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Saturday, 11/15The WebPlayer: NPC; Member of the Elite

Val Char Cost
15 STR 5
26 DEX 48
20 CON 20
12 BODY 4
18 INT 8
13 EGO 6
15 PRE 5
16 COM 3
11/16 PD 5
11/16 ED 4
6 SPD 24
7 REC 0
40 END 0
31 STUN 1
7" RUN02" SWIM04" LEAP0Characteristics Cost: 133
Cost Power END
37 Web Gun: Multipower, 75-point reserve, (75 Active Points); all slots: OAF (-1)
4u 1) Web Spinning: Entangle 5d6, 5 DEF, Sticky Standard (+1/2) (75 Active Points); OAF (-1) 7
4u 2) Web Wall: Entangle 3d6, 3 DEF, Sticky Standard (+1/2), Area Of Effect (18" Line; +1) (75 Active Points); OAF (-1) 7
1u 3) Grabline: Stretching 5" (25 Active Points); OAF (-1), Cannot Do Damage (-1/2), Only for grabbing objects and "Reeling" them in (-1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4) 2
1u 4) Swingline: Swinging 15" (15 Active Points); OAF (-1) 1
10 Armored Costume: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2)
4 Night Sight Lenses: Nightvision (5 Active Points); IIF (Lenses in Cowl; -1/4)
10 Lenses: Sight Group Flash Defense (12 points) (12 Active Points); IIF (Cowl Lenses; -1/4)
2 Fast: Running +1" (7" total) 1
1 Acrobatic Leaper: Leaping +1" (4" forward, 2" upward) 1
Powers Cost: 74
Cost Martial Arts Maneuver
Jeet Kune Do (Jun Fan Kung Fu)
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 3) Kick/Knee Strike: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike
3 4) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
1 5) Weapon Element: Clubs
Martial Arts Cost: 17
Cost Skill
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
2 Computer Programming (Portable Computers) 13-
3 Concealment 13-
3 Contortionist 14-
10 Defense Maneuver I-IV
3 Demolitions 13-
3 Electronics 13-
2 Forgery (Documents) 13-
3 Inventor 13-
3 KS: Alarm Systems 12-
2 KS: Black Market 11-
2 KS: Jeet Kune Do (Jun Fan Kung Fu) 11-
3 Lockpicking 14-
3 Mechanics 13-
3 Security Systems 13-
3 Shadowing 13-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 12-
Skills Cost: 66
Cost Perk
2 Contact: Black Market 11-
2 Fringe Benefit: International Driver's License, Passport
Perks Cost: 4
Cost Talent
6 Combat Luck (3 PD/3 ED)
Talents Cost: 6
Val Disadvantages
15 DNPC: Shanna O'Herrin (Girlfriend) 8- (Normal; Unaware of character's adventuring career/Secret ID)
10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
20 Hunted: Duchess Industries 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: Police 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Feels he must prove his worth (Common, Strong)
15 Psychological Limitation: Thrill Seeker (Very Common, Moderate)
10 Reputation: Skilled Cat Burgler, 11-
10 Rivalry: Professional (Black Jack; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity: Preston Lester (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 300

Height: 1.68 m Hair: Red
Weight: 57.00 kg Eyes: Green
Appearance: A little on the short side, Preston is lithely built and easily blends into the crowd in his civies. As the Web, he wears a black costume with white web designs on the chest, legs, and forearms. The Web Gun is gold and worn on his right hip.Personality: At this point in his career, the Web is having a blast, he hasn't really suffered and is more the merry rogue than hardened criminal. He intends to stay that way. He trains intensely and is a skilled second story man and athlete. He has started working on combat skills as some of the costumed clad heroes don't want to simply trade witty banter. He enjoys working with the Elite, these guys are his kind of people, not like the psychos in Eurostar...Quote:"Hard to shoot me with your gun glued to your hip isn't it?"Background: Preston "Stone" Lester has always been a bright fellow, friendly, cheerful, and gracious. The fact that he is a supervillain is kind of a funny story. Stone was alway picked on by the bigger kids, nothing traumatic, mostly friendly razzing. But it bugged him; he never let them see it, but it bothered him a great deal. So he would do anything to prove he was a "Big Man". He ran with gangs in his teens and in his early twenties went to prison for armed robbery. While there he met an older man, a retired cat burglar, who saw more to the young man than a petty criminal. When he was paroled, the old man told Stone he would be waiting on the outside. A year later and they were training hard to turn Preston into a world class cat burgler. It was during this time that Stone developed the web gun. He used it for a while as a cat burgler but an encounter with Black Jack, a daring costumed criminal who specialized in impossible robberies was enough for Stone to think even bigger. Now, as the Web, he is a bonafide super villain, that would show the kids in the neighborhood.Powers/Tactics: At this point in the game, the Web is a support combatant. He lacks any real offense save for his entangles, as he grows in experience and skill he will become a more proficient and formidable opponent. Right now, its web 'em and get out of the way.Campaign Use: Member of the Elite
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Sunday 11/16Here is today's member of the Elite...ZeroPlayer: NPC: Member of the Elite

Val Char Cost
10/40 STR 0
23 DEX 9
10/20 CON 0
10 BODY 0
20 INT 10
11 EGO 2
15/20 PRE 5
12 COM 1
2/25 PD 0
2/25 ED 0
2/5 SPD 0
4/11 REC 0
20 END 0
20/50 STUN 0
6" RUN02" SWIM02"/8" LEAP0Characteristics Cost: 27
Cost Power END
40 Weapons Systems: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2)
4u 1) Plasma Pulse: EB 12d6 (60 Active Points); OIF (-1/2) 6
4u 2) Ion Spheres: EB 8d6, Autofire (5 shots; +1/2) (60 Active Points); OIF (-1/2) 6
3u 3) Micro Missile Barrage: EB 6d6, Area Of Effect (3" Radius; +1) (60 Active Points); 6 Charges (-3/4), OIF (-1/2)
ZERO Class Powered Armor, all slots OIF (-1/2)
46 1) Armor Plating: Armor (23 PD/23 ED) (69 Active Points); OIF (-1/2)
15 2) Servo-Motors: +30 STR (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 3
15 3) Cybernetic Relay-Link: +10 DEX (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
10 4) Impact Dispersal Layer: +10 CON (20 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
3 5) Impressive Artificial Countenance: +5 PRE (5 Active Points); OIF (-1/2)
20 6) Cybernetic Relays: +3 SPD (30 Active Points); OIF (-1/2)
9 7) Bio-Feedback Enhancement I: +7 REC (14 Active Points); OIF (-1/2)
20 8) Bio-Feedback Enhancement II: +30 STUN (30 Active Points); OIF (-1/2)
10 9) Power Supply: Endurance Reserve (100 END, 5 REC) (15 Active Points); OIF (-1/2)
13 10) Protected Senses: (Total: 20 Active Cost, 13 Real Cost) Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Radio Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) (Real Cost: 7)
25 11) Sensor Suite: (Total: 38 Active Cost, 25 Real Cost) +1 PER with all Sense Groups (3 Active Points); OIF (-1/2) (Real Cost: 2) plus HRRP (Radio Group) (12 Active Points); OIF (-1/2) (Real Cost: 8) plus Nightvision (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Radar (Radio Group) (15 Active Points); OIF (-1/2) (Real Cost: 10) plus Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2) (Real Cost: 2)
13 12) Environmental Safety Unit: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-1/2)
30 13) Micro Jets: Flight 20", x4 Noncombat (45 Active Points); OIF (-1/2) 4
Powers Cost: 280
Cost Skill
3 Combat Piloting 14-
3 Computer Programming 13-
3 Demolitions 13-
3 Electronics 13-
3 Inventor 13-
3 Mechanics 13-
3 SS: Aeronautics 13-
3 SS: Robotics 13-
3 SS: Cybernetics 13-
3 SS: Physics 13-
3 Security Systems 13-
3 Systems Operation 13-
1 TF: Anthropomorphic Mecha, Combat Aircraft
6 WF: Beam Weapons, Energy Weapons, Small Arms
Skills Cost: 43
Val Disadvantages
15 Hunted: DanCo 8- (As Pow, NCI, Harshly Punish)
10 Hunted: Geothermal 8- (As Pow, Harshly Punish)
25 Hunted: SAT 11- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Craves Respect (Common, Strong)
15 Psychological Limitation: Greedy (Common, Strong)
15 Psychological Limitation: Loyal to Overmind (Common, Strong)
10 Psychological Limitation: Mecha Fan; loves to create and desing powered armor (Common, Moderate)
5 Rivalry: Professional (Cyclone; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret ID (Ryuji Matsumoto) (Frequently, Major)
5 Unluck: 1d6
10 Vulnerability: 1 1/2 x BODY Electrical Attacks (Common)
10 Vulnerability: 1 1/2 x STUN Electrical Attacks (Common)
Disadvantage Points: 150

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350

Height: 1.70 m Hair: Black
Weight: 60.00 kg Eyes: Brown
Appearance: An average looking fellow with thinning black hair and glasses. He wears a white and black suit of powered armor with a red sun symbol on the shoulder. The Zero armor has small "Wings" coming off a backpack. Overall it has something of a cartoon Mecha appearance.Personality: Greed and respect. All else is secondary. Ryuji is comforatble with his team mates, respects he hell out of Overmind and thinks that he has found his place in the universe.Quote:"No I don't know Karate!"

"On your left Onslaught!" *ZAPP!!*

Background: Ryuji is a talented engineer/inventor who felt he was being marginalized in the Security Industry. He had worked with the development team on the DanCo Turtle Armor Series as well as SAT's Steel Brigade. He felt that he was overlooked for promotions and that he never received the credit deserved. This may or may not be true, but after 15 years of throwing himself against the wall, Ryuji had enough. He "reallocated" assets from his current project and began working on his own powered armor design. Originally he intended to be a hero and show those who had kept him down that he was a name to be reckoned with. Over time, however, he simply wanted to get cash and develop his armor. It wasn't hard to get him to join the elite, Overmind merely told him that he respected his work in the industry and that the more the merrier when it came to Costumed Combat.

Taking the name Zero, after the WWII Japanese fighter planes, Ryuji has become quite accustomed to the life of an armored ne'er-do-well.

Powers/Tactics: A team player, Zero tends to stay airborne, using his maneuverability and speed to stay ahead of his opponents.Campaign Use: Armored criminal. Can be a factor if PC's ever encounter any of his old companies or contractors.
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Monday 11/17Here is Monday's Character...Hey! Its a barebones Background and personality section! What A stroke of Luck!ConcussionPlayer: NPC; Member of the Elite

Val Char Cost
20 STR 10
20 DEX 30
20 CON 20
12 BODY 4
18 INT 8
11 EGO 2
15 PRE 5
10 COM 0
15/30 PD 3
15/30 ED 3
4 SPD 10
8 REC 0
40 END 0
35 STUN 3
8" RUN02" SWIM04" LEAP0Characteristics Cost: 98
Cost Power END
48 Concussive Force Gauntlets: Multipower, 60-point reserve, (60 Active Points); all slots IIF (-1/4)
2u 1) Concussion Blast Punch: HA +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), IIF (-1/4) 3
3u 2) Quake Blast: Energy Blast 8d6, Only Does Knockdown, Not Knockback (+0), Explosion (+1/2) (60 Active Points); Extra Time (Full Phase, -1/2), Only Affects Targets On The Ground (-1/4), IIF (-1/4) 6
5u 3) Shaken Apart: Dispel Technological Objects 16d6, One At A Time (+1/4) (60 Active Points); IIF (-1/4) 6
3u 4) Vibro-Blast: Energy Blast 8d6 (40 Active Points); IIF (-1/4) 4
3u 5) Vibro-Tunneling: Tunneling 5" through 8 DEF material (34 Active Points); IIF (-1/4) 3
4 Fast on his Feet: Running +2" (8" total) 1
3 Low Light Lenses: Nightvision (5 Active Points); OIF (-1/2)
12 Padded Costume: (Total: 16 Active Cost, 12 Real Cost) +8 PD (8 Active Points); IIF (-1/4) (Real Cost: 6) plus +8 ED (8 Active Points); IIF (-1/4) (Real Cost: 6)
24 Power Supply: Endurance Reserve (100 END, 20 REC) (30 Active Points); IIF (-1/4)
24 Vibro-Field: Force Field (15 PD/15 ED) (30 Active Points); IIF (-1/4) 3
5 Pressurized/Insulated Suit: LS (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (7 Active Points); IIF (-1/4)
Powers Cost: 136
Cost Skill
10 +2 with HTH Combat
9 +3 with Vibroblast, Earthquake Blast, Shaken Apart
3 Bribery 12-
3 Concealment 13-
3 Demolitions 13-
3 Electronics 13-
3 Interrogation 12-
3 Inventor 13-
2 KS: Criminal Underworld 11-
3 Mechanics 13-
3 SS: Applied Sonics Engineering 13-
3 SS: Physics 13-
3 Security Systems 13-
3 Shadowing 13-
3 Stealth 13-
3 Streetwise 12-
2 Survival (Urban) 13-
2 WF: Small Arms
Skills Cost: 64
Cost Perk
3 Contact: Brainchild (Good relationship with Contact) 11-
Perks Cost: 3
Val Disadvantages
20 Hunted: SAT 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: The Vanguard 8- (Mo Pow, Harshly Punish)
10 Psychological Limitation: Bully (Common, Moderate)
10 Psychological Limitation: Likes Combat (Common, Moderate)
15 Psychological Limitation: Loyal to Overmind (Common, Strong)
20 Psychological Limitation: Overconfident (Very Common, Strong)
10 Reputation: Violent Criminal, 11-
10 Rivalry: Professional (Vibron; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Mark Walker) (Frequently, Major)
Disadvantage Points: 125

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 301

Height: 1.80 m Hair: Brown
Weight: 76.00 kg Eyes: Brown
Appearance: Red body suit with Black trim, belt, gloves, and boots. His "symbol" is a seismagraph on his chest.Personality: Greed. He also has an intense desire to make his battlesuit one of the most feared and effective of all time.

Quote:"Get ready to Shake, Rattle, and DIE!!!"Background: Mark Walker desinged his suit based on vibrations after working wiht ARGENT as a staff technician. His original suit was bulky and didn't pack too much punch, but he helped Brainchild out of a jam and the inventor worked with him to increase the suit's power. Over Mind offered to do the same and Concussion joined the Elite.Powers/Tactics: Concussion is a mid range fighter. Physically he is an accomplished athlete and brawler, backed by his vibro suit he can be devistating.Campaign Use: Shocker Clone.
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Tues 11/18HeadcasePlayer: NPC; Member of the Elite

Val Char Cost
10 STR 0
15 DEX 15
18 CON 16
11 BODY 2
15 INT 5
23 EGO 26
20 PRE 10
16 COM 3
4/10 PD 2
4/10 ED 0
5 SPD 25
10 REC 8
60 END 12
40 STUN 15
7" RUN02" SWIM02" LEAP0Characteristics Cost: 139
Cost Power END
60 Psionic Mastery: Multipower, 60-point reserve
4u 1) Mind Blast: Ego Attack 4d6 (40 Active Points) 4
4u 2) Telepathy: Telepathy 8d6 (40 Active Points) 4
3u 3) Universal Mental Link II: Mind Link , Any Willing Target, Number of Minds (x8) (30 Active Points)
3u 4) Weak Paralysis: Entangle 2d6, 2 DEF, Takes No Damage From Attacks Physical Attacks (+1/4), Works Against EGO, Not STR (+1/4), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1) (50 Active Points); Mental Defense Adds To EGO (-1/2), Cannot Form Barriers (-1/4) 5
4u 5) Mental Control: Mind Control 8d6 (40 Active Points) 4
50 Psionic Defense Reflex: Ego Attack 2d6, Damage Shield (+1/2), Continuous (+1) (50 Active Points) 5
20 Mind Shield: Mental Defense (25 points total)
12 Armored Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)
2 Fast: Running +1" (7" total) 1
10 Just lucky I guess: Luck 2d6
Powers Cost: 172
Cost Skill
6 +2 with Mental Attacks
3 Concealment 12-
3 High Society 13-
3 Lockpicking 12-
3 Persuasion 13-
3 Security Systems 12-
3 Seduction 13-
3 Shadowing 12-
3 Sleight Of Hand 12-
3 Stealth 12-
3 Streetwise 13-
3 Teamwork 12-
Skills Cost: 39
Val Disadvantages
20 DNPC: James and Lacey DuPree 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
20 Hunted: PSI 11- (Mo Pow, NCI, Mildly Punish)
15 Hunted: Police 8- (As Pow, NCI, Harshly Punish)
15 Hunted: The Vanguard 8- (Mo Pow, Harshly Punish)
10 Psychological Limitation: Greedy (Common, Moderate)
15 Psychological Limitation: Feels Entitled to anything she wants; Spoiled (Very Common, Moderate)
15 Psychological Limitation: Fearful of Capture (Common, Strong)
15 Psychological Limitation: Protective of Friends & Family (Common, Strong)
15 Social Limitation: Secret Identity: Jillian Dupree (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350

Height: 1.65 m Hair: Black
Weight: 55.00 kg Eyes: Green
Appearance: Attractive young woman with black hair, green eyes, and a trim, athletic figure. Her costume consists of a red body suit with long gray boots and gloves and a black "H" on her belt. She wears a black domino mask.Personality: Headcase is a surprisingly normal young woman who simply feels entitled to whatever she desires. She came from a priviledged background and her parents, in a misguided attempt to give her "everything they never had", led her to believe she could do no wrong. Developing the abilitiy to read and control minds hasn't given her any more responsibility, she freely reads minds of anyone who can't cause her harm. She doesn't believe in cruelty, but she will fight to protect herself, her team, or if she is denied anything she desires. Jillian is also very protective of her family and friends; while her parents know she is something of a wild child, the don't know she is a supervillain. She intends to keep it that way and any threats to her family would be met with violence as yet unseen in her.Quote:"Defender! I didn't know you had a crush on Lady Blue! What would Solitaire think?"Background: Jillian was a delinquent teenager who developed telepathic abilities in her late teens. Thinking she'd hit the jackpot, she went on a spree of vandalism and petty robbery. She found to her dismay that once super powers are entered into the equation, the consequences for her actions become far greater. Taking the name Headcase, she has found herself a member of several broken supervillain teams. She is a team player, as there is safety in numbers and she seeks safety. The Elite is only her latest attempt at finding security. So far things are working out well; these guys aren't psychos, they get along, and there hasn't been any scary stalker type one way romances. She might have finally found a home.Powers/Tactics: Stay clear of the violence, lend a hand when she can.Campaign Use: telepathic vandal. She can be a hinderance or perhaps a young woman to be rescued from PSI or another similar organization.
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Wednesday 11/19....here is the Elite's long range "specialist"ChargerPlayer: NPC; Member of the Elite

Val Char Cost
20 STR 10
23 DEX 39
25 CON 30
17 BODY 14
13 INT 3
11 EGO 2
15 PRE 5
10 COM 0
12 PD 8
20 ED 15
5 SPD 17
12 REC 6
50 END 0
50 STUN 10
6" RUN02" SWIM04" LEAP0Characteristics Cost: 159
Cost Power END
60 Electrical Command: Multipower, 60-point reserve
6u 1) Deadly Lightning: Killing Attack - Ranged 4d6 (60 Active Points) 6
6u 2) Strong Lightning: Energy Blast 12d6 (60 Active Points) 6
27 Absorb Power: Absorption 8d6 (energy, Energy to STUN) (40 Active Points); Limited Phenomena (Electricity Only) (-1/2)
20 Electromagnetic Flight: Flight 10" 2
8 Resiliant: Damage Resistance (6 PD/10 ED)
40 Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Electricity Limited Type of Attack (-1/2)
Powers Cost: 167
Cost Skill
10 +2 with Ranged Combat
3 Computer Programming 12-
3 Electronics 12-
2 KS: Construction 11-
2 KS: Heavy Equipment 11-
3 Mechanics 12-
2 PS: Construction Worker 11-
3 Streetwise 12-
4 TF: Common Motorized Ground Vehicles, Large Motorized Ground Vehicles, Agricultural & Construction Vehicles, Two-Wheeled Motorized Ground Vehicles
Skills Cost: 32
Cost Talent
3 Bump Of Direction
Talents Cost: 3
Val Disadvantages
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10 Enraged: When Humiliated (Uncommon), go 8-, recover 11-
20 Hunted: SAT 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: The Vanguard 8- (Mo Pow, Harshly Punish)
15 Hunted: Thunderbolt 8- (Mo Pow, Harshly Punish)
10 Psychological Limitation: Follower; lacks desire to lead or act on his own (Common, Moderate)
15 Psychological Limitation: Loyal to Overmind (Common, Strong)
10 Psychological Limitation: Vengeful (Uncommon, Strong)
5 Reputation: Powerful Criminal, 8-
5 Rivalry: Professional (Pulsar ; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Jim Curry) (Frequently, Major)
5 Unluck: 1d6
5 Vulnerability: 1 1/2 x BODY Magnetic Attacks (Uncommon)
10 Vulnerability: 2 x STUN Magnetic Attacks (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 11Total Experience Available: 11Experience Unspent: 0Total Character Cost: 361

Height: 1.79 m Hair: Blonde
Weight: 91.00 kg Eyes: Blue
Appearance: Charger is above average height, with a thick build. He wears a blue costume with white lightning bolts on the arms and legs. A golden bolt adorns his chest. His mask covers his entire head, but leaves his mouth and chin free.Personality: Jim has adapted to his career as a supercriminal. He isn't really vicious, nor does he hate the world. He does feel he was a good boy and it got him no where and now he'd like to do some taking for a change. He joined the Elite early in his career and has found the arraingment to be very beneficial. Overmind has tutored him in the possibilites of his powers and works with him to develop them. He gets along well with the rest of the team and finds Headcase and Snow Falcon to be both beautiful and charming.Quote:"You'll get a Charge out of this, get it?"Background: Jim Curry was a laborer; he worked hard for his living and spent his evenings drinking at the local bar. Jim was a bit different from his friends in that he had been struck by lightning once on the job and kept working. They called him the "Lightning Bug" and he smiled. Then one day, his life fell apart, his girlfriend, the secretary at his construction company revealed that she had been having an affair with the foreman. The formena, had decided to stop fooling around and get rid of Jim so he was fired that afternoon. To deflect blame, the foreman accused Jim of stealing from the company. He had enough doctored evidence to convince the owners and Jim's co-workers.

Jim had hit rock bottom in one hour. Surrounded by angry construction workers, Jim seemed surprisingly calm. He ignored their yelling and simply stared at his girlfriend, Liz. She looked guilty, she knew the truth, but Jim was going no where and she didn't want to be a secretary forever. Seeing that she didn't want him anymore, Jim turned his eye towards the foreman. They hadn't really ever seen eye to eye, and know he knew why. Jim smiled a little, then he said in a quiet voice, "I have something I need to tell you too..."

With that bolts of electricity flew from Jims fingertips, and within seconds the construction sight was in shambles. The workers scattered and Jim walked away.

It wasn't more than a week later that a costumed man weilding electricity robbed a bank outside of Buffalo, NY. The Charger was born.

Powers/Tactics: At this point in the game, Charger is pretty straight foreward, launch bolt of destruction, check to see if target resists, launch again.Campaign Use: 
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Thursday 11/20Snow FalconPlayer: NPC; Member of the Elite

Val Char Cost
15 STR 5
27 DEX 51
18 CON 16
11 BODY 2
18 INT 8
13 EGO 6
18 PRE 8
12 COM 1
8/16 PD 5
8/16 ED 4
6 SPD 23
7 REC 0
40 END 2
40 STUN 12
8" RUN02" SWIM06" LEAP0Characteristics Cost: 143
Cost Power END
12 Wing Harness: Flight 12" (24 Active Points); Restrainable (-1/2), OIF (-1/2) 2
16 Armored Uniform: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2)
16 +4 PER with Sight Group and Hearing Group
4 Tonfa: HA +2d6 (10 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 1
4 Tonfa: HA +2d6 (10 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 1
9 Sword: HKA 1d6+1 (2d6+1 w/STR) (20 Active Points); OAF (-1), No Knockback (-1/4) 2
8 (Total: 22 Active Cost, 8 Real Cost) HKA 1/2d6 (1d6+1 w/STR) (10 Active Points); OAF (-1) (Real Cost: 5) plus HKA 1/2d6 (1d6+1 w/STR), Range Based On STR (+1/4) (12 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (Can't Use Combat Knife until charge recovered; -1/2) (Real Cost: 3) 1
15 3 Other Combat Knives: Custom Power (15 Active Points) 1
5 Another Sword: (5 Active Points) 1
15 Baretta Custom: (Total: 30 Active Cost, 15 Real Cost) RKA 1d6+1, 4 clips of 8 Charges (+0) (20 Active Points); OAF (-1) (Real Cost: 10) plus +2 w/OCV (10 Active Points); OAF (-1) (Real Cost: 5)
5 Another Baretta Custom: (5 Active Points) 1
10 Windshear: Mind Link , Animal class of minds, One Specific Mind, Psychic Bond
4 Fast: Running +2" (8" total) 1
8 Good Leaper: Leaping +3" (6" forward, 3" upward) (Accurate) 1
14 Bird Calls: Telepathy 5d6 ( Animal class of minds) (25 Active Points); Limited Class Of Minds [subset of a class] (Birds Only; -1/2), Communication Only (-1/4) 2
Powers Cost: 145
Cost Martial Arts Maneuver
Commando Training
3 1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
4 3) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs
4 5) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 10 STR for holding on
4 6) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll
4 7) Karate "Chop": 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
4 8) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
1 9) Weapon Element: Clubs
1 10) Weapon Element: Knives
Martial Arts Cost: 33
Cost Skill
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
3 Combat Driving 14-
3 Combat Piloting 14-
3 Concealment 13-
3 Cryptography 13-
10 Defense Maneuver I-IV
3 Demolitions 13-
3 Electronics 13-
2 Forgery 13-
3 High Society 13-
3 Interrogation 13-
2 KS: Security 11-
2 KS: Criminal Underworld 11-
3 Lockpicking 14-
3 Mechanics 13-
3 Navigation (Air, Land) 13-
3 Paramedics 13-
3 Security Systems 13-
3 Seduction 13-
3 Shadowing 13-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 13-
3 Tactics 13-
3 Teamwork 14-
10 Two-Weapon Fighting (HTH)
10 Two-Weapon Fighting (Ranged)
6 WF: Common Melee Weapons, Common Missile Weapons, Small Arms
Skills Cost: 111
Cost Perk
3 Contact: Local Crime Families (Contact has access to major institutions) 11-
3 Contact: Utility (Good relationship with Contact) 11-
5 Money: Well Off
2 Reputation: Skilled Operative (A medium-sized group) 11-, +2/+2d6
5 Follower (Trained Falcon)
Perks Cost: 18
Cost Talent
3 Absolute Range Sense
Talents Cost: 3
Val Disadvantages
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
5 Distinctive Features: White hair; pale skin (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: Mechassassin 8- (Mo Pow, Harshly Punish)
20 Hunted: Police 8- (Mo Pow, NCI, Harshly Punish)
5 Hunted: Rival Criminal 11- (As Pow, Watching)
20 Psychological Limitation: "Criminal Code of Honor" (Common, Total)
15 Psychological Limitation: Control Freak (Common, Strong)
15 Psychological Limitation: Driven to be the Best (Common, Strong)
15 Social Limitation: Secret Identity (Alisha Mahn) (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 103Total Experience Available: 103Experience Unspent: 0Total Character Cost: 453

Height: 1.60 m Hair: White
Weight: 60.00 kg Eyes: Blue
Appearance: Attractive, slim, and small. Her white hair is apparently a biproduct of her mutations, she is not an albino. Her costume is gray with white armor plates on the chest, shoulders, thighs and guantlets. Her belt and boots are black and the wings are white. She wears a white mask. She carries a variety of archaic and modern weaponry as well.Personality: A rough and tumble professional, Snow Falcon is on her way to becoming a formidable criminal. She trains diligently and is level headed and pragmatic. She's in it for the money first, personal glory second, and revenge third. She gets along well with the team and has no plans to change membership at this point. She is working on instilling teamwork and to that end is hapy to have Onslaught and Headcase on the team, they are used to working with others and can help the newer villains along. She is also behind the attempts by Overmind to improve and increase the abilties of the team.Quote:"This will be the last time we meet."Background: Alishia Mahn is a mutant who turned her abilities and natural talents into a career as an enforcer for the local criminal element. Despite her gender and small size she commanded alot of respect until Mechassassin came to town. The armored assassin nearly killed her during their "aquaintance", while informing her that her serviceds were "no longer needed". When she recovered, she looked for a way to even the score. Eventually she found herself working with a hyper intelligent gadgeteer who had dubbed himself the Overmind. At Snow Falcon's suggestion he formed the Elite, a group of professional enforcers. The Elite is her baby, she is the combat leader and is working on instilling some sort of tactical and group dynamic to make them even more profitable and successful. She also wants to have a rematch against Mechassassin with her team by her side.Powers/Tactics: A skilled martial artist with both armed and unarmed combat styles, Snow Falcon also has the ability to control, communicate with, and summon birds. She has a reinforced combat uniform with specially designed (by Overmind) wings that allow her to fly. She preferes to fight on the ground, but the wings are good for escapes and travel.Campaign Use: A competant supervillainess.
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Friday 11/21Jack FrostPlayer: NPC; Leader of the Vanguard

Val Char Cost
15 STR 5
18 DEX 24
20 CON 20
16 BODY 12
11 INT 1
11 EGO 2
18 PRE 8
13 COM 2
6/28 PD 3
6/44 ED 2
5 SPD 22
7 REC 0
40 END 0
40 STUN 6
15" RUN02" SWIM03" LEAP0Characteristics Cost: 107
Cost Power END
120 Cryokinetic Manipulation: Multipower, 120-point reserve
4u 1) Blizzard: Change Environment 6" radius, -3 to Hearing Group PER Rolls (36 Active Points) 4
5u 2) Large Blizzard I: Change Environment 8" radius, -3 to Hearing Group PER Rolls (46 Active Points) 5
6u 3) Brittlize I: Drain PD 3d6, Delayed Return Rate (5 Points per 5 Minutes; +1/2), Ranged (+1/2) (60 Active Points) 6
6u 4) Brittlize II: Drain PD Armor 3d6, Delayed Return Rate (5 Points per 5 Minutes; +1/2), Ranged (+1/2) (60 Active Points) 6
4u 5) Deep Freeze: Energy Blast 4d6, No Normal Defense (+1) (40 Active Points) 4
6u 6) Frozen Stiff: Drain SPD 4d6, Ranged (+1/2) (60 Active Points) 6
5u 7) Freezing Ice Blast I: (Total: 60 Active Cost, 48 Real Cost) Energy Blast 8d6 (Real Cost: 40) plus Entangle 2d6, 2 DEF (20 Active Points); Vulnerable (Fire/Heat; -1), Linked (Energy Blast; -1/2) (Real Cost: 8) 6
2u 8) Ice Block: Entangle 4d6, 6 DEF (50 Active Points); Vulnerable (Heat/Fire; -1) 5
2u 9) Ice Cage I: Entangle 4d6, 6 DEF (50 Active Points); Vulnerable (Heat/Fire; -1), Does Not Prevent The Use Of Accessible Foci (-1) 5
4u 10) Ice Darts: Killing Attack - Ranged 3d6 (45 Active Points) 4
1u 11) Ice Gauntlet: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) 2
4u 12) Ice Sheet: Change Environment 6" radius, -4 to DEX Roll, Personal Immunity (+1/4) (49 Active Points); Only Affects Characters Moving On The Ground (-1/4) 5
2u 13) Snowblind: Sight Group Flash 8d6 (40 Active Points); Victim Can Cancel Effect By Taking One Full Phase (-1/2), Does Not Work Against Desolidified Characters (-1/4) 4
5u 14) Winter's Touch: Drain Fire/Heat Powers 4d6, One Power At A Time (+1/4) (50 Active Points) 5
5u 15) Ice Wall: Force Wall (12 PD/8 ED) (50 Active Points) 5
1u 16) Above-Ground Ice Slide: Gliding 15", Side Effect (Leaves Big Chunks Of Ice Around The Enviroment) (+0) (15 Active Points)
2u 17) Basic Ice Slides: Running +9" (15" total), Side Effect (Leaves Big Chunks Of Ice Around The Enviroment) (+0) (18 Active Points) 2
20 Heat Resistance: Armor (0 PD/20 ED) (30 Active Points); Only Works Against Limited Type Of Attack Fire/Heat (-1/2)
40 Ice Armor: Armor (22 PD/18 ED) (60 Active Points); Nonpersistent (-1/4), Visible (-1/4)
4 Arctic Adaptation: Life Support (Safe in Intense Cold; Safe in Intense Heat)
1 Ice Walking: Environmental Movement (Ice)
5 Sense Temperature: Detect Temperature 11- (Unusual Group), Sense
Powers Cost: 254
Cost Skill
24 +3 with All Combat
10 +2 with Ranged Combat
3 Bureaucratics 13-
3 Interrogation 13-
2 KS: Medical Industry 11-
2 KS: Superhero Scene 11-
2 KS: Heroic and Villainous Organizations 11-
3 Paramedics 11-
3 Power 11-
3 SS: Pharmacology/Toxicology 12-
2 SS: Cryogenics 11-
3 Streetwise 13-
2 Survival (Arctic/Subarctic) 11-
3 Teamwork 13-
Skills Cost: 65
Cost Perk
Vanguard Membership Perks
3 1) Access: Vanguard Compount
5 2) Computer Link: Vanguard Databases
6 3) Contact (Contact has: very useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 8-
7 4) Fringe Benefit: Membership: Vanguard, Passport, Security Clearance: Ameriguard Level: White
3 Contact (Contact has: useful Skills or resources, Good relationship with Contact) 8-
15 Contact (Contact has access to major institutions, Contact has: very useful Skills or resources), Organization Contact (x3) (15 Active Points) 11-
9 Reputation (A large group) 14-, +3/+3d6
10 Vehicles & Bases [Notes: Not really and Ice Castle, that's just his name for it. Its merely a private residence with a few secret and secured rooms.]
Perks Cost: 58
Val Disadvantages
10 Distinctive Features: White hair, pale skin, ice blue eyes. (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 DNPC: Margaret Reece (Wife) 8- (Normal)
10 DNPC: Allison "Snowflake" Reece (Daughter) 11- (Slightly Less Powerful than the PC)
15 Hunted: Professor Muerte & the Black Legion 8- (Mo Pow, Harshly Punish (Destroy))
20 Hunted: Jormundiir 8- (Mo Pow, NCI, Harshly Punish)
5 Hunted: The Firebug 8- (Less Pow, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Practical Joker (Common, Moderate)
10 Psychological Limitation: Feeling his age; pondering retirement (Common, Moderate)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 125

Base Points: 200Experience Required: 159Total Experience Available: 159Experience Unspent: 0Total Character Cost: 484

Height: 1.70 m Hair: White
Weight: 60.00 kg Eyes: Ice blue
Appearance: Ruggedly handsome man withi white hair and ice blue eyes. He wears his hair in the caeser look popularized by George Clooney a few years back. His costume consists of a white body suit with blue bracers, shoulder and thigh armor, and boots. He wears no mask. Personality: A noble, and self sacrificing man, Jack Frost is beginning to see the light at the end of the tunnel. He thinks the world is in good hands and he can enjoy a well earned retirement. Whether the world will allow that or not is another matter. Jack is calm, and encouraging to the younger heroes and respectful and friendly towards the veterans. Now, he tends to give orders and make sure that civilians are out of danger before enterin combat. This is to let the youngsters have their way as much as it is to keep from getting killed so close to his retirement.Quote:"Argent, stabalize the building, Flux, snuff the flames would you? Greenwitch, help the people get out of there, come on people, we got a building to evacuate."

"Its been a long time Fiacho; not long enough, but a long time none the less."

 

Background: James Reece has been in the game for a number of years now. Originally caught in a freon based accident in 1982; his latent mutant abilities surfaced and he used his power to control Ice and cold as the hero Jack Frost. Jack Frost has enjoyed a long and successful career. He joined the Vanguard in 1990 after eight years as a solo and occasional reserve member. Two years later he was made the Chairman for the first time. He has served as Chairman of the Vanguard three times in the last 14 years and is quite content with his legacy. He is considering stepping away from the whole thing and being more of a family man; spending time with his wife and annoying his daughter no end with tips and pointers on how to be a superheroine. Only, this new squad of Vanguard is young; he can't leave them to the wolves. Jack is easing into the mentor role, leading by example, letting the young lions learn their way. He's having a pretty good time to tell the truth.Powers/Tactics: A cold manipulator of impressive bredth and skill, Jack Frost can do a lot withi his abilities. In combat he generally tries to coach his team and provide cover. He generally uses Ice walls and cages to hinder opponents, attacking directly only if these tactics don't work. He will use his brittilize attack on robots. Campaign Use: An older hero; possible mentor.
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Saturday 11/22MechanautPlayer: NPC Hero; Member of the Vanguard

Val Char Cost
35 STR 25
21 DEX 33
40 CON 60
14 BODY 8
12 INT 2
13 EGO 6
18 PRE 8
12 COM 1
15/21 PD 8
15/21 ED 7
5 SPD 19
15 REC 0
80 END 0
55 STUN 3
12" RUN02" SWIM014" LEAP0Characteristics Cost: 180
Cost Power END
15 Electrical Control: Elemental Control, 30-point powers
30 1) Ball Lightning: Energy Blast 9d6, Area Of Effect (5" Radius; +1) (90 Active Points); Increased Endurance Cost (x4 END; -1 1/2) 36
18 2) Direct Current Paralysis: Entangle 3d6, 3 DEF, Only Versus Targets With Muscles Or Comparative Structures (+0), Takes No Damage From Attacks All Attacks (+1/2), Continuous (+1) (75 Active Points); Vulnerable (Electrical; -1), No Range (-1/2), Lockout (must maintain contact with victim; loss of contact negates entangle) (-1/2), Cannot Form Barriers (-1/4) 7
47 3) Personal Electric Field: Killing Attack - Ranged 1 1/2d6, Damage Shield (+1/2), Continuous (+1) (62 Active Points) 6
15 4) Deadly Lightning: Killing Attack - Ranged 2d6 (30 Active Points) 3
7 5) Power Device: Aid Endurance 4d6 (40 Active Points); Technological/Electricity-based END Only (-1), Only Restores to Starting Values (-1/2), Others Only (-1/2), Costs Endurance (-1/2) 4
27 Absorb Power: Absorption 8d6 (energy, Energy to END) (40 Active Points); Limited Phenomena (Electricity Only) (-1/2)
10 Skeletal Enhancements: Armor (5 PD/5 ED) (15 Active Points); Body only (-1/2)
12 Combat Uniform: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)
40 OHM Effect: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Limited Type Of Attack Electricity (-1/2)
13 Lightning Punch: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) 2
7 Cybernetic Leg Enhancements: Leaping +7" (14" forward, 7" upward) 1
17 Cybernetic Leg Enhancments II: Running +6" (12" total), x4 noncombat 2
23 Leg Rockets: Flight 17" (34 Active Points); Increased Endurance Cost (x2 END; -1/2) 6
2 Heavier than he looks: Knockback Resistance -1"
Powers Cost: 283
Cost Martial Arts Maneuver
Karate
4 1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR to Disarm roll
4 4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 5) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
3 6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 Strike, Target Falls
4 7) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike
5 8) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike
1 9) Weapon Element: Karate Weapons
1 10) Weapon Element: Staffs
Martial Arts Cost: 34
Cost Skill
8 +1 with All Combat
2 KS: Criminal Law 11-
2 KS: Karate 11-
3 Shadowing 11-
3 Streetwise 13-
2 TF: Common Motorized Ground Vehicles
3 Teamwork 13-
4 WF: Common Melee Weapons, Small Arms
1 WF: Off Hand
Skills Cost: 28
Cost Perk
9 Contact: Millenium City Police Department (Good relationship with Contact), Organization Contact (x3) (9 Active Points) 11-
4 Reputation: Respected Police officer turned superhero (A large group) 11-, +2/+2d6
7 Contact: The Machinist (Contact has: extremely useful Skills or resources, Very Good relationship with Contact) 11-
2 Fringe Benefit: Local Police Powers
3 Fringe Benefit: Membership: The Vanguard
Perks Cost: 25
Val Disadvantages
10 Distinctive Features: Cybernetic Parts. (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
20 Hunted: ARGENT 8- (Mo Pow, NCI, Harshly Punish)
5 Hunted: Bulldozer 8- (Less Pow, Harshly Punish)
15 Hunted: Mechanon 8- (Mo Pow, Harshly Punish)
10 Physical Limitation: Requires Specialized Medical Attention (Infrequently, Greatly Impairing)
15 Psychological Limitation: Law Abiding (Common, Strong)
15 Psychological Limitation: Loves being a Superhero (Very Common, Moderate)
15 Psychological Limitation: Protective of "Civilians" (Common, Strong)
10 Reputation: Cop turned Superhero, 11-
15 Social Limitation: Public Identity (Frequently, Major)
10 Vulnerability: 2 x BODY Magnetic Based Attacks (Uncommon)
10 Vulnerability: 2 x STUN Magnetic Based Attacks (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 200Total Experience Available: 200Experience Unspent: 0Total Character Cost: 550

Height: 2.00 m Hair: Black
Weight: 191.00 kg Eyes: Brown
Appearance: Rudy looks the same as always, but if cut silver nanite "blood" comes out. Tiny lights can occasionally be seen in his eyes and under his skin. His reinforced skeleton is twice as heavy as it once was and his musculature is 15x more powerful. The Mechanaut uniform is blue with black boots, gloves, and belt. It look like a modified MCPD Metahuman control Uniform. Rudy has black hair and brown eyes. He is originally from Oahu. Personality: Rudy became a cop to be closer to heroes. Almost dying in the line of duty did nothing to dampen his enthusiasm. Having received his cybernetic superabilities, Rudy, as Mechanaut, has taken to fighting crime as a fish to water. He is both a cop and a superhero. He treads lightly on his duties as an officer and cuts his fellow heroes a lot of slack. Quote:"Freeze! Poli- er, Vanguard!"Background: A former police officer; Rudy, known as the Terminator for his size and strength, was crippled by a biotoxin that he was exposed to during a metahuman conflict. One of the heroes, a brilliant scientist known as the Machinist, developed a life saving cybernetic organ suite for the fallen officer. At Rudy's request, he also strengthened his skeleton and added a few weapons, allowing Rudy to become a hero in his own right. Mechanaut was born. After serving a few months as an official MCPD super officer, Rudy was offered the position of Liason to the Vanguard; he jumped at the chance. He is a police officer and a superhero. Powers/Tactics: A martial artist with some electrical control powers and low level superhuman strength. All if his powers come from the cybernetics installed by the Machinist; he has the ability to emit and control electricity. Campaign Use: A freindly member of the MCPD who just happens to be a superbeing now. He gets along well with officers and heroes alike. He is one of Kodiak's and Technique's favorite heroes to work with. He understands them.I always wanted to see a superhero named Rudy.
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Sunday 11/23a slight departure from the Vanguard. I got sucked into the Terror Inc. Discussion and here is my version of Professeur Muerte.Professeur MuertePlayer: NPC Mastervillan; Leader of the Doom Legion

Val Char Cost
20/45 STR 10
20/30 DEX 30
20/30 CON 20
20 BODY 20
25 INT 15
26 EGO 32
25/30 PRE 15
20 COM 5
10/35 PD 6
10/35 ED 6
6 SPD 10
22 REC 8
80 END 0
80 STUN 0
8" RUN42" SWIM04"/9" LEAP0Characteristics Cost: 181
Cost Power END
125 Weapons Array: Multipower, 125-point reserve
10u 1) Adjustable Blaster: EB 10d6, Variable Advantage (+1/2 Advantages; +1) (100 Active Points) 10
11u 2) Flashbang Bolts: Sight and Hearing Groups Flash 15d6, Reduced Endurance (0 END; +1/2) (112 Active Points)
12u 3) Force Cage I: Entangle 10d6, 10 DEF, Reduced Endurance (Half END; +1/4) (125 Active Points) 5
12u 4) Force Cage II : Entangle 7d6, 7 DEF, Reduced Endurance (1/2 END; +1/4), Area Of Effect (One Hex; +1/2) (122 Active Points) 5
12u 5) Force-Beam: Energy Blast 16d6, Reduced Endurance (0 END; +1/2) (120 Active Points)
11u 6) Particle Cannon: Killing Attack - Ranged 5d6, Reduced Endurance (0 END; +1/2) (112 Active Points)
Amor Enhancements , all slots OIF (-1/2)
10 1) +10 CON (20 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
15 2) +10 DEX (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
13 3) +10 REC (20 Active Points); OIF (-1/2)
13 4) +2 SPD (20 Active Points); OIF (-1/2)
12 5) +25 STR (25 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 2
13 6) +40 END (20 Active Points); OIF (-1/2)
27 7) +40 STUN (40 Active Points); OIF (-1/2)
3 8) +5 PRE (5 Active Points); OIF (-1/2)
20 Anti Psionic Implant: Mental Defense (20 points total), Hardened (+1/4) (20 Active Points)
21 Armor Computer Systems: (Total: 32 Active Cost, 21 Real Cost) Absolute Range Sense (3 Active Points); OIF (-1/2) (Real Cost: 2) plus Absolute Time Sense (3 Active Points); OIF (-1/2) (Real Cost: 2) plus Bump Of Direction (3 Active Points); OIF (-1/2) (Real Cost: 2) plus Lightning Calculator (3 Active Points); OIF (-1/2) (Real Cost: 2) plus Universal Translator 14- (20 Active Points); OIF (-1/2) (Real Cost: 13)
45 Armor Jets: Flight 20", x4 Noncombat, Reduced Endurance (0 END; +1/2) (67 Active Points); OIF (-1/2)
57 Force Barrier Generator: Force Wall (15 PD/15 ED; 5" long and 2" tall) (85 Active Points); OIF (-1/2) 8
50 I have something for just such an occasion: VPP (Gadget Pool), 40 base + 10 control cost, (60 Active Points); VPP Powers Can Only Be Changed In Muerte's Laboratory (-1/2); all slots Focus (all powers bought through VPP must have at least -1/2 worth of this Limitation) (-1/2)
30 Life Support Systems: Life Support (Total) (Eating: Character does not eat; Immunity: All terrestrial poisons and chemical warfare agents; 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; Self-Contained Breathing; Sleeping: Character does not sleep) (45 Active Points); OIF (-1/2)
16 Muerte's Armor: (Total: 24 Active Cost, 16 Real Cost) Sight Group Flash Defense (10 points), Hardened (+1/4) (12 Active Points); OIF (-1/2) (Real Cost: 8) plus Hearing Group Flash Defense (10 points), Hardened (+1/4) (12 Active Points); OIF (-1/2) (Real Cost: 8)
7 Muerte's Armor: Lack Of Weakness (-10) for Normal Defense (10 Active Points); OIF (-1/2)
8 Muerte's Armor: Power Defense (10 points), Hardened (+1/4) (12 Active Points); OIF (-1/2)
63 Muerte's Armor: Armor (25 PD/25 ED), Hardened (+1/4) (94 Active Points); OIF (-1/2)
Sensor & Communications Suite, all slots OIF (-1/2)
2 1) Audio Perception System: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2)
6 2) Communications Suite: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As Sight And Hearing Groups As Well As Radio Group [very common Sense] (-1/2), OIF (-1/2)
10 3) Radar System: Radar (Radio Group) (15 Active Points); OIF (-1/2)
10 4) Sonar System: Active Sonar (Hearing Group) (15 Active Points); OIF (-1/2)
3 5) Visual Sensor Systems: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)
3 6) Visual Sensor Systems: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2)
Powers Cost: 650
Cost Skill
10 +1 Overall
20 +4 with Ranged Combat
3 Bureaucratics 14- (15-)
3 Computer Programming 14-
3 Cryptography 14-
3 Deduction 14-
3 Demolitions 14-
3 Electronics 14-
3 High Society 14- (15-)
3 Interrogation 14- (15-)
3 Inventor 14-
3 Linguist
2 1) Language: English (Completely Fluent) (3 Active Points)
2 2) Language: French (Completely Fluent) (3 Active Points)
2 3) Language: German (completely fluent) (3 Active Points)
3 4) Language: Italian (idiomatic) (4 Active Points)
3 5) Language: Portugese (idiomatic) (4 Active Points)
0 6) Language: Spanish (idiomatic) (4 Active Points)
3 Mechanics 14-
5 Navigation (Air, Land, Marine, Space) 14-
3 Oratory 14- (15-)
3 Paramedics 14-
3 Persuasion 14- (15-)
7 Power: Gadgeteering 16-
3 Scholar
2 1) KS: Art History (3 Active Points) 14-
2 2) KS: High Society (3 Active Points) 14-
2 3) KS: History (3 Active Points) 14-
2 4) KS: Literature (3 Active Points) 14-
2 5) KS: Military History (3 Active Points) 14-
2 6) KS: Music (3 Active Points) 14-
2 7) KS: Superheroes (3 Active Points) 14-
2 8) KS: Superpowers (3 Active Points) 14-
2 9) KS: Supervillains (3 Active Points) 14-
2 10) KS: The Espionage World (3 Active Points) 14-
2 11) KS: The Military/Mercenary/Terrorist World (3 Active Points) 14-
2 12) KS: The Superhuman World (3 Active Points) 14-
2 13) KS: World Politics (3 Active Points) 14-
3 Scientist
2 1) SS: Archaeology 14- (3 Active Points)
3 2) SS: Biochemistry 15- (4 Active Points)
2 3) SS: Biology 14- (3 Active Points)
3 4) SS: Chemistry 15- (4 Active Points)
2 5) SS: Computer Science 14- (3 Active Points)
2 6) SS: Electronic Engineering 14- (3 Active Points)
2 7) SS: Force Field Physics 14- (3 Active Points)
2 8) SS: Genetics 14- (3 Active Points)
2 9) SS: Mathematics 14- (3 Active Points)
2 10) SS: Medicine 14- (3 Active Points)
2 11) SS: Nuclear Physics 14- (3 Active Points)
2 12) SS: Pharmacology/Toxicology 14- (3 Active Points)
2 13) SS: Physics 14- (3 Active Points)
2 14) SS: Robotics 14- (3 Active Points)
3 Security Systems 14-
9 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Combat Aircraft, Helicopters, Large Planes, Small Planes, Submarines
3 Tactics 14-
3 Traveler
1 1) AK: Central America (2 Active Points) 11-
1 2) AK: Portugal (2 Active Points) 11-
1 3) AK: South America (2 Active Points) 11-
1 4) AK: Spain (2 Active Points) 11-
1 5) AK: The United States (2 Active Points) 11-
1 6) CK: Buenos Aires (2 Active Points) 11-
1 7) CK: London (2 Active Points) 11-
1 8) CK: New York City (2 Active Points) 11-
9 Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged) 14-
Skills Cost: 193
Cost Perk
40 Hidden Base
10 Money: Wealthy
45 Followers: Milita
35 Followers: Elite Leaders
9 Reputation : Insane Villain; Back from the Dead (A large group) , 14-, +3/+3d6
7 Fringe Benefit: International Driver's License, Membership: Leader of the Doom Legion, Passport
Perks Cost: 146
Cost Talent
5 Resistance: 5 points
3 Lightsleep
Talents Cost: 8
Val Disadvantages
10 Hunted: Eurostar 8- (As Pow, Harshly Punish)
20 Hunted: The New Victories 11- (Frequently), As Powerful, NCI, Capture
25 Hunted: UNTIL 11- (Frequently) (Mo Pow, NCI, Capture)
20 Psychological Limitation: Casual Killer Very Common, Strong
20 Psychological Limitation: Megalomania (Common, Total)
15 Psychological Limitation: Plays at Nobility (Common, Strong)
15 Reputation: Disposed Leader of Terror Incorporated; Murderer and Lunatic, 11- (Extreme)
10 Rivalry: Professional (Fiacho; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity: Hernan Cortez II Frequently (11-), Major
Disadvantage Points: 150

Base Points: 200Experience Required: 828Total Experience Available: 818Experience Unspent: 0Total Character Cost: 1178

Height: 1.86 m Hair: Black
Weight: 90.00 kg Eyes: Brown
Appearance: A roguishly handsome man with dark hair and eyes. He dresses impeccably and carries himself with an aristocratic air. The Armor is black with red spikes and a black cloak lined in crimson. His guantlets, boots, and belt are gold, and the face plate appears to be a white skull. The cloak is held by two red skulls at his collar.Personality: Well, he wants to rule the world. Beyond that he's pretty charming. For some reason, the clone of Professeur Muerte is far saner than the original. He is building slowly, trying to attract followers without attracting unwanted attention from the law. Although personally more powerful than he was before, his organization is quite vulnerable. Muerte is willing to wait it out and use subtle methods to achieve his goals. However, one doesn't conquer the world while it's looking the other way. He knows that he needs to start somewhere small and work out. He has his eye on Brazil. The beaches are lovely.Quote:"Solitaire, my dear, don't say such crude things. I was hoping we could make the last moments of your life on earth...magical."Background:  Footsteps echoed through the wreckage that was once the home base of Terror Incorporated. They stopped abruptly as a well-dressed man of Spanish decent stood in front of a cave wall.

“Muerte Code Omega, Alpha, Genesis.†He spoke in a cultured, casual voice. A hiss answered back and a section of the wall fell to the floor to reveal an elevator behind it. The man stepped through the portal and spoke again, “Take me down, Thanatos.â€

The elevator hummed to a start and lowered itself slowly into the depths of the earth.

“Lights,†The man said as he stepped into the gloom. The room responded by glowing softly as to not blind him by the change in light intensity, and then slowly brightened to normal daylight.

The man looked at the room; it was just as he had pictured it. It was odd not having seen it before with his own eyes but knowing it so intimately in his soul. He sat in a plush chair and commanded Thanatos, the computer to collect data on what had happened since August 7th, 2002.

Hernan Cortez is a handsome man. His face has sharp features, piercing brown eyes, and long, straight, brown hair. He has a tan complexion and an easy, almost predatory grace in his movements. His taste in clothing is expensive, tailored, silk suits.

He looks very good for a twice burned corpse.

“Master, the data has been uploaded, would you like me to read it too you?†The computer asks.

“No, that will be unnecessary.†Cortez says with a wave of his hand. He sits down and begins to poor over the printouts.

 

“It would appear my dear Fiona has taken up shop elsewhere.†He mused. “Thanatos, what about Giganto?â€

“Subject: Giganto has been seen in the service of the Golden Emperor.â€

“The Who?â€

“Golden Emperor, self styled king of South and Central America.â€

“Well, I can’t have that; now can I? I’ve no use for a King.†Cortez looked at the picture of the brutish Giganto. “Still, he served me loyally when no one else would. Perhaps he has earned his freedom.â€

“We'll let him stay where he is and see if this “Golden Emperor†turns out to be much of a problem.

 

“ARGENT, here; what is your account number?†The voice on the secured satellite line said.

“M-34576-3x†Cortez replied.

“Professeur Muerte?†The voice paused nervously. There was conversation on the other end. Then a different voice took the line, “Account Number, please.â€

“M-34576-3x†Cortez repeated.

“I need the rest of the code; who is this?â€

“Muerte Omega, Alpha Genesis.â€

“Okay. Confirmed. Welcome back to the world of the living Professor.â€

“Thank you; sorry to be such trouble,†Cortez said sardonically.

“I need a new base of operations and some gear for a small cadre of agents.â€

“Not a problem; what’s the time frame?â€

“Patience was never my strong suit. I am working on it. I do not have a deadline at this time.â€

“Design? Location?â€

“Thanatos is sending them to you now.†Cortez waited patiently.

“Okay, as to payment. It would appear as if your account with us has been…uhm, Terminated.†The voice took on a nervous edge.

“I expected as much; the price we pay when we die. Thanatos will give you the account number of a bank in Columbia; use the money there to fund the project. And see about setting me up with a new account.â€

“At once, sir. Anything else we can do for you today?â€

“No, thank you for your time.â€

“Thanks for choosing ARGENT, sir.â€

 

The new base was far more comfortable than the last one. The laboratory suite was perfect for his expanded scientific background. He was itching to get at the workshop as well.

“Thanatos; please have the servo-drones prep the workshop for my new project. Have the Mark III armor ready for assembly.â€

“At once, Master.â€

 

I can’t believe that I chose to where purple, black, and white, Cortez thought to himself, I must have been more affected by madness than they say.

He looked at himself in the many mirrors of his master suite; the new armor was impressive. He had kept the skull motive for the face plate, and the cloak, they were dynamic. The armor was glossy black with dark metallic red spikes, while the gauntlets, boots, and belt were gold.

“This is the garb fit for a king of the world,†Professeur Muerte’s voice, altered by the armor’s faceplate, reverberated through the room ominously.

 

Scorpia and Fiacho were sparring in their hidden lair, somewhere in the Swiss Alps, trading feints and glancing blows. Then the monitor blinked on.

“I have returned.†The voice said simply.

Scorpia’s face went white; she spun on the monitor and stared open-mouthed at the face of her former leader. The man she had killed.

“We shall be in touch.†Muerte said with a chuckle, and then the monitor went blank.

 

Powers/Tactics: Although not on the level of Telios, Empress, or the late Dr. Destroyer, Muerte is a genius. He has studied various sciences and travelled extensively in his short life. He has the skills of the original Muerte at his disposal as well. His armor is an improved version of the original armor Destroyer built for him. It is based on force fields, and gives him tremendous defenses. He can shape the force fields to become offensive and defensive tools. He has also added a few non-Force Field based weapons, namely the powerful Particle Beam and the versitile Adjustable Blaster. He plays to win and whatever works, works. Campaign Use: One of the wannabe world conquerers struggling to fill the void left by the death of Doctor Destroyer.
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Monday 11/24I'm gaming tomorrow so I took the extra time I had tonight and put together Banner, the combat leader of The Vanguard.BannerPlayer: NPC; Hero, Member of The Vanguard

Val Char Cost
20 STR 10
26 DEX 48
20 CON 20
12 BODY 4
15 INT 5
15 EGO 10
50 PRE 40
30 COM 10
10/18 PD 6
10/18 ED 6
6 SPD 24
8 REC 0
40 END 0
40 STUN 8
9" RUN02" SWIM06" LEAP0Characteristics Cost: 191
Cost Power END
7 Acrobatic: Leaping +2" (6" forward, 3" upward) (Accurate) 1
16 Armored Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2)
20 Facination: Mind Control 8d6 (40 Active Points); Set Effect (Stop and Listen to me; -1/2), Does Not Provide Mental Awareness (-1/4), Vocal, must be able to hear and understand to be affected (-1/4) 4
18 Inspire: Aid PRE 2d6, Area Of Effect (2" Radius; +1), Selective (+1/4) (45 Active Points); Extra Time (Full Phase, -1/2), Others Only (-1/2), Concentration (1/2 DCV; -1/4), Incantations (-1/4)
6 Stong Willed: Mental Defense (9 points total)
6 Swift: Running +3" (9" total) 1
4 Billy Club: HA +2d6 (10 Active Points); OAF (-1), HA (-1/2) 1
Powers Cost: 77
Cost Martial Arts Maneuver
Jeet Kune Do (Jun Fan Kung Fu)
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 4) Grab/Joint Lock: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on
5 5) Kick/Knee Strike: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike
4 6) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4 7) Punch/Elbo: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
3 8) Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls
1 9) Weapon Element: Blades
1 10) Weapon Element: Clubs
1 11) Weapon Element: Staffs
Martial Arts Cost: 34
Cost Skill
8 +1 with All Combat
3 +1 with Jeet Kune Do (Jun Fan Kung Fu)
3 Acrobatics 14-
3 Breakfall 14-
3 Bureaucratics 19-
3 Climbing 14-
3 Conversation 19-
5 Defense Maneuver I-II
3 High Society 19-
3 Interrogation 19-
2 KS: Criminal Underworld 11-
2 KS: Jeet Kune Do (Jun Fan Kung Fu) 11-
2 KS: Martial Arts World 11-
2 KS: United States History 11-
1 Language: Cantonese (basic conversation)
3 Oratory 19-
3 Paramedics 12-
3 Persuasion 19-
3 Seduction 19-
3 Shadowing 12-
3 Stealth 14-
3 Streetwise 19-
3 Teamwork 14-
3 Trading 19-
4 WF: Common Martial Arts Melee Weapons, Common Melee Weapons
Skills Cost: 77
Cost Perk
Vanguard Membership Perks
7 1) Fringe Benefit: Membership: Vanguard, Passport, Security Clearance: Ameriguard Level: White
6 2) Contact (Contact has: very useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 8-
5 3) Computer Link: Vanguard Databases
3 4) Access: Vanguard Compound
Perks Cost: 21
Val Disadvantages
15 Distinctive Features: Aura of power and leadership (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15 Hunted: Empress 8- (Mo Pow, NCI, Mildly Punish) [Notes: Empress wants him for...sociological research.]
10 Hunted: The Eagle Legion 8- (As Pow, Harshly Punish) [Notes: A loose coalition of white supremist thugs under the direction of fallen hero White Eagle.]
20 Hunted: The Hidden Throne 8- (Mo Pow, NCI, Harshly Punish) [Notes: Actual remnants of the nazi supersoldier programs. Forming an underground paramiltary movement in modern times. Let's face it Nazi's make great villains.]
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: I need somebody to love. (Common, Strong)
15 Psychological Limitation: Patriotic (Common, Strong)
15 Reputation: "Galmor-Boy Hero", 11- (Extreme)
15 Social Limitation: Secret Identity: Alexander Chiun (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 50Total Experience Available: 50Experience Unspent: 0Total Character Cost: 400

Height: 1.88 m Hair: Black; Frosted Blonde
Weight: 100.00 kg Eyes: Brown
Appearance: A phenomenally handsome young man with a lithe, but chisled physique, perfect complexion, and warm, inviting eyes. He changes the color of his hair regularly, its a habit he got in high school when he was trying to be "Punk". He wears two earrings in each of his ears and has two tattoos. One is an eagle on his back and one is the Chinese character for "Life"Personality: Patriotic, and responsible. Alex wants to put his abilities to good use. His aura and appearance make him a natural leader but also render him a target as he projects an image of power and authority. He has done his best to shrug off the attention and keep himself grounded. His favorite hobbies outside his life as a costumed crimefighter are cooking and meditation. Alex spends a lot of his off time helping others, or in solitude. While not shy by any means he has grown weary of all the attention his appearance garners. Quote:"Never forget the heroes who have come before, those men and women who have given their lives so that America may live."Background: Alexander Chiun is a mutant, born with preternatural charisma and beauty, he decided at a young age to make something of his life beyond being another pretty face. Alex spent his youth forging his body into a weapon, studying the fighting arts of his hero, Brue Lee. He began fighting as the patriotic hero Banner, and after a relatively short probationary period was given a spot on the current Vanguard roster. Jack Frost is grooming him for leadership of the team.Powers/Tactics: A skilled martial artist with an armored costume and a tonfa-like billy club. Banner's real abilities revolve around his inhuman presence and physical attractiveness. He has foregon the seduction route for the most part, and focuses on his ability to facinate and inspire. He is almost uneffected by presence attacks and can use his own affinity to embolden others.Campaign Use: A Captain America in training. Banner has the charisma and some of the skill, but lacks the expericence. Jack Frost is trying to help him in this regard, letting him be combat leader and make his way as a leader. The fact that he is an Asian American isn't really as important to him as being simply an American. He has become somewhat a target of those who want to "keep America pure" and, ironically those in the Asian community who think he should wear his heritage more prominantly. For his part, Alex just wants to help anyone who needs it and protect the country and people he holds dear.
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Tuesday 11/25Here is the Vanguard's strongman, Argent.Argent Player: Npc: Member of the Vanguard

Val Char Cost
60 STR 50
15 DEX 15
30 CON 40
15 BODY 10
13 INT 3
18 EGO 16
25 PRE 15
10 COM 0
10/30 PD -2
10/30 ED 4
4 SPD 15
18 REC 0
60 END 0
60 STUN 0
9" RUN02" SWIM048" LEAP0Characteristics Cost: 166
Cost Power END
14 Body of Silver (Size of Large): Knockback Resistance -7"
20 Body of Silver: (Total: 20 Active Cost, 20 Real Cost) Lack Of Weakness (-10) for Normal Defense (Real Cost: 10) plus Lack Of Weakness (-10) for Resistant Defenses (Real Cost: 10)
60 Body of Silver: Armor (20 PD/20 ED)
36 Body of Silver: LS (Eating: Character only has to eat once per year; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 800 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)
6 Long Legs: Running +3" (9" total) 1
4 Reach: Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4)
13 Reflective Form: Missile Deflection (Any Ranged Attack) (20 Active Points); Light-base Attacks Only (-1/2)
28 Super-Leaping: Multipower, 28-point reserve
3u 1) Basic Leaping: Leaping +28" (48" forward, 24" upward) (28 Active Points) 3
1u 2) MegaLeaping: Leaping +8" (48" forward, 24" upward), Megascale (1" = 1 km; +1/4) (13 Active Points) 1
24 Thunderclang: Hearing Group Flash 8d6, Hole In The Middle (+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
Powers Cost: 209
Cost Skill
35 +7 with HTH Combat
3 Concealment 12-
2 Forgery 12-
2 Gambling 12-
2 KS: Black Market 11-
2 KS: Pro Football (American) 11-
2 KS: Streetgangs 11-
3 Persuasion 14-
3 Stealth 12-
3 Streetwise 14-
2 Survival (Urban) 12-
3 Teamwork 12-
Skills Cost: 62
Cost Perk
Vanguard Membership Perks
7 1) Fringe Benefit: Membership: Vanguard, Passport, Security Clearance: Ameriguard Level: White
6 2) Contact (Contact has: very useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 8-
5 3) Computer Link: Vanguard Databases
3 4) Access: Vanguard Compound
Perks Cost: 21
Val Disadvantages
20 Distinctive Features: Huge Man Made of Silver. (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
5 Hunted: Bulldozer 8- (Less Pow, Harshly Punish)
10 Hunted: Photon 8- (As Pow, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
10 Physical Limitation: Large and Heavy (Frequently, Slightly Impairing)
20 Psychological Limitation: Code Vs Killing (Common, Total)
15 Psychological Limitation: Overconfident (Common, Strong)
15 Psychological Limitation: Reactionary; act first think later (Very Common, Moderate)
5 Reputation: Member of the Vanguard, 8-
15 Social Limitation: Public Identity: Timothy "Trey" Shaw (Frequently, Major)
5 Vulnerability: 1 1/2 x BODY Magnetic Attacks (Uncommon)
10 Vulnerability: 2 x STUN Magnetic Attacks (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 108Total Experience Available: 108Experience Unspent: 0Total Character Cost: 458

Height: 2.15 m Hair: None
Weight: 454.00 kg Eyes: Silver
Appearance: Argent is over seven feet tall and weighs approx. 1000lbs. He has silver skin and a hypermuscular physique. He wears black trunks, no boots, black bracers, and a white shirt with a black "A" on the chest. Personality: Truth be told, Argent was something of a punk growing up, it was watching the sacrifice made by the heroes, superhuman and other during the destruction of Detroit that made him use his newfound power for the good of mankind rather than the personal comfort and selfish motives he had before hand. Trey is self sacrificing and noble, he won't take a life and spends a good portion of his time trying to keep younger MC citizens on the straight and narrow.Quote:"One silver dollar special, coming UP!"Background: Trey Shaw was a street punk from the streets of Detroit. He was transformed into the giant silver hero he is now by a release of cosmic energy by the heroine Stargazer as she was slain trying to contain one of Dr. Destroyer's weapons. The transformation was almost instantaneous and Trey quickly put his abilities to use trying to help people evacuate the city. He aided in the clean up during the aftermath and was present during much of the construction of Millenium City. He joined The Vanguard after being offered the roster spot by Jack Frost in 2003. Practically a fixture at Lions games, when not saving the world of course, he is a very popular hero in his home town. Powers/Tactics: A skilled hand to hand fighter, Argent primarily finds himself going toe to toe with opposing bricks. He also takes a certain amount of glee in using his reflective skin to cause greif for and light weilding villains. Photon hates him for this. He acts light hearted and seems unconcerned by the gravest of situations, but when the going gets tough Argent shines.Campaign Use: A friendly rival for PC strongmen and a helpful, knowledgable former street urchin.ard's stongman, Argent
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Wednesday 11/26Here is the latest of the Vanguard. The Green WitchPlayer: NPC; Member of the Vanguard

Val Char Cost
55 STR 15
18 DEX 24
25 CON 30
15 BODY 10
18 INT 8
25 EGO 30
20 PRE 10
24 COM 7
15 PD 10
15 ED 10
5 SPD 22
10 REC 0
50 END 0
50 STUN 9
6" RUN02" SWIM011" LEAP0Characteristics Cost: 185
Cost Power END
113 Nature & Wood Magics: Variable Power Pool (Magic Pool), 75 base + 37 control cost, (113 Active Points)
0 1) Blinding Weather: Change Environment 4" radius, -4 to Hearing Group PER Rolls, Varying Effect any type of weather that can interfere with vision (+1/2) (43 Active Points) Real Cost: 43 4
0 2) Blizzard: Energy Blast 3d6, Area Of Effect (One Hex; +1/2), No Normal Defense (+1), Continuous (+1) (52 Active Points); Limited Range (20") (-1/4) Real Cost: 42 5
0 3) Choking Spores: Energy Blast 4d6, No Normal Defense (+1) (40 Active Points); Limited Range (4") (-1/4), Not In High Winds, Rain, Or Water (-1/4) Real Cost: 27 4
0 4) Control Plants: Mind Control (plant mind) 10d6 (50 Active Points) Real Cost: 50 5
0 5) Controlling Spores: Mind Control (human class) 8d6 (40 Active Points); Based on CON (Defense: PD; -1), Limited Range (4") (-1/4), Does Not Work Versus Targets With Life Support (Self-Contained Breathing) (-1/4), Not In High Winds, Rain, Or Water (-1/4) Real Cost: 14 4
0 6) Leafy Prison: Major Transform 5d6 (human into tree) (75 Active Points); Limited Target Humans (-1/2), Limited Range (4") (-1/4), Not In High Winds, Rain, Or Water (-1/4) Real Cost: 37 7
0 7) Lightning Bolt: Killing Attack - Ranged 2 1/2d6 (40 Active Points) Real Cost: 40 4
0 8) Quicken Plants: Summon 4 300-point monstrous plants (70 Active Points); OIF (plants of opportunity) (-1/2), Extra Time (Full Phase, -1/2) Real Cost: 35 7
0 9) Slippery Ground: Change Environment 4" radius, -4 to DEX Roll (29 Active Points); Only Affects Characters On Ground (-1/4) Real Cost: 23 3
0 10) Sticky Sap: Entangle 4d6, 4 DEF, Sticky (+1/2) (60 Active Points) Real Cost: 60 6
0 11) Strength Of The Trees: +30 STR (30 Active Points); Increased Endurance Cost (3x END; -1), No Figured Characteristics (-1/2) Real Cost: 12 9
0 12) Tangling Growth: Entangle 4d6, 4 DEF (40 Active Points); OIF (plants of opportunity) (-1/2) Real Cost: 27 4
0 13) Thorn Spray: Killing Attack - Ranged 2d6, Armor Piercing x1 (+1/2) (45 Active Points); No Knockback (-1/4) Real Cost: 36 4
0 14) Thunderclap: Hearing Group Flash 10d6 (30 Active Points) Real Cost: 30 3
0 15) Wood Warping: Major Transform 3d6 (wooden objects into useless wooden objects) (45 Active Points); Limited Target wood (-1/4) Real Cost: 36 4
35 Phytotoxic Sting: (Total: 97 Active Cost, 35 Real Cost) Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Armor Piercing x1 (+1/2) (15 Active Points) (Real Cost: 15) plus Drain CON & STUN 3d6, Delayed Return Rate (5 Points per Minute; +1/4), Two Powers Simultaneously (+1/2), No Normal Defense (+1) (82 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), 4 Charges (-1), HKA Must Do Body (-1/2), Linked (Killing Attack - Hand-To-Hand; -1/4) (Real Cost: 20) 1
30 Plant Speech : Telepathy (plant class) 6d6 3
8 Rooted: Knockback Resistance -6" (12 Active Points); Costs Endurance (-1/2) 1
7 Brachiation: Swinging 15" (15 Active Points); Only In Forests (-1) 1
5 tougher than she looks: Damage Resistance (5 PD/5 ED)
22 Nigh Immortal tree spirit: LS (Longevity: Immortal; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)
3 Thicket Master: Environmental Movement (Undergrowth)
Powers Cost: 223
Cost Skill
4 +2 with any single attack
17 Power: Dryadic Magic 21-
3 Bureaucratics 13-
3 Concealment 13-
3 KS: Dryadic Magic 13-
2 KS: Superbeing World 11-
3 KS: Supernatural World 13-
3 Paramedics 13-
3 Persuasion 13-
3 SS: Botany 13-
2 SS: Geology 11-
3 SS: Horticulture 13-
3 Seduction 13-
3 Shadowing 13-
3 Stealth 13-
14 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 13-
3 Teamwork 13-
3 Tracking 13-
Skills Cost: 78
Cost Perk
Vanguard Membership Perks
3 1) Access: Vanguard Compount
5 2) Computer Link: Vanguard Databases
6 3) Contact (Contact has: very useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 8-
7 4) Fringe Benefit: Membership: Vanguard, Passport, Security Clearance: Ameriguard Level: White
Perks Cost: 21
Cost Talent
3 Absolute Time Sense
20 Animal Friendship
15 Beast Speech
3 Bump Of Direction
5 Eidetic Memory
2 Trackless Stride
Talents Cost: 48
Val Disadvantages
10 Distinctive Features: Voluptuous Green Haired, green eyed, tree spirit. (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
25 Hunted: Covenant of Five 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Hunted: Thorn 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Hunted: Crowns of Krim 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Protective of the Environment (Common, Strong)
10 Psychological Limitation: Has a crush on Jack Frost (Common, Moderate)
10 Reputation: Sexy Superheroine, 11-
15 Social Limitation: Public Identity: Alicia Ivy, the Green Witch (Frequently, Major)
Disadvantage Points: 140

Base Points: 200Experience Required: 215Total Experience Available: 215Experience Unspent: 0Total Character Cost: 555

Height: 1.75 m Hair: Green
Weight: 100.00 kg Eyes: Green
Appearance: A gorgeous forest nymph with porcelain skin, green hair, eyes, and lips, and a lush figure. She wears a rather daring green bodice, with a dark green girdle and a white skirt with green trim. She occasionally "goes Goth" and dresses all in tight green leather, but the skirt is her most oft used costume.Personality: At first, Green Witch saw the Vanguard as an excuse to be near Jack Frost and study humanity in general. Now, she feels that she has a duty as a citizen of Millenium City and Earth itself, to helping others. She is loyal and steadfast, and has lost alot of her naivetee. Quote:"The thorns on this rose are too sharp for you to handle." Background: The Green Witch is a Dryad, one of the few who has been reborn in the world since the influx of magic released in WWII. She is a "mutant" Dryad in that she is not tied to a particular tree, she gets her sustenance and power from all trees. She first approached Millenium City in 2002 and has a small grove of trees she considers "Home" in one of the city parks. Inquisative and precocious, she had encounters with the populace long before she became known to anyone. She aided the Vanguard in a battle against Thorn, claiming that he was "enslaving" his plants. She was smitten with Jack Frost during the confrontation and stuck around afterwards. She was offered official membership about four months later and has been with the team ever since. She still carries a torch for Jack Frost, but she realizes that his heart is elsewhere and doesn't begrudge Jack's wife. Powers/Tactics: Wood and Nature Magic, versatile. Tougher than she looks. Campaign Use: 
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Thursday 11/27I think I will be back on track after today. My latest inspiration is Wildguard Casting Call. Its a hoot and reminds me of the old Marvel Superheroes game. It had a scenario called the Avengers Experimental Franchise in the Avengers book. It had options for the "Public Tryout" and we ran that, it was hilarious some of the weird superheroes we came up with. It kind of reminded me of the old Legion of Superheroes recruitment issues, always good for a laugh. So without further ado. Here are the original Tryout characters: Translated to hero with a 250 pt cap. These guys are mostly serious by the way...Vault ManPlayer: NPC; Tryout contestant

Val Char Cost
15/25 STR 5
23 DEX 39
25 CON 30
12 BODY 4
13 INT 3
11 EGO 2
15 PRE 5
14 COM 2
10 PD 7
8 ED 3
5 SPD 17
8 REC 0
50 END 0
40 STUN 7
10" RUN82" SWIM018"/20" LEAP0Characteristics Cost: 132
Cost Power END
26 Vaulting: Leaping +15" (18"/20" forward, 9"/10" upward) (Accurate), Reduced Endurance (1/2 END; +1/4) (26 Active Points) 1
7 Enhanced Lower Body Strength: +10 STR, Reduced Endurance (1/2 END; +1/4) (12 Active Points); No Figured Characteristics (-1/2), Legs Only (-1/4) 1
Powers Cost: 33
Cost Martial Arts Maneuver
Tae Kwon Do
4 1) Arm Sweep Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR / 35 STR to Disarm roll
5 3) Flying Side Kick: 1/2 Phase, +1 OCV, -2 DCV, 7d6 / 9d6 Strike
4 4) Front Kick: 1/2 Phase, +0 OCV, +2 DCV, 5d6 / 7d6 Strike
4 5) Punch/Elbow Strike: 1/2 Phase, +2 OCV, +0 DCV, 5d6 / 7d6 Strike
5 6) Side or Roundhouse Kick: 1/2 Phase, -2 OCV, +1 DCV, 7d6 / 9d6 Strike
3 7) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 3d6 / 5d6 Strike; Target Falls
Martial Arts Cost: 29
Cost Skill
6 +2 with Tae Kwon Do
3 Power 12-
9 Acrobatics 17-
9 Breakfall 17-
3 Climbing 14-
3 KS: Basketball 12-
2 KS: Superbeing World 11-
2 KS: Tae Kwon Do 11-
3 Navigation (Air, Land) 12-
3 Paramedics 12-
3 Shadowing 12-
3 Stealth 14-
3 Streetwise 12-
3 Teamwork 14-
Skills Cost: 55
Cost Perk
1 Black Belt: Tae Kwon Do
Perks Cost: 1
Val Disadvantages
10 DNPC: Drew Preston (Mother) 8- (Normal)
0 DNPC: Lance Preston (Father) Aka Nightspeed 8- (As powerful as the PC)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10 Distinctive Features: Style Limitation: Tae Kwon Do (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
20 Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Feels compelled towards heroism (Common, Strong)
15 Social Limitation: Lester Preston (Frequently, Major)
Disadvantage Points: 100

Base Points: 150Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 250

Height: 1.95 m Hair: Black
Weight: 91.00 kg Eyes: Brown
Appearance: Vault Man is a tall, lean, and muscular young man with black hair and brown eyes. He wears a gray body suit with blue boots, trunks, gloves, and mask. His belt is black. He has a blue "V" on his chest. Outside of his costume, Lester is a handsome African American youth with a baby face and modern fashion sense.Personality: An honest, forthright, young man, Les plans to do at least as much good as Nightspeed did bad. It won't be too difficult, Nightspeed wasn't really a hardened criminal, he was just amoral enough and drunk with power to think he could take what he wanted. Vault Man takes being a hero very seriously, and considers his rather limited super powers to be enough to make a difference in the world. Quote:"Mind if I Jump in?"Background: Les Preston is the son of a minor supervillain, Nightspeed. Nightspeed was a speedster on the lower end of the speed spectrum in the 70's and early 80's. He actually hit the big score as a member of a group of supervillains hired by VIPER to stage a diversionary robbery so that they could enact one of their nefarious schemes unhindered. The supervillains were successful in so far as getting the money from the bank, but they were halted by the Sentinals. During the combat, Nightspeed convinced the rather dim-witted Rampage that he would guard the cash so Rampage could enter the battle. Nightspeed then took the money, directly to a drug lord who owed him a favor. The money was laundered, Nightspeed was never seen again.

He retired that night, married his girlfriend in vegas and set up a new life for himself in Canada. Les seemed pretty normal when he was born, he didn't exhibit superpowers until he was fifteen. His specialized leg mutations gave him an advantage in athletics and with his height he was heavily recruited as a basketball player. Les took a different route. He loved his parents dearly but his father's supervillain past bothered him. Les spurned the college offers, readily admitting his super powers, and began training for the only career he wanted; that of a superhero. Now in his early 20's, Les has taken the name Vault Man and he has arrived in the big city to answer the call for heroes.

Powers/Tactics: Acrobatic to the extreme, Vault Man leaps all over the battle field. His is a controlled chaos, however, and he always has a target in mind. He has studied Tae Kwon Do for seven years and is quite skilled, he makes use of the numerous kicks and his flying side kick is devistating. Campaign Use: A slightly super powered martial artist. Vault Man is almost humerous, almost serious. You can take him in either direction.
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It should be noted that Hero Designer gives two numbers for the martial arts. Use the number on the left for upper body maneuvers, a la punching and such. The right is for leg based maneuvers. He often uses his legs if at all possible so the Disarm and Takedown can be done with either number.

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Friday 11/28Amazing ManPlayer: Npc; Tryout Member

Val Char Cost
40 STR 30
18 DEX 24
20 CON 20
10 BODY 0
13 INT 3
11 EGO 2
20 PRE 10
12 COM 1
20 PD 12
15 ED 11
4 SPD 12
12 REC 0
40 END 0
40 STUN 0
16" RUN02" SWIM08" LEAP0Characteristics Cost: 125
Cost Power END
15 Telescopic Senses (Tiring): +5 versus Range Modifier for Hearing Group and Sight Group (23 Active Points); Costs Endurance (-1/2) 2
10 X-Ray Vision: N-Ray Perception (Sight Group)
3 Ultrasonic Hearing: Ultrasonic Perception (Hearing Group)
5 Thermalvision: Infrared Perception (Sight Group)
5 Ultravision: Ultraviolet Perception (Sight Group)
5 Nightsight: Nightvision
5 Heat Trace Reading: Tracking with Infrared Perception
10 Resiliance: Damage Resistance (10 PD/10 ED)
10 Heat Vision: RKA 1d6 (15 Active Points); No Knockback (-1/4), Beam (-1/4) 1
20 Amazing Mobility: Multipower, 20-point reserve
2u 1) Combat Flight: Flight 10" (20 Active Points) 2
2u 2) Supersonic Flight: Flight 5", MegaScale (1" = 10 km; +1/2), Can Be Scaled Down: 1" = 1km (+1/4) (17 Active Points) 2
2u 3) Amazing Speed: Running +10" (16" total) (20 Active Points) 2
Powers Cost: 94
Cost Skill
3 High Society 13-
2 KS: Baseball Cards 11-
2 KS: Classic Literature 11-
2 KS: High Society 11-
3 Oratory 13-
3 Persuasion 13-
Skills Cost: 15
Cost Talent
9 Lightning Reflexes: +6 DEX to act first with All Actions
4 Speed Reading (x10)
3 Lightning Calculator
Talents Cost: 16
Val Disadvantages
15 DNPC: John and Elizabeth Williams (Parents) 8- (Normal; Group DNPC: x2 DNPCs)
5 Distinctive Features: Classic Handsome Hero (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Psychological Limitation: Code Vs Killing (Common, Total)
15 Psychological Limitation: Nervous around attractive women (Very Common, Moderate)
15 Psychological Limitation: Responsible, dedicated (Common, Strong)
15 Rivalry: Professional (Geoffrey Hagenstone (Holocaust), Rival is Significantly More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
15 Social Limitation: Secret Identity (Geoffrey "Geoff" Williams) (Frequently, Major)
Disadvantage Points: 100

Base Points: 150Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 250

Height: 1.94 m Hair: Red
Weight: 114.00 kg Eyes: Green
Appearance: Tall, classically handsome superhero with red hair and green eyes. He wears a white body suit with a red "A" on his chest, a red cape, blue trunks, boots, and gloves. He wears a blue tinted pair of goggles to hide his identity.Personality: A noble, and kindhearted young man, Amazing Man is still new to this. He is less powerful than most bricks, but his other abilities make him more mobile and slightly more versitile. His strength has increased significantly in the last couple of years and does not seem to be linked to his physical maturity, he might grow into a significantly more powerful brick in the near future (with experience and or GM Fiat).Quote:"Here, let me help you with that."Background: Amazing Man is unsure of how he got his powers. He's had them as long as he can remember, but he isn't a mutant. His parents a normal and he isn't adopted. What he can't remember and his parents don't know, is that when he as a young child he found a brilliantly glowing stone near the stream by their summer home. This stone may have been one of the fabled, sentient Power Stones of legend. What ever it was it granted a deal of power to the youth and from then on he has been able to do tremenedous things. Raised to believe that he had a duty to those less fortunate than he, Geoff decided to use his powers for good. In his youth he ran afoul of another priviledged young man who was far less responsible and noble in his wealth. Geoffrey Hagenstone, now also known as Holocaust, and Geoffrey Williams never saw eye to eye, they have always been rivals in their civilian identities and if Holocaust ever found out that "the other Geoffrey" was a superhero, he'd hunt him down and destroy him immediately.Powers/Tactics: A second class brick with mobility. Amazing Man tries to stay one step ahead of his opponents, using his lightning reflexes to act first.Campaign Use: A do gooder.
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Saturday 11/29The AEF adventure had Fabian Stankowicz, but he's marvel. So I taged a guy from Millenium city and used him instead...GeothermalPlayer: NPC, Tryouts

Val Char Cost
15/35 STR 5
12/20 DEX 6
13/23 CON 6
10 BODY 0
13 INT 3
10 EGO 0
13/18 PRE 3
10 COM 0
5/20 PD 2
5/20 ED 2
3/4 SPD 8
6 REC 0
30 END 2
28 STUN 3
7" RUN22" SWIM03"/7" LEAP0Characteristics Cost: 42
Cost Power END
27 Weapons Systems: Multipower, 40-point reserve, (40 Active Points); all slots OIF (-1/2)
2u 1) Thermal Control: Change Environment 3" radius, +4 Temperature Level Adjustment, Varying Combat Effects (34 Active Points); No Range (-1/2), OIF (-1/2) 3
3u 2) Themal Blast: EB 8d6 (40 Active Points); OIF (-1/2) 4
Powered Armor, all slots OIF (-1/2)
37 1) Powered Armor: Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points); OIF (-1/2)
10 2) +20 STR (20 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 2
12 3) +8 DEX (24 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
10 4) +10 CON (20 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
3 5) +5 PRE (5 Active Points); OIF (-1/2)
7 6) +1 SPD (10 Active Points); OIF (-1/2)
10 7) Power Reserves: Endurance Reserve (50 END, 10 REC) (15 Active Points); OIF (-1/2)
13 8) Thrusters: Flight 10" (20 Active Points); OIF (-1/2) 2
3 9) Thermalvision: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)
3 10) Bulky Armor: Knockback Resistance -2" (4 Active Points); OIF (-1/2)
7 11) Onboard Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2)
3 12) Heat Trace Reading: Tracking with Infrared Perception (5 Active Points); OIF (-1/2)
9 13) LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); Costs Endurance (-1/2), OIF (-1/2) 2
3 Brawler: HA +1d6 (5 Active Points); Hand-To-Hand Attack (-1/2) 1
Powers Cost: 162
Cost Skill
4 +2 with Brawling
3 Computer Programming 12-
3 Electronics 12-
3 Inventor 12-
2 KS: Finance 11-
7 Mechanics 14-
3 SS: Civil Engineering 12-
4 SS: Fluid Dynamics 13-
2 SS: Geology 11-
Skills Cost: 31
Cost Perk
10 Money: Wealthy
5 Workshop/Lab
Perks Cost: 15
Val Disadvantages
10 Distinctive Features: Big, burly fellow. (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Hunted: ARGENT 8- (Mo Pow, NCI, Watching)
15 Psychological Limitation: Idolizes heroes (Very Common, Moderate)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Hard livin, hard charging (Common, Moderate)
15 Social Limitation: Secret Identity (Mike Maliscewski) (Frequently, Major)
20 Susceptibility: Intense Magnetic Fields, 3d6 damage per Turn (Uncommon)
Disadvantage Points: 100

Base Points: 150Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 250

Height: 1.99 m Hair: Blonde
Weight: 100.00 kg Eyes: Blue
Appearance: Mike is big and burly wiht large hands. He is a rough and tumble type with an easy grin and bright child like eyes. He wears jeans and t-shirts. His armor is grey with a red circle on the chest, inside the circle are rings of gold, and orange. The helmet is slightly cumbersome but its sensors compensate for this. Personality: Mike is a big, easy going man with a ready wit and laugh. He isn't a genius, nor is he a powerhouse, but he is smart, persistant, and has been impressivly fortunate during his life. He now gets to live out his dream and it shows. He is like a kid in a candy store as a superhero, and often announces what he's going to do. It's likely that (unlike Armadillo) he will eventually grow out of this habit. Quote:"Check out the Thermoblast, Loser!"Background: "Big" Mike had always idolized superheroes. He wanted to be one from the time he was eleven. His size and strength got him a football scholarship to university of Pittsburgh, and he studied engineering. He was thrilled to get a job at the MCGPP and move to the city of the future. He had been designing a suit of powered armor based on Geothermal principals for almost four years when the second greatest moment of his life happened. He won the Michigan state lotto. 22.5million dollars. Mike was thrilled, he took leave from the plant and bought a house and had an expensive workshop put on the grounds. Once he was established he went back to work for another year to get his investments ready (and have some steady income, he'd blown most of his first year's winnings on the house and workshop). Then he quit and spent his time working on the armor. Recently, he took the Geothermal armor out on its first test run; this was the greatest moment of his life. Powers/Tactics: The Geothermal Armor is a little crude at the moment, it provides a limited array of weapons and some enhanced strength. He has a radio communication and heat sensors, but not much else by way of communication gear. The lifesupport is also a bit primative and could get him into trouble. Mike's armor is also suceptible to magnetic fields, not common mind you, but when encountered wreak havoc with the armor's structure and functions.Campaign Use: A neophyte powered armor hero.
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Sunday: 11/30All caught up. Here is another of my AEF Semi Finalists. CommandoPlayer: NPC; Tryouts

Val Char Cost
15 STR 5
18 DEX 24
15 CON 10
11 BODY 2
13 INT 3
11 EGO 2
15 PRE 5
12 COM 1
10/16 PD 4
9/15 ED 3
4 SPD 12
6 REC 0
30 END 0
30 STUN 3
8" RUN02" SWIM03" LEAP0Characteristics Cost: 74
Cost Power END
3 Nightsight Goggles: Nightvision (5 Active Points); OIF (-1/2)
6 Accute Senses: +2 PER with all Sense Groups
12 Armored Combat Uniform: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)
7 Polorized Goggles: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2)
8 Combat Knife: (Total: 25 Active Cost, 8 Real Cost) HKA 1/2d6 (1d6+1 w/STR) (10 Active Points); OAF (-1), No Knockback (-1/4) (Real Cost: 4) plus HKA 1/2d6 (1d6+1 w/STR), Ranged (+1/2) (15 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (Can't Use Combat Knife until charge recovered; -1/2), No Knockback (-1/4) (Real Cost: 4) 1
4 Running +2" (8" total) 1
4 +4 with Stealth (8 Active Points); OIF (Costume; -1/2), Only in darkness, shadows (-1/2)
17 M-Eagle Custom: (Total: 40 Active Cost, 17 Real Cost) RKA 1d6+1, Stun Only (+0), +1 Increased STUN Multiplier (+1/4), 8 clips of 12 Charges (+1/4) (30 Active Points); OAF (-1), No Knockback (-1/4), Real Weapon (-1/4) (Real Cost: 12) plus +2 with OCV (10 Active Points); OAF (-1) (Real Cost: 5)
24 Auto-Plaster: EB 6d6, Autofire (5 shots; +1/2), 4 clips of 20 Charges (+1/2) (60 Active Points); OAF (-1), No Knockback (-1/4), Real Weapon (-1/4)
9 Flash Bang Grenades: Sight and Hearing Groups Flash 5d6 (30 Active Points); OAF (-1), 4 Charges (-1), Range Based On STR (-1/4)
Powers Cost: 94
Cost Martial Arts Maneuver
Karate
4 1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll
4 4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 5) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
3 6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls
4 7) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
5 8) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike
1 9) Weapon Element: Karate Weapons
1 10) Weapon Element: Staffs
Commando Training
3 1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
4 2) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs
4 4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 10 STR for holding on
1 5) Weapon Element: Clubs
1 6) Weapon Element: Knives
Martial Arts Cost: 51
Cost Skill
8 +1 with All Combat
3 Breakfall 13-
3 Climbing 13-
3 Concealment 12-
4 Navigation (Air, Land, Marine) 12-
3 Paramedics 12-
3 Scholar
1 1) KS: Bushido (2 Active Points) 11-
1 2) KS: Criminal Underworld (2 Active Points) 11-
1 3) KS: Eastern Philosophy (2 Active Points) 11-
1 4) KS: Karate (2 Active Points) 11-
1 5) KS: NAVY Seals (2 Active Points) 11-
1 6) KS: Philosophy (2 Active Points) 11-
1 7) KS: US Navy (2 Active Points) 11-
3 Security Systems 12-
3 Shadowing 12-
3 Stealth 13-
4 Survival (Marine, Urban) 12-
3 Tactics 12-
3 Tracking 12-
2 WF: Common Melee Weapons
1 WF: Off Hand
2 WF: Small Arms
Skills Cost: 58
Cost Perk
2 Fringe Benefit: Concealed Weapon Permit (where appropriate)
10 Vehicles & Bases
5 Contact: Weaponsmith (Contact has: useful Skills or resources, Good relationship with Contact) 12-
20 Follower: Scout
Perks Cost: 37
Cost Talent
6 Combat Luck (3 PD/3 ED)
Talents Cost: 6
Val Disadvantages
15 DNPC: Jessica Price/Scout (daughter) 14- (Slightly Less Powerful than the PC)
10 Distinctive Features: Military attitudes and bearing (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: Local Crimelord 8- (Mo Pow, Harshly Punish)
10 Hunted: Children's Services 11- (Mo Pow, Watching)
15 Psychological Limitation: Honorable and Philisophical (Common, Strong)
15 Psychological Limitation: Code vs Killing (Common, Strong)
15 Psychological Limitation: Protective of Scout (Common, Strong)
15 Social Limitation: Secreet Identity (James Price) (Frequently, Major)
Disadvantage Points: 110

Base Points: 150Experience Required: 60Total Experience Available: 60Experience Unspent: 0Total Character Cost: 320

Height: 1.84 m Hair: Brown
Weight: 95.00 kg Eyes: Green
Appearance: A well built man in his early thirties with short brown hair and green eyes. His costume is a black armored combat suit with opaque goggles. Think "Snake-Eyes" from GI Joe.Personality: James is a patriotic and philisophical man. He served his country as a warrior and has superlative training, but he doesn't believe in the wanton taking of life, there are laws agianst it for a reason. He knows that the average superhero breaks laws, but no one has the right to act as judge, jury, and executioner on a criminal unless his life is in danger. James is also training Jessica to ba a warrior against his will. He had begun early in her youth to give her discapline and a sense of self, but now she wants to be a superhero like her old man and it scares him. On the other hand, she is turning into a brilliant little fighter and he can't help but be proud of the type of person she is becoming. Quote:"Stand down and you won't get hurt."Background: James is a former NAVY Seal. He has spent the vast majority of his life in service of his country. He left the service when his wife died and he needed to take care of their daughter Jessica. Three years into his "retirement" James witnessed the vigilante known as Thunderbird using high tech weaponry and military tactics to battle and then execute a minor super criminal known as Firefly. James could see that human life meant nothing to Thunderbird and it sickened him. This was no warrior, no hero; this was a monster. James began his own training shortly afterwards. He contacted a friend of his that had gone into weapons development for one of the big designers. They put together a non-lethal arsenal and James started making forays into the night as the Commando.

Shortly after that, Jessica figured out what he was up to and demanded to take part. Now Commando has a partner, Scout, and he's not happy about it. But its either that or she goes off on her own. The only problem is Jessica has missed school and shown the effects of her crime fighting (the occasional bruise or abbrasion) and Children's Services has been called to see if a former military man isn't abusing his daughter. James is careful and has a friend on the inside who is helping out, but its a hazard of the lifestyle.

Powers/Tactics: A skilled hand to hand fighter and gunman. James has studied Karate for a more philisophical approach to combat as well as his Commando training from his days as a seal. He is physically fit and effective with a wide variety of weapons. He prefers to use non-leathal weapons but has some standard weapons too, just in case. James is an honorable man but he will fight dirty.Campaign Use: Commando is a low powered martial artist with weaponry. He has "agent" level statistics and should be brought to "Superagent" level if you want him to be a standard superhero (dex 23, speed 5 would work)
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Monday 12/1Get ahead of myself here....ScoutPlayer: NPC; Tryouts

Val Char Cost
10 STR 0
21 DEX 33
13 CON 6
9 BODY -2
13 INT 3
10 EGO 0
13 PRE 3
14 COM 2
10/16 PD 2
10/16 ED 1
4 SPD 9
5 REC 0
26 END 0
25 STUN 4
7" RUN02" SWIM02" LEAP0Characteristics Cost: 61
Cost Power END
3 Nightsight Goggles: Nightvision (5 Active Points); OIF (-1/2)
6 Accute Senses: +2 PER with all Sense Groups
12 Armored Combat Uniform: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)
7 Polorized Goggles: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2)
2 Running +1" (7" total) 1
13 M-Aresnal Custom: (Total: 29 Active Cost, 13 Real Cost) RKA 1d6, Stun Only (+0), 8 clips of 12 Charges (+1/4) (19 Active Points); OAF (-1), No Knockback (-1/4), Real Weapon (-1/4) (Real Cost: 8) plus +2 with OCV (10 Active Points); OAF (-1) (Real Cost: 5)
9 Flash Bang Grenades: Sight and Hearing Groups Flash 5d6 (30 Active Points); OAF (-1), 4 Charges (-1), Range Based On STR (-1/4)
Powers Cost: 52
Cost Martial Arts Maneuver
Karate
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 20 STR to Disarm roll
4 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 4) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 3d6 Strike, Target Falls
4 5) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike
5 6) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 6d6 Strike
Commando Training
3 1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 2d6 +v/5, Target Falls
4 2) Escape: 1/2 Phase, +0 OCV, +0 DCV, 25 STR vs. Grabs
4 3) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 10 STR for holding on
Martial Arts Cost: 35
Cost Skill
3 Acrobatics 13-
3 Breakfall 13-
3 Climbing 13-
3 Concealment 12-
3 Paramedics 12-
3 Scholar
1 1) KS: Criminal Underworld (2 Active Points) 11-
1 2) KS: Karate (2 Active Points) 11-
1 3) KS: Movies and Television (2 Active Points) 11-
1 4) KS: Pop Music (2 Active Points) 11-
1 5) KS: US Navy (2 Active Points) 11-
3 Security Systems 12-
3 Shadowing 12-
3 Stealth 13-
3 Tactics 12-
3 Tracking 12-
2 WF: Small Arms
Skills Cost: 40
Cost Talent
12 Combat Luck (6 PD/6 ED)
Talents Cost: 12
Val Disadvantages
10 Distinctive Features: Military attitudes and bearing (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: Local Crimelord 8- (Mo Pow, Harshly Punish)
10 Hunted: Children's Services 11- (Mo Pow, Watching)
15 Psychological Limitation: Thrill Seeker (Common, Strong)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Free spirited and willfull (Common, Strong)
15 Social Limitation: Secret Identity (Jessica Price) (Frequently, Major)
Disadvantage Points: 100

Base Points: 100Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 200

Height: 1.63 m Hair: Auburn
Weight: 52.00 kg Eyes: Green
Appearance: Attractive young woman (age 15) who has her mother's auburn hair and green eyes. She has a lithe, athletic physique and wears a costume similar to her fathers except that its dark red with golden trim. She wanted to be more colorful. She wears her hair long.Personality: Jessica is outgoing, good natured, and brave. She understands she's not in a game but its hard not to feel that way when she donns her uniform. She seemingly can go with only a minimum of sleep, but her father is trying to limit their heroic activity to allow for her studies. She hates that.Quote:"Haha, you got your butt kicked by a girl!"Background: Jessica Price is the daughter of a former NAVY Seal. She has been training under her father since she could walk. She is an outgoing and courageous young woman who lost her mother to illness at the age of eleven. Her father mustered out of the military and came home to raise her. When he began acting as the vigilante hero Commando, Jessica caught on early. She gave him an ultimatum, let me join you or try to stop me. Jessica has taken to the hero business like a fish to water. She has trained in martial arts and gymnastics for a numer of years now and has acrobatic skill her father lacks. She so enjoys being a superheroine that she hasn't really worked hard at school. This, combined with her occasional shiner or split lip (hazards of the trade), brought an unwelcome visit by the Children's Services Division of Millenium City. This caused Jessica to turn up the dial at school in an effort to seem normal. She gives martial arts demonstrations as well as plays alot of intramural sports (this tom-boy image is as much to dispell the possibility of her father abusing her as it is to enjoy herself). Jessica plans on becoming a full time superheroine when she gets out of highschool. Her dad wants her to attend college first, but she's against it. Fireworks to insue.Powers/Tactics: An acrobat as well as a martial artist, Scout isn't as into the gunplay as her father is. While armed, she tends towards the acrobatic swashbuckling she's seen in the comics and movies.Campaign Use: A side kick and agent in training.
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Tuesday 12/2Bungee BoyPlayer: NPC; Tryouts

Val Char Cost
10 STR 0
17 DEX 21
25 CON 30
14 BODY 8
13 INT 3
11 EGO 2
13 PRE 3
10 COM 0
8 PD 6
7 ED 2
4 SPD 13
7 REC 0
50 END 0
30 STUN -2
6" RUN02" SWIM012" LEAP0Characteristics Cost: 86
Cost Power END
60 Stretching Powers: Multipower, 60-point reserve
1u 1) Big Fist: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) 2
2u 2) Body Barrier: Force Wall (8 PD/6 ED) (Opaque: Sight Group) (45 Active Points); Feedback (-1), No Range (-1/2) 4
1u 3) Bridgework: Flight 8", Usable By Other (+1/4) (20 Active Points); Can Only Travel 8" Maximum Along Specified Path (-1), Not Usable By Character (-1/2), No Noncombat Movement (-1/4), Weight Load Must Not Exceed Character's STR (-1/4) 2
3u 4) Gotcha!: Entangle 2d6, 2 DEF, Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (60 Active Points); Feedback (-1), Cannot Form Barriers (-1/4)
1u 5) Parasail Form: Gliding 6" (6 Active Points); Lockout (-1/2)
2u 6) Safety Pillow: Breakfall 22-, Usable By Other (+1/4) (29 Active Points); Costs Endurance (-1/2) 3
1u 7) Spring-Leaping: Leaping +10" (12" forward, 6" upward) (10 Active Points) 1
2u 8) Squeezing Through Cracks: Desolidification (affected by affected by any attack) (40 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-1/2) 4
3u 9) Suffocate: Energy Blast 4d6, No Normal Defense (+1), Continuous (+1) (60 Active Points); No Range (-1/2), Must Follow Grab or Entangle (-1/2) 6
1u 10) Wraparound: Entangle 5d6, 5 DEF (50 Active Points); Feedback (-1), Lockout (character can only Entangle One Person And Cannot Use Other Stretching Powers While In Effect) (-1/2), No Range (-1/2), Cannot Form Barriers (-1/4) 5
30 Malleable Body: Stretching 6" 3
45 Rubbery Body: (Total: 45 Active Cost, 45 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 25% (Real Cost: 15)
Powers Cost: 152
Cost Skill
5 +1 with HTH Combat
3 Contortionist 12-
2 KS: Comic Books 11-
2 KS: Superbeing World 11-
Skills Cost: 12
Val Disadvantages
15 DNPC: Reyanne Parish (Mother) 11- (Normal)
15 Psychological Limitation: Code vs Killing (Common, Strong)
15 Psychological Limitation: Dedicated to upholding the legacy of his Father (Common, Strong)
15 Psychological Limitation: Girl crazy/hormonal (Very Common, Moderate)
10 Reputation: Young Legacy Hero, 11-
15 Social Limitation: Minor: Age 14 (Frequently, Major)
15 Social Limitation: Secret Identity: (Kyle Parish) (Frequently, Major)
Disadvantage Points: 100

Base Points: 150Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 250

Height: 1.80 m Hair: Blonde
Weight: 50.00 kg Eyes: Blue
Appearance: Tall and skinny, with a bright red costume, the initials BB in black on his chest, Bungee Boy is easy to spot even if he isn't using his powers. He wears yellow goggles, boots, and gloves.Personality: Kyle is a kid. He manages to keep it together for the most part but its obvious he's a little out of his element. He's brave and responsible for his age, but he is just entering his hormone years and will have trouble keeping his mind on crime if you get the drift.Quote:"Did you see that Minerva? I got him!"Background: Kyle Parish, Bungee Boy, is the son of the slain hero Master Elastic. He inherited his father's powers and intends on carrying on the name when he gets older. But as a 14 year old, he has decided that Bungee Boy will enable him to make mistakes as he learns the ropes. Since his father died during the battle of Detroit, and Dr. Destroyer isn't around for him to seek vengence on, Kyle has limited his sights on upholding the legacy of his father.Powers/Tactics: A stretcher.Campaign Use: Young and idealistic Bungee Boy is destined for great things, but for now he's kind of a spaz
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Wednesday 12/03SkyhighPlayer: NPC; Tryouts

Val Char Cost
45 STR 5
20 DEX 30
30 CON 20
26 BODY 20
13 INT 3
11 EGO 2
28 PRE 8
14 COM 2
8 PD 5
8 ED 4
4 SPD 10
10 REC 6
40 END 0
46 STUN 2
18" RUN02" SWIM09" LEAP0Characteristics Cost: 117
Cost Power END
37 Enormous Size: Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 3,904 kg, -4 DCV, +4 PER Rolls to perceive character, 7 m tall, 4 m wide), Costs END Only To Activate (+1/4) (37 Active Points) 3
20 Gigantic Defense: (Total: 30 Active Cost, 20 Real Cost) +15 PD (15 Active Points); Linked (Enormous Size; -1/2) (Real Cost: 10) plus +15 ED (15 Active Points); Linked (Enormous Size; -1/2) (Real Cost: 10)
2 Gigantic Eyes: +2 PER with Normal Sight; Linked to 30 AP of Growth (-1/4)
24 Gigantic Legs: Running +12" (18" total), Reduced Endurance (Half END; +1/4) (30 Active Points); Linked To Growth (-1/4) 1
11 Gigantic Physique: +10 CON (20 Active Points); No Figured Characteristics (-1/2), Linked to Growth (5 points per 15 points of Growth) (-1/4)
8 Gigantic Resilience: Damage Resistance (10 PD/10 ED) (10 Active Points); Linked (5 points per 15 points of Growth) (-1/4)
8 Really Impressive: +10 PRE (10 Active Points); Linked (Enormous Size; -1/2), +5 PRE per 15 points of Growth (+1/4)
Powers Cost: 110
Cost Skill
10 +2 with HTH Combat
3 KS: Basketball 12-
2 KS: Physical Therapy 11-
3 Paramedics 12-
2 SS: Medecine 11-
3 Teamwork 13-
Skills Cost: 23
Val Disadvantages
5 DNPC: Dr Peter Welsh (Father) 8- (Normal; Useful Noncombat Position or Skills)
5 DNPC: Peter Welsh Junior (Brother 8- (Slightly Less Powerful than the PC)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
20 Hunted: GENOCIDE 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Civic minded and responsible (Common, Strong)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Shy and retireing (Common, Moderate)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 100

Base Points: 150Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 250

Height: 1.84 m Hair: Blonde
Weight: 61.00 kg Eyes: Green
Appearance: Athletic and muscular, Melissa is impressive rather than pretty. She has long blonde hair and green eyes. Her costume is a tastefully designed body suit with short sleeves and modest neckline. The body suit is blue with white collar, boots, and gloves. She has a gray belt and a blue mask.Personality: A relatively normal girl that has had extrordinary thrust upon her by her father, Melissa has managed to stay grounded. She has forgiven her father and has been trying to mediate between her parents. Her brother has also shown the ability to grow. Unlike Melissa, he can also reduce his size beyond normal. His mother has taken a hard line towards his abilities and he is getting rebellious. Melissa is trying to mentor him as well. As Skyhigh, she is a rather straight forward heroine, she tries to avoid violence as her powers are prone towards property damage, but she won't back down. She has survived an encounter with Gargantuan and isn't eager for a rematch.Quote:"How's the weather down there?"Background: Melissa Welsh is the daughter of former professional basketball player Pete Welsh (7 seasons with the Washington Bullets, career average of 3.2 ppg). Pete was a tall man wiht some athletic talent, but not a star. His dauhgter had athletic talent but lacked his height (at least in her early years). Although his NBA star never shown brightly, he was a gifted biochemist, and had gone on to a fine career as a research scientist. Still the basketball dreams he had never left him, he hoped to live vicariously through his daughter and unbeknownst to his wife and child had been supplementing her food with specialized growth hormones he had developed. This had gone on for years and when Melissa hit puberty it seemed as though it had worked, she was tall, graceful, and a brilliant athlete. She also had the ability to grow to 30 feet tall. She kept this hidden from her folks and starred as a junior high and high school athlete. Fate intervened during the summer before her senior year. The family had gone on vacation in the canadian wilderness. It was a popular camp sight near a river. When her little brother (also given the treated hormones but as yet too young to be affected) fell into the river a panicked Melissa did the only thing she could, she grew to her full height and waded into the river to rescue him; right in front of her shocked parents.

Dr Welsh realized immediately that he had caused the biochemical changes that allowed his daughter to grow to such heights, and that he had probably done the same to his son. That night he explained what he had done and apologized to his family for his genetic interferance. It wasn't enough, his wife left him and took his son, Melissa, although appalled at what her father did, didn't want to leave her friends and change schools. She dropped out of sports and finished school and went to college in Millenium City. It was here that she began to ponder the best use of her abilities. After approaching Dr. Silverback about a costume that could grow with her (she wasn't fond of being a naked giantess), she began a part time superhero career while studying to get her degree in sports medicine.

Powers/Tactics: A straight growth brick. She's still quite young and unexperienced, and her power level is on the low end of the scale. She works out regularly and is working on developing her strength and endurance.Campaign Use: Another newbie brick
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