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Golden Age Supers from my Wold Newton campaign


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Re: Golden Age Supers from my Wold Newton campaign

 

SatinKitty's character, Londons most valued defender.

 

THE STORM

 

Val Char Cost Roll Notes

18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]

29 DEX 57 15- OCV: 10/DCV: 10

28 CON 36 15-

14 BODY 8 12-

13 INT 3 12- PER Roll 12-

13 EGO 6 12- ECV: 4

20 PRE 10 13- PRE Attack: 4d6

16 COM 3 12-

 

12+6 PD 8 Total: 12/18 PD (6/12 rPD)

12+6 ED 6 Total: 12/18 ED (6/12 rED)

5 SPD 11 Phases: 3, 5, 8, 10, 12

10 REC 0

56 END 0

37 STUN 0 Total Characteristic Cost: 156

 

Movement: Running: 6"/12"

Flight: 21"/336"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

59 Weather Control Powers: Multipower, 88-point reserve, (88 Active Points); all slots Requires A Weather Control Roll (-½)

1u 1) Weather Eye: Precognitive Clairsentience (Sight Group) (40 Active Points); Precognition Only (-1), Only To Foresee The Weather (-1), No Range (-½), Time Modifiers (-½), Requires A Weather Control Roll (-½) 4

5u 2) Strong Wind Manipulation: Telekinesis (20 STR), Reduced Endurance (½ END; +¼), Area Of Effect (16" Any Area; +1 ½) (82 Active Points); Requires A Weather Control Roll (-½), Affects Whole Object (-¼) 3

3u 3) Call Down The Lightning: Killing Attack - Ranged 4d6-1, Indirect (always comes from the sky; +¼), Reduced Endurance (½ END; +¼) (82 Active Points); Only Works During Storms (-1), Requires A Weather Control Roll (-½) 3

3u 4) Storm Shell: Force Wall (13 PD/13 ED; 2" long and 2" tall), Hardened (+¼) (86 Active Points); No Range (-½), Requires A Weather Control Roll (-½), Restricted Shape (Sphere Around Self; -¼), Concentration (½ DCV; -¼) 9

4u 5) Weather Control: Change Environment 1" radius, +5 Temperature Level Adjustment, Long-Lasting 20 Minutes, Varying Combat Effects, Personal Immunity (+¼), MegaScale (1" = 10 km; Mega-Area; +½), Varying Effect Broad Group (Any Weather Effect; +1) (88 Active Points); No Range (-½), Requires A Weather Control Roll (-½) 9

Notes: May be used for Storms, Blinding Fogs, high winds, etc.

Daughter of the Sky

6 1) Child of the Storm: Life Support (Extended Breathing: 1 END per Turn; Longevity: 200 Years; Safe in Intense Cold; Safe in Intense Heat)

35 2) Call the Winds: Flight 21", x16 Noncombat, Costs END Only To Activate (+¼) (71 Active Points); Requires A Weather Control Roll (-½), Requires large or open spaces (-¼), Noisy (-¼) 6

6 3) Apollo's Sight: +4 versus Range Modifier for Sight Group

8 4) Jupiter's Daughter: Penalty Skill Levels: +4 vs. Range Modifier with Weather Control Powers

3 5) Mercury's Wisdom: Bump Of Direction

8 6) Now and Forever: Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +½), Persistent (+½) (30 Active Points); Extra Time (Regeneration-Only) 20 Minutes (-2), Self Only (-½)

6 7) Thunder's Child: Damage Resistance (6 PD/6 ED)

12 Moves Well In Combat: Combat Luck (6 PD/6 ED)

 

Skills

25 Weather Control 23-

0 Language: English (idiomatic; literate) (5 Active Points)

1 Language: German (basic conversation)

1 Language: French (basic conversation)

0 Survival (Urban) 8-

2 CK: London 11-

2 PS: Extraordinary Operative 11-

2 AK: Europe 11-

2 KS: Superhuman World 11-

 

Total Powers & Skill Cost: 194

Total Cost: 350

 

200+ Disadvantages

10 Social Limitation: Young Woman in the 1940s (Frequently, Minor)

20 Social Limitation: Subject to Orders (Very Frequently, Major)

15 Hunted: His Majesty's Extraordinary Operatives 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

15 Hunted: Axis Super Soldiers 8- (Mo Pow, Harshly Punish)

15 Psychological Limitation: Committed to Protecting Non-Combatants (Common, Strong)

15 Psychological Limitation: Patriot (Common, Strong)

10 Psychological Limitation: Resents being talked down to and patronized (Common)

50 Experience Points

 

Total Disadvantage Points: 350

 

Background/History: Born into a working class London family, Janine Jones life was unremarkable until September 11, 1940, when the German Blitz left the 15 year old orphaned and homeless. The next terrible months passed in a blur to the devastated girl, as she did the best she could in a city that shared her horror.

 

Then came December 29, when the Second Great Fire of London signaled Janine's rebirth. Surrounded by flames, Janine screamed up at the heavens, and the heavens answered. Rains poured down, the fires faded, and Janine did the impossible. Born upon the winds, Janine rose up into the air.

 

Janine didn't know how she had come by these strange powers to call upon the storm, and she didn't much care. Riding the winds, she filled the night skies of London with heavy fogs and wild tempests, crashing scores of Axis bombers and saving the lives of thousands of Englishmen. Quickly His Majesty’s Extraordinary Operatives contacted and recruited the young girl, giving her a colorful costume and the code name Storm Child, and charging her to continue the task of protecting London's skies.

 

She dropped the "Child" from her code name almost immediately.

 

Now Janine, code named "The Storm", serves as a key Extraordinary Operative, manipulating the weather to foil Hitler's air war and make life difficult for his troops on the ground. While the Axis has dispatched many of their own Ubermenschen against her, The Storm's most frightening enemy has proven to be Donner, a German Super soldier whose powers mirror her own.

 

Personality/Motivation: Janine Jones is brave, honest, kind, and just a little broken. She pours her pain into the war against the Axis powers, and into protecting ordinary people against her family's fate. If she survives the war, she'll have to deal with the guilt of having killed, and without the training of a professional soldier.

 

The Extraordinary Operatives have taken Janine as a little sister, and she has come to view them as a surrogate family.

 

Quote: I've got to come up with a good quote and I just can't. It's hard to come up with something catchy whenever you want.

 

Powers/Tactics: Janine avoids hand to hand combat when she can, holding herself far back from and above the battle and using her lightning and wind powers to confound the enemy. When fighting alone, she's fond of calling up a thick fog; her own vision remains unimpaired, while the enemy finds it almost impossible to attack her.

 

Janine is able to fly by calling up powerful winds, but is only able to do so out doors or in areas with excellent ventilation. The resulting local wind storm can be very disruptive. Many of her powers become almost useless in sealed, enclosed spaces.

 

In addition to her ability to control the weather, Janine has demonstrated improved eyesight, vastly accelerated reflexes that border on the superhuman, and levels of genuinely superhuman durability. She also seems able to recover quickly from virtually any injury that doesn’t kill her. As a side effect of her accelerated healing, Janine has begun to display levels of athletic development that rival those of Olympic athletes.

 

Campaign Use:

 

Appearance: A very attractive young woman with dark brown hair and blue eyes. In battle she wears a modified airman's uniform without rank insignia but with a patch designating her status as an extraordinary operative. Her face is partially concealed by heavy goggles. In public relations appearances she has worn a variety of costumes, most of them designed to show off her feminine attributes while retaining some modesty. Janine still appears to be in her mid teens.

 

Character by Robert Dorf.

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Re: Golden Age Supers from my Wold Newton campaign

 

Ok its Late and I'm tired let me know if he looks ok

My Character for OddHats GA Game

 

THE AMERICAN EAGLE

Val	Char	Cost	Roll	Notes
30	STR	20	15-	Lift 1600.0kg; 6d6 HTH damage
24	DEX	42	14-	OCV: 8/DCV: 8
25	CON	30	14-
15	BODY	10	12-
13	INT	3	12-	PER Roll 12-
12	EGO	4	11-	ECV: 4
20	PRE	10	13-	PRE Attack: 4d6
12	COM	1	11-
15	PD	9	Total: 15/23 PD (10/18 rPD)
15	ED	10	Total: 15/23 ED (10/18 rED)
6	SPD	26	Phases:  2, 4, 6, 8, 10, 12
11	REC	0
50	END	0
45	STUN	2	Total Characteristics Cost: 167
Movement:	Run: 6"/NC"
Swim: 2"/NC"

Cost	Powers	END
20	[b]Wings[/b]: Multipower, 30-point reserve, all slots:  (30 Active Points); 
                      Restrainable (-1/2)	
2u	1)  Gliding 20", Position Shift, x4 Noncombat (30 Active Points)	
2u	2)  Flight 15" (30 Active Points)	3

13	[b]Gauntlets[/b]: Multipower, 20-point reserve, all slots: 
                           (20 Active Points); OIF (-1/2)	
1u	1)  Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand  
                 Attack (-1/2), OIF (-1/2)	2
1u	2)  Missile Deflection  (Any Ranged Attack) (20 Active Points); 
                 OIF (-1/2)	

10	[b]Tough Body[/b]: Damage Resistance (10 PD/10 ED)	
16	Armored Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2)	

12	[b]Augmented Body[/b]: Life Support , Expanded Breathing, Safe in High 
       Pressure, Safe in Intense Cold, Safe in Intense Heat, 
       Safe in Low Pressure/Vacuum	
25	[b]Eagle Eyes[/b]: Find Weakness 14- (Single Attack)	
5       [b]Eagle Eyes[/b]: Enhanced Perception (+5 to PER Rolls for Single Sense)	
6	[b]Eagle Eyes[/b]: Telescopic +4 to PER Rolls 
                  (only to offset the Range Modifier) (Sight Group)	

Talents
3	Bump Of Direction
15	Combat Sense 12-

Skills
3	Acrobatics 14-
3	Breakfall 14-
4	AK: America 13-
3	Paramedics 12-
3	Tactics 12-
5	KS: Axis & AlliedSuperhumans 14-
6	Navigation (Air) 14-
10	+2 with HTH Combat
7	+2 with DCV (10 Active Points); Limited Power Only While Flying, 
             Power loses about a third of its effectiveness (-1/2)
8	Defense Maneuver:  I-III 

Total Powers & Skills Cost: 183
Total Cost: 350

200+	Disadvantages
5	Dependent NPC:  American Steel 8- (Slightly Less Powerful 
            than the PC)
10	Dependent NPC:  Maya Rodgers 8- (Normal)
20	Distinctive Features:  Giant Bird Wings (Not Concealable; Always 
            Noticed and Causes Major Reaction; Detectable By Commonly- 
            Used Senses)
15	Hunted:  US Government 11- (Mo Pow; Watching; Extensive 
            Non-Combat Influence)
25	Hunted by Axis Villians:  11- (Mo Pow; Harshly Punish; 
            Extensive Non-Combat Influence)
20	Psychological Limitation:  Honorable (Common; Total)
20	Psychological Limitation:  Patriot (Common; Total)
5	Rivalry:  Professional (other Patriots; Rival is As Powerful; 
            Seek to Outdo; Rival Aware of Rivalry)
15	Social Limitation:  Public ID (Frequently; Major)
15	Social Limitation:  Subject to Orders (Frequently; Major)

Total Disadvantage Points: 350

Background/History: Douglas White joined the Army wanting to help his
country overseas, but when he got hurt during basic training he thought
his dream was over. The Army still offered him a chance to Help if he would
Voulenter for some Medical Experiments That would make him Faster &
stronger, A SUPER SOLDIER. Being the Patriot he was he Readily Agreed.

The Injections werent to bad, the Chemicals Baths & brief doses of 
Radioactive Materials were tolerable. But when his Back started to develop 
two Humps,well now that Hurt. The scientists were Baffeled, till the Morning 
they heard Doug screaming in his Room, they ran in just intime to see his 
Wings Break Free. Stumped by this new development they shelved the 
Formula with notes of it's side effects. besides the wings they formula did 
work.

Over the next few weeks his body grew stronger, faster, and his Eyes 
became Sharper and Clearer,he could see flaws in everything, That made it 
easy for him to strike at the weak points. And Best of all he could Fly . 

The Army Outfitted him with an Armored Flag Suit and a Pair of Armered Gloves.
He Bacame The American Eagle

Personality/Motivation: A true american hero, ready to stop the evil that is 
the Axis enemies, and good ole boy.  Doug is easy going and easy to get 
along with he finds is Powers a complete rush, and using them for his country 
even more of a rush

Quote: For America!!

Powers/Tactics: The Experiments preformed on Doug made him Stronger, 
faster and tougher, but they had a few effects that the scientists were not 
expecting. Doug Sprouted Wings, and could use them to Fly & Glide, and 
made his eyes Sharp, he was able to see the Flaws in things, to spot the 
weak pionts. It has helped him take down a tank more than once. THe 
gauntlets the Army outfitted him with make is punches all the more 
devestating, and allow him to deflect most ranged attacks.

In Combat it depends on what he is Fighting, against tanks and heavy 
machinery he will sit back and try to find weakness before he engages. On 
Humans or Supers he will wades in Armored Fists Flying, he will generally only 
find weakness on them unless they prove to be to tough for him or have a 
reputaion as being super tough.

Campaign Use: 

Appearance: 5'11" and 190 pound of lean muscle, Blonde hair and blue eyed 
he could amost pass for one of Hitlers Youth, that is if he didn't have Huge 
Wings on his back. As The American Eagle he wears his Armored Flag Suit, 
Gauntlets, and a Pilots leather helmet & goggles 

 

AmericanEagle1.jpg

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  • 3 years later...

Re: Golden Age Supers from my Wold Newton campaign

 

A homage to Storm ?

 

Not exactly. The player wanted a weather controller, and the closest I could find by looking at Golden Age and pulp sources were a few characters with some of Thor's paraphenalia, the Captain Marvel family, and some supernatural monsters from Pulp and Victoriana that looked like they could call up storms or lightning strikes. So, we built a region and era appropriate back story and didn't give a specific source for her powers in the write up. Her deep back story was that she was a daughter of Wotan.

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