Susano Posted March 8, 2004 Report Share Posted March 8, 2004 ARGUROUS ASTRAPH "Silver Lightning" (Dimitra Poulis) Val CHA Cost Roll Notes 14 STR 4 12- Lift 174 kg; 2 1/2d6 HTH Damage 18 DEX 24 13- OCV: 6 / DCV: 6 13 CON 4 12- 11 BODY 2 11- 18 INT 8 13- PER Roll 13- 14 EGO 8 12- ECV: 5 23 PRE 13 14- PRE Attack: 4 1/2d6 10 COM 0 11- 6 PD 3 Total: 26 PD (20 rPD) 6 ED 3 Total: 26 ED (20 rED) 5 SPD 22 Phases: 3, 5, 8, 10, 12 8 REC 4 50 END 12 30 STUN 5 Total Characteristics Cost: 112 Movement: Flight: 18" / 288" Running: 9" / 18" Swimming: 3" / 6" Cost Powers & Skills Martial Arts: General Combat Training Maneuver OCV DCV Damage 5 Block +1 +3 Block, Abort 4 Dodge +0 +5 Dodge versus All, Abort 3 Joint Lock +0 -1 Grab One Limb, 24 STR To Hold On 4 Punch/Snap Kick +0 +2 4 1/2d6 Strike 5 Side/Spin Kick -2 +1 6 1/2d6 Strike 3 Slam +0 +1 2 1/2d6 +v/5; Target Falls 65 Lightning: EB 13d6, Autofire (3 shots; +1/4); OIHID (-1/4), END 8 8 Body of Metal: HA +2d6, Reduced Endurance (0 END; +1/2); OIHID (-1/4), Hand-to- Hand Attack (-1/2) 40 Body of Metal: Armor (20 PD/20 ED); OIHID (-1/4), 1/2 Effect Versus Sonic And Vibratory Attacks (-1/4) 41 Flight: 18", x16 Noncombat; OIHID (-1/4), END 5 6 Running: +3" (9" total), END 2 1 Swimming: +1" (3" total), END 1 Perks: 20 Contact: The United Nations (extreme useful skills and resources, access to major institutions, significant Contacts, organizational) 14- 5 Fringe Benefit: International Police Powers 8 Fringe Benefit: International Super Teams Rank (Supreme Commander) 9 Reputation: Supreme Commander of the IST (Worldwide, 14-) +3/+3d6 Skills: 8 Combat Skill Levels: +4 OCV with Lightning 10 Combat Skill Levels: +2 with Hand-to-Hand Combat 3 AK: Greece 13- 3 AK: NYC 13- 3 AK: The World 13- 3 Bureaucratics 14- 0 Climbing 8- 0 Concealment 8- 3 Conversation 14-- 5 Criminology 14- 0 Deduction 8- 7 High Society 16- 3 Interrogation 14- 3 KS: International and UN History 13- 4 Language: English (Idiomatic) 0 Language: Greek (native) 4 Language: Russian (Idiomatic) 5 Oratory 15- 0 Paramedic 8- 3 PS: Writing 13- 0 Shadowing 8- 3 SS: Agronomy 13- 0 Stealth 8- 7 Tactics 15- 0 TF: Small Motorized Ground Vehicles 304 Total Powers & Skills Cost 416 Total Character Cost 200+ Disadvantages 25 Hunted: IST/UN-hostile Countries 8- (MoPow, NCI) 15 Psychological Limitation: Sense Of Duty To Teammates, IST, The UN (in that order) (C, S) 20 Psychological Limitation: Vow To Serve And Defend The UN And Its Ideals (VC, S) 15 Social Limitation: Public Identity (Dimitra Poulis) (F, M) 20 Social Limitation: Subject to Orders (VF, M) 121 Experience 416 Total Disadvantage Points Background/History: Born to a poor Greek farming family, Dimitra first transformed into her metal-bodied form while still a teenager. Declared a metahuman by the town doctor, she was instantly recruited into the Greek army, who promptly put her through extensive training and testing. She proved her worth by personally stopping an attempted coup in 1967, receiving the medal of honor for her efforts. At the age of 25 she was one of the highest ranking metahuman officers in the Greek army, and commanded the entire metahuman division at the age of 30. Dimitra became part of the European Common Market superteam in 1981, and when that team was disbanded in 1982, resigned from the Greek army and enlisted with the UN's International Super Teams program. Made the supreme commander of all IST forces, she then moved to the New York IST office and made herself at home. Personality/Motivation: Dimitra is always willing to be there for her friends (and she considers everyone her friend unless events prove otherwise). However, when the need arises, she can be stern and capable commander, ruthless and efficient. Her ruthlessness extends only to the opposition, she doesn't believe in fighting fair and is utterly unperturbed by enemy casualties of any amount. Dimitra never considers her teammates expendable and will rework any mission plan to minimize the threat to those under her command. Quote: "Nobody ever said we had to fight fair." Powers/Tactics: Hit them hard and fast. With over 20 years of experience, both military and as IST commander, Dimitra has seen it all and then some. In combat she doesn't mess around; grandstanding is for fools and megalomaniacs, while a successful military op requires coordination and timing. She will also carefully examine any battleplan for flaws and will instantly remove any part that exposes her team to undue risk. Appearance: Dimitra stands 6'3" and weighs 180 pounds. She normally has black hair and eyes, while her "Body of Metal" gives her silver skin, hair, and eyes. Her costume is a legless and sleeveless bodystocking with gloves to the mid-bicep and thigh-high boots. Designer's Notes: Argurous Astraph is an interesting character, hailing from the GURPS International Super Teams sourcebook. She's fairly expensive, but then, she is a 1,075-point GURPS Super. If i was going to use her in a Champions game, I would make a few changes: Up her OIHID STR to 20, and OIHID CON to something like 23 or 25. Her defenses might be even higher than listed, as her GURPS Damage Resistance is 40, and some of that might not be subject to OIHID... Otherwise, she's a perfectly acceptable character. (Argurous Astraph created by Robert M. Schroeck, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted March 8, 2004 Author Report Share Posted March 8, 2004 CASCADE (Katherine "Katy" Andrews) Val CHA Cost Roll Notes 10 STR 0 11- Lift 100 kg; 2d6 HTH Damage 20 DEX 30 13- OCV: 7 / DCV: 7 16 CON 12 12- 13 BODY 6 12- 16 INT 6 12- PER Roll 12- 19 EGO 18 13- ECV: 3 15 PRE 5 12- PRE Attack: 2d6 14 COM 2 12- 8 PD 6 Total: 8 PD 6 ED 3 Total: 6 ED 4 SPD 10 Phases: 3, 6, 9, 12 6 REC 2 40 END 4 30 STUN 4 Total Characteristics Cost: 108 Movement: Running: 7" / 14" Swimming: 14" / 56" Cost Powers & Skills 35 Water Control: Multipower, 70-Point Pool, Requires Reasonable Quantities Of Water, Power Effects May Vary Depending On Available Water (-1) 2 u Water Cannon: EB: 8d6, Double Knockback (+3/4); Reduced By Range (-1/4), Only Does Half The Damage Rolled On The Dice To A Target (-1/2), END 7 2 u Water Jet: EB: 8d6; Reduced By Range (-1/4), END 4 1 u Control Liquid: Telekinesis (5 STR), Affects Porous, Fine Work, END 2 69 Body of Water: Desolidification (affected by energy attacks), Reduced Endurance (0 END; +1/2); Cannot Pass Through Solid Objects (-1/2), Does Not Protect Against Damage (-1) plus Physical Damage Reduction, 1/2; Linked (-1/2), Only Affects "Crushing Attacks" (clubs, fists, force beams, etc.; -1/2) plus Physical Damage Reduction, Resistant, 3/4; Linked (-1/2), Only Affects "Edged" Attacks (arrows, blades, bullets, etc.; -1/4) 6 At Home In The Water: Life Support (Expanded Breathing [underwater], Safe Environment [High Pressure]) 5 Altered Physical Form: Life Support (Immune To Aging) 2 Running: +1" (7" Total), END 1 22 Swimming: +12", x4 Noncombat Movement (14" Total), END 3 16 Sharp Senses: +8 with Smell and Taste PER Rolls 18 Body of Water: Invisibility to Sight Group, No Fringe, Reduced Endurance (0 END; +1/2); Only in Water (-1 1/2) Talents: 3 At Home In The Water: Environmental Movement (Aquatic) Skills: 16 Combat Skill Levels: +2 with Combat 3 Acrobatics 13- 0 AK: Sydney, Australia 8- 0 Climbing 8- 3 Concealment 12- 0 Conversation 8- 0 Deduction 8- 3 KS: Dancing 13- 0 Language: English (native) 3 Mechanics 12- 2 Navigation (Marine) 12- 0 Paramedic 8- 2 PS: Fishing 11- 2 PS: Scientist 11- 0 Shadowing 8- 4 SS: Ecology 13- 4 SS: Marine Biology 13- 1 SS: Nuclear Physics 8- 4 SS: Zoology 13- 3 Stealth 13- 2 Survival (Marine) 12- 2 TF: Small Motorized Ground Vehicles, SCUBA, Small Motorized Boats 242 Total Powers & Skills Cost 350 Total Character Cost 150+ Disadvantages 5 Distinctive Features: White Eyes (EC) 20 Hunted: U.S. Navy (MoPow, NCI) 8- 10 Money: Destitute 10 Psychological Limitation: Alcoholic (C, M) 10 Psychological Limitation: Bad Tempered (C, M) 20 Psychological Limitation: Fanatical Protection Of The Biosphere (VC, S) 10 Psychological Limitation: Seeks To Avenge Her Death (C, M) 10 Reputation: Criminal Eco-terrorist 11- 30 Vulnerability: x2 STUN From Heat And Flame Attacks 75 Experience 350 Total Disadvantage Points Background/History: Born in 1920, Katherine Andrews was a ecologist long before it became recognized as a viable science. Armed with a doctorate in marine biology, she fought for a number of ecological issues and reforms, eventually turning her attention to the marine testing of nuclear weapons. However, the Unites States paid little attention to a lone Australian scientist and continued their tests. Katherine, however, decided she's make her case known, and managed to sneak ashore a designated test island. Living off the land for a few weeks, Katherine prepared for the test by building a large bonfire, thus signaling her presence to the American military. One of the scientists responsible for the test attempted to remove her personally, but she hid, forcing him to leave and return with reinforcements. However... A second scientist, one Harvey Banks, informed the military the island was now clear and the test could proceed. Katherine was atomized instantly, her molecular structure scattered across the land,water, and high into the air. After several decades enough of Katherine had reformed to allow her to regain consciousness. A few years after that, and she was fairly solid, with the ability to assume a pure water form at will. She looked as she had in 1952, and could once again interact with human society. Her first act was to attempt to kill the man who had tried to remove her from the island. She found him, but her attacked proved fruitless. Like herself, he had been changed by the blast and was far more powerful than she was. However, he was amused by her unexpected appeared and informed her of Harvey Banks whereabouts. Cascade (as she now called herself) failed on that mission as well, but refuses to give up, no matter what. Currently, Cascade has turned her attention to the environment and those who pollute it. She attacks just about anyone, from litterbugs to those who operate factories and refineries, and has no compunctions about killing those who defile the environment. Personality/Motivation: Her time spent as so much scattered atoms has permanently altered Cascade beyond her physical form and powers. She doesn't fully recall her former life, and portions of her personality have been altered. This has left her bad-tempered, irritable, and bitter. Simply put, Cascade is not a happy woman. She can't find Harvey Banks to exact her revenge for her death, she can't change the world's attitude on how it uses (or misuses) the oceans, and she can't keep any of her houseplants alive. She prefers to work alone, but realizes she's not powerful to do so effectively, so she usually cooperates long enough to accomplish a single objective, then leaves. Powers/Tactics: Her time spent in the ocean rebuilding her body now allows Cascade total command and control of water. She can transform herself into a human-sized mass of water at will, and if she's currently in a body of water when she does so, she will effectively become invisible. In addition, she can swim a great speeds, breathe water with ease, and can survive at any depth. Cascade can also control water, forming it into powerful blasts, strong jets, or even into a pliable limb that can pick up small objects. In battle, Cascade will move to a body of water and use that to to fuel her powers (she cannot create water, only manipulate what is present). If needed she will try and open a fire hydrant or activate a sprinkler system if there is no open body of water available. Her favorite tactic is to fight from within a large body of water, as she can use her Body of Water ability to best effect there. Cascade tries to avoid fighting on land, and if forced to do so, will try and remain near any large bodies of water, so she can use her Swimming to escape. She tends to use her Water Cannon in combat, as it does the most damage, although she will use her Water Jet if she feels the increased knockback will enable her to better eliminate her foes (or if she needs to buy time to escape). Appearance: Cascade is 82 years old, but looks to be in her early 30s. She stands 5'9" in height and weighs 120 lbs, with a lithe and athletic figure. Her hair is platinum blonde and cut short, while her eyes are pure white, with no visible pupils. Cascade's costume is a one-piece swimsuit that covers her torso's front, but leaves most of her upper back bare. She also wears a thigh-high left leg and a long glove on her right arm. The fabric of her costume looks to be a fine scale mesh. Designer's Notes: Cascade comes from "GURPS Super Scum", and isn't a bad character for the most part (especially when compared to *most* of the characters in the book). At 350 points she makes an excellent starting superhero (or villain), although most GMs will probably want to alter her origin a bit. Due to the nature of the GURPS engine, she has some major design flaws when compared to the average HERO System character. A few recommendations are as follows: Up Cascade's CON to 20. Increase the TK STR of her Control Liquid power. Make her Damage Reduction independent of her Body of Water power. Naturally, some of these changes will result in Cascade costing more than 350 points, but as a NPC she will probably get a large "villain bonus." As a final note, Cascade perfectly illustrates several of the problems of converting from GURPS Supers to HERO. The first is DEX. Few GURPS Supers characters have high DEXes, and ([DEX x 2] - 10) equals some odd numbers. The second is CON. Very few GURPS characters have a HT (health) score of over 14, and using the same formula as DEX results in CONS of 14-18 -- usually far too low for the average Champions character (on the flip side, few GURPS characters pay END for their powers). Then comes powers. Often, a single power (in this case "Body of Water") translates to multiple HERO System powers all linked together. In some cases, the GURPS power gives an absolute (for example: power X totally prevents event Y from happening), which is nearly impossible to simulate in HERO. (Cascade created by Mark Johnson, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted March 8, 2004 Author Report Share Posted March 8, 2004 DEACON BLUES (Joe Kazanski) Val CHA Cost Roll Notes 33 STR 23 16- Lift 2400 kg; 6 1/2d6 HTH Damage 16 DEX 18 12- OCV: 5 / DCV: 5 13 CON 6 12- 11 BODY 2 11- 16 INT 6 12- PER Roll 12- 10 EGO 0 11- ECV: 3 20 PRE 10 13- PRE Attack: 4d6 16 COM 3 12- 30 PD 23 Total: 30 PD (30 rPD) 30 ED 27 Total: 30 ED (30 rED) 4 SPD 14 Phases: 3, 6, 9, 12 10 REC 0 30 END 2 35 STUN 0 Total Characteristics Cost: 134 Movement: Running: 7" / 14" Swimming: 2" / 4" Cost Powers & Skills Martial Arts: Jujutsu Maneuver OCV DCV Damage 5 Block +1 +3 Block, Abort 4 Disarm -1 +1 Disarm, +10 STR 4 Escape +0 +0 +15 STR versus Grab 3 Joint Lock +0 -1 Grab One Limb; +10 STR To Hold On 3 Legsweep +2 -1 STR +1d6; Target Falls 3 Slam +0 +1 STR +v/5; Target Falls 50 Giant Size: Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 654 kg, -2 DCV, +2 PER Rolls to perceive character, 3.75 m tall, 2 m wide), Costs END Only To Activate (+1/4) plus +17 CON; Linked (-1/4) plus Running: +3" (Total 10"); Linked (-1/2), END 3 10 High Pain Threshold: Physical Damage Reduction, Resistant, 1/4; Stun Only (-1/2) 30 Invulnerability: Damage Resistance (30 PD / 30 ED) 2 Running: +1" (Total 7"), END 1 Perks: 4 Contact: Supertemps (useful skills and resources, access) 8- 1 Fringe Benefit: Lawyers License 2 Reputation: Honest Metahuman Lawyer (in and around Birmingham, Alabama) +2/+2d6 Skills: 5 Combat Skill Levels: +1 with Hand-to-Hand Combat 5 Naturally Clear and Resonant Voice: +1 with Interaction Skills 3 Acting 13- 0 AK: Home Area 8- 3 Breakfall 12- 3 Climbing 12- 0 Concealment 8- 3 Conversation 13- 0 Deduction 8- 3 High Society 13- 0 Language: English (native) 2 Language: Spanish (Fluent) 5 Oratory 14- 0 Paramedic 8- 3 Persuasion 13- 3 PS: Lawyer 13- 0 Shadowing 8- 2 SS: Psychology 11- 3 Stealth 12- 3 Tactics 12- 1 TF: Small Motorized Ground Vehicles, Equines 3 Scholar 1 KS: Dancing 11- 2 KS: Ecology 12- 1 KS: Football 11- 1 KS: History 11- 4 KS: Law/Metahuman Law 14- 4 KS: Politics 14- 184 Total Powers & Skills Cost 318 Total Character Cost 150+ Disadvantages 25 Accidental Change: Always when the character experiences extreme stress (C) 5 Distinctive Features: Giant Size (EC) 10 DNPC: Karen Retherford (normal) 8- 20 Psychological Limitation: Code Versus Killing (C, T) 20 Psychological Limitation: Honesty (C, T) 10 Psychological Limitation: Environmentalist, Strong Advocate For Animal Rights Issues (C, M) 15 Social Limitation: Public Identity (F, M) 15 Social Limitation: Subject To Orders (by Supertemps) (F, M) 48 Experience 318 Total Disadvantage Points Background/History: While a political science graduate student at the University of Alabama, Joe Kazanski dropped a computer disk containing his thesis down a storm drain. In a fit of rage, he yanked the drain free, tossed it aside, and recovered the disk -- which was six feet down! When Joe stood up, it was to discover he was over 12 feet tall -- Joe, it seemed, was a metahuman. Initially Joe was afraid his condition would mark him as a "freak" and bar him from both a future in law and eliminate any chances for political office. However, his girlfriend, Karen Retherford, convinced him otherwise. Metahuman rights and law were a very hot topic, and now Joe was in the perfect position to take advantage of it. Joe quickly made himself a well-known figure in and around the town of Tuscaloose and eventually came to the attention of the Atlanta of Supertemps. They made him an offer -- they'd pay for his lawschooling if he'd work for them. Joe agreed instantly, and has since become the leader of the Birmingham Supertemps Defense team, although these days he spends a lot of his time in courtrooms or seminars and metahumans and the law. Personality/Motivation: Deacon Blues is very much a leader figure in the same cloth as Captain America and Superman -- he's concerned about the welfare of his fellow Americans (and humans), courteous to others, kind, and drinks his milk. He also open and honest, abhors killing, and likes to take charge of a situation if at all possible. However, Deacon Blues is also very ambitious, and his public image is in some ways a bit of a front for strong political agenda. Deacon would like to get into politics and many of his actions are a meant to better his public image. At times, instead of doing what he knows to be right, he does what he thinks the public wants. So far, this ideology hasn't had any serious repercussions. Powers/Tactics: In combat, Deacon will direct his teammates to tackle those opponents they are best suited to fight. As for himself, he will active his growth and then tackle whoever looks strongest, using low levels of strength until he's figured out what his opponent is capable of. If on the defensive, Deacon will resort to his jujutsu training, going for a surprise legsweep or slam, but he tends to use this only if he really needs it. Appearance: Deacon Blues is 6' 3" tall and weighs in at a well-muscled and fit 180 lbs. When fully grown, he's 12 '6" tall and weighs 1,440 lbs. He has black hair, blue eyes, a fair complexion, and handsome features. His costume is white, with a blue left arm, and a blue strip running down the left side of his body. His folder-over boots are blue as well. Deacon Blues doesn't wear a mask. Designer's Notes: Deacon Blues is found in "GURPS Supertemps," which wasn't a bad sourcebook. He was one of several characters I rather liked, and adapted a long time ago for an old Champions campaign of mine. His adaptation to the HERO System was fairly simple (especially when compared to such characters as Cascade or L'Ange Blue), and at 318 points, he has a lot of room for improvement if he was to be used as a 350 point starting character. The major problem I had with the adaptation was trying to figure out what "GURPS Supers" was trying to tell me with regards to several powers and how they worked. For example, he has the "Super Disadvantage" of "Uncontrolled Change" which means that under extreme stress he switches into a totally different form (in this case his Growth turns on... I guess). The rules state any character with this should have a second separate character sheet (much like Multiform), but the book doesn't provide one. Then came the trouble with how GURPS handles powers. "GURPS Supers" states Growth doubles a character height, doubles their HT (health) score, and increases movement. Thus, I had to link all that together to create the same power in HERO System. Oh, and my biggest beef about the GURPS Supers books -- they don't give a proper character description *anywhere*! (Deacon Blues created by Sean T. DeLap and Mark Johnson, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted March 8, 2004 Author Report Share Posted March 8, 2004 L'ANGE BLEU (Paul Lalonde) Val CHA Cost Roll Notes 10 STR 0 11- Lift 100 kg; 2d6 HTH Damage 18 DEX 24 13- OCV: 6 / DCV: 6 15 CON 10 12- 12 BODY 4 12- 22 INT 11 13- PER Roll 13- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 12 COM 1 11- 6 PD 4 Total: 15 PD (9 rPD) 6 ED 3 Total: 15 ED (9 rED) 4 SPD 12 Phases: 3, 6, 9, 12 5 REC 0 30 END 0 25 STUN 0 Total Characteristics Cost: 74 Movement: Flight: 24" / 48" Running: 6" / 12" Swimming: 2" / 4" Cost Powers & Skills 66 Air Control: Multipower, 82-Point Pool, Requires Open Air, Cannot Be Used Under Water Or In A Vacuum (-1/4) 2 1) u Wind Blast: EB 7d6; Reduced By Range (-1/4), END 3 3 2) u Wind Jet: EB 9d6, Double Knockback (+3/4); Reduced By Range (-1/4), Knockback Only (-1), END 8 6 3) u Vacuum: Hearing Group Flash 6d6, Explosive (+1/2) plus EB 3d6, Area of Effect (One Hex; +1/2), NND (+1); Linked (-1/2), END 8 1 4) u Manipulate The Air: Telekinesis (5 STR), Fine Work, END 2 4 5) u Whirlwind: Change Environment 2" radius,-5 STR Roll To Remain Standing, -5 to DEX and Agility Rolls, 0 STR Telekinesis Versus Light And Small Objects, END 4 12 Kevlar Vest In Costume: Armor (9 PD / 9 ED); Activation Roll 11- (-1), IIF (-1/4) 48 Flight: 24" 70 Body of Air: Desolidification (affected by energy and magic attacks), Reduced Endurance (0 END; +1/2); Cannot Pass Through Solid Objects (-1/2) plus Invisibility To Sight Group, No Fringe, Reduced Endurance (0 END; +1/2); Linked (-1/2) Perks: 4 Contact: Supertemps (useful skills and resources, access) 8- 2 Reputation: Superhero (in and around Minneapolis, Wisconsin) +2/+2d6 Talents: 3 Combat Reflexes: Light Sleep Skills: 3 Combat Reflexes: Combat Skill Levels: +1 DCV with Dodge 6 Combat Skill Levels: +2 With Air Control Multipower 3 AK: Minneapolis 13- 0 Climbing 8- 3 Computer Programming 13- 0 Concealment 8- 0 Conversation 8- 3 Deduction 13- 4 Language: English (Idiomatic) 0 Language: French (native) 0 Paramedic 8- 3 PS: Teacher (Professor of Astrophysics) 13- 0 Shadowing 8- 3 Stealth 13- 1 TF: Small Motorized Ground Vehicles, Small Planes 3 Scientist 3 SS: Astronomy 14- 3 SS: Mathematics 14- 2 SS: Nuclear Physics 13- 3 SS: Physics 14- 364 Total Powers & Skills Cost 338 Total Character Cost 150+ Disadvantages 20 DNPC: Students (normals, 1-4 at a time) 8- 10 Physical Limitation: Nearsighted 20 Psychological Limitation: Code versus Killing (C, T) 15 Psychological Limitation: Feels A Sense Of Duty To Protect And Defend "Normals" (C, S) 15 Psychological Limitation: Hero's Code of Honor (C, S) 15 Social Limitation: Public Identity (Paul Lalonde) (F, M) 15 Social Limitation: Subject To Orders (by Supertemps) (F, M) 5 Vulnerability: x1 1/2 STUN from Earth-Based Attacks 71 Experience 338 Total Disadvantage Points Background/History: Ever since he was little, Paul Lalonde wanted to fly fighter jets. However, his bad eyesight kept him out of the Canadian Armed Forces, so he ended up earning a degree in astrophysical engineering and a doctorate in astrophysics. Eventually he ended up at the University of Wisconsin as a professor. Life for Paul would have been fairly normal if it wasn't for a fairly rare alignment of the planets. Although this alignment had no real effect on the Earth (no matter what the tabloids said), that night Paul woke up to find himself floating around his bedroom! A few moments later his phone rang and his Grandmother Annie was on the line. She told him her grandmother had been the daughter of a wind nymph and Paul, as the first son born to the blood line, had all the powers of the nymph as "the heavens were in concert." Paul decided it was all fairly silly -- he knew nymphs had nothing to do with it -- he was a metahuman, that's all. Unsure what to do with his powers, Paul eventually applied to Supertemps in Chicago and was instantly accepted. They helped him get a costume and a name and put him on the Milwaukee to Madison to the Twin Cities beat. Now, however, he mainly stays in and around Madison. Personality/Motivation: As a metahuman, Paul feels he has an obligation to help and protect those who have been born without any form of paranormal powers. It is almost a form of noblis oblige, although Paul doesn't judge anyone on that basis. He simply feels metahumans have certain duties due to their origins, and in many ways, non-metahumans are better off because they can live their lives freely. Paul also tries to live up to a certain heroic ideal and ascribes to a personal code of honor of fairness, honesty, and integrity. Powers/Tactics: Although he will deny it (probably to his dying day), Paul is, for all intents and purposes, a spirit of the air. He can command the air around him to produce a wide variety of effects, and can even transform into a mass of air at will, becoming effectively invisible. Paul can also unleash concentrated blasts of air, create mico-whirlwinds, or sudden vacuums. In addition, he can, of course, fly. Appearance: Tall (5' 11") and handsome, Paul weighs in at just under 200 lbs, with a fit build. He has brown hair, icy-blue eyes, and tends to switch costumes constantly. A sample costume has knee-high black boots, black gloves, and a blue bodystocking with black stripes running up the sides, forming a stylized "M" shape on his chest with a pair of white wings over that. Designer's Notes: Supertemps is crammed with interesting characters, of which L'Ange Blue is just one. He's a fairly complete character, although a bit light on the characteristics (he could use more DEX and CON). At 338 points he's 12 points shy of 350, which I'd pump into this CON (raise it to 18) and DEX (raise it to 20). One could also pump up his Wind Blast to 10-12d6 with some of the points saved by increasing these characteristics. The high-end version of Paul would have more Flight (x4 NCM at least), added damage classes to his attacks, and an Invisible Force Field (defined as protective winds). (L'Ange Bleu created by Mark Johnson and Sean T. DeLap, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted March 8, 2004 Author Report Share Posted March 8, 2004 LUMINAR (William Raintree) Val CHA Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 HTH Damage 18 DEX 24 12- OCV: 6 / DCV: 6 20 CON 20 13- 15 BODY 10 12- 14 INT 4 12- PER Roll 12- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 12 COM 1 11- 6 PD 3 Total: 11 PD (5 rPD) 8 ED 4 Total: 13 ED (5 rED) 4 SPD 12 Phases: 3. 6, 9, 12 8 REC 2 40 END 0 35 STUN 2 Total Characteristics Cost: 92 Movement: Running: 9" / 18" Swimming: 2" / 4" Cost Powers & Skills 30 Light Manipulation: Elemental Control, 30-Point Pool 50 1) Create Darkness: Darkness to Sight Group 8" radius, END 8 24 2) Laser: EB 12d6; Beam (-1/4), END 6 37 3) Blind: Sight Group Flash 6d6, Area of Effect (3" radius; +1), Variable Special Effects (darkness or light; +1/4), END 7 11 Enhanced Strength: +15 STR, Reduced Endurance (0 END; +1/2); No Figured Characteristics (-1/2), Only In Direct Sunlight (-1/2) 7 Invulnerability: +5 PD/5 ED; Only In Direct Sunlight (-1/2) 10 High Pain Threshold: Physical Damage Reduction, Resistant, 1/4; Stun Only (-1/2) 3 Invulnerability: Damage Resistance (5 PD/ 5 ED); Only In Direct Sunlight (-1/2) 2 Giant Size: Knockback Resistance (-1") 6 Running: +3" (9" Total), END 2 6 Acute Vision: Enhanced Perception: +3 with Sight PER Rolls 8 Illuminate: Sight Group Images, Increased Size (8" radius; +3/4); Only To Create Light (-1), END 2 Perks: 4 Contact: Supertemps (useful skills and resources, access) 8- Talents: 3 Bump Of Direction 3 Combat Reflexes: Light Sleep Skills: 3 Combat Reflexes: Combat Skill Levels: +1 DCV with Dodge 6 Brawling: Combat Skill Levels: +2 with Block, Dodge, Punch 1 Acting 8- 0 AK: Los Angeles 8- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 2 Gambling (Sports Betting) 12- 0 Language: English (native) 0 Paramedic 8- 0 PS: Stunt Man 8- 3 Seduction 12- 3 Shadowing 12- 3 Stealth 13- 2 Survival (Urban) 12- 1 TF: Small Motorized Ground Vehicles, Surfing 2 WF: Bow, Pistol 230 Total Powers & Skills Cost 322 Total Character Cost 150+ Disadvantages 0 Dependence: (must get a daily dose of strong sunlight or suffer 1d6 an hour) (VC) 15 Distinctive Features: Giant Size, Red Skin (NC) 5 Physical Limitation: Large, up to twice human size (8'2") (I, S) 10 Psychological Limitation: Bad Tempered (C, M) 15 Psychological Limitation: Code of Honor (Never strikes the first blow, never attacks from behind) (C, S) 5 (15) Psychological Limitation: Compulsive Gambler (C, S) 20 Psychological Limitation: Will Not Harm the Innocent (C, T) 15 Social Limitation: Public Identity (William Raintree) (F, M) 15 Social Limitation: Subject To Orders (by Supertemps) (F, M) 5 Unluck: 1d6 20 Vulnerability: x1 1/2 STUN from Light-based Attacks 47 Experience 322 Total Disadvantage Points Background/History: Born in southeast Los Angeles, William was often ill as a child and often missed school. His rapid growth didn't help, and he was often teased about his size. He finally quit school and took to roaming the streets, eventually joining a street gang called the Talons. Outside in the fresh air and sun, William began to change, his skin turned red (bright red even!), and glowed in direct sun. He also became much, much stronger, and when his skin was glowing he was stronger than anyone else in the gang. The leader of the Talons, sensing William's desire to replace him had the rest of the gang turn on the "freak," William simply dimmed the lights and escaped and escaped in the darkness. The next day William came across a film crew working on location. The director was frustrated due to the quality of lighting, so William casually dimmed the area and asked about the result. Once he finally got the director's attention he found himself hired to be part of the lighting crew. In addition to helping set up shots, William also helped move equipment, she he could lift more than a ton while in direct sunlight. He enjoyed his work, but wanted something more. Eventually he applied with Supertemps, who quickly hired him on, gave him his code/trade name, and put him to work. Personality/Motivation: William is fairly down to earth, treating his job with Supertemps like, well, a job. He isn't driven to be a hero, but does it because he's paid to. That said, he does posses an interesting code of honor and will not harm an innocent. On the other hand, William has his bad points, as he can become quite angry if frustrated and gambles constantly (fortunately, he only places tiny bets on most anything). Powers/Tactics: William can manipulate light. He can raise or lower the local light level, project a powerful laser blast, or produce blinding flashes of light. When in direct sunlight, William's skin becomes bright red, his strength increases, and he becomes quite resistant to damage. On the other hand, without constant exposure to sunlight, William will sicken and die. Appearance: William stands 8'2" tall and weighs 320 pounds. His hair is a glossy black and falls to his shoulders, while his eyes and brown, and his his skin is a dark red (it turns bright red in directly sunlight). His costume is described as being lined with Kevlar, but isn't pictured or described anywhere. Designer's Notes: Luminar's ability to raise and lower light may require an additional slot in his Elemental Control. This would be Images or Change Environment defined as dimming the light source. It's maximum PER mod would be -4 to Sight PER. As Luminar has 28 points to spend you could add in his undescribed Kevlar costume and increase his base defenses. You could add some light powers (such as Night Vision) or increases the effectiveness of the powers he does have. (Luminar created by Mark Johnson and Sean T. DeLap, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Susano Posted March 8, 2004 Author Report Share Posted March 8, 2004 MIDNIGHT ANGEL (Angela Knight) Val CHA Cost Roll Notes 25 STR 15 14- Lift 800 kg; 5d6 HTH Damage 28 DEX 54 15- OCV: 9 / DCV: 9 14 CON 8 12- 12 BODY 4 11- 10 INT 0 11- PER Roll 11- 9 EGO -2 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 8 PD 3 Total: 8 PD 5 ED 2 Total: 5 ED 4 SPD 2 Phases: 3, 6, 9, 12 8 REC 0 30 END 1 32 STUN 0 Total Characteristics Cost: 92 Movement: Flight: 14" / 28" Running: 7" / 14" Swimming: 2" / 4" Cost Powers & Skills 140 Create Darkness: Darkness to Sight Group 8" radius, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2) 17 Mimic Any Birdcall: Hearing Group Images, -4 PER, Reduced Endurance (0 END; +1/2); No Range (-1/2) 19 Wings: Flight 14"; Restrainable (-1/2), END 3 5 Night Vision 5 Wings: Extra Limbs (2), Inherent (+1/4); Limited Manipulation (-1/4) 5 Wings: Stretching 1", Inherent (+1/4), Reduced Endurance (0 END; +1/2); Always Direct (-1/4), No Noncombat Stretching (-1/4), Limited Body Parts (wings; -1/4) Perks: 20 Contact: The United Nations (extreme useful skills and resources, access to major institutions, significant Contacts, organizational) 14- 5 Fringe Benefit: International Police Powers 5 Fringe Benefit: International Super Teams Rank Skills: 10 Combat Skill Levels:+2 with Hand-to-Hand 2 AK: London 11- 2 AK: United Kingdom 11- 0 Climbing 8- 0 Concealment 8- 3 Conversation 12- 0 Deduction 8- 2 KS: Falconry 11- 1 KS: UN and International History 8- 0 Paramedic 8- 2 PS: Singing 11- 0 Shadowing 8- 3 Stealth 15- 1 Tactics 8- 8 Two-Weapon Fighting (HTH Combat); Only If Not Flying (-1/4) 3 Linguist 0 Language: ??? (native) 3 Language: English (Idiomatic) 3 Language: German (Idiomatic) 3 Language: Russian (Idiomatic) 3 Language: Swahili (Idiomatic) 270 Total Powers & Skills Cost 362 Total Character Cost 150+ Disadvantages 15 Distinctive Features: Obsidian-Black Skin, Hair, And Wings (NC) 15 Physical Limitation: Has No Memories Of Her Past (I, F) 15 Psychological Limitation: Fear Of Bright Lights And Flashes (C, S) 15 Psychological Limitation: Gullible (C, S) 15 Psychological Limitation: Sense Of Duty To Close Friends (C, S) 15 Psychological Limitation: Severe Shyness (C, S) 15 Social Limitation: Public Identity (Angela Knight) (F, M) 20 Social Limitation: Subject to Orders (VF, M) 87 Experience 362 Total Disadvantage Points Background/History: Angela Knight's past is a complete mystery. Found flying over the city of Algiers, she had no memories earlier than two days before, despite having been sighted for more then a week before being tracked down. Turned over to the local branch of the International Super Team, she as given counseling, basic training, and eventually made a member of IST London. She's been there ever since. Personality/Motivation: Her origins have left Angela somewhat dependent on others and she tends to remain close to her friends on the team. She also wishes to know who she is, and has hired multiple private investigators to try and discover who she is and where she comes from. So far they've turned up nothing, and deep down Angela fears she will never know her origins and thus, will never have a true home. Quote: Take that you... you... you stinker!" (Angela refuses to use strong language and actually becomes embarrassed if exposed to it.) Powers/Tactics: If part of a team, Angela will use her darkness ability to englobe a single target, leaving him vulnerable to a teammate. If alone she will create a as large a darkness field as she can, then engage her foes in hand-to-hand combat, counting on her nightvision to give her a tactical advantage. Appearance: Midnight Angel stands 5'9" and weighs 140 pounds. She has condor-like wings, with a span of 19 feet. Her hair, eyes, skin, and wings are obsidian black. Her features African/Negroid, while her long hair is perfectly straight, much like an Asian or Amerind. Most people suspect she's an artificial creation of some sort. Designer's Notes: Midnight Angel comes from GURPS International Super Teams sourcebook. She's fairly complete as-is, although she could use a bit more CON (a common complaint about GURPS Supers to HERO translations). You should feel free to give Midnight Angel additional skills and powers, as the true extent of her abilities are unknown. (Midnight Angel created by Robert M. Schroeck, character sheet created by Michael Surbrook) Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.