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World Watchers Beta Team


Grimble

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Hello Fellow Herophiles.

 

The super team I am currently running believes they need to hire a backup team. They are taking applications on their website or any way applicants can get one to their base. I've been having fun coming up with heroes that would want to apply for membership to the worlds premiere super team. Usually membership is invite only.

 

I thought I'd let you folks in on the fun. I'm looking for heroes with 100-350 pts. I don't need write-ups. What I'm after is a good description of the hero and their powers and personality. The leader of the World Watchers (PC Team) is coming up with a questionaire for the website in game. When I get that I'll post it here to make things easier.

 

Give me your serious heroes, your silly heroes, and one trick ponies. I'm looking to give the group LOTS of apllicants. Many will be turned down outright, but I will use as many as I can as recurring NPCs.

 

Thanks for any help you can offer. :thumbup:

 

 

Grimble

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Re: World Watchers Beta Team

 

I love the idea, but sadly I haven't introducted Foxbat to the group yet. I think he'd have to be a better known villain to use him like this.

 

...On the other hand...hmmm. This would be a great opportunity to revise and upgrade any Master Plan...

 

 

Grimble

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Re: World Watchers Beta Team

 

Hauptmann Helvetica

 

a former Swiss army officer with a subconscious precognitive gift he always seems to select just the right equipment for whatever task is at hand he is also an intuitive and brilliant tactician and skillful martial artist.

 

utility belt, variable pulse blaster and fighting sticks oh and of course his Swiss army knife.

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Re: World Watchers Beta Team

 

Blue Angel, a flyer with no other powers who is a duly deputized member of the local sheriff's dept and a certified paramedic. She helps out with the local Search and Rescue team and has a side job reporting traffic for 104.1 WBAM "Whu-BAM!" Radio, "Music and Madness in the Mornings." Not only can she call in traffic accidents, but she can land and lend a hand!

 

Her public ID and commitments to other endeavors (as noted above) could limit her usefulness to the team, as could her lack of powers and combat skills (she's got a service sidearm, and has qualified on it, but that's about it). However, she is popular with locals and has impeccable connections with the police and paramedics in the area.

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Re: World Watchers Beta Team

 

Remnant: A former pickpocket who wound up filching an experimental serum that gave him the ability to absorb superpowers from objects that have been affected by them. However, he only gets one charge from each object, and only the amount expended. For example, by collecting bounced bullets, he can gain armor or invulnerability.

 

Sadly, Remnant has never quite gotten over the habit of stealing, which could cause some problems, especially if the WW check into his criminal record.

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Re: World Watchers Beta Team

 

Deadeye was originally Frank Caine, a private investigator with a personality remiscent of those classic film noir P.I.s like Philip Marlowe and Sam Spade: tough, jaded, cynical, but with a rough code of honor and desire to do the right thing. He investigated a series of ritual killings, which culminated in him stumbling onto a fancy-dressed guy using weird lightshow powers to apparently attack three helpless women. Frank shot the man from behind, killing him instantly. The women showed their gratitude by transforming into demonic monsters and ripping Frank to shreds.

 

Awakening in Limbo, Frank heard voices that claimed to be Higher Powers informing him that the man he shot was a powerful white sorceror and that the "helpless women" were three succubi responsible for the ritual killings, whom the sorceror was trying to banish. They told Frank that his murder of the sorceror had incurred a great karmic debt which he would have to repay through benevolent acts on Earth. They sent Frank back; thing is, they didn't send him back alive. He looked and sounded normal, but to any close examination he was in effect a walking corpse.

 

Deadeye (as he calls himself) has classic detective and brawling skills, the power to detect supernatural forces, to strike blows at the souls of his opponents rather than their physical bodies, and the toughness and resilience to physical damage that comes from being, well, dead. He also has the power to drain the life force from living beings, which can be lethal if Deadeye doesn't control its use carefully. However, he sometimes has no choice but to use this power, as his body can no longer heal itself naturally; this is the only way he can repair injuries to it.

 

Deadeye's normally dark sense of humor has gotten even blacker as a result of his new status, which sometimes makes people around him uncomfortable. He's never been much of a joiner before, but he's felt very lonely and isolated from the rest of mankind since his return. He's starting to think that he might find acceptance among other paranormals.

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Re: World Watchers Beta Team

 

Danger Kid (and Ruff)

Danger Kid looks like your ordinary tween/teen - dreses in blue jeans, hi-tops, has blonde hair that looks like it's never seen a comb - except that he wears his great grandpa's flying goggles on his head and a red tshirt with the letters DK written on it in white. He carries a skateboard most places and desperately wants to be a superhero, or at least a superhero's sidekick.

 

He has the irrepressible belief of youth in his own invulnerability, plus he has a single power - he actually is practically invulnerable. Consequently, he constantly throws himself into dangererous situations in an attempt to 'help'. Hence his name.

 

Ruff is his pet dog - a terrier cross. Crossed with what? Who knows - is it important? Ruff is incredibly protective of Danger Kid, and can often be found fearlessly siccing the 'bad guys' as he and Danger Kid have 'adventures'. Ruff also has invulnerability similar to Danger Kid's and packs a mean bite that can pierce almost anything.

 

Danger Kid (and Ruff) would do almost anything to join a hero team, and won't take no for an answer easily. He'd think it was some sort of test, and so set out to prove himself worthy. Danger Kid believes in traditional heroic ideals that seem out of place with his generation. He also believe that catching bad guys is more important than school and homework.

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Re: World Watchers Beta Team

 

Ubermeister: Hat-headed Franz Klauhamm was thrilled to learn that he had the potential for amazing psychic powers. Unfortunately, after training, he discovered that he only had one power--mind control. Ubermeister is one of the top ten mind controllers in sheer strength, but it comes with many limitations. First, he can only control one person at a time, and only in line of sight. Second, Franz can't move a muscle while he's controlling someone. And third, Ubermeister's victims develop glowing red eyes and a tendency to speak in a monotone, dead giveaways that something's wrong.

 

This is why Franz wears body armor and carries a blaster, and his temper usually means he favors these. But with the right support team, his power can come in very handy.

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Re: World Watchers Beta Team

 

Dr. Bufo:

 

Once a mystic of no small power, Erik Olaafson was once one of the city's most dedicated defenders. When a fantastically powerful eldritch monstrosity began to breach the barriers between its dimension and ours (so that it might feast upon the souls of countless mortals), Erik put everything into ensuring that mankind was safe. Using every ounce of energy he posessed and more, he made sure that our dimension was out of reach and forever concealed from the invader from beyond - and in the process, destroyed himself.

 

Still, despite his sacrifice, a considerable portion of Erik's spirit remained. Faced with an eternity without a body, and with his time on our plane without one ticking by quickly, he did the only thing he could - he posessed his familiar. Its life force was connected to his, after all, providing an easy conduit - and his faithful pet would have soon died without his master anyway.

 

So Erik, having once been one of Earth's most powerful mystics, is now a four-inch-long talking toad with a Norwegian accent (Possibly with a cape and a tiny amulet or two as well).

 

Erik's powers are now far more limited in strength due to the fact that much less magical energy can be stored in and channelled through a tiny amphibian body, but the scope of his powers and skills remain as potent as ever.

 

(eg. a small VPP for the magic, with a surpisingly high EGO, INT, and a vast array of occult and knowledge skills. Probably some mental defense too, for truly this toad has a strength of will like unto a thing of iron!)

 

Naturally, people will assume he's fallen prey to one of his own spells that backfired!

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Re: World Watchers Beta Team

 

I didn't think of it at first, but Dr. Bufo pretty much needs a ridiculous PRE in some form as well - defense only, if you're playing him straight (because he looked a demigod in the eye, and spit in it); offense as well if you're playing him goofy.

 

"What was it, Jimmy? Who stopped you?"

 

"A t-t-t-t-toad!"

 

"AAAAUGH! RUN!"

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Re: World Watchers Beta Team

 

Antarcticus: A bit of a misnomer, Thomas Schnee, aka Antarcticus, does have an ability to Change Environment to cold (Area effect, 2" radius, "Hole in the Middle", No Range, -6 temperature levels), also with a pretty fair energy shield (he can literally drop any kinetic energy of an object to almost zero), but his other ability is a EGO Blast based on puns. (3d6, No End, Incantations, No Line of Sight, Target Must Be Able To Hear Incantation). He literally has two distinct psionic abilities (cryokinesis and telepathy), and he is constantly torn between using one or the other. He will probably end up spending experience points in both, creating a character that is neither/nor, and therefore not truly strong in either direction. His EGO Blast also has a vicious side effect- it affects all who hear it!

 

BlackAdder: BlackAdder is a human-snake hybrid, with all that that entails: he has no legs, but rather slithers about on his elongated lower abdomen and tail; he is quick and agile, can move stealthily, is quite strong, has a poisonous bite and a wicked tail blow, and has a very tough hide. He would be an ideal superhero except that people regard him very fearfully (almost as a villain), his bite can be deadly, he hates cold weather (he has a need for a heat jacket in chilly Chicago) and he gets really mad if somebody cracks wise about the British sitcom (Enraged 14-, Recovers 8-). Truth be told, people do tend to overdo the gag, and he is 25% Black Adder...

 

Kimmas The Medusan: An energy being too ugly to withstand, this is taken straight from the pages of Star Trek. It has EC:Ugliness. It has 3d6 Drain PRE and EGO, Insubstantial (Spirit Form), Major Transform (6d6 Sentient Being Into Insane Sentient Being, BOECV, Limited Effect: Target reduced to fleeing mindlessly and phobic until psychotropic drugs, extensive treatment or Telepathy is performed), Telepathy, Mind Control and a supernatural PRE, all of which are No Conscious Control- can use at will but cannot restrain, No END, Persistent, Line of Sight (but not with Always On) with major side effects (also affects surroundings within line of sight). It also has Bump of Direction and every Navigation skill known in the universe at 21-. Of course, its powers are also its weaknesses, and it may be the only 300-point character with 200 points in disadvantages. It has to live in a flying box most of the time to control its effects, and cannot really otherwise affect its physical surroundings, except to communicate telepathically or open the box). We are talking a major Negative Reputation and Distinctive Appearance, here! Also, it has Social and Psychological Limitations- it is a pacifist and is keenly aware of the hurt it can put on people.

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Re: World Watchers Beta Team

 

James 'Mimic' Caruso

James is a small quiet man who goes about his day-to-day job as an accountant as if he were born to the job. He has an eye for detail and a way with numbers that would normally make him a very rich man, if only he weren't so quiet and unassuming and unambitious. He is also unflappable, methodical, and some would even say emotionless. They'd be wrong - he just has incredible self control. He actually finds his chosen career quite boring, despite being incredibly good at it.

 

His appearance is always immaculate, even if he buys his suits off the rack he has one of those frames that makes them fit perfectly. He tends to like the colours brown and beige, eats the same thing for lunch every day (tuna fish sandwich), and is always on time.

 

He lives alone in a 2 bedroom apartment in the nice part of town with his dog Carson, a purebred bloodhound, and spends his nights reading Sherlock Holmes and Agatha Christie mysteries. He is mostly content, but dreams of the day where his powers could really make a difference.

 

James' powers are twofold, and he finds both slightly embarrassing. Firstly, he has minor shapeshifting abilities that allow him to alter his size by about 6 inches, and stretch to about the same. Secondly, he is able to create and duplicate any sound he has heard. The second power allows him to draw attention to himself, but he finds the thought mortifying.

 

He'd choose to wear a domino mask, hat, nice 3 piece suit, and a cape like the pulp heroes of old if he went to an interview, and would use his powers to make himself seem louder and more impressive than he is.

 

However, while his powers are relatively useful, it's his sharp perceptive mind and unflappable demeanour that would make him a valuable addition to a team.

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Re: World Watchers Beta Team

 

Bill The Blaster Collins- Detective and bounty hunter with eyes that act as teleport gates. He is able to pull any substance from anywhere and use it as an EB.

 

Tends to wear a suit and tie with sunglasses to cover his large, strange looking eyes and the scar tissue around them.

 

In combat, he tends to try to figure out an enemy's weakness and use that as his energy blast.

 

CES

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  • 2 weeks later...

Re: World Watchers Beta Team

 

had a go at a character sheet for Hauptmann Helvetica any suggestion or improvements gratefully received

 

Hauptmann Helvetica -

 

VAL...CHA...Cost...Total...Roll......Notes

15....STR.....5...15......12-.......HTH Damage 3d6 END [1]

33....DEX.....24...33......16-.......OCV 11 DCV 11

15....CON.....10...15......12-

15....BODY....10...15......12-

18....INT.....8...18......13-.......PER Roll 13-

18....EGO.....16...18......13-.......ECV: 6

21....PRE.....11...21......13-.......PRE Attack: 4d6

18....COM.....4...18......13-

4....PD......1...4/12.............4/12 PD (4/12 rPD)

4....ED......1...4/12.............4/12 ED (4/12 rED)

5....SPD.....7...5.................Phases: 3, 5, 8, 10, 12

6....REC.....0...6

30....END.....0...30

31....STUN....0...31

6....RUN......0...6"................END [1]

2....SWIM.....0...2"................END [1]

3....LEAP.....0...3"................3" forward, 1 1/2" upward

 

CHA Cost: 97

 

Cost...POWERS

61.....utility kit: Variable Power Pool (Gadget Pool), 45 base + 16 control cost, all slots Cosmic (+2) (111 Active Points); OIF (utility belt; -1/2), 12 Charges (-1/4); all slots 1 Continuing Charge lasting 1 Turn (-1 1/4), OAF (-1) - END=

24.....utility belt weapons: Multipower, 60-point reserve, (60 Active Points); OIF (utility belt; -1/2); all slots OAF (-1) - END=

1u.....1) fighting staff: Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) - END=2

3u.....2) variblaster: Energy Blast 8d6, 16 Charges (+0), Variable Special Effects (Any SFX; +1/2) (60 Active Points); OAF (-1), Beam (-1/4) - END=[16]

2u.....3) assorted grenades: Energy Blast 6d6, Explosion (+1/2), Variable Special Effects (Any SFX; +1/2) (60 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) - END=[6]

16.....armoured costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) - END=0

4.....just a scratch: Damage Resistance (4 PD/4 ED) - END=0

35.....precognitive targeting: Find Weakness 12- with All Attacks - END=0

13.....Danger Sense (self only, in combat, Function as a Sense, Intuitional) 14- - END=

40.....precognitive skill: +4 Overall - END=

20.....precognitive luck: Luck 4d6 - END=0

45.....precognitive reflexes: +15 DEX - END=

 

POWERS Cost: 264

 

Cost...MARTIAL ARTS

3......Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 5d6 +v/5, Target Falls

4......Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike

4......Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 40 STR vs. Grabs

3......Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on

4......Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR to Disarm

4......Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

2......Weapon Element: Blades, Clubs

8......+2 HTH Damage Class(es)

 

MARTIAL ARTS Cost: 32

 

Cost...SKILLS

5......Cramming

5......Cramming

5......Cramming

5......Weaponsmith (Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons) 13-

3......Paramedics 13-

6......WF: Common Melee Weapons, Common Missile Weapons, Small Arms

3......Stealth 16-

3......Tactics 13-

3......Teamwork 16-

3......Criminology 13-

3......Conversation 13-

3......Acrobatics 16-

3......Breakfall 16-

3......Acting 13-

3......Climbing 16-

3......Combat Driving 16-

3......Combat Piloting 16-

3......Demolitions 13-

3......Deduction 13-

3......Systems Operation 13-

6......Survival (Arctic/Subarctic, Mountain, Underground) 13-

3......PS: soldier 13-

3......KS: commando traning 13-

2......CuK: supervillains 11-

4......TF: Common Motorized Ground Vehicles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles

3......Lockpicking 16-

 

SKILLS Cost: 92

 

 

Cost...TALENTS

3......Bump Of Direction

3......Absolute Time Sense

5......Eidetic Memory

4......Speed Reading (x10)

 

TALENTS Cost: 15

Value..DISADVANTAGES

30.....Hunted: VIPER 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

35.....Dependence: not fighting people with time or luck powers Powers Gain 14- Activation Roll (Very Common, 1 Segment)

10.....Vulnerability: 2 x Effect luck and time powers (Uncommon)

20.....Social Limitation: under orders (Very Frequently, Major)

20.....Hunted: Swiss government 14- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching)

 

DISADVANTAGES Points: 115

 

Base Pts: 200

Exp Required: 185

Total Exp Available: 0

Exp Unspent: 0

Total Character Cost: 500

 

 

 

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Re: World Watchers Beta Team

 

Thanks for all the suggestions, folks! I've used several of them. My PCs have started interviewing Supers for their beta team. Hopefully next week the team will be hired. I'll post a list of those chosen and what they do.

 

 

Grimble

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  • 2 months later...

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