Jump to content

Else Earth Character Thread.


Enforcer84

Recommended Posts

  • Replies 150
  • Created
  • Last Reply

Top Posters In This Topic

Re: Widow II (5e, 411pts)

 

THE WIDOW

 

 

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-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

14 EGO 8 12- ECV: 5

15 PRE 5 12- PRE Attack: 3d6

18 COM 4 13-

 

15+3 PD 7 Total: 15/18 PD (3/6 rPD)

15+3 ED 10 Total: 15/18 ED (3/6 rED)

6 SPD 30 Phases: 2, 4, 6, 8, 10, 12

13 REC 0

50 END 0

45 STUN 2 Total Characteristic Cost: 164

Movement: Running: 9"/36"

Gliding: 8"/16"

Leaping: 18"/72"

Swimming: 2"/4"

Swinging: 20"/40"

Cost Powers END

61 Psi-Web Projection: Multipower, 61-point reserve

6u 1) Psi-Web Blast: Energy Blast 7d6, Based On EGO Combat Value (Mental Defense applies; +1), Range Modifiers Apply (-¼) (61 Active Points) 6

5u 2) Psi-Webbing: Entangle 3d6, 3 DEF, Based On EGO Combat Value (Standard Defenses apply; +1), Range Modifiers Apply (-¼) (52 Active Points) 5

5u 3) Sensory Web: Sight, Hearing and Mental Groups Flash 3d6, Based On EGO Combat Value (Mental Defense applies; +1) (50 Active Points) 5

3u 4) Web-Grab: Stretching 12" (60 Active Points); Cannot Do Damage (-½), Always Direct (-¼), Range Modifier Applies (-¼) 6

1u 5) Webchute: Gliding 8" (8 Active Points); Limited Movement (character cannot gain altitude, and must move at least 12" downward for every 1" forward; -½), Costs Endurance (Only Costs END to Activate; -¼) 1

2u 6) Webline: Swinging 20" (20 Active Points) 2

 

Arachnid Powers

22 1) Arachnid Awareness: Danger Sense (self only, Out of Combat, Function as a Sense) 13-

3 2) Durable: Damage Resistance (3 PD/3 ED) 0

5 3) Light Enhancing Vision: Nightvision 0

5 4) Psi-Web Senses: Mental Awareness 0

10 5) Wallcrawling: Clinging (normal STR) 0

Gear

5 1) Cat-Suit of Distraction: +20 PRE (20 Active Points); Only To Make Seductive/Friendly Presence Attacks Solely For Purposes Of Causing Target To Delay His Action In Combat (-1), Only Versus Targets Of Appropriate Sexual Orientation (-1), OIF (-½), Only Works Once Per Target Per Scene (-½)

 

Parkour & Freerunning

20 1) Bounder: Leaping +10" (18" forward, 9" upward) (Accurate, x4 Noncombat) 2

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

 

Talents

2 Free Running: Environmental Movement (no penalties on narrow/enclosed spaces or cluttered terrain)

15 Uncanny Agility: Lightning Reflexes: +10 DEX to act first with All Actions

6 Combat Agility: Combat Luck (3 PD/3 ED)

 

Skills

3 Acrobatics 13-

3 Breakfall 13-

2 CK: Century City 11-

3 Concealment 13-

3 Contortionist 13-

3 Deduction 13-

3 Lockpicking 13-

3 Navigation 13-

3 Parachuting 13-

3 Paramedics 13-

3 Persuasion 12-

3 Scholar

1 1) KS: Century City Underworld (2 Active Points) 11-

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

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

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

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

3 Security Systems 13-

3 Seduction 12-

3 Shadowing 13-

3 Sleight Of Hand 13-

3 Stealth 13-

3 Streetwise 12-

2 Survival (Urban) 13-

 

Total Powers & Skill Cost: 247

Total Cost: 411

 

200+ Disadvantages

10 Enraged: When innocents threatened/harmed (Uncommon), go 8-, recover 11-

15 Hunted: Athena Devereaux 8- (As Pow; NCI; Harshly Punish)

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

15 Hunted: Hyperion Intsitute 11- (Mo Pow; NCI; Watching)

15 Psychological Limitation: Disdain for Criminals (Common; Strong)

10 Psychological Limitation: Flirtatious (Common; Moderate)

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

15 Psychological Limitation: Thrillseeker (Very Common; Moderate)

10 Social Limitation: Guilty Past, daughter of a deposed crime lord. (Occasionally; Major)

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

10 Physical Limitation: Migraine Headaches if uses her powers too much (-2 on all skills, attack rolls) (Infrequently; Greatly Impairing)

15 Social Limitation: Secret Identity (Frequently; Major)

61 Experience Points

 

Total Disadvantage Points: 411

 

Background/History: Betty Edison wanted for nothing growing up in Century City; he father was a big deal and big money. Big Eddy Edison had worked his way up the underworld ladder the hard way, with his brain, his fists, and a few well placed explosives. It wasn't until Betty was in high school did she even stop to think about where her families fortunes came from.

 

She was horrified. Not just at her father's "business" but at her own spoiled blindness. She began experiencing headaches and blackouts shortly afterwards, and worried he was poisoning her. Her mother took her to a specialist who suggested they go to the Hyperion Institute and have her checked for psionic-related illnesses. Her father, superstitious in addition to his other foibles was not pleased to find out his daughter was a freak. In fact, he concluded that Betty wasn't his. In a drunken stupor, he beat her mother almost to death and would have done the same to Betty if her psionic abilities hadn't manifested to defend her.

 

Leaving Big Eddy entangled in some sort of ectoplasmic web, she took her mother to a shelter and disappeared on the streets. Taking inspiration from the apparent spideresque nature of her powers, Betty took up the mantle of a 50's era crime fighter, the Widow. Her early adventured mostly involved her fighting against Big Eddy's gang. When he was murdered by the agents of an up-and-coming crime lord named Athena Devereaux, Widow began pursuing her with a vengeance.

 

Her superhuman physical attributes slowly emerged as her career took off and she spent her days studying at the public library to better understand her abilities and her chosen profession. Early in her career, Betty met the Recluse; a serious, young, costumed crime-fighter who took an instant dislike to her for reasons she couldn't comprehend. Betty had been rather instantly attracted to him and his brush-off kind of hurt.

 

Personality/Motivation: Widow is a flamboyant, happy-go-lucky crime fighter who is still trying to atone for the sins of her father. She enjoys using her powers and is at her happiest fighting crime with her husband and team.

 

Always a friendly and outgoing woman, Widow enjoys flirting and playing the bombshell role.

 

Quote: Mmmm. Nice muscles Pariah. Too bad the ones between your ears are in charge!

 

Powers/Tactics: Widow can summon ectoplasmic "webbing," for which she is well known. The webs are strong and rather beautiful. When she uses her flash attack, the "web" appears on her target's head causing them to see soothing lights and hear comforting music. The "Blast" power similarly is a rather gentle experience, causing numbness and sleep inducement. The entangle, swing lines, and grab are purely physical manifestations.

 

Additionally, she is a meta-human class athlete.

 

Campaign Use: A more street-learned detective, whose become more proficient with criminology since partnering with Recluse.

 

Appearance: Betty is a beautiful red-head with fair skin and a nice figure. Her hair is usually shoulder length and kind of wavy. She wears flattering, easy-to-move-in fashions and the best shoes she can find. (They’re a weakness) She is not opposed to dressing up either and will occasionally do so with no provocation.

 

As the Widow, she wears a distractingly tight (with an even more distractingly open décolletage) body suit, black with red gloves, red high-heeled boots, and a large red facemask that leaves her mouth and nose open as well as allows her hair to be free. Her suit features the red "widow" marking on her chest and on her back. She wears a gold belt.

 

I have a question about this line of power

 

Web-Grab: Stretching 12" (60 Active Points); Cannot Do Damage (-½), Always Direct (-¼), Range Modifier Applies (-¼)

 

Doesn that mean it's just a thrown web to catch object, and you can't use it like spiderman do, to grab your opponent and pull it at you and then punch it ? Or am I misunderstanding the Cannot Do Damage limiter ?

 

Opale

 

Still afraid of arachnids... yikes !

Link to comment
Share on other sites

Re: Widow II (5e, 411pts)

 

I have a question about this line of power

 

Web-Grab: Stretching 12" (60 Active Points); Cannot Do Damage (-½), Always Direct (-¼), Range Modifier Applies (-¼)

 

Doesn that mean it's just a thrown web to catch object, and you can't use it like spiderman do, to grab your opponent and pull it at you and then punch it ? Or am I misunderstanding the Cannot Do Damage limiter ?

 

Opale

 

Still afraid of arachnids... yikes !

 

Stretching typically allows you to apply your STR damage via a strike or grab/squeeze... this limitation makes the stretching only able to apply the STR for things like "grabbing" your opponent and pulling them to you to punch...

Link to comment
Share on other sites

Re: Else Earth Character Thread.

 

Enforcer84,

 

Do you have a pic of Arena? I've looked everywhere I can think of to look

on the Web, and haven't been able to find a pic of the character.

 

Major Tom 2009 :confused:

 

it's arana with the ~ over the n. You can't find her cause I a) can't spell and B) can't do alt characters acept this one Ä

 

she's the new spider girl apparently

 

Here's her Comic Vine Page

Link to comment
Share on other sites

The Owl (5e, 350pts)

 

THE OWL

 

 

Val Char Cost Roll Notes

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

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

25 CON 30 14-

15 BODY 10 12-

18 INT 8 13- PER Roll 13-

11 EGO 2 11- ECV: 4

18 PRE 8 13- PRE Attack: 3 ½d6

12 COM 1 11-

 

10+9 PD 5 Total: 10/19 PD (0/9 rPD)

10+9 ED 5 Total: 10/19 ED (0/9 rED)

5 SPD 17 Phases: 3, 5, 8, 10, 12

10 REC 0

50 END 0

50 STUN 9 Total Characteristic Cost: 149

 

Movement: Running: 6"/12"

Flight: 0"/10"/0"/20"

Leaping: 5"/10"

Swimming: 2"/4"

 

Cost Powers END

20 Wingless Flight: Flight 10" 2

 

Cowl, all slots IIF (-¼)

4 1) Nightvision (5 Active Points); IIF (-¼) 0

8 2) Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-¼) 0

 

Gear

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

10 2) Talon Bracer: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); OIF (-½) 1

 

Perks

9 Business Contacts: Contact: Business World (Contact limited by identity), Organization Contact (x3) (9 Active Points) 13-

5 Crimeboss: Head of Criminal Organization

25 Gang: Follower: Thugs

6 Illicit Gains: Money: Wealthy

13 Secret Headquarters: Base

2 Street Cred: Reputation: Minor Crime Lord (A medium-sized group) 11-, +2/+2d6

12 Suppliers: Contact: The ARMORY (Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 11-

4 Access: Baxter & Associates (Hidden (-1 to Skill Rolls))

 

Talents

3 Bump Of Direction

6 Combat Luck: 3 PD/3 ED

 

Skills

3 Bribery 13-

3 Bureaucratics 13-

3 Concealment 13-

3 Criminology 13-

3 Demolitions 13-

3 Electronics 13-

2 Gambling (Card Games) 13-

3 High Society 13-

3 Lockpicking 14-

3 Mechanics 13-

3 PS: Broker 13-

3 Persuasion 13-

3 Scholar

2 1) KS: Criminal Underworld (3 Active Points) 13-

2 2) KS: Security Systems (3 Active Points) 13-

2 3) KS: Stock Market (3 Active Points) 13-

3 Security Systems 13-

3 Seduction 13-

3 Shadowing 13-

3 Stealth 14-

3 Streetwise 13-

3 Trading 13-

 

Total Powers & Skill Cost: 201

Total Cost: 350

 

200+ Disadvantages

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

10 Hunted: Local Vigilante (or other hero) 8- (As Pow; Harshly Punish)

25 Hunted: Police 11- (Mo Pow; NCI; Harshly Punish)

15 Hunted: Rival Crimelords 8- (As Pow; NCI; Harshly Punish)

10 Psychological Limitation: Greedy (Common; Moderate)

15 Psychological Limitation: Likes to be in charge (Common; Strong)

15 Psychological Limitation: Loves challenges. (Common; Strong)

15 Psychological Limitation: Overconfident (Common; Strong)

10 Reputation: Burgeoning Crimelord, 11- (Extreme; Known Only To A Small Group)

15 Social Limitation: Secret Identity (James W Hall (Frequently; Major)

10 Unluck: 2d6

 

Total Disadvantage Points: 350

Background/History: James hall is a naturalized meta with the ability to fly. This coupled with a powerful physique, a razor sharp mind, and a complete lack of morals led him to decide to become a costumed criminal.

 

By day he maintains his job as a respectable stock broker; by night he robbed the wealthy as the Owl. Amassing a small fortune, he turned his superlative organizational skills towards creating a modest criminal empire.

 

His initial foray was something of a failure as established crime families didn't take kindly to a new player in their game. His men were beaten or killed and his funds began to dwindle. Even acting as the Owl was becoming difficult. Instead of folding, the Owl took some of his remaining fortune and purchased two avian-themed battle suits, sent his best two men to a "thug university" and had them start operating as super villains.

 

The plan was successful to an extent but Buzzard and Hawkfire were inexperienced and none too powerful. The Owl then used his contacts to find other low-powered super villains and approached them about joining his gang. After all was said and done, he had ten super-agents. He began the task of rebuilding his criminal empire.

 

 

Personality/Motivation: The Owl is a man who enjoys challenges, particularly illegal ones. He enjoyed being a cat-burglar; wasn't very fond of fighting superheroes though. He enjoys the challenge of building a criminal empire.

 

He knows that he needs to spend money to make money and he is heavily investing in training his normal thugs into competent agent class criminals. He also goes after technology, and is looking to create a stable of scientists to create and improve the gear that his agents and super villains use.

 

 

Quote: "The Hawk, huh? Well lets see just how well you fly, my friend."

 

Powers/Tactics: A strong, capable combatant, the Owl supplements this with his ability to fly. He's not blindingly fast, but very agile in the air and he has been working on developing weapons and such beyond his 'talon bracers'. He is not afraid of combat, but he is still more of a thinker than a fighter.

 

Campaign Use: Emerging crime lord. The Owl is built on the same number of points as a typical hero. He and his organization should grow as the campaign matures. Perhaps every 3 or so adventures in which they appear, he should make some improvement. This could be better agents, better weapons, martial arts skills, perhaps add another villain to his roster.

 

Appearance: A tall and muscular man with reddish brown hair and green eyes. He wears gray and black business suits. When operating as the Owl, he wears a gray body suit with a black cloak. He wears a specially designed cowl that includes communications and night vision. His 'talon bracers' are iron gray.

Link to comment
Share on other sites

The Buzzard II (5e, 300pts)

 

THE BUZZARD

 

 

Val Char Cost Roll Notes

15+10 STR 5 12- / 14- Lift 200.0kg/800.0kg; 3d6/5d6 [½]

15+8 DEX 15 12- / 14- OCV: 5/8/DCV: 5/8

15+5 CON 10 12- / 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-/15-

11 EGO 2 11- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

10 COM 0 11-

 

10+6 PD 4 Total: 10/16 PD (8/14 rPD)

9+6 ED 3 Total: 9/15 ED (8/14 rED)

3+1 SPD 5 Phases: 4, 8, 12/3, 6, 9, 12

6 REC 0

30 END 0

30+40 STUN 4 Total Characteristic Cost: 58

 

Movement: Running: 7"/14"

Flight: 0"/18"/0"/36"

Gliding: 0"/20"/0"/40"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

30 Talons, Serated: Killing Attack - Hand-To-Hand 2d6 (2 ½d6 / 3d6+1 w/STR), +1 Increased STUN Multiplier (+¼), Reduced Endurance (½ END; +¼) (45 Active Points); OIF (-½) 2

 

30 Wings: Multipower, 45-point reserve, (45 Active Points); all slots OIF (-½)

3u 1) Flight 18", Reduced Endurance (Half END; +¼) (45 Active Points); OIF (-½) 2

1u 2) Gliding 20" (20 Active Points); OIF (-½) 0

 

Buzzard Battle Suit: Defenses, all slots OIF (-½)

12 1) Micro-Mesh Uniform: Armor (6 PD/6 ED) (18 Active Points); OIF (-½) 0

6 2) Padded Costume: (Total: 10 Active Cost, 6 Real Cost) Damage Resistance (5 PD/5 ED) (5 Active Points); OIF (-½) (Real Cost: 3) plus Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points); OIF (-½) (Real Cost: 3) 0

 

Buzzard Battlesuit: Characteristics, all slots OIF (-½)

27 1) Artificial Durability: +40 STUN (40 Active Points); OIF (-½)

5 2) Artificial Durability: +5 CON (10 Active Points); No Figured Characteristics (-½), OIF (-½)

5 3) Enhanced Strength: +10 STR (10 Active Points); No Figured Characteristics (-½), OIF (-½) 1

12 4) Telepathic Reflex Enhancer: +8 DEX (24 Active Points); No Figured Characteristics (-½), OIF (-½)

7 5) Telepathic Reflex Enhancer II: +1 SPD (10 Active Points); OIF (-½)

 

Buzzard Battlesuit: Sensors/Communication

6 1) Bird's Eye View: +4 versus Range Modifier for Sight Group 0

10 2) Comm-Link: Radio Perception/Transmission (Radio Group) 0

3 3) Enhanced Vision: +3 PER with Single Sense Group 0

 

Street Fighting Man

Maneuver OCV DCV Notes

4 Punch +2 +0 5d6 / 7d6 Strike

4 Kidney Punch -2 +0 HKA 1d6 +1

4 Block +2 +2 Block, Abort

5 Roundhouse +1 -2 7d6 / 9d6 Strike

 

Perks

1 Thugs Gone Wild: Reputation: Super villain (A small to medium sized group) 11-, +1/+1d6

3 Membership: The Parliament of the Owl

 

Talents

6 Keep myself Alive: Combat Luck: 3 PD/3 ED

 

Skills

10 +2 with HTH Combat

6 +2 with any firearm

3 Bribery 12-

3 Combat Driving 12- (14-)

3 Defense Maneuver I

3 Fast Draw 12- (14-)

3 Gambling 12-

2 KS: The Superhuman World 11-

3 Interrogation 12-

3 KS: Streets 12-

3 KS: Underworld 12-

3 Lockpicking 12- (14-)

3 Security Systems 12-

3 Shadowing 12-

3 Streetwise 12-

2 Survival (Urban) 12-

2 WF: Small Arms

 

Total Powers & Skill Cost: 242

Total Cost: 300

 

200+ Disadvantages

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

15 Hunted: the Recluse 8- (Mo Pow; Capture)

15 Psychological Limitation: Obsessed with the Widow (Common; Strong)

15 Psychological Limitation: Overconfident (Very Common; Moderate)

10 Reputation: Budget Supervillain, 11-

15 Social Limitation: Secret Identity (Frequently; Major)

10 Experience Points

 

Total Disadvantage Points: 300

 

Background/History: Walker DuPree was a career gang member who found himself under the employ of the Owl. When things started to go bad, Walker stayed loyal. As a reward, the Owl comissioned a suit of battle armor from ARGENT and had Walker trained by the Headmaster. Six months later, the new Buzzard was born.

 

Since then the Buzzard has faced off against several of Century City's costumed crime fighters, and his 1950's predecessor. He has lost every time.

 

Personality/Motivation: Walker is greedy, self absorbed, and surprisingly loyal to the Owl. He puts a great deal of importance on his street credibility. He yearns for respect from the underworld. He is slowly getting there and the Owl is the one who has helped him the most so he is very loyal.

 

The ability to fly and toss a human around like they are a rag doll has gone straight to the Buzzard's head. He won't hesitate to go toe to toe with a costumed crime fighter with little or no reservations.

 

He has developed an obsession with the new Widow and sees himself as her nemesis. In his eyes, they share a fierce physical attraction and it is only their attitudes towards the law that keep them from a passionate sexual relationship. She thinks he's insane. Her husband is less forgiving and Buzzard has taken a few beatings at Recluse's hands

 

Quote: This is gonna hurt, punk.

We meet again, Widow...you know you can't resist *WHACK*...ow.

 

Powers/Tactics: A highly trained agent class thug with a sophisticated flight based battle suit. Buzzard has a very simple powerset (in fact it mimics the Owl's by and large but he's a bit better offensively. The Suit also significantly increases the abuse he can take.

 

Campaign Use: A loser who tries hard and works ok with a agroup. Individually he can only provide the barest of threats.

 

Appearance: Walker is a ruggedly built caucasian with brown hair and eyes. He rocks the mullet and has a rough, unshaven appearance. He dresses like an extra from a trucker movie.

 

The Buzzard battlesuit is a washed out brown with darker brown gloves, boots, belt, and cowl. The wings attached under his arms are black panels and his talons are gold. He has a "buzzard" symbol on his chest, an evil looking bird head facing forward.

Link to comment
Share on other sites

Hawkfire (5e 274pts)

 

HAWKFIRE

 

 

Val Char Cost Roll Notes

10+20 STR 0 11- / 15- Lift 100.0kg/1600.0kg; 2d6/6d6

14+10 DEX 12 12- / 14- OCV: 5/8/DCV: 5/8

15 CON 10 12-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

12 EGO 4 11- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

16 COM 3 12-

 

6+13 PD 4 Total: 6/19 PD (0/13 rPD)

6+23 ED 3 Total: 6/29 ED (0/23 rED)

3+1 SPD 6 Phases: 4, 8, 12/3, 6, 9, 12

5 REC 0

30 END 0

26 STUN 3 Total Characteristic Cost: 55

 

Movement: Running: 6"/12"

Flight: 0"/10"/0"/20"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

30 Flame Projectors: Killing Attack - Ranged 3d6 (45 Active Points); OIF (-½) 4

13 Wings: Flight 10" (20 Active Points); OIF (-½) 2

 

Firehawk Battlesuit: Characteristics, all slots OIF (-½)

10 1) Augmented Strength: +20 STR (20 Active Points); No Figured Characteristics (-½), OIF (-½) 2

7 2) Transpathic Helmet: +1 SPD (10 Active Points); OIF (-½)

15 3) Transpathic Helmet: +10 DEX (30 Active Points); No Figured Characteristics (-½), OIF (-½)

 

Firehawk Battlesuit: Defenses, all slots OIF (-½)

7 1) Flame Immunity: Armor (0 PD/10 ED) (15 Active Points); Only Works Against Limited Type Of Attack Fire/Heat (-½), OIF (-½) 0

16 2) Fuel Cells: Endurance Reserve (200 END, 10 REC) Reserve: (30 Active Points); OIF (-½); REC: (10 Active Points); REC Requires Chemical Refueling (-2), OIF (-½) 0

1 3) Heat Insulation: Life Support (Safe in Intense Heat) (2 Active Points); OIF (-½) 0

15 4) Heat Resistance: Energy Damage Reduction, Resistant, 50% (30 Active Points); Only Works Against Limited Type Of Attack Fire/Heat (-½), OIF (-½) 0

7 5) Oxygen Supply: Life Support (Self-Contained Breathing) (10 Active Points); OIF (-½), 1 Continuing Fuel Charge lasting 1 Day (-0) [1 cc]

20 6) Resilient Construction: Armor (10 PD/10 ED) (30 Active Points); OIF (-½) 0

 

Firehawk Battlesuit: Sensors, all slots OIF (-½)

6 1) Comm-link: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Affected as Sight, Hearing, and Radio (-½), OIF (-½) 0

3 2) Heat Sensors: Infrared Perception (Sight Group) (5 Active Points); OIF (-½) 0

3 3) UV Lenses: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½) 0

 

Firehawk Battlesuit: Onboard Computer, all slots OIF (-½)

2 1) Storage: Eidetic Memory (5 Active Points); Only for information gathered with Battlesuit's sensors (-½), OIF (-½)

2 2) Timer: Absolute Time Sense (3 Active Points); OIF (-½)

2 3) Range Finders: Absolute Range Sense (3 Active Points); OIF (-½)

2 4) Compass: Bump Of Direction (3 Active Points); OIF (-½)

 

Talents

6 Keep Myself Alive: Combat Luck: 3 PD/3 ED

3 Good with Numbers: Lightning Calculator

4 Well Read: Speed Reading: x10

 

Skills

10 +2 with Ranged Combat

7 Computer Programming 14-

3 Electronics 12-

3 Inventor 12-

3 KS: Hacking 12-

3 KS: Internet Security & Firewalls 12-

3 SS: Computer Sciences 12-

2 Security Systems 12- (3 Active Points); Only Versus Computer Security Systems (-½)

3 Seduction 12-

3 Streetwise 12-

3 Systems Operation 12-

2 WF: Small Arms

 

Total Powers & Skill Cost: 219

Total Cost: 274

 

200+ Disadvantages

20 Hunted: FBI 8- (Mo Pow; NCI; Capture)

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

15 Social Limitation: Secret Identity (Frequently; Major)

10 Psychological Limitation: Greedy (Common; Moderate)

10 Psychological Limitation: Vain and catty (Common; Moderate)

 

Total Disadvantage Points: 274

 

Background/History: Desiree Hawkins was a smart cookie - but a greedy one. She got a degree from the Century City Institute of Technology in computer science and almost immediately used her skills to hack into the burgeoning online banking industry. On the run from the Feds, she found a patron in the Owl.

 

When he decided to create his costumed cadre of enforcers, Desiree asked to participate. She liked the idea of being a costumed badass. It hasn't exactly turned out that way but she still enjoys using her suit.

 

Personality/Motivation: Greedy and a seeker of thrills and new experiences, Hawkfire enjoys her position in the Parliament. She has used her charms on most of the men around her to some degree, ensuring that she's well protected when combat starts - at least she thinks so.

 

She tends to think of all other women as rivals and treats them as such.

 

Quote: Prepare to get burned!

 

Powers/Tactics: Keep out of reach and let fly with the fire.

She will occasionally give in to temptation and grab a non-airborne foe and fly them to the sky to drop them.

 

Appearance: A lovely woman of Portuguese decent in her mid 20's with blonde hair and brown eyes. She dresses in nerd chic and likes to dye her hair - often red and goes with a variety of hairdos.

 

The Hawkfire battlesuit consists of a gold bodysuit with metallic red shoulders, bracers, backpack/wings unit, and boots. On her chest is a metallic red hawk in flight with a trail down to her abdomen.

Link to comment
Share on other sites

Hyperion, the Sun King (5e 1525pts)

 

HYPERION, THE SUN KING

 

 

Val Char Cost Roll Notes

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

27 DEX 51 14- OCV: 9/DCV: 9

50 CON 80 19-

25 BODY 30 14-

15 INT 5 12- PER Roll 12-

20 EGO 20 13- ECV: 7

50 PRE 40 19- PRE Attack: 10d6

24 COM 7 14-

 

30 PD 20 Total: 30 PD (20 rPD)

30 ED 20 Total: 30 ED (20 rED)

6 SPD 23 Phases: 2, 4, 6, 8, 10, 12

20 REC 0

150 END 25

150 STUN 75 Total Characteristic Cost: 439

 

Movement: Running: 7"/14"

Flight: 0"/40"/0"/80"

Leaping: 10"/20"

Swimming: 3"/6"

Teleportation: 50"/100"

 

Cost Powers END

200 Fiery Arsenal: Multipower, 200-point reserve

20u 1) Fiery Arsenal - Blasts: Energy Blast 10d6, Variable Advantage (+1 ½ Advantages; +3) (200 Active Points) 20

12u 2) Fiery Bolt: Energy Blast 20d6, Reduced Endurance (½ END; +¼) (125 Active Points) 5

6u 3) Fiery Prison: Killing Attack - Ranged 2d6, Area Of Effect (One Hex; +½), Reduced Endurance (0 END; +½), Continuous (+1) (90 Active Points); Targets Only Take Damage If They Touch Cage Or Move In/Out Of The Affected Hex (-½) 0

6u 4) Fire Extinguishing: Dispel Fire Powers 16d6, One At A Time (+¼) (60 Active Points) 6

19u 5) Fireball Mastery: Energy Blast 14d6, Variable Advantage (+1 Advantages; Limited Group of Advantages; Explosion, Area Effect ; +1 ¾) (192 Active Points) 19

2u 6) Fists of Flame: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-½) 3

4u 7) Flashfire: Sight Group Flash 8d6 (40 Active Points) 4

4u 8) Immolation: Killing Attack - Ranged 2d6, Area Of Effect (One Hex; +½), Indirect (Any origin, always fired away from attacker; +½) (60 Active Points); No Knockback (-¼), Not Vrs Targets In Or Under Water (-¼) 6

1u 9) Kindle Fire: Killing Attack - Ranged 1 point, Sticky (Only Affects Flammables; +¼), Indirect (Any origin, always fired away from attacker; +½), Reduced Endurance (0 END; +½), Uncontrolled (+½), Continuous (+1) (19 Active Points); Limited Range (20") (-¼) 0

4u 10) Pyrokinesis: Telekinesis (60 STR) (90 Active Points); Only Works On Fire (-1) 9

12u 11) Wall Of Fire: (Total: 155 Active Cost, 123 Real Cost) Force Wall (15 ED), Transparent to PD Attacks (+1) (80 Active Points) (Real Cost: 80) plus Killing Attack - Ranged 2d6, Damage Shield (+½), Continuous (+1) (75 Active Points); Linked (Force Wall; -½), No Knockback (-¼) (Real Cost: 43) 15

 

90 Fiery Mobility: Multipower, 90-point reserve

3u 1) Fiery Flight: Afterburners: Flight 10", MegaScale (1" = 10 km; +½) (30 Active Points) 3

9u 2) Fiery Flight: Flight 30", Reduced Endurance (0 END; +½) (90 Active Points) 0

3u 3) Fiery Portal I: Teleportation 15", Usable By Other (+¼), Area Of Effect (One Hex; +½), Continuous (+1) (82 Active Points); Only Through Fire (-1), Gate (-½) 8

4u 4) Fiery Portal II: Teleportation 15", Usable By Other (+¼), MegaScale (1" = 1 km; +¼), Area Of Effect (One Hex; +½), Continuous (+1) (90 Active Points); Only Through Fire (-1), Gate (-½) 9

3u 5) Firey Road: Teleportation 20", Usable Simultaneously (up to 4 people at once; +¾) (70 Active Points); Only Through Fire (-1), Entire Group Must Travel Together (-¼) 7

 

149 Fiery Tricks: Variable Power Pool, 75 base + 37 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (149 Active Points)

0 1) Dessication Effect: Drain Water Powers 1d6, Ranged (+½), Continuous (+1), all Water Powers simultaneously (+2) (45 Active Points) Real Cost: 45 4

0 2) Dessication Field: Drain Water Powers 2d6, Ranged (+½), all Water Powers simultaneously (+2) (70 Active Points) Real Cost: 70 7

0 3) Dessication Zone: Drain Water Powers 1d6, Ranged (+½), Area Of Effect (4" Radius; +1), all Water Powers simultaneously (+2) (45 Active Points) Real Cost: 45 4

0 4) Melting Beam: Killing Attack - Ranged 2d6, Penetrating (+½) (45 Active Points) Real Cost: 45 4

0 5) Missile Melting: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Costs Endurance (-½) Real Cost: 10 1

0 6) Winter's Submission: Drain Ice/Cold Powers 4d6, One Power At A Time (+¼) (50 Active Points) Real Cost: 50 5

 

God of Sunfire

27 1) Absorb Fire: Absorption 8d6 (energy, Energy to STUN) (40 Active Points); Limited Phenomena (Fire Only) (-½) 0

10 2) Eyes Of Fire: Sight Group Flash Defense (12 points) (12 Active Points); Only Versus Flashed Based On Light (-¼) 0

4 3) Fiery Warmth: Life Support (Safe in Intense Cold; Safe in Intense Heat) 0

40 4) Fire Immunity: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Limited Type Of Attack Fire (-½) 0

41 5) Flame Aura: Killing Attack - Hand-To-Hand 1 ½d6, Damage Shield (+½), Continuous (+1) (62 Active Points); No STR Bonus (-½) 6

5 6) Sense Temperature: Detect Temperature 12- (Unusual Group), Sense 0

5 7) Thermal Vision: Infrared Perception (Sight Group) 0

 

Sexy Super Villain

4 1) Disconcerting Innuendo: Negative Combat Skill Levels (-2 to opponent's OCV) (10 Active Points); Only vs Target of Approptiate Sexual Orientation (-1), Incantations (-¼) 1

5 2) Distracting Costume: +20 PRE (20 Active Points); Only To Make Seductive/Friendly Presence Attacks Solely For Purposes Of Causing Target To Delay His Action In Combat (-1), Only Versus Targets Of Appropriate Sexual Orientation (-1), OIF (-½), Only Works Once Per Target Per Scene (-½)

 

Superhuman Specimen

15 1) Demigod Vitality: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Longevity: 1600 Years; Safe in High Pressure; Safe in High Radiation; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) 0

18 2) Fast Healing: Healing 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +½), Persistent (+½), Continuous (+1) (75 Active Points); Extra Time (Regeneration-Only) 1 Day (-2 ¾), Self Only (-½) 0

14 3) Invulnerable: (Total: 14 Active Cost, 14 Real Cost) Hardened (+¼) (7 Active Points) applied to PD (Real Cost: 7) plus Hardened (+¼) (7 Active Points) applied to ED (Real Cost: 7) 0

25 4) Invulnerable: Damage Resistance (20 PD/20 ED), Hardened (+¼) (25 Active Points) 0

11 5) Strong Willed: Mental Defense (15 points total) 0

 

Perks

12 Fabulously Wealthy Industrialist: Money: Filthy Rich

50 Mediteranian Stronghold: Private Island

9 Megavillain: Reputation: Feared Mastervillain (A large group) 14-, +3/+3d6

1 My Evil Twin: False Identity

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

10 Rank and File: Fringe Benefit: High-level executive of a major business, Organized crime group overall leader

50 The Legion: Followers (250)

3 Well-Connected

7 1) My Fellow Kings: Contact: The Divine Right (Small Group) (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) (8 Active Points) 11-

23 2) My People: Contact: The Black Market (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) (24 Active Points) 12-

14 3) My Toystore: Contact: The ARMORY (Contact has extremely useful Skills or resources), Organization Contact (x3) (15 Active Points) 11-

 

Skills

10 +1 Overall

40 +5 with All Combat

3 Bribery 19-

3 Bureaucratics 19-

3 Disguise 12-

2 Gambling (Card Games) 12-

3 High Society 19-

3 Linguist

3 1) Language: Elemental Fire (idiomatic) (4 Active Points)

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

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

1 4) Language: Japanese (basic conversation)

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

1 6) Language: Spanish (fluent conversation) (2 Active Points)

2 PS: Appraise 11-

2 PS: Financier 11-

2 PS: Stock Broker 11-

2 PS: Vintner 11-

3 Persuasion 19-

23 Power: Fiery Tricks 22-

3 Riding 14-

3 Scholar

1 1) KS: European Criminal Underworld (2 Active Points) 11-

2 2) KS: High Society (3 Active Points) 12-

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

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

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

1 6) KS: Wine Making (2 Active Points) 11-

3 Seduction 19-

2 TF: Equines, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

3 Trading 19-

1 WF: Handguns

 

Total Powers & Skill Cost: 1086

Total Cost: 1525

 

200+ Disadvantages

10 Distinctive Features: Extremely Handsome, Causes Lust (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

10 Hunted: Anarchy Over Europe 8- (Less Pow; NCI; Harshly Punish)

20 Hunted: European Super Team 8- (Mo Pow; NCI; Harshly Punish)

10 Psychological Limitation: Enjoys a good scrum (Common; Moderate)

15 Psychological Limitation: God's Gift to Women (Very Common; Moderate)

20 Psychological Limitation: Messiah Complex, believes he should Rule the British Isles (Common; Total)

15 Social Limitation: Secret Identity (Frequently; Major)

20 Vulnerability: 2 x STUN Cold/Water based attacks (Common)

5 Unluck: 1d6

1200 Experience Points

 

Total Disadvantage Points: 1525

 

Background/History: Ambrose Chamberlain wants to rule the world, or at least the United Kingdom...but really the world. A bright, good-looking boy, he excelled in life growing up, yet managed to keep his ambitions grounded in reality. Ambrose used his wits, charm, and good-looks to make life easy for himself and his crazy sister.

 

Never the most discreet or discriminating boy, he was the centerpiece of a few scandals (of a sexual nature) in his school days, but these tapered off as he began his career as a financier/stock trader. One of the lions of his generation he was adept at putting customers at ease and separating them from their cash, even if he wasn't any better at predicting the market as any other agent. Ambrose, who resembles his namesake to a degree, was a popular guest on money shows.

 

Ambrose shocked the financial world when he retired to use his fortune to purchase a series of dying manufacturing plants in the UK and funneled a great deal of capital into them and their surrounding areas, making him a working class hero as he reopened them and began producing steel, refining foreign oil, and all manner of manufacturing. The plants were refitted with green technologies and took years to finally start producing a profit, but when they did he made out like a bandit. The fact that his major buyers are fronts for the Divine Right has yet to be realized. (indeed it's all above board and hasn't even been investigated)

 

When and how he and his sister developed their tremendous powers is a mystery but seems very much to involve magic or extra dimensional elemental beings. At some point the Chamberlain twins became significantly powerful metas and were contacted by the Divine Right.

 

Ambrose has somehow managed to stay in the public eye and be a world class super villain. There has been a few who have made the connection but they never get very far publicly.

 

Personality/Motivation: Believing himself to have been touched by the divine, Ambrose is not at all unlike the Greek Gods he read about in school. A being of almost pure id at times, his natural feelings of superiority have exploded into a messiah complex since he was granted super powers. He has managed to remain a roguishly charming public figure and sublimates his baser characteristics into loveable flaws and self-deprecating arrogance.

 

As a Master Villain, Hyperion is simply an ego-maniacal powerhouse who enjoys a good battle and chasing super powered skirts. Even before his transformation he was a Lothario and now he's nearly insatiable. He won't risk capture, knowing his image would take a hit but he loves to throw down.

 

He's protective of his sister, whom he considers to be more than just a little bit crazy, (pot - kettle relationship) though she aggravates him with her crazy plans for world domination, and truth be told, her superior physical strength upsets him greatly. Their relationship can best be described as "Olympian."

 

Quote: I will burn away the futility of these inept politicians and the useless bags of old flesh that have the temerity to refer to themselves as the Royal Family.

 

Don't turn away from me yet my pretty; like the sunflower, bask in my glory and let me show you paradise.

 

Powers/Tactics: Hyperion is a potent flame/heat based energy projector with meta-human physical attributes to back him up. A master villain class combatant he can trade blows with the truly powerful members of the Meta-Community.

 

He enjoys scraps and against groups he tends to keep his distance and fry them - but he relishes hand to hand combat and can be goaded into showing off his might.

 

Additionally, he's found that the Meta-Community is swimming in beautiful women and he can't help but test his bait. He has little shame and will attempt to seduce women mid-combat, having found that this behavior occasionally gets him a slight combat advantage.

 

Campaign Use: As a member of the Divine Right, Hyperion has a lot of backing. He and his sister lack much by way of super powered lieutenants - they both tend towards embarrassing sexual innuendo and she finds other attractive women intruders into her demesne. But they have a cadre of well trained agents and access to impressive technologies if they need it.

 

The Divine Right occasionally has to take Hyperion to task for frequenting the ARMORY. They see his reliance on outsiders for technology as a threat to their secrets.

 

Hyperion will only hunt three kinds of people: Anyone he sees as a threat to his secret identity - and he does his best to have them killed in a way that can't be connected to Hyperion or Ambrose Chamberlain; anyone who gets too close to the Divine Right's secrets - and he does his best to eliminate them in a way that makes Hyperion seem like the master criminal; or beautiful women - and he does his best to have them.

 

Appearance: Bearing a striking resemblance to a young Richard Chamberlain but with the body of a God, Hyperion looks good in anything. He has golden blonde hair, neatly trimmed in waves down to his shoulders, golden colored eyes he usually disguises with blue contacts and an expensive, tailor-made wardrobe.

 

As Hyperion he wears a costume that leaves precious little to the imagination. A white bodysuit seemingly painted on with his considerable physique and "area of expertise" on proud display, he adds red gloves, a gold open faced mask that incorporates a crown, and a golden cape. On his chest is a stylized symbol of a golden sun with red rays protruding in all directions the lowest ray is elongated as a road sign to his manhood.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...