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Young Titans 2008 - Infinite Secret Crisis on Just One Earth!


OddHat

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I, the all powerful Cosmic Observer, grow weary of the endless battles of so called “Good” and “Evil” on your so called “Earth!” Therefore, using my Vast Cosmic Power, I have summoned all of the Earth’s greatest so called Heroes and Villains to my Cosmic Brain-O-Sphere, where, using cunningly designed contests conjured by my own cunningly designed Infinite Cosmic Brain, they shall shape the next revision of what your puny Earth Brains consider to be “Reality”! I have Thought-Spoken!

 

No side kicks or henchmen. Really, this is a serious business.

 

The words rang in the minds of Earth's Supers! Mighty Hero and Foul Villain alike, they vanished, drawn to the Cosmic Brain-O-Sphere, to battle for Reality Itself!

 

Except for the sidekicks and henchmen, who were left behind.

 

This is their story.

 

Young Titans 2008: Secret Infinite Crisis on Just One Earth!

 

A thread for my GenCon game. Soon to follow: Characters, with art provided by Tribal. Stay tuned!

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Re: Young Titans 2008 - Infinite Secret Crisis on Just One Earth!

 

I, the all powerful Cosmic Observer, grow weary of the endless battles of so called “Good” and “Evil” on your so called “Earth!” Therefore, using my Vast Cosmic Power, I have summoned all of the Earth’s greatest so called Heroes and Villains to my Cosmic Brain-O-Sphere, where, using cunningly designed contests conjured by my own cunningly designed Infinite Cosmic Brain, they shall shape the next revision of what your puny Earth Brains consider to be “Reality”! I have Thought-Spoken!

 

No side kicks or henchmen. Really, this is a serious business.

 

As soon as I started reading I began "hearing" the Brain Spawn from Futurama. I hope your alien evil brains provide as much entertainment.

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  • 5 weeks later...

Re: Young Titans 2008 - Infinite Secret Crisis on Just One Earth!

 

The Secret HQ of the Young Titans:

HAPPY LUCK CHINESE RESTAURANT AND ARCANE ACADEMY

Val Char Cost Notes

11 Size 22 Length 50.8", Width 25.4", Area 1,290.16" DCV -11

6 BODY 4

6 DEF 12

Total Characteristic Cost: 38

 

Cost Powers END

15 Plot TV: Detect Broadcast and Cable News Stories Relevant to the Viewer's Interests 14- (Radio Group), Discriminatory, Analyze, Perceive into the viewer's home dimension, Telescopic: +24 (42 Active Points); OAF Bulky Fragile (Wall mounted TV; -1 3/4) Note: The Plot TV sits on the wall, mounted above a bulletin board covered in faded post cards and notices. The viewer will always find news stories relevant to his interests, but may need to make an ego roll to focus his interests on the situation at hand. 0

35 Kitchen Doors: Extra-Dimensional Movement (From Earth to Babylon and back again, Any Chinese restaurant), x8 Increased Weight, Usable By Other (+1/4), Area Of Effect (One Hex; +1/2), Continuous (+1) (124 Active Points); OAF Immobile (-2), Gate (-1/2) Note: The kitchen doors of the HLCRaAA open to any Chinese Restaurant on Earth, and Zau Jun (the base AI) may use his own abilities to track members of the New Circle or Young Titans to allow them entry from Earth. 0

5 Uncle Miyazaki's Big Book of Everything: Universal Scholar 15- (24 Active Points); OAF Immobile Fragile (-2 1/4), Extra Time (5 Minutes, Only to Activate, Character May Take No Other Actions, -1 1/4) Note: Uncle Miyazaki's Big Book of Everything is fixed to its pedestal in the library. It has the ability to display the contents of virtually any book ever written, anywhere, making it an invaluable research tool. Its one major drawback involves the sheer length of time it can take to find exactly what you're looking for.

5 Uncle Miyazaki's Illustrated Travel Guide to Everywhere: Universal Traveller 15- (24 Active Points); OAF Immobile Fragile (-2 1/4), Extra Time (5 Minutes, Only to Activate, Character May Take No Other Actions, -1 1/4) Note: Bolted to it's pedestal in the Library, Uncle Miyazaki's Illustrated Travel Guide to Everywhere has street maps and travel tips for practically every town and city on Earth, and a few more besides.

3 Everful Pantry: Life Support (Eating: Character does not eat) Note: The pantry of the HLCRaAA is always full. 0

 

 

Perks

120 Location: City; Location Difficult to defend location, Modifier Another Dimension, Resources/Condition Extremely developed/inhabited or very good resources Note: The Happy Luck Chinese Restaurant is located in Chinatown, in the Eternal City of Babylon.

3 Computer Link

 

 

Skills

9 Concealment 12-

15 Disguise 15-

Rooms of Note Note: These are effectively "labs". They act as a complimentary skill roll for players using the room in question.

2 1) PS: Instructor 11-

6 2) PS: Cooking 15-

9 3) Paramedics 12-

3 4) SS: Chinese Medicine 12-

2 5) PS: Weight Training 11-

2 6) PS: Sensei 11-

15 7) Research 15-

 

 

Total Powers & Skill Cost: 249

Total Cost: 287

 

Notes: The Happy Luck Chinese Restaurant and Arcane Academy is located in Chinatown, in the Eternal City of Babylon (see Mystic World). Established by The Master, mentor of the New Circle and possibly Earth’s greatest master of the mystic arts, the Academy appears to be an ordinary Chinese restaurant from the outside. Inside, it is surprisingly large, containing a fully functional restaurant on the first two floors, a dojo, library, weight room and classroom on the third floor, and medical, sleeping and other facilities on the fourth floor. The basement is an ever-full pantry, at the center of which rests a spirit jar containing Zau Jun, the spirit that actually maintains the Academy.

 

Base by Robert Dorf, 2007

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Re: Young Titans 2008 - Infinite Secret Crisis on Just One Earth!

 

Who are the Young Titans?

 

Students and sidekicks of the New Circle (Earth's Mightiest Mystics), the Young Titans are:

 

Susano, hot headed young master of Storm and Sea!

Powers: Flight, Strength, Invulnerability, Weather Control

 

The Judge, boy genius detective, acrobat and martial artist, master of the Green Dragon Crescent Blade!

Powers: Magic weapons, enchanted steed, highly skilled.

 

Crossroads, space twisting trickster, Kenyan Cowboy Balladeer!

Powers: Teleportation, Speaks all languages, Mystic Insight

 

Freyja, teen goddess of Love and War!

Powers: Strength, Flight, Charm, Prophesy

 

Weaver, princess of the bow!

Powers: Magical bow and arrows, Incredible Skills and Luck

 

Thunder, brawling Buddhist teen strongman!

Powers: Amazing Strength, Invulnerability, Wrestling skills

 

Hekate, Goth Girl Mistress of the Mystic Arts!

Powers: Superb Sorceress

 

Bestiary, shape shifting adventurer!

Powers: May take the form of almost any animal

 

Young Miss Olympia, teen paragon and champion of justice!

Powers: Flight, Strength, Invulnerability

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Re: Young Titans 2008 - Infinite Secret Crisis on Just One Earth!

 

The Mighty Susano!

 

attachment.php?attachmentid=29102&stc=1&d=1218564343

 

 

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- To Hit: 18-

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 days filled with fighting and petty vandalism and his nights with nightmares. In his dreams, Hroshi was a mighty, god-like warrior, commanding the winds and battling monsters. His parents ignored Hiroshi's wild behavior, even encouraging it, until Hiroshi's 12th birthday, when his world changed. Hiroshi, along with seven other children he'd never met, was taken by his parents to a hidden temple on the slopes of Mount Haguro. Forced to kneel, terrified, Hiroshi watched as a monstrous old woman conducted a ritual that he knew would end in his death. Power filled his body, but he could do nothing 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.

 

Quote:

 

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: Young Titans 2008 - Infinite Secret Crisis on Just One Earth!

 

The Judge, demon fighter!

 

attachment.php?attachmentid=29103&stc=1&d=1218565938

 

THE JUDGE

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-

 

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

4/16 ED 0 Total: 4/16 ED (0/12 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"

Swimming: 2" / 4"

Leaping: 4" / 8"

 

Cost Powers END

Martial Arts:

Maneuver OCV DCV Notes

5 1) Block +1 +3 Block, Abort

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

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

4 4) Escape +0 +0 35 STR vs. Grabs

4 5) Punch +0 +2 6d6 Strike

Martial Arts - Kung Fu

1 6) Weapon Element: Polearms

1 Trained Mind: Mental Defense (4 points total) 0

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 1/4) Note: Summons the mighty Chitu Ma (Red Hare), Divine Ghost Horse of General Guan Yu [1]

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 (-1/2) 0

9 2) Golden Armor of Guan Yu: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2), Protects Locations 3-5, 7-14, 16-18 (Replace with 14- in campaigns without hit locations; -1/2) 0

2 Green Dragon Crescent Blade: Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (Green Dragon Crescent Blade; -1), Limited Body Parts (Only extends reach with blade; -1/4), Always Direct (-1/4), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 0

22 Green Dragon Crescent Blade: Multipower, 45-point reserve, (45 Active Points); all slots OAF (-1) Note: 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; +1/4), Reduced Endurance (1/2 END; +1/4) (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; +1/4), Reduced Endurance (1/2 END; +1/4), Penetrating (+1/2) (40 Active Points); OAF (-1) 1

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

2u 4) Mirror Polished Blade: Missile Deflection (Any Ranged Attack), Missile Reflection (40 Active Points); OAF (-1) Note: The user of the Green Dragon not only strikes incoming attacks from the air, but sends them back at the attacker. 0

 

 

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

0 Experience Points

 

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. Always strong and big for his age, Yi Kin was a mental prodigy as well, learning with shocking speed. The child's nights were filled with dreams of pitched battle against men and demons, dreams of wild rides across land and sky. His father refused to discuss these dreams.

 

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.

 

Today, Yi Kin is content, perhaps for the first time in his life. His mentors in the New Circle have taught him much of the gifts he received that night on Mount Haguro, and his friends, the seven other children who shared in the ceremony, have proven brave and true. 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 opportunity 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 against 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.

 

Appearance: A short but muscular teen Chinese boy, 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: Young Titans 2008 - Infinite Secret Crisis on Just One Earth!

 

Crossroads, Space Twisting Trickster, the Kenyan Cowboy Balladeer!

 

attachment.php?attachmentid=29104&stc=1&d=1218566476

 

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: 6/12 PD (6/12 rPD)

6+6 ED 2 Total: 6/12 ED (6/12 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"

Leaping: 2"/4"

Swimming: 2"/4"

Teleportation: 24"/768"

 

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 twelth 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 other children, all of them looking frightened, and a dozen men in robes and masks. The ugliest old woman Daniel had ever seen chanted, gestured and shrieked, and Daniel felt new knowledge 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 given a few seconds of concentration, 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: Young Titans 2008 - Infinite Secret Crisis on Just One Earth!

 

Freyja, Teen Goddess of Love and War!

 

attachment.php?attachmentid=29105&stc=1&d=1218567129

 

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: 120 PD (15 rPD)

10+10 ED 6 Total: 120 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 Froya, the raw strength, the magic, the power 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, that core of nobility 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, blonde, 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: Young Titans 2008 - Infinite Secret Crisis on Just One Earth!

 

Weaver, Princess of the Bow!

 

attachment.php?attachmentid=29106&stc=1&d=1218572040

 

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: Young Titans 2008 - Infinite Secret Crisis on Just One Earth!

 

Thunder, Brawling Buddhist Strongman!

 

attachment.php?attachmentid=29107&stc=1&d=1218568824

 

THUNDER (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 uglier 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.

 

Thunder 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, Thunder 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, Thunder 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, Thunder 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: Thunder’s mentor is Legend, a flying brick and energy projector and overall big blue boy-scout. Legend and Thunder’s personalities mesh well.

 

Appearance: A tall, heavy set, very muscular Indian teen, still beardless. Out of combat, prone to bodybuilder wear, especially Hawaiian 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: Young Titans 2008 - Infinite Secret Crisis on Just One Earth!

 

Hekate, Goth Girl Mistress of the Mystic Arts!

 

attachment.php?attachmentid=29108&stc=1&d=1218569294

 

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, or if the spell is disrupted, 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: Young Titans 2008 - Infinite Secret Crisis on Just One Earth!

 

Bestiary, Shape Shifting Adventurer!

 

attachment.php?attachmentid=29109&stc=1&d=1218569679

 

BESTIARY (DERMOT MURRAY)

 

Val Char Cost Roll Notes

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

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

18 CON 16 13-

14 BODY 8 12-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV: 3

18 PRE 8 13- PRE Attack: 3 ½d6

16 COM 3 12-

 

6 PD 3 Total: 6 PD (6 rPD)

6 ED 2 Total: 6 ED (6 rED)

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

7 REC 0

36 END 0

31 STUN 0 Total Characteristic Cost: 85

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

18 Divine Nature: 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)

5 Not as bad as it looks: Damage Resistance (6 PD/6 ED) (6 Active Points); Limited Power Does not prevent penetration (-¼)

120 Secrets of Form: Multiform (350 Character Points in the most expensive form) (+100 Base Points to all forms (5thER, p.211), Instant Change, x32 Number Of Forms)

Notes: Bestiary may currently assume the forms of 32 animals. Currently defined forms include Gorilla, Tiger, Tyrannosaur, Kitten, Elephant, Eagle, and Sea Turtle. More may be defined with GM's permission. All animal forms are required to take INT 10, EGO 10, DEX 20, SPD 4, and the full list of Dermot's skills. Forms may drop the Animal Inteligence and Mute disad and any form specific psych limits, but must take all other form specific physical disadvantages.

 

Skills

3 Persuasion 13-

3 Seduction 13-

3 Stealth 13-

3 Climbing 13-

3 Breakfall 13-

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

3 Language: Irish (fluent conversation; literate)

2 KS: Celtic Mythology 11-

2 KS: Mystic World 11-

0 PS: High School Student 8-

0 CK: The Eternal City of Babylon 8-

 

Total Powers & Skill Cost: 165

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: Fool for Love (Very Common, Moderate)

Notes: Falls in "love" regularly, thinks other people should be in love too and tries to encourage this.

15 Psychological Limitation: Overconfident and Impulsive (Very Common, Moderate)

20 Psychological Limitation: Heroic Code (Very Common, Strong)

Notes: Protect the innocent, Never harm a woman or a child, Keep all vows, A wrong done to my friend is a wrong done to me

 

Total Disadvantage Points: 250

 

Background/History: Born in Dublin, Ireland, Dermot Murray was a happy enough child. Popular with other children, he often found himself as a leader in games and sports. By the time he was 11, he was instigating games that scandalized local parents, and charming his way out of trouble as best he could. Dermot's own parents were always kind, but distant, paying little attention to their son's antics.

 

Then came Dermot's twelfth birthday, and a trip to Japan that ended in a hidden temple in the mountains, a dark ceremony complete with masked cultists and a witch, and a transformation. That night, trapped in a room with seven other children, listening to the chanting of an old monster, Dermot found a connection inside himself to another being, another life. Knowledge poured into him. He was certain that he and the other children were going to die.

 

And then the doors were smashed open, and men and women in colorful costumes poured into the room and saved them all.

 

Dermot has spent the three years since that ceremony learning to use his new powers, and exploring his link to Aonghus Og, Irish god of youth and love. He has grown close to his classmates in the Young Titans (though, in some cases, not as close as he'd like). Dermot does have a serious side, and hopes one day to prove himself a true Hero.

 

Dermot's mentor is Silence, enigmatic shape shifter and hero of the New Circle.

 

Personality/Motivation: Dermot is overconfident, a romantic, a show off, touchy, bound by his word, and generally the stereotypical young Hero in love. Speaking of love, he believes he falls in it often, and when he's not pursuing his latest heart's desire can be found encouraging his friends to pursue theirs.

 

Dermot does take his duties as a Hero seriously, and will protect women and children with his life. If the women happen to be attractive, all the better.

 

Quote: "Hey there beautiful, what's your name?"

 

"Ouch"

 

Powers/Tactics: Bestiary can take any one of up to 32 animal forms, and his potential mastery of shape changing may be unlimited. All of his forms share his mind and personality. He can still generally speak in animal form, though his voice may be distorted. Bestiary's human form is fast, strong, and supernaturally resistant to harm.

 

In combat, Bestiary will take a form he feels is appropriate (he's fond of the gorilla or tiger indoors, the tyrannosaur when outside), make a display of strength, and follow with a PRE attack. Protecting non-combatants is generally a high priority.

 

Out of combat, Bestiary can be remarkably persuasive, and several of his forms make surprisingly good investigators.

 

Mythology Notes: Aonghus Og (Angus the Young) is a Celtic deity of youth and love, a trickster and shape-changer.

 

Mentor Notes: Silence is an enigmatic figure, a fairy tale monster with the mind and will of a very good man. Silence is a shape changer and master of psionics.

 

Campaign Use: A light scrapper with a number of utility powers, takes the Beast Boy slot on the team.

 

Appearance: As Dermot, a red headed Irish kid, tall and fit with a wide grin and green eyes. As Bestiary, any one of dozens of different animals.

 

 

Character by Robert Dorf, 2007

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Re: Young Titans 2008 - Infinite Secret Crisis on Just One Earth!

 

Miss Junior Olympia, Teen Paragon!

 

attachment.php?attachmentid=29110&stc=1&d=1218572299

MISS JUNIOR OLYMPIA (REBECCA RILEY)

 

Val Char Cost Roll Notes

10/50 STR 0 11- / 19- Lift 100.0kg/25.6tons; 2d6/10d6

14/24 DEX 12 12- / 14- OCV: 5/8/DCV: 5/8

13/23 CON 6 12- / 14-

10/15 BODY 0 11- / 12-

13/23 INT 3 12- / 14- PER Roll 12-/14-

10/15 EGO 0 11- / 12- ECV: 3/5

13/23 PRE 3 12- / 14- PRE Attack: 2 ½d6/4 ½d6

14/24 COM 2 12- / 14-

 

2+23 PD 0 Total: 25 PD (15 rPD)

3+17 ED 0 Total: 20 ED (15 rED)

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

5/15 REC 0

26/46 END 0

22/52 STUN 0 Total Characteristic Cost: 32

 

Movement: Running: 6"/12"

Flight: 12"/192"

Leaping: 10”/20"

Swimming: 2"/4"

 

Cost Powers END

The Power of Bia, all slots Only In Heroic Identity (-¼)

36 1) Armor (15 PD/15 ED) (45 Active Points); Only In Heroic Identity (-¼)

13 2) 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), Only In Heroic Identity (-¼)

6 3) Detect Magic and the Supernatural 12-/14- (Unusual Group), Sense (7 Active Points); Only In Heroic Identity (-¼)

The Speed of Iris, all slots Only In Heroic Identity (-¼)

24 1) +10 DEX (30 Active Points); Only In Heroic Identity (-¼)

31 2) Flight 12", x16 Noncombat (39 Active Points); Only In Heroic Identity (-¼) 4

The Strength of Cratos, all slots Only In Heroic Identity (-¼)

32 1) +40 STR (40 Active Points); Only In Heroic Identity (-¼) 4

The Wisdom of Harmonia, all slots Only In Heroic Identity (-¼)

8 1) +10 INT (10 Active Points); Only In Heroic Identity (-¼)

8 2) +5 EGO (10 Active Points); Only In Heroic Identity (-¼)

4 3) KS: Arcane and Occult Lore (5 Active Points); Only In Heroic Identity (-¼) 14- (16-)

4 4) Persuasion 13- (15-) (5 Active Points); Only In Heroic Identity (-¼)

4 5) Oratory 13- (15-) (5 Active Points); Only In Heroic Identity (-¼)

4 6) KS: Mystic World (5 Active Points); Only In Heroic Identity (-¼) 14- (16-)

The Grace of Eos, all slots Only In Heroic Identity (-¼)

8 1) +10 PRE (10 Active Points); Only In Heroic Identity (-¼)

4 2) +10 COM (5 Active Points); Only In Heroic Identity (-¼)

The Stamina of Nike, all slots Only In Heroic Identity (-¼)

16 1) +10 CON (20 Active Points); Only In Heroic Identity (-¼)

8 2) +5 BODY (10 Active Points); Only In Heroic Identity (-¼)

8 3) Life Support (Extended Breathing: 1 END per Turn; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (10 Active Points); Only In Heroic Identity (-¼)

 

Skills

0 High School Student: PS: High School Student 8-

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

0 KS: Teen Culture 8-

 

Total Powers & Skill Cost: 218

Total Cost: 250

 

200+ Disadvantages

15 Hunted: The Olympians 11- (Mo Pow, NCI, Watching)

10 Hunted: The Legendary Ithicles 8- (Mo Pow, NCI, Watching)

15 Hunted: Villains of Paragon City 8- (Mo Pow, Harshly Punish)

10 Reputation: Sidekick of the Legendary Ithicles, 11-

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

5 Distinctive Features: Magical Aura (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)

20 Psychological Limitation: Code Versus Killing (Common, Total)

15 Psychological Limitation: Charitable and Good Hearted (Very Common, Moderate)

 

Total Disadvantage Points: 250

 

Background/History: Two years ago, thirteen year old Rebecca Riley, an orphan in Paragon City, saw a gang of toughs assault an old man and take his wallet. Not thinking, she chased the thugs into an abandoned train station. The thugs were gone, but there was the wallet on the tracks. The athletic young girl climbed down onto the tracks and retrieved the wallet, thinking only of returning it to the old man. There was a flash of light, and before the young girl appeared the Legendary Ithicles!

 

"Hey, kiddo," said Ithicles, "do you want to be a superhero?"

"Yes" said Rebecca.

 

The rest his history. Now, when Rebecca Riley says her magical word, she gains the power of Bia, the speed of Iris, the strength of Cratos, the wisdom of Harmonia, the grace of Eos, and the stamina of Nike! Guided by her mentor, the Legendary Ithicles, she fights for Truth, Justice, and the Olympian Way.

 

Shortly after gaining her powers, Rebecca began occasionally adventuring with the Young Titans, a group of young heroes who share a common origin. Rebecca is something of an outsider in the group, but that has not prevented her from forming friendships with several members of the team.

 

Personality/Motivation: Rebecca is a smart, good hearted fifteen year old kid whose life was looking pretty bleak before she met Ithicles. Now, with the power of Miss Junior Olympia, she lives an adventure beyond imagination. Being Ithicles ward has also greatly improved her standard of living out of costume as well. Her gratitude is sincere, as is her desire to use her powers for good.

 

Rebecca comes across as innocent and a bit naive, but it's a mistake to underestimate her intelligence in either identity.

 

Rebecca is seriously considering changing her name to Miss Teen Olympia.

 

Quote: Put down your weapons and we can talk about this; you don't want me to hit you.

 

Powers/Tactics: Rebecca will normally find a safe place to change into Miss Junior Olympia, then fly into action. She prefers to demonstrate her strength and then make a PRE attack supported by her oratory to try to get a situation under control, but will move in and start trading punches if she has to. If she gets hurt, or if it's clear that her foes are too tough for her punches and kicks to work, she'll try a move through, or get creative with objects in the area.

 

Miss Junior Olympia can sense magic if she gets close to it, and has considerable knowledge (on loan from Harmonia) about the supernatural. She is also superhumanly strong and resilient, faster than most Olympic athletes, and can fly.

 

Mentor Notes: The Mighty Ithicles is a younger son of Zeus, and one of the Earth’s most noble and powerful heroes. His older brother, Hercules, gets all the good press.

 

Campaign Use: Sidekick for Ithicles, ally for the Young Titans.

 

Appearance: As Rebecca, a very pretty fifteen year old girl with brown hair and green eyes. Dresses conservatively. As Miss Junior Olympia, impossibly beautiful flying girl in a white tunic, gold belt and sandals, and a short golden cape. Woven in gold on her tuinc's front is a representation of one of Zeus' thunderbolts.

 

Character by Robert Dorf, 2007

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Re: Young Titans 2008 - Infinite Secret Crisis on Just One Earth!

 

The Giant Monster fought by the Young Titans in GenCon2008's game. In that game, King Caesar was released to wreak havoc by a pair of henchmen hoping to make the big time. Unfortunately for them, they had no way of controlling the creature, and no clue where he might show up.

 

attachment.php?attachmentid=29197&stc=1&d=1219259449

 

KING CAESAR

 

Val Char Cost Roll Notes

85 STR 0 26- Lift 3.3ktons; 17d6

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

45 CON 70 18-

60 BODY 70 21-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV: 3

40 PRE 5 17- PRE Attack: 8d6

10 COM 0 11-

 

24 PD 7 Total: 24 PD (24 rPD)

9 ED 0 Total: 24 ED (24 rED)

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

26 REC 0

90 END 0

126 STUN 0 Total Characteristic Cost: 192

 

Movement: Running: 36"/72"

Leaping: 32"/128"

Swimming: 2"/4"

 

Cost Powers END

75 Greater Strength: +75 STR 7

30 Greater Mass: +15 BODY

30 Heavy: Knockback Resistance -15"

25 More Impressive: +25 PRE

60 Long Legs: Running +30" (36" total) 6

15 Tougher: +15 ED

68 Reach: Stretching 16", Reduced Endurance (0 END; +½) (120 Active Points); Always Direct (-¼), No Noncombat Stretching (-¼), No Velocity Damage (-¼)

24 Puny Weapons mean nothing to Kaiju: Damage Resistance (24 PD/24 ED)

33 Big Monsters Live Forever: Healing 2 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +½), Persistent (+½) (90 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 ¼), Self Only (-½)

18 Mighty Monstrous Will: Mental Defense (20 points total)

50 Eyes of the Shisah: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target

48 He's Impossibly Huge: +12 with HTH Combat (60 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not for DCV; -¼)

5 Nightvision

5 Discriminatory with Normal Smell

10 Targeting with Normal Smell

25 Impossible Leaps: Leaping +15" (32" forward, 16" upward) (Accurate, x4 Noncombat) 2

Kaiju Fu

Maneuver OCV DCV Notes

4 Martial Block +2 +2 Block, Abort

4 Martial Escape +0 +0 100 STR vs. Grabs

3 Martial Grab -1 -1 Grab Two Limbs, 95 STR for holding on

3 Grappling Throw +0 +2 19d6 Strike; Target Falls; Must Follow Grab

4 Fast Strike +2 +0 19d6 Strike

 

Skills

3 Acrobatics 13-

3 Breakfall 13-

 

Total Powers & Skill Cost: 545

Total Cost: 737

 

200+ Disadvantages

15 Physical Limitation: Gargantuan, up to 32 times human size (64m, or 16.1-32"; -10 DCV, +10 to PER Rolls to perceive) Frequently, Greatly Impairing

15 Physical Limitation: Non Human Mentality (All the Time, Slightly Impairing)

15 Psychological Limitation: Doggy Psychology, tends to act much like a large dog would in any given situation (Common, Strong)

492 Experience Points

 

Total Disadvantage Points: 737

 

Background/History: King Caesar (originally King Shisah) is a Shisah, a Lion Dog or Dog of Buddha. Shisah are generally guardian spirits, protectors against evil spirits, ghosts and demons. King Caesar himself was the guardian of the Azumi family, first appearing in the film Godzilla versus Mechagodzilla to protect that family from Mechagodzilla. In the later Godzilla Final Wars, King Ceasar was controlled by the “Xillians”, an evil alien race, and forced to attack humanity.

 

Personality/Motivation: King Caesar is basically a dog, albeit a really big dog. He’s loyal, brave, and not particularly bright, though about average for a Japanese giant monster.

 

Quote: Wan! Wan!

 

Powers/Tactics: King Caesar is gargantuan and possessed of remarkable strength and durability, though not as large or powerful as Godzilla, Mechagodzilla, and other top Kaiju. He is, however, exceptionally fast and mobile for a Kaiju, able to leap great distances and skilled in a combat style that helps him to hold his own against somewhat tougher foes. Additionally, King Caesar possesses the unusual ability to draw the energy attacks of other Kaiju into his eyes and then to turn them against his attacker.

 

Campaign Use: King Caesar makes an excellent guardian monster, and can also be useful as an enslaved “good” monster in the hands of a villain. Note that this write up was intended to be used in a Superhero convention game,; adjust the power level up or down to better suit your own needs when using the character.

 

Appearance: A gargantuan cross between a lion and a dog, bipedal, with glowing red eyes.

 

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