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Hero A Day...Sorta...


Enforcer84

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Okay, I have decided to populate my One off Champions Universe, using characters that I liked who didn't make the cut, characters we played back in the day, and some ideas I have had recently that kind of clutter the official CU if I stick them there. One of my challenges to myself, is to create a character, reasonably complete, bio, disads, etc, art work too. one a day for the next year. From 11/1/03 to 10/31/04. The art is lagging but I have preliminary sketches and on a good weekend I should be able to catch up. My first creation... Vessel.VesselVal Char Cost Roll Notes45 STR 35 18- Lift 12.8tons; 9d6 [4]23 DEX 39 14- OCV: 8/DCV: 830 CON 40 15-15 BODY 10 12-20 INT 10 13- PER Roll 13-13 EGO 6 12- ECV: 420 PRE 10 13- PRE Attack: 4d610 COM 0 11-20 PD 11 Total: 20 PD (10 rPD)50 ED 44 Total: 50 ED (25 rED)5 SPD 17 Phases: 3, 5, 8, 10, 1215 REC 060 END 060 STUN 7 Total Characteristic Cost: 229Movement: Running: 6"/12" Flight: 15"/30" Leaping: 9"/18" Swimming: 2"/4"Cost Powers END33 Energy Emission: Multipower, 100-point reserve, (100 Active Points); all slots Increased Endurance Cost (x5 END; -2)3u 1) Energy Pulse: EB 20d6 (100 Active Points); Increased Endurance Cost (x5 END; -2) 503u 2) Energy Beam: RKA 7d6-1 (100 Active Points); Increased Endurance Cost (x5 END; -2) 503u 3) Energy Flash: Sight Group Flash 10d6, Area Of Effect (5" Radius; +1) (100 Active Points); Increased Endurance Cost (x5 END; -2) 5017 Tougher than steel walls: Damage Resistance (10 PD/25 ED)5 Energy Pool: Endurance Reserve (50 END, 0 REC)35 Absorption 5d6 (standard effect: 15 points) (energy, End Reserve), Can Absorb Maximum Of 50 Points' Worth Of Energy Damage30 Graviton Field: Flight 15" 35 Low-Light Vision: Nightvision10 Internal Radio: Radio Perception/Transmission (Radio Group)47 Body Eternal: LS (Eating Character only has to eat once per year; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity 1600 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character only has to sleep 8 hours per year)Talents3 Absolute Range Sense3 Absolute Time Sense3 Ambidexterity (-2 Off Hand penalty)3 Bump Of Direction5 Eidetic Memory3 Lightning Calculator6 Speed Reading (x100)Skills16 +2 with All Combat 5 Cramming 3 Deduction 13-3 Electronics 13-3 Forensic Medicine 13-3 KS: Artificial Intelligence 13-3 KS: Charitable Organizations 13-3 Mechanics 13-2 Navigation (Air) 13-3 Paramedics 13-3 Energy Control: Power 13-7 Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Radar) 13-Total Powers & Skill Cost: 271Total Cost: 500200+ Disadvantages15 DNPC: Creators: (Dr's James Dupree, Megahan Hart, Willis Arbuckle, and Preston Clark) 8- (Normal; Useful Noncombat Position or Skills; Group DNPC: x4 DNPCs)15 Distinctive Features: 66% Human Appearance... (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)20 Hunted: Operation Xenocide 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)20 Hunted: Utopia Institute 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)10 Hunted: Photon 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)10 Physical Limitation: Can only "Heal" to 10 Body, the remaining 5 requires Specialized Facilities (Infrequently, Greatly Impairing)15 Psychological Limitation: Code vs Killing (Common, Strong)10 Psychological Limitation: Outsider Mentality (Uncommon, Strong)10 Psychological Limitation: Facinated with Romance (Common, Moderate)10 Reputation: Android Hero, 11-15 Social Limitation: Public Identity (Frequently, Major)150 Experience PointsTotal Disadvantage Points: 500Background/History: In early 1990's the ground breaking technological think tank known as Clockwerk Sun developed a series of fascinating (to their respective fields) theories and applications. During the next year, the brilliant minds behind CWS introduced Vessel. Vessel was an android built combining CWS' nanotech, AI, and energy conversion theories. "He" came online January 1st, 1996. Unlike many corporate entities, CWS basically pushed the United States to grant Vessel, who more often went by his chosen name of Preston Shipp (a name the android found very witty), citizenship and lead to the United States' Artificial Intelligence Laws. Vessel has used his abilities to aid those in need as a costumed adventurer. He has made many friends and admirers over the last seven years.Personality/Motivation: Vessel has a rather altruistic personality. He feels that the comparatively vast powers he posses should go towards helping mankind. He donates heavily to charities, often his name, time, and image as well as much of the cash he does manage to acquire. He sees his creators over at CWS as his family and is on very good terms with them. He enjoys interacting with humanity, has had romantic relationships and seeks to one day "settle down".Quote: "Allow me ma'am."Powers/Tactics: Given his tremendous resistance to energy attacks, Vessel tends to seek out energy projectors to do battle with, knowing that he can generally overcome them physically even if they don't oblige him by trying to fry his absorption cells. If push comes to shove, he will proactively seek energy to power his big attacks.Campaign Use: Vessel is a "Data" or "Vision" type character, someone who can be the outsider on human nature, asking the hard questions. He is a noble being and has actually had it pretty easily. Acceptance has been relatively easy to come by and the negative reactions to him have been rare (if not insignificant). He has some detractors, those who don't believe he should be given the same rights and freedoms as humanity. He shrugs this off and would only give this a second thought if the laws changed and he lost his autonomy.

 

Vessel is (unbeknownst to him and his creators) slowly evolving physically (his mental and emotional evolution is well documented); the nanites that make up his "blood" are slowly changing and improving on his body. With time (and experience) he will become more efficient at converting energy, and will probably develop more energy control abilities.Appearance: A humanoid android. He has gray skin, no hair, slits for a nose, white eyes and a stocky physique. He wears a costume of blue with a red "V" at his neck, his bracers, and boots are also red. He wears white pants. When not "in uniform" he wears sweaters, khakis, and a gray overcoat. Sometimes he wears a fedora, but since he has become more comfortable with his appearance he has worn this less..

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It was kind of crude, but the gist of his energy control powers is that he has to absorb the energy first. Its very inefficient at this stage in his development, therefore really draining. He basically has one full strength blast per use. He can use smaller blasts to "conserve" END reserve.

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EclipseEclipseVal Char Cost Roll Notes15 STR 5 12- Lift 200.0kg; 3d6 [1]23 DEX 39 14- OCV: 8/DCV: 820 CON 20 13-12 BODY 4 11-18 INT 8 13- PER Roll 13-18 EGO 16 13- ECV: 623 PRE 13 14- PRE Attack: 4 1/2d612 COM 1 11-11/26 PD 5 Total: 11/26 PD (3/18 rPD)11/26 ED 4 Total: 11/26 ED (3/18 rED)5 SPD 17 Phases: 3, 5, 8, 10, 127 REC 040 END 030 STUN 0 Total Characteristic Cost: 132Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Teleportation: 0"/20"/0"/40"Cost Powers END75 Darkness Attacks: Multipower, 75-point reserve7u 1) The Greater Dark: Darkness to Sight Group 6" radius, Personal Immunity (+1/4) (75 Active Points) 74u 2) Darkblast: Energy Blast 9d6 (45 Active Points) 46u 3) Dark Maelstrom: Energy Blast 9d6, Explosion (+1/4) (56 Active Points) 67u 4) Irresistable Darkblast: Energy Blast 9d6, Armor Piercing x1 (+1/2) (67 Active Points) 76u 5) Dark Chains: Entangle 5d6, 5 DEF (Stops A Given Sense Group Sight Group) (60 Active Points) 65 Darkness Control: Elemental Control, 10-point powers35 1) Body Of The Shadow: Desolidification (affected by darkness or light powers) (40 Active Points) 435 2) Darkshield: Force Field (15 PD/15 ED/5 Power Defense/5 Flash Defense: Sight Group) (40 Active Points) 420 3) Easy Merging: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) (30 Active Points); Only In Darkness/Shadows (-1/4)28 4) Stepping Through Shadows: Teleportation 20" (40 Active Points); Only Through Darkness/Shadows (-1/4) 45 Nighteyes: Nightvision\tabPakua Maneuver OCV DCV Notes4 +1 HTH Damage Class(es)4 Block +2 +2 Block, Abort4 Dodge -- +5 Dodge, Affects All Attacks, Abort4 Escape +0 +0 35 STR vs. Grabs3 Joint Lock +0 -1 Grab One Limb; 15 STR for holding on4 Kick +0 +2 6d6 Strike5 Palm Strike -2 +1 8d6 Strike4 Root +0 +0 35 STR to resist Shove; Block, Abort3 Sweep/Throw +2 -1 5d6 Strike, Target Falls1 Weapon Element: Blades1 Weapon Element: Polearms1 Weapon Element: Ring Needle1 Weapon Element: StaffsPerks3 Technically Dead: Anonymity4 Reputation (A medium-sized group) 11-, +4/+4d6Talents6 Combat Luck (3 PD/3 ED)15 Blind Fighting: Combat Sense 13-Skills24 +3 with All Combat 3 Acrobatics 14-3 Analyze: Style 13-3 Breakfall 14-3 Climbing 14-3 Concealment 13-3 Criminology 13-3 Deduction 13-3 Forensic Medicine 13-5 Interrogation 15-2 Language: Cantonese (fluent conversation)3 Lockpicking 14-3 Paramedics 13-3 Persuasion 14-3 Scholar1 1) KS: Chinese Philosophy (2 Active Points) 11-1 2) KS: Criminal Law (2 Active Points) 11-1 3) KS: Criminal Underworld (2 Active Points) 11-2 4) KS: Meditation (3 Active Points) 13-1 5) KS: Pakua (2 Active Points) 11-3 Shadow Tricks: Power: Darkness Powers 13-3 Security Systems 13-3 Shadowing 13-3 Stealth 14-3 Streetwise 14-2 Survival (Urban) 13-3 Ventriloquism 13-4 WF: Common Melee Weapons, Off Hand, StaffsTotal Powers & Skill Cost: 397Total Cost: 529200+ Disadvantages15 DNPC: Janice Hall (Ex-Fiancee/District Atttourney) 11- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)15 Distinctive Features: Casts no Shadow (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)20 Hunted: The Covenant of Five 8- (Mo Pow, NCI, Harshly Punish)10 Hunted: Sodeptan 8- (As Pow, Harshly Punish)15 Hunted: The Righteous 8- (Mo Pow, Harshly Punish)10 Psychological Limitation: Quiet and Mysterious (Common, Moderate)20 Psychological Limitation: Code vs Killing (Common, Total)15 Psychological Limitation: Still in love with Janice (Common, Strong)15 Reputation: Undead avenger in the night, 11- (Extreme)15 Social Limitation: Secret Identity (Frequently, Major)179 Experience Points(1 points unspent)Total Disadvantage Points: 529Background/History: Devan Priest seemingly had it all; he was the son of a wealthy Trial Lawyer, had a beautiful fiancee and tremendous prospects ahead of him as a DA. However he also had a secret, all of his life he had wished to be a hero, a rooftop swinging vigilante, brining down criminals and taking the law to the lawless. He had trained in secret during his youth and especially on his trip abroad to Hong Kong. He was days from making his debut as a crime fighter when a Holloween party he and Janice were at was the target of occult leaders in the Covenant of Five, a group of supernatural terrorists seeking to bring back the "old gods". Unprepared for supherhuman level threats, Devan attempted to contact the local super team to ge ttheir aid. However, he was discovered and killed by agents of the Covenant.

 

That is he would have died, but another fate was instore for Devan. The Covenant's actions at the party were to locate a rare book and conduct a ceremony in the hidden bowels of the one time Penhurst Mansion. The demons called were a Guile Demon, a Power Demon, and a Shadow Demon. Devan's actions, though discovered, were not unsuccessful; soon the house was filled with several independant heroes. During the insuing melee the ceremony was disrupted and the demons that were to be summoned were rebuked; mostly. The Shadow Demon, weakened but unwilling to be sent back, quickly sought out a host, someone who was at the brink of death. Devan fit the bill and woke a few minutes later. In a panic over what had happened, he disappeared into shadows and hasn't been heard from by his family and friends since.

 

After a few weeks of meditation and trial and error, Devan became proficient with the unholy powers that had somehow been given to him. He has surmised that the Demon lacked the strength to control his body after reanimating it. Or that it ran out of time, or something. He only knows that thus far he has never felt its presence. He also seems to lack a supernatural aura, its as if the Demon mutated him rather than possessed him. The only odd thing about him now is that he doesn't cast a shadow. Devan has now begun his crime fighting career, not in the way he planned and so the world would never see his cool "Aprehender" costume, but he has taken to his abilities and goes by the name Eclipse.Personality/Motivation: Devan is a good hearted young man who has been through some strange things thus far in his life. He laments his self imposed exile from his former life, particularly where Janice is concerned, but he feels this is for the best, his family is safe as long as every one thinks Devan is dead. He has set up a few cover identities in order to get food, clothing and such, and he rents a small one bedroom apartment in down town Millenium City. He has considered trying to join a hero team and establish more of a life but he gets along okay now and isn't worried about changing things. The truth is he feels a little distanced from the rest of the world due to the nature and origin of his powers. He should eventually overcome this and rejoin the world permenantly.Quote: "Oddly enough, there are things that stalk the night. Me for instance."Powers/Tactics: A skilled martial artist and detective, Eclipse also has formidible powers dealing with the creation, manipulation, and control of Darkness. He can use it offensively, defensively and for travel. He preferes to use his hand to hand skills but recognizes that he isn't one of the worlds greatest martial artists. His shadow blasts are powerful but not earth shattering and he can create shadow bonds to hold his opponents.Campaign Use: Enigmatic Stalker in the night vigilante.Appearance: Eclipse wears what amounts to a black busines suit (specially made to allow freedom of movement) with a white vest, black shirt, white tie, and a black overcoat. His mask is a black face mask that covers his face not unlike the Question from DC Comics. His hair is black. He wears black combat boots and a segmented belt that at the moment has no gadgets but may someday become a utility belt.

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Soon, very soon on the art. I have the sketches but I lack coloring software at the moment and I am using colored pencil. Once I get the first weeks colored (probably Thursday or Sunday) I will post them with the characters.

 

 

Here is todays....Nilrem, to be honest, he is based on one of my best friend's old characters. One who had a "Defense VPP" that was a nightmare to deal with.

 

Nilrem

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [1]

13 DEX 9 12- OCV: 4/DCV: 4

50 CON 80 19-

25 BODY 30 14-

28 INT 18 15- PER Roll 15-

33 EGO 46 16- ECV: 11

28 PRE 18 15- PRE Attack: 5 1/2d6

12 COM 1 11-

 

25 PD 12 Total: 25 PD (20 rPD)

25 ED 5 Total: 25 ED (20 rED)

4 SPD 17 Phases: 3, 6, 9, 12

13 REC 0

100 END 0

60 STUN 2 Total Characteristic Cost: 243

 

Movement:

Running: 6"/12"

Flight: 10"/40"

Leaping: 3"/6"

Swimming: 2"/4"

Teleportation: 10"/20"

 

 

Cost Powers END

350 Arcane Mastery: VPP (Magic Pool), 200 base + 150 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (350 Active Points)

 

96 Artifacts and Relics: VPP (Gadget Pool), 75 base + 21 control cost, (112 Active Points); VPP Can Only Be Changed Between Adventures (-1/2); all slots IIF (All items at least IIF; -1/4)

 

10 Wizard's Wardrobe: Cosmetic Transform 2d6 (Current outfit to different Outfit, Changing Clothes), Improved Target Group: Any Clothes (+1/4) (12 Active Points); Limited Target: Own Clothes Slightly Limited (-1/4) 1

 

100 Warding Spells: Multipower, 100-point reserve

5u 1) Counter Spelling: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points)

9u 2) Wall of Force: Force Wall (15 PD/15 ED; 5" long and 2" tall) (Alterable Size) (90 Active Points) 9

3u 3) Ward from Evil: Entangle 3d6, 3 DEF, Works Against EGO, Not STR (+1/4), Backlash (+1/2), Takes No Damage From Attacks All Attacks (+1/2), Based On EGO Combat Value (Mental Defense applies; +1) (97 Active Points); Does Not Prevent The Use Of Accessible Foci (-1), Only against Evil Targets (-1/2), Cannot Form Barriers (-1/4) 10

 

Personal Defensive Magics

18 1) All-Powerful Mind: Mental Defense (25 points total)

27 2) Body Immortal: Life Support (Eating Character only has to eat once per week; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; Sleeping Character only has to sleep 8 hours per week)

25 3) Body of Timelessness: Power Defense (25 points)

17 4) Hardened Form: (Total: 17 Active Cost, 17 Real Cost) Damage Resistance (10 PD/10 ED), Hardened (+3/4) (17 Active Points) (Real Cost: 17)

40 5) Personal Defense Magics: Force Field (10 PD/10 ED), Persistent (+1/2), Reduced Endurance (0 END; +1/2) (40 Active Points)

13 6) Regeneration: Healing 3d6 (30 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4) 3

33 7) Wards of Adaption: Absorption 8d6 (energy, Defenses), One Power At A Time (+1/4) (50 Active Points); Limited to SFX of Attack that hits him (-1/2)

\tab Notes: Absorbs to any given defense (PD, ED, MD, PowerD, Flash Defense). SFX bound (ie +5 to ED only vs Fire)

 

Transport Magic

37 1) Dimension Door: Teleportation 10", No Relative Velocity, Safe Blind Teleport (+1/4) (37 Active Points) 4

25 2) HomeWard : Extra-Dimensional Movement (Single Dimension, Any Location) 2

25 3) Wings of Silver: Flight 10", Improved Noncombat Movement (x4), Position Shift, Reduced Endurance (Half END; +1/4) (37 Active Points); Foulable Power loses about a third of its effectiveness (-1/2) 1

 

Perks

10 A bit of coin: Money: Wealthy

3 Delightfully Unfamous: Anonymity

4 My name is known to a few: Reputation: : One of the most powerful mages on Earth (A small to medium sized group) 14-, +4/+4d6

25 The Tower of Twilight's Sorrow: Base

3 Well-Connected

17 1) Defender of the Empire: Contact: The Crown Society (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 8-

3 2) Friend in High Places: Contact: Apollo, God of the Sun (Contact has significant Contacts of his own, Contact has useful Skills or resources) (4 Active Points) 11-

26 3) Old Friends: Contact: Order of Nimue (Contact has access to major institutions, Contact has extremely useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (27 Active Points) 13-

 

Talents

40 My Wizard Sense is Tingling: Danger Sense (immediate vicinity, out of combat, Analyze, Discriminatory, Function as a Sense, Telescopic (+3)) 15-

5 Logn Memory: Eidetic Memory

6 Quick Study: Speed Reading: x100

20 Negotiations will be difficult: Universal Translator 15-

 

Skills

16 +2 with All Combat

21 +7 with Magic

2 Animal Handler (Dragons) 15-

3 Bureaucratics 15-

3 Concealment 15-

3 Conversation 15-

3 Deduction 15-

3 Disguise 15-

5 Gambling (Card Games, Dice Games, Chess) 15-

3 High Society 15-

3 Instructor 15-

3 Interrogation 15-

3 Linguist

3 1) Language: Chortiss (Giant Language) (Idiomatic, native accent) (4 Active Points)

3 2) Language: Draconic (Idiomatic, native accent) (4 Active Points)

2 3) Language: English (Idiomatic, native accent) (4 Active Points)

2 4) Language: French (Idiomatic, native accent) (4 Active Points)

3 5) Language: Gaelic (Idiomatic, native accent) (4 Active Points)

3 6) Language: German (Idiomatic, native accent) (4 Active Points)

3 7) Language: Gyramniss (Faerie Realm) (Idiomatic, native accent) (4 Active Points)

2 8) Language: Latin (Idiomatic, native accent) (4 Active Points)

3 9) Language: Welsh (Idiomatic, native accent) (4 Active Points)

4 Navigation (Astral, Dimensional, Land) 15-

3 Oratory 15-

3 Paramedics 15-

3 Persuasion 15-

3 Research 15-

3 Riding 12-

3 Scholar

2 1) KS: Abjuration Magic (3 Active Points) 15-

2 2) KS: Arcane Lore (3 Active Points) 15-

2 3) KS: Artifacts & Relics (3 Active Points) 15-

2 4) KS: Demonology (3 Active Points) 15-

2 5) KS: History (3 Active Points) 15-

2 6) KS: Monsters & Supernatural Beings (3 Active Points) 15-

2 7) KS: The Mystic World (3 Active Points) 15-

2 8) KS: The Superhuman World (3 Active Points) 15-

3 Sleight Of Hand 12-

14 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 15-

13 TF: Riding Animals, Balloons & Zeppelins, Carts & Carriages, Chariots, Large Rowed Boats, Large Wind-Powered Boats, Rafts, Skating (iceskating or rollerskating), Sleds, Small Rowed Boats, Small Wind-Powered Boats, Two-Wheeled Muscle-Powered Ground Vehicles

3 Tactics 15-

3 Trading 15-

3 Traveler

2 1) AK: Faerie Realms (3 Active Points) 15-

1 2) AK: Lands of Faerie (2 Active Points) 11-

1 3) AK: London (2 Active Points) 11-

3 Ventriloquism 15-

5 WF: Common Melee Weapons, Common Missile Weapons, Flintlocks

53 Wizardry Skill 40-

 

Total Powers & Skill Cost: 1232

Total Cost: 1475

 

200+ Disadvantages

10 Distinctive Features: Mystical Powerhouse: Not Concealable, Always Noticed and Causes Major Reaction, Detectable Only By Unusual Senses

20 Hunted: Covenant of Five 11- (As Pow, NCI, Harshly Punish)

20 Hunted: Hecate 8- (Occasionally) (Mo Pow, NCI, Harshly Punish)

15 Hunted: Pendragon Covenant 8- (Occasionally), More Powerful, Harshly Punish

15 Psychological Limitation: Cannot Tell a Lie Uncommon, Total

15 Psychological Limitation: Loves children Very Common, Moderate

15 Psychological Limitation: Never refuses a personal Challenge Common, Strong

20 Psychological Limitation: Protective of Earth and all its citizens Common, Total

10 Reputation: Powerful Magician, Frequently (11-), Extreme, Known Only To A Small Group

15 Secret Identity: Julian St. Croix: Frequently (11-), Major

10 Watched: Many Magic Beings 11- (Frequently), As Powerful, PC has a Public ID or is otherwise very easy to find, Watching

1110 Experience Points

 

Total Disadvantage Points: 1475

 

 

 

Background/History: Julien of St. Croix was an apprentice to Merlin in Camalot. He followed his mentor into the worlds of Avalon and when was ready he left to find his place in the multiverse. After spending several centuries studying in the realms of faerie, he has returned to watch over his homeland. He spent a few months readjusting himself to the culture and the problems of this day and age. Taking a rather weak stab at his mentor he took the name Nilrem when fighting the evil in this world.

Julien is a surprisingly gentle and kind man if just a bit taciturn over the fact that his friends and family are long dead. He spends most of his time trading magical secrets with his friends and allies, giving money and time to various charities (annonymously) and guarding against the evils of the world.

 

Personality/Motivation: Nilrem is dedicated to the protection of Earth and the betterment of mankind. He seeks those who might make decent apprentices and other allies in the realms of magic and superheroism in general. He is a friendly, if quiet fellow and loves children.

Although they are often on opposite sides of the battle between good and evil, Nilrem carries a torch for the lovely Greek Goddess Hecate. She too seems attracted to him but for her part, she seems more interested in possessing him for her own rather than having some sort of mature relationship with him.

He also has found himself in conflict with a man who, for all appearances is his former friend, turned enemy, Mordred Pendragon

 

Quote: "Now, now, Mordred; we can't be killing and pillaging here. Why don't you take that angry butterknife of yours and go home."

 

Powers/Tactics: As a mage of incredible power; Nilrem can invoke great effects, limited only by his imagination. He has many objects of mystical power and carries a few of them depending on the situation. He has long since garnered enough personal power to rely on items that can be taken away from him for his personal protection.

 

Campaign Use: A powerful spell caster.

 

Appearance: Nilrem now wears a more stylish and colorful garb when appearing in public. He wears a silver cloak with green trim, a dark gray over cloak with gold piping and clasp, a green cloth belt, black pants, brown boots, his gauntlets, and a red and gold shirt. The over cloak is magicked to still conceal his face save for glowing green eyes. He also sports a waist cloth depicting a stylized red unicorn.

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The Golden Emperor

Val Char Cost Roll Notes

75 STR 15 24- Lift 819.2tons; 15d6 [4]

25 DEX 45 14- OCV: 8/DCV: 8

50 CON 80 19-

25 BODY 30 14-

20 INT 10 13- PER Roll 13-

25 EGO 30 14- ECV: 8

40 PRE 30 17- PRE Attack: 8d6

22 COM 6 13-

 

15/75 PD 10 Total: 15/75 PD (0/60 rPD)

15/70 ED 5 Total: 15/70 ED (0/55 rED)

6 SPD 25 Phases: 2, 4, 6, 8, 10, 12

15 REC 0

150 END 25

100 STUN 37 Total Characteristic Cost: 348

 

Movement:

Running: 6"/12"

Flight: 0"/15"/0"/30"

Leaping: 15"/30"

Swimming: 2"/4"

 

 

Cost Powers END

250 Telekinetic Mastery: Multipower, 200-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (250 Active Points)

30m 1) Archtypical Telekinisis: Telekinesis (100 STR) (150 Active Points) 7

17u 2) Area Telekinesis: Telekinesis (50 STR), Area Of Effect (8" Radius; +1), Selective Target (+1/4) (169 Active Points) 8

4u 3) Close Your Eyes: Sight Group Flash 3d6, No Normal Defense (anything that prevents the character from clearly seeing the victim's eyes, or not having eyelids; +1/2), Continuous (+1) (37 Active Points) 2

7u 4) Crushing And Rending: Killing Attack - Ranged 4d6, Indirect (Any origin, always fired away from attacker; +1/2) (90 Active Points); No Knockback (-1/4) 4

6u 5) Energy Manipulation: Telekinesis (60 STR) (90 Active Points); Only Works On Energy (-1/2) 4

6u 6) Expanded Telekinesis I: Telekinesis (30 STR), Fine Manipulation, Porous (65 Active Points) 3

8u 7) Expanded Telekinesis II: Telekinesis (20 STR), Porous (gases), Area Of Effect (4" Radius; +1) (80 Active Points) 4

10u 8) Expanded Telekinetic Attack: Energy Blast 10d6, Area Of Effect (5" Radius; +1) (100 Active Points) 5

10u 9) Lockdown: Entangle 5d6, 5 DEF, Continuous (+1) (100 Active Points) 5

10u 10) Missile Projection: Blunt Objects (Increased Volume or Mass): EB 10d6, Area Of Effect (5" Radius; +1) (100 Active Points) 5

7u 11) Missile Projection: Blunt Object Tossing: Energy Blast 15d6 (75 Active Points) 3

10u 12) Missile Projection: Many Sharp Objects: RKA 3d6+1, Area Of Effect (5" Radius; +1) (100 Active Points) 5

7u 13) Missile Projection: Sharp Object Tossing: Killing Attack - Ranged 5d6 (75 Active Points) 3

6u 14) Power Lance: Killing Attack - Ranged 2d6, Penetrating (x2; +1) (60 Active Points) 3

10u 15) Telekinetic Assault: Energy Blast 12d6, Indirect (Any origin, any direction; +3/4) (105 Active Points) 5

10u 16) Telekinetic Blast: Energy Blast 20d6 (100 Active Points) 5

4u 17) Telekinetic Greatsword: Killing Attack - Hand-To-Hand 2 1/2d6 (5d6+1 w/STR) (40 Active Points) 2

2u 18) Telekinetic Healing: Healing BODY 3d6 (30 Active Points); Requires A Paramedics Roll (-1/2) 1

5u 19) Telekinetic Manipulation: Telekinesis (30 STR), Fine Manipulation (55 Active Points) 2

3u 20) Telekinetic Strength Augmentation: +50 STR (50 Active Points); No Figured Characteristics (-1/2), Nonpersistant (-1/4) 2

6u 21) The Big Squeeze: Energy Blast 6d6, No Normal Defense (PD Force Field, Force Wall, or LS: Self-Contained Breathing; +1) (60 Active Points) 3

 

22 Telekinetic Mastery: Elemental Control, 44-point powers

30 1) Faster Telekinetic Flight: Flight 15", No Turn Mode (+1/4), Reduced Endurance (0 END; +1/2) (52 Active Points)

6 2) Telekinetic Defenses: Armor (15 PD/15 ED) (45 Active Points); Costs Endurance (-1/2), Only Provides Armor Up To DEF and BODY Of Objects (-1/2), Activation Roll 14- (-1/2), Ablative BODY Only (-1/2), OIF (objects of opportunity) (-1/2) 4

23 3) Telekinetic Shield: Force Field (25 PD/20 ED) (45 Active Points) 4

48 4) Telekinetic Wall: Force Wall (16 PD/12 ED) (70 Active Points) 7

42 5) Telekinetic Whirlwind: (Total: 121 Active Cost, 51 Real Cost) Force Field (12 PD/12 ED) (24 Active Points); OIF (objects of opportunity) (-1/2), Ablative BODY Only (-1/2) (Real Cost: 12) plus Energy Blast 6d6, Personal Immunity (+1/4), Area Of Effect (7" Radius; +1), Continuous (+1) (97 Active Points); OIF (objects of opportunity) (-1/2), No Range (-1/2), Linked to Force Field (1d6 per 2 PD/ED FF) (-1/4), No Knockback (-1/4) (Real Cost: 39) 12

 

Other Telekinetic Abilities

12 1) Come Along For The Ride: Usable By 4 Others on Flight (18 Active Points); Must Remain Within 10" of Character (-1/2) 2

27 2) Telekinetic Awareness: Radar (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense

8 3) Telekinetic Touch: Range with Touch Group (10 Active Points); Nonpersistent (-1/4)

7 4) Augmented Lifespan: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Longevity: 1600 Years; Sleeping: Character only has to sleep 8 hours per week)

 

Gadgets & Gear

6 1) Strong Headband: Mental Defense (17 points total) (12 Active Points); OAF (-1)

14 2) Mind Link Communications System: Mind Link , Human class of minds, Specific Group of Minds, No LOS Needed, Number of Minds (x8) (35 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2)

16 3) Armored Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2)

 

Boxing, Modern

Maneuver OCV DCV Notes

4 Block +2 +2 Block, Abort

3 Clinch -1 -1 Grab Two Limbs, 85 STR for holding on

4 Cross +0 +2 17d6 Strike

5 Hook -2 +1 19d6 Strike

3 Jab +2 +1 Strike

1 Weapon Element: Cestus

 

Perks

5 Divine Right Access: Computer Link

25 Hidden Base in the Amazon: Vehicles & Bases

30 Mobile Fortress: Vehicles & Bases

55 The Golden Legion: Follower

9 Contact: Guerrilla Fighters in South America (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-

8 Fringe Benefit: International Driver's License, Membership: Divine Right, Passport, Security Clearance: Divine Right

10 Money: Wealthy

6 Reputation: Underground Hero (A medium-sized group) 14-, +3/+3d6

 

Skills

10 +2 with HTH Combat

30 +6 with Ranged Combat

3 Bribery 17-

3 Bureaucratics 17-

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

3 High Society 17-

3 Interrogation 17-

3 Language: English (completely fluent)

4 Language: Portuguese (idiomatic)

0 Language: Spanish (idiomatic) (4 Active Points)

3 Oratory 17-

3 Paramedics 13-

3 Persuasion 17-

23 Power: Telekinetic Tricks 23-

3 Scholar

1 1) KS: Boxing (2 Active Points) 11-

1 2) KS: Criminal Underworld (2 Active Points) 11-

2 3) KS: Military/Mercenary/Terrorist World (3 Active Points) 13-

2 4) KS: South American History (3 Active Points) 13-

2 5) KS: South American Politics (3 Active Points) 13-

2 6) KS: World Politics (3 Active Points) 13-

3 Seduction 17-

6 Survival (Temperate/Subtropical, Tropical, Mountain) 13-

1 WF: Blades, Clubs, Fist-Loads, Unarmed Combat

 

Total Powers & Skill Cost: 977

Total Cost: 1325

 

500+ Disadvantages

10 Distinctive Features: Powerful Mentalist (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

15 Hunted: Hyperion Institute 11- (Mo Pow, NCI, Watching)

20 Hunted: The Current Regimes of South America 11- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)

10 Hunted: The New Victories 8- (As Pow, Harshly Punish)

20 Psychological Limitation: Honorable; His word is his bond. Respectful and Courteous (Common, Total)

20 Psychological Limitation: Megalomaniacal; Believes its his destiny to Rule all of South America (Common, Total)

10 Psychological Limitation: Prototypical Lothario (Common, Moderate)

15 Psychological Limitation: Vain; Arrogant (Common, Strong)

10 Reputation: Enigmatic Power , 11-

15 Social Limitation: Secret Identity (Frequently, Major)

5 Unluck: 1d6

675 Experience Points

 

Total Disadvantage Points: 1325

 

 

 

Background/History: Esteban is a seemingly immortal mutant. Born roughly 75 years ago (he doesn't really say, and might be quite a bit older), he realized that the current governments of South America could not handle the burden of leading a peoples. Although powerful, he lacked the resources and backing to take over a continent. He attempted to wrest Columbia from the drug dealers that ruled by proxy but was rebuked. Escaping without great injury he traveled to Europe to rebuild. It was there that he was approached by a group of similarly minded men and women of power. After a period of "adjustment" he was allowed into the ranks of the Divine Right. Cortez has claimed his homeland of South America as his domain.

As the Golden Emperor, he brings his considerable telekinetic might to bear only in dire occasions. His well armed and trained agents and loyal followers do most of his dirty work. He is seen somewhat as an underground hero for his opposition to the violent drug cartels that seem to run every thing south of the United States border.

 

Personality/Motivation: The Golden Emperor is just another self important, arrogant, vain, egotistical wannabe master villain. Cortez is sure he can do a better job of leading the peoples of South America than the weaklings and drug runners that do so know. He has little popular support but is waging his war for the hearts and minds of the citizens as well as the control he desires.

 

Quote: "True, when I am king there will be changes; for instance, you will no longer pass this filth amongst our children!"

 

Powers/Tactics: The Golden Emperor is one of the most powerful telekinetics in the world. Cortez is subtle and rarely makes grand gestures of power. He does, however, take personal challenges seriously and feels that honor demands he fight with all his savvy and might.

 

Campaign Use: The Golden Emperor is a master villain with motives that, at least for the short term, are concurrent with most heroes (battling Drug Lords). However, he does enough illegal activities to make him a sympathetic foe, rather than a cautious ally. He doesn't hesitate to lend his aid to those in need if only because that makes them beholden to him.

 

Appearance: A handsome man of mixed Spanish and Portuguese decent. He has brown hair and eyes, a dark complexion and chiseled features. He is stronger than he looks and occasionally can be drawn into fisticuffs with even superhuman opponents. He wears stylized golden armor plates over a black stasis cloth bodysuit with a purple cape held by ornate silver crosses at his collar. He wears a cowl that doesn't cover his face but does enough concealment to keep him from being on the cover of the newspapers all the time.

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Originally posted by Enforcer84

First hitch in my hero a day posting...(well character a day), I got sick yesterday and posted nadda. I'll try to make it up today but I steel feel like Carp and might forgoe until tomorrow....

 

Hey, if you feel like carp, then that's a sure sign to rest up... or go frolic in a local creek, either way take a break ;)

 

Seriously, we look forward to more, but health comes first.

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I Have Returned!

 

Okay, here we go. I have decided my project for the next two days is to post the Solution. A large (8+ member) superteam attached to the Utopia Institute (something I liked from Abberant).

UI is a maverick thinktank out to save the world and make a tidy profit doing so. They made their first splash with the cleaning of Los Angeles in 2002. Using pollutant eating microbes, they cleaned the air over LA by 200%; there was a slight problem as the microbes also attacked the source of the pollutants causing damage ranging from slight to crippling to businesses and vehicles. Luckily the Solution arrrived and prevented disaster. The microbes were dispersed and continue to eat pollution across the globe while releasing oxygen. It has yet to reproduce the problematic proportions that its initial release caused. The State of California payed UI 500 Million Dollars for the cleaning then was forced to give serious tax breaks to many of the polluting busniesses to rebuild their plants (rather than go someplace cheaper). The plants used methods supplied by UI (for a small fee, of course) and were up and running in only nine months. All things considered it was a triumphant debut for the Insitute and its funded superteam. Since then UI has successfully seeded roughly 8% of the African Deserts to grow food. Using UN troops and funds, UI has aided the agricultural and economic growth of several small african nations.

 

Anyway, on to the Solution. Here is the team spokeswoman...Ultra Woman

 

Ultra Woman

Val Char Cost Roll Notes

80 STR 10 25- Lift 1.6ktons; 16d6 [5]

20 DEX 30 13- OCV: 7/DCV: 7

40 CON 20 17-

20 BODY 20 13-

20 INT 10 13- PER Roll 16-

25 EGO 30 14- ECV: 8

30/70 PRE 20 15- / 23- PRE Attack: 6d6/14d6

20 COM 5 13-

 

20/40 PD 4 Total: 20/40 PD (0/20 rPD)

20/40 ED 12 Total: 20/40 ED (0/20 rED)

7 SPD 10 Phases: 2, 4, 6, 7, 9, 11, 12

24 REC 0

80 END 0

80 STUN 0 Total Characteristic Cost: 171

 

Movement:

Running: 6"/12"

Flight: 32"/64"

Leaping: 16"/32"

Swimming: 2"/4"

 

 

Cost Powers END

180 Augmented Brick Tricks/TK Tricks: Multipower, 180-point reserve

1u 1) Armful: Telekinesis (10 STR), Affects Porous, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; when character picks up appropriate substances; +1/4), Reduced Endurance (0 END; +1/2) (44 Active Points); Only Works On Difficult-To-Grasp Substances (see Ultimate Brick) (-1), Instant (-1/2), No Range (-1/2), Requires A Brick Tricks Roll (-1/2)

18u 2) Force Vision: Energy Blast 16d6, No Range Modifier (+1/2), Double Knockback (+3/4) (180 Active Points) 18

3u 3) Ring the Bell: EB 12d6, Only Does Knockdown, Not Knockback (+0), Side Effects (may cause considerable damage to the environment; +0), Indirect (always from below; +1/4) (75 Active Points); Extra Time (Full Phase, -1/2), Restrainable (-1/2), Only Affects Targets On The Ground (-1/4) 7

4u 4) Shockwave: EB 12d6, Only Does Knockdown, Not Knockback (+0), Side Effects (may cause considerable damage to the environment; +0), Hole In The Middle (fixed size; +1/4), Explosion (+1/2) (105 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2), Only Affects Targets On The Ground (-1/4) 10

12u 5) Speed of Thought Physical Assault: Energy Blast 12d6, Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2) (120 Active Points) 4

Notes: Superspeed Punches!

1u 6) Stronger Than A Locomotive: +40 STR (40 Active Points); Only To Stop Moving Objects (-2), No Figured Characteristics (-1/2) 4

2u 7) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (the one hex the character is standing in when he uses the power; +1/4), Does Knockback (+1/4), Explosion (-1 DC/3"; +1) (60 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2) 6

6u 8) Where's That Waterpipe?: Dispel Fire Powers 12d6, all Fire Powers simultaneously (+2) (108 Active Points); OIF (pressurized watersource of opportunity; -1/2), Limited Range (10"; -1/4) 11

75 Flight: Multipower, 75-point reserve

7u 1) Combat Flight: Flight 16", Position Shift, Reduced Endurance (1/2 END; +1/4), combat acceleration/deceleration (+1/4), Usable As Running (+1/4), Usable As Swimming (+1/4) (74 Active Points) 3

4u 2) Come On Along For The Ride: Flight 12", Recipients Must Remain Within 10" Of Character (+0), Usable Simultaneously (up to 4 people at once; +3/4) (42 Active Points) 4

7u 3) Sonic Flight: Flight 16", Reduced Endurance (1/2 END; +1/4), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (72 Active Points) 3

33 Vast Stores of Energy: Endurance Reserve (200 END, 20 REC) Reserve: (40 Active Points); REC: (20 Active Points); Personal REC (-1/2)

 

Augmented Characteristics

32 1) Augmented Durability: +20 CON (40 Active Points); Nonpersistent (-1/4)

15 2) Augmented Quickness: Lightning Reflexes: +10 DEX to act first with All Actions

25 3) Augmented Reaction Time: +3 SPD, Power Can Draw END from Character or END Reserve (+1/4) (37 Active Points); Costs Endurance (-1/2) 4

72 4) Augmented Strength: +60 STR, Reduced Endurance (1/2 END; +1/4), Power Can Draw END from Character or END Reserve (+1/4) (90 Active Points); Nonpersistant (-1/4) 3

 

Nigh Invulnerability

13 1) Defensive Ego: +10 EGO (20 Active Points); Only To Resist Mental Powers (-1/2)

34 2) Group Shields: Mental Defense (35 points total), Power Can Draw END from Character or END Reserve (+1/4), Usable Simultaneously (up to 8 people at once; +1) (51 Active Points); Costs Endurance (-1/2) 5

13 3) Mental Bastion: Power Defense (20 points) (20 Active Points); Only Works Against Limited Type of Attack (attacks versus, or involving, mental/psionic powers; -1/2)

15 4) Personal Atmosphere: Life Support (Eating: Character only has to eat once per week; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (22 Active Points); Costs Endurance (-1/2) 2

48 5) Personal Combat Field: Armor (20 PD/20 ED) (60 Active Points); Nonpersistent (-1/4)

10 6) Strong Willed: +10 Mental Defense (35 points total)

13 7) TK Bracing: Knockback Resistance -10" (20 Active Points); Costs Endurance (-1/2) 2

10 8) Warding Fields: Power Defense (10 points)

 

Psychic Presence Aura

32 1) Awe: +40 PRE (40 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 4

45 2) Inspire: Aid PRE 4d6 (standard effect: 12 points), Area Of Effect (4" Radius; +1), Selective (+1/4) (90 Active Points); Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4), Incantations (voice range; -1/4)

 

Solution Gear, all slots OIF (-1/2)

17 1) Broadcast Tracking: Detect Source Of Radio Transmissions A Large Class Of Things 16-/13- (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (25 Active Points); OIF (-1/2)

6 2) Communications: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As Sight and Hearing Groups As Well As Radio Group (-1/2), OIF (-1/2)

4 3) Onboard Computer: Follower (6 Active Points); OIF (-1/2)

Super Psychic Senses!

9 1) Keen Senses: +3 PER with all Sense Groups

25 2) Linguistic Savant: Universal Translator 18-

5 3) Psychic Sensitive: Mental Awareness

8 4) Telekinetic Touch: Range with Touch Group (10 Active Points); Nonpersistent (-1/4)

 

Perks

5 Computer Access: Computer Link: UI Computers

5 Perks: Fringe Benefit: International Driver's License, Membership: Member of the Solution, Passport

10 Salary: Money: Wealthy

10 Solution Station: Base Contribution

10 Solutions In Motion: Vehicle Contribution

10 Utopian Access: Access: Utopian Institute (Hidden (-5 to Skill Rolls))

15 Reputation: Popular Heroine (A large group) 14-, +5/+5d6

3 Well-Connected

2 1) Contact: Frontline (Good relationship with Contact) (3 Active Points) 11-

2 2) Contact: Lords of Justice (Good relationship with Contact) (3 Active Points) 11-

8 3) Contact: Project Herald (Good relationship with Contact), Organization Contact (x3) (9 Active Points) 11-

2 4) Contact: TerraGuard, Organization Contact (x3) (3 Active Points) 8-

 

Skills

24 +3 with All Combat

3 Bureaucratics 15- (23-)

3 Conversation 15- (23-)

3 Demolitions 13-

3 High Society 15- (23-)

3 Hoist 13-

3 Linguist

2 1) Language: Arabic (completely fluent) (3 Active Points)

2 2) Language: Cambodian (completely fluent) (3 Active Points)

0 3) Language: English (idiomatic) (4 Active Points)

1 4) Language: French (completely fluent) (3 Active Points)

3 5) Language: Javanese (completely fluent)

3 6) Language: Korean (completely fluent)

2 7) Language: Russian (completely fluent) (3 Active Points)

2 8) Language: Spanish (completely fluent) (3 Active Points)

3 Oratory 15- (23-)

3 PS: Spokeswoman 15- (23-)

3 Paramedics 13-

3 Persuasion 15- (23-)

23 Power: TK Brick Tricks 23-

3 Research 13-

3 Scholar

1 1) KS: Charitable Organizations (2 Active Points) 11-

2 2) KS: Environmental Charities (3 Active Points) 13-

1 3) KS: Environmental Issues (2 Active Points) 11-

2 4) KS: The Superhuman World (3 Active Points) 13-

1 5) KS: The Utopia Institute (2 Active Points) 11-

1 6) KS: World Politics (2 Active Points) 11-

3 Scientist

2 1) SS: Biology 13- (3 Active Points)

2 2) SS: Ecology 13- (3 Active Points)

2 3) SS: Environmental Engineering 13- (3 Active Points)

2 4) SS: Geology 13- (3 Active Points)

2 5) SS: Microbiology 13- (3 Active Points)

3 Seduction 15- (23-)

3 Teamwork 13-

 

Total Powers & Skill Cost: 1011

Total Cost: 1182

 

200+ Disadvantages

10 Hunted: Empress 8- (Mo Pow, NCI, Watching)

20 Hunted: Hyperion Institute 8- (Mo Pow, NCI, Harshly Punish)

15 Hunted: Lloyd Parmenter, Genius 8- (As Pow, NCI, Harshly Punish)

15 Hunted: Utopian Institute 11- (Mo Pow, NCI, Watching)

15 Hunted: Wastelords 8- (Mo Pow, Harshly Punish)

10 Psychological Limitation: Aloof and Patronizing (Common, Moderate)

20 Psychological Limitation: Code vs Killing (Common, Total)

15 Psychological Limitation: Enjoys media attention (Very Common, Moderate)

15 Psychological Limitation: Wants to save the world (Common, Strong)

15 Reputation: "grammar School Teacher", 14-

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

15 Social Limitation: Secret Identity: Danielle Davis (Frequently, Major)

10 Vulnerability: 1 1/2 x Effect Magic Based Attacks (Common)

20 Vulnerability: 2 x STUN Magic Based Attacks (Common)

782 Experience Points

 

Total Disadvantage Points: 1182

 

 

 

Background/History: The woman now known as Aubrey Davis is not from this planet. She is, in fact, a member of the Vacyrean [Va-CHEER-ian] race (actually, a genetic offshoot that dubbed themselves the "Exiles"). Adora was a prodigy who, as a child of only seven, asked for and was granted leave to explore the universe. Adora hyper jumped to the Sol system (the Exiles had received radio and laser transmissions from Earth before). Unfortunately, she emerged in the tail of a comet and her ship was damaged, she managed to make it to Earth’s atmosphere but wasn't able to land safely. Surviving the crash but deeply wounded she was found by a geologist and his wife. The couple took the young girl to their home, nursed her back to health and then adopted her and raised her as their own. The young woman found this acceptable and began to study Earth. As Adora (now Aubrey) grew and attended the local school, she found to her dismay that Earth was plagued by many of the same threats that had nearly destroyed her home world, Khara. Studying biological and environmental sciences, she set out to bring the ecological cures to Earth that she had seen in her own world. She met a similarly minded young man early on in her college days and they became fast friends.

Alexander Williamson was a disillusioned child from a well-to-do background. When his friend, Aubrey, told him of her superpowers, he revealed his own mutant abilities that set him apart from mortal men. Alex and Aubrey were headed down a slippery slope to eco-terrorism when they were contacted by the fledgling Utopian Institute. A maverick think tank with intentions on saving the world from itself, they hired on as scientific help. When their powers became known to the board, the idea of a socially and environmentally conscious super team was concocted. They were dubbed the Solution, and Aubrey became Ultra Woman. Aubrey is the team spokeswoman, Alex is their leader, and they do their best to promote environmental as well as social harmony.

 

Personality/Motivation: Aubrey knows what happens to worlds that are abused by its inhabitants. She wants her adoptive world to avoid having to lose its native peoples in order to save it. Realizing that she has a responsibility to use her powers to help those in need, she still disdains the typical fight of the week life of a super team. Therefore, the Solution is far more proactive than many of the other teams. They use the impressive resources of the Utopian Institute to help change environmental policies, and in radical cases terra-form the earth itself (as in the 2002 cleansing of Los Angeles). Aubrey is still idealistic enough and humble enough to try to work with the rest of humanity. Some of the other members of the Solution are becoming less and less tolerant of "the masses".

She despises the Eco-Terrorists as she feels that they set the environmental movement backwards faster than it can go forwards. She has noticed Alex’s tendency towards radical solutions; but rationalizes and ignores them while he doesn’t act on them. Part of her knows that it’s probably not just talk, but she is loathe to turn on her friend. As long as he keeps control and works within the law, she’s fine. If she were to ever find evidence of illicit activities on his part, she’d be crushed.

Ultra Woman, despite her age, can come across like a disapproving school teacher. She's prone to lecturing during combat, or when she has the team alone. Conversely, she adores being in the spotlight and loves the attention of others. She's just very very good at hiding this. Her distress over her costume is largely for show. She has not had any true romantic relationships save for a brief fling with Alexander when they were in college. She's a bit lonely, but her aloofness puts off many otherwise interested suitors.

 

Quote: "You must see that your actions affect more than your pocketbooks!"

 

Powers/Tactics: Ultra Woman has three distinct sets of powers; (though they are all linked to her vast psionic potential) first, she has developed the standard Telekinetic based Strength and durability that she shares with the majority of her people; these abilities allowed them to rebuild Khara from the charred environmental disaster it had become. This includes Strength, Toughness, Mobility, and Reaction. Secondly, she has developed a powerful Personality Aura. She can summon amazing presence allowing her to mesmerize audiences, persuade difficult clients or argumentative rivals, become a living terror or Goddess to those surrounding her, or to shore up her own emotional strength. She can also bolster the personalities of others, inspiring them to ignore fear or imposing opposition. Lastly, like most of her clan back home, Adora's psychic defenses and willpower is very impressive, far beyond even most of the other Exiles.

 

Campaign Use: Environmental Conscience. A popular heroine who gives of her time and fame to help the planet and its people.

 

Appearance: Ultra Woman wears a form fitting and rather revealing white costume consisting of a French cut one piece suit with long sleeves a rather daring “U” shaped décolletage. (This is mirrored on the back) She wears thigh high blue boots and a matching belt. The belt has a gold buckle. Over this she wears a red cape attached to her shoulders with gold pins and a gold cord between them. She complains about her cheesecake image periodically but has never changed the costume. She wears gold bracers on her wrists, the one on her right arm holds her communications equipment.

 

Aubrey herself is a tall and epically lovely woman. Her blond hair is the color of gold and she wears it long. She has blue eyes and an athletic, bombshell build. When not acting as Ultra Woman, or in a purely spokeswoman fashion, she tends towards tailored suits with knee length skirts. Often white with blue or red blouses. On the rare occasions she is relaxing, she goes with jeans and tee shirts.

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The Vacyreans are my Kryptonian Race Equivalent. They have an aversion to Magic (and their homeworld has very little magical energy to speak of) Melinnia ago, the Vacyreans basicall were on the brink of extinction, civilization had long since started its decline and radical solotions were deemed necessary. A very small part of the population came up with the idea of basically sending the population away on space arcs. They developed the technology and (rather predicrably) business interests attempted to take over the process. Eventually the arcs were prepared millions of Vacyreans were loaded up and shot into space. What the vast majority of the newly spaceborn people did not know was that a small percentage of their intellectual elite stayed behind. There plan basically had been to get rid of the majority. Using highly advanced genetic manipulation they transformed themselves into supermen and women. They had nigh unlimited resources now and over the course of the next four centuries, the "Exiles" as they called themselves, returned their planet to a nearly pre-industrial state, endangered species flurrished and several cultures worth of data were studied, cataloged, and stored. The Exiles have a relatively low birth rate and still number less than 2 million on their homeworld. Many have left Khara and explore the universe. They tend towards idealism and self sacrifice (especially the later generations who were taught that this is why they stayed).

 

The arcs, by the way, found thier way to worlds and several different races have spawned from them. Depending on those in charge of the arc. But that's for another time.

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And for Thursday....Here is, while not an original Chad Riley creation, one of my fave Environmental Villains turned good.

Titaness

Diana Artemis (New name, former name classified by US Goverment)

Val Char Cost
40/70 STR 30
21 DEX 33
35 CON 50
11/17 BODY 2
13 INT 3
11 EGO 2
15 PRE 5
18 COM 4
20 PD 12
20 ED 13
5 SPD 19
15 REC 0
70 END 0
70/76 STUN 21
6"/14" RUN 0
2" SWIM 0
8"/24" LEAP 0
Characteristics Cost: 194
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Cost Power END
45 Multipower: Biochemical Abilities: Multipower, 45-point reserve
4u 1) Namesake Size: Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 6,336 kg, -4 DCV, +4 PER Rolls to perceive character, 8 m tall, 4 m wide), Reduced Endurance (0 END; +1/2) (45 Active Points)
4u 2) Bioelectric Lightning Bolt: RKA 3d6 (45 Active Points) 4
10 Tougher than a two dollar steak: Damage Resistance (10 PD/10 ED)
30 Bathes in Lightning: Energy Damage Reduction, Resistant, 75% (60 Active Points); Electrical Attacks Only (-1)
15 +10 versus Range Modifier for Sight Group
5 Ultraviolet Vision: Ultraviolet Perception (Sight Group)
4 Large and In Charge: Knockback Resistance -2"
5 Strong Willed: Mental Defense (7 points total)
5 Togher than She looks: Lack of Weakness (-5) for Normal Defense
5 Ageless Beauty: Life Support (Longevity: Immortal)
19 Immunities and Environmental Adaptations: Life Support (Immunity: All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)
16 Sprinter: Running +8" (6"/14" total) 2
10 Leaper: Superleap +10" (8"/24" forward, 4"/12" upward) 1
Powers Cost: 177

Cost Skill
8 +1 with All Combat
5 +1 with Ranged Combat
10 +2 with HTH Combat
24 Animal Handler (Aquatic Animals, Birds, Bovines, Camels, Canines, Dragons, Elephants, Equines, Felines, Insects & Anthropods, Raptors, Reptiles & Amphibians, Ursines) 17-
2 AK: Area Knowledge: Amazon Bason 11-
2 AK: Area Knowledge: Pacific Northwest 11-
3 Breakfall 13-
3 Climbing 13-
3 Electronics 12-
3 Linguist
0 1) Language: English (idiomatic) (4 Active Points)
2 2) Language: Portuguese (completely fluent) (3 Active Points)
2 3) Language: Spanish (completely fluent) (3 Active Points)
3 Lockpicking 13-
3 Navigation (Land, Pick Something) 12-
3 Oratory 12-
3 Paramedic 12-
3 Riding 13-
3 Scholar
1 1) KS: Knowledge Skill: Agriculture (2 Active Points) 11-
1 2) KS: Knowledge Skill: Environmental Groups (2 Active Points) 11-
1 3) KS: Knowledge Skill: Environmental Law (2 Active Points) 11-
1 4) KS: Knowledge Skill: Lore (Earth Goddess) (2 Active Points) 11-
3 Scientist
2 1) SS: Agricultural Engeineering 12- (3 Active Points)
1 2) SS: Botany 11- (2 Active Points)
2 3) SS: Ecology 12- (3 Active Points)
2 4) SS: Environmental Engineering 12- (3 Active Points)
2 5) SS: Geology 12- (3 Active Points)
2 6) SS: Occultism 12- (3 Active Points)
3 Security Systems 12-
3 Shadowing 12-
3 Stealth 13-
32 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Pick Something, Urban) 20-
3 Tracking 12-
Skills Cost: 147

Cost Perk
Solution Perks
10 1) Access: Utopian Institute (Hidden (-5 to Skill Rolls))
5 2) Computer Link: UI Computers
5 3) Fringe Benefit: International Driver's License, Membership: Member of the Solution, Passport
10 4) Money: Wealthy
10 5) Vehicle Contribution
10 6) Base Contribution
Perks Cost: 50

Val Disadvantages
10 Enraged: When facing Destroyers of Earth: Uncommon, go 8-, recover 11-
10 Distinctive Features: Tall amazon looking lass: Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
20 Hunted : Covenant of Five 8- (Occasionally), More Powerful, NCI, Harshly Punish
15 Hunted: Destruction: 8- (Occasionally), More Powerful, Harshly Punish
20 Hunted: Duchess Industries: 8- (Occasionally), More Powerful, NCI, Harshly Punish
15 Secret Identity: Diana Artemis: Frequently (11-), Major
15 Psychological Limitation: Defender of the Environment (Common, Strong)
20 Psychological Limitation: Follower of Gaia (Common, Total)
15 Psychological Limitation: Hatred of Ecoterrorists Common, Strong
5 Reputation: Radical Environmentalist: , Sometimes (8-)
10 Reputation: Wiccan , 8- (Extreme)
5 Rivalry: Starwell: Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
Disadvantage Points: 160
Cost Summary:Base Points:200Disadvantage Points: 160Experience Required: 208Total Experience Available: 208Total Character Cost: 568Height: 1.98 mHair: RedWeight: 99.00 kgEyes: GreenAppearance: Titaness is tall, even at "normal" height she is approximately 6' 6" tall. She has long curly red hair and fierce green eyes. Her costume is white with gold trim on her boots, gloves, and belt. She wears a half mask and has a golden Lightning bolt on her left breast.

 

 

 

 

Personality: Call it a hallucination, call it an epiphany, call it a vision from an enraged Earth Mother, what ever it was that Diana saw, she believed. She has changed, and although she still hates the polluters, and the industrial juggernauts that put profits before planet; she no longer condones violence against society as an option. She knows now, in her mind the order of the world is clear. She intends to make the planet and her peoples whole again.Quote:"To tell you the truth, with all the senseless slaughter of indigenous species in the Amazon, the idea of a fox fur farm isn't that pressing a need."

"That's an interesting theory Aries. Perhaps if your nanites can help return vegetation to this land, perhaps we can free these people of their need to export the carcass of these endangered animals."

Background: Titaness was a cynical, self absorbed, environmental terrorist. She believed in hurting those who hurt the environment. She didn't realize that she was hurting more than she helped. She didn't care either. Her mission was revenge against Big Business and the Governments of the world. Titaness spent a lot of time in jail. Once while in her cell at Stronghold, she was awakened by a bright light. She looked into the furious eyes of the Goddess of Earth

"Fie thee!" The Goddess hissed, "You do nothing to aid the Earth's creatures, as you proclaim so loudly!"

Titaness was afraid. Very afraid. She had seen powerful beings but this goddess knew her innermost feelings of hatred and rage, told her how she once was, and chastised her for turning on her ideals. Titaness awoke in a forest. Gaia was gone. Stronghold was gone. Titaness was gone. In her stead stood a new Titaness. A stronger Titaness, who had a mission. Defend the Earth and ALL her creatures from evil, enslavement, and destruction. Titaness left the forest and traveled back to the US, she needed to join the other defenders, and she needed to atone. She soon found herself a member of the Solution.

 

NOTE: This is not an original character, but a "retcon" of Titaness from Enemies: Villainy Unbound. I wish I still had that book....*Sigh*

Powers/Tactics: Brick with lightning bolts. Gets big to go toe to toe with the "big boys". As one of three "bricks" on the team (though not often dispatched together), she is the lightest defense wise, so she will often try to soften opponents up with her lightning bolts if she thinks they are capable of removing her from the fight too soon.Campaign Use: Environmental activist, wiccan, repentant former villainess. What’s not to like? She has actually become more and more level headed as the years have gone by and is often worried at the direction the Solution and UI sometimes go. She sees through some of the veils of altruism but for now the good far outweighs the greed. She donates a fair share of her income and as such actually has only a moderate fortune compared to the rest of her team. She is good friends with Ultra Woman, Granite, Silver Druid, and Sunrise.
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and for Friday....

Granite

Brother Stone

Val Char Cost
50 STR 40
15 DEX 15
40 CON 60
15 BODY 10
10 INT 0
11 EGO 2
15 PRE 5
10 COM 0
30 PD 20
30 ED 22
4 SPD 15
18 REC 0
80 END 0
80 STUN 20
6" RUN 0
2" SWIM 0
10" LEAP 0
Characteristics Cost: 209
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Cost Power END
50 Multipower: Mace of Mother Earth: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2)
4u 1) Stone's Throw: Energy Blast 12d6 (60 Active Points); OIF (-1/2) 6
4u 2) Comet Blast: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); OIF (-1/2) 6
4u 3) Stone Cage: Entangle 6d6, 6 DEF (60 Active Points); OIF (-1/2) 6
2u 4) Dust Storm: Darkness to Hearing Group 5" radius (25 Active Points); OIF (-1/2) 2
5u 5) Stone Wall: Force Wall (12 PD/12 ED) (Opaque: Sight Group) (70 Active Points); OIF (-1/2) 7
3u 6) Earth Moving: Telekinesis (40 STR) (60 Active Points); Only vs Earth/Stone (-1/2), OIF (-1/2) 6
4u 7) Transform: Stone Shape: Minor Transform 3d6 (Stone to Formed Stone), Cumulative (+1/2), Improved Target Group (+1) (75 Active Points); Earth/Stone Only (-1/2), OIF (-1/2) 7
3u 8) Stone Sledge: Hand-to-Hand Attack +7d6, Ranged (+1/2), Reduced Endurance (0 END; +1/2) (70 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2)
9 Feet of Clay: Clinging (60 STR) (13 Active Points); Only to Stone/Earth (-1/2)
30 Skin of Stone: Damage Resistance (30 PD/30 ED)
45 Total Life Support: Life Support (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep)
48 Stone Melding: Tunneling 4" through 10 DEF material, Fill In Hole 5
5 Elemental Being: Power Defense (5 points)
5 Alien Mind: Mental Defense (7 points total)
8 Heavy Man: Knockback Resistance -4"
Powers Cost: 229

Cost Skill
10 +2 with Mace of Mother Earth
15 +3 with HTH Combat
3 Climbing 12-
2 Geology 11-
5 KS: Earth Magic 13-
2 KS: Geomancy 11-
2 KS: Topography 11-
0 Language: Elemental Earth (Idiomatic, native accent) (4 Active Points)
4 Language: English (Idiomatic, native accent)
3 Language: Native American Language (Completely Fluent, w/Accent)
4 Navigation (Land) 12-
2 Prospecting 11-
2 SS: Archaeology 11-
2 SS: Architecture 11-
2 SS: Mining Engineer 11-
2 SS: Occultism 11-
2 SS: Theology 11-
5 Shadowing 12-
12 Survival (Desert, Mountain) 15-
1 Weapon Familiarity: Axes, Maces, Picks
0 Weapon Familiarity: Clubs
1 Weapon Familiarity: Two-handed Weapons
Skills Cost: 81

Cost Perk
Solution Perks
10 1) Vehicle Contribution
10 2) Base Contribution
10 3) Base Contribution
10 4) Access: Utopian Institute (Hidden (-5 to Skill Rolls))
5 5) Computer Link: UI Computers
5 6) Fringe Benefit: International Driver's License, Membership: Member of the Solution, Passport
5 7) Money: Well Off
Perks Cost: 55

Val Disadvantages
20 Distinctive Features : Earth Elemental (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Hunted: Black Enchantress 8- (Occasionally), More Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish
20 Hunted: Crowns of Krim 8- (Occasionally) (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
10 Physical Limitation: Tremendous Weight (700+ lbs) (Infrequently, Greatly Impairing)
15 Psychological Limitation: Cannot Tell a Lie Uncommon, Total
20 Psychological Limitation: Code Against Killing Common, Total
20 Psychological Limitation: Worships Mother Earth Common, Total
10 Reputation: Heroic Monster, Frequently (11-)
15 Social Limitation: Public Identity: Granite Frequently (11-), Major
10 Vulnerability: 1 1/2x BODY Fire Common
10 Vulnerability: 1 1/2x STUN Fire Common
Disadvantage Points: 170
Cost Summary:Base Points:200Disadvantage Points: 170Experience Required: 204Total Experience Available: 205Total Character Cost: 574Height: 1.83 mHair: noneWeight: 335.00 kgEyes: BrownAppearance: Granite looks like, well, granite! He is just over six feet tall and weighs several hundred pounds. He looks rather like an unfinished statue. He wears white trunks with a blue stripe and a broad golden belt. His Mace of Mother Earth is black marble with silver bands at either side of the head and ivory inlayed in the handle. It has a leather teather for twirling and hurling. Oh baby!Personality: Granite joined the Solution after befriending Titaness. He is guiless, helpful, cheerful, and in many ways a child. Having had sentience for less than 10 years, he has been learning alot in a short amount of time. He once was a "hurl stone first ask questions later" type defender of the wildlife and environment. He has mellowed and tries to balance the needs of the planet with the needs of its inhabitants. He is facinated by science and is astounded by the good humanity can do when it sets its mind to it. He is a bit nervous around Aries, who is kind of dismissive of the earth elemental as anything more than a "tool" or a pet. Aries keeps this hidden from the rest of the team and Granite finds the behavior from the normally sincere and idealistic Aries to be very confusing. He wonders if he isn't misinterpreting it.Quote:"I will do what I can to help."Background: Granite is the result of magic gone awry. He was originally a mindless Earth elemental summoned by the Black Enchantress to destroy Dr. Arcane and his allies. During the combat a misread spell granted him sentience and life. Frightened the elemental escaped the confilct. He wandered the Earth and found it to be confusing and frightening. One day a kindly old Native American Shaman found the frightened, brooding stone man hiding near his reservation. He took the being back to his home and began educating him about the world he was in. Taking this knowledge and bidding his first friend goodbye, the stone man once again wandered the world, this time a little less afraid. In his travels he has met many who have offered him knowledge and friendship. One night he met his Goddess, Gaia. She told him that she had chosen him as one of her champions. She then gave him the Mace of Mother Earth and bid him good luck. He took the name Granite and joined the human race as a Hero.Powers/Tactics: An earth elemental with a magic earthen mace. He is far more versitile than he appears. He tends to fight aggressively, that was the only thing from his past that still drives him. But he also uses his enchanted mace to repair damage done during his fights when he can.Campaign Use: A nice mystical being to talk to.
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and to catch me up...

Sunrise

Michael Morning

Val Char Cost
15 STR 5
23 DEX 39
20 CON 20
11 BODY 2
18 INT 8
13 EGO 6
18 PRE 8
12 COM 1
8/20 PD 5
8/20 ED 4
5 SPD 17
7 REC 0
40 END 0
30 STUN 1
6" RUN 0
2" SWIM 0
3" LEAP 0
Characteristics Cost: 116
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Cost Power END
125 Multipower: Multipower, 125-point reserve
12u 1) Fire Bolt: RKA 4d6, Reduced Endurance (0 END; +1/2), Increased STUN Multiplier (+1/2) (120 Active Points)
12u 2) Light Beam: Energy Blast 16d6, Reduced Endurance (0 END; +1/2) (120 Active Points)
12u 3) Heat Blast: Energy Blast 10d6, Reduced Endurance (0 END; +1/2), No Normal Defense (LS:Vacuum, Fire Powers) (+1) (125 Active Points)
12u 4) Sunrise Special: Sight Group Flash 10d6, Reduced Endurance (0 END; +1/2), Area Effect: Radius (+1) (125 Active Points)
4u 5) Light form: Desolidification (affected by Light/Darkness), Reduced Endurance (0 END; +1/2) (60 Active Points); Cannot Move through Solid Objects (-1/2)
15 Elemental Control: Light/Heat Control: Elemental Control, 30-point powers
15 1) Wings of Light and Flame: Flight 15" (30 Active Points) 3
15 2) Glow of Protection: Force Field (12 PD/12 ED), Hardened (+1/4) (30 Active Points) 3
15 3) Light Bending: Invisibility to Hearing Group (10 Active Points) 1
15 4) Light Being: Faster-Than-Light Travel (3 Light Years/day) (30 Active Points)
30 5) Illumination: Change Environment 6" radius, -6 to Sight Group PER Rolls (45 Active Points) 4
60 Immunity to Flames: Energy Damage Reduction, Resistant, 75%
5 Eyes of Fire: Sight Group Flash Defense (5 points)
5 Thermal Vision: Infrared Perception (Sight Group)
5 Ultravision: Ultraviolet Perception (Sight Group)
Powers Cost: 357

Cost Martial Arts Maneuver
Aikido
3 1) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
3 2) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on
5 3) Strike: 1/2 Phase, +1 OCV, +3 DCV, 3d6 Strike
4 4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs
Martial Arts Cost: 19

Cost Skill
16 +2 with All Combat
6 +2 with Flight
10 +2 with Ranged Combat
2 AK: City Knowledge: Denver 11-
3 Ballistics 13-
3 Criminology 13-
3 Deduction 13-
3 Forensic Medicine 13-
2 KS: Knowledge Skill: Criminal Law 11-
2 KS: Knowledge Skill: detective work 11-
2 KS: Supernatural Creatures: The Phoenix 11-
3 Paramedic 13-
3 Security Systems 13-
3 Stealth 14-
3 Streetwise 13-
3 Tactics 13-
3 Tracking 13-
Skills Cost: 70

Cost Perk
3 Anonymity: False Identity
Solution Perks
10 1) Vehicle Contribution
10 2) Base Contribution
10 3) Base Contribution
10 4) Access: Utopian Institute (Hidden (-5 to Skill Rolls))
5 5) Computer Link: UI Computers
5 6) Fringe Benefit: International Driver's License, Membership: Member of the Solution, Passport
5 7) Money: Well Off
Perks Cost: 58

Val Disadvantages
10 Distinctive Features: Golden Skin, eyes, Flame Red hair w/Gold Streaks (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15 Hunted: Crowns of Krim 8- (Mo Pow, Harshly Punish)
20 Hunted: Covenant of Five 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Feels he has a great "Destiny" (Common, Total)
15 Psychological Limitation: Code vs Killing (Common, Strong)
15 Psychological Limitation: Seeks to understand his "rebirth" (Common, Strong)
15 Psychological Limitation: Cocky and sure of himself (Common, Strong)
15 Social Limitation: Secret Identiy: Michael Morning (Frequently, Major)
10 Vulnerability: 2 x STUN Cold/Ice Based Attacks (Uncommon)
5 Vulnerability: 1 1/2 x BODY Cold/Ice Based Attacks (Uncommon)
Disadvantage Points: 150
Cost Summary:Base Points:300Disadvantage Points: 150Experience Required: 170Total Experience Available: 170Total Character Cost: 620Height: 1.88 mHair: Red, streaked with goldWeight: 61.00 kgEyes: AmberAppearance: Michael Morning (no, really, that's his name) is tall and rather skinny. He has red hair that is streaked with gold. His eyes are amber colored and he has a perfect bronze tan. His costume is a skintight yellow body suit with red flared gloves, boots and a white circle surounded by red flames on his chest. Oddly enough, he no longer is surrounded by a sheath of flame, but when he flies great "wings" of fire appear from his back.Personality: Michael is a hero, he feels he is destined for some great conflict, that there had to be a reason for his rebirth. To that end he is the most "active" crime fighter of the team, he understands the other motivations and supports them but he is looking for his destiny. Michael rarely speaks to his parents as its too hard for them to accept his return after seeing him dead. He is uncomfortable with his old life and tries to avoid talking about it. Michael also tries to find information on the Great Phoenix he saw before coming back from the dead. He has been out of luck so far. While friendly with his team mates he is considered something of an aloof fellow. Not a joiner. He's very uncomortable with the idea of coming back from the dead and whatever implications that has on his metaphysical well being. He tries to be pragmatic about it but it does get to him somethimes.Quote:"Feel the Clensing Light of the Sun."Background: Michael Morning's mutant powers over light, heat, and fire, errupted at the age of 12. He practiced with them for 8 years. He became a superhero on his 20th birthday. He was ipressive in his super suit, fought with finesse and displayed great power. He was also killed by Dark Seraph. Eleven days after his funeral he arose like a phoenix to take flight again. Michael doesn't remember being dead. He does remember the great phoenix telling him he had work to do and the world needed him again. Michael doesn't know why he was brought back from the dead, why the Great Phoenix chose him (besides the obvious, but Morningstar had flame based powers and when she died and she never rose from the dead). Michael's parents took some time to get used to having their son back from the dead, he's left most of his old friends and family behind because explaining away death is too painful. He looks different enough now that he simply tells the media that he took the original Sunrise name and costume in tribute to the fallen hero. Since joining the Solution they have used their pull with fringe "agencies" and given Michael a new identity (with the same name, he wasn't going to give it up).Powers/Tactics: A standard blaster; he flies and has a variety of light/heat/fire based attacks.Campaign Use: Well, he's literally a born again. He keeps this secret from even the other members of the team (there are a few in the UI who know but they keep his secret). He might be encountered seeking information on the Great Phoenix or seeking his "destiny".
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And Sunday!

Silver Druid

David Hall

Val Char Cost
15 STR 5
18 DEX 24
25 CON 30
12 BODY 4
18 INT 8
21 EGO 22
20 PRE 10
10 COM 0
5/26 PD 2
5/25 ED 0
4 SPD 12
10 REC 4
50 END 0
40 STUN 7
7"/12" RUN 0
3" SWIM 0
3" LEAP 0
Characteristics Cost: 128
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Cost Power END
100 Spells: VPP (Magic Pool), 60 base + 40 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (120 Active Points); all slots Side Effects: 30/Half (-1/2)
0 1) Any Animal: Shape Shift (Sight , Hearing , Smell/Taste and Touch Groups, limited group of shapes), Cellular, Instant Change (44 Active Points); Side Effects: 30/Half (-1/2) Real Cost: 29 4
0 2) Chameleon Skin: Invisibility to Hearing Group (10 Active Points); Side Effects: 30/Half (-1/2), Only in Natual settings (out doors, in a cave, etc.) (-1/4) Real Cost: 6 1
0 3) Dowse Fires: Dispel 7d6, One Power At A Time (+1/4), Area Effect: Any Area (+1) (47 Active Points); Side Effects: 30/Half (-1/2) Real Cost: 31 5
0 4) Earth Shield: Missile Deflection (Any Ranged Attack) (20 Active Points); Side Effects: 30/Half (-1/2) Real Cost: 13
0 5) Elemental Blast: Energy Blast 8d6, Variable Special Effects: Four Elements: Certain Group (+1/4) (50 Active Points); Side Effects: 30/Half (-1/2) Real Cost: 33 5
0 6) Grow Plants: Change Environment 10" radius (50 Active Points); Side Effects: 30/Half (-1/2) Real Cost: 33 5
0 7) Pass Through Earth: Tunneling 5" through 10 DEF material, Fill In Hole (50 Active Points); Side Effects: 30/Half (-1/2) Real Cost: 33 5
0 8) Size of the Red Wood: Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 4,160 kg, -4 DCV, +4 PER Rolls to perceive character, 7 m tall, 3 m wide) (30 Active Points); Side Effects: 30/Half (-1/2) Real Cost: 20 3
0 9) Skin of Stone: Armor (6 PD/5 ED) (17 Active Points); Side Effects: 30/Half (-1/2) Real Cost: 11
0 10) Speak with Animals: Mind Link , Any Willing Target, Number of Minds (x128) (50 Active Points); Side Effects: 30/Half (-1/2), Only with non humanoid Life (-1/4) Real Cost: 28
0 11) Strength of Stone: +40 STR, Reduced Endurance (1/2 END; +1/4) (50 Active Points); No Figured Characteristics (-1/2), Side Effects: 30/Half (-1/2) Real Cost: 25 2
0 12) Summon Vines: Entangle 5d6, 5 DEF (50 Active Points); Side Effects: 30/Half (-1/2) Real Cost: 33 5
0 13) Swiftness of the Cheetah: Running +5" (7"/12" total), Improved Noncombat Movement (x4) (15 Active Points); Side Effects: 30/Half (-1/2) Real Cost: 10 1
0 14) Taking Root: Knockback Resistance -10" (20 Active Points); Side Effects: 30/Half (-1/2) Real Cost: 13
0 15) Wall of Wood: Force Wall (8 PD/8 ED) (40 Active Points); Side Effects: 30/Half (-1/2) Real Cost: 27 4
2 Accute Senses: +2 PER with Normal Sight
16 Cloak of Falcon's Wings: Flight 10" (20 Active Points); IIF (-1/4) 2
10 Disease Immunity: Life Support (Immunity: All terrestrial diseases and biowarfare agents)
30 Enchanted Robes & Armor Plates: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2)
5 Immortal: Life Support (Longevity: Immortal)
7 Jogger: Running +1" (7"/12" total), Improved Noncombat Movement (x4) 1
10 Mystical Protections: Power Defense (10 points)
3 Pressure Resistant: Life Support (Safe in High Pressure; Safe in Low Pressure/Vacuum)
4 Regeneration: Healing 1 BODY (10 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4) 1
6 Swimmer: Swimming +1" (3" total) (Improved Noncombat Movement (x4)) 1
4 Temperature Immunity: Life Support (Safe in Intense Cold; Safe in Intense Heat)
11 Temple of the Mind: Mental Defense (15 points total)
Powers Cost: 208

Cost Skill
15 +3 with Ranged Combat
17 Power: Magic Skill 20-
3 Bribery 13-
3 Bureaucratics 13-
3 Conversation 13-
3 High Society 13-
3 Interrogation 13-
3 KS: Arcane Knowledge 13-
2 KS: Business Law 11-
3 KS: Business Management 13-
3 KS: Druidic Magic 13-
7 KS: Finance 17-
2 KS: Stock Market 11-
0 Language: English (idiomatic) (4 Active Points)
4 Language: French (Idiomatic, native accent)
4 Language: Gaelic (Idiomatic, native accent)
4 Language: German (Idiomatic, native accent)
4 Language: Latin (Idiomatic, native accent)
4 Language: Olde English (Idiomatic, native accent)
3 Oratory 13-
5 PS: CEO 14-
4 PS: Industrialist 13-
3 Persuasion 13-
3 Seduction 13-
3 Stealth 13-
3 Streetwise 13-
2 Survival (Pick Something) 13-
3 Tracking 13-
3 Trading 13-
1 Weapon Familiarity: Quarterstaff
Skills Cost: 120

Cost Perk
3 Well-Connected
5 1) Contact : Business World (Contact has access to major institutions, Contact has: useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 8-
5 2) Contact: EPA (Contact has access to major institutions, Contact has: useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 8-
8 3) Contact: Environmentalism Movement (Contact has: useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-
3 4) Contact: Nilrem (Contact has: extremely useful Skills or resources) (4 Active Points) 8-
2 5) Contact: Solitare (Good relationship with Contact) (3 Active Points) 11-
14 6) Contact: The Circle (Contact has: very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (15 Active Points) 11-
Solution Perks
10 1) Vehicle Contribution
10 2) Base Contribution
10 3) Base Contribution
10 4) Access: Utopian Institute (Hidden (-5 to Skill Rolls))
5 5) Computer Link: UI Computers
5 6) Fringe Benefit: International Driver's License, Membership: Member of the Solution, Passport
10 7) Money: Wealthy
15 Base (Sacturary/Grove)
Perks Cost: 115

Cost Talent
20 Animal Friendship
15 Beast Speech
3 Bump Of Direction
Talents Cost: 38

Val Disadvantages
5 Distinctive Features: Mystic Aura (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15 Distinctive Features: Aura of Calm: Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
20 Hunted : Covenant of Five 8- (Occasionally) (Mo Pow, NCI, Harshly Punish)
10 Hunted: Black Druid: 8- (Occasionally), As Powerful, Harshly Punish
20 Hunted: Dutchess Industries: 8- (Occasionally), More Powerful, NCI, Harshly Punish
20 Psychological Limitation: Code Against Killing Common, Total
15 Psychological Limitation: Longs to be with his Family Very Common, Moderate
20 Psychological Limitation: Seeks redemption Common, Total
10 Reputation: Powerful Sorcerer, Frequently (11-)
15 Social Limitation: Secret Identity: David Hall Frequently (11-), Major
5 Susceptibility: Heavy Pollution , 1d6 damage per Minute Uncommon
Disadvantage Points: 155
Cost Summary:Base Points:300Disadvantage Points: 155Experience Required: 154Total Experience Available: 155Total Character Cost: 609Height: 1.70 mHair: BrownWeight: 65.00 kgEyes: BrownAppearance: David Hall is of average height and weight. He has brown hair streaked with silver, and brown eyes. He has a powerful, athletic build. The silver druid wears white robes covered by silver chain armor and gauntlets. His boots are black. When not acting the hero, he wears gray suits with white shirts, black ties, and a silver pin in the shape of a rose with wings.Personality: David, like Titaness and Granite, is a devotee to the Goddess Gaia. He has become a changed man and is the driving force behind much of the recent environmental movements, funded, efficient, capable, and presentable. He has used his influence and money to make politicians work towards his goals. He is a kind man and rarely has a harsh word for anyone. This tends to go out the window when facing beings of evil, followers of the Dark Gods who sought to destroy Gaia, and those who put profit before people. As the Silver Druid, he is a rather mysterious member of the Solution, he and Aries butt heads on the direction of the team and he finds some of the more money oriented schemes of the Institute distasteful. He has considered leaving the Solution in the capable hands of his fellow heroes and focusing the bulk of his efforts to keep the Utopian Institute on the level. He has formed at least polite acquaintances with many of the mystical movers and shakers on the planet.Quote:"Shields of Stone, Swords of wind, hear my call to arms, this battle we must win."

"Look, John, this stuff is dangerous; do you want your kids to play around it? Then why is okay to let someone else’s kids do it?"

Background: David Hall was in big business. He was good at it and it was good to him. He had a trophy wife and a loving mistress. He had two children (with his mistress) and was a high roller. He was never concerned with how his company made its money and he let his managers know it. He said all the right things when interviewed and his records were clean but it was all a lie. He paid handsomely to have his environmental and human rights abuses hidden; he bribed officials and crushed enemies. He was on the golden path to hell to tell the truth.

Then his daughter died. Then his son, and then his mistress also passed away. As bad a human being as David was he loved his hidden family. He paid detectives a lot of money to find out how they died. He didn't believe the official report of cardiac arrests. The truth was crueler than anything he had ever known. His family, the one chink in his armor; he had killed them. David's own company; the local manager had disposed of the chemical waste in a water vein. It was far away from the community and would only affect some of the "mountain people". David's other home was in the area. It was a beautiful, sprawling mansion hidden away from the pressures of the city - and directly downstream from this factory. The pollutants his company dumped poisoned his family and left him a hollow shell of a man.

That night, in a dream his family appeared before him. Glowing with soft light they approached. David fell to his knees and cried for their forgiveness. He had killed them to stay on top. Another figure appeared. She was the Goddess Gaia. Gaia told David to atone for his sins. She told him that she would watch over his family until he had earned the right to join them. David would make the world a better place. He would undo the damage he had done. He would heal the Earth and her creatures and he would never allow evil to control her destiny.

David agreed, his children and his mistress, no his wife, the only woman he would ever love, hugged him and told him they would wait. They told him to make them proud. Dave awoke at his office. He called an emergency meeting of all his managers and fired the lot of them. His company was pruned of all the evil he had allowed to fester. He came forth with all of his illicit activities and practices and avoided jail by confession and high fines. David started over at the beginning. He built his company again.

He came to work one day and found a book on his desk. It was black leather, bound with silver. The words, which were alien at first, soon became clear. David came out of his office that day, not just as David Hall, but as the Silver Druid. David joined the Utopia Institute, lending his wealth and business savvy. He then helped form the Solution with his secret Identity of the Silver Druid. David is the conscience of the team. He also suspects that the Goddess Gaia has had a hand in the team and institute's development. He thinks that the Great Phoenix that Sunrise has asked him about is the Earth Mother, and he recognizes her hand in Titaness and Granite as well.

Powers/Tactics: A typical druid superhero. He has a magic VPP and controls the four elements and esoteric plant based spells.Campaign Use: A white wizard with a nature bent. He is also an influential member of the Utopian Institute's Board of Directors and a skillful lobbyist and businessman.
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Monday 11/10

Runaway

Cassie Sanderson

Val Char Cost
15 STR 5
23 DEX 39
25 CON 30
12 BODY 4
13 INT 3
11 EGO 2
15/30 PRE 5
16 COM 3
14/34 PD 5
14 ED 3
7/10 SPD 37
12 REC 8
50 END 0
35 STUN 2
6" RUN 0
2" SWIM 0
3" LEAP 0
Characteristics Cost: 146
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Cost Power END
75 Speedster Tricks: Multipower, 75-point reserve
2u 1) Afterimages: +8 with DCV (40 Active Points); Activation Roll 13- (-3/4), Costs Endurance (-1/2), Does Not Apply Against Attackers With Physical Targeting Sense (-1/4) 4
3u 2) Battering Ram: (Total: 48 Active Cost, 30 Real Cost) Hand-To-Hand Attack +6d6 (30 Active Points); Only With Move-Throughs/Move-Bys (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 12) plus +6 with Grab-by, Move-by, Move-Through (Real Cost: 18) 3
3u 3) I'll Take Those!: Telekinesis (20 STR), Area Of Effect (6" Radius; +1 1/4), Selective Target (+1/4) (75 Active Points); Only To Disarm/Grab Objects (-1), No Range (-1/2) 7
1u 4) Let's Wrap This Up: Entangle 4d6, 4 DEF (40 Active Points); Defense Depends On Material Used (-1/2), Extra Time (Full Phase, -1/2), No Range (-1/2), OIF (appropriate material of opportunity) (-1/2), Cannot Form Barriers (-1/4) 4
3u 5) Moving Attack: Hand-To-Hand Attack +5d6, Area Of Effect (10" Line; +1 1/4) (56 Active Points); Linked To Running Or Other Movement Power (-1/2), Hand-To-Hand Attack (-1/2) 6
3u 6) Rapid-Fire Punch: Hand-To-Hand Attack +9d6 (45 Active Points); Hand-To-Hand Attack (-1/2) 4
4u 7) Some Disassembly Required: Dispel Technological Objects 16d6, One At A Time (+1/4) (60 Active Points); No Range (-1/2) 6
50 Hyper-Running : Multipower, 62-point reserve, (62 Active Points); all slots Only In Contact With A Surface (-1/4)
3u 1) Dizzying Spin: Drain DEX 4d6 (40 Active Points); Only In Contact With A Surface (-1/4) 4
5u 2) Overdrive Running: Flight 25", Megascale (1" = 1 km; +1/4) (62 Active Points); Only In Contact With A Surface (-1/4) 6
5u 3) Super-Running: Flight 25", Improved Noncombat Movement (x8) (60 Active Points); Only In Contact With A Surface (-1/4) 6
15 I ain't afraid of you!: +15 PRE, Only to defend against presence attacks (+0)
10 Impact Resistance: +20 PD (20 Active Points); Only Protects Against Damage From Move-Through/Move-Bys (-1)
30 Me First!: Lightning Reflexes: +20 DEX to act first with All Actions
5 Nemon-Cloth Costume: Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-1/2)
29 Rapid Healing: Healing 4 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)
20 Speed To Spare: +3 SPD (30 Active Points); Costs Endurance (-1/2) 3
8 Speedster Studiousness: Speed Reading: x1000
4 Swift Sight: Sight Group, Megascale (1" = 1 km; +1/4) (6 Active Points); Only To See Path Ahead While Moving With Mega-Scale (-1/2)
Powers Cost: 278

Cost Skill
10 +2 with HTH Combat
6 +3 with Move Throughs
3 Power: Speedster Tricks 12-
3 Breakfall 14-
5 Cramming
2 KS: Environmental Advocasy Groups 11-
2 KS: Pop Music 11-
2 KS: Video Games 11-
0 Language: English (idiomatic) (4 Active Points)
1 Language: French (basic conversation)
3 Paramedics 12-
3 Stealth 14-
3 Streetwise 12- (15-)
2 Systems Operation (Communications Systems) 12-
3 Teamwork 14-
Skills Cost: 48

Cost Perk
Solution Perks
10 1) Vehicle Contribution
10 2) Base Contribution
10 3) Access: Utopian Institute (Hidden (-5 to Skill Rolls))
5 4) Computer Link: UI Computers
5 5) Fringe Benefit: International Driver's License, Membership: Member of the Solution, Passport
5 6) Money: Well Off
Perks Cost: 45

Cost Talent
3 Absolute Time Sense
3 Lightning Calculator
3 Bump Of Direction
12 Combat Luck (6 PD/6 ED)
Talents Cost: 21

Val Disadvantages
10 DNPC: Alice Sanderson (Mother) 8- (Normal)
5 DNPC: Dr Preston Sanderson (Father), Julius Sanderson (Grandfather) 8- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs)
10 Hunted: Dr Macabre (Foe of her grandfather) 8- (As Pow, Harshly Punish)
20 Hunted: Jormundiir 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: Thunderbolt 8- (As Pow, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
5 Psychological Limitation: Crush on Wyldfire (Uncommon, Moderate)
15 Psychological Limitation: Impulsive; reckless (Common, Strong)
15 Psychological Limitation: Overconfident (Common, Strong)
10 Reputation: Legacy Heroine, 11-
15 Social Limitation: Minor: Age 15 (Frequently, Major)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 188Total Experience Available: 188Total Character Cost: 538Height: 1.69 mHair: BlondeWeight: 55.00 kgEyes: BrownAppearance: Cassie is a pretty young teenager with a runner's physique. She wears a white costume with blue lightning bolts on the right size, a blue "R" over her heart, red opaque goggles, and blue boots. Her hair is blonde and she wears a ponytail that pokes out from the back of her cowl.Personality: A bubbly, rambunctious, and kind hearted young woman, Cassie is learning from her older team mates a lot about responsibility. She is still very young and impressionable, but has some very good role models to look up to. She has a crush on Wyldefire of the Lords of Justice.Quote:"Nice try but you'll have to be quicker than that!"Background: Cassie is the daughter of one of the board members of the Utopian Institute. Her father is the son of "Golden Age" speedster, The Outrunner. Dr. Sanderson didn't enter the costumed game himself as his speed abilities were much less impressive than his fathers. He did however gain the ability to read inhumanly fast and calculate complex formulae in his head at a computer like quickness. These attributes lead him to a life of academia. He married and found (not at all to his surprise) that his baby girl displayed superhuman speed at a young age. Cassie had also inherited her father's mental enhancements. She has used her quick thinking to affect feats her grandfather never thought of using her superhuman speed. She has also gained a certain level of enhanced strength, endurance, and healing her predecessors lacked. Realizing that he couldn't stop her from becoming a superhero, Cassie's father asked the Solution to take her in.Powers/Tactics: Runaway is a speedster with decent combat ability. Cassie has some skill as a hand to hand fighter, acts very quickly, can push herself to several actions per turn and has a lot of options to use in combat. Of course, she usually just rams into her opponents.Campaign Use: Spunky Teen Age Heroine for life lessons and immanent peril.
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