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[Super Team] Young Titans - GenCon 2007


OddHat

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Brother Normal looked seriously into the eyes of Grandmother Mountain. "You are certain of this, Grandmother?"

 

The old monster grinned widely, sharp yellow teeth showing against black lips. "They've taken our young prodigies under their wings, to raise as their own. A victory for the light."

 

Brother Normal's lips curved into a thin, tight smile.

 

The old monster's laughter was like thunder in the mountains.

----------

Eight young people, born to powers and abilities far beyond those of mortal men, born to be perfect sacrifices in a ritual that would win Brother Normal the powers of Heaven on Earth. The plot unfolded for over a decade. In the end, the New Circle, Earth's Mightiest Mystics, intervened. The New Circle saved the then children and took them in, offering wisdom, guidance, and kindness enough to balance, if only just, memories of what went before.

 

Today the Young Titans stand strong, heroes at the bright dawn of their careers, students of the New Circle and the Master.

 

And Brother Normal, the Shadow Emperor, smiles.

----------

The Young Titans will be featured as Teen Superheroes at GenCon in 2007. This thread is for character write ups, plot seeds, and other bits and pieces.

 

The Defilers, featured in the origin story of the Young Titans, can be found here.

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Re: GenCon 2007 - Young Titans

 

The first of the Young Titans, the mighty Susano!

 

YOUNG TITANS - SUSANO

 

Val Char Cost Roll Notes

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

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

23 CON 26 14-

12 BODY 4 11-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV: 3

15 PRE 5 12- PRE Attack: 3d6

10 COM 0 11-

 

24 PD 14 Total: 24 PD (14 rPD)

24 ED 19 Total: 24 ED (14 rED)

4 SPD 10 Phases: 3, 6, 9, 12

15 REC 0

46 END 0

49 STUN 0 Total Characteristic Cost: 148

 

Movement: Running: 6"/12"

Flight: 22"/352"

Leaping: 13"/26"

Swimming: 2"/4"

 

Cost Powers END

30 Lord of Storms and the Sea: Multipower, 60-point reserve, (60 Active Points); all slots Side Effects (Side Effect only affects the environment near the character; Power goes out of control; -¾), Requires A Master of Storms Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -¼)

3u 1) Susano's Lighting: Killing Attack - Ranged 4d6 (60 Active Points); Side Effects (Side Effect only affects the environment near the character; Power goes out of control; -¾), Requires A Master of Storms Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -¼) 6

Notes: Susano may release blasts of lightning to strike against his enemies.

3u 2) Master of Storms: Change Environment 1" radius, +4 Temperature Level Adjustment, Varying Combat Effects, MegaScale (1" = 1 km; Covers a 1 KM area; +¼), Personal Immunity (+¼), Varying Effect Broad Group (Any Weather Effect; +1) (60 Active Points); Side Effects (Side Effect only affects the environment near the character; Power goes out of control; -¾), Requires A Master of Storms Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -¼) 6

Notes: Susano is the master of storms, able to create virtually any weather effect at will. Susano himself is immune to the weather he creates.

3u 3) Call the Winds: Flight 22", x16 Noncombat (59 Active Points); Side Effects (Side Effect only affects the environment near the character; Power goes out of control; -¾), Requires A Master of Storms Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -¼) 6

Notes: Susano may ride the winds, travelling at great speeds.

14 Divine Resilience: Damage Resistance (14 PD/14 ED)

11 Divine Life Force: Life Support (Extended Breathing: 1 END per Turn; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)

5 Divine Recovery: Rapid Healing

12 Ride the Winds: Leaping +3" (13" forward, 6 ½" upward) (Accurate), Usable as Gliding (+¼) (12 Active Points) 1

 

Skills

15 Master of Storms: Power 17-

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

4 Language: English (completely fluent; literate)

2 KS: Japanese Mythology 11-

0 KS: Japanese Pop Culture 8-

0 KS: American Pop Culture 8-

0 PS: High School Student 8-

0 CK: The Eternal City of Babylon 8-

 

Total Powers & Skill Cost: 102

Total Cost: 250

 

150+ Disadvantages

20 Hunted: The Defilers 8- (Mo Pow, NCI, Capture)

10 Hunted: The New Circle 11- (Mo Pow, Watching)

10 Social Limitation: 15 Years Old (Frequently, Minor)

10 Distinctive Features: Divine Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

15 Psychological Limitation: Overconfident, thinks he's much more powerful and impressive than is actually the case (Very Common, Moderate)

15 Psychological Limitation: Protective of the Innocent, Wants to be a Hero (Common, Strong)

10 Psychological Limitation: Show Off and Thrill Seeker (Common, Moderate)

10 Psychological Limitation: Concerned about hurting innocents with the use of his storm powers (Common, Moderate)

 

Total Disadvantage Points: 250

 

Background/History: Born in Sapporo, Hiroshi Egawa's childhood was violent. His parents ignored Hiroshi's wild behavior, even encouraging it, until Hiroshi's 12th birthday, when his world changed. Hiroshi and seven other children he'd never met were taken by Hiroshi's parents to a hidden temple on the slopes of Mount Haguro. Forced to kneel, terrified, Hiroshi watched as a monstrous old woman conducted a ceremony. Hiroshi knew the ritual would end in his death. Power filled his body, but he could not to reach it.

 

And then the Heroes came. The New Circle scattered the cultists, chased off the old woman, and took Hiroshi and the other children to a city like nothing any of them had seen outside of dreams.

 

Now fifteen, Hiroshi has come to appreciate his new friends and teachers. Though his wild streak remains, Hiroshi knows what he wants to do with his life. He wants to be a Hero.

 

 

Personality/Motivation: Despite his wild side and impulsive risk taking, Hiroshi is good hearted, with a strong desire to be a true hero. While he can be thoughtless, his first goal is to protect the innocent. Of all the New Circle, he is closest to his mentor, Kanae, the Selkie Super heroine.

 

Powers/Tactics: Susano is the lord of the storm, able to call wind, rain and lightning to his service. His strength and resilience are superhuman, and his reflexes and speed are at the level of an Olympic athlete. If Susano's concentration falters, the storms he summons can boil out control, causing terrible damage.

 

Susano will usually use leaping and gliding to close with a target, then use brute strength to overcome the foe. If this fails, he may strike with his lightning bolts, or in extreme cases use his ability to Call the Winds to perform a Move Through on a gigantic, prone or distracted enemy.

 

Mentor Notes: Susano’s mentor is Kanae, a weather controlling Selkie (were-seal) super heroine and scientist.

 

Myth Notes: The mythical Susano was the god of sea and storms, a force for chaos in his youth who eventually became a force for order in the human world.

 

Campaign Use: A flying light brick and energy projector, Susano takes the Superboy / Supergirl slot on the team.

 

Appearance: A short, slender Japanese teen, Hiroshi dresses in typical teen fashions. In combat, he wears a white yukata covered in images of storms, martial artist slippers, and a wrestler's face mask patterned after Kabuki masks of the god Susano.

 

Character by Robert Dorf, 2007

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Re: GenCon 2007 - Young Titans

 

Next up, the tactical genius of the Yong Titans, the Judge:

 

JUDGE (YI KIN “EDDY” CHENG)

 

Val Char Cost Roll Notes

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

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

18 CON 16 13-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

13 EGO 6 12- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

10 COM 0 11-

 

4+12 PD 0 Total: 16 PD (12 rPD)

4+12 ED 0 Total: 16 ED (12 rED)

4 SPD 10 Phases: 3, 6, 9, 12

8 REC 0

36 END 0

29 STUN 0 Total Characteristic Cost: 85

 

Movement: Running: 6"/12"

Leaping: 4"/8"

Swimming: 2"/4"

 

Cost Powers END

1 Trained Mind: Mental Defense (4 points total)

12 Born to War: Combat Luck (6 PD/6 ED)

23 Call Chitu Ma : Summon 250-point Spirit Horse, Slavishly Devoted (+1) (100 Active Points); 1 Charge (-2), Extra Time (1 Turn (Post-Segment 12), -1 ¼) [1]

Notes: Summons the mighty Chitu Ma (Red Hare), Divine Ghost Horse of General Guan Yu

Armor of Guan Yu, The Demon Fighting General

8 1) Mask of Guan Yu: Detect Spirits and Supernatural Beings 13- (Unusual Group), Range, Sense (12 Active Points); OIF (-½)

9 2) Golden Armor of Guan Yu: Armor (6 PD/6 ED) (18 Active Points); OIF (-½), Protects Locations 3-5, 7-14, 16-18 (Replace with 14- in campaigns without hit locations; -½)

2 Green Dragon Crescent Blade: Stretching 1", Reduced Endurance (0 END; +½) (7 Active Points); OAF (Green Dragon Crescent Blade; -1), Limited Body Parts (Only extends reach with blade; -¼), Always Direct (-¼), no Noncombat Stretching (-¼), No Velocity Damage (-¼)

22 Green Dragon Crescent Blade: Multipower, 45-point reserve, (45 Active Points); all slots OAF (-1)

Notes: The Green Dragon is a Guan Dao, or reclining moon blade, a halbred with a curved, scimitar-like blade at the end of a shaft.

2u 1) Blade Edge: Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR), Affects Desolidified One Special Effect of Desolidification (Ghosts and Spirits; +¼), Reduced Endurance (½ END; +¼) (45 Active Points); OAF (-1) 2

2u 2) Blade Point: Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Affects Desolidified One Special Effect of Desolidification (Ghosts and Spirits; +¼), Reduced Endurance (½ END; +¼), Penetrating (+½) (40 Active Points); OAF (-1) 1

2u 3) Flat of Blade / Shaft: Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +½) (45 Active Points); OAF (-1), Hand-To-Hand Attack (-½)

2u 4) Mirror Polished Blade: Missile Deflection (Any Ranged Attack), Missile Reflection (40 Active Points); OAF (-1)

Notes: The user of the Green Dragon not only strikes incoming attacks from the air, but sends them back at the attacker.

Martial Arts - Kung Fu

Maneuver OCV DCV Notes

5 Block +1 +3 Block, Abort

4 Disarm -1 +1 Disarm; 30 STR to Disarm roll

4 Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Escape +0 +0 35 STR vs. Grabs

4 Punch +0 +2 6d6 Strike

1 Weapon Element: Polearms

 

Skills

Warrior Born, Heir to Guan Yu

3 1) Acrobatics 13-

3 2) Breakfall 13-

2 3) WF: Common Melee Weapons

3 4) Defense Maneuver I

3 5) Analyze: Combat 13-

3 6) Stealth 13-

3 7) Tactics 13-

3 8) Deduction 13-

9 9) +3 with Martial Maneuvers

9 10) +3 with Green Dragon Crescent Blade MP

2 11) TF: Riding Animals

3 Scholar

1 1) KS: Chinese Healing (2 Active Points) 11-

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

1 3) KS: Chinese Philosophy (2 Active Points) 11-

1 4) KS: Demon Lore (2 Active Points) 11-

1 5) KS: Kung Fu (2 Active Points) 11-

3 Linguist

0 1) Language: Cantonese (idiomatic; literate) (5 Active Points)

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

1 3) Language: Japanese (fluent conversation) (2 Active Points)

1 4) Language: Mandarin (completely fluent) (3 Active Points)

0 CK: The Eternal City of Babylon 8-

 

Total Powers & Skill Cost: 165

Total Cost: 250

 

150+ Disadvantages

10 Distinctive Features: Divine Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

20 Hunted: The Defilers 8- (Mo Pow, NCI, Capture)

10 Hunted: The New Circle 8- (Mo Pow, NCI, Watching)

10 Social Limitation: 15 years old (Frequently, Minor)

15 Psychological Limitation: Competitive, needs to prove he's the best (Common, Strong)

15 Psychological Limitation: Dedicated to protecting the innocent. especially against supernatural threats (Common, Strong)

20 Psychological Limitation: Code of Xia (Common, Total)

Notes: Be Righteous, Be Honorable, Use your skills to benefit all and not just for selfish gain

 

Total Disadvantage Points: 250

 

Background/History: From his fourth birthday, Yi Kin Cheng practiced kung fu daily with his father, the two training together in a rooftop garden overlooking the city of Hong Kong. Strong and large for his age, Yi Kin was also a mental prodigy, learning with remarkable speed. Yi Kin always believed his father was preparing him for some great task.

 

Then came the ceremony in a hidden temple on Mount Haguro, Yamagata prefecture, Japan. It was Yi Kin's twelfth birthday. Yi remembers the other children, and the horrible old woman. He remembers the coming of the heroes of the New Circle.

 

Since that day, Yi Kin's mentors in the New Circle have taught him much about the gifts he received on Mount Haguro, and his friends, the seven other children who shared in the ceremony, have proven worthy. Whether or not he truly is the reincarnation of the great general Guan Yu, Yi Kin will use his skills and weapons honorably, for the greater good of all.

 

Yi Kin prefers to be called "Eddy" by English speakers.

 

Personality/Motivation: Out of costume, Yi Kin is shy and withdrawn, opening up only when playing sports or discussing his studies. In the armor of Guan Yu, Yi Kin comes alive, playing the role of the Wuxia hero to the hilt, posing, boasting, and looking for any oportunity for a joke, pun or tag line. Yi Kin takes the Xia code very seriously, valuing personal honor, loyalty, and righteous behavior above all.

 

Yi Kin is not emotionally close to Night Hunter, his mentor. He respects the Night Hunter, and is grateful for his tutelage, but the sense of betrayal Yi Kin feels when thinking of his parents prevents him from fully trusting any authority figure.

 

Yi Kin's strongest emotional connection is probably to Chitu Ma ("Red Hare"), his horse.

 

Powers/Tactics: Without his armor, Guan Yu is big, strong, and quick for his age. Indeed, his strength and speed rival those of professional athletes. With quick wits, an instinctive understanding of combat and over a decade of martial arts training, he's a dangerous opponent. In the armor of Guan Yu and armed with the Green Dragon Crescent Blade, he becomes a legitimate threat even to paranormal foes. The Green Dragon Crescent Blade is particularly dangerous when used agains ghosts and other incorporeal foes.

 

Yi Kin has one mystic power that functions without his armor or weapon; he is able to summon a Spirit Horse he believes to be Red Hare, the legendary horse of General Guan Yu. See attached sheet.

 

Campaign Use: The "Normal" among Supers, taking the role of Robin and, to a lesser extent, Speedy. An effective martial artist and weapons master with a good selection of non-combat skills.

 

Mentor Notes: The Judge's mentor is the Night Hunter, Masked Wrestler of Justice. The Night Hunter is a master of magical devices and the martial arts, as well as a skilled detective.

 

Deity Notes: Guan Yu was a historical Chinese General whose exploits eventually led to him being canonized after death as the saint of Loyalty and Brotherhood in war. He was eventually elevated to the status of a full god. He is frequently invoked in loyalty oaths among the Chinese Triads, and is described in folklore as a fighter of demons and as the Judge of Heaven.

 

Appearance: A large and muscular Chinese teen, serious and well groomed. As the Judge he wears the golden armor of Guan Yu over green robes, and holds the Green Dragon Crescent Blade (a pole arm ending in a long, scimitar like blade). Guan Yu's armor includes a face mask in bright red styled like a traditional Peking opera mask; the face depicted is that of a youthful Guan Yu.

 

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Re: GenCon 2007 - Young Titans

 

And the Judge's faithful steed:

 

CHITU MA (RED HARE)

 

Val Char Cost Roll Notes

25 STR 15 14- Lift 800.0kg; 5d6 [2]

20 DEX 30 13- OCV: 7/DCV: 5

20 CON 20 13-

16 BODY 12 12-

13 INT 3 12- PER Roll 14-

5 EGO -10 10- ECV: 2

16 PRE 6 13- PRE Attack: 4d6

10 COM 0 11-

 

12+6 PD 7 Total: 18 PD (18 rPD)

12+6 ED 8 Total: 18 ED (18 rED)

4 SPD 10 Phases: 3, 6, 9, 12

9 REC 0

40 END 0

39 STUN 0 Total Characteristic Cost: 101

 

Movement: Running: 12"/24"

Flight: 19"/38"

Leaping: 5"/10"

Swimming: 2"/4"

 

Cost Powers END

6 Bite: HKA 1 point (½d6 w/STR), Affects Desolidified One Special Effect of Desolidification (Spirits; +¼) (6 Active Points) 1

21 Kick/Rear: HA +5d6, Affects Desolidified One Special Effect of Desolidification (Ghosts and Spirits; +¼) (31 Active Points); Hand-To-Hand Attack (-½) 3

2 Combat-Acclimated: +5 PRE (5 Active Points); Only To Protect Against Presence Attacks (-1)

6 Heavy: Knockback Resistance -3"

12 Horse's Legs: Running +6" (12" total) 1

6 Sharp-Eared And Keen-Nosed: +2 PER with All Sense Groups

Spirit Horse

12 1) Tough Skin: Damage Resistance (12 PD/12 ED)

12 2) The God's Blessing: Combat Luck (6 PD/6 ED)

24 3) Eternal Horse: Life Support (Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)

3 4) Bump Of Direction

5 5) Heaven's Favor: Luck 1d6

25 Spirit Horse Powers: Multipower, 25-point reserve

2u 1) Ride the Clouds: Flight 12" (24 Active Points) 2

2u 2) Ride the Lightning: (Total: 23 Active Cost, 21 Real Cost) Naked Modifier: MegaScale (1" = 1 km; +¼) for up to 25 Active Points (6 Active Points); Limited Power Power loses about a third of its effectiveness (Only to percieve the path ahead when moving at mega speed; -½) (Real Cost: 4) plus Flight 7", MegaScale (1" = 1 km; +¼) (17 Active Points) (Real Cost: 17) 3

2u 3) Ride to Heaven: Extra-Dimensional Movement (Single Dimension), x2 Increased Weight (25 Active Points) 2

Notes: Actually takes the horse and rider to the Celestial Stables

 

Skills

3 +1 with Bite, Kick/Rear

2 PS: Attack 11-

2 PS: Stop Attacking 11-

1 Riding 13- (3 Active Points); Complementary To Rider's Skill Only (-1)

1 That's One Smart Horse: Language: Mandarin (basic conversation)

Notes: Only to understand commands and make self understood, not true speech.

 

Total Powers & Skill Cost: 149

Total Cost: 250

 

150+ Disadvantages

15 Physical Limitation: Animal Intelligence Frequently, Greatly Impairing

5 Physical Limitation: Large (4m; -2 DCV, +2 to PER Rolls to perceive) Infrequently, Slightly Impairing

15 Physical Limitation: Very Limited Manipulation Frequently, Greatly Impairing

20 Psychological Limitation: Domesticated Very Common, Strong

10 Hunted: The Celestial Court 8- (Mo Pow, NCI, Watching)

10 Distinctive Features: DIvine Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

25 Experience Points

 

Total Disadvantage Points: 250

 

Background/History: Chitu Ma (Red Hare) was the legendary war horse of Guan Yu, the historical Chinese General who eventually became the god of Loyalty, Courage and Martial Brotherhood. Whether this particular Spirit Horse is actually the spirit of Red Hare is subject to debate.

 

This Spirit Horse first appeared to the boy Yi Kin "Eddy" Cheng during a ceremony that imbued the boy with a fraction of the essence of the god Guan Yi. Strapped to the horse's saddle were magical weapons and armor that only function in the hands of Yi Kin. Since that time, the horse has answered Yi Kin's call, ariving to serve the boy as transport, guardian, and companion.

 

The Celestial Stables appear to be a vast stable, filled with the finest, freshest grains and stable hands of superlative skill and kindness. An uninvited guest will quickly learn that the stable hands are themselves divine, as well as being skilled warriors. The Celestial Court does not grant audiences to unexpected visitors.

 

Personality/Motivation: Red Hare is strongly loyal to Yi Kin, and extremely bright for a horse. He is able to take complex instructions or make reasonably good decisions on his own as to when to attack and when to flee. His first instinct unless commanded otherwise will be to carry Yi Kin to safety.

 

Powers/Tactics: Red Hare has the powers of a typical Celestial Spirit Horse. He is very difficult to harm with most man made weapons, his hooves and teeth can harm even ghosts, he can run through the air as easily as he can on land, and he can, when he needs to, run almost impossibly fast. At will, he can return to the Celestial Stables.

 

In combat, Red Hare will generally dodge unless commanded to attack. While Red Hare faithfully serves Yi Kin, if seriously injured he may panic and retreat, possibly as far as the Celestial Stables. Red Hare will almost never continue to fight beyond three consecutive turns (GM's option).

 

Campaign Use: Steed for the Demon Fighter, playing the same role as the various Bat vehicles. Also gives an explanation for where Yi Kin's weapons and gadgets originally came from.

 

Appearance: A very handsome red horse, with the sleek lines of a racer. Wears a traditional Chinese style saddle.

 

 

Character by Robert Dorf, 2007

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Re: GenCon 2007 - Young Titans

 

Crossroads: The Young Titan's messenger, scout and trickster. Also, resident country music expert.

 

CROSSROADS (DANIEL KIBAKI)

 

Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

26 DEX 48 14- OCV: 9/DCV: 9

18 CON 16 13-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

13 EGO 6 12- ECV: 4

10 PRE 0 11- PRE Attack: 2d6

10 COM 0 11-

 

6+6 PD 3 Total: 12 PD (12 rPD)

6+6 ED 2 Total: 12 ED (12 rED)

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

7 REC 0

36 END 0

26 STUN 0 Total Characteristic Cost: 90

 

Movement: Running: 6"/12"

Flying: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

Teleportation: 14"/10,000 km

 

Cost Powers END

22 Knows all Tongues: Universal Translator 15-

20 Knows Many Secrets: Universal Traveller 13-

Notes: Universal Area Knoledge, see Ultimate Skill: Universal Scholar, p.49

6 Hidden Paths: Usable As Flight (+¼), Usable as Teleport (+¼) (6 Active Points) applied to Running 1

Notes: Character may move in thin air as easily as he moves on the ground, or may step from one place to another without passing through the space between

11 Moves Well in Combat: Armor (6 PD/6 ED), Hardened (+¼) (22 Active Points); Restrainable (-½), Nonpersistent (-¼), Limited Power Power loses about a fourth of its effectiveness (Must be aware of attack; -¼)

6 Divine Flesh: Damage Resistance (6 PD/6 ED)

5 Divine Blood: Rapid Healing

48 Eshu's Gifts (Space/Time Powers): Multipower, 60-point reserve, (60 Active Points); all slots Requires A Master of the Crossroads Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -¼)

5u 1) One Step: Teleportation 14", x32 Noncombat, Safe Blind Teleport (+¼) (60 Active Points); Requires A Master of the Crossroads Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -¼) 6

Notes: In one step, a distance of up to 14 hexes (28 meters) may be covered, or 512 hexes (1.24 km) out of combat.

4u 2) The Long Walk: Teleportation 10", Safe Blind Teleport (+¼), Reduced Endurance (½ END; +¼), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+¼) (55 Active Points); Requires A Master of the Crossroads Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -¼) 2

Notes: The Long Walk can be used to safely travel anywhere from 1 km to 10,000 km, enough to reach any point on Earth

4u 3) Step Out: Desolidification (affected by Space/Time Powers, Gravity Manipulation), Reduced Endurance (½ END; +¼) (50 Active Points); Requires A Master of the Crossroads Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -¼) 2

4u 4) Eshu's Trick: Teleportation 10", Reduced Endurance (½ END; +¼), Ranged (+½), Usable As Attack (+1) (55 Active Points); Requires A Master of the Crossroads Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -¼) 2

Notes: Allows the character to teleport the target against the target's will. Targets with Teleportation, EDM, and hardened Force Fields may resist this power.

5u 5) Eshu's Deadly Trick: Killing Attack - Ranged 1d6, Reduced Endurance (½ END; +¼), Indirect (Any origin, any direction; +¾), No Normal Defense ([standard]; +1), Does BODY (+1) (60 Active Points); Requires A Master of the Crossroads Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -¼) 3

Notes: The character intentionally mis-teleports the target. Does not work on targets with Teleportation or Extradimensional Movement related powers.

3u 6) Eshu's Trap: Entangle 4d6, 8 DEF (60 Active Points); Vulnerable (Uncommon; EDM or Teleport Powers; -¼), Cannot Form Barriers (-¼), Requires A Master of the Crossroads Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -¼) 6

Notes: Traps target in the middle of teleporting; target or another must exert enough force to break him free.

 

Skills

11 Lord of the Crossroads: Power 17-

3 Scholar

1 1) KS: American Country and Western music (2 Active Points) 11-

1 2) KS: Mystic World (2 Active Points) 11-

1 3) KS: Yoruba Mythology (2 Active Points) 11-

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

0 PS: High School Student 8-

0 PS: Farm Worker 8-

 

Total Powers & Skill Cost: 160

Total Cost: 250

 

150+ Disadvantages

20 Hunted: The Defilers 8- (Mo Pow, NCI, Capture)

10 Hunted: The New Circle 8- (Mo Pow, NCI, Watching)

10 Distinctive Features: Divine Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

10 Social Limitation: 15 years old (Frequently, Minor)

10 Psychological Limitation: Deep and abiding love for American Country and Western music (Common, Moderate)

Notes: Talks about C&W constantly, quotes song lyrics

10 Psychological Limitation: Trickster (Common, Moderate)

15 Psychological Limitation: Strong belief in justice, little respect for law (Common, Strong)

15 Psychological Limitation: Hero worship of Always (Common, Strong)

 

Total Disadvantage Points: 250

 

Background/History: Daniel Kibaki spent his first eleven years with his mother on a farm outside of Nairobi, learning of the outside world through the radio and through too brief glimpses in a one room rural school house. When he and his mother traveled to Japan to celebrate his twelfth birthday, it was like a dream.

 

When they arrived, it was like a nightmare. A smiling man took Daniel from his mother and delivered him to a hidden temple on a mountain side. The temple's main room held seven more frightened children, and a dozen men in robes and masks. The ugliest old woman Daniel had ever seen chanted, gestured and shrieked, and Daniel felt information flooding his mind. Daniel knew he was going to die.

 

And then men and women in costumes came, and saved everyone.

 

Daniel has spent the three years since learning to use his new powers. With mentors, friends and freedom, he is well on the path to becoming his own sort of Hero.

 

Personality/Motivation: Daniel is a trickster, but not malicious. He has little respect for laws and authority, but he does care about people, and is coming to accept the responsibilities that come with power. Daniel's chief interests are pranks, travel, and music, especially American Country and Western. He'll often quote Charlie Pride or Kenny Rogers lyrics, and usually dresses in American South Western fashions. Daniel used "the Gambler" as his code name for almost a year before he got tired of explaining he didn't have any luck powers.

 

Daniel idolizes his mentor Alan Haas, the superhero "Always".

 

Quote: You got to know when to walk away, know when to run.

 

Powers/Tactics: Daniel's powers reflect Eshu's nature as the trickster and messenger of the Yoruba gods. Daniel has an instinctive understanding of all forms of communication, and of the geography, layout and basic history of any location he has visited or in which he finds himself. Daniel is faster and more durable than a normal human, able to survive small arms fire with little lasting effect and to recover quickly from even serious injuries. He can move through space effortlessly, reaching almost any point on Earth in the blink of an eye, or step partially out of space, becoming wraith-like. He can even force others through space, sometimes with devastating effect.

 

Daniel will normally try to put distance between himself and his target and then start sniping.

 

When teleporting global distances, Daniel only needs to know a rough location, usually provided by his Universal Traveler power. He will rarely arrive exactly where he planned, but between his Safe Blind Teleport and ability to walk on air, this is usually not a problem.

 

Daniel's Power Skill is "Master of the Crossroads". Most of his Space/Time powers require a 14- roll against this skill to function. He may also use this skill to improvise new effects, as per the descriptions of Power Skill in 5thER, USk, and USPDB.

 

Campaign Use: Takes the Kid Flash slot as an unusual speedster. While his attacks aren't all that directly damaging, they're hard to defend against, and when used creatively can turn the tide of a battle. His Universal talents make him a good carrier of plot exposition as well.

 

Mentor Notes: Daniel’s mentor is Alan “Always” Haas, the fastest man alive. Alan has been something between a surrogate father and a big brother to Daniel since Daniel’s rescue. The two share a strong friendship, and Alan is one of the very few authority figures Daniel respects.

 

Mythology Notes: Eshu is a trickster, messenger of the gods, protector of travelers, and the escort of the spirits of the dead. He is one of the most widely worshiped African deities, and is more widely known in America under the name Papa Legba.

 

Appearance: A handsome, lightly built African teen with an unidentifiable accent, usually dresses in American South Western fashions. As Crossroads, wears a closely fitted black suit, red shirt, black wide brimmed hat, and red half face mask.

 

Character by Robert Dorf, 2007

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Re: GenCon 2007 - Young Titans

 

Nice.

Very nice.

 

Thanks, I appreciate any feedback whatsoever. ;)

 

At the version of this game I ran at Dundracon, the sidekicks were all Roman themed. It was fun, but the characters seemed a little too generic. So, this time, I'm going for a world myth theme. The Teen Titans / Inferior Five done as teen avatars of the gods.

 

The common origin story and self imposed word limit are a bit of a pain, but I'm trying to make things a little easier on the players.

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Re: GenCon 2007 - Young Titans

 

I give you the teen goddess of love, war, and magic, Freyja.

 

FREYJA (GUNDA KRISTENSEN)

 

Val Char Cost Roll Notes

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

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

18 CON 16 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV: 3

20 PRE 10 13- PRE Attack: 4d6

20 COM 5 13-

 

10+10 PD 0 Total: 20 PD (15 rPD)

10+10 ED 6 Total: 20 ED (15 rED)

4 SPD 10 Phases: 3, 6, 9, 12

14 REC 0

36 END 0

44 STUN 0 Total Characteristic Cost: 120

 

Movement: Running: 6"/12"

Flight: 16"/32"

Leaping: 10"/20"

Swimming: 2"/4"

 

Cost Powers END

30 Divine Flesh: Armor (10 PD/10 ED)

5 Divine Essence: Rapid Healing

5 Beloved of the Gods: Damage Resistance (5 PD/5 ED)

12 Seid Sight: Detect Magic and the Supernatural 12- (Unusual Group), Range, Sense

32 Seid Magic: Multipower, 40-point reserve, (40 Active Points); all slots Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -¼)

2u 1) Cloak of Feathers: Flight 16", Reduced Endurance (½ END; +¼) (40 Active Points); Restrainable (-½), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -¼) 1

Notes: Creates a cloak of feathers that becomes a pair of white wings.

2u 2) Brisingamen: (Total: 40 Active Cost, 23 Real Cost) +10 COM (5 Active Points); Costs Endurance (-½), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -¼) (Real Cost: 3) plus +35 PRE (35 Active Points); Costs Endurance (-½), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -¼) (Real Cost: 20) 4

Notes: Creates a necklace of amber stones that makes the wearer irresistible. Adds +7 to PRE skills. COM roll becomes 15-, and serves as a complimentary skill roll to appropriate uses of PRE skills.

1u 3) Gift of Prophesy: Precognitive Clairsentience (Sight Group) (40 Active Points); Precognition Only (-1), Vague and Unclear (-½), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -¼) 4

 

Skills

3 Persuasion 13-

3 Seduction 13-

3 Oratory 13-

3 Breakfall 13-

9 Goddess of War: +3 with Move By, Move Through, Dodge

11 Seid Magic: Power 16-

3 Scholar

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

1 2) KS: Romance Novels (2 Active Points) 11-

1 3) KS: Seid Magic (2 Active Points) 11-

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

3 Language: Old Norse (fluent conversation; literate)

0 AK: The Eternal City of Babylon 8-

0 PS: High School Student 8-

 

Total Powers & Skill Cost: 130

Total Cost: 250

 

150+ Disadvantages

20 Hunted: The Defilers 8- (Mo Pow, NCI, Capture)

10 Hunted: The New Circle 8- (Mo Pow, NCI, Watching)

10 Distinctive Features: Divine Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

10 Social Limitation: Only 15 years old (Frequently, Minor)

15 Psychological Limitation: Craves Approval and positive attention (Very Common, Moderate)

10 Psychological Limitation: Relentlessly cheerful and optimistic (Common, Moderate)

10 Psychological Limitation: Compassionate (Common, Moderate)

15 Enraged: When hurt or seriously insulted (Common), go 8-, recover 11-

 

Total Disadvantage Points: 250

 

Background/History: Anoka, Minnesota can be a very cold place. Gunda Kristensen spent the first eleven years of her life there, raised by strict but loving parents, learning to be cheerful and kind and everything they wanted her to be.

 

Then came her twelfth birthday, when she learned that her parents didn't love her. They took her to Japan on a "Birthday Trip", then handed her over to strangers. The strangers took her to a mountain temple, where she and seven other children cowered as the ugliest woman in the world chanted and shrieked, and men in robes stood too close and blocked all escape. Gunda felt her mind and body changing. She knew she was going to die.

 

And then Gunda saw the most beautiful woman in the world smash through the wall, and lead a group of heroes to save her.

 

Gunda has spent the last three years training with the others rescued that night, learning to use the powers she gained that night. Her teachers have been kind, as have her new friends. They want her to be a Hero. Gunda is trying to be what they want.

 

Personality/Motivation: Gunda loves the power she has as Freyja, the raw strength, the magic, the ability to make people love her. She loves that last most of all. Her parents betrayal has left her angry and afraid, feelings she hides with over the top Midwestern cheerful optimism. When her anger does emerge, she is prone to extremes of violence.

 

Gunda needs love and approval, most of all from her mentor, the Athenian.

 

Note that Gunda is only 15 years old, and was raised strictly. She may flirt, but she is not yet ready for any sort of adult relationship.

 

While her need for approval does drive her to use her powers for the benefit of others, there is a core of bravery and compassion in her character. As she matures, those traits may come to the surface.

 

Quote: Hey! Look at me!

 

Powers/Tactics: Freyja is superhumanly strong and resilient, with the speed of a top martial artist. While she will almost never be seriously injured by small arms fire, she does still feel pain. She is, considering her age, remarkably skilled at manipulating those around her, especially men. Recently her skills and powers in Seide magic have begun to emerge. She can clearly perceive magic and the supernatural, and has learned how to fashion rough approximations of the goddess Freyja's famed cloak of feathers and magical necklace, and to open her mind to generally difficult to interpret visions of the future.

 

The Cloak of Feathers permits Freyja to fly at just under 50 mph out of combat. In combat, it permits her to fly by her foes and strike (move by, -2 OCV/-2 DCV, 8d6 total damage) with sufficient force to seriously injure a normal man, or to fly directly into a foe (move through, -3 OCV / -3 DCV, 15d6 total damage) with enough force to do harm even to most superhuman opponents, at the risk of injuring herself. She is skilled with these attacks, and with avoiding incoming attacks (+3 skill levels w/ Move By, Move Through, Dodge).

 

The Brisingamen makes Freyja almost irresistible in social situations. Even in combat, it may allow her to distract a foe long enough to strike first. She may also be able to cause lesser foes to surrender or flee.

 

Mentor Notes: Freyja’s mentor is The Athenian, champion of the Dream of Athens and a woman gifted with great superhuman strength and speed, as well as an array of psychic abilities.

 

Mythology Notes: The goddess Freyja is more than just the Norse Aphrodite. She is the goddess of love, sex, beauty, war, death, prophesy, and magic. Freyja taught magic to Odin, and half the slain of Valhalla are given into her care.

 

Campaign Use: A light brick with moderate movement abilities and some access to magic, she fills the Wonder Girl slot in the team.

 

Appearance: An incredibly attractive teen girl, blond, blue eyed and very pale, with a healthy, athletic build. Has a strong Minnesota accent. Wears typical teen fashions in her everyday life. As Freyja, wears a white and red gymnast's leotard, a red domino mask, and either her cloak of feathers or the Brisingamen.

 

Character by Robert Dorf, 2007

 

 

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Re: [super Team] Young Titans

 

Mentor Points

 

The idea of the Mentor is important to this game, and so a house rule will be in place. Once per game session, each player may describe a flashback / splash panel / montage sequence explaining how a lesson taught to the character by the character's mentor relates to a current event in the game. This allows the character a guaranteed success on one roll, as they apply the lesson their mentor taught them.

 

Example: Hekate, teen mistress of the mystic arts, absolutely must successfully cast a spell after an initial failure, or the world is doomed. She has a flashback to a training session with her mentor, the Light.

 

"I'm not like you," Hekate had whined, "I don't have a protective ward that's always there! Bullets don't bounce off me! I can't think when people are shooting at me!"

 

The Light had nodded seriously. "Don't think, Hekate," the Light had said. "The magic is in your blood, your breath and bones. You are the magic, Hekate. Trust it; let it move you."

 

Now, Hekate opened her eyes, and let the magic move her.

 

Mechanics: Hekate's next roll will be a guaranteed success.

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Re: [super Team] Young Titans

 

Mentor Points

 

The idea of the Mentor is important to this game, and so a house rule will be in place. Once per game session, each player may describe a flashback / splash panel / montage sequence explaining how a lesson taught to the character by the character's mentor relates to a current event in the game. This allows the character a guaranteed success on one roll, as they apply the lesson their mentor taught them.

 

Example: Hekate, teen mistress of the mystic arts, absolutely must successfully cast a spell successfully after an initial failure, or the world is doomed. She has a flashback to a training session with her mentor, the Light.

 

"I'm not like you," Hekate had whined, "I don't have a protective ward that's always there! Bullets don't bounce off me! I can't think when people are shooting at me!"

 

The Light had nodded seriously. "Don't think, Hekate," the Light had said. "The magic is in your blood, your breath and bones. You are the magic, Hekate. Trust it; let it move you."

 

Now, Hekate opened her eyes, and let the magic move her.

 

Mechanics: Hekate's next roll will be a guaranteed success.

 

Repped for coolness.

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Re: [super Team] Young Titans - GenCon 2007

 

And now to Egypt, for Weaver, an archer and minor skills monster, the Young Titan's Speedy tribute.

 

WEAVER (HELENE WEHEBE)

 

Val Char Cost Roll Notes

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

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

18 CON 16 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV: 3

13 PRE 3 12- PRE Attack: 2 ½d6

14 COM 2 12-

 

6+12 PD 3 Total: 18 PD (12 rPD)

6+12 ED 2 Total: 18 ED (12 rED)

4 SPD 7 Phases: 3, 6, 9, 12

7 REC 0

36 END 0

27 STUN 0 Total Characteristic Cost: 80

 

Movement: Running: 7"/14"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

2 Not Easily Impressed: +5 PRE (5 Active Points); Limited Power Power loses about half of its effectiveness (Defensive Only; -1)

2 Athletic: Running +1" (7" total) 1

40 I See the Pattern: +6 Overall (60 Active Points); Requires A Pattern Sense Roll (-½)

Notes: This is a subtle form of magic. By seening the patterns in events, the Weaver can achieve the near impossible.

5 Divine Nature: Rapid Healing

12 Chosen of the Goddess : Combat Luck (6 PD/6 ED)

12 The Weaver's Robes: Armor (6 PD/6 ED) (18 Active Points); OIF (-½)

26 Neith's War Bow: Multipower, 52-point reserve, (52 Active Points); all slots OAF (Enchanted Bow; -1)

2u 1) Neith's Arrows: Killing Attack - Ranged 2d6, Autofire (3 shots; +¼), Affects Desolidified Any form of Desolidification (+½) (52 Active Points); OAF (Enchanted Bow; -1), 12 Charges (-¼) [12]

2u 2) Sekhemet's Arrows: Killing Attack - Ranged 2d6, Autofire (3 shots; +¼), Penetrating (+½) (52 Active Points); OAF (Enchanted Bow; -1), 12 Charges (-¼) [12]

2u 3) Thoth's Arrows: Energy Blast 3d6, No Normal Defense (No or Reduced Need for Sleep; +1), Autofire (3 shots; +1 ¼) (49 Active Points); OAF (Enchanted Bow; -1), 12 Charges (-¼) [12]

2u 4) Ra's Arrows: Killing Attack - Ranged 3d6-1, Autofire (3 shots; +¼) (50 Active Points); OAF (Enchanted Bow; -1), 12 Charges (-¼) [12]

Notes: Light/Heat SFX

2u 5) Neith's Hand: Missile Deflection (Any Ranged Attack), No Range Modifier (+½), Full Range (+1) (50 Active Points); OAF (Enchanted Bow; -1), 12 Charges (-¼) [12]

Notes: In a demonstration of Neith's role as protector of the innocent, the Weaver may shoot incoming attacks out of the air, protecting herself and others

 

Skills

19 Pattern Sense: Power 20-

0 0) PS: High School Student 8-

2 PS: Weaver 11-

3 Linguist

0 1) Language: Arabic (Egyptian) (idiomatic; literate) (5 Active Points)

2 2) Language: Egyptian, Ancient (fluent conversation; literate) (3 Active Points)

3 3) Language: English (completely fluent; literate) (4 Active Points)

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

1 5) Language: Greek (Modern) (fluent conversation) (2 Active Points)

3 Scholar

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

1 2) KS: Mystic World (2 Active Points) 11-

1 3) KS: Superhuman World (2 Active Points) 11-

3 Paramedics 12-

2 AK: The Eternal City of Babylon 11-

3 Breakfall 14-

3 Acrobatics 14-

3 Stealth 14-

3 Climbing 14-

3 Weaponsmith (Bows, Muscle-Powered HTH) 12-

4 WF: Common Melee Weapons, Common Missile Weapons

 

Total Powers & Skill Cost: 170

Total Cost: 250

 

150+ Disadvantages

20 Hunted: The Defilers 8- (Mo Pow, NCI, Capture)

10 Hunted: The New Circle 8- (Mo Pow, NCI, Watching)

10 Distinctive Features: Divine Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

10 Social Limitation: Only 15 Years Old (Frequently, Minor)

15 Psychological Limitation: Highly Competitive, believes in rules (Very Common, Moderate)

15 Psychological Limitation: Defender of Women and Children (Common, Strong)

10 Psychological Limitation: Enjoys Combat (Common, Moderate)

10 Psychological Limitation: Relentless Self Improver (Common, Moderate)

 

Total Disadvantage Points: 250

 

Background/History: Raised by a wealthy family in Cairo, Helene Wehebe was an athletic, competitive child, More than one boy was shamed by a loss to little Helene, but most found the girl's genuine friendliness enough to convince them to keep any bitterness to themselves. The younger children of the neighborhood soon started to turn to Helene as a protector, a mediator with and shield against local bullies. Helene's parents ignored their daughter’s adventures. Helene took their distance well; she knew she had a destiny.

 

On her twelfth birthday, Helene's parents took her on a trip to Japan. Her parents handed Helene over to a stranger, who in turn took the girl to a hidden temple in the mountains. Helene saw seven other children, each as frightened as she was. She saw masked men in robes, and an old woman like something out of a very old nightmare. The old woman sang and chanted, and Helene felt a door open in her own mind. She saw, for just an instant, the pattern of her life, the warp and weft, and she thought the thread was going to be cut.

 

And then the heroes of the New Circle arrived.

 

Helene has studied since with the other children she met on that night, instructed by the heroes and heroines who'd saved them. She has grown particularly close to Boudica, whose experience as both an athlete and heroine Helene finds inspiring. Helene still believes in her destiny; she plans to spin it herself.

 

Personality/Motivation: A classic tomboy, Helene is driven and competitive, but in a friendly way. Being beaten in a fair contest will make her push herself harder, being beaten by someone who (from Helene's point of view) cheats will make her furious. She still stands as a protector of children and the helpless, an aspect of her personality that has only become more pronounced as her powers have developed.

 

Helene was raised as a secular Muslim, and has moments of painful self doubt when thinking too deeply about the source and nature of her powers.

 

Helene has a close relationship with her mentor, Boudica, whom she views as an elder sister.

 

Quote: I can shoot you three times before you can move.

 

Powers/Tactics: Weaver's gifts are subtle but significant. Her ability to recognize all sorts of patens is supernatural, making her an effective combatant. She also learns and masters new skills with exceptional speed. Finally, using ordinary materials, she is able to craft objects with paranormal properties. Most notably, she has used this ability to craft a costume that provides her with considerable protection and a bow and arrows with an array of powers.

 

In combat, Weaver will normally start out with her levels split between OCV and DCV, picking and choosing her arrows and switching her levels as seems prudent.

 

Mythology Notes: Neith was an unusual mix of war and hearth goddess, with the role of craftswoman thrown in. She was goddess of weaving, a crafter of divine weapons, protector of women and children, and defender of the home.

 

Mentor Notes: Boudica is a female Green Arrow homage character, an incredibly skilled archer and martial artist who manages to defeat enemies who are in theory far more powerful than she is.

 

Campaign Use: Takes the Speedy/Arsenal slot in combat as a skills based sniper. Out of combat she's a minor skill monster, and will often have just the odd skill the group needs at a given time. Some overlap with the Judge, just as Speedy had some overlap with Robin.

 

You could make a reasonable argument that she doesn't need her power skill (it makes using her skill levels riskier wile only saving her one point). It was included to permit her to occasionally pull off power tricks based around Pattern Magic.

 

Appearance: An attractive Egyptian teen, Helene normally wears track suits or comfortable jeans and t-shirts. In combat, she'll wear her Weaver's Robes, a light, loose fitting head to toe costume in white an gold silk, including a hood and a scarf that conceals the lower half of her face.

 

Character by Robert Dorf, 2007

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Re: [super Team] Young Titans - GenCon 2007

 

Next up, Diamond, a basic brick suitable for players who like something simple, and the most durable of the Young Titans.

 

DIAMOND (VIRAT VIKRANT)

 

Val Char Cost Roll Notes

55 STR 45 20- Lift 51.2tons; 11d6 [5]

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

23 CON 26 14-

14 BODY 8 12-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV: 3

20 PRE 10 13- PRE Attack: 4d6

10 COM 0 11-

 

17+18 PD 6 Total: 35 PD (18 rPD)

17+18 ED 12 Total: 35 ED (18 rED)

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

16 REC 0

46 END 0

54 STUN 0 Total Characteristic Cost: 141

 

Movement: Running: 6"/12"

Leaping: 12"/24"

Swimming: 2"/4"

 

Cost Powers END

54 Divine Flesh: Armor (18 PD/18 ED)

18 Divine Power: Healing 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +½), Persistent (+½) (50 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 ¼), Self Only (-½)

6 Divine Speed: Leaping +1" (12" forward, 6" upward) (Accurate) 1

Martial Arts - Asura Style Wrestling

Maneuver OCV DCV Notes

4 Escape +0 +0 70 STR vs. Grabs

3 Hold -1 -1 Grab Two Limbs, 65 STR for holding on

4 Charge +0 -2 13d6 +v/5 Strike, FMove

4 Block +2 +2 Block, Abort

 

Skills

3 Breakfall 12-

0 PS: High School Student 8-

0 CK: The Eternal City of Babylon 8-

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

4 Language: English (completely fluent; literate)

6 +2 with Martial Maneuvers

1 KS: Asura 8-

Notes: A form of Wrestling

2 KS: Buddhist Philosophy and Mythology 11-

 

Total Powers & Skill Cost: 109

Total Cost: 250

 

150+ Disadvantages

20 Hunted: The Defilers 8- (Mo Pow, NCI, Capture)

10 Hunted: The New Circle 8- (Mo Pow, NCI, Watching)

10 Social Limitation: 15 years old (Frequently, Minor)

10 Distinctive Features: Divine Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

15 Psychological Limitation: Highly protective of Innocents (Common, Strong)

10 Psychological Limitation: Charitable, Vegetarian (Common, Moderate)

15 Psychological Limitation: Overconfident, thinks he's indestructible, likes a good brawl (Very Common, Moderate)

10 Psychological Limitation: Tries to live up to Vajrapani's Legend (Common, Moderate)

Notes: Tries to play the role of a Buddhist Herakles, determined to find or re-create the Thunder Scepter and magic noose.

 

Total Disadvantage Points: 250

 

Background/History: Only son of a well off family in Bangalore, India, Virat's childhood was much like that of most boys of his class. He enjoyed school even if he didn't excel, and found a niche in athletics. His parents often seemed distant, but his relationships with teachers and friends were close and healthy.

 

Just before his twelfth birthday, Virat's father took him on a trip to Japan. Virat's mother stayed behind. Once in Japan, Virat traveled with his father to a small, hidden temple in the mountains. On arrival, Virat watched with mounting panic as his father donned a strange robe and mask. "Stand with the other children, boy" his father ordered him, shoving Virat into a room with seven other boys and girls near Virat's age. Virat obeyed. His father, along with other men and women in masks and robes, moved about the room. By an alter, an old woman, bigger and ugglier than any woman Virat had ever seen, began to sing and chant, and Virat felt something changing in his body. He had never felt so afraid.

 

And then men and women in costumes smashed through the doors.

 

In the three years since, Virat has studied and trained in the strange, Eternal City of Babylon. He has forged new friendships, and worked to forgive his parents.

 

The god Vajrapani has a Thunder Scepter for hitting demons and a lasso for binding them. Virat sometimes complains that he has yet to receive either.

 

Personality/Motivation: Virat is cheerful, friendly, and enjoys a good brawl. He tries to be a good Buddhist, but will point out that pacifism works best when a strong man is available to protect those who can not or will not protect themselves. He takes his studies seriously, and isn't stupid, but it takes him some time to think through a problem, and he's generally happier just grabbing something and squeezing until the issue is resolved.

 

Diamond is slightly jealous of the other Young Titans/ magical equipment, and is determined to find some way of getting his hands on Vajrapani's Thunder Scepter and Magical Noose. He tends to overestimate his own toughness, and tries hard to prove himself worthy as the heir of Vajrapani.

 

Quote: Accept the Buddha, or I thump you! (grins)

 

Powers/Tactics: Vastly strong, incredibly tough, and a skilled brawler, Diamond will usually open with a show of his strength or invulnerability and try to talk his enemy into surrendering. He tends to assume that nothing can hurt him, and will take excessive risks accordingly.

 

If someone does manage to hurt him, Diamond will start pulling out the stops, using his Charge maneuver, Hold and Throw, or Hold and Squeeze to good effect, and using his Block maneuver to buy time until he can catch his considerable second wind. He usually places his Combat Skill Levels into OCV.

 

Campaign Use: A basic brick with some martial arts and very good defenses, Diamond takes the Cyborg role on the team. A good character for less experienced Champions players, or those who just want to hit something.

 

Myth Notes: Vajrapani is effectively the Buddhist Hercules, a strong man in a tiger skin who protected the Buddha and eventually came to symbolize the power of all the Buddhas. He still has a following among yogis and wrestlers, and had a side line in binding demons and rain godding. He is depicted in a crown and tiger skin, holding his Thunder Scepter in his right hand and his magic demon binding noose in his left. His name means “Thunderbolt” or “Diamond”.

 

Mentor Notes: Diamond’s mentor is Legend, a flying brick and energy projector and overall big blue boyscout. Legend and Diamond’s personalities mesh well.

 

Appearance: A tall, heavy set, very muscular Indian teen, still beardless. Out of combat, prone to bodybuilder wear, especially hawaian shirts and loose shorts. In combat, wears a wrestlers singlet in a tiger pattern and a tiger striped wrestler's mask.

 

Character by Robert Dort, 2007

 

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Re: [super Team] Young Titans - GenCon 2007

 

The Young Titans are great' date=' but aren't they a little outmatched by The Defilers? I can maybe see the whole team taking on Dragon King. Maybe.[/quote']

 

The young titans, as a team, are not quite a match for any one of the main four Defilers (imo). :)

 

The convention game plot won't play out as a straight up fight with any of the big four.

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Re: [super Team] Young Titans - GenCon 2007

 

Presenting Hekate, teen goth super-mage.

 

HEKATE (ELENI ANDRIOLA)

 

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

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

18 CON 16 13-

12 BODY 4 11-

18 INT 8 13- PER Roll 13-

20 EGO 20 13- ECV: 7

10 PRE 0 11- PRE Attack: 2d6

12 COM 1 11-

 

6 PD 4 Total: 26 PD (26 rPD)

6 ED 2 Total: 26 ED (26 rED)

4 SPD 10 Phases: 3, 6, 9, 12

6 REC 0

36 END 0

26 STUN 0 Total Characteristic Cost: 95

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

15 Eyes of Hekate: Detect Magic and Spirits 13- (Unusual Group), Range, Sense

6 Trained Will: Mental Defense (10 points total)

9 Divine Emo Girl: Damage Resistance (6 PD/6 ED/10 Mental Def.) (11 Active Points); Limited Power Power loses about a fourth of its effectiveness (Does not prevent penetration; -¼)

Notes: Hekate's skin can be cut, but damage tends to be superficial and heals supernaturally swiftly.

14 Divine Emo Girl II: Healing 2 BODY, Reduced Endurance (0 END; +½), Persistent (+½) (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 ¼), Self Only (-½)

3 Witch Walk: Usable as Flight (+¼) (3 Active Points) applied to Running 1

71 Queen of Ghosts: Variable Power Pool, 50 base + 21 control cost, Powers Can Be Changed As A Half-Phase Action (+½) (87 Active Points); Limited Class Of Powers Available Slightly Limited (Spell construction restrictions; -¼); all slots Side Effects (The Price; -½)

Notes: Mental spells must have Eye Contact Only or 0 DCV Concentration; Physical spells must have Gestures and Incantations. All spells carry The Price; on a failed skill roll, the spell will turn on the caster in some way.

0 1) Gorgon's Gaze: Entangle 2d6, 2 DEF, Takes No Damage From Attacks Limited Group (+¼), Works Against EGO, Not STR (+¼), Based On EGO Combat Value (Mental Defense applies; +1) (50 Active Points); Mental Defense Adds To EGO (-½), Eye Contact Required (-½), Side Effects (The Price; -½), Cannot Form Barriers (-¼) Real Cost: 18 5

0 2) Thantanos Eye: Killing Attack - Ranged 1d6, Based On EGO Combat Value (Mental Defense applies; +1), Does BODY (+1) (45 Active Points); Eye Contact Required (-½), Side Effects (The Price; -½) Real Cost: 22 4

0 3) Hypnos Stare: Mind Control 8d6, Telepathic (+¼) (50 Active Points); Eye Contact Required (-½), Side Effects (The Price; -½) Real Cost: 25 5

0 4) Helios Shaft: Energy Blast 10d6 (50 Active Points); Side Effects (The Price; -½), Gestures (-¼), Incantations (-¼) Real Cost: 25 5

0 5) Zeus' Aegis: Force Field (20 PD/20 ED), Costs END Only To Activate (+¼) (50 Active Points); Side Effects (The Price; -½), Gestures (-¼), Incantations (-¼) Real Cost: 25 4

0 6) Nyx's Blessing: Invisibility to Sight, Hearing and Smell/Taste Groups , No Fringe, Costs END Only To Activate (+¼) (50 Active Points); Side Effects (The Price; -½), Gestures (-¼), Incantations (-¼) Real Cost: 25 4

0 7) Queen of Ghosts: +50 PRE (50 Active Points); Limited Power Power loses about half of its effectiveness (Only versus Ghosts and Spirits; -1), Side Effects (The Price; -½), Gestures (-¼), Incantations (-¼) Real Cost: 17

 

Skills

15 Wiccan Theurgy: Power 19-

3 Analyze: Magic 13-

3 Scholar

1 1) KS: Goth Culture and Music (2 Active Points) 11-

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

2 3) KS: Mystic World (3 Active Points) 13-

1 4) KS: Supernatural Creatures (2 Active Points) 11-

3 Linguist

4 1) Language: English (idiomatic; literate) (5 Active Points)

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

0 3) Language: Greek (Modern) (idiomatic; literate) (5 Active Points)

1 4) Language: Latin (completely fluent) (3 Active Points)

2 CK: The Eternal City of Babylon 11-

0 PS: High School Student 8-

 

Total Powers & Skill Cost: 155

Total Cost: 250

 

150+ Disadvantages

20 Hunted: The Defilers 8- (Mo Pow, NCI, Capture)

10 Hunted: The New Circle 8- (Mo Pow, NCI, Watching)

10 Distinctive Features: Divine Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

10 Social Limitation: Only 15 years old (Frequently, Minor)

15 Psychological Limitation: Tries to be mysterious and enigmatic, overly dramatic (Very Common, Moderate)

20 Psychological Limitation: Believes strongly in rules, laws and rituals, always polite, neat and orderly (Very Common, Strong)

15 Psychological Limitation: Xenophile, fascinated by the strange and unusual, fascinated by magic (Very Common, Moderate)

 

Total Disadvantage Points: 250

 

Background/History: Growing up moving back and forth with her family between Thessaloniki, Greece, and Vancouver, Canada, Eleni Andriola found it difficult to form friendships with other children, or to understand the actions of the adults around her. Eleni retreated into books and music as much as she could, into myths and fantasies where magic words and knowing the rules could solve any problem.

 

Then came her twelfth birthday, and another trip to another foreign country, this time just with her mother. The pair traveled together to a small, hidden temple in the mountains of Yamagata, Japan. Once at the temple, Eleni's mother sent Eleni inside, then turned away. Eleni was dragged by men in robes and masks to a central room, and placed with a group of seven other children. A monsterous old hag began to chant and shriek, and Eleni knew the rules for this very old story. The children were going to die.

 

And then the doors burst in, and the Heroes came, and Eleni knew the rules had changed.

 

Now, three years later, Eleni studies under the heroes of the New Circle, alongside the others rescued that night. She lives in an incredible city, travels the world, and follows the rules. It's a pretty good story.

 

Personality/Motivation: Hekate (as she prefers to be called) loves goth clothing and music, fantasy and science fiction (especially involving ghosts or vampires), and anything to do with magic. Like many from a chaotic background, what Hekate cares most about is seeing everything done in an orderly and correct manner. She is excessively polite, ostentatiously rules conscious, and tries to appear wise and mysterious. She is more of a typical teen goth girl than she'd ever willingly admit.

 

Hekate is very curious about anything related to the paranormal. She gets along well with her mentor, the Light, but has trouble admitting just how much the older woman knows about magic.

 

Quote: Dark dragons of despair descend down and deliver their defiant doom upon me...guys? Wait up!

 

Powers/Tactics: Hekate is a mage of almost unheard of natural talent, able to cast a wide variety of spells. She detects and understands magic and spirits with minimal effort, and heals supernaturally quickly from most injuries. She also has the magical ability to walk on air.

 

Hekate will normally call upon Zeus' Aegis or Nyx's Blessing at the start of a battle, then look for oportunities to support her team mates or bring her offensive spells into play. Out of combat, she has the ability to come up with magical solutions to many problems.

 

Mythology Notes: Hekate is a Titan turned Greek goddess of magic through her alliance with Zeus, with a host of other duties she has had and given up to other goddesses over the years (the moon, childbirth, wisdom, etc). Still worshipped by wiccans today. Her roman name was Trivia.

 

Mentor Notes: Hekate’s mentor is “the Light”, a female Chinese sorceress and latest in a long line of Knights of the Jade Lantern.

 

Campaign Use: The most traditional Super Mage on the team, and a handy toolbox of special abilities to keep the plot moving. Takes the Raven slot.

 

Appearance: A short, fit Greek teen with black hair and blue eyes, prefers to wear goth fashions. In combat, adds heavy goth makeup to her most elaborate goth ensembles, and uses her magic to further conceal her facial features.

 

Character by Robert Dorf, 2007

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Re: [super Team] Young Titans - GenCon 2007

 

Hekate is the first one you spent any points on COM for (can't be bothered to make that sentence grammatical.) Any particular reason?

 

Freyja is the avatar of a Love Goddess and has a COM 20, or 30 with her necklace. Weaver is an athletic teen with a COM of 14, cutest girl in school level, and will probably get up to 16+ in a few years. Hekate is a small, athletic girl with a COM of 12, and will probably be in the 14+ range as an adult. The boys are all stuck at 10, slightly better looking than average, and could probably use more variation. Mostly I wasn't thinking of them as being exceptionally attractive; I don't usually spend points on COM unless I think of it as being a noteworthy part of the character.

 

As to how many points should be spent on COM, I often think of it in terms of perks or skills:

 

1-2 points: Enough to buy a minor reputation, modest wealth, a familiarity or standard professional skill. Good for people attractive enough to notice, or even enough to earn a modest living.

 

3-5 points: This person could be earning a fair living off of a skill at STAT or STAT+1, he could have a fairly noteworthy reputation for 3-5 points, or he could have comfortable wealth. This many points spent on COM indicates someone who could make a solid living off of his or her looks.

 

6+ points: This number of points on perks could give a character real wealth or a great reputation. Someone who spends 6+ points on COM is almost certainly known for their looks and able to make an exceptional living off of them if so inclined, even without other skills. Probably only a few hit this level in a generation.

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