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Character Posting Game.

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Re: Character Posting Game.A Mythical Creature:SuccubusPlayer:

Val** Char*** Cost
10** STR 0
20** DEX 30
15** CON 10
13** BODY 6
20** INT 10
20** EGO 20
40** PRE 30
24** COM 7
6** PD 4
6** ED 3
4** SPD 10
6** REC 2
30** END 0
30** STUN 4
*6"**RUN02"**SWIM02"**LEAP0Characteristics Cost: 136
Cost** Power END
30** Irresistible Embrace: Mind Control 12d6, Reduced Endurance (0 END; +1/2) (90 Active Points); Skin Contact Required (-1), Only To Inspire Lust For The Succubus Power loses about half of its effectiveness (-1)* 0
109** Slavery Of Lust: (Total: 375 Active Cost, 109 Real Cost) Major Transform 6d6 (male into succubus's willing slave, heals back through sincere repentance and a priest's blessing), Reduced Endurance (0 END; +1/2), BOECV (Mental Defense; Mental Defense applies; +1) (225 Active Points); Skin Contact Required (-1), All Or Nothing (-1/2), No Range (-1/2), Limited Target (human males) Slightly Limited (-1/4) (Real Cost: 69) plus Major Transform 4d6 (male into male with corrupted soul, heals back through sincere repentance and a priest's blessing), Reduced Endurance (0 END; +1/2), BOECV (Mental Defense; Mental Defense applies; +1) (150 Active Points); Skin Contact Required (-1), All Or Nothing (-1/2), No Range (-1/2), Linked (Transform; -1/2), Limited Target (human males) Slightly Limited (-1/4) (Real Cost: 40)* 0
49** Seductive Form: Shapeshift (Sight and Touch Groups, four (max) shapes), Imitation, Reduced Endurance (0 END; +1/2) (49 Active Points)* 0
22** Succubus Claws: HKA 1d6 (1d6+1 w/STR), Armor Piercing (+1/2) (22 Active Points)* 2
10** Seductive Mien: +20 PRE (20 Active Points); Only For Friendly Presence Attacks (-1)*
60** Infernal Shield: (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30)* 0
5** Infernal Form: Life Support (Longevity Immortal)* 0
5** Demon's Eyes: Infrared Perception (Sight Group) (Sight Group)* 0
40** Magicial Protection: (Total: 40 Active Cost, 40 Real Cost) Magic Damage Reduction, Resistant, 50% (Real Cost: 30) plus Power Defense (10 points) (Real Cost: 10)* 0
100** Demonic Powers: VPP, 40 base + 60 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (100 Active Points)*
Powers Cost: 430
Cost** Skill
3** Concealment 13-*
3** Conversation 17-*
3** High Society 17-*
3** Persuasion 17-*
7** Seduction 19-*
3** Stealth 13-*
3** Bribery 17-*
3** Bureaucratics 17-*
3** Streetwise 17-*
3** Deduction 13-*
3** Oratory 17-*
3** Trading 17-*
3** Acting 17-*
3** Scholar*
2** 1) KS: Dark Magics (3 Active Points) 13-*
2** 2) KS: Infernal Affairs (3 Active Points) 13-*
2** 3) KS: Terrible Secrets (3 Active Points) 13-*
2** 4) KS: The Occult World (3 Active Points) 13-*
3** Traveler*
1** 1) AK: Babylon (2 Active Points) 11-*
1** 2) AK: Hell (2 Active Points) 11-*
1** 3) AK: The Astral Plane (2 Active Points) 11-*
Skills Cost: 60
Cost** Perk
60** Followers, up to 16 Magicians, Cultists or Supers built on up to 350 points*
30** Contacts in Human World (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), Organization Contact (x3) (30 Active Points) 11-*
84** Contacts in Spirit World (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), Spirit Contact (x5) (84 Active Points) 14-*
15** Money: Filthy Rich*
2** Deep Cover*
Perks Cost: 191
Cost** Talent
20** Universal Translator 13-*
Talents Cost: 20
Val** Disadvantages
0** Physical Limitation: Human size (up to about 3m tall and 650 kg)*
15** Physical Limitation: Must Obey Anyone Who Knows Its True Name Infrequently, Fully Impairing*
15** Physical Limitation: Restricted By Pentagrams, if confined within a pentagram cannot leave or affect anyone or anything outside the pentagram Infrequently, Fully Impairing*
25** Psychological Limitation: Utterly Evil Very Common, Total*
20** Psychological Limitation: Coward Common, Total*
25** Susceptibility: when demon is on holy ground, in a holy place, or within 1" of a holy object, 2d6 damage per Phase Common*
20** Hunted: Forces of Good 8- (Mo Pow, NCI, Harshly Punish)*
Disadvantage Points: 120

Base Points: 500Experience Required: 217Total Experience Available: 229Experience Unspent: 12Total Character Cost: 837

Height: 1.84 m Hair: Brown
Weight: 62.00 kg Eyes: Brown
Appearance: Personality: Sally acts for the pure joy of causing shame, fear, pain and despair. She does not wish to return home; she knows that her personal power is insufficient to compete in hell. On Earth she can gather almost limitless influence, and cause almost limitless damage, while never needing to bow down before her "betters." It's a good life.Quote:"Please, help me! You're my only hope!" "My hero!" "Please, be gentle."Background: The Demon now calling herself Sally Randall was called to this Earth in 1884 by an occultist with high hopes of power in New York Society. "Sally" enslaved him almost at once. In the years since she has built a network of willing slaves in the Occult world, encouraged an endless range of petty and not so petty evils, and created at least two situations that very nearly resulted in the end of human life on Earth. She has been having a wonderful time.Powers/Tactics: Sally does not directly engage in combat. She will seduce and subtly corrupt heroes, villains, and politicians, delighting in the pain she can cause. Her massive army of contacts and followers can do endless harm to heroes she chooses to hunt, all without "Sally" ever showing her face. Sally might even choose to sponsor a hero group, if only to guide it to its eventual destruction. However, she does not wish to see the world conquered, nor does she wish to rule. Both situations would be terribly dull, and possibly dangerous. Against powerful agents of Supernatural Evil that are close to world conquest, Sally might prove an unexpeted ally.Campaign Use: Villain in the shadows, evil contact. Next Challenge: One of the Justice League or JSA, re-imagined as a Villain

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Guest Worldmaker

Re: Character Posting Game.


Did so much work on it (including writing up the "Angel of Death" Limitation) that I'd like to show the thing off.



As the person who did the other 70% of the work on that list, I totally agree with you.

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Re: Character Posting Game.


As the person who did the other 70% of the work on that list' date=' I totally agree with you.[/quote']


You'll enjoy knowing that I printed it up and handed it to my players for use during character creation. A damn fine list.

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Guest Worldmaker

Re: Character Posting Game.


You'll enjoy knowing that I printed it up and handed it to my players for use during character creation. A damn fine list.


Heh. And we're adding to it all the time.

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Re: Character Posting Game.


thread hijacking/


Heh. And we're adding to it all the time.


I know you've already done with some (like my favorite disad ever, "Weirdness Magnet"), but you should mine GURPS for more stuff. A lot of GURPS disads transfer over almost point for point. The Social and Physical limitations section could both use more stuff. Though, I must admit, you've already really opened my eyes to the possibilities in the Social Limitation disad.


/thread hijacking

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Guest Worldmaker

Re: Character Posting Game.


Though, I must admit, you've already really opened my eyes to the possibilities in the Social Limitation disad.


In what way?

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Guest Worldmaker

Re: Character Posting Game.

Next Challenge: One of the Justice League or JSA' date=' re-imagined as a Villain[/quote']Here's my campaign's take on Superman as a villain:KhofPlayer: NPC
Val Char Cost
100 STR 90
23 DEX 39
30 CON 40
20 BODY 20
13 INT 3
13 EGO 6
30 PRE 20
14 COM 2
30 PD 10
30 ED 24
6 SPD 27
30 REC 8
60 END 0
85 STUN 0
6" RUN02" SWIM065" LEAP0Characteristics Cost: 289
Cost Power END
97 Brick Tricks: Multipower, 97-point reserve
5u 1) Armsweep: Area Of Effect (up to One Hex; +1/2) for up to 100 Active Points of Strength, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Can Be Blocked (-1/4) 2
2u 2) Barrier Penetration: Indirect (Same origin, Up To The Character's Reach In Front Of Him; +1/4) for up to 100 Active Points of Strength (25 Active Points) 2
3u 3) Bear Hug: Energy Blast 8d6, Reduced Endurance (1/2 END; +1/4), No Normal Defense (Self Contained Breathing; +1) (90 Active Points); Must Follow Grab (-1/2), No Range (-1/2), Requires A Brick Tricks Roll (-1/2), Side Effects (If Brick Tricks Roll Fails, Target Takes Full Strength Damage; -1/2) 4
6u 4) Breaking Things: Dispel Technological Device 20d6, Any Technological Device Power One at a Time (+1/4), Reduced Endurance (1/2 END; +1/4) (90 Active Points); No Range (-1/2) 3
3u 5) One Man Army: Area Of Effect Nonselective (up to 10" Radius; +3/4) for up to 100 Active Points of Strength (75 Active Points); Only for Move Throughs (-1), Only vs. Groups of Normal Strengthed People (-1/4) 7
5u 6) Poke: Armor Piercing (+1/2) for up to 100 Active Points of Strength (50 Active Points) 5
10u 7) Super-Strong Lungs I: Dispel Fire Powers 10d6, Reduced Endurance (1/2 END; +1/4), All Fire Powers Simultaneously (+2) (97 Active Points) 4
10u 8) Super-Strong Lungs II: Dispel 10d6, Reduced Endurance (1/2 END; +1/4), All Gas/Smoke/Mist Powers Simultaneously (+2) (97 Active Points) 4
6u 9) Super-Strong Lungs III: Energy Blast 11d6, Double Knockback (+3/4) (96 Active Points); Does Only Knockback (-1/2) 10
6u 10) Tear You Limb From Limb: Killing Attack - Hand-To-Hand 4d6 (8d6 w/STR) (60 Active Points) 6
67 Hyper-Flight: Multipower, 67-point reserve
7u 1) Basic Flight: Flight 27", Reduced Endurance (1/2 END; +1/4) (67 Active Points) 2
7u 2) Mach Speed: Flight 15", Reduced Endurance (1/2 END; +1/4), MegaScale (1" = 1,000 km; +1) (67 Active Points) 3
30 Super-Strong Legs: Multipower, 30-point reserve
3u 1) Super-Leaping: Leaping +30" (65" forward, 32 1/2" upward) (30 Active Points) 3
2u 2) Mega-Leaping: Leaping +15" (65" forward, 32 1/2" upward), MegaScale (1" = 1 km; +1/4) (19 Active Points) 2
39 Amazing Fortitude: Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; 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
30 Immoveable: Knockback Resistance -15" 0
30 Impenetrable I: Damage Resistance (30 PD/30 ED) 0
15 Impenetrable II: Lack Of Weakness (-15) for Normal Defense 0
15 Impenetrable III: Lack Of Weakness (-15) for Resistant Defenses 0
10 Invulnerable Senses I: Sight Group Flash Defense (10 points) 0
10 Invulnerable Senses II: Hearing Group Flash Defense (10 points) 0
7 Iron Hard Skin I: Hardened (+1/4) for up to 30 Active Points of ED (7 Active Points) 1
7 Iron Hard Skin II: Hardened (+1/4) for up to 30 Active Points of PD (7 Active Points) 1
25 Tireless Strength: Reduced Endurance (1/2 END; +1/4) for up to 100 Active Points of Strength (25 Active Points) 0
Powers Cost: 457
Cost Skill
10 +2 with HTH Combat
3 Conversation 15-
3 Cryptography 12-
3 Demolitions 12-
3 Electronics 12-
Everyman Skills (Cost: 0)
0 1) Acting 8-
0 2) AK: Bismola, Iraq 11-
0 3) Climbing 8-
0 4) Computer Programming 8-
0 5) Concealment 8-
0 6) Conversation 8-
0 7) Deduction 8-
0 8) Language: Arabic (idiomatic) (4 Active Points)
0 9) Paramedics 8-
0 10) Persuasion 8-
0 11) PS: Terrorist 11-
0 12) Shadowing 8-
0 13) Stealth 8-
0 14) TF: Custom Adder, Small Motorized Ground Vehicles
4 Gambling (Other (General) Casino Games) 13-
3 High Society 15-
3 Interrogation 15-
2 KS: The Fight Against The Great Satan And Its History 11-
5 KS: The History of the Middle East As Told By The Islamic Fundamentalist Perspective 14-
3 KS: Islam 12-
2 KS: The Military/Terrorist World 11-
3 KS: Pro-Islam/Anti-Western Propaganda 12-
4 Language: English (completely fluent) (3 Active Points)
3 Language: Hebrew (idiomatic) (4 Active Points)
3 Language: Russian (completely fluent)
3 Oratory 15-
3 Persuasion 15-
11 Power: Strength Tricks 18-
3 Security Systems 12-
3 Streetwise 15-
3 Tactics 12-
Skills Cost: 83
Cost Perk
15 Contact: Undefined Members of Various Islamic Terror Organizations (Contact has significant Contacts of his own, Contact has useful Skills or resources), Organization Contact (x3) (15 Active Points) 12-
3 Fringe Benefit: Federal/National Police Powers
10 Money: Wealthy
Perks Cost: 28
Cost Talent
14 Fearless
Talents Cost: 14
Val Disadvantages
20 Hunted: Checkmate 8- (Mo Pow, NCI, Capture)
15 Hunted: Local Law Enforcement 8- (Mo Pow, NCI, Limited Geographical Area, Capture)
20 Hunted: The Mossad 8- (Mo Pow, NCI, Harshly Punish)
15 Physical Limitation: Weird Biochemistry Requires Special Medical Care (Frequently, Greatly Impairing)
15 Psychological Limitation: Doesn't Really Give A Crap About The Jihad Against The West... He's In It For The Violence (Common, Strong)
15 Psychological Limitation: Sees the Rest of Jihad as Bothersome, Though Sometimes Useful, Gnats (Common, Strong)
20 Psychological Limitation: Sociopath (Common, Total)
5 Reputation: International Terrorist, 8-
15 Social Limitation: Public Identity (Hassan Bismoli) (Frequently, Major)
10 Reputation: One of the Most Powerful Metahumans Alive, 8- (Extreme)
Disadvantage Points: 150

Base Points: 200Experience Required: 521Total Experience Available: 671Experience Unspent: 150Total Character Cost: 871

Height: 2.13 m Hair: Black
Weight: 125.00 kg Eyes: Gold
Appearance: Khôf is tall and imposing. Looking at him, it is easy to believe that he is as powerful as he is. He looks younger than his thirty one years, and is in a shape that world-class bodybuilders would envy. During his off hours, Khôf tends to wear business attire: tailored Armani suits, patent leather shoes, silk ties, and just enough jewelry to be tasteful. He is always clean-shaven and loathes getting dirty. In costume, Khôf wears a black bodysuit, with a red belt, boots, and cape. The cape includes a hood which he wears over his head, but not to disguise his face.Personality: Khôf surrounds himself with the finest things, and can sometimes be found gambling in casino's, because he likes the "pampering touch" most have. He was spotted once at Caesar's Palace in Las Vegas, playing baccarat; by the time that hero teams from San Francisco, Denver, and El Paso arrived, he had left after tipping the drink waitress a thousand dollars.


For all of his cultured demeanor, Khôf is still an undisciplined child. He is dangerously temperamental, self-indulgent, sociopathic, and has no moral base. What self-control he does have he learned under the tutelage of the Voice of God. However, this "self-control" is not reliable. These traits exhibit themselves in battle by a basic defiance of orders. When in the field, Khôf can be counted on to accomplish his part of the mission... unless something distracts him from it somehow. (This is not something most people want.) When something else attracts his attention, he will go off mission on a whim.

Quote:"Mika'il says that infidels deserve only death... As painful a death as possible." "It is a way to pass the afternoon, I suppose."Background: By the end of 1973, the war between Iraq and Kuwait was almost over, and the military forces of General Ahmad Hassan al-Bakr, President for Life of Iraq, were paying more attention to putting down rebellions than fighting the war. Their country was overrun by scavengers and spies, including an intelligence team working for Libya.


It was this team who found the child that would become Khôf wandering the ruins of his village. The child was surrounded by dead bodies... The bodies of the villagers, and the bodies of the soldiers that had been sent by the Iraqi government to eliminate the village.


The villagers had been shot. The soldiers were missing their arms and legs. It took them several minutes to realize that the child had done it. After that, they were very nice to the child. They were even nicer when the child casually lifted the American-built Jeep they were driving with one hand. The child, Hassan Bismoli, accompanied the men back to Libya. There, the government decided to place him with a nice, caring family and train him to be a loyal enforcer of the Libyan government.


Khôf, as the boy was called, had killed everyone in five of the nice, caring families before the Libyan government realized that perhaps a family environment wasn't what was best. Instead, the boy was given over to Mika'il al-Khumyeh, better known as the Voice of God. The only safe place to keep the boy was Jihad.

Powers/Tactics: Khôf is a being of massive physical power. It is believed that perhaps only Strength of Tarot and Rampage have a higher level of physical strength. In addition, he is almost impervious from harm, can move with great speed, and is known to be able to survive in a vacuum.Campaign Use: Khof is a member of Jihad, a group of metahuman terrorists supporting the Islamic Fundamentalist jihad against the west.

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Re: Character Posting Game.


In what way?


I'd never given it much thought, beyond Secret ID and Public ID, and a different way to buy bad Reputations, or to represent unfair reputations, like being the subject of harmful stereotypes.


Some of the things you've got on the social ist, like "Biggest Fan", "Always Broke", and "Nine To Five Job" are absolutely brilliant, but I never would have thought of using the Social Lim that way.

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Guest Worldmaker

Re: Character Posting Game.


Well he's scary.


You forgot the next challenge.



I keep doing that.



Okay, next challenge: A Silver-to-Bronze Age "Commie Rat" character from Soviet Russia who, despite being a villain here, is a hero there.

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Re: Character Posting Game.


Snow Blind


10/20 STR 0

16/29 DEX 18

18 CON 16

13 BODY 6

10 INT 0

18 EGO 16

10 PRE 0

18 COM 4


2 PD 0

3 ED 0

4/5 SPD 14

5/10 REC 0

36 END 0

40 STUN 23


6" RUN 0

12" SWIM 0

2" LEAP 0


Cost Power

12 Strength of Winter: +10 STR, 0 END, Not in Hot Temperature (-1/4)

39 Acrobatic Grace: +13 DEX, +1 SPD

3 Acrobatics 12-/14-

6 PS: Skier 12-/14-, Ice Skater 12-/14-

25 Snow Blind: Spacial Awareness

7 Snow Vision: N-ray, only through ice,snow,water (-1)

2 Ultraviolet "Vision", Can sense high concentrations only (-1)

15 Aware of her Surroundings: +5 PER

5 Bump of Direction

8 Acclimated to the Cold: +5 REC, Not in Hot Temperatures (-1/4)

1 Language: Braille

3 Language: English (Russian Native)

2 LS: Intense Cold

17 Seduction 18-


20 10PD/10ED Force Field

100 Snow Multipower

6u Ice Daggers: 4D6 RKA

6u Snow Ball: 12D6 Energy Blast

5u Block of Ice: 6D6 Entangle, Melts quickly in Hot Temperatures (-1/4)

3u Combat Flight: 20" Flight, Not in Hot Temperatures (-1/4)

3u Fast Flight: 5" Flight, 0 END, Megascale, Not in Hot Temperatures (-1/4)

1u Skating: +10" Running, 0 END, Only on Ice or Snow (-1)

1u Snow Plow: 6" Tunneling, 6 DEF, O END, Only through Ice or Snow (-1)

1u +10" Swim, 0 END



20 Psychological Limitation: Plight of the Common Man

10 Psychological Limitation: Young

10 x2 Effect from Sonic Flashes

10 Watched by Russians

15 Hunted by Superhero Team


Appearance: Snowblind looks like to be about late teens to early 20s. With blond, almost white hair, and a deceivingly delicate build. Her eyes and voice, when not filled with cold-war anger, are enchanting and seductive.


Personality: Snowblind is definately a defender of the plight of the common man who, in her opinion, is often forgotten in the superheroic world. She is known for rescuing people trapped in snowstorms and those fallen in the ice and helping people rebuild after disasters.


Quote: "I am not so blind, that I can not see what a true hero is. And you, are no hero."


Background: Snowblind's lost her sight in a bizzard, however, her mutant abilities give her an amazing ability to see and move through snow, ice and water. The Russian government has been watching her as she has become a favorite hero of the people. If she is sent over seas to fight, she will fight ruthlessly (but not to directly kill) to defend her commades from the evil supervillians and rob banks to "recapture money stolen from the Russian people".


Powers/Tactics: She usually goes on the defensive, drawing enemy fire away and firing ice daggers to disarm or as an impressive warning. (Ice daggers can embed into concrete near the heroes, but she will never fire them directly at a hero.)


Campaign Use: Young, sexy, misunderstood supervillian who fights for the right reasons, but the wrong side.


Next Challenge: A heroic monster

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Re: Character Posting Game.


How's this one for a Heroic Monster? I've played it as a Fantasy hero character, and I'm now playing it as a modern day superhero.


Crystal Stone (Gargoyle)



Crystal's earliest memories were of being raised in a Wizards tower by the illusionist Edward Stone. Although she was as large as she would ever be, it took 20 years of training until she was ready to go out into the world. Although her Quartz gargoyle body made her a fighter, most of her early training was as a sage, learning the world situation and the languages needed to be understood. Crystal wasn't very bright, so she was a slow learner. But she liked to learn, and didn't need to sleep, so eventually she did learn what she needed.


Crystal spent several years exploring the world and doing good deeds, but her monstrous appearance worked against her. Few were the people who would trust the 'glass' gargoyle. Eventually she went home to her master, and the small village which knew her.


Her master then taught her some of his illusion spells. Because of her limits, he taught her only the most general spells rather than many specific spells. It took many more years, but Crystal learned a spell for creating images that all could see, and a spell for changing what one person saw. But much more useful to her were the spells that allowed her to disguise herself and the spell that provided an illusionary but very solid protective shell. The disquise spell was a powerful one, affecting all known senses. While she would always be an animated hunk of quartz weighting close to a ton, with this spell active, she could appear as a human, and even sit in a chair despite her wings, tail, and weight. But nothing comes without a price, and in human form she was much weaker, and her hidden wings wouldn't catch the air so she couldn't fly.


Crystal was ageless stone, but her master was only human and eventually grew old. But before he died, he gave Crystal her freedom and his name, making her Crystal Stone. He also made her his heir, a daughter of mind since he had no child of the flesh. Crystal didn't know what to do with her freedom, she had always existed to serve and protect, so she continued to do so until her master, now father died.


She continued to live in the wizards tower, posing has Edward's human daughter, and protecting the town as best she could. But the middle ages were a time of invasions, and she was only one fighter. Eventually the tower fell, and the town was ransacked. Those that survived left. Crystal had been damaged in the fight, but thanks to the illusionary armor, not fatally. The cracks soon mended, but there was no one left to protect. So she secured what had survived in the tower, books, furniture, magical talismans, all were sealed in the basement, and then she buried the basement stairwell to hide that there was ever a basement to the tower. Crystal then again went out into the world, but this time as a human. Usually she wore the guise she had developed as Edward's daughter, but she changed it to fit what was needed, often taking the guise of a man because women were ignored.


Times change and the 20th century found Crystal in the United States. There she learned about museums, and how they preserved as well as displayed ancient artifacts. Going back to England, she recovered what was left of the tower's contents and brought it back to the U.S. There she went looking to make a deal with a museum, that they could display the old family relics if they hired her as its curator. Since she was willing to accept a very low wage, she was able to find a museum that would accept her offer. She remains the owner of the private 'Stone' collection. But it pleases her to have it on display, while being around to guard it.


The museum developed a reputation for being guarded at night by some sort of monster, though only attempted thieves ever saw the creature. The only evidence that such a creature might actual exist was the occasional bound thief found when the museum opened. Of course this was simply the unsleeping Crystal, guarding her fathers belongings. With no need to eat or sleep, her small wage went towards buying books and newspapers, with most of it being saved.


When superheroes started appearing, Crystal extended her protection to cover the entire city. In order to avoid scaring those she sought to help with her inhuman appearance, she developed and perfected a second form, that of a small human wearing a technological gargoyle suit. This form allows her to use her full abilities, but doesn't cause as much fear as her natural form does. She has learned enough technical terms to sort of explain her 'suit', but it's all meaningless technobabble.


Although she knows a great deal about magic, Crystal has never learned about her own origins. She doesn't know how she was made, nor if she has a human soul or if she actually is a soulless monster.



In her natural form, Crystal Stone is a 6'2" tall clear quartz gargoyle, with large bat-like wings, tail, claws, and a monstrous visage (Demona from the Gargoyles cartoon, but made of glass). While obviously female in appearance, she is not anatomically correct, and does not normally wear clothes. Her natural voice sounds like talking chimes.


In her human form, Crystal is still an imposing 6'2" tall, but she is a well built red-head. She tends to dress conservatively, though any cloths are just an illusion. She disguises her voice as a husky contralto.


In her Gargoyle form, she appears to be an oriental woman strapped into a metal Gargoyle exoskeleton. Except for securing straps, the torso, arms and legs are visible, with the exoskeleton extending the feet and arms. The wings are metal, and appear less bat-like. And the tail has radiation warning symbols on either side of it. The lower part of her face is covered by a respirator and voice distorter, while her upper face is exposed, as is her long black hair. Her 'distorted voice' is actually her natural voice, but with a japanese accent.


She has also practiced and perfected an illusion of Gargoyle without the exoskeleton suit, for those rare cases where she needs to 'take it off'.



Crystal is always calm and collected, which gives the feeling that she's cold and distant. The truth is, while she can feel emotions, she never feels them strongly. Both her nature and training are to remain calm even in stressful situations. Also, she is incapable of feeling remorse. Even when she failed to protect the village and her fathers tower, she didn't feel bad about it afterwards.


Crystal likes be around people. She is very fond of her job at the museum, and happily answers peoples questions.


While Crystal is not very bright, and it takes her a long time to learn something new, this isn't readily apparent from talking to her. She can follow and contribute to most conversations.



Crystal is basically an ancient stone golom. This gives her incredible strength and durability for the middle ages, but against superheroes, she's a slow, weak brick. Her claws are as effective as a sword, but modern laws keep her from using them for more than climbing walls. Her wings allow her to fly. Actually the flight is magical, her wings aren't nearly large enough to lift her mass. Finally, she can see well in anything less than complete darkness. Her tail is used for balance and does not function as an extra limb.


She is also trained in illusion magic. She can either disguise herself, create images, or project illusions into someone's mind. At the same time, she can also project an illusionary, but quite solid shell around herself for additional protection. All of these spells require intricate gestures to start, and a piece of quartz. Of course, Crystal always has the piece of quartz, that's what she's made of. Centuries of practice have made the disguise and protection spells effortless, the other two spells she uses only rarely.


Finally, Crystal has centuries of practice in hand to hand fighting. She usually hits what she aims at. In comparison, her defense skills are lacking, she's always counted on her tough body and defensive magic to protect her.


Crystal has a good knowledge of history (having lived through it) and magic. She also is keeping up with current events, and knows who is who. And it's hard to protect people you can't talk too, so Crystal knows over a dozen languages.


Val Char Max Pts.

35/20 STR 23 10

15 DEX 15 15

15 CON 20 10

13 BODY 23 6

8 INT 13 -2

8 EGO 13 -4

13 PRE 20 3

12 COM 12 1

11/8 PD 8 4

9/6 ED 8 3

3 SPD 3 5

7 REC 10 -6

30 END 50 0

31 STUN 50 -8

Characteristics Cost: 37


Skill / END /

Pts. Talent / Perk / Power Roll

Gargolye shape

15 1D6 HKA (2D6 w/STR) 1

18 11" Flight (44" nc, 49.2 mph) 2

Restrainable (-1/2)

4 8" Running (16" nc, 17.9 mph) 2

10 35 STR Clinging

5 Nightvision

Body of Stone

18 7PD 5ED Armor

30 3 lvls Density Increase 0

800kg, +15 STR, -3 kb, +3PD/ED

Always on unless shape shifted

6 1 BODY Regeneration per hour 0

50 LS: Full Life Support + unaging

3 Simulate Death

Illusion Magic

21 7PD 7ED Force Field 0

48 60 pt Multi Power (requires gestures)

5 U Shape Shift any shape 0

Sight, sound, smell, touch

5 U Illusionary Images, -6 to PER 6

Sight, sound, 4" radius

5 U 12D6 Mental Illusion 6


3 Scholar

1 KS: History of Europe 11

1 KS: American History 11

1 KS: World History 11

1 KS: Middle Ages 11

1 KS: Heraldry 11

1 KS: Magic 11

1 KS: Illusion Magic 11

1 KS: Magical Creatures 11

1 KS: Magical Places 11

1 KS: Magical Artifacts 11

1 KS: Legends 11

1 KS: Current Events 11

1 KS: Current Political Situation 11

1 KS: Local Laws 11

1 KS: Known Supervillians 11

1 KS: Known Superheroes 11

1 KS: Heads of State 11

1 KS: Important People in city 11

1 KS: (Other) Famous People 11

1 KS: Technobable 11

2 AK: World 11

2 AK: Campaign City 11

3 Linguist

1 Arabic (Fluent, no idiom)

1 English (Imitate dialects)

1 French (Fluent, no idiom)

1 Gaelic (Fluent, no idiom)

1 German (Fluent, no idiom)

1 Greek (Fluent, no idiom)

1 Hebrew (Fluent, no idiom)

1 Italian (Fluent, no idiom)

1 Japanese (Fluent, no idiom)

1 Latin (Fluent, no idiom)

1 Macedonian (Fluent, no idiom)

1 Mandarin (Fluent, no idiom)

1 Norwegian (Fluent, no idiom)

1 Russian (Fluent, no idiom)

1 Spanish (Fluent, no idiom)

2 PS: Sentry 11

2 PS: Musium Curator 11

18 +7 with Punch (Basic Strike), Claw, or Grab

3 Basic Strike (+1 OCV, STR+2d6 Damage)

313 : Skills Cost

37 + Char Cost

350 = Total Cost


15 Secret ID (Crystal Stone)

10 DF: Glass Monster (EC, MR)

5 DF: Cannot eat or drink (EC, NR)

5 DF: Powerful Magic Artifact (NC, detect magic only)

10 Never feels remorse (C,M)

15 Purpose in life is to Protect (C,S)

15 Paramedic and most healing doesn't work due to not being alive.

10 1 1/2 x Body & Stun from sonic atks

20 Gargolye characterisk Maxima

20 Hunted by Demon on 8- (MP, NCI) Why does tech hero radiate magic?

15 Always Calm And Collected (C,S)

5 Gregoreous

1 Q: Likes to study

1 Q: Extra running requires running on all fours

1 Q: Flash when takes damage

1 Q: Completely rigid when unconscious

1 Q: Still protects relics from creator

Disadvantages Total: 350

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Re: Character Posting Game.


Here's a semi-random power villain from Worldmaker's game. He suggested the parameters. I helped a little with the details.


Wheel of Fortune


Cost Characteristic Value

8 Strength 18

39 Dexterity 23

26 Constitution 23

16 Body 18

3 Intelligence 13

8 Ego 14

3 Presence 13

0 Comeliness 10

6 Physical Defense10

3 Energy Defense 8

27 Speed 6

12 Recovery 15

17 Endurance 80

1 Stun 40

OCV:8 Strength Roll:13 Intelligence Roll:12

DCV:8 Dexterity Roll:14 Perception Roll:12

ECV:5 Constitution Roll:14 Ego Roll:12

Phases:2,4,6,8,10,12 rPD/rED:9/9 Running:9"

Cost Power END

64 Turn of the Wheel: Multipower (80) - Limit: Can Only Select From a Randomly Chosen Power Set (i.e., Fortune of the Wheel); Non-Random Power Set Selection if Luck Charge is Used (i.e., Fate of Fortune); May Select Next Higher Power Set as ½ Phase Action (i.e., the Wheel Turns) (-¼)

6 u North/Winter (Power Set 1), Freeze: Drain 5d6 vs. Speed - Ranged (+½) 7

6 u North/Winter (Power Set 1), Sap Energy: Drain 5d6 END - Ranged (+½) 7

6 u North/Winter (Power Set 1), Chill: Energy Blast 8d6 - NND (Life Support: Safe in Extreme Cold) (+1) 8

12 a East/Spring (Power Set 2), Rain: Change Environment -1 OCV, -1" Movement, -3 to PER Roll for Sight, Hearing, and Smell Groups, 32" Radius - ½ Endurance Cost (+¼) 3

7 a East/Spring (Power Set 2), Erosion: RKA 3d6 - Indirect (+¾), Limit: Only Against Inorganic Matter (-1) 8

12 a East/Spring (Power Set 2), Growth: Growth 12 Levels - ½ Endurance Cost (+¼) 3

12 a South/Summer (Power Set 3), Firestorm: Energy Blast 10d6 - Explosion (+½) 7

13 a South/Summer (Power Set 3), Summer Winds: Flight 22", 32 x Noncombat Movement - ½ Endurance Cost (+¼) 4

12 a South/Summer (Power Set 3), Mirage: Images vs. Sight, -8 to PER Roll - Increased Size, 32" (+1¼), ½ Endurance Cost (+¼) 4

6 u West/Fall (Power Set 4), Mud: Entangle 8d6, 8 DEF 8

3 u West/Fall (Power Set 4), Decay: RKA 3d6 - Indirect (+¾), Limit: Only Against Organic Matter (-1) 8

6 u West/Fall (Power Set 4), Changing Colors: Shapeshift vs. Sight, Hearing, Smell/Taste, and Touch, Any Shape - ½ Endurance Cost (+¼) 3


30 Forces That Drive the Wheel: Elemental Control

24 1 Seasons Turn: . Extra-Dimensional Movement, Through Time, Any Date or Place in Time - Limit: Costs 1 Luck Charge to Use (-¼) 6

116 2 Time Heals All Wounds: Healing 2d6, Heal Limbs, Resurrection - Continuous (+1), Persistent (+½), Inherent (+¼), 0 Endurance Cost (+½) 0

30 3 Permanence of Time: Power Defense 48 - Hardened (+¼) 0

30 4 The Compass: Teleportation 20" - 0 Endurance Cost (+½) 0


19 Just in Time: Danger Sense, 15 or Less, Out of Combat, Any Danger - Shared Framework Effects with Elemental Control (-½)

30 Unpredictability: Invisibility to Sight Group and Normal

Hearing - Area of Effect 5" Radius (+1), Persistent (+½),

Inherent (+¼), 0 Endurance Cost (+½), Limit: Only vs

Precognition (-1½) 0

2 Leaping +2" 1

5 Eternal Wheel: Life Support: Longevity, ImmortalN/A

6 Fortune: Luck 1d6 - Charges: 30 Boostable Charges (+½), Limit: Maximum of 6d6 Luck (-¼) N/A

6 Leaping +3" 1

2 Swimming +2" 1

Cost Skill, Roll

3 Acrobatics, 14

2 Area Knowledge: Cuba, 11

2 Area Knowledge: The Caribbean, 11

2 Area Knowledge: Southeastern United States, 11

21 Athlete

Athletic Skill: High Jump, 13 Athletic Skill: Hurdles, 14

Athletic Skill: Javelin, 14

Athletic Skill: Judo, 14

Athletic Skill: Long Distance Running, 13

Athletic Skill: Long Jump, 13

Athletic Skill: Shot Put, 13

Athletic Skill: Soccer, 14

Athletic Skill: Sprint, 14

3 Climbing, 14

24 Combat Skill Levels: +3 Overall

0 Everyman SkillsActing8

Area Knowledge: Havana, Cuba, 11

Climbing, 8

Computer Programming, 8

Concealment, 8

Conversation, 8

Deduction, 8

Language Skill: Spanish - Idiomatic

Paramedic, 8

Persuasion, 8

Professional Skill: Athlete, 11

Shadowing, 8

Stealth, 8

Transport Familiarity: Small Ground Vehicles

3 Language Skill: English - Fluent with Accent

2 Language Skill: French - Fluent with Accent

3 Paramedic, 12

17 Scholar

Knowledge Skilll: Business Competitors, 12

Knowledge Skilll: Caribbean Drug Organizations, 12

Knowledge Skilll: Nutritional Supplements, 12

Knowledge Skilll: Olympic Games, 12

Knowledge Skilll: Performance-Enhancing Drugs, 12

Knowledge Skilll: Sports Culture, 12

Knowledge Skilll: Sports Drug Testing, 12

1 Science Skill: Kinestesiology, 8

1 Science Skill: Toxicology, 8

3 Teamwork, 14

Cost Martial Arts

35 Ju-jutsu

Atemi Strike-1 OCV+1 DCV-2d6 NND

Block+1 OCV+3 DCV-Block, Abort

Breaking Throw-2 OCV-2 DCV-Grab One Limb, HKA ½d6 (2 DC), Disable, Target Falls

Escape+0 OCV+0 DCV-+15 STR vs. Grabs

Joint Lock/Throw+1 OCV+0 DCV-Grab One Limb, 1d6 NND, Target Falls

Shime-2 OCV+0 DCV-Grab One Limb, 2d6 NND

Slam+0 OCV+1 DCV-Strength + v/5, Target Falls

Strike+0 OCV+2 DCV-STR + 2d6 Strike

Takedown+1 OCV+1 DCV-STR Strike, Target Falls

Breakfall, 15- (5)

Knowledge Skill: Ju-jutsu (3)

Cost Talents

18 Fortune's Armor:Combat Luck 9 PD/9 ED

Cost Perquisites

4 Access: Caribbean Drug Organizations

10 Money: $5,000,000 per Year

Value Disadvantages

20 Psychological Limitation: Amoral

20 Psychological Limitation: Avoids Emotional Commitments

10 Psychological Limitation: Capricious

10 Psychological Limitation: Cold and Aloof (Common, Moderate)

10 Psychological Limitation: Emotionless (Common, Moderate)

15 Psychological Limitation: Manic Depressive

15 Social Limitation: Secret Identity (Sofia Bermudez)

15 Unluck, 3d6

15 Vulnerability: Takes 2x Body from Stasis Attacks, Obvious

15 Vulnerability: Takes 2x Stun from Stasis Attacks, Obvious

Characteristics Cost:169

Powers/Skills/Talents Cost:619

Total Cost:788

Base Points + Disadvantages:445

Experience Spent:343

Total Points:788

Wheel of Fortune

Real Name:Sofia Bermudez

Concept:Energy Blaster

Hair/Eye Color:Brown/Brown

Height/Mass:1.63 meters/55 kilograms


Place of Birth:Havana, Cuba

Date of Birth:August 14, 1942 (most recent)


Background Story: "You are ranked number 5 in the world for nearly all of your events, Sofia. In fact, you haven't medaled, ever, not in the 1960 Olympics, not in any of the smaller matches," the stout man in the green trousers, green shirt, and green cap stroked his beared and took a puff on the cigar. "Cuba has had high hopes for you for quite some time now. You are an excellent physical specimen, that is obvious from the many events in which you qualified. But, you can never finish in the top three. These games in Tokyo will be your last chance. Do you want to show the capitalists that the product of communism is superior? That the product of Cuba is superior?"

"Yes, of course, Comrade," Sofia Bermudez replied.

"Very good. Very good." The man exhaled a puff of smoke from his cigar and snapped his finger loudly. A small man, dressed in a similar manner entered the room, tried unsuccessfully to suppress a cough and gave a weak salute. The larger man proclaimed, "Dr. Hernandez, please administer your drug to Comrade Bermudez."

The large man exhaled another puff of smoke and then left, leaving the doctor and the athlete in the small, white-painted and simply furnished room. He poured a yellow-orange liquid from a flask into a simple cup."This will greatly enhance your performance. You must drink the same amount each day for the next three months."

Lifting the cup to her lips, Sofia sipped. It was a mild flavor unlike anything she had tasted before, slightly like citrus and slightly like a muted spice.

The doctor left the room, leaving Sofia alone. She did not feel any different, though, at least not at first. So, she arose from her seat, but was forced to sit back down as the room seemed to begin spinning.

It was strange, but the spinning of the room felt like it made a 360 degree turn and then abruptly stop. A vision flashed, in her head rather than to her eyes. She was a man, at least twice as large as Sofia, the Cuban athlete. He was still only a junior sumotori and his sumo stablemaster had just reminded her of the pride she could bring to the Yamanaka stable. A doctor had just given him a liquid and he drank it.

The room seemed to spin precisely 360 degrees again. Now she was a woman in a plain gray toga. She was a team gladiator, but her owner knew that she could be much better and make the Gallic company rise to the fore. A physician had just given her a concoction and she drank it.

The room seemed to spin precisely 360 degrees again. Once again she was a man, this time in a plain white toga. He was the second fastest runner and second best javelin thrower in Thessaly. His mentor said that it was he that was destined to bring renoun to the city of Larissa. A physician had just given her a concoction and he drank it.

The spinning and replaying of the scene continued through innumerable lives in innumerable variations of the same theme. At long last, it stopped. She was once again Sophia Bermudez, her soul was bound to the Wheel of Fortune by a very ancient curse that predated even written history. Only in this life, she knew of her past lives, and she even knew of the curse. Most importantly, she had an idea of how to control it - at least to some degree.

To Sofia Bermudez knowledge is the root of amorality rather than evil. In particular, knowledge of how the Wheel of Fortune can bind her fate has made her think about how little of destiny she controls and how much is uncontrollable. When she was walking home to her squalid apartment in the city of Havana, a man, European by his looks and out of place by his clothing, stopped and debated with her about fate, destiny, control, and hubris as well as morality. By the end of the night, Sofia Bermudez left Cuba. Using money granted to her by the Emperor, she opened a health food business, which specialized in nutritional supplements. Now, she runs a large multi-chain operation, Caribbean Health, which has health food stores across the southern United States and Caribbean Islands as well as manufacturing of vitamins and other nutritional supplements. The conglomerate also makes and distributes performance-enhancing drugs and distributes narcotics from the Caribbean and South America.

Quote: "What does it matter? The Wheel of Fortune will turn and things will change."

Quote About Her: "It's not that she wants to do evil. She does not see it as evil." -- Pendragon of the Global Guardians

Personality: Sofia was once a highly competitive, spirited athlete. The Wheel of Fortune changed nearly everything about her. She knows that she is tied to the wheel and that the wheel always turns. What is good fortune one day will be bad fortune soon. She knows that all is predestined and, therefore, anything pleasurable which comes to a person should be enjoyed rather than spurned, for it will be gone some day soon. A toy of the wheel, Sofia has sunk into the despondency of just being. Still, she is tied to the wheel and sometimes feels energetic enough to seek to do herself some good. Appearance:As Sofia Bermudez, she appears an average woman, her weight ever fluctuating with her cyclical diets and binges. She dresses in business clothes on most days or in sweatshirts and sweatpants on others. On manic days, she will carry out Tarot missions, wearing a dress that emulates a color wheel and a belt which is a brass wheel with symbols and characters imprinted.

Powers:The Wheel of Fortune is able to manipulate fortune and probability to some degree. In addition, she has powers which are cyclical in nature, following especially time, the seasons and elements that are associated with the seasons.


Again, my apologies for the lack of Hero Designer.


If this is acceptable to JSenecal, I'd like the next challenge to be a time-SFX, time-travelling villain who is immune to changes in time events that he/she has created (i.e., this character is so historically insignificant that nothing changes his/her final impact on history despite the fact that he/she wants desperately to become historically important).

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Re: Character Posting Game.


Know it's late, but I spent so much time on this guy, thought I'd post him anyway. This is in response to the "Dial H For Hero" challenge.


Billy Baxter -the Multi-Hero !




Val Char Cost
20 STR 0
20 DEX 15
18 CON 6
15 BODY 10
18 INT 8
14 EGO 8
20 PRE 5
12 COM 1
4/7 PD 0
4/7 ED 0
4 SPD 10
8 REC 0
36 END 0
35 STUN 0
6" RUN 0
2" SWIM 0
4" LEAP 0
Characteristics Cost: 63


Cost Power END
8 Heroic Muscles: +10 STR (10 Active Points); OIHID (-1/4) 1
12 Heroic Reflexes: +5 DEX (15 Active Points); OIHID (-1/4)
8 Heroic Vigor: +5 CON (10 Active Points); OIHID (-1/4)
4 Heroic Appearance: +5 PRE (5 Active Points); OIHID (-1/4)
6 Only A Flesh Wound: Combat Luck (3 PD/3 ED)
2 Heroic Speaker: Oratory 13- (3 Active Points); OIHID (-1/4)
15 Heroic Wisdom: Luck 3d6
183 Heroic Personas Provided By The Mysterious Key Of Infinite Valor: Variable Power Pool, 150 base + 33 control cost, (225 Active Points); Character Has No Choice Regarding How Powers Change (-1/2), VPP Powers Can Be Changed Only In Given Circumstance (-1/2); all slots OIHID (-1/4)
0 1) Sample: Doctor Boomerang Form: (Total: 234 Active Cost, 150 Real Cost) EB 10 1/2d6, Indirect ( Same origin, always fired away from attacker; +1/4), Reduced Endurance (1/2 END; +1/4) (79 Active Points); Restrainable (-1/2), OIHID (-1/4), Limited Power not underwater (-1/4), Range Based On STR (-1/4), Beam (-1/4) (Real Cost: 32) plus Flight 20", Reduced Endurance (1/2 END; +1/4) (50 Active Points); OIHID (-1/4) (Real Cost: 40) plus Combat Luck (6 PD/6 ED) (12 Active Points); OIHID (-1/4) (Real Cost: 10) plus +6 DEX, No Figured Characteristics (+0) (18 Active Points); OIHID (-1/4) (Real Cost: 14) plus +2 SPD (20 Active Points); OIHID (-1/4) (Real Cost: 16) plus Acrobatics 13-; OIHID (-1/4) (Real Cost: 2) plus Missile Deflection (Any Ranged Attack), Full Range (+1) (40 Active Points); OIHID (-1/4), Will Not Work Against Heavy Missiles (-1/4) (Real Cost: 27) plus Absolute Range Sense (3 Active Points); OIHID (-1/4) (Real Cost: 2) plus +9 versus Range Modifier for Normal Sight (9 Active Points); OIHID (-1/4) (Real Cost: 7) Real Cost: 150 5
0 2) Sample: Ultra-Evolutionary Form: (Total: 259 Active Cost, 150 Real Cost) +30 STR, No Figured Characteristics (+0), Reduced Endurance (1/2 END; +1/4) (37 Active Points); OIHID (-1/4) (Real Cost: 30) plus Armor (3 PD/3 ED) (9 Active Points); OIHID (-1/4) (Real Cost: 7) plus EB 11d6, Reduced Endurance (1/2 END; +1/4) (69 Active Points); Restrainable (-1/2), OIHID (-1/4) (Real Cost: 39) plus FF (10 PD/10 ED/5 Power Defense) (Protect Carried Items), Reduced Endurance (1/2 END; +1/4) (44 Active Points); OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) (Real Cost: 29) plus +10 INT (10 Active Points); OIHID (-1/4) (Real Cost: 8) plus Mind Control 11d6, Telepathic (+1/4) (69 Active Points); Eye Contact Required (throughout; -1), Stops Working If Mentalist Is Stunned (-1/2), OIHID (-1/4), Visible (-1/4) (Real Cost: 23) plus Computer Programming 13- (3 Active Points); OIHID (-1/4) (Real Cost: 2) plus Electronics 13- (3 Active Points); OIHID (-1/4) (Real Cost: 2) plus Inventor 13- (3 Active Points); OIHID (-1/4) (Real Cost: 2) plus SS: Physics 13- (3 Active Points); OIHID (-1/4) (Real Cost: 2) plus SS: Genetics 13- (3 Active Points); OIHID (-1/4) (Real Cost: 2) plus SS: High Energy Engineering 13- (3 Active Points); OIHID (-1/4) (Real Cost: 2) plus SS: biology 13- (3 Active Points); OIHID (-1/4) (Real Cost: 2) Real Cost: 150 11
Powers Cost: 238



Cost Skill
10 +2 with VPP
3 Concealment 13-
3 Conversation 13-
3 Deduction 13-
3 Paramedics 13-
3 Teamwork 13-
3 CuK: Citizens of Blue River Valley 13-
3 PS: Reporter for the Blue River Valley Gazette-Herald 13-
3 AK: Blue River Valley 13-
Skills Cost: 34


Cost Perk
15 Contact: The Mayor, Police Chief and all the decent folks of Blue River Valley (Contact has: useful Skills or resources, Contact limited by identity: Only accessable to Billy Baxter, Very Good relationship with Contact), Organization Contact (x3) (15 Active Points) 12-
Perks Cost: 15




Val Disadvantages
20 Accidental Change: Reverts to Billy Baxter If away from Key Of Infinite Valor for more than a minute Always (Uncommon)
20 DNPC: Sally Sawyer, girlfriend and daughter to Sheriff Sawyer 14- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
10 Distinctive Features: Many Of The Heroic Persona forms have odd appearances and/or unusual costume designs and color combinations (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Psychological Limitation: Code Vs. Killing (Common, Total)
20 Psychological Limitation: Protective of innocents (Common, Total)
10 Psychological Limitation: Personality quirks relevant to current persona (Uncommon, Strong)
5 Reputation: "Where In Tarnation Are All These Super Heroes Coming From And Where Do They Go ?", 11- (Known Only To A Small Group: Only the people of Blue River Valley seem to be somewhat alarmed)
10 Social Limitation: Secret ID (Occasionally, Major)
20 Hunted: Supervillain/monster/alien currently terrorizing Blue River Valley 11- (As Pow, PC has a Public ID or is otherwise very easy to find: Blue River Valley Area, Harshly Punish)
15 Unluck: 3d6

Disadvantage Points: 150



Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Total Character Cost: 350



Height: 1.73 m Hair: Blond
Weight: 70.00 kg Eyes: BIlly: Brown with glasses, otherwise varies
Appearance: Billy: typical scrawny and gawky teenaged kid with glasses and dressed in jeans, sneakers and short-sleeved plaid shirts.



Heroic Personas: Varies from form to form, but usually strong-jawed and cheerful.

Personality: Billy: Brave and curious, tends to rely on the Key to get him out of scrapes but can be resourceful and lucky when he has to.



Heroic Personas: Almost all are confident and competent in their abilities and seem to be able to sum up the situation without missing a beat even though they were probably just summoned. Cheerful, yet professional.

Quote:"Time For Coil-Man To Spring Into Action !"
Background: While fleeing "The Limestone Men From Jupiter" , who'd been sent to invade and pacify the small town of Blue River Valley, young Billy Baxter fell into a previously undiscovered cavern and stumbled across the "Key Of Infinite Valor".


Telepathically, the mysterious artifact informed Billy that on an infinite number of parallel dimensions and alternate realities, his counterparts were all powerful heroes who fought for justice and that the Key was a talisman that would enable him to randomly and temporarily transform into one of these personas for one hour.

Billy spoke the mystic oath and transformed into what would be the first of Blue River Valley's many mysterious heroes, "The Golden Gargoyle.

Soon after, the Limestone Men woke up to find themselves cooling their limestone heels in Sheriff Sawyer's jail and Blue River Valley would never be the same.

Powers/Tactics: Billy: Will try to sneak off and find a quiet place to activate the Key (unfortunately many of Billy's friends assume this to be cowardice).



Heroic Personas: Varies depending on form, but will usually charge into combat with the element of surprise and try to draw fire towards himself (themselves ?) and away from innocents.

Campaign Use:


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Re: Character Posting Game.


Billy Baxter -the Multi-Hero is more along the lines of what I was asking for. Though Wheel of Fortune is fun, her powers are only semirandom.


I'd say ChuckB gets to post the next challange, it's both a better fit, and he worked harder on it.

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Re: Character Posting Game.


OK,I've got two options:


howsabout a hybrid of two legendary comics/movie vehicles but tied into the current official Champions universe or...


A super character from an alternate Earth that is significantly different from our own.

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Re: Character Posting Game.


howsabout a hybrid of two legendary comics/movie vehicles but tied into the current official Champions universe or...


A super character from an alternate Earth that is significantly different from our own.


Any particular reason that you made the alternate chalange white on white?

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Re: Character Posting Game.


This is in response to the time-travelling loser villain.

Maximus Rex- The Conqueror Of Time


Val Char Cost
15 STR 5
20 DEX 30
20 CON 20
20 BODY 20
13 INT 3
11 EGO 2
15 PRE 5
8 COM -1
8 PD 5
8 ED 4
4 SPD 10
7 REC 0
40 END 0
38 STUN 0
6" RUN 0
2" SWIM 0
3" LEAP 0
Characteristics Cost: 103

Cost Power END
125 Treasures From The Future: Variable Power Pool, 100 base + 25 control cost, (150 Active Points); all slots OAF (-1)
0 1) Molecular Vaporizer Pistol: (Total: 97 Active Cost, 34 Real Cost) RKA 2d6, +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2) (52 Active Points); OAF (-1), 8 Charges (-1/2), No Knockback (-1/4) (Real Cost: 19) plus Major Transform 3d6 (Breaks down targets molecular structure and scatters it across the universe until it reassembles itself elsewhere at GM's discretion, Normal healing rules) (45 Active Points); OAF (-1), Linked (RKA; -1/2), 8 Charges (-1/2) (Real Cost: 15) Real Cost: 34
0 2) Omni-Carbine: EB 7d6+1, 2 clips of 12 Charges (+0), Variable Special Effects (Any SFX; +1/2), Armor Piercing (+1/2) (74 Active Points); OAF (-1), Variable Limitations (requires -1/2 worth of Limitations; relevant to SFX used at time; ; -1/4) Real Cost: 33
0 3) Stasis Ray Projector: Drain SPD 2 1/2d6, Area Of Effect (16" Cone; +1), Dex, Spd and all momentum-based movement powers and attacks (+2) (100 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), 2 clips of 6 Charges (-1/2) Real Cost: 33
0 4) Anti-Gravity Platform: (Total: 100 Active Cost, 50 Real Cost) Flight 15", Position Shift, Reduced Endurance (0 END; +1/2) (52 Active Points); OAF (-1) (Real Cost: 26) plus Environmental Movement (no penalties on zero-g environments) (4 Active Points); OAF (-1) (Real Cost: 2) plus Combat Luck (12 PD/12 ED) (24 Active Points); OAF (-1) (Real Cost: 12) plus Knockback Resistance -10" (20 Active Points); OAF (-1) (Real Cost: 10) Real Cost: 50
25 Advance Knowledge Of The Future: Luck 5d6
20 Perfectionist: +2 Overall
Powers Cost: 170

Cost Martial Arts Maneuver
4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND
4 Crush: 1/2 Phase, +0 OCV, +0 DCV, 9d6 Crush, Must Follow Grab
4 Reversal: var Phase, -1 OCV, -2 DCV, 40 STR to Escape; Grab Two Limbs
3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on
4 Martial Flash: 1/2 Phase, -1 OCV, -1 DCV, Flash 6d6
3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 7d6 Strike
8 +2 HTH Damage Class(es)
Martial Arts Cost: 30

Cost Skill
3 Scholar
1 1) KS: Ancient History (2 Active Points) 11-
1 2) KS: Historical Battles (2 Active Points) 11-
1 3) KS: World History (2 Active Points) 11-
3 Traveler
1 1) AK: Ancient Rome (2 Active Points) 11-
1 2) AK: The World Of Tomorrow (2 Active Points) 11-
1 3) CuK: Great Conquerors In History (2 Active Points) 11-
1 Computer Programming 8-
2 PS 11-
3 Mechanics 12-
1 Systems Operation 8-
7 Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets) 12-
3 Tactics 12-
1 Streetwise 8-
2 TF: Time Machines
2 Navigation (Temporal) 12-
3 Oratory 12-
3 Scientist
1 1) SS 11- (2 Active Points)
1 2) SS: General use and repair of future technologies 11- (2 Active Points)
1 3) SS: Time/space physics 11- (2 Active Points)
3 Deduction 12-
5 Cramming
5 Cramming
5 Cramming
3 Electronics 12-
1 Inventor 8-
Skills Cost: 65

Cost Talent
6 Combat Luck (3 PD/3 ED)
3 Absolute Time Sense
3 Bump Of Direction
Talents Cost: 12

Val Disadvantages
20 Normal Characteristic Maxima
20 Hunted: Golden age hero group from the 1940's 8- (Mo Pow, NCI, Harshly Punish)
5 Distinctive Features: stocky, red-haired thug (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Enraged: when plans go awry (Common), go 8-, recover 14-
25 Unluck: 5d6
20 Physical Limitation: trapped within temporal paradoxes; plans to alter time will never succeed (All the Time, Greatly Impairing)
15 Psychological Limitation: Thug (Common, Strong)
10 Psychological Limitation: haunted by previous failures (Uncommon, Strong)
20 Psychological Limitation: megalomaniac (Common, Total)
5 Psychological Limitation: tries to impress others with his knowledge (Uncommon, Moderate)

Disadvantage Points: 150

Base Points: 200

Experience Required: 30

Total Experience Available: 30

Experience Unspent: 0

Total Character Cost: 380

Height: 1.71 m Hair: red
Weight: 104.00 kg Eyes: Brown and crazy-looking
Appearance: red-headed. big-mouthed , thuggish sparkplug dressed in a Gestapo-style black-leather military uniform festooned with unearned military decorations and rankings that he stole from other time-periods. Tends to move his arms a lot and make fists while he orates in a rambling and animated fashion.
Personality: Basically a thug with minimal historical and scientific knowledge that he stole from the future. Tends to talk to himself a lot as he misquotes Nietschze, Genghis Khan, etc.


Max does make an effort to learn from previous mistakes and will try (in vain) to circumvent previous obstacles.

Although he has worked with a few villains from the '40's, Rex tries to avoid partnerships and will usually try to manipulate other villains into killing (or at least distracting) superheroes that he considers a threat while he embarks on his main plan which usually involves conquering a specific time period of the past.

Other villains usually take him seriously because of his advanced equipment and foreknowledge of the future.

Wary of ego-clashes, Rex prefers foot-soldiers to other super-villains as allies and in time, will start to use robots in more of his schemes.

Quote:"It was preordained that, I, Maximus Rex would wield the fist of destiny that would shatter the hourglass of time."
Background: Maximus Rex (Max King) began his career in the early 40's as an assistant to Dr. Gardner, a physicist working on a temporal research project for the War Department. On the eve of a big breakthrough on a time machine, Max murdered Dr. Gardner and absconded with the time-machine. Although basically a thug, Max thought he was smarter than he actually was/is and felt that it was his destiny to rule mankind. After some quick research, Max took the machine to the far-future to stock up on advanced weapons and then immediately departed for ancient Rome, where, after some effort, he was able to conquer under his new name, Maximus Rex.


However, Rex had been followed by a superhero group from the 40's, who quickly dispatched Rex's advanced troops and set history right again.

Since that time Maximus Rex has tried (and failed) to conquer different time periods (including the future !) but has been thwarted again and again. Max's efforts have been so clumsy and primitive, that the time/space continuum has developed an immunity from his efforts and when Max's plans fail, he usually winds up in a worse situation than when he started. To make things worse, Max suffers from a temporal -induced psychosis that gives him feverish dreams of alternate timelines where his plans almost succeeded.

Powers/Tactics: Tries to avoid direct confrontation with super beings except when he feels that he's achieved victory (or is close to it), at which point he'll gloat.


If he does show up personally, it will be by ambush (usually using his knowledge of the future) with other super-allies and/or soldiers.

Campaign Use: Heavily inspired by DC comics' golden-age JSA villain, Per Degaton. In fact, so heavily inspired that , for legal reasons, this character should be considered an homage, and in no way is intended as a challenge for copyright and trademark issues.


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Re: Character Posting Game.


Any particular reason that you made the alternate chalange white on white?

No that was unintentional, still getting the hang of the boards layout. Sorry about that.

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Re: Character Posting Game.


howsabout a hybrid of two legendary comics/movie vehicles but tied into the current official Champions universe or...


Because I just ate the Imp of the Perverse for lunch:


The PRIMUS Helibase: Combination SHIELD Helibase and Wonder Woman's Invisible Plane




Val Char Cost
160 STR 0
13 DEX 9
40 BODY 0
4 SPD 17
0" RUN-120" SWIM-20" LEAP0Characteristics Cost: 216


Cost Power END
26 Primary Power Plant (PPP): Endurance Reserve (200 END, 20 REC) Reserve: (40 Active Points); Independent (-2), OIF (-1/2) 0
13 Secondary Power Plant (SPP): Endurance Reserve (100 END, 10 REC) Reserve: (20 Active Points); Independent (-2), OIF (-1/2) 0
2 Backup Generator (The Jenny): Endurance Reserve (25 END, 2 REC) Reserve: , 2 Continuing Fuel Charges lasting 6 Hours each (Uses aviation fuel; +0) (4 Active Points); Independent (-2), OIF Fragile (-3/4) [2 cc]
9 Hovering: Flight 15", Position Shift, x4 Noncombat (40 Active Points); OAF Immobile Unbreakable Expendable (Extremely Difficult to obtain new Focus; Six Massive Heliblades, All of which must function.; -3), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Costs Endurance (-1/2) 4
10 Stealth: Invisibility to Hearing and Radio Groups and Normal Sight , No Fringe (30 Active Points); IIF Bulky Fragile Expendable (Extremely Difficult to obtain new Focus; Stealth Characteristics; -2) 3
18 On-board Weapons Systems: Multipower, 80-point reserve, (80 Active Points); all slots Independent (-2), OIF Expendable (Extremely Difficult to obtain new Focus; Weapons; -1 1/2)
2u 1) EB 16d6 (80 Active Points); Independent (-2), OIF Expendable (Extremely Difficult to obtain new Focus; Weapons; -1 1/2) 8
2u 2) EB 10 1/2d6, Area Of Effect (One Hex; +1/2) (79 Active Points); Independent (-2), OIF Expendable (Extremely Difficult to obtain new Focus; Weapons; -1 1/2) 8
1u 3) EB 6d6+1, Autofire (10 shots; +1) (64 Active Points); Independent (-2), OIF Expendable (Extremely Difficult to obtain new Focus; Weapons; -1 1/2) 6
Powers Cost: 83



Cost Skill
7 +6 with Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) (24 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Laboratory; -2 1/2)
3 +5 with Inventor (10 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Laboratory; -2 1/2)
4 +2 with Demolitions
7 +5 with Electronics (Communications Systems, Environmental Systems, Medical Systems, Air/Space Traffic Control Systems, Dimensional Sensors, FTL Sensors, Medical Sensors, Metal Detectors, PRIMUS weapons, Radar, Sensor Jamming Equipment, Sonar) (25 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Laboratory; -2 1/2)
3 +5 with Mechanics (10 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Laboratory; -2 1/2)
2 +3 with Navigation (Air) (8 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Computer; -2 1/2)
3 +6 with Paramedics (12 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Medical Bay; -2 1/2)
5 +2 with Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Air/Space Traffic Control Systems, Dimensional Sensors, FTL Sensors, Medical Sensors, Metal Detectors, On-board Weapons, Radar, Sensor Jamming Equipment, Sonar) (19 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Laboratory; -2 1/2)
12 +12 with Weaponsmith (Arrows, Bolts, And Darts, Axes And Picks, Biological Weapons, Bows, Chemical Weapons, Crossbows, Energy Weapons, Firearms, Flails, Incendiary Weapons, Maces And Hammers, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged, Other, Spears And Polearms, Swords And Daggers) (42 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Laboratory; -2 1/2)
Skills Cost: 46


Cost Perk
4 Access (Hidden (-1 to Skill Rolls))
6 Computer Link
20 Vehicles & Bases
60 Follower
3 Fringe Benefit: Federal/National Police Powers
Perks Cost: 93


Cost Talent
3 Absolute Range Sense
3 Absolute Time Sense
3 Bump Of Direction
4 Universal Translator 18- (27 Active Points); IIF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Translation Computer; -2 1/2), Independent (-2), Limited Power: Only Earth languages Power loses about a third of its effectiveness (-1/2)
Talents Cost: 13



Total Character Cost: 451


Val Disadvantages
25 Distinctive Features: It's a massive, hovering BASE! (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
15 Distinctive Features: Obviously, it's a massive, hovering PRIMUS base. (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
35 Hunted: Constant target of villain groups and evil agent groups 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25 Physical Limitation: Too big to land safely anywhere outside special base in the Bahamas that contains the Dock (All the Time, Fully Impairing)
25 Physical Limitation: Has no independent ability to manipulate objects (All the Time, Fully Impairing)
25 Psychological Limitation: No artificial intelligence -- Only expert systems. Whoever is in charge of those systems is in charge of the entire base. (Very Common, Total)

Disadvantage Points: 150


Base Points: 300

Experience Required: 1

Total Experience Available: 1

Experience Unspent: 0

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Re: Character Posting Game.


Here's a character from a very different earth, set in WorldMaker's game world.


Name: Mermaid

Real Name: Melissa Harknail

Affiliation: Canadian Shield

Hair/Eye Color: Reddish Brown / Green

Height/Mass: 2.20 m / 100.00 kg

Nationality: Other (Canadian Citizen)

Place of Birth: country Rockies on planet Ocean (on Earth this would be British Columbia in Canada)

Date of Birth: December 12, 1839


Background Story: Today was the day! In a few more minutes, the moment Melissa Harknail had been waiting for over a century was going to arrive. This first full power test of the interdimensional viewer would let her peer into the other dimensions that she had proved existed as her collage thesis. As she sat waiting in her powered wheelchair, she reflected an all the steps leading up to this moment, the initial theory and proof while in college. The search for funding, finally provided by the government based on the possibility of seeing the mistakes other realities had made and avoiding them. And the many years of work developing a way to actually view these other dimensions. Initially she had worked alone, but as time went on and results seemed promising, more financing for assistants was made available.


And now everything was finally ready. Low powered tests had checked out all the components. It had been more two decades ago when she first confirmed contact with another dimension. But today, for the first time, she would be able to see into another dimension.


"Power systems nominal" said her assistant, Peter Callfar, jostling her out of her ruminations. The short presentation for the reporters benefit had just finished, and it was time to get on with the real show.


"Laser array switching according to spec", announced Cathy Samepiece. The rest of her assistants called out status reports from around the large room.


One by one the systems were powered on and tuned. Finally a window to another world began to appear in front of Melissa. She called out the adjustments that were needed to stabilize the viewing portal. She had selected a dimension far from her own in the hopes that differences would be readily visible, in this she succeeded. The lab building itself was missing and the ground was covered with snow even though it was summer. But the most striking difference was that the ocean was missing!


Although she didn't realize it at the time, Melissa had tuned her interdimensional viewer to a world where superpowers could exist. Not just light was coming through the viewer, but the indefinable something that made superpowers possible. Combined with the interdimensional energies of her viewer, it was sufficient to activate Melissa's metagene. Her activating metagene in turn interacted with the energies of the interdimensional viewer, with the result that the last image Melissa had of her own world was the window into another dimension expanding explosively as she passed out.


Melissa was not an old invalid; in fact, at 160 she was a young healthy member of her long-lived race. She used a wheelchair to get around on the ground simply because none of her race had legs. To put it simply, she was a mermaid in a world of merfolk, living on Ocean, an alternate Earth where the sea level is 10,000 feet higher than it is on our world.


Ever since fire had been discovered on a beach in ancient times, islands had been the center of research and technology on Ocean. In the time of Melissa, it was no longer a great burden on those who worked on dry land. Powered wheelchairs of high flexibility transported the merfolk around their work areas, while waldos allowed them to manipulate material that couldn't be conveniently reached from a chair.


Melissa awoke to find that most of the building was gone, along with all other buildings on the island; only the corner of the lab that she was in was left. And the island... As she looked around, she saw the same view she had seen in the interdimensional window. She found that warm summer day had changed to a snow covered winter. And the ocean was gone! As she looked out from the remains of her lab, and saw only dry land sweeping out below.


Melissa was alone in a strange land with no recognizable signs of civilization in sight, nor any sign of liquid water. She didn't feel the cold, but didn't think anything of it since merfolk are very tolerant of cold. Her prospects for survival didn't look good, but Melissa didn't worry about that. Instead she set about confirming her guess as to what had happened.


The remaining instruments in her lab didn't have power of course, but her chair was independently powered, so with a few connections she was able to power a few devices. She had just determined that she and the nearby section of the lab had somehow been physically transported to precise dimension she had been viewing, which shouldn't have been possible at the power levels the equipment was operating at, when she heard a sound like nothing she had ever heard before.


Meanwhile, Melissa's arrival on Ghost Mountain in Hamber Park had been detected by a variety of sensors, and the Canadian Shield had decided to investigate. It's hard to tell who was the most surprised, Melissa with her first sight of a flying machine, or the Canadian heroes finding a mermaid on a mountain top. But Melissa had a second surprise when the heroes emerged from their vehicle. They had legs! And some of them could fly!


The Canadian Shield soon had Melissa and her wheelchair aboard and heading back to base. Melissa was fascinated by the ride, but found it strange that there would be so much wind in what appeared to be a sealed cabin. She was just noticing that no one else's hair was blowing in the wind when the Lark descended below 10,000 feet, and Melissa found her self being dragged through water at a very high speed! Fortunately, the heroes noticed her distress and were willing to slow down to a speed she could tolerate.


Once back in civilization, Melissa spent months studying and being studied, learning about Earth, herself, and to her surprise a bit about Ocean. The differences between her home and this dimension were expected, what surprised her were the similarities. For example, except for the difference in water levels, and that in her world the continental shelves were at the same level as the sea bottom, the geography was almost identical. Likewise the language and calendar were the same, the reason it had seemed like winter when she first arrived was because she had been above the snow line.


The level of technology was very close between Earth and Ocean, though there were many differences. Earth had flying machines, vacuum tubes, television, and more advanced computers. Ocean had fuel cells that ran on cellulose (sea weed), more advanced life sciences, corrosion proof metals, and the technology to build electronics that would function underwater at a depth of 2 miles. Solid-state electronics on Ocean were literally a solid block. However, perhaps due to their shorter lifespan, technology had advanced much faster on Earth than it had on Ocean. Unfortunately, Melissa didn't have much knowledge in any of the fields where Ocean was more advanced than Earth, other than her own field of interdimensional physics. All she could offer the scientist of Earth was material samples of the metals used in her lab, and the fuel cell from her wheelchair. This is when her wheelchair was changed to use an Earthly hydrogen-based fuel cell.


As for Melissa herself, analysis of her genetic structure showed that her race had been genetically modified from humans. It also showed a separate, older modification, which gave her race their long life spans. Ocean archaeologist had found evidence of land dwelling people on the ocean floor, and wondered if they were somehow related. Now Melissa knew that was so, though since her people were artificially created, there was still the mystery of why.


On a more personal note, like humans her race had the potential for the metagene, and Melissa had it. She had developed interdimensional powers, and was recreating her home environment about her. Melissa soon figured out how to turn this off (it was just a matter of relaxing), allowing her to ride in rapid transit without problems. This seemed to be her only ability, which surrounded her with a water filled force field. Strangely, the water inside the force field was always stationary relative to the Earth, appearing and disappearing as she moved. This allowed her to move through the air as easily as she could move through the water. At first she though she was still in contact with her home dimension, but analysis of the water showed that it didn't have any organic components to it.


Between the layer of water, and the interdimensional field itself, her force field provided quite a bit of protection. But when she was underwater, she only had the protection of the dimensional barrier, since any attack was already going through the water. For similar reasons, the same was true above 10,000 feet, where her force field was filled with air. Also she found that she could extend her field in a thick column, although she couldn't maintain it.


Finally the mutual studies were coming to an end, and the question came up of what Melissa was going to do. She was offered a job as a consultant to help the University of Alberta in creating an interdimensional viewer, a job that she accepted. Soon she was a regular sight, both around campus and around Edmonton.


At first it went well. She could relate to the other scientist, and the work kept her busy, busier than she had ever been in her long life! And it wasn't just the physics team. The Oceanography wanted to know how having a planet wide ocean affected things. And Climatologist wanted to know the same things, but for the surface. She helped all to the best of her abilities, learning much in the process. During this year she became a Canadian citizen, affirming Canada as her new home.


Although Melissa didn't go looking for trouble, her habit of exploring all nocks and crannies of the campus and surrounding town occasionally led her to stumble across it. When she did find someone in need of help, she helped by whatever means were needed.


All this hurrying (as she saw it) produced results. The University of Alberta researchers accomplished in a year what it had taken her a decade to do. But the first tests were a disaster, at least for her. It was a simple test, testing a single element to see if interdimensional energies could be created. But as soon as the test was started, Melissa was wracked with intense pains. She had discovered a side effect of her powers; they rendered her susceptible to other sources of interdimensional energy.


While this did not prevent her from continuing help others to recreate her work, she wouldn't be able to participate in the tests themselves. This affected her deeply since for over 100 years this had been her primary goal. Once she had proven beyond a shadow of a doubt that the prototype device was the source of her pain, she went for a swim around campus. With her lifetime ambitions dashed, she was in a receptive mood to notice a recruitment poster for the Canadian Shield. She didn't know why it was there, as far as she knew; she was the only superhuman in Edmonton. But it was the right poster at the right time.


Melissa had never before considered a career in law enforcement, but as she read the poster, she was intrigued. Since her superhuman abilities were no doubt what was preventing her from continuing in her lives work, why not make those same abilities the basis of her new career. She looked at the qualifications. She was way over the required 21 years old. The collage work might be a problem; she had far more than 60 hours of study, but had no proof of it. Still her coworkers here could confirm her knowledge. A driver's license? She could get Rick to teach her to drive his wheelchair accessible van. She read down the list and didn't see any problems with the rest of the requirements. The pay was less than what she was getting now, but money wasn't her primary concern. She smiled when she got to the "Women and Minorities are encouraged to apply." As the only one of her kind on Earth, she was a minority of 1.


So Melissa continued as an adviser for a few more weeks while she learned how to drive, and gathered written statements from her peers that she had a university equivalent education. When she was ready, she applied to become a member of the Canadian Shield.


Quote: "Humans are always in such a hurry."


Quote About Him:


Personality: Melissa is inquisitive and curious. She is stuck in this world, but there is so much to learn about it that she has yet to feel homesick. What interests her more than the differences are the surprising similarities between Earth and Ocean.


Still, Melissa is an outsider. Her strange appearance and the differences in cultures keep her from fitting in other than with heroes or scientists.


Perhaps this is due to their long lives, but Melissa, like all of her race, tends not to be in a great hurry to get things done. The expression "There is always tomorrow" is even more true for the long-lived merfolk than it is for humans. Still, Melissa has caught some sense of urgency from the heroes she has worked with and has come to realize that some problems at least must be dealt with NOW!


Appearance: Melissa above the waist Melissa appears human with green eyes, and long straight reddish brown hair. Her skin is fair, and her torso would fit a human 5 1/2 feet tall. Most of her mass is below the waist in her long muscular fish tail. Her tail is covered in iridescent green scales, and ends with horizontal membranes for flukes (dolphins have horizontal fleshy flukes, fish have vertical membranes). Her tail is very flexible, almost but not quite prehensile.


Melissa's uniform consists of a bikini top using the Mounty colors (red & black).


Powers: As a mermaid she can withstand any conditions found in earths oceans (cold, pressure, breath water), and swim as fast as a dolphin. She has sonar, which she has learned to use in the air as well as under water. Her eyes are adapted to low levels of light, allowing her to see at greater depths, and she can pinpoint the direction of sounds. Also her race was engineered for a long life (typically 750 years).


In addition she has the metahuman power to create a shell of water around her body within a force field. The water is stationary relative to the earth (appears and vanishes at the force field as it moves), allowing her to push against it to swim through the air. Besides giving her mobility in the air, this combined force field and water shell gives her self-contained breathing and protection from attacks. She can extend this field to produce a column of water, giving her an attack. Although it appears that it is the water hitting the target, the water is actually stationary and it is the impact of the force field that does the damage.


Her metahuman power is recreating her home environment, and is thus limited to 10,000 feet above sea level. Above that her force field still works, but is filled with air instead of water. Either way, as long as she can move, it allows her to survive in extremes of heat or cold even more extreme than what her marine metabolism could withstand.


When swiming through the air isn't appropriate, she uses the powered wheelchair that came with her from her home dimension. It's the equivalent of the very best of Earthly wheelchairs. It can lower her till she can reach the ground, or raise her up to roughly standing height. It can even navigate stairs. And it's controlled by her tail, leaving her hands free. Of course it's completly waterproof. However, it does limit her mobility while she is in it, making her an easier target.






3 STR 13

42 DEX 24

26 CON 23

0 BODY 10

8 INT 18

0 EGO 10

5 PRE 15

4 COM 18

2 PD 5/25

0 ED 5/25

16 SPD 5

8 REC 12

-1 END 44

1 STUN 30


Combat and Roll Information:


OCV: 8 STR Roll: 12- INT Roll: 13-

DCV: 8 DEX Roll: 14- PER Roll: 13-

ECV: 3 CON Roll: 14- EGO Roll: 11-

Phases: 3, 5, 8, 10, 12 rPD/rED: 0/20/0/20 Running: 1"/6"





Cost Powers


30 Recreate home dimension environment: [ Elemental Control, 60-point powers ] END:


30 1) Waterfilled dimensional barrier: [ Force Field (20 PD/20 ED), Reduced Endurance (0 END; +1/2) (60 Active Points) ] END: 0


33 2) Swim through the air: [ Flight 18", No Turn Mode (+1/4), Reduced Endurance (1/2 END; +1/4), Natural Gravity Doesn't Assist or Hinder Movement (+1/4) (63 Active Points) ] END: 2


30 3) Extend dimensional barrier: [ Energy Blast 12d6 (60 Active Points) ] END: 6





16 Fast swimmer: [ Swimming +16" (18" total) ] END: 2


5 Float in the air: [ Flight 2", Reduced Endurance (0 END; +1/2) (6 Active Points); Linked (Waterfilled dimensional barrier; -1/2), Greater Power is Constant or in use most or all of the time (+1/4) ] END: 0


20 Sonar Sense: [ Active Sonar (Hearing Group), Discriminatory ] END: 0


5 Breath Water or Air: [ Life Support (Expanded Breathing) ] END: 0


2 Immune to cold: [ Life Support (Safe in Intense Cold), Variable Limitations (requires -1/4 worth of Limitations; Either Only to extremes found in Earths Oceans, or Linked to Water Filled Dimensional Barrier; +0) ] END: 0


3 Long lived species: [ Life Support (Longevity 800 Years) ] END: 0


1 Immune to Preasure: [ Life Support (Safe in High Pressure) ] END: 0


2 Immune to heat while recreating home environment: [ Life Support (Safe in Intense Heat), Variable Limitations (requires -1/4 worth of Limitations; Either Only to extremes found in Earths Oceans, or Linked to Water Filled Dimensional Barrier; +0) ] END: 0


8 Immune to atmosperic content while recreating home environment: [ Life Support (Self-Contained Breathing) (10 Active Points); Linked (Waterfilled dimensional barrier; -1/2), Greater Power is Constant or in use most or all of the time (+1/4) ] END: 0





4 Powered Wheelchair from home dimension: [ Running +5" (1"/6" total) (10 Active Points); OAF Bulky (-1 1/2) ] END: 1







15 +3 with DCV

3 +1 with Bureaucratics, Persuasion, Tactics

3 +1 with Tactics, KS: Known Super Criminals, Teamwork

3 AK: Canada 13-

3 Deduction 13-


Canadian Shield Package (Cost: 6)

3 1) Bureaucratics 12-

3 2) Criminology 13-

3 3) Fringe Benefit: Canadian National Police Powers

2 4) KS: Canadian Criminal Law and Procedure 11-

2 5) KS: History of the Royal Canadian Mounted Police 11-

-15 6) Monitored by the Canadian Government 8 or less

-15 7) Monitored by the Canadian Media 8 or less

3 8) PS: Mountie 13-

-15 9) Social Limitation: Subject to Orders

3 10) Tactics 13-

7 11) Team Base Donation

9 12) Team Communicator

13 13) Team Vehicle Donation

3 14) Teamwork 14-


3 Persuasion 12-


3 Scientist

1 1) SS: Biology 11- (2 Active Points)

1 2) SS: Chemistry 11- (2 Active Points)

2 3) SS: Mathematics 13- (3 Active Points)

2 4) SS: Nuclear Physics 13- (3 Active Points)

1 5) SS: Oceanography 11- (2 Active Points)

2 6) SS: Physics 13- (3 Active Points)

2 7) SS: Quantum Mechanics 13- (3 Active Points)

7 8) SS: Quantum Physics 18- (8 Active Points)

2 9) SS: Quantum Theory 13- (3 Active Points)

Scientist Package

1 1) Fringe Benefit: Doctorate in a Science of the Player's Choice

3 2) KS: Research Methods (INT-Based Roll)

2 3) PS: Academic Researcher 11 or less

3 4) PS: Appropriate Scientific Career (INT-Based Roll)

-10 5) Social Limitation: Occupation

-10 6) Social Limitation: Publish or Perish


3 Systems Operation 13-






5 Top Man in Quantum Physics

1 Money: Slightly Well Off




15 Distinctive Features: Obvious Superhuman (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Physical Limitation: Unwieldy Body Shape (Mermaid) (Frequently, Greatly Impairing)

15 Physical Limitation: Weird Biochemistry Requires Special Medical Care (Frequently, Greatly Impairing)

10 Psychological Limitation: Cheerful Charlie (Common, Moderate)

20 Psychological Limitation: Code Versus Killing Common, Total

15 Psychological Limitation: Curious (Common, Strong)

15 Social Limitation: Public Identity Frequently (11-), Major

15 Susceptibility: Interdimensional Energies, 1d6 damage per Phase (Uncommon)

15 Susceptibility: Touching electrical outlet or electrical forcefield with water filled forcefield or energy blast, 3d6 damage Instant (Uncommon)

5 Vulnerability: 1 1/2 x BODY Electrical (Uncommon)

5 Vulnerability: 1 1/2 x STUN Electrical (Uncommon)

1 Q: Anything she touches while her force field is on gets wet

1 Q: Can't fly above 10,000 ft

1 Q: Gets depressed if she thinks too much of home

1 Q: Must turn off force field when riding a fast vehicle (water inside is stationary to the ground)

1 Q: Outsider, doesn't quite fit in to society



Characteristic Cost: 104

Skills Cost: 51

Martial Arts Cost: 0

Talents Cost: 0

Perks Cost: 6

Powers Cost: 189

Disadvantage Total: 150


Total Cost: 350

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