aylwin13 Posted February 10, 2004 Report Share Posted February 10, 2004 Hey Enforcer, these characters are all looking awesome. I wish I could turn out great characters at such a prolific rate. Even with HD it takes me a while to build them. Anyway, since I've been steal*** (ahem) admiring all of your characters since day 1, I was wondering if you'd be so kind as to post the .HDC for Superion? Thanks, and keep up the fantastic work. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 10, 2004 Author Report Share Posted February 10, 2004 I missed that? Huh... Here he is. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 10, 2004 Author Report Share Posted February 10, 2004 Tuesday 02/10/2004Flying LotusPlayer: NPC Heroine; Val Char Cost 20 STR 10 26 DEX 48 20 CON 20 10 BODY 0 10 INT 0 11 EGO 2 20 PRE 10 20 COM 5 16 PD 6 16 ED 6 6 SPD 24 8 REC 0 40 END 0 30 STUN 0 8" RUN06"/12" SWIM016" LEAP0Characteristics Cost: 131Cost Power END 13 Ch'i Awareness: Detect A Single Thing 11- (Unusual Group), Targeting Sense 5 Ch'i Harmony: Power Defense (5 points) 10 Ch'i Purity: Life Support (Immunity All terrestrial diseases and biowarfare agents) 7 Impenitrable Defense: Physical Damage Reduction, 25% (10 Active Points); Only against hand to hand attacks she can sense (-1/2) 5 Impenitrable Defenses: Lack of Weakness (-5) for Normal Defense 5 Iron Fan: Missile Deflection (Thrown Objects) 4 Iron Shirt : Damage Resistance (10 PD) (5 Active Points); Doesn't work against Guns (-1/4) 22 Strike of the Emperor Lion: HA +8d6, Penetrating (+1/2) (60 Active Points); Activation (-1/2), Extra Time: full phase (-1/2), Hand-To-Hand Attack (-1/2), Concentrate: 1/2 DCV (-1/4) 6 12 Very Perceptive: +4 PER with All Sense Groups 5 Walk on Water: Swimming +6" (6"/12" total) (6 Active Points); Surface Only (-1/4) 1 5 Mental Awareness 4 Running +2" (8" total) 1 8 Superleap +12" (16" forward, 8" upward) (12 Active Points); Requires Skill Roll (Acrobatics) (-1/2) 1 4 Swimming +4" (6"/12" total) 1 Powers Cost: 109Cost Martial Arts Maneuver Kung Fu 12 1) +3 HTH Damage Class(es) 4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR to Disarm roll 4 4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 50 STR vs. Grabs 5 6) Kick: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike 3 7) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 Strike, Target Falls 4 8) Punch: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike 3 9) Throw: 1/2 Phase, +0 OCV, +1 DCV, 7d6 +v/5, Target Falls Martial Arts Cost: 43Cost Skill 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 2 KS: Knowledge Skill: Kung Fu 11- 2 KS: Knowledge Skill: Kung Fu Styles 11- 0 Language: Cantonese (idiomatic) (4 Active Points) 4 Language: English (idiomatic) 2 PS: Librarian 11- 3 Shadowing 11- 3 Sleight of Hand 14- 3 Stealth 14- 3 Streetwise 13- 3 Tracking 11- Skills Cost: 34Cost Talent 12 Combat Luck: 6 PD/6 ED 16 Combat Sense 12- 9 Lightning Reflexes: +6 DEX to act first with All Actions 3 Lightsleep 3 Resistance: 3 points Talents Cost: 43Val Disadvantages 15 Always Obeys Orders of Superiors: Very Common, Moderate 20 Code Against Killing: Common, Total 10 Distinctive Features: Style Disadvantage: Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 20 Hunted: Dragon Master: 8- (Occasionally), More Powerful, NCI, Harshly Punish 10 Hunted: Golden Scorpion: 8- (Occasionally), As Powerful, Harshly Punish 20 Hunted: VIPER: 8- (Occasionally), More Powerful, NCI, Harshly Punish 10 Reputation: Mystic Martial Artist: , Frequently (11-) 15 Secret Identity: Rose Chen: Frequently (11-), Major 15 Shy in social situations: Common, Strong Disadvantage Points: 135Base Points: 200Experience Required: 25Total Experience Available: 76Experience Unspent: 51Total Character Cost: 360 Height: 1.65 m Hair: Brown Weight: 63.00 kg Eyes: Brown Appearance: Rose is short but has a powerful build. She wears her hair in a bun and loose clothing in her job as a librarian. When active as the Flying Lotus, she wears a tight, red top and billowy white kung fu pants. She wears a white domino mask as well as letting her hair down.Personality: A very civic minded woman, Rose has accepted the role of heroine in her community by her family's elders. She feels proudest when she helps the people in some way. She is often more comfortable in her role as heroine than librarian, but she finds the work in the library to be equally fulfilling.Quote:"I do not think that your present course of action will bring you the desired results."Background: Rose Chen is a librarian by day and a superheroine by night. She uses her Kung Fu skills and quasi mystical abilities to battle crime in New Mexico along with the other members of the Atomic Rangers.Powers/Tactics: A mystic based martial artist, Rose is skilled in hand to hand combat and capable of great physical feats. She is deceptively strong and hearty. Campaign Use: Standard costumed martial artist but she operates in an out of the way place. Quote Link to comment Share on other sites More sharing options...
aylwin13 Posted February 10, 2004 Report Share Posted February 10, 2004 Another question for ya' Enforcer: A number of your char's on this thread are members of teams. At this time I have all of the .HDC's downloaded to a single folder. I'd like to organize them by team. This would involve opening each file or rereading this thread. You wouldn't happen to have a list or chart showing which teams people belong to (and maybe whether they're heroes or villians)? Just askin'. Quote Link to comment Share on other sites More sharing options...
RPMiller Posted February 10, 2004 Report Share Posted February 10, 2004 Flying Lotus reminds me a little of Lotus from San Angelo except that Lotus of SA is a brick. Out of curiousity what is the thing her Chi awareness allows her to detect? Chi? Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 11, 2004 Author Report Share Posted February 11, 2004 Originally posted by aylwin13 Another question for ya' Enforcer: A number of your char's on this thread are members of teams. At this time I have all of the .HDC's downloaded to a single folder. I'd like to organize them by team. This would involve opening each file or rereading this thread. You wouldn't happen to have a list or chart showing which teams people belong to (and maybe whether they're heroes or villians)? Just askin'. Tha'ts a pretty good idea. I could do something like that... Let me put it together tonight and post it later... uh oh, dog's destroying something in the living room I'll be right back.... ...okay I'm back. Originally posted by RPMiller Flying Lotus reminds me a little of Lotus from San Angelo except that Lotus of SA is a brick. Out of curiousity what is the thing her Chi awareness allows her to detect? Chi? Flying Lotus is based on the example character from h5 turned into a girl. Yes, her Detect is Ch'i. She can sense the Ch'i of living beings and has enough sense to fight by it. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 11, 2004 Author Report Share Posted February 11, 2004 Wednesday 02/11/2004FirelordPlayer: NPC; Member of Atomic Rangers Val Char Cost 15 STR 5 24 DEX 42 25 CON 30 11 BODY 2 13 INT 3 17 EGO 14 20 PRE 10 10 COM 0 8/26 PD 5 8/30 ED 3 6 SPD 26 10 REC 4 50 END 0 50 STUN 18 6" RUN02" SWIM03" LEAP0Characteristics Cost: 162Cost Power END 100 Flame Mastery: Multipower, 100-point reserve 10u 1) Firey Arsenal: EB 10d6, Variable Advantage (+1/2 Advantages; +1) (100 Active Points) 10 9u 2) Firelord's Clensing Flame: RKA 2d6, Penetrating (+1/2), Sticky (+1/2), Continuous (+1) (90 Active Points) 9 9u 3) Flame Mastery: Suppress Fire Powers Flame Based Powers 6d6, All Powers Simultaneously (+2) (90 Active Points) 9 10u 4) Flame Transference: Transfer 4d6 (Flame Powers to Flame Powers), Can Transfer Maximum Of 64 Points, from any Flame power one at a time (+1/4) (100 Active Points) 10 4u 5) Flashfire: Sight Group Flash 8d6 (40 Active Points) 4 7u 6) Immolation: RKA 2d6, Uncontrolled (+1/2), Continuous (+1) (75 Active Points) 7 1u 7) Kindle Fire: Killing Attack - Ranged 1 point, Sticky (Only Affects Flammables; +1/4), Indirect (Any origin, always fired away from attacker; +1/2), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Continuous (+1) (19 Active Points); Limited Range (20") (-1/4) 5u 8) Summer's Touch: Drain Ice/Cold Powers 4d6, One Power At A Time (+1/4) (50 Active Points) 5 20 Personal Fire Abilities: Elemental Control, 40-point powers 20 1) Fiery Flight: Flight 20" (40 Active Points) 4 20 2) Fire Shield: Force Field (18 PD/22 ED) (40 Active Points) 4 28 3) Flame Aura: Killing Attack - Hand-To-Hand 1 1/2d6, Damage Shield (+1/2), Continuous (+1) (62 Active Points); No STR Bonus (-1/2) 6 9 Eyes Of Fire: Sight Group Flash Defense (12 points) (12 Active Points); Only Versus Flashed Based On Light (-1/4) 10 Gather 'Round The Fire: Life Support (Safe in Intense Cold; Safe in Intense Heat), Area Of Effect (4" Radius; +1 1/2) (10 Active Points) 5 Sense Temperature: Detect Temperature 12- (Unusual Group), Sense 5 Thermal Vision: Infrared Perception (Sight Group) Powers Cost: 272Cost Skill 2 +1 with Flame Blast 3 Concealment 12- 3 Demolitions 12- 2 KS: The Military/Mercenary/Terrorist World 11- 2 KS: US Army 11- 1 Navigation (Land) 8- 1 PS: Soldier 8- 3 Paramedics 12- 3 SS: Chemical Engineering 12- 3 SS: Chemical and Biological Weapons 12- 3 SS: Cosmology 12- 3 SS: Energy Conversion Systems 12- 3 SS: Mathematics 12- 3 SS: Pyrotechnics 12- 2 Survival 12- 3 Tactics 12- 2 WF: Small Arms 3 Weaponsmith (Chemical Weapons, Incendiary Weapons) 12- Skills Cost: 45Val Disadvantages 15 Hunted: Firewing 8- (Mo Pow, Harshly Punish) 10 Hunted: Freon 8- (As Pow, Harshly Punish) 20 Hunted: The Black Legion 8- (Mo Pow, NCI, Harshly Punish) 10 Hunted: US Military 8- (Mo Pow, NCI, Watching) 20 Psychological Limitation: Code of the Soldier (Honor to country; kills only when necessary) (Common, Total) 15 Psychological Limitation: Loyal to friends and superiors (Common, Strong) 15 Psychological Limitation: Scientific Curiosity (Common, Strong) 15 Social Limitation: Secret Identity (Peter James) (Frequently, Major) 10 Vulnerability: 1 1/2 x BODY Cold Attacks (Common) 20 Vulnerability: 2 x STUN Cold Attacks (Common) Disadvantage Points: 150Base Points: 200Experience Required: 129Total Experience Available: 129Experience Unspent: 0Total Character Cost: 479 Height: 1.80 m Hair: Black Weight: 73.00 kg Eyes: Gray Appearance: Pete's blonde hair and blue eyes have turned black and gray respectively since the accident. He wears comfortable clothes often with a long gray overcoat (he is almost immune to temperature extremes and wearing a long coat in New Mexico amuses him). His costume is a deep red, metallic bosysuit with gold gloves and boots. When he activates his forcefield he appears to be a flaming man made of molten gold.Personality: Pete is still a soldier, he serves the American People as Firelord as he did as Lt. Peter James, the uniform is just different. As the most potent of the Atomic Rangers and the most tactically sound, Pete is generally considered the teams leader. Quote:"Remember Kids, don't play with matches and you won't get burned." Background: Peter James was one of a number of former soldiers working for the defense contractor, PulseTech. James had shown technical know how and a disciplined approach that PulseTech looked for and he eventually became the project leader for the Furite Blast weapon. The weapon was a design of flame thrower that didn't rely on a large fuel pack for energy. The cells that Peter and his team had developed were in their prototype stage when Pete, having been in meetings all day came to the lab late one night and saw one of his team busily copying files. Knowing industrial espionage when he saw it; Pete immediately called security and in a fit of overconfidence, confronted the man. The spy, a VIPER undercover specialist, proved to be Pete's physical superior. During the struggle, Pete was knocked into the prototype. The spy had sabatoged the prototype and he simply detonated it. For a second Pete thought he saw the golden light he'd heart about. He felt no pain and when his eyes adjusted to the light and sound around him, he realized that he had been transformed by the Cell's explosion. The security team arrived and took both men into custody. Pete went peacefully and figured out how to "power down" really quickly. He decided to put his new abilities to the good of the public. Pete took the name Firelord from a comic book in his youth (and he's received permission from the creators and owners of said character in exchange for producing the Atomic Rangers and Firelord comic lines based off of his image and adventures). Powers/Tactics: Firelord's tactics stem from the versatility of his abilities. Able to create and manipulate fire and his "Firey Arsenal" allows him to affect a wide variety of potent attacks. His defenses are average but he has enhanced speed and reaction time, he tends to keep his distance.Campaign Use: Quote Link to comment Share on other sites More sharing options...
RPMiller Posted February 11, 2004 Report Share Posted February 11, 2004 Originally posted by Enforcer84 Flying Lotus is based on the example character from h5 turned into a girl. Yes, her Detect is Ch'i. She can sense the Ch'i of living beings and has enough sense to fight by it. So how is it used in game? Is it like a type of radar sense that lets you see your surroundings since everything has Chi both negative and positive, or is it for some other use? Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 11, 2004 Author Report Share Posted February 11, 2004 Basically its the radar sense. She can sense the innate Ch'i in an object. Mostly she only reacts to it if it moves! Quote Link to comment Share on other sites More sharing options...
aylwin13 Posted February 11, 2004 Report Share Posted February 11, 2004 Thanks for the list E84; and thanks again for sharing all this hard work with the rest of us. Quote Link to comment Share on other sites More sharing options...
zornwil Posted February 12, 2004 Report Share Posted February 12, 2004 Originally posted by aylwin13 Thanks for the list E84; and thanks again for sharing all this hard work with the rest of us. Yeah, I've been holding off going through the details until I can spend time on it as a project, this is very nice. I do wonder how I can mass download from a thread!? (nah, I know there's no such animal) Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 13, 2004 Author Report Share Posted February 13, 2004 Thursday 02/12/2004Looks like today is the day I start to change my life. I'll get back to this thought another day but for now...LegionnairePlayer: NPC; Member of the Atomic Rangers. Val Char Cost 40 STR 30 24 DEX 42 25 CON 30 12 BODY 4 15 INT 5 13 EGO 6 20 PRE 10 20 COM 5 15/27 PD 7 15/27 ED 10 5 SPD 16 15 REC 4 50 END 0 50 STUN 5 6" RUN02" SWIM08" LEAP0Characteristics Cost: 174Cost Power END Powered Legionnaire Armor, all slots OIF (Powered Armor; -1/2) 24 1) Armored Flight Suit: Armor (12 PD/12 ED) (36 Active Points); OIF (Powered Armor; -1/2) 20 2) Combat Flight: Flight 15" (30 Active Points); OIF (Powered Armor; -1/2) 3 21 3) Non-Combat Flight: Flight 8", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (32 Active Points); OIF (Powered Armor; -1/2) 3 19 4) LS (Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (29 Active Points); OIF (Powered Armor; -1/2) 8 5) Onboard Radio: HRRP (Radio Group) (12 Active Points); OIF (Powered Armor; -1/2) 25 6) Plasma Guantlets: EB 10d6 (50 Active Points); 8 Charges (-1/2), OIF (Powered Armor; -1/2) Powers Cost: 117Cost Martial Arts Maneuver Boxing, Modern 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 3 2) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on 4 3) Cross: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike 5 4) Hook: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike 3 5) Jab: 1/2 Phase, +2 OCV, +1 DCV, Strike Martial Arts Cost: 19Cost Skill 5 +1 with HTH Combat 3 Bureaucratics 13- 3 High Society 13- 2 KS: Criminal Underworld 11- 3 Navigation (Air, Land) 12- 3 Paramedics 12- 5 Seduction 14- 3 Scientist 2 1) SS: Biochemistry 12- (3 Active Points) 1 2) SS: Biology 11- (2 Active Points) 1 3) SS: Genetic Engineering 11- (2 Active Points) 3 Stealth 14- 3 Streetwise 13- 3 Systems Operation 12- Skills Cost: 40Val Disadvantages 5 DNPC: Lester "Les" Mattingly; Friend and confidant 8- (Normal; Useful Noncombat Position or Skills) 15 Hunted: Father (mid rate supervillain mastermind) 8- (Mo Pow, Harshly Punish) 10 Hunted: Pulsar 8- (As Pow, Harshly Punish) 20 Hunted: Telios 8- (Mo Pow, NCI, Harshly Punish) 10 Physical Limitation: Must eat 3* normal diet (Frequently, Slightly Impairing) 10 Psychological Limitation: Brash (Common, Moderate) 10 Psychological Limitation: Dark Secret: Gained his powers from supervillain father. (Uncommon, Strong) 15 Psychological Limitation: Glory hound (Very Common, Moderate) 10 Psychological Limitation: Protective of Self (Uncommon, Strong) 15 Social Limitation: Secret Identity (Alexander Reece) (Frequently, Major) 10 Vulnerability: 1 1/2 x BODY Chemical Based Attacks (Common) 10 Vulnerability: 1 1/2 x Effect Chemical Based Attacks (Common) 10 Vulnerability: 1 1/2 x STUN Chemical Based Attacks (Common) Disadvantage Points: 150Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350 Height: 1.82 m Hair: Blonde Weight: 100.00 kg Eyes: Blue Appearance: Classically handsome hero with blue eyes, blonde hair and all american muscular physique. His armor appears to be a modern version of roman Legionairre armor with a full face plate (only his eyes showing) and armored leggings. His armor is silver, his cape is white with blue trim. The Plume in his helm is blue.Personality: A thrill seeker and lover of fame and glory, Alex has taken to the role of hero quickly. Responsibility has been a little slower in coming. He tends to fight harder in front of cameras and pretty ladies. He won't abandon his team but he might try to cut and run if they meat too much resistance.Quote:"The pain I will heap upon you will be Legion, get it?"Background: Alex Reece has superhuman physical characteristics. He claims to have gotten them after being bitten by a radioactive scoprion, but no one believes him. He does not show up on Mutant Scanners though. When he and some other wannabe heroes failed to make the highly publicized Victory Squad, they decided to form their own team. A fellow hero, Widget, helped him build his armored costume and flight suit.Powers/Tactics: A flying brick with high agility and low super strength. He backs this up with boxing skill.Campaign Use: Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 15, 2004 Author Report Share Posted February 15, 2004 Friday 02/13/2003LifterPlayer: NPC; Member of the Atomic Knights Val Char Cost 50 STR 40 15 DEX 15 25 CON 30 12 BODY 4 15 INT 5 12 EGO 4 20 PRE 10 20 COM 5 25 PD 15 25 ED 20 4 SPD 15 15 REC 0 50 END 0 50 STUN 0 9" RUN02" SWIM010" LEAP0Characteristics Cost: 163Cost Power END 25 Resiliant Flesh: Damage Resistance (20 PD/20 ED), Hardened (+1/4) (25 Active Points) 12 Resiliant Flesh II: (Total: 12 Active Cost, 12 Real Cost) Hardened (+1/4) (6 Active Points) applied to PD (Real Cost: 6) plus Hardened (+1/4) (6 Active Points) applied to ED (Real Cost: 6) 20 Hard to put down: Physical Damage Reduction, 50% 20 Hard to Put Down: Energy Damage Reduction, 50% 6 Swift on his feet: Running +3" (9" total) 1 9 I can lift that!: +50 STR (50 Active Points); Increased Endurance Cost (x10 END; -4), Only for Pushing (-1/2) 50 26 Sturdy Physiology: LS (Eating Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Immunity Alcohol; Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping Character only has to sleep 8 hours per week) 4 Big and Beefy: Knockback Resistance -2" 10 I'm an agile leaper.: Leaping 0" (10" forward, 5" upward) (Accurate, x4 Noncombat) 1 Powers Cost: 132Cost Skill 4 +2 with grab 15 +3 with HTH Combat 8 +4 with Punch 1 Criminology 8- 3 Deduction 12- 1 Forensic Medicine 8- 2 KS: Body Building 11- 2 KS: Superhero World 11- 3 Paramedics 12- 3 Persuasion 13- 2 SS: Ballistics 11- 3 Seduction 13- 3 Streetwise 13- 3 Teamwork 12- Skills Cost: 53Cost Talent 2 Environmental Movement (no penalties on Heavy Gravity) Talents Cost: 2Val Disadvantages 15 DNPC: Lacey Daniels (Little Sister) 11- (Normal) 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 10 Hunted: Bulldozer 8- (As Pow, Harshly Punish) 20 Hunted: GENOCIDE/Institute for Human Advancement 8- (Mo Pow, NCI, Harshly Punish) 20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) 20 Psychological Limitation: Code Against Killing (Common, Total) 10 Psychological Limitation: Ladies Man, Player (Common, Moderate) 10 Psychological Limitation: Laidback, Easy going, Slow to anger. (Common, Moderate) 10 Psychological Limitation: Overconfidance (Common, Moderate) 5 Rivalry: Professional (Mega Man; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 15 Social Limitation: Secret Identity (Jason Daniels) (Frequently, Major) 5 Unluck: 1d6 Disadvantage Points: 150Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350 Height: 2.00 m Hair: Brown Weight: 150.00 kg Eyes: Blue Appearance: A tall and buff young man with perfect teeth, skin, and hair. He wears a white body suit with blue gloves, boots, belt and harness. He wears no mask. Personality: Lifter is an easy going fellow. He has spend most of his life as a beach bum and body builder, but now he sees his superheroic career as a higher purpose. He has actually started taking criminology classes at the local university (one of the team's weaknesses). He's proven smarter than he appears.Quote:"If I stop lifting, I die."Background: Lifter is a mutant with superhuman strength. His upper limit has never been tested but he tires quickly if he routinely lifts more than about 25 Tons. He was born and raised in So Cal, and moved to New Mexico to try out for the Victory Squad, but like many others he was left off the final roster. When a number of the jilted heroes decided to stay together and form a team, Lifter agreed to lend his strength to the cause. Jason's younger sister has also started attending school at St. John's New Mexico. She has also exhibited limited superhuman strength and often gets under Jason's foot trying to "Help Out" she calls herself Thundara.Powers/Tactics: Lifter is a standard brick but he can really push himself beyond normal limits. His STR for Pushing is 100. For normal use, his strength is 50.He is slightly more agile and quicker than the average person. He can take a beating too. Campaign Use: Lifter is an "amalgam" of the example character in Hero5 and the Lifter from Wildguard: Casting Call. Who knows, perhaps the comic book Lifter will prove to be very similar to the Hero one.... Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 15, 2004 Author Report Share Posted February 15, 2004 Saturday 02/14/2004WidgetPlayer: NPC; Member of the Atomic Knights Val Char Cost 15 STR 5 20 DEX 30 18 CON 16 12 BODY 4 30 INT 20 13 EGO 6 15 PRE 5 14 COM 2 6/16 PD 3 6/16 ED 2 5 SPD 20 10 REC 6 40 END 2 40 STUN 11 6" RUN02" SWIM03" LEAP0Characteristics Cost: 132Cost Power END 72 Arsenal of Widgets: Variable Power Pool (Gadget Pool), 60 base + 12 control cost, (90 Active Points); VPP Can Only Be Changed Between Adventures (-1/2); all slots OAF (-1) 0 1) Force Projector: FW (8 PD/8 ED) (40 Active Points); OAF (-1), Restricted Shape (Hemisphere; -1/4), 4 Continuing Charges lasting 1 Minute each (-1/4) Real Cost: 16 0 2) Ion Pulse Pistol: EB 11d6 (55 Active Points); OAF (-1), Beam (-1/4), 12 Charges (-1/4) Real Cost: 22 0 3) Magnocuffs: Entangle 2d6, 4 DEF, Takes No Damage From Attacks Limited Group (+1/4) (37 Active Points); Set Effect (Hands Only/Feet Only) (Hands Only; -1), OAF (Hand Cuffs; -1) Real Cost: 12 4 0 4) Sapper: Drain END 2d6, Ranged (+1/2) (30 Active Points); 4 Charges (-1), OAF (-1) Real Cost: 10 13 Multipower, 20-point reserve, (20 Active Points); OIF (Combat Harness & Utility Belt; -1/2) 1u 1) Expandible Parasail: Gliding 5" (5 Active Points); Restrainable (-1/2), Extra Time (Delayed Phase, Character May Take No Other Actions, -1/2), Physical Manifestation (-1/4) 1u 2) Lock Picks: +2 with Lockpicking (4 Active Points); OAF (-1) 1u 3) Magno Suction Cups: Clinging (normal STR) (10 Active Points); OAF (-1), Conditional Power Power does not work in Common Circumstances (Only on Glass or Metal ; -1/2) 1u 4) Mini Med Kit: +2 with Paramedics (4 Active Points); OAF (-1) 1u 5) Skeleton Key Card: +2 with Security Systems (4 Active Points); OAF (-1) 1u 6) Side Arm: RKA 1d6+1 (20 Active Points); OAF (-1), Real Weapon (-1/4), 2 clips of 8 Charges (-1/4) Headgear, all slots OIF (-1/2) 25 1) Armored & Insulated Costume: (Total: 37 Active Cost, 25 Real Cost) Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2) (Real Cost: 20) plus LS (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (7 Active Points); OIF (-1/2) (Real Cost: 5) 3 2) EMP Protection: Radio Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 4 3) Far Seeing: +4 versus Range Modifier for Sight Group (6 Active Points); OIF (-1/2) 8 4) Headset Radio: HRRP (Radio Group) (12 Active Points); OIF (-1/2) 3 5) Low Light Vision: Nightvision (5 Active Points); OIF (-1/2) 7 6) Magnification Vision: Microscopic (x100) with Sight Group (10 Active Points); OIF (-1/2) 7 7) Protected Hearing: Hearing Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 7 8) Protected Vision: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 2 9) Sonic Analyzer: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2) 3 10) Thermal Vision: IR Perception (Sight Group) (5 Active Points); OIF (-1/2) Powers Cost: 160Cost Martial Arts Maneuver Tae Kwon Do 4 1) Arm Sweep Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 5 2) Crescent Kick Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll 5 4) Flying Side Kick: 1/2 Phase, +1 OCV, -2 DCV, 7d6 Strike 4 5) Front Kick: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike 4 6) Knifehand Spearhand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 4 7) Punch/Elbow Strike: 1/2 Phase, +2 OCV, +0 DCV, 5d6 Strike 5 8) Side or Roundhouse Kick: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike 3 9) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 3d6 Strike; Target Falls Martial Arts Cost: 38Cost Skill 16 +2 with All Combat 3 Acrobatics 13- 3 Breakfall 13- 3 Bureaucratics 12- 3 Climbing 13- 3 Computer Programming 15- 3 Concealment 15- 3 Demolitions 15- 3 Electronics 15- 3 Inventor 15- 3 Lockpicking 13- 3 Mechanics 15- 3 Paramedics 15- 3 Scholar 2 1) KS: Computer Databases (3 Active Points) 15- 2 2) KS: Computer Hacking (3 Active Points) 15- 2 3) KS: Computer Security (3 Active Points) 15- 2 4) KS: Computer Viruses (3 Active Points) 15- 3 Scientist 2 1) SS: AI Technology 15- (3 Active Points) 2 2) SS: Automotive Engineering 15- (3 Active Points) 2 3) SS: Battlesuit Engineering and Design 15- (3 Active Points) 2 4) SS: Biochemistry 15- (3 Active Points) 2 5) SS: Chemical Engineering 15- (3 Active Points) 2 6) SS: Chemical and Biological Weapons 15- (3 Active Points) 2 7) SS: Communications Engineering 15- (3 Active Points) 2 8) SS: Computer Control Systems 15- (3 Active Points) 2 9) SS: Electrical Engineering 15- (3 Active Points) 2 10) SS: Energy Conversion Systems 15- (3 Active Points) 2 11) SS: Gravitics 15- (3 Active Points) 2 12) SS: Hyperspace Physics 15- (3 Active Points) 2 13) SS: Ionization Engineering 15- (3 Active Points) 2 14) SS: Lasers 15- (3 Active Points) 2 15) SS: Mathematics 15- (3 Active Points) 2 16) SS: Mechanical Engineering 15- (3 Active Points) 2 17) SS: Neural Interface Technology 15- (3 Active Points) 2 18) SS: Optics 15- (3 Active Points) 2 19) SS: Physics 15- (3 Active Points) 2 20) SS: Software Engineering 15- (3 Active Points) 2 21) SS: Sonics 15- (3 Active Points) 2 22) SS: Structural Engineering 15- (3 Active Points) 2 23) SS: Weapons System Engineering 15- (3 Active Points) 3 Security Systems 15- 3 Stealth 13- 3 Systems Operation 15- 9 Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged) 15- 1 Language: Assembler (basic conversation) 1 Language: C (basic conversation) 1 Language: COBOL (basic conversation) Skills Cost: 133Cost Talent 3 Absolute Time Sense 5 Eidetic Memory 3 Lightning Calculator 4 Speed Reading (x10) Talents Cost: 15Val Disadvantages 15 DNPC: Eliza McKenzie; Fiance 11- (Normal) 10 Distinctive Features: Short of Stature (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 25 Hunted: ARGENT 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 15 Hunted: Ankylasaur 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 25 Hunted: VIPER 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 15 Psychological Limitation: Cant resist mechanical devices (Common, Strong) 15 Psychological Limitation: Code vs Killing (Common, Strong) 10 Psychological Limitation: Curious (Common, Moderate) 10 Psychological Limitation: Thrillseeker (Common, Moderate) 15 Social Limitation: Public Identity (Frequently, Major) Disadvantage Points: 155Base Points: 200Experience Required: 123Total Experience Available: 155Experience Unspent: 32Total Character Cost: 478 Height: 1.37 m Hair: Black Weight: 68.00 kg Eyes: Brown Appearance: A short man, but thickly muscular. He has thick black hair and beard, brown eyes and an infectious grin. He wears a gray jump suit with black boots, gloves, and utility belt. His holster and combat harness are white. THere is a white "W" in a black circle on his right shoulder. He wears a headset/goggle combination but doesn't try to hide who he is.Personality: Although he's been accused of having "Short Man's Syndrome", Perry has never considered himself angry or overcompensating for anything. He has an incurable scientific curiosity and a desire to experience new things. He also holds his fellow man in high regard and has sworn to protect the innocent from the machinations of a gaggle of morally stunted intellectuals.Quote:"Here, catch.""I wonder what this does." Background: Perry Walters, short in stature but great in intellect, collected his first PhD from CalTech when he was only 15. He has an extensive list of patents to his name. He decided to become more than a wealthy industrialist and after a brief but intense training period, he developed an arsenal of crimefighting tools and embarked on a career as the heroic Widget. He tried to join the Victory Squad but was practically laughed out of the auditions. He and some of the other "cast offs" formed the Atomic Rangers.Powers/Tactics: Skilled in a variety of sciences, Widget has produced a veritable arsenal of equipment in which to fight crime. He also has spent much of the last three years rigorously training his body, and has become a skilled, if unorthadox hand to hand fighter.Campaign Use: Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 17, 2004 Author Report Share Posted February 17, 2004 Sunday 2/15/2004Dr. MistPlayer: Val Char Cost 20 STR 10 23 DEX 39 20 CON 20 20 BODY 20 23 INT 13 20 EGO 20 25 PRE 15 14 COM 2 10/19 PD 6 10/19 ED 6 5 SPD 17 11 REC 6 40 END 0 50 STUN 10 7" RUN02" SWIM04" LEAP0Characteristics Cost: 184Cost Power END 20 Being of Mists and Shadows: Elemental Control, 40-point powers 31 1) Eerie Mist: Change Environment 64" radius, -4 to Normal Sight PER Rolls, Reduced Endurance (1/2 END; +1/4) (51 Active Points) 2 20 2) Hand of Shadows: Telekinesis (20 STR), Fine Manipulation (40 Active Points) 4 20 3) Impenetrable Mist : Darkness to Sight Group 4" radius (40 Active Points) 4 20 4) Mist Form: Desolidification (affected by Wind, Heat, & Cold), Reduced Endurance (1/2 END; +1/4) (50 Active Points); Cannot Move through Solid Objects (-1/2) 2 20 5) Mist Gate: Teleportation 15", No Relative Velocity (40 Active Points) 4 55 6) Mist Guns: Killing Attack - Ranged 2d6, Stun Only (+0), +1 STUN Multiplier (+1/4), Autofire (3 shots; +1/4), Affects Desolidified Any form of Desolidification (+1/2), Reduced Endurance (1/2 END; +1/2) (75 Active Points) 3 17 Mind Soup: Mental Defense (21 points total) 9 Minor Supernatural Being: Armor (3 PD/3 ED) 9 Sky Walker: Flight 7" (14 Active Points); Linked to Desolid (-1/2) 1 2 Swift Runner: Running +1" (7" total) 1 47 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 400 Years; 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) 5 Trackless Stride: Gliding 7" (7 Active Points); Ground Gliding (-1/4) Powers Cost: 275Cost Martial Arts Maneuver Savate 8 1) +2 HTH Damage Class(es) 5 2) Back kick: 1/2 Phase, +1 OCV, +3 DCV, 6d6 Strike 4 3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 4) Coup de pied bas, low kick: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 5 5) Coup de pied chasse, side kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 4 6) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll 5 7) Jab/Cross: 1/2 Phase, +1 OCV, +3 DCV, 6d6 Strike 3 8) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls 4 9) Snap Kick/Palm Strike: 1/2 Phase, +2 OCV, +0 DCV, 8d6 Strike 1 10) Weapon Element: Blades Martial Arts Cost: 43Cost Skill 8 +4 Mist Guns 8 +1 with All Combat 3 Ballistics 14- 3 Breakfall 14- 3 Bureaucratics 14- 2 CK: London 11- 2 CK: New York 11- 3 Climbing 14- 3 Contortionist 14- 3 Conversation 14- 3 Criminology 14- 3 Criminology 14- 3 Cryptography 14- 3 Deduction 14- 3 Defense Maneuver I 3 Forensic Medicine 14- 7 Forgery (Art Objects, Documents, Money (Counterfeiting), Credit Cards) 14- 5 Gambling (Sports Betting, Chess, Craps, Poker) 14- 3 High Society 14- 3 Interrogation 14- 3 Linguist 0 1) Language: English (idiomatic) (4 Active Points) 2 2) Language: French (completely fluent) (3 Active Points) 1 3) Language: Gaelic (fluent conversation) (2 Active Points) 1 4) Language: German (fluent conversation) (2 Active Points) 2 5) Language: Italian (completely fluent) (3 Active Points) 1 6) Language: Spanish (fluent conversation) (2 Active Points) 3 Lockpicking 14- 3 Mechanics 14- 3 Paramedic 14- 2 Professional Skill: Cat Burgler 11- 2 Professional Skill: Detective 11- 3 Scholar 2 1) KS: Arcane Rituals (3 Active Points) 14- 2 2) KS: Black Market (3 Active Points) 14- 2 3) KS: Criminal Underworld (3 Active Points) 14- 2 4) KS: Demonology (3 Active Points) 14- 2 5) KS: Occult lore (3 Active Points) 14- 2 6) KS: Relics & Artifacts (3 Active Points) 14- 2 7) KS: Security Systems (3 Active Points) 14- 5 Security Systems 15- 3 Shadowing 14- 3 Sleight of Hand 14- 3 Stealth 14- 3 Streetwise 14- 3 Tracking 14- 1 Weapon Familiarity: Pistols 1 Weapon Familiarity: Swords Skills Cost: 136Cost Perk 2 Contact: NYPD Detective (Contact has useful Skills or resources) 8- 9 Contact: Scotland Yard (Contact has very useful Skills or resources), Organization Contact (x3) (9 Active Points) 8- 5 Fringe Benefit: Concealed Weapon Permit (where appropriate), International Driver's License, Licensed Private Investigator, Passport 5 Money: Well Off 6 Reputation: Feared Vigilante (A large group) 11-, +3/+3d6 Perks Cost: 27Cost Talent 3 Absolute Time Sense 20 Danger Sense (self only, out of combat) 14- 12 Combat Luck (6 PD/6 ED) Talents Cost: 35Val Disadvantages 15 Distinctive Features: Eerie Aura: Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 15 Distinctive Features: Speaks with three voices: Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 20 Hunted: DEMON: 8- (Occasionally), More Powerful, NCI, Harshly Punish 10 Hunted: Witch Hunter: 8- (Occasionally), As Powerful, Harshly Punish 20 Psychological Limitation: Code Against Killing Common, Total 5 Psychological Limitation: Greedy (Uncommon, Moderate) 10 Psychological Limitation: Mysterious and Enigmatic Common, Moderate 15 Psychological Limitation: Thrill Seeker (Very Common, Moderate) 10 Psychological Limitation: Vengeful Uncommon, Strong 10 Reputation: Creepy Vigilante: , Frequently (11-) 15 Social Limitation: Secret Identity: James Knight Frequently (11-), Major 5 Unluck: +1d6 Disadvantage Points: 150Base Points: 200Experience Required: 350Total Experience Available: 350Experience Unspent: 0Total Character Cost: 700 Height: 1.75 m Hair: Gray Weight: 74.00 kg Eyes: Gray Appearance: Dr Mist appears to be a handsome man with gray hair and eyes. He wears grey and white clothes - always. It doesn't matter what color they were before he put them on, within a few hours they are gray and white. He has an eerie aura about him and seems to speak with more than one voice.Personality: Knight seeks justice. He was a detective who served with honors. The personalities of the other two men have been all but eliminated. Knight has impulses to steal occasionally, but has yet to succumb. The desire for occult knowledge and power also occasionally rises to the top of his consciousness, but he ignores that too. He has become surprisingly serene and happy with his role in the universe.Quote:"Come on now, its only darkness, how scary can that be to such a big, bad, creature of the night like you? Oh yeah, I forgot, I'M in here. Carry on with the fear then."Background: Dr Mist is the end result of a terribly unfortunate miscast arcane ritual. The Arcanist in question, the catburgler that was in his house and the detective who had followed the catburgler were combined into one being with control over mists and shadows. This new composite being could create or even become a being of pure arcane mist. The composite form is controlled by the detective, James Knight who had the strongest will. James now has access to the memories of the other two individuals as well as occasionally hearing their voices in his mind. However, this has lessened over the years. Since his first verified sighting, Dr. Mist has become a feared vigilante. However, it should be noted that he has never taken a criminal's life.Powers/Tactics: Campaign Use: A vigilante hero. He Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 17, 2004 Author Report Share Posted February 17, 2004 Monday 02/16/2004Cyberknight -7Player: NPC Hero Val Char Cost 45 STR 35 23 DEX 39 25 CON 30 15 BODY 10 20 INT 10 10 EGO 0 18 PRE 8 6 COM -2 30 PD 9 30 ED 13 5 SPD 17 15 REC 2 60 END 5 60 STUN 9 18" RUN02" SWIM021" LEAP0Characteristics Cost: 185Cost Power END 55 Electro-Pulse: Energy Blast 11d6 5 7 Electro-Punch: HA +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) 1 36 Mithrilan Epidermal layer: Armor (12 PD/12 ED) 24 Speedy: Running +12" (18" total) 2 12 Strong Leaper: Superleap +12" (21" forward, 10 1/2" upward) 1 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) Sensory Enhancements 3 1) Acute Senses: +1 PER with All Sense Groups 3 2) Increased Aural Definition: Ultrasonic Perception (Hearing Group) 20 3) Micronic Vision: Microscopic with Sight Group 5 4) Radar Sense Area: Increased Arc Of Perception (360-Degree) with Radar 15 5) Radar Sense: Radar (Radio Group) 10 6) Radio Links: Radio Perception/Transmission (Radio Group) 4 7) Range Enhanced Radar (Tiring): +6 versus Range Modifier for Radar (6 Active Points); Costs Endurance (-1/2) 1 5 8) Thermo Imaging: Infrared Perception (Sight Group) Powers Cost: 249Cost Skill 10 +2 with HTH Combat 6 +3 with Electric-Pulse 3 Bureaucratics 13- 3 Combat Driving 14- 3 Combat Piloting 14- 3 Computer Programming 13- 3 Demolitions 13- 3 Electronics 13- 3 High Society 13- 3 Interrogation 13- 2 KS: Criminal Law 11- 2 KS: Military Protocals 11- 3 Mechanics 13- 4 Navigation (Air, Land, Marine) 13- 3 Paramedic 13- 3 Traveler 1 1) AK: East Coast (2 Active Points) 11- 1 2) CK: Boston (2 Active Points) 11- 1 3) CK: Los Angeles (2 Active Points) 11- 1 4) CK: New York City (2 Active Points) 11- 1 5) CK: Washington DC (2 Active Points) 11- 3 Security Systems 13- 3 Systems Operation 13- 12 TF: Common Motorized Ground Vehicles, Combat Aircraft, Helicopters, Rafts, Small Military Ships, Small Motorized Boats, Small Planes, Small Rowed Boats, Small Wind-Powered Boats, Submarines, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles 3 Tactics 13- Skills Cost: 83Cost Perk 4 Reputation: Heroic Android (A large group) 11-, +2/+2d6 1 Fringe Benefit: Free Robot 2 American Citizenship Perks Cost: 7Cost Talent 3 Absolute Time Sense 3 Lightning Calculator 4 Speed Reading: x10 13 Universal Translator 13- (20 Active Points); Terran Languages Only (-1/2) Talents Cost: 23Val Disadvantages 15 Distinctive Features : Metallic blue skin and a see-through cranium Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 20 Hunted: Dr Levy and his agents 8-, As Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish 20 Hunted : Mechanon 8- (Occasionally), More Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish 20 Psychological Limitation: Code Against Killing Common, Total 15 Psychological Limitation: Patriotic American (Common, Strong) 15 Psychological Limitation: Protective of Innocents (Will sacrifice himself for others) Common, Strong 10 Physical Limitation: Internal workings requires special medical attention (-5 on Paramedics roll without Electronics Skill) (Infrequently, Greatly Impairing) 15 Reputation : Free-Willed Android Citizen, Almost Always (14-) 15 Social Limitation: Public Identity: Android/David Frequently (11-), Major 5 Vulnerability: 1 1/2 x STUN Magnetics Uncommon Disadvantage Points: 150Base Points: 200Experience Required: 197Total Experience Available: 197Experience Unspent: 0Total Character Cost: 547 Height: 2.02 m Hair: none Weight: 113.00 kg Eyes: white Appearance: David, as he calls himself. Is a humanoid android of great physical stature. He was the last of the Cybernknight series, and has a dark blue body with white eyes and a translucent blue skull. His brain appears human save for several lights that pulse and flash intermittantly. He has C-7 on his chest in white. He wears white boots and gloves and belt. When not "on duty" he will dress casually. He used to wear wigs but now doesn't bother.Personality: C-7 has has a patriotic and humanitarian personality. He also has a high degree of self awareness and, alongside many of the other "non-human" heroes in America, strives to maintain order and promote the world 'community'. He is dedicated to protecting lives and America in that order.Quote:"For America!""Stand back citizen, we do not know how dangerous this being is." Background: The final prototype of the Cyberknight Series, 7 joined his siblings in the defense of the United States. However, their creator was the evil Dr. Samuel Levy, who got on the project using false credentials. The seven androids were first deployed in 1994, they made quite a splash with the media, each having a slightly different personality and appearance (three were female). The Cyberknights, taking the name of a disbanded superteam from Atlanta, protected Washington DC and America for 5 years before their true purpose was discovered. When Dr Levy gave the command the first six knights attacked the UN building. Seven, due to a bug that had rewritten his programming retained his free will and did his utmost to protect the dignitaries. He held off the others until the Captial Patrol, and the Sentinals could arrive and destroy the others. Proclaimed a hero by all present, Seven was allowed to become a free being, a citizen of the United States. He served a stint in the Capital Patrol and then left do discover his home. He has travelled the US during the last two years and often pops up to help superheroes in their battle against evil.Powers/Tactics: An android with tremendous strength, and a electric field weapon system. Cyberknight-7 can also electrify his fists and deliver stronger punches. Campaign Use: Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 18, 2004 Author Report Share Posted February 18, 2004 Tuesday 02/17/2004Fire WalkerPlayer: NPC Val Char Cost 15 STR 5 27 DEX 51 20 CON 20 12 BODY 4 13 INT 3 18 EGO 16 18 PRE 8 14 COM 2 13 PD 7 18 ED 11 6 SPD 23 9 REC 4 40 END 0 40 STUN 10 8" RUN44" SWIM25" LEAP2Characteristics Cost: 172Cost Power END 15 Pyrokinisis: Elemental Control, 30-point powers 10 1) Produce Flame: Killing Attack - Ranged 2d6 (30 Active Points); No Range (-1/2) 3 10 2) Reduce Flames: Dispel Flame Based Powers 8d6, One At A Time (+1/4) (30 Active Points); No Range (-1/2) 3 3 Flame Immunity: Damage Resistance (15 ED) (7 Active Points); Only Works Against Limited Type Of Attack Very Limited Type of Attack (-1) 30 Flame Immunity: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Fire Very Limited Type of Attack (-1) 2 No Sweat!: Life Support (Safe in Intense Heat) Katana, all slots OAF (-1) 2 1) +1 with OCV (5 Active Points); OAF (-1) 11 2) Katana: Killing Attack - Hand-To-Hand 1 1/2d6 (2 1/2d6 w/STR) (25 Active Points); OAF (-1), No Knockback (-1/4) 2 2 3) Second Katana: 11/2d6 KA; No Knockback w/+1OCV (5 Active Points); OAF (-1) 1 Powers Cost: 85Cost Martial Arts Maneuver Kenjutsu/Karate 4 1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 4 2) Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 25 STR 4 3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll 4 5) Evade: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 6) Lightning Stroke: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike 4 7) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike 5 8) Running Stroke: 1/2 Phase, +1 OCV, +0 DCV, Weapon +v/5; FMove 5 9) Sacrifice Stroke: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike 5 10) Slashing Stroke/Side/Spin Kicks: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike 5 11) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 25 STR to take weapon away 1 12) Weapon Element: Empty Hand, Swords Martial Arts Cost: 49Cost Skill 6 +2 with Karate 9 +3 with Kenjutsu 3 Analyze: Style 12- 3 Breakfall 14- 3 Climbing 14- 3 Deduction 12- 5 Fast Draw (Iajutsu) 15- 4 Language: Japanese (Idiomatic, native accent) 3 Paramedics 12- 3 Scholar 1 1) KS: Karate (2 Active Points) 11- 1 2) KS: Kenjutsu (2 Active Points) 11- 1 3) KS: Local Underworld Organizations (2 Active Points) 11- 1 4) KS: Metahuman History (2 Active Points) 11- 3 Security Systems 12- 3 Shadowing 12- 3 Stealth 14- 3 Streetwise 13- 2 Survival (Urban) 12- 3 Tracking 12- 10 Two-Weapon Fighting (HTH) 3 WF: Common Martial Arts Melee Weapons, Blades 2 Weaponsmith (Muscle-Powered HTH) 12- Skills Cost: 78Cost Perk 7 Contact: Ronin (Contact has useful Skills or resources, Contact is slavishly loyal to character) 12- Perks Cost: 7Cost Talent 3 Ambidexterity (Reduce Off Hand Penalty to -2) 6 Combat Luck: 3 PD/3 ED Talents Cost: 9Val Disadvantages 5 Dependent NPC: Parents (Still think they've "got it" 8- (Infrequently), Slightly Less Powerful than the PC, Useful noncombat position or skills, Group DNPC (x2 DNPCs) 5 Distinctive Features: No body hair - period Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses 5 Enraged: If opponent acts "dishonorably" Uncommon, go 8-, recover 14- 10 Hunted: Golden Cobra 8- (Occasionally), As Powerful, Harshly Punish 15 Hunted: Local Crime Lord 8- (Occasionally), As Powerful, NCI, Harshly Punish 20 Psychological Limitation: Code of Bushido Common, Total 15 Psychological Limitation: Hunts Golden Cobra Common, Strong 15 Psychological Limitation: Must live up to heroic family tradition Common, Strong 5 Reputation: Vigilante , Sometimes (8-) 20 Social Limitation: Secret Id: David Motsumoto Frequently (11-), Severe [Notes: The fact that his parents are a former superhero and a high ranking local UNTIL make it a very bad thing if the wrong people know who he is.] 20 Susceptibility: Sub Zero Temperatures, 3d6 damage per Turn Uncommon 5 Vulnerability: 1 1/2x BODY Cold Based Attacks Uncommon 10 Vulnerability: 2x STUN Cold Based Attacks Uncommon Disadvantage Points: 150Base Points: 200Experience Required: 50Total Experience Available: 50Experience Unspent: 0Total Character Cost: 400 Height: 1.89 m Hair: Bald Weight: 77.00 kg Eyes: Brown Appearance: David is an athletically built young man with brown eyes and no body hair what so ever. He wears typical fashions when not on duty. His Fire Walker costume consists of billowy black pants, toe shoes, an orange sash at his waist, a red domino mask, and a black vest with a flame pattern at the bottom half. He carries two Katana on his back.Personality: David is a second generation crime fighter. He feels responsible to uphold the heroic traditions of his parents as well as his namesake. He has started small, being a neophyte in the hero biz, but plans to join or form a super team in the near future. He lives the spirit of Bushido, but his "lord" is the cause of justice. He tries to temper Justice with mercy and is abhored at the thought of taking a life, but at this time in the game feels that he may have to some day. He has sworn an oath of vengance against Golden Cobra, who still operates in the San Fransisco Area.Quote:"Today is the day the fires of justice engulf your soul, villain."Background: David Matsumoto is a Japanese-American with an extensive martial arts back ground. Studying Kenjutsu and Karate since his first steps, he has been raised by his parents to be a warrior. His father served as the hero "Ronin" in the 70's and 80's. His mother is an UNTIL administrative agent. David is named after his father's best friend David Burns. Burns adventured along side Ronin as the mysterious Shrike; he was slain by a supervillain known as Golden Cobra. When David was in highschool, his mutant abilities came to surface and he incorporated them into his arsenal when he began fighting crime as Fire WalkerPowers/Tactics: David is a skilled martial artist and highly trained athelete. He is also a mutant with minor pyrokinetic powers. He is quite resistant to flames and can summon them to surround his fists or the blades of his swords. He often pretends this is an aspect of the weapons themselves. His ability to summon flame is local, he can't project it. He can also douse fires by stepping into them and concentrating.Campaign Use: David is a neophyte super hero with some decent offensive and specialized defensive abilities. He is a team player and is looking for the right team to join. If his nemesis, the Golden Cobra is also used, he would be the person to ask about the assassin. Golden Cobra can be exchanged for any martial arts assassin you already have in your campaign. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 19, 2004 Author Report Share Posted February 19, 2004 Wednesday 02/18/2004GruntPlayer: NPC Villain; Member of the Lords of Gray Val Char Cost 60 STR 50 20 DEX 30 40 CON 60 20 BODY 20 30 INT -2 26 EGO -2 20 PRE 10 10 COM 0 29 PD 17 24 ED 16 4/5 SPD 10 21 REC 2 80 END 0 70 STUN 0 6" RUN02" SWIM012" LEAP0Characteristics Cost: 211Cost Power END 60 Mind Gem: Multipower, 75-point reserve, (75 Active Points); all slots IIF (Mind Gem; -1/4) 6u 1) Ego Attack 6d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); IIF (Mind Gem; -1/4) 3 2u 2) Flight 15" (30 Active Points); Increased Endurance Cost (x2 END; -1/2), IIF (Mind Gem; -1/4) 6 5u 3) Telekinesis (40 STR), Fine Manipulation (70 Active Points); IIF (Mind Gem; -1/4) 7 6u 4) Telepathy 15d6 (75 Active Points); IIF (Mind Gem; -1/4) 7 Mind Gem, all slots IIF (Mind Gem; -1/4) 18 1) Increased Cognicense: +22 INT (22 Active Points); IIF (Mind Gem; -1/4) 5 1) Clear Vision: Mental Group Flash Defense (5 points) 34 2) Increased Will: +17 EGO 10 2) Inhanced Reaction Time: +1 SPD 9 5) Instant Change: Cosmetic Transform 2d6, Improved Target Group: Any Clothes (+1/4) (12 Active Points); Limited Target: Own Clothes ([slightly Limited]; -1/4) 1 15 6) Mental Siege: Find Weakness 12- with Ego Attack 15 7) Mind Shields: Mental Defense (30 points total) 16 Big, bad, and stubborn: Knockback Resistance -8" 26 Toughness: Damage Resistance (28 PD/24 ED) 4 Freewill: +10 Mental Defense (30 points total) (10 Active Points); Limited Power: Only Vs Mind Control (-1), Costs Endurance (-1/2) 1 10 That was lucky: Luck 2d6 Powers Cost: 241Cost Martial Arts Maneuver Boxing 5 1) Jab: 1/2 Phase, +1 OCV, +3 DCV, 12d6 Strike 5 2) Hook: 1/2 Phase, -2 OCV, +1 DCV, 16d6 Strike 4 3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 3 4) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 70 STR for holding on Martial Arts Cost: 17Cost Skill 9 +3 with Mental Combat 20 +4 with HTH Combat 3 Conversation 13- 3 High Society 13- 3 Linguist 4 1) Language: Arabic (idiomatic) 2 2) Language: Cantonese (idiomatic) (4 Active Points) 3 3) Language: Danish (idiomatic) (4 Active Points) 0 4) Language: English (idiomatic) (4 Active Points) 2 5) Language: French (idiomatic) (4 Active Points) 2 6) Language: German (idiomatic) (4 Active Points) 2 7) Language: Italian (idiomatic) (4 Active Points) 4 8) Language: Mandarin (idiomatic) 3 9) Language: Portuguese (idiomatic) (4 Active Points) 3 10) Language: Russian (idiomatic) (4 Active Points) 2 11) Language: Spanish (idiomatic) (4 Active Points) 3 Lip Reading 15- 3 Oratory 13- 9 Paramedic 18- 3 Persuasion 13- 6 SS: Classic Literature 18- 6 SS: History 18- 6 SS: Linguistics 18- 3 Shadowing 15- 3 Streetwise 13- 9 Systems Operation 18- 3 Ventriloquism 15- Skills Cost: 119Cost Perk 3 Fringe Benefit: Membership: The Lords of Gray 5 Vehicles & Bases: Base Contribution Perks Cost: 8Cost Talent 4 Eidetic Memory (5 Active Points); IIF (Mind Gem; -1/4) 2 Lightning Calculator (3 Active Points); IIF (Mind Gem; -1/4) 3 Speed Reading (x10) (4 Active Points); IIF (Mind Gem; -1/4) Talents Cost: 9Val Disadvantages 15 DNPC: Leslie DeVille (Wife) 8- (Infrequently), Normal, Unaware of character's adventuring career/Secret ID 5 Distinctive Features : Huge bald man in expensive suit. Mindgem located at base of skull (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Menton: 8- (Occasionally), More Powerful, Harshly Punish 15 Hunted: Psi: 8- (Occasionally), As Powerful, NCI, Harshly Punish 20 Hunted: UNTIL: 8- (Occasionally), More Powerful, NCI, Harshly Punish 15 Psychological Limitation: Devoted to wife; will sacrifice self for her benefit Common, Strong 15 Psychological Limitation: Verbose; Loves to Talk Very Common, Moderate 20 Psychological Limitations: Code Against Killing Common, Total 10 Reputation: Thuggish Supervillain: , Frequently (11-) 5 Rivalry: Bulldozer: Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 15 Social Limitation: Secret Identity: Dalton DeVille Frequently (11-), Major Disadvantage Points: 150Base Points: 200Experience Required: 255Total Experience Available: 255Experience Unspent: 0Total Character Cost: 605 Height: 2.16 m Hair: Bald (Black Beard) Weight: 249.00 kg Eyes: Brown Appearance: Grunt is a tall, powerfully built man. His head is shaved bald and he has a gem set at the base of his skull. The stone is blood red and shaped like an eight pointed star. He wears black business suits tailored to his massive physique. He has a black beardPersonality: Dalton kept the name Grunt as a reminder of what he once was. He has become a new man since the Mind Gem incident and he won't ever go back. With the LoG's laid back agenda, he gets to spend much of his time reading and studying and spending time with his wife, Leslie. He would do anything for her; including going back to being a hired thug. Luckily, the LoG takes care of their own and though she doesn't realize it, Leslie DeVille is one well-protected young woman. Leslie is a surprisingly unaware woman for someone with her intellect and otherwise astute nature. She still doesn’t really know what her husband does for a living. As far as she’s concerned, he is a “security specialistâ€.Quote:“OUT of the night that covers me, black as the Pit from pole to pole, I thank whatever gods may be for my unconquerable soul. In the fell clutch of circumstance I have not winced nor cried aloud. Under the bludgeonings of chance my head is bloody, but unbowed. Beyond this place of wrath and tears looms but the Horror of the shade, and yet the menace of the years finds, and shall find, me unafraid. It matters not how strait the gate, How charged with punishments the scroll, I am the master of my fate: I am the captain of my soul.†* *William Ernest Henley's Invictus for those who don't know. Background: Dalton DeVille was a mutant, large, physically powerful, and stupid. Dubbed the Grunt by his first "master" due to his speech impediments, Dalton made a living as the "Strong, silent, Enforcer." He bounced from wannabe world conqueror, to businessman with a grudge. Dalton hated his life. He wasn't sure that being a super villain was what he wanted out of life, but he wasn't smart enough or able to conquer his violent impulses. Over the years he and Bulldozer became enemies, due to the more intelligent and articulate Bulldozer (and how often do you hear that?) constantly humiliating and mocking the brutish Grunt. The turning point in Grunt's life occurred on a job. He was working for Menton; running interference while the master mentalist extracted a sentient stone that had been found by METE at the crash sight of a spacecraft. The plan went awry and Menton found himself and his new toy in the thick of a three way brawl between his hired thugs, the Sentinals and the Ultimates. The stone was blasted from Menton's grasp by Thunderbolt (who paid for his impertinence with a year long bout of horrifying nightmares), and bounced once embedding itself in the back of Grunt's neck. The Mind Gem immediately attempted to control Grunt only to find that it had been weakened by its long dormancy. Not only that, but the brute had an intense desire for free-will that it couldn't overcome. Roughly twelve seconds later, the Ultimates and Sentinals had been scattered and Menton approached Grunt to get the stone back. "You can't have it." he said simply; then he let loose a blast of psionic power that caught Menton off guard. He followed it up with an uppercut which launched Menton into the sky. Then Grunt was gone. Revelling in his newfound intelligence, the former criminal thug became a voracious reader. He spent the next six months ducking Menton and visiting libraries. That's where he met Leslie parker and the Xombie. The Charles MacArthur, aka the Xombie, an immortal undead man from the first decade of America's independence, was searching for a civil war relic and looking through books at the library where Leslie worked as a librarian. Leslie, unnerved at the sight of Xombie, saw the hulking form of Dalton at one of the tables, reading the Iliad. She approached him and asked if he might "watch" the strange gentleman in the History Section. Dalton approached MacArthur and told him to "leave the premises." MacArthur, quite accustomed to his appearance and mannerisms causing a stir, acquiesced and departed; but on his way out he handed Dalton a business card. Leslie was so impressed with Dalton's courage (not equating his gigantic size with superhuman ability) and his taste in classic literature, she asked him to coffee. Three years later, Leslie and Dalton are married, and he has joined Xombie as one of the Lords of Gray. Powers/Tactics: A brick with a surpise under the hood. Dalton still leads with his fists, falling back on his mental attacks only when they are necessary or would gain him surprise or some other advantage.Campaign Use: A brick with a few surprises. The Lords of Gray are a laid back group of larcenous, yet decent people. They can be antagonists, as when they try to steal an artifact or forcibly try to fix an ecological problem; or they can be allies against Menton, PSI, or any number of Mystical foes. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 20, 2004 Author Report Share Posted February 20, 2004 Thursday 02/19/2004Razor the Living BladePlayer: NPC; Member of the Lords of Gray Val Char Cost 20 STR 10 33 DEX 69 25 CON 30 50 BODY 80 13 INT 3 20 EGO 20 23 PRE 13 10 COM 0 12/24 PD 8 12/24 ED 7 7 SPD 27 10 REC 2 50 END 0 75 STUN 2 6" RUN02" SWIM04" LEAP0Characteristics Cost: 271Cost Power END 82 Blade Arsenal: HKA 2d6 (2d6+1 w/STR), Variable Advantage (+1 3/4) (82 Active Points) [Notes: Razor draws the blades from the armor, there is an unlimited supply.] 8 36 Blade Sense: Detect Bladed Weapons 12- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Targeting, Telescopic (+1 versus Range Modifier), Tracking 70 Bladed & Spiked Armor: HKA 1d6+1 (1 1/2d6 w/STR), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Damage Shield (Offensive; +3/4), Continuous (+1) (70 Active Points) 12 Bladesense: Retrocognitive Clairsentience (Sight Group), +1 to PER Roll (41 Active Points); Precognition/Retrocognition Only (-1), Only to determine the creator, history, and abilities of a bladed weapon (-1), No Range (-1/2) 4 48 Curse of Immortality: LS (Eating Character only has to eat once per year; 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 only has to sleep 8 hours per year) 20 Cursed Armor of Razor: Power Defense (20 points) 20 Iron Will: Mental Defense (24 points total) 10 Oddly Concurrant Fortune: Luck 2d6 7 Purification: Healing (Regeneration) 2 BODY (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Concentrate: 0 DCV (-1/2) 2 36 The Cursed Armor of Razor: Armor (12 PD/12 ED) Powers Cost: 341Cost Martial Arts Maneuver Night Dragon Taijutsu 16 1) +4 HTH Damage Class(es) 4 2) Jein's Dragon-Wing Fan: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 3) Jein's Hand Of Shadow: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND 3 4) Kinuko's Puzzling Apprehension: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on 4 5) Saigo's Body Of Shadow: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 6) The Claw Of The Night Dragon: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 5 7) The Jaws Of The Night Dragon: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs; 6d6 Strike 4 8) The Sublime Fist Of The Night Dragon: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike 1 9) Weapon Element: Blades 1 10) Weapon Element: Chain & Rope Weapons 1 11) Weapon Element: Fist-Loads 1 12) Weapon Element: Karate Weapons 1 13) Weapon Element: Polearms 1 14) Weapon Element: Staffs 1 15) Weapon Element: War Fan Martial Arts Cost: 51Cost Skill 40 +4 Overall 3 Acrobatics 16- 3 Acting 14- 3 Breakfall 16- 3 Bugging 12- 3 Climbing 16- 3 Combat Driving 16- 3 Concealment 12- 3 Contortionist 16- 3 Criminology 12- 3 Cryptography 12- 3 Deduction 12- 3 Defense Maneuver I 3 Disguise 12- 3 Electronics 12- 11 Fast Draw 20- 3 Forensic Medicine 12- 2 Forgery (Pick Something) 12- 2 Gambling (Pick Something) 12- 3 High Society 14- 3 Interrogation 14- 2 KS: Ninjutsu 11- 3 Linguist 3 1) Language: English (completely fluent) 3 2) Language: Fukienese (completely fluent) 3 3) Language: Indonesian (completely fluent) 0 4) Language: Japanese (idiomatic) (4 Active Points) 0 5) Language: Ninja Clan Codes and Symbols (basic conversation; Literacy) (2 Active Points) 3 Lip Reading 12- 3 Lockpicking 16- 3 Mechanics 12- 3 Mimicry 12- 2 Navigation (Land) 12- 3 Paramedic 12- 3 Persuasion 14- 3 Professional Skill: Accountant 12- 3 Professional Skill: Attorney 12- 3 Riding 16- 3 Security Systems 12- 3 Seduction 14- 3 Sleight of Hand 16- 3 Stealth 16- 3 Streetwise 14- 2 Survival (Pick Something) 12- 3 Systems Operation 12- 3 Tactics 12- 3 Tracking 12- 3 Transport Familiarity: Air Vehicles 2 Transport Familiarity: Boats 2 Transport Familiarity: Camels 3 Transport Familiarity: Ground Vehicles 2 Transport Familiarity: Horses, Donkeys, Mules 2 Transport Familiarity: Parachuting 2 Transport Familiarity: Scuba 2 Transport Familiarity: Skiing 2 WF: Small Arms 2 Weapon Familiarity: Common Melee Weapons 2 Weapon Familiarity: Common Missile Weapons 1 Weapon Familiarity: Early Firearms 1 Weapon Familiarity: Flails 1 Weapon Familiarity: Lances 1 Weapon Familiarity: Quarterstaff 1 Weapon Familiarity: Sling 1 Weapon Familiarity: Whip 2 Weaponsmith: Muscle-Powered (Muscle-powered Weapons) 12- Skills Cost: 207Cost Perk 5 Base (Base Contribution) 3 Fringe Benefit: Membership: TheLords of Gray 3 Well-Connected 1 1) Contact: CIA 8- 1 2) Contact: Hukima Ninja Clan 8- 1 3) Contact: Jade Dragon Triad 8- 1 4) Contact: Red Dagger Ninja Clan 8- 1 5) Contact: Yakuza 8- Perks Cost: 16Cost Talent 3 Absolute Time Sense 3 Ambidexterity (-2 Off Hand penalty) 30 Danger Sense (immediate vicinity, out of combat) 17- 4 Double Jointed 3 Lightsleep 3 Resistance: 3 points 3 Simulate Death Talents Cost: 49Val Disadvantages 15 Distinctive Features : Cursed Armor of the Razor (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Hunted: Dragon Master: 8- (Occasionally), As Powerful, NCI, Harshly Punish 15 Hunted: Rival Clan: 8- (Occasionally), As Powerful, NCI, Harshly Punish 10 Hunted: Seeker: 8- (Occasionally), As Powerful, Harshly Punish 15 Hunted: UNTIL: 8- (Occasionally), As Powerful, NCI, Harshly Punish 15 Psycholgical Limitation: Fatalist Very Common, Moderate 15 Psychological Limitations: Always Obeys Orders of Superiors Very Common, Moderate 20 Psychological Limtiation: Honorable Common, Total 15 Reputation : Fearsome Assassin, 11- (Extreme) 15 Secret Identity: Frequently (11-), Major Disadvantage Points: 150Base Points: 200Experience Required: 585Total Experience Available: 585Experience Unspent: 0Total Character Cost: 935 Height: 1.75 m Hair: Black Weight: 74.00 kg Eyes: Brown Appearance: The living blade armor is a dark blue stasis cloth underneath silver plates. The Chest, shouders, fore arms, boots and thighs are covered. He also wears a full helmet that looks like the Shredder's. No one knows what Oyori looks like outside of the armor, its been so long that even he doens't know. Personality: Honorable assassin with a death wish. Although he enjoys the company of the Lords of Gray, and he hasn't killed an innocent in a long while; Razor still yearns to be free of the mortal world. His family betrayed him and now is gone, he never had a normal life and he has been cut off from society for so long that he barely considers himself a living being at all. Quote:"Please, do not prolong your suffering. I lack the malice to enjoy this." Background: The member of the Night Dragon ninja clan in its infancy, Ido Oyori was sent to retrieve the Armor of Razor a cursed suit of armor that traded immortality and power for an existance of isolation. Oyori fell under the armor's sway and has spent much of the last 1100 years acting as a souless assassin for one evil or another. Unbenownst to Oyori, the armor's curse has a cure. Using the talents to free the bound, protect the defensless, and punish the evil will eventually balance the evils done in the armor and it will release him. He had been decieved by his clan to made him a mere weapon at their disposal. Razor encountered Xombie in 1823 at a conference in Canada. The ninja and the undead collector ended up trying to steal the same sword; reputed to have belonged to Alexander the Great himself. They fought briefly, but Xombie realized he was outmatched and withdrew. As they parted company, Xombie (half jokingly) offered Razor a job as his bodyguard. Twenty years later they met again and Razor, tired of his existance; offered to become Xombie's guardian if the undead gentleman could find away to allow Razor to die. They have been together ever since. Razor has been placed in charge of protecting Leslie when Grunt has to be away. He also looks after Demonique. Powers/Tactics: A skilled martial artist encased in a cursed suit of armor. The armor not only protects him from harm it forms his weapons and increases his stats. IF he ever got out of it, and IF he didn't simply revert to a pile of dust afterwards, his DEX and SPD would drop 10pts and 2 pts respectively. That's a big IF. Campaign Use: Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 22, 2004 Author Report Share Posted February 22, 2004 Friday 02/20/2004WildthornPlayer: NPC; Member of the Lords of Gray Val Char Cost 40 STR 30 20 DEX 30 20 CON 20 14 BODY 8 18 INT 8 20 EGO 20 20 PRE 10 16 COM 3 20/26 PD 12 10/13 ED 6 5 SPD 20 12 REC 0 40 END 0 50 STUN 6 6" RUN02" SWIM08" LEAP0Characteristics Cost: 173Cost Power END 20 Plant Powers: Elemental Control, 40-point powers 9 1) Alter/Grow Plantlife: Cosmetic Transform 3d6, Improved Target Group (+1/4), Cumulative (+1/2), Area Effect: Radius (+1) (41 Active Points); No Range (-1/2), Requires Skill Roll (-1/2), Concentrate: 1/2 DCV (-1/4) 4 20 2) Burrowing Roots: Tunneling 6" through 6 DEF material (30 Active Points) 3 13 3) Choking Spores: Energy Blast 4d6, No Normal Defense (LS: Self-Contained Breathing; +1) (40 Active Points); Limited Range (4") (-1/4), Not In High Winds, Rain, Or Water (-1/4) 4 20 4) Plant Communication: Mind Scan 6d6, +15 ECV (60 Active Points); Limited Power: Only vs Sentient PLantlife (-1) 6 10 5) Plant Communication: Telepathy 8d6 (40 Active Points); Limited Power: Only Vs Sentient Plant Life (-1) 4 12 6) Plant Control: Mind Control 7d6, Telepathic (+1/4) (44 Active Points); Limited Power: Only Vs Sentient plant life (-1) 4 17 7) Plant Manipulation: Telekinesis (30 STR), Fine Manipulation (55 Active Points); Limited Power: Only Vs Plantlife (-3/4), Affects All Parts (-1/4) 5 13 8) Tangling Growth: Entangle 4d6, 4 DEF (40 Active Points); OIF (plants of opportunity) (-1/2) 4 17 Barkskin: Armor (6 PD/3 ED), Hardened (+1/4) (17 Active Points) 5 Barkskin: Lack of Weakness (-5) for Resistant Defenses 7 Brachiation: Swinging 15" (15 Active Points); Only In Forests (-1) 1 10 Iron Will: Mental Defense (14 points total) 4 Photosynthetic Healing: Healing (Regeneration) 1 BODY (10 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Limited Power: Can't use in absolute darkness (-1/4) 1 17 Plant Chameleon: Invisibility to Sight Group , No Fringe (30 Active Points); Limited Power: Only when in heavy growth (-1/2), Concentrate: 1/2 DCV (-1/4) 3 13 Rooted : Knockback Resistance -10" (20 Active Points); Concentrate: 0 DCV (-1/2) 10 Supernatural Being: Power Defense (10 points) 3 Thicket Master: Environmental Movement (Undergrowth) Powers Cost: 220Cost Skill 6 +3 with any single attack 3 Climbing 13- 2 Navigation (Pick Something) 13- 2 Survival (Pick Something) 13- 17 Transform Plant Life 20- 3 Concealment 13- 3 Tracking 13- 2 Science: Biology 11- 2 Science: Ecology 11- 2 Science: Medicine 11- 2 Science: Pharmacology 11- 2 +1 with single Characteristic Roll Skills Cost: 46Cost Perk 3 Fringe Benefit: Membership: Lords of Gray Perks Cost: 3Val Disadvantages 15 Distinctive Features: Green Hair, Eyes, Brown skin: Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 20 Hunted: DEMON: 8- (Occasionally), More Powerful, NCI, Harshly Punish 20 Hunted: Primus: 8- (Occasionally), More Powerful, NCI, Harshly Punish 20 Psych. Lim.: Arrogant Very Common, Strong 15 Psych. Lim.: Fear of Fire Common, Strong 15 Psych. Lim.: Protective of Plantlife Common, Strong 10 Reputation: Eco Villianess: , Frequently (11-) 15 Secret Identity: Metayaa: Frequently (11-), Major 20 Vulnerability: Fire Attacks: 2 x STUN Common 10 Vulnerability: Fire/Flames: 1 1/2 x BODY Common Disadvantage Points: 160Base Points: 200Experience Required: 82Total Experience Available: 82Experience Unspent: 0Total Character Cost: 442 Height: 1.65 m Hair: Green Weight: 54.00 kg Eyes: Green Appearance: Wildthorn is a beautiful wood nymph gone bad. Her costume is something out of Fredrick's of Hollywood 's Biker collection. Jet black. Her skin is dark brown her eyes and hair are green. She has several tattoos now depicting a vengeful sun and several evil nature references. Personality: Angry at her condition and angry at the world; Metayaa is a grinning, mischevious, little devil. She's violent, sexual, profane, arrogant, and all the bad girl traits you could ask for. But deep down inside, she still wants to be what she was; an innocent forest spirit. She has deep vengence issues towards her unknown corruptors; and these feelings of anger are acted upon via her acts against humanity. She kept in check by Xombie and the others. Quote:"Oh, such a strong man; let me show you was a real bad girl can do." Background: Metayaa is a corrupted dryad; she's been transformed into a vengeful forest spirit. The powers she's developed are a result of her corruption, which she believes came from an outside party. During one of her rampages, Leslie DeVille was in the area, the angry Dryad was taken down by the Lords of Gray. His interest piqued by her situation, Xombie gave her an offer/ultimatum; become one of the Lords and they would look to aid her in her "recovery" and allow her to "blow off steam" in non populated areas, and she would bolster their mystic might. She is one of the more malevolant members of the Lords of Gray, but Xombie is curious enough about her situation to try to help her. Powers/Tactics: A woodland creature with corrupted powers and outlook. Campaign Use: Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 22, 2004 Author Report Share Posted February 22, 2004 Saturday 02/21/2004Devil WomanPlayer: NPC; Member of the Lords of Gray Val Char Cost 30 STR 20 26 DEX 48 30 CON 40 30 BODY 40 23 INT 13 20 EGO 20 25 PRE 15 22 COM 6 10/20 PD 4 20/30 ED 14 6 SPD 24 12 REC 0 90 END 15 70 STUN 10 6" RUN02" SWIM06" LEAP0Characteristics Cost: 269Cost Power END 80 Arcane Might: VPP (Magic Pool), 60 base + 20 control cost, (90 Active Points); Side Effects (-1/2) 20 Cube of Transport: Teleportation 10", Improved Noncombat Movement (x16), x4 Increased Mass (45 Active Points); OAF (-1), Incantation: Instant Power (-1/4) 4 5 Darkvision: IR Perception (Sight Group) 19 Demon Wings: Flight 14" (28 Active Points); Restrainable (-1/2) 3 30 Demonic Claws: HKA 2d6 (4d6 w/STR) 3 38 Demonic Form: LS (Eating Character only has to eat once per year; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character only has to sleep 8 hours per year) 3 Enhanced Senses: +1 PER with all Sense Groups 33 Ring of Lightning Bolts: RKA 6d6 (90 Active Points); 3 Charges (-1 1/4), IIF Fragile (-1/2) 35 Sense "Outsiders": Detect A Large Class Of Things and Each Extra Thing or Class of Things 14- (Sight Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Telescopic (+6 versus Range Modifier), Transmit 20 Supernatural Being: Power Defense (20 points) 30 Supernaturally Tough Skin: Armor (10 PD/10 ED) 16 Twin Consciouness: Mental Defense (20 points total) Powers Cost: 329Cost Martial Arts Maneuver Night Dragon Taijutsu 4 1) Jein's Dragon-Wing Fan: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Jein's Hand Of Shadow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 3 3) Kinuko's Puzzling Apprehension: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on 4 4) Saigo's Body Of Shadow: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 5) The Claw Of The Night Dragon: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 5 6) The Jaws Of The Night Dragon: 1/2 Phase, +0 OCV, +0 DCV, 10 STR vs. Grabs; 2d6 Strike 4 7) The Sublime Fist Of The Night Dragon: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 1 8) Weapon Element: Blades 1 9) Weapon Element: Chain & Rope Weapons 1 10) Weapon Element: Fist-Loads 1 11) Weapon Element: Karate Weapons 1 12) Weapon Element: Polearms 1 13) Weapon Element: Staffs 1 14) Weapon Element: War Fan Martial Arts Cost: 35Cost Skill 30 +3 Overall 15 Power: Magic Skill 20- 3 Acting 14- 2 Animal Handler (Reptiles & Amphibians) 14- 3 Breakfall 14- 3 Climbing 14- 3 Concealment 14- 3 Cryptography 14- 3 Disguise 14- 3 High Society 14- 4 Language: Tan'ari (Language of the Demonic Realms) (Idiomatic, native accent) 3 Lockpicking 14- 4 Navigation (Air, Astral, Dimensional) 14- 3 Scholar 1 1) KS: Demonic Protocols & Etiquette (2 Active Points) 11- 2 2) KS: Demonology (3 Active Points) 14- 1 3) KS: Dimensional Geograpy (2 Active Points) 11- 2 4) KS: Magic Lore (3 Active Points) 14- 1 5) KS: The Supernatural World (2 Active Points) 11- 1 6) KS: Wicca (2 Active Points) 11- 3 Security Systems 14- 3 Seduction 14- 3 Shadowing 14- 3 Sleight of Hand 14- 3 Stealth 14- 3 Streetwise 14- 9 Ventriloquism 17- 0 Weapon Familiarity: Clubs 1 Weapon Familiarity: Sling 1 Weapon Familiarity: Swords 1 Weapon Familiarity: Thrown knives/axes 0 Weapon Familiarity: Unarmed Combat 1 Weapon Familiarity: Whip Skills Cost: 121Cost Perk 3 Fringe Benefit: Membership: Lords of Gray 6 Contact: Trismegistus Council (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8- Perks Cost: 9Cost Talent 20 Universal Translator 14- Talents Cost: 20Val Disadvantages 25 Berserk: If takes Body: Uncommon, go 11-, recover 11-, Berserk 15 Distinctive Features: Red skinned Succubus looking lady: Easily Concealed, Extreme Reaction, Detectable By Commonly-Used Senses 20 Hunted: Dark Seraph: 8- (Occasionally), More Powerful, NCI, Harshly Punish 10 Hunted: Religious "Demon Slayers": 8- (Occasionally), As Powerful, Harshly Punish 15 Hunted: The Circle: 8- (Occasionally), As Powerful, NCI, Harshly Punish 10 Psychological Limitation: Greedy Common, Moderate 10 Psychological Limitation: Petty, vengeful (Common, Moderate) 10 Psychological Limitation: Self-loathing (Uncommon, Strong) 10 Reputation: Demonic Villainess: , Frequently (11-) 15 Secret Identity: Gabrielle White: Frequently (11-), Major 10 Susceptibility: Presence of Holy Symbols: , 1d6 damage per Turn Uncommon 5 Vulnerability: Silver Weapons: 1 1/2x BODY Uncommon 5 Vulnerability: Silver Weapons: 1 1/2x STUN Uncommon Disadvantage Points: 160Base Points: 200Experience Required: 423Total Experience Available: 423Experience Unspent: 0Total Character Cost: 783 Height: 1.78 m Hair: Brown Weight: 54.00 kg Eyes: Brown Appearance: Devil Woman has red skin, black hair and a golden crescent moon on her forehead. Her costume is straight out of the Vegas Strip. It is Black with a black and red Cape. She has Black thigh high boots and long lace black gloves. When she flies great bat-like wings emerge from her back, these can be restrained and she can make them "disappear" when she isn't in need of them. Now 28 years old, she is the very image of the seducress. When she disguises herself, her favored form is a raven tressed business woman with "company vamp" style, low cut blouses, high hemmed skirts, and a little showy jewelry. She doesn't look more than 21 in any form.Personality: Devil Woman is really neither, but Xombie was always fond of the song by that name. Gabrielle has really grown by leaps and bounds over the last ten years. She gets along well with the other Lords and sees them as her family. While she isn't malicious or a power mad conquerer, she does have a rather inhuman outlook to life and casually makes remarks that might make the average person blanche.Quote:"I am not a demoness here to tempt you to evil, sir. You got there on your own; I am merely here to ensure that you never harm another innocent again."Background: Gabrielle White was the daughter of a modern day occultist. Her entire reason for being was to be a virgin sacrifice on her eighteenth birthday. Hormones took care of that one; although she kept her sexual experience from her family, it really wreaked havoc with the ceremony. Instead of dying and her soul being consumed by a demonic Vizier, her “corrupted" spirit was merged with the creature granting her fantastic powers and taking away much of her humanity. Now she is a creature of the night. The composite being destroyed her parents’ home and much of the surrounding area. She was found initially by DEMON agents who had infiltrated the Police Department. They arranged for her to be taken by their Morbane masters; but this didn't go as planned either. Unable to control her powers, or turn her to their cause, they attempted to destroy her. Again she lashed out with untrained but immense mystic power. The ensuing battle drew the attention of The Lords of Gray (Xombie has a home in Millennium City) and they spirited away the young woman. Gabrielle has been with them ever since. She is learning magical theory from a friend of Xombie's from a local coven, in hopes that this will help her control her abilities. As she grows more comfortable and more powerful with age, she has also grown more into her own person, the demonic portion of her soul is being absorbed into a more complete whole and the dominant personality is more and more Gabrielle's own. Razor has taken Devil Woman under his wing. She has learned his martial arts style and they regularly spar; his preternatural speed vs. her inhuman strength. Powers/Tactics: Devil Woman has a durable physical form and fantastic, if not always controlled mystical might.Campaign Use: Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 23, 2004 Author Report Share Posted February 23, 2004 Sunday 02/22/2004The leader of the Lords of Gray...XombiePlayer: NPC; Patron of the Lords of Gray Val Char Cost 40 STR 30 18 DEX 24 50 CON 80 50 BODY 80 18 INT 8 20 EGO 20 30 PRE 20 10 COM 0 20 PD 12 20 ED 10 4 SPD 12 18 REC 0 100 END 0 100 STUN 5 10" RUN02" SWIM08" LEAP0Characteristics Cost: 301Cost Power END 64 Artifacts, Toys, and Trinkets: Variable Power Pool (Gadget Pool), 50 base + 14 control cost, (75 Active Points); VPP Can Only Be Changed Between Adventures (-1/2); all slots IIF (Minimum Level of Focus; -1/4) 0 1) Eyes of Nights Caress: Nightvision (5 Active Points); OIF Fragile (-3/4) Real Cost: 3 0 2) Seven League Boots: Running +4" (10" total) (8 Active Points); IIF (-1/4) Real Cost: 6 1 0 3) Seven League Boots: Teleportation 10", MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (50 Active Points); Increased Endurance Cost (x2 END; -1/2), IIF (-1/4) Real Cost: 28 10 0 4) The Pistol of Ulysses: RKA 2d6, No Range Modifier (+1/2) (45 Active Points); 2 Charges (-1 1/2), OAF Durable (-1) Real Cost: 13 15 Call upon the Legions of the Dead: Summon 128 100-point Zombie (55 Active Points); Extra Time: 5 min. (-2), Increased Endurance Cost (x2 END; -1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points Necromancy Skill; -1/4) 10 50 Monarch's Unspoken Authority: Mind Link , Undead class of minds, Specific Group of Minds, Any distance, Number of Minds (x128) 30 I am unafraid: (Total: 60 Active Cost, 30 Real Cost) +20 PRE (20 Active Points); Defensive Only (-1) (Real Cost: 10) plus Power Defense (20 points) (20 Active Points); Only Works Against Fear Based Attacks Very Limited Type of Attack (-1) (Real Cost: 10) plus Mental Defense (20 Active Points); Only Works Against Fear Based Mental Attacks Very Limited Type of Attack (-1) (Real Cost: 10) 10 Protected Senses: Hearing Group Flash Defense (10 points) 5 Protected Vision: Sight Group Flash Defense (5 points) 42 Rapier of the Immortals: (Total: 97 Active Cost, 42 Real Cost) HKA 2d6 (3d6+1 w/STR), Reduced Endurance (1/2 END; +1/4), Affects Desolidified Any form of Desolidification (+1/2), Armor Piercing (+1/2) (67 Active Points); OAF Unbreakable (-1), No Knockback (-1/4), -1 Decreased STUN Multiplier (-1/4) (Real Cost: 27) plus +6 with HTH Combat (30 Active Points); OAF (-1) (Real Cost: 15) 3 10 Strong Willed: Mental Defense (14 points total) 15 Supernatural Form: Damage Resistance (20 PD/10 ED) 10 Supernatural Form: Power Defense (10 points) 50 Supernatural Undead Being: 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) 12 Surprisingly Aware of Surroundings: +4 PER with All Sense Groups 20 Undead Blunt Trauma Resistance: Physical Damage Reduction, 50% Powers Cost: 333Cost Martial Arts Maneuver Boxing 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 3 2) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on 5 3) Hook: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike 5 4) Jab: 1/2 Phase, +1 OCV, +3 DCV, 8d6 Strike Fencing 4 1) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm roll 4 2) Lunge: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike 4 3) Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 5 4) Slash: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike 5 5) Thrust: 1/2 Phase, +1 OCV, +3 DCV, 8d6 Strike Martial Arts Cost: 39Cost Skill 50 +10 with HTH Combat 3 Traveler 1 1) AK: Central America (2 Active Points) 11- 1 2) AK: Great Britain (2 Active Points) 11- 1 3) AK: North America (2 Active Points) 11- 1 4) AK: South America (2 Active Points) 11- 1 5) CK: Millennium City (2 Active Points) 11- 1 6) CK: Olympia, WA (2 Active Points) 11- 3 Conversation 15- 3 Disguise 13- 3 Forensic Medicine 13- 2 Forgery 13- 5 Gambling (Card Games, Dice Games, Chess) 13- 3 High Society 15- 3 Interrogation 15- 3 Linguist 2 1) Language: English (idiomatic; Its English Darnit) 1 2) Language: French (completely fluent) (3 Active Points) 1 3) Language: Italian (completely fluent) (3 Active Points) 0 4) Language: Middle English (idiomatic) (4 Active Points) 3 Oratory 15- 3 Persuasion 15- 3 Scholar 1 1) KS: Artifacts & Relics (2 Active Points) 11- 2 2) KS: Necrology (3 Active Points) 13- 7 3) KS: Necromancy (8 Active Points) 18- 2 4) KS: North American Artifacts & Relics (3 Active Points) 13- 1 5) KS: The Supernatural World (2 Active Points) 11- 3 Security Systems 13- 3 Shadowing 13- 3 Stealth 13- 3 Streetwise 15- 4 Survival (Temperate/Subtropical, Urban) 13- 3 Tracking 13- 3 Trading 15- 3 WF: Early Firearms, Blades 3 Weaponsmith (Firearms, Muscle-Powered HTH) 13- Skills Cost: 138Cost Perk 5 Money: Well Off 5 Fringe Benefit: Membership: Patron/Leader of the Lords of Gray 3 Anonymity 6 Contact: The Trismegistus Council (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8- 30 Base Contribution: The Gray Mannor Perks Cost: 49Cost Talent 3 Absolute Time Sense 3 Bump Of Direction 1 Resistance (1 point) Talents Cost: 7Val Disadvantages 10 Distinctive Features: Undead: Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses 10 Hunted : Trismegistus Council 11- (As Pow, NCI, Watching) 25 Hunted: Demon: 11- (Frequently), More Powerful, NCI, Harshly Punish 15 Hunted: Monster Hunters: 8- (Occasionally), As Powerful, NCI, Harshly Punish 20 Psychological Limitation: Code of Chivalry Common, Total 15 Psychological Limitation: Overconfidence Very Common, Moderate 15 Psychological Limitation: Pack rat/Collector (Very Common, Moderate) 10 Reputation: Inhuman Monster: , Frequently (11-) 15 Secret Identity: Charles MacArthur: Frequently (11-), Major 5 Vulnerability : 1 1/2 x BODY Holy or Consecrated Weapons Uncommon 10 Vulnerability : 2 x STUN Holy of Consecrated Weapons Uncommon Disadvantage Points: 150Base Points: 200Experience Required: 517Total Experience Available: 517Experience Unspent: 0Total Character Cost: 867 Height: 1.80 m Hair: White Weight: 88.00 kg Eyes: White Appearance: Although Charles is technically undead, he still appears very human. His skin has a gray palor and his hair and eyes are white but these are easily disguised with makeup, wigs, and contact lenses. He wears his hair in a ponytail, and often wears 18th century or 19th century inspired clothing. His favorite colors are blue and gold. He occasionally wears a cloak.Personality: Charles MacArthur, or Xombie as he has been called on occasion, is an undead collector of "interesting" and "historical" items. He has a huge collections of items of historical significance and or magical power. He has recently had, in his estimation, an group of beings thrust upon him than need guidance, care, and help. He feels its his duty to do so. He gets along with all of them, and the more time they spend together the more he enjoys their company. He tends to feel "above the law" because he isn't a human being anylonger, but he doesn't go out of his way to break laws. He doesn't simply steal his items from museums or private collections; he attemtps to purchase or barter for them first. He always replaces the item he takes with a well made fake. He frequents art shows and craft fares looking for talented creators to patron and has had some of his most prized treasures created for him in the last hundred years. Quote:"Please don't question my patriotism, sir; I fought and bled for this country before it was a country.""This is beautiful! Did you make it?" "It's as the notes said, the cutlass of General Custer, I can't believe I have found it...its really a mess." Background: Charles MacArthur was born in England in 1744. He made his way to the New World in 1762 to make his fortune. He fought the British in the revolutionary war as a mercenary, and spent the rest of his natural life as a seeker of treasure. He was on an expedition for one such treasure, a golden spear said to belong to the hero Hiawatha, when he ran afoul of an angry spirit. The spirt cursed him to undeath and then tore out his heart. Charles had the last laugh though, he had been wearing a special pendant made by a Native American Medicine Man. The pendand protected his soul from the Spirit's attack. At first Charles was a bit dismayed that body died anyway. Then, like the curse had foretold, he arose as a zombie. But not a regular zombie; Charles had retained his soul and his sentience. His body was somehow transformed into a super-zombie; he no longer needed to eat, or sleep and was immune to disease, but he still bled and could be slain violently. Charles' appearance also changed, his hair and eyes were now white, his skin has a gray palor to it, and he no longer smells of anything. Undaunted, Charles kept collecting treasures. Over the next 250 years, he has accumulated quite the collection. Recently, he has become drawn into the lives of several beings of power; some have become enemies (He was drawn to the initial battle between the heroes of America and Takafones) and some have become allies. The allies now live with him and he jokingly refers to them as the Lords of Gray. Not angels by any means, but not devils either. He doesn't mind playing with other beings of power, and he still feels a responsibilty to protect his chosen homeland. Powers/Tactics: A skilled brawler and fencer, Charles is a demi brick with high durability if not exactly high defenses. He can take a lot of punishment. He is the slowest of the Lords of Gray, but none-the-less gets up front as a damage soak. He won't summon his zombie army unless he absolutely has to; he doesn't like to scare the locals. He tends to use his boxing skills first, drawing steel only if his opponents do first or prove to be "problematic". The "Toys" in his Artifact pool should be considered his standard selection; they can be traded out at will.Campaign Use: Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 24, 2004 Author Report Share Posted February 24, 2004 Monday 02/23/2004BloodhoundPlayer: NPC; Villain Val Char Cost 20 STR 10 29 DEX 57 20 CON 20 15 BODY 10 20 INT 10 17 EGO 14 20 PRE 10 14 COM 2 16 PD 6 14 ED 4 6 SPD 21 8 REC 0 40 END 0 35 STUN 0 6" RUN02" SWIM04" LEAP0Characteristics Cost: 164Cost Power END Bloodhound Costume, all slots OIF (-1/2) 11 1) Chameleon Mode : Invisibility to Sight Group (20 Active Points); OIF (-1/2), No Non-Combat Movement Allowed (-1/4) 2 23 2) Clawed Guantlets : HKA 2d6+1 (3 1/2d6 w/STR) (35 Active Points); OIF (-1/2) 3 9 3) Microgrips: Clinging (30 STR) (13 Active Points); OIF (-1/2) 13 4) Sonic Dampeners: Invisibility to Hearing Group , No Fringe (20 Active Points); OIF (-1/2) 2 12 5) Armored Costume (6 PD/6 ED) (18 Active Points); OIF (-1/2) 3 6) Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 7 7) Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 6 Hyper Olfactory II: +3 PER with Smell 20 Hyper Olfactory III: Targeting Sense with Smell 10 Hyper Olfactory: Discriminatory Sense with Smell 10 Tracking Scent: Tracking with Smell/Taste Group 13 Utiltiy Belt: Multipower, 20-point reserve, (20 Active Points); OIF (-1/2) 1u 1) Billy Club: HA +2d6, Range Based On STR (+1/4) (12 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 1 1u 2) Electronic Omni Tool: +10 with Security Systems (20 Active Points); OAF (-1), Only vs Electronic Security Systems (-1) 1u 3) Energy Rapier: HKA 1d6+1 (2 1/2d6 w/STR) (20 Active Points); OAF (-1) 2 1u 4) Lock Picks: +4 with Lockpicking (8 Active Points); OAF (-1) 1u 5) Throwing Irons: RKA 1/2d6, Autofire (3 shots; +1/4), 12 Recoverable Charges (+1/4) (15 Active Points); OAF (-1) Powers Cost: 142Cost Martial Arts Maneuver Savate 12 1) +3 HTH Damage Class(es) 5 2) Back kick: 1/2 Phase, +1 OCV, +3 DCV, 7d6 Strike 4 3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 4) Coup de pied bas, low kick: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike 5 5) Coup de pied chasse, side kick: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike 4 6) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR to Disarm roll 5 7) Jab/Cross: 1/2 Phase, +1 OCV, +3 DCV, 7d6 Strike 3 8) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 Strike, Target Falls Martial Arts Cost: 42Cost Skill 6 +2 Savate 15 +3 with HTH Combat 2 AK: London 11- 5 Acrobatics 16- 3 Animal Handler (Canines, Equines) 13- 3 Breakfall 15- 3 Bureaucratics 13- 3 Climbing 15- 3 Concealment 13- 3 Contortionist 15- 3 Criminology 13- 3 Defense Maneuver I 3 Demolitions 13- 3 High Society 13- 3 Interrogation 13- 0 Language: English (idiomatic) (4 Active Points) 2 Language: French (completely fluent) (3 Active Points) 2 Language: Italian (completely fluent) (3 Active Points) 2 Language: Spanish (completely fluent) (3 Active Points) 3 Lip Reading 13- 3 Lockpicking 15- 2 PS : Catburgler 11- 2 PS: Secrurity Analyst 11- 3 Persuasion 13- 3 Riding 15- 3 Scholar 1 1) KS: Appraisal (Gems, Artworks, etc.) (2 Active Points) 11- 1 2) KS: British Aristocracy (2 Active Points) 11- 1 3) KS: Criminal Underworld (2 Active Points) 11- 2 4) KS: Fences/Launderers (3 Active Points) 12- 1 5) KS: Royalty of the World (2 Active Points) 11- 1 6) KS: Security Systems (2 Active Points) 11- 11 Security Systems 17- 3 Seduction 13- 5 Shadowing 14- 3 Sleight of Hand 15- 3 Stealth 15- 3 Streetwise 13- 3 Systems Operation 13- 3 TF: Common Motorized Ground Vehicles, Equines, Two-Wheeled Motorized Ground Vehicles 3 Tracking 13- 4 WF: Common Melee Weapons, Small Arms Skills Cost: 134Cost Perk 5 Fringe Benefit: Member of Aristocracy 5 Money: Well Off 3 Well-Connected 1 1) Contact: British Aristocracy 8- 2 2) Contact: Criminal Underworld (3 Active Points) 12- 1 3) Contact: Fence 8- 1 4) Contact: VIPER 8- Perks Cost: 18Cost Talent 3 Bump Of Direction 4 Double Jointed 3 Lightsleep Talents Cost: 10Val Disadvantages 15 Enraged: if Taunted about "Proboscis": Very Common, go 8-, recover 14- 15 Hunted: Eurostar: 8- (Occasionally), More Powerful, Harshly Punish 20 Hunted: Interpol: 11- (Frequently), As Powerful, NCI, Harshly Punish 20 Hunted: STOP: 11- (Frequently), As Powerful, NCI, Harshly Punish 10 Psychological Limitaion: Greedy Common, Moderate 20 Psychological Limitation: Arrogance Common, Total 15 Psychological Limitation: Hates to be reminded of "Proboscis" Very Common, Moderate 10 Reputation: "Proboscis": , Frequently (11-) 10 Rivalry: Mehcassassin: Professional (; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 15 Secret Identity: Lord Harold Merrywether: Frequently (11-), Major Disadvantage Points: 150Base Points: 200Experience Required: 160Total Experience Available: 160Experience Unspent: 0Total Character Cost: 510 Height: 1.93 m Hair: Auburn, wears mutton chops Weight: 93.00 kg Eyes: Green Appearance: Lord Harold Merrywether is a british aristocrat with a sense of style, known in England as a showy and dazzling personae, he tends to dress like a victorian era nobleman. He wears blacks, grays, and whites with gold trim almost exclusively. His Bloodhound costume is a skin tight black armored uniform with gray combat boots, gloves, belt and a black cowl with red eyes. A gray, stylized, wolf head is on the chest.Personality: Although, to this day, Harry can't figure out why he chose the name Proboscus as his nomme de gurre; he has changed his criminal career for the better. He is still greedy, and arrogant, but has a lack of common sense and a wild, unpredictable sense of style. He is driven to feed his greed and his desire for respect still burns.Quote:"Finding you was easy, you stink.""DO NOT SAY THAT NAME!!!!" Background: Lord Harold Merrywether was born with a superuhman olfactory sense. He could literally walk around the house blindfolded trusting his sense of smell to let him know where things were. Having a facination with baubles and a sense of arrogance that upperclass "breeding" sometimes cultures, lead Harry to steal from his classmates, neighboors, local stores, or what ever struck his fancy. As he matured his physical prowess proved to be as advanced as his sense of smell. He studied many physical skills, swimming, fencing, savate, even gymnastics, and mastered them all. When he finally attended college he began to seek greater thrills and rewards by becoming a second story man. Trouble finally arose when he skillfully stole from the wrong people. VIPER was impresed by his ability and when he was confronted; he further impressed them by sending their initial "Capture Team" to the hospital. However, VIPER had more resources at their disposal than he had bargained for and eventually he found himself a "guest" at the London Nest. Given the option of join or die, he took "join". In what may be the most foolish moment of his career, Harry took the name, Proboscus. Proboscus was a flop, sure he was a talented security specialist and cat-burgler; but the jokes and sniggers at his choice of costumed identity were crippling. Harry started to drink, and operated way out of his league in order to earn the respect he felt he deserved. After nearly a year of infamy and ridicule, Harry was captured and sent to Stonehenge (the british version of Stronghold) it was there that he began to design the Bloodhound identity. Upon his relsease, he went to ARGENT and purchased the battle suit he currently uses. Sinche then, Bloodhound has made quite a name for himself as a cat-burgler, and a criminal security specialist. Intelligent, capable in combat, and confident in his abilities he is a rival of Mechasassin. He also has done much to erase the name Proboscis from the annals of supervillainy. Many henchmen, rival criminals and even the feared Fiacho himself have found that Lord Merryweather would rather they didn't call him that name. Eurostar hunts him for this affront. Powers/Tactics: A skilled martial artist with some high tech stealth and break - in gear.Campaign Use: During my attempt to create all the "Example" characters in H5 I came across the name Proboscus...WOW. This is what I did to him. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 25, 2004 Author Report Share Posted February 25, 2004 Tuesday 02/24/2004This guy was supposed to scare my players and he did, but I got to see him get his arse handed to him in combat with Avenger Lee and it was worth it. I HATE Sabertooth.WildthingPlayer: NPC; Villain Val Char Cost 35 STR 25 27 DEX 51 35 CON 50 15 BODY 10 13 INT 3 19 EGO 18 25 PRE 15 10 COM 0 20/23 PD 13 20/23 ED 13 6 SPD 23 14 REC 0 70 END 0 70 STUN 19 13"/19" RUN02" SWIM019" LEAP0Characteristics Cost: 240Cost Power END 6 Animal Senses: +2 PER with All Sense Groups 24 Claws: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR) (30 Active Points); Reduced Penetration (-1/4) 3 10 Enhanced Senses: Increased Arc Of Perception (240 Degrees) with all Sense Groups 20 Fangs: Killing Attack - Hand-To-Hand 1d6+1 (2 1/2d6 w/STR) 2 20 Fights well in the dark: Targeting with Hearing Group 18 Healing Factor: Healing 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (50 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 16 Legs Of The Cheetah: (Total: 26 Active Cost, 16 Real Cost) Running +7" (13"/19" total) (Real Cost: 14) plus Running +6" (13"/19" total) (12 Active Points); Increased Endurance Cost (10x END; -4) (Real Cost: 2) 11 8 Protective Skin: Damage Resistance (8 PD/8 ED) 17 Strong Leaper: Leaping +12" (19" forward, 9 1/2" upward) (Accurate) 2 4 Terrifying Roar: +10 PRE (10 Active Points); Only For Fear-Based Presence Attacks (-1), Incantations (must roar) (-1/4) 10 Tracking Scent: Tracking with Smell/Taste Group 10 Wallcrawling: Clinging (normal STR) Powers Cost: 163Cost Skill 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 3 Concealment 12- 3 Contortionist 14- 2 Gambling (Card Games) 12- 2 KS: Criminal Underworld 11- 2 KS: The Mercenary/Military/Terrorist World 11- 2 KS: The Superhuman World 11- 3 Lockpicking 14- 2 Navigation (Land) 12- 3 Security Systems 12- 3 Shadowing 12- 3 Stealth 14- 3 Streetwise 14- 14 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 12- 3 Tracking 12- Skills Cost: 57Cost Perk 9 Reputation: Feared Killer (A large group) 14-, +3/+3d6 5 Money: Well Off 9 Contact: Underworld (General) (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11- Perks Cost: 23Cost Talent 6 Combat Luck (3 PD/3 ED) 3 Lightsleep 2 Trackless Stride Talents Cost: 11Val Disadvantages 10 Distinctive Features: Feral Features (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 15 Enraged: Berserk When Takes Body (Uncommon), go 8-, recover 14-, Berserk 20 Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish) 15 Hunted: Hero Team 8- (Mo Pow, Harshly Punish) 15 Hunted: Police 8- (As Pow, NCI, Harshly Punish) 15 Psychological Limitation: Arrogant (Common, Strong) 20 Psychological Limitation: Casual Killer (Very Common, Strong) 10 Psychological Limitation: Enjoys the Hunt (Common, Moderate) 15 Reputation: Killer, 11- (Extreme) 5 Unluck: 1d6 Disadvantage Points: 150Base Points: 200Experience Required: 144Total Experience Available: 144Experience Unspent: 0Total Character Cost: 494 Height: 2.00 m Hair: Jet Black Weight: 100.00 kg Eyes: Emerald Green Appearance: A tall, lean man with jet black hair and a black and white costume. The costume is white with black shoulders, arms, and boots, white gloves with no fingers (for his claws) and a "Sabertooth" style head piece that doesn't cover his face at all.Personality: A wisecracking, arrogant, murderous beast that seems to delight in his own baseness. He has somehow managed to avoid too many confrontations with superbeings and apppears and disappears with impunity. In combat, he treats his opponent like a cat would a mouse. Unless the opponent proves durable enough to give him a fight; then he takes off.Quote:"Smell ya later coppers!"Background: The nearly unstoppable killing machine known as Wildthing apppeared one horrible day during a televised roundtable discussion on crime and tore out the throat of the New York Attourney General, James Rolland. Since then; he has been known as one of the most feared killers in the world. Most law enforcement agencies have a "shoot on sight" policy with him, though it doesn't seem to work to well. PRIMUS has vowed to catch the bestial predator, but someone somewhere is watching out for him and he has thus far escaped their grasp. He opperates exclusively in North America. Powers/Tactics: Simply a Sabertooth clone, attacks front and center and skiddadles if he faces any resistance.Campaign Use: The mystery behind his accomplices is left to GM.In my game he was a member of VOICE and was teleported out by Szybo (Sp?); He killed Golden Avenger Kaufman (again on television) and was almost immediately himself put down by Silver Avenger Antoine "Fist" Lee. He was tried and put to death by a specialized lethal injection. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted February 26, 2004 Author Report Share Posted February 26, 2004 Wednesday 02/25/2004Here is another team. The Victories; in CU4 the original Victories were a South - and Central American superteam that was killed by Dr Destroyer and Terror Inc. These guys replaced them (Though they were based in America) This is the team Gadgeteer...AvalonPlayer: NPC: Champions Universe; Member of Victories Val Char Cost 15/40 STR 5 20/27 DEX 30 15/30 CON 10 15 BODY 10 20 INT 10 14 EGO 8 20 PRE 10 18 COM 4 3/18 PD 0 3/18 ED 0 4/6 SPD 10 6 REC 0 30 END 0 31 STUN 0 9" RUN02" SWIM03"/8" LEAP0Characteristics Cost: 97Cost Power END 60 Arsenal: VPP (Gadget Pool), 50 base + 10 control cost, (75 Active Points); VPP Can Only Be Changed Between Adventures (-1/2); all slots OAF (-1) 0 1) Vibrolance: EB 8d6, Affects Desolidified One Special Effect of Desolidification (only vs "Vibration" based Desolid.; +1/4) (50 Active Points); OAF (-1), 12 Charges (-1/4) Real Cost: 22 0 2) Shield Generator: FW (9 PD/9 ED; 2" long and 2" tall) (49 Active Points); OAF (Shield; -1), 4 Continuing Charges lasting 1 Minute each (-1/4) Real Cost: 22 0 3) Energized Sword: HKA 1d6 (1 1/2d6 / 2d6 w/STR), +1 Increased STUN Multiplier (+1/4) (19 Active Points); OAF (-1), No Knockback (-1/4), Real Weapon (-1/4) Real Cost: 7 2 Avalon Mk2 Battlesuit, all slots OIF (-1/2) 67 1) Omni-Beam: EB 9d6, Variable Special Effects (Limited Group of SFX; +1/4), Variable Advantage (+1/2 Advantages; +1) (101 Active Points); OIF (-1/2) 10 30 3) Armor: Micromail Armor: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2) 12 2) +25 STR (25 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 2 10 2) +7 DEX (21 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 15 2) +15 CON (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 13 2) +2 SPD (20 Active Points); OIF (-1/2) 25 7) Armor Power Cells: Endurance Reserve (250 END, 12 REC) (37 Active Points); OIF (-1/2) 13 8) Armor Life Support Systems: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-1/2) 20 9) Flight: Battle Suit: Flight 10", Improved Noncombat Movement (x8) (30 Active Points); OIF (-1/2) 3 7 10) Radio Comlink: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 3 11) Protective Visor: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 5 Strong Willed: Mental Defense (8 points total) 6 Strong Runner: Running +3" (9" total) 1 Powers Cost: 286Cost Skill 10 +2 with INT Based Skills 12 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 13- 3 Deduction 13- 3 Inventor 13- 3 KS: Arthurian Legends 13- 3 Scientist 2 1) SS: Aeronautical Engineering 13- (3 Active Points) 2 2) SS: Battlesuit Engineering and Design 13- (3 Active Points) 2 3) SS: Communications Engineering 13- (3 Active Points) 2 4) SS: Electrical Engineering 13- (3 Active Points) 2 5) SS: Mechanical Engineering 13- (3 Active Points) 2 6) SS: Structural Engineering 13- (3 Active Points) 2 7) SS: Weapons System Engineering 13- (3 Active Points) 10 Systems Operation (Communications Systems, Environmental Systems, Life Support Systems, Air/Space Traffic Control Systems, FTL Sensors, Medical Sensors, Metal Detectors, Radar, Sonar) 13- Skills Cost: 58Cost Perk 5 Money: Well Off 10 Base Contribution 2 Reputation: World Class Weapons Designer (A small to medium sized group) 11-, +2/+2d6 7 Fringe Benefit: Concealed Weapon Permit (where appropriate), International Driver's License, Membership: The Victories, Passport Perks Cost: 24Val Disadvantages 10 DNPC: Parents; Raiza & David 8- (Normal; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs) 15 Hunted : Eurostar 8- (Occasionally), More Powerful, Harshly Punish 20 Hunted : VIPER 8- (Occasionally), More Powerful, NCI, Harshly Punish 20 Hunted by the Technarchy: 8- (Occasionally), More Powerful, NCI, Harshly Punish 20 Psychological Limitaion: Code vs Killin Common, Total 15 Psychological Limitation: Altruistic Very Common, Moderate 15 Psychological Limitation: Plays at chivalry; SCA material (Common, Strong) 15 Social Limitation:: Secret Identity: Ilyana Veskovic Frequently (11-), Major 10 Reputation: Genius Superhero: , Frequently (11-) 5 Rivalry : Professional (Dr. David Hall; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) Disadvantage Points: 145Base Points: 200Experience Required: 120Total Experience Available: 120Experience Unspent: 0Total Character Cost: 465 Height: 1.70 m Hair: Brown Weight: 60.00 kg Eyes: Brown Appearance: Avalon is a beautiful woman of average height and weight with auburn hair and green eyes. The Avalon Battlesuit is silver micromail covered by a white tabbard, loincloth, cloak and gray metallic boots and guantlets. A golden sword is silouetted on her torso, as well as her cloak.Personality: Ilyana wants to make the world a better place, not just make a buck. She donates large sums of money to charity; shares her technology and pretty much puts the needs of the many over her own. This doesn't mean she lives in poverty though. She tries to help her parents and keep them out of trouble, but they are a bit less ethical than her and sometimes she needs to pull some strings to keep them well.Quote:"We shall win the day, we are not called the Victories for nothing!"Background: Ilyana Veskovic developed a fixation of the Arthurian legends as a child, her creativity was matched by her brilliance. Excelling in several sciences she became one of the Soviet Union's top weapons designers as a teenager. Secretly she began developing a series of knightly themed weapons and armor prototypes with the hopes of one day becoming a heroine of the Soviet Union. However, Glasnost ended the cold war and her parents took her to England to sell her services to the highest bidders. Ilyana disapproved and ran away. She took with her the designs for her armor and weapons and caught a plane to America. There she began taking classes at MIT and met a young man by the name of Jefferson Price. Jefferson was a neophyte superhero with a Chivalric bent. His knightly trappings and noble manner captivated her and Allyanna finally built a prototype armor. Calling herself Avalon, she joined Goldenheart in his crimefighting. A truamatic outing earlier in her career made her swear off taking the lives of others. She now works to create a better society by battling evil and contributing to the betterment of mankind. Avalon stands ready.Powers/Tactics: Avalon's powered armor is on the lower end of the spectrum power wise but she accessorizes with a nice gadget pool. She keeps her options open offensively and can alter her dimensional "Omni-Beam" to a myriad of settings enabling her to do more with less, damage wise.Campaign Use: Quote Link to comment Share on other sites More sharing options...
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