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  1. Wind Hammer AKA Melody A. Temple

    Wind Hammer AKA Melody A. Temple was a normal meteorologist till she was on an expedition to a strange weather anomaly that was happening in Alaska. As she and her weather team were researching this anomaly the weather pattern started to become violent as she began noticing what looked like two forms battling within the storm system. Before She could get a clear view she knocked unconscious. She awoke some time later to a silent expanse fresh with the wounds of a battle. Hovering before was the Wind Hammer. Its Glowing Symbols called to her and before she knew it she touched the hammer and was given powers of air and wind.

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  2. Firelord

    Leader of the Atomic Rangers.

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  3. Blip 6th ed 400p pts w/ VPP

    Teleporting MA
     
     
    Blip
     
     

    Val Char Cost Roll Notes
    25 STR 15 14- Lift 800.0kg; 5d6 [2]
    18 DEX 16 13- OCV: 9/DCV: 10
    25 CON 15 14-
    18 INT 8 13- PER Roll 13-
    10 EGO 0 11- ECV: 1 - 1
    10 PRE 0 11- PRE Attack: 2d6
    9 OCV 30
    10 DCV 35
    1 OMCV -6
    1 DMCV -6
    4 SPD 20 Phases: 3, 6, 9, 12
    22 PD 0 Total: 22 PD (12 rPD)
    22 ED 0 Total: 22 ED (12 rED)
    10 REC 6
    45 END 5
    12 BODY 2
    45 STUN 13 Total Characteristic Cost: 153 Movement: Running: 12m/24m
    Leaping: 4m/8m
    Swimming: 4m/8m
    Teleportation: 121m/242m
    Tunneling: 10m/20m
     
     
     

    Cost Powers END
    Mutant Teleportation powers, all slots Unified Power (-¼)
    29 1) Teleport redirection field: Resistant Protection (12 PD/12 ED) (36 Active Points) 0
    12 2) Teleportation redirection field: (Total: 16 Active Cost, 12 Real Cost) +8 PD (Real Cost: 8) plus +8 ED (Real Cost: 8) 0
    12 3) Teleport redirection field: Power Defense (15 points) (15 Active Points) 0
    2 4) Instinct : Absolute Range Sense (3 Active Points)
    16 5) Teleportation: Floating Fixed Location (4 Locations) (20 Active Points) 0
    2 6) Teleportation: Fixed Location (3 Locations) (3 Active Points) 0  

    Equipment
    2 1) Double Wakizashai: HKA 1 point (2d6 w/STR) (5 Active Points); OAF (-1) 1
    Notes: 3d6 hka w/ Basic Strike / Blades sheath into the other's blades handle forming a 15" wooden rod of Red Heart wood//Both blades are offset from center w/ full tangs// Blades are 7" with a 7 ½" handle
    8 2) Polarizing contacts: Sight Group Flash Defense (12 points) (12 Active Points); IAF (-½) 0  

    100 Teleport,, Gates and Portals: Variable Power Pool (Teleport ,gates and portals), 60 base + 60 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (150 Active Points); Limited Special Effect Uncommon SFX (-1), Unified Power (-¼)
    0 1) Portal viewing 0.0Default: Penetrative with Sight Group (15 Active Points) Real Cost: 15 0
    0 2) Portal viewing lensing effect 0.1Default: +6 versus Range Modifier for Sight Group (9 Active Points) Real Cost: 9 0
    0 3) Portal see and hear: Clairsentience (Sight And Hearing Groups), Analyze, Discriminatory, Telescopic: +12, Transmit, Reduced Endurance (½ END; +¼) (60 Active Points) Real Cost: 60 2
    0 4) Combat Default 0.2: Teleportation 36m (36 Active Points) Real Cost: 36 4
    0 5) Combat 1 : Teleportation 35m, Position Shift, Reduced Endurance (½ END; +¼), Safe Blind Teleport (+¼) (60 Active Points) Real Cost: 60 2
    0 6) Combat 2 saving yourself: Teleportation 23m, No Relative Velocity, Position Shift, Safe Aquatic Teleport, x2 Increased Mass, Safe Blind Teleport (+¼) (60 Active Points) Real Cost: 60 6
    0 7) Combat 3: Teleportation 60m (60 Active Points) Real Cost: 60 6
    0 8) Short to mid-range non-combat teleporting: Teleportation 5m, x2 Increased Mass, x256 Noncombat, Safe Blind Teleport (+¼) (56 Active Points) Real Cost: 56 6
    0 9) Combat Escape 1.0: Teleportation 25m, Position Shift, Safe Blind Teleport (+¼), Reduced Endurance (½ END; +¼), Armor Piercing (x2; +½) (60 Active Points) Real Cost: 60 2
    0 10) Non-Conbat Escape 1.0: Teleportation 9m, x16 Noncombat, x4 Increased Mass, Safe Blind Teleport (+¼), Armor Piercing (x2; +½) (59 Active Points) Real Cost: 59 6
    0 11) Short range gate: Teleportation 12m, x8 Noncombat, Safe Blind Teleport (+¼), Constant (+½), Usable Simultaneously (up to 8 people at once; +1) (60 Active Points) Real Cost: 60 6
    0 12) Long range porting: Teleportation 5m, No Relative Velocity, x2 Increased Mass, Safe Blind Teleport (+¼), MegaScale (1m = 1,000 km; +1 ¾) (60 Active Points) Real Cost: 60 6
    0 13) Long range gate: Teleportation 10m, Costs Endurance Only To Activate (+¼), Safe Blind Teleport (+¼), Constant (+½), Armor Piercing (x2; +½), Usable Simultaneously (up to 32 people at once; +1 ½), MegaScale (1m = 1,000 km; +1 ¾) (57 Active Points) Real Cost: 57 5
    0 14) Slow explosion(2 objects in the same place at the same time): Hearing Group Flash 10d6, Does Knockback (+¼), Area Of Effect (8m Radius Explosion; +¼), Double Knockback (+½) (60 Active Points) Real Cost: 60 6
    0 15) Portal Punch: Stretching 40m, Does Not Cross Intervening Space (+¼), Reduced Endurance (½ END; +¼) (60 Active Points) Real Cost: 60 2
    0 16) Can opener: Drain PD 4d6, Armor Piercing (+¼), Reduced Endurance (½ END; +¼) (60 Active Points); Limited Power Power loses about half of its effectiveness (Drain only last 1 segment the returns to normal value; -1), No Range (-½), Linked (Double Wakizashai; -¼) Real Cost: 22 2
    0 17) Extra-Dimensional Movement (Any Dimension, Any Location), x8 Increased Weight (60 Active Points) Real Cost: 60 6
    0 18) Tunneling 10m through 25 PD material (60 Active Points) Real Cost: 60 6
    0 19) Removing it from this dimension: Killing Attack - Hand-To-Hand 3d6 (4d6+1 w/STR), Area Of Effect (8m Cone; +¼) (56 Active Points) Real Cost: 56 6
    0 20) Portal to her private pocket dimension 12 levels 4m tall x 22.6m x 22.6m 512m square: Custom Power (60 Active Points) Real Cost: 60 0  

    3 Basic Strike +1 +0 11d6 Strike
    5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove
    3 Legsweep +2 -1 10d6 Strike, Target Falls
    5 Takeaway +0 +0 Grab Weapon, 55 STR to take weapon away
    16 +4 HTH Damage Class(es)
    2 Weapon Element : Blades, Empty Hand,Portal attacks  

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

    Skills
    3 Breakfall 13-
    3 Climbing 13-
    3 Conversation 11-
    3 Deduction 13-
    3 Disguise 13-
    2 Navigation (Land) 13-
    3 Security Systems 13-
    3 Stealth 13-
    0 Everyman skills
    0 1) Concealment 8-
    0 2) AK: USA 8-
    0 3) Language: English (idiomatic; literate) (5 Active Points)
    0 4) Persuasion 8-
    0 5) PS: Stunt Actor (Custom Adder) 11-
    1 6) TF: Custom Adder, Small Motorized Ground Vehicles  
    Total Powers & Skill Cost: 248
    Total Cost: 400
     
     
     

    400+ Matching Complications
    10 Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
    10 Distinctive Features: Looker (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    10 Enraged: Innocents harmed (Common), go 8-, recover 14-
    15 Hunted: Mutant Haters Infrequently (Mo Pow; Harshly Punish)
    15 Psychological Complication: Protective of innocents (Common; Strong)
    15 Psychological Complication: Code vs killing (Common; Strong)  

    Total Complications Points: 400  
    EQUIPMENT CARRIED
     
     
    Equipment END
    Equipment
    1) Video recorder hiddin in N-space seeing and hearing what Blips sees and hears: Eidetic Memory (5 Active Points); Unified Power (-¼), IIF (-¼)
    Skills
    1) Acting 11-
    2) Bribery 11-
    3) Charm 11-
    4) Contortionist 13-
    5) Conversation 11-
    6) Criminology 13-
    7) Deduction 13-
    8) High Society 11-
    9) Navigation (Air, Dimensional, Land, Marine, Space, Temporal) 13-
    10) Tracking 13-
    Stats
    1) possitive thinking: +10 EGO
    2) Self confidence: +13 PRE
    Powers and training
    1) Mental Defense (12 points total) 0
    2) Combat Sense (Sense) (17 Active Points); Unified Power (-¼) 13-
    3) Instict: Defense Maneuver I-IV (10 Active Points); Unified Power (-¼)
     
    Background/History: the simple version might be that her parents got killed standing up to a gang or triad, and they are the moral fiber in her life
    it may also be where powers first appeared
    as the bullets struck her parents, her power kicked in an protected her from them(figure 9mm and 12 ga 3d6ka reduced penatration)
    Her only thought was to get away to her favorite place the roof of their home/business
    While down below the gang/triad saw Blip disappear,they decided to firebomb the place and leave
     
    the killers are not caught for 5yrs,by then Karrin has been moved to live with an uncle,a Master Sargent in the U.S.Army
    Life goes well for Karrin,she masters her powers,learns to defend herself and enjoy most of her teenage years
    Then just before she turns 20, her parents killers are caught and Karrin is asked to ID them
     
    Before she and her uncle can leave to return to her home town ,others in the gang/triad ambush Blip and her uncle killing him
    Blip looses it and cripples the new killers
    Later she goes and Id's her parents killers and they are convicted getting LWoP
    Word later gets to Blip that she and the gang/triad are at war
    Blip just says "Bring it on Scum"
     
    Karrin spent 5yrs with her uncle karrin knew one day she would have to take up defending the weak
    So she spent her time learning how to defend herself and takedown bad guys
     
    Personality/Motivation: generally happy ,till innocents get hurt ,then watch out
     
    Quote: Bring it on scum
     
    Powers/Tactics: Martial Artist
    agent stomper
    terrain changer
    Long range trannsport
     
    Campaign Use: Scout
    Commando
     
    Appearance: early 20's
    Amer-Asian ancestory
    34c-23-35

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  4. Watchers of the Dragon 1

    The first batch of rebuilds for characters in the Watchers of the Dragon sourcebook for 4th edition Champions by Steve Long. Includes 10 character files for Hero Designer and a print out for paper minis of characters.

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  5. YooSoo from Ninja Hero 6th edition rebuild

    This packet contains conversions of the Japanese villain group Yoosoo (elements) from the original Ninja Hero for 4th edition by Aaron Allston to 6th edition Champions. Includes paper miniatures for the Yoosoo!

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  6. Ghost Cat

    Demi Brick MA
     
    Ghost Cat
     
     
     

    Val Char Cost Roll Notes
    45 STR 5 18- Lift 12.8tons; 9d6 [1]
    18 DEX 16 13- OCV: 8/DCV: 8
    25 CON 15 14-
    18 INT 8 13- PER Roll 13-
    10 EGO 0 11- ECV: 1 - 1
    13 PRE 3 12- PRE Attack: 2 ½d6
    8 OCV 25
    8 DCV 25
    1 OMCV -6
    1 DMCV -6
    6 SPD 40 Phases: 2, 4, 6, 8, 10, 12
    25 PD 0 Total: 25 PD (10 rPD)
    25 ED 0 Total: 25 ED (10 rED)
    15 REC 11
    50 END 6
    10 BODY 0
    50 STUN 15 Total Characteristic Cost: 157 Movement: Running: 40m/65m/160m/260m
    Flight: 18m/144m
    Leaping: 50m/104m/100m/208m
    Swimming: 4m/8m
     
     

    Cost Powers END
    34 Nanite and genetic construct manipulation: Multipower, 43-point reserve, (43 Active Points); all slots Unified Power (-¼)
    2f 1) Fur Ball Cat fight: Area Of Effect (4m Radius; engaging all targets in an 4m radius; +¼), Selective (+¼) for up to 50 Active Points of Fast Strike +2 OCV 8DCs,Legsweep +2 OCV -1 DCV,9DCs,Takeaway 50 Str, Variable Special Effects (Limited Group of SFX; Martial maneuvers; +¼) (31 Active Points); Restrainable (-½) 3
    3f 2) Running +25m (40m/65m total), x4 Noncombat, Reduced Endurance (½ END; +¼) (40 Active Points) 1
    3f 3) Leaping +54m (50m/104m forward, 25m/52m upward) (Accurate), Reduced Endurance (½ END; +¼) (40 Active Points) 1
    3f 4) Desolidification (affected by area effects) (40 Active Points) 4
    3f 5) Shape Shift (Sight, Touch and Hearing Groups, limited group of shapes), Imitation, Costs END Only To Change Shape (+¼) (41 Active Points) 3  

    Nanite ,alien tech enhancements, all slots Unified Power (-¼)
    4 1) Sharp claws and knows to use them: Killing Attack - Hand-To-Hand 1 point (3d6+1 w/STR) (5 Active Points) 1
    Notes: 4d6-1 HKA with fast strike
    24 2) Resistant Protection (10 PD/10 ED) (30 Active Points) 0
    20 3) (Total: 26 Active Cost, 20 Real Cost) +13 PD (Real Cost: 13) plus +13 ED (Real Cost: 13) 0
    11 4) Infrared Perception (Sight Group), Discriminatory, Partially Penetrative, Tracking (20 Active Points); Lockout (-½) 0
    Notes: Normal Vision locks out -- cannot see usual details, read, see pictures or images, etc.
    36 5) +30 STR, Reduced Endurance (0 END; +½) (45 Active Points)
    4 6) Power Defense (5 points) (5 Active Points) 0
    4 7) Mental Defense (5 points total) (5 Active Points) 0
    13 8) Regeneration (1 BODY per Turn) (16 Active Points) 0
    8 9) Clinging (normal STR) (10 Active Points) 0
    25 10) Life Support (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: 400 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (31 Active Points) 0  
     

    4 Fast Strike +2 +0 11d6 Strike
    3 Legsweep +2 -1 10d6 Strike, Target Falls
    4 Martial Escape +0 +0 60 STR vs. Grabs
    1 Weapon Element: Claws  

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

    Skills
    0 Pre based skills may add +2 for Striking Appearence
    3 Charm 12-
    5 Acting 13-
    0 Dex based
    3 1) Breakfall 13-
    3 2) Stealth 13-
    0 Int based
    3 1) Concealment 13-
    3 2) Deduction 13-
    3 3) Mimicry 13-
    2 4) Navigation (Land) 13-
    3 5) Security Systems 13-
    0 Everyman skills
    0 1) Climbing 8-
    0 2) Conversation 8-
    0 3) AK: USA 8-
    0 4) Criminology (Custom Adder) 10-
    Notes: Carry over memories from Silk Detective
    0 5) Language: English (idiomatic; literate) (5 Active Points)
    0 6) Paramedics 8-
    0 7) Persuasion 8-
    0 8) Shadowing 8-
    0 9) TF: Custom Adder, Small Motorized Ground Vehicles  
    Total Powers & Skill Cost: 243
    Total Cost: 400
     
     

    400+ Matching Complications
    5 Distinctive Features: Mystically Active / Nanotech Infused (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
    10 Hunted: Tech Villians Infrequently (As Pow; Numerous/Various; Capture / Study)
    20 Hunted: CIA Frequently (Mo Pow; NCI; PC's ID Known to Watcher; Watching)
    0 Hunted: Guardian Program Infrequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching; Custom Adder)
    10 Psychological Complication: Aversion to Killing (Common; Moderate)
    10 Social Complication: Emotionally Detached Frequently, Minor
    Notes: Because her memories are not <i>actually</i> her own, there is a slight, subtle, but distinct detachment between what happens and how Ghost Cat reacts. She does not usually <i>react</i> incorrectly, but there's often a slight hesitation between action and reaction that would not be there in a 'normal' human. As she gets older and claims more experience, this will be able to be bought off -- but because of it, people tend to be just a <i>touch</i> uneasy around her.
    10 Psychological Complication: Striving to Be More Human (Common; Moderate)
    Notes: Because she <b>is</b> still learning how to be 'herself', Ghost Cat can sometimes be manipulated by suggesting to her that 'real humans react X way'. This has the potential to lead her into trouble, but it isn't likely to lead her into BAD trouble ...
    10 Physical Complication: Affected as both Human and Machine re: Mental Powers (Infrequently; Slightly Impairing)
    Notes: Due to the fact that she is not just human but also highly infused with nanobots, Ghost Cat can be affected by mental powers that target either humans (her brain), or machines (her nanobots, which then control her brain).  

    Total Complications Points: 400  
     
    Background/History: Maggie May is a human genetic,nanite and alien tech construct done by the original Silk Detective just after WW2 with technology SD captured from the Nazis and others
    Maggie was created as a decoy so the real SD could retire
    The basis of Maggie is DNA from SD along with the Ubermensh project the Nazis had been working on during the war
     
    SD found that she did not need to use Maggie,but she did want a child
    so she arranged for Maggie's paper work with the OSS(now the CIA)
    Maggie appears as a 22 yr old woman
    she has all of SD's memories but knows they are false but they give her a working template to grow on
     
    Now with the sudden disappearance of SD the CIA has suggested that GC join the(insert group name here) to complete her training and be part of a bigger picture
     
    Personality/Motivation: wants to do the right thing
     
    Quote: shush
     
    Powers/Tactics: Demi brick
    Stealth
    Detective
     
    Campaign Use:
     
    Appearance: appears to be 22 but is 2 yrs old
    36d-24-36

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  7. Watchers of the Dragon 2

    The second packet of Watchers of the Dragons characters, rebuilt for 6th edition with colored images and a page of paper minis to print out

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  8. Olympians

    At the request of a fellow boarder, I'm posting my 5e versions of the Else Earth True Olympians. These should be complete files. Please let me know if they are not.

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  9. Precision 400pts 6th ed

    Martial Artist w/telekinetic and telepathic abilities
    Ranged through manifesting a telekinetic cloak
     
     
    Precision
     
     

    Val Char Cost Roll Notes
    30 STR 5 15- Lift 1600.0kg; 6d6 [1]
    18 DEX 16 13- OCV: 9/DCV: 9
    25 CON 15 14-
    18 INT 8 13- PER Roll 13-
    13 EGO 3 12- ECV: 1 - 3
    18 PRE 8 13- PRE Attack: 3 ½d6  

    9 OCV 30
    9 DCV 30
    1 OMCV -6
    3 DMCV 0
    5 SPD 30 Phases: 3, 5, 8, 10, 12  

    8+12 PD 6 Total: 8/20 PD (0/12 rPD)
    8+12 ED 6 Total: 8/20 ED (0/12 rED)
    10 REC 6
    50 END 6
    10 BODY 0
    50 STUN 15 Total Characteristic Cost: 178  
    Movement: Running: 12m/24m
    Flight: 43m/172m
    Leaping: 4m/8m
    Swimming: 4m/8m
     

    Cost Powers END
    Telepathic and telekinetic enhacement of his body, all slots Unified Power (-¼)
    18 1) Telekinetic enhancement: +15 STR, Reduced Endurance (0 END; +½) (22 Active Points)
    32 2) Telekinetic Radar : Detect A Class Of Things Objects 14- (Touch Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Partially Penetrative, Targeting, Telescopic: +5, Transmit (41 Active Points) 0
    29 3) Telekinetic shielding: Resistant Protection (12 PD/12 ED) (36 Active Points) 0
    8 4) Telepathic Shielding: Mental Defense (10 points total) (10 Active Points) 0
    8 5) Telekinetic shielding: Power Defense (10 points) (10 Active Points) 0
    13 6) Sub conscience telekinetic repair: Regeneration (1 BODY per Turn) (16 Active Points) 0
    8 7) Clinging (normal STR) (10 Active Points) 0
    8 8) Telepathic Awareness: Defense Maneuver I-IV (10 Active Points)

    48 Telekinetic Cloak Manifestation : Multipower, 60-point reserve, (60 Active Points); all slots Unified Power (-¼)
    4v 1) Cloak stretching abilities: Stretching 30m, x2 body dimension, Reduced Endurance (½ END; +¼) (44 Active Points); Limited Power Power loses about a fourth of its effectiveness (no fine manipulation; -¼), Limited Body Parts (arms only; -¼), No Velocity Damage (-¼) 1
    1f 2) Hardening the corners(30m range): HKA 1d6 (3d6 w/STR) (15 Active Points) 1
    Notes: 4d6 HKA when adding in martial arts
    5f 3) Puffer fish spikes attack: Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Reduced Endurance (½ END; +¼), Penetrating (+½), Area Of Effect (30m Radius; +1), Selective (+¼) (60 Active Points) 2
    3f 4) Shocking Pufferfish Attack: HKA 1d6+1 (2d6 w/STR), +2 Increased STUN Multiplier (+½), Area Of Effect (30m Radius; +1), Selective (+¼) (55 Active Points); Limited Power Power loses about a third of its effectiveness (Does no body; -½) 5
    3f 5) Mental Puffer fish attack: Blast 3 ½d6, Attack Versus Alternate Defense (ED; Vs Menbtal Def; +1), Area Of Effect (30m Radius; +1), Selective (+¼) (58 Active Points); No Range (-½) 6
    4f 6) Mental spike: Blast 4d6+1, Armor Piercing (+¼), No Range Modifier (+½), Attack Versus Alternate Defense (ED; Mental Def; +1) (60 Active Points); Limited Range (30m; -¼) 6
    5f 7) Telekinetic: Flight 43m, x4 Noncombat, Reduced Endurance (½ END; +¼) (60 Active Points) 2
    Notes: 143 mph at spd 5 114.67 at spd 4

    Equipment
    5 1) Armored Costume : Resistant Protection (6 PD/6 ED) (18 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Does not stack w/ other resistant def; -1 ½), Only In Alternate Identity (-¼), Perceivable (-¼), Requires A Roll (14- roll; -¼) 0
    13 2) Armored Costume: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-½) 0
    Precision MA
    Maneuver OCV DCV Notes
    1 Weapon Element: Default Element(empty hand), Whips(cloak)
    2 Weapon Element: Blades, Clubs
    4 Fast Strike +2 +0 12d6 Strike
    5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove
    3 Legsweep +2 -1 11d6 Strike, Target Falls
    4 Martial Escape +0 +0 65 STR vs. Grabs
    3 Martial Throw +0 +1 10d6 +v/10, Target Falls
    5 Takeaway +0 +0 Grab Weapon, 60 STR to take weapon away
    16 +4 HTH Damage Class(es)  

    Talents
    0 Precision Talents
    3 1) just a little handsome: +1/+1d6 Striking Appearance (vs. all characters)  

    Skills
    0 Precision Skills
    3 1) Acrobatics 13-
    3 2) Acting 13-
    3 3) Breakfall 13-
    3 4) Climbing 13-
    3 5) Charm 13-
    3 6) Combat Driving 13-
    3 7) Combat Piloting 13-
    3 8) Conversation 13-
    3 9) Deduction 13-
    3 10) Disguise 13-
    3 11) Electronics 13-
    3 12) Inventor 13-
    3 13) Mechanics 13-
    3 14) Navigation 13-
    3 15) Power 11-
    3 16) Shadowing 13-
    3 17) Stealth 13-
    3 18) Streetwise 13-
    10 19) TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Combat Aircraft, Hanggliding, Helicopters, Large Planes, Parachuting, Basic, Small Planes, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
    4 20) WF: Common Melee Weapons, Small Arms
    0 everyman skills
    0 AK: California USA (Custom Adder) 11-
    0 KS: Stunt Gags (Custom Adder) 11-
    0 PS: Stuntman 11-
    0 Language: English (idiomatic; Everyman, literate)
    0 Persuasion 8-  
    Total Powers & Skill Cost: 329
    Total Cost: 507
     

    500+ Matching Complications
    0 Precision Complications
    30 1) Hunted: Men in Black Very Frequently (Mo Pow; NCI; Harshly Punish)
    10 2) Hunted: Eden Institute Frequently (Mo Pow; Watching)
    15 3) Psychological Complication: Not a murder but will kill to protect (Common; Strong)
    15 4) Psychological Complication: Loves playing it flashy swashbuckler type (Common; Strong)
    Notes: This Disadvantage is most appropriate for male characters. This character feels that an exciting and adventuresome life is the only life to live. The character regularly trades jibes with friends, but accepts no insult from strangers. He lives to sweep women off their feet (and does so with style, of course) with poetry and flowers. The character will accept any challenge, no matter what the odds. He fights aggressively and confidently. In order to avoid acting in this manner, the character must make an Ego Roll. This Disadvantage works well with Fearless and Showoff.
    15 5) Psychological Complication: Fearless (Common; Strong)
    Notes: Such a character risks himself without a thought to his own survival. He takes no consideration of the odds against him, or what might happen to him if he fails. He simply does what he does with no fear. Such a character wouldn't hesitate to enter a burning building, or skydive off of a skyscraper, or go toe to toe with a foe when he knew he was outmatched. At the Strong level, the character must make an Ego Roll in order to consider the potential danger. At Total commitment the character is completely oblivious to danger in all but the most dire of situations, and even in those he must make an Ego Roll.
    10 6) Rivalry: Professional, Men in Black, Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
    5 7) Rivalry: Professional (other swashbuckler types), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
    7 Experience Points  

    Total Complications Points: 507  
    EQUIPMENT CARRIED
     
     
    Equipment END
    Vehicles x8 200pt base
    Mimicry 13-
    Persuasion 13-
    Concealment 13-
    +2/+2d6 Striking Appearance (vs. all characters)
     
    Background/History: Robert Mitchell is a stuntman
     
    Since finding out he has super powers( he landed badly and broke his ankle only to find it mostly healed by the time the stunt crew got to him )
    Robert has been secretly testing out what he can do,and taking riskier stunts
     
    The most visible effect is his ability to manifest a cloak and mask(too many Zorro ,Scarlet Pimpernel,Errol Flynn movies)that moves and stretches itself at Robert's beck and call
     
    doing many different effect including flight
     
    Stretching cloak as far as 30m
     
    forming various types of spikes some lethal some not
     
    Personality/Motivation: Swashbuckler daredevil type
     
    Quote: Watch this
     
    Powers/Tactics:
     
    Campaign Use: hand to hand to med range combatant
    stealth

    85 downloads

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  10. TK character

    A different take on a Telekinetic

    80 downloads

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  11. Theodore Roosevelt

    In 1883, at the age of 24, Teddy Roosevelt stepped off a train in Little Missouri (later called Medora) in the heart of Dakota territory. He'd come to join the hunt for the last buffalo. He went back East soon after his hunting trip was over. After his wife died in childbirth in 1884, Roosevelt returned to the West to take a personal hand in running the Maltese Cross Ranch which he'd invested in the previous year. The ranch was doing so well, he established a second ranch, the Elkhorn, just a little further on down the Little Missouri River.

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  12. Wraith 400pts 6th ed

    Gravity based Brick using a spooky motif
     
    WRAITH
     
    Val Char Cost Roll Notes
    15+45 STR 5 12- / 21- Lift 200.0kg/102.4tons; 3d6/12d6 [1]
    18 DEX 16 13- OCV: 3/9/DCV: 3/6
    10+15 CON 0 11- / 14-
    18 INT 8 13- PER Roll 13-
    12 EGO 2 11- ECV: 1 - 1
    13 PRE 3 12- PRE Attack: 2 ½d6
     
    3+6 OCV 0
    3+3 DCV 0
    1 OMCV -6
    1 DMCV -6
    2+2 SPD 0 Phases: 6, 12/3, 6, 9, 12
     
    20 PD 0 Total: 20 PD (15 rPD)
    20 ED 0 Total: 20 ED (15 rED)
    4+11 REC 0
    20+30 END 0
    11 BODY 1
    20+30 STUN 0 Total Characteristic Cost: 23
     
    Movement: Running: 12m/24m
    Flight: 53m/106m
    Leaping: 4m/8m
    Swimming: 4m/8m
    Teleportation: 5m/10m
    Tunneling: 6m/12m
     
    Cost Powers END
    Mutation:Graviton energy form, all slots OIAID (-¼), Unified Power (-¼)
    53 1) Flight 53m, Costs Endurance Only To Activate (+¼), Usable [As Second Mode Of Movement] (Underwater; +¼) (79 Active Points) 7
    45 2) +45 STR, Reduced Endurance (0 END; +½) (67 Active Points); Unified Power (-¼)
    20 3) +6 OCV (30 Active Points)
    10 4) +3 DCV (15 Active Points)
    10 5) +15 CON (15 Active Points)
    13 6) +2 SPD (20 Active Points)
    7 7) +11 REC (11 Active Points)
    10 8) +30 STUN (15 Active Points)
    4 9) +30 END (6 Active Points)
    29 10) Gravitic perception: Detect A Large Class Of Things 13- (Touch Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Partially Penetrative, Range, Targeting, Telescopic: +6 (43 Active Points) 0
    13 11) Knockback Resistance -20m (20 Active Points) 0
    7 12) Teleportation: Floating Fixed Location (2 Locations) (10 Active Points) 0
     
    Muation:Graviton energy form, all slots Unified Power (-¼), Perceivable (-¼), Only In Alternate Identity (-¼)
    19 1) LS (Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (34 Active Points) 0
    26 2) Resistant Protection (15 PD/15 ED) (45 Active Points) 0
    2 3) +3 PD (3 Active Points)
    2 4) +3 ED (3 Active Points)
    5 5) Power Defense (9 points) (9 Active Points) 0
     
    40 Multipower, 60-point reserve, (60 Active Points); all slots Unified Power (-¼), Only In Alternate Identity (-¼)
    4f 1) Gravtic crush: Drain BODY 6d6 (60 Active Points) 6
    4f 2) Warping the EM spectrum: Invisibility to Sight, Radio and Hearing Groups , No Fringe, Reduced Endurance (0 END; +½) (60 Active Points) 0
    4f 3) Gravitic warping of time and space: Teleportation 5m, No Relative Velocity, x2 Increased Mass, MegaScale (1m = 10,000 km; +2) (60 Active Points) 6
    4f 4) Tunneling 6m through 21 PD material, Costs Endurance Only To Activate (+¼) (60 Active Points) 5
    3f 5) Gravity field: Area Of Effect (16m Radius; +¾), Selective (+¼) for up to 48 Active Points of Strength (48 Active Points) 5
     
     
    Perks
    5 Money: Well Off
     
    Talents
    6 +2/+2d6 Striking Appearance (vs. all characters)
     
    Skills
     
    3 Concealment 13-
    3 Criminology 13-
    3 Deduction 13-
    3 Forensic Medicine 13-
    5 Horror writer: PS 14-
    3 Navigation 13-
    3 Scholar
    1 1) All the worlds monster of myth,legend of earth: KS (2 Active Points) 11-
    1 2) Criminal Law and Procedures: KS (2 Active Points) 11-
    1 3) Criminal Underworld: KS (2 Active Points) 11-
    1 4) Current Events: KS (2 Active Points) 11-
    1 5) Law Enforcement World: KS (2 Active Points) 11-
    1 6) Literature (Horror fiction): KS (2 Active Points) 11-
    3 Streetwise 12-
    0 Everyman skills
    0 1) Conversation 8-
    0 2) Language: English (idiomatic; literate) (5 Active Points)
    0 3) Climbing 8-
    0 4) AK: USA 8-
    0 5) Paramedics 8-
    0 6) Persuasion 8-
    0 7) Comic artist: PS (Custom Adder) 11-
    0 8) TF: Custom Adder, Small Motorized Ground Vehicles
     
    Total Powers & Skill Cost: 377
    Total Cost: 400
     
    400+ Matching Complications
    15 Dependent NPC: Editor Infrequently (Incompetent; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
    20 Enraged: if normals are endangered (Common), go 11-, recover 11-
    10 Psychological Complication: Code vs killing (Common; Moderate)
    10 Psychological Complication: Loves playing up the spooky motif (Common; Moderate)
    10 Psychological Complication: hates dealing with incompetence (Uncommon; Strong)
    5 Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
    5 Distinctive Features mental energy attraction: detectable by mental sense (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
     
    Total Complications Points: 400
     
    Background/History: Rena is a ,but has only had her powers for a year though she is in her late 20's
    she has had good success writing horror/action books(3 books since she started at 25)
    she has taken the past year to learn and develop her powers and the Wraith persona
    she has yet to make an appearance in public
    Before her writing career took of Rena worked as a Crime scene Investigator
     
    Personality/Motivation: thrill seeker
    a way to expand her writings
    develope a new character to write about
     
    Quote: she is generally silent
     
    Powers/Tactics: Str 55:just pretty much brick tactics
    Flight:flys upright and strides when moving
    She becomes an semi solid energy being when powered up
    N-ray perception:mass detection based on touch(and can easily id targets by it)
    Speed:she is using gravity to warp time/space(slowing everything vs her)
    Teleportation:using gravity to warp 2 points in space
    Drain:she is creating an intense gravity field to crush her target into a singlularity(think of a sub going past crush depth)
    Tunneling:just a movement version of Drain
    Knockback resistance:using gravity to lock her in place
    Invisibility:expanding and refining of her skin tight field to include her clothing
     
    Campaign Use: Flying Brick
    Transport
     
    Appearance: 34c-22-35
    she looks like a set of animated clothing(nobody looks to be in the clothing but they look as if being worn)
    when in her energy form she looks like a very strong heat shimmer(a very bad invisiblity fringe effect visible beyong 2m)
    see picture

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  13. Red Cloud

    Red Cloud is war leader and a chief of the Oglala Lakota (Sioux) since 1868. One of the most capable Native American opponents the United States Army faced, he led a successful campaign in 1866Ð1868 known as Red Cloud's War over control of the Powder River Country in northeastern Wyoming and southern Montana.
    Red Cloud's War was the name the US Army gave to a series of conflicts fought with American Indian Plains tribes in the Wyoming and Montana territories. The battles were waged between the Northern Cheyenne, allied w/ Lakota and Arapaho bands, against the United States Army between 1866 and 1868. In December 1866, the Native American allies attacked and defeated a United States unit in what the whites would call the Fetterman Massacre (or the Battle of the Hundred Slain); it was the event on the Plains to that point with the highest US fatalities.
    Captain William J. Fetterman was sent from Fort Phil Kearny with two civilians and 79 cavalry and infantrymen to chase away a small Indian war party that had attacked a wood party days before. Captain Frederick Brown accompanied Fetterman; the two were confident in their troops and anxious to go to battle with the Indians. They disobeyed orders to stay behind the Lodge Trail Ridge and pursued a small decoy band of warriors, led by an Indian on an apparently injured horse. The decoy was the prominent warrior Crazy Horse. Fetterman and his troops followed the decoy into an ambush by more than 2,000 Sioux, Cheyenne, and Arapaho. Combined Indian forces suffered only 14 casualties, while they killed the entire 81-man US detachment.
    Following this battle, a US peace commission toured the Plains in 1867 to gather information to help bring about peace among the tribes and w/ the US. Finding that the American Indians had been provoked by white encroachment and competition for resources, the commission recommended assigning definite territories to the Plains tribes. The Lakota, Northern Cheyenne, and Arapaho bands, and others settled for peace with the US under the Treaty of Fort Laramie. The US agreed to abandon its forts and w/draw completely from Lakota territory.

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  14. William James

    James spent almost his entire academic career at Harvard. He was appointed instructor in physiology for the spring 1873 term, instructor in anatomy and physiology in 1873, assistant professor of psychology in 1876, assistant professor of philosophy in 1881, full professor in 1885, endowed chair in psychology in 1889, return to philosophy in 1897, and emeritus professor of philosophy in 1907.
    James studied medicine, physiology, and biology, and began to teach in those subjects, but was drawn to the scientific study of the human mind at a time when psychology was constituting itself as a science. James's acquaintance with the work of figures like Hermann Helmholtz in Germany and Pierre Janet in France facilitated his introduction of courses in scientific psychology at Harvard University. He taught his first experimental psychology course at Harvard in the 1875-1876 academic year.
    During his Harvard years, James joined in philosophical discussions with Charles Peirce, Oliver Wendell Holmes, and Chauncey Wright that evolved into a lively group informally known as The Metaphysical Club in 1872. Louis Menand speculates that the Club provided a foundation for American intellectual thought for decades to come. It was during this time he also had the pleasure of teaching a young Theodore Roosevelt.
    James is one of the two namesakes of the James-Lange theory of emotion, which he formulated independently of Carl Lange in the 1880s. The theory holds that emotion is the mind's perception of physiological conditions that result from some stimulus. In James's oft-cited example; it is not that we see a bear, fear it, and run. We see a bear and run, consequently we fear the bear. Our mind's perception of the higher adrenaline level, heartbeat, etc., is the emotion.

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  15. Joni Lightspeed

    Flying Energy Blaster
    weak in power output but has trained and created her own ranged martial art to better focus her energy attacks
     
    Joni Lightspeed
     
    Val Char Cost Roll Notes
    7/15 STR -3 10- / 12- Lift 66.0kg/200.0kg; 1d6/3d6
    10/18 DEX 0 11- / 13- OCV: 3/9/DCV: 3/9
    10/25 CON 0 11- / 14-
    18 INT 8 13- PER Roll 13-
    11 EGO 1 11- ECV: 1 - 1
    18 PRE 8 13- PRE Attack: 3 ½d6
     
    3/9 OCV 0
    3/9 DCV 0
    1 OMCV -6
    1 DMCV -6
    2/6 SPD 0 Phases: 6, 12/2, 4, 6, 8, 10, 12
     
    2/25 PD 0 Total: 2/25 PD (0/15 rPD)
    2/25 ED 0 Total: 2/25 ED (0/15 rED)
    4/15 REC 0
    20 END 0
    10 BODY 0
    20/50 STUN 0 Total Characteristic Cost: 1
     
    Movement: Running: 12m/24m
    Flight: 85m/10880m
    Leaping: 2m/4m
    Swimming: 4m/8m
     
    Cost Powers END
    Energy form, all slots Only In Alternate Identity (-¼), Unified Power (-¼)
    5 1) +8 STR (8 Active Points) 1
    11 2) +8 DEX (16 Active Points)
    10 3) +15 CON (15 Active Points)
    20 4) +6 OCV (30 Active Points)
    20 5) +6 DCV (30 Active Points)
    27 6) +4 SPD (40 Active Points)
    5 7) +8 PD (8 Active Points)
    5 😎 +8 ED (8 Active Points)
    7 9) +11 REC (11 Active Points)
    10 10) +30 STUN (15 Active Points)
    31 11) Endurance Reserve (180 END, 25 REC) (63 Active Points); Perceivable (-½) 0
    43 12) Resistant Protection (15 PD/15 ED/10 Mental Defense/10 Power Defense) (75 Active Points); Perceivable (-¼) 0
    13 13) Absorption 12 BODY (energy, Body, Stun,End reserve), Characteristics (+½), Expanded Effect (x3 Characteristics or Powers simultaneously) (+1) (30 Active Points); Only Restores To Starting Values (-½), Perceivable (-¼) 0
    24 14) Life Support (Eating: Character only has to eat once per week; Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (36 Active Points) 0
    13 15) Energy awareness: Spatial Awareness (Sight Group) (20 Active Points) 0
     
    87 Energy Manipulation: Multipower, 130-point reserve, (130 Active Points); all slots Only In Alternate Identity (-¼), Unified Power (-¼)
    5f 1) Gravity bolt: Blast 9d6, Reduced Endurance (½ END; +¼), No Range Modifier (+½) (79 Active Points) 3
    Notes: 11d6 w/ ranged MA
    5f 2) Laser Bolt: Killing Attack - Ranged 3d6, Reduced Endurance (½ END; +¼), No Range Modifier (+½) (79 Active Points) 3
    Notes: 4d6-1 RKA w/ ranged MA
    4f 3) Maser: (Total: 80 Active Cost, 38 Real Cost) Killing Attack - Ranged 1 point, Reduced Endurance (½ END; +½), Area Of Effect Nonselective (128m Cone; +1), Penetrating (x2; +1), Autofire (3 shots; +¼), Non-Standard Attack Power (+1) (24 Active Points); No Range (-½), Limited Power Power loses about a third of its effectiveness (Only vs Electronics and EMP sensitive persons or stuff; -½) (Real Cost: 10) plus Sight and Radio Groups Flash 4d6, Area Of Effect (128m Cone; +1 ¼) (56 Active Points); No Range (-½) (Real Cost: 28) 7
    3f 4) Combat flight: Flight 28m, Position Shift, Usable [As Swimming] (+¼), Costs Endurance Only To Activate (+¼) (49 Active Points) 4
    9f 5) Really fast mover in atmosphere: Flight 57m, x128 Noncombat, Costs Endurance Only To Activate (+¼), Rapid Noncombat Movement (+¼) (130 Active Points) 11
    Notes: Max Non-combat 21,888 mph or Mach 28.43 at sea level
    4f 6) Space Flight 10m, Costs Endurance Only To Activate (+¼), MegaScale (1m = 1 light year; +4 ¼) (55 Active Points) 5
    5 Basic Shot +2 +0 Weapon, ranged attack
    Notes: +2 damage classes +1 for no range mod
    5 Basic Disarm +2 +0 Weapon, Strike
    Notes: +2 DC's +1 for no range
    5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove
     
    Perks
    2 Money: Well Off
     
    Talents
    3 +1/+1d6 Striking Appearance (vs. all characters)
     
    Skills
    3 Scientist
    1 1) Nuclear Physics: Science Skill 11- (2 Active Points)
    1 2) Physics: Science Skill 11- (2 Active Points)
    1 3) Quantum Physics: Science Skill 11- (2 Active Points)
    0 Pre based may add +1 for Striking Appearance
    3 1) Charm 13-
    3 2) Persuasion 13-
    3 Computer Programming 13-
    3 Navigation 13-
    0 everyman skills
    0 1) Acting 8-
    0 2) Climbing 8-
    0 3) Concealment 8-
    0 4) Deduction 8-
    0 5) Language: English (completely fluent; literate) (4 Active Points)
    0 6) Paramedics 8-
    0 7) PS: Scientist 11-
    0 😎 Shadowing 8-
    0 9) Stealth 8-
    0 10) TF: Everyman Skill, Small Motorized Ground Vehicles
    0 11) AK: USA 8-
     
    Total Powers & Skill Cost: 399
    Total Cost: 400
     
    400+ Matching Complications
    10 Distinctive Features: Glows like a freaking star (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    20 Enraged: when normals are harmed (Common), go 11-, recover 11-
    20 Hunted: by the corperation that caused her transformation Infrequently (Mo Pow; NCI; Harshly Punish)
    20 Psychological Complication: Protective of normals (Very Common; Strong)
    5 Social Complication: Secret Id Infrequently, Minor
     
    Total Complications Points: 400
     
    Background/History: Substandard equipmet used by the company Joan use to work for is the cause of her transformation
     
    Personality/Motivation: Protect the innocent
     

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  16. Valiant

    Valiant is a former TV actor turned force-field-wielding superhero. He has a strong conviction that super-powered individuals should use their powers for good.
     
    Background:
     
    Hello, I’m Mason Cortez. If I sound familiar it’s because I used to play the superhero Valiant on the hit TV show Royal Powers. Each week I would join my mentors Lord and Lady Liberty to take on injustice and stand up for those who couldn’t stand for themselves. We had every intention of providing you with six seasons and a movie, but as you know real life intervened.
     
    More precisely, the super villain Subjugation crashed the live broadcast of our season three finale. While I’m sure you’ve seen the footage of me using my powers to save the cast and crew from harm, it wasn’t my intention to steal the limelight that day. If all had gone as planned, we would have swept the Emmy’s for best special effects and best live performance.
     
    Instead I learned that not everyone with powers uses them responsibly. When someone like Subjugation enters your life, you have to make some quick choices. Do I stand by and let him dominate my friend? Do I allow someone to be shot when I have the power to prevent it? Do I hide my amazing gifts for fear of what others may think?
     
    No. Someone like me does not stand idly by. I believe those with special abilities have a responsibility to act, a moral obligation to use their talents for the greater good. For many years I was content to use my gifts just to entertain and amuse, but now I see I can and must do more.
     
    Subjugation has been punished for his crimes, but there are others like him out there. People who terrorize rather than inspire; those who seek to harm rather than to construct a better world. If you’re like me and blessed with amazing powers, I encourage you to do something wonderful with them.
     
    You don’t have to make the news to make a difference. All you have to do is be willing to share some of your time and effort. Find the hero within yourself, and you’ll find a better world welcoming you.
     
    Hello, I’m Valiant. I don’t just play a hero, I am one.

    68 downloads

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  17. Marshal Seth Bullock

    Bullock came to Deadwood, South Dakota, on August 1, 1876, whereupon he opened a hardware store. Soon after his arrival, Bullock was asked to become the town's first sheriff. He accepted the job and continued to operate the hardware store on the side. Bullock was as brave a man as one could ask for, and a crack shot besides, but even so he used his gun rarely. He preferred strong words to hot lead. Later in his life, Bullock owned and operated a ranch which bordered on Teddy Roosevelt's Elkhorn ranch. Bullock is credited w/ introducing alfalfa as a crop to the Black Hills on his very ranch.

    67 downloads

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  18. Mind Hunter

    BACKGROUND
    Adelle Drum is from a well to do family and was a brilliant medical student when her little sister was abducted. After two years during which she finished her medical degree and began her internship to be a pediatrician, her sister's body was discovered when a serial killer was caught and revealed the body's location along with those of 30 other children.
     
    Adelle applied to the FBI and got assigned to the division which profiles and hunts serial killers, though she also frequently helped out with 'stranger abductions' in child kidnapping situations. Truth to tell, she'd always known about her mental powers but had kept them to herself until her sister's fate was discovered.
     
    In the FBI, she continued to hide her mental powers, but used them surreptitiously to solve crimes as quickly as possible. Even with her powers, she could not single handedly stop all the predators or save all the innocents. And then there were the ones she couldn't prove were guilty. Knowing for a fact that they were going to commit further crimes, that they were in fact already planning their next crimes with the benefit of learning from the errors that had drawn suspicion on them this time, she began stalking the ones that 'got away' and using mental, psychic surgery to change their personalities and memories so that they would never commit a crime again.
     
    But this came with a cost. For each memory she removed became hers as if she'd committed the crimes, for a time. And each twisted belief or need she undid became a craving within her for a time. Though she could resist acting on these perversions within her mind, and they all faded away gradually as her mind 'healed' from each experience, they each took a toll and as she pushed herself to do more and more and allowed herself less and less time to recover between 'surgeries', she finally cracked.
     
    'Mental breakdown' was the diagnosis, and the end of her career in the FBI. For a time, while still bedridden, she wrote books, dictating them in an effort to create a greater public awareness of the dangers among them. The predators who blended in, just waiting to single out a vulnerable innocent as their prey. Ironically, she became very successful and respected as an author, and her books added to her inherited wealth.
     
    Eventually, though she practiced as a physician and psychiatrist and helped people in other ways, she could not stay on the sidelines no longer and she sought out a position, any position, which would allow her to hunt criminals again. By finally revealing her super powers, though not admitting that she'd had them all along, she was able to become a '"Sanctioned Superhero".
     
     
    PERSONALITY
    Adelle feels tremendously guilty about having hidden her mental powers, irrationally (she knows) feeling that if she had revealed them sooner, she could have saved her sister or at least some few more of all the victims that she failed. She never revels in success, only berating herself for each perceived failure. And driving herself harder.
     
    Her decision to finally 'come out of the closet' as a telepath is a kind of pennance and self punishment as much as it is a strategy to continue the fight. No law enforcement agency would take her after the mental breakdown which ended her FBI career. Fortunately, "Super Heroes" are not held to quite as high a mental standard.
     
     
    POWERS/TACTICS
    Adelle is physically capable of surviving an encounter with most normal humans, but knows she is very vulnerable to others with super powers. She knows she needs to be with a group, a solid group that can work together and trust one another in order to survive an encounter with superhuman villians.
     
    Her most effective strategy is to stay out of direct encounters and pick out useful information from a villian's brain or locate a villian's hiding place in preparation for a group assault.
     
    Her most effective combat power is her ability to create a 'mental fugue' in a person's mind. Their thoughts repeat over and over in a cycle rendering them unable to move until they can muster the mental strength to break out. She can do this either to a single target, or more instictively, in a wide radius around her which affects all human adult minds around whether in her line of sight or not.
     
     
    CAMPAIGN_USE
    Primarily a support character in combat, capable of temporarily immobilizing opponents or crowds of minions or innocents for crowd control and providing immediate, battle field medical care. Out of combat she's an investigator and may be able to open investigative doors due to her background and skills and perks.
     
    The GM can limit her ability to make long lasting if not permanent changes to other characters' memories or Pschological Disadvantages to any degree, even making them only an interesting part of her background. In practice, to do either "Psionic" or "Psychic" surgery, she would have to spend hours with the unconscious subject, first using her Telepathy to plumb the depths or the subjects memories and or psyche and then applying one or both Transformation powers as many times as necessariy to overcome the subject's EGO (x2 EGO from cumulative transformation effects are required).
     
    As an unintended consequence, Mind Hunter can never use her Telepathy to memory or subconcious level on a subject after a successful mental surgery or else she will undo the effects of the surgery!

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  19. Primeforce

    This is the first of the NPC characters of the hero team "The Vanguard," from my super-hero world, "Improbable Comics." The Vanguard is based in Miami and is the world's second super-hero team, in a world where meta-humans have only been in existence for around 6 years. The team consists of the heroes (players) The Black Hand, Iron Knight, Speed Metal, Voltage, (NPCs) Surefire, Primeforce, Dr. Ego and, occasionally, (player) Corona. They are all based on 400 points, but have earned around 25 exp. The Vanguard is sponsored by enigmatic billionaire "Roark" (secretly a meta-human calling himself "The Night Shade," but not yet a public figure) and operate off of a 25 acre estate north of Miami on Biscayne Bay.
     
    Primeforce is an FBI Special Agent who gained her powers from a mysterious orb in an Everglades shack during a gunfight. She has the ability to control the fundamental forces of nature: the Strong Interaction, the Weak Interaction, Electromagnatism and Gravitation allowing her to manifest a great range of powers even and including the creation of matter.
     
    If you have any critiques or suggestions I am completely open to them, hoping to refine my character design skills. Feel free to use her in your campaign if you like. I recommend using the TashaUltimateCharaterSheet when printing out this character.
     
    Kyle Stoddard
     
    P.S. A shout out to Fotosearch for the picture used for Primeforce. If only I could draw.....

    67 downloads

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  20. Morgoth

    A collosal figure striding across a glacier of fire and ice, destroying all around him for a hundred thousand meters.

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  21. Shinigami

    Shinigami is one of the main characters in my current campaign "Something Wicked This Way Will Come"
    Shinigami is mutant who can meld with and step through shadows, he is trained in and teaches Kage Ryu Kenjutsu. He is determined to hunt down his parents' killer and avenge them, currently the only suspect he has is the Blue Moon Killer.

    59 downloads

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  22. Dr. Ego

    Dr. Ego is a former Russian FSB spy who invented a drug that gives him powerful mental abilities while working as a mole at a U.S. pharmaceutical company. Betrayed by his FSB handler and wife, who was also a spy, Dr. Ego joined the hero team the "Vanguard" to try and bring down the mysterious international crime cartel "Illuminatus" who corrupted the only women he ever loved.
     
    Note: Dr. Ego is a 6th edition update of a character my friend Craig created many years ago before he passed away. This is a small tribute to him.
     
    If you have any critiques or suggestions I am completely open to them, hoping to refine my character design skills. Feel free to use her in your campaign if you like. I recommend using the TashaUltimateCharaterSheet when printing out this character.
     
    Kyle Stoddard
     
    P.S. The Vanguard is based in Miami and is the world's second super-hero team, in a world where meta-humans have only been in existence for around 6 years. The team consists of the heroes (players) The Black Hand, Iron Knight, Speed Metal, Voltage, (NPCs) Surefire, Primeforce, Dr. Ego and, occasionally, (player) Corona. They are all based on 400 points, but have earned around 25 exp. The Vanguard is sponsored by enigmatic billionaire "Roark" (secretly a meta-human calling himself "The Night Shade," but not yet a public figure) and operate off of a 25 acre estate north of Miami on Biscayne Bay.
     
    The picture of Dr. Ego was created using the Champions Online character creation system.

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  23. Mary Calkins

    In 1882, Calkins entered into Smith College as a sophomore. She studied for the year, but in 1883 with the death of her sister she took the year off from college and studied on her own. She then returned to Smith College in 1884 to graduate with a concentration in classics and philosophy.
    Upon graduation, Calkins and her family took a sixteen month trip to Europe. When she returned to Massachusetts, her father set up an interview with the President of Wellesley College, an all women's college, for a tutoring job. She worked as a teacher in the Greek department for three years until a professor in the Psychology department took notice of Calkins' excellent teaching and offered her a teaching position, as long as she studied psychology for a year prior to teaching. Mary accepted the position and began to look for places to expand her knowledge of psychology.
    There were not many options for women at the time looking for a place to study and graduate with a degree in psychology. Calkins decided to take classes at Harvard Annex, taught by Josiah Royce. Royce influenced Calkins to take regular classes through Harvard, taught by William James, w/ males as her peers. The president of Harvard, Charles William Eliot, was opposed to this idea; a woman learning in the same room as a man. With pressure from James and Royce, along with a petition from Mary's father, Eliot finally gave in and allowed Calkins to study in the regular classes, w/ the stipulation that she was not to be a registered student. The next few years, Calkins continued to excel in the field of psychology, working on more graduate work.
    On her work with James: I began the serious study of psychology with William James. Most unhappily for them and most fortunately for me the other members of his seminary in psychology dropped away in the early weeks of the fall; and James and I were left not, as in Garfield's vision of Mark Hopkins and himself, at either end of a log but quite literally at either side of a library fire. The Principles of Psychology was warm from the press; and my absorbed study of those brilliant, erudite, and provocative volumes, as interpreted by their writer, was my introduction to psychology. What I gained from the written page, and even more from tete-a-tete discussion was, it seems to me as I look back upon it, beyond all else, a vivid sense of the concreteness of psychology and of the immediate reality of "finite individual minds" with their "thoughts and feelings. James's vituperation of the "psychologist's fallacy" -- the "confusion of his own standpoint with that of the mental fact about which he is making his report" -- results directly from this view of introspection as immediate experience and not mere inference from experience. From introspection he derives the materials for psychology. "Introspective observation," he expressly asserts, "is what we have to rely on first and foremost and always...."

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  24. Chad's Geodesics Update

    My 6th Edition updates for the Geodesics from my campaign (Expanded to include Thunder and Lightning, Panda and Raccoon.

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  25. Gunsmoke

    Gunsmoke is one of the main characters in my current campaign "Something Wicked This Way Will Come"
    Gunsmoke was a budding Bushranger in 19th century in the Brisbane area, while escaping from the police he and his companions rode straight through an aboriginal cemetery, through some sort of portal and into the Dreamtime. Gunsmoke and his companions had many adventures together within the dreamtime, unfortunately one of his companions was a Vampyri, who slowly and secretly killed off the group. Gunsmoke, by now out of ammunition, fled when he discovered the Vampyri. Wandering into an Aboriginal Encampment half starved and dehydrated, he was nursed back to health and taught how to survive in the wild. Later, his tale of the Vampyri, (known as a Talamaur to the Aboriginals) encouraged the Elders to conduct a special ritual to empower Gunsmoke with the means to hunt and defeat the Talamaur. Afterwards Gunsmoke was somewhat resistant to injury, he even healed faster, he didn't need to sleep as long, nor did he need to eat as often, could see (detect) magic, mystical objects and creatures and his gun now fired bullets without having to be loaded.
    He recently leaped through another portal pursued by a giant snake, ending up in New Brisbane in the year 2015.

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