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Ultimate Superheroes Universe Characters


humantorch101

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A while ago I started work on a new universe for a supers campaign I was going to run which was based on the premise of a total mixture of DC/Marvel iconic characters but using new characters without all the baggage of trying to model the originals.

The characters would therefore be in many cases direct homages of the originals but with many small twists and differences.

 

The campaign did not occur so I did not get very far, but recently the campaign looks again like it is going to happen very soon so I have again recently resumed work.

 

In this thread I will post the finished characters please give feedback good and bad and any suggestions you may have.

 

Plsease keep in mind the following character design features of how I have decided to build the characters for this universe.

 

1. Many characters are very powerful with most of the iconic heroes and villains (those heroes who would have their own title lol) being easily in the 15-20 DC range.

 

2. I built my characters with lots of contacts to represent connections and allies.

 

3. I built the characters with individual teamwork skills representing in my mind those special combats relationships between long time allies, partners and teammates.

 

4. Again for iconic heroes I built hunteds as having one main hunter who is the characters arch enemy then having a shifting hunted representing a rogues gallery for that adventure.

Most villains will only be hunted by 1 or 2 hero's or groups represnting the rogues gallery that villain falls under.

 

5. Point levels will be high these are NPC's and represent the best of the best.

 

 

rgds

Torch

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AstromanHere is Astroman my Universe's Superman Homage.AstromanPlayer:

Val Char Cost
100 STR 90
26 DEX 48
50 CON 80
50 BODY 80
15 INT 5
20 EGO 20
50 PRE 40
20 COM 5
35 PD 15
35 ED 25
6 SPD 24
30 REC 0
125 END 13
125 STUN 0
6" RUN02" SWIM020" LEAP0Characteristics Cost: 445
Cost Power END
97 We Have Lift Off!: Flight 30", x4 Noncombat, Reduced Endurance (1/2 END; +1/4), Usable Underwater (+1/4) (97 Active Points) 4
100 Solar Eyebeams: Multipower, 100-point reserve
8u 1) Solar Eyebeam Blast: EB 13d6, Armor Piercing (+1/2) (97 Active Points); Beam (-1/4) 10
6u 2) Fly in the Amber: Entangle 6d6, 6 DEF, Area Of Effect (One Hex; +1/2) (90 Active Points); Only When In Contact With The Ground (-1/4), Cannot Form Barriers (-1/4) 9
25 Tireless: Reduced Endurance (1/2 END; +1/4) (25 Active Points) applied to STR
48 Power of the Sun: LS (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character only has to sleep 8 hours per week) 0
25 Solar Eyes: Sight Group Flash Defense (25 points) 0
5 Thermal Vision: IR Perception (Sight Group) 0
35 Superhard Body: Damage Resistance (35 PD/35 ED) 0
10 Large & Dense: Knockback Resistance -5" 0
15 Super Tough Body: Lack Of Weakness (-15) 0
10 Will to Win: Physical Damage Reduction, 25% 0
10 Will to Win: Energy Damage Reduction, 25% 0
Powers Cost: 394
Cost Skill
16 +2 with All Combat
3 Bureaucratics 19-
3 Combat Piloting 14-
2 Computer Programming (Personal Computers) 12-
3 Electronics 12-
3 Mechanics 12-
12 Navigation (Air, Land, Space) 16-
3 Oratory 19-
3 Paramedics 12-
3 Persuasion 19-
7 PS: Astronaught 16-
5 SS: Astronomy 14-
14 Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Air/Space Traffic Control Systems, Medical Sensors, Radar, Sonar) 14-
7 Teamwork Astrogirl & Astroboy 16-
5 Teamwork The Guardians 15-
3 Teamwork The Galaxy Legion 14-
Skills Cost: 92
Cost Perk
17 Contact: Astrogirl (Linda Lane Armstrong) (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character, Very Good relationship with Contact) 16-
14 Contact: Astroboy (Jimmy Armstrong) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact is slavishly loyal to character, Very Good relationship with Contact) 15-
11 Contact: Neill & Lana Armstrong (Mother & Father) (Contact is slavishly loyal to character, Very Good relationship with Contact) 15-
10 Contact: William Perry (Head of NASA) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Very Good relationship with Contact) 13-
36 Contact: The Guardians (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) (36 Active Points) 14-
24 Contact: The Galaxy Legion (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) (24 Active Points) 11-
21 Contact: The Atom Family (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 8-
3 Fringe Benefit: Federal/National Police Powers
15 Reputation: The Worlds Most Powerful Superhero (A large group) 14-, +5/+5d6
Perks Cost: 151
Val Disadvantages
25 Social Limitation : Public Identity - John Armstrong (Very Frequently, Severe)
25 Psychological Limitation: Code VS. Killing (Very Common, Total)
20 Psychological Limitation: Honourable and Responsible (Very Common, Strong)
20 Psychological Limitation: Self Sacrificing and a True Hero (Very Common, Strong)
20 Psychological Limitation: Overconfident (Very Common, Strong)
20 Vulnerability: 2 x Effect Darkness Powers (Common)
15 Dependence: Sunlight -30 Active Points from Affected Power (Very Common, 1 Hour) [Notes: Effects Strength, Flight and Solar Vision]
15 Hunted: Rex Reed 11- (Less Pow, NCI, Harshly Punish)
15 Hunted: Rogues Gallery Issue of the Week 11- (As Pow, Harshly Punish) [Notes: Gigaton, Grond, Menton, Holocaust, The Incredible Man, Toymaster, Gravitar, Firewing, Viperia]
5 Rivalry: Professional ( Captain Thunder ), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
Disadvantage Points: 180

Base Points: 250Experience Required: 652Total Experience Available: 645Experience Unspent: 0Total Character Cost: 1082

Height: 2.00 m Hair: Brown
Weight: 100.00 kg Eyes: Brown
Appearance: John Armstrong is a very broad muscular man of about 6'3'. He is very handsome in a masculine square jawed way with black hair cut into a short neat style. He still looks to be in his early to mid thirties despite now being over 65 years old. His eyes are blue and seem to hold a depth of knowledge, understanding and kindness within them.

His Astroman costume is an all white, bright bodysuit, with a picture of a flaming space ship roaring across his chest. His gloves, boots and cape are black with swirling patterns of stars across them. He waears no mask as his identity is known throughout the world. When Astroman flies he leaves a trail of sparking bright energy which looks like a trail of stars twinkling brightly in his wake.

Personality: John Armstrong is the ultimate responsible individual. Level headed, relaible and very, very brave. In fact sometimes he is seen by his team mates as too serious and a little uptight. With his wife Linda John seems to relax much more and becomes almost playful. It's here we see the real man without the responsibility of his immense power weighing down on him. Sometime speoples expectations of him are so huge he often feels it would almost be impossible to live up to both his name and reputation.

His son Jimmy's recent mutant powers have bought father and son much closer together. They both understand each others point of view much clearer now they have a shared comman problem which binds them together.

John is motivated by his overwhelming feeling of responsibility to his country and to ordinary people everywhere. Even as an astronaught he was always a man of action and sees the power he was given as a clear way to make a difference to people's lives.

Quote:"Dont panic everybody, remain calm, leave this misguided fool to me and everything will soon be back to normal good people" Astroman calming and clearing a crowd of panicked people during a super battle.Background: John Armstrong was one of the first of a new breed of astronauts created by the fledgling NASA in the early sixties to combat the lead in the space race taken by the USSR. Armstrong a former test pilot and engineer was chosen for the first US manned space flight. This made him world famous overnight and as the event was due to be broadcast live on television excitment grew to a fever pitch across the whole country. The launch and early flight went off perfectly and all seemed well until during the flight the sun gave off an explosion of solar flares and energy bombarding Armstrong's craft with its energy emissions. the NASA space craft was not designed to protect Armstrong from such little understood energy and the astronaut was barraged with the solar energy changing him for ever. In that instant he ceased to be just John Armstrong and instead became Astroman. maybe the worlds most powerful superhero.

 

Once Armstrong flew from his landing craft as it broke up on reentry on national tv their was no hiding from the world what he had become in fact the country celebrated as they realised one of their national heroes had become something even more, a symbol of hope and good in a world becoming ever more dark and shadowy.

Astroman soon became one of the most famous and celebrated men on the planet saving the counrty and sometimes the world from various threats from both space and our own planet. Later he helped form the Guardians and has been their respected leader on countless occasions. He has also worked although much less frequently with the Galaxy Legion in helping them ward off cosmic threats.

More recently his wife and fellow astronaut Linda Lane (Her self a famous celebrity the first US woman astronaut) had a similar experiance in space giving her strange powers over heat and light. the press soon called her Astrogirl (although as an established career woman in her thirties Linda took offence at the "girl" part of her name).

John and Linda had a son about fifteen years ago Jimmy who has recently had his mutant powers manifest. Despite the trauma of this and the bad press which surrounded it "Astroboy" is now safe at the Academy learning how to deal with his new and strange powers.

Powers/Tactics: During John's space accident he was bombarded with huge amounts of solar energy which changed his body in many ways giving him immense strength and durability, he has become effectively immortal and almost impossible to kill. He has the power of flight and due to the storage of solar energy in his body is able to project beams of light and heat of great power from his eyes.

Astroman is still despite all his years of experiance a little tactically naive. He tends to rely heavily on his overwhelming strength to solve problems and although he has received much combat training from the Raven over the years he tends to go back to tries and tested methods instead of really learning the lessons of his Guardians teammate. He is always painfully aware of how easily he can hurt normal individuals and this on occasion tends to effect and dominate his mindset as any damage done to innocent bystanders tends to ensure he holds back and makes him literally pull his punches.

Campaign Use: Astroman is meant to represent the ultimate superhero. He is a classic example of the "Superman" archetype in all its four colour glory. He is kind, wise, powerful and should serve as a glowing representation to the PC's what being a hero is all about. In the campaign universe he is probably the most famous and also most powerful hero on the planet and has been since the early sixties. He has a long list of powerful dangerous foes but always seems to triumph over sometimes seemingly impossible odds. He has saved the world and even the universe countless times and the world would be a far poorer place without him.rgdsTorch
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The RavenHere is the Raven my universe's Batman homage.The RavenPlayer:

Val Char Cost
28 STR 18
30 DEX 60
28 CON 36
15 BODY 10
29 INT 19
28 EGO 36
30 PRE 20
20 COM 5
10/19 PD 4
10/19 ED 4
7 SPD 30
13 REC 2
76 END 10
51 STUN 8
6" RUN02" SWIM05 1/2" LEAP0Characteristics Cost: 262
Cost Power END
20 Wings of a Bird: Multipower, 24-point reserve, all slots Silent Flight - Invisible to Haring Group (+1/4) (30 Active Points); all slots Restrainable (-1/2)
2u 1) Flight: Flight 12" (24 Active Points); Restrainable (-1/2) 2
1u 2) Gliding: Gliding 12" (12 Active Points); Restrainable (-1/2) 0
70 Master of Birds: Multipower, 70-point reserve
6u 1) Attack of the Birds: EB 4d6, Reduced Endurance (0 END; +1/2), NND ([standard]; Not VS. Force Field or Full Armour or Damage Resistance; +1), Continuous (+1) (70 Active Points); Limited Range (10''; -1/4) 0
4u 2) Bird Control: Mind Control 6d6 (Birds class of minds), Telepathic (+1/4), Area Of Effect (4" Radius; +1) (67 Active Points); Limited Class Of Minds [subset of a class] (Birds Only; -1/2) 7
2u 3) Birds will come to my Call: Summon 64 50-point Birds (40 Active Points); Arrives Under Own Power (-1/2), Summoned Being Must Inhabit Locale (-1/2) 4
31 Through the Eyes of a Raven: Clairsentience (Sight And Hearing Groups), x16 Range (2960"), Reduced Endurance (1/2 END; +1/4) (62 Active Points); Only through the Senses of Birds (-1) 2
6 Eyes of the Raven: +3 PER with Sight Group 0
5 Eyes of the Raven: Nightvision 0
5 Eyes of the Raven: Increased Arc Of Perception (240 Degrees) with Sight Group 0
10 Eyes of the Raven: +10 versus Range Modifier for Sight Group 0
1 The Man Never Seems to Age!: LS (Longevity 200 Years) 0
10 Criminals are a Cowardly Lot: +20 PRE (20 Active Points); Only Vs. Comman Criminals, Thugs and Mooks (-1)
20 Ulitlity Belt: Multipower, 30-point reserve, (30 Active Points); all slots OIF (-1/2)
1u 1) Advanced Lockpicking Set: +2 with Lockpicking (4 Active Points); OAF (-1)
1u 2) Crime Scene Kit: +2 with Criminology (4 Active Points); OAF (-1)
1u 3) Flash Pellets: Sight Group Flash 4d6 (20 Active Points); OAF Fragile (-1 1/4), 6 Charges (-3/4), Range Based On STR (-1/4) [6]
1u 4) Medikit: +2 with Paramedics (4 Active Points); OAF (-1)
1u 5) Mini Radios: Mind Link , Hummingbird, Kestrel and the Crow class of minds, Specific Group of Minds, Number of Minds (x4) (20 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2), Affected as Hearing and Radio Groups, Not Mental Group (-1/4) 0
1u 6) Rebreather: LS (Breathe Underwater; Extended Breathing: 1 END per Turn) (6 Active Points); OAF (-1), 1 Continuing Charge lasting 1 Hour (Refuled through recharging system, easy to obtain i hour.; -1/4) [1 cc]
1u 7) Smoke Pellets: Darkness to Sight Group 3" radius (30 Active Points); OIF (-1/2), Range Based On STR (-1/4), 6 Continuing Charges lasting 1 Turn each (Removed by High Winds or Rain; -1/4) [6 cc]
18 Strong Bulletproof Spandex Costume: Armor (9 PD/9 ED) (27 Active Points); OIF (-1/2) 0
5 Silhouette Distorting Cape: +3 with DCV (15 Active Points); OAF (-1), Activation Roll 11- (-1)
Powers Cost: 223
Cost Martial Arts Maneuver
Raven's Talons Kung Fu Style
16 1) +4 HTH Damage Class(es)
4 2) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 63 STR / 35 STR vs. Grabs
3 3) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 58 STR / 30 STR for holding on
4 4) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 3d6 NND ; Target Falls
3 5) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 10 1/2d6 / 5d6 Strike, Target Falls
4 6) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 11 1/2d6 / 6d6 Strike
4 7) Tien-Hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND
5 8) Raven's Talon Strike: 1/2 Phase, -2 OCV, +1 DCV, 13 1/2d6 / 8d6 Strike
4 9) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 10) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 11) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 58 STR / 30 STR to Disarm
3 12) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 9 1/2d6 / 4d6 +v/5, Target Falls
Martial Arts Cost: 58
Cost Skill
40 +5 with All Combat
3 Acrobatics 15-
3 Acting 15-
8 Animal Handler (Birds) 18-
3 Analyze: Combat skill 15-
3 Breakfall 15-
3 Bugging 15-
3 Climbing 15-
3 Combat Driving 15-
3 Combat Piloting 15-
8 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers) 15-
3 Concealment 15-
3 Contortionist 15-
5 Conversation 16-
5 Cramming
7 Criminology 17-
3 Cryptography 15-
9 Deduction 18-
3 Disguise 15-
3 Electronics 15-
3 High Society 15-
3 Interrogation 15-
3 Inventor 15-
3 Lockpicking 15-
3 Mimicry 15-
3 Navigation (Air, Land) 15-
3 Paramedics 15-
3 Persuasion 15-
3 Security Systems 15-
3 Seduction 15-
5 Shadowing 16-
3 Sleight Of Hand 15-
7 Stealth 17-
3 Streetwise 15-
3 Teamwork The Guardians 15-
7 Teamwork Hummingbird & Kestrel 17-
3 Tracking 15-
3 Linguist
1 1) Language: Arabic (basic conversation)
1 2) Language: Cantonese (basic conversation)
2 3) Language: French (completely fluent) (3 Active Points)
1 4) Language: German (fluent conversation) (2 Active Points)
2 5) Language: Italian (completely fluent) (3 Active Points)
1 6) Language: Japanese (basic conversation)
1 7) Language: Russian (basic conversation)
2 8) Language: Spanish (completely fluent) (3 Active Points)
3 Scholar
6 1) KS: Chicago (7 Active Points) 16-
6 2) KS: Organised Crime (7 Active Points) 16-
5 3) KS: Supervillain Community (6 Active Points) 15-
3 4) KS: US Geography and Culture (4 Active Points) 13-
2 5) KS: World Geography and Culture (3 Active Points) 12-
3 Scientist
3 1) SS: Biology 13- (4 Active Points)
3 2) SS: Chemsitry 13- (4 Active Points)
3 3) SS: Physics 13- (4 Active Points)
Skills Cost: 233
Cost Perk
11 Contact: Hummingbird (Contact has useful Skills or resources, Contact is slavishly loyal to character, Very Good relationship with Contact) 14-
11 Contact: Kestrel (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Very Good relationship with Contact) 14-
4 Contact: The Crow (Contact has useful Skills or resources, Good relationship with Contact) 11-
15 Contact: Nighthawk (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character, Good relationship with Contact) 15-
36 Contact: The Guardians (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) (36 Active Points) 14-
27 Contact: The Academy (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) (27 Active Points) 12-
10 Money: Wealthy
15 Reputation: Criminals (A large group) 14-, +5/+5d6
Perks Cost: 129
Cost Talent
5 Eidetic Memory
Talents Cost: 5
Val Disadvantages
10 Social Limitation: Secret Identity (Warren Avar) (Occasionally, Major)
15 Hunted: Black Harlequin 11- (As Pow, Harshly Punish)
15 Hunted: Rogues Gallery (enemy of this issue) 11- (As Pow, Harshly Punish) [Notes: Includes Doctor Sin, Hideous, Alley Cat, Magpie, The Fear Master, Wildcard, Dragonfly, The Albatross, Freakshow]
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
25 Psychological Limitation: Grim and Sarcastic (Very Common, Total)
25 Psychological Limitation: Obsessed with bringing criminals to justice (Very Common, Total)
10 Psychological Limitation: Troubled relationship with his father (Common, Moderate)
15 Psychological Limitation: Takes extreme risks and does not think clearly when either Humminbird or Kestrel are in danger (Uncommon, Total)
Disadvantage Points: 125

Base Points: 250Experience Required: 535Total Experience Available: 502Experience Unspent: 0Total Character Cost: 910

Height: 1.91 m Hair: Black tinged with Grey at Temples
Weight: 91.00 kg Eyes: Brown
Appearance: Out of ciostume Waune Avar is a handsome, powerful looking man who looks to be in his thirties. He has jet balck hair styled flawlessly with not a hiar out of place. His temples are starting to turn salt and pepepr gray. He is tall and imposing figure with a gruff presence that dominates any room he enters. His attractivness is increased not marred by a small scar near his right eye given to him by The Black Harlequin in their very first battle years ago.

 

In costume the Raven looks like an imposing bird of prey coloured primarily in black and dark blue the almost swirling feather like colour scheme is broken up by a strark white circle on his chest with a black as night bird like shape flying across. He wears a half mask which covers his upper face and has a huge billowing black and blue cape when blend with and hide his large birdlike wings when he flies. His boots and gloves are dark blue and his utility belt is also dark blue.

Personality: Warren Avar is a grim man, seemingly obsessed with proving himself to both his teammates, his father and most importantly himself. He is ruthless in his pursuit of justice in Chicago and with the Guardians almost to the oblitaration of his personal life and happiness. Twenty years experiance as a crime fighter in the depths of Chcago have made him cutting, sarcastic and very demanding from those around him. He is a very difficult man to know who puts up many barriers as he reads others with ease.

He is the real brains of the Guardians and while others may be seen as the figurehead of the group while the Raven is often in the shadows, his contributions to both strategy and tactics in cases has proved the key to many victories.The only time he opens up are to his young allies Hummingbird and Kestrel with them he is seemingly a different man, fatherly, loving and with Hummingbird almost gentle. No doubt he sees them as the son and daughter he never had.

Quote:"give up now son, it will be a lot less painful for you"Background: Warren Avar was born in 1958 The Son of the mysterious crime fighter of the thirties and forties the Nighthawk. Warren's mother divorced his father from an early age and Warren grew up not seeing his father much and resenting him and his absence from his life. This all changed when Warren was fourteen and his mother was killed by the Chicago mob in a revenge bid against his father. His father once again entered his life as he took over as the boy's guardian.

It was not easy as young Warren rebeled against his father's strict discipline. Then Warren's mutant powers revealed themselves and his life changed again completeley.

He had retained some of his fathers birdlike powers that he had been given by his accident in the thirties. Once Nighthawk had realised what his son had become he resolved to protect him and to train him to use his new powers responsibly and for the good of others. Warren soon resented this even greater discipline his father tries to enforce and they clashed horribly over the next five years.

Slowly however Nighthawks lessons seeped into the young Warren and he slowly realised his father was right. Father and son were just beginning to reach an understanding when Nighthawk dissappared this time seemingly for good. Warren suspected a plot by one of his fathers old enemies but he could also not shake the feeling his father had once again abandoned him.

Resolving to both find his father and to prove to him his worth as a man Warren continued his training relentlessly. He traveleld the world using his fathers trust fund to learn and immerse himself in all the disciplines and skills that would help him find his father.

After ten years of study, travel and vain searching Warren realised his father could be gone. He resettled back in Chicago and vowed to clean up the city and carry on his fathers legacy. For nearly twenty years the man only known as "The Raven" has been the scourge of the criminal underworld and has gained many enemies over the years that form a numerous and powerful rogues gallery of killers, freaks and super powered criminals he must contend with.

Within recent years the Raven has trained and worked with such young superheroes as the Kestrel, the Crow and the Hummingbird who look on him as a father figure and would protect him with their lives.

He has also been a pivotal founding memeber of the Guardians competing with some of the most powerful superheroes on the planet with his immense skills, gadgets and training with a little help from his friends the birds.

Recently his father Nighthawk reappeared after nearly thirty years. the Reunion between the pair did not go smoothly as old issues and feelings flared up dangerously. Although the Raven now underatands his fathers absence relations are strained but they have helped each other on difficult cases and Nighthawk has recently become the mentor of the Academy whci hhas conenctions to the Raven through Kestrel.

Powers/Tactics: The man that became the Raven was born a mutant given strange bird like powers by his father Nighthawk. The Raven has a pair of strong, powerful black feathery wings that sprout from his back and enable him to fly and glide quietly through the air. The wings are made to look like part of the Ravens cape to conceal the fact the wings are part of his own body. He also has the power to control birds of all kinds to perform tasks for him or to attack his opponents. His most unusual ability is to see through the eyes of any avian within a few miles radius. The Raven can both see and hear through the birds eyes and is partly the source of his amazing ability to keep one step ahead of the criminal underworld.

Adding to his mutant abilities the Raven has trained himself to be at the peak of both human physical and mental perfection. He has also studied for nearly thirty years a myriad of different skills and disciplines to aid him in his fight against crime. Lastly his mastery of gadgetry and invention has given him a varied source of useful and deadly equipment which he stores both within hsi trusty utility belt and within hidden pouches within his cape. Even his costume has been adapted to his fight against crime with its special armoured kevlar and his swirling twisting cape leaving his enemies shooting at shadows.

 

Tactically the Raven is brilliant. it has been said that his most fearsome weapon is his great tactical mind. He has been the deciding factor in countless battles of the Guardians by flushing out and then ruthlessly playing on his opponents weaknessess, weather they be physical, or even more importantly mental. In one to one combat the Raven will vary his tactics depending on his opponent. always looking for weaknessess, never dependent on any one strategy for victory. This ever present thirst to overcome all opposition is what makes the Raven the terrible opponent he is.

Campaign Use: The Raven is the Ultimate Superhero Universe's version of Batman. The ultimate grim vigilante of the night. He stalks the criminals of Chicago with a ruthless determination. He excels in many areas and skills. He is a master of the martial arts, a talented inventor and gadgeteer, a world class detective and added to his natural birdlike powers make him one of the most effective superheroes on the planet. His role with the Guardians is of their resident "brain". Although he lacks the raw powers of most of his teammates he more than makes up for this with his strategic and tactical brilliance. Lastly through his connection to his young sidekick heroes and his father Nighthawk, The Raven is part of the rich legacy of heroes stretching back to the golden age.rgdsTorch
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Re: The Raven

 

We almost did something similar before deciding on a Legacy campaign. The only difference was that we made the "Raven" character a black man rather than white. It added a slightly different feel to the characters; and a different intensity. It might be something to consider, especially since your Raven is in Chicago: a city with a large African-American community. It all looks good though. Keep it up. I look forward to seeing more.

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Re: The Raven

 

It all looks good though. Keep it up. I look forward to seeing more.

 

Thks very much. The aim is just to post characters as they are completed. Next up is a Villain the Alchemist a South American Mystic Vampire an enemy of the First Family, Freedom Squad and The Circle.

 

rgds

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The AlchemistThe AlchemistPlayer:

Val Char Cost
30 STR 20
24 DEX 42
20 CON 20
18 BODY 16
25 INT 15
25 EGO 30
25 PRE 15
15 COM 3
12/27 PD 6
6/21 ED 2
6 SPD 26
10 REC 0
40 END 0
50 STUN 7
12" RUN02" SWIM06" LEAP0Characteristics Cost: 202
Cost Power END
7 Fangs: Killing Attack - Hand-To-Hand 1 point (1/2d6 w/STR), Penetrating (+1/2) (7 Active Points) 1
45 Drink Blood: Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR), Reduced Endurance (0 END; +1/2), No Normal Defense ([standard] Defense is not having blood or protective skin or equipment too thick to bite through; +1), Does BODY (+1), Continuous (+1) (67 Active Points); Fangs must do Body First (-1/2) 0
15 Claws: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) 1
70 Hypnotic Gaze: Mind Control 12d6, Telepathic (+1/4), Reduced Endurance (0 END; +1/2) (105 Active Points); Eye Contact Required (-1/2) 0
30 Undead Body: Physical Damage Reduction, Resistant, 50% 0
30 Undead Body: Energy Damage Reduction, Resistant, 50% 0
12 Undead Body: Damage Resistance (12 PD/6 ED/6 Power Def.) 0
23 Hard to Slay: Healing 3 BODY, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (100 Active Points); Extra Time (Regeneration-Only) 1 Day (-2 3/4), Self Only (-1/2) [Notes: Others can stop Resurrection by burning the body, driving a stake through the Alchemists hear, cutting off his head, and filling his mouth with holy water.] 0
26 Undead Vitality: Life Support (Eating: Character only has to eat once per week; Longevity: Immortal; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0
12 Swift: Running +6" (12" total) 1
6 Vampires Senses: +2 PER with all Sense Groups 0
5 Vampires Eyes: Nightvision 0
27 Mist Form: Desolidification (affected by Wind Heat or Cold) (40 Active Points); Cannot Pass Through Solid Objects (-1/2) 4
21 Alchemy Potions: Multipower, 105-point reserve, (105 Active Points); all slots 1 Charge which Recovers every 1 Week (-2 1/2), OAF Fragile Expendable (Difficult to obtain new Focus; Glass Vials; -1 1/2)
1u 1) Potion of Invisibility: Invisibility to Sight Group , No Fringe (30 Active Points); OAF Fragile Expendable (Difficult to obtain new Focus; Glass Vials; -1 1/2) 0
4u 2) Potion of Love: Major Transform 7d6 (Person into person with the psychological Limitation with the first person they see after drinking the potion, Heals back by drinking another love potion) (105 Active Points); OAF Fragile Expendable (Difficult to obtain new Focus; Glass Vials; -1 1/2) 0
1u 3) Potion of Elemental Resilience: Armor (15 PD/15 ED) (45 Active Points); OAF Fragile Expendable (Difficult to obtain new Focus; Glass Vials; -1 1/2), Only VS Elelmental Forces and Powers such as Fire, Water, Air, Earth and Cold (-1/2) 0
3u 4) Potion of Imprisonment: Entangle 7d6, 7 DEF, Takes No Damage From Attacks Limited Group (+1/4) (87 Active Points); OAF Fragile Expendable (Difficult to obtain new Focus; Glass Vials; -1 1/2), Range Based On Strength (-1/4) 0
3u 5) Potion of Sleep: Energy Blast 8d6, No Normal Defense ([standard] Life Support Self Contained Breathing; +1) (80 Active Points); OAF Fragile Expendable (Difficult to obtain new Focus; Glass Vials; -1 1/2), Range Based On Strength (-1/4) 0
3u 6) Potion of Obscurement: Change Environment 8" radius, -6 to Normal Sight PER Rolls, -1 Characteristic Roll and all Skill Rolls based on Characteristic, -2 DCV, -3 OCV, -3 to Characteristic Roll or Skill Roll, Multiple Combat Effects (73 Active Points); OAF Fragile Expendable (Difficult to obtain new Focus; Glass Vials; -1 1/2), Range Based On Strength (-1/4) 0
4u 7) Summon Air Elemental: Summon 500-point Air Elemental (100 Active Points); OAF Fragile Expendable (Difficult to obtain new Focus; Glass Vials; -1 1/2) 0
4u 8) Summon Earth Elemental: Summon 500-point Earth Elemental (100 Active Points); OAF Fragile Expendable (Difficult to obtain new Focus; Glass Vials; -1 1/2) 0
4u 9) Summon Fire Elemental: Summon 500-point Summon Fire Elemental (100 Active Points); OAF Fragile Expendable (Difficult to obtain new Focus; Glass Vials; -1 1/2) 0
4u 10) Summon Water Elemental: Summon 500-point Water Elemental (100 Active Points); OAF Fragile Expendable (Difficult to obtain new Focus; Glass Vials; -1 1/2) 0
Powers Cost: 360
Cost Skill
24 +3 with All Combat
3 Climbing 14-
3 Concealment 14-
3 Scholar
11 1) KS (12 Active Points) 21-
4 2) KS (5 Active Points) 14-
2 3) KS (3 Active Points) 12-
3 4) KS (4 Active Points) 13-
4 5) KS (5 Active Points) 14-
2 6) KS (3 Active Points) 12-
3 Linguist
2 1) Language: Arabic (fluent conversation; literate) (3 Active Points)
3 2) Language: Bulgarian (completely fluent; literate) (4 Active Points)
2 3) Language: English (fluent conversation; literate) (3 Active Points)
2 4) Language: French (fluent conversation; literate) (3 Active Points)
3 5) Language: German (completely fluent; literate) (4 Active Points)
2 6) Language: Greek (fluent conversation; literate) (3 Active Points)
3 7) Language: Hungarian (completely fluent; literate) (4 Active Points)
3 8) Language: Italian (completely fluent; literate) (4 Active Points)
4 9) Language: Portugese (idiomatic; literate) (5 Active Points)
3 10) Language: Rumanian (completely fluent; literate) (4 Active Points)
2 11) Language: Russian (fluent conversation; literate) (3 Active Points)
5 12) Language: Spanish (imitate dialects; literate) (6 Active Points)
2 13) Language: Turkish (fluent conversation; literate) (3 Active Points)
3 Traveler
5 1) AK: Argentina (6 Active Points) 15-
1 2) AK: Asia (2 Active Points) 11-
2 3) AK: Central America (3 Active Points) 12-
3 4) AK: Europe (4 Active Points) 13-
4 5) AK: Germany (5 Active Points) 14-
1 6) AK: Middle East (2 Active Points) 11-
1 7) AK: North America (2 Active Points) 11-
4 8) AK: South America (5 Active Points) 14-
4 9) AK: Transalvania (5 Active Points) 14-
6 11) CK: Buenos Aires (7 Active Points) 16-
6 11) CK: Buenos Aires (7 Active Points) 16-
3 Persuasion 14-
11 Power: Alchemy VPP 15-
3 Riding 14-
6 SS Chemistry 15-
3 Sleight Of Hand 14-
3 Conversation 14-
3 High Society 14-
3 Interrogation 14-
7 Seduction 16-
3 Stealth 14-
Skills Cost: 183
Cost Perk
15 Money: Filthy Rich
3 Reputation (A small to medium sized group) 14-, +3/+3d6
55 Bases [Notes: The Alchemist has a base in southern Italy and in Argentina. ]
50 Follower
60 Follower
Perks Cost: 183
Val Disadvantages
20 Distinctive Features: No Reflection (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Psychological Limitation: Cannot Enter a Dwelling Without Invitation (Common, Total)
20 Psychological Limitation: Aversion to Garlic (Common, Total)
15 Psychological Limitation: Will Only Cross Running Water Via Bridges (Uncommon, Total)
15 Psychological Limitation: Vain (Very Common, Moderate)
15 Psychological Limitation: Arrogant (Very Common, Moderate)
10 Psychological Limitation: Cowardly (Common, Moderate)
15 Rivalry: Professional ( Count Dracula; Rival is More Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)
10 Social Limitation: Public Identity Diego De Jesus (Occasionally, Major)
25 Susceptibility: Holy Objects and Places, 2d6 damage per Phase (Common)
35 Susceptibility: Direct Sunlight, 2d6 damage per Segment (Very Common)
10 Vulnerability: 2 x Effect Water Attacks (Uncommon)
25 Hunted: First Family 11- (Mo Pow, NCI, Capture)
20 Hunted: Freedom Squad 8- (Mo Pow, NCI, Capture)
25 Hunted: The Circle 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
Disadvantage Points: 280

Base Points: 200Experience Required: 448Total Experience Available: 412Experience Unspent: 0Total Character Cost: 928

Height: 1.89 m Hair: Black/Grey
Weight: 70.00 kg Eyes: Grey
Appearance: The Alchemist is a tall thin man with goatee beard and distinguised black hair graying at the temples and around his mouth. His piercing clear gray eyes betray his cold deadly personaility, which is matched by his pallid almost white and gray unnatural complection. He usually wears expensive perfect clothing form the late part of the last century. Usually in colours such as black, brown, green or gray. Personality: The Alchemist is driven by both a thirst for knowledge and a high degree of self preservation. He feels due to his immortal Vampire life span that he can afford to take his time and be patient. He fully realises he is now living in avery dangerous era and falling fowl of super powerful hero groups as the First Family and Freedom Squad has only reinforced this suspicion.

He is therefore a careful and cunning planner using his elemental servants in his schemes of power and knowledge rather than putting himself in danger. He is arrogant and unfeeling towards human life. Humanity is now so much cattle to be used and really beneth his notice. He has two major emotional weaknessess. Firstly, he is very vain and if put into any situation where his looks are ether affected or called into question would rattle him badly. Secondly he has an intense hatred for Dracula and would go to extreme lengths to either slay him or cause him harm or trouble, Many a duel between these two has been stopped by the Circle over the years.

Quote:"You ill informed uneducated peasants, the likes of you cannot hope to fathom my motives or needs. Begone before I make you regret it" The Alchemists opening speech to the Freedom Squad after encountering them again in the modern era.Background: Diego De Jesus Was born in a well to do household in Buenos Aires Argentina in 1840. He was always a sickly child unable to play with his peers and this turned him into a bookish bitter teenager, more intrested in sneaking around and learning secrets from his growing collection of books and papers.

Diego's intrests and obsessions were strange ranging from the occult to ancient secret history. On his 21st birthday he came into his inheritence and decided he would pursue his one joy in life secret forbidden knowledge in all its forms. He left Argentina and started to travel the world. For the next twenty years he travelled the globe from Canada to Mongolia in search of knowledge. He became an expert in the forgotten magical process of Alchemy and leant how to create magical potions and powders. Eventually his travels drew him to Trannslvania to learn at the tutalege of the great vampire king Count Dracula.

 

This alliance went well for a short time and both men learnt from each other, soon however they began to clash. This inevitable conflict ended in battle with Dracula triumphing and making the Alchemist a vampire and in his thrall.For the next few years the Alchemist served Dracula until the Count was killed by Van Helsing and his group of Vampire hunters. Escaping the Alchemist fled to Italy where he reemerged many years later during World War 2 to fight for the Axis powers against the Allies and the Freedom Squad. After the war the Alchesmist once more escaped back into South America and over recent years has reemerged with schemes of conquest and evil twice taking over Argentina and only being stopped by both the First Family the modern Freedom Squad and the Circle.

Powers/Tactics: The alchemists abilities come from three main sources. Firstly he is a master Alchemist and is able to call on many different forms or magical potion to affect and confuse his enemies. Secondly He is a powerful Vampire with a full range of Vampiric abilities including enhanced physical characteristics and abilities such as hypnotism and turning into a cloud of mist. Unfortuneatly he also inherits the classic Vampires weaknesses.

Lastly he is able to call on his loyal followers the Elementals (A group of elemental beings based on the classic four elements he can summon to him at any time). And Dragonhide a huge monstrous being part man part Dragon that The Alchemist transformed long ago into his willing slave.

Campaign Use: The Alchemist represents the strange, charming but deadly mystic from South America. He is strongly based on Diablo the classic Fantastic Four Villain with the twist that he has been around since the 19th century and is now a powerful vampire as well as master mystic. rgdsTorch
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Re: Ultimate Superheroes Universe Characters

 

Mmm, for some reason both the Knowledge skills and the followers did not come out correctly.

 

They are as follows, Alchemy, Mystic World, Superhuman World, World Geography, World History, World Politics.

 

Followers - Dragonhide, The Elementals

 

rgds

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DragonhideDragonhidePlayer:

Val Char Cost
60 STR 50
18 DEX 24
40 CON 60
20 BODY 20
5 INT -5
5 EGO -10
25 PRE 15
4 COM -3
30 PD 18
25 ED 17
4 SPD 12
20 REC 0
80 END 0
70 STUN 0
6" RUN02" SWIM012" LEAP0Characteristics Cost: 198
Cost Power END
13 Wings of the Dragon: Flight 10" (20 Active Points); Restrainable (-1/2) 2
30 Tail Lash: Hand-To-Hand Attack +6d6, Area Of Effect (One Hex; +1/2) (45 Active Points); Hand-To-Hand Attack (-1/2) 4
6 Tail: Extra Limb (1), Inherent (+1/4) (6 Active Points) 0
10 Great Reach: Stretching 2" 1
27 Dragonhide: Damage Resistance (30 PD/25 ED) 0
20 Dragonhide: Physical Damage Reduction, 50% 0
10 Dragonhide: Energy Damage Reduction, 25% 0
30 Protection From Fire: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Versus Fire (-1) 0
128 Fire Breathing Dragon: Energy Blast 15d6, Penetrating (+1/2), Sticky (+1/2), Area Of Effect (31" Cone; +1) (225 Active Points); No Range (-1/2), No Knockback (-1/4) 22
12 Large and Heavy: Knockback Resistance -6" 0
30 Talons: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR) 3
5 Dragons Eyes: Infrared Perception (Sight Group) 0
5 Dragons Eyes: Ultraviolet Perception (Sight Group) 0
6 Dragon Senses: +2 PER with all Sense Groups 0
Powers Cost: 332
Cost Skill
2 +2
3 Interrogation 14-
5 Navigation 11-
3 Tracking 10-
Skills Cost: 13
Cost Perk
7 Contact: The Alchemist (Contact has extremely useful Skills or resources) 13-
Perks Cost: 7
Val Disadvantages
25 Hunted: First Family 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Capture)
25 Hunted: The Circle 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Hunted: Rampage 8- (Mo Pow, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
5 Accidental Change: If Reminded of his former life 8- (Uncommon) [Notes: If Dragonhide is reminded of his former life for example called by his old name, shown pictures of his relatives, he has a chance to revert back to his human form.]
25 Distinctive Features: Enormous Half Dragon Half Human Creature (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
10 Physical Limitation: Enormous -4DCV +4 To Perception Rolls to Percieve (Frequently, Slightly Impairing)
10 Physical Limitation: Limited Manipulation (Frequently, Slightly Impairing)
30 Enraged: Berserk If Reminded of his Former Life and he does not Transform back to his Human Form (Uncommon), go 11-, recover 8-
15 Psychological Limitation: Child like and Docile out of Combat (Common, Strong)
25 Psychological Limitation: Always Follows Alchemists Orders (Very Common, Total)
15 Psychological Limitation: Violent and Angry if Provoked (Common, Strong)
10 Reputation: Fearsome Dragon Monster, 11-
20 Vulnerability: 2 x Effect Sonics (Common)
Disadvantage Points: 230

Base Points: 200Experience Required: 120Total Experience Available: 120Experience Unspent: 0Total Character Cost: 550

Height: 4.00 m Hair: No Hair
Weight: 400.00 kg Eyes: Red
Appearance: Dragonhide looks like a huge half man half dragon like monster. His skin is a scaly shade of red and allthough he walks on two legs and has two arms he also has a huge powerful tail and large reptilian like wings. His head is shaped much like a huge birds and he stands over thirteen foot tall. He is hugely muscled and powerful and his hands end in sharp bird like talons.Personality: Antonio was a gentle almost boring man, the creature known only as Dragonhide is both dangerous and violent. Dragonhide has the intellectual capacity of a smal lchild, with that childs sudden urges, wants and tantrums. Dragonhide can be quite gentile if he takes to someone but equally he can go into violent rages if he does not get what he wants. He seems to obey his master the Alchemist without question and has been both a loyal and devoted servant to him.Quote:"GRRRRRRRRRRRRRRRR Me will rip you to pieces" Dragonhide to Behemoth of the First Family.Background: Antonio Gentile was a normal family man. Witha wife and two growing children and a mundane but steady job in the Buenos Aires Tax Collection office. His life was slow but steady just how he liked it. This all changed suddenly when he visited a little known but reputedly wealthy recluse on the outskirts of Buenas Aires regarding his lack of recent tax records. That day Antonio Gentile ceased to exist and the monstrous Dragonhide came into existense.

Dragonhide was created by the evil mage the Alchemist by experimenting on his poor victims body with vile potion after potion. Since that evil day Dragonhide has served his master faithfully only very rarely reverting back to human form and then only for very short periods. Super Heroes of the world know that a scheme of the Alchemists is afoot if the monstrous Dragon monster is sighted in the vacinity.

Powers/Tactics: Dragonhide has been turned into a powerful Dragon, with immense strength and toughness, the abilty to fly using his huge wings, and having a powerful deadly flame breath which he can use to devastating effect (although he finds it very tiring) his favourite tactic is to use his large powerful tail to swat fast opponents before finishing them off hand to hand.

He only uses his talons to kill when he is in one of his beserk killer rages. But when he does he is both merciless and deadly.

Due to some strange side effect of his transformation sonic attacks and powers seem to work exceptionally well on him and he will try to do his best to avoid those with such powers.

Campaign Use: Dragonhide represents a much loved fictional archetype the brutal deadly monster with depths of sadness and tragedy hidden in his background. He is based strongly on the Fantastic Four villain Dragon Man and in the campaign serves as a loyal follower to the Alchemist and one of Rampage's rogues gallery.rgdsTorch
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The Elementals

 

Next up wil lbe the Alchemists group of summoned beings The Elementals.

Each based on one of the classic four elements they have been a thorn in the side of the First Family, the Freedom Squad and the Circle for decades.

 

Each elemental being is named simply after the element they are based on Fire, Water, Air and Earth.

 

After finishing the Elementals im going onto Rampage my Hulk tribute character.

 

rgds

Torch

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The Elementals

 

BACKGROUND/HISTORY

The group of beings now known as the Elementals were four unconnected elemental spirits each bound to their own elemental plane.

Based on the four classic elements of Air, Earth, Fire andWater. They were suddenly summoned by the Alchemist on a dark winters day in 1967 and each ripped from their home dimensions to serve his will.

 

Each of the four in his own way was very unhappy about this but soon found they had no choice as the summoning was both permanent and so skilled it left them no room for maneouvere.

 

Over the next few years they soon became a feared tool in the Alchemists arsenal as they stole, and murdered in his name and clashed with such superhero groups as the First Family, The circle and the Freedom Squad.

 

Today they are much respected and feared for both their power and their sheer ruthlessness. They seem to consider human life beneth their concerns and in some cases (Fire and Water) seemingly go out of their way to maim and kill.

 

GROUP RELATIONS

One major problem for the group which has severly affected their usefulness and effectivness over the years is that both opposite elements hate each other with a passion far greater than they hold for their enemies.

Both Air and Earth and Fire and Water detest each other so much that they seemingly go out of their way to annoy embarress and even harm there rivals.

 

This has endangered so many of the Alchemists missions over the years he has taken to splitting them into two smaller partnerships of Air and Fire and Earth and Water as they work well together and only summoning the whole team in place for missions that need the upmost power.

 

TACTICS

depending on the mission, The Alchemist usually sends the Elementals on theft, assassination or diversion missions where their unique movement, deadly or property damging powers can come into their own.

Out of the four Air and Water are considered most tactically aware and are the leaders in the field. However none of the team are really team players or likely to support each other in combat. The usual pattern is that they get involved far too eaily in personal duels instead.

Also both earth and especially fire are easily distracted from the goal of the mission and it is left to Air and Water to get them back on track.

 

CAMPAIGN USE

The Elementals enable a super group to show off its full power as they very alien unfeeling beings which can be seen as quite evil in a superhero universe.

 

A group of PC's should feel no guilt in using their full attacks on thwe group as they will think nothing of putting considerable amounts of innocents in danger to complete their mission for their master.

They dovetail deeply with the history of the universe clashing repetedly over the years with many heroes from First Family, Circle and Freedom Squad.

 

Their main campaign use for the GM is to advance the many plots of the Alchemist without getting him directly involved. They are all powerful, deadly and ruthless villains and any group of PC's should worry about facing.

 

 

rgds

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AirAirPlayer:

Val Char Cost
0 STR -10
33 DEX 69
23 CON 26
15 BODY 10
13 INT 3
10 EGO 0
20 PRE 10
8 COM -1
5/23 PD 5
5/17 ED 0
7 SPD 27
5 REC 0
50 END 2
37 STUN 10
6" RUN02" SWIM00" LEAP0Characteristics Cost: 151
Cost Power END
64 Air Attacks: Multipower, 80-point reserve, (80 Active Points); all slots Does Not Work Underwater or in a Vacuum (-1/4)
6u 1) Air Blast: Energy Blast 8d6, Double Knockback (+3/4) (70 Active Points); Does Not Work Underwater or in a Vacuum (-1/4) 7
4u 2) Whirlwind: Energy Blast 7d6, Random Knockback (+0), Personal Immunity (+1/4), Area Of Effect (4" Radius; +1) (79 Active Points); No Range (-1/2), Does Not Work Underwater or in a Vacuum (-1/4) 8
6u 3) Lack of Air: Energy Blast 7d6, No Normal Defense ([standard] Life Support Self Contained Breathing; +1) (70 Active Points); Does Not Work Underwater or in a Vacuum (-1/4) 7
6u 4) Wind Strength: Telekinesis (40 STR), Reduced Endurance (1/2 END; +1/4) (75 Active Points); Does Not Work Underwater or in a Vacuum (-1/4) 3
40 Air Powers: Elemental Control, 80-point powers
27 1) Body of Air: Desolidification (affected by Magic, Air, Heat) (40 Active Points); Cannot Pass Through Solid Objects (-1/2) 4
95 2) Windrunning: Flight 25", x8 Noncombat, Reduced Endurance (1/2 END; +1/4), Noncombat acceleration/deceleration (+1) (135 Active Points) 6
27 3) Unseen Air: Invisibility to Sight Group , No Fringe (30 Active Points); Only When Not Attacking (-1/2) 3
40 4) Blinding Fog: Darkness to Sight Group 5" radius, Personal Immunity (+1/4), Reduced Endurance (1/2 END; +1/4) (75 Active Points) 3
40 5) Air Shield: Force Field (18 PD/12 ED) (30 Active Points) 3
60 Body of Air: Physical Damage Reduction, Resistant, 75% 0
15 Body of Air: Energy Damage Reduction, Resistant, 25% 0
27 Body of Air: Life Support (Eating: Character does not eat; Longevity: 200 Years; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) 0
Powers Cost: 457
Cost Skill
3 +3 Windrunning - Flight
5 KS 14-
Skills Cost: 8
Cost Perk
8 Contact: The Alchemist (Contact has extremely useful Skills or resources, Good relationship with Contact) 13-
5 Fringe Benefit: Membership
Perks Cost: 13
Cost Talent
3 Bump Of Direction
Talents Cost: 3
Val Disadvantages
20 Hunted: First Family 8- (Mo Pow, NCI, Capture)
20 Hunted: The Circle 8- (Mo Pow, NCI, Harshly Punish)
10 Vulnerability: 2 x Effect Air or Wind (Uncommon)
25 Distinctive Features: Strange Wind/Cloud Creature (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
20 Psychological Limitation: Easily Distracted (Very Common, Strong)
15 Psychological Limitation: Flighty (Common, Strong)
5 Rivalry: Professional (Earth), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
Disadvantage Points: 115

Base Points: 200Experience Required: 317Total Experience Available: 0Experience Unspent: 0Total Character Cost: 632

Height: 1.81 m Hair: Silver
Weight: 1.00 kg Eyes: Silver
Appearance: Air looks like an ever changin, shifting cloud, darker pierces of swirling air give the appearance of a beautiful female form sometimes.Personality: Blindingly fast in both body and thought. Air can most often be described as having a quicksilver personality. Ever changing ever concentrating on something new. Easily bored to say the least Air is very intelligent and is considered the field leader of the Elementals. Considred by those who encounter it to have a more female to male personality and form, Air is considred both witty and sarcastic and is often drawn into conversation with the superheroes it faces.

Air hates with a passion her fellow elemental Earth and will go out of it's way to humiliate and cause trouble to it.

Quote:"SSSSSSSHHHHHHHHH dont tempt me hero, you will stir up a storm of trouble SHHHHHHHHHHHHh"Background: Air is an powerful elemental for the eleemental plane of air. It was summoned by the Alchesmist along with the other members of the Elementals to serve his will and further his schemes. Air resides both here on earth and its back on its original plane. It much prefers the plane of air to earth but its master often insists it is here to be on call should he need it.

Powers/Tactics: Based on the Air Elemental from the Bestiary, Air has many powers based on it's unique body of air. Air usually likes to start a fight with its whirlwind power against other flyers, then switiching to its Air Blast if needed. Air only uses its lack of air power on heroes who have got the better of it in a verbal contest or who have really hurt it somehow.

Air tries to stay in the air during combat as this is where it is most comfortable. It wont hesitate to flee if it feels threatened or in danger.

Campaign Use: The leader of the Alchemists servants the Elementals, when using Air try to show it's ever changing personality and focus. If used together with Earth ensure they go out of their way to cuase each other trouble unless the team or mission is in extreme danger. RgdsTorch
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EarthEarthPlayer:

Val Char Cost
70 STR 60
16 DEX 18
30 CON 40
20 BODY 20
7 INT -3
10 EGO 0
20 PRE 10
5 COM -2
26 PD 12
20 ED 14
4 SPD 14
20 REC 0
60 END 0
70 STUN 0
6" RUN02" SWIM014" LEAP0Characteristics Cost: 183
Cost Power END
75 Earth Powers: Multipower, 75-point reserve
7u 1) Earthwalking: Tunneling 7" through 11 DEF material, Fill In, Reduced Endurance (1/2 END; +1/4) (71 Active Points) 3
5u 2) Grasp of the Earth: Entangle 7d6, 7 DEF (70 Active Points); Only When In Contact With The Ground (natural earth, stone, and soil only; -1/2) 7
4u 3) Earthquake: Energy Blast 8d6, Only Does Knockdown Not Knockback (+0), Personal Immunity (+1/4), Explosion (+1/2) (70 Active Points); No Range (-1/2), Only When In Contact With The Ground (-1/4) 7
22 Body of Earth: Damage Resistance (25 PD/20 ED) 0
30 Body of Earth: Physical Damage Reduction, Resistant, 50% 0
15 Body of Earth: Energy Damage Reduction, Resistant, 25% 0
16 Heavy : Knockback Resistance -8" 0
44 Body of Earth: Life Support (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0
5 Earthsight: N-Ray Perception (Sight Group) (10 Active Points); Only to See Through Earth and Stone (-1) 0
Powers Cost: 223
Cost Skill
2 +2 With Punch, Grab and Haymaker
4 KS: Plane of Earth 13-
9 Climbing 15-
Skills Cost: 15
Cost Perk
7 Contact: The Alchemist (Contact has extremely useful Skills or resources, Good relationship with Contact) 12-
5 Fringe Benefit: Membership
Perks Cost: 12
Cost Talent
3 Bump Of Direction
Talents Cost: 3
Val Disadvantages
5 Physical Limitation: Very Heavy and Dense (Infrequently, Slightly Impairing)
25 Distinctive Features: Large Rocky Earth Monster (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
20 Hunted: First Family 8- (Mo Pow, NCI, Capture)
20 Hunted: The Circle 8- (Mo Pow, NCI, Harshly Punish)
10 Psychological Limitation: Predictable in Combat (Common, Moderate)
15 Psychological Limitation: Slow Thinking (Common, Strong)
5 Rivalry: Professional (Air), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
5 Unluck: 1d6
Disadvantage Points: 105

Base Points: 200Experience Required: 131Total Experience Available: 131Experience Unspent: 0Total Character Cost: 436

Height: 2.05 m Hair: NA
Weight: 300.00 kg Eyes: Red
Appearance: Earth looks like a large blocky man shaped creature made of earth and stone. Its appearance is quite frightening and disturbing as its body structure is always moving and shifting with new pieces of rock stone earth and sand.Personality: Earth is a slow thinking but loyal servent to his master. His speech is very deep and low and rumbling and he has trouble thinking and speaking clearly on earth. Earth can be considered the ultimate in single mindedness or tunnel vision. Once given a task or mission Earth will continue to obsess over its completition until finished or stopped. His motivation is entirely the Will of the Alchemist, he does not consider himself a seperate being just a tool of his master.Quote:"Hmmmmmpphhhph yes yes I will do that master, yes, yes I am doing it nowwww"Background: Earth is a powerful elemental spirit creature from the plain of air. It has been summoned here by the evil mage the Alchemist to do his bidding. He normally resides on the elemental plane of air but is ready to do the Alchemists bidding whenever called. Together with Air, Fire and water he has been formed into the powerful villain team the Elementals which exists to carry out the will of the Alchemist.Powers/Tactics: Earth is a prime elemental based on his namesake's element. This makes him tremendously strong and durable and he has various powers over earth and stone which he can bring to bear in combat. In combat Earth is very predictable and staid. He will attempt to close into hand to hand with who he considers the team brick and defeat him in hand to hand combat. If things are going badly or he feels he is surrounded he will switch to his Grasp of the earth and Earthquake powers. He has a major rivalry with Air and they will not work together in combat, in fact Earth may try to give Air problems if the opportunity presents itself.Campaign Use: The team brick of the Elementals. When roleplaying Earth try to bring out his lack of intelligence and predictability in both speech and combat. Also remember his hatred and rivalry with Air and how this will frequently affect missions that the Alchemist sends them on.rgdsTorch
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Slight Change of Direction

 

Bit of a rethink on the project have decided after all to use many of the CU characters as well as others ive got from M@M and SAS etc. Seems a shame not to use them when I have such great material on my shelf.

 

However I will be amending many of them in large and small ways and many of them just wont make the cut.

 

I will be giving in general terms on the thread my proposed changes but will not be posting characters as they DOJ would not be pleased! lol. I will however post characters conversions from other systems and original characters still.

 

The original aim still holds true of combining the dc/marvel universe without using the original characters.

 

All characters posted so far are valid and wil lnow be mapping out the universe by deciding on hero/villain teams and organisations.

 

rgds

Torch.

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The Guardians

 

The Guardians are my JLA homage team. They are without doubt the most powerful hero team on earth and their membership is limited to the elite best of the best and iconic heroes of the Ultimate Superheroes universe.

 

They are based on the guardian watchtoweron the moon and deal mainly with worldwide and space threats.

 

rgds

Torch

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The First Family

 

The First Family is my homage to the Fantastic Four. Very much using their role as explorers of the universe and thwarting cosmic threats. Also playing heavily on their unique stick of being an extended family of supers. Running with this idea I will be extending the membership way beyond 4 so we can have multi generational relationships and conflicts.

 

Will be drawing heavily on the Atom family material from Freedom City.

 

rgds

Torch

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The Academy

 

The Academy are my combined homage to the Teen Titans/Infinity Inc/NewWarriors.

 

They will be young and upcoming heroes based in a very school like atmosphere and trained by an older crusty iconic hero from the past. Membership will be large and changing and will include many legacy heroes or heroes with big connections to other more powerful heroes.

 

They will deal with both national and local threats.

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The Circle

 

The Circle have no direct homage team from either DC/Marvel but are my team of mystic masters who band together to stop magical menaces from beyond no one member can defeat.

 

The team structure will be very loose and informal with membership in constant flux dependin on who called the Circle together for this mission and who is needed and available.

 

Members wil linclude not just super mages but also many heroes with mystic origins powers or items.

 

rgds

Torch

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Executive Sanction

 

Executive Sanction again have no direct DC/Marvel homage but are my team of patriotic goverment heroes who look out for the intrests of the USA first and foremost.

 

Think of a team of patriotic heroes with goverment super funding and lead by the US Agent and controlled by Peter Henry Gryich and you will get the concept.

 

They will be antagonists for the pcs as often as allies as they stick there nose in where it is not wanted and cause problems with their love of letter of the law and red tape.

 

rgds

Torch

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Freedom Squad

 

The Freedom Squad are my combined homage to the JSA/Invaders/All Star Squadron.

 

They are the almost legendary group of heroes who helped win world war 2 and spawned many of the modern legacy heroes of the current age.

 

They have been catapulted through time into the modern era and have to struggle to come to terms with the modern age.

 

They are powerful very experianced but slightly aging heroes with a large and changing membership but with many core stalwarts in the team. They deal with national and global threats.

 

rgds

Torch

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Galaxy Legion

 

The Galaxy Legion is my combined homage of the Legion of Superheroes/Guardians of the Galaxy. They exist to thwart major interglactic and space threats and have a large changing roster of the most powerful heroes often made up of other teams.

 

They will have a core membership who travel the universe in a time traveling ship and will call on other heroes as necessary. They will deal with space and time threats.

 

rgds

Torch

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Re: Ultimate Superheroes Universe Characters

 

I like what you have done so far. It seems like you are really fleshing out the world. That is very important to having a good game.

 

I am currently working on a group for my campaign. The background details the better.

 

Thks Knight, yep I agree, each team should serve a purpose or role within the campaign rather than be just another generic super team.

 

rgds

Torch

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Law and Order Inc.

 

Law and Order Inc is my homage to Heroes for Hire. They are a mid power teams of mercenary heroes for hire whose hearts are in the right place most of the time.

They can often become antagonists for the PC's due to their being hired to complete conflicting missions or by being poorly informed or lied to by their employers.

 

The membership has a stable core with some floating memebers. They deal with national or local cases and threats.

 

rgds

Torch

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New Knights

 

The New Knights is my homage to Excalibur and is the superhero team of Great Britain. They have a large membership of many heroes bases on legends and historic personalities aor aspects of Britain. By their very nature they have quite a few mystical members and are quite close to the Circle with a few heroes belonging to both groups.

 

They deal with threats to the UK, europe and wider mystical threats.

 

rgds

Torch

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