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Corven_Ren
Aug 16th, '08, 09:04 PM
Hey Herophiles. My Hero Central campaign Justice Squadron has recently lost two players do to personal issues. When the first one left we ran one down for a while but now that we have lost two I need replacements. Here are the campaign guidelines.

This thread is the official call for players. I am thinking of a roster of 5-7 characters.

Here is another link to the timeline and also the basic campaign background.

http://www.herogames.com/forums/show...17&postcount=1

Campaign Background....For years the Justice Squadron protected the world from superhuman and alien threats...Dr. Doom, Kill Ratio, Dr. Destroyer, the Skrulls. But these major threats eventually began to fade away. Dr. Doom made peace with the world and became one of the world's most beloved rulers. Dr. Destroyer was finally captured and is now in prison. Kill Ratio was last seen flying into space after a intense battle with the Hulk. And no alien has dared attack Earth. So the in 2008 the Squadron decided to disband, and while some minor threats occured, smaller groups of heroes, such as Vigilant & The Forces of Nature were able to take care of these. Now 20 years later a new Dr. Destoyer has emerged, Kill Ratio has returned and there are rumors of an invasion by an unknown alien speices. The Squadron is needed again. You are the child of one of the heroes of old.

Points 450+150 disads. Can be the child of any combination of DC/Marvel hero (heroes) Or even one of my custom heroes mentioned in the time line. If you want to go that route pm me and I will provide a character sheet so you could base powers of of that. I will post a Justice Squadron package later

House of M, Civil War did not happen. Inferno, X-Tinction Agenda (minus Cable) and Rise of the Midnight Sons story lines did. Certain villains also do not exist (Apocolypse, Mr. Sinister & Darksied for example) Also there is no mythtlogical pantheons.

Corven_Ren
Aug 16th, '08, 09:08 PM
Just a few more notes. Please read the time-line carefully if you don't see someone on there and want to do their offspring ask me. Here is a list of the current and former PC's so you know who's children are already in play.

Current PC's

WildCard- Son of Gambit & Rogue

Plastyque- Daughter of Reed & Susan Richards

Moon Knight II- son of the original Moon Knight

Spider-Lad- son of Spidey & Black Cat

Victor Reed VonDoom- son of Dr. Doom

Former PC's

Valkyrie- Daughter of Thor & Wonder Woman

Scion- Geneticlly engineered son of Namor & Susan Richards.

matrix3
Aug 16th, '08, 10:40 PM
<snip>

http://www.herogames.com/forums/show...17&postcount=1

<snip>

The link there is messed up(the hyperlink includes the ellipses). You probably meant

http://www.herogames.com/forums/showpost.php?p=1261617&postcount=1

right?

Corven_Ren
Aug 17th, '08, 05:37 AM
Yes thanks for fixing that for me..thats what I get for cutting and pasting it from the original thread. :p

Corven_Ren
Aug 17th, '08, 09:42 AM
Actually one correction to above. I stated I was not using mythological pantheons. I have since changed that and have added the Asguardians and Olympians.

Also here is the required Justice Squadron Package

6 Justice Squadron Communicator: HRRP (Radio Group) (12 Active Points); OAF (-1)
5 Hall of Justice & Hoverjet Donation: Vehicles & Bases
3 Reputation: Justice Squadron Member (A large group) 14-, +1/+1d6
5 Fringe Benefit: International Police Powers
3 Paramedics 11-
3 Systems Operation 11-
2 KS: Justice Squadron Foes 11-
1 TF: Hoverjet
2 KS: International Law 11-

As far as disadvantages go

You must have some form of Code against killing and
5 Social Limitation: Must follow Justice Squadron Rules (Occasionally, Minor)

Corven_Ren
Aug 17th, '08, 09:30 PM
I have recieved my first official submission. I will be taking submissions for two weeks and then decide from there.

Dr. Strange II- Son of Dr. Strange & Clea submitted by CoreBrute

Beast
Aug 18th, '08, 06:29 PM
resubmitting
computer and Multivehicle are attached as HD files


Silk Detective

Val Char Cost Roll Notes
25 STR 15 14- Lift 800.0kg; 5d6 [2]
24 DEX 42 14- OCV: 8/DCV: 8
25 CON 30 14-
14 BODY 8 12-
23 INT 13 14- PER Roll 14-
15 EGO 10 12- ECV: 5
20 PRE 10 13- PRE Attack: 4d6
20 COM 5 13-

10+25 PD 5 Total: 10/35 PD (0/25 rPD)
10+25 ED 5 Total: 10/35 ED (0/25 rED)
6 SPD 26 Phases: 2, 4, 6, 8, 10, 12
10 REC 0
50 END 0
40 STUN 0 Total Characteristic Cost: 169

Movement: Running: 6"/12"
Leaping: 5"/10"
Swimming: 2"/4"
Teleportation: 25"/50"

Cost Powers END
30 Mutation/learned/implanted technologies tech/magic/alien: Elemental Control, 74-point powers, (37 Active Points); all slots Only In Heroic Identity (-¼)
25 1) Transdermal force field: Armor (25 PD/25 ED) (75 Active Points); Costs Endurance (Only Costs END to Activate; -¼) 7
30 2) Teleportation 25", No Relative Velocity, Reduced Endurance (½ END; +¼) (75 Active Points) 3
25 3) (Total: 75 Active Cost, 50 Real Cost) Find Weakness 14- with All Attacks (45 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 30) plus IR Perception (Sight Group), +1 to PER Roll, Increased Arc Of Perception (240 Degrees), Telescopic: +10 (13 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 9) plus Sight Group Flash Defense (17 points) (17 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 11) 7
40 Found/Modified weapons in a dimensional pocket: Multipower, 90-point reserve, (90 Active Points); all slots Restrainable (-½), Extra Time (Full Phase, -½), Only In Heroic Identity (-¼)
4u 1) 2x Colt M1911a1 .45 cal. pistols(endless clips magic): Killing Attack - Ranged 2d6, +1 STUN Multiplier (+¼), Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (82 Active Points) 0
4u 2) Stun blaster(found and modified viper weapon): Energy Blast 7d6, STUN Only (+0), Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (87 Active Points) 0
3u 3) C4 Demo packs w/varible trigger: Killing Attack - Ranged 3d6, Explosion (+½), Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset, Character can set Trigger multiple times, Two activation conditions apply simultaneously; +½) (90 Active Points); 32 clips of 1 Charge (-½) [1]
20 Luck 8d6 (40 Active Points); Limited Power Power loses about half of its effectiveness (-1) 0
Notes: Only to figure out how somthing works
5 Defensive Strike +1 +3 5d6 Strike
4 Fast Strike +2 +0 7d6 Strike
3 Martial Throw +0 +1 5d6 +v/5, Target Falls

Perks
60 Personal computer,multi-vehicle,personal base,JS donation
3 Reputation (A large group) 14-, +1/+1d6
5 Fringe Benefit: International Police Powers
5 Money: Well Off

Skills
3 Breakfall 14-
3 Combat Piloting 14-
3 Combat Driving 14-
10 +2 with Ranged Combat
10 +1 Overall
12 +4 with all attacks vs range
12 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 14-
3 Concealment 14-
3 Demolitions 14-
3 Electronics 14-
3 Forensic Medicine 14-
3 Inventor 14-
4 KS: Archeology 13-
3 Lockpicking 14-
3 Magic 14-
3 Mechanics 14-
6 Navigation (Air, Dimensional, Land, Marine, Space) 14-
3 Paramedics 14-
3 Security Systems 14-
2 KS: Justice Squadron's foes 11-
2 KS: international law 11-
3 Stealth 14-
3 Streetwise 13-
11 Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Air/Space Traffic Control Systems, Dimensional Sensors, FTL Sensors, Radar, Sonar) 14-
5 Weaponsmith (Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets) 14-
15 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Combat Aircraft, Hanggliding, Helicopters, Large Military Ships, Large Motorized Boats, Large Planes, Parachuting, Basic, SCUBA, Small Military Ships, Small Planes, Submarines, Tracked Military Vehicles, Wheeled Military Vehicles
9 WF: Beam Weapons, Energy Weapons, Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons
3 Language: A.S.L. (Completely Fluent, w/Accent)
2 Language: Anchient Egyptian (Fluent Conversation)
2 Language: Anchient Greek (Fluent Conversation)
0 Language: English (Imitate dialects; Custom Adder)
3 Language: French (Idiomatic, native accent; Custom Adder)
3 Language: German (Idiomatic, native accent; Custom Adder)
2 Language: Greek (Completely Fluent, w/Accent; Custom Adder)
2 Language: Latin (Completely Fluent, w/Accent; Custom Adder)
3 Language: Russian (Completely Fluent, w/Accent)
2 Language: Spanish (Completely Fluent, w/Accent; Custom Adder)

Total Powers & Skill Cost: 431
Total Cost: 600

450+ Disadvantages
10 Distinctive Features: Always looking around Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
20 Hunted: D.E.M.O.N. 8- (Occasionally), More Powerful, NCI, Harshly Punish
20 Hunted: Dr Destroyer 8- (Occasionally), More Powerful, NCI, Capture
10 Psychological Limitation: Curious Common, Moderate
10 Psychological Limitation: Hates Dr.Destroyer Uncommon, Strong
15 Psychological Limitation: annoyed by incompetence Common, Strong
15 Psychological Limitation: Code vs Killing Common, Strong
10 Reputation: Loose cannon, Frequently (11-)
15 Reputation: Property Damage, Frequently (11-), Extreme
5 Rivalry: other detective types Professional (; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Id Frequently (11-), Major
5 Social Limitation: Justice squadron rules (Occasionally, Minor)

Total Disadvantage Points: 600

Background/History: Caitlin is the result of genetic manipulation by Dr.Destroyer using material from Forge and Ilyanna Rasputin(Magix)
Dr Destroyer wanted a super powered agent that could be sent out to find various artifacts and figure out their use
Caitlin was all that but also had a mind of her own and had no use for the bad Dr.

Personality/Motivation: always curious for knowledge of everything around her
loves free will

Quote: you got a flaw there and there

Powers/Tactics: pocket diamention manipulation allows her to store her weapons & defenses
she is 1 that can pick up most any device and figure out how it is used also has some ability to meld and modifie various gadgets

Campaign Use: detective and scientific analysis
ranged combatant with some hand to hand

Appearance: Platium blond
blue costume
red boots
pulls weapons out of nowhere

CoreBrute
Aug 19th, '08, 06:17 AM
r40 Found/Modified weapons in a dimensional pocket: Multipower, 90-point reserve, (90 Active Points); all slots Restrainable (-½), Extra Time (Full Phase, -½), Only In Heroic Identity (-¼)
4u 1) 2x Colt M1911a1 .45 cal. pistols(endless clips magic): Killing Attack - Ranged 2d6, +1 STUN Multiplier (+¼), Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (82 Active Points) 0
4u 2) Stun blaster(found and modified viper weapon): Energy Blast 7d6, STUN Only (+0), Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (87 Active Points) 0
3u 3) C4 Demo packs w/varible trigger: Killing Attack - Ranged 3d6, Explosion (+½), Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset,

You are aware the active point limit is 75? You are above it so you probably won't be allowed in. However I'm sure the GM has already informed you of this.

Marcus
Aug 19th, '08, 07:15 AM
By my first glance, hes only 'over active points' due to reduced endurance cost on powers.

Now, Im not sure what approach the GM in question takes on things like that, but in my experience, saying that (for example) 4d6 RKA is acceptable but 4d6 RKA 0END is not just changes how characters are built... suddenly people dont take reduced END advantages, they instead by END reserves, giant REC, or (the eternal favourite!) a big ole attack multipower with alot of different attacks, with charges on each slot.

Basic result: Foci, Guns, Battlesuits=Good, Innate Powers=Bad (because certain SFX fit game efficiency break-points better)

Sorry for the derail.

DocSamson
Aug 19th, '08, 09:10 AM
By my first glance, hes only 'over active points' due to reduced endurance cost on powers.

Now, Im not sure what approach the GM in question takes on things like that, but in my experience, saying that (for example) 4d6 RKA is acceptable but 4d6 RKA 0END is not just changes how characters are built... suddenly people dont take reduced END advantages, they instead by END reserves, giant REC, or (the eternal favourite!) a big ole attack multipower with alot of different attacks, with charges on each slot.

Basic result: Foci, Guns, Battlesuits=Good, Innate Powers=Bad (because certain SFX fit game efficiency break-points better)

Sorry for the derail.
My 2 cents as a mostly full time GM: In our campaign we use strict AP caps, including End Reduction. 0 END powers may not seem more powerful than other powers, but the results are there. The character can take half-phase moves, push str, movement, ect. all combat without worrying about END. Reduced END is worth the points and it should count against the AP cap due to its other effects.

As an aside, END Reserves cost most powers to take a 1/4 advantage in 5ER. Even a 37 REC (the campaign max) doesn't provide unlimited END. As far as Charges in a MP go, its an effective build, but at least the slots all cost more points.

CoreBrute
Aug 19th, '08, 10:14 AM
Thank you. someone is on my side. If I was aware that the GM would have let the AP limit be broken due to Reduced endurance, you can bet I would be far more broken for the campaign.

(Incase you weren't already aware, I'm Dr Strange II)

Corven_Ren
Aug 19th, '08, 11:34 AM
Actually I've been busy and hadn't glanced at the char yet. But yes tha active point limit is 75 points to start. Also Beast I would prefer a more detailed back story please.

Beast
Aug 19th, '08, 12:47 PM
She has not done all that much since she is a construct and pretty much made plans to jump ship right after meeting Dr Destroyer

Silk Detective

Val Char Cost Roll Notes
25 STR 15 14- Lift 800.0kg; 5d6 [2]
24 DEX 42 14- OCV: 8/DCV: 8
25 CON 30 14-
14 BODY 8 12-
23 INT 13 14- PER Roll 14-
15 EGO 10 12- ECV: 5
20 PRE 10 13- PRE Attack: 4d6
20 COM 5 13-

10+25 PD 5 Total: 10/35 PD (0/25 rPD)
10+25 ED 5 Total: 10/35 ED (0/25 rED)
6 SPD 26 Phases: 2, 4, 6, 8, 10, 12
10 REC 0
50 END 0
40 STUN 0 Total Characteristic Cost: 169

Movement: Running: 6"/12"
Leaping: 5"/10"
Swimming: 2"/4"
Teleportation: 25"/50"

Cost Powers END
30 Mutation/learned/implanted technologies tech/magic/alien: Elemental Control, 74-point powers, (37 Active Points); all slots Only In Heroic Identity (-¼)
25 1) Transdermal force field: Armor (25 PD/25 ED) (75 Active Points); Costs Endurance (Only Costs END to Activate; -¼) 7
30 2) Teleportation 25", No Relative Velocity, Reduced Endurance (½ END; +¼) (75 Active Points) 3
25 3) (Total: 75 Active Cost, 50 Real Cost) Find Weakness 14- with All Attacks (45 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 30) plus IR Perception (Sight Group), +1 to PER Roll, Increased Arc Of Perception (240 Degrees), Telescopic: +10 (13 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 9) plus Sight Group Flash Defense (17 points) (17 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 11) 7
33 Found/Modified weapons in a dimensional pocket: Multipower, 75-point reserve, (75 Active Points); all slots Restrainable (-½), Extra Time (Full Phase, -½), Only In Heroic Identity (-¼)
3u 1) 2x Colt M1911a1 .45 cal. pistols(endless clips magic): Killing Attack - Ranged 2d6, Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (75 Active Points) 0
3u 2) 2x Colt m1911a1 .45 cal with Mercy bullets: Energy Blast 6d6, STUN Only (+0), Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (75 Active Points) 0
2u 3) alien power core on a staff setting 1: RKA 5d6 (75 Active Points); Required Hands Two-Handed (-½), Cannot Be Used With find weakness (-¼) 7
2u 4) alien power core setting 2: EB 15d6 (75 Active Points); Required Hands Two-Handed (-½), Cannot Be Used With find weakness (-¼) 7
3u 5) C4 Demo packs w/varible trigger: Killing Attack - Ranged 2d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset, Character can set Trigger multiple times, Two activation conditions apply simultaneously; +½), Explosion (-1 DC/3"; +1) (75 Active Points); 32 clips of 1 Charge (-½) [1]
3u 6) Greek fire bomb: RKA 1d6, 8 clips of 1 Continuing Charge lasting 20 Minutes (+0), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Character can set Trigger multiple times; +¼), +1 Increased STUN Multiplier (+¼), Area Of Effect (One Hex; +½), Uncontrolled (+½), Sticky (+½), Penetrating (x2; +1), Continuous (+1) (75 Active Points) [1 cc]
2u 7) tangler grenades: Entangle 4d6, 8 DEF, Autofire (3 shots; +¼) (75 Active Points); 16 clips of 3 Charges (-¼), Range Based On STR (-¼), Can Be Missile Deflected (-¼) [3]
20 Luck 8d6 (40 Active Points); Limited Power Power loses about half of its effectiveness (-1) 0
Notes: Only to figure out how somthing works
5 Defensive Strike +1 +3 5d6 Strike
4 Fast Strike +2 +0 7d6 Strike
3 Martial Throw +0 +1 5d6 +v/5, Target Falls

Perks
60 Personal computer,multi-vehicle,personal base,JS donation
3 Reputation (A large group) 14-, +1/+1d6
5 Fringe Benefit: International Police Powers
5 Money: Well Off

Skills
3 Breakfall 14-
3 Combat Piloting 14-
3 Combat Driving 14-
10 +2 with Ranged Combat
10 +1 Overall
12 +4 with all attacks vs range
12 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 14-
3 Concealment 14-
3 Demolitions 14-
3 Electronics 14-
3 Forensic Medicine 14-
2 KS: Justice Squadron's foes 11-
2 KS: international law 11-
3 Inventor 14-
3 Lockpicking 14-
3 Magic 14-
3 Mechanics 14-
6 Navigation (Air, Dimensional, Land, Marine, Space) 14-
3 Paramedics 14-
4 SS: Archeology 13-
3 Security Systems 14-
3 Stealth 14-
3 Streetwise 13-
11 Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Air/Space Traffic Control Systems, Dimensional Sensors, FTL Sensors, Radar, Sonar) 14-
5 Weaponsmith (Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets) 14-
15 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Combat Aircraft, Hanggliding, Helicopters, Large Military Ships, Large Motorized Boats, Large Planes, Parachuting, Basic, SCUBA, Small Military Ships, Small Planes, Submarines, Tracked Military Vehicles, Wheeled Military Vehicles
9 WF: Beam Weapons, Energy Weapons, Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons
3 Language: A.S.L. (Completely Fluent, w/Accent)
2 Language: Anchient Egyptian (Fluent Conversation)
2 Language: Anchient Greek (Fluent Conversation)
0 Language: English (Imitate dialects; Custom Adder)
3 Language: French (Idiomatic, native accent; Custom Adder)
3 Language: German (Idiomatic, native accent; Custom Adder)
2 Language: Greek (Completely Fluent, w/Accent; Custom Adder)
2 Language: Latin (Completely Fluent, w/Accent; Custom Adder)
3 Language: Russian (Completely Fluent, w/Accent)
2 Language: Spanish (Completely Fluent, w/Accent; Custom Adder)

Total Powers & Skill Cost: 431
Total Cost: 600

450+ Disadvantages
10 Distinctive Features: Always looking around Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
20 Hunted: D.E.M.O.N. 8- (Occasionally), More Powerful, NCI, Harshly Punish
20 Hunted: Dr Destroyer 8- (Occasionally), More Powerful, NCI, Capture
10 Psychological Limitation: Curious Common, Moderate
10 Psychological Limitation: Hates Dr.Destroyer Uncommon, Strong
15 Psychological Limitation: annoyed by incompetence Common, Strong
15 Psychological Limitation: Code vs Killing Common, Strong
10 Reputation: Loose cannon, Frequently (11-)
15 Reputation: Property Damage, Frequently (11-), Extreme
5 Rivalry: other detective types Professional (; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Id Frequently (11-), Major
5 Social Limitation: Justice squadron rules (Occasionally, Minor)

Total Disadvantage Points: 600

Background/History: Caitlin is the result of genetic manipulation by Dr.Destroyer using material from Forge and Ilyanna Rasputin(Magix)
Dr Destroyer wanted a super powered agent that could be sent out to find various artifacts and figure out their use
Caitlin was all that but also had a mind of her own and had no use for the bad Dr.
Caitlin was able to transfer her expense account (funded by the Bad Dr)into cash,gems,metals and other easily liquid commodites to fund her self)
She has set her self up as an explorer for hire in her secret Id

Personality/Motivation: always curious for knowledge of everything around her
loves free will

Quote: you got a flaw there and there

Powers/Tactics: pocket dimention manipulation alows her to store her weapons & defences
she is 1 that can pick up most any device and figure out how it is used also has some ability to meld and modifie various gadgets

Campaign Use: detective and scientific analysis
ranged combatant with some hand to hand

Appearance: Platiium blond
blue costume
red boots
pulls weapons out of nowhere
apperant age 25

Hugh Neilson
Aug 19th, '08, 02:22 PM
As an aside, END Reserves cost most powers to take a 1/4 advantage in 5ER. Even a 37 REC (the campaign max) doesn't provide unlimited END. As far as Charges in a MP go, its an effective build, but at least the slots all cost more points.

I find most players divide powers between using the reserve and using regular END, and don't take the advantage. Even if they do take the advantage, +1/4 impacts AP less than +1/2.

DocSamson
Aug 20th, '08, 03:58 AM
I find most players divide powers between using the reserve and using regular END, and don't take the advantage. Even if they do take the advantage, +1/4 impacts AP less than +1/2.
It's true that a +1/4 advantage will affect the AP cap less, but the overall points are somewhat made up in the Reserve Cost. Strict AP caps are definately not for every group, but they sure make potentially off balancing builds alot easier to spot (hmm...why does the player have exactly 16 charges on every slot of his MP?). Sorry for the tangent all.

As an aside, if I had the time to play I would have submitted the great, great, grandson of Cyrus Gold. After researching his family tree, he finds out that his great, great, grandfather is none other than the infamous Solomon Grundy. His powers were bestowed up him by the Parliament of Trees after he layed to rest soul of his tortured ancestor by bringing the great, great, grandson of Grundy's murderer to justice (he also was a murderer). He is now the second hulking brute to bear the name Solomon Grundy except he uses his vast strength to fight evil and avenge his family's name. His powers would be similar to the original except he can transform into a normal human form (and possibly be able to Duplicate himself if there is enough nearby plant matter).

Short Shot
Aug 20th, '08, 11:11 AM
I should likely go out to Hero Central and look but you mentioned the 75pt cap. What are the rest of the caps/guidelines? I actually had just finished building an archer with 200/150 (350 total) for the heck of it with a 75 pt multipower. I could actually do a lot with another 100 pts. Somehow, though, I don't think a 14 find weakness combined with 12 vs hit locations and 6 vs range with a 4d6 killing would endear the character to the GM.:angel:

aylwin13
Aug 20th, '08, 11:35 AM
Points 450+150 disads.


I should likely go out to Hero Central and look but you mentioned the 75pt cap. What are the rest of the caps/guidelines? I actually had just finished building an archer with 200/150 (350 total) for the heck of it with a 75 pt multipower. I could actually do a lot with another 100 pts. Somehow, though, I don't think a 14 find weakness combined with 12 vs hit locations and 6 vs range with a 4d6 killing would endear the character to the GM.:angel:
I'm not the GM, but one of the players in this campaign. You actually have another 250 pts to play with. I think that those skill levels would make you competitive with other characters and villains. Don't want to speak for our GM though.

You should go and check out the other characters in the game for comparison.

Corven_Ren
Aug 20th, '08, 01:14 PM
I should likely go out to Hero Central and look but you mentioned the 75pt cap. What are the rest of the caps/guidelines? I actually had just finished building an archer with 200/150 (350 total) for the heck of it with a 75 pt multipower. I could actually do a lot with another 100 pts. Somehow, though, I don't think a 14 find weakness combined with 12 vs hit locations and 6 vs range with a 4d6 killing would endear the character to the GM.:angel:

OCV/DCV Cap is 12. I could see this with a speedster or an extremely well written Weapons master. I do not use hit locations. I have no problem with a 4d6 ka as long as it a rarely used attack. As alwyn suggested go to the HeroCentral sight and look at the characters there.

Also one note to anyone else interested the team does not have a pure brick

Short Shot
Aug 24th, '08, 03:15 PM
VERY rough draft here. Part of the problem is that I never followed anything seriously in DC or Marvel except a few titles, and even that stopped in the early 90s.

Obviously, subject to the GM's approval. One comment concerning the character is that most of his abilities really should be OIHID but I couldn't think of any valid thing that would prevent him from changing. I'll still take the hit if he's walking around in his alter ego.

Information on Captain Atom used as a reference found here:
http://en.wikipedia.org/wiki/Captain_Atom


Nathanial Allen Cobert



BACKGROUND
Son of Captain Atom and Catherine Cobert

Holds dual citizenship between US and and France.

Intiially raised by his mother, he didn't find out who his father was until later. With his combined engineering and science background he worked initially with the French space program. On a join US/French project, a torrorist attack resulted in emergency conditions with with the potential of the destruction of a major city. One of the US scientists, Dr. Andrew Glover, found Nate and suggested they put Nate through the same process that created both Captain Atom and Major Force, stating that he believed the time shift had been compensated for. The process is successful, as is the rescue.
PERSONALITY
Nate is a scientist with abilities both in the theoretical world and in practical world. He wishes to work to improve the human condition, and follow in his father's footsteps
QUOTE
"Don't call me Captain Atom. My father held that name. He earned the rank of Captain. So far, I haven't earned any name. If you to call me by a name other than the one I was born with, you can call me Quantum".


Val Char Points Total Roll Notes
15 STR 5 15/30 12- / 15- HTH Damage 3d6/6d6 END [1/2]
23 DEX 39 23 14- OCV 8 DCV 8
20 CON 20 20 13-
12 BODY 4 12/20 11- / 13-
18 INT 8 18 13- PER Roll 13-
18 EGO 16 18 13- ECV: 6
15 PRE 5 15 12- PRE Attack: 3d6
15 COM 3 15 12-


7 PD 4 7/30 7/30 PD (0/20 rPD)
10 ED 6 10/30 10/30 ED (0/20 rED)
5 SPD 17 5 Phases: 3, 5, 8, 10, 12
7 REC 0 7/25
40 END 0 40/60
30 STUN 0 30/46
6" Running 0 6"
2" Swimming 0 2"
3" Leaping 0 3"/6" Total Characteristics Cost: 127

Cost Powers END
Metal Skin
75 1) Metal Skin I: Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points) 0
30 2) Metal Skin II: Energy Damage Reduction, Resistant, 50% 0
30 3) Metal Skin III: Physical Damage Reduction, Resistant, 50% 0

56 Atom Flight: Multipower, 56-point reserve
6u 1) Combat mode: Flight 20", Position Shift, Usable [As Second Mode Of Movement] (+1/4) (56 Active Points) 6
3u 2) Flight 10", MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (35 Active Points) 3

75 Energy Control: Multipower, 75-point reserve
7u 1) Energy Blast 14d6 (70 Active Points) 7
7u 2) All forms of Energy: Energy Blast 12d6, Variable Special Effects (Limited Group of SFX; +1/4) (75 Active Points) 7

Atomic Effects
15 1) Radar (Radio Group) 0
5 2) Healing 1 BODY, Can Heal Limbs (15 Active Points); Extra Time (Regeneration-Only) 5 Minutes (-1 3/4) 1
20 3) Life Support (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) 0
16 4) +8 BODY
30 5) +15 REC
10 6) +20 END
15 7) +15 STR 1

6 High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1) 0

Perks
5 Vehicles & Bases
3 Reputation (A large group) 14-, +1/+1d6
5 Fringe Benefit: International Police Powers

Skills
3 Paramedics 13-
3 Systems Operation 13-
2 KS: Justice Squardon Foes 11-
2 KS:International Law 11-
5 Language: French (idiomatic; literate)
2 TF: Science Fiction & Space Vehicles

3 Jack of All Trades
1 1) PS: Electronics (2 Active Points) 11-
2 2) PS: Mechanic (3 Active Points) 13-
2 3) PS: Zero-G Operations (3 Active Points) 13-
2 4) PS: electrician (3 Active Points) 13-

3 Navigation (Air, Space) 13-
3 SS: Optics 13-
Notes: The field of optics usually describes the behavior of visible, infrared, and ultraviolet light; however because light is an electromagnetic wave, similar phenomena occur in X-rays, microwaves, radio waves, and other forms of electromagnetic radiation and analogous phenomena occur with charged particle beams. Optics can largely be regarded as a sub-field of electromagnetism. Some optical phenomena depend on the quantum nature of light relating some areas of optics to quantum mechanics. In practice, the vast majority of optical phenomena can be accounted for using the electromagnetic description of light, as described by Maxwell's Equations.
2 SS: Physics 11-

Combat Skills
3 1) Combat Piloting 14-
6 2) +2 with any three maneuvers or a tight group of attacks
10 3) +2 with DCV

Total Powers & Skills Cost: 474

Total Cost: 600

450+ Disadvantages
10 Psychological Limitation: code vs killing (Common, Moderate)
10 Psychological Limitation: Living up to his father (Common, Moderate)
5 Psychological Limitation: Gets wrapped up in solving scientific issues he can be oblvious to whats arround him. (Uncommon, Moderate)
15 Psychological Limitation: Protective on Innocence (Common, Strong)
15 Psychological Limitation: Avoids the Press (Very Common, Moderate)

15 Hunted: Justice Squadron, Rogues Gallery 11- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

10 Social Limitation: Public ID (Occasionally, Major)
10 Physical Limitation: Goes BOOM if he looses half his BODY (Infrequently, Greatly Impairing)
Notes: If he loses more than half his body, he has about 30 seconds before his body detonates in a nuclear blast. Damage up to GM.
5 Hunted: Military Intellegence 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Watching)
15 Hunted: Father's old enemies 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

10 Reputation: Occationally detonates like a nuclear blast, 8- (Extreme)
5 Social Limitation: Must follow Justice Squadron Rules (Occasionally, Minor)
10 Vulnerability: 2 x STUN Magic (Uncommon)
15 Dependent NPC: girl friend - Barbara Kincaid 11- (Normal)
Notes: Think Barbara Straisand's character from What's Up Doc: Brilliant, scattered, all kinds of strange knowledge, unlucky

Total Disadvantages Points: 150

Corven_Ren
Aug 24th, '08, 08:31 PM
Ok Submissions I have recieved so far.

Dr. Strange II- Son of Dr. Strange & Clea.
Silk Detective- artifically created being made from the DNA of Forge & Magik
Quantum- Son of Captain Atom.


I will keep submissions open for a little longer. I like what I am seeing so far, but one thing the team honestly needs is a brick.

Short Shot
Aug 24th, '08, 09:32 PM
Well, if you think we need a brick...

I'm not stuck on the being the son of Cpt Atom, although I think I've built what could be a fun character. However, I've tweaked him somewhat to make him tougher. I've actually been trying to keep the cheese down.

Changes include upping his strength and Con, and giving him an Absorb option to make him even stronger and tougher. In addition, his Damage Reduction has been raised both for PD and ED to 75% resistant.

I'm willing to take suggestions on construction here. Keep in mind 1) I'm still trying to get a feel for the boundaries, 2) I've never purposely built a brick before and 3) trying to stay with the concept without going over the top in cheese.

I'd be happy to take a shot at building a son of Colossus.

Hugh Neilson
Aug 25th, '08, 05:45 AM
I will keep submissions open for a little longer. I like what I am seeing so far, but one thing the team honestly needs is a brick.

How can that be? It takes no time at all on the Boards to be blasted with the fact that STR is hideously overpowered and underpriced.

Congrats, Corven Ren - you must have the only pool of players, existing and prospective, in the entire world that includes no one trying to take advantage of blindingly underpriced constructs!

Or am I spending too much time on the 6e Boards?

Drakkenkin
Aug 25th, '08, 08:47 AM
Well, if you think we need a brick...
I'm not stuck on the being the son of Cpt Atom, ...

I have been working on making a brick to submit during last night. I wasn't planing on posting anything till I was done, but I thought I should say something now since people are thinking about changing there plans.

It would be the child of Luke Cage and Jessica Jones.

Nevertheless, if you would prefer to make the brick, I'll whip up something else to submit.

Beast
Aug 25th, '08, 11:36 AM
here is Wraith a gravity based Brick


Wraith
Val Char Cost Roll Notes
60 STR 15 21- Lift 102.4tons; 12d6 [2]
24 DEX 42 14- OCV: 8/DCV: 8
15/30 CON 10 12- / 15-
14 BODY 8 12-
18 INT 8 13- PER Roll 13-
15 EGO 10 12- ECV: 5
20 PRE 10 13- PRE Attack: 4d6
20 COM 5 13-

5/37 PD 0 Total: 5/37 PD (0/20 rPD)
4/35 ED 1 Total: 4/35 ED (0/20 rED)
3/6 SPD 0 Phases: 4, 8, 12/2, 4, 6, 8, 10, 12
11/24 REC 6
30/60 END 0
32/70 STUN -3 Total Characteristic Cost: 104

Movement: Running: 6"/12"
Flight: 21"/84"
Leaping: 5"/10"
Swimming: 1"/2"
Teleportation: 5"/10"

Cost Powers END
37 Mutation Gravity manipulation: Elemental Control, 74-point powers
25 1) Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Visible (all flesh turns invisible but outline can be seen; -1/4) 7
26 2) (Total: 79 Active Cost, 50 Real Cost) +35 STR, Reduced Endurance (0 END; +1/2) (52 Active Points); No Figured Characteristics (-1/2) (Real Cost: 35) plus Flight 5", Costs END Only To Activate (+1/4), Usable As Attack (x4 maximum weight per inanimate target; +1 1/2) (27 Active Points); Linked (STR; -1/2), Only In Contact With A Surface (-1/4) (Real Cost: 15) 2
37 3) Flight 16", x4 Noncombat, Costs END Only To Activate (+1/4), Usable Underwater (+1/4), No Gravity Penalty (+1/2) (74 Active Points) 6

Gravity enhancements, all slots OIHID (-1/4)
24 1) +15 CON (30 Active Points)
10 2) +12 PD (12 Active Points)
6 3) +8 ED (8 Active Points)
24 4) +3 SPD (30 Active Points)
16 5) +10 REC (20 Active Points)
24 6) +30 STUN (30 Active Points)
14 7) Knockback Resistance -9" (18 Active Points)
33 8) N-Ray Perception (Touch Group), +2 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Targeting, Telescopic: +10, Transmit (49 Active Points); Limited Power Power loses about a fourth of its effectiveness (Cannot read or see colors; -1/4)
Notes: stopped by force walls/ fields
16 9) LS (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points)

6 Justice Squadron comm: HRRP (Radio Group) (12 Active Points); OAF (-1)

75 Intense gravity manipulation: Multipower, 75-point reserve
7u 1) Gravity locking: Drain STR 1d6, Alterable Size, Costs END Only To Activate (+1/4), Damage Shield (+1/2), Continuous (+1), NND ([Standard]Gravity based powers,mass,or density altering powers; +1), Area Of Effect (12" Radius; +1 1/4) (75 Active Points) 7
7u 2) Invisibility to Sight, Mental, Radio and Hearing Groups and Spatial Awareness , No Fringe, Reduced Endurance (0 END; +1/2) (75 Active Points)
7u 3) Gravitic Crush: Drain BODY 7 1/2d6 (75 Active Points) 7
7u 4) Gravity warping: Teleportation 5", x16 Increased Mass, Safe Blind Teleport (+1/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (75 Active Points) 7
7u 5) Desolidification (affected by Force wall/fields), Reduced Endurance (1/2 END; +1/4), Usable Simultaneously (up to 2 people at once; +1/2) (70 Active Points) 3

Perks
5 Horror writer profession: Money: Well Off
5 Vehicles & Bases
3 Reputation (A large group) 14-, +1/+1d6
5 Fringe Benefit: International Police Powers

Skills
2 KS: Justice Squadron foes 11-
2 KS: international law 11-
3 Concealment 13-
3 Criminology 13-
3 Deduction 13-
3 Mimicry 13-
5 Navigation (Air, Land, Marine, Space) 13-
3 Paramedics 13-
3 Systems Operation 13-
3 Shadowing 13-
5 various monster lore: KS 14-
5 PS: Horror writer 14-
3 Stealth 14-
20 +4 with HTH Combat
1 TF: Grav Vehicles/Hovercraft
3 Language: Russian (completely fluent; literate) (4 Active Points)
3 Language: Lithuanian (completely fluent; literate) (4 Active Points)
0 Language: English (idiomatic; literate) (5 Active Points)

Total Powers & Skill Cost: 496
Total Cost: 600

450+ Disadvantages
20 DNPC: Publisher Fred Garvin editor Dameon Grey 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
20 Hunted: Dr Destroyer 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Capture)
20 Hunted: Comunist super soldiers 8- (Mo Pow, NCI, Harshly Punish)
10 Psychological Limitation: dislikes killing (Common, Moderate)
10 Psychological Limitation: Loves playing the spooky motif (Common, Moderate)
15 Psychological Limitation: Thrill seeker (Common, Strong)
15 Psychological Limitation: annoyed by incompetence (Common, Strong)
15 Psychological Limitation: Hates Commies (Uncommon, Total)
15 Social Limitation: Secret Id (Frequently, Major)

Total Disadvantage Points: 600

Background/History: Rena is a mutant late bloomer(she is 28 yrs old)
she also 1 of Dr Destroyer's genetic experiments using gravity manipulating elements from the DNA of Binary and the Blob
this was done during a pre-natal test by a dr that Destroyer had on his payroll
when no powers appeared during puberty,Destroyer thought the experiment failed but kept a watch on Rena till she was 25
with still no results Dr Destroyer gave up on Rena
Her powers manifested 2 yrs ago she has spent most of here time learning how to use them and is only now getting back to writing horror stories/novels
she is a first generation born american on her father's side of the family
Rena's father was a Soviet Sub captian who defected with his sub(a boomer)and most of the officers(3 yrs before she was born)
when Rena's powers manifested her father used his contacts with the US goverment to get some help and training for her for her
Rena got sent to Primus be trained
Rena has helped out Primus but perfers to be a writer
that was until Dr Destroyer detected the gentic markers he placed in his work

Personality/Motivation: thrill seeker

Quote: gennerally Wraith does not speak much

Powers/Tactics: 60 str :brick plain and simple
can use
flight :flys upright(ala Magneto)and walks while flying
increasing gravity field those in it are being made heavier by making them more attuned to the planet's gravity
increased stats: time space is being stretched around here, the universe slowed greatly in relation to her
N-ray perception:mass based and very accurate but cannot read unless it is carved or raised and cannot percieve colors
Mega-scale teleportation she is using gravity to warp 2 points in time space thing would be bad should she go under 1 km(think leaving a crease in time/space
Drain(gravitic crush)she is creating an intense gravitc field to crush her target down to as small as a singularity)think going past crush depth in a sub)
invisibility just extending the field from skin tight to include her clothing and refining it as to be perfect camoflage
knock back resistance using gravity to hold her in place
desolid warping space around her and a friend

Campaign Use: Front line brick
some stealth
transport
this character is coming from goverment training but has no wish to be a governemt agent(would prefer to just write horror novels or a movie)
but fate has handed her other things to her hand
word got out less than a yr ago about her father that he survived
those who had a grudge paid him back by killing him and his wife they are after the daughter but did not know that she was super powered much to their surprise

Appearance: clothing a waffenrok made for a woman 15/16 century battle dress for a landskennect
tall(thigh high)boots
elbow length gloves
great cloak with hood
all clothing looks to be worn but no body is visible

Nechevo
Aug 25th, '08, 04:09 PM
How can that be? It takes no time at all on the Boards to be blasted with the fact that STR is hideously overpowered and underpriced.

Congrats, Corven Ren - you must have the only pool of players, existing and prospective, in the entire world that includes no one trying to take advantage of blindingly underpriced constructs!

Or am I spending too much time on the 6e Boards?


That or the two characters we lost were bricks...

It's not like we are completely deprived of high strength characters. Valeria is a stretching brick (60 STR, 30 PD/ED with 50% Dam reduction). Spider-Lad is a pseudo brick since he has the resistance of a brick but the SPD, and DCV of a martial artist (plus martial arts).
Wildcard is a pseduo brick at 40 STR, 30sish def but is centered more around Gambit's powers than Rogue's (or really Ms Marvel's since he doesn't appear to have inherited Rogue's absorbing powers)
Victor is almost a brick with 40 STR and 30s defence but his low (for the group's power level) Stun and concentration on his EB's makes less of a brick..

Really the only character currently on the roster who isn't brick-like is Moon Knight. But all of us pseudo bricks are focused more on our non-brick aspects than our brick aspects. Which is why we are thinking a pure brick might be a good idea. But really, as a player in the game, I'm more interested in good quality characters than what power set is brought to the table, and whether the concept and personality fits in well with the team. Also a player who is good at role playing, will be active and won't leave would be another selling point :)

We are after all the Justice Squadron, so we really should be looking for the best of the best, or at the very least characters who are on the cusp of becoming the elite. So i'm sure Victor is looking for experienced, proven heroes who will mesh well with the current team, preferably bringing something to the table that we don't have (which really, considering our wide range of skills and powers is going to be hard).

Nechevo
Aug 25th, '08, 04:42 PM
Well, if you think we need a brick...

I'm not stuck on the being the son of Cpt Atom, although I think I've built what could be a fun character. However, I've tweaked him somewhat to make him tougher. I've actually been trying to keep the cheese down.

Changes include upping his strength and Con, and giving him an Absorb option to make him even stronger and tougher. In addition, his Damage Reduction has been raised both for PD and ED to 75% resistant.

I'm willing to take suggestions on construction here. Keep in mind 1) I'm still trying to get a feel for the boundaries, 2) I've never purposely built a brick before and 3) trying to stay with the concept without going over the top in cheese.

I'd be happy to take a shot at building a son of Colossus.

At the risk of stepping on the GM's toes...

75% Dam Reduction seems like overkill to me. Granted i'm not that experienced with Damage Reduction since my main group rarely uses them (15 years ago the GMs more or less brow beat us to not use them because it made figuring out balancing harder than it was worth) but from what i've seen even 25% really makes a character with good defenses hard to put down. I'm thinking a character with 30 PD/ED and 50% Dam Res. is the equivalent of a character with 50 PD/ED. With 75% Reduction... I'm not sure what that scales up to 70 PD/ED? Add the high REC to that and the guy will be nearly impossible to put down.

I'm also a bit concerned about the whole takes half of his body and goes nuclear thing.. Considering who we are up against, getting down to half our body on a regular basis isn't entirely out of the question.

Outside of that I like what I see... Although I think I preferred the First draft better (maybe take the first draft and make that one 45 STR, keep the variable FX EB since that's a nice touch...) Tough call since draft 1 is more of a pseudo brick than a true brick..

But then again since so many of us are pseudo bricks perhaps Valeria is enough of a brick anyways if one of the new PCs can soak a lot of damage.

Bit of a fair warning though compared to Valeria and Victor (and to a lesser extent Spider-Lad) Quantum is at best an amateur scientist. So if being a scientist is your character hook...

Beast
Aug 25th, '08, 06:37 PM
if you are playing in a 75 active pt game
you include the pts in damage reduction with armor so you don't get the 30 ed and 50% damage reduction
you go more like this
75% damage reduction resistant cost 60 pts
10 armor cost 15 pts
would not worry about pd from strength unless it gets over 10 pts



At the risk of stepping on the GM's toes...

75% Dam Reduction seems like overkill to me. Granted i'm not that experienced with Damage Reduction since my main group rarely uses them (15 years ago the GMs more or less brow beat us to not use them because it made figuring out balancing harder than it was worth) but from what i've seen even 25% really makes a character with good defenses hard to put down. I'm thinking a character with 30 PD/ED and 50% Dam Res. is the equivalent of a character with 50 PD/ED. With 75% Reduction... I'm not sure what that scales up to 70 PD/ED? Add the high REC to that and the guy will be nearly impossible to put down.

I'm also a bit concerned about the whole takes half of his body and goes nuclear thing.. Considering who we are up against, getting down to half our body on a regular basis isn't entirely out of the question.

Outside of that I like what I see... Although I think I preferred the First draft better (maybe take the first draft and make that one 45 STR, keep the variable FX EB since that's a nice touch...) Tough call since draft 1 is more of a pseudo brick than a true brick..

But then again since so many of us are pseudo bricks perhaps Valeria is enough of a brick anyways if one of the new PCs can soak a lot of damage.

Bit of a fair warning though compared to Valeria and Victor (and to a lesser extent Spider-Lad) Quantum is at best an amateur scientist. So if being a scientist is your character hook...

DocSamson
Aug 26th, '08, 03:55 AM
if you are playing in a 75 active pt game
you include the pts in damage reduction with armor so you don't get the 30 ed and 50% damage reduction
you go more like this
75% damage reduction resistant cost 60 pts
10 armor cost 15 pts
would not worry about pd from strength unless it gets over 10 pts
I was going to comment on this as well but didn't wanna start another tangent. We do something similar to this in our game also. In our games (we also use a 75 AP cap), we only allow Defenses upto half the AP cap. For example, 37 PD/ 37 ED would be our max (though we don't count Resistance against the cap as KAs are not more expensive than nomal attacks but do equivalent damage). As 75% Damage Reduction is over 37 APs, we would not allow it. This also applies to Power Defense, Mental Defense, ect. in our game.

Hugh Neilson
Aug 26th, '08, 05:40 AM
75% Dam Reduction seems like overkill to me. Granted i'm not that experienced with Damage Reduction since my main group rarely uses them (15 years ago the GMs more or less brow beat us to not use them because it made figuring out balancing harder than it was worth) but from what i've seen even 25% really makes a character with good defenses hard to put down. I'm thinking a character with 30 PD/ED and 50% Dam Res. is the equivalent of a character with 50 PD/ED. With 75% Reduction... I'm not sure what that scales up to 70 PD/ED? Add the high REC to that and the guy will be nearly impossible to put down.

Damage Reduction actually becomes less beneficial the higher your defenses are. Consider a 12 DC average, range 10 DC - 15 DC, really powerful master villains with 18 DC game, for illustration:

Assume I have 30 PD/30 ED. A 10 DC attack gets 5 STUN through. 12 DC gets 12 STUN. 15 DC manages 22.5 STUN, while 18 DC gets 33 STUN through.

I buy 25% damage reduction, and that falls to 3.75, 9, 16.875 or 24.75. Buying +10 PD, +10 ED, resistant would reduce my damage by more at all levels, and significantly more at most levels, for the same 30 points.

I buy 50% and my damage falls to 2.5, 6, 11.25, 16.5. 20/20 Armor at the same cost is again much more effective for the same points.

I buy 75% and my damage falls to 1.25, 3, 5.625, 8.25. 40/40 Armor at the same cost means I never take any damage.

Damage Reduction effectively reduces the value of your defenses, since less damage that gets past defenses has an impact anyway. It would be much more useful to have 10 PD/ED and 50% damage reduction. That would materially reduce the damage taken from typical attacks. That saves me 12.5 STUN from a 10 DC attack, 16 from 12 DC, 21.25 from 15 DC and 26.5 from an 18 DC attack. But only at the highest levels of damage is it superior to +20/+20 Armor.

This is yet another area where AP comparison falls flat on its face. If you want to compare defenses to defenses + dam red, compare average damage that gets through. That's much more meaningful than AP.

Marcus
Aug 26th, '08, 06:03 AM
Or, another way to look at it, Damage Reduction lowers the value of your defenses.

If we assume I've already bought 50% DR, then it takes 2PD to prevent 1 point of damage actually getting through to my stun. If I've already bought 75% DR, then it takes 4PD to prevent the loss of one more stun.

In these parts, DR has always been popular with the mid defense, mid-con crowd, because its so useful for mitigating that one magical, high-rolled hit (Stun lotto, or just a good roll on an EV). DR can be a great way to survive the One Big Hit (tm) that so often KOs anything but a brick.

Bricks, OTOH, hereabouts, tend to just buy all the PD and ED the GM considers appropriate, rather than watering that PD and ED down with DR. Theyve got the massive con and stun reservse to shake off a single heavy hit, and get hit alot more, so dont want to face 'bleed through' constantly.

Corven_Ren
Aug 26th, '08, 10:14 AM
Actually Nechevo is right 75% DR is a little extreme unless that would be your nly form of defense. I forgot Valeria str went up to 60 so I gues Nechevo is right is that practiaclly everyone is a demi-brick. I like the Quantum write up so keep him in the equation.

Corven_Ren
Aug 26th, '08, 08:14 PM
On a suggestion from one of my players, I have decided that they will pick the replacement characters.

Submissions so far.

Dr. Strange II- Son of Dr. Strange & Clea.
Silk Detective- artifically created being made from the DNA of Forge & Magik
Quantum- Son of Captain Atom.
Wrath- mutant, infused at brith with the DNA of Binary & Blob.

Short Shot
Aug 27th, '08, 11:41 AM
Nathanial Allen Cobert (Quantum)
Player:
Val Char Cost
15/50 STR 5
23 DEX 39
10/30 CON 0
12/18 BODY 4
18 INT 8
18 EGO 16
10 PRE 0
15 COM 3

3/40 PD 0
2/36 ED 0
5 SPD 17
5/25 REC 0
20/60 END 0
25/59 STUN 0

6" RUN 0
2" SWIM 0
3"/10" LEAP 0
Characteristics Cost: 92

Cost Power END
Metal Skin, all slots Extra Time (Delayed Phase, Only to Activate, -1/4)
45 1) Metal Skin I: Armor (0 PD/30 ED), Hardened (+1/4) (56 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 0
45 2) metal skin IV: Armor (30 PD/0 ED), Hardened (+1/4) (56 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 0
24 3) Metal Skin II: Energy Damage Reduction, Resistant, 50% (30 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 0
24 4) Metal Skin III: Physical Damage Reduction, Resistant, 50% (30 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 0

56 Atom Flight: Multipower, 56-point reserve
6u 1) Combat mode: Flight 20", Position Shift, Usable [As Second Mode Of Movement] (+1/4) (56 Active Points) 6
4u 2) Flight 10", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (40 Active Points) 4

1 Mental Defense (5 points total) 0
75 Energy Control: Multipower, 75-point reserve
5u 1) Pull the power: Drain Energy based powers 5d6 (50 Active Points) 5
7u 2) All forms of Energy: Energy Blast 12d6, Variable Special Effects (Limited Group of SFX; +1/4) (75 Active Points) 7
5u 3) Absorb: (Total: 50 Active Cost, 50 Real Cost) Absorption 5d6 (energy, Endurance) (Real Cost: 25) plus Absorption 5d6 (energy, Stun) (Real Cost: 25) 0
7u 4) Energy Blast 14d6 (70 Active Points) 7

18 Matter is Energy: Spatial Awareness (Unusual Group) (22 Active Points); Only In Heroic Identity (matter is energy; -1/4) 0
7 Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Minute (-1 1/2), Only In Heroic Identity (-1/4) 0

Atomic Effects, all slots Extra Time (Delayed Phase, Only to Activate, -1/4)
8 1) Power Defense (10 points) (10 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 0
16 2) Life Support (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) (20 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 0
10 3) +6 BODY (12 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4)
32 4) +20 CON (40 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4)
14 5) +9 REC (18 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4)
28 6) +35 STR (35 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 3

6 High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1) 0
Powers Cost: 443

Cost Skill
3 Paramedics 13-
3 Systems Operation 13-
2 KS: Justice Squardon Foes 11-
2 KS:International Law 11-
5 Language: French (idiomatic; literate)
2 TF: Science Fiction & Space Vehicles

3 Jack of All Trades
2 1) PS: Electronics (3 Active Points) 13-
2 2) PS: Mechanic (3 Active Points) 13-
2 3) PS: Zero-G Operations (3 Active Points) 13-
2 4) PS: electrician (3 Active Points) 13-

3 Navigation (Air, Space) 13-
3 SS: Optics 13- [Notes: The field of optics usually describes the behavior of visible, infrared, and ultraviolet light; however because light is an electromagnetic wave, similar phenomena occur in X-rays, microwaves, radio waves, and other forms of electromagnetic radiation and analogous phenomena occur with charged particle beams. Optics can largely be regarded as a sub-field of electromagnetism. Some optical phenomena depend on the quantum nature of light relating some areas of optics to quantum mechanics. In practice, the vast majority of optical phenomena can be accounted for using the electromagnetic description of light, as described by Maxwell's Equations.]
2 SS: Physics 11-

Combat Skills
6 1) +2 with any three maneuvers or a tight group of attacks
10 2) +2 with DCV
Skills Cost: 52

Cost Perk
5 Vehicles & Bases
3 Reputation (A large group) 14-, +1/+1d6
5 Fringe Benefit: International Police Powers
Perks Cost: 13

Total Character Cost: 600

Val Disadvantages
10 Psychological Limitation: code vs killing (Common, Moderate)
10 Psychological Limitation: Living up to his father (Common, Moderate)
5 Psychological Limitation: Gets wrapped up in solving scientific issues he can be oblvious to whats arround him. (Uncommon, Moderate)
15 Psychological Limitation: Protective on Innocence (Common, Strong)
15 Psychological Limitation: Avoids the Press (Very Common, Moderate)

15 Hunted: Justice Squadron, Rogues Gallery 11- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
5 Hunted: Military Intellegence 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Watching)
10 Hunted: French Government 8- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching)
15 Hunted: Father's old enemies 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

10 Social Limitation: Public ID (Occasionally, Major)
5 Social Limitation: Must follow Justice Squadron Rules (Occasionally, Minor)
10 Distinctive Features: Metalic Skin in Hero form (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Vulnerability: 2 x STUN Magic (Uncommon)
15 Dependent NPC: girl friend - Barbara Kincaid 11- (Normal) [Notes: Think Barbara Straisand's character from What's Up Doc: Brilliant, scattered, all kinds of strange knowledge, unlucky]


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

Drakkenkin
Aug 27th, '08, 12:06 PM
On a suggestion from one of my players, I have decided that they will pick the replacement characters.

I'm taking way to long to get this done. By the time I get done writing it the slots will be filled. So here is what I have. The character is done, but the back ground is in a VERY unfinished state. If I had more time I would make it flow a little better and flush out what would really be said. Anyway, I think it will have to do for now.

FYI - Yes I know I'm over on disads. Hope you don't mind Corven_Ren

-------------------------------------------------------

Zechariahs Jones
Player: Drakkenkin

Val Char Cost
80 STR 70
25 DEX 45
35 CON 50
20 BODY 20
15 INT 5
13 EGO 6
35 PRE 25
16 COM 3

35 PD 19
28 ED 21
6 SPD 25
23 REC 0
70 END 0
78 STUN 0

9" RUN 6
5" SWIM 3
20" LEAP 4
Characteristics Cost: 302

Cost Power END
Skin Like Titanium
31 1) Damage Resistance (30 PD/20 ED), Hardened (+1/4) (31 Active Points) 0
10 2) Hardened (+1/4) for up to 40 Active Points of Normal Characteristics PD and ED (10 Active Points) 1
8 3) LoW (-8) for Resistant Defenses 0
8 4) LoW (-8) for Normal Defense 0

16 Quick Healer: Healing 3 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Extra Time (Regeneration-Only) 1 Hour (3 Body per Hour; -2 1/4), Self Only (-1/2) 0
15 Just give me a sec': +15 REC (30 Active Points); Only when Charater takes a Full Phase recovery (-1)
20 Reduced Endurance (1/2 END; +1/4) for up to 80 Active Points of STR (20 Active Points) 0
1 LS (Safe in High Pressure) 0

47 Multipower, 70-point reserve, (70 Active Points); all slots Requires A Skill Roll (-1/2)
4u 1) Out of the Park: Double Knockback (+3/4) for up to 80 Active Points of Up to 80 strength (60 Active Points); Requires A Skill Roll (-1/2) 6
3u 2) AOE (up to 6" Radius; +1) for up to 56 Active Points of up to 56 strength, No knockback, only knock down (+0), Hole In The Middle (+1/4) (70 Active Points); No Range (-1/2), Requires A Skill Roll (-1/2), Gestures (-1/4), Only Affects Targets on the Ground (-1/4) 7
2u 3) Wrapem up: Entangle 5d6, 9 DEF (70 Active Points); IAF (Appropriate Material of Opportunity; -1/2), Extra Time (Full Phase, Maybe longer depending on material used; -1/2), DEF depends on Material used (-1/2), Requires A Skill Roll (-1/2) 7
3u 4) Sweeping Strike: AOE (up to One Hex; +1/2) for up to 80 Active Points of Up to 80 Str (40 Active Points); Requires A Skill Roll (-1/2) 4

Justice Squadron Package
6 1) Justice Squadron Radio: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1) 0

Powers Cost: 174

Cost Martial Arts Maneuver
3 Tackle: 1/2 Phase, +0 OCV, +0 DCV, +v/5; You Fall, Target Falls
5 Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6 +1 , Disable

Jailhouse Rock
4 1) Elbow Strike: 1/2 Phase, +0 OCV, +2 DCV, 18d6 Strike
4 2) Escape: 1/2 Phase, +0 OCV, +0 DCV, 95 STR vs. Grabs
5 3) Knee Strike: 1/2 Phase, -2 OCV, +1 DCV, 20d6 Strike
3 4) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 16d6 Strike; Target Falls
Martial Arts Cost: 24

Cost Skill
10 +1 Overall
3 Sport 14-
15 +3 with HTH Combat
3 Analyze: Combat -Approprate level of force to use on a target 12- [Notes: I just want to knockem' out, not killem'.]
2 Breakfall 14- (3 Active Points); Only to reduce/avoid damage from falls and knock back (-1/2)
3 Concealment 12-
3 Deduction 12-
3 KS: Crime Activity (INT-based) 12-
3 KS: Jailhouse Rock fighting style (INT-based) 12-
5 Power: To be filled in later :: for STR tricks (DEX-based) 15-
3 Shadowing 12-
3 Stealth 14-
3 Streetwise 16-
2 Survival (Urban) 12-
3 Hoist 12-
3 Teamwork 14-

Justice Squadron Member
3 1) Paramedics 12-
3 2) KS: International Law (INT-based) 12-
3 3) Systems Operation 12-
1 4) TF: HoverJet

Everyman Skills
0 1) Acting 8-
0 2) CK: New York (INT-based) 8-
0 3) Climbing 8-
0 4) Concealment 8-
0 5) Conversation 8-
0 6) Deduction 8-
0 7) Language: English (idiomatic; literate)
0 8) Paramedics 8-
0 9) Persuasion 8-
0 10) PS: Private Eye (INT-based) 8-
0 11) Shadowing 8-
0 12) Stealth 8-
0 13) TF: Small Motorized Ground Vehicles
Skills Cost: 77

Cost Perk
6 Contact: Charles "Smarty" Pickering (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 8- [Notes: He’s my eyes and ears on the street. Smarty is hard to get hold of, but always worth the time to find him. Typically he finds me more then I find him.]
4 Contact: Yasunori Kishiro (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity, Good relationship with Contact) 8- [Notes: Contact in Asia, He is an inside contact to the Yakuza.]

Justice Squadron Package
1 1) Vehicles & Bases
3 2) Reputation: Justice Squadron Member (A large group) 14-, +1/+1d6
5 3) Fringe Benefit: International Police Powers

Perks Cost: 19

Cost Talent
5 Resistance (5 points), Not verse lie-detector tests (+0)
Talents Cost: 5

Total Character Cost: 601

Val Disadvantages
15 Pawn shop keeper and girl: 8- (Normal; Group DNPC: x2 DNPCs)
10 Distinctive Features: Scans as a mutant (Concealable; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses)
20 Hunted: Enemies of the Justice Squadron 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: Syndicate 8- (Mo Pow, NCI, Harshly Punish)
5 Money: Poor
15 Phys. Lim.: Heavy :: 400lb (All the Time, Slightly Impairing)
10 Phys. Lim.: Medical-Resistant Skin (Infrequently, Greatly Impairing)
10 Psych. Lim.: Code vs Killing (Common, Moderate)
15 Psych. Lim.: Friends are woth the effort: Will risk Life and lim to save friends (Common, Strong)
15 Psych. Lim.: Works off Instinct - dose not always work out a plan (Common, Strong)
10 Psych. Lim.: Will protect innocent bystanders (Common, Moderate)
5 Reputation: Will not kill, 8-
10 Reputation: Son of Cage - In the work for the money / Loose cannon, 11-
10 Vulnerability: 1 1/2 x Effect Mental Powers, generally (Common)
10 Vulnerability: 1 1/2 x STUN Ego Attacks (Common)

Justice Squadron Package
5 1) Social Limitation: Must Follow Justice Squadron Rules (Occasionally, Minor)

Disadvantage Points: 185
Base Points: 450
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0

Drakkenkin
Aug 27th, '08, 12:09 PM
Back Ground

---------------------------------------

I was raided my mother, Jessica Jones, in Canada. My dad, Luke Cage, couldn't come around much because the S.H.I.E.L.D. agents were always watching us trying to find him. When my Sister and I did get to see him it was always in some strange location and never for as long as I would have liked.

I didn't understand what was going on back then. I must have been to sheltered from what was going on in the would. Yea, se would tell me plenty of stories of what she knew of dads past and what they had done together. She would even try to explain what dad was trying to do for mutants everywhere. Didn't help much. They were just stories to me then, and I just wanted him with us.

Seconded year during high school it started to him me. I was starting to change. I was always stronger then the kids my age, but the difference was becoming freakish. It was fun at first, but one day I smashed in to the ball carrier. I didn’t think it was that hard but he went flying off the field and onto the track. He lived but had to be in traction for a long time. Kids avoided me after that; even most of my friends. I would see them whispering and all, but I didn’t have to put up with it long. The school ended up kicking me out. Mom said it as crap. She tried to fight it, but lost in the end. After all that, she decided to home school me. I think it was for the best. I was able to spend more time with her and I learned a little about being a detective.

So, as time went on, I learned more about what made mom and dad tick. It took me ages get a grip on it. In fact it wasn't till the last time I saw my dad that I truly started to see the big picture. He told me of the past crimes that had been done against weaker people or people that were just different. He didn't want that to happen again, and with the help of the Avenger, they would put and end to it.

A long time past without word form him. I was learning more and more about being a detective, but I keep thing about dad. I wanted to know if he was okay. I wanted to know how the fight was going. Most of all I just wanted to know my dad. Sitting around wasn’t getting me any were, and they say you learn by doing, so I told my mom I was going to move to New York

There were many long nights of talks and some of fights. She really didn’t want me to go. In the end she said that as long as I keep in contact with her she would be okay with it.

Man, things were tough down there. I tried to spend more time in the ghetto then any were else. I wanted to see some neighborhoods where dad started his Hero for Hire business. I saw crimes going on every day. None of them all that big during the day, but at night I could hear it was a different story. Gun shoots, sirens, something always going on.

I keep to my self as I walked along. I didn’t want to get anybody hurt and most of all I just wanted to stay out of trouble. Not one of my most noble of times, but it’s the truth. I started that all of the people down here were all the same, nothing good about the lot of them. I was planning on moving back up with my mom, but fortunately I didn’t. I had the chance to help some people out.

You see, I was going into a pawnshop one evening looking for some DVDs. Everything seemed to be just another day until some gang tugs came in. They started to harass the girl working the counter.

The boss came over, tried to smooth things over
Tugs wouldn’t let her alone
Boss man told’em to leave
They would not
He threatened to call the cops
They didn’t like the threat so, to teach him a lesson, they stabbed him. One started for the money the other was trying to drag the girl out.

I wouldn’t take it any more
They told me to mind my own business.
I didn’t
I took them down
Shop keeper and girl thankfully
Get a job at pawn store
Word got around
I started to do more jobs for people, mostly free
Take on the name avenger
Some lawyer got up set, said the name was already taken
Changed name to Arbiter, but most people still call me ____(original name)___
Got in the news a few times
Offered spot on the team
Took the offer because___________
Still take time out to help the small guy on the street

And that’s were I am now

Zechariahs

-----------------------------------------
End

wanted to submit a projectionist too, but I'll have to save that for another day.

Drakkenkin
Aug 27th, '08, 12:15 PM
Should have the .hdc file attached

Corven_Ren
Aug 27th, '08, 06:31 PM
I like the idea of Cage's child. Just a couple of things though. Shield is replaced by Until in the campaign world. Also why would Until/Shield be chasing down Luke Cage?

CoreBrute
Aug 27th, '08, 06:33 PM
Luke Cage was a criminal, once a drug dealer. In the eyes of SHIELD/UNTIL he is a small time super villain.

Or he may have done something to piss Until off in this universe I don't know.

Corven_Ren
Aug 27th, '08, 06:56 PM
Luke Cage was a criminal, once a drug dealer. In the eyes of SHIELD/UNTIL he is a small time super villain.

Or he may have done something to piss Until off in this universe I don't know.

I just would like for him to come up for some reason in the background. I didn't flesh Cage out in my timeline. Also one note the STR exceeds the starting point cap. 75 Max Active points please

Doc Shadow
Aug 28th, '08, 05:52 AM
I'm still fine tuning and working on his history but this is what I've got so far.


IRON MAN II Mk. VII Armor
Val Char Cost Roll Notes
15/50 STR 5 12- / 19- Lift 200.0kg/25.6tons; 3d6/10d6 [1/4]
14/23 DEX 12 12- / 14- OCV: 5/8/DCV: 5/8
13/25 CON 6 12- / 14-
12/15 BODY 4 11- / 12-
30 INT 20 15- PER Roll 18-
13 EGO 6 12- ECV: 4
20/25 PRE 10 13- / 14- PRE Attack: 4d6/5d6
18 COM 4 13-
3/30 PD 0 Total: 3/30 PD (0/20 rPD)
4/30 ED 1 Total: 4/30 ED (0/20 rED)
4/5 SPD 16 Phases: 3, 6, 9, 12/3, 5, 8, 10, 12
6/15 REC 0
26/50 END 0
25/52 STUN -2 Total Characteristic Cost: 84

Movement: Running: 16"/32"
Flight: 28"/112"
Leaping: 3"/6"
Swimming: 2"/4"

Cost Powers END
Characteristic Enhancers, all slots OIF (-1/2)
23 1) Muscle Amplification Circuits: +35 STR (35 Active Points); OIF (-1/2) 3
13 2) Reflex Enhancement Sub-system: +9 DEX (27 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
16 3) Thermo-Kinetic Absorbtion Sub-system: +12 CON (24 Active Points); OIF (-1/2)
4 4) Hard Shell: +3 BODY (6 Active Points); OIF (-1/2)
3 5) Impressive: +5 PRE (5 Active Points); OIF (-1/2)
3 6) Energy Shielding: +4 ED (4 Active Points); OIF (-1/2)
7 7) Cybernetic Linkage Sub-system: +1 SPD (10 Active Points); OIF (-1/2)

Defenses, all slots OIF (-1/2)
40 1) Adaman Alloy Mesh: Armor (20 PD/20 ED) (60 Active Points); OIF (-1/2)
3 2) Polarized Lenses: Sight Group Flash Defense (4 points) (4 Active Points); OIF (-1/2)
3 3) Sonic Filters: Hearing Group Flash Defense (4 points) (4 Active Points); OIF (-1/2)
3 4) Mk. III Refractory Coating: Mental Defense (8 points total) (5 Active Points); OIF (-1/2)
7 5) Mk. III Refractory Coating: Power Defense (10 points) (10 Active Points); OIF (-1/2)

40 Weapons Systems: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2)
4u 1) Mk VI Repulsors: Energy Blast 12d6 (60 Active Points); OIF (-1/2) 6
3u 2) Mk. I Plasma Lance: Energy Blast 8d6, Armor Piercing (+1/2) (60 Active Points); OIF (-1/2), Beam (-1/4) 6
2u 3) Mk. II Repulsor Point Defense System: Missile Deflection (Any Ranged Attack), Full Range (+1) (40 Active Points); OIF (-1/2), Costs Endurance (1 END per Missile deflected; -1/4) 4
2u 4) Mk. III Uni-Beam Chest Lamp: Sight Group Flash 3d6, Area Of Effect (7" Cone; +1 1/4) (34 Active Points); No Range (-1/2), OIF (-1/2) 3
4u 5) Mk. III Uni-Beam Chest Laser: Killing Attack - Ranged 2 1/2d6, Armor Piercing (+1/2) (60 Active Points); OIF (-1/2) 6
3u 6) Mk. III Uni-beam Neutron Beamer: Energy Blast 7d6, No Normal Defense (Resistant PD of less than 10; +1/2) (52 Active Points); OIF (-1/2) 5
4u 7) Mk III Uni-Beam Electron Beamer: Energy Blast 8d6, Affects Desolidified Any form of Desolidification (+1/2) (60 Active Points); OIF (-1/2) 6
3u 8) Mk. II Gauntlet Micro-Rockets: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); 2 clips of 6 Charges (-1/2), OIF (-1/2) [6]
2u 9) Mk. I Outer Shell Hardening Field: Force Field (20 PD/20 ED), Hardened (x2; +1/2) (60 Active Points); Limited Power Only hardens existing Armor, provides no extra defense (-2), OIF (-1/2), 4 Continuing Charges lasting 1 Minute each (-1/4) [4 cc]

3 Mk. II Repulsor Super-chargers: Energy Blast 3d6 (15 Active Points); Increased Endurance Cost (x10 END; -4), Linked (Mk VI Repulsors; Lesser Power can only be used when character uses greater Power at full value; -3/4) 10

35 Mobility Systems: Multipower, 53-point reserve, (53 Active Points); all slots OIF (-1/2)
3u 1) Mk. VIII Boot Jets - Standard Mode 72 kph / 288 kph: Flight 24", x4 Noncombat (53 Active Points); OIF (-1/2) 5
1u 2) Mk. VIII Boot Jets - Scramjet Mode 6,000 kph: Flight 4", MegaScale (1" = 1 km; +1/4) (10 Active Points); OIF (-1/2) 1
1u 3) Mk. IV Jet-Skates 51 kph /102 kph: Running +9" (17" total), Reduced Endurance (1/2 END; +1/4) (25 Active Points); OIF (-1/2) 1
2u 4) Aqua-jets 60 kph / 240 kph: Swimming 20" (x4 Noncombat) (25 Active Points); OIF (-1/2) 2
1u 5) Nuclear-Ion Thrusters: Faster-Than-Light Travel, Limited Power Only to 75% of light-speed (+0) (10 Active Points); OIF (-1/2)

Environmental Systems, all slots OIF (-1/2)
13 1) Life Support (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) (20 Active Points); OIF (-1/2)

23 Sensor Systems: Multipower, 35-point reserve, (35 Active Points); all slots OIF (-1/2)
1u 1) UV Lenses: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2)
1u 2) IR Lenses: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)
1u 3) Sonic Scanner: N-Ray Perception (Sight Group) (10 Active Points); OIF (-1/2)
2u 4) Radar System: Radar (Radio Group), Increased Arc Of Perception (360 Degrees), Increased Maximum Range (750"; +1/4), Ranged (+1/2) (35 Active Points); OIF (-1/2)
2u 5) MRI Scanner: Spatial Awareness (Unusual Group), Discriminatory, Analyze (32 Active Points); OIF (-1/2)
1u 6) Ultrasonic Perception (Hearing Group), Targeting (13 Active Points); OIF (-1/2)
1u 7) High Band Radio Transciever: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2)
1u 8) Filters/Enhancers: +3 PER with all Sense Groups (9 Active Points); OIF (-1/2)

Battle Computer System, all slots OIF (-1/2)
3 41) Database: KS: Metahumans (6 Active Points); OIF (-1/2) 13-
3 42) Database: KS: Viper (6 Active Points); OIF (-1/2) 13-
5 3) Combat Tracking/Analysis System: +1 with All Combat (8 Active Points); OIF (-1/2)
3 4) Laser Targeting System: +1 with Ranged Combat (5 Active Points); OIF (-1/2)

Generators, all slots OIF (-1/2)
28 1) Mark III Fusion-Electric Powercells: Endurance Reserve (120 END, 30 REC) (42 Active Points); OIF (-1/2)
5 2) Back-up Solar Cells: Endurance Reserve (45 END, 3 REC) (7 Active Points); OIF (-1/2)

Perks
3 Well-Connected
5 1) Harrison Villiers, Sr Legal Analyst at the SEC: Contact (Contact has access to major institutions, Contact has useful Skills or resources, Contact limited by identity, Good relationship with Contact) (6 Active Points) 13-
10 Many contacts within the Business World:
8 Several contacts within the Financial World:
15 Multi-Billionaire: Money: Filthy Rich
11 Fringe Benefit: CEO of a major business, International Police Powers
5 Hall of Justice & Hoverjet Donation: Custom Perk
3 Justice Squadron Member : Reputation (A large group) 14-, +1/+1d6

Skills
3 Linguist
1 1) Language: Arabic (fluent conversation) (2 Active Points)
1 2) Language: Cantonese (fluent conversation) (2 Active Points)
0 3) Language: English (idiomatic) (4 Active Points)
2 4) Language: French (completely fluent) (3 Active Points)
3 5) Language: German (idiomatic) (4 Active Points)
1 6) Language: Japanese (fluent conversation) (2 Active Points)
2 7) Language: Mandarin (completely fluent) (3 Active Points)
1 8) Language: Russian (fluent conversation) (2 Active Points)
3 Scholar
2 1) KS: Atlantian Technology (3 Active Points) 15-
1 2) KS: International Law (2 Active Points) 11-
1 3) KS: Justice Squadron Foes (2 Active Points) 11-
5 4) KS: Powered Armors (6 Active Points) 18-
3 Scientist
1 1) SS: Chemistry 11- (2 Active Points)
1 2) SS: Computronics 11- (2 Active Points)
3 3) SS: Electronics 16- (4 Active Points)
4 4) SS: Engineering 17- (5 Active Points)
2 5) SS: Mathematics 15- (3 Active Points)
1 6) SS: Metallurgy 11- (2 Active Points)
2 7) SS: Physics 15- (3 Active Points)
2 8) SS: Robotics 15- (3 Active Points)
2 9) SS: Subspace Physics 15- (3 Active Points)
10 Computer Programming (Artificial Intelligence, Computer Networks, Hacking and Computer Security, Mainframes and Supercomputers, Personal Computers) 15-
3 Electronics 15-
3 High Society 13- (14-)
3 Inventor 15-
3 Mechanics 15-
5 Navigation (Air, Land, Marine, Space) 15-
3 Oratory 13- (14-)
3 Paramedics 15-
1 Persuasion 8-
4 PS: Businessman 16-
4 +2 with INT based Skills
3 Systems Operation 15-
3 Tactics 15-
13 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Combat Aircraft, Equines, Helicopters, Large Planes, Small Motorized Boats, Small Planes, Small Wind-Powered Boats, Submarines, Two-Wheeled Motorized Ground Vehicles
8 WF: Common Melee Weapons, Early Firearms, Small Arms, Beam Weapons
9 Weaponsmith (Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Nuclear Weapons, Powered Armors) 15-

Total Powers & Skill Cost: 516
Total Cost: 600

450+ Disadvantages
5 Dependent NPC: Amanda Stark, Chairman of the Board Stark Enterprises: Aunt 14- (As powerful as the PC; Useful Noncombat Position or Skills)
5 Dependent NPC: George Stark, CEO - Stark Investments: younger brother 8- (Normal; Useful Noncombat Position or Skills)
10 Dependent NPC: Olivia Franklin, Executive Secretary and Girl Friday 11- (Normal; Useful Noncombat Position or Skills)
15 Dependent NPC: TJ Stark, President of Stark Entertainment: father 11- (Normal)
5 Distinctive Features: Press Coverage - face is widely known (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: VIPER 8- (As Pow, NCI, Harshly Punish)
15 Hunted: The Secret Empire 8- (As Pow, NCI, Harshly Punish)
10 Hunted: IRS 8- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching)
10 Hunted: The Press 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
15 Psychological Limitation: Honorable (Common, Strong)
15 Psychological Limitation: Will not kill except in extreme cases and as a last resort (Uncommon, Total)
10 Psychological Limitation: Feels he has to prove himself to his Aunt Amanda (Common, Moderate)
5 Rivalry: Professional, Sir Edmund Stark Bart. CEO - Stark-Dover LTD: cousin with a chip on his shoulder, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
15 Social Limitation: Secret Identity: Alexander Stark, President of Stark Enterprises (Frequently, Major)

Total Disadvantage Points: 150

Doc Shadow
Aug 28th, '08, 06:23 AM
Pic

Short Shot
Aug 28th, '08, 07:51 AM
More minor tweaking.

1) Upped the megascale flight
2) Gave him Analyze Energy and Tracking Energy Trails

Corven_Ren
Aug 28th, '08, 09:54 AM
I'm still fine tuning and working on his history but this is what I've got so far.


IRON MAN II Mk. VII Armor
Val Char Cost Roll Notes
15/50 STR 5 12- / 19- Lift 200.0kg/25.6tons; 3d6/10d6 [1/4]
14/23 DEX 12 12- / 14- OCV: 5/8/DCV: 5/8
13/25 CON 6 12- / 14-
12/15 BODY 4 11- / 12-
30 INT 20 15- PER Roll 18-
13 EGO 6 12- ECV: 4
20/25 PRE 10 13- / 14- PRE Attack: 4d6/5d6
18 COM 4 13-
3/30 PD 0 Total: 3/30 PD (0/20 rPD)
4/30 ED 1 Total: 4/30 ED (0/20 rED)
4/5 SPD 16 Phases: 3, 6, 9, 12/3, 5, 8, 10, 12
6/15 REC 0
26/50 END 0
25/52 STUN -2 Total Characteristic Cost: 84

Movement: Running: 16"/32"
Flight: 28"/112"
Leaping: 3"/6"
Swimming: 2"/4"

Cost Powers END
Characteristic Enhancers, all slots OIF (-1/2)
23 1) Muscle Amplification Circuits: +35 STR (35 Active Points); OIF (-1/2) 3
13 2) Reflex Enhancement Sub-system: +9 DEX (27 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
16 3) Thermo-Kinetic Absorbtion Sub-system: +12 CON (24 Active Points); OIF (-1/2)
4 4) Hard Shell: +3 BODY (6 Active Points); OIF (-1/2)
3 5) Impressive: +5 PRE (5 Active Points); OIF (-1/2)
3 6) Energy Shielding: +4 ED (4 Active Points); OIF (-1/2)
7 7) Cybernetic Linkage Sub-system: +1 SPD (10 Active Points); OIF (-1/2)

Defenses, all slots OIF (-1/2)
40 1) Adaman Alloy Mesh: Armor (20 PD/20 ED) (60 Active Points); OIF (-1/2)
3 2) Polarized Lenses: Sight Group Flash Defense (4 points) (4 Active Points); OIF (-1/2)
3 3) Sonic Filters: Hearing Group Flash Defense (4 points) (4 Active Points); OIF (-1/2)
3 4) Mk. III Refractory Coating: Mental Defense (8 points total) (5 Active Points); OIF (-1/2)
7 5) Mk. III Refractory Coating: Power Defense (10 points) (10 Active Points); OIF (-1/2)

40 Weapons Systems: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2)
4u 1) Mk VI Repulsors: Energy Blast 12d6 (60 Active Points); OIF (-1/2) 6
3u 2) Mk. I Plasma Lance: Energy Blast 8d6, Armor Piercing (+1/2) (60 Active Points); OIF (-1/2), Beam (-1/4) 6
2u 3) Mk. II Repulsor Point Defense System: Missile Deflection (Any Ranged Attack), Full Range (+1) (40 Active Points); OIF (-1/2), Costs Endurance (1 END per Missile deflected; -1/4) 4
2u 4) Mk. III Uni-Beam Chest Lamp: Sight Group Flash 3d6, Area Of Effect (7" Cone; +1 1/4) (34 Active Points); No Range (-1/2), OIF (-1/2) 3
4u 5) Mk. III Uni-Beam Chest Laser: Killing Attack - Ranged 2 1/2d6, Armor Piercing (+1/2) (60 Active Points); OIF (-1/2) 6
3u 6) Mk. III Uni-beam Neutron Beamer: Energy Blast 7d6, No Normal Defense (Resistant PD of less than 10; +1/2) (52 Active Points); OIF (-1/2) 5
4u 7) Mk III Uni-Beam Electron Beamer: Energy Blast 8d6, Affects Desolidified Any form of Desolidification (+1/2) (60 Active Points); OIF (-1/2) 6
3u 8) Mk. II Gauntlet Micro-Rockets: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); 2 clips of 6 Charges (-1/2), OIF (-1/2) [6]
2u 9) Mk. I Outer Shell Hardening Field: Force Field (20 PD/20 ED), Hardened (x2; +1/2) (60 Active Points); Limited Power Only hardens existing Armor, provides no extra defense (-2), OIF (-1/2), 4 Continuing Charges lasting 1 Minute each (-1/4) [4 cc]

3 Mk. II Repulsor Super-chargers: Energy Blast 3d6 (15 Active Points); Increased Endurance Cost (x10 END; -4), Linked (Mk VI Repulsors; Lesser Power can only be used when character uses greater Power at full value; -3/4) 10

35 Mobility Systems: Multipower, 53-point reserve, (53 Active Points); all slots OIF (-1/2)
3u 1) Mk. VIII Boot Jets - Standard Mode 72 kph / 288 kph: Flight 24", x4 Noncombat (53 Active Points); OIF (-1/2) 5
1u 2) Mk. VIII Boot Jets - Scramjet Mode 6,000 kph: Flight 4", MegaScale (1" = 1 km; +1/4) (10 Active Points); OIF (-1/2) 1
1u 3) Mk. IV Jet-Skates 51 kph /102 kph: Running +9" (17" total), Reduced Endurance (1/2 END; +1/4) (25 Active Points); OIF (-1/2) 1
2u 4) Aqua-jets 60 kph / 240 kph: Swimming 20" (x4 Noncombat) (25 Active Points); OIF (-1/2) 2
1u 5) Nuclear-Ion Thrusters: Faster-Than-Light Travel, Limited Power Only to 75% of light-speed (+0) (10 Active Points); OIF (-1/2)

Environmental Systems, all slots OIF (-1/2)
13 1) Life Support (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) (20 Active Points); OIF (-1/2)

23 Sensor Systems: Multipower, 35-point reserve, (35 Active Points); all slots OIF (-1/2)
1u 1) UV Lenses: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2)
1u 2) IR Lenses: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)
1u 3) Sonic Scanner: N-Ray Perception (Sight Group) (10 Active Points); OIF (-1/2)
2u 4) Radar System: Radar (Radio Group), Increased Arc Of Perception (360 Degrees), Increased Maximum Range (750"; +1/4), Ranged (+1/2) (35 Active Points); OIF (-1/2)
2u 5) MRI Scanner: Spatial Awareness (Unusual Group), Discriminatory, Analyze (32 Active Points); OIF (-1/2)
1u 6) Ultrasonic Perception (Hearing Group), Targeting (13 Active Points); OIF (-1/2)
1u 7) High Band Radio Transciever: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2)
1u 8) Filters/Enhancers: +3 PER with all Sense Groups (9 Active Points); OIF (-1/2)

Battle Computer System, all slots OIF (-1/2)
3 41) Database: KS: Metahumans (6 Active Points); OIF (-1/2) 13-
3 42) Database: KS: Viper (6 Active Points); OIF (-1/2) 13-
5 3) Combat Tracking/Analysis System: +1 with All Combat (8 Active Points); OIF (-1/2)
3 4) Laser Targeting System: +1 with Ranged Combat (5 Active Points); OIF (-1/2)

Generators, all slots OIF (-1/2)
28 1) Mark III Fusion-Electric Powercells: Endurance Reserve (120 END, 30 REC) (42 Active Points); OIF (-1/2)
5 2) Back-up Solar Cells: Endurance Reserve (45 END, 3 REC) (7 Active Points); OIF (-1/2)

Perks
3 Well-Connected
5 1) Harrison Villiers, Sr Legal Analyst at the SEC: Contact (Contact has access to major institutions, Contact has useful Skills or resources, Contact limited by identity, Good relationship with Contact) (6 Active Points) 13-
10 Many contacts within the Business World:
8 Several contacts within the Financial World:
15 Multi-Billionaire: Money: Filthy Rich
11 Fringe Benefit: CEO of a major business, International Police Powers
5 Hall of Justice & Hoverjet Donation: Custom Perk
3 Justice Squadron Member : Reputation (A large group) 14-, +1/+1d6

Skills
3 Linguist
1 1) Language: Arabic (fluent conversation) (2 Active Points)
1 2) Language: Cantonese (fluent conversation) (2 Active Points)
0 3) Language: English (idiomatic) (4 Active Points)
2 4) Language: French (completely fluent) (3 Active Points)
3 5) Language: German (idiomatic) (4 Active Points)
1 6) Language: Japanese (fluent conversation) (2 Active Points)
2 7) Language: Mandarin (completely fluent) (3 Active Points)
1 8) Language: Russian (fluent conversation) (2 Active Points)
3 Scholar
2 1) KS: Atlantian Technology (3 Active Points) 15-
1 2) KS: International Law (2 Active Points) 11-
1 3) KS: Justice Squadron Foes (2 Active Points) 11-
5 4) KS: Powered Armors (6 Active Points) 18-
3 Scientist
1 1) SS: Chemistry 11- (2 Active Points)
1 2) SS: Computronics 11- (2 Active Points)
3 3) SS: Electronics 16- (4 Active Points)
4 4) SS: Engineering 17- (5 Active Points)
2 5) SS: Mathematics 15- (3 Active Points)
1 6) SS: Metallurgy 11- (2 Active Points)
2 7) SS: Physics 15- (3 Active Points)
2 8) SS: Robotics 15- (3 Active Points)
2 9) SS: Subspace Physics 15- (3 Active Points)
10 Computer Programming (Artificial Intelligence, Computer Networks, Hacking and Computer Security, Mainframes and Supercomputers, Personal Computers) 15-
3 Electronics 15-
3 High Society 13- (14-)
3 Inventor 15-
3 Mechanics 15-
5 Navigation (Air, Land, Marine, Space) 15-
3 Oratory 13- (14-)
3 Paramedics 15-
1 Persuasion 8-
4 PS: Businessman 16-
4 +2 with INT based Skills
3 Systems Operation 15-
3 Tactics 15-
13 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Combat Aircraft, Equines, Helicopters, Large Planes, Small Motorized Boats, Small Planes, Small Wind-Powered Boats, Submarines, Two-Wheeled Motorized Ground Vehicles
8 WF: Common Melee Weapons, Early Firearms, Small Arms, Beam Weapons
9 Weaponsmith (Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Nuclear Weapons, Powered Armors) 15-

Total Powers & Skill Cost: 516
Total Cost: 600

450+ Disadvantages
5 Dependent NPC: Amanda Stark, Chairman of the Board Stark Enterprises: Aunt 14- (As powerful as the PC; Useful Noncombat Position or Skills)
5 Dependent NPC: George Stark, CEO - Stark Investments: younger brother 8- (Normal; Useful Noncombat Position or Skills)
10 Dependent NPC: Olivia Franklin, Executive Secretary and Girl Friday 11- (Normal; Useful Noncombat Position or Skills)
15 Dependent NPC: TJ Stark, President of Stark Entertainment: father 11- (Normal)
5 Distinctive Features: Press Coverage - face is widely known (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: VIPER 8- (As Pow, NCI, Harshly Punish)
15 Hunted: The Secret Empire 8- (As Pow, NCI, Harshly Punish)
10 Hunted: IRS 8- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching)
10 Hunted: The Press 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
15 Psychological Limitation: Honorable (Common, Strong)
15 Psychological Limitation: Will not kill except in extreme cases and as a last resort (Uncommon, Total)
10 Psychological Limitation: Feels he has to prove himself to his Aunt Amanda (Common, Moderate)
5 Rivalry: Professional, Sir Edmund Stark Bart. CEO - Stark-Dover LTD: cousin with a chip on his shoulder, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
15 Social Limitation: Secret Identity: Alexander Stark, President of Stark Enterprises (Frequently, Major)

Total Disadvantage Points: 150

Just a little info on this situation. Tony Stark died with no children. Amanda is the Chairman of the board of Stark Enterprises and her Daughter Aeryka is the Current President as well as being the new Iron Maiden. However if you want him to be Amanda's son that would be fine.

Hugh Neilson
Aug 28th, '08, 10:00 AM
Just a little info on this situation. Tony Stark died with no children. Amanda is the Chairman of the board of Stark Enterprises and her Daughter Aeryka is the Current President as well as being the new Iron Maiden. However if you want him to be Amanda's son that would be fine.

Tony was a drunk for so many years...how can one be sure he had no children?

Doc Shadow
Aug 28th, '08, 12:16 PM
Wait a minute now. In your history thread Aeryka is the grand-daughter of Alan Scott and the new Green Lantern, not the daughter of Amanda Stark and the new Iron Maiden. Which one is it?

And I figured that Tony died without kids, so I figured Alex as a grand-nephew, the son of Amanda's brother, TJ, who had no interest in Stark Enterprises but went on to become a movie producer - probably with the help of his inheiritance from 'Uncle Tony'. I assumed Amanda didn't have kids either, since her last name never changed.

Just let me know what's what and I can make changes.

Nechevo
Aug 28th, '08, 04:25 PM
I would like for the players who have submitted characters to post their character's hook.

What I mean by that is what is the hook, the thing, that makes you want to play your character? What aspects of the character really attract you to him/her? What's the hook that makes the character important to you?

For example, one of the hooks for my character is that he's Dr. Doom's son, with everything that entails. Victor was brought up as a noble, he's an aristocrat, a perfectionist that expects a lot of himself and those around him and is a bit arrogant. While at the same time he is trying to prove himself, and redeem the family name and to accomplish that he has to be the consummate hero.

Corven_Ren
Aug 28th, '08, 04:47 PM
Wait a minute now. In your history thread Aeryka is the grand-daughter of Alan Scott and the new Green Lantern, not the daughter of Amanda Stark and the new Iron Maiden. Which one is it?

And I figured that Tony died without kids, so I figured Alex as a grand-nephew, the son of Amanda's brother, TJ, who had no interest in Stark Enterprises but went on to become a movie producer - probably with the help of his inheiritance from 'Uncle Tony'. I assumed Amanda didn't have kids either, since her last name never changed.

Just let me know what's what and I can make changes.


One thing is that the campaign takes place 20 years after the time line ends. I have not flushed out those 20 years because of possible origins. Do to how I was working out one of the introductory story lines I game Amanda a daughter and named her Aeryka (a name I really like). After mulling over it we can work it as is though you will just be Aeryka's cousin.

Corven_Ren
Aug 28th, '08, 04:48 PM
I would like for the players who have submitted characters to post their character's hook.

What I mean by that is what is the hook, the thing, that makes you want to play your character? What aspects of the character really attract you to him/her? What's the hook that makes the character important to you?

For example, one of the hooks for my character is that he's Dr. Doom's son, with everything that entails. Victor was brought up as a noble, he's an aristocrat, a perfectionist that expects a lot of himself and those around him and is a bit arrogant. While at the same time he is trying to prove himself, and redeem the family name and to accomplish that he has to be the consummate hero.

Yes everyone please do this....while I am the GM I am letting the players pick the replacements. One they have decided, then I will talk to everyone about tweaking builds. Also your submissions are due no later than Labor Day.

Doc Shadow
Aug 28th, '08, 05:01 PM
One thing is that the campaign takes place 20 years after the time line ends. I have not flushed out those 20 years because of possible origins. Do to how I was working out one of the introductory story lines I game Amanda a daughter and named her Aeryka (a name I really like). After mulling over it we can work it as is though you will just be Aeryka's cousin.


That would make Amanda in her 60s at least. :nonp:

No wonder Aeryka is Iron Maiden. I'll go to work and see what I can come up with. BTW how long has Aeryka been Iron Maiden and about how old is she? I'm wondering whether they should have a mentor/student relationship or a rivalry.

Beast
Aug 28th, '08, 05:10 PM
since both of mine are constructs by Dr Destroyer both are wanting to avoid him and see strength in numbers

Corven_Ren
Aug 28th, '08, 05:31 PM
That would make Amanda in her 60s at least. :nonp:

No wonder Aeryka is Iron Maiden. I'll go to work and see what I can come up with. BTW how long has Aeryka been Iron Maiden and about how old is she? I'm wondering whether they should have a mentor/student relationship or a rivalry.

Aeryka is only 18 years old and has been operating as Iron Maiden since she was 16.

Doc Shadow
Aug 28th, '08, 05:54 PM
Definately a rivalry then. This gonna get interesting.

And if I understand correctly the campaign takes place in 2028, right?

Corven_Ren
Aug 28th, '08, 06:40 PM
Definately a rivalry then. This gonna get interesting.

And if I understand correctly the campaign takes place in 2028, right?

Yes and if you are chosen there could be a slight rival with another Squad member as we already have one powered armor character.

Short Shot
Aug 28th, '08, 08:19 PM
I would like for the players who have submitted characters to post their character's hook.

What I mean by that is what is the hook, the thing, that makes you want to play your character? What aspects of the character really attract you to him/her? What's the hook that makes the character important to you?

For example, one of the hooks for my character is that he's Dr. Doom's son, with everything that entails. Victor was brought up as a noble, he's an aristocrat, a perfectionist that expects a lot of himself and those around him and is a bit arrogant. While at the same time he is trying to prove himself, and redeem the family name and to accomplish that he has to be the consummate hero.

Growing up, Nate just knew his dad was "an American officer". He learns to deal with not really knowing who his dad was. Then he finds out his dad was Captain Atom! How the heck do you live up to that?! Eventually, he figures out he can't, and so he settles in to living within his limitations. He isn't a slouch. He might not be a world class scientist, but he's competent, and good at this job. Not only that but he isn't one of those guys who can expound on the structure of the universe but can't fix a flat on his car. He is solidly grounded in the real world, too. Not only can he fix a flat, he could rebuild the car from the ground up, and fix the radio while doing it, too. He can take the theoretical stuff and make it practical.

Now BANG! He does have powers on par with his father. Just how WILL he compare to his father, now that he has the same abilities? And yeah, he's no slouch in the science department. Optics is not for the weak of heart. But now he's being brought into the world at the level of Banner, von Doom and Richards? Or trying to assist Moon Knight in following clues?

To mangle a metaphor, he is going to feel like he's going from being a decent sized fish in a small sea to being a somewhat larger fish in a lake populated by whales.

The flip side of it, though, is he's was scientist who studied energy and was involved in the space program. Now he can shoot energy out of his fingers and make to high orbit on his own in less time than it takes most people go pour a cup of coffee from the pot. How cool is THAT?

Corven_Ren
Aug 31st, '08, 05:58 PM
Ok people just a little over 24 hours til submissions are final. Here's what I have got so far.

Dr. Strange II- Son of Dr. Strange & Clea.
Silk Detective- artifically created being made from the DNA of Forge & Magik
Quantum- Son of Captain Atom.
Wrath- mutant, infused at brith with the DNA of Binary & Blob.
Zacherias Jones- son of Luke Cage
Iron Man II- great-nephew of Tony Stark.

Doc Shadow
Sep 1st, '08, 05:25 AM
I think I'm going to pull Iron Man II out of the running. My original concept of the character has been pretty much torpedoed and I've been having a tough time shoe-horning him into a new one. It would have helped if I'd had the whole story going in.

Nechevo
Sep 1st, '08, 04:01 PM
And a reminder to post your character's hook. So far the only character hooks that have been posted are Quantum's and Silk Detective and Wrath's.

CoreBrute
Sep 2nd, '08, 12:12 AM
What is a character hook?

Drakkenkin
Sep 2nd, '08, 08:29 AM
What is a character hook?


I would like for the players who have submitted characters to post their character's hook.

What I mean by that is what is the hook, the thing, that makes you want to play your character? What aspects of the character really attract you to him/her? What's the hook that makes the character important to you?

I normally use the term character hook to mean ways the character can get.

I think they want to make sure you're joining the group because you want to play your character appose to playing a character because you want to play in a game.

For instance, I like the fact that Zacherias comes from the family history he has. It's interesting. Nether Jessica Jones nor Luke Cage had it easy in the beginning and I think that would affect their parenting and advice on going and becoming a “tights wearing hero”. I'm looking forward to a character that see what there parents were able to do and then trying to improve on it with the high ideals that younger heroes some times seem to have. I see Zacherias being "fresh off the streets" going at the big times for the first time and that intrigues me.

Hope this is what you were looking for.

Corven_Ren
Sep 2nd, '08, 10:54 AM
Ok I want to thank everyone for their interest. Submissions are officially closed. My players will debate and once they have made a decision I will announce the new characters here.

aylwin13
Sep 2nd, '08, 11:34 AM
Would it be possible to post Dr. Strange II, so that we can consider the write-up?

Thanks.

Nechevo
Sep 2nd, '08, 03:20 PM
For instance, I like the fact that Zacherias comes from the family history he has. It's interesting. Nether Jessica Jones nor Luke Cage had it easy in the beginning and I think that would affect their parenting and advice on going and becoming a “tights wearing hero”. I'm looking forward to a character that see what there parents were able to do and then trying to improve on it with the high ideals that younger heroes some times seem to have. I see Zacherias being "fresh off the streets" going at the big times for the first time and that intrigues me.

Hope this is what you were looking for.

Yes, that's what i'm looking for. The element(s) of the character that makes you want to play him. I find that it helps me get a better handle on the character if I know what attracts the player to the character. It can help me pick up on the little things that make the character interesting that I may not have picked up on just from the character sheet/background. It also makes it easier for me to make suggestions on changes to the character (so that I don't suggest changes that take away from the hook, or so that i think of changes that could improve on the hook).

It also helps see how well the character will fit in the group (extreme example for illustrative purposes: if someone's hook was "I like that he's a borderline psycho and I want to play a character that crosses the line of hero/villain." then he's not going to fit with the Justice Squadron. ) and whether the player will enjoy himself in the game. (ie. if the character hook is being the team's only scientist, the player probably won't enjoy the game since there's already two characters that fulfill that role especially if stats wise the new character doesn't come close to the level of knowledge as Victor and Valeria. )

Corven_Ren
Sep 2nd, '08, 04:34 PM
Here is the write-up for Doc Strange II that he sent me. I accidently erased the Sanctum Snactorium file.

Dr Strange II
Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 [1]
20 DEX 30 13- OCV: 7/DCV: 7
18 CON 16 13-
10 BODY 0 11-
21 INT 11 13- PER Roll 13-
10 EGO 0 11- ECV: 3
10 PRE 0 11- PRE Attack: 2d6
14 COM 2 12-

12/26 PD 9 Total: 12/26 PD (0/14 rPD)
12/26 ED 8 Total: 12/26 ED (0/14 rED)
5 SPD 20 Phases: 3, 5, 8, 10, 12
8 REC 2
40 END 2
30 STUN 3 Total Characteristic Cost: 108

Movement: Running: 6"/12"
Leaping: 3"/6"
Swimming: 2"/4"
Teleportation: 30"/60"

Cost Powers END
3 Mage sense: Detect Magic A Single Thing 13- (Unusual Group)
30 Shield of Khysril: Force Field (10 PD/10 ED), Reduced Endurance (0 END; +1/2) (30 Active Points)
6 Justice Squaderon communicator: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1)
12 Suit of the Journeyman: Armor (4 PD/4 ED)
16 The Eye of Agamotto: Endurance Reserve (60 END, 10 REC) (16 Active Points)
32 Cloak of Shadow Step: Teleportation 30", x2 Increased Mass (65 Active Points); OAF (-1) 6
10 Father's fortune: Luck 2d6
75 Sorcer's training: Multipower, 75-point reserve
7u 1) Bolts of Bedevilment: Energy Blast 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points) 3
7u 2) Hypnosis: Mind Control 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points) 3
7u 3) Slumber: Ego Attack 6d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points) 3
5u 4) Chains of Krakken: Entangle 3d6, 3 DEF, Takes No Damage From Physical Attacks Physical attacks (+1/4), Personal Immunity (+1/4), Area Of Effect (One Hex; +1/2), Selective (+1/4) (67 Active Points); Cannot Form Barriers (-1/4) 7
6u 5) The Sorcerer's sphere: Absorption 7d6 (energy, END), Absorption As A Defense (x2) (70 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4)
7u 6) The Vapours of Valtour: Sight, Hearing and Smell/Taste Groups Flash 10d6, Personal Immunity (+1/4) (75 Active Points) 7
70 Sorcerer's Spells: Variable Power Pool (Magic Pool), 50 base + 20 control cost, (75 Active Points); all slots Only Magic (-1/4)
4 Atemi strike -1 +1 2d6 NND
4 Martial Block +2 +2 Block, Abort
4 Martial Disarm -1 +1 Disarm; 25 STR to Disarm
4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort
3 Legsweep +2 -1 4d6 Strike, Target Falls
4 Knife hand strike -2 +0 HKA 1d6 +1
4 Punch/Snap kick +0 +2 5d6 Strike
5 Side/spin kick -2 +1 7d6 Strike
2 Weapon Element: Karate Weapons, Staffs

Perks
45 Sanctum Sanctorium: Vehicles & Bases
5 Hall of Justice and Hovercraft donation: Vehicles & Bases
5 Fringe Benefit: International Police Powers
3 Member of the Justice Squaderon: Reputation (A large group) 14-, +1/+1d6
10 Money: Wealthy
20 Wong Hamir (manservent): Follower

Talents
4 Speed Reading (x10)
15 Skill Master (+3 with all Skills based on INT)

Skills
6 +2 with Magic
3 Paramedics 13-
3 Acrobatics 13-
3 Breakfall 13-
2 WF: Common Martial Arts Melee Weapons, Unarmed Combat
3 Stealth 13-
3 Scholar
2 1) KS Alchemy (3 Active Points) 13-
2 2) KS Arcane and Occult lore (3 Active Points) 13-
2 3) KS Atlantean Civilisation (3 Active Points) 13-
2 4) KS Celtic Civilisation (3 Active Points) 13-
2 5) KS Celtic Civilisation (3 Active Points) 13-
2 6) KS Demonology (3 Active Points) 13-
2 7) KS Herbilism (3 Active Points) 13-
2 8) KS International law (3 Active Points) 13-
1 9) KS Martial Arts (2 Active Points) 11-
2 10) KS Other Dimensions (3 Active Points) 13-
4 11) KS The Mystic World (5 Active Points) 15-
1 12) KS The Superhuman World (2 Active Points) 11-
1 13) KS Witchcraft (2 Active Points) 11-
1 TF: Grav Vehicles/Hovercraft
3 Systems Operation 13-
3 Linguist
1 1) Latin (English is native): Language (fluent conversation) (2 Active Points)
1 2) Language: Ancient Atlantean (fluent conversation) (2 Active Points)
1 3) Language: Hebrew (fluent conversation) (2 Active Points)

Total Powers & Skill Cost: 492
Total Cost: 600

450+ Disadvantages
10 Distinctive Features Mystic Aura: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15 Dependent NPC: Sara Allen (love intrest) 8- (Normal; Unaware of character's adventuring career/Secret ID)
5 Social Limitation Must follow Justice squadron's rules: (Occasionally, Minor)
20 Hunted by Dormammu: 11- (Mo Pow, Harshly Punish)
20 Psychological Limitation: Must live up to his father's reputation: (Very Common, Strong)
15 Hunted Duke Mordu: 11- (As Pow, Harshly Punish)
15 Social Limitation : Secret id: Kent Strange (Frequently, Major)
15 Hunted Dr Fate (mentor): 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
20 Psychological Limitation: Code vs Killing: (Common, Total)
15 Experience Points

Total Disadvantage Points: 135

CoreBrute
Sep 3rd, '08, 09:14 AM
Hey, I'm CoreBrute, the guy who made Dr Strange II (I think somethings got messed up in the hdc file though).

Here is reasons I would like playing him.

1st. His father was killed during the Inferno event, and now he has had to work in his father's shadow. He has had the training and watching of Dr Fate, his god father but now he has the chance to prove himself with real heroes.

2nd. He is a great asset to the team because of his knowledge of matters the others don't understand, namely magic. His knowledge of lost civilisations doesn't go amis.

3rd. His general flexibilty. With his VPP he is quite capable to take on any role in the party, or adapt for any situation or enemy.

I will be sending the corrected version of the character sheet to the GM, as well as posting the sanctum sanatorium up here.

CoreBrute
Sep 3rd, '08, 09:41 AM
The Sanctum Sanctorium
Val Char Base Points Total Roll Notes 9 BODY 2 8 10 11-



3 size
5 Def

powers:
Shroud of secrets: Invisibility to Sight and Mystic Groups, Radar, Spatial Awareness and Mind Scan

Door to The Study: Extra-Dimensional Movement (Single Dimension), x2 Increased Weight (25 Active Points); OIF Immobile (-1 1/2)

Protection wards: Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)

All seeing eyes: Clairsentience (Hearing, Mystic And Sight Groups And Spatial Awareness), Single Dimension (55 Active Points); OAF Immobile (-2), Fixed Perception Point (-1)

Force Field (20 PD/20 ED/20 Mental Defense) (Protect Carried Items) (70 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Visible (-1/4), Crew-Served (2 people; -1/4)

total powers cost: 113

skills:
21 Concealment 18-
13 Disguise 14-
25 Security Systems 20-
25The Library from Babylon: +5 with Knowledge skills

perks:
5 Location: Suburb

talent:
30 Universal Translator 11-, Usable Simultaneously (up to 2 people at once; +1/2) (30 Active Points)

disadvantages:

10 Hunted Duke Mordu: 8- (As Pow, Harshly Punish)
20 Dependent NPC: Dr Strange II and Wong Hamir 14- (Slightly Less Powerful than the PC; Group DNPC: x2 DNPCs)

I think this is it.

Short Shot
Sep 4th, '08, 02:42 PM
More tweaking here. Among other things, I've swapped out a couple of the disads, upped his dex and gotten rid of his combat skill levels, upped his int a bit and freed up some points.

Part of the issue with him is he is new to his form. He would not have been a practicing super hero and so isn't going to have some of the skills you'd one might normally have. My plan there is to hold out those points until after at least one adventure and apply them as Lesson's Learned.


Nathanial Allen Cobert Player:
Val Char Cost
15/50 STR 5
30 DEX 60
10/26 CON 0
12/18 BODY 4
23 INT 13
18 EGO 16
10 PRE 0
10 COM 0

3/38 PD 0
2/33 ED 0
5 SPD 10
5/29 REC 0
20/52 END 0
25/57 STUN 0

6" RUN 0
2" SWIM 0
3"/10" LEAP 0
Characteristics Cost: 108
Cost Power END
Metal Skin, all slots Extra Time (Delayed Phase, Only to Activate, -1/4)
42 1) Metal Skin I: Armor (0 PD/28 ED), Hardened (+1/4) (52 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 0
42 2) metal skin II: Armor (28 PD/0 ED), Hardened (+1/4) (52 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 0
24 3) Metal Skin III: Energy Damage Reduction, Resistant, 50% (30 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 0
24 4) Metal Skin IV: Physical Damage Reduction, Resistant, 50% (30 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 0

50 Atom Flight: Multipower, 50-point reserve
5u 1) Combat mode: Flight 20", Usable [As Second Mode Of Movement] (+1/4) (50 Active Points) 5
3u 2) Flight 8", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (32 Active Points) 3

75 Energy Control: Multipower, 75-point reserve
7u 1) All forms of Energy: Energy Blast 12d6, Variable Special Effects (Limited Group of SFX; +1/4) (75 Active Points) 7
7u 2) Absorption 15d6 (energy, End/Stun) (75 Active Points) 0
7u 3) Energy Blast 15d6 (75 Active Points) 7

22 Spatial Awareness (Unusual Group), Discriminatory (27 Active Points); Only In Heroic Identity (matter is energy; -1/4) 0
5 Healing 1 BODY, Reduced Endurance (0 END; +1/2) (15 Active Points); Extra Time (Regeneration-Only) 5 Minutes (-1 3/4), Only In Heroic Identity (-1/4) 0
1 Mental Defense (5 points total) 0

Atomic Effects, all slots Extra Time (Delayed Phase, Only to Activate, -1/4)
16 1) Life Support (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) (20 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 0
10 2) +6 BODY (12 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4)
26 3) +16 CON (32 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4)
22 4) +14 REC (28 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4)
28 5) +35 STR (35 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4) 3

6 High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1) 0
Powers Cost: 422
Cost Skill
3 Paramedics 14-
3 Systems Operation 14-
2 KS: Justice Squardon Foes 11-
2 KS:International Law 11-
5 Language: French (idiomatic; literate)
2 TF: Science Fiction & Space Vehicles

3 Jack of All Trades
2 1) PS: Electronics (3 Active Points) 14-
2 2) PS: Mechanic (3 Active Points) 14-
2 3) PS: electrician (3 Active Points) 14-

3 Navigation (Air, Space) 14-
3 Scientist
2 1) SS: Optics 14- (3 Active Points) [Notes: The field of optics usually describes the behavior of visible, infrared, and ultraviolet light; however because light is an electromagnetic wave, similar phenomena occur in X-rays, microwaves, radio waves, and other forms of electromagnetic radiation and analogous phenomena occur with charged particle beams. Optics can largely be regarded as a sub-field of electromagnetism. Some optical phenomena depend on the quantum nature of light relating some areas of optics to quantum mechanics. In practice, the vast majority of optical phenomena can be accounted for using the electromagnetic description of light, as described by Maxwell's Equations.]
2 2) SS: Physics 14- (3 Active Points)

3 Analyze: Energy Signature 14-
3 Tracking 14-
3 Deduction 14-
5 Cramming

Skills Cost: 50
Cost Perk
5 Vehicles & Bases
3 Reputation (A large group) 14-, +1/+1d6
5 Fringe Benefit: International Police Powers
Perks Cost: 13
Val Disadvantages
10 Psychological Limitation: code vs killing (Common, Moderate)
10 Psychological Limitation: Living up to his father (Common, Moderate)
5 Psychological Limitation: Gets wrapped up in solving scientific issues he can be oblvious to whats arround him. (Uncommon, Moderate)
15 Psychological Limitation: Protective on Innocence (Common, Strong)
15 Psychological Limitation: Avoids the Press (Very Common, Moderate)

15 Hunted: Justice Squadron, Rogues Gallery 11- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
10 Hunted: US Military Intellegence 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
5 Hunted: French Government 8- (As Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching)
15 Hunted: Father's old enemies 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

10 Social Limitation: Public ID (Occasionally, Major)
5 Social Limitation: Must follow Justice Squadron Rules (Occasionally, Minor)
10 Social Limitation: New Guy (Occasionally, Major) [Notes: New to the Superhero world, new to his powers. From his perspective, he will working with famous people. From their perspective, who the heck is this guy?]

10 Vulnerability: 2 x STUN Magic (Uncommon)
15 Dependent NPC: girl friend - Barbara Kincaid 11- (Normal) [Notes: Think Barbara Straisand's character from What's Up Doc: Brilliant, scattered, all kinds of strange knowledge, unlucky]
Disadvantage Points: 150
Base Points: 450 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 593
Height: 1.90 m Hair: Brown
Weight: 100.00 kg Eyes: Brown
Appearance:
Personality: Nate is a scientist with abilities both in the theoretical world and in practical world. He wishes to work to improve the human condition, and follow in his father's footsteps
Quote:"Don't call me Captain Atom. My father held that name. He earned the rank of Captain. So far, I haven't earned any name. If you to call me by a name other than the one I was born with, you can call me Quantum".
Background: Son of Captain Atom and Catherine Cobert

Holds dual citizenship between US and and France.

Intiially raised by his mother, he didn't find out who his father was until later. With his combined engineering and science background he worked initially with the French space program. On a join US/French project, a torrorist attack resulted in emergency conditions with with the potential of the destruction of a major city. One of the US scientists, Dr. Andrew Glover, found Nate and suggested they put Nate through the same process that created both Captain Atom and Major Force, stating that he believed the time shift had been compensated for. The process is successful, as is the rescue.

Now he suddenly finds himself in the super human world. With is ability to lift massive payloads up into space as well as repair satilites in place, the French want to use him to "suplement" their space program. Nate himself is reluctant to say the least to put an industry's employees out of work. He also resents being forced into a repairman's slot when he has trained to be a scientist. The offer from the Justice Squadron comes at an oportune time.
Powers/Tactics:
Campaign Use:

CoreBrute
Sep 11th, '08, 07:53 AM
I realise my character sheet hasn't been up for the general public yet, so I have put up a version for anyone to see online: http://docs.google.com/Doc?id=dqkbtr2_0xd8qbhfv

Here is his backstory, which isn't written up.

Born shortly before the Inferno Incident (see here:http://en.wikipedia.org/wiki/Inferno_(Marvel_Comics)), He was given the name of his godfather, Kent Nelson aka Dr Fate. During the Inferno Incident Dr Strange and Dr Fate both took down hundreds of Demons before Dr Strange concucted a plan to close the gate, after Illayna refused to close it herself.

While Dr Fate distracted the demons S'ym (http://en.wikipedia.org/wiki/S%27ym) and N'astirh (http://en.wikipedia.org/wiki/N%27astirh), Dr Strange would force the gate closed himself, using his incredible will power and strength. However since it was mutant and demon powers he was dispelling it (Illyana had mutated into a demon before creating the gate) he would be very weak and need a lot of time to close the gate.

The plan was working and the gate closed slowly but steadily, and the number of demons reduced until it all went wrong. Dr Strange' arch rival baron Mordo arrived and attacked Dr Strange from behind and caused him to lose control of the spell. The gate then proceeded to draw him into the portal, and Duke Mordo laughed in glee.

But as a last act for the world Dr Strange used him magic to grab Mordo and dragged him into hell alongside him. As the gate closed behind them, Magik resumed control of her body and the two Demons S'ym and N'astrih, their plan foiled, disappeared into smoke.

However it was not a time for rejoicing for the Strange family, and young Kent Strange grew up under the tutalage of Dr Fate, who trained him in the arts and acted as Sorcerer Supreme until Dr Strange was old enough to take his position.

Since then he has fought numerous demons and other worldly threats alongsde his faithful man servant Wong Hamir.

Powers and tactics: A master of magic he can use numerous spells and creates new ones all the time to combat various threats. He usually stays long distance away and strikes from a far, using his cloak to teleport from location to location, And absorbing enemy magic for his own spells but he is no wimp to hand to hand combat. He has trained in Martial arts under Wong for if his magic ever failed him.

One of his greatest gifts is his knowledge of vast subjects iinvolving but not limited to most forms of magic. He is also a trained paramedic and well versed in languages (most dead but still). And his knowledge will only continue to grow as time goes on.

Any thing else you need to know, just post here or PM me.

Corven_Ren
Sep 27th, '08, 04:58 PM
First of all I want to apologize for not getting back to this sooner but real life sometimes gets in the way. I want to thank everyone who applied. However the other members of the Squadron have spoken and the following characters have be selected.

Dr. Strange II by Core Brute
Zecherias Jones by Drakkenkin
Quantum by Short Shot.

I have contacted all of these about still being interested and have heard back from Core Brute & Drakkenkin.

Short Shot if you still want to play Quantum please PM me or email me @ jcmcminis@yahoo.com.

Drakkenkin you still need to apply to the campaign at herocentral to so I can get you in.

ren3
Oct 6th, '08, 11:20 PM
sounds like a cool campaign.