Jump to content

Else Earth Character Thread.


Enforcer84

Recommended Posts

  • Replies 150
  • Created
  • Last Reply

Top Posters In This Topic

  • 2 weeks later...

The Boneweaver (5e, 1167pts)

 

THE BONEWEAVER

 

 

Val Char Cost Roll Notes

50 STR 0 19- Lift 25.6tons; 10d6

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

60 CON 0 21-

60 BODY 0 21-

28 INT 18 15- PER Roll 15-

23 EGO 26 14- ECV: 8

30+50 PRE 20 15- / 25- PRE Attack: 6d6/16d6

14 COM 2 12-

 

20+16 PD 10 Total: 20/36 PD (0/16 rPD)

20+16 ED 8 Total: 20/36 ED (0/16 rED)

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

22 REC 0

120 END 0

115 STUN 0 Total Characteristic Cost: 112

 

Movement: Running: 6"/12"

Leaping: 10"/20"

Swimming: 2"/4"

 

Cost Powers END

166 Necromantic Magics: Variable Power Pool (Magic Pool), 125 base + 62 control cost, (187 Active Points); Limited Special Effect Necromantic/Unholy Magic (-½)

0 1) Summon Minor Undead: Summon 128 75-point Undead, Expanded Class of Beings Various Minor Undead (Zombies, Skeletons, etc) (+¼), Slavishly Devoted (+1) (112 Active Points); Extra Time (Delayed Phase, -¼) Real Cost: 90 11

 

Personal Magics

45 1) Boneweaver's Scythe: Killing Attack - Hand-To-Hand 3d6, Affects Desolidified Any form of Desolidification (+½), Reduced Endurance (0 END; +½), Transdimensional (Astral Dimension; +½), Penetrating (+½) (135 Active Points); OAF (-1), No STR Bonus (-½), -1 Decreased STUN Multiplier (-¼), No Knockback (-¼) 0

12 2) Crown of Dreams: Lightning Reflexes: +10 DEX to act first with All Actions (15 Active Points); IIF Durable (-¼)

77 3) Demigod Bone Armor: (Total: 115 Active Cost, 77 Real Cost) Armor (16 PD/16 ED), Hardened (+¼) (60 Active Points); OIF (-½) (Real Cost: 40) plus +40 STR (40 Active Points); OIF (-½) (Real Cost: 27) plus Lightning Reflexes: +10 DEX to act first with All Actions (15 Active Points); OIF (-½) (Real Cost: 10) 4

14 4) Fearless: (Total: 40 Active Cost, 14 Real Cost) +20 Mental Defense (30 points total) (20 Active Points); Only To Resist Fear (-2) (Real Cost: 7) plus Power Defense (20 points) (20 Active Points); Only To Resist Fear (-2) (Real Cost: 7) 0

5 5) Strongwilled: Mental Defense (30 points total) 0

Notes: Note that 20 of his mental defense is only to protect vs

Fear based Effects.

25 6) Lord of The Undead: +50 PRE (50 Active Points); Only vs Undead (-1)

25 7) Necromantic Defenses: Power Defense (25 points) 0

25 8) Necromantic Senses: Detect Life 15- (Unusual Group), Discriminatory, Analyze, Range 0

 

Soul Bastion

Notes: The Boneweaver keeps his mortal soul in a special phylactryl. Though it is a plot device it could be found and destroyed; eradicating him forever.

100 1) Deceptive Vigor: +50 BODY

100 2) Deceptive Vigor: +50 CON

25 3) Return From The Netherrealms: Healing: Regeneration 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +½), Persistent (+½) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 ¼), Self Only (-½) 0

50 4) Unholy Form: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) 0

 

Perks

40 Butler: Flesh Golem Aide De Camp

40 Demense: Manor House

15 Fruits of his Labor: Money: Filthy Rich

12 Lord of Undeath: Fringe Benefit: International Driver's License, Membership: The Covenant of Five, Passport

85 Loyal Knights: Followers: Independent Minded Undead

9 Necromaster: Reputation: Master of the Necromantic Arts (A large group) 14-, +3/+3d6

3 Well-Connected

4 1) Business Partners: Contact: Hades, Lord of the Underworld (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) (5 Active Points) 8-

4 2) Dreamgirl: Contact: Hecate (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) (5 Active Points) 8-

11 3) Peers and Wannabes: Contact: Mystic Community (Contact has significant Contacts of his own, Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 11-

 

Talents

5 Eidetic Memory

3 Simulate Death

 

Skills

8 +1 with All Combat

20 +2 Overall

18 +6 with Magic

3 Analyze: Magic 15-

3 Bureaucratics 15- (25-)

3 Conversation 15- (25-)

3 Cryptography 15-

3 Deduction 15-

3 Forensic Medicine (Embalming) 15-

3 High Society 15- (25-)

3 Interrogation 15- (25-)

3 Inventor 15-

3 Jack of All Trades

1 1) PS: Appraise (2 Active Points) 11-

2 2) PS: Horror Novelist (3 Active Points) 15-

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

3 Linguist

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

3 2) Language: Greek (idiomatic) (4 Active Points)

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

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

31 Magic: Necromancy 29-

3 Paramedics 15-

3 Persuasion 15- (25-)

3 Research 15-

3 Scholar

2 1) KS: Arcane And Occult Lore (3 Active Points) 15-

4 2) KS: Necromancy (5 Active Points) 17-

2 3) KS: Relics and Artifacts of Power (3 Active Points) 15-

2 4) KS: The Covenant of Five (3 Active Points) 15-

2 5) KS: The Mystic World (3 Active Points) 15-

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

3 7) KS: Undead (4 Active Points) 16-

3 Seduction 15- (25-)

1 WF: Scythes

 

Total Powers & Skill Cost: 1055

Total Cost: 1167

 

200+ Disadvantages

5 Dependent NPC: Hallow 11- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills)

Notes: Though his son is trying to act the hero, Faust believes one day he will grow out of that and join his father as his right hand. He doesn't want his child to die during his rebellious teen years.

15 Distinctive Features: Mystic Mein; he exudes 'wrong' some shy away from him others are drawn to him. (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

20 Hunted: Nilrem the Archmage 8- (Mo Pow; NCI; Harshly Punish)

5 Hunted: Hallow (Son) 8- (Less Pow; Capture)

15 Hunted: The Covenant of Five 11- (Mo Pow; NCI; Watching)

20 Hunted: The Order of Nimue 8- (Mo Pow; NCI; Harshly Punish)

25 Psychological Limitation: Desires Dominion over the Death (Very Common; Total)

10 Psychological Limitation: Desires an epic Legacy/Bloodline (Common; Moderate)

20 Psychological Limitation: Vain/Arrogant (Very Common; Strong)

15 Psychological Limitation: Victorian Wannabe Emo Poet (Very Common; Moderate)

15 Reputation: High Level Necromancer, 11- (Extreme)

15 Social Limitation: Secret Identity (Frequently; Major)

787 Experience Points

 

Total Disadvantage Points: 1167

 

Background/History: If you are fifteen years old and your name is Faust Boneweaver, you are probably expected to be a goth wannabe who listens to Morrisy and wishes he was a badass vampire. If you're in your 50's and had your name legally changed from David Mitchell to Faust Boneweaver you are probably looked down upon by the 15 year old in the previous sentence as a lame-o.

So it probably comes as a surprise to most who know him that the son of hippies who grew up to be a mortician turned Vampire Novelist, is actually more badass than most vampires could hope to be.

 

To say that David was obsessed with black magic is putting his ambitions and his potential for evil in a rather narrow light. David is truely gifted. He became a mortician to study the dead and have access to corpses for his necromancy experiments. He became a horror novelist to get laid. He became a necromancer to crush the living beneath his heel. So far he's doing quite well with the first two.

 

David's self-study of magic was noticed by a former member of the Order of Nimue, who had spent decades defending the innocent from the things that go bump in the night only to lose his family to terrorists in the 80's. Enraged he sought to build a network of mages that would answer to him and show the petty, mundane chattel that made up civilization the error of their ways.

 

In light of his master's temperment and rashness, it is probably to the world's benefit that David disposed of him. When he rechristiened himself Faust Boneweaver, David left his life as a mortal behind and stepped wholly into the dark arcana. After a few years of building a power base built on undead labor, weak-willed apprentices, and black art black marketing, he found himself in the enviable position of being on the high council of the current incarnation of the Covenant of Five.

 

Personality/Motivation: Faust is a classic villain with grand plans for ruling, not the Earth, but the realms of the dead. To this end he studies his foes and - he's quite intimidated. The Gods he must face in his endeavor are potent, but the Boneweaver believes he can use the Covenant to solidify his power base. He understands the peculiar nature of Earth in the multiverse and feels as long as he is patient, builds his strength, and convinces Kali to take a shot at Hades to soften them up he can step in and deal with the clean up.

 

Powers/Tactics: Technically, The Boneweaver is a lich. His lifeforce has been placed in a safehouse. However, he is also something of a maverick genius amongst Necromancers and he completed the lich process while he was still alive. To that end he chan be hit and he bleeds, even seemingly dies, but he'll come back unless his safehouse is destroyed.

 

In combat he has a large necromancy pool and backs this up with lower tier brick abilities that belie his thin frame. As time goes on and he advances in power he might become more of a vampire like his novels.

 

Campaign Use: The Boneweaver doesn't really hunt heroes. He might if they had something he wanted. His career as a novelist allows him access to a moderately sized, but very loyal fan-base that includes people in all walks of life. DNPCs and PCs can be included.

 

Appearance: Faust Boneweaver is tall and lean (surprisingly light since some of his organs have been removed) with straight, cropped brown hair and brown eyes. He has a fair complexion that borders on pallid but he takes care to wear makeup to look healthier. He has an intense appeal and charm, aristocratic good looks, and a classy wardrobe.

 

When acting as the Boneweaver, Faust wears black bodysuit that is covered in what appears to be stylized white ceramic armor. The armor is infact made from the bones of semi-divine beings that he has slain. It provides him with superhuman strength and resilience. Over this he wears a large, high-collared, black cloak and a strip of black cloth wrapped around his eyes.

Link to comment
Share on other sites

Re: Else Earth Character Thread.

 

Okay here's a long one.

This is my Teen Titans team, the Young Lions.

Essentially they were created via the Goofy names given in various versions of Champions through the ages. The original team was made up of:

250 Pt Versions:

I wrote them up as 250 pt Teen heroes (before Teen Champions Came out so there aren't as many Teen oriented skills in the write ups). Originally they were Mutant Children kidnapped by Genocide (then the Institute for Human Advancement) to be dissected as means of studying creating a "Cure" for mutants.

 

But when I switched to Else Earth, I abandoned the IHA and Genocide all together. Mutant Angst never appealed to me. So while most are the EE mutant equivalent (Naturalized Metas) they don't have Genocide/IHA breathing down their necks. Instead, they were gathered by Baba Yaga who wanted to eat meta-human children to gain their powers and restore her youth. (Mother Gothel would work too). In this storyline the Original Six were rescued by the non-powered Griffon. One of a series of Robin/Nightwing Clones I made but the one I like best.

 

However he was 350 pts so I had to do some work to drop him to 250 (MUCH Easier to go the other way).

 

The Young Lions (named by their local newspaper) operate along the west coast and are based in San Fransisco. It's not a terribly high supercrime area, but there are a few minor villains who have a grudge against the Lions and occasionally they team up. Baba Yaga did not forget the slight and Hunted them a lot. Griffon lead the team for three years (their Highschool Years) while the drama with his team (more teenaged love triangles than you can shake a stick at, Laser Lad's mounting feelings that he should be given a shot at leading the team and Leadboy's record of property destruction lead to a roster shake up.

 

Gone was Leadboy and Laser Lad, introduced were Icetrain and Blackbird. The lovely foreign student (still in school!) Blackbird took an instant liking to her leader and caused friction between he and his (civilian) girlfriend. Glue-Girl was frustrated that Laser Lad had left and pondered her place in the group, Aqua-Kid seemed more interested in exploring than coming to team meetings and doing his share of monitor duty. Finally, things came to a head where Aqua-Kid (now calling himself Triton) left the team and was replaced by...a flying super strong 10 year old. At this point the team are all 350 pts. This is around 2010 the bulk of the team are graduates from high school and considering life on their own.

 

I have 250 and 350 point versions of the Magnificent Seven, 350 pt versions of Young Miss Adventure, Icetrain, and Blackbird. I plan on moving them to "Experienced" versions where I'm not holding myself to a point total, but I haven't done that yet. It's 3am. I'll post the 250's tomorrow

 

350 pt Versions:

Link to comment
Share on other sites

Griffon (5e, 250pts)

 

GRIFFON

Bill Barnes

 

Val Char Cost Roll Notes

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

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

15 CON 10 12-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

11 EGO 2 11- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

14 COM 2 12-

 

7+8 PD 4 Total: 7/15 PD (0/8 rPD)

6+8 ED 3 Total: 6/14 ED (0/8 rED)

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

8 REC 4

30 END 0

30 STUN 4 Total Characteristic Cost: 104

Movement: Running: 8"/16"

Leaping: 6"/12"

Swimming: 5"/10"

Swinging: 15"/30"

 

Cost Powers END

15 Billy Club: Multipower, 30-point reserve, (30 Active Points); all slots OAF (-1)

1u 1) Clubbing: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 1

1u 2) Swingline: Swinging 15" (15 Active Points); OAF (-1) 1

1u 3) Thrown Club: Energy Blast 6d6 (30 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (prevents use of other Multipower slots until Charge is recovered) (-½) [1 rc]

 

16 Reinforced Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-½) 0

 

Omni-Visor, all slots OAF (-1)

5 1) Omni-Visor: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-½) 0

5 2) Omni-Visor: Increased Arc Of Perception (360-Degree) with Sight Group (10 Active Points); OAF (-1) 0

2 3) Omni-Visor: Infrared Perception (Sight Group) (5 Active Points); OAF (-1) 0

2 4) Omni-Visor: Ultraviolet Perception (Sight Group) (5 Active Points); OAF (-1) 0

 

Generic Martial Art

Maneuver OCV DCV Notes

4 Block +2 +2 Block, Abort

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

5 Kick -2 +1 7d6 Strike

4 Punch +0 +2 5d6 Strike

3 Throw +0 +1 3d6 +v/5, Target Falls

1 Weapon Element: Clubs

 

Perks

1 Allowance: Money: Well Off

4 Daddy's Boy: Contact: Bloodhound, Retired Superhero (Contact has significant Contacts of his own, Contact has very useful Skills or resources) 8-

 

Talents

6 Calm in a Crisis: Combat Luck (3 PD/3 ED)

 

Skills

8 +1 with All Combat

5 Acrobatics 14-

3 Breakfall 13-

2 CK: New York 11-

3 Climbing 13-

3 Computer Programming 12-

3 Criminology 12-

3 Deduction 12-

2 Forensic Medicine 10-

3 Lockpicking 13-

3 Scholar

3 1) KS: Local Criminal Underworld (4 Active Points) 13-

3 2) KS: Supervillains (4 Active Points) 13-

3 3) KS: The Martial World (4 Active Points) 13-

3 4) KS: The Superhuman World (4 Active Points) 13-

2 Security Systems 10-

3 Stealth 13-

2 Streetwise 10-

3 Systems Operation 12-

3 Tactics 12-

3 Teamwork 13-

 

Total Powers & Skill Cost: 146

Total Cost: 250

 

100+ Disadvantages

20 Dependent NPC: Allison Crane (Girlfriend) 8- (Incompetent; Unaware of character's adventuring career/Secret ID)

15 Hunted: Bloodhound 11-, More Powerful, NCI, Watching

20 Hunted: Bloodhound's Rogues Gallery 11- (Frequently) (As Pow; NCI; Harshly Punish)

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

10 Hunted: Minor Costumed Criminal Gang 8- (As Pow; Harshly Punish)

20 Psychological Limitation: Code Vrs Killing Common, Total

15 Psychological Limitation: Determined to honor his Father's Legacy Common, Strong

10 Psychological Limitation: Must be the Leader Uncommon, Strong

15 Psychological Limitation: Overconfidence Very Common, Moderate

0 Rivalry: Professional (Young Miss Adventure; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry)

15 Social Limitation: Secret Identity (William James Barnes) Frequently (11-), Major

 

Total Disadvantage Points: 250

 

Background/History: Bill's dad is the best. Back in the 70's, 80' s, and early 90's he fought crime as the hard hitting super-sleuth, Bloodhound. Eventually Bloodhound retired, married one of his former rogues gallery (a reformed cat-burgler who went by the monicker Angora) and settled into life as a "crime beat" editor for the local newspaper. Bill began his training as a superhero when he was about five. His parents were proud of their pasts, and still made good-natured snipes at each other over who was the better at their chosen profession. By the time he was ten he was almost his mother's equal as an acrobat and aerialist, and his father's as a detective and fighter. When he started high school he developed a costumed identity as the Griffon.

 

Shortly after he began his heroic career, Bill found himself surrounded by young, powerful meta-humans. It turned out they were all students at his school trying to do good with their powers. They looked to him for leadership and he, after long discussions with his parents took them up on it. Shortly afterwards the Wild Pack was formed. In an early mission, the team found themselves defeated by a team of super mercenaries, but they were freed by the young daughter of Dr. Adventure and Amazing Woman, who calls herself Young Miss Adventure. The other members of the team voted to add her to their ranks and she's been driving Bill crazy ever since.

 

Personality/Motivation: Griffon is quite intelligent, a gifted athlete, good looking, and he is well aware of all of this. He likes being the team leader and gets a thrill out of being in charge of a team of superheroes.

 

Bill chose the monicker Griffon because of the breed of dog, it is a sideways homage to his father. However, he doesn't use "Dog Themed" gadgets or costume, it's a personal statement that only he and his family know about.

 

Quote: "Thought you could elude me? Well that didn't work, now did it?"

 

Powers/Tactics: Gifted Aerialist/Martial artist/detective. Griffon tends to leap into combat, trusting his skills to keep him safe while he judges the abilities of his opponents. This proactive approach occasionally puts him in over his head. If he knows what he's up against he adjusts his arsenal to match. Otherwise use the sample gadgets in the pool.

 

Campaign Use: Leader of a young but powerful team. They are inexperienced, and their powers are raw, but impressive. Griffon is an aggressive leader and his team follows his lead. They could easily get into a fight with another hero team if Griffon believes they are being treated with disrespect.

 

Appearance: A little on the short side, but still growing. Griffon cuts a lean figure in his costume. The costume is black with brown and gray accessories. He wears a full face mask that leaves his hair uncovered.

He has dark brown hair and blue eyes.

Link to comment
Share on other sites

Griffon (5e, 350pts)

 

GRIFFON

Bill Barnes

 

Val Char Cost Roll Notes

20 STR 10 13- Lift 400.0kg; 4d6 [2]

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

20 CON 20 13-

11 BODY 2 11-

18 INT 8 13- PER Roll 13-

15 EGO 10 12- ECV: 5

19 PRE 9 13- PRE Attack: 3 ½d6

14 COM 2 12-

 

15 PD 3 Total: 15 PD (8 rPD)

15 ED 3 Total: 15 ED (8 rED)

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

10 REC 4

40 END 0

40 STUN 9 Total Characteristic Cost: 146

 

Movement: Running: 8"/16"

Leaping: 7"/14"

Swimming: 5"/10"

Swinging: 15"/30"

 

Cost Powers END

40 Armory: VPP (Gadget Pool), 30 base + 15 control cost, (45 Active Points); VPP Can Only Be Changed in Armory (-½)

 

15 Billy Club: Multipower, 30-point reserve, (30 Active Points); all slots OAF (-1)

1u 1) HTH Club: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 1

1u 2) Swingline: Swinging 15" (15 Active Points); OAF (-1) 1

1u 3) Thrown Club: Energy Blast 6d6 (30 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (prevents use of other Multipower slots until Charge is recovered) (-½) [1 rc]

 

16 Reinforced Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-½) 0

 

Omni-Visor, all slots OAF (-1)

5 1) Omni-Visor: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-½) 0

5 2) Omni-Visor: Increased Arc Of Perception (360-Degree) with Sight Group (10 Active Points); OAF (-1) 0

2 3) Omni-Visor: Infrared Perception (Sight Group) (5 Active Points); OAF (-1) 0

2 4) Omni-Visor: Ultraviolet Perception (Sight Group) (5 Active Points); OAF (-1) 0

 

Generic Martial Art

Maneuver OCV DCV Notes

4 Block +2 +2 Block, Abort

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

5 Kick -2 +1 10d6 Strike

4 Punch +0 +2 8d6 Strike

3 Throw +0 +1 6d6 +v/5, Target Falls

8 +2 HTH Damage Class(es)

1 Weapon Element: Clubs

 

Perks

1 Allowance: Money: Well Off

5 Daddy's Boy: Contact: Bloodhound, Retired Superhero (Contact has significant Contacts of his own, Contact has very useful Skills or resources) 11-

 

Talents

6 Calm in a Crisis: Combat Luck (3 PD/3 ED)

6 Lightning Reflexes: Lightning Reflexes: +4 DEX to act first with All Actions

 

Skills

8 +1 with All Combat

5 Acrobatics 15-

3 Breakfall 14-

2 CK: New York 11-

3 Climbing 14-

3 Computer Programming 13-

3 Criminology 13-

3 Deduction 13-

3 Forensic Medicine 13-

3 Lockpicking 14-

3 Scholar

3 1) KS: Local Criminal Underworld (4 Active Points) 14-

3 2) KS: Supervillains (4 Active Points) 14-

3 3) KS: The Martial World (4 Active Points) 14-

3 4) KS: The Superhuman World (4 Active Points) 14-

3 Security Systems 13-

3 Stealth 14-

3 Streetwise 13-

3 Systems Operation 13-

3 Tactics 13-

3 Teamwork 14-

 

Total Powers & Skill Cost: 204

Total Cost: 350

 

200+ Disadvantages

20 Dependent NPC: Allison Crane (Girlfriend) 8- (Incompetent; Unaware of character's adventuring career/Secret ID)

15 Hunted: Bloodhound 11-, More Powerful, NCI, Watching

20 Hunted: Bloodhound's Rogues Gallery 11- (Frequently) (As Pow; NCI; Harshly Punish)

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

10 Hunted: Minor Costumed Criminal Gang 8- (As Pow; Harshly Punish)

20 Psychological Limitation: Code Vrs Killing Common, Total

15 Psychological Limitation: Determined to honor his Father's Legacy Common, Strong

10 Psychological Limitation: Must be the Leader Uncommon, Strong

15 Psychological Limitation: Overconfidence Very Common, Moderate

0 Rivalry: Professional (Young Miss Adventure; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry)

15 Social Limitation: Secret Identity (William James Barnes) Frequently (11-), Major

 

Total Disadvantage Points: 350

 

Background/History: Bill's dad is the best. Back in the 70's, 80' s, and early 90's he fought crime as the hard hitting super-sleuth, Bloodhound. Eventually Bloodhound retired, married one of his former rogues gallery (a reformed cat-burgler who went by the monicker Angora) and settled into life as a "crime beat" editor for the local newspaper. Bill began his training as a superhero when he was about five. His parents were proud of their pasts, and still made good-natured snipes at each other over who was the better at their chosen profession. By the time he was ten he was almost his mother's equal as an acrobat and aerialist, and his father's as a detective and fighter. When he started high school he developed a costumed identity as the Griffon.

 

Shortly after he began his heroic career, Bill found himself on the trail of a kidnapper. It turned out they were all victims were meta-human. Bill, being gifted and highly trained but not superhuman was proof against Baba Yaga's current set of magic spells. He managed to free the teen metas and defeat the Russian witch.

 

The others looked to him for leadership and he, after long discussions with his parents, he took them up on it. Shortly afterwards the team was seen helping during an earthquake.

 

In an early mission, the team found themselves defeated by a team of super mercenaries, but they were freed by the young daughter of Dr. Adventure and Amazing Woman, who calls herself Young Miss Adventure. The other members of the team voted to add her to their ranks and she's been driving Bill crazy ever since.

 

Personality/Motivation: Griffon is quite intelligent, a gifted athlete, good looking, and he is well aware of all of this. He likes being the team leader and gets a thrill out of being in charge of a team of superheroes.

 

He sees Emily Adventure as a threat as she's a) meta-powered, B) smarter than he is, and c) her parents are even more famous superheroes. Not only that but she's 10! Doesn't anyone else realize that they are supposed to be superheroes, not baby sitters?

 

Bill chose the monicker Griffon because of the breed of dog, it is a sideways homage to his father. However, he doesn't use "Dog Themed" gadgets or costume, it's a personal statement that only he and his family know about.

 

Quote: "Thought you could elude me? Well that didn't work, now did it?"

 

Powers/Tactics: Gifted Aerialist/Martial artist/detective. Griffon tends to leap into combat, trusting his skills to keep him safe while he judges the abilities of his opponents. This proactive approach occasionally puts him in over his head. If he knows what he's up against he adjusts his arsenal to match. Otherwise use the sample gadgets in the pool.

 

Campaign Use: Leader of a young but powerful team. They are inexperienced, and their powers are raw, but impressive. Griffon is an aggressive leader and his team follows his lead. They could easily get into a fight with another hero team if Griffon believes they are being treated with disrespect.

 

Appearance: Having filled out considerably since his earlier days with the team Griffon is average height and built like a gymnast. He wears his hair short and recently had Mind Maid design him a new costume. It has something of a bird theme (she thought he meant the mythological gryphon) but consists of a black bodysuit with a bronze colored "eagle" on the chest area. He still wears a gray utility belt. His gloves and boots are brown.

 

 

Notes: Hmm forgot the visor on his pic...

This is an older, more physically mature Griffon. He's in his early 20's and reached his peak strength-wise. He's a better fighter...though I didn't really improve his CSLs...

maybe I should have done that instead.

Link to comment
Share on other sites

Aqua Kid (5e, 250pts)

 

AQUA KID

Danny Paulson

 

Val Char Cost Roll Notes

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

17 DEX 21 12- OCV: 6/DCV: 6

20 CON 20 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 13-

11 EGO 2 11- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

14 COM 2 12-

 

15 PD 7 Total: 15 PD (12 rPD)

10 ED 6 Total: 10 ED (8 rED)

4 SPD 13 Phases: 3, 6, 9, 12

12 REC 0

40 END 0

40 STUN 0 Total Characteristic Cost: 109

 

Movement: Running: 6"/12"

Leaping: 8"/16"

Swimming: 8"/32"

 

Cost Powers END

14 Aquatic Movement: Swimming +6" (8" total) (x4 Noncombat), Reduced Endurance (½ END; +¼) (14 Active Points) 1

 

Demi-God Senses

3 1) Acute Senses: +1 PER with all Sense Groups 0

3 2) High Range Hearing: Ultrasonic Perception (Hearing Group) 0

5 3) Low Light Vision: Ultraviolet Perception (Sight Group) 0

 

Deitific Toughness

14 1) Aquatic Demi-God: Life Support (Expanded Breathing: Brfeathe Water; Longevity: 1600 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Low Pressure/Vacuum) 0

5 2) Aquatic Regeneration: Healing 2 BODY (20 Active Points); Works only in Water (-1 ½), Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 ¼) 2

7 3) Bracing: Knockback Resistance -5" (10 Active Points); Costs Endurance (-½) 1

5 4) Divine Protections: Power Defense (5 points) 0

2 5) Heavy: Knockback Resistance -1" 0

5 6) Strong Will: Mental Defense (7 points total) 0

10 7) Tougher than Average Entity: Damage Resistance (12 PD/8 ED) 0

2 8) Zootoxic Immunity: LS (Immunity: Zootoxins) (5 Active Points); Aquatic Animals Only (-1) 0

 

Perks

3 The Team: Membership: Young Lions

5 Calling Dad: Contact: Triton (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 8-

 

Talents

3 Song of the Sirens: Perfect Pitch

4 Master of the Seas: Lightning Reflexes: +6 DEX to act first with All Actions (9 Active Points); Only Underwater Power loses about two-thirds of its effectiveness (-1 ½)

2 Master of the Seas: Environmental Movement (Water)

3 Internal Navigation: Bump Of Direction

 

Skills

5 +1 with HTH Combat

5 +1 with Underwater Combat

6 Animal Handler (Aquatic Animals) 14-

2 KS: Baseball 11-

2 KS: Surfing 11-

2 KS: Olympians 11-

4 Language: Greek (idiomatic)

6 Navigation (Marine) 14-

6 Survival (Marine) 14-

8 TF: Jetskis, Rafts, Skiing (water), Small Motorized Boats, Small Rowed Boats, Small Wind-Powered Boats, Surfing, Windsurfing

 

Total Powers & Skill Cost: 141

Total Cost: 250

 

100+ Disadvantages

10 Dependent NPC: Debra Paulson (Mother) 8- (Normal)

10 Distinctive Features: Godly Mein Not Concealable, Always Noticed and Causes Major Reaction, Detectable Only By Unusual Senses

20 Hunted: Baba Yaga 8- (Occasionally), More Powerful, NCI, Harshly Punish

15 Hunted: Nerid 8- (Mo Pow; Harshly Punish)

10 Hunted: Triton 8- (Mo Pow; NCI; Watching)

15 Psychological Limitation: Impulsive, direct (Very Common; Moderate)

10 Psychological Limitation: Loves to Explore; will try anything once. Common, Moderate

15 Psychological Limitation: Protective of his Friends Common, Strong

15 Secret Identity: Danny Paulson: Frequently (11-), Major

10 Social Limitation: Minor: 16 (Occasionally; Major)

20 Vulnerability: Fire/Heat Based Attacks: 2 x STUN Common

Total Disadvantage Points: 250

 

Background/History: Danny Paulson has always loved the water. He was born in San Fransisco and raised by his single mom. She had been something of a wild child growing up and he only knew his dad was a "Gorgeous Surfer" she met on a trip to Hawaii. It was something of a scandal but she never complained and they did quite well, considering.

 

When he was sixteen, Danny was surfing down in Baja on Spring Break and he met a man who...let's face it could have been his dad, the resemblance was uncanny. So Danny did the first thing that came to his mind, he decked the guy. This proved to be a horrible idea as the man was clearly inhumanly strong and he grabbed the boy by his throat and lift him from the ground.

 

"Mortal. Why do you..." His voice trailed off as the man regarded him closely. "By the horses of my father, you have GOT to be kidding me!"

 

He dropped the boy and began pacing.

 

"How old are you, boy?" He demanded.

 

"Sixteen...you freak." Danny tried to act tough so that the gathered crowd wouldn't notice he'd peed himself.

 

"Debra? In Maui?" The man nodded slowly, "I don't remember...Dionysus! That bastard!"

 

Looking around at the assembled crowd, the man waved his hand dismissively and they dispersed almost immediately. Then he turned to the boy, "What's your name? Is your mother named Debra Paulson? A surfer from California?"

 

Danny nodded numbly, it was his father. Crap.

 

"My name is Triton. Though I think Debra new me as Tom." He smiled warmly. As if this fixed everything. He motioned for Danny to follow him. They went to a bar and Danny was immediately impressed that no one carded him when Triton bought him a beer. They talked for most of the day, and then surfed for hours.

 

It turned out Dionysus had gotten Triton drunk enough for him to pursue the pretty surfer girl and he hadn't even remembered being with her. Not the greatest excuse but when it turns out your estranged father is an eons old Sea God some things are kind of overlooked. Triton was one of the more level-headed and responsible of the Olympians, even in the old days, and he took the news of his missed fatherhood rather badly.

 

The two traveled back to San Fransisco where Triton was reunited with Danny's mom and offered to make her one of his wives. She declined but they remain close. Triton took his son to Olympia and Danny's legacy was unlocked when he drank Ambrosia. After a few months in Poseidon's realm and Olympia proper, Danny returned to Earthrealm and decided to put his lagacy to good use.

 

A few weeks as a solo crime fighter resulted in his being labeled "Aqua Kid" a name he finds rather stupid. When he and some other teen age superheroes found themselves kidnapped by the Russian super-witch Baba Yaga, they managed to escape with the help of a legacy hero named the Griffon. They decided to stay together as a team the press dubbed them the Young Lions.

 

Personality/Motivation: Danny is the "other" brick, his powers are specialized and rarely has a chance to shine. It bothers him a little. He does however, enjoy exploration and will often spend time in ocean or rivers near San Fransisco. He has insatiable curiosity and will try almost anything once.

 

Quote: "Here comes the hurt!"

 

Powers/Tactics: Low end Brick who gets more manueverable and skilled underwater.

 

Campaign Use: A link to the Olympians. Triton has just graduated to the "Big Leagues" but is still only in his early 20's. He doesn't hunt heroes or villains unless they've harmed someone important to him, (Or he thinks they have) and if so, he's a direct hunter and will tell his target what they're accused of and then attack.

 

Appearance: Eyes: Green, Hair: Aqua (blue green)

Danny is an amphibious meta. He has a swimmer's build. he generally wears a body glove and cuts his hair short. His eyes are an unusually bright green.

Link to comment
Share on other sites

Re: Else Earth Character Thread.

 

TRITON

 

 

Val Char Cost Roll Notes

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

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

25 CON 30 14-

12 BODY 4 11-

13 INT 3 12- PER Roll 13-

13 EGO 6 12- ECV: 4

16 PRE 6 12- PRE Attack: 3d6

14 COM 2 12-

 

20 PD 10 Total: 20 PD (12 rPD)

20 ED 15 Total: 20 ED (12 rED)

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

15 REC 0

50 END 0

50 STUN 0 Total Characteristic Cost: 156

 

Movement: Running: 6"/12"

Leaping: 10"/20"

Swimming: 12"/48"

 

Cost Powers END

19 Aquatic Movement: Swimming +10" (12" total) (x4 Noncombat), Reduced Endurance (½ END; +¼) (19 Active Points) 1

 

Demi-God Senses

3 1) Accute Senses: +1 PER with all Sense Groups 0

15 2) Delphic Sonar: Active Sonar (Hearing Group) 0

3 3) High Range Hearing: Ultrasonic Perception (Hearing Group) 0

5 4) Low Light Vision: Ultraviolet Perception (Sight Group) 0

 

Deitific Toughness

16 1) Aquatic Demi-God: Life Support (Expanded Breathing: Brfeathe Water; Longevity: 1600 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0

5 2) Aquatic Regeneration: Healing 2 BODY (20 Active Points); Works only in Water (-1 ½), Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 ¼) 2

7 3) Bracing: Knockback Resistance -5" (10 Active Points); Costs Endurance (-½) 1

5 4) Divine Protections: Power Defense (5 points) 0

2 5) Heavy: Knockback Resistance -1" 0

5 6) Strong Will: Mental Defense (8 points total) 0

12 7) Tougher than Average Entity: Damage Resistance (12 PD/12 ED) 0

2 8) Zootoxic Immunity: LS (Immunity: Zootoxins) (5 Active Points); Aquatic Animals Only (-1) 0

 

Perks

3 The Team: Membership: Young Lions

4 Coastal Brotherhood: Contact: Tomorrow Legion (Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-

2 Love Complication: Contact: Mermaiden, Asian Superheroine 11-

7 Calling Dad: Contact: Triton (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact is slavishly loyal to character) 8-

 

Talents

3 Song of the Sirens: Perfect Pitch

9 Master of the Seas: Lightning Reflexes: +6 DEX to act first with All Actions

2 Master of the Seas: Environmental Movement (Water)

3 Internal Navigation: Bump Of Direction

 

Skills

10 +2 with HTH Combat

10 +2 with Underwater Combat

8 Animal Handler (Aquatic Animals) 15-

2 KS: Baseball 11-

2 KS: Surfing 11-

2 KS: Olympians 11-

4 Language: Greek (idiomatic)

8 Navigation (Marine) 15-

8 Survival (Marine) 15-

8 TF: Jetskis, Rafts, Skiing (water), Small Motorized Boats, Small Rowed Boats, Small Wind-Powered Boats, Surfing, Windsurfing

 

Total Powers & Skill Cost: 194

Total Cost: 350

 

200+ Disadvantages

10 Dependent NPC: Debra Paulson (Mother) 8- (Normal)

5 Dependent NPC: Jessica Havlicek, Reporter, Girlfriend 8- (Normal; Useful Noncombat Position or Skills)

10 Distinctive Features: Godly Mein Not Concealable, Always Noticed and Causes Major Reaction, Detectable Only By Unusual Senses

25 Hunted: Neptune, Lord of the Seas 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish

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

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

15 Psychological Limitation: Impulsive, direct (Very Common; Moderate)

10 Psychological Limitation: Loves to Explore; will try anything once. Common, Moderate

15 Psychological Limitation: Protective of his Friends Common, Strong

10 Vulnerability: Fire/Heat Based Attacks: 1 ½x STUN Common

15 Experience Points

 

Total Disadvantage Points: 350

 

Background/History: Danny Paulson has always loved the water. He was born in San Fransisco and raised by his single mom. She had been something of a wild child growing up and he only knew his dad was a "Gorgeous Surfer" she met on a trip to Hawaii. It was something of a scandal but she never complained and they did quite well, considering.

 

When he was sixteen, Danny was surfing down in Baja on Spring Break and he met a man who...let's face it could have been his dad, the resemblance was uncanny. So Danny did the first thing that came to his mind, he decked the guy. This proved to be a horrible idea as the man was clearly inhumanly strong and he grabbed the boy by his throat and lift him from the ground.

 

"Mortal. Why do you..." His voice trailed off as the man regarded him closely. "By the horses of my father, you have GOT to be kidding me!"

 

He dropped the boy and began pacing.

 

"How old are you, boy?" He demanded.

 

"Sixteen...you freak." Danny tried to act tough so that the gathered crowd wouldn't notice he'd peed himself.

 

"Debra? In Maui?" The man nodded slowly, "I don't remember...Dionysus! That bastard!"

 

Looking around at the assembled crowd, the man waved his hand dismissively and they dispersed almost immediately. Then he turned to the boy, "What's your name? Is your mother named Debra Paulson? A surfer from California?"

 

Danny nodded numbly, it was his father. Crap.

 

"My name is Triton. Though I think Debra new me as Tom." He smiled warmly. As if this fixed everything. He motioned for Danny to follow him. They went to a bar and Danny was immediately impressed that no one carded him when Triton bought him a beer. They talked for most of the day, and then surfed for hours.

 

It turned out Dionysus had gotten Triton drunk enough for him to pursue the pretty surfer girl and he hadn't even remembered being with her. Not the greatest excuse but when it turns out your estranged father is an eons old Sea God some things are kind of overlooked. Triton was one of the more level-headed and responsible of the Olympians, even in the old days, and he took the news of his missed fatherhood rather badly.

 

The two traveled back to San Fransisco where Triton was reunited with Danny's mom and offered to make her one of his wives. She declined but they remain close. Triton took his son to Olympia and Danny's legacy was unlocked when he drank Ambrosia. After a few months in Poseidon's realm and Olympia proper, Danny returned to Earthrealm and decided to put his legacy to good use.

 

A few weeks as a solo crime fighter resulted in his being labeled "Aquakid" a name he finds rather stupid. When he and some other teen age superheroes found themselves kidnapped by the Russian super-witch Baba Yaga, they managed to escape with the help of a legacy hero named the Griffon. They decided to stay together as a team the press dubbed them the Young Lions.

 

Personality/Motivation: Danny is the "other" brick, his powers are specialized and rarely has a chance to shine. It bothers him a little. He does however, enjoy exploration and will often spend time in ocean or rivers near San Fransisco. He has insatiable curiosity and will try almost anything once.

 

Quote: "Here comes the hurt!"

 

Powers/Tactics: Triton is a front-line fighter, but he has less overall "oomph" than the other bricks on the team. He does enjoy a considerable boost of skill and maneuverability underwater. At this point he's just coming into his demigod power.

 

Campaign Use: A link to the Olympians. Triton has just graduated to the "Big Leagues" but is still only in his early 20's. He doesn't hunt heroes or villains unless they've harmed someone important to him, (Or he thinks they have) and if so, he's a direct hunter and will tell his target what they're accused of and then attack.

 

Appearance: Eyes: Green, Hair: Aqua (blue green)

The son of a Greek diety, Danny has what might be considered a classically handsome swimmer's physique. (a his arms and shoulders are a bit bulkier than one might expect, and he's got large powerful thighs) He is 6'1'' now and his lithe build belies his increased mass. He wears his hair long and and generally dresses in casual clothing. His "Costume" consists of a bodyglove swimsuit, and bracers. (shorts and short sleeves)

Occasionally he'll go bare chested.

Link to comment
Share on other sites

Ferret (5e, 250pts)

 

FERRET

Darren Philips

 

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

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

15 CON 10 12-

11 BODY 2 11-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV: 3

9 PRE -1 11- PRE Attack: 1 ½d6

10 COM 0 11-

 

11 PD 6 Total: 11 PD (3 rPD)

11 ED 5 Total: 11 ED (3 rED)

7 SPD 34 Phases: 2, 4, 6, 7, 9, 11, 12

5 REC 0

30 END 0

30 STUN 6 Total Characteristic Cost: 113

 

Movement: Running: 6"/9"/24"/36"

Leaping: 2"/7"/4"/14"

Swimming: 2"/3"/4"/6"

Tunneling: 5"/10"

 

Cost Powers END

Meta-Athletics

5 1) Athletic: Superleap +5" (2"/7" forward, 1"/3 ½" upward) 1

1 2) Athletic: Swimming +1" (2"/3" total) 1

11 3) Swift Runner: Running +3" (6"/9" total), Improved Noncombat Movement (x4) 1

 

Meta-Mustelid Powers

25 1) Burrowing: Tunneling 5" through 5 DEF material 2

20 2) Claws: HKA 1d6+1 (2d6 w/STR) 2

18 3) Regeneration: Healing 2d6, Can Heal Limbs, Reduced Endurance (0 END; +½), Persistent (+½) (50 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 ¼), Self Only (-½) 0

Notes: No Healing Max (see FREd p. 120).

 

Meta-Senses

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

10 2) Tracking Scent: Tracking with Smell/Taste Group 0

 

Perks

3 Fringe Benefit: Membership: Young Lions

 

Talents

6 Avoids Danger: Combat Luck: 3 PD/3 ED

 

Skills

3 Acrobatics 14-

7 Breakfall 16-

3 Climbing 14-

3 Concealment 12-

5 Contortionist 15-

3 Shadowing 12-

3 Sleight of Hand 14-

3 Stealth 14-

3 Tracking 12-

 

Total Powers & Skill Cost: 137

Total Cost: 250

 

100+ Disadvantages

20 Dependent NPC: Darren Sr. and Monica Phillips (Parents) 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)

15 Enraged: When trapped or cornered Uncommon, go 11-, recover 11-

20 Hunted : Baba Yaga 8- (Occasionally), More Powerful, NCI, Harshly Punish

15 Hunted: The Huntress (Slightly Crazy Theme Villainess) 8- (Mo Pow; Harshly Punish)

15 Psychological Limitation: Disdain for Killing Common, Strong

15 Psychological Limitation: Driven to "Pull his weight" with team Common, Strong

10 Psychological Limitation: Excitable, hyperactive (Common; Moderate)

15 Secret Identity: Darren Philips: Frequently (11-), Major

15 Vulnerability: 1 ½ x Effect PRE Attacks (Very Common)

10 Social Limitation: Minor: 16 (Occasionally; Major)

 

Total Disadvantage Points: 250

 

Background/History: Darren Philips is a naturalized meta. His origins don't speak to any previous meta-human legacy. His powers made life for the shy, timid young man much easier. He could always escape the notice of others and flee from bullies. His powers didn't help him escape Baba Yaga when she sought to capture and eat meta-human children to increase her powers.

 

While captured, Darren met several other young metas. The others formed escape plans, Darren hid and hoped he wouldn't be killed first. When a young crime fighter progeny known as the Griffon found the trapped children he orchestrated their escape. Darren actually played a major part in it and when they decided to stick together as a team he was asked to join. (much to his surprise)

 

Since then, the Ferret has been a Young Lion. He's totally not sure this is what he wants from life.

 

Personality/Motivation: To be honest, Darren feels way out of his element. As one of the youngest and certainly the least sure-hearted among the Young Lions, he feels he has bitten off way more than he can chew. He's loyal to his friends and wants to do the right thing but they often find themselves in situations that terrify him. He worries that he will somehow fail his friends in their time of need and he doesn't think he could live with himself if that happened.

 

Quote: "Sure, Griffon, I-I got this guy...*I hope*."

 

Powers/Tactics: Ferret is a Wolverine clone with none of the fearlessness. He tends to use his enhanced senses to lead the team to their opponents and then tries to stay out of the way. Truth be told, Ferret (if he overcomes his cowardice), may evolve into the team's best overall combatant. He is blindingly fast and very agile. Raven has made training him in martial arts a high priority.

 

Appearance: Darren is a scrawny, short, and skittish looking young man with shoulder length black hair that is white at the temples. He wears a brown costume with black boots and gloves. The gloves have no fingers so that he can use his claws.

Link to comment
Share on other sites

Re: Else Earth Character Thread.

 

MONGOOSE

 

 

Val Char Cost Roll Notes

20 STR 10 13- Lift 400.0kg; 4d6 [2]

30 DEX 60 15- OCV: 10/DCV: 10

20 CON 20 13-

13 BODY 6 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-

 

15 PD 8 Total: 15 PD (3 rPD)

15 ED 8 Total: 15 ED (3 rED)

7 SPD 30 Phases: 2, 4, 6, 7, 9, 11, 12

8 REC 0

40 END 0

40 STUN 7 Total Characteristic Cost: 158

 

Movement: Running: 6"/9"/24"/36"

Leaping: 4"/9"/8"/18"

Swimming: 2"/3"/4"/6"

Tunneling: 5"/10"

 

Cost Powers END

Meta-Athletics

5 1) Athletic: Superleap +5" (4"/9" forward, 2"/4 ½" upward) 1

1 2) Athletic: Swimming +1" (2"/3" total) 1

11 3) Swift Runner: Running +3" (6"/9" total), Improved Noncombat Movement (x4) 1

 

Meta-Mustelid Powers

25 1) Burrowing: Tunneling 5" through 5 DEF material 2

20 2) Claws (HKA): HKA 1d6+1 (2 ½d6 w/STR) 2

18 3) Regeneration: Healing 2d6, Can Heal Limbs, Reduced Endurance (0 END; +½), Persistent (+½) (50 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 ¼), Self Only (-½) 0

Notes: No Healing Max (see FREd p. 120).

 

Meta-Senses

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

10 2) Tracking Scent: Tracking with Smell/Taste Group 0

 

Cobbled Style

Maneuver OCV DCV Notes

5 Disarming Throw +0 +0 Grab Weapon, 25 STR to take weapon away; Target Falls

4 Escape +0 +0 35 STR vs. Grabs

5 Evasive Parry +1 +3 Block, Abort

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

3 Legsweep +2 -1 5d6 Strike, Target Falls

5 Offensive Strike -2 +1 8d6 Strike

4 Strike +0 +2 6d6 Strike

 

Perks

3 Fringe Benefit: Membership: Young Lions

3 Well-Connected

2 1) Contact: Grand Mantis (Contact has significant Contacts of his own) (3 Active Points) 11-

1 2) Contact: Nightengale (Good relationship with Contact) (2 Active Points) 8-

1 3) Contact: Rose Dragon (Good relationship with Contact) (2 Active Points) 8-

 

Talents

6 Avoids Danger: Combat Luck: 3 PD/3 ED

 

Skills

3 Acrobatics 15-

3 Analyze: Style 12-

5 Breakfall 16-

3 Climbing 15-

3 Concealment 12-

5 Contortionist 16-

1 Language: Japanese (basic conversation)

3 Lockpicking 15-

3 Scholar

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

1 2) KS: Kung Fu (2 Active Points) 11-

1 3) KS: Penjak-Silat (2 Active Points) 11-

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

3 Shadowing 12-

3 Sleight of Hand 15-

3 Stealth 15-

3 Streetwise 12-

3 Tracking 12-

4 WF: Common Martial Arts Melee Weapons, Common Melee Weapons

 

Total Powers & Skill Cost: 192

Total Cost: 350

 

200+ Disadvantages

20 Dependent NPC: Darren Sr. and Monica Phillips (Parents) 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)

15 Enraged: When trapped or cornered Uncommon, go 11-, recover 11-

20 Hunted: Baba Yaga 8- (Occasionally), More Powerful, NCI, Harshly Punish

10 Hunted: Moon Silver Ninja Clan 8- (Mo Pow; Mildly Punish)

Notes: Some of the ladies of the Silver Moon Ninja clan have taken it upon themselves to "Test" Mongoose. They enjoy flustring him.

15 Hunted: The Huntress 8- (Mo Pow; Harshly Punish)

Notes: Slightly Crazy Theme Villainess

15 Psychological Limitation: Disdain for Killing Common, Strong

10 Psychological Limitation: Driven to "Pull his weight" with team Common, Moderate

10 Psychological Limitation: Girl Crazy (Common; Moderate)

10 Psychological Limitation: Excitable, hyperactive (Common; Moderate)

5 Rivalry: Romantic (Ty Benson, BMOC; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry)

Notes: Ty Benson is the Big Man on Campus at Darren's school and dating the prettiest girl in school, Darren's long-time friend and neighbor Sarah Hendricks. Sarah has no idea that Darren crushes on her, nor does Ty.

15 Social Limitation: Secret Identity (Frequently; Major)

5 Unluck: 1d6

 

Total Disadvantage Points: 350

 

Background/History: Darren Philips is a naturalized meta. His origins don't speak to any previous meta-human legacy. His powers made life for the shy, timid young man much easier. He could always escape the notice of others and flee from bullies. His powers didn't help him escape Baba Yaga when she sought to capture and eat meta-human children to increase her powers.

 

While captured, Darren met several other young metas. The others formed escape plans, Darren hid and hoped he wouldn't be killed first. When a young crime fighter progeny known as the Griffon found the trapped children he orchestrated their escape. Darren actually played a major part in it and when they decided to stick together as a team he was asked to join. (much to his surprise)

 

Since then, the Ferret has been a Young Lion. He's totally not sure this is what he wants from life.

 

350pt Version: Having grown into the role of a hero and far more sure of himself, Darren has taken the name Mongoose in an effort to sound more macho.

 

Personality/Motivation: Having overcome his timid nature and grown into the role of a hero, the former Ferret no longer lets things bother him. He's still excitable and driven to prove he's not fighting above his weight class anymore but he doesn't let people intimidate him as easily as he once did. His meta-powers seem to have exacerbated his teenage hormones and he finds it very difficult to be impassive around attractive women.

 

Quote: "Sure, Griffon, I got this."

 

Powers/Tactics: As he's grown, Mongoose has packed on muscle and gotten even faster. He studied Karate with Griffon and found a few other martial arts masters to give him pointers and tips and has become quite the student of the various arts. He has strong retractable claws on his fingers; a sturdy, flexible skeleton; and a significant healing factor.

Campaign Use: Mongoose doesn't hunt villains usually. He can be used in any adventure involving martial arts.

 

Appearance: Darren has put on some muscle in his late teens and gone through a growth spurt. He's lean and feral...the bullies don't pick on him instinctively now. He likes wearing his hair to his shoulders despite his parents' protests. He dresses in jeans and tee shirts.

 

As Mongoose, he wears a bronze colored bodysuit with a golden tabard over it and a stylized mongoose face on the chest. He wears a red sash, red "ninja shoes," red fighting gloves, (no fingers) and finally, a red bandana style mask that leaves the lower half of his face open.

Link to comment
Share on other sites

Glue Girl (5e, 250pts)

 

GLUE GIRL

Kelly White

 

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

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

15 CON 10 12-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

11 EGO 2 11- ECV: 4

14 PRE 4 12- PRE Attack: 2 ½d6

16 COM 3 12-

 

8+3 PD 3 Total: 8/11 PD (3/6 rPD)

8+3 ED 2 Total: 8/11 ED (3/6 rED)

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

5 REC 0

30 END 0

23 STUN 0 Total Characteristic Cost: 88

 

Movement: Running: 7"/14"

Leaping: 7"/14"

Swimming: 2"/4"

Swinging: 10"/20"

 

Cost Powers END

70 Adhesive Emission: Multipower, 70-point reserve

5u 1) Giant Ball of Glue!: Entangle 2d6, 2 DEF, Sticky (+½), Area Effect: Radius (+1) (50 Active Points) 5

1u 2) Glueline Web: Swinging 10" (10 Active Points) 1

6u 3) Stuck on you!: Entangle 4d6, 4 DEF, Sticky (+½) (60 Active Points) 6

 

14 I can walk up walls?: Clinging (20 STR) 0

9 Toughened Skin : Armor (3 PD/3 ED) 0

 

Athletic

10 1) Gymnastic Leaps: Superleap +5" (7" forward, 3 ½" upward) (Accurate) 1

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

 

Perks

3 Membership: Young Lions

 

Talents

6 Missed Me: Combat Luck: 3 PD/3 ED

4 Flexible: Double Jointed

 

Skills

5 +1 with Dex Based Skills

6 +2 with Adhesive Attacks

3 Acrobatics 14-

5 Breakfall 15-

3 Climbing 14-

3 Contortionist 14-

4 KS: Gymnastics 13-

3 Stealth 14-

 

Total Powers & Skill Cost: 162

Total Cost: 250

 

100+ Disadvantages

5 Dependent NPC: Father (Richard White) 8- (Infrequently), Normal, Useful noncombat position or skills

25 Hunted: Baba Yaga 11-, More Powerful, NCI, Harshly Punish

15 Hunted: Department of Metahuman Affairs 11- (Mo Pow; NCI; Watching)

5 Hunted: The Untouchable 8- (As Pow; Mildly Punish)

Notes: Something of a gentleman bandit. The Untouchable is a minor speedster who can surround himself in a friction negation field. He seems particularly capable of escaping Glue Girl's attacks and likes to taunt/flirt with her.

20 Psychological Limitation: Code Against Killing Common, Total

10 Psychological Limitation: Giddy Teenage Girl Syndrome (Common; Moderate)

10 Psychological Limitation: Has a crush on Laser Lad Common, Moderate

15 Psychological Limitation: Searching for Clues to her Mother's disapperance (Common; Strong)

10 Rivalry: Romantic (Mind Maid; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15 Secret Identity: Kelly White: Frequently (11-), Major

10 Vulnerability: 1 ½ x STUN Electrical Attacks (Common)

10 Social Limitation: Minor: 16 (Occasionally; Major)

 

Total Disadvantage Points: 250

 

Background/History: Kelly's mom was something of a mad scientist growing up. Having studied all manner of biological sciences Mary White self-medicated during her pregnancy, despite the objections from her husband Richard. When Kelly was born seemingly normal and beautiful things smoothed over for a few years. When she developed meta-powers as a toddler, it caused such strain that her parents divorced.

 

Her father's lawyer convinced the judge that Mary's maverick medication had mutated their daughter and he was awarded custody. Kelly was distraught over the acrimony during the hearings and when her mother disappeared shortly afterwards she blamed her dad.

 

Growing up was one argument after another and though they reconciled for the most part, Kelly never forgave her dad's hand in Mary's disappearance. When she was thirteen she was captured by Baba Yaga for the latter's latest attempt at power expansion and found herself working with several other meta-teens. When they managed to escape, they stayed together as a team.

 

Personality/Motivation: Kelly is a typical teenager. She is rebellious, thinks she knows it all and generally fawns over any attractive older male she sees. Underneath all that is an intelligent, caring, and compassionate young woman.

 

She is going through some growing pains right now. She jumped at the chance to be a superhero. As Glue Girl she enjoys the camaraderie of the Young Lions, but she is rather catty towards Mind Maid. Griffon has noticed her "cool under fire" and despite her being one of the youngest, is considering making her deputy leader.

 

Quote: "Hey, stick around! This is the good part!"

 

Powers/Tactics: Kelly can emit adhesive substances. She's already becoming rather creative with it. She can either use a concentrated sticky attack on an individual or a less powerful attack on a greater area. She also has her "Spider-Man tricks" of a swingline and the ability to cling to surfaces. She is a gymnastics prodigy.

 

Her body's ability to control the adhesives she generates is greatly affected by strong electrical currents. Electrical attacks are exceptionally painful for her.

 

Appearance: Eyes: Brown, Hair: Black

Kelly is an Asian-American girl with a trim, athletic build. She was a successful child gymnast and tends to bounce around the battlefield. Her costume is a skintight white leotard with a pink mini skirt, pink gloves, boots and domino mask. She wears her hair in a pony tail normally but as Glue Girl she lets it down.

Link to comment
Share on other sites

Web Mistress (5e, 350pts)

 

WEB MISTRESS

Kelly White

 

Val Char Cost Roll Notes

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

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

18 CON 16 13-

11 BODY 2 11-

18 INT 8 13- PER Roll 13-

11 EGO 2 11- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

16 COM 3 12-

 

9+9 PD 3 Total: 9/18 PD (3/12 rPD)

9+9 ED 2 Total: 9/18 ED (3/12 rED)

6 SPD 24 Phases: 2, 4, 6, 8, 10, 12

10 REC 6

40 END 2

30 STUN 2 Total Characteristic Cost: 128

 

Movement: Running: 7"/14"

Leaping: 8"/16"

Swimming: 2"/4"

Swinging: 10"/20"

 

Cost Powers END

70 Adhesive Emission: Multipower, 70-point reserve

5u 1) Giant Ball of Glue!: Entangle 2d6, 2 DEF, Sticky (+½), Area Effect: Radius (+1) (50 Active Points) 5

1u 2) Glueline Web: Swinging 10" (10 Active Points) 1

6u 3) Stuck on you!: Entangle 4d6, 4 DEF, Sticky (+½) (60 Active Points) 6

 

14 I can walk up walls?: Clinging (25 STR) 0

9 Toughened Skin: Armor (3 PD/3 ED) 0

 

Athletic

10 1) Gymnastic Leaps: Superleap +5" (8" forward, 4" upward) (Accurate) 1

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

 

Gear

12 1) Armored Costume: Armor (6 PD/6 ED) (18 Active Points); IIF (-¼), Activation Roll 15- (-¼) 0

9 2) Tonfa: Hand-To-Hand Attack +2d6 (10 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 1

Notes: (x2 number of items)

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

 

Acrobatic Fighting Style

Maneuver OCV DCV Notes

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

4 Fast Strike +2 +0 5d6 Strike

5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove

3 Legsweep +2 -1 4d6 Strike, Target Falls

 

Perks

3 Membership: Young Lions

 

Talents

6 Missed Me: Combat Luck: 3 PD/3 ED

4 Flexible: Double Jointed

 

Skills

5 +1 with Dex Based Skills

6 +1 with HTH and Ranged Combat

6 +2 with Adhesive Attacks

3 Acrobatics 14-

5 Breakfall 15-

3 Climbing 14-

3 Contortionist 14-

3 KS: Gymnastics 13-

2 KS: The Superhuman World 11-

3 Paramedics 13-

2 Science Skill: Chemistry 11-

3 Stealth 14-

3 Teamwork 14-

 

Total Powers & Skill Cost: 222

Total Cost: 350

 

200+ Disadvantages

10 Dependent NPC: Father (Richard White) 8- (Infrequently), Normal

10 Dependent NPC: Mary Chen-White (Mother) 11- (Normal; Useful Noncombat Position or Skills)

10 Hunted: Biomancer 8- (Mo Pow; NCI; Watching)

15 Hunted: Department of Metahuman Affairs 11- (Mo Pow; NCI; Watching)

20 Hunted: The ARMORY 8-, More Powerful, NCI, Harshly Punish

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

Notes: Something of a gentleman bandit. The Untouchable is a minor speedster who can surround himself in a friction negation field. He seems particularly capable of escaping Glue Girl's attacks and likes to taunt/flirt with her.

20 Psychological Limitation: Code Against Killing Common, Total

10 Psychological Limitation: Giddy Teenage Girl Syndrome (Common; Moderate)

10 Psychological Limitation: Jealous of Mind Maid Common, Moderate

15 Secret Identity: Kelly White: Frequently (11-), Major

10 Vulnerability: 1 ½ x STUN Electrical Attacks (Common)

10 Experience Points

 

Total Disadvantage Points: 350

 

Background/History: Kelly's mom was something of a mad scientist growing up. Having studied all manner of biological sciences Mary White self-medicated during her pregnancy, despite the objections from her husband Richard. When Kelly was born seemingly normal and beautiful things smoothed over for a few years. When she developed meta-powers as a toddler, it caused such strain that her parents divorced.

 

Her father's lawyer convinced the judge that Mary's maverick medication had mutated their daughter and he was awarded custody. Kelly was distraught over the acrimony during the hearings and when her mother disappeared shortly afterwards she blamed her dad.

 

Growing up was one argument after another and though they reconciled for the most part, Kelly never forgave her dad's hand in Mary's disappearance. When she was thirteen she was captured by Baba Yaga for the latter's latest attempt at power expansion and found herself working with several other meta-teens. When they managed to escape, they stayed together as a team.

 

 

350pt update:

 

As time went by and Kelly got no closer to Lance, she began to doubt her place in the team. At first she flirted with Griffon to make Laser Lad jealous (correctly guessing that he held a grudge over leadership) but when Laser Lad left the team, she faltered. They were her friends and doing such good. He still had eyes for Michelle and things were starting to feel like a bad episode of 90210. Deciding to not worry about boys for a while and focus on her crime-fighting (and her search for her mom) began paying off.

 

She found her mom, who had been forced into employment by the ARMORY. Mary was rescued and now works for the Young Lions as the team's medic. She also managed to defeat the Untouchable (which rather upset him) and the team has found their foe Baba Yaga no longer considers them children or worth her trouble. They have made new enemies, the ARMORY being one of the major. They went after her father; planting false evidence of embezzlement on him. He lost his job but the Young Lions proved his innocence so he avoided jail. However, he's been blackballed and blames her. Their relationship is quite strained.

 

She's also considering changing her name to Web Mistress - though Walter always giggles when she uses it, she's gotten quite fond of his giggle.

 

Personality/Motivation: Kelly is a typical teenager. She is rebellious, thinks she knows it all and generally fawns over any attractive older male she sees. Underneath all that is an intelligent, caring, and compassionate young woman.

 

Kelly has tried to move past her catty relationship with Mind Maid and be a better team mate. She's worked hard at being a team player and when she realized her attempts at making Laser Lad jealous were doing more damage to the team she stopped. She serves as second in command and has been rather surprised by the respect she receives.

 

She's still jealous of Michelle and carries a torch for Lance, but she's not letting that mess the team dynamic. Since Laser Lad and Leadboy have left the team she's found to her surprise that she really misses Walter and has been trying to get him to return.

 

Quote: "Hey, stick around! This is the good part!"

 

Powers/Tactics: Kelly can emit adhesive substances. She's already becoming rather creative with it. She can either use a concentrated sticky attack on an individual or a less powerful attack on a greater area. She also has her "Spider-Man tricks" of a swing line and the ability to cling to surfaces. She is a gymnastics prodigy.

 

Griffon worked with her to develop an acrobatic combat style, trained her with weapons and helped her develop the teamwork skill. She's still a complimentary fighter, but she's more confident now in her combat skills.

 

Her body's ability to control the adhesives she generates is greatly affected by strong electrical currents. Electrical attacks are exceptionally painful for her.

 

Appearance: Eyes: Brown, Hair: Black

Kelly is an Asian-American girl with a trim, athletic build. She was a successful child gymnast and tends to bounce around the battlefield. When in her normal identity she wears her hair in a pony tail and affects glasses because they make her look smart.

 

She retains her web-themed costume but now it's actually armored and she carries two tonfa in sheathes on her belt.

Link to comment
Share on other sites

Laser Lad (5e, 250pts)

 

LASER LAD

Lance Harrington

 

Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

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

20 CON 20 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

11 EGO 2 11- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

16 COM 3 12-

 

7 PD 4 Total: 7 PD (0 rPD)

15 ED 11 Total: 15 ED (10 rED)

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

10 REC 6

40 END 0

30 STUN 3 Total Characteristic Cost: 110

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

62 Energy Emission: Multipower, 62-point reserve

6u 1) Laser Bolt: Energy Blast 10d6, Reduced Endurance (½ END; +¼) (62 Active Points) 2

5u 2) Laser Cutter: (Total: 51 Active Cost, 49 Real Cost) RKA 3d6 (Real Cost: 45) plus Sight Group Flash 2d6 (6 Active Points); Linked to RKA (-½) (Real Cost: 4) 5

5 Energy Resistance: Damage Resistance (10 ED) 0

31 Energy Sponge: Absorption 5d6 (energy, END), Delayed Return Rate (5 Points per Minute; +¼) (31 Active Points) 0

7 Laser Vision: N-Ray Perception (Sight Group) (10 Active Points); Extra Time: full phase (-½) 0

Notes: Not Vs Force Fields

 

Perks

3 Fringe Benefit: Membership: Young Lions

 

Skills

10 +2 with Multipower

2 AK: City Knowledge: New York 11-

3 Scientist

2 1) Laser Technology 12- (3 Active Points)

1 2) Physics 11- (2 Active Points)

3 Streetwise 12-

Total Powers & Skill Cost: 140

Total Cost: 250

 

100+ Disadvantages

15 Dependent NPC: Bruce and Linda Harrington (Parents) 8- (Normal; Group DNPC: x2 DNPCs)

20 Hunted: Baba Yaga 8- (Occasionally), More Powerful, NCI, Harshly Punish

15 Hunted: Shadowkiller 8- (Mo Pow; Harshly Punish)

20 Psychological Limitation: Code Against Killing Common, Total

10 Hunted: The Owl 8- (Mo Pow; NCI; Watching)

15 Psychological Limitation: Feels responsible for the welfare of his teammates Common, Strong

10 Psychological Limitation: Has a crush on Mind Maid Common, Moderate

15 Psychological Limitation: Overconfident (Very Common; Moderate)

5 Rivalry: Professional (Griffon; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry)

15 Secret Identity: Lance Harrington: Frequently (11-), Major

10 Social Limitation: Minor: 16 (Occasionally; Major)

Total Disadvantage Points: 250

 

Background/History: Lance Harrington is a natural born meta with the ability to manipulate photonic energy. His first use of his powers was shortly after his seventh birthday. Lance designed the Laser Lad identity with the help of his father and they trained in their back yard

 

When he reached the age of 14, Laser Lad began patrolling the local town. He did mostly good deeds as his rural town didn't have much of a crime problem. So his family moved to the San Fransisco area so he could do more good. Still he was mostly putting his powers to use helping deliver items and repairing.

 

He was among the young metas taken by Baba Yaga. It was Lance who managed to calm the others and he provided the leadership to escape. However it was the arrival of the young detective the Griffon that led to their escape, to Lance's chagrin. He stayed with the team despite them looking to Griffon for leadership. His parents were both proud of Lance and the others, and shocked that someone would target their child, super-powered or not.

 

Personality/Motivation: When Lance and his fellow former captives regrouped and they decided to form a team, he was (privately) dismayed that Griffon was elected leader. He, after all, was the oldest and had the most experience as a hero. He has taken it in stride and is really the linchpin that holds the team together.

 

Lance has a crush on Mind Maid and because of this he's failed to notice that Glue-Girl has eyes for him. He finds her competitiveness kind of off putting.

 

Quote: "Get ready for a true Light Show!"

 

Powers/Tactics: Laser Lad is a classic light energy wielding blaster. He has two settings, standard and "fry". He also is highly resistant to energy attacks. He has exhibited the potential for a lot more power but despite his training he hasn't achieved it.

 

Appearance: Laser Lad is a well-built teenage boy with thick black hair and black eyes. He wears a typical four color superheroic costume, white body suit, red shoulders, neck, and chest. Red gloves and boots, transparent red goggles. He has a white circle on his chest with a red "L".

Link to comment
Share on other sites

Laser (5e, 350pts)

 

LASER

Lance Harrington

 

Val Char Cost Roll Notes

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

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

25 CON 30 14-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

11 EGO 2 11- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

16 COM 3 12-

 

10+6 PD 7 Total: 10/16 PD (0/6 rPD)

20+6 ED 15 Total: 20/26 ED (10/16 rED)

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

11 REC 6

50 END 0

40 STUN 9 Total Characteristic Cost: 135

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

75 Energy Emission: Multipower, 75-point reserve

7u 1) Laser Bolt: Energy Blast 12d6, Reduced Endurance (½ END; +¼) (75 Active Points) 3

5u 2) Laser Cutter: (Total: 55 Active Cost, 52 Real Cost) RKA 3d6 (Real Cost: 45) plus Sight Group Flash 2d6 (10 Active Points); Linked to RKA (-½) (Real Cost: 7) 5

7u 3) Laser Pulse Barrage: Energy Blast 7d6, Area Of Effect (4" Radius; +1), Two-Dimensional (-¼), Selective (+¼) (70 Active Points) 7

6u 4) Light Pulse: Sight Group Flash 8d6, Explosion (+½) (60 Active Points) 6

 

5 Energy Resistance: Damage Resistance (10 ED) 0

31 Energy Sponge: Absorption 5d6 (energy, END), Delayed Return Rate (5 Points per Minute; +¼) (31 Active Points) 0

7 Laser Vision: N-Ray Perception (Sight Group) (10 Active Points); Extra Time: full phase (-½) 0

Notes: Not Vs Force Fields

 

Gear

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

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

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

 

Training

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

 

Perks

3 Fringe Benefit: Membership: Young Lions

 

Skills

5 +1 with Ranged Combat

10 +2 with Multipower

2 AK: City Knowledge: New York 11-

3 Scientist

2 1) Science Skill: Laser Technology 12- (3 Active Points)

1 2) Science Skill: Mathematics 11- (2 Active Points)

1 3) Science Skill: Physics 11- (2 Active Points)

3 Streetwise 12-

3 Systems Operation 12-

3 Tactics 12-

3 Teamwork 13-

 

Total Powers & Skill Cost: 215

Total Cost: 350

 

200+ Disadvantages

15 Dependent NPC: Bruce and Linda Harrington (Parents) 8- (Normal; Group DNPC: x2 DNPCs)

15 Hunted: Dr. Spectrum 8- (As Pow; NCI; Harshly Punish)

15 Hunted: Shadowkiller 8- (Mo Pow; Harshly Punish)

10 Hunted: The Owl 8- (Mo Pow; NCI; Watching)

20 Hunted: the ARMORY 8- (Occasionally), More Powerful, NCI, Harshly Punish

20 Psychological Limitation: Code of the Hero Common, Total

15 Psychological Limitation: Feels responsible for the welfare of his teammates Common, Strong

10 Psychological Limitation: Has a crush on Mind Maid Common, Moderate

15 Psychological Limitation: Overconfident (Very Common; Moderate)

15 Secret Identity: Lance Harrington: Frequently (11-), Major

 

Total Disadvantage Points: 350

 

Background/History: Lance Harrington is a natural born meta with the ability to manipulate photonic energy. His first use of his powers was shortly after his seventh birthday. Lance designed the Laser Lad identity with the help of his father and they trained in their back yard

 

When he reached the age of 14, Laser Lad began patrolling the local town. He did mostly good deeds as his rural town didn't have much of a crime problem. So his family moved to the San Fransisco area so he could do more good. Still he was mostly putting his powers to use helping deliver items and repairing.

 

He was among the young metas taken by Baba Yaga. It was Lance who managed to calm the others and he provided the leadership to escape. However it was the arrival of the young detective the Griffon that led to their escape, to Lance's chagrin. He stayed with the team despite them looking to Griffon for leadership. His parents were both proud of Lance and the others, and shocked that someone would target their child, super powered or not.

350pt Version:

 

For the first few years, Lance held his peace, followed Griffon and pined for Mind Maid while ignoring Glue Girl's interest in him. But as he graduated and began taking his heroing more seriously, he felt the sometimes tense school house feel of the Young Lions was getting in the way.

 

He left, and Walter followed (actually Walter was tying to get him to notice Kelly as more than a team-mate and a rival for second in command. When Baba Yaga took one last swipe at the team, Laser Lad and Leadboy returned to tip the tide and some hard feelings were smoothed over.

 

Lance recently dropped the "Lad" from his heroic name.

 

Personality/Motivation: Lance overcame his rivalry with Griffon by growing out of his resentment. He is considered one of the bright young heroes of the Bay Area. He thinks about coming back to the Young Lions often.

 

He still has strong feelings for Mind Maid and he has approached her about them finally, they've dated a few times and he's happy with the way things are going.

 

Quote: "Get ready for a true Light Show!"

 

Powers/Tactics: Laser Lad is a classic light energy wielding blaster. He has two settings, standard and "fry". He also is highly resistant to energy attacks. He has exhibited the potential for a lot more power but despite his training he hasn't achieved it.

 

Appearance: Laser Lad is a well-built teenage boy with thick black hair and black eyes. He wears a typical four color superheroic costume, white body suit, red shoulders, neck, and chest. Red gloves and boots, transparent red goggles. He has a white circle on his chest with a red "L".

Link to comment
Share on other sites

Leadboy (5e, 250pts)

 

LEADBOY

Walter Roosevelt

 

Val Char Cost Roll Notes

15+45 STR 5 12- / 21- Lift 200.0kg/102.4tons; 3d6/12d6 [1/5]

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

20+10 CON 20 13- / 15-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV: 3

13+7 PRE 3 12- / 13- PRE Attack: 2 ½d6/4d6

10 COM 0 11-

 

5+19 PD 2 Total: 5/24 PD (0/10 rPD)

5+21 ED 1 Total: 5/26 ED (0/10 rED)

4 SPD 15 Phases: 3, 6, 9, 12

9+2 REC 4

40+20 END 0

35+5 STUN 7 Total Characteristic Cost: 72

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

8 Instant Change: Cosmetic Transform 2d6 (10 Active Points); Limited Target: Own Clothes Slightly Limited (-¼) 1

 

Form of Lead, all slots Only In Heroic Identity (-¼)

6 1) Imposingly Powerful Metallic Form: +7 PRE (7 Active Points); Only In Heroic Identity (-¼)

24 2) Lead Body: Armor (10 PD/10 ED) (30 Active Points); Only In Heroic Identity (-¼) 0

16 3) Living Metal Toughness : +10 CON (20 Active Points); Only In Heroic Identity (-¼)

36 4) Living Metal: Density Increase (37,900 kg mass, +45 STR, +9 PD/ED, -9" KB) (45 Active Points); Only In Heroic Identity (-¼) 4

4 5) Metal Form: Lack Of Weakness (-5) for Resistant Defenses (5 Active Points); Only In Heroic Identity (-¼) 0

36 6) Living Metal: Total Life Support: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) (45 Active Points); Only In Heroic Identity (-¼) 0

27 7) Lead Lined: Energy Damage Reduction, Resistant, 75% (60 Active Points); Radiation Based Attacks Only (-1), Only In Heroic Identity (-¼) 0

 

Perks

3 Membership: Young Lions

 

Talents

7 Faster than he appears: Lightning Reflexes: +5 DEX to act first with All Actions (9 Active Points); Only In Heroic Identity (-¼)

 

Skills

5 +1 with HTH Combat

2 KS: Comic Books 11-

2 KS: The Superhuman World 11-

2 PS: Illustrator 11-

 

Total Powers & Skill Cost: 178

Total Cost: 250

 

100+ Disadvantages

20 Dependent NPC: Lydia Roosevelt, James Roosevelt (parents) 8- (Infrequently), Normal, Unaware of character's adventuring career/Secret ID, Group DNPC: x2 DNPCs

25 Hunted: Baba Yaga 11- (Frequently), More Powerful, NCI, Harshly Punish

15 Hunted: Doomtrain 8- (Mo Pow; Harshly Punish)

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

20 Psychological Limitation: Code of the Hero Common, Total

10 Psychological Limitation: In Love with Glue Girl (Crush) Common, Moderate

15 Psychological Limitation: Overconfident (Very Common; Moderate)

10 Reputation: Destructive Hero, 11-

10 Social Limitation: Minor: 16 (Occasionally; Major)

15 Social Limitation: Secret Identity: Walter Roosevelt Frequently (11-), Major

 

Total Disadvantage Points: 250

 

Background/History: Walter Roosevelt was a middle-class black kid in a nice California neighborhood who was picked on because he wanted to get into comic books. Short and scrawny, he was a target for bullies early on, but found to his good fortune that the lead bully was also a comic book fan and won him over with his drawings. The two planned on making comic books when they got older.

 

Walter's meta-human powers were triggered by exposure to a radioactive supervillain when he was 16. Shortly after his successful capture of Radburn (for which the villain swore revenge) the inexperienced hero was captured by Baba Yaga. Walter was instrumental in the breakout and when the teens decided to stick together as a team he was asked to join and jumped at the chance.

 

As Leadboy, Walter is the main muscle behind the team, but his super heavy form sometimes causes environmental distress. The papers have.

Personality/Motivation: Walter is a good kid, however, he's only a young man and right now his priorities are having fun, and impressing Kelly White, aka Glue Girl. He still dreams of bing a comicbook creator (in addition to being a superhero) and tends to be star-struck when encountering more experienced heroes.

 

Quote: "This is going to hurt you alot more than it hurts me."

 

Powers/Tactics: 1) Armor Up

2) Bash the snot out of enemies

3) Go have pizza.

3a) Apologize for property damage.

 

The metahuman transformation was very drastic, even in his normal identity, Walter has become bigger and much stronger and tougher. His friend jokes that it was a good thing they got along or Walter would be paying him back for years of abuse now.

 

Campaign Use: The Young Lions are a low powered supergroup. Their membership is made up entirely of the metas who had been abducted.

 

Appearance: Eyes: Brown (Gray), Hair: Black (Gray)

In his "normal" form, Walter is a tall, muscular 16 year old. When he "Armors Up" he becomes a taller, more muscular youth made out of a dull gray metal. His costume is a skin tight one piece bathing suit in black with a white belt, white boots and gloves. He wears a white domino mask. When transformed, his voice takes on a metallic inflection that can be somewhat intimidating

Link to comment
Share on other sites

Mind Maid (5e, 250pts)

 

MIND MAID

Michelle Towers

 

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

13 DEX 9 12- OCV: 4/DCV: 4

10 CON 0 11-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

23 EGO 26 14- ECV: 8

15 PRE 5 12- PRE Attack: 3d6

18 COM 4 13-

 

2 PD 0 Total: 2 PD (0 rPD)

2 ED 0 Total: 2 ED (0 rED)

5 SPD 27 Phases: 3, 5, 8, 10, 12

4 REC 0

20 END 0

20 STUN 0 Total Characteristic Cost: 74

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

20 Elemental Control: Telepathic Powers: Elemental Control, 40-point powers

15 1) Astral Walking: Desolidification , Reduced Endurance (½ END; +¼) (50 Active Points); Leaves Physical Body Behind (-1) 2

24 2) Dominion: Mind Control 7d6, Telepathic (+¼) (44 Active Points) 4

20 3) Mind Games: Mental Illusions 8d6 (40 Active Points) 4

20 4) Mind Masking: Invisibility to Sight, Mental and Hearing Groups , No Fringe (40 Active Points) 4

20 5) Mind Pobe: Telepathy 8d6 (40 Active Points) 4

20 6) Searching: Mind Scan 8d6 (40 Active Points) 4

15 Mind Wall: Mental Defense (20 points total) 0

 

Skills

5 +1 with Mental Combat

3 Deduction 12-

3 High Society 12-

2 KS: Clothing design 11-

2 KS: Psionics World 11-

3 Lip Reading 12-

3 Persuasion 12-

 

Total Powers & Skill Cost: 175

Total Cost: 249

 

200+ Disadvantages

15 Dependent NPC: Diedre Towers, Jason Towers (Parents) 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)

5 Distinctive Features: Beautiful young woman (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

25 Hunted : Baba Yaga 11- (Frequently), More Powerful, NCI, Harshly Punish

10 Hunted: Biomancer 8- (Mo Pow; NCI; Watching)

20 Hunted: Hyperion Institute 8- (Occasionally), More Powerful, NCI, Capture

15 Psychological Limitation: Ethical Mentalist (Common; Strong)

20 Psychological Limitation: Heroic Code Common, Total

10 Psychological Limitation: Vain Common, Moderate

5 Rivalry : Romantic (Glue Girl; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

Notes: Michelle is a little jealous that Kelly is as attractive as she is.

10 Social Limitation: Minor: 16 (Occasionally; Major)

15 Social Limitation: Secret Identity: Michelle Towers Frequently (11-), Major

 

Total Disadvantage Points: 249

 

Background/History: Michelle Towers was born to a couple of hard working academics who shared a secret. In the 80's, her parents (college students at the time) were involved in experiments to tap the powers of the mind. The youngsters found themselves with minor metahuman psionic powers, and felt an incredible attraction to one another. They married shortly afterwards and when their daughter was born they suspected she'd inherent their abilities.

 

Michelle's powers were greeted with joy and pride. She began training in their use very young in life. Much like Laser Lad she had intended to be a super heroine from a young age. Her parents didn't want to push her in any one way, but they have been delighted in her choices.

 

When Baba Yaga began kidnapping children from the area, Michelle allowed herself to be kidnapped in the hopes of using her abilities to summon help. When she found out that her kidnapper had targeted meta-human children she quickly contacted the others and made as a mental switchboard so they could plan their escape.

 

When they stuck together she was delighted.

 

Personality/Motivation: A psionic meta, Michelle Towers is pursued by anti mutant groups, recruiters for modeling agencies, colleges, and PSI. She tries to balance her heroing with an active life but often feels a bit drained. Her parents have encouraged her to use her powers for the good of everyone. To tell you the truth, superheroing is the most rewarding thing she does. She enjoys the attention though and is still a bit vain about her good looks.

 

She has a bit of a rivalry with Glue Girl over the attentions of the boys but she doesn't understand the root of Kelly's dismay.

 

Quote: "Perhaps you should change your mind before I change it for you."

Powers/Tactics: A mentalist. Michelle lacks a damaging attack unless her Mind Games ability does damage. She can affect an astral form and hide from those around her if she needs be.

 

Appearance: Michelle Towers is a beautiful young lady. She dresses in fashions she has designed. Although she has been asked to model, she prefers designing the clothes to being seen in them.

 

Her costume consists of a gold bodysuit with white gloves, boots and a red sash. She has two "M" symbols on her torso. Her hair is worn long and she wears a golden mask that covers the top of her head.

Link to comment
Share on other sites

Blackbird (5e, 350pts)

 

BLACKBIRD

Adrianna Van Wyss

 

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

30 DEX 60 15- OCV: 10/DCV: 10

25 CON 30 14-

12 BODY 4 11-

13 INT 3 12- PER Roll 15-

11 EGO 2 11- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

16 COM 3 12-

 

7+18 PD 5 Total: 7/25 PD (0/6 rPD)

7+6 ED 2 Total: 7/13 ED (0/6 rED)

6 SPD 20 Phases: 2, 4, 6, 8, 10, 12

7 REC 0

50 END 0

30 STUN 0 Total Characteristic Cost: 134

 

Movement: Running: 6"/12"

Flight: 40"/80"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

90 Mistress of Flight: Multipower, 90-point reserve

9u 1) Combat Flight: Flight 20", Position Shift, No Turn Mode (+¼), combat acceleration/deceleration (+¼), Reduced Endurance (0 END; +½) (90 Active Points) 0

9u 2) Overdrive Flight: Flight 20", Reduced Endurance (½ END; +¼), MegaScale (1" = 100 km; +¾), Can Be Scaled Down 1" = 1km (+¼) (90 Active Points) 4

 

Gear

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

5 2) Goggles: Sight Group Flash Defense (10 points) (10 Active Points); OAF (-1) 0

 

Flier Specials

27 1) Air Ram: (Total: 45 Active Cost, 27 Real Cost) Hand-To-Hand Attack +6d6 (30 Active Points); Only With Move-Throughs/Move-Bys (-1), Hand-To-Hand Attack (-½) (Real Cost: 12) plus +5 with Grab-by, Move-by, Move-Through (Real Cost: 15) 3

4 2) Enhanced Cargo Capacity: +10 STR, Reduced Endurance (½ END; +¼) (12 Active Points); Only for carrying capacity (-1), No Figured Characteristics (-½), Only In flight (-½) 1

6 3) Impact Resistance: +12 PD (12 Active Points); Only Protects Against Damage From Move-Through/Move-Bys (-1)

9 4) Keen Senses: +3 PER with all Sense Groups 0

9 5) Telescopic Vision: +5 versus Range Modifier for Sight Group 0

5 6) Enhanced Field of Vision: Increased Arc Of Perception (240 Degrees) with Sight Group 0

 

Perks

1 International Exchange Student: Fringe Benefit: Passport

 

Talents

3 Keen sense of Direction: Bump Of Direction

3 Keen sense of Distance: Absolute Range Sense

 

Skills

7 Defensive Flight: +2 with DCV (10 Active Points); Only In flight (-½)

2 KS: The Superhuman World 11-

3 Language: English (completely fluent)

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

3 Navigation (Air, Land) 12-

3 Paramedics 12-

3 Persuasion 12-

3 Power: Speedster Tricks 15-

 

Total Powers & Skill Cost: 216

Total Cost: 350

 

200+ Disadvantages

5 Dependent NPC: Maria Van Wyss (Younger Sister; has powers, wants to participate too!) 8- (Slightly Less Powerful than the PC)

15 Dependent NPC: Violeta Van Wyss 8- (Normal; Unaware of character's adventuring career/Secret ID)

10 Hunted: Minor Super Powered "Street Gang" 11- (As Pow; Mildly Punish)

15 Hunted: More experienced "Airborne" villain 8- (Mo Pow; Harshly Punish)

15 Hunted: The Owl 8- (As Pow; NCI; Harshly Punish)

20 Psychological Limitation: Code of the Hero (Common; Total)

10 Psychological Limitation: Eternal Mediator, hates arguing and inter team strife (Common; Moderate)

10 Psychological Limitation: Has a Crush on Griffon (Common; Moderate)

15 Psychological Limitation: Loves to Fly, the open air, Freedom! (Very Common; Moderate)

10 Social Limitation: Minor, Age 15 (Occasionally; Major)

15 Social Limitation: Secret Identity (Frequently; Major)

10 Experience Points

 

Total Disadvantage Points: 350

 

Background/History: Adrianna Van Wyss is the eldest daughter of a German Businessman and an Italian mother. When her parents divorced, (a scandal in her mother's family) Adrianna, her mother and her baby sister Maria, moved to the U.S.

 

Adrianna's mother rekindled an old flame with an American college professor she met when he toured Europe after graduating college. They married when Adrianna was eleven. Her superhuman powers erupted the following year. Now blossoming into a beauty and entering high school, Adrianna has to juggle school, babysitting, fighting crime, and keeping Maria (who has similar powers) from getting hurt trying to follow her. Not only that but she's joined a superteam and there's infighting and she seems to be falling for the handsome leader, Billy Barnes, aka the Griffon.

 

Personality/Motivation: Blackbird is the team's mother. She acts quickly to stop inter team arguments from causing hurt feelings. Her attraction to Billy is troubling to her as her friend Allison Crane is Billy's girlfriend and though Adrianna feels she's keeping her feelings to herself, Allison is jealous of the time she and Billy spend together.

 

When she's in costume, Blackbird tends to let her hair down and get a little less wound up. Though still responsible and noble, she tends to flirt a bit, and mouth off to authority figures.

 

Quote: "Be back in a second!"

 

Powers/Tactics: Blackbird is a flier with tremendous control, she can speed up and come to a complete stop quickly and turns on a dime. She's quite fast and resistant to impacts so smashing into her foes doesn't scare her. However, if she can't knock them back she often finds herself in their clutches and she's a lot less resiliant when she's standing still.

 

Campaign Use: Cute teenager with superpowers.

 

Appearance: A lovely young woman with long black hair, brown eyes and a lithe physique. She's going to be a knockout when she's older!

Now she wears a black body suit with short, golden, driver-style gloves and a golden outline of a bird on her chest. She wears black goggles with golden lenses.

 

Notes: Younger than the core team, Adrianna is still in high school. But she's significantly more powerful than most were at her age. Like Icetrain.

Link to comment
Share on other sites

Icetrain (5e, 350pts)

 

ICETRAIN

James "JD" Dean Walker

 

Val Char Cost Roll Notes

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

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

30 CON 40 15-

15 BODY 10 12-

13 INT 3 12- PER Roll 12-

11 EGO 2 11- ECV: 4

15+10 PRE 5 12- / 14- PRE Attack: 3d6/5d6

12 COM 1 11-

 

25 PD 15 Total: 25 PD (14 rPD)

25 ED 19 Total: 25 ED (14 rED)

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

20 REC 8

60 END 0

60 STUN 5 Total Characteristic Cost: 188

 

Movement: Running: 6"/12"

Leaping: 10"/20"

Swimming: 2"/4"

 

Cost Powers END

34 Ice Demon Powers: Multipower, 60-point reserve, (60 Active Points); all slots Activation Roll 13- (-¾)

3u 1) Brittlize Matter: Drain PD 3d6, Delayed Return Rate (5 Points per 5 Minutes; +½) (45 Active Points); Activation Roll 13- (-¾) 4

2u 2) Freeze Flesh: RKA 1d6, Does BODY (+1), AVLD (Power Defense; +1 ½) (52 Active Points); Activation Roll 13- (-¾), Only Versus Targets With Normal Organic Body Chemistry (-½) 5

3u 3) Ice Sculptures: Major Transform 4d6 (air into ice sculptures, heals back by melting), Uses A PS: Sculptor Roll (see text; +0) (60 Active Points); Activation Roll 13- (-¾), No Range (-½) 6

2u 4) Ice Sheet: Change Environment 32" radius (-4 to DEX Roll), Personal Immunity (+¼) (49 Active Points); Activation Roll 13- (-¾), Only Affects Characters Moving On The Ground (-¼) 5

 

12 Supertough Skin: (Total: 12 Active Cost, 12 Real Cost) Hardened (+¼) (6 Active Points) applied to PD (Real Cost: 6) plus Hardened (+¼) (6 Active Points) applied to ED (Real Cost: 6) 0

17 Supertough Skin: Damage Resistance (14 PD/14 ED), Hardened (+¼) (17 Active Points) 0

 

Half Demon Child

4 1) Arctic Adaptation: Life Support (Safe in Intense Cold; Safe in Intense Heat) 0

20 2) Arctic Adaption: Energy Damage Reduction, Resistant, 50% (30 Active Points); Only Works Against Cold (-½) 0

8 3) Demon Form: +10 PRE (10 Active Points); Only In Heroic Identity (-¼)

13 4) Ice Gauntlet: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-½) 2

1 5) Ice Walking: Environmental Movement (Ice)

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

 

Perks

7 I could call my mom...: Contact: Lady Abyss (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact is slavishly loyal to character) 8-

 

Skills

15 +3 with HTH Combat

1 KS: Arcane And Occult Lore 8-

2 KS: Demonology 11-

2 KS: Motorcycles 11-

2 KS: Professional Wrestling 11-

2 KS: The Superhuman World 11-

4 Language: Latin (idiomatic)

3 Power: Ice Demon Powers 12-

Total Powers & Skill Cost: 162

Total Cost: 350

 

200+ Disadvantages

10 Distinctive Features: Cool to the touch, lower body temperature (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Distinctive Features: Frightening Visage (When in Demon Form) (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

15 Hunted: Lady Abyss 11- (Mo Pow; NCI; Watching)

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

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

10 Psychological Limitation: Fears his Demonic Heritage (Uncommon; Strong)

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

15 Psychological Limitation: Uncomfortable around pretty girls (Very Common; Moderate)

10 Social Limitation: Minor (Age 16) (Occasionally; Major)

5 Unluck: 1d6

20 Vulnerability: 2 x STUN Fire Attacks (Common)

 

Total Disadvantage Points: 350

 

Background/History: "He's beautiful," She whispered as she held the mewling, bleeding, child to her breast. Looking up at her lover, Krioryc, Lady Abyss found herself annoyed at the Demon's indifference. "This is your son, Krioryc." She said in a stern voice.

 

"Human, I have thousands of progeny. Why should this one matter any more to me?" The Ice Demon waved his hand dismissively.

 

It took Lady Abyss three days of rest to summon the power to destroy Krioryc. She settled into a temporary retirement from her plans to raise her son.

JD grew up relatively happy. His mother saw to his every whim, was surprisingly nurturing and, as a matter of personal growth; refrained from killing anyone for fifteen years.

 

Lady Abyss knows that one day she will have to confront her little boy; it pains her and she occasionally ponders simply ceasing her plans for world conquest; but the power at her command has a will of its own and she hears the seductive voice of destruction and conquest calling to her. But for now, she stays in the background, watching with pride what a handsome and sweet boy she has raised.

 

For his part, JD is deathly afraid of his legacy. He fears the source of his powers will corrupt him as it has his mother. He knows he lacks her will, but he fights against it. He enjoys the company of other superbeings and being a hero is the greatest feeling he's ever known. This sense of purpose drives him.

 

Personality/Motivation: Although he worries that his demonic heritage taints him, he's not against using his powers to help people. Loyal and friendly, Icetrain works diligently on his training, hoping to become a more versatile and useful hero.

 

JD loves his mom. He can't help it. He knows the horrible things she has done and he also knows that one day he will have to confront her. But all he's ever known is a kind, eccentric woman who taught him right from wrong.

 

He's seen the tremendous remorse she's shown for her acts of horror. He prays that when the day comes he can free her of the corrupting power she possesses without slaying her.

 

JD doesn't talk about his family or how he got his powers. His friends know his mom was a super-villain but beyond that they are clueless.

 

Quote: "Don't worry about this guy, I'll stop him cold!"

 

Powers/Tactics: Mostly direct. JD doesn't use his Ice attacks unless he's by himself or his team mates have room to move. He never uses his Freeze Flesh abilitiy unless the foe is a supernatural creature of evil.

Mostly he stands and trades blows. He will summon the Ice Guantlets if he's not faring well, but likes to start out "fair".

 

Campaign Use: The scion of a super-being trying to be a hero. Lot's of campaign stuff.

 

Appearance: Tall and muscular. In our world he'd really stand out. In a super-heroic world he's just one of the Big Guys On Campus. Not every school has one, but enough do that he's not seen as a freak. When he activates his "Demon Form" his hair lengthens to the middle of his back, his eyes become white, his skin becomes pale, the air around him chills, his voice changes, and he gains large curved horns ram-like on his head.

Normally he has white hair and pale blue eyes. He wears his hair short and dresses in tee shirts and jeans.

 

Notes: Thanks to someone...I think it was Lucious...when I posted Icetrain way back when...his foes tend to call him "Eye Strain"...and he can tell.

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...