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Uberworld - Character and Art


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Re: Uberworld - Character and Art

 

Hi,

 

Here are Kinder der Zukunft (Children of the Future), led by Dr. Mengele himself as Vaterschmerz. Art by Ben (Tribe).

 

Neil

 

Kinder der Zukunftkinderderzukunftlogo.jpg

Background

Dr. Josef Mengele, a member of the elite and fanatical Nazi SS, escaped an American POW camp towards the end of World War II. He had gained a claim to fame for discovering that ubermen had hereditable traits that appeared to be genetically derived. Perhaps just as important was the infamous way that he made this discovery.

 

By 1942, he was already well established as a cruel doctor who experimented on live captive Jews. He found that severe stress caused two of his experimental subjects to change - to become ubermen. Throughout the war he continued his cruel research, but also became interested in ubermen. He obtained a directive signed by Adolf Hitler to create an army of uberman. To do this, Dr. Mengele intensified his experiments to determine how to activate the ubergene. At the same time, he developed serum that was later used to transform normal soldiers into ubersoldiers. The entire stock of uberserum was used to create the infamous Uber Waffen SS Company that spearheaded the Ardennes Offensive.

 

After the war, Mengele hid in a mansion in Buenos Aires, Argentina. The mansion's basement was converted to a laboratory, and soon the evil doctor was back in business.

 

After a series of kidnappings and experiments, he created a small group of ubers that were indoctrinated into his vision of the Fourth Reich. The Kinder der Zukunft, or Children of the Future, became his new stormtroopers. And they began to expand their kidnappings to a worldwide scale - all the faster to grow the Fourth Reich. Twin ubers were found in this search, and Mengele experimented on them, creating the perfect bodyguard.

 

In 1992, a group known as S.A.G.E. found out what really happened in the mansion. Mengele set fire to the building and fled with Leibwachter and a handful of die Kinder. Eventually, they set up shop in the Schwarzwald - the Black Forest of Germany.

Goals

The Kinder was created by Dr. Josef Mengele for three reasons. First, he seeks to establish a Fourth Reich. He has 'realized' that the Nazis of the mid-20th century were only partially correct. The superior race, he has determined, are ubermen. Thus, he seeks to establish worldwide domination with ubermen on top - under his direction. The second reason for the Kinder's existence is that Dr. Mengele can't do everything himself and he needs to have loyal agents to carry out the primary goal. Finally, he needs to satisfy his thirst to experiment on human beings and those ubermen who are less than gamma level are suitable subjects.

 

Click Here for the Team Page

 

vaterschmerz1.jpgVaterschmerz

Background

"Heil, Mein Vater," the wolfman said as he thumped his fist on his chest and shot it forward in salute. "A flying car approaches. Likely it is the vermin who have been pursuing us for the past weeks."

 

Bringing the comb down the left side of his well-greased hair, Josef Mengele continued to look at his image in the mirror. He never liked hearing bad news. And if he thought he could do it quickly, he would have inflicted pain on the wolfman. Instead, he merely said, "all of die Kinder shall muster to destroy these nuissances. Quickly, go now."

 

He then turned to his faithful bodyguard and said, "Leibwachter, gather four of the most stealthy of die Kinder and prepare to leave. But first, you must find one of the new uninitiated who is similar to me in height and build. Bring him to me immediately."

 

Without hesitation, his faithful 'children' saluted, smiled, and said together with far too much enthusiasm, "Jawohl mein Vater."

 

Josef finished his hair and powdered his face then went to the equipment. He waited for Leibwachter's return next to the rack. He would need to carry out some torture first. Someone must feel pain for his having to relocate the comfortable mansion.

 

Personality

Throughout his entire life, Mengele never believed that the rules that applied to others also applied to him as well. His youth was spent as part of the Brown Shirts and then a member of the Schulzstaffen. He toyed with the lives of thousands of Jewish victims in places like Auschwitz and Buchwald. In the latter decades he built up the Kinder from the ground. He believes that he is the apex of the superior. The main mission of his life is to renew Nazism to bring about the Fourth Reich with himself as Vater. And, he still indulges in his passion - bringing pain to others.

 

Powers

Mengele has studied pain since the middle of World War II. His numerous experiments have resulted in sera and rays that he has used on himself. Now he is all but impervious to pain and also is able to inflict pain of various sorts on his victims and enemies. He also wears a suit of armor made of composite fibers interlaced with very strong metal alloys. The armor is fitted with a jetpack that give him the ability to fly when needed.

 

Appearance

Handsome and almost youthful looking despite his nearly century of life, Josef Mengele has a small degree of vanity about his looks. When not directly supervising Kinder activities, he wears well tailored crimsom-colored suits. As Vaterschmerz, he dons red lacquered armor made to look like that of a German Baron from the era of the Holy Roman Empire.

 

Click Here for Vaterschmerz's Character Sheet

 

leibwachter1.jpgLeibwächter

Background

Aroon and Sakda Srisai were identical twins and just started manifesting their superstrength uber powers when they were abducted by Dr. Mengele and 'adopted' in to die Kinder. This presented an unique opportunity for the evil doctor. He had conducted experiments on Jewish twins in the Nazi death camps many years before. And here was the second pair of uber twins that he had found in his lifetime.

 

Fortunately, these two uber twins survived the experimentation which resulted ultimately of fusing them together back-to-back. Mengele smiled with the irony of his final twins experiment that created a superpowerful Siamese twins.

 

Because of the success of the experiment, the twins held a special place in the evil doctor's heart. He treated them as a favorite among his 'children'. And he gave them the special position as his personal bodyguard and strongman.

 

Personality

Leibwächter behaves like the favorite child of Dr. Mengele. They often crave his attention and approval and will attempt to do nothing that will bring about his disdain. In many ways, they are the perfect bodyguard and servant for their 'father'.

 

Powers

Aroon and Sakda Srisai would have been superstrong bricks even without the manipulations of Dr. Mengele. They were further enhanced by his Unpain therapy - a very painful process in itself. And finally, they were physically linked together. The result is a two-headed, four-armed, four-legged very tough strongman.

 

Appearance

Leibwächter is a large conjoined twin with black hair and well-tanned skin. They wear typical die Kinder uniforms - red with the Kinder insignia - specially tailored, of course.

Click Here for Leibwächter's Character Sheet

 

kinderderzukunft1.jpgdie Kinder

Background

Approximately one in each million children are born with the ubergene. Many of these are tracked down and kidnapped by the Kinder der Zukunft. The kidnappings are not for ransom, but for something much more malign. Vaterschmerz has plans for them. They are the children of the future - a future where ubermen, the superior breed of humans, bring about the Fourth Reich.

 

Personality

Die Kinder are a mix of ethnic backgrounds and ubergenetic powers. As such they are also a mix of personalities. But all have been taught that they are superior to non-uber humans and all of them have been taught to follow Vaterschmerz and his vision of the future.

 

Powers

Die Kinder are beta or gamma level superhumans. As with the population of ubermen as a whole, there are some powers that seem to predominate such as heightened strength or agility, the projection of energy, or the ability to survive damaging blows

 

Appearance

The specific appearances of die Kinder are fairly heterogeneous as one might expect from such a mixture of ethnicities and ubergenetic manifestations. All wear red uniforms with a the die Kinder logo - a Nazi swastika over a representation of DNA.

Click Here for die Kinder's Character Sheet

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The Brotherhood - Europe's Group of Independent Heroes

 

Here is a group of loosely-connected heroes from Europe who share information and occasionally help each other out when jurisdictions merge. The team was established by Armstrong and Steppenwolf but has since attracted other European ubers to their ranks.

 

armstrong1.jpg

Art and Character by The Arc (Noah Thorp)

 

ARMSTRONG: Dr Guy L'Estrie

Click Here For The Character Sheet

 

Concept Brick Hair Colour Black

Nationality French Eye Colour Black

Place of Birth Paris, France Height 1.83m

Date of Birth July 14, 1976 Weight 136kg

 

Background

Doctor Guy L’Estrie was one of France's leading scientists in the field of robotics and cybernetics. He had founded, along with his sister Elaine, L’Estrie Industries, a firm that manufactured high tech robotics, and to a lesser degree cybernetics.

 

The company grew quickly, becoming a major player in the European marketplace. However, this notoriety brought the company to the attention of Sterling House, a wealthy financial company from England. The leader of Sterling House was Jonathan Sterling, the uber known as Sterling and the leader of TITAN. Sterling House sought to take over L’Estrie Industries, but Guy held the majority of stock in the company and blocked the takeover.

 

This enraged Sterling to no end. He dispatched the German powerhouse Rage to deal with the reluctant Frenchman. Rage was supposed to encourage the doctor into selling his stocks to Sterling House, but things went terribly wrong. Rage cornered Doctor L’Estrie at his remote research and development laboratory in Strasbourg. The German seriously hurt the doctor and left him for dead.

 

He would’ve died too, if his nephew Rene hadn’t showed up. Rene was also attacked by Rage and was seriously hurt. Later he lost the use of his lower body and became wheelchair bound. However before that, Rene was able to rebuild his uncle using the laboratory. However, there were a lot of changes to Guy. He had to replace all of his limbs with cybernetic replacements.

 

Since that day, Guy, who goes by the code name Bras Fort or Armstrong has battled crime not only in his native France but across Europe as well. During his adventures he has made friends with the German uber Steppenwolf, and the German convinced him to partner with him for awhile. However, they later decided to work solo as well. Every once in a while they get together with other European ubers in a loosely based group known as the Brotherhood. Guy has also given his shares in L’Estrie Industries to his sister so that he could concentrate on his crime-fighting.

 

 

Personality

Armstrong is very much a thinker. He gets really involved with his research; often losing track of time. When doing research, Guy can spend days in his labs without knowing about the loss of time. Guy feels really badly about his nephew becoming wheelchair bound, and strives to make up for it by doing heroic things.

 

Quote

“I think zat a vell placed punch to ze solor plexus should do ze job nicely.â€

 

Powers

Both of Guy's arms and legs have been replaced with titanium alloyed cybernetic prosthetics. With his new arms and legs Armstrong becomes incredibly strong. His cybernetic arms allow Armstrong to reach over distances, and his legs telescope allowing him to run incredibly fast. Due to the addition of the cybernetic limbs, Armstrong had to reinforce his torso to carry all the extra weight. This reinforcement acts as armor for Armstrong. In addition to the reinforcement, Armstrong also has a built-in oxygen supply.

 

 

Appearance

Armstrong is a modified man. His arms and legs have been replaced with cybernetic prosthetics, which Armstrong is able to telescope at will. For a costume Armstrong wears a blue, white, and red jersey with a pair of black bicycle trunks. He wears black gloves on his hands as well, and black shoots. Due to the effects of the cybernetics on him, Guy doesn’t try to maintain a secret identity.

 

 

holgerdanske1.jpg

HOLGER DANSKE: Mikkel Bramsen

Click Here For The Character Sheet

 

Concept Weapon Master Hair Colour Brown

Nationality Danish Eye Colour Blue

Place of Birth Copenhagen, Denmark Height 1.78m

Date of Birth February 12, 1972 Weight 80kg

 

Background

One of Hans Christian Andersen's tales told of Holger Danske, who slumbered beneath a castle in Denmark, awaiting the time when his country was in peril; at which time he would awake and leap into her defence.

 

Mikkel Bramsen grew up with the story, among others, but when he was twenty-three years old he stumbled across the room where Holger Danske was supposed to have laid to rest. He had been in the castle as part of a renovating team, Mikkel being a sculptor and restorer of old marble and granite works. He felt the power of the room, while the other workers simply scoffed and moved to their work assignments. Mikkel felt his way through the room, running his coarse hands over the uneven walls.

 

Outside the room, a passing ship sounded its horn three times in the tradition of the place. The sound seemed to echo throughout the cellar and the light shifted somewhat. Mikkel's hands passed over a ridge which pressed downward and released a secret compartment. Inside the compartment was a suit of chain armour and a thick-bladed sword. Mikkel's eyes widened with amazement, but he didn't touch the artefacts. Instead, he called the museum which came to investigate.

 

When they arrived, the artefacts were gone. Mikkel felt embarrassed and was further ridiculed by his team mates. To make up for the embarrassment, Mikkel decided to work well into the night. He lived alone anyway, and felt foolish for having believed he'd found Holger Danske's hidden armour. At around midnight, another ship passed, and saluted the castle. Mikkel looked back to the spot where the compartment had opened and was amazed when it did so again.

 

He hadn't been dreaming.

 

This time Mikkel did touch the sword. He hefted its weight and weaved it through the air. It seemed to hum in his hands. His eyes turned to the armour and he slowly put it on, feeling equal parts excited and shamed. These were artefacts, he thought. When he was fully attired he moved through the castle, imagining what it would have been like to live in such times as Danske.

 

As he reached a window which overlooked the courtyard he noticed a woman screaming at the night. Her black dress flickered in the night air and she seemed to be in agony. Without waiting to take off his armour, Mikkel ran down to the courtyard and burst into the open air.

 

He was greeted by a demonic horde of shadows which seemed to be pulling themselves out of the woman: from her eyes, her ears, her mouth and her body. Each one peeled itself away and flew into the sky. Mikkel stood dumbstruck, and then the woman saw him and pointed her craggy fingers his way. The shadows leapt from her body, and flew towards Mikkel. He lifted the sword and its metal blade caught the moonlight. The shadows congregated around him, one or two of them testing his reach every few seconds. He was surrounded.

 

And then a ship passed and blew its horn three times, and in that moment Mikkel realised the tradition of Holger Danske. When Denmark was in peril, someone would come across the artefacts. He had done so himself, and the peril was obviously this woman and her shadow demons. He swung the blade at the shadows, cutting through them as if they were made of liquid. At each stroke, the demons seemed to melt away into nothingness. Some of them fled, while others managed to scratch at his bare skin, but in the end Mikkel stood triumphant in the courtyard.

 

He looked to the woman, who seemed weak and close to death. He contacted the hospital and the authorities arrived to tell him that the woman had escaped from a mental institution and that many other patients had done similar things in the past week. Mikkel left his new name with the police and left. Holger Danske had returned.

 

Ten years later, Holger Danske is one of Europe's most famous heroes. He maintains his vigil in Denmark but does not believe that dangers to his home country are limited to its borders. He has travelled throughout Europe in pursuit of evil, and has teamed up with a group of other independent heroes under the supervision of Armstrong and Steppenwolf. This Brotherhood serves to support and protect the individual members, as well as providing Mikkel with people he can share his secret life with.

 

 

Personality

Mikkel is appreciative of his responsibilities. He realises that he was chosen to take on the mantle of Holger Danske, and believes that his actions have averted disasters for the people of Denmark. He is aware of the proper way of doing things, and comes across as old fashioned, but it is this sense of chivalry that enabled him to find the artefacts.

When he is not saving the world, Mikkel enjoys the solitude of his art studio where he experiments with clay and other materials as a sculptor. He was married once, but the relationship couldn't endure the strain of his secret life: a life he failed to share with his wife. He regrets his marriage and feels that his life was not supposed to include such luxuries. He is determined to be the best defender of Denmark since the original Holger Danske, if such a man existed.

 

 

Quote

“By the cannons of Kronenburg, this is your last night of liberation.â€

 

Powers

Holger Danske relies on the two artefacts found in Kronenburg castle. The first is an ancient sword which has an enchantment placed upon it so it never loses its sheen and can even cut through the hardiest of defences. The second is the armour of Kronenburg, which provides Mikkel with an almost impenetrable armour. He has researched the armour and its material, but assumes it must be enchanted as well.

 

 

Appearance

Holger Danske is an impressive figure in his ancient armour. His reputation and appearance are enough to reassure the inhabitants of Denmark that their futures are safe. He has brown hair of medium length although his head and face is usually covered with a helmet. He has designer stubble and an eloquent voice which further enhances his reputation. The armour itself is chain mail, covered by a blue tunic and orange vambraces.

 

 

polestar1.jpg

 

POLESTAR: Tadeusz Jerzejczak

Click Here For The Character Sheet

 

Concept Energy Blaster Hair Colour Blonde

Nationality German / Polish Dual Citizenship Eye Colour Blue-Green

Place of Birth Rostok, Germany Height 1.88m

Date of Birth July 22, 1985 Weight 84kg

 

Background

Tadeusz grew up as a Pole under the oppressive rule of Soviet-friendly East Germany. His father ordered his family to turn away from their Polish heritage and embrace their stark future, so when the Wall fell in the late 1980s Tadeusz was confused about his place in the world. His father was even more betrayed and bewildered by the changing times, that when he was diagnosed with lung cancer and died in 1991, the entire family saw it as a blessing. Tadeusz's mother soon remarried, and Johannes Weiss became Tad's role model and new father. Weiss was a former intelligence officer for East Germany who had moved into the field of mercenary services just before Unification. Weiss maintained influential ties with South Africa and was a major player in the rising neo-Nazi movement of Germany.

 

Tad was a tall, blonde-haired and blue-eyed Aryan, and Weiss convinced the teenager to read up on the greatness of Adolf Hitler, and so it was that as Tad moved into adolescence, he did so under the manipulative and charismatic eyes of Johannes Weiss.

 

In 1998, Tad (who was now calling himself Johannes) attended a school trip to a nuclear power plant in the East of France. He had already shown a keen interest in physics and had been chosen to attend an international student seminar on nuclear non-proliferation. He fell into an argument with the mentor of his group and was ridiculed for being a 'fascist'. The insult hurt, and Tad was unable to let it pass, so for the next three days he simmered quietly while the remaining members of his study tour enjoyed the sights.

 

While being shown around nuclear research facilities, Tad found himself embroiled in another dispute with the mentor. His anger had been fermenting for days and he lashed out at the university student, sending him into a glass panel which contained an active experiment. The mentor grabbed Tad's arm and together the young men fell into the room and were bombarded with radiation. An investigation of the incident uncovered massive safety concerns throughout the facility and it was closed down by the French government soon after.

 

The mentor was killed immediately, but Tadeusz Jerzejczak did not die. Instead, he began absorbing the radiation as well as the electricity from surrounding labs until he started to glow. He felt wave after wave of intense heat but it did not hurt him. It was like a rebirth and as the radiation continued to fuel him he slowly became accustomed to the unusual process that was occurring. His anger and frustration had been searching for a way to vent, and it had somehow tapped his active ubergene and produced an incredibly powerful transition.

 

Tad stumbled out of the shattered lab with the ability to harness the devastating power of nuclear fire.

 

Naturally, the seminar and Tad's school wanted to keep the accident out of the media, and so he returned home with only a few explanations for his concerned family. Johannes Weiss, however, saw the opportunity to promote the link between the Aryan ideal and godhood. Here was an example of the pure race becoming the next gods. He took Tad to Berlin, which was kidnapping in all but name, and hooked up with a man who had once served Hitler himself, Dr Mengele. Although Tad was only 14, Mengele had already ear-marked him as a powerful addition to the Kinder der Zukunft.

 

Mengele, who was now known as Vaterschmerz, took responsibility for Tad's education and began an even more rigorous campaign of indoctrination. Tad was a perfect being, blessed with the powers of gods for the sole purpose to wrest control back from the savages that currently oppressed their people. He learned that America was the enemy, that it was the Dark Country, and that he would need to wreak vengeance on behalf of all the oppressed sons and daughters of Nazi Germany.

 

The history of the world had been perverted.

 

The Kinder were charged with the responsibility to turn the tide and write a new chapter in the history of mankind.

 

The story began well.

 

Tad took on the mantle of Polestar.

 

The Kinder der Zukunft launched blistering attacks across Europe, including the bombing of Parliament in London and severe damage to the Eiffel Tower in Paris. They crossed swords with many groups of uberhumans, and carried out vast kidnappings of other uber children. And then they crossed the Atlantic and laid siege to the New York Library. Vaterschmerz wanted to burn books, or so he said, but in reality he wanted to call down the wrath of Sanction, the United States' patriotic team of uberhumans.

 

Polestar and half a dozen other Kinder tore up the streets of Manhattan. Polestar had blasted the Library and fires had sprung up in many of the levels. Leibwächter had taken the fight to the street, hunting down half-breeds in the alleys. Vaterschmerz and a small band of Kinder were on another mission, perhaps the real mission, to steal an arcane sceptre from the Museum.

 

And then Polestar found himself face to face with a librarian who had not fled the building. She was an African-American, perhaps in her late thirties and her eyes were wide with terror and determination. She stood between Polestar and the books. He didn't think. The fire erupted from his eyes and hands, and before he had even thought of the consequences the woman was consumed in the fires.

 

Another librarian ran into the room and shouted at him, but he couldn't hear the words. All he saw was a pile of ash. He looked to the new librarian and his fires leapt out and consumed him as well, reducing the balding man to ash and dust.

 

Polestar looked at his hands.

 

Nuclear fire crackled across his palms, but he thought he could detect a dark stain there.

 

Murder.

 

He had never considered his actions to be murderous before. He had destroyed monuments and buildings. He had scarred superheroes and wrought great devastation upon cities. But he had never looked into the eyes of a victim and seen the fire burst forth from within.

 

He reasoned that she had been a black woman.

 

He reasoned that she was worthless.

 

But the stain on his hands remained and he knew that reason could not absolve him of guilt. Vaterschmerz would admonish him, strap him with barbed leather; but even fear of his leader could not pull Polestar away from the stirrings of regret. He thought back to the accident at the nuclear facility: the young man who had died there, all because Tad couldn't take an insult. In all the time since the accident, Tad had never even thought of the young man. It was as if it meant nothing.

 

He realised he had been wrong.

 

And that feeling spread throughout his body, almost like a virus, until he began to question everything. Why did they have to burn books? Why did he have to punish a people who were genetically inferior? If they were inferior, it wasn't their fault. With his power he should help those less fortunate than himself.

 

He shook his head at those thoughts.

 

They weren't his.

 

He remembered his grandmother telling him that people should always help those less fortunate, that it was humanity's responsibility to leave the world in a better state than when we arrived. She had been in Warsaw during the Second World War, and she had seen humanity's pale shadow of evil.

 

He thought of the librarian, of both librarians. They sacrificed their lives to preserve knowledge in the form of books. He was sent to destroy knowledge.

 

Polestar couldn't decide what to do.

 

In retrospect, Polestar was defeated by the librarian's death, but the newspapers credited the capture of an international terrorist to the timely intervention of Sanction. Captain California, Doctor Spin, Lady Liberty, Major American and Speedway arrived in New York and quickly dispersed the Kinder. Major American discovered Polestar, still standing above the two piles of ash, and after a short battle Polestar was thrown through two walls and into the daylight outside.

 

Tad remembered seeing the blue sky and wisps of cloud before he was rendered unconscious.

 

When he awoke he was incarcerated, although the rest of Kinder had escaped. The trial was brought forward quickly and Tadeusz Jerzejczak was found guilty of murder, although he offered a heart-felt apology to the families of the deceased which was generally taken as sarcasm. The media was fuelled by anti-Nazi sentiment and the jury was dismissed twice before a verdict could be reached.

 

Throughout the court case, Tad refused to contact his former team mates and even eventually turned one of his former team mates away when she organised a meeting with him in her secret identity. She said she was a cousin, but Tad only talked with her briefly before telling her that it was over. She smiled at him and whispered that the vater never gave up on his soldiers.

 

Tad wasn't so sure.

 

He was sixteen years old. He served five years in prison while being interrogated by SAGE who probed him for information on Mengele and Kinder. His case was re-examined and leniency granted because of his youth, the severe level of brainwashing and torture involved with his adolescence, and Tadeusz was released on his 21st birthday. He returned to Europe and was greeted by Steppenwolf and Armstrong of the Brotherhood, a group of independent heroes. They invited him to join, both as a way to monitor his activities as well as a chance to start a new life.

 

 

Personality

Tadeusz is self-centred and racist, although both of these qualities have been tempered by his recent experiences. He was raised as a Nazi and was revered as a god by two successful role models: his step-father Johannes Weiss and Dr. Mengele. His form, both human and metahuman, was the embodiment of the superior race.

 

But his ideology has been dealt a crushing blow.

 

Tad questions the Nazi ideals and, although he is still racist, he believes that those who are not pure deserve pity rather than death. He cannot understand why someone so superior would feel the need to murder and kill those who cannot physically, mentally or spiritually defend themselves.

 

Beneath the Nazi exterior, Tadeusz is also a young man who has found himself set adrift in the world - cut off from all his friends and family. He knows that he has the opportunity to rebuild his life and wants to do it better. He has secretly begun collecting information and anecdotes about suitable superheroes who he hopes to emulate, although these superheroes are all male and fit the Aryan model of racial purity.

 

Quote

"It is not your fault that you lack perfection. It is genetic."

 

Powers

Polestar is able to generate incredibly powerful nuclear energy which manifests itself as nuclear flame. He possesses one of the world's most devastating weapons in his energy blast, and complements this capability with defensive force fields, the ability to absorb fire and disrupt radio communication. He is also capable of increasing the temperature in his vicinity to unbearable levels, produce intense and blinding light, and soar through the air at high speeds.

 

While covered in his nuclear flames, Polestar is invulnerable to the effects of most dangerous environments and is able to produce his own oxygen for breathing.

 

Polestar gains his powers from the sun and is capable of storing incredible amounts of energy. His powers are very intensive and consume large quantities of energy, but his reserves of energy seem almost limitless. Polestar has been known to blast at opponents continuously with his full-strength fire blast for over a minute, which is rare in the world of superhumans.

 

Appearance

Tadeusz Jerzejczak could be a pin-up for Nazi propaganda, and possibly has been in some circles. He is tall and has dark blonde hair which is currently cut short in a crew-cut. When he triggers his sheath of nuclear fire, Polestar is covered in flames which crackle with nuclear energy. In costume he wears a high-collar black kevlar jacket which has the Polish flag on its back, over a form-fitting white bodyglove.

 

 

solaris1.jpg

 

SOLARIS: Teresa Musculla

Click Here For The Character Sheet

Created by Noah Thorp - The Arc

 

Concept Energy Blaster Hair Colour Brown

Nationality Italian Eye Colour Brown

Place of Birth Milan, Italy Height 1.65m

Date of Birth June 2, 1986 Weight 54kg

 

Background

The beat of the music was overwhelming. Boom, boom, boom. Teresa couldn’t get enough of it. Club Paradiso was an exclusive nightclub in Milan, and Teresa and her fellow fashion models were there and they were going to party. Just the night before Signor Maggiordomo, the head of House Luce fashions, had held his spring fashion show, presenting his latest fashions to the jaded public of Milan. And at the show, Teresa had been in the spot light, wearing a daring silk dress that would give her stuffy Papa a heart attack. Fortunately for Teresa, even though he had retired from archaeology, he still puttered around the house.

 

But enough thought about Papa, it was time to party, and Teresa was going to dance the night away. The lights, and the beat of the music swept her away. Without thinking she drank down the drink handed to her by Flavio, one of the photographers who worked for House Luce. It kind of tasted funny, but Teresa paid it no mind and kept on dancing.

 

However, about half an hour later, she started feeling sick. Rushing to the women’s room, she was barely in time to hurl up her dinner in the toilet. But even throwing up didn’t make her feel any better. Maybe she should have Flavio take her home. Walking over to the mirror, Teresa paused to splash water in her face; she was feeling really flushed. She had to resist screaming when she saw her face in the mirror. Her skin was glowing! And then she fainted.

 

It was the wind that roused Teresa from her stupor. Opening her eyes, she saw that she was in her 1967 Spider Alfa Romeo, and Flavio was driving. Teresa wasn’t sure how she got there, but at least her skin wasn’t glowing anymore. Flavio gave her a look, almost a leer, and he switched gears and the Alfa picked up speed. The increase in speed did nothing for Teresa’s stomach, and she asked him to slow down. Flavio just gave her another look and took a turn at an even greater speed. And then before she knew what was happening, they were parked. Teresa had no idea where they were, certainly no where in Milan. Somewhere up in the Alps.

 

Before Teresa could ask Flavio where they were he attacked her; kissing her violently, tearing at her clothes. Teresa tried to fight him off, but the drug that he had put in her drink was making her feel weak. Horror dawned on Teresa, Flavio was going to rape her, and there was nothing she would be able to do to stop him. And then her skin started to glow.

 

The door to the house exploded inward as a glowing woman floated in, tears streaming from her face. Teresa didn’t know how she made it home, and barely remembered Flavio’s attack on her. Looking around, Teresa floated towards her Papa’s study. However, before she was able to get to the door it was violently thrown open. Standing in the doorway was Papa. Teresa paused in confusion. Her Papa was wearing a suit of ancient centurion armor that just didn’t fit his scrawny body. Thank God that Mama was dead so she didn’t have to she Papa like this. It was too funny, and Teresa couldn’t help herself bursting out laughing. Papa didn’t look amused.

 

Taking off the silly helmet, Papa glared at Teresa. “All right now,†growled Papa, “enough of that young lady. Show respect to your elders. You come in here causing all sorts of chaos, and...†Papa grew silent when he saw that his only daughter was not only glowing, but floating as well. There was a loud clanging noise, and Papa fell down in shock.

 

“Teresa,†shouted Papa, “what happened to you?â€

 

“I don’t know,†exclaimed Teresa as tears once again came to her eyes.

 

“And Papa,†asked Teresa “what is that costume that you’re wearing. You look ridiculous.â€

 

Doctor Vito Musculla took a moment to look down at his armor. Groaning loudly; his secret was out of the bag. Carefully getting back to his feet, Vito motioned his daughter to come into the study. After Teresa had found a comfortable chair near the roaring fireplace, Vito closed the door and walked over to stand before the mantle.

 

“Teresaâ€, said Papa, “I’m afraid that you’ve found me out. A long time ago, I was the super hero known as Solar Centurion.â€

 

Teresa only gave him a blank look, she was too young to remember the exploits of Solar Centurion. Over the next hour, Papa explained about finding the magical suit of armor in the ruins of a lost Apollo temple near Mount Eta, and when he and his assistant, his future wife Maria, were attacked by looters, Papa put on the armor and he became Solar Centurion. After many years of fighting crime, Papa had retired from the super-hero business and hoped never to have to put the armor on again.

 

“But Papa,†asked Teresa, “why am I glowing?â€

 

“All I can think of Teresa,†said Papa, “is that the magic in the armor has in some way been imbued in me, and that I have passed it on to you.â€

 

All of this was quite a shock to Teresa, it was strange enough that Papa had been a super-hero, but that he had inadvertently passed it on to her. However, the shock was enough for Teresa to stop glowing. Life was funny that way.

 

“Papa,†asked Teresa, “how am I to have control over this ‘glowing’? Am I too meant to become a super-hero?â€

 

Papa smiled warmly at his daughter. While he didn’t approve of her working for House Luce, he was proud that Teresa would follow in his footsteps as well.

 

“So,†said Papa, “I’ll teach you how to control your powers. But what name will you be known by?â€

 

Pausing for a moment, Teresa thought to herself. No she didn’t want to be known as Solar Centurion II - it was too masculine anyway.

 

“How about Solaris?†asked Teresa

 

Personality

Teresa has always considered herself the life of any party, and any party that she’s attending is the party. She just can’t help herself. While Teresa does take life seriously, she always tries to find time to unwind at a discotheque, or a nightclub, so long as the music is thumping, and there’s plenty of dancing.

 

Teresa likes to be seen, and whether she’s fighting crime or fighting for a place at the bar, she likes to be the center of everyone’s attention. A sure way to upset Teresa is to simply ignore her. She hates being ignored. Many a villain has learned the hard way for not paying any heed to Teresa.

 

Being a good Catholic, like Madonna used to be, Teresa has very strong feelings about the use of her powers. She’s quite aware of how much destruction a single burst of her photonic energy can cause to non-living things, and she’d consider it a sin to willfully take a person's life using her powers.

 

Quote

“Illuminate in su la mia vita.â€

 

Powers

Teresa is an uber whose body is constantly generating photons. Normally the photons she generates are invisible to the naked eye, but with concentration she can dramatically increase the generated photons a million fold. As Solaris she’s able to use the photons in a number of different ways. For protection she can call of the photons a form a shield that protects her from most attacks. Offensively Solaris can produce blinding bursts of photonic light that is quite painful and blinding.

 

 

Appearance

Teresa is a lithe young woman who’s also extremely attractive. Men just can’t help themselves, and stare when Teresa walks by. Of course their wife or girlfriend makes them pay for it later. Teresa has curly brown hair that reaches down to her shoulders. She has a habit of flicking her hair over a shoulder just at the right moment to drive men to distraction.

 

For a costume, Teresa wears a House Luce original. It’s a yellow leotard with plenty of cleavage. She wears white high heeled boots that reach to her thighs, and matching gloves with the fingers cut out. Around her supple waist is a white belt with a sunburst for a buckle. Finishing her ensemble is yellow cape.

 

 

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STEPPENWOLF: Axel Hardenburg

Click Here For The Character Sheet

 

Concept Martial Artist Hair Colour Brown

Nationality German Eye Colour Golden Yellow

Place of Birth Stuttgart, Germany Height 1.7m

Date of Birth October 14, 1974 Weight 77kg

 

Background

Axel can trace his family back to the Prussian Statesman, Prince von Hardenberg, who organised a peace treaty between France and Prussia in 1795. He and his cousins grew up reliving the glory days of European wars, but when he began to sprout copious amounts of body hair during his adolescence, Axel's cousins began to shun him. Axel was left daydreaming about glory by himself.

 

It was soon clear than Axel had developed an active ubergene and he was taken out of regular schooling by his concerned parents. He retired to his family's country estate and began private tutoring. When he wasn't studying, though, Axel enjoyed running wild in the grounds. His mother was mortified but her son had become a Wolf Man.

 

As an adult, Axel was determined to live a normal life and never hide from the public. He moved back to Stuttgart and began to establish himself as a vigilante hero and gradually won over the public opinion. He met Armstrong and the pair embarked upon a short-lived partnership until they realised they both worked better alone.

 

Although they parted way, the germ of an idea was there. Years later the two independent heroes formed the loosely-knit band of independent heroes known as the Brotherhood.

 

 

Personality

Axel is a wild man, but is equally comfortable in the woods or the metropolises of Europe. He is proud of his heritage and his appearance, and has become something of a role model for young and inhuman ubers around Europe. He cares about the young people, knowing they hold the future in their hands, so when he discovered the evils of Dr Mengele, Axel was determined to liberate the young members of Kinder. He actively fought for a retrial of the young terrorist, Polestar, and succeeded in having his sentence reduced. Axel sees it as his duty to reform the young racist, and spends a great deal of time with Polestar in the expectation that some of his beliefs will rub off on Tadeusz.

 

Quote

“There's a time for howling and a time for talk."

 

Powers

Axel has become a Wolf Man, permanently covered in a thick protective mop of fur. He has sharp claws and keen senses like a wolf, and has developed a furious, but mostly non-lethal, combat style which has enabled him to become of the premier vigilantes in Europe.

 

 

Appearance

Axel is covered in fur. He has small sharp ears and an unruly mop of hair on his head which hangs down to his shoulders. His eyes are golden yellow and his teeth and white and quite sharp. As Steppenwolf, he wears a bodysuit of black, with red and yellow, but he is more comfortable without the costume and usually wears a pair of well-worn shorts.

 

 

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STEPPENWOLF'S BEAST

Click Here For The Character Sheet

 

Concept Brick Hair Colour Black

Nationality Swiss Eye Colour Yellow-Brown

Place of Birth Waldestatte, Switzerland Height 2.1m

Date of Birth November 26, 2000 Weight 147kg

 

Background

No one knows for certain the origin of the Beast of Waldestatte. Dr. Torentino and Dr. Tokada have determined that it has no ubergene. The current prevailing theory is that the beast is of supernatural origin.

 

 

Personality

In its early life the Beast of Waldestatte was a feral and ferocious beast. Although it still appears as such, it has been well trained and now its temperament is comparable to that of a guard dog, except for an occasional tendency to revert when it is bored (the Beast is still a work in progress for Steppenwolf). After it helps Steppenwolf the beast will follow him around, looking fondly at Steppenwolf until given a friendly wrestle and rub on the back.

 

Quote

“Grrrrrrr!."

 

Powers

Steppenwolf's Beast is strong, having been seen lifting a tour bus. Its hide is tough enough to withstand bullets from most firearms and even light machine guns. Furthermore, it is uncanny at making an escape when it is in trouble.

 

 

Appearance

The Beast is a large animal that vaguely resembles a bear. Although its visage is frightening, it is really very tame.

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KNIGHTWATCH - Britain's Super Hero Group

 

Here is Knightwatch. Originally formed during WWII, Knightwatch has only recently moved away from being a group of independent heroes into one which is defined by the military. The move towards a more military team has been played out over decades and has caused rifts between current and former members.

 

The team is currently led by the Brigadier who was instrumental in forming the alliance between Knightwatch and the British Military.

 

 

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THE BRIGADIER: Frederick Harker

Click Here For The Character Sheet

 

Concept Gadgeteer Hair Colour Brown

Nationality British Eye Colour Brown

Place of Birth Bristol, United Kingdom Height 1.8m

Date of Birth May 4, 1964 Weight 85kg

 

Background

The British Military had been developing weapons to deal with any uberhuman threat since the Second World War, and although there was a long list of prototypes, only a handful ever made it into production. Most of the prototypes proved to be too ungainly, too erratic or too inept. During the 1960s the Military developed the Power Harness, which was further developed over the following two decades.

 

Knightwatch had been active since the Second World War too, but it had always been a civilian organisation. The Military and the British Government wanted more influence on their national heroes, so when the Harness was fully developed in 1986, it was suggested that the test subject, Freddy Harker, be admitted into the team as Harness.

 

While at first the Knightwatch was cynical of any government interference, Harker proved himself invaluable on many occasions, saving the lives of his team mates as well as providing clear insights into the motivations of their enemies. Despite his military background, Harker was welcomed into the fold.

 

As team members began to drop off, Harker managed to exert his influence on the direction of the team, so that in 1990 Knightwatch actually became an affiliate of the British Army. All new members were required to possess a basic military training, while they also received the extensive support and resources of Her Majesty's Armed Forces. Knightwatch became a world leader in uberhuman security.

 

Harker became the leader of Knightwatch in 1992, changed his name to Brigadier, and has remained so ever since, although he and his family took a year's sabbatical in 2000.

 

 

Personality

Harker is a soldier first and foremost, believing the safety of his country is the highest priority. Since meeting his wife Faye, this outlook has barely wavered, and after the birth of his twin daughters Harker remained fervently a military man. Some would say that he is heartless and cold, but those who know him, as a friend, a husband and a father; know that he is a generous man with a self-effacing sense of humour and a love of the outdoors.

He is very proud, however, regardless of his self-effacing mannerisms and has a tendency to become stubborn and even aggressive if he is made to appear weak or foolish. If it's not on his terms, it's not on.

 

 

Quote

"There's a plan, and we stick to it."

 

Powers

The Brigadier has access to one of Britain's finest inventions, the Power Harness, which is basically a powerful force field generator. He complements the harness with a utility belt and his military experience and training. Although he is reluctant to kill, the Brigadier certainly has the capacity and the history to do so.

 

 

Appearance

The Brigadier wears an armoured black Kevlar bodysuit with silver-grey pads on his shoulders and silver-grey gloves and boots. He wears goggles to conceal his identity as well as to provide nightvision and protection from flares and flash attacks. The Power Harness straps around the wearer in an X pattern, the centre of which is seemingly a gemstone with a glowing core. The glowing gem is replicated on his utility belt which conceals an array of equipment.

 

Out of costume, Fred Harker is a military man and is rarely seen out of his army fatigues or heavy woollen jumpers and canvas trousers. When he is forced to wear formal wear he looks decidedly ill at ease in it.

 

 

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Created by The Arc (Noah Thorp)

 

AGENT APE: Jafari Banana

Click Here For The Character Sheet

 

Concept Martial Artist Hair Colour Black

Nationality Tanzanian Eye Colour Brown

Place of Birth Unrevealed, Tanzania Height 2.06m

Date of Birth July 31, 1968 Weight 136kg

 

Background

The jungles of Tanzania were awash in rebels. Laird Angus MacTaggart, MI-6 and his trusty Sergeant-Major Percy Higgins-Clark of the SAS were running for their lives after a botched attempt at propping up a local chieftain against the rebels. Neither man knew exactly where they were, but knew that the rebels weren't too far behind.

 

A shout, quickly followed by a gun-toting rebel came out of the bush, his weapon trained on the two Brits. An evil smile crossed the rebel's dark face as he took aim. However, before he was able to pull the trigger a bundle of fur and fangs flew out the jungle slamming into the rebel driving him to the ground. The two struggled for awhile, but then there was a loud crack and the rebel lay motionless.

 

Standing over the crumpled corpse, the ape looked at his hands and said something under his breath. He had heard about the unusual apes of this part of Africa, but he had never met one, until now. He wasn't even sure that they even existed. Uberprimates, or unerapes.

 

"Right. Well, laddie it would seem tha ya don saved Ol' Percie's life, an meself. Right. So let us be off now. Chin up and all that rot. Stiff upper lip an all," said MacTaggart.

 

"Right O, my Laird," said Sergeant-Major Higgins-Clark.

 

The gorilla looked at the two humans. Shouldering their weapons the two Brits plunged back into the thick of the jungle. Trailing behind them was the gorilla. It took the three of them two days to reach the alternate rendezvous site where a plane was waiting for them to take them back to England.

 

However, just before the Brits were going to board the plane a band of rebels came out the jungle, automatic weapons ablaze. MacTaggart got the pilot to fire up the plane and it started to taxi down the runway. Angus noticed that the gorilla would be killed by the rebels if he didn't do anything, so he reached out of the plane and yelled: "Gimme yor hann. Tha's right, get yor **** in here!"

 

With a Herculean effort the Brit pulled the ape into the plane with automatic weapon fire playing all around them.

 

Twenty Years Later

 

Sitting at the Spotted Scotsman Pub in Islington, a large gorilla wearing a tuxedo sipped at a vodka martini. Sitting next to him wearing a leather jump suit was an attractive woman drinking a single malt whiskey.

 

"A toast to the old man," said the woman.

 

"Right O," said the gorilla.

 

They drank silently for a moment, before sitting back and reminiscing about Laird Angus MacTaggart. Since rescuing Jafari Banana from the rebels, MacTaggart had helped Jafari gain citizenship in the United Kingdom. Eventually, he was even able to help Jafari gain entry into the much vaunted MI-6. For several years after that Jafari and MacTaggart worked together as a team.

 

Then came the shooting in Belize where MacTaggart was wounded in his leg. While the two were able complete the mission, that was the end of MacTaggart's career. He was retired from the service and went back to Scotland. As for Percy Higgins-Clark, he was still with the SAS, having raised to the rank of Brigadier General. Often times Jafari and he would play golf together.

 

As for Jafari he continued to work for MI-6, but eventually grew tired of the secret service. After MacTaggart retired, Jafari and MacTaggart's daughter, Pamela Lee talked about old times and decided that Jafari would do well representing the British Spirit by joining Knightwatch.

 

 

Personality

Jafari was quite young when he first met Angus MacTaggart. As such the Brit left an indelible mark on Jafari's psyche. Now instead of thinking of himself as an intelligent ape out of Africa, he thinks of himself only as a subject of the United Kingdom. Jafari always act in the matter of a British citizen, which he is, but sometimes to an extreme.

 

Like most spies from MI-6 Jafari is quietly patriotic. There's nothing he wouldn't do for the crown, but he certainly wouldn't advertise it. He's British after all. It's mainly due to his patriotism that Jafari wanted to join with Knightwatch to further serve the crown.

 

Even though Jafari has the power to take someone's life, he has always tried his best to find another way of handling it. The paperwork was always too much anyway. Usually a toothy smile is all it takes to get results for Agent Ape.

 

Quote

“The name's Banana. Jafari Banana."

 

Powers

Like all uberprimates, Jafari is an exceptional ape. He is naturally limber with a lot of grace, and like most apes, Jafari can climb the most sheerest surfaces with ease. In addition to his climbing ability, Jafari's sense of hearing and smell are quite acute. Jafari is strong in both arms and legs, easily exceeding the strongest human agents, and his powerful legs allow him to run and jump over long distances with ease.

 

Being a spy as long as he has has taught Jafari about offence and defense. Offensively, Jafari was born with an impressive set of fangs and claws. Fortunately Jafari hasn't killed many people during his tenure with MI-6. Also like most spies, Jafari packs a little firepower, but like his fangs, he's reluctant to use it. Defensively Jafari usually wears a reinforced tuxedo that provides him some protection from attacks.

 

His years as a spy has taught Jafari a number of tricks. Almost no place is safe from this wily ape. Nor is it easy to evade Jafari when Agent Ape is on your trail. And Jafari is known to get really lucky at times, but just as likely for things to go wrong as well.

 

 

Appearance

Jafari is a handsome specimen of gorilla. He keeps his hair groomed to perfection. Like most gorilla's he naturally stands in a stooped position. Muscles seem to constantly ripple when he moves. While Jafari has a number of different clothes that are especially made for him, his favourite is his tuxedo. Hidden under his right armpit is his trusty Walther PPK. Since Jafari is so big there isn't even a bulge. Also whenever wearing his tuxedo, Jafari has always made it a habit to wear a carnation in his lapel as well. While very particular about his clothes, Jafari doesn't wear shoes.

 

 

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Created by Synergy (Neil Ma), Drawn by Me (tribe) and coloured by K L Wilson.

 

CAPTAIN SPECTRE: Thomas Green

Click Here For The Character Sheet

 

Concept Metamorph Hair Colour Black

Nationality English Eye Colour Gray

Place of Birth Kingston, Jamaica Height 1.8m

Date of Birth January 19, 1548 Weight 90kg

 

Background

"... I don't know whether I like the cars better or the women." Red Johnny hollered out in his cockney accent. "Well, if I was James Bond, I'd take the women in the car!"

 

The tavern room roared in drunken laughter that overshouted the creaking of the floorboards and the clunking of mugs on the tables. Finally, a crotchety old man stood up. Seadog, he was known as. "James Bond! All of you think that James Bond is the ultimate master secret agent."

 

"Hear comes another old story, blokes." Shouted someone from the back.

 

"James Bond, huh? Well, let me tell all of you. I met a real secret agent." Seadog said, tapping his cane like a schoolmaster on the head of a drunk young man. "He was a secret agent before the word was invented. He was in Her Majesty's Secret Service before the MI-5 was invented."

 

"Go on old man." Said the bartender. "If it's good, I'll clear your tab."

 

"Aye it's good, lad. Good. It be good. But it be true, too," Seadog said. All eyes were either on the old man or were shut in drunken stupor. "As I said, I met this man two months ago...

 

"I was out fishing west of the Isles. As usual, it were a frigid foggy morn. The sun be shinin' somewhere, but from where I stood on the deck of me boat, it'd be hard to tell. Gulls were squawking and flappin about and tryin to steal me catch. Between rigging the sails and swiping at the gulls, I had me hands full.

 

"Without warning, me ship was rammed and split in twain. The boards broke and splintered. Me catch flew through the air out of the bin and back into the water. I, myself, was nearly flung into the icy Atlantic, but for my quick reactions. But, I found me holding onto the mast and the fore half of the ship was sinking quickly.

 

"I looked into the water to see a cursed submarine - and a damned ugly one, too. It didn't seem to me to be like any submarine that I had seen and I thought that I was done for. Done in by that damned ugly submarine. But, just when me boots touched the water, a frightful ship appeared from the fog - she seemed to be formed of the fog itself. Tattered sail and battered wood - it was a surprise that she floated at all let alone with the speed of a clipper.

 

"Invisible hands from the ghost ship pulled me aboard, and I, too seemed a ghost for all that I still felt alive and could see the mist of my warm breath still. There was a man, dressed as an old pirate. He was a handsome lad with a scoundrel's look. And he had a firm grip as he shook my hand.

 

"'Welcome aboard The Eternity,' he said, 'Secure yourself, for we are in pursuit of an enemy of The Queen.'

 

"I were speechless." Half the patrons of the bar guffawed and Seadog huffed indignantly before continuing.

 

"'Bring her to full speed and veer to starboard!' Cried the pirate captain, but to whom I couldn't tell. The sails dropped to full length catching some unknown wind and the ship tipped slightly as it turned.

 

"The Eternal quickly caught up to her quarry. Again the Captain's voice boomed, 'Prepare to board! Remember we're looking for the box. Only the box and no more. No loot, lads. Remember this is your atonement.'

 

"With that the Captain leaped off the deck and onto the submarine, but he did more than land on the submarine, he went through it's steel hull. A chill went up my spine. Sure, I knew that I was on a ghost ship, but having shaken the hand of a ghost was something else altogether. I watched, but could not see anything. There were sounds, for sure, from the submarine. I thought that I heard a volley of muskets and some other noises.

 

"About a quarter hour later, the Captain emerged from the submarine - again through its deck. He climbed the ladder and leaped back upon the deck of The Eternal. With a smile, he showed me the box that he had retrieved. It was locked, and he wasn't going to open it.

 

"'It's not mine, Seadog,' he declared. He handed the box to me and said, 'take good care of it.' Again he shouted to sailors that I could neither see nor hear, 'Leave be, lads. We take no prize here, not even that iron ship. Our mission be just to retrieve the box that was taken from the Royal Museum. Bring The Eternal around and set sail for Buckingham.'

 

"I looked at the box I had been given as caretaker. Long, it be, perhaps a meter and a half, but barely over a hand wide. Oak painted black and with a gold foil dragon stretched out on it. The Captain placed his hand on my shoulder and told me, 'Your life I have saved and with it a boon. Here is the boon. You may admire the box, but it is not yours nor shall ye take from within it. Take Excalibur's Scabbard to the Queen when I leave ye at the Palace.'

 

"'Who be you?' I asked him. The ship floated off the water and into the air picking up speed and leaving the submarine behind.

 

"'I am the Captain of the Eternal, commander of me ghost crew, and bearer of a Letter of Marque from the Good Queen Bess,' he said as he stood proudly before me. He flashed a rogue's smile at me. 'Here be me story, man.

 

"'Twere a right nasty storm off the Spanish coast by Cartagena. But I did not give up me pursuit of the galleons. The Spanish Captain would not heave to - his ship was slow from the load of Aztec gold, so instead of turning towards the Eternal to run, he pulled his sails up and headed into the storm. Me crew is a bunch of hearty lads and fine sailors, too. We caught up to the slowest galleon in the midst of the storm and boarded. Twas then that a Jesuit priest spread his arms and shouted some words in a tongue that was not Spanish nor English nor French. But I knew that it be magic.

 

"'An evil green glow spread from the fingers of the priest and touched me crew. Every one of them died that day. I think that I did, too. When I next awoke, the ship was drifting at night, out of the storm. Something thumped against the Eternal's hull, though, and I went to discover what twas. Twere a log, and on it a man - a Spaniard sailor from me quarry, the San Salvador. I hauled him aboard and asked him in Spanish what happened.

 

"'He told me about the priest who was a sorceror that practiced the black art. The priest had cast an evil spell. It slew me crew, but it also put a hole in the San Salvador that seemed to go to the sea floor. The Spaniard galleon sunk. Me men died. But, those that had little greed in their heart went straight to the afterlife. The others, why they were still around. I looked about and saw twas so. Half me men stood about the deck as if awaiting me orders. Then I asked the Spaniard about me. I have no greed in me heart - my bucaneering is me duty to the Queen and England.

 

"'He said simply that I be their Captain and they are my responsibility.' The dashing Captain finish his story and then simply said to me, 'As long as there is a Queen of England, I am in her service along with my crew doing their penance until we finally leave this Earth. Men call me now Captain Spectre.'

 

"With that he set me down upon the steps of Buckingham Palace and I watched the ghost ship leave again on some mission for the Queen," Seadog lifted his mug and drained the last dregs of his beer. He loudly set the cup down on the counter for the bartender to refill. "So, it is he, Thomas Green, Captain Spectre, who was the first and is the longest secret agent in Her Majesty's Secret Service."

 

 

Personality

A man from the bygone era of wooden ships and iron men, Captain Specter is a swashbuckler's swashbuckler. While he doesn't quite fit in well in the modern world, he isn't really trying to. He does what he does how he wants to. If a single thing defines him, it is his dedication to the Queen and England.

 

 

Quote

"Of course I can do this. I've a Letter of Marque from the good Queen Bess herself."

 

Motto/Creed

For Queen and Country!

 

Powers

The majority of Captain Spectre's powers come from his being a ghost. He can turn invisible and immaterial or partially immaterial. His ghostly flintlock pistol never seems to need reloading and his ghostly cutlass never seems to drop. He can spirit shock a mortal into a catatonic state.

 

That is only part of his value. His ghostly ship, The Eternal, has a skeleton crew who obey their Captain's every word lest hell reach out to claim them. It can take the Captain's guests on a ghostly cruise quickly to where they need to go, flying through the air or diving beneath the waves. But any mortal passengers need to beware the time they spend aboard the ship lest they remain immaterial themselves.

 

Because of the nature of his vows and the nature of the Spaniard's Curse, Captain Spectre can become corporeal when England is ruled by a Queen. At all other times, he roams the earth, but can not interact with it.

 

 

Appearance

When not invisible, Captain Spectre appears like a mismatch of a British gentleman in scoundrel's clothes. The buttons of his white longsleeve shirt are torn off, exposing his muscular physique. He sports black trousers, black boots, a brass belt, and gold earrings, but no eyepatch, hand hook, or parrot. Only when visiting the Queen will he wear his proper sea captain's uniform, 17th century, of course.

 

 

energizer1.jpg

 

ENERGIZER: Ellen Mackellar

Click Here For The Character Sheet

 

Concept Energy Blaster Hair Colour Black with white stripe

Nationality British Eye Colour Green

Place of Birth Glasgow, Scotland, United Kingdom Height 1.73m

Date of Birth August 10, 1977 Weight 64kg

 

Background

Ellen was a 'sparky' from Glasgow, just like her father and his father before him. She dropped out of school at 16 and went to help her father, turning her back of her peers but keeping her interest in gymnastics. She had been a national champion three times during her early teens, and she kept up the training even as her body grew too big for effective competition. The combination of poor study skills, lots of absences because of gymnastics and an alcoholic mother made Ellen Mackellar a bit of an outcast, a loner.

 

Things didn't improve after she was nearly electrocuted on a job at City Hall. She had crossed the wrong wires and had been stuck to the surge of electricity, sucking the city dry within minutes and with no one able to wrench her free. Everyone thought she had died. Her father wept openly.

 

But Ellen stumbled from the scene after the power had been absorbed. She had added another label for people to fear and loathe about her. She was an uber. And to make matters worse, she now had a white stripe in her once raven black hair.

 

The military suddenly found her very interesting though, and organised for her to work for them as well as complete her electrician's apprenticeship. She was introduced to Knightwatch and after attending a training programme she was accepted onto the team.

 

During her time with Knightwatch, Ellen has made a point in going back to Glasgow every year at New Year's Eve to show her Scottish colours. She is proudly Scottish, even though she is less than proud of those who once ridiculed her.

 

 

Personality

Ellen has been in the public eye for over a decade and has become used to the fanfare and expectation that comes with her role. She is professional, almost to a fault, and hates ineptitude in others. And she is not one to let sloppy work go without a sharp reprimand. Her childhood was lonely and her adult life is similarly empty outside of her work with Knightwatch. The difference is that she accepts her situation now and is happy living her own life. She takes pride in being one of the longer serving members of Knightwatch, and enjoys sharing her experience and training with others. However, once the training is over, Ellen withdraws.

Professional relationships are easily handled. Personal ones are taboo.

 

 

Quote

"I ken feel ye faltering, lass. Are ye runnin' out of juice because I'm jest getting started."

 

Powers

Energizer is a living energy battery, able to absorb amazing levels of electricity and other energy forms. She can utilise the absorbed energy to enhance her own blasts of electricity and she has been known to absorb so much electricity that her blasts have been able to destroy entire buildings. In addition to her electrical powers, she is also an accomplished martial artist and gymnast, and enjoys pushing her body in combat situations.

 

 

Appearance

Ellen Mackellar is a rather stern looking woman in her late twenties. She has long black hair which she ties carelessly back into a pony tail, and it has a distinct white stripe in the centre which appeared after her uberabilities manifested. In costume she wears a green armour, yellow leggings and gloves, and black boots.

 

 

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LADY OF THE LAKE: Lousie Ivory

Click Here For The Character Sheet

 

Concept Mentalist Hair Colour Black, dyed Blonde

Nationality British Eye Colour Brown

Place of Birth Liverpool, United Kingdom Height 1.71m

Date of Birth March 30, 1987 Weight 58kg

 

Background

Louise Ivory found she could hear other people's thoughts during her A Levels, which was simultaneously frightening and strangely exciting. She did very well on the tests and after feeling pangs of guilt, managed to accept that she was an uber and got on with her life. She never bothered to tell anyone and went through life as she had before, only this time with a little Ace up her sleeve.

 

Of course, when Colony discovered her and decided she'd be better off dead, Louise had to re-evaluate her options. Colony commanded dozens of British shoppers to search for her when he chased her into a shopping centre and by the end of the day's trade, almost all of the people inside were under his control and searching for her.

 

Louise had hidden on top of the giant Christmas Tree in the centre of the plaza and could see the mindless zombies prowling around looking for her.

 

Knightwatch arrived and dissipated the colonists but failed to find Colony himself. Louise slunk off home and locked herself in her bedroom. During the night her family became enslaved by Colony and she had to fight her way out of the house and into the street where she faced off against Colony himself.

 

He was a seasoned criminal mentalist, and she was a raw recruit.

 

The outcome would have been nasty for Louise if she hadn't caught the eye of Union Jack back at the Plaza. He had been taken with the plucky teen and researched her back at the Knightwatch base. Once he had found the address he had flown to see if she would go out with him. Instead he managed to save her from Colony, as well as persuade her to join Knightwatch. It was the closest he ever got to a date with Louise, although he is still persistently pursuing her.

 

 

Personality

Louise is carefree and doesn't take the big things altogether seriously. At nineteen years of age she is confident and as a member of Knightwatch, has the world at her feet. She is always on the lookout for fun and is likely to jet-set across to Tibet for an afternoon mountain climb, or visit the S.A.G.E. orbital station for golf.

As the Lady of the Lake, Louise is the team mentalist and her 'never say die' attitude also makes her something of a mascot.

 

 

Quote

"Hmm, now what does my little pool reveal today? Eew, too much of a close-up... back up pool, back up..."

 

Powers

Lady of the Lake is a medium-level psychic, able to communicate, control and manipulate the minds of others. She is also able to project her perceptions through a scrying pool which enables her to search large areas and to see through to other places. To boost her psychic blasts she has been trained to use a "Poking Stick" or wand which allows her to amplify her natural psychic intensity.

 

 

Appearance

Louise is a young woman of Indian-African descent. Her skin is dark although she dyes her hair blonde. She refuses to wear a costume and prefers to wear jeans and a t-shirt, although she always carries her wand (usually stuffed in her jeans' pocket).

 

 

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UNION JACK: Casper Jay

Click Here For The Character Sheet

 

Concept Speedster Hair Colour Blonde

Nationality British Eye Colour Green

Place of Birth London, United Kingdom Height 1.86m

Date of Birth February 5, 1987 Weight 55kg

 

Background

Dr Wilhelm Jay first met the Devil over a pint in a pub in Hammersmith, London; although, to his credit, he thought he was speaking with a corrupt Polish bureaucrat. Dr Jay had just graduated from King's College in the field of genetics and was fielding offers of employment in conventional and unconventional arenas. The British Government was willing to put him on the payroll, but Dr Jay was no patriot. He found more lucrative offers came from overseas, particularly from Russia, Eastern Europe, Northern Africa and Spain. He was one of the first of a new generation of European scientists to seek out the source of the emerging ubergene.

 

Janus Jablonski had contacted Jay on behalf of an unofficial government project based in Poland and Germany. Jay knew that he was dealing with 'black ops', and the illicit connotations drove him to meet with the Pole. The Children Of The Future Project. On paper it looked ridiculous: an attempt to harness the science to activate the metagene in a commercially viable sense. Jay could see how the corporations would be bewitched by the potential profits, and he was similarly bewitched by the whispered promises of unlimited research prospects. Jablonski promised Jay free rein in his field, as long as the results of his research were offered to the consortium first.

 

Dr Jay worked under the auspices of the Project for fifteen years, working some of year in North-Western England and Wales, and the rest of the year in Warsaw. He cultivated a family in England, marrying an author and having two children, but he spent most of his life in laboratories and on the academic circuit. Most of his contemporaries considered him a tool of the corporations who fed him paychecks, but there were some who realised his work was, indeed, breaking new ground in uberhuman research. Dr Jay was not content to work solely within the realms of science. He turned, as well, to the Dark Arts. 'Janus Jablonski' introduced him to the occult world.

 

In 2000, Dr Jay made a terrifying discovery. He had been working near Marseilles on grafting an active ubergene with mystical energy he had drawn from a pocket dimension he dubbed: "Promethea". The test subject had been a captive vigilante, Alice Darroussin, who had plagued the backers of Project for years, but Dr Jay never gave any consideration to test subjects, considering them nothing but genetic putty. The rupture caused by linking Promethea with Darroussin destroyed the underground facility and entombed Jay under eighty metres of rock. Instead of being crushed to death, Dr Jay was temporarily protected by a ghostly shield, the surface of which flickered into a series of visions even as it faltered under the immense weight of the world.

 

The first image was of a laughing Janus Jablonski. As Dr Jay watched, Jablonski's outward appearance began to wither away, leaving behind the unmistakable and primal image of the Devil. The image began to fall away in flames, but behind the first vision was a second. The Devil was replaced by a serene king: one he recognised as Charlemagne who ruled Christendom until the early 9th Century. Appearing beside their King were the Twelve Peers, knights of the highest order. Most of Dr Jay's work had been dedicated to the discovery of a nexus point where magic could flood into the world and transform whoever was present at the ritual into a God.

 

The nexus point was never established, but as the Peers faded, Dr Jay was rewarded with a fleeting glance at his own Holy Grail even as the shield shattered and the rock claimed his damned soul.

 

He had been so close, within his grasp for years, but he had been unable to see it, for the nexus was not a place.

 

It was a person.

 

His son.

 

There had been a time when Casper Jay had been oblivious to the intricate sins of his father, a time when he thought Charlemagne was a half-decent bottle of bubbly, a time when he considered himself too insignificant to help change the world. It was also during that time that his big sister began to foster an interest in the United Nations and a world where superhumans were as common as 'Yes Prime Minister' re-runs on the BBC.

 

But then he had started to change: his body hardened and he began to experience vivid dreams of knights and knightly adventures. There were theories, of course, not least because his father was a uberhuman specialist. His father, however, was distracted. After a fleeting rekindled interest, Dr Jay turned his attention back to mainland Europe and promptly died in a laboratory accident. Casper's mother had died when he was six years old, and Erin had long since taken over the role of primary caregiver for their family, although she spent most of her time working with the European Union. Casper was left to his own devices: a sixteen year old with the ability to fly faster than jets in his spare time. He never wanted to be a hero, so he kept his talents secret and used them sparingly. He never wanted to be different and to most people around him he appeared to be a regular British teenager.

 

That was until his final year of high school, when Casper was violently thrust onto the world's stage for the first time. During a school trip to London his geography teacher, Miss Stapleton, was murdered by the serial killer known as Motte and Casper stumbled onto the scene moments after his teacher's body was mutilated. His reaction was immediate and devastating. He charged the killer and grappled him through the fourth storey window, shattering the windows and most of the wall with the force of their bodies. The fall didn't hurt either of them, or even slow them down, and Casper found himself pursuing Motte across the rooftops. The Police were called and soon joined the chase. The media were close behind.

 

When Casper realised Motte had been leading him into a trap, it was too late. He landed on a rooftop which was rotten and crashed into an abandoned warehouse near the river. Motte was on top of him in an instant, his fingers elongated and razor-sharp, and still covered with Miss Stapleton's blood. Casper knew he was going to die, but in another twist of Fate, help arrived in the form of Knightwatch. Motte fled and Britain's heroes returned Casper to his hotel, but not before the media caught him on tape and started to concoct sensational stories of a new Teen Superhero. Casper and his school refused to speak to the media, but before the end of the year Casper had been politely asked to leave both his school and his home town. It was nothing personal, they assured him, but his very presence was detrimental to the rest of the students and it wouldn't be fair on them, especially with exams coming soon.

 

Erin took her little brother to London where he slipped back into anonymity and secretly joined Knightwatch.

 

 

Personality

Casper is a heart throb, living it up in London and across the globe. He is friendly and charming but really doesn't seem to possess much depth of character or intellect - which is surprising for a budding computer wizard. He lives for the moment and lets other people, like his sister, worry about repercussions.

 

Quote

"This is your lucky day. You're being arrested by UK Today's Hottest Dude of 2005."

 

Powers

Union Jack is able to fly at supersonic speeds, and his body has adapted to the pressures and requirements of such uberhuman feats. He is one of the fastest young ubers in Europe and expects to remain that way through intensive training. His reactions speeds are also at uberhuman levels and he is able to create buffeting whirlwinds by flying quickly around opponents.

 

 

Appearance

As his name might suggest, Casper's uniform consists of a prominent Union Jack covering his entire chest. His arms and legs are completely covered in a black armoured Kevlar. His blonde hair is rumoured to be insured for half a million pounds and is always well groomed, even considering his superhuman speeds. In costume he wears special goggles which compensate for his nearsightedness as well as providing him with telescopic sight.

 

Out of costume Casper dresses in the latest trends and looks like a runway model. He alternates between wearing contact lenses and thin-rimmed spectacles or prescription shades.

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Supporting Characters For 'This Mutant Life'

 

With the Calls For Submissions open on 'This Mutant Life' I thought it would be a good time to post the supporting characters.

 

Firstly is Dr Saul Numen, who is the 'Professor X' of the team - a man of science who has come out of semi-retirement to train a group of young ubers.

 

Helping him is his daughter from his first marriage: Alsana Numen - a serious and well-tailored Brick.

 

And as the team is set up in Australia, the Australian government has called for some kind of surveillance of what is going on, so they sent in Tobias O'Brien to work as an undercover agent/bodyguard for the young ubers.

 

 

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DR SAUL NUMEN

Click Here For The Character Sheet

 

Concept Expert Hair Colour Grey

Nationality Austrian Eye Colour Green

Place of Birth Vienna, Austria Height 1.68m

Date of Birth August 30, 1943 Weight 50kg

 

Background

Saul Numen was born during the Second World War and has been marked by the trauma it levelled against his family. He grew up in Vienna and soon found himself fascinated with ubers. This fascination fuelled him for the next two decades as he became a world expert on ubergetics, and alongside Akemi Kanemaru, he created the Numen-Kami Institute of Ubergetics in the 1970s.

 

 

Personality

Numen is in his sixties, although sometimes he feels much older. He has carried the weight of ubers on his shoulders for three decades and feels responsible in part for the actions of evil ubers across the globe. He has resisted several governments' requests to engineer an anti-uber weapon which would strip an uber of their powers, but knows that such a weapon is almost certainly being developed. He believes that the only way to combat evil ubers is by example. The good, heroic ubers are able to provide role models to people around the world as well as offering an alternative lifestyle to evil ubers. But this idea is seen to be outdated in many circles, and as such, Numen is feeling burnt out.

He sees the Special Class of ubers as an opportunity to help shape the future of the world and has put aside his other work to concentrate on their welfare, knowing that a lot rides of the success of this latest group.

 

 

Quote

"It is much easier to blast an enemy into dust or bury them in a landslide than it is to walk in their shoes for a single day."

 

Powers

Numen has no uber abilities, but his understanding and expertise in that area is unparalleled. He keeps himself informed on the active ubers of the world with daily updates, and as a consequence is quite often able to find weaknesses and strengths in those ubers he knows about.

 

 

Appearance

A small man who fades easily into a crowd, Saul Numen, has not had much need for a physical presence during his life. He is well known, but mostly by name. His face is regularly splashed across the pages of science journals and newspapers, but it isn't a very remarkable face and is easily overlooked.

 

 

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ALSANA NUMEN

Click Here For The Character Sheet

 

Concept Brick Hair Colour Black

Nationality Austrian Eye Colour Dark Brown

Place of Birth Vienna, Austria Height 1.8m

Date of Birth May 18, 1970 Weight 70kg

 

Background

Alsana was the only child of Saul Numen and his wife of twelve years, Saffron Owen. Alsana has spent most of her trying to live up to her father's reputation and followed him into the field of ubergetics with some success. When it was discovered she was an active metahuman, Alsana was thrilled. Finally there was a chance she could truly become her father's daughter.

 

She began a career as a crime fighter, using her strength to defeat evil as she saw it across Europe. But her heart wasn't truly in superheroics. She was a scientist, interested in the reasons behind ubers, not the ubers themselves. She retired from being a crime fighter and helped her father establish the Numen-Kami Institute. She became a Board Member of the Los Angeles Institute and helped establish the Special Class of young ubers.

 

When her father indicated his intention to start a new Special Class in Melbourne, Alsana was asked to transfer to the Australian Institute and handle the young ubers as they settled in to their new lives. To do this she has taken a leave of absence from the Board.

 

 

Personality

The daughter of a world renowned scientist, Alsana doesn't care much for comparisons and is comfortable within her self, although she did have trouble as a younger woman attempting to be everything her father wanted her to be. She is confident and has the powers to support her decisions, not fearing scathing remarks because she can be equally scathing in return, if not more so. She believes that the young ubers at the Academy are naive and wants to protect that naivety.

 

Quote

"I have no comment for the media. What you do with your lives is truly of no concern to me."

 

Powers

Alsana Numen possesses uberhuman strength and durability, as well as the ability to fly. In addition to her uberhuman abilities, Alsana is also an accomplished scientist and administrator, especially when concerning the Numen-Kami Institute.

 

 

Appearance

Alsana has never been comfortable wearing a superhero costume and believes she has destroyed most of the evidence from the early 1990s. She wears suits to work, despising dresses almost as much as costumes, but has them tailored rather than from the rack. She keeps her hair short and slicked back which can make her seem intense and unapproachable - an impression she enjoys when there is much work to be done.

 

 

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TOBEY O'BRIEN

Click Here For The Character Sheet

 

Concept Martial Artist Hair Colour Light Brown

Nationality Australian Eye Colour Blue

Place of Birth Brisbane, Queensland, Australia Height 1.85m

Date of Birth February 27, 1979 Weight 80kg

 

Background

After being headhunted during his university years by ASIO, Tobey O'Brien was headhunted again during his twenties as he worked as an intelligence officer. Dr Saul Numen asked him to work for the Numen-Kami Institute, and when the Head of ASIO also appeared and effectively ordered Tobey to agree, he realised that he really had no choice. He resigned but was able to keep his weapon and permit. While not being an ASIO Agent, it seemed that Numen and his institute had been given several concessions from the government.

 

He trained in Melbourne and was then assigned to the Angelus Academy where his job was to provide discrete security for Numen's Special Class.

 

 

Personality

Tobey O'Brien is young and idealistic, a font of optimism. He has slipped seamlessly into the Academy and works part time as a student careers counsellor as his cover, and enjoys the opportunity. However, his true love is intelligence work. He grew up reading spy novels and still dreams of becoming involved in some kind of major espionage incident. Working with Numen he has already been introduced to many potential conflicts.

 

Quote

"You're the hero-in-training, kid. I'm just here to make sure you get a chance to wear the tights, and not end up as some sticky puddle on the boot of Doctor Destructo - or whatever he's calling himself these days."

 

Powers

O'Brien is a highly trained ASIO Agent in good physical condition. He wears concealed armour and carries a powerful handgun, in addition to his extensive training in judo.

 

 

Appearance

Tobey has very short blonde hair and dark eyes, although rather than appearing hard, he is naturally very warm and comforting to others. This empathy is one of the reasons he was chosen for his job. He wears casual clothes to fit in with the uniform crowd, but has been known to wear suits or a dark combat outfit for special assignments.

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TRINITY - The French Heroes... with a twist.

 

Here is Trinity. On first glance these heroes look like your average patriotic guys and gal, but unbeknownst to them they are actually being manipulated by a man known as Monsieur Blanc (who also happens to be known as Cardinal Syn). He can take control of them by using a coded word, although he uses them only in extreme circumstances. The other times Trinity operate as France's premier super team. There was another team, The Legion, but it was tragically destroyed and disbanded... by Cardinal Syn! :mad:

 

First up is Bastille:

 

bastille1.jpg

Beautifully coloured by K L Wilson

I still have trouble colouring and am too stubborn to read the manual for Photoshop!

 

BASTILLE: Jean-Evariste Colbert

Click Here For The Character Sheet

 

Concept Brick Hair Colour Black

Nationality French Eye Colour Dark Brown

Place of Birth St.Etienne, France Height 1.96m

Date of Birth May 18, 1961 Weight 172kg

 

Background

Jean-Evariste Colbert began his working life in the Les Princes Barriere de Cannes in 1982, but began to want more as he grew older. Even as he grew more restless he remained physically the same, and six years passed without him growing a day older. He came across an Italian priest during this time of crisis and through evening discussions and casual meetings, the priest convinced Jean-Evariste to pursue his dream of becoming a lawyer. The priest was actually Cardinal Syn, but their meeting was entirely innocent. It was only later when Syn discovered Jean-Evariste was an uber that he began to manipulate the French man into an intricate web of control.

 

Jean-Evariste graduated from the Sorbonne and embarked upon a career in law, while also becoming more aware of his uber abilities. During the trial of a notorious public agitator, shots were fired from the public gallery, and Jean-Evariste was hit in the shoulder. In the confusion, Jean-Evariste discovered that he was unharmed, and that in addition to his slow aging, he was also growing incredibly strong and durable. He focussed his spare time on developing these skills and in the late 1990s he was contacted by Monsieur Blanc, a mysterious man who identified himself as a philanthropist in a sensitive government position who wanted to help France, but wasn't willing to compromise his position.

 

Monsieur Blanc organised Trinity, a team of three heroes who would be financed by Blanc while safeguarding the values and citizens of France. Blanc contacted the team when he had valuable information which often led to missions, but otherwise allowed them to go about their own mission to fight crime.

 

 

Personality

Jean-Evariste has come to enjoy life, knowing that he has a long time ahead of him in which to experience the joys and sights of the world. While he still manages to put himself first, he has dedicated significant amounts of his time to helping the poor in pro bono legal work, as well as his work as Bastille. He considers his role as Bastille as being equally important as being an attorney, although he manages to get more satisfaction out of his superheroics than his legal ones.

 

Quote

“I'll give you sixty seconds...â€

 

Powers

Bastille possesses an expanded lifespan, and ages very slowly. In addition to this primary uber ability, Bastille is very strong, able to lift over 3,000kg and is practically invulnerable to conventional weaponry. He has recently been able to tap into reservoirs of energy which heighten his strength and durability even further, although he can only manage to maintain these levels for one minute, several times a day. In addition to strength and durability, Bastille is also able to hold his breath for long period of time.

 

 

Appearance

Jean-Evariste was also a large man, but as his ubergene began activating, his weight increased so that he now stands at nearly 2m tall and 197kg. As Bastille, he wears a mask to hide his true identity so he can continue working in the courts, and a blue and silver costume. Out of costume he wears relaxed suits and casual attire.

 

 

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LE CRAPAUD: Aimon Clement

Click Here For The Character Sheet

 

Concept Martial Artist Hair Colour Blonde

Nationality French Eye Colour Hazel

Place of Birth Paris, France Height 1.77m

Date of Birth February 5, 1984 Weight 67kg

 

Background

Aimon was an outstanding athlete during high school, representing his region in national competitions, but it was in gymnastics that he truly excelled. His career was cut short when it was discovered he was an uber, and the news came as a shock to his friends, family and even himself. He always assumed he was a natural athlete, but the news that he had a genetic advantage rocked his confidence. He retreated into himself for months, until his mother convinced him to visit a priest.

 

The priest was new to the area, an Italian priest. Aimon was intrigued, but didn't listen too much to the religious side of the conversation. The priest, as well as being a foreigner, also happened to be centuries old, and had an ulterior motive in talking with the boy. His words, although containing religious symbolism, spoke more to the boy about his potential.

 

Cardinal Syn instructed Aimon to enter the entertainment industry.

 

Aimon's family were surprised with his new lease on life, and his enthusiasm in pursuing acting. Little did they know that Cardinal Syn had begun a decade long manipulation of the boy, manoeuvring him into television, then film, and eventually to superheroics. When Aimon finally received a call from the mysterious Monsieur Blanc, he was ready to accept his new assignment as a member of Trinity.

 

 

Personality

Aimon is light hearted and independent, living life to the fullest while laughing at adversity. He has created an image which has enchanted audiences of all ages, and he is one of the most popular and well known ubers in France. He has grown up in the public eye and has become very comfortable with his uber abilities.

 

Quote

“Have you not heard the story of the Frog Prince?â€

 

Powers

Le Crapaud, known as The Toad, enjoys heightened physical attributes, including strength, agility and speed. His senses are heightened as well, and he is immune to all known poisons. In addition to these abilities, Le Crapaud is also able to breathe in air and water, can exude an adhesive oil which enables him to climb walls with ease, and has an extendable tongue which has become well known, especially amongst his female admirers.

 

 

Appearance

Aimon is a handsome young man, brimming with confidence and physical ability. He is always moving and does so with grace. As Le Crapaud, he wears an armoured costume with long sleeves and shorts, which accentuates his leg muscles; and gloves and boots which allow his adhesive oils to secrete through so he can climb walls with ease.

 

 

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STING: Dr. Frédérique Alliot-Marie

Click Here For The Character Sheet

 

Concept Energy Blaster Hair Colour Reddish-brown

Nationality French Eye Colour Green

Place of Birth Marseilles, France Height 1.68m

Date of Birth August 10, 1976 Weight 55kg

 

Background

A failed romance with Guy L'Estrie catapulted Dr. 'Fred' Alliot-Marie into a dangerous experiment. She threw caution to the wind and agreed to help a colleague investigate an erratic energy pattern resonating from an alien device retrieved by S.A.G.E.'s experts. The investigation was unauthorised, but Fred felt like proving a point to L'Estrie - that she was capable of facing danger and that she wasn't just some girlfriend to be put in danger by the villain of the week.

 

But the alien device wasn't meant to be opened.

 

It contained a wormhole which quickly pulled in Dr Alliot-Marie and the two other scientists involved in the reckless probe, as well as much of the research facility. Armstrong and his newly formed Brotherhood arrived and helped S.A.G.E. contain the wormhole, but no one expected Dr Alliot-Marie to have survived.

 

When she pulled herself back out, using new telekinetic powers she had gained from exposure to the collapsing red sun on the other side of the wormhole, she was not impressed when everyone, including Armstrong, had left. There was a moment when she felt like taking out her frustration and pain on the world around her, but before she could make that decision, a priest came to her with calming words.

 

He said she represented the French spirit, not seen since the 19th century when France had been a power to be reckoned with. He coaxed her into taking her newly found powers and using them to bring France back onto the world stage. Dr. Alliot-Marie was convinced, so without even finding out the priest's name, she began a career as a superhero.

 

It wasn't just to promote the potential of France. Alliot-Marie also wanted to show Armstrong what he had missed out on. She discarded her public identity and flaunted her new powers which were devastating in power. Some time later she was contacted by a Monsieur Blanc who provided her with information on crime, and contacts with two other like-minded ubers. Together they became Trinity, unwitting pawns in Cardinal Syn's grand schemes.

 

 

Personality

Sting is a right-wing intellectual. She believes that people should earn their money and status in the world, just as she has had to. This ideology was one of the conflicts between her and Armstrong who was more of a philanthropist. As Sting, she now has the power to match her intellect and she is not afraid of using her powers to their extreme.

When she is not reminded of her failed relationship with Armstrong, Sting is a reasonable and strong-willed woman. She is determined to protect France from threats, and to make her environment a better one. She is a regular guest of television programmes, raising money for causes; and will offer her time and powers in the aid of many civic projects.

 

 

Quote

“If you want to destroy the world, go ahead and try. Don't bore me with the details.â€

 

Powers

When Sting was exposed to the alien radiation at the other end of a wormhole, she gained uber-like abilities which enable her to create and control a red-force energy. To create the energy, however, it is necessary for her hands to be in skin-to-skin contact. Once created, the force energy is able to take on any number of shapes and purposes from concussive force bolts, to bubbles, cages, hands and other implements. She is also able to generate a field around her body which enables her to fly and which protects her from harm. Sting can concentrate the energies to replicate a kind of wormhole which allows her to teleport short distances.

 

 

Appearance

Fred is an attractive woman with a fashionable bobbed hair style and a penchant for pseudo-superhero chic. Without a secret identity, Fred wears a mixture of costume and regular clothing, which has developed something of a following. As Sting she wears slightly flared trousers and blouse over which she wears a white shirt. She always leaves her hands bare, as she needs skin-to-skin contact to activate her powers.

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THE HUNT - Mercenaries and Soldiers Of Fortune

 

This group was organised by The Witch Doctor (Uberworld's homage to Doctor Doom) as one part of his strategy to invade and occupy a small African country now known as Azambia. The Hunt was extremely useful in the takeover operations, although they did lose two members in the war.

 

Now they operate as mercenaries across Africa and even up into Europe on occasion. They also work for the Witch Doctor when required.They are led by The Savage Lion, who uses the team to combat the encroaching evil of the Sons Of Set which is threatening to take over all of Africa.

 

This team was originally created by Noah Thorp (The Arc) and he has done most of the background information.

 

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THE SAVAGE LION: Aleser Shahanga (aka Alistair Savage)

Click Here For The Character Sheet

 

Concept Brick Hair Colour Sandy Brown / Black

Nationality Tanzanian Eye Colour Yellow Brown / Brown

Place of Birth Dar es Salaam, Tanzania Height 1.92m / 1.9m

Date of Birth July 27, 1970 Weight 100kg / 86kg

 

Background

Aleser Shahanga was born into a powerful family, his father being a wealthy, if somewhat corrupt, man. Aleser was educated in England and South Africa from the age of six, and returned home only on holidays. He never really knew his parents, so when they were killed in a plane accident, he could only mourn them distantly. He returned to Dar es Salaam and took control of his father's empire, moving smoothly into the role of industrialist. He discovered that his father was considerably more wealthy than he had first thought, and marvelled at the intricate web his father had woven across Tanzania.

 

The Sons Of Set had also discovered the late Jamal Shahanga's business empire and moved in, expecting the grieving son to be no match for them. They were mostly correct and managed to cause enough chaos in the business world so that Aleser lost most of his fortune; but they also chose to kill the son, and that was their mistake. Sebek was chosen to kill Aleser and struck while the Tanzanian was asleep.

 

Aleser woke from his sleep to discover the crocodile man above him. His eyes darted to his wife, Serafina, and knew they were both in a dire situation. Something inside of him snapped and instead of fleeing, he leapt at Sebek, transforming into the Savage Lion.

 

Sebek was surprised and faltered, so Aleser was able to beat him back and take his wife to safety in Johannesburg.

 

From the relative safety of South Africa, Aleser was able to rebuild his business empire and control the raging beast within him. He became Aleser Shahanga, head of the Shahanga Corporation; and he also became Alistair Savage, the Savage Lion: a mercenary and part-time vigilante. His fame became so wide spread throughout Africa that he was hand picked by the Witch Doctor to lead The Hunt and assist with the invasion of Azambia. Aleser agreed to join the Witch Doctor, because he realised that there needed to be someone or something to counter the expansion of the Sons Of Set.

 

 

Personality

The Savage Lion is an arrogant, powerful and sometimes bloodthirsty man who revels in his lion form. He believes that he is descended from a pure bloodline, the proof being that he now embodies the power and grace of the lion. His personality is exaggerated in his lion form, but even in his human form he exhibits arrogance and a tendency to be ruthless.

The one balance to this intense personality is his love for Serafina, who keeps him grounded. They have not yet had a child, but Aleser and Serafina have begun planning a family, and a possible retirement for the Savage Lion.

 

 

Quote

"A shadow is closing in over Africa, but they have forgotten that we best hunt at night."

 

Powers

The Savage Lion has all of the hallmarks of his namesake: razor sharp teeth and claws, a thick mane and protective pelt, heightened senses and the ability to put on bursts of speed. He is exceptionally strong and a hardened mercenary, with years of experience behind him. The Savage Lion is a formidable opponent and has been underestimated in the past, much to the opponent's peril.

 

 

Appearance

The Savage Lion looks like a bipedal lion, with a thick prehensile tail, full mane and a sandy-brown pelt. He wears a dark grey body armour in battle, but otherwise goes barefoot. As Aleser, he appears as a handsome man with dark brown skin, littering brown eyes and a predatory smile. He wears business suits most of the time and is well known in the business world.

 

 

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GAZELLE: Maïmouna Kâ

Click Here For The Character Sheet

 

Concept Energy Blaster Hair Colour Reddish Brown with Stripes

Nationality Senegalese Eye Colour Brown

Place of Birth Dakar, Senegal Height 1.72m

Date of Birth February 2, 1982 Weight 63kg

 

Background

Maï was coaxed into a life of crime during her later school life in Paris. She had moved from Dakar to train with the French Olympic track and field team, and had also begun manifesting her uberhuman abilities: something which her track coach was quick to pick up on. He helped her gain control of her light powers, and she used them to break into jewellery stores and, later, banks to get money for the coach. She also started to deliberately injure her opponents in sniper attacks before races and events.

 

By the age of eighteen, Maï was well trained in heptathlon and crime. She gained a place at the Sydney Olympics in 2000 and managed to free herself from the coach, returning to Senegal with a Bronze medal and a sense of freedom which her parents, coaches and friends were unable to stifle. She left Senegal and travelled north to Morocco before coming across the Witch Doctor, who managed to save her from being abducted or killed by the Sons Of Set who had begun spreading across the north of Africa. Maï returned to Azambia with the Witch Doctor and agreed to work for him, joining his army and taking up military training.

 

She was sent to join The Hunt and has operated with the mercenary group ever since, although she maintains a strong relationship with Azambia and her patron, the Witch Doctor.

 

 

Personality

Maï is a trained athlete and maintains a strict training regime. She is highly competitive and amongst the males of The Hunt, she feels she has to beat them in everything they do, especially against Silverback who she detests. She is an independent thinker and looks out for herself, although when people show her kindness or treat her well, she is well equipped to return the favour.

 

Quote

"Mon Dieu, you cannot truly expect to outrun light?"

 

Powers

Gazelle is an uber who can generate intense shafts of light which she utilises for a variety of 'laser beams'. She is able to generate blinding light, explosive chares and lethal levels of energy, although she prefers to throw quick and fast beams to keep her enemies on the move. Her Olympic training has resulted in her being in peak physical condition and she is able to run long distances without tiring.

 

 

Appearance

Maï is a young and athletic woman with dark skin, darker eyes, and a mop of semi-dreadlocked brown hair which she dyes red with darker brown and white highlights. When working as Gazelle she wears an orange and white armoured bodyglove with a matching mask to maintain her secret identity. Out of costume she wears an Azambi military uniform or athletic wear.

 

 

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THE HIPPO: Henry Gbagho

Click Here For The Character Sheet

Noah Thorp created Hippo, who was the first of The Hunt.

 

Concept Brick Hair Colour Bald (Black)

Nationality Ivorian Eye Colour Colour

Place of Birth Yamoussoukro, Cote d'Ivoire Height 2.13m

Date of Birth August 7, 1982 Weight 800kg

 

Background

Henri wasn’t much of a guide. It wasn’t that he didn’t know a few of the local dialects of the tribes in the interior of the Ivory Cost or that he didn’t know how to set up a camp, or that he knew what he was talking about. However, Henri liked to talk, brag even.

 

His latest trip up the Sassandra River was just like the rest. The weather was miserable, the mosquitoes were biting and the customers were certainly creepy, especially the leader of the group, a German. Henri didn’t care that much for Europeans in general, especially Germans. What had the Europeans ever done for the Ivory Cost or for Africa for that matter? Enslavement and subjugation that’s what.

 

Henri, being Henri, expressed this sentiment to the German - a man all the others in the group kept calling Vater or something. Henri didn’t speak German. However, the German didn’t even seemed to be phased by Henri’s words. That was a big mistake. Henri wasn’t the type to be ignored. For days upon days, Henri ranted about how the Europeans did this and that. It certainly bugged the heck out of the Kinder as they called themselves. Especially the big freak who called himself Leibwachter or something. They were a pair of brutish Siamese twins.

 

Eventually the party had reached their destination. The German and his men had come to the Ivory Coast to study hippos. Lac de Buyo certainly had enough of the brutes. Henri set up camp while the Kinder went looking for hippos. At first Henri turned a blind eye to what they were doing; he had seen poachers before. However, he was awakened one night to the sounds of a hippo screaming. It sounded like they were torturing the animal.

 

Against his better judgment, Henri got out of his sleeping bag and went to investigate. Henri was almost sick by the sight of what they were doing to the animal. To Henri the poor best should’ve been dead for all the damage the German had done to it. Vivisecting.

 

Henri made the mistake of stepping on branch, which snapped loudly under his foot. The sound was like a gunshot in the night for the effects it had on the Kinder. Before he knew what was happening a band of the Kinder materialized out of the night and grabbed him.

 

Henri was dragged before the German who was finishing his vivisection of the hippo. Turning to Henri the man spoke.

 

“So,†he said blood dripping form his gloved hands, “you don’t approve of my little experiment, ja?â€

 

Henri was too shocked to answer and he was sweating like crazy.

 

“Ja, we came to your miserable, wretched country to extract genetic material from the hippopotamus amphibius. You would be surprised at the power the humble hippopotamus has. Such power. But I have captured that power.â€

 

Smiling, the German held up a vial of a purplish liquid. He turned the vial and admired its contents. Frowning a little he looked again at Henri.

 

“Alas,†he said, “I didn’t have the foresight to bring along a test subject to experiment on. Or did I?†The German motioned to the Kinder who immediately pinned Henri down. Smiling evilly the German brought our a syringe and drew a large dosage from the vial.

 

“Now,†said the German, “this might hurt a little,†as he drove the needle deep into Henri’s carotid artery.

 

It was like acid flowing through Henri’s veins and he screamed in agony. The Kinder smiled at this as did the German. They kept Henri confined for days while he was injected several times a day with the purplish liquid. Each time he was inject the effects of the mutated hippo-dna became more evident. Henri’s flesh seemed to swell and he couldn’t get enough to eat. All through it the German kept notes.

 

However, it was on a moonless night that Henri made his escape. The shots finally had their final effect. His ubergene was fully active. Super human strength now coursed through his corpulent frame. Breaking free, he made a mad dash for the lakes. Several shots from the Kinder hit him, but Henri didn’t feel a thing. He spent several days in the lake before fleeing down the river. Since then Henri, who is now know as Hippo wanders Africa trying to make a living using his super powers.

 

Personality

Henri has always been a big mouth, always shooting it off, and this was always getting him in trouble. Nothing has changed since he became Hippo. He’s opinionated and gladly shares his point of view with anyone who’ll listen. Those who ignore him get it worst. The mutated dna that he was injected with has also had effects on his personality. Henri’s temper is certainly shorter, and is easily irritated. Those who irritate Hippo pay for it. Another effect is that Henri is almost constantly eating. Doesn’t matter what, so long as he has something handy. His one big weakness is his gullibility, which was very evident when he took the Kinder on a safari. To Henri he believed what they had to say.

 

Quote

“Hey I’m not fat. I’m just big boned.â€

 

Powers

Hippo is super humanly strong. The injections activated his ubergene granting him incredible strength at the cost of becoming immense. His girth actually protects Hippo, in that attacks are rarely felt, and those that are felt are quickly healed from. Occasionally Hippo can even increase his already super human strength for short periods of time. Because of all his weigh it is difficult to move Hippo when he doesn’t want to be moved.

 

Hippo has developed his own fighting style using his immense weigh. His Hippo Hug is really a bear hug where Hippo wraps his arms around his victim and squeezes. With a step of his huge foot Hippo can crush technological objects. This is one of his favorite tactics. Finally Hippo can cause shockwaves by slamming his fists in the ground.

 

Appearance

Hippo doesn’t wear a costume as such. His usual dress is a black tank top, green trousers with a yellow stripes down the sides, and boots. He also has a belt, but his gut hangs over so much it’s hard to see. Hippo is naturally huge, weighing close a ton. Due to his immense size it would be impossible for him to maintain a secret identity. What hair Henri had fell out after he was injected. Another distinct feature is that he sweats a lot, and it gives off a distinct aroma.

 

 

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I drew this picture for the Global Guardians primate terrorist group Prime8, but adapted him for The Hunt. You can't half tell he's a GGorilla from the Disney Tarzan film, right?

 

SILVERBACK: Mikeno N'gagi

Click Here For The Character Sheet

 

Concept Brick Hair Colour Grey-Black

Nationality Nominally Ugandan Eye Colour Yellow

Place of Birth Virungus, Rift Valley, near Ugandan border Height 2.10 m

Date of Birth October 1989 Weight 100kg

 

Background

Mikeno was cast out of his family group as her approached adolescence and would have been killed or maimed by other silverbacks if his ubergene had not activated. Even though he was small, compared with the other silverbacks, Mikeno was much stronger... almost insanely so. He entered rages easily, ripping up sides of the mountains in his pursuit of potential enemies. He tried to move in on his family group and killed all of the males, but the females were too fearful of his strength, and after maiming many potential mates, he decided to move away.

 

He encountered the Ugandan army, destroyed a unit, and was then hunted down and nearly killed. Mikeno realised then that humans were a worthy opponent, and also a potential threat. He studied the languages, the human way of fighting, and the place uberapes held within that world. It was not a pleasing study.

 

Mikeno worked with rebels in Uganda, fighting against the army and gaining experience and a sound knowledge of tactics. Then he left and began to sell his services to the established network of mercenaries across Africa, preferring to stick to the mountains where he could blend in rather than be forced into the human cities.

 

He came across the Witch Doctor just prior to the Witch Doctor's incursion in Azambia, and after listening to the rhetoric, Mikeno believed that he could be served well by joining the potential world dictator. There would be a place for him, and possibly a harem of mates. After assisting with the coup, Mikeno was rewarded with seven females, and considers the Witch Doctor to be the only trustworthy human he has come across, although he is not so gullible to believe that his new employer would never cross him.

 

 

Personality

Mikeno is a mountain gorilla cast out of his natural environment. He does not fully understand many human customs and mannerisms, most notably a sense of humour. He is frustrated about being caught up in the human world, and would prefer nothing more than to return to his home land and be accepted. At the moment that does not look possible as he has not yet fully mastered his uberabilities.

Among the other mercenaries of The Hunt, Silverback comes across as exceptionally macho, spending an inordinate amount of time 'beating his chest', and proving how masculine he is. This behaviour stems from a throw-away comment about Mikeno's inability to score among his own kind. Mikeno is really sensitive about his inability to induce anything romantic in the females of his species, and this plagues him.

 

 

Quote

"We can do this the civilised way with guns, or I can just come over there and rip your throat out with my bare teeth."

 

Powers

Silverback possesses uber levels of strength, able to lift in excess of 50 tons, and easily rip out tall trees and collapse sides of mountains. In addition to his strength and natural gorilla abilities, Silverback is very resistant to injury and possesses a formidable regenerative ability.

 

He has trained in the arts of human warfare, and is capable of handling most human weapons. He carries a modified 4-shot pistol which is capable of extreme damage, but he much prefers to get his hands, feet and fangs bloodied in combat.

 

 

Appearance

Silverback is, as his name implies, a large male mountain gorilla: a silverback. His hair is dark grey-black with a silver-like hue on his back. In costume, he wears a red and white uniform, but prefers to avoid human traditions and go natural. He is exceptionally large and muscled which is sometimes difficult to perceive because of his thick pelt.

 

 

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Zebra was created, drawn and coloured by Noah Thorp (The Arc)

 

ZEBRA: James Mwale

Click Here For The Character Sheet

 

Concept Speedster Hair Colour Black

Nationality Kenyan Eye Colour Brown

Place of Birth Kisumu, Kenya Height 1.96m

Date of Birth December 2, 1980 Weight 95kg

 

Background

James was descended from great warrior in the grand tradition of the Masai people. His family had great plans for James. However, James had other ideas. He thought that the Masai traditions were outdated and that the Masai had no real place in the modern world. When he saw the wealthy tourists from Europe and the West he felt a growing discontent with the Masai, and his place among them. He tried to talk to his father about the way his felt, but his father was a traditionalist would hear of anything different. Disgusted James ran away.

 

He was never sure how he ended up in a camp of soldiers, but he had no where else to go. The Masai would never accept him back. The man in charge of the camp was called Witch Doctor and he was preparing to invade the Congo and carve out a piece of the country for himself. Two months before the invasion was to begin medics working for Witch Doctor came through the came collecting blood samples.

 

A week later James was roughly awakened by Savage Lion, one of the Ubers working Witch Doctor. The Masai had faced lions for centuries, so James wasn’t afraid of the big Uber. Savage Lion thought James was amusing. James was taken to the tent of the Witch Doctor.

 

Witch Doctor told ham that he was going to perform a ceremony for James would make him into a great warrior. What Witch Doctor didn’t tell him was that the blood tests had shown that he was a latent Uber. Savage Lion stood in the doorway to keep him from leaving.

 

James was stripped and tied down on a table. He didn’t understand much of what was done to him next, but Witch Doctor poured strange powders on him and chanted strange words over him. There were many pricks from the table. Before it was over pain encompassed his frame. Eventually the transformation was complete and James was allowed up.

 

A full length mirror was brought in and James saw what had become of him. No longer was he a Masai but a freak of nature. He was half man, half zebra. He was horrified by the change and was going to attack Witch Doctor. However, Witch Doctor held up a fetish made from strands of his hair mixed with a zebra. He told James that he now held his soul and as long has he had the fetish James would serve him.

 

To make sure that James would stay loyal Witch Doctor gave the fetish to Savage Lion. James, or as Zebra joined the Hunt that day. He has regretted it ever since, but feels he can’t do anything because Savage Lion has the fetish.

 

Personality

James is a bad tempered man. He feels trapped in a situation he has no control over. This brings out a lot of anger in the man. It’s just like when he was with the Masai, except there he was trapped by tradition. He has exchanged one prison for another.

 

He doesn’t like being Zebra, but believes he has no choice in the matter. Witch Doctor made him into a monster, and Savage Lion holds his leash. James has a lot of regrets since he left the Masai, and would go back, but knows he would never be accepted.

 

Quote

“Look out man, Zebra is coming through.â€

 

Powers

In his transformed state, Zebra is superhumanly fast. He can run faster than the fastest cheetah. Zebra has trained himself to perform a number of speedster attacks. From his dizzying spin attack where he grabs an opponent and spins them around until they’re too dizzy to attack to his “super-kick†in where Zebra runs at his foe as super speed and plants a kick into their chest. Most foes end up flying really far from such an attack.

 

Zebra runs so fast that he can run across water and even up side vertical surfaces. Also when he’s moving he becomes impervious to friction, and attacks become less effective against him. After the invasion of Azambia, Witch Doctor taught him how to return to his human form.

 

Appearance

When James becomes Zebra he takes on a lot of the characteristics of the Zebra. His head becomes very horse-like, including a mane that runs down his back. His legs become zebra-like as well. In his Zebra form, he has hooves instead of feet. Naturally his body is covered with black and white fur. For a costume, Zebra just wears a loincloth in black and white. When in his human form, James dress in the uniform of a soldier of Azambia.

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Mc Destruction

 

Here's a character designed, drawn and coloured by The Arc (Noah). I was checking him out for my upcoming campaign and thought I'd post it since it's a short one.

 

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MC DESTRUCTION: Julius Johnston

Click Here For The Character Sheet

 

Concept Energy Blaster Hair Colour Black

Nationality American Eye Colour Brown

Place of Birth Los Angeles, California, USA Height 2.16m

Date of Birth March 29, 1976 Weight 147kg

 

Background

Julius Johnston was in prison for five years for aggravated assault after some white dude had scuffed his Air Jordan's. He took immediate and violent offence to the scuffing of his shoes and proceeded to beat on the white guy mercifully. The white guy suffered a broken jaw, nose, and assorted ribs. Julius would've gotten away with it, if the bartender hadn't laid him out with a baseball bat from behind.

 

So now Julius was sharing his prison cell with a weird white guy everybody called Wires. Wires was in prison for some computer crime that Julius didn't understand. Wires would go on and on about computers and electronics and at first it annoyed Julius, but later the two men became friends.

 

Wires told him about a device he had been working on called a sonic resonator. According to Wires this device would make him rich beyond his wildest dreams when he got out of prison. Nobody really believed this claim. When the two men were released from prison, Julius started a career as a gangsta rapper. He didn't think he'd ever see Wires again.

 

However, it was two years later that Julius ran into Wires at a nightclub he was playing at. Some big black guys were picking on Wires and Julius came to his defense. He chased off the men and a grateful Wires invited Julius back to his lab so that he could see his sonic resonator that he was always bragging about back in prison.

 

At Wires lab, he offered to show Julius how his sonic resonator worked. Julius didn't know that the sonic resonator was actually a weapon, until Wires turned it on him. Sound waves buffeted his body as pain wracked his body. His bones were liquefying under the assault, and his flesh was quickly following. That was also when the lights went out. The sonic resonator had sucked too much electricity from the power grid and it tripped the circuit breaker.

 

The warehouse went totally dark and completely silent. Wires spent the next couple of minutes looking for the circuit breaker. While looking, Wire started to hear a humming sound that grew in volume. Growing nervous, Wires was finally able to find the breaker and threw the switch. Julius was standing in the spot where Wires had zapped him with the sonic resonator. The sound that he had heard was coming from Julius and Julius didn't look happy.

 

Wires tried to calm Julius down, but Julius just stood there, seemingly vibrating with rage. Seeing he was getting nowhere, Wires tried to run. With a shout of fury, a blast of sonic energy blasted through a nearby wall killing him instantly. Julius left the lab on unsteady feet. It took him several weeks to get control of his newfound powers. In a way he was thankful to Wires, even though the creep deserved what he got. Now Julius who started calling himself MC DESTRUCTION, was certain to go down in history as the greatest gangsta rapper ever.

 

 

Personality

Julius is a man with an explosive temper. This is what landed him in prison in the first place. He doesn't like to be touched. Those who upset Julius gets the full force of his sonic powers. When Julius is angry, or excited he doesn't hold back.

 

Julius thinks he's a great gangsta rapper, and comes off as a very cocky person. No one is as good as MC DESTRUCTION. Those who disagree with him will get put in their place. Also like most gangsta rappers, Julius is contemptuous of authority, especially the police. As such MC DESTRUCTION he goes out of his way to make cops look bad.

 

Quote

"MC DESTRUCTION IS IN THE HOUSE!"

 

Powers

Julius's body absorbed a lethal dose of sonic energy that would've killed most people, but has latent Uber-gene reacted to the sonic energy so that now Julius has become a source of sonic energy himself. MC DESTRUCTION causes a lot of damage by projecting incredible amounts of sonic energy. He can also amplify sounds around him causing confusion.

 

Because his body is now is mostly contained solidified sound, it's difficult to actually harm Julius. He can also weaken the bonding between his cells, becoming immaterial. In such a state, almost all attacks are ineffectual against him. Being composed of mostly sonic energy, attacks against his hearing are almost pointless. Also through unknown means, MC DESTRUCTION can fly.

 

 

Appearance

MC DESTRUCTION is a mountain of a black man. His typical dress is black combat boots, black pants, black leather rain coat, shades, and a black fedora. Of course MC DESTRUCTION wears a lot of bling-bling, gold rings, necklaces, and ear rings. MC DESTRUCTION dresses to impress.

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Cabala - Israel's Government Super Team

 

This team was created by Noah (The Arc) and then I added a couple of female characters (Delilah and Merkava). The team works for the government but they are traditional superheroes, in that they really don't go in for the whole assassination thing (like a lot of traditional comic-envisioned Israeli government teams). Not to say they wouldn't do it, but it's not common practice. Just in case you asked!

 

The team is led by Solomon 9, Noah's version of Brainiac 5.

 

solomon91.jpg

Drawn by Noah Thorp

 

SOLOMON 9: Solomon Bloom

Click Here For The Character Sheet

 

Concept Mentalist Hair Colour Brown

Nationality Israeli Eye Colour Brown

Place of Birth Tel Aviv, Israel Height 1.7m

Date of Birth December 20, 1956 Weight 77kg

 

Background

Solomon is the scion of the Bloom family, one of the few Jewish families who escaped the Holocaust with all their wealth intact. His parents settled in Britain while waiting for the opening of the State of Israel. Once in Israel the Blooms cut all ties with their past lives and set out to turn their wealth to the betterment of the Israeli people. Over the years the Blooms expanded into the field of electronics, and with the death of his father, Solomon took over as the head of Bloom International.

 

Solomon, always a serious analytical man, felt that he could improve his thought processes even further. For Solomon the only way for Israel to survive with enemies all around was to out think those enemies. This was the basis for his idea of the Mental Helmet. Over the years there have been a lot of prototypes of the Mental Helmet, some successful and some not. Solomon keeps them in a museum hidden under his mansion. The latest version was the ninth in the series, and it was the most powerful.

 

Solomon was amazed with what he could do with the mental helmet. He could lift things with his mind, read other people's minds, force them to stop moving. For awhile he considered selling the Mental Helmet to the government, but the extreme expense to build just one would be too much. So instead, Solomon created a new identity for himself. Calling himself Solomon 9 he started fighting crime in Israel. When the government made a call for the heroes of Israel to unite, Solomon 9 was one of the first. Due to his intellect Solomon 9 was given command of Cabala.

 

Personality

Solomon is a thinker. He spends a lot of his time thinking things through. Sometimes he spends too much time just thinking. Solomon looks for hidden meanings in almost everything. By thinking long and hard Solomon is sure to solve any mystery or defeat any foe.

 

Like Desert Falcon, Solomon is outspoken about politics. However, Solomon is more conservative. Solomon insists that only by maintaining the current balance can Israel survive. For him reforms will just lead to chaos and allow the enemies of Israel to win. Solomon 9 will never let that happen.

 

Quote

“I only see greatness for Israel. Nothing will stand in our way when we unite as one.â€

 

Powers

Solomon always thought that he was psychic in one way or another. The Mental Helmet makes all of this true. With the helmet Solomon 9 can affect a foe in one of two ways. Solomon 9 can open a foe's mind by reading his thoughts, projecting a powerful mental lance, instil hallucinations in his foes, or even seize control of a foe's body freezing them in their tracks. Secondly Solomon 9 can manipulate psychic energy to move objects with his mind. Solomon 9 primarily uses this second ability for movement, or in defense.

 

The Mental Helmet also provides the wearer with defense against mental assaults, and even increases the willpower of the wearer. In addition to the abilities Solomon 9 has gained from his Mental Helmet, he has trained himself in hand-to-hand combat.

 

Appearance

Solomon is a muscular man who wears a skin tight white body suit that really shows off his muscles. He wears matching blue gloves, boots, belt, cape, and a small domino mask. On top of his head is his Mental Helmet. In a way it looks like a steel yamaka only larger with flashing lights, and the word for nine stencilled in Hebrew. When not in his Solomon 9 guise, he likes to dress as a wealthy industrialist.

 

 

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DELILAH: Arianna Horowitz

Click Here For The Character Sheet

 

Concept Brick Hair Colour Black

Nationality Israeli Eye Colour Brown

Place of Birth Tel Aviv, Israel Height 1.65m

Date of Birth June 7, 1979 Weight 54kg

 

You know, I haven't actually written her background yet. What a goof! I knew there were loose ends in the Uberworld, but probably should have checked this one before posting, eh? :D

 

Oh well, I'll add it / edit it when it's done. Just pretend it all looks good, okay?

 

 

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DESERT FALCON: Gabirle Ben Zeev

Click Here For The Character Sheet

 

Concept Martial Artist Hair Colour Black

Nationality Israeli Eye Colour Brown

Place of Birth Nazarene, Israel Height 1.7m

Date of Birth April 28, 1974 Weight 77kg

 

Background

Gabriel Ben Zeev along with his wife Sarah were employed as assistant archeologists by S.A.G.E. in their Angkor Wat facility. These were happy times for the couple, exploring the ruins and unraveling the past alongside their boss Annika Heyerdahl. All this came to an end when Sarah was diagnosed with breast cancer. The couple traveled through the mystic gate to Area 51 to meet with Doctor Tokada. However, even with the advanced science of Area 51 it was all futile, the cancer was malignant. They again returned to Angkor Wat to gather their things. Sarah wanted to return to Israel, so she could die in Israel.

 

It was on the trip to Phnom Penh that disaster struck. A group of Khmer Rouge opened fire upon them as they were crossing over the Pouthisat River. The truck they were driving crashed into the river. Sarah was killed in the crash, and Gabriel was thrown into the river. Gabriel was fished out of the river miles down from the bridge by a little old man who called himself Master Jun.

 

Master Jun was a deserter from the Chinese army who had been hiding out in Cambodia since the Vietnam war. The old man nursed Gabriel back to health. However, there was little Master Jun could do to help him deal with his loss. So Master Jun started teaching hawk style kung fu. At first Gabriel resisted, but later found comfort in the martial arts. He was to spend several years at Master Jun’s side learning kung fu. When Master Jun felt Gabriel learned all that he could learn from him, the master gave him his “Talon Clawâ€.

 

Gabriel, a broken man, returned to Israel, his only comforts were in his martial arts, which he practiced religiously. However, under it all he burned for a desire for revenge against the people who killed Sarah. Enter Mossad. Mossad had learned about Gabriel and recruited him into their organization. After more training he was sent to spy upon the Iraqis.

 

In Bagdad, Gabriel learned of an alliance between the Saddam Hussain and Fatwa. Gabriel rushed back to Israel where the prime minister called for the formation of a Uber force to counter the raise of Fatwa and even Five Pillars. As a reward, Gabriel was given a prototype combat suit that Bloom International had designed and given the code name: Desert Falcon. Now Gabriel would be able to pay back the kind of people who killed his Sarah.

 

Personality

Gabriel is a devoted man. Once his devotion was to his wife; whom he still misses dearly, but now he has a new mistress and her name is Justice. His foes are terrorists and those who threaten the security of the State of Israel. As Desert Falcon, he’ll go to any lengths to achieve his goals.

 

In addition to his desire for justice, is an equal desire to see that Israel continues as a nation. While Gabriel rails for change in the Middle East it is only to strengthen Israel so that the nation can stand up against all the enemies that stand against her. Gabriel would gladly lay down his own life for his country.

 

Quote

“Your days of terrorism are over villain.â€

 

Powers

Desert Falcon wears a specially designed suit that allows him to fly without making a sound. The suit also enhances the wearer's vision and hearing. With his enhanced senses Desert Falcon can anticipate attacks by foes. The flying suit is reinforced and proves protection for the wearer. The hood of the suit has built-in polarized lenses that protect Desert Falcon from most flash attacks. Desert Falcon has armed himself with a weapon that he calls the “Talon Clawâ€. The claw is a weighted blade shaped like an eagle's talon at the end of a strong cable. Desert Falcon can fling the blade at his foes and easily retrieve it using the cable.

 

Desert Falcon has trained in hawk style kung fu from his days with Master Jun. He’s able to use his “Talon Claw†with his martial arts. The “Talon Claw†is very similar to a kyogetsu shoge.

 

Appearance

Desert Falcon wears a skin-tight black and brown body suit. A pair of transparent wings are attached to the back of the body suit. The costume is hooded to cover most of Desert Falcon's head except for his face. The hood is shaped to look like a falcon's head and casts his face in a constant shadow. Gabriel stands 5'7" tall and weighs 170 lbs. He has dark colored hair and brown eyes, and has a dusky Mediterranean complexion. When not in his Desert Falcon guise, Gabriel poses as a social activist.

 

 

golem1.jpg

 

GOLEM: Isaac Bernstein

Click Here For The Character Sheet

 

Concept Brick Hair Colour Black-Grey / None

Nationality Israeli Eye Colour Brown / Stone

Place of Birth Jerusalem, Israel Height 1.68m / 2.5m

Date of Birth May 5, 1966 Weight 67kg / 3,200kg

 

Background

Isaac was the great grandson of a cabala mystic originally from Poland. Before hid death he passed the knowledge of a creation of a golem down to Isaac. Isaac was always a little odd and took to the cabala mysticism. However, he never planned on actually building a golem. His other passion besides mysticism was sculpting. Isaac was a well known sculptor with many pieces all around Israel.

 

His latest piece was a clay statue of a dear friend who was slowly dying. Isaac wanted to make a sculpture of his friend in his prime. However, once Isaac got started his artistic flair came out and he exaggerated the physique of the statue. The statue was big with an extremely muscular build. Isaac finished the statue the day his friend died.

 

That night Isaac got drunk, really drunk. A storm had blown up from the Dead Sea and rain was plastering his studio with fat drops. Isaac was depressed, almost suicidal. That was when inspiration struck him. He would animate the statue using his great grandfather's magic. It took the whole night and several more bottles of wine to complete the ritual. In the end Isaac passed out.

 

Isaac woke late the next day with a splitting headache and a bad taste in his mouth. At first he didn’t remember what he had done, but when he came into his studio and saw the statue it all came rushing back. The statue certainly looked different; more alive, but it was still just a statue. It didn’t move or answer him. Confused Isaac came up to his failed attempt at creating a golem with tears streaming down his ashen face.

 

Touching the cold clay of the statue Isaac couldn’t help but to let out a moan. He had failed. In despair wrapped his arms around the statue in a hug. He really missed his friend. That was also when the magic came alive. Flowing like soft clay, Isaac fell into the statue merging with it.

 

Isaac was shocked, to say the least. He was the golem. Isaac could move all of the limbs of the golem, and even look out the creatures’ eyes. He wasn’t sure how long he would be trapped in the clay, but with nothing else to do he took a halting step towards the door. In a way it was like learning to walk again. He put several holes in the floor trying to walk towards his studio door. He was still learning to control the body as he ripped the door off of its hinges.

 

Walking outside created quite a stir. A few people saw him and fled in terror. Quickly the police arrived and no matter how Isaac protested that it had all been a mistake they wouldn’t listen to him. One nervous police officer even opened fire on him. Scared Isaac crossed his massive arms as the bullets struck him. Isaac couldn’t help but laugh; the bullets didn’t hurt him at all. He reached out and took the gun away from the police officer and mashed it into a ball of steel. It was almost like working with clay.

 

The sight of Isaac destroying the gun unnerved the police and they fell back waiting for backup. Their backup turned out to be Solomon 9. The Hero of Israel took one look at Isaac and knew what was going on. He ordered the police back while he talked to Isaac.

 

Eventually things calmed down, and Solomon 9 took Isaac back to the Cabala headquarters for a longer talk. It was Solomon 9 who was able to figure out how Isaac could emerge from the golem that he created. Isaac was very grateful to Solomon 9 and gladly offered to join Cabala. Since joining Cabala, Isaac has become known by his other name: Golem.

 

Personality

Isaac is a very sensitive artist. His interest in mysticism stems from his artistic sensitivity. He wholeheartedly believes in the cabala mysticism that he studies. Isaac isn’t very good at it, but he doesn’t let that stop him. While Isaac has the ability to level a building with a punch he’s always careful to not actually kill anybody.

 

Quote

Bernstein: "Don't be such a shlemiel. Of course this is the way it's supposed to work."

Golem: "I shall stand against you. You shall not pass."

 

 

Powers

Isaac, through the use of magic which he barely understands, was able to animate a clay statue, which he can merge with any time he wills it. Inside the golem Isaac becomes superhumanly strong, and resilient to almost any damage, especially against magical attacks. While merged into the golem, Isaac is barely affected by his environment. Fire doesn’t burn the golem, no does the lack of air bother as the Golem doesn’t breath. The clay body even regenerates itself by knitting the clay flesh back together. Because of the somewhat soft nature of the clay flesh, most attacks are blunted.

 

 

Appearance

The Golem is a large humanoid made out entirely of enchanted clay. It’s not a golem in the classical sense, but became a variation due to Isaacs drunkenness. Golem barely has facial features. Outside of the golem, Isaac is a man of average height. He normally keeps his dark hair long, and it has started to turn grey. His favorite clothing are a pair of stained jeans, an equally stained smock, and sandals.

 

 

merkava1.jpg

 

MERKAVA: Atara Barazani

Click Here For The Character Sheet

 

Concept Brick / Energy Blaster Hair Colour Brown

Nationality American / Israeli Dual Citizenship Eye Colour Brown

Place of Birth Kingston, Rhode Island, USA Height 1.81m

Date of Birth September 29, 1974 Weight 96kg

 

Okay, so that's actually two backgrounds I'll need to do.

 

Sorry folks!

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  • 1 year later...

Re: Uberworld - Character and Art

 

Thought I'd dust of this ol' thread, especially because of the website change. Uber World can now be found at http://uber-world.com

 

Here's a few of the new characters I've designed. Some of the artwork is by me, and some by Tribe. Enjoy:)

 

The first up is Abby Normal. I always loved Young Frankenstien, so this character just seemed natural. She's part of a group known as the Lost Girls, an homage to the Lost Boys (no vampires however).

 

abbynormal.jpg

 

Abby Normal

Abigail Norman

Cost Characteristic Value Roll Notes

5 STR 15 12- Lift: 200.0kg; HTH: 3d6; END: [1]

24 DEX 18 13- OCV: 6 DCV: 6

26 CON 23 14-

4 BODY 12 11-

3 INT 13 12- PER Roll: 12-

20 EGO 20 13- ECV: 7; Mental Defense: 20

3 PRE 13 12- PRE Attack: 2 1/2d6

0 COM 10 11-

4 PD 7 Total: 15 PD (8 rPD)

2 ED 7 Total: 15 ED (8 rED)

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

0 REC 8 Running: 10" / 20"

4 END 53 Swimming: 2" / 4"

3 STUN 35

 

Abby Normal | Summary

Real Name: Abigail Norman Hair Color: Black, but mostly hacked off

Concept: Mentalist Eye Color: Brown

Affiliation: Lost Girls Height & Weight: 5' 10" (1.78 m) / 150 lbs (68.04kg)

Played By: NPC Date of Birth: October 5, 1991

Created By: Noah Thorp Place of Birth: Boston, Massachusetts

Cost Powers END

60 Pain Manipulation: Multipower, 60-point reserve

6u 1) Agony Infliction: Ego Attack 6d6 ( Human class of minds) (60 Active Points) 6

6u 2) Pain Field: Ego Attack 2d6 ( Human class of minds), Area Of Effect (4" Radius; +1), Continuous (+1) (60 Active Points) 6

6u 3) Unending Torment: Ego Attack 3d6 ( Human class of minds), Continuous (+1) (60 Active Points) 6

14 Feels No Pain I: Healing 2d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2)

20 Feels No Pain II: (Total: 20 Active Cost, 20 Real Cost) Energy Damage Reduction, 25% (Real Cost: 10) plus Physical Damage Reduction, 25% (Real Cost: 10)

16 Guarded: Mental Defense (20 points total)

8 Knife: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); OAF (-1)

14 Leathers: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Real Armor (-1/4)

8 Swift: Running +4" (10" total) 1

Cost Talents

4 Flexible: Double Jointed

Cost Martial Arts

Maneuver Phase OCV DCV Notes

17 Dirty Infighting

 

 

Disarm 1/2 -1 +1 Disarm; 25 STR to Disarm

 

Eye Gouge 1/2 -1 -1 Flash 4d6

 

Low Blow 1/2 -1 +1 2d6 NND

 

Punch 1/2 +0 +2 5d6 Strike

 

Weapon Element: Blades

Cost Skills

6 +2 with Pain Manipulation

3 Acrobatics 13-

2 AK: Mental Insitutions 11-

3 Breakfall 13-

3 Climbing 13-

3 Computer Programming 12-

3 Contortionist 13-

0 Everyman Skills

AK: Boston, Massachusetts 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: English (Idiomatic, native accent)

[Notes: Native Language]

PS: Escaped Mental Patient 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

TF: Small Motorized Ground Vehicles

[Notes: Custom Mod is Everyman Skill]

3 Lockpicking 13-

3 Paramedics 12-

3 Persuasion 12-

3 Shadowing 12-

3 Sleight Of Hand 13-

7 Stealth 15-

3 Streetwise 12-

2 Survival (Urban) 12-

1 WF: Blades

200+ Disadvantages

5 Distinctive Features: Scars

20 Hunted: Local Law Enforcement 8-

20 Hunted: Sanction 8-

15 Physical Limitation: Weird Biochemistry, Requires Special Medical Attention

15 Psychological Limitation: Manic-Depressive

15 Psychological Limitation: Morbid

10 Psychological Limitation: Pretends to be Meek and Demure

1 Quirk: Collects Pieces of Clothe From Her Victims

1 Quirk: Cuts Herself At Least Once A Day

1 Quirk: Likes to Smile at Her Victims

1 Quirk: Prefers Her Meat to Be Rare

1 Quirk: Talks In Her Sleep

10 Social Limitation: Certifiably Insane

15 Social Limitation: Creepy

5 Social Limitation: Minor

15 Social Limitation: Public Identity

0 Experience Points

Abby Normal | Points Summary

Characteristics Cost: 120 Base Points: 200

Powers Cost: 158 Disadvantages: 150

Talents Cost: 4 Total Experience: 0

Perks Cost: 0 Spent Experience: 0

Martial Arts Cost: 17 Unspent Experience: 0

Skills Cost: 51 Total Points: 350

Background

Abigail, “Abby” Norman has been in and out of mental institutions since she was eight years old. She was committed by her foster parents after they discovered that Abby had been cutting herself. Normal treatments for her manic/depressive personality seemed to have no effect, therefore she was institutionalized. Other patients often complained that Abigail was hurting them, but none of them were ever believed by the people in the mental institutions. Little did they know that it was true. Abigail was causing others pain.

 

 

Abigail was causing others pain to relieve her own pain that she had internalized, and later she came to enjoy causing pain. The torment in others became a relief for Abby. Since the institution couldn’t handle Abby, she was shifted from one facility to the next, never staying long. None of the doctors realized that Abby was developing Uberhuman abilities.

 

 

After many years as a virtual prisoner of the mental institutions, Abby Normal, as Abigail calls herself has broken out. Several orderlies tried to stop her, but Abby Normal sent them to the floor roiling in agony. Abby is now off of her medications, and is going to have some fun for awhile, or at least until her depression gets her down.

 

 

Since escaping the mental institution, Abby has even made some new friends. Sure these girls aren’t as psychotic as Abby is, but no one can be perfect. They even have a name for themselves. They call themselves the “Lost Girls”.

 

Personality

Abby has a strong manic/depressive personality, with peaks of starling clarity to valley’s of bottomless depression. To deal with her highs and lows, Abby would cut herself . Cutting on her arms, and legs, and never deep enough to cause major damage. Later after her powers became evident, the cutting damaged her even less. However, it was also at this time that Abby discovered that she could cause pain in others. Like the self-inflicted pain that she inflicted on herself, she reveled in the pain that she could cause others. For Abby it was an even greater release.

 

 

Abby was institutionalized for years, and has formed a veneer of being demure and meek to better fool those who try to get close to her. The only people who’ve ever gotten close to Abby without her inflicting pain on them, is the other Lost Girls. Abby has a tendency to shy away from her victims, until they let their guard down, and then Abby strikes. Most victims don’t see it coming until it’s too late.

 

 

Abby also has a fascination with the morbid and macabre. Blood and gore don’t faze her one little bit. Abby has been suicidal at times when in the grips of a major depression, so death holds little meaning to her. Causing pain in others seems to be the only way for Abby to get past the darkness of depression to the heights of her manic phase. Naturally, Abby likes to keep a little something from those she has caused pain. For Abby Normal this is all natural.

 

Quote

"I'm not a serial killer...Really."

 

Powers

Abby is an Uber, whose mind is constantly generating painful impulses. For years Abby couldn’t direct her mental powers, and thus they turned against her. Her powers are the root cause of her mental illness. It wasn’t until Abby gained control of her mental powers, was she able to free herself of a little of the constant torment that coursed through her veins.

 

 

Abby is able to project blinding pain into a singular victim, and most don’t survive this single onslaught, or Abby is able generate waves upon waves of searing agony in victims around her. Her powers don’t have an effect on anything but humans, but even animals feel uncomfortable around Abby. Due to living with her powers for so long, Abby isn’t affected much when it comes to pain being inflicted on her. Her body naturally shrugs off most damage to the body, and even regenerates to a degree.

 

 

Even without her mental powers, Abby Normal is a skilled streetfighter. Abby packs a knife, which she at least cuts herself once a day, but has no problem using on those fighting against her. Her costume, which is made up of sewed together pieces of leather also protects Abby from some attacks.

 

Appearance

Abby would have been a beautiful young woman, except that beauty isn’t something that interests Abby. Using her knife, Abby has hacked off most of her hair, leaving strands in parts of her scalp. Abby also likes to paint her face like a porcelain doll, and even uses blood red lipstick to increase the shock factor. Abby likes to smile at her victims, while cocking her head.

 

 

Her costume consists of pieces of black leather that Abby has sewn together; Abby isn’t that great a seamstress. On her feet Abby wears clunky boots, and keeps her knife in her right boot. Abby also has a bag, which she has pieces of clothing in it. However, Abby normally hides her bag of memories and doesn’t carry it on her.

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Re: Uberworld - Character and Art

 

Next we have Princess (of Darkness), which is really a parody of Paris Hilton.

 

princessofdarkness.jpg

 

Princess (of Darkness)

Venice Sheridan

Cost Characteristic Value Roll Notes

5 STR 15 12- Lift: 200.0kg; HTH: 3d6; END: [1]

30 DEX 20 13- OCV: 7 DCV: 7

26 CON 23 14-

4 BODY 12 11-

3 INT 13 12- PER Roll: 12-

4 EGO 12 11- ECV: 4; Mental Defense: 0

10 PRE 20 13- PRE Attack: 4d6

7 COM 23 14-

2 PD 5 Total: 20 PD (15 rPD)

0 ED 5 Total: 20 ED (15 rED)

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

0 REC 8 Running: 6" / 12"

5 END 55 Swimming: 2" / 4"

3 STUN 35 Flight: 15" / 60"

 

Princess (of Darkness) | Summary

Real Name: Venice Sheridan Hair Color: Blonde

Concept: Energy Blaster Eye Color: Brown

Affiliation: Lost Girls Height & Weight: 5' 8" (1.73 m) / 110 lbs (49.90 kg)

Played By: NPC Date of Birth: Febuary 17, 1981

Created By: Noah Thorp Place of Birth: Beverly Hills, California

Cost Powers END

60 Darkness Powers: Multipower, 60-point reserve

5u 1) Darkbolt: Energy Blast 8 1/2d6, Reduced Endurance (1/2 END; +1/4) (54 Active Points) 2

6u 2) Darkness All Around: Darkness to Sight Group 4" radius, Personal Immunity (+1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points) 2

4u 3) Touch of Darkness: Energy Blast 6d6, No Normal Defense (Power Defense; +1) (60 Active Points); No Range (-1/2) 6

5u 4) Chains of Darkness: Entangle 5d6, 5 DEF (Stops A Given Sense Group: Sight Group) (60 Active Points); Cannot Form Barriers (-1/4) 6

20 Darkness Powers: Elemental Control, 40-point powers

20 1) Shadowflight: Flight 15", Position Shift, x4 Noncombat (40 Active Points) 4

20 2) Shadow Merge: Desolidification (affected by Darkness or Light Powers) (40 Active Points) 4

20 3) Shield of Darkness: Force Field (15 PD/15 ED/5 Power Defense/5 Flash Defense: Sight Group) (40 Active Points) 4

20 4) Wall of Darkness: Force Wall (5 PD/5 ED/2 Power Defense) (Opaque: Sight Group) (40 Active Points) 4

Cost Perquisites

15 Money: Filthy Rich

Cost Skills

3 +1 with Darkbolt, Touch of Darkness, and Chains of Darkness

3 Acrobatics 13-

3 Acting 13-

3 Breakfall 13-

3 Concealment 12-

3 Conversation 13-

0 Everyman Skills

AK: Beverly Hills, California 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: English (Idiomatic, native accent)

[Notes: Native Language]

PS: Socialite 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

TF: Small Motorized Ground Vehicles

[Notes: Custom Mod is Everyman Skill]

3 KS: Lifestyle of the Extremely Rich 12-

3 High Society 13-

1 Language: Spanish (basic conversation)

3 Seduction 13-

3 Shadowing 12-

3 Stealth 13-

3 Streetwise 13-

200+ Disadvantages

15 Distinctive Features: Stunningly Beautiful

20 Hunted: Local Law Enforcement 8-

20 Hunted: Sanction 8-

15 Physical Limitation: Weird Biochemistry Requires Special Medical Care

10 Psychological Limitation: Aloof and Superior

10 Psychological Limitation: Amorous

20 Psychological Limitation: Vain

15 Social Limitation: Secret Identity

10 Social Limitation: Sex Object

15 Social Limitation: Stunningly Beautiful

0 Experience Points

Princess (of Darkness) | Points Summary

Characteristics Cost: 118 Base Points: 200

Powers Cost: 180 Disadvantages: 150

Talents Cost: 0 Total Experience: 0

Perks Cost: 15 Spent Experience: 0

Martial Arts Cost: 0 Unspent Experience: 0

Skills Cost: 37 Total Points: 350

Background

The music on the dance floor seemed to pulse with a life of its own. Dancers twirled around Venice like a swirling mass. The heat from their bodies making the club warmer than it really was. Smells of cologne, perfume, and other things battled for prominence. For Venice Sheridan, this was her natural setting. The heiress of the Sheridan Hotel Empire danced, drank, and partied like there was no tomorrow. Men tried to catch her eye, but none were successful. Sure Venice flirted with each and every one of them, but none were good enough to take her home.

 

 

It was deep into the wee hours of the morning; this club never seemed to close that Venice started feeling odd. Venice put it down to being drunk out of her mind. Most nights were like that. It was when people started bumping into that Venice actually realized that something was going on. Venice was this close to getting really pissed off. Didn’t people know who she was? No one bumped into Venice Sheridan. It was with a blurry eye that Venice saw that the other dancers had stopped dancing, and was acting like the lights had gone out. Boy, thought Venice, what had they been taking? For Venice the lights from the disco ball were as clear, as a drunken socialite could see.

 

 

Venice made a sour face. This place had gone to the dogs. Maybe she’d find better action at the next club. She paused to remember where her friends were, but quickly forgot about them; as if she needed them. She was Venice Sheridan, the life of the party.

 

 

Outside the club, the air off the Pacific felt like a balm. On wobbly legs Venice waited for the valet to return with her Escalade. While waiting she checked her makeup in her compact. Venice thought she might be imagining things when she noticed a little darkness crossing her eyes. She put it down to too much drink.

 

 

It was only a moment before the handsome valet was back, and holding the door for her. Venice got in but not before passing her hand across his rugged check. As Venice drove off, she didn’t even notice that the valet had crumpled to the ground with a black hand print on his face.

 

 

Venice turned up the stereo and cruised around LA awhile, not noticing that people on the streets were acting so funny. It was after Venice ran a red light, which she’d swear was yellow, that the sound of a police motorcycle’s siren broke over the pounding music. Damn, she thought. She really didn’t need this hassle. Didn’t the cops in this town know who she was? She was Venice Sheridan.

 

 

Anger seemed to well up in her bosom. When the cop got to her Venice exploded in rage. Darkness erupted from the Escalade blowing out the doors and throwing the cop to the ground unconscious. Darkness swirled around Venice, and she couldn’t help but laugh. She really was a Princess of Darkness now. Let the fools beware.

 

Personality

Being an heiress of the Sheridan dynasty, Venice has always known she was better than everybody else. Venice looks down her nose at almost everybody, except for her fellow Lost Girls, and her latest boy toy. She’s also very much a party girl, and likes to have men all around her, especially men fighting over her. Venice likes to get guys all hot and bothered, and then leave them steaming in their own juices. She knows that she’s more beautiful than any of the other Lost Girls, and probably everyone else. A good way to get Venice upset is to belittle her looks.

 

Quote

"Every woman ought have four pets in her life. A mink in her wardrobe, a jaguar in her garage, a tiger in her boudoir, and a jackass who pays for the whole kit and caboodle."

 

Powers

Venice as the Princess of Darkness is able to tap into the Dimension of Darkness. By tapping into the dimension, she can project darkness in a variety of ways in this dimension. With a mere touch Venice can generate the darkness in a foe that’ll short circuit most foes central nervous system. Venice can also project bolts of energy, from her hands, or unleash bands of darkness that binds her foes. Naturally Venice can call into being a field of darkness, which only she can see through. Venice can also use the darkness as a shield, or as a wall.

 

 

Through unknown means, Venice can actually fly. With a little concentration, Venice can merge herself with the shadows becoming completely immaterial. Only attacks that generate darkness or light have a chance of harming Venice when she’s merged with the shadows.

 

Appearance

Venice is quite the clothes horse, constantly changing her clothes. She has no set costume, but seems to have quite a variety. Naturally, Venice will only wear the sexiest, the most expensive, and the finest quality of clothes. Venice is stunningly beautiful, with long blond hair, alluring brown eyes, and legs to die for. She doesn’t wear a mask, but uses her darkness to hide her true identity.

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Re: Uberworld - Character and Art

 

Then there's Rollergirl, because every super-villainess group needs a speedster.

 

rollergirl.jpg

 

Rollergirl

Amanda Spitz

Cost Characteristic Value Roll Notes

10 STR 20 13- Lift: 400.0kg; HTH: 4d6; END: [2]

48 DEX 26 14- OCV: 9 DCV: 9

26 CON 23 14-

4 BODY 12 11-

3 INT 13 12- PER Roll: 12-

0 EGO 10 11- ECV: 3; Mental Defense: 0

8 PRE 18 13- PRE Attack: 3 1/2d6

2 COM 14 12-

1 PD 25 Total: 33 PD (23 rPD)

0 ED 5 Total: 13 ED (21 rED)

24 SPD 6 Phases: 2, 4, 6, 8, 10, 12

2 REC 10 Running: 6" / 12"

2 END 50 Swimming: 2" / 4"

1 STUN 35 Flight: 40" / 320"

 

Rollergirl | Summary

Real Name: Amanda Spitz Hair Color: Brown

Concept: Speedster Eye Color: Brown

Affiliation: Lost Girls Height & Weight: 5' 8" (1.73 m) / 139 lbs (63.05 kg)

Played By: NPC Date of Birth: March 14th, 1985

Created By: Noah Thorp Place of Birth: Kansas City, Missouri

Cost Powers END

28 Super Skating: Multipower, 50-point reserve, (50 Active Points); all slots OIF (Skates; -1/2), (Only While in Contact with a Surface; -1/4)

3u 1) Hyper Skating: Flight 20", x8 Noncombat (50 Active Points); OIF (Skates; -1/2), (Only While in Contact with a Surface; -1/4) 5

3u 2) Overdrive: Flight 20", MegaScale (1" = 1 km; +1/4) (50 Active Points); OIF (Skates; -1/2), (Only While in Contact with a Surface; -1/4) 5

15 Skate Tricks: Elemental Control, 30-point powers

21 1) Battering Ram: (Total: 48 Active Cost, 30 Real Cost) Hand-To-Hand Attack +6d6 (30 Active Points); (Only with Move Through/By; -1), Hand-To-Hand Attack (-1/2) (Real Cost: 12) plus +6 with Grab By, Move By, and Move Through (Real Cost: 18) 3

24 2) Skate and Grab: Telekinesis (20 STR), Area Of Effect (6" Radius; +1 1/4), Selective (+1/4) (75 Active Points); (Only to Disarm/Grab Objects; -1), No Range (-1/2) 7

27 3) Weaving In and Out: Hand-To-Hand Attack +5d6, Area Of Effect (20" Line; +1 1/4), x2 Length (+0) (56 Active Points); Hand-To-Hand Attack (-1/2) 6

10 Impact Resistance: +20 PD (20 Active Points); (Only Protects Against Damage From Move Bys/Throughs the Character Performs; -1)

14 Pads: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Real Armor (-1/4)

15 One Tough Broad: Damage Resistance (15 PD/15 ED)

Cost Skills

4 +2 with Hyper Skating

6 +2 with Battering Ram, Skate and Grab, and Weaving In and Out

3 Acrobatics 14-

3 Acting 13-

3 Athletic Skill: Skating 14-

3 Breakfall 14-

3 Climbing 14-

10 Defense Maneuver I-IV

0 Everyman Skills

AK: Kansas City, Missouri 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: English (Idiomatic, native accent)

[Notes: Native Language]

PS: Professional Roller Girl 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

TF: Small Motorized Ground Vehicles

[Notes: Custom Mod is Everyman Skill]

5 Rapid Attack (HTH)

3 Security Systems 12-

3 Shadowing 12-

3 Sleight Of Hand 14-

3 Stealth 14-

3 Streetwise 13-

3 Teamwork 14-

1 TF: Skating (iceskating or rollerskating)

200+ Disadvantages

20 Hunted: Local Law Enforcement 8-

20 Hunted: Sanction 8-

10 Physical Limitation: Requires Twice The Normal Food Intake

15 Physical Limitation: Weird Biochemistry, Requires Special Medical Attention

15 Psychological Limitation: Cannot Resist Taunting Opponents In Combat

20 Psychological Limitation: Headstrong

15 Psychological Limitation: Thrill Seeker

15 Social Limitation: Known Homosexual

15 Social Limitation: Public Identity

5 Unluck: 1d6

0 Experience Points

Rollergirl | Points Summary

Characteristics Cost: 131 Base Points: 200

Powers Cost: 160 Disadvantages: 150

Talents Cost: 0 Total Experience: 0

Perks Cost: 0 Spent Experience: 0

Martial Arts Cost: 0 Unspent Experience: 0

Skills Cost: 59 Total Points: 350

Background

Amanda was one of the best. She knew she was destined for greatness. Her latest gig as an underground rollergirl was really paying off. Los Angeles was so much better than Missouri; people seemed so much more open minded too. They didn't mind that Amanda was the best. Every night they cheered her and the LA Outlaws on in an abandoned warehouse, or a parking garage.

 

 

Underground roller derby wasn't for the faint of heart. Rules were for weaklings. If there wasn't someone going to the hospital then it was a bad night. Bloodsport, pure and simple, just the way Amanda liked it. Sure Amanda had a few scars from her sport, but for Amanda the price was worth it. The women seemed to like the underground roller derby than the man, and that too was fine with Amanda.

 

 

Unlike the other rollergirls, Amanda had an ace up her sleeve. She was an Uber. Amanda had realized her power when she first put on a pair of skates. She could obviously skate faster than anyone else, but could also skate up the side of a wall. No one stood a chance. Just the way Amanda liked it.

 

 

Everything changed when Venice Sheridan came into her life. Amanda noticed the socialite in the crowd at her last match. She tried to flirt with Venice, but the other woman seemed to just ignore her. This really pissed Amanda off. With a blur on skates Amanda leaped into the crowd, totally ignoring her team mates and opponents. Bodies flew left and right. Amanda was just about to deck Venice when the lights went out.

 

 

Amanda didn't know that she had gone up against another Uber. Venice Sheridan was also known as the Princess (of Darkness). She didn't stand a chance against Princess. No matter how fast Amanda skated she couldn't find Venice. When Amanda was finally worn out, Venice raised the darkness walked over and decked Amanda. The two have been close friends eversince.

 

Personality

Amanda is a rude and crude broad and she's proud of it. She knows that she's white trash, and revels in it. Amanda has the mouth for it too. She never thinks twice about telling her opponents what she thinks of them, especially female opponents. There have been times when she has caused female super heroes to practically go berserk at one of her jibes. Nothing bothers Amanda, so long as she gets her way. She doesn't take direction very well, even from Princess (of Darkness). Forcing Amanda to do something she doesn't want to is a sure way to get her to do the opposite.

 

 

Amanda gets a kick out of her powers. She always showing off how much a bad ass she is. No risk, no stunt, is too tame for this Rollergirl.

 

Quote

"Hey baby! Nice costume! You know where it'd look better? Crumpled on the floor of my bedroom. What? What did I say?"

 

Powers

Amanda is an Uber with the ability to skate at superhuman speeds. When skating it's almost impossible for anyone to catch her. Through unknown means, Amanda is even able to skate up walls, and along nearly impossible surfaces such as along cables. Water, and open air seemed to be the only limits on her super skating.

 

 

A secondary effect of her powers, is that Amanda is highly resistant to damage that she brings upon herself when crashing into a foe at high speeds. In some crashes Amanda has been able to skate away without a scratch, while her victims haven't been so lucky.

 

 

Amanda has trained herself in a number of tactics using her super skating. One of her favorite maneuvers is to slam into a foe like a battering ram. Most foes have trouble standing after being ran over by Rollergirl. Another favorite is Amanda weaving in and out of foes while she clotheslines them. Amanda prefers to uses maneuver against multiple foes. Finally, Amanda likes to take away things (weapons, bikini tops, food, etc...) from her targets while skating at high speeds. Naturally all that skating really builds up an appetite, and Amanda is constantly having to stop and rob a fast food restaurant.

 

Appearance

Amanda is of average height and definitely has a rugged athletic build. She keeps her frizzy brown hair cut fairly short. A nose ring completes the picture. For a costume Amanda wears a white tank top, red shorts, leggings with one leg in black and white checks while the other is black and white strips. On her feet, Amanda wears a pair of white roller skates, with red wheels. Amanda wears knee and elbow pads, but doesn't wear a helmet. Helmets are for wimps in her opinion.

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Re: Uberworld - Character and Art

 

Two Ton Tina

 

twotontina.jpg

 

Two Ton Tina

Tina Wojciehowicz

Cost Characteristic Value Roll Notes

40 STR 70 23- Lift: 409.6tons; HTH: 14d6; END: [7]

24 DEX 18 13- OCV: 6 DCV: 6

30 CON 25 14-

10 BODY 15 12-

-2 INT 8 11- PER Roll: 11-

-4 EGO 8 11- ECV: 3; Mental Defense: 0

13 PRE 23 14- PRE Attack: 4 1/2d6

1 COM 12 11-

16 PD 30 Total: 30 PD (30 rPD)

16 ED 25 Total: 25 ED (25 rED)

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

0 REC 15 Running: 6" / 12"

3 END 55 Swimming: 2" / 4"

7 STUN 60

 

Two Ton Tina | Summary

Real Name: Tina Wojciehowicz Hair Color: Brown

Concept: Bricks Eye Color: Brown

Affiliation: Lost Girls Height & Weight: 7' 0" (2.13 m) / 2205 lbs (1000.17 kg)

Played By: NPC Date of Birth: June 10, 1989

Created By: Noah Thorp Place of Birth: Sheboygan, Wisconsin

Cost Powers END

Heavy Package

8 1) Immovable Object: Knockback Resistance -4"

4 2) Massive Energy Resilience: +4 ED

4 3) Massive Physical Resilience: +4 PD

13 4) Massive Strength: +20 STR (20 Active Points); No Figured Characteristics (-1/2) 2

-15 5) Physical Limitation: Heavy (1000 KG)

28 No Hurt Two Ton Tina!: (Total: 28 Active Cost, 28 Real Cost) Missile Deflection (Any Ranged Attack) (Real Cost: 20) plus +4 with Missile Deflection (Real Cost: 8)

28 I Have Crush On You!: Energy Blast 4 1/2d6, Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (69 Active Points); (Only to Inflict Crushing Damage; -1 1/2)

27 Resistant Flesh: Damage Resistance (30 PD/25 ED)

70 Ton Ton Tina's Tricks: Multipower, 70-point reserve

3u 1) Big Big Hug: Energy Blast 7d6, No Normal Defense (LS: Self-Contained Breathing; +1) (70 Active Points); (Must Follow Grab; -1/2), No Range (-1/2) 7

5u 2) Bye Bye!: For Up to 70 STR, Double Knockback (+3/4) (52 Active Points) 5

1u 3) Here Come Two Ton Tina: Hand-To-Hand Attack +6d6 (30 Active Points); (Only works when Performing a Move Through; -1), Hand-To-Hand Attack (-1/2) 3

3u 4) Two Ton Tina Tremor: Up to 70 STR, Side Effects (Side Effect only affects the environment near the character; May cause considerable damage to the environment; +0), Hole In The Middle (+1/4), Explosion (+1/2) (52 Active Points); Extra Time (Full Phase, -1/2), (Only affects Targets on the Ground; -1/4) 5

5u 5) You Go Night Night: Energy Blast 7d6, No Normal Defense (Lack of Weakness on defenses covering the Head, or any innate rPD protecting the head; +1) (70 Active Points); No Range (-1/2) 7

Cost Skills

10 +2 with HTH Combat

3 Acrobatics 13-

3 Breakfall 14-; (Only to Reduce/Avoid Damage from Falls and Knockback; -1/2)

3 Climbing 13-

0 Everyman Skills

AK: Sheboygan, Wisconsin 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: English (Idiomatic, native accent)

[Notes: Native Language]

PS: Circus Performer 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

TF: Small Motorized Ground Vehicles

[Notes: Custom Mod is Everyman Skill]

2 KS: Cartoons 11-

2 KS: Professional Wrestling 11-

2 KS: Unicorns 11-

200+ Disadvantages

20 Hunted: Local Law Enforcement 8-

20 Hunted: Sanction 8-

15 Physical Limitation: Attention Deficit Disorder

10 Physical Limitation: Crushing Grip

15 Physical Limitation: Weird Biochemistry, Requires Specialist Medical Attention

10 Psychological Limitation: Cheerful Charlie

15 Psychological Limitation: Childlike View of the World

15 Psychological Limitation: Needs Someone To Love

1 Quirk: Collects Memorobilia of her Favorite Professional Wrestlers

1 Quirk: Loves Candy, Cookies, and Unicorns

1 Quirk: Sings the Theme Songs to Her Favorite Cartoon Shows

1 Quirk: Thinks Wrestling is Real

1 Quirk: Wants a Kitty Cat, or a Puppy, or a Unicorn, but Princess (of Darkness) won't let her have one

10 Reputation: Isn't the Brightest Super-Villain in the World, 11-

15 Social Limitation: Public Identity

25 Experience Points

Two Ton Tina | Points Summary

Characteristics Cost: 166 Base Points: 200

Powers Cost: 184 Disadvantages: 150

Talents Cost: 0 Total Experience: 25

Perks Cost: 0 Spent Experience: 25

Martial Arts Cost: 0 Unspent Experience: 0

Skills Cost: 25 Total Points: 375

Background

Tina grew up in a magical world, a circus. Every night the circus would put of a performance to dazzle the eyes of the audience. Tina’s dad was a midget clown who always made the crowds laugh. Her mom was a beautiful woman who swung high above the crowd on traipses. Tina was neither like her father, nor her mother. Tina was big, really big. She never gave her size much thought, or the fact that she was actually stronger than the circuses strongman. Tina seemed to put on weight constantly; her parents were spending most of their pay just on feeding her along. However, when the circus owner suggested billing Tina, or Two Ton Tina, as he called her, her parents balked at the idea. Tina wasn’t a freak in their eyes.

 

 

Tina’s only real friend in the circus was in fact, a freak. Nightshade was shy and reserved, and Tina acted as a protector the bat-winged girl. No one messed with Two Ton Tina, not even the circus owner. Tina could quash anyone who irritated her or Nightshade, not that Tina was violent. If fact she was quite friendly often giving hugs and kisses to those who pleased her. Tina was cheerful type.

 

 

The night of the fire was the scariest night in Tina’s short life. She had been asleep in the families travel trailer when her father awoke her. He did his best to reassure his daughter, telling her everything was going to be all right. However fire bloomed into the night as the circus tent was being engulfed in flames. Tina wanted to rush in to the tent, but her father held her back. Tears streamed down Tina’s face and she knew that her friend Nightshade had been in the tent performing. It was also the night that Tina no longer felt the hunger like she had before. It was also the night that Tina ran away from the circus.

 

 

Tina was really lost in the world outside the circus. People made fun of her even though Tina was always friendly to them. Tina was always traveling never staying in one place for long. Eventually she ended up in Los Angeles. It was in LA that Tina made new friend.

 

 

Tina was sitting on a park bench feeding a few crumbs to pigeons when she heard a commotion nearby. A girl on roller skates had just come bursting out of a jewelry store with a bag at her side. The girl made Tina think about the circus, and the night of the fire. However, when the store owner came out packing a double barreled shot gun, Tina got between him and the girl on roller skates. There was a loud boom, and all three were amazed when the pellets went into Tina and then fell out on the ground. Tina wasn’t hurt at all.

 

 

“Wow baby!” gushed the skating woman, “That sure is a neat trick. Sure you’re not exactly my type, but wow what power.”

 

 

Tina could only blush at such compliments.

 

 

“Say…um…what’s you name?” asked the skating woman.

 

 

“Tina,” said Tina, “but everybody calls me Two Ton Tina.”

 

 

Sirens were starting to blare in the distance.

 

 

“Uh oh!” said the woman, “The dicks are on their way. Guess I better go. Do you have anywhere to go? I could you a woman of your abilities. I know I’ve got to introduce you to Princess. She’ll like you. Follow me.”

 

 

In a blur the woman was gone, only to come back to a Tina who just stood there watching.

 

 

“So sorry sweetie, me bad. Oh yeah. Call me Rollergirl, but my real name is Amanda.”

 

 

Tina smiled a smile that seemed to light up her face. She tried to hug Amanda, but she proved too fast for that.

 

 

“None of that baby. At least not on the first date.”

 

 

Tina found some new friends. Now she too was one of the Lost Girls.

 

Personality

Tina is a people person. The average person really doesn't know this her being a super-villain and all. However, regardless, Tina likes everybody. She always has a sunny disposition, and often fails to understands other anger towards her, especially after she's destroyed something. Completely by accident of course. Hurtful words often harm Tina more than bullets or energy blasts.

 

 

Regardless of her age, Tina is something of a simpleton. She looks upon the world with a child-like view. Tina believes professional wrestling is real, and that unicorns are real, and if she could catch one she'd be most happy. Tina isn't known for her intellect.

 

 

Tina really wants to be friends with about anyone. She misses her friend, Nightshade, dearly, and has taken on the other members as her new friends. She can't be convinced that the Lost Girls are probably using her. Tina is desperate for love.

 

Quote

"Tina like you."

 

Powers

Tina is an Uber who is super-humanly strong; able to lift a trawler easily over her head. Of course she probably wouldn't know what to do with a trawler if she lifted it over her head. Tina's flesh is extremely dense. Some attacks against her just bounce off pof her with no effects on her whatsoever.

 

 

Using her incredible strength, Tina can perform some amazing feats of strength. One of her favorite tactics is to hug a foe to her chest, until they pass out from a lack of oxygen. Tina never understands why when she hugs someone they're always falling asleep. Another attack Tina is known to uses is jumping upon a victim, causing massive internal damage, or jumping and landing on the ground causing miniature earthquakes. Some times Tina will do the later just for fun.

 

Appearance

Tina a big gal. No really she's a really really big gal. She has shoulder length auburn hair and light brown eyes. For a costume Tina wears a green t-shirt with a smiley face on the front. Because of her girth Tina's always showing off her mid-drift. The rest of her costume consists of blue jean and sturdy boots. Tina doesn't have much of a fashion sense, nor matter how much shopping Princess (of Darkness) does for her.

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Re: Uberworld - Character and Art

 

And lastly there's Wicca, who can summon elementals. Plus she a Goth.

 

wicca.jpg

 

Wicca

Lucy "Lucretia" Oleander

Cost Characteristic Value Roll Notes

3 STR 13 12- Lift: 151.6kg; HTH: 2 1/2d6; END: [1]

30 DEX 20 13- OCV: 7 DCV: 7

20 CON 20 13-

6 BODY 13 12-

8 INT 18 13- PER Roll: 13-

16 EGO 18 13- ECV: 6; Mental Defense: 10

8 PRE 18 13- PRE Attack: 3 1/2d6

3 COM 16 12-

2 PD 25 Total: 25 PD (20 rPD)

1 ED 25 Total: 25 ED (20 rED)

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

0 REC 7 Running: 6" / 12"

1 END 42 Swimming: 2" / 4"

5 STUN 35 Flight: 15" / 60"

 

Wicca | Summary

Real Name: Lucy "Lucretia" Oleander Hair Color: Reddish-Brown, dyed black

Concept: Mystic Eye Color: Green, wears black contacts

Affiliation: Lost Girls Height & Weight: 5' 6" (1.68 m) / 115 lbs (52.16 kg)

Played By: NPC Date of Birth: October 31, 1989

Created By: Noah Thorp Place of Birth: Nowhere, Ohio

Cost Powers END

17 Elemental Magic: Elemental Control, 50-point powers, (25 Active Points); all slots Requires A Skill Roll (Elemental Magic; -1/2)

22 1) Call Upon the Elements: Summon 4 200-point Elemental, Expanded Class of Beings Very Limited Group (Air Elemental, Earth Elemental, Fire Elemental, Water Elemental; +1/4), Loyal (+1/2) (87 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Requires A Skill Roll (Elemental Magic; -1/2) 9

28 2) Elemental Blast: Energy Blast 9d6, Variable Special Effects (Limited Group of SFX; Elemental Attacks (Air, Earth, Fire, and Water); +1/4), Reduced Endurance (1/2 END; +1/4) (67 Active Points); Requires A Skill Roll (Elemental Magic; -1/2) 3

17 3) Elemental Shield: Force Field (20 PD/20 ED), Variable Special Effects (Limited Group of SFX; Elemental Attacks (Air, Earth, Fire, and Water); +1/4) (50 Active Points); Requires A Skill Roll (Elemental Magic; -1/2) 5

17 4) Elemental Manipulation: Telekinesis (20 STR), Affects Porous, Variable Special Effects (Limited Group of SFX; Elemental Attacks (Air, Earth, Fire, and Water); +1/4) (50 Active Points); Requires A Skill Roll (Elemental Magic; -1/2) 5

18 5) Elemental Flight: Flight 15", Improved Noncombat Movement (x4), Variable Special Effects (Limited Group of SFX; Elemental Attacks (Air, Earth, Fire, and Water); +1/4), Reduced Endurance (1/2 END; +1/4) (52 Active Points); Requires A Skill Roll (Elemental Magic; -1/2) 2

16 6) Elemental Immunity: (Total: 50 Active Cost, 34 Real Cost) Energy Damage Reduction, 50%, Variable Special Effects (Limited Group of SFX; Elemental Attacks (Air, Earth, Fire, and Water); +1/4) (25 Active Points); Requires A Skill Roll (Elemental Magic; -1/2) (Real Cost: 17) plus Physical Damage Reduction, 50%, Variable Special Effects (Limited Group of SFX; Elemental Attacks (Air, Earth, Fire, and Water); +1/4) (25 Active Points); Requires A Skill Roll (Elemental Magic; -1/2) (Real Cost: 17)

4 One with the Elements: Life Support (Safe in Intense Cold; Safe in Intense Heat)

6 Warding I: Mental Defense (10 points total)

10 Warding II: Power Defense (10 points)

Cost Talents

3 Elemental Direction: Bump Of Direction

5 Magesight

Cost Perquisites

11 Follower: Asmodeus the Bat

Cost Skills

3 Analyze: Magic 13-

3 Concealment 13-

3 Deduction 13-

3 Disguise 13-

0 Everyman Skills

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: English (Idiomatic, native accent)

[Notes: Native Language]

PS: Witch 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

TF: Small Motorized Ground Vehicles

[Notes: Custom Mod is Everyman Skill]

11 Power: Elemental Magic 17-

11 Scholar

KS: Elemental Magic 13-

KS: Elementals 13-

KS: Occult Lore 13-

KS: Wicca 13-

3 Shadowing 13-

3 Sleight Of Hand 13-

3 Stealth 13-

3 Streetwise 13-

7 Traveler

AK: Elemental Plane of Air 11-

AK: Elemental Plane of Earth 11-

AK: Elemental Plane of Fire 11-

AK: Elemental Plane of Water 11-

AK: Nowhere, Ohio 11-

200+ Disadvantages

5 Distinctive Features: Goth Girl

5 Distinctive Features: Magical Aura

20 Hunted: Sanction 8-

10 Monitored: Hero City 8-

10 Monitored: Nowhere Elders 11-

5 Rivalry: Professional (Fantasia)

15 Psychological Limitation: Anarchist

10 Psychological Limitation: Immature

15 Psychological Limitation: Life Is A Party

1 Quirk: City Girl

1 Quirk: Dislikes Poe

1 Quirk: Hates Cooking

1 Quirk: Wears Goth All The Time

1 Quirk: Worlds Biggest Death Metal Fan

10 Social Limitation: Disowned

15 Social Limitation: Harmful Secret: The Secret of Nowhere

15 Social Limitation: Public Identity

10 Unluck: 2d6

0 Experience Points

Wicca | Points Summary

Characteristics Cost: 123 Base Points: 200

Powers Cost: 155 Disadvantages: 150

Talents Cost: 8 Total Experience: 0

Perks Cost: 11 Spent Experience: 0

Martial Arts Cost: 0 Unspent Experience: 0

Skills Cost: 53 Total Points: 350

Background

Lucy "Lucretia" Oleander hated farming, hated Nowhere Ohio, and hated being kept out of what real life was like in the real world. Her sister Fantasia was allowed to leave Nowhere and go to work for Hero City, and of course the town elders complained bitterly about her leaving. However, Fantasia had a valid point. In a town full of magic users, one less certainly wouldn’t cause any issues. The town was certainly well protected.

 

 

However when Lucy declared that she wanted to leave as well, the towns elders freaked out. They absolutely forbid Lucy from leaving, threatening to block her powers if she didn’t comply. No amount of begging, pleading or pouting, swayed the town elders in the least. Lucy was confined to the family farm, where the only culture she got was having her pet air elemental bring in death metal stations from far away. It was enough to drive a teenage witch insane, thought Lucy.

 

 

It was almost a month behind an earth elemental plow that Lucy decided she had enough. Using a borrowed book of magic from the elders, Lucy created a simulacrum of herself which she put in her bed. Under a new moon Lucy snuck away, and hitching a ride from an air elemental made her escape. She never looked back.

 

 

No more would Lucy or “Lucretia” as she likes to call herself these days would have to deal with farming, Nowhere Ohio, and being kept out of real life. Landing in Los Angeles she quickly immersed herself in the gothic lifestyle, her days among the boring magic users of Nowhere Ohio driven from her mind. Lucretia was out to finally have some fun. She has even taken on a code name, calling herself Wicca. However, most people don't think that she's a real witch, let alone the sister of Fanastia of Hero City.

 

 

The town elders, however, were never fooled. They’ve kept an eye on their wayward daughter. While they might have written off Fantasia as wayward, they could certainly see that her sister was one bad apple. Especially after Lucretia took hanging out with the Lost Girls. The town elders wondered if the end of their peaceful existence, surely was coming to an end.

 

Personality

Lucretia thinks nothing about what she’s doing next. Her being with the Lost Girls is just an opportunity to have some much deserved fun in her book. Lucretia turns her nose up to what she considers stuffy old fashioned ways of doing things. She’ll even go out of her way to cause as much damage to the establishment, because she felt she was always held back in Nowhere. Now there will be no containing her. While she hasn’t sought out her sister, Lucretia isn’t above making her sister look bad.

 

Quote

"Anywhere, is better than Nowhere. It's time to party and Wicca can party with the best of them."

 

Powers

Wicca is an elemental witch. Her magic revolves around the four elements (fire, water, earth, and air). Using her magic Wicca is able to summon an elemental that will loyally follow her commands. Even without summoning elementals, Wicca can project bursts of elemental energy (IE fiery blasts, hurricane force winds, torrents of water, and spears of earth). Wicca can also use the elemental magic to protect herself from most attacks. Naturally, due to her affinity with the elements, attacks that are elemental in nature of less effective against her. Wicca can also fly using her elemental magic. Lastly, Wicca can manipulate the elements, and as such pick things, or strike a foe at a distance with an elemental force.

 

 

In addition to her elemental magic, Wicca has warded her body. Her warding protects her mind and from attacks that would drain power from her. Extremes in temperature have no effect on Wicca, naturally. Like her sister, Fantasia, Wicca has bonded a familiar to herself. It's a bat, which she has named Asmodeus.

 

Appearance

Wicca, for all her goth look, is still a very attractive young woman. She has several earrings in both ears, skulls, crosses, pentagrams, etc. Wicca even has a gold stud in her nose. However, Wicca has drawn the line about piercing her lips, or eyebrows. Her usual way of dress is a black t-shirt with the words "Demon Bait" in red, a red tutu skirt, black fishnet stockings, and clunky combat boots. Demon Bait being the name of one of Lucretia's favorite death metal bands. Wicca also wears a lot of mascara, has painted her fingernails black, and dyed her normally reddish-brown hair black with a few streaks of blue. Wicca really goes into the shock value of her costume.

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Re: Uberworld - Character and Art

 

A long time ago I created a super-villain group called Night Shift. They were a bunch of scientists who gained darkness powers after a lab experiment. So there MO is to go around and commit crimes to regain their lost humanity. Here's Night Shift.

 

ns.jpg

 

 

Background

Originally Nightshift was a group of scientists and engineers working on a special project for NASA. The leader of the group was Doctor Eugene Blackwell and his two assistants: Sarah Donner, an optics specialist, and Montell Spreewell, an electrical engineer. The focus of the project was to create a device that would ammass huge amounts of solar energy, and then convert it into limitless electricity, or in other words, a solar concentrator.

One night the three scientists were able to get the solar concentrator to activate. The three were really excited. Their years of hard work was finally paying off. However, their project hadn't gone unnoticed. The super-villain Black-Eye decided to pick that night for a raid of the facility. Black-Eye wanted the machine for a client of his. Doctor Blackwell, however, refused to turn over the device and a fight broke out. Black-Eye called up the Darkness Dimension with his powers. However, unknown to Black-Eye the device reacted strongly to his powers. Black-Eye was easily able to defeat the three scientists. Before he was able to get away with his prize there was an explosion, and the device was destroyed. Black-Eye fled empty handed.

 

Meanwhile Doctor Blackwell, Sarah, and Montell were all exposed to massive amounts of energy from the Darkness Dimension. Doctor Blackwell gained access to the Darkness Dimension causing him to disappear from one point and appear in another by travelling through the Darkness Dimension. Montell's body became trapped between the two dimensions. While in the Darkness Dimension his body in this dimension becomes immaterial. For Sarah her flesh was replaced with a flesh-like substance form the Darkness Dimension. This also made her really strong and able to stretch parts of her body over distances.

 

Since that fateful night the three transformed people have saught a way to return to normal. Thos who get in their way quickly learn from their mistake. Doctor Blackwell now calls himself just Blackwell, while Montell has taken the name NightWraithe, and Sarah is now known as Ebony. Together they formed Nightshift.

 

 

Area of Operations

While Nightshift got its start in the United States, the trio have travelled across the globe looking for components for the solar concentrator.

Base of Operations: Worldwide

 

Goals

Nightshift seeks a way to return to normal. Blackwell is convinced that if they were to reconstruct the solar concentrator then he can return them to normal. To achieve this goal Nightshift steals high tech equipment to build the solar concentrator. Any technology is fair game to Nightshift.

 

Reputation

Nightshift is sought by a number of law-enforcement agencies. The FBI tops the list of agencies looking for Nightshift. The FBI considers Nightshift to be a threat to national security, especially Blackwell. Sanction has ben brought aboard by the FBI, and their focus is the capture of Nightshift while the FBI tracks them. NASA as well seeks the trio. However, NASA is divide in its search. Part of the agency wants to help Nightshift regain their lost humanity, while another faction desires to study them by any means.

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Re: Uberworld - Character and Art

 

Their leader Blackwell.

 

blackwell.jpg

 

Blackwell

Doctor Eugene Blackwell

Cost Characteristic Value Roll Notes

10 STR 20 13- Lift: 400.0kg; HTH: 4d6; END: [2]

30 DEX 20 13- OCV: 7 DCV: 7

20 CON 20 13-

0 BODY 10 11-

13 INT 23 14- PER Roll: 14-

4 EGO 12 11- ECV: 4; Mental Defense: 0

10 PRE 20 13- PRE Attack: 4d6

1 COM 12 11-

11 PD 15 Total: 15 PD (15 rPD)

11 ED 15 Total: 15 ED (15 rED)

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

0 REC 8 Running: 6" / 12"

0 END 40 Swimming: 2" / 4"

0 STUN 30

 

Blackwell | Summary

Real Name: Doctor Eugene Blackwell Hair Color: Black

Concept: Speedster (Teleporter) Eye Color: Black

Affiliation: Nightshift Height & Weight: 5' 7" (1.70 m) / 214 lbs (97.07 kg)

Played By: NPC Date of Birth: October 15, 1971

Created By: Noah Thorp Place of Birth: Chicago, Illinois

Cost Powers END

60 Blackhole Powers: Multipower, 60-point reserve

6u 1) Feel the Pull of the Blackhole: Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points) 6

6u 2) Gravity Well: Energy Blast 6d6, No Normal Defense (PD Force Field/Force Wall or Life Support: Self-Contained Breathing; +1) (60 Active Points) 6

5u 3) Skip the Horizon: Teleportation 10", Ranged (+1/2), Usable As Attack-Defense: Teleportation (+1) (50 Active Points) 5

6u 4) Through the Event Horizon: (Total: 60 Active Cost, 60 Real Cost) Teleportation 15", x8 Increased Mass (Real Cost: 45) plus Teleportation: Floating Fixed Location (3 Locations) (Real Cost: 15) 4

36 Energy Being: Life Support (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Self-Contained Breathing; Sleeping: Character does not sleep)

13 Blackhole Point Defense: Missile Deflection (Any Ranged Attack) (20 Active Points); Costs Endurance (-1/2) 2

15 Living Blackhole I: Damage Resistance (15 PD/15 ED)

10 Living Blackhole II: Sight Group Flash Defense (10 points)

5 One with the Night: Nightvision

Cost Talents

3 One with the Universe: Absolute Time Sense

3 Human Calculator: Lightning Calculator

Cost Perquisites

1 Been Around the World: Passport

Cost Skills

3 Computer Programming 14-

3 Concealment 14-

3 Electronics 14-

0 Everyman Skills

AK: Chicago, Illinois 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: English (Idiomatic, native accent)

[Notes: Native Language]

PS: Astrologer 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

TF: Small Motorized Ground Vehicles

[Notes: Custom Mod is Everyman Skill]

3 Inventor 14-

3 Mechanics 14-

3 Navigation (Dimensional, Space) 14-

3 Paramedics 14-

3 Security Systems 14-

3 Shadowing 14-

3 Sleight Of Hand 13-

3 Stealth 13-

3 Teamwork 13-

15 Scientist

SS: Astronomy 14-

SS: Astrophysics 14-

SS: Genetics 14-

SS: Mathematics 14-

SS: Medicine 14-

SS: Physics 14-

200+ Disadvantages

15 Distinctive Features: Looks Like a Living Photo Negative

15 Hunted: FBI 8-

10 Hunted: NASA 8-

20 Hunted: Sanction 8-

15 Psychological Limitation: Dedicated to Fixing Curing Nightshift of Powers

20 Psychological Limitation: Doesn't Want to be a Super-Villain

15 Psychological Limitation: Scientific Curiosity

5 Reputation: Scientist Who Ruined Not Only His Life But His Co-Workers As Well, 8-

15 Social Limitation: Public Identity

10 Susceptibility: When Teleported by Others, 2d6 damage Instant

10 Unluck: 2d6

0 Experience Points

Blackwell | Points Summary

Characteristics Cost: 130 Base Points: 200

Powers Cost: 162 Disadvantages: 150

Talents Cost: 6 Total Experience: 0

Perks Cost: 1 Spent Experience: 0

Martial Arts Cost: 0 Unspent Experience: 0

Skills Cost: 51 Total Points: 350

Background

Doctor Eugene Blackwell once was a noted astrologer working for NASA. His project dealt with a way to gather solar energy and ammass enough of it to provide limitless power, similar to a solar panel but more powerful. Doctor Blackwell and his two aides were all that were assigned to the project due to budget restraints.

 

 

One night, the team succeeded. The solar concentrator worked perfectly. However, their project had not gone unnoticed. The super-villian Black-Eye raided the facility just when Doctor Blackwell activated the device. Black-Eye's powers interacted badly with the device causing a massive overload. Instead of focussing the suns energy, the solar concentrator cocentrated Black-Eye's darkness. There was an increadible explosion that destroyed much of the building. As for Black-Eye he fled the scene.

 

 

Doctor Blackwell and his aides weren't so fortunate. They were bombarded with huge of ammounts of energy from the same source that Black-Eye gets his powers from. These bombardment had profound effects on all three. For Doctor Blackwell, he became a living black hole, able to access the Darkness Dimension like Black-Eye, and even travel through the dimension. Since that fateful night three formed Nightshift to seek a way to return to normal. Doctor Blackwell, or Blackwell as he's now commonly known, became their leader.

 

Personality

The transformation into a living black hole has had a profound effect on Doctor Blackwell. He's now driven find a way to cure himself and the others of the change, and become human again. Doctor Blackwell won't let anything or anybody stand in the way of this goal.

 

 

Doctor Blackwell still has his drive for science, which has been enhanced due to his transformation. He's convinced that if were able to recreate his solar concentrator he would be able to reverse the effects of the transformation. To date, he has never been able to duplicate the solar concentrator. Doctor Blackwell seeks out technology to achieve his ends. He doesn't like being a super-villain, but the only way he can get the things he needs for his machine is by stealing them. It has never occured to Doctor Blackwell to seek assistance from others to help cure Nightshift. This may be due to guilt for letting the accident happen in the first place.

 

Quote

"Oh the possibilities. If we only had a few minutes more. We could have succeeded beyond our wildest dreams."

 

Powers

Blackwell is a transformed man who is now able to access the Darkness Dimension like Black-Eye. By using the dimesnion, he is able to transport himelf over long distances instantly without have to travel through them. Blackwell can also force others to move through the Darkness Dimension. He can even lock a person between the two dimensions trapping them, or even make a foe feel the crushing might of a black hole. Blackwells contact with the Darkness Dimension provides him protection from this dimension, thus Blackwell doesn't actually breathe, or even need to eat.

 

Appearance

Blackwell is a man of average height and weight. What really sets him apart from the rest of humanity is that he now looks excactly like a living photo negative. Blackwell has short curly hair and a beard. He still wears the same clothes taht he wore on the night of the transformation. Due to the transformation, it would be impossible for Blackwell to keep a secret identity.

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Re: Uberworld - Character and Art

 

His love interest. Ebony

 

ebony.jpg

 

Ebony

Sarah Donner

Cost Characteristic Value Roll Notes

40 STR 50 19- Lift: 25.6tons; HTH: 10d6; END: [5]

30 DEX 20 13- OCV: 7 DCV: 7

30 CON 25 14-

10 BODY 15 12-

3 INT 13 12- PER Roll: 12-

0 EGO 10 11- ECV: 3; Mental Defense: 0

10 PRE 20 13- PRE Attack: 4d6

2 COM 14 12-

5 PD 15 Total: 15 PD (15 rPD)

10 ED 15 Total: 15 ED (15 rED)

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

0 REC 15 Running: 6" / 12"

0 END 50 Swimming: 2" / 4"

2 STUN 55

 

Ebony | Summary

Real Name: Sarah Donner Hair Color: Silver

Concept: Brick Eye Color: Silver

Affiliation: Nightshift Height & Weight: 5' 5" (1.65m) / 130 lbs (58.97 kg)

Played By: NPC Date of Birth: June 12, 1983

Created By: Noah Thorp Place of Birth: New York, New York

Cost Powers END

30 Body of Darkness I: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Very Limited Type of Attack (Light-Based Attacks; -1)

15 Body of Darkness II: Damage Resistance (15 PD/15 ED)

18 Body of Darkness III: Healing 2d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (50 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2)

36 Energy Being: Life Support (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Self-Contained Breathing; Sleeping: Character does not sleep)

5 Leaping Shadows: Leaping +5" (15" forward, 7 1/2" upward) 1

16 Lengthening Shadows: Stretching 4" (20 Active Points); Limited Body Parts (Arms and Legs; -1/4) 2

5 Light Absorbing Eyes: Sight Group Flash Defense (5 points)

23 Strangulation: Energy Blast 4d6, No Normal Defense (Life Support: Self-Contained Breathing; +1) (40 Active Points); No Range (-1/2), Linked (Lengthening Shadows; -1/4) 4

Cost Skills

3 Computer Programming 12-

3 Contortionist 13-

3 Electronics 12-

0 Everyman Skills

AK: New York, New York 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: English (Idiomatic, native accent)

[Notes: Native Language]

PS: Optics Specialist 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

TF: Small Motorized Ground Vehicles

[Notes: Custom Mod is Everyman Skill]

7 Lipreading 14-

3 Mechanics 12-

3 SS: Optics 12-

3 Security Systems 12-

3 Shadowing 12-

3 Sleight Of Hand 13-

3 Stealth 13-

3 Systems Operation 12-

3 Teamwork 13-

200+ Disadvantages

15 Distinctive Features: Woman Made of Darkness

20 Enraged: If Blackwell is Injured, go 11-, recover 11-

15 Hunted: FBI 8-

10 Hunted: NASA 8-

20 Hunted: Sanction 8-

20 Physical Limitation: Mute

15 Psychological Limitation: Overconfident

15 Psychological Limitation: Secretly in Love with Blackwell

15 Psychological Limitation: Vicious

5 Unluck: 1d6

0 Experience Points

Ebony | Points Summary

Characteristics Cost: 162 Base Points: 200

Powers Cost: 148 Disadvantages: 150

Talents Cost: 0 Total Experience: 0

Perks Cost: 0 Spent Experience: 0

Martial Arts Cost: 0 Unspent Experience: 0

Skills Cost: 40 Total Points: 350

Background

Sarah Donner was an assistant to Doctor Blackwell on his solar concentrator project for NASA. Her speciality lay in the field of optics. Sarah designed the lens of the solar concentrator. She and the doctor had dated a couple of times, but their work schedule didn't allow for a more serious relationship. All this changed the night that her, Doctor Blackwell, and Montell Spreewell got the solar concentrator to actually work. The super-villain Black-Eye also picked that night to attack the facility. There was an interaction between the device and Black-Eye's powers. An explosion results from the mixing of the two, and Black-Eye fled.

 

 

However, Sarah along with the others were exposed to large amounts of energy. For Sarah the exposure caused her flesh to transpose with a flesh-like substance that was stronger, and more resiliant from the Darkness Dimension. Now Sarah is now trapped in this new form. Since that night the three formed Nightshift, and have searched for a way to return themselves to normal. Also Sarah has lost her mouth with the transformation and thus her voice. Sarah now goes by the name of Ebony.

 

Personality

The transformation has had a profound effect on Sarah. In battle she doesn't hold back. this is due to the anger she feels from being forced into her new form. Sarah has since become more emotionally attached with Blackwell, but due to her condition now keeps her feelings towards Blackwell a secret. For Sarah, she doesn't think he could love her the way she is. Thus Sarah often takes needless risks to save Blackwell. Furthermore Sarah is quite aware of how powerful her new body is, and has yet gone up against competition powerful enough to shatter her confidence.

 

Quote

Ebony hasn't spoken a word since the transformation.

 

Powers

Ebony is a transformed woman whose body has been transposed with a similiar substance from the Darkness Dimension. In this new form Ebony is stronger, faster, and more resiliant than a normal person. Ebony can easily heft a truck and throw it. Her new body allows her to lengthen her arms and legs allowing Ebony to physically strike foes at a distance. This also allows Ebony to leap over long distances. Due to her contact with the Darkness Dimension, Ebony is now extremely resistant to light based attacks (her body absorbs light), and to a lot of other attacks. Ebony has also taught herself how to strangle a foe at a distance as well.

 

Appearance

Ebony looks like a person who is made entirely out of an obsidian-like substance. Her face now lacks most facial features, except for nose, eyebrows, and eyes. Ebony doesn't even have a mouth, and as such cannot speak. Her eyes are now like pools of silver which flash when she is angered. Her hair is now of a silvery hue and stand up in a peak. Otherwise Ebony is of average height and weight for a woman. Due to the transformation it would be impossible for Sarah to maintain a secret identity.

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Re: Uberworld - Character and Art

 

And finally NightWraithe...

 

 

nightwraithe.jpg

 

NightWraithe

Montell Spreewell

Cost Characteristic Value Roll Notes

5 STR 15 12- Lift: 200.0kg; HTH: 3d6; END: [1]

39 DEX 23 14- OCV: 8 DCV: 8

26 CON 23 14-

0 BODY 10 11-

5 INT 15 12- PER Roll: 12-

0 EGO 10 11- ECV: 3; Mental Defense: 0

5 PRE 15 12- PRE Attack: 3d6

1 COM 12 11-

12 PD 15 Total: 20 PD (5 rPD)

10 ED 15 Total: 20 ED (5 rED)

37 SPD 7 Phases: 2, 4, 6, 7, 9, 11, 12

0 REC 8 Running: 6" / 12"

0 END 45 Swimming: 2" / 4"

5 STUN 35 Flight: 15" / 30"

 

NightWraithe | Summary

Real Name: Montell Spreewell Hair Color: Black

Concept: Energy Blaster Eye Color: Black

Affiliation: Nightshift Height & Weight: 6' 0" (1.83 m) / 174 lbs (78.93 kg)

Played By: NPC Date of Birth: September 5, 1985

Created By: Noah Thorp Place of Birth: San Diego, California

Cost Powers END

80 Dimensional Phasing: Multipower, 80-point reserve

4u 1) In Phasing: Killing Attack - Ranged 3d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (79 Active Points); No Range (-1/2), No Knockback (-1/4) 3

5u 2) Phasing: Desolidification (affected by Mental, Magical, or Light Based-Attacks), Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2

5u 3) Phase Trap: Desolidification (affected by Mental, Magical, or Light Based Attacks), Usable As Attack: Defense-Desolidification (+1) (80 Active Points); Activation Roll 12- (-3/4) 8

36 Energy Being: Life Support (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Self-Contained Breathing; Sleeping: Character does not sleep)

20 Out of Phase Flight: Flight 15" (30 Active Points); Linked (Phasing; -1/2) 3

22 Phase Field: Force Field (5 PD/5 ED), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (22 Active Points)

Cost Skills

3 Computer Programming 12-

3 Concealment 12-

3 Contortionist 14-

3 Electronics 12-

0 Everyman Skills

AK: San Diego, California 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: English (Idiomatic, native accent)

[Notes: Native Language]

PS: Engineer 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

TF: Small Motorized Ground Vehicles

[Notes: Custom Mod is Everyman Skill]

3 Mechanics 12-

3 SS: Electrical Engineering 12-

3 Security Systems 12-

3 Shadowing 12-

3 Stealth 14-

3 Systems Operation 12-

3 Teamwork 14-

200+ Disadvantages

15 Accidental Change: To Desolid From if Flashed 11-

15 Distinctive Features: Made of Darkness

15 Hunted: FBI 8-

10 Hunted: NASA 8-

20 Hunted: Sanction 8-

15 Psychological Limitation: Impulsive

15 Psychological Limitation: Hates Normal People

10 Psychological Limitation: Rebellious

10 Psychological Limitation: Show Off

15 Social Limitation: Public Identity

10 Vulnerability: 2 x STUN Light-based Attacks

0 Experience Points

NightWraithe | Points Summary

Characteristics Cost: 145 Base Points: 200

Powers Cost: 172 Disadvantages: 150

Talents Cost: 0 Total Experience: 0

Perks Cost: 0 Spent Experience: 0

Martial Arts Cost: 0 Unspent Experience: 0

Skills Cost: 33 Total Points: 350

Background

Montell Spreewell once was an electrical engineer who was working alongside Doctor Blackwell on his solar concentrator project for NASA. He was responsible for building much of the machine. Also along with Doctor Blackwell there was Sarah Donner, an expert on optics. It was just the three of them on the project, due to budget restraints.

 

 

One night the team actually got the solar concentrator to activate. The solar concentrator started amassing huge amounts of solar power, which it would then turn into limitless electrical energy. However, their project didn't go unnoticed. The super-villain Black-Eye also picked that night to raid the facility. Since the solar concentrator was still in the proto-type stage, there was an interation between the solar energy and Black-Eyes powers. The solar concentrator overloaded and there was a massive explosion which unleashed a firestorm of energy. As for Black-Eye he made his escape.

 

 

For Montell his body became trapped between this dimension and the Darkness Dimension. Now Montell, is unable to remain in either dimension for long. Since that disaster, Montell and the others formed Nightshift. Montell has been calling himself NightWraithe ever since. Like Blackwell, he too seeks a way to return to normal, but unlike Blackwell, he doesn't have as much patients about waiting for that day to come.

 

Personality

Montell has always been something of a showoff. He likes to get a reaction out of others. Montell is also immpulsive, often acting without thinking things through. Since the transformation, Montell has grown to hate normal people because they remind him what he cannot have. This hatred has also spawned a defiant streak in him. At times Montell will go off on his own seeking a cure for his condition.

 

Quote

"Dude, you shouldn't have done that. Now you're going to pay."

 

Powers

NightWraithe is a transformed man whose body has become trapped between two dimensions; this one and the Darkness Dimension. He's unable to remain in either dimension for long. While in the Darkness Dimension, NightWraithe is immaterial in this dimesnion; hurt only by mental, magical, or light-based attacks. NightWraithe can cause other to become trapped in the Darkness Dimension. However, this is only temporary, as anyone trapped in the Darkness Dimension is freed once NightWraithe returns to the Darkness Dimension.

 

 

NightWraithe can phase his hand into his foes bodies causing severe wounds. Because his body is mostly in the Darkness Dimension NightWraithe isn't greatly affected by this dimension. Thus NightWraithe doesn't actually breathe or need to eat or sleep.

 

Appearance

Montell was a slight man before the transformation. Once he had long long hair and brown eyes, but since the transformation his flesh has become black like the night, and his hair and eyes have become grey. His lower half of his body has become billowing darkness. Naturally in such a form it would be impossible for Montell to have a normal identity.

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Re: Uberworld - Character and Art

 

Back when I was in high school I took French when I was freshman (I also took German the same year, so I'm not sure how much I learned). Any way here are some French characters I built.

 

First up is Armstrong (or Bras de Fort). I went with Armstrong for easier understanding.

 

armstrong1.jpg

 

Armstrong

Dr. Guy L'Estrie

Cost Characteristic Value Roll Notes

40 STR 50 19- Lift: 25.6tons; HTH: 10d6; END: [5]

33 DEX 21 13- OCV: 7 DCV: 7

20 CON 20 13-

10 BODY 15 12-

10 INT 20 13- PER Roll: 13-

4 EGO 12 11- ECV: 4; Mental Defense: 0

8 PRE 18 13- PRE Attack: 3 1/2d6

1 COM 12 11-

5 PD 15 Total: 30 PD (15 rPD)

11 ED 15 Total: 30 ED (15 rED)

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

0 REC 14 Running: 21" / 42"

0 END 40 Swimming: 2" / 4"

0 STUN 50

 

Armstrong | Summary

Real Name: Dr. Guy L'Estrie Hair Color: Black

Concept: Brick (Cyborg) Eye Color: Brown

Affiliation: L'Estrie Industries, The Brotherhood Height & Weight: 6' 0" (1.83 m) / 300 lbs (136.08 kg)

Played By: NPC Date of Birth: July 14, 1976

Created By: Noah Thorp Place of Birth: Pairs, France

Cost Powers END

12 Cyborg Body: Elemental Control, 30-point powers, (15 Active Points); all slots Cyberware Cybernetics (-1/4)

33 1) Armored Body: Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points); Cyberware Cybernetics (-1/4)

12 2) Telescoping Legs: Running +15" (21" total) (30 Active Points); Cyberware Cybernetics (-1/4) 3

12 3) Telescoping Limbs: Stretching 5", x4 Noncombat (30 Active Points); Cyberware Cybernetics (-1/4) 3

7 4) Telescopic Missile Grab: Missile Deflection (Bullets & Shrapnel), Full Range (+1) (30 Active Points); Costs Endurance (-1/2), Limited Range (-1/4), Cyberware Cybernetics (-1/4) 3

13 Cybernetic Systems: Life Support (Eating: Character does not eat; Safe in High Pressure; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (16 Active Points); Cyberware Cybernetics (-1/4)

Cost Talents

9 Each Hand Is As Good As The Next: Ambidexterity (no Off Hand penalty)

3 Living Calculator: Lightning Calculator

Cost Perquisites

12 Family Business: Contact: L'Estrie Industries 8-

1 M.D.: Licensed to Practice Medicine (France)

Cost Martial Arts

Maneuver Phase OCV DCV Notes

10 Stretching Specialist

 

 

Crush 1/2 +0 +0 14d6 Crush, Must Follow Grab

 

Grab 1/2 -1 -1 Grab Two Limbs, 60 STR for holding on

 

Slam 1/2 +0 +2 12d6 Strike, Target Falls, Must Follow Grab

Cost Skills

10 +2 with HTH Combat

3 Computer Programming 13-

3 Contortionist 13-

3 Electronics 13-

0 Everyman Skills

AK: Paris, France 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: French (Idiomatic, native accent)

[Notes: Native Language]

PS: Scientist 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

TF: Small Motorized Ground Vehicles

[Notes: Custom Mod is Everyman Skill]

3 Inventor 13-

3 Language: English (completely fluent)

3 Mechanics 13-

3 Paramedics 13-

2 PS: Medical Doctor 11-

5 Rapid Attack (HTH)

3 Security Systems 13-

15 Scientist

SS: Biology 13-

SS: Bionics 13-

SS: Cybernetics 13-

SS: Electrical Engineering 13-

SS: Medicine 13-

SS: Robotics 13-

3 Sleight Of Hand 13-

3 Stealth 13-

3 Systems Operation 13-

200+ Disadvantages

15 Dependent NPC: Rene L'Estrie (Nephew) 11-

15 Distinctive Features: Cyborg

20 Hunted: Empire 8-

20 Hunted: T.I.T.A.N. 8-

20 Psychological Limitation: Code Versus Killing

15 Psychological Limitation: Defends Brotherhood

15 Psychological Limitation: Scientific Curiosity

15 Psychological Limitation: Seeks Redemption Through Heroic Acts

15 Social Limitation: Permanent Identity

0 Experience Points

Armstrong | Points Summary

Characteristics Cost: 161 Base Points: 200

Powers Cost: 89 Disadvantages: 150

Talents Cost: 12 Total Experience: 0

Perks Cost: 13 Spent Experience: 0

Martial Arts Cost: 10 Unspent Experience: 0

Skills Cost: 65 Total Points: 350

Background

Doctor Guy L’Estrie was one of France's leading scientists in the field of robotics and cybernetics. He helped strengthen, L’Estrie Industries, a firm that was founded by his father, by entering the company into the manufacturing of high tech robotics, and to a lesser degree cybernetics.

 

 

The company grew quickly, becoming a major player in the European marketplace. However, this notoriety brought the company to the attention of Sterling House, a wealthy financial company from England. The leader of Sterling House was Jonathan Sterling, the uber known as Sterling and the leader of TITAN. Sterling House sought to take over L’Estrie Industries, but Guy held the majority of stock in the company and blocked the takeover.

 

 

This enraged Sterling to no end. He dispatched the German powerhouse Rage to deal with the reluctant Frenchman. Rage was supposed to encourage the doctor into selling his stocks to Sterling House, but things went terribly wrong. Rage cornered Doctor L’Estrie at his remote research and development laboratory in Strasbourg. The German seriously hurt the doctor and left him for dead.

 

 

He would’ve died too, if his nephew Rene hadn’t showed up. Rene was also attacked by Rage and was seriously hurt. Later he lost the use of his lower body and became wheelchair bound. However before that, Rene was able to rebuild his uncle using the laboratory. However, there were a lot of changes to Guy. He had to replace all of his limbs with cybernetic replacements.

 

 

Since that day, Guy, who goes by the code name Bras Fort or Armstrong has battled crime not only in his native France but across Europe as well. During his adventures he has made friends with the German uber Steppenwolf, and the German convinced him to partner with him for awhile. However, they later decided to work solo as well. Every once in a while they get together with other European ubers in a loosely based group known as the Brotherhood. Guy has also given his shares in L’Estrie Industries to his sister so that he could concentrate on his crime-fighting.

 

Personality

Armstrong is very much a thinker. He gets really involved with his research; often losing track of time. When doing research, Guy can spend days in his labs without knowing about the loss of time. Guy feels really badly about his nephew becoming wheelchair bound, and strives to make up for it by doing heroic things.

 

Quote

“I think zat a vell placed punch to ze solor plexus should do ze job nicely.”

 

Powers

Both of Guy's arms and legs have been replaced with titanium alloyed cybernetic prosthetics. With his new arms and legs Armstrong becomes incredibly strong. His cybernetic arms allow Armstrong to reach over distances, and his legs telescope allowing him to run incredibly fast. Due to the addition of the cybernetic limbs, Armstrong had to reinforce his torso to carry all the extra weight. This reinforcement acts as armor for Armstrong. In addition to the reinforcement, Armstrong also has a built-in oxygen supply.

 

Appearance

Armstrong is a modified man. His arms and legs have been replaced with cybernetic prosthetics, which Armstrong is able to telescope at will. For a costume Armstrong wears a blue, white, and red jersey with a pair of black bicycle trunks. He wears black gloves on his hands as well, and black shoots. Due to the effects of the cybernetics on him, Guy doesn’t try to maintain a secret identity.

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Re: Uberworld - Character and Art

 

Next is Legionnaire, the one man army.

 

legionnaire.jpg

 

Legionairre

Claude du Monde

Cost Characteristic Value Roll Notes

10 STR 20 13- Lift: 400.0kg; HTH: 4d6; END: [2]

30 DEX 20 13- OCV: 7 DCV: 7

20 CON 20 13-

4 BODY 12 11-

3 INT 13 12- PER Roll: 12-

4 EGO 12 11- ECV: 4; Mental Defense: 10

5 PRE 15 12- PRE Attack: 3d6

1 COM 12 11-

3 PD 7 Total: 15 PD (8 rPD)

3 ED 7 Total: 15 ED (8 rED)

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

0 REC 8 Running: 10" / 20"

0 END 40 Swimming: 2" / 4"

3 STUN 35

 

Legionairre | Summary

Real Name: Claude du Monde Hair Color: Brown

Concept: Metamorph Eye Color: Brown

Affiliation: Solo Height & Weight: 5' 6" (1.68 m) / 150 lbs (68.04 kg)

Played By: NPC Date of Birth: July 6, 1983

Created By: Noah Thorp Place of Birth: Limoges, France

Cost Powers END

79 Legion: Duplication (creates 16 270-point Duplicates), Easy Recombination (Half Phase Action at 1/2 DCV), Ranged Recombination (+1/2) (118 Active Points); All Duplicates Affected By A Single Mental Attack (-1/2)

8 Legion Mentality: Mental Defense (10 points total)

15 One Legion, One Mind: Mind Link , Specific Group of Minds, Number of Minds (x16), Psychic Bond (35 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4)

14 Rapid Healing: Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)

14 Body Armor: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Real Armor (-1/4)

6 Pistol: Killing Attack - Ranged 1d6 (15 Active Points); OAF (-1), 8 Charges (-1/2)

8 Quick: Running +4" (10" total) 1

3 Shades: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)

Cost Martial Arts

Maneuver Phase OCV DCV Notes

28 Generic Martial Arts

 

 

Block 1/2 +2 +2 Block, Abort

 

Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort

 

Kick 1/2 -2 +1 10d6 Strike

 

Punch 1/2 +0 +2 8d6 Strike

 

Throw 1/2 +0 +1 6d6 +v/5, Target Falls

 

+2 HTH Damage Class(es)

Cost Skills

3 Acrobatics 13-

3 Acting 12-

3 Breakfall 13-

3 Bribery 12-

3 Climbing 13-

3 Combat Driving 13-

3 Concealment 12-

3 Contortionist 13-

3 Deduction 12-

3 Disguise 12-

0 Everyman Skills

AK: Limoges, France 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: French (Idiomatic, native accent)

[Notes: Native Language]

PS: Thief 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

TF: Small Motorized Ground Vehicles

[Notes: Custom Mod is Everyman Skill]

2 Gambling (Card Games) 12-

3 Language: English (completely fluent)

3 Lockpicking 13-

3 Security Systems 12-

3 Shadowing 12-

3 Sleight Of Hand 13-

3 Stealth 13-

3 Streetwise 12-

7 Teamwork 15-

200+ Disadvantages

20 Hunted: DST (Direction de la Surveillance du Territoire) 8-

15 Hunted: Trinity 8-

20 Normal Characteristic Maxima

15 Physical Limitation: Weird Biochemistry Requires Specialist Medical Care

15 Psychological Limitation: Acts Stereotypically French

15 Psychological Limitation: Reluctant to Kill

10 Psychological Limitation: Sneaky and Cautious

10 Psychological Limitation: Sucker For A Pretty Face

15 Social Limitation: Secret Identity

5 Social Limitation: Smoker

10 Susceptibility: When A Duplicate Is Killed , 2d6 damage Instant

0 Experience Points

Legionairre | Points Summary

Characteristics Cost: 116 Base Points: 200

Powers Cost: 147 Disadvantages: 150

Talents Cost: 0 Total Experience: 0

Perks Cost: 0 Spent Experience: 0

Martial Arts Cost: 28 Unspent Experience: 0

Skills Cost: 59 Total Points: 350

Background

Claude grew up in an orphanage. He was never adopted by anyone because he was so disagreeable. Claude was notorious around the orphanage for all the pranks he played on the nuns. However, Claude was never punished by the nuns, because he could always claim to be somewhere else, and have witnesses to back up his claims. No matter how hard the nuns tried to trap him he always eluded them. Little did the nuns know that Claude was an Uber. Claude had discovered his ability to replicate himself at an early age. These duplicates were the only real friends that Claude had. All the other children quickly learned not to trust Claude.

 

 

Claude ran away from the orphanage when he was fifteen, and never looked back. He supported himself by picking pockets, and later moved up burglary and armed robbery. Claude was arrested several times, but was never convicted because he always had a rock solid alibi. The police tried to keep an eye on Claude, but he proved a slippery character. As Claude grew more confident in his powers, his schemes grew with him. There seemed to be no crime that Claude wasn't willing to profit from. Claude eventually became a costumed criminal known as Legionnaire.

 

 

During his career as Legionnaire, Claude has made many enemies, namely Trinity. The trio has almost captured him on several occasions, but the wily Frenchman has always escaped. Another constant foe of Legionnaire has been Armstrong, especially after Legionnaire made an unsuccessful raid on L'Estries Industries. It was one of the few times that Claude wasn't successful.

 

 

Recently Claude has grown bored with commiting crimes just in France. He has decided to broaden his horizons. His only worries is that other countries in Europe aren't France, not that any other country could compare to the Republic of France and wouldn't understand his greatness and wouldn't be much of a challenge. Not everybody can be French. However, Claude will show the world the greatness of France, and it's priemier super-villain: Legionnaire.

 

Personality

Claude is very much the Frenchman. He drinks wine with every meal, smokes like a chimney, and reeks of disdain for anything that isn't Gallic. Claude is rude to almost anyone, except woman of course. Often times, Claude pretends that he doesn't speak English, speaking only in French. Only other Frenchmen, usually can tolerate Claude.

 

 

Claude has made a life of stealing from others. Such a life necessitates being sneaky, and no one is sneakier than Claude. At time Claude doesn't even trust himself. Claude always likes to have an exit strategy, especially one that includes him getting away with all the loot, and possibly the girl as well.

 

 

Claude has always had a thing for the ladies. And whether the ladies like Claude or not is up for debate. It has never stopped Claude from trying. Women are the few people that Claude isn't openly rude to, except when he's making a rude sexual overture to. Everyone has a weakness, and for Claude it's pretty women. Maybe one day they'll even be the death of him.

 

Quote

"Ce qui? Vous appelez ce rôti français! Ces eaux grasses sont à peine buvables!"

 

Powers

Claude is a duplicator, and as such can create with a mere thought, sixteen identical duplicates of himself. The duplicates are merely reflections of the original, and Claude can cause them to appear or disappear at a distance. Claude isn't sure how far away his can create a duplicate, not that he has strained himself to find out.

 

 

Each duplicate of Claude shares the same mind, and the original Claude is able to control them through a special link that he has with each. This partitioning of his mind also makes it harder for mentalist to affect him. However, a lucky mentalist who can affect just one of them, affects them all.

 

 

Claude and his duplicates all wear body armor under their jackets, and for unknown reasons seem to heal from wounds quickly. Each carries a pistol in a shoulder holster hidden under their jackets. However, Claude is a thief, not a murder, and mainly uses the pistol as a form of intimidation.

 

 

From his days of living on the streets, Claude has picked up a few tricks when it comes to fighting. While not a street brawler, Claude and his duplicates can hold their own in a fight. Claude and his duplicates usually fight with teamwork that would be the envy of any commando team.

 

Appearance

Claude is a Frenchman of average height and looks. He always has a scruffy beard growing on his face. A cigarette also hangs from his lips. A look of disdain completes the look. To hide his identity Claude wears a pair sunglasses. His usual costume is a black leather jacket, grey slacks, an open neck white shirt showing off his hairy chest, and a black beret on his mop of brown curls. A button with the French colors adorns his beret. Claude keeps his pistol in a shoulder holster under his jacket.

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Re: Uberworld - Character and Art

 

Recently I read a manga called "Samauri Deeper" and one of the villains in it used dolls as weapons, while in fact he was a doll (well pretending to be one) on the arms of his own doll. Any ways I thought it was a great way of distracting a foe. So I came up with Marionette and her Marionettes.

 

marionette.jpg

 

Marionette

Marie Antoinette d'Angers

Cost Characteristic Value Roll Notes

-5 STR 5 10- Lift: 50.0kg; HTH: 1d6; END: [1]

24 DEX 18 13- OCV: 6 DCV: 6

16 CON 18 13-

4 BODY 12 11-

8 INT 18 13- PER Roll: 13-

20 EGO 20 13- ECV: 7; Mental Defense: 15

8 PRE 18 13- PRE Attack: 3 1/2d6

3 COM 16 12-

4 PD 5 Total: 5 PD (0 rPD)

1 ED 5 Total: 5 ED (0 rED)

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

0 REC 5 Running: 2" / 4"

2 END 40 Swimming: 2" / 4"

6 STUN 30

 

Marionette | Summary

Real Name: Marie Antoinette d'Angers Hair Color: Blond

Concept: Mentalist Eye Color: Blue

Affiliation: Solo Height & Weight: 1' 8" (0.51 m) / 50 lbs (22.68 kg)

Played By: NPC Date of Birth: August 11, 1983

Created By: Noah Thorp Place of Birth: Angers, France

Cost Powers END

Diminutive Size Package

5 1) Easily Hidden: +4 to Concealment ; Self Only (-1/2)

20 2) Hard to Hit: +4 with DCV

8 3) Hard to Perceive: +4 with Stealth

-10 4) Diminutive: Physical Limitation: Diminutive (.5m; +6" KB)

-8 5) Short Legs: -4" Running (2" Running)

41 Marionette Control Powers: Elemental Control, 82-point powers

120 1) Army of Marionettes: Summon 32 300-point Marionettes, Reduced Endurance (1/2 END; +1/4), Slavishly Devoted (+1) (191 Active Points); Extra Time (Delayed Phase, -1/4) 8

27 2) My Eyes and Ears: Clairsentience (Hearing And Sight Groups), x32 Range (225"), Reduced Endurance (0 END; +1/2) (82 Active Points); Only Through The Senses Of Marionettes (-1/2)

12 Flash Pellets: Sight Group Flash 5d6 (25 Active Points); 8 Charges (-1/2), IIF (-1/4), Range Based On Strength (-1/4)

7 Knife: Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR), Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1)

35 Many Marionettes, One Mind: Mind Link , Marionettes class of minds, One Specific Mind, Number of Minds (x32), Psychic Bond

3 Porcelain Mask I: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)

7 Porcelain Mask II: Mental Defense (15 points total) (11 Active Points); OIF (-1/2)

41 Psychic Powers: Multipower, 50-point reserve, all slots Indirect ( Same origin, always fired away from attacker; +1/4) (62 Active Points); all slots Only Through Marionettes (-1/2)

3u 1) Mental Control: Mind Control 9d6 ( Human class of minds) (45 Active Points); Only Through Marionettes (-1/2) 4

3u 2) Psychic Assault: Energy Blast 5d6, Based On EGO Combat Value (Mental Defense applies; +1) (50 Active Points); Only Through Marionettes (-1/2) 5

3u 3) Psychic Blast: Ego Attack 5d6 ( Human class of minds) (50 Active Points); Only Through Marionettes (-1/2) 5

2u 4) Psychic Paralysis: Entangle 2d6, 2 DEF, Takes No Damage From Attacks Limited Group (Physical Attacks; +1/4), Works Against EGO, Not STR (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (50 Active Points); Mental Defense Adds to EGO (-1/2), Cannot Form Barriers (-1/4) 5

3u 5) Telepathy: Telepathy 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Only Through Marionettes (-1/2) 2

Cost Talents

4 Flexible: Double Jointed

Cost Perquisites

2 Crimelord: Accepted Underworld Crime Boss

10 Ill Gotten Gains: Money: Wealthy

40 Marionette: Marionette (200 Base + 100 Disad)

Cost Skills

3 Acting 13-

3 Artistic Skill: Marionette Making 13-

3 Bribery 13-

3 Bureaucratics 13-

3 Climbing 13-

3 Concealment 13-

3 Contortionist 13-

3 Deduction 13-

3 Disguise 13-

0 Everyman Skills

AK: Angers, France 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: French (Idiomatic, native accent)

[Notes: Native Language]

PS: Marionette Maker 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

3 KS: Underworld Tactics 13-

3 Language: English (completely fluent)

3 Lockpicking 13-

3 Mimicry 13-

3 Security Systems 13-

3 Shadowing 13-

3 Sleight Of Hand 13-

3 Stealth 13-

3 Streetwise 13-

3 Teamwork 13-

13 Ventriloquism 18-

1 WF: Blades

300+ Disadvantages

10 Distinctive Features: Doll Sized

20 Hunted: Local Law Enforcement 8-

15 Hunted: The Brotherhood 8-

15 Hunted: Trinity 8-

15 Physical Limitation: Weird Biochemistry, Requires Specialist Medical Attention

10 Psychological Limitation: Cold And Calculating

10 Psychological Limitation: Detached from Humanity

20 Psychological Limitation: Manipulative

1 Quirk: Collects Dolls

1 Quirk: Color Coordinates with Marionettes

1 Quirk: Dresses Only in Frilly Dresses

1 Quirk: Drinks One Glass of Wine a Day

1 Quirk: Refuses to Shake Hands, or Kiss Cheeks

15 Social Limitation: Pretends to Be a Marionette

15 Social Limitation: Secret Identity

102 Experience Points

Marionette | Points Summary

Characteristics Cost: 103 Base Points: 300

Powers Cost: 322 Disadvantages: 150

Talents Cost: 4 Total Experience: 102

Perks Cost: 52 Spent Experience: 102

Martial Arts Cost: 0 Unspent Experience: 0

Skills Cost: 71 Total Points: 552

Background

Marie Antoinette was raised in a Catholic orphanage in France. The nuns cared for the little girl the best they could, but they never understood her at all. When Marie was four she disappeared for almost a day. The nuns were later to find her in one of the lost attics where were stored dress mannequins, scraps of clothing, and other odds and ends. The nuns were really surprised that in that time Marie was able to build a doll from the stuff in the room. They were truly shocked because the doll was the exactly likeness of Marie.

 

 

At first the nuns were quite upset with the girl, but she seemed to engrossed with the doll, that nothing they could do short of taking the thing away from Marie would do, and the nuns were not that cruel. Marie went everywhere with that doll. The nuns grew a little concerned because Marie stopped playing with the other children, instead only played with the doll, and even talked to it. However, the nuns were burdened with more children than knew what to do with so her oddness was over looked. Over the years Marie was inseparable from the doll. As she grew older, she was constantly sewing new clothes for the doll. Marie liked the dress the doll up to look exactly like Marie. The nuns thought it was charming, but the other children thought it creepy and kept away from Marie.

 

 

No one every adopted Marie, and she didn't seemed to notice any ways. The doll was all her life it seemed. With her skills in designing the dolls clothes the nuns helped train Marie how to build other dolls, and Marie quickly gained a reputation for building dolls, puppets, and marionettes.

 

 

When she left the orphanage when she was eighteen, Marie was able to open up her own store on a quiet street in Paris. This might have been the end of any interest in Marie, except for the fact that the Marie Antoinette that everyone thought they knew was a fact a marionette. The real Marie Antoinette was actually the doll, and had stopped growing when she was four. The one who everyone thought was Marie was actually a marionette that Marie animated with her psychic powers.

 

 

Free of the nuns interference Marie built several more marionettes and set about to become a major crime figure in France, and later across Europe. The shadowy figure of Marionette has since became a major crime lord and is to be feared. However, in a small shop in an out of the way street in Paris the real marionette controls her dolls with a cold calculating mind.

 

Personality

For years Marie has watched people. Little did they know that she was watching them. No secret was safe from her powers. Marie has used her abilities in a way for herself to always come out on the top of any situation. Nothing much has changed since Marie has become a crime lord. She uses her marionettes to scout out the crime she is going to commit, and get as much information before acting. The police have yet to figure out that it's the doll who's really the villain.

 

 

Marie doesn't really see herself as human, generally something much much more. People are to be used and then discarded when their usefulness has come to an end. Marie doesn't socialize with others without them thinking that her marionette is the real Marie Antoinette, and that the doll she always carries around with her is nothing but a doll. To Marie this is one of lifes greatest jokes.

 

 

One of the few pleasures that Marie gets out of life is manipulating people. Her plans always include some form of manipulation or another. Marie has little regard for any harm her manipulations might cause, because she doesn't think of humanity like a fellow human would. People are like marionettes on strings to her.

 

Quote

"You zall dance upon my zring."

 

Powers

Marie is an Uber who requires a focus to access her powers. This focus is her marionettes. Marie is able to see through the eyes and listen through the ears of her marionettes. She is connected to each one, and is able to use her mental powers through them as well. Foes often mistake the marionettes as the actual villain, and that Marie is merely a focus.

 

 

Through her marionettes, Marie is able to read a foes mind, deliver disabling bursts of psychic energy, or even paralyze their bodies with a mere thought. Marie is even able to take direct control of a foes mind making them into one of her marionettes. Without the uses of one of her marionettes, Marie has to fall back upon a knife that she has hidden up her sleeve, or the flash pellets she keeps in her other sleeve.

 

 

The marionettes, themselves, are mere automatons directed by Marie. The appear to be human women, but in truth they're made of wood. The marionettes are stronger than a normal person, but not really into a superhuman range. Being automatons the marionettes are resistant to more physical harm, nor are they affected much by their environment. Marionettes pretend to breathe, but in fact they don't need to. They are also tireless, able to keep moving and fighting without rest. Normally the marionettes fight with their fists, while Marie takes out foes with her mental powers. One of the marionettes is always with Marie pretending to be human, while the rest act as her agents.

 

Appearance

The marionettes look like average women. It would be quite difficult to tell that they aren't human. Marie dresses them up in a variety of clothing to help them blend in with humanity. Each marionette is of average height and weight for most women. However, their colors will always match with whatever Marie is wearing. One of the marionettes are always carrying Marie.

 

 

Marie herself, dresses like a porcelain doll including a mask the covers her entire face. The mask makes her look exactly like a dolls. It also provides her protection from mental attacks, and against flashes. Marie dresses is a frilly blue silk dress along with ribbons in her curly blond hair. Most people mistake Marie for a doll of some sort, and this is the way that Marie wants it to be.

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Re: Uberworld - Character and Art

 

I'm gonna rep this... just have to spread rep around and then wait till it regenerates (spent too much in a 24 hour period!).

 

Can someone else rep Arc?

 

I mean, who else could think of a French Inspector Gadget?!?!

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Re: Uberworld - Character and Art

 

Tribe has created an interesting family of super-heroes in the Uberworld Universe called the NewMen, which was his homage to the FF. Which later got me thinking about a generational style super-hero group. So I came up with Clan McLeod. The clan started with one super-hero during WWII, and through the generations became a clan of super-heroes. I still haven't finished up with two of them, but I did finish a big chunk. So this is Clan McLeod.

 

clanmcleod.JPG

 

Clan McLeod

 

Major Adversaries:

 

Celtic Fist

 

Claymore

 

Empire

 

TITAN

 

 

 

Base of Operations:

 

Scotland

 

 

 

Vehicles:

 

None

 

Membership

Angus McLeod (Team Leader)

Creag

Gale

Hadrian

Ion

Witch Hunter II

 

 

 

 

Background

Clan McLeod found its origins in the chaos known as World War II. Angus McLeod, who was known in Scotland as Witch Hunter, was the clans first Uberhuman. When the Ubermensch landed a small raiding party in Scotland to make a surprise attack on Winston Churchill, it was Witch Hunter who ferreted out their uber powers. All alone, Witch Hunter faced several Ubermensch, and even defeating the German powerhouse Iron Cross single-handedly.

 

 

When the call for the Liberty Legion went out, Witch Hunter refused to join. Angus was too much of an independent to become a part of the group. Instead he remained in Scotland, and safeguarded the country from outside threats.

 

 

After the war ended, Churchill again tried to recruit Angus into Majestic, but as before Witch Hunter refused. Angus was showing a marked dislike of the English, and retreated into the Scottish Highlands, where he retired at McLeod Manor. This would’ve been the last the world heard of the Witch Hunter, except for the fact that while he was retired from adventuring, his children became a different story.

 

 

In the 60’s the second generation of McLeod super-heroes took the floor in Scotland. This time it was Hamish McLeod, the only son of Angus. Hamish went by the nom de guerre of Tartan. Unlike his father, Hamish was a walking powerhouse. Tartan was super-humanly strong practically invulnerable. Hamish fought against threats to Scotland from the Soviets, who tried to use Scotland as a staging ground for attacks against England. Like his father before him, Tartan showed a marked dislike of the English, and later in his life became involved in the national movement in Scotland. He was known to clash with Majestic, and Knightwatch as well.

 

 

When Tartan retired in the ‘70s his daughter Rose came to the fore. She aided her father in his adventures, using the name Thistle. Her abilities to control plants were considered to be quite unique. This was also a time when drugs became more prevalent in Scotland. South American cartels were using Scotland against as a trans-shipment place for drugs going to Europe. Drug runners in Inverness gunned down Rose.

 

 

Tartan briefly returned to adventuring tracking down the men who killed Rose. It was in the wilds of Nepal that Tartan tracked down the man known as the General Cho. Aided by the mysterious Buddhist monk, Zhang Qian the pair put General Cho out of business. However, the strain of the battle was too much for Tartan, and the old man suffered a heart attack. It was Zhang who brought Hamish back to McLeod Manor. Zhang has stayed with the family ever since.

 

 

The next generation of Clan McLeod is Ian McLeod, who’s the son of Jessica a sister of Rose. Ian goes by the name of Ion. With him is his cousin Conner, who’s the son of Robert, another brother of Rose. Conner goes by the name of Creag. His sister Gail has powers over winds, and uses the name Gale. Another member is Jim “Jimmy” McLeod, who is Rose’s only child. Jimmy has inherited his great grandfathers’ uber-abilities. He goes also by the name of Witch Hunter. Finally there is Adrian McLeod, the only son of Hamish, who uses the name Hadrian. These super-heroes call themselves Clan McLeod. All of the younger generations of the McLeods look to their great grandfather Angus, who's in his nineties for direction.

 

Area of Operations

Clan McLeod typically operate in Scotland. They have been sanctioned by the Scottish Parliament, but have no standing in the south. However, this has never hindered the clan when fighting crime takes them south of Hadrian’s Wall. Of course such excursions with their southern neighbors has occasionally called for clashes between Majestic or Knightwatch and Clan McLeod. While Clan McLeod does feel that they’re part of the United Kingdom, they’re very much pro-Scotland.

 

Goals

Fighting crime is the favorite pastime of Clan McLeod. They see the entirety of Scotland as under their protection. Clan McLeod has a proud tradition of safeguarding Scotland, from their founder Angus all the way up to Jimmy. Not only does Clan McLeod fight crime, but also combats foreign super-villains thinking that taking over Scotland would be a cake walk.

 

Reputation

Clan McLeod is known through out the United Kingdom. They’re known for their independence from the south, even at times being disrespectful to the crown. However, when the United Kingdom has faced threats from abroad Clan McLeod has been there backing the super-heroes from Majestic and Knightwatch.

 

Clan McLeod is hated by T.I.T.A.N. because every time Sterling has made a move in Scotland the clan has countered him. Also Empire has little love for Clan McLeod. Before Empire took on it’s villainous bent, Thistle was a part time member.

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Re: Uberworld - Character and Art

 

Here is Witch Hunter the founder of the clan, Angus McLeod.

 

witchhunter.jpg

 

 

Witch Hunter

Angus McLeod

Cost Characteristic Value Roll Notes

10 STR 20 13- Lift: 400.0kg; HTH: 4d6; END: [2]

24 DEX 18 13- OCV: 6 DCV: 6

20 CON 20 13-

4 BODY 12 11-

3 INT 13 12- PER Roll: 12-

0 EGO 10 11- ECV: 3; Mental Defense: 0

8 PRE 18 13- PRE Attack: 3 1/2d6

2 COM 14 12-

1 PD 5 Total: 13 PD (8 rPD)

1 ED 5 Total: 13 ED (8 rED)

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

0 REC 8 Running: 9" / 18"

0 END 40 Swimming: 2" / 4"

3 STUN 35

 

Witch Hunter | Summary

Real Name: Angus McLeod Hair Color: Red

Concept: Martial Artist Eye Color: Brown

Affiliation: Solo Height & Weight: 6' 3" (1.91 m) / 181 lbs (82.10 kg)

Played By: NPC Date of Birth: May 10th, 1916

Created By: Noah Thorp Place of Birth: Aberdeen, Scotland

Cost Powers END

11 Dirk: Multipower, 22-point reserve, (22 Active Points); all slots OAF (-1)

1u 1) Blade: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1)

1u 2) Pommel: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)

1u 3) Thrown: Killing Attack - Ranged 1d6 (15 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1)

10 Cloak: Armor (8 PD/8 ED) (24 Active Points); OAF (-1), Activation Roll 14- (-1/2)

6 Physically Fit: Running +3" (9" total) 1

20 The Nose Knows: Detect Ubers 15- (Unusual Group), Increased Arc Of Perception (360 Degrees), Sense, Tracking

75 Suffer not a Witch: Transfer 2d6 (Strength to Strength), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2) (75 Active Points)

Cost Talents

2 Cannot Follow Me: Trackless Stride

3 Never Gets Lost: Bump Of Direction

3 Sleep with One Eye Open: Lightsleep

Cost Martial Arts

Maneuver Phase OCV DCV Notes

34 Dirty Infighting

 

 

Block 1/2 +2 +2 Block, Abort

 

Disarm 1/2 -1 +1 Disarm; 40 STR to Disarm

 

Hoist 'n' Heave 1/2 -2 -2 Grab Two Limbs, 50 STR to Throw

 

Punch 1/2 +0 +2 8d6 Strike

 

Roundhouse 1/2 -2 +1 10d6 Strike

 

Tackle 1/2 +0 -1 6d6 +v/t Strike; You Fall, Target Falls; FMove

 

+2 HTH Damage Class(es)

 

Weapon Element: Blades

Cost Skills

3 Analyze: Combat 12-

2 Artistic Skill: Dancing 11-

3 Climbing 13-

3 Deduction 12-

0 Everyman Skills

AK: Aberdeen, Scotland 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: English (Idiomatic, native accent)

[Notes: Native Language]

PS: Witch Hunter 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

TF: Small Motorized Ground Vehicles

[Notes: Custom Mod is Everyman Skill]

2 Navigation (Land) 12-

3 Paramedics 12-

3 Riding 13-

3 Shadowing 12-

3 Sleight Of Hand 13-

3 Stealth 13-

2 Survival (Mountain) 12-

3 Tracking 12-

2 WF: Common Melee Weapons

175+ Disadvantages

10 Hunted: Iron Cross 8-

20 Hunted: Ubermensch 8-

10 Monitored: Majestic 8-

15 Physical Limitation: Weird Biochemistry, Requires Special Medical Attention

15 Psychological Limitation: Fervant Patriot

10 Psychological Limitation: Loner

20 Psychological Limitation: Will Not Kill

10 Reputation: Distrustful of Non-Scots, 11-

15 Social Limitation: Public Identity

0 Experience Points

Witch Hunter | Points Summary

Characteristics Cost: 98 Base Points: 175

Powers Cost: 125 Disadvantages: 125

Talents Cost: 8 Total Experience: 0

Perks Cost: 0 Spent Experience: 0

Martial Arts Cost: 34 Unspent Experience: 0

Skills Cost: 35 Total Points: 300

Background

Angus McLeod always knew he was special. He didn’t know how special until he was in his twenties. Angus made his living as a witch hunter in the Highlands of Scotland. He had several run-ins with many so-called witches, and few super-natural beings. He had even faced down a pack of sidhe out for a ride. Angus also acted as a traveling lawman, in a fairly lawless countryside. He was a greatly respected man, who was said to have a nose for finding trouble, and some times trouble came looking for him.

 

 

Angus was never one for the big cities, and his dislike for the English tax collectors was famous throughout the Highlands. Some even compared him to the famous outlaw Rob Roy. Angus preferred a simple life traveling across the Highlands minding his own business, and dealing with outlaws, and witches to which Scotland seemed to have quite a few.

 

 

One night while staying at a small coastal village, Angus was sitting outside a tavern smoking his pipe when his nose starting twitching. Angus knew that a witch must be nearby. However, try as he might, Angus couldn’t figure out where the witch was. If he had only looked up he might have seen the German glider silently flying over the village.

 

 

It wasn’t until the next morning that the sensation came back to Angus. Not far from the village a group of German commandoes led by the Ubermensch Iron Cross had came to ground. The Germans mission was to sneak into the United Kingdom, and then make their way south and kidnap Winston Churchill, who was scheduled to be in the area.

 

 

Led by the unknown sensation Angus discovered the German glider hidden in a barn not far from the village. As for the farmer and his family, Angus found them under a pile of hay. None of them had been spared. Rage over their deaths made Angus vow to avenge them. Again it was the unknown sensation that led Angus on.

 

 

Miles after miles to the south, Angus found the commandoes. With dirk in hand Angus moved about their camp dispatching the sentries. Finally he was able to sneak close enough to see into the camp. Standing before a small fire stood a imposing figure. He was tall and obviously muscular under his Uberstormfurher uniform. A flowing black cloak hung from his shoulders. However, it wasn’t the uniform or the cloak that captured his attention. It was the aura that glowed like a beacon around the German. Angus just knew that this man was different than the others.

 

 

The German turned to look out towards where Angus hid, and Angus knew he had been spotted. Iron Cross, shouted out a warning to his commandoes, and they opened fire on Angus. Everything seemed to go in slow motion for Angus, as he calmly leapt into the fray. Bullets flew all around him, but miraculously not of them hit. Flipping and dodging, Angus knocked several out with the hilt of his dirk. Soon the gunfire ceased. All through this Iron Cross had just stood and watched.

 

 

It was a fist to the jaw that all but knocked Angus unconscious. Iron Cross had made his move. With an almost primitive growl he attacked Angus, and for all his speed it looked like it was going to be a short fight with Angus being the looser. Angus gave a few quick kicks to the German, who didn’t seem to feel them, and before he knew what was happening, the German had his arms wrapped around Angus and was crushing the air out of him. Try as he might, Angus couldn’t get the man to loosen his grip. Stars dance around in his vision as Angus knew he was going to black out.

 

 

That was also when something odd happened. The aura around the big German started to fade, and his grip weakened. To Anguses amazement great strength surged through his limbs, and like a maddened bull broke free. Almost casually Angus threw the German away from him. The only thing that stopped Iron Cross was a large boulder, which he crashed into. Iron Cross crumpled to the ground unconscious.

 

 

A day later, a troop of infantrymen came upon the hidden camp capturing the Germans. As for Angus he was long gone. However, when he left, he took Iron Crosses cape. High up on a hillside, the cloaked figure of Angus McLeod watched the Germans being taken prisoner, before turning. The Witch Hunter had a lot of work to do.

 

Personality

Angus considers himself a patriot, but not a patriot in the usual sense. He has strong feelings about how Scotland needs to be independent of England, but realistically knows that with the war going on that the bonds keeping Scotland and England need to remain. However, he refuses to join the war effort. Angus is known for his stubborn streak, and barely deals with the English.

 

 

Angus has always been a loner, traveling across the Highlands, chasing after outlaws and other supernatural threats. Of course some think of him as an outlaw, but Angus has never let that stop him.

 

Quote

"Me thinks I smell a witch."

 

Powers

Angus is a self-trained hand-to-hand combatant. He has a lot of experience fighting. His great speed allows Angus to strike and then retreat while his foes are reeling. Angus likes to keep a dirk handy for such occasions, but refuses to carry a firearm because of the noise such a weapon could make.

 

 

While Angus is an Uber, he doesn’t see himself as such. He thinks his powers come from a mystical origin, possibly from his occasion with the Highlands. As Witch Hunter, Angus has two distinct talents. The first is that he is able to sense at a distance anyone who has Uber powers. Closer up, Angus can see the Uber powers as an aura around the Uber. His second power is defensive in nature. Any Uber touching him will find a portion of their power transferred to Angus. The transfer always goes to his strength, at times making Angus super-humanly strong.

 

Appearance

Angus is a muscular man with very hairy legs and arms. He has bright red hair that seems to be untamable. A lock of hair is always falling across his forehead. Angus prefers to wear traditional Highlander clothing, a kilt, a long sleeved shirt, and well-worn boots. Over all of this Angus has a long black cloak, which he liberated from Iron Cross.

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Re: Uberworld - Character and Art

 

And here is Angus as he is today. He's still the head of the clan, but has retired from fighting crime long ago. He's kind of like Bruce Wayne in Batman Beyond.

 

angusmcleod.jpg

 

Angus McLeod

 

Cost Characteristic Value Roll Notes

8 STR 18 13- Lift: 303.1kg; HTH: 3 1/2d6; END: [2]

24 DEX 18 13- OCV: 6 DCV: 6

16 CON 18 13-

4 BODY 12 11-

8 INT 18 13- PER Roll: 13-

8 EGO 14 12- ECV: 5; Mental Defense: 0

13 PRE 23 14- PRE Attack: 4 1/2d6

2 COM 14 12-

1 PD 5 Total: 5 PD (0 rPD)

1 ED 5 Total: 5 ED (0 rED)

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

0 REC 8 Running: 6" / 12"

0 END 36 Swimming: 2" / 4"

5 STUN 35

 

Angus McLeod | Summary

Real Name: Angus McLeod Hair Color: Grey

Concept: Martial Artist Eye Color: Brown

Affiliation: Clan McLeod Height & Weight: 6' 3" (1.91 m) / 181 lbs (82 kg)

Played By: NPC Date of Birth: May 10th, 1916

Created By: Noah Thorp Place of Birth: Aberdeen, Scotland

Cost Powers END

23 The Nose Knows: Detect Ubers 19- (Unusual Group), Increased Arc Of Perception (360 Degrees), Sense, Tracking

37 Suffer not a Witch: Transfer 1d6 (Strength to Strength), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2) (37 Active Points)

Cost Talents

2 Cannot Follow Me: Trackless Stride

3 Never Get Lost: Bump Of Direction

3 Sleeps with One Eye Open: Lightsleep

Cost Perquisites

3 Laird of Clan McLeod: Fringe Benefit: Laird

12 Well Known Uber: Reputation (A large group) 14-, +4/+4d6

15 Wise Investments: Money: Filthy Rich

3 Well-Connected

2 1) Contact: Doctor Boom (Contact has access to major institutions, Contact has: useful Skills or resources, Contact limited by identity, Good relationship with Contact) (3 Active Points) 8-

4 2) Contact: Doctor Guy L'Estrie (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: very useful Skills or resources) (5 Active Points) 8-

2 3) Contact: Fabrizio Musculla (Contact has: useful Skills or resources, Good relationship with Contact) (3 Active Points) 8-

1 4) Contact: Flecha de Or (Contact has: useful Skills or resources, Contact limited by identity, Good relationship with Contact) (2 Active Points) 8-

2 5) Contact: Max Uber (Contact has: useful Skills or resources, Good relationship with Contact) (3 Active Points) 8-

5 6) Contact: Saul Numan (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: very useful Skills or resources, Good relationship with Contact) (6 Active Points) 8-

17 7) Contact: Scottish Parliment (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 11-

Cost Martial Arts

Maneuver Phase OCV DCV Notes

34 Dirty Infighting

 

 

Block 1/2 +2 +2 Block, Abort

 

Disarm 1/2 -1 +1 Disarm; 38 STR to Disarm

 

Hoist 'n' Heave 1/2 -2 -2 Grab Two Limbs, 48 STR to Throw

 

Punch 1/2 +0 +2 7 1/2d6 Strike

 

Roundhouse 1/2 -2 +1 9 1/2d6 Strike

 

Tackle 1/2 +0 -1 5 1/2d6 +v/t Strike; You Fall, Target Falls; FMove

 

+2 HTH Damage Class(es)

 

Weapon Element: Blades

Cost Skills

30 +3 Overall

15 +3 with HTH Combat

3 Acting 14-

3 Analyze: Combat 13-

2 Artistic Skill: Highland Dancing 11-

3 Bribery 14-

3 Bugging 13-

3 Bureaucratics 14-

3 Combat Driving 13-

3 Combat Piloting 13-

3 Climbing 13-

3 Computer Programming 13-

3 Conversation 14-

3 Deduction 13-

3 Electronics 13-

-1 Everyman Skills

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

PS: Scottish Laird 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

TF: Small Motorized Ground Vehicles

[Notes: Custom Mod is Everyman Skill]

3 High Society 14-

30 Linguist

Language: Arabic (idiomatic)

Language: English (Idiomatic, native accent)

[Notes: Native Language]

Language: French (idiomatic)

Language: German (idiomatic)

Language: Japanese (idiomatic)

Language: Mandarin (idiomatic)

Language: Nepalese (idiomatic)

Language: Russian (idiomatic)

Language: Spanish (idiomatic)

2 Navigation (Land) 13-

3 Lipreading 13-

3 Lockpicking 13-

3 Mechanics 13-

3 Paramedics 13-

2 PS: Witch Hunter 11-

3 Riding 13-

12 Scholar

KS: Business 11-

KS: History 11-

KS: Known Uberhumans 13-

KS: Literature 11-

KS: Organized Crime 13-

KS: Poisons and Antidotes 11-

KS: Politics 11-

3 Shadowing 13-

3 Sleight Of Hand 13-

3 Stealth 13-

3 Streetwise 14-

14 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 13-

3 Systems Operation 13-

3 Tactics 13-

3 Tracking 13-

3 Trading 14-

10 Traveler

AK: Aberdeen, Scotland 11-

AK: Beijing, China 11-

AK: Berlin, Germany 11-

AK: Kathmandu, Nepal 11-

AK: Madrid, Spain 11-

AK: Moscow, Russia 11-

AK: Riyadh, Saudi Arabia 11-

AK: Tokyo, Japan 11-

6 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Small Arms

8 TF: Riding Animals, Combat Aircraft, Helicopters, Large Planes, Skiing (snow), Small Military Ships, Small Planes, Submarines

200+ Disadvantages

10 Dependent NPC: Zhang Qian -Nepalese Man Servant 11-

20 Hunted: Rogues Gallery of Super-Villains 8-

10 Monitored: Knightwatch 8-

10 Monitored: Majestic 8-

10 Physical Limitation: Angina

15 Physical Limitation: Weird Biochemistry, Requires Special Medical Attention

5 Psychological Limitation: Feeling His Age

15 Psychological Limitation: Fervant Patriot

10 Psychological Limitation: Dedicated to Clan McLeod

20 Psychological Limitation: Will Not Kill

1 Quirk: Has a drink of Scotch after dinner

1 Quirk: Hates to be fussed over (even though Zhang Qian does it constantly)

1 Quirk: Keeps an intense physical regime for being over ninety years old

1 Quirk: Loves a Good Curry

1 Quirk: Retired Super-Hero

5 Reputation: Distrustful of Non-Scots, 8-

15 Social Limitation: Public Identity

135 Experience Points

Angus McLeod | Points Summary

Characteristics Cost: 112 Base Points: 200

Powers Cost: 60 Disadvantages: 150

Talents Cost: 8 Total Experience: 135

Perks Cost: 66 Spent Experience: 135

Martial Arts Cost: 34 Unspent Experience: 0

Skills Cost: 205 Total Points: 485

Background

Angus McLeod started his career fighting crime at the age of twenty, hunting down witches in the Highlands of Scotland. He was a witch hunter. Angus didn’t know that he was an Uber until the World War II, when an German Uber known as Iron Cross was parachuted into Scotland on a mission to kidnap Winston Churchill. Angus was barely able to defeat the German powerhouse, but that encounter shaped Angus’s life.

 

 

Angus became aware that other people in the world had powers similar to him. Throughout the war Angus used his powers to protect Scotland, and the costumed super-hero called Witch Hunter. While Angus was well known across Scotland he wasn’t as well known in rest of the United Kingdom. The Liberty Legion tried to recruit Angus into their ranks, but Angus refused and remained in Scotland.

 

 

After the war, both Majestic and Knightwatch tried to recruit him as well, but again Angus refused. For a few years Angus traveled across the globe fighting crime where ever he encountered it. Eventually, however, Angus settled down in Aberdeen, and started raising a family. However, it turned out that his children were destined to be Ubers as well. Angus’s son Hamish went on to be a famous super-hero known as Tartan. Tartan was a lot like his father in his distrust for the English.

 

 

However, it was Rose McLeod who was the granddaughter of Angus, who was to be a tragedy for Angus and Hamish. She was the super-heroine known as Thistle. Her death at the hands of drug runners caused a lot of pain for the pair. Hamish with the help of a Buddhist monk named Zhang Qian gained revenge against the drug runners, at the cause of giving Hamish a heart attack.

 

 

Angus has trained most of the generations of the Clan McLeod Ubers, and even though he’s in his nineties, he keeps up with it. James “Jimmy” McLeod, who’s the only child of Rose has shown powers similar to Angus’s and Angus has been training him hard to be a great crime fighter. Jimmy has taken on Angus’s old code name, and is now known as Witch Hunter II.

 

Personality

Angus considers himself a patriot, but not a patriot in the usual sense. He has strong feelings about how Scotland needs to be independent of England, even after the war and all the years in between he maintains this stance. Angus has been joined in this cause by many of his countrymen, but Scotland is still part of the United Kingdom. Angus is known for his stubborn streak, and barely deals with the English.

 

 

Once Angus was a loner, traveling across the Highlands, chasing after outlaws and other supernatural threats. Of course some thought of him as an outlaw, but Angus has never let that stop him. Over the years Angus has become less of a loner, especially now that he’s the head of the clan McLeod. Instead Angus is a ardent supporter of the clan and its members. While not as spry as the younger members, Angus McLeod has been known to hold out against a few lower powered super-villains. For Angus, it’s his knowledge and skills that account for more than his power.

 

 

Angus has gotten old, and has developed a case of angina, which plagues him at times. Zhang Qian is constantly on him to take his medicine. Angus retired from active crime fighting decades ago, but keeps his hand in the business, going so far as to help train his replacement, his grandson to become Witch Hunter II. Otherwise, Angus is feeling as old as a man in his sixties. Too bad Angus is in his nineties.

 

Quote

"Me thinks I smell a witch."

 

Powers

Angus is a self-trained hand-to-hand combatant. He has a lot of experience fighting. His great speed allows Angus to strike and then retreat while his foes are still reeling. Of course being in his nineties, Angus is a little slower, plus he has abandoned using a dirk for a weapon. Angus is proficient in a number of weapons, but prefers to just to use his bare hands.

 

 

While Angus is an Uber, he doesn’t see himself as such. He thinks his powers come from a mystical origin. Angus has two distinct powers. The first is that he’s able to sense at a distance anyone who has Uber powers. Closer up, Angus can see the Uber powers as an aura around the Uber. With age this power has grown. Few can escape detection from Angus.

 

 

His second power is defensive in nature. Any Uber touching him will find a portion of their power transferred to Angus. The transfer always goes to his strength, at times making Angus super-humanly strong.

 

Appearance

Angus once was a very muscular man, and was one for most of his life. His life in the Highlands required him to be physically fit, and when he left Scotland and fought crime across the globe, he maintained his physicality. Now into his nineties, and developing angina, Angus has lost a little of his earlier physique. His once bright red hair has turned grey with age, but it’s still untamable.

 

 

Angus still prefers to wear traditional Highlander clothing, a kilt, long sleeved shirt, and well-worn boots. When fighting crime Angus wore a bullet proof cloak he got from the German super-villain Iron Cross. He has since given the cloak to Witch Hunter II.

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