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Supers With Pictures: Fun For All


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Re: Supers With Pictures: Fun For All

 

Not a super... but I finally finished it.... :)

 

GEPANZERTER GEHENDER TRÄGER

LÄUFER

(Runner)

 

[b]Val	CHA	Cost	Notes[/b]
4	SIZE	20	2.5" x 1.25"; -4" KB; -2 DCV
49	STR	19	Lift 22 tons; 9 1/2d6 HTH Damage
12	DEX	6	OCV:  4/DCV:  4
10	BODY	0
11	DEF	27
2	SPD	0	Phases:  6, 12
[b]Total Characteristics Cost:  72

Movement:[/b]	Ground:		16"/32"
	Swimming:	0"/0"

[b]Cost	Abilities and Equipment
Propulsion Systems[/b]
4	[b]Two-Legged Walker:[/b]  Extra Limbs (2 legs); Limited Manipulation (-1/4)
20	[b]Two-Legged Walking Military Vehicle:[/b]  Ground Movement +10" (16" total); 
1 Continuing Fuel Charge (easily-obtained fuel; 6 hours; -0)
-2	[b]Ground Vehicle:[/b]  Swimming -2"

[b]Tactical Systems[/b]
57	[b]105 mm leFH18 Light Field Howitzer:[/b] RKA 3 1/d6, Explosion (+1/2), Increased 
STUN Multiplier (+1/4) Indirect (can be arced over some obstacles; +1/4), Increased 
Maximum Range (2,000"; +1/4), 30 Charges (+1/4); OIF Bulky (-1), Limited Arc Of Fire 
(forward 60 degrees; -1/2), Real Weapon (-1/4) plus +1 OCV, +3 RMod; OIF Bulky (-1)
53	[b]20 mm MG 151/20 Cannon:[/b]  RKA 3d6+1, Autofire (5 shots; +1/2), Increased STUN 
Multiplier (+1/4), 250 Charges (+1); OIF Bulky (-1), Limited Arc Of Fire (forward 60 
degrees; -1/2), Real Weapon (-1/4) plus +2 RMod; OIF Bulky (-1)
5	[b]20 mm MG 151/20 Cannon:[/b]  Another 20 mm Cannon (total of 2)
52	[b]7.92 mm MG 34 Machine-Gun:[/b]  RKA 2d6+1, Autofire (5 shots; +1/2), Increased 
Stun Multiplier (+1/4), 1,000 Charges (+1); OIF Bulky (-1), Real Weapon (-1/4) plus 
+2 OCV, +3 RMod; OIF Bulky (-1)
4	[b]Heavy:[/b] Knockback Resistance -4" (-8" total)

[b]Operation Systems[/b]
4	[b]Radio:[/b] Radio Perception/Transmission (Radio Group); OIF Bulky (-1), Affected As 
Hearing Group As Well As Radio Group (-1/4)

[b]197	Total Abilities and Equipment Cost
269	Total Vehicle Cost

Value	Disadvantages[/b]
25	Distinctive Features: Nazi Germany Wehrmacht Armored Walker (NC, Extreme)
25	[b]Total Disadvantage Points
49	Total Cost (244/5)[/b]

 

Description:

While the Bewegliche Festung (Mobile Fortress) served to appease Hitler's vanity, the much smaller, and much more mobile Läufer was far more popular among the infantry, who liked having close-in artillery support capable of traversing almost any terrain. Designed and built by the Nazi "mad" scientist Dr. Clausenhausen, the Läufer was a bipedal armored combat machine, designed to accompany infantry, snipe at enemy armor, and generally serve as a all-terrain self-propelled gun.

 

The Läufer was used on both fronts, and was especially popular in the thick forests of Russian and the broken farmlands of France. Although not especially well armored, its size and shape made the vehicle easy to hide, and the Allies often found them tucked into barns, factories, deep ditches, thick stands of trees, and the like. As the howitzer was of limited use against enemy armor, the Läufer was usually used to shell troops in the open or soft vehicle targets -- such as jeeps and trucks. The 20 mm cannon was often used to help spot targets for the howitzer, and tracer rounds were a common load. The MG 34, on the other hand, was meant for close defense and as an antiaircraft weapon.

 

Although several hundred Läufer were made, they had little overall impact on the course of the war. While fine anti-infantry weapons, their high silhouette and thin armor made them walking (literally) targets for Allied tank gunners and ground-attack pilots. Also, as the war progressed, and parts became scarce, many Läufer were simply abandoned upon experiencing a mechanical failure, although a few were made into semi-fixed artillery platforms.

 

As a curious side note, there is an account of a Läufer successfully destroying an American BGP Mark 1 "Pistol-Packing Pete" in what is thought to be the first clash of armored combat walkers.

 

A Gepanzerter Gehender Träger Läufer has a squat blocky body mounted on two short legs. The howitzer is set to the right of the pilot, with the twin 20 mm cannon mounted to a fixed wing on the far right of the vehicle. The primary access hatch is behind the howitzer, while the vehicle's engine is directly behind the driver's compartment. It is roughly 12' tall, 10' long, and 8' wide. It weighs 20 tons, has a top speed of 26 miles per hour, and a crew of three (driver, gunner, loader).

 

runner.jpg

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Re: Supers With Pictures: Fun For All

 

SIMONE D'AIGUILLON

 

[b]Val	CHA	Cost	Roll	Notes[/b]
8	STR	-2	11-	Lift 75 kg; 1 1/2d6 HTH Damage
14	DEX	12	12-	OCV:  5/DCV:  5
15	CON	10	12-
10	BODY	0	11-
18	INT	8	13-	PER Roll 13-
16	EGO	12	12-	ECV:  5
15	PRE	5	12-	PRE Attack:  3d6
20	COM	5	13-

4	PD	2		Total:  4 PD (0 rPD)
4	ED	1		Total:  4 ED (0 rED)
3	SPD	6		Phases:  4, 8, 12
5	REC	0
30	END	0
22	STUN	0		[b]Total Characteristics Cost:  58

Movement:[/b]	Running:	6"/12"
Swimming:	2"/4"

[b]Cost	Powers & Skills[/b]
64	[b]Manipulating The Mana Flow:[/b]  Variable Power Pool 40 base + 20 control cost, 
No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1); 
Extra Time (Full Phase; -1/2), Gestures (-1/4), Depends On Mana Level (-1/2), Limited 
Special Effect (Magical Spells; -1/4)
7	[b]Mage Staff:[/b]  +30 END; OAF (-1)

[b]Perks[/b]
10	Contacts:  Various contacts among the Noble Houses, as well as stage performers, 
magicians, fortunetellers, and the like in the Lower City
3	Fringe Benefit:  Member Of The Lower Nobility
5	Money:  Well Off

[b]Talents[/b]
17	[b]Mage Sight:[/b]  Detect Magic (no Sense Group), Discriminatory, Range, Sense 13-

[b]Skills[/b]
3	Acting 12-
2	CK:  The Lower City 11-
0	Climbing 8-
0	Concealment 8-
3	Conversation 12-
0	Deduction 8-
4	Gambling (Card Games, Dice Games) 13-
3	High Society 12-
3	KS:  Arcane And Occult Knowledge 13-
2	KS:  Legends And Lore 11-
3	KS:  Lower City Underworld 13-
2	KS:  Who's Who In The Entertainment Community 11-
3	KS:  Who's Who In The Noble Houses 13-
1	Language:  "Common Tongue" (native, Literate)
0	Paramedic 8-
3	Persuasion
2	PS:  Stage Actress 11-
3	Seduction 12-
0	Shadowing 8-
1	Sleight Of Hand 8-
3	Spell Research 13-
0	Stealth 8-
3	Streetwise 12-
0	TF:  Equines
2	WF:  Knife, Staff
[b]152	Total Powers & Skills Cost
210	Total Character Cost

75+	Disadvantages[/b]
5	Distinctive Features:  Outrageous/Questionable Fashion Sense (EC)
10	Distinctive Features:  Powerful Magic Aura (NC, Always Noticed, Unusual Senses)
10	Hunted:  House d'Aguillon and the other Noble Houses (MoPow, NCI, Lim Geo, 
Watching) 11-
15	Psychological Limitation:  Craves New Sights And Experiences (C, S)
10	Psychological Limitation:  Proud Of Her Magical Skills (C, M)
10	Reputation:  embarrassment to House d'Aguillon (only among the Noble Houses) 14-
75	[b]Experience
210	Total Disadvantage Points[/b]

 

Background/History:

Growing up in starkly traditional House d'Aguillon, Simone suffered from the twin curses of an overactive imagination and unrestrained curiosity. While some learning was encouraged among the ladies of the House, Simone's constant questions were seen to be the mark of a rebellious child whose inquisitorial nature was in no way, shape, or form proper for a lady of her station and breeding. As for Simone, she chafed under the restrictions placed upon her due to her sex and status, and feeling stifled by the social mores surrounding her, started to sneak out at night, venturing down into the city to mingle with the lower classes.

 

It was among the actors, gamblers, and fortunetellers (and other individuals of questionable character) that Simone found her place. Here she discovered a whole new world; colorful, exciting, with a certain vitality that life in the staid environs of House d'Aguillon lacked. She learned to play at cards and dice, to dance and drink, to act upon the stage, and best of all, the ways of magic....

 

Simone's natural aptitude for magic surfaced during a card game, when she realized she could see various multicolored "threads" reaching from one of the players to different cards. Her questions concerning the threads nearly started a brawl (accusations of cheating are not to be taken lightly, you see), but when another magician confirmed certain cards had been spelled, Simone was exonerated (and the cheat dragged off to learn a painful lesson). Impressed that someone who wasn't a trained sorcerer could see magic, the magician offered to take her on as an apprentice. Simone, for her part, jumped at the chance to learn the mystic arts and instantly accepted.

 

Simone proved to be more than an apt pupil, quickly mastering the basics of magic and becoming quite an accomplished sorceress. Gaining confidence from her skills, she started to flaunt her activities openly, scandalizing her family while gaining a great deal of notoriety among the aristocracy. Some, especially young men, were attacked to Simone and her "wild" ways, while others shunned her. For her part, Simone continued on as she had, treating the social circles of the upper classes as just another stage for her to perform on.

 

Personality/Motivation:

Simone is a woman who feels trapped by the social customs of her time. What she wants is to be like the heroines of old, who went off and had adventures without having to worry about what the household elders would say. Instead, what she gets is interminable bouts of petty interfamily rivalry coupled with plenty of small-minded gossip, rumor, and the occasional stab in the (figurative) back. The Noble Houses have become so stratified in their ways they seem incapable of realize there's a whole different world outside of their doors, a world Simone personally would rather be part of and feels far more comfortable with. Worse yet, virtually all the Noble Houses seem to be willfully ignorant about things happening in the Lower City: such as new forms of music, art, dance, and the like; as well as the rise of merchants, banks, and financial possibilities of inter-kindgom trade.

 

As a person, Simone is fascinated by new discoveries and experiences. She likes to meet new people and can be very gregarious -- in the right company. However, among the nobility she tends to play up her flamboyant reputation, acting in a scandalous manner and deliberately trying to shock (and amuse) her peers. Away from aristocratic circles, she's more affable, more restrained, and more willing to listen to others without being snide or snippy. Of course, she does have an air of arrogance concerning her magic skills, regardless of the situation.

 

Quote: "I want to explore, to see new sights, to experience new customs, to go places others only read about! I don't want to sit around discussing who is sleeping with who, who is cheating on who, and what dress I'm going to wear to the next grand ball."

 

Powers/Tactics:

Simone's magical talents allow her to work with mana, the raw magical energy found throughout the world, and shape it into spells. As she must physically gather up the energy and work it into the form desired, her spells require her hand to be free and take some time to create. Simone is also limited by the local mana resources available. Some places, like deserts and wastelands, have very little mana, while others (battlefields, meteor craters, fertile meadows) have plenty of mana. The spells she can create are limited only by mana level and her imagination. Simone tends to use various forms of telekinetic effects (e.g. Energy Blast [physical], Flight, Force Field, Force Wall, Telekinesis), finding them to be very useful, but will also tends to use light-based spells as well (e.g. Energy Blast [energy], Flash, Images [illumination only], RKA).

 

In combat she prefers to stay a range, using her powers to provide fire support for anyone she might happen to be with. While she can use a knife to defend herself, she's not a hand-to-hand fighter and knows it. If closely pressed she will produce the most power Force Field she can and then attempt to escape, switching to Flight is she gets the chance.

 

Along with her magical skills, Simone is a skilled actress, having performed on the stage, and can move among the lower classes and the aristocrats with relative ease. She's also fond of cards and is known to frequent gambling houses when not otherwise occupied.

 

Appearance:

Tall and slender, with long platinum blonde hair, Simone has a very shapely figure which she likes to display in any number of scandalous outfits (all of which she claims are barbaric fashions from beyond the borders of the Empire). Her favorite costume consists of a network of thin leather strips attached to brass rings that support several panels of sheet white silk., providing just enough covering to allow her to go out in public without being arrested. To this she adds high-heeled black leather boots and medium-length black leather gloves, both have broad cuffs and gold trim. Regardless of what she is wearing, Simone always carries her mage's staff with her.

 

Designer's Notes:

Simone is based on an image I found of Jeane, a character from one of the Suikoden games. She was deliberately designed to be somewhat generic in origin, with little to no specifics spelled out in her background regarding what city she lives in and the like. I will admit to borrowing part of her attitude (and that of the Noble Houses) from Neal Stephenson's The Baroque Cycle, specifically theirs ideas about money (i.e. an aristocrat doesn't touch money or worry himself with it). Her magical skills are modeled after the magic systems found in Roger Zelazny's Changeling and Madwand novels, as well as Larry Niven's The Magic Goes Away series. Basically, Simone's magic consists of finding, shaping, and then casting spells made from the local mana (magical energy). Theoretically, she can cast any sort of spell she wants, although some things (Growth, Shrinking, FTL, and the like) should be impossible for her. If you'd rather not use a VPP, then break out the Fantasy Hero Grimore or Until Superpowers Database and give her spells centered around either air or light special effects.

 

Simone is best used as an NPC, as she's probably not physically powerful enough to make a good PC, especially a free-ranging adventurer. On the other hand, if a campaign is set in a single city, she'd probably fit right in. To make Simone more powerful, up the size of her VPP, give her some levels with her spells, and increase her DEX, CON, and SPD. To weaken her, reduce the size of her VPP, remove her Mage Staff, and eliminate her Perks.

 

(Character sheet created by Michael Surbrook)

 

simone_d

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Re: Supers With Pictures: Fun For All

 

NINA COROVIC

 

[b]Val	CHA	Cost	Roll	Notes[/b]
75	STR	65	24-	Lift 800 tons; 15d6 HTH Damage
24	DEX	42	14-	OCV:  8/DCV:  8
33	CON	46	16-
23	BODY	26	14-
18	INT	8	13-	PER Roll 13-
18	EGO	16	13-	ECV:  6
23	PRE	13	14-	PRE Attack:  4 1/2d6
18	COM	4	13-

40	PD	25		Total:  40 PD (40 rPD)
40	ED	33		Total:  40 ED (40 rED)
5	SPD	16		Phases:  3, 5, 8, 10, 6, 12
22	REC	0
66	END	0
77	STUN	0		[b]Total Characteristics Cost:  284

Movement:[/b]	Running:	12"/24"
Leaping:	30"/60"
Swimming:	0"/0"

[b]Cost	Powers & Skills[/b]
47	[b]Strength Tricks:[/b]  Multipower, 47-point pool
2u	1) [b]Barrier Penetration:[/b]  Indirect (attack always originates up to Nina's reach in front of 
her; +1/4) for up to 75 STR, END 2
2u	2) [b]Armored Limbs:[/b]  HA +5d6, Reduced Endurance (0 END; +1/2); Hand-To-Hand 
Attack (-1/2)
4u	3) [b]Spearhand Strike:[/b]  HKA 2d6 (3d6+1 with STR), Armor Piercing (+1/2)
3u	4) [b]Crushing Grip:[/b]  HKA 2d6 (3d6+1 with STR), Penetrating (+1/2); Must Follow 
Grab (-1/2)
3u	5) [b]Super-Strength Smash-Through:[/b]  Tunneling 1" through DEF 15 materials; No 
Noncombat Movement (-1/2), END 5


19	[b]Energy Efficient:[/b]  Reduced Endurance (1/2 END; +1/4) on 75 STR, END 4
10	[b]Armored Cybernetic Body:[/b]  Hardened (+1/4) for 40 PD/40 ED
40	[b]Armored Cybernetic Body:[/b]  Damage Resistance (40 PD/40 ED), Hardened (+1/4); 
Visible (-1/4)
30	[b]Armored Cybernetic Body:[/b]  Physical and Energy Damage Reduction, Resistant, 1/4
15	[b]Cybernetic Body:[/b]  Does Not Bleed
2	[b]Heavy:[/b]  Knockback Resistance -1"
20	[b]Armored Cybernetic Body:[/b]  Lack Of Weakness (-10 to Find Weakness for Normal PD 
and ED, and Damage Resistance)
4	[b]Wall Climbing:[/b]  Clinging (75 STR); Costs Endurance (-1/2), Restricted Use (only for 
climbing, and the surface climbed must have DEF 15 or less; -1/4), Slow Climbing 
(character can only move at the rate of 2" per Phase; -1/2), Side Effects (always causes 
relatively minor damage to the environment [the surface being climbed]; -0), END 1
15	[b]Cybernetic Legs:[/b]  Leaping +15" (30" forward, 15" upwards), END 1
12	[b]Cybernetic Legs:[/b]  Running +6" (12" total), END 2
-2	[b]Heavy:[/b]  Swimming -2" (0" total)
2	[b]Hyper-Efficent Metabolism:[/b]  Life Support (Diminished Eating:  only has to eat once 
per week, Diminished Sleeping:  only has to sleep 8 hours per week)
72	[b]Cybernetic Body:[/b]  Life Support (Safe Environment:  Low/High Pressure, Intense 
Cold/Heat; Longevity:  Does Not Age; Immunity:  All Galactic Diseases, Biowarfare 
Agents, Poisons, Chemical Warfare Agents)

[b]Perks[/b]
4	Contact:  Defender 3000 (very useful Skills or resources) 11-
2	Membership:  Federation Defense Forces

[b]Talents[/b]
9	[b]Full Coordination:[/b]  Ambidexterity (no Off Hand penalty)
4	[b]Microgravity Training:[/b]  Environmental Movement (No Penalties In Zero-Gravity)

[b]Skills[/b]
10	Combat Skill Levels:  +2 with Hand-to-Hand Combat

2	AK:  The Galactic Federation 11-
2	AK: Zeta Leporis 11-
0	Climbing 8-
3	Computer Programming 13-
0	Concealment 8-
0	Conversation 8-
0	Deduction 8-
3	Electronics 13-
2	KS:  History Of The Federation Defense Forces 11-
2	KS:  Major Archeological Finds/Mysteries Of The Galactic Federation 11-
2	KS:  Major Flora And Fauna Of The Galactic Federation 11-
2	KS:  Sentient Species Of The Milky Way Galaxy 11-
0	Language:  Galactic Federation Standard (native)
3	Mechanics 13-
3	Navigation (Space, Hyperspace) 13-
3	Paramedic 13-
2	PS:  Federation Defense Forces Officer 11-
0	Shadowing 8-
0	Stealth 8-
3	Systems Operation 13-
3	TF:  Human Common Motorized Ground Vehicles, Human Small Personal-Use 
Spacecraft, Human Small Military Space Craft
2	WF:  Human Advanced Small Arms
3	Scientist
2	1) SS:  Anthropology 13-
2	2) SS: Archeology 13-
2	3) SS:  Biology 13-
2	4) SS:  Biochemistry 13-
2	5) SS:  Ecology 13-
2	6) SS:  Xenology 13-
[b]381	Total Powers & Skills Cost
665	Total Character Cost

550+	Disadvantages[/b]
15	Hunted:  Overrider (As Pow, Capture) 8-
20	Hunted:  Mechanon 3000 (MoPow, Capture) 8-
5	Physical Limitation:  Awkward Size And Weight (7' tall, 600 lbs) (I, S)
20	Psychological Limitation:  Code Versus Killing (C, T)
15	Psychological Limitation:  Unsure Of Self In Combat; fears hurting people with her 
strength (C, S)
20	Social Limitation:  Subject To Orders (VF, M)
10	Social Limitation:  Famous (F, Minor)
10	[b]Experience
665	Total Disadvantage Points[/b]

 

nina_corovic_1.jpg

 

Background/History:

Born in the low-gravity environment of the Zeta Leporis asteroid belt, Nina Corovic, like all belters, grew up to be tall and thin, with a lightly-built frame. She also found herself far more interested in the various alien races who passed through Zeta Leporis than in digging ore out of asteroids, and decided to become a xenobiologist as opposed to a miner or system pilot. Excelling in her studies, she applied to attend the Federation Defense Forces academy, graduating with honors, joining the scout services in studying and exploring the fringes of of the Federation's borders. Certainly her proudest of her career was to be selected to be part of the expedition to the distant Olra system, located on the edge of Federation/Mandaarian space, to assist in studying the mysterious ruins recently found there.

 

Initially the expedition went well, with the team settling in place and starting to explore the fringes of what turned out to be a millennia old complex of streets and buildings. But then, disaster struck. The complex was still operational, and some buildings still possessed automated defense systems; worse yet, the ruins were inhabited by a non-indigenous race of exceedingly hostile xenomorphs who attacked en masse, slaughtering most of the expedition members in their initial attack, and pursuing the rest through the ruins.

 

Nina, wounded in the initial attack by several xenomorph darts, tried to flee, but was unable to keep up with the others. Instead, weak from blood loss, she stumbled into an open building, hoping to hide and escape later. By chance, it so happened she ended up in a medical station,which activated itself upon detecting her entrance. Unable to resist, Nina found herself placed in an examination chamber, which scanned her body, collated data, and then went to work rebuilding her damaged body. Months later, she emerged, to find the surgical chamber had remade her into a full-body cyborg, with strength and durability beyond her comprehension. With her new body she was easily able to evade the xenomorphs, find a shuttle, and launch a rescue drone asking for pickup.

 

Upon being returned to the Galactic Federation, Nina found herself to be a major celebrity, seeing as she was the only survivor of the Olra expedition, not to mention her new cybernetic body. Defender, of the new Champions, even went so far as to extend an invitation to join his new team, but Nina turned him down, at least for the moment, wishing to first come to grips with the capabilities of her new body, as well as preparing for the eventual return to Olra and the mysterious ruins found there.

 

Personality/Motivation:

Former a good-natured and lively person, Nina has had some problems coming to grips with her new body. She wonders is she's still human, or is now simply a glorified robot. Having the Overrider try and "recruit" her didn't help matters, neither did Mechanon 3000's attempt to capture her for study (which is how she met Defender 3000 and the Champions). And, of course, discovering she could smash robots with her bare hands didn't do much for her peace of mind, either. However, she has decided to not give into depression and despair, and has decided to take a lead from Firedancer, and make the best of her situation. She'd like to remain with the Galactic Federation Defense Forces, possibly working as a scout, exploring hostile environments and works, or as some form of special operative, used for emergency situations (such as accidents and the like). Regardless of what she does, Nina tries to be as gentle as possible when deal with "normal" people. She's seen the damage her body can do if she's not careful, and she has no desire to kill or injure anyone with a miscalculated application of strength. Interesting, versus non-sentient objects (such as Mechanon's or Overrider's drones) or physical obstacles, she is more than willing to use her full strength

 

Quote: "Overrider says I am a machine because of my body, while Mechanon isn't sure what I am. As for myself, I know I'm a human. It's not my body, but my heart and mind that tells me so."

 

Powers/Tactics:

Nina possesses one of, if not the most powerful cyborg body in the galaxy. Her physical prowess far dwarfs any Galactic Federation battlesuit, and she even stronger than the armored suits worn by the Celestial Rangers. She can lift hundreds of tons, and ranks in the top ten of known beings with extreme superhuman strength in the galaxy. Her body allows her to punch through most walls and barriers with ease, she crush most anything she can hold in her hand, and can leap immense distances. The armor plate sheathing renders her virtually invulnerable to most conventional weapons, allows her to survive a wide range of environmental conditions, and grants her immunity to almost all known diseases and toxins. In addition, her body is amazingly energy efficient, and requires very little fuel to operate, with the only waste product being Nina's hair, which grows at a highly accelerated rate and will reach ankle-length in a matter of weeks if Nina doesn't keep it trimmed.

 

As Nina is still growing used to her new body, her battle tactics are fairly basic. She will close with the largest and/or toughest she can see and engage them in hand-to-hand combat. If hard-pressed she will flee by leaping away. For the most part however, she'd rather not fight anyone, and if given the chance will try to help by getting innocent bystanders out of the line of fire or helping rescue the injured or those trapped by debris. Of course, with time and experience, it is expected she will become comfortable with her body's capabilities and will evolve into a very effective superhuman combatant.

 

Appearance:

Nina stands just shy of seven feet in height, her pale face framed by a thick fall of lavender hair that easily reaches her ankles (and the floor if she's not careful). Her cybernetic body is well-proportioned for her height, with gold limbs and white knees, shoulders, hands, feet, and torso. Gunmetal actuators link points on her arms, torso, and hips. As her armored body is more than capable of withstanding virtually any environmental condition, Nina doesn't bother wearing clothing -- unless it is absolutely required, at which point she'll dress in something fairly lose fitting and functional.

 

Designer's Notes:

Nina's design comes from the Kia Asamiya series of images (and possible manga series) called "D-Divine." I have no idea of the character's real name, or even if she's a cyborg or wearing a battlesuit. The D-Divine character designs are full of neat ideas, with one of them giving me the idea for Ninja Hero's Tsukikage. I built her for the Galactic Champions setting, because it seemed the best fit for her look and power level. Her origin is a bit dark for the setting, but fits, and isn't all that much different than Firedancer's. At 665 points, Nina is on the low side for a Galactic Champions campaign, but that's okay, she's really a novice hero who hasn't had time to create tricks and techniques for herself to use. Add in something like Rampart's Brick Tricks to Nina's original Strength Tricks and she'll top 700 points in no time!

 

As a final note, I have no real ideas for the ruins found in the Olra system. Game Masters can do what they wish with what I've created here, and expand on it at will.

 

(Character created by Michael Surbrook)

 

nina_corovic_2.jpg

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Re: Supers With Pictures: Fun For All

 

SIMONE D'AIGUILLON

 

[b]Val	CHA	Cost	Roll	Notes[/b]
8	STR	-2	11-	Lift 75 kg; 1 1/2d6 HTH Damage
14	DEX	12	12-	OCV:  5/DCV:  5
15	CON	10	12-
10	BODY	0	11-
18	INT	8	13-	PER Roll 13-
16	EGO	12	12-	ECV:  5
15	PRE	5	12-	PRE Attack:  3d6
20	COM	5	13-

4	PD	2		Total:  4 PD (0 rPD)
4	ED	1		Total:  4 ED (0 rED)
3	SPD	6		Phases:  4, 8, 12
5	REC	0
30	END	0
22	STUN	0		[b]Total Characteristics Cost:  58

Movement:[/b]	Running:	6"/12"
Swimming:	2"/4"

[b]Cost	Powers & Skills[/b]
64	[b]Manipulating The Mana Flow:[/b]  Variable Power Pool 40 base + 20 control cost, 
No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1); 
Extra Time (Full Phase; -1/2), Gestures (-1/4), Depends On Mana Level (-1/2), Limited 
Special Effect (Magical Spells; -1/4)
7	[b]Mage Staff:[/b]  +30 END; OAF (-1)

[b]Perks[/b]
10	Contacts:  Various contacts among the Noble Houses, as well as stage performers, 
magicians, fortunetellers, and the like in the Lower City
3	Fringe Benefit:  Member Of The Lower Nobility
5	Money:  Well Off

[b]Talents[/b]
17	[b]Mage Sight:[/b]  Detect Magic (no Sense Group), Discriminatory, Range, Sense 13-

[b]Skills[/b]
3	Acting 12-
2	CK:  The Lower City 11-
0	Climbing 8-
0	Concealment 8-
3	Conversation 12-
0	Deduction 8-
4	Gambling (Card Games, Dice Games) 13-
3	High Society 12-
3	KS:  Arcane And Occult Knowledge 13-
2	KS:  Legends And Lore 11-
3	KS:  Lower City Underworld 13-
2	KS:  Who's Who In The Entertainment Community 11-
3	KS:  Who's Who In The Noble Houses 13-
1	Language:  "Common Tongue" (native, Literate)
0	Paramedic 8-
3	Persuasion
2	PS:  Stage Actress 11-
3	Seduction 12-
0	Shadowing 8-
1	Sleight Of Hand 8-
3	Spell Research 13-
0	Stealth 8-
3	Streetwise 12-
0	TF:  Equines
2	WF:  Knife, Staff
[b]152	Total Powers & Skills Cost
210	Total Character Cost

75+	Disadvantages[/b]
5	Distinctive Features:  Outrageous/Questionable Fashion Sense (EC)
10	Distinctive Features:  Powerful Magic Aura (NC, Always Noticed, Unusual Senses)
10	Hunted:  House d'Aguillon and the other Noble Houses (MoPow, NCI, Lim Geo, 
Watching) 11-
15	Psychological Limitation:  Craves New Sights And Experiences (C, S)
10	Psychological Limitation:  Proud Of Her Magical Skills (C, M)
10	Reputation:  embarrassment to House d'Aguillon (only among the Noble Houses) 14-
75	[b]Experience
210	Total Disadvantage Points[/b]

 

Background/History:

Growing up in starkly traditional House d'Aguillon, Simone suffered from the twin curses of an overactive imagination and unrestrained curiosity. While some learning was encouraged among the ladies of the House, Simone's constant questions were seen to be the mark of a rebellious child whose inquisitorial nature was in no way, shape, or form proper for a lady of her station and breeding. As for Simone, she chafed under the restrictions placed upon her due to her sex and status, and feeling stifled by the social mores surrounding her, started to sneak out at night, venturing down into the city to mingle with the lower classes.

 

It was among the actors, gamblers, and fortunetellers (and other individuals of questionable character) that Simone found her place. Here she discovered a whole new world; colorful, exciting, with a certain vitality that life in the staid environs of House d'Aguillon lacked. She learned to play at cards and dice, to dance and drink, to act upon the stage, and best of all, the ways of magic....

 

Simone's natural aptitude for magic surfaced during a card game, when she realized she could see various multicolored "threads" reaching from one of the players to different cards. Her questions concerning the threads nearly started a brawl (accusations of cheating are not to be taken lightly, you see), but when another magician confirmed certain cards had been spelled, Simone was exonerated (and the cheat dragged off to learn a painful lesson). Impressed that someone who wasn't a trained sorcerer could see magic, the magician offered to take her on as an apprentice. Simone, for her part, jumped at the chance to learn the mystic arts and instantly accepted.

 

Simone proved to be more than an apt pupil, quickly mastering the basics of magic and becoming quite an accomplished sorceress. Gaining confidence from her skills, she started to flaunt her activities openly, scandalizing her family while gaining a great deal of notoriety among the aristocracy. Some, especially young men, were attacked to Simone and her "wild" ways, while others shunned her. For her part, Simone continued on as she had, treating the social circles of the upper classes as just another stage for her to perform on.

 

Personality/Motivation:

Simone is a woman who feels trapped by the social customs of her time. What she wants is to be like the heroines of old, who went off and had adventures without having to worry about what the household elders would say. Instead, what she gets is interminable bouts of petty interfamily rivalry coupled with plenty of small-minded gossip, rumor, and the occasional stab in the (figurative) back. The Noble Houses have become so stratified in their ways they seem incapable of realize there's a whole different world outside of their doors, a world Simone personally would rather be part of and feels far more comfortable with. Worse yet, virtually all the Noble Houses seem to be willfully ignorant about things happening in the Lower City: such as new forms of music, art, dance, and the like; as well as the rise of merchants, banks, and financial possibilities of inter-kindgom trade.

 

As a person, Simone is fascinated by new discoveries and experiences. She likes to meet new people and can be very gregarious -- in the right company. However, among the nobility she tends to play up her flamboyant reputation, acting in a scandalous manner and deliberately trying to shock (and amuse) her peers. Away from aristocratic circles, she's more affable, more restrained, and more willing to listen to others without being snide or snippy. Of course, she does have an air of arrogance concerning her magic skills, regardless of the situation.

 

Quote: "I want to explore, to see new sights, to experience new customs, to go places others only read about! I don't want to sit around discussing who is sleeping with who, who is cheating on who, and what dress I'm going to wear to the next grand ball."

 

Powers/Tactics:

Simone's magical talents allow her to work with mana, the raw magical energy found throughout the world, and shape it into spells. As she must physically gather up the energy and work it into the form desired, her spells require her hand to be free and take some time to create. Simone is also limited by the local mana resources available. Some places, like deserts and wastelands, have very little mana, while others (battlefields, meteor craters, fertile meadows) have plenty of mana. The spells she can create are limited only by mana level and her imagination. Simone tends to use various forms of telekinetic effects (e.g. Energy Blast [physical], Flight, Force Field, Force Wall, Telekinesis), finding them to be very useful, but will also tends to use light-based spells as well (e.g. Energy Blast [energy], Flash, Images [illumination only], RKA).

 

In combat she prefers to stay a range, using her powers to provide fire support for anyone she might happen to be with. While she can use a knife to defend herself, she's not a hand-to-hand fighter and knows it. If closely pressed she will produce the most power Force Field she can and then attempt to escape, switching to Flight is she gets the chance.

 

Along with her magical skills, Simone is a skilled actress, having performed on the stage, and can move among the lower classes and the aristocrats with relative ease. She's also fond of cards and is known to frequent gambling houses when not otherwise occupied.

 

Appearance:

Tall and slender, with long platinum blonde hair, Simone has a very shapely figure which she likes to display in any number of scandalous outfits (all of which she claims are barbaric fashions from beyond the borders of the Empire). Her favorite costume consists of a network of thin leather strips attached to brass rings that support several panels of sheet white silk., providing just enough covering to allow her to go out in public without being arrested. To this she adds high-heeled black leather boots and medium-length black leather gloves, both have broad cuffs and gold trim. Regardless of what she is wearing, Simone always carries her mage's staff with her.

 

Designer's Notes:

Simone is based on an image I found of Jeane, a character from one of the Suikoden games. She was deliberately designed to be somewhat generic in origin, with little to no specifics spelled out in her background regarding what city she lives in and the like. I will admit to borrowing part of her attitude (and that of the Noble Houses) from Neal Stephenson's The Baroque Cycle, specifically theirs ideas about money (i.e. an aristocrat doesn't touch money or worry himself with it). Her magical skills are modeled after the magic systems found in Roger Zelazny's Changeling and Madwand novels, as well as Larry Niven's The Magic Goes Away series. Basically, Simone's magic consists of finding, shaping, and then casting spells made from the local mana (magical energy). Theoretically, she can cast any sort of spell she wants, although some things (Growth, Shrinking, FTL, and the like) should be impossible for her. If you'd rather not use a VPP, then break out the Fantasy Hero Grimore or Until Superpowers Database and give her spells centered around either air or light special effects.

 

Simone is best used as an NPC, as she's probably not physically powerful enough to make a good PC, especially a free-ranging adventurer. On the other hand, if a campaign is set in a single city, she'd probably fit right in. To make Simone more powerful, up the size of her VPP, give her some levels with her spells, and increase her DEX, CON, and SPD. To weaken her, reduce the size of her VPP, remove her Mage Staff, and eliminate her Perks.

 

(Character sheet created by Michael Surbrook)

 

simone_d

Jeane is one of the game's major mysteries. She's one of the few characters to be in all the games and her appearance hasn't changed. There are hints of her having vast magic or perhaps not the same woman, but the 4 games have a timeline that stretches over 178 years...so...

 

She was a support NPC in the first three games, in the fourth game she was playable and had the "Charm" Rune whihc makes monsters treat her nicely, and a lightning rune.

 

Good Write up Michael!

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Re: Supers With Pictures: Fun For All

 

Jeane is one of the game's major mysteries. She's one of the few characters to be in all the games and her appearance hasn't changed. There are hints of her having vast magic or perhaps not the same woman, but the 4 games have a timeline that stretches over 178 years...so...

 

She was a support NPC in the first three games, in the fourth game she was playable and had the "Charm" Rune whihc makes monsters treat her nicely, and a lightning rune.

 

Good Write up Michael!

 

Thanks.

 

All I know is that pic proves Jeane is teh hotness!!!

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Re: Supers With Pictures: Fun For All

 

True Dat. Her clothing has gotten more daring each game too.

 

Having seen some of her other art, I have to say "wow."

 

Oh, and friend told me he loved the write-up, especially this:

 

5	Distinctive Features:  Outrageous/Questionable Fashion Sense (EC)

 

He also said he had a hard time not looking at her picture to study the rest of the character sheet.

 

:D

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Re: Supers With Pictures: Fun For All

 

As usual, opinions and feedback more than welcome.

 

SORA-HIME

"Sky-Princess"

 

[b]Val	CHA	Cost	Roll	Notes[/b]
10	STR	0	11-	Lift 100 kg; 2d6 HTH Damage
16	DEX	18	12-	OCV:  5/DCV:  5
13	CON	6	12-
10	BODY	0	11-
13	INT	3	12-	PER Roll 12-
16	EGO	12	12-	ECV:  5
15	PRE	5	12-	PRE Attack:  3d6
16	COM	3	12-

4	PD	2		Total:  7 PD (3 rPD)
4	ED	1		Total:  7 ED (3 rED)
3	SPD	4		Phases:  4, 8, 12
5	REC	0
26	END	0
22	STUN	0		[b]Total Characteristics Cost:  54

Movement:[/b]	Running:	6"/12"
Swimming:	2"/4"

[b]Cost	Powers & Skills
Martial Arts:[/b]  [i]Jujutsu[/i]
[b]Maneuver	OCV	DCV	Damage[/b]
4	Block	+2	+2	Block, Abort
4	Disarm	-1	+1	20 STR Disarm
4	Escape	+0	+0	25 STR versus Grabs
3	Joint Lock	+0	-1	Grab One Limb; 20 STR to Hold
3	Legsweep	+2	-1	3d6 Strike; Target Falls
3	Slam	+0	+1	2d6+v/5; Target Falls
4	Strike	+0	+2	4d6 Strike

11	[b]Harae-gushi:[/b]  +60 PRE; Extra Time (Full Phase; -1/2), OAF (prayer stick; -1), Limited 
Effect (see FH 107-108; -1), Only To Make Presence Attacks (-1), Only Works Against 
Undead Creatures (-1)
10	[b]O-fuda:[/b]  HKA 1d6, Affects Desolid (supernatural-based special effects only; +1/4), 
Continuous (+1) 9 Continuing Charges Of 1 Turn Each (stopped by removing the o-fuda, 
o-fuda can be grabbed, burned, or washed away; +1/4); OAF (paper charms; -1), No STR 
Bonus (-1/2), Only Affects Supernatural/Undead Creatures (-1)
5	Sensitive:  Mental Awareness 12-

[b]Talents[/b]
6	Combat Luck (3 PD/3 ED)
20	[b]Something's Not Right...:[/b]  Danger Sense, Out Of Combat, Immediate Vicinity; 
Intuitional, 12-

[b]Skills[/b]
5	Combat Skill Levels:  +1 with Hand-To-Hand
3	Combat Skill Levels:  +1 with Jujutsu

2	AK:  Japan 11-
2	AK:  The Pacific Rim 11-
3	Breakfall 12-
2	CK:  Hong Kong 11-
2	CK:  Tokyo 11-
1	CK:  Singapore 8-
0	Climbing 8-
3	Combat Pilot 12-
0	Concealment 8-
0	Conversation 8-
0	Deduction 8-
1	Gambling (Go) 12-
3	KS:  Asian Legends And Lore 12-
3	KS:  Asian Mystic World 12-
2	KS:  Jujutsu 11-
3	KS:  Shintoism and Shinto Ritual 12-
2	Language:  Cantonese Chinese (Fluent Conversation)
3	Language:  English (Completely Fluent)
0	Language:  Japanese (native)
1	Language:  Mandarin Chinese (Basic Conversation)
1	Mechanics 8-
1	Navigation (Air) 8-
0	Paramedic 8-
2	PS:  Cooking 11-
2	PS:  Miko (Shinto shrine maiden) 11-
2	PS:  Play Flute 11-
2	PS:  Traditional Dance 11-
0	Shadowing 8-
3	Stealth 12-
2	TF:  Two-Wheeled Muscle-Powered Ground Vehicles, Two Wheeled-Motorized Ground 
Vehicles, Small Planes
4	WF:  Katana, Naginata, Yumi, Vehicle Mounted Weapons (machine-gun on the 
Airracuda)
[b]131	Total Powers & Skills Cost
185	Total Character Cost

100+	Disadvantages[/b]
5	Distinctive Features:  Traditional Miko's Robes (EC)
10	Distinctive Features:  Style (NC)
20	Hunted:  Common Enemy Of The Crew Of The Airracuda (MoPow, NCI, Capture) 8-
15	Psychological Limitation:  In Love With Lance Pallant (C, S)
15	Psychological Limitation:  Seeks Excitement And Adventure (C, S)
10	Social Limitation:  Minority (Japanese) (F, M)
5	Social Limitation:  Woman (O, M)
5	[b]Experience
185	Total Disadvantage Points[/b]

 

Background/History:

A miko (Shinto shrine maiden) living in Tokyo, Michiko Yamori first encountered Captain Lance Pallant and the crew of the Airracuda when the good Captain was embroiled in the midst of the infamous "Case of the One Hundred Hungry Ghosts." In the course of the case (which involved a plot to raise the dead and use them to rob from the living) Michiko not only helped the brave Captain (and his crew) solve the case, but proved her worth as an unarmed fighter (through the use of her jujutsu skills), used her knowledge of the supernatural to help deduce what was happening, and put her miko skills to the test in personally defeating several gaki (hungry ghosts). Impressed with her bravery, spunk, and skill (not to mention her obvious physical charms), Captain Pallant asked her to join him as one of the crew. Michiko, who found her recent adventure far more to her liking than her former tranquil temple life, readily accepted.

 

Together, the crew of the Airracuda ranged the length and breadth Far East, engaging in a life of high-adventure aboard their custom outfitted Sikorsky S-38 flying boat. In between cargo and passenger runs, they battled bandits and pirates, foiled criminal masterminds, fought with Triad and Yakuza gangsters, and occasionally encountered supernatural menaces of all sorts. Along the way, Michiko not only learned to fly the Airracuda herself, but became quite the skilled pilot, eventually acquiring the nickname Sora-hime ("sky princess").

 

Alas, the story of Captain Pallant, Sora-hime his love, and the rest of the Airracuda crew doesn't end on a happy note. The plane vanished over China in late 1938, the presumed victims of an Imperial Japanese air patrol. No wreckage has ever been found, and it is thought the passage of time has done more than enough to destroy any evidence of the plane. However, there are some, usually those skilled in the mystic arts, who claim the plane actually flew to the lost city of Shangri-la, where its passengers still dwell today.

 

Personality/Motivation:

Although Michiko enjoyed her life as a miko, she's found she likes life on the Airracuda far more. As part of the crew, she's traded in the somewhat placid lifestyle of a shrine maiden for one of uncertainty, excitement and adventure, and to tell the truth, she rather not be anywhere else. She's found she likes travel, has become fond of her fellow crewmembers, adores the Airracuda (going so far to bless and purify it), and has fallen desperately in love with the handsome and dashing Captain Pallant.

 

Having grown up in the shrine, Michiko never had a real family, and has adopted the crew of the Airracuda as her own. She has become somewhat protective of them, and tends to look after everyone's well-being as best she can. And while she still retains a distinctly Shintoist view of how the world should work (mainly dealing with ghosts and spirits), she's also come to share the crew's views on opposing evil and upholding justice.

 

Quote: "Be gone foul yurei and trouble this place no more!"

 

Powers/Tactics:

Sora-hime brings some rather unique abilities to the crew of the Airracuda, mainly expertise in deal with ghosts and the power to banish and destroy them. Her primary weapon when dealing with supernatural is her o-fuda, paper talismans with various holy/magical symbols and script written on it. When applied to a supernatural creature, these talismans burst into flame, damaging and destroying ghosts, demons, and other such monsters. Sora-hime can purify an area by using her harae-gushi, a wooden stick with prayer streamers attached. By brandishing the harae-gushi she can force evil spirits to vacate an area, rendering safe for others to enter.

 

Aside from her powers as a Shinto priestess, Sora-hime has proven more than capable of handling herself in physical confrontations, as she is highly skilled in the art of jujutsu. Many times a foe has grabbed the seemingly helpless Sora-hime, only to end up flat on their backs from a powerful throw or slam. In addition, Sora-hime has done her best to learn how to help with the running of the Airracuda, from how to fly the plane itself, to navigation, to helping in keeping it in working order, and even how to operate the Lewis Gun mounted on the plane's nose.

 

Appearance:

Sora-hime has long blue-black hair, brown eyes, and a curvaceous, well-endowed figure of the sort only seen in anime, comics, manga, and Pulp-era action-adventure fiction. She tends to wear the traditional clothing of a miko, consisting of scarlet red hakama and a white kimono with red trim. She ties her hair back with a length of ribbon, and tends to wear a pair of aviator's goggles perched atop her head. When not dressed as a miko, Sora-hime will usually wear traditional Japanese fashions, although she has been coxed into Western clothing from time to time.

 

Designer's Notes:

Sora-Hime is derived from the Pulp-era character of Koyori, the busty shrine maiden from the Sengoku Ace and Sengoku Cannon line of games. I don't know much about Koyori beyond the basics, although I understand she either flies herself or pilots some sort of combat aircraft in the game.

 

(Character sheet created by Michael Surbrook)

 

sora-hime.jpg

 

(Anyone want to take a swing a writing up Captain Lance Pallant or the rest of the crew of the Airracuda? I'm working on the Airracuda myself.)

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Re: Supers With Pictures: Fun For All

 

Now for something a little more lighthearted (and, unfortunately, less racy)...

 

Mighty Mouse!

 

[b]Mighty Mouse - Mike Muse[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
15    STR     5   15/55      12- / 20-       HTH Damage 3d6/11d6  END [1/5]
18    DEX     24   18      13-       OCV 6 DCV 6
18    CON     16   18      13-
13    BODY    6   13      12-
13    INT     3   13      12-       PER Roll 15-
10    EGO     0   10      11-       ECV: 3
18    PRE     8   18      13-       PRE Attack: 3 1/2d6
10    COM     0   10      11-
4    PD      1   4/25             4/25 PD (0/13 rPD)
4    ED      0   4/25             4/25 ED (0/13 rED)
4    SPD     12   4/6                 Phases:  3, 6, 9, 12/2, 4, 6, 8, 10, 12
7    REC     0   7
36    END     0   36
30    STUN    0   30
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
3    LEAP     0   3"/34"                3"/34" forward, 1 1/2"/17" upward

[b]CHA Cost: 75[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
25     [b][i]Compaction[/i][/b]: Elemental Control, 50-point powers [Notes: Normally, Mighty Mouse has all these powers active (for 17 END); this constitues his hero ID.] - END=
17     1)  [b][i]Compacted Form[/i][/b]: Shrinking (0.075 m tall, 0.0122 kg mass, -8 PER Rolls to perceive character, +8 DCV, takes +12" KB), Costs END Only To Activate (+1/4) (50 Active Points); Easily Perceived (-1/4), No Growth Momentum (-1/4) - END=4
25     2)  [b][i]Compacted Strength[/i][/b]: Density Increase (12,800 kg mass, +40 STR, +8 PD/ED, -8" KB), Costs END Only To Activate (+1/4) (50 Active Points) [Notes: Linked to Compacted Form. Together gives 7.5cm height, 3.125kg weight, +4" KB (+7" total)] - END=4
20     3)  [b][i]Compacted Toughness[/i][/b]: Armor (13 PD/13 ED), Hardened (+1/4) (49 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) - END=5
12     4)  [b][i]Compacted Invulnerability[/i][/b]: Desolidification , Costs END Only To Activate (+1/4) (50 Active Points); Only To Protect Against Blunt/Crushing Attacks (-1) [Notes: Impact damage causes no harm (just KB.) Can still be hurt by cutting or energy damage.] - END=4
20     5)  [b][i]Compacted Springing[/i][/b]: Leaping +23" (3"/34" forward, 1 1/2"/17" upward) (Accurate), Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/4 Advantages; +1/2) (49 Active Points); Visible: Red Contrail (-1/4) [Notes: Sample advantages: 0 END, Combat Acceleration, Usable As Gliding, Megascale] - END=2
12     6)  [b][i]Compacted Piercing[/i][/b]: Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2) (50 Active Points); Hand-To-Hand Attack (-1/2), Only With Move Bys / Move Throughs (-1/2) [Notes: 10d6 AP + velocity at 67%.] - END=0
      - END=
8     [b][i]Mighty Energy[/i][/b]: Endurance Reserve  (60 END, 2 REC) (8 Active Points) [Notes: Used for all powers except STR.] - END=0
    [i]Mighty Form:[/i] List, all slots Only In Heroic Identity (-1/4) - END=
8     1)  [b][i]X-Ray Vision[/i][/b]: N-Ray Perception (Sight Group) (10 Active Points); Only In Heroic Identity (-1/4) - END=0
7     2)  [b][i]Mighty Senses[/i][/b]: +3 PER with all Sense Groups (9 Active Points); Only In Heroic Identity (-1/4) - END=0
16     3)  [b][i]Mighty Quick![/i][/b]: +2 SPD (20 Active Points); Only In Heroic Identity (-1/4) - END=
2     4)  [b][i]Compressed Physique[/i][/b]: Life Support  (Safe in High Pressure; Safe in Low Pressure/Vacuum) (3 Active Points); Only In Heroic Identity (-1/4) - END=0
8     5)  [b][i]Fits In Crevices[/i][/b]: Clinging (normal STR) (10 Active Points); Only In Heroic Identity (-1/4) - END=0
      - END=
50     [b][i]Not Sure Yet![/i][/b]: Reserved For Future Use - END=0
      - END=

[b]POWERS Cost: 230[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
     Everyman
0      1)  Climbing 8-
0      2)  Concealment 8-
0      3)  Conversation 8-
0      4)  Deduction 8-
0      5)  Language:  English (idiomatic; literate) (5 Active Points)
0      6)  Paramedics 8-
0      7)  Persuasion 8-
0      8)  Shadowing 8-
0      9)  Stealth 8-
0      10) TF:  Everyman, Small Motorized Ground Vehicles
0      11) WF:  Clubs, Fist-Loads, Thrown Rocks, Unarmed Combat

3      Acrobatics 13-
3      Acting 13-
3      Breakfall 13-
18      +6 with Move By, Move Through, Grab By
3      Jack of All Trades
1      1)  PS: Acrobat / Gymnast (2 Active Points) 11-
1      2)  PS: Actor / Stunt Man (2 Active Points) 11-
1      3)  PS: Clown / Magician (2 Active Points) 11-
1      4)  PS: Roadie / Handyman (2 Active Points) 11-
3      Sleight Of Hand 13-
3      Streetwise 13-

[b]SKILLS Cost: 40[/b]


[b][u]Cost[/u]   [u]TALENTS[/u][/b]
5      Rapid Healing

[b]TALENTS Cost: 5[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
20     Normal Characteristic Maxima
10     Social Limitation:  Can't Get No Respect (Frequently, Minor) [Notes: Most people don't take Mighty Mouse (or Mike Muse) seriously on first acquaintance.]
15     Social Limitation:  Secret ID: Mike Muse (Frequently, Major)
15     Physical Limitation:  Short, Small, & Light: +3" KB (All the Time, Slightly Impairing)
10     Social Limitation:  Famous (Frequently, Minor) [Notes: For being a well-known cartoon, not in his own right.]
15     Psychological Limitation:  Code of the Hero (Very Common, Moderate) [Notes: Protects innocents & generally does good deeds.]
15     Psychological Limitation:  Overconfidence (Very Common, Moderate)

[b]DISADVANTAGES Points: 100[/b]

Base Pts: 200
Exp Required: 50
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 350

 

Background: Mike Muse had had enough. Sure, he was short. In fact, he was a little person, inflicted since birth with achrondroplasic dwarfism. He even worked in the circus. But even though he'd grown accustomed to it, that didn't mean he had to like living in a world scaled for people almost twice his height, filled with constant ridicule from prepubescent children taller than he was. So when he saw an advertisement for an experimental treatment protocol, he showed it to some of his friends in the circus. Most of them thought he was crazy for even considering going for a course of some completely unproven drugs, but it did promise to double his height if all went well, and Mike figured it was worth the risk. So Mike signed up, and forked over his life savings (what little there was) to pay for the procedure. He got poked, prodded, examined, and finally, injected. He was told to go home and expect rapid change over the next couple days.

 

Mike went home, feeling a little sick. He told himself it would pass. But the next couple days, he didn't seem to be getting any taller, just sicker. He could barely eat, and the only thing he seemed to be able to hold down was cheese. Finally on the fourth day after his treatment, Mike had his worst dizzy spell yet, and passed out in his kitchen. When he came to, everything looked different. He was used to being small, but suddenly his refridgerator looked absolutely enormous. Even his table and chairs, which were scaled to his size, looked huge. "Damn," he thought to himself. "That Pym character had better have a good explanation for this..."

 

Mike had quite a bit of difficulty trying to get Pym on the phone, however. Aside from the physical problems of trying to operate a phone when you're a couple of inches tall, the man seemed to have vanished sometime since Mike's treatment. Fortunately, however, Mike's treatment didn't seem to be all bad news. He found that while he was small, he could also jump really far, leaving behind a wierd trail of red energy... and hit really hard when he landed if he wanted to, as he discovered by punching a hole clean through his table, a chair, and embedding himself in the floor. Mike pondered the implications of his new abilities. He could become a superhero! People would stare at him in awe instead of in scorn! That alone was almost enough to sell him on the idea, but he decided to sleep on it.

 

When Mike woke, he had a bit of a shock, as he was back to normal size. However, he soon discovered that he could still adopt his super-small-but-super-strong form, and even change between them at will. Even better! He went out to look for some crime to stop. Fortune smiled on him, and he happened across a bank robbery in progress, with several police on the outside and a supervillain holed up on the inside. Just as the villain decided to make a break for it, Mike aimed a leap carefully and flew toward him, red contrail streaking out behind him, impacted with a fierce blow, and sent the villain tumbling along the pavement, knocking him out! Cameras flashed and film crews rolled, and as one reporter asked who had felled the criminal, Mike realized his fatal error: he'd forgotten to think up his hero name! An awkward moment passed, but in a flash of inspiration, Mike picked a name suitable for a small, fast hero. He would be called Bullet! He leapt once more with a flash of red up on top of a parked car to make his pronouncement. But just when he was about to speak, a child in the crowd burst out: "It's Mighty Mouse!"

 

.oO(Mighty Mouse?!? Oh no...)

 

Personality: Mike wants to be appreciated and respected for who he is, not dismissed because of his size. He thought that the acquisition of his powers would be a big step in that direction. Instead he's found that because of his size and red contrail when he leaps, people automatically associate him with a cartoon character. The fact that his powers closely resemble the cartoon character's powers doesn't help.

 

Quote: "I am NOT a rodent!"

"Ok, ok.... (singing) 'Here I come to save the day!' ...happy now?"

"Never let the media choose your hero name."

 

Powers/Tactics: Mighty Mouse is a pretty tough brick in the face of other bricks, as with his Superman-level invulnerability to bashing and impact damage, he can by and large simply bounce their attacks. Accordingly, those are the targets he prefers to match up against first and foremost. He'll be a bit more wary against anyone who dishes out something other than brute force punches... but not much. He trusts to his small size to keep him safe from enemy attacks, and usually puts most or all of his levels to OCV. His leaps and springs are Wuxia-like in their maneuverability, accuracy, and ability to defy gravity, and almost (but not quite) reach the level of true flight.

 

Appearance: A small figure in a yellow and red costume, who jumps and flies about while leaving behind a red contrail. It must be Mighty Mouse!

 

As Mike Muse, one of the little people, with a characteristic 'circus dwarf' look -- normal size torso and head, but shrunken limbs. 3'11", 110 lbs. Dresses in worn casual clothes.

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