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Else Earth Character Thread.


Enforcer84

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A WIP thread for some of my write ups - Character and otherwise, ostensibly worked into my Else Earth campaign setting.

 

 

Table of Contents:

 

Gilgamesh

Unrivaled

Anvil

The Owl

 

 

The Guard

(Inexperienced Versions)

Experienced Guard

 

The Young Lions

Project: Superteam!

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Gilgamesh (5e, 939pts)

 

GILGAMESH

 

 

Val Char Cost Roll Notes

75 STR 65 24- Lift 819.2tons; 15d6 [4]

18 DEX 24 13- OCV: 6/DCV: 6

50 CON 80 19-

15 BODY 10 12-

15 INT 5 12- PER Roll 12-

17 EGO 14 12- ECV: 6

25 PRE 15 14- PRE Attack: 5d6

16 COM 3 12-

 

30+10 PD 15 Total: 30/40 PD (15/25 rPD)

25+10 ED 15 Total: 25/35 ED (12/22 rED)

5 SPD 22 Phases: 3, 5, 8, 10, 12

25 REC 0

125 END 13

125 STUN 47 Total Characteristic Cost: 328

 

Movement: Running: 9"/18"

Leaping: 25"/100"

Swimming: 2"/4"

 

Cost Powers END

50 Get out of my head!!: Ego Attack 2d6, Damage Shield (+½), Continuous (+1) (50 Active Points) 5

35 I've faced foes like you before: Find Weakness 12- with All Attacks 0

7 Skilled Brawler: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-½) 1

 

Athletics

25 1) Prodigious Leaper: Leaping +10" (25" forward, 12 ½" upward) (Accurate, Position Shift, x4 Noncombat) 2

6 2) Swift: Running +3" (9" total) 1

19 3) Tireless: Reduced Endurance (½ END; +¼) (19 Active Points) applied to STR

 

Immortal God-King

20 1) Don't Mess with the Body: Power Defense (20 points) 0

17 2) Don't Mess with the Mind: Mental Defense (20 points total) 0

15 3) Dragon Slayer: Armor (10 PD/10 ED) (30 Active Points); Only Works Against Dragons (-1) 0

10 4) Luck of Legends: Luck 2d6 0

9 5) Self Repair: Healing 2 BODY, Can Heal Limbs (25 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 ¼), Self Only (-½) 2

10 6) That doesn't work anymore: Lack Of Weakness (-10) for Resistant Defenses 0

15 7) Tough: Energy Damage Reduction, Resistant, 25% 0

15 8) Tough: Physical Damage Reduction, Resistant, 25% 0

14 9) Toughened Flesh: Damage Resistance (15 PD/12 ED) 0

18 10) Well, I am a god-hero you know.: Life Support (Eating Character only has to eat once per week; Extended Breathing 1 END per Minute; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping Character only has to sleep 8 hours per week) 0

 

Wrestling

Maneuver OCV DCV Notes

4 Choke -2 +0 Grab One Limb; 2d6 NND

4 Escape +0 +0 90 STR vs. Grabs

3 Hold -1 -1 Grab Two Limbs, 85 STR for holding on

4 Reversal -1 -2 90 STR to Escape; Grab Two Limbs

3 Slam +0 +1 15d6 +v/5, Target Falls

3 Take Down +2 +1 15d6 Strike; You Fall, Target Falls

 

Perks

2 Benefits: Fringe Benefit: International Driver's License, Passport

15 Golden Towers: Base

20 Lots of Contacts: 20 contacts, 11-

15 Vast Portfolio: Money: Filthy Rich

3 Well-Connected

11 1) Corporate Connections: Contact: International Business Community (Very Large Organization) (Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 11-

8 2) Defense Contractor: Contact: Pentagon (Contact has very useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-

2 3) PR Firm: Contact: Thomas & Associates Productions (Small Organization) (3 Active Points) 12-

 

Talents

3 Cat Napper: Lightsleep

12 Centuries of Wandering: Universal Translator 17- (25 Active Points); Terran Languages only Power loses about half of its effectiveness (-1)

3 Lived a Long Time: Absolute Time Sense

5 Lived a Long Time: Eidetic Memory

3 No Way He Could Survive That!: Simulate Death

 

Skills

40 +4 Overall

35 +7 with HTH Combat

3 Analyze: Combat 12-

3 Breakfall 13-

3 Bribery 14-

8 Defense Maneuver I-III

3 High Society 14-

3 Hoist 12-

3 Interrogation 14-

3 Linguist

1 1) Language: Anglo-Saxon (basic conversation)

2 2) Language: Arabic (Classical) (completely fluent) (3 Active Points)

1 3) Language: Babylonian (completely fluent) (3 Active Points)

3 4) Language: English (idiomatic) (4 Active Points)

1 5) Language: French (fluent conversation) (2 Active Points)

3 6) Language: Greek (Koine) (idiomatic) (4 Active Points)

1 7) Language: Greek (Modern) (completely fluent) (3 Active Points)

1 8) Language: Hebrew (Classical) (completely fluent) (3 Active Points)

3 9) Language: Italian (idiomatic) (4 Active Points)

1 10) Language: Old Akkadian (completely fluent) (3 Active Points)

0 11) Language: Sumerian (idiomatic) (4 Active Points)

3 Oratory 14-

23 Power: Brick Tricks 22-

3 Scholar

1 1) KS: Arcane And Occult Lore (2 Active Points) 11-

1 2) KS: Dragons (2 Active Points) 11-

1 3) KS: Legends And Lore (2 Active Points) 11-

2 4) KS: Politics (3 Active Points) 12-

2 5) KS: Politics (3 Active Points) 12-

2 6) KS: The Celebrity World (3 Active Points) 12-

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

10 8) KS: World History (11 Active Points) 20-

2 9) KS: World History (3 Active Points) 12-

3 Seduction 14-

3 Tactics 12-

3 Teamwork 13-

3 Traveler

1 1) AK: Lands of Legend (2 Active Points) 11-

1 2) CK: Amsterdam (2 Active Points) 11-

1 3) CK: Athens (2 Active Points) 11-

1 4) CK: Budapest (2 Active Points) 11-

1 5) CK: Cairo (2 Active Points) 11-

1 6) CK: London (2 Active Points) 11-

1 7) CK: Los Angeles (2 Active Points) 11-

1 8) CK: New York City (2 Active Points) 11-

1 9) CK: Paris (2 Active Points) 11-

1 10) CK: Rio de Jinaro (2 Active Points) 11-

1 11) CK: Rome (2 Active Points) 11-

1 12) CK: Vale, CO (2 Active Points) 11-

1 13) CuK: Ancient Greece (2 Active Points) 11-

1 14) CuK: Sumeria (2 Active Points) 11-

5 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Nets

Total Powers & Skill Cost: 612

Total Cost: 939

 

200+ Disadvantages

10 Distinctive Features: Big, beefy, and loud (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Hunted: Set (Egyptian Mythos) 8- (Mo Pow; Harshly Punish)

15 Hunted: Order of Tiamat 11- (As Pow; Harshly Punish)

15 Psychological Limitation: Glory Hound (Common; Strong)

20 Psychological Limitation: Overconfident (Very Common; Strong)

10 Psychological Limitation: Secretive about his origins (Uncommon; Strong)

10 Psychological Limitation: Still heroic when the chips are down (Uncommon; Strong)

10 Reputation: Immortal Demi-Gaud, 11-

10 Rivalry: Professional (Any serious hero; particularly fellow strongmen; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15 Social Limitation: Public Identity (Frequently; Major)

10 Style Disadvantage: Wrestling

10 Unluck: 2d6

589 Experience Points

 

Total Disadvantage Points: 939

 

Background/History: He claims to be over 10000 years old. He claims to be the legendary hero king Gilgamesh. He also claims to have had an affair with just about every A-List starlet and pop diva since the 60's. What is known is that in the 37 years Alric Gilgamesh has been in the public eye, he hasn't aged a bit, he possesses superhuman strength and resilience.

 

Although he generally isn't the first hero on the scene, when the fit hits the shan, Gilgamesh is there, dressed in his red and gold loincloth, golden sandals, and armbands.

 

Personality/Motivation: He loves celebrity, he loves money, he loves a lot of things. Gilgamesh is a self-promoting, yet suave, operator. He fights evil to look good and talks about himself a lot.

 

However, when the chips are down and the world is at stake, he is there on the front lines. He has some immortal enemies that can also stir him to action. One thing about him, he keeps his secrets secret. His Mind has been mystically shielded from intrusion, often violently repulsing those seeking to control or read it.

 

Quote: "I saw something like this in China circa 1434. Of course the dragon wasn't so tough then either!"

 

Powers/Tactics: A skilled brawler and wrestler, Gilgamesh is a consummate brick. He's bright enough, and quite skilled at hand to hand combat, but in the end, he generally just starts smacking the opposition til they fall. Only if they seem immune to his standard attacks does he find weakness.

 

Campaign Use: Demigod Hero or super powered wannabe? You decide. Gilgamesh is up for charity fights or celebrity competitions, will hunt people who stick their noses into his life too far, or will try to seduce any attractive female heroine who gives him a second glance.

 

Appearance: When not expecting combat, Gilgamesh dresses in expensive tailored suits with fine leather gloves and often carrying a cane. He wears expensive and at times, gaudy jewelry; generally topping the ensemble off with gargoyle sunglasses.

 

He keeps his beard and hair neatly trimmed, often wearing his shoulder length hair in a ponytail.

 

If he's going to be cracking heads, he wears a red and gold loincloth, gold sandals, belt, and bracers. He keeps the gloves and occasionally the sunglasses.

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Re: Else Earth Character Thread.

 

The Divine Right

 

During the early years of the 20th century, when mankind was still exploring Earth and we'd never considered alien invasions, several self-styled "Criminal Masterminds" found themselves regularly confounded by equally exceptional crime-fighters. They would rarely enjoy decisive victories and their grand plans of dominating their home city moved far too slowly to fruition.

 

This was only if the other criminals played nice. As annoying as the do-gooders were, it was the circling sharks of the criminal world, fighting each other for turf, resources, agents. It was a difficult time. Just after World War I, several European crime-lords met to establish a detente. From this meeting was born the Divine Right. These lords of the underworld divvied up Europe into parcels and pooled resources.

 

Treachery was dealt with harshly but occurred early and often. And in a manner of years the original members were all replaced. The basic formation had remained but the players had all been replaced. The second generation managed to keep things going smoothly during World War II but the Invasion shortly afterwards cost them manpower and resources. The first super-powered member Dr. Helix was inducted. He changed his name to Artifex shortly afterwards.

 

Artifex was on a different playing field than his contemporaries. He didn't want to control crime in his native Italy. He wanted to control Italy. He also had far greater resources than his fellow crime lords; which he made available to them readily. Slowly he remade the Divine Right from a council of criminals to a cadre of would-be kings.

 

Each future member of the Divine Right would be a powerful costumed criminal, each would share resources well and keep each other in check, the original idea but on a grander scale. Artifex eventually grew bored with world conquest and vacated his spot.

 

Today the Divine Right is made up of powerful individuals. The current core members are:

 

  • The Golden Emperor (O Imperador de Ouro) a Brazilian telekinetic would be conquerer of a united South America.
  • Baron Terror (Any German speakers wanna help?) demonologist who specializes (or rather is obsessed with) fear.
  • Sunlord/The Sun Queen - Identical twins from the UK with superhuman phyiscal powers as well as solar/fire powers. Both are ...eccentric.
  • The Overlord (Suzerain ?) - A French super-genius with a gravity based battle suit.

The way the Divine Right works is this: A potential recruit is tested and then approached with the offer of assistance. They are measured and if judged worthy, they are brought into the fold. Once allowed into the inner circle they are given access to the combined resources of the master organization namely: Cash, Agents, Agent training, weapons, technology, artifacts, and knowledge. Each of the inner circle operates with autonomy. The only rules, no revealing the existence of the Divine Right, no stepping on each other's toes, and if one of your mad schemes works the division of Earth is set in the contract. If you are unable to abide by these rules you are disposed of.

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  • 1 year later...

Unrivled (5e, 400pts)

 

UNRIVALED

 

Val Char Cost Roll Notes

60 STR 50 21- Lift 102.4tons; 12d6 [6]

15 DEX 15 12- OCV: 5/DCV: 5

30 CON 40 15-

15 BODY 10 12-

10 INT 0 11- PER Roll 15-

11 EGO 2 11- ECV: 4

25 PRE 15 14- PRE Attack: 5d6

16 COM 3 12-

 

30 PD 18 Total: 30 PD (20 rPD)

30 ED 24 Total: 30 ED (20 rED)

4+2 SPD 15 Phases: 3, 6, 9, 12/2, 4, 6, 8, 10, 12

18 REC 0

80 END 10

60 STUN 0 Total Characteristic Cost: 202

 

Movement: Running: 16"/64"

Flight: 30"/60"

Leaping: 12"/24"

Swimming: 2"/4"

 

Cost Powers END

50 Mobility: Multipower, 40-point reserve, all slots Reduced Endurance (½ END; +¼) (50 Active Points)

4u 1) Flight: Flight 20" (40 Active Points) 2

4u 2) Sonic Flight: Flight 10", MegaScale (1" = 1,000 km; +1) (40 Active Points) 2

4u 3) Super Swiftness: Running +10" (16" total), x4 Noncombat, Usable as Swimming (+¼), Reduced Endurance (½ END; +¼) (37 Active Points) 1

 

Super Senses

5 1) Full Spectrum Vision: Infrared Perception (Sight Group) 0

5 2) Full Spectrum Vision: Ultraviolet Perception (Sight Group) 0

5 3) Light Enhancement Vision: Nightvision 0

12 4) Super Senses: +4 PER with all Sense Groups 0

 

Super Speed

13 1) Super Speed: +2 SPD (20 Active Points); Costs Endurance (-½) 2

16 2) Super Speed: Lightning Reflexes: +15 DEX to act first with All Actions (24 Active Points); Costs Endurance (-½) 2

 

Toughness

20 1) Toughness: Damage Resistance (20 PD/20 ED) 0

16 2) Toughness: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) 0

 

Perks

2 Contact: Super villain To be Named Later 11-

 

Skills

25 +5 with HTH Combat

3 Hoist 11-

2 KS: The Criminal World 11-

2 KS: The Superhuman World 11-

2 PS: Bodyguard 11-

3 Persuasion 14-

3 Streetwise 14-

2 Survival (Urban) 11-

Total Powers & Skill Cost: 198

Total Cost: 400

 

200+ Disadvantages

20 Hunted: Department of Metahuman Affairs 8- (Mo Pow; NCI; Harshly Punish)

10 Hunted: Solo Hero 8- (As Pow; Harshly Punish)

20 Psychological Limitation: Does Not Respect The Opinion Of Anyone Regarded As Weak (Very Common; Strong)

15 Psychological Limitation: Overconfident (Common; Strong)

10 Psychological Limitation: Sexist (Common; Moderate)

10 Psychological Limitation: Takes Any Opportunity To Humiliate Or Pick A Fight With Weaker People (Common; Moderate)

5 Rivalry: Professional (Villainess To Be Named Later; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15 Social Limitation: Criminal Record (Occasionally; Severe)

10 Vulnerability: 2 x STUN Gravity Attacks (Uncommon)

85 Experience Points

 

Total Disadvantage Points: 400

 

Background/History: Rob Prosseur, despite his rather posh name and upbringing, has always been a badass. He gravitated towards crime and violence early in life and made a pretty good living and reputation as an elite thug, a bouncer, and later professional bodyguard. It was while working for that he really hit the big time, so enrapturing his embloyer with his rugged good looks and street-born charm that she turned to Madame Echidna and paid for Rob to be granted meta-human powers.

 

Taking the name Unrivaled, Rob has stepped boldly into the meta-human scene as the primary muscle for , though her ardor for him eventually cooled, she still likes having him around as an enforcer.

 

Personality/Motivation: Unrivaled is a bully, pure and simple. He gets off beating people up, though he's not really a coward underneath it all, he does prefer to disengage rather than face defeat.

 

Rob oozes confidence now, he was sure enough in himself before he had powers and would engage costumed heroes if they presented themselves. Now he is absolutely sure he's the baddest man around. He doesn't really know his limits and will attack stronger foes eagerly.

 

 

Quote: Let's get this overwith, punk

 

Powers/Tactics: A skilled, if unimaginative bralwer, Unrivaled generally trades punches with his foes, using his Super Spead to increase his reaction time and strike early. He doens't use the increased SPD unless he feels it's absolutely necessary as the extra END Burn keeps him from fighting too long (as it is he burns between 10-12 END per phase).

 

With time, and given sufficient motivation (ie Losses) he'll develop more "Tricks."

 

Campaign Use: A flying brick. I have many heroes who fall into the category, but significantly fewer villains. To make Unrivaled more powerful give him the Brick Tricks Skill (at least) and a few actual statted out Brick Trick Powers, perhaps the Brick Martial Arts or Dirty Infighting. If he's too tough, Eliminate his extra SPD and lower his Lightning Reflexes.

 

Unrivaled doesn't hunt heroes unless ordered too and then he's pretty direct. If someone has become a regular sparring partner or has defeated him rather easily he might hunt them for revenge. He'd take a loss to someone he consideres "Weaker" very hard.

 

Appearance: The process to turn Rob into Unrivaled transformed him from a big, beefy guy with rugged good looks into a sleek, powerful demi-God with chisled featues and an intense, smoldering appearance. He had golden blond hair which he cuts very short and blue eyes. He's 6'2 and about 250lbs.

 

As Unrivled, he wears a red costume with gold bracers, boots, and belt. On his chest is a golden 'U'. He occasionally wears a black and gold cape attached with a gold cord; usually at the behest of his benefactor who finds the cape sexy.

 

 

 

Notes: As you can see, I've not really completed his background, the benefactor hasn't been developed yet, and considering his sexist nature I'm not exactly sure why he's still working for her as he probably considers her weak and incompetent. (or less competent than a similar male crime boss) So she's somehow earned his respect, or perhaps just bought his loyalty.

 

As to the extra SPD he has to declare at phase 12 if he's going to be using the SPD and he pays the extra END on Phases 4 and 8. I considered adding the "Delayed Endurance" advantage and just have him pay 4 END on phase 2 for the rights to use the SPD that Turn.

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Anvil (5e, 722pts)

 

ANVIL

 

 

Val Char Cost Roll Notes

75 STR 65 24- Lift 819.2tons; 15d6 [7]

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

40 CON 60 17-

23 BODY 26 14-

15 INT 5 12- PER Roll 12-

15 EGO 10 12- ECV: 5

23 PRE 13 14- PRE Attack: 4 ½d6

14 COM 2 12-

 

50 PD 35 Total: 50 PD (50 rPD)

50 ED 42 Total: 50 ED (50 rED)

4 SPD 16 Phases: 3, 6, 9, 12

23 REC 0

150 END 35

100 STUN 19 Total Characteristic Cost: 340

 

Movement: Running: 9"/36"

Leaping: 20"/160"

Swimming: 2"/4"

 

Cost Powers END

5 Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OAF (-1) 0

 

Athletics

25 1) Bounder: Leaping +5" (20" forward, 10" upward) (Accurate, x8 Noncombat), Reduced Endurance (½ END; +¼) (25 Active Points) 1

11 2) Swift: Running +3" (9" total), x4 Noncombat 1

 

Invulnerable

13 1) Bracing: Knockback Resistance -10" (20 Active Points); Costs Endurance (-½) 2

10 2) Immovable: Knockback Resistance -5" 0

10 3) Immunity: Disease: Life Support (Immunity All terrestrial diseases and biowarfare agents) 0

3 4) Immunity: Pressure: Life Support (Safe in High Pressure; Safe in Low Pressure/Vacuum) 0

2 5) Immunity: Radiation: Life Support (Safe in High Radiation) 0

4 6) Immunity: Temperature Extremes: Life Support (Safe in Intense Cold; Safe in Intense Heat) 0

50 7) Invulnerability: Damage Resistance (50 PD/50 ED) 0

8 8) Iron-Willed: Mental Defense (11 points total) 0

20 9) Toughness: Energy Damage Reduction, Resistant, 50% (30 Active Points); Requires A CON Roll (-¼), Must Be Aware of Attack (-¼) 0

20 10) Toughness: Physical Damage Reduction, Resistant, 50% (30 Active Points); Requires A CON Roll (-¼), Must Be Aware of Attack (-¼) 0

 

Brick Tricks Martial Art

Maneuver OCV DCV Notes

4 Bearhug I +0 +0 19d6 Crush, Must Follow Grab

5 Bearhug II -2 +0 Grab Two Limbs, 2d6 NND

4 Big Push +0 +0 90 STR to Shove

4 Break Free +0 +0 90 STR vs. Grabs

4 Deadly Smash -2 +0 HKA 1d6 +1

5 Deadly Throw -2 +0 HKA 1d6 +1 , Target Falls

5 Fist-Grab +1 +1 Grab One Limb, Block

3 Grab -1 -1 Grab Two Limbs, 85 STR for holding on

5 Legbreaker -1 -2 Grab One Limb; HKA 1d6 +1 , Disable

4 Punch +2 +0 17d6 Strike

4 Slam -1 -1 STR +2d6 Strike; Grab Two Limbs; Target Falls

3 Tackle +0 -1 15d6 +v/5 Strike; You Fall, Target Falls; FMove

4 Toughness +2 +2 Block, Abort

3 Wrestler's Throw +2 +1 15d6 Strike; You Fall, Target Falls

 

Perks

5 Business Has Been Good: Money: Well Off

6 Don't Mess with The Anvil: Reputation: Tough-Guy (A large group) 14-, +2/+2d6

3 Well-Connected

1 1) Contact: British Hero Team (Small Group) (2 Active Points) 11-

8 2) Contact: British Royal Army (Contact has very useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-

1 3) Contact: European Super Team (Large Super Team) (2 Active Points) 11-

 

Talents

9 Swift: Lightning Reflexes: +6 DEX to act first with All Actions

 

Skills

18 +3 with HTH and Ranged Combat

30 +6 with HTH Combat

3 Bureaucratics 14-

3 Climbing 12-

3 Combat Driving 12-

3 Cryptography 12-

3 Demolitions 12-

3 High Society 14-

3 Hoist 12-

3 Interrogation 14-

2 KS: Knowledge Skill: British Royal Army 11-

2 KS: The Military/Mercenary/Terrorist World 11-

2 KS: The Superhuman World 11-

0 Language: English (idiomatic) (4 Active Points)

4 Language: Scots/Scottish English (idiomatic)

4 Language: Scottish Gaelic (idiomatic)

2 PS: Body Guard 11-

2 PS: Hero for Hire 11-

3 Security Systems 12-

3 Systems Operation 12-

3 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles

3 Tactics 12-

3 Teamwork 12-

3 Trading 14-

3 WF: Small Arms, Blades, Clubs

 

Total Powers & Skill Cost: 382

Total Cost: 722

200+ Disadvantages

15 Enraged: Team-Mate Downed Uncommon, go 8-, recover 8-

15 Hunted: Brittish Tabloids 11-, More Powerful, NCI, Watching

10 Hunted: Die Heuerger 11- (Frequently), As Powerful, Limited Geographical Area, Harshly Punish

20 Hunted: The Legion of the Sun 11- (Frequently), More Powerful, NCI, Limited Geographical Area, Harshly Punish

15 Psychological Limitation: Bitter and Resentful of Bigots Uncommon, Total

20 Psychological Limitation: Overconfidence Very Common, Strong

15 Psychological Limitation: Will Sacrifice Self for Golden Hammer Common, Strong

10 Reputation: Disgraced public figure/Scandelized hero, Frequently (11-)

15 Social Limitation: Secret Identity: Jason Talbot Frequently (11-), Major

5 Unluck: 1d6

10 Vulnerability: 2 x STUN Gravity Based Attacks (Uncommon)

372 Experience Points

 

Total Disadvantage Points: 722

 

Background/History: Jason Talbot was born in Scotland in early 1979, his mother and father, second and fourth generation immigrants from Africa had raised Jason to be a proud member of their adoptive culture.

Jason's metahuman potential was activated in during his second year with the British Royal Army. He served with distinction even after it was discovered he was a superhuman. He was knighted for his service against the Invasion.

 

However, racial tensions in Britain as well and he was (due to both his African and Scottish heritage) and Jason ran afoul of a powerful bigot who raged at the idea of a black hero under his command. The commanding officer used his connections to create a scandal that resulted in Jason being stripped of his knighthood and booted from the Royal Army, and roughed up in the press.

 

Disillusioned, Talbot donned a costume and used his incredible strength and durability to clear his name. It took him a few years of investigation and several shows of public heroism, but he cleared his name but refused to have his title reinstated.

 

As the Anvil, Jason has had a history as a "Hero for Hire," cashing in on his meta-human ability. He has worked with several European Super Teams as a fill in member (paid or unpaid) and for years had an unrequited love for the beautiful Irish heroine Goldenwing.

 

In recent years, however, his mercenary ways have waned, and he's returned to the heroic ideals of his youth and he served for a few years on the London Watch, a team of local heroes, with his heart's desire and she slowly came around to reciprocate, going so far as to change her name to the Golden Hammer so they could be known as Hammer and Anvil.

 

Personality/Motivation: Jason is proud and confident, he took the charges of misconduct and his mistreatment at the hands of the press very personally - going so far as to renounce his pride in his home country and "looking out for number one."

 

But the truth is, he was never that selfish and once he began to make a difference as Anvil, heroism came easier and easier to him. He has a hate/hate relationship with the press still but the public has embraced him and he's returned the sentiment.

 

He proposed to Mirium and they plan to wed in 2012.

 

Powers/Tactics: Brick, brick brick brick brick brick.

 

Appearance: Eyes: Brown, Hair: Black and Curly (Shaved Bald)

Jason is an enormously muscled, seven foot tall, black man who shaves his head and wears a costume consisting of a black muscle shirt, red tights, black combat boots, and a broad black belt. He has a white anvil on his left breast. He has a scottish accent.

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Re: Anvil (5e, 722pts)

 

Notes: As you can see' date=' I've not really completed his background, the benefactor hasn't been developed yet, and considering his sexist nature I'm not exactly sure why he's still working for her as he probably considers her weak and incompetent. (or less competent than a similar male crime boss) So she's somehow earned his respect, or perhaps just bought his loyalty.[/quote']

 

It's painfully obvious. He's still trying to get back in her pants.

 

Lucius Alexander

 

The palindromedary wonders if someone get into Enforcer's pants and that's why he's not wearing them

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Recluse (Starting level) (5e, 350)

 

RECLUSE

 

 

Val Char Cost Roll Notes

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

18 DEX 24 13- OCV: 6/DCV: 6

18 CON 16 13-

12 BODY 4 11-

18 INT 8 13- PER Roll 13-

12 EGO 4 11- ECV: 4

20 PRE 10 13- PRE Attack: 4d6

14 COM 2 12-

 

8+12 PD 5 Total: 8/20 PD (0/12 rPD)

8+12 ED 4 Total: 8/20 ED (0/12 rED)

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

7 REC 0

40 END 2

30 STUN 1 Total Characteristic Cost: 97

Movement: Running: 6"/12"

Flight: 2"/4"

Gliding: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

Swinging: 15"/30"

Cost Powers END

33 Gauntlet Web Projectors: Multipower, 50-point reserve, (50 Active Points); all slots OIF (-½)

3u 1) Here's Webs In Your Eye: Sight Group Flash 5d6, No Normal Defense (defense is STR 30+ or web-proof eye coverings; +1) (50 Active Points); OIF (-½), Limited Range (20"; -¼) 5

1u 2) Web Bubble: Force Wall (4 PD/4 ED; 3" long and 1" tall) (24 Active Points); Requires 8 Charges Per Use (-¾), OIF (-½), Restricted Shape (must join ends to form a bubble or dome; -¼), Limited Range (20"; -¼) 2

1u 3) Web Gag: Darkness to Hearing Group 1" radius, Ranged (+½), Usable As Attack (does not work against persons with STR 30+, web-proof masks or skin, or the like; +1) (12 Active Points); Only Prevents Speech, Not Hearing (-1), Only Affects One Person (-½), OIF (-½) 1

1u 4) Web Shield: Armor (6 PD/6 ED) (18 Active Points); Activation Roll 14- (-½), Ablative BODY Only (-½), OIF (-½), Costs Endurance (Only Costs END to Activate; -¼) 2

2u 5) Web-Ball/Web-Blast: Energy Blast 6d6 (30 Active Points); OIF (-½), Limited Range (20"; -¼) 3

1u 6) Web-Footfloats: Flight 2" (4 Active Points); Only On The Surface Of Calm Waters (-1), Requires 3 Charges Per Use (-½), Extra Time (Full Phase, -½), OIF (-½) 1

2u 7) Web-Grab: Stretching 10" (50 Active Points); Cannot Do Damage (-½), OIF (-½), Always Direct (-¼), Range Modifier Applies (-¼) 5

2u 8) Webbed Up: Entangle 5d6, 5 DEF (50 Active Points); Requires 3 Charges Per Use (-½), OIF (-½), Limited Range (20"; -¼) 5

1u 9) Webchute: Gliding 6" (6 Active Points); Requires 3 Charges Per Use (-½), Limited Movement (character cannot gain altitude, and must move at least 12" downward for every 1" forward; -½), OIF (-½), Costs Endurance (Only Costs END to Activate; -¼) 1

1u 10) Webline: Swinging 15" (15 Active Points); OIF (-½) 1

 

11 Piecing together the Crime: Retrocognitive Clairsentience (Sight Group) (40 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, Must actually study the scene of the crime; -1 ½), Requires A Skill Roll And A Skill Roll (RSR Skill is subject to Skill vs. Skill contests; Requires Skill Rolls in Forensics and Criminology; -1) 4

 

Costume

12 1) Reinforced Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-½) 0

7 2) Cling-Pads on Costume: Clinging (normal STR) (10 Active Points); OIF (-½) 0

 

Utility Belt

19 1) Web Fluid: Endurance Reserve (100 END, 50 REC) Reserve: (60 Active Points); OIF (Fluid Cells; -½); REC: (50 Active Points); 2 clips of 1 Charge (-1 ½), OIF (Fluid Cells; -½), Extra Time (Full Phase, -½), Personal REC (-½), Concentration (½ DCV; -¼) 0

10 2) Crime Scene Analyzer: Criminology 18- (21 Active Points); OAF (-1)

12 3) Multi-Shot Signal Flare Gun: Sight Group Images Increased Size (8" radius; +¾), +4 to PER Rolls (38 Active Points); OAF (-1), Set Effect (signal flare of defined appearance; -1), 4 Continuing Charges lasting 1 Minute each (-¼) [4 cc]

11 4) Tracking Device: Detect A Class Of Things 13- (Unusual Group), Increased Arc of Perception, Range, Sense, Telescopic (+1): +1, Variable Advantage (+¼ Advantages; Limited Group of Advantages; +½) (22 Active Points); OAF (-1) 0

Notes: Variable Advantages: Megascale (1" = 10m), Megascale (1" = 100m), Megascale (1" = 1Km), Difficult to dispel. Character is assumed to carry 12 bugs.

 

Thang-Ta

Maneuver OCV DCV Notes

4 Block +2 +2 Block, Abort

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

4 Knifehand Strike -2 +0 HKA 1d6 +1

4 Marman Strike -1 +1 2d6 NND

4 Punch +0 +2 5d6 Strike

5 Kick -2 +1 7d6 Strike

1 Weapon Element: Blades

1 Weapon Element: Clubs

1 Weapon Element: Polearms

 

Skills

10 +1 Overall

6 +2 with Martial Maneuvers

3 Acrobatics 13-

3 Breakfall 13-

3 Bugging 13-

2 CK: Century City 11-

3 Concealment 13-

3 Contortionist 13-

3 Criminology 13-

5 Deduction 14-

3 Forensic Medicine 13-

3 Inventor 13-

3 Paramedics 13-

3 Scholar

1 1) KS: Federal Criminal Law And Procedure (2 Active Points) 11-

2 2) KS: Local Underworld (3 Active Points) 13-

1 3) KS: Police Proceedure (2 Active Points) 11-

1 4) KS: Thang-Ta (2 Active Points) 11-

1 5) KS: The Law Enforcement World (2 Active Points) 11-

1 6) KS: The Law Enforcement World (2 Active Points) 11-

1 7) KS: Yoga (2 Active Points) 11-

3 Scientist

2 1) SS: Anatomy 13- (3 Active Points)

2 2) SS: Ballistics 13- (3 Active Points)

2 3) SS: Biochemistry 13- (3 Active Points)

2 4) SS: Biology 13- (3 Active Points)

1 5) SS: Chemistry 11- (2 Active Points)

2 6) SS: Environmental Science 13- (3 Active Points)

2 7) SS: Mathematics 13- (3 Active Points)

2 8) SS: Medicine 13- (3 Active Points)

2 9) SS: Microbiology 13- (3 Active Points)

2 10) SS: Organic Chemistry 13- (3 Active Points)

3 Shadowing 13-

3 Stealth 13-

3 Streetwise 13-

3 Systems Operation 13-

 

Total Powers & Skill Cost: 253

Total Cost: 350

 

200+ Disadvantages

10 Dependent NPC: Grandparents (John David Rhoads; Felicity Rhoads) 8- (Normal; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs)

10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

20 Hunted: Iron Crusade 8- (Mo Pow; NCI; Harshly Punish)

15 Hunted: Recluse's Rogues Gallery 11- (As Pow; Harshly Punish)

5 Hunted: The Buzzard 8- (Less Pow; Harshly Punish)

Notes: A former enemy of the Widow, the Buzzard harbored feelings for his heroic rival. He seeks to punish the young knave besmirching her good name. Okay, he's in his 80's and not thinking so good...

20 Psychological Limitation: Code vs Killing (Common; Total)

10 Psychological Limitation: Loves to match Wits with Opponents (Common; Moderate)

15 Psychological Limitation: Swashbuckling Thrill Seeker (Very Common; Moderate)

15 Psychological Limitation: Upholding Heroic Legacy (Common; Strong)

10 Rivalry: Professional and Romantic (New Widow; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

Notes: There is a new Widow in town. Recluse finds this distasteful (his Grandmother doesn't seem to mind) his encounters with her thus far have been acrimonious and, of course, filled with romantic tension.

15 Social Limitation: Secret Identity (Frequently; Major)

5 Unluck: 1d6

 

Total Disadvantage Points: 350

 

Background/History: Ben Rhoads is a heroic legacy. His Grandfather was a cop and his grandmother was a criminal forensics specialist (a rarity in her day) and even more crazy, a costumed crime-fighter. Using exotic far eastern fighting styles, a keen mind, and specialized police training Stacy Wolcott fought all manner of odd and colorful criminals as the seductive Widow.

 

Roger Rhoads was her confidant on the force, he was often her alibi when the Widow was on the prowl. Slowly the trust and friendship they shared turned to love and they married. The Widow retired after she became pregnant, but Stacy and Roger had a number of adventures during thier police career.

 

Their son Jonah joined the army rather than the police force. He was killed when his own son was but a lad of four. Ben and his mom moved in with his father's folks who helped raise the boy. Ben's mom passed away from lukemia when he was twelve.

 

Ben grew up wanting to be an investigator like his grandparents, and proved himself to be a keen study. His grandmother passed on her knowledge of eastern philosophies and martial arts to help him with his confidence at school. When they felt he was old enough, they told him about his grandmother's past. It took less than an afternoon for Ben to design his own costumed identity. He turned his Grandmother's "Web Gun" into bracer mounted projectors and with his grandparents' help and support started his own crime fighting career as the high-flying recluse

 

Recluse was among the heroes that Dr. Velocity gathered to stop the Gatekeeper's first invasion. The heroes decided to remain together.

Personality/Motivation: Responsible, swashbuckling, and a bit possessive; Ben is all these things. He lost his parents early and clings to his aged grandparents knowing that soon he might be all alone. Though that frightens him, he has come to see his fellow team mates as an extended family and cherishes them. He can be argumentative and hyperactive, but he cares very much for all of them, even Dr. Velocity.

 

He's still quite young, and attending college part time while he fights crime. He's quite unhappy with the new Widow, who seems quite a bit more cavalier and mercenary than he approves of. His grandmother finds his constant ranting about the beautiful young woman to be terribly amusing.

 

 

Quote: Webbing!

 

Powers/Tactics: A dedicated detective and criminal scientist, Recluse is also a devotee to an Indian martial art and several eastern meditation philosophies. He is a good hand to hand combatant but his web projectors are his main weapon against crime.

 

Campaign Use: Good detective and able rival for your heroes. He can be competitive but gets along great with other swashbuckling types. It's highly unlikely that Recluse is too powerful for a starting campaing, being far more well rounded and skill oriented than combat capable. See the Experienced Version for a more capable fighter.

 

 

 

Appearance: Lean, unkempt hair. Dresses in jeans and tee shirts occasionally with an unbuttoned shirt over the tee shirt.

The Recluse costume is brown with black boots, gloves, trunks, and acessories (Belts, etc). A black spider design is on his chest. His mask is brown with black eyes and covers his entire face.

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Dr. Velocity (Starting level) (5e, 350)

 

DR. VELOCITY

 

 

Val Char Cost Roll Notes

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

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

25 CON 30 14-

15 BODY 10 12-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV: 3

15 PRE 5 12- PRE Attack: 3d6

12 COM 1 11-

 

5+6 PD 2 Total: 5/11 PD (0/6 rPD)

5+6 ED 0 Total: 5/11 ED (0/6 rED)

5 SPD 14 Phases: 3, 5, 8, 10, 12

8 REC 0

50 END 0

50 STUN 14 Total Characteristic Cost: 132

 

Movement: Running: 30"/60"

Flight: 20"/40"

Gliding: 16"/32"

Leaping: 3"/6"

Swimming: 2"/4"

Cost Powers END

60 Dimensional Manipulation Movement: Multipower, 60-point reserve

12m 1) Running +24" (30" total), Reduced Endurance (½ END; +¼) (60 Active Points) 2

4u 2) Hyperdimensional Movement: Flight 20", Reduced Endurance (½ END; +¼) (50 Active Points); Only In Contact With A Surface (-¼) 2

2u 3) Running on Air: Gliding 16" (16 Active Points) 0

3u 4) Hyperkinetic Attacks: Hand-To-Hand Attack +9d6 (45 Active Points); Hand-To-Hand Attack (-½) 4

4u 5) Attack Avoidance: Missile Deflection (Any Ranged Attack), Full Range (+1) (40 Active Points) 0

6u 6) Phase Shifting: Desolidification (affected by Magic or Dimension-based powers), Usable Simultaneously (up to 2 people at once; +½) (60 Active Points) 6

6u 7) Running between Dimensions: Extra-Dimensional Movement (Related Group of Dimensions, Any Location (Alternate Earths)), x4 Increased Weight, Reduced Endurance (½ END; +¼) (56 Active Points) 2

2u 8) After Images: Sight Group Images Increased Size (8" radius; +¾), +/-8 to PER Rolls (59 Active Points); Set Effect (Multiple Images of self; -1), No Range (-½) 6

1u 9) Quick Change Artist: Cosmetic Transform 2d6 (Normal Clothes to costume, Changing to original clothes) (10 Active Points) 1

 

Gadgets

13 1) Dimensional Goggles: Extra Dimensional Senses: Can See what's happening in Dimensions he's visited with Sight Group (20 Active Points); OIF (-½) 0

7 2) Comm-Link: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½) 0

12 3) Reinforced Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-½) 0

 

Perks

1 Fringe Benefit: PhD

 

Talents

3 Calculates Ranges: Absolute Range Sense

8 Hyper-Reading: Speed Reading (x1,000)

3 Internal Clock: Absolute Time Sense

3 Mathematical Savant: Lightning Calculator

15 Me First: Lightning Reflexes: +10 DEX to act first with All Actions

12 Missed!: Combat Luck (6 PD/6 ED)

 

Skills

3 Electronics 12-

3 Inventor 12-

3 Mechanics 12-

3 Scholar

2 1) KS: Alien Technology (3 Active Points) 12-

3 2) KS: Extra-Dimensional Worlds (4 Active Points) 13-

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

3 Scientist

3 1) SS: Dimensional Engineering 13- (4 Active Points)

2 2) SS: Hyperspace Physics 12- (3 Active Points)

3 3) SS: Mathematics 13- (4 Active Points)

2 4) SS: Physics 12- (3 Active Points)

2 5) SS: Quantum Mathematics 12- (3 Active Points)

2 6) SS: Quantum Mechanics 12- (3 Active Points)

3 7) SS: Theroetical Mathematics 13- (4 Active Points)

3 Systems Operation 12-

Total Powers & Skill Cost: 218

Total Cost: 350

 

200+ Disadvantages

20 Hunted: Bureau 13 11- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)

20 Hunted: Gatekeeper 8- (Mo Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

Notes: Gatekeeper is an Extra Dimensional Conqueror who's just begun eying Earth-realm. He doesn't have the noncombat influence yet but certainly will in the future. He's a schemer.

15 Hunted: Unrivaled 8- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

15 Hunted: Roadrage 8- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

15 Psychological Limitation: Intellectual Vanity (Very Common; Moderate)

10 Psychological Limitation: Afraid of losing friends/loved ones (Common; Moderate)

15 Psychological Limitation: Public Identity (Common; Strong)

20 Psychological Limitation: Supremely overconfident (Very Common; Strong)

10 Reputation: Annoyingly smug superhero, 11-

10 Rivalry: Professional (Another More Popular Speedster; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

Total Disadvantage Points: 350

Background/History: Dr. Carr is an expert on several theoretical and advanced mathematical and physics bases sciences. He worked for the ORION Technologies think tank and seemingly discovered an advanced mathematical formula that when he spoke it aloud he gained superhuman powers; notably super speed.

 

To prove that his formula worked and wasn't a fluke "Rad Accident" that creates so many meta-humans over the years, he gave the formula to a colleague. However, Dr. Carr underestimated super-heroic genre induced fate; the colleague he gave it to almost immediately used the powers she gained for evil, calling her self the Fury.

 

Creating a costume of his own, Dr. Carr attempted to subdue the Fury. During their cat and mouse games they independently discovered that their powers were more Dimensional Control than "Superspeed".

 

They chased each other across various dimensions, encountering strange and wonderful worlds. In truth, Dr. Carr had long carried a torch for the woman he was now trying to bring to justice and she seemed to warm to him as their game of cat and mouse played out. Perhaps it would have been a Hollywood ending; Fury turning herself in and turning over a new leaf, but that was not to be.

 

The Gatekeeper, a self-styled dimensional overlord, detected the two Earthlings and followed them. He attacked them and during the fight, Fury was mortally wounded. Escaping back to Earth, a broken hearted Dr. Velocity contacted as many heroes as he could to alert them to the Gatekeeper's presence. A number joined forces and drove the master-villain off. They stayed together as a team.

 

Personality/Motivation: Dr. Velocity is something of a jerk. He'd always had difficulty socially and his bizarre theories tended to alienate him from other academics. Always a champion of far out science, he sees his superhuman powers as validation that he is right and very brilliant.

 

Deep down inside he's also a good hearted man who seeks to be a hero. His bravado and vanity also shield him from relationships; the death of Fury affected him deeply. At the moment, he's unwilling to try love again; the thought of another loss is too painful.

 

When acting with his team, Dr Velocity is a wiseacre and something of a rebel; he will often make his own plans, ignoring his team leader and tactician.

 

Quote: Now you see me, now you're unconscious.

 

Powers/Tactics: Fast and agile, Dr. Velocity has a few keen powers. His body is teeming with the energy fields that separate the various dimensions. Somehow this energy can be subconsciously controlled and allows Dr. Velocity near unlimited movement opportunity.

 

He can run a blinding speeds, up walls, along water, even through the air! He can rain down punches at superhuman velocity even separate himself entirely (Dimensional Movement) or almost entirely (Desolidification) from Earth's Dimensional field. He's also developed a visor/faceplate that allows him to view any dimension he's been in before; it's a bizarre experience but one he seems to be able to make sense of.

Campaign Use: Johnny Quick/Flash Homage. An expert at Dimensional Travel and beings.

 

Appearance: Academically attractive, Duane has a fair complexion, dark (almost burgundy) red hair, green eyes and wears glasses to read. He was once skinny and now has something of a sprinter's build. Dr. Velocity wears a black costume with red trim and an opaque red faceplate. A stylized "V" is on his chest in red.

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Oni (starting Experrience) (5e, 350pts)

 

ONI

 

 

Val Char Cost Roll Notes

60 STR 50 21- Lift 102.4tons; 12d6 [3]

18 DEX 24 13- OCV: 6/DCV: 6

30 CON 40 15-

15 BODY 10 12-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV: 3

25 PRE 15 14- PRE Attack: 5d6

10 COM 0 11-

 

25 PD 13 Total: 25 PD (25 rPD)

25 ED 19 Total: 25 ED (25 rED)

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

18 REC 0

60 END 0

60 STUN 0 Total Characteristic Cost: 189

 

Movement: Running: 9"/18"

Leaping: 24"/96"

Swimming: 2"/4"

Cost Powers END

28 Super-Leaping: Multipower, 28-point reserve

3u 1) Basic Super-Leaping: Leaping +12" (24" forward, 12" upward) (Accurate, x4 Noncombat), Reduced Endurance (½ END; +¼) (27 Active Points) 1

1u 2) MegaLeaping: Leaping 8", MegaScale (1" = 1 km; leap takes 1 Phase per km; +¼) (10 Active Points) 1

 

Toughened Physical Form

13 1) Bracing: Knockback Resistance -10" (20 Active Points); Costs Endurance (-½) 2

15 2) Effortless Power: Reduced Endurance (½ END; +¼) (15 Active Points) applied to STR

14 3) Environmental Independence: Life Support (Extended Breathing: 1 END per 20 Minutes; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0

4 4) Reach: Stretching 1", Reduced Endurance (0 END; +½) (7 Active Points); Always Direct (-¼), No Noncombat Stretching (-¼), No Velocity Damage (-¼) 0

6 5) Really Heavy: Knockback Resistance -3" 0

25 6) Toughness: Damage Resistance (25 PD/25 ED) 0

 

Skills

20 +4 with HTH Combat

3 Forensic Medicine 11-

3 Paramedics 11-

3 Scholar

2 1) KS: Genetically Engineered Creatures (3 Active Points) 11-

2 2) KS: Superpowers (3 Active Points) 11-

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

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

3 Scientist

1 1) SS: Biochemistry 11-

3 2) SS: Biology 12-

4 3) SS: Genetics 13-

1 4) SS: Medicine 11-

2 5) SS: Zoology 11-

3 Systems Operation 11-

 

Total Powers & Skill Cost: 161

Total Cost: 350

 

200+ Disadvantages

15 Distinctive Features: Large man with hyper powerful build and odd skin/hair color (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

10 Enraged: when innocents threatened or harmed (Common), go 8-, recover 14-

15 Hunted: Ajax 8- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

20 Hunted: Biomancer 8- (As Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

25 Hunted: Iron Crusade 8- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

15 Physical Limitation: 4-7 times normal mass (Frequently; Greatly Impairing)

5 Physical Limitation: Large, up to twice human size (4m, or 2"; -2 DCV, +2 to PER Rolls to perceive) Infrequently, Slightly Impairing

15 Psychological Limitation: Overconfidence (Very Common; Moderate)

15 Psychological Limitation: Protective Of Innocents (Common; Strong)

15 Social Limitation: Public Identity (Frequently; Major)

 

Total Disadvantage Points: 350

 

Background/History: "And they called me mad at UCLA!"

 

Dr. Adachi giggled as he looked at the results. Sure he couldn't explain why the supermice always turned bizarre colors but they obviously had been transformed to larger, stronger, healthier mice. They didn't even seem to be ill tempered. It was a breakthrough. Sure, there were gaps in the path from success to understanding, but it was an astounding find none the less.

 

The ability to create stronger, more durable living beings was astounding. The ethical questions it raised were equally tough. Should he and his fellow researchers created an army of superbeings? Was there a medical value that they could explore. How would they keep their research out of the wrong hands? Was that gunfire?

 

Dr. Adachi peeked out the lab door and saw a dozen armed men, two or three obvious meta-humans, and what appeared to be a movie star in powered armor and a long cape.

 

Ducking back into his lab he heard the cries of his fellow researchers as they tried to flee. Knowing that he was about to die, Dr. Adachi began destroying as much of the research as he could. He deleted files, shredded notes, released the mice. Then the doors blew open. The man in the armor posed heroically, and then his loudly demanded that their meta-human research be turned over to him. Dr. Adachi could see the bodies of his colleagues and friends out side, some were still moving others were not. He could hear shouts for him to run, but of course, there was no where for him to run to.

 

The super villain raised a gauntleted fist and it began to glow with pulsating, sickly green energy. He repeated the demands. Dr. Adachi nervously fingered the syringe he was holding. It was the last of their formula. With a curse, he jabbed it into his own thigh. The villain fired a blast of energy at him and he was lifted up and over the partitions in the lab. Dr. Adachi felt like he was on fire. The Biomancer expressed anger and fired again. This destroyed the partition but revealed that Dr. Adachi was changing. The second blast, though still painful, was not as horrible experience as the first - and the fire in his veins was subsiding.

 

It didn't surprise him much that his skin color had changed; after all, it had happened to each of the mice. He didn't remember a transformation this drastic or quick, however. His head hurt like blazes.

 

The agents of the Biomancer opened fire on the monster in the lab. They were (surprisingly) dismayed to find that their rifles were having less effect on it than they had on the scientists. One of the metahumans, a large man with canine features, charged. Dr. Adachi slapped him aside and advanced on the Biomancer.

 

"I will break every bone in your body!" he snarled.

 

The Biomancer paled a bit. He was not really one of those "Fights Superheroes" kind of master villains. He and his men retreated.

 

After finding something to cover himself up with, Dr Adachi administered first aid to as many of his colleagues as he could find and then he felt the fire burning in him again and passed out.

 

Waking in the meta-human wing of the Century Samaritan Hospitol, Dr. Adachi was informed by the doctors on duty that his body had fluctuated between six and thirteen feet over the course of the week he'd been unconscious. Seemingly stable, he went through a battery of tests and finally released.

 

It didn't take him long to decide to use his 9' tall, super humanly strong body to help others. Being a superhero was easier on his conscience than creating meta-humans had been. He was one of the heroes assembled by Dr. Velocity.

 

Personality/Motivation: On the one hand, Zukien, as Oni, is having a blast. He enjoys being a super-strong public figure. People like him, and despite his unusual appearance, he seems to be accepted. This is great.

 

On the other hand, he's a nine foot tall giant who will never be "incognito"; the transformation also seems to have robbed him of some of his intellect.

 

On the first hand again, he rarely notices that. When he does, he can become somewhat melancholy.

 

Quote: Oni Disassemble!

 

Powers/Tactics: Brick. He's the sturdy one. And the stronger one. Generally takes point and bashes those with similar powers/outlooks.

 

Campaign Use: Despite his reduced intellectual "agility", he is a knowledgable scholar on genetics, biology, and biochemistry. He has studied the various "classic" genetic engineering tropes and could aid in the creation of all sorts of antidotes and cures.

 

Appearance: Before his transformation, Dr. Adachi was a Japanese American of average height and weigh who engaged in light regular physical activity. Since his transformation he has become a 9' tall 880lb. juggernaut with glossy black skin, flame red hair and red eyes.

 

Since taking the name Oni he had pretty much given in to the mythic stereotype and wears mostly robes and kilts. His standard "costume" is something you might see in a Japanese manga, or D&D Monster Manual under "Ogre Magi". He generally goes shirtless and wears gold armbands and thick iron bracers.

He can occasionally be coaxed into formal or casual clothing for the right event.

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Ulysses, the War Sage (starting Exp) (5e, 350)

 

ULYSSES

 

 

Val Char Cost Roll Notes

25 STR 15 14- Lift 800.0kg; 5d6 [1]

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

20 CON 20 13-

20 BODY 20 13-

15 INT 5 12- PER Roll 12-

15 EGO 10 12- ECV: 5

20 PRE 10 13- PRE Attack: 4d6

18 COM 4 13-

 

10 PD 5 Total: 10 PD (3 rPD)

10 ED 6 Total: 10 ED (3 rED)

5 SPD 20 Phases: 3, 5, 8, 10, 12

10 REC 2

50 END 5

50 STUN 7 Total Characteristic Cost: 159

 

Movement: Running: 7"/14"

Leaping: 5"/10"

Swimming: 2"/4"

 

Cost Powers END

5 Fortune Favors the Century old Warrior...I guess: Luck 1d6 0

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

9 Sword: Killing Attack - Hand-To-Hand 1d6+1 (2 ½d6 w/STR) (20 Active Points); OAF (-1), No Knockback (-¼) 2

 

Alchemic Super Soldier

12 1) Alchemically Enhanced Lifeform: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Longevity: Immortal; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week) 0

6 2) Easy Strength: Reduced Endurance (½ END; +¼) (6 Active Points) applied to STR

3 3) Enhanced Flesh: Damage Resistance (3 PD/3 ED) 0

 

Pankration/Krav Maga

Maneuver OCV DCV Notes

4 Bend Joint -1 +1 2d6 NND

4 Block +2 +2 Block, Abort

4 Break Bone -2 +0 HKA 1d6 +1

4 Crush +0 +0 9d6 Crush, Must Follow Grab

4 Escape +0 +0 40 STR vs. Grabs

3 Grab -1 -1 Grab Two Limbs, 35 STR for holding on

3 Kick/Punch +1 +0 7d6 Strike

3 Legsweep +2 -1 6d6 Strike, Target Falls

3 Sacrifice Throw +2 +1 5d6 Strike; You Fall, Target Falls

1 Weapon Element: Cestus

 

Perks

3 Well-Connected

1 1) Contacts: Old Wizard (2 Active Points) 11-

 

Skills

16 +2 with All Combat

10 +2 with HTH Combat

3 Acrobatics 13-

3 Analyze: Combat 12-

3 Breakfall 13-

3 Climbing 13-

3 Combat Driving 13-

3 Defense Maneuver I

3 Demolitions 12-

3 Fast Draw 13-

3 Feint 13-

3 Gambling 12-

3 Hoist 12-

3 Inventor 12-

3 Language: English (completely fluent)

0 Language: Greek (idiomatic) (4 Active Points)

3 Paramedics (Healing) 12-

3 Scholar

1 1) KS: Heraldry (2 Active Points) 11-

1 2) KS: Krav Maga (2 Active Points) 11-

1 3) KS: Legends And Lore (2 Active Points) 11-

1 4) KS: Military Etiquette (2 Active Points) 11-

3 5) KS: Military History (4 Active Points) 13-

1 6) KS: Pankration (2 Active Points) 11-

1 7) KS: The Martial World (2 Active Points) 11-

1 8) KS: The Military/Mercenary/Terrorist World (2 Active Points) 11-

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

4 Science Skill: Alchemy 13-

3 Shadowing 12-

3 Sleight Of Hand 13-

3 Stealth 13-

3 Streetwise 13-

5 Tactics 13-

3 Teamwork 13-

3 Tracking 12-

8 WF: Common Melee Weapons, Common Missile Weapons, Early Firearms, Small Arms

Total Powers & Skill Cost: 191

Total Cost: 350

 

200+ Disadvantages

5 Distinctive Features: Preternaturally neat; noble bearing (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Hunted: Ajax 8- (As Pow; Harshly Punish)

10 Hunted: The Butcher (The Eternal Soldier) 8- (As Pow; Harshly Punish)

15 Hunted: Circe 8- (Mo Pow; NCI; Mildly Punish)

20 Hunted: Iron Crusade 8- (Mo Pow; NCI; Harshly Punish)

20 Hunted: The Covenant of Five 8- (Mo Pow; NCI; Harshly Punish)

15 Psychological Limitation: Likes to fight (Common; Strong)

20 Psychological Limitation: Noble Warrior: Chivalric Code (Common; Total)

15 Psychological Limitation: Old Soldier; military bearing (Very Common; Moderate)

5 Rivalry: Professional (Less Noble Soldier; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15 Social Limitation: Secret Identity (Frequently; Major)

Total Disadvantage Points: 350

Background/History: Stefanos is an immortal soldier. He has fought in wars in every generation since the height of Greek Civilization.

 

When he was an aged former hero, Stefanos was offered an alchemical formula that made him a superior physical specimen and gave him eternal youth. He leapt at the chance to serve his countrymen again. Alongside his new found youth and power, he added a keen understanding of war and combat, and centuries of training. Over the course of his life, he has made enemies of other long lived entities who find his dedication to the mortals annoying.

 

One in particular, a fellow eternal soldier, finally decided to bring Stefanos down. Going after his friends and allies, the Butcher managed to out maneuver Stefanos time and time again. In what was to be their final confrontation, Stefanos was poisoned. The poison used overloaded his supreme health and healing factor. Weakened considerably, Stefano was easily bested and kicked into the Seine. However, his luck finally changed for the better and he was washed ashore before he died.

 

He decided to hide out and wait out the poison. He isolated himself on a small island and trained. But the poison's effects never ebbed. He was still a superior specimen, but a ghost of his former self. Even his skills seemed to abandon him and he was in constant pain.

 

Then The Butcher found out he was alive. Unwilling to die like a dog, Stefanos escaped to the new world. For the last 237 years he's hid out in America, occasionally being roused to action (the Civil War, both World Wars, Korea, Vietnam, and the first Gulf War) in defense of his new home. Lately he's been dressing up in a costume and fighting evil. All the while he seeks to find a cure for his condition so he can face the Butcher on even ground.

Personality/Motivation: Truly a noble soul. He's the leader of the All-Scholar team, his specialty is war. With a minor in alchemy. Stefanos took the roman version of his former comrade Odysseus's name to throw off more scholarly foes who would not expect him to make such a gross blunder :).

 

Over the last two centuries or so he has been going into a slow burn. (really slow) He's trying to overcome the poison that has robbed him of his might for so long, there are times he simply wishes he could die. Then, whenever he feels he's reached the end of his will, he will meet someone, or witness an event that rekindles his noble spirit and he begins to fight anew.

 

Quote: This could be a trap.

 

Powers/Tactics: He's a leader and front line fighter, but he's low damage and defenses so... yeah. He mostly tries to manuever his foes into situations where his team mates can finish them off.

 

Campaign Use: Right now, an agent smasher with a keen knowledge of military history. A tactician and rough and tumble warrior.

 

Appearance: His powerful build is a little unnatural, broad shoulders, narrow waist, lean muscles, no body fat. He has shoulder length black hair and brown eyes. His costume is a light blue body suit with white trim gloves, boots, belt, and cowl. His symbol is an unadorned roundshield in white on his chest.

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Tech-Star (Starting Exp) (5e, 350 pts)

 

TECH-STAR

 

Val Char Cost Roll Notes

40 STR 0 17- Lift 6400.0kg; 8d6

20 DEX 6 13- OCV: 7/DCV: 7

20 CON 0 13-

10 BODY 0 11-

20 INT 10 13- PER Roll 13-

10 EGO 0 11- ECV: 3

20 PRE 0 13- PRE Attack: 4d6

12 COM 1 11-

 

2+13 PD 0 Total: 2/15 PD (0/13 rPD)

2+18 ED 0 Total: 2/20 ED (0/18 rED)

5 SPD 0 Phases: 3, 5, 8, 10, 12

4 REC 0

20 END 0

40 STUN 0 Total Characteristic Cost: 17

 

Movement: Running: 6"/12"

Flight: 15"/120"

Leaping: 8"/16"

Swimming: 12"/24"

Cost Powers END

41 Weapons Systems: Multipower, 62-point reserve, (62 Active Points); all slots OIF (-½)

4u 1) Blaster: Energy Blast 10d6, Reduced Endurance (½ END; +¼) (62 Active Points); OIF (-½) 2

4u 2) Ionic Pulse Blaster: Energy Blast 8d6, Autofire (5 shots; +½) (60 Active Points); OIF (-½) 6

4u 3) Mini Plasma Missiles: Energy Blast 8d6, Explosion (+½) (60 Active Points); OIF (-½) 6

4u 4) Tangle Weave Matrix: Entangle 6d6, 6 DEF (60 Active Points); OIF (-½) 6

 

TS-1351 Basic Armor Systems, all slots OIF (-½)

12 1) Power Supply: Endurance Reserve (80 END, 10 REC) (18 Active Points); OIF (-½) 0

32 2) Reinforced Light Armor: Armor (13 PD/18 ED) (48 Active Points); OIF (-½) 0

15 3) Servo Motors: +30 STR (30 Active Points); No Figured Characteristics (-½), OIF (-½) 3

20 4) Techwire 17 Neuro Helmet: +3 SPD (30 Active Points); OIF (-½)

12 5) Techwire 17 Neuro Helmet: +8 DEX (24 Active Points); No Figured Characteristics (-½), OIF (-½)

13 6) Trans-Neural Adrenal Simulator: +20 STUN (20 Active Points); OIF (-½)

9 7) Trident Corp Kinetic/Energy Dispersal Web: +10 CON (20 Active Points); No Figured Characteristics (-½), OIF (-½), Doesn't Affect CON Rolls (-¼)

7 8) Visage and Artificial Confidence: +10 PRE (10 Active Points); OIF (-½)

 

TS-1351 Mobility Systems, all slots OIF (-½)

7 1) Aqua Jets: Swimming +10" (12" total) (10 Active Points); OIF (-½) 1

33 2) Rocket Packs: Flight 15", x8 Noncombat, combat acceleration/deceleration (+¼) (50 Active Points); OIF (-½) 5

 

TS-1351 Sensors/Communications, all slots OIF (-½)

7 1) Commlink: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½) 0

3 2) Nightsight: Nightvision (5 Active Points); OIF (-½) 0

7 3) Polarized Faceplate: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-½) 0

6 4) Telescopic Lenses: +6 versus Range Modifier for Radio Group (9 Active Points); OIF (-½) 0

3 5) Thermalvision, Heat Trace-Tracking: Tracking with Infrared Perception (5 Active Points); OIF (-½) 0

3 6) Thermalvision, Standard: Infrared Perception (Sight Group) (5 Active Points); OIF (-½) 0

 

Perks

4 Old Money: Money: Well Off

20 Private Workshop: Base

 

Skills

3 Analyze: Technology 13-

3 Computer Programming 13-

5 Cramming

3 Cryptography 13-

3 Electronics 13-

5 Inventor 14-

1 Language: Programming Languages (C++, COBOL, JAVA) (basic conversation)

3 Mechanics 13-

3 Research 13-

3 Scholar

1 1) KS: Anatomy (2 Active Points) 11-

2 2) KS: Manga/Manhwa (3 Active Points) 13-

2 3) KS: The Scientific World (3 Active Points) 13-

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

2 5) KS: Video Games (3 Active Points) 13-

3 Scientist

2 1) SS: Computer Science 13- (3 Active Points)

2 2) SS: Material Science 13- (3 Active Points)

2 3) SS: Mathematics 13- (3 Active Points)

2 4) SS: Microelectronics 13- (3 Active Points)

1 5) SS: Physics 11- (2 Active Points)

4 6) SS: Roboticist 15- (5 Active Points)

3 Systems Operation 13-

2 TF: Common Motorized Ground Vehicles

2 Weaponsmith (Energy Weapons) 13-

Total Powers & Skill Cost: 333

Total Cost: 350

200+ Disadvantages

15 Dependent NPC: Maria Grace DeWese (Mother) 8- (Incompetent; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)

20 Hunted: Iron Crusade 8- (Mo Pow; NCI; Harshly Punish)

20 Hunted: The ARMORY 8- (Mo Pow; NCI; Harshly Punish)

20 Psychological Limitation: Code vs Killing (Common; Total)

10 Psychological Limitation: Geek Speek; talks in large words that confuse/annoy laymen (Common; Moderate)

10 Psychological Limitation: Uncomfortable in social settings (Common; Moderate)

15 Psychological Limitation: Underconfident (Common; Strong)

15 Reputation: Old Money, 11- (Extreme)

5 Rivalry: Professional (Another Gadgeteer; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

20 Social Limitation: Secret Identity (Frequently; Severe)

Notes: Wealthy scion of rich family. Lots of potential enemies.

Total Disadvantage Points: 350

Background/History: Estranged daughter of weapons designer genius Douglas DeWeiss, Cadence (she hates Brittany) has inherited her father's brilliance and love of technology. Her mother, bitter over her ex-husband's attentions towards technology rather than his family, was highly resistant to her daughter becoming an engineer. Instead, she tried to turn her into a clone of her, a social butterfly. Cadence's discomfort with social gatherings was a source of anger for her mother and things went downhill as she got older.

 

Cadence ran away from her mother and tried to live with her father; someone she had a common interest with. This turned out equally bad for her. Her father, outwardly, a brilliant, but struggling designer for Myrmidon Systems, was actually a successful designer for The ARMORY. After an initial happy reunion, he became hypercritical of her work. He didn't know how to be a father and became something of a boss. Cadence blinded herself to his criminal ties, ignoring clues until the whole situation melted down. Eventually, she went to college (at the age of 16) just to be away from her parents entirely.

 

Once she got out on her own she hid behind her research. She eventually came (somewhat) out of her shell when she discovered a local anime/manga fan group. It was through her friends here that she found acceptance and companionship. During her studies she began developing a battlesuit, like the ones she read about. It was an intellectual exercise mostly, but a part of her hoped to one day create it.

 

After graduation, Cadence took a job with Blacksmith Enterprises. She'd interned there during school and they had a reputation as an innovator in exoskeletons and similar mechanical enhancements. Due to her brilliance and familiarity with powered armors, Cadence was made a project manager for a new design. At first she was delighted.

 

It didn't take long, however, for her introverted and insecure nature to begin to erode the project. A few more bureaucratically adept members of the team made frequent accusations that she wasn't a capable leader. And some of the others felt she tried to do all the work herself, leaving them as mere gophers.

After almost two years, the project was cancelled and her job was in jeopardy. She transferred to a team member position with a good project manager and started to reclaim her reputation as an innovator and technical genius.

 

Cadence then became something of an internal consultant; floating from project to project, lending her expertise without upsetting the various apple carts. It was at this point that her father came back into her life. He tried to get her to come to The ARMORY. She refused. He had two of her co-workers murdered. She vowed to bring him to justice. He blew up her lab. She took a severance package from Blacksmith and set up her own workshop and became an anonymous consultant.

A year later Tech-Star made her first appearance.

 

Personality/Motivation: Sure, she suffers from bouts of self-doubt and insecurity, but Cadence has become stronger since starting out on her own. Her armor is very advanced considering her limited budget and under-equipped workshop. Working with the Guard has really helped her come out of her shell. She tends to be more comfortable in her armor than out of it. She has a crush on half the men on the team.

 

Powers/Tactics: Relatively generic powered armor wearer. She has good ranged weapons and is the primary fire support for the team.

 

Campaign Use: Tech-Star is a pretty standard Powered Armor class gadgeteer. As she improves she'll become more capable both in and out of the armor. The sky is the limit with power changes; VPP for modular bits or gadgets, new weapons, Combat computers, Multiforms for different Armor styles, hand to hand combat training from her team mates, etc. The main danger (for me anyways) is to make her more and more versatile without actually becoming more potent. I

 

Appearance: Plain and mousey, Cadence has inherited her mom's good looks but she's completely uninterested in her appearance. Her hair hangs to her shoulders, but she often has it in a pony tail. She wears glasses.

 

Tech-Star is a "Hardsuit" that accentuates her figure, making her more heroic in proportion. It is a dark gold base with lacquered white gauntlets, boots, chest & shoulder plates. The helmet is gold with a white faceplate and glowing red "eye".

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Brunhilde (Starting Exp) (5e, 350 pts)

 

BRUNHILDE

 

 

Val Char Cost Roll Notes

40 STR 30 17- Lift 6400.0kg; 8d6 [4]

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

25 CON 30 14-

14 BODY 8 12-

18 INT 8 13- PER Roll 13-

13 EGO 6 12- ECV: 4

20 PRE 10 13- PRE Attack: 4d6

22 COM 6 13-

 

15 PD 7 Total: 15 PD (8 rPD)

15 ED 10 Total: 15 ED (8 rED)

5 SPD 20 Phases: 3, 5, 8, 10, 12

13 REC 0

50 END 0

50 STUN 3 Total Characteristic Cost: 178

 

Movement: Running: 9"/18"

Leaping: 10"/20"

Swimming: 4"/8"

Cost Powers END

30 Thunderstrock: Multipower, 60-point reserve, (60 Active Points); all slots OAF (-1)

3u 1) Hurling and Returning: Energy Blast 12d6 (60 Active Points); OAF (-1), Range Based On Strength (-¼) 6

2u 2) Clubbing: Hand-To-Hand Attack +8d6 (40 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 4

1u 3) Batting Defense: Missile Deflection (Any Ranged Attack), Batting Practice (+2 OCV) (24 Active Points); OAF (-1) 0

 

Asgardian Physiology

8 1) Dense Flesh: Damage Resistance (8 PD/8 ED) 0

6 2) Dense Flesh: Knockback Resistance -3" 0

17 3) Asgardian Enhanced Physiology: Life Support (Eating Character only has to eat once per week; Extended Breathing 1 END per Turn; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping Character only has to sleep 8 hours per week) 0

 

Perks

6 Contact: New Asgard (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8-

1 Fringe Benefit: PhD in Archaeology

 

Skills

6 Accurate Throw: +2 OCV with Thrown Objects

4 Great Hitter: +2 OCV with Clubs

5 Climbing 14-

3 High Society 13-

3 Instructor 13-

3 Jack of All Trades

2 1) PS: Appraise (3 Active Points) 13-

4 2) PS: Baseball/Softball (5 Active Points) 15-

1 3) PS: Basketball (2 Active Points) 11-

1 4) PS: Brewer (2 Active Points) 11-

1 5) PS: Instructor (2 Active Points) 11-

1 6) PS: Track And Field (2 Active Points) 11-

3 Linguist

1 1) Language: Anglo-Saxon (completely fluent; literate) (4 Active Points)

0 2) Language: English (imitate dialects) (5 Active Points)

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

2 4) Language: Gaelic (completely fluent) (3 Active Points)

2 5) Language: German (idiomatic) (4 Active Points)

2 6) Language: Greek (completely fluent) (3 Active Points)

1 7) Language: Icelandic (fluent conversation) (2 Active Points)

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

3 9) Language: Norwegian (idiomatic) (4 Active Points)

0 10) Language: Old Norse, Elven, Dwarven, GIant, Draconic, or Troll (idiomatic) (4 Active Points)

3 Riding 13-

3 Scholar

1 1) KS: Asgard Legends & Lore (2 Active Points) 11-

1 2) KS: Heraldry (2 Active Points) 11-

1 3) KS: Legends And Lore (2 Active Points) 11-

1 4) KS: Mountains of the World (2 Active Points) 11-

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

1 6) KS: World History (2 Active Points) 11-

3 Scientist

1 1) SS: Anthropology 11- (2 Active Points)

4 2) SS: Archaeology 15- (5 Active Points)

1 3) SS: Geography 11- (2 Active Points)

2 4) SS: Geology 13- (3 Active Points)

4 Survival (Arctic/Subarctic, Mountain) 13-

5 TF: Common Motorized Ground Vehicles, Riding Animals, Chariots

3 Traveler

1 1) AK: New Asgard (2 Active Points) 11-

2 2) AK: Norway (3 Active Points) 13-

1 3) AK: Scandinavia (2 Active Points) 11-

1 4) CK: Boston (2 Active Points) 11-

2 5) CK: London (3 Active Points) 13-

1 6) CK: Olslo (2 Active Points) 11-

1 7) CK: Paris (2 Active Points) 11-

1 8) CuK: Aesir (2 Active Points) 11-

3 WF: Small Arms, Blades, Clubs

 

Total Powers & Skill Cost: 172

Total Cost: 350

 

200+ Disadvantages

10 Dependent NPC: Todd Wilcott (confidant/mentor) 8- (Incompetent; Useful Noncombat Position or Skills)

5 Distinctive Features: Tall, powerful woman. (Amazon) (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

10 Hunted: Hel's Valkyrie 8- (As Pow; Capture/Kill)

20 Hunted: Khur Loki 8- (Mo Pow; NCI; Harshly Punish)

20 Hunted: The Covenant of Five 8- (Mo Pow; NCI; Harshly Punish)

15 Psychological Limitation: Completely Loyal To The Team; Will Do Anything Fair To Ensure A Team Victory (Common; Strong)

20 Psychological Limitation: Keen sense of Right & Wrong (Very Common; Strong)

15 Psychological Limitation: Love of Learning and discovery (Very Common; Moderate)

15 Psychological Limitation: Competative and Action Oriented (Common; Strong)

5 Psychological Limitation: Wanderlust; Hates To Stay In Any One Place For Very Long (Uncommon; Moderate)

15 Social Limitation: Secret Identity (Frequently; Major)

 

Total Disadvantage Points: 350

 

Background/History: Rachel Lee went to Arizona State on an athletic scholarship. A three sport star, she eventually found her interest in academics rivalling her love of competition. Rachel finished her degrees in anthropology and archeology, minoring in several Germanic languages and was working on her graduate studies when everything changed for her.

 

An accidental encounter with the Lords of Justice's Freya ended with her swept to New Asgard. For seven years she studied the whole of Norse Mythology from the perspective of the gods themselves. Rachel was never happier. When Khur Loki attempted to gain power via proxy (a duped fire giant named Boltur) Rachel was wounded trying to aid the Aesir and was, for her bravery and heroism granted one of Idunn's golden apples and is transformed into an Asgardian version of herself.

 

Further adventures gain her the enchanted "mace" Thunderstrock. When she returned home to Midgard, Rachel took the name Brunhilde and used her powers and magic to fight crime. She joined the rest of the Guard in turning back the Gatekeeper and decided to stick around.

 

Personality/Motivation: Brunhilde is an adventuring scholar, learning has always been a big part of her life and when she gets the chance to study something she leaps at it.

 

She's also competitive and ready and willing to get her hands dirty. She is brave to the point of foolhardy, and quick to come to the aid of anyone she feels is being bullied or a friend, even if they can take care of themselves.

 

Quote: That's it! Let's go, you and me!

 

Powers/Tactics: Though she's a super-human specimen, Brunhilde realizes that she's the least durable of the team's bricks. She will generally hang back and use Thunderstrock at range to be a back up energy blaster.

 

Campaign Use: Thor Clone. Early version. As a memeber of team scholar, she is a perfect contact on Early European Civilizations as well as legends, lore, and an encyclopedic knowledge of Asgard and New Asgard.

 

Appearance: She-Thor. Actually, alot like Marvel's Sif or DC's Barda, Brunhilde is tall and strong; she was in very good shape before her transformation. She has long black hair and blue eyes. She wears the hair up and glasses as an instructor. (She is a substitute teacher).

 

When acting as Brunhilde, she wears an arcahic looking costume; white with black fur lining at the shoulders. White boots with black fur at the top, gold arm bands and bracers, black short gloves with the fingers cut off, a gold belt. Her costume has a skirt and shorts but otherwise no leggings. Her hair is worn long and she wears a gold circlet in on her brow. Thunderstrock resembles a norse vision of a Louisville Slugger. It's a dark (almost black) metal with gray leather wrapping and a leather thong at the bottom.

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Ambassador (Starting Exp) (5e, 350 pts)

 

AMBASSADOR

 

 

Val Char Cost Roll Notes

30 STR 20 15- Lift 1600.0kg; 6d6 [3]

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

20 CON 20 13-

10 BODY 0 11-

20 INT 10 13- PER Roll 13-

14 EGO 8 12- ECV: 5

20 PRE 10 13- PRE Attack: 4d6

20 COM 5 13-

 

8+25 PD 2 Total: 8/33 PD (0/25 rPD)

5+25 ED 1 Total: 5/30 ED (0/25 rED)

5 SPD 20 Phases: 3, 5, 8, 10, 12

10 REC 0

40 END 0

40 STUN 5 Total Characteristic Cost: 131

 

Movement: Running: 6"/12"

Flight: 30"/60"

Leaping: 6"/12"

Swimming: 2"/4"

 

Cost Powers END

20 Scion Stone: Elemental Control, 60-point powers, (30 Active Points); all slots OIF (-½)

Notes: includes Protection Field (Life Support) power

20 1) Gem-Blast: Energy Blast 12d6 (60 Active Points); OIF (-½) 6

24 2) Gem-Blast, Deadly: Killing Attack - Ranged 2d6, Based On EGO Combat Value (Mental Defense applies; +1), Does BODY (+1) (90 Active Points); Increased Endurance Cost (x3 END; -1), OIF (-½) 27

27 3) Gem-Blast, Non-Lethal: Ego Attack 6d6 (Alien and Human classes of minds) (70 Active Points); OIF (-½) 7

21 4) Protection Field: Force Field (25 PD/25 ED), Hardened (+¼) (62 Active Points); OIF (-½) 6

20 5) Subluminal Flight: Flight 30" (60 Active Points); OIF (-½) 6

25 6) Spaceflight: Faster-Than-Light Travel (4 Light Years/hour), Usable Simultaneously (up to 8 people at once; +1) (80 Active Points); Reccipients Must Remain Within 4" Of Character (-½), OIF (-½) 0

9 Protection Field: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-½), Linked (Protection Field; -½) 0

 

Perks

5 Fringe Benefit: Diplomatic Immunity

 

Skills

3 Bureaucratics 13-

3 Conversation 13-

3 Deduction 13-

3 High Society 13-

0 Language: Aquarian (Native) (idiomatic) (4 Active Points)

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

3 Navigation (Air, Space) 13-

3 Persuasion 13-

3 Scholar

3 1) KS: Etiquette (4 Active Points) 14-

1 2) KS: Intergalactic Politics (2 Active Points) 11-

1 3) KS: Politics (2 Active Points) 11-

1 4) KS: The Intergalactic Community (2 Active Points) 11-

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

3 Scientist

2 1) SS: Astrophysics 13- (3 Active Points)

1 2) SS: Psionics 11- (2 Active Points)

1 3) SS: Xenology 11- (2 Active Points)

3 Seduction 13-

3 Traveler

1 1) AK: Current Posting (2 Active Points) 11-

1 2) AK: Galaxy (2 Active Points) 11-

1 3) CK: Century City (2 Active Points) 11-

 

Total Powers & Skill Cost: 219

Total Cost: 350

 

200+ Disadvantages

10 Distinctive Features: Aquian (Pale blue skin, dark blue hair; pointed ears) (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

15 Hunted: Aquious Federation 8- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)

25 Hunted: Hyperion Institute 8- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

10 Hunted: Pro-Terran Bigots 8- (Less Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

20 Hunted: US Government 11- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)

10 Psychological Limitation: Cultural Misunderstanding Waiting to happen (But she's learning) (Common; Moderate)

15 Psychological Limitation: Diplomat First, Combatant Second (Very Common; Moderate)

15 Psychological Limitation: Loyalty to the Federation (Common; Strong)

15 Psychological Limitation: Protective of Innocents (Common; Strong)

15 Social Limitation: Diplomat (Subject to Orders, considered "Non-Resident Alien") (Frequently; Major)

 

Total Disadvantage Points: 350

 

Background/History: Audean Feras is an Aquian stationed on Earth (in the US) by the Aquios Federation after the failed Shiiryx Invasion. This is her first mission outside of the Federation.She is fascinated by Earth and its superhuman culture.

 

Given the danger of Earth "Falling into the wrong hands". Ambassador Feras was given a powerful weapon, an Aquios Scion Stone; similar to the stones that have given Atlas and Electra their powers. As yet, the bond between Ambassador Feras and her stone is new and she doesn't have access to the tremendous powers of her predecessors.

 

She aided in the battle against the Gatekeeper and enjoyed the company of the other heroes; they formed.

 

Personality/Motivation: Ambassador Feras has enjoyed her time on Earth. The cultures are fascinating, if a little chaotic. She's visited several other dimensions in her adventures as well, meeting fantastic creatures of magic and legend. All in all she's very impressed and loves her job.

 

She's also a loyal Aquian and maintains impeccable records and reports. She's proud of the work she's done here and is the most level headed member of the team.

 

Quote: Listen to reason!

 

Powers/Tactics: Though her Scion Stone (actually a knockoff of the legendary artifacts) is powerful and psionically controlled, her powers as yet have been minimal in scope. Defense, Offense, Travel. As time goes on she should unlock more abilities. It is unknown if the Scion Stones of the Aquios Federation bond with their bearers to the point of no longer being a seperate entity (ie no longer a focus).

 

Campaign Use: A font of information about extra terrestrial cultures and customs.

 

Appearance: A lovely female humanoid with light blue skin, pearlescant gray eyes, and long flowing hair that is a dark blue color. Her people tend to be a little taller and leaner than humans.

 

Her Stone has given her a sturdier build (it actually embarrasses her to some extent). She wears a white costume with gold trim. The stone is pearlescent white and she wears it on her forehead

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The Guard

 

As to the heroes above. Though they're most commonly called The Guard (and based in the fictional Century City (which is in Pennsylvania)) the team of academics occasionally refer to themselves (tongue in cheek) as the Guardians of the Ivory Tower. They were all (rather pitifully obviously) inspired by various Marvel and DC heroes but the most important aspect was that each had extensive knowledge/Scholarly skills, more so than combat acumen. This is why my war sage and thor-lite have such poor offense and defense respectably.

 

I have higher power versions that I made as well and will be posting them as I get them cleaned up. But as a beginning team they could work as individual or a collective second tier heroes who are useful for their (comparatively) vast knowledge on esoteric subjects.

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