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Re: Show me the PC

 

Ivy

Val Char Cost Roll Notes

18 STR 8 13- / 21- Lift 303.1kg/77.6tons; 3 1/2d6/11 1/2d6 HTH damage

20 DEX 30 13- OCV: 7/DCV: 7

10/35 CON 0 11-

15 BODY 10 12- / 14-

21 INT 11 13- PER Roll 13-

15 EGO 10 12- ECV: 5

15 PRE 5 12- PRE Attack: 3d6

20 COM 5 13-

6 PD 2 Total: 6/23 PD (0/17 rPD)

7 ED 0 Total: 2/19 ED (0/17 rED)

4 SPD 10 Phases: 3, 6, 9, 12

11 REC 0

70 END 0

45 STUN 3 Total Characteristics Cost: 94

Movement: Run: 6"/NC"

Swim: 2"/NC"

 

Cost Powers END

25 Plant Body: Elemental Control, 50-point powers

21 1) Resiliance of Plant Life: Armor (17 PD/17 ED) (51 Active Points); Half Value vs Fire Power loses about a fourth of its effectiveness (-1/4)

12 2) Increase Mass: Growth (+40 STR, +8 BODY, +8 STUN, -8" KB, -4 DCV, +4 PER Rolls to perceive character, 8 m tall, 4 m wide, 25,546 kg mass), Costs END Only To Activate (+1/4) (50 Active Points); Only in conditions which allow plant growth Power loses about a third of its effectiveness (-1/2), Only level per phase Power loses about a third of its effectiveness (-1/2) 4

15 3) Regrowth: Healing 3d6 (max. Healed Points: 18) (Can Heal Limbs, Resurrection) (55 Active Points); Self Only (-1/2), Requires sunlight and soil Power loses about a third of its effectiveness (-1/2) 5

 

25 +25 Constitution

 

10 Inhuman Physiology: Power Defense (10 points)

38 Plant Biology: Life Support , Eating: Character only has to eat once per week, Immunity: All terrestrial diseases and biowarfare agents, Immunity: Zootoxins, Longevity: Immortal, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing

5 Vines: Extra Limbs

72 Absolute Mastery of the Plant Kingdom: Variable Power Pool, 45 base + 27 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (70 Active Points); Limited Class Of Powers Available Slightly Limited (-1/4)

0 1) Increase Plant Growth: Change Environment 8" radius, -5" of any one mode of Movement:Runnning (32 Active Points) Real Cost: 32 3

0 2) Animate Plants: Telekinesis (26 STR) (39 Active Points); Requires Plants to animate Power loses about a third of its effectiveness (-1/2) Real Cost: 26 4

0 3) Create Plant Creature: Summon 115-point, Amicable Devoted (+3/4) (40 Active Points) Real Cost: 40 4

0 4) Yeast Infection from Hell: Energy Blast 4d6 (vs. ED), No Normal Defense Standard (+1) (40 Active Points) Real Cost: 40 4

0 5) Sprouting: Duplication (creates 200-point form), Cannot Recombine (+0) (40 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Only in conditions where plants can grow Power loses about a fourth of its effectiveness (-1/4) Real Cost: 16

0 6) Ensaring Vines: Entangle 4d6, 4 DEF (40 Active Points); Limited Power:Only where plants can grow Power loses about a fourth of its effectiveness (-1/4) Real Cost: 32 4

 

Skills

4 Custom Skill

5 +1 with HTH Combat

3 Scientist

7 1) SS: Botany (INT-based) (8 Active Points) 18-

3 2) SS: Biology (INT-based) (4 Active Points) 14-

3 3) SS: Genetics (INT-based) (4 Active Points) 14-

3 4) SS: Biochemistry (INT-based) (3 Active Points) 14-

3 5) SS: Zoology (INT-based) (3 Active Points) 14-

3 Paramedic 13-

 

Total Powers & Skills Cost: 217

Total Cost: 350

 

200+ Disadvantages

15 Distinctive Features: Extremely attractive green woman (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Social Limitation: Obvious Superhuman, public ID (Frequently; Minor)

5 Reputation: Cause of the NeoGene disaster 8-

10 Physical Limitation: Cannot surivive where plant growth is not possib;e (Infrequently; Greatly Impairing)

20 Dependent NPC: Her children, Sarah and Michael 8- (Incompetent; Group DNPC: x2 DNPCs)

10 Enraged: Great Harm done to the Earth/eco system (Uncommon), go 11-, recover 14-

15 Hunted: Golden Lotus 11- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find)

20 Susceptibility: Weed Killers/defoliants 2d6 damage, per Phase (Uncommon)

15 Psychological Limitation: Code Against Killing (Common; Strong)

10 Psychological Limitation: Intensely curious and studious (Common; Moderate)

10 Psychological Limitation: Introverted and quiet by nature (Common; Moderate)

10 Psychological Limitation: Protective of the environment and partially motivated by "The Green" (Uncommon; Strong)

 

Total Disadvantage Points: 311

 

Name: Ivy

Original Name: Jane Hamiliton

Place of Birth: Cincinnati Ohio

Date of Birth: January 3rd 1972

Eyes: Green

Hair: Green

Ht: 5’6

Wt:100

 

Background: Jane Hamilton never wanted to be a superhero. All her life she was fascinated by green, growing things. Most people would have described her as having a “green thumbâ€. She could take anything, no matter how abused, undernourished or exotic and coax it into bloom. As a girl wanted little more than to be a gardener, but her parents urged her towards a more esteemed career path to take advantage of her natural; astute nature and interest in science. Jane maintained her interest in plant though, becoming respected authority in botany and plant genetics.

She was immediately hired out of college by prestigious private biomedical firm and put to work on a project for developing gene spliced “Pharm plants†that would serve as natural drug factories. Perhaps one day, all medicines could be grown instead of manufactured, maybe even administered as part of normal food consumption. The work was complex but fascinating. Jane was intrigued and all but vanished into the lab for weeks. It was while working on the project (Eden), that Jane was stumbled across a darker aspect to her work and the company. They were developing new and deadly bioweapons, tailored virus and more disturbing things.

Initially, she tried to ignore the facts, telling herself she was blowing things out of proportion. But she couldn’t resist and dug out more chilling details. In this case, curiosity did kill the cat or more accurately the botanist. Jane’s superiors found out about her private investigation. Worse still, they reported it to their superior, the biotechnological terror “Abyssâ€. Rather than risk exposure of his (its?) current scheme, Abyss instead had a suitable accident arranged for Jane.

A lab accident in which a containment breach exposed her and her staff to a particularly virulent strain of toxic plant spore. In seconds most of them were dead, consumed by the parasitic plant life. But how could even the master of biotechnology know that the horror and pain of the incident would fully activate Jane’s latent metagene. Suddenly instead of being devoured by the rampant spore, she was merging with it, her flesh mutating into a new form of plant life.

Jane Hamilton was the only survivor of the Neogene disaster. And she wasn’t actually Jane any more. She was something more, something more and less than human. After her initial fascination with her new abilities which included plant like physiology and innate control and communication powers with plant life wore off, the despair began to set in. She was blamed for the accident. Her professional name was scarred, her husband left her and was trying to gain custody of her children. She no longer had a job, a home or a life of her own. And these strange alien thoughts were constantly whispering in her mind, the “voice†of the collective mass mind of the planet’s flora, the Green. She needed a direction, a purpose. The application for the Dawnstars came at just the right time in her life, practically a god send.

 

Quote: “Its not nice to fool Mother Nature…and I don’t much appreciate it either.â€

 

Personality: Jane is serious, studious and, frankly, a bit of a nerd. She’s the type of person that would much rather curl up with a good book than go out and party. She’s always been somewhat introverted and quiet. Changing into Ivy has mitigated this a bit. Her new body is stronger, more durable and this has made her somewhat more adventurous. She wants to test her new limits and experience her full range of powers. Always a scientist at heart, being an adventurer is another means to allow her to test her abilities. Jane dearly loves her two children, Sally and Andrew and honestly still care for her former husband John. She would dearly love to patch up their relationship but isn’t holding out much hope of that coming to pass.

 

Powers: Jane’s new body is partially plant based making her much tougher and durable than a normal human being. She doesn’t have to eat normally as long as she has access to sunlight, soil and some water, can regenerate massive amounts of lost tissue and even increase her mass and strength under proper growth conditions. Startlingly, Jane can command and even communicate with plant life, manipulating it to do her bidding. She can control plant growth, mimic the properties of any plant and even create new flora based powers by expanding on the natural powers of plant life. With her knowledge of botany her possible range of powers is limited only by her intellect and imagination.

 

Appearance: Ivy is an attractive woman with well defined curves bordering on voluptuous. Her skin and hair was vivid green. Flowers grow in her hair and her body is adorned with vines and plant life that wreathes her. She can control it and it serves as clothing when she wishes it. Ivy’s eyes glow a soft shade of green as well and have no irises or whites any longer. The over all effect is both attractive and disturbing.

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Re: Show me the PC

 

Valkyrie

Val Char Cost Roll Notes

70 STR 60 23- Lift 409.6tons; 14d6 HTH damage

20 DEX 30 13- OCV: 7/DCV: 7

30 CON 40 15-

18 BODY 16 13-

20 INT 10 13- PER Roll 13-

15 EGO 10 12- ECV: 5

15 PRE 5 12- PRE Attack: 3d6

18 COM 4 13-

30 PD 16 Total: 30 PD (25 rPD)

35 ED 29 Total: 35/45 ED (25/35 rED)

4 SPD 10 Phases: 3, 6, 9, 12

20 REC 0

60 END 0

70 STUN 2 Total Characteristics Cost: 232

Movement: Run: 6"/NC"

Swim: 2"/NC"

 

Cost Powers END

 

25 Energy Adaptation: Absorption 5d6 (Energy into Force Feild), Can Absorb Maximum of 40 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4) (37 Active Points); Extra Defense appiles only against the same SFX Power loses about a third of its effectiveness (-1/2)

16 Adaptation Field: Force Field (10 ED), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (20 Active Points); Starts at 0 active points Power loses about a fourth of its effectiveness (-1/4)

 

25 Nearly Invulnerable: Damage Resistance (25 PD/25 ED)

 

Talents

5 Eidetic Memory

4 Speed Reading (x10)

 

Skills

3 Bureaucratics 12-

3 Demolitions 13-

2 Language: French (fluent conversation)

7 Power (INT-based) 15-

5 PS: Research 14-

5 +1 with HTH Combat

3 Scholar

2 1) KS: History (INT-based) (3 Active Points) 13-

4 2) KS (INT-based) (5 Active Points) 15-

1 3) KS (2 Active Points) 11-

3 4) KS (INT-based) (4 Active Points) 14-

2 5) KS (INT-based) (3 Active Points) 13-

1 6) KS (2 Active Points) 11-

2 7) KS (INT-based) (3 Active Points) 13-

 

Total Powers & Skills Cost: 118

Total Cost: 350

 

250+ Disadvantages

15 Distinctive Features: Huge Beautiful Amazon (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Dependent NPC: Her police man sister 11- (Normal; Useful noncombat position or skills)

10 Vulnerability: 2 x Effect Transformation Attacks (Uncommon)

10 Vulnerability: 1 1/2 x Effect Pre Attacks from Men (Common)

5 Unluck: 1d6

20 Psychological Limitation: Code Against Killing (Common; Total)

15 Psychological Limitation: Intolerant of Bullies and those who abuse their power (Common; Strong)

15 Psychological Limitation: Normally defers to men and "father figures" (Common; Strong)

 

Total Disadvantage Points: 350

 

Name: Emma Morgen

Hero Name: Valkyrie

Age: 21

Date of Birth: As appropriate

Place of Birth: Coaldale, Ontario

Eyes: Blue

Hair: Blonde

Height: 7’0

Weight: 250

 

Background: Emma was born into a quiet middle class home. Her family was of modest means but provided well for their children who included Emma and her sister Anna. Tragedy struck the Morgens when Emma was only 8. Both the elder Morgens were killed in botched robbery, accidentally shot by an intruder. The girl’s were orphaned. Fortunately, they were taken in by a elderly aunt. She was, honestly, too old to care for two growing girls so the bulk of the work fell to Emma’s old sister. Anna gladly shouldered the burden to keep the family together.

 

Emma, always a quiet child retreated into herself even more after her parent’s death. The experience had terrified her and more so, left her feeling guilt ridden. Emma was a bright precocious child, mature enough to feel she should have done something to save them, but to sensitive except there was nothing she could have done. She should have done something. Anything. But she just stood there and watched her parents die. Now, she just was a burden to her sister who always looking after her and taking care of her. So she just tried to stay out of everyone’s way, losing herself in books.

 

The girls grew up, Anna going into law enforcement. Emma earned a scholarship and followed up on her one passion: books. She majored in English and Library Sciences, excelling in the quiet field with a minor in business administration. While in college, she met Roger Delany who eventually became her boyfriend and the next big foil in her life. Roger, initially kind and seductive, became abusive over the course of the relationship jealous of Emma’s clearly higher intellect. He vented his rage at his own academic failures on her with increasing frequency. After he flunked out college all together, the abuse only increased, becoming physical. And timid Emma just accepted it as her due. It was her fault. She should have helped him.

 

Then one day, for no known reason, it all changed. One day Roger’s blows just stopped hurting. She barely felt them anymore. Slender Emma began to put on muscles and actually got taller. Soon her slender form had filled out to Amazonian proportions. It didn’t take her long to figure out she had an active metagene. It seemed a ironic blessing. She kept it to herself and endured more punishment from Roger, who she know outclassed physically as well. The fact he could no longer hurt her physically made his mental torments even more cutting and sadistic.

 

Anna, who had always suspected something was extremely wrong in their relationship, walked in on one of his tirades. She intervened and, knowing she was police officer, Roger panicked and struck her and knocked her unconscious. Blind with rage, he moved into finish the job. Emma watched in horror. Then something came over her. Suddenly she was back in that house so many years ago watching her parents being killed. And something inside her snapped. Filled with rage and a new found strength, Emma lashed out at Roger and sent him flying threw a window into the front yard with what felt like a light shove. It was a terrifying and exhilarating moment for her and as quickly as it came, the anger faded to a numb shock.

 

Anna recovered and helped her sister calm down. She was just as stunned by what had happened, but being the more pragmatic one saw to immediate concerns and arrested Roger (who’s suffered some broken ribs but was otherwise intact). Later, she urged Emma to put her new found powers to good use. The RCMP was looking for gifted people and it would provide training in her abilities (and a much needed boost to her self confidence). Emma saw the wisdom (and part of her wanted that thrill, that good feeling of standing up for herself and helping people again) so she applied…

 

 

Personality: Emma is a quiet bookish young woman. She enjoys quiet times and reading. Reading anything really, but historical novels and thrillers are her favorite. She’s terminally shy and unobtrusive which considering her size and sheer physical power is somewhat ironic. Meek and polite, Emma barely raises her voice in public and shys away from the public eye. She does have a strong sense of right and wrong. Blatant and callous abuse anger her as does anyone who bullies those weaker than themselves. She feels the strong have a responsibility to help the weak and the helpless. In a conflict she’s tries for the last violent/destructive solution first. UNLESS her hot buttons have been pushed. But under no circumstances would she kill. She feels life is sacred and has an innate value. It would take someone truly debase to test her faith in this idea.

 

Powers: Emma is immensely strong and nearly invulnerable to harm. Her body is superhumanly resilient and heals quickly from any injury. In addition, her metabolism tends to “adapt†to attacks, growing more resistant to particular forms of harm the more they are used against her. While not a power per se, Emma is an extremely intelligent individual. She’s digested reams of information and has a near perfect recall of anything she’s seen, read or experienced. She’s creative in the use of her powers, constantly coming up with new ways to use her prodigious strength to help her team mates

 

Appearance: Emma stands about 7 feet tall and is a muscular 250 pounds. Her form is shapely and powerful while still quite feminine. She keeps her shoulder length blonde hair in a simple ponytail most of the time and has bright blue eyes. In her heroic id, she wears a simple white leotard and gold bracers with matching white thigh high boots.

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Re: Show me the PC

 

As a concept Valkyrie works well enough, but idf I used her in a campaign I would change her origin so that the transformation is sudden rather than (as it seems to be in the story) gradual. As it is, it makes Emma look mildly crazy in that she did not notice growing around eighteen inches taller as an adult, and Roger looks completely insane in that he did not notice that his wife had spent several months as a seven foot tall, 250 pound amazon.

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Re: Show me the PC

 

As a concept Valkyrie works well enough' date=' but idf I used her in a campaign I would change her origin so that the transformation is sudden rather than (as it seems to be in the story) gradual. As it is, it makes Emma look mildly crazy in that she did not notice growing around eighteen inches taller as an adult, and Roger looks completely insane in that he did not notice that his wife had spent several months as a seven foot tall, 250 pound amazon.[/quote']

 

Oh, she noticed. Emma was always fairly tall and denial and a wondeful thing. Roger noticed as well...but he is pretty crazy. :)

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Re: Show me the PC

 

Tao (Tactically Augmented Organism)

Val Char Cost Roll Notes

25 STR 15 19- Lift 25.6tons; 10d6 HTH damage

25 DEX 45 14- OCV: 8/DCV: 8

20 CON 20 13-

14 BODY 8 12-

20 INT 10 13- PER Roll 13-

18 EGO 16 13- ECV: 6

15 PRE 5 12- PRE Attack: 3d6

16 COM 3 12-

12 PD 7 Total: 22 PD (16 rPD)

12 ED 8 Total: 22 ED (16 rED)

5 SPD 15 Phases: 3, 5, 8, 10, 12

9 REC 0

40 END 0

40 STUN 3 Total Characteristics Cost: 157

Movement: Run: 21"/NC"

Swim: 4"/NC"

 

Cost Powers END

40 Powers of the Freedom Fighters: Multipower, 50-point reserve, all slots: (50 Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4)

1u 1) Strength of Capt Atlas: +25 STR (25 Active Points); Increased Endurance Cost (10x END; -4), No Figured Characteristics (-1/2), Only for Feats of Strength (Power loses about a third of its effectiveness; -1/2) (added to Primary Value) 20

2u 2) Sidewinder’s Stepping Sideways: Teleportation 12", Safe Blind Teleport (+1/4) (30 Active Points); Must be able to move at least 1 hex (Power loses about a fourth of its effectiveness; -1/4) 3

1u 3) Stepping Sideways 2: Long Stride: Teleportation 1", Safe Blind Teleport (+1/4), Megascale (1" = 1 km; +1/4) (3 Active Points); Must be able to move 1 hex (Power loses about a fourth of its effectiveness; -1/4) 1

1u 4) Phantom's Dimensional Shift: Desolidification : Magical, gravitational and "Quantum" attacks (40 Active Points); Increased Endurance Cost (4x END; -1 1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) 16

2u 5) Dr. Zoom's Speed: Running +15" (30 Active Points) (added to Primary Value) 3

1u 6) Dr. Zoom's Speed 2: Missile Deflection (Bullets & Shrapnel) (15 Active Points)

2u 7) Reverb's Sonic Blast: Energy Blast 5d6 (vs. ED), No Normal Defense: Flash Defense (Standard; +1) (50 Active Points); OAF: Staff (-1), Extra Time (Delayed Phase; -1/4) 5

3u 8) Pulse's Electromagnetic Mastery: Energy Blast 8d6 (vs. ED), Variable Special Effects:Eletromagnetic Energy (Limited Group of SFX; +1/4) (50 Active Points); Extra Time (Delayed Phase; -1/4) 5

 

12 The Tactical Acumen of Redstone: Aid 3d6 (max. Aided Points: 18): Dexterity, Limited Power: Only against combatants she is fighting at the moment (Power loses less than a fourth of its effectiveness; +0) (30 Active Points); Self only (-1/2), Limited Power: Only increases Combat Value (Power loses about a third of its effectiveness; -1/2), requires a Skill Roll (-1/2)

5 Redstone's headset: KS: Baltimore Area Police and Criminal Database (7 Active Points); OIF: Headset computer (-1/2) 16- (14-)

8 Battle staff: Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 2

3 Night vision (5 Active Points); OIF: Headset (-1/2)

8 Redstone's headset: High Range Radio Perception (12 Active Points); OIF: Headset (-1/2)

10 Feral's Sense 2: Discriminatory Sense (Smell/Taste Group)

9 Feral's Sense 1: Enhanced Perception (+3 to PER Rolls for All Sense Groups)

2 Battle staff: Stretching 1" (5 Active Points); OAF: Staff (-1), only To Cause Damage (-1/2), Always Direct (-1/4), No Velocity Damage (-1/4) 1

6 The Mental Strength of Mr. Mental: Mental Defense (10 points total)

6 The Resilience of Capt. Atlas: Damage Resistance (6 PD / 6 ED)

 

20 Armored Costume: Armor (10 PD / 10 ED) (30 Active Points); OIF (-1/2) (added to Primary Value)

 

 

Skills

3 Acrobatics 14-

3 Breakfall 14-

3 Climbing 14-

9 Power (EGO-based) 16-

9 Tactics 16-

5 Inventor 14-

6 +2 with EBs and HTH staff

3 Electronics 13-

3 Mechanics 13-

3 Computer Programming 13-

1 SS: Genetics 8-

3 +1 with Mechanics, Electronics and Computer Programming

 

Total Powers & Skills Cost: 193

Total Cost: 350

 

200+ Disadvantages

5 Distinctive Features: No Body hair, eyes shift color at random over minutes, Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses

15 Hunted: Template, As Powerful, 8- (Occasionally), Harshly Punish, PC has a Public ID or is otherwise very easy to find

15 Hunted: Virus, As Powerful, 8- (Occasionally), Harshly Punish, PC has a Public ID or is otherwise very easy to find

10 Physical Limitation: Little Knowledge of the "real" world, Frequently, Slightly Impairing

10 Physical Limitation: Weird Biochemistry, requires special treatment, Frequently, Slightly Impairing

5 Social Limitation: Legal status is questionable/clone, occasionally (8-), Minor

15 Psychological Limitation: Childlike World View, Common, Strong

15 Psychological Limitation: Code against Killing, Common, Strong

10 Psychological Limitation: Too Curious for her own good, Common, Moderate

20 Vulnerability: Transforms, Common, Vulnerability Multiplier (2x Effect)

10 Hunted: Baltimore City government, As Powerful, 11- (Frequently), Watching, Limited Geographical Area, Extensive Non-Combat Influence, and PC has a Public ID or is otherwise very easy to find

20 Dependent NPC: The DNPCs of the old Freedom Fighters, Normal, 8- (Infrequently), Group DNPC (x4 DNPCs)

 

Total Disadvantage Points: 350

 

Name: Tao (Tactically Augmented Organism)

Real Name: Tao

Age: 1 physical year, Mentally 18

Eyes: Varies (changes from moment to moment to the various Freedom Fighters)

Hair: None

Ht: 6 ft

Wt: 180

Place of Birth: Baltimore, Maryland

Date of Birth: January 1st 2003

 

 

Background: The being known as TAO’s first conscious moments were much like in any other new born. Confusion and fear being the primary emotions coursing threw her body as she awoken in a seal tube of thick fluids, naked and alone. Her panicked thrashing shattered the containment tube and spilled the new born, naked, onto to the laboratory floor. She rose, augmented mental processes already kicking into high gear and processing the situation. Half remember imagery from earlier half waking gelled into memories. She knew this place, but normally there were people; many people in white coats working on the machines. Now it was abandoned.

 

Guided by instincts not entirely her own, Tao searched the small facility. She found clothing and gear she knew were hers, but now how or why. She found the computer system still worked but most of the secrets of her creation were expunged. She was able to discover her enough of her origins to be truly shocked. She wasn’t human and had never been. She was amalgamation of genetic information from a dozen superhuman individuals, a team of superheroes that had called themselves the Freedom Fighters. Tao was able to glean that her “components†were deceased but not how they’d died from the records. But it was enough. She had a purpose now: avenging her “siblings†destruction. Surely that was why she had been created.

 

With such in mind, Tao left the Baltimore facility for the first time to explore her surroundings. She found the city intriguingly familiar, faint genetic memories of her components guiding her from place to place. It felt like home, but a distant half remembered home. Other drives began to surface when as well. She began to intervene in crimes. At first she limited herself to petty street crimes, then larger action as she learned her abilities. She became something of a local celebrity and a thorn in the side of Baltimore criminals. In her explorations and adventures, Tao also found out here her component’s executioner had been, a being of pure malignance called The Blood Red King. Her studies, and the tactical acumen she’d inherited from the late Redstone told her was not ready to confront this, this thing. But perhaps someday…

 

When the call came for heroes to defend the city, it felt like destiny which was something young Tao was coming to be quite a believer. But would she be accepted? She had a positive reputation with the public. Memories from predecessors had taught her that maintaining a good relationship with police was vital to fighting crime and she’d endeavored to do so despite being a vigilante. But more importantly, how would the public at large react to her background and the fact she was literally no more than a year old physically. It took a great deal of thought, but the young clone decided the honesty was the best policy. She went to the city government with her story, led them to her “home†and revealed her origins in full. Then she asked to be made part of the team. The decision rested with the city council…

 

Appearance: Tao is an Amazonian woman with a powerful athletic build accentuated by a skin tight jumpsuit. She appears to be a Negro woman of 18-20 years of age and lacks any body hair, a feature some find disturbing other attractive but it is certainly distinctive. In combat she wears the aforementioned jumpsuit and several pouches and web belts of equipment and tools. She carried her Omni staff, a unique device that allows her to channel her energy manipulation powers and can be used as a Bo staff in hand to hand combat. The staff is extremely strong but exceptionally heavy and would be hard to wield by someone who was not physically augmented like Tao. She also sports of a small decorative domino mask and wearable headset computer.

 

Quote: “I am quite proud to be the sum of my parts.â€

 

Personality: Tao is, essentially, a child. Her mind was programmed during its development with the essentials to function in human society and quite a bit of knowledge but she has little practical experience in dealing with people. She is new to the world at large and looks at everything with a sense of wonder and discovery. This can make her rather naive particularly in inter social activities as she expects people to be as straight forward as she is and has a rather black and white sense of morality. The mingled faint genetic memories of the late Freedom Fighters also muddle matters somewhat as she doesn’t understand them and sometimes they conflict. She is very proud of her “siblings†and easily upset by insults directed at them.

 

Known Superhuman Powers: Tao possesses a wide range of superhuman abilities all drawn from the origin. She is a unique genetic construct built from samples taken from the savaged corpses of the Freedom Fighters and as such she has the potential to develop an of their inborn powers. But there are limitations. The seamless combination of such diverse genetic templates was beyond her creator so her powers are somewhat scaled back compared to the pure source. She has very similar abilities to the Freedom Fighters but cut back. She can grow into the full abilities given time but for now she has the basic attributes of the late heroes. From Capt Alas, she gets her enhanced strength resilience and the ability to supercharge her lifting capacity. From Sidewinder and Phantom the power to “step side ways†by passing normal in a number of ways. From Harlequin and Redstone enhanced agility and combat acumen along with innate ability to follow the ebb and flow of combat. From Mr. Mental, Tao was given in increased intelligence and the potential for mental abilities. A bit more obscure is the mystical sense, the ability to “see†magic she received from Thorne. She carries a collapsing staff which acts as a focus and catalyst for her normally latent energy projection powers which allow her limited use of Reverb and Angel’s energy powers. She also carries some fairly ordinary equipment such as lock picks, tools and other gear.

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Re: Redid Moody Loner: Now even more abusive

 

Neat' date=' sort of a DBZ type? Have you seen Michael Surbrook's site? He's got some excellent write ups for the cast of that series that might provide some inspiration for additional powers.[/quote']

 

 

Yes I did, and seriously improved the character thanks to the write-ups there. And yes, DBZ is one of my guilty pleasures :) At 350 points, he's on the weak side though. Hell, 700 points is on the weak side.

 

On the to-do list is to point-hammer him a little more to address the END problem, but I;m not going to keep posting versions as the final version will look a lot like this.

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Re: Redid Moody Loner: Now even more abusive

 

Yes I did, and seriously improved the character thanks to the write-ups there. And yes, DBZ is one of my guilty pleasures :) At 350 points, he's on the weak side though. Hell, 700 points is on the weak side.

 

On the to-do list is to point-hammer him a little more to address the END problem, but I;m not going to keep posting versions as the final version will look a lot like this.

 

I like him. As you might tell from Keiko, the character I posted I've watched a few DBZ eps myself. :)

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Re: Redid Moody Loner: Now even more abusive

 

Went back for another look at Keiko.

 

You're much more subtle in ripping off DBZ than I am :) I can see Moody Loner going "God, I'm going to get sued for this, but... KAAAAAAAA MEEEEHHHH HAAAAAAH MEEEEH HAAAAAAAAHHHHH!!!"

 

I originally intended to buy a Super Sayaijin mode with Multiform, but I couldn't afford one worth the points.

 

Thanks, and good pics. I was going to say something snarky about the cheesecake, then I looked back at my portfolio and realized I didn't have room to talk.

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Guest bblackmoor

Re: Redid Moody Loner: Now even more abusive

 

Thanks' date=' and good pics. I was going to say something snarky about the cheesecake, then I looked back at my portfolio and realized I didn't have room to talk.[/quote']

 

Chris, who does the art for Nexus' games, cooks some mighty fine cheesecake.

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Guest bblackmoor

Re: Show me the PC

 

Nexus is making feel like a lazy bum for not writing up my characters' backgrounds in more detail. It's all in my head, but there's something about seeing it all written down that makes it real.

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Re: Show me the PCHere's a detective/martial-artist character I recently submitted for a PBeM. Had he been submitted to something other than an JL/Avengers-style game, points would have gone into a base, and his Contacts would have been fleshed out. I don't recall how long it's been since I've had more than 350 points to work with; there were times during the build where I was stumped trying to spend those extra points within the concept.

Springheel Jack

(Click to toggle display)

Character created with Hero Designer, version 2.39

Val Char Cost
15 STR 5
29 DEX 57
18 CON 16
16 BODY 12
23 INT 13
16 EGO 12
25 PRE 15
4 COM -3
     
10/18 PD 7
10/18 ED 6
6 SPD 21
10 REC 6
42 END 3
40 STUN 7
     
10" RUN 0
2" SWIM 0
10" LEAP 0
Characteristics Cost: 177
Cost Power END
11 Cane: Multipower, 22-point reserve, (22 Active Points); all slots OAF (-1)
1u
1) Flash Cane: Sight Group Flash 4d6 (20 Active Points); OAF (-1), 6 Charges (-3/4)
[6]
1u
2) Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)
2
1u
3) Sight Group Images 1" radius, Reduced Endurance (0 END; +1/2) (15 Active Points); Only To Create Light (-1), OAF (-1), No Range (-1/2)
0
1u
4) Missile Deflection (Bullets & Shrapnel), Adjacent Hex (+1/2) (22 Active Points); OAF (-1), Cannot deflect heavy missiles Power loses about a fourth of its effectiveness (-1/4)
0
16 Armored Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 0
9 Glider Cape: Gliding 13" (13 Active Points); OIF (-1/2) 0
12 Powerful Legs: Leaping +7" (10" forward, 5" upward) (Accurate) 1
2 Hot Blooded: Life Support (Safe in Intense Heat) 0
15 Disciplined Mind: Mental Defense (18 points total) 0
8 Powerful Legs: Running +4" (10" total) 1
Powers Cost: 77
Cost Martial Arts Maneuver
Savate
4
1) Parade (Block): 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4
2) Coup de pied bas (Low kick): 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
5
3) Coup de pied fouette (Round kick): 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
4
4) Crochet (Hook): 1/2 Phase, +2 OCV, +0 DCV, 8d6 Strike
4
5) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm
5
6) Direct (Jab): 1/2 Phase, +1 OCV, +3 DCV, 6d6 Strike
3
7) Coup de Pied Bas Déséquilibre (Legsweep): 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls
2
8) Weapon Element: Blades, Clubs [Notes: Only the Crochet, Disarm and Direct maneuvers work with the weapons allowed for Savate.]
12
9) +3 HTH Damage Class(es)
Martial Arts Cost: 43
Cost Skill
56 +7 with all non-combat Skills
3 I Can Tell By the Look In Your Eyes: Analyze: Target's Self-Confidence 14-
3 Acrobatics 15-
3 Athletic Skill: Soccer 14-
3 Breakfall 15-
4 CK: London 15-
3 CK: Paris 14-
5 Cramming
3 Climbing 15-
3 Concealment 14-
3 Electronics 14-
0 Criminology (Custom Adder) 16- [Notes: Global Guardians & Street Detective Package]
3 Cryptography 14-
0 Deduction (Custom Adder) 16- [Notes: Global Guardians & Street Detective Packages]
Everyman Skills (Cost: 0 Points)
0
1) AK: Great Britain (Custom Adder) 11-
0
2) Acting 8-
0
3) Computer Programming 8-
0
4) Conversation 8-
0
5) Deduction 8-
0
6) PS: Vigilante 11-
0
7) TF: Custom Adder, Small Motorized Ground Vehicles
Global Guardians Package
3
1) Criminology 14-
3
2) Deduction 14-
5
3) Fringe Benefit: International Police Powers
3
4) KS: Known Superhuman Criminals 14-
3
5) Paramedics 14-
8
6) Team Base Donation
28
7) Team Communicator
-20
8) Hunted by Tarot 8 or less
-20
9) Monitored by All of the World's News Agencies 11 or less
-10
10) Social Limitation: Celebrity
3 High Society 14-
3 Linguist
0
1) Native: Language: English (idiomatic) (4 Active Points)
3
2) Language: French (idiomatic) (4 Active Points)
1
3) Language: Hindustani (fluent conversation) (2 Active Points)
1
4) Language: Vietnamese (fluent conversation) (2 Active Points)
3 Persuasion 14-
3 Scholar
2
1) KS: Crime Pattern Analysis (3 Active Points) 14-
2
2) KS: Crime Scene Procedures (3 Active Points) 14-
2
3) KS: Crime Syndicates Worldwide (3 Active Points) 14-
2
4) KS: Savate (3 Active Points) 14-
2
5) KS: Tobaccos (3 Active Points) 14-
3 Scientist
2
1) SS: Ballistics - Energy Weapons 14- (3 Active Points)
2
2) SS: Ballistics - Projectile Weapons 14- (3 Active Points)
2
3) SS: Chemistry 14- (3 Active Points)
2
4) SS: Criminal Psychology 14- (3 Active Points)
2
5) SS: Toxicology 14- (3 Active Points)
3 Sleight Of Hand 15-
Street Detective Package (Cost: 6 Points)
3
1) Bugging 14-
3
2) Criminology 14-
3
3) Deduction 14-
3
4) Disguise 14-
3
5) Forensic Medicine 14-
3
6) Interrogation 14-
3
7) Knowledge Skill: London Criminal Underground 13-
3
8) Lockpicking 15-
3
9) Security Systems 14-
3
10) Shadowing 14-
3
11) Stealth 15-
3
12) Streetwise 14-
-15
13) Monitored by Local Law Enforcement 14 or less
-15
14) Social Limitation: Not Completely Trusted by the Public or the Police
3 Tactics 14-
3 WF: Common Missile Weapons, Blades, Clubs, Unarmed Combat
Skills Cost: 150
Cost Perk
1 Gold Band - Expert Savateur: Fringe Benefit: Black Belt
2 Reputation: Ruthless vigilante (Criminals) 11-, +2/+2d6
-7 Savate Package Bonus (Custom Adder)
3 Well-Connected
4
1) Scotland Yard Detective: Contact (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 11-
4
2) Contact (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 11-
4
3) Contact (Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) (5 Active Points) 8-
1
4) Contact (Contact has useful Skills or resources) (2 Active Points) 8-
2
5) Contact (Good relationship with Contact) (3 Active Points) 11-
Perks Cost: 14
Cost Talent
3 Environmental Movement (no penalties on narrow surfaces)
3 Ambidexterity (-2 Off Hand penalty)
3 Absolute Time Sense
3 Lightsleep
6 Resistance (6 points)
5 Lightning Reflexes: +3 DEX to act first with All Actions
16 Combat Sense 15-
Talents Cost: 39
Val Disadvantages
15 Distinctive Features: Horribly Scarred/Always Masked (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Hunted: Simon Bar Sinister & Penny Dreadful 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Hunted: Various Organized Crime Groups 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Psychological Limitation: Cannot Stand By & Let Evil Occur (Common, Strong)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Distinctive Features: Overwhelming Aura of Self-Confidence (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
1 Quirk: Always dresses in stylish, usually Victorian, clothing
1 Quirk: Collects pipes & cigars
1 Quirk: Exceedingly Polite
1 Quirk: Keeps his own Black Museum
1 Quirk: Uses Stealth unconsciously
15 Social Limitation: Public Identity (Frequently, Major)
10 Vulnerability: 2 x BODY Cold-based attacks (Uncommon)
10 Vulnerability: 2 x STUN Cold-based attacks (Uncommon)
10 Vulnerability: Flame-based attacks (Common)
Disadvantage Points: 150

Base Points: 350 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 500

Height: 1.86 m Hair: None
Weight: 103.00 kg Eyes: Blue
Appearance: Jack Dunstan is a very fit man in his early 40s with piercing ice blue eyes. His burns have left most of his upper body, including his scalp and face, a mass of scar tissue, with the exception of his right shoulder and some of the lower right side of his face. Because of this, he wears a mask that drapes over his entire head and shoulders, fastening inside his other clothing, leaving only his eyes showing. Jack is rarely “out-of-costumeâ€; the only time you’ll catch him out of his usual neo-Victorian ensemble (tailcoat, waistcoat, trousers, cravat, dress boots, gloves, top hat, cloak and cane) is either during purely athletic workouts or when more formal wear, such as a tuxedo, is called for.
Personality: As far as Jack Dunstan is concerned, he became a new man on the night he was attacked and disfigured. Where the old Jack was always looking to be the center of attention, the new Jack prefers to retreat to the shadows until his help is needed. The old Jack was just this side of amoral – mad, bad, and dangerous to know; the new Jack is takes care to be polite to everyone, even his opponents (at first, anyway), and has a highly-developed sense of morality, and an appreciation of the attendant complications of a moral philosophy. The old was charismatic, but shallow; the new quiet, but possessed of an inner strength that one can’t help but notice it. The old was self-centered, using the trappings of super-hero only for what they could get him; the new considers the majority of his life a waste, and has worked as hard as he can to make up for those wasted years. (Contrary to popular rumor, Jack is no longer bothered by the sight of his own face. He remains masked simply because he knows that his appearance disturbs others.)

 

Unlike other avengers of the night, Jack does not actively discourage younger crimefighters, or treat London as “his†town. He understands both the urgent need to fight evil, and the limitations of a lone man facing down an entire city’s worth of crime. However, he also understands the risks of the vigilante life, and will spell them out to would-be dark knights even as he helps them try to survive their time in the business.

Quote:"Good evening, gentlemen. We can do this the usual way, or the easy way."
Background: Jack Dunstan always seemed to land on his feet. Even when his plans of being a world-class footballer were ended by the revelation that his metagene was likely the cause of his outstanding sports performance in public school, Dunstan still came out on top. His powers, a combination of pyrokinesis and heightened physical abilities, manifested shortly thereafter, and with his good looks and charisma, he became a media darling almost overnight. He was bright, bold, brash, a hit with the ladies, and always good for a quote; he was Jumping Jack Flash, baby, and life was a gas.

 

While nominally a crimefighter, Jack gained a reputation for causing more trouble than he solved. He could be found in clubs more often than he could be found on patrol, and grabbed the front pages of both Supers & Meta's and Britain’s many tabloids by sending a series of rude gestures and the sight of his bare behind towards Buckingham Palace one brisk October morning in 1979. (No one, including Jack, seems to remember what prompted the display. The Royal Family was spending the weekend at Windsor Castle.)

 

Over time, Jack found himself surrounded by a group of hangers-on who professed to be his friends, who were willing to provide him with, drinks, drugs, places to stay, all in exchange for his company and the chance to be close to a ‘superhero’. And shortly after his escapades in front of the Royal Palace, Jack found out just how few friends he had.

 

To this day, no one knows who attacked Jack, where, or even how. Police called to investigate a fire burning in an East End alleyway the eve of Guy Fawkes Day found the smoldering body of Jumping Jack Flash; apparently the hero, drunk or high (or both), had been waylaid at some other location, severely beaten, and then dumped in the alley. His assailants then doused him with a flammable liquid and set him alight; unconscious, his powers did nothing to help him, and he suffered third degree burns over almost a third of his body, including his shoulders, neck, and most of his head and face. His injuries would have killed a normal man; the damage, however, was impossible to reconstruct – Jack would remain horribly scarred for the rest of his life. In addition, his pyrokinetic powers had vanished (testing would later reveal that he still possessed the potential to use those abilities, and that the trauma of the fire had instilled a psychosomatic block that Jack has yet to overcome).

 

Some men might have become bitter, or suicidal, or turned to a life of villainy. For Jack, however, the experience seemed to affect a sea change upon him. The young man immersed himself in studies neglected even before leaving public school, and, upon his release from hospital, journeyed to France to study savate, a martial art he thought would work well with his remaining enhanced abilities.

 

After three years in Paris, Jack had gathered a storehouse of knowledge and crafted a persona and some basic equipment to begin crime fighting in earnest. He returned to London, quickly disappearing into the city and operating from a series of abandoned buildings. In the early years, Jack supported himself both through confiscating a portion of money and equipment from the criminals he helped defeat, and through the continued goodwill of immigrant shopkeepers, a class of people he found to be unprotected in the early years of the Thatcher government. The driven, determined young hero conducted a crusade against the London underworld as Springheel Jack (based around the legendary Victorian-era London phantom of the same name), first battling gangsters of all stripes, and later coming into conflict with odder foes, like the vampiric Ravens of the Tower, Albert the Clockwork Man, the Monster Maker and his Werewolves of London, “Saucy Jack†MacHeath, and, most famously, the villainous duo of Simon Bar-Sinister and Penny Dreadful. He’s served as something of a mentor to more than one English crimefighter, and has been through two sidekicks/partners in his two decades of crimefighting. (Both have since retired – The Churchwarden to study for Anglican priesthood, and the burly, bearded, sword-wielding Lamorak to, of all things, become a florist.)

 

The quiet, constantly masked, mysterious vigilante with the piercing blue eyes quickly became a constant focus for rumors, both in the underworld and the tabloid press. The rumors ranged from such topics as to who actually caused Jack’s disfigurement, whether Springheel Jack was actually the same hero that had been Jumping Jack Flash, whether the hero was even disfigured at all, whether he and Penny Dreadful were an “itemâ€, etc.

 

The most persistent rumor by far has concerned Jack’s record as a crime fighter – there were those who said he had left a trail of dead and broken men during his battles through the London underworld; that he was an assassin for the police, a rival crime family - perhaps the Royal Family; even that he was an organization of masked viglantes, rather than just one man. Of course, a small amount of research on the matter would have shown the absurdity of such notions, but the rumors continued. The legend of the mysterious and ruthless Springheel Jack, either as joke or in deadly earnest, went with criminals and the tabloids to prison and throughout Europe, where Jack became something of a Boogeyman amongst the criminal set. Jack, for his part, did nothing to quash the rumors, simply viewing them as another tool in his fight against the underworld.

 

It’s been two decades since Jack was reborn in fire. His continuing work against the evil that men do has made him one of the world’s greatest detectives, and his mutant physiology means that he won’t be stopping any time soon. Friends, foes, colleagues, and lovers have passed through his life and gone, sometimes with the normal passage of life, sometimes with violence and pain. Still, he has few regrets, and most of them go back to the man he was, and why it took the death of that man to become the man he is. And as ever, the day slips into night, the shadows call, and his battle continues…

Powers/Tactics: While Jack once had a number of pyrokinetic powers at his disposal, he now relies on his heightened physical abilities and over two decades of intense martial arts and investigative training in his role as scourge of London's underworld. He also makes use of a few gadgets developed over the years – his armor, originally bulkier, was first replaced by material taken from criminals during his career, then his equipment was overhauled by a rich benefactor in the early 90s; the jeweled knob that provides his Flash power was also added to his savateur’s cane by a friendly camera shop owner who served as something as an assistant to Jack several years ago.

 

While Jack has been blocked from the use of his pyrokinetic abilities (save for his immunity from extreme heat), the potential for their use is still locked within his genes, which means he suffers the attendant penalties for them, taking extra damage from cold-based attacks. As well, the same psychosomatic block that keeps Jack from using his flame powers also causes Jack to take extra damage from fire-based attacks.

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Re: Show me the PC

 

Here's my character, I currently have 30 some odd points to play with. The world has awakened to magic returning and some people are discovering that they have magical powers as part of their history. Sharon Lee has discovered that she is part-fae and trying to understand what that means while going to college.

 

The file is a compress excel file which I used Gnumeric to work on.

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Pulling out the big guns

 

Hello, all. Since this thread seemed like it's slow, I thought I would revive it. It took me a long time to format, and even longer to upgrade him to 5th edition rules with a couple exceptions but here he is: my very first character!

 

He was created a few days after Champions - the very 1st edition came out for the very first time. He was created before Enemies I or II hit the market. He and the supervillain Neutron (of the Conquerors) have battled for the name more than once: once was a draw and the second one, my Neutron won but that hasn't stopped the villain from contesting or using it.

 

(Note: The Conquerors are still active in my campaign and still very cool!)

 

His experience isn't what is would've been had I kept using him. I stopped using him for years but more recently, have pulled him out of inactivity. I left him at the original 100 Base for old times sake.

 


Hero Name: NEUTRON 
Real Name: Christopher Anderson 
20 Str 10			100+ Disadvantages 
27 Dex 51			 15 Secret Identity
24 Con 28			 15 Code vs Killing
15 Bod 10
14 Int 4			 651 Experience pts 
17 Ego 14			 596 Experience Spent
30 Pre 20 
12 Com 1
27 PD 23			 OCV: 9 DCV: 9 ECV: 6
27 ED 22			 Pha: 2, 4, 6, 7, 9, 11, 12
7 Spd 34
15 Rec 12			 CHA: 241
50 End 1			 POW: 485
51 Stn 14			 Total: 726

POWERS/ABILITIES/SKILLS
31 Elemental Control
38 1. Neutron Blast: 11d6 EB at 1/2 End END - 2
31 2. Flight 25" at 1/2 End	END - 2
41 2. Neutron Explosion: 10d6 EB, APx2, 10" radius (increased radius)
with Hole in Center (fixed), No Range, 2 Cha., Costs End END - 17
10 N-Ray Vision, stopped by Forcefields
24 Damage Resistance 27 ED, Hardened x3
17 Hardened ED x3
10 Lack of Weakness -5, Normal & Damage Resistance
7 Mental Defense 9 pts, Hardened
7 Instant change, one set of clothes

24 Martial Arts, Classic
Martial Strike +0 OCV +2 DCV 8d6
Offens. Strike -2 OCV +1 DCV 10d6
Martial Block +2 OCV +2 DCV Block
Martial Disarm -1 OCV +1 DCV 40 Str to Disarm
Martial Dodge	----- +5 DCV Dodge
Martial Throw +0 OCV +1 DCV 8d6 + v/5
5 +2d6 HA, 0 End, only with Martial Throw
8 +2 DC, added in
4 City Knowledge: NY, Washington DC 12-
5 Combat Driving: Cars 15-
9 Computer Operations 15-
9 Computer Programming 15-
5 Contact: US Pentagon Official
6 KS: Autos, boats, planes 12-
6 KS: Computer Science 12-
3 KS: Environmental Dangers 12-
3 KS: Geography - Russia 12-
5 KS: Government Officials 14-
5 KS: Supervillains 14-
3 KS: Viper 12-
3 KS: World Politics 12-
9 Languages: English (native), Russian-idiomatic, 
	French, German & Chinese - very fluent
3 Linguist
5 Mechanics 13-
3 Oratory 15-
3 Persuasion 15-
6 Piloting: All planes, military planes, helicopters, space shuttle 14-
2 PS: Skiing 14-
3 Security Systems 12-
3 Streetwise 15-
5 Tactics 13-
3 TF: Skiing, All Common motorized ground vehicles
14 Weapon Familiarities: Common & uncommon martial arts weapons,
 All small arms, Blades
8 Weaponsmith: All Firearms, Energy Weapons 14-
10 1 Overall Level
10 2 Levels with EC
3 1 Level with Martial Arts
5 1 Level with CHA rolls
3 1 Level with Dive for Cover, Pull Punch, Sweep
15 3 Levels with DECV (House rule)
3 +1d6 to Presence attacks
50 Points to Base

 

 

ORIGIN:

Christopher Anderson was duped, as many were, into easy money by an organization called VIPER. At the same time, unbeknownst to him, another man who would later become PULSAR had also joined VIPER. He trained to become one of their top agents and excelling in computers, became of their top computer experts. Due to his computer expertise, he was kept off actual field assignments to prevent loss of such a useful agent. All in all, he was only in VIPER for a little over a year but life was good or so he thought. In an effort to increase his usefulness, it was offered to Christopher an opportunity to 'volunteer' for an experiment, one that give him incredible abilities.

 

This was the start of VIPER's ongoing desire to create superhumans and would lead to others who would be 'volunteered' and later, break free of VIPER.

 

The experiment was a success and Christopher gained superhuman abilities. Unfortunately, VIPER was also a lot more careless at this point; one of the scientists blurted out VIPER's plan to use him to further their plots of world domination. The scientist also blurted out the fact that he was glad Christopher had survived since he had anticipated him dying. Christopher was outraged.. and afraid.. and shocked. This organization was nothing like he had been led to believe! He had been lied to, deceived and finally used as a lab rat. He razed the lab to the ground, letting the scientists barely escape and flew off for fear of his life.

 

Much time passed and he found himself now working as a salesman for Superhero Insurance: buy this insurance and be protected from damage like a superhero! Yeah, it was lame but people liked the idea of having insurance in a world where people with extraordinary abilities were around. Even though he would become a seasoned and expert salesman for the insurance company, it just wasn't what he wanted. Yes, the money was good and he had a clean conscience but he wanted to do something else. He wanted to use his abilities to try to make up for what he had done. In this time, he met other people with superabilities and within a few months, formed New York's first superteam.

 

VIPER, however, would not be betrayed and stand idle. They tried time and again to capture him but their efforts at this time were sporatic, mostly because of a great many other superbeings leaving VIPER at this time. In the few times where VIPER would actually coordinate an effort to attack Neutron, they would fail time and again, worse and worse. The last and final attack on him would fail, giving VIPER consideration to stop hunting him. Too much equipment, men and money were lost in such pursuits. What VIPER didn't know is that Neutron's superabilities would also continue to grow as well as his skill. The superhuman VIPER fought early on would pale in comparison to his current power level.

 

Neutron eventually became team leader of the supergroup and finally found the contentment he had been looking for. Years later and a Presidential Pardon for his past crimes would allow him to concentrate on his superheroing. He has been allowed to retain his Secret Identity and continues to assist the government when called upon.

 

PERSONALITY:

Neutron has become a very disciplined superhero, well respected in the superhero community as well as with quite a few supervillains. Due to his past training in VIPER, he is somewhat rough on the criminals that he fights. He tries to show restraint but he never forgets the evil that VIPER is. He would love to see VIPER destroyed but refuses to obsess over it realizing that he may not be the one to deal the deathblow to VIPER. He takes the no-nonsence approach to dealing with supervillains: if a villain gets a little injured while in the course of being stopped from doing a crime, Neutron won't regret it. However, he wants to see criminals prosecuted and will not do things outside the law that will hurt such prosecution. However, if push comes to shove and there is no other way, he will use lethal force. Neutron takes his position very seriously and works to maintain the image of a diligent leader.

 

Some of his teammates in the supergroup view Neutron has a little harsh or rough in his superheroing. What they don't know is that he still has many regrets and guilt about being in VIPER years ago and works hard at trying to see other lives hurt or deceived by VIPER. With his help, several supervillains have turned from their life of being a supercriminal and a couple have even been cured of their extreme abilities. More recently, he has gotten married and his marriage has helped him to mellow somewhat and let go of the past.

 

ABILITIES:

Neutron's abilities deal with Neutron radiation, allowing him to generate it as a powerful energy ray, to see through walls and virtually anything else short of a forcefield and to fly, to name a few. His most violent demonstration of his abilities is his Neutron Explosion. When using it, there is a momentary delay while he prepares to unleash his power. The effect is displayed as black waves of energy surrounding him and being sucked into him. Any villain having been hit by it before fears this, for what comes next: the explosion is extremely violent and appears to be a black & white negative of a bomb going off. Neutron frequently does a Presence attack afterwards. His abilities leave his incredibly resistant to energy attacks and in general difficult for enemies to find any weakness in his defense in combat. Neutron is incredibly skilled not just in combat but versatile in many areas, from computers to the environment.

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Re: Show me the PC

 

Mr Tech,

Would you per chance have an updated 5th ed version of Neutron? I love the Conquerors and would like to keep them around. I had been working on Neutron for a while myself, slowly piecing together elements from USPD and other sources. In past games, Neutron was my campaign world's Magneto, for obvious reasons. When completed i would like to see the 5th ed version much more powerful, or at least more versatile.

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Re: Show me the PC

 

His INT seems a little low......where did he learn martial arts? The Neutron from Classic Enemies is a good character along with the other Conquers.....I never heard of Players and NPCs battling over names??? That is a interesting take....

I'm not exactly sure what you mean by his 'INT seems a little low'. Since according to 5th edition, p223-224, an average person has an INT of 8, a noteworthy & skilled normal has a 10 INT and even higher than those two, a competent normal has an INT of 13, his INT of 14 is higher. This agrees with the Champions genre book for 5th edition, p58 shows average being 6-10, skilled 11-13 and competent (just one category below legendary) being 14-20, his INT being 14 is quite fitting. He's not a genius but a good fighter and leader. Besides, PRE is one of the prerequisites of a good leader and he's got quite a good PRE. :thumbup:

 

You've never heard of Player Characters & NPC's battling over names? Heh, this was the first such battle for a name but not the last. Over the course of the campaign, we've actually had about 3-8 battles of names, including villains fighting villains for their names. Of course being villains, they just keep using the name regardless of whether they lost or won.

 

Having actually alphabatized his skills, it actually surprised me a little to see just how versatile and skilled he is. He's no one-trick-pony; he's got skills covering international problems as well as social issues, such as pollution.

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