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The OCU (Orgininal Character Universe) My 2016 Champs Project


Enforcer84

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The Heroic Images Project, or the Original Character Universe (OCU)

Over the last 20 or so years, I’ve been collecting pictures of superheroes on the internet. So I’ve decided to write my collection up to the best of my abilities.

After the advent of City of Heroes and to a lesser extent Champions Online a tsunami of original characters appeared on the various art sites I go to means that these character write-ups are going to be based on my limited knowledge of the characters or my assumptions of the pics I’ve got.

I’ve done a minimal amount of research on the characters and I don’t limit myself to any point totals. Oops. I just found a site that has write ups for many of the original heroes…research eminent.

If you see one of your characters in my write ups, let me know if I am way off or you’d rather not have me interpreting your character. I know, for example, that the creator of a character by the name of Black Falcon posted on the hero boards for a while and may have even posted a write up of her.

A few of the characters are…odd. And I know this because they show up a lot.

So here are my caveats for the write ups:

 

  • These are my write ups. No one else. I had done some research on a few (namely Comrade Hero) but I’ve decided to simply just write up based on the images I have.
  • Some of the images I’ve gathered just art safe for board viewing. I will be skipping those to an extent.
  • This hobby of mine has a distinct…ok I have a lot more heroines in my folders than heroes. This is mitigated slightly by the fact that many characters have multiple pics but the sad truth is I’m struggling to keep it even 60/40.
  • Some of the characters are…trending towards fetishism. I’ll try to keep that to a minimum. Mostly for the board’s sake and not because I’m aghast. There’s a reason I have all this art in the first place.
  • Finally, Patriotic characters are HUGE. I have dozens. This is why I put together the American Resolution. I’ve decided to make some characters from different eras but the Paragon Project allows for extended life spans so they can be active, it’s easier since a surprising number of the villains I have are Nazis.
  • Finally, the builds are fairly simple and built to my eye, which means there’s a lot of bricks…my apologies in advance.
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Recap on the American Resolution: 

 

The American Resolution
 
A team of patriotic costumed champions founded in 1937 as world tensions began to escalate and nationalism was at fever pitches. The Resolution was the brainchild of a government and military officials to study the rapidly emerging superhumans as well as gathering many under the banner of the United States. 
 
As time has gone by the organization has remained, spawning hundreds of flag-suit heroes over the decades and exponentially increasing the US's knowledge on various superhuman phenomena. 
 
The research arm is officially known as Project Achilles, and informally as Bureau 13. The active arm has been known as the Resolutionary Army by the public for decades, though they are officially The American Resolution and many chafe under the former.
 
 
The American Resolution is a controversial group of heroes - one of the largest collections of Government Sponsored heroes in the world, not even China publicly boasts such a large number, they have been ridiculed for being "filled with Blonde Bimbos," pandering to women and minorities, a dangerous purveyor of gun culture or superhuman idolatry. For the most part the members keep their politics hidden, with the exception of the out-spoken Battlestar who has no problem telling people what she thinks. 
 
There are those within the government who think they're an expensive "Trophy Team" other who see them as jackbooted thugs, foreign concerns about them being an elite American strike force bubble up constantly in the UN. But for all that, they've been guarding the US for the better part of 75 years now.
 
Current Members Include:
All-Star 
American-Avenger
American Champion
American Maide
American Eagle
American Power
American Spirit
American Titan
Americana
Americle
Battle Star
Captain Rock
Challenger
Chief Justice
Citizen 13
Freedom Eagle
Freedom
Freedom's Edge
Ingenuity
US Infantry
 
Past Members Include:
American Mom
Lady Liberty II
 
(As I post write ups I'll adjust this post and add links to them)
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Accounting for even super patriots we have the American League:

 

An independent group of flag suits that is based out of Anaheim California and has a moderately friendly rivalry with their "Big Brothers" from the east. 

 

Current Roster includes:

Golden Glory

Independence Eagle

Lady Liberty IV

Liberty Helle

Liberty Lady (yeah, they do get flack for that.)

MedU.S.A.

 

Past Members include:

Ladies Liberty (I, II, and III)

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All-Star

 

Val   Char    Cost    Roll     Notes

  25    STR      15      14-      Lift 800.0kg; 5d6 [2]

  20    DEX     20      13-

  23    CON     13      14-

  10    INT        0       11-      PER Roll 11-/14-

  10    EGO      0       11-

  20    PRE      10      13-      PRE Attack:  4d6

 

   8     OCV     25     

   7     DCV     20     

   3     OMCV  0      

   3     DMCV  0      

   5     SPD      30                  Phases:  3, 5, 8, 10, 12

 

18+8 PD        16                  Total:  18/26 PD (0/8 rPD)

18+8 ED        16                  Total:  18/26 ED (0/8 rED)

  15    REC     11

  40    END      4

  15    BODY   5

  50    STUN   15      Total Characteristic Cost:  200

 

Movement:    Running:  12m/24m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

30      Laser Guided Modular RF Pistol:  Multipower, 50-point reserve,  (50 Active Points); all slots OAF (-1)    

           Notes:  (x2 number of items)

2f       1)  Glue Pellets:  Entangle 3d6, 3 PD/3 ED, Autofire (3 shots; +¼) (37 Active Points); OAF (-1)  4

2f       2)  Soft Tip Bullets:  Blast 8d6, Autofire (3 shots; +¼) (50 Active Points); OAF (-1), No Knockback (-¼)   5

2f       3)  Standard Payload:  Killing Attack - Ranged 2d6+1, Autofire (3 shots; +¼) (44 Active Points); OAF (-1), No Knockback (-¼)                                                                                                  4

           Costume and Gear                                                                         

16      1)  Armored Costume:  Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (-½)   0

10      2)  Tool Kits/Utility Belt:  +2 with all Non-Combat Skills (20 Active Points); OAF (-1) 

7         3)  Wrist Radio:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)       0

           Sight-Enhancing Goggles, all slots OAF (-1)                            

2         1)  Nightsight Goggles:  Nightvision (5 Active Points); OAF (-1)       0

3         2)  Sight-Augmenting Goggles:  +3 PER with Sight Group (6 Active Points); OAF (-1)  0

6         3)  Telescopic Goggles:  +8 versus Range Modifier for Sight Group (12 Active Points); OAF (-1) 0

2         4)  Thermalsight Goggles:  Infrared Perception (Sight Group) (5 Active Points); OAF (-1)             0

2         5)  Ultrasight Goggles:  Ultraviolet Perception (Sight Group) (5 Active Points); OAF (-1)             0

5         6)  Wide-Angle Goggles:  Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); OAF (-1)               0

 

           Gun Fu

           Maneuver         OCV    DCV    Notes

4         Accurate Shot   +2       -2      Weapon  Strike

4         Basic Shot         +0      +0      Weapon +2 DC Strike

3         Defensive Shot -1       +2      Weapon  Strike

3         Diving Shot      +0      +2      Weapon  Strike, Half Move Required, You Fall

3         Leg Shot            +0       -1      Weapon +2 DC Strike, Throw

4         Ranged Disarm +0      +0      Disarm, 40 STR to roll

5         Takeaway          +0      +0      Grab Weapon, 35 STR to take weapon away

4         Trained Shot     +2      +0      Weapon  Strike

1         Weapon Element:  Empty Hand (Takeaway Maneuver only)

0         Weapon Element:  Pistols (Ranged Maneuvers only)

           Krav Maga

           Maneuver         OCV    DCV    Notes

4         Block                 +2      +2      Block, Abort

4         Choke Hold       -2       +0      Grab One Limb; 2d6 NND

4         Disarm               -1       +1      Disarm; 35 STR to Disarm roll

4         Dodge                --       +5      Dodge, Affects All Attacks, Abort

4         Escape               +0      +0      40 STR vs. Grabs

3         Grab                   -1       -1      Grab Two Limbs, 35 STR for holding on

5         Kick                   -2       +1      9d6 Strike

4         Low Kick/Knee Strike/Punch  +0           +2           7d6 Strike

3         Throw                +0      +1      5d6 +v/10, Target Falls

1         Weapon Element:  Blades

1         Weapon Element:  Clubs

 

           Perks

3         Fringe Benefit:  Federal/National Police Powers

5         Fringe Benefit:  Security Clearance: AR Agent Clearance

1         Fringe Benefit:  Passport

2         Fringe Benefit:  Membership: AR Agent

2         Salaried Agent:  Money:  Well Off

 

           Talents

10      Rapid Fire Reflexes:  Lightning Reflexes (+10 DEX to act first with All Actions)

 

           Skills

8         +1 with Ranged Combat

20      +2 with All Attacks

6         +2 with a Firearms

12      +4 +4 versus the Range Modifier with All Ranged Attacks

3         Acrobatics 13-

3         Breakfall 13-

3         Climbing 13-

3         Combat Piloting 13-

3         Computer Programming 11-

3         Criminology 11-

3         Deduction 11-

3         Demolitions 11-

3         Electronics 11-

3         Fast Draw 13-

3         Forensic Medicine 11-

3         Interrogation 13-

3         Inventor 11-

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

2         Language:  French (fluent conversation)

2         Language:  Spanish (fluent conversation)

3         Mechanics 11-

2         PS: American Resolution Agent 11-

3         Scholar

1         1)  KS: Music Industry (2 Active Points) 11-

1         2)  KS: The "Flag-Suit" World (2 Active Points) 11-

1         3)  KS: The Superhuman World (2 Active Points) 11-

1         4)  KS: United States History (2 Active Points) 11-

1         5)  KS: United States Law and  Law Enforcement (2 Active Points) 11-

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

1         7)  KS: World Supervillains (2 Active Points) 11-

3         Streetwise 13-

3         Systems Operation 11-

4         TF:  Common Motorized Ground Vehicles, Combat Aircraft, Small Planes, Two-Wheeled Motorized Ground Vehicles

6         WF:  Common Melee Weapons, Common Missile Weapons, Small Arms

6         Weaponsmith (Firearms, Missiles & Rockets, Muscle-Powered Ranged) 12-

 

Total Powers & Skill Cost:  306

Total Cost:  506

 

400+ Matching Complications

15      Psychological Limitation:  Thrillseeker (Common; Strong)

20      Psychological Limitation:  Adrenaline Junkie, Seeks Out Most Dangerous Way To Do Things, Can't Do Things The "Safe" Way (Very Common; Strong)

10      Reputation:  Swashbuckler, 11-

10      Hunted:  American Resolution 8- (Mo Pow; NCI; Watching)

15      Social Complication:  Subject to Orders Frequently, Major

5         Unluck: 1d6

106    Experience Points

 

Total Complications Points:  506

 

Background/History:  Charlie Paul, or CLP, Hardway, or First (as in he has three first names) to his friends always seemed to get bad breaks. When he'd break the rules he always got caught. He always tried to use his charm, intelligence, and physical aptitude to make his life easier but always ended up working harder than everyone else to cover for his inexplicable blunders. It was this warped development that led to an incredible work ethic.

 

Charlie joined the American Resolution as a fluke. More bad luck, he'll tell you. He'd become a CIA agent and a good one, working overseas taking on costumed terrorists and flirting with superheroines from all over the world. It was a blast. But the fun doesn't always last and the dangerous element that drew him to such activies almost killed him.

 

In an effort to save Charlie after he'd been gored by the supervillain Apocalypto, the French hero Fleur De Lis used his own enhanced blood in a transfusion, hoping that his enhanced physical powers would allow Charlie to live long enough to be stitched up.

 

For once Charlie's Luck held and he came out of the scrape better than before. It was then that he joined the ranks of the costumed heroes as All-Star.

 

Personality/Motivation:  Do good. Work harder than everyone else. Live dangerously. Those are All-Star's mottos. He follows them almost to a tee, and is up for anything. He's put out poorly recieved albums in several genres, including stand up comedy, tried his hand at acting, asked interdimensional empresses to dance, and faced cosmic menaces with a grin and a gun.

 

All-Star is pretty easy going but he hates politics and he's not afraid to say anything that's on his mind.

 

 

 

Quote:

 

Powers/Tactics:  Enhanced Physiology, incredible reaction speed and a master of hand to hand and gunfire combat. Excellent athlete and skilled investigator. He's added technologis to that as well learning to create custom firearms and other devices.

 

Campaign Use:

 

Appearance:  All-Star is a leanly muscular man, apparently in his mid thirties who has a lithe, muscular build. He wears his dark hair short with shaved designs and a neatly maintianed mustache.

 

His costume is unsurprisingly Flag Inspited, with a blue and white bodysuit with a white star on his chest. His boots, scarf, goggles, and gauntlets are red. His tools, belts, guns and accessories are pale metallic gray or gunmetal gray.

 

 

Artist: Phil Cho. Creator: qbatmanp

post-198-0-57153300-1451692332_thumb.jpg

All-Star.hdc

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American Avenger

 

Val   Char    Cost    Roll     Notes

  60    STR      50      21-      Lift 102.4tons; 12d6 [6]

  20    DEX     20      13-

  30    CON     20      15-

  15    INT        5       12-      PER Roll 12-

  10    EGO      0       11-

  25    PRE      15      14-      PRE Attack:  5d6

 

   8     OCV     25     

   7     DCV     20     

   3     OMCV  0      

   5     DMCV  6      

   6     SPD      40                  Phases:  2, 4, 6, 8, 10, 12

 

  25    PD        23                  Total:  25 PD (25 rPD)

  25    ED        23                  Total:  25 ED (25 rED)

  20    REC     16

  60    END      8

  15    BODY   5

  60    STUN   20      Total Characteristic Cost:  296

 

Movement:    Running:  12m/24m

                         Flight:  20m/80m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

7         Wrist Radio:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)            0

           Paragon Formula Physiology                                                       

19      1)  Highly Resistant:  Hardened (+¼), Resistant (+½) (19 Active Points) applied to PD 

19      2)  Highly Resistant:  Hardened (+¼), Resistant (+½) (19 Active Points) applied to ED 

30      3)  Flight:  Flight 20m, Position Shift, x4 Noncombat            3

5         4)  Stubborn:  Knockback Resistance -8m (8 Active Points); Costs Endurance (-½)        1

25      5)  Superhuman Physiology:  Life Support  (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 5 Minutes; Immunity All terrestrial diseases; Immunity: Alcohol; Longevity: 800 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week)                                                                           0

           Perks

7         Contacts and Favors:  Custom Perk

2         Salaried Agent:  Money:  Well Off

3         Fringe Benefit:  Federal/National Police Powers

2         Fringe Benefit:  Membership: AR Agent

1         Fringe Benefit:  Passport

5         Fringe Benefit:  Security Clearance: AR Agent Clearance

6         Positive Reputation (A large group) 8-, +1/+1d6 (6 points worth)

3         Well-Connected

1         1)  Agent:  Contact:  Madalyne Walcott, Publicist/Agent (2 Active Points) 11-

8         2)  Contact:  Golden Age Patriot Heroes (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-

1         3)  Contact:  Logan Reece, Reporter (Contact limited by identity) (2 Active Points) 12-

 

           Talents

6         +2/+2d6 Striking Appearance (vs. all characters)

 

           Skills

24      +3 with HTH Combat

3         Breakfall 13-

3         Charm 14-

3         Combat Driving 13-

3         Criminology 12-

2         PS: American Resolution Agent 11-

3         Paramedics 12-

3         Persuasion 14-

13      Power:  Brick Tricks 17-

3         Scholar

1         1)  KS: The American Resolution (2 Active Points) 11-

1         2)  KS: US History (2 Active Points) 11-

1         3)  KS: United States Law And Law Enforcement (2 Active Points) 11-

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

1         5)  KS: World Supervillains (2 Active Points) 11-

3         Systems Operation 12-

1         TF:  Large Motorized Ground Vehicles, Small Motorized Ground Vehicles

3         Tactics 12-

 

Total Powers & Skill Cost:  222

Total Cost:  518

 

400+ Matching Complications

15      Psychological Complication:  Patriotic Heroine (Common; Strong)

15      Psychological Complication:  Overconfident (Common; Strong)

15      Social Complication:  Secret Identity Frequently, Major

15      Hunted:  American Resolution Frequently (Mo Pow; NCI; Watching)

15      Hunted:  Rogues Gallery Infrequently (As Pow; NCI; Harshly Punish)

118    Experience Points

 

Total Complications Points:  518

 

Background/History:  Amber Griffith was a patriotic young woman in the late 60's and early 70's who dismayed at the friction the events of the world were causing on her beloved country. Idealistic and willing to work, she had entered ROTC as a freshman in college an showed such promise and determination that she was taken aside by the American Resolution's research division and givent he Paragon Formula - beginning her training with the field team.

 

As the fifth and longest lasting American Avenger, she has served with the Resolution for almost four decades and shows no signs of slowing down.

 

Personality/Motivation:  Though at times she is disappointed in the directions it takes, Amber remains an ardent believer in her country. Growing up in the superheroic community like she has, American Avenger is very ingraned in the "Game" even as it has changed over the years.

 

She's also enjoyed her life as a celebrity sex symbol, posing for calendars, posters, figurines, glamour photographs and the like. Her costumes have erred on the side of provocative without being outright Indecent.

 

Quote:

 

Powers/Tactics:  A traditional flying brick, American Avenger lacks superhuman speed, or senses, but is tougher than a tank and stronger than a locomotive.

 

Campaign Use:

 

Appearance:  A 1940's pin-up come to life, Amber is tall, nubile, and stacked. The transformation to American Avenger in the 70's gave her the bodyof the goddess. She has golden hair and blue eyes. She has worn a bathing suit style flag-based costume for over 40 years. She augments this with a red cape, blue and white star spangled bracers, red boots, and a blue domino mask.

 

 

Aritst: Neobabylon

post-198-0-94549900-1451692692_thumb.jpg

American Avenger.hdc

 

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American Champ

 

Val   Char    Cost    Roll     Notes

  20    STR      10      13-      Lift 400.0kg; 4d6 [2]

  20    DEX     20      13-

  20    CON     10      13-

  10    INT        0       11-      PER Roll 13-

  11    EGO      1       11-

  20    PRE      10      13-      PRE Attack:  4d6

 

   8     OCV     25     

   8     DCV     25     

   3     OMCV  0      

   4     DMCV  3      

   6     SPD      40                  Phases:  2, 4, 6, 8, 10, 12

 

  20    PD          8                   Total:  20 PD (10 rPD)

  20    ED         8                   Total:  20 ED (10 rED)

  10    REC       6

  55    END      7

  15    BODY   5

  50    STUN   15      Total Characteristic Cost:  193

 

Movement:    Running:  22m/44m

                         Leaping:  24m/48m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

45      Spirit Boxing:  Multipower, 45-point reserve                            

3f       1)  Iron Spear Strike:  Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Penetrating (+½) (30 Active Points)       3

4f       2)  Spirit Capture Strikes:  Hand-To-Hand Attack +3d6, Variable Advantage (+1 Advantages; +2) (45 Active Points); Hand-To-Hand Attack (-¼)                                                                         4

7         Wrist Radio:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)            0

           Esoteric Techniques                                                                      

15      1)  Iron Skin Technique:  +10 ED, Resistant (+½) (15 Active Points)

15      2)  Iron Skin Technique:  +10 PD, Resistant (+½) (15 Active Points)

           World-Class Athlete                                                                     

15      1)  Bounder:  Leaping +20m (24m forward, 12m upward) (Accurate) 1

6         2)  Keen Senses:  +2 PER with all Sense Groups                     0

10      3)  Road Work:  Running +10m (22m total)                             1

 

           Muay Thai (Thai Kick-Boxing)

           Maneuver         OCV    DCV    Notes

16      +4 HTH Damage Class(es)

4         Block                 +2      +2      Block, Abort

4         Elbow/Knee Killing Strike  -2 +0           HKA 3d6 +1

4         Foot Push          +0      +0      55 STR to Shove

4         Low Kick          +0      +2      10d6 Strike

4         Punch/Elbow Strike    +2      +0 10d6 Strike

5         Roundhouse Kick/Knee Strike -2            +1           12d6 Strike

1         Weapon Element:  Blades

1         Weapon Element:  Clubs

1         Weapon Element:  Polearms

1         Weapon Element:  Staffs

 

           Perks

2         Champion:  Positive Reputation:  Muay Thai Cruiserweight Champion (A medium-sized group) 14-, +1/+1d6

2         Salaried Agent:  Money:  Well Off

1         Fringe Benefit:  Accredited Instructor

1         Fringe Benefit:  Black Belt

3         Fringe Benefit:  Federal/National Police Powers

2         Fringe Benefit:  Membership: AR Agent

1         Fringe Benefit:  Passport

5         Fringe Benefit:  Security Clearance: AR Agent Clearance

 

           Talents

3         Lightning Warrior Set:  Lightning Reflexes (+3 DEX to act first with All Actions)

15      Martial Intuition Set:  Danger Sense (self only, in combat) 13-/11-

4         Parkour:  Environmental Movement (no penalties on narrow walkways or high places)

 

           Skills

16      +2 with HTH Combat

10      Dodging Set:  Defense Maneuver I-IV

3         Acrobatics 13-

3         Breakfall 13-

3         Bugging 11-

3         Climbing 13-

3         Concealment 11-

3         Criminology 11-

2         PS: American Resolution Agent 11-

2         PS: Soldier (Or Similar) 11-

3         Scholar

1         1)  KS: Military/Mercenary/Terrorist World (2 Active Points) 11-

1         2)  KS: Muay Thai (2 Active Points) 11-

1         3)  KS: Parkour (2 Active Points) 11-

1         4)  KS: The American Resolution (2 Active Points) 11-

1         5)  KS: US History (2 Active Points) 11-

1         6)  KS: United States Law And Law Enforcement (2 Active Points) 11-

1         7)  KS: World Supervillains (2 Active Points) 11-

1         Security Systems 8-

3         Shadowing 11-

3         Tactics 11-

3         WF:  Common Melee Weapons, Staffs

2         WF:  Small Arms

 

Total Powers & Skill Cost:  274

Total Cost:  467

 

400+ Matching Complications

 

Total Complications Points:  467

 

Background/History:  US soldier and prize-fighter who achieved a higher state of martial arts mastery and was approached by the American Resolution. Lewis was the son of a serviceman who fell in love with Thailand and moved there with his wife and son after he mustered out. Lewis studied Muay Thai and when he was old enough, followed his father's footsteps in becoming a soldier.

 

After a short stint he went in to fighting professionally on the MMA curcuit and as occasionally happens with highly trained men of peerless skill...he eventually adopted a costume and began fighting crime. Originally called the Eagle (his monicker in the fight circles) he took the name American Champ when he joined the resolution becuase there were a couple of eagles already.

 

 

 

Personality/Motivation:  Lewis knows his nickname is a tad goofey and he embraces it. If American Mom can be a heroine, American Champ can be too. In his heroic identity he plays up the boyscout: Mom, America, and Apple Pie persona with an aw shucks kind of modesty.

 

In real life he's rightfully proud of his accomplishments and though by no means arrogance he's not one to humble brag.

 

 

Quote:

 

Powers/Tactics:  Excellent hand to hand fighter who has developed some quasi mystical martial arts powers. In a world of flying supermen he might seem a little tame but to those who he fights and fights beside he's a model of the perfect warrior.

 

Campaign Use:

 

Appearance:  American Champ is a chisled, lean man with blond hair and blue eyes, just shy of six feet tall and clad in a blue costime with red gloves, boots, and shield on his chest, the shield repleat with stars. He wears a red domino mask and a gold championship belt. 

 

 

Artwork by Rhardo

post-198-0-38266600-1451693247_thumb.jpg

American Champ.hdc

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American Eagle

 

Val   Char    Cost    Roll     Notes

  20    STR      10      13-      Lift 400.0kg; 4d6 [2]

  25    DEX     30      14-

  20    CON     10      13-

  13    INT        3       12-      PER Roll 12-

  13    EGO      3       12-

  20    PRE      10      13-      PRE Attack:  4d6

 

   9     OCV     30     

   9     DCV     30     

   3     OMCV  0      

   4     DMCV  3      

   7     SPD      50                  Phases:  2, 4, 6, 7, 9, 11, 12

 

15+23             PD     13       Total:  15/38 PD (0/23 rPD)

13+23             ED     11       Total:  13/36 ED (0/23 rED)

  12    REC       8

  40    END      4

  10    BODY   0

  40    STUN   10      Total Characteristic Cost:  225

 

Movement:    Running:  24m/48m

                         Leaping:  10m/20m

                         Swimming:  10m/20m

                         Swinging:  20m/40m

 

Cost   Powers                                                                                    END

45      Graphene Alloy Shield:  Multipower, 90-point reserve,  (90 Active Points); all slots OAF (-1)      

1f       1)  Cover Your Eyes!:  Sight Group Flash Defense (20 points), Hardened (+¼) (25 Active Points); OAF (-1), Lockout (cannot use other Multipower slots while using this one; -½), Nonpersistent (-¼), Requires A Roll (14- roll; -¼)      0

4f       2)  Protection I:  Resistant Protection (20 PD/20 ED), Hardened (+¼), Impenetrable (+¼) (90 Active Points); OAF (-1), Nonpersistent (-¼)                                                                       0

1f       3)  Protection II:  Deflection (20 Active Points); OAF (-1), Lockout (cannot use other Multipower slots while using this one, and not until thrown shield is retrieved; -½)                             2

1f       4)  Shield Bash:  HA +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-¼)     3

1f       5)  Shield Edge:  HKA 1d6 (2d6+1 w/STR); OAF (-1)           1

1f       6)  Thrown Shield I:  Blast 10d6; 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use other Multipower slots until shield is retrieved; -½), Range Based On STR (-¼)          [1 rc]

2f       7)  Thrown Shield II:  Blast 10d6, Area Of Effect (40m Line; +¾); 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use other Multipower slots until shield is retrieved; -½), Range Based On STR (-¼)              [1 rc]

2f       8)  Thrown Shield III:  Blast 10d6, Area Of Effect (16m Radius; +¾); 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use other Multipower slots until shield is retrieved; -½), Range Based On STR (-¼), Requires A Use Questionite Shield Roll (Skill roll, -1 per 20 Active Points modifier; -¼)              [1 rc]

1f       9)  Thrown Shield IV:  HKA 1d6 (2d6 w/STR), Range Based On STR (+¼) (19 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use other Multipower slots until shield is retrieved; -½)        [1 rc]

20      Utility Belt:  Multipower, 30-point reserve,  (30 Active Points); OIF (-½)        

1f       1)  Advanced Lockpick Set:  +2 with Lockpicking (4 Active Points); OAF (-1)

1f       2)  Bomb Defusing Kit:  +2 with Demolitions (4 Active Points); OAF (-1), Only To Defuse Bombs (-¼)    

1f       3)  Calculator:  Lightning Calculator (3 Active Points); OAF (-1)     

1f       4)  Crime Scene Kit:  +2 with Criminology (4 Active Points); OAF (-1), 8 Charges (-½)

1f       5)  Flashlight:  Sight Group Images, +4 to PER Rolls (22 Active Points); OAF (-1), Only To Create Light (-1), Limited Range (20m; -¼), 1 Continuing Fuel Charge lasting 1 Hour (refueled by recharging, easy to obtain; -0)  [1 cc]

1f       6)  Laser Torch:  Killing Attack - Ranged 1 point, Reduced Endurance (0 END; +½), Penetrating (x2; +1) (12 Active Points); OAF (-1), No Range (-½)                                                           0

1f       7)  Medkit:  +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1)   

1f       8)  Mini-Camera:  Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-½)            

1f       9)  Mini-Console:  High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1)      0

1f       10) Mini-Recorder:  Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-½)      

1f       11) Miniature Climbing Rig:  +2 with Climbing (4 Active Points); OAF (-1)   

1f       12) Nightsight Monocular:  (Total: 14 Active Cost, 6 Real Cost) Infrared Perception (Sight Group) (5 Active Points); OAF (-1) (Real Cost: 2) plus +6 versus Range Modifier for Sight Group (9 Active Points); OAF (-1) (Real Cost: 4)  0

1f       13) Parabolic Mini-Mike:  +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1)          0

1f       14) Rebreather:  Life Support  (Expanded Breathing: Breathe Underwater) (5 Active Points); OAF (-1), 1 Continuing Fuel Charge lasting 1 Hour (refueled through recharging system, easy to obtain; -0) [1 cc]

1f       15) Security Systems Analyzer:  +2 with Security Systems (4 Active Points); OAF (-1)  

1f       16) Swingline:  Swinging 20m, Reduced Endurance (0 END; +½) (15 Active Points); OAF (-1)    0

           Athletics                                                                                         

8         1)  Acrobatic:  Leaping +6m (10m forward, 5m upward) (Accurate) 1

1         2)  Breathing Control:  Life Support  (Extended Breathing: 1 END per Turn)  0

3         3)  Like a fish:  Swimming +6m (10m total)                             1

12      4)  Swift:  Running +12m (24m total)                                        1

           Costume                                                                                         

7         1)  Wrist Radio:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)       0

7         2)  Clawed Gloves:  Killing Attack - Hand-To-Hand ½d6 (2d6 w/STR) (10 Active Points); OIF (-½)           1

3         3)  Environmental Suit:  Life Support  (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points); OIF (-½)                                                                                               0

7         4)  MicroFiber Clingsuit:  Clinging (normal STR) (10 Active Points); OIF (-½)               0

10      5)  Protected Senses:  Sight Group Flash Defense (10 points), Resistant (+½) (15 Active Points); OIF (-½) 0

5         6)  Reistant Costume:  Resistant (+½) for up to 16 Active Points of 8 points each of PD and ED (8 Active Points); OIF (-½)    0

 

           Tae Kwon Do

           Maneuver         OCV    DCV    Notes

8         +2 HTH Damage Class(es)

4         Arm Sweep Block      +2      +2 Block, Abort

5         Crescent Kick Block  +1      +3 6d6 Strike

4         Disarm               -1       +1      Disarm; 40 STR to Disarm

5         Flying Side Kick +1     -2      10d6 Strike

4         Front Kick         +0      +2      8d6 Strike

4         Knifehand/Spearhand  -2      +0 HKA 2 ½d6

4         Punch/Elbow Strike    +2      +0 8d6 Strike

5         Side or Roundhouse Kick    -2 +1           10d6 Strike

3         Takedown         +1      +1      6d6 Strike; Target Falls

1         Weapon Element:  Blades

1         Weapon Element:  Clubs

1         Weapon Element:  Disc Shield

1         Weapon Element:  Karate Weapons

1         Weapon Element:  Staffs

 

           Perks

6         Terror of the Underworld:  Positive Reputation:  (Feared among the city's criminal Element (A medium-sized group) 14-, +3/+3d6

3         Fringe Benefit:  Federal/National Police Powers

2         Fringe Benefit:  Membership: AR Agent

1         Fringe Benefit:  Passport

5         Fringe Benefit:  Security Clearance: AR Agent Clearance

15      Money:  Filthy Rich

3         Well-Connected

1         1)  Contact:  Carmen Patrice, Dancer (2 Active Points) 11-

2         2)  Contact:  Dr. Tess Andors, Physician (Contact has useful Skills or resources, Contact limited by identity) (3 Active Points) 12-

1         3)  Contact:  Reginald D. Hunter, Mechanic (Contact limited by identity) 11-

5         4)  Contact:  Team Eagle (fanclub, Hacktivist group) (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 11-

1         5)  Contact:  The Packrat, small time Thief/Fence (Contact has useful Skills or resources, Contact limited by identity) 8-

1         6)  Contact:  Walter Lancaster, Attourney at Law (Contact has useful Skills or resources, Contact limited by identity) (2 Active Points) 11-

1         7)  Favor: Bruce Penn, CEO of Corsair Industries (1 Active Points)

1         8)  Favor: Senator Michael Wilson, ® South Carolina (2 Active Points)

 

           Talents

6         Altertness, Dodging and Luck Set:  Combat Luck (3 PD/3 ED)

9         Combat Anticipation:  Lightning Reflexes (+9 DEX to act first with All Actions)

6         Tall, Dark and Handsome:  +2/+2d6 Striking Appearance (vs. all characters)

 

           Skills

16      +2 with HTH Combat

9         +3 with Thrown Weapons

3         Acrobatics 14-

3         Breakfall 14-

3         Bureaucratics 13-

3         Charm 13-

3         Climbing 14-

3         Conversation 13-

3         Criminology 12-

3         Deduction 12-

3         Defense Maneuver I

3         Fast Draw 14-

3         Forensic Medicine 12-

3         High Society 13-

3         Interrogation 13-

2         PS: American Resolution Agent 11-

3         Paramedics 12-

3         Scholar

1         1)  KS: Art History (2 Active Points) 11-

2         2)  KS: History of Crime (3 Active Points) 12-

1         3)  KS: Tae Kwon Do (2 Active Points) 11-

1         4)  KS: The American Resolution (2 Active Points) 11-

1         5)  KS: The Martial Arts World (2 Active Points) 11-

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

1         7)  KS: US History (2 Active Points) 11-

1         8)  KS: United States Law And Law Enforcement (2 Active Points) 11-

2         9)  KS: World History (3 Active Points) 12-

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

1         11)  KS: World Supervillains (2 Active Points) 11-

3         Scientist

1         1)  SS:  Ballistics 11- (2 Active Points)

1         2)  SS:  Chemistry 11- (2 Active Points)

1         3)  SS:  Criminal Pathology 11- (2 Active Points)

3         Streetwise 13-

7         WF:  Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Thrown Sheild

3         Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 12-

 

Total Powers & Skill Cost:  382

Total Cost:  607

 

400+ Matching Complications

15      Hunted:  Rogues Gallery Frequently (As Pow; Harshly Punish)

15      Hunted:  The American Resolution Frequently (Mo Pow; NCI; Watching)

15      Psychological Complication:  Overconfident (Common; Strong)

10      Psychological Complication:  Self-Aggrandizing (Common; Moderate)

5         Rivalry:  Professional (The Other Eagle), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

15      Social Complication:  Secret Identity Frequently, Major

207    Experience Points

 

Total Complications Points:  607

 

Background/History:  The man you love to hate, American Eagle is the beneficiary of doting, wealthy parents and possesses a dedication to athletic and intellectual persuits, justice and the American Way.

 

Growing up in Washington DC he felt the stirrings of patriotism and a sense of nobilesse oblige towards his fellow Americans. He also somewhat resented the rise of superhuman champions and villains. He wanted to stand for something to show them that the human spirit and body could achieve great things. So he began a life-long training regimine that included martial arts, esoteric breaking and entering skills, he researched and developed dietary supplements that helped him break through physical and mental barriers and acheive what he'd always known he could achieve.

 

Then he developed his costume and code name and presented himself to the American Resolution. Refusing "augmentation" he joined their ranks and quickly alienated and annoyed everyone. But...they've mostly come around.

 

Personality/Motivation:  Driven to be the best, to show the supers out there that a man can compete with them, ignoring the fact that his formative years included a number of tailored physical and mental enchancements, American Eagle can come across as a self-righteous egotistical prick, though not a bombastic one.

 

However, despite his arrogance and combativeness he's a team player, does good deeds with his abilities and his financial gifts, serves his country and when the fit hits the shan he's first in line to lend a hand.

 

Quote:

 

Powers/Tactics:  Though he'd be the first to tell you he's what anyone could do if they applied themselves, American Eagle is a superb example of what lot's of money and free time can do to a dedicated individual. He's an excellent hand to hand combat, olympic level athlete, keen eyed detective and tactician, and carries a powerful graphene coated ceramic shield and a belt of wondrous gadgets.

 

Campaign Use:

 

Appearance:  Good looking and knows it. Roger Bruce is, in the words of KISS, a six-foot, hot-blooded, all-american man. Though he does suffer soulessness as a ginger. He's got cropped red hair and green eyes. He's built like a greek statue and has a winning smile of perfect teeth.

 

His costume is blue and red with a white star on the chest and white gloves and boots. He wears an eagle inspired cowl and has retractable gold talons on his gloves. HIs shield is red, white, and blue - though the star is red. He gets flack for that.

 

Artist: World'sFinest

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American Maide

 

Val   Char    Cost    Roll     Notes

  40    STR      30      17-      Lift 6400.0kg; 8d6 [4]

  20    DEX     20      13-

  23    CON     13      14-

  13    INT        3       12-      PER Roll 12-

  11    EGO      1       11-

  15    PRE       5       12-      PRE Attack:  3d6

 

   7     OCV     20     

   8     DCV     25     

   3     OMCV  0      

   3     DMCV  0      

   5     SPD      30                  Phases:  3, 5, 8, 10, 12

 

15+10             PD     13       Total:  15/25 PD (0/10 rPD)

20+10             ED     18       Total:  20/30 ED (0/10 rED)

  10    REC       6

  80    END     12

  15    BODY   5

  60    STUN   20      Total Characteristic Cost:  221

 

Movement:    Running:  12m/24m

                         Flight:  40m/80m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

40      Atomic Flight:  Flight 40m                                                         4

60      Rocket's Red Glare:  Multipower, 60-point reserve                  

6f       1)  Atomic Bolt, Controlled:  Blast 8d6, Indirect (Source Point is the Character, path can change with every use; +½) (60 Active Points)                                                                                           6

6f       2)  Atomic Bolt, Intense:  Blast 9d6, Armor Piercing (+¼) (56 Active Points)   6

6f       3)  Atomic Bolt:  Blast 12d6 (60 Active Points)                       6

6f       4)  Atomic Bomb:  Blast 8d6, Area Of Effect (18m Radius Explosion; +½) (60 Active Points)       6

6f       5)  Atomic Wall:  Barrier 8 PD/8 ED, 8 BODY (up to 4m long, 3m tall, and ½m thick), Non-Anchored, Opaque Sight Group (60 Active Points)                                                                              6

7         Wrist Radio:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)            0

           Paragon Physiology                                                                      

5         1)  Energy Sense:  Infrared Perception (Sight Group)             0

5         2)  Energy Sense:  Ultraviolet Perception (Sight Group)         0

25      3)  Paragon Physiology:  Life Support  (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Immunity: All terrestrial diseases; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week)    0

10      4)  Paragon Toughness:  Damage Negation (-1 DCs Physical, -1 DCs Energy) 0

30      5)  Paragon Toughness:  Resistant Protection (10 PD/10 ED) 0

           Perks

3         Fringe Benefit:  Federal/National Police Powers

5         Fringe Benefit:  Security Clearance: AR Agent Clearance

1         Fringe Benefit:  Passport

2         Fringe Benefit:  Membership: AR Agent

2         Salaried Agent:  Money:  Well Off

 

           Talents

3         American Bombshell:  +1/+1d6 Striking Appearance (vs. all characters)

 

           Skills

4         +2 with Flight

24      +3 with Ranged Combat

12      +4 +4 versus the Range Modifier with All Ranged Attacks

3         Acting 12-

3         Bureaucratics 12-

3         Charm 12-

3         Criminology 12-

2         PS: American Resolution Agent 11-

3         Paramedics 12-

3         Persuasion 12-

3         Power:  Atomic Power 12-

2         SS:  Veterinary Medicine 11-

3         Scholar

1         1)  KS: Flying Vehicles 8-

1         2)  KS: The American Resolution (2 Active Points) 11-

1         3)  KS: US History (2 Active Points) 11-

1         4)  KS: United States Law And Law Enforcement (2 Active Points) 11-

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

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

3         Tactics 12-

3         Teamwork 13-

 

Total Powers & Skill Cost:  308

Total Cost:  529

 

400+ Matching Complications

15      Hunted:  The American Resolution Frequently (Mo Pow; NCI; Watching)

129    Experience Points

 

Total Complications Points:  529

 

Background/History:  American Maide is a popular member of the American Resolution, one of the Paragon Project's "Blonde Bombshells" that, for better or worse, stick with the world as the representation of American Superheroics. She's known world-wide for being brave, kind-hearted and the paragon of American Virtue.

 

And much of it is built on lies.

 

Holly Whitticomb's parents immegrated from the UK to give their children a better life somewhere outside of the spiraling home prices and constant political infighting of their home only to realize the grass is always greener. At least in Utah, they had space.

 

Holly grew up on the ranch and dreamed of being a veterinarian. Things exploded (literally) weeks after her thirteenth birthday, she was hiking the acreage and her body spontaneously combusted. Drawn by the explosion her parents found her unconscious in the burnt grass. Trips to the hospital turned into a nightmare of tests, rapid superhuman changes, and medical debt.

 

Eventually the American Resolution was alerted by the Hospital, and Holly was seen by specialists, her medical expenses were waived provided she served with the Resolution. Holly agreed over her parents' objections and the story of her being a member the Paragon Project was concocted.

 

Personality/Motivation:  Now four years into her superheroic career and just 19 years old, Holly has adjusted to the bizarre nature of her life, becoming a skilled liar and actress all the while studying animal medicine and saving the world.

 

She embraced the naive, all-American, girl-next-door persona and manages to hide her world weariness and experience behind these masks.

 

Holly has grown distant from her parents as they resent losing their daughter to her career so early and despite her best efforts they remain bitter.

 

Quote:

 

Powers/Tactics:  American Maide's powers revolve around her emission and control of a light/heat "soft" radiation. In addition her physiology has changed and she appears as her own idealized version of herself.

 

Campaign Use:

 

Appearance:  On the smaller side of superheroes, American Maide is 5'3'' and just over 130lbs of super powered muscle and toughness. She wears a blue singlet with red accessories, blue mask and a white star in a red circle on her chest. Her hair is light blond and falls just above her shoulders.

 

She looks to be in her mid to late twenties though she's 19, and it's highly unlikely she'll age much more.

 

Artist: RegVincent

 

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American Power

 

Val   Char    Cost    Roll     Notes

  70    STR      60      23-      Lift 409.6tons; 14d6 [3]

  15    DEX     10      12-

  35    CON     25      16-

  10    INT        0       11-      PER Roll 14-

  10    EGO      0       11-

  25    PRE      15      14-      PRE Attack:  5d6

 

   6     OCV     15     

   6     DCV     15     

   3     OMCV  0      

   3     DMCV  0      

   4     SPD      20                  Phases:  3, 6, 9, 12

 

  32    PD        30                  Total:  32 PD (32 rPD)

  32    ED        30                  Total:  32 ED (32 rED)

  20    REC     16

  70    END     10

  15    BODY   5

  70    STUN   25      Total Characteristic Cost:  276

 

Movement:    Running:  12m/24m

                         Flight:  20m/320m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

40      Wings of Glory:  Flight 20m, Position Shift, x16 Noncombat 4

7         Wrist Radio:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)            0

           Brick Maneuvers                                                                           

21      1)  Shockwave:  Area Of Effect (26m Radius Explosion; +½) for up to 60 Active Points of STR, Only Does Knockdown, Not Knockback (+0), Hole In The Middle (the 1m radius area the character stands in when he uses the power; +¼) (37 Active Points); Extra Time (Full Phase, -½), Only Affects Targets On The Ground (-¼)             4

20      2)  The Big Wrap-Up:  Entangle 6d6, 6 PD/6 ED (60 Active Points); OIF (appropriate materials of opportunity; -½), No Range (-½), Extra Time (Full Phase, at least a Full Phase, and often longer, depending on how long it takes to get the materials; -½), Defense Depends On Materials Used (-½), Side Effects (Side Effect only affects the environment near the character; may cause considerable damage to the environment; -0)                           6

19      3)  Thunderclap:  Hearing Group Flash 8d6, Hole In The Middle (the 1m radius area the character stands in when he uses the power; +¼), Does Knockback (+¼), Area Of Effect (18m Radius Explosion; +½) (48 Active Points); Extra Time (Full Phase, -½), Restrainable (-½), No Range (-½)                                       5

           Second Generation Paragon                                                         

13      1)  Bracing:  Knockback Resistance -20m (20 Active Points); Costs Endurance (-½)      2

15      2)  Durable:  Energy Damage Reduction, Resistant, 25%      0

15      3)  Durable:  Physical Damage Reduction, Resistant, 25%    0

17      4)  Efficient Musculature:  Reduced Endurance (½ END; +¼) (17 Active Points) applied to STR

9         5)  Keen Awareness:  +3 PER with all Sense Groups              0

22      6)  Paragon Durability:  Life Support  (Extended Breathing: 1 END per 20 Minutes; Immunity: All terrestrial diseases; Longevity: 1600 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)                                                                        0

10      7)  Paragon Healing:  Regeneration (1 BODY per 20 Minutes)         0

5         8)  Strong Mind:  Mental Defense (5 points total)                   0

5         9)  Strong Spirit:  Power Defense (5 points)                             0

16      10) Tough:  Resistant (+½) (16 Active Points) applied to ED 

16      11) Tough:  Resistant (+½) (16 Active Points) applied to PD  

 

           Brick Tricks

           Maneuver         OCV    DCV    Notes

4         Bearhug I          +0      +0      18d6 Crush, Must Follow Grab

3         Bearhug II         -2       +0      Grab Two Limbs,  2d6 NND

4         Big Push            +0      +0      85 STR to Shove

4         Break Free        +0      +0      85 STR vs. Grabs

4         Deadly Smash   -2       +0      HKA 6d6

5         Deadly Throw   -2       +0      HKA 6d6 , Target Falls

5         Fist-Grab           +1      +1      Grab One Limb, Block

4         Grab                   +0       -1      Grab Two Limbs, 10 STR for holding on

5         Legbreaker        -1       -2      Grab One Limb; HKA 6d6 , Disable

4         Punch                +2      +0      16d6 Strike

3         Slam                   -1       -1      2d6 Strike; Grab Two Limbs; Target Falls

4         Toughness         +2      +2      Block, Abort

3         Wrestler’s Throw        +2      +1 14d6 Strike; You Fall, Target Falls

 

           Perks

7         Contacts and Favors:  Custom Perk

3         Fringe Benefit:  Federal/National Police Powers

5         Fringe Benefit:  Security Clearance: AR Agent Clearance

1         Fringe Benefit:  Passport

2         Fringe Benefit:  Membership: AR Agent

2         Salaried Agent:  Money:  Well Off

 

           Talents

9         Pop Idol:  +3/+3d6 Striking Appearance (vs. all characters)

 

           Skills

12      +1 Overall

16      +2 with HTH Combat

3         Acting 14-

3         Breakfall 12-

3         Charm 14-

3         Criminology 11-

10      Defense Maneuver I-IV

3         Jack of All Trades

1         1)  PS: American Resolution Agent (2 Active Points) 11-

2         2)  PS: Dancer (3 Active Points) 12-

2         3)  PS: Singer (3 Active Points) 14-

3         Oratory 14-

3         Paramedics 11-

3         Persuasion 14-

3         Scholar

1         1)  KS: Pop Culture (2 Active Points) 11-

1         2)  KS: The American Resolution (2 Active Points) 11-

1         3)  KS: The Music Industry (2 Active Points) 11-

1         4)  KS: US History (2 Active Points) 11-

1         5)  KS: United States Law And Law Enforcement (2 Active Points) 11-

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

1         7)  KS: World Supervillains (2 Active Points) 11-

3         Tactics 11-

3         Teamwork 12-

 

Total Powers & Skill Cost:  414

Total Cost:  690

 

400+ Matching Complications

10      Rivalry:  Professional and Romantic (American Star; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15      Hunted:  The American Resolution Frequently (Mo Pow; NCI; Watching)

15      Social Complication:  Secret Identity Frequently, Major

10      Psychological Complication:  Self-Absorbed (Common; Moderate)

10      Psychological Complication:  Attention Seeker (Common; Moderate)

15      Hunted:  Rogues Gallery Frequently (As Pow; Harshly Punish)

290    Experience Points

 

Total Complications Points:  690

 

Background/History:  When original Paragon Miss America retired from public view in 1960, she settled down with her long-time, long-suffering boyfriend and they had a brief happily ever after. Shortly after the end of the Vietnam War, enemies of hers found the couple and attacked, killing Miss America's husband and sending her on a grief-feuled rampage of vengeance.

 

She was eventually calmed down and returned to action for another few years and eventually found love again with a fellow costumed crime fighter. They entered a slightly more paranoid retirement and started a family, having twin daughters.

 

Brianne and Miranda were superheroic royalty in certain cirlces and their joining the team their mother helped to found was inevitable. Despite their relative youth, they're experienced and well trained adding to the team's considerable muscle and mobility.

 

Personality/Motivation:  Miranda is the fun one. She's more of a party animal and flirt than just about any of her fellow heroines, as well as being an international Pop Idol. Her albums sell well and though she doesn't tour, she does put on shows all over the world and basks in her fame.

 

Miranda understands why her parents and sister keep their identities secret and she's created a whole life on her own and uses her influence as a member of the American Resolution to keep the focus on her. The general public isn't even aware that she and American Star are sisters.

 

She uses her powers for good but she really prefers being a pop idol and celebrity.

 

Quote:

 

Powers/Tactics:  Powerful and swift, American Star is mobile and works well with the other members of her team (even American Power)

 

Campaign Use:  A cautionary tale of publicity seeking superheroes? Perhaps a statement about modern America equating good with celebrity. Or just a pretty girl in a patriotic outfit I chose to make a superhero. Only History will judge me!

 

Appearance:  Miranda is the glamorous girl nextdoor. She wears a patriotic themed outfit rather than a traditional crime fighting costume. She's the voice of the young! She, like her mother and sister is a lovely blue-eyed blonde with a shapely physique.

 

 

Artist: Elias Chatzoudis:

 

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American Power.hdc

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American Spirit

 

Val   Char    Cost    Roll     Notes

  10    STR       0       11-      Lift 100.0kg; 2d6

  21    DEX     22      13-

  23    CON     13      14-

  15    INT        5       12-      PER Roll 12-

  18    EGO      8       13-

  20    PRE      10      13-      PRE Attack:  4d6

 

   7     OCV     20     

   7     DCV     20     

   3     OMCV  0      

   5     DMCV  6      

   5     SPD      30                  Phases:  3, 5, 8, 10, 12

 

6+15 PD          4                   Total:  6/21 PD (0/15 rPD)

6+10 ED         4                   Total:  6/16 ED (0/10 rED)

  15    REC     11

  60    END      8

  10    BODY   0

  40    STUN   10      Total Characteristic Cost:  171

 

Movement:    Running:  12m/24m

                         Flight:  30m/60m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

40      Basic Telekinisis:  Telekinesis (20 STR), Fine Manipulation 4

8         Left Hook:  Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-¼) 1

60      Telekinetic Mastery:  Multipower, 60-point reserve                 

6f       1)  Telekinetic Barrier:  Barrier 10 PD/10 ED, 10 BODY (up to 4m long, 4m tall, and ½m thick), Non-Anchored (59 Active Points)                                                                                           6

6f       2)  Telekinetic Spear:  Killing Attack - Ranged 3d6, Armor Piercing (+¼) (56 Active Points)        6

2f       3)  Telekinetic Wrap-Up:  Entangle 6d6, 6 PD/6 ED (60 Active Points); OIF (Materials of Opportunity in TK Range; -½), Defense Depends on Materials used (-½), Extra Time (Full Phase, -½)              6

6f       4)  Telekinisis: Enhanced:  Telekinesis (40 STR) (60 Active Points)  6

           Notes:  Adds to Basic Telekinesis

6f       5)  Telekinisis: Large Grasp:  Telekinesis (20 STR), Area Of Effect (16m Radius; +¾), Selective (+¼) (60 Active Points)       6

7         Wrist Radio:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)            0

           Telekinetic Powers                                                                        

10      1)  Strong Willed:  Mental Defense (10 points total)               0

13      2)  Telekinetic Environmental Shields:  Life Support  (Extended Breathing: 1 END per 20 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)      0

30      3)  Telekinetic Levitation:  Flight 30m                                      3

39      4)  Telekinetic Shield:  Resistant Protection (15 PD/10 ED)   0

10      5)  Telekinetic Touch:  Range with Touch Group                    0

           Perks

3         Fringe Benefit:  Federal/National Police Powers

5         Fringe Benefit:  Security Clearance: AR Agent Clearance

1         Fringe Benefit:  Passport

2         Fringe Benefit:  Membership: AR Agent

2         Salaried Agent:  Money:  Well Off

6         Positive Reputation (A small to medium sized group) 8-, +1/+1d6 (6 points worth)

1         Fringe Benefit:  Licensed Physician

 

           Talents

6         Blond Bombshell:  +2/+2d6 Striking Appearance (vs. all characters)

 

           Skills

10      +1 with All Attacks

8         +1 with Ranged Combat

3         Bureaucratics 13-

3         Criminology 12-

3         Demolitions 12-

2         Forgery (Art Objects) 12-

2         Gambling (Other (General) Choose One) 12-

3         Lockpicking 13-

3         Mechanics 12-

2         PS: American Resolution Agent 11-

3         PS: Sculptor 13-

3         Paramedics 12-

3         Persuasion 13-

3         Scholar

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

1         2)  KS: The American Resolution (2 Active Points) 11-

1         3)  KS: US History (2 Active Points) 11-

1         4)  KS: United States Law And Law Enforcement (2 Active Points) 11-

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

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

3         Scientist

2         1)  Science Skill:  Biology 12- (3 Active Points)

2         2)  Science Skill:  Chemistry 12- (3 Active Points)

2         3)  Science Skill:  Medicine 12- (3 Active Points)

2         4)  Science Skill:  Superhuman Medicine 12- (3 Active Points)

3         Sleight Of Hand 13-

3         Systems Operation 12-

3         Tactics 12-

3         Teamwork 13-

 

Total Powers & Skill Cost:  349

Total Cost:  520

 

400+ Matching Complications

15      Hunted:  Rogues Gallery Frequently (As Pow; Harshly Punish)

15      Hunted:  The American Resolution Frequently (Mo Pow; NCI; Watching)

20      Psychological Complication:  Code vs Killing (Common; Total)

10      Psychological Complication:  Stubborn (Common; Moderate)

15      Social Complication:  Secret Identity Frequently, Major

120    Experience Points

 

Total Complications Points:  520

 

Background/History:  When Noelle was little girl growing up in Tennesse she was told she could be whatever she wanted to be. When just thirteen, her mutant powers of telekinisis emerged and she ignored them. If she could be anything she wanted to be, goddamnit she was going to be a doctor.

 

But having superpowers were actually a neat way to unwind while in medschool. Noelle taught herself how to cheat at cards, unlock doors, and sculpt using her sky-blue hued tendrils of mental force. When she finally graduated and finished her internships and residencies she gleefully became a doctor.

 

And promptly found that studying superhuman medicine was her new goal. So she joined the American Resolution to work in their research team. Her telekinetic powers came up durig her interviews and she was offered a spot on the team. She refused. She was a doctor, not a superhero.

 

Three years on staff as a medical officer and she finally succumbed to the idea and joined the team of heroes proper.

 

Personality/Motivation:  Noelle isn't as naturally patriotic as her team mates, and it causes occasional friction - or it could be that she's very stubborn and doesn't like to take orders or suggestions. She is very determined and goal-oriented to the point of tunnel vision.

 

Her code vs killing stems from her hypocratic oath but was really born of her own beliefs long before that.

 

She tends to be the bookish, demure member of the team until combat breaks out where she becomes animated and prone to aggressive presence attacks.

 

Quote:

 

Powers/Tactics:  Like a brick...but at range!

 

Campaign Use:

 

Appearance:  Another blond bombshell. Her costume is star-spangaled. Outside of the American Spirit identity, Noelle prefers ponytails, glasses, and comfortable cloths under a doctor's smock. She spent years overcoming her Tennessee accent, feeling it held her back as a med-student. Once she donned the superheroic costume the accent came back. She's not sure why but it felt right.

 

Artist: Celtic Bolt

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American Spirit.hdc

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American Star

 

Val   Char    Cost    Roll     Notes

  60    STR      50      21-      Lift 102.4tons; 12d6 [3]

  20    DEX     20      13-

  30    CON     20      15-

  15    INT        5       12-      PER Roll 15-

  10    EGO      0       11-

  20    PRE      10      13-      PRE Attack:  4d6

 

   8     OCV     25     

   7     DCV     20     

   3     OMCV  0      

   3     DMCV  0      

   6     SPD      40                  Phases:  2, 4, 6, 8, 10, 12

 

  25    PD        23                  Total:  25 PD (25 rPD)

  25    ED        23                  Total:  25 ED (25 rED)

  20    REC     16

  60    END      8

  15    BODY   5

  60    STUN   20      Total Characteristic Cost:  285

 

Movement:    Running:  12m/24m

                         Flight:  20m/1280m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

15      The Windup :  Double Knockback (+½) for up to 60 Active Points of STR (30 Active Points); Extra Time (Full Phase, -½), Increased Endurance Cost (x2 END; -½)                                  6

75      Wings of Victory:  Flight 20m, Position Shift, x64 Noncombat, No Gravity Penalty (+½) (75 Active Points)               7

7         Wrist Radio:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)            0

           Second Generation Paragon                                                         

13      1)  Bracing:  Knockback Resistance -20m (20 Active Points); Costs Endurance (-½)      2

15      2)  Durable:  Energy Damage Reduction, Resistant, 25%      0

15      3)  Durable:  Physical Damage Reduction, Resistant, 25%    0

15      4)  Efficient Musculature:  Reduced Endurance (½ END; +¼) (15 Active Points) applied to STR

9         5)  Keen Awareness:  +3 PER with all Sense Groups              0

22      6)  Paragon Durability:  Life Support  (Extended Breathing: 1 END per 20 Minutes; Immunity: All terrestrial diseases; Longevity: 1600 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)                                                                        0

5         7)  Strong Mind:  Mental Defense (5 points total)                   0

5         8)  Strong Spirit:  Power Defense (5 points)                             0

12      9)  Tough:  Resistant (+½) (12 Active Points) applied to ED   

12      10) Tough:  Resistant (+½) (12 Active Points) applied to PD  

10      11) Paragon Healing:  Regeneration (1 BODY per 20 Minutes)        0

 

           Brick Tricks

           Maneuver         OCV    DCV    Notes

4         Bearhug I          +0      +0      16d6 Crush, Must Follow Grab

3         Bearhug II         -2       +0      Grab Two Limbs,  2d6 NND

4         Big Push            +0      +0      75 STR to Shove

4         Break Free        +0      +0      75 STR vs. Grabs

4         Deadly Smash   -2       +0      HKA 5d6 +1

5         Deadly Throw   -2       +0      HKA 5d6 +1 , Target Falls

5         Fist-Grab           +1      +1      Grab One Limb, Block

4         Grab                   +0       -1      Grab Two Limbs, 10 STR for holding on

5         Legbreaker        -1       -2      Grab One Limb; HKA 5d6 +1 , Disable

4         Punch                +2      +0      14d6 Strike

3         Slam                   -1       -1      2d6 Strike; Grab Two Limbs; Target Falls

4         Toughness         +2      +2      Block, Abort

3         Wrestler’s Throw        +2      +1 12d6 Strike; You Fall, Target Falls

 

           Perks

7         Contacts and Favors:  Custom Perk

3         Fringe Benefit:  Federal/National Police Powers

5         Fringe Benefit:  Security Clearance: AR Agent Clearance

1         Fringe Benefit:  Passport

2         Fringe Benefit:  Membership: AR Agent

2         Salaried Agent:  Money:  Well Off

 

           Talents

20      Disney Princess:  Animal Friendship

9         Enchanting:  +3/+3d6 Striking Appearance (vs. all characters)

 

           Skills

24      +3 with HTH Combat

3         Breakfall 13-

3         Charm 13-

3         Criminology 12-

2         PS: American Resolution Agent 11-

3         Persuasion 13-

3         Riding 13-

3         Scholar

1         1)  KS: The American Resolution (2 Active Points) 11-

1         2)  KS: US History (2 Active Points) 11-

1         3)  KS: United States Law And Law Enforcement (2 Active Points) 11-

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

1         5)  KS: World Supervillains (2 Active Points) 11-

3         Scientist

1         1)  SS:  Biology 11- (2 Active Points)

1         2)  SS:  Biology 11- (2 Active Points)

1         3)  SS:  Ecology 11- (2 Active Points)

2         4)  SS:  Vetrinary Medicine 12- (3 Active Points)

2         5)  SS:  Zoology 12- (3 Active Points)

4         Survival (2 Environments) 12-

5         Tactics 13-

3         Teamwork 13-

3         Tracking 12-

 

Total Powers & Skill Cost:  405

Total Cost:  690

 

400+ Matching Complications

10      Rivalry:  Professional and Romantic (American Power; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15      Hunted:  The American Resolution Frequently (Mo Pow; NCI; Watching)

15      Social Complication:  Secret OR Public ID Frequently, Major

20      Psychological Complication:  Code vs Killing (Common; Total)

15      Hunted:  Rogues Gallery Frequently (As Pow; Harshly Punish)

290    Experience Points

 

Total Complications Points:  690

 

Background/History:  When original Paragon Miss America retired from public view in 1960, she settled down with her long-time suffering boyfriend and they had a brief happily ever after. Shortly after the end of the Vietnam War, enemies of hers found the couple and attacked, killing Miss America's husband and sending her on a grief-feuled rampage of vengeance.

 

She was eventually calmed down and returned to action for another few years and eventually found love again with a fellow costumed crime fighter. They entered a slightly more paranoid retirement and started a family, having twin daughters.

 

Brianne and Miranda were superheroic royalty in certain cirlces and their joining the team their mother helped to found was inevitable. Despite their relative youth, they're experienced and well trained adding to the team's considerable muscle and mobility.

 

Personality/Motivation:  Brianne is the serious one. She loves animals and her abilities let her communicate with them which makes her terribly happy. On the team she gets along famously with American Maide and is one of the few that knows the latter's secret.

 

She had a rather intense rivlry with her sister over professionalism and men. They both tend to grate when their mother is around as well.

 

Quote:

 

Powers/Tactics:  Powerful and swift, American Star is mobile and works well with the other members of her team (even American Power)

 

Campaign Use:

 

Appearance:  It's funny what a different hair style and clothing can do. Though she and Miranda are twins they are not identical and go to great lenths to enhance their differences. American Star wears a more traditional costume but it's still midriff bearing and kind of daring. She also wears a cape. Superheroes should wear capes.

 

 

Artist: Paulo Barrios

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American Star.hdc

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American Titan

 

Val   Char    Cost    Roll     Notes

100  STR      90      29-      Lift 26.2ktons; 20d6 [5]

  25    DEX     30      14-

  50    CON     40      19-

  23    INT       13      14-      PER Roll 17-

  15    EGO      5       12-

  25    PRE      15      14-      PRE Attack:  5d6

 

  11    OCV     40     

  10    DCV     35     

   3     OMCV  0      

  10    DMCV 21     

   7     SPD      50                  Phases:  2, 4, 6, 7, 9, 11, 12

 

  40    PD        38                  Total:  40 PD (40 rPD)

  40    ED        38                  Total:  40 ED (40 rED)

  25    REC     21

100  END     16

  20    BODY  10

100  STUN   40      Total Characteristic Cost:  502

 

Movement:    Running:  12m/24m

                         Flight:  60m/240m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

60      Laser Vision:  Killing Attack - Ranged 4d6                              6

75      Paragon Speed:  Multipower, 75-point reserve                         

7f       1)  Paragon Flight:  Flight 50m, Position Shift, x4 Noncombat, Usable as Running (+¼) (75 Active Points)               7

2f       2)  Supersonic Flight:  Flight 10m, MegaScale (1m = 100 km; +1 ½) (25 Active Points) 2

96      Super-Strong Breath:  Multipower, 120-point reserve,  (120 Active Points); all slots 30m Range (-¼)         

5f       1)  Blast Of Breath:  Blast 8d6, Double Knockback (+½) (60 Active Points); 30m Range (-¼)      6

10f     2)  Blow Out Fires:  Dispel Fires 8d6, All Fire Powers Simultaneously (+½), Expanded Effect (x8 Characteristics or Powers simultaneously) (+3 ½) (120 Active Points); 30m Range (-¼) 12

10f     3)  Blowing Away The Mist:  Dispel Gas/Smoke/Mist Powers 8d6, All Gas/Smoke/Mist Powers Simultaneously (+½), Expanded Effect (x8 Characteristics or Powers simultaneously) (+3 ½) (120 Active Points); 30m Range (-¼)            12

7         Wrist Radio:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)            0

           Brick Tricks                                                                                   

15      1)  Armsweep:  Area Of Effect (1m Radius; +¼) for up to 60 Active Points of STR (15 Active Points)        1

20      2)  Distance Punch:  Double Knockback (+½) for up to 60 Active Points of STR (30 Active Points); Increased Endurance Cost (x2 END; -½)                                                                               6

15      3)  Poke:  Armor Piercing (+¼) for up to 60 Active Points of STR (15 Active Points)     1

21      4)  Shockwave:  Area Of Effect (26m Radius Explosion; +½) for up to 60 Active Points of STR, Only Does Knockdown, Not Knockback (+0), Hole In The Middle (the 1m radius area the character stands in when he uses the power; +¼) (37 Active Points); Extra Time (Full Phase, -½), Only Affects Targets On The Ground (-¼)             4

19      5)  Thunderclap:  Hearing Group Flash 8d6, Hole In The Middle (the 1m radius area the character stands in when he uses the power; +¼), Does Knockback (+¼), Area Of Effect (18m Radius Explosion; +½) (48 Active Points); Extra Time (Full Phase, -½), Restrainable (-½), No Range (-½)                                       5

           Paragon Alpha                                                                               

13      1)  Bracing:  Knockback Resistance -20m (20 Active Points); Costs Endurance (-½)      2

30      2)  Durable:  Energy Damage Reduction, Resistant, 50%      0

30      3)  Durable:  Physical Damage Reduction, Resistant, 50%    0

25      4)  Efficient Musculature:  Reduced Endurance (½ END; +¼) (25 Active Points) applied to STR

9         5)  Keen Awareness:  +3 PER with all Sense Groups              0

22      6)  Paragon Durability:  Life Support  (Extended Breathing: 1 END per 20 Minutes; Immunity: All terrestrial diseases; Longevity: 1600 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)                                                                        0

10      7)  Paragon Healing:  Regeneration (1 BODY per 20 Minutes)         0

15      8)  Paragon Speed:  Lightning Reflexes (+15 DEX to act first with All Actions)            

5         9)  Strong Mind:  Mental Defense (5 points total)                   0

5         10) Strong Spirit:  Power Defense (5 points)                            0

20      11) Tough:  Resistant (+½) (20 Active Points) applied to ED 

20      12) Tough:  Resistant (+½) (20 Active Points) applied to PD  

           Perks

2         Salaried Agent:  Money:  Well Off

3         Fringe Benefit:  Federal/National Police Powers

2         Fringe Benefit:  Membership: AR Agent

1         Fringe Benefit:  Passport

5         Fringe Benefit:  Security Clearance: AR Agent Clearance

9         Positive Reputation:  Greatest American Hero (A large group) 14-, +3/+3d6

4         Fringe Benefit:  Membership: The Watchers

 

           Talents

6         +2/+2d6 Striking Appearance (vs. all characters)

 

           Skills

24      +3 with HTH Combat

15      +5 with Move By, Disarm By, and Grab By

3         Breakfall 14-

3         Criminology 14-

2         CuK: Greece 11-

3         Demolitions 14-

3         Inventor 14-

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

3         Language:  Greek (Modern) (completely fluent)

2         PS: American Resolution Agent 11-

11      Power:  Brick Tricks 18-

3         Scholar

1         1)  KS: Greek Mythology (2 Active Points) 11-

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

1         3)  KS: Super Powers (2 Active Points) 11-

1         4)  KS: The American Resolution (2 Active Points) 11-

1         5)  KS: The Superhuman World (2 Active Points) 11-

1         6)  KS: US History (2 Active Points) 11-

1         7)  KS: United States Law And Law Enforcement (2 Active Points) 11-

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

1         9)  KS: World Supervillains (2 Active Points) 11-

3         Scientist

1         1)  SS:  Biology 11- (2 Active Points)

2         2)  SS:  Genetics 14- (3 Active Points)

2         3)  SS:  Physics 14- (3 Active Points)

3         Security Systems 14-

3         Tactics 14-

 

Total Powers & Skill Cost:  693

Total Cost:  1195

 

400+ Matching Complications

20      Hunted:  The American Resolution Very Frequently (Mo Pow; NCI; Watching)

15      Hunted:  Rogues Gallery Frequently (As Pow; Harshly Punish)

15      Psychological Complication:  Always Right (Common; Strong)

15      Psychological Complication:  Patriotic (Common; Strong)

10      Vulnerability:  2 x STUN Mental Blast (Uncommon)

795    Experience Points

 

Total Complications Points:  1195

 

Background/History:  To date the greatest achievement of the Paragon Program, Dr. David Charles Howard is the American Titan. Before he became the most frightening guinea pig of all time, he was a researcher working on the program.

 

David's tinkering with the formula and stimulants involved created a process that produced increasingly less stable results that lead to a removal from the program. In a fit of self-righteous impulse, Dr. Howard worked to stablize his own process in secret and eventually used himself as the test subject. The results were astounding and with the increased awarenes he received, Dr. Howard finally realized how dangerous the process was and destroyed his notes and the enhancement processes, setting the program back almost a decade.

 

Though his superiors were upset, Dr. Howard's abilities were almost too good to be true, he was suddenly on the same level as Russia's Comrade Hero as well as others in the upper statosphere of superhumans.

 

American Titan has been serving for 10 years, and he is watched VERY closely.

 

Personality/Motivation:  David Howard wants to do good things. He sees problems and tries to solve them, and he understands how difficult it is for normal people to relate to him now. In the end, however his selflessness and restraint has won over many of his more vocal critics.

 

American Titan is aware he's under a microscope and he's fine with that. He'll do what he needs to do to ensure America and her way of life is protected from all threats.

 

Quote:

 

Powers/Tactics:  Superman...Lite.(ish)

 

Campaign Use:

 

Appearance:  Take Thor, add a Captain America Inspired costume and give him back his cape. David Howard is a marble statue brought to life though his oft expressionless face might lead you to believe otherwise.

 

Artists:ZigEnfruke and Goblin

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American Titan.hdc

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(ok, technically she qualifies as an AmericanX, sorry)

 

Americana

 

Val   Char    Cost    Roll     Notes

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

  20    DEX     20      13-

  20    CON     10      13-

  15    INT        5       12-      PER Roll 12-

  21    EGO     11      13-

  20    PRE      10      13-      PRE Attack:  4d6

 

   6     OCV     15     

6+2  DCV     15     

   8     OMCV 15     

   8     DMCV 15     

   6     SPD      40                  Phases:  2, 4, 6, 8, 10, 12

 

10+8 PD          8                   Total:  10/18 PD (0/8 rPD)

10+8 ED         8                   Total:  10/18 ED (0/8 rED)

  10    REC       6

  70    END     10

  13    BODY   3

  45    STUN   13      Total Characteristic Cost:  209

 

Movement:    Running:  12m/24m

                         Flight:  25m/50m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

60      Mentalism:  Multipower, 60-point reserve                                 

6f       1)  Mental Assault:  Mental Blast 6d6 (Human class of minds) (60 Active Points)           6

6f       2)  Mental Domination:  Mind Control 12d6 (Human class of minds) (60 Active Points) 6

6f       3)  Mental Probe:  Telepathy 12d6 (Human class of minds) (60 Active Points) 6

6f       4)  Mindscapes:  Mental Illusions 12d6 (Human class of minds) (60 Active Points)        6

5f       5)  Telepathic Switchboard:  Mind Link , Human class of minds, Any Willing Target, No LOS Needed, Number of Minds (x16), Unlimited range in this dimension (50 Active Points)  0

18      Misdirected Aim:  Multipower, 27-point reserve,  (27 Active Points); all slots Costs Endurance (-½)           

2f       1)  Protection Of Aonther:  +2 DCV, Ranged (+½), Usable As Attack (+1 ¼) (27 Active Points); Costs Endurance (-½)           3

1f       2)  Self-Protection:  +2 DCV (10 Active Points); Costs Endurance (-½)            1

           Gear                                                                                                

5         1)  Distracting Costume:  +20 PRE (20 Active Points); Only To Make Seductive/Friendly Presence Attacks Solely For Purposes Of Causing Target To Delay His Actions In Combat (-1), Only Versus Targets Of Appropriate Sexual Orientation (-1), OIF (-½), Only Works Once Per Target Per Scene (-½)     

20      2)  Flight Belt:  Flight 25m (25 Active Points); IIF (-¼)         2

19      3)  Resistance Field Generator:  Resistant Protection (8 PD/8 ED) (24 Active Points); IIF (-¼)     0

7         4)  Wrist Radio:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)       0

           Mentalism                                                                                      

30      1)  Mind Scanning:  Mind Scan 12d6 (Human class of minds) (60 Active Points); Extra Time (Full Phase, -½), Increased Endurance Cost (x2 END; -½)                                                 12

14      2)  Powerful Mind:  Mental Defense (14 points total)             0

 

           Qwan Ki Do

           Maneuver         OCV    DCV    Notes

8         +2 HTH Damage Class(es)

4         Cung Thu (blocks)      +2      +2 Block, Abort

5         Cuoc Phap (kicks)       -2      +1 9d6 Strike

3         Khao Go (locks) +0      -1      Grab One Limb,  35 STR  for holding on

4         Nghanh Phap/Cuong Dao (sword-hand) -2            +0           HKA 2d6 +1

3         Tao Phong Cuoc (sweeps)   +2 -1            6d6 Strike, Target Falls

4         Than Phap (evasion)    --       +5 Dodge, Affects All Attacks, Abort

4         Thu Phap (hand techniques)/Phuong Duc (elbow strike)      +2           +0           7d6 Strike

3         Vat (throws)      +0      +1      5d6 +v/10, Target Falls

1         Weapon Element:  Blades

1         Weapon Element:  Clubs

1         Weapon Element:  Polearms

1         Weapon Element:  Staffs

 

           Perks

3         Fringe Benefit:  Federal/National Police Powers

5         Fringe Benefit:  Security Clearance: AR Agent Clearance

1         Fringe Benefit:  Passport

2         Fringe Benefit:  Membership: AR Agent

2         Salaried Agent:  Money:  Well Off

 

           Talents

15      Combat Precognitive:  Combat Sense 12-

9         Ethereal Beauty or Sultry Seductress...YOU DECIDE!:  +3/+3d6 Striking Appearance (vs. all characters)

 

           Skills

10      +1 with All Attacks

16      +2 with HTH Combat

18      +3 with all Mental Powers

3         Nhao Lan:  Breakfall 13-

3         Acrobatics 13-

3         Acting 13-

3         Bureaucratics 13-

3         Charm 13-

3         Computer Programming 12-

3         Criminology 12-

3         Cryptography 12-

3         Deduction 12-

3         Electronics 12-

3         High Society 13-

3         Interrogation 13-

2         Language:  Vietnamese (fluent conversation)

3         Lockpicking 13-

3         Mechanics 12-

2         PS: American Resolution Agent 11-

3         Scholar

1         1)  KS: Qwan Ki Do (2 Active Points) 11-

1         2)  KS: The American Resolution (2 Active Points) 11-

1         3)  KS: The Martial Arts World (2 Active Points) 11-

1         4)  KS: The Mentalist World (2 Active Points) 11-

1         5)  KS: US History (2 Active Points) 11-

1         6)  KS: United States Law And Law Enforcement (2 Active Points) 11-

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

1         8)  KS: World Supervillains (2 Active Points) 11-

3         Scientist

1         1)  SS:  Biology 11- (2 Active Points)

2         2)  SS:  Neurobiology 12- (3 Active Points)

2         3)  SS:  Psionic Engineering 12- (3 Active Points)

3         Security Systems 12-

3         Stealth 13-

3         Systems Operation 12-

3         WF:  Common Melee Weapons, Staffs

 

Total Powers & Skill Cost:  406

Total Cost:  614

 

400+ Matching Complications

10      Distinctive Features:  Style (Not Concealable; Always Noticed And Recognizable; Detectable Only By Large Group)

15      Hunted:  Rogues Gallery Frequently (As Pow; Harshly Punish)

15      Hunted:  The American Resolution Frequently (Mo Pow; NCI; Watching)

10      Psychological Complication:  Dislike of Idealogues. (Common; Moderate)

15      Psychological Complication:  Ethical Mentalist (Common; Strong)

10      Vulnerability:  1 ½ x STUN Sonics (Common)

214    Experience Points

 

Total Complications Points:  614

 

Background/History:  Kyra Steensen began experiencing headaches when she was eleven. Headaches that followed with voices telling her secrets about those she knew. Or those who were near her. Her parents, Los Angeles socialites who had money and a fondness for fanciful "alternative medicine" took her to a acupuncturist. The woman, a mildly talented telepath herself suggested to Kyra and her parents that meditation might be helpful in controlling the headaches. She gave them the name of a local martial arts instructor who taught mediative techniques on the side.

 

Kyra's efforts proved successfull, and the headaches began to fade as her powers began to come under control. She studied Qwan Ki Do throughout highschool and college as she studied neurobiology to understand her abiltiies better. She was a year into her masters degree when the Resolution recruited her. She took the name Americana and has ben an active agent for three years.

 

Personality/Motivation:  Americana is a little uncomfortable as a memeber of the Resolution. She loves her team mates like family, she enjoys using her powers to help humanity, but she's not quite as keen on everyone subsuming their identities under Star-Spangled Nationalism.

 

She's also resistant about using her powers to affect the public or conduct mind probes without a warrant. She does appreciate that her powers have given her a certain level of...glamour that she lacked as a child. It's subtle - projecting her own posititve self-image amplifies her natural beauty. She kind of likes the attention she gets.

 

Quote:

 

Powers/Tactics:  Though she lacks the defenses for it, Americana really likes to throw down in hand to hand combat - she's aware that it's not the best strategy and wouldn't put lives in danger to feed her self-described "machismo," but she does like it.

 

Her mental powers are impressive allowing her to shut down opponents minds, cause them to hallucinate or even control them. She's adapted her powers to aid her hand to hand efforts as well.

 

Campaign Use:

 

Appearance:  Attractive woman with black hair, blue eyes, and a California beach body. She wears an "Uncle Sam as a Pinup" inspired costume and doesn't bother with a mask. Or even a secret Identity.

 

Artist: Celtic Bolt

post-198-0-61623500-1451785440_thumb.jpg

Americana.hdc

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Ameracle

 

Val   Char    Cost    Roll     Notes

  20    STR      10      13-      Lift 400.0kg; 4d6 [2]

  26    DEX     32      14-

  25    CON     15      14-

  20    INT       10      13-      PER Roll 13-/19-

  10    EGO      0       11-

  15    PRE       5       12-      PRE Attack:  3d6

 

   7     OCV     20     

  10    DCV     35     

   3     OMCV  0      

   5     DMCV  6      

   7     SPD      50                  Phases:  2, 4, 6, 7, 9, 11, 12

 

15+12             PD     13       Total:  15/27 PD (0/12 rPD)

15+8 ED        13                  Total:  15/23 ED (0/8 rED)

  15    REC     11

  70    END     10

  10    BODY   0

  40    STUN   10      Total Characteristic Cost:  242

 

Movement:    Running:  12m/24m

                         Flight:  75m/150m

                         Leaping:  8m/16m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

45      Hyper-Speed Attacks:  Multipower, 45-point reserve               

1f       1)  Battering Ram:  Hand-To-Hand Attack +6d6 (30 Active Points); Only w/Movethrough/Moveby (-1), Hand-To-Hand Attack (-¼)                                                                                               3

2f       2)  Clean Up Your Room!:  Change Environment (clean things and perform similar tasks) (+1 Points of Telekinetic STR, Long-Lasting (see text) Permanent), Area Of Effect (16m Radius; +¾) (37 Active Points); No Range (-½), Must Pass Through Intervening Space (-¼)                                                                4

3f       3)  Dizzying Spin:  Drain BODY 4 ½d6 (45 Active Points); No Range (-½)      4

4f       4)  Rapid-Fire Punch:  HA +9d6 (45 Active Points); Hand-To-Hand Attack (-¼)            4

3f       5)  Run and Punch:  Hand-To-Hand Attack +4d6 (Reduced Negation (1)), Area Of Effect (75m Line; Trail; +1) (44 Active Points); Hand-To-Hand Attack (-¼)                                          4

60      Hypermovement:  Flight 75m (75 Active Points); Only In Contact With A Surface (-¼) 7

7         Wrist Radio:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)            0

           Speedster Tricks                                                                            

20      1)  Me First!:  Lightning Reflexes (+20 DEX to act first with All Actions)      

14      2)  Rapid Healing:  Regeneration (1 BODY per Minute)        0

8         3)  Speedster Studiousness:  Speed Reading (x1,000)               

30      4)  Speedster Toughness:  Resistant Protection (12 PD/8 ED) 0

8         5)  Swift Observation:  +6 PER with Sight Group (12 Active Points); Costs Endurance (-½)          1

 

           Hypercombat

           Maneuver         OCV    DCV    Notes

5         Flying Dodge    --       +4      Dodge All Attacks, Abort; FMove

5         Flying Grab       -2       -1      Grab Two Limbs, 30 STR for holding on; FMove

5         Flying Throw    -1       -2      Grab Two Limbs;  4d6 +v/10; Target Falls; FMove

5         Passing Disarm -1       -1      Disarm, 30 STR to Disarm; FMove

5         Passing Strike   +1      +0      4d6 +v/10; FMove

5         Passing Throw  +0      +0      4d6 +v/10; Target Falls; FMove

5         Rapid Punch     +1       -2      8d6 Strike

 

           Perks

3         Fringe Benefit:  Federal/National Police Powers

5         Fringe Benefit:  Security Clearance: AR Agent Clearance

1         Fringe Benefit:  Passport

2         Fringe Benefit:  Membership: AR Agent

15      Money:  Filthy Rich

 

           Skills

15      +5 with Move By, Disarm By, and Grab By

3         Acrobatics 14-

3         Breakfall 14-

3         Charm 12-

3         Climbing 14-

3         Computer Programming 13-

3         Conversation 12-

3         Criminology 13-

3         Electronics 13-

3         Forensic Medicine 13-

3         High Society 12-

3         Mechanics 13-

2         PS: American Resolution Agent 11-

3         Paramedics 13-

3         Scholar

1         1)  KS: The American Resolution (2 Active Points) 11-

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

1         3)  KS: US History (2 Active Points) 11-

1         4)  KS: United States Law And Law Enforcement (2 Active Points) 11-

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

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

 

Total Powers & Skill Cost:  328

Total Cost:  570

 

400+ Matching Complications

15      Hunted:  Rogues Gallery Frequently (As Pow; Harshly Punish)

15      Hunted:  The American Resolution Frequently (Mo Pow; NCI; Watching)

5         Physical Complication:  High Caloric Intake (Infrequently; Barely Impairing)

15      Psychological Complication:  Code Vs Killing (Common; Strong)

10      Psychological Complication:  Likes to Poke Fun at the Serious (Common; Moderate)

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

15      Social Complication:  Secret Identity Frequently, Major

170    Experience Points

(5 points unspent)

 

Total Complications Points:  570

 

Background/History:  William Willis was a poor young man out of Macon Georgia who overcame poverty and discrimination and became a successful businessman and seventies masked crime fighter the Black Knight. The Black Knight served with the Southern Squadron and other local superteams often with the lovely speedster the Southern Streak.

 

As they aged, William and Margaret became closer, they married in 1983 and retired from superheroing in 1986 when Margaret became pregnant. DeSean inherited his mother's speed and a healthy dose of his father's brains and brawn. His wry sense of humor he got from his Uncle Sherman. (Margaret's older brother)

 

DeSean joined the Resolution as the "Macon Miracle" and this was altered, along with his costume to become the Ameracle - a name of nonsensical nature that belies the stone-faced personae he presents for most of his heroic appearances.

 

Personality/Motivation:  DeSean is laid back, humorous, and friendly. He puts people at ease and is an expert schmoozer. As Ameracle, however, he is stone-faced, and seemingly takes himself extremely seriously. He glares and acts as intimidating as possible. Those who know him best think he's making fun of American Eagle and American Titan.

 

Quote:

 

Powers/Tactics:  A skilled brawler, Ameracle uses his hyper-speed to great effect but thanks to his father's training he is far from helpless without his powers.

 

Campaign Use:

 

 

Appearance:  Tall and fit, DeSean stands 6'1'' and weighs about 185 lbs.. He has close cropped hair and brown eyes. As Ameracle, he wears a red and blue jumpsuit with a white star and american flag belt buckle.

 

Artist: wyzewun-d4enorm.

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Battle Star, The Amazing Battle Star

 

Val   Char    Cost    Roll     Notes

  80    STR      70      25-      Lift 1.6ktons; 16d6 [4]

  20    DEX     20      13-

  40    CON     30      17-

  13    INT        3       12-      PER Roll 12-

  10    EGO      0       11-

  35    PRE      25      16-      PRE Attack:  7d6

 

   7     OCV     20     

   7     DCV     20     

   3     OMCV  0      

   4     DMCV  3      

   4     SPD      20                  Phases:  3, 6, 9, 12

 

  35    PD        33                  Total:  35 PD (35 rPD)

  25    ED        23                  Total:  25 ED (25 rED)

  15    REC     11

  70    END     10

  15    BODY   5

  70    STUN   25      Total Characteristic Cost:  318

 

Movement:    Running:  32m/128m

                         Leaping:  44m/704m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

40      Strong Legs:  Multipower, 40-point reserve                               

4f       1)  Leap to the Clouds:  Leaping +40m (44m forward, 22m upward) (Accurate, x16 Noncombat) (40 Active Points) 4

2f       2)  Swift:  Running +20m (32m total), x4 Noncombat (25 Active Points)          2

7         Wrist Radio:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)            0

           Paragon Formula Physiology                                                       

25      1)  Amazingly Resilient:  Hardened (+¼), Impenetrable (+¼), Resistant (+½) (25 Active Points) applied to ED         

35      2)  Amazingly Resilient:  Hardened (+¼), Impenetrable (+¼), Resistant (+½) (35 Active Points) applied to PD          

13      3)  Bracing:  Knockback Resistance -20m (20 Active Points); Costs Endurance (-½)      2

4         4)  Deep Breaths (Big Lungs):  Life Support  (Extended Breathing: 1 END per 20 Minutes)          0

5         5)  Disease Immunity:  Life Support  (Immunity: All terrestrial diseases)          0

20      6)  Efficent Musculature:  Reduced Endurance (½ END; +¼) (20 Active Points) applied to STR 

9         7)  Environmentally Immune:  Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)                          0

4         8)  Suppressed Aging:  Life Support  (Longevity: 1600 Years) 0

           Perks

2         Salaried Agent:  Money:  Well Off

3         Fringe Benefit:  Federal/National Police Powers

2         Fringe Benefit:  Membership: AR Agent

1         Fringe Benefit:  Passport

5         Fringe Benefit:  Security Clearance: AR Agent Clearance

3         Well-Connected

5         1)  Contact:  Daughters of the American Revolution  (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 11-

8         2)  Contact:  National Organization of Women (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (9 Active Points) 12-

5         3)  Contact:  Various Media Outlets (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 11-

5         4)  Contact:  Wounded Warrior Project, Organization Contact (x3) (6 Active Points) 11-

1         5)  Favor: David Hilton (Wealthy Hotelier) (1 Active Points)

1         6)  Favor: Senator Christine Wilkins (D) Mass.  (1 Active Points)

 

           Talents

6         +2/+2d6 Striking Appearance (vs. all characters)

 

           Skills

24      +3 with HTH Combat

3         Breakfall 13-

3         Charm 16-

3         Conversation 16-

3         Criminology 12-

3         Deduction 12-

3         Jack of All Trades

1         1)  PS: American Resolution Agent (2 Active Points) 11-

2         2)  PS: Journalist (3 Active Points) 12-

1         3)  PS: Translator (2 Active Points) 11-

3         Linguist

3         1)  Language:  Arabic (idiomatic) (4 Active Points)

0         2)  Language:  English (imitate dialects) (5 Active Points)

3         3)  Language:  French (idiomatic) (4 Active Points)

3         4)  Language:  Japanese (idiomatic) (4 Active Points)

3         5)  Language:  Mandarin (idiomatic) (4 Active Points)

3         6)  Language:  Russian (idiomatic) (4 Active Points)

3         7)  Language:  Spanish (idiomatic) (4 Active Points)

3         Lipreading 12-

3         Oratory 16-

3         Paramedics 12-

3         Scholar

1         1)  KS: International Law (2 Active Points) 11-

1         2)  KS: The American Resolution (2 Active Points) 11-

2         3)  KS: The Media World (3 Active Points) 12-

1         4)  KS: US History (2 Active Points) 11-

1         5)  KS: United States Law And Law Enforcement (2 Active Points) 11-

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

1         7)  KS: World Supervillains (2 Active Points) 11-

3         Streetwise 16-

3         Tactics 12-

 

Total Powers & Skill Cost:  307

Total Cost:  625

 

400+ Matching Complications

15      Psychological Complication:  Patriotic (Common; Strong)

15      Psychological Complication:  Competitive (Common; Strong)

15      Hunted:  The American Resolution Frequently (Mo Pow; NCI; Watching)

15      Social Complication:  Secret Identity Frequently, Major

15      Hunted:  Rogues Gallery Frequently (As Pow; Harshly Punish)

225    Experience Points

 

Total Complications Points:  625

 

Background/History:  Amanda Thomas was actually surprised to be approached as a potential member of the American Resolution. A journalism/media studies student who hadn't really had much going on outside of classes, she'd been recruited for her ties (through her mother) to Daughters of the American Revolution. Amanda leapt at the chance to be given super powers, though she's noted publically the predilection of the custodians of the Paragon Project for nubile blond-haired, blue-eyed superheroes.

 

Taking the name Battle Star, (often prefaced with "The Amazing") Amanda joined the Resolution in 2010, she's served ably for five years and is one of the more popular and controversial members of the team.

 

Personality/Motivation:  Amanda is charming, overbearing, and fearless. She (seemingly) wears her heart and politics on her sleeve, being one of the most outspoken members of a Government Sponsored Superteam, she has stepped on toes and brought controversy to the team with her mastery of media outlets.

 

Amanda's love of America is strong, but she is as conflicted with some of its actions as anyone. She is a proud proponent of equal rights for all but she draws some ire from some within the movement for a more "whatever floats your boat" view of sexuality.

 

She's highly competitive and takes as good a she gives.

 

Quote:

 

Powers/Tactics:  Traditional brick, one of the strongest in the OC Universe able to go toe to toe with the big guns, though she lacks some of the staying power or martial arts.

 

Campaign Use:  A more patriotic She-Hulk. Battlestar

 

Appearance:  Standing six-foot-four and weighing over six hundred pounds, Battle Star is impressive, in or out of her costume. Her physique is exceptionally muscular with powerful thighs, shoulders, and arms and an endowment that makes people uncomfortable. She has golden-blond hair and deep blue eyes. Her costume is patriotic blue with red accents and a large white star on her chest. She wears a half-cowl that covers her face, has another star on her forehead but allows her hair to show through. The cowl has silvery wings over the ears.

 

Unbeknownst to most, Amanda is able to revert to her former self - the transfomation is quick and in times of stress she reverts automatically - but it allows her to have a secret identity. Amanda is five-foot-seven with pale blond hair and blue eyes

 

Artist: Johnny Haradrim

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Captain Rock

 

Val   Char    Cost    Roll     Notes

  60    STR      20      21-      Lift 102.4tons; 12d6 [4]

  20    DEX     20      13-

  25    CON     15      14-

  15    INT        5       12-      PER Roll 12-

  10    EGO      0       11-

  20    PRE      10      13-      PRE Attack:  4d6

 

   6     OCV     15     

   6     DCV     15     

   3     OMCV  0      

   3     DMCV  0      

   5     SPD      30                  Phases:  3, 5, 8, 10, 12

 

  30    PD        18                  Total:  30 PD (10 rPD)

  30    ED        18                  Total:  30 ED (10 rED)

  20    REC       6

  60    END      8

  20    BODY  10

  70    STUN   15      Total Characteristic Cost:  205

 

Movement:    Running:  12m/24m/24m/48m

                         Flight:  20m/40m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

                         Tunneling:  16m/32m

 

Cost   Powers                                                                                    END

32      Earth Manipulation  :  Multipower, 32-point reserve               

1f       1)  Avalanche Riding:  Running +12m (12m/24m total) (12 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; RKA 1 ½d6 to ground in an Area Of Effect (Line) equal in size to the distance the character moves; -½)    1

2f       2)  Lithokinetic Boulder Riding:  Flight 20m (20 Active Points); Physical Manifestation (-¼)        2

2f       3)  Tunnel Creation (Restricted):  Tunneling 16m through 8 PD material (32 Active Points); Limited Medium earth/stone (-½) 3

3         Earth Survival:  Life Support  (Safe in High Pressure; Safe in Intense Heat)    0

7         Wrist Radio:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)            0

           Form of Stone, all slots Only In Alternate Identity (-¼)           

9         1)  Earth Sustinence:  Life Support  (Eating: Character does not eat; Self-Contained Breathing) (13 Active Points); Only When In Contact With The Ground (-¼), Only In Alternate Identity (-¼)     0

8         2)  Resiliance:  +10 REC (10 Active Points); Only In Alternate Identity (-¼)  

8         3)  Resiliance:  +20 STUN (10 Active Points); Only In Alternate Identity (-¼)

16      4)  Stone Form Massiveness:  Knockback Resistance -20m (20 Active Points); Only In Alternate Identity (-¼)          0

12      5)  Stone Form:  +10 ED, Resistant (+½) (15 Active Points); Only In Alternate Identity (-¼)       

12      6)  Stone Form:  +10 PD, Resistant (+½) (15 Active Points); Only In Alternate Identity (-¼)        

30      7)  Strength of Stone:  +30 STR, Reduced Endurance (½ END; +¼) (37 Active Points); Only In Alternate Identity (-¼)           1

9         8)  The Healing Earth:  Regeneration (1 BODY per Minute) (14 Active Points); Only When In Contact With The Ground (-¼), Only In Alternate Identity (-¼)                                                  0

7         9)  The Sustaining Earth:  Life Support  (Self-Contained Breathing) (10 Active Points); Only When In Contact With The Ground (-¼), Only In Alternate Identity (-¼)                           0

12      10) Toughness:  Energy Damage Reduction, Resistant, 25% (15 Active Points); Only In Alternate Identity (-¼)        0

12      11) Toughness:  Physical Damage Reduction, Resistant, 25% (15 Active Points); Only In Alternate Identity (-¼)      0

           Perks

6         Positive Reputation (A small to medium sized group) 8-, +1/+1d6 (6 points worth)

3         Fringe Benefit:  Federal/National Police Powers

5         Fringe Benefit:  Security Clearance: AR Agent Clearance

1         Fringe Benefit:  Passport

2         Fringe Benefit:  Membership: AR Agent

2         Salaried Agent:  Money:  Well Off

 

           Skills

16      +2 with HTH Combat

3         Climbing 13-

3         Criminology 12-

2         PS: American Resolution Agent 11-

3         Persuasion 13-

3         Scholar

1         1)  KS: The American Resolution (2 Active Points) 11-

1         2)  KS: US History (2 Active Points) 11-

1         3)  KS: United States Law And Law Enforcement (2 Active Points) 11-

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

1         5)  KS: World Supervillains (2 Active Points) 11-

3         Scientist

2         1)  SS:  Geology 12- (3 Active Points)

1         2)  SS:  Physics 11- (2 Active Points)

1         3)  SS:  Seismology 11- (2 Active Points)

1         4)  SS:  Speleology 11- (2 Active Points)

2         Survival (Mountains, Desert, or Underground) 12-

 

Total Powers & Skill Cost:  246

Total Cost:  451

 

400+ Matching Complications

15      Hunted:  The American Resolution Frequently (Mo Pow; NCI; Watching)

20      Physical Complication (Body of Stone):  Massive (16-31x Normal human Mass) (Frequently; Greatly Impairing)

15      Psychological Complication:  Patriotic (Common; Strong)

15      Social Complication:  Public Identity Frequently, Major

10      Vulnerability:  2 x STUN Air-Based Attacks (Uncommon)

51      Experience Points

 

Total Complications Points:  451

 

Background/History:  John Stone is not his real name. He doesn't know who he was, but one day the Resolution was called out to deal with a raving stone rampager. After a short battle in which Americana was able to calm him down with her telepathic powers, the man surrendered. Though the damage to property was considerable there were no casualties. Realizing that his rampage was mostly caused by fear, they took him to their labs.

 

There he showed a keen, scientific, mind that instictively grasped superscience but couldn't remember his real name. He was given a new identity and joined the team, who promised to find out his past and what happened to him. Though he feels a call to it, something there terrifies him and John has never really looked for clues to his past.

 

Personality/Motivation:  John's past is a mystery he doesn't seem in a rush to solve. A stalwart for the team, popular with the media and clearly a bright scientific mind, it has been generally assumed he'll search for his past when he's ready. Americana senses his unease and has done her best to delfect suggestions of digging into his past.

 

John's quite taken with the lovely mentalist.

 

Quote:  "I'm know nothing, John Stone."

 

Powers/Tactics:  Tactics? Turn to stone, punch foe. Repeat step 2.

 

Campaign Use:

 

Appearance:  John Stone looks as much patriotic professional wrestler as he does superhero. Standing 6'5'' and weighing (normally) 250 lbs. He wears a blue body suit with a clear patriotic motif. Red gloves, boots, belts, and stars. A white star on his chest, white wings on his cowl, white stars on his legs and arms and a red cape with white stars.

 

When he transforms, Captain Rock looks like a statue of himself in grey fractured stone though his cape, boots, gloves, white star and the red stars on his chest remain. He also then weighs close to a ton.

 

 

Artist: Celtic Bolt

post-198-0-37886500-1451785887_thumb.jpg

Captain Rock.hdc

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(ok, technically she qualifies as an AmericanX, sorry)

 

Americana

 

Val   Char    Cost    Roll     Notes

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

  20    DEX     20      13-

  20    CON     10      13-

  15    INT        5       12-      PER Roll 12-

  21    EGO     11      13-

  20    PRE      10      13-      PRE Attack:  4d6

 

   6     OCV     15     

6+2  DCV     15     

   8     OMCV 15     

   8     DMCV 15     

   6     SPD      40                  Phases:  2, 4, 6, 8, 10, 12

 

10+8 PD          8                   Total:  10/18 PD (0/8 rPD)

10+8 ED         8                   Total:  10/18 ED (0/8 rED)

  10    REC       6

  70    END     10

  13    BODY   3

  45    STUN   13      Total Characteristic Cost:  209

 

Movement:    Running:  12m/24m

                         Flight:  25m/50m

                         Leaping:  4m/8m

                         Swimming:  4m/8m

 

Cost   Powers                                                                                    END

60      Mentalism:  Multipower, 60-point reserve                                 

6f       1)  Mental Assault:  Mental Blast 6d6 (Human class of minds) (60 Active Points)           6

6f       2)  Mental Domination:  Mind Control 12d6 (Human class of minds) (60 Active Points) 6

6f       3)  Mental Probe:  Telepathy 12d6 (Human class of minds) (60 Active Points) 6

6f       4)  Mindscapes:  Mental Illusions 12d6 (Human class of minds) (60 Active Points)        6

5f       5)  Telepathic Switchboard:  Mind Link , Human class of minds, Any Willing Target, No LOS Needed, Number of Minds (x16), Unlimited range in this dimension (50 Active Points)  0

18      Misdirected Aim:  Multipower, 27-point reserve,  (27 Active Points); all slots Costs Endurance (-½)           

2f       1)  Protection Of Aonther:  +2 DCV, Ranged (+½), Usable As Attack (+1 ¼) (27 Active Points); Costs Endurance (-½)           3

1f       2)  Self-Protection:  +2 DCV (10 Active Points); Costs Endurance (-½)            1

           Gear                                                                                                

5         1)  Distracting Costume:  +20 PRE (20 Active Points); Only To Make Seductive/Friendly Presence Attacks Solely For Purposes Of Causing Target To Delay His Actions In Combat (-1), Only Versus Targets Of Appropriate Sexual Orientation (-1), OIF (-½), Only Works Once Per Target Per Scene (-½)     

20      2)  Flight Belt:  Flight 25m (25 Active Points); IIF (-¼)         2

19      3)  Resistance Field Generator:  Resistant Protection (8 PD/8 ED) (24 Active Points); IIF (-¼)     0

7         4)  Wrist Radio:  Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)       0

           Mentalism                                                                                      

30      1)  Mind Scanning:  Mind Scan 12d6 (Human class of minds) (60 Active Points); Extra Time (Full Phase, -½), Increased Endurance Cost (x2 END; -½)                                                 12

14      2)  Powerful Mind:  Mental Defense (14 points total)             0

 

           Qwan Ki Do

           Maneuver         OCV    DCV    Notes

8         +2 HTH Damage Class(es)

4         Cung Thu (blocks)      +2      +2 Block, Abort

5         Cuoc Phap (kicks)       -2      +1 9d6 Strike

3         Khao Go (locks) +0      -1      Grab One Limb,  35 STR  for holding on

4         Nghanh Phap/Cuong Dao (sword-hand) -2            +0           HKA 2d6 +1

3         Tao Phong Cuoc (sweeps)   +2 -1            6d6 Strike, Target Falls

4         Than Phap (evasion)    --       +5 Dodge, Affects All Attacks, Abort

4         Thu Phap (hand techniques)/Phuong Duc (elbow strike)      +2           +0           7d6 Strike

3         Vat (throws)      +0      +1      5d6 +v/10, Target Falls

1         Weapon Element:  Blades

1         Weapon Element:  Clubs

1         Weapon Element:  Polearms

1         Weapon Element:  Staffs

 

           Perks

3         Fringe Benefit:  Federal/National Police Powers

5         Fringe Benefit:  Security Clearance: AR Agent Clearance

1         Fringe Benefit:  Passport

2         Fringe Benefit:  Membership: AR Agent

2         Salaried Agent:  Money:  Well Off

 

           Talents

15      Combat Precognitive:  Combat Sense 12-

9         Ethereal Beauty or Sultry Seductress...YOU DECIDE!:  +3/+3d6 Striking Appearance (vs. all characters)

 

           Skills

10      +1 with All Attacks

16      +2 with HTH Combat

18      +3 with all Mental Powers

3         Nhao Lan:  Breakfall 13-

3         Acrobatics 13-

3         Acting 13-

3         Bureaucratics 13-

3         Charm 13-

3         Computer Programming 12-

3         Criminology 12-

3         Cryptography 12-

3         Deduction 12-

3         Electronics 12-

3         High Society 13-

3         Interrogation 13-

2         Language:  Vietnamese (fluent conversation)

3         Lockpicking 13-

3         Mechanics 12-

2         PS: American Resolution Agent 11-

3         Scholar

1         1)  KS: Qwan Ki Do (2 Active Points) 11-

1         2)  KS: The American Resolution (2 Active Points) 11-

1         3)  KS: The Martial Arts World (2 Active Points) 11-

1         4)  KS: The Mentalist World (2 Active Points) 11-

1         5)  KS: US History (2 Active Points) 11-

1         6)  KS: United States Law And Law Enforcement (2 Active Points) 11-

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

1         8)  KS: World Supervillains (2 Active Points) 11-

3         Scientist

1         1)  SS:  Biology 11- (2 Active Points)

2         2)  SS:  Neurobiology 12- (3 Active Points)

2         3)  SS:  Psionic Engineering 12- (3 Active Points)

3         Security Systems 12-

3         Stealth 13-

3         Systems Operation 12-

3         WF:  Common Melee Weapons, Staffs

 

Total Powers & Skill Cost:  406

Total Cost:  614

 

400+ Matching Complications

10      Distinctive Features:  Style (Not Concealable; Always Noticed And Recognizable; Detectable Only By Large Group)

15      Hunted:  Rogues Gallery Frequently (As Pow; Harshly Punish)

15      Hunted:  The American Resolution Frequently (Mo Pow; NCI; Watching)

10      Psychological Complication:  Dislike of Idealogues. (Common; Moderate)

15      Psychological Complication:  Ethical Mentalist (Common; Strong)

10      Vulnerability:  1 ½ x STUN Sonics (Common)

214    Experience Points

 

Total Complications Points:  614

 

Background/History:  Kyra Steensen began experiencing headaches when she was eleven. Headaches that followed with voices telling her secrets about those she knew. Or those who were near her. Her parents, Los Angeles socialites who had money and a fondness for fanciful "alternative medicine" took her to a acupuncturist. The woman, a mildly talented telepath herself suggested to Kyra and her parents that meditation might be helpful in controlling the headaches. She gave them the name of a local martial arts instructor who taught mediative techniques on the side.

 

Kyra's efforts proved successfull, and the headaches began to fade as her powers began to come under control. She studied Qwan Ki Do throughout highschool and college as she studied neurobiology to understand her abiltiies better. She was a year into her masters degree when the Resolution recruited her. She took the name Americana and has ben an active agent for three years.

 

Personality/Motivation:  Americana is a little uncomfortable as a memeber of the Resolution. She loves her team mates like family, she enjoys using her powers to help humanity, but she's not quite as keen on everyone subsuming their identities under Star-Spangled Nationalism.

 

She's also resistant about using her powers to affect the public or conduct mind probes without a warrant. She does appreciate that her powers have given her a certain level of...glamour that she lacked as a child. It's subtle - projecting her own posititve self-image amplifies her natural beauty. She kind of likes the attention she gets.

 

Quote:

 

Powers/Tactics:  Though she lacks the defenses for it, Americana really likes to throw down in hand to hand combat - she's aware that it's not the best strategy and wouldn't put lives in danger to feed her self-described "machismo," but she does like it.

 

Her mental powers are impressive allowing her to shut down opponents minds, cause them to hallucinate or even control them. She's adapted her powers to aid her hand to hand efforts as well.

 

Campaign Use:

 

Appearance:  Attractive woman with black hair, blue eyes, and a California beach body. She wears an "Uncle Sam as a Pinup" inspired costume and doesn't bother with a mask. Or even a secret Identity.

 

Artist: Celtic Bolt

attachicon.gifamericana_by_celticbolt-d5ntqsm.jpg

attachicon.gifAmericana.hdc

Americana reminds me of a wrestler I liked to watch

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