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Heroes from All Fifty States


Egyptoid

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North-Eastern sector Heroes

 

I'm doing basically one character sheet a week.

Anyone is welcome, this is not my baby alone.

Even if you can just submit a synopsis, I'll do the number crunching.

 

PA - Captain Keystone

OH - Captain Buckeye

 

NH - Granite

RI - Providence

 

VT - Green-Tech

NJ - Jersey Devil

 

NY - Legal Alien

ME - Bucherondeau

 

CT - Nutmegger

DC - Represent

 

MA - Doc Salem

Please Help America Needs You Now More Than Ever.

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Re: Heroes from All Fifty States

 

It's not a write-up (I'm still working on that), but here's the character background for The Mountaineer:

 

--

 

He went to war a fresh-faced boy of eighteen years. Just a few weeks later he found himself wounded and alone, the rest of his unit dead or retreated. He lay on the cold, muddy ground, rain and darkness surrounding him, and waited for the end to come.

 

Three days later he awoke, weak, cold, and hungry, but alive. He found a friendly unit and joined up. Over the next three years he fought in numerous bloody engagements, including some of the key battles of the war. He was often injured, sometimes seriously, but never fatally. He always recovered.

 

He was there when the final shots were fired and the surrender orders were signed. That was in 1865, in Appomattox.

 

After the war, he returned to his hometown of Mill Creek, now in the newly formed state of West Virginia, and settled down. He married, raised children, ran a successful farm, and saw his children grow up and have children of their own. As he saw his wife, his children and his friends slowly growing older, he came to realize that he was hardly aging at all.

 

He grew a beard to hide his youthful face and tried to hide his unique condition as best he could. When his wife died, he decided it was time to move on, so he engineered his own ‘death’ as well. He moved to a new town and started a new life. It would be a pattern he’d follow several more times over the next 120 years.

 

He’s been doing this for so long that he doesn’t even remember his real name any more. Since the death of his wife, he’s fought in six major wars and more than a dozen smaller conflicts around the world. He’s fought at San Juan Hill, the Argonne, Iwo Jima, Incheon, Quang Tri, and Baghdad, as well as other locations in the Balkans, Africa, southern Asia, Central America, and the Middle East. But he’s recently decided to fight in a different kind of war—the war against crime, corruption, and terrorism. With his vast experience and apparent immortality as his main weapons, he’s taken up the fight for justice as the native son of West Virginia: The Mountaineer.

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Re: Heroes from All Fifty States

 

Here's the write-up I have for Seminole.You can alter the background if you wish.

 

Seminole (Jeremiah Spottedhorse)

 

Val Char Cost Roll Notes

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

30 DEX 30 15- OCV: 10/DCV: 10

20 CON 20 13-

20 BODY 20 13-

20 INT 10 13- PER Roll 13-

20 EGO 20 13- ECV: 7

20 PRE 10 13- PRE Attack: 4d6

16 COM 3 12-

 

8/38 PD 5 Total: 8/38 PD (0/30 rPD)

8/38 ED 4 Total: 8/38 ED (0/30 rED)

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

8 REC 2

50 END 5

50 STUN 12 Total Characteristic Cost: 156

 

Movement: Running: 16"/32"

Leaping: 10"/20"

Swimming: 2"/4"

Swinging: 15"/30"

 

Cost Powers END

50 Trick Arrows: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2)

1u 1) Smoke Arrow: Darkness to Sight and Smell/Taste Groups 3" radius (35 Active Points); 3 Charges (-1 1/4), OIF (-1/2) [3]

3u 2) Stun Arrows: Drain BODY 7d6 (70 Active Points); 4 Charges (-1), OIF (-1/2) [4]

3u 3) Impact Arrow: EB 15d6 (75 Active Points); 4 Charges (-1), OIF (-1/2) [4]

3u 4) Gas Arrow: EB 6d6, Area Of Effect (One Hex; +1/2), NND (LS: Self Contained Breathing; +1) (75 Active Points); 3 Charges (-1 1/4), OIF (-1/2) [3]

3u 5) Bola Arrows: Entangle 5d6, 5 DEF, Backlash (+1/2) (75 Active Points); 4 Charges (-1), OIF (-1/2) [4]

2u 6) Scream Arrow: Hearing Group Flash 9d6, Area Of Effect (22" Line; +1 1/4) (61 Active Points); 2 Charges (-1 1/2), OIF (-1/2) [2]

3u 7) Titanium Razor Arrows: RKA 3d6, Armor Piercing (+1/2) (67 Active Points); 4 Recoverable Charges (-1/2), OIF (-1/2) [4 rc]

2u 8) Extunguisher Arrows: Suppress Fire 15d6 (75 Active Points); 2 Charges (-1 1/2), OIF (-1/2) [2]

1u 9) Grapnel Arrow: Swinging 15" (15 Active Points); 1 Recoverable Charge (-1 1/4), OIF (-1/2) [1 rc]

2u 10) Concussion Arrow: EB 6 1/2d6, Explosion (+1/4), Double Knockback (+3/4) (66 Active Points); 2 Charges (-1 1/2), OIF (-1/2) [2]

20 Titanium Alloy Bow: HA +8d6 (40 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 4

30 Titanium Mesh Costume: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2)

3 Domino Mask I: Nightvision (5 Active Points); OIF (-1/2)

5 Domino Mask II: +5 versus Range Modifier for Sight Group (8 Active Points); OIF (-1/2)

7 Domino Mask III: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2)

15 Energy Belt I: +10 DEX (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)

13 Energy Belt II: +2 SPD (20 Active Points); OIF (-1/2)

33 Energy Belt III: FF (15 PD/15 ED/10 Flash Defense: Hearing Group) (Protect Carried Items) (50 Active Points); OIF (-1/2) 5

13 Enhancement Moccasins I: Running +10" (16" total) (20 Active Points); OIF (-1/2) 2

8 Enhancement Moccasins II: Leaping +7" (10" forward, 5" upward) (Accurate) (12 Active Points); OIF (-1/2) 1

 

Perks

2 Fringe Benefit: Florida Police Powers

 

Skills

3 Systems Operation 13-

3 Weaponsmith (Arrows, Bolts, And Darts, Bows) 13-

3 Tracking 13-

4 Survival (Temperate/Subtropical, Tropical) 13-

3 Mechanics 13-

3 Inventor 13-

3 Electronics 13-

3 Language: Seminole (completely fluent)

3 Language: Cheyenne (completely fluent)

7 CuK: Seminole 17-

7 CuK: Cheyenne 17-

3 Demolitions 13-

12 +4 with Trick Arrow MP

15 +3 with DCV

 

Total Powers & Skill Cost: 294

Total Cost: 450

 

200+ Disadvantages

20 Normal Characteristic Maxima

15 Social Limitation: Public Identity (Frequently, Major)

15 Hunted: Terror Inc 8- (Mo Pow, Harshly Punish)

15 Hunted: Sinister Squadron 8- (Mo Pow, Harshly Punish)

10 Hunted: Florida State Police 8- (Mo Pow, NCI, Watching)

20 Psychological Limitation: Will Not Kill (Common, Total)

20 Psychological Limitation: Wont Allow Bystander to Come to Harm (Common, Total)

25 Enraged: if Heritage is Insulted (Uncommon), go 14-, recover 8-

10 Native American Hero Bonus

100 Experience Points

(1 points unspent)

 

Total Disadvantage Points: 150

 

Background/History: Jeremiah Spottedhorse is the son of a Cheyenne father and a Seminole mother. He spent his early years on a reservation learning the history of his people. After graduating high-school he attended Florida State University . While in college he learned that the super villain group, Terror Inc., had attacked his reservation, stole all the money from the casino & killed everyone. Jeremiah swore to see Muerte and his band brought to justice. Using his newly aquired education, he constructed his bow, trick arrows and costume. He then traveled to his mothers home in Florida, where he had heard of the group of heroes, the Forces of Nature. He had heard that they fought Terror Inc quite often. He has since joined the forces and earned the hatred of Terror Inc, especially Fuer who dislikes his extenguisher arrow.

 

Personality/Motivation: Seminole is very proud of his heritage and if you insult that you are likely to piss him off. His major goal as a hero is to see Muerte locked up forever for his crimes.

 

Powers/Tactics: Seminole generally keeps his distance in battle, but if drawin in to H-H combat he will use his bow like a staff.

 

Appearance: Seminole is well muscled and lean. His hair is long and he wears a costume that looks like street clothes. He always wears his boot moccasins with the built in enhancements.

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Re: Heroes from All Fifty States

 

Eh, melodramatic, but here's my concept of Virtus' origin:

 

As the magic faded from the world, and the worship of the old gods waned, the gods went to sleep. As the centuries passed, the gods stirred, whenever humans recalled them. The mightiest gods dreamt vividly, as humans used their tales to teach Greek and Latin to their children, and as their stargazers named the bodies they found; but the lesser gods were mostly unremembered and slept deeply.

 

Virtus began to stir 1300 years after Rome fell, when a new land adopted her image, a young land, standing bravely with its neighboring lands against the Rome of its day. Virtus dreamed vividly for the first time centuries, and this new land, Virtus' land, eventually saw the surrender of the Legatus Legionis of the latter-day Romans. Virtus dreamed of this land for over two centuries, dreaming names like George Washington, William Clark, Nat Turner, Earle Gregory, Richard Byrd, Jimmie Monteith, Edward Schowalter... She saw valor in the people of her land, and approved.

 

The world began to change again, and the old gods began to awaken. The mightiest of the gods walked the earth as before, and found new gods with names like Defender, Ironclad, and Sapphire. The lesser gods could not manifest as they had in days long gone, and yet...

 

The girl had had no chance from the start. There were four of them, any one of them bigger, stronger than her. One sat propped against the wall, trying to breathe after the punch to the throat. The others were bloodied, but not as badly as she. She lay limp, although the hits to her head had not put her completely out. Two of them had her by the arms, as one was reaching to pull off her pants. A sudden kick, and he was instead holding his broken nose. The other two began beating her again.

 

This one would do. Virtus couldn't walk the earth as in ancient times, but she could pour something of herself into a human host. As her vision cleared and the pain left her battered frame, Alexandria Richmond found that she had gained the strength, speed, and skill of a warrior goddess. Virtus had no need to share her valor.

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Re: North-Eastern sector Heroes

 

I'm doing basically one character sheet a week.

Anyone is welcome, this is not my baby alone.

Even if you can just submit a synopsis, I'll do the number crunching.

 

I wouldn't know where to start - not least because I'm working 19 days straight, but because I'm so lousy at the mechanics the GM still has to yell at me 3 years into the campaign :o

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Green_tech

 

here's a rough draft of the Vermont Champion

 

GREEN_TECH
 Val      Char    Cost    Roll     Notes
 13        STR     3          12-       Lift 151.6kg; 2 1/2d6 [1]
 18        DEX    24        13-       OCV:  6/DCV:  6
 18        CON   16        13-
 10        BODY 0          11-
 38        INT      28        17-       PER Roll 17-
 25        EGO    30        14-       ECV:  8
 18        PRE     8          13-       PRE Attack:  3 1/2d6
 13        COM   2          12-

 13        PD       3          Total:  13 PD (7 rPD)
 13        ED       2          Total:  13 ED (7 rED)
 8          SPD     12        Phases:  2, 3, 5, 6, 8, 9, 11, 12
 7          REC     0
 36        END    0
 28        STUN  2          Total Characteristic Cost:  130

 Movement:     Running:           6"/12"
             Leaping:           2"/4"
             Swimming:        2"/4"

 Cost    Powers            END
 20        Cyberkinetic (Programming):  Elemental Control, 60-point powers,  (30 Active Points); all slots Requires A Background Skill Roll  (-1/4), IIF (-1/4)
 30        1)  Machine Control:  Mind Control (Machine class of minds) 12d6, Reduced Endurance (Half END; +1/4) (75 Active Points); Requires A Background Skill Roll  (-1/4), IIF (-1/4)      3
 30        2)  Machine Images:  Mental Illusions (Machine class of minds) 12d6, Reduced Endurance (Half END; +1/4) (75 Active Points); Requires A Background Skill Roll  (-1/4), IIF (-1/4)      3
 20        3)  Pwned:  Transfer 6d6 (Computer Speed to Personal Presence) (90 Active Points); Limited Power Power loses about two-thirds of its effectiveness (only versus Non Living that have a SPD score; -1 1/2), Requires A Background Skill Roll  (-1/4), IIF (-1/4)  9
 30        4)  Machine Comm:  Telepathy (Machine class of minds) 12d6, Reduced Endurance (Half END; +1/4) (75 Active Points); Requires A Background Skill Roll  (-1/4), IIF (-1/4)     3
 20        5)  Wi-Fi:  Mind Scan 16d6 (Machine class of minds) (80 Active Points); Limited Power Power loses about half of its effectiveness (Target Must Have some sort of Comm Port; -1), Requires A Background Skill Roll  (-1/4), IIF (-1/4) 8
 22        6)  Energy Beam:  EB 16d6 (80 Active Points); OIF (Gauntlets; -1/2), Restrainable (-1/2), Requires A Background Skill Roll  (-1/4)    8
 15        7)  Manual Over-Ride:  Telekinesis (23 STR), Fine Manipulation, Reduced Endurance (0 END; +1/2) (67 Active Points); Only To Control Machines And Machine Parts (-1), Requires A Background Skill Roll  (-1/4), IIF (-1/4)
 27        Speed Of Thought:  +4 SPD (40 Active Points); Only To Use Mental/Telekinetic Powers (-1/2)
 14        Armored Costume:  Armor (7 PD/7 ED) (21 Active Points); OIF (-1/2)
 5          Sight Group Flash Defense (5 points)
 5          Hearing Group Flash Defense (5 points)
 12        Wideband Senses:  High Range Radio Perception (Radio Group)

             Perks
 3          Computer Link

             Talents
 8          Speed Reading (x1,000)
 7          Danger Sense (self only, in combat, Function as a Sense) (17 Active Points); Limited Power Power loses about two-thirds of its effectiveness (only versus traps, explosives, and deadman switches, and such like; -1 1/2) 17-

             Skills
 3          Bugging 17-
 20        Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 21-
 10        Electronics (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, Radar, Sensor Jamming Equipment, Sonar) 18-
 3          KS: Computer Games 17-
 2          TF:  Common Motorized Ground Vehicles
 2          KS: The Superhuman World 11-
 3          PS: Computer Genius 17-
 3          Systems Operation 17-
 4          Language:  Binary & Hex (completely fluent; literate)
 3          Lockpicking 13-
 3          Security Systems 17-

 Total Powers & Skill Cost:  325
 Total Cost:  454

 250+    Disadvantages
 20        Dependent NPC:  Alison Rhodes (girlfriend) 11- (Occasionally), Normal, Unaware of character's adventuring career/Secret ID
 10        Distinctive Features:  Armor is Fugly, and has IBM logo embossed upon (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
 25        Hunted:  ARGENT 11- (Frequently), More Powerful, NCI, Harshly Punish
 10        Watched:  IBM 11- (As Pow, NCI, Watching)
 20        Hunted:  Mechanon 11- (Frequently), More Powerful, Harshly Punish
 15        Vulnerability:  1 1/2 x Effect Acidic and Chemical Powers (Very Common)
 15        Psychological Limitation:  Code Vs. Killing Common, Strong
 20        Psychological Limitation:  Code of Honor, Would not Hack an Innocent Persons Computers (Very Common, Strong)
 5          Rivalry:  Professional (Harmon Corporation; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
 15        Social Limitation:  Secret Identity Burlington Frequently (11-), Major
 49        Experience Points
 (1 points unspent)

 Total Disadvantage Points:  155

 

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