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Teen Champions Character review page


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Re: Teen Champions Character review page

 

Bluejay

 

Player:

 

Val Char Cost
15 STR 5
23 DEX 39
15 CON 10
10 BODY 0
13 INT 3
11 EGO 2
13 PRE 3
14 COM 2
5/10 PD 2
5/10 ED 2
5 SPD 17
6 REC 0
30 END 0
25 STUN -1
6" RUN02" SWIM03" LEAP0Characteristics Cost: 84

 

Cost Power END
10 Costume: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2)
Quick on his feet, all slots: Combat Luck Based (-3/4)
8 1) Energy Damage Reduction, Resistant, 25% (15 Active Points)
8 2) Physical Damage Reduction, Resistant, 25% (15 Active Points)
6 Radio: Radio Perception/Transmission (10 Active Points); OIF (-1/2), Sense Affected As Radio & Hearing (-1/4)
20 Utility Belt: Multipower, 30-point reserve, all slots: (30 Active Points); OIF (-1/2)
1u 1) BluejayRangs: Hand-To-Hand Attack +4d6, Ranged (+1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), Range Based On Strength (-1/4), 6 Recoverable Charges (-1/4)
1u 2) Smoke Bomb: Change Environment 4" radius, -6 PER Roll: Sight Group (30 Active Points); 6 Continuing Charges lasting 1 Turn each (-1/4), Range Based On Strength (-1/4)
1u 3) Tracking Device: Detect A Class Of Things 12-, Increased Arc of Perception: 360-Degree, Range, Sense, Telescopic (+3), Variable Advantage (+1/4 Advantages Limited Group of Advantages; +1/2) (30 Active Points); OAF (-1) [Notes: Variable Advantages: Megascale (1"=10m), Megascale (1"=100m), Megascale (1"=1Km), Difficult to dispel. Character is assumed to carry 12 bugs]
1u 4) Flash Pellets: Flash 4d6 (Sight Group), Explosion (+1/2) (30 Active Points); 12 Charges (-1/4), Range Based On Strength (-1/4)
1u 5) Disposible Handcuffs: Entangle 2d6, 4 DEF, 2 Clips of 12 Charges (+0) (30 Active Points); Set Effect (Hands Only/Feet Only) (-1), No Range (-1/2), Cannot Form Barriers (-1/4)
1u 6) Flashlight: Sight Group Images, Reduced Endurance 0 END (+1/2), x8" Radius (+3/4) (22 Active Points); Only To Create Light (-1), OAF (-1)
1u 7) Micro Rebreather: Life Support , Self-Contained Breathing, 1 Continuing Fuel Charges lasting 1 Hour each (+0) (10 Active Points)
1u 8) Swinglines: Swinging 10", Improved Noncombat Movement (x8), Reduced Endurance 0 END (+1/2) (30 Active Points); OAF (-1)
1u 9) Swinglines II: Stretching 3", x4 Noncombat, Reduced Endurance 0 END (+1/2) (30 Active Points); OAF (-1), Always Direct (-1/4), No Velocity Damage (-1/4), Limited Body Parts (-1/4), Range Modifier Applies (-1/4)
1u 10) Micro Recorder: Eidetic Memory, 64 Clips of 2 Continuing Fuel Charges lasting 1 Hour each (+0) (5 Active Points); OAF (-1)
1u 11) Skill Kits: +2 with all non-combat Skills (16 Active Points)
Powers Cost: 63

 

Cost Martial Arts Maneuver
4 Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
3 Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
Martial Arts Cost: 15

 

Cost Skill
3 Acrobatics 14-
3 Acting 12-
3 Breakfall 14-
3 Climbing 14-
3 Combat Driving 14-
1 Combat Piloting 8-
1 Criminology 8-
3 Deduction 12-
1 Forensic Medicine 8-
3 Paramedics 12-
3 Security Systems 12-
3 Shadowing 12-
3 Stealth 14-
1 Streetwise 8-
3 Teamwork 14-
1 TF: Helicopters, Small Planes, Two-Wheeled Motorized Ground Vehicles
Skills Cost: 38

 

 

 

 

Total Character Cost: 200

 

Val Disadvantages
20 Psychological Limitation: Code vs Killing (Common; Total)
15 Social Limitation: Secret ID (Frequently; Major)
10 Social Limitation: Minor (13 Years old) (Frequently; Minor)
15 Hunted: Mentor's Rouge Gallery 8- (Mo Pow; Harshly Punish)
10 Hunted: Mentor 8- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find)
5 Rivalry: Professional (Other teenage heroes; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

Disadvantage Points: 75

 

Base Points: 125

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

 

Background/History: Todd Richards was one of the greatest teen acrobats to ever try out for the olympics ('04), unfortunatly on the way to the tryouts his parents car was hit by a costumed criminal fleeing the Nightowl. Orphened his dreams of olympic gold faded.

 

Soon a local Bililonair would take him in, explaining that his parents to had been killed by random crime. Soon he Todd discovered that his new guardian was the mysterious Nightowl, and he would become Bluejay

 

Personality/Motivation: Bluejay is a serious crimefighter trying to learn all that he can, however he is also having the time of his life doing it.

 

Quote: Oh my God, it all fits perfectly

 

Powers/Tactics: Bluejay is a natural athlete, outfited with some of the best crimefighting gear money can buy

 

Campaign Use:

 

Appearance: He wears a Bright Blue and white costume, with a two toned cape (Blue/white) and a domino mask

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Re: Teen Champions Character review page

 

Quickling

 

Player:

 

Val Char Cost
10 STR 0
17/27 DEX 21
15 CON 10
12 BODY 4
13 INT 3
11 EGO 2
13 PRE 3
12 COM 1
10/15 PD 2
10/15 ED 1
3/6 SPD 3
5 REC 0
30 END 0
25 STUN 0
25" RUN82" SWIM02" LEAP0Characteristics Cost: 58

 

Cost Power END
24 Superspeed: Multipower, 30-point reserve, all slots: (30 Active Points); Only In Heroic Identity (-1/4)
2u 1) Super Running: +15" Running (25" total) (30 Active Points) 3
2u 2) Hyperspeed I: Flight 10", Variable Advantage (+1/4 Advantages +1/2) (30 Active Points); Only In Contact With A Surface (-1/4) 3
2u 3) Hyperspeed II: Flight 10", Megascale (1" = 10 km; +1/2) (30 Active Points); Only In Contact With A Surface (-1/4) 3
2u 4) Windblasts: Energy Blast 6d6 (vs. ED) (30 Active Points) 3
2u 5) Vibrational shift: Extra-Dimensional Movement (Group of Dimensions, Single Location) (25 Active Points) 2
1u 6) Flight 5" (10 Active Points); Concentration 1/2 DCV (-1/4) 1
Movement Based Powers, all slots: Must be moving (-1/4), Only In Heroic Identity (-1/4)
10 1) Speed Aura: Armor (5 PD/5 ED) (15 Active Points)
27 2) Vibrating: Desolidification (40 Active Points) 4
Super speed, all slots: Only In Heroic Identity (-1/4)
24 1) +10 DEX (30 Active Points)
16 2) +2 SPD (20 Active Points)
Powers Cost: 112

 

Cost Martial Arts Maneuver
5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +v/5; FMove
5 Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, +10 STR to Disarm roll; FMove
5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
Martial Arts Cost: 15

 

Cost Skill
3 Breakfall 12- (14-)
Skills Cost: 3

 

 

Cost Talent
12 Combat Luck (6 PD/6 ED)
Talents Cost: 12

 

 

Total Character Cost: 200

 

Val Disadvantages
20 Dependent NPC: Parents 8- (Normal; Group DNPC: x2 DNPCs; Unaware of character's adventuring career/Secret ID)
15 Hunted: Mentor's Rouge Gallery 8- (Mo Pow; Harshly Punish)
10 Hunted: Mentor 8- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find)
5 Rivalry: Professional (Other Teen Age Heroes; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret ID (Frequently; Major)
10 Social Limitation: Age (13) (Frequently; Minor)

Disadvantage Points: 75

 

Base Points: 125

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

 

Here is the character sheet for the second one

 

Background: John Smith was caught off guard when he was visiting his mother's cousin and woke up with a symbiote, he soon found that Cousin Jack was in truth Quick, superspeedster extrodinare, his symbiote had spawned and merged with him granting him speed powers like his cousin

 

Personality: Quick of tounge and quick of witt

 

Powers: Superspeed & Interdimensional travel

 

Quote: What is taking you so long?

 

Costume: Yellow and Black

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Re: Teen Champions Character review page

 

Magnificint Lass

 

Player:

 

Val Char Cost
40 STR 30
17 DEX 21
25 CON 30
12 BODY 4
13 INT 3
11 EGO 2
15 PRE 5
18 COM 4
9/19 PD 1
10/20 ED 5
4 SPD 13
13 REC 0
50 END 0
45 STUN 0
10" RUN02" SWIM010" LEAP0Characteristics Cost: 118

 

Cost Power END
18 Movement abilities: Multipower, 18-point reserve
1u 1) Light as a feather: Gliding 10" (10 Active Points)
1u 2) Leaps like a cricket: Leaping +2" (10" forward, 5" upward) (Accurate) (7 Active Points) 1
1u 3) Quick as a gazelle: +4" Running (10" total) (8 Active Points) 1
10 Tough little Cookie: Damage Resistance (10 PD/10 ED)
10 Lasso: Stretching 4", Reduced Endurance 0 END (+1/2) (30 Active Points); OAF (-1), Always Direct (-1/4), No Velocity Damage (-1/4), Limited Body Parts (-1/4), Range Modifier Applies (-1/4)
20 Bracelets: Multipower, 30-point reserve, all slots: (30 Active Points); OIF (-1/2)
2u 1) Shield effect: +6 with DCV (30 Active Points)
2u 2) Protection: Armor (10 PD/10 ED) (30 Active Points)
2u 3) Blocking Bullets: (Total: 30 Active Cost, 20 Real Cost) Missile Deflection (Any Ranged Attack) (Real Cost: 20) plus +5 with Missile Reflection (Real Cost: 10)
Powers Cost: 67

 

 

Cost Skill
3 Acrobatics 12-
3 Breakfall 12-
3 Climbing 12-
3 Deduction 12-
3 Persuasion 12-
Skills Cost: 15

 

 

 

 

Total Character Cost: 200

 

Val Disadvantages
15 Social Limitation: Secret ID (Frequently; Major)
10 Social Limitation: Minor (13) (Frequently; Minor)
5 Reputation: Popular Teen Super Hero 8-
5 Unluck: 1d6
15 Psychological Limitation: Code vs Killing (Common; Strong)
10 Psychological Limitation: Wants to know more about her past (Uncommon; Strong)
15 Dependent NPC: Mr Fluffty, Pet cat 8- (Incompetent)

Disadvantage Points: 75

 

Base Points: 125

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Background: None, the girl known as Debra Greek woke up outside of an old abandoned apartment building with no memory, sense then she has seeked out any information about her past. She is convinced that the lasso and bracelets she had on her will lead her to her real mother.

 

Her research has led her to beleive she is in someway related to a golden aged Heroine who had similar powers, and equipment called Ms Magnificent.

 

Powers: basic Brick

 

Personality: A little bit of a flirt, but very confident in her own abilities

 

Quote: Come on boys, you didn't think I could do it on my own

 

Costume: A one piece Bathingsuit modeled after the original Ms Magnificent (A purple suit with an eagle in flight crossing the breasts)

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Re: Teen Champions Character review pagePowerfistPlayer:

Val Char Cost
15 STR 5
20 DEX 30
20 CON 20
13 BODY 6
10 INT 0
13 EGO 6
18 PRE 8
14 COM 2
10/24 PD 7
8/26 ED 4
5 SPD 20
8 REC 2
40 END 0
34 STUN 3
10" RUN83" SWIM13" LEAP0Characteristics Cost: 122
Cost Power END
20 Ionic Energy Powers: Elemental Control, 40-point powers
27 1) Ionic Power Punch: HA +8d6, Reduced Endurance (0 END; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/2) 0
11 2) Ionic Blast: EB 8d6 (40 Active Points); Increased Endurance Cost (x2 END; -1/2), Limited Range (8" range; -1/4) 8
20 3) Ionic Energy Feild: FF (14 PD/18 ED), Reduced Endurance (1/2 END; +1/4) (40 Active Points) 1
Powers Cost: 78
Cost Martial Arts Maneuver
3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 3d6 +v/5 Strike; You Fall, Target Falls; FMove
5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs
5 Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 25 STR to take weapon away
Martial Arts Cost: 17
Cost Skill
3 Mechanics 11-
3 Teamwork 13-
2 TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles
3 Combat Driving 13-
15 +3 with DCV
2 Language: Spanish (fluent conversation)
Skills Cost: 28
Cost Perk
2 Reputation (A small to medium sized group) 8-, +2/+2d6
Perks Cost: 2
Cost Talent
3 Bump Of Direction
Talents Cost: 3
Val Disadvantages
15 DNPC: Kid Brother: Maxwell (Max) 14- (Slightly Less Powerful than the PC)
15 Psychological Limitation: Only he is allowed to pick on kid bro (Common, Strong)
5 Vulnerability: Poisons and Toxins (Uncommon)
10 Social Limitation: Secret ID (Occasionally, Major)
10 Psychological Limitation: Overconfident/Self important (Common, Moderate)
5 Distinctive Features: Mutate (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
10 Hunted: IHA 8- (Mo Pow, NCI, Watching)
15 DNPC: Mom and Dad 8- (Normal; Group DNPC: x2 DNPCs)
15 Hunted: Viper 8- (Mo Pow, NCI, Mildly Punish)
Disadvantage Points: 100

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

Height: 1.84 m Hair: Brown
Weight: 93.00 kg Eyes: Brown
Appearance: 16 years old with short brown hair and brown eyes. His costume consists of a domino mask, his old letter jacket, minus letters, a t-shirt, blue jeans and cowboy boots. Coincedentally, this, minus the mask, and with cowboy hat, is his normal mode of dress.Personality: If he can't be a football star and get the girls, he'll be a superhero and get the girls.Quote:This'll hurt you more than me.Background: Greg was his high schools star running back, with an annoying little brother. When chasing his little brother on day, fell into a pit full of strange goo after his little brother. He was sick for several days and when he felt better, he had gained powers. His little brother may have also, but has only shown a minor precognative ability and a perchance for getting into trouble.Powers/Tactics: Powerfist can surround himself with ionized energy fields; and by generating a strong enough one around his fist, cause significant damage without hurting himself.Campaign Use: 
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Re: Teen Champions Character review page

 

Bolt

 

Player:

 

Val Char Cost
13 STR 3
23 DEX 39
15 CON 10
10 BODY 0
13 INT 3
12 EGO 4
13 PRE 3
12 COM 1
5/10 PD 2
5/10 ED 2
5 SPD 17
6 REC 0
30 END 0
25 STUN 0
6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 84

 

Cost Power END
10 Costume: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2)
Quick on his Feet, all slots: Combat Luck Based (-3/4)
8 1) Energy Damage Reduction, Resistant, 25% (15 Active Points)
8 2) Physical Damage Reduction, Resistant, 25% (15 Active Points)
26 Bow & Arrow: Multipower, 45-point reserve, all slots: (45 Active Points); OIF (-1/2), Beam (-1/4)
2u 1) Broadhead Arrows: Killing Attack - Ranged 1d6 +1 (vs. ED), Autofire (3 shots; +1/4), +1 STUN Multiplier (+1/4), Armor Piercing x1 (+1/2) (40 Active Points); OAF (-1), 6 Recoverable Charges (-1/4)
2u 2) Blunt Arrows: Energy Blast 6d6 (vs. ED), Autofire (3 shots; +1/4), 12 Recoverable Charges (+1/4) (45 Active Points); OAF (-1), Reduced Penetration (-1/4)
1u 3) Blast Arrows: Energy Blast 6d6 (vs. ED), Area Of Effect (One Hex; +1/2) (45 Active Points); 3 Charges (-1 1/4)
1u 4) Smoke Arrows: Darkness to Sight Group 3" radius (30 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4)
1u 5) Line Arrow: Stretching 2", x8 Noncombat, Reduced Endurance 0 END (+1/2) (30 Active Points); Always Direct (-1/4), No Velocity Damage (-1/4), Limited Body Parts (-1/4), Range Modifier Applies (-1/4)
1u 6) Flash Arrow: Flash 6d6 (Sight Group), Explosion (+1/2) (45 Active Points); 3 Charges (-1 1/4)
1u 7) Bola Arrow: Entangle 3d6, 4 DEF, Takes No Damage From Normal Attacks Limited Group (+1/4) (44 Active Points); 3 Charges (-1 1/4)
1u 8) Net Arrow: Entangle 2d6, 3 DEF, Takes No Damage From Normal Attacks Limited Group (+1/4), Area Of Effect (One Hex; +1/2) (44 Active Points); 3 Charges (-1 1/4)
1u 9) Glue Arrow: Entangle 2d6, 2 DEF, Area Of Effect (One Hex; +1/2), Sticky Standard (+1/2) (40 Active Points); 3 Charges (-1 1/4)
1u 10) Sonic Arrows: Energy Blast 3d6 (vs. ED), Explosion (+1/2), Attack Versus Limited Defense: Flash Defence Hearing (+1 1/2) (45 Active Points); 3 Charges (-1 1/4)
2u 11) Gas Arrow: Energy Blast 2d6 (vs. ED), Area Of Effect (One Hex; +1/2), Sticky Standard (+1/2), No Normal Defense Standard (+1), Continuous (+1) (40 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4)
Powers Cost: 66

 

Cost Martial Arts Maneuver
3 Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
4 Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +15 STR
5 Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +v/5, Target Falls
Martial Arts Cost: 12

 

Cost Skill
6 +2 Combat Archery
2 Survival (Temperate/Subtropical) 12-
3 Streetwise 12-
1 High Society 8-
4 +2 vs. Range modifier on Combat Archery
3 Acting 12-
3 Breakfall 14-
3 Climbing 14-
1 Combat Driving 8-
3 Fast Draw 14-
2 Language: Cherokee (fluent conversation)
3 Paramedics 12-
3 Stealth 14-
1 WF: Bows
Skills Cost: 38

 

 

 

 

Total Character Cost: 200

 

Val Disadvantages
10 Hunted: Mentor 8- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find)
5 Hunted: Street Gang in Home Town 8- (As Pow; Harshly Punish; Limited Geographical Area)
15 Psychological Limitation: Code Vs Killing (Common; Strong)
10 Psychological Limitation: Overconfident (Common; Moderate)
5 Rivalry: Professional (Other Teenage heroes; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
10 Social Limitation: Minor (13) (Frequently; Minor)
15 Social Limitation: Secret ID (Frequently; Major)
5 Dependence: Insulin Takes 3d6 Damage (Very Common; 1 Day)

Disadvantage Points: 75

 

Base Points: 125

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Background: As a young boy he was left in the care of a local indian tribe that his father was friendly with while his father went on a safari in africa. His father unfortunatly was killed in africa, but his best friend adopted him.

 

His adopted father was in secret the Masked Archer, a local superhero, well he trained him, and now there are two battling bowman in town.

 

Personality: Free spirit, sure he can do anything...

 

Powers: Talented archer with trick arrows

 

Quote: Watch this shot everyone

 

Costume: Green outfit, similar in someways to a Karate Gee, a domino mask, and a hood

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Re: Teen Champions Character review page

 

I have a few characters that should fit. Some of them might need tweaking to actually be playable. I haven't worked in backgrounds yet in most cases.

 

Here's one...

 

Art&Craft

 

Player: Zed

 

Val Char Cost
5/18 STR -5
11/23 DEX 3
8/21 CON -4
8 BODY -4
13 INT 3
8 EGO -4
8 PRE -2
10 COM 0
1/23 PD 0
2/23 ED 0
2/5 SPD 0
3/9 REC 0
16/54 END 0
15/40 STUN 0
6" RUN02" SWIM01"/18 1/2" LEAP0Characteristics Cost: -13

 

Cost Power END
4 Dual Mind: +2 with EGO Rolls
2 Grasping Belt: Extra Limbs (24) (5 Active Points); Only to Hold Onto Own Foci (-1/2), Only In Heroic Identity (-1/4), Limited Manipulation (-1/4) 0
Cloak of Becoming, all slots OAF Cloak (-1), Does Not Work When Wet (-1/2) [Notes: Magic dust on outside, reversible to waterproof.]
5 1) +13 STR (13 Active Points); OAF Cloak (-1), Does Not Work When Wet (-1/2) 1
14 2) +12 DEX (36 Active Points); OAF Cloak (-1), Does Not Work When Wet (-1/2)
10 3) +13 CON (26 Active Points); OAF Cloak (-1), Does Not Work When Wet (-1/2)
8 4) +2 SPD (20 Active Points); OAF Cloak (-1), Does Not Work When Wet (-1/2)
4 5) +11 STUN (11 Active Points); OAF Cloak (-1), Does Not Work When Wet (-1/2)
2 6) +12 END (6 Active Points); OAF Cloak (-1), Does Not Work When Wet (-1/2)
4 Cloak Magic Dust Powers: Elemental Control, 22-point powers, (11 Active Points); all slots OAF Cloak (-1), Does Not Work When Wet (-1/2)
4 1) Scintillating Aura: Force Field (8 PD/7 ED), Costs END Only To Activate (+1/4), Hardened (+1/4) (22 Active Points); OAF Cloak (-1), Does Not Work When Wet (-1/2) 2
4 2) Toughened Material: (Total: 22 Active Cost, 8 Real Cost) +11 PD (11 Active Points); OAF Cloak (-1), Does Not Work When Wet (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 4) plus +11 ED (11 Active Points); OAF Cloak (-1), Does Not Work When Wet (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 4) 2
4 3) Updraft: (Total: 23 Active Cost, 9 Real Cost) Leaping +15" (1"/18 1/2" forward, 0 1/2"/9" upward) (15 Active Points); OAF Cloak (-1), Does Not Work When Wet (-1/2) (Real Cost: 6) plus Gliding 8" (8 Active Points); OAF Cloak (-1), Does Not Work When Wet (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 2) 2
4 4) Vanishing: Teleportation 6", Position Shift, x2 Increased Mass (22 Active Points); OAF Cloak (-1), Does Not Work When Wet (-1/2) 2
108 Artifact Pool: Variable Power Pool, 62 base + 46 control cost, Cosmic (+2) (155 Active Points); Restrainable, all slots OAF (-1/2), Listed Magical Artifacts Only, Slightly Limited (-1/4), Incantations, Only to Change Powers (-1/4) [Notes: Must snap fingers to change powers. Removing foci does not reduce pool reserve. No mental powers.]
Powers Cost: 177

 

 

Cost Skill
0 Acting 8-
3 Analyze: Magic 12-
0 Climbing 8-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
3 Artificer (Inventor) 12-
2 KS: Artifacts 11-
0 Paramedics 8-
0 Persuasion 8-
3 Scientist
1 1) SS: Alchemy 11- (2 Active Points)
1 2) SS: Enchantment 11- (2 Active Points)
1 3) SS: Magical Enscription & Engraving 11- (2 Active Points)
1 4) SS: Magical Systems Integration 11- (2 Active Points)
1 5) SS: Magical Theory 11- (2 Active Points)
0 Shadowing 8-
3 +1 with Artifact Pool
3 Stealth 11- (14-)
3 Magical Systems Operation 12-
0 TF: Everyman, Two-Wheeled Muscle-Powered Ground Vehicles
Skills Cost: 25

 

Cost Perk
2 Contact: Seance Lady (Contact has significant Contacts of her own, Contact limited by identity) 11-
4 Contact: Klytus M'Abant, Deceased Artificer (Contact has useful Skills or resources, Contact limited by identity), Spirit Contact (x2) (4 Active Points) 11- [Notes: Klytus will sometimes speak to the boy whose subconscious he inhabits, if he's in a good mood.]
Perks Cost: 6

 

Cost Talent
5 Magesight (Sight Sense Group)
Talents Cost: 5

 

 

Total Character Cost: 200

 

Val Disadvantages
15 Hunted: The Slug 8- (Mo Pow, Capture)
20 Normal Characteristic Maxima
15 Physical Limitation: Short & Light (+3" KB) (All the Time, Slightly Impairing)
10 Psychological Limitation: Idealistic (Common, Moderate)
10 Psychological Limitation: Honourable (Common, Moderate)
15 Social Limitation: Secret Identity (Frequently, Major)
15 Social Limitation: Legal Minor (Very Frequently, Minor)

Disadvantage Points: 100

 

Base Points: 100

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Teen Champions Character review page

 

Okay, LAST ONE FOR TONIGHT

 

Sea Prince

 

Player:

 

Val Char Cost
30 STR 20
17 DEX 21
20 CON 20
15 BODY 10
13 INT 3
14 EGO 8
13 PRE 3
12 COM 1
15 PD 9
15 ED 11
4 SPD 13
10 REC 0
40 END 0
40 STUN 0
5" RUN-210" SWIM06" LEAP0Characteristics Cost: 117

 

Cost Power END
8 Amphibius: Life Support , Expanded Breathing: Underwater, Safe in High Pressure, Safe in Intense Cold
5 Can withstand 50 Fathoms: Damage Resistance (5 PD/5 ED)
13 Fast Swimmer: Swimming +8" (10" total) (x4 Noncombat) 1
28 Aquatic Telepathy: Multipower, 50-point reserve, all slots: (50 Active Points); Extra Time Full Phase (-1/2), Concentration 1/2 DCV (-1/4)
2u 1) Communication: Telepathy 4d6, Area Of Effect (8" Radius; +1 1/2) (50 Active Points); Limited Class Of Minds Aquatic Animals Only (-1/2) 5
2u 2) Find Subjects: Mind Scan 10d6 (50 Active Points); Limited Class Of Minds Aquatic Animals Only (-1/2) 5
2u 3) Dominance: Mind Control 8d6, Telepathic (+1/4) (50 Active Points); Limited Class Of Minds Aquatic Animals only (-1/2) 5
2u 4) Area Dominance: Mind Control 4d6, Telepathic (+1/4), Area Of Effect (5" Radius; +1 1/4) (50 Active Points); Limited Class Of Minds Aquatic Animals Only (-1/2) 5
2u 5) Summon : Summon 200-point, Expanded Class of Beings Very Limited Group (+1/4) (50 Active Points); Arrives Under Own Power (-1/2), Summoned Being Must Inhabit Locale (-1/2) 5
2u 6) Summon Subjects II: Summon 150-point (x4 Number Of Beings), Expanded Class of Beings Very Limited Group (+1/4) (50 Active Points); Summoned Being Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2) 5
2u 7) Summon Subjects III: Summon 50-point (x64 Number Of Beings), Expanded Class of Beings Very Limited Group (+1/4) (50 Active Points); Summoned Being Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2) 5
Powers Cost: 68

 

 

Cost Skill
2 Navigation (Marine) 12-
3 High Society 12-
2 Survival (Marine) 12-
Skills Cost: 7

 

Cost Perk
5 Fringe Benefit: Crowned Prince of Atlantis
Perks Cost: 5

 

Cost Talent
3 Environmental Movement (no penalties on/in Aquatic)
Talents Cost: 3

 

 

Total Character Cost: 200

 

Val Disadvantages
5 Dependence: Submerged in Water -10 Active Points from Affected Power (Very Common; 1 Hour)
10 Dependence: Submerged in Water Takes 2d6 Damage (Very Common; 1 Hour)
10 Hunted: Mentor 8- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find)
15 Hunted: Mentor's rouge gallery 8- (Mo Pow; Harshly Punish)
15 Psychological Limitation: Nobless Oblige (Common; Strong)
20 Vulnerability: 2 x STUN Fire (Common)

Disadvantage Points: 75

 

Base Points: 125

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

 

Background: the only son of the King of Atlantis, young Janis has grown to be a strong defender of the sea like his father

 

Powers: Able to comand sea life, survive underwater, and the ocean depths have given him great strength and durability

 

Personality: Very Serious, kind of sad as well, as he can not survive out of water for to long he is unable to enjoy his time with others

 

Quote: By Neptune's beard we will prevail

 

Costume: Purple, the color of royalty with a blue wave design

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Re: Teen Champions Character review pageHere's Glaive, who is the same as the Glaive from the Enforcers thread, just updated to work correctly in HDv2. Some small changes were made. The background is pretty much there on this one, but might need a few adjustments to work properly; I haven't proofread it recently and some changes might be needed for a typical school setting anyway.GlaivePlayer: Zed

Val Char Cost
15 STR 5
14/24 DEX 12
13/21 CON 6
13 BODY 6
10/18 INT 0
8 EGO -4
10/18 PRE 0
12 COM 1
8/16 PD 2
6/16 ED 0
3/6 SPD 6
6/8 REC 0
26/42 END 0
28/40 STUN 0
7"/10" RUN22" SWIM03"/14" LEAP0Characteristics Cost: 36
Cost Power END
Soul of the Spearmaiden, all slots IAF Amulet, Fragile (-3/4) [Notes: Amulet regenerates/reappears after "repair" time.]
17 1) +10 DEX (30 Active Points); IAF Amulet, Fragile (-3/4)
11 2) +2 SPD (20 Active Points); IAF Amulet, Fragile (-3/4)
4 3) +8 INT (8 Active Points); IAF Amulet, Fragile (-3/4)
4 4) +8 PRE (8 Active Points); IAF Amulet, Fragile (-3/4)
9 5) +8 CON (16 Active Points); IAF Amulet, Fragile (-3/4)
4 6) +8 STUN (8 Active Points); IAF Amulet, Fragile (-3/4)
2 7) Unfazed: +7 PRE (7 Active Points); Only to Defend Against PRE Attacks (-1), IAF Amulet, Fragile (-3/4)
4 Dual Mind: +2 with EGO Rolls (IAFAmulet, Fragile (-0))
8 Blood-Red Leather: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2), Real Armor (-1/4) 0
5 Fur Cape: (Total: 14 Active Cost, 5 Real Cost) Lack Of Weakness (-3) for Normal Defense (3 Active Points); OAF Cape (-1) (Real Cost: 1) plus Lack Of Weakness (-3) for Resistant Defenses (3 Active Points); OAF Cape (-1) (Real Cost: 1) plus +3 PD (3 Active Points); OAF Cape (-1) (Real Cost: 1) plus +3 ED (3 Active Points); OAF Cape (-1) (Real Cost: 1) plus Life Support (Safe in Intense Cold) (2 Active Points); OAF Cape (-1) (Real Cost: 1) 0
15 Glaive of the Guardian: Multipower, 31-point reserve, (31 Active Points); all slots OAF Glaive, Durable (-1) [Notes: Glaive regenerates/reappears after "repair" time.]
1u 1) Slash: Killing Attack - Hand-To-Hand 1 1/2d6 (2 1/2d6 w/STR), Reduced Endurance (1/2 END; +1/4) (31 Active Points); OAF Glaive, Durable (-1) [Notes: 3d6K w/ MA, velocity adds normally] 1
1u 2) Impale: Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Armor Piercing (+1/2) (30 Active Points); OAF Glaive, Durable (-1) [Notes: 2d6+1K AP w/ MA, velocity adds at 67%] 3
1u 3) Reverse: Hand-To-Hand Attack +5d6, Reduced Endurance (1/2 END; +1/4) (31 Active Points); OAF Glaive, Durable (-1), Hand-To-Hand Attack (-1/2) [Notes: 8-10d6 w/ STR+MA, velocity adds normally] 1
1u 4) Throw: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR), Limited Range: 60" (+1/4) (31 Active Points); OAF Glaive, Durable (-1) [Notes: 2 1/2d6K w/ MA] 3
1u 5) Parry: +6 with Parry (30 Active Points); OAF Glaive, Durable (-1)
1u 6) Deflect: (Total: 30 Active Cost, 14 Real Cost) Missile Deflection (Arrows, Slings, Etc.), Adjacent Hex (+1/2) (15 Active Points); OAF Glaive, Durable (-1), Will Not Work Against Heavy Missiles (-1/4) (Real Cost: 7) plus +3 with Missile Deflect (15 Active Points); OAF Glaive, Durable (-1) (Real Cost: 7) 0
1u 7) Summon Shieldmaidens: Summon 8 50-point Shadow Warriors, Friendly (+1/4) (31 Active Points); OAF Glaive, Durable (-1) 3
1u 8) Summon Shadowhounds: Summon 4 25-point Shadowhounds, Slavishly Devoted (+1) (30 Active Points); OAF Glaive, Durable (-1) 3
2 Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF Glaive, Durable (-1), Always Direct (-1/4), No Velocity Damage (-1/4), No Noncombat Stretching (-1/4) 0
2 +1 with Glaive (5 Active Points); OAF Glaive, Durable (-1)
5 Boots of Springing and Striding: Multipower, 11-point reserve, (11 Active Points); all slots OIF Boots (-1/2), Restrainable (-1/2)
1u 1) Long Stride: Running +3" (7"/10" total), x4 Noncombat (11 Active Points); OIF Boots (-1/2), Restrainable (-1/2) 1
1u 2) Pass Without Trace: Gliding 7" (7 Active Points); OIF Boots (-1/2), Restrainable (-1/2), Ground Gliding (-1/4) 0
1u 3) Surefoot Gait: Clinging (normal STR) (10 Active Points); No Ceilings, Walls, or Very Steep Inclines (-1/2), OIF Boots (-1/2), Restrainable (-1/2) 0
1u 4) Quick Spring: Leaping +11" (3"/14" forward, 1 1/2"/7" upward) (11 Active Points); OIF Boots (-1/2), Restrainable (-1/2) 1
Powers Cost: 104
Cost Martial Arts Maneuver
Borellian Spearmaiden Style
3 1) Strike: 1/2 Phase, +1 OCV, +0 DCV, Weapon +2 DC Strike
4 2) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC Strike, Must Follow Block
4 3) Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 4) Disarm: 1/2 Phase, +2 OCV, -2 DCV, Disarm, 25 STR to Disarm roll
3 5) Hook: 1/2 Phase, +2 OCV, -1 DCV, Weapon +1 DC Strike, Target Falls
4 6) Toss: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC
2 Weapon Element: Javelins and Thrown Spears, Polearms and Spears, Unarmed
Martial Arts Cost: 24
Cost Skill
3 Acrobatics 12- (14-)
0 Acting 8-
3 Breakfall 12- (14-)
0 Climbing 8-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
0 Language: Borellian (idiomatic; literate) (5 Active Points)
3 +1 with Borellian Spearmaiden Style
2 Language: English (fluent conversation)
2 KS: Borellian Spearmaiden Style 11-
3 Healing (Paramedics) 11- (13-)
0 Persuasion 8-
3 Power 12- (14-)
2 PS: Bodyguard 11-
0 Shadowing 8-
3 Stealth 12- (14-)
2 Survival (Arctic/Subarctic) 11- (13-)
3 WF: Clubs, Fist-Loads, Javelins and Thrown Spears, Polearms and Spears, Staffs, Unarmed Combat
Skills Cost: 29
Cost Talent
6 Combat Luck (3 PD/3 ED)
1 Environmental Movement (no penalties from slippery/poor footing)
Talents Cost: 7
Val Disadvantages
20 Normal Characteristic Maxima No Age Restriction
5 Distinctive Features: Temporal Signature (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
5 Distinctive Features: Always in Hero ID (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: The Slug 8- (Mo Pow, Capture)
15 Hunted: Temporal Police 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
10 Psychological Limitation: Honourable (Common, Moderate)
15 Psychological Limitation: Overconfidence/Underconfidence (Very Common, Moderate)
15 Social Limitation: Unfamiliar with Modern Society/Technology (Very Frequently, Minor)
Disadvantage Points: 100

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

Height: 1.73 m Hair: Blond, Single Waist-length Braid
Weight: 65.00 kg Eyes: Ice Blue
Appearance: Glaive is a reasonably good-looking young woman, with classically Nordic features, but her typically impassive and forbidding facial expression tend to make both her less appealing and seem older than her actual age of 15. She always wears her form-fitting blood-red leather armour and leather boots, and usually has her cape and spear close at hand. She also wears a small crystalline bird-shaped pendant over her armour. Her preferred weapon is a double-bladed glaive; each end has a crescent-shaped blade, sharpened on the inward edge and blunt on the outward side, culminating in a broad spear point for thrusting. In combat it handles much like a quarterstaff for the most part, and it is aerodynamically shaped and balanced for throwing with a spiral cast.Personality: To be adjusted:Glaive is very business-like under normal circumstances, and doesn't let anything get in her way of doing what she thinks is best for the welfare of her client. This includes ignoring her client's orders if necessary, though she does recognize that her clients may know more about some types of threats than she does. Glaive is quite casual about inflicting pain or injury, since there is no taboo about use of lethal force in her native culture, and in fact will pretend to enjoy it if she thinks it will give her an advantage; this is part of her way of deterring would-be attackers. Normally, Glaive is quite confident in her ability to handle most would-be assailants, but if events prove otherwise or she's obviously well out of her league to start with, she's quick to recognize the realities of the situation. However, if deprived of her pendant for whatever reason, much of her confidence evaporates; she reverts to being "trainee Elaine," and needs a bit of coaching/coaxing to get through hazardous situations. Normally she is not very interested in romantic interludes and will typically rebuff potential suitors in no uncertain terms. However, there is a certain romantic tension between herself and Harpoon; despite their verbal sparring, they do share a certain comradely bond, which may some day mature into genuine affection.Quote:"And just where do you think you're going?"Background: Elaine grew up in Jarviksholm, a fair-sized town in the province of Astoria of her homeland Borellia, situated at the outskirts of a huge and dense boreal forest that covered the bulk of the province. Youngest in a family of 8 children, Elaine grew up with tales of combat and valor singing in her blood, as her family had a long tradition of prowess as warriors. Most of the men were hunters of one stripe or another, while the Sisterhood of the Spear counted her family as one of the oldest and most prestigious of its Astorian members. Elaine had plenty of role models to follow, as her grandmother, mother, and more than one older sister were all members of that elite fighting organization.

 

When Elaine came of age, she naturally joined the ranks of the initiates into the Sisterhood. She soon realized that the training would be even more gruelling than she had anticipated, and her family history began to weigh on her. She felt tremendous pressure to live up to the high standards her siblings and ancestors had set for themselves, and much of the time she felt inadequate to the task. She knew she had done as well as or better than most of her trainee colleagues in their courses of instruction in the healing arts, and the time spent on the hunt with her older brothers had certainly left her much better at quiet movement than they. But, when it came to what she perceived as the meat and bones of the matter -- combat -- she felt hopelessly behind. She could run farther and take a blow better than many of them, but that was little comfort when she routinely found herself on the floor or in an armlock.

 

In point of fact, Elaine was actually doing passably well in her training; she was by no means exceptionally gifted, but it was clear to her instructors that, given time, she would come to be quite a capable young woman. Still, no matter how often this was impressed upon her, or how often her mother approved of the progress she had made, the message didn't seem to sink in. Her instructors realized that this problem was one that Elaine could and eventually would cure on her own, given time, so they resolved to do nothing about it but simply wait for Elaine to come to the same realization on her own. Ultimately, though, events conspired to rob her of that opportunity.

 

One afternoon, Elaine was surprised when her instructors informed her that classes would end early that day, on account of a meeting of the Sisterhood. Such meetings were normally held outside of regular class hours, so this was a matter of some note. Even more disturbing, when Elaine arrived home, neither her mother nor father were present, and she wound up eating a dinner prepared by an older sister and going to bed even more puzzled as to the strange goings on. The next morning when Elaine awoke, her mother told her that her grandmother, Elaine's elderly great-grandmother, who lived in Fierenhavn, on the other side of the forest near the southern border of Astoria, was quite ill, and had requested that the youngest member of the family come to visit her. Elaine's mother asked her to go, but warned her that no-one could be spared to escort her on the trip; if she stayed on the main road she ought to be safe, but said she would understand if the trip was too long for her to go unaccompanied. Elaine was a bit nervous about the long journey ahead, but agreed to go nonetheless. Elaine had met the elderly matriarch a number of times previously at family reunions and had always liked her, so Elaine felt obligated to provide what comfort she could, especially when specifically requested.

 

Fortunately, the trip to Fierenhavn was long but uneventful. When she arrived, however, things started getting a bit more unusual once again. When Elaine arrived at her great-grandmother Aliza's house, and was greeted by her great-grandmother Aliza, a bright-eyed old woman of about Elaine's size with silvery hair and a jewel-bright crystal pendant of a bird about her neck, the old woman appeared quite spry and not at all ill. Moreover, she had another visitor, a young man not more than a year her elder, who she assumed was another relative, probably a second or third cousin of hers she didn't know. After a few moments exchanging pleasantries with Aliza and the young man, who turned out to be named Dreval and who seemed quite taciturn, Aliza revealed the real reason for inviting the pair of them to her house. She told them that she believed something evil was lairing southeast of the town in unclaimed land on the other side of the Astorian border, and she wanted them to root it out. Outwardly, Elaine tried to remain calm, while inwardly she panicked, and most of the rest of Aliza's explanation went in one ear and out the other. All too soon, it seemed, Dreval was nodding in acceptance, and went outside to prepare for the journey, while Elaine remained frozen to her chair, too numb to move.

 

Aliza seemed to recognize her plight. "You think this is too much for you, don't you?" she said, smiling gently. "After all, this is a job some fully trained Sisters would think twice about accepting, fighting an evil magician, and here you are, not even finished your training. How can I possibly ask you to go?"

 

"Well, I can't go myself, that much is plain. Though I may not look it, I really am quite ill; I am just well-practiced at hiding the signs. Besides which, though I was once quite the adventurer in my youth, I'm far too old for this sort of thing now. So, I must use proxies like yourself and young Dreval here."

 

"But why you, and not, say, your mother, or one of your sisters who has completed her training, or one of my many other descendents and colleagues? Any of those would seem to be more suitable choices, at least on the surface. And yet, none of them would be suitable to receive the gift I am about to offer you. Please, come with me."

 

Aliza led Elaine into a back room, where a rack held a set of blood-red leather armour, the hallmark of a full-fledged Spearmaiden, as well as a double-bladed spear and various other accoutrements. All looked to be in perfect condition. As Elaine looked closer to appreciate the craftsmanship, Aliza spoke again. "It is a tradition among the Sisterhood that upon the completion of a new Sister's training, an elder member of her clan should provide suitable fighting gear for her descendent. It seems to me that this time, you will have need of this gift a little earlier than normal. This was once my own fighting gear. It is now yours." As Elaine whirled to stare at her in shock, feeling that she had more to live up to than ever, Aliza smiled once more. "Don't look so surprised. This armour and weaponry are serviceable, to be sure, but not out of the ordinary for any experienced Sister; in fact, I believe your mother has quite a bit better equipment herself, and I expect that in time your sisters will acquire armament at least equal to my own. The least I can do is set you out on this mission with decent gear." As Elaine nodded mutely, Aliza continued. "I think you'll find, however, that this last gift will be, for you, the most precious." And with that, Aliza unclasped the crystal bird-pendant and placed it around Elaine's neck. Elaine's puzzled look begged for further explanation, but Aliza merely smiled cryptically and indicated that she should put on the armour.

 

The next few days of travel passed in a blur as a still-dazed Elaine tried to sort out why she was 20 leagues away from the closest outpost of civilization, travelling with a man she barely knew, on a mission to confront an evil she knew practically nothing about and which terrified her, and not safely back on the road home to her family. On the morning of the fifth day, however, when she awoke, she immediately realized that something had changed. For one thing, she knew that Aliza had died during the night. For another, her gear seemed much more intimately familiar to her than it had before. She hadn't previously known that her gear was enchanted, but now she knew exactly what were the properties of the boots that she wore, how to command the spear she carried so that it could fly swift and true to its mark and yet return instantly afterwards, and how to use it to summon aid from the spirit realm. Finally, she seemed to sense a presence in her mind she hadn't felt before, a youthful, confident, female presence -- the presence of her great-grandmother as she had been, 50 years ago, full of adventurous spirit and ready to tackle anything. That spirit overlaid her own, helping her take in, analyze, and react to her environment quicker and with more skill than ever before, and giving her the confidence she needed to tackle the challenge that lay ahead. She now understood Aliza's cryptic comment concerning how valuable the crystal pendant would prove to be.

 

That morning Elaine broke camp first and set off, following the river as they had been doing, and taking the lead for the first time. Dreval could not help but notice the change, but said nothing. At midday they left the river and headed for a hilly crag, atop which a set of standing stones were dimly visible in the distance. They arrived just as the sun was about to set and the moon to rise; unfortunately, however, the only viable approach to the hill was from the east, so as they crested the hill they had no choice but to look into the glare of the setting sun for their quarry. He had been waiting for them.

 

Dreval was quickly assaulted by a brace of skeletal warriors the corrupt priest had summoned, and Elaine barely had time to summon her own spirit allies before she too was swept into the fray. A desperate battle ensued as Elaine and Dreval fought to get to the priest, while the priest stood on the altar at the center of the standing stones and threw elemental blasts of dark magic at them, knocking them away if they got too close. Ultimately the pair realized that the priest was protecting a lens that he had emplaced on the altar, and, knocking the last skeletal warriors aside, they charged the altar, jumping up on it with the priest just as the moon peeked above the horizon and its light brushed the lens. The priest shouted shrilly, seemingly in pain, and then suddenly everything went black.

 

Elaine and Dreval woke some indeterminate amount of time later. The priest was nowhere in sight. Nor, for that matter, were the altar, the standing stones, the hill, or even the surrounding countryside. Instead they were in some kind of forest composed of stone and metal structures. Only one thing was certain: they weren't in Astoria any more.

 

To be adjusted: Fast-forward two months. Elaine, now known as Glaive, understands a bit more about the most commonplace artifacts of this strange world she finds herself in. She finds it hard to credit that she's travelled tens of thousands of years into the future, but all the evidence she's been able to uncover points in that direction. As a means of making her way in this new society, she decided to stick with what she knows and become a protector -- a bodyguard. She's been fortunate enough to land a couple of small-time bodyguarding jobs, but her unfamiliarity with the local cultural norms has been causing her grief, and she's lost more than one job for being too uncompromising or just too "weird" for her clients. Still, she feels she's learned some useful lessons in how to approach matters in this society, and continues to try to land bigger and better clients. She still maintains contact with Dreval, who now calls himself BeastWarden; he's opened up a bit more with her since they have both become stranded in an alien world. Elaine and Dreval feel it's important to keep tabs on one another, as each is the only one likely to really understand what the other is going through.

 

Meanwhile, elsewhere, an Elder Worm by the name of The Slug has uncovered evidence pointing to the arrival of two new metas in the city, from another era. He concludes that it is possible that one or both of them has the ability to open a rift to an earlier time, perhaps as far back as the age of the Elder Worm. Failing that, perhaps they know of an object of power that might have survived the ages and be waiting, buried somewhere in a relic collection or an archaeological dig, for him to uncover. One plane ticket later, the pair have a new enemy, one they know nothing about...

Powers/Tactics: Glaive rarely initiates an attack, but if trouble looks to be brewing she will hold an action for a block, throw, or missle deflect. If someone starts a fight, though, she has no qualms about finishing it. She will usually stick with her Slash attack, using a Strike or Hook maneuver, unless she has reason to do otherwise. If outnumbered, or obviously outclassed, she will instead use her Glaive to summon assistance. The Glaive will summon up to 8 shades, whose bodies are magically coalesced from shadows, governed by spirits of deceased female warriors. (Guidelines: STR 15, DEX 14, SPD 3, with MA skills and a HKA similar to Glaive's.)Campaign Use: Glaive comes from a society where women fighters are traditionally defensively-oriented and male fighters are traditionally offensively-oriented. As a heroine, it would not be much of a stretch for her to translate her protectiveness for an individual to protectiveness for society in general. Otherwise, she's most likely to wind up as a mercenary bodyguard, protecting whoever she is hired to protect, regardless of what she thinks of them. BeastWarden (Dreval) is a Borellian man who has also been yanked forward in time and has a similar background to Glaive, though he trades in some of her movement and summon abilities for a multiform; he can change into a seal, a seahawk, and possibly other forms. In order to use Glaive as a DNPC for a more powerful super, remove the DNPC disadvantage and change her comradeship with BeastWarden to comradeship with the PC in question. If Slug is not present in the campaign world, any magic-using villain interested in trying to use Glaive to channel power from the past would be a suitable replacement.
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Re: Teen Champions Character review page

 

Here's another mostly-done-except-for-background-and-tweaking character, this one concentrating more on illusion magics.

 

 

Mirage

 

Player: Zed

 

Val Char Cost
13/21 STR 3
14 DEX 12
13/21 CON 6
10 BODY 0
18 INT 8
10/26 EGO 0
10 PRE 0
10 COM 0
3/16 PD 0
3/16 ED 0
3/6 SPD 6
6/10 REC 0
26/42 END 0
24/32 STUN 0
6"/9" RUN02" SWIM02 1/2"/4" LEAP0Characteristics Cost: 35

 

Cost Power END
Eye of the Sands, all slots IAF Earring, Unbreakable (-1/2), Only When In Contact With The Ground (-1/4) [Notes: Looks like costume jewellry, contains a cats-eye gem.]
4 1) +8 STR (8 Active Points); IAF Earring, Unbreakable (-1/2), Only When In Contact With The Ground (-1/4) 1
9 2) +8 CON (16 Active Points); IAF Earring, Unbreakable (-1/2), Only When In Contact With The Ground (-1/4)
18 3) +16 EGO (32 Active Points); IAF Earring, Unbreakable (-1/2), Only When In Contact With The Ground (-1/4)
17 4) +3 SPD (30 Active Points); IAF Earring, Unbreakable (-1/2), Only When In Contact With The Ground (-1/4)
3 5) +6 PD (6 Active Points); IAF Earring, Unbreakable (-1/2), Only When In Contact With The Ground (-1/4)
3 6) +6 ED (6 Active Points); IAF Earring, Unbreakable (-1/2), Only When In Contact With The Ground (-1/4)
8 7) Robes of Sand: Armor (5 PD/5 ED) (15 Active Points); IAF Earring, Unbreakable (-1/2), Only When In Contact With The Ground (-1/4) 0
3 8) Hardened Eyes: Sight Group Flash Defense (5 points), Hardened (+1/4) (6 Active Points); IAF Earring, Unbreakable (-1/2), Only When In Contact With The Ground (-1/4) 0
1 9) Desert Traveller: Life Support (Safe in Intense Heat) (2 Active Points); IAF Earring, Unbreakable (-1/2), Only When In Contact With The Ground (-1/4) 0
31 Desert Magics: Multipower, 63-point reserve, (63 Active Points); all slots Variable Limitations (requires -1 worth of Limitations; -1/2), Only In Heroic Identity (-1/4), Only When In Contact With The Ground (-1/4) [Notes: Usually Incantations, Gestures, Side Effects (Desert Winds: all unattached nonliving objects within 3" take 3d6 wind damage and may be blown away, always occurs)]
2u 1) Sun Burst: Energy Blast 5d6, Reduced Endurance (1/2 END; +1/4), Explosion (+1/2), Nonselective Target (-1/4), Based On EGO Combat Value (Mental Defense applies; +1) (62 Active Points); Variable Limitations (requires -1 worth of Limitations; -1/2), Beam (-1/4), Normal Range (-1/4), Only In Heroic Identity (-1/4), Only When In Contact With The Ground (-1/4) 3
2u 2) Mind Burn: Ego Attack 5d6 (Human class of minds), Reduced Endurance (1/2 END; +1/4) (62 Active Points); Variable Limitations (requires -1 worth of Limitations; -1/2), Beam (-1/4), Normal Range (-1/4), Only In Heroic Identity (-1/4), Only When In Contact With The Ground (-1/4) 2
2u 3) Sunstroke: Suppress STUN 5d6, Reduced Endurance (0 END; +1/2), Based On EGO Combat Value (Standard Defenses apply; +1) (62 Active Points); Variable Limitations (requires -1 worth of Limitations; -1/2), Beam (-1/4), Normal Range (-1/4), Only In Heroic Identity (-1/4), Only When In Contact With The Ground (-1/4) 0
2u 4) Sundog: Sight Group Images 1" radius, +/-7 to PER Rolls, Line Of Sight (+1/2), Reduced Endurance (0 END; +1/2) (62 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Variable Limitations (requires -1 worth of Limitations; -1/2), Only In Heroic Identity (-1/4), Only When In Contact With The Ground (-1/4) 0
2u 5) Sandstorm: Change Environment 8" radius, -6 to Sight Group PER Rolls, Personal Immunity (+1/4), Line Of Sight (+1/2) (61 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Variable Limitations (requires -1 worth of Limitations; -1/2), Only In Heroic Identity (-1/4), Only When In Contact With The Ground (-1/4) 6
2u 6) Sand Form: Desolidification (affected by Wind, Water, Fire), Costs END Only To Activate (+1/4), Usable By Other (+1/4) (60 Active Points); Cannot Pass Through Solid Objects (-1/2), Variable Limitations (requires -1 worth of Limitations; -1/2), Only In Heroic Identity (-1/4), Only When In Contact With The Ground (-1/4) 5
2u 7) Sandy Dispersal: Teleportation 10", No Relative Velocity, Position Shift, x16 Noncombat, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Extra Time (Full Phase, -1/2), Variable Limitations (requires -1 worth of Limitations; -1/2), Only In Heroic Identity (-1/4), Only When In Contact With The Ground (-1/4) 2
2u 8) Path of the Sands: Teleportation 4", x2 Increased Mass, Costs END Only To Activate (+1/4), Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (One Hex; +1/2), Continuous (+1), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (62 Active Points); Gate (-1/2), Variable Limitations (requires -1 worth of Limitations; -1/2), Only In Heroic Identity (-1/4), Only When In Contact With The Ground (-1/4) 6
2u 9) Mirage: Mental Illusions 12d6 (Human class of minds) (60 Active Points); Variable Limitations (requires -1 worth of Limitations; -1/2), Limited By Senses Smell/Taste Group (-1/4), Limited By Senses Touch Group (-1/4), Only In Heroic Identity (-1/4), Only When In Contact With The Ground (-1/4) 6
1u 10) Subtle Mirage: Mental Illusions 1d6+1 (Human class of minds), Reduced Endurance (0 END; +1/2), Invisible Power Effects, Hide effects of Power (Fully Invisible; +1), Cumulative (112 points; +1 1/2) (28 Active Points); Variable Limitations (requires -1 worth of Limitations; -1/2), Limited By Senses Smell/Taste Group (-1/4), Limited By Senses Touch Group (-1/4), Only In Heroic Identity (-1/4), Only When In Contact With The Ground (-1/4) 0
1u 11) Fevered Dreams: Mind Control 1d6+1 (Human class of minds), Telepathic (+1/4), Reduced Endurance (0 END; +1/2), Invisible Power Effects, Hide effects of Power (Fully Invisible; +1), Cumulative (112 points; +1 1/2) (30 Active Points); Variable Limitations (requires -1 worth of Limitations; -1/2), Only In Heroic Identity (-1/4), Only When In Contact With The Ground (-1/4) 0
1u 12) Heatstroke: Ego Attack 1d6 (Human class of minds), Reduced Endurance (0 END; +1/2), Invisible Power Effects, Hide effects of Power (Fully Invisible; +1), Continuous (+1) (35 Active Points); Variable Limitations (requires -1 worth of Limitations; -1/2), Beam (-1/4), Only In Heroic Identity (-1/4), Only When In Contact With The Ground (-1/4) 0
1u 13) Sandspeak: Telepathy 1d6+1 (Human class of minds), Reduced Endurance (0 END; +1/2), Invisible Power Effects, Hide effects of Power (Fully Invisible; +1), Cumulative (112 points; +1 1/2) (28 Active Points); Variable Limitations (requires -1 worth of Limitations; -1/2), Only In Heroic Identity (-1/4), Only When In Contact With The Ground (-1/4) 0
1u 14) Sandscrying: Mind Scan 1d6+1 (Human class of minds), Reduced Endurance (0 END; +1/2), Invisible Power Effects, Hide effects of Power (Fully Invisible; +1), Cumulative (112 points; +1 1/2) (28 Active Points); Variable Limitations (requires -1 worth of Limitations; -1/2), Only In Heroic Identity (-1/4), Only When In Contact With The Ground (-1/4) 0
1u 15) Heat Shimmer: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) (30 Active Points); Variable Limitations (requires -1 worth of Limitations; -1/2), Only In Heroic Identity (-1/4), Only When In Contact With The Ground (-1/4) 0
1u 16) Healing Sands: Healing BODY 2 1/2d6, Can Heal Limbs (30 Active Points); Variable Limitations (requires -1 worth of Limitations; -1/2), Only In Heroic Identity (-1/4), Only When In Contact With The Ground (-1/4) 3
14 Staff of the Sands: Multipower, 32-point reserve, (32 Active Points); all slots OAF Unbreakable (-1), Only When In Contact With The Ground (-1/4) [Notes: Ornate staff with a large crystal on top.]
1u 1) Crystal Focus: +16 EGO (32 Active Points); OAF Unbreakable (-1), Only When In Contact With The Ground (-1/4)
1u 2) Crystal Gazing: (Total: 32 Active Cost, 14 Real Cost) N-Ray Perception (Sight Group), +7 to PER Roll, Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (32 Active Points); OAF Unbreakable (-1), Only When In Contact With The Ground (-1/4) (Real Cost: 14) [Notes: Not through magical barriers or wards.] 0
1u 3) Crystal Shield: Force Field (5 PD/5 ED/10 Power Defense), Costs END Only To Activate (+1/4), Hardened (+1/4) (30 Active Points); OAF Unbreakable (-1), Only When In Contact With The Ground (-1/4) 2
1u 4) Mental Shields: Force Field (20 Mental Defense), Hardened (+1/4), Costs END Only To Activate (+1/4) (30 Active Points); OAF Unbreakable (-1), Only When In Contact With The Ground (-1/4) 2
1u 5) Strength from the Sands: +16 REC (32 Active Points); OAF Unbreakable (-1), Only When In Contact With The Ground (-1/4)
1u 6) Serpent Strike: Hand-To-Hand Attack +3d6, Reduced Endurance (1/2 END; +1/4), Based On EGO Combat Value (Mental Defense applies; +1), Range Modifiers Apply (-1/4) (30 Active Points); OAF Unbreakable (-1), Hand-To-Hand Attack (-1/2), Only When In Contact With The Ground (-1/4) [Notes: 6d6 w/ STR, velocity adds at 57%] 1
1u 7) Sun Blind: Sight Group Flash 2d6, Reduced Endurance (1/2 END; +1/4), Based On EGO Combat Value (Standard Defenses apply; +1), Continuous (+1) (32 Active Points); OAF Unbreakable (-1), Only When In Contact With The Ground (-1/4) 1
1u 8) Suffocating Heat: Change Environment 4" radius, +3 Temperature Level Adjustment, Line Of Sight (+1/2) (31 Active Points); OAF Unbreakable (-1), Only When In Contact With The Ground (-1/4) [Notes: Lasts 5 min in still air, 1 min when windy/cold.] 3
1u 9) Trackless Desert: (Total: 30 Active Cost, 13 Real Cost) Running +3" (6"/9" total), x4 Noncombat, Reduced Endurance (0 END; +1/2) (16 Active Points); OAF Unbreakable (-1), Only When In Contact With The Ground (-1/4) (Real Cost: 7) plus Gliding 9", x4 Noncombat (14 Active Points); OAF Unbreakable (-1), Ground Gliding (-1/4), Only When In Contact With The Ground (-1/4) (Real Cost: 6) 0
Powers Cost: 145

 

 

Cost Skill
0 Acting 8-
0 Climbing 8-
0 Concealment 8-
0 Conversation 8-
3 Deduction 13-
0 Paramedics 8-
0 Persuasion 8-
3 Power 11- (14-)
3 Scientist
1 1) SS: Desert Magic 11- (2 Active Points)
1 2) SS: Illusions 11- (2 Active Points)
1 3) SS: Psionic Magic 11- (2 Active Points)
0 Shadowing 8-
3 Stealth 12-
2 Survival (Desert) 13-
3 Tactics 13-
0 TF: Equines, Everyman
Skills Cost: 20

 

 

 

 

Total Character Cost: 200

 

Val Disadvantages
20 Normal Characteristic Maxima
15 Dependent NPC: Archaeologist Parents 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)
15 Psychological Limitation: Code vs. Killing (Common, Strong)
15 Social Limitation: Legal Minor (Very Frequently, Minor)
15 Social Limitation: Secret Identity (Frequently, Major)
5 Social Limitation: Dark Secret (Occasionally, Minor)
15 Hunted: The Slug 8- (Mo Pow, Capture)

Disadvantage Points: 100

 

Base Points: 100

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Teen Champions Character review page

 

The last one I present for now is a shapeshifter. In the interests of brevity I will just post the base form. His other forms are a polar bear, a seahawk (e.g. gyrfalcon), a blue shark, and a magical version of a lynx.

 

You might note that all these are hunted by The Slug. That's because I had originally built them to be a team intended for a mystic-oriented game with The Slug as the main arch-villain. The version of The Slug from this game would have been a criminal mastermind in addition to whatever powers he already has. Alternatively, a mid-ranking Morbane might have worked as well as the arch-nemesis.

 

Anyway, here's BeastWarden.

 

BeastWarden

 

Player: Zed

 

Val Char Cost
15 STR 5
13 DEX 9
13 CON 6
12 BODY 4
13 INT 3
10 EGO 0
14/45 PRE 4
10 COM 0
3 PD 0
3 ED 0
4 SPD 17
6 REC 0
26 END 0
25 STUN -2
7" RUN24" SWIM23" LEAP0Characteristics Cost: 50

 

Cost Power END
32 Predator Shape: Multiform (250 Character Points in the most expensive form) (Instant Change, x4 Number Of Forms) (65 Active Points); Personality Loss First Roll After 1 Day (-1/2), Reversion (-1/2) [Notes: PL: After 1d cumulative elapsed non-human time.] 0
12 Predator Empathy: Mind Link , Human and Animal classes of minds, Any Willing Target, Number of Minds (x2) (30 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (0 DCV; -1/2), Only Predatory or Aggressive Minds (-1/2) 0
12 Predator Influence: +31 PRE (31 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (0 DCV; -1/2), Only to Relate to Predatory or Aggressive Beings (-1/2)
4 Multiple Minds: +2 with EGO Roll
13 Hunting Weapons: Multipower, 30-point reserve, (30 Active Points); all slots OAF (-1), Real Weapon (-1/4)
1u 1) Harpoons: Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Range Based On STR (+1/4), +1 Increased STUN Multiplier (+1/4) (30 Active Points); OAF (-1), 4 Recoverable Charges (-1/2), Real Weapon (-1/4) [4 rc]
1u 2) Net: Entangle 3d6, 3 DEF (30 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Range Based On Strength (-1/4), Real Weapon (-1/4) [1 rc]
1u 3) Hunting Knife: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2) (30 Active Points); OAF (-1), Real Weapon (-1/4) 0
1u 4) Envenomed Strike: Hand-To-Hand Attack +2d6, 8 Continuing Charges lasting 1 Turn each (+0), No Normal Defense (Rigid Armour; +1), Continuous (+1) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4) [Notes: 5d6 NND w/ STR.] [8 cc]
1u 5) Torch & Naptha (Molotov): Killing Attack - Ranged 1d6+1, Explosion (+1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4), Real Weapon (-1/4) [6]
Powers Cost: 78

 

 

Cost Skill
3 Acting 12- (18-)
6 Animal Handler (Aquatic Animals, Birds, Canines, Felines, Ursines) 12- (18-)
3 Bribery 12- (18-)
0 Climbing 8-
3 Concealment 12-
3 Conversation 12- (18-)
0 Deduction 8-
3 Jack of All Trades
2 1) PS: Amateur Psychologist (3 Active Points) 12- (18-) [Notes: "Reading" people, animals, and situations.]
1 2) PS: Gang Leader (2 Active Points) 11-
1 3) PS: Hunter (2 Active Points) 11-
0 Language: Borellian (idiomatic; literate) (5 Active Points)
2 Language: English (fluent conversation)
3 Mimicry 12-
3 Navigation (Land, Marine) 12-
3 Oratory 12- (18-)
0 Paramedics 8-
3 Persuasion 12- (18-)
3 Seduction 12- (18-)
3 Shadowing 12-
3 Stealth 12-
3 Streetwise 12- (18-)
2 Survival (Arctic/Subarctic Coasts, Marine Surface) 12-
3 Tracking 12-
3 Trading 12- (18-)
0 TF: Everyman, Small Wind-Powered Boats
3 Traveler
1 1) AK: Gang Neighborhood (2 Active Points) 11-
1 2) AK: Local Wilderness Areas (2 Active Points) 11-
1 3) CuK: Common Predatory (2 Active Points) 11-
1 4) CuK: Gangs (2 Active Points) 11-
1 5) CuK: Predatory Animals (2 Active Points) 11-
4 WF: Common Melee Weapons, Common Missile Weapons
Skills Cost: 71

 

 

Cost Talent
1 Environmental Movement (no penalties for slippery or poor footing)
Talents Cost: 1

 

 

Total Character Cost: 200

 

Val Disadvantages
25 Dependent NPC: 'Predators' Gang 8- (Normal; Useful Noncombat Position or Skills; Group DNPC: x16 DNPCs)
5 Distinctive Features: Temporal Signature (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
15 Hunted: The Slug 8- (Mo Pow, Capture)
15 Hunted: Temporal Police 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
20 Normal Characteristic Maxima
15 Psychological Limitation: Overconfident (Very Common, Moderate)
5 Psychological Limitation: Vengeful (Uncommon, Moderate)

Disadvantage Points: 100

 

Base Points: 100

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Teen Champions Character review pageEric Drake

<!--url{0}-->Str: 10 (2d6 ND, 1d6-1 KA)

Dex: 12 (OCV: 4 DCV:4)

Con: 12

Body: 10

Int: 18

Ego: 18 (ECV: 6)

Pre: 20

Com: 14

PD: 5 ED: 3

Rec: 5 End: 24

Stun: 21 Spd: 3

Character points: 60pt's


Powers

{7pt} Seductive Aura: +20 Pre and +16 Com

Only to perform Seductive/friendly pre-attacks -1Only applies against those of the appropriate sexual orientation -1Only works in person -1/2,Always On -1/2

{9pt} Bliss Touch: 1D6 Major Transformation (only to add psychological Limitation: in love with Eric Drake)

0 Endurance +1/2,Persistant +1/2,Damage Shield +1/2Only to affect those of the appropriate sexual orientation -1, NCC -2

{10pt}After Glow: 1D6 Ego Drain

0 endurance +1/2,Persistant +1/2,Damage Shield +1/2, Recovery +1Link: Bliss Touch-1/2, NCC-2

Power Character Points: 26


Skills

Tactics 13-[3]

Inventor 13-[3]

Electronics 13-[3]

Mechanics 13-[3]

Seduction 17-[3]

Combat levels: +5 battle baton[15]

Skill levels: +3 Int-based [15]

Scientist Enhancer [3]

SS: Chemistry 11 or less [1]

SS: Genetics 11 or less [1]

Skill Character Points: 50


Gear/Equipment

Bodysuit[OIF -1/2,real-1/4,mass-1/4,body ablative -1/2]

{1pt}1): Damage Resistance 5PD 3ED

{1pt}2): Power Defense 4pt (works both ways -1/2,11- activation -1)

Battle Baton [OAF -1,one hand,str min:5 -1/4,real -1/4]

{5pt}1): Hand To Hand: +3d6 (-1/2) 5d6 ND total

{3pt}2): Stun Shocker: +3d6EB

[No range -1/2,14- activat -1/2,8 charges -1/2,Stun damage only -0]

{5pt}Concussion Grenades 2d6EB

[OAF-1,14 or less activation -1/2,8 Charges -1/2,Explosion +1/2]

Gear/Equipment Character Points: 15


Disadvantages

DF: Seductive Aura +25(noticed by anyone of the right sexual orientation)

DF: Mutant aura +10 (Requires special senses)

Social limit: Teenager +5

Susceptibility: Telepathy +15 [1d6/phase, uncommon]

Susceptibility: Telepathy +10[1d6/Instant,uncommon]

Hunted: Alcoholic Father 8- +5

Watched: Private School Morgenstern 8- nci +10

Psychological Limitation: code of honor +10(common/moderate)

Psychological Limitation: Embarressed by Powers +10(uncommon/Strong)

Disadvantage character point bonus: 100


History


Eric's trouble very likely started after his mother left his father. He's not sure was to young to remember the incident. During the years he was growing he was attending one school or another with bruises from his 'accident' prone moments of being in the way of his fathers swinging fist.One would of thought that when his mutant powers turned on he would of become some sort of big bad ass with the power to call down the divine smack down on everyone around him. Instead he gained powers thatmade him the center of attention....around women and homosexuals much to his dislike. Just being near him tended to be enough for either of these types of people tostart acting like he was gods gift to sexuality, physical contact didn't seem to help either as it just intensified the strange charm he had over them. Once he started to be popular though he's father beatings came more often because girls and teachers would show up to generally harass him about his sons life. Soon he was pulled out of school altogether (after his english teacher had broken into the house buck naked to whisk him away) and made then worse still he was made to work in the 'family' garage fixing cars and generally being a grease monkey. It's kinda hard to tell how he met metranon. It could have been fate or she might of heard rumors about him, or hell maybe she sensed some other great power in him (if you believe in that kinda crap)but she seemed to have taken a shine to him, but not the way that normally seemed to happen. She offered him a school where his father wouldn't have any influence and better yet where his father wouldn't be around for that matter. He didn't bother with just signing the papers that day, he jumped in the car and just left with his father searching all over for his lil meal ticket.


Powers/tactics:Eric is a low powered emotion manipulator, his powers being in the early stages of emotion control and alteration have created an aura that he can't quite shut off and long term physical contact will alter a persons emotions. Because his powers are still in the process of growing out into something usable Telepathic contact causes him some serious pain. So first ruel of thumb for Eric is to disable ANY psionic opposition with a grenade while keeping any bricks away from him.


Personality- while an interestingly honorable villian Eric constantly berates himself for not having any useful power, his Seductive aura hasn't done much except get him in trouble in the past. Eric lives by a simple code of honor: an eye for eye and always repay ones debts. Right now he owes Metranon a major debt in his mind for getting him away from his father. He intends to learn to deal and use his powers, and later if she needs his help again all she'll likely have to do is ask.


Qoute-"Can we get this other with already? I have a homework to do."
Unspent Character Points/Experience: 49
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Re: Teen Champions Character review pageProbably needs more spit and polish, but here's my contribution:DaytripperPlayer: NPC Teen Champion

Val Char Cost
10 STR 0
20 DEX 30
13 CON 6
10 BODY 0
18 INT 8
13 EGO 6
15 PRE 5
16 COM 3
5/10 PD 3
5/10 ED 2
6 SPD 30
5 REC 0
30 END 2
31 STUN 9
8" RUN44" SWIM24" LEAP2Characteristics Cost: 112
Cost Power END
30 Psychedelic Touch: Multipower, 90-point reserve, all slots Based on CON (Defense: ED; -1), Skin Contact Required (-1)
2u 1) Emotional Overcharge Effect: Mind Control 3d6+1, Telepathic (+1/4), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1), Cumulative (72 points; +1), No Normal Defense (LS: Immune to Drugs/Chemical; +1); Based on CON (Defense: ED; -1), Skin Contact Required (-1), Set Effect (Only To Control/Inflict Emotions (Empathy); -1/2) 0
2u 2) Psychedelic Effect: Mental Illusions 3d6+1, Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1), Cumulative (72 points; +1), No Normal Defense (LS: Immune to Drugs/Chemical; +1); Based on CON (Defense: ED; -1), Skin Contact Required (-1), No Conscious Control (Only Effects cannot be controlled; -1) 0
2u 3) Truth Serum Effect: Telepathy 3d6+1, Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1), Cumulative (72 points; +1), No Normal Defense (+1); Based on CON (Defense: ED; -1), Skin Contact Required (-1), Language Barrier (-1/2), Receive Only (-1/2) 0
6 Padded Costume: +5 PD; OIF (-1/2) plus +5 ED; OIF (-1/2) 0
Powers Cost: 42
Cost Martial Arts Maneuver
Judo
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 20 STR to Disarm
4 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 25 STR vs. Grabs
4 5) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls
3 6) Joint Lock: 1/2 Phase, +0 OCV, -1 DCV, Grab One Limb, 20 STR for Holding On
3 7) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 3d6 Strike, Target Falls
3 8) Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, 2d6 Strike; You Fall, Target Falls
3 9) Slam: 1/2 Phase, +0 OCV, +1 DCV, 2d6 +v/5, Target Falls
4 10) Strike: 1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike
3 11) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 2d6 Strike; Target Falls
Martial Arts Cost: 39
Cost Skill
7 +3 with PRE Skills; Must Make Skin Contact With Target (-1)
10 +2 with HTH Combat
2 Computer Programming (Personal Computers) 13-
3 Concealment 13-
3 Conversation 12-
2 CuK: American Jews 11-
2 KS: Drug Culture 11-
2 KS: Drugs 11-
2 KS: Judaism 11-
2 KS: Rave Culture 11-
2 KS: Techno Music 11-
1 KS: The Palestine/Israel Conflict 8-
2 Language: Hebrew (fluent conversation, Literate)
2 PS: Rave Organizer 11-
3 Persuasion 12-
3 Seduction 12-
3 Shadowing 13-
3 Sleight Of Hand 13-
3 Streetwise 12-
Modern Everygirl Skills
0 1) AK: Seattle 8-
0 2) Acting 8-
0 3) Climbing 8-
0 4) Deduction 8-
0 5) Native Language: English (idiomatic; Literate) (4 Active Points)
0 6) PS: Student (Everyman Skill) 11-
0 7) Paramedics 8-
0 8) Stealth 8-
0 9) TF: Small Motorized Ground Vehicles
Skills Cost: 57
Val Disadvantages
15 Dependent NPC: Ephraim Silberstein, Father 11- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
5 Distinctive Features: Extremely Altered Blood Chemistry (Not Concealable; Noticed and Recognizable; Detectable Only By Technology)
25 Hunted: The Alchemist 11- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Capture)
10 Physical Limitation: Cannot Control Powers When Unconscious (Infrequently, Greatly Impairing)
20 Psychological Limitation: Code Vs Killing (Common, Total)
10 Psychological Limitation: Intensely Dislikes Authority Figures (Common, Moderate)
15 Psychological Limitation: Party Girl, Can't Take Things Seriously (Common, Strong)
5 Reputation: Ditzy, Drug-Addled Party Girl, 8-
10 Social Limitation: Legal Minor (Occasionally, Major)
15 Social Limitation: Secret ID (Frequently, Major)
10 Social Limitation: Too Many Friends! (Frequently, Minor)
10 Watched: Local Police 11- (Mo Pow, NCI, Limited Geographical Area, Watching)
Disadvantage Points: 150

Base Points: 100Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 250

Height: 5' 4" Hair: Brown
Weight: 103 lbs Eyes: Green
Appearance: Mirele is a very short, thin, somewhat waifish girl with a penchant for raver fashion. As Daytripper, she wears a costume assembled from her mom's old hippie clothes and a bejewelled butterfly mask. The clothes have been modified and are padded over easily bruised parts of the body.Personality: Mirele is a party girl, she doesn't like to take anything seriously. She's very, very lefty and liberal, though she swings hard right on the issue of Israel. Her views are mostly nonsensical and unfounded on anything but emotion - the typical soft-headed liberalism of her generation. She hates right wingers and authority figures, and likes to call cops "pigs".Quote:"Let's get the party started!"Background: Ephraim Silberstein was doing post-graduate research in the field of psychiatric chemistry when the Psychedelic Revolution began. A student of Tim Leary, Ephraim was one of many who followed the Acid Guru with an almost religious devotion. Several years later, when leary was arrested, LSD was criminalized, and the crackdown on the the counterculture began, Ephraim went underground.

 

He ended up working for a man named Johnathon Withers, aka The Alchemist. The Alchemist was a minor supervillain who hoped to become big time by becoming the biggest drug pusher in America and Europe. Ephraim was the key to his success. Ephraim septn severla years designing new drugs for Withers to sell through his growing network. He also helped Withers create many of the chemical weapons the Alchemist used in combat.

 

One of the drugs Eprhaim developed, in 1977, was LSSAD23, a super potent variation on LSD. He used himself as a guinea pig, and the trip was, by far, the most signifigant experience of his life. He felt a mystical conenction with the oneness of the universe, and came to understand how his nvolvement with Withers was inexcusable and corrupting his soul. He turned to the super hero Black Mask (David Ward) for help in defeating the Alchemist. They were successfull, and John Withers went to jail for a very, very long time.

 

Ephraim spent some time soul-searching, and ended up renouncing hsi previous athiesm and embracing his parent's orthodox Judaism. He met a nice girl at the synagoge, and eventually married and had a daughter, whom he named Mirele.

 

Mirele began displaying her powers before birth. It seems that the LSSAD23 had mutated Ephraim's genetic code, and while he never gained powers, his daughter did. Her entire body produced huge quantities of LSSAD23, and anyone who came into physical contact with her began to experience altered emotional states, and intense hallucinations.

 

As Mirele grew, she learned to control her abilities, and could stop the flow of LSSAD23 through her skin, allowing for normal human contact (though she still releases the chemical uncontrollably when unconscious and sleeping). She also learned that she could "flavor" the chemical release, using it to trigger specific mood states or using it as a "truth serum" that causes a person to begin babbling uncontrolably, giving truthful (if soemtiems incoherent) responses to any question asked of them.

 

Mirele's mother died in a car accident when Mirele was 7, and she grew despondent and troubled. As she got older, she rebelled more and more, much to her father's dismay. He was never able to reign her in, and when she got involved in rave culture, there was little he could say - especially since he agreed with a lot of the philsophical undertones of that culture.

 

Mirele has thought a lot about becoming a superhero, and even studied Judo so she could actually fight, but she's not sure if her power is enough to really be effective. She'll find out soon enough...you see, John Withers was released from prison two years ago, and he's spent that time plotting his revenge...

Powers/Tactics: Mirele's body produces an extremely powerful hallucingin called LSSAD23. Even brief contact with her skin releases enough LSSAD23 to send someone on a very, very long trip. Though it takes a while to build to full effect, and she has little control over what happens after dosing her target.

 

Campaign Use: In game terms, once a target is struck by Mirele the dosing effect continues until it reaches maximum effect (72 points), and then begins to fade at the rate of 5 points/turn. Any successful breakout roll (using CON not EGO, this is a chemical afterall) will reset the effect to zero, though it may continue to act after that. For example, if Mirele doses Foxbat, and it builds to 45 points before he makes a successful break out roll, the "counter" resets to zero, and then continues going up til reaching 27 points (72-45=27).
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Re: Teen Champions Character review pageTagPlayer:

Val Char Cost
10 STR 0
23 DEX 39
18 CON 16
10 BODY 0
18 INT 8
13 EGO 6
10 PRE 0
10 COM 0
4 PD 2
4 ED 0
6 SPD 27
6 REC 0
36 END 0
24 STUN 0
6" RUN02" SWIM02" LEAP0Characteristics Cost: 98
Cost Power END
25 Teleport Powers: Elemental Control, 50-point powers
17 1) Standard Teleport: Teleportation 18", x2 Increased Mass, Safe Blind Teleport (+1/4) (51 Active Points); Requires A T-Port Skill Roll (-1/2) 5
11 2) Long Range T-port: Teleportation 10", x8 Increased Mass, Safe Blind Teleport (+1/4), MegaScale (1" = 1 km; +1/4) (52 Active Points); Can Only Teleport To Fixed Locations (-1), Requires A T-Port Skill Roll (-1/2) 5
15 3) Tagportation: Teleportation 8", Position Shift, x2 Increased Mass, Usable As Attack (+1) (52 Active Points); Requires A T-Port Skill Roll (-1/2), No Noncombat Movement (-1/4) 5
8 4) Dimensional Teleport: Extra-Dimensional Movement (Any Dimension, Any Location), x2 Increased Weight (50 Active Points); No Conscious Control (-2), No Noncombat Movement (-1/4) 5
10 Teleportation: Floating Fixed Location (2 Locations) 0
24 Avoiding tag-backs: (Total: 35 Active Cost, 24 Real Cost) Energy Damage Reduction, 25% (10 Active Points); Activation Roll 14- (-1/2) (Real Cost: 7) plus Physical Damage Reduction, 25% (10 Active Points); Activation Roll 14- (-1/2) (Real Cost: 7) plus +3 with DCV (15 Active Points); Activation Roll 14- (-1/2) (Real Cost: 10)
20 Luck 4d6 0
Powers Cost: 130
Cost Skill
3 Computer Programming 13-
9 Power 15-
2 SS: Physics 11-
2 KS: Science Fiction Trivia 11-
Skills Cost: 16
Cost Talent
6 Combat Luck (3 PD/3 ED)
Talents Cost: 6
Val Disadvantages
25 Accidental Teleport: Hit by Lightning/Electricity 14- (Very Common)
30 Vulnerability: 2 x STUN Lightning/Electricity (Very Common)
10 Psychological Limitation: Practial Joker: (Common, Moderate)
5 Unluck: 1d6
15 Susceptibility: if accidental teleported, 3d6 damage Instant (Uncommon)
15 Psychological Limitation: Code vs. Killing (Common, Strong)
Disadvantage Points: 100

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

Height: 1.73 m Hair: Sandy Brown
Weight: 80.00 kg Eyes: Green
Appearance: Tag is a 15 year old, average looking caucasian. He wears glasses in his secret ID and a mask as Tag.Personality:  Having been the target of physical humiliation, he now can return the same to those who acts like bullies. He does not like to risk his or others life though. And tries to keep others safe.Quote:Tag, You're It!Background: Johnny is your standard geek. Intellegent, but picked on by the "cool" kids in school. To be liked, he became the class clown. He also started getting revenge by carefully playing practical jokes on his tormentors in such a way as to not be caught.

During the last spring semester at his former school, a heavy thunderstorm rolled in during class. The school, situated on a hill, seemed to attact a lot of lightning that day. All the students gathered inside the front doors waiting for a break in the storm before racing to their busses. Johnny was waiting with the rest, when someone pushed him outside. No one would let him back in, so he ran for his bus. He was almost to the bus when, he was struck by lightning as he stepped into an oily puddle. In a flash of light and sound, he disappeared.

He awoke in a feild of tall pairie grass under a clear sky. He had no idea how he got there, or even where he was. He started hearing a low rumble that, at first, he took for either thunder or an earthquake. Turning toward the source of the sound, he saw a large cloud of dust with a herd of Bison within it. Johnny started to run.

As he ran, he closed his eyes, and wished he was home, envisioning his room. He then promptly tripped, and fell over his bed. He was confused and slightly paniced. What was happening to him?

He calmed down and started to think. The only explanation he came up with was that he could now teleport. He practiced and discovered that not only could he teleport himself, but others as well. Because of jis ability to teleport others without teleporting himself, he took the nickanme Tag.

Powers/Tactics: Tag is a touch teleporter, he can touch people or objects and send them a short distance off. He is able to place them in how and where he wants.

He also is able to, in extreme stress, or when hit by electricity, to sometimes teleport in time or to other dimensions. He is unable to control this power, and has not figured out how it works.

Campaign Use: Tag can have his teleport EC triggered if hit by electricity. The GM can choose any of the powers within the EC to be activated by the accidental teleport. The Dimensional teleport is a plot device to give the GM an excuse to do dimensional adventures. If the GM does not wish to use it, activate a different power instead.
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Re: Teen Champions Character review page

 

The following is my attempt to write up a teen incarnation of my character

Warp. This is not an attempt to do a "conventional" teen character that falls within the typical point parameters many suggest, but to regress an established adult PC back to what he would have been like at 16.

 

Daniel Stone (The Teen Who Will Be Warp)

 

CHARACTERISTICS

 

STR 15 (5) 12- HTH damage: 3d6 Lift: 200kg

DEX 20 (30) 13- OCV: 7 DCV: 7

CON 20 (20) 13-

BODY 15 (10) 12-

INT 20 (10) 13- Perception Roll: 13-

EGO 20 (20) 13- Base ECV: 7

PRE 20 (10) 13- Base Presence Attack: 4d6

COM 18 (4) 13-

 

PD 10 (7) Resistant PD: 8 Total PD: 18

ED 10 (6) Resistant ED: 8 Total ED: 18

SPD 5 (20) Phases: 3,5,8,10,12

REC 10 (3)

END 40 (0)

STUN 35 (2)

 

Total Characteristics Cost: 147

 

POWERS AND EQUIPMENT

 

(75) Dimensional Manipulation: 75pt Multipower Reserve

 

(7u) Slot A - Short Range Displacement: 30" Teleport, Safe Blind Teleport (+1/4)

 

(6u) Slot B - Long Range Displacement: 10" Teleport, MegaScale

(1"=10,000km, can scale down to 1"=1km)(+1 1/2), 0 END (+1/2), Safe Blind Teleport (+1/4)

 

(7u) Slot C - Mass Displacement: 15" Teleport, x32 noncombat, x8 increased mass, Safe Blind Teleport (+1/4)

 

(7u) Slot D - Involuntary Displacement: 12" Teleport, Position Shift, Usable

As Attack (not vs characters with teleportation or dimensional-manipulation powers)(+1), Ranged (+1/2)

 

(1u) Slot E - Instant Change: 2d6 Cosmetic Transform (Clothing into other clothing), Improved Target Group (Any clothing)(+1/4), 0 End (+1/2), Limited Target Group (Clothes)(-1/2)

 

(30) Defensive Spatial Shunt: 8PD/8ED Armor, Hardened

(60) Defensive Spatial Shunt: 50%PD/50%ED Resistant Damage Reduction

 

(32) Spatial Awareness, Discriminatory, 360 degrees

 

Total Powers/Equipment Cost: 225

 

SKILLS, PERKS, AND TALENTS

 

(3) Linguist

(3) Scholar

(3) Traveller

(3) Well-Connected

 

(3) Acting 13-

(3) Breakfall 13-

(3) Conversation 13-

(3) High Society 13-

(3) Paramedics 13-

(3) Persuasion 13-

(3) Power: Dimensional Manipulation 13-

(1) Familiarity: Seduction 8-

(3) Stealth 13-

(1) Familiarity: Trading 8-

 

(1) Area Knowledge: Europe 11-

(1) Area Knowledge: United States 11-

(1) Area Knowledge: World Geography 11-

(1) City Knowledge: London 11-

(1) City Knowledge: Los Angeles 11-

(2) City Knowledge: New York City 13-

(1) City Knowledge: Paris 11-

(1) Cultural Knowledge: The English 11-

(1) Cultural Knowledge: The French 11-

(1) Knowledge: Business Management 11-

(1) Knowledge: Finance 11-

(1) Knowledge: The Superhuman World 11-

 

(0) Professional Skill: Billionaire Heir (Everyman Skill) 11-

(2) Familiarity: Professional Skill - Investor 8-

 

(6) +3 Range Levels with Multipower

 

Karate

(4) Block (+2 OCV, +2 DCV, Block, Abort)

(4) Dodge (+0 OCV, +5 DCV, Dodge all attacks, Abort)

(4) Disarm (-1 OCV, +1 DCV, Disarm, +10 STR)

(4) Punch/Snap Kick (+0 OCV, +2 DCV, STR + 2d6 Strike)

 

Languages

 

(0) English (Native, Idiomatic, native accent)

(2) French (Idiomatic, native accent)

(2) German (Idiomatic, native accent)

(1) Latin (Completely Fluent, with accent)

 

(7) Contact 11- : Franklin Stone, CEO of Advanced Concepts Industries

(Extremely useful skills and resources, Access to major institutions, Significant

contacts of his own)

 

(9) Contact 14- : Lawyer and Uncle Steve Barlowe (Very useful skills and resources, Significant contacts of his own, Slavishly loyal to character)

 

(1) Passport

(15) Filthy Rich

 

(3) Absolute Range Sense

(3) Bump of Direction

 

Total Skills, Perks, and Talents Cost: 118

 

DISADVANTAGES

 

(5) Dependent NPC: Current Girlfriend or Love Interest 8- (Up To Slightly Less Powerful, May have useful noncombat position or skills, Unaware of character's Mutant Powers)

 

(10) Distinctive Features: Mutant (Not Concealable, Always noticed, Detectable only by unusual sense)

 

(10) Enraged when innocents killed without remorse (Uncommon circumstance, 8-, Recover 11-)

 

(20) Watched by Franklin Stone 11- (More powerful, Extensive NCI, PC easy to find)

 

(10) Psychlim: Hatred of Casual Killers (Uncommon, Strong)

 

(20) Psychlim: Protective of Innocents (Very Common, Strong)

 

(10) Social Limitation: Famous

 

(10) Social Limitation: Legal Minor (16 years old, Frequently, Minor)

 

(5) Social Limitation: Secret - Mutant Status

 

Disadvantage Total: 100

 

Character Total: 493

 

Background: Daniel Stone was born to circumstances many would envy. The only son of Advanced Concepts Industries founder Franklin Stone, it seemed his life was destined to be a simple existence filled only with wealth, comfort, and privilage. Nothing could be further from the truth. Oh, he'd have all of those perks, but his life would be far from simple.

 

The first turning point in his life came when his parents broke up when he was five. Citing Franklin's workaholic practices and infidelities, his wife Janet Barlowe Stone filed for divorce, taking Daniel and a sizeable chunk of Franklin's assets with her, including a considerable amount of ACI stock.

 

Daniel spent the next segment of his life mostly being raised by his mother. His

father was a distant presence in his life, whom he only saw once or twice a year at most. He received the best education that money could buy, and proved quite bright academically. When not in school his mother often took him along as she travelled on vacations and business trips, both to spend time with him and to give him a first hand view of how to manage the fortune he would inherit. Thanks to his world travel he became quite adept at picking up languages and knowledge of the places he visited. At times when he didn't go with his mother on her trips, he usually stayed with his Uncle Steve, Janet's younger brother.

 

Then came the fateful day which would change Daniel's life forever, July 23, 1992. He was with his mother in Detroit, who was in town to look into some potential deal with one of the auto companies, when the Battle of Detroit broke out. He and his mother were among the ones trapped in the city, unable to be evacuated, when the Destroyer activated his device, sending a devestating beam of destruction from the sky. As imminent death swept toward them, the stress of the situation triggered Daniel's till then latent mutant power of dimensional manipulation, teleporting him from his mother's side back to his bedroom in New York.

 

After getting over the shock of surviving while his mother had died in Detroit,

Daniel realized what had happened. That he was a mutant who could manipulate the fabric of space itself. A power that saved him from the death his mother and countless others had suffered. Why he alone should be so fortunate was a question that plauged Daniel's grief-stricken mind.

 

It was at the memorial for the victims of Detroit that Daniel realized the answer his question. So that he could use his unique gifts to save others from what his mother and the others had suffered. He resolved to himself then and there that he would use his power and resources to protect others from supervillains and their depredations.

 

Now it's six months later and his father Franklin Stone has custody of him. The fortune his mother left to him however is held in a trust managed by his Uncle Steve. He was the only one who knew Daniel was with his mother in Detroit, and what really happened. He supports Daniel's chosen destiny and has agreed to help him however he can.

 

In the past few months Daniel has been experimenting with potential uses of his power, as well as learning the skills he thinks will be necessary to become a superhero. He knows he's got a long way to go before he's ready to begin his career, but he's determined to do all that's necessary to prepare himself for it. All the while he tries to keep his powers and future plans a secret from his father, who he knows probably would not approve.

 

Appearance: Dark hair, blue eyes, athletic physique and boyish good looks, young Daniel Stone could probably best be described as a young teen heart throb.

 

Personality/Motivation: Daniel is motivated to become a super hero partly because of guilt and partly out of a sense of obligation. He surived while his mother and others died solely through a quirk of genetic fate. Because of this, he feels it's his duty to use his powers to save others the way he saved himself. He also wants to keep others from losing loved ones from the depredations of villains like Dr. Destroyer.

 

He has a particular hatred for those villains who have a callous disregard for human life, and would enjoy stopping them as harshly as possible. Should one of them casually kill an innocent in his presence, there's a chance he might even lose control of himself and attempt the ultimate retribution.

 

At this point in his life he believes he's not yet powerful or skilled enough to start actively acting as a super hero. Right now he's content to develop his powers, acquire the necessary skills, and obtain useful equipment in preparation for his future avocation.

 

However, just because he's not a super hero yet doesn't mean he will not stand on the sidelines if confronted with circumstances in which lives are endangered. If he encounters such a situation he will do what he can to help. Hopefully he'd be able to do so in such a way that preserved his secret.

 

Quote: "Where have I been? You know, around."

 

Powers/Tactics: Danie's mutant power allow him to manipulate the dimensional fabric of space-time itself. So far he's only mastered the most basic and instinctual applications of such a power, but as his future incarnation of Warp shows, he has vast potential that he has yet to tap.

 

As of now Warp has learned to to displace himself and others spatially. He can cross global distances quite effortlessly, as he did when his powers were first triggered. Paradoxically he finds short distances taxing on his endurance, probably due to the greater effort required for attempting to be so precise.

 

Taking more than just himself and what he can normally carry on his person with him also taxes his endurance, as well as significantly reducing his range. As does displacing other objects or beings by themselves, with the exception of clothing. He can use his powers to change clothes instantly with no effort at all, switching garb via teleportation with ease.

 

Daniel's dimensional powers also provide him with quite effective defenses. His body continually generates a discreet dimensional shunt which channels most of the force of attacks against him away before it can harm him.

 

Thanks to being so attuned to space, he enjoys an awareness of where things are in relation to him. He's honed his perception and can discern fine details with this sense, enabling him to differentiate between objects and people with it the way ordinary people can do with sight. He also can always tell accurately where he is, and how far things are from each other.

 

Aside from his abilities derived from Dimensional Manipulation, Daniel is quite fit for a boy his age, and skilled in Karate, which he started learning first as a hobby, but after the Battle of Detroit now pursues as a means of defense.

 

If faced with a situation in which Daniel may have to fight he will do his best to use surprise and his environment to his advantage. He'll use his short range displacement to get himself in a position advantageous to attack, such as ambushing people from behind.

 

For foes too tough to be taken down with Karate, he'll use his Involuntary Displacement to drop them from a great height, or to teleport them into any handy environmental hazzards (such as under water if there's a handy pool nearby). Dropping things on people's heads via Involuntary Displacement is another method of attack. He also could use Involuntary Displacement to disarm people quite handily, or remove innocents and hostages from immediate danger.

 

If possible, Daniel would render the battle area dark to maximize his tactical advantage. Thanks to his spatial awareness he can fight in darkness without being hampered the way most others would be. And such conditions would also help preserve his secret.

 

Whatever he does, Daniel will try to be subtle in the use of his powers if possible. Sniping from unseen, teleporting when others are distracted and have their attentions focused elsewhere, and relying mostly on his martial arts and his body's innate defenses for open confrontations. He'll only use his powers openly if he has no other alternative.

 

Campaign Uses: Young Daniel Stone can be used in a number of ways in a campaign. He can be a source of unexpected aid if on the scene of a battle between the PC's and some villains. He also makes a good love interest for teen female PC's, or as a friend or classmate of any of the PC's.

 

While in New Sentinels campaign canon Daniel Stone doesn't begin his super hero career as Warp until 2001, there's nothing that rules out him having Smallville-type adventures in which he's forced to use his powers to deal with situations despite not having a heroic identity.

 

And of course one is not forced to adhere to New Sentinels canon in another campaign. If the PC's manage to discover his secret, they could encourage him to take on the mantle of super hero early, thus gaining a new ally (or if recruited by adult PC's, possibly a new sidekick they can mentor).

 

Young Daniel Stone also would be a good npc to use in time travel or alternate dimension adventures. Of course, if one wants to use him in the present day one could change his history and substitute another supervillain-induced tragedy closer to the current date than the Battle of Detroit.

 

If one wishes to make Daniel more powerful, simply increase the active points in his multipower, improve the slots he has so they match the versions his adult incarnation Warp has, and maybe add some of Warp's other slots. Giving him Combat Levels with his multipower, and a couple of Overall Levels would also help.

 

To make Daniel less powerful you can increase the end cost of the powers he possesses, or maybe lower some of his stats and/or defenses.

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  • 2 weeks later...

Re: Teen Champions Character review page

 

I decided to bring the first five up to 250, so here you go

 

Bluejay

 

Player:

 

Val Char Cost
15 STR 5
23 DEX 39
15 CON 10
10 BODY 0
13 INT 3
11 EGO 2
13 PRE 3
14 COM 2
5/10 PD 2
5/10 ED 2
5 SPD 17
6 REC 0
30 END 0
25 STUN -1
6" RUN02" SWIM03" LEAP0Characteristics Cost: 84

 

Cost Power END
Quick on his feet, all slots: Combat Luck Based (-3/4)
8 1) Energy Damage Reduction, Resistant, 25% (15 Active Points)
8 2) Physical Damage Reduction, Resistant, 25% (15 Active Points)
10 Costume: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2)
6 Radio: Radio Perception/Transmission (10 Active Points); OIF (-1/2), Sense Affected As Radio & Hearing (-1/4)
4 Mask Lenses: Nightvision (5 Active Points); IIF (-1/4)
20 Utility Belt: Multipower, 30-point reserve, all slots: (30 Active Points); OIF (-1/2)
1u 1) Bluejayarangs: Energy Blast 6d6 (vs. PD) (30 Active Points); 6 Recoverable Charges (-1/4), Range Based On Strength (-1/4)
1u 2) Smoke Bomb: Change Environment 4" radius, -6 PER Roll: Sight Group (30 Active Points); 6 Continuing Charges lasting 1 Turn each (-1/4), Range Based On Strength (-1/4)
1u 3) Tracking Device: Detect A Class Of Things 12-, Increased Arc of Perception: 360-Degree, Range, Sense, Telescopic (+3), Variable Advantage (+1/4 Advantages Limited Group of Advantages; +1/2) (30 Active Points); OAF (-1) [Notes: Variable Advantages: Megascale (1"=10m), Megascale (1"=100m), Megascale (1"=1Km), Difficult to dispel. Character is assumed to carry 12 bugs]
1u 4) Flash Pellets: Flash 4d6 (Sight Group), Explosion (+1/2) (30 Active Points); 12 Charges (-1/4), Range Based On Strength (-1/4)
1u 5) Disposible Handcuffs: Entangle 2d6, 4 DEF, 2 Clips of 12 Charges (+0) (30 Active Points); Set Effect (Hands Only/Feet Only) (-1), No Range (-1/2), Cannot Form Barriers (-1/4)
1u 6) Flashlight: Sight Group Images, Reduced Endurance 0 END (+1/2), x8" Radius (+3/4) (22 Active Points); Only To Create Light (-1), OAF (-1)
1u 7) Micro Rebreather: Life Support , Self-Contained Breathing, 1 Continuing Fuel Charges lasting 1 Hour each (+0) (10 Active Points)
1u 8) Swinglines: Swinging 10", Improved Noncombat Movement (x8), Reduced Endurance 0 END (+1/2) (30 Active Points); OAF (-1)
1u 9) Swinglines II: Stretching 3", x4 Noncombat, Reduced Endurance 0 END (+1/2) (30 Active Points); OAF (-1), Always Direct (-1/4), No Velocity Damage (-1/4), Limited Body Parts (-1/4), Range Modifier Applies (-1/4)
1u 10) Micro Recorder: Eidetic Memory, 64 Clips of 2 Continuing Fuel Charges lasting 1 Hour each (+0) (5 Active Points); OAF (-1)
1u 11) Skill Kits: +2 with all non-combat Skills (16 Active Points)
Powers Cost: 67

 

Cost Martial Arts Maneuver
Combat Training
4 1) Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +3d6 Strike
4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 4) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +15 STR to Disarm roll
4 5) +1 HTH Damage Class(es)
Combat Throwing
4 1) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +15 STR
4 2) Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls
3 3) Throw: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
0 4) Weapon Element: Boomerangs and Throwing Clubs
Martial Arts Cost: 31

 

Cost Skill
3 Acrobatics 14-
3 Acting 12-
3 Breakfall 14-
3 Climbing 14-
3 Combat Driving 14-
1 Combat Piloting 8-
3 Criminology 12-
3 Deduction 12-
1 Forensic Medicine 8-
3 Paramedics 12-
3 Security Systems 12-
3 Shadowing 12-
3 Stealth 14-
3 Streetwise 12-
3 Teamwork 14-
1 TF: Helicopters, Small Planes, Two-Wheeled Motorized Ground Vehicles
3 AK: City (INT-based) 12-
3 Scholar
2 1) KS: City Underworld (INT-based) (3 Active Points) 12-
2 2) KS: City Costumed Crooks (INT-based) (3 Active Points) 12-
2 3) KS: Police Procedures (INT-based) (3 Active Points) 12-
1 4) KS: Criminal Psycology (2 Active Points) 11-
Skills Cost: 55

 

Cost Perk
12 Vehicles & Bases (62 Base, 50 Disad)
1 Fringe Benefit: Membership: Young Glandiators
Perks Cost: 13

 

 

 

Total Character Cost: 250

 

Val Disadvantages
20 Psychological Limitation: Code vs Killing (Common; Total)
15 Psychological Limitation: Overconfident (Common; Strong)
15 Social Limitation: Secret ID (Frequently; Major)
10 Social Limitation: Minor (13 Years old) (Frequently; Minor)
15 Hunted: Mentor's Rouge Gallery 8- (Mo Pow; Harshly Punish)
10 Hunted: Cat's Claw 8- (As Pow; Harshly Punish)
10 Hunted: Mentor 8- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find)
5 Rivalry: Professional (Other teenage heroes; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

Disadvantage Points: 100

 

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Teen Champions Character review page

 

I like him but his TPorts should be a MP not a EC IMHO

 

The reason I made it an EC is because he can t-port behind a person, then touch them, and teleport them.

 

Which does lead to a question. When he teleports someone else, can he use the entire movement distance, or is he limited to a half move if he had made a half move?

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Re: Teen Champions Character review page

 

Here is my teen hero I made for Nexus' PBEM game

 

 

Black Arachnia

 

Real Name: Alexandria 'Alex' Drake

 

Player: Chad McMinis

 

Hgt: 5'5"

Wgt: 115 lbs

Hair: Black

Eyes: Green

 

OCV: 7 DCV:7 ECV:3

 

Characteristics

Val Stat Base Cost

20 STR 10 10

21 DEX 10 33

15 CON 10 10

15 BOD 10 10

15 INT 10 05

10 EGO 10 00

15 PRE 10 05

16 COM 10 03

10 PD 4 06

10 ED 3 07

5 SPD 3.1 19

10 REC 7 06

30 END 30 00

33 STN 33 00

Total Char Cost 114

 

Skill/Perks/Talents

Cost Skill

3 Acrobatics 13-

3 Breakfall 13-

3 Climbing 13-

3 Lockpicking 13-

3 Sleight of Hand 13-

3 Stealth 13-

3 Streetwise 11-

21 Total Cost

 

Powers

Cost Power

23 Web Slinging: Multi Power (40 Pt reserve); All Slots require a Dex Roll (-3/4)

2u 1) Web Ball: 8D6 Energy Blast vs PD (40 Active pts)

2u 2) Web: 4D6 Entangle (40 Active Pts)

2u 3) Web Net: 2D6 Entangle; Area of Effect 5" Cone (+1) (40 Active Pts)

1u 4) Web in Your Eyes: 3D6 Flash vs Sight Goup (15 Active pts)

2u 5) Web Wall: 10 PD/4 ED Force Wal, 3" Long 1"Tall (39 Active pts)

1u 6) Web-A-Chute: Gliding 12", Physical Manifestation (-1/4)

2u 7) Web Swinging: 20" Swinging (20 Active Pts)

 

10 Enhanced Agility: Missile Deflection (Bullets & Shrapnel) (15 Active pts); Requires a PER & Acrobatics roll

10 Tougher than Normal: Damage resistance 10 PD & 10 ED

 

62 Total Power Cost

 

Char Cost 114

Skill Cost 24

Power Cost 62

Total Cost 200

 

Disadvantages

Cost Disadvantage

05 Distinctive Feature: Spider Tattoo on left shoulder (Easily Concealed, Noticed & Recognized, Commony Used Senses)

15 Social Limitation: Legal Minor (Frequently, Greatly)

15 Social Limitation: Secret Identity (Very frequently, Minor)

10 Physical Limitation: Wierd Physiology, requires special medical attention (Frequently, Slightly)

15 Psychological Limitation: Overconfident

20 Psychological Limitation: Will Not Kill (Common, Total)

10 Rivalry: Other students of Metranon, as powerful, seek to outdo, aware of rivalry, rival is pc

10 Hunted: Police 8- (More Powerful, NCI, Watching Only)

100 Total Disadvantage Cost

 

Origin

Black Arachnia sat poised above the city, her thoughts on how much her life had improved in the last few months. No more stealing or hustling for money and food. No more juvenile hall or foster homes, not since Metranon took her in, taught her new ways to use her powers. The night she tried to pick Metranon's pocket and quickly got caught, the night she spilled her whole life's story while sobbing, to the strange woman. The truth about her alcoholic parents who abused her physically and mentally. About how she left home at thirteen, survived through stealing, lying and hustling. She now had friends, though she constantly competed with them. Suddenly a females scream for help pierced her thoughts. She launched a webstrand from her wrist and swung off. "No more victim's;" she thought to herself. "No more like me."

 

Personality: Alex is quiet and brooding around strangers. But once she gets to know someone she can be really outgoing.

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Re: Teen Champions Character review page

 

RE:Black Arachnia

 

Overall I like her, my one concern is her MP, the requires a dex roll is going to make it a challange to ever use her powers, I would consider making it Gestures or restainable (If I understand the reason for the dex roll)

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