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Create a Hero Theme Team!


Cygnia

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Re: Create a Hero Theme Team!

 

Paul Maas was born with the power to absorb sound energy and turn it into physical strength and durability...an almost useless ability under normal circumstances. But with his team-mates to power him he's almost unstoppable as "Rumble".

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Re: Create a Hero Theme Team!

 

jack queller was born with powers though no one knows how or who his parents are. he was abandoned at a safe surrender point at a hospital as a baby and the nurse who found him thought he was dead he was so quiet and she couldn't hear his heart beat fortunately she noticed the signs of respiration and discovered his strange power.

 

jack generates a field around his body that completely nullifies sound unfortunately for jack he has no control over his power and is therefore a deaf mute. he grew up in an orphanage no one was willing to adopt the slightly creepy child who made no sound at all. jack was reclusive an avid reader especially comic books he admired those heroes who had risen above there disabilities through persitance and sought to train his body.

 

as he grew the area that the orphanage was in became more and more run down and crime ridden and Jack was incredibly protective of the other kids and decided to do something about it donning a suitably terrifying costume he used his power to stalk the night returning the fear to the criminals and compiling evidence he coudl deliver to teh police after soem tiem as a solo vigiolianty he joined the acoustics as their investigator and stealth specialist DEAD AIR

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Re: Create a Hero Theme Team!

 

Dave Robas used to be the sound engineer for a band, but after one recording session when an unplanned electric spark set the whole recording studio alight, Dave absorbed the electrical energy stored in the mains, and became...Amplifier. As Amplifier, Dave can 'amplify' sounds up to 100 metres away, increasing their volumes to distract enemies and confuse them, as well as 'amplify' his allies' strength.

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Re: Create a Hero Theme Team!

 

The Acoustics rescued the teenage twins Robin and Wilfred Smith from a traveling sideshow that was a front for human trafficking. The team as of yet has been unable to locate their real parents. Right now the team isn't sure if Robin and Wilf were kidnapped -- or were willingly sold or even created. Given the twins' appearances and powers, authorities have given permission for them to stay with the Acoustics for the time being. They are highly protective of each other and are slowly learning to trust the other members of the team.

 

Wilf is a shaggy-haired dog-faced young man, who can produce a howl that induces fear. Robin is covered in beige downy feathers with a beakish face and has a sonic screech that shatter stone when pushed. Together, they are Woofer & Tweeter.

 

****

 

New Team: The Star Chamber

Number: 6

Theme: The Star Chamber is made up of men and women who have turned vigilante when lawful justice in the court doesn't work or is cheated. All members of the team practice law in their secret identities. However, they don't necessarily have to practice criminal law.

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Re: Create a Hero Theme Team!

 

Since they're the Star Chamber, might as well start off with a name of a star...

 

The young lady known as Vega was once a bookish low-level corporate lawyer named Eunice Trask. She was content to handle generally menial legal tasks for the firm's partners... until her parents were killed by a drunk driver. She tried to make sure that drunk driver would both pay for his crime and never do so again, but unfortunately he is the son of a very influencial judge. He pulled strings and called in favors to ensure that his son would walk free, and this enraged Eunice.

 

Pulling a few strings of her own, she contacted a research scientist who had been fired from one of her firm's clients, and offered him a deal. In exchange for his help in acquiring some powers of her own, Eunice would work behind the scenes to sabotage the firm's case against him. He made good on his part of the deal, triggering a mutation in Eunice that allows her to exert tremendous control over all plant life. She swore him to secrecy, then made sure he won his lawsuit against his former employer.

 

In addition to giving her powers, triggering the mutation has also led to a slight change in Eunice's personality. Where once she was shy and bookish, almost a wallflower (forgive the pun), she is now assertive and aggressive. Vega isn't the leader of the Star Chamber, but she doesn't hesitate to give her opinion about possible criminals that the team chooses to pursue.

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Re: Create a Hero Theme Team!

 

Siriusis secretly Randolph Fineman, known in his profession as the "Plea-Bargain Wizard". His expert negotiation skills and silver tongue get his clients the best possible deal in exchange for guilty pleas. And if his clients happen to be honestly innocent, (not too often the case), he gets them off in court with rock-solid procedural work and eloquence. He's lost a few cases where clients refused to take a plea despite their guilt, but that's par for the course and doesn't hurt his reputation.

 

Except once. A particularly heinous murder case where the suspect swore up and down that he was innocent, despite all the evidence against him. Eyewitnesses, material evidence, security camera footage, motive, means, opportunity, everything was against the client. Randolph begged his client to take a plea, but the suspect wouldn't have it. He was determined to plead innocence, despite, so he claimed, having no memory of exactly where he was during the hours the murder supposedly took place. Randolph did the best he could with the case, but of course it was no use. Even his reputation for only going to court when he truly believed there was no other way swayed the jury. The client was found guilty and sentenced to death.

 

But Randolph Fineman knew all along his client was not the true murderer. The man had been mind-controlled into the murder by someone else--who, neither the suspect nor Randolph knew. But the only evidence he had of this was his own secret ability to read minds undetectably. And he couldn't reveal that without destroying his reputation, causing the dozens of cases he'd worked to be reviewed and possibly overturned...and possibly being disbarred altogether. He felt ashamed at his moral cowardice, even if he was acting "for the greater good."

 

So when he learned of the Star Chamber, Randolph Fineman joined them as Sirius. His special focus is on "proxy" crimes, where the real criminal forces or tricks others into the dirty work while keeping their own hands clean; and he also works to make sure the Star Chamber doesn't rush to judgement before the true facts are known.

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Re: Create a Hero Theme Team!

 

Cal Penny helps people through bankruptcy proceedings so they can keep their homes. Running into predatory financial institutions, he decided to do something about it.

 

Unfortunately the first company he took on was a front for Viper. They left his office in ruins, his staff killed, his face ruined and believed dead.

 

Penny decided to strike back. After his recovery, he donned a copper mask and longcoat to be the Bad Penny.

CES

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Re: Create a Hero Theme Team!

 

Virgo:

Mechanon sometimes tries to replace liveforms with mechanical versions. Once, he even tried to replace attorneys that way.

His one and only prototype of the "Mechattorney" took the name Micheal Orney. However, due to the implanted knowledge of basic human rights Micheal soon realized that he had less freedom when following Mechanon than on his own.

 

So he escaped and switched his Secret ID, thus throwing the mechanical meanance of his trail. However, his knowledge for justice also drove him to bring justice and fairness to as many people as possible and eventually he took on the cape.

At day, he is Micheal Örney, dutch lawyer fighting in the courtrooms for justice, always carefull to not be detected as a robot.

At night, he is Virgo, dons the "everwhite west", "the blindfold of impartiality" and swings his "sword of justice" on evildoers.

 

However, mechanon didn't took long to identify his Heroic ID as one of his stray Mechano-Units. However, he is still totally oblivious about the Secret ID.

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Re: Create a Hero Theme Team!

 

I'm going to cheat and go with two, a duo.

 

Casper and Paul Riordan were identical twins who embraced the insanity of it all. When younger, they dressed exactly alike, played pranks even on their poor parents by pretending to be each other, and so on. It was a blast. As they got older (And took pity on their mother's nerves) they matured and toned it down somewhat. They both attended the same law school, and while Casper did indeed go into criminal law, Paul went on to become a divorce lawyer (Or as Paul joked 'I thought I'd do you one lower"). Unfortunately for Paul, he made a mistake when he helped a man's wife divorce on religious grounds.. her husband was part of some cult or something, and the lady was going through borderline abuse, and seemed afraid for her life. It was amazing he talked her into divorcing at all.

 

The womans' husband was far more than that. The cult was beyond merely drinking koolaid together, they were practitioners of genuine black magic and demonology. The cult leader took his revenge, attempting to have his ex-wife's lawyer kidnapped, and used in a ritual sacrifice meant to grant great power related to vengeance. Said Cult leader was unaware that Paul had an identical twin, and poor Casper found himself taken in a case of mistaken identity.

 

He was killed, of course. Unfortunately for the cult leader, the ritual required the named subject to be slain. It was Paul's name, but Casper's life, and this linked them as it never had before, and the power the cult leader had meant to become theirs instead flowed into the veins of the twins. Casper went into the land of the dead, and Paul, his brother, shared the view, and acted as an anchor to bring him back. As for the cultists, the ritual going wrong meant each one of them died instead to fuel this spell gone awry, but the twins now had the sobering realization of real evil in this world that was beyond legal understanding.

 

Each now has powers one normally equates with ghosts.. walking through walls, turning invisible, a chill touch, even possession (Though that one is hard), but they can never use the exact same powers at the exact same time save for the mindlink that lets them communicate silently. Dubbing themselves as Castor and Pollux, they joined the Star Chamber..while they will right any wrong, they focus most on foiling dark magicians that law enforcement is simply not equipped to handle.

 

(Sorry, they came , obviously, as a set)

New Team: Ivory Knights

Number: 5 or 6

Theme: Quite often, in villain origins, good people find their brain chemistry, their personality, or even their soul altered by some external source twisting them into evil. Be it by science, magic, or exposure to alien materials....

but not the Ivory Knights. Quite the opposite in fact. They were, each one, unpleasant, selfish, possibly EVIL people, until something changed them giving them not just powers, but a conscience. Each one has a different 'origin' but each one finds themselves suddenly caring about human life and common decency as well as empowered; up to the point where each one has become a superhero. They're fully aware they weren't always like this, but whatever the cause, the guilt for some of them maybe very real. They call themselves the Ivory Knights in reference to the fact that they were powerless to make their own move towards the light and were instead 'put on the board' by chance, fate, whatever... and now wear the white hats.

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Re: Create a Hero Theme Team!

 

New Team: Ivory Knights

Number: 5 or 6

Theme: Quite often, in villain origins, good people find their brain chemistry, their personality, or even their soul altered by some external source twisting them into evil. Be it by science, magic, or exposure to alien materials....

but not the Ivory Knights. Quite the opposite in fact. They were, each one, unpleasant, selfish, possibly EVIL people, until something changed them giving them not just powers, but a conscience. Each one has a different 'origin' but each one finds themselves suddenly caring about human life and common decency as well as empowered; up to the point where each one has become a superhero. They're fully aware they weren't always like this, but whatever the cause, the guilt for some of them maybe very real. They call themselves the Ivory Knights in reference to the fact that they were powerless to make their own move towards the light and were instead 'put on the board' by chance, fate, whatever... and now wear the white hats.

 

I'm so tempted to do an Angel Homage right here, but I won't

CES

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Re: Create a Hero Theme Team!

 

Oh but it was so easy for her before. Debra Rosch had been a bully all her life - a tomboy in her youth she physically intimidated the other children. But she was bright and when they caught up physically she could tear them down verbally or a combination of the two. She played mind games and used her wiles and popularity to keep her targets in place. She never felt others' pain, or embarrassment. The few times anyone turned the tables on her, she channeled her feelings of defeat towards her next schemes.

 

Her burgeoning thug-life caught the attention of underworld leaders and she found her love of crushing others beneath her stiletto heals. And when she was offered the chance to become a super-powered lieutenant she leapt at it. Persuasion was born. And that's when her life fell apart.

 

The process greatly increased her physical attributes (all the better to inflict pain on others) and her resilience (to avoid the same). The problems didn't start immediately, but she began having nightmares. Soon the nightmares became overwhelming. She woke up crying. Work was getting worse, she was having pangs of conscience when hurting the helpless. She had little problem facing great odds, testing herself against strong opponents, but pushing around the weak no longer gave her any joy.

 

She started turning her aggression more and more on her fellow criminals - under the auspices of weeding out the weak, but the truth was she felt some sort of pride in taking them down. After six months of activity Persuasion was arrested and sent to Stronghold. She never returned.

 

Sanctuary became active shortly afterward.

 

Debra works at shelters now, providing care to women and children who've been run down by life. She works with children who've been bullied and has secretly located everyone she ever hurt and tried to make amends.

 

Sanctuary has been a cornerstone of the Ivory Knights ever since.

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Re: Create a Hero Theme Team!

 

I might have an idea (if I can develop it more in my head). But a question. Does the reason they turn have to be how they got their powers?

 

That was my intent but if it helps things move smoothly I suppose it doesn't have to be.

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Re: Create a Hero Theme Team!

 

Very cool' date=' Enforcer :)[/quote']

 

Thanks I like the name but I already have a concept in mind, but that wasn't a villain turn. So she worked pretty smoothly.

Now I have to figure out how to work them both into my game world :)

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Re: Create a Hero Theme Team!

 

Jimmy Black was a slumlord, but when most people referred to him, they seemed to pronounce it as "scumlord." With the local building inspector in his back pocket, Jimmy was able to keep his tenements far below the basic levels for decent human living. This helped make him very wealthy, while giving him an extremely poor reputation.

 

Nothing lasts forever, though -- eventually a new building inspector was appointed and Jimmy Black was charged with enough building violations to choke a cow, though some clever work on his accountant's part sheltered most of the money he had made in previous years. After failing (actually, refusing) to bring his properties up to code fast enough, Jimmy was taken to court and sentenced to live in one of his tenements. Unfortunately for him, he had forgotten that the particular building he was forced to move into had once belonged to a chemical company and there were still traces of toxic chemicals in the building. (Of course, Jimmy had buried all test results during the initial building inspections.) Some of those chemicals got into Jimmy's shower water and caused a change in him.

 

First, all of his hair fell out. That was disturbing enough, but he also became telepathic and empathic, initially beyond his control. Constantly hearing the thoughts and experiencing the emotions (mainly the fear, anger, and depression) of his tenants did something the legal system was unable to do -- it forced him to see error of his ways.

 

Initially, he diverted some of his ill-gotten gains to clean up and repair that building, and then his other properties. While that lessened some of his feelings of guilt, his powers still let him in on the fears and difficulties faced by people all around him. He worked hard to bring his powers under control, but even when the other voices became silent, the memories remained. So Jimmy decided to seek redemption with some like-minded individuals and used his remaining money to form and fund the Ivory Knights.

 

As Sympath, Jimmy serves as the team mentalist. He has discovered not only how to read minds and emotions, but also to project emotions (either his own or those around him) onto a target. If desperate, he can cause targets to re-experience past injuries, but the down side is that Sympath also feels that pain, so this is usually held as a last resort.

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Re: Create a Hero Theme Team! I have a character with a Gothic origin who might fit....will this work?

 

THE GOTH

Real Name: Ermaneric the Gruetung

 

Val Char Cost

20 STR 10 [END: 1]

20 DEX 30 OCV: 7/DCV: 7

18 CON 16

12 BODY 4

13 INT 3 PER Roll 12-

14 EGO 8 ECV: 5

20 PRE 10 PRE Attack: 4d6

14 COM 2

11 PD 1 Total: 11 PD (6 rPD)

11 ED 1 Total: 11 ED (6 rED)

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

10 REC 4

37 END 1

31 STUN 0

 

Total Characteristic Cost: 104

 

Movement: Running: 7"/14" Leaping: 5"/10" Swimming:3"/6"

 

Cost Powers END

6 1/2 END cost on 25 STR: Naked Modifier, Reduced Endurance (1/2 END; +1/4) (6 Active Points)

 

5 Accursed: Life Support (Eating: Character does not eat; Sleeping: Character does not sleep; Still Must Drink Water)

 

44 Weapons Mastery: Multipower, 62-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (77 Active Points); all slots OIF (Available Weapon; -1/2), Limited Power Power loses about a fourth of its effectiveness (Limited by Weapon Type; -1/4)

 

3u 1) Killing Attack - Hand-To-Hand 1 1/2d6 (2d6 w/STR), Variable Special Effects (Limited Group of SFX; +1/4), Variable Advantage (+3/4 Advantages; Limited Group of Advantages; As appropriate for weapon; +1 1/4) (62 Active Points); OIF (Available Weapon; -1/2), Limited Power Power loses about a fourth of its effectiveness (Limited by Weapon Type; -1/4) END: 3

 

3u 2) Hand-To-Hand Attack +5d6, Variable Special Effects (Limited Group of SFX; +1/4), Variable Advantage (+3/4 Advantages; Limited Group of Advantages; As appropriate for weapon; +1 1/4) (62 Active Points); Hand-To-Hand Attack (-1/2), OIF (Available weapon; -1/2), Limited Power Power loses about a fourth of its effectiveness (Limited by weapon type; -1/4) END: 3

 

39 Berserkergang: Succor STR, DEX, CON, PRE, PD, ED, STUN, REC 3d6 (standard effect: 9 points), Reduced Endurance (1/2 END; +1/4), all effected characteristics simultaneously (+2) (49 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Only works when enraged or berserk; -1/4) END: 2

Notes: +5 STR, +3 DEX, +5 PRE, +9 PD, +9 ED, +9 STUN, +4 REC. Note that I am taking less than Standard Effect in STR and PRE.

 

13 Healing Touch: Healing Simplified Healing 4d6 (40 Active Points); No Conscious Control (-2) END: 4 Notes: Not only does The Goth not control this ability, he does not yet understand that he has it.

 

Martial Arts

Maneuver OCV DCV Notes

3 Basic Strike +1 +0 6d6 Strike

3 Flying Tackle +0 -1 4d6 +v/5 Strike; You Fall, Target Falls; FMove

4 Block/ Parry +2 +2 Block, Abort

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

3 Grapple -1 -1 Grab Two Limbs, 30 STR for holding on

4 Charge +0 -2 6d6 +v/5 Strike, FMove

5 Weapon Element: Axes, Maces, Hammers, and Picks, Blades, Clubs, Fist-Loads, Polearms and Spears

 

Talents

12 Combat Luck (6 PD/6 ED)

20 Danger Sense (self only, out of combat) 12-

5 Rapid Healing

17 Gift of Tongues : Universal Translator 13- (21 Active Points); Limited Power Power loses about a fourth of its effectiveness (Always speaks with "barbarous accent"; -1/4)

 

Skills

3 Climbing 13-

3 Breakfall 13-

3 Concealment 12-

3 Barbarian (Con Based): PS: Gothic Warrior 13-

3 Stealth 13-

5 Survival (Temperate/Subtropical, Arctic/Subarctic Forests, Mountain) 12-

3 Tactics 12- 3 Tracking 12-

2 Gambling (Dice Games) 12-

5 Barbarian: +1 with all barbarian skills (PS: Barbarian, Stealth, Climbing, Tracking, Survival)

10 +2 with HTH Combat

3 Trading 13-

3 Linguist

1 1) Language: Ancient Greek (basic conversation)

1 2) Language: English (fluent conversation) (2 Active Points)

0 3) Language: Gothic (idiomatic) (4 Active Points)

1 4) Language: Latin (fluent conversation) (2 Active Points)

 

Total Powers & Skill Cost: 246 Total Cost: 349 200+

 

Disadvantages

20 Normal Characteristic Maxima

15 Physical Limitation (Curse): Cannot inflict BODy damage with any attack on a living thing. Cannot Kill. (All the Time, Slightly Impairing)

5 Physical Limitation (Curse): Cannot Eat or Sleep or Swive (Infrequently, Slightly Impairing)

15 Physical Limitation: Ignorant of modern culture and technology. (Frequently, Greatly Impairing)

15 Psychological Limitation: Wishes to do the very things he is cursed not to do: kill, eat, sleep, and - well, you know.... (Very Common, Moderate)

10 Distinctive Features: Scarred Gothic Warrior (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

25 Enraged: In combat (Very Common), go 14-, recover 14-

15 Enraged: Berserk If Enraged (Uncommon), go 8-, recover 14-, Berserk

10 Social Limitation: Barbarian (Frequently, Minor)

10 Reputation: Vandal who goes berserk and wrecks property but can't inflict bodily harm on people., 8- (Extreme)

10 Psychological Limitation: Stubborn (Uncommon, Strong)

Total Disadvantage Points: 150

 

Background/History: We were camped near a grove of willow when the Romans struck; some of our leaders already wounded from their treacherous ambush at the very banquet table. When their left flank broke, some of us pursued a band of them right in among the willows; and then one of them rallied the others, and they turned, and together we bathed the roots of the grove in blood. I do not know how many I slew, but it was not long before only I stood among the Goths in that grove, and only one Roman faced me, and once we saw one another between the trees we rushed together more eager than lovers. It happened before we could close that small distance; a burst of light, a bearlike roar, and we were both struck senseless to the ground. When again I could see, what I saw was a woman - a spirit rather, or sorceress, some guardian of the grove, graceful as willow, a rage more terrible even than ours, spitting maledictions in Greek. I understood some of the curse - that we could never kill again, and that we could never know sleep, nor food, nor the embrace of a woman, until we had saved three dozen lives for each life we had taken, and healed a dozen wounds for each wound we ever gave. Then we were taken up as by invisible hands and thrown as easily as a man could throw a mouse, and when I struck the ground all was black - until I awakened in this mad land.

 

Personality/Motivation: Ermaneric has killed scores of people; if the total includes those killed by his followers after he rose to be a leader among his people, then fulfilling the terms of the curse could take a very long time indeed. Occasionally he wonders about the Roman who was with him in the grove, and wonders where he landed - and what they'll do if they ever meet again. While sometimes he despairs of lifting the curse, sometimes he goes out actively looking for ways to save lives. He's even thinking about taking first aid classes and learning to heal wounds.

 

Quote: (After recovering from being knocked out) Thanks. I needed that. That's the only way I can sleep.

 

Powers/Tactics: Frustrated with weapons that, in his hands, don't cut, the Goth will often fight barehanded, or with a club or mace. He will usually go enraged in combat, and once enraged, must roll each phase for the chance to go totally berserk. Eventually he will learn about the healing ability he was gifted with, and start learning to control it.

 

Lucius Alexander

 

The palindromedary thinks it needs a little work

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Re: Create a Hero Theme Team!

 

The UNIT

 

The Patriot (United States)

The Knight (United Kingdom)

The Messenger (France)

General Winter (Russia)

The Great Wall (China)

 

The United Nations Intervention Team (UNIT) was created do deal with international Terrorist threats. It received support by the new President of the United States as it would lessen the need for American intervention in world affairs.

 

Members

 

The Patriot

 

20 STR 10

18 DEX 24

20 CON 20

12 BODY 4

18 INT 8

14 EGO 8

20 PRE 10

18 COM 4

8 PD 4

6 ED 2

4 SPD 12

8 REC 0

40 END 0

32 STUN 0

Total Characteristics Cost: 100 Points

 

Cost Skills

3 Acrobatics 13-

2 AK: New York City 11-

3 Breakfall 13-

3 Criminology 13-

3 Deduction 13-

3 Disguise 13-

3 Fast Draw 13-

3 High Society 13-

2 KS: United Nations 11-

3 Lockpicking 13-

4 Martial Block

4 Martial Dodge

4 Martial Strike

3 Martial Throw

5 Money: Well Off

5 Offensive Strike

3 Security Systems 13-

3 Shadowing 13-

10 SL: Overall +1

3 Stealth 13-

3 Streetwise 13-

Total Skills Cost: 75 Points

 

Cost Powers

16 Armor +8 rPD +8 rED, OIF: Costume (-1/2)

20 Multipower (30 Points) OIF: Weapons Belt (-1/2)

1 u) Darkness to Normal Sight, AE 3"r, [8c/Duration 1 Turn] (-0), OAF: Smoke Bombs (-1)

1 u) EB 6d6, [16c] (-0), OAF: Throwing Wings (-1)

1 u) EB 3d6, NND (LS: Self Contained) (+1), [16c] (-1), OAF: Tear Gas (-1)

1 u) Entangle 3d6, DEF 3, [16c] (-0), OAF: Bolas (-1)

3 ES: Nightvision, OIF: Mask (-1/2)

7 ES: RPT, OIF: Cowl (-1/2)

10 Gliding 15", OIF: Cape (-1/2)

6 Running +3"

7 Multipower (15 Points) OAF: Line Gun (-1)

1 u) Stretching 3"

1 u) Swinging 15"

Total Powers Cost: 75

 

Total Cost: 250 Points

 

150+ Disadvantages

15 DNPC: Current Love Interest (Unaware Normal) 8-

10 Hunted: United Nations (More Powerful/NCI/Watching) 8-

10 Hunted: United States Government (More Powerful/NCI/Watching) 8-

20 PsyL: Internationist (Very Common/Strong)

15 PsyL: Overconfident (Common/Strong)

15 PsyL: Thrillseeker (Common/Strong)

15 SocL: Secret Identity (Frenquently/Major)

Total Disadvantages Cost: 250 Points

 

Origin: Patrick Riordan was a bored financially well off young man looking for something to do besides attend U.N. fundraisers. Physically fit because of a interest in martial arts, and well educated with a degree in criminology, Patrick purchased what he needed to begin a career as a crime fighter. Calling himself The Patriot in order to gain favorable media coverage, one of the first people he saved was a United Nations diplomat who just happened to be recruiting for a new team. Patrick jumped at the chance to join, and The Patriot become it's first member.

 

The Patriot is a pretty standard martial artist with equally standard weapons and equipment. He has no enemies because he had just started his crime fighting career. His costume is a red cowl, blue bodysuit, and white cape.

 

 

More to come.

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Re: Create a Hero Theme Team!

 

The Patriot

 

[...]

 

Origin: Patrick Riordan was a bored financially well off young man looking for something to do besides attend U.N. fundraisers. Physically fit because of a interest in martial arts, and well educated with a degree in criminology, Patrick purchased what he needed to begin a career as a crime fighter. Calling himself The Patriot in order to gain favorable media coverage, one of the first people he saved was a United Nations diplomat who just happened to be recruiting for a new team. Patrick jumped at the chance to join, and The Patriot become it's first member.

 

The Patriot is a pretty standard martial artist with equally standard weapons and equipment. He has no enemies because he had just started his crime fighting career. His costume is a red cowl, blue bodysuit, and white cape.

I am a little bit irritated, I thought this was about heroes fitting in the "Ivory Kings" theme, but Patriot seems to totally not fit it (in fact, it didn't even fit to Lucius Guy).

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Re: Create a Hero Theme Team!

 

Let's get back on track then. I was going to go with something similar to Lucius except not a goth from the past. I was going to use a more modern phenonomena.

 

You might have heard of the I-51 Strangler, the St. Louis Runner Killer, The Texas Body Dumper. They are part of a string of serial killing along the nation's highways and byways. What no one knows is that these three monikers and more belong to the same man, Roscoe Vaughn. His body count has reached into the thousands and some of his bodies have never been found.

 

Roscoe picked someone dressed as a gypsy walking down the road as his latest victim. He noted the tattoos on her hands and forearms, and along her neck. He made his move with his usual charm, and skill. Only she was waiting for him.

 

He doesn't remember what happened. He woke up with his own body covered with tattoos. The tattoos told him things that he didn't want to hear. They told him things about his victims, about his family, about the lives that could have been.

 

They affected his ability to kill more victims. Each new murder resulted in another tattoo and another voice ripping at his mind.

 

Roscoe accidently saved a kid from being run down in a parking lot. One of his tattoos vanished. It took that particular voice with it.

 

Roscoe wants his life back. The only way he can do that is get rid of the tattoos. The only way to get rid of them is to save lives.

 

Roscoe became the Rescuer.

CES

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