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Snake Gandhi
May 17th, '06, 10:09 PM
Continuing from the Avengers Next Generation game (thread here (http://www.herogames.com/forums/showthread.php?p=1058815#post1058815)), I'm looking to start up another game set in the same universe.

Basiclly, the Marvel universe started in the 60's, and it ran in real time since then. The heroes we know are retired, and now it is their kids and grandkids who are called to step up.

I'm still working on which legacy to continue and I'd love to here what would interest folks. Some ideas are the X-men, with a new generation of mutants taking up the fight. The Fantastic 4, a new breed of explorers saving the world. The Thunderbolts, decendants of villians making up for their parents mistakes. The new New Warriors, teenagers with superpowers. The West Coast Avengers, LA's answer to the Earth Mightiest Heroes. The Defenders, when you absolutely positively need to whup some bad guy ***.

As I said, I'm open to any of those ideas, or anything else you might think sounds like fun.

Edit- It seems like the Thunderbolt idea is the more popular, so that the one we're gonna go with. Character building info in post #34.

GoldenAge
May 17th, '06, 10:34 PM
I think any would be good. As I mentioned in the Avengers Next Generation thread I lean slightly towards the Defenders.

Have you thought about a new generation of Inhumans? Perhaps the next generation of royalty has seen a void as the FF get older. Tired of living for generations in seclusion and having seen the good new teams of younger legacy heroes have accomplished they break the silence and usher the Inhumans out of obscurity?

Nah, too many characters without a nod to existing MU legends. It sounds fun but lacks the legacy effect.

Yup... The Defenders... How about The Golden Grom (a Silver Surfer legacy - Grom or Grommet means young surfer in Surfer lingo);)

Although access to an “Old Uncle Benjy” would be awesome!

Oh, what about the Invaders. There's some GREAT British history tied up in there. There's also links to modern heroes like Captain America, Union Jack, Scarlet Witch/Quicksilver (through The Whizzer) and Namor... even the Vision could loosely linked through The Human Torch, Toro and Professor Phineas T. Horton

Wouldn't it be fun to battle the descendants of The Red Skull, Vampires and the immortal Barron Blood lineage? And what about the Son of Doom!?!

Enforcer84
May 17th, '06, 10:49 PM
I'd go with The Thunderbolts. Mostly so I can play the guy I applied to the Avengers game with I like him. If you're interested he can be found here (http://herogame.dans.cust.servlets.net/forums/showpost.php?p=1005692&postcount=421).

Agent 13
May 17th, '06, 10:57 PM
Oh, what about the Invaders. There's some GREAT British history tied up in there.

Indeed. I'd be all about a legacy team based around Golden Age characters.

teh bunneh
May 18th, '06, 06:49 AM
One of the nice things about the Avengers is that you don't have to range very far to come up with legacy heroes. Everyone who is anyone in the Marvel Universe has been an Avenger at some point in their career -- even non-joiners like Spider-Man and Moon Knight were Avengers briefly. So you don't need much of an excuse to have a character with a link to the old Avengers. :yes:

Invaders or Alpha Flight could be cool too though. Heck, any of them -- T-Bolts, Fantastic Four, New Warriors -- would be worth playing. :thumbup:

Korvar
May 18th, '06, 10:56 AM
Maybe the teams have merged over the years. The Defantastic Thundavengers?

Haven Walkur
May 18th, '06, 03:22 PM
Maybe the teams have merged over the years. The Defantastic Thundavengers?

Back off, Fox-Man! You make this kitty scared.

Haven Walkur
May 18th, '06, 03:30 PM
The idea of a legacy Alpha Flight team is very appealing. Before the Great Marvel Stupidity Epidemic of the late 1980s, they were my favorite hero team, edging out even the X-Men. They have mysticism and magic, gods, monsters and aliens, hi-tech and um, even more hi-tech -- and a spiritual mainline to the living heart of their nation. Great stuff!

<Reminder to self: let Northstar know about this thread.>

Of course, playing in a legacy team descended from the baddest of Marvel's bad, who are fighting to make up for the malfeasance of their forebears, would be an insanely good time! The angst, the struggle for atonement clashing with the temptations of power, the questions of good and evil -- oh, and did I mention the angst? This is Marvel, after all.

The Thunderbolts are an atonement-style team? I knew that the former villain Screaming Mimi of the Grapplers (she's now Songbird) and Hawkeye were members, but I didn't know it was a villains-making-good team. Interesting.

Snake Gandhi
May 18th, '06, 04:26 PM
The Thunderbolts idea is growing on me a lot as well, if only because it's the easiest one to fit characters into. Any Marvel villian is fair game for use, and Marvel has a lot of intersting villians.

Enforcer84
May 18th, '06, 08:37 PM
Agreed. And redemption is fun to play.

Supreme Serpent
May 18th, '06, 08:41 PM
Especially fun when they face the Legion of the Unliving with all their dead villainous parents...:eek:

Even the ones they didn't think were dead...:eek::eek::eek:

Supreme Serpent
May 18th, '06, 08:57 PM
The Thunderbolts are an atonement-style team? I knew that the former villain Screaming Mimi of the Grapplers (she's now Songbird) and Hawkeye were members, but I didn't know it was a villains-making-good team. Interesting.


THUNDERBOLTS SPOILER WARNING


(though the big surprises are almost ten years old now)



(which makes me feel old...)


Anyways...

One day way back when the FF and Avengers disappeared, presumably killed fighting the plot device monster of the day, "Onslaught", and entered a time of crappiness. Meanwhile, a new team of supers took up the fight, trying to hold the line in the place of the missing icons. Thus, the Thunderbolts were born. They gained the respect and trust of the city and world, and were granted Avengers-level access. Then (dum dum dum) it was revealed this was all a plot by Baron Zemo to take over the world! He and other disguised supervillains (all members of various Masters of Evil incarnations) had formed the T-bolts specifically to achieve this end. Zemo almost won, and was only defeated when some T-bolts decided to truly be heroic. (insert several big fights between good and evil T-bolts, Avengers, FF, etc)

Deciding to try to truly repent, the T-bolts keep up the heroics, but nobody trusts them after the Zemo revelation, trying to mind control the world, and all that. Hawkeye comes along to help guide them (a reformed villain himself after all). Several more good years of comics follow, before they spiral down into suckitude. :idjit:

Agent 13
May 18th, '06, 09:03 PM
Time to bust out those Son of Stilt-Man notes I was working on a while back...

Log-Man
May 18th, '06, 10:24 PM
Time to bust out those Son of Stilt-Man notes I was working on a while back...
It shames me to know that i didn't come up with this :(

GoldenAge
May 18th, '06, 11:14 PM
Time to bust out those Son of Stilt-Man notes I was working on a while back...
Hmm....

Wilbur "Long Shanks" Day Jr.:rolleyes: Or maybe "Elevator Shoes" Day

Could be a girl... call her Mighty Gams!

I jest, of course. ;)

Log-Man
May 18th, '06, 11:33 PM
Hmm....

Wilbur "Long Shanks" Day Jr.:rolleyes: Or maybe "Elevator Shoes" Day

Could be a girl... call her Mighty Gams!

I jest, of course. ;)
Stilt Man is no laughing matter.The 'Son of' doubly so.


It has to be a son... for the alliteration.

Hermit
May 18th, '06, 11:57 PM
Gee, now I want to make the Son of Mandril, aka "Sexy Beast" :D

GoldenAge
May 19th, '06, 12:05 AM
It has to be a son... for the alliteration.
Sure it could be a girl... You'd just have to call her...
THE SCION OF STILTMAN!

:D

GoldenAge
May 19th, '06, 01:03 AM
What about the son of Songbird and Quasar?

What’s that, you say?

Well, it’s just an idea… but please just read the proposed history I pieced together below before you condemn it. ;)


- Melissa Gold was a troubled runaway from an alcoholic father and incarcerated mother. In order to survive on the streets, Melissa developed a hard edge to her personality, referring to herself as "Mimi." She eventually found work as a costumed professional wrestler, taking the stage name Screaming Mimi, and joined the wrestling team known as the Grapplers. The Grapplers became renowned for their colorful personalities and ringside antics, but the wrestling federation denied them the opportunity to make the amount of money their male counterparts made. Instead, the group agreed to earn supplementary income by performing a covert operation for the Roxxon Oil Company and was given special paraphernalia to assist them in their mission. The mission failed due to the hero Quasar, and the Grapplers were tried and jailed for their misdeeds.
Melissa eventually left the Grapplers, serving in Helmut Zemo's Masters of Evil and partnering with the similarly powered Angar the Screamer; however, Angar was killed during a robbery and a grieving Mimi went on a screaming rampage that destroyed her voice. Zemo, who recruited her back into his Masters and had the Fixer grant her new abilities based on Klaw’s Sonic Horn, rescued her. When Zemo's new Masters disguised themselves as the heroic Thunderbolts, Melissa adopted the identity of Songbird and became romantically involved with teammate Abe Jenkins, alias M.A.C.H. 1, who trained her in aerial combat. Ultimately, she and Abe were among the Thunderbolts who turned against Zemo and tried to prove to the world that they had reformed. As part of his reformation, Abe has voluntarily served additional time in prison while Songbird continued to serve with the Thunderbolts. After the team disbanded following an altercation with the Avengers, Melissa joined a new incarnation of the Thunderbolts assembled by Abe, but the time she and Abe have spent apart had strained their relationship. Abe and Melissa tried several times to rekindle their romance in the years following the Thunderbolts dissolution and it was during their last attempt at reconciliation that the seed of history would be planted.
Within weeks of their final reunion however, Melissa once again found herself alone and decided to permanently cut ties with Abe along with her hopes of one day reforming the Thunderbolts. But as luck would have it, the end of that very day brought a most unusual and welcomed surprise.
Quasar, recently returned from his self-imposed celestial exile after the absorption of Eon into his Quantum Bands, found himself looking for familiar faces to once again ground himself in humanity. Throwing off his mantle as the Protector of the Universe for long enough to visit friends in Manhattan led Wendell Vaughn to a chance meeting with Melissa as she was in search of her friend Clint Barton, also known as the Avenger’s archer Hawkeye.
Vaughn immediately recognized Melissa as Screaming Mimi, who he'd help incarcerate long ago. However, his continued association with the Epic Alliance had allowed Vaughn to follow Songbird’s evolution into a hero. Intrigued and happy to find someone so quickly with so much shared history to chat about Vaughn quickly asked Melissa to coffee. Stunned yet intrigued by the interstellar guardian, Melissa agreed… Within days, romance between the two blossomed.
The relationship with Wendell was everything that Melissa was looking for. The two’s parallel experiences since their original, and adversarial, meeting quickly matured into a comfortable quiet broken only by the sparks of attraction. Soon, though Quasar felt the tug of the Universe at his cape. For some time he struggled with the decision to leave and face his duty or stay with his new love and enjoy his birthright as a human. Eventually, inexorably, it was the Universe that won out. But Quasar’s heartrending decision was turned into elation when Melissa asked if she could join him on his journeys and share his responsibility as Mar-Vel’s successor.
For months Quasar and Songbird lived and loved in the vast reaches of space and when their bliss could reach no higher ground, Melissa discovered that she was with child….

Okay, long enough for now!

In short… The child is actually Abner Jenkins’ (MACH-1/2/3…). However, it’s raised without his knowledge as the son of Quasar and Songbird… More later if it’s worth it.

Son’s name?

Echo… Reverb… Resonance… ?

He would have the same powers as Quasar = the ability to create solid objects – But like his mother Songbird would do so with sound… only naturally.

Perhaps he is rendered deaf and gains some cosmic powers due to his mother’s ignorance in her first two trimesters? Maybe he even acquires some limited abilities of the Star Brand due to his proximity to the Quantum Bands while in Vitro? Would he inherit the Quantum Bands? (Of course, points will make the difference)

I really like this idea!

Can I play him? Well, can I? Well? Well?
Okay, I’ll stop now.:hush:

Supreme Serpent
May 19th, '06, 05:08 AM
Time to bust out those Son of Stilt-Man notes I was working on a while back...

Have him take some inspiration from Spider-Man (or Spider-Woman, etc) and call him Daddy Long Legs. :p

Supreme Serpent
May 19th, '06, 05:15 AM
Son’s name?

Echo… Reverb… Resonance… ?


Maybe Choir to incorporate the sound bits and cosmic/heavenly allusions?

Echo is good, being a reflection of his parents and all. :)

Maybe due to all the cosmic stuff during his prenatal time he can access the "cosmic resonance", and sing out various effects, some one would not normally associate with sound, like healing/repairing damaged objects, teleport, etc. as well as the normal sonics and Songbird solid sound constructs. Maybe Danger Sense too, for "hearing disturbances".

GoldenAge
May 19th, '06, 05:27 AM
Maybe Choir to incorporate the sound bits and cosmic/heavenly allusions?

Echo is good, being a reflection of his parents and all. :)

Maybe due to all the cosmic stuff during his prenatal time he can access the "cosmic resonance", and sing out various effects, some one would not normally associate with sound, like healing/repairing damaged objects, teleport, etc. as well as the normal sonics and Songbird solid sound constructs. Maybe Danger Sense too, for "hearing disturbances".
Good ideas all!

Snake Gandhi
May 19th, '06, 07:13 AM
Thinking some more about the Thunderbolt idea, and I'm really liking it. They are almost the opposite of the Avengers in some ways.

The Avengers have the full backing of SHIELD, got this beautiful island built for them, and was trained to do their jobs. While the Thunderbolts have SHIELD watching them like a hawk, waiting for them to do whatever scheme it is SHIELD thinks they're gonna do. They work out of some run down warehouse that hasn't been worked on since the 70's, complete with rats and semi working electricty, and they have no training what so ever, they're just figuring it out as they go.

Also, I've been thinking of what villians would make for some neat legacies.

The Wrecker would be kinda neat, a kid recieves there dads magic crowbar and becomes kind of a blue-collar Thor.

Spider-Man has tons of great villians, but for some reason Dr Octopus and Electro stand out in my mind. Or new Green Goblin would be cool, trying to rebuild what little is left of Oscorp and (just barely) funding this team.

Ultron would also work. To borrow from Runaways a bit, maybe Ultron created a progeny, only said progeny doesn't want to wipe out all the organics, it wants to help them?

Also in that vien how about Namor? He has a child, who after hearing for years how wrong and stupid the surface dwellars are, goes and see for themselves and learns "hey, they ain't so bad." Plus, since Namor is so long lived he wouldn't be much different, and having him show up ocassionally for some family arguments would be funny.

Thats just stuff off the top of my head.

Supreme Serpent
May 19th, '06, 08:04 AM
Some thoughts and notes to coordinate continuity for the shared universe.



Also, I've been thinking of what villians would make for some neat legacies.

The Wrecker would be kinda neat, a kid recieves there dads magic crowbar and becomes kind of a blue-collar Thor.

IIRC, per Kolbrandr's origin, the original Wrecking Crew is still around and active. With Asgard destroyed, their power seems to now come from the Egyptian god Seth. It hasn't featured in-game yet, so perhaps there's the possibility of changing around if needed (like for Journeyman). Of course, playing the heroic child of an active supervillain certainly has RP possibilities. :eg:



Also in that vien how about Namor? He has a child, who after hearing for years how wrong and stupid the surface dwellars are, goes and see for themselves and learns "hey, they ain't so bad." Plus, since Namor is so long lived he wouldn't be much different, and having him show up ocassionally for some family arguments would be funny.

Or Attuma/Krang (sp?). :cool:

A heroic Deviant could be cool.

From what I remember of people's origins/hunteds, villains mentioned/used so far are:

Wrecking Crew
Seth
Blood Skull (Red Skull heir, don't know if related)
Kang the Conqueror (Dynasty's relative)
Serpent Syndicate (unknown membership/details?)
Magneto - was a teacher at Xavier Academy when Cinnabar/Antimony where there
Mandarin -(unclear if original or another has taken up mantle)
Adrian and Adrianne von Strucker, twin children of Andrea (and possibly Andreas) von Strucker) - not sure if actually villainous, but not nice.
Arcade (unclear if original or not)
Immortus
Rhino (mentioned in passing as having fought Arachne, unclear if orig.)
Diamondback (mother of Banner)
Ultron (presumably destroyed permanently, but Marvel and permanent deaths are rare :p )

And we recently fought: (except where noted, unsure if original or not)
Melter
Titanium Man (well, already several of him, but definitely not Gremlin)
Letha
Rocket Racer
Mr. Hyde
Executioner (son of the original, Skurge)
Porcupine
Killer Shrike

and a reference to the Taskmaster, but unknown at this time if the original or not.

teh bunneh
May 19th, '06, 08:42 AM
From what I remember of people's origins/hunteds, villains mentioned/used so far are:

Wrecking Crew
Seth
Blood Skull (Red Skull heir, don't know if related)
Kang the Conqueror (Dynasty's relative)
Serpent Syndicate (unknown membership/details?)
Magneto - was a teacher at Xavier Academy when Cinnabar/Antimony where there
Mandarin -(unclear if original or another has taken up mantle)
Adrian and Adrianne von Strucker, twin children of Andrea (and possibly Andreas) von Strucker) - not sure if actually villainous, but not nice.
Arcade (unclear if original or not)
Immortus
Rhino (mentioned in passing as having fought Arachne, unclear if orig.)
Diamondback (mother of Banner)
Ultron (presumably destroyed permanently, but Marvel and permanent deaths are rare :p )

And we recently fought: (except where noted, unsure if original or not)
Melter
Titanium Man (well, already several of him, but definitely not Gremlin)
Letha
Rocket Racer
Mr. Hyde (presumably original)
Executioner (son of the original, Skurge)
Porcupine
Killer Shrike

and a reference to the Taskmaster, but unknown at this time if the original or not.

Wow. Somebody's been paying attention! I'm surprised you remember that throwaway Rhino line in Arachne's little monolog. ;) That's a lot of villains... and I've got even more planned! :eg:


Spider-Man has tons of great villians, but for some reason Dr Octopus and Electro stand out in my mind. Or new Green Goblin would be cool, trying to rebuild what little is left of Oscorp and (just barely) funding this team.

Ooh, I can see it now! A Rivalry with the Amazing Arachne! :bounce:

Bill.

Snake Gandhi
May 19th, '06, 09:08 AM
IIRC, per Kolbrandr's origin, the original Wrecking Crew is still around and active. With Asgard destroyed, their power seems to now come from the Egyptian god Seth. It hasn't featured in-game yet, so perhaps there's the possibility of changing around if needed (like for Journeyman). Of course, playing the heroic child of an active supervillain certainly has RP possibilities. Hmmm, almost forgot about that. Still, thats not to difficult to write around.

When the Wrecker's powers faded away, he got real depressed. Depressed enough to hook up with this stupid broad for a while. He spent his days drinking and trying to get the damn crowbar to work. After a couple months he said 'Screw this", tossed the crowbar down, ditched the broad, and went to find him some new power. That lead him to Seth and off he goes.

In the meantime, the girl, a shy little thing, never even got the chance to tell Dirk she was pregnant. But she wasn't really sorry to see him go, as he was nothing but a worthless bully. She kept the crowbar as sort of a reminder. Years pass, and one day her child is looking through the garage and finds this thing wrapped in a towel. It's a freaking crowbar. Wondering what the hell a crowbar is doing wrapped up in a box of old stuff, they pick it up and wham, they get a rush of power. When the kid rips the basement door of its hinges, he quickly finds Mom and asks about the thing. She reluctantly fills him in on the parts of the father she kinda left out.

I think that would work, plus you get a ready made Hunted in Wrecker, who when he finds out that the power works for his kid is gonna be pissed. He'll of course figure that the kid stole his powers somehow, and he wants them the hell back. (the fact that the child wasn't born yet when his powers left naturally won't factor in to Dirk's hatred.)

Man, I'm supposed to be running this game, I really need to stop thinking up character ideas.

GoldenAge
May 19th, '06, 09:47 AM
Also in that vien how about Namor? He has a child, who after hearing for years how wrong and stupid the surface dwellars are, goes and see for themselves and learns "hey, they ain't so bad." Plus, since Namor is so long lived he wouldn't be much different, and having him show up ocassionally for some family arguments would be funny.
That's be cool, but he'd have a really nasty half-brother named LLYRON: http://www.marvunapp.com/Appendix3/llyronnamor.htm

Haven Walkur
May 19th, '06, 10:09 AM
As was said earlier, redemption could be wicked insane fun to play, if you're into angst, complication and misunderstanding...oh, but you're reading a Marvel game thread, so you probably are into all that, at least a little!

Just drawing on a few of my favorite X-Men issues from back in the early to mid-1980s:

Nocturne/Doppelganger/Suspicion/Rumor -- Legacy child of Mystique. She's another character with an inhuman-appearing base form. She can shapeshift minds; one touch, and she can copy your mind completely enough to know all your secrets. Is Kurt Wagner (Nightcrawler) her sibling? Her sire? No relation at all?

Treason/Hope/Vengeance -- Legacy child of the X-Men in the "Magik" mini-series, which was really Iliyana Rasputin's origin story. The character is a child of the one or two of the debased and twisted X-Men of that reality, raised by one of the few remaining heroes in that realm, growing up in the surrealistic horror and evil of Belasco's magical realm...until one day, he/she escapes to the Marvel mainstream universe! A demon-hunter and paladin, with bizarre, unsettling (if not outright tainted) magical powers.

Wildeblood/Stormheart/Nightstorm -- Legacy child of Storm of the X-Men and Dracula...yes, that Dracula. In canon, the Lord of Vampires was long infatuated with Ororo Munroe...this character is their child, a storm-riding dhampir, half-alive, half-mutant, possessed of powers from both parents and always fighting against the father's blood-hunger.

Oh, this is fun.

Enforcer84
May 19th, '06, 10:53 AM
One minor nitpick Supreme Serpent; It's not the original Hyde. Cinnibar talked to him as if he was and he called the originator of the formula a fool and incapable of handleing the unbridaled power of Hyde...


-an Avid reader.

GoldenAge
May 19th, '06, 10:54 AM
As was said earlier, redemption could be wicked insane fun to play, if you're into angst, complication and misunderstanding...oh, but you're reading a Marvel game thread, so you probably are into all that, at least a little!

Just drawing on a few of my favorite X-Men issues from back in the early to mid-1980s:

Nocturne/Doppelganger/Suspicion/Rumor -- Legacy child of Mystique. She's another character with an inhuman-appearing base form. She can shapeshift minds; one touch, and she can copy your mind completely enough to know all your secrets. Is Kurt Wagner (Nightcrawler) her sibling? Her sire? No relation at all?

Treason/Hope/Vengeance -- Legacy child of the X-Men in the "Magik" mini-series, which was really Iliyana Rasputin's origin story. The character is a child of the one or two of the debased and twisted X-Men of that reality, raised by one of the few remaining heroes in that realm, growing up in the surrealistic horror and evil of Belasco's magical realm...until one day, he/she escapes to the Marvel mainstream universe! A demon-hunter and paladin, with bizarre, unsettling (if not outright tainted) magical powers.

Wildeblood/Stormheart/Nightstorm -- Legacy child of Storm of the X-Men and Dracula...yes, that Dracula. In canon, the Lord of Vampires was long infatuated with Ororo Munroe...this character is their child, a storm-riding dhampir, half-alive, half-mutant, possessed of powers from both parents and always fighting against the father's blood-hunger.

Oh, this is fun.
I totally agree!

But remember, it's contrast that makes those negative attributes shine. Every angst-ridden hero on the road to redemption needs a do-gooder counterpart.

Jean Gray, Cyclops, Nightcrawler, Beast, Iceman, Storm and others... were all well centered, true heroes. If they weren't inherently good people their tragedies wouldn't be so dramatic. A team absolutely full of angst isn't much fun. But a few heroes working hand-in-hand with others in hopes of redemption makes for good cinema. In my opinion, a team with many varied personalities is the watermark to shoot for. (That's not to say that things can't change and roles couldn't be reversed so that everyone gets a chance to be morose. ;) )

Supreme Serpent
May 19th, '06, 11:10 AM
One minor nitpick Supreme Serpent; It's not the original Hyde. Cinnibar talked to him as if he was and he called the originator of the formula a fool and incapable of handleing the unbridaled power of Hyde...


-an Avid reader.

Hmm, could be. I was assuming it was just split personality from formula overdose. I'll edit it to "unsure" above.

Snake Gandhi
May 19th, '06, 11:16 AM
Since someone asked, I'll clarify one point.

I'm willing to accept character ideas from anyone, including the folks who are already playing in the Avenger: Next Gen game should they want to play a character in this one. Keyes_bill, that games GM, is also more than welcome to submit ideas.

However, in the interests of fairness, folks who didn't make it into that game, or folks applying for the first time, will get first crack at the slots.

Though so far Enorcer84 and GoldenAge seems to be the only interested parties not already playing in that game, so the point may be moot.

teh bunneh
May 19th, '06, 11:29 AM
One minor nitpick Supreme Serpent; It's not the original Hyde. Cinnibar talked to him as if he was and he called the originator of the formula a fool and incapable of handleing the unbridaled power of Hyde...


-an Avid reader.

Wow, another person who's really paying attention. E84 gets a no-prize! :thumbup:

Snake Gandhi
May 19th, '06, 11:35 AM
And it appears that the Thundebolts and the Defenders are the two most popular choices judging by responses in both threads and in PM's.

Thunderbolts would be on the same scale as the Avengers team. 7 players, 450 + 150 disads characters. They wont be buying any Package, and they sure wont have al the fancy SHIELD help. Base and equipment will be whatever the players decide to spend point on, though I think something not so fancy would fit best. The theme would mainly be about redemption, and being a hero when you're not expected to be. Mostly 4 color in a modern way, with some action, some angst, and some fun in equal amounts.

The Defenders, that I'd limit to 4 or 5 players, with characters running 900 + 150 disads. The Defenders are re-goddamn-diculously poweful, and the team should reflect that. Not a lot of time spent fighting your average supervillians, and there will be times when you flat outclass the folks your facing. Moments like the Rhino attacking Silver Surfer to no avail will happen occasionally, as if your enormously powerful you should get to enjoy it sometimes. But on the other hand, this is the team thats on the front line when folks like Mephisto, Thanos, and Galactus show up.

Supreme Serpent
May 19th, '06, 11:38 AM
Since someone asked, I'll clarify one point.

I'm willing to accept character ideas from anyone, including the folks who are already playing in the Avenger: Next Gen game should they want to play a character in this one. Keyes_bill, that games GM, is also more than welcome to submit ideas.

However, in the interests of fairness, folks who didn't make it into that game, or folks applying for the first time, will get first crack at the slots.

Though so far Enorcer84 and GoldenAge seems to be the only interested parties not already playing in that game, so the point may be moot.

Huh. I was assuming, especially due to crossover potential, that it would be different players.

Perhaps directly contact some of the previously interested parties, like McCoy, RadioKAOS etc? Cross-posting to the Player Finder forum here and the General Messages on HC might also get some more eyes.

But...if it goes for awhile without enough other interest, I might see what I can come up with...hmmm...

teh bunneh
May 19th, '06, 11:39 AM
I'd vote Defenders, but I wouldn't kick the Thunderbolts out of bed, either.

Bill.
(That's assuming Snake doesn't get his quota of players already...) :)

DocSamson
May 19th, '06, 11:39 AM
Here's one that has his parents already picked...
The child of the Absorbing Man and Titania.

If you use Sky High rules, he would be a high-end brick with the Absorbing Man's powers and possibly an inherited magic ball and chain.

[edit]
If it were for a lower powered campaign, I would still make him a brick but only have the ball and chain have the Absorbing Man's powers.

Agent 13
May 19th, '06, 11:53 AM
Have him take some inspiration from Spider-Man (or Spider-Woman, etc) and call him Daddy Long Legs. :p

Matthew Day sighed, exasperated.

"I swear, you people are just as bad as my father. Here he is, an unqualified genius - takes what amounts to a glorified piledriver, and turns it into a bona fide suit of battle armor that..." He began to tick off his points on the fingers of one hand. "...gave him the strength of fifteen men. Let him shrug off anything short of bazooka fire. Release sleep gas. Have unearthly balance. Concentrate tons of force onto an area the size of a dinner plate.

"But, no. He invents a masterwork of hydraulics and no one, including him, sees past "Hey, I bet I can look in peoples' windows," or "Hey, look at how big steps I can take," or "I just made the world's first twenty-five million dollar pair of stilts."

He sighed again, with resignation this time.

"Yes, I'll help you wash the windows. Let me go get my legs on."

Agent 13
May 19th, '06, 11:55 AM
Though so far Enorcer84 and GoldenAge seems to be the only interested parties not already playing in that game, so the point may be moot.

What am I, chopped liver?

Supreme Serpent
May 19th, '06, 11:56 AM
Matthew Day sighed, exasperated.

"I swear, you people are just as bad as my father. Here he is, an unqualified genius - takes what amounts to a glorified piledriver, and turns it into a bona fide suit of battle armor that..." He began to tick off his points on the fingers of one hand. "...gave him the strength of fifteen men. Let him shrug off anything short of bazooka fire. Release sleep gas. Have unearthly balance. Concentrate tons of force onto an area the size of a dinner plate.

"But, no. He invents a masterwork of hydraulics and no one, including him, sees past "Hey, I bet I can look in peoples' windows," or "Hey, look at how big steps I can take," or "I just made the world's first twenty-five million dollar pair of stilts."

He sighed again, with resignation this time.

"Yes, I'll help you wash the windows. Let me go get my legs on."

:D :D :D :thumbup:

I'd rep you again if I could.

Snake Gandhi
May 19th, '06, 12:12 PM
What am I, chopped liver?Sorry. I saw your posts about how you'ed like a Golden Age legacy game, and the Stilt Man comment I took as a joke.:o

Agent 13
May 19th, '06, 12:46 PM
Sorry. I saw your posts about how you'ed like a Golden Age legacy game, and the Stilt Man comment I took as a joke.:o

Well, had I my druthers, I'd rather see a GA legacy game, but you take the opportunities you can. And I really do have some notes from an earlier "What If Someone Had The Stilt-Man Armor & Could Get Past The Stilt Part?" character concept. But as you say, there's lots of villains that could be used as source material...

Snake Gandhi
May 19th, '06, 12:53 PM
Well, had I my druthers, I'd rather see a GA legacy game, but you take the opportunities you can. And I really do have some notes from an earlier "What If Someone Had The Stilt-Man Armor & Could Get Past The Stilt Part?" character concept. But as you say, there's lots of villains that could be used as source material...Hey if you wanna go with Stilt-Man, go for it.

I'd think making Stilt-Man cool would be some accomplishment.:)

Enforcer84
May 19th, '06, 12:54 PM
Sorry. I saw your posts about how you'ed like a Golden Age legacy game, and the Stilt Man comment I took as a joke.:o
Agent13 never jokes about Stiltman.


:D

Agent 13
May 19th, '06, 01:06 PM
I'd think making Stilt-Man cool would be some accomplishment.:)

Next up, the Son of U.S. 1.

Supreme Serpent
May 19th, '06, 01:14 PM
Man-Elephant bay-bee! :p

Or maybe one of the villains in the Hostess Fruit Pie ads, like Green Thumb or Johnny Punk...

;)

Squall
May 20th, '06, 05:40 AM
I'm an old-school Marvelophile myself, so this sounds like it could be a good time. That said...

How many spots are still open, how welcome would a relative Champions noob be (I've played in a few on-line games at Hero Central, and don't seem to have screwed up too bad yet, but I'm no expert or old hand), and where/how does a game like this get played?

Oh, and what points total would we be looking at (I can't seem to find that anywhere) for creation?

Supreme Serpent
May 20th, '06, 08:19 AM
I'm an old-school Marvelophile myself, so this sounds like it could be a good time. That said...

How many spots are still open, how welcome would a relative Champions noob be (I've played in a few on-line games at Hero Central, and don't seem to have screwed up too bad yet, but I'm no expert or old hand), and where/how does a game like this get played?

Oh, and what points total would we be looking at (I can't seem to find that anywhere) for creation?

Post #34 for points info.

The Avengers group (also 450+150) is I think mostly around 75ap in attacks, for comparison purposes. (some a bit higher, some a bit lower)

Sounds like it would be on Hero Central too, the better to pair up with existing game.

Snake Gandhi
May 20th, '06, 08:24 AM
I'm an old-school Marvelophile myself, so this sounds like it could be a good time. That said...

How many spots are still open, how welcome would a relative Champions noob be (I've played in a few on-line games at Hero Central, and don't seem to have screwed up too bad yet, but I'm no expert or old hand), and where/how does a game like this get played?

Oh, and what points total would we be looking at (I can't seem to find that anywhere) for creation?You're more than welcome to join.

The game will be played on Hero Central, so you're good there. :)

As for spots, we are still deciding whether to make it a Thunderbolts game or a Defenders game, though from the sounds of things I'm gonna go ahead and call it a Thunderbolts game, as that seems to have the most support going by posts and PM's.

Characters will be 450 base with 150 disads, for 600 total. Only requirement is that you have a connection to a previous Marvel villian. Other than that the backstory is pretty open with the exception of whats already been set in other folks backgrounds. For example, say you want to be Norman Osborne the 3rd. You would pretty much decide what happened to Norman and Harry and the rest. However, since in the other game we have an heir of Spider-Man, Spider-Man's history has already been written. (Though some 'retconning' is allowable if it makes for some good drama :) )

Also, i went ahead and edited the first post to show that a desicion has been reached.

GoldenAge
May 20th, '06, 01:41 PM
600 Points!!!!! :celebrate

Will Power Pools (Multi Power/EC/VPP) be allowed?
Any game/power restrictions?

Was the Songbird/Quasar character okay, or do I need to come up with something closer tied to a villain?

Snake Gandhi
May 20th, '06, 02:43 PM
Will Power Pools (Multi Power/EC/VPP) be allowed?
Any game/power restrictions? frameworks are fine, though I reserve to right to nix anything to outlandish. No real restrictions.


Was the Songbird/Quasar character okay, or do I need to come up with something closer tied to a villain?I felt that that idea was fine.

GoldenAge
May 20th, '06, 03:10 PM
Thanks... but I'm a bit confused...

The 75 Active Point max doesn't really reflect a 600 point character. I'm not complaining, far from it, I'm totally grateful to you for giving us this chance and looking forward to the game (heck, I'd play Jarvis' wayward cousin if I had to).

However, I get a great deal out of 300 point chatacters... Lots of Skills, Labs, HQs and powers well over your 75 AP max.

Any advice?

Snake Gandhi
May 20th, '06, 03:27 PM
Thanks... but I'm a bit confused...

The 75 Active Point max doesn't really reflect a 600 point character. I'm not complaining, far from it, I'm totally grateful to you for giving us this chance and looking forward to the game (heck, I'd play Jarvis' wayward cousin if I had to).

However, I get a great deal out of 300 point chatacters... Lots of Skills, Labs, HQs and powers well over your 75 AP max.

Any advice?Uh, I have a 75 AP limit?

I don't have any set limits, just as I didn't on the other game. I look at everything on a case by case basis.

hooligan x
May 20th, '06, 03:34 PM
Soooo, could somebody, say...ME play the Daughter of DOOM!? She would still speak in third person, of course.

GoldenAge
May 20th, '06, 03:36 PM
Oops, I was going off of this:


The Avengers group (also 450+150) is I think mostly around 75ap in attacks, for comparison purposes. (some a bit higher, some a bit lower)
Thanks for clearing things up so quickly.:thumbup:

GoldenAge
May 20th, '06, 03:37 PM
Daughter of DOOM!
sweet

Snake Gandhi
May 20th, '06, 03:42 PM
Soooo, could somebody, say...ME play the Daughter of DOOM!? She would still speak in third person, of course.Go for it.

Interesting to see who the mother would be...

GoldenAge
May 20th, '06, 04:09 PM
Interesting to see who the mother would be...Other than the obvious Sue Richards clone... He did have a thing for Storm of the X-Men for a while. He found her regal nature a good compliment to his own.

hooligan x
May 20th, '06, 04:18 PM
Mother question aside, do you think Dr Doom would name her anything other than Victoria? Was there a Alt-timeline Daugher of Doom in FF around the Heroes Reborn nonsense?

GoldenAge
May 20th, '06, 04:21 PM
take a look: http://en.wikipedia.org/wiki/Valeria_Richards

teh bunneh
May 20th, '06, 04:27 PM
Uh, I have a 75 AP limit?

In the New Avengers game, the heroes seem to have anywhere from 65-90 points in their primary attack powers, with most floating around 75 AP -- but that limit was never set in stone, we just all sort of gravitated to it. :)

And GA... you'll be surprised at how quickly 600 points gets used up, even if you cap your powers at 75. ;)

GoldenAge
May 20th, '06, 06:37 PM
I felt that that [the Songbird/Quasar] idea was fine.
Well, I hope you don't mind but I'm going to go in a little bit different direction.

First, I've always loved the Klaw's powers (as a character he wasn't all that). So I want to stick with Songbird as a mother...

However, instead of the convoluted triad between Songbird/MACH 1/Quasar I'd like to simplify the theme and create the progeny of Songbird and Genes-Vel based on the ending of the Captain Marvel series and the delirium he had in issue #19 where he hallucinated that Songbird was giving birth to his son.

I want to make that a reality.


Basic powers would reflect Songbird... But at 600 points it wouldn't be inconceivable that he was the inheritor of the Nega-Bands and had a small cosmic power EC as well... Perhaps he's also connected in some insidious way to the Negative Zone? Maybe Epoch?

Echo - The Cosmic Resonance


Thoughts?

Snake Gandhi
May 20th, '06, 06:48 PM
Echo - The Cosmic Resonance


Thoughts?Sounds good.

Haven Walkur
May 20th, '06, 10:22 PM
With the understanding that Players With-Out Games get first dibs on this game, I have a character in mind:

Dancer -- the 4-armed daughter of Spiral and Cyclops (Scott Summers), conceived as part of a plan by Mojo to create his own versions of the X-Men for the Mojoverse.

Mojo had Cyclops captured and brought to the Mojoverse, where Mojo compelled him to mate with Spiral, in an episode of Mojovision that sent the ratings through the roof -- even though the episode could only be shown after nine in the evening. Even while Cyclops and Spiral were together, Mojo was already looking up at his screens. Suddenly he crowed to the cameras, "Congratulations, ladies and germs, it's a grrrrl!".

Cyclops was then stripped of his memories of the incident and returned to Earth, leaving a fiercely resentful Spiral carrying his daughter.

The child was born four-armed, quick-witted and unruly -- and the Mojoverse viewers loved her! Mojo was delighted with the odd-looking child and named her "Mayhem." Spiral, however, detested the child she'd been forced to bear and was jealous of her, so she arranged to "misplace" her. Banished to Earth, Mayhem was found by Dr. Strange, who took her in as his ward and named her "Harmony."

Harmony's mother had originally been a human woman, transformed by Mojo's chaos magic. Harmony herself had been conceived and born in the heart of the Mojoverse. Not surprisingly, Harmony's body and soul were saturated with both chaos and magic, as Dr. Strange quickly learned. He resolved to educate the girl about magic, the better to protect her and those around her, and he and Clea devoted particular attention to teaching Harmony control of the chaos energies inside her.

Harmony proved to be a gifted student in all things magical. However, she was a lively, distractable girl, strong-willed, strong-minded and always thinking about a hundred things at once, and studying anything other than magic quickly bored her.

Harmony Summers eventually became an enchantress in her own right. Calling herself "Dancer", she uses her powerful magic to fight the mundane evils of the big American cities. Unfortunately Mojo is still interested in her -- or at least the ratings she represents -- and continues to meddle with her life. The last time, he unleashed the chaos magic within Harmony and transformed her into Mayhem, the Lady of Chaos.

GoldenAge
May 20th, '06, 11:00 PM
Okay... I'm gonna start a movement RIGHT NOW!
No team members that can become Lady of Chaos!!! (Or Lords for tht matter!):eek:

jk :doi:

Enforcer84
May 20th, '06, 11:11 PM
Next up, the Son of U.S. 1.
Now that's just Crazy Talk.

Agent 13
May 20th, '06, 11:27 PM
When do you want completed characters for inspection, Snake?

Agent 13
May 20th, '06, 11:28 PM
Now that's just Crazy Talk.

You say that now. His support team will be the kids of Team America.

Enforcer84
May 20th, '06, 11:34 PM
altered and updated for Non-Avenger Staus.

Journeyman
Val Char Cost Roll Notes
75 STR 40 24- Lift 819.2tons; 15d6 [6]
21 DEX 33 13- OCV: 7/DCV: 7
35 CON 50 16-
20 BODY 20 13-
18 INT 8 13- PER Roll 13-
12 EGO 4 11- ECV: 4
25 PRE 15 14- PRE Attack: 5d6
14 COM 2 12-

30/40 PD 15 Total: 30/40 PD (10/20 rPD)
25/35 ED 18 Total: 25/35 ED (10/20 rED)
5 SPD 19 Phases: 3, 5, 8, 10, 12
22 REC 0
70 END 0
83 STUN 7 Total Characteristic Cost: 240

Movement:
Running: 18"/72"
Leaping: 25"/50"
Swimming: 5"/10"


Cost Powers END
72 The Enchanted Tool Belt: Variable Power Pool (Mystic Gadget), 60 base + 12 control cost, (90 Active Points); VPP Powers Can Be Changed At Journeyman's Workshop (-1/2); all slots OAF (-1)
0 1) Geb's Brace: Aid DEF & BODY 4d6 (standard effect: 12 points), DEF & BODY simultaneously (+1/2) (60 Active Points); OAF (-1) Real Cost: 30
Notes: A Band of Gold that when attached to stone makes it stronger. Can be applied to temporarilty stabalize damaged stone.
0 2) The Onyx Wand : Energy Blast 8d6, Area Of Effect (One Hex; +1/2) (60 Active Points); OAF (-1), 8 Charges (-1/2) Real Cost: 24 [8]
Notes: Summons Large Stone Slabs and hurls them at his target.
0 3) Trickster's Hand: Telekinesis (5 STR), Fine Manipulation (18 Active Points); OAF (-1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Increased Endurance Cost (x2 END; -1/2) Real Cost: 6 4
Asgardian Physical Abilities
23 1) Asgardian Toughness: Life Support (Extended Breathing: 1 END per 5 Minutes; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 800 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)
4 2) Massive: Knockback Resistance -2"
10 3) Mystic Resiliance: Power Defense (10 points)
15 4) Tough Guy: Energy Damage Reduction, Resistant, 25%
15 5) Tough Guy: Physical Damage Reduction, Resistant, 25%
10 6) Toughness: Damage Resistance (10 PD/10 ED)
The Black Mask, all slots OIF Durable (-1/2)
3 1) I Can See For Miles And Miles: MegaScale (1" = 1 km; +1/4) for Sight (6 Active Points); Costs Endurance (-1/2), OIF Durable (-1/2) 1
10 2) Inpenetrable Vision Protection: Sight Group Flash Defense (15 points) (15 Active Points); OIF Durable (-1/2)
10 3) Protected Mind: Mental Defense (17 points total) (15 Active Points); OIF (-1/2)
3 4) Thermalvision: Infrared Perception (Sight Group) (5 Active Points); OIF Durable (-1/2)
3 5) UV Vision: Ultraviolet Perception (Sight Group) (5 Active Points); OIF Durable (-1/2)
6 6) Vision of the Hawk: +6 versus Range Modifier for Sight Group (9 Active Points); OIF Durable (-1/2)
The Usual
10 1) Boots of Speed : Leaping +10" (25" forward, 12 1/2" upward) (Accurate) (15 Active Points); OIF (-1/2) 1
15 2) Boots of Speed: Running +9" (18" total), x4 Noncombat (23 Active Points); OIF (-1/2) 2
21 3) Bracers of Shiva's Might: +25 STR, Reduced Endurance (1/2 END; +1/4) (31 Active Points); OIF (-1/2) 1
36 4) Mithril Shirt: Armor (10 PD/10 ED), Hardened (x2; +1/2) (45 Active Points); IIF (Worn under his uniform; -1/4)
Perks
10 Forge of Valor: Private Workshop/Safehouse
Skills
8 +1 with All Combat
10 +2 with Hand To Hand
3 Alchemy 13-
3 Breakfall 13-
3 Climbing 13-
3 Demolitions 13-
3 Hoist 13-
3 Interrogation 14-
3 PS: Blacksmith 12-
3 Paramedics 13-
3 Riding 13-
3 Scholar
2 1) KS: Alchemy (3 Active Points) 13-
2 2) KS: Arcane And Occult Lore (3 Active Points) 12-
4 3) KS: Artifacts & Relics (5 Active Points) 15-
1 4) KS: Dragons (2 Active Points) 11-
1 5) KS: The Superhuman World (2 Active Points) 11-
3 Streetwise 14-
4 Survival (Desert, Urban) 13-
3 Systems Operation 13-
2 TF: Common Motorized Ground Vehicles
3 Tactics 13-
3 Teamwork 13-
2 Weapon Familiarity: Common Melee Weapons
3 Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 13-

Total Powers & Skill Cost: 357
Total Cost: 597

450+ Disadvantages
5 Dependent NPC: Alison Camp (Mother) 8- (Normal; Useful Noncombat Position or Skills)
10 Hunted: Avengers 8- (Occasionally) (Mo Pow, NCI, Watching)
15 Hunted: Some Treasure Hunter 11- (Frequently) (As Pow, Harshly Punish)
15 Hunted: The "New Wrecking Crew" 8- (Mo Pow, Harshly Punish)
5 Physical Limitation: Heavy (x2 Weight) (Infrequently, Slightly Impairing)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Facinated by Magic Common, Strong
10 Psychological Limitation: Intimidated by established Avengers (Common, Moderate)
10 Psychological Limitation: Yearns to redeem his father's name (Common, Moderate)
10 Reputation : Son of Supervillain, Frequently (11-)
10 Rivalry: Professional (Reformed children of Marvel mastervillains; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Public Identity Frequently (11-), Major
10 Vulnerability: 2 x STUN Asgardian Magic Uncommon

Total Disadvantage Points: 597



Background/History: And for a moment, all Brian's confidence and bravado dissipated and he turned away from the door in front of him. Of course, as he began to leave he heard his father's voice; "I was a bum. You, you can make something of yourself. Don't let anyone tell you otherwise, kid. You make me proud."
Brian Camp turned back to the door. He knocked. A monitor to his right blinked to life. A slightly mechanized, but polite voice answered.
"Welcome to the Avengers Mansion. Please state your name and your busines."<br>"My name is Brian Camp, you can call me Journeyman. I want to join the Avengers."
There was a pause.
"The Avengers are not currently looking for members, Mr. Camp, however thank you for your inquiry."
"I'm not leaving."
"Mr. Camp, please, I'd rather not have to activate the security drones."
"You'll be wasting money if you do. I've seen them and I can honestly tell you I'd destroy them."
Another pause.
"You are not related to Henry Camp are you?" The voice inquired.
"He was my father."
The door slowly opened.
"Please go to the office on the left. You're interview will be there."
"Thank you."

*****

Brian Camp, aka Journeyman is the only son of Henry "Hank" Camp, aka Bulldozer of the Wrecking Crew. Bulldozer retired after a long and unsuccessful criminal career with precious little to show for it. Sure, the Crew had a decent reputation with the underworld, and the superhuman vitality and health had allowed him to be active for decades. But in the end he was a twelve time loser, had no friends or family and barely above the poverty line. That was when Alison walked into his life. She wasn't no Spiderwoman or Black Widow, but she was sweet, and she really liked that Hank was such a big, strong guy. While he wasn't a nuclear physicist like Thunderball, Hank was no dummy. He and Alison married and Brian was born two years later. Alison had been a big fan of Thor growing up, and even though they'd tried to kill eachother on more than one occasion, she saw Hank's past as a link to her hero. Her interest in asgardian magic was a little disconcerting, but Hank didn't care, he had finally found what was missing in his life. Sure the Wrecker was pissed off when he tried to summon the Crew for one last mission after Thor had disappeared, and Hank declined, but they didn't even come to blows over it. The only things that mattered to Hank now was Alison and Brian.
Alison taught Brian all about the Avengers, Thor, and Asgard. Brian ate it all up. He didn't show any signs of his father's physical enhancement growing up, and this pleased Hank to no end.

Hank Camp died in his sleep one night. His son awoke in the night and raced into his parent's room and couldn't rouse him. It was then that Brian realized he'd spontaneously inherited his father's strength and durability.

Upon finishing highschool, Brian left to explore the world; he sought news of Asgardian or other magic. He'd successfully found the odd trinket, clue, or book. A few years later he ended his "Alternative Education" and sought to put his abilities and toys to good use by joining the organization his father had respected even when he fought them. The Avengers.
But fate had other plans. Shortly after the new Generation of Avengers debuted, Brian found himself sitting alone. He had not been chosen. Brian did what he could by himself. He helped where his talents could, and hoped that the Avengers would notice one day. He was surprised to find that someone else had noticed.
Now, Brian finds himself working with the scions of evil. Young men and women hoping, like Brian, to atone for the acts of their parents. To make a new legacy for their families, they would strike from the skies, and invoke the name of precoursers who'd shed villainy for heroism. The Thunderbolts.

Personality/Motivation: Redemption for his father's name and deeds.

Quote: "Let me fix that."

Powers/Tactics: Powers: Thanks to his patronage, Journeyman is superhumanly strong. Unaugmented by his Bracers, he can lift "Press" about 10 tons. With the Bracers he is approximately 50 times Stronger. (75 STR)
He is also is as tough and hardy as an Asgardian that engages in regular exercise.
In addition to his physical might, Journeyman is very knoweledgeable about magic in general; and artifacts/Relics/Alchemy in particular. He has an arsenal of widgets, wards, wands, objects, and weapons at his disposal and has the ability to create his own. He uses these to fight crime. (A construction and rebuilding theme to counter his father's destrcution theme).

Campaign Use: Brick Gadgeteer.

Appearance: Tall and deceptively heavy. Built like Thor or Hercules. Brown hair, blue eyes. He wears a gray bodysuit with dark blue boots, silver bracers, a leather jacket with a stylized hammer on the back, and a "mystical toolbelt" that holds his arsenal.
Journeyman's boots are dark blue with silver wings etched at the ankles, the boots glow with a silver light when in use. His bracers are silver with gold inlay's depicting the God Shiva. His mask seems to be polished obsidian, laid over soft leather. it is completely opaque.

Enforcer84
May 20th, '06, 11:40 PM
And the updated file

GoldenAge
May 21st, '06, 10:01 AM
Question of propriety:

I want to add some interest to Echo... I'd like him to be deaf and mute, representing the fact that the Cosmic Choir is always resounding in his ears and should he open his mouth it would rush into the world through him (ala a powerless version of Black Bolt). However, these are just cosmetics. I wouldn't take Disadvantage points for them (They'd be listed, but for zero points) because his communication abilities will be replaced with the Power Cosmic.

Instead of hearing and voice he'll communicate via a limited telepathy that exactly reproduces the natural abilities of hearing and voice.

Should I pay for this, or is it enough to write it up as cosmetics.

As a GM I'd just call it cosmetics and move on... But this is not my game.

Advice/Ruling?

hooligan x
May 21st, '06, 10:57 AM
take a look: http://en.wikipedia.org/wiki/Valeria_Richards
Oh. I'm sure I can do better that that. Any non-Sue ideas on who her mother should be?

Agent 13
May 21st, '06, 11:14 AM
Oh. I'm sure I can do better that that. Any non-Sue ideas on who her mother should be?

Storm. Silver Sable. Callisto. The Enchantress. Madame Masque. Moonstone. Viper. Jessica Drew. Colleen Wing. Vic likes those strong-willed dames. Doom's tried to pass off a clone of himself as his son before, so it could be a gender-switched vatbaby.

Snake Gandhi
May 21st, '06, 11:18 AM
When do you want completed characters for inspection, Snake?Well, I know 600 point characters can take some work, and some folks are still wrestling with ideas, so lets say by next Saturday. If folks get done early, thats cool.

Snake Gandhi
May 21st, '06, 11:21 AM
Question of propriety:

I want to add some interest to Echo... I'd like him to be deaf and mute, representing the fact that the Cosmic Choir is always resounding in his ears and should he open his mouth it would rush into the world through him (ala a powerless version of Black Bolt). However, these are just cosmetics. I wouldn't take Disadvantage points for them (They'd be listed, but for zero points) because his communication abilities will be replaced with the Power Cosmic.

Instead of hearing and voice he'll communicate via a limited telepathy that exactly reproduces the natural abilities of hearing and voice.

Should I pay for this, or is it enough to write it up as cosmetics.

As a GM I'd just call it cosmetics and move on... But this is not my game.

Advice/Ruling?
I can go with that.

hooligan x
May 21st, '06, 11:59 AM
Ok, no stats, but I spent a few minutes on HeroMachine. Please say hello to Eva Von Doom.

Before I get into character design, I need to know what Doom's current status is . That will influence Eva's background, motivation, and powerset.

Snake Gandhi
May 21st, '06, 12:03 PM
Ok, no stats, but I spent a few minutes on HeroMachine. Please say hello to Eva Von Doom.

Before I get into character design, I need to know what Doom's current status is . That will influence Eva's background, motivation, and powerset.That would be up to you.

AFAIK the Good Doctor hasn't been mentioned at all in anyones backgroud, so its pretty much up to you what he's been doing these past 20-30 years and if he's still around or not.

Also, just out of curiosity, do you plan on her using 'Dr Doom' as her hero name? I ask because, if so, that could make introductions quite amusing:) Heck, you could even by a nice Reputation bonus based on the fact that people mistake her for that other Dr Doom;)

hooligan x
May 21st, '06, 12:17 PM
With a PhD in Comicbook Science, she would insist on being called Dr Von Doom. What the papers called her might differ (and would probably irritate her.)

If Doom is still alive, I see them as estranged but not enemies. These two are too proud and headstrong to have survived her adolecence amicably.

hooligan x
May 21st, '06, 12:20 PM
"Father, did you think I would be fooled by a Doombot at my recital?!"

Haven Walkur
May 21st, '06, 12:40 PM
Oh. I'm sure I can do better that that. Any non-Sue ideas on who her mother should be?


Emma Frost, the White Queen of the Hellfire Club -- she has the strong will, intelligence and power, plus artistocratic pretentions ("Queen")

Crystal -- she IS an aristocrat, a member of the royal family of the Inhumans (Doom seems attracted to aristocratic bloodlines); Crystal is the wife of the Human Torch, so seducing her would be quite a coup against the hated Fantastic Four...or it might have been part of one of Doom's plots

Morgali of the Winding Roads -- very powerful mystic, descended from ancient nobility; usually appears as a lovely woman with broad curling ram's horns; Nightcrawler's foster-mother

hooligan x
May 21st, '06, 12:55 PM
Hmmm. Emma Frost. That would require a new picture...

Enforcer84
May 21st, '06, 02:19 PM
Here's a COH version of Journeyman

radioKAOS
May 21st, '06, 03:52 PM
Wow... legacy of ANY Marvel villain???

brain is on overload....

Thinking Juggy, Magneto or Sabretooth... Suggestions?

Enforcer84
May 21st, '06, 04:43 PM
Wow... legacy of ANY Marvel villain???

brain is on overload....

Thinking Juggy, Magneto or Sabretooth... Suggestions?
As long as it's not Juggy, Magneto, AND Sabertooth, you're golden.

Haven Walkur
May 21st, '06, 04:45 PM
Harmony Summers aka Dancer

She's a young mage born with the seeds of Chaos inside her. She specializes in Movement spells (eg. Megascale Running, Teleport, Dimensional Movement, Open Doors/Locks) and Elemental Air magic (eg. Extended Breathing, Flight, Summon Air Elemental, Lightning, Illusion).

Though Dancer's "Thunderstroke" attack is widely believed to be an offensive spell, it's not. It's a varient on the "optic blast" she inherited from her father, Cyclops.

She is Hunted by Mojo and his agents.
She has a Rivalry with Spiral, her mother.
I'd like to give Dancer Dr. Strange as a Contact -- or perhaps Clea, since she'd be less expensive.
She has a Distinctive Feature; two sets of arms, which she hides with disguise or illusion. Both sets of arms are fully functional.
She now has Accidental Change into Mayhem, a personality/being who is not actively evil, but amoral, reckless and utterly chaotic.

WhammeWhamme
May 21st, '06, 05:24 PM
Seems to still be open, yes?

What exactly is that status of Kang (apparently it's mentioned by someone's background...?)?

And who _would_ be a good match? (hmmm)

Pendaran
May 21st, '06, 05:36 PM
There's someone playing someone of Kang's line in the Avengers game, sooo, you'll want to sort things out with them if you go that route, Dynasty is the char

radioKAOS
May 21st, '06, 06:16 PM
Bullseye, Elektra, Archangel, Mr. Sinister, Dark Phoenix, Apocalypse, Mystique, Callisto/Morlocks...

ack!!!

Longshot/Mojo, Weapon X program...

argghhh!

ok, what 'archtypes' do we have already?

Funksaw
May 21st, '06, 06:18 PM
I might have room in my schedule for this; I'd like to play.

GoldenAge
May 21st, '06, 08:40 PM
Here's the start of ECHO son of Songbird and Genis-Vel

Stats and Powers only at this stage... I'm open to constructive comments/suggestions. :thumbup:

Echo: The Cosmic Choir
*Deleted

Pendaran
May 21st, '06, 09:09 PM
the way those aids synergize with your powers seems a bit overly potent

GoldenAge
May 21st, '06, 09:29 PM
the way those aids synergize with your powers seems a bit overly potent
Perhaps, but the Nega Bands are cosmic energy batteries. It's hard to separate them from the aids.

In the traditional Mar-Vel write-ups that I could find (I found several) they listed the Nega bands as providing a ton of powers and the ability to enhance those powers as they absorb more energy. In ECHO's case he already has powers and though he wears the Nega bands, he has not grown to the point where he would be considered Protector of the Universe. He's still growing and his lack of skills will reflect that. So, until he has absolute mastery over the Nega Bands he'll be using them primarily to enhance his own powers with Cosmic Energy, thus the Aids.

Remember, as he aids his Cosmic Powers he'll have to enhance his EC as well as the 1 power within the EC (that’s why he can enhance 2 things at once). And no matter how much he aids his power it can never surpass his EC total.

Also, there's the fact that it takes 9 END for every Aid PLUS 9 END for just about every other power in the Nega Bands Multi Power. You'll notice that Echo only begins with 100 END and 10 REC in his END BAT. That will force him to be judicious throughout a battle lest he run the Nega Bands to empty before he can absorb more energy (if there IS energy to be absorbed).

He is also lacking any defenses other than the obvious. His lack of growth as a hero has left him severely deficient in the Mental Defense/Flash Defense/Power Defense areas. I'm sure that he'll learn from experience that the Nega Bands can help, but only if he bends his will in that direction.


In the end he IS a 600 point character :D If he's in a GROUP of 600 point characters I'll bet the villains we face will be dangerous enough to make those Aids necessary.

ALL HAIL THE COSMIC CHOIR!

sorry, I got carried away.:o

Snake Gandhi
May 21st, '06, 09:46 PM
ok, what 'archtypes' do we have already?Journeyman is a brick, and Echo looks to be an EP.

Snake Gandhi
May 21st, '06, 09:47 PM
I might have room in my schedule for this; I'd like to play.Still have room, feel free to submit a character.

teh bunneh
May 21st, '06, 10:37 PM
How about the son of Jack Russell, aka Werewolf By Night?

radioKAOS
May 21st, '06, 10:46 PM
How about the son of Jack Russell, aka Werewolf By Night?

He must be a terrier, no?









what? ;)

radioKAOS
May 21st, '06, 10:47 PM
I'm leaning towards a Venom legacy.

From what I am reading online {and I'm reading a LOT...] the suit left Eddie Brock as he was on the verge of death in an alley...

Enforcer84
May 21st, '06, 11:04 PM
Perhaps, but the Nega Bands are cosmic energy batteries. It's hard to separate them from the aids.

In the traditional Mar-Vel write-ups that I could find (I found several) they listed the Nega bands as providing a ton of powers and the ability to enhance those powers as they absorb more energy. In ECHO's case he already has powers and though he wears the Nega bands, he has not grown to the point where he would be considered Protector of the Universe. He's still growing and his lack of skills will reflect that. So, until he has absolute mastery over the Nega Bands he'll be using them primarily to enhance his own powers with Cosmic Energy, thus the Aids.

Remember, as he aids his Cosmic Powers he'll have to enhance his EC as well as the 1 power within the EC (that’s why he can enhance 2 things at once). And no matter how much he aids his power it can never surpass his EC total.

Also, there's the fact that it takes 9 END for every Aid PLUS 9 END for just about every other power in the Nega Bands Multi Power. You'll notice that Echo only begins with 100 END and 10 REC in his END BAT. That will force him to be judicious throughout a battle lest he run the Nega Bands to empty before he can absorb more energy (if there IS energy to be absorbed).

He is also lacking any defenses other than the obvious. His lack of growth as a hero has left him severely deficient in the Mental Defense/Flash Defense/Power Defense areas. I'm sure that he'll learn from experience that the Nega Bands can help, but only if he bends his will in that direction.


In the end he IS a 600 point character :D If he's in a GROUP of 600 point characters I'll bet the villains we face will be dangerous enough to make those Aids necessary.

ALL HAIL THE COSMIC CHOIR!

sorry, I got carried away.:o
One thing? I don't think the Cosmic Awareness had anything to do with the negabands. IIRC, it was granted to MarVell by Eternity when he made Marv the Protector of the Universe; the negabands were created by a scientist on Earth.

teh bunneh
May 22nd, '06, 12:24 AM
He must be a terrier, no?

Yes. But "Mildly-Ferocious-Domesticated-Dog-By-Night" just doesn't have the same ring to it. :lol:

Bill.
(Don't blame me -- I didn't make up the guy's name!) ;)

Log-Man
May 22nd, '06, 12:51 AM
Seems to still be open, yes?

What exactly is that status of Kang (apparently it's mentioned by someone's background...?)?

And who _would_ be a good match? (hmmm)
As someone alluded to already, my character, Dynasty, is a Kang's grandson from the far future. He knows of Kang's identities as Rama Tut and the Scarlet Centurion, but is unaware of the relationship to Dr. Doom or even Immortus, whom he counts as an ally and mentor. The fun thing about Kang, though, is that with all the timelines and alternate identities, it would not be completely out of the question for another descendant to exist somehow. In fact, it could be interesting, especially if one were searching for a rival...

:think: :sneaky:

Squall
May 22nd, '06, 01:03 AM
I'm still interested in this one, but having trouble...focusing, really. 600 points is going straight to my head, but even more, the "pick a Marvel villain, or two. No, really!" is giving me way too many options for me to be quick about anything. :) I'll probably have at least a rough idea by the end of the day, though, especially now that the group's starting to kind of take shape.

Pendaran
May 22nd, '06, 04:49 AM
So, with a similar understanding to Haven's that obviously people not in the other game have dibs, a char idea:

Count Rafael Nefaria, who heroes under the name Invictus.

There is a certain class of villain who hold themselves as an aristocratic elite. Wealthy, even titled, born and raised in a social class above their lessers, their right to power coming from such lofty heritage. Children are often a problem for such worthies, an exposed jugular vein for their many enemies, or worse yet, a means of falling in heroic debt when those scions end up saved by them. Yet having them raised in ignorance or obscurity with a light touch lead to debacles like Temugin's sense of morality, or Madam Masque's habitual penchant for turning on her father.

A notion was hit upon in the halls of power where such luminaries met and celebrated, to take after kings who had their bastards raised in appropriate noble families, to make sure if their lineage needed to be revealed, they would already have appropriate training and mindset. To foster such children as they might have away, yes, but to carefully prepare such families and education as to have them shaped into proper successors, to begin as the elite, taught to handle power, and made ready to take up the superior legacies that would come to them. To be put in contact with each other to begin familiarity and contact networks for the banners of dominion they would take up in their generation, and ready alliance against heroes that would oppose them.

The principle figures in this arrangement were Andrea von Strucker of Fenris, the Mandarin, Matsuo Tsurabya of the Hand, and Count Luchino Nefaria, though there were a few others who found interest in the idea.

The equivalent of vassal families were created, established in wealth and position, and staffed with such trainers and teachers as each parent found appropriate, making for children who would, say, find it perfectly normal that the fencing instructor had a set of interesting looking scars and a tattoo of a multi-headed snake.

The children lived lives of rigorous, even cruel training contrasted with bouts of lavishly opulent decadence, to shape them in appropriate inclination of privelege and station. They were taught to fight, command, think, scheme and survive, then drowned in decadence, then forced again to rigor, and expected to mentally endure the painfully jarring contrast.

Nefaria's son, Rafael, took far better to the rigor, but he took to it so well, that it was not seen as much of a concern. In hindsight the problem would come from the particular flavouring Nefaria ensured his upbringing posessed. The Count had even at his criminal beginnings held a powerful concern and pride in his family's name and aristocratic heritage, such was the founding basis for his sense of right to total rule, if since twisted and maddened by his own darkness and stacked on ionic instability. To Nefaria, his perfect heir would embody the ideal nobleman in culture and dignity, power and reign. That some warped noblesse oblige would lead his child to see themselves placed by destiny above the world. And of course ensure devotion to their father, who was himself clearly the perfect nobleman.

Having an unfortunately stubborn streak of sanity, Rafael certainly took to the aristocratic ideal he was raised in, but in his heart it was to the better part of it, and without delusion. That station was earned, and recriprocated to those beneath that allowed for it. He could quote Machiavelli, but he internalized the Meditations that he translated from Latin to English. Still, he believed in the right of the elite to reign, and that was meet enough in an education that mingled Classical studies, financial planning, and how to kill a man with one's bare hands, but be cleaned up in time for the ball, and what forks to use for what when there.

Of the other children, Rafael from simple European geography and upper class social circles found himself most in contact with Anastaz, the child of Andrea. The two could comiserate on harsh family experience and help each other get through them, then revel at the same fetes. At times it was almost as if they were raised together, and had the closeness of brothers. Anastaz was even one of the few people that could get Rafael to indulge even slightly at more notable debauchs, and even smile through his aloof bearing.

When they had events for them arranged as a group, Rafael's other bond came with Li Lian, the Mandarin's daughter, who shared his sense of austerity and destiny (and isolation), the two developing a quietly intense romantic entanglement as they talked about their future dreams.

On Rafael's 17th birthday, and when the others were of similar age, they were brought together on arrangement for a weeklong celebration of sheer excess and ornate ritual, where their legacies would be revealed and fulfilled. In some cases, this arrangement was of hands reaching from beyond the grave, as the intervening years and battles had claimed several of the parents that had founded this entire effort (Nefaria for his part, had again exploded in a shower of ionic fury and had not been seen for years). Amidst representatives from the Hand, Hydra, Fenris and various crime families, the children were praised, deferred to, informed and invited to take up their positions of mastery. Anastaz had a lingering supression of mutant powers in excess of Andrea and Andreas combined removed, and he reveled in their fury. Li Lian had chi already awakened in her training further bolstered by the gift of her father's rings. Hiko Tsurabya was initiated into Hand mystic ritual. And in a prepared chamber.. Rafael was bathed in ionic energies to combine with and bring to life his genetic birthright.

In a crashing wave, that act for a moment linked him to the lives of past and current wielders of ionic power alike, and what he saw horrified him. Atlas, an accidental murderer and periodic rampaging barbarian. Wonder Man, who even in his legacy of heroism had bouts of his powers driving him to madness. And worst of all, the man he now knew as his father, a vicious, twisted sadist, mouthing words about a concept he put the lie to in every action, when not simply ranting in megalomania. He believed in an ideal.. and such as these were not it. He wanted to embody an ideal, and yet was having forced on him powers that instead seem to leave a trail of insanity, corpses and treachery. Worst of all, that the people around him wanted and hoped for a man like his father to take a place among them meant they too were in opposition to such ideals as he held dear.

Rafael resisted taking what he could of the power, but he was already flooded with it. Still lingering in horror and shock, he screamed into the sky with explosions in his wake, and ran, and ran, and ran. He stopped long enough to wonder when the power would take him, and yet to also remember enough of his dreams and conviction to vow that he would conquer his power, and not be conquered by it. He wandered the Earth in obscurity seeking focus and control, exploring religions, studying with yogic masters in India, isolating himself in the wilderness, working in Christian monasteries, and eventually finding himself in the mountains of Nepal, living and training with temple monks. He honed himself as a fighter, and in the practice of meditative techniques. In both he steeled his will, and even allowed himself to start to draw on the gifts of his heritage, chaining his abilities to his resolve. In growing calm serenity, he found peace with himself. Content, and managing to forget what had started him down this road in the first place, he might have lived out his life in the quiet repose it now had.

And then Anastaz found him. It seemed that his former friends had never stopped being concerned about him, and inbetween pursuing their new lives, they would take time to seek out Rafael's fate. It was only natural that his "brother" find him first.

Shock at Rafael's state turned to arguing. Arguing turned to fighting. Fighting turned to brutal, flying, land traversing violence that became very messy, very public, exposing and, most importantly, naming Rafael to the world. Anastaz was left with a scar across his face and a raging, vindictive hatred for his childhood friend.

And yet.. Rafael was not saddened, not crushed. He is simply reminded of the events that had brought him to where he now was. He is simply reminded that he believes in an ideal, and that it is a good one. To paraphrase T.H. White, might for right, station held for the benefit of others, might sound silly, but it cannot be said that it does not exist.

He is reminded that once upon a time, despite the sounding of it, the name Nefaria was respected and proud. That in his ideals, he could redeem it, if he tries long enough.

He had faced his past, his powers, his enemies and his legacies, and his resolve remained firm, his person unbent, and unbroken. He would take the sobriquet of Invictus, for in every way he stood proud, and unconquered.

And so Rafael rejoined the world, his vast inheritance still waiting, intent on using his wealth, his education, and his might to purify his family legacy, though the experience to date has been.. difficult.

He donates to charity, and people wonder if he's laundering money. He fights a villain or rescues the imperiled, and the wary watch him for signs of coming into the full power and full madness of his father. And everywhere, /everywhere/ is the damned papparazi, drawn like moths to a flame of his title, money, power and good looks. They twitch his darker urges, sometimes..

Worst of all, beyond even Anastaz's new murderous obsession with him, is Li Lian's well meaning affection for him. In her mind, his powers /are/ affecting his mind, and this whole do gooder fiasco is a sign of it, he just needs to be brought in, given some counseling, and he can then be at her side as the man she knows he should be. Many of the other now grown children, who look to her as a leading figure in an association they call the Neo Upstarts, after the loose confederacy some of their parents were in, agree at least in the sense of wanting Rafael's power serving their causes.

Ah well, cleansing yourself of darkness and embracing the light was never supposed to be easy, after all.

Pendaran
May 22nd, '06, 05:03 AM
Powers wise.. Rafael is basically a flying martial brick-ish sort of thing (he's more martial than brick, didn't really come all that strongly into the superstrength) who trucks in buff base stats across the board from genetics, intense training and being a partial ionic being. Have an ionic energy EC with the usual EC stuff of force field, a damage power (an hth attack) and a movement power (flight) for when he lets himself be all charged up with the energy. Probably also going to drop German and replace it with a religion KS

Rough looks like this:

RAFAEL NEFARIA
Val Char Cost Roll Notes
45 STR 35 18- Lift 12.8tons; 9d6; [2]
30 DEX 60 15- OCV 10 DCV 10
20 CON 20 13-
20 BODY 20 13-
20 INT 10 13- PER Roll 13-
30 EGO 40 15- ECV: 10
30 PRE 20 15- PRE Attack: 6d6
20 COM 5 13-

20/40 PD 11 Total: 20/40 PD (10/30 rPD)
20/40 ED 16 Total: 20/40 ED (10/30 rED)
6 SPD 20 Phases: 2, 4, 6, 8, 10, 12
13 REC 0
40 END 0
53 STUN 0 Total Characteristic Cost: 257


Movement: Running: 6" / 12"
Swimming: 2" / 4"
Leaping: 9" / 18"
Flight: 20" / 80"

Cost Powers END
Martial Arts:
Maneuver OCV DCV Notes
4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort
4 Martial Strike +0 +2 16d6 Strike
4 Martial Escape +0 +0 85 STR vs. Grabs
3 Martial Grab -1 -1 Grab Two Limbs, 80 STR for holding on
3 Martial Throw +0 +1 14d6 +v/5, Target Falls
5 Passing Strike +1 +0 14d6 +v/5; FMove
4 Martial Block +2 +2 Block, Abort
20 +5 HTH Damage Class(es)
1 Weapon Element: Blades
10 Ionic Integrity: Power Defense (10 points)
19 Ionic Physiology: Life Support (Eating: Character only has to eat once per week; Longevity: Immortal; Safe in High Radiation; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week)
5 Ionic Eyes: Nightvision
9 Honed Will: Mental Defense (15 points total)
10 Ionic Resilience: Damage Resistance (10 PD/10 ED)
11 Tireless Physique: +0 STR, Reduced Endurance (1/2 END; +1/4) (11 Active Points) (Modifiers affect Base Characteristic)
25 Nefarious legacy (Ionic Energy Channeling): Elemental Control, 50-point powers
35 1) Imperious Aegis: Force Field (20 PD/20 ED), Reduced Endurance (0 END; +1/2) (60 Active Points)
25 2) Above the Rabble: Flight 20", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (56 Active Points); Custom Modifier (easily tracked flight path; -1/4) 2
18 3) Manus Invictus: Hand-To-Hand Attack +7d6, Reduced Endurance (0 END; +1/2) (52 Active Points); Hand-To-Hand Attack (-1/2)


Perks
15 Money: Filthy Rich


Talents
17 Combat Sense (Sense) 13-


Skills
3 Acrobatics 15-
3 Breakfall 15-
3 PS: Investment banking 13-
3 High Society 15-
3 Tactics 13-
3 Deduction 13-
3 Linguist
0 1) Language: English (idiomatic) (4 Active Points)
1 2) Language: French (fluent conversation) (2 Active Points)
1 3) Language: German (fluent conversation) (2 Active Points)
1 4) Language: Greek (fluent conversation) (2 Active Points)
1 5) Language: Italian (fluent conversation) (2 Active Points)
1 6) Language: Latin (fluent conversation) (2 Active Points)
1 7) Language: Nepalese (fluent conversation) (2 Active Points)
1 8) Language: Spanish (fluent conversation) (2 Active Points)
3 Meditation 15-
3 Navigation (Air, Land) 13-
3 Paramedics 13-
20 +2 Overall
6 +2 with any three maneuvers or a tight group of attacks
10 +2 with DCV
3 Scholar
1 1) KS: Art (2 Active Points) 11-
1 2) KS: Classical studies (2 Active Points) 11-
1 3) KS: History (2 Active Points) 11-
2 4) KS: Literature (3 Active Points) 13-
1 5) KS: Superhuman World (2 Active Points) 11-
3 Oratory 15-
10 Defense Maneuver I-IV
1 WF: Blades


Total Powers & Skill Cost: 343
Total Cost: 600

450+ Disadvantages
10 Reputation: Son of Count Nefaria, 11-
10 Distinctive Features: Red energy eyes (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Hunted: Anastaz von Strucker 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Hunted: The Mandarin and The Neo Upstarts 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Mildly Punish)
15 Hunted: SHIELD 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
10 Social Limitation: Public ID (Frequently, Minor)
15 Psychological Limitation: Driven to Redeem the Family Name (Common, Strong)
5 Hunted: Papparazi 8- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
10 Psychological Limitation: Vengeful (Uncommon, Strong)
10 Physical Limitation: Ionic Physiology makes medical treatment difficult (Infrequently, Greatly Impairing)
10 Psychological Limitation: Aristocratic attitude (Common, Moderate)
15 Psychological Limitation: Code vs Killing (Common, Strong)
0 Experience Points

Total Disadvantage Points: 600

Squall
May 22nd, '06, 08:48 AM
I don't know why I'm only just noticing this -- but is it just me, or is there little by way of "middle ground" when it comes to Marvel's X-Characters and their foes? They're either completely human/fragile/normal "one trick pony" sorts (Cyclops, Banshee, Pyro), or they're well-nigh unstoppable gods that would take a hojillion points to realistically portay all their tricks (Magneto, Phoenix, Exodus). Anyways, that's kind of off topic, but it's been bugging me while I'm perusing my comics (and Wikipedia) for mutant-villain inspiration.

On topic: some questions for the pro's. ;)

Right now my only idea is an heir to Sebastian Shaw's powers (and to a lesser extent, his fortune). He soaks up incoming attacks without being harmed by them, and just gets faster and (especially) stronger the more you hit him, right up until some ridiculously powerfull attack finally manages to "overflow" his ability to absorb the damage. So, easy enough, I'm thinking -- Absorption time!

I've never seen Absorption in effect in a Champions game, though, and I'm not sure how effective a character it'd make. My basic idea would be for him to have moderately above-human stats (30s-40s for physical stuff) all the time, some Armor (and/or maybe some Damage Reduction), and then Energy and Physical (both) Absorption both dumping into, say, Strength and Dexterity.

To those with a bit more experience with Champions (including the GM, of course), how feasable and effective a character would this be? Also, how acceptable, to have (for instance) like 20d6+ of both Physical and Energy Absorption (Shaw seems to be, well, pretty darned capable of soaking an awful lot of damage)? Would that be too powerful? Not powerful enough? Maybe just about right?

Snake Gandhi
May 22nd, '06, 08:59 AM
On topic: some questions for the pro's. ;)

Right now my only idea is an heir to Sebastian Shaw's powers (and to a lesser extent, his fortune). He soaks up incoming attacks without being harmed by them, and just gets faster and (especially) stronger the more you hit him, right up until some ridiculously powerfull attack finally manages to "overflow" his ability to absorb the damage. So, easy enough, I'm thinking -- Absorption time!

I've never seen Absorption in effect in a Champions game, though, and I'm not sure how effective a character it'd make. My basic idea would be for him to have moderately above-human stats (30s-40s for physical stuff) all the time, some Armor (and/or maybe some Damage Reduction), and then Energy and Physical (both) Absorption both dumping into, say, Strength and Dexterity.

To those with a bit more experience with Champions (including the GM, of course), how feasable and effective a character would this be? Also, how acceptable, to have (for instance) like 20d6+ of both Physical and Energy Absorption (Shaw seems to be, well, pretty darned capable of soaking an awful lot of damage)? Would that be too powerful? Not powerful enough? Maybe just about right?Hmmm...

From my experience (and I don't have much with Absorption), the best way to do this kind of thing would be to buy your two Absoptions (and I don't think you'ed need 20 dice), and then buy a good amount of extra PD and ED with the lim "Only up the the amount absorbed." That way, say you have 10d6 of Absorption, and your hit with an attack that does 50 Stun. You roll your 10d6 and get 34. That means you have 34 PD (or ED) against that attack, so you absorb 34 points and block 34 points, while only taking 16 Stun.

I played with a guy once who had a character similiar to that. Just punching or blasting him didn't accomplish much but to make him stronger and tougher.

Supreme Serpent
May 22nd, '06, 09:09 AM
I'd keep in mind there can be significant differences in what he "absorbs" - what doesn't damage him - and what he absorbs - what adds to his power. The first can be reflected by defenses, you only need actual absorption by brand name for the second one - so you probably don't need 20d6 Absorption in order to "soak damage" - high defenses can do that for you. How powerful the Absorption itself needs to be is dependent on how efficient the transfer of force received->power gained needs to be.

For the overload effect, lots of ways to do that. Susc, vulns, or even a limitation on the defenses, like old-school Charger from the Ultimates had. (ED 50, dropped to 20 if attack did over 50 IIRC - so it either bounced or REALLY hurt him)

One thing I'd keep in mind with absorbing characters - make sure you're a reasonable threat even without any absorption. Shaw was really dangerous on his first appearance - when Colossus, etc. didn't know what he did. After that, easier to deal with, and had to make things more contrived to make him effective IIRC. Make sure you can leak a little stun through on villains even unboosted, so they have to devote some attention to you. Or get real good at diving in front of teammates to absorb attacks meant for them, because once villains know what you can do, they'll try to avoid attacking you directly. Or just entangle you, etc.

Snake Gandhi
May 22nd, '06, 09:10 AM
Okay, a summary of characters so far.

Enforcer84 - Journeyman (brick)
GoldenAge - Echo (Energy Projector)
hooligan x -Dr.Von Doom (unknown)
Haven Walkur - Dancer (Mage)
Pendaran - Invictus (Martial Brick)

Also, these folks have expressed interest, but haven't decided on a character yet.

Squall
Agent 13
radioKAOS
funksaw
WhammeWhamme

I'm looking for 7 players, and the deadline for characters is next Saturday.

GoldenAge
May 22nd, '06, 09:33 AM
One thing? I don't think the Cosmic Awareness had anything to do with the negabands. IIRC, it was granted to MarVell by Eternity when he made Marv the Protector of the Universe; the negabands were created by a scientist on Earth.
True, but that was Captain Mar-Vel (who was working with Eon, not Eternity) and Genis-Vell (whose Cosmic Awareness was somehow triggered when Rick Jones put on the Nega Bands)... In fact, Genis did things with the Nega Bands that were unimaginable to his father. Viva la Difference! :thumbup:

I like to think of ECHO as a Protector of the Universe in training. Some powers (those enherited directly from his mother and enhanced by his cosmic lineage) he's very comfortable with (The Cosmic Choir EC). On the other hand, there are still some other powers that he's less familiar with (The Nega Band MP). The Nega Bands are keys that will help him unlock powers as he grows. Eventually... far,far in the future... Echo will transcend the need for Nega Bands as his own powers approach a truly cosmic scale... Like Ion of DC.

Enforcer84
May 22nd, '06, 09:34 AM
True, but that was Captain Mar-Vel (who was working with Eon, not Eternity) and Genis-Vell (whose Cosmic Awareness was somehow triggered when Rick Jones put on the Nega Bands)... In fact, Genis did things with the Nega Bands that were unimaginable to his father.

I like to think of ECHO as a Protector of the Universe in training. Some powers (those enherited directly from his mother and enhanced by his cosmic lineage) he's very comfortable with (The Cosmic Choir EC). On the other hand, there are still some other powers that he's less familiar with (The Nega Band MP). The Nega Bands are keys that will help him unlock powers as he grows. Eventually... far,far in the future... Echo will transcend the need for Nega Bands as his own powers approach a truly cosmic scale... Like Ion of DC.
Okay s'cool with me.

Supreme Serpent
May 22nd, '06, 09:41 AM
Cool, looks like there's enough non-"Avengers" interested to make it at least largely a seperate group. :) If I get something completed, I may still toss something up this week. :sneaky:


Neo Upstarts

Pendaran - I like the origin and the glimpses at the behind the scenes master-villain network and infrastructure. And a female Mandarin would make for a good nemesis for Iron Girl too. :thumbup:

But the "Neo Upstarts" name seems kind of odd - these people who were raised in a privileged, aristocratic setting who believe the world is their due would style themselves "upstarts"? I would think they would tend towards names like the Overlords, the Order, the Council, or something else that presumes they are already superior to everyone else. Upstarts seems so...New Warrior-ish. :p

GoldenAge
May 22nd, '06, 10:08 AM
Some fun villains that Echo might enherit:

BURSTAAR
http://www.leaderslair.com/marvelvillains/burstaar.html

FREDD
http://www.leaderslair.com/marvelvillains/fredd.html

MAGUS
http://www.leaderslair.com/marvelvillains/magus.html

THANATOS
http://www.leaderslair.com/marvelvillains/thanatos.html

WALKER
http://www.leaderslair.com/marvelvillains/walker.html

ZEY-ROGG
http://www.leaderslair.com/marvelvillains/zey-rogg.html

I really like haveing someone as powerful as Journeyman on my team. I can't wait to infuse him with Photonic Energy and increase his STRENGTH!
I look forward to seeing the other heroes!

DocSamson
May 22nd, '06, 11:40 AM
CRUSHER
Carl Creel Jr.

60 STR 50
23 DEX 39
30 CON 40
15 BODY 10
13 INT 3
23 EGO 26
25 PRE 15
18 COM 4

30 PD 18
30 ED 24
5 SPD 17
20 REC 4
60 END 0
60 STUN 0

Running: 6" 0
Swimming: 2" 0
Leaping: 12" 0

Total Characteristic Cost: 250

Powers
- 30 PD/ 30 ED Damage Resistance 30
- 28” Leaping 28
- 6d6 HA(-1/2), 0 END (+1/2), OAF (ball-and-chain)(-1) 18
- (Naked Power Advantage) 90 STR, Limited Group Variable Special Effect (substance copied)(+1/4), Limited Power: Only while transformed(-1/4) 18
- 15 PD/ 15 ED Armor, Limited Power: Only while transformed(-1/4), Visible(-1/4) 30
- Total Life Support, Limited Power: Only while transformed(-1/4), Visible(-1/4) 30
- 1 BODY/ Turn Regeneration, Can Heal Limbs, Resurrection, 0 End(+1/2), Persistent(+1/2), Extra Time: 1Turn(-1 ¼), Self Only(-1/2), Limited Power: Only while transformed(-1/4) 23
V.P.P. "Absorbing Powers" Pool Cost 75
Control Cost 37, Powers can only be changed in a given circumstance (must touch a new substance)(-1/2), Limited class of powers (only powers related to the properties of the substance touched)(-1/2), Cosmic(+2), Side Effects: Character receives a x2 damage Vulnerability to attacks that oppose the substance copied, Occurs whenever power is used(-1/2) 44

Perks
Money: Well Off (Secret Trust Fund) 5

Talents
+5 Resistance (Stubborn) 5

Skills
14- Interrogation 3
11- KS: Boxing 2
14- Streetwise 3
2 CSL with HTH 10
2 CSL with DCV 10
2 CSL with DECV 10
2 CSL with HA (ball-and-chain) 6

Total Powers, Skills, Talents and Perks Cost: 350

Total Cost: 600

450 + Disadvantages
Dependent NPC: Sister "Skeeter" (Less Powerful, 8-) 5
Distinctive Features: 6’5”, 455 lbs. (Easily Concealable, Noticed and Recognizable) 5
Hunted: Watched by Police (11-, More Powerful, NCI, Public ID, Limited Geographic Area, Watched) 15
Hunted: Watched by Thor (8-, More Powerful, NCI, Public ID, Watched) 15
Hunted: Watched by She-Hulk (8-, More Powerful, NCI, Public ID, Watched) 15
Psychological Limitation: Seeks to redeem his family name (Common, Strong) 15
Psychological Limitation: Stubborn (Uncommon, Strong) 10
Psychological Limitation: Vengeful (Uncommon, Strong) 10
Psychological Limitation: Overconfidence (Very Common, Moderate) 15
Reputation: Son of The Absorbing Man and Titania (14-) 15
Rivalry: “Plasma” (the daughter of Volcana and the Molecule Man) (Professional) 5
Social Limitation: Public ID (Frequently, Major) 15
Social Limitation: Harmful Secret, Secret Trust Fund is from parents “savings” (Occasionally, Minor) 5
Social Limitation: Juvenile Criminal Record (Occasionally, Minor) 5

Total Disadvantage Points: 150

Background/ History
Carl Creel Jr. was born in a prison hospital that his mother was a resident of. He was raised in an orphanage under the false name Rocky Davis, to protect him from the stigma of his parents’ criminal careers. Though he had no idea who his true parents were, he unfortunately inherited some of there more nasty personality traits. Rocky was seemingly destined to follow in their footsteps and lead a life of crime. Bigger and stronger than the other children, he quickly graduated from childhood mischief to petty crimes and soon spent some time in a local juvenile detention center. On his 18th birthday he inherited a trust fun from an unknown benefactor who he later found out was his father, The Absorbing Man. With his new found riches, he attempted to leave his street life behind him, but it eventually caught up with him. Some of his old “friends” wanted a taste of his inheritance, and when he refused, they shot him and left him for dead. Bleeding to death on the pavement, he clawed and grasped for life, and then suddenly his pain was gone. He rose to discover he had become living asphalt. Afterward, he experimented with his new powers and found he could absorb the properties of anything he touched. He was also left with vast superhuman strength and durability even between transformations, which he later found out he inherited from his mother, Titania. It didn’t take long for him to discover his true identity. Despite his joy at finding out who his parent really were, his traumatic experience made him determined not to follow in their footsteps and become a criminal. Carl Jr. chose to call himself “Crusher”, a name used by his father during his boxing career. During his father’s latest attempt to lead a peaceful life, Creel Sr. gave Crusher his ball-and-chain to aid him in his pursuit as a hero. He seemed proud that his son had chosen a better life. For a short time he was part of a heroic duo with the heroine “Plasma”, the daughter of Volcana and the Molecule Man, who sought him out due to their common pasts. A failed romance split up their team and has left them rivals in the public spotlight. Crusher recently discovered he has a little sister and he has become very protective of her. He calls her “Skeeter”, the name their mother nicknamed her. He is also a fan of boxing and likes to watch matches in his free time.

Personality/ Motivation
Despite the distrust of the authorities and other heroes, Crusher is determined to redeem his parents’ name and lead the life of a hero. Along with their more severe personality defects, he has also inherited their courage and tenacity. Though his experiences on the streets of New York have taught him that criminals often only understand force, he also understands that no one is a “lost cause”.

Powers/ Tactics
Crusher can lift/ press roughly 100 tons, placing him just below the “Class 100” Strength Level. In combat he likes to attack with his father’s ball-and-chain and absorb the properties of materials that may allow him to exploit his opponents’ vulnerabilities. Though he is new to the superhero game and has limited experience in combat against other superhumans, he has spent a reasonable amount of time training with his mother, who is one of the few beings in the universe who can boast to being trained by Tryco Slatterus. Though he seems to possess the same absorbing powers of his father, he has not yet mastered the wide arsenal of tricks used by Creel Sr. during his career. His father assures him that this will come with time.

Costume/ Appearance
Crusher’s costume is similar to his mother’s two-tone light and dark purple tights, but without a mask to conceal his face. He also, of course, is always accompanied by his father’s ball-and-chain. Luckily for him, he has inherited more of his mother’s statuesque features, than his father’s “rugged looks”.

Log-Man
May 22nd, '06, 02:06 PM
I'm having a lot of trouble building the Stilt-Man on 600 points...

Pendaran
May 22nd, '06, 02:24 PM
Cool, looks like there's enough non-"Avengers" interested to make it at least largely a seperate group. :) If I get something completed, I may still toss something up this week. :sneaky:



Pendaran - I like the origin and the glimpses at the behind the scenes master-villain network and infrastructure. And a female Mandarin would make for a good nemesis for Iron Girl too. :thumbup:

But the "Neo Upstarts" name seems kind of odd - these people who were raised in a privileged, aristocratic setting who believe the world is their due would style themselves "upstarts"? I would think they would tend towards names like the Overlords, the Order, the Council, or something else that presumes they are already superior to everyone else. Upstarts seems so...New Warrior-ish. :p

Well.. in their heyday, the old Upstarts did stuff like take over Hydra and the Hand, took over the Weapon X project, revived Omega Red, killed and tortured various members of the Hellfire club, knock Magneto off the map for years, basically dismantled the Yashida clan and had various members of Wolverine's supporting cast killed or comitting suicide.. all while playing some demented game to see who am bestest. And they themselves were young, powerful and of the elite. And then all of that got viciously retconned and tossed to the side/undone/people involve ganked, but it was a neat idea while it was there. There's worse things than invoking the name of a group that had a run like that, especially when several of their parents were members thereof.

Supreme Serpent
May 22nd, '06, 02:37 PM
:thumbup: Cool beans man.

Disclaimer: never really liked the original Upstarts. Name fit in the early days, when one of their main purposes was apparently killing off and replacing the old order. But the writers never seemed to really know what they wanted to do with them IMO and they never really gelled for me. As soon as they started to get a little interesting, bam, direction change.

teh bunneh
May 22nd, '06, 02:46 PM
<pout> Even Stilt-Man gets more love than Jack-Russell-Terrier-by-Night! :cry:

Bill.
(But seriously, I've got a real concept! As soon as I finished it up I'll PM it to Snake...) :bounce:

teh bunneh
May 22nd, '06, 02:49 PM
Of the other children, Rafael from simple European geography and upper class social circles found himself most in contact with Anastaz, the child of Andrea. The two could comiserate on harsh family experience and help each other get through them, then revel at the same fetes. At times it was almost as if they were raised together, and had the closeness of brothers. Anastaz was even one of the few people that could get Rafael to indulge even slightly at more notable debauchs, and even smile through his aloof bearing.

Me likey, :thumbup: but Cinnabar's background mentions the twin children of Andrea von Strucker pretty prominently already...

Pendaran
May 22nd, '06, 02:54 PM
See, I liked them pre direction change, which yes, made them stupid, and was where most of their steamroller paced bevy of accomplishments were coming in. It was a cool idea that like so many things at the time got eventually handled badly. A society of the young evil powerful elite scarily establishing dominance and in loose competition for esteem and standing had tons of potential. So, I use this as an excuse to revive it some :p

Pendaran
May 22nd, '06, 03:08 PM
Me likey, but Cinnabar's background mentions the twin children of Andrea von Strucker pretty prominently already...

The thing of decadent and jaded European sociopaths and having more than one kid stashed somewheres..

Having read her backstory, it doesn't seem like that big a retcon to sub Anastaz in, for what Fenris did for Anthony, but barring that really, Andrea having a third child doesn't really strain things overly. Maybe when not managing his own domain or hunting Rafael, he contests with them for power. Maybe in the style of the group he's sort of in, he ganked them and took their stuff to demonstrate the primacy of his worthiness to the name. Or various other options..

teh bunneh
May 22nd, '06, 03:21 PM
The thing of decadent and jaded European sociopaths and having more than one kid stashed somewheres..

Very true. Those insanely wealthy Eurotrash punks! Always having lots of sex with random beautiful people at wild and decadent parties while plotting to take over the world...

Hmmm... wonder where I can sign up for some of that? :think:

Supreme Serpent
May 22nd, '06, 03:24 PM
Yeah, I don't think the other Strucker is a big stretch. The Struckers in Cinnabar's story seem shady, and have criminal contacts, but don't seem like significant players, leaving room for an ambitious Strucker heir like Anastaz to take on the mantle.

Haven Walkur
May 22nd, '06, 04:23 PM
Oh, Adrian and Adrianne von Strucker are very close friends of the villain Antimony, the Diamagnetic Man, in his secret identity of Anthony Maximoff. Though they don't seem to have powers per se, the twins are affluent and extremely well-connected blackmailers. They might rely on the von Strucker family name to give them social access in some situations, but mostly Adrian and Adrianne are independent of the family, and uninterested in familial responsibilities. They're successful social predators of the highest order, wealthy and beautiful young sociopaths partial to "wicked thrills".

One of their wicked thrills was hitting and killing college student Corrie Griffen with Adrianne's Mercedes. It was done as a "favor" for Anthony; Corrie was a close friend of Anthony's twin sister Barbara, and he felt she was an "unsuitable" friend for his twin.

Barbara Maximoff, aka Cinnabar, is my PC in the New Avengers on-line game.

Haven Walkur
May 22nd, '06, 04:52 PM
Anthony and the younger von Strucker twins; friendly conversation.

"We saw your twin again today,” said Adrian von Strucker. "She was with those clods from Minnesota.”

"And looking like something the cat dragged in,” Adrianne added. "Those people are a bad influence on her. They're so common.”

Adrian lit a cigarette. "You really ought to do something about it, Anthony.”

Anthony looked Adrian in the eyes and smiled pleasantly. "Maybe you two could do something about it for me. As a...favor.”

"Ooh, a favor!” said Adrianne. "Do say yes, Adrian. It'll be delightful.”

"Just for you, then, Ria,” said Adrian, smiling.

Pendaran
May 22nd, '06, 04:58 PM
*nod* I'd read such. Anastaz works fine in such context as he is really. Hell, they might have introduced Antimony to him at some point, tie Rafael's and Cinnabar's hunteds together and such.

hooligan x
May 22nd, '06, 05:59 PM
Still figuring out Ms Von Doom. Peep these pics and let me know which one grabs you.

L to R: Eva (daughter of Doom and undisclosed Euro-snob), Claire (daugher of Doom and Emma Frost), Magda (daughter of Doom and Morgali), Lena (mother unknown), DoomBot.

Tim
May 22nd, '06, 06:53 PM
I've never seen Absorption in effect in a Champions game, though, and I'm not sure how effective a character it'd make. My basic idea would be for him to have moderately above-human stats (30s-40s for physical stuff) all the time, some Armor (and/or maybe some Damage Reduction), and then Energy and Physical (both) Absorption both dumping into, say, Strength and Dexterity.

To those with a bit more experience with Champions (including the GM, of course), how feasable and effective a character would this be? Also, how acceptable, to have (for instance) like 20d6+ of both Physical and Energy Absorption (Shaw seems to be, well, pretty darned capable of soaking an awful lot of damage)? Would that be too powerful? Not powerful enough? Maybe just about right?

here is a character I created using asorbtion. Feel free to use ideas from it.

I can't get it to show up in the text so here is the hdc file.

teh bunneh
May 22nd, '06, 07:17 PM
L to R: Eva (daughter of Doom and undisclosed Euro-snob),

Eva, definitely! :thumbup:

GoldenAge
May 22nd, '06, 07:34 PM
Still figuring out Ms Von Doom. Peep these pics and let me know which one grabs you.

L to R: Eva (daughter of Doom and undisclosed Euro-snob), Claire (daugher of Doom and Emma Frost), Magda (daughter of Doom and Morgali), Lena (mother unknown), DoomBot.
If Eva has inherited Doom's intelligence, armor and arsenal... That's all you'll ever need (In fact, she might even have a few DoomBot's purchased as followers).

However, the story of Doom's bedding of Morgali and their spawn, heir to Margali's mystical energies and Doom's estate, could be incredibly entertaining. Magda has the potential to be a VERY powerful entity; far surpassing her father's capabilities by finding a synergy between magic and mechanical might... Something Doom never did.

But, all that magic AND Doom's blood might make for a hodgepodge of insufferable clutter. :rolleyes:

My choice would be to come strong with Eva! She's already a classic.

casualplayer
May 22nd, '06, 07:34 PM
I missed it when this spun off into it's own thread, but I would still like to submit Mole Girl. She would be a martial artist, fond of using a staff like her dear old dad.

GoldenAge
May 22nd, '06, 07:45 PM
I missed it when this spun off into it's own thread, but I would still like to submit Mole Girl. She would be a martial artist, fond of using a staff like her dear old dad.
Just a Martial Artist?

Please, oh please tell me that she'll have her father's bizarre genius, control over the subterranean hoards of Moloids, and cool shades! :cool:

Maybe there could be a link between her and the Deviants??? :eek:

It'd be a sweet lead-in for us to meet... THE ETERNALS!

radioKAOS
May 22nd, '06, 07:45 PM
'John' Morlock, aka Nightstalker {still working on him, Martial Brick, Spider Man SFX}

It seems a fantasy when Morlock 'remembers' his days as a brilliant scientist under the employ of Dr. Henry Philip McCoy (known in this timelime as The Dark Beast). Only fragments of memory remain, and these can't be trusted either...

He can piece together shattered thoughts of accelerating mutant genes, with failed experiments being thrown into the sewers, appropriately dubbed the 'Morlocks'. It is this word that he takes his name from, for he can remember no other.

His immense strength, durability, and reflexes, coupled with his ability to hide himself in shadows, have allowed him to live in these sewers, avoiding detection and capture... He has searched for any others like him down here, but to no avail, they seem to have been wiped out. He has watched from below, learning about the world above, wanting to be there but knowing his mutated body would not be welcomed...

And so he waited, living off what scraps he could, learning how to follow people unnoticed, to enter buildings and bypass securities, studying his surroundings thoroughly, learning how to survive the best he could.

Until that fateful day when Patrick Mulligan, one of New York City's finest cops [and host to the symbiote known as Toxin, the offspring of Carnage] lost his life and the symbiote needed a new host.

It was that day the Nightstalker was born.

http://upload.wikimedia.org/wikipedia/en/b/bb/TOXIN0101.jpg

GoldenAge
May 22nd, '06, 07:53 PM
'John' Morlock, aka Nightstalker
Awesome! :thumbup:

One question though...

Why is Nightstalker a part of a group? Not that there couldn't be a very good reason for his choice to partner with our high-powered and somewhat extroverted cabal but he seems like a classic loner to me.


- Oh, Just another quick... will this be a dual personality character like Toxin, or are you going a whole new route? I always wondered what happened to him. :)

casualplayer
May 22nd, '06, 07:59 PM
Just a Martial Artist?

Please, oh please tell me that she'll have her father's bizarre genius, control over the subterranean hoards of Moloids, and cool shades! :cool:

Maybe there could be a link between her and the Deviants??? :eek:

It'd be a sweet lead-in for us to meet... THE ETERNALS!

Somhow I don't think I'll be allowed to whistle up any beasties that can eat a skyscraper, but I was going to have a few Moloids to run errands. And actually, I was going to make her mother a Deviant. Are you reading my mind, GoldenAge?

Hey, I've got HeroDesigner but some folk are posting Worddoc character sheets. Is that a function of HeroDesigner I haven't discovered yet (importing to Word) or is there another template out there for use?

radioKAOS
May 22nd, '06, 08:12 PM
Awesome! :thumbup:

One question though...

Why is Nightstalker a part of a group? Not that there couldn't be a very good reason for his choice to partner with our high-powered and somewhat extroverted cabal but he seems like a classic loner to me.

Thanks ;)

Good question GA. The answer is simple.

The 'human' part of Morlock yearns for companionship - the ability to have any sort of relationship [friendship, etc] has been stolen from him by the one who used him and experimented upon him, Doc McCoy.

The symbiote suit becomes his first 'friend' - it wants to be a part of what's going on in the world. It also allows him to change his appearance and more or less 'join superhero society' - of course not too many groups would want such a creature, but a group such as this may just give him a chance...

GoldenAge
May 22nd, '06, 08:15 PM
...I was going to make her mother a Deviant.
HA!!! That must have been the best night of ole Harvey's life!:celebrate

radioKAOS
May 22nd, '06, 08:15 PM
- Oh, Just another quick... will this be a dual personality character like Toxin, or are you going a whole new route? I always wondered what happened to him. :)[/SIZE]

Still thinking about that... I kind of like the idea of him talking to the symbiote, it's creepy and fun to play... as for the symbiote's ability to control his actions... perhaps some sort of Berserk type lim?

GoldenAge
May 22nd, '06, 08:16 PM
Thanks ;)

Good question GA. The answer is simple.

The 'human' part of Morlock yearns for companionship - the ability to have any sort of relationship [friendship, etc] has been stolen from him by the one who used him and experimented upon him, Doc McCoy.

The symbiote suit becomes his first 'friend' - it wants to be a part of what's going on in the world. It also allows him to change his appearance and more or less 'join superhero society' - of course not too many groups would want such a creature, but a group such as this may just give him a chance...
:thumbup: :thumbup: :thumbup:

GoldenAge
May 22nd, '06, 08:21 PM
Still thinking about that... I kind of like the idea of him talking to the symbiote, it's creepy and fun to play... as for the symbiote's ability to control his actions... perhaps some sort of Berserk type lim?
Would it be crazy to build that guy with Multiform? Imagine two totally distinct characters with only the whisper of their former selves remaining after the transition? :fear:

teh bunneh
May 22nd, '06, 09:02 PM
Question for Snake: How common do you figure magic/sorcery is in the Marvel Universe? I'd say "Common" at least, possibly "Very Common."

radioKAOS
May 22nd, '06, 09:08 PM
Would it be crazy to build that guy with Multiform? Imagine two totally distinct characters with only the whisper of their former selves remaining after the transition? :fear:

Yeah, that would be an interesting take, but I don't think I want to take it that far, besides, I want him to have control over the suit and be able to use it's powers, not just when the demented suit takes over...

Enforcer84
May 22nd, '06, 09:15 PM
Very true. Those insanely wealthy Eurotrash punks! Always having lots of sex with random beautiful people at wild and decadent parties while plotting to take over the world...

Hmmm... wonder where I can sign up for some of that? :think:
I'll try and get you an invite.

GoldenAge
May 22nd, '06, 10:51 PM
Question for Snake: How common do you figure magic/sorcery is in the Marvel Universe? I'd say "Common" at least, possibly "Very Common."
I'd say just short of common.

Sure, if you're reading Doctor Strange, then it's super-common... But elsewhere it only pops up every now and again. Of all the Avengers, how many had powers based solely on magic? According to Avengers Forever web site about 2% (both fairly weak; Scarlet Witch & Doctor Druid).

Of course, magic items are available enough... but that's just an easy explanation for powers... Also, I didn't count anything divine, which seems to be a Marvel favorite.

For the longest time Wanda was referred too much more as a mutant than a sorceress. The X-Men rarely deal with magic and when they do its origins are often from other dimensions.

Of all Marvel's titles the Defenders dealt with magic the most... But everyone else, not so much.

Just my perspective based on allot of comicbook reading. Of course, I haven't read everything. :rolleyes:

I thought it was made pretty clear in JLA/Avengers where it was clearly stated that magic in the DC universe was much stronger than magic in the Marvel universe.

Let's just ask ourselves how Dr. Fate would fare against Magneto or Dr. Doom... :D

Who knows... It's a matter of perspective.

Snake Gandhi
May 22nd, '06, 10:57 PM
Hey, I've got HeroDesigner but some folk are posting Worddoc character sheets. Is that a function of HeroDesigner I haven't discovered yet (importing to Word) or is there another template out there for use?Yeah.

Under File, there is the option Export to File (or Ctrl+B). It'll pop up a screen where you select where you want to save it, and what template. There are a load of templates, inclusing a couple straight text files.

Snake Gandhi
May 22nd, '06, 10:59 PM
Still figuring out Ms Von Doom. Peep these pics and let me know which one grabs you.

L to R: Eva (daughter of Doom and undisclosed Euro-snob), Claire (daugher of Doom and Emma Frost), Magda (daughter of Doom and Morgali), Lena (mother unknown), DoomBot.I like Eva as well, but then I'm a sucker for the Classic Dr Doom.

Snake Gandhi
May 22nd, '06, 10:59 PM
I missed it when this spun off into it's own thread, but I would still like to submit Mole Girl. She would be a martial artist, fond of using a staff like her dear old dad.Feel free. The deadline isn't till Saturday.

Snake Gandhi
May 22nd, '06, 11:00 PM
'John' Morlock, aka Nightstalker {still working on him, Martial Brick, Spider Man SFX}
Looks good.

Though I'm not familiar with Toxin, I assume he'd have powers along the likes of Carnage and Venom?

Snake Gandhi
May 22nd, '06, 11:02 PM
Question for Snake: How common do you figure magic/sorcery is in the Marvel Universe? I'd say "Common" at least, possibly "Very Common."As Golden Age said, not incredibly common.

casualplayer
May 22nd, '06, 11:04 PM
Mole Girl's stats came together easy as pie. Now I just need to do her background story and post.

I am hitting a slight snag. Just like Mole Man and Dr. Doom's color schemes are almost identical, I have a feeling Mole Girl and Doom's Daughter would show up to the dance wearing the same outfit. Any suggestions?

radioKAOS
May 22nd, '06, 11:26 PM
Looks good.

Though I'm not familiar with Toxin, I assume he'd have powers along the likes of Carnage and Venom?

Look here! (http://en.wikipedia.org/wiki/Toxin_%28comics%29) for info on Toxin.

Yes, the third Symbiote, spawned by Carnage, is stronger than the first two. Some notes from that site:

* Despite the fact that Spider-Man has allied with Venom on numerous occasions, Toxin is actually the first symbiote that Spider-Man considers a friend and ally.
* Toxin has two facial appearances: He can form a jaw with sharp teeth, or he can go without one. When he goes without a mouth, his appearance looks like a cross between Spider-Man and Deadpool. With a jaw, he looks somewhat identical to Carnage and Venom.
* Personality and character-wise, Toxin is very similar to Hybrid, his predecessor.
* Compared with the other symbiotes (She-Venom, Scream etc.), Toxin is considered to be a great success and not a "carbon copy" of his predecessors.
* His webbing form (which usually takes the shape and appearance of a steel chain) is said to be a reference to Ghost Rider.
* The symbiote inside him, having been just spawned, acts very immature and childlike, once refusing to aid Pat in battle until he apologized for an earlier argument. [of course this is a little further down the line, so the symbiote may have matured a little, personality wise]

Supreme Serpent
May 23rd, '06, 12:31 AM
Still figuring out Ms Von Doom. Peep these pics and let me know which one grabs you.

Yet another Eva vote. :thumbup: While the idea of the Frost-child is interesting, it might lose some of the focus of a simple Doom-heir, and the outfit seems too...impractical for a von Doom. :p

Supreme Serpent
May 23rd, '06, 12:38 AM
Mole Girl's stats came together easy as pie. Now I just need to do her background story and post.

I am hitting a slight snag. Just like Mole Man and Dr. Doom's color schemes are almost identical, I have a feeling Mole Girl and Doom's Daughter would show up to the dance wearing the same outfit. Any suggestions?

Her colors don't have to be the same as dad's. I think the shades and staff would be strong enough visually to establish the connection there. Perhaps other parts of her outfit/colors will be a connection to her Deviant mother?

And perhaps "Shrew" as a name?

radioKAOS
May 23rd, '06, 12:53 AM
FIRST DRAFT OF NIGHTSTALKER

NIGHTSTALKER, aka 'John' Morlock

Val Char Cost Roll Notes
65 STR 55 22- Lift 204.8tons; 13d6 [6]
35 DEX 75 16- OCV: 12/DCV: 12
23 CON 26 14-
11 BODY 2 11-
24 INT 14 14- PER Roll 14-
11 EGO 2 11- ECV: 4
20 PRE 10 13- PRE Attack: 4d6
0+10 COM -5 9- / 11-

20 PD 7 Total: 20 PD (15 rPD)
20 ED 15 Total: 20 ED (15 rED)
7 SPD 25 Phases: 2, 4, 6, 7, 9, 11, 12
15 REC -6
66 END 10
56 STUN 0 Total Characteristic Cost: 230

Movement: Running: 12"/24"
Leaping: 20"/40"
Swimming: 2"/4"
Swinging: 30"/960"

Cost Powers END
Mutant Abilities
5 1) Shadow Vision: Nightvision 0
30 2) Tougher than Nails [combo Mutant and Symbiote]: Physical Damage Reduction, Resistant, 50% 0
30 3) Tougher than Nails II [combo Mutant and Symbiote]: Energy Damage Reduction, Resistant, 50% 0
10 4) Shadow Stealth: Invisibility to Sight Group (20 Active Points); Conditional Power Power Only Works In Darkness (-½), Requires A Stealth Roll (-½) 2
15 5) Damage Resistance [combo Mutant and Symbiote] (15 PD/15 ED) 0
12 6) Runner: Running +6" (12" total) 1

Symbiote Powers
10 1) Spider-Climbing: Clinging (normal STR) 0
7 2) Spider Leap: Leaping +7" (20" forward, 10" upward) 1
7 3) Symbiote Regeneration: Healing 1 BODY, Reduced Endurance (0 END; +½), Persistent (+½); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 ¼), Self Only (-½) 0
2 4) Spider Sense Blocking: Invisibility to Danger Sense , Reduced Endurance (0 END; +½), Persistent (+½) (6 Active Points); Limited Power Power loses almost all of its effectiveness (Only vs. Spider Sense; -2) 0
2 5) Symbiotic Mental Defense: Mental Defense (4 points total) 0
3 6) Chains/Psuedopods: Extra Limbs (4) (5 Active Points); Limited Manipulation (-¼), Nonpersistent (-¼) 0
3 7) Symbiote 'Shape Change': +10 COM (5 Active Points); Extra Time (Full Phase, Only to Activate, -¼), Nonpersistent (-¼)

75 Symbiote Powers: Multipower, 75-point reserve
1u 1) Instant Change (any clothing): Cosmetic Transform 2d6 (Clothing into costume and vice-versa), Improved Target Group (+¼) (12 Active Points); Limited Target Limited (-½) 1
5u 2) Weaponry / Bite: HKA 3 ½d6 (7d6+1 w/STR) (55 Active Points) 5
7u 3) Chain Web: Entangle 8d6, 7 DEF (75 Active Points) 7
5u 4) Chains/Psuedopods: Stretching 12", Reduced Endurance (½ END; +¼) (75 Active Points); Limited Body Parts (Psuedopods Only; -¼), Always Direct (-¼) 3
6u 5) Swinging: Swinging 30", x32 Noncombat, Reduced Endurance (½ END; +¼) (62 Active Points) 2

Combat Training plus Spider-Fu
Maneuver OCV DCV Notes
4 Fast Strike +2 +0 15d6 Strike
4 Charge +0 -2 15d6 +v/5 Strike, FMove
3 Legsweep +2 -1 14d6 Strike, Target Falls
5 Flying Grab -2 -1 Grab Two Limbs, 75 STR for holding on; FMove
4 Reversal -1 -2 80 STR to Escape; Grab Two Limbs
4 Martial Block +2 +2 Block, Abort
5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove

Perks
3 The Nightstalker: Reputation: Vigilante (A small to medium sized group) 11-, +3/+3d6
4 Contact: SpiderMan (Contact has extremely useful Skills or resources, Contact limited by identity, Good relationship with Contact) 8-

Talents
24 Spider Sense: Danger Sense (self only, out of combat, Function as a Sense) 16-
17 Instinctual Fighting: Combat Sense 16-

Skills
0 Acting 8-
0 Conversation 8-
0 Deduction 8-
0 Paramedics 8-
0 Persuasion 8-
0 Language: English (completely fluent; literate) (4 Active Points)

0 Sewer Dweller
0 1) PS: Homeless 11-
3 2) AK: Campaign City 14-
3 3) AK: Sewers 14-
3 4) Concealment 14-
3 5) Security Systems 14-
3 6) Lockpicking 16-
3 7) Shadowing 14-
3 8) Streetwise 13-
3 9) Stealth 16-
4 10) Survival (Underground, Urban) 14-

0 Spider Skills
3 1) Acrobatics 16-
3 2) Breakfall 16-
3 3) Climbing 16-
3 4) Contortionist 16-
3 5) Power: Spider-Skills 16-
5 6) Sweep as a half phase action: Rapid Attack (HTH)
10 7) Two-Weapon Fighting (HTH) (Ignore the -3 penalty for Off hand, ignore the first -2OCV penalty for Sweep, Only -2 DCV instead of Half DCV)

Total Powers & Skill Cost: 370
Total Cost: 600

450+ Disadvantages
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
0 Distinctive Features: Bony Protrusions from Mutations (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Rivalry: Professional (Arachne), Rival is More Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Unaware of Rivalry
15 Hunted: Carnage No idea where it is ATM 8- (Mo Pow, Harshly Punish)
15 Hunted: Venom Scorpion now wears it 8- (Mo Pow, Harshly Punish)
10 Watched: Apocalpyse 8- (Mo Pow, NCI, Watching)
5 Watched: SpiderMan 8- (Mo Pow, Watching)
10 Money: Destitute
20 Psychological Limitation: Code Against Killing (Common, Total)
15 Psychological Limitation: Talks to the Symbiote (Very Common, Moderate)
10 Psychological Limitation: Wants to find out about his old life (Common, Moderate)
10 Social Limitation: No Identity (Frequently, Minor)
10 Reputation: Threat or Menace, 11-
10 Enraged: Symbiote Control: When attacked by another Symbiote (Uncommon), go 8-, recover 11-

Total Disadvantage Points: 600

Background/History: It seems a fantasy when Morlock 'remembers' his days as a brilliant scientist under the employ of Dr. Henry Philip McCoy (known in this timelime as The Dark Beast). Only fragments of memory remain, and these can't be trusted either...

He can piece together shattered thoughts of accelerating mutant genes, with failed experiments being thrown into the sewers, appropriately dubbed the 'Morlocks'. It is this word that he takes his name from, for he can remember no other.

His immense strength, durability, and reflexes, coupled with his ability to hide himself in shadows, have allowed him to live in these sewers, avoiding detection and capture... He has searched for any others like him down here, but to no avail, they seem to have been wiped out. He has watched from below, learning about the world above, wanting to be there but knowing his mutated body would not be welcomed...

And so he waited, living off what scraps he could, learning how to follow people unnoticed, to enter buildings and bypass securities, studying his surroundings thoroughly, learning how to survive the best he could.

Until that fateful day when Patrick Mulligan, one of New York City's finest cops [and host to the symbiote known as Toxin, the offspring of Carnage] lost his life and the symbiote needed a new host.

It was that day the Nightstalker was born.

Personality/Motivation: Morlock wishes nothing more than to have a life among other people. He knows he was robbed of a life, but can't piece together what it was all about. He is tormented in his dreams by an unpredictable cycle of the warm fuzzy moments in the life of a brilliant scientist and the atrocities that he committed under the leadership of Dr. McCoy. It is made worse by the fact that he retains his vast intellect but can no longer remember any of his training - nor could he even access a library before the symbiote came along.

With Toxin, the symbiote, Morlock has a new lease on life. He can now go outside in the surface world thanks to it's shapechanging abilities. He has thoughts of being a hero now, through the symbiotes memories and his own need for redemption. Toxin has also made friends with Spiderman while attached to Patrick Mulligan, and Morlock hopes to further that relationship as well. He wants to thank Spiderman for the words of wisdom that echo through his head.

With great power comes great responsibility.

Quote: "The night belongs to me, evil one."

Powers/Tactics: Similar to SpiderMan, Venom and Carnage.

He can Leap, Swing, Create Weaponry, Bite, Entangle, use Martial Arts, is tough as nails, and much stronger than the other symbiotes.

Appearance: http://upload.wikimedia.org/wikipedia/en/b/bb/TOXIN0101.jpg

teh bunneh
May 23rd, '06, 07:05 AM
Here's my submission: Son of Werewolf By Night, Wolf!

I've got some other stuff I'm going to PM to you, SG... :)

-----
CHARACTER NAME: Wolf
ALTERNATE IDENTITY: George Timothy (G.T.) Russell
HEIGHT: 72"
WEIGHT: 200 lbs
HAIR COLOR: Sun-Bleached Blonde
EYE COLOR: Sparkling Green

BACKGROUND: Grigori Russoff brought the supernatural curse of lycanthropy upon his family when in 1795 he tried to rescue his wife from the clutches of Dracula and was bitten by a female werewolf. The curse was mystically transmitted to Russoffs descendants, awaiting a supernatural catalyst to trigger it. In the mid-1950s such a catalyst was found when Baron Gregory Russoff acquired a copy of the Darkhold, the tome of evil mystical knowledge originally scribed by the ancient demon Chthon. The act of reading the cursed tome triggered the dormant curse in Russoff's ancestry. The werewolf Russoff was eventually stalked and killed by a mob of townspeople.

Russoff's wife took her children to live in America, far from the horror of their past, but the past has a way of catching up with people. When Jack turned 18, he became afflicted with his father's curse, and began to turn into a werewolf on the three nights of the full moon. For about two years, Russell ran rampant through Los Angeles with the mind of a savage beast on the nights of the full moon until such time as a trio of mystic beings granted Russell the ability to transform himself at will into the werewolf regardless of the time of month, while retaining his human intellect.

Eventually, Russell settled down to raise a family of his own. Thanks to the help of some of the world's top doctors, his curse was under control. He and his wife had a beautiful baby boy, who grew up in the suburbs of LA without ever knowing about his father's dark history.

But once again, the past caught up with them. When young G.T. reached the age of 18, he, like his father, became afflicted with their ancestor's curse. But unlike his father, he found that he could control the beast; indeed, the power of the wolf filled his blood, giving him superhuman strength, agility, and recouperative powers without taking away his humanity.

Ever the sunny California optimist, G.T. decided to use his newfound abilities for the good of his fellow men. And yet, for all the good he does, he is still haunted by the knowledge that his ancestor's curse has made him into a creature of darkness, hated, distrusted, and feared by the rest of humanity. Perhaps, somehow, he can redeem his family's name, and break the curse forever.

PERSONALITY: G.T. is wants to know everything, see every place, and meet every person -- so much so that he often takes senseless risks to assuage his curiousity. He is a man of simple pleasures. He likes a big steak dinner, a moonlit night, and a pretty girl by his side. If he can fit the ocassional bout of injustice-fighting in there, so much the better. He has a very light heart and a relaxed attitude; hardly the sort of creature from whence nightmares spring. And yet, there is a darker side to him, a quiet part of his soul that he never allows out.

There is a good chance that his teammates have never seen -- or even know about -- his "other" form; he prefers it this way.

POWERS: George (who goes by either "GT" or "Wolf") inherited his father's curse, but with a twist. Though he can, indeed, transform into a very powerful werewolf, he prefers to remain in his human form, where he still maintains most of his supernatural wolf-like abilities. He is extraordinarily strong, agile, and durable. Above and beyond this, he has amazing recouperative abilities that let him recover from nearly any wound within hours.

TACTICS: G.T. knows that he's damn near impossible to kill, and is pretty hard to hurt. Therefore, he will throw himself recklessly at any enemy. He fights with a smile on his face and a laugh on his lips, rarely taking things seriously no matter how grim they get. His tactics are pretty straightforward -- charge, punch, repeat. If things grow too hairy for him to handle, he has a little secret that he can call upon... but he really doesn't like to unleash the beast if he can help it.

CAMPAIGN USE: Wolf is a baby brick with a twist, suitable for stealth and investigation missions but more than capable of handling his own in a fight. As a fun-loving party guy, he fits in well with any crowd, from socialites to frat-boys. He's got something of a pack mentality, so he loves hanging out with people -- and will happily work with his teammates. He's not a leader by any stretch, but makes for a good follower.

APPEARANCE: G.T. is a good looking young man with sun-bleached blonde hair, sparkling green eyes, and a slightly feral cast to his features that tends to drive the ladies wild. He is generally unshaven and a little scruffy looking, and his relaxed California attitude just adds to his unkempt appearance. He doesn't really have a costume because he doesn't want the world to think he has anything to hide, and he tends to just go by his given name, for much the same reason. He prefers to wear loose-fitting, colorful, and fashionable clothes.

teh bunneh
May 23rd, '06, 07:08 AM
I am hitting a slight snag. Just like Mole Man and Dr. Doom's color schemes are almost identical, I have a feeling Mole Girl and Doom's Daughter would show up to the dance wearing the same outfit. Any suggestions?

Cat-fight? :hopeful:

GoldenAge
May 23rd, '06, 08:00 AM
Here's my submission: Son of Werewolf By Night, Wolf!
Looks great. But could you please post a Word version of your character? Unfortunately, I don't have Hero Designer. :(

teh bunneh
May 23rd, '06, 08:02 AM
Looks great. But could you please post a Word version of your character? Unfortunately, I don't have Hero Designer. :(

I can do that tonight if I remember; I don't have HD on my computer at work. :)

radioKAOS
May 23rd, '06, 09:58 AM
lol, I just noticed that my swinging [Swinging: Swinging 30", x32 Noncombat] was a little too fast... at 7 spd it equates to roughly 4800kmph.

I mean, he's a swinger, but he's not that fast!

Without any NC Multiples he swings about 300kmph, which I think is fast enough....

DocSamson
May 23rd, '06, 10:01 AM
Though I have played alot of Champions, I have never played in an online game. I had originally only planned to lurk until I got the hang of the online thing, but this game just sounds too cool not try to get involved in. If noone has an objection to an online noob, I'd like to throw my hat in the ring for a spot in the game.

My submission is "Crusher", the son of The Absorbing Man and Titania (stats previosuly posted).

teh bunneh
May 23rd, '06, 10:09 AM
Looks great. But could you please post a Word version of your character? Unfortunately, I don't have Hero Designer. :(

RadioKaos just sent me a text file (thanks bro!), so here it is:


WOLF
Val Char Cost Roll Notes
45 STR 35 18- Lift 12.8tons; 9d6 [4]
25 DEX 45 14- OCV: 8/DCV: 8
25 CON 30 14-
20 BODY 20 13-
18 INT 8 13- PER Roll 15-
17 EGO 14 12- ECV: 6
23 PRE 13 14- PRE Attack: 4 ½d6
20 COM 5 13-

20 PD 11 Total: 20 PD (5 rPD)
20 ED 15 Total: 20 ED (5 rED)
6 SPD 25 Phases: 2, 4, 6, 8, 10, 12
14 REC 0
50 END 0
56 STUN 0 Total Characteristic Cost: 221

Movement: Running: 17"/34"
Leaping: 11"/22"
Swimming: 2"/4"

Cost Powers END
Wolf-Man
60 1) Wolf-Form: Multiform (600 Character Points in the most expensive form); Personality Loss First Roll After 1 Hour (-1) 0
20 2) Cannot Be Killed: Healing 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +½), Persistent (+½); Extra Time (Regeneration-Only) 20 Minutes (-2), Self Only (-½) 0
20 3) Invulnerable I: Energy Damage Reduction, Resistant, 50%; Does Not Work Against Magic (-½) 0
20 4) Invulnerable I: Physical Damage Reduction, Resistant, 50%; Does Not Work Against Magic (-½) 0
20 5) Hits Like a Brick: Hand-To-Hand Attack +6d6; Hand-To-Hand Attack (-½) 3

Wolf's Physiology
27 1) Can Run Forever: Running +11" (17" total), Reduced Endurance (½ END; +¼) 1
2 2) Incredible Leaping: Leaping +2" (11" forward, 5 ½" upward) 1
6 3) Wolf's Keen Senses: +2 PER with all Sense Groups 0
20 4) Wolf's Keen Nose I: Targeting with Smell/Taste Group 0
10 5) Wolf's Keen Nose II: Discriminatory with Smell/Taste Group 0
10 6) Wolf's Keen Nose III: Tracking with Smell/Taste Group 0
5 7) Wolf's Keen Nose IV: Microscopic ( x10) with Smell/Taste Group 0
5 8) Wolf's Keen Nose V: Rapid ( x10) with Smell/Taste Group 0
5 9) Wolf's Eyes: Infrared Perception (Sight Group) 0
3 10) Wolf's Ears: Ultrasonic Perception (Hearing Group) 0

Lycanthropic Physiology
15 1) Immortal: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Longevity: 800 Years; 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) 0
5 2) Resiliance: Damage Resistance (5 PD/5 ED) 0
5 3) Will of Iron: Mental Defense (8 points total) 0
5 4) Unquenchable Power: Power Defense (5 points) 0
5 5) Mighty Physique: Lack Of Weakness (-5) for Normal Defense 0

Perks
1 He's Got A Secret: False Identity

Talents
27 Wolf's Keen Senses: Danger Sense (immediate vicinity, out of combat, Function as a Sense) 13-

Skills
10 Skilled Fighter: +2 with HTH Combat
9 Sneaky as Hell: +3 with Concealment, Shadowing, Stealth
3 Smooth Talker: +1 with Persuasion, Oratory, and Seduction

3 Acrobatics 14-
3 Acting 14-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 13-
3 Conversation 14-
10 Defense Maneuver I-IV
3 Disguise 13-
3 Gambling 13-
3 High Society 14-
3 KS: Supernatural People, Places, and Things 13-
3 Oratory 14-
3 Persuasion 14-
3 Seduction 14-
3 Shadowing 13-
3 Stealth 14-
3 Survival 13-
3 Tracking 13-

Total Powers & Skill Cost: 379
Total Cost: 600

450+ Disadvantages
10 Accidental Change: To Wolf-Form, If Engulfed in Powerful Magic 11- (Uncommon)
10 Dependent NPC: Girlfriend-of-the-Week 8- (Normal)
15 Hunted: Jack Russell, Werewolf By Night 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
10 Hunted: Supernatural Creatures of the Marvel Universe 8- (As Pow, Harshly Punish)
20 Psychological Limitation: Overconfident (Very Common, Strong)
20 Psychological Limitation: Daredevil; Takes Unnecessary Risks (Very Common, Strong)
10 Psychological Limitation: Pack Mentality; Likes to be part of a group (Common, Moderate)
15 Psychological Limitation: Wild Child; Hates Rules & Regulations (Common, Strong)
5 Rivalry: Professional (???; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry)
20 Social Limitation: Dark Secret (Frequently, Severe)
15 Social Limitation: Public Identity (Frequently, Major)

Total Disadvantage Points: 600

GoldenAge
May 23rd, '06, 10:19 AM
lol, I just noticed that my swinging [Swinging: Swinging 30", x32 Noncombat] was a little too fast... at 7 spd it equates to roughly 4800kmph.

I mean, he's a swinger, but he's not that fast!

Without any NC Multiples he swings about 300kmph, which I think is fast enough....
HA! I just visualized Toxin swinging along at 4800kmph... My mind's inability to perfectly conceive of such speeds in a cityscape made it look like an old Benny Hill sketch. Bwaahahahahah!!! :stupid:

I'm loosin' it. :help:

GoldenAge
May 23rd, '06, 10:25 AM
RadioKaos just sent me a text file (thanks bro!), so here it is:
Ooooooohh... In a seraph font, no less. me likey.

Thanks keyes_bill (and RadioKaos) :thumbup:

radioKAOS
May 23rd, '06, 11:17 AM
No Problems guys, it's pretty easy to do actually ;)

hooligan x
May 23rd, '06, 01:36 PM
I am hitting a slight snag. Just like Mole Man and Dr. Doom's color schemes are almost identical, I have a feeling Mole Girl and Doom's Daughter would show up to the dance wearing the same outfit. Any suggestions?

I see a catfight a'comin'!

hooligan x
May 23rd, '06, 01:41 PM
So Eva wins. Maybe I'll take all the others as hunteds or DNPCs. Or not.

What's Reed Richard's current deal? I'm writing up my background now,

Enforcer84
May 23rd, '06, 02:27 PM
Eva was my favorite. You know, I think she could go purple with gold armor and be pretty hot. Purple being a traditional color for royalty.

Enforcer84
May 23rd, '06, 02:29 PM
way off topic, but I rewrote Dr. Brutallus (Kingdom of Champions) and gave him armor that was something of a cross betwee Ultron and an Alien from the movies, and Dr. Doom. Silver armor with a beastly face and a purple cloak and tabbard. looks awesome in my head. Can't get it to futz right on paper.

hooligan x
May 23rd, '06, 03:00 PM
Eva was my favorite. You know, I think she could go purple with gold armor and be pretty hot. Purple being a traditional color for royalty.

You dare question the fashion choice of DOOM?!

Pendaran
May 23rd, '06, 03:31 PM
Ergh.. I'm having trouble posting an hdc file, how do you do it exactly?

teh bunneh
May 23rd, '06, 07:26 PM
What's Reed Richard's current deal? I'm writing up my background now,

The FF aren't mentioned in any of the current Avengers' backgrounds. :)

Squall
May 24th, '06, 12:23 AM
Allright -- much as I'd love to get in on this one (and had lots of fun tossing together a 600 point character), I'm actually gonna go ahead and bow out. My wife and I just got a puppy yesterday, and there's a big difference between keeping an eye on our old 10+ year old Dachsund, and keeping an eye on our new, 4 month old, Collie/Shepard mutt. When both the physical capacity for destruction and the energy level go up a hojillionfold, these little furballs require a lot more attention. :)

So, rather than get into another game, and then find myself short on time to post and do it all justice, I'm gonna just sit on the sidelines of this one. Maybe I'll try and get into your next Next Generation Marvel game, or something.

radioKAOS
May 24th, '06, 01:02 AM
City of Heroes version of The Nightstalker.. first draft.

Tim
May 24th, '06, 03:47 AM
City of Heroes version of The Nightstalker.. first draft.
Nice.

BcAugust
May 24th, '06, 08:03 AM
I'd say just short of common.

Sure, if you're reading Doctor Strange, then it's super-common... But elsewhere it only pops up every now and again. Of all the Avengers, how many had powers based solely on magic? According to Avengers Forever web site about 2% (both fairly weak; Scarlet Witch & Doctor Druid).

Of course, magic items are available enough... but that's just an easy explanation for powers... Also, I didn't count anything divine, which seems to be a Marvel favorite.

For the longest time Wanda was referred too much more as a mutant than a sorceress. The X-Men rarely deal with magic and when they do its origins are often from other dimensions.

Of all Marvel's titles the Defenders dealt with magic the most... But everyone else, not so much.

Just my perspective based on allot of comicbook reading. Of course, I haven't read everything. :rolleyes:

I thought it was made pretty clear in JLA/Avengers where it was clearly stated that magic in the DC universe was much stronger than magic in the Marvel universe.

Let's just ask ourselves how Dr. Fate would fare against Magneto or Dr. Doom... :D

Who knows... It's a matter of perspective.

Hmm, I wouldn't so much say uncommon as.. quiet. I mean, heck, at least two of the Avenger's foes are heavy magic(Morgan Le Fay and Cthon, with Set being an honorary contender), and *coughs* I certainly count Thor in the "magic" user catagory, along with Black Knight. Or, any of the Midnight Sons stuff or Hellstorm. Heck, even Agatha Harkness... which just gave me an idea for a character, but I won't post it. Hmmm.

There's a lot of magic, it's just most of Marvel's magic seems to be items, gods or supernaturals, not spell wielders.

GoldenAge
May 24th, '06, 08:18 AM
There's a lot of magic, it's just most of Marvel's magic seems to be items, gods or supernaturals, not spell wielders.
I totally agree!

MilkmanDan
May 24th, '06, 08:59 AM
I've never done an online roleplaying session, and haven't even done face-to-face gaming for, gee, about 21 months (when my second child was born), but this is sounding interesting. Just finishing up Electron, Electro's daughter. Even if you're full up, it's been something to keep me interested during two incredibly boring days full of conference calls. Will post the character in a bit.

GoldenAge
May 24th, '06, 10:42 AM
Post her! I'd love to see if you came up with any unusual twists. :thumbup:

Oh, please do it in Word if possible (I don't have HD)

McManus
May 24th, '06, 11:32 AM
Rather than reading through 12 pages of character ideas I was wondering if we could have an update.

When is the submission deadline?

Are there any characters already selected? If so who?

Are there house rules or things you want to forbid?

Thanks.

Now I will go back and read 12 pages.

MilkmanDan
May 24th, '06, 12:19 PM
OK, I admit it. I tend to be verbose, and it's been a boring two days of work. Not sure if I did this right, haven't played much in a few years.

Electron

Val Char Cost
13 STR 3
26 DEX 48
26 CON 32
15 BODY 10
18 INT 8
18 EGO 16
20 PRE 10
16 COM 3

7/23 PD 4
14/38 ED 9
5 SPD 14
8 REC 0
52 END 0
41 STUN 6

6" RUN 0
2" SWIM 0
2 1/2" LEAP 0
Characteristics Cost: 163

Cost Power END
25 Electrical Powers: Elemental Control, 50-point powers
25 1) Electric Shield: Force Field (16 PD/24 ED), Hardened (+1/4) (50 Active Points) (uses END Reserve) 5
12 2) Ride the Wires: Teleportation 15", x32 Noncombat (50 Active Points); Limited Power, only through power lines, must enter/exit within 1" of some kind of circuit, Power loses about half of its effectiveness (-1) (uses END Reserve) 5
25 3) Ride the Lightning: Flight 20", Reduced Endurance 1/2 END (+1/4) (50 Active Points) (uses END Reserve) 2
35 4) Shocking Touch: Energy Blast 3d6 (vs. ED), Reduced Endurance 1/2 END (+1/4), Damage Shield (+1/2), Offensive (+1/4), Continuous (+1), No Normal Defense vs Force Field Standard (+1) (60 Active Points) (uses END Reserve) 3
22 5) Living Battery: Aid: END 4d6, Area Of Effect (4" Radius; +1), Selective Target (+1/4) (90 Active Points); Limited Special Effect, Electrical Devices Uncommon SFX (-1), Only Restores to Starting Values (-1/2), Costs Endurance Costs END Every Phase (-1/2) (uses END Reserve) 9
60 Electrical Powers: Multipower, 75-point reserve, all slots: (75 Active Points); Noisy, Audible and registers across entire EM spectrum, Power loses about a fourth of its effectiveness (-1/4)
6u 1) Electrical Blast: Energy Blast 15d6 (vs. ED) (75 Active Points) (uses END Reserve) 7
6u 2) Killer Shock: Killing Attack - Ranged 5d6 (vs. ED) (75 Active Points) (uses END Reserve) 7
6u 3) Nerve System Short-Out: Energy Blast 7d6 (vs. ED), No Normal Defense Standard (+1) (70 Active Points) (uses END Reserve) 7
6u 4) Nerve Deadening: Drain DEX 5d6, Ranged (+1/2) (75 Active Points) (uses END Reserve) 7
4u 5) EMP Explosion: Killing Attack - Ranged 1d6 (vs. ED), Does BODY (+1), No Normal Defense, Defense is not being an electrically-powered device Standard (+1), Area Of Effect (36" Radius; +1 3/4) (71 Active Points); No Range (-1/2) (uses END Reserve) 7
3u 6) Power Damper: Suppress END of electrical devices 6d6, Area Of Effect (3" Radius; +1), Selective Target (+1/4) (67 Active Points); No Range (-1/2), Only electrically-powered devices, Power loses about a third of its effectiveness (-1/2) (uses END Reserve) 7
4u 7) Mind of the Machine: Mind Control vs. Machines 12d6, Telepathic (+1/4) (75 Active Points); Stops Working If Mentalist Is Stunned (-1/2), Normal Range (-1/4) (uses END Reserve) 7
12 High Range Radio Perception
32 Electrical Sense: Spatial Awareness (Discriminatory, Increased Arc of Perception: 360-Degree)
15 Endurance Reserve (120 END, 5 REC) Reserve: (17 Active Points); Limited Power, in order to use an action for a recovery (any REC that is not post-12), requires full concentration/0 DCV and no other actions, Power loses about a fourth of its effectiveness (-1/4)
9 +14 REC for END Reserve (14 Active Points); Only when around active electrical sources Power loses about a third of its effectiveness (-1/2)
8 Charged Metabolism: Power Defense (8 points)
30 Power Converter: Absorption 4d6 (Energy), Variable Effect Two Powers Simultaneously (+1/2) (30 Active Points)
Powers Cost: 345

Cost Skill
3 Electronics 13-
3 Computer Programming 13-
3 Systems Operation 13-
3 Security Systems 13-
3 Mechanics 13-
3 Persuasion 13-
10 +1 Overall
9 +3 with any three maneuvers or a tight group of attacks (Multipower)
8 +4 vs. specific OCV modifier on a tight group of attacks
3 Power (INT-based) 13-
5 Rapid Attack (Ranged)
2 PS: Electrical Engineer 11-
1 Language: Russian (basic conversation)
3 AK: Northeastern U.S. Power Grid (INT-based) 13-
3 Scholar
2 1) KS: Power Systems (INT-based) (3 Active Points) 13-
2 2) KS: Electronics (INT-based) (3 Active Points) 13-
2 3) KS: Mathematics (INT-based) (3 Active Points) 13-
3 Scientist
2 1) SS: Electronics (INT-based) (3 Active Points) 13-
2 2) SS: Magnetism (INT-based) (3 Active Points) 13-
2 3) SS: Computer Science (INT-based) (3 Active Points) 13-
2 4) SS: Physics (INT-based) (3 Active Points) 13-
2 5) SS: Metallurgy (INT-based) (3 Active Points) 13-
Skills Cost: 81

Cost Perk
5 Contact (Contact has: useful Skills or resources, Good relationship with Contact) 12-
Perks Cost: 5

Cost Talent
3 Absolute Range Sense
3 Bump Of Direction
Talents Cost: 6

Total Character Cost: 600

Val Disadvantages
10 Dependent NPC: Max Dillon, father 8- (Normal)
5 Vulnerability: 1 1/2 x STUN Water-based attacks (Uncommon)
5 Vulnerability: 1 1/2 x BODY Water-based attacks (Uncommon)
10 Susceptibility: Immersion in water 1d6 damage, per Minute (Common)
15 Social Limitation: Public ID (Frequently; Major)
10 Reputation: Doctor Octopus-killing daughter of supervillain 11-
15 Enraged: Mothers threatened (Uncommon), go 11-, recover 11-
20 Enraged: Father threatened (Uncommon), go 14-, recover 11-
15 Hunted: Various former partners of her father and their children 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find)
10 Distinctive Features: Electric field shooting around her body during use of powers (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15 Psychological Limitation: Vengeful (Common; Strong)
15 Psychological Limitation: Dislikes public attention (Very Common; Moderate)
5 Rivalry: Professional (Arachne; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

Disadvantage Points: 150
Base Points: 450
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0


Background:
Max Dillon had had a long and frequently embarrassing career as a supervillain named Electro. He'd tried to become a major player in the world of crime but, as he liked to say with his typical humor, he wasn't a particularly "super" supervillain. He was insecure and angry and stupid and he tried to take what he could for years. He was, as he said, not particularly "super" at, no matter what he tried, he never stayed out of jail for long. Then, one day after yet another prison break, he met Allison's mother, Lucille. Lucille laughed at his false bravado and smiled when he got flustered and, surprisingly, stuck around. Not too long after, Allison came along. Staring at her sleeping in her crib, Max decided he owed his infant daughter better. He kissed her and his wife goodbye and walked into the nearest police station and surrendered.

Max became a model prisoner, volunteering his time when he could, never responding to taunts or getting into fights, and began counseling younger metahuman prisoners as to how they could change their life. One day, he was asked to go speak at a non-metahuman prison to talk about how, even with all his power, his life had seemed empty and that a life of crime, regardless of your capabilities, is a dead-end street. The lecture was also to be attended by some teenage "Scared Straight" participants, delinquent teenagers who were going to be given the opportunity to see that even a powerful supervillain could come around. The other prisoners took this as an opportunity and rioted, figuring that with teenagers as hostages and Electro on their side, they could get what they wanted. Max refused to help or use his powers in any way (even to defend himself, he'd made a promise he wouldn't), and was badly beaten by the rioting prisoners. Max would never walk again, but the fact that he'd sacrificed himself to save children was picked up by the press. It didn't hurt that the uncle of one of those children was a United States Senator from New York, and the resultant public upswing of sympathy meant that, on Allison's 11th birthday, her father was paroled from prison. Max, at that point, dedicated himself to raising his family, still going out whenever asked to give his speeches and try to change the life of people around him.

The next ten years were happy, as Max, thankful for his new life, spent every moment he could with his daughter, seeing her through high school and encouraging her to pursue an electrical engineering degree at a local college. Electrical engineering was appropriate, as it was clear from an early age that Electro's powers had been passed on to the next generation. Allison could power lightbulbs in her early teens and her father did everything to encourage her to safely practice those abilities. Still, life was largely typical in their household, and neither Max's past nor Allison's abilities seemed to much matter in life.

Allison's 21st birthday was supposed to be a simple, family affair. Doctor Octopus, on the other hand, had different ideas. Otto Octavius, along with a number of Max's former "business" associates, had been frequent targets of ridicule and less-than-flattering references during Max's speeches. Rhino's body odor, Scorpion's whining, Kraven's love of interior design; noone much liked Electro anymore. Octavius, for whatever reason ("He was a just a jerk," Max would later explain), was the target of the worst of it, with Max getting great laughs out of everything from his accent to graphic suggestions as to what the good doctor did with those tentacles when noone else was watching. Max was just trying to get laughs and get people interested in his speeches. Octavius had decided what he wanted was revenge and somehow had figured out that the whole Dillon family would be at the park that day. A perfect, public opportunity to get his revenge.

She could still see it all happening in slow motion. A man, suspended on four giant metal limbs, running impossibly fast across the lawn. Her father, trying to respond, sending a brushed-away weak electrical blast at the man. The man laughing. The metal arm coming forward towards her mother. The arm bursting through her mother's back. The blood. The look of smug self-satisfaction on the man?s face as he turned towards Allison. The rage she felt. Her body tingling and then something exploding out of her. The look on the man's face changing from a cruel smirk to horror in the fraction of a second it took for the massive bolt of energy to erupt from her arms and hit him in the chest. A scream. Burnt flesh. One blood-soaked severed metal arm furtively wiggling on the ground for a few moments, before stopping forever.

After that, it was a blur. Investigations and interviews by the police, and then SHIELD. Worst of all, the media. The media was everywhere.

On the day in the park, some local news team was in the park filming a piece about a new playground built by a local superhero team when they spotted Doctor Octopus running across the lawn. Their cameras caught every moment and, within a day, the footage had spread around the world across the internet and to other TV stations. From that day forward, Allison was known everywhere as the girl who killed Doctor Octopus.

For a while, she refused interviews, dodged the press, and tried to hide until it went away, but her father pulled her aside and told her that, if his life could teach her one lesson and one lesson only, it would be that you can't run away from your problems. Allison, at that point, came out of the proverbial metahuman closet, giving several press conferences and interviews stating that she had inherited powers from her father and that she would be using them as a superhero. Choosing the name and costume as a deliberate homage to her father, Electron was born. While she has spent the last year actively employed as a superhero, she realizes that the resources available as a member of the Thunderbolts would offer her the opportunity to make a much bigger difference in the world.

Personality/Motivation:
Allison didn't become a superhero to make up for her father's past actions. Instead, she does what she does because he inspired her to do what he can. "A guy I know told me something really important one night," Max told her. "With great power comes great responsibility." "The guy" (Peter Parker) and her father have subsequently become good friends after years of fighting each other, and he's become a bit of a crimefighting mentor to her. She dislikes attention and the media in general, which is unfortunate, as the media seem to love her. Being the child of a former supervillain who killed Doctor Octopus in front of the world does, not surprisingly, tend to make you the center of attention, but Allison would greatly prefer just to be left alone.

Allison is, above all, fiercely protective of her father, and anyone threatening him will be immediately and extremely violently dealt with. Early in her career several supervillains attempted to kidnap or injure her father, and her extremely violent response has served to inspire most people on the wrong side of her law to give her father a wide berth. Between having rarely seen her father for a portion of her life and having lost her mother right in front of her eyes, Allison is very sensitive about protecting children and anyone who attempts to take a parent away from a child or the reverse tends to become an immediate target for her.

Quote:
"Listen, I could make some smart-*** comment about you being in for a shock or something, but I'm not in the mood. Give up or I'll hurt you."

Powers/Tactics:
Electron is a classic flying blaster, and always chooses to fulfill that role. Knowing that with her ED and Absorption she is a far more formidable opponent against energy projectors than bricks, she invariably chooses to use her flight and teleportation to keep her distance from hand-to-hand opponents and instead blast away from a distance. She will frequently half-move away from an opponent to get more distance and then blast away, trusting her excellent sniping skills (and skill levels vs. range) to give her an advantage in any ranged combat. Electron is not at all a quiet fighter, however, as her electrical blasts are loud both audially and register across the entire electromagnetic spectrum, meaning she tends to briefly interrupt radio and radar signals every time she uses her power. Stealth is not exactly her forte.

At her relatively early age, she has already achieved an impressive mastery over her powers. Besides a stable of traditional ranged attacks, Electron is capable of disrupting the response time of a target's nervous system (a DEX Drain), setting off a powerful EMP explosion (a no-range area effect NND RKA vs. devices), and taking control over various electronic devices. She can also teleport via electrical lines and, if necessary, act as a living battery to power devices in the area. She also has the ability to "see" the world around her via an "electrical sense" (Spatial Awareness), as she can "feel" the electromagnetic charges left by the various objects around her. Her powers run off an END reserve and she is able to refill it somewhat via ambient electromagnetic radiation in the atmosphere, but in the presence of electrical infrastructure (in cities), she is able to much more greatly draw on local power sources to refresh her energy sources. Because of this, she clearly prefers fighting near some sort of power system, as her reserves can run down quickly out in the middle of nowhere.

Electron, being more or less a living battery, does not much care for water, as it tends to short her out. While she can suppress the effects briefly (bathing is generally a good idea), being wet causes her actual pain.

Appearance:
Allison is about five and a half feet tall with brown hair and blue eyes. As she was rather overtly outed as a metahuman, a mask seems kind of pointless, so she doesn't bother to wear one. Her costume resembles that of her father, except hers is primarily yellow with green electrical markings coming up over both shoulders.

Enforcer84
May 24th, '06, 12:26 PM
You dare question the fashion choice of DOOM?!
Of course not!
In fact I'd be more than happy to help her try on any armor she wished.

GoldenAge
May 24th, '06, 12:58 PM
...update.

Thundebolts
Thunderbolts would be on the same scale as the Avengers team. 7 players, 450 + 150 disads characters. They wont be buying any Package, and they sure wont have al the fancy SHIELD help. Base and equipment will be whatever the players decide to spend point on, though I think something not so fancy would fit best. The theme would mainly be about redemption, and being a hero when you're not expected to be. Mostly 4 color in a modern way, with some action, some angst, and some fun in equal amounts.

...I'm willing to accept character ideas from anyone, including the folks who are already playing in the Avenger: Next Gen game should they want to play a character in this one. Keyes_bill, that games GM, is also more than welcome to submit ideas.

However, in the interests of fairness, folks who didn't make it into that game, or folks applying for the first time, will get first crack at the slots.

The game will be played on Hero Central

Characters will be 450 base with 150 disads, for 600 total. Only requirement is that you have a connection to a previous Marvel villian. Other than that the backstory is pretty open with the exception of whats already been set in other folks backgrounds..



When is the submission deadline?


I'm looking for 7 players, and the deadline for characters is next Saturday.


Are there any characters already selected? If so who?


Enforcer84 - Journeyman (brick)
GoldenAge - Echo (Energy Projector)
hooligan x -Dr. Eva Von Doom (unknown)
Haven Walkur - Dancer (Mage)
Pendaran - Invictus (Martial Brick)
radioKAOS - Nightstalker (Venom Brick?)
keyes_bill - Wolf (Ware Beast)
casualplayer - Mole Girl
Squid - Electron (Energy Projector?)
DocSampson - Crusher (Brick)

Also, these folks have expressed interest, but haven't decided on a character yet.

Squall
Agent 13
funksaw
WhammeWhamme


Are there house rules or things you want to forbid?


Frameworks are fine, though I reserve to right to nix anything to outlandish. No real restrictions.



Thanks.

Now I will go back and read 12 pages.

Did I forget anything/one???

GoldenAge
May 24th, '06, 01:15 PM
Are we full up?

DocSamson
May 24th, '06, 01:47 PM
Did I forget anything/one???

I am still interested.
My submission was Crusher, the son of the Absorbing Man and Titania. He is a Metamorph/ Brick.

hooligan x
May 24th, '06, 03:33 PM
Of course not!
In fact I'd be more than happy to help her try on any armor she wished.
You dare caress the quivering nether-regions of DOOM?!

Enforcer84
May 24th, '06, 03:41 PM
You dare caress the quivering nether-regions of DOOM?!
I dare! I DARE!

Snake Gandhi
May 24th, '06, 04:27 PM
Are we full up?No.

I'm going to wait until Saturday, and then I'll look over all of the characters and pick the 7 that would make for the most interesting team.

MilkmanDan
May 24th, '06, 04:51 PM
You dare caress the quivering nether-regions of DOOM?!
Quivering nether-region of doom? I think I dated her for a while.:ugly:

radioKAOS
May 24th, '06, 04:51 PM
A slightly different look, I like the colours better...

casualplayer
May 24th, '06, 05:14 PM
Hey, Snake Gandhi, how do you feel about the Naked (Variable) Advantage style of Martial Arts? Mole Girl is written up now with Manuevers, but I'd like her to be able to do some quasi-mystical stuff and have some HTH versatility. Plus adding DCs to get her nerve strike and choke hold up to snuff makes her regular strikes obscene. She would have a 28 STR w/ +1 Variable Advantage (enough to do NNDs or some selective AEs, occasionally Autofire or IPE, most often just 0 END.)

hooligan x
May 24th, '06, 05:37 PM
Eva von Doom
Height: 1.73 m Weight 51 kg
Eye Color: Green Hair Color: Black

Background/History: Eva von Doom returned to Doomstahd in her nineteenth year. Many years abroad in various schools had left few happy memories of her home. Latveria had been intermittently ruled by her father in-between his plans of revenge and conquest. Less capable hands had ruled when he was imprisoned or occupied and her people suffered from his absence. He would return from his neglect and shower Latveria with prosperity which would last until his next absence. Eva felt the most Latvarian of all Latverians.

She had left her father's tutors and been enrolled in university under the false name DeSalle when she saw the news reports. Doom the despot, Doom the tyrant, Doom the madman. Doctor Doom was dead. She would miss him. As she missed him all her life.

As the Doombots carried her father's armored corpse to the Tibetan furnace where his first mask was forged, Eva addressed the country. There was a von Doom in Castle Doom again and Latveria's prosperity would endure. It took two weeks for the first coup attempt. Castle servants had let an assassin in the employ of a distant relative of King Rudolpho into her chambers. He was unprepared for the sorcery taught Eva by Doom's tutors.

A month passed with no word from Eva. Rumors of her death raced through the countryside. "King" Rudolpho II arrived at Doomsport to address his subjects. He was met by Doom.
Eva had forged her own armor based on her father's designs. The would be king asked of her what Victor von Doom could never give. Mercy. Doom's mercy was for him to be banished from Latveria along with his supporters. His funds were stripped and added to the states coffers. It was more than he could hope for.

Eva now has returned to Empire State University to get her medical degree. She is in constant contact with the Doombot on her throne. Latveria is prosperous once more.


Personality/Motivation: Eva von Doom seeks to change the image of her country in the world's eyes. She has decided that her talents could benefit all mankind, not just Latveria. Like her father, she is convinced she knows what is best for the world. Unlike Dr Doom, she doesn't need to conquer the world to save it.

She has her father’s arrogance and his sense of honor. Doom always keeps her word.


Quote: "Oh yes, poor enslaved Latveria. We have the highest standard of living and the lowest environmental impact in all of Europe. My people will take 'tyranny' and prosperity over elections and poverty any day!"

Powers/Tactics: Eva has followed the father in jointly studying science and magic. She has built a suit of armor styled after Dr Doom's. While in her armor, her strength, reactions, and senses are enhanced. She can fly, fire energy bolts from the suits gauntlets, create a force bubble to protect herself and others, and survive in the most extreme environments. The suit also has a defensive electric jolt to discourage people from touching her.

She also has built a small device to wear on her wrist. With it she can control her Doombots and communicate with others. She also has a weaker force field generator that can protect her in emergencies until she can don her armor. the force field will not work when surrounded by her armor.

While not as advanced as her father, Eva's magic allows her to teleport great distances, travel to other planes, bind her enemies, and defend herself with mystic bolts of energy. She is still studying sorcery and at present find using these powers to be exhausting.

Eva's Doombots are redesigned from her father's originals. They are female in shape and have realistic human features. When fully armored, they are indistinguishable from Eva herself.



Appearance: In her official capacity as Doom, Eva wears a suit of armor with a green tabard and cloak. She has a removable helmet she wears in combat that has a life support system.

As Eva DeSalle, she usually wears tasteful designer label couture. Her hair is black and usually worn shoulder length.

Enforcer84
May 24th, '06, 06:02 PM
Sweet! Now Journeyman has someone to hit on!

Haven Walkur
May 24th, '06, 06:09 PM
That's a well-envisioned character, hooligan x, and a nicely-written descriptive piece. Unfortunately, I hadn't thought about the magical legacy Eva would have from her father (naturally she would!) when I came up with Dancer. But the central "theme" of Dancer's magical abilities -- Travel and Air -- can be changed so that the characters don't overlap. And since you got in first with your character concept, I'm perfectly willing to be the one to make the changes.

Would you please PM me with more details of Dr. von Doom's magical abilities? What are her magical preferences; i.e. what does she like to use her magic for? And what "flavor" of magic is it (pure will, arcane spell, elemental might, something else)? Does she think of herself primarily as a mage, or as something else?

casualplayer
May 24th, '06, 07:44 PM
Cat-fight? :hopeful:

More like mongoose vs. cobra. Just call me Rikki (Tikki Tavi.)

hooligan x
May 24th, '06, 08:31 PM
More like mongoose vs. cobra. Just call me Rikki (Tikki Tavi.)
Doom is not Cobra! The metal mask was Doom's gig long before the 80's! And Doom's soldiers hit what they shoot at.

hooligan x
May 24th, '06, 08:37 PM
Can someone take a small European country as a DNPC?

casualplayer
May 24th, '06, 09:11 PM
Doom is not Cobra! The metal mask was Doom's gig long before the 80's! And Doom's soldiers hit what they shoot at.

Just sayin' I took Rivalry: You. You being the daughter of the FF's second greatest enemy and all.

Supreme Serpent
May 24th, '06, 09:13 PM
Just sayin' I took Rivalry: You. You being the daughter of the FF's second greatest enemy and all.

:D :thumbup:

casualplayer
May 24th, '06, 09:46 PM
My character, without backstory which is still in the works. Note that while both STR and HA from staff have Variable Advantage, it's not to the same level. I can't do an 11 1/2d6 NND strike to the throat or solar plexus! The staff can only be set to 0 or 1/2 END, AP, 1 hex AE Selective, Indirect or Autofire.

Mole Girl

Player: Don Schamun/casualplayer

Val Char Cost
28 STR 18
29 DEX 57
30 CON 40
15 BODY 10
23 INT 13
15 EGO 10
18 PRE 8
20 COM 5

17/29 PD 11
15/27 ED 9
6 SPD 21
12 REC 0
60 END 0
44 STUN 0

13" RUN 0
5" SWIM 0
5 1/2" LEAP 0
Characteristics Cost: 202

Cost Power
24 Adamantite Mail: Armor (12 PD/12 ED) (36 Active Points); OIF (-1/2)
5 Defense Against the Cruel Sun: Sight Group Flash Defense (10 points) (10 Active Points); OAF (-1)
37 Staff of Majesty: Multipower, 75-point reserve, (75 Active Points); OAF (-1)
4u 1) A Chastening Blow: Hand-To-Hand Attack +6d6, Variable Advantage (+3/4 Advantages; Limited Group of Advantages; +1 1/4) (67 Active Points); Hand-To-Hand Attack (-1/2)
5u 2) Yield, Miscreant!: Energy Blast 7d6+1, No Normal Defense (Force Field, LS: Radiation; +1) (74 Active Points); 8 Charges (-1/2)
3u 3) A Blast to Stagger the Thing: Killing Attack - Ranged 5d6 (75 Active Points); 3 Charges (-1 1/4)
4u 4) Stone and Steel Melt Away: Tunneling 10" through 18 DEF material (74 Active Points); 6 Charges (-3/4)
2 The Reach of my Staff: Stretching 1" (5 Active Points); OAF (-1), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Limited Power Power loses about a fourth of its effectiveness (No Fine Work; -1/4)
63 Her Father's Daughter: Spatial Awareness (Unusual Group), +6 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Microscopic: x10000, Telescopic: +6, Tracking
12 Her Mother's Daughter?: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 5 Minutes; Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)
20 A Nuisance to be Avoided: Missile Deflection (Any Ranged Attack)
56 Martial Arts Mastery: Variable Advantage (+1 Advantages; +2) for up to 28 Active Points of STR (56 Active Points)
21 Fleet of Foot: Running +7" (13" total), Reduced Endurance (0 END; +1/2) (21 Active Points)
4 Athletic: Swimming +3" (5" total), Reduced Endurance (0 END; +1/2) (4 Active Points)
10 Monsters Were My Playmates: +20 PRE (20 Active Points); Limited Power Power loses about half of its effectiveness (Defensive Only; -1)
Powers Cost: 270

Cost Martial Arts Maneuver
5 Disarming Throw: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 33 STR to take weapon away; Target Falls
4 Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls
3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6 1/2d6 Strike, Target Falls
4 Martial Flash: 1/2 Phase, -1 OCV, -1 DCV, Flash 4d6
4 Weapon Element: Empty Hand, Off Hand, Polearms and Spears, Staffs
Martial Arts Cost: 20

Cost Skill
3 Acrobatics 15-
3 Breakfall 15-
3 Climbing 15-
3 Concealment 14-
3 Contortionist 15-
8 KS: Subterranea 17-
3 Language: English (Deviant is native) (fluent conversation; literate)
3 Persuasion 13-
3 Security Systems 14-
3 Shadowing 14-
3 Sleight Of Hand 15-
3 Stealth 15-
3 Tracking 14-
9 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Off Hand, Staffs, Three-Section Staff
10 +2 with DCV
10 +2 with HTH Combat
10 +2 with all DEX Skills
10 +1 Overall
Skills Cost: 93

Cost Perk
5 75 pt Follower
Perks Cost: 5

Cost Talent
3 Ambidexterity (-2 Off Hand penalty)
3 Bump Of Direction
4 Double Jointed
Talents Cost: 10

Total Character Cost: 600

Pts. Disadvantage
10 Hunted: Mole Man 8- (Mo Pow, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Mildly Punish)
10 Hunted: Kro 8- (As Pow, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Capture)
10 Money: Destitute
15 Physical Limitation: Petite (135 cm, +3" KB) (All the Time, Slightly Impairing)
15 Psychological Limitation: Uncomfortable in Sunlight (Very Common, Moderate)
10 Psychological Limitation: Agoraphobic (Dislikes Open Spaces) (Common, Moderate)
10 Psychological Limitation: Devoted to her Father and Subterranea (Uncommon, Strong)
15 Psychological Limitation: Headstrong, Willful (Common, Strong)
10 Reputation: Daughter of Mole Man, 8- (Extreme)
10 Rivalry: Professional (Eva von Doom), Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
20 Social Limitation: Secret Identity (Frequently, Severe)
15 Social Limitation: Unfamiliar with Surface-dweller Customs (Frequently, Major)
Disadvantage Points: 150
Base Points: 450
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0

Pendaran
May 24th, '06, 09:50 PM
It occurs to me that we don't really have a full on brick with brick tricks and such things build, so I did an alt of Rafe more done with still indepth combat training, and generally salutary skill lists and command talent and etc, but more polished skill at being a brick instead of kung fu having. Way less damage code, but it's boostable with the brick tricks vpp if he makes his roll.

Anyway, alt build:

RAFAEL NEFARIA
Val Char Cost Roll Notes
70 STR 60 23- Lift 409.6tons; 14d6; [3]
30 DEX 60 15- OCV 10 DCV 10
20 CON 20 13-
20 BODY 20 13-
20 INT 10 13- PER Roll 13-
30 EGO 40 15- ECV: 10
30 PRE 20 15- PRE Attack: 6d6
20 COM 5 13-

20/40 PD 6 Total: 20/40 PD (10/30 rPD)
20/40 ED 16 Total: 20/40 ED (10/30 rED)
6 SPD 20 Phases: 2, 4, 6, 8, 10, 12
18 REC 0
40 END 0
65 STUN 0 Total Characteristic Cost: 277


Movement: Running: 6" / 12"
Swimming: 2" / 4"
Leaping: 14" / 28"
Flight: 20" / 80"

Cost Powers END
10 Ionic Integrity: Power Defense (10 points)
19 Ionic Physiology: Life Support (Eating: Character only has to eat once per week; Longevity: Immortal; Safe in High Radiation; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week)
5 Ionic Eyes: Nightvision
9 Honed Will: Mental Defense (15 points total)
47 Brick Tricks: Variable Power Pool, 30 base + 17 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (60 Active Points); Limited Class Of Powers Available Limited (-1/2), Custom Modifier (no figured characteristics; -1/4)
10 Ionic Resilience: Damage Resistance (10 PD/10 ED)
17 Tireless Physique: +0 STR, Reduced Endurance (1/2 END; +1/4) (17 Active Points) (Modifiers affect Base Characteristic)
25 Nefarious legacy (Ionic Energy Channeling): Elemental Control, 50-point powers
35 1) Imperious Aegis: Force Field (20 PD/20 ED), Reduced Endurance (0 END; +1/2) (60 Active Points)
25 2) Above the Rabble: Flight 20", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (56 Active Points); Custom Modifier (easily tracked flight path; -1/4) 2


Perks
15 Money: Filthy Rich


Talents
17 Combat Sense (Sense) 13-


Skills
3 Acrobatics 15-
3 Breakfall 15-
3 PS: Investment banking 13-
3 High Society 15-
3 Tactics 13-
3 Deduction 13-
3 Linguist
0 1) Language: English (idiomatic) (4 Active Points)
1 2) Language: French (fluent conversation) (2 Active Points)
1 3) Language: Italian (fluent conversation) (2 Active Points)
1 4) Language: Latin (fluent conversation) (2 Active Points)
1 5) Language: Nepalese (fluent conversation) (2 Active Points)
1 6) Language: Spanish (fluent conversation) (2 Active Points)
3 Power: Brick Tricks 11-
3 Meditation 15-
3 Navigation (Air, Land) 13-
20 +2 Overall
10 +2 with HTH Combat
3 Scholar
1 1) KS: Art (2 Active Points) 11-
1 2) KS: Classical studies (2 Active Points) 11-
1 3) KS: History (2 Active Points) 11-
2 4) KS: Literature (3 Active Points) 13-
1 5) KS: Religion (2 Active Points) 11-
1 6) KS: Superhuman World (2 Active Points) 11-
3 Oratory 15-
10 Defense Maneuver I-IV
1 WF: Blades


Total Powers & Skill Cost: 323
Total Cost: 600

450+ Disadvantages
10 Reputation: Son of Count Nefaria, 11-
10 Distinctive Features: Red energy eyes (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Hunted: Anastaz von Strucker 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Hunted: The Mandarin and The Neo Upstarts 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Mildly Punish)
15 Hunted: SHIELD 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
10 Social Limitation: Public ID (Frequently, Minor)
15 Psychological Limitation: Driven to Redeem the Family Name (Common, Strong)
5 Hunted: Papparazi 8- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
10 Psychological Limitation: Vengeful (Uncommon, Strong)
10 Physical Limitation: Ionic Physiology makes medical treatment difficult (Infrequently, Greatly Impairing)
10 Psychological Limitation: Aristocratic attitude (Common, Moderate)
15 Psychological Limitation: Code vs Killing (Common, Strong)
0 Experience Points

Total Disadvantage Points: 600

Log-Man
May 24th, '06, 11:47 PM
Sweet! Now Journeyman has someone to hit on!
I don't think that's going to be a problem. As I work on a female character I notice that we could populate an entire team of daughters of evil!






And Mole Girl has a 20 COM!! Yowza!

Enforcer84
May 25th, '06, 12:17 AM
I don't think that's going to be a problem. As I work on a female character I notice that we could populate an entire team of daughters of evil!






And Mole Girl has a 20 COM!! Yowza!
Tell me about it! Heaven! And my only competition is....

*sighs*

A pretty boy scion of nobility. Great.

:)

radioKAOS
May 25th, '06, 01:39 AM
Third time's a charm?

DocSamson
May 25th, '06, 05:18 AM
I made some updates to Crusher (page 8) in anyone wants to have a look.

McManus
May 25th, '06, 05:36 AM
How about a character with a Thunderbolt tie in –

Shortly before the Thunderbolts were sent off to Counter Earth, Moonstone had been working closely with Graviton. They had been together for an extended period.

Here is where I want history to diverge a bit. During one of their rare open moments during therapy sessions Graviton and Moonstone began a short lived affair. When Moonstone was sent to Counter Earth she was pregnant and didn’t know it. When she took the second Moonstone from Phantom Eagle to boost her powers this affected the already mutated fetus. The baby was born shortly after Moonstone’s return to Earth. Zemo took the moonstone from her during the birth, but the second moonstone fused with the baby. ISSAC, who had been watching Moonstone for some time due to the Kree connection to the moonstone, projected that the child would be more powerful than either of his parents and would need special care if he was not to grow up to be a terrible danger to the entire solar system. ISSAC sent Captain Marvel to take the baby at birth. Moonstone was so messed up by Zemo’s machinations that she lost memory of the child.

Adam Sofen Hall, as the boy was named, grew up on Titan under the tutelage of ISSAC, Starfox, Genis, and others. His powers manifested early and he was trained in their use from childhood. When he was in his late teens his father reappeared. Long thought dead in the event that had sent the Thunderbolts to Counter Earth, Graviton returned from another extra-dimensional prison more powerful and more insane than ever. He vowed to collapse the Sun into a Black Hole. Numerous heroes and groups tried to stop him, but it was not until Adam, who took the name Singualrity, faced his father and managed to counter much of his gravitational control, that the other heroes were able to defeat him.

Adam returned to Titan, but realized he could no longer ignore his heritage. At the age of 18 he went to Earth, enrolled in Empire State Univ. and began to discover his homeworld. While a student he played part time hero. Upon graduation he decided to follow in his mothers footsteps and sought out the Thunderbolts.

Singularity has his mothers enhanced physical powers, super strength, speed, and endurance, as well as the gravitational powers shared by both his parents. As he grows so do his powers. Adam has the potential to become, like his father, one of the most powerful beings on the planet.

This is a rough draft. But I will have something ready by Saturday. Let me know what you think.

DocSamson
May 25th, '06, 05:44 AM
I am far from an expert at Champions and have no experience in online games, but I have played in high point games a few times. Crusher is built to able to dish out and take a 90 AP attack, but if everyone is going for closer to 75 I'll tone him down a bit. I noticed many of the characters are not designed to resist an 18 dice attack. Is this too soon to discuss things like builds and points?

McManus
May 25th, '06, 09:14 AM
Please let me know what you think. Also what is the best export template for posting HD2 on the Hero Boards?


Singularity

Player: Thomas McManus

Val Char Cost
45/80 STR 35
23 DEX 39
33 CON 46
18 BODY 16
18 INT 8
11 EGO 2
15 PRE 5
14 COM 2
10/25 PD 1
10/25 ED 3
5 SPD 17
16/56 REC 0
80 END 7
60 STUN 2

6" RUN 0
2" SWIM 0
9"/16" LEAP 0
Characteristics Cost: 183

Cost Power
20 Gravity Powers: Elemental Control, 40-point powers
25 1) Structural Reinforcement: Armor (15 PD/15 ED) (45 Active Points)
20 2) Gravitaitonal Propulsion I: Flight 20" (40 Active Points)
13 3) Molecular Phasing: Desolidification (affected by Sonic) (40 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)
80 Gravitation Control: Multipower, 80-point reserve
8u 1) Gravity Boost: (Total: 79 Active Cost, 79 Real Cost) +35 STR, No Figured Characteristics (+0), Reduced Endurance (0 END; +1/2) (52 Active Points) (Real Cost: 52) plus Armor (9 PD/9 ED) (Real Cost: 27)
8u 2) Graviton Cascade: Energy Blast 16d6 (80 Active Points)
5u 3) Gravity Lens: Energy Blast 10d6, Armor Piercing (+1/2) (75 Active Points); Beam (-1/4), Does not work in Darkness Power does not work in Uncommon Circumstances (-1/4)
8u 4) Gravity Well II: Entangle 8d6, 8 DEF (80 Active Points)
8u 5) Extended Gravity Well: Entangle 4d6, 4 DEF, Area Of Effect (4" Radius; +1) (80 Active Points)
8u 6) Gravity Barrier: Force Wall (12 PD/12 ED; 8" long and 4" tall) (80 Active Points)
8u 7) Gravity Manipulation: Telekinesis (53 STR) (80 Active Points)
8u 8) Phased Gravity Manipulation: Telekinesis (35 STR), Affects Desolidified Any form of Desolidification (+1/2) (79 Active Points)
8u 9) Mass Gravity Manipulation: Telekinesis (23 STR), Area Of Effect (3" Radius; +1), Selective (+1/4) (78 Active Points)
8u 10) Gravity Propulsion II: (Total: 80 Active Cost, 80 Real Cost) Flight 10", MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down: 1" = 1km (+1/4) (60 Active Points) (Real Cost: 60) plus Force Field (10 PD/10 ED) (Real Cost: 20)
8u 11) Gravity Absorption: +40 REC (80 Active Points)
3u 12) Gravity Gift I: Flight 9", Usable Simultaneously (up to 16 people at once; +1 1/4) (40 Active Points); Limited Power Does not add to own flight (-1/2)
3u 13) Gravity Gift II: Force Field (9 PD/9 ED), Usable Simultaneously (up to 16 people at once; +1 1/4) (40 Active Points); Limited Power Not on self (-1/2)
4u 14) Gravity Gift III: Desolidification (affected by Sonic), Usable Simultaneously (up to 8 people at once; +1) (80 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Limited Power Not on self (-1/2)
23 Gravitational Awareness: Spatial Awareness (Unusual Group), Telescopic (+1 versus Range Modifier)
19 Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)
10 Gravitational Grounding: Knockback Resistance -5"
7 Instant Change: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target (Clothes) Limited (-1/2)
Benefits of training on Titan
10 1) Whole Body Training: (Total: 10 Active Cost, 10 Real Cost) Lack Of Weakness (-5) for Normal Defense (Real Cost: 5) plus Lack Of Weakness (-5) for Resistant Defenses (Real Cost: 5)
5 2) Centered Mind: Mental Defense (7 points total)
5 3) Cosmically Centered: Power Defense (5 points)
10 4) Cosmically Activated: Luck 2d6
Powers Cost: 342


Cost Skill
Everyman Skills - Titan
0 1) AK: Solar System 8-
0 2) Acting 8-
0 3) Climbing 8-
0 4) Computer Programming 8-
0 5) Concealment 8-
0 6) Conversation 8-
0 7) Deduction 8-
0 8) Native Language: Titanian (idiomatic; Literate) (4 Active Points)
0 9) PS: Student (Everyman Skill) 11-
0 10) Paramedics 8-
0 11) Persuasion 8-
0 12) Shadowing 8-
0 13) Stealth 8-
0 14) TF: Personal-Use Spacecraft
3 Analyze: Combat 13-
9 +3 with Strike, Grab, & Throw
6 +2 with Multipower
3 KS: Earth History 13-
3 KS: Solar System History 13-
2 KS: Galactic History 11-
2 KS: Earth Supers 11-
3 KS: Galactic Civilizations 13-
2 CuK: Kree 11-
3 CuK: Titanians 13-
3 Language: Kree (fluent conversation; literate)
4 Language: English (completely fluent; literate)
2 Navigation (Space) 13-
3 Oratory 12-
3 Power: Gravity Control 13-
3 Power: Brick Tricks 18- (25-)
2 PS: Teacher 11-
2 PS: Researcher 11-
3 SS: Gravitational Theory 13-
2 SS: Physics 11-
2 SS: Astronomy 11-
3 Tactics 13-
3 Teamwork 14-
1 TF: Small Motorized Ground Vehicles
Skills Cost: 72


Cost Talent
3 Bump Of Direction
Talents Cost: 3

Total Character Cost: 600

Pts. Disadvantage
15 Enraged: Innocents Killed (Uncommon), go 11-, recover 11-
15 Hunted: Graviton 8- (Mo Pow, Harshly Punish)
20 Hunted: Mystery Hunted 8- (Mo Pow, NCI, Harshly Punish)
10 Physical Limitation: Unfamiliar wiht Earth Culture (Frequently, Slightly Impairing)
15 Psychological Limitation: Reluctant to Kill (Common, Strong)
20 Psychological Limitation: Driven by Family History to Become Hero (Common, Total)
5 Psychological Limitation: Concerned about his own corruption (Uncommon, Moderate)
20 Psychological Limitation: Takes his responsibilities seriously (Very Common, Strong)
10 Social Limitation: Stranger in a Strange Land (Frequently, Minor)
5 Social Limitation: Family Connections : Graviton & Moonstone (Occasionally, Minor)
15 Social Limitation: Secret ID (Very Frequently, Minor)
Disadvantage Points: 150
Base Points: 450
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0

Background/History: Shortly before the Thunderbolts were sent off to Counter Earth, Moonstone had been working closely with Graviton. They had been together for an extended period. During one of their rare open moments during therapy sessions Graviton and Moonstone began a short lived affair. When Moonstone was sent to Counter Earth she was pregnant and didn’t know it. When she took the second Moonstone from Phantom Eagle to boost her powers this affected the already mutated fetus. The baby was born shortly after Moonstone’s return to Earth. Zemo took the moonstone from her during the birth, but the second moonstone fused with the baby. ISSAC, who had been watching Moonstone for some time due to the Kree connection to the moonstone, projected that the child would be more powerful than either of his parents and would need special care if he was not to grow up to be a terrible danger to the entire solar system. ISSAC sent Captain Marvel to take the baby at birth. Moonstone was so messed up by Zemo’s machinations that she lost memory of the child.

Adam Sofen Hall, as the boy was named, grew up on Titan under the tutelage of ISSAC, Starfox, Genis, and others. His powers manifested early and he was trained in their use from childhood. When he was in his late teens his father reappeared. Long thought dead in the event that had sent the Thunderbolts to Counter Earth, Graviton returned from another extra-dimensional prison more powerful and more insane than ever. He vowed to collapse the Sun into a Black Hole. Numerous heroes and groups tried to stop him, but it was not until Adam, who took the name Singualrity, faced his father and managed to counter much of his gravitational control, that the other heroes were able to defeat him.

Adam returned to Titan, but realized he could no longer ignore his heritage. At the age of 18 he went to Earth, enrolled in Empire State Univ. and began to discover his homeworld. While a student he played part time hero. Upon graduation with degrees in history and education he decided to follow in his mother's footsteps and sought out the Thunderbolts.

Personality/Motivation: Adam's family history weighs heavily on him. He was taught their true background and knows that even at her best; his mother was not much of a hero. And his father nearly destroyed the whole solar system. He was taught to care for all sentient life. He takes his teachings very seriously. When he came to Earth, he came to do good. He wants to protect the people of the Earth from dangers such as his father. But he also wants to learn more about this strange world of his birth. He is friendly, if a bit naive and otherworldly. But he trained most of his life as a warrior as well and is not afraid to use his power for good. He worries about being corrupted by his powers but is self-aware enough to keep track of what is going on in his mind.

Quote: Why is there so much evil in this world?

Powers/Tactics: Singularity has his mothers enhanced physical powers, super strength, speed, and endurance, as well as the gravitational powers shared by both his parents. His training on Titan has made him physically, mentally, and, to a lesser extent, cosmically aware. As he grows so do his powers. Adam has the potential to become, like his father, one of the most powerful beings on the planet.

Appearance: Adam is a tall, muscular man with striking blond hair and blue/grey eyes. As Singularity he wears a black and gold uniform reminiscent of both his mother's original Moonstone costume, and the Kree officer's uniform occasionally worn by Genis.

Snake Gandhi
May 25th, '06, 10:26 AM
I am far from an expert at Champions and have no experience in online games, but I have played in high point games a few times. Crusher is built to able to dish out and take a 90 AP attack, but if everyone is going for closer to 75 I'll tone him down a bit. I noticed many of the characters are not designed to resist an 18 dice attack. Is this too soon to discuss things like builds and points?It's not a huge concern how many AP's a particular power is, it's the effectiveness of the overall character.

A high end brick taking and dishing out 18 dice isn't a huge deal, them also having a 6 speed and a 12 CV is another story :)

Snake Gandhi
May 25th, '06, 10:50 AM
FIRST DRAFT OF NIGHTSTALKER

NIGHTSTALKER, aka 'John' Morlock

I've noticed something.

You took Arachne as a Rival, More Pow. Yet looking over both sheets, I'm having a hard time seeing as how she'd live more than a phase or two against him.

Nightstalker is faster, stronger, invisible to her Danger Sense, has a better CV, and on an average roll can kill Arachne with one shot of that 7d6+1 KA.I like the concept, but I think you should tone down the powerlevel.

And foe everyone, keep in mind that this is planning on being a shared universe with the Avengers team. We're hoping to have the occasional crossover, so it would best if folks tried to keep the powerlevel inline with them. It makes the obligitory 'teams meet, fight, then come together to fight a greater threa' a lot harder when one team completely outclasses the other.

If you're curious, the Avengers team can be found here (http://www.herocentral.net/characters.htm?campaignId=476060), and they're fairly powerful without being outragious.

MilkmanDan
May 25th, '06, 10:59 AM
I actually may need to modify my character sheet to reflect a rivalry with Arachne, as I took her dad (Peter Parker) as a Contact.

Another thing, assuming my character is deemed intriguing enough to be selected for the game, I like the fact that about everyone is basing their kids on these massive, world-conquering villains and my character's father is a putz who got beaten up once trying to take over the Daily Bugle.

"MY FATHER . . . IS DOOM! He ruled an entire nation for years! He once stole the power of Galactus! He was the most feared man on the planet for decades!"

"My dad got hit by lightning and wore a funny star mask with lightning bolts on it. He tried to rob banks every once and a while, but wasn't very good at it. Uh, nice to meet you."

Snake Gandhi
May 25th, '06, 11:07 AM
"MY FATHER . . . IS DOOM! He ruled an entire nation for years! He once stole the power of Galactus! He was the most feared man on the planet for decades!"

"My dad got hit by lightning and wore a funny star mask with lightning bolts on it. He tried to rob banks every once and a while, but wasn't very good at it. Uh, nice to meet you."Heh.

Could be worse. Could be Stilt Man's son:D

Log-Man
May 25th, '06, 11:17 AM
Heh.

Could be worse. Could be Stilt Man's son:D
I've decided it'll be Stilt-Man's daughter.

DocSamson
May 25th, '06, 11:25 AM
I've decided it'll be Stilt-Man's daughter.

It still could be worse. You could be the daughter of Batroc the Leaper...

or even Better, BEWARE KERMIT, THE SON OF TOAD!

MilkmanDan
May 25th, '06, 11:26 AM
Heh.

Could be worse. Could be Stilt Man's son:D
"He's not very good at robbing things, but the female supervillains seem to LOVE working with him."

Wait, scratch that. Every comment I can think of regarding Stilt Man's son is obscene enough to be immediately tossed off the Hero boards.
:D

Log-Man
May 25th, '06, 11:29 AM
It still could be worse. You could be the daughter of Batroc the Leaper...

or even Better, BEWARE KERMIT, THE SON OF TOAD!
I did consider both of these, too... :p :D

teh bunneh
May 25th, '06, 11:34 AM
I'm still thinking about a Batroc the Leaper homage. He's tougher than he appears -- he kicked the crap out of Cap once, and helped make mincemeat out of Mister Hyde.

DocSamson
May 25th, '06, 11:48 AM
I'm still thinking about a Batroc the Leaper homage. He's tougher than he appears -- he kicked the crap out of Cap once, and helped make mincemeat out of Mister Hyde.

If you do, this page is for you...

http://www.ebcomics.20m.com/batroc/index.html

Enforcer84
May 25th, '06, 12:13 PM
If you do, this page is for you...

http://www.ebcomics.20m.com/batroc/index.html
I am the daugther of DOOM.

I'm the son of a guy who got powers from a witch with poor eyesight; nice to meetcha.

radioKAOS
May 25th, '06, 12:49 PM
I've noticed something.

You took Arachne as a Rival, More Pow. Yet looking over both sheets, I'm having a hard time seeing as how she'd live more than a phase or two against him.

Nightstalker is faster, stronger, invisible to her Danger Sense, has a better CV, and on an average roll can kill Arachne with one shot of that 7d6+1 KA.I like the concept, but I think you should tone down the powerlevel.

And foe everyone, keep in mind that this is planning on being a shared universe with the Avengers team. We're hoping to have the occasional crossover, so it would best if folks tried to keep the powerlevel inline with them. It makes the obligitory 'teams meet, fight, then come together to fight a greater threa' a lot harder when one team completely outclasses the other.

If you're curious, the Avengers team can be found here (http://www.herocentral.net/characters.htm?campaignId=476060), and they're fairly powerful without being outragious.

No Problems, I'm on it!

McManus
May 25th, '06, 12:55 PM
I am the daugther of DOOM.

I'm the son of a guy who got powers from a witch with poor eyesight; nice to meetcha.

I am Paste Pot Pete, Jr. Beware my putty pistol.


What? Stop snickering.

Please.

Supreme Serpent
May 25th, '06, 01:22 PM
Heh. Yeah, alot of my thoughts were for definitely non-world class villains. Toad, Blob, Electro, Anaconda, Blue Streak, Steel Serpent, Unicorn, Kraven, Trapster etc.

Current main thoughts are:

- a new person trapped within the body of the Abomination.

- child of Super-Skrull during one of the times he was shape-changed into a human and forgot who he was. Enter Salamander, with variations on many of his powers.

- child of/recipient of the powers of the Squadron Sinister Hyperion.

But given that there's plenty of interest, esp from people not in the other game, I'll probably just lurk. :D

Haven Walkur
May 25th, '06, 03:07 PM
I've run into problems getting Dancer written up. Mainly, I realized that I didn't have a tight-enough concept to make a character; I just had a few "really neat" ideas. <sigh> And that wasn't going to be enough.

So, time to change characters. Mmm, how about Emma Frost's daughter Elizabeth...Argent? I already know who and what she is. I'll get Elizabeth Frost written up and ready for Saturday!

radioKAOS
May 25th, '06, 03:12 PM
I've run into problems getting Dancer written up. Mainly, I realized that I didn't have a tight-enough concept to make a character; I just had a few "really neat" ideas. <sigh> And that wasn't going to be enough.

So, time to change characters. Mmm, how about Emma Frost's daughter Elizabeth...Argent? I already know who and what she is. I'll get Elizabeth Frost written up and ready for Saturday!

Aww man, I really liked that concept too....

Perhaps I'll steal the idea then, maybe not for this game, but for some game....

Haven Walkur
May 25th, '06, 03:24 PM
Thanks, radioKAOS. It was a fun idea for a character -- especially the Accidental Change into Mayhem -- but I just couldn't pull it all together.

No need to steal or swipe the idea; I'll make you a gift of it. May you have more success with it than I did.

radioKAOS
May 25th, '06, 03:32 PM
Cool, thanks!

Perhaps you could PM me with some of the 'cool ideas' you had for her?

radioKAOS
May 25th, '06, 03:36 PM
NIGHTSTALKER [Second Draft]

Val Char Cost Roll Notes
65 STR 55 22- Lift 204.8tons; 13d6 [6]
35 DEX 75 16- OCV: 12/DCV: 12
23 CON 26 14-
15 BODY 10 12-
24 INT 14 14- PER Roll 14-/17-
11 EGO 2 11- ECV: 4
20 PRE 10 13- PRE Attack: 4d6
0+10 COM -5 9- / 11-

20 PD 7 Total: 20 PD (15 rPD)
20 ED 15 Total: 20 ED (15 rED)
7 SPD 25 Phases: 2, 4, 6, 7, 9, 11, 12
20 REC 4
70 END 12
60 STUN 0 Total Characteristic Cost: 250

Movement: Running: 12"/24"
Leaping: 20"/40"
Swimming: 2"/4"
Swinging: 36"/72"

Cost Powers END
Mutant Abilities
37 1) Predatory Awareness: Spatial Awareness (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Tracking 0
3 2) +3 PER with Spatial Awareness 0
30 3) Tougher than Nails [combo Mutant and Symbiote]: Physical Damage Reduction, Resistant, 50% 0
30 4) Tougher than Nails II [combo Mutant and Symbiote]: Energy Damage Reduction, Resistant, 50% 0
10 5) Shadow Stealth: Invisibility to Sight Group (20 Active Points); Conditional Power Power Only Works In Darkness (-½), Requires A Stealth Roll (-½) 2
15 6) Damage Resistance [combo Mutant and Symbiote] (15 PD/15 ED) 0
12 7) Runner: Running +6" (12" total) 1

Symbiote Powers
10 1) Spider-Climbing: Clinging (normal STR) 0
7 2) Spider Leap: Leaping +7" (20" forward, 10" upward) 1
7 3) Symbiote Regeneration: Healing 1 BODY, Reduced Endurance (0 END; +½), Persistent (+½); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 ¼), Self Only (-½) 0
2 4) Spider Sense Blocking: Invisibility to No Group and Danger Sense , Reduced Endurance (0 END; +½), Persistent (+½) (6 Active Points); Limited Power Power loses almost all of its effectiveness (Only vs. Spider Sense; -2) 0
3 5) Chains/Psuedopods: Extra Limbs (4) (5 Active Points); Limited Manipulation (-¼), Nonpersistent (-¼) 0
3 6) Symbiote 'Shape Change': +10 COM (5 Active Points); Extra Time (Full Phase, Only to Activate, -¼), Nonpersistent (-¼)
11 7) Symbiotic Life Support: LS (Extended Breathing: 1 END per Turn; Immunity: All terrestrial diseases and biowarfare agents) 0
2 8) Symbiotic Mental Defense: Mental Defense (4 points total) 0
5 9) Symbiote Protection: Power Defense (5 points) 0

45 Symbiote Powers: Multipower, 45-point reserve
1u 2) Instant Change (any clothing): Cosmetic Transform 2d6 (Clothing into costume and vice-versa), Improved Target Group (+¼) (12 Active Points); Limited Target Limited (-½) 1
3u 3) Weaponry / Bite: HKA 2d6+1 (4 ½d6 w/STR) (35 Active Points) 3
4u 5) Chain Web: Entangle 4d6, 5 DEF (45 Active Points) 4
3u 4) Chains/Psuedopods: Stretching 9" (45 Active Points); Limited Body Parts (Psuedopods Only; -¼), Always Direct (-¼) 4
Notes: +3DCs for Velocity [Totals 16DC w/STR]]
4u 5) Chain Lines: Swinging 36", Reduced Endurance (½ END; +¼) (45 Active Points) 2

Spider-Fu
Maneuver OCV DCV Notes
5 Flying Snare -2 -1 Grab Two Limbs, 75 STR for holding on; FMove
4 Batting away the attack +2 +2 Block, Abort
5 Spider Dodge -- +4 Dodge All Attacks, Abort; FMove

Perks
3 The Nightstalker: Reputation: Vigilante (A small to medium sized group) 11-, +3/+3d6
4 Contact: SpiderMan (Contact has extremely useful Skills or resources, Contact limited by identity, Good relationship with Contact) 8-

Talents
24 Spider Sense: Danger Sense (self only, out of combat, Function as a Sense) 16-

Skills
0 Acting 8-
0 Conversation 8-
0 Deduction 8-
0 Paramedics 8-
0 Persuasion 8-
0 Language: English (completely fluent; literate) (4 Active Points)

0 Sewer Dweller
0 1) PS: Homeless 11-
3 2) AK: Campaign City 14-
3 3) AK: Sewers 14-
3 4) Concealment 14-
3 5) Security Systems 14-
3 6) Lockpicking 16-
3 7) Shadowing 14-
3 8) Streetwise 13-
3 9) Stealth 16-
4 10) Survival (Underground, Urban) 14-

0 Spider Skills
3 1) Acrobatics 16-
3 2) Breakfall 16-
3 3) Climbing 16-
3 4) Contortionist 16-
3 5) Power: Spider-Skills 16-
5 6) Sweep as a half phase action: Rapid Attack (HTH)
10 7) Two-Weapon Fighting (HTH) (Ignore the -3 penalty for Off hand, ignore the first -2OCV penalty for Sweep, Only -2 DCV instead of Half DCV)

Total Powers & Skill Cost: 350
Total Cost: 600

450+ Disadvantages
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
0 Distinctive Features: Bony Protrusions from Mutations (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Rivalry: Professional (Arachne), Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
15 Hunted: Carnage No idea where it is ATM 8- (Mo Pow, Harshly Punish)
15 Hunted: Venom Scorpion now wears it 8- (Mo Pow, Harshly Punish)
10 Watched: Apocalpyse 8- (Mo Pow, NCI, Watching)
5 Watched: SpiderMan 8- (Mo Pow, Watching)
10 Money: Destitute
20 Psychological Limitation: Code Against Killing (Common, Total)
15 Psychological Limitation: Talks to the Symbiote (Very Common, Moderate)
10 Psychological Limitation: Wants to find out about his old life (Common, Moderate)
10 Social Limitation: No Identity (Frequently, Minor)
10 Reputation: Threat or Menace, 11-
10 Enraged: Symbiote Control: When attacked by another Symbiote (Uncommon), go 8-, recover 11-

Total Disadvantage Points: 600

GoldenAge
May 25th, '06, 07:19 PM
ECHO PIC!
Pic deleted to save space :rolleyes:

GoldenAge
May 25th, '06, 07:48 PM
Singularity
You realize that Echo is the son of Genis and Songbird? He was raised on Titan by the Eternals... Check out his costume.

Of course he was in an alternate dimension and only returned to this after Genis thought he killed him... :)

Enforcer84
May 25th, '06, 09:11 PM
Echo looks good, GA.

GoldenAge
May 25th, '06, 09:42 PM
Here's his background.

radioKAOS
May 25th, '06, 10:57 PM
ECHO PIC!

Full write-up to follow.

Tasty.:thumbup:

Log-Man
May 26th, '06, 01:07 AM
Stilt-Girl.

History. The coughing was getting worse. Elizabeth was glad to be distracted by the knock on the apartment door. “I’ll be right back,” she assured her father. His chest jerked as he tried to hold back another cough. She wheeled slowly toward the door. “I’m coming,” she said much too weakly for anyone else to hear. A tall well dressed man stood on the other side. He was thin in the face highlighted by the fact that his navy blue suit was too large for him.

“Good to see you, Betty.” He asked in a friendly though raspy voice “How’s the arm doing?”

She flexed the hook on her left arm. “It’s good…it’s still good.” She wheeled backwards a step or two to let him in.

He entered and gingerly closed the door. He could hear the sporadic coughing from here. Without asking he stepped behind her wheelchair pushed her toward the coughs. “How, how is he?” Elizabeth didn’t answer. Her head bowed forward slightly. Once again, her bravery impressed him. “Let’s go say hi to the old bastard.”

The bedroom stank of medicine and rubbing alcohol. There was plenty of room for the wheelchair to move in here. The dying man had made sure of that when he built it years ago. The well dressed man left her chair and approached the bed where his friend was dying. He wanted to say something, but it had been a long time and he was shocked but how far gone Wilbur seemed to be. He reached down and grabbed his old friend’s hand. Wilbur smiled weakly up at him. “Thank you *cough* you, for, coming, Abe…*cough*.”

The man nodded slightly not quite knowing what to say. After a pause he told Wilbur “There’s a group in New York trying to build a statue of old horn-head.” A grin started to appear on his lips. “Mayor’s opposed to it, of course. He doesn’t want to, umm, glorify vigilantism.”

Wilbur laughed and hacked harshly. Elizabeth sat up, ever alert, and grabbed a glass of water for her father. He drank a little and his chest eased. As he sat back he told Abe “Put me down for one hundred dollars.” Abe laughed and Wilber only smiled, afraid to start laughing again.

There was another knock, a heavy handed banging. “That’ll be Uncle Mel,” Elizabeth noted. Before she could wheel around Abe walked past her. He told her to stay here with her father.

He wasn’t really her father. Not biologically, anyway. He adopted her after the accident. She looked into his fading eyes and a tear crawled down her own. The accident took her real parents and it almost killed her. She was left without legs or a left arm, but he had rescued her. Without him she would surely have died, too. He promised to take care of her, and he did just that. Wilbur was a wonderful father to her. She didn’t know what she was going to do without him.

A very large man came back with Abe. He was a football player in the old days and he had the scars to prove it. He had a gray sweatshirt stretched tight over his still very strong chest. He leaned over and hugged Elizabeth tightly. “Oooh, that’s my girl!” Standing, he tussled her hair. She hated that. He banged on the bed and grabbed a chair, sitting backwards. “Hey there, Will. I brought you that package you asked for.” Melvin pulled a plainly wrapped bundle from under his sweatshirt and tossed it lightly on the bed. He paused uncomfortably. “You don’t need it, you know. You’re not going to die. I mean, you’ve already died, what, three times now?”

Elizabeth stared at him. Her confusion came not from the words, he was always saying weird things, but from the fact that he said it all. She was hurt that someone could be taking this so well when she couldn’t. Jokes seemed so far away.

Wilbur shook his head. “This is it, man. This is the real thing. *cough* Cancer doesn’t let you get away…” Once again his chest heaved as he half coughed half laughed.

“I have something that will help,” Abe stated. “It will give you some strength, at least temporarily.”

“Wait until Vinnie gets here, please,” He fell back onto his pillow and Betty gave him some water.

Melvin and Abe shared a quick, subtle glance as Wilbur drank. They knew what was coming, and they dreaded it. Wilbur had adopted Elizabeth, but they had all raised her. Abe built the prosthetic device for her left hand. Melvin used to work with her father doing construction, but he retired a few years ago. He spent most of his time these days helping Betty out around the apartment. Vinnie was Wilbur’s oldest and dearest friend. The four of them were companions before Betty entered their lives, but she drew them tighter and formed them into a real family.

Vinnie appeared in the hallway. Sweat was dripping from his face. He panted heavily. “Hey…big man…” he wheezed at Melvin. “The box…in the hall…all yours…” Vinnie was short and chubby with a big wide mouth. He says that he used to be quite an athlete, but Betty was pretty sure he was lying. “Hi there…Betts…old man…men…” He uncapped a bottle of water and drank half, then poured the rest over his curly gray hair.

“You wimp,” taunted Melvin as he hauled the huge crate into the bedroom. Clearly, though, the ex football player was struggling with the box, too. Betty looked at it curiously.

“Happy Birthday, Betty Boo,” rasped the man on the bed. He squeezed her hand. “Happy sixteenth!”

She looked around at the four men as they grinned at her. “But…but my birthday isn’t for-“

“I know,” interrupted her father. “I know, but I wanted you to have this, and, and *cough* well… *cough*.” Nobody wanted to verbalize what he was trying to say, but she understood. The odds were against him making it to her sixteenth birthday. Her throat clenched. “No,” he told her as sternly as he could. “No tears, Boo *cough*. This is a birthday party. You’re *cough* coming of *cough* of age…it’s time for you to have this…”

Betty blinked hard to force the tears away. “It doesn’t look like a car,” she tried weakly to make a joke. The trio of almost uncles laughed anyway.

Her father’s voice took on an odd tone as he whispered “This is much better. Open it. Abe, please…”

Abe walked to his side as Melvin handed Betty a crowbar to pry the crate open. It was difficult for her to get the leverage she needed. Abe opened the dying man’s shirt and laid a slightly curved metal plate of his chest. Betty pounded at the box and for a moment got so caught up in getting it open—without any help—that she forgot about the others in the room. Abe tapped on some buttons and lights flickered on the metal plate. Wood creaked as Betty finally found the opening she was searching for. Air rushed into Wilbur’s chest even as the stale air of the crate rushed out through the open panel. Styrofoam popcorn washed into the room. Light glinted off of the thing inside.

Two metal columns were inside crate. Her excitement turned into confusion. It definitely wasn’t a car. “That’s not a boy,” she joked, more confidently than before. The laughter in the room was loud and real. For a second Betty felt very guilty. She had dared to joke, and worse, she was disappointed in the gift. Misery hit her and she put her head back down. “What are these?”

“Legs,” came the confident reply from the bed. There was no coughing. She turned in surprise. Her father was sitting up comfortably. “They’re legs, Betty Boo. For you.” She still hadn’t heard him.

“Daddy? Are you ok? I mean, are you…” She looked concerned. He shouldn’t be pushing himself like this.

“I’m fine, little girl. I’m fine for now. Don’t you like your present?”

It was only then that she realized what he had said. It couldn’t be… “Legs?”

“They’re prosthetic legs. Probably the most expensive legs in the world.” He chuckled easily without hacking. Melvin was taking the silver columns out of the crate and attaching a cross piece. “Abe helped me fit them for you, and they’re all going to help you learn to use them. Listen to them, especially Vinnie. Once upon a time he had better balance than even me.” She was still in shock when Melvin lifted her gently and he and Vinnie placed her into the shining silver pants. “They will take some getting used to, but I know you. It won’t take long. Abe, could you…?” Betty’s well dressed uncle came over to her and ran his thin fingers over some controls on the belt.

An electric tingle ran through the stumps that used to be her legs. “I…I feel like I’m so high off the ground!”

Wilbur grinned and the others laughed. “Betty,” he told her quietly, “you have no idea…”

“You can be taller, if you wish,” noted Abe.

Wilbur glared at him. “That’s not what we agreed on.” His mood seemed to turn dark very quickly.

Abe clucked his tongue. “Only to seven feet, old man. Don’t be such a worrier.”

The air drained from Wilbur and his mood was light again. “Oh, heh. I see. Ok, no harm done I suppose. Please get her other present, too. I believe she is ready.”

Betty barely noticed the exchange. She was trying to take step. Melvin was steadying her shoulders and Vinnie was telling her to lean over more. When Abe asked for her left arm she held it out to him absently. He was always fiddling with it. She took two steps, two tentative steps, and froze. A new electric tingle run through the upper arm she had left. She looked down and saw an arm. Not a hook, but a whole arm. Gleaming in silver like her new legs, her arm looked just like her real arm. She didn’t want to cry, but she couldn’t stop herself. It was all so much to take. “I’m…oh, I’m so…sorry, excuse me,” she sobbed.

“Happy Birthday,” Abe whispered as he hugged the teary teenager. Then Melvin hugged her with all of his might and followed with the mandatory hair tussle, which she didn’t mind at all. Vinnie hugged her and kissed her forehead. He seemed to be crying, too.

“Now,” her father chastised sweetly. “You need to walk over here and give your father a hug.” It took several minutes, but that is exactly what she did. And she sobbed tears of joy the whole way. “How about we order some pizza?” She nodded her eager approval. “Then you go practice some more while we wait for it.”

* * *

By the time they ate dinner, Betty was walking awkwardly around the entire apartment. Several Bambi jokes were made. She couldn’t bend down to the floor without falling, but they assured her that it would come.

“You need to take them off now, Boo,” said her father at last. “They take getting used to, and you’re using more muscle power than you realize. She protested, but she realized the truth to his words as she sank exhausted into her wheelchair. “Besides, we have some very important business to talk about.”

Vinnie tried to stall him. “Are you really sure about this? Maybe tomorrow…”

“No, no it has to be now, and yes I’m sure. I thought we all agreed?” They men nodded grimly.

He turned to his daughter. She was the reason that he had made it this far, he knew. She was his life, his love, his redemption. She meant everything to him and he would never hurt her. Now, though, he had no choice. It was time for her to know the truth.

“Elizabeth,” he began. She stiffened slightly. When he called her Elizabeth it usually meant she was in trouble. “I need to tell you some things…things that you probably won’t want to hear. But I need to say them. You’re a big girl now, and I won’t be around much longer. We both know it.” He paused. He didn’t look in her eyes. If he did, he might not be able to continue. “I’m…I’m not who you think I am. I have a past. I…” His throat tightened. If it weren’t for the artificial strength from Abe’s contraption he wouldn’t be able to make it. “I did some very bad things. In fact,” He gestured feebly to the other men. “We all did. We were criminals, Elizabeth.”

Elizabeth was stunned. She thought for sure he was joking, but she knew, somehow she knew he was telling the truth. She imagined her uncles in ski masks holding bulging bags marked with a “$” and spilling money. Betty almost giggled.

“We were called super villains,” he continued. “We had the fancy costumes and everything, and we got our butts kicked. A lot.”

“We weren’t very good criminals,” joked Vinnie. “Daredevil made a career out of humiliating us.”

“Speak for yourself,” grunted Melvin.

Daredevil? She had heard stories about him, but she thought he was mostly a legend. “You…you fought Daredevil?”

Wincing just a bit, they all nodded. “Some of us,” noted Melvin, “even came real close to beating him.”

Abe shook his head. “Not close enough, though.” There was general agreement on that.

Betty jumped. “Oh my god! Are the cops after you?”

“Oh, no, Betty, no. We paid our dues a long time ago. In fact, Abe here turned hero. Vinnie and Mel tried the hero thing for a while, too.”

“And you, daddy?”

He sighed. “No, I...I never did anything like that. I’m afraid that, well, I was afraid.” He cracked his knuckles. “It’s hard for me to say this, honey, but I was, well, I was a real loser.” He stopped.

Vinnie was the first to speak. “Betty, your dad wasn’t really a loser. If anyone here is a loser it’s me.” He smirked. “But your dad, he was always, well, he never had a chance to make good. We all at least got to do that, but because of who your dad was he never really got that chance. In the super hero game, we were all pretty unsuccessful, but your dad and I chose costumes that made us into laughingstocks.” His unexpected smile beamed. “They seemed like good idea at the time!” Wilbur couldn’t help but laugh when he heard that. “Betty, he’s afraid that you’re going to be ashamed of him.”

Her eyes grew wide. This man saved her life, he did everything for her—how could she be ashamed of him? “Daddy? I couldn’t…”

“I was,” Wilbur found the strength. “I was called the Stilt-Man.” He looked at her. He was embarrassed, but unafraid. “I doubt very much if you heard of me. I had a full battlesuit that made me very strong and very hard to hurt. Those,” he gestured toward the legs “were a part of my suit. They used to expand to 250 feet long.” He was gaining momentum. “They could hit harder than jackhammers!” Underneath, his pride was obviously still there. “I could walk entire blocks in a single step!” His gaze wandered off for a second as he remembered the rush that used to come to him. “I needed to tell you. You were going to find out some day, and I…I just…” He barely whispered. “Forgive me.”

Abe interrupted the awkward silence. “Your legs, Betty, they won’t do the thing he described. I’ve altered them and made them harmless. But, if you want to, you can be just a bit taller than everyone else. And I’m sure you’re curious, so I’ll tell you: I was once known as the Beetle. Later I became Mach IV and carried on as a hero. Melvin here was the Gladiator and Vinnie-“

“I called myself the Leap Frog, kid. Can you believe it? I had a big frog suit and everything. Look, the thing of it is, we’re good people. We made some mistakes, but that part of our lives is long past. You’re family, kid, and you should know…you shouldn’t be angry…” Suddenly Vinnie stood up and walked out of the room.

Wilbur held Elizabeth’s hand. “There are several reasons I needed to tell you about this. One is that, well, Vinnie’s got a kid. Eugene. When he found out about his dad he flipped out. He tried to become a super villain, too, but, well, he’s still in prison, Betty Boo. I want to make sure that doesn’t happen to you. You’re a smart kid, but, well, things happen sometimes. I want you to promise me you won’t do anything dumb like that. No super villain crap, you got it?”

She nodded. It was all she could do. This was going so fast and it didn’t make any sense. She wasn’t exactly sure what she just promised to do…or to not do...but her father was very serious, much more than she could remember seeing him before.

“There’s more.” He handed her the plain package that Melvin, the Gladiator, had brought in. Inside were numerous papers, legal documents and such, and a scrapbook. “Your adoption papers are there…and they’re fake.”

She stared at him. “What? Why?”

He shrugged helplessly. “They don’t let ex-cons like me adopt kids. I had to, Boo. They were going to take you away, and I couldn’t stand that. I don’t know why God put you in my hands that day, I don’t know he killed your real parents or why he tried to kill you, but I swore that if you lived I would take care of you. I was never going to let you out of my sight, kid. I love you, I love you like you were my own. I swear I do.” This was the hardest thing for him to say, that she wasn’t legally his, but it was the easiest for her to hear, because she didn’t care. Whoever he was in the past, however they came together, he was her father and she loved him. Nothing else mattered. She hugged him for a very long time, and he hugged her back. “You’re such a good kid!” he whispered. “You make me so proud. I thank God every minute for you.”

He coughed.

* * *

Betty insisted on walking to the funeral even though the effort exhausted her. She found herself scrutinizing the people there, wondering how they knew her father and who they might have been in their criminal careers. Who was that guy with the white hair? What kind of villain could the blind guy have been? What about that woman with the scar? Wasn’t she his secretary? Eventually everyone left and Betty was alone standing at her father’s grave. His headstone bore two words: “My hero.” She walked slowly, steadily to the car where her uncles waited for her.

“What do I do now?” She asked.

“You’re so strong,” her uncle Abe admired. “You can do whatever you want, little girl.”

“I want to help him,” she said.

“You already have,” her uncle Melvin assured her. “You gave him the one thing all us scoundrels crave. You redeemed him.”

“I don’t want people to laugh at him anymore.”

Her uncle Vinnie stiffened. “Betty, please, you made a promise…”

“No,” she smiled. “I don’t want revenge or anything like that, silly. I want people to remember him the way I do; as my dad, as my hero.

“And I can think of one way to do that…”

radioKAOS
May 26th, '06, 03:21 AM
Not quite done, but a preliminary view, I found it to be an interesting exercise... Nearly everything in the VPP was just maximized to show possibilities, most likely would not be used at those levels in game - would want to keep some points in the FF for example... Kudos to Haven Walkur for the concept... Also, I have not made Mayhem yet... Dancer could use some more STUN perhaps, got 9pts to play with at the moment still...


Harmony Summers, aka Dancer, aka Mayhem Lady of Chaos

FIRST DRAFT

Val Char Cost Roll Notes
25 STR 15 14- Lift 800.0kg; 5d6 [2]
23 DEX 39 14- OCV: 8/DCV: 8
23 CON 26 14-
12 BODY 4 11-
23 INT 13 14- PER Roll 14-
23 EGO 26 14- ECV: 8
20 PRE 10 13- PRE Attack: 4d6
30 COM 10 15-

15+5 PD 10 Total: 15/20 PD (10/15 rPD)
15+5 ED 10 Total: 15/20 ED (10/15 rED)
6 SPD 27 Phases: 2, 4, 6, 8, 10, 12
10 REC 0
46 END 0
37 STUN 0 Total Characteristic Cost: 190

Movement: Running: 10"/40"
Flight: 35"/140"
Leaping: 10"/20"
Swimming: 2"/4"
Teleportation: 20"/40"

Cost Powers END
24 Mayhem, The Lady of Chaos: Multiform (600 Character Points in the most expensive form), Reversion (Mayhem will revert to Dancer if she is KO'ed; +0) (120 Active Points); No Conscious Control (Transformation can only be triggered by Mojo; -2), Full Personality Loss (Mayhem will not relinquish control to Dancer; -2) 0

Mojoverse Physiology
5 1) Four Armed Girl, Daughter of Spiral: Extra Limbs (2) 0
10 2) Damage Resistance (10 PD/10 ED) 0
22 3) Life Support: (Eating: Character only has to eat once per week; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) 0
5 4) Mental Defense (10 points total) 0
10 5) Power Defense (10 points) 0
5 6) Sight Group Flash Defense (5 points) 0
13 7) Running +4" (10" total), x4 Noncombat 1
5 8) Leaping +5" (10" forward, 5" upward) 1
5 9) Lack Of Weakness (-5) for Normal Defense 0
22 10) Healing 1 BODY, Resurrection, Reduced Endurance (0 END; +½), Persistent (+½) (60 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 ¼), Self Only (-½) 0

Magicks
13 1) Bracers of Defense: +4 with DCV (20 Active Points); OIF (Bracers of Defense; -½)
7 2) Bracers of Defense II: Armor (5 PD/5 ED) (15 Active Points); OIF (-½), Linked (Bracers of Defense; -½) 0
35 3) Magick Reserve: Endurance Reserve (200 END, 15 REC) (35 Active Points) 0
1 4) Back to Base!: Teleportation: Fixed Location (1 Locations) 0
7 5) She can See Magic: Magesight, Sense 0

134 Magicks: Variable Power Pool (Magic Pool), 75 base + 59 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (149 Active Points); Limited Class Of Powers Available Slightly Limited (Magic Only; -¼)
0 1) Dance of Knives: HA +5d6, Autofire (5 shots; +½), Armor Piercing (+½) (50 Active Points); Hand-To-Hand Attack (-½) Real Cost: 33 5
Notes: 10D6 w/STR
0 2) Dance of Protection: FF (15 PD/15 ED/10 Power Defense) (40 Active Points) Real Cost: 40 4
0 3) The Song of Swords: HKA 3d6 (4d6 w/STR), Autofire (3 shots; +¼), +1 Increased STUN Multiplier (+¼) (67 Active Points) Real Cost: 67 7
0 4) Blades on the Wind: RKA 5d6 (75 Active Points) Real Cost: 75 7
0 5) Song of Destruction: EB 15d6 (75 Active Points) Real Cost: 75 7
0 6) Dance of Misdirection: (Total: 60 Active Cost, 60 Real Cost) Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (Real Cost: 50) plus +5 with Missile Deflection (Real Cost: 10) Real Cost: 60 0
0 7) Dance of Delight: Mind Control 5d6 (Human class of minds), Telepathic (+¼), Personal Immunity (+¼), Area Of Effect (8" Radius; +1 ¼), Selective (+¼) (75 Active Points); Gestures (Requires both hands; Complex; -¾), Set Effect (Stop what you are doing and Watch Me Dance; -½), No Range (-½) Real Cost: 27 7
0 8) Song of Mental Decay: Ego Attack 7 ½d6 (Human class of minds) (75 Active Points); Visible (-¼) Real Cost: 60 7
0 9) Dance of Visions: Clairsentience (Sight Group, Normal Hearing, Normal Smell, Normal Touch And Magesight), Discriminatory, Increased Arc Of Perception (360 Degrees), Mobile Perception Point (can move up to 24" per Phase), Targeting (75 Active Points); Gestures, Requires Gestures throughout (Requires both hands; Complex; -1 ½), Blackout (-½) Real Cost: 25 7
0 10) Dance of Darkness: Darkness to Sight Group and Normal Hearing 5" radius, Personal Immunity (+¼) (66 Active Points) Real Cost: 66 7
0 11) The Dance of Distance: Teleportation 7", Costs END Only To Activate (+¼), Area Of Effect (One Hex; +½), MegaScale (1" = 100 km; +¾), Can Be Scaled Down 1" = 1km (+¼), Continuous (+1), Usable Simultaneously (up to 16 people at once; +1 ¼) (70 Active Points); Gestures (Requires both hands; Complex; -¾) Real Cost: 40 7
0 12) Dance of Magical Disruption: Dispel Magic 20d6, any Magic power one at a time (+¼) (75 Active Points) Real Cost: 75 7
0 13) Song of Sickness: Drain EGO 7d6 (70 Active Points) Real Cost: 70 7
0 14) Dance of Revealing: N-Ray Perception (Sight Group) (10 Active Points) Real Cost: 10 0
0 15) Song of Ensnarement: Entangle 7d6, 8 DEF (75 Active Points) Real Cost: 75 7
0 16) Dance of Dimensions: Extra-Dimensional Movement (Single Dimension), Area Of Effect (One Hex; +½), Usable Simultaneously (up to 8 people at once; +1), Continuous (+1) (70 Active Points); Gestures (Requires both hands; Complex; -¾), Gate (-½) Real Cost: 31 7
0 17) Song of the Sightless: Sight Group Flash 15d6 (75 Active Points) Real Cost: 75 7
0 18) Song of Soaring: Flight 35", x4 Noncombat (75 Active Points) Real Cost: 75 7
0 19) Song of Succor: Healing BODY 7d6, Can Heal Limbs (75 Active Points) Real Cost: 75 7
0 20) Dance of Deception: Sight, Hearing, Smell/Taste and Touch Groups Images Increased Size (8" radius; +¾), +/-6 to PER Rolls (75 Active Points) Real Cost: 75 7
0 21) Song of Shrouding: Invisibility to Sight and Hearing Groups, Danger Sense and Combat Sense , No Fringe (41 Active Points) Real Cost: 41 4
0 22) Song of Seeking: Mind Scan 15d6 (Human class of minds) (75 Active Points) Real Cost: 75 7
0 23) Song of Strength: Aid Strength 7 ½d6 (75 Active Points) Real Cost: 75 0
0 24) Song of Strength 2: Succor 15d6 (75 Active Points) Real Cost: 75 7
0 25) Dance of Diminished Distances: Teleportation 20" (40 Active Points) Real Cost: 40 4

Perks
8 Dr. Strange: Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 8-

Talents
20 Universal Translator 14-

Skills
0 Acting 8-
0 Climbing 8-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
0 Paramedics 8-
0 Persuasion 8-
0 PS: Mage 11-
0 Shadowing 8-
0 Stealth 8-
0 AK: Campaign City 8-
3 Acrobatics 14-
21 Magic: Power 23-
15 Well Studied: +5 with Magic VPP
3 Scholar
2 1) KS: Arcane And Occult Lore (3 Active Points) 14-
2 2) KS: Magic (3 Active Points) 14-
2 3) KS: Magical Artifacts (3 Active Points) 14-
2 4) KS: The Superhuman World (3 Active Points) 14-

Total Powers & Skill Cost: 401
Total Cost: 591

450+ Disadvantages
5 Accidental Change to Mayhem, Lady of Chaos: When Mojo Attacks 8- (Uncommon)
5 Distinctive Features: Four Arms (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Distinctive Features: Not of this realm (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
5 Distinctive Features: Inhumanly Beautiful (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Hunted: Mojo 8- (Mo Pow, NCI, Harshly Punish)
25 Watched: Dr. Strange 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
15 Hunted: Spiral 8- (Mo Pow, Harshly Punish)
10 Psychological Limitation: Refuses to be held to 'Order' (Common, Moderate)
15 Psychological Limitation: Strives to make Dr. Strange proud (Very Common, Moderate)
10 Psychological Limitation: Curious about anything Magical (Uncommon, Strong)
5 Psychological Limitation: Wants to prove to Scott Summers that he is her father (Uncommon, Moderate)
10 Psychological Limitation: Overconfident (Common, Moderate)
5 Reputation: Unruly and Chaotic, 8-
15 Social Limitation: Secret ID: Harmony Summers/Dancer (Frequently, Major)

Total Disadvantage Points: 591

Background/History: Dancer -- the 4-armed daughter of Spiral and Cyclops (Scott Summers), conceived as part of a plan by Mojo to create his own versions of the X-Men for the Mojoverse.

Mojo had Cyclops captured and brought to the Mojoverse, where Mojo compelled him to mate with Spiral, in an episode of Mojovision that sent the ratings through the roof -- even though the episode could only be shown after nine in the evening. Even while Cyclops and Spiral were together, Mojo was already looking up at his screens. Suddenly he crowed to the cameras, "Congratulations, ladies and germs, it's a grrrrl!".

Cyclops was then stripped of his memories of the incident and returned to Earth, leaving a fiercely resentful Spiral carrying his daughter.

The child was born four-armed, quick-witted and unruly -- and the Mojoverse viewers loved her! Mojo was delighted with the odd-looking child and named her "Mayhem." Spiral, however, detested the child she'd been forced to bear and was jealous of her, so she arranged to "misplace" her. Banished to Earth, Mayhem was found by Dr. Strange, who took her in as his ward and named her "Harmony."

Harmony's mother had originally been a human woman, transformed by Mojo's chaos magic. Harmony herself had been conceived and born in the heart of the Mojoverse. Not surprisingly, Harmony's body and soul were saturated with both chaos and magic, as Dr. Strange quickly learned. He resolved to educate the girl about magic, the better to protect her and those around her, and he and Clea devoted particular attention to teaching Harmony control of the chaos energies inside her.

Harmony proved to be a gifted student in all things magical. However, she was a lively, distractable girl, strong-willed, strong-minded and always thinking about a hundred things at once, and studying anything other than magic quickly bored her.

Harmony Summers eventually became an enchantress in her own right. Calling herself "Dancer", she uses her powerful magic to fight the mundane evils of the big American cities. Unfortunately Mojo is still interested in her -- or at least the ratings she represents -- and continues to meddle with her life. The last time, he unleashed the chaos magic within Harmony and transformed her into Mayhem, the Lady of Chaos.

McManus
May 26th, '06, 03:31 AM
You realize that Echo is the son of Genis and Songbird? He was raised on Titan by the Eternals... Check out his costume.

Of course he was in an alternate dimension and only returned to this after Genis thought he killed him... :)

No,

Sorry. I haddn't seen that. And the costume you put up looks similar to what I had in mind. Hmmm.... Have you been precognitivly telepathically stealing my ideas?

If the GM is interested in both characters I can change that part of his background (Maybe he was raised by Kree and Inhumans in the Blue Area), or both characters could keep their backgrounds and may or may not have a rivalry.

radioKAOS
May 26th, '06, 03:51 AM
Dancer's 'Alter Ego' Mayhem, the Lady of Chaos...

with a little help from photoshop of course. ;)

Squall
May 26th, '06, 04:36 AM
Stilt-Girl...
I just wanted to say that BG's making me already regret not having time for this game. Top notch stuff!

Supreme Serpent
May 26th, '06, 05:08 AM
Stilt-Girl.

Gotta spread the rep around. :mad:

Friggin' awesome Log. :thumbup:

GoldenAge
May 26th, '06, 07:11 AM
No,

Sorry. I haddn't seen that. And the costume you put up looks similar to what I had in mind. Hmmm.... Have you been precognitivly telepathically stealing my ideas?
Oh no. I was here first. That makes YOU the intellectal larcenist. ;) Maybe you have Cosmic Awareness and you just can't keep the ideas out? :doi:


If the GM is interested in both characters I can change that part of his background (Maybe he was raised by Kree and Inhumans in the Blue Area), or both characters could keep their backgrounds and may or may not have a rivalry.
Unfortunately, Echo is pretty much stuck on Titan... But remember, it's an alternate reality.

I'd be up for the rivalry idea. Stuff like that always adds spice to a game.

Question...
As the son of Zemo and Moonstone I'm not sure that I understand the connection with the Titan Eternals. Why would Zemo give up the chance to mold this powerful child in his own image? Or better yet, groom him as a tool to be used in another of his grand schemes?

GoldenAge
May 26th, '06, 08:02 AM
[B]Stilt-Girl.
Soooooooooo good!

It was very emotional and heart felt... But I still chuckled when Wilbur admitted he was Stilt-Man. :rolleyes:

:thumbup:

McManus
May 26th, '06, 09:34 AM
Oh no. I was here first. That makes YOU the intellectal larcenist. ;) Maybe you have Cosmic Awareness and you just can't keep the ideas out? :doi:

That is why I said precognitively . . .

In all honsty I did not read the Echo character. I looked at the names and archetypes and went from there. I figured Echo was Songbird related, but did not make the CM connection form the name.



Unfortunately, Echo is pretty much stuck on Titan... But remember, it's an alternate reality.

I'd be up for the rivalry idea. Stuff like that always adds spice to a game.

I agree. And sets up more potential for space adventures too.


Question...
As the son of Zemo and Moonstone I'm not sure that I understand the connection with the Titan Eternals. Why would Zemo give up the chance to mold this powerful child in his own image? Or better yet, groom him as a tool to be used in another of his grand schemes?

Singularity is the son of Graviton and Moonstone. The Titan connection is from ISSAC and Mentor’s interest in the Moonstone, which apparently is a Kree artifact and weapon of champions (Thunderbolts #46-47). That was how Captain Marvel got involved with the Thunderbolts. He was assigned to watch over Moonstone and the moonstone. Zemo had nothing to do with the child, he simply messed the mother up once the child was born.

On the other hand Moonstone had likewise talked with the Supreme Intelligence about the moonstone (Thunderbolts #45), so that could be the link to the Blue Area.

GoldenAge
May 26th, '06, 09:45 AM
That was how Captain Marvel got involved with the Thunderbolts. He was assigned to watch over Moonstone and the moonstone.
Q: And what did we learn from this?

A: NEVER send Genis on a mission of importance!

Not only did Zemo attain 1 moonstone... he got TWO! And what happened to the new Captain Marvel??? Well, he got his body torn asunder and scattered through time in the Darkforce Dimension. :eek:


Heh, I never did like Genis. :D

NOTE: Of course I'm talking about incidents within actual comic book continuity. We, of course, have been gifted the ability to warp such events to our own machinations (at least a little bit). ;)

GoldenAge
May 26th, '06, 09:56 AM
On the other hand Moonstone had likewise talked with the Supreme Intelligence about the moonstone (Thunderbolts #45), so that could be the link to the Blue Area.
Since it's a Kree artifact why not have the Supreme Intelligence send STARFORCE (http://www.marvunapp.com/Appendix/starforce.htm) to abduct the child?

Or maybe SENTRY #459 (http://www.marvunapp.com/Appendix/sentry459.htm)?

Or even better... Ronan The Acuser! (http://en.wikipedia.org/wiki/Ronan_the_Accuser)

ULTIMUS (of Starforce) is also rumored to be an Eternal/Kree mix. (http://www.tfz.net/affiche_fiche.php?id=1006)

Supreme Serpent
May 26th, '06, 09:58 AM
Ronan the Adopter

Enforcer84
May 26th, '06, 10:26 AM
Log,
I can't believe you made Eugene a villain...*sniff*The Fabulous Frogman is one of my favorite heroes!

:cry:

Supreme Serpent
May 26th, '06, 10:32 AM
Log,
I can't believe you made Eugene a villain...*sniff*The Fabulous Frogman is one of my favorite heroes!

:cry:

He didn't.

Eugene, Frog-Man, is a hero. His father, Vinnie, Leap-Frog, was a villain.

Enforcer84
May 26th, '06, 10:44 AM
He didn't.

Eugene, Frog-Man, is a hero. His father, Vinnie, Leap-Frog, was a villain.
but in the story Vinnie says that his son tried to be a supervillain and is in jail.

Supreme Serpent
May 26th, '06, 10:51 AM
but in the story Vinnie says that his son tried to be a supervillain and is in jail.

Oh, that. My brain edited out that particular bit of retcon. :D

If Eugene is in prison, who'll stop White Rabbit and Walrus? :(

Enforcer84
May 26th, '06, 10:53 AM
Oh, that. My brain edited out that particular bit of retcon. :D

If Eugene is in prison, who'll stop White Rabbit and Walrus? :(
EXACTLY!


now I have an intense desire to scrap Journeyman for Frogman. ...Sigh. I once upgraded Eugene to the Salamander. It was a nice battlesuit it was.

teh bunneh
May 26th, '06, 11:43 AM
Because you dared me to do it (well, not really -- but I live in my own private Idaho so just humor me) ;)

(IDHMBIFOM so I have no idea what maneuvers Savate contains -- I just set aside 35 points for it; I figure that should be enough).

BATROC ze FIGHTAIRE!
------------------------------------
18 STR 8 Lift: 600 kg; 3 1/2d6; [2]
22 DEX 36 OCV 7 DCV 7
20 CON 20
13 BODY 6
18 INT 8 PER Roll: 13-
18 EGO 16 ECV: 6
20 PRE 10 PRE Attack: 4d6
20 COM 5

8 PD 4 Total: 21/13 PD (0/13 rPD)
8 ED 4 Total: 21/13 ED (0/13 rED)
5 SPD 18 Phases: 3, 5, 8, 10, 12
10 REC 4
60 END 10
35 STUN 3 Total Characteristic Cost: 152

Cost Powers END

35 Savate:
Maneuver OCV DCV Notes



10 A Great Leapaire!: Leaping +10" 2
14 A Great Runnaire!: Running: +7" 1
10 I Bounce Like ze Ball!: Knockback Resistance -5"; Does Not Prevent Knockback, Only Prevents Damage (-0) 0
20 Unlike My Fazaire, I Am Very Lucky!: Luck 4d6 0
35 I See A Vulnerable Spot, Monsieur!: Find Weakness 12- with All Attacks

Many Helpful Gadgets

20 Advanced Body Armor: Armor (10 PD/10 ED); OIF (Armor; -1/2)
9 Stealth Suit: Invisibility (Sight Group); Bright Fringe (-1/4), Only When Not Attacking (-1/2), OIF (Armor; -1/2)
5 Lighter-Than-Air Wings: Gliding 10"; OIF (Armor; -1/2), Restrainable (-1/2)
3 Nightvision Goggles: Nightvision; OIF (Goggles; -1/2)
6 Telescopic Lenses: Telescopic +6 (Sight Group); OIF (Goggles; -1/2)
3 Polarized Lenses: Flash Defense +5 (Sight Group); OIF (Goggles; -1/2)
7 Radio Comm-Link: High-Range Radio Perception (Radio Group); OIF (Comm Unit; -1/2); Affected as Radio and Hearing Groups (-1/4)
6 Parabolic Ear: Telescopic +6 (Hearing Group); OIF (Mask; -1/2)
4 Listening Device: Microscopic x100 (Hearing Group); OIF (Mask; -1/2)

33 Where Does She Keep All Those Weapons?: Multipower, 50-point reserve; All Slots OIF (-1/2)

1 Collapsible Adamantium Baton: Hand-to-Hand Attack +6d6; Hand-to-Hand Attack (-1/2), OIF (Baton; -1/2)
2 Tangle Net: Entangle 5d6, 5 DEF; 8 Charges (-1/2), OIF (Nets; -1/2)
1 Smoke Grenades: Darkness 2" (Sight Group), Personal Immunity (+1/4); 8 Charges (-1/2), OIF (Smoke Grenades; -1/2)
2 Flare Bombs: Flash 4d6 (Sight Group), Area of Effect (2" Radius; +1), Personal Immunity (+1/4); 8 Charges (-1/2), OIF (Flare Bombs; -1/2)
2 Choking Powder: Flash 6d6 (Sight Group, Smell/Taste Group), Area of Effect (1 Hex; +1/2), 8 Charges (-1/2), OIF (Choking Powder; -1/2)
2 Caltrops: Change Environment 2" (-4" Running), Permanent; 8 Charges (-1/2), OIF (Caltrops; -1/2)
1 Swing Line: Swinging 20"; OIF (Swing Line; -1/2)

42 I May Have Anozaire Gizmo In Zere Somewhere…: Variable Power Pool (Gadget Pool), 30 Base + 12 control cost; all slots must be at least -1/4 Gadgets (-1/4)

Perks

5 Money: Wealthy

Talents

6 Combat Luck (3 PD/3 ED)
4 Double Jointed
9 Lightning Reflexes (+6 All Actions)

Skills

20 +2 Overall Levels
32 +4 with All Combat

3 Acrobatics 13-
3 Acting 13-
3 Analyze: Combat 13-
3 Breakfall 13-
3 Climbing 13-
3 Combat Driving 13-
3 Combat Piloting 13-
3 Computer Programming 13-
3 Concealment 13-
3 Contortionist 13-
3 Conversation 13-
3 Criminology 13-
3 Disguise 13-
3 Electronics 13-
3 Gambling 13-
3 High Society 13-
2 KS: Superheroes & Supervillains 11-
2 KS: The World's Wealthy & Elite 11-
2 KS: Great Criminal Heists 11-
3 Linguist
2 Language: English (fluent)
2 Language: German (fluent)
2 Language: Japanese (fluent)
2 Language: Russian (fluent)
2 Language: Spanish (fluent)
3 Lockpicking 13-
3 Oratory 13-
3 Paramedics 13-
3 Security Systems 13-
3 Seduction 13-
3 Shadowing 13-
3 Sleight of Hand 13-
3 Stealth 13-
3 Streetwise 13-
3 Trading 13-

Total Powers & Skill Cost: 448
Total Cost: 600

450+ Disadvantages
10 Dependent NPC: Georges Batroc 8- (Normal)
5 Distinctive Features: Martial Arts Style (Not Concealable, Detectable Only By A Small Group)
15 Hunted: Interpol 8- (Mo Pow, Harshly Punish)
20 Psychological Limitation: Thrillseeking Show-Off (Very Common, Strong)
20 Psychological Limitation: Loves Humiliating Her Enemies (Very Common, Strong)
20 Psychological Limitation: Code Against Killing (Common, Total)
10 Psychological Limitation: Code of Chivalry (Uncommon, Strong)
10 Reputation: "The Great Batroc? Pshyeah, Right!", 11-
5 Rivalry: Other Martial Artists (As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival)
5 Rivalry: Other Cat Burglars (As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival)
15 Social Limitation: Public Identity (Georgette Batroc) (Frequently, Major)
15 Social Limitation: Secret (Cat Burglar Wanted by the Police) (Frequently, Major)

Total Disadvantage Points: 600


Background/History: Georgette Batroc grew up her entire life listening to her father blather on about his stupid life. "I fought Captain America!" "I held up the United Nations!" "I was the greatest super-criminal who ever lived!" and so forth. But for all his talk, he never answered Georgette's one question: If you were so great, why did you never win?

Yes, despite the fact that her father spent years and years training her in all of his skills (as well as hiring the best tutors and instructors for her to learn the things he could not teach her), she despised him. In spite of all his big talk, he was a failure at everything he ever tried; how could she look up to this man?

It was unfortunate that she could never hide her feelings from him. He could see it every time he looked in her eyes -- he knew he disgusted her. He tried hard to be a good father, to help her succeed where he failed, but every moment of every day, he knew he was failing at that, too. She did not love him, and that was far worse than any beating or jail time he had ever received.

When Georgette turned 18, she left her home without a backward glance. She would make it on her own; she would do what her father never could – she would succeed. She would be the criminal he always dreamed of being. And she was – she was good at everything she tried. Something her father never intentionally taught her, but which she had quickly learned – a good thief steals a lot, but a great thief never gets caught.

And she was a great thief. She was so good, in fact, that most of her victims didn't even know they had been robbed; even those who learned of their misfortune had no idea who had stolen from them. Though wanted by the law, she was a mystery, a cipher, a ghost; unpredictable and unstoppable.

She became quite rich in a relatively short time. But soon enough, she grew tired of being a cat-burglar. Some part of her – perhaps some leftover chromosome from her father's genes – made her want to be out in the public spotlight, reveling in the attention of the adoring masses. But she knew that criminals who make a big show of their criminality (like her father and his many cohorts) tend to get caught and thrown in jail.

The answer was obvious. She created a new identity for herself and became a hero – all the glory, none of the risk! And how easy it was! Simply stop a bank robbery or capture a stupid supervillain, and the world proclaims you to be a good guy!

She became Batroc the Fighter, after the moniker and costume of her foolish father. She did not do so to redeem his name, or out of some sense of familial loyalty (though that's what she tells the newspapers), but rather because his reputation as an idiot and a screw-up makes her enemies underestimate her.

And today, when Georges Batroc looks at the television and sees his daughter's smiling face – successful, heroic, proud – he cannot help but feel the shame of a lifetime of failures cut even deeper.

Personality/Motivation: Daring, reckless, and bold! Georgette feels that a life without adventure is a life not worth living, and she intends to take full advantage of hers. She loves being in the spotlight, and she loves humiliating her enemies – just as her father's enemies once humiliated him.

She especially loves capturing thieves (it proves that she was a much better thief than they are), and beating other martial artists (which proves Savate is the superior style). But no matter what she does, she is guaranteed to do it with style.

Of course, as much as she may publicly deny it (and as much as she may deny it to herself), she is really, deep down, looking to redeem her family's good name; to prove to the world that "Batroc" is not synonymous with "Screw Up."

Quote: "Mon Dieu, I love my work!"

Powers/Tactics: Like her father, Georgette has no real powers, but she is highly trained and very experienced in espionage, burglary, and fisticuffs. She will use her many gadgets (where does she keep getting those from, anyway?) to give her the advantage in a fight – blinding or entangling her foe, then beating him mercilessly – taunting him with her quick wit and sharp tongue the whole time.

Campaign Use: Batroc is a straight-up martial artist with a whole bunch of tricks and gadgets (mostly stolen from other super criminals and underground organizations). She's a jack of many trades and a master of none, but she can easily branch out into any number of directions.

Appearance: Georgette is a beautiful 24-year-old woman with dark shoulder-length hair, deep green eyes, and pale skin. She is tall, slender, athletic, and very curvaceous, and she speaks with an exotic French accent. She is outgoing, friendly, and flirtatious. She dresses fashionably and doesn't mind showing a little skin. It is a pity that she must hide her good looks under her helmet, but even she understands that practicality must sometimes take precedence over vanity. She wears bronze-colored armor over a dark maroon bodysuit, much like her father (but she makes her outfit look so much better than he ever did).

GoldenAge
May 26th, '06, 12:18 PM
Because you dared me to do it - BATROC ze FIGHTAIRE!
Brings a big happy smile to my face! :D

Enforcer84
May 26th, '06, 12:26 PM
I think there is a character in one of the Marvel alt futures that is the "Daughter of Batroc"

MilkmanDan
May 26th, '06, 12:29 PM
First Stilt-Man, the Batroc. Suddenly Electro seems so . . . capable.