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Else Earth Superteams: Crime Fighter Legion (5e)


Enforcer84

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Welcome to Sunny Miami!

 

The Crime Fighter Legion began as a group of low-powered NPCs modeled on the art in the Gang War adventure in the BBB. Essentially I had: A girl who flies, a guy who flies and has a fin on his head, a guy who flies and has a cape, a fish man and a guy in a generic costume.

 

I added an emo teen mentalist in 2005

They started out as 250pt heroes. I've updated them to 5e and Bumped them to 350.

I may do 400pt 6e Versions, I haven't decided. But I did get the gumption up to pare them back to 350pts remove Champions Universe campaign elements, and make their specific hunteds and DNPCs.

 

The Crime Fighter Legion got their start back near the turn of the century. A new, ambitious, and violent drug lord was slinking into Miami and taking out his rivals violently. A few local heroes were caught in the middle. When the push came to shove, the heroes joined forces and managed to defeat Sèpan la and his Asasens causing the serpentine drug lord to lay low for a few years and lick his wounds. Lauded by the local press and convinced by the recklessness of one of his fellow heroes Dynamo formed the team with financial backing from his father.

 

The team has a warehouse hideout/base that is owned by Gallowglass Industries and has a few condos rented to their Administrative Assistant and her son as well as the bachelor pad for the boss's son. Beneath the warehouse is living quarters and training facilities, labs, communications, a database, and meeting center. They've been active about Miami for almost a decade now, and are well liked in their community.

 

 

The Crime Fighter Legion

 

 

 

Enemies:

 

 

Rivals:

Starwell

 

DNPCs:

Jeff Taylor

Adelle Wells

Jane Wheeler

Esmaralda Darmond

Danger Lass

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Re: Else Earth Superteams: Crime Fighter Legion (5e)

 

Dynamo

Val Char Cost Roll Notes

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

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

25 CON 30 14-

12 BODY 4 11-

13 INT 3 12- PER Roll 12-

16 EGO 12 12- ECV: 5

25 PRE 15 14- PRE Attack: 5d6

20 COM 5 13-

 

25 PD 15 Total: 25 PD (20 rPD)

20 ED 15 Total: 20 ED (10 rED)

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

15 REC 0

50 END 0

50 STUN 0 Total Characteristic Cost: 195

 

Movement: Running: 6"/12"

Flight: 15"/30"

Leaping: 10"/20"

Swimming: 2"/4"

 

Cost Powers END

12 Bio-Energy Blast: Energy Blast 10d6 (50 Active Points); Increased Endurance Cost (5x END; -2), Beam (-¼), Cannot Be Used With Multiple-Power Attacks (-¼), Reduced Penetration (-¼), Concentration (½ DCV; -¼), Extra Time (Delayed Phase, -¼) 25

9 Environmental Independance: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0

45 Flight of the Wingless: Flight 15", Usable Underwater (+¼), Reduced Endurance (Half END; +¼) (45 Active Points) 2

11 Long-Lived: LS (Immunity All terrestrial diseases and biowarfare agents; Longevity 200 Years) 0

7 Regeneration: Healing 1 BODY, Can Heal Limbs (15 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 ¼) 1

15 Uncommon Resiliance: Damage Resistance (20 PD/10 ED) 0

2 Willful and hard to move: Knockback Resistance -1" 0

 

Perks

8 Contact: Dynamo II (Now retired) (Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact is slavishly loyal to character) 12-

3 Contact: Miami Herald Reporter (Contact has useful Skills or resources) 11-

0 Crimefighter Legion Perks

4 1) Sanctioned Superteam: Computer Link: DMA Database Access

5 2) Team Spread: Warehouse Base Contribution

6 3) Fringe Benefit: Membership: Chairman of Crimefighter Legion, Security Clearance: Local Police and FBI offices

2 Reputation: Leader of the Crimefighter Legion (A large group) 11-, +1/+1d6

 

Skills

16 +2 with All Combat

2 CK: Miami 11-

3 Electronics 12-

3 Security Systems 12-

2 KS: City Subsystems 11-

 

Total Powers & Skill Cost: 155

Total Cost: 350

 

200+ Disadvantages

0 DNPC: Craig Gallowglass (Father - Dynamo II) 8- (As powerful as the PC; Useful Noncombat Position or Skills)

10 DNPC: Danger Lass (Agatha Galloglass; Little Sister) 11- (Occasionally), Slightly Less Powerful than the PC

20 Hunted: Dynamo Rogues Gallery 11- (As Pow; NCI; Harshly Punish)

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

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

20 Psychological Limitation: Code of the Hero Common, Total

10 Psychological Limitation: Control Freak, has trouble delegating (Common; Moderate)

15 Psychological Limitation: Legacy Hero; wants to uphold family legacy (Common; Strong)

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

15 Susceptibility: Cold Iron (Contact) 2d6 damage per Turn Uncommon

20 Vulnerability: 2 x STUN Magic Attacks Common

Notes: Magic is considered a "Group of Uncommon Attacks".

 

Total Disadvantage Points: 350

 

Background/History: Geoffery Gallowglass's family have long been men of action: military, police, emergency services, the Gallowglasses have answered the call. Shortly before World War II, Geoffery's grandfather was the test subject for a supersoldier formula - one offered by an escaped German "Alchemist," rushed into production due to fears that the Axis Powers had developed supermen. A little more rough around the edges than most of his kin, Elden Gallowglass had chosen the test over coutmartial so as to not besmirch the family name.

 

The serum worked and Elden became the first Dynamo. When he retired in the early 50's and had a son he passed on the power. Craig Gallowglass took up his father's mantle and operated as a hero in the south east for almost two decades before calling it quits in 2005. Geoff was born in 1987 and when he was younger he operated as "Kid Dynamo" and shared adventures with his father before assuming the mantle on his own.

 

Operating out of Miami, Dynamo has his hands full with his team, his fathers 'advice' and his sister Angie's attempts at following his footsteps (she's only 14)

 

Personality/Motivation: Geoff simply wants to live up to his family legacy. He is a decent and hardworking young man who was honored to be offered chairmanship of the team. He takes his duties seriously and strives to make the CL a priemier super-team.

 

Geoff wants his team to be happy and successful, he worries about Shootingstar's insecurities, Gladiator's violent tendencies, Poltergeist's ties to the Hyperion Institute, Sea Dragon's angst, and how well Starwalker is fitting in. He is constantly on the look out for new members. (to replace one who leaves or bolster the team, he'd like to have another woman on the team so 'Star wouldn't feel so surrounded - though he's loath to ask his sister to join)

 

Quote: "Thousands die from the filth you sell. Doens't that mean anything to you?"

 

Powers/Tactics: A brick with a powerful energy attack and the ability to fly. Dynamo generally acts as a front line fighter, using his ranged abilities only when the direct approach isn't working. He is mobile and tough, and is often the first into combat.

 

Campaign Use: A young but established team of superheroes for characters to meet if they travel south.

 

Appearance: White Costume with Black hood mask, his mouth and chin are uncovered. White eye covers. Yellow Cape, Yellow "D" on chest, yellow bracers and belt. He wears black boots. Kinda looks like Spaceghost.

 

Geoff is tall and muscular with close-cropped brown hair, brown eyes, and a tanned complexion. Considering himself the Eepitome of Average, he tends to dress in neutral colors, and usually sticks to business casual for his job as a security analyst and customer support professional.

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Re: Else Earth Superteams: Crime Fighter Legion (5e)

 

Gladiator

Val Char Cost Roll Notes

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

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

20 CON 20 13-

15 BODY 10 12-

13 INT 3 12- PER Roll 14-

11 EGO 2 11- ECV: 4

20 PRE 10 13- PRE Attack: 4d6

18 COM 4 13-

 

10+6 PD 5 Total: 10/16 PD (5/11 rPD)

10+6 ED 6 Total: 10/16 ED (5/11 rED)

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

10 REC 2

50 END 5

50 STUN 12 Total Characteristic Cost: 168

 

Movement: Running: 6"/8"/12"/16"

Leaping: 10"/20"

Swimming: 3"/6"

 

Cost Powers END

30 Instictive Combat Ability: Multipower, 30-point reserve

2u 1) Accurate Strike: (Total: 30 Active Cost, 23 Real Cost) HA +4d6 (20 Active Points); Hand-To-Hand Attack (-½) (Real Cost: 13) plus +2 with OCV (Real Cost: 10) 2

3u 2) Defensive Strike: (Total: 30 Active Cost, 27 Real Cost) HA +2d6 (10 Active Points); Hand-To-Hand Attack (-½) (Real Cost: 7) plus +4 with DCV (Real Cost: 20) 1

2u 3) Killing Strike: HKA 1d6+1 (2 ½d6 w/STR), +1 Increased STUN Multiplier (+¼) (25 Active Points) 2

2u 4) Special Attacks: HA +2d6, Variable Advantage (+1 Advantages; +2) (30 Active Points); Hand-To-Hand Attack (-½) 3

2u 5) Standard Strike: HA +6d6 (30 Active Points); Hand-To-Hand Attack (-½) 3

10 Instinctive Dodging: Negative Combat Skill Levels (-2 to opponent's OCV) 1

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

6 Remarkable Senses: +2 PER with all Sense Groups 0

10 Stong Leaper: Leaping +5" (10" forward, 5" upward) (Accurate) 1

1 Strong Swimming: Swimming +1" (3" total) 1

4 Swift: Running +2" (6"/8" total) 1

 

Perks

0 Crimefighter Legion Perks

4 1) Sanctioned Superteam: Computer Link:SAT Database Access

5 2) Team Spread: Warehouse Base Contribution

5 3) Fringe Benefit: Membership: Crimefighter Legion, Security Clearance: Local SAT Base

 

Talents

12 Combat Luck: 6 PD/6 ED

20 Combat Sense 17-

 

Skills

16 +2 with All Combat

3 Acrobatics 14-

3 Analyze: Combat 12-

3 Breakfall 14-

3 Climbing 14-

3 Paramedic 12-

3 Shadowing 12-

3 Stealth 14-

3 Streetwise 13-

4 Survival (Temperate/Subtropical, Urban) 12-

3 Tactics 12-

3 Tracking 12-

9 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Small Arms, Off Hand

 

Total Powers & Skill Cost: 182

Total Cost: 350

 

200+ Disadvantages

10 DNPC: Jane Wheeler; Girlfriend 8- (Normal)

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

Notes: tattoo of a bear on his right shoulder and a wolf on his left

15 Enraged: Frustrated or Takes body (Common), go 8-, recover 11-

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

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

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

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

15 Psychological Limitation: Loves Combat; overreacts to threats. Common, Strong

15 Psychological Limitation: Overconfident (Very Common; Moderate)

15 Psychological Limitation: Thrillseeker (Common; Strong)

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

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

 

Total Disadvantage Points: 350

 

Background/History: Daniel Whitecrow is a lineage metahuman. His family have always been warriors, each with gifts beyond those of their peers; Daniel takes it to a new level. He has the minor superhuman strength, resistance to injury and instinctive combat skills. While he has no formal training, he learns combat skills quickly. When he was old enough to live on his own, Dan left the reservation and moved to Miami.

 

Early on, he made his living fighting in toughguy contests and the occasional underground arena. He didn't consider crime or crime fighting until he was in the bank cashing a check for his winnings and several armed and masked men entered. Although he was outnumbered, Dan managed to subdue the five gunmen without any one else getting injured. The feeling was far more exhilerating than his one on one matches.

 

Soon after, he donned a costume and began prowling the streets fighting crime. He almost died during the confrontations with Sèpan and the Asasens, but the close call did nothing to deter him from his new career. He occasionally butts heads with Dynamo over the direction of the team and his own violent impulses, but the older, more reponsible crime fighter is slowly turning him into a true hero.

 

Personality/Motivation: Daniel is a thrill seeker, he enyjoys beating people up and being cheered. He has no problems leaping into deadly situations. He takes losing hard and if he's seriously injured he reacts with red-hot fury. His time with the team is slowly mellowing him out, forming the basis of true herois - but he'll always be a rough neck.

 

Quote: "Oh I am so gonna kick your @$$!"

 

Powers/Tactics: Dan is simply a brilliant natural athlete and combat monster. He is strong, agile, and fast. He can take a punch as well as give one and can use any weapon he picks up.

 

Campaign Use: Wanna have a hero vs hero battle? Dan's your man.

 

Appearance: Dan in great shape, he has a runner's build and thick black hair. He wears a blue and red costume.

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Re: Else Earth Superteams: Crime Fighter Legion (5e)

 

Poltergeist

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

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

15 CON 10 12-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

23 EGO 26 14- ECV: 8

13 PRE 3 12- PRE Attack: 2 ½d6

10 COM 0 11-

 

4 PD 2 Total: 4 PD (0 rPD)

4 ED 1 Total: 4 ED (0 rED)

4 SPD 17 Phases: 3, 6, 9, 12

5 REC 0

30 END 0

29 STUN 6 Total Characteristic Cost: 77

 

Movement: Running: 6"/12"

Flight: 15"/60"

Leaping: 2"/4"

Swimming: 2"/4"

Teleportation: 15"/30"

 

Cost Powers END

17 Elemental Control: Psychic Powers: Elemental Control, 34-point powers

23 1) Psychic Spears: Ego Attack 3d6 (Human and Additional Class of Minds: Alien classes of minds) (40 Active Points) 4

18 2) Hallucinations: Mental Illusions 7d6 (Human class of minds) (35 Active Points) 3

18 3) Domination: Mind Control 7d6 (Human class of minds) (35 Active Points) 3

19 4) Mind Seeking: Mind Scan 6d6 (Human class of minds), +3 ECV (36 Active Points) 4

33 5) Psychokinesis: Telekinesis (20 STR), Affects Porous, Fine Manipulation (50 Active Points) 5

18 6) Mind Probe: Telepathy 7d6 (Human class of minds) (35 Active Points) 3

18 7) Aportation: Teleportation 15", x2 Increased Mass (35 Active Points) 3

18 8) Telekinetic Flight: Flight 15", x4 Noncombat (35 Active Points) 3

33 9) Psionic Defense Reflex: Ego Attack 2d6 (Human class of minds), Damage Shield (+½), Continuous (+1) (50 Active Points) 5

15 Psychic Defenses: Mental Defense (20 points total) 0

 

Perks

0 Crimefighter Legion Perks

4 1) Sanctioned Superteam: Computer Link:SAT Database Access

5 2) Team Spread: Warehouse Base Contribution

5 3) Fringe Benefit: Membership: Crimefighter Legion, Security Clearance: Local SAT Base

 

Skills

15 +3 with Psychic Combat

3 Mind Tricks: Power: Psychic Abilties 14-

2 KS: Meditation 11-

3 Paramedic 12-

3 Persuasion 12-

3 Streetwise 12-

 

Total Powers & Skill Cost: 273

Total Cost: 350

 

200+ Disadvantages

10 Enraged: if Mother threatened Uncommon, go 11-, recover 14-

15 Distinctive Features: White hair, grey eyes, aura of power Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses

10 DNPC: Adelle Wells (Mother) 8- (Infrequently), Normal

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

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

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

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

20 Psychological Limitation: Code Against Killing Common, Total

10 Psychological Limitation: Unsure of powers Common, Moderate

10 Psychological Limitation: Has a crush on Shootingstar (Common; Moderate)

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

 

Total Disadvantage Points: 350

 

Background/History: Evan Wells is a natural psychic. His powers displayed early in life and he found he enjoyed using them to make things easier. He came to the attention of the Hyperion Institute and spent his summers studying there, until his mother became uncomfortable with how the Institute ran things.

 

Seeing the new team of heroes in her home town, his mother asked that they look out for him by making him a member. Taking the name Poltergeist, Evan is a full fledged member of the Crimefighter Legion. He enjoyes being a hero, but his time at HI frightened him, and he desires to improve his abilities to keep HI away from he and his mom.

 

Personality/Motivation: A responsible young man who wants to make the world a better place. He wants to master his powers so that he can protect those who are precious to him. He and his mother live at the Warehouse base and she is the secretary for the foundation that owns it.

 

Evan is only fifteen years old. He understands the dangers and is glad a team of heroes is around to protect him and his mom.

 

Quote: "Do you fear things that go bump in the light?"

 

Powers/Tactics: A mentalist with psychokinetic and telepathic abilities. His abilities aren't very strong yet but they have imroved. He is capable of a variety of effects at once but is still young and tires easily. His training has allowed him to fly faster, teleport with a passenger, fine manipulate with his telekinesis, and affect alien minds with his Ego blast. He has also added a reflexive psychic defense and improved his mental defenses. He is working on group mental defense and a "telepathic switchboard" for interteam communication.

 

Campaign Use: An up and coming mentalist hero.

 

Appearance: Evan is a small young man with white hair, grey eyes, and slight of build. Feeling generally picked on and out of place, when he operates as Poltergeist, he wears a black gothic leather looking costume with blue accents and highlights. He thinks it makes him look tougher. He wears a blue domino mask.

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Re: Else Earth Superteams: Crime Fighter Legion (5e)

 

Sea Dragon

Val Char Cost Roll Notes

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

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

30 CON 40 15-

17 BODY 14 12-

15 INT 5 12- PER Roll 12-

13 EGO 6 12- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

6 COM -2 10-

 

25 PD 17 Total: 25 PD (10 rPD)

20 ED 14 Total: 20 ED (10 rED)

5 SPD 16 Phases: 3, 5, 8, 10, 12

14 REC 0

60 END 0

60 STUN 8 Total Characteristic Cost: 195

 

Movement: Running: 6"/12"

Leaping: 8"/16"

Swimming: 15"/30"

 

Cost Powers END

15 Arcane Defenses: Power Defense (15 points) 0

5 Breathe Water: Life Support (Expanded Breathing) 0

3 Deep Sea Hearing: Ultrasonic Perception (Hearing Group) 0

18 Delphine Sonar: (Total: 18 Active Cost, 18 Real Cost) Active Sonar (Hearing Group) (Real Cost: 15) plus Ultrasonic Perception (Hearing Group) (Real Cost: 3) 0

5 Environmental Adaption: Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Low Pressure/Vacuum) 0

13 Improved Swimming: Swimming +13" (15" total) 1

2 Regeneration: Healing 1d6 (10 Active Points); Extra Time (6 Hours, -3 ½), Works only in Water (-1 ½) 1

10 Toughened Flesh: Damage Resistance (10 PD/10 ED) 0

5 Underwater Eyes: Nightvision 0

Dirty Infighting

Maneuver OCV DCV Notes

4 Punch +0 +2 10d6 Strike

5 Roundhouse -2 +1 12d6 Strike

4 Low Blow -1 +1 2d6 NND

4 Disarm -1 +1 Disarm; 50 STR to Disarm roll

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

 

Perks

0 Crimefighter Legion Perks

5 1) Underwater Access to Base: Access (Hidden (-2 to Skill Rolls))

4 2) Sanctioned Superteam: Computer Link: DMA Database Access

5 3) Team Spread: Warehouse Base Contribution

6 4) Fringe Benefit: Membership: Chairman of Crimefighter Legion, Security Clearance: Local Police and FBI offices

 

Talents

2 Underwater Combat Specialist: Environmental Movement (no penalties in Water)

6 Underwater Reflexes: Lightning Reflexes: +6 DEX to act first with All Actions (9 Active Points); Only in Water Power loses about a third of its effectiveness (-½)

 

Skills

9 +3 with Dirty Infighting

6 Aquatic Doolittle: Animal Handler (Aquatic Animals) 14-

3 AK: Elemental Plane of Water 12-

2 KS: Elemental Beings 11-

2 KS: Aquatic Life 11-

4 Language: Water Elemental (Idiomatic, native accent)

2 Navigation (Marine) 12-

2 Survival (Marine) 12-

 

Total Powers & Skill Cost: 155

Total Cost: 350

 

200+ Disadvantages

15 Distinctive Features: Fish Man 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)

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

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

10 Psychological Limitation: Fearful of Magic Users Uncommon, Strong

10 Psychological Limitation: Resents his "Condition" (Common; Moderate)

10 Reputation: Heroic Fishman: , Frequently (11-)

15 Social Limitation: Public Identity: Eric Lee Frequently (11-), Major

10 Vulnerability: 1 ½ x BODY Fire (Common)

20 Vulnerability: Fire Based Attacks: 2 x STUN Common

 

Total Disadvantage Points: 350

 

Background/History: Eric Lee was a student at the University of Miami. He studied archeology and had a part time job at a local seaworld style water park. One afternoon a violent confrontation between the forces of the Covenant of Five and local police forced the evacuation of the park. Eric was part of the clean up crew. He found a silver necklace with a brilliant aquamarine in it at the bottom of the tank. He pocketed the necklace and went home.

 

That night he stared into the stone, it seemed to have a current of it own and the effect was hypnotic. Puttin it on, Eric was instantly transformed into an aquatic, reptilian humanoid powerhouse and transported to the Elemental Plane of Water. He spent a panicked week trying to return home and return himself to normal. One out of two wasn't bad. He encountered a soft-hearted Nerid who cast the dimensional aportation spell. However, he was unable to return to normal. Eric did the only thing he could, he adapted to his new life and tried to put his new physical might to good use. He is a founding member of the Crimefighter Legion.

 

Personality/Motivation: Eric is a little bitter about his lot in life but not so that you'd know. He enjoys his powers and he can really study fish up close now. He works well with his team mates and has begun taking classis again. He has found acceptance from most people but he does make an unforgettable first impression.

 

Eric's also not a fan of magic or the users of it. (though he'd like to thank that Nerid personally if he could) he tends to avoid magic users in combat if he can, even over flame weilders who can actually hurt him more.

 

Quote: "Look, another fish pun and you'll be needing surgery to get your head out of your hindquarters."

"My ability to talk to fish is of no use! Oh wait, I can juggle Couches."

 

Powers/Tactics: A brawler with low level superhuman strength and stamina. He is far more effective in the water, but he isn't helpless out of it.

 

Campaign Use: A fishman. Do you need a fishman?

 

Appearance: Scaly blue green humanoid with no hair, green eyes, and a muscular build. He wears blue trunks and nothing else. His stomach has lighter scales.

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Re: Else Earth Superteams: Crime Fighter Legion (5e)

 

Shooting Star

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

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

25 CON 30 14-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

11 EGO 2 11- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

18 COM 4 13-

 

15 PD 3 Total: 15 PD (10 rPD)

20 ED 5 Total: 20 ED (10 rED)

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

10 REC 6

50 END 0

30 STUN 2 Total Characteristic Cost: 118

 

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

20 Solar Energy Command: Elemental Control, 40-point powers

20 1) Protective Mantle: Force Field (10 PD/10 ED), Reduced Endurance (0 END; +½), Persistent (+½) (40 Active Points) 0

35 2) Solar Beam: Energy Blast 11d6 (55 Active Points) 5

20 3) Solar Flight: Flight 20" (40 Active Points) 4

20 Celestial Flight: Faster-Than-Light Travel (3 Light Years/month) 0

21 Sunfire Blast: Sight Group Flash 6d6, Personal Immunity (+¼) (37 Active Points); Linked (Solar Beam; Lesser Power can only be used when character uses greater Power at full value; -¾) 4

5 Starlight Vision: Nightvision 0

5 Thermal Vision: Infrared Perception (Sight Group) 0

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

 

Perks

0 Crimefighter Legion Perks

4 1) Sanctioned Superteam: Computer Link: DMA Database Access

5 2) Team Spread: Warehouse Base Contribution

6 3) Fringe Benefit: Membership: Chairman of Crimefighter Legion, Security Clearance: Local Police and FBI offices

 

Skills

3 Computer Programming 12-

3 Deduction 12-

3 Electronics 12-

2 KS: Superheroes 11-

3 Mechanics 12-

2 SS: Nuclear Physics 11-

2 SS: Physics 11-

3 Systems Operation 12-

 

Total Powers & Skill Cost: 232

Total Cost: 350

 

200+ Disadvantages

5 Dependent NPC: Jeff Taylor, Research Scientist 8- (Infrequently), Normal, Useful noncombat position or skills

Notes: Co-Worker, boyfriend

10 Distinctive Features: Sparkles when Force Field is active (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Hunted : Bradford Industries 11- (Frequently), Less Powerful, NCI, Harshly Punish

Notes: Bradford Industries is whom Aimee works for. They know that Shooting Star was 'Created' at one of their research centers and the board of directors consider her their 'property'. They have been sending special agent teams (read thugs) to retrieve her

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

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

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

20 Psychological Limitation: Code Against Killing Common, Total

10 Psychological Limitation: Dislikes crowds Common, Moderate

15 Psychological Limitation: Hides insecurities behind cheerfulness and optimism (Common; Strong)

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

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

15 Susceptibility: Darkness 1d6 damage (Drain: All Powers) per Phase (Uncommon)

Notes: When cut off from Solar Radiation she begins losing her powers, Darkness fields will work if she's imobilized. Lead containers with no natural light also work.

 

Total Disadvantage Points: 350

 

Background/History: Aimee Weaver was born a to Florida Gators and knew she'd attend the University from the time she was six. What she didn't know what what she'd study. Precocious, intelligent, and pretty, Aimee was constantly hopping from one career path to the next as a child and young woman. It wasn't until she met Jeffery Taylor during her freshman year that she found a focus. He tutored her in math and she followed him to a Physics degree and then to Bradford Industries.

 

They were working on testing some reverse engineered alien technology from the 2005 invasion when their sample power cell went critical and melted down. Aimee (along with several other researchers) was bathed in the energy and got very sick. They were all quarantined for over a month, but each of them got better. Aimee got better than better, she developed superpowers.

 

Once she figured out what she could do, Aimee almost immediately became a superheroine. She is a founding member pf the Crimefighter Legion. She has found that her powers are particularly effective against certain forms of undead. She does not yet realize that she is immortal. Aimee revealed her powers to her boyfriend and fellow researcher Jeff Taylor. He has been very supportive especially since the company she works for seems to have deduced her origin (if not her identity, thanks to Jeff) and has become a frequent nemesis. Jeff's old girlfriend also has made a few appearances and she also has light based superpowers. Something that Aimee finds interesting and disturbing.

 

Personality/Motivation: Helpful, articulate, compassionate. Shooting Star sometimes seems incabable of negative thoughts. Truth is, she often hides her insecurities behind a front of excited optimism. She is the team's long range specialist and is perfectly happy staying away from hand to hand combat.

 

Aimee has some serious fears about Jeff, thanks to his relationship with another woman with similar powers. She knows its a coincidence, but part of her worries he had something to do with her accident. That she herself wasn't good enough for him without powers.

 

Quote: "Come on guys, we can do this!"

 

Powers/Tactics: Photokinetic abilities. She can fly, fire bolts of photonic energy and create dazzling bursts of light. She can fly at the speed of light and her body has become completely self sufficient and immortal.

 

Appearance: Shoulder length blonde hair, Blue eyes, wears opaque chrome goggles, black skin tight costume with white shooting star on breast, star has red trail that goes diagnally down her abdomen. She wears red boots and gloves with gold trim,

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Re: Else Earth Superteams: Crime Fighter Legion (5e)

 

Sèpan

Val Char Cost Roll Notes

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

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

20 CON 20 13-

12 BODY 4 11-

20 INT 10 13- PER Roll 13-

13 EGO 6 12- ECV: 4

20 PRE 10 13- PRE Attack: 4d6

14 COM 2 12-

 

9+12 PD 5 Total: 9/21 PD (0/12 rPD)

9+12 ED 5 Total: 9/21 ED (0/12 rED)

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

10 REC 4

40 END 0

40 STUN 8 Total Characteristic Cost: 124

 

Movement: Running: 6"/12"

Leaping: 4"/8"

Swimming: 2"/4"

 

Cost Powers END

24 Can Take A Punch: Physical Damage Reduction, Resistant, 50% (30 Active Points); Character Must Be Aware Of Attack (-¼), Requires A CON Roll (No Active Point penalty to Skill Roll; assumes a CON Roll of 12- or 13-; -0) 0

5 Scrambler Transmission Function: Variable Power Pool, 4 base + 2 control cost, (6 Active Points); Only For One Language At A Time (-1); all slots OIF (-½)

Gear

18 1) .50 (Desert Eagle): (Total: 49 Active Cost, 18 Real Cost) Killing Attack - Ranged 2d6+1, +1 STUN Multiplier (+¼) (44 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1 ¼), OAF (-1), Beam (-¼), Real Weapon (-¼), 9 Charges (-¼) (Real Cost: 11) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-¼) (Real Cost: 2) [9]

Notes: (x2 number of items)

15 2) High Fashion Armored Suits: Armor (9 PD/9 ED) (27 Active Points); OIF (-½), Activation Roll 15- (-¼) 0

13 3) Throwing Knife: HKA 1d6 (2d6 w/STR), Reduced Endurance (0 END; +½); OAF (-1) plus Range Based On STR (+¼) for up to 30 Active Points of HKA; 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use HKA until Charge is recovered; -½) [1 rc]

Master Control Cell Phone

12 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); OAF (-1) 0

5 2) Communications: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1), Sense Affected As Sight and Hearing Groups As Well As Radio Group (-½) 0

3 3) Onboard Computer: Computer (see Advanced Radio Communicator.hdc file; Total Computer Cost: 30/5 = 6) (6 Active Points); OAF (-1) 0

Capoeira

Maneuver OCV DCV Notes

4 +1 HTH Damage Class(es)

5 Armada da Costa (Spin Kick)/Parafuso (Jumping Spinning Kick) -2 +1 9d6 Strike

4 Bencao (Front Thrust Kick)/Asfixiante (Punch) +0 +2 7d6 Strike

5 Block +1 +3 Block, Abort

3 Cabecada (Head-Butt) +1 +0 7d6 Strike

4 Cocorinha/Esquiva/Queda de Quatro -- +5 Dodge, Affects All Attacks, Abort

4 Dedeira (Eye Gouge) -1 -1 Flash 5d6

4 Meia lua de Frente/Queixada (Crescent Kick) +2 +0 7d6 Strike

3 Rasteira/Banda/Tesoura/Arrastao (Legsweep/Takedown) +2 -1 6d6 Strike, Target Falls

5 Voo-do-morcego (Flying Kick) +1 -2 9d6 Strike

 

Perks

55 Asasens yo: Follower: Costumed Assassins

7 Good to be the King: Money: Wealthy

6 King Snake: Reputation: Drug Lord (A large group) 14-, +2/+2d6

30 The Villa: Vehicles & Bases

45 Thugs: Follower

15 the Town Car: Vehicle: Souped Up Limo

3 Well-Connected

14 1) Contact: Columbian Drug Cartel (Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (15 Active Points) 12-

1 2) Contact: Corrupt DEA Official (Contact has access to major institutions, Contact has been blackmailed by the character, Contact has useful Skills or resources) (2 Active Points) 11-

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

1 4) Favor: Florida Senator (1 Active Points)

 

Talents

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

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

 

Skills

10 +1 Overall (Custom Adder)

12 +2 with HTH and Ranged Combat

3 Acrobatics 13-

3 Breakfall 13-

3 Bribery 13-

3 Bureaucratics 13-

3 Combat Driving 13-

3 Concealment 13-

3 Criminology 13-

3 Fast Draw 13-

3 Forensic Medicine 13-

3 High Society 13-

3 Linguist

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

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

0 3) Language: Haitian Creole (idiomatic) (4 Active Points)

1 4) Language: Portuguese (idiomatic) (4 Active Points)

3 5) Language: Spanish (idiomatic) (4 Active Points)

2 PS: Dancing 11-

5 PS: Drug Lord 14-

2 PS: Play Instrument: Drums 11-

3 Paramedics 13-

3 Scholar

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

1 2) KS: Drug Trafficking (2 Active Points) 11-

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

1 4) KS: Narcotics Laws (2 Active Points) 11-

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

3 Science Skill: Chemistry 13-

3 Science Skill: Toxicology/Pharmacology 13-

3 Streetwise 13-

10 Two-Weapon Fighting (Ranged)

2 WF: Small Arms

1 WF: Straight Razor

 

Total Powers & Skill Cost: 436

Total Cost: 560

 

200+ Disadvantages

20 Dependent NPC: Esmeralda Daramond (Daughter) 8- (Incompetent; Unaware of character's adventuring career/Secret ID)

10 Distinctive Features: Snake Tattoo on neck (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

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

10 Hunted: Columbian Drug Cartels 11- (As Pow; NCI; Watching)

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

15 Psychological Limitation: Arrogant (Very Common; Moderate)

15 Psychological Limitation: Killer (Common; Strong)

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

10 Reputation: Drug Lord/Assassin, 8- (Extreme)

20 Social Limitation: Secret Identity (Frequently; Severe)

5 Unluck: 1d6

210 Experience Points

 

Total Disadvantage Points: 560

 

Background/History: Born to poverty in Haiti, Ali emmigrated to Brazil while working as a runner for drug dealers. He caught the eye of a particularly powerful (and eccentric) drug lord who liked the rugged young man and had him educated. Ali studied Capoeira and dance, married the drug lord's daughter and made a name for himself as an assassin/lieutenant. When his employer fell out of favor with his fellows, Ali now called Sèpan la ("The Serpent") defended him to the best of his ability. When his benefactor and wife were slain before him, Ali went crazy and escaped. He stole away his infant daughter and began his campaign to destroy those who had taken his life from him.

 

Sèpan la succeeded in toppling his mentor's enemies and establishing himself as a force to be reckoned with. He left Brazil, not because he felt fear, but because the memories hurt too much. He moved to America, and began carving out an empire in Florida. With the aid of allies in Columbia, he was quickly established and took to ruthlessly dispatching his would-be rivals. It was this gang war that served as the genesis for his greatest enemies, the Crime Fighter Legion.

 

Personality/Motivation: Arrogant and with a keen sense of aggressive entitlement, if Sèpan can take it, he will. He dotes on his young daughter - she's a teenager now and just starting to test his patience.

 

Ali is a control-freak, meticulous in his work-life and doesn't take setbacks well. He is a top-level human fighter and trains religiously with his hand picked costumed Assassins. When not running his cartel he likes to golf, and go clubbing and dance.

 

Quote: "Danse ak sèpan sa a ap lanmò a nan ou, zanmi." (Dancing with this serpent will be the death of you, friend.)

 

Powers/Tactics: A top level agent martial artist, Sèpan should be a challenge for a single costumed crime fighter - but not a real test. He is a cinematic lieutenant turned master villain, his danger is more in his keen mind, special agents, and contacts.

 

Campaign Use: A crime lord for a low powered superteam. His daughter could be a love-interest for a young hero (she's in her late teens, circa 2012).

 

Appearance: Alyusious is a handsome man with lean muscles, a mess of tangled brown hair that gos almost to his shoulders, brown eyes, and dark skin. He dresses in expensive suits - white with a green tie, gold accents and jewelry. He has a tattoo of a snake biting it's tail around his neck.

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Re: Else Earth Superteams: Crime Fighter Legion (5e)

 

Bloodsport

Val Char Cost Roll Notes

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

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

25 CON 30 14-

15 BODY 10 12-

10 INT 0 11- PER Roll 11-

15 EGO 10 12- ECV: 5

20 PRE 10 13- PRE Attack: 4d6

12 COM 1 11-

 

15+11 PD 10 Total: 15/26 PD (0/11 rPD)

15+11 ED 10 Total: 15/26 ED (0/11 rED)

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

10 REC 0

50 END 0

50 STUN 9 Total Characteristic Cost: 179

 

Movement: Running: 7"/14"

Leaping: 6"/12"

Swimming: 4"/8"

 

Cost Powers END

15 Chakram: Energy Blast 6d6, Indirect (always originates from character but can attack from any direction; +½) (45 Active Points); OAF (-1), 4 Recoverable Charges (-½), Range Based On STR (-¼), Beam (-¼) [4 rc]

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

Notes: (x2 number of items)

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

1u 2) Hurled Club: Energy Blast 6d6 (30 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (cannot use any slot in Multipower until Charge is recovered; -½), Range Based On Strength (-¼) [1 rc]

Athletecism

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

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

2 3) Strong Swimmer: Swimming +2" (4" total) 1

Tough Hombre

24 1) Can Take A Punch: Physical Damage Reduction, Resistant, 50% (30 Active Points); Character Must Be Aware Of Attack (-¼), Requires A CON Roll (No Active Point penalty to Skill Roll; assumes a CON Roll of 12- or 13-; -0) 0

40 2) Enhanced Pain Tolerance: (Total: 60 Active Cost, 40 Real Cost) Physical Damage Reduction, Resistant, 50%; Only Works Against STUN Damage Defined As Pain/Shock (-½), Requires A CON Roll (No Active Point penalty to Skill Roll; assumes a CON Roll of 12- or 13-; -0) (Real Cost: 20) plus Energy Damage Reduction, Resistant, 50%; Only Works Against STUN Damage Defined As Pain/Shock (-½), Requires A CON Roll (No Active Point penalty to Skill Roll; assumes a CON Roll of 12- or 13-; -0) (Real Cost: 20) 0

24 3) It Looks Worse Than It Is - Tough: Armor (8 PD/8 ED); Requires A CON Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points, ; assumes a CON Roll of 12- or 13-; -0) 0

10 4) Unimpressed: +20 PRE (20 Active Points); Only To Protect Against Presence Attacks (-1)

Kalaripayit/Gatka

Maneuver OCV DCV Notes

12 +3 HTH Damage Class(es)

4 Bind +1 +0 Bind, 50 STR

4 Block +2 +2 Block, Abort

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

4 Elbow Strike +0 +2 10d6 Strike

5 Flying Kick +1 -2 12d6 Strike

3 Joint Lock (Kattaram) +0 -1 Grab One Limb; 25 STR for holding on

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

4 Marman Strike -1 +1 3 ½d6 NND

5 Power Strike +1 -2 Weapon +7 DC Strike

5 Straight Kick/Roundhouse Kick -2 +1 12d6 Strike

4 Strike +2 +0 Weapon +5 DC Strike

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

1 Weapon Element: Blades

1 Weapon Element: Chain & Rope Weapons

1 Weapon Element: Chakar

1 Weapon Element: Clubs

1 Weapon Element: Urumi

 

Perks

2 Combat Specialist: Reputation: Fighter of Note (A large group) 11-, +1/+1d6

9 Contact: Miami Underworld (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-

6 Contact: Sèpan (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 11-

 

Talents

3 Lightning Reflexes: +2 DEX to act first with All Actions

6 Combat Luck (3 PD/3 ED)

 

Skills

6 +1 with HTH and Ranged Combat

10 +2 with HTH Combat

12 +4 with Martial Maneuvers

3 Acrobatics 14-

3 Breakfall 14-

3 Climbing 14-

3 Combat Driving 14-

3 Concealment 11-

3 Contortionist 14-

3 Fast Draw 14-

3 Linguist

4 1) Language: English (idiomatic)

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

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

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

3 Lockpicking 14-

3 Paramedics 11-

3 Riding 14-

3 Scholar

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

1 2) KS: Indian Healing (2 Active Points) 11-

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

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

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

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

3 Security Systems 11-

3 Shadowing 11-

3 Stealth 14-

3 Streetwise 13-

3 Survival 11-

2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

3 Tactics 11-

8 WF: Common Melee Weapons, Chain & Rope Weapons, Chakar, Chakram, Staffs, Urumi, Whips

 

Total Powers & Skill Cost: 341

Total Cost: 520

 

200+ Disadvantages

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

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

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

15 Psychological Limitation: Loves Combat (Common; Strong)

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

5 Reputation: Violent Villain, 8-

15 Social Limitation: Secret Identity (Frequently; Major)

5 Unluck: 1d6

230 Experience Points

 

Total Disadvantage Points: 520

 

Background/History: Ajay was born in Kochi, Kerala, in India. His family came from rahter rugged sailor stock and Ajay was as rugged as they come, and a tad more violent. His father, deciding that his aggressive son should learn a little discipline, had him enroll in yoga classes. Ajay "expanded" his knowledge to the martial arts kalaripayit and gatka and began fighting in underground competitions. Seeking more challenges, the young fighter hopped ship to Hong Kong and became a foreign sensation. Eventually the prosptect of beating up losers for cash bored him and he caught a plane to America.

 

The idea of being a costumed criminal had more appeal, more style. Ajay became 'Bloodsport' and acted as a fairly reliable enforcer for minor criminals along the soutehern states. When he hit Florida he found himself chilling in Miami and occasionally falling back to his pitfighter days when the money ran dry. It was here that he first encounterd Daniel Whiteclaw. The young fighter was one of the few who could hang with Ajay for any length of time and when a new superhero appeared with an ecclectic fighting style, Ajay recognized his rival.

 

Bloodsport has made Miami his base of operations so that he can bedevil Gladiator. Though the truth is he rather likes the young hero.

 

Personality/Motivation: Bloodsport is violent, but not angry. He loves combat and testing his considerable might against other fighters of worth. He finds Gladiator to be his "arch nemesis" and though he feels superior to the young hero, he is trying to help Gladiator develop and then see who is truely the better warrior.

 

Outside of this quest, Bloodsport likes the money he earns as a costumed villain but dislikes the occasional jail time. He spends his money quickly on fine clothes, food, alcohol, and women.

 

Bloodsport is surprisingly respectful of his elders and of women and he expects his peers to be as well.

 

Quote: Your words wound me! Whis is surprising, because your fists have no effect what so ever.

 

Powers/Tactics: Bloodsport can take a punch. He's probably a low level meta-human, but he doesn't detect as one. He is a one of a kind athlete and skilled in martial arts. His favorite weapons are his twin clubs and his Chakram (he carries 4 of the latter).

 

Campaign Use: Could easily be a friendly rival/light hearted criminal for a PC martial artist.

 

Appearance: Bloodsport is tall, lean, and ruggedly handsome. He has long black hair and goatee. He likes to dress in fashions that show off his physique and his favorite colors are black and purple.

 

As Bloodsport he wears a black costume (lightly armored with inconvenient cutouts on his lower torso to show off his abs) and a black cowel with a red plume. His weapons are red and worn on a black harness. His belt, boots, and fingerless gloves are red.

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Re: Else Earth Superteams: Crime Fighter Legion (5e)

 

Eclipse

Val Char Cost Roll Notes

35 STR 25 16- Lift 3200.0kg; 7d6 [3]

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

25 CON 30 14-

12 BODY 4 11-

13 INT 3 12- PER Roll 12-

11 EGO 2 11- ECV: 4

20 PRE 10 13- PRE Attack: 4d6

16 COM 3 12-

 

15+15 PD 8 Total: 15/30 PD (0/15 rPD)

10+15 ED 5 Total: 10/25 ED (0/15 rED)

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

12 REC 0

50 END 0

55 STUN 12 Total Characteristic Cost: 138

 

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 7"/14"

Swimming: 2"/4"

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

 

Cost Powers END

40 Body of Darkness: Multipower, 40-point reserve

4u 1) Body Of The Shadow: Desolidification (affected by darkness or light powers) (40 Active Points) 4

8m 2) Darkshield: Force Field (15 PD/15 ED/5 Power Defense/5 Flash Defense: Sight Group) (40 Active Points) 4

5m 3) Wings of Darkness: Flight 20" (40 Active Points); Restrainable (-½) 4

60 Darkness Manipulation: Multipower, 60-point reserve

12m 1) Dark Blast: Energy Blast 12d6 (60 Active Points) 6

6u 2) Dark Chains: Entangle 5d6, 5 DEF (Stops A Given Sense Group Sight Group) (60 Active Points) 6

1u 3) Darkmatter Guantlet: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-½) 2

5u 4) Darkness: Darkness to Sight Group 4" radius, Personal Immunity (+¼) (50 Active Points) 5

6u 5) Hands Of Shadow: Telekinesis (40 STR) (60 Active Points) 6

2u 6) Merge With Shadows: Invisibility to Sight Group (20 Active Points); Only In Darkness/Shadows (-¼) 2

4u 7) Obscuring Shadows: Change Environment 32" radius (-4 to Normal Sight PER Rolls), Personal Immunity (+¼) (45 Active Points) 4

3u 8) Shadow Sphere: FW (8 PD/8 ED; 2" long and 1" tall) (Opaque Sight Group) (52 Active Points); Only To Englobe (-½) 5

3u 9) Stepping Through Shadows: Teleportation 20" (40 Active Points); Only Through Darkness/Shadows (-¼) 4

5u 10) Terrors Of The Dark: Drain PRE 4d6, Ranged (+½) (60 Active Points); Only Versus Targets In Darkness/Shadows (-¼) 6

Heart of Darkness

8 1) Eyes Of Darkness: Sight Group Flash Defense (10 points) (10 Active Points); Only Versus Light-Based Effects (-¼) 0

5 2) Nighteyes: Nightvision 0

20 3) Shadow Mantle: Power Defense (20 points) 0

 

Perks

7 Contact: Underworld Information Broker (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 12-

 

Skills

6 +1 with HTH and Ranged Combat

15 +3 with Ranged Combat

3 Bribery 13-

3 Bureaucratics 13-

2 CK: Atlantic City 11-

2 CK: Miami 11-

3 Concealment 12-

5 Criminology 13-

7 Deduction 14-

3 PS: Fire Marshal 12-

3 Paramedics 12-

5 SS: Arson/Explosion Investigation 14-

3 Scholar

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

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

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

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

5 Shadowing 13-

3 Stealth 13-

3 Streetwise 13-

2 WF: Small Arms

 

Total Powers & Skill Cost: 283

Total Cost: 421

 

200+ Disadvantages

15 Distinctive Features: Doesn't cast a shadow (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

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

10 Hunted: Criminal whose Secrets she knows 8- (As Pow; Harshly Punish)

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

10 Psychological Limitation: Greedy (Common; Moderate)

15 Psychological Limitation: Obsessed with other people's Secrets (Common; Strong)

15 Psychological Limitation: Thrillseeker (Very Common; Moderate)

15 Social Limitation: Secret Identity (Frequently; Major)

5 Unluck: 1d6

20 Vulnerability: 2 x Effect Light Based Attacks (Common)

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

71 Experience Points

 

Total Disadvantage Points: 421

 

Background/History: Evie Walsh always wanted to be a detective. She loved finding out secrets, solving crimes. She enjoyed outsmarting other people, especially those who thought they were really clever. She started working for a private eye as a secretary out of highschool but found it rather dull. Until he asked her to stakeout a man whose wife suspected of cheating on her. This was AWESOME.

 

Evie went to school got a Bachelor's in crimiminology and got on as an Arson Investigator in Atlantic City. She found the job less exciting than following cheating spouses so she quit, moved to Miami and started her own Investigations company. Things started to fall apart for her when she revealed some secrets that powerful people wanted kept. Evie tried to blackmail her way out but instead found herself running for her life.

 

Unfortunately for Evie's pursuers, she had chosen to hide in a warehouse owned by David Mitchell, known better to some as Faustus Boneweaver. Evie set off a mystical alarm and one of the Boneweaver's shadows was sent to eliminate the intruders. Evie was its first target. However when the shadow grasped at the shrieking intruder something very unusual happened; Evie absorbed it.

 

Still screaming from the shock and the cold feeling of the creature she had just inadvertantly devoured spreading through her, Evie was confronted by her pursuers. Instinctively, she lashed out with newfound power and within moments they all lay motionless at her feet. She escaped into the night and a short time later the villainess Eclipse appeared to collect the secrets of the world.

 

Personality/Motivation: Evie is a tad unhinged. She loves secrets and problem solving. She doesn't usually try to use the knowledge she gains, just likes to have it. And let the former keeper of the secret know that she knows. This makes her very unpopular with many people.

 

Beyond secrets, she craves excitement and cash.

 

Powers/Tactics: Eclipse commands darkness and shadows, emparting on them tangical form, enabling her to use darkness as a weapon, a shield, or to traverse the world via shadows. She posseses minor superhuman strength and is a gifted investigator.

 

Campaign Use: A rather fearsome villain for those with secret identities. Eclipse is also a good foil for light using heroes.

 

Appearance: Eclipse is an attractive woman in her early thirties with short black hair, striking green eyes and a fair complexion. She has the build of someone who works out regularly. When acting as eclipse she wears a black sleeveless and legless bodysuit with a red sun eclipsed by a black moon on her chest. She has a similar symbol on her forearms and just under her knees where the sun's rays (at the equator) spread around her arms and legs respectively to make bands. She wears a black domino mask with red eye guards.

 

When she uses her powers her skin becomes jet black as well and all that can be seen are her eyes and decorations.

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Re: Else Earth Superteams: Crime Fighter Legion (5e)

 

Starwell

Val Char Cost Roll Notes

60 STR 10 21- Lift 102.4tons; 12d6 [6]

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

30 CON 40 15-

12 BODY 4 11-

13 INT 3 12- PER Roll 12-

11 EGO 2 11- ECV: 4

20 PRE 10 13- PRE Attack: 4d6

20 COM 5 13-

 

10+12 PD 6 Total: 10/22 PD (0/12 rPD)

10+18 ED 4 Total: 10/28 ED (0/18 rED)

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

10 REC 0

60 END 0

50 STUN 13 Total Characteristic Cost: 147

 

Movement: Running: 6"/12"

Flight: 0"/30"/0"/60"

Leaping: 12"/24"

Swimming: 2"/4"

Teleportation: 0"/1"/0"/2"

 

Cost Powers END

60 Lightspeed Travel: Multipower, 60-point reserve

1u 1) Atmospheric Lightspeed Travel: Teleportation 1", Megascale (1" = 100,000 km; +1 ½), Can Be Scaled Down 1" = 1km (+¼) (5 Active Points) 1

6u 2) Slow Lightspeed Travel: Flight 30" (60 Active Points) 6

1u 3) Space Lightspeed Travel: Faster-Than-Light Travel (10 Active Points) 0

60 Solar Arsenal: Multipower, 60-point reserve

5u 1) Coherent Plasma Blast: EB 8d6, Explosion (+½) (60 Active Points); Can Be Missile Deflected (-¼) 6

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

5u 3) Flare Blast: Sight Group Flash 10d6 (50 Active Points) 5

6u 4) Light Bolt: Energy Blast 12d6 (60 Active Points) 6

3u 5) Lightbending: Invisibility to Sight Group , No Fringe (30 Active Points) 3

4u 6) Solar Beam: Killing Attack - Ranged 3d6 (45 Active Points); Beam (-¼) 4

20 Solar Specimin: Elemental Control, 40-point powers

20 1) Photonic Aura: Sight Group Flash 2d6, Area Of Effect (One Hex; +½), Damage Shield (+½), Reduced Endurance (0 END; +½), Continuous (+1) (35 Active Points) 0

20 2) Photonic Shield: Force Field (12 PD/18 ED/10 Flash Defense: Sight Group) (40 Active Points) 4

13 3) Solar Strength: +40 STR (40 Active Points); No Figured Characteristics (-½) 4

Solar Powered

16 1) Eyes Of Light: Sight Group Flash Defense (20 points) (20 Active Points); Only Versus Flashes Based On Light (-¼) 0

15 2) Solar Storage: Endurance Reserve (100 END, 10 REC) Reserve: (20 Active Points); REC: Limited Recovery (only in direct sun/starlight; -1) 0

20 3) Space Worthy: Life Support (Eating: Character only has to eat once per week; 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) 0

 

Perks

3 DMA Deputization: Fringe Benefit: Federal/National Police Powers

2 Ex-Boyfriend: Contact: Jeff Taylor (Contact has useful Skills or resources) 8-

12 Government Agent: Contact: Department of Metahuman Affairs (Contact has very useful Skills or resources), Organization Contact (x3) (12 Active Points) 11-

1 Not Like I need this Anymore: Fringe Benefit: Press Pass

2 Noted Journalist: Money: Well Off

3 Star Power: Reputation: Media Sensation (A large group) 14-, +1/+1d6

 

Skills

12 +2 with HTH and Ranged Combat

3 Bureaucratics 13-

3 Conversation 13-

3 Deduction 12-

3 High Society 13-

3 Oratory 13-

3 PS: Journalist 12-

3 PS: Researcher 12-

5 Persuasion 14-

5 Power: Solar Energy Control 12-

3 Research 12-

3 Scholar

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

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

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

3 Scientist

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

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

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

3 Seduction 13-

3 Systems Operation 12-

 

Total Powers & Skill Cost: 368

Total Cost: 515

 

200+ Disadvantages

20 Dependent NPC: Family (3 sisters, 2 parents) 8- (Normal; Group DNPC: x4 DNPCs)

15 Distinctive Features: Sparkles (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

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

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

15 Psychological Limitation: Overconfident (Very Common; Moderate)

15 Psychological Limitation: Self-Appointed Expert (Common; Strong)

10 Rivalry: Romantic (Shooting Star; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15 Social Limitation: Public Identity (Frequently; Major)

20 Susceptibility: Darkness Fileds 2d6 damage per Phase (Uncommon)

10 Vulnerability: 2 x STUN Darkness Attacks (Uncommon)

165 Experience Points

 

Total Disadvantage Points: 515

 

Background/History: The fourth daughter of a couple of academics in Colorado, Amber was named for her paternal grandmother. To avoid confusion she went by her middle name Reina which led to her "Rainy" nick name. A bright girl, Amber enjoyed science and math in school and originally sought to be a scientist. When she was a teenager, her metahuman powers surfaced and she began moonlighting as a costumed adventurer.

 

During college, she began using her first name again and during her senior year had a romance with a fellow physics student, an underclassman named Jeff Taylor. He was studying nuclear physics and wanted to help drive solar energy research. It was his passion for the sun that drove Amber to confess her secret identity to him. Jeff was thrilled...in part because she promised to help him with his work via her powers - this started the setting of their relationship. After about a year she felt he cared more for the powers of Starwell than he did about Amber Daye and they broke off the relationship but the couple remained friends.

 

Amber eventually moved from research to scientific journalism, publishing articles on a variety of subjects. She was the key note speaker at a symposium of solar energy researchers - Jeff and his new girlfriend Aimee were in attendance - that Starwell's occasional foe Eclipse appeared and disrupted the event. In a rare moment of spiteful ranting, the shadowy villainess called out Starwell and outed her secret identity.

 

Despite the loss of her secret ID, Starwell has soldiered on, she wrote a book about her life experiences and is still patrolling the East Coast. Her family lives in the midwest and she does her best to keep them safe, to this end she has a strong working relationship with the Department of Metahuman Affairs.

 

Personality/Motivation: Starwell is a strong willed woman with an opinion on everything. She loves acadamia and her place in it. She also loves the spotlight and being on TV. Though she has something of a reputation as a media whore, and is used to getting her way, she has a good heart and uses her powers to help others without a second thought.

 

Powers/Tactics: Solar powered Energy Projector with a side of brick. Her Solar strength draws from her endurance reserve.

 

Campaign Use: Mostly as a romantic foil for Shooting Star.

 

Appearance: Amber is blond, blue-eyed, perfectly tanned and has a knockout physique that only hints at her physical power. She wears her hair long and her skirts short. When she speaks in public she prefers to wears expensive suits with just a hint of sexiness.

 

As starwell she wears a white legless bodysuit with golden swash-topped boots, flared gloves, and a golden cape (with white lining). Her symbol is a glowing 8 point star on her chest - she uses her powers to make it glow. she no longer wears a mask.

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Re: Else Earth Superteams: Crime Fighter Legion (5e)

 

Danger Lass

Val Char Cost Roll Notes

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

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

20 CON 20 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV: 3

15 PRE 5 12- PRE Attack: 3d6

14 COM 2 12-

 

16 PD 8 Total: 16 PD (16 rPD)

16 ED 12 Total: 16 ED (8 rED)

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

12 REC 0

40 END 0

40 STUN 0 Total Characteristic Cost: 110

 

Movement: Running: 6"/12"

Flight: 10"/20"

Leaping: 8"/16"

Swimming: 2"/4"

 

Cost Powers END

12 Bio-Energy Blast: Energy Blast 8d6 (40 Active Points); Increased Endurance Cost (x3 END; -1), Beam (-¼), Cannot Be Used With Multiple-Power Attacks (-¼), Reduced Penetration (-¼), Concentration (½ DCV; -¼), Extra Time (Delayed Phase, -¼) 12

9 Environmental Independance: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0

20 Into the Thick of it!: Flight 10" 2

11 Long-Lived: LS (Immunity All terrestrial diseases and biowarfare agents; Longevity 200 Years) 0

7 Regeneration: Healing 1 BODY, Can Heal Limbs (15 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 ¼) 1

12 Uncommon Resiliance: Damage Resistance (16 PD/8 ED) 0

2 Willful and hard to move: Knockback Resistance -1" 0

 

Perks

8 Contact: Dynamo II (Now retired) (Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact is slavishly loyal to character) 12-

 

Skills

8 +1 with All Combat

3 Acrobatics 12-

3 Acting 12-

3 Breakfall 12-

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

1 Language: Spanish (basic conversation)

3 Oratory 12-

2 PS: Cheerleading 11-

3 Scholar

1 1) KS: Current Events (2 Active Points) 11-

1 2) KS: The Latest Thing (2 Active Points) 11-

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

 

Total Powers & Skill Cost: 110

Total Cost: 220

 

200+ Disadvantages

20 Hunted: Dynamo Rogues Gallery 11- (As Pow; NCI; Harshly Punish)

10 Social Limitation: Minor: Age: 14 (Frequently; Minor)

15 Social Limitation: Secret Identity (Frequently; Major)

10 Psychological Limitation: Brave to the point of Foolhardy (Common; Moderate)

 

Total Disadvantage Points: 220

 

Background/History: Maggie is on the cheerleading squad, near the top of her class in school, and the super-powered scion of the Gallowglass family to boot. She decided long ago to follow her Grandfather, Father, and Brother into the life of a hero and has been biding her time. In an effort to differntiate herself from the family line (to throw off family enemies) she has taken the code name "Danger Lass" and dresses in a costum less evocative of the family line.

 

Personality/Motivation: Danger Lass is a do-gooder but she's a bit more worldly than she lets on in her secret ID. As Maggie she presents a pretty convincing vapid, giggly teenager, but when she acts as Danger Lass she comes across far more worldly and responsible. Her brother tries to keep her out of trouble but he's proud of her just the same. She wants to join the Legion but he won't allow it until she graduates from highschool.

 

Powers/Tactics: She has the family powers, though a tad weaker at this point in her development.

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Re: Else Earth Superteams: Crime Fighter Legion (5e)

 

Adelle Mirriam Wells

Val Char Cost Roll Notes

9 STR -1 11- Lift 87.1kg; 2d6-1

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

10 CON 0 11-

9 BODY -2 11-

13 INT 3 12- PER Roll 12-

15 EGO 10 12- ECV: 5

10 PRE 0 11- PRE Attack: 2d6

14 COM 2 12-

 

2+6 PD 0 Total: 2/8 PD (0/6 rPD)

2+6 ED 0 Total: 2/8 ED (0/6 rED)

2 SPD 0 Phases: 6, 12

4 REC 0

20 END 0

19 STUN 0 Total Characteristic Cost: 15

 

Movement: Running: 6"/12"

Leaping: 1"/2"

Swimming: 2"/4"

 

Cost Powers END

17 Mental Defense (20 points total) 0

 

Perks

1 Executive Assistant's Salary: Money: Well Off

5 Crime Fighter Legion Secret Entrance: Access (Hidden (-2 to Skill Rolls))

 

Talents

12 Combat Precog: Combat Luck (6 PD/6 ED)

17 Danger Sense (self only, out of combat, Function as a Sense, Intuitional) 12-

5 Eidetic Memory

20 Universal Translator 12-

 

Skills

3 Bureaucratics 11-

3 Conversation 11-

3 PS: Administrative Assistant 12-

3 Scholar

1 1) KS: Foreign Films (2 Active Points) 11-

1 2) KS: Miami Social Scene (2 Active Points) 11-

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

3 Systems Operation 12-

 

Total Powers & Skill Cost: 95

Total Cost: 110

 

50+ Disadvantages

5 Distinctive Features: Tattoo: (Dragon and Butterfly on her back) (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Hunted: Department of Metahuman Affairs 8- (Mo Pow; NCI; Watching)

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

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

10 Experience Points

 

Total Disadvantage Points: 110

 

Background/History: Adelle Wolcott married out of college to Steve Wells, an intense young man who, like her experienced odd dreams and blackouts. The couple met at a workshop put on by the Hyperion Institute, they discovered their abilities there and how to cope with them. The Institute felt they were both too low powered to indoctrinate but kept tabs on them.

 

When Evan was born, Steve - whose powers involved teleptathy, recognzied his son's potential right away. The couple contatcted the institute and a rather heavy handed recruiter tried to intimidate them into sending Evan to one of their private schools. The meeting ended badly and the Wells cut off contact with the Institute. Unwilling to accept rejection, the recruiter staged a raid. However, he underestimated the growth of Evan's parents. Steve was injured and the family fled into the night.

 

Relocating to Miami, they encountered another Hyperion Institute Recruiter. Steve went missing and was found dead a month later, but the recruitment attempts have stopped. Adelle looked to the local superheroic community for help and was pointed towards the long-time hero Dynamo, who was just forming the city's first Superteam. The Crime Fighter Legion agreed to train and protect Evan and Adelle. She was hired by Gallowglass Industries as an Exectutive Assistant and she now works and lives at the team Warehouse Base.

 

Personality/Motivation: All that matters to Adelle now is her son. She misses her husband greatly, but in the years since taking up with the CFL she's slowly allowed herself to start thinking about her life in terms not solely for Evan's benefit.

 

A film buff, she takes in foreign films at swanky theaters and has begun to enjoy Miami's nightlife.

 

Powers/Tactics: Adelle isn't a combatant. She flees unless Evan is in danger then she tries to find something to draw foes attention towards her. Adelle's powers are eclectic and include absolute memory, a precognitive danger sense and the ability to just get out of the way. She also has exceptionally strong mental defenses.

 

Campaign Use: DNPC; A romantic interest possibility

 

Appearance: Adelle is a pretty, petite woman with long blond hair, blue eyes and the physique of a woman her age who engages in regular exercise. She dresses conservatively for her job, preferring blue and gray for her colors with a bit of pink or red in the accessories.

 

When out on her own she dresses in modern fashions using her pixie good looks to pass off as much younger than she is. She has a tattoo of a dragon coiled in a circle around a butterfly on her back, just below her shoulders.

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Re: Else Earth Superteams: Crime Fighter Legion (5e)

 

Jane Wheeler

Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

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

13 CON 6 12-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

11 EGO 2 11- ECV: 4

13 PRE 3 12- PRE Attack: 2 ½d6

16 COM 3 12-

 

5 PD 2 Total: 5 PD (0 rPD)

5 ED 2 Total: 5 ED (0 rED)

3 SPD 5 Phases: 4, 8, 12

6 REC 0

30 END 2

30 STUN 6 Total Characteristic Cost: 49

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

Krav Maga

Maneuver OCV DCV Notes

4 Block +2 +2 Block, Abort

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

4 Disarm -1 +1 Disarm; 23 STR to Disarm roll

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

4 Escape +0 +0 28 STR vs. Grabs

3 Grab -1 -1 Grab Two Limbs, 23 STR for holding on

5 Kick -2 +1 6 ½d6 Strike

4 Low Kick/Knee Strike/Punch +0 +2 4 ½d6 Strike

3 Throw +0 +1 2 ½d6 +v/5, Target Falls

1 Weapon Element: Blades

1 Weapon Element: Clubs

 

Perks

1 Fringe Benefit: Accredited Instructor

 

Skills

6 +2 with Martial Maneuvers

3 Breakfall 12-

3 Climbing 12-

3 Instructor 11-

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

1 Language: Hebrew (Israeli) (basic conversation)

2 PS: Writer (Journalism) 11-

3 Scholar

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

1 2) KS: Middle Eastern Philosophies (2 Active Points) 11-

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

2 WF: Common Melee Weapons

 

Total Powers & Skill Cost: 64

Total Cost: 113

 

50+ Disadvantages

15 Psychological Limitation: Thrillseeker (Common; Strong)

15 Psychological Limitation: Impulsive and Obsessive (Very Common; Moderate)

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

23 Experience Points

 

Total Disadvantage Points: 113

 

Background/History: How a fair-skinned American teenager found herself in Israel Studying Krav Maga and weapons combat is somewhat funny. Jane's father was a military contractor and her family moved around a lot. Jane was always into martial arts and fighting - getting in trouble at school was par for the course with Jane.

 

When she was old enough to have a say in where she'd stay she studied in Israel and competed in Martial Arts competitions, moving back to the US to teach and compete when she was twenty-four.

 

It was in Miami that she met Dan Whitecrow and their shared love of combat - though he is so full of it, he know almost nothing about martial arts! When he began his career as Gladiator, Jane briefly contemplated becoming his assistant. He was pleased she decided against the idea.

 

Personality/Motivation: Feisty, fearless, and a tad flighty; Jane dives into life with obsessive zeal. When she falls for something (a sport, musician, food) she has to know all about it. Her biggest obsession in martial arts, particularly Krav Maga - she loves the art's straightforward approach. She has studied philosophy but finds it boring, preferring to focus on physical training and leaving her mind open for other experiences.

 

Powers/Tactics: In a fight, Jane has no fear of stepping into melee. She fights defensively but never rejects an openning, cagier fighters can lure her into a trap that way.

 

Campaign Use: Rough and tumble girlfriend of a hero.

 

Appearance: Janes is a muscular redhead with green eyes, lots of freckles, and fair skin. She likes clothing she can move in. Usually pants and tee shirts. She keeps her hair relatively short.

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Re: Else Earth Superteams: Crime Fighter Legion (5e)

 

Which one is the finhead?

 

BTW, thank you for reminding me of artwork I had overlooked.

 

Incidentally, the Big Blue Book had a George Perez cover. It's a shame that Champions Complete won't.

 

A Brian Bolland cover would be even more awesome, but that's probably even more out of Hero Games' budget.

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