Jump to content

Else Earth: The Solution (5e, Super Team)


Enforcer84

Recommended Posts

*blows dust off of character sheets*

 

Thanks to another thread, I got to thinking about the Solution again. So with your indulgence, I've spent the last couple of days futzing with the builds and will re-present. As I said in that thread, the original team was called "The New Peace Armada" a team name garnered by a random generator that immediately spawned an image of a hippie team of supers in my head. Originally consisted of The Champion of The Poor, (Alien Enemies) Titaness, (Villainy Unbound) Aries, (Enemies Assembled), and a few other original characters, later I added Starwell. (Enemies for Hire)

 

The original team was meant as a comic relief/annoyance. Not terribly powerful and very fractured in vision. They all wanted to save the world but had their own pet causes (save for Starwell who was just in it for the money). When I decided to turn the vast number of npc's and pc's from my intense high-school Champions days into their own campaign world (we hadn't really used the Champions Universe save for some of the villains anyway) I decided to alter the team a bit and changed the roster (ie file the serial numbers off) - then I got introduced to White Wolf's supers world Aberrant and they had a Utopia Program of some sort and I got another idea for the NPA. This is the result. (only took me like 20 years:))

 

 

The Solution

Current Membership:

 

Origin:

The Utopia Institute sprang almost overnight as an answer to the question, "How can we save the planet and make money while doing so?" The original board of directors were veterans of the EPA, Wall Street, and several civil and environmental engineering firms. Earth had suffered an alien invasion as recently as 2002 and politically things had finally calmed down. There was an abundance of super technology, many with terraformming potential - all that was needed was a guiding hand and some luck.

 

In 2004 UI opened its doors and began it's crusade to heal the planet. Surviving initially on pooled funds of its founders and donations from environmental groups, UI was instrumental in rebuilding after several disasters, gaining their greatest notoriety for their efforts in rebuilding New Orleans after Katrina (2005) and more recently in reducing the devastation of the recent BP oil spill.

 

The Solution was the brain child of one of the Board of Directors once it was revealed that two of their employees were actually metas. A significant chunk of capital was invested in the location and recruitment of other potential costumed spokespersons they debuted in 2005 and were the first non-local costumed heroes to respond to Hurricane Katrina

 

Shortly after that three more metas arrived at their door sent by a mysterious patron they claimed was the Greek goddess Demeter. The team is still scouting for members who fit their outlook.

 

Group Relations:

The Solution are all pretty much united in their cause, they don't fight for Truth and Justice so much as to save humanity from itself. Though there is a few splits, Ms Savage (along with Runaway, Sunrise, and to a lesser degree Granite) think the team should be more proactive as crime fighters - but that is as much out of boredom as civic responsibility. There is also the Demeter faction: Sunrise, Granite, Asterope, and the Silver Druid who are more than a bit suspicious of some of UI's dealings. The Green Knight doesn't evoke a lot of support from the more mystical side of the team and relies heavily on Ultra Woman to keep things together internally.

 

Public Relations:

Many other super teams find the Solution to be patronizing and annoying - until a natural disaster hits town. Ultra Woman is highly respected and considered one of the most powerful beings on the planet. Runaway comes from one of two strong meta-speedster bloodlines and she has a great deal of respect for and from older heroes. Asterope and the Green Knight tend to be more blunt, abrasive, and/or competitive but both are actually rather well-liked in some circles.

 

Most villains with dreams of world conquest find the Solution to be a threat to their plans power-wise but slow to act. The Iron Crusade has them ranked high as a list of threats - if only because they relentlessly investigate environmental and social abuses.

 

They are adored by the citizens of the world where they have operated, but they're less than popular with some - they can come across as rather preachy.

Link to comment
Share on other sites

Green Knight (5e, 800pts)

 

THE GREEN KNIGHT

Alex Williamson

 

Val Char Cost Roll Notes

35+20 STR 25 16- / 20- Lift 3200.0kg/51.2tons; 7d6/11d6 [3/5]

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

25 CON 30 14-

15 BODY 10 12-

18 INT 8 13- PER Roll 13-

18 EGO 16 13- ECV: 6

25 PRE 15 14- PRE Attack: 5d6

26 COM 8 14-

 

15+25 PD 8 Total: 15/40 PD (5/30 rPD)

15+25 ED 10 Total: 15/40 ED (5/30 rED)

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

15 REC 6

50 END 0

50 STUN 4 Total Characteristic Cost: 196

 

Movement: Running: 11"/22"

Flight: 20"/40"

Leaping: 12"/24"

Swimming: 2"/4"

 

Cost Powers END

83 Defensive Systems: Multipower, 125-point reserve, (125 Active Points); all slots OIF (-½)

8u 1) Force Barrier: Force Wall (18 PD/18 ED; 5" long and 2" tall), Hardened (+¼) (125 Active Points); OIF (-½) 12

6u 2) Force Blast: Energy Blast 15d6, Reduced Endurance (½ END; +¼) (94 Active Points); OIF (-½) 3

7u 3) Force Field Disruption: Suppress Force Field 20d6 (100 Active Points); OIF (-½) 10

1u 4) Force Point Defense: Missile Deflection (Any Ranged Attack) (20 Active Points); Costs Endurance (-½), OIF (-½) 2

8u 5) Force Shackles: Entangle 6d6, 10 DEF, Hardened (+¼), Reduced Endurance (½ END; +¼) (120 Active Points); OIF (-½) 5

3u 6) Force Spear: Killing Attack - Ranged 3d6 (45 Active Points); OIF (-½) 4

8u 7) Modulated Force Blast: Energy Blast 8d6, Variable Advantage (+1 Advantages; +2) (120 Active Points); OIF (-½) 12

1u 8) Personal Force Field: Force Field (10 PD/10 ED) (20 Active Points); OIF (-½) 2

2u 9) Platform: FW (12 PD; 10" long and 1" tall) (48 Active Points); Horizontal Only (-1), OIF (-½) 5

 

Green Knight Urban Defense Armor, all slots OIF (Powered Armor; -½)

47 1) Anti-Gravity Systems: Flight 20", combat acceleration/deceleration (+¼), No Gravity Penalty (+½) (70 Active Points); OIF (Powered Armor; -½) 7

6 2) 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 (Powered Armor; -½) 0

22 3) Fire Suppression System: Dispel Flame Powers 16d6, any Fire Power one at a time (+¼) (60 Active Points); 4 Charges (-1), OIF (-½), Limited Range (5"; -¼) [4]

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

10 5) Light Exoskeleton: +20 STR (20 Active Points); No Figured Characteristics (-½), OIF (Powered Armor; -½) 2

20 6) MicroFusion Plant w/Solar Backups: Endurance Reserve (150 END, 15 REC) (30 Active Points); OIF (-½) 0

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 (Powered Armor; -½) 0

30 8) Nemon Class Light Armor: Armor (15 PD/15 ED) (45 Active Points); OIF (-½) 0

 

Helmet Systems, all slots OIF (Helmet Systems; -½)

10 1) Expanded Range Force Analysis: Find Weakness 11- with Related Group of Attacks (20 Active Points); Only Affects Certain Materials (Force Fields/Force Walls Only) (-½), OIF (Helmet Systems; -½) 0

9 2) Force Field Analysis: Detect A Single Thing 13- (Sight Group), Discriminatory, Analyze (13 Active Points); OIF (Helmet Systems; -½) 0

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

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

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

5 6) Psi-Wear Anti Psionic Shielding: Mental Defense (14 points total) (10 Active Points); OIF (-½), Costs Endurance (-½) 1

10 7) Radar Array: Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As Sight Group As Well As Radio Group [very common Sense] (-½), OIF (Helmet Systems; -½) 0

10 8) Sight Magnification System: Microscopic (x1,000) ( x1,000) with Sight Group (15 Active Points); OIF (Helmet Systems; -½) 0

7 9) Communications Suite: High Range Radio Perception (Radio Group), +3 to PER Roll (15 Active Points); OIF (-½), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-½) 0

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

3 11) Thermal Vision, Heat Trace-Tracking: Tracking with Infrared Perception (5 Active Points); OIF (Helmet Systems; -½) 0

3 12) UV Vision: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (Helmet Systems; -½) 0

2 13) Ultrasonic Hearing: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (Helmet Systems; -½) 0

 

Hyper-Evolved Human

15 1) Born Under a good Star: Luck 3d6 0

4 2) Hyper-Physiology: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Longevity: 200 Years; Sleeping: Character only has to sleep 8 hours per week) 0

5 3) Natural Toughness: Damage Resistance (5 PD/5 ED) 0

5 4) Strong Leaper: Leaping +5" (12"/16" forward, 6"/8" upward) 1

10 5) Swift of foot: Running +5" (11" total) 1

 

Perks

5 Computer Access: Computer Link: UI Computers

5 Perks: Fringe Benefit: International Driver's License, Membership: Member of the Solution, Passport

10 Salary: Money: Wealthy

10 Solution Station: Base Contribution

10 Solutions In Motion: Vehicle Contribution

10 Utopian Access: Access: Utopian Institute (Hidden (-5 to Skill Rolls))

3 Well-Connected

8 1) Contact: EPA (Good relationship with Contact), Organization Contact (x3) (9 Active Points) 11-

11 2) Contact: Environmental Groups (large group of small organizations) (Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 12-

5 3) Contact: Operation Contact, Organization Contact (x3) (6 Active Points) 11-

5 4) Contact: Underground Anti-Government Groups, Organization Contact (x3) (6 Active Points) 11-

1 5) Contact: Various College Campus Groups (2 Active Points) 11-

 

Skills

5 +1 with HTH Combat

16 +2 with All Combat

3 Acrobatics 14-

3 Analyze: Combat 13-

3 Breakfall 14-

3 Bribery 14-

3 Concealment 13-

3 Contortionist 14-

3 Conversation 14-

3 Electronics 13-

3 High Society 14-

3 Inventor 13-

3 Lockpicking 14-

3 Mechanics 13-

3 Oratory 14-

3 Paramedics 13-

3 Persuasion 14-

3 Research 13-

3 Scholar

3 1) KS: College Culture (4 Active Points) 14-

1 2) KS: Environmental Groups (2 Active Points) 11-

1 3) KS: Government Security Agencies (2 Active Points) 11-

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

3 Scientist

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

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

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

2 4) SS: Environmental Engineering 13- (3 Active Points)

1 5) SS: Gravitic Engineering 11- (2 Active Points)

1 6) SS: Oceanography 11- (2 Active Points)

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

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

3 Security Systems 13-

3 Seduction 14-

3 Shadowing 13-

3 Stealth 14-

3 Streetwise 14-

3 Systems Operation 13-

5 TF: Science Fiction & Space Vehicles, Combat Aircraft, Large Planes, Small Planes

3 Tactics 13-

3 Teamwork 14-

 

Total Powers & Skill Cost: 604

Total Cost: 800

 

200+ Disadvantages

5 Dependent NPC: Sarah Murphy (Girlfriend) 8- (Normal; Useful Noncombat Position or Skills)

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

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

20 Hunted: Rogue "Big Business" agents 11- (As Pow; NCI; Harshly Punish)

15 Psychological Limitation: Altruist, seeks to lead Earth to a Better Place (Common; Strong)

15 Psychological Limitation: Code vs Killing (Common; Strong)

10 Psychological Limitation: Facinated by Aliens (Uncommon; Strong)

15 Psychological Limitation: Impulsive (Common; Strong)

15 Psychological Limitation: Vain; egotistical (Very Common; Moderate)

10 Reputation: Leader of the Solution, 11-

15 Social Limitation: Secret Identity (Frequently; Major)

450 Experience Points

 

Total Disadvantage Points: 800

 

Background/History: For an affluent African-American child in a mostly white community, Alexander Williamson was something of a celebrity. When Alex was nine, he was 6' tall and could dunk a basketball. When he was twelve, he could bend a steel bar. These facts kept potential bullies away and Alex was free to study.

 

An academic whiz kid with proud parents always pushing him gently towards bigger and better things, Alexander graduated at the top of his high school class. He went to college and changed.

 

At first, his parents didn't worry too much; Alex got excellent grades and became more and more involved in the local community. They argued more than they had in the past but it was nothing unexpected.

 

Alex grew more and more concerned about the environmental and socioeconomic state of the world. He changed his major from Business to Environmental Engineering. He expressed outrage at the family SUV. His parents were really worried until he met that nice girl, Adora. But that too didn't work out the way they had hoped. Alex was a firebrand and he wasn’t going to change.

 

However after graduation, Alex went to work for the Utopia Institute and he calmed down again. The Institute decided to fund a team of “Activist Heroes” around Alex and to this end built a suit of armor to enhance his meta-powers. When the Solution first appeared, his parents knew he was a part of that team. They still worry about Alex, but they are also very proud of him.

 

Personality/Motivation: Alex is a visionary, and more than a little vain. He sees himself as one of the few people that sees the world how it "really" is and can save it from itself.

 

While not naive enough to think he has all the answers, he does think that his innovation and willingness to make the "hard choices" make him the hero of his scenario. Ultra Woman has managed to keep him in line and he doesn't actively break the law, but he sees the laws as impediments and would have no trouble breaking them if he wasn't on the team.

 

He is distrustful of the government and big business, but at the same time (and quite hypocritically) enjoys UI's place in the world and the money he is making. He and some of the other more radical thinkers of UI have come up with some very aggressive and proactive solutions to problems. However, when their solutions go awry he has the team and other heroes to help bail them out. It works out reasonably well.

 

The Green Knight likes superheroes, he sees them as good guys who just don't see the big picture; and he doesn't really consider himself or the Solution to be superheroes.

 

He gets along well with his team but knows a few of them aren't as trusting of his motives. It doesn't bother him though.

 

Quote: "While you are busy capturing muggers, I am ending pollution and world hunger; but you're doing good too."

 

Powers/Tactics: The Green Knight armor uses force field based weaponry and defensive systems. It incorporates a light exoskeleton and an advanced communications/Sensor array.

 

He can use his basic blast in concert with his personal forcefield making him pretty hard to hurt or he can use his more esoteric attacks and give up his force field.

 

Alex himself is very smart and a decent public speaker. He's getting better at controlling his temper too. Alex is a minor superhuman. His are physical enhancements across the board. He has low level superhuman strength, durability, and agility. He also has a highly developed physiology that has made him hyper efficient. He heats and sleeps much less than average and has an extended lifespan.

 

Campaign Use: The Green Knight can go either way. He's an eco-friendly superhero, prefering to protect the environment and the creatures of Earth from humanity. He could easily be a joke or an ELF style eco-terrorist.

 

In the campaign world he's maturing into a more even handed fellow, but it's been slow going.

 

Appearance: Alexander Williams is tall and powerfully built he also has near perfect features and an inhuman grace. In any other team he'd be the spokesperson, but Ultra Woman's superhuman presence is too useful to ignore.

 

That said, Alex speaks for the Institute often. But as a member, not as The Green Knight. When appearing or at meetings Alex wears tailored suits and cuts a magificent figure.

 

As the Green Knight, Alex wears a high tech battle armor with archaic asthetic touches. The armor is two tone green, a very dark base with metallic mint green to off set. His symbol is the globe.

Link to comment
Share on other sites

Ultra Woman (5e, 1220pts)

 

ULTRA WOMAN

Ardora Armstrong

 

Val Char Cost Roll Notes

80 STR 40 25- Lift 1.6ktons; 16d6 [7]

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

40 CON 60 17-

20 BODY 20 13-

20 INT 10 13- PER Roll 16-

25 EGO 30 14- ECV: 8

30+40 PRE 20 15- / 23- PRE Attack: 6d6/14d6

20 COM 5 13-

 

20+20 PD 4 Total: 20/40 PD (10/30 rPD)

20+20 ED 12 Total: 20/40 ED (10/30 rED)

7 SPD 10 Phases: 2, 4, 6, 7, 9, 11, 12

24 REC 0

80 END 0

80 STUN 0 Total Characteristic Cost: 241

 

Movement: Running: 6"/12"

Flight: 32"/64"

Leaping: 16"/32"

Swimming: 2"/4"

 

Cost Powers END

180 Augmented Brick Tricks/TK Tricks: Multipower, 180-point reserve

1u 1) Armful: Telekinesis (10 STR), Affects Porous, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; when character picks up appropriate substances; +¼), Reduced Endurance (0 END; +½) (44 Active Points); Only Works On Difficult-To-Grasp Substances (see Ultimate Brick) (-1), Instant (-½), No Range (-½), Requires A Brick Tricks Roll (-½) 0

18u 2) Force Vision: Energy Blast 16d6, No Range Modifier (+½), Double Knockback (+¾) (180 Active Points) 18

3u 3) Ring the Bell: EB 12d6, Indirect (always from below; +¼) (75 Active Points); Extra Time (Full Phase, -½), Restrainable (-½), Only Affects Targets On The Ground (-¼), Only Does Knockdown, Not Knockback (-0), Side Effects (may cause considerable damage to the environment; -0) 7

4u 4) Shockwave: EB 12d6, Hole In The Middle (fixed size; +¼), Explosion (+½) (105 Active Points); No Range (-½), Extra Time (Full Phase, -½), Restrainable (-½), Only Affects Targets On The Ground (-¼), Only Does Knockdown, Not Knockback (-0), Side Effects (may cause considerable damage to the environment; -0) 10

12u 5) Speed of Thought Physical Assault: Energy Blast 12d6, Autofire (5 shots; +½), Reduced Endurance (½ END; +½) (120 Active Points) 4

Notes: Superspeed Punches!

1u 6) Stronger Than A Locomotive: +40 STR (40 Active Points); Only To Stop Moving Objects (-2), No Figured Characteristics (-½) 4

2u 7) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (the one hex the character is standing in when he uses the power; +¼), Does Knockback (+¼), Explosion (-1 DC/3"; +1) (60 Active Points); No Range (-½), Extra Time (Full Phase, -½), Restrainable (-½) 6

6u 8) Where's That Waterpipe?: Dispel Fire Powers 12d6, all Fire Powers simultaneously (+2) (108 Active Points); OIF (pressurized water source of opportunity; -½), Limited Range (10"; -¼) 11

 

75 Flight: Multipower, 75-point reserve

7u 1) Combat Flight: Flight 16", Position Shift, Reduced Endurance (½ END; +¼), combat acceleration/deceleration (+¼), Usable As Running (+¼), Usable As Swimming (+¼) (74 Active Points) 3

4u 2) Come On Along For The Ride: Flight 12", Recipients Must Remain Within 10" Of Character (+0), Usable Simultaneously (up to 4 people at once; +¾) (42 Active Points) 4

7u 3) Sonic Flight: Flight 16", Reduced Endurance (½ END; +¼), MegaScale (1" = 100 km; +¾), Can Be Scaled Down 1" = 1km (+¼) (72 Active Points) 3

 

38 Vast Stores of Energy: Endurance Reserve (250 END, 20 REC) Reserve: (45 Active Points); REC: (20 Active Points); Personal REC (-½) 0

 

Augmented Characteristics

15 1) Augmented Quickness: Lightning Reflexes: +10 DEX to act first with All Actions

25 2) Augmented Reaction Time: +3 SPD, Power Can Draw END from Character or END Reserve (+¼) (37 Active Points); Costs Endurance (-½) 4

45 3) Augmented Strength: +30 STR, Reduced Endurance (½ END; +¼), Power Can Draw END from Character or END Reserve (+¼) (45 Active Points) 2

 

Nigh Invulnerability

13 1) Defensive Ego: +10 EGO (20 Active Points); Only To Resist Mental Powers (-½)

34 2) Group Shields: Mental Defense (35 points total), Power Can Draw END from Character or END Reserve (+¼), Usable Simultaneously (up to 8 people at once; +1) (51 Active Points); Costs Endurance (-½) 5

13 3) Mental Bastion: Power Defense (20 points) (20 Active Points); Only Works Against Limited Type of Attack (attacks versus, or involving, mental/psionic powers; -½) 0

10 4) Meta-Toughness: Damage Resistance (10 PD/10 ED) 0

15 5) Personal Atmosphere: Life Support (Eating: Character only has to eat once per week; 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; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (22 Active Points); Costs Endurance (-½) 2

48 6) Personal Combat Field: Armor (20 PD/20 ED) (60 Active Points); Nonpersistent (-¼) 0

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

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

10 9) Strong Will: +10 Mental Defense (35 points total) 0

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

10 11) Warding Fields: Power Defense (10 points) 0

 

Psychic Presence Aura

27 1) Awe: +40 PRE (40 Active Points); Costs Endurance (-½) 4

45 2) Inspire: Aid PRE 4d6 (standard effect: 12 points), Area Of Effect (4" Radius; +1), Selective (+¼) (90 Active Points); Extra Time (Full Phase, -½), Concentration (½ DCV; -¼), Incantations (voice range; -¼) 0

 

Psychic Super Senses

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

25 2) Linguistic Savant: Universal Translator 18-

5 3) Psychic Sensitive: Mental Awareness 0

8 4) Telekinetic Touch: Range with Touch Group (10 Active Points); Nonpersistent (-¼) 0

 

Solution Gear, all slots OIF (-½)

17 1) Broadcast Tracking: Detect Source Of Radio Transmissions A Large Class Of Things 16-/13- (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (25 Active Points); OIF (-½) 0

6 2) Communications: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As Sight and Hearing Groups As Well As Radio Group (-½), OIF (-½) 0

4 3) Onboard Computer: Follower (6 Active Points); OIF (-½)

 

Perks

5 Computer Access: Computer Link: UI Computers

5 Perks: Fringe Benefit: International Driver's License, Membership: Member of the Solution, Passport

10 Salary: Money: Wealthy

10 Solution Station: Base Contribution

10 Solutions In Motion: Vehicle Contribution

10 Utopian Access: Access: Utopian Institute (Hidden (-5 to Skill Rolls))

3 Reputation: Popular Heroine (A large group) 14-, +1/+1d6

3 Well-Connected

2 1) Contact: Frontline (Good relationship with Contact) (3 Active Points) 11-

2 2) Contact: Lords of Justice (Good relationship with Contact) (3 Active Points) 11-

8 3) Contact: Project Herald (Good relationship with Contact), Organization Contact (x3) (9 Active Points) 11-

2 4) Contact: TerraGuard, Organization Contact (x3) (3 Active Points) 8-

 

Skills

24 +3 with All Combat

3 Bureaucratics 15- (23-)

3 Conversation 15- (23-)

3 Demolitions 13-

3 High Society 15- (23-)

3 Hoist 13-

3 Linguist

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

2 2) Language: Cambodian (completely fluent) (3 Active Points)

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

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

1 5) Language: Greek (Koine) (fluent conversation) (2 Active Points)

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

2 7) Language: Korean (completely fluent) (3 Active Points)

2 8) Language: Russian (completely fluent) (3 Active Points)

2 9) Language: Spanish (completely fluent) (3 Active Points)

3 Oratory 15- (23-)

3 PS: Spokeswoman 15- (23-)

3 Paramedics 13-

3 Persuasion 15- (23-)

23 Power: TK Brick Tricks 23-

3 Research 13-

3 Scholar

1 1) KS: Charitable Organizations (2 Active Points) 11-

2 2) KS: Environmental Charities (3 Active Points) 13-

1 3) KS: Environmental Issues (2 Active Points) 11-

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

1 5) KS: The Utopia Insittute (2 Active Points) 11-

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

3 Scientist

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

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

2 3) SS: Environmental Engineering 13- (3 Active Points)

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

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

3 Seduction 15- (23-)

3 Teamwork 13-

 

Total Powers & Skill Cost: 979

Total Cost: 1220

 

200+ Disadvantages

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

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

15 Hunted: Lloyd Parmenter, Genius 8- (As Pow; NCI; Harshly Punish)

15 Hunted: Utopian Istitute 11- (Mo Pow; NCI; Watching)

10 Psychological Limitation: Aloof and Patronizing (Common; Moderate)

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

10 Psychological Limitation: Enjoys media/social attention (Common; Moderate)

15 Psychological Limitation: Wants to save humanity from itself (Common; Strong)

15 Social Limitation: Secret Identity (Frequently; Major)

10 Vulnerability: 1 ½ x Effect Magic Based Attacks (Common)

20 Vulnerability: 2 x STUN Magic Based Attacks (Common)

870 Experience Points

 

Total Disadvantage Points: 1220

 

Background/History: Adora Armstrong is not from this planet. She is an Exile – a genetic offshoot of the Vacyrean [Va-CHEER-ian] race. Adora was a prodigy who, as a child of only seven cycles, asked for and was granted leave to explore the universe. Adora hyper jumped to the Sol system. (The Exiles had received radio and laser transmissions from Earth before)

 

Unfortunately, she emerged in the tail of a comet and her ship was damaged, she managed to make it to Earth’s atmosphere but wasn't able to land safely. Surviving the crash but wounded she was found by a geologist and his wife. The couple took the young girl to their home, nursed her back to health and then adopted her and raised her as their own.

 

The young extra-terrestrial found this acceptable and began to study Earth. As Adora grew and attended the local school, she found to her dismay that Earth was plagued by many of the same threats that had nearly destroyed her home world, Khara. Studying the local biological and environmental sciences, she set out to bring the ecological cures to Earth that she had seen in her own world. She met a similarly minded young man early on in her college days and they became fast friends.

 

Alexander Williamson was a disillusioned child from a well-to-do background. Whne Adora told him of her superpowers, he revealed his own meta-human abilities that set him apart from mortal men.

 

Alex and Adora were headed down a slippery slope to eco-terrorism when they were contacted by the fledgling Utopian Institute. A maverick think tank with intentions on saving the world from itself, they hired on as scientific help. When their powers became known to the board, the idea of a socially and environmentally conscious super team was concocted. Dubbed the Solution and Adora became Ultra Woman. She is the team spokeswoman, Alex is their (nominal) leader, and they do their best to promote environmental as well as social harmony.

 

Personality/Motivation: Adora knows what happens to worlds that are abused by its inhabitants. She wants her adoptive world to avoid having to lose its native peoples in order to save it. Realizing that she has a responsibility to use her powers to help those in need, she still disdains the typical fight of the week life of a super team. Therefore, the Solution is far more proactive than many of the other teams. They use the impressive resources of the Utopian Institute to help change environmental policies, and in radical cases terra-form the earth itself (as in the 2006 cleansing of Los Angeles). Adora is still idealistic enough and humble enough to try to work with the rest of humanity. Some of the other members of the Solution are becoming less and less tolerant of "the masses".

 

She despises the Eco-Terrorists as she feels that they set the environmental movement backwards faster than it can go forwards. She has noticed Alex’s tendency towards radical solutions; but rationalizes and ignores them while he doesn’t act on them. Part of her knows that it’s probably not just talk, but she is loathe to turn on her friend. As long as he keeps control and works within the law, she’s fine. If she were to ever find evidence of illicit activities on his part, she’d be crushed.

 

Ultra Woman, despite her age, can come across like a disapproving school teacher. She's prone to lecturing during combat, or when she has the team alone. Conversely, she adores being in the spotlight and loves the attention of others. She's just very, very good at hiding this. Her distress over her costume is largely for show. She has not had many true romantic relationships save for a brief fling with Alexander when they were in college. She's a bit lonely, but her aloofness puts off many otherwise interested suitors.

 

Quote: "You must see that your actions affect more than your pocketbooks!"

 

Powers/Tactics: Ultra Woman has three distinct sets of powers; (though they are all linked to her vast psionic potential) first, she has developed the standard Telekinetic based Strength and durability that she shares with the majority of her people; these abilities allowed them to rebuild Khara from the charred environmental disaster it had become. This includes Strength, Toughness, Mobility, and Reaction.

 

Secondly, she has developed a powerful Personality Aura. She can summon amazing presence allowing her to mesmerize audiences, persuade difficult clients or argumentative rivals, become a living terror or Goddess to those surrounding her, or to shore up her own emotional strength. She can also bolster the personalities of others, inspiring them to ignore fear or imposing opposition.

 

Finally, like most of her clan back home, Adora's psychic defenses and willpower is very impressive, far beyond even most of the other Exiles.

 

Campaign Use: Environmental Conscience. A popular heroine who gives of her time and fame to help the planet and its people.

 

Appearance: Ultra Woman wears a form fitting and rather revealing white costume consisting of a French cut one piece suit with long sleeves a rather daring “U” shaped décolletage. (This is mirrored on the back) She wears thigh high blue boots and a matching belt. The belt has a gold buckle. Over this she wears a red cape attached to her shoulders with gold pins and a gold cord between them. She complains about her cheesecake image periodically but has never changed the costume. She wears gold bracers on her wrists, the one on her right arm holds her communications equipment.

 

Adora herself is a tall, lovely woman. Her blond hair is the color of gold and she wears it long. She has blue eyes and an athletic, bombshell build. When not acting as Ultra Woman, or in a purely spokeswoman fashion, she tends towards tailored suits with knee length skirts. Often white with blue or red blouses. On the rare occasions she is relaxing, she goes with jeans and tee shirts. She has a weakness for cute and her current trend is My Little Pony inspired clothing.

Link to comment
Share on other sites

Asterope (5e, 759pts)

 

ASTEROPE

Adrienne Whitemane (Wilcox)

 

Val Char Cost Roll Notes

40+30 STR 30 17- / 23- Lift 6400.0kg/409.6tons; 8d6/14d6 [4/7]

21 DEX 33 13- OCV: 7/DCV: 7

35+10 CON 50 16- / 18-

11+6 BODY 2 11- / 12-

13 INT 3 12- PER Roll 12-/14-

11 EGO 2 11- ECV: 4

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

18 COM 4 13-

 

20+10 PD 12 Total: 20/30 PD (10 rPD)

23+12 ED 16 Total: 23/35 ED (10 rED)

5 SPD 19 Phases: 3, 5, 8, 10, 12

15+2 REC 0

70+20 END 0

70+11 STUN 21 Total Characteristic Cost: 197

 

Movement: Running: 14"/26"/28"/52"

Leaping: 18"/36"

Swimming: 2"/4"

 

Cost Powers END

45 Biochemical Abilities: Multipower, 45-point reserve

4u 1) Bioelectric Burst: Low Voltage: Energy Blast 9d6 (45 Active Points) 4

4u 2) Bioelectric Lightning Bolt: RKA 3d6 (45 Active Points) 4

4u 3) Enormous Size: Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 6,400 kg, -4 DCV, +4 PER Rolls to perceive character, 8 m tall, 4 m wide), Reduced Endurance (0 END; +½) (45 Active Points) 0

 

Enormous Size

16 1) Gigantic Physique: +10 CON (20 Active Points); Linked to Growth (5 points per 15 points of Growth) (-¼)

16 2) Gigantic Defense: (Total: 20 Active Cost, 16 Real Cost) +10 PD (10 Active Points); Linked to Growth (5 points per 15 points of growth) (-¼) (Real Cost: 8) plus +10 ED (10 Active Points); Linked to Growth (5 points per 15 points of growth) (-¼) (Real Cost: 8) 0

3 3) Gigantic Eyes: +2 PER with Sight Group (4 Active Points); Linked to 30 AP of Growth (-¼) 0

4 4) Gigantic Eyes: Nightvision (5 Active Points); Linked to 30 AP of Growth (-¼) 0

24 5) Gigantic Legs: Running +12" (14"/26" total), Reduced Endurance (½ END; +¼) (30 Active Points); Linked (to Growth; -¼) 1

8 6) Gigantic Swing: +4 OCV with Sweep

24 7) Gigantic Toughness: (Total: 30 Active Cost, 24 Real Cost) Physical Damage Reduction, Resistant, 25% (15 Active Points); Linked to 30 points or more of Growth (-¼) (Real Cost: 12) plus Energy Damage Reduction, Resistant, 25% (15 Active Points); Linked to 30 or more points of Growth (-¼) (Real Cost: 12) 0

8 8) Impressiveness: +10 PRE (10 Active Points); Linked (to Growth, gains +5 PRE per 15 points of Growth; -¼)

21 9) Stentorian Voice: Hearing Group Images Increased Size (1,024" radius; +2 ½), +/-4 to PER Rolls, Reduced Endurance (0 END; +½) (68 Active Points); Set Effect (only to make character's voice really loud; -1), Instant (-½), No Range (-½), Limited Effect (Normal Hearing only; -¼) 0

 

Grace of Demeter

5 1) Ageless Beauty: Life Support (Longevity Immortal) 0

30 2) Bathes in Lightning: Energy Damage Reduction, Resistant, 75% (60 Active Points); Electrical Attacks Only (-1) 0

15 3) Farsight: +10 versus Range Modifier for Sight Group 0

20 4) I talk to the Animals: Animal Friendship

19 5) Immunities and Environmental Adaptations: Life Support (Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0

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

5 7) Ultraviolet Vision: Ultraviolet Perception (Sight Group) 0

 

Superhuman Physique

4 1) Large and In Charge: Knockback Resistance -2" 0

10 2) Leaper: Superleap +10" (18"/24" forward, 9"/12" upward) 1

16 3) Sprinter: Running +8" (14"/26" total) 2

5 4) Tougher than She looks: Lack of Weakness (-5) for Normal Defense 0

10 5) Tougher than a two dollar steak: Damage Resistance (10 PD/10 ED) 0

 

Pankration

Maneuver OCV DCV Notes

4 Bend Joint -1 +1 2d6 NND

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

4 Crush +0 +0 12d6 / 18d6 Crush, Must Follow Grab

4 Escape +0 +0 55 STR / 85 STR vs. Grabs

3 Grab -1 -1 Grab Two Limbs, 50 STR / 80 STR for holding on

3 Kick/Punch +1 +0 10d6 / 16d6 Strike

3 Legsweep +2 -1 9d6 / 15d6 Strike, Target Falls

3 Sacrifice Throw +2 +1 8d6 / 14d6 Strike; You Fall, Target Falls

1 Weapon Element: Cestus

 

Perks

5 Jet Set Perks: Fringe Benefit: International Driver's License, Membership: Member of the Solution, Passport

10 My entrance: Access: Utopian Institute (Hidden (-5 to Skill Rolls))

5 Network Access: Computer Link: UI Computers

10 Salary: Money: Wealthy

10 Solution In Motion: Vehicle Contribution

10 Solution Station: Base Contribution

3 Well-Connected

11 1) My Allies: Contact: Environmental Study Groups (Good relationship with Contact), Organization Contact (x3) (12 Active Points) 12-

4 2) My Goddess: Contact: Demeter (Contact has extremely useful Skills or resources, Good relationship with Contact) (5 Active Points) 8-

2 3) My Religion: Contact: Wiccan Groups (small Organization) (Good relationship with Contact) (3 Active Points) 11-

 

Skills

24 +4 with HTH and Ranged Combat

3 Breakfall 13-

3 Climbing 13-

3 Electronics 12-

3 Jack of All Trades

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

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

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

3 Linguist

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

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

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

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

3 Lockpicking 13-

3 Navigation (Land, Pick Something) 12-

3 Oratory 12- (14-)

3 Paramedic 12-

11 Power: Electrical Power Stunts 16-

3 Research 12-

3 Riding 13-

3 Scholar

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

1 2) KS: Environmental Groups (2 Active Points) 11-

1 3) KS: Environmental Law (2 Active Points) 11-

1 4) KS: Wicca (2 Active Points) 11-

3 Scientist

2 1) SS: Agricultural Engineering 12- (3 Active Points)

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

2 3) SS: Ecology 12- (3 Active Points)

2 4) SS: Environmental Engineering 12- (3 Active Points)

2 5) SS: Geology 12- (3 Active Points)

3 Security Systems 12-

3 Seduction 12- (14-)

3 Shadowing 12-

3 Stealth 13-

19 Survival 20-

3 Tracking 12-

3 Traveler

1 1) AK: Amazon Basin (2 Active Points) 11-

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

1 3) AK: Pacific Northwest (2 Active Points) 11-

1 4) AK: Sub-Saharan Africa (2 Active Points) 11-

1 5) CK: Portland, OR (2 Active Points) 11-

 

Total Powers & Skill Cost: 562

Total Cost: 759

 

200+ Disadvantages

15 Distinctive Features: Tall amazon-looking lass (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Enraged: When facing Destroyers of Earth: Uncommon, go 8-, recover 11-

15 Hunted: Conquest 8- (Occasionally) (As Pow; NCI; Harshly Punish)

20 Hunted: Covenant of Five 8- (Occasionally), More Powerful, NCI, Harshly Punish

20 Hunted: Iron Crusade 8- (Occasionally), More Powerful, NCI, Harshly Punish

15 Psychological Limitation: Defender of the Environment (Common; Strong)

20 Psychological Limitation: Devotee of Demeter (Common; Total)

10 Psychological Limitation: Impulsive, quick to act (Common; Moderate)

10 Reputation: Radical Environmentalist, Sometimes (8-) (Extreme)

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

409 Experience Points

 

Total Disadvantage Points: 759

 

Background/History: Adrienne Wilcox, aka Adrienne Whitemane, was a rebellious kid with social conscious streak. A girl from an Asian/Italian ancestry, she pretended to be a Native American (to give her environmental message more "Oomph") and protested, wrote congressman, sat in, spoke on television, smoked a lot of weed, and occasionally blew up buildings or cars. It was all fun and games until she and her friends went after the wrong polluting company. The company, a front for the Iron Crusade, took affront to the little eco-terrorists and had them followed and then acquired.

 

After some 'good natured' abuse the head of the genetics lab (the true purpose of the front company) decided to test several new "Super Serum" on the volunteers. The four that survived the initial tests were indeed transformed into super beings. One, Adrienne's boyfriend at the time, was thrilled with the rush his powers gave him. He gained tremendous telekinetic abilities and actually joined with the Iron Crusade as the villain Conquest. The other two went completely insane and attempted to escape and destroy the facility. They were put down by the guards and Conquest as his "initiation". Adrienne escaped in the confusion.

 

Calling herself the Amazon (a nod to both the Greek warrior women and the rain forests), she went back to work with the more fringe environmental groups. The Amazon was an effective saboteur and public figure for the "movement.” She excelled at lashing out and destruction against “corrupters and polluters” whoever they were. She joined a few pagan cults (mostly for the camaraderie) and they took care of her. Using down time to attend classes at various universities under assumed names, she became less and less sure of her direction in life.

 

One afternoon she attended a conference on Global Warming. The key note speaker was a woman claiming to be the Greek Goddess Demeter! At first, Adrienne was thrilled, surely Demeter, Goddess of the Earth and Agriculture would validate her worldview and strengthen her resolve.

 

However, the talk was not what she wanted to hear. Demeter did not speak of destroying property and lives; she didn't speak of the cruelty towards the animals of the planet by man. She didn't even seem concerned with the horrors of bioengineered fruits and vegetables!

Adrienne angrily denounced the woman, to the woman's amusement. In no mood to be smirked at by a false deity spewing filth, Adrienne struck her. This proved to be the turning point in her life. Demeter was unfazed by the blow, but not unaffected. Her eyes flashed and Adrienne suddenly found herself facing a being of vastly superior ability in her home dimension. After a sound thrashing with an equally unpleasant lecture, Adrienne realized that she had basically verbally and physically assaulted the Goddess of Nature that she had professed to worship.

 

Humbled and repentant, Adrienne asked Demeter to guide her.

 

When she returned to the Earth Realm three years later, she was a different woman. She turned herself in to the police and turned over evidence and testified to criminal activities by the groups she had once supported. Her jail time was short due to her cooperation and when she was released, a representative from the Utopia Institute, Aubrey Davis met her. A short time later Asterope (named for Atlas's Daughter and meaning "Lightning") made her first appearance with the Solution.

 

Personality/Motivation: Asterope is a changed woman in more ways than one. She sees that her actions were more about rebellion and destruction than helping the planet. She wanted to push people around and "punish" those she thought were guilty. Now she works tirelessly to aid the environment through management, science, and economic pressures. Since joining the Solution she has earned her doctorate. She works closely with UI's research division to seek ways to replenish the Earth's resources.

 

That doesn’t mean she is any less stubborn or shy about using her powers. She enjoys being a famous meta and has a series of rivalries ranging from friendly to “best not to have them in the same room.”

 

Likewise she has gone from "recreational paganism" to a devout worship of the Goddess Demeter. However, her faith is very private and while she donates time and money to wiccan groups and organizations, she generally does so anonymously.

 

Her hobbies include farming and brewing. She owns a microbrew in Oregon called "Mother Earth's Finest" and brews two beers (Regular, Stout) and Ale. The business is a hobby she runs with two of UI's Research Division technicians.

 

Quote: "Shut it!"

 

Powers/Tactics: Asterope is powerful enough at her normal height to give agents a beating. Her lightning power is generally reserved for inanimate objects, or at her lower level, keeping the lower powered foes out of the picture. When she's facing tougher opponents, and space permits, she uses her growth abilities. Of the Solution's three "Bricks" she is the median in terms of offence and the lightweight defensively. Demeter enhanced her abilities when she mentored Adrienne; she is much faster and more athletic than she was. In addition she has superior senses and minor divine nature gifts (survival skills, Animals love her, etc).

 

Campaign Use: Asterope is an environmental activist, Wiccan (Greek Orthodox *giggle*- my appologies), repentant former villainess. What’s not to like? She has become more and more level headed as the years have gone by and is often worried at the direction the Solution and UI sometimes go. She sees through some of the veils of altruism but for now the good far outweighs the greed. She donates a fair share of her income and as such actually has only a moderate fortune compared to the rest of her team. She is good friends with Ultra Woman, Granite, Silver Druid, and Sunrise.

 

Appearance: Asterope is tall, even at "normal" height she is approximately 6' 6" tall. She has long, straight, black hair and emerald green eyes. Her costume is white with gold trim on her boots, gloves, and belt. She wears a half mask and has a golden Lightning bolt on her left breast.

Link to comment
Share on other sites

Runaway (5e, 629pts)

 

RUNAWAY

Cassie Ferguson

 

Val Char Cost Roll Notes

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

23 DEX 39 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

15+15 PRE 5 12- / 15- PRE Attack: 3d6/6d6

16 COM 3 12-

 

8+34 PD 5 Total: 8/42 PD (0/14 rPD)

8+14 ED 3 Total: 8/22 ED (0/14 rED)

7+3 SPD 37 Phases: 2, 4, 6, 7, 9, 11, 12/2, 3, 4, 5, 6, 8, 9, 10, 11, 12

12 REC 8

50 END 0

35 STUN 2 Total Characteristic Cost: 146

 

Movement: Running: 6"/12"

Flight: 0"/50"/0"/100"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

50 Hyper-Running : Multipower, 62-point reserve, (62 Active Points); all slots Only In Contact With A Surface (-¼)

5u 1) Overdrive Running: Flight 25", Megascale (1" = 1 km; +¼) (62 Active Points); Only In Contact With A Surface (-¼) 6

5u 2) Super-Running: Flight 25", No Turn Mode (+¼) (62 Active Points); Only In Contact With A Surface (-¼) 6

 

75 Speedster Tricks: Multipower, 75-point reserve

2u 1) Afterimages: +8 with DCV (40 Active Points); Activation Roll 13- (-¾), Costs Endurance (-½), Does Not Apply Against Attackers With Physical Targeting Sense (-¼) 4

3u 2) Battering Ram: (Total: 48 Active Cost, 30 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 +6 with Grab-by, Move-by, Move-Through (Real Cost: 18) 3

4u 3) Dizzying Spin: Drain DEX 4d6 (40 Active Points) 4

3u 4) I'll Take Those!: Telekinesis (20 STR), Area Of Effect (6" Radius; +1 ¼), Selective Target (+¼) (75 Active Points); Only To Disarm/Grab Objects (-1), No Range (-½) 7

1u 5) Let's Wrap This Up: Entangle 4d6, 4 DEF (40 Active Points); Defense Depends On Material Used (-½), Extra Time (Full Phase, -½), No Range (-½), OIF (appropriate material of opportunity) (-½), Cannot Form Barriers (-¼) 4

3u 6) Moving Attack: Hand-To-Hand Attack +5d6, Area Of Effect (10" Line; +1 ¼) (56 Active Points); Linked To Running Or Other Movement Power (-½), Hand-To-Hand Attack (-½) 6

4u 7) Some Disassembly Required: Dispel Technological Objects 16d6, One At A Time (+¼) (60 Active Points); No Range (-½) 6

 

Legacy Speedster

7 1) I ain't afraid of you!: +15 PRE (15 Active Points); Only to defend against presence attacks (-1)

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

30 3) Me First!: Lightning Reflexes: +20 DEX to act first with All Actions

29 4) Rapid Healing: Healing 4 BODY, Reduced Endurance (0 END; +½), Persistent (+½) (80 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 ¼), Self Only (-½) 0

15 5) Speed To Spare: +3 SPD (30 Active Points); Costs Endurance (-½), Increased Endurance Cost (x2 END; -½) 6

6 6) Swift Sight: Sight Group: Megascale (1" = 1 km; +¼); Only To See Path Ahead While Moving With Mega-Scale (-½) for up to 25 Active Points (6 Active Points) 1

 

Solution Gear, all slots OIF (-½)

17 1) Broadcast Tracking: Detect Source Of Radio Transmissions A Large Class Of Things 12- (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (25 Active Points); OIF (-½) 0

6 2) Communications: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As Sight and Hearing Groups As Well As Radio Group (-½), OIF (-½) 0

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

4 4) Onboard Computer: Follower (6 Active Points); OIF (-½)

 

Speedster Martial Arts

Maneuver OCV DCV Notes

16 +4 HTH Damage Class(es)

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

5 Flying Grab -2 -1 Grab Two Limbs, 45 STR for holding on; FMove

5 Passing Disarm -1 -1 Disarm, 45 STR to Disarm roll; FMove

5 Passing Strike +1 +0 7d6 +v/5; FMove

5 Passing Throw +0 +0 7d6 +v/5; Target Falls; FMove

5 Rapid Punch +1 -2 11d6 Strike

 

Perks

5 Computer Access: Computer Link: UI Computers

5 Perks: Fringe Benefit: International Driver's License, Membership: Member of the Solution, Passport

5 Salary: Money: Well Off

10 Solution Station: Base Contribution

10 Solutions In Motion: Vehicle Contribution

10 Utopian Access: Access: Utopian Institute (Hidden (-5 to Skill Rolls))

 

Talents

3 At one with the Clock: Absolute Time Sense

3 Calculates like...well, Lightning: Lightning Calculator

3 Doesn't Get Lost: Bump Of Direction

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

8 Speedster Studiousness: Speed Reading: x1000

 

Skills

10 +2 with HTH Combat

6 +3 with "Super Running"

3 Breakfall 14-

5 Cramming

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

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

3 Paramedics 12-

19 Power: Speedster Tricks 20-

3 Scholar

1 1) KS: Charitable Organizations (2 Active Points) 11-

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

1 3) KS: The Environmental Protection Community (2 Active Points) 11-

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

1 5) KS: The Utopia Insittute (2 Active Points) 11-

1 6) KS: Video Games (2 Active Points) 11-

3 Stealth 14-

3 Streetwise 12- (15-)

2 Systems Operation (Communications Systems) 12-

3 Teamwork 14-

Total Powers & Skill Cost: 483

Total Cost: 629

200+ Disadvantages

5 DNPC: Dr Preston Sanderson (Father), Julius Sanderson (Grandfather) 8- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs)

10 Hunted: Dr Alchemy (Foe of her grandfather) 8- (As Pow; Harshly Punish)

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

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

15 Hunted: Utopian Istitute 11- (Mo Pow; NCI; Watching)

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

10 Psychological Limitation: Crush on Wyldfire (Common; Moderate)

10 Psychological Limitation: Impulsive; reckless (Common; Moderate)

15 Psychological Limitation: Overconfident (Common; Strong)

10 Reputation: Legacy Heroine, 11-

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

15 Social Limitation: Secret Identity (Frequently; Major)

279 Experience Points

Total Disadvantage Points: 629

 

Background/History: Cassie is the daughter of one of the board members of the Utopian Institute. Her grandfather was "Golden Age" speedster, The Outrunner. Dr. Ferguson didn't enter the costumed game himself as his speed abilities were much less impressive than his father's. He did however, gain the ability to read inhumanly fast and calculate complex formulae in his head at a computer like quickness. These attributes lead him to a life of academia. He married and found (not at all to his surprise) that his baby girl displayed superhuman speed at a young age.

 

Cassie had also inherited her father's mental enhancements. She has used her quick thinking to affect feats her grandfather never thought of using her superhuman speed. She has also gained a certain level of enhanced strength, endurance, and healing her predecessors lacked. Realizing that he couldn't stop her from becoming a superhero, Cassie's father asked the Solution to take her in.

 

Personality/Motivation: A bubbly, rambunctious, and kind-hearted young woman, Cassie is learning from her older team mates a lot about responsibility. She is still very young and impressionable, but has some very good role models to look up to. She has a crush on Wyldefire of the Lords of Justice.

 

Quote: "Nice try but you'll have to be quicker than that!"

 

Powers/Tactics: Runaway is a speedster with decent combat ability. Cassie has some skill as a hand to hand fighter, acts very quickly, can push herself to several actions per turn and has a lot of options to use in combat. Of course, she usually just rams into her opponents.

 

Campaign Use: Spunky Teen Age Heroine for life lessons and immanent peril.

 

Appearance: Cassie is a pretty teenager with a runner's physique. She wears a white costume with blue lightning bolts on the right size, a blue "R" over her heart, red opaque goggles, and blue boots. Her hair is blonde and she wears a ponytail that pokes out from the back of her cowl.

Link to comment
Share on other sites

Silver Druid (5e, 810 pts)

 

SILVER DRUID

David Hall

 

Val Char Cost Roll Notes

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

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

20 CON 20 13-

16 BODY 12 12-

18 INT 8 13- PER Roll 13-/15-

25 EGO 30 14- ECV: 8

25 PRE 15 14- PRE Attack: 5d6

14 COM 2 12-

 

8+15 PD 5 Total: 8/23 PD (0/15 rPD)

8+15 ED 4 Total: 8/23 ED (0/15 rED)

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

11 REC 8

40 END 0

40 STUN 6 Total Characteristic Cost: 151

 

Movement: Running: 7"/28"

Flight: 40"/80"

Leaping: 3"/6"

Swimming: 3"/12"

 

Cost Powers END

77 Nature Magic: Variable Power Pool (Magic Pool), 60 base + 30 control cost, (90 Active Points); Side Effects (Side Effect only affects the environment near the character; Should the Magic Skill Fail; great damage is done to the local Environment; -¼); all slots Gestures (-¼), Incantations (-¼)

 

37 Staff of the Silver Druid: Multipower, 75-point reserve, (75 Active Points); all slots OAF (-1)

2u 1) Briar Wall: Entangle 3d6, 4 DEF (Larger Wall (+2"), Stops A Given Sense Group Sight Group), Backlash (+½) (73 Active Points); Only To Form Barriers (-1), OAF (-1) 7

1u 2) Leafy Shackles: Entangle 5d6, 5 DEF (50 Active Points); Vulnerable (Very Common; bladed weapons; -1), Vulnerable (Very Common; fire; -1), OAF (-1), Requires Sufficient Plants (-½) 5

3u 3) Lightning Strike: Killing Attack - Ranged 3d6, Indirect (always comes from the sky; +¼) (56 Active Points); OAF (-1) 6

1u 4) Quarterstaff: (Total: 30 Active Cost, 9 Real Cost) Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-½), Required Hands Two-Handed (-½), STR Minimum (-½) (Real Cost: 6) plus +2 with HTH Combat (10 Active Points); OAF (-1), Required Hands Two-Handed (-½), Only for OCV (-½) (Real Cost: 3) 2

3u 5) Spell Of The Sudden Fog: Change Environment 8" radius (-4 to Sight Group PER Rolls), Reduced Endurance (0 END; +½), Uncontrolled (1d6+1 minutes, +1 minute per point by which the caster makes his Druidry roll; +½) (58 Active Points); OAF (-1), Limited Range (50"; -¼) 0

3u 6) Wind Blast: Energy Blast 8d6, Double Knockback (+¾) (70 Active Points); OAF (-1) 7

 

33 The Lights of Dawn: Multipower, 33-point reserve

3u 1) Dawn is Breaking: Sight Group Flash 4d6, Area Of Effect (One Hex; +½) (30 Active Points) 3

3u 2) Glare of the Sun: EB 2d6, Area Of Effect (One Hex; +½), AVLD (Sight Group Flash Defense; +1 ½) (30 Active Points) 3

2u 3) Daylight: Sight Group Images 1" radius, +/-4 to PER Rolls, Reduced Endurance (0 END; +½) (33 Active Points); Only To Create Light (-1) 0

 

45 Winds Of The Zephirim: Multipower, 45-point reserve

4u 1) Shared Wind: Flight 10", Reduced Endurance (½ END; +¼), Usable Simultaneously (up to 8 people at once; +1) (45 Active Points) 2

4u 2) Tireless Wind: Flight 15", Reduced Endurance (0 END; +½) (45 Active Points) 0

4u 3) World-Spanning Wind: Flight 15", MegaScale (1" = 1 km; +¼), Reduced Endurance (½ END; +¼) (45 Active Points) 2

 

Athletics

7 1) Jogger: Running +1" (7" total), Improved Noncombat Movement (x4) 1

6 2) Swimmer: Swimming +1" (3" total) (Improved Noncombat Movement (x4)) 1

 

Demeter's Transformation

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

5 2) Immortal: Life Support (Longevity Immortal) 0

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

4 4) Regeneration: Healing 1 BODY (10 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 ¼) 1

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

 

Personal Magics

30 1) Enchanted Robes & Armor Plates: Armor (15 PD/15 ED) (45 Active Points); OIF (-½) 0

2 2) Hawk's Vision: +2 PER with Normal Sight 0

10 3) Mystical Protections: Power Defense (10 points) 0

16 4) Ring of Cold Resistance: (Total: 26 Active Cost, 16 Real Cost) Armor (0 PD/15 ED) (24 Active Points); Only Works Against Cold (-½), IIF (-¼) (Real Cost: 14) plus Life Support (Safe in Intense Cold); IIF (-¼) (Real Cost: 2) 0

11 5) Temple of the Mind: Mental Defense (16 points total) 0

 

Solution Gear, all slots OIF (-½)

17 1) Broadcast Tracking: Detect Source Of Radio Transmissions A Large Class Of Things 13-/15- (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (25 Active Points); OIF (-½) 0

6 2) Communications: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As Sight and Hearing Groups As Well As Radio Group (-½), OIF (-½) 0

4 3) Onboard Computer: Follower (6 Active Points); OIF (-½)

 

Perks

5 Computer Access: Computer Link: UI Computers

15 Grove Sanctuary: Base (Sacturary/Grove)

5 Perks: Fringe Benefit: International Driver's License, Membership: Member of the Solution, Passport

10 Personal Wealth: Money: Wealthy

10 Solution Station: Base Contribution

10 Solutions In Motion: Vehicle Contribution

10 Utopian Access: Access: Utopian Institute (Hidden (-5 to Skill Rolls))

3 Well-Connected

3 1) A colleague: Contact: Nilrem (Contact has extremely useful Skills or resources) (4 Active Points) 8-

8 2) Allies: Contact: Environmentalism Movement (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-

3 3) I don't know why she Appears: Contact: Emissary of Demeter, Spirit Contact (x2) (4 Active Points) 11-

5 4) I have friends...: Contact: Business World (Contact has access to major institutions, Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 8-

5 5) I work well with them: Contact: EPA (Contact has access to major institutions, Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 8-

5 6) The Boss: Contact: Demeter (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) (6 Active Points) 8-

14 7) The Order: Contact: The Order of Nimue (Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (15 Active Points) 11-

 

Talents

15 Dr. Doolittle, Line One: Beast Speech

3 North is this way: Bump Of Direction

20 Supreme Environmental Movement: 20pts worth of Environmental Movement. Natural World only (ie no Drunk Fighting, etc)

20 Warden of Fauna: Animal Friendship

 

Skills

15 +3 with Ranged Combat

3 Bribery 14-

3 Bureaucratics 14-

3 Conversation 14-

3 High Society 14-

3 Interrogation 14-

3 Linguist

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

2 2) Language: French (Idiomatic, native accent) (4 Active Points)

3 3) Language: Gaelic (Idiomatic, native accent) (4 Active Points)

3 4) Language: German (Idiomatic, native accent) (4 Active Points)

3 5) Language: Greek (Koine) (Idiomatic, native accent) (4 Active Points)

3 6) Language: Latin (Idiomatic, native accent) (4 Active Points)

3 Oratory 14-

4 PS: CEO 13-

3 Persuasion 14-

17 Power: Magic Skill 21-

3 Scholar

2 1) KS: Arcane Knowledge (3 Active Points) 13-

1 2) KS: Business Law (2 Active Points) 11-

2 3) KS: Business Management (3 Active Points) 13-

1 4) KS: Charitable Organizations (2 Active Points) 11-

2 5) KS: Druidic Magic (3 Active Points) 13-

6 6) KS: Finance (7 Active Points) 17-

2 7) KS: Pharmaceutical Industry (3 Active Points) 13-

1 8) KS: Stock Market (2 Active Points) 11-

1 9) KS: The Environmental Protection Community (2 Active Points) 11-

1 10) KS: The Utopia Insittute (2 Active Points) 11-

2 11) KS: Theurgy (3 Active Points) 13-

3 Seduction 14-

3 Stealth 13-

3 Streetwise 14-

16 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Underground, Urban) 13-

3 Tracking 13-

3 Trading 14-

1 Weapon Familiarity: Quarterstaff

Total Powers & Skill Cost: 659

Total Cost: 810

 

200+ Disadvantages

5 Distinctive Features: Mystic Aura (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

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

15 Hunted: Environmentally Unfriendly Corporations 8- (Occasionally) (As Pow; NCI; Harshly Punish)

15 Hunted: Utopian Istitute 11- (Mo Pow; NCI; Watching)

10 Hunted: Blight Master 8- (Occasionally), As Powerful, Harshly Punish

20 Psychological Limitation: Code of the Hero Common, Total

15 Psychological Limitation: Seeks Balance between Man and Nature (Very Common; Moderate)

15 Psychological Limitation: Seeking redemption Common, Strong

10 Reputation: Powerful Sorcerer, Frequently (11-)

15 Social Limitation: Secret Identity: David Hall Frequently (11-), Major

10 Susceptibility: Heavy Pollution 2d6 damage per Minute Uncommon

460 Experience Points

Total Disadvantage Points: 810

 

Background/History: David Hall was a big name in big pharmaceutical. He was a hard-driving innovator and business was good to him. Rocketing up the ladder, he'd married his boss’s daughter and was on the fast track to take over as CEO when the old man stepped down. Never really concerned with how his company made its money, David cut costs and cut corners. Sure, he said all the right things when interviewed and his record was clean but it was all a lie; he spun a web of deceit and graft, paying handsomely to have his abuses hidden; he bribed officials and crushed enemies. He was on the golden path to hell to tell the truth and he didn’t care.

 

David's secrets extended to his personal life. He'd kept his high school sweetheart in a house in the country. They had two kids and he was positioning himself for the day when he could divorce his wife and be with the woman he loved.

 

Then his daughter became ill, then his son, and finally his beloved. David had no knowledge of this of course; unable to risk being found out for his polygamy – it would ruin his career, he spent so little time with them that he was unaffected. Once he found out they were suffering he abandoned everything to take care of them, putting his personal fortune aside getting the best medical care he could. His career, his sham of a marriage and his reputation were ruined but even worse, the illness had gone untreated too long and his family died.

 

Devastated, David sunk much of his remaining fortune into investigating their deaths. He'd seen enough of their medical records to be suspicious.

 

The truth was crueler than anything he had ever known. His family, the one chink in his armor; he had killed them. The local manager of his biochemical/pharmaceutical company had disposed of chemical waste in a local river. It was far away from the community and would only affect some of the "mountain people."

 

David's other home was in the area. It was a beautiful mansion hidden away from the pressures of the city - and directly downstream from the secret dump site. The pollutants his company dumped poisoned his family and left him a hollow shell of a man.

 

For weeks David tried to drink himself to death. He was tormented by nightmares of his family in anguish. He ended each night with his gun in his mouth trying to find the strength to pull the trigger. Then a second chance walked through the door. Demeter, the Goddess of Nature appeared before him and offered him a chance to put his past to right. Then she summoned to her side her daughter Persephone. The Queen of the Underworld had with her three souls who had recently been remanded to her care; David’s family. He agreed in a heartbeat – serve the Earth in life and when he passed he’d be taken to Olympia to be with his family. They told him to make them proud.

 

Dave awoke at his office. He called the feds and turned himself and his company in, receiving whistle-blower protection from prosecution (indeed they felt he’d suffered enough) he set the Pharmaceutical Industry on its ear for a few years. He was later hired by the Utopian Institute as a consultant and then a full time partner.

 

After a year, he arrived at work one day and found a book on his desk. It was black leather, bound with silver. The words, which were alien at first, soon burned into his mind. David left his office that day, not just as David Hall, but as the Silver Druid.

 

Personality/Motivation: David, like Asterope and Granite, is a devotee to the Goddess Demeter. He's found some peace with his life but is a surprisingly reckless hero. In his eyes life is something of a penance. He doesn't really hold it as sacredly as he once did. Selfishness kind of repulses him now. He's become something of a softy - unless you harm innocents.

 

As the Silver Druid, he is the more mysterious member of the Solution, he and Alex butt heads on the direction of the team and he finds some of the more money oriented schemes of the Institute distasteful. He has considered leaving the Solution in the capable hands of his fellow heroes and focusing the bulk of his efforts to keep the Utopian Institute on the level.

 

He has formed at least polite acquaintances with many of the mystical movers and shakers on the planet. The Silver Druid feels his roll is not so much a defender of nature from the corruption of man (though he is that) as he is a protector and steward of Nature and Civilization's balance.

 

Quote: "Shields of Stone, Blades of Wind, hear my call - this battle we must win!"

"Look, John, this stuff is dangerous; do you want your kids to play around it? Then why is okay to let someone else’s kids do it?"

 

Powers/Tactics: A typical mystic superhero. He has a magic VPP and controls the four elements and esoteric plant based spells.

 

Campaign Use: A white wizard with a nature bent. He is also an influential member of the Utopian Institute's Board of Directors and a skillful lobbyist and businessman.

 

Appearance: David Hall is of average height and weight. He has brown hair streaked with silver, and brown eyes. These days he's something of a ruggedly handsome man with a rough-hewed build and still likes to sport the beard. When not acting the hero, he wears gray suits with white shirts, black ties, and a silver pin in the shape of a rose with wings.

 

The silver druid wears white robes covered by silver chain armor and gauntlets. His boots are black. The Staff of the Silver Druid appears to be made of silver inlaid with mother of pearl. It is 6 feet long, the middle three feet is rounded and has inlaid grooves for gripping, the ends are hexagonal and depict nature side by side with civilization.

Link to comment
Share on other sites

Ms. Savage (5e, 732pts)

 

MS. SAVAGE

Constance Delilah Allingham

 

Val Char Cost Roll Notes

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

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

20 CON 20 13-

15 BODY 10 12-

18 INT 8 13- PER Roll 15-

16 EGO 12 12- ECV: 5

25 PRE 15 14- PRE Attack: 5d6

20 COM 5 13-

 

10+14 PD 5 Total: 10/24 PD (0/14 rPD)

10+14 ED 6 Total: 10/24 ED (0/14 rED)

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

10 REC 2

40 END 0

40 STUN 2 Total Characteristic Cost: 172

 

Movement: Running: 9"/18"

Leaping: 6"/12"

Swimming: 2"/4"

Swinging: 12"/24"

 

Cost Powers END

Feminine Wiles - and accoutrements

13 1) Sexy Distraction: Mind Control 10d6 (50 Active Points); Set Effect (pay attention only to me, ignore other non-threatening activity going on around you; -1), Effect Ends Immediately If Anyone Directly Threatens Target (-½), No Range (-½), Requires A Seduction Roll (-½), Only Works On Persons Of Appropriate Sexual Orientation (-¼) 5

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

 

Solution Gear, all slots OIF (-½)

17 1) Broadcast Tracking: Detect Source Of Radio Transmissions A Large Class Of Things 15-/13- (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (25 Active Points); OIF (-½) 0

6 2) Communications: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As Sight and Hearing Groups As Well As Radio Group (-½), OIF (-½) 0

16 3) Nemon- Light Armor: Armor (8 PD/8 ED) (24 Active Points); OIF (-½) 0

4 4) Onboard Computer: Follower (6 Active Points); OIF (-½)

11 5) Survival Knife: (Total: 24 Active Cost, 11 Real Cost) HKA 1d6 (2d6 w/STR), Reduced Endurance (0 END; +½); OAF (-1), No Knockback (-¼) (Real Cost: 10) plus +1 with Survival; OAF (-1) (Real Cost: 1) 0

24 6) Throwing Knife: (Total: 22 Active Cost, 24 Real Cost) HKA ½d6 (1d6+1 w/STR), Reduced Endurance (0 END; +½); OAF (-1), No Knockback (-¼) (Real Cost: 7) plus Ranged for HKA 1d6+1: Range Based On STR (+¼), Reduced Endurance (0 END; +½); 1 Recoverable Charge (-1 ¼), OAF (-1) for up to 10 Active Points (Real Cost: 7) [1 rc]

Notes: (x4 number of items)

 

Super Survivalist

6 1) Acrobatic: Leaping +1" (6" forward, 3" upward) (Accurate) 1

1 2) Can Find Food Anywhere: LS (Eating: Character only has to eat once per week); Requires A Survival Roll (-½), 1 Continuing Fuel Charge lasting 1 Week (-0) [1 cc]

6 3) Contortionist's feet: Extra Limbs (feet usable as hands) (1), Inherent (+¼) (6 Active Points) 0

30 4) Hero's Luck: Luck 6d6 0

8 5) Jungle Travel: Swinging 12" (12 Active Points); OIF (vines of opportunity; -½) 1

2 6) Pearldiver's Lungs: LS (Extended Breathing: 1 END per Minute) 0

6 7) Senses As Keen As An Animal's: +2 PER with all Sense Groups 0

7 8) Strong Willed: Mental Defense (10 points total) 0

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

 

Lost World Elixirs

4 1) Environmental Resilience: Life Support (Safe in Intense Cold; Safe in Intense Heat) 0

3 2) Ageless Beauty: Life Support (Longevity: 800 Years) 0

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

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

 

Beast Fu

Maneuver OCV DCV Notes

12 +3 HTH Damage Class(es)

4 Boar's Charge +0 -2 10d6 +v/5 Strike, FMove

4 Cobra Strike +2 +0 10d6 Strike

3 Legsweep +2 -1 9d6 Strike, Target Falls

4 Martial Block +2 +2 Block, Abort

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

4 Martial Escape +0 +0 55 STR vs. Grabs

3 Martial Grab -1 -1 Grab Two Limbs, 50 STR for holding on

3 Martial Throw +0 +1 8d6 +v/5, Target Falls

4 Nerve Strike -1 +1 3 ½d6 NND

5 Offensive Strike -2 +1 12d6 Strike

5 Passing Strike +1 +0 8d6 +v/5; FMove

5 Passing Throw +0 +0 8d6 +v/5; Target Falls; FMove

4 Python's Crush +0 +0 12d6 Crush, Must Follow Grab

1 Weapon Element: Blades

1 Weapon Element: Polearms and Spears

 

Perks

1 Animal Companion(s): Followers (one or more animal companions) (cost varies) (0 Active Points)

6 Contacts (6 points' worth)

11 Contacts: 11 points' worth, representing famous or influential people the character knows through his family and exposure to Society

Notes: Oops! This portion is unfinished. Will update when I get the chance.

5 Computer Access: Computer Link: UI Computers

5 Perks: Fringe Benefit: International Driver's License, Membership: Member of the Solution, Passport

8 Has Returned to Civilization: Money: Wealthy

10 Solution Station: Base Contribution

10 Solutions In Motion: Vehicle Contribution

10 Utopian Access: Access: Utopian Institute (Hidden (-5 to Skill Rolls))

 

Talents

20 Gifted Linguist: Universal Translator 18- (25 Active Points); Learnable Earth Languages Only (see text; -¼)

20 Who's a beautiful rhinocerous? You are!: Animal Friendship

12 Bullet-Proof Hotness: Combat Luck (6 PD/6 ED)

2 Wilderness Swiftness: Environmental Movement (no penalties on thick underbrush)

 

Skills

16 +2 with All Combat

10 +2 with Interaction Skills

5 Acrobatics 15-

3 Breakfall 14-

3 Bureaucratics 14-

11 Climbing 18-

3 Contortionist 14-

3 Conversation 14-

3 High Society 14-

3 Interrogation 14-

3 Jack of All Trades

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

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

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

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

3 Linguist

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

1 2) Language: Afrikaans (completely fluent) (3 Active Points)

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

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

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

2 6) Language: French (idiomatic) (4 Active Points)

1 7) Language: Greek (Koine) (fluent conversation) (2 Active Points)

3 Lockpicking 14-

2 Navigation (Land) 13-

3 Persuasion 14-

3 Riding 14-

3 Scholar

1 1) KS: Big Game Animals (2 Active Points) 11-

1 2) KS: Flora And Fauna (2 Active Points) 11-

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

2 4) KS: Lost/Hidden Civilizations (3 Active Points) 13-

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

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

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

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

3 Security Systems 13-

3 Seduction 14-

3 Shadowing 13-

3 Sleight Of Hand 14-

5 Stealth 15-

3 Streetwise 14-

7 Survival 15-

7 TF: Common Motorized Ground Vehicles, Riding Animals, Carts & Carriages, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles

3 Teamwork 14-

5 Tracking 14-

3 Trading 14-

3 Traveler

1 1) AK: African Mediteranian (2 Active Points) 11-

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

1 3) AK: Lost World (2 Active Points) 11-

1 4) AK: New South Wales (2 Active Points) 11-

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

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

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

1 8) CK: Sydney (2 Active Points) 11-

1 9) CuK: Egyptian (2 Active Points) 11-

1 10) CuK: Nigerian (2 Active Points) 11-

7 WF: Common Melee Weapons, Common Missile Weapons, Small Arms, Off Hand

 

Total Powers & Skill Cost: 560

Total Cost: 732

 

200+ Disadvantages

10 Dependent NPC: Dalton Brown, Nephew 8- (Normal)

15 Enraged: When those under her protection are harmed (Uncommon), go 11-, recover 11-

10 Hunted: Imowen the Huntress 8- (As Pow; Harshly Punish)

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

15 Hunted: Lord Kellan Highwater 11- (As Pow; NCI; Limited Geographical Area: Lost Lands; Capture)

Notes: A rival from her past, though she doens't know the extent of his desire to possess her.

15 Psychological Limitation: Overconfident (Very Common; Moderate)

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

10 Psychological Limitation: Sensual: loves new experiences and challenges of the phsysical being (Common; Moderate)

10 Psychological Limitation: Thrill Of The Hunt (will go out of her way for an entertaining hunt, won't "cheat" or use unfair tactics, and so on) (Common; Moderate)

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

10 Social Limitation: Fish out of Water...and time. - 2 with Interaction skills in the Modern Era (Frequently; Minor)

15 Social Limitation: Secret Identity (Frequently; Major)

382 Experience Points

 

Total Disadvantage Points: 732

Background/History: Ms Savage is the daughter of "Lady Donna" Allingham, a turn of the century British adventurer and explorer whose life and subsequent disappearance in 1927 has lead to a highly fictionalized legend. Lady Donna was seen as a feisty sidekick/damsel in distress for much of the accomplishments of her paramour Lord Shelton Savage, who was something of a "Great White Hunter" or "Jungle King."

 

When she disappeared on their adventures to a "Lost Kingdom," he returned to London and enjoyed his celebrity until the outbreak of World War I when he served his country. He spent the Second World War as a reporter and moved to the states. In the early 50's he wrote his memoires and Lady Donna finally got her due.

 

It turns out that when they found the Lost World, Lady Donna was courted by one of the natives. Lord Savage was something of a philanderer and Donna finally got fed up. The noble chief of the Lost World’s strongest tribe was everything that Savage wasn’t as far as marriage material went so she stayed with him and raised her family.

 

Decades later, oldest daughter Constance decided to return to her mother's homeland only to find she was woefully unprepared for the modern day. She found her mother's sister had married and passed away but managed to find her grandson, a member of the Utopia Institute’s London offices. He quickly realized his bizarre great-aunt would be a marvelous resource for the organization. Taking the moniker Ms. Savage as a nod to her mother's past, she joined the Solution.

 

Personality/Motivation: From another culture and another time, Constance has had some issues adjusting. She's got a rather sensual outlook on life and kind of overcompensates in some ways. She sees herself as a witty femme fatale but some might find her an oversexed bimbo - to their peril.

 

Connie gets along quite well with her fellow heroes of the Solution though she wishes they were more active in battleing the forces of evil - she wants to match wits with super criminals and subsequently enjoys outings with Sunrise and Runaway more than the "Stup Speech Tours" she feels the team spends too much time on. She also serves as something of a foil to the "stuffy" Ultra Woman.

 

She also has a desire to protect the dwindling wildlire of the world, in part because many of the species are proud hunters and she relishes the opportunity to hunt them herself. So...she's not on PETA's mailing list.

 

Quote: "I'll give you a five second head start."

 

Powers/Tactics: Ms Savage has metahuman level physical attributes due to her upbringing in the lost world that included regular ingestion of alchemical potions and elixers as well as training with her tribe's finest hunters and warriors. In addition to her heightened characteristics she is highly resistant to pain, almost immune to temperature extremes, and has a much greater lifespan. Coupled with the Lost World's slightly slower time passage, her appearance is no where near her estimated 82 yeas of age.

 

An acrobatic hand to hand fighter who is well versed with using her fists, feet, and a couple of knives she carries with her for emergencies, Ms. Savage is a pulp heroine style throw back. She's also well aware of the effect her charms have on some and will gladly use them to her (non combat) advantage.

 

Campaign Use: Ms. Savage could be considered the Solution's espionage specialist - she's their best tracker/skulker by far and on certain levels she is an expert at interpersional communication. Once she gets up to snuff on the finer points of society she'll be even better.

 

She's also likely to be interested in anyone with "animal" or "feral" powers and seek to possibly have a game of hunt. And she likes the company of handsome men. A lot.

 

Appearance: In her day to day activities, Constance dresses with modest flair. She prefers business suits with skirts or print dresses. When at social functions she goes all out and dressest to the nines with a nod to her mother's era though a bit more scandelous on occason.

 

As Ms. Savage, she wears a white cat-suit style costume with white fur at the décolletage, as well as the tops of her boots and gloves. She carries he knives in sheaths at her black belt and her communications gear is a silvery armband worn on her left bicep. She wears a thin black domino mask.

Link to comment
Share on other sites

Granite (5e, 720 pts)

 

GRANITE

 

 

Val Char Cost Roll Notes

55 STR 30 20- Lift 51.2tons; 11d6 [5]

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

50 CON 80 19-

25 BODY 30 14-

10 INT 0 11- PER Roll 11-

15 EGO 10 12- ECV: 5

30 PRE 20 15- PRE Attack: 6d6

8 COM -1 11-

 

20+15 PD 6 Total: 20/35 PD (15/30 rPD)

20+15 ED 7 Total: 20/35 ED (15/30 rED)

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

20 REC -2

100 END 0

100 STUN 22 Total Characteristic Cost: 232

 

Movement: Running: 6"/12"

Leaping: 11"/22"

Swimming: 2"/4"

Tunneling: 0"/8"/0"/16"

 

Cost Powers END

50 Mace of Mother Earth: Multipower, 75-point reserve, (75 Active Points); all slots Restrainable (-½)

5u 1) Meteor Strike: Energy Blast 10d6, Explosion (+½) (75 Active Points); Restrainable (-½) 7

5u 2) Dust Storm: Darkness to Sight and Hearing Groups 6" radius, Alterable Size (70 Active Points); Restrainable (-½) 7

4u 3) Earth Moving: Telekinesis (50 STR) (75 Active Points); Only vs Earth/Stone (-½), Restrainable (-½) 7

4u 4) Stone Cage: Entangle 6d6, 6 DEF (60 Active Points); Restrainable (-½) 6

5u 5) Stone Shape: Minor Transform 3d6 (Stone to Formed Stone), Cumulative (+½), Improved Target Group (+1) (75 Active Points); Restrainable (-½) 7

2u 6) Stone Sledge: Hand-to-Hand Attack +6d6, Reduced Endurance (0 END; +½) (45 Active Points); Hand-To-Hand Attack (-½), Restrainable (-½) 0

5u 7) Stone Wall: Force Wall (12 PD/12 ED) (Opaque Sight Group) (70 Active Points); Restrainable (-½) 7

4u 8) Stone's Throw: Energy Blast 12d6 (60 Active Points); Restrainable (-½) 6

Notes: This is hurling the Mace at the target. It returns magically to Granite's hand

 

Earth Elemental Form

19 1) Skin of Stone: Damage Resistance (15 PD/15 ED), Hardened (+¼) (19 Active Points) 0

87 2) Body Of Stone: (Total: 96 Active Cost, 87 Real Cost) Armor (15 PD/15 ED) (45 Active Points); Visible (-¼) (Real Cost: 36) plus +15 STR (Real Cost: 15) plus +3 PD, Hardened (+¼) (8 Active Points) (Modifiers affect Base Characteristic) (Real Cost: 8) plus +3 ED, Hardened (+¼) (8 Active Points) (Modifiers affect Base Characteristic) (Real Cost: 8) plus Knockback Resistance -10" (Real Cost: 20) 1

9 3) Feet of Clay: Clinging (65 STR) (14 Active Points); Only to Stone/Earth (-½) 0

24 4) Sense Vibrations: Detect Physical Vibrations (Touch Group) 11- (Unusual Group), Discriminatory, Range, Targeting Sense (30 Active Points); Only In Contact With Ground (-¼) 0

50 5) Terran Life Support: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare 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

70 6) Tunnel Creation: Tunneling 8" through 10 DEF material, Fill In, Reduced Endurance (½ END; +¼) (70 Active Points) 3

 

Solution Gear, all slots OIF (-½)

17 1) Broadcast Tracking: Detect Source Of Radio Transmissions A Large Class Of Things 11- (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (25 Active Points); OIF (-½) 0

6 2) Communications: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As Sight and Hearing Groups As Well As Radio Group (-½), OIF (-½) 0

4 3) Onboard Computer: Follower (6 Active Points); OIF (-½)

 

Perks

5 Computer Access: Computer Link: UI Computers

5 Perks: Fringe Benefit: International Driver's License, Membership: Member of the Solution, Passport

5 Salary: Money: Well Off

10 Solution Station: Base Contribution

10 Solutions In Motion: Vehicle Contribution

10 Utopian Access: Access: Utopian Institute (Hidden (-5 to Skill Rolls))

 

Skills

10 +2 with Mace of Mother Earth

15 +3 with HTH Combat

3 Analyze: Stonework 11-

3 Bureaucratics 15-

3 Conversation 15-

3 Hoist 11-

3 Language: English (completely fluent)

0 Language: Geos (Earth Elemental Native Tongue) (idiomatic) (4 Active Points)

1 Language: Greek (Koine) (basic conversation)

3 Navigation (Dimensional, Land) 11-

2 PS: Ranch Hand 11-

2 SS: Geology 11-

3 Scholar

1 1) KS: Charitable Organizations (2 Active Points) 11-

2 2) KS: Geomancy (3 Active Points) 12-

1 3) KS: The Elemental Planes (2 Active Points) 11-

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

1 5) KS: The Utopia Institute (2 Active Points) 11-

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

10 Survival (Desert, Mountain, Underground) 13-

3 Teamwork 12-

2 WF: Common Melee Weapons

 

Total Powers & Skill Cost: 488

Total Cost: 720

 

200+ Disadvantages

20 Distinctive Features : Earth Elemental (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

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

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

5 Physical Limitation: Cannot Swim (Infrequently; Slightly Impairing)

5 Physical Limitation: Tremendous Weight (700+ lbs) (Infrequently; Slightly Impairing)

15 Psychological Limitation: Cannot Tell a Lie Uncommon, Total

20 Psychological Limitation: Protector of the Innocent Common, Total

15 Psychological Limitation: Worships Demeter Common, Strong

15 Social Limitation: Public Identity (Frequently; Major)

10 Vulnerability: Sonic Based Attacks (Common)

370 Experience Points

 

Total Disadvantage Points: 720

 

Background/History: Granite is the result of magic gone awry. Originally a mindless construct from the elemental plane of Earth summoned by the Enchantress to destroy whatever champions of the Earth opposed her at the time. During the combat, one of the heroes, a terrokinetic (ability to control earth and stone) attempted to wrest control from the mistress of arcane and the creature awakened.

 

Frightened by its sudden awareness, the elemental escaped the conflict. The being wandered the Earth and found it to be confusing and frightening the creatures were by and large threatening and terribly soft and easily broken. So it wandered far away from civilization when it could but constantly found itself drawn to humanity out of curiosity and loneliness.

 

One day a kindly old man found the brooding stone man hiding near his Montana ranch. He took the being back to his home and began educating it about the world it was in. Teaching the surprisignly quick study english as well as how to help him with his livestock, he dubbed the large being Granite. Taking this knowledge and bidding its first friend goodbye, the stone man once again wandered the world, this time a little less afraid.

 

During these travels it became he and his encounters with humans became increasingly positive. Speaking the language and using his abilities to aid those he came across made life easier. Granit met many who offered him knowledge and friendship.

 

In 2005, Granite was lending the assistance he could to sufferers of hurricane Katrina and encountered a kind woman with an aura of power. It was after helping her rebuild houses and clear debris she revealed that she was the Greek Goddess Demeter.

 

A few months later, Demeter reappeared to Granite and informed him that she had chosen him as one of her champions. She then gave him the Mace of Mother Earth and bid him to find some of her other champions this lead to his joining the Solution. Granite recently became a citizen of the United States.

 

Personality/Motivation: Granite is guileless, helpful, cheerful, and in many ways a child. Having had sentience for less than ten years, he has been learning a lot in a short amount of time. He gets along very well with most people and astoundingly well with AI's and other awakened beings.

 

He is fascinated by science and is astounded by the good humanity can do when it sets its mind to it. He is a bit nervous around the Green Knight, who is kind of dismissive of the earth elemental as anything more than a "tool" or a pet. Alex keeps this hidden from the rest of the team and Granite finds the behavior from the normally sincere and idealistic Aries to be very confusing. He wonders if he isn't misinterpreting it.

 

Quote: "Granite friend."

 

Powers/Tactics: An earth elemental with a magic earthen mace. He is far more versatile than he appears. He tends to fight aggressively, that was the only thing from his past that still drives him. But he also uses his enchanted mace to repair damage done during his fights when he can.

 

Campaign Use: Granite has ventured to his "Home Plane" and is a qualified expert on it as well as the other elemental planes. He completes the Solution's mystical Trifecta and works very good as the outsider voice of reason in many discussions.

Appearance: Granite looks like, well, granite. He is just over six feet tall and weighs several hundred pounds. He looks rather like an unfinished statue. He wears white trunks with a blue stripe and a broad golden belt. His Comlink is built into a silver armband he wears on his left bicep. His Mace of Mother Earth is black marble with silver bands at either side of the head and ivory inlaid in the handle. It has a leather tether for twirling and hurling.

Link to comment
Share on other sites

Sunrise (5e, 769pts)

 

SUNRISE

Michael Morning

 

Val Char Cost Roll Notes

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

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

20 CON 20 13-

11 BODY 2 11-

18 INT 8 13- PER Roll 13-

13 EGO 6 12- ECV: 4

18+10 PRE 8 13- / 15- PRE Attack: 3 ½d6/5 ½d6

12 COM 1 11-

 

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

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

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

7 REC 0

100 END 30

30 STUN 1 Total Characteristic Cost: 147

 

Movement: Running: 6"/12"

Flight: 15"/60"

Leaping: 4"/8"

Swimming: 2"/4"

 

Cost Powers END

125 Fiery Arsenal: Multipower, 125-point reserve

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

6u 2) Dispelling The Darkness: Dispel Darkness to Sight Group 20d6 (60 Active Points) 6

12u 3) Fire Bolt: RKA 4d6, Reduced Endurance (0 END; +½), Increased STUN Multiplier (+½) (120 Active Points) 0

6u 4) Firestorm: Killing Attack - Ranged 2d6, Personal Immunity (+¼), Area Of Effect (7" Radius; +1), Continuous (+1) (97 Active Points); No Range (-½) 10

5u 5) Flamethrower Blast: Energy Blast 7d6, Area Of Effect (15" Cone; +1 ¼) (79 Active Points); No Range (-½) 8

12u 6) Heat Blast: Energy Blast 10d6, Reduced Endurance (0 END; +½), No Normal Defense (LS:Vacuum, Fire Powers) (+1) (125 Active Points) 0

12u 7) Photonic Beam: Energy Blast 16d6, Reduced Endurance (0 END; +½) (120 Active Points) 0

11u 8) Sunburst: (Total: 125 Active Cost, 113 Real Cost) Energy Blast 12d6, Explosion (+½) (90 Active Points) (Real Cost: 90) plus Sight Group Flash 4d6, Explosion (-1 DC/2"; +¾) (35 Active Points); Linked (Energy Blast; -½) (Real Cost: 23) 12

12u 9) Sunrise Special: Sight Group Flash 10d6, Reduced Endurance (0 END; +½), Area Effect: Radius (+1) (125 Active Points) 0

6u 10) 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

2u 11) Welding: Major Transform 1d6 (two pieces of metal into one, heals back by being broken or separated by force), Reduced Endurance (½ END; +¼), Continuous (+1) (34 Active Points); No Range (-½), Requires A PS: Arc Welder Roll (-¼) 1

 

15 Light/Heat Control: Elemental Control, 30-point powers

11 1) Create Light: Sight Group Images x8" Radius (+¾), +4 to PER Roll (38 Active Points); Only To Create Light (-1) 4

15 2) Glow of Protection: Force Field (12 PD/12 ED), Hardened (+¼) (30 Active Points) 3

30 3) Illumination: Change Environment 32" radius (-6 to Sight Group PER Rolls) (45 Active Points) 4

15 4) Light Being: Faster-Than-Light Travel (3 Light Years/day) (30 Active Points) 0

15 5) Light Bending: Invisibility to Hearing Group (10 Active Points) 1

28 6) Wings of Light and Flame: (Total: 45 Active Cost, 42 Real Cost) Flight 15", x4 Noncombat (Real Cost: 35) plus +10 PRE (10 Active Points); Linked (Wings of Light and Flame; -½) (Real Cost: 7) 3

 

Fire/Light Powers

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

5 2) Eyes of Fire: Sight Group Flash Defense (5 points) 0

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

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

5 5) Sense Temperature: Detect Temperature 13- (Unusual Group), Sense 0

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

5 7) Ultravision: Ultraviolet Perception (Sight Group) 0

 

Solution Gear, all slots OIF (-½)

17 1) Broadcast Tracking: Detect Source Of Radio Transmissions A Large Class Of Things 13- (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (25 Active Points); OIF (-½) 0

6 2) Communications: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As Sight and Hearing Groups As Well As Radio Group (-½), OIF (-½) 0

4 3) Onboard Computer: Follower (6 Active Points); OIF (-½)

 

Aikido

Maneuver OCV DCV Notes

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

3 Hold -1 -1 Grab Two Limbs, 25 STR for holding on

5 Strike +1 +3 3d6 Strike

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

4 Escape +0 +0 30 STR vs. Grabs

 

Perks

5 Computer Access: Computer Link: UI Computers

5 Perks: Fringe Benefit: International Driver's License, Membership: Member of the Solution, Passport

5 Salary: Money: Well Off

10 Solution Station: Base Contribution

10 Solutions In Motion: Vehicle Contribution

3 Technically, I am dead: Anonymity: False Identity

10 Utopian Access: Access: Utopian Institute (Hidden (-5 to Skill Rolls))

 

Skills

16 +2 with All Combat

6 +2 with Flight

10 +2 with Ranged Combat

3 Ballistics 13-

2 CK: Denver 11-

3 Criminology 13-

3 Deduction 13-

3 Forensic Medicine 13-

3 Paramedic 13-

17 Power: Flame Powers 20-

3 Research 13-

3 Scholar

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

1 2) KS: Charitable Organizations (2 Active Points) 11-

1 3) KS: Criminal Law (2 Active Points) 11-

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

1 5) KS: Supernatural Creatures: The Phoenix (2 Active Points) 11-

1 6) KS: The Environmental Protection Community (2 Active Points) 11-

1 7) KS: The Utopia Insittute (2 Active Points) 11-

1 8) KS: Theology (2 Active Points) 11-

3 Security Systems 13-

3 Stealth 14-

3 Streetwise 13- (15-)

3 Tactics 13-

3 Tracking 13-

 

Total Powers & Skill Cost: 622

Total Cost: 769

 

200+ Disadvantages

10 Distinctive Features: Golden Skin, eyes, Flame Red hair w/Gold Streaks (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

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

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

15 Hunted: Utopian Istitute 11- (Mo Pow; NCI; Watching)

15 Psychological Limitation: Cocky and sure of himself (Common; Strong)

15 Psychological Limitation: Code vs Killing (Common; Strong)

15 Psychological Limitation: Feels he has a great "Destiny" (Uncommon; Total)

10 Psychological Limitation: Seeks to understand his "rebirth" (Common; Moderate)

15 Social Limitation: Secret Identiy: Michael Morning (Frequently; Major)

5 Vulnerability: 1 ½ x BODY Cold/Ice Based Attacks (Uncommon)

10 Vulnerability: 2 x STUN Cold/Ice Based Attacks (Uncommon)

419 Experience Points

Total Disadvantage Points: 769

 

Background/History: Michael's meta powers over light, heat, and fire, erupted at the age of 12. He became a superhero on his 18th birthday. He was impressive in his super suit, fought with finesse and displayed great power. He was also killed by the Tyrant when he was 21. Eleven days after his funeral he arose like a phoenix to take flight again. Michael doesn't remember being dead. He does remember the Great Phoenix telling him he had work to do and the world needed him again.

 

Michael doesn't know why he was brought back from the dead, why the Great Phoenix chose him. He's left most of his old friends and family behind because explaining away death is too painful. He looks different enough now that he simply tells the media that he took the original Sunrise name and costume in tribute to the fallen hero. Since joining the Solution they have used their pull with fringe "agencies" and given Michael a new identity.

 

Personality/Motivation: Michael is a hero; he feels he is destined for some great conflict, that there had to be a reason for his rebirth. To that end he is the most "active" crime fighter of the team, he understands the other motivations and supports them but he is looking for his destiny.

 

Michael rarely speaks to his parents as its too hard for them to accept his return after seeing him dead. He is uncomfortable with his old life and tries to avoid talking about it. Michael also tries to find information on the Great Phoenix though he has not had any luck so far.

 

While friendly with his team mates he is considered something of an aloof fellow. Not a joiner. He's very uncomfortable with the idea of coming back from the dead and whatever implications that has on his metaphysical well being. He tries to be pragmatic about it but it does get to him sometimes.

 

Quote: "Feel the cleansing light of the sun."

 

Powers/Tactics: A standard blaster; he flies and has a variety of light/heat/fire based attacks. Michael is a naturalized meta. This has not changed; however, those who see auras find his to be ...odd.

 

In combat he likes to make a presence attack - give his opponents a chance to surrender. Then he uses his powers in increasing levels of potency once he's established his target's ability to shrug them off. He doesn't use lethal force if he can at all help it.

 

Campaign Use: Well, he's literally a born again. He keeps this secret from even the other members of the team (there are a few in the UI who know but they keep his secret). He might be encountered seeking information on the Great Phoenix or seeking his "destiny".

 

Michael was not very religious before; now he's studying theology and various mythologies intensely, trying to find more information on the Great Phoenix. To date he's been rather stymied by his research. None of the mythology surrounding the Phoenix in any culture matches what he encountered.

 

Appearance: Michael Morning (no, really, that's his name) is tall and rather skinny. He has red hair that is streaked with gold. His eyes are amber colored and he has a perfect bronze tan. His costume is a skintight yellow body suit with red flared gloves, boots and a white circle surounded by red flames on his chest. Oddly enough, he no longer is surrounded by a sheath of flame, but when he flies great "wings" of light, lined with fire appear from his back.

Link to comment
Share on other sites

Re: Else Earth: The Solution (5e, Super Team)

 

That's the Team So Far. I am considering putting together a Starwell update - still have to old book. And an update for the other characters I'd had in the NPA - though their sheets will be much harder to find as I never got them to HD. The only problem with that though is they were more comedy relief than effective - and their behaviors don't jive too much with the Utopia Institute versions...

 

Ms. Savage sort of embodied two of them - Shebah the Cat Girl who was a PETA-like Animal rights activist and Riot Grrl who was a militant feminist with pheremone/sexuality based powers.

 

The last one was a mentalist whose crusade was the correcting of the moral decay - particularly indecency and sexuality. He had issues with the above two on the team naturally. Also he had poor impulse control and tended to use his powers to make women like him. He was repressed.

 

I'm also kicking around the idea of writing up their base, vehichles, and of course finishing Ms. Savage's "pets" and contacts.

 

Plots Using the Solution:

  • Natural Disaster!: Pick one they'll be there. Tensions can be heightened by having the team make accusations against local business or political leaders. These accusations would not (yet) be backed up with evidence.
  • A little too close: A local member of the business community or a visiting dignitary alerts the heroes (via police or what have you) to suspicions that they're being followed or stalked. They'd like the heroes to protect them and investigate the incident. It turns out that said person IS being followed, the Solution (or Utopian Institute paid agents) are seeking evidence to connect said business leader to some sort of environmental or social crime.

 

Some Individual Ideas:

Green Knight:

  • It wasn't supposed to work that way...: one of Alex's big ideas (perhaps a microbe that eats pollution or a super fertilizer) doesn't work the way it's supposed to under during a test where the security isn't up to snuff. Now the Microbe Monster or Intelligent plant men are doing some serious damage to the locals. Heroes have to help him clean up. And he'd be really happy if the rest of the Solution wasn't called in.
  • I come in peace: Green Knight is fascinated with aliens, his best friend is one. He has an intense desire to be something of a diplomat from Earth, before the aliens can meet our governments and be unimpressed. Should another invasion or a close encounter occur he will try to be at the forefront - perhaps causing an incident in his wake.
  • The Breaking: Something goes terribly wrong, a man-made disaster of epic proportions that pushes Alex beyond the ability to work with the "system" and he goes rogue. The Heroes need to help the Solution bring their leader back...or to justice should it come to that.

 

Ultra Woman:

  • Somebody to Love: Adora is pretty darn lonely to tell the truth. The prospects are slim in the Solution and so she starts becoming a bit more active in the superhero community in an effort to meet more eligible men. Enter PC. Havoc ensues.
  • Princes of the Universe: The Exiles (or their Vacyrean progenitors) have decided to track their wayward daughter and bring her home for what ever reason. She doesn't want to go and turns to the heroes for help.
  • All Dead, All Dead: Ultra Woman comes to the heroes, severely wounded and in uncontrollable grief. The Solution has been (seemingly) destroyed and the PC's need to avenge them.

 

Asterope:

  • Attack of the Fifty Foot Woman: Conquest manages to get the upper hand on the Solution and exposes his ex-girlfriend to the energies that gave her her powers and she grows uncontrollably and goes berserk. The PC's need to stop her rampage and free her friends.
  • Big Girls Don't Cry: The fringe elements that Adrienne ran with as a youth have started a smear campaign about her, appearing on talk shows and in print with slanderous untruths. She's turns to the PC's to ask for help finding out who is orchestrating and funding them. (Though she has a pretty good idea)

 

Runaway:

  • She's a little Runaway: Runaway rebels against her father and team and leaves seeking to join another super team where she's not treated like a kid! (Good luck with that, Missy) She approaches the PC's about joining their outfit.
  • Catch Me if You Can: Runaway challenges a PC speedster (or Wyldfire by default) to a race for charity. Unfortunately, Speed Demon decides to enter the event and steal the glory (and the money) and prove his superiority.
  • All in the family: Runaway's father and grandfather go missing. She receives a ransom notice that requires her to send sensitive UI information along with a warning that her team is not to be told. She turns to the PC's

 

Silver Druid

  • Neverending Nightmare: The Solution is trapped in some nightmare realm and the PC's are contacted by the Silver Druid to rescue them.
  • Invincible: An artifact of great power finds itself in David's possession and his will proves incapable of containing it. The PC's are called in to restrain him.

 

Ms. Savage

  • Die Hard the Hunter: Ms. Savage has challenged one of the PC's to a hunt, she will be the prey and the pc will try to catch her. Degree of difficulty increases with the appearance of one or another's hunted showing up.
  • Lady Strange: The PC's encounter Constance Allingham at some gala event and find themselves trying to aid the eccentric socialite in her endeavors to make it in polite society.

 

More as I ...wow it's almost 3 am.

Link to comment
Share on other sites

  • 3 weeks later...

Re: Else Earth: The Solution (5e, Super Team)

 

And now for some folks from the other side of the tracks...

 

 

A group called the Iron Crusade has been mentioned in this thread; in email conversations

that I've had with Enforcer84, he's described the group as a patriotic version of VIPER. He

also described them as having a red-and-gray color scheme to their outfits, as opposed to

the green-and-yellow of VIPER. So with that in mind, I came up with a couple of agent

designs for the Iron Crusade, and here they are:

 

 

 

[ATTACH=CONFIG]41191[/ATTACH][ATTACH=CONFIG]41192[/ATTACH]

 

 

 

The individual in the black jumpsuit is an Assault Agent, while the one in the red-and-gray

jumpsuit is a Standard Agent. While both types of agent are armed similarly in some re-

spects -- an IMI Desert Eagle chambered for the .50 Action Express round, two HE/frag-

mentation grenades, and two Sykes-Fairbairon commando knives -- their longarms are where

the differences in armament are most noticeable. Where the Standard Agents use the CAR-

15 assault rifle (the commando version of the M-16 rifle which is equipped with a sliding

stock), Assault Agents are armed with an advanced 'bullpup'-style assault rifle which is

chambered for a 4mm round. These rounds -- composed of depleted uranium and other

metals -- are not only armor-piercing, their propellant is designed to provide them with a

muzzle velocity which is even greater than that of the CAR-15.

 

Their body armor is another area where the differences are easily spotted. While the jump-

suits of both agent types are composed of the same material -- a mix of Kevlar and flame-

retardant materials -- the Assault Agents have additional protection in the form of a cera-

metal chestplate. In addition, their helmets have been designed to provide full protection

for their heads. The helmets worn by the Standard Agents, on the other hand, are open at

the lower face. Ordinarily, this would leave them vulnerable to gas-based attacks; fortun-

ately, part of the gear issued to Standard Agents is a combination filter and respirator mask

which can be attached to the helmet in a matter of seconds. The helmets of the Assault

Agents have this system built into them as well.

 

Both agent types are also equipped with secure-frequency communicators (built into the

helmets), personal first-aid kits, survival gear, and -- most importantly from their view-

point -- a short list of safehouses (written on flash paper so that it can be instantly and

completely destroyed in seconds) to which they can go in the event that they're unable

to immediately escape from the area where their operation took place. These safehouses

are not only stocked with civilian clothing, false (but very legal-looking) IDs, and enough

currency to supply a squad-sized unit, they also have a small but very competent medical

staff to deal with any injuries the agents might have. While these safehouses tend to have

differing types of disguises, the most common is that of a homeless shelter -- in other

words, the sort of place where it's not unusual to see some new faces from time to time.

 

 

 

Major Tom 2009 :eg:

Link to comment
Share on other sites

Re: Else Earth: The Solution (5e, Super Team)

 

The Iron Crusade can also call upon the services of its own superhuman agents as

well. Within the organization, these metahuman operatives are known as Templars.

 

The following pics are of those Templars who are known to both conventional law-

enforcement agencies and superhero teams alike.

 

The first of those who will be described here is, in many ways, the most vicious and

feared of the Templars -- Madame Rack:

 

 

 

[ATTACH=CONFIG]41196[/ATTACH]

 

 

 

The woman known only as Madame Rack is a mutant who possesses the ability to

stimulate the pain centers of the human body, thereby causing her victims to suff-

er excruciating agony (one of the Iron Crusade agents upon whom she demonstrat-

ed her power likened the sensation to being stretched out on a torture rack, hence

her codename). Normally, she would have to touch her victim in order to affect him

or her; however, she has been provided with a psionic amplifier, which enables her

to project her power at range. Because she only has normal human-level strength,

Madame Rack doesn't engage in hand-to-hand combat; instead, she finds a hiding

place near where combat between Iron Crusade forces and the opposition is taking

place, then waits for an opportunity to use her powers. This can have some severe

consequences for her victim, especially if the IC agents and Templars have orders

to kill their target.

 

 

 

Major Tom 2009 :eg:

Link to comment
Share on other sites

Re: Else Earth: The Solution (5e, Super Team)

 

The second of the known Templars is the battlesuited juggernaut known

only as Mangonel:

 

 

 

[ATTACH=CONFIG]41197[/ATTACH]

 

 

 

Standing over seven feet tall, the Mangonel battlesuit not only provides its

wearer with superhuman strength and agility, it also grants him superior

resistance to physical damage and the ability to fly. But what makes him a

truly fearsome opponent is his primary weapon -- a shoulder-mounted

plasma projection cannon. This weapon, which uses liquid mercury as its

"ammunition", is capable of not only defeating the protection of most known

MBTs, but can also destroy them with a well-placed shot. Human beings,

regardless of whether or not they have body armor, have no chance what-

soever of surviving a direct hit.

 

The Mangonel battlesuit also possesses sensory-enhancement gear, enabling

the wearer to not only see in various spectra of light, but also to hear sounds

that are too high or too low to be heard by the unaided human ear. It also

provides full NBC (Nuclear/Biological/Chemical) environmental protection for

up to 72 hours before needing to be replenished. In addition, the wearer is

also protected from sonic and intense light-based attacks.

 

 

 

Major Tom 2009 :eg:

Link to comment
Share on other sites

Re: Else Earth: The Solution (5e, Super Team)

 

The last of the known Templars is the woman known as Steel Amazon:

 

 

 

[ATTACH=CONFIG]41198[/ATTACH][ATTACH=CONFIG]41199[/ATTACH]

 

 

 

Steel Amazon has the power to instantaneously shift from her normal flesh-

and-blood form to one composed of what can only be described as "living

steel". In her transformed state, the tissues of her body have the tensile

strength of steel, but are somehow able to retain their flexibility. Her steel

form also provides protection from all known forms of conventional attack;

bullets simply bounce off, and knives don't even leave so much as a scratch.

Whether or not other types of attacks would be turned aside by her steel

form has been debated by experts on both sides of the law.

 

In her normal form, Steel Amazon is an African-American woman who stands

6' tall, and is very well-built. In her transformed state, she's still 6' tall, but

her skin takes on a metallic-gray color, and her eyes become a pupiless silver.

Her weight is also doubled in her steel form.

 

 

 

Major Tom 2009 :eg:

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...