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Enforcer84's Occasional HERO Content Depository


Enforcer84

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Re: Enforcer84's Occasional HERO Content Depository

 

Eek!

I don't know that much....

I'm sure you could make a template that would include the custom disad; however I am not a pro at making custom templates.

That said, what I would do, is make the disad part of a prefab or package deal that you can add to any character you make. Or, make a character that has all the standard options for your game world and save as template.

 

OR

 

If you make it a prefab, you can then make a package deal for the world in question and have the package deal pre load all the prefabs you want when you add it to a character.

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Re: Enforcer84's Occasional HERO Content Depository

 

Oh, another thing about the Asgardians; how many "ProtoGod" powers should I give them?

 

Looking at my Olympians and the one God created for the CU, there are some salient abilities that I could give to each God: Mental communication with pantheon and followers, dimensional aportation, shape shifting, etc. Part of me says that the "Wizards" of the Asgardians (Odin, Loki, etc) would have then but Thor and Heimdal didn't seem to. IIRC Heimdal had a horn he used to alert the others if Bifrost was being attacked, so no immediate communication there.

 

I tend to see the Asgardians, in games and comics anyway, as a race of magically oriented Bricks with access to nice toys. But perhaps that's too Marvel of an option.

 

Ah ponder ponder ponder.

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Re: Enforcer84's Occasional HERO Content Depository

 

Odin and Loki had full access to shape shifting, divination, and other "feminine" magic, in Odin's case possibly taught to him by Freyja. It made them less manly and less trustworthy by Norse standards. In the folk tales these powers tended to come and go according to the needs of the story. Freyja had access to serious mojo and extra tools to use it even more effectively (cloak for changing into birds eventually stolen by Loki, necklace that made her irresistible); thinking of her as just the Norse Aphrodite is a mistake, magic is also in her portfolio. I can't think of many Thor folk tales where he's much more than a big, strong, not very bright guy with a major load of magical gear and goats.

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Re: Enforcer84's Occasional HERO Content Depository

 

Odin and Loki had full access to shape shifting' date=' divination, and other "feminine" magic, in Odin's case possibly taught to him by Freyja. It made them less manly and less trustworthy by Norse standards. In the folk tales these powers tended to come and go according to the needs of the story. Freyja had access to serious mojo and extra tools to use it even more effectively (cloak for changing into birds eventually stolen by Loki, necklace that made her irresistible); thinking of her as just the Norse Aphrodite is a mistake, magic is also in her portfolio. I can't think of many Thor folk tales where he's much more than a big, strong, not very bright guy with a major load of magical gear and goats.[/quote']

Yeah, that's the direction I'm looking in too.

 

for Else Earth (right or wrong), I'm looking at my various Pantheonic Superteams as:

 

Olympians: Everyone has access to serious personal magic.

 

Asgardians: In Else Earth, Ragnarok occured. The majority of familiar Norse Deities are gone. Asgardians on the whole are Superhuman Physical Specimens with really neat gear. There are Magicians with vast magical powers but they are not the norm. Some odd powers will occur based on the individuals portfolio (they are powerful magical entities after all) but VPP's will be limited to the "Mages".

 

Egyptians: Again, more like their Olympic counterparts, carry great individual power within them. Unlike the preceding divine groups, the Masters of Heliopolis are going to be far more direct in their involvement with their former stomping grounds.

 

I'll be probably using other cultures divine beings of times gone by as well. Just haven't formalized (or even informalized any plans yet)

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Re: Enforcer84's Occasional HERO Content Depository

 

Yeah, that's the direction I'm looking in too.

 

for Else Earth (right or wrong), I'm looking at my various Pantheonic Superteams as:

 

Olympians: Everyone has access to serious personal magic.

 

Asgardians: In Else Earth, Ragnarok occured. The majority of familiar Norse Deities are gone. Asgardians on the whole are Superhuman Physical Specimens with really neat gear. There are Magicians with vast magical powers but they are not the norm. Some odd powers will occur based on the individuals portfolio (they are powerful magical entities after all) but VPP's will be limited to the "Mages".

 

Egyptians: Again, more like their Olympic counterparts, carry great individual power within them. Unlike the preceding divine groups, the Masters of Heliopolis are going to be far more direct in their involvement with their former stomping grounds.

 

I'll be probably using other cultures divine beings of times gone by as well. Just haven't formalized (or even informalized any plans yet)

 

It might be worth going the Marvel Earth X "All Gods are actually insane shape shifting aliens" route, or similar common origin. From a real world anthropology point of view, you actually do find pretty remarkable similarities in all the pantheons right down to actual powers displayed. Much of that is proto Indo-European shared culture and cultural exchange, but a part of it is probably that there are only so many ways to conceptualize the supernatural. The biggest breaks come with isolated cultures versus cultures with trade links, and pre-urban and post-urban societies; the myths of the Australian Aborigines aren't at all like the Hindu/Chinese/Japanese family of myths, but there are some similarities with what I was able to find of Ainu and some Native American folk tales.

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Re: Enforcer84's Occasional HERO Content Depository

 

I'm going more towards Albert Dechsene's "All Gods are Entities of pure magical energy given form by their worshipers". Once formed they are independent beings, beholden to none, but they still fall into their pre-defined caste. Ares has matured and become more of a strategist instead of a "Hollar Back Spartan!" slaughter house worker, but he's still not the Strategist Athena is, and he still wants to be in the thick of conflict.

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An Idea that popped into my head last night.

 

Princess Pain

Val Char Cost Roll Notes

60 STR 50 21- Lift 102.4tons; 12d6 [6]

23 DEX 39 14- OCV: 8/DCV: 8

30 CON 40 15-

15 BODY 10 12-

10 INT 0 11- PER Roll 11-

13 EGO 6 12- ECV: 4

15/30 PRE 5 12- / 15- PRE Attack: 3d6/6d6

14 COM 2 12-

 

27/37 PD 15 Total: 27/37 PD (18/28 rPD)

27 ED 21 Total: 27 ED (18 rED)

5 SPD 17 Phases: 3, 5, 8, 10, 12

18 REC 0

60 END 0

60 STUN 0 Total Characteristic Cost: 205

 

Movement:

Running: 8"/32"

Leaping: 24"/96"

Swimming: 4"/16"

 

 

Cost Powers END

7 Terrible Pixie!: +15 PRE (15 Active Points); Only when making Violent PRE attacks, showing her strength (-1)

7 Unimpressed: +15 PRE (15 Active Points); Only to Defend against PRE Attacks (-1)

 

Mobility

7 1) Strong Swimmer: Swimming +2" (4" total) (x4 Noncombat) 1

9 2) Swift: Running +2" (8" total), x4 Noncombat 1

22 3) Vaulting: Leaping +12" (24" forward, 12" upward) (Accurate, x4 Noncombat) 2

 

Toughness and Power

10 1) Bracing: Knockback Resistance -10" (20 Active Points); Costs Endurance (-1/2), Increased Endurance Cost (x2 END; -1/2) 4

7 2) Bullet Proof: Armor (10 PD/0 ED) (15 Active Points); Only vs Firearms (-1)

9 3) Rapid Healing: Regeneration 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time 1 Hour (-2 1/4), Self Only (-1/2), Character Must Rest For The Entire Hour To Regain 2 BODY (-1/2)

11 4) Superhuman Physiology: Life Support (Extended Breathing: 1 END per Minute; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)

18 5) Tough as Nails: Damage Resistance (18 PD/18 ED)

Perks

5 Trust Fund Baby!: Money: Well Off

4 Contact: Head Mistress Lorena Blaque (Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-

 

Talents

2 Rapid Punch!: Lightning Reflexes: +2 DEX to act first with Punch

 

Skills

15 +3 with HTH Combat

3 High Society 12- (15-)

3 Interrogation 12- (15-)

2 KS: Pop Culture 11-

1 KS: The Superhuman World 8-

1 Language: Latin (basic conversation)

2 Musical Instrument Familiarity (Aerophones) 11-

 

Total Powers & Skill Cost: 145

Total Cost: 350

 

200+ Disadvantages

5 Distinctive Features: Itty Bitty Brickette (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Hunted: Class '09 8- (Mo Pow, Harshly Punish)

10 Hunted: Local Authorities 8- (As Pow, NCI, Limited Geographical Area, Harshly Punish)

10 Hunted: The High King 8- (Mo Pow, NCI, Watching)

10 Psychological Limitation: Enjoys fighting Authority figures (cops, Supers, etc) (Common, Moderate)

15 Psychological Limitation: Greedy and Amoral (Common, Strong)

10 Psychological Limitation: Idolizes Seer (Common, Moderate)

15 Psychological Limitation: Used to getting her way (Very Common, Moderate)

5 Rivalry: Professional (Rager; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

10 Social Limitation: Minor (Age 14) (Frequently, Minor)

15 Social Limitation: Secret Identity (Frequently, Major)

10 Vulnerability: 1 1/2 x STUN Chemical Attacks/Toxins (Common)

20 Vulnerability: 2 x Effect Chemical Attacks/Toxins (Common)

 

Total Disadvantage Points: 350

 

 

 

Background/History: Deidre Fergesun is the dauighter of industrialist Jacob Fergrusen. Growing up, she always got the best of everything; growing into a spoiled brat. It didn' thelp things that she was superhumanly strong and physically bullied everyone in her life. When she arrived at St. Mary's Academy, she was well on her way to supervillainy. However, she also found for the first time people who were not impressed with her strength. Her freshman year she found herself drawn to a group of rich, pretty girls who also had superpowers. Even more shocking was an adult who would serve as her mentor on her way to being a criminal. The head of the school was a woman of dark power who gathered her special charges into the Clique.

Taking the name Princess Pain, Deidre now only waits to graduate to true super villain.

 

Personality/Motivation: Deidre is a bully and a spoiled rich kid. She talks a big game but she's actually one of the kinder girls in the Clique. She's not above shows of strength to get her way, but she doesn't get a thrill causing harm to helpless people and animals.

Superbeings on the other hand, are favorite targets. If she can get in a row with a big, lumbering, super strong hero or heroine, she practically weeps with joy.

 

Quote: "We can do this my way or my way and you get hurt, your choice."

 

Powers/Tactics: A fairly straight up brick with better overall athleticism. At the rate she's going, Deidre will be a frightfully strong woman when she matures. She basically leaps around the battle field, smacking people with her fists or with heavy objects.

 

Campaign Use: The Clique are a team of super powered schoolgirls who are a good match for starting supers (350), they can easily be used in a "Teen Hero" setting, but you might want to lower their power in that case.

 

To better fit her into the lower powered campaigns, drop her STR to 45, DEX 21, CON 23, PD 20, ED 20, SPD 4. Adjust the other figured characteristics to fit their new primary.

 

To make her more powerful (and to do this just have the girls grow up a little) increase Stats to taste. Perhaps a brick trick or two.

 

Appearance: A Pixie-ish young teenager with long blond hair in modern styles, blue eyes and a physique that belies her power. She wears her St. Mary's school uniform when at school and the Clique's uniform when having fun.

 

The Clique uniform is a more scandalous version of a school girl uniform with a short skirt, blouse with short sleeves, and tied above the belly. The skirt is black with white trim and the blouse is white. They wear short jackets (with the sleeves rolled) that are black with "The Clique" embroidered on the back in their favorite color. Princess Pain's is pink. She wears a pink mask, and her hair in pig tails.

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Stealth

 

STEALTH

Val Char Cost Roll Notes

45 STR 0 18- Lift 12.8tons; 9d6

29 DEX 18 15- OCV: 10/DCV: 10

26 CON 2 14-

15 BODY 0 12-

15 INT 5 12- PER Roll 12-

13 EGO 6 12- ECV: 4

23 PRE 3 14- PRE Attack: 4 1/2d6

14 COM 2 12-

 

2/25 PD 0 Total: 2/25 PD (0/23 rPD)

2/25 ED 0 Total: 2/25 ED (0/23 rED)

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

14 REC 0

102 END 0

81 STUN 0 Total Characteristic Cost: 40

 

Movement:

Running: 16"/32"

Flight: 19"/76"

Leaping: 9"/18"

Swimming: 2"/4"

 

 

Cost Powers END

50 H-4 Hummingbird Flight Systems: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2)

5u 1) Dogfight Mode: Flight 19", x4 Noncombat, No Turn Mode (+1/4), Reduced Endurance (1/2 END; +1/4), combat acceleration/deceleration (+1/4) (75 Active Points); OIF (-1/2) 3

4u 2) Pursuit Mode: Flight 15", MegaScale (1" = 1 km; +1/4), No Turn Mode (+1/4), Reduced Endurance (1/2 END; +1/4), No Gravity Penalty (+1/2) (67 Active Points); OIF (-1/2) 3

5u 3) Whisper Mode: Flight 15", x8 Noncombat, No Turn Mode (+1/4), Usable as Gliding (+1/4), Invisible to Hearing Group (+1/4) (70 Active Points); OIF (-1/2) 7

 

70 Weapons Systems: Multipower, 105-point reserve, (105 Active Points); all slots OIF (-1/2)

7u 1) Blaster Gauntlets: Energy Blast 14d6, 32 Charges (+1/4), Autofire (2 shots; +1/4) (105 Active Points); OIF (-1/2) [32]

3u 2) Capturefoam Projector: Entangle 4d6, 4 DEF, 32 Charges (+1/4), Area Of Effect (One Hex; +1/2) (70 Active Points); OAF (-1), Limited Range (20"; -1/4) [32]

3u 3) Gravity Globes: Entangle 4d6, 4 DEF, Indirect (Any origin, any direction; +3/4) (70 Active Points); 4 Boostable Charges (-3/4), OIF (-1/2), Limited Range (30"; -1/4) [4 bc]

7u 4) Ion Pulse Cannon (Energy Blast): Energy Blast 12d6, Reduced Endurance (1/2 END; +1/4), Area Effect: One-hex (+1/2) (105 Active Points); OIF (-1/2) 4

4u 5) Missile Rack (RKA): Killing Attack (RKA) 3d6+1, Explosion (+1/2) (75 Active Points); 4 Recoverable Charges (-1/2), OIF (-1/2) [4 rc]

3u 6) Smoke Grenades: Darkness to Sight Group 4" radius, 6 Boostable Continuing Charges lasting 1 Minute each (+1/4) (50 Active Points); OIF (-1/2) [6 bc]

 

Battlesuit: STEALTH Mk 2, all slots OIF (-1/2)

7 1) +10 PRE (10 Active Points); OIF (-1/2)

13 2) +10 REC (20 Active Points); OIF (-1/2)

19 3) +13 DEX (39 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)

15 4) +15 CON (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)

20 5) +3 SPD (30 Active Points); OIF (-1/2)

17 6) +35 STR (35 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 3

5 7) +5 BODY (10 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)

27 8) +80 END (40 Active Points); OIF (-1/2)

40 9) +60 STUN (60 Active Points); OIF (-1/2)

7 10) Back Up Microlung: Life Support (Self-Contained Breathing), 1 Recoverable Continuing Charge lasting 6 Hours (+0) (10 Active Points); IAF (-1/2) [1 rc]

10 11) Combat Computer: +3 with Powered Armor (15 Active Points); OIF (-1/2)

19 12) Main Life Support Unit: Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (39 Active Points); OIF (-1/2), Costs Endurance (-1/2) 4

13 13) Motality Servos: Running +10" (16" total) (20 Active Points); OIF (-1/2) 2

57 14) Powered Armor: Armor (23 PD/23 ED), Hardened (+1/4) (86 Active Points); OIF (-1/2)

5 15) Psi Shields (Mental Defense): Mental Defense (13 points total) (10 Active Points); Costs Endurance (-1/2), OIF (-1/2) 1

 

Sensor Suite, all slots OIF (-1/2)

6 1) Comm Link: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Hearing/Sight (-1/2), OIF (-1/2)

2 2) Enhanced Audio Pickups: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2)

13 3) Guarded Sensors: Sight Group Flash Defense (10 points), Hearing Group, Radio Group (20 Active Points); OIF (-1/2)

7 4) Heads Up Display: Radar (Radio Group) (15 Active Points); Sense Affected As More Than One Sense Sight & Radar (-1/2), OIF (-1/2)

3 5) UV Spectrum Vision: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2)

 

Perks

6 Patriotic Heroine: Reputation: Well Respected Heroine (A large group) 14-, +2/+2d6

6 Fringe Benefit: Concealed Weapon Permit, Membership: Minute Men, Passport

3 Well-Connected

5 1) Friends in the Business: Contact: Orion Technologies (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 11-

11 2) Friends of the Family: Contact: US Air Force (Contact has very useful Skills or resources), Organization Contact (x3) (12 Active Points) 11-

 

Skills

16 +2 with All Combat

3 Bureaucratics 14-

3 Combat Piloting 15-

5 Electronics 13-

2 KS: The Superhuman World 11-

2 KS: The Technology World 11-

3 Mechanics 12-

4 Navigation (Air) 13-

3 Parachuting 15-

3 Research 12-

3 Scientist

2 1) SS: Aeronautical Engineering 12- (3 Active Points)

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

1 3) SS: Physics 11- (2 Active Points)

3 Security Systems 12-

6 TF: Common Motorized Ground Vehicles, Anthropomorphic Mecha, Combat Aircraft, Helicopters, Small Planes, Two-Wheeled Motorized Ground Vehicles

3 Weapon Familiarity: Small Arms, Vehicle Weapons: STEALTH Powered Armor

 

Total Powers & Skill Cost: 560

Total Cost: 600

 

200+ Disadvantages

10 Dependent NPC: Lee Stephens, Boyfriend 8- (Normal)

20 Hunted: 4th Reich 8- (Mo Pow, NCI, Harshly Punish)

15 Hunted: Air Force 11-, More Powerful, NCI, Watching

10 Hunted: Killer Shrike ( a mercenary supervillain is a disconcertingly similar armor) 8- (As Pow, Harshly Punish)

15 PSychological Limitation: Driven to uphold her brother's Legacy Very Common, Moderate

15 Psychological Limitation: All American Girl Common, Strong

20 Psychological Limitation: Code vs Killing Very Common, Strong

10 Psychological Limitation: Loves to fly...and it shows! (Common, Moderate)

15 Social Limitation: Secret Identity: Alicia Harper Frequently (11-), Major

10 Susceptibility: Intense Magnetic Fields: 1d6 damage per Turn Uncommon

Notes: Drains END

260 Experience Points

 

Total Disadvantage Points: 600

 

 

 

Background/History: Alicia Harper grew up idolizing her older brother. He was seven years older and had always been there for her. When their parents split up she stayed with him while deciding where to go. When he became REGIMENT he naturally told her. She was always so proud of his super heroic career. When The Minute Men Squadron exploded and half the team died in Adamant's traitorous attack, Alicia was devastated. Not only had Kyle been among the casualties, there were several reports that he'd been on Adamant's side the entire time, suffering his fate when the villain no longer required his services.

 

When Adamant was finally brought down, the heroes who had risen to defeat him decided to recreate the Minute Man team. Shortly after this Alicia Harper approached the new Minute Men and requested that she be able to follow in Kyle's footsteps. After much debate she was accepted and began training and fitting for a second REGIMENT battle suit (dubbed STEALTH). She has served as a member of the team since.

 

Personality/Motivation: Alicia joined originally to find out the truth about her brother. Satisfied with what she found out, she stepped up to honor his memory. She's generally looked upon as everyone's baby sister, even though she's in her mid twenties.

 

Quote: 'Let's Fly!"

 

Powers/Tactics: The original REGIMENT suit was built like a tank. Though it could fly it was basically a tank. When the second was commissioned, the Air Force wanted input. What emerged was a smaller, sleeker, faster armor made for flying. An expanded weapons array (including many more non-lethal options) and much greater maneuverability were traded in for overall armor and physical strength.

 

Campaign Use: A legacy powered armor character. Alicia is more of a techie than her brother was an she helps maintain and upgrade the suit.

 

Appearance: Alicia Harper is a cute, spunky, brunette with brown eyes. She works out a lot and is great shape but not "costumed crime fighter" shape (though she's working on it).

 

The STEALTH suit is black and gunmetal gray. Sleeker, obviously feminine, and has two large wings on the back. Though not an member (active or otherwise) of the Air Force like her brother was, the USAF considers her one of their own. So, like her brother's armor, there are Air Force markings on the wings and over the heart of her armor.

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Re: Enforcer84's Occasional HERO Content Depository

 

I've been reading, but don't have a ton to say. :)

 

I like the Clique, and could definitely use it in a Sky High / Teen Titans type of game, or my old New Hope Academy vs Invictus Academy campaign if I ever went back to it. Kind of neutral on the powered armor girl, but that's just a preferences thing rather than any major flaw in the write up.

 

As always, a pleasure to read your stuff.

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Re: Enforcer84's Occasional HERO Content Depository

 

Right now, I am going through my bulk of original character, separating the CU from Else Earth, rewriting to adjust, and then sneaking some of the posts in here, some I'm waiting. If I ever try to publish (the Gamer's Dream) my world, I'm trying to make it more my own. I mean we basically used the 4th Ed CU for our games in high school, then I was heavily porting everything to 5th ed CU, and now I want it to be my own world. So it's going to be a long slog. I mean some changes are as easy as changing the names but others will be tougher.

 

oh, and the fact that I keep changing my mind about things. And I am my own personal point total drift device, I'm always making my characters more and more expensive. :D

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Hoowah!

 

Puck the Warrior

Val Char Cost Roll Notes

20 STR 10 13- Lift 400.0kg; 4d6 [1]

33 DEX 69 16- OCV: 11/DCV: 11

20 CON 20 13-

20 BODY 20 13-

10 INT 0 11- PER Roll 11-/13-

17 EGO 14 12- ECV: 6

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

14 COM 2 12-

 

12/27 PD 8 Total: 12/27 PD (0/15 rPD)

12/27 ED 8 Total: 12/27 ED (0/15 rED)

7 SPD 27 Phases: 2, 4, 6, 7, 9, 11, 12

13 REC 10

40 END 0

42 STUN 2 Total Characteristic Cost: 194

 

Movement:

Running: 4"/16"

Gliding: 3"/6"

Leaping: 8"/16"

Swimming: 2"/4"

 

 

Cost Powers END

30 Luck Of Heroes: Luck 6d6

 

Fey Traits

20 1) Animal Friendship: Animal Handler (Aquatic Animals, Birds, Bovines, Camels, Canines, Dragons, Elephants, Equines, Felines, Insects & Anthropods, Raptors, Reptiles & Amphibians, Ursines) 16-

25 2) Beast Speech: Telepathy 5d6 (Animal class of minds), Reduced Endurance (0 END; +1/2), Continuous (+1) (62 Active Points); No Range (-1/2), Incantations (throughout; -1/2), Communication Only (-1/4), Visible (-1/4)

4 3) Enhanced Vision: +2 PER with Sight Group

14 4) Fearless: (Total: 40 Active Cost, 14 Real Cost) +20 Mental Defense (23 points total) (20 Active Points); Only To Resist Fear (-2) (Real Cost: 7) plus Power Defense (20 points) (20 Active Points); Only To Resist Fear (-2) (Real Cost: 7)

15 5) Fey Immortality: Life Support (Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal)

20 6) Fey Resiliance: Energy Damage Reduction, Resistant, 50% (30 Active Points); Doesn't work against attacks based on Cold Iron (-1/2)

20 7) Fey Resiliance: Energy Damage Reduction, Resistant, 50% (30 Active Points); Ineffective vs Fey Magic (-1/2)

15 8) Fey Resiliance: Power Defense (15 points)

2 9) Trackless Stride: Gliding 3" (3 Active Points); Ground Gliding (-1/4)

 

Hyper-Athletics

9 1) Acrobatic to the Extreme: Leaping +4" (8" forward, 4" upward) (Accurate) 1

8 2) Can Sprint on those little Legs: Reduced Endurance (1/2 END; +1/4) (8 Active Points) applied to Running 1

5 3) Easy Strength: Reduced Endurance (1/2 END; +1/4) (5 Active Points) applied to STR

 

Size: Smallish

10 1) Hard To Hit: +2 with DCV

2 2) Kinda Small: +1 with Concealment (Self Only)

4 3) Really Sneaky: +2 with Stealth

 

Capoeira

Maneuver OCV DCV Notes

8 +2 HTH Damage Class(es)

5 Armada da Costa (Spin Kick)/Parafuso (Jumping Spinning Kick) -2 +1 10d6 Strike

4 Bencao (Front Thrust Kick)/Asfixiante (Punch) +0 +2 8d6 Strike

5 Block +1 +3 Block, Abort

3 Cabecada (Head-Butt) +1 +0 8d6 Strike

4 Cocorinha/Esquiva/Queda de Quatro -- +5 Dodge, Affects All Attacks, Abort

4 Dedeira (Eye Gouge) -1 -1 Flash 6d6

4 Meia lua de Frente/Queixada (Crescent Kick) +2 +0 8d6 Strike

3 Rasteira/Banda/Tesoura/Arrastao (Legsweep/Takedown) +2 -1 7d6 Strike, Target Falls

5 Voo-do-morcego (Flying Kick) +1 -2 10d6 Strike

 

Perks

3 Undocumented Fey: Anonymity

2 Aye, I'm the one. How can I help? : Reputation: Hero of the Downtrodden (A medium-sized group) 11-, +2/+2d6

3 Well-Connected

1 1) Ah the poor little rich girl, I remember her. : Favor: Heiress (1 Active Points)

2 2) Formerly Unemployed: Contact: Bruce Walcott, Longshoreman (Good relationship with Contact) (3 Active Points) 11-

1 3) Helped him regain his confidence...maybe not my best move to date: Favor: Once Down on his luck Supervillain (1 Active Points)

2 4) Keeps her Secrets, I do: Contact: Elsa Brightholme, Model/Acress/Witch (Contact has useful Skills or resources, Good relationship with Contact) (3 Active Points) 8-

2 5) My first patron...: Contact: Elizabeth Duel; Financier (Good relationship with Contact) (3 Active Points) 11-

1 6) The Gambling Cook: Favor: Cook in Restaruant (1 Active Points)

 

Talents

3 Alarm Clock Of Luck: Lightsleep

30 Combat Fortune: Combat Luck (15 PD/15 ED)

 

Skills

20 +4 with HTH Combat

3 Acrobatics 16-

3 Breakfall 16-

10 Defense Maneuver I-IV

3 Feint 16-

3 High Society 13-

3 Jack of All Trades

1 1) PS: Appraise (2 Active Points) 11-

1 2) PS: Brewer (2 Active Points) 11-

1 3) PS: Champion (2 Active Points) 11-

1 4) PS: Cooking (2 Active Points) 11-

2 5) PS: Dancing (3 Active Points) 16-

1 6) PS: Tinker (2 Active Points) 11-

3 Linguist

2 1) Language: Dwarven (completely fluent) (3 Active Points)

2 2) Language: English (completely fluent) (3 Active Points)

1 3) Language: French (completely fluent) (3 Active Points)

0 4) Language: Gaelic (idiomatic) (4 Active Points)

2 5) Language: Portuguese (completely fluent) (3 Active Points)

0 6) Language: Spanish (fluent conversation) (2 Active Points)

3 Lockpicking 16-

3 Musical Instrument Familiarity (Aerophones) 16-

3 Paramedics 11-

3 Persuasion 13-

11 Power: Crazy Martial Arts Powers/Abilities 15-

3 Scholar

1 1) KS: Brazilian Music (2 Active Points) 11-

1 2) KS: Capoiera (2 Active Points) 11-

1 3) KS: Classical Music (2 Active Points) 11-

1 4) KS: Dragons (2 Active Points) 11-

1 5) KS: Heraldry (2 Active Points) 11-

1 6) KS: Irish Music (2 Active Points) 11-

1 7) KS: Legends And Lore (2 Active Points) 11-

2 8) KS: The Fey Court (3 Active Points) 11-

3 Seduction 13-

3 Shadowing 11-

3 Streetwise 13-

6 Survival (Temperate/Subtropical, Underground, Urban) 11-

3 Tracking 11-

3 Traveler

1 1) AK: Brazil (2 Active Points) 11-

1 2) AK: Ireland (2 Active Points) 11-

1 3) AK: The Lands of Fey (2 Active Points) 11-

1 4) CK: Dublin (2 Active Points) 11-

1 5) CK: London (2 Active Points) 11-

1 6) CK: Rio (2 Active Points) 11-

3 Ventriloquism 11-

4 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Straight Razor

 

Total Powers & Skill Cost: 428

Total Cost: 622

 

200+ Disadvantages

5 Distinctive Features: Fey (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)

10 Dependent NPC: Person he's Championing at the moment/Lady he is pursuing 8- (Normal)

15 Enraged: Wanton acts of Brutality/Tyrany (Uncommon), go 11-, recover 11-

15 Hunted: Bullark the Redcap 8- (As Pow, NCI, Harshly Punish)

10 Hunted: Supervillain/Superhero looking for a rematch 8- (As Pow, Harshly Punish)

10 Hunted: Bella Romania (Sidhe Noble who loves him) 11- (As Pow, NCI, Watching)

15 Psychological Limitation: Champions the meek (Common, Strong)

15 Psychological Limitation: Sucker for a ladies charms (Very Common, Moderate)

10 Psychological Limitation: Enjoys combat (Common, Moderate)

20 Psychological Limitation: Raging overconfidence (Very Common, Strong)

10 Reputation: Kind hearted Brawler, 11-

5 Vulnerability: 1 1/2 x BODY Cold Iron Based Attacks (Uncommon)

10 Vulnerability: 2 x STUN Cold Iron Based Attacks (Uncommon)

272 Experience Points

 

Total Disadvantage Points: 622

 

 

 

Background/History: A fey born of unusual size and strength (for his people), took the name Puck and began his career as a "Warrior" eschewing much of the traditional fey magics for physical might. The Luck of Hero's protects this one. After wandering the Lands of Fey, smacking things with is weapons and his fists, he was chased to the Earth Realm by an angry (and powerful) redcap named Bullark. He appeared in Ireland and spent some time in Dublin and Belfast before hopping a boat and making his way to the Americas. It was during a stay in Brazil that he found his martial calling. He'd seen a demonstration by a local Capoeira school and immediately fell in love with the art. He worked as a cook and cleaner at the school for almost six years, learning the art and some of the music. When he was done, he continued his wandering.

 

Now, Puck the Warrior, is a somewhat known champion of the little guy, getting into and out of trouble with the help (often unintentionally) of other heroes, and the occasional costumed outlaw.

 

Personality/Motivation: Puck the Warrior is a diminutive fey who inexplicably found his calling as a brawling practitioner of an (near) eastern martial arts philosophy. To this end, he wanders the Earth Realm seeking to aid the meek and humiliate the strong. He is not terribly particular as to which side of the law the meek and the strong are either.

 

He's a sucker for a pretty woman, and will often find himself fighting for a lady's honor. At the end of the day, though, he's a friendly chap and definitely holds few grudges.

 

Quote: "Okay, then, you and me. One on one."

 

Powers/Tactics: Think Marvel's Puck and Longshot blended together with a classical fey faerie. Puck's success is as much due to his phenomenal fortune as it is his superhuman agility and wild fighting style.

 

Campaign Use: An amusing, and unusual ally and or foe for heroes to face. Puck champions a number of causes and individuals, he's a sucker for a sob story or a pretty lady. He rarely holds grudges against those who best him, saving his anger for those who abuse the weak.

 

Appearance: Puck is actually something of a giant among his people, he stands just under 5 feet tall and weighs a whopping 150 lbs. He's got long red hair, that seems to be constantly blowing in some sort of ethereal wind. He wears a neatly trimmed beard and has sparkling green eyes. His build is thick and muscular. He has a rather pale complexion and lacks any sort of body hair.

 

His favorite outfit is a black muscle shirt, with red Celtic designs and no sleeves, and a set of billowy red pants with black sandals. He wears a bright red sash at his waist and red fingerless gloves. When expecting trouble he wears a green headband.

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Re: Enforcer84's Occasional HERO Content Depository

 

Heiress

Val Char Cost Roll Notes

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

16 DEX 18 12- OCV: 5/DCV: 5

15 CON 10 12-

12 BODY 4 11-

13 INT 3 12- PER Roll 12-

23 EGO 26 14- ECV: 8

20 PRE 10 13- PRE Attack: 4d6

14 COM 2 12-

 

6/14 PD 3 Total: 6/14 PD (0/8 rPD)

6/14 ED 3 Total: 6/14 ED (0/8 rED)

4 SPD 14 Phases: 3, 6, 9, 12

6 REC 0

30 END 0

30 STUN 2 Total Characteristic Cost: 100

 

Movement:

Running: 6"/12"

Flight: 15"/60"

Leaping: 3"/6"

Swimming: 2"/4"

 

 

Cost Powers END

32 Combat Sense Life Force: Detect Life Force 12- (no Sense Group), Discriminatory, Range, Sense, Targeting

7 Spirit Touch: Affects Desolidified Any form of Desolidification (+1/2) for up to 15 Active Points of STR (7 Active Points) 1

15 Life Force Control: Elemental Control, 30-point powers

12 1) Communication Touch: Telepathy 8d6 (Human class of minds) (40 Active Points); Only Works On One Person At A Time (-1/2), No Range (-1/2) 4

23 2) Spirit Wings: Flight 15", x4 Noncombat, Usable Gliding (+1/4) (44 Active Points); Visible (Creates intangible, but quite visible, wings. They Glow softly and really can't be used stealthly; -1/4) 4

35 3) Life Force Blast: EB 8d6, Personal Immunity (+1/4) (50 Active Points) 5

20 4) Life Force Transfer: Transfer 3d6 (target's BODY to character's BODY) (45 Active Points); Only Works On Living Beings (-1/2) 4

30 5) Sacrificial Succoring: Simplified Healing 6d6 (60 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (character suffers a Drain BODY 1 point for every die of Healing used; -1/2) 6

12 6) Spirit Merging: Mind Control 8d6 (Human class of minds) (40 Active Points); Only Works On One Person At A Time (-1/2), No Range (-1/2) 4

10 7) Spirit Movement: Telekinesis (15 STR), Fine Manipulation (33 Active Points); Can Only Maintain One Use Of Telekinesis At A Time (-1/2), Restricted "Armspan" (see text; -1/4) 3

15 8) Spirit Shield: FF (8 PD/8 ED/4 Power Defense), Hardened (+1/4), Difficult To Dispel (x2 Active Points; +1/4) (30 Active Points) 3

Perks

3 Contact: Aurora Rosebloom (Vivian Wilson); Psychic (until now a phoney) (Contact has useful Skills or resources) 11-

Skills

5 +1 with HTH Combat

3 Breakfall 12-

3 Concealment 12-

3 Conversation 13-

3 Deduction 12-

11 KS: Family History 20-

2 PS: Clerk/Cashier 11-

3 Paramedics 12-

3 Persuasion 13-

3 Research 12-

3 Stealth 12-

 

Total Powers & Skill Cost: 256

Total Cost: 356

 

200+ Disadvantages

10 Dependent NPC: Mrs. Li (owner of the bookstore she works/surrogate parent) 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)

5 Distinctive Features: distracted, occasionally appears to be mumbling to herself (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

5 Distinctive Features: young woman, surrounded by ancestor spirits (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

15 Enraged: Takes body in combat (Common), go 8-, recover 11-

15 Hunted: Dr. Jules Blackthorn (Minor mystical criminal mastermind) 8- (As Pow, NCI, Harshly Punish)

10 Hunted: Order of Nimue 8- (Mo Pow, NCI, Watching)

20 Hunted: The Order of the Black Rose 8- (Mo Pow, NCI, Harshly Punish)

20 Psychological Limitation: Code vs Killing (Common, Total)

10 Psychological Limitation: Feels she's in over her head (Common, Moderate)

15 Psychological Limitation: Wants to do her ancestor's proud (Common, Strong)

10 Social Limitation: Minor (Age 15) (Frequently, Minor)

15 Social Limitation: Secret Identity (Frequently, Major)

6 Experience Points

 

Total Disadvantage Points: 356

 

 

 

Background/History: Orphaned and on her own, Seela Armstrong knew nothing of her past. She ran in a gang and was on the fast track for a short life. Shortly after she turned 13, however, two events reshaped her life. The first was the unintended consequence of trying to steal something to read. Seela, who quit going to school when she was 10, saw a book while she and her gang were casing a used bookstore that opened in their neighborhood.

 

Though it seemed easy pickings, the store's owner, an old Chinese woman with a loud voice and suspicious nature, constantly hounded the youngsters in her store. Finally, one of the older boys had enough and told the woman to back off; then, pulling his gun, demanded that she give them what ever she had in the register. He'd barely gotten the threat out, when the woman, seemingly appeared next to him out of nowhere, took the gun and knocked him to his butt. Then, for good measure, she struck two more of the boys, sending the sprawling.

The gang panicked and ran from the store. Seela tried to take the book. She was caught.

"You are a little girl. Why do you hang out with old boys like that?" The old woman demanded. Seela tried to act tough but the woman frightened her.

"You, clean up the mess they made." The old woman said and she went back to her spot by the register, watching Seela as she cleaned. When she finished, Seela looked to the woman who nodded at her.

"Now, you look starved, come eat. You can go later."

Seela never left. The old woman gave her a job and a place to stay and Seela never saw the gang again.

 

The second event occurred when Seela and Mrs. Li went to a spring market/carnival nearby. Seela, on a lark went to talk to Aurora Rosebloom, a gypsy psychic/fortuneteller. The woman was almost comical as she postured and fussed, trying to be mysterious. Seela decided to stay for a seance and asked to contact someone from her family that might help her find out who she was. The psychic was outwardly sympthetic but inwardly pleased that the girl had no knowledge to use against her. She prepared for a grand show.

And then one of Seela's ancestors answered the summons. Aurora Rosebloom almost wet herself. She did faint. A woman, dressed in skins and primitive jewelry floated above the table, translucent and awesome in her intensity and beauty.

 

"Greetings little one. I have been waiting to speak to you."

 

Seela squeaked, but could not move. She just stared.

When she left the tent, her ancestor left with her. Not just one, either.

 

Mrs. Li was waiting, for her, "You look like you've seen a ghost."

 

It's been two years since. Seela is growing into a graceful young woman. Her ancestors have taught her much about her history, where she's from and what happened to her parents. They've also been training her to use her strange necromantic powers to aid the world around her. Telling her that someday she will face the evil that her parents succumbed to.

 

She has never seen her parents' spirits. Whether that means they are alive or that their spirits have been devoured or are imprisoned is one of the mysteries she hopes to solve

 

Personality/Motivation: Heiress considers herself a White Necromancer. Her control over the life forces or herself and others as well as her affinity with spirits is natural and untrained. Living with Mrs. Li has helped her gain self respect and a sense of purpose and home. She knows that she's quite powerful for a 15 year old and uses her abilities to help others. She realizes that she's now something of a weirdness magnet and tries to take it all in stride.

 

Quote: "My Great Grandmother hits harder than that!"

 

Powers/Tactics: Untrained in magic, Heiress is never the less a powerful magician. She can project her own life-force as an attack, or heal other with it. She can summon her spirit to grasp objects at a distance, communicate with someone (she has to have physical contact for this) as well as control another person by overriding their mind with hers. She can also use other's life-forces to heal herself, a tactic she won't use unless enraged. Additionally, she can summon the spirits of her ancestors and used them to protect herself, fly, and appear as an older version of herself (to protect her identity).

 

Campaign Use: Neophyte heroine.

For a weaker version, make her abilities a multipower, and lower her physical attributes.

 

For a more mature version, have the protective forces in her life train her. From the Order of Nimue, she can study magic and gain knowledge about the arcane. From Mrs. Li she can study Martial Arts (Tai Ch'i Chuan) and learn eastern lore and healing. From her ancestors she can become stronger and learn more of their fighting styles. She should also develop the ability to talk to spirits, summon them to her, as well as Anti-Undead combat abilities/techniques.

 

Appearance: Tall and willowy teenager. Very pretty and possessing a powerful presence when she's not trying to be unnoticed. She is of mixed heritage, African and French mostly. She has dark skin, lighter brown hair that's long and straight. She dresses in dated fashions that she can get cheaply.

 

When she's acted as "Heiress" publicly (only twice so far): She's appeared as an older version of herself dressed in gold and white versions of Aurora Rosebloom's "side show gypsy" out fit. A long skirt, revealing bodice, a corset, and hair band. Lots of gold jewelry.

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  • 5 weeks later...

Re: Enforcer84's Occasional HERO Content Depository

 

Bastion

Val Char Cost Roll Notes

40 STR 15 17- Lift 6400.0kg; 8d6 [2]

16 DEX 18 12- OCV: 5/DCV: 5

25 CON 30 14-

24 BODY 28 14-

13 INT 3 12- PER Roll 12-

23 EGO 26 14- ECV: 8

20 PRE 10 13- PRE Attack: 4d6

14 COM 2 12-

 

10/21 PD 5 Total: 10/21 PD (0/11 rPD)

10/21 ED 5 Total: 10/21 ED (0/11 rED)

4 SPD 14 Phases: 3, 6, 9, 12

10 REC 0

50 END 0

50 STUN 0 Total Characteristic Cost: 156

 

Movement:

Running: 6"/12"

Leaping: 8"/16"

Swimming: 2"/4"

 

 

Cost Powers END

68 The Bulwark: Force Wall (16 PD/16 ED/6 Mental Defense/6 Power Defense), Reduced Endurance (1/2 END; +1/4) (137 Active Points); Feedback (-1) 5

15 Denergy Dispersal: Energy Damage Reduction, Resistant, 25%

33 Energy Conversion: Absorption 5d6 (standard effect: 15 points) (energy, 1/2 to CON, 1/2 to END), Ranged (+1/2), Persistent (+1/2) (50 Active Points); Linked (The Bulwark; -1/2)

15 Kinetic Buildup: +15 STR, Reduced Endurance (0 END; +1/2) (22 Active Points); No Figured Characteristics (-1/2)

13 Kinetic Cancellation: Knockback Resistance -10" (20 Active Points); Costs Endurance (-1/2) 2

33 Kinetic Conversion: Absorption 5d6 (standard effect: 15 points) (physical, 1/2 to STR, 1/2 to STUN), Ranged (+1/2), Persistent (+1/2) (50 Active Points); Linked (The Bulwark; -1/2)

27 Personal Field: Armor (11 PD/11 ED), Hardened (+1/4) (41 Active Points); Lockout (Cannot use with the Bullwark; -1/2)

25 Sealed Systems: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Immunity: All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week)

 

Brick Tricks Martial Art

Maneuver OCV DCV Notes

4 Bearhug I +0 +0 12d6 Crush, Must Follow Grab

5 Bearhug II -2 +0 Grab Two Limbs, 2d6 NND

4 Big Push +0 +0 55 STR to Shove

4 Break Free +0 +0 55 STR vs. Grabs

5 Fist-Grab +1 +1 Grab One Limb, Block

3 Grab -1 -1 Grab Two Limbs, 50 STR for holding on

5 Legbreaker -1 -2 Grab One Limb; HKA 1d6 +1 , Disable

4 Punch +2 +0 10d6 Strike

4 Slam -1 -1 STR +2d6 Strike; Grab Two Limbs; Target Falls

3 Tackle +0 -1 8d6 +v/5 Strike; You Fall, Target Falls; FMove

3 Wrestler's Throw +2 +1 8d6 Strike; You Fall, Target Falls

 

Perks

5 I make a good living...: Money: Well Off

2 International Man of Mystery: Fringe Benefit: International Driver's License, Passport

1 Paging Dr. Howard...: Fringe Benefit: Licensed to Practice Medicine

25 The Dauntless: Vehicle (Armored Medical Carrier)

3 Well-Connected

2 1) Contact: Dr. Felicia Reese (Xenobiology/Xeno-Medicine) (Good relationship with Contact) (3 Active Points) 11-

2 2) Contact: Dr. Philip Winetraub (Surgeon) (Good relationship with Contact) (3 Active Points) 11-

8 3) Contact: The Red Cross (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-

 

Skills

30 +6 with HTH Combat

3 Combat Driving 12-

3 Demolitions 12-

3 Forensic Medicine 12-

3 High Society 13-

3 Hoist 12-

3 KS: Automobiles 12-

2 KS: The Superhuman World 11-

3 Mechanics 12-

3 Paramedics 12-

13 Power: Energy Conversion Tricks 17-

3 Scientist

2 1) SS: Biology 12- (3 Active Points)

2 2) SS: Chemistry 12- (3 Active Points)

2 3) SS: Combat Medicine 12- (3 Active Points)

2 4) SS: Emergency Medicine 12- (3 Active Points)

2 5) SS: Energy Conversion Systems 12- (3 Active Points)

2 6) SS: Kinetics 12- (3 Active Points)

2 7) SS: Mathematics 12- (3 Active Points)

2 8) SS: Medicine 12- (3 Active Points)

2 9) SS: Toxicology 12- (3 Active Points)

3 Systems Operation 12-

2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

3 Teamwork 12-

 

Total Powers & Skill Cost: 419

Total Cost: 575

 

200+ Disadvantages

5 Dependent NPC: Dr. Amelia Hammersmith (Fiancee) 8- (Normal; Useful Noncombat Position or Skills)

20 Hunted: The Iron Crusade 8- (Mo Pow, NCI, Harshly Punish)

20 Hunted: Professor Pestilence 11- (As Pow, NCI, Harshly Punish)

10 Hunted: American Medical Association 11- (As Pow, NCI, Watching)

5 Physical Limitation: Hyperkinetic, always on the move. (Infrequently, Slightly Impairing)

20 Psychological Limitation: Code vs Killing (Common, Total)

15 Psychological Limitation: More concerned with protecting innocents than fighting crime (Very Common, Moderate)

10 Psychological Limitation: Car buff (Common, Moderate)

15 Social Limitation: Secret Identity (Frequently, Major)

255 Experience Points

 

Total Disadvantage Points: 575

 

 

 

Background/History: The son of doctors, Derrick Howard was proud to follow in his parents footsteps. So intent was he that when he developed superhuman powers in his teens, he ignored them. It was during his residency that he met Amelia Hammersmith and she convinced him to do something with his powers. Taking the name Bastion, Derrick reluctantly entered the superhero scene. To his surprise it has been a very rewarding experience.

 

Personality/Motivation: Derrick is a healer first, a protector second, and a crime fighter third. His first priority is aiding the wounded. He's becoming more comfortable as a hero, and has found to his surprise that medical doctors are quite welcome in the ranks (he thought there were more of them). Another positive side effect of his chosen profession, he's at the cutting edge of alien and superhuman physiological studies.

 

Quote: "Get those civilians to safety! I'll protect you!"

 

Powers/Tactics: Aside from his physical enhancements, Bastion has the ability to summon a blue white, translucent energy field that provides protection to himself and others. In addition; although he is affected somewhat by damage done to his field, it converts the energies used against it to physical durability and strength.

 

In lieu of his "Bulwark", he can summon a personal field that is effortless to maintain and quite durable. He also has fine kinetic energy control, and can absorb knockback, enhance his strength to superhuman levels, and disperse energy attacks so that their effect is lessened.

 

Derrick is a gifted hand to hand fighter, he uses his strength to much greater effect in combat than his lifting capacity would indicate.

 

Campaign Use: A powerful defensive fighter. Bastion can work as a support NPC for a shorthanded PC team. For lower powered games, drop his Bulwark's defenses. To increase his effectiveness, increase his physical attributes or his Kinetic Buildup. Brick tricks might be appropriate to make him more versatile. Levels and DC's with his martial arts will work too.

 

Appearance: Tall and very muscular, Bastion cuts an impressive figure. His costume is red over gray with black belt, boots, gloves, and a black castle on his chest. He wears a black mask. His boots and gloves have red bands on the ends.

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  • 2 years later...

Re: Enforcer84's Occasional HERO Content Depository

 

Discord

Val Char Cost Roll Notes

60 STR 50 21- Lift 102.4tons; 12d6 [6]

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

30 CON 40 15-

15 BODY 10 12-

15 INT 5 12- PER Roll 12-

25 EGO 30 14- ECV: 8

35/55 PRE 25 16- / 20- PRE Attack: 7d6/11d6

20 COM 4 13-

 

30/32 PD 18 Total: 30/32 PD (20/22 rPD)

30/32 ED 24 Total: 30/32 ED (20/22 rED)

 

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

18 REC 0

 

60 END 0

 

60 STUN 0 Total Characteristic Cost: 257

 

Movement:

Running: 12"/24"

Leaping: 30"/480"

Swimming: 3"/6"

 

 

Cost Powers END

80 Incite Discord: Mind Control 12d6 (Human class of minds), Telepathic (+1/4), Explosion (-1 DC/2"; +3/4) (120 Active Points); Limited Set Of Commands (Negative emotions only (Anger, Jealousy, Greed, etc); -1/2) 12

 

Bikerwear Costume

5 1) Distracting Costume: +20 PRE (20 Active Points); Only To Make Seductive/Friendly Presence Attacks Solely For Purposes Of Causing Target To Delay His Action In Combat (-1), Only Versus Targets Of Appropriate Sexual Orientation (-1), OIF (-1/2), Only Works Once Per Target Per Scene (-1/2)

1 2) Lookin' Good: +2 COM; OIF (-1/2)

4 3) Protection: Armor (2 PD/2 ED) (6 Active Points); OIF (-1/2)

8 4) Spikes And Metal Bits: Killing Attack - Hand-To-Hand 1 point, Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (17 Active Points); No STR Bonus (-1/2), OIF (-1/2)

 

Defenses

20 1) Bullet-Proof: Damage Resistance (20 PD/20 ED)

20 2) Mind Shield: Mental Defense (35 points total)

45 3) Pain Resistant: (Total: 45 Active Cost, 45 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 25% (Real Cost: 15)

6 4) Pain Tolerance: (Total: 20 Active Cost, 6 Real Cost) +10 Mental Defense (35 points total) (10 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 3) plus Power Defense (10 points) (10 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 3)

 

Superhuman Specimen

15 1) Demi-Goddess: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Immunity: Alcohol; Longevity: 400 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week)

15 2) Nigh Limitless Endurance: Reduced Endurance (1/2 END; +1/4) (15 Active Points) applied to STR

33 3) Super-Strong Legs: Leaping +18" (30" forward, 15" upward) (x16 Noncombat) 3

12 4) Super-Strong Legs: Running +6" (12" total) 1

4 5) Increased Mass: Knockback Resistance -2"

 

 

Brick Tricks Martial Art

Maneuver OCV DCV Notes

4 Bearhug I +0 +0 16d6 Crush, Must Follow Grab

5 Bearhug II -2 +0 Grab Two Limbs, 2d6 NND

4 Big Push +0 +0 75 STR to Shove

4 Break Free +0 +0 75 STR vs. Grabs

4 Deadly Smash -2 +0 HKA 1d6 +1

5 Deadly Throw -2 +0 HKA 1d6 +1 , Target Falls

5 Fist-Grab +1 +1 Grab One Limb, Block

3 Grab -1 -1 Grab Two Limbs, 70 STR for holding on

5 Legbreaker -1 -2 Grab One Limb; HKA 1d6 +1 , Disable

4 Punch +2 +0 14d6 Strike

4 Slam -1 -1 14d6, Strike; Grab Two Limbs; Target Falls

3 Tackle +0 -1 12d6 +v/5 Strike; You Fall, Target Falls; FMove

4 Toughness +2 +2 Block, Abort

3 Wrestler's Throw +2 +1 12d6 Strike; You Fall, Target Falls

 

 

Perks

30 Safehouses: Vehicles & Bases

Notes: Discord has a few safehouses scattered around the world.

25 Staff: Follower

Notes: Her personal staff, Adminstrative Assistant, Personal Fence, Financial Agent, Attache, and Cook

15 The Villa: Vehicles & Bases

4 Top of the Line Merc: Reputation: Well established and Professional Mercenary (A large group) 11-, +2/+2d6

6 Well Invested Mercenary: Money: Wealthy

3 Well-Connected

4 1) Daddy: Contact: Mars (Of Dark Olympus) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) (5 Active Points) 8-

8 2) Networking: Contact: Mercenary Community, Organization Contact (x3) (9 Active Points) 12-

2 3) Shopping Buddy: Contact: Glacia (Good relationship with Contact) (3 Active Points) 11-

 

 

Talents

3 Battle-Ready: Lightning Reflexes: +2 DEX to act first with All Actions

5 Demi-Goddess Durability: Rapid Healing

20 Tongues: Universal Translator 12-

 

 

Skills

8 +1 with All Combat

10 +2 with HTH Combat

3 Analyze: Agility Skills 12-

3 Breakfall 13-

3 Bribery 16- (20-)

3 Climbing 13-

4 Gambling (Card Games, Sports Betting) 12-

3 Hoist 12-

3 Interrogation 16- (20-)

3 Linguist

2 1) Language: English (completely fluent) (3 Active Points)

2 2) Language: French (completely fluent) (3 Active Points)

0 3) Language: Greek (idiomatic) (4 Active Points)

2 4) Language: Italian (completely fluent) (3 Active Points)

3 5) Language: Latin (idiomatic) (4 Active Points)

3 Lockpicking 13-

3 Paramedics 12-

3 Persuasion 16- (20-)

3 Scholar

1 1) KS: Greeky Mythology (2 Active Points) 11-

1 2) KS: Military History (2 Active Points) 11-

1 3) KS: Recognize Arms Quality (2 Active Points) 11-

1 4) KS: Small Unit Military Tactics (2 Active Points) 11-

2 5) KS: The Cause And Its History (3 Active Points) 12-

1 6) KS: The Military/Mercenary/Terrorist World 8-

3 Seduction 16- (20-)

3 Streetwise 16- (20-)

3 Tactics 12-

3 Tracking 12-

10 WF: Common Melee Weapons, Common Missile Weapons, Early Firearms, Energy Weapons, Small Arms

 

Total Powers & Skill Cost: 543

Total Cost: 800

 

200+ Disadvantages

10 Distinctive Features: Amazonian woman of classic greek beauty...and dressed like an S&M queen. (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

5 Enraged: When embarrased/Upstaged (Uncommon), go 8-, recover 14-

10 Enraged: When plans undone (Uncommon), go 11-, recover 14-

20 Hunted: Interpol 8- (Mo Pow; NCI; Harshly Punish)

10 Hunted: Venus the Warrior 8- (As Pow; Harshly Punish)

15 Psychological Limitation: Analytical, a planner (Very Common; Moderate)

15 Psychological Limitation: Arrogant, vain (Very Common; Moderate)

10 Psychological Limitation: Hedonistic, decadent (Common; Moderate)

5 Rivalry: Professional (Jezabel; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

10 Social Limitation: Criminal Record (Occasionally; Major)

10 Social Limitation: Masochist; enjoys pain (Frequently; Minor)

480 Experience Points

 

Total Disadvantage Points: 800

 

 

 

Background/History: Bellanca Cronides, AKA Discord, claims to be the daughter of the Greek God of War, Ares. He has not been reached for comment on the matter. She claims to be over 100 years old, and records indicate this is the truth. She's been a mercenary supervillain for a few decades, operated in Africa during WWII on the side of the Allies. She has a criminal record, though is currently not under warrant.

 

Personality/Motivation: A self-assured woman, Discord is a mercenary but not overly greedy. She likes to live the high life, and she enjoys using her powers. She definitely plays the "Bad Girl" role, is somewhat vampish, and has some masochism issues.

 

Though intelligent and analytical, she is also controlling and can fly into a rage if her plans are undone, particularly by serendipity. She sees most other superhumanly strong women as "sisters" and seeks to get along with them. She takes rejection in this matter badly, however and super-strong female who rejects her friendship will become a rival.

 

She tends to like intelligent men and warriors, even better when they're both.

 

Quote: "This looks like a great place for a riot!"

"Oh! That was a nice punch! My turn, handsome!"

 

Powers/Tactics: Discord is a potent fighter, having spent decades mastering her brick fighting style. She is an effective grappler and close quarters fighter. Though she is trained in the use of many kinds of weapons, she prefers not to use them. In addition to her Strength, training, and durability, she is a powerful, if limited, mentalist. She is capable of projecting areas of empathic energy, basically inciting erratic negative behavior in groups. She does this often to cover her escape, or to set up a distraction. In addition, she is very resistant to mental attacks.

 

Campaign Use: Super mercenary. She can work both sides of the fence, but she is generally an antagonist.

 

Appearance: Tall and muscular, Discord is a striking woman with Mediterranean features, black hair, green eyes and a tanned complexion. She tends to dress in flashy, often revealing clothing. Her current, "work clothes" consist of an armored version of a fetish suit she saw online.

 

 

Pic NSFW...

 

 

[ATTACH]34440[/ATTACH]

 

 

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Re: Enforcer84's Occasional HERO Content Depository

 

Thanks to Oddhat's inspriation if not the actual characters...I give you the Science League of America! America's most popular (in 1971 and 1973) superteam!

 

Monument

Val Char Cost Roll Notes

75 STR 50 24- Lift 819.2tons; 15d6 [7]

17 DEX 21 12- OCV: 6/DCV: 6

35 CON 50 16-

20 BODY 14 13-

15 INT 5 12- PER Roll 12-

12 EGO 4 11- ECV: 4

30 PRE 15 15- PRE Attack: 6d6

12 COM 1 11-

 

30 PD 15 Total: 30 PD (30 rPD)

33 ED 23 Total: 33 ED (30 rED)

 

4 SPD 13 Phases: 3, 6, 9, 12

22 REC 0

 

70 END 0

 

80 STUN 4 Total Characteristic Cost: 215

 

Movement:

Running: 12"/24"

Leaping: 33"/1056"

Swimming: 2"/4"

 

 

Cost Powers END

56 Brick Tricks: Multipower, 56-point reserve

1u 1) Breakout: +20 STR (20 Active Points); Only To Escape From Grabs/Entangles (-1), No Figured Characteristics (-1/2) 2

4u 2) Mile-Long Leaps: Leaping +18" (33" forward, 16 1/2" upward) (Accurate, x32 Noncombat) (43 Active Points) 4

1u 3) Stentorian Voice: Hearing Group Images 1" radius, +/-6 to PER Rolls (23 Active Points); Set Effect (only to amplify character's voice; -1) 2

3u 4) Super-Strength Smash-Through: Tunneling 1" through 18 DEF material (56 Active Points); Requires A Brick Tricks Roll (-1/2), No Noncombat Movement (-1/4) 6

 

Enormous Size

6 1) Greater Mass: +3 BODY

15 2) Greater Strength: +15 STR 1

6 3) Heavy: Knockback Resistance -3"

12 4) Long Legs: Running +6" (12" total) 1

5 5) More Impressive: +5 PRE

4 6) Reach: Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4)

3 7) Tougher: +3 ED

 

SLA Gear

11 1) Comm Link : High Range Radio Perception (Radio Group), Concealed (-5 with High Range Radio Perception PER Rolls), Tracking (22 Active Points); OIF (-1/2), Sense Affected As More Than One Sense Radio, Hearing, and Sight (-1/2)

4 2) Environmental Suit: Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Low Pressure/Vacuum) (6 Active Points); OIF (-1/2)

10 3) Sensor Shields: Hearing Group Flash Defense (5 points), Radio Group, Sight Group (15 Active Points); OIF (-1/2)

 

Tough as a Mountain

20 1) Bracing: Knockback Resistance -15" (30 Active Points); Costs Endurance (-1/2) 3

22 2) Bulletproof: Armor (20 PD/0 ED), Hardened (x2; +1/2) (45 Active Points); Only Versus Bullets (-1)

11 3) Fast Healing: Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)

40 4) It's Like Hitting A Brick Wall: HKA 1d6+1 (2 1/2d6 w/STR), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (60 Active Points); Does Not Work Against Persons Who Grab Or Are Grabbed By The Character (-1/2)

5 5) Really Deep Breath: LS (Self-Contained Breathing) (10 Active Points); Stops Working If Character Speaks, Is Stunned, Or Is Knocked Out (-1/2), Extra Time (Extra Segment, Only to Activate, -1/4), Can Only Be Activated In Breathable Atmosphere (-1/4)

52 6) Really Tough Skin I: (Total: 52 Active Cost, 52 Real Cost) Hardened (+1/4) for 30 PD/30 ED (15 Active Points) (Real Cost: 15) plus Damage Resistance (30 PD/30 ED), Hardened (+1/4) (37 Active Points) (Real Cost: 37)

15 7) Supertough Form II: Power Defense (15 points)

6 8) Tough Form: Life Support (Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat)

 

Perks

5 SLA Network Node: Computer Link: SLA Dtata Network

5 Science League of America Contribution: Vehicles & Bases

6 Reputation: Respected Hero (A large group) 14-, +2/+2d6

3 Well-Connected

8 1) Contact: Bureau 13 (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-

4 2) Contact: Stars & Stripes (Contact has access to major institutions, Contact has significant Contacts of his own, Good relationship with Contact) (5 Active Points) 11-

11 3) Contact: State Department (Contact has access to major institutions, Contact has very useful Skills or resources), Organization Contact (x3) (12 Active Points) 8-

 

Talents

5 Eidetic Memory

6 Lightning Reflexes: +4 DEX to act first with All Actions

 

Skills

20 +4 with HTH Combat

3 Bureaucratics 15-

3 Forensic Medicine 12-

3 Hoist 12-

3 Instructor 12-

3 Interrogation 15-

3 Inventor 12-

3 KS: The Scientific World 12-

2 KS: The Superhuman World 11-

3 Paramedics 12-

3 Research 12-

3 Scientist

2 1) Science Skill: Biochemistry 12- (3 Active Points)

2 2) Science Skill: Biology 12- (3 Active Points)

2 3) Science Skill: Biophysics 12- (3 Active Points)

2 4) Science Skill: Generics 12- (3 Active Points)

2 5) Science Skill: Medicine 12- (3 Active Points)

3 Systems Operation 12-

2 TF: Science League of America Vehicles

3 Teamwork 12-

 

Total Powers & Skill Cost: 435

Total Cost: 650

 

200+ Disadvantages

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

25 Hunted: Artifex 8- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

20 Hunted: Science League Rogues Gallery 11- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

15 Hunted: The Anarchist 8- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

5 Physical Limitation: 2-3 times normal mass (Infrequently; Slightly Impairing)

5 Physical Limitation: Large, up to twice human size (4m, or 2"; -2 DCV, +2 to PER Rolls to perceive) Infrequently, Slightly Impairing

5 Physical Limitation: Reduced Tactile Sense (Infrequently; Slightly Impairing)

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

15 Psychological Limitation: Patriot (Common; Strong)

10 Psychological Limitation: Scientific Curiosity (Common; Moderate)

15 Social Limitation: Public Identity (Frequently; Major)

5 Unluck: 1d6

300 Experience Points

 

Total Disadvantage Points: 650

 

 

 

Background/History: Dr.Flag was working on a top secret Dimensional Displacement Weapon for the army. Well he was on the medical team assigned to the project. Fascinated with the concept, he studied it when he could. When the base cat, Fluffernutter, ran into the testing area, Fred didnt' even think, he just ran to nab the errant kitty. Flag rescued the cat, but was hit by the temporal rift created by the weapon.

 

The energies of the rift transformed him from a somewhat skinny medical professional to the gigantic man mountain he is today. Originally dubbing himself the Washington Monument, Fred moved to, and started his super-heroic career, in Washington DC. After a few months of relatively gentle criticism over his gray costume and name, he dropped "Washington" and adopted a more conventional patriotic uniform. Monument was a founder of the Science League and served throughout its existence. And since their heroic sacrifice in the Second Invasion, no one has found it nearly as much fun to make fun of their name.

 

Personality/Motivation: Fred was a noble, patriotic, and prototypical science hero. With his like-minded companions Monument protected America and the world from evil while exploring the unknown and cataloging the Amazing.

 

Fred never lost his sense of exploration, and seeing all the universe had to offer him was his life's dream. Unlike many 'science' heroes, he had no problem accepting magic. In fact, he found it fascinating and sought to quantify and and understand it. It didn't hurt that he fell in love with the Shadow Queen and spent the last decade of his life with her.

 

He generally was the SLA's spokesman and leader/father figure.

 

Quote: "Yes, I'm well aware of how phallic my last costume was, thank you SO much forreminding me!"

"For America! For Justice! For Science!"

 

Powers/Tactics: Monument is a straight forward brick. He lacks variety and finesse, but he makes up for it in tough and earnestness.

 

Campaign Use: The Science League of America is no more. Founded in the late 1960's they died in the early 80's. If you want to use them in their hayday, the Science League was a prototypical "Family" style superteam, while not literally related, the membership was constant, they all had a similar outlook and intergroup dynamics were always underscored with a mutual respect and genuine affection.

 

The SLA had a modest rogues gallery, mostly consisting of mad scientists, conquerors from other worlds, dimensions, or lost civilizations. And Artifex who had just shed his Dr. Helix the Axis Mastermind trappings to be his own man.

 

Appearance: Dr. Fred Flag, aka Monument, was a giant of a man, 9' tall and almost 900lbs of lean muscle. He had broad shoulders and neatly trimmed hair. He was ruggedly handsome and very engaging. His costume consisted of a white body suit with blue shoulders and vertical red stripes on his abdomen. He wore blue gloves, a black belt, black boots, red trunks, and his sleeves and legs were white. There was a single white star each shoulder. After the sniggering over his last chest emblem, he decided not to use one again.

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Re: Enforcer84's Occasional HERO Content Depository

 

Eyebeam

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

18 DEX 24 13- OCV: 6/DCV: 6

50 CON 80 19-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

11 EGO 2 11- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

16 COM 3 12-

 

6/17 PD 4 Total: 6/17 PD (0/11 rPD)

15/26 ED 5 Total: 15/26 ED (0/11 rED)

 

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

12 REC 0

 

100 END 0

 

40 STUN 0 Total Characteristic Cost: 153

 

Movement:

Running: 6"/12"

Flight: 20"/40"

Leaping: 2"/4"

Swimming: 2"/4"

 

 

Cost Powers END

100 Eyes of the Storm: Multipower, 100-point reserve

7u 1) Accurate Bolt: EB 10d6, Area Of Effect Accurate (One Hex; +1/2) (75 Active Points) 7

7u 2) Brightbolt: (Total: 75 Active Cost, 67 Real Cost) EB 10d6 (Real Cost: 50) plus Sight Group Flash 5d6; Linked (EB; -1/2) (Real Cost: 17) 7

5u 3) Energy Bolt: EB 10d6 (50 Active Points) 5

8u 4) Energy Cone: EB 8d6, Area Of Effect (9" Cone; +1) (80 Active Points) 8

1u 5) Energy Point Defense: Missile Deflection (Any Ranged Attack) (20 Active Points); Costs Endurance (-1/2) 2

5u 6) Irresistible Bolt I: EB 5d6, NND (Power Defense; +1) (50 Active Points) 5

7u 7) Long-Range Bolt: EB 10d6, No Range Modifier (+1/2) (75 Active Points) 7

9u 8) Long-Range Power-Blast: EB 8d6, No Range Modifier (+1/2), Double Knockback (+3/4) (90 Active Points) 9

7u 9) Mega-Bolt: (Total: 100 Active Cost, 71 Real Cost) EB 8d6 (Real Cost: 40) plus EB 4d6; Increased Endurance Cost (x2 END; -1/2) (Real Cost: 13) plus EB 4d6; Increased Endurance Cost (x3 END; -1) (Real Cost: 10) plus EB 4d6; Increased Endurance Cost (x4 END; -1 1/2) (Real Cost: 8) 22

7u 10) Multiphasic Bolt: EB 10d6, Affects Desolidified (+1/2) (75 Active Points) 7

6u 11) Multipoint Bolt: EB 10d6, Indirect (+1/4) (62 Active Points) 6

7u 12) Piercing Bolt I: EB 10d6, Armor Piercing (+1/2) (75 Active Points) 7

7u 13) Power-Blast: EB 8d6, Double Knockback (+3/4) (70 Active Points) 7

7u 14) Pulsed Bolt: EB 10d6, Autofire (5 shots; +1/2) (75 Active Points) 7

7u 15) Unified Field Bolt: EB 10d6, Variable Special Effects (any type of energy; +1/2) (75 Active Points) 7

 

Energy Being

50 1) Flight: Flight 20", No Turn Mode (+1/4) (50 Active Points) 5

60 2) Energy Sponge: Energy Damage Reduction, Resistant, 75%

 

Eyes of the Storm

12 1) Augmented Eyes: +8 versus Range Modifier for Sight Group

15 2) Eyes Of Energy: Sight Group Flash Defense (15 points)

15 3) See Energy Fields: Detect Energy Fields 13- (Sight Group), Discriminatory

5 4) See Infrared Energy: IR Perception (Sight Group)

3 5) See Sonic Energy: Ultrasonic Perception (Sight Group)

5 6) See Ultraviolet Energy: UV Perception (Sight Group)

10 7) X-Ray Vision: N-Ray Perception (Sight Group)

Notes: Cannot see through lead, gold, Force Fields, or Force Walls

 

SLA Gear

11 1) Comm Link : High Range Radio Perception (Radio Group), Concealed (-5 with High Range Radio Perception PER Rolls), Tracking (22 Active Points); OIF (-1/2), Sense Affected As More Than One Sense Radio, Hearing, and Sight (-1/2)

4 2) Environmental Suit: Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Low Pressure/Vacuum) (6 Active Points); OIF (-1/2)

6 3) Reinforced Armor: Armor (5 PD/5 ED) (15 Active Points); Activation Roll 11- (-1), OIF (-1/2)

Notes: reinforced chest, shoulders, thighs, bracers.

10 4) Sensor Shields: Hearing Group Flash Defense (5 points), Radio Group, Sight Group (15 Active Points); OIF (-1/2)

12 5) Standard Armored Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2)

 

Perks

5 SLA Network Node: Computer Link: SLA Dtata Network

5 Science League of America Contribution: Vehicles & Bases

6 Reputation: Respected Hero (A large group) 14-, +2/+2d6

2 Reputation: Ladies Man (A small to medium sized group) 11-, +2/+2d6

 

Skills

25 +5 with Ranged Combat

3 Combat Driving 13-

3 Combat Piloting 13-

3 Conversation 12-

3 Electronics 13-

2 KS: The Superhuman World 11-

3 Language: Spanish (completely fluent)

3 Mechanics 13-

5 Navigation 14-

3 PS: TV Meteorologist 12-

3 Parachuting 13-

3 Paramedics 13-

9 Power: Energy Command 16-

5 Rapid Attack (Ranged)

3 Scientist

1 1) Science Skill: Dimensional Engineering 11- (2 Active Points)

1 2) Science Skill: Hyperspace Physics 11- (2 Active Points)

2 3) Science Skill: Meteorology 13- (3 Active Points)

1 4) Science Skill: Xenobiology 11- (2 Active Points)

1 5) Science Skill: Xenology 11- (2 Active Points)

3 Security Systems 13-

3 Seduction 12-

3 Systems Operation 13-

20 TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Combat Aircraft, Hanggliding, Helicopters, Jetskis, Parachuting, Advanced, Parachuting, Basic, SCUBA, Skiing (snow), Skiing (water), Small Motorized Boats, Small Planes, Small Rowed Boats, Small Wind-Powered Boats, Snowboarding, Submarines, Surfing, Two-Wheeled Motorized Ground Vehicles, Windsurfing

3 Teamwork 13-

 

Total Powers & Skill Cost: 547

Total Cost: 700

 

200+ Disadvantages

5 Distinctive Features: Violet Eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20 Hunted: Artifex 8- (Mo Pow; NCI; Harshly Punish)

15 Hunted: Science League Rogues Gallery 11- (As Pow; Harshly Punish)

10 Hunted: The Storm Mage 8- (As Pow; Harshly Punish)

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

15 Psychological Limitation: Feels Civic Responsibility, donates of his time (in either ID) (Common; Strong)

10 Psychological Limitation: Ladies Man (Common; Moderate)

15 Psychological Limitation: Loves the Spotlight (Very Common; Moderate)

10 Reputation: Glory Hound, 11-

15 Social Limitation: Secret Identity (Frequently; Major)

10 Vulnerability: 2 x Effect Magic (Uncommon)

355 Experience Points

 

Total Disadvantage Points: 700

 

 

 

Background/History: TV weatherman Scott Storm's life was changed when a boat trip through the Bermuda Triangle left him with the ability to fire a powerful energy beam from his eyes. Taking the unoriginal name of Eyebeam he started his superheroic career in Florida. In 1972 he was offered membership to the Science League of America, when his knowledge of meteorology actually came in handy.

 

Eyebeam took to the team like a fish to water. He discovered a love of obscure sciences and that he was a talented pilot. Considered by the others the heart of team, Eyebeam also tended to be the team's "spotlight king."

 

Personality/Motivation: In the beginning, being a superhero was about getting his picture in the papers and scoring with the ladies. It was only after a few years of acting as Eyebeam that Scott started to feel some sort of responsibility towards those who couldn't protect themselves.

 

He came across a something of a phony, but Eyebeam was a surprisingly sentimental and supportive teammate. His good-natured flirtation with any female supherhero (and a few villains) and love of the spotlight got more notice and more press than his later dedication to civic responsibility.

 

Quote: "Beware the Eyes of the Storm."

"You make that outfit work, Amazonia."

 

Powers/Tactics: Initially seen as somewhat limited in his power scope, Eyebeam's powers continued to grow over his career, as did his skill and creativity in their use. Being relatively normal beyond his energy control and superhuman constitution, Eyebeam tended to stay back in combat, picking his shots or trading with other energy blasters. Bullets and fists were his bane.

 

Campaign Use: 70's ladies man hero, but good-natured and a gentleman about it.

 

Appearance: Eyebeam was a thin man with a trim, healty build. He had red hair and his transformation turned his blue eyes a pulsing violet. He wore sunglasses and later colored contacts in public.

 

His costume was a two toned blue with white inner sleeves and a flared collar.

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