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my UK hero project


freakboy6117

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so I’ve finally started putting a little more of my free time into getting characters written up for my UK hero project .eventually the project should trace the UK's superhero community through the last 150 years (plus historical incidents into prehistory) with characters based on classic British comics, literature , movies and TV shows. I intend to include a full time line, at least Three alien races(and there technologies weapons and tactics) a full organisational chart of the British government’s paranormal organisations and facilities. Also I'm working on a super tech family tree tracing the development and interrelation of technologies over the last 150 years. Or at least I will if I ever find the time but first off is the first completed character. (Any suggestions would be gratefully received any still looking for another 20 points of Disads and 10 points of powers or skills.)The Pinewood Panther ( or should that be The Panther of Pinewood)

[b]Billy Dayton - The Pinewood Panther[/b][b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]9    STR     -1   9/18      11- / 13-       HTH Damage 1 1/2d6/3 1/2d6  END [1/2]15    DEX     15   15/23      12- / 14-       OCV 5/8 DCV 5/813    CON     6   13/19      12- / 13-13    BODY    6   13/19      12- / 13-13    INT     3   13      12-       PER Roll 16-18    EGO     16   18      13-       ECV: 615    PRE     5   15      12-       PRE Attack: 3d612    COM     1   12      11-3    PD      0   3/5             3/5 PD (3/5 rPD)5    ED      0   5/6             5/6 ED (5 rED)4    SPD     15   4/5                 Phases:  3, 6, 9, 12/3, 5, 8, 10, 125    REC     0   5/830    END     2   30/4228    STUN    3   28/426    RUN      0   6"/10"                END [1/2]2    SWIM     0   2"                END [1]6    LEAP     0   5 1/2"/7"                5 1/2"/7" forward, 2 1/2"/3 1/2" upward[b]CHA Cost: 71[/b][b][u]Cost[/u]   [u]POWERS[/u][/b]     The panther cloak, all slots Only In Heroic Identity (-1/4) - END=10     1)  [b][i]resilient as a jungle cat[/i][/b]: +6 BODY (12 Active Points); Only In Heroic Identity (-1/4) - END=10     2)  [b][i]tough as a jungle cat[/i][/b]: +6 CON (12 Active Points); Only In Heroic Identity (-1/4) - END=8     3)  [b][i]master climber[/i][/b]: Clinging (normal STR) (10 Active Points); Only In Heroic Identity (-1/4) - END=016     4)  [b][i]cat like reflexes II[/i][/b]: +4 with DCV (20 Active Points); Only In Heroic Identity (-1/4) - END=19     5)  [b][i]cat like reflexes[/i][/b]: +8 DEX (24 Active Points); Only In Heroic Identity (-1/4) - END=4     6)  [b][i]thick skin[/i][/b]: Damage Resistance (5 PD/5 ED) (5 Active Points); Only In Heroic Identity (-1/4) - END=04     7)  [b][i]cats nose[/i][/b]: Discriminatory with Normal Smell (5 Active Points); Only In Heroic Identity (-1/4) - END=02     8)  [b][i]protective fur[/i][/b]: +2 ED; Only In Heroic Identity (-1/4) - END=10     9)  [b][i]hunters senses[/i][/b]: +4 PER with all Sense Groups (12 Active Points); Only In Heroic Identity (-1/4) - END=012     10) [b][i]claws[/i][/b]: Killing Attack - Hand-To-Hand 1d6 (1d6+1 / 2d6 w/STR) (15 Active Points); Only In Heroic Identity (-1/4) - END=112     11) [b][i]fangs[/i][/b]: Killing Attack - Hand-To-Hand 1/2d6 (1d6 / 1d6+1 w/STR), Armour Piercing (+1/2) (15 Active Points); Only In Heroic Identity (-1/4) - END=111     12) [b][i]pounce like a cat[/i][/b]: Leaping +4" (5 1/2"/7" forward, 2 1/2"/3 1/2" upward) (Accurate, x4 Noncombat) (14 Active Points); Only In Heroic Identity (-1/4) - END=14     13) [b][i]cats eyes[/i][/b]: Night vision (5 Active Points); Only In Heroic Identity (-1/4) - END=01     14) [b][i]protective fur[/i][/b]: +1 PD; Only In Heroic Identity (-1/4) - END=6     15) [b][i]swift as a jungle cat[/i][/b]: Running +4" (6"/10" total) (8 Active Points); Only In Heroic Identity (-1/4) - END=18     16) [b][i]swift as a panther[/i][/b]: +1 SPD (10 Active Points); Only In Heroic Identity (-1/4) - END=7     17) [b][i]strength of the hunter[/i][/b]: +9 STR (9 Active Points); Only In Heroic Identity (-1/4) - END=15     18) +3 with Stealth (6 Active Points); Only In Heroic Identity (-1/4) - END=4     19) [b][i]cats nose[/i][/b]: Tracking with Normal Smell (5 Active Points); Only In Heroic Identity (-1/4) - END=02     20) [b][i]cats ears[/i][/b]: Ultrasonic Perception (Hearing Group) (3 Active Points); Only In Heroic Identity (-1/4) - END=03     21) [b][i]tail[/i][/b]: Extra Limb (1) (5 Active Points); Limited Manipulation (-1/4), Only In Heroic Identity (-1/4) - END=0     the amulet of Bast, all slots OIF (-1/2) - END=6     1)  [b][i]voice of Bast[/i][/b]: Beast Speech (15 Active Points); Limited Power Power loses about half of its effectiveness (cats only; -1), OIF (-1/2) - END=13     2)  [b][i]cats intuition[/i][/b]: Danger Sense (self only, out of combat, Function as a Sense, Intuitional) (20 Active Points); OIF (-1/2) 15- - END=5     3)  [b][i]9 lives[/i][/b]: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 5 Minutes (-1 3/4), Self Only (-1/2), OIF (amulet of Bast; -1/2) - END=013     4)  [b][i]black cats luck[/i][/b]: Luck 4d6 (20 Active Points); OIF (-1/2) - END=0[b]POWERS Cost: 195[/b][b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]3      Basic Strike:  1/2 Phase, +1 OCV, +0 DCV, 3 1/2d6 / 5 1/2d6 Strike3      Flying Tackle:  1/2 Phase, +0 OCV, -1 DCV, 1 1/2d6 / 3 1/2d6 +v/5 Strike; You Fall, Target Falls; FMove3      Martial Grab:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 19 STR  / 28 STR for holding on4      Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 3 1/2d6 / 5 1/2d6 Strike5      Offensive Strike:  1/2 Phase, -2 OCV, +1 DCV, 5 1/2d6 / 7 1/2d6 Strike3      Grappling Throw:  1/2 Phase, +0 OCV, +2 DCV, 3 1/2d6 / 5 1/2d6 Strike; Target Falls; Must Follow Grab4      Martial Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 19 STR  / 28 STR to Disarm4      Martial Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort[b]MARTIAL ARTS Cost: 29[/b][b][u]Cost[/u]   [u]SKILLS[/u][/b]3      Sleight Of Hand 12- (14-)3      Stealth 12- (14-)3      Streetwise 12-3      Breakfall 12- (14-)3      Acrobatics 12- (14-)3      Combat Driving 12- (14-)3      Acting 12-3      Climbing 12- (14-)5      TF:  Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Equines, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles3      Contortionist 12- (14-)3      KS: movie industry 12-1      PS: stuntman 8-[b]SKILLS Cost: 36[/b][b][u]Cost[/u]   [u]TALENTS[/u][/b]12      Combat Luck (6 PD/6 ED)[b]TALENTS Cost: 12[/b][b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]5     Money:  school boy Poor10     Hunted:  THE DEPARTMENT 8- (Mo Pow, NCI, Watching)20     Social Limitation:  minor (Very Frequently, Major)10     Hunted:  SIR REGINALD KILGRAVE III  8- (As Pow, Harshly Punish)15     Dependent NPC:  Daniel and Jean Dayton(parents) 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)10     Psychological Limitation:  over confident (Common, Moderate)20     Psychological Limitation:  heroic mindset (Common, Total)5     Unluck: 1d610     Distinctive Features:  mystical residue (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)15     Hunted:  local police 8- (Mo Pow, NCI, Limited Geographical Area, Capture)10     Psychological Limitation:  (Uncommon, Strong)[b]DISADVANTAGES Points: 130[/b]Base Pts: 200Exp Required: 13Total Exp Available: 0Exp Unspent: 0Total Character Cost: 343

===APPEARANCE==='''Hair Colour:''' Brown

'''Eye Colour:''' green

'''Height:''' 1.70 m

'''Weight:''' 65.00 kg

'''Description:''' Billy is a athletic looking 13 year old quite tall for his age he’s normally dressed either in his school uniform or jeans and a tee-shirt he’s a arsenal supporter so wears the team colours often. he always wears the golden amulet of Bast under his shirt and will always have some sort of bag in which he can conceal the cloak(the cloak folds surprisingly small for its size) as he pinewood panther he becomes more muscular his whole body is covered in black fur with retractable claws on his fingers and toes he’s several inches taller with a long tail his face becomes noticeably feline as do his eyes.===BACKGROUND===Billy Dayton s parents both work in the British movie industry and he grew up around Pinewood studios, his dad Daniel Dayton is a stunt man who always wanted make the switch to action lead but never quite made it(he even changed his surname from Farmer by dead poll for as Dayton sounds more leading man). Billy’s mum Jean works as a wardrobe mistress at the studio which is how she and Dan met. Billy speeds a lot of his free time after school at the studio and he has become a sort of mascot to the productions.One day whilst waiting for his mum in the wardrobe store, Billy discovered in a box of miscellaneous clothing a strange fur cloak with a golden amulet cats head amulet forming the clasp. He discovered later it had come from a famous stage magicians following a tax auction. It was very shortly after making the discovery that armed robbers invaded the studio in an attempt to steal the week’s pay roll. Billy hid under the cloak wrapping it around him as he hid in a pile of laundry when a gun toting goon searched the wardrobe office and herded all of the staff into the main office. when the goon left Billy crawled out of the pile and went to call for the police. Only when he caught sight of himself in the mirror he leap backwards impossibly far smashing noisily intro the racks of clothing he had been startled by his own reflection somehow he had been magically transformed into a panther creature. the Gunman was attracted back by the noise and Billy defeated him with his new cat like abilities and then using his new found cat like agility he defeated the robbers and rescued the captured staff including his mother.Billy decided to keep the powers a secret and experimented with them over the following months becoming more familiar with his capabilities and falling into a number of adventures since.He is hunted by the local police due to a mix up with a criminal disguised as a cat while Billy helped foil the villain the police are still suspicious of him and want to bring him in . The British government’s official paranormal investigation and control agency THE DEPARTMENT are watching him closely and have dispatched some of their investigative agents to find out his identity and asses his abilities for the national interest.finally an insane big game hunter called Sir Reginald Kilbride has on several occasions attempted to capture and hunt Billy.===PERSONALITY===Billy is a happy go lucky 13 year old kid who love his parents and is very protective of them especially his mother, he hero worships his dad who is very proud of his son and makes a lot of effort to spend time with around his somewhat odd movie schedule teaching him how to fight how to drive and other stunt tricks. growing up on movie sets has given Billy a very cinematic view of the world his always looking for adventure he is a classic nosy kid and will always seek to investigate something if it seems interesting. when in his panther form he sees himself as a classic swashbuckling two fisted adventurer protector of the weak and tries his best to mimic action hero dialogue often stealing from classic movies.===QUOTE===surrender or face the claws of the pinewood panther.===POWERS/TACTICS===when in his panther form Billy uses his agility and stealth to ambush his opponents against normal humans he tends to rely on his superior strength against tougher foes he isn’t hugely powerful so tire sot use his speed to draw his foes into a situation where he can use the environment as a weapon. his dad has taught him a mishmash of fighting techniques and Billy uses these to good effect in both forms. in his panther form Billy has remarkably good senses and uses them to asses the situation and get close to his target he can also track by scent which is often useful. Billy tries not to use his claws to much he will use them against human beings only as a last resort same as his penetrating bite which he tends to use to cut bonds etc. when he is not wearing the cloak of the panther Billy is a plucky kid who has inherited his dads surprising toughness but he is still just a kid (he’s overconfident in both forms just less capable when he’s a kid) and often forgets this and gets in trouble because of it. Billy wears the amulet of Bast at all times under his shirt but can’t transform until huge fastens the panther cloak with it.===CAMPAIGN USE===Billy is a character from the early seventies to mid eighties period of the UK hero project but can be used in any time period even pre 20th century with a few tweaksBilly can appear just about anywhere while during school time his usually pretty much stuck to pine wood and surrounds during holidays his dad often brings him along to location shoots all over the country/world. then there are school trips kidnappings and recruitment by THE DEPARTMENT. this build represents Billy early in his career later on the develops more investigative skills and as he ages grows stronger and more adept at using his senses. When he reaches 18 he will go on a long journey to Africa to trace the origin of the cloak and learn to internalise the power as well as some African fighting arts. he will also acquire a fighting staff that will let him hit a lot harder against super human foes.In the UK hero project Billy goes on to marry another UK cat themed hero and has twin children before disappearing along with his wife and number of other heroes during an Interstellar conflict in the mid eighties

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Re: my UK hero project

 

Interesting name.

 

As regards the real world background want any pointers from the UK based crowd ?

Including the fact you could be a Communist over here and not be arrested;

That one of the Political parties is The Liberals and that therefore Liberal is not an insult;

 

And of course the defining statement that can start a fight: 'Did you spill my pint ?'

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Re: my UK hero project

 

Well thank you for the kind offer, most illustrious patron of the arts but I'm afraid for my sins I inhabit the northern reaches of Blighty. (In the mysterious city they call the Toon with its 60 foot rusted iron guardian angel).

 

On the other hand I always enjoy feedback and frankly I've been to more American cities than English ones (which is a strange thought) so keeping me right probably wouldn't hurt.

 

Oh and for anyone curious coming soon Billy Dayton's eventual wife The Mysterious Manx and the first of the alien races the terrifying Nano-wraiths.

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Re: my UK hero project

 

I always regret that Newcastle lost out to 'that team' in the Premier league some seasons back.

 

My own ideas relating to Brit heroes included that something went badly wrong during the Suez crisis and was hushed up. And that the survivors were eiother killed or coopted by the villainous Motivator from the V+V book.

In the campaign that I was involved in there were three teams based in London, Manchester and Newcastle. The Newcastle based team was the one which had the better relationship with most everyone. However this was after Wolverine left. A badly interpreted one it must be said.

 

So please put some ideas up I would be delighted to see them.

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  • 4 weeks later...

Re: my UK hero projectOk took way longer than i expected to get her right still not 100% happy with her but here she is Katya Croft Aka Manx Billy's eventual wife.

[b]Katya Croft - Manx[/b][b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]15    STR     5   15      12-       HTH Damage 3d6  END [1]30    DEX     60   30      15-       OCV 10 DCV 1013    CON     6   13      12-13    BODY    6   13      12-18    INT     8   18      13-       PER Roll 16-18    EGO     16   18      13-       ECV: 615    PRE     5   15      12-       PRE Attack: 3d618    COM     4   18      13-3    PD      0   3/7             3/7 PD (0/4 rPD)3    ED      0   3/7             3/7 ED (0/4 rED)6    SPD     20   6                 Phases:  2, 4, 6, 8, 10, 126    REC     0   626    END     0   2628    STUN    0   288    RUN      4   8"                END [2]1    SWIM     -1   1"                END [1]8    LEAP     0   8"                8" forward, 4" upward[b]CHA Cost: 133[/b][b][u]Cost[/u]   [u]POWERS[/u][/b]9     [b][i]cat tricks[/i][/b]: Multipower, 31-point reserve,  (31 Active Points); OIF (utility belt; -1/2); all slots OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) - END=1u     1)  [b][i]Ninja flash bombs[/i][/b]: Sight Group Flash 4d6, Area Of Effect (One Hex; +1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4), Real Weapon (-1/4) - END=[6]1u     2)  [b][i]oil slick bombs[/i][/b]: Change Environment 4" radius, -5 Characteristic Roll and all Skill Rolls based on Characteristic (31 Active Points); 4 Charges (-1), OAF (-1), Nonselective Target (-1/4), Limited Power Power loses about a fourth of its effectiveness (only affects characters on the ground; -1/4), Limited Power Power loses about a fourth of its effectiveness (real weapon; -1/4), Range Based On Strength (-1/4) - END=[4]1u     3)  [b][i]scent marker pellet[/i][/b]: Smell/Taste Group Images Increased Size (2" radius; +1/4), +/-6 to PER Rolls, 4 Continuing Charges lasting 1 Hour each (+0) (29 Active Points); OAF (-1), Range Based On Strength (-1/4), Real Weapon (-1/4) - END=[4 cc]1u     4)  [b][i]smoke bombs[/i][/b]: Darkness to Sight Group 2" radius (20 Active Points); OAF (-1), 4 Continuing Charges lasting 1 Turn each (-1/2), Range Based On Strength (-1/4), Real Weapon (-1/4) - END=[4 cc]1u     5)  [b][i]stink bombs[/i][/b]: Smell/Taste Group Flash 5d6, Area Of Effect (2" Radius; +1) (30 Active Points); OAF Fragile (-1 1/4), 6 Charges (-3/4), Real Weapon (-1/4), Range Based On Strength (-1/4) - END=[6]17     [b][i]The Cat’s paw[/i][/b]: Multipower, 35-point reserve,  (35 Active Points); all slots Lockout (-1/2), OIF (-1/2) - END=1u     1)  [b][i]Cat's Paw spin[/i][/b]: Hand-To-Hand Attack +3d6, Personal Immunity (+1/4), Area Of Effect (2" Radius; +1) (34 Active Points); Hand-To-Hand Attack (-1/2), Lockout (-1/2), OIF (-1/2), Can Be Missile Deflected (-1/4) - END=31u     2)  [b][i]Cat's paw strike[/i][/b]: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), Lockout (-1/2), OIF (-1/2) - END=31u     3)  [b][i]Cat's paw swing line[/i][/b]: Swinging 20" (20 Active Points); OIF (-1/2), Lockout (-1/2) - END=21u     4)  [b][i]cats paw hurl[/i][/b]: Energy Blast 6d6 (30 Active Points); Lockout (-1/2), OIF (-1/2), Limited Range (-1/4) - END=31u     5)  [b][i]Cat's paw bank shot[/i][/b]: Energy Blast 5 1/2d6, Indirect (Same origin, always fired away from attacker; +1/4) (35 Active Points); Lockout (-1/2), OIF (-1/2), Limited Range (-1/4) - END=31u     6)  [b][i]cat's paw lasso[/i][/b]: Entangle 3d6, 4 DEF (35 Active Points); Gestures (Requires both hands; the cat’s paw must be held constantly while the entangle is in effect or the target escapes; -1/2), Lockout (-1/2), OIF (-1/2), Can Be Missile Deflected (-1/4), Cannot Form Barriers (-1/4), Concentration (1/2 DCV; -1/4), Limited Range (-1/4) - END=3     Cat powers - END=5     1)  [b][i]cats eyes[/i][/b]: Nightvision - END=05     2)  [b][i]cats eyes[/i][/b]: Rapid ( x10) with Sight Group - END=020     3)  [b][i]darn quick[/i][/b]: +4 with DCV - END=9     4)  [b][i]heightened senses[/i][/b]: +3 PER with all Sense Groups - END=012     5)  [b][i]midnight hunter[/i][/b]: +4 with stealth shadowing and tracking - END=10     6)  [b][i]sensitive hearing[/i][/b]: Discriminatory with Hearing Group - END=03     7)  [b][i]sensitive ears[/i][/b]: Ultrasonic Perception (Hearing Group) - END=05     8)  [b][i]the nose knows[/i][/b]: Discriminatory with Normal Smell - END=05     9)  [b][i]the nose knows[/i][/b]: Tracking with Normal Smell - END=015     10) [b][i]the rooftops are her playground[/i][/b]: Leaping +5" (8" forward, 4" upward) (Accurate, x4 Noncombat) - END=1     cat suit, all slots IIF (-1/4) - END=3     1)  [b][i]concealed lock picks[/i][/b]: +2 with Lock picking (4 Active Points); IIF (-1/4) - END=4     2)  [b][i]mask lenses[/i][/b]: Sight Group Flash Defence (5 points) (5 Active Points); IIF (-1/4) - END=010     3)  [b][i]reinforced panels and silk and leather padding[/i][/b]: Armor (4 PD/4 ED) (12 Active Points); IIF (-1/4) - END=08     4)  [b][i]retractable claws[/i][/b]: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR) (10 Active Points); IIF (-1/4) - END=1[b]POWERS Cost: 151[/b][b][u]Cost[/u]   [u]SKILLS[/u][/b]3      Acrobatics 15-3      Breakfall 15-3      Climbing 15-3      Concealment 13-3      Contortionist 15-3      Criminology 13-3      Deduction 13-3      Electronics 13-3      Interrogation 12-3      Inventor 13-3      Linguist0      1)  Language:  English (imitate dialects; literate) (6 Active Points)2      2)  Language:  French (fluent conversation; literate) (3 Active Points)2      3)  Language:  Norwegian (fluent conversation; literate) (3 Active Points)3      Lipreading 13-3      Lockpicking 15-3      Mechanics 13-3      Persuasion 12-3      PS: photo journalist 13-3      PS: Thief 13-3      SS:  chemistry 13-3      Security Systems 13-3      Shadowing 13-9      +3 with lockpick security systems and concealment3      Sleight Of Hand 15-3      Stealth 15-3      Tracking 13-4      Weaponsmith (Chemical Weapons, Muscle-Powered HTH, Muscle-Powered Ranged) 13-[b]SKILLS Cost: 86[/b][b][u]Cost[/u]   [u]TALENTS[/u][/b]5      Eidetic Memory4      Double Jointed3      Bump Of Direction18      Combat Luck (9 PD/9 ED)[b]TALENTS Cost: 30[/b][b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]10     Psychological Limitation:  cat like traits (Common, Moderate)5     Distinctive Features:  subtle feline features (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)20     Dependent NPC:  auntie inga 8- (Incompetent; Unaware of character's adventuring career/Secret ID)10     Reputation:  thief, 11- (Extreme;  Known Only To A Small Group)10     Enraged:  violence against women and children (Uncommon), go 11-, recover 14-15     Distinctive Features:  non standard biology (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Simple Tests)20     Psychological Limitation:  hydrophobe (Very Common, Strong)20     Hunted:  The metropolitan police force 11- (Mo Pow, NCI, Mildly Punish)20     Hunted:  organised crime group 8- (Mo Pow, NCI, Harshly Punish)15     Hunted:  THE DEPARTMENT 11- (Mo Pow, NCI, Watching)10     mysterious past[b]DISADVANTAGES Points: 155[/b]Base Pts: 200Exp Required: 45Total Exp Available: 45Exp Unspent: 0Total Character Cost: 400

===APPEARANCE==='''Hair Colour:''' Blond

'''Eye Colour:''' green

'''Height:''' 1.73 m

'''Weight:''' 60.00 kg

'''Description:''' ===BACKGROUND===Katya Croft has experienced more than her fair share of tragedy in err young life Katya was born on the isle of man but her parents moved to London around her 5th birthday due to her father Eric Croft a police officer being promoted to detective with the Met (skilful handling of a case on the island resulting in his promotion). She still spent her summers there visiting with her grandparents and the tailless Manx cat they owned. When she was 12 her grandmother died not long after her grandfather and she was given the Manx to look after. It was only about a year later when tragedy struck again whilst travelling with her parents during a high storm. There car was run off the road by what the police reported was drunken driver though he was never found the car was knocked off the road into a flooded river the whole family trapped between the raging waters her father managed to get her out of the car pushing her towards the bank before he and her mother where dragged away by the waters Katya was found an hour later in a state of shock staring at the raging river for any sign of her parents. Their bodies where never found washed out to sea the police said though the remains of the car where found trapped against a felled tree a mile down river. Katya was sent to live with her last remaining relatives her Aunt Inga and uncle victor. Inga had run away with victor during the war and it had led to a rift Katya had never met her aunt or uncle until the fateful day they took her in. Katya needed something to keep her mind off her grief and she threw herself into her studies. She was an excellent student excelling in chemistry but with a keen interest in journalism she seemed to have inherited here father’s eye for detail and investigation. Katya worked tirelessly on the school news paper editor, lead journalist and photographer. When local pets started to disappear she begins to investigate and when her own Manx cat went kissing she devoted herself to the investigation. she discovered a mysterious van was scooping up stray animals an even pets from people gardens she managed to find lees as to where the van was taking the stolen pets and tracked it down intending to get photographic proof she snuck into the warehouse that the crooks where using and to her horror found a vivisection lab with dozens animals hooked up to strange chemical drips vivisected test animals and cage upon cage filled with animals in terrible states. She found her own Manx cat and tried to free it from its cage but whatever the twisted experiments that had been done to it where, they had driven the poor creature mad. As Katya opened the cage she was attacked by the feral Manx. It bit her and scratched her fury of its attack knocking her into a table full of chemicals. after that it was all confusion there was a fire and an explosion. Katya awoke feverish in a patch of waste land some streets away clutching the limp form of the Manx she dragged her self home and slept the doctor was called her aunt worried that t was rabies but the doctor said it was just fever and she should just rest it took Three days for the fever to break but when it did Katya felt better than she had in her life and soon discovered to her amazement her senses and reflexes had been enhanced beyond the human and into the realms of the super human. Katya decided to pursue the mystery of the missing cats but to disguise her identity so that the incredible abilities she had would be hidden. For the next year Katya foiled bank robberies rescued people trapped in fire and all the other fun hero stuff during this time she developed a number of useful devices to help in her adventures including chemical bombs of various types and the cat’s paw a weighted throwing line built into a self recoiling mechanism she adapted from a broken vacuum cleaner. Later that year tragedy entered Katy’s life again as aunt Inga grew ill That is until her uncle discovered her identity uncle Vic had been a spiv during the war a small time black marketer afterwards and had slipped into fencing on the side of his pawn shop business when he discovered Katya abilities he convinced her to steal to help fund an alleged treatment for Inga in America. Katya now reluctantly helps her uncle to steal but tries to make him give her targets that she won’t feel too bad about and makes up for it by catching bad guys the rest of the time at least that’s how she justifies it to herself.===PERSONALITY===Katya is a quiet bookish girl with a sense of great sadness about her. Katya has a terrible hunger for mystery she will gleefully put herself in harm’s way to solve one. Because she has lost so many people that matter to her Katya is incredibly protective of anyone who is part of her life even uncle Vic but especially her aunt Inga she will move heaven and earth to protect her. Equally she’s incredibly protective of women and children she hates the idea of anyone else going through the tragedies she has. Katya as Manx is almost silent but withal mischievous nature she is more confident and outgoing in the costume. The side effects of the cat bite and whatever mystery concoctions where tested on her cat have left her with habits of acting like a cat she is very keen on fish has a tendency to pace when she hears cats in heat and responds badly to dogs. She mostly has this under control but combined with the traumatic death of her parents it’s caused her to be totally terrified of water and can barely swim due to this.===QUOTE===HIIIIISSSSSSS===POWERS/TACTICS===Katya’s main powers are heightened agility and reflexes combined with remarkable senses she augments these with her naturally high intelligence she has created a number of gadgets to aid her in her adventures mostly based on simple chemical formulas. The other key item is the cat’s paw which started off as a basic swing line but has now become her principle weapon too. Although she normally avoids confrontation she’s learnt to use it for a wide range of effects most notably throwing it at range to knock out cameras, alarms and even guards. Her cat suit which she also designed herself contains a number of useful concealed items to get her out of messes.===CAMPAIGN USE===this write up represents Katya a couple of years into her career to represent her earlier on drop the thief skills and remove some of the slots from her cat’s paw multipool to represent her later in her career after she joins the department as an agent and later becomes a full-fledged superhero add in more combat skills perhaps a martial arts package with range and hand to hand manoeuvres and more spy skills also feel free to add more gadgets to her pool thermite pellets and throwing blades area good fit as are any chemical weapons..

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  • 1 month later...

Re: my UK hero project

 

cross posting thsi one from Yamarura's Japanese Character contest

 

Kama Chameleon

 

hes a Japanese super spy/ninja operating in England in the 80s(although he does also operate in japan and else where during his career)

 

I'm not 100% happy with the build on him think i could skim few points of skills but i want him to be a very competent super agent with a bit of a plus.

 

had lost of fun with translator programs for his powers so I'm sure there semi literate Japanese at best

 

Code:

 

Akihiko Takahashi - RONIN 47, Kama Chameleon

 

VAL CHA Cost Total Roll Notes

15 STR 5 15 12- HTH Damage 3d6 END [1]

23 DEX 39 23 14- OCV 8 DCV 8

15 CON 10 15 12-

15 BODY 10 15 12-

18 INT 8 18 13- PER Roll 15-

18 EGO 16 18 13- ECV: 6

15 PRE 5 15 12- PRE Attack: 3d6

16 COM 3 16 12-

3 PD 0 3/11 3/11 PD (0/8 rPD)

3 ED 0 3/11 3/11 ED (0/8 rED)

5 SPD 17 5 Phases: 3, 5, 8, 10, 12

6 REC 0 6

30 END 0 30

31 STUN 0 31

6 RUN 0 6" END [1]

2 SWIM 0 2" END [1]

3 LEAP 0 3" 3" forward, 1 1/2" upward

 

CHA Cost: 113

 

Cost POWERS

suterusu tsu, all slots Only In Heroic Identity (-1/4) - END=

19 1) kacchuu: Armor (8 PD/8 ED) (24 Active Points); Only In Heroic Identity (-1/4) - END=0

10 2) tokagegurippu: Clinging (25 STR) (13 Active Points); Only In Heroic Identity (-1/4) - END=0

4 3) bengo choukaku: Hearing Group Flash Defense (5 points) (5 Active Points); Only In Heroic Identity (-1/4) - END=0

4 4) hogo bijon: Sight Group Flash Defense (5 points) (5 Active Points); Only In Heroic Identity (-1/4) - END=0

4 5) sekigaisenbijon: Infrared Perception (Sight Group) (5 Active Points); Only In Heroic Identity (-1/4) - END=0

4 6) naitobijon: Nightvision (5 Active Points); Only In Heroic Identity (-1/4) - END=0

2 7) chouonpa choukaku: Ultrasonic Perception (Hearing Group) (3 Active Points); Only In Heroic Identity (-1/4) - END=0

4 8) shigaisenbijon: Ultraviolet Perception (Sight Group) (5 Active Points); Only In Heroic Identity (-1/4) - END=0

58 kamereonshisutemu: Multipower, 72-point reserve, (72 Active Points); all slots Only In Heroic Identity (-1/4) - END=

5u 1) kamereonshisutemu II: (Total: 65 Active Cost, 52 Real Cost) +6 with DCV (30 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 24) plus +8 with Stealth (16 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 13) plus Invisibility to Smell/Taste Group and Danger Sense , Reduced Endurance (0 END; +1/2) (19 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 15) - END=0

4u 2) kamereonshisutemu I: Invisibility to Sight, Hearing, Smell/Taste and Radio Groups and Danger Sense , No Fringe, Reduced Endurance (0 END; +1/2) (72 Active Points); Chameleon (-1/2), Only In Heroic Identity (-1/4) - END=0

RONIN training - END=

6 1) kunren wo uke ta obuza^ba^: +2 PER with all Sense Groups - END=0

8 2) suyoi kokoro no gihou: Mental Defense (12 points total) - END=0

13 gunbi tsu^ru: Multipower, 30-point reserve, (30 Active Points); IIF (-1/4); all slots OAF (-1) - END=

1u 1) ninja hatsuentou: Darkness to Sight and Hearing Groups 2" radius (25 Active Points); OAF (-1), 6 Continuing Charges lasting 1 Turn each (-1/4), Range Based On Strength (-1/4) - END=[6 cc]

1u 2) datsuryoku da^tsu: Drain STR 2d6, Range Based On STR (+1/4) (25 Active Points); OAF (-1), 6 Charges (-3/4) - END=[6]

1u 3) gen'un da^tsu : Drain DEX 2d6, Range Based On STR (+1/4) (25 Active Points); OAF (-1), 6 Charges (-3/4) - END=[6]

1u 4) minikamera to boisureko^da^: Eidetic Memory, 1 Continuing Fuel Charge lasting 1 Hour (+0) (5 Active Points); OAF (-1) - END=

1u 5) suimin peretto: Energy Blast 3d6, No Normal Defense (defense is life support self contaiend breathing or appropriate immunity; +1) (30 Active Points); OAF (-1), 8 Charges (-1/2), Range Based On Strength (-1/4) - END=[8]

1u 6) bo^ro: Entangle 3d6, 3 DEF (30 Active Points); Set Effect (Hands Only/Feet Only) (-1), OAF (-1), 4 Recoverable Charges (-1/2), Cannot Form Barriers (-1/4), Can Be Missile Deflected (-1/4), Range Based On Strength (-1/4) - END=[4 rc]

1u 7) furasshu peretto: Sight Group Flash 4d6, Area Of Effect (One Hex; +1/2) (30 Active Points); OAF (-1), 8 Charges (-1/2), Range Based On Strength (-1/4) - END=[8]

1u 8) bo shuriken: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Range Based On STR (+1/4), 12 Recoverable Charges (+1/4) (22 Active Points); OAF (-1) - END=[12 rc]

1u 9) ooku no shuriken: Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR), Autofire (5 shots; +1/2), 32 Recoverable Charges (+3/4) (22 Active Points); OAF (-1) - END=[32 rc]

1u 10) terumitto peretto: Killing Attack - Ranged 1d6, Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; sets fire to flammable materials; +0), Continuous (+1) (30 Active Points); OAF (-1), 6 Continuing Charges lasting 1 Turn each (-1/4), Range Based On Strength (-1/4) - END=[6 cc]

1u 11) boueki tsu^ru: +3 with all non-combat Skills (24 Active Points); OAF (-1) - END=

1u 12) ro^purancha: Swinging 20" (20 Active Points); OAF (-1) - END=2

22 kama: Multipower, 45-point reserve, (45 Active Points); all slots OAF (-1) - END=

1u 1) kama wo nage: Energy Blast 8 1/2d6 (43 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (-1/2), Range Based On Strength (-1/4) - END=[1 rc]

1u 2) bukkirabouna sutoraiki: Hand-To-Hand Attack +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) - END=3

2u 3) surudoi kama no ha: Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR), Armor Piercing (+1/2) (45 Active Points); OAF (-1) - END=4

1u 4) kama no ha wo nage: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6 w/STR), Range Based On STR (+1/4), Armor Piercing (+1/2) (44 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (-1/2) - END=[1 rc]

5 another kama: Custom Power (5 Active Points) - END=1

 

POWERS Cost: 189

 

Cost MARTIAL ARTS

5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort

5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 3d6 Strike

5 Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6 +1 , Disable

4 Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls

4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1

3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls

4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm

4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on

4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike

3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls

4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND

5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike

4 Root: 1/2 Phase, +0 OCV, +0 DCV, 30 STR to resist Shove; Block, Abort

3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 3d6 Strike; Target Falls

2 Weapon Element: Karate Weapons, Staffs

 

MARTIAL ARTS Cost: 66

 

Cost SKILLS

3 Acrobatics 14-

3 Acting 12-

3 Breakfall 14-

3 Climbing 14-

3 Combat Driving 14-

3 Criminology 13-

10 Defense Maneuver I-IV

3 Demolitions 13-

3 Disguise 13-

6 Gambling (Board Games, Card Games, Dice Games) 13-

3 High Society 12-

3 Language: English (fluent conversation; literate)

3 Lipreading 13-

0 Language: Japanese (idiomatic; literate) (5 Active Points)

3 Lockpicking 14-

3 PS: secret agent 13-

5 Rapid Attack (HTH)

3 Scholar

2 1) KS: Karate (3 Active Points) 13-

2 2) KS: aikido (3 Active Points) 13-

2 3) KS: economics (3 Active Points) 13-

2 4) KS: international crime (3 Active Points) 13-

2 5) KS: japanese religious artifacts (3 Active Points) 13-

2 6) KS: paranormal incidents (3 Active Points) 13-

2 7) KS: super hero world (3 Active Points) 13-

3 Security Systems 13-

3 Seduction 12-

3 Shadowing 13-

3 Sleight Of Hand 14-

7 Stealth 16-

3 Tactics 13-

3 Teamwork 14-

10 Two-Weapon Fighting (HTH)

3 Ventriloquism 13-

4 WF: Common Martial Arts Melee Weapons, Small Arms

 

SKILLS Cost: 119

 

Cost PERKS

4 Access

 

PERKS Cost: 4

 

Cost TALENTS

9 Ambidexterity (no Off Hand penalty)

 

TALENTS Cost: 9

Value DISADVANTAGES

10 Distinctive Features: bonded alien stealth suit (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

10 Hunted: japanese paranomal defense group 8- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching)

15 Hunted: The yakuza 11- (As Pow, Harshly Punish)

25 Hunted: the chapliancy 14- (Mo Pow, Harshly Punish)

5 Hunted: suit aliens 8- (As Pow, Limited Geographical Area, Harshly Punish)

20 Hunted: THE DEPARTMENT 14- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching)

15 Psychological Limitation: bushido code (Common, Strong)

20 Social Limitation: under orders of japanese government (Very Frequently, Major)

20 Social Limitation: under orders of THE DEPARTMENT (Very Frequently, Major)

10 Social Limitation: secret ID (Occasionally, Major)

15 Social Limitation: living in a foreign culture (Very Frequently, Minor)

10 Vulnerability: 1 1/2 x Effect cold (Common)

 

DISADVANTAGES Points: 175

 

Base Pts: 200

Exp Required: 125

Total Exp Available: 125

Exp Unspent: 0

Total Character Cost: 500

 

 

Akihiko Takahashi Was A gifted student and skilled martial artist Akihiko Takahashi He would have represented Japan in the Olympics at 18 in 1980 if not for a car accident that left him in traction for almost 6 months. Following this set back Akihiko Joined the JSDF army he found the work very rewarding enjoying the opportunity o serve his country assist ion disaster relief etc. And he was rapidly promoted.

 

It was during his second year in the JSDF that he was involved in a paranormal incident the exact nature of which has yet to be declassified. During this incident Akihiko Showed himself to be extremely mentally resistant t the traumas of the paranormal the reports of the incident showed that without his leadership the incident would have been much worse and the men under his command would probably not have survived. Akihiko was quickly approached by the JSDFs paranormal defense program also known as RONIN.

 

He was selected and passed the induction programmed he joined the organization as a standard field agent supporting the organizations super powered agents.

 

after intensive training Akihiko Operated with a containment squad securing paranormal incident sites to contain the situation and following the incident to protect the technical staff from after effects.

 

It was during just such a containment mission that Akihiko Was accidentally exposed to an advanced alien biotechnological stealth suit. The system bonded to him symbiotically linked. Following several months of really unpleasant testing Akihiko Was cleared for field work once more and with his new found stealth abilities combined with his extensive martial arts experience he became the 47th special operative of RONIN.

 

In 1984 he was sent to The UK as part of an exchange / liaison programmed at the time the Yakuza and the super powered British crime lord the white chaplain where working together with the Yakuza supplying the white chaplain with priceless religious artifacts in exchange for unknown services .

 

Joining forces with the British super team the shining aegis he worked to return the artifacts back to Japan and thwart the yakuza unfortunately for him his name was quickly corrupted by the British tabloid papers. When he first papered on the scene and explained his martial arts equipment and powers the front page of the sun the next day titled him as KAMA CHAMELEON and the name stuck.

 

 

Akihiko Takahashi Operated in the UK throughout themed to late 1908’s doing his best to balance his loyalties to two masters whilst saying safe from his twin enemies not to mention the mysterious aliens who created his suit. In his down time has fascinated by British culture especially London’s punk and new wave scenes and enjoys the night life as he masquerades as a graduate student at the LSE.

 

Powers and tactics

 

The stealth suit is most effective when Akihiko Takahashi Remains immobile if he does not move he is almost completely undetectable except by touch and certain exotic senses. When moving the suit merely makes him harder to hit it also makes him much stealthier. A strange feature of the suit is that it seems to prevent his detection by so called danger senses analysis is hampered by a lack of a complete understanding of the mechanism of the danger sense.

 

In combat Akihiko Takahashi Relies on his Kama they are highly advanced versions using special alloys to give them a superior cutting edge and he has training with the extensively mastering the art of hurling them to deliver a blunt impact to stun a foe or a blade first strike for maximum damage.

 

Combined with his mastery of martial arts he also has a range of small tool and weapons concealed in a hidden utility belt within his stealth suit these include shuriken and drugged darts as well as distraction devices and burglary tools.

 

Personality and motivation

Akihiko Takahashi Out of the suit is an outgoing, happy, charming and engaging young man though his lack of knowledge of UK culture can be exasperating some time for his friends. He is a smart and gifted tactician and a natural leader.

 

When in the suit his personality seems completely different he’s taciturn rarely speaking unless he has something important to say whilst still a skilled leader and tactician he prefers to keep to the sidelines until an opportunity to strike presents its self.

 

Akihiko Takahashi Is in a difficult position his superiors have seconded him to the British government and he is expected to follow their orders but occasionally his orders from his own superiors supersede these he fid sit hardtop attempt to please both sides and keep his own bushido code whilst doing so. He is also intently curious about the origins of the suit that has boned its sell to him and worries about the return of its creators and what it might be doing to him.

 

Campaign use

 

RONIN 47 is all about stealth he sneaks into facilities disables the security and the guards he’s a nightmare if he’s on the other side from you (mind control orders of the Japanese government etc) he’s not the most powerful hero but he is still a world class hero and can compete on that level. He is an effective martial artist without his stealth abilities but using them properly and with suitable tactics he should be able to defeat even more powerful supers. He is a 1980’s UK hero but could easily be shifted to any time period or nation.

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Guest Major Tom

Re: my UK hero project

 

I don't suppose that RONIN 47's immediate superior is someone named Kurosawa

by any chance, would it?

 

 

Major Tom :sneaky:

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  • 2 months later...

Re: my UK hero project

 

been kind of busy of late I have a bunch of characters in the pipeline but none finished this is the first villain for the UK hero project EISENFAUST hes sort of an amalgam of Captain America, The red skull and the immortal iron fist

 

I'm not sure if hes quite right yet I think he may be a bit light on defense if so just raise him to 500 points and give him damage reduction.

 

[b] - [/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
25    STR     15   25/45      14- / 18-       HTH Damage 5d6/9d6  END [2/4]
23    DEX     39   23      14-       OCV 8 DCV 8
30    CON     40   30      15-
30    BODY    40   30      15-
23    INT     13   23      14-       PER Roll 17-
23    EGO     26   23      14-       ECV: 8
23    PRE     13   23      14-       PRE Attack: 4 1/2d6
16    COM     3   16      12-
8    PD      3   8/21             8/21 PD (8/21 rPD)
8    ED      2   8/21             8/21 ED (8/21 rED)
6    SPD     27   6                 Phases:  2, 4, 6, 8, 10, 12
15    REC     8   15
60    END     0   60
58    STUN    0   58
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
5    LEAP     0   5"/9"                5"/9" forward, 2 1/2"/4 1/2" upward

[b]CHA Cost: 229[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
19     Armor (13 PD/13 ED) (39 Active Points); Limited Power Power loses about half of its effectiveness (only protects right arm; -1) - END=0
13     [b][i]rapid healing[/i][/b]: Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Minute (-1 1/2), Self Only (-1/2) - END=0
10     +20 STR (20 Active Points); Limited Power Power loses about a third of its effectiveness (right arm only; -1/2), No Figured Characteristics (-1/2) - END=2
11     Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), Limited Power Power loses about a fourth of its effectiveness (right hand only; -1/4) - END=2
8     Damage Resistance (8 PD/8 ED) - END=0
5     Nightvision - END=0
9     +3 PER with all Sense Groups - END=0
3     Ultrasonic Perception (Hearing Group) - END=0
5     Hearing Group Flash Defense (5 points) - END=0
5     Sight Group Flash Defense (5 points) - END=0

[b]POWERS Cost: 88[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     unarmed combat training
4      1)  Choke Hold:  1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4      2)  Killing Strike:  1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
4      3)  Martial Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4      4)  Martial Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR  / 55 STR to Disarm
4      5)  Martial Escape:  1/2 Phase, +0 OCV, +0 DCV, 40 STR  / 60 STR vs. Grabs
4      6)  Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 7d6 / 11d6 Strike
3      7)  Martial Throw:  1/2 Phase, +0 OCV, +1 DCV, 5d6 / 9d6 +v/5, Target Falls
2      8)  Weapon Element:  Blades, Clubs

[b]MARTIAL ARTS Cost: 29[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
3      Acting 14-
3      Bribery 14-
3      Bugging 14-
3      Concealment 14-
3      Conversation 14-
3      Cryptography 14-
3      Deduction 14-
3      Demolitions 14-
3      Disguise 14-
3      Interrogation 14-
3      Linguist
4      1)  Language:  Dutch (imitate dialects) (5 Active Points)
4      2)  Language:  English (imitate dialects) (5 Active Points)
0      3)  Language:  German (imitate dialects) (5 Active Points)
3      Lipreading 14-
3      Lockpicking 14-
3      Parachuting 14-
3      Paramedics 14-
3      Persuasion 14-
3      PS: nazi spy 14-
3      PS: biochemist 14-
3      SS:  biochemistry 14-
3      Security Systems 14-
3      Seduction 14-
3      Shadowing 14-
3      Sleight Of Hand 14-
3      Stealth 14-
3      Streetwise 14-
2      Survival (Temperate/Subtropical) 14-
3      Tactics 14-
3      Teamwork 14-
6      WF:  Common Melee Weapons, Common Missile Weapons, Small Arms

[b]SKILLS Cost: 97[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
1      False Identity
2      Deep Cover
4      Money:  Well Off

[b]PERKS Cost: 7[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
25     Hunted:  allied forces 14- (Mo Pow, Harshly Punish)
20     Hunted:  nazi high command 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
10     Distinctive Features:  blackened and scared right arm (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15     Psychological Limitation:  hates lion heart and lady lionheart (Uncommon, Total)
20     Psychological Limitation:  must prove own superiority (Common, Total)
15     Psychological Limitation:  over confident (Common, Strong)
15     Psychological Limitation:  Nazi creed (Common, Strong)
15     Enraged:  when outwitted or outfought (Uncommon), go 14-, recover 14-

[b]DISADVANTAGES Points: 135[/b]

Base Pts: 200
Exp Required: 115
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 450



 

Hanns Faber was a gifted biochemist he studied in Holland in the late 20s and early before returning to Germany where he fell under the thrall of the Nazis become an ardent devote.

He was soon rising in the ranks of the organisation. In 1938 with war on its way he was chosen as a candidate to be trained as a spy to infiltrate the British scientific establishment after a year of training and just before war broke out.

He was sent to Holland with false papers and managed to cross the channel and take refuge in the UK keeping his cover he infiltrated the British scientific establishment and with his excellent scientific back ground and skill was quickly selected to join the secret Avalon project the UK's super soldier program.

Once Hanns was within the project he was completely cut off and as he worked there for a number of years the projects eventual goal terrified him it could mean the defeat of his beloved Nazi regime the end of the glorious third Reich.

Hanns knew he must act and so shortly after the final test of the serum that would turn a normal soldier into a superman Hanns knew he must act his plan was to destroy the labs start a fire hopefully kill professor Dante the genius who had perfected the process and escape with the serums for the glory of Germany. he would have succeeded if the chaplain had not come across him blood spattered from eth shot to professor Dante’s head carrying the satchel contain the serums and his incendiary device there was a fight Hanns knew he could best the chaplain but there fight attracted the attention of The martial arts instructor who would soon be known to the world as Lady Lionheart.

 

In the ensuing melee the incendiary device detonated burning Hanns right arm and causing eth volatile serums to explode showering all three with a cocktail of different serums Hanns fled into the night in the confuse of the brining labs and smoke his badly burnt arm throbbing strongly but yet the pain was not to bad and he felt stronger than he ever had before when a sentry tried to stop him he threw the man twenty feet through the air and then vaulted a 10 foot wall to escape disappearing into the night.

 

he hid out in the English country side discovering to his joy his body and mind had been sharpened by the exposure to the chemical and most incredibly of all his right arm though backed and scared by the flames had become like a piece of iron able to deliver blows beyond anything he could have imagined before Hanns survived the following few months on his wits using deception where he could and brute force where he couldn’t he managed to stay one step ahead of the British forces that combed the country looking for him.

Eventually he managed to reach the south coast and using incredible strength and endurance escaped by swimming the channel.

 

once in occupied France he quickly established contact with the high command and became a much feared agent of the Reich under his nom de guerre Eisenfaust for the next two years he was the scourge of the French and German resistance cells defended secret instillations form allied mystery men and conducted secret missions around the world until in 1945 he vanished in Norway during the final phase of V-Omega

Personality and motivation

Hanns is a true believer the destiny of the German people he despises people he believes to be of lesser orders while he is a gifted scientist his ideological bent has made him much more concern with finding evidence to support theories about an Aryan master race and he hopes to recover the serum from his body and sue it to enhance and create the ultimate Aryan supermen.

Hanns follows orders but is unwilling to be talked down to by people he considers lesser he will be totally convinced that he was correct at all times and will not consider any other opinion when he fails he will immediately blame his failure on the incompetence of others and often will seek to violently punish those he belies at fault

Powers and tactics

 

While Eisenfaust is stronger and more durable than a normal man he is not invulnerable and he knows it though his arrogance won’t always let him admit it.

In most situations he will rely on subterfuge and guile first leading his enemy into a trap until he is sure he has the upper hand and then going in for the kill. Against weaker opponents he likes to humiliate and torture them before delivering his final blow.

When facing overwhelming odds and unable to use deceit then his first choice will be to go for a devastating brute force attack to try and intimidate his enemy to give himself time to escape.

Against what he considers a worthy opponent Eisenfaust likes to engage in single combat to prove his superiority especial lion heart and lady lion heart who he believes he must defeat to prove that he is the greatest success of eth Avalon project.

Eisenfaust has few powers beyond peak human abilities his only real power is the incredible power and toughness of his right arm a blow from that arm is a frightening thing and he likes to demonstrate its effectiveness and a warm up to a fight to put the fear into his enemies the right arm is also extremely tough a favourite trick is to place his hand in front of a enemies gun and let the bullet harmlessly flatten in his palm.

Campaign use

Eisen Faust can do double duty he can act as a master villain coordinating agents and other supers against your heroes or as a single opponent in a one on one fight. he’s overconfident abut not stupid and will always seek to weaken an opponent before finishing them off he likes to play with his prey he will hunt any one he’s told too and especially anyone with Avalon project links.

 

To make him more dangerous increase his strength or the damage of his iron fist or give him damage reduction so he will last longer alternatively give him a gadget pool of bio-weapon’s gases toxins etc. To weaken him ditch the strength boost for his iron fist or reduce some of his stats.

Hanns Faber was the Aryan ideal before he was exposed to the strange cocktail of serums and chemicals that turned him into Eisenfaust now he is even fitter tall muscular blond and blue eyes with strong features and excellent bone structure.

 

He is a literal poster boy for an Aryan master race that is beyond the blackened and flame scarred flesh of his right arm. He normally wears a modified version of the SS dress uniform though in combat he often strips to the waist to show off his physique and further intimidate his foe.

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Re: my UK hero project

 

Oh I like this project.

 

Have you heard of the Wold Newton family? It might give you some ideas for the earlier history of British Superheroes or at least direct you to useful material.

 

http://en.wikipedia.org/wiki/Wold_Newton_family

 

Are you going to be drawing on literary characters etc or is it going to be entirely original?

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  • 3 weeks later...

Re: my UK hero project

 

i felt like writing today so i present a rather long section of the UK projects secret history discussing the first half of the post war periods most important event(in terms of the history of the UK project world) The war of five empires aka the intergalactic war. a lot of this is borrowed from British TV shows notably doctor who captain scarlet and UFO as well as some real world ufology and some stuff of my own invention.

UK hero project history

A history of The war of five empires (the intergalactic war)

1960s

 

The twentieth century had seen a marked increase in UFO activity the Dock green incident of 1956 had shown that aliens presented a clear danger to UK interests.

the nation needed a defence and it needed intelligence if it was to provide one but most of all it needed to calm a fearful populous.

 

Bad enough the Russians had the bomb but it was a million times worse that whole civilisations of advanced aliens where visiting on a regular basis with unknowable motivations.

 

To this end three programs where set up under the auspices of the air ministry and later the ministry of defence project S6 (AIR) was to be the public face of the UK’s UFO strategy co-ordinating a campaign of debunking disinformation and polite disregard

 

Behind the scenes the true nature of the UFO situation was being assessed by two projects operated within the Department of administrative affairs black budget using air force and signals staff these where Project Daedalus and Project Icarus.

 

Project Daedalus was the practical project acquiring alien technology from crash sights and retro engineering it for national defence it was a coordinated project between Section 10, Room 40 and the RAF’s UNIT contingent.

 

Project Icarus was the field work section their job was to acquire alien technology by whatever means necessary investigating crash sights scouring black-market sources and on several occasions operating illegally internationally smuggling alien tech out of other sovereign nations.

 

Project Daedalus and the Zero-X interceptor

 

In 1965 project Daedalus had managed to finally create a working prototype of an alien human technology hybrid craft this was the prototype Zero-X interceptor it was designed by a team of scientist and engineers from Section 10 including frank Sydney (formerly the super hero Jet knight retired due to injury) and Harriett Wilson ( soon to be the heroine White Heat).

 

The plane based on English Electric Lightning high speed interceptor had been modified with a flight system removed from a down valkiri ship a fly by mind system that would give superior manoeuvrability the downed ships propulsion was unintelligible at that time but some of the springing antigravity systems where incorporated to give superior performance and manoeuvrability.

 

Now all they needed was a pilot, Squadron leader Paul Metcalfe was the best the RAF had to offer a former test pilot and a member of the red arrows (at the time Paul didn’t know that his performance intercepting a UFO during his time as a interceptor pilot had pushed him to the top of the list).

 

Paul came on board but early on he realised that the project needed a proper flight engineer. While the boffins where excellent at the high tech end they needed someone with real hands on experience of the vagaries of aircraft. He arranged for his close friend from the red arrows ground crew “The blues” Chief technician Adam Svenson to join the crew.

 

Unfortunately for squadron leader Metcalfe the fly by mind system was designed for a val'ki'ri pilot all of whom are female under the early testing phase the system worked flawlessly for him but during the first high velocity test the system overloaded.

 

It was only with pure willpower squadron leader Metcalfe managed to return the plane to the ground safely but not without damage to himself the system overload had caused had caused widespread nerve degradation his reflexes and coordination where shot he would never fly again(or at least that what he thought).

 

Project Icarus and the Hell-spike incident

 

Following the disastrous first trial of the Zero-X interceptor squadron leader Metcalfe was placed on medical leave following an extensive period of physiotherapy to restore some of his lost coordination he returned 6 months after the accident to help train the first female pilots of the Zero-X (who would soon become the basis for Unit’s ANGEL Squadron) his medical assessment had helped discover the flaw of the val'ki'ri technology and now the project knew it must use female pilots..

 

Unable to fly and at a loose end he returned to project Daedalus he was offered the opportunity to join the sister project Icarus. His expertise with aircraft and his security clearance from his time in project Daedalus made him ideally placed to act as Icarus’s RAF liaison.

 

He was promoted to wing commander and partnered with senior investigator Dr Conrad T. Blackwell a xeno-biologist and long time UFO investigator.

 

The partnership was successful with the partnership managing to recovering a number of salvageable items as well as assisting S6 (AIR) in the cover up of a number of incursions into British airspace. That was until the most serious alien incursion since the dock green incident a decade before occurred.

 

Excerpt from UNIT Incident report 23rd November 1967

 

At 4:32 Am the Room 40 listening post at Jodrell Bank located an unusual object entering British airspace it seemed to be a normal meteor but analysis showed controlled flight patterns the prototype ANGEL interceptor squadron was dispatched to intercept the object.

 

Interception was successful but the object was not destroyed it slowed its descent significantly but still impacted hard producing a crater near a small village in an isolated part of the north York moors the survival of the object was recorded by the angels aerial reconnaissance systems.

 

Later analysis showed the item to be a peculiarly organic (although seemingly of metal and ceramic construction) spike like structure approximately 20” in length and 2” it was concluded that the device was probably a probe of some description.

 

A team was dispatched to recover it consisting of Wing commander Metcalfe Dr Blackwell and a ten man UNIT recon squad. The team was deployed 45 minutes after the impact event by UNIT air group helicopters.

 

Upon arrival some 3 hours after the initial impact event it was obvious something was wrong there were bodies in the streets of the picturesque village mutilated and tortured corpses lined the streets the unit forces spread out to secure the village and search for survivors only to discover that the villagers themselves where responsible for the atrocities.

 

The sudden savagery of the villagers and there mysterious resistance to damage forced the Unit troops into fighting a desperate rearguard action after suffering heavy casualties including both helicopter crews, the surviving members of the investigation group called in the first deployment of the Black Angel bomber for Code - black - Six – Trinity.

 

This resulted in the fiery destruction of the village and all inhabitants (this was later blamed on a gas build up in a former mine) the bombing raid also targeted the impact site.

 

Following the bombing of the village the five surviving investigation team members took shelter with the helicopters and awaited the arrival of reinforcements.

 

Unfortunately the bombing raid had missed the occupant of the probe a single wraith was lose in the country side attacking each member in turn dividing the group and the wraith proceeded to torture and maim each member thus bringing them under its control before restructuring their minds and bodies using nanomachines turning them into its thralls.

 

Later analysis of the motivations of the wraith have revealed that it and the rest of its kinds sole purpose is to sow fear pain and destruction on all life they encounter. To this end two of the unit troops disappeared onto the moors to create more wraith spawn.

 

The wing commander, Dr Blackwell and the remaining UNIT soldier Sergeant Edward bishop where left as the wraiths thralls.

 

Whilst seemingly normal they where completely under the wraiths control waiting for the right opportunity to further its murderous agenda.

 

The three returned to the project Icarus facility near London for debriefing there change went unnoticed. The three proceed to attempt to destroy the ANGEL squadron and other key project Icarus/ Daedalus assets to pave the way for the Wraiths campaign of terror.

 

Wing commander Metcalfe went to destroy the ANGELs launch facilities while attempting to sabotage the facility he was luckily encountered by Chief technician Adam Svenson.

 

Svenson was made suspicious by the Wing commanders manner and the fact that he was no longer visibly suffering from minor effects of his previous nerve damage. Svenson confronted his friend and was attacked in the ensuing melee Svenson discovered to his horror that his friend was almost superhumanly strong in desperation he managed to force his friend into a high voltage junction box.

 

What followed has as yet been unclear whether it was the electricity the wing commanders quite formidable will or complications arising from his nerve damage or a combination of all three. Wing commander Metcalfe was released from the control of the wraith but retained the augmented abilities and the remarkable ability to self repair almost any damage.

 

Following the near miraculous recovery of wing commander Metcalfe he managed to convince chief technician Svenson that he was freed of the influence of the wraith and the two quickly alerted the base to the threat of the others.

 

While the UNIT soldier Sergeant Edward bishop was stopped his body was destroyed by an exploding fuel tank as he was engaged by UNIT troops near one of the UNIT armouries. Dr Blackwell escaped and became a key agent of the wraith infiltration.

 

Project Damocles

Following the incident a new project was established to confront the Wraith threat variously described as a covert arm of UNIT or as a Paramilitary off shoot of project Icarus Damocles was the UK’s premier alien defence group for the next 20 years initially commanded by Colonel Charles MacDonald-Whyte and later by a promoted Group captain Metcalfe.

 

The project was based in an underground complex concealed under a movie studio in southern England the cover allowed for a great deal of deniability.

Damocles set up a small group of agents usually operating in two man teams to investigate and stop alien incursions where ever they might occur they operated in secret around the world preventing Wraith plots and removing their thralls from positions of authority.

But it wasn’t until late in following that they would truly know how important their mission was.

 

1968/9

The arrival of the ambassador

 

TO BE CONTINUED

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Re: my UK hero project

 

here is Wing Commander Paul Metcalfe who is basically a slightly modified captain scarlet i'm not sure if I've made him too powerful he seems a little tough i'm thinking about stripping his poison and disease Resistance in favour for commando training martial arts

 

[b]Wing commander Paul Metcalfe  - Callsign RED[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
18    STR     3   18      13-       HTH Damage 3 1/2d6  END [2]
23    DEX     24   23      14-       OCV 8 DCV 8
18    CON     6   18      13-
18    BODY    6   18      13-
18    INT     8   18      13-       PER Roll 13-
21    EGO     22   21      13-       ECV: 7
18    PRE     8   18/38      13- / 17-       PRE Attack: 3 1/2d6 / 7 1/2d6
18    COM     4   18      13-
4    PD      0   4/14             4/14 PD (4/14 rPD)
4    ED      0   4/14             4/14 ED (4/14 rED)
5    SPD     7   5                 Phases:  3, 5, 8, 10, 12
8    REC     0   8
47    END     0   47
38    STUN    0   38
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
4    LEAP     0   3 1/2"                3 1/2" forward, 1 1/2" upward

[b]CHA Cost: 88[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
    Project damocleas equipment - END=
6     [b][i]UNIT communicator[/i][/b]: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense [hearing and sight group] (-1/2), OIF (-1/2) - END=0
      - END=
15     [b][i]UNIT service issue browning high power [/i][/b]: Multipower, 37-point reserve, all slots 16 Charges (+0) (37 Active Points); all slots OAF (-1), Real Weapon (-1/4), Beam (-1/4) - END=
1u     1)  [b][i]Armour piercing ammo[/i][/b]: Killing Attack - Ranged 1d6+1, 16 Charges (+0), Armor Piercing (+1/2) (30 Active Points); OAF (-1), Real Weapon (-1/4), Beam (-1/4) - END=[16]
1u     2)  [b][i]hollow point ammunition[/i][/b]: Killing Attack - Ranged 1 1/2d6, 16 clips of 16 Charges (+0), +1 Increased STUN Multiplier (+1/4) (31 Active Points); OAF (-1), Real Weapon (-1/4), Beam (-1/4) - END=[16]
1u     3)  [b][i]thunderhead (electric discharge) ammo[/i][/b]: Killing Attack - Ranged 2d6, 16 Charges (+0), +1 Increased STUN Multiplier (+1/4) (37 Active Points); OAF (-1), Real Weapon (-1/4), Beam (-1/4) - END=[16]
      - END=
    DEPARTMENT training and personal abilities - END=
10     1)  [b][i]fearless[/i][/b]: +20 PRE (20 Active Points); Limited Power Power loses about half of its effectiveness (defense only; -1) - END=
4     2)  [b][i]mental defense training [/i][/b]: Mental Defense (18 points total) (5 Active Points); Concentration (1/2 DCV; -1/4) - END=0
9     3)  [b][i]mental fortitude[/i][/b]: +9 Mental Defense (18 points total) - END=0
      - END=
    nano-augmentation - END=
10     1)  +1 SPD - END=
6     2)  +11 END - END=
10     3)  +5 BODY - END=
10     4)  +5 CON - END=
15     5)  +5 DEX - END=
5     6)  +5 STR - END=1
4     7)  [b][i]bone and skin weaving[/i][/b]: Damage Resistance (4 PD/4 ED) - END=0
3     8)  [b][i]nanowraith communication freqency[/i][/b]: High Range Radio Perception (Radio Group) (12 Active Points); No Conscious Control (-2), Limited Power Power loses about half of its effectiveness (only to receive; -1) - END=0
7     9)  [b][i]reinforced bones[/i][/b]: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) - END=1
6     10) [b][i]the hideous buzz of the machines inside me[/i][/b]: Detect A Single Thing 14- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range, Sense, Limited Range (+1/4) (20 Active Points); No Conscious Control (-2), Side Effects, Side Effect occurs automatically whenever Power is used (character suffers -1 to all skillrolls due to feeling of nausea and dizziness; -1/2) - END=0
3     11) Absolute Range Sense - END=
3     12) Absolute Time Sense - END=
3     13) Bump Of Direction - END=
3     14) Lightning Calculator - END=
      - END=
    nanowraith Retrometabolism - END=
15     1)  [b][i]they crash him[/i][/b]: Armor (10 PD/0 ED) - END=0
10     2)  [b][i]and his body may burn[/i][/b]: Armor (0 PD/10 ED) (15 Active Points); Limited Power Power loses about a third of its effectiveness (does not protect against electromagnetic attacks or x rays; -1/2) - END=0
30     3)  [b][i]they smash him[/i][/b]: (Total: 30 Active Cost, 30 Real Cost) Physical Damage Reduction, Resistant, 25% (Real Cost: 15) [b]plus[/b] Energy Damage Reduction, Resistant, 25% (Real Cost: 15) - END=0
33     4)  [b][i]but they know he'll return[/i][/b]: +50 BODY (100 Active Points); Limited Power Power loses almost all of its effectiveness (only to prevent death; -2) - END=
25     5)  [b][i]to live again[/i][/b]: Healing 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) - END=0
25     6)  [b][i]this indestructible man[/i][/b]: Life Support  (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal) - END=0
10     7)  [b][i]retrometabolism[/i][/b]: Power Defense (10 points) - END=0

[b]POWERS Cost: 283[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
3      Acrobatics 14-
3      Aerobatics 14-
3      Breakfall 14-
3      Climbing 14-
3      Combat Driving 14-
3      Combat Piloting 14-
10      +2 with Ranged Combat
5      +1 with HTH Combat
3      Conversation 13- (17-)
3      Deduction 13-
3      Demolitions 13-
2      Gambling (Roulette) 13-
4      Navigation (Air, Land, Space) 13-
3      Paramedics 13-
3      Interrogation 13- (17-)
3      Persuasion 13- (17-)
3      PS: test pilot 13-
3      PS: investigator 13-
3      Scholar
2      1)  KS: Aircraft of the world (3 Active Points) 13-
2      2)  KS: UFOlogy  (3 Active Points) 13-
1      3)  KS: aerobatic pilots (2 Active Points) 11-
2      4)  KS: the RAF and The  Department  Regs and culture (3 Active Points) 13-
10      +2 with a piloting Skills
3      Systems Operation 13-
3      Tactics 13-
3      Teamwork 14-
11      TF:  Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Combat Aircraft, Helicopters, Large Planes, Parachuting, Advanced, Parachuting, Basic, SCUBA, Skiing (snow), Small Planes, Tracked Military Vehicles
10      WF:  Beam Weapons, Common Melee Weapons, Energy Weapons, Small Arms, Vehicle Weapons (group)

[b]SKILLS Cost: 113[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
16      Fringe Benefit:  Captain, Concealed Weapon Permit (where appropriate), Heavy Weapon Permit, Membership, Security Clearance

[b]PERKS Cost: 16[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
15     Distinctive Features:  nanowraith infection (Not Concealable; Extreme Reaction; Detectable Only By Technology Or Major Effort)
5     Distinctive Features:  RAF tattoo on right bicep (small blue crab on left buttock) (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20     Hunted:  wraith thralls and wraiths 11- (Mo Pow, Harshly Punish)
15     Susceptibility:  when X rayed/MRI 1d6 damage per Phase (Uncommon)
15     Hunted:  THE DEPARTMENT 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
20     Psychological Limitation:  reckless to danger (Very Common, Strong)
5     Distinctive Features:  always wears red (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20     Psychological Limitation:  compelled to destroy all wraiths (Very Common, Strong)
15     Psychological Limitation:  reckless (Common, Strong)
15     Psychological Limitation:  officer and a gentleman (Common, Strong)
20     Social Limitation:  under orders (Very Frequently, Major)

[b]DISADVANTAGES Points: 165[/b]

Base Pts: 200
Exp Required: 135
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 500



Background/History

as above

 

fighter pilot turned alien hunter turned alien slave turned indestructable super agent.

 

Personality and motivation

 

When on duty the Wing Commander is straight laced and serious he sometimes appears almost wooden.

 

Off duty he is much more charming he's friendly and personable with godo frienships with almsot everyuone he works with he has a dry sense of humor and an easy wit and a love of gambling and Jamaican rum one of the other Damocles agents introduced him too.

 

While he is well adjusted and has passed his psych screenings deep down the wing commander has a secret fear of the darkness that the Wraiths mental and physical torture exposed.

 

He is sickened by things he experienced and the only thing he truly fears is returning to the wraiths control and harming the ones he loves.

while he tries to maintain a professional detachment he has a true hatred for the wraith and their minions and what they did to him and others he desires nothing more than there total destruction.

 

QUOTE

I guess i should be dead must have just been lucky. (delivered dead pan whilst standing beside burnt out wreck of fuel tanker he was driving)

 

Powers and tactics

wing commander Paul Metcalfe’s principle ability is the nano-technological repair system he acquired as he is able to heal from almost any injury given time unfortunately the Nano-machines are vulnerable to certain frequencies of electromagnetism damage from high intensity X-rays and micro waves, electricity and exposure to high magnetic field will all increase the damage he takes (and could be fatal). Combined with a formidable tolerance for pain between his experiences of high G combat his nerve damage and his torture at the hands of the Wraith he is well experienced in controlling pain.

 

while his retro metabolism is perhaps his most obvious ability it’s not his greatest that would be his indomitable will and utter fearlessness even before his resistance to death he was known for his formidable will and total lack of fear following the trials he has under gone since leaving the RAF that strong will has been forged into something even stronger.

 

Tactically the wing commander tends to favour the direct approach letting his fists and gun do the talking although he is quite capable of subtlety when required. His partner Call sign Blue chief engineer Svenson attempts to temper his impulsive nature not that he isn’t just as impulsive some times.

 

It is only when facing an insurmountable challenges that he will make use of his remarkable abilities he is not suicidal though his reckless disregard for danger often make those unfamiliar with his powers question his sanity.

appearance

is 6 foot tall handsome with dark hair his looks have been described as a cross between Cary Grant and Sean Connery he has an obvious military bearing his peculiar fetish for wearing red for luck he was put on a charge in the RAF for wearing RED socks on duty but he still continues to wear some item of red at all times.

 

He has since adopted his favourite colour as his call sign and it is the name used to designate him in secret documents within THE DEPARTMENT.

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Re: my UK hero project

 

You could also look at what Alan Moore has done with Brit' comic characters. His Rupert the Bear etal from 'The League of Extraordinary Gentlemen' still makes me scream 'I wish I'd thought of that'. Also his 'Albion' work or the older 'Daredevils' stuff he did with Captain Britain.

 

Go on, do a Robot Archie! I dare you!

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Re: my UK hero project

 

yeah Rupert was pretty creepy but awesome.

 

I'm trying quite hard to avoid taking to much from moore or morrisons reimagineings of the source material and make something of my own.

 

for example I've found it hard to work out how to do Robot Archie without getting to much like his dipiction in as Acid Archie in Zenith.

 

I.E. 80's has been hero getting his clothes blown off by bazooka wielding copper because the fanatical policeman blames him for Archie's sexual assault of his idol Britney spears. Archie escapes the scene on a route master bus wearing a fake beard its to weird and fun not to get in your head when your writing.

 

i may well still do an Archie analogue but I'm Definitely going to have a robot commando for my WWII heroes. it will tie in with a late 60s master villain who is based on a reoccurring avengers storyline involving cyborgs called Cybernauts

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  • 2 years later...

Re: my UK hero project

 

so finally getting some more work done going to try something a bit more structured so I'm going to try and write up a source book for the UK's paranormal military force UNIT with that in mind i've been throwing together some pictures of UNIT forces with fabrica heres the first one

 

 

SCIops2.jpg

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Re: my UK hero project

 

One Idea I had for a Britsh group was based on the Tower Ravens. The leader would be Ravenmaster and his opertives would use the names of the six ravens. I believe the currrent names are: Gwyllum, Bran, Cedric, Hugine, Munin, and Branwen. They would be like DC's Mockingbird and the Secret Six. I've never really done anything else with idea though.

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Re: my UK hero project

 

Oh I like this project.

Have you heard of the Wold Newton family? It might give you some ideas for the earlier history of British Superheroes or at least direct you to useful material.

http://en.wikipedia.org/wiki/Wold_Newton_family

Are you going to be drawing on literary characters etc or is it going to be entirely original?

 

While you're looking at Alan Moore's 'Albion' and Philip Jose Farmer's Stuff, you should definitely cast an eye over Kim Newman's 'Diogenes Club' material (http://en.wikipedia.org/wiki/The_Diogenes_Club) and Paul Grist's excellent 'Jack Staff' series (http://en.wikipedia.org/wiki/Jack_Staff).

Both great resources for this sorta thing... and damn fine reads in their own regard.

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