td valign="top" align="right">5</td></tr><tr><td align="right" valign="top">1u </td><td>3) <b><i>Mass is energy: </i></b>Gliding 15" (15 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">2u </td><td>4) <b><i>Move as a thought: </i></b>Running +10" (6"/16" total), Reduced Endurance (1/2 END; +1/4) (25 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">2u </td><td>5) <b><i>Environmental equilibrium: </i></b>Life Support (Immunity Asphyxiants; Immunity Nerve Gases; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (25 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">1u </td><td>6) <b><i>Energy block: </i></b>Force Field (12 PD/13 ED) (25 Active Points); Limited Coverage 180 Degrees (-1/2), Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">2u </td><td>7) <b><i>Whisper touch: </i></b>Telekinesis (10 STR), Fine Manipulation (25 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">2u </td><td>8) <b><i>Listen to the wind: </i></b>Spatial Awareness (Radio Group), +1 to PER Roll, Increased Arc Of Perception (240 Degrees) (25 Active Points); Restrainable (Only by means other than Grabs and Entangles; Can be neutralized with strong magnetic fields or "white thought" generators; -1/4) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">37 </td><td><b><i>Flux rapier: </i></b>Multipower, 75-point reserve, (75 Active Points); all slots OAF (-1) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3u </td><td>1) <b><i>Assertive defense: </i></b>Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target, Adjacent Hex (+1/2) (60 Active Points); OAF (-1) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">2u </td><td>2) <b><i>Desperate defense: </i></b>Force Wall (15 PD/15 ED) (75 Active Points); OAF (-1), Limited Coverage 180 Degrees (-1/2), No Range (-1/2) </td><td valign="top" align="right">7</td></tr><tr><td align="right" valign="top">4u </td><td>3) <b><i>Deliberate offense: </i></b>Killing Attack - Hand-To-Hand 3d6+1 (4d6 w/STR), Flat x3 Stun Multiple (+0), Reduced Endurance (1/2 END; +1/4), Affects Desolidified Energy-based only (+1/4) (75 Active Points); OAF (-1) </td><td valign="top" align="right">3</td></tr><tr><td align="right" valign="top">3u </td><td>4) <b><i>Focused offense: </i></b>Killing Attack - Hand-To-Hand 1d6, Flat x3 Stun Multiple (+0), Reduced Endurance (1/2 END; +1/4), Affects Desolidified Energy-based only (+1/4), Penetrating (x7; +3 1/2) (75 Active Points); OAF (-1), Concentration (1/2 DCV; -1/4) </td><td valign="top" align="right">3</td></tr><tr><td align="right" valign="top"> </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">36 </td><td><b><i>Renovator armor: </i></b>Armor (18 PD/18 ED) (54 Active Points); OIF (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top"> </td><td>Renovator mask, all slots OIF (-1/2) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3 </td><td>1) Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">3 </td><td>2) Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">3 </td><td>3) Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">10 </td><td><b><i>"Incognito" Communicator, Lvl 3: </i></b>Multipower, 21-point reserve, (21 Active Points); all slots OIF (Renovator mask; -1/2), Sense Affected As More Than One Sense - Hearing (-1/2) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u </td><td>1) <b><i>Encryption on: </i></b>High Range Radio Perception (Radio Group), Difficult To Dispel (x2 Active Points; +1/4), Invisible to Radio Group (+1/4), Personal Immunity (+1/4) (21 Active Points); OIF (Renovator mask; -1/2), Sense Affected As More Than One Sense - Hearing (-1/2) </td><td valign="top" align="right">0</td></tr><tr><td align="right" valign="top">1u </td><td>2) <b><i>Encryption off: </i></b>High Range Radio Perception (Radio Group), Concealed (-5 with High Range Radio Perception PER Rolls), Difficult To Dispel (x2 Active Points; +1/4) (21 Active Points); OIF (Renovator mask; -1/2), Sense Affected As More Than One Sense - Hearing (-1/2) </td><td valign="top" align="right">0</td></tr></table><b>Powers Cost:</b> 177
<table cellspacing="0" cellpadding="4" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">10 </td><td>+2 with HTH Combat </td></tr><tr><td valign="top" align="right">5 </td><td>Rapid Attack (HTH) </td></tr><tr><td valign="top" align="right"> </td><td> </td></tr><tr><td valign="top" align="right">0 </td><td>AK: SanSan megalopolis 8- </td></tr><tr><td valign="top" align="right">3 </td><td>Acrobatics 14- </td></tr><tr><td valign="top" align="right">0 </td><td>Acting 8- </td></tr><tr><td valign="top" align="right">3 </td><td>Breakfall 14- </td></tr><tr><td valign="top" align="right">1 </td><td>Bureaucratics 8- </td></tr><tr><td valign="top" align="right">0 </td><td>Climbing 8- </td></tr><tr><td valign="top" align="right">1 </td><td>Computer Programming 8- </td></tr><tr><td valign="top" align="right">0 </td><td>Concealment 8- </td></tr><tr><td valign="top" align="right">0 </td><td>Conversation 8- </td></tr><tr><td valign="top" align="right">1 </td><td>Criminology 8- </td></tr><tr><td valign="top" align="right">0 </td><td>Deduction 8- </td></tr><tr><td valign="top" align="right">3 </td><td>Electronics 13- </td></tr><tr><td valign="top" align="right">0 </td><td>Native Language: English (idiomatic; Literate) (4 Active Points) </td></tr><tr><td valign="top" align="right">0 </td><td>PS: Counterterrorism (Everyman Skill) 11- </td></tr><tr><td valign="top" align="right">0 </td><td>Paramedics 8- </td></tr><tr><td valign="top" align="right">0 </td><td>Persuasion 8- </td></tr><tr><td valign="top" align="right">3 </td><td>Security Systems 13- </td></tr><tr><td valign="top" align="right">3 </td><td>Shadowing 13- </td></tr><tr><td valign="top" align="right">3 </td><td>Stealth 14- </td></tr><tr><td valign="top" align="right">3 </td><td>Systems Operation 13- </td></tr><tr><td valign="top" align="right">0 </td><td>TF: Small Motorized Ground Vehicles </td></tr></table><b>Skills Cost: </b>39
<table cellspacing="0" cellpadding="4" border="0"><tr><td align="right"><b>Cost </b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">3 </td><td>Bump Of Direction </td></tr><tr><td valign="top" align="right">17 </td><td>Danger Sense (self only, out of combat, Function as a Sense, Intuitional) 13- </td></tr></table><b>Talents Cost:</b> 20
<table cellspacing="0" cellpadding="4" border="0"><tr><td align="right"><b>Val </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">10 </td><td>Hunted: (evil scientist) 8- (As Pow, Harshly Punish) </td></tr><tr><td valign="top" align="right">20 </td><td>Hunted: Viper 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) </td></tr><tr><td valign="top" align="right">20 </td><td>Psychological Limitation: Aversion to ranged combat (Very Common, Strong) [<b>Notes:</b> associates ranged combat with criminals and terrorists] </td></tr><tr><td valign="top" align="right">15 </td><td>Psychological Limitation: Obligation to use powers responsibly (Common, Strong) </td></tr><tr><td valign="top" align="right">10 </td><td>Psychological Limitation: Overconfidence (Common, Moderate) </td></tr><tr><td valign="top" align="right">15 </td><td>Psychological Limitation: Strong aversion to centralized authority (Common, Strong) </td></tr><tr><td valign="top" align="right">5 </td><td>Psychological Limitation: Vegetarian (Uncommon, Moderate) [<b>Notes:</b> considers meat one step up from excrement] </td></tr><tr><td valign="top" align="right">15 </td><td>Social Limitation: Public Identity Frequently (11-), Major [<b>Notes:</b> Heretic, the cyber-warrior from the year 3000] </td></tr><tr><td valign="top" align="right">5 </td><td>Vulnerability: 1 1/2 x STUN From Chemical Attacks (Uncommon) [<b>Notes:</b> raised in sterile environment] </td></tr><tr><td valign="top" align="right">30 </td><td>Vulnerability: 2 x STUN Electrical Attacks (Very Common) [<b>Notes:</b> electricity disrupts nanobiotics] </td></tr></table> <b>Disadvantage Points:</b> 145 <br> <b>Base Points:</b> 200 <b>Experience Required:</b> 2 <b>Total Experience Available:</b> 3 <b>Experience Unspent:</b> 1 <b>Total Character Cost:</b> 347 <br> <table cellspacing="0" cellpadding="4" width="100%" valign="top"><tr valign="top"><td><b>Height:&nbsp;</b>1.86 m</td><td><b>Hair:&nbsp;</b>Black (bald)</td></tr><tr valign="top"><td><b>Weight:&nbsp;</b>100.00 kg</td><td><b>Eyes:&nbsp;</b>Brown</td></tr><tr valign="top"><span style="font-family: Arial Narrow; font-weight: 700"><td colspan=2><b>Appearance:&nbsp;</b>Kohl is a tall, muscular man with dark eyes and a very serious demeanor. He shaves his head, partly for tactical reasons and partly because it is easier to maintain that way. His only affectation is a closely trimmed beard: for him, this is an extraordinary expression of individuality. When not on duty, he wears loose-fitting clothing in dark colors: most typically black, blue, and maroon. Even in casual dress, he seems to be wearing a uniform. While on duty, he wears the uniform and body armor of a Renovator: body armor over loose, study clothes. In combat, he dons the Renovator mask, which grants him a faceless, more menacing appearance.</td></tr><tr valign="top"><td colspan=2><b>Personality:&nbsp;</b>Kohl is a serious, no-nonsense individual. He has spent his entire adult life as a soldier, and the principles of discipline and honor are so ingrained into him that he will probably never "loosen up", no matter how long he stays in the twenty-first century. Despite his apparent hardness, Kohl is tremendously grateful for the second chance he has been given. He takes his role as a protector of society as seriously now as he ever has, and perhaps even more so. He has seen what an happen if the protectors lose track of the best interests of those they protect, and he has sworn never to allow that to happen again. He knows that he will never be truly a part of the happy, carefree society in which he has found a home, but he will fight to the end of his days to protect it.<br><br>Part of Kohl's nature is an abiding respect for the written word. He reads voraciously, and he studies the law continuously. As a member of WestGuard, Kohl carries the same authority as a member of the state police, and it is of utmost importance to him that he understands the limits placed on that authority. Kohl is not a leader. He has spent far too long carrying out the will of others to be comfortable exerting his will on anyone else. He is most comfortable when he has a clear objective and is given free reign to accomplish it.<br><br>Kohl uses the name "Heretic" as his code name during WestGuard combat missions. This name was a mark of dishonor in his home timeline, but he is fiercely proud of it. It reminds him that he broke from the mold in which he was cast, and that he can make his own choices.</td></tr><tr valign="top"><td colspan=2><b>Quote:</b>"You should be more grateful for what you have."</td></tr><tr valign="top"><td colspan=2><b>Background:&nbsp;</b>As a result of the warnings brought back to the 21st century by Xerxes Chuan, in the 28th century the Interfed began focusing its efforts on averting the disaster of Y3K. All critical systems were made independent and multiply redundant. The systems governing life's routines were made more powerful, more capable, than they had ever been in Xerxes' native timeline. Humanity became increasingly dependent on the thinking machines which ordered the minutes and seconds of each human's life. By the year 3000, humanity became an efficient clockwork mechanism, without hate, violence, or inefficiency: the Intrumentality, the ultimate governing system of Earth and the Synchronized Worlds, controlled all, for the benefit of all. Individuals who rebelled against the perfect order imposed by the Instrumentality were simply removed, like repairing a faulty part in a smoothly running machine. The people responsible for making these "repairs" were the Renovators.<br><br>Virek Kohl was a Renovator: one of the best. For several years, he served the Instrumentality with cold efficiency, rooting out Demolitionists wherever they might be found. But as time passed, the ideas of the Demolitionists began to trouble Kohl. He began to see beauty in disorder, and he slowly understood that the truest expression of life lies not in eternally unchanging order, but in freedom and growth. The perfect order of the Instrumentality was not peace -- it was death. Virek Kohl began working with the Demotionists from inside the Renovators, subtlely altering records and sabotaging Renovator "repair" missions in an attempt to undermine the oppressive control of the Instrumentality. It was only a matter of time before his actions came to the attention of the Analytical Branch. Virek Kohl was branded a Heretic: the worst possible offense under the perfect order. He would be killed on sight if he were caught by the Renovators -- and he nearly was.<br><br>Kohl had been hiding in a restricted-access Renovator warehouse, where dangerous and disruptive technology was stored prior to evaluation by the Analytical Branch. It was here that he stumbled across the Probability Broach, a precursor to the device which (unknown to Kohl) Xerxes Chuan had used to escape from the year 3000. As Kohl the Heretic examined the crude device, the warehouse was bathed in blinding light: his redoubt had been discovered. With only moments to spare, and his former allies and companions closing in, he set the coordinates on the prototype and stepped into the maelstrom.<br><br>Eventually, Kohl was found and befriended by WestGuard. After some initial distrust on both sides, Kohl has come to value and believe in the virtues which WestGuard represents.</td></tr><tr valign="top"><td colspan=2><b>Powers/Tactics:&nbsp;</b>Kohl, like most people from his timeline, abhors ranged combat, associating it with criminals and terrorists. He prefers to fight hand-to-hand with whoever seems the most capable melee opponent. He prefers to use his flux rapier in combat, but it has been stressed to him that he must not cause critical injuries to criminals if that can be avoided. As a result, he tends to fight defensively until he is attacked with sufficient force that he feels justified in responding in kind.<br><br>As a member of the Renovators, Kohl was imbued with a gift called "Ascension": Kohl's nervous and endochrine systems are laced with networks of nanomachines and quantum computers, permitting him greater control over his own biological processes in addition to the ability to interact with energy fields around him. The abilities offer him more flexibility in combat than might otherwise be apparent: Kohl is able to adjust his tactics to compensate for the strengths and weaknesses of an opponent, and he does so with ruthless efficiency. The nanomachine network is a living, evolving thing: as Kohl's skills grow, so will the nanomachine network. The limits of its versatility and power are as yet unknown.</td></tr><tr valign="top"><td colspan=2><b>Campaign Use:&nbsp;</b>Kohl operates best as part of a team. His social skills are somewhat lacking, although he tends to find common ground with those who also perceive their role in terms of honor and duty (soldiers, police officers). He tends to focus on the here and now, rather than the big picture, making him a skilled combatant, but a poor leader. He can be relied upon to use his powers responsibly and honorably: it would be difficult to call him "incorruptible", but he believes in his mission as a guardian and protector with an almost religious zeal.</td></tr></table>

Tech
Mar 3rd, '08, 12:53 PM
Hey, this is a cool thread. Thought I'd bump it.

Zed-F
Mar 4th, '08, 11:46 AM
Holy thread necromancy, Batman! ;)

jackalope
Mar 4th, '08, 04:03 PM
It'd make more sense to create a new thread along the same lines, since many of the early posts have been rendered unreadable by the disabling on html.