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Egyptoid
Jan 24th, '06, 07:05 PM
Yes you read that right.
This is the title of Egyptoid's new CHAMPIONS campaign.

Here's the premise:
design a character that is the child of 2 MU characters.
for added zest, they must be of opposite persuasions. :D

So a mother villainess will have bedded a heroic man,
and of course the heroine mother had relations with a villain.

The classic first example was the son born to BLACK CAT
after an untimely liaison with SPIDER-MAN

The next love child, born to X-Foe SPIRAL
had been fathered by X-Canuck WOLVERINE

and it gets worse:
the off-spring of LILANDRA , one-time romance of Xavier
was fathered by UNUS the UNTOUCHABLE , the force field guy.

and we havent hit bottom yet:
unbelievably the ANCIENT ONE, teacher of Doc Strange,
impregnated the wily UMAR, mother-in-law of Doc Strange

WHY WHY WHY?
well I'll tell you next post.:sneaky:

Egyptoid
Jan 24th, '06, 07:29 PM
Hero Role: ______ Father: _________ Mother: _______ Player:
=============---============----===========---=============

Dex Detective __ Spiderman ____&__ Black Cat _____ Craig

Fightin Brick __ Wolverine ___&___ Spiral ________ Leigh

Team Magican ___ Ancient One __&__ Umar __________ Rob.m

Energy Projc. __ Livin Laser __&__ Capt.Marvel ___ Niel

Team Defender __ Unus Untouch. _&_ Lilandra ______ Ell-man


the Captain Marvel above refers to Monica Rambeau,
the lovely black woman from the 80's Avengers ---- Eloquent Ell

These are the 5 Team Starters. Each hero will "inherit" one or more powers from each parent. The game begins 24 years after anything the Marvel Universe is doing now.

Team is based in Hampton Roads (Norfolk, Va.Beach,Williamsburg). Their Team HQ is cleverly disguised as EASTERN STATE, a local :ugly: institution for those who for various reasons have doctors who wear white coats caring for them.

Yeah, Yeah. but WHY!

Vanguard00
Jan 24th, '06, 07:38 PM
I know there's a point or a plot or something here somewhere, but I haven't seen it yet.

Hermit
Jan 24th, '06, 07:53 PM
I can't throw stones... my concept for the "Avengers Next" was the love child of Captain America and Diamondback.

transmetahuman
Jan 24th, '06, 10:05 PM
When I read the thread title, I immediately got a mental image of Eternity, hugely pregnant, sitting on the Local Group of galaxies, complaining about a sore back and morning sickness to the off-camera father.

Hermit
Jan 24th, '06, 10:24 PM
When I read the thread title, I immediately got a mental image of Eternity, hugely pregnant, sitting on the Local Group of galaxies, complaining about a sore back and morning sickness to the off-camera father.

Prime suspect?
The Inbetweener


Note to self: Stop posting at late hours...

CandidGamera
Jan 25th, '06, 05:48 AM
With regard to Unus the Untouchable, my question isn't so much 'Why' as it is 'How?'

The In-Betweener. *snrk*

Now I have the image of Eternity filing a paternity suit against the In-Betweener with the Living Tribunal..

GoldenAge
Jan 25th, '06, 09:31 AM
Plastic Man gets it on with Harley Quinn...

Their offspring is the notorious...
Holey Trojan!!!


(Get it? The ultimate bad joke!!! ...sigh, did I go too far?):idjit:

BobGreenwade
Jan 25th, '06, 09:47 AM
I keep thinking...

Molecule Man + Dark Phoenix....

and then I want to run & hide........ :jawdrop:

Sketchpad
Jan 25th, '06, 09:58 AM
Warlock and the Impossible Woman ...





what? ;)

Hermit
Jan 25th, '06, 10:03 AM
Dazzler and Toad (Come on, we see those sort of romances in Hollywood all the time)

Silver Sable and Batroc (She was very drunk, and tried to kill him the next day)

Egyptoid
Jan 25th, '06, 10:23 AM
This whole thing started 24 years ago when
the In-Betweener got into a snit with Baldur.
they both summoned up vast armies of
heroes and villains to fight for them
in a cosmic showdown the likes of which
hadnt been seen since they did this last
summer in that years big secret crisis. :joint:

Well for 17 issues and 23 crossovers it looked like the In-Betweener was
going to beat up on Baldur, scatter his minions, and worst of all,
Prove His Big Point in a Monologue. Hero after Hero had gone down for
the count, and it looked like, that for three of them, this would be a
Final Death: even for Marvel. Things were going so very bad for the good-guys.

So just when the Watcher couldnt hold his water anymore due to
the suspense, the In-Betweener had Baldur nailed down to a big asteroid
that was about to plunge into the sun. He had already called in all his
markers from his Norse-Kin(tm) like Sif, Valkyrie, and Thor. There was no-one to
save him. Rubbing salt in his Wounds, Loki,
(who was in 8-inch-tall action-figure form due to a mishap
over in She-Hulk #4OO.) Loki sat on Baldur's shoulder,
just laughing and laughing at his cousins dire plight.

So, I'll spare you the boring details of the In-Betweeners grand old monologue,
but the climactic finale of all that verbiage led to a moral dilemma:
Baldur had three choices, the third was to die burned up in the sun.
The other 2 were to simply either deny Love or deny War.

If he denies War, Evil triumphs sooner, as the world cannot fight back.
If he denies Love, Evil triumphs later, as the world is full of hate.

...and he must choose soon, as the sun nears...

Now that Baldur has heard IB's final terms, he knows how screwed he is,
because the ultimatum makes even less sense than what
comic writers usually spew out when they put on their "cosmic" thinking caps.

So Baldur thinks and thinks: If he dies, Ragnarok starts, if he denies War, the world goes into an orgy of repression of the defenseless, and if he denies Love, the world goes into an orgy of Hey Wait A Minute. Why does In-Betweener keep using the word orgy in his monologue? Baldur feigns acceptance, and tells IB he's ready to make his choice. IB eagerly awaits the coice. Baldur declares to all listening, in a bold 72 point font, the he "denies Love and everything in between Love and War while were at it." th In-Betweener starts laughing in triumph, and then hiccups a little as he stops to figure out the implications.

Meanwhile, Baldur's regen has been working during the long speeches,
and the mystic bonds let him go, because he has made his choice,
but since he has no weapons or armour, he takes off his comics-code
loincloth, and then all the females around remember that he's the god
of love as well as light, and they're all in the mood suddenly.

So everyone in the Marvel universe got laid in that issue, except three people:

When the love spell went off prematurely, most people were lucky and
were near someone they already liked (ie Reed & Sue),
or someone they respected (Sundragon, Mr.Sinister).

Some were completely hosed, like Rogue and Absorbing Man.

but the three exceptions deserve mention.
A. The In-Betweener sailed right on into the sun trying to figure out what all was implied in proving a negative.
B. The Watcher did a lot of watching that day I can tell you.
C. Loki couldnt perform for various reasons.

Excelsior!

GoldenAge
Jan 25th, '06, 08:12 PM
:confused:

:yes: :no: :weep: :think:

Enforcer84
Jan 25th, '06, 08:30 PM
:confused:

:yes: :no: :weep: :think:
:bounce:

Teflon Billy
Jan 25th, '06, 08:32 PM
snip

but the three exceptions deserve mention.
A. The In-Betweener sailed right on into the sun trying to figure out what all was implied in proving a negative.
B. The Watcher did a lot of watching that day I can tell you.
C. Loki couldnt perform for various reasons.

Excelsior!
I approve this message of wanton lust and carnal consequence.:thumbup:

Carry on,

TB --and on, and on, and on...

MisterBaldy
Jan 26th, '06, 05:49 AM
How about the "love child" of...

Thanos and the Scarlet Witch?
Galactus and Wasp?
Dark Pheonix and The Hulk?
Umar and Captain America?
Super Skrull and the She-Hulk?The mind boggles!!! :fear:

Blue
Jan 26th, '06, 06:08 AM
I'd go Scarlet Witch and Dr. Strange. (Now there's some strange magic!)

Wasp and many people, after conjugal visits to the "Big House" super-prison where they store superpowered criminals through use of Pym Particles.

Vision and Jocasta. A little android lovin'.

Ultron and the Shield Hellicarrier.

Egyptoid
Jan 26th, '06, 08:49 AM
well I've got total vindication.

this is the best campaign idea ever. :king:

this is the best thread ever about a campaign.

DEFENDERS #5 just came out.

in it there is implied relations between UMAR and HULK.

that is awesome.

nine issues later, what will we have? I ask ya?!?!?

:cheers:

and inicidentally, from a Champions gaming POV,
Hulk uses the brick trick right out of
the ultimate brick book to poke
right through Dormammu's defenses (IMHO)

Egyptoid
Jan 26th, '06, 08:55 AM
Wasp and many people, after conjugal visits to the "Big House" super-prison where they store superpowered criminals through use of Pym Particles.

Ultron and the Shield Hellicarrier.

So the Wasp would be a total s1ut and work her way down death row?
Kinky! No idea who the father is, eh?
That's worth about 45 pints of mystery disads right there.


Our gaming group paired ULTRON with the intelligent ship from Power Pack. :idjit:
Jocasta had to make do with MACHINE MAN.

Both cases, FIXER would be the mid-wife.

BobGreenwade
Jan 26th, '06, 09:01 AM
I was kind of thinking of Apocalypse and Scarlet Witch, too....

Arac-4105
Jan 26th, '06, 09:06 AM
DEFENDERS #5 just came out.

in it there is implied relations between UMAR and HULK.

that is awesome.

nine issues later, what will we have? I ask ya?!?!?

If I know Marvel, we'll have a forgotten supblot. :D

Log-Man
Jan 26th, '06, 09:26 AM
Johnny Storm and a Skrull.




Nevermind, too far fetched.

Egyptoid
Jan 26th, '06, 04:24 PM
Johnny Storm and a Skrull.


well there is Lyja Lazerfist, the most comely Skrull of'em all. :idjit:

Hermit
Jan 26th, '06, 04:24 PM
Umar and Captain America?


Born to them is a daughter that the good Captain rescues and raises as best he can. However, magic is in her blood as much as super soldier serum is in his. While he's traditional, she's New Age; but both believe in the American Dream. Soon, she becomes the Patriotic pagan heroine known only as "American Athame"!

Egyptoid
Jan 26th, '06, 07:51 PM
Love Child of the Marvel Universe
==================
Character Building Guidelines:

DISADS you must take:
Watched or Hunted by one or both parents

DNPC of at most one parent

Enraged: at something:mad:

Psych: Major Disad

Social Limitations about a 20 Total
Not a citizen. No Priviledges.
Eastern State patient
No ID card
No Bank Account
No SSN
Ward of the State
(((can be bought off if explained why.)))

Susceptibilty (at least one)

Vulnerability (at least one)

Money: Destitute :straight:

Identity: Neither Secret Nor Public, unless you explain why

======================================

Items you Must Have or Buy:

Character Name:

Team Role: (Brick, Gadgeteer, Mystic, etc)

at least one Pro Skill:

Five Points: BASE at Eastern State Men.Hosp.

Teamwork

Disguise :bmk:

Anonymity

No contacts, favors, covers, reputations unless heavily justified

Fringe Benefits:

Federal+Intl. Police Powers
License to Kill
Licensed MetaHuman
Security Clearance:cool:


The characters have been raised by the state.
Now a mentor has stepped in to take them
to the level where they're ready to step
out and do missions for the govt.

Egyptoid
Jan 27th, '06, 05:42 PM
Here's the latest line up.
(this is a face to face game in the HR area)

yes the new guy's character has HERA, the greek goddess for a mom,
and RICK JONES the former sidekick for a dad. Yeesh. :nonp: [/B]

gewing
Jan 27th, '06, 10:14 PM
Hero Role: ______ Father: _________ Mother: _______ Player:
=============---============----===========---=============

Dex Detective __ Spiderman ____&__ Black Cat _____ Craig

Fightin Brick __ Wolverine ___&___ Spiral ________ Leigh

Team Magican ___ Ancient One __&__ Umar __________ Rob.m

Energy Projc. __ Livin Laser __&__ Capt.Marvel ___ Niel

Team Defender __ Unus Untouch. _&_ Lilandra ______ Ell-man


the Captain Marvel above refers to Monica Rambeau,
the lovely black woman from the 80's Avengers ---- Eloquent Ell

These are the 5 Team Starters. Each hero will "inherit" one or more powers from each parent. The game begins 24 years after anything the Marvel Universe is doing now.

Team is based in Hampton Roads (Norfolk, Va.Beach,Williamsburg). Their Team HQ is cleverly disguised as EASTERN STATE, a local :ugly: institution for those who for various reasons have doctors who wear white coats caring for them.

Yeah, Yeah. but WHY!


SOunds cool. I would probably have made the child of Spiral and Colossus.

Or maybe Mr. Incredible and Spiral.

Mystique and COlossus?

Egyptoid
Jan 30th, '06, 11:31 AM
Latest Line-Up, as new players join.
Its a pity being the love child of Rogue and Thanos doesnt get ya more points.

Egyptoid
Jan 30th, '06, 11:38 AM
Here's the Team Defender.
SABRE PRINCE son of Lilandra Neremani & Unus the Untouchable


SABRE PRINCE - Kotall Nereman Bain

VAL CHA Cost Total Roll Notes
14 STR 4 14 12- HTH Damage 2 1/2d6 END [1]
18 DEX 24 18 13- OCV 6 DCV 6
32 CON 44 32 15-
12 BODY 4 12 11-
17 INT 7 17 12- PER Roll 12-
32 EGO 44 32 15- ECV: 11
17 PRE 7 17 12- PRE Attack: 3d6
12 COM 1 12 11-
6 PD 3 6/23 6/23 PD (0/17 rPD)
6 ED 0 6/23 6/23 ED (0/17 rED)
4 SPD 12 4 Phases: 3, 6, 9, 12
13 REC 8 13
64 END 0 64
35 STUN 0 35
8 RUN 4 8" END [2]
5 SWIM 3 5" END [1]
5 LEAP 2 4 1/2" 4 1/2" forward, 2" upward

CHA Cost: 167

Cost POWERS
12 LIGHT SABRE: Multipower, 52-point reserve, (52 Active Points); all slots Independent (-2), OAF Expendable (Difficult to obtain new Focus; -1 1/4) - END=
1u 1) 3d6 Killing, with D6+1 for the Stun Multi.: ATTACK MODE 2d6+1 (2 1/2d6 w/STR), +2 Increased STUN Multiplier (+1/2) (52 Active Points); Independent (-2), OAF Expendable (Difficult to obtain new Focus; -1 1/4) - END=5
1u 2) Tunneling 4" through 14 DEF material (50 Active Points); Independent (-2), OAF Expendable (Difficult to obtain new Focus; -1 1/4) - END=5
1u 3) Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); Independent (-2), OAF Expendable (Difficult to obtain new Focus; -1 1/4) - END=
- END=
37 Force Field (12 PD/12 ED/4 Mental Defense/4 Power Defense/1 Flash Defense: Sight Group/1 Flash Defense: Mental Group/1 Flash Defense: Hearing Group) (Custom Adder), Costs END Only To Activate (+1/4), Hardened (+1/4) (37 Active Points) - END=3
4 Suit: Armor (5 PD/5 ED) (15 Active Points); Independent (-2), IIF Expendable (Difficult to obtain new Focus; -1/2) - END=
- END=
46 PSIONIX: Multipower, 160-point reserve, (160 Active Points); Independent (-2); all slots Side Effects: Headaches (Side Effect affects both character and recipient of Power's benefits; -1/2) - END=
3u 1) Psionic Blast: Energy Blast 4d6, Attack Versus Limited Defense (MENTAL DEF; +1 1/2) (50 Active Points); Side Effects: Headaches (Side Effect affects both character and recipient of Power's benefits; -1/2) - END=5
10u 2) FW (23 PD/23 ED/1 Flash Defense: Hearing Group/1 Flash Defense: Sight Group; 2" long and 2" tall), Reduced Endurance (1/2 END; +1/4) (151 Active Points); Side Effects: Headaches (Side Effect affects both character and recipient of Power's benefits; -1/2) - END=6
3u 3) Mind Scan 8d6, +5 ECV (50 Active Points); Side Effects: Headaches (Side Effect affects both character and recipient of Power's benefits; -1/2) - END=5
3u 4) Telekinesis: Touch Not the Lessor (8 STR), Affects Porous, Fine Manipulation, Line Of Sight (+1/2) (48 Active Points); Side Effects: Headaches (Side Effect affects both character and recipient of Power's benefits; -1/2) - END=5
3u 5) Mind Reading: Telepathy 4 1/2d6 ( Alien class of minds), Cumulative (48 points; +3/4) (40 Active Points); Side Effects: Headaches (Side Effect affects both character and recipient of Power's benefits; -1/2) - END=4

POWERS Cost: 124

Cost MARTIAL ARTS
1 Weapon Element: Blades
5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 Reversal: var Phase, -1 OCV, -2 DCV, 29 STR to Escape; Grab Two Limbs
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 2 1/2d6 +v/5, Target Falls

MARTIAL ARTS Cost: 13

Cost SKILLS
3 Breakfall 13-
1 Teamwork 8-
3 Acrobatics 13-
10 Defense Maneuver I-IV
3 Fast Draw 13-
3 Lipreading 12-
3 PS: SCHOOL_TEACHER 12-

SKILLS Cost: 26

Cost PERKS
3 Vehicles & Bases
7 Fringe Benefit: Federal/National Police Powers, License to Kill, Licensed Psionic, Security Clearance (17 Active Points); Only When Serving Good Purposes (-1/2), Conditional Power Power does not work in Common Circumstances (-1/2), Only In Heroic Identity (-1/4)

PERKS Cost: 10

Cost TALENTS
10 Combat Sense (15 Active Points); Visible (-1/4), Gestures (-1/4) 12-

TALENTS Cost: 10
Value DISADVANTAGES
10 Disadvantage: ES Patient, No ID Cards, No Bank Accounts, No SSN, Ward of the State
10 Money: Destitute
10 Social Limitation: No Priviledges or Citizenship (Frequently, Minor)
5 Hunted: US Government, Project Wideawake 8- (Mo Pow, Watching)

10 Hunted: Shiar Empire 8- (Mo Pow, Limited Geographical Area, Harshly Punish)
15 Hunted: HYDRA 8- (Mo Pow, Harshly Punish)
5 Dependent NPC: Mother Lilandra Neremani 8- (As powerful as the PC; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID; Custom Adder)
5 Enraged: Treated Like A Commoner (Uncommon), go 8-, recover 14-
5 Psychological Limitation: Not of This Earth (Uncommon, Moderate)
5 Distinctive Features: Half-Breed Alien (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Susceptibility:Chemical or Gas Powers: , 2d6 damage Instant (Uncommon)
10 Vulnerability: Chemical or Gas Powers: 2 x Effect (Uncommon)

DISADVANTAGES Points: 100


Base Pts: 250
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 350


SABRE PRINCE - Kotall Nereman Bain
:straight: PERSONALITY/MOTIVATION: Personality:
wants to be Wealthy & Motivated,
wants to be worthy and be known as such especially

:straight: QUOTE: Quotes : " Silence, Churl ! "

:straight: POWERS/TACTICS: Powers & Tactics: SABRE TACTICS &
MISSILE DEFLECTION

:straight: CAMPAIGN USE: Campaign Use: BACKGROUND HELPER NPC
defender, backstop, rescue dude, getaway driver.
http://www.speakeasy.org/~wbcomics/Egyptoid/Prince_Sabre.jpg
:straight: APPEARANCE: Tall Half-alien, handsome but strange hair and skin textures
due to avian (shiar) genetics involved.
germanic, royal looking, like a prussian

Egyptoid
Jan 30th, '06, 11:40 AM
Here's the TEAM SPEEDSTER

son of HERA the Goddess and Rick Jones



PYTHAGORAS_JONES - Green Messenger, PJ

VAL CHA Cost Total Roll Notes
25 STR 15 25 14- HTH Damage 5d6 END [2]
23 DEX 39 23 14- OCV 8 DCV 8
28 CON 36 28 15-
13 BODY 6 13 12-
18 INT 8 18 13- PER Roll 13-
18 EGO 16 18 13- ECV: 6
23 PRE 13 23 14- PRE Attack: 4 1/2d6
18 COM 4 18 13-
28 PD 3 28/31 28/31 PD (0/3 rPD)
8 ED 2 8/11 8/11 ED (0/3 rED)
6 SPD 7 6 Phases: 2, 4, 6, 8, 10, 12
13 REC 4 13
56 END 0 56
40 STUN 0 40
50 RUN 8 50" END [11]
4 SWIM 2 4" END [1]
6 LEAP 1 6" 6" forward, 3" upward

CHA Cost: 164

Cost POWERS
16 FORMS: 3 Levels: Mr. Jones, Demigod , Full Combat Hero Revealed: Shape Shift (Sight , Hearing , Touch , Smell/Taste and Mental Groups, four (max) shapes), Instant Change (32 Active Points); Conditional Power Power does not work in Common Circumstances (-1/2), Only In Heroic Identity (-1/4), Limited Power Power loses about a fourth of its effectiveness (not always controllable; -1/4) - END=3
- END=
10 +2 SPD (20 Active Points); Extra Time (Extra Segment, -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Only In Heroic Identity (-1/4) - END=2
56 SPEED FORCE: Multipower, 70-point reserve, (70 Active Points); all slots Only In Heroic Identity (-1/4) - END=
3u 1) Hyper: Running +20" (50" total) (40 Active Points); Only In Heroic Identity (-1/4) - END=4
1u 2) High Speed: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), Only In Heroic Identity (-1/4) - END=2
3u 3) (I'll Take Those) Disarms & Weapon Grabs: Teleportation 8", Usable As Attack (+1), Area Of Effect (24" Radius; +1 3/4), Selective (+1/4) (64 Active Points); Limited Power Power loses about half of its effectiveness (Not Versus Desolid, Teleporterts or Speedsters; -1), Must Pass Through Intervening Space (-1/4), Only In Heroic Identity (-1/4) - END=6
1u 4) Missile Deflection (Bullets & Shrapnel) (15 Active Points); Only In Heroic Identity (-1/4) - END=
1u 5) Speed Reading (x1000) (8 Active Points); Only In Heroic Identity (-1/4) - END=
4u 6) Overdrive: Running +20" (50" total), MegaScale (1" = 1 km; +1/4) (50 Active Points); Only In Heroic Identity (-1/4) - END=5
4 SHIELD: +20 PD (20 Active Points); Limited Power Power loses about two-thirds of its effectiveness (only versus Move-Through or Move-By Damage; -1 1/2), OIF Expendable (Very Difficult to obtain new Focus; -1), Limited Coverage [61-180] Degrees (-1/2), Real Armor (-1/4), Only In Heroic Identity (-1/4) - END=
- END=
2 Ring of Feather Falling: Gliding 3" (3 Active Points); IIF Expendable (Difficult to obtain new Focus; -1/2) - END=
2 Hearing Group Flash Defense (3 points) (3 Active Points); IIF Expendable (Difficult to obtain new Focus; -1/2) - END=
2 Sight Group Flash Defense (3 points) (3 Active Points); IIF Expendable (Difficult to obtain new Focus; -1/2) - END=
5 RR suit: Armor (3 PD/3 ED) (9 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4) - END=

POWERS Cost: 110

Cost MARTIAL ARTS
5 GRECO_ROMAN : Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block
4 Reversal: var Phase, -1 OCV, -2 DCV, 40 STR to Escape; Grab Two Limbs
3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 5d6 Strike; Target Falls

MARTIAL ARTS Cost: 12

Cost SKILLS
6 +4 with DCV (20 Active Points); OIF Expendable (Very Difficult to obtain new Focus; -1), Limited Power Power loses about half of its effectiveness ({{Arc of Fire}} from Characters front Normally; -1), Only In Heroic Identity (-1/4)

3 Combat Driving 14-
3 Persuasion 14-
3 Defense Maneuver I
2 PS 11-
2 PS 11-
3 Breakfall 14-
3 Fast Draw 14-
0 Language (basic conversation; literate) (2 Active Points)
3 Shadowing 13-
1 Teamwork 8-

SKILLS Cost: 29

Cost PERKS
3 Vehicles & Bases
7 Fringe Benefit: Federal/National Police Powers, License to Kill, Licensed Psionic, Security Clearance (17 Active Points); Only When Serving Good Purposes (-1/2), Conditional Power Power does not work in Common Circumstances (-1/2), Only In Heroic Identity (-1/4)
3 Money: Well Off, except at the hospital
3 Contact (Contact has significant Contacts of his own, Contact has: useful Skills or resources) 8-

PERKS Cost: 16

Cost TALENTS
3 Bump Of Direction
10 Divine Favor
3 Lightning Calculator
3 Lightning Reflexes: +2 DEX to act first with All Actions

TALENTS Cost: 19
Value DISADVANTAGES
5 Disadvantage: ES Patient, No ID Cards, No Bank Accounts, No SSN, Ward of the State
5 Money: cigarettes & priviledges Poor College Student
5 Social Limitation: No Priviledges or Citizenship (in Nebbish Form) (Occasionally, Minor)
5 Distinctive Features: handsome greek god looks (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Social Limitation: SECRET ID: college student (Occasionally, Minor)
5 Custom Disadvantage: Cheap Apartment and Car on Ironbound Road (tunnel to Eas.State)

5 Hunted: Zeus 8- (Mo Pow, NCI, Limited Geographical Area, Watching)
5 Hunted: Hera 8- (Mo Pow, Watching)

5 Susceptibility: Alchohol, 1d6 damage EGO Instant (Uncommon)
20 Vulnerability: 2 x Effect Emotional Psyche Powers (Common)

15 Enraged: takes Body or Ego damage (Uncommon), go 8-, recover 8-
10 Accidental Change: angry; go up a form 11- (Uncommon)
5 Accidental Change: go to normal man form after 10 minutes unconscious 8- (Uncommon)
5 Psychological Limitation: overly emotional, passionate (Uncommon, Moderate)

DISADVANTAGES Points: 100


Base Pts: 250
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 350


PYTHAGORAS_JONES - Green Messenger, PJ
:straight: PERSONALITY/MOTIVATION:

:straight: QUOTE:

:straight: POWERS/TACTICS:

:straight: CAMPAIGN USE: William and Mary student majoring in Mathematics and Philosophy
http://www.speakeasy.org/~wbcomics/Egyptoid/PYTHGORAS.jpg
:straight: APPEARANCE: HANDSOME YOUTH

Egyptoid
Jan 30th, '06, 11:41 AM
Here's the Team Energy Projector:

Of all of them, he belongs in the asylum the most,
and he's the comic relief.


ROGUS - son of ROGUE & THANOS

VAL CHA Cost Total Roll Notes
23 STR 13 23 14- HTH Damage 4 1/2d6 END [2]
23 DEX 39 23 14- OCV 8 DCV 8
28 CON 36 28 15-
10 BODY 0 10 11-
18 INT 8 18 13- PER Roll 13-
28 EGO 36 28 15- ECV: 9
25 PRE 15 25 14- PRE Attack: 5d6
0 COM -5 0 9-
6 PD 1 6/20 6/20 PD (0/14 rPD)
6 ED 0 6/20 6/20 ED (0/14 rED)
4 SPD 7 4 Phases: 3, 6, 9, 12
11 REC 0 11
56 END 0 56
36 STUN 0 36
6 RUN 0 6" END [1]
4 SWIM 2 4" END [1]
23 LEAP 3 22 1/2" 22 1/2" forward, 11" upward

CHA Cost: 155

Cost POWERS
20 Cosmic Body: Elemental Control, 40-point powers - END=
23 1) Midgetry: Shrinking (0.055 m tall, 0.043 kg mass, -6 PER Rolls to perceive character, +6 DCV, takes +9" KB), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Always On (-1/2), Visible (-1/4) - END=
16 2) Life Leech (only when unconcscious): Transfer 2d6 (STR to BODY first , then STUN, END, then STR), Can Transfer Maximum Of 20 Points, Reduced Endurance (0 END; +1/2), Invisible to Sight + Hear Group (+1/2), Area Of Effect Nonselective (14" Radius; +1) (102 Active Points); Conditional Power Power does not work in Ubiquitous Circumstances (-2), No Conscious Control (-2) - END=
13 3) Eye Beams (Cosmic): Energy Blast 5d6, Line Of Sight (+1/2) (37 Active Points); Beam (-1/4), Extra Time (Delayed Phase, -1/4) - END=4
13 4) Life Support (Immunity: All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (38 Active Points); Cosmic Power Power loses about a third of its effectiveness (-1/2) - END=
- END=
10 Suit: Armor (14 PD/14 ED) (42 Active Points); Independent (-2), OIF Expendable (Difficult to obtain new Focus; -3/4), Real Armor (-1/4), Only In Heroic Identity (-1/4) - END=
5 Sight Group Flash Defense (12 points) (12 Active Points); OAF Fragile (Gargoyles; -1 1/4), Real Armor (-1/4) - END=
15 DISINTEGRATOR PISTOL: Killing Attack - Ranged 1d6, +2 Increased STUN Multiplier (+1/2), Does BODY (+1), Attack Versus Limited Defense (POWER DEFENSE; +1 1/2) (60 Active Points); Fuel Dependent (fuel is Common; must refuel Once per 20 Minutes; takes two 9 volt batteries; -1 1/2), OAF Expendable (Difficult to obtain new Focus; -1 1/4), Beam (-1/4) - END=6
- END=
35 Man in Motion: Multipower, 35-point reserve - END=
5m 1) Super-Leap: Leaping +15" (19 1/2" forward, 9 1/2" upward) (Accurate, x4 Noncombat) (25 Active Points) - END=2
5m 2) Teleportation 15", x4 Noncombat (35 Active Points); Limited Power Power loses about a third of its effectiveness (not through hermetically sealed or airtight walls; -1/2) - END=3
2m 3) Feather-Fall: Gliding 3", x4 Noncombat (8 Active Points) - END=

POWERS Cost: 162


Cost SKILLS
5 Cramming
2 PS: Cake Decorator 11-
3 Bugging 13-
3 Electronics 13-

1 Teamwork 8-

SKILLS Cost: 14

Cost PERKS
3 Vehicles & Bases
7 Fringe Benefit: Federal/National Police Powers, License to Kill, Licensed Psionic, Security Clearance (17 Active Points); Only When Serving Good Purposes (-1/2), Conditional Power Power does not work in Common Circumstances (-1/2), Only In Heroic Identity (-1/4)

PERKS Cost: 10

Value DISADVANTAGES
5 Susceptibility: Intense Radiation (X-Ray, Gamma, Microwave), 1d6 damage Instant (Uncommon)
5 Vulnerability: RADIATION BASED ATTACKS (Gamma, X-Ray, MicroW) 2 X STUN (Uncommon)
5 Physical Limitation: Eighteen Inches Tall, all the time (Infrequently, Slightly Impairing)
5 Accidental Change: Life Leech Kicks in when UNCOCNSIOUS or BODY is less than 5 8-, +1 for each BODY less than 10 (Uncommon)
5 Distinctive Features: quite ugly, and quite short (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Dependent NPC: Thanos doesnt care at all.; Rogue still kinda cares: 8-, Sends Care Packages, Useful Noncombat Position or Skills
5 Hunted: US Government, Project Wideawake 8- (Mo Pow, Watching)

15 Enraged: Berserk Someone implies THANOS not father, or degrades Thanos (Uncommon), go 8-, recover 14-, Berserk
5 Psychological Limitation: Schizophrenic, Manic (Uncommon, Moderate)
5 Psychological Limitation: Megalomaniac, Action Figure Fixation (Uncommon, Moderate)

10 Social Limitation: No Priviledges or Citizenship (Frequently, Minor)
10 Disadvantage: ES Patient, No ID Cards, No Bank Accounts, No SSN, Ward of the State
10 Money: cigarettes & priviledges Destitute

DISADVANTAGES Points: 95

Base Pts: 250
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 341


ROGUS - son of ROGUE & THANOS
:straight: PERSONALITY/MOTIVATION: get more pudding priviledges

:straight: QUOTE: someday you'lll see.

:straight: POWERS/TACTICS: get'em guys!

:straight: CAMPAIGN USE: shoulder mounted offensive weaponry

:straight: APPEARANCE: Not her, the little guy down below....
http://www.speakeasy.org/~wbcomics/Egyptoid/ROGOSa.jpg

Egyptoid
Jan 31st, '06, 03:03 PM
These are the 7 (Seven!) players who showed up.
had a blast on the first session.
It was just a simple danger-room session
so we could all get our heads back on straight,
since we hadnt played HERO in too many months

Plus many of the players had soiled their brains
in the intervening months with the D2O systems,
and so like we all had to remember that there were no
opportunity attacks in Champions, etc.Excelsior!


JUST LEFT the ASYLUM :nonp:



Name ARCHETYPES PLAYER MOM + DAD
================================================== ======
Block-House Brick Leigh Spiral & Wolverine
Trap-Door Detective Craig Black Cat & Spiderman

Rogus Energy Projector Jon K. Rogue & Thanos
Big Bro Mentalist Tim Sue Storm & Kingpin Fisk

Ohm Metamorph Niel Capt.Marvel (MR) & Electro
Arbiter Mystic Bob Umar & the Ancient One

P_J Speedster Roy Hera & Rick Jones
Citizen Vee Leader NPC (not stated)

V.E.R.B.I.E Helper NPC Machine Man & Virgo LMD
Sabre Prince Defender ELD Lilandra & Unus

Egyptoid
Jan 31st, '06, 03:11 PM
Team got together for another Danger Room
Teamwork building exercise.

Simple hostage rescue scenario.
Went well. Defender Bots had to be destroyed with teamwork.
http://www.speakeasy.org/~wbcomics/Egyptoid/Defender_A.jpg

Yes the scenario went just like the old Midway Defender video game.
had to prevent the hostage from being eaten, turning the Landers into Mutants.

SEVEN players makes combat take forever however!
must work on speeding up the phases.

Adventure Date: Jan.30th 2006

Egyptoid
Feb 1st, '06, 11:13 AM
Just posted pix of some team members below. :dyn

highly recommend BULLET-PROOF FTP :thumbup:

Lethosos
Feb 1st, '06, 11:46 AM
Looking at Rogus, he reminds me of Warhawk... strange little man, he is!

(I betcha he get his kicks by hiding under ladies' skirts. :D )

Egyptoid
Feb 6th, '06, 10:41 AM
ARBITER

ARBITER - Vice-Sorceror - Koshi Yama

VAL CHA Cost Total Roll Notes
56 STR 3 56 20- HTH Damage 11d6 END [6]
15 DEX 15 15 12- OCV 5 DCV 5
28 CON 36 28 15-
13 BODY 6 13 12-
28 INT 18 28 15- PER Roll 15-
28 EGO 36 28 15- ECV: 9
28 PRE 18 28 15- PRE Attack: 5 1/2d6
13 COM 2 13 12-
13 PD 3 13 13 PD (7 rPD)
13 ED 0 13 13 ED (7 rED)
4 SPD 15 4 Phases: 3, 6, 9, 12
9 REC 0 9
56 END 0 56
34 STUN 0 34
7 RUN 2 7" END [1]
3 SWIM 1 3" END [1]
6 LEAP -5 6" 6" forward, 3" upward

CHA Cost: 150

Cost POWERS
143 MAGIC POOL: Variable Power Pool (Magic Pool), 125 base + 18 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (219 Active Points); Independent (-2), Side Effects (Side Effect affects both character and recipient of Power's benefits; PRESENCE check on Magic Skill Roll to avois Negative Attention from the beings invoked; -1 1/4), Conditional Power Power does not work in Uncommon Circumstances (Power can be tapped by othere E D Es, Spells may Draw END from Personal END or the END reserve; -1/4), Gestures (-1/4), Incantations (-1/4), Requires An EGO Roll (-1/4) - END=
0 1) ________________: _____ Real Cost: 0 - END=
0 2) !! DANGEROUS SPELLS !! _: botching the magic skill roll for !! spells !! invokes harmful attentions or side effects Real Cost: 0 [Notes: !! spells !! ============ ==================== =============== ============= ====== ========== ============= ========= ======= =========== === =============== ============= ====== ========= === =============== ============= ====== =========] - END=
0 3) !! TENTACLES of TREPIDATION !! _: Stretching 18", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (119 Active Points); Limited Body Parts (Functions Like Mage Hand; -1/4), Only In Heroic Identity (-1/4), Physical Manifestation (-1/4), Range Modifier Applies (-1/4), 1 Recoverable Continuing Charge lasting 5 Minutes (-1/4) Real Cost: 53 - END=
0 4) !! CURSE of AMOTOR the UNSPEAKABLE ! ! _: Major Transform (Cursed) 6d6 (normal person into person with 3d6 Unluck, heals back through another application of this spell, or any curse removal spell), Reduced Endurance (1/2 END; +1/4) (112 Active Points); OIF Fragile Expendable (Difficult to obtain new Focus; Titanium Amulet, Electro-Plated with Silver; -1), Side Effects (-1), Limited Target (living beings; -1/4) Real Cost: 34 - END=4
0 5) !! FEARSOME FANGS of FARRALOH ! ! _: Drain REC 3d6, Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of 5 per 5 Years; +2 3/4) (120 Active Points) Real Cost: 120 - END=5
0 6) !! SEVEN STRANDS OF CYTTORAK ! ! _: Entangle 7d6, 7 DEF (Stops A Given Sense Group: Sight Group), Variable Special Effects (Limited Group of SFX; +1/4) (100 Active Points); 1 Recoverable Charge (-1 1/4) Real Cost: 44 - END=
0 7) !! SUMMON the BORING BEETLES ! ! _: Tunneling 4" through 12 DEF material (44 Active Points); Crew-Served [129-256] Crew of Bugs (-2), OAF Expendable (Easy to obtain new Focus; paper insect nest; -1), Custom Modifier (affected by adjustment powers concerning summoning; -1/2), Gradual Effect (1 Turn (Post-Segment 12); Can be a Dangerous Invocation; -1/4) Real Cost: 9 - END=4
0 8) !! CHAINS of SHUMA-GORATH ! ! _: RKA 1d6, Trigger (as a Geas or Compulsion) (performing a forbidden action or not performing a commanded action, which may vary each time the Power is used; +1/2), NND (Invocation of Shuma-Gorath is not undertaken lightly ; +1), Does BODY (+1); Geas Dissipates After 9O days -Or- If Target Is Blessed By A Saint Or Like Being (-1/4) Real Cost: 42 - END=5
0 9) !! DIMENSION DOOR !! _: Personal Combat Teleportation 17", x64 Noncombat, Variable Special Effects (Limited Group of SFX; +1/4), Armor Piercing (+1/2) (103 Active Points) Real Cost: 103 - END=10
0 10) !! CALL on the MINDLESS ONES ! ! _: Summon 4 350-point E D E, Weak-Willed -4 on EGO Rolls (+1/2) (120 Active Points); 1 Recoverable Charge (-1 1/4), Side Effects (-1) Real Cost: 37 - END=
0 11) ________________: _____ Real Cost: 0 - END=
0 12) ## REGULAR SPELLS ## : # May Have Up to INT/5 regular spells running at one time # Real Cost: 0 [Notes: ########## #################### ############### ############# ###### ########## ############# ######### ####### ########### ### ############## ############# ###### ######### ### ############### ############# ###### #########] - END=
0 13) RAINS OF RAGGADORR: Healing BODY, STR, & CON 6d6, Can Heal Limbs (65 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Fragile Expendable (Difficult to obtain new Focus; Vial of Rain; -1), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect affects both character and recipient of Power's benefits; Rain & Water in the Area, Target & Caster Soaked; -1), Concentration, throughout (1/2 DCV; -1/2) Real Cost: 14 - END=6
0 14) IRON BANDS of BILLARRO: Entangle 5d6, 5 DEF, Affects Desolidified Any form of Desolidification (+1/2), Takes No Damage From Attacks All Attacks (+1/2) (100 Active Points); 1 Recoverable Charge (Recovers Under Limited Circumstances; -1 1/2), Physical Manifestation (-1/4), Real Weapon (-1/4) Real Cost: 33 - END=
0 15) MAGIC MISSILES OF MUNNOPPORR: RKA 1 point (standard effect: 1 BODY, 2 STUN), No Range Modifier (+1/2), Indirect ( Any origin, any direction; +3/4), Penetrating (x2; +1), Area Of Effect (8" Line; +1), Selective (+1/4), Autofire (5 shots; +1 1/2) (30 Active Points); OAF Fragile (String of Rubies; -1 1/4), Lockout (-1/2), Activation Roll 14-, Burnout (-1/4), Gradual Effect (1 Turn (Post-Segment 12); -1/4) Real Cost: 9 - END=3
0 16) BLACK BLOOD of the EARTH: Aid Body, End, Stun 3d6, Can Add Maximum Of 28 Points, Continuous (+1) (70 Active Points); Custom Modifier (must be in contact with earth or rock; -1/2), Custom Modifier (maximum increase of 10 body; -1/4) Real Cost: 40 - END=
0 17) HEAVY HAND of HOGGOTH: +43 STR, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2), Penetrating (x2; +1) (118 Active Points); No Figured Characteristics (-1/2), Limited Power Power loses about a third of its effectiveness (Just One Hand; -1/2), Restrainable (-1/2), Only In Heroic Identity (-1/4), Physical Manifestation (-1/4), Visible (User Hand Transforms to Living Titanium; -1/4) Real Cost: 36 [Notes: one of he user’s hands will
burst into non-damaging flames, then turn
into a steel-taloned, manipulative hand
that is able to hold an item or be used as
a claw attack.] - END=5
0 18) MAGIC is a MIGHTY MISTRESS: Dispel Channeling, Essence, Or Mentalism 25d6, Reduced Endurance (1/2 END; +1/4), Variable Special Effects (Limited Group of SFX; +1/4) (112 Active Points) Real Cost: 112 - END=4
0 19) VISAGE of the VISHANTI: +40 PRE (40 Active Points); Only For Impressiveness/Fear Presence Attacks (-1 1/2), Requires A Wizardry Roll (-1/2), Costs Endurance (-1/2), Noisy (-1/4) Real Cost: 11 - END=4
0 20) BLINDING LIGHT of AGAMOTTO: Sight Group Flash 6d6, Custom Adder, Personal Immunity (+1/4), Area Of Effect (10" Cone; +1) (79 Active Points) Real Cost: 79 [Notes: triggers Change Environment: _full broad sunny daylight_ in are for a full turn] - END=8
0 21) OSHTUR's MIGHTY HANDS: Telekinesis (makes a path, through foliage, crowds, water, sand) - {Objects of DEF 4 or less} (16 STR), Affects Porous, Area Of Effect Nonselective (One Hex; +1/4), Reduced Endurance (1/2 END; +1/4), Affects Desolidified Any form of Desolidification (+1/2), Attack Versus Limited Defense (Power Defense, not STR or Mass; +1 1/2) (119 Active Points); Cannot Be Used for Attacks (-1/2) Real Cost: 79 - END=5
0 22) BIT & BRIDLE of BROMAGDON: (Total: 120 Active Cost, 90 Real Cost) Mind Control 8d6 ( Animal, Beastmaster class of minds), Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points) (Real Cost: 60) plus Clairsentience (Hearing And Sight Groups And Normal Touch), +3 to PER Roll: +3, Discriminatory, Tracking, Reduced Endurance (1/2 END; +1/4) (60 Active Points); Linked (Mind Control; -1/2), Custom Modifier (must be cast on an animal; -1/2) (Real Cost: 30) Real Cost: 90 - END=4
0 23) DEFLECTIONS of DAGMAR: Missile Deflection (Any Ranged Attack), +6 OCV Real Cost: 40 - END=
0 24) INHALATIONS of IKONN: LS (Immunity: Asphyxiants; Safe in High Pressure; Safe in Intense Cold; Self-Contained Breathing), Usable Simultaneously (up to 16 people at once; +1 1/4) (36 Active Points); 1 Continuing Charge lasting 1 Hour (-1/4) Real Cost: 29 - END=
0 25) TOMB of WATTOOMM: (Total: 108 Active Cost, 34 Real Cost) Tunneling 1" through 7 DEF material, Fill In, MegaScale (1" = 1 km; +1/4), Ranged (+1/2), Usable As Attack (Negated by successful Dive For Cover; +1) (91 Active Points); 1 Recoverable Charge (Recovers Under Limited Circumstances; -2), Restricted Path (Only straight downwards; -1) (Real Cost: 23) plus Life Support (Eating:: Character does not eat; Longevity:: 1600 Years; Self-Contained Breathing) (17 Active Points); Linked (Tunneling; -1/2) (Real Cost: 11) Real Cost: 34 [Notes: This dire spell imprisons its victim far under the earth. However he does not die - the enchantment also prolongs his life, dooming him to a long, tortuous imprisonment.] - END=
0 26) GOSSIP of the ANCIENT ONE: Retrocognitive, Precognitive Clairsentience (Sight , Related , Hearing And Touch Groups, Mind Scan And Mental Awareness), Analyze, Discriminatory, Microscopic (x1,000): +3 (114 Active Points); Independent (-2), OAF Fragile Expendable (Difficult to obtain new Focus; email, scroll, carrier pigeon, you never know; -1 1/2), 1 Continuing Charge lasting 1 Minute which Recovers every 1 Week (-1 1/2), Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 18 - END=11
0 27) CLOSE the CIRCLE around the NEXUS: Group Teleportation 1", No Relative Velocity, Position Shift, x8 Increased Mass, Usable Simultaneously (up to 2 people at once; +1/2), Sticky (+1/2), Ranged (+1/2), Transdimensional (Any Dimension; +1) (112 Active Points) Real Cost: 112 [Notes: Three Phase Teleport: One to go "astral", Two to Arrive at Scene back on Material Plane; Third Phase to recover from the boggling; Magic Skill Check to Arrive on Target. Recipients hold hands in a circle, or touch the circle.] - END=11
0 28) DAILY ABJURATIONS: Force Field (7 PD/7 ED/18 Mental Defense/28 Power Defense/7 Flash Defense: Sight Group) (Protect Carried Items), Invisible to and Single Sense (+1/4), 1 Continuing Charge lasting 1 Day (+1/4) (115 Active Points); Spell (morning mediation starts the defenses; -1/2) Real Cost: 77 - END=
0 29) ________________: _____ Real Cost: 0 - END=
10 ENIGMATIC ENGINES of ETERNITY: Endurance Reserve (60 END, 7 REC) Reserve: (13 Active Points); Incantations (Complex; E E o E; -1/2), Side Effects (Side Effect only affects the recipient of the benefits of the Power; Can be Tapped by Outside Forces; -1/4), Only In Heroic Identity (Crown of Flames when in use; -1/4), Visible (((halo)); -1/4) - END=

POWERS Cost: 153

Cost MARTIAL ARTS
WINE of PURITY, ONLY USED for SELF DEFENSE
4 Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND ; Target Falls
4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
3 Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls

MARTIAL ARTS Cost: 11

Cost SKILLS
3 PS: CONTRACT LAW (Haggling) 15-
3 KS: MAGIC ARCANA 15-
3 Power: SPELLCRAFT 15-

3 Deduction 15-
3 Forensic Medicine 15-
3 Demolitions 15-
3 Lockpicking 12-
3 Sleight Of Hand 12-
1 Teamwork 8-
3 Ventriloquism 15-

5 Language: Fluent & Literate (imitate dialects)
0 =EVERYMAN= [Notes: * AK: [Home Area]
* Climbing
* Computer Programming
* Concealment
* Conversation
* Deduction
* Local Language (Engrich)
* Paramedic
* Professional Skill
* Shadowing
* Stealth
* TF: Autos
* Weapon Familiarity: Club]

SKILLS Cost: 33

Cost PERKS
3 Vehicles & Bases
7 Fringe Benefit: Federal/National Police Powers, License to Kill, Licensed Psionic, Security Clearance (17 Active Points); Only When Serving Good Purposes (-1/2), Conditional Power Power does not work in Common Circumstances (-1/2), Only In Heroic Identity (-1/4)
1 Reputation: unproved whelp (A small to medium sized group) 8-, +1/+1d6
3 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: useful Skills or resources, Contact limited by identity) 8-
1 Contact 8-
1 Contact 8-
1 Contact 8-

PERKS Cost: 17

Cost TALENTS
4 Divine Favor (10 Active Points); Activation Roll 9-, Burnout (Calling on the Ancient One ((or half-sister Clea)); -1 1/4)
6 Magesight, Variable Special Effects (Limited Group of SFX; Discriminatory, Analyze; +1/4) (6 Active Points)
4 Universal Translator 15- (20 Active Points); No Conscious Control (-2), Gradual Effect (1 Hour; -1 1/4), Only In Heroic Identity (-1/4)

TALENTS Cost: 14
Value DISADVANTAGES
10 Vulnerability: 2 x Effect Ego Based Adjustment Powers (Uncommon)
9 Susceptibility: Holy or Unholy Artifacts or Places, 2d6 damage Instant (Uncommon; Custom Adder)
20 Distinctive Features: Magical Being with Celestial Blood (Not Concealable; Extreme Reaction; Detectable By Uncommonly-Used Senses)

10 Social Limitation: No Priviledges or Citizenship (Frequently, Minor)
10 Disadvantage: ES Patient, No ID Cards, No Bank Accounts, No SSN, Ward of the State
10 Money: cigarettes & priviledges Destitute

15 Psychological Limitation: Catatonic at Times (Uncommon, Total)
15 Psychological Limitation: Hooked on ZEN BS (Common, Strong)
5 Hunted: Ancient One 11- (Mo Pow, Limited Geographical Area, Watching)
5 Distinctive Features: Mystic Looking Asian Youth (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Accidental Change: Invokation, Summonable 8- (Uncommon)
15 Physical Limitation: unable for use if invoked (Infrequently, Fully Impairing)

DISADVANTAGES Points: 129


Base Pts: 250
Exp Required: 0
Total Exp Available: 2
Exp Unspent: 2
Total Character Cost: 378


ARBITER - Vice-Sorceror - Koshi Yama
:straight: PERSONALITY/MOTIVATION: team sorceror

:straight: QUOTE: "Are you still some kind of half-wit slave to this material plane?"

:straight: POWERS/TACTICS: team support

:straight: CAMPAIGN USE: magician

:straight: APPEARANCE: clean-cut young asian lad
http://www.speakeasy.org/~wbcomics/Egyptoid/ARBITER.jpg

Egyptoid
Feb 6th, '06, 11:12 AM
well lets go ahead ans summon one of the dang things, see what they're like, K?


MINDLESS ONE - Chaos Trooper

VAL CHA Cost Total Roll Notes
58 STR 48 58 21- HTH Damage 11 1/2d6 END [6]
18 DEX 24 18 13- OCV 6 DCV 6
58 CON 96 58 21-
21 BODY 22 21 13-
8 INT -2 8 11- PER Roll 11-
8 EGO -4 8 11- ECV: 3
23 PRE 13 23 14- PRE Attack: 4 1/2d6
8 COM -1 8 11-
12 PD 0 12/18 12/18 PD (10/16 rPD)
12 ED 0 12/18 12/18 ED (10/16 rED)
3 SPD 2 3 Phases: 4, 8, 12
24 REC 0 24
116 END 0 116
79 STUN 0 79
10 RUN 8 10"/12" END [2/3]
6 SWIM 4 6" END [1]
13 LEAP 1 12 1/2" 12 1/2" forward, 6" upward

CHA Cost: 211

Cost POWERS
10 Lack of Weakness (-10) - END=
10 Knockback Resistance -5" - END=
10 Damage Resistance (10 PD/10 ED) - END=
10 Power Defense (10 points) - END=
4 Running +2" (10"/12" total) - END=1
36 Total Life Support: Life Support (Eating: Character only has to eat once per week; Expanded Breathing; 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 Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) - END=
18 Armor (6 PD/6 ED) - END=
10 Clinging (normal STR) - END=
75 Eye-Fire: Energy Blast 10d6, Personal Immunity (+1/4), Area Of Effect (24" Line; +1) (112 Active Points); Beam (-1/4), Incantations (RAAAAOAOAOAORRR; -1/4) - END=11
5 Sight Group Flash Defense (5 points) - END=
5 Lack Of Weakness (-5) for Resistant Defenses - END=

POWERS Cost: 193

Cost MARTIAL ARTS
12 +3 HTH Damage Class(es)
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 16 1/2d6 Strike
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 14 1/2d6 +v/5, Target Falls
3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 14 1/2d6 Strike; Target Falls

MARTIAL ARTS Cost: 22

Cost SKILLS
3 Breakfall 13-
3 Climbing 13-
2 +1 with any single attack
3 Deduction 11-
5 Navigation (Astral, Dimensional, Space, Temporal) 11-
8 Survival (Arctic/Subarctic, Tropical, Desert, Mountain) 11-
3 Tactics 11-
3 Tracking 11-

SKILLS Cost: 30

Cost PERKS
3 Reputation (A small to medium sized group) 8-, +3/+3d6

PERKS Cost: 3

Cost TALENTS
23 Combat Sense (Tracking) 14-
3 Environmental Movement (no penalties on)

TALENTS Cost: 26
Value DISADVANTAGES
20 Susceptibility: Cold Iron, 3d6 damage Instant (Common)
30 Vulnerability: 2 x STUN Cold Iron (Very Common)
25 Social Limitation: E D E (Very Frequently, Severe)
25 Enraged: Berserk takes body, recovers from stun, commanded (Very Common), go 8-, recover 14-, Berserk
25 Psychological Limitation: weak willed (Very Common, Total)
25 Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
5 Accidental Change : zapped to home dimension 8-, Uncommon
10 Phys. Lim. 8 ft tall: Frequently, Slightly Impairing
10 2x mass: Infrequently, Greatly Impairing
10 Vengeful: Uncommon, Strong

DISADVANTAGES Points: 185


Base Pts: 350
Exp Required: 0
Total Exp Available: 20
Exp Unspent: 20
Total Character Cost: 485


MINDLESS ONE - Chaos Golem
:straight: PERSONALITY/MOTIVATION: come piling out of a gate, ready to pillage

:straight: QUOTE: RROROAOOROROROOAOAOOAAARRRRR

:straight: POWERS/TACTICS: GET NEAREST OPPONENT, PULP

:straight: CAMPAIGN USE: MINIONS

:straight: APPEARANCE: BLEGGGH
http://www.speakeasy.org/~wbcomics/Egyptoid/mindless.jpg

Egyptoid
Feb 7th, '06, 05:33 AM
ZEUS - JUPITER
VAL CHA Cost Total Roll Notes
90 STR 80 90/105 27- / 30- HTH Damage 18d6/21d6 END [9/10]
25 DEX 45 25 14- OCV 8 DCV 8
35 CON 50 35 16-
20 BODY 20 20/23 13- / 14-
25 INT 15 25 14- PER Roll 14-
45 EGO 30 45 18- ECV: 15
35 PRE 25 35 16- PRE Attack: 7d6
20 COM 5 20 13-
26 PD 8 26/29 26/29 PD (0/3 rPD)
15 ED 8 15/18 15/18 ED (0/3 rED)
6 SPD 25 6 Phases: 2, 4, 6, 8, 10, 12
26 REC 2 26
80 END 5 80
107 STUN 24 107/110
8 RUN 4 8" END [2]
5 SWIM 3 5" END [1]
18 LEAP 0 18"/21" 18"/21" forward, 9"/10 1/2" upward

CHA Cost: 349

Cost POWERS
75 DIVINE ESSENCE Elemental Control, 150-point powers - END=

107 1) Major Transform 15d6 (anything into anything, can bestow Immortality (by donating permanent END), magic, blessings,), Reduced Endurance (1/2 END; +1/4), Variable Special Effects (Limited Group of SFX; +1/4), Partial Transform (+1/2) (450 Active Points); Limited Power Power loses almost all of its effectiveness (when down 3 or more BODY; -2), Spell (-1/2) - END=19

90 2) Mind Control 20d6 ( Additional Class of Minds and Additional Class of Minds classes of minds), Reduced Endurance (1/2 END; +1/4), Invisible Power Effects (Fully Invisible; +1), Lingering up to 5 Minutes (+1) (390 Active Points); Limited Power Power loses almost all of its effectiveness (not if down 3 or more BODY; -2), Mandatory Effect EGO +10 (Must Always Achieve [Particular Effect]; emotionals; -1/2) - END=18

203 3) Immortality: Healing BODY 7d6, Can Heal Limbs, Resurrection, Difficult To Dispel (x2 Active Points; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Uncontrolled (+1/2), Continuous (+1) (380 Active Points); Self Only (-1/2) - END=

151 4) Defense Field: Force Field (3 PD/3 ED/24 Mental Defense/24 Power Defense/20 Flash Defense: Sight Group) (Protect Carried Items), Difficult To Dispel (x1 Active Points; +1/4), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; +1), Continuous (+1) (378 Active Points); Limited Power Power loses about half of its effectiveness (only Half versus Other Gods; -1) - END=

140 5) Teleportation 10", x2 Increased Mass, x32,768 Noncombat, Usable As Attack (+1), Area Of Effect (2" radius; +3/4), Selective (+1/4) (285 Active Points); Spell (-1/2) - END=28

73 6) Healing BODY 8d6, Ranged (+1/2), Line Of Sight (+1/2), Lingering up to 5 Minutes (+1) (240 Active Points); Gradual Effect (5 Minutes; -3/4), Spell (-1/2) - END=24

136 7) Clair (Aud, Voy, Sent) visions: Clairsentience (Hearing , Related And Sight Groups), x32,768 Range (16220160"), +5 to PER Roll, Discriminatory, Mobile Perception Point (can move up to 6" per Phase), Telescopic (+1 versus Range Modifier), Reduced Endurance (0 END; +1/2) (211 Active Points) - END=

77 8) Creation: Summon 600-point Monsters & Plants, Side Effects (Side Effect only affects the environment near the character; spilled blood can make monsters; +0), Variable Special Effects (Limited Group of SFX; +1/4), Expanded Class of Beings Limited Group (monsters (Chimera, Griffon, Minotaur, Hydra, etc); +1/2) (210 Active Points); Spell (-1/2), Antagonistic Annoyed (-1/4) - END=21

75 9) Deflect the Hands of Enemies: Negative Skill Levels (-10 with [any one Skill] (HtH Attacks)), Variable Special Effects (Limited Group of SFX; +1/4), Ranged (+1/2), Line Of Sight (+1/2), Invisible Power Effects, Source Only, Hide effects of Power (Fully Invisible; +1), Area Of Effect (40" Radius; +1 1/2), Selective (+1/4) (150 Active Points) - END=15

105 10) Cloak of Fog or Darkness: Change Environment 2048" radius, -10 to Normal Sight PER Rolls, Long-Lasting: 6 Hours, Varying Combat Effects, Reduced Endurance (1/2 END; +1/4), Invisible Power Effects, Source Only (Fully Invisible; +1/2) (180 Active Points) - END=7

300 11) Lightning Bolts: Energy Blast 20d6, Reduced Endurance (1/2 END; +1/4), Penetrating (+1/2), Line Of Sight (+1/2), Area Of Effect (One Hex; +1/2), Selective (+1/4), Indirect ( Any origin, any direction; +3/4) (375 Active Points) - END=17

20 Wisdom of Metis: +20 EGO (40 Active Points); Requires An INT Roll (-1/2), Extra Time (Full Phase, -1/2) - END=

90 Shape Shift: Monsters, Cattle, Boys & Men (Sight , Mental , Radio , Hearing , Smell/Taste and Touch Groups, limited group of shapes), Cellular, Imitation, Instant Change, Variable Special Effects (Limited Group of SFX; +1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (135 Active Points); Spell (-1/2) - END=

19 Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 1,064 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Reduced Endurance (1/2 END; +1/4) (19 Active Points) - END=1

11 Life Support + Water Breathing (Eating: Character only has to eat once per week; Expanded Breathing; Longevity: Immortal; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week) (16 Active Points); Spell (-1/2) [Notes: water breathing is a spell, must be activated] - END=

POWERS Cost: 1672

Cost MARTIAL ARTS
4 Reversal (Greco-Roman Wrestling): var Phase, -1 OCV, -2 DCV, 105 STR / 120 STR to Escape; Grab Two Limbs
3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 18d6 / 21d6 Strike; Target Falls
3 Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls

MARTIAL ARTS Cost: 10

Cost SKILLS
3 Acting 16-
11 Animal Handler 16-
(Birds, Bovines, Canines, Dragons, Equines, Felines, Other, Raptors, Reptiles & Amphibians, Ursines)
3 Breakfall 14-
3 Bribery 16-
3 Bureaucratics 16-
3 Climbing 14-
48 +6 with All Combat

3 Concealment 14-
3 Conversation 16-
17 Deduction 21-
3 Disguise 14-
10 Gambling (Card Games, Dice Games, Sports Betting, Other (General), Other (General)) 14-
3 High Society 16-
3 Interrogation 16-

2 KS 13- Magic & Arcane
2 KS 13- Weather
2 KS 13- History
2 KS 13- Cosmology
2 KS 13- Gossip & Current Events
2 KS 13- Law

0 Language: Greek (basic conversation; literate) (2 Active Points)
0 Language: Russian (basic conversation; literate) (2 Active Points)
0 Language: English (basic conversation; literate) (2 Active Points)
0 Language: Arabik (basic conversation; literate) (2 Active Points)
0 Language: Italian (basic conversation; literate) (2 Active Points)
0 Language: Spanish (basic conversation; literate) (2 Active Points)
0 Language: Egyptian (basic conversation; literate) (2 Active Points)
0 Language: Turkish (basic conversation; literate) (2 Active Points)

2 KS 13- Area Knowedge Cosmos
2 KS 13- Alchemy & Herbalism
2 KS 13- Seduction
2 KS 13- Bard-craft
3 Lipreading 14-
3 Mimicry 14-
9 Navigation (Air, Astral, Dimensional, Land, Marine, Other, Space, Temporal) 14-
3 Oratory 16-
3 Persuasion 16-
35 Power: MAGIC 34-
3 PS 14- King
3 PS 14- Lawyer
3 Riding 14-
3 Security Systems 14-
3 Seduction 16-
3 Shadowing 14-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 16-
10 Survival (Marine, Temperate/Subtropical, Tropical, Desert, Mountain) 14-
3 Tactics 14-
3 Teamwork 14-
3 Tracking 14-
3 Trading 16-

22 TF: Riding Animals, Agricultural & Construction Vehicles, Balloons & Zeppelins, Carts & Carriages, Chariots, Hanggliding, Large Military Ships, Large Rowed Boats, Large Wind-Powered Boats, Parachuting, Basic, Rafts, Skating (iceskating], Skiing (snow)(water), Sleds, Small Military Ships, Small Rowed Boats, Small Wind-Powered Boats, Snowboarding, Surfing, Windsurfing
10 Two-Weapon Fighting (HTH)
3 Ventriloquism 14-
5 WF: Common Melee Weapons, Lances, Nets, Staffs
110 +10 with any three maneuvers or a tight group of attacks (Custom Adder)
3 PS 14- Meteorologist
3 PS 14- Charioteer

SKILLS Cost: 397

Cost PERKS
3 Access
21 Contact (Contact has access to major institutions, Contact has been blackmailed by the character, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources, Contact is slavishly loyal to character, Contact limited by identity, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 8-
1 Custom Perk
7 Favors
16 Followers
36 Fringe Benefit: Head of State of a single nation, Leader of Religion, Marshal, Member of the Aristocracy/Higher Nobility, Membership, Right to Marry: Can perform the marriage ceremony, Squire
15 Money: Filthy Rich
21 Reputation (A large group) 14-, +7/+7d6
16 Vehicles & Bases

PERKS Cost: 136

Cost TALENTS
20 Animal Friendship
15 Beast Speech
16 Berserk Fury
12 Combat Spellcasting (all spells)
2 Environmental Movement (no penalties on)
10 Fascination
11 Inspire
7 Lightning Reflexes: +7 DEX to act first with Lightning Bolt
5 Rapid Healing
23 Shapechanging ()

TALENTS Cost: 121
[u]Value DISADVANTAGES
5 Accidental Change: under the influence, berserk 8- (Uncommon) :drink:
30 Dependence: worship of believers Powers Gain 13- Activation Roll (Extremely Difficult To Obtain, Addiction)
30 Enraged: Berserk typical godly jealousies & purviews (Common), go 13-, recover 13-, Berserk
15 Psychological Limitation: jealous of prerogatives & domains (Common, Strong)
25 Psychological Limitation: God of the Sky, Weather, Lightning, Protector of Fugitives (Very Common, Total)
15 Physical Limitation: "spell" powers shut off if injured for 3 or more BODY damage (Frequently, Greatly Impairing)
10 Rivalry: Professional and Romantic (gods & demons, hundreds of insulted or offended beings over the centuries), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
15 Distinctive Features: godly mien (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Reputation: big brash loud, lusty, , 14- (Extreme)

DISADVANTAGES Points: 165


Base Pts: 1300
Exp Required: 1220
Total Exp Available: 1300
Exp Unspent: 80
Total Character Cost: 2685


ZEUS - JUPITER
:jupiter: PERSONALITY/MOTIVATION: Lusty Weird Old Man

:jupiter: QUOTE: "Why aint you on the Avengers yet, Son, instead of this booger-head Hampton Roads Team?"

:jupiter: POWERS/TACTICS: Shapeshift, Lightning Bolt

:jupiter: CAMPAIGN USE: Watcher, Hunted

:jupiter: APPEARANCE: whatever he likes
http://www.speakeasy.org/~wbcomics/Egyptoid/hfather1.gif

Egyptoid
Feb 10th, '06, 07:44 AM
last monday our heros

responded to a trouble call from Pythagoras Jones.

he was out by a lake wooing a young co-ed,
when his step-father walks up.

just then a glowing black rock comes arcing
out of the lake and zangs right off Zeus' forehead,
knocking him down and out goliath-style.

so a small cadre of lizard men come up out
of the lake and start monologuing
about how they will now drain vital essence
from a god!

of course PJ switches to hero ID,
drags the big Z to safety, and calls in the team.

the asylum crew starts trashing reptile bozos of course.
and a bunch of gators come out of the lake,
(the crocs were x-formed lake fish)

at the end of the fight, Arbiter zaps the liz wiz
into the tomb of wattoomm.

Zeus comes to, Arbiter offers him the liz wiz to trash
as he sees fit. so the arbiter makes his first on-board
deal.

and the team kept the drain rocks to make future deals.

but what fall-out from these reptilian interlopers?

Feb 6th 2006 - Adventure One

Egyptoid
Feb 10th, '06, 11:51 AM
:Pluto: Trap Door - Benjamin Parker :Pluto:


VAL CHA Cost Total Roll Notes
30 STR 20 30 15- HTH Damage 6d6 END [3]
28 DEX 54 28 15- OCV 9 DCV 9
23 CON 26 23 14-
13 BODY 6 13 12-
18 INT 8 18 13- PER Roll 13-/17-
11 EGO 2 11 11- ECV: 4
13 PRE 3 13 12- PRE Attack: 2 1/2d6
10 COM 0 10 11-
10 PD 4 10 10 PD (3 rPD)
10 ED 5 10 10 ED (3 rED)
6 SPD 22 6 Phases: 2, 4, 6, 8, 10, 12
11 REC 0 11
46 END 0 46
40 STUN 0 40
6 RUN 0 6" END [1]
2 SWIM 0 2" END [1]
26 LEAP 0 26" 26" forward, 13" upward

CHA Cost: 150

Cost POWERS
15 Genetic Gifts: Elemental Control, 30-point powers - END=
10 1) Roof Hopping: Clinging (10) Leaping +20" (26" forward, 13" upward) (Custom Adder) (30 Active Points); Requires A Skill Roll (-1/2) - END=3
7 2) Supernatural Dodge: Physical and Energy Damage Reduction, Resistant, 25%, Custom Adder (30 Active Points); Limited Power Power loses about half of its effectiveness (Must be aware of attack; -1), Costs Endurance (Only Costs END to Activate; -1/4) - END=3
7 3) Sneaky: Invisibility to Sight and Hearing Groups and Mind Scan (30 Active Points); Requires A Skill Roll (Stealth Roll; -1/2), Only When Not Attacking (-1/2) - END=3
50 Weapons and Utility belt: Multipower, 100-point reserve, (100 Active Points); all slots OIF (-1/2), Activation Roll 15- (-1/4), Gestures (-1/4) - END=
1u 1) Three-section-staff: Hand-To-Hand Attack +6d6, Indirect: ignore shields and cannot be blocked ( Same origin, always fired away from attacker; +1/4) (37 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2), Real Weapon (-1/4), Activation Roll 15- (-1/4), Gestures (-1/4) - END=4
3u 2) Web-Glue Grenade: Entangle 6d6, 6 DEF (Stops A Given Sense: Normal Sight), Area Of Effect (One Hex; +1/2) (97 Active Points); 8 Charges (-1/2), OIF (-1/2), Can Be Missile Deflected (-1/4), Activation Roll 15- (-1/4), Gestures (-1/4) - END=
1u 3) Swingline shooters: Swinging 25", x4 Noncombat (30 Active Points); OIF (-1/2), Activation Roll 15- (-1/4), Gestures (-1/4) - END=3
11 Missile Deflection (Any Ranged Attack) (20 Active Points); Requires An INT Roll (-3/4) - END=
17 Luck 6d6 (30 Active Points); Requires An INT Roll (-3/4) - END=
3 Tougher than nails: Damage Resistance (3 PD/3 ED) - END=
8 +4 PER with Hearing Group - END=

POWERS Cost: 133

Cost MARTIAL ARTS
5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 6d6 Strike
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
2 Weapon Element: Clubs, Two-Handed Weapons

MARTIAL ARTS Cost: 20

Cost SKILLS
5 Defense Maneuver I-II
3 Acrobatics 15-
3 Deduction 13-
3 Stealth 15-
3 Breakfall 15-
3 Teamwork 15-
3 Lockpicking 15-

SKILLS Cost: 23

Cost PERKS
7 Custom Perk: National police powers, licensed mutant, security clearance, license to kill.
5 Base at eastern State

PERKS Cost: 12

Cost TALENTS
17 Danger Sense (immediate vicinity, in combat, Function as a Sense) (26 Active Points); Conditional Power Power does not work in Common Circumstances (Defeated by radio jamming, radio invisibility, radio darkness; -1/2) 17-

TALENTS Cost: 17
Value DISADVANTAGES
15 Enraged when reminded about Spiderman's bad reputation: Newspaper article, people bad-mouthing, etc. (Common), go 11-, recover 14-
5 Dependent NPC of Mother: Black Cat 8- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
10 Watched by Spiderman: Spiderman the main dad figure 8- (Mo Pow, NCI, Watching)
20 Psychological Limitation: Self-destructive Overconfidence: Ignores damage to himself when deciding actions. Deliberitly hurts himself when bored. (Very Common, Strong)
10 Social Limitation: Eastern state patient (Frequently, Minor)
10 Susceptibility: When exposed to high-frequency sounds at high intensity; jet engines, heavy metal concerts, etc., 1d6 damage per Turn (Uncommon)
10 Vulnerability: 2 x STUN High frequency high intensity sounds (Uncommon)
5 Money: Part-time machinist at Eastern State Poor
5 Hunted: Project Wide-Awake 8- (As Pow, NCI, Watching)
10 Psychological Limitation: Hatred of "supervillian masterminds": wants to "beat them up" lots. Really a lot. (Uncommon, Strong)

DISADVANTAGES Points: 100


Base Pts: 250
Exp Required: 5
Total Exp Available: 6
Exp Unspent: 1
Total Character Cost: 355


Trap Door - Benjamin Parker
:straight: PERSONALITY/MOTIVATION: You better take back what you said about my dad!

:straight: QUOTE: I got it!

:straight: POWERS/TACTICS: Whack em

:straight: CAMPAIGN USE: Team scout/detective

:straight: APPEARANCE: Leather and spandex black and blue roof-hopping outfit with ninja-styling.
http://www.speakeasy.org/~wbcomics/Egyptoid/TRAP_DOOR.jpg

Egyptoid
Feb 10th, '06, 05:18 PM
:eg: BLOCK_HOUSE - Bubson:eg:


VAL CHA Cost Total Roll Notes
90 STR 80 90/120 27- / 33- HTH Damage 18d6/24d6 END [9/12]
18 DEX 24 18 13- OCV 6 DCV 6
50 CON 80 50 19-
12 BODY 4 12 11-
9 INT -1 9 11- PER Roll 11-
8 EGO -4 8 11- ECV: 3
15 PRE 5 15 12- PRE Attack: 3d6
10 COM 0 10 11-
22 PD 22 22 22 PD (20 rPD)
30 ED 20 30 30 ED (20 rED)
5 SPD 22 5 Phases: 3, 5, 8, 10, 12
10 REC 0 10
100 END 0 100
37 STUN 0 37
6 RUN 0 6" END [1]
2 SWIM 0 2" END [1]
18 LEAP 0 18"/24" 18"/24" forward, 9"/12" upward

CHA Cost: 252

Cost POWERS
10 MUTANT HERITAGE: Elemental Control, 20-point powers - END=
10 1) Damage Resistance (20 PD/20 ED) (20 Active Points) - END=
12 2) Mini-Regen: Healing BODY 1d6, Can Heal Limbs, Resurrection, Trigger (when unconscious (zero or less stun); +1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (79 Active Points); Limited Power Power loses almost all of its effectiveness (versus hard radiation damage; -2), Conditional Power Power does not work in Extremely Common Circumstances (heart cut out and destroyed (burned, disintegrated, acid, etc); -1 1/2), 1 Continuing Charge lasting 1 Minute (-1), Does Not Work On Some Damage One Type of Damage (-1/4) - END=
10 3) +30 STR (30 Active Points); No Figured Characteristics (-1/2), No Figured Characteristics (-1/2) (Modifiers affect Base Characteristic) - END=3
25 4) +7 with HTH Combat (35 Active Points) - END=

POWERS Cost: 67


Cost SKILLS
3 PS 13-
0 TF: Large Motorized Ground Vehicles
3 Analyze: Agility Skills 11-
10 Defense Maneuver I-IV
5 Rapid Attack (HTH)
3 Breakfall 13-
3 Acrobatics 13-
3 Combat Driving 13-
3 Tactics 11-
3 Teamwork 13-
3 Climbing 13-

SKILLS Cost: 39

Cost PERKS
3 Vehicles & Bases
7 Fringe Benefit: International Police Powers, License to Kill, Licensed Psionic, Membership, Weapon Permit (where appropriate) (20 Active Points); Independent (-2)

PERKS Cost: 10

Value DISADVANTAGES
15 Social Limitation: trustee at Eastern State (Frequently, Major)
15 Distinctive Features: six arms (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Psychological Limitation: Overconfidently Brash (Very Common, Strong)
5 Hunted: PROJECT WIDEAWAKE 8- (As Pow, NCI, Watching)
0 Hunted: Wolverine Himself 8- (Mo Pow, Limited Geographical Area, Watching)
5 Money: Poor
15 Psychological Limitation: Hates Bigots, especially those who comment on gross physical differences (Common, Strong)
10 Enraged: Bigotry (Uncommon), go 11-, recover 14-
15 Vulnerability: Hard Radiation (Very Common)
10 Susceptibility: Hard Radiation, 1d6 damage Instant (Common)

DISADVANTAGES Points: 110


Base Pts: 250
Exp Required: 8
Total Exp Available: 8
Exp Unspent: 0
Total Character Cost: 368


BLOCK_HOUSE - Bubson
:straight: PERSONALITY/MOTIVATION: Blunder on Through

:straight: QUOTE: Do you need this guy's armor back?

:straight: POWERS/TACTICS: Hit it harder.

:straight: CAMPAIGN USE: fighting fury

:straight: APPEARANCE: four armed wiry rough neck
http://www.speakeasy.org/~wbcomics/Egyptoid/BLOCK_HOUSE.jpg

Egyptoid
Feb 12th, '06, 06:42 PM
OHM - John D. Rambeau:smoke:


VAL CHA Cost Total Roll Notes
18 STR 8 18 13- HTH Damage 3 1/2d6 END [2]
16 DEX 18 16 12- OCV 5 DCV 5
18 CON 16 18 13-
16 BODY 12 16 12-
28 INT 8 28 15- PER Roll 15-
13 EGO 6 13 12- ECV: 4
13 PRE 3 13 12- PRE Attack: 2 1/2d6
10 COM 0 10 11-
5 PD 1 5/23 5/23 PD (5/23 rPD)
5 ED 1 5/23 5/23 ED (5/23 rED)
5 SPD 24 5 Phases: 3, 5, 8, 10, 12
10 REC 4 10
36 END 0 36
34 STUN 0 34
6 RUN 0 6" END [1]
2 SWIM 0 2" END [1]
4 LEAP 0 3 1/2" 3 1/2" forward, 1 1/2" upward

CHA Cost: 101

Cost POWERS
60 ENERGY MANIPULATION: Multipower, 105-point reserve, (105 Active Points); all slots Side Effects, Side Effect occurs automatically whenever Power is used (Overconfident 14 or less; Distinctive Features (Major); -1/2), Extra Time (Half Phase to Switch Powers and Slots, -1/4) - END=
3u 1) FIRST SLOT, HI ENERGY FORM: Armor (18 PD/18 ED), 8 Continuing Charges lasting 1 Hour each (+0), Hardened (+1/4) (67 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Overconfident 14 or less; Distinctive Features (Major); -1/2), Visible (-1/4), Extra Time (Half Phase to Switch Powers and Slots, -1/4) - END=
6u 2) basic ZOT!!: Energy Blast 14d6, Reduced Endurance (0 END; +1/2) (105 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Overconfident 14 or less; Distinctive Features (Major); -1/2), Extra Time (Half Phase to Switch Powers and Slots, -1/4) - END=
6u 3) FLASH-BANG: Sight Group Flash 10d6, Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2) (100 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Overconfident 14 or less; Distinctive Features (Major); -1/2), Extra Time (Half Phase to Switch Powers and Slots, -1/4) - END=
5u 4) True Lightning Bolt: Killing Attack - Ranged 2d6+1, 16 Charges (+0), Indirect ( Any origin, any direction; +3/4), Area Of Effect (24" Line; +1) (96 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Overconfident 14 or less; Distinctive Features (Major); -1/2), Visible (quite loud; -1/4), Extra Time (Half Phase to Switch Powers and Slots, -1/4) - END=
6u 5) DAMAGE AURA: Energy Blast 8d6, 8 Continuing Charges lasting 1 Turn each (+0), Damage Shield (+1/2), Continuous (+1) (100 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Overconfident 14 or less; Distinctive Features (Major); -1/2), Extra Time (Half Phase to Switch Powers and Slots, -1/4) - END=
6u 6) MEGA_ZOT: Energy Blast 21d6, 16 Charges (+0) (105 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Overconfident 14 or less; Distinctive Features (Major); -1/2), Extra Time (Half Phase to Switch Powers and Slots, -1/4) - END=
4u 7) WHOOOSH!: Flight 30", 1 Continuing Fuel Charge lasting 6 Hours (+1/4) (75 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Overconfident 14 or less; Distinctive Features (Major); -1/2), Extra Time (Half Phase to Switch Powers and Slots, -1/4) - END=
2u 8) ZOOOOM!!: Flight 10", MegaScale (1" = 1 km; +1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Overconfident 14 or less; Distinctive Features (Major); -1/2), Extra Time (Half Phase to Switch Powers and Slots, -1/4) - END=
25 Electronics: Variable Power Pool (Gadget Pool), 20 base + 5 control cost, (30 Active Points); OIF (-1/2), VPP Can Only Be Changed Between Adventures (the Lab; -1/2) - END=
5 Damage Resistance (5 PD/5 ED) - END=
32 Electrical fields: Detect A Large Class Of Things 15- (Unusual Group), Discriminatory, Range, Sense, Targeting - END=
5 +10 INT (10 Active Points); Conditional Power Power does not work in Very Common Circumstances (not in hi power form; -1) - END=
5 Mental Defense (8 points total) - END=
5 Power Defense (5 points) - END=

POWERS Cost: 175


Cost SKILLS
4 +2 with any single attack
3 Teamwork 12-
3 Power 15-
2 Navigation 15-
3 SS 15-

0 Custom Skill

1 Analyze: Style 15- (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1)
1 Computer Programming 15- (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1)
1 Cryptography 15- (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1)
1 Electronics 15- (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1)
1 Inventor 15- (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1)
1 KS (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1) 15-
1 Mechanics 15- (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1)
1 PS (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1) 15-
1 SS: States of Matter (Hi End) 15- (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1)
1 Security Systems 15- (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1)
3 Systems Operation (Communications Systems, Air/Space Traffic Control Systems, Metal Detectors, Radar, Recreation Systems, Sensor Jamming Equipment) 15- (7 Active Points); Conditional Power Power does not work in Extremely Common Circumstances (-1 1/2)
1 Stealth 12- (3 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1)
1 Weaponsmith (Energy Weapons) 15- (2 Active Points); Conditional Power Power does not work in Very Common Circumstances (-1)

SKILLS Cost: 30

Cost PERKS
5 Vehicles & Bases
7 Fringe Benefit: International Police Powers, License to Kill, Membership, Security Clearance (21 Active Points); Limited Power Power loses almost all of its effectiveness (-2)

PERKS Cost: 12

Value DISADVANTAGES
5 Hunted: Captain Marvel - Monica Rambeau 8- (Mo Pow, Watching)
10 Hunted: Electro 8- (Mo Pow, Mildly Punish)
10 Hunted: project wideawake 8- (Mo Pow, NCI, Watching)
10 Social Limitation: Eastern State half-way (Frequently, Minor)

10 Distinctive Features: energy signature (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
10 Susceptibility: Ex Dim Movements , Transdimensional SFX, 2d6 damage Instant (Uncommon)
10 Vulnerability: 1 1/2 x STUN (adj.powers of electrical sfx) or dimenisional sfx (Common)
9 Accidental Change: surprised into hi energy form 8- (Common), Custom Adder
15 Physical Limitation: low density +3 Knockback (All the Time, Slightly Impairing)
20 Psychological Limitation: schizo, dislikes some other forms (Very Common, Strong)

DISADVANTAGES Points: 109


Base Pts: 250
Exp Required: 0
Total Exp Available: 6
Exp Unspent: 6
Total Character Cost: 318


OHM - John D. Rambaeu
:straight: PERSONALITY/MOTIVATION: upholding the good

:straight: QUOTE: why do people keep saying I do these things? that was other kids

:straight: POWERS/TACTICS: zot from aerial support

:straight: CAMPAIGN USE: energy projector, nominated for cheesiest build of an MP ever by a supporting hero.

:straight: APPEARANCE: crackling handsome black man
http://www.speakeasy.org/~wbcomics/Egyptoid/OHM.jpg

Egyptoid
Feb 14th, '06, 03:45 PM
Our heroes had no clue where the reptilian losers came from that tried to zap Zeus. A week of fruitless searching revealed nothing. Then someone noticed that a new patient at the asylum was a local state trooper, one who had ticketed our heroes before on an outing.:sneaky:

So what was the deal?
the Trooper was suffering from a long term mental transform.
Someone had suggested he "go to Hawaii" for a while
Turns out 5 other LE personnel were also suffering
from similar problems.

Now they isolated the common neighborhood
where the officers either lived or worked.

Long story short, there was a huge fight in the cul-de-sac
between our heroes and a powerful mentalist
and his brainwashed munchkin agents.

The mentalist had werid green hair, and used powerful spells
as well as mental blasts. Finally Block-House got into hand-to-hand with
the bad guy and they noticed two things:

A. The hair was actually scales, like a snake.
B. The guy was famous, someone they should recognize.

Of course the bad guy triggered a massive charge rigged to kill
al witnesses. All the heroes but one escaped in time, due
to a deus ex-machina from PJ's watchers.

Rogus was left in the blast radius, and barely lived to tell what
he saw. The mentalist was actually HUGH JONES, former CEO
of Roxxon Oil, and his green "hair" was a newer more streamlined
SERPENT CROWN. (http://www.marveldirectory.com/misc/serpentcrown.htm)

Apparently "essence of a deity" was a key ingredient
in whatever new plot was in motion.

Last item, just for spite, Jones took Rogus's blaster pistol
that was a gift from Thanos.

http://www.marveldirectory.com/pics/misc/serpantcrown1.gif

Adevnture Two: Feb 13th

Egyptoid
Feb 16th, '06, 03:24 PM
Big Brother -

VAL CHA Cost Total Roll Notes
13 STR 3 13 12- HTH Damage 2 1/2d6 END [1]
18 DEX 24 18 13- OCV 6 DCV 6
20 CON 20 20 13-
16 BODY 12 16 12-
18 INT 8 18 13- PER Roll 13-
23 EGO 26 23 14- ECV: 8
23 PRE 13 23 14- PRE Attack: 4 1/2d6
10 COM 0 10 11-
10 PD 7 10/22 10/22 PD (0/12 rPD)
9 ED 5 9/21 9/21 ED (0/12 rED)
4 SPD 12 4 Phases: 3, 6, 9, 12
7 REC 0 7
50 END 5 50
33 STUN 0 33
5 RUN -2 5" END [1]
2 SWIM 0 2" END [1]
3 LEAP 0 2 1/2" 2 1/2" forward, 1" upward

CHA Cost: 133

Cost POWERS
9 Mental Defense (14 points total) - END=
67 Mental Powers: Multipower, 100-point reserve, (100 Active Points); Requires A PRE Roll (-1/2) - END=
6u 1) Flight 30", x4 Noncombat (65 Active Points) - END=6
4u 2) Telepathy 10d6 (50 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4) - END=5
10u 3) Invisible Wall: Force Wall (10 PD/10 ED; 10" long and 7" tall), Costs END Only To Activate (+1/4) (100 Active Points) - END=8
10u 4) Ego Attack 10d6 ( Human class of minds) (100 Active Points) - END=10
5u 5) Mental Illusions 10d6 (50 Active Points) - END=5
7u 6) Telekinesis (50 STR) (75 Active Points) - END=7
15 Mental Powers: Elemental Control, 30-point powers - END=
12 1) Mind Control 6d6 ( Human class of minds) (30 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4) - END=3
10 2) Mind Link , Human class of minds, Any Willing Target, Number of Minds (x8) (30 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) - END=3
12 3) Mind Scan 6d6 ( Human class of minds) (30 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4) - END=3
15 4) Force Field (12 PD/12 ED), Costs END Only To Activate (+1/4) (30 Active Points) - END=2

POWERS Cost: 182


Cost SKILLS
3 Bureaucratics 14-
3 Bribery 14-
3 PS 13-
3 Power 14-
3 Teamwork 13-
1 Disguise 8-
3 Conversation 14-
3 Persuasion 14-
3 Tactics 13-

SKILLS Cost: 25

Cost PERKS
5 Vehicles & Bases
7 Custom Perk

PERKS Cost: 12

Value DISADVANTAGES
10 Hunted by Father: King Pin 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Watching)
5 Vulnerability: Poison (zoo toxins) (Uncommon)
20 Psychological Limitation (Hatred of Organized Crime): (Very Common, Strong)
5 Physical Limitation (Fat Guy): 400 Pounds (Infrequently, Slightly Impairing)
5 Distinctive Features (White Eyes): (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Social Limitation (Eatern State Universtity Patient): (Very Frequently, Major)
5 Susceptibility to Caffeine: , 1d6 damage Instant (Uncommon)
5 Money: Poor
5 Enraged: When fighting the Mob (Uncommon), go 8-, recover 14-
15 Psychological Limitation (found of using Mental Control Powers): (Common, Strong)
5 Watched by Project Wide Awake: 8- (Less Pow, Harshly Punish)

DISADVANTAGES Points: 100


Base Pts: 250
Exp Required: 2
Total Exp Available: 6
Exp Unspent: 4
Total Character Cost: 352


Big Brother -
:straight: PERSONALITY/MOTIVATION: controller

:straight: QUOTE: Go get me a soda.

:straight: POWERS/TACTICS: Mentalist

:straight: CAMPAIGN USE: Scanner

:straight: APPEARANCE: large dude, not unlike orson welles in his early days
http://www.speakeasy.org/~wbcomics/Egyptoid/BIG_BROTHER.jpg

Egyptoid
Feb 21st, '06, 12:35 PM
the heros arrive back from Athens in a first class jet.
(thanks to bureaucracy) then they go sift over
the destroyed suburban hideout of Mr.Jones.

They find a young heroine, Hurricane Tana,
imprisoned in a sleep set below the house,
and she'd been missing for seven years.

PJ got attacked by someone in the IRON-MONGER
armor, even though its "inventor" O.Stane
had been dead for several years.
And that someone had done their homework
knowing what poison to use on their NND darts :eg:
versus OJ.

No they don't have a team name yet.
They say "JLA" but you cant do that in the M.U.
even if its a diff. acronym

Clues lead them to the Port Norfolk cargo yard,
where an anchored cargo trawler contained
robots and yet another serpentine wizard.

Adventure Three - Feb.21st

Egyptoid
Feb 28th, '06, 10:53 AM
Heroes try to help Hurricane Tana.
She's in for a long hospital stay and rehab.

Finally it clicks with the hero with Healing powers to heal her.
and where is her buddy Meteroid?

Detective work reveals the serpentine influence
running throughout every adventure so far.

Who hired Iron Monger?

Hera tasks PJ to deliver a message to her other son: ARES,
whereabouts unknown.

Big Bro interrogates Serp.Culter and gets lead to Wash.DC.

Magician taps the air-waves and get gossip graphic:

Seven gauntleted hands reaching for slices of an apple.
gauntlet gauntlet gauntlet gauntlet gauntlet gauntlet gauntlet

Deduction leads to evidence of a world wide conspiracy apparently
to garner divine essence and do something evil with it.

Blockhouse uses Google to find bad guys. (INCOMING!)


Players tick off GM:
1. wimped out, didnt want combat.
2. complained about lateness of game,
yet crosstalked it earlier.ugh. :hush:
3. oh well it balances out with the lap top issues.

ravonaf
Mar 7th, '06, 11:53 AM
As one of Egyptoid's players let me say he's running a great game. Can't wait till next week.

Egyptoid
Mar 8th, '06, 09:22 AM
As one of Egyptoid's players let me say he's running a great game. Can't wait till next week.

Butt Kisser. Minus Two Xp.

Egyptoid
Mar 8th, '06, 09:30 AM
Do not use Google for detective work.:thumbdown

Five Armored Weirdoes along with a dozen agent bots show up to trash
the Hero-Team.

Killer Shrike, a local boy gone bad.
two Ukrainian mercs wearing Crimson Dynamo knock-off armor.
two NYC mercs wearing copies of the Iron Monger armor.

Our heroes had warning time for the fight based on how much OHM the team genius made his programming roll by. (To repesent the strength of the team's firewall)
Well he only made by zero.

So I gave the guys a minute.

The 5 bad guys stayed up in the air, and pelted the heroes with grenades,
and dropped the droids into hand-to-hand.

Arbiter summoned the Mindless Ones for fire support, and instructed them to kill anyone not in "our group". Well later on OHM switched forms and so I dutifully had the Mindless killers shoot at him also. :eg:

Eventually they zapped enough so that the last one retreated, but the egoist BIG BRO zapped the last one while in full flight.


Adventure Five or So. March 6th 2006.

ravonaf
Mar 8th, '06, 11:15 AM
Butt Kisser. Minus Two Xp.

Minus Two!! I was expecting plus 2. What a crock. :D

Egyptoid
Mar 15th, '06, 06:21 PM
March 13th, 2006, Adventure number XxX.

As our Heroes dine in a local Yorktown eatery, screeching tires and cries for help waft down to their danger sensing ears. High atop the coleman bridge (http://www.pbs.org/wgbh/buildingbig/wonder/structure/images/coleman_bridge_1.jpg) there's a traffic jam. Heroes leap and fly to investigate. There's a bus jammed sideways across 3 lanes of traffic, and a goon in armor is holding hostages.

A closer look reveals that each hostage is wearing a Trek uniform.
(bad jokes all around re: hostages not worth the effort)

Something about the armor is familiar but no one figures that out until the dust settles. One goon is quickly sorted out, and hostages are being driven down off the bridge. Easy mission, until BIG BLACK LIMO drives up, and one big nasty Chinese MF wearing 10 rings, one on each finger , steps out and stares down the heroes.

Quickly, he binds Trapdoor in a force-hex, Ego-Blasts PJ speedster, and shrugs off the energy bolts of OHM. And oddly enough he demands to know where is the "spell-caster" (he's down on shore paying the tab at the restaurant)

Epic battle on the bridge: Mandarin summons minions out of flat-space, and also brings in Taako-Man, an asian brick with aquatic powers.

A few miscalculations on the GMs part allow the heroes to win the battle.

A few fun notes:

Arbiter's Entangle has Variable SFX. when he targets Mandarin (old Iron Man foe) the bindings came out of thin air resemble gold and red metallic tubing, as if built by Stark Industries! Nice touch by the player, showng off his AK:Marvel Universe.


Finally Block-House gets Mandarin in the classic brick squeeze, and the other heroes take turns battering on him while held. a True Team effort (well if you back them into a hairy enough corner they will work as a team, but it seems not until then)

So they phone the Avengers "Hey does anyone want Mandarin to lock up or whatever?"

who should answer the phone but Meteorite! the woman they were looking for 2-3 weeks ago in relation to Hurricane Tana's disappearance.

Egyptoid
Mar 21st, '06, 06:33 PM
http://pub.tv2.no/multimedia/na/archive/00195/Debra_Lafave_195779c.jpg
Hurricane Tana and Meteorite

Egyptoid
Mar 21st, '06, 07:07 PM
Three Avengers, Jolt, Moon Knight, and Meteorite
show up to claim Mandarin off to jail.

Mandarin's body slumps over laughing and melts, a temporary LMD.

8 of his agents were kidnapees from the Taiwan SHIELD outpost, brainwashed.
the other 8 were chinese loyalists, who revered Mandarin.

Our heroes and the 3 Av. went back to the bar for a beer.

They all compare notes on what they know
of the serpent crown crisis.

They ask Meteorite to come visit Hurricane Tana.

They persuade the 2 ladies to undergo hypnosis
to unlock any memories from their past,
since they had both encountered hugh jones 7 years ago.

Tana had been laid into hibernation because of some
fear of jones' that elemental powers would be his undoing.

Just after this discussion, E VERYONE's wrist-comp goes off
on red-alert. Big trouble in DC. :eek:

Heroes teleport there, and are greeted by the horrible sight
of a 30 story tall giant lizard:

SPACE GODZILLA

(here, (http://www.neomonsterisland.com/a_archives/007/317/317.html) 3rd frame down)

and Space Godzilla has some little freaks helping him out, or worshipping him , or looting in his path, it wasnt clear.

the heroes just stared dumbfoundedly at the destruction for a minute.
fortunately Arbiter's teleport had landed them out of range.

PJ rescued a few hostages, and ferried people around the battlefield.
he also ran Block-House up NCV to punch S-G on the noggin,
but it barely phased either BH or SG

Trapdoor rescued a few hostages and bystanders,
and when Hurricane Tana got zorched he picked up her body off the pavement.

Big Brother could not get at the tight little reptilian mind inside SG's head.

Ohm and Jolt tried combining electrical attacks.
but Space Godzilla don't feel much.

Arbiter tried his bit and bridle spell, but SG is too smart for that animal based magic.

Most of the heroes and none of the NPC's
were brave enough to get within claw distance of Space Godzilla.

NPC's present:
Black Widow
Hank Pym (Civ.ID)
Firestar
Mandroid Squad
DC SWAT

Citizen V
VERBIE

Hurricane Tana
Meteorite
Moon Knight

cliff-hanger: how will they defeat this giant force of nature ? :shock:
http://monstersinmotion.us/godzilla/spacegodzillabandai.com.jpg

Lethosos
Mar 22nd, '06, 10:59 AM
Ooo... daikaiju attack! And by S-G, no doubt. Hrmm... tricky one. I hope you did your research on him. I'm not suprised that BB couldn't do a thing; he does have good Mental Defense.

Egyptoid
Apr 2nd, '06, 01:28 PM
CHARACTER - - - - - - - - - - - - -PARENTAGE - - - - - - - - - - -ROLE

TRAP-DOOR _ _ _ _ _Spiderman + Black Cat_ _ _ _ Detective
BLOCK-HOUSE _ _ __ Wolverine + Spiral _ _ _ _ Brick
BIG-BROTHER _ _ _ King-pin + Sue Storm _ _ _ Mentalist
OHM _ _ _ _ _ _ _ _ Electro + Photon _ _ __ _ _ Energy Proj
P-J _ _ _ _ _ _ __ _ Rick Jones + Hera _ _ _ __ _ Speedster
ARBITER _ _ _ _ _ _ Ancient One + Umar _ ____ _ Mystic

Supporting Cast:
CITIZEN VEE, Mentor & Govt.Liaison
VERBIE, Butler
HURRICANE TANA, Young Heroine Team Sidekick
ROGUS, son of Rogue (Thanos Father)

Egyptoid
Apr 3rd, '06, 07:55 AM
http://www1.dshs.wa.gov/graphics/hrsa/mh/EasternAerial.jpg

Egyptoid
Apr 3rd, '06, 07:58 AM
EASTERN STATE - WILLIAMSBURG

VAL CHA Cost Total Roll Notes

20 BODY 18 20 13-

CHA Cost: 66

Cost POWERS
5 VERBIE the ROBOT: Summon 25-point creatures - END=1
11 High Range Radio Perception (Radio Group), +1 to PER Roll, Discriminatory, Telescopic (+1 versus Range Modifier), Tracking (24 Active Points); OIF Bulky (-1), Extra Time (Delayed Phase, -1/4) - END=
19 Armed Guards: Killing Attack - Ranged 3d6, Autofire (3 shots; +1/4), 4 clips of 16 Charges (+1/4), Indirect ( Any origin, any direction; +3/4) (101 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Crew-Served [9-16] crew (-1), OAF (-1), Requires A Tactics, Teamwork, or Coordination Radio Background Skill Roll (RSR Skill is subject to Skill vs. Skill contests -1/2), Real Weapon (-1/4), Limited Range (Cannot Leave Base, Will not Fire on Certain Targets; -1/4) - END=

POWERS Cost: 35

Cost SKILLS
3 Electronics 9-
12 Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Other) 11-
3 Criminology 9-
3 Interrogation 9-
2 KS 11-
5 SS 14-

SKILLS Cost: 28

Cost PERKS
3 Reputation (A small to medium sized group) 14-, +3/+3d6
3 Grounds (x8 Base Size)
3 Anonymity
3 Computer Link
7 Contact (Contact has: useful Skills or resources, Good relationship with Contact) 14-
5 Contact (Contact has: extremely useful Skills or resources) 11-
5 Contact (Contact has: extremely useful Skills or resources) 11-
5 Contact (Contact has: extremely useful Skills or resources) 11-
15 Vehicles & Bases

PERKS Cost: 49

Cost TALENTS
20 Danger Sense (general area, in combat, Function as a Sense) (30 Active Points); Extra Time (Full Phase, ((Easily Spoofed if Plot Requires)); -1/2) 14-

TALENTS Cost: 20
Value DISADVANTAGES
15 Dependent NPC: Doctors 8- (Incompetent; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs)
15 Dependent NPC: Nurses 8- (Incompetent; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs)
15 Watched: US GOVT 14- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
5 Tracked: PROJECT WIDEAWAKE 14- (Less Pow, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching)
15 Hunted: Masterminds: Mandarin, Serpent Crown, Etc. 8- (Mo Pow, Harshly Punish)
5 Watched: Avengers (Thunderbolts Section) 11- (Mo Pow, Limited Geographical Area, Watching)
5 Reputation: Its Just a Hosptial, Folks, 8-
5 Social Limitation: Its a Hospital for the Criminally Insane (Occasionally, Minor)

DISADVANTAGES Points: 80


Base Pts: 150
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 198


EASTERN STATE - WILLIAMSBURG

:straight: QUOTE:
Eastern State Hospital, part of the Virginia Department of Mental Health, Mental Retardation, and Substance Abuse Services system, was founded in 1773 with a well-intentioned emphasis on community-focused mental health care. The Hospital, located in Williamsburg, Virginia, is situated over 580 acres and consists of 28 buildings. The 600-bed facility provides treatment to approximately 500 patients with about 1,300 staff.

:straight: POWERS/TACTICS:
Has Guards, Computers, Labs, Radios, Basic Vehicles

:straight: CAMPAIGN USE:
Headquarters and hideout for STRIKE FORCE THETA

:straight: APPEARANCE:
Normal Hospital for the Criminally Insane (Marvel Universe)

Egyptoid
Apr 3rd, '06, 08:03 AM
Well the team finally spent some points on Contacts and their base.

Now they've arrived.:rolleyes:
their team name has been changed from Just Left Asylum
to STRIKE FORCE THETA

they've been recognized as inactive reservists for the Avengers.
(battlefield promotion by Black Widow in fight versus Space Godzilla).

PC note: The liberties I'm taking with the mental hospital do
not reflect my true views of the care given there.

Egyptoid
Apr 4th, '06, 06:10 AM
Part Two of Space Godzilla Fight.

Abort to Dodge became a theme.

Finally PJ, Block-House, and Ohm teamed up
and started co-ordinating shots at SG.
PJ's speed proved instrumental.

SG damages Blockhouse every phase due to his Disads.
Pym shrinks BH to allow him to climb inside SG's force field.

Worker cultists are in the backfield of DC,
building energy pylons from a crystalline substance
quite similar to SG's shoulder pads.

Ohm shoots Lightning bolts underneath SG's force field.

Trap-Door scouts out the cultists, damages
their energy pylons, and gets Dr. Pym the tricorder readings he wanted.

Captain America shows up, and asks Qui Bono?
this fights benefits no-one, and doesnt fit SG's usual m-o.


Big Brother spent the entire battle trying to figure out reptilian minds

Avengers Present:
Cap, Moon Knight, BWidow, Meteorite, Firestar, Jolt, Hank Pym.

Arbiter summons the Boring Beetles, and cleverly sends them into the
backfield, where they eat up the cultists escape vehicles, scatter their loot,
chop up more energy pylons, and generally ruin the whole plan.

Cap. suggests that somethings dorking with SG's head.
Arbiter tries his massive dispel, and it works.
of course now SG's is merely angry on his own.

But by this time the teamwork pays off, and SG stands there stunned.
http://www.super7store.com/photos/4061_tn.jpg
Pym finally gets some data to make sense,
and advises the team to make called shots to SG's shoulder pad crystals.

When these are worn down to nubs, SG stops regenerating,
and can be carried off by SHIELD helicarrier.

Battle was a big distraction.
Mandarin attempted a breakin at Eastern Base. while
Hugh Jone attempted breakin at Avengers NYC HQ. I knew they's in cahoots !

Egyptoid
Apr 5th, '06, 11:54 AM
FYI (http://www.herogames.com/forums/showpost.php?p=1018903&postcount=9)
. . . Now back to Casey's Countdown . . .

Egyptoid
Apr 16th, '06, 06:11 PM
Last week the heroes made a direct frontal assault on
Hugh Jones new secret base in Baltimore.

They were greeted by him, and the Serpent Society.

Sidewinder, Zornwil, Anaconda, Viperia,
Esemerelda, Kobra, Princess Python,
3 Venom Elementals and 8 small robots.

Side-winder t-ports Arbiter to END-drain basement.
Zornwil the brick cuts up PJ and faces down Block-House.
Viperia is beat down by Trap-Door (nasty extortion video to be sold to CNN)

Anaconda tries to pulp Citizen Vee.
Esmerelda conjures up reinforcements.
Kobra gets entangled by SEVEN STRANDS OF CYTTORAK .
Princess Python dropped on her fanny by PJ
Venom Elementals boxed in by Big Bro.

Serpent Crown lays serious smack down,
but it aint over yet, 2 -part cliff-hanger.

Egyptoid
Apr 18th, '06, 06:15 PM
Big whompin throwdown part 2 in Baltimore

Serpent King calls in HYDRA reinforcements, but they arrive late.

Block-House identifies C4 by smell, warns team,
but then he touches person of Serpent King,
and triggers bad luck on everyone in radius.

Arbiter calls Boring Beetles to eat Serpent Base.

Sidewinder puts Block-House in oubliette, but gets clicked by the brick.

Serpent King emulates Side-Winder, and puts Trap-Door in oubliette,
and mind-controls him to "work on his focuses more".

Kobra freed from entangle by Venom Girls.
Kobra smacks down Big Brother,
but Ohm flits out to safety with Big Bro in tow.

Mindless Ones knock out Bots and Venom Girls, but set off the
Pterodactyl Statue built of C4
Fortunately they only caught it on fire,
since Ohm had zorched the detonators previously.

Arbiter and PJ flee scene, since their essence can probably
be used by Serpent King for the BIG-APPLE scenario.
They drag Citizen Vee along with them...

Zornwil: totally slumped over due to poison dart in neck :(

Block-House & Trap-Door in Oubliette (Also Sidewinder)

Viperia: badly beaten
Kobra: feelin fine
Anaconda: OK
Esmerelda: stapled into wall alcove by constructo-bot mind-controlled by Ohm
Princess Python: incarcerated by DC SHIELD

Ohm and Big Brother escape in Team Van.

Serpent King stomps around the base trying to save the lost cause there.

Egyptoid
May 3rd, '06, 09:34 AM
Ahh Baltimore, the jewel of the east coast.
http://www.commitment.cornell.edu/CPRS/images/baltimoreHarbor_small.jpg

Our heroes rally to release their captured comrades.

Trap-Door and Block-House languish in their oubliettes.

Ohm, Big Brother and PJ scramble to re-invade Serpent Kings HQ.

Arbiter goes catatonic and lies unavailable to help.

Serpent King and Big Brother fight a mental duel,
and the battleground is: Ohm's mind.

Warbird, Meteorite, and Hurricane Tana arrive to help.

No real changes, no big jailbreak.

Egyptoid
May 3rd, '06, 11:02 AM
A joint smoking creature shaped like a rabbit showed up :joint:
in Arbiter's quarters while he was passed out catatonic.

http://www.philadelphiaweekly.com/images/issues/2005-11-16/large/2.jpg

here's the inspiration DR_STRANGE (http://www.drstrange.nl/drstrange/sanctum/book/vishanti.htm)
Alice in Wonderland type stuff has intruded on Marvel Comics before,
and Arbiter's dad is the Ancient One, nuff said!

Egyptoid
May 4th, '06, 02:52 PM
http://www.sysabend.org/champions/elliott/HurrTana.GIF

HURRICANE TANA - Tana Jefferson

VAL CHA Cost Total Roll Notes
18 STR 8 18 13- HTH Damage 3 1/2d6 END [2]
23 DEX 39 23 14- OCV 8 DCV 8
23 CON 26 23 14-
12 BODY 4 12 11-
16 INT 6 16 12- PER Roll 12-
16 EGO 12 16 12- ECV: 5
16 PRE 6 16 12- PRE Attack: 3d6
27 COM 9 27 14-
33 PD 5 33/41 33/41 PD (0/8 rPD)
34 ED 5 34/42 34/42 ED (0/8 rED)
5 SPD 17 5 Phases: 3, 5, 8, 10, 12
23 REC 28 23
66 END 10 66
66 STUN 33 66
9 RUN 6 9" END [2]
9 SWIM 7 9" END [1]
9 LEAP 5 8 1/2" 8 1/2" forward, 4" upward

CHA Cost: 226

Cost POWERS
40 HURRICANIUM: Elemental Control, 80-point powers - END=
104 1) Force Wall (18 PD/12 ED/3 Mental Defense/12 Power Defense/6 Flash Defense: Hearing Group; 6" long and 6" tall) (Opaque: Normal Hearing) (144 Active Points) - END=14
50 2) Air or Weather or Rain Powers: Dispel 30d6 (90 Active Points) - END=9
79 3) Hurricane: Change Environment 16" radius, -6 to Normal Hearing PER Rolls, -0 to Normal Hearing PER Rolls, +6 Points of Telekinetic STR, -6 Temperature Level Adjustment, -6 to Characteristic Roll or Skill Roll, -6" of any one mode of Movement, Long-Lasting: 1 Week, Multiple Combat Effects, Varying Combat Effects, Costs END Only To Activate (+1/4) (199 Active Points); Side Effects (-1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4), Visible (-1/4) - END=16
40 4) Gale Force Wind Sounds: Darkness to Hearing and Smell/Taste Groups 15" radius (80 Active Points) - END=8
42 5) Telekinesis (48 STR), Affects Porous (82 Active Points) - END=8
57 6) Air-Fist: Hand-To-Hand Attack +25d6 (125 Active Points); Hand-To-Hand Attack (-1/2) - END=12
40 7) Wind Shear: Energy Blast 16d6 (80 Active Points) - END=8
41 8) Flight 20", Position Shift, x32 Noncombat, Reduced Endurance (1/2 END; +1/4) (81 Active Points) - END=3
40 9) Become A Cloud: Invisibility to Sight , Smell/Taste , Hearing and Touch Groups, Danger Sense, Combat Sense, Radar, Spatial Awareness and Detect , No Fringe, Reduced Endurance (1/2 END; +1/4) (80 Active Points) - END=3
16 Armor (8 PD/8 ED) (24 Active Points); OIF (Suit; -1/2) - END=
8 High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2) - END=
22 Spatial Awareness (Unusual Group) - END=
5 Versus Air or Weather: +12 PD, Hardened (+1/4) (15 Active Points); Limited Power Power loses almost all of its effectiveness (-2) - END=
22 Air Powers: Endurance Reserve (300 END, 10 REC) Reserve: (40 Active Points); Limited Power Power loses about two-thirds of its effectiveness (-1 1/2) - END=
12 Versus Air or Weather: +24 ED, Hardened (+1/4) (30 Active Points); Limited Power Power loses about two-thirds of its effectiveness (-1 1/2) - END=
18 Hearing Group Flash 6d6 - END=2
7 Sight Group Flash Defense (7 points) - END=
7 Sight Group Flash Defense (7 points) - END=
11 Gliding 6", x4 Noncombat - END=
15 Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Low Pressure/Vacuum; Self-Contained Breathing) - END=
5 Mental Defense (8 points total) - END=
15 Missile Deflection (Bullets & Shrapnel) - END=
20 Power Defense (20 points) - END=
36 Deflection Bonus for Allies: +12 PD, Usable By Other (+1/4), Area Of Effect (8" Radius; +1 1/2), Selective (+1/4) (36 Active Points) - END=

POWERS Cost: 752

Cost MARTIAL ARTS
5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
3 Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls
4 Reversal: var Phase, -1 OCV, -2 DCV, 58 STR to Escape; Grab Two Limbs
20 +5 HTH Damage Class(es)

MARTIAL ARTS Cost: 32

Cost SKILLS
3 Acting 12-
3 Breakfall 14-
3 Combat Driving 14-
3 Concealment 12-
3 Conversation 12-
1 Custom Skill
2 Gambling 12-
3 High Society 12-
3 Lipreading 12-
3 Navigation (Air, Marine) 12-
2 PS 11-
3 Ventriloquism 12-
3 Streetwise 12-
3 Sleight Of Hand 14-
3 Seduction 12-
2 SS 11-
25 +5 with a group of similar Skills

SKILLS Cost: 68

Cost PERKS
3 Access
1 Contact 8-

PERKS Cost: 4

Cost TALENTS
16 Berserk Fury
13 Danger Sense (general area, in combat, Function as a Sense, Tracking) (32 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Weather Sense; -1 1/2) 12-
4 Environmental Movement (no penalties on)
18 Evasive
3 Bump Of Direction

TALENTS Cost: 54
Value DISADVANTAGES
5 Psychological Limitation: somewhat violent (Uncommon, Moderate)
5 Psychological Limitation: hates father and scientists (Uncommon, Moderate)
15 Enraged: family or friends hurt (Uncommon), go 11-, recover 11-
10 Reputation: nealry destroyed Memphis, Atlanta and miami, 8- (Extreme)
5 Hunted: VU Anti-Mute Groups 8- (Less Pow, Harshly Punish)
5 Hunted: SHEILD 11- (Less Pow, NCI, Watching)
30 Hunted: HYDRA 14- (Mo Pow, NCI, Harshly Punish)
5 Social Limitation: out of circulation 7 years (Occasionally, Minor)

DISADVANTAGES Points: 80

Base Pts: 565 Exp Required: 490 Total Exp Available: 495 Exp Unspent: 5 Total Character Cost: 1135

HURRICANE TANA - Tana Jefferson
:straight: PERSONALITY/MOTIVATION: Teenie Hero

:straight: QUOTE: You would so not like me when I'm angry.

:straight: POWERS/TACTICS: brutal, direct blasting

:straight: CAMPAIGN USE: ally

:straight: APPEARANCE: sweet young 21 year old

Egyptoid
May 4th, '06, 03:53 PM
http://vs.tcgplayer.com/db/cards/2182.jpg

METEORITE - Moonstone

VAL CHA Cost Total Roll Notes
44 STR 34 44 18- HTH Damage 8 1/2d6 END [4]
23 DEX 39 23 14- OCV 8 DCV 8
44 CON 68 44 18-
12 BODY 4 12 11-
21 INT 11 21 13- PER Roll 13-
21 EGO 22 21 13- ECV: 7
23 PRE 13 23 14- PRE Attack: 4 1/2d6
27 COM 9 27 14-
33 PD 24 33/48 33/48 PD (0/15 rPD)
33 ED 24 33/48 33/48 ED (0/15 rED)
5 SPD 17 5 Phases: 3, 5, 8, 10, 12
21 REC 6 21
88 END 0 88
56 STUN 0 56
9 RUN 6 9" END [2]
6 SWIM 4 6" END [1]
9 LEAP 0 8 1/2" 8 1/2" forward, 4" upward

CHA Cost: 281

Cost POWERS
191 Moonstonian Powers: Multipower, 191-point reserve - END=
11u 1) Energy Blast 15d6, Explosion (-1 DC/2"; +3/4), Nonselective Target (-1/4) (112 Active Points) - END=11
13u 2) Lay Zer: Killing Attack - Ranged 6d6, Armor Piercing (+1/2) (135 Active Points) - END=13
7u 3) Sight Group Flash 10d6, Armor Piercing (+1/2) (75 Active Points) - END=7
3u 4) +46 STR (46 Active Points); No Figured Characteristics (-1/2) - END=5
1u 5) Instant Change: Cosmetic Transform 3d6 (15 Active Points) - END=1
8u 6) Change Environment 32" radius, -5 to Normal Sight PER Rolls, +5 Temperature Level Adjustment, -5 to Characteristic Roll or Skill Roll, Multiple Combat Effects, Varying Combat Effects (83 Active Points) - END=8
5u 7) Phasing: Desolidification (affected by darkness vs. sight based, hardened force fields, solid sounds), Reduced Endurance (1/2 END; +1/4) (50 Active Points) - END=2
7u 8) Mind Control 25d6, Reduced Endurance (1/2 END; +1/4) (156 Active Points); Eye Contact Required (-1/2), Does Not Provide Mental Awareness (-1/4), Requires Light To Use (-1/4), Conditional Power Power does not work in Uncommon Circumstances (Language Based Hypnotism; -1/4) - END=6
65 Flight 25", Position Shift, x8 Noncombat, Reduced Endurance (1/2 END; +1/4) (81 Active Points); IIF (-1/4) - END=3
4 helmet: Infrared Perception (Sight Group) (5 Active Points); IIF (-1/4) - END=
4 helmet: Ultraviolet Perception (Sight Group) (5 Active Points); IIF (-1/4) - END=
16 comm-link: High Range Radio Perception (Radio Group), Discriminatory, Telescopic (+3 versus Range Modifier) (20 Active Points); IIF (-1/4) - END=
37 Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points); OIF (armor; -1/2) - END=
24 light based: Energy Damage Reduction, Resistant, 75% (60 Active Points); Conditional Power Power does not work in Extremely Common Circumstances (light based; -1 1/2) - END=

POWERS Cost: 396


Cost SKILLS
3 Paramedics 13-
3 PS 14-
3 SS 13-
3 PS 13-
3 SS 13-
30 +3 Overall
8 Penalty Skill Levels: +5 vs. Hit Location modifiers with a single attack
2 SS 11-
3 Combat Piloting 14-

SKILLS Cost: 58

Cost PERKS
3 Access
3 Computer Link
1 Contact 8-
0 Follower
15 Fringe Benefit: Federal/National Police Powers, International Police Powers, Licensed Psionic, Membership, Psionic Police Powers
1 Vehicles & Bases

PERKS Cost: 23

Value DISADVANTAGES
5 Psychological Limitation: greedy (Uncommon, Moderate)
5 Psychological Limitation: manipulative (Uncommon, Moderate)
5 Reputation: ruthless, 8-
5 Distinctive Features: beautiful, forceful personality (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Accidental Change: drop out of phase, drop into civilian ID 8- (Uncommon)
15 Dependence: moonstone -30 Active Points from Affected Power (Extremely Difficult To Obtain, 1 Day)
20 Hunted: govt, avengers liaison 14- (Mo Pow, NCI, Watching)
5 Hunted: zemo 8- (Less Pow, Harshly Punish)

DISADVANTAGES Points: 65


Base Pts: 750
Exp Required: 0
Total Exp Available: 250
Exp Unspent: 250
Total Character Cost: 757


METEORITE - Moonstone
:straight: PERSONALITY/MOTIVATION: PhD in Psych

:straight: QUOTE: Recent Events:
She was used by the Serpent King to pull off a few jobs,
at the same time SK slapped Hurricane Tana into solitary
due to his fear of HT's powers.

But she's on the Thunderbolt squad of the Avengers now,
and drew the short straw to be team liaison to Strike Force Theta (the PCs)


:straight: POWERS/TACTICS: Ancient History:
Ms.Sofen used her skill as a psychologist to get the Moonstone (a mysterious artifact found near the Blue Area on the Moon) away from its former owner. Besides formidable powers, she is an expert at manipulating other people's emotions and taking advantage of their psychological limitations.

Universe Marvel Universe
Real Name Karla Sofen
Aliases Meteorite, Kate Sorenson
Identity Publicly known
Occupation Psychologist
Citizenship U.S.A.
Place of Birth Van Nuys, California
Known Relatives Karl (father, deceased), Marion (mother)
Group Affiliation Thunderbolts; formerly Masters of Evil, Corporation
Education PhD in Psychology

:straight: CAMPAIGN USE: Karla grew up in the mansion of a Hollywood producer, the child of a butler. After her father died, her mother worked three jobs to put her daughter through the best colleges and Karla vowed never to end up like her mother, and never to put another's needs before her own. Despite building a successful psychological practice, Karla so disliked being dependent on her patients for income that she and entered the super-criminal world as an aide to Dr. Faustus. Learning of Moonstone (Lloyd Bloch), she became his psychologist and manipulated him into rejecting his moonstone, which she then absorbed to gain the powers of Moonstone.

Karla worked briefly for the Corporation, controlling the Hulk and manipulating General Thunderbolt Ross into a nervous breakdown. She continued to pursue greater power, stealing Curt Connors' Enervator and searching the moon's surface for further moonstone fragments. First Egghead and then Baron (Helmut) Zemo recruited Moonstone for their Masters of Evil, and she aided each against the Avengers. After the last of these fights, she decided to serve out her prison term and give up her criminal life. However, when Zemo formed a group of villains to masquerade as heroes, he broke Moonstone out of the Vault and she returned to villainy as the Thunderbolt Meteorite. After their ruse was exposed, she remained with the Thunderbolts as they tried to reform, becoming romantically involved with Hawkeye.

:straight: APPEARANCE: Karla's road to redemption was less than smooth. She executed the Kosmosian Primotur, and appeared to betray the Thunderbolts to both the new Masters of Evil and Graviton before rejoining the team. When the Thunderbolts were trapped on Counter-Earth, Karla removed a second moonstone from that world's Lloyd Bloch (known there as the Phantom Eagle), dramatically increasing her own powers. When the Avengers later interfered in the Thunderbolts' plan to control the world's "transnormal energy," a failsafe Karla had planted against Zemo was triggered and the stolen energy was funnelled into her moonstones. Karla attempted to use this energy to flee, but the Thunderbolts and Avengers combined forces to stop her. In the end, Zemo ended up in possession of both moonstones and Karla was left comatose.

Egyptoid
May 4th, '06, 04:24 PM
MAIN DEFENDERS ROSTER http://www.wizkidsgames.com/images/factions/Defenders.jpg

Beast Experienced Xplosion

Dr. Strange Experienced Infinity Challenge

Hellcat Veteran Ultimates

Hulk Experienced Universe

Iceman Experienced Xplosion

Nighthawk Veteran Sinister

Silver Surfer Unique Critical Mass

Sub-Mariner Experienced Fantastic Forces

Defenders Associates: http://www.wizkidsgames.com/images/factions/Defenders.jpg
Moondragon
Cloud
R. D. (govt Liaison, brick)
Awesome Android Mark 4
Doc Samson
Ell Demon (thrall of Strange)
Man-Thing (summonable by Strange)

Egyptoid
May 9th, '06, 02:25 PM
Last of the 4 weeks in Baltimore.
Serpent King and his surviving flunkies have
retreated to the sub-basement of his base.

Both the good guy and bad guys sides
have taken enough recoveries to get back
up to full.

Meteorite phases into the ground, searching for the oubliettes.

Warbird and SHIELD agents cover all the exits.

Arbiter summons the Boring Beetles, to open up surprise entrances.

Hurricane Tana scours the tunnels with gale-force winds to set off traps.

Ohm scans for activity and finds little.

Citizen Vee scouts out ahead in stealth mode.

Big Brother mind scans for bad guys.

PJ zips in and out, setting up his entangle and scouting.
http://www.wbcomics.biz/Hero-Fight1.jpg
the Heroes scatter out into the base, looking for trouble.

Bad guys begin popping up in the dungeon-like atmosphere of the basement.

One by one, heroes are clocked, but just barely they avoid the "teleport to oubliette" solution that the Serpent King is seeking.

Finally after several rounds of fruitless searching or pointless struggles,
Citizen Vee calls for a Tactics roll, and his player asks what are we doing wrong?

As the GM I tell them don't split up.
They regroup, and re-enter as team this time.

Big Brother mind controls Zornwill the big reptile brick
and sics him on the Drain Snakes. Zornwill put down

PJ stuns Kobra with a move-by, and Arbiter puts the Missiles of Muniporr onto him.
Kobra runs screaming.

Concentrated blaster fire and Citizen Vee's Mac-10 finally whittle down Anaconda.
She stays down, GMO

PJ puts a roundhouse kick into Hydra-Girl's jaw, and she stays down.

Meteorite finds Blockhouse, and pulls him out of the rubble,
and she finds Rogus's missing focus. She stacks boulders on Sidewinder.
He's not getting back in the game.
http://www.wbcomics.biz/Hero-Fight-2.jpg
Finally Serpent King is faced.
the entire team coordinates, and times their blasting and shooting to really get him.
Arbiter suppresses his dodgings and illusions, so he really takes the damage.
when he's down they shoot him again to keep it that way.

now they're all standing around looking at the Serpent Crown.
its about as exciting as looking at the One Ring.

But they've done, they've captured the Serpent Society, all of it,
and the Serpent Crown they can lock away again.

But where is the Mandarin in all this ?

Egyptoid
May 10th, '06, 08:25 AM
http://r1.fodey.com/1c84ceba144e04a2da2a28d9928e18c7f.1.gif (http://tools.fodey.com/generators/animated/ninjatext.asp)

Egyptoid
May 11th, '06, 05:27 PM
CITIZEN VEE - John Watkins the Fourth

VAL CHA Cost Total Roll Notes
18 STR 8 18 13- HTH Damage 3 1/2d6 END [2]
23 DEX 39 23 14- OCV 8 DCV 8
33 CON 46 33 16-
12 BODY 4 12 11-
28 INT 18 28 15- PER Roll 15-
28 EGO 36 28 15- ECV: 9
28 PRE 18 28 15- PRE Attack: 5 1/2d6
13 COM 2 13 12-
7 PD 3 7/14 7/14 PD (3/10 rPD)
7 ED 0 7/14 7/14 ED (3/10 rED)
5 SPD 17 5 Phases: 3, 5, 8, 10, 12
12 REC 2 12
70 END 2 70
70 STUN 32 70
10 RUN 8 10" END [2]
5 SWIM 3 5" END [1]
6 LEAP 2 5 1/2" 5 1/2" forward, 2 1/2" upward

CHA Cost: 240

Cost POWERS
21 Armor (7 PD/7 ED) - END=
7 Clinging (normal STR) (10 Active Points); Requires A DEX Roll (Climbing Based; -1/2) - END=
3 Damage Resistance (3 PD/3 ED) - END=
4 Mental Defense (10 points total) - END=
- END=
90 Earth Staff: Multipower, 90-point reserve - END=
4u 1) Line of Earth Force: Energy Blast 8d6, Area Of Effect (16" Line; +1), Selective (+1/4) (90 Active Points); No Range (-1/2), 8 Charges (-1/2), Beam (-1/4) - END=
6u 2) Over-hand Smash: Hand-To-Hand Attack +18d6 (90 Active Points); Hand-To-Hand Attack (-1/2) - END=9
4u 3) Immovable Rod function: Clinging (123 STR), 3 Continuing Charges lasting 1 Hour each (+0), Persistent (+1/2), Uncontrolled (+1/2) (90 Active Points); Lockout (-1/2), Gestures (-1/4), Limited Power Power loses about a fourth of its effectiveness (The Rod, not the Character; -1/4) - END=
- END=
30 MAC-10: Killing Attack - Ranged 5d6 (Custom Adder), +1 Increased STUN Multiplier (+1/4), 4 clips of 16 Charges (+1/4) (52 Active Points); OIF (-1/2), Real Weapon (-1/4) - END=
8 High Range Radio Perception (Radio Group), Tracking (17 Active Points); OAF (-1) - END=
17 Super Soldier Formula, Gas Mask, OverCoat: Life Support (Immunity: All terrestrial poisons and chemical warfare agents; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (26 Active Points); OIF (-1/2) - END=
47 Entangle 18d6, 20 DEF, Cannot Be Escaped With Teleportation (+1/4) (237 Active Points); Set Effect (Hands Only/Feet Only) (-1), 2 Recoverable Charges (-1), OIF ( Cuffs; -1/2), No Range (-1/2), Required Hands Two-Handed (-1/2), Cannot Form Barriers (-1/4), Real Weapon (-1/4) - END=
12 Sight Group Flash Defense (15 points) (15 Active Points); IIF (-1/4) - END=

POWERS Cost: 253

Cost MARTIAL ARTS
4 +1 HTH Damage Class(es)
5 Disarming Throw: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 28 STR to take weapon away; Target Falls
4 Sacrifice Disarm: 1/2 Phase, +2 OCV, -2 DCV, Disarm, 33 STR to Disarm
4 Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 33 STR to Disarm
3 Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 38 STR vs. Grabs
4 Shove: 1/2 Phase, +0 OCV, +0 DCV, 38 STR STR to Shove
1 Weapon Element: Staffs
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

MARTIAL ARTS Cost: 33

Cost SKILLS
15 +3 with Ranged Combat
6 Penalty Skill Levels: +4 vs. Range Modifier with a single attack
3 Acrobatics 14-
3 Analyze: Combat 15-
3 Analyze: Style 15-
3 Breakfall 14-
3 Bribery 15-
3 Bureaucratics 15-
3 Climbing 14-
3 Combat Driving 14-
3 Combat Piloting 14-
3 Concealment 15-
3 Contortionist 14-
3 Cryptography 15-
10 Defense Maneuver I-IV
8 KS 17-
6 Language (imitate dialects; literate)
3 Tactics 15-
2 Systems Operation (Communications Systems) 15-
3 Teamwork 14-
9 TF: Common Motorized Ground Vehicles, Combat Aircraft, Large Military Ships, Large Motorized Boats, Parachuting, Basic, SCUBA, Spaceplanes, Submarines, Tracked Military Vehicles, Wheeled Military Vehicles
4 WF: Beam Weapons, Small Arms
2 Weaponsmith (Firearms) 15-
3 Lockpicking 14-
3 Lipreading 15-
4 Navigation (Air, Land, Marine) 15-
3 Paramedics 15-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 15-
7 Survival (Desert, Marine Surface, Mountain, Urban) 15-

SKILLS Cost: 133

Cost PERKS
5 Custom Perk
16 Vehicles & Bases
3 Access
3 Computer Link
18 Contact (Contact has: extremely useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 11-
3 Reputation: Amongst Supers (A medium-sized group) 11-, +3/+3d6
1 Reputation: Amongst Supers (A small to medium sized group) 11-, +1/+1d6

PERKS Cost: 49

Cost TALENTS
2 Trackless Stride

3 Absolute Time Sense
3 Absolute Range Sense
3 Bump Of Direction
5 Eidetic Memory
3 Lightning Calculator
4 Speed Reading (x10)
7 Universal Translator for Written Items 15- (20 Active Points); Limited Power Power loses about two-thirds of its effectiveness (-1 1/2), Requires Light To Use (-1/4), Gestures (-1/4)

TALENTS Cost: 30
Value DISADVANTAGES
5 Enraged: Disloyalty to USA (Uncommon), go 8-, recover 14-
25 Hunted: Foreign Govts: Korea, Syria, Saudi Arabia 14- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)
15 Psychological Limitation: Super-Patriot (Common, Strong)
20 Reputation: Thunderbolt, Redeemer: Avenger Second Stringer, 14- (Extreme)
10 Reputation: legacy of Zemo on the Red-White-Blue Uniform: , 14- (Known Only To A Small Group)
10 Rivalry: Zemo's Heir's: Professional (; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)
5 Social Limitation: Public ID (Occasionally, Minor)
5 Physical Limitation: Super Soldier Experiment # 408 (Infrequently, Slightly Impairing)

DISADVANTAGES Points: 95


Base Pts: 350
Exp Required: 293
Total Exp Available: 300
Exp Unspent: 7
Total Character Cost: 738


CITIZEN VEE - John Watkins the Fourth
:straight: PERSONALITY/MOTIVATION: Serves his country and Cap.
Right-Wing Hard-Liner Drill Sergeant.
wants to have a world wide iron clad no-excuses sterling reputation
wants to please everyone

:straight: QUOTE: All Right Ladies, Listen Up

or Back into the Danger Room, you prima donnas obviously need practice.

:straight: POWERS/TACTICS: Watkins received a new Citizen V costume and became the leader of the Redeemers.
He led the team for just a while with the V-battalion.
Citizen V is a field operative for the V-battalion and carries out the orders of the Homeland Security Chair, which is the head of the V-battalion.
Watkins has taken over the role of Citizen V from Dallas Riordan who ran away from the V-battalion after refusing one of their orders.
Although Watkins has been completing his assignments for the V-battalion his behaviour has become strange.

Stealthy, HtH Combatant, Good Martial Artist, Has hold out gun for emergencies.
Has the Earth Rod (present from the Avengers via Cap from their captured foci closets) for metahuman threats.

:straight: CAMPAIGN USE: TEAM MENTOR & DRILL SERGEANT
Passable Secret Agent, Liaison to US GOV and Avengers.
The Citizen Vee distinctive costume is often mistaken for Captain America or US Agent by the unobservant.
Captain America used to call on him to do foreign work. He has spent time overseas doing dirty jobs that Cap
cannot be seen doing. Watrkins as such is semi-retired, but works in the sidelines and back offices of superherodom.

:straight: APPEARANCE: Watkins IV has also been a Thunderbolt version Citizen V,
His costume seems to have the same qualities of Dallas' costume, such as infrared sensors in the visor, and having camouflage.
He has an undercover suit of "leather" armor that passes for street clothes.
With the brown costume and the staff he leans on Strike Force Theta Members jokingly call him "Jedi" or "Sensei".
Then he whacks them upside the head.

bloomann
May 15th, '06, 11:02 PM
I just read the first page
I really want to rep you but I don't know how:help:
You gave me my morning laugh, thanks

Egyptoid
May 16th, '06, 01:54 PM
THE BIG BAM BOO
========================

Last session I mentioned that last weeks issue of "comic book" based on the game had been drawn in Manga style. But then I gave no explanation. Nothing Asian showed up that game.

So this week...

While they're trying to clean up the HYDRA base, SHIELD agents flood the area cleaning up the crime scene and taking the Serpent Society into custody.

Overhead noone sees the Eye of the Mandarin watching all:
http://bpgisme.com/cliffscosmicreviews/media/1/20041221-bigeyecreature.jpg

While they try to decide exactly how to handle the Serpent Crown, no-ones volunteering to touch it, a TK ray comes from the eye-beast and lifts the crown from Hugh Jone's head and plunks it down on the head of Arbiter the Magician.

His eyes roll back in his head and all hell breaks loose.
He Mind Controls all the SHIELD agents and starts a ruckus, and summons 75 Mindless Ones (http://www.herogames.com/forums/showpost.php?p=964273&postcount=37) ones to wreak havoc. Briefly the Serpent Demigod Set asserts control over Arbiter, and begins his chaos anew. However, Arbiter is a weasely one, and shifts the battle to the Astral Plane. He sacrifices himself temporarily so as to not ruin the city of Baltimore anymore.

Mandarin teleports in and takes care of everyone on the team that wasnt already in an oubliette. Well it was easy since the Mindless Ones had pummeled everything and everyone into submission. They almost sank the SHIELD Heli-Carrier. Mandarin sneaks away all the captive heroes to his secret junkyard base and lab in Frisco. (http://maps.google.com/maps?num=100&hl=en&lr=&q=junkyard+san+francisco&ll=37.780645,-122.395999&spn=0.003494,0.007972&om=1) Chinatown was too obvious. :nonp:

SF:Theta Captives:
Ohm, Big Brother, Trap-Door, Block-House, PJ, Citizen Vee.

Avengers Captive:
Meteorite, Warbird, Hercules.

Others Held:
Hurricane Tana, Ares, some SHEILD lieutenants.

Well this is huge, a total party capture. Fortunately when Warbird and Meteorite drop of the radio comm to Avengers HQ, a silent alarm gets raised. However the Avengers have their hands full with a plot from the Astronomer, so no one answers the call immediately. But SF:Theta has purchased the Defenders as a contact, and when eight hours elapses, VERBIE back at the base call on Nighthawk to see if they can help. Nighthawk isnt sure about helping a silly robot, so VERBIE has to trick Rogus and get him doped up, and then while he's passed out, drag him over the console and use his unconscious palm-print to activate the Code Red.

Now its a Federal case, and Nighthawk has to respond. so he rounds up who he can from the Defenders roster:
Beast, Doc Strange, Doc's Demon, Ice-Man, Awesome Andy, and Bruce Banner. Now Doc can't locate Arbiter, which is odd, and would be his first line of pursuit. But he can zero in on Hurr.Tana, since she is such an elemental force. So the Defenders bust in on Mandarin in San Francisco.
http://www.classicmarvel.com/images/mandarin.gif
Mandarin has his flunkies and clones and LMDs ready for the fight.

Mandarins Helpers:
Tassak of the Sash , Bokamon of the Staff , Chino of the Mac-10s , Codex the Topknot, Katei Katana , Lady Cheeva , Red Devil , various Chinese Agents.

Tassak, Bokamon, Codex, Cheeva and Red Devil are all HK style martial artists.
Chino is a gun-bunny, and Katei is an assassin.

Wonderfully huge and colorful melee breaks out. (Players are running the Defenders to rescue their trapped PCs)

highlights:

Hulk goes berzerk after Mandarin Ego Attacks him, finally he catches Mandarin via SuperLeap and beats him to a bloody pulp. Wouldnt have been so bad except Doc Strange was suppressing Mandarin's defences. Ouch, Ugly.
China man stay out of Hulks Head !!!!

Chino busts out of Ice-Man's entangles with her Mac-10 fire.

Tassak of the Sash prepares his killing star strike, from behind Doc Strange.
Doc senses the gathering of mystical energy, and wonders if someone can block this.
Ice-Man says sure, and throws up an icy force wall behind him and the Doc.
Only he botches the skill roll, and the wall only protects Ice-Man.
Doc Strange takes 7 body from the "ninja" stars and has a few choice words for Ice-Man about being a team-player. too funny.

Chino left unmolested for a second, sprays down Doc Strange with autofire RKAs.
he takes 3 more Body. In retaliation he transforms her weapons into rabbits.
GunBunny indeed.

Awesome Android and Demon double team the agents, blowing them via wind into AoE RKA, very ugly.

Hulk actually frees Hercules from the Force Fields !
only Hulk could generate the 31 body necessary to bring down the field.
Superleap move-through for 26 dice, yee haw!

last bad guy to go down was Katei Katana, she was good at hiding.
so Doc Strange finds her via Mind Scan, and casts faerie fire on her.

Beast figures out the science to take down the rest of the force cages after the fight is over.

So then all are rescued finally.

But the big Radiation Accident has happened.
I gave out a few extra XPs, and gave out new guidelines,
and all are re-writing their characters.

All are to be heroes now, not asylum rejects.
All are to be trained crimefighters, not vigilante mutants.
They'll have a real base now, not the hospital back wing.

And the end of it all, Arbiter comes walking back in.
He looks 60 years old. But his eyes are clear and cheerful
and the Serpent Crown has been handled.

Blockhouse: "Why do you look so old now?"

Arbiter: "to the true student, a year is as a day" (http://beagleweb.com/fun-taekwanleap.html)

Egyptoid
May 19th, '06, 08:44 AM
ELLIOTT's CAMPAIGN RULES May 2OO6

Current Point Totals Shall be: 420

250 Base + 110 from Disads + 60 xps.

Mandatory Disadvantages:

Social Limitation: STRIKE FORCE: THETA membership (Occasionally, Minor);

Rivalry: Professional (THUNDERBOLTS; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry);

Reputation: STRIKE FORCE THETA membership (Crazy Team), 8-;

Psychological Limitation: SOMETHING HEROIC (Uncommon, Moderate); (See Below)

Psychological Limitation: SOMETHING ELSE HEROIC (Uncommon, Moderate);

Hunted: HYDRA 8- (As Pow, Harshly Punish);

WATCHED: US GOVT. PROJECT WIDEAWAKE 11- (As Pow, NCI, Watching)



HEROIC PSYCH.LIMS pick any 2 or 3

Uphold the Law, or Truth, Justice, American Way

Uphold the Good, or Protective of Normals

Heroic Code, orHonorable

Crime-Fighter, or Code Vs. Killing


75 Point Cap on All Powers !
except for 2 in your schtick: Two Powers at 90 Point Cap,
can be a MultiPower or Var.Power Pool size

Resistant. PD/ED base values max out at 20/20,
Armor can be 20/20 Focus also,
+ Force Field can be 20/20 also.

IE your skin can only be as tough as the space shuttle nose cone, and so can your costume, and so can your force field.


MANDATORY PURCHASES:

Teamwork : 3 pts

Comm Systems Ops: 2pts

Transp.Fam : 4 pts ; Common Ground Vehicles, Common Airplanes.

International Police Powers

Licensed to Kill

Licensed Meta-Human

Access: Eastern State Hospital

Wmsbg.Base & Team Van: 5 points or more

Radio Listen and Transmit: Avengers ID card.; OAF: -1

Costume: at least 3/3 Armor



THE BASE HAS PURCHASED FOR YOU:

Computer Link: 3 pts (Avengers Database)

Access: Reserve Avengers Base & Vehicles

Contact: Defenders 11-

Contact: Avengers 11-

Contact: Alpha Flight 8-

Contact: Thunderbolts 11-

CONTACT: Citizen Vee, VERBIE 14-

hooligan x
May 20th, '06, 02:18 PM
If I lived in your town, I'd have to play the daughter of Illyana Rasputin and Victor Von Doom.

Egyptoid
May 23rd, '06, 09:35 AM
Since all the characters have been re-written,
they've been made into powered heroes,

rather than adults with powers from a strange common origin.

All characters now have heroic outlooks instead of the "unwanted powers" type.

Anyways to celebrate the advancement of the team to their new affiliation
as reserve Avengers, Citizen Vee organized a dinner, and invited all the "good" parents.

Ohm's mom Photon; .... Trapdoor's dad Spidey; ... Blockhouse's father Wolverine.
Big Brother's mom Sue Richards; ... Arbiter's father the Ancient One; ... PJ's father Rick Jones.

Black Widow and Beast were there as Avenger reps. Citzen Vee was there, and VERBIE and some SHIELD agents were posted around the building as guards.

So it was a great dinner, all having a good time. They were discussing great bricks and their schticks. Hulk, Hercules, Abomination, Gladiator, Thing. Who could take a hit and how hard. Best punches thrown. Everyone was sharing old war stories, and the theme was bricks and tankers of the Marvel Universe. Sasquatch, Giant-Man, Terrax, Thor, Colossus, J2, and Super-Skrull. Seems like all of them had a story to share.

then Spidermans and Trap-doors danger senses go off.
Ohm's and Photon's energy senses start to itch.
Wolverine and Blockhouse smell ozone.

the pretty waitress spills a tureen full of hot soup on Arbiter.
no-one recognizes the waitress but she seems terribly familiar.

Something is activating into the room, and people scatter to the four corners, and ceilings. Wolverine stays at table eating the tandoori chicken and swigging beer calmly.

Finally a hologram field stabilizes and the voice and image of Kingpin starts mocking the assembled heroes. He's got some rant about being left out, how pathetic this team is, and the days are numbered. Blah Blah, blah blah.

the waitress runs back into the kitchen. Danger and other senses go into high gear.
Kingpin has an indirect energy blast hooked up to his clairvoying hologram.

More ozone in the room, somethings not right.

Spiral teleports in, completely surprising PotM Ohm,
an she slices him deep.

Waitress is finally revealed to be Black Cat (Felicia Hardy)
who was there (innocently) violating parole just to see how her boy Trap-Door was doing.
Spidey knew she would be there and turned a blind eye as long as she was good.

But with bad luck and her rep, she got used unwittingly by the Kingpin
to betray the meeting place. So the Kingpin has paid off the others to pursue their vendettas versus our heroes.

Umar shows up to berate Arbiter for his poor choices on becoming a goodie two shoes.
She had a nice corner office prepared for him at her citadel.

Spiral has been promised a sample of divine blood from PJ, so she can play some part in the Big-Apple Scenario described earlier.

Kingpin had fed a bunch of lies to Hera, and she was going to show up to the dinner in a righteous snit as to being left off the guest list.

Electro, crazy and powerful, was just invited by Kingpin for the chance to sack Spiderman from a position of surprise.

Kingpin, from a positon of safety in NYC is harrassing the group by VR remote.

so of course a big melee erupts, with highlights:

the Ancient One disguises himself as Kingpin, steps into the Hologram!
then he switches places with M. Fisk. Now King pin is dropped personally into the fight,
and Ancient One is playing havoc inside Kingpin's little empire, assuming the role of Kingpin for a season.

Electro is hiding in the wiring of the country club, and is zapping people from position of safety, very heinous attacks. Spidey starts webbing over every outlet and electric light in the building to shut him down.

Spiral is clamped down in a force field by Sue Richards.
Arbiter holds a prepared phase to dispel her inevitable teleport to escape.
So I inform Arbiter that a magic nexus was forming in the room.
He dispels it on cue with his held action, and rolls big dice.
Piff! and Spiral stays in the cube just then.

Umar transforms a SHIELD agent into a giant tigerstriped monstrosity. Arbiter transforms him back.
Umar attempts to hex Arbiter, and he weasels out of it by invoking all her kermic debt on this plane, and freezes her temporarily.

Spiral eventually escapes the force field, and is going to KILL Arbiter with her autofire HKAs. He aborts to Ex-Dim T-port, and has to leave the battlefield for the rest of the session.

Wolverine keeps eating chicken and beer. "Let me know if ya have trouble, bub"

Blockhouse and Spiderman eventually clock Electro when he pokes his head out.

Citizen Vee sprays down Spiral with his Mac-10, and she makes the deflect roll, and bullets spray everyone on the field. Trap-Door had to play 2 luck cards to stop some deaths from that trick.

Big Brother mind controls Spiral just for a moment, getting her to attack Umar, by stirring up traditional bad-guy mistrust of each other.

You'll notice I never mentioned Hera. after the dust cleared Arbiter figured out he had shut her teleport instead of Spiral's.

End-game: Kingpin, Black-Cat, and Electro back in jail.
Umar phases out, as does Spiral eventually.
Hera not present .

Bad Guy Players.

Electro Ohm's father.
Spiral Blockhouse's mother.
Black Cat Trap-Door's mom.
Kingpin, Big Brother's biological father.
Umar, Arbiter's actual mother.
Hera, PJ's bio-mom.

Egyptoid
May 30th, '06, 01:15 PM
Black Panther called for some back-up.
Some middle-eastern idiots backed up by a squad of bricks
had launched a merc. operation into Wakanda, seeking to steal vibranium,
as well as machining or refining tech for vibranium alloys.

Our team jetted to Africa, linked up with Panther
and scouted out into the bush to find the bad guys.

Bad Guy Roster: (names translated from Arabic)
---- Name, ---- Style, ---- Schtick:
Ennithing, brick, rocky-skinned tanker
Cheap-Sun-Glasses,brick, regen + super-leap
Brutikon,brick, smooth, martial artist
Brick-Wall, brick, ex-dim movements, grappler
Green-Scab,brick, shapeshifter, VPP
Captain France, brick,, flyer and showboat
Tawny Claw, brick, slinky tiger-man with claws
Middle-Eastern Thug leaders
Middle-Eastern Thugs with Ak-97s
Middle-Eastern Wizard
- plus -
Wakandan scientists, mine-workers, and hostages

===================================

highlights of the battle:

Black Panther sneaks on in to find the leaders.

Trap-Door sneaks in to rescue one group of hostages.
PJ speeds in to whisk out the second group of hostages.
Big-Brother drops a force wall on the third hostages.

Arbiter buffs up his PRE and makes all the normals pee their pants.

Ohm deactivates the claymores guarding the escape routes.
Blokc-house of course charges into combat with the enemy bricks.

Citizen Vee lays down covering fire and translates any of the pertinent Arabic the bad guys are speaking.

When Blockhouse charged Bruticon, I warned the player he was ready for him.
Block-house charges anyways, and gets martial tossed into the dirt 3 inches.

Green-Skab got poisoned by Trap-Door's trank darts.

Tawny threatened Arbiter, and got tunneled into the Tomb of Watoom.

Cheap-Sunglasses super-leapt onto Block-house, who dodged,
and Black Panther came out of nowhere to skewer him on the downstroke
with his climbing tool. (like pike set to receive charge, eh ?)

Ennithing got radically mind-boggled by Big Brother, and spent the rest of the fight shadow-boxing with mirror images.

Block-house finally grabs Brutikon, and is only taken out by combined attacks from
Trap-Door's staff,, Ohm's RKA jolt,, and Citizen Vee's Mac-10.

Brick-Wall was the tuffy. his idea was to grab you, t-port with you to a pocket dimension,
and beat the pulp out of you in a little private arena, then get your team-mate.

Arbiter was able to set up a booby trap for him when he reappeared after one of his ethereal jaunts.

now Captain France is a washed out "hero" from the early 80s, picture Fight-Man with a bad accent. He's universally reviled, was deemed a liability by the french govt. and was last seen in Algeria 8 years ago. Now he surfaces as a cheapened merc working for some Middle-Eastern terrorists. He is still however a flying brick, and nobody wanted to take the 28 dice of move-by damage he would inflict. Arbiter took him out with a Comeliness drain followed by the one-two punch from Big-Brother convincing him that his Middle eastern bosses were short-changing him, so he bugged out.

All but CF and Brick-Wall were taken into custody.

Detective work and comparing notes with a grateful Black-Panther
revealed a trail back to a terror cell in Alexandria Egypt, site of next battle in 2 weeks


! EXCELSIOR !

John Desmarais
May 31st, '06, 10:32 AM
Middle-Eastern Wizard

Generic mystic baddie, or someone interesting?

Egyptoid
May 31st, '06, 12:40 PM
Generic mystic baddie, or someone interesting?

Generic Idiot with a red fez, mystic foci, and a bad accent.
His PRE was not high enough to resist Arbiter's overwhelmingness.


he could Summon Giant Ants, Entangling Trip Attack

Egyptoid
Jun 14th, '06, 01:32 PM
from June 12th.

Arbiter goes to Richmond, to visit a used bookstore
that has some egyptian texts he'll need for the coming weeks.

gun shots and a crash ruin his reverie, he comes to
the street to find 2 girls wrecked on their fore-runners,
3 men nearby cut down with chem grenades, and
agents with guns holed up in a nearby house.

Villains inside the building:
WHITE_HALL a scientist with Mutant Insect and mental powers.
Dr.COLE another scientist working with stolen Pym-style insect equipment.
CHITINOID an insectoid demon from lower realms.
the ZAPP BROTHERS, a pair of minor beetle-powered villains.
and a horde of bug-based agents with a hive mind.

Arbiter risks the gun fire to rescue the hostages and victims,
and PIFFS them off to SF:Theta HQ. They need medical attention.
Quickly the team saddles up and teleports back to Richmond.

SWAT teams and hostage neg. cops have set up in the area.

PJ recons the building and sees no current hostages.
Arbiter recons the building astrally and notes the grody tunnel complexes beneath the area, crawling with bugs and bug-agents.

Trap-Door sneaks invisibly in to attempt rescues.

Big Brother starts working on the scientists making the demands.

Block-House waits for someone to punch.

Ohm fails his ego defense and gets ordered to advance and start blasting.

now the battle begins in earnest, and the teleporting CHITINOID takes new hostages via teleportation.

Block-house gets repeatedly entangled but manages to smack down several bad guys.

Ohm shoots holes in the building.

PJ rescues the current hostages and fouls some agent guns.

Big Brother scares away the bug scientist WHITEHALL

Trapdoor gets PRE drained by bug juice to -7 PRE,
then gets skeered away buy the CHITINOID at 60 PRE, not a pretty fate.

finally all bad guys are downed, but no-one knows why the incident started in the first place.

later the girls were revealed to be minor mutants, and their playing with their powers on the street annoyed the demon till he went berzerk.
the operation would have been a total secret except for their interference.

COLE had worked (its short for coleoptera) for STARK, STANE and USGOV before, he was an amoral scientist who would work for anyone.
but the worst revelation came from the agents guns: made by AIM.

so AIM or one of its associates is on the power tree somewhere.

...and reporters were filming the entire scene...

cturnitsa
Jun 18th, '06, 09:32 PM
Parents: Hella and Hawkeye

The Black Arrow - Archer of Death

cturnitsa
Jun 18th, '06, 09:33 PM
Parents: Hella and Hawkeye

The Black Arrow - Archer of Death


Good thing this sort of loser isn't allowed anywhere NEAR Neptune City.

Egyptoid
Jun 20th, '06, 01:23 PM
from June 19th.

OHM has fallen in battle, succumbing to wounds inflicted by giant ants.
His essence was gathered and put into a special battery on the team van.

ARBITER has teleported 2 insectoid agents to "Apshai's Realm"
which is just one of the 666 layers of hell.

He doesnt show up or make contact for 3 days, so the team asks
Dr. Strange for help. He's busy so he sends Rintrah to their aid.

Ant-Man arrives from the Avengers to assist.

Members present:
TRAP_DOOR, BIG_BROTHER, ANT_MAN, RINTRAH, PYTHAGORAS

Rintrah takes them to a local cross-roads at midnight.
Casts a spell to take them to the lower planes.

They arrive standing on a large wide road. its covered with little pavers.
And it stretches out across a wide lifeless plain for miles and miles.
The pavers are inscribed in thousands of different languages.
Finally they find some written in English:


"Gonna call Mom on Mother's Day."
"Meant to put road-flares in the car."
"Just 2 drinks then we go right home."

There's millions of the pavers, and the highway is long and wide.

They set off down the road, and are attacked by elemental demons of various sorts.

Finally the road runs right through 2 egyptian statues.
on the player's side is the road and the deserted plain.

On the other side of the statues is lush savannah, teeming with bugs,
and the border between the 2 areas is harshly delineated. A force field separates the 2 geographies.

Ant-Man and Rintrah figure out the logic puzzle, and get through,
calling to the others to come along, its possible with the right frame of mind.

Finally Trap-Door, then PJ, then Big Brother come along through.

the difference in the places is like night and day. the desert was cool, quiet, and dead.
the realm is hot, sticky, and crawling.

Finally inside they encounter Arbiter, rescued the 2 agents, scared off Castle-Wall,
avoid the Gorillon, and use PJs new "way-home" power to get out alive.

:rolleyes:

Egyptoid
Jun 30th, '06, 11:44 AM
Our heroes are having a relaxing day at the beach.

Citizen Vee said "get out, have some fun"
no-one was going to go until Hurricane Tana said she was going to sunbathe.
buncha pigs.

so at the secluded beach a govt. van pulls up.
an agent, a medic, and a SWAT member stroll up to the heroes.

they want to see BLOCKHOUSE.
they want to take him downtown for some questioning
regarding the property damage and lives lost in Richmond.

and they want to cuff him and sedate him for the ride there,
since he is so dangerous.

TRAP-DOOR's danger sense makes him explode in anger,
and he punches the paramedic as she tries to get the needle
into BLOCKHOUSE's skin.

so a fight starts.

BLOCK-HOUSE was going to go along peacefully (never will know why)

turns out the van had FREEDOM FORCE in it.

HEROES:
PYTHAGORAS
ARBITER
DEATH-ARCHER plus the two nitnoids above.
HURRICANE TANA
REVISION

OPPONENTS:
PARAMEDIC (turns out to be Mystique)
PW AGENT (turns out to be a Dog Soldier)
SWAT TEAM
DESTINY
BLOB
PYRO
VERTIGO
AVALANCHE

ARBITER erects a force field and summons nereids from the beach.

TRAPDOOR fights BLOB.

TANA blows down Pyro the entire battle. (no one wants 20d6 fore blast)

PJ gets the teams foci from off table.

BLOCKHOUSE got pummeled by machine gun fire. (Mac-10!)

DEATH ARCHER punks gas onto VERTIGO and DESTINY.

OHM's new body and powers earned him a new name: REVISION
(since he is now a synthezoid, with a human consciousness)

Freedom Force was defeated but just barely.
FF is the govt. super team. but they may have been up to no good.
their boss talked to Citizen Vee, and things were smoothed out.

Egyptoid
Jul 9th, '06, 08:38 PM
from July 3rd:

Heroes fly the strike jet to Egypt to investigate the leads from the
terrorists who attacked Wakanda a few days ago.

they run into a group of insectoid agents again,
bee & hornet & yellowjacket styled to be specific.

big fight: 2 Aerial Princesses, 1 Ground Princess
and 5 squads of ground agents and 2 squads of aerial agents.

Big Brother used mental illusions to cause agents to shoot their own princesses.

Arbiter summoned air spirits of scirocco to ground the aerial enemies.

Trap-Door snuck inand webbed over the queen bee.

PJ used his new arrows of apollo to flash groups of agents.

Revision and Block-house clocked beaucoup agents.

There was a large cavernous "hive" under the desert outside Alexandria.
they freed the bee spirits (asian bestiary :thumbup: ) there that the terrorists
were using to power their attack suits.

Apparently the bad guys were building an energy collector
to house the mojo that was being stolen from various supers.

Egyptoid
Jul 13th, '06, 03:57 PM
from July 10th:

As the heroes clean up the fight scene in the deserts outside Alexandria Egypt,
they are accosted by HYDRA agents in complex flight suits.

Overhead the buzzing of a HYDRA heli-carrier drones.

They are bombarded, shot, and entangled by waves of agents.

Worst of all, there's a telepath in the carrier zapping the team with
TK and mental bolts, armor-piercing.

BIG BROTHER sets up the mind link with the Ment-Def option for everyone.

TRAP-DOOR glues down the aerial agents.

P-J sweeps down agents by the truck-load.

ARBITER uses force walls to great advantage.

BLACK-ARROW uses flash-bang arrows, gas-arrows etc. to down the agents.

REVISION trys to take the battle to the heli-carrier.

BLOCK-HOUSE repeatedly smashes agents of course.

finally BLACK-ARROW attaches a line to the bottom of the heli-carrier.
its 100 hexes up in the air.

the telepath on board is MODOK, and he's raging mad because the heroes
broke the HIVE's energy collector. so SF-T finds out that they actually
solved the adventure last week when they broke it.

on board the carrier is the tank containing all the stolen mojo.
they take the fight to the carrier and smash that vat.

As ARBITER attempts to teleport out of his entanglements,
he botches the magic check and slides the entire megascale hex into the astral plane.

NEXT ADVENTURE:
how do we get home....