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Else Earth Character Thread.


Enforcer84

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Young Miss Adventure (5e, 350pts)

 

YOUNG MISS ADVENTURE

Emily Amelia Adventure

 

Val Char Cost Roll Notes

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

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

30 CON 40 15-

15 BODY 10 12-

25 INT 15 14- PER Roll 17-

11 EGO 2 11- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

14 COM 2 12-

 

16 PD 8 Total: 16 PD (16 rPD)

16 ED 10 Total: 16 ED (16 rED)

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

14 REC 0

60 END 0

60 STUN 10 Total Characteristic Cost: 159

Movement: Running: 3"/6"

Flight: 15"/15"

Leaping: 8"/16"

Swimming: 1"/2"

 

Cost Powers END

24 Flight: Flight 15" (30 Active Points); no Noncombat movement (-¼) 3

10 I come from a hardy people: Life Support (Extended Breathing: 1 END per Turn; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0

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

16 Nigh Invulnerable Skin: Damage Resistance (16 PD/16 ED) 0

15 Toughness: Energy Damage Reduction, Resistant, 25% 0

15 Toughness: Physical Damage Reduction, Resistant, 25% 0

 

Brick Tricks

8 1) Barrier Penetration: Indirect (attack always originates up to the character's reach in front of him; +¼) for up to 40 Active Points of STR (10 Active Points); Character's STR/5 Must Be Greater Than DEF Of Barrier (-¼) 1

15 2) Distance Punch: Double Knockback (+¾) for up to 40 Active Points of STR (30 Active Points); Requires A Brick Tricks Roll (-½), Increased Endurance Cost (x2 END; -½) 6

 

Small Fry

3 1) Easily Hidden: +2 to Concealment (4 Active Points); Self Only (-½)

10 2) Hard To Hit: +2 with DCV

4 3) Hard To Perceive: +2 to Stealth

 

Perks

6 Reputation: Daughter of famous Superheroes (A large group) 14-, +2/+2d6

 

Talents

6 Aggressive Learning: Speed Reading (x100)

5 Keen Memory: Eidetic Memory

3 Mathematical Adept: Lightning Calculator

15 Superhuman Speed: Lightning Reflexes: +10 DEX to act first with All Actions

 

Skills

9 +3 with Punch, Grab, Block

3 Analyze: Magic 14-

3 Brick Tricks 14-

3 Computer Programming 14-

3 Paramedics 14-

3 Scholar

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

1 2) KS: The Children of the Sun (2 Active Points) 11-

Notes: That is the name for her mother's people

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

 

Total Powers & Skill Cost: 191

Total Cost: 350

 

200+ Disadvantages

5 Distinctive Features: Slight magical aura (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)

20 Hunted: Dr. Adventure and Amazing Woman 11- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)

25 Hunted: Parent's Rogues Galleries 8- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

5 Physical Limitation: Smaller than normal (+3'' Knockback, shorter reach) (Infrequently; Slightly Impairing)

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

10 Psychological Limitation: Loves animals (Common; Moderate)

10 Psychological Limitation: Loves using her powers (Common; Moderate)

10 Psychological Limitation: Precocious Child (Common; Moderate)

15 Reputation: Daughter of Famous Hero Family, 14-

15 Social Limitation: Minor: Age 10 (Frequently; Major)

15 Social Limitation: Public Identity (Frequently; Major)

 

Total Disadvantage Points: 350

Background/History: The daughter of one of the 70's and 80's most dynamic heroes, Dr. Adventure! Emily has been around superheroes since birth. Her father is a genius but she inherits most of her powers from her mother, an alien emissary who fought alongside her husband as Amazing Woman. Emily's mother comes from a magically altered race of people who used to guard the Earth Realm from the diabolical Cruxian forces.

 

Emily, precocious and mature beyond her years designed her own costume and began fighting crime at the age of 7. He parents didn't know this of course and once the found out they forbade it. However, when you're as powerful and intelligent as she is, you find away to help when you can, regardless. Though it seems amusing at first, most criminals have learned at their peril not to underestimate Young Miss Adventure.

Personality/Motivation: Emily is a tremendously responsible young girl. Her powers are off the charts for someone so young and as such in order to spend time with other children her age she has had to be particularly careful. She loves her powers and enjoys using them to help others. Her parents worry about her activities and try to watch over her, but she can evade them (and secretly they are overjoyed by her resourcefulness, and good heart).

 

Quote: "You better put that money down and say sorry to the people in that bank mister!"

Powers/Tactics: Classic "flying Brick" powers. 10 year old girl. She's also inherited her father's intellect and has already developed some "brick tricks" to help her when dealing with adult super villains.

 

Campaign Use: An "As powerful" DNPC, she's awesome.

 

Appearance: A little bigger than most girls her age, Emily is beginning to show hints of her mother's fabled beauty. She's adorable and she knows it. Her costume is white with a gold cape, boots, and a golden "A" on her chest. She wears a black belt, no gloves and no mask.

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Re: Else Earth Character Thread.

 

Actually no. They all appeared as examples in various versions of Champions/Hero rules.

 

Glue-Girl (Entangle)

Leadboy (Density Increase)

Laser Lad (I think he was RKA)

Mind Maid (Telepathy)

Aqua Kid (Swimming)

Ferret (Vulnerability)

 

I kept all their "signature" powers.

Though Sticker may have been part of my inspiration for the build.

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Re: Else Earth Character Thread.

 

Did you use the character of Sticker (from Champions New Millennium: Alliances)

as the basis for Glue Girl's character?

 

 

 

Major Tom 2009 :confused:

 

I actually thought the same, I liked Sticker alot, she's a neat junior character to use.

 

Opale

 

Glued by her hairfixer

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  • 2 weeks later...

Project: Superteam!

 

A long time ago, when TSR's Marvel Superheroes game was entering it's high point, they put out an Avengers Supplement. It had an adventure focused around turning a group of PC's into Avengers, using the Avengers Experimental Franchise. I ran the adventure several times with my friends as it was one of my favorites.

 

I loved the idea of a Super Tryout. Made a bunch of second tier heroes to lose to the PC's some were meant to be funny, some were possible fillers. A few were villains waiting to happen.

 

Decades later, Todd Nauck brought us Wildguard, a superhero reality show (and there was Stan Lee's Who wants to be a Superhero? show as well) and I dusted my silly heroes off and made some more. In Else Earth, Project: Superteam! ran three seasons, resulted in excellent ratings, some terrible tragedy, and some inspired heroism.

 

Season One- (2005) - Miami, FL

Season Two- (2007) - Portland, OR

Season Three - (2009) - Austin, TX

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The Sun Coast Guardsmen

 

The inaugural season was a feast of drama, excitement, and glitter. Three judges, representing aspects of a Hero Team's reality, chose from dozens of heroes, narrowing it down to a team of 1 choice each, 1 unanimous choice and 1 Audience choice. The team name and logo was submitted and voted by the viewing audience as well - 10 chosen finalists chosen by the heroes that would form the team.

 

Judges consisted of a former hero (who had been a spotlight lover in his day), a media/PR consultant, and the mysterious backer of the team. The setting was the beaches of Miami.

 

From a Meta Game Perspective, I made 5 350 pt heroes, a few 250 pt heroes, and then the rest were pretenders. The main thrust of the show was action scenes (training, combat tests vs robots, etc)

 

Some of the Heroes from Season One:

Cinderblock - a low offense high defense brick

Bullet Train - Speedster/Brick, former College football star

Rabbit - speedster/Martial Artist with Rabbit powers...and a fluffy tail.

Cross - EMT with kinetic absorption and manipulation abilities.

Electron - Electrical Manipulation, fairly standard

Fire Fighter - a former fire fighter who was given a suit of armor and sent to tryout by his fiancee.

Firewatcher - pyrokinetic

Freebird - Winged brawler from Alabama.

Micron - shrinker who gets smarter as he gets smaller.

Mister Mako - Shark powers and attitudes, the bad boy of the series.

Ms. Mist - Younger contestant from the UK who says she was born to the game.

Phaeton - Captain Marvel Pastiche, boy who transforms to adult superhero.

Planewalker - Teleporter

Pride Master - Cat God.

Professor Powerful - Flying Brick who got his powers in his mid seventies.

Ratri - Avatar of a moon goddess. She was attracted to Phaeton (he kept his true age a secret)

The Blaster - Over powered one trick pony. the most destructive member there

Adamant - A Hawaiian who could transform into a metal being. Was there to honor his deceased wife. He didn't get a super name until later on in the series...and I realized I'd already used Adamant. Going back to the drawing board.

 

When the dust settled, the Team consisted of:

Adamant Undetermined

Cinderblock

Electron

Rabbit

Ratri

 

 

The team was known as the Sun Coast Guardsmen and they were almost immediately assaulted in their base by Pariah and his Lords of the Wasteland, the five heroes were over-matched and fell quickly but the villains had acted too soon, the remaining contestants arrived within minutes of the assault and together they managed to protect the winners long enough for more potent/experienced heroes to appear.

 

The Sun Coast Guardsmen found the super villain community were more amused with them than frightened. The team stuck it out and by 2011 they have a good reputation and are beloved in their Miami home.

 

Current Membership:

  • Electron - announced his homosexuality on national television in 2006; considered by some to be a controversial hero. Almost none of the "some" live anywhere near Miami.
  • Cinderblock - A popular, working-class hero, he has become a media sensation and his relationship with a Miami socialite is constantly reported on locally.
  • Planewalker - Joined in 2007 after Adamant left. She had been working with the team off and on since her release from the hospital.
  • Rabbit - The Bunny Girl has managed to overcome her "silly hero" status and is respected by most of the superhero community
  • Bullet Train - Joined in 2006 after Adamant returned to his native Hawaii.
  • Cross - Joined in 2006 to give the team a resident doctor.
  • Hurricane, the - a younger hero who has been taken in by the team to show him the ropes.

 

Others:

Ratri left the team after Phaeton finally admitted to her how old he was. The reveal went public, as the mysterious backer admitted to be still filming the team. Embarrassed and horrified, she left the team and entered into a semi retirement until Ms. Mist invited her to join her team in the UK.

Fire Fighter has been operating out of Century City, joined an established super team, married his fiancee and had a few scares as villains tried to go after her and the rest of his support team.

As of 2011, Phaeton is now 17 and rapidly growing into his role. He has been romantically linked with many heroines near his age but this is more media/teen magazine mania than anything else. He does enjoy working with heroes his own age.

Mister Mako hospitalized Planewalker when she rebuffed his advances and is still in prison.

Micron actually showed up for Project: Superhero! 2007 in the Northwest as a contestant - and easily made the team.

Freebird joined the New Orleans based team The Bastion.

Pride Master followed Ms. Mist and Ratri to the UK to form the core of the Millennium Brigade, based in Dublin.

The Blaster was killed in action in 2010.

 

I have write ups for everyone listed except the Hurricane so far. But these guys were mostly small fry :)

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Cinderblock (5e, 350pts)

 

CINDERBLOCK

"Big" Jake Douglas

 

Val Char Cost Roll Notes

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

11 DEX 3 11- OCV: 4/DCV: 4

30 CON 40 15-

30 BODY 40 15-

10 INT 0 11- PER Roll 11-

11 EGO 2 11- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

10 COM 0 11-

 

20 PD 14 Total: 20 PD (10 rPD)

20 ED 14 Total: 20 ED (10 rED)

3 SPD 9 Phases: 4, 8, 12

12 REC 0

60 END 0

90 STUN 30 Total Characteristic Cost: 177

 

Movement: Running: 6"/12"

Leaping: 6"/12"

Swimming: 2"/4"

 

Cost Powers END

71 Nearly Indestructible: Absorption 5d6 (standard effect: 15 points) (physical, STUN), Can Absorb Maximum Of 45 Points' Worth Of Physical Damage, Provides Resistant PD and ED (+½), Varying Effect (+¾), Absorption As A Defense (x2) (106 Active Points); Only Restores To Starting Values (-½) 0

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

10 Tough: Damage Resistance (10 PD/10 ED) 0

10 Immovable: Clinging (50 STR) (17 Active Points); Costs Endurance (-½), Only When In Contact With The Ground (-¼) 2

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

14 Durable: Life Support (Extended Breathing: 1 END per Turn; Immunity: Alcohol; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0

 

Skills

15 +3 with HTH Combat

8 +4 with Dive For Cover

3 Combat Driving 11-

3 Hoist 11-

2 KS: Cars 11-

2 KS: The Superhuman World 11-

2 KS: Wisconsin Athletics 11-

3 Mechanics 11-

2 PS: Auto Mechanic 11-

2 PS: Fishing 11-

3 Streetwise 12-

3 TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Two-Wheeled Motorized Ground Vehicles

 

Total Powers & Skill Cost: 173

Total Cost: 350

200+ Disadvantages

10 DNPC: Buddies from Back Home (Dave and Chuck) 8- (Normal; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs)

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

15 Hunted: Producers 11- (As Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)

20 Hunted: Publicity Seeking Supervillain 11- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

10 Physical Limitation: Medical-Resistant Skin (Infrequently; Greatly Impairing)

15 Psychological Limitation: Loyalty To Community (Common; Strong)

10 Psychological Limitation: Protective of Automobiles (Common; Moderate)

10 Psychological Limitation: Soft spot for Kids and animals (Common; Moderate)

15 Psychological Limitation: Will not refuse a challenge (Common; Strong)

10 Reputation: Celebrity Wannabe Superhero, 11-

15 Social Limitation: Public Identity (Frequently; Major)

 

Total Disadvantage Points: 350

 

Background/History: Jake's not sure how he got his powers. He's always been big and tough. He's a mechanic from Milwaukee, Wisconsin and has never tried to be a superhero before. The idea of a TV super team piqued his curiosity and his buddies talked him into it. The three drove to Miami and Jake made the preliminaries after a demonstration of his abilities.

 

Personality/Motivation: Jake's a friendly, good natured guy. He knows he's hard to hurt and has no trouble being the wall other's hide behind. He's a car buff and almost comically will attempt to protect autos from the dangers of his new career. However, when the chips are down, cars are just things and people are what's important.

 

He loves kids and animals and is a big softy.

 

Quote: "Tsss! Didn't hurt."

 

Powers/Tactics: Cinderblock is low on the damage output. A pushed haymaker does 14d6 but he's not fast and needs to wind up and tag slower or immobile foes. He can, however, serve as a human shield. When combat starts he tries to get between his allies and his opponents attacks.

 

Campaign Use: Limited superhuman. Cinderblock has no offense and with his low speed and Dex isn't going to be doing much more than trying to absorb punishment anyway. With training and direction, and possibly some gadgets to back up his natural toughness, he's got a shot. But he's going to have to work very hard.

 

 

 

Appearance: Just big. Not fat, but husky he is not a ripped superman, he's more solid, thickly built. Like Marvel Comic's Thing. He doesn't wear spandex thank you. His costume is basically mechanic's coveralls, denim blue, with a broad black belt, black boots, and the sleeves torn off. The patch on his chest says "Cinderblock."

He has short brown hair and a goatee.

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Bullet Train (5e, 250pts)

 

BULLET TRAIN

Brent Jackson

 

Val Char Cost Roll Notes

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

24 DEX 42 14- OCV: 8/DCV: 8

25 CON 30 14-

12 BODY 4 11-

13 INT 3 12- PER Roll 12-

11 EGO 2 11- ECV: 4

20 PRE 10 13- PRE Attack: 4d6

14 COM 2 12-

 

12+20 PD 6 Total: 12/32 PD (10 rPD)

12 ED 7 Total: 12 ED (10 rED)

6 SPD 26 Phases: 2, 4, 6, 8, 10, 12

11 REC 0

50 END 0

40 STUN 0 Total Characteristic Cost: 152

 

Movement: Running: 20"/40"

Leaping: 6"/12"

Swimming: 2"/4"

 

Cost Powers END

28 Inhuman Speed: Multipower, 28-point reserve

3u 1) Hyper-Running: Running +14" (20" total) (28 Active Points) 3

3u 2) Overdrive Running: Running 10", Megascale (1" = 1 km; +¼) (28 Active Points) 3

10 Impact Resistance: +20 PD (20 Active Points); Only Protects Against Damage From Move-Through/Move-Bys (-1)

10 Resistant to Harm: Damage Resistance (10 PD/10 ED) 0

6 Speedster Studiousness: Speed Reading (x100)

 

Skills

3 Breakfall 14-

3 Conversation 13-

3 High Society 13-

4 Navigation (Land) 13-

3 Oratory 13-

2 PS: Broker 11-

3 Persuasion 13-

3 Scholar

1 1) KS: NFL Football (2 Active Points) 11-

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

2 3) KS: The Stock Market (3 Active Points) 12-

3 Streetwise 13-

3 Teamwork 14-

3 Trading 13-

 

Total Powers & Skill Cost: 98

Total Cost: 250

 

200+ Disadvantages

10 Dependent NPC: Girlfriend (Tayshandra) 8- (Normal)

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

20 Hunted: Publicity Seeking Supervillain 11- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

15 Hunted: Show's Producers 14- (As Pow; PC has a Public ID or is otherwise very easy to find; Watching)

5 Physical Limitation: Requires alot of food (2x normal amount) (Infrequently; Slightly Impairing)

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

15 Psychological Limitation: Competative (Very Common; Moderate)

5 Psychological Limitation: Resentful of missing out on his sports fame. (Uncommon; Moderate)

10 Psychological Limitation: Wants to be a good rolemodel (Common; Moderate)

10 Reputation: Reality TV Superhero, 11-

15 Social Limitation: Secret Identity (Frequently; Major)

5 Unluck: 1d6

 

Total Disadvantage Points: 250

 

Background/History: Bullet Train is a former college football star. Though he maintains a secret identity and denies all questions about it; several sports fans have guessed who he might be.

 

Brent Jackson is a naturalized meta, born with his abilities - he didn't even know he had them growing up. He was considered a lock for the pros before the NCAA started testing for meta-human powers. The first year four thousand college athletes were tested, 21% of them tested positive as super humans (chemically enhanced, psionic, naturalized-metas, etc..) Bullet Train was one of them. He dropped out of sight, got his degree and got a job.

 

When he saw the Project: Superteam! ads, he signed up partially because he missed competition, partially because it was a second chance at stardom. He says all the right things and has shown real skill at his abilities.

Personality/Motivation: When he had been found to have superhuman abilties, Brent was crushed. He had never suspected, he never thought he was anything but a great athlete. His life was ruined. He was "too fast, too good" to play with the other "normal" athletes, never mind the steroids he never used, he some how had been "cheating" the game.

 

He might have become a hero on his own if he hadn't been so embittered; and he was far too well raised and grounded to become a villain, so he simply became a man. Brent has a steady girlfriend whom is watching him on the show and he writes her almost every day.

 

Quote: "Consider this the two minute warning; two minutes is how long it will take me to beat your sorry ass."

Powers/Tactics: A speedster who is more train than agile. Bullet Train is strong and tough and runs right through his opponents. He is working on developing more subtle methods during the competition.

 

Campaign Use: Powerful but kind of limited. If you want to tone him down drop his STR to 25 and his Defenses to 20-25. If you want to make him better; give him more variety, expand his arsenal beyond smashing through people.

 

Appearance: Big and strong, a well built black man with a silver and bronze colored costume He wears a full face mask, save for his mouth and chin, and goggles to protect his eyes from the speed.

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Rabbit (5e, 250pts)

 

RABBIT

Aubrey hall

 

Val Char Cost Roll Notes

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

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

20 CON 20 13-

10 BODY 0 11-

14 INT 4 12- PER Roll 14-/16-

11 EGO 2 11- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

20 COM 5 13-

 

10 PD 6 Total: 10 PD (0 rPD)

8 ED 4 Total: 8 ED (0 rED)

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

8 REC 0

40 END 0

30 STUN 0 Total Characteristic Cost: 128

 

Movement: Running: 13"/104"

Leaping: 12"/24"

Swimming: 2"/4"

 

Cost Powers END

7 She's Adorable!!: Negative Combat Skill Levels (-2 to opponent's DCV) (10 Active Points); Only vs opponents who think "Bunny Girls" are cute (-½) 1

 

Bunny Senses!

6 1) Heightened Senses: +2 PER with All Sense Groups 0

5 2) Keen Eyes: Nightvision 0

5 3) Keen Nose: Analyze Sense with Normal Smell 0

4 4) Rabbit Ears: +2 PER with Hearing Group 0

 

Rabbit's Feet!

24 1) Legs, Long, Beautiful Legs: Running +7" (13" total), x8 Noncombat 2

13 2) Long, STRONG legs: Leaping +8" (12" forward, 6" upward) (Accurate) 1

13 3) Rabbit KICK!!: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-½) 2

10 4) er.. Rabbit feet: Luck 2d6 0

 

Skills

3 Acrobatics 14-

6 Animal Handler (Rabbits) 14-

3 Breakfall 14-

3 Climbing 14-

8 Defense Maneuver I-III

3 Persuasion 12-

3 Seduction 12-

3 Stealth 14-

3 Streetwise 12-

 

Total Powers & Skill Cost: 122

Total Cost: 250

 

100+ Disadvantages

10 Distinctive Features: Pointed Ears and Bunny Tail (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

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

20 Hunted: Publicity Seeking Supervillain 11- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

15 Hunted: Show's Producers 14- (As Pow; PC has a Public ID or is otherwise very easy to find; Watching)

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

10 Psychological Limitation: Dislikes guns (not a Gun Bunny) (Common; Moderate)

5 Psychological Limitation: Not really a vegitarian (sneaks burgers) (Uncommon; Moderate)

15 Psychological Limitation: Brave to a fault (Common; Strong)

10 Psychological Limitation: Want to be taken seriously as a superheroine (Common; Moderate)

10 Reputation: Reality TV Superheroine, 11-

15 Social Limitation: Secret Identity (Frequently; Major)

 

Total Disadvantage Points: 250

 

Background/History: Aubrey was born the year of the Rabbit; irony not lost on her. She is tight lipped about the source of her powers but she wants to be treated somewhat seriously. She tried out for the show as a way to prove to the rest of the superhero community that she is indeed a legitimate heroine. Perhaps this was not the appropriate venue...

 

Personality/Motivation: Aubry Hall is a happy, friendly young woman with a desire to use her abilities to help others. She hopes to receive enough combat training to complement her physical prowess. She has a few quirks though, such as pretending to be a vegetarian (since rabbits are) and treating her (very real) rabbit tail as if its part of her costume. Her ears are elf like but not rabbit length, she wears fake rabbit ears for her costume though.

 

Quote: "Very funny, but let's see how funny it is when you tell the other boys at the Rock you got beat by a girl in a bunny costume! Rrrrrrraaaaabbit KICK!!!!"

 

Powers/Tactics: Acrobatic to the extreme (particularly considering the rest of the contestants), Bunny simply tries to close the distance and kick her opponents into submission. She has no combat training what-so-ever, but she's a natural at it.

 

Campaign Use: A rather silly heroine, but I like her. She has one attack and a bunch of "color" powers, don't take any away. If you feel that any character I write up is too powerful and are compelled to weaken a 250 super-heroine; reduce her DEX and SPD to 24 and 5 respectively.

 

Appearance: A beautiful blonde with a "Playboy Bunny" (ie not realistic) figure. She wears a black one piece body suit white fishnet stockings, white patten leather boots (specially designed for her active lifestyle and (slightly) enlarged feet. She also wears white gloves and a short white jacket that is always open to show off her figure. Lastly she wears a white domino mask and white rabbit ears on her head. Her own ears are actually large and pointed like an elf. Her eyes are pink.

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Cross (5e, 285 pts)

 

CROSS

Geoff Grant Baker

 

Val Char Cost Roll Notes

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

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

18 CON 16 13-

11 BODY 2 11-

13 INT 3 12- PER Roll 12-

11 EGO 2 11- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

12 COM 1 11-

 

20 PD 16 Total: 20 PD (8 rPD)

8 ED 4 Total: 8 ED (8 rED)

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

10 REC 4

36 END 0

30 STUN 0 Total Characteristic Cost: 93

 

Movement: Running: 6"/12"

Leaping: 4"/8"

Swimming: 2"/4"

 

Cost Powers END

25 Kinetic Manipulation: Elemental Control, 50-point powers

74 1) Kinetic Absorption: Absorption 4d6 (physical, Physical (half to STR, half to PD)), Can Absorb Maximum Of 50 Points' Worth Of Physical Damage, Varying Effect (+1), Absorption As A Defense (x2) (99 Active Points) 0

46 2) Stop Dead: Energy Blast 16d6, Knockback only casuses traget to stop moving (+0), Double Knockback (+¾) (140 Active Points); Only Works On Moving Characters (-½), Damage based on Move-Through Velocity Damage (-½), Does not work if does no knockback (-½) 14

15 3) Kinetic Boost: Aid Kinetic-Based Movement Power 3d6, One Power At A Time (+¼), Ranged (+½) (52 Active Points); Costs Endurance (-½), Only Works On People/Objects Currently In Motion (-¼) 5

 

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

8 Resilient Physiology: Damage Resistance (8 PD/8 ED) 0

 

Skills

3 Combat Driving 12-

2 PS: EMT 11-

3 Paramedics 12-

2 Systems Operation (Life Support Systems, Medical Sensors) 12-

1 TF: Large Motorized Ground Vehicles, Small Motorized Ground Vehicles

 

Total Powers & Skill Cost: 192

Total Cost: 285

 

200+ Disadvantages

10 Dependent NPC: Lian (Wife), Grant (Son) 8- (Normal; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs)

Notes: Grant is an infant but I didn't feel he needed his own "DNPC" slot.

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

20 Hunted: Publicity Seeking Supervillain 11- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

15 Hunted: Show's Producers 14- (As Pow; PC has a Public ID or is otherwise very easy to find; Watching)

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

15 Psychological Limitation: Enjoys the thrills of dangerous situations (Very Common; Moderate)

15 Psychological Limitation: Selfless, will enter obviously fatal situations to help others (Common; Strong)

10 Reputation: Reality Show Superhero, 11-

10 Rivalry: Professional (Fire Fighter; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

Notes: Good natured but fiercly competitive with his rescue worker.

15 Social Limitation: Secret Identity (Frequently; Major)

 

Total Disadvantage Points: 285

 

Background/History: Geoff was an EMT who responded to a call on bridge outside of St. Louis. It was late at night so he lit flares as he and his partner aided a fallen motorcyclist. They had managed to get the injured cyclist into their vehicle when a drunk driver barreled into them, having fallen asleep at the wheel.

 

Instinctively, Geoff held his hands up to protect himself and the car stopped; it was completely destroyed by the sudden impact. The sudden burst of kinetic energy made Geoff feel incredibly powerful, he tore the wreckage apart with his bare hands and pulled the driver out. Placing the two injured men into his truck he and his partner went back home.

 

The car wreck was explained away as the drunk hitting the bridge. Geoff's partner never mentioned what happened in his report. Geoff, after a long talk with his wife, responded to the Project: Superteam! ad and began developing a heroic ID. He took the name Cross as an homage to the work that the Red Cross has done over the years.

 

Personality/Motivation: Cross is a pretty easy going guy. He gets along well with the other contestants and tries to be a normal guy in an extraordinary situation. He shines in "emergency simulations" taking charge and coordinating his fellow super humans. He misses his wife and son terribly and is unsure if he really wants to be a superhero.

 

Quote: "Take it easy, everything's going to be okay."

 

Powers/Tactics: Cross has burgeoning Kinetic control powers. So far he has displayed the ability to halt the motion of on-coming targets, absorbing kinetic and energy blows and converting the energy to physical strength and toughness, and the ability to enhance kinetic based movement powers (running, swimming, leaping, winged flight, etc...); either his own or others if he can touch them while they are in motion.

 

Campaign Use: Geoff isn't really a combat monster, but his powers can be a rude awakening to "Move-Through" artists. He tends to simply absorb his max STR and PD and trying to punch his opponents into submission. If you'd like to lower his combat abilities drop the Movement Aid and reduce his max absorption. To improve him, add a few more kinetic abilities improve his absorption MAX and give him higher normal attributes.

 

Appearance: Above average height and leanly muscled, Geoff sports a White body suit with a blocky cross on his heart. The Cross is red, or course. He has red boots, belt, and gloves. He wears no mask save for a red goggles.

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Electron (5e, 315pts)

 

ELECTRON

James Treech

 

Val Char Cost Roll Notes

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

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

25 CON 30 14-

15 BODY 10 12-

15 INT 5 12- PER Roll 12-

13 EGO 6 12- ECV: 4

18 PRE 8 13- PRE Attack: 3 ½d6

20 COM 5 13-

 

9+16 PD 6 Total: 9/25 PD (0/16 rPD)

11+24 ED 6 Total: 11/35 ED (0/24 rED)

5 SPD 25 Phases: 3, 5, 8, 10, 12

11 REC 6

50 END 0

48 STUN 12 Total Characteristic Cost: 139

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

Teleportation: 0"/20"/0"/40"

 

Cost Powers END

22 Elemental Control, 44-point powers

15 1) Arc Travel: Teleportation 20" (40 Active Points); Only Between Conductors Or Through Wires (-½) 4

11 2) Deadly Lightning: Killing Attack - Ranged 3d6 (45 Active Points); Increased Endurance Cost (x3 END; -1) 12

22 3) Electric Shield: Force Field (16 PD/24 ED) (40 Active Points) 4

23 4) Lightning Blast: Energy Blast 9d6 (45 Active Points) 4

30 5) Power Down: Drain Electrical Powers 3d6, One Power At A Time (+¼), Ranged (+½) (52 Active Points) 5

 

Talents

3 Knows Magnetic North: Bump Of Direction

15 Extremely Quick: Lightning Reflexes: +10 DEX to act first with All Actions

 

Skills

9 +3 with Elemental Control

3 Computer Programming 12-

9 Electronics 15-

2 KS: The Superhuman World 11-

3 Mechanics 12-

3 SS: Electrical Engineering 12-

3 Security Systems 12-

3 Systems Operation 12-

 

Total Powers & Skill Cost: 176

Total Cost: 315

 

200+ Disadvantages

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

20 Hunted: Publicity Seeking Supervillain 11- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

15 Hunted: Show's Producers 14- (As Pow; PC has a Public ID or is otherwise very easy to find; Watching)

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

10 Psychological Limitation: Conflicted about going public with his sexuality (Common; Moderate)

10 Psychological Limitation: Enjoys the spotlight (Common; Moderate)

10 Reputation: Reality Show Superhero, 11-

15 Social Limitation: Secret Identity (Frequently; Major)

15 Susceptibility: Intense Magnetic Fields 1d6 damage per Phase (Uncommon)

5 Vulnerability: 1 ½ x BODY Magnetic Attacks (Uncommon)

10 Vulnerability: 2 x STUN Magnetic Attacks (Uncommon)

 

Total Disadvantage Points: 315

 

Background/History: James gained his powers in an accident when he was a student at MIT. A serious young man growing up, getting superpowers loosened him up tremendously. He finished school and began to think about his future. He came out to his parents shortly before graduation, both his sexual orientation and his superpowers. It was a bit much but they coped with it.

 

James was weighing the possibility of using his powers for good or simply using them to help him in his career as an engineer. When he heard about the Project: Superteam! tryouts, James jumped at the chance to become a superhero.

 

Personality/Motivation: He enjoys his time in the spotlight. He wants to be honest about himself but has decided against using the show as a soapbox. He doesn't want to be the subject of "A very special" or "Controversial" Hero Talk issue. He didn't inform the producers he was gay and he's kept it from the fellow contestants simply because some of them are bound to be unable to deal with it. He's decided to see where the show goes. If he makes the final cut he'll deal with his fellow teammates in private and then go public.

 

Quote: "I still find it a little unnerving that bolts of lightning jump from my fingertips."

 

Powers/Tactics: Right now? Blast and hope you hit. He generally speads his electrical bolts to have a better chance of hitting right now. His "deadly" lightning is very draining and highly unstable.

 

Campaign Use: If you want to make him closer to normal drop his characteristics. 15's and 13's are good. His EC could be dropped to 20 pts. If you want a more potent version CSL's first then see about adding new electrical abilities.

 

Appearance: A handsome man in his mid twenties. He wears a blue costume that shows off his physique, with white boots, gloves, a gold belt and a gold "E" on his chest. He wears a face mask that leaves his mouth and hair showing.

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Fire Figher (5e, 250)

 

FIRE FIGHTER

Eric Demaris

 

Val Char Cost Roll Notes

45 STR 5 18- Lift 12.8tons; 9d6 [4]

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

30 CON 10 15-

11 BODY 2 11-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV: 3

15 PRE 5 12- PRE Attack: 3d6

16 COM 3 12-

 

5+17 PD 2 Total: 5/22 PD (0/17 rPD)

5+19 ED 2 Total: 5/24 ED (0/19 rED)

3 SPD 7 Phases: 4, 8, 12

6 REC 0

30 END 0

30 STUN 3 Total Characteristic Cost: 51

 

Movement: Running: 6"/12"

Leaping: 9"/18"

Swimming: 2"/4"

Cost Powers END

FireFighter Armor Mk 1, all slots OIF (-½)

30 1) Basic Defense Layer: Armor (15 PD/15 ED) (45 Active Points); OIF (-½) 0

10 2) Cooling System: (Total: 18 Active Cost, 10 Real Cost) Force Field (6 PD/10 ED) (16 Active Points); OIF (-½), 12 Charges (-¼) (Real Cost: 9) plus Knockback Resistance -1" (2 Active Points); OIF (-½), Only Works Against Limited Type of Attack (fire/heat; -½), Linked (Force Field; -½), 12 Charges (-¼) (Real Cost: 1) [12]

6 3) Environmental Protection System: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-½) 0

16 4) Fire Suppression System: Dispel 12d6, any Fire Power one at a time (+¼) (45 Active Points); 4 Charges (-1), OIF (-½), Limited Range (5"; -¼) [4]

6 5) Insulated Suit: Armor (2 PD/4 ED) (9 Active Points); OIF (-½) 0

7 6) Internal Oxygen Supply: Life Support (Self-Contained Breathing) (10 Active Points); OIF (-½), 1 Continuing Fuel Charge lasting 6 Hours (replacement oxygen supply, Easy to obtain; -0) [1 cc]

13 7) NBC-Proof Sealed System: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents) (20 Active Points); OIF (-½) 0

20 8) Power Supply: Endurance Reserve (150 END, 15 REC) (30 Active Points); OIF (-½) 0

 

FireFighter Light Exoskeleton, all slots OIF (-½)

13 1) Durafirm Layer; Impact Dispersal: +15 CON (30 Active Points); OIF (-½), No Figured Characteristics (-½), Does Not Apply To CON Rolls (-¼)

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

 

Helmet Systems, all slots OIF (-½)

6 1) Communications Suite: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-½) 0

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

6 3) Parabolic Hearing System: +6 versus Range Modifier for Hearing Group (9 Active Points); OIF (-½) 0

3 4) Peripheral Vision Enhancement: Increased Arc Of Perception (240 Degrees) with Sight Group (5 Active Points); OIF (-½) 0

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

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

 

Perks

1 Fringe Benefit: Licensed Fireman

4 The Mayor: Contact: Mayor Leonard Frank (Contact has access to major institutions, Contact has very useful Skills or resources) 8-

4 Reputation of heroism: Reputation: HERO (A large group) 11-, +2/+2d6

 

Skills

3 Bureaucratics 12-

2 CK: Los Angeles 11-

3 Climbing 12-

3 PS: Firefighter 12-

3 Paramedics 12-

3 Scholar

2 1) KS: Fires (3 Active Points) 12-

1 2) KS: Structural Engineering (2 Active Points) 11-

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

1 TF: Fire Engines

1 WF: Axes

 

Total Powers & Skill Cost: 199

Total Cost: 250

 

200+ Disadvantages

15 Dependent NPC: Tech Team 8- (Normal; Useful Noncombat Position or Skills; Group DNPC: x4 DNPCs)

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

20 Hunted: Publicity Seeking Supervillain 11- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

15 Hunted: Show's Producers 14- (As Pow; PC has a Public ID or is otherwise very easy to find; Watching)

15 Psychological Limitation: Longs to be a true superhero (Common; Strong)

20 Psychological Limitation: Selfless Hero (Common; Total)

15 Psychological Limitation: Thrillseeker (Very Common; Moderate)

10 Psychological Limitation: Thinks he might be in over his head (Common; Moderate)

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

15 Social Limitation: Public Identity (Frequently; Major)

 

Total Disadvantage Points: 250

 

Background/History: All his life, Eric has wanted to be a superhero. When he didn't gain superhuman powers by his fifteenth birthday, he began to train his body. Though far from naturally athletic, Eric did a good job forging himself into one. But it was not enough, Eric decided he wasn't good enough and looked into other career opportunities.

 

He got the idea to become a Fire Fighter from a cousin and they went through training together. Eric shined in his new career. His heroic inclinations and cool under pressure lead to his becoming something of a local hero. He rescued people from burning buildings on three occasions. One of these lucky individuals, a college coed named Maya Reed, eventually became his fiancée as well as his ticket to the superhero game. Maya was part of a group of engineering students who were trying to develop a suit of light powered armor that would allow one of them (or all if they could get the funding) to become heroes. They figured at worst they might get jobs with Dane Securities.

 

Once Maya and Eric began dating, Eric became their test pilot on his days off. When the producers of the reality Superhero show Project: Superteam! were looking to fill their inaugural season roster, Maya and the rest of Team Supersuit, hammered out a Fireman themed suit and sent Eric to the show.

 

Personality/Motivation: Eric wants to be a hero. He loves the attention and the thrills. But most importantly, he likes helping people. If he is chosen, he hopes to convince the show to bring Team Supersuit on as "Technical Advisors" and perhaps, even get a budget to improve the suit. Eric decided to use his "small time celebrity" to his advantage and does not hide his identity. However, that could lead to complications in the future.

 

Quote: "Okay, Let me put these flames down!"

 

Powers/Tactics: Fire Fighter is not much of an offensive threat. He's superhumanly strong, but is lacking in the CV category (Like a lot of his fellow contestants, actually) his Armor's not very mobile, but it makes him somewhat of a one man fire crew; the suit is highly insulated against heat and flame and he has a fire retardant spray. The Fire Marshall is watching Eric's progress to see if the city might want to purchase similar suits.

Campaign Use: Beyond the reality show, if Eric gets funding for Team Supersuit, he'll become a more rounded superhero. He should add some offense (even if its just restraining weapons) and some combat enhancement (ie increase DEX or add levels)

 

Appearance: Eric is of average size, but very well put together. He has short blond hair and blue eyes. He generally wears jeans and tee shirts.

The Fire Fighter battlesuit is a silvery exoskeleton covered by insulated black micromail; this is covered in a white jacket, gold boots and gauntlets, a gold belt and a gold and red helmet in a firefighter's motif with a black faceplate.

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Firewatcher (5e, 250 pts)

 

FIREWATCHER

Alex Smith

 

Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

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

20 CON 20 13-

11 BODY 2 11-

13 INT 3 12- PER Roll 12-

11 EGO 2 11- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

10 COM 0 11-

 

4 PD 1 Total: 4 PD (0 rPD)

4+20 ED 0 Total: 4/24 ED (0/20 rED)

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

7 REC 0

40 END 0

30 STUN 2 Total Characteristic Cost: 72

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

22 Fire Command: Elemental Control, 44-point powers

23 1) Fire Blast: Energy Blast 9d6 (45 Active Points) 4

11 2) Pyrokinesis: Telekinesis (30 STR) (45 Active Points); Only Works On Fire (-1) 4

41 3) Wall Of Fire: (Total: 74 Active Cost, 58 Real Cost) Force Wall (10 ED), Transparent to [no types selected] (37 Active Points) (Real Cost: 37) plus Killing Attack - Ranged 1d6, Damage Shield (+½), Continuous (+1) (37 Active Points); Linked (Force Wall; -½), No Knockback (-¼) (Real Cost: 21) 8

 

20 Cold Resistance: Armor (0 PD/20 ED) (30 Active Points); Only Works Against Limited Type Of Attack Ice/Cold Powers (-½) 0

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

20 Fire Immunity: Energy Damage Reduction, Resistant, 50% (30 Active Points); Only Works Against Limited Type Of Attack Fire (-½) 0

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

5 Thermal Vision: Infrared Perception (Sight Group) 0

 

Skills

2 +1 with Fire Blast

5 +1 with Ranged Combat

2 KS: The Superhuman world 11-

3 Stealth 12-

3 Streetwise 12-

2 Survival (Urban) 12-

 

Total Powers & Skill Cost: 178

Total Cost: 250

 

200+ Disadvantages

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

20 Hunted: Publicity Seeking Supervillain 11- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

15 Hunted: Show's Producers 14- (As Pow; PC has a Public ID or is otherwise very easy to find; Watching)

5 Hunted: One time Villain who thinks he may be Alex's father. 8- (As Pow; PC has a Public ID or is otherwise very easy to find; Watching)

10 Psychological Limitation: Curious about past (Common; Moderate)

10 Psychological Limitation: Nervous around children (Common; Moderate)

15 Psychological Limitation: Rigid Self-Control (Common; Strong)

20 Psychological Limitation: True Blue Hero (Very Common; Strong)

10 Reputation: Reality TV Superhero, 11-

15 Social Limitation: Secret Identity (Frequently; Major)

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

 

Total Disadvantage Points: 250

 

Background/History: As far as he can tell, Alex is the child of a flame wielding hero or villain from the past; but has no idea as to his origin as he was raised in an orphanage. He has practiced with his abilities for some time now and unlike the other contestants wields them with considerable skill. Only in his late teens and never one for athletics beyond natural talent, he is looking forward to becoming a legitimate hero. His mysterious past is popular topic to speculate on.

 

Personality/Motivation: A decent guy, looking to be a hero. He had a surprisingly easy upbringing. His powers scared away potential adoptive parents, but he was treated well at the orphanage and has always been optimistic. He has enjoyed his time in the spotlight and enjoys the company of other superhumans. Alex has a natural nervousness around children, stemming from his isolation growing up (his powers took a bit of time to control). He is uncomfortable when no other responsible adults are around.

 

Quote: "Fire away!"

 

Powers/Tactics: Capable of creating, hurling, and sculpting fire; Firewatcher is one of the more polished contestants. he seems to have a leg up training wise. He fares well in the combat missions but has found his destructive powers less helpful in emergency situations.

 

Campaign Use: One of the few contestants close to starting hero level as is, Firewatcher can be weakened by reducing his attacks to about 40 active points. Also dropping his CSLs will bring him back to the other contestants levels. To improve him, increase his physical characteristics and perhaps give him flight or other impressive fire abilities.

 

Appearance: A trim young man with a pleasant appearance. Firewatcher wears a red suit with golden flame patterns on the arms and legs. He wears no symbol on his costume it's rather plain to tell the truth. He also wears a golden domino mask.

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Freebird (5e, 250pts)

 

FREEBIRD

Stan Byron

 

Val Char Cost Roll Notes

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

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

15 CON 10 12-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

11 EGO 2 11- ECV: 4

20 PRE 10 13- PRE Attack: 4d6

14 COM 2 12-

 

8+5 PD 5 Total: 8/13 PD (0/5 rPD)

8+5 ED 5 Total: 8/13 ED (0/5 rED)

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

6 REC 0

30 END 0

30 STUN 4 Total Characteristic Cost: 99

 

Movement: Running: 6"/12"

Flight: 0"/14"/0"/28"

Gliding: 14"/28"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

19 Wings: Multipower, 28-point reserve, (28 Active Points); all slots Restrainable (-½)

1u 1) Soaring: Gliding 14" (14 Active Points); Restrainable (-½) 0

2u 2) Flying: Flight 14" (28 Active Points); Restrainable (-½) 3

 

5 Wings: Extra Limbs (2), Inherent (+¼) (6 Active Points); Limited Manipulation (-¼) 0

10 Reinforced Costume: Armor (5 PD/5 ED) (15 Active Points); OIF (-½) 0

9 Animal Communication: Telepathy 5d6 (Animal class of minds) (25 Active Points); No Range (-½), Limited Class Of Minds Avians Only (-½), Communication Only (-¼), Incantations (-¼), Visible (-¼) 2

 

Street Fighting

Maneuver OCV DCV Notes

4 Block +2 +2 Block, Abort

4 Disarm -1 +1 Disarm; 25 STR to Disarm roll

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

4 Low Blow -1 +1 2d6 NND

4 Punch/Backhand +0 +2 5d6 Strike

5 Roundhouse/Two-Fisted Smash -2 +1 7d6 Strike

3 Tackle +0 +0 +v/5; You Fall, Target Falls

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

1 Weapon Element: Clubs

 

Talents

12 Agile and lucky: Combat Luck (6 PD/6 ED)

3 Lightsleep

3 Perfect Pitch

 

Skills

5 +1 with HTH Combat

3 Acting 13-

3 Breakfall 14-

3 Jack of All Trades

3 1) PS: Musician: Guitarist (4 Active Points) 15-

2 2) PS: Musician: Piano/Keyboards (3 Active Points) 14-

2 3) PS: Singer (3 Active Points) 13-

2 4) PS: Songwriter (3 Active Points) 12-

3 Lockpicking 14-

2 Navigation (Land) 11-

3 Oratory 13-

3 Persuasion 13-

3 Stealth 14-

3 Streetwise 13-

3 Scholar

1 1) KS: Music Industry (2 Active Points) 11-

1 2) KS: Rock Artists (2 Active Points) 11-

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

3 Traveler

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

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

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

1 4) AK: The Deep South (2 Active Points) 11-

1 5) CK: Miami, FL (2 Active Points) 11-

1 6) CK: New Orleans (2 Active Points) 11-

 

Total Powers & Skill Cost: 151

Total Cost: 250

 

200+ Disadvantages

15 Distinctive Features: Wings (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

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

20 Hunted: Publicity Seeking Supervillain 11- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

15 Hunted: Show's Producers 14- (As Pow; PC has a Public ID or is otherwise very easy to find; Watching)

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

10 Psychological Limitation: Rock is in my blood (Common; Moderate)

10 Psychological Limitation: Wants to help others (Common; Moderate)

10 Reputation: Angel of the Lord, 8- (Extreme)

10 Reputation: Reality TV Superhero, 11-

15 Social Limitation: Secret Identity (Frequently; Major)

5 Unluck: 1d6

Total Disadvantage Points: 250

 

Background/History: Stan is a young man from Alabama who, over the course of his fifteenth year, sprouted large feathered wings from his back. He spend a few months touring with his parents and his uncle in a traveling evangelical show; he played the "Angel".

 

For a while Stan could content himself that it was simply a way to make a living. But as he got older it began to way on his conscience. He was lying to people about God for momentary gain. Stan eventually told his uncle and his folks that he could no longer be their angel. Although at first they were upset, they agreed to let Stan leave the show and pursue his dream.

 

He took his guitar and began classes at the local community college. When he saw the ads for Project: Superteam!, he jumped at the chance to do good with his powers. He contacted his mother and she helped him develop his costume. Stan is quite happy at the compound, and has quite the crush on Ms. Mist (he loves her accent).

 

Personality/Motivation: Stan is a good guy. He has been blessed with impressive but at the same time, easily hidden, super human powers. Growing up he enjoyed being a part of the traveling show, but he didn't care for being a deception. He was no angel.

 

His dream is to be a respected musician; he's been playing guitar since he was eleven and has a huge back log of songs he's written. Stan is rock and roll all the way; much of his swagger is definitely tongue in cheek, but there is some truth there. He gets very excited when talking his music or musical influences.

 

Quote: "If it's going to be a fight, A'hm going to give you "three steps" mister, then your ass is mine." *Grins**cracks knuckles*

 

Powers/Tactics: Freebird is a good flyer and is one of the few contestants with actual combat experience (fights as a kid growing up). He hasn't practiced using his hand to hand skills in flight though...

 

Campaign Use: Stan is a decent fighter but if you want him to be less so, drop his street fighting package and eliminate his CSL. To go the other way, increase his flight speed, his STR and give him some DC's with hand to hand combat. Also some flying martial art maneuvers would be keen.

 

Appearance: A ruggedly good looking young man with a rather mangy mullet and gray eyes. His wings are gray as well. He has a lean build and an easy smile. His costume consists of a dark gray body suit with a white bird on his chest. His gloves, belt, and boots are black. His mask covers his face but leaves his hair and mouth exposed. Stan has a slight southern drawl.

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