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New Guardians


Enforcer84

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Well, I know that the originals are owned by others. But I always had (my own version) of the characters in my world. I pulled a "ragnarok" type demise for them (see JSA), where they just disappeared. They were soon replaced with a team of eerily similar, frighteningly young heroes and heroines who had each been chosen personally by the individual members of the original team. I don't want to step on any toes, but would anyone mind if I posted them here? I have finally updated the leader, Crossfire, to 5E and rewrote his origin, and want to show it off. But if the combined legal expertise of the boards tells me that maybe I should just keep these legacy heroes to my self I will...

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Okay, then.I'm going to post them. I love posting Characters. (THANKS Hero Designer!) Bear in mind I play a pretty High powered world and they have 7 years experience as the new Guardians.Here is the Leader, Crossfire. I'm not married to the name but I don't want Marksman either. These guys are their own heroes with rather long shadows...

Crossfire

Malcolm Kennedy

Val Char Cost
20 STR 10
27 DEX 51
20 CON 20
12 BODY 4
20 INT 10
15 EGO 10
18 PRE 8
18 COM 4
21 PD 6
19 ED 4
6 SPD 23
10 REC 4
40 END 0
40 STUN 8
7" RUN 2
3" SWIM 1
4" LEAP 0
Characteristics Cost: 165
attachment.php?s=&postid=91469

Cost Power END
13 Crossfire Custom Pistol: Multipower, 30-point reserve, all slots: (30 Active Points); OAF (-1), Must change clips to change slot.(1/2 Phase to change slot) (-1/4)
1u 1) Breaker Beam (Force): Energy Blast 6d6 (vs. PD), 4 Clips of 8 Boostable Charges (+0) (30 Active Points); Beam (-1/4)
1u 2) Mercy Ammo: Killing Attack - Ranged 2d6 (vs. PD), Stun Only (+0), 4 Clips of 12 Charges (+0) (30 Active Points); Beam (-1/4), Real Weapon (-1/4)
1u 3) Standard Ammo: Killing Attack - Ranged 2d6 (vs. PD), 4 Clips of 12 Charges (+0) (30 Active Points); No Knockback (-1/4), Real Weapon (-1/4)
1u 4) Shrieker Rounds: Flash 6d6 (Hearing Group), 4 Clips of 12 Charges (+0), Explosion (+1/2) (27 Active Points)
1u 5) Flare Rounds: Flash 5d6 (Hearing Group), 4 Clips of 12 Charges (+0), Explosion (-1 DC/2"; +3/4) (26 Active Points)
5 Another Pistol: Custom Power (5 Active Points)
20 Light combat armor: Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); OIF (-1/2)
3 Hard Ear Covers: Flash Defense (5 points) (Hearing Group) (5 Active Points); OIF(Mask) (-1/2)
7 Polorized Lenses: Flash Defense (10 points) (Sight Group) (10 Active Points); OIF (-1/2)
8 Throat Mic: Radio Perception/Transmission (10 Active Points); IIF (-1/4)
4 Thermal Imaging Lenses: Infrared Perception (5 Active Points); IIF (Mask) (-1/4)
3 Eagle Eye: Telescopic +2 to PER Rolls (only to offset the Range Modifier) (Sight Group)
9 Awareness: Enhanced Perception (+3 to PER Rolls for All Sense Groups)
20 Sonic Rifle: Energy Blast 10d6 (vs. ED) (50 Active Points); OAF (-1), Beam (-1/4), 12 Charges (-1/4)
9 Universal Toolkit: +2 Overall (20 Active Points); OAF (-1), Only with skills requireing tools (-1/4)
7 Lightning Trigger: Usable with up to 30 active points of firearms., Autofire (3 shots; +1/4) (7 Active Points)
24 Toys from HardCore: Variable Power Pool (Gadget Pool), 20 base + 4 control cost (30 Active Points); OAF (-1), VPP Can Only Be Changed Between Adventures (-1/2)
Powers Cost: 137

Cost Martial Arts Maneuver
Tae Kwon Do
4 1) Arm Sweep Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 2) Crescent Kick Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +20 STR to Disarm roll
5 4) Flying Side Kick: 1/2 Phase, +1 OCV, -2 DCV, STR +6d6 Strike
4 5) Front Kick: 1/2 Phase, +0 OCV, +2 DCV, STR +4d6 Strike
4 6) Knifehand Spearhand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6
4 7) Punch/Elbow Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +4d6 Strike
5 8) Side or Roundhouse Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +6d6 Strike
3 9) Takedown: 1/2 Phase, +1 OCV, +1 DCV, STR +2d6 Strike; Target Falls
1 10) Weapon Element: Blades
1 11) Weapon Element: Clubs
1 12) Weapon Element: Karate Weapons
1 13) Weapon Element: Staffs
8 14) +2 HTH Damage Class(es)
Zen Riflery
4 1) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 2) Smash/Thrust: 1/2 Phase, +0 OCV, +2 DCV, Weapon +4 DC Strike
5 3) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +20 STR to take weapon away
4 4) Accurate Shot: 1/2 Phase, +2 OCV, -2 DCV, Range +2, Weapon Strike
4 5) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Weapon +2 DC Strike
3 6) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Weapon Strike
5 7) Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Weapon Strike, +1 Segment
3 8) Diving Shot: 1/2 Phase, +0 OCV, +2 DCV, Range +1, Weapon Strike, Half Move Required, You Fall
5 9) Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Weapon Strike
3 10) Leg Shot: 1/2 Phase, +0 OCV, -1 DCV, Range +0, Weapon +2 DC Strike, Throw
4 11) Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Weapon +4 DC Strike
4 12) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Weapon +2 DC Strike
4 13) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +15 STR to roll
4 14) Trained Shot: 1/2 Phase, +2 OCV, +0 DCV, Range +0, Weapon Strike
0 15) Weapon Element: Clubs (Hand-to-Hand Maneuvers only)
0 16) Weapon Element: Pistols (Ranged Maneuvers only)
1 17) Weapon Element: Empty Hand (Takeaway Maneuver only)
Martial Arts Cost: 107

Cost Skill
8 +1 with All Combat
10 +2 with HTH Combat
10 +2 with Ranged Combat
9 +3 with any Firearm
12 +6 vs. specific OCV modifier on a tight group of attacks (FireArms)
5 Rapid Autofire
3 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
3 Weapon Familiarity: Clubs, Fist-Loads, Off Hand, Small Arms, Unarmed Combat
2 AK: NYC 11-
3 Breakfall 14-
3 Climbing 14-
3 Lockpicking 14-
3 Stealth 14-
3 Demolitions 13-
3 Electronics 13-
3 Mechanics 13-
6 Weaponsmith (Firearms) 15-
3 Concealment 13-
3 Criminology 13-
3 Cryptography 13-
3 Deduction 13-
3 Inventor 13-
3 Security Systems 13-
3 Systems Operation 13-
2 KS: NYC Street Gangs 11-
3 KS: Security Analysis (INT-based) 13-
3 Streetwise 13-
3 Fast Draw 14-
10 Two-Weapon Fighting (Ranged)
5 Rapid Attack (Ranged)
Skills Cost: 136

Cost Perk
5 Fringe Benefit: Concealed Weapon Permit (where appropriate), Membership: The New Guardians
4 Reputation (A large group; 11-) +2/+2d6
18 Contact (Henderson Industries) (Contact has access to major institutions, Contact has: very useful Skills or resources, Contact limited by identity, Very Good relationship with Contact), Organization Contact (+2) (18 Active Points) 11-
Perks Cost: 27

Cost Talent
3 Absolute Range Sense
3 Ambidexterity (Reduce Off Hand Penalty to -2)
6 Combat Luck (3 PD/3 ED)
6 Lightning Reflexes: +4 DEX to act first with All Actions
Talents Cost: 18

Val Disadvantages
15 Dependent NPC: Lois Kennedy (Mother) 8- (Incompetent)
10 Hunted: Sniper 8- (As Pow; Harshly Punish)
10 Distinctive Features: Martial Arts Style: Tae Kwon Do (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
15 Hunted: Arsenal: 8- (Occasionally), More Powerful, Harshly Punish
20 Hunted: VIPER: 8- (Occasionally), More Powerful, Harshly Punish, Extensive Non-Combat Influence
15 Psychological Limitation: Code Against Killing Common, Strong
10 Psychological Limitation: Believes in the will of the individual over environment (Uncommon; Strong)
10 Psychological Limitation: Paternal and overprotective of team-mates (Common; Moderate)
15 Psychological Limitation: Wants to honor the legacy of Marksman Common, Strong
10 Reputation: Legacy Hero 11-
5 Rivalry: Professional (Anti Gun Hero; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity ( Malcom Kennedy) Frequently (11-), Major
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 240Total Experience Available: 250Total Character Cost: 590Height: 6' 2"Hair: BlackWeight: 183 lbsEyes: BrownAppearance: A young, athletic african-american male. Crossfire's costume is a black, skin tight, beta cloth with a white "cross hairs" symbol on his heart. He wears a black jacket over this with the cross hairs on his right shoulder. His boots, gloves, and belt are white and his weapons are gunmetal gray.

He wears his hair short and a mask like his predecessor, leaving his mouth, chin, and hair visible.

Personality: Malcolm was always intelligent and insightful, he just thought he was forced by his life and environment to become a criminal and die at a young age. He watched his brothers die one by one; he saw the poverty all around him. He didn?t believe that he could leave under his own power. His experience with the Marksman changed that. Admittedly, he didn?t escape on his own; he was helped by Donald Henderson. But Henderson always maintained that it was Malcolm?s drive and desire that prompted him to ?even the playing field?. Malcolm?s success in his professional career was his own doing, his success as a crime fighter is his own doing. He is motivated to preserve the legacy of the man who helped guide him to his potential. Although he uses guns, Crossfire is a non lethal crime fighter, he is aware how he is perceived by some as a gun toting vigilante, but he merely points to his record as a crime fighter.Quote:Think about what you are doing to your life, your family, the fact that I never miss. Its all very deep to tell the truth.Background: Malcolm Kennedy was a ghetto stereotype. The youngest of four boys, his father died from illness related to his job when Malcolm was three. Raising her boys on her own, Lois Kennedy leaned heavily on her oldest son John. John was the victim of a botched drive by shooting when he was 18. His two younger brothers both joined gangs and were dead with in three years. Lois pleaded with the police, the schools, anyone, to help protect her youngest son from the violence and drugs of their neighborhood. Malcolm joined a gang when he was 13; He killed another boy when during his initiation. An intelligent, sensitive boy, Malcolm cried all night over what he had done. He told his mother what had happened and she wanted to call the police. Malcolm warned her that the gang had people on the force in their pockets and they would know who squealed on them. Desperate, she called the crisis line for a new super team (in 1981), the Guardians. She left a tearful message and then waited. Weeks went by and no contact from anyone, Lois was getting desperate. She bought a gun and was going to confront the gang herself.

On her way home from buying the gun she heard that seven NYPD officers had been arrested on charges ranging from corruption to murder. A squad car was at her building waiting for her when she got home.

Malcolm greeted his mother at the precinct. Informed that her son had confessed to the shooting death of another teen, Lois was fearful of ever seeing him again. Malcolm told her not to worry. When he hugged her, she felt his quiet strength, it was the first time she realized that at fourteen; her son was a man.

Outside the precinct, a man in a dark coat approached her. Under the coat and hat was the hero Marksman. He explained that he had taken her message to heart and investigated the gang and their police connections. Then he approached Malcolm and asked the boy what he wanted to do. Malcolm turned himself in.

Malcolm served four years of his sentence and was released to an outreach program sponsored by Henderson Electronics. It was there that the Marksman began Malcolm?s training. Malcolm had a GED in six months. He was given a scholarship to Syracuse University and studied criminology. He spent his summers as an intern at Henderson.

On his graduation, Don Henderson, the Marksman took Malcolm aside and asked him to take up the mantle of the Marksman if anything ever happened to him. He believed that Malcolm had shown over the six years that they had known each other that he was the best man for the job. Malcolm was honored. He took a job as a security specialist for Alcort Industries (even though Henderson Electronics (Now Enterprises) had offered him a job out of college, he wanted to make sure he succeeded on his own).

When the defenders disappeared in 1995, their AI, Solomon, contacted those who had been chosen to replace them. Malcolm met the other young heroes and was immediately placed in charge, being the oldest and most experienced.

After an initial period of getting to know each other, Malcolm quit his job at Alcort and took a ?consulting? position at Henderson Security. He then told his mother what his future held and asked her not to worry too much.

Two weeks later, the New Guardians appeared publicly, and Crossfire was born.

Powers/Tactics: A skilled marksman, trick shot, and hand to hand combatant, Crossfire generally uses his ranged weapons in a non lethal manner, having several types of "mercy" rounds. He will most often mix it up hand to hand with agents once he's disarmed them.Campaign Use: Just a legacy squirrl trying to get a nut. He spends much of his face time trying to inspire people to their potential. He stays out of political arena's and generally is well liked among the police, Primus agents, and citizens of New York. He is a staunch ally of the Sentinals and other heroes, save for murderous vigilantes.fixed Multiple Rapid Autofire. Added Picture
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The DragonNext, genetically engineered winged brick....Check.

The Dragon

Chris Paridor

Val Char Cost
75 STR 65
18 DEX 24
35 CON 50
14 BODY 8
13 INT 3
11 EGO 2
25 PRE 15
4 COM -3
30 PD 15
30 ED 23
4 SPD 12
22 REC 0
70 END 0
70 STUN 0
6" RUN 0
2" SWIM 0
15" LEAP 0
Characteristics Cost: 214
attachment.php?s=&postid=91759

Cost Power END
45 Flame Breath: Energy Blast 9d6 (vs. ED), Area Of Effect (19" Cone; +1 1/4) (101 Active Points); No Range (-1/2), Increased Endurance Cost 2x END (-1/2), Beam (-1/4) 20
25 Dragon Hide: Damage Resistance (20 PD/20 ED), Hardened (+1/4) (25 Active Points)
14 Dragon Hide: (Total: 14 Active Cost, 14 Real Cost) +0 PD, Hardened (+1/4) (7 Active Points) (Modifiers affect Base Characteristic) (Real Cost: 7) plus +0 ED, Hardened (+1/4) (7 Active Points) (Modifiers affect Base Characteristic) (Real Cost: 7)
14 Dragon Hide: Life Support , Eating: Character only has to eat once per week, Extended Breathing, Longevity: 200 Years, Safe in High Pressure, Safe in High Radiation, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Sleeping: Character only has to sleep 8 hours per week
15 Dragon Hide: Power Defense (15 points)
19 Efficient Musculature: +0 STR, Reduced Endurance 1/2 END (+1/4) (19 Active Points) (Modifiers affect Base Characteristic)
5 Thermal Vision: Infrared Perception
10 I can SMELL you, I can TASTE you: Tracking (Smell/Taste Group), Sense Affected As Smell/Taste (+0)
10 I can SMELL you, I can TASTE you: Range (Smell/Taste Group)
10 I can SMELL you, I can TASTE you: Discriminatory Sense (Smell/Taste Group)
33 Wings: Flight 20", Usable Underwater (+1/4) (50 Active Points); Restrainable (-1/2) 5
17 Chris Paridor: Multiform (100 Character Points in the most expensive form) (Instant Change) (25 Active Points); Costs END Only To Change (-1/2) 2
24 Toys from HardCore: Variable Power Pool (Gadget Pool), 20 base + 4 control cost (30 Active Points); OAF (-1), VPP Can Only Be Changed Between Adventures (-1/2)
Powers Cost: 241

Cost Skill
25 +5 with HTH Combat
6 +3 with Fire Breath
3 Interrogation 14-
2 KS: Metahuman world 11-
2 KS: American Football 11-
1 Language: German (basic conversation)
3 SS: Genetics (INT-based) 12-
2 SS: Mutation 11-
3 Stealth 13-
3 Streetwise 14-
3 Teamwork 13-
Skills Cost: 53

Cost Perk
8 Reputation (A large group; 11-) +4/+4d6
3 Fringe Benefit: Membership: New Guardians
8 Contact (Contact has: extremely useful Skills or resources, Very Good relationship with Contact) 12-
12 Contact (Contact has: useful Skills or resources, Good relationship with Contact), Organization Contact (+2) (12 Active Points) 11-
Perks Cost: 31

Cost Talent
3 Bump Of Direction
Talents Cost: 3

Val Disadvantages
15 Dependent NPC: James and Joyce Pariador 11- (Normal; Group DNPC: x2 DNPCs; Useful noncombat position or skills)
10 Distinctive Features: Nearly Seven Foot Tall Humanoid Dragon (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15 Hunted: Dr Philipe Moreau 8- (As Pow; Harshly Punish; Extensive Non-Combat Influence)
10 Hunted: George Hersch (Tabloid reporter who wants to "unveil" his true identity) 8- (As Pow; Mildly Punish; Extensive Non-Combat Influence)
20 Hunted: Institute for Human Advancement 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
10 Physical Limitation: hands aren't made for fine work (Infrequently; Greatly Impairing)
20 Psychological Limitation: Code vs Killing (Common; Total)
10 Psychological Limitation: Enjoys "Cutting Lose" in combat (Common; Moderate)
15 Psychological Limitation: In love with Iron Butterfly (Common; Strong)
15 Social Limitation: Secret Identity (Chris Paiador) (Frequently; Major)
10 Vulnerability: 2 x STUN Cold Based Attacks (Uncommon)
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 192Total Experience Available: 200Total Character Cost: 542Height: 6' 8"Hair: NoneWeight: 275 lbsEyes: GreenAppearance: A huge, muscular green humanoid with fine green scales, two gigantic reptilian wings, and horns on his head. His eyes are green.Personality: Chris knows that he is lucky beyond measure. He has the best of both worlds, a nice homelife, and when he needs it the power of a genetically engineered monster. He misses Gargoyle who checked in on him from time to time and would correspond with him. He has taken his role as a Guardian very seriously and although he is the wisacre of the team he is all business when the fit hits the shan.Quote:Seriously, I breath fire. You don't want a piece of that do you?Background: Chris Pariador has the unfortunate distinction of being the nephew of Viper's Dr. Philipe Moreau. His relative, on a whim bequethed the lad with gift of a superhuman form. All the boy needed to do was declare his eternal servitude. The twelve year old was transformed into the green skined, scaled, and horned monstrosity known as the Dragon. When Dr. Moreau's complex was raided by the Guardians, Gargoyle faced off against the young monster. Feeling a deep sympathy for the troubled youth, Gargoyle convinced UNTIL to turn Dragon over to Dr. Silverback (who had just come to Millenium City at that time). Dr. Silverback took the responsibility of completing the boys education and reconciling him with his family. Shortly after his 15th birthday, Dragon found to his joy that the could transform between his superpowered form and his human form. Overjoyed he moved back to his parents place in New York.

When the Guardians went missing, SOLOMON contacted Chris and the boy, now an 18 year old college student, took the mantle of Dragon and swore to uphold the legacy of Gargoyle.

Powers/Tactics: An air borne brick with a fire breathing attack. He prefers his fists as the flames are hard to control and tiring to use.Campaign Use: The Dragon form has continued to mutate over the years, sprouting wings at his shoulders and gaining the ability to breath fire. Dr. Moreau is surprised at the results and eagerly seeks to recapture his sister's child and see what has caused the strange mutations in the original serum.
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Children of the SUuuunnnn!Okay, this one is a beast. I started out with an Energy Projector and got Apollo from the Authority. Mechanics feel a little wonky, too. if you have any suggestions how to shrink her down to a more managable 600 or so points, I 'd love to hear it...

Sunchild

Natalia Peterov; Natalie Peterson

Val Char Cost
55 STR 5
20 DEX 30
30 CON 20
18 BODY 6
15 INT 5
15 EGO 10
18 PRE 8
24 COM 7
25 PD 7
25 ED 6
5 SPD 20
27 REC 0
60 END 0
70 STUN 9
6" RUN 0
2" SWIM 0
11" LEAP 0
Characteristics Cost: 133
attachment.php?s=&postid=91920

Cost Power END
85 Solar Sustanance: (Total: 155 Active Cost, 85 Real Cost) Solar Reserves: Endurance Reserve (500 END, 0 REC) (Real Cost: 50) plus Solar Absorbtion: Aid: Solar Reserves 3d6, Trigger: During the Daytime, or when directly in the rays of the sun (+1/4), Loses 5 pts Automatically when Pushes Solar Abilities (+1/4), Delayed Return Rate (points return at the rate of 5 per Hour) (+1), Continuous (+1) (105 Active Points); No Conscious Control (-2), Only Effects cannot be controlled (+1), Only Restores to Starting Values (-1/2), Self Only (-1/2) (Real Cost: 35)
Living Solar Battery
63 1) Sunfire Blast: (Total: 70 Active Cost, 63 Real Cost) Energy Blast 10d6 (vs. ED) (uses END Reserve) (Real Cost: 50) plus Flash 4d6 (Sight Group) (20 Active Points); Linked to Energy Blast (-1/2) (uses END Reserve) (Real Cost: 13) 7
40 2) Solar Strength: +40 STR (uses END Reserve) 4
13 3) Solar Toughness: +10 CON, Cannot Push (+0) (20 Active Points); Costs Endurance Costs END Every Phase (-1/2) (uses END Reserve) 2
7 4) Solar Vitality: +5 BODY, Cannot Push (+0) (10 Active Points); Costs Endurance Costs END Every Phase (-1/2) (uses END Reserve) 1
3 5) Solar Toughness: +7 PD, Cannot Push (+0), Hardened (+1/4) (13 Active Points); Costs Endurance Costs END Every Phase (-1/2) (uses END Reserve) (Modifiers affect Base Characteristic) 1
11 6) Solar Toughness: +13 ED, Cannot Push (+0), Hardened (+1/4) (16 Active Points); Costs Endurance Costs END Every Phase (-1/2) (uses END Reserve) 2
13 7) Quick Recovery: +10 REC, Cannot Push (+0) (20 Active Points); Costs Endurance Costs END Every Phase (-1/2) (uses END Reserve) 2
21 8) Damage Resistance (25 PD/25 ED), Cannot Push (+0), Hardened (+1/4) (31 Active Points); Costs Endurance Costs END Every Phase (-1/2) (uses END Reserve) 3
15 9) Solar Being: Life Support , Eating: Character only has to eat once per year, Longevity: 200 Years, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character only has to sleep 8 hours per week, Cannot Push (+0) (23 Active Points); Costs Endurance Costs END Every Phase (-1/2) (uses END Reserve) 2
50 Mobility: Multipower, 50-point reserve
2u 1) Celestial Flight: Faster-Than-Light Travel (16 Light Years/year) (18 Active Points)
3u 2) Atmospheric Flight: Flight 5", Position Shift, Megascale (1" = 100 km; +3/4), Can Be Scaled Down: 1" = 1km (+1/4) (30 Active Points) (uses END Reserve) 3
5u 3) Combat Flight: Flight 20", Position Shift, x4 Noncombat (50 Active Points) (uses END Reserve) 5
7 Eyes of Light: Flash Defense (10 points) (Sight Group) (10 Active Points); Only Works Against Light based flashes Limited Type of Attack (-1/2)
5 Enhanced Light: Nightvision
10 Surrounding Light: Increased Arc Of Perception (360-Degree) (Sight Group)
45 Distant Light: Telescopic +30 to PER Rolls (only to offset the Range Modifier) (Sight Group)
62 Far off Light: Multipower, 62-point reserve
3u 1) Far off Light I: Clairsentience (Sight Group), x8 Range (35 Active Points) (uses Personal END) 3
6u 2) Far off Light II: Clairsentience (Hearing Group), x2 Range, Megascale (1" = 10000 km; +1 1/4), Can Be Scaled Down: 1" = 1km (+1/4) (62 Active Points) (uses Personal END) 6
13 Energy Sponge: Absorption 4d6 (Energy goes to END Reserve) (20 Active Points); Only Restores To Starting Values (-1/2)
30 Energy Absorbtion: Energy Damage Reduction, Resistant, 50%
24 Toys from HardCore: Variable Power Pool (Gadget Pool), 20 base + 4 control cost (30 Active Points); OAF (-1), VPP Can Only Be Changed Between Adventures (-1/2)
Powers Cost: 536

Cost Skill
10 +2 with HTH Combat
15 +3 with Ranged Combat
2 Animal Handler (Canines) 13-
3 Conversation 13-
3 High Society 13-
2 KS: Dog Breeding 11-
2 KS: Dog Shows 11-
2 KS: Kennal Clubs 11-
4 Language: English (idiomatic)
0 Language: Russian (idiomatic; Native)
3 Oratory 13-
2 PS: Dog Groomer 11-
3 PS: Dog Trainer (PRE-based) 13-
3 Streetwise 13-
3 Tactics 12-
3 Teamwork 13-
Skills Cost: 60

Cost Perk
3 Fringe Benefit: Membership: New Guardians
4 Contact (Very Good relationship with Contact) 11-
4 Contact (Very Good relationship with Contact) 11-
4 Contact (Very Good relationship with Contact) 11-
4 Contact (Very Good relationship with Contact) 11-
4 Contact (Very Good relationship with Contact) 11-
3 Anonymity
Perks Cost: 26

Cost Talent
3 Lightsleep
Talents Cost: 3

Val Disadvantages
10 Dependent NPC: Alice and Alex Peterson 8- (Normal; Useful noncombat position or skills; Group DNPC: x2 DNPCs)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10 Distinctive Features: Beautiful young woman, sparkles. (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Hunted: Institute for Human Advancement 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
15 Hunted: The Wild Pack 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find)
15 Hunted: Firewing 8- (Mo Pow; Harshly Punish)
10 Psychological Limitation: Fear of Dark, Enclosed Areas (Common; Moderate)
10 Psychological Limitation: Attracted to Firewing (Common; Moderate)
20 Psychological Limitation: Code vs Killing (Common; Total)
15 Social Limitation: Secret Identity (Natalie Peterson) (Frequently; Major)
10 Vulnerability: 2 x STUN Darkness Based Attacks (Uncommon)
10 Susceptibility: Darkness Based Attacks 2d6 damage, Instant (Uncommon) [Notes: Damage is done to END Reserve.]
Disadvantage Points: 155
Cost Summary:Base Points:200Disadvantage Points: 155Experience Required: 403Total Experience Available: 403Total Character Cost: 758Height: 5' 6"Hair: Platinum blondeWeight: 130 lbsEyes: BrownAppearance: An amazingly attractive young woman with long strait platinum blonde hair and brown eyes. Her eyes take a golden hue when she uses her powers. Her costume is a metallic gold body suit with a white sun outline on her chest. She wears a short yellow cape, white boots, belt and gloves.Personality: For someone who had her family slain and was used as a weapon for most of her life, Sunchild is quite well adjusted. She suffered depression when a captive, but her life in America has been everything she ever dreamed of. She feels that she was given a second lease on life and intends to make sure that she gives back to the world that cared for her and helped her grow. She is a little disappointed that some of the children from the camp became super criminals (the Wild Pack is a small group of them) but very encouraged that others have made themselves useful. She has a huge lifeline of friends and surrogate family members to help her when she need it and is forever grateful.Quote:Maybe now you will see the light.Background: Natalia Peterov's family was murdered and she was inducted into a top secret mutant training camp in the heart of siberia. This was in 1980 when the cold war was still in full swing. In 1985, a case lead the guardians to her compound. The children were sent to destroy the American heroes but were soundly defeated. After the camp was destroyed, the leaders brought to justice (the Soviet Government claimed they were rogue agents) and the children were found homes by UNTIL. Natalia was sent to America, she was adopted by a couple of research scientists (Until Civilain employees) and kept regular contact with Flare, who saw so much of her own life in the girl that she couldn't help but become involved.

Given the name Natalie Peterson, she attended highschool and then college in the United States, she trained regularly with her powers so that she would be able to function in society without fear of harming others. When Flare and the other Guardians disappeared, Natalia cried. She knew something was wring when a week went by with out word from her "big sister". When she was contacted by SOLOMON and told that Flare had chosen Natalie to be her replacement, Natalie accepted immediately. She met with the others, and it felt curiously safe and familiar; like her days in the camp, but with a greater sense of purpose and family. Taking the name Sunchild, she donned a costume and set out to make the world a better place.

Powers/Tactics: Sunchild is a powerful photokinetic. She can emit and manipulate light, heat, and to a lesser degree, gravity. She is a "solar lens" so to speak and the sheer number of abilities she has exibited is astounding. She is the team's energy blaster, the third strongest brick, and capable of shrugging of staggering amounts of damage, particularly energy based.Campaign Use: A slightly watered down version of Apollo from the Authority, Sunchild is a combo brick/Ep with flight and significant life support. She also has some bizzare abilities like the ability to telepathically communicate with light based beings.hmm, the contacts don't have their title tags.... the conacts are former children agents she grew up with who have grown up all noble and heroic: Chrome (a colossus style brick), Snowflake (an odd, Brick, Ice projector), Siberian Husky (A canine powered martial artist), Sidhe (mentalist), and Windrider (Weather Projecor).
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She's a big girl....Here is Titaness. BTW, I'm going to have to fix some of the characters, I forgot somethings.... Tonight maybe?

Titaness

Amanda Dean

Val Char Cost
35/60 STR 25
23 DEX 39
25 CON 30
19/24 BODY 18
18 INT 8
13 EGO 6
20 PRE 10
16 COM 3
20/35 PD 13
35 ED 15
5 SPD 17
12 REC 0
50 END 0
50/55 STUN 0
6" RUN 0
2" SWIM 0
7"/12" LEAP 0
Characteristics Cost: 184

Cost Power END
10 Toughened Flesh: Damage Resistance (10 PD/10 ED)
2 Large and Incharge: Knockback Resistance -1"
31 Bigger? Oh I can get BIGGER!: Growth (+25 STR, +5 BODY, +5 STUN, -5" KB, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide, 3,193 kg mass), Costs END Only To Activate (+1/4) (31 Active Points) 2
24 Nice Try Little Man: (Total: 30 Active Cost, 24 Real Cost) +15 PD (15 Active Points); Only vs opponents one size "Class" smaller or greater (-1/4) (Real Cost: 12) plus +15 ED (15 Active Points); Only vs opponents one or more size "Classes" smaller (-1/4) (Real Cost: 12)
10 Hey, I can see the ocean from here!: Telescopic +10 to PER Rolls (only to offset the Range Modifier) (Sight Group) (15 Active Points); Linked to Bigger? Oh I can get BIGGER! (-1/2)
8 Throat Mic and Ear Reciever: Radio Perception/Transmission (10 Active Points); IIF (-1/4)
23 Way Healthy: Life Support , Extended Breathing, Immunity: All terrestrial diseases and biowarfare agents, Longevity: 200 Years, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum
11 Focused and Intense: +11 Mental Defense (14 points total)
24 Toys from HardCore: Variable Power Pool (Gadget Pool), 20 base + 4 control cost (30 Active Points); OAF (-1), VPP Can Only Be Changed Between Adventures (-1/2)
Powers Cost: 143

Cost Martial Arts Maneuver
Commando Training
3 1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
4 3) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
4 5) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, +10 STR for holding on
4 6) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
4 7) Karate "Chop": 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6
4 8) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
1 9) Weapon Element: Clubs
1 10) Weapon Element: Knives
Martial Arts Cost: 33

Cost Skill
20 +4 with HTH Combat
20 +4 with a PRE based Skills
3 Breakfall 14-
3 Bureaucratics 13-
3 Conversation 13-
3 High Society 13-
3 Interrogation 13-
3 Language: Latin (completely fluent)
3 Oratory 13-
3 Persuasion 13-
3 SS: Political Science (INT-based) 13-
3 SS: Sociology (INT-based) 13-
3 Streetwise 13-
3 Teamwork 14-
3 Scholar
2 1) KS: 60's & 70's Era Superbeings (INT-based) (3 Active Points) 13-
1 2) KS: Current Era Supberbeings (2 Active Points) 11-
2 3) KS: Metahuman Based Criminal Law (INT-based) (3 Active Points) 13-
2 4) KS: Paramilitary Organizations (INT-based) (3 Active Points) 13-
2 5) KS: World Politics (INT-based) (3 Active Points) 13-
2 6) KS: US Government (INT-based) (3 Active Points) 13-
Skills Cost: 90

Cost Perk
4 Reputation (A large group; 11-) +2/+2d6
3 Fringe Benefit: Membership: New Guardians
5 Money: Well Off
3 Well-Connected
11 1) Contact (Contact has: useful Skills or resources, Good relationship with Contact), Organization Contact (+2) (12 Active Points) 11-
11 2) Contact (Contact has: useful Skills or resources, Good relationship with Contact), Organization Contact (+2) (12 Active Points) 11-
1 3) Contact (Good relationship with Contact) (2 Active Points) 8-
2 4) Contact (Good relationship with Contact) (3 Active Points) 11-
2 5) Contact (Good relationship with Contact) (3 Active Points) 11-
14 6) Contact (Contact has significant Contacts of his own, Contact has: useful Skills or resources, Good relationship with Contact), Organization Contact (+2) (15 Active Points) 11-
Perks Cost: 56

Cost Talent
6 Lightning Reflexes: +6 DEX to act first with Single Action
Talents Cost: 6

Val Disadvantages
20 Dependent NPC: Allison Dean & Wes Dean (mother and Stepfather) 11- (Normal; Group DNPC: x2 DNPCs)
5 Dependent NPC: Rock Monroe 8- (Slightly Less Powerful than the PC)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10 Distinctive Features: Amazonian Strongwoman (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
25 Hunted: Institute for Human Advancement 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
25 Hunted: VIPER 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
20 Psychological Limitation: Code vs Killing (Common; Total)
15 Psychological Limitation: Suffers Fools Poorly (Common; Strong)
15 Psychological Limitation: Responsible and conscientious (Common; Strong)
15 Social Limitation: Public Id (Frequently; Major)
Disadvantage Points: 160
Cost Summary:Base Points:200Disadvantage Points: 160Experience Required: 152Total Experience Available: 250Total Character Cost: 512Height: 6' 6"Hair: BlackWeight: 220 lbsEyes: BlueAppearance: Amanda is attractive, with a pretty face, long black hair, and a large, muscular, yet still feminine physique (think She-Hulk or Wonder Woman). She wears a one piece white bathing suit style costume with dark blue spandex shorts underneith, blue boots, metal bracers, and silver tiara with a blue star in it (nod to WW). She has a 'T' in blue on her stomach.Personality: A steady, dedicated crime fighter and one of the most well connected heroines of her generation, Titaness is considered a consumate professional and tireless advocate for the rights of mutants and other "non-standard" species. She has an excellent rapport with the press and will often act as team spokes person.Quote:You know, from up here, Bulldozer, you look kind of cute. Ugly bug cute, of course.Background: The daughter of a sixties era superhuman, Rock Monroe, Amanda (Dean is her stepfather's name) met some of Rock's friends over the years. When she was thirteen her mutant abilties appeared. Not only did she inherit her father's limited superhuman strength and imposing size (she was six fee tall and 175 lbs as a thirteen year old), she also had the abilitiy to further increase her size and strength. A chance encounter between her mother the wife of Goliath of the Guardians led to Amanda spending time with the Guardians during summer vacations; becoming more comfortable and proficient with her powers and studying government at summer college. When the Guardians went missing, Amanda was the first called by SOLOMON. She has deferred leadership to Crossfire, but he named her deputy leader and especially during their early years as a team, leaned heavily on her knowledge of the Guardian's base, vehicles, and the superhero scene. She sees her father rarely, as they had a falling out when she was 19 over her pursuing a career as a superheroine.Powers/Tactics: A gigantic brick, she pretty much uses her size and strength to batter her opponents. She has limited superhuman strength at her "normal" size, and will often start combat out simply using those gifts. If the opponents prove too strong for her, or it would give the team a tactical advantage, she begins to adjust her size upward.Campaign Use: Not only a brick, but a Superheroic Lobbyist. She is knowlegable, connected, and probably just as useful to the team as a mouthpiece and connection junky as she is a combat member.Her contacts are: UNTIL, PRIMUS, The Sentinals, The Champions, Various Active & Inactive heroes from the past (60's -90's), and various political officer.
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Psion, the bastard child of Menton, so to speak....

Psion

Meng Jin, (Jin Meng in America)

Val Char Cost
15 STR 5
23 DEX 39
20 CON 20
15 BODY 10
18 INT 8
26 EGO 32
15 PRE 5
12 COM 1
28/34 PD 5
18/24 ED 4
6 SPD 27
7 REC 0
40 END 0
41 STUN 8
6" RUN 0
2" SWIM 0
0" LEAP -3
Characteristics Cost: 161

Cost Power END
90 Mental/Telekinetic Powers: Multipower, 90-point reserve
9u 1) Mental Blast: Ego Attack (Human Minds) 4d6, Alien Minds, Animal Minds, Reduced Endurance 1/2 END (+1/4), Does Knockback (+1/4) (90 Active Points) 4
7u 2) Illusions: Mental Illusions (Human Minds) 8d6, Alien Minds, Animal Minds, Reduced Endurance 1/2 END (+1/4) (75 Active Points) 3
6u 3) Mental Control: Mind Control (Human Minds) 8d6, Alien Minds, Animal Minds (60 Active Points) 6
9u 4) Telepathy: Telepathy (Human Minds) 10d6, Alien Minds, Animal Minds, Reduced Endurance 1/2 END (+1/4) (87 Active Points) 3
5u 5) Mental Paralysis: Entangle 3d6, 3 DEF, Takes No Damage From Attacks Physical (+1/4), Works Against EGO, Not STR (+1/4), Based On EGO Combat Value (Mental Defense; +1) (75 Active Points); Mental Defense Adds To EGO (-1/2) 7
9u 6) Mental Blinding: Flash 5d6 (Sight Group), Additional Sense Group: Hearing Group, Additional Sense Group: Smell/Taste Group, Additional Sense Group: Touch Group, Reduced Endurance 1/2 END (+1/4), Based On EGO Combat Value (Mental Defense; +1) (90 Active Points) 4
9u 7) Psychokinesis: Telekinesis (40 STR), Fine Manipulation, Reduced Endurance Half END (+1/4) (87 Active Points) 3
9u 8) Psychokinetic Ram: Energy Blast 9d6 (vs. PD), Reduced Endurance 1/2 END (+1/4), Double Knockback 2x KB (+3/4) (90 Active Points) 4
8u 9) Psychokinetic Rending: Killing Attack - Ranged 3d6 (vs. ED), Reduced Endurance 1/2 END (+1/4), Penetrating (+1/2) (79 Active Points) 3
3u 10) Psionic Surgery: Transform 2d6: remove or change target's memories and Psychological Limitations, heals back normally (Major), Works Versus EGO, Not BODY (+1/4), Based On EGO Combat Value (Mental Defense; +1) (67 Active Points); Limited Target human memories and Psychological Limitations (-1), Increased Endurance Cost 2x END (-1/2) 14
70 Mental Scanning: Mind Scan for Human Minds 10d6, Alien Minds, Animal Minds, Reduced Endurance 1/2 END (+1/4) (87 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4) 3
17 Telekinetic Powers: Elemental Control, 34-point powers
20 1) Psychokinetic Shield: Force Field (20 PD/10 ED), Reduced Endurance 1/2 END (+1/4) (37 Active Points) 1
41 2) Psychokinetic/Mental Shield: Force Wall (8 PD/5 ED/10 Mental Defense) (58 Active Points) 6
33 3) Psychokinetic Flight: Flight 20", Reduced Endurance 1/2 END (+1/4) (50 Active Points) 2
20 Strong Mind: +20 Mental Defense (25 points total)
10 Strong Mind: Flash Defense (10 points) (Mental Group)
40 Mind Detection: Detect Minds 13-, Analyze, Discriminatory, Increased Arc of Perception: 360-Degree, Sense, Targeting Sense, Telescopic (+8), Sense Affected As Mental Sense Group (+0)
14 Armored Uniform: Armor (6 PD/6 ED) (18 Active Points); IIF (-1/4)
24 Toys from HardCore: Variable Power Pool (Gadget Pool), 20 base + 4 control cost (30 Active Points); OAF (-1), VPP Can Only Be Changed Between Adventures (-1/2)
Powers Cost: 453

Cost Martial Arts Maneuver
Tai Ch'i Ch'uan
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
5 3) Escaping Throw: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs; Target Falls
3 4) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
5 5) Palm Slap/Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
4 6) Root: 1/2 Phase, +0 OCV, +0 DCV, +15 STR to resist Shove; Block, Abort
3 7) Strike: 1/2 Phase, +1 OCV, +2 DCV, STR +2d6 Strike, Must Follow Block
4 8) Sword Finger: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
3 9) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
1 10) Weapon Element: Blades
1 11) Weapon Element: Staffs
Martial Arts Cost: 37

Cost Skill
10 +1 Overall
20 +4 with Mental/Telekinetic Powers
3 Breakfall 14-
3 Climbing 14-
3 Combat Driving 14-
3 Conversation 12-
3 Deduction 13-
3 Defense Maneuver: I
3 Persuasion 12-
3 Power: Mental Powers (INT-based) 13-
3 Power: Telekinesis Tricks (INT-based) 13-
3 SS: Psionic Engineering (INT-based) 13-
3 SS: PSionic Surgery (INT-based) 13-
3 Security Systems 13-
3 Stealth 14-
3 Teamwork 14-
1 WF: Staffs
1 WF: Blades
3 Scholar
2 1) KS: The Superhuman World (INT-based) (3 Active Points) 13-
2 2) KS: Tai Ch'i Ch'uan (INT-based) (3 Active Points) 13-
2 3) KS: Psionic Etiquette (INT-based) (3 Active Points) 13-
2 4) KS: The Psionic World (INT-based) (3 Active Points) 13-
Skills Cost: 85

Cost Perk
3 Fringe Benefit: Membership: New Guradians
Perks Cost: 3

Cost Talent
30 Danger Sense (Area: Immediate Vicinity, Sensitivity: Any Danger) 13-
5 Eidetic Memory
20 Universal Translator 13-
Talents Cost: 55

Val Disadvantages
10 Distinctive Features: Mutant Not Concealable, Always Noticed and Causes Major Reaction, Detectable Only By Unusual Senses
10 Distinctive Features: Style Limitation: Kenjutsu (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
20 Hunted: PSI 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
10 Hunted: Menton 8- (Occasionally) (Mo Pow; Watching; Extensive Non-Combat Influence)
20 Hunted: Institute for Human Advancement 11- (Frequently), As Powerful, Capture, Extensive Non-Combat Influence
20 Psychological Limitation: Code vs Killing Common, Total
10 Psychological Limitation: Responsible Psychic (Won't read minds for fun, etc) Common, Moderate
15 Psychological Limitation: Disdain for "Petty Mind control specailists" (Common; Strong)
15 Social Limitation: Secret Identity (Jin Meng) Frequently (11-), Major
15 Susceptibility: Mind Control 2d6 damage, per Turn (Uncommon)
5 Unluck: 1d6
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 444Total Experience Available: 444Total Character Cost: 794Height: 5' 6"Hair: BlackWeight: 135 lbsEyes: BlueAppearance: Lean Chinese (now American Citizen) youth with black hair and blue eyes. He wears a black "Night Suit" type garment with a silver mask that leaves his mouth un covered. A blue, eight-point star is on the mask's forhead. His gloves and combat boots are blue. He wears a silver sash.Personality: Psion is a laid back, calm fellow with tremendous power. His development as a mentalist was forced into Menton's template by the master villain. Although no where near as powerful, Psion shares several abilities with his original "mentor". He has spent much of the intervening years developing his own abilities, and studies Tai Ch'i to focus and relax. Quote:Don't treat this like a big game Psymon. I am not playing. Background: Meng Jin was born in Hong Kong in 1978. He was born with exceptional mutant psychic potential. This was discovered by Menton in 1988 when the boy was merely ten. Using his own abilities to "prod" the boy along, he compelled the boys parents to seek out the organization known as PSI. Menton used a psychic link between himself and Jin to have the boy act as a "bug" on this Psionic based organization he wanted to keep tabs on.

Over the next six years Jin unwittingly served as a double agent within the "schooling" arm of PSI. Occasionally, Menton would cause Jin's power to overload (generally to strike out at something Menton "disapproved" of. This process would cause a slight psychic bleed that could be sensed by those with sensitivity to such matters. On one case, Rose of the Guardians sensed the bleed and followed the boy back to Millenium City and Mind Inc. In what turned out to be a three way confrontation between Menton, PSI and the Guardians, Jin and his family were safely extracted. The two villainous parties retreated, making sure that their coveres were uncompromised. Jin was taken to an UNTIL safe house and eventually enrolled in L'Institut Thoth while getting advanced degrees in Psionic Engineering. He never forgot what he owed Rose, and when SOLOMON contacted him he took the mantle of Psion inorder to repay the debt he felt.

Powers/Tactics: Psion doesn't like to use his powers recklessly. He tends to use his hand to hand combat skills against normals, using his mental powers to aid in keeping innocents safe (focusing his opponents on him with mental pushes, telekinetically holding them in the air, etc.) Campaign Use: A powerful mentalist with some martial arts and people skills.
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Mr. Winter

Mr. Winter

1121; Rick Adamson

Val Char Cost
20 STR 10
23 DEX 39
23 CON 26
12 BODY 4
13 INT 3
11 EGO 2
15 PRE 5
16 COM 3
8/16 PD 4
8/28 ED 3
5 SPD 17
10 REC 2
50 END 2
50 STUN 16
18" RUN 6
5" SWIM 3
4" LEAP 0
Characteristics Cost: 145

Cost Power END
75 Cryokinetic Abilities: Multipower, 75-point reserve
6u 1) Blizzard: Change Environment 32" radius, -3 PER Roll: Normal Sight, 3 Temperature Level Adjustment, Multiple Combat Effects, Varying Effect Very Limited Group (+1/4) (60 Active Points) 6
6u 2) Arctic Wave: Energy Blast 4d6 (vs. ED), No Normal Defense Standard (+1), Area Of Effect (16" Line; +1) (60 Active Points) [Notes: Defense is LS: Extreme Cold)] 6
5u 3) Cryonic Blast: (Total: 60 Active Cost, 48 Real Cost) Energy Blast 8d6 (vs. ED) (Real Cost: 40) plus Entangle 2d6, 2 DEF (20 Active Points); Vulnerable to Fire/Heat Very Common (-1), Linked to Energy Blast (-1/2) (Real Cost: 8) 6
3u 4) Ice Block: Entangle 6d6, 8 DEF (70 Active Points); Vulnerable: Fire/Heat Very Common (-1) 7
4u 5) Ice Cage: Entangle 4d6, 6 DEF, Area Of Effect (One Hex; +1/2) (75 Active Points); Does Not Prevent The Use Of Accessible Foci (-1) 7
4u 6) Ice Javelin: Killing Attack - Ranged 3d6 (vs. PD) (45 Active Points) 4
4u 7) Icicle Storm: Killing Attack - Ranged 2d6 (vs. ED), Autofire (5 shots; +1/2) (45 Active Points) 4
6u 8) Icicle Storm II: Killing Attack - Ranged 2d6 (vs. ED), Area Of Effect (3" Radius; +1) (60 Active Points) 6
1u 9) Ice Guantlet: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) 2
5u 10) Ice Sheet: Change Environment 32" radius, -4 to Characteristic Dex Rolls, Long-Lasting: 1 Hour, Personal Immunity (+1/4) (61 Active Points); Only vs opponents walking on the ground (-1/4) 6
6u 11) Winter's Touch: Drain Fire/Heat Powers 4d6, Variable Effect Two Powers Simultaneously (+1/2) (60 Active Points) 6
20 Cryokinetic Effects: Elemental Control, 40-point powers
19 1) Ice Chariot: Flight 15", Position Shift, Reduced Endurance 1/2 END (+1/4) (44 Active Points); Physical Manifestation (-1/4) 2
50 2) Ice Wall: Force Wall (12 PD/8 ED; 5" long and 2" tall) (Opaque: Sight Group) (70 Active Points) 7
12 Heat Resistance: Armor (0 PD/12 ED) (18 Active Points); Only Works Against Fire/Heat Limited Type of Attack (-1/2)
16 Armored Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2)
4 Temperature Adaption: Life Support , Safe in Intense Cold, Safe in Intense Heat
5 Temperature Sense: Detect A Single Thing (Temperature) 12-, Sense
2 Ice Walking: Environmental Movement (no penalties on/in Ice Walking)
14 Ice Slides: Multipower, 18-point reserve, all slots: Side Effects: Leaves Big chunks of Ice over the environments (+0) (18 Active Points); Physical Manifestation (-1/4)
1u 1) +9" Running (18" total) (18 Active Points) 2
1u 2) Gliding 18" (18 Active Points)
24 Toys from HardCore: Variable Power Pool (Gadget Pool), 20 base + 4 control cost (30 Active Points); OAF (-1), VPP Can Only Be Changed Between Adventures (-1/2)
Powers Cost: 293

Cost Skill
15 +3 with Multipower
3 Analyze: Combat 12-
3 Breakfall 14-
3 KS: Cooking (INT-based) 12-
2 KS: Sculpture 11-
3 Mechanics 12-
3 Power (Ice Powers) 11-
2 PS: Chef 11-
2 PS: Sculptor 11-
3 Teamwork 14-
3 Stealth 14-
3 Shadowing 12-
3 Security Systems 12-
Skills Cost: 48

Cost Perk
3 Anonymity
3 Fringe Benefit: Membership: New Guardians
Perks Cost: 6

Val Disadvantages
10 Dependent NPC: Icicle (Apparently related to Icestar, though not his sister) 11- (As powerful as the PC; Unaware of character's adventuring career/Secret ID)
5 Distinctive Features: cold to the touch, white hair and eys (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Distinctive Features: Clone (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
20 Hunted: Telios 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
10 Hunted: Blowtorch 8- (As Pow; Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
15 Psychological Limitation: Code vs Killing (Common; Strong)
15 Psychological Limitation: Must see to Icestar's Legacy (Common; Strong)
15 Psychological Limitation: Skirt Chaser; Can't refuse a pretty face. (Common; Strong)
15 Social Limitation: Secret Identity: Rick Adamson (Frequently; Major)
15 Social Limitation: Dark Secret (Clone of the Original Icestar) (Frequently; Major)
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 142Total Experience Available: 142Total Character Cost: 492Height: 5' 9"Hair: WhiteWeight: 175 lbsEyes: WhiteAppearance: An attractive young man with short cropped white hair and white eyes. He wears a black wig and contacts in his civilian id. His costume consists of a white jacket over a pale blue body suit with white gloves and boots. He wears no mask.Personality: Icestar was the only "family" Rick had. He seeks to do right by the memory of his brother. When he found that Icicle was indeed a relative (apparently a cousin) he has decided to keep track of her. He is unsure of how to approach, but he does want to keep her out of trouble. He is a good and noble young man with a slightly overdeveloped libido. Quote:Look, Howler, I know we have the Good Guy/Bad Girl thing going here, maybe you could come along quietly and we could have dinner in 3-5 when you get out? Background: Dr Winter started his life in Telios' Lab as part of a scheme to discredit, then destroy the Guardians, funded by one of their enemies. The Clones were successful to a point, for some reason unknown to anyone, the Icestar Clone developed individuality and a sense of right and wrong. The Icestar Clone contacted the Sentinals who managed to free the Guardians. The clones "master" activated failsafe devices that caused them each to suffer a massive and, in all cases but one, fatal heart attacks. The Icestar clone who had not been present with the other clones when they were slain was saved by the Guardians. The failsafe was removed, and the Guardians and Sentinals used their contacts to begin developing a life for the clone. He took a name, Rick Adamson, and enrolled at the local community college. A side effect of the near fatal heart attack turned his hair and eyes white. He adopted a costume and began fighting crime as Mr. Winter. When SOLOMON called he answered, and he constantly seeks to ensure the lasting legacy of his "brother". Powers/Tactics: An Ice Elemental, Mr. Winter is capable of creating an manipulating ice, and cold. He often makes an "Ice Chariot", which is basically a chunck of Ice that he can will into the air. He flys around on it. From there he generally seeks to incapacitate (entangle) his opponents, using his Cryonic Blast to slow them down. He saves the nastier Icicle Storm attacks for inanimates. Campaign Use: A legacy hero with a horrible comic cliche twist! What's not to love?
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Hard CoreTeam Inventor and Powered Armor.

Hard Core

Lee Javier Mendoza

Val Char Cost
15/40 STR 5
16/22 DEX 18
15/25 CON 10
10 BODY 0
25 INT 15
13 EGO 6
13/18 PRE 3
12 COM 1
6/21 PD 3
6/21 ED 3
3/5 SPD 4
6 REC 0
30 END 0
30 STUN 4
6" RUN 0
2" SWIM 0
3"/8" LEAP 0
Characteristics Cost: 72

Cost Power END
50 Weapons Array: Multipower, 75-point reserve, all slots: (75 Active Points); OIF (-1/2)
5u 1) Force Beam: Energy Blast 12d6 (vs. ED), Reduced Endurance 1/2 END (+1/4) (75 Active Points) (uses END Reserve) 3
5u 2) Mudulated Force Beam: Energy Blast 8d6 (vs. ED), Variable Advantage (+1/2 Advantages Limited Group of Advantages; +3/4) (70 Active Points) (uses END Reserve) [Notes: List of Available Advantages:AE 1 Hex (Wide Beam); Autofire (5 Shots) (Swarming Blast); Armor Piercing (Narrow Beam); and finally, No Range Mod (Tracing Beam).] 7
5u 3) Particle Beam: Killing Attack - Ranged 5d6 (vs. ED) (75 Active Points) (uses END Reserve) 7
5u 4) Capture Fields: Entangle 4d6, 4 DEF, Cannot Be Escaped With Teleportation (+1/4), Backlash (+1/2) (70 Active Points) (uses END Reserve) 7
Onboard Computer, all slots: OIF (-1/2)
2 1) Lightning Calculator (3 Active Points)
2 2) Bump Of Direction (3 Active Points)
2 3) Absolute Time Sense (3 Active Points)
2 4) Absolute Range Sense (3 Active Points)
Attibute Bonuses (Powered Armor), all slots: OIF (-1/2)
12 1) +25 STR (25 Active Points); No Figured Characteristics (-1/2) (uses END Reserve) 2
9 2) +6 DEX (18 Active Points); No Figured Characteristics (-1/2)
10 3) +10 CON (20 Active Points); No Figured Characteristics (-1/2)
3 4) +5 PRE (5 Active Points)
13 5) +2 SPD (20 Active Points)
30 Powered Armor: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2)
41 Antigravity Flight System: Flight 20", Position Shift, x4 Noncombat, Reduced Endurance 1/2 END (+1/4) (62 Active Points); OIF (-1/2) (uses END Reserve) 2
8 Communications Suite: High Range Radio Perception (Concealed (-2 to PER Roll), Telescopic (+1)) (15 Active Points); OIF (-1/2), Sense Affected As Sight & Hearing as Well As Radio (-1/4)
3 Light Enhancement Visor: Nightvision (5 Active Points); OIF (-1/2)
3 Thermo Imager: Infrared Perception (5 Active Points); OIF (-1/2)
5 Psionic Scanners: Mental Awareness (Concealed (-3 to PER Roll)) (8 Active Points); OIF (-1/2)
21 Protected Senses: (Total: 30 Active Cost, 21 Real Cost) Flash Defense (10 points) (Hearing Group) (10 Active Points); OIF (-1/2) (Real Cost: 7) plus Flash Defense (10 points) (Sight Group) (10 Active Points); OIF (-1/2) (Real Cost: 7) plus Flash Defense (10 points) (Radio Group) (10 Active Points); OIF (-1/2) (Real Cost: 7)
14 Suit Life Support: Life Support , 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, Self-Contained Breathing (29 Active Points); Costs Endurance Costs END Every Phase (-1/2), OIF (-1/2) (uses Personal END) 3
20 Power Supplies: Endurance Reserve (200 END, 10 REC) Reserve: (30 Active Points); OIF (-1/2) REC: (10 Active Points); Slow Recovery 1 Minute (-1/2)
48 Toys: Variable Power Pool (Gadget Pool), 40 base + 8 control cost (60 Active Points); OAF (-1), VPP Can Only Be Changed Between Adventures (-1/2)
Powers Cost: 318

Cost Skill
9 +3 with Weapons Array
5 +1 with HTH Combat
3 Computer Programming 14-
3 Demolitions 14-
3 Electronics 14-
3 Inventor 14-
3 KS: Video Games (INT-based) 14-
3 KS: Tech Industry (INT-based) 14-
3 Language: Spanish (completely fluent)
3 Lockpicking 12- (13-)
3 Mechanics 14-
3 Security Systems 14-
3 Streetwise 12- (13-)
3 Systems Operation 14-
3 Teamwork 12- (13-)
3 WF: Assault Rifles/LMGs, Handguns, Vehicle Weapons
7 Weaponsmith (Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Powered Armors) 14-
3 Scientist
2 1) SS: Chemistry (INT-based) (3 Active Points) 14-
2 2) SS: Cybernetics (INT-based) (3 Active Points) 14-
1 3) SS: Particle Physics (2 Active Points) 11-
2 4) SS: Physics (INT-based) (3 Active Points) 14-
2 5) SS: Robotics (INT-based) (3 Active Points) 14-
Skills Cost: 75

Cost Perk
3 Computer Link
3 Computer Link
9 Contact (Contact has: useful Skills or resources), Organization Contact (+2) (9 Active Points) 11-
9 Contact (Contact has: useful Skills or resources), Organization Contact (+2) (9 Active Points) 11-
8 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: useful Skills or resources, Very Good relationship with Contact) 12-
3 Fringe Benefit: Membership: New Guardians
10 Money: Wealthy
Perks Cost: 45
Cost Summary:Base Points:200Disadvantage Points: 0Experience Required: 310Total Experience Available: 0Total Character Cost: 510Height: 5' 7"Hair: BrownWeight: 145 lbsEyes: BrownAppearance: A good looking young hispanic man with bushy black hair, brown eyes and an infectious grin. He wears jeans and tee shirts most of the time, coveralls when working with heavy equipment and a Knicks cap on almost all occasions.

The Hard Core armor is standard western powered armor fare, metallic gold with red trim, black arms and legs. The helmet has an opaque red face plate.

Personality: Lee is living some serious wish fulfillment. He is a good man and understands his responsibility but it hasn't dampened his sense that he is the greatest theme park in the world. Lee enjoys matching technology against the likes of Dr Destroyer, the Warlord, and others, he has developed a veritable arsenal of gidgets, gadgets, and gizmos that he and the other Guardians can make use of. Quote:One, Giant Robot of Doom, breaker beam coming up!Background: Lee Mendoza was the pride of his neighborhood. A national merit scholar and national scientific merit scholar, he left New York for MIT at the age of 16. He excelled in school and got a job with Henderson Enterprises after he got his PhD. It was as a member of the "Maverick" division, a high level think tank with connections to L'Institute Thoth and other big time organizations. Lee was a favorite of owner and CEO Donald Henderson. He got to work on such high profile projects as the Guardians HyperJet and CombatVan. Working so closely with superheroes had given him the "bug" he began to develop ideas for a suit of powered combat armor that would let him join superheroes of New York in their battle against the forces of evil. It would be cool.

When the Guardians disappeared, Lee was sent a file from SOLOMON. In it he was given Marksman's identity of Donald Henderson, he was also given the resources to develop his combat armor and asked to aid the new Guardians team that would be soon forming.

Lee joined the team as a support personel at first. He completely redesigned the vehicles, and after his powered armor was done joined them as Hard Core.

Powers/Tactics: A powered armor fighter, Hard Core has learned to keep a distance in most cases and leave the hand to hand stuff to the experts. He uses his Capture Fields on agents and his Force Beam against most supers, saving his Modulated Force Beam for surprises and his Particle Beam for inanimate objects.Campaign Use: A genius inventor and powered armor hero. Not too distinct but always there for support.
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New Incarnations for old and unused teams

 

Where can I find information on the histories for the "inactive" super-teams throughout the Champions worlds? I have just got back into Hero System after a long absence. I lost most of my older stuff to a former friend who will get his just desserts.

 

I like the idea of reactivating an unused team, but I don't want to step on toes with a new campain. I am also thinking of just making my own city, populate it with my own history and characters, and just be done.

 

Any suggestions?

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Originally posted by Superskrull

nice stuff there, good spread of DCs and an interesting mix of origins. I have only one thing I can say.

 

Why did Crossfire buy Rapid Autofire twice? You listed it near the beginning of his skill list and again near the end.

 

Did he? Darn it. I thought I had gone over them pretty well. Will repair tout suite.

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Like this:

Originally posted by Enforcer84
Crossfire

Malcolm Kennedy

Val Char Cost
20 STR 10
27 DEX 51
20 CON 20
12 BODY 4
20 INT 10
15 EGO 10
18 PRE 8
18 COM 4
21 PD 6
19 ED 4
6 SPD 23
10 REC 4
40 END 0
40 STUN 8
7" RUN 2
3" SWIM 1
4" LEAP 0
Characteristics Cost: 165
attachment.php?s=&postid=91505
Cost Power END
13 Crossfire Custom Pistol: Multipower, 30-point reserve, all slots: (30 Active Points); OAF (-1), Must change clips to change slot.(1/2 Phase to change slot) (-1/4)
1u 1) Breaker Beam (Force): Energy Blast 6d6 (vs. PD), 4 Clips of 8 Boostable Charges (+0) (30 Active Points); Beam (-1/4)
1u 2) Mercy Ammo: Killing Attack - Ranged 2d6 (vs. PD), Stun Only (+0), 4 Clips of 12 Charges (+0) (30 Active Points); Beam (-1/4), Real Weapon (-1/4)
1u 3) Standard Ammo: Killing Attack - Ranged 2d6 (vs. PD), 4 Clips of 12 Charges (+0) (30 Active Points); No Knockback (-1/4), Real Weapon (-1/4)
1u 4) Shrieker Rounds: Flash 6d6 (Hearing Group), 4 Clips of 12 Charges (+0), Explosion (+1/2) (27 Active Points)
1u 5) Flare Rounds: Flash 5d6 (Hearing Group), 4 Clips of 12 Charges (+0), Explosion (-1 DC/2"; +3/4) (26 Active Points)
5 Another Pistol: Custom Power (5 Active Points)
20 Light combat armor: Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); OIF (-1/2)
3 Hard Ear Covers: Flash Defense (5 points) (Hearing Group) (5 Active Points); OIF(Mask) (-1/2)
7 Polorized Lenses: Flash Defense (10 points) (Sight Group) (10 Active Points); OIF (-1/2)
8 Throat Mic: Radio Perception/Transmission (10 Active Points); IIF (-1/4)
4 Thermal Imaging Lenses: Infrared Perception (5 Active Points); IIF (Mask) (-1/4)
3 Eagle Eye: Telescopic +2 to PER Rolls (only to offset the Range Modifier) (Sight Group)
9 Awareness: Enhanced Perception (+3 to PER Rolls for All Sense Groups)
20 Sonic Rifle: Energy Blast 10d6 (vs. ED) (50 Active Points); OAF (-1), Beam (-1/4), 12 Charges (-1/4)
9 Universal Toolkit: +2 Overall (20 Active Points); OAF (-1), Only with skills requireing tools (-1/4)
7 Lightning Trigger: Usable with up to 30 active points of firearms., Autofire (3 shots; +1/4) (7 Active Points)
24 Toys from HardCore: Variable Power Pool (Gadget Pool), 20 base + 4 control cost (30 Active Points); OAF (-1), VPP Can Only Be Changed Between Adventures (-1/2)
Powers Cost: 137
Cost Martial Arts Maneuver
Tae Kwon Do
4 1) Arm Sweep Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 2) Crescent Kick Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +20 STR to Disarm roll
5 4) Flying Side Kick: 1/2 Phase, +1 OCV, -2 DCV, STR +6d6 Strike
4 5) Front Kick: 1/2 Phase, +0 OCV, +2 DCV, STR +4d6 Strike
4 6) Knifehand Spearhand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6
4 7) Punch/Elbow Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +4d6 Strike
5 8) Side or Roundhouse Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +6d6 Strike
3 9) Takedown: 1/2 Phase, +1 OCV, +1 DCV, STR +2d6 Strike; Target Falls
1 10) Weapon Element: Blades
1 11) Weapon Element: Clubs
1 12) Weapon Element: Karate Weapons
1 13) Weapon Element: Staffs
8 14) +2 HTH Damage Class(es)
Zen Riflery
4 1) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 2) Smash/Thrust: 1/2 Phase, +0 OCV, +2 DCV, Weapon +4 DC Strike
5 3) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +20 STR to take weapon away
4 4) Accurate Shot: 1/2 Phase, +2 OCV, -2 DCV, Range +2, Weapon Strike
4 5) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Weapon +2 DC Strike
3 6) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Weapon Strike
5 7) Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Weapon Strike, +1 Segment
3 8) Diving Shot: 1/2 Phase, +0 OCV, +2 DCV, Range +1, Weapon Strike, Half Move Required, You Fall
5 9) Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Weapon Strike
3 10) Leg Shot: 1/2 Phase, +0 OCV, -1 DCV, Range +0, Weapon +2 DC Strike, Throw
4 11) Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Weapon +4 DC Strike
4 12) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Weapon +2 DC Strike
4 13) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +15 STR to roll
4 14) Trained Shot: 1/2 Phase, +2 OCV, +0 DCV, Range +0, Weapon Strike
0 15) Weapon Element: Clubs (Hand-to-Hand Maneuvers only)
0 16) Weapon Element: Pistols (Ranged Maneuvers only)
1 17) Weapon Element: Empty Hand (Takeaway Maneuver only)
Martial Arts Cost: 107
Cost Skill
8 +1 with All Combat
10 +2 with HTH Combat
10 +2 with Ranged Combat
9 +3 with any Firearm
12 +6 vs. specific OCV modifier on a tight group of attacks (FireArms)
5 Rapid Autofire
3 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
3 Weapon Familiarity: Clubs, Fist-Loads, Off Hand, Small Arms, Unarmed Combat
2 AK: NYC 11-
3 Breakfall 14-
3 Climbing 14-
3 Lockpicking 14-
3 Stealth 14-
3 Demolitions 13-
3 Electronics 13-
3 Mechanics 13-
6 Weaponsmith (Firearms) 15-
3 Concealment 13-
3 Criminology 13-
3 Cryptography 13-
3 Deduction 13-
3 Inventor 13-
3 Security Systems 13-
3 Systems Operation 13-
2 KS: NYC Street Gangs 11-
3 KS: Security Analysis (INT-based) 13-
3 Streetwise 13-
3 Fast Draw 14-
10 Two-Weapon Fighting (Ranged)
5 Rapid Attack (Ranged)
Skills Cost: 136
Cost Perk
5 Fringe Benefit: Concealed Weapon Permit (where appropriate), Membership: The New Guardians
4 Reputation (A large group; 11-) +2/+2d6
18 Contact (Henderson Industries) (Contact has access to major institutions, Contact has: very useful Skills or resources, Contact limited by identity, Very Good relationship with Contact), Organization Contact (+2) (18 Active Points) 11-
Perks Cost: 27
Cost Talent
3 Absolute Range Sense
3 Ambidexterity (Reduce Off Hand Penalty to -2)
6 Combat Luck (3 PD/3 ED)
6 Lightning Reflexes: +4 DEX to act first with All Actions
Talents Cost: 18
Val Disadvantages
15 Dependent NPC: Lois Kennedy (Mother) 8- (Incompetent)
10 Hunted: Sniper 8- (As Pow; Harshly Punish)
10 Distinctive Features: Martial Arts Style: Tae Kwon Do (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
15 Hunted: Arsenal: 8- (Occasionally), More Powerful, Harshly Punish
20 Hunted: VIPER: 8- (Occasionally), More Powerful, Harshly Punish, Extensive Non-Combat Influence
15 Psychological Limitation: Code Against Killing Common, Strong
10 Psychological Limitation: Believes in the will of the individual over environment (Uncommon; Strong)
10 Psychological Limitation: Paternal and overprotective of team-mates (Common; Moderate)
15 Psychological Limitation: Wants to honor the legacy of Marksman Common, Strong
10 Reputation: Legacy Hero 11-
5 Rivalry: Professional (Anti Gun Hero; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity ( Malcom Kennedy) Frequently (11-), Major
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 240Total Experience Available: 250Total Character Cost: 590Height: 6' 2"Hair: BlackWeight: 183 lbsEyes: BrownAppearance: A young, athletic african-american male. Crossfire's costume is a black, skin tight, beta cloth with a white "cross hairs" symbol on his heart. He wears a black jacket over this with the cross hairs on his right shoulder. His boots, gloves, and belt are white and his weapons are gunmetal gray.

He wears his hair short and a mask like his predecessor, leaving his mouth, chin, and hair visible.

Personality: Malcolm was always intelligent and insightful, he just thought he was forced by his life and environment to become a criminal and die at a young age. He watched his brothers die one by one; he saw the poverty all around him. He didn?t believe that he could leave under his own power. His experience with the Marksman changed that. Admittedly, he didn?t escape on his own; he was helped by Donald Henderson. But Henderson always maintained that it was Malcolm?s drive and desire that prompted him to ?even the playing field?. Malcolm?s success in his professional career was his own doing, his success as a crime fighter is his own doing. He is motivated to preserve the legacy of the man who helped guide him to his potential. Although he uses guns, Crossfire is a non lethal crime fighter, he is aware how he is perceived by some as a gun toting vigilante, but he merely points to his record as a crime fighter.Quote:Think about what you are doing to your life, your family, the fact that I never miss. Its all very deep to tell the truth.Background: Malcolm Kennedy was a ghetto stereotype. The youngest of four boys, his father died from illness related to his job when Malcolm was three. Raising her boys on her own, Lois Kennedy leaned heavily on her oldest son John. John was the victim of a botched drive by shooting when he was 18. His two younger brothers both joined gangs and were dead with in three years. Lois pleaded with the police, the schools, anyone, to help protect her youngest son from the violence and drugs of their neighborhood. Malcolm joined a gang when he was 13; He killed another boy when during his initiation. An intelligent, sensitive boy, Malcolm cried all night over what he had done. He told his mother what had happened and she wanted to call the police. Malcolm warned her that the gang had people on the force in their pockets and they would know who squealed on them. Desperate, she called the crisis line for a new super team (in 1981), the Guardians. She left a tearful message and then waited. Weeks went by and no contact from anyone, Lois was getting desperate. She bought a gun and was going to confront the gang herself.

On her way home from buying the gun she heard that seven NYPD officers had been arrested on charges ranging from corruption to murder. A squad car was at her building waiting for her when she got home.

Malcolm greeted his mother at the precinct. Informed that her son had confessed to the shooting death of another teen, Lois was fearful of ever seeing him again. Malcolm told her not to worry. When he hugged her, she felt his quiet strength, it was the first time she realized that at fourteen; her son was a man.

Outside the precinct, a man in a dark coat approached her. Under the coat and hat was the hero Marksman. He explained that he had taken her message to heart and investigated the gang and their police connections. Then he approached Malcolm and asked the boy what he wanted to do. Malcolm turned himself in.

Malcolm served four years of his sentence and was released to an outreach program sponsored by Henderson Electronics. It was there that the Marksman began Malcolm?s training. Malcolm had a GED in six months. He was given a scholarship to Syracuse University and studied criminology. He spent his summers as an intern at Henderson.

On his graduation, Don Henderson, the Marksman took Malcolm aside and asked him to take up the mantle of the Marksman if anything ever happened to him. He believed that Malcolm had shown over the six years that they had known each other that he was the best man for the job. Malcolm was honored. He took a job as a security specialist for Alcort Industries (even though Henderson Electronics (Now Enterprises) had offered him a job out of college, he wanted to make sure he succeeded on his own).

When the defenders disappeared in 1995, their AI, Solomon, contacted those who had been chosen to replace them. Malcolm met the other young heroes and was immediately placed in charge, being the oldest and most experienced.

After an initial period of getting to know each other, Malcolm quit his job at Alcort and took a ?consulting? position at Henderson Security. He then told his mother what his future held and asked her not to worry too much.

Two weeks later, the New Guardians appeared publicly, and Crossfire was born.

Powers/Tactics: A skilled marksman, trick shot, and hand to hand combatant, Crossfire generally uses his ranged weapons in a non lethal manner, having several types of "mercy" rounds. He will most often mix it up hand to hand with agents once he's disarmed them.Campaign Use: Just a legacy squirrl trying to get a nut. He spends much of his face time trying to inspire people to their potential. He stays out of political arena's and generally is well liked among the police, Primus agents, and citizens of New York. He is a staunch ally of the Sentinals and other heroes, save for murderous vigilantes.
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Originally posted by Enforcer84

Actually, it fills me with great pride. I love what you did with him. Pherhaps when I have the others drawn you'd like to color them? I might be able to get Dragon done today.

Well, I probably wont be able to get to it tonite, but Ill give it a shot :)
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