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Hero A Day...Sorta...


Enforcer84

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Friday 04/09/2004Okay I've drawn a blank on the Snakes o Wrath and will continue them later. Here is a wannabe master villain. He lacks the "Spot Defense" to make him a true terror to your team but he is pretty tough.Void MasterPlayer: NPC; Villain

Val Char Cost
10 STR 0
20 DEX 30
25 CON 30
12 BODY 4
25 INT 15
14 EGO 8
25 PRE 15
12 COM 1
5/30 PD 3
5/30 ED 0
5 SPD 20
20 REC 26
50 END 0
50 STUN 20
6" RUN02" SWIM02" LEAP0Characteristics Cost: 172
Cost Power END
157 Dimensional Manipulation: Multipower, 157-point reserve
5u 1) Banishment: Extra-Dimensional Movement (Single Dimension), Ranged (+1/2), Usable As Attack (x1 maximum weight per inanimate target; +1) (50 Active Points) 5
6u 2) Danger Portal: Energy Blast 8d6, Variable Special Effects (Any SFX; +1/2) (60 Active Points) 6
16u 3) Dimension Gate: Extra-Dimensional Movement (Any Dimension, Any Location), Area Of Effect (One Hex; +1/2), Continuous (+1), Usable As Attack (x1 maximum weight per inanimate target; +1) (157 Active Points) 16
5u 4) Dimensional Rip: Energy Blast 12d6 (60 Active Points); No Knockback (-1/4) 6
4u 5) Dimensional Trap: Entangle 6d6, 6 DEF (60 Active Points); Cannot Form Barriers (-1/4), Vulnerable (Dimensional attacks; -1/4) 6
2u 6) Dimensional Window: Clairsentience (Sight And Hearing Groups) (30 Active Points); Visible (-1/4) 3
3u 7) Reach Tunnel: Stretching 8", Does Not Cross Intervening Space (+1/4) (50 Active Points); No Velocity Damage (-1/4), Range Modifier Applies (-1/4) 5
4u 8) Sending: Teleportation 8", Ranged (+1/2), Usable As Attack (x1 maximum weight per inanimate target; +1) (40 Active Points) 4
4u 9) True Dimension-Walking: Extra-Dimensional Movement (Any Dimension, Any Location) (45 Active Points) 4
Master of the Dimensions
20 1) Dimensional Flicker: +6 with DCV (30 Active Points); Costs Endurance (-1/2) 3
50 2) Dimensional Shunt Field: Force Field (25 PD/25 ED) 5
30 3) Multi-Dimensional Form: (Total: 30 Active Cost, 30 Real Cost) +15 Mental Defense (18 points total) (Real Cost: 15) plus Power Defense (15 points) (Real Cost: 15) 0
40 4) Sovereign of the Winds: Flight 20" 4
Powers Cost: 346
Cost Skill
3 Power: Dimensional Powers 14-
2 KS: Artifacts & Relics 11-
2 KS: Dimensional Gateways 11-
2 KS: Legends And Lore 11-
0 Language: English (idiomatic) (4 Active Points)
2 Language: Latin (completely fluent; literate) (4 Active Points)
4 Navigation (Astral, Dimensional, Land) 14-
3 Oratory 14-
3 Paramedics 14-
3 Persuasion 14-
3 Seduction 14-
3 Tactics 14-
Skills Cost: 30
Cost Talent
25 Universal Translator 19-
3 Absolute Range Sense
3 Absolute Time Sense
3 Bump Of Direction
42 Danger Sense (any area, any danger, Function as a Sense) 14-
Talents Cost: 76
Val Disadvantages
10 Distinctive Features: Tall and Gaunt. Almost skeletal (Easily Concealed; Always Noticed and Causes Major Reaction (Creepy); Detectable By Commonly-Used Senses)
15 Enraged: If mocked or ridiculed (Common), go 8-, recover 11-
30 Hunted: DEMON 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Psychological Limitation: Seeks absolute Power (Common, Strong)
15 Psychological Limitation: Serious, grim (Very Common, Moderate)
20 Psychological Limitation: Totally Arrogant; self angrandizing (Common, Total)
10 Reputation: Almost a Mastervillain, 11-
5 Rivalry: Professional (Tesseract; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Public Identity (Frequently, Major)
5 Vulnerability: 1 1/2 x BODY Earth Based Attacks (Uncommon)
10 Vulnerability: 2 x STUN Earth Based Attacks (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 274Total Experience Available: 274Experience Unspent: 0Total Character Cost: 624

Height: 2.00 m Hair: Bald
Weight: 65.00 kg Eyes: Gray
Appearance: Tall, bald with pale bluish-white skin and gray eyes. He wears black robes with crimson trim and golden symbols and runes on the back, over the heart and down each sleeve. HIs black cloak is held with a golden pin that resembles an open eye. Personality: Completely convinced of the vast powers handed to him by the Well of Worlds, Void Master is a legend in his own mind. He feels he is the most powerful being on the planet and any question or ridicule of these ideas can send him into a rage.

Quote:"I walk the universes and take what I need. Your life means nothing to me."

"Ow."

Background: Ryan Jackson is this close to being a world menace. A student of the occult, he found a powerful artifact at a curio shop in Philadelphia. The artifact, the so-called Well of Worlds, a silver ring that gave the posessor who knew the right ritual near absolute powers of dimensional travel, was procured by DEMON. The Curio shop was a front and Ryan happened to look eerily similar to the morbane who was to be picking it up.

When the mistake was uncovored, the DEMON agents in the area converged on Ryan's address. They were positive that he didn't know the ritual and sought the "perfect" opporotunity to kill him and recover the artifact without arousing suspicion. However, Ryan did know the ritual. He had been studying it and, although he didn't believe he had the actual ring, he had performed the ritual anyway, as practice.

The DEMON agents broke into an empy apartment. Literally, there was nothing there. Casting nervous glances at each other, they left to meet their fates with their masters.

A full six months later, Ryan appeared in the middle of Millennium CIty and demanded the city give him 40 Billion dollars or he would transport them to Hell. This gambit was halted by the MC-8 and he spent the night in jail (escaping the next morning after sleeping of the beating).

Since then he has attempted ever grander thefts and conquests. Each time being stopped by (in his mind) the "barest of margins".

Powers/Tactics: His abilities are terrifying to behold. He opens rifts in the dimensional fabric of the universe to achieve his ends. He can teleport, fly, taverse dimensions, summon any energy he desires, and banish his foes to untold dimensions. He is resiliant to most attack forms. Apparently he has attuned himself to the elemental plane of air. He can fly underhis own power and takes double damage from earth based attacks.Campaign Use: A near conquerer. If he's too tough, get rid of his Banishment ability. If he's not tough enough give him a few more "Soverign of the Winds" abilities.
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Saturday 04/10/2004The HorrorPlayer: NPC; Villain

Val Char Cost
60 STR 50
15 DEX 15
30 CON 40
15 BODY 10
10 INT 0
15 EGO 10
40 PRE 30
6 COM -2
30 PD 18
30 ED 24
4 SPD 15
18 REC 0
60 END 0
60 STUN 0
6" RUN02" SWIM032" LEAP0Characteristics Cost: 210
Cost Power END
36 Fear ME!: Mind Control 8d6 (Human class of minds), Personal Immunity (+1/4), Area Of Effect (5" Any Area; +1) (90 Active Points); Only To Alter/Inflict One Emotional State: Fear of the Wrath (-1), No Range (-1/2) 9
52 Instill Fear: Drain PRE 3d6, Delayed Return Rate (5 Points per Minute; +1/4), Ranged (+1/2) (52 Active Points) 5
20 Damage Resistance (20 PD/20 ED) 0
9 +3 PER with all Sense Groups 0
5 Nightvision 0
10 Massive Beast of a Man: Knockback Resistance -5" 0
20 Seemingly Invulnerable: Lack Of Weakness (-10) for Resistant Defenses (Normal Defenses Included) 0
31 Superstrong Legs: Leaping +20" (32" forward, 16" upward) (Accurate), Reduced Endurance (1/2 END; +1/4) (31 Active Points) 1
34 Seemingly Invulnerable: LS (Extended Breathing: 1 END per 20 Minutes; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0
17 Mind of the Predator: Mental Defense (20 points total) 0
Powers Cost: 234
Cost Skill
35 +7 with HTH Combat
3 Climbing 12-
3 Concealment 12- (5 Active Points); Self Only (-1/2)
2 Navigation (Land) 11-
3 Shadowing 11-
3 Stealth 12-
8 Survival (Arctic/Subarctic, Temperate/Subtropical, Mountain, Urban) 11-
3 Tracking 11-
Skills Cost: 60
Cost Talent
3 Lightsleep
Talents Cost: 3
Val Disadvantages
20 Distinctive Features: Horrific, beastial appearance (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
15 Enraged: If foes do not seem to fear him (Uncommon), go 11-, recover 11-
10 Hunted: Captain Courage 8- (As Pow, Harshly Punish)
10 Hunted: Ironclad 8- (As Pow, Harshly Punish)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Hatred of the Normal People (Very Common, Moderate)
15 Psychological Limitation: Violent and aggresive (Common, Strong)
15 Reputation: Fearsome Monster, 11- (Extreme)
15 Social Limitation: Public Identity (Frequently, Major)
15 Unluck: 3d6
Disadvantage Points: 150

Base Points: 200Experience Required: 157Total Experience Available: 157Experience Unspent: 0Total Character Cost: 507

Height: 2.00 m Hair: Brown
Weight: 114.00 kg Eyes: Brown
Appearance: A large, thickly built humanoid with the head of some horrific beast. Brown fur, sloping brow, tusks, wild look in the eyes. He wears a tattered pair of black pants and no shirt. Personality: Just an evil guy I guess. He wasn't a good man when he joined DEMON and he lacks even that humanity now. He enjoys causing fear and when he's not in the grip of self pity, he enjoys using his powers to lord it over the normal people he despises.Quote:"I am your greatest fear."

"AAAAAAAAAAAAARRRRRRRRRRRRRRRRRRGGGGGGGGGGGGHHHHHHHHHHH!"

Background: A DEMON agent transformation gone wrong. Daimen Krauss was transformed into the Horror, a fearsome beast of terrible strength. Unable to control him, they released him to the world to see what he would wreak. He wanders the Americas now, spreading fear and terror wherever he goes. He has been stopped before and spends a fair amount of time in Stronghold. When he gets out he occasionally works for bigger fish in the supervillain pond (he's not a brainless monster, just an evil one). He often hides in the wilderness near a populated area (to steal food and stuff).

Powers/Tactics: Incite fear. Pummel target. Repeat.Campaign Use: Another throw away brick. This one has some interesting side powers. If he's too much monster for your campaign, drop his STR to 50 and his PD/ED to 25.

If he's not tough enough increase his fear powers and give him some Damage Reduction that doesn't work if his opponent isn't intimidated or afraid of him.

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Sunday 04/11/2004Okay, I am back on my horse. I have a rewrite of some of the more heroic characters from Red Doom, know known as the New Guard. Wanted to get some international heroes in. Tell me what you think.Goriy Player: NPC; Leader of the New Guard

Val Char Cost
45/105 STR 35
18 DEX 24
65 CON 70
25/37 BODY 30
18 INT 8
20 EGO 20
30/50 PRE 20
12 COM 1
14/34 PD 5
10/30 ED 1
4 SPD 12
24 REC 12
90 END 0
80/92 STUN 9
30" RUN02" SWIM09"/21" LEAP0Characteristics Cost: 247
Cost Power END
90 Gigantic Size: Growth (+60 STR, +12 BODY, +12 STUN, -12" KB, 929,792 kg, -8 DCV, +8 PER Rolls to perceive character, 34 m tall, 17 m wide), Costs END Only To Activate (+1/4), Difficult To Dispel (x2 Active Points; +1/4) (90 Active Points) 7
Gigantic Size Powers
26 1) Gigantic Defense: (Total: 40 Active Cost, 26 Real Cost) +20 PD (20 Active Points); Linked (Gigantic Size; (+5PD per 15 Pts of Growth); -1/2) (Real Cost: 13) plus +20 ED (20 Active Points); Linked (Gigantic Size; (+5PD per 15 Pts of Growth); -1/2) (Real Cost: 13) 0
2 2) Gigantic Eyes: +2 PER with Single Sense Group; Linked to 30 AP of Growth (-1/4) 0
4 3) Gigantic Eyes: Nightvision (5 Active Points); Linked to 30 AP of Growth (-1/4) 0
43 4) Gigantic Fists: AE (1 hex) on up to 100 STR, Reduced Endurance (0 END; +1/2) (75 Active Points); Linked (only 60 points of Growth or more) (Gigantic Size; -1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4) 0
48 5) Gigantic Legs: Running +24" (30" total), Reduced Endurance (Half END; +1/4) (60 Active Points); Linked To Growth (+6" running per 15 points of Growth; -1/4) 2
20 6) Gigantic Physique: +20 CON (40 Active Points); No Figured Characteristics (-1/2), Linked (5 pts per 15 pts Growth) (Gigantic Size; -1/2)
16 7) Gigantic Resilience: Damage Resistance (20 PD/20 ED) (20 Active Points); Linked (5 points per 15 points of Growth) (-1/4) 0
24 8) Gigantic Toughness: (Total: 30 Active Cost, 24 Real Cost) Physical Damage Reduction, Resistant, 25% (15 Active Points); Linked to 30 points or more of Growth (-1/4) (Real Cost: 12) plus Energy Damage Reduction, Resistant, 25% (15 Active Points); Linked to 30 or more points of Growth (-1/4) (Real Cost: 12) 0
16 9) Impressiveness: +20 PRE (20 Active Points); Linked (Gigantic Size; -1/2), +5 PRE per 15 points of Growth (+1/4)
12 Immune to Cold & Disease: LS (Immunity All terrestrial diseases and biowarfare agents; Safe in Intense Cold) 0
2 Large and In Charge: Knockback Resistance -1" 0
5 Normal Toughness: Damage Resistance (5 PD/5 ED) 0
45 Shockwave: Explosion on up to 105 STR, Hole in the Middle (79 Active Points); Extra Time (Full Phase, -1/2), Only affects Targets On The Ground (-1/4) 8
6 Stubborn Man: Mental Defense (10 points total) 0
10 Things go his way: Luck 2d6 0
8 Bracer Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF (-1/4) 0
5 Without Weakness: Lack Of Weakness (-5) for Mental Defense 0
Powers Cost: 382
Cost Skill
8 +1 with All Combat
5 +1 with Mental Combat
15 +3 with HTH Combat
3 Power: Strength Based Trickery 13-
3 Bureaucratics 15- (19-)
2 CK: St Petersburg 11-
3 Climbing 13-
3 Conversation 15- (19-)
3 Criminology 13-
3 Demolitions 13-
3 High Society 15- (19-)
3 Interrogation 15- (19-)
1 Language: English (fluent conversation) (2 Active Points)
2 Language: German (fluent conversation)
0 Language: Russian (idiomatic) (4 Active Points)
3 Mechanics 13-
2 Navigation (Land) 13-
11 Oratory 19- (23-)
3 Paramedics 13-
3 Persuasion 15- (19-)
3 SS: Mining Engineering 13-
3 Scholar
1 1) KS: Military History (2 Active Points) 11-
1 2) KS: Military Strategy (2 Active Points) 11-
1 3) KS: Minerals (2 Active Points) 11-
1 4) KS: New Guard (2 Active Points) 11-
1 5) KS: Paranormals (2 Active Points) 11-
1 6) KS: Red Doom (2 Active Points) 11-
1 7) KS: Small Unit Tactics (2 Active Points) 11-
3 Security Systems 13-
3 Streetwise 15- (19-)
6 Survival (Arctic/Subarctic, Mountain, Urban) 13-
3 Tactics 13-
3 Teamwork 13-
7 Transport Familiarity: Common Motorized Ground Vehicles, Combat Aircraft, Grav Vehicles/Hovercraft, Helicopters, Large Planes, Small Planes
Skills Cost: 117
Cost Perk
5 Computer Link: Empress Databases
7 Contact: Empress (Contact has extremely useful Skills or resources, Good relationship with Contact) 12-
12 Contact: UNTIL (Contact has very useful Skills or resources), Organization Contact (x3) (12 Active Points) 11-
2 Contact: The Sentianals 11-
10 Fringe Benefit: Membership: The New Guard, Passport, Security Clearance: Russia
Perks Cost: 36
Cost Talent
2 Environmental Movement (Ice and Snow)
Talents Cost: 2
Val Disadvantages
5 DNPC: Kiska Tiomkin (Daughter) 11- (As powerful as the PC)
15 Enraged: Countrymen, family, or innocents treated violently (Common), go 8-, recover 11-
20 Hunted: Eurostar 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
0 Hunted: Red Doom 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish, Circa 1990-2001 Only)
5 Physical Limitation: Large size (500+ Lbs) (Infrequently, Slightly Impairing)
15 Psychological Limitation: Always keeps his word (Common, Strong)
10 Psychological Limitation: Hesitates to use full strength against his foes (Common, Moderate)
15 Psychological Limitation: Loyalty to the Russian Federation (Common, Strong)
15 Psychological Limitation: Overconfident (Very Common, Moderate)
15 Psychological Limitation: Protective of Innocents (Common, Strong)
15 Reputation: Great Russian Hero, 14-
5 Rivalry: Professional (Nationalistic Heroes from other Countries (Esp America), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
15 Social Limitation: Public Identity: Dimitri Tiomkin (Frequently, Major)
0 Social Limitation: Subject to Orders (Frequently, Major, No longer Valid (Circa 1970-1990))
5 Vulnerability: 1 1/2 x Effect Characteristic Drains (Uncommon)
10 Vulnerability: 1 1/2 x STUN Heat Based Attacks (Common)
Disadvantage Points: 165

Base Points: 200Experience Required: 419Total Experience Available: 419Experience Unspent: 0Total Character Cost: 784

Height: 2.15 m Hair: Brown
Weight: 227.00 kg Eyes: Brown
Appearance: Dimitri is a tall barrell chested man with wild brown hair that is greying in places but still full. He has a hairy body and often shows it off. Since the cold doesn't bother him in the slightest; he wears a pair of brown pants treated to grow with him a broad, studded belt, combat boots and thick, studded bracers at his wrists.Personality: Dimitri is a heroic man. Entering his early fifties he still hears the call of the hero in his blood. He has aged rather slowly and though he and his wife spend as much time as possible together; he worries that they might be drifting apart. He saw what happened with Sputnik's marriage and wants to avoid the heartache that his commrade went through.Quote:"I think you will not succeed, tovarich."Background: Being the one of the few children of General Mayhem who exhibited superhuman powers; Dimitri Tiomkin was placed into the Commintern upon reaching manhood. A bear of a man, fully 2.15 meters tall and 227 kg at "normal" height and capable of surviving in the cold Russian winters without even a shirt; Dimitri also had the ability to become a giant. Taking the name Goriy (Mountain); he was easily the most stable of the soviet supers. A generally kind and heroic man; he was popular with the people of Russia and even their western rivals. Goriy often had "friendly" rivalries with western heroes such as Diamond of the Fabulous Five and later the Sentinels. During glasnost; the Commintern was renamed the Supreme Soviets. The leader Colonel Vaslov was a career soldier and although he hid it well, a man who felt he should rule the Soviet Union. Vaslov was ruthless and determined to provide his country with the "strong leadership" he felt it needed. Things became very tense as the large super team began to fall into factions; things hit the breaking point during what would become known as the Tokamak Incident. The team was destroyed; Vaslov discredited and forced to flee the USSR with his loyal super agents. Dimitri rallied the remaining heroes to serve and their humanitarian and crime fighting aid was crucial in making the switch to a democratic government work. It was during this time that the New Guard (as Dimitri had renamed them) began its long relation with the Republic of Silver; and its enigmatic leader the Liberator (or Tyrant in the west). Later the Liberator's daughter, known the world over as the Empress would maintain the relationship.

 

Dimitri has actually fared quite well as the leader, especially given his team's habit of being infiltrated. First there was the Disinformer incident, at a crucial time in a battle against Red Doom; Vaslov "activated" his mole. If not for the timely (almost too timely) intervention of the Eastern Bloc, the New Guard would have perished to a man. Then Sentinel left for Germany. Sputnik was hospitalized trying to free Soyuz, who perished. The team almost fell apart. Ivan took grand steps to fill the gaps. He turned to his own daughter, who had shown control over the ice and snow, just as his father had. He inducted St. Peter's Star, whose religious views were more warmly accepted in the New Russia. He also found other replacements, the original Tokamak's niece, who wears a powerful suit of armor and calls herself Crimson Angel, the triplet children of a Russian Explorer and a wanton fey woman known as War Hammer, Siberian Tigress, and the Warrior, and a powerful magician named Rasputen. The second incarnation of the New Guard has worked out much to the delight of its leader and the consternation of Col Vaslov. Until the time of Red Doom's destruction at the hands of the Empress and her soldiers; they posed the greatest threat to the New Guard and the Russian Federation; now that honor has fallen on Eurostar and VIPER.

Powers/Tactics: A low level brick even in his "normal" form Goriy can become a true mountain of a man in seconds. He has, over the years developed a frightnening version of the shockwave attack (especially at his full growth). He tends to simply be the team brick when combat starts and he goes to the front lines. Generally speaking he limits himself to 15-30 pts of growth unless situation or opponent power level requires otherwise. He has not faced off against Gargantua (CKC) though he has heard of the gigantic criminal. He wonders how they would fair against eachother.Campaign Use: Goriy is a high level brick who can actually be played at a much tamer level. If he is far too powerful for your team relegate his normal STR and CON to 25 each. If he's not tough enough give him a few more strength tricks.
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Guest Worldmaker

Re: Sunday 04/11/2004

 

Okay, I am back on my horse. I have a rewrite of some of the more heroic characters from Red Doom, know known as the New Guard.

Wanted to get some international heroes in. Tell me what you think.

 

I'm thinking I might stea... hurm.... ADAPT... yes, adapt this team for the GGU, if you have no objections... :angel:

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Monday 04/12/2004Now the most powerful hero in Russia...maybeSputnikPlayer: NPC; Member of the New Guard

Val Char Cost
15/35 STR 5
20 DEX 30
25/40 CON 30
15 BODY 10
18 INT 8
18 EGO 16
35 PRE 25
18 COM 4
8/39 PD 5
8/38 ED 3
5 SPD 20
8/15 REC 0
50/80 END 0
50/68 STUN 14
6" RUN02" SWIM03"/7" LEAP0Characteristics Cost: 170
Cost Power END
129 Mastery of Telekinisis: Multipower, 129-point reserve, Paid for in Battlesuit List, all slots Reduced Endurance (1/2 END; +1/4) (129 Active Points)
5u 1) Crushing And Rending: Killing Attack - Ranged 3d6, Indirect (Any origin, always fired away from attacker; +1/2) (67 Active Points); No Knockback (-1/4) 3
4u 2) Energy Manipulation: Telekinesis (30 STR), Affects Porous (55 Active Points); Only Works On Energy (-1/2) 2
10u 3) Telekinetic Blast: Energy Blast 20d6 (100 Active Points) 5
6u 4) Telekinetic Choke Hold: Energy Blast 4d6, No Normal Defense (Def is LS: SCB) (+1), Continuous (+1) (60 Active Points) 3
13u 5) Telekinetic Fury: Telekinesis (84 STR) (126 Active Points) 6
9u 6) Telekinetic Grapple: Entangle 6d6, 6 DEF, Entangle Damage: Entangle Takes no Damage From Attack (+1/2) (90 Active Points) 4
8u 7) Telekinetic Hand: Telekinesis (50 STR), Fine Manipulation (85 Active Points) 4
24m 8) Telekinetic Punch: Energy Blast 14d6, Double Knockback (+3/4) (122 Active Points) 6
8u 9) Telekinetic Wall: Force Wall (15 PD/10 ED; 8" long and 2" tall) (79 Active Points) 4
5u 10) Telekinetic Whirlwind: (Total: 121 Active Cost, 51 Real Cost) Force Field (12 PD/12 ED) (24 Active Points); OIF (objects of opportunity) (-1/2), Ablative BODY Only (-1/2) (Real Cost: 12) plus Energy Blast 6d6, Personal Immunity (+1/4), Area Of Effect (7" Radius; +1), Continuous (+1) (97 Active Points); OIF (objects of opportunity) (-1/2), No Range (-1/2), Linked to Force Field (1d6 per 2 PD/ED FF) (-1/4), No Knockback (-1/4) (Real Cost: 39) 6
10u 11) Tk Shockwave: Energy Blast 10d6, Area Effect: Cone (+1) (100 Active Points) 5
7u 12) Tk Spears: RKA 3d6+1, No Range Penalty (+1/2) (75 Active Points) 3
7u 13) Tk Surgery: Drain DEX 2d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2), Invisible: To All Senses (+1), Continuous (+1) (75 Active Points) 3
7u 13) Tk Surgery: Drain SPD 2d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2), Invisible: To All Senses (+1), Continuous (+1) (75 Active Points) 3
12u 15) Tk Wave: Telekinesis (40 STR), Area Effect: Line (+1) (120 Active Points) 6
25m 16) Universal Telekinisis: Telekinesis (43 STR), Affects Porous, Fine Manipulation, LOS (+1/2) (127 Active Points) 6
20 Personalized Telekinetic Tricks: Elemental Control, 40-point powers
55 1) Atmosphere: (Total: 79 Active Cost, 73 Real Cost) Force Wall (12 PD/12 ED; 2" long and 1" tall) (Real Cost: 62) plus LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (17 Active Points); Costs Endurance (-1/2) (Real Cost: 11) 8
20 2) Missile Ward: Missile Deflection (Thrown Objects), Adjacent Hex (+1/2) (7 Active Points) 0
20 3) Supersonic Flight: Flight 10", Megascale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (40 Active Points) 4
25 4) Telekinetic Flight: Flight 18", No Turn Mode (+1/4) (45 Active Points) 4
Sensor Suite, all slots OIF (-1/2)
13 1) Com-Link: Radio Perception/Transmission (Radio Group), +1 to PER Roll, Rapid (x10), Telescopic (+6 versus Range Modifier) (20 Active Points); OIF (-1/2) 0
4 2) Telescopic Sensors: +4 versus Range Modifier for Sight (6 Active Points); OIF (-1/2) 0
3 3) Thermo Imager: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
3 4) UV Enhancement: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
Sputnik Battle Suit MK III, all slots OIF (-1/2)
30 1) Armored Transsuit: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2) 0
21 2) Battlesuit Enhancements: Reduced Endurance (1/2 END; +1/4) for up to 129 Active Points of Mastery of Telekinisis MP (32 Active Points); OIF (-1/2) 1
20 3) Inner Strength: +15 CON (30 Active Points); OIF (-1/2)
13 4) Inner Strength: +20 STR (20 Active Points); OIF (-1/2) 2
11 5) Life Support Systems: Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points); OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 2
Powers Cost: 547
Cost Martial Arts Maneuver
Boxing
5 1) Jab: 1/2 Phase, +1 OCV, +3 DCV, 3d6 / 7d6 Strike
5 2) Hook: 1/2 Phase, -2 OCV, +1 DCV, 7d6 / 11d6 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, 25 STR / 45 STR for holding on
Martial Arts Cost: 17
Cost Skill
40 +5 with All Combat
3 Breakfall 13-
3 Bureaucratics 16-
3 Combat Piloting 13-
3 Computer Programming 13-
3 Conversation 16-
3 Cryptography 13-
3 Electronics 13-
3 High Society 16-
3 Interrogation 16-
4 Language: English (idiomatic)
0 Language: Russian (idiomatic) (4 Active Points)
3 Mechanics 13-
3 Navigation (Air, Space) 13-
3 Oratory 16-
3 PS: Cosmonaut 12-
3 Scientist
1 1) SS: Aeronautics 11- (2 Active Points)
3 2) SS: Astrogation 14- (4 Active Points)
1 3) SS: Astronomy 11- (2 Active Points)
2 4) SS: Vehicle Engineer 13- (3 Active Points)
8 Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, Combat AirCraft, FTL Sensors, Radar) 13-
7 TF: Common Motorized Ground Vehicles, Combat Aircraft, Industrial & Exploratory Spacecraft, Large Planes, Military Spacecraft, Small Planes, Two-Wheeled Motorized Ground Vehicles
3 Tactics 13-
2 WF: Small Arms
Skills Cost: 113
Cost Perk
5 Base Contibution
4 Fringe Benefit: Captain
3 Fringe Benefit: Membership: New Guard
5 Money: Well Off
6 Reputation: Greatest Russian Hero (A large group) 14-, +2/+2d6
5 Vehicle Contribution
3 Well-Connected
8 1) Contact : METE, Organization Contact (x3) (9 Active Points) 12-
2 2) Contact : NASA, Organization Contact (x3) (3 Active Points) 8-
23 3) Contact : Russian Air Force (Contact has useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (24 Active Points) 14-
8 4) Contact: : Space Program (Good relationship with Contact), Organization Contact (x3) (9 Active Points) 11-
Perks Cost: 72
Val Disadvantages
15 DNPC: Andrei (Son) 8- (Incompetent)
5 DNPC: Alexandria (Soviet Air Force Pilot): 8- (Infrequently), Normal, Useful noncombat position or skills
10 Distinctive Features: Handsome Soldier: Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
15 Hunted : Eurostar 8- (Mo Pow, Harshly Punish)
20 Hunted: VIPER 8- (Occasionally), More Powerful, NCI, Harshly Punish
20 Psychological Limitation: Code Against Killing Common, Total
20 Psychological Limitation: Devoted husband and father Common, Total
10 Psychological Limitation: Longs to explore space Common, Moderate
10 Psychological Limitation: Protects Innocents Uncommon, Strong
10 Reputation: Iconic Russian Hero: , Frequently (11-)
15 Social Limitation: Secret Identity: Ukranian Cosmonaut Frequently (11-), Major
Disadvantage Points: 150

Base Points: 200Experience Required: 569Total Experience Available: 569Experience Unspent: 0Total Character Cost: 919

Height: 1.80 m Hair: Brown
Weight: 89.00 kg Eyes: Brown
Appearance: Yuri is 5'11", 195 lbs. with reflective blue eyes and swept back black hair which was greying but now he colors it. He has grown a goatee as of late as well. His third costume was designed by Crimson Angel and the Empress. It is a psionic Trans-Suit. White with long black gloves and boots. A black sillouette of the original Sputnik is on his chest. The costume includes a "mask" that, while covering his ears and the back of his head, leave his mouth, nose, eyes, and hair visible. The sensor suite is holographic and can only be seen by Sputnik. Along the tops of his gloves are four red metallic polygons, a triangle on the back of his hand and three rectangles behind it. Similar designs are on his boots. To top it off, Sputnik now sports a red cape clasped by a single golden medallion with an embossing of the Sputnik. He works out a lot now to better fit the suit.Personality: Dedicated, passionate, and noble, Sputnik has been reborn in his mind. A more spiritual man now, he attends church sessions with his family when he can. When St. Peter's Star left the team to focus more on humanitarian efforts rather than fighting supercriminals, Yuri was saddened, but he has overcome this too. He is a strong man and is at the top of his career. He is beginning to feel "old" again. But this time he is not despondant, he wants to spend more time with his family. He is considering retirement, hanging on to his New Guard membership and acting as a reserve and mentor for the younger heroes Goriy keeps bringing in. He is very well respected by the heroes of Russia and appreciates it.Quote:(To a graduating class of the Red Army)"We only mirror the heroic spirit of our people, we are not you saviors, we are your fellows and without you we would be worthless."Background: Yuri has watched his life crumble to the brink of disaster and forced it back to health. He lost his friend to Red Doom, then watched as Soyuz sacrificed himself to save them from Vaslov's plans. He watched his wife, fearful of her onsetting age, engage in affairs with younger pilots. His powers had grown and his control over them decreased. He was a liability. With his life at the bottom, a savior found him. St. Peter's Star, who had been with him on that fateful flight, joined the team. Her love of life and God, her dedication to the people of the world, everything she stood for became his becon. Yuri threw his wife out. He told her if she couldn't be happy with him then she should find happiness elsewhere. After a few months of finding herself she returned. They have been very happy ever since. Their family is once again whole and a mere six months ago, Alexandria gave birth to their first child, Andrei. Yuri greived for the life of his friend. His control over his powers returned and he is stronger, faster, and much more capable. His methods are still more geared towards humanitarian pursuits but he has become a feared crime fighter. He is second to Goriy in the hearts of Russians and first amongst the military.Powers/Tactics: A powerful telekinetic, with ever growing skill and versatility. Sputnik has become a greater hero with time and his allies are greatful for it. He tends to fight at a distance because his defenses are a bit more pedestrian than others on the team. He often uses his powers to set up his fellows with easier shots. His telekinsis is powerful and versitile, but even with his enhanced physical endurance and intense training, he tires easily. His new battlesuit greatly increases his efficiency with hiw powers enabling him to last much longer in a fight. if he dosen't have the suit handy he will use his powers at lower levels if possible to conserve his endurance.Campaign Use: An elder statesman among the heroes of this generation. He should be a respected voice among the hero community. If Sputnik is too powerful knock his MP down a peg or two. If you want him to be more of a menace, increase his defenses first.
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Tuesday 04/13/04The other in the running for most powerful..CosmoPlayer: NPC; Member of the New Guard

Val Char Cost
40 STR 30
27 DEX 51
30 CON 40
15 BODY 10
13 INT 3
20 EGO 20
25 PRE 15
20 COM 5
25 PD 17
25 ED 19
7 SPD 33
14 REC 0
60 END 0
50 STUN 0
6" RUN02" SWIM08" LEAP0Characteristics Cost: 243
Cost Power END
300 The Power Cosmic: VPP, 120 base + 180 control cost, Cosmic (+2) (300 Active Points)
0 1) Cosmic Manipulation: Telekinesis (60 STR), Affects Porous (100 Active Points) Real Cost: 100 10
0 2) Cosmic Power Bolt: Energy Blast 15d6, Area Of Effect (One Hex; +1/2) (112 Active Points) Real Cost: 112 11
0 3) Cosmic Transmutation: Major Transform 4d6 (Anything Into Anything), Improved Target Group (+1) (120 Active Points); All Or Nothing (-1/2) Real Cost: 80 12
0 4) Cosmic Wall: Force Wall (15 PD/15 ED; 9" long and 3" tall), Hardened (+1/4) (119 Active Points) Real Cost: 119 12
0 5) Lethal Cosmic Blast: Killing Attack - Ranged 5d6 (75 Active Points) Real Cost: 75 7
0 6) Paralysis: Entangle 6d6, 10 DEF, Takes No Damage From Attacks All Attacks (+1/2) (120 Active Points); Cannot Form Barriers (-1/4) Real Cost: 96 12
0 7) Ultra Cosmic Blast: Energy Blast 20d6 (100 Active Points) Real Cost: 100 10
The Power Cosmic
59 1) Cosmic Awareness: Detect Physical Objects & Energy and Each Extra Thing or Class of Things 12- (Unusual Group), Discriminatory, Analyze, Increased Arc of Perception, Range, Sense, Targeting Sense, Telescopic (+12), Tracking 0
80 2) Cosmic Flight: Flight 30", Improved Noncombat Movement (x32) 8
62 3) Cosmic Form: Life Support (Eating Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep), Inherent (+1/4) (62 Active Points) 0
16 4) Cosmic Sheath : Damage Resistance (20 PD/20 ED) (20 Active Points); OIHID (-1/4) 0
7 5) Instant Change: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target (Clothes) Limited (-1/2) 1
20 6) Supersonic Flight: Flight 8", Megascale (1" = 1 km; +1/4) (20 Active Points) 2
20 7) Translight Speed: Faster-Than-Light Travel (3 Light Years/month) 0
Powers Cost: 564
Cost Martial Arts Maneuver
Dirty Infighting
4 1) Punch: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike
5 2) Roundhouse: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike
4 3) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm roll
4 5) Kidney Blow: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
Martial Arts Cost: 21
Cost Skill
24 +3 with All Combat
2 CK: Kiev 11-
2 CK: Moscow 11-
5 Electronics 13-
4 KS: Soviet Black Market 13-
1 Language: English (basic conversation)
2 Language: Russian (basic conversation) (1 Active Points)
3 Lip Reading 12-
3 Lockpicking 14-
2 Professional Skill: TV Repairman 11-
3 Security Systems 12-
3 Stealth 14-
3 Streetwise 14-
Skills Cost: 57
Cost Perk
5 Base Contribution
1 Contact: METE 8-
2 Contact: Soviet Black Market 11-
3 Member of New Guard
5 Money: Well Off
10 Vehicle Contribution
Perks Cost: 26
Cost Talent
3 Bump Of Direction
3 Absolute Range Sense
3 Absolute Time Sense
18 Universal Translator 19- (27 Active Points); Terran Languages Only (-1/2)
Talents Cost: 27
Val Disadvantages
10 DNPC: Competent Street Buddies 11- (Occasionally), Normal, Useful noncombat position or skills
10 Distinctive Features: Attractive Metallic Man: Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses
25 Hunted : VIPER 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish
20 Hunted: : Eurostar 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
10 Psychological Limitation: Hatred of Durak (Uncommon, Strong)
15 Psychological Limitation: Loyal to New Guard (Common, Strong)
15 Psychological Limitation: Overconfidence Very Common, Moderate
15 Public Identity: Vladimir Cossack: Frequently (11-), Major
10 Reputation: Powerful Cosmic Being: , Frequently (11-)
Disadvantage Points: 150

Base Points: 200Experience Required: 588Total Experience Available: 588Experience Unspent: 0Total Character Cost: 938

Height: 1.75 m Hair: Brown
Weight: 69.00 kg Eyes: Brown
Appearance: Cosmo has gone through quite the metamophasis. A chance encounter with another cosmic power source, a cosmic stone of remarkable power, has given him a whole new look. His "hero costume" consists of a skintight silver metallic shell that covers his entire body. On his left brest is a bursting star in black. In this form his eyes glow green and his hair becomes silver. This armoring provides him with his life support and damage resistance. He can remain this way indeffinately. He remained "Armored Up" for several months after the Durak incident.Personality: Once a lazy, fun loving, man who lived the highlife as a superhero yet didn't seem to care too much one way or the other about the world; Cosmo has changed. He takes the protection of earth and his people in the former Eastern Bloc seriously. He spends his down time occasionally helping the Russian Space Program, making repairs to their satellites in space. He travels extensively and while he sees his role as more than simply a crimefighter, he does his best to ensure the safety and happiness of his fellow man.Quote:"That wasn't very nice. Be nice."Background: Cosmo has come a long way as a serious hero. His sense of fun and freedom has been tempered with tragedy and self recrimination. As powerful as he was, he was a non factor during the debacle with Red Doom and saw two of his friends die. The greatest catalyst in Cosmo's life was a battle with Eurostar. The New Guard (a smaller version consisting of Goiry, Cosmo, Disinformer, Sputnik, and Perastroika) was defeated and Durak took delight in battering Cosmo, barely conscious and using his vast cosmic powers simply to protect himself from the pain of his abuse, Cosmo tapped into his cosmic powers in ways he'd never dreamed. A silver shell formed around his body and he quckly used a blast to hurl Durak away from him. Feeling invigorated, he suddenly seemed to be fully aware of his abilities; Cosmo freed his teammates and battled the entire team of Eurostar on his own for a shot while while the other's escaped.

Since then, Cosmo has been a different hero. More aware, less lazy, and far more serious.

Powers/Tactics: Incredibly potent, Cosmo has a cosmic power pool with 120 pts and most of his defense and maneuverability is outside of it. He has a standard list of abilities he will use and they are listed in the VPP sample powers list.Campaign Use: He's a big gun. Better aim now too. If you want to tone him down drop is VPP in half. If he's not tough enough give him more secondary defenses (Mental, Power, Flash, etc.) and if you have to up his VPP to 150 active.
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Wednesday 04/14/2004the replacement for the fallen Tokomak...Crimson AngelPlayer: NPC; Member of the New Guard

Val Char Cost
10/55 STR 0
11/24 DEX 3
10/35 CON 0
10/15 BODY 0
23 INT 13
14 EGO 8
15/25 PRE 5
14 COM 2
5/34 PD 3
5/30 ED 3
2/5 SPD 0
4/18 REC 0
20/70 END 0
20/61 STUN 0
6" RUN02" SWIM02"/11" LEAP0Characteristics Cost: 37
Cost Power END
50 Armor Weapons Systems: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2)
5u 1) Gauntlet Concussor Beam: Energy Blast 8d6, Double Knockback (+3/4) (70 Active Points); OIF (-1/2) 7
2u 2) Magna-Gauntlets: Telekinesis (30 STR) (45 Active Points); OIF (-1/2), Only Works On Ferrous Metals (-1/2), Affects Whole Object (-1/4) 4
2u 3) Powered Armor Fire Suppression System: Dispel 16d6, any Fire Power one at a time (+1/4) (60 Active Points); 4 Charges (-1), OIF (-1/2), Limited Range (5"; -1/4) [4]
5u 4) Shoulder-Mounted Micro-Missile Launcher: Energy Blast 10d6, 15 Charges (+0), Explosion (+1/2) (75 Active Points); OIF (-1/2) [15]
1u 5) Spotlight: Sight Group Images Increased Size (2" radius; 4" Cone; +1/4), +6 to PER Rolls (35 Active Points); Only To Create Light (-1), OIF (-1/2), Limited Range (30"; -1/4) 3
3u 6) Tangleweb Sprayer: Entangle 5d6, 5 DEF, 10 Boostable Charges (+0) (50 Active Points); OIF (-1/2), Limited Range (30"; -1/4) [10 bc]
1u 7) Tuned Smokescreen: Darkness to Sight Group 3" radius, Personal Immunity (+1/4) (37 Active Points); OIF (-1/2), No Range (-1/2), 4 Continuing Charges lasting 1 Turn each (removed by winds or rain; -1/2) [Notes: Located in Chest Compartment] [4 cc]
5u 8) Vari-Beam Projector: Energy Blast 10d6, Variable Special Effects (Any SFX; +1/2) (75 Active Points); OIF (-1/2) 7
Crimson Angel Battle Armor MkII , all slots OIF (-1/2)
30 1) Strength Enhancement: +45 STR (45 Active Points); OIF (-1/2) 4
26 2) Telempathic Control: +13 DEX (39 Active Points); OIF (-1/2)
33 3) Structural Durability: +25 CON (50 Active Points); OIF (-1/2)
7 4) Tougher in Armor: +5 BODY (10 Active Points); OIF (-1/2)
7 5) Impressive Armor : +10 PRE (10 Active Points); OIF (-1/2)
13 6) Armor Spd Enhancement: +2 SPD (20 Active Points); OIF (-1/2)
12 7) Camoflage Suit: Sight Group Images 1" radius, -6 to PER Rolls (28 Active Points); No Range (-1/2), Set Effect (only to camoflage wearer; -1/2), IIF (-1/4) 3
13 8) Fingertip Toolkit: +4 with a Technology Skills (20 Active Points); OIF (-1/2)
27 9) Gravitec Wings: Flight 20" (40 Active Points); OIF (-1/2) 4
4 10) Power Supply II (Reserve Battery): Endurance Reserve (50 END, 5 REC) (10 Active Points); Only Works If Primary Battery Has 0 END (-1), OIF (-1/2) 0
27 11) Power Supply: Endurance Reserve (200 END, 20 REC) (40 Active Points); OIF (-1/2) 0
4 12) Powered Armor Cooling System: Force Field (10 ED) (10 Active Points); OIF (-1/2), Only Works Against Limited Type of Attack (fire/heat; -1/2), 12 Charges (-1/4) [12]
40 13) Powered Armor: Armor (20 PD/20 ED) (60 Active Points); OIF (-1/2) 0
7 14) Psionic Shielding: Mental Defense (13 points total) (10 Active Points); OIF (-1/2) 0
12 15) Rocketskates: Flight 12" (24 Active Points); OIF (-1/2), Only In Contact With A Relatively Smooth Flat Solid Surface (-1/2) 2
13 16) Stealth Suit: +8 with Stealth (16 Active Points); IIF (-1/4)
HALO Systems Sensor Suite, all slots OIF (-1/2)
7 1) Communications Suite: High Range Radio Perception (Radio Group), +3 to PER Roll (15 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-1/2) 0
3 2) Nightsight: Nightvision (5 Active Points); OIF (-1/2) 0
6 3) Parabolic Hearing System: +6 versus Range Modifier for Hearing Group (9 Active Points); OIF (-1/2) 0
7 4) Polarized Lenses: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
10 5) Radar Array: Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As Sight Group As Well As Radio Group [very common Sense] (-1/2), OIF (-1/2) 0
10 6) Sight Magnification System: Microscopic (x1,000) with Sight Group (15 Active Points); OIF (-1/2) 0
6 7) Telescopic Lenses: +6 versus Range Modifier for Radio Group (9 Active Points); OIF (-1/2) 0
3 8) Thermalvision, Heat Trace-Tracking: Tracking with Infrared Perception (5 Active Points); OIF (-1/2) 0
4 9) Thermalvision, High-Powered: N-Ray Perception (stopped by walls or like objects 1/2" thick or thicker, force fields, or anything that would block the ability to sense heat) (Sight Group) (10 Active Points); Limited Effect (can only see what could be seen with Infrared Perception; -1), OIF (-1/2) 0
3 10) Thermalvision, Standard: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
Powered Armor Life Support Systems, all slots OIF (-1/2)
6 1) Environmental Protection System: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-1/2) 0
2 2) Food Concentrate Capsules: Life Support (Eating Character does not eat), 1 Continuing Fuel Charge lasting 1 Week (replacement food capsules, Easy to obtain; +0) (3 Active Points); OIF (-1/2) [1 cc]
7 3) Internal Oxygen Supply: Life Support (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 6 Hours (replacement oxygen supply, Easy to obtain; +0) (10 Active Points); OIF (-1/2) [1 cc]
13 4) NBC-Proof Sealed System: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents) (20 Active Points); OIF (-1/2) 0
31 Plasma Sword: Killing Attack - Hand-To-Hand 1 1/2d6 (2d6 / 3d6+1 w/STR), Armor Piercing (+1/2), +2 Increased STUN Multiplier (+1/2), Reduced Endurance (0 END; +1/2) (62 Active Points); OAF (-1) 0
Powers Cost: 467
Cost Martial Arts Maneuver
Baic Hand to Hand Training + Swordskills
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 20 STR / 65 STR to Disarm
4 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, 25 STR / 70 STR vs. Grabs
3 4) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 3d6 / 12d6 Strike, Target Falls
3 5) Strike: 1/2 Phase, +1 OCV, +0 DCV, 4d6 / 13d6 Strike
3 6) Throw: 1/2 Phase, +0 OCV, +1 DCV, 2d6 / 11d6 +v/5, Target Falls
5 7) Slashing Strike/Kick: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike
1 8) Weapon Element: Blades
Martial Arts Cost: 27
Cost Skill
5 +1 with Ranged Combat
6 +2 with Self Defense & Swords
11 +2 with All Combat (16 Active Points); OIF (-1/2)
3 Analyze: Combat 14-
3 Computer Programming 14-
3 Cryptography 14-
3 Electronics 14-
3 Inventor 14-
3 Linguist
2 1) Language: English (completely fluent) (3 Active Points)
2 2) Language: Japanese (fluent conversation; literate: Kanji) (3 Active Points)
1 3) Language: RPG (basic conversation)
0 4) Language: Russian (idiomatic) (4 Active Points)
3 Mechanics 14-
3 Paramedics 14-
3 Scholar
1 1) KS: Anime & Manga (2 Active Points) 11-
2 2) KS: Computer Hacking (3 Active Points) 14-
2 3) KS: Computer Interfaces (3 Active Points) 14-
2 4) KS: Computer Networking (3 Active Points) 14-
2 5) KS: Computer Security (3 Active Points) 14-
2 6) KS: Computer Viruses (3 Active Points) 14-
2 7) KS: The Superhuman World (3 Active Points) 14-
2 8) KS: The Technology World (3 Active Points) 14-
3 Scientist
2 1) SS: AI Technology 14- (3 Active Points)
2 2) SS: Aeronautical Engineering 14- (3 Active Points)
2 3) SS: Battlesuit Engineering and Design 14- (3 Active Points)
2 4) SS: Chemical and Biological Weapons 14- (3 Active Points)
2 5) SS: Computer Control Systems 14- (3 Active Points)
2 6) SS: Electrical Engineering 14- (3 Active Points)
2 7) SS: Energy Conversion Systems 14- (3 Active Points)
2 8) SS: Magnetic Engineering 14- (3 Active Points)
2 9) SS: Mathematics 14- (3 Active Points)
2 10) SS: Mechanical Engineering 14- (3 Active Points)
2 11) SS: Microelectronics 14- (3 Active Points)
2 12) SS: Neural Interface Technology 14- (3 Active Points)
2 13) SS: Nuclear Physics 14- (3 Active Points)
2 14) SS: Physics 14- (3 Active Points)
2 15) SS: Software Engineering 14- (3 Active Points)
2 16) SS: Weapons System Engineering 14- (3 Active Points)
3 Security Systems 14-
3 Systems Operation 14-
3 TF: Common Motorized Ground Vehicles, Small Planes
3 Teamwork 11- (14-)
3 WF: Small Arms, Vehicle Weapons
6 Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons, Missiles & Rockets, Other: Powered Armor) 14-
Skills Cost: 125
Cost Perk
5 Computer Link: Russian Crime Database
6 Contact: Empress (Contact has extremely useful Skills or resources, Good relationship with Contact) 11-
3 Fringe Benefit: Membership: New Guard
10 Money: Wealthy
3 Reputation: Popular Heroine (A large group) 14-, +1/+1d6
10 Vehicles & Bases: Base Contribution
15 Vehicles & Bases: Private Workshop
5 Vehicles & Bases: Vehicle Contribution
Perks Cost: 57
Cost Talent
Onboard Computer, all slots OIF (-1/2)
2 1) Absolute Range Sense (3 Active Points); OIF (-1/2)
2 2) Absolute Time Sense (3 Active Points); OIF (-1/2)
2 3) Bump Of Direction (3 Active Points); OIF (-1/2)
2 4) Eidetic Memory (5 Active Points); OIF (-1/2), Audio/Visual Components only (-1/4), Extra Time (Delayed Phase, Only to Activate, Must be ; -1/4)
2 5) Lightning Calculator (3 Active Points); OIF (-1/2)
Talents Cost: 10
Val Disadvantages
10 DNPC: Mother (Aidia Romanov 8- (Normal)
5 Distinctive Features: Tattoo of angel on her left shoulder and a devil on her right (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: Empress 11- (Mo Pow, NCI, Watching)
15 Hunted: Eurostar 8- (Mo Pow, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Excitable and hyperactive (Very Common, Moderate)
15 Psychological Limitation: Loyal to friends and family (Common, Strong)
15 Psychological Limitation: Plays at Chivalry (Common, Strong)
10 Psychological Limitation: Tech Junkie (Common, Moderate)
15 Reputation: Exceptionally High Technology, 11- (Extreme)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 373Total Experience Available: 373Experience Unspent: 0Total Character Cost: 723

Height: 1.55 m Hair: Brown
Weight: 45.00 kg Eyes: Brown
Appearance: A short, pretty, and hyperactive young woman with shoulder length brown hair and brown eyes. She wears reading glasses. Her armor is red, feminine, and uses a 'face plate' that appears to be a relief of her own face. When she flies, her "Gravetic Wings", cohesive light constructs, appear from her back. The wings can even lose "feathers" but they fade a few seconds after leaving the wing. Her plasma sword resembles an elegant flaming sword from epic fiction.Personality: Her vengence complete, Crimson Angel has settled into the role of a heroine. She maintains a friendly relationship with the Empress and many of the Elite Guard. She and Snowflake get along very well, being close in age, but Vania feels a little left out since Kiska's engagement, but as the engagement has dragged on, the two have resumed their "girls' night out".

She gets along well with the other New Guard but she has a slight crush on Rasputan. His mystism and mystery are intreguing and exciting.

Quote:"Pretty Angel Slice! *giggle* I love that stuff."Background: Vania Romanov is the sprite-like niece of original Tokomak. When the schism between the Supreme Soviets came to a boiling point, Tokomak sent her family to the Republic of Silver for their safety. The Liberator was willing and able to protect them from Vaslov and his Red Doom faction. Vania grew up in the capital of the Republic and when she entered university, she studied with the Liberator's daughter, later known to the world as the Empress. Although generally considered a genius in her own right, Vania was a distant second to the Empress in their studies. Vania's goal since she had been forced to leave her home was to avange her aunt's death at the hands of Red Doom. To this end she developed the Crimson Angel battle armor while in school. When she finally built the armor she served as a member of the Republic's elite guard for two years (as required by her contract for the materials for the armor). It was during this time that the Liberator was slain by alien conquerers and Red Doom attempted to take over the Republic. They miscalculated the ability and power of the young Empress and her Elite Guard. Red Doom was slain to a man. Her vengance complete, Vania happily returned to her native Russia when her service to the Republic was concluded. The New Guard accepted her as a member almost immediately. Her style clashed early with Goriy, but over time she softened her stance on vigilante justice and now kills only in dire circumstances.Powers/Tactics: A laundry list of options. Crimson Angel generally uses her Guanltet blasters first, then her strength. She saves her micro missles for groups and her Plasma Sword and Variable Beam for special occasions and "thematic Moments".Campaign Use: If she's too tough drop a few weapons from her armor and make her Attributes bought through the armor NO CHA Bonus. This wil tone her down nicely. If she's not tough enough increase her weapons systems Multipower Pool and add a few more attacks.By the way, thanks to Steve for Gadgets and Gear... :hail:
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Thursday 04/15/04and just like that I am ahead of the game!Rasputan the YoungerPlayer: NPC; Member of the New Guard

Val Char Cost
25 STR 15
20 DEX 30
25 CON 30
10 BODY 0
23 INT 13
21 EGO 22
25 PRE 15
16 COM 3
8/34 PD 3
8/34 ED 3
5 SPD 20
10 REC 0
50 END 0
50 STUN 14
8" RUN02" SWIM05" LEAP0Characteristics Cost: 168
Cost Power END
120 Arcane Might: VPP (Magic Pool), 90 base + 30 control cost, (135 Active Points); all slots Gestures (-1/4), Incantations (-1/4)
0 1) Archelos's Shields: Force Field (18 PD/18 ED/7 Mental Defense/7 Power Defense) (50 Active Points); Extra Time: full phase (-1/2), 3 Continuing Charges lasting 1 Minute each (-1/2), Gestures (-1/4), Incantations (-1/4) Real Cost: 20 [3 cc]
0 2) Bagarian's Astral Fist: Telekinesis (60 STR) (90 Active Points); Gestures: Instant Power (-1/4), Gestures (-1/4), Incantations (-1/4) Real Cost: 51 9
0 3) Belecoses Bands of Bonding: Entangle 3d6, 3 DEF, Variable Advantage (+1 1/2) (75 Active Points); Gestures (-1/4), Incantations (-1/4) Real Cost: 50 7
0 4) Flame Strike: Energy Blast 8d6, Area Effect: Radius (+1) (80 Active Points); Gestures (-1/4), Incantations (-1/4) Real Cost: 53 8
0 5) Hallucinations: Mental Illusions 10d6 (50 Active Points); Gestures: Instant Power (-1/4), Gestures (-1/4), Incantations (-1/4) Real Cost: 28 5
0 6) Veil of Light: Invisibility to Sight Group (20 Active Points); Gestures: Instant Power (-1/4), Gestures (-1/4), Incantations (-1/4) Real Cost: 11 2
16 Enchanted Robes : Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 0
24 Magus From: Life Support (Eating Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Immunity All terrestrial diseases and biowarfare agents; Longevity 1600 Years; Safe in Intense Cold; Safe in Intense Heat; Sleeping Character only has to sleep 8 hours per week) 0
10 Familiar Bond: Mind Link , Animal class of minds, One Specific Mind: Dante the Cat, Psychic Bond 0
17 Mana Pool: END Reserve (100 END, 10 REC) Reserve: (20 Active Points) REC: (10 Active Points); Personal REC (-1/2) 0
10 Moutain of Mental Prowess: Mental Defense (14 points total) 0
5 Ring of Greater Healing: Healing 2 BODY, Can Heal Limbs (25 Active Points); Independent (-2), Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), IIF (-1/4) 2
10 Shields of Rasputan the Elder: Power Defense (10 points) 0
13 Staff : Hand-to-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) 2
4 Swift Runner: Running +2" (8" total) 1
8 Wardrobe Spell: Cosmetic Transform 2d6 (Clothes into another set of clohes) (10 Active Points); Limited Target: Own Clothes ([slightly Limited]; -1/4) 1
28 Wind Walking Boots: Flight 10", Improved Noncombat Movement (x16) (35 Active Points); IIF: Wind Boots (-1/4) 3
Powers Cost: 265
Cost Martial Arts Maneuver
Dirty Infighting
4 1) Punch: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
5 2) Roundhouse: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike
4 3) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR to Disarm roll
4 5) Kidney Blow: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
Martial Arts Cost: 21
Cost Skill
10 +2 with Mental Combat
10 +2 with Ranged Combat
3 Power 11-
3 Inventor 14-
2 AK: Siberia 11-
7 Analyze: Magic 16-
3 Bureaucratics 14-
3 Climbing 13-
3 Concealment 14-
3 Conversation 14-
3 Deduction 14-
3 High Society 14-
3 Linguist
3 1) Language: English (idiomatic) (4 Active Points)
4 2) Language: Mongol (idiomatic)
3 3) Language: Romanian (idiomatic) (4 Active Points)
2 4) Language: Russian (idiomatic) (4 Active Points)
2 5) Language: Slovenian (idiomatic) (4 Active Points)
0 6) Language: Ukranian (idiomatic) (4 Active Points)
3 Lockpicking 13-
5 Navigation (Air, Astral, Dimensional, Land) 14-
3 Paramedics 14-
3 Riding 13-
3 Scholar
2 1) KS: Arcane And Occult Lore (3 Active Points) 14-
2 2) KS: Artifacts and Relics (3 Active Points) 14-
2 3) KS: Demonology (3 Active Points) 14-
2 4) KS: Dimensional Gateways (3 Active Points) 14-
2 5) KS: Faerieology (3 Active Points) 14-
1 6) KS: Heraldry (2 Active Points) 11-
2 7) KS: History (3 Active Points) 14-
2 8) KS: Legends And Lore (3 Active Points) 14-
2 9) KS: Lore (Russian) (3 Active Points) 14-
1 10) KS: Necromancy (2 Active Points) 11-
2 11) KS: The Mystic World (3 Active Points) 14-
1 12) KS: The Superhuman World (2 Active Points) 11-
3 Stealth 13-
10 Survival (Arctic/Subarctic, Temperate/Subtropical, Desert, Mountain) 15-
3 Tracking 14-
1 Weapon Familiarity: Quarterstaff
Skills Cost: 125
Cost Perk
5 Follower(Cat)
6 Contact: Gyeroy Vedun (Contact has useful Skills or resources, Very Good relationship with Contact) 12-
12 Contact: Rasputan the Elder (Great Great Uncle) (Contact has very useful Skills or resources, Very Good relationship with Contact), Spirit Contact (x2) (12 Active Points) 11- [Notes: No, not that Rasputan.]
3 Fringe Benefit: Membership: The New Guard
5 Money: Well Off
6 Reputation: The Second Great Russian Wizard (A large group) 11-, +3/+3d6
10 Vehicles & Bases: Base Contribution
Perks Cost: 47
Cost Talent
3 Resistance: 3 points
16 Magesight, +1 to PER Roll, Discriminatory, Analyze
Talents Cost: 19
Val Disadvantages
10 Distinctive Features: Hansome Man with Aura of great power: Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
15 Hunted: Baba Yaga (modern day Mystic using that name (former lover of Rasputan) 8-, As Powerful, NCI, Harshly Punish
15 Hunted: Crowns of Krim 8- (Mo Pow, Harshly Punish)
20 Hunted: DEMON: 8- (Occasionally), More Powerful, NCI, Harshly Punish
20 Psychological Limitation: Code of Chivalry Common, Total
10 Psychological Limitation: Enjoys combat, sees it as a game Common, Moderate
15 Psychological Limitation: Overconfident Very Common, Moderate
10 Psychological Limitation: Will not tell a lie Uncommon, Strong
15 Reputation : Descendant of Rasputin, Frequently (11-) (Extreme) [Notes: Not really.]
15 Social Limitation: Secret Identity Frequently (11-), Major
5 Unluck: 1d6
Disadvantage Points: 150

Base Points: 200Experience Required: 295Total Experience Available: 295Experience Unspent: 0Total Character Cost: 645

Height: 1.85 m Hair: Brown
Weight: 73.00 kg Eyes: Black
Appearance: A handsome, but roguish looking man seemingly in his youth (he admits to being older than he appears). He has dark, wavy brown hair and steely black eyes. He constantly wears robes and cloaks, acting the part. He carries a brass tipped staff. His attire changes colors and designs to suit his moods but are universally flamboyant.Personality: A man that could easily have ended up a travelling thief in another life, Rasputan is a bit of a flake, enjoys a good scrap and loves being mysterious and enigmatic. He's something of a carouser too. He and War Hammer get along fine. He has been flirting with Crimson Angel for the better part of a year now. He likes a good time and to him a good time includes battling supervillains.

Underneath all this is a heroic man willing to die for his beliefs and his country. He gets along very well with the other famous magician in Russia, Gyeroy Vedun. Though he does find it hard to believe that he is considered the second most powerful wizard.

Quote:"By the beards of my ancestors, you are a persistant little man. Begone."Background: Stepping out of the forrest around the New Guard's base one afternoon, Rasputan the Younger announced his presence with a complext light display. Then he asked to be admitted. Goriy was impressed by his ability and his bravado and invited the young man in. After a background check turned up less than nothing, the heroic wizard of Russia Gyeroy Vedun was asked to come and interview this Rasputan. The two wizards hit it off and after a few days of talk, Goriy welcomed Rasputan to the team. He has served them well ever since. He knows the mystic community pretty well these days and is open about his past, but few have pressed him for it.Powers/Tactics: A mage of no small water and great versitility, he has a few minor artifacts that allow him to fly and protect him from harm. His staff is unbreakable. He has studied Bojutsu and is an accomplished street fighter aswell.Campaign Use: If he's too tough, drop the spell pool to 50 or 60 points. If you want more power to him, then give him a few abilities outside the VPP that he can use anytime.
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Friday 04/16/04Snezhinka (Snowflake )Player: NPC; Member of the New Guard

Val Char Cost
40 STR 30
23 DEX 39
40 CON 60
20 BODY 20
18 INT 8
20 EGO 20
25 PRE 15
20 COM 5
20 PD 12
20/35 ED 12
5 SPD 17
16 REC 0
80 END 0
60 STUN 0
15" RUN02" SWIM08" LEAP0Characteristics Cost: 238
Cost Power END
90 Ice Maiden's Powers: Multipower, 90-point reserve
9u 1) "Cold Cannon": Energy Blast 18d6 (90 Active Points) 9
1u 2) Above-Ground Ice Slide: Gliding 15", Side Effect (Leaves Big Chunks Of Ice Around The Enviroment) (+0) (15 Active Points) 0
2u 3) Basic Ice Slides: Running +9" (15" total), Side Effect (Leaves Big Chunks Of Ice Around The Enviroment) (+0) (18 Active Points) 2
3u 4) Blizzard II: EB 3d6, MegaScale (1" = 1 km; +1/4), Area Of Effect (2" Radius; +1) (34 Active Points) 3
4u 5) Blizzard: Change Environment 32" radius, -3 to Hearing Group PER Rolls (36 Active Points) 4
4u 6) Brittlize I: Drain PD 3d6, Delayed Return Rate (5 Points per 5 Minutes; +1/2), Ranged (+1/2) (60 Active Points); Only vs non-living Matter (-1/2) 6
4u 7) Brittlize II: Drain PD Armor 3d6, Delayed Return Rate (5 Points per 5 Minutes; +1/2), Ranged (+1/2) (60 Active Points); Only vs non-living Matter (-1/2) 6
4u 8) Deep Freeze: Energy Blast 4d6, No Normal Defense (LS: Safe Enviroment: Intense Cold; +1) (40 Active Points) 4
5u 9) Freezing Ice Blast I: (Total: 60 Active Cost, 48 Real Cost) Energy Blast 8d6 (Real Cost: 40) plus Entangle 2d6, 2 DEF (20 Active Points); Vulnerable (Fire/Heat; -1), Linked (Energy Blast; -1/2) (Real Cost: 8) 6
9u 10) Hailstorm: Energy Blast 8d6, Indirect (always from above; +1/4), Area Of Effect (5" Radius; +1) (90 Active Points) 9
2u 11) Ice Block: Entangle 4d6, 6 DEF (50 Active Points); Vulnerable (Heat/Fire; -1) 5
4u 12) Ice Darts: Killing Attack - Ranged 3d6 (45 Active Points) 4
4u 13) Ice Sheet: Change Environment 32" radius, -4 to DEX Roll, Personal Immunity (+1/4) (49 Active Points); Only Affects Characters Moving On The Ground (-1/4) 5
4u 14) Intense Blizzard: Change Environment 32" radius, -6 Temperature Level Adjustment (45 Active Points) 4
2u 15) Large Blizzard: Change Environment 8" radius, -3 to Hearing Group PER Rolls, Megascale (1" = 1 km; +1/4) (32 Active Points); No Range (-1/2) 3
6u 16) Long Ice Wall: Force Wall (12 PD/8 ED; 5" long and 2" tall) (60 Active Points) 6
2u 17) Snowblind: Sight Group Flash 8d6 (40 Active Points); Victim Can Cancel Effect By Taking One Full Phase (-1/2), Does Not Work Against Desolidified Characters (-1/4) 4
6u 18) Strong Ice Wall: Force Wall (14 PD/10 ED) (60 Active Points) 6
5u 19) Winter's Touch: Drain Fire/Heat Powers 4d6, One Power At A Time (+1/4) (50 Active Points) 5
5 Sense Temperature: Detect Temperature 13- (Unusual Group), Sense 0
45 Winter's Granddaughter: (Total: 53 Active Cost, 45 Real Cost) Damage Resistance (10 PD/10 ED) (Real Cost: 10) plus LS (Safe in Intense Cold; Safe in Intense Heat) (Real Cost: 4) plus LS (Longevity 400 Years) (Real Cost: 2) plus Reduced Endurance (1/2 END; +1/4) (10 Active Points) applied to STR (Real Cost: 10) plus Knockback Resistance -1" (Real Cost: 2) plus Armor (0 PD/15 ED) (23 Active Points); Only Works Against Heat/fire or Cold/Ice (-1/2) (Real Cost: 15) plus Environmental Movement (no penalties on Ice or Snow) (Real Cost: 2) 0
Powers Cost: 220
Cost Martial Arts Maneuver
Dirty Infighting
4 1) Block/Chin Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm roll
4 3) Eye Gouge: 1/2 Phase, -1 OCV, -1 DCV, Flash 4d6
5 4) Hoist 'n' Heave: 1/2 Phase, -2 OCV, -2 DCV, Grab Two Limbs, 20 STR to Throw
4 5) Kidney Blow: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
4 6) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4 7) Punch/Backhand: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike
5 8) Roundhouse/Two-Fisted Smash: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike
3 9) Tackle: 1/2 Phase, +0 OCV, +0 DCV, +v/5; You Fall, Target Falls
3 10) Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls
1 11) Weapon Element: Clubs
Martial Arts Cost: 41
Cost Skill
24 +3 with All Combat
3 Power 13-
3 Analyze: Combat 13-
3 Breakfall 14-
3 Bureaucratics 14-
3 Combat Piloting 14-
3 Concealment 13-
3 Conversation 14-
3 Criminology 13-
3 Deduction 13-
3 Forensic Medicine 13-
3 High Society 14-
3 Interrogation 14-
3 Linguist
1 1) Language: English (completely fluent) (3 Active Points)
1 2) Language: French (fluent conversation) (2 Active Points)
2 3) Language: German (completely fluent) (3 Active Points)
1 4) Language: Latin (completely fluent) (3 Active Points)
0 5) Language: Russian (idiomatic) (4 Active Points)
3 Navigation (Air, Land) 13-
3 Oratory 14-
3 Paramedics 13-
2 SS: Ballistics 11-
2 SS: Criminology 11-
3 Scholar
1 1) KS: High Society (2 Active Points) 11-
1 2) KS: Legends And Lore (2 Active Points) 11-
1 3) KS: Popular Music (2 Active Points) 11-
1 4) KS: The Republic of Silver (2 Active Points) 11-
1 5) KS: The Superhuman World (2 Active Points) 11-
1 6) KS: VIPER (2 Active Points) 11-
3 Security Systems 13-
3 Seduction 14-
3 Shadowing 13-
3 Stealth 14-
3 Streetwise 14-
4 Survival (Arctic/Subarctic, Urban) 13-
3 Systems Operation 13-
4 TF: Common Motorized Ground Vehicles, Combat Aircraft, Grav Vehicles/Hovercraft, Two-Wheeled Motorized Ground Vehicles
3 Tactics 13-
3 Teamwork 14-
2 WF: Small Arms
Skills Cost: 124
Cost Perk
3 Fringe Benefit: Membership: New Guard
5 Money: Well Off
9 Reputation: Popular Heroine (A large group) 14-, +3/+3d6
5 Vehicles & Bases: Base Contribution
5 Vehicles & Bases: Vehicle Contribution
3 Well-Connected
2 1) Contact: New Knights of the Round Table (Good relationship with Contact) (3 Active Points) 11-
2 2) Contact: The Champions (Good relationship with Contact) (3 Active Points) 11-
4 3) Contact: The Empress (Contact has very useful Skills or resources, Very Good relationship with Contact) (5 Active Points) 8-
Perks Cost: 38
Cost Talent
2 Trackless Stride; only over snow/ice (-1/4)
Talents Cost: 2
Val Disadvantages
10 Distinctive Features: cool to the touch (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Enraged: if Goriy or War Hammer downed in combat (Uncommon), go 11-, recover 14-
15 Hunted: Eurostar 8- (Mo Pow, Harshly Punish)
10 Hunted: Fire Lord 8- (As Pow, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Honest to a fault (Very Common, Moderate)
15 Psychological Limitation: In love with War Hammer (Common, Strong)
20 Psychological Limitation: Overconfident (Very Common, Strong)
15 Psychological Limitation: Proud Russian Patriot (Common, Strong)
5 Rivalry: Professional (Glamour (of the Lords of Justice or NPC from your campaign), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 313Total Experience Available: 313Experience Unspent: 0Total Character Cost: 663

Height: 1.90 m Hair: Platinum Blonde
Weight: 100.00 kg Eyes: Ice Blue
Appearance: A tall russian beauty with platinum blonde hair and clear "ice blue" eyes. She wears a white body suit with dark blue accessories (belt, gloves, boots, face mask) and over this she wears a light blue jacket with a fur lined neck. On the back of her jacket and on the top of her gloves and shins of her boots are white snowflake designs (unlike real snowflakes, these designs are identical). Kiska has a sturdy, yet curvaceous figure and when not acting as a heroine wears modern western fashions.Personality: Heroism runs in her family. She took after her grandfather's lecherous ways for a few years before her burning mutual attraction to War Hammer evolved into a genuine loving relationship. They both seem to be dragging their feet towards marriage, but are very dedicated to eachother. Snowflake has shown flashes of leadership and if The Warrior ever returns to his people and Goriy retires, she might just inherit the teams leadership role.Quote:"It's cold outside, no?"

"Are all those muscles just for show then?"

Background: Kiska Tiomkin is the only daughter of Dimitri Tiomkin (aka Goriy). She has proven to have superhuman powers as well. Her abilities take after her grandfather's (cold control) as well as her father's (Superhuman Strength and toughness). When she reached the age of maturity, she joined her father's team the New Guard. Although he dotes on her, and worries about her in combat, she has proven a capable and heroic young woman. She inspires pride in her parents and her people. She is very close to the enigmatic Empress, having attended the prestigious universities in the Empresses soveriegn nation. The name Snowflake is something of an inside joke, but she likes it alot. She is considered one of the Russian Federations most famous individuals and is a popular international figure.Powers/Tactics: With impressive command over Ice and Cold, Snezhinka, is the team's second main energy projector. Her strength and brawling skills are a nasty surprise to those who think getting the Snowflake in their clutches gives them a victory. She is also the team's most divergantly trained warrior. An expert at criminal sciences, a skilled pilot (second to Sputnik) and knowledge of modern weapons.Campaign Use: Pronounced Snay Zheen ka. If she's too tough for your campaign, consider lowering her MP to 75 or 60 pts and drop some of the more "Brick" attributes to 30 and 15 DEF. Perhaps doing away with her Brawling skills all together. To go the other direction, increase her MP to 120 or higher and adjust her powers accordingly.
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Saturday 04/17/2004War HammerPlayer: NPC; Member of the New Guard

Val Char Cost
60 STR 50
18 DEX 24
30 CON 40
15 BODY 10
13 INT 3
17 EGO 14
25 PRE 15
20 COM 5
12/30 PD 0
12/30 ED 6
5 SPD 22
18 REC 0
60 END 0
60 STUN 0
9" RUN02" SWIM012" LEAP0Characteristics Cost: 189
Cost Power END
105 Enchanted War Hammer: Multipower, 105-point reserve
3u 1) Grand Slam Hammer Smash: HA +5d6, Double Knockback (+3/4) (44 Active Points); Hand-To-Hand Attack (-1/2) 4
2u 2) Hammer Smash: HA +5d6 (25 Active Points); Hand-To-Hand Attack (-1/2) 2
4u 3) Shockwave Variant: Energy Blast 12d6, Hole In The Middle (+1/4), Explosion (+1/2) (105 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2), Only Affects Targets On The Ground (-1/4) 10
7u 4) Thrown Hammer: EB 15d6 (75 Active Points) 7
2u 5) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (+1/4), Does Knockback (+1/4), Explosion (-1 DC/3"; +1) (60 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2) 6
15 Fears not magic and fell poisons: Power Defense (15 points) 0
34 Immortal Born : LS (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) 0
40 Immunity to Cold: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Cold Based Attacks Limited Type of Attack (-1/2) 0
30 Inhuman Durability : Physical Damage Reduction, Resistant, 50% 0
15 Inhuman Durability: Energy Damage Reduction, Resistant, 25% 0
6 Runs swiftly over the earth: Running +3" (9" total) 1
54 Supernaturally Toughened Skin: Armor (18 PD/18 ED) 0
20 Supertough Form: (Total: 20 Active Cost, 20 Real Cost) Lack Of Weakness (-10) for Normal Defense (Real Cost: 10) plus Lack Of Weakness (-10) for Resistant Defenses (Real Cost: 10) 0
16 Will not yield: Knockback Resistance -8" 0
30 Wingless Flight: Multipower, 30-point reserve
3u 1) Supersonic Flight: Flight 7", Megascale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (28 Active Points) 3
3u 2) True Flight: Flight 15" (30 Active Points) 3
Powers Cost: 389
Cost Martial Arts Maneuver
Weapons Combat
5 1) All-Out: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike
4 2) Attack: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike
4 3) Charge: 1/2 Phase, +0 OCV, -2 DCV, Weapon +2 DC +v/5 Strike, FMove
4 4) Defend: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 5) Probe: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
4 6) Resist: 1/2 Phase, +0 OCV, +0 DCV, 75 STR to resist Shove; Block, Abort
4 7) Shove: 1/2 Phase, +0 OCV, +0 DCV, 75 STR to Shove
1 8) Weapon Element: Empty Hand
1 9) Weapon Element: Axes, Maces, and Picks
1 10) Weapon Element: Blades
1 11) Weapon Element: Clubs
1 12) Weapon Element: Polearms
1 13) Weapon Element: Shields
1 14) Weapon Element: Staffs
Martial Arts Cost: 37
Cost Skill
24 +3 with All Combat
3 Power: Strength Tricks 12-
2 AK: Siberia 11-
2 CK: St Petersburg 11-
3 Climbing 13-
3 Defense Maneuver I
3 Interrogation 14-
3 Language: English (completely fluent)
3 Language: Norwegian (completely fluent)
1 Language: Old Norse (basic conversation)
0 Language: Russian (idiomatic) (4 Active Points)
3 Navigation (Air, Land) 12-
3 Paramedics 12-
3 Riding 13-
3 Scholar
1 1) KS: Arcane And Occult Lore (2 Active Points) 11-
1 2) KS: Faerie Lore (2 Active Points) 11-
1 3) KS: Legends And Lore (2 Active Points) 11-
2 4) KS: Russian Lore (3 Active Points) 12-
1 5) KS: The Superhuman World (2 Active Points) 11-
3 Security Systems 12-
4 Survival (Arctic/Subarctic, Mountain) 12-
3 Tactics 12-
3 Teamwork 13-
3 Tracking 12-
2 Weapon Familiarity: Common Melee Weapons
3 Weapon Familiarity: Common Missile Weapons, Thrown Hammers
3 Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 12-
Skills Cost: 89
Cost Perk
3 Contact: Magni of New Asgard (Good relationship with Contact) 11-
3 Fringe Benefit: Membership: The New Guard
5 Money: Well Off
8 Reputation: Popular Hero (A large group) 11-, +4/+4d6
5 Vehicles & Bases: Base Contribution
5 Vehicles & Bases: Vehicle Contribution
Perks Cost: 29
Cost Talent
2 Environmental Movement (no penalties on Ice and Snow)
14 Fearless
3 Bump Of Direction
15 Combat Sense 12-
Talents Cost: 34
Val Disadvantages
10 Distinctive Features: Faerie Features (Pointed Ears, Supernatural Aura): Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
10 Enraged: If Siblings Harmed: Uncommon, go 8-, recover 11-
15 Hunted : Eurostar 8- (Mo Pow, Harshly Punish)
20 Hunted: VIPER 8- (Occasionally), More Powerful, NCI, Harshly Punish
15 Psychological Limitation: Loves Combat Very Common, Moderate
20 Psychological Limitation: Overconfidence; surrender isn't in his vocabulary Very Common, Strong
15 Psychological Limitation: Proud Russian Patriot Common, Strong
20 Psychological Limtiation: Code of Chivalry Common, Total
15 Social Limitation: Secret Identity Frequently (11-), Major
10 Vulnerability : 2 x STUN Cold Iron Weapons Uncommon
Disadvantage Points: 150

Base Points: 200Experience Required: 417Total Experience Available: 417Experience Unspent: 0Total Character Cost: 767

Height: 1.85 m Hair: Red
Weight: 184.00 kg Eyes: Gray
Appearance: Above average height with a build of a wrestler, powerful limbs but a strangly boyish face. His hair is red and he wears it very long (past his shoulders), he seemingly lacks body hair save for his scalp. He wears baggy jeans and tight tee-shirts. Often the shirts have his favorite bands on them (Led Zepplin, AC/DC, Krokus, Cream, Iron Maiden). When in "Costume" he wears a modernized warriors costume, black pants, with white boots (trimmed with gold) a white chest plate with flaired shoulders and golden arm bands and guantlets. His namesake warhammer is a polished silver metal with two flat sides and a golden shaft wrapped in black leather with a large leather strap at the end. He wears no helmet or mask.Personality: To make war against injustice. War Hammer is a brawler, he would be very similar to Marvel's Thor in attitude. He has a mystical background as well. He blusters in combat and never retreats. Yet at the same time he is merciful and loyal.Quote:"Perhaps those blows would allow you to defeat children and women, cur, but you now face a warrior and I shall win the day."

"Would m'lady care for a drink?"

Background: The oldes of triplets born to a mortal man and his Faerie wife. Boris (the Warrior) grew up to be a tall, sturdy young man with handsome, boyish features and a thirst for battle. Naturally resiliant and possessing enormous strength, his mother's people gave him a warhammer. A weapon so potent that with it he could bring down mountains. In his first encounter with the New Guard, Boris did bring down a mountain, he defeated Goriy in single combat, but he was himself broght low by the giant's daughter Snezhenka (Snowflake). Though Boris now admits he was far to smitten with her beauty to even consider striking her. This proved his undoing as she had no problem what so-ever assaulting him. When the three siblings were allowed to talk with their captors they told them that they had been sent by their father from the lands of fey to help Mother Russia. Although the USSR didn't really exist in the same way it had when their father joined his wife's people, the three powerful youths were welcomed into the Guard. Boris and Kiska Tiomkin are engaged at this time (the engagement has thus far lasted four years), eventually they will marry.Powers/Tactics: Even moreso than Goriy, War Hammer is a smash them up kind of guy. He can take a hit, and does, but he can be clever when he has to be. He tends to use his "Hammer Tricks" only when told to. Left to his own devices, he will merely trade blows with his foes until they fall. War Hammer's Immunity to Cold supplants his Durability Dam Red. vs Energy. He doesn't get to apply both damage reductions to a cold attack. His hammer is pretty much attached to his will. He can summon it instantly, thus taking it from him is difficult. It is not a focus. Taking it away from him is purely a GM Fiat type deal.Campaign Use: A Thor Clone. If he's too tough; make his Enchanted Hammer MP 75 pts. and a Focus. Drop his DR except the Cold Immunity and reduce his speed to 4. If he's not tough enough, then up his STR to 75 and his DEF to 35/35.
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Re: Hero A Day...Sorta...

 

I'd thought about it, but it seems to me that Physical Manifestation is for non focus things you can destroy. The hammer is pretty much indestructible. I can be taken from him but he can summon it back rather effortlessly. I just didn't think that it was enough of a limitation to get him any points. In the end I tend to think of it as an extension of "Brick Tricks".

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Re: Hero A Day...Sorta...

 

Good points. But remember even Ice Slides can be reformed on the PCs next phase, so no harm no foul. Plus as a quasi real object a disarm could very easily *temporarily* remove his hammer leaving him without flight and other Brick tricks. Also entangles could *stop* it from being used effectively. He has some sort of limitation implied by the concept.

 

WH could have his hammer taken away even though *pop* it returns to his hand his next phase as he summons it. -1/4 is a small limitation, and thus only slightly limiting. If it messes with him one phase every two combats he is more than getting the points for it, because in the intervening segments he lacks a major asset.

 

But all that aside you do good work! :rockon:

 

Hawksmoor

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Re: Hero A Day...Sorta...

 

Good points. But remember even Ice Slides can be reformed on the PCs next phase, so no harm no foul. Plus as a quasi real object a disarm could very easily *temporarily* remove his hammer leaving him without flight and other Brick tricks. Also entangles could *stop* it from being used effectively. He has some sort of limitation implied by the concept.

 

WH could have his hammer taken away even though *pop* it returns to his hand his next phase as he summons it. -1/4 is a small limitation, and thus only slightly limiting. If it messes with him one phase every two combats he is more than getting the points for it, because in the intervening segments he lacks a major asset.

 

But all that aside you do good work! :rockon:

 

Hawksmoor

Perhaps "Restrainable" Then? That's a -1/4 I think...

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Sunday 04/18/2004Siberian TigressPlayer: NPC; Member of the New Guard

Val Char Cost
30 STR 20
32 DEX 66
30 CON 40
30 BODY 40
18 INT 8
18 EGO 16
25 PRE 15
22 COM 6
16 PD 10
16 ED 10
7 SPD 28
12 REC 0
60 END 0
60 STUN 0
15" RUN02" SWIM06" LEAP0Characteristics Cost: 259
Cost Power END
35 Enchanted Claws: Killing Attack - Hand-To-Hand 1d6+1 (2 1/2d6 w/STR), Affects Desolidified (Supernatural/Spirits) One Special Effect of Desolidification (Ghost Touch; +1/4), +1 Increased STUN Multiplier (Stunning; +1/4), Reduced Endurance (1/2 END; Effortless; +1/4) (35 Active Points) 1
27 Fey Born Immortal: LS (Extended Breathing: 1 END per 5 Minutes; 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) 0
10 Follows the path of her prey: Tracking with Smell/Taste Group 0
10 Heat Tracking: Infrared Perception (Sight Group), Tracking 0
5 Her eyes light the darkness: Nightvision 0
30 Inhuman Durability: Energy Damage Reduction, Resistant, 50% 0
30 Inhuman Durability: Physical Damage Reduction, Resistant, 50% 0
10 Magic and Esoteric Attacks do no good.: Power Defense (10 points) 0
5 Multiple Limbs: Extra Limbs 0
10 No weaknesses to reveal: Lack of Weakness (-5) for Resistant Defenses (Includes normal defenses) 0
3 Paranormal Hearing Range: Ultrasonic Perception (Hearing Group) 0
9 Regeneration: Healing 2 BODY (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4) 2
18 She can sense the world: +6 PER with All Sense Groups 0
23 She moves swiftly over the earth: Running +9" (15" total), x4 Noncombat 2
5 Strong of Will: Mental Defense (9 points total) 0
8 Supernatural Being: Damage Resistance (8 PD/8 ED) 0
Powers Cost: 238
Cost Martial Arts Maneuver
Krav Maga
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 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, 45 STR vs. Grabs
3 6) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on
5 7) Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
4 8) Low Kick/Knee Strike/Punch: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
3 9) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls
1 10) Weapon Element: Blades
1 11) Weapon Element: Clubs
Martial Arts Cost: 37
Cost Skill
25 +5 with HTH Combat
5 Acrobatics 16-
3 Breakfall 15-
3 Climbing 15-
3 Concealment 13-
3 Contortionist 15-
10 Defense Maneuver I-IV
3 High Society 14-
3 Interrogation 14-
3 Language: English (completely fluent)
2 Language: Gaelic (fluent conversation)
0 Language: Russian (idiomatic) (4 Active Points)
3 Lockpicking 15-
2 Navigation (Land) 13-
3 Persuasion 14-
3 Scholar
1 1) KS: Arcane And Occult Lore (2 Active Points) 11-
1 2) KS: Flora And Fauna (2 Active Points) 11-
1 3) KS: Herbalism And Healing-Lore (2 Active Points) 11-
1 4) KS: Krav Maga (2 Active Points) 11-
1 5) KS: Legends And Lore (2 Active Points) 11-
1 6) KS: The Superhuman World (2 Active Points) 11-
3 Security Systems 13-
3 Seduction 14-
5 Shadowing 14-
3 Sleight of Hand 15-
3 Stealth 15-
3 Streetwise 14-
4 Survival (Arctic/Subarctic, Mountain) 13-
3 Tracking 13-
2 WF: Common Melee Weapons
Skills Cost: 109
Cost Perk
4 Contact: Ironclad (Very Good relationship with Contact) 11-
5 Money: Well Off
4 Reputation: Heroic Warrior-Cat Woman (A large group) 11-, +2/+2d6
5 Vehicles & Bases: Base Contribution
5 Vehicles & Bases: Vehicle Contribution
Perks Cost: 23
Cost Talent
2 Environmental Movement (no penalties on Ice and Snow)
20 Animal Friendship
3 Bump Of Direction
2 Trackless Stride
27 Danger Sense (self only, any danger, Function as a Sense) 13-
Talents Cost: 54
Val Disadvantages
10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
5 Distinctive Features: Faerie Features Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures
10 Enraged: If Siblings Harmed: Uncommon, go 8-, recover 11-
15 Hunted : Prince Pyoriach; Faerie Prince and former Betrothed 8- (Occasionally), More Powerful, Harshly Punish
15 Hunted: Eurostar 8- (Mo Pow, Harshly Punish)
15 Psychological Limitation: In love with (GM can use a PC or relevant NPC here; Default is the Clansman from New Knights of The Round Table) Common, Strong
15 Psychological Limitation: Raised to be nobility; honorable in word and deed. (Common, Strong)
15 Psychological Limitation: Seeks to prove herself in battle Very Common, Moderate
10 Psychological Limitation: Vengeful streak; does not forget slights Uncommon, Strong
10 Reputation: Feral Warrior: , Frequently (11-)
5 Rivalry: Arctic Fox: Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity Frequently (11-), Major
10 Vulnerability : 2 x STUN Cold Iron Weapons Uncommon
Disadvantage Points: 150

Base Points: 200Experience Required: 370Total Experience Available: 370Experience Unspent: 0Total Character Cost: 720

Height: 1.83 m Hair: Red with white streaks at each temple
Weight: 64.00 kg Eyes: Golden (cat-like)
Appearance: Kisa is an astoundingly beautiful woman with dark red hair, streaked with pale white near her temples. Her eyes are golden, with cat-like slits rather than standard pupils. She dresses in modern fashions, often revealing ones since the cold does not bother her. When she fights as Siberian Tigress, she wears a white one piece bathing suit style costume with black tiger stripes on it. She wears white finger less gloves and black boots. Siberian Tigress wears no mask.Personality: Once a selfish and combative young woman, White Tigress has mellowed considerably. She no longer demands attention and constant praise; she has developed a more disciplined and humble persona. She still has the fire and can be roused to a seering anger if her family is threatened. She enjoys the world of man and all its wonders but is beginning to feel homesick and wishes to see her parents again.Quote:"Please, don't insult me with that sword. Do yourself and me a favor and surrender. I hate cleaning up after combat."Background: The youngest of triplets born to a russian explorer and his faerie wife. Kisa was raised to be a princess, her cat-like personality notwithstanding. Fickle and combative, she often ran off to adventure with her brother Boris. When it became obvious to her parents that she didn't want to be simply married off to whomever they chose; the relented and called off her wedding. The young prince (seventy fifth in line for the throne you know!) was not amused. Although her parents had the right to call off the wedding, he took it as a personal affront. When the three children left the land of Fey to travel and adeventure in their father's homeworld, he followed; determined to take her back and break her like a wild filly. He knows that to do this he'll need to dispatch of her brothers and probably capture or kill her parents too. He has agents back in the world of Fey working on the elders. He and his personal bodyguard (seventeen elite warriors and two mages) have set up a base in the medeterranian (he doesn't like the cold much) and for the moment watch and learn (they are immortal and have time. He is evil, not impatient).

Kisa and her siblings have since joined the New Guard. She has fruther trained as a warrior, and in doing so has developed discipline and curbed her wild ways. She is looking to find a husband here and hopefully take him back to her home. She, even more than Leander, wishes to go home and see their parents again. Thay may soon take leave of the New Guard for a vacation home. If this happens Boris will hope to bring Kiska home to meet his folks. That places a bit of strain on the New Guard membership; to this end, Goriy is seeking out potential replacements.

Powers/Tactics: A "Cat-Girl" fighter. Simply of Russian decent rather than Japanese. She is less of a space cadet than the archetype as well, overcoming her "instincts" to become a more complete crimefighter. Her dexterity is often the highest in combat and she has an excellent speed. Her attacks are a bit low for her point total but she can still be effective, she's more durable than your average martial artist as well. Her enchanted claws are actually artificial. Consider them something of an arcane cybernetics. She can retract them at will and they merely extend from her fingertips. Her nails (and by association, her claws) are metallic gold.Campaign Use: Her stats are pretty high. If they are too high for your campaign drop her STR and CON to 20 and her DEX to 29. You can also drop her DR to 25%. If you want her tougher; give her a few DC's with Krav Maga and perhaps add some enchanted weapons beyond her claws.
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Re: Hero A Day...Sorta...The WarriorPlayer: NPC; Member of the New Guard

Val Char Cost
30 STR 20
30 DEX 60
30 CON 40
30 BODY 40
23 INT 13
15 EGO 10
28 PRE 18
22 COM 6
15/18 PD 9
15/18 ED 9
6 SPD 20
12 REC 0
60 END 0
60 STUN 0
9" RUN02" SWIM011" LEAP0Characteristics Cost: 245
Cost Power END
100 Enchanted Adamantine Shield: Multipower, 200-point reserve, (200 Active Points); all slots OAF (-1)
1u 1) Cover Your Eyes!: Sight Group Flash Defense (20 points), Hardened (+1/4) (25 Active Points); OAF (-1), Activation Roll 14- (-1/2), Nonpersistent (-1/4) 0
7u 2) Protection I: Force Wall (20 PD/20 ED), Requires A Shield Skill Roll (No Active Point penalty to Skill Roll +0), Hardened (x2; +1/2), Reduced Endurance (0 END; +1/2) (200 Active Points); OAF (-1), No Range (-1/2), Restricted Shape (-1/4), Cannot Englobe (-1/4) 0
5u 3) Protection II: Armor (20 PD/20 ED), Requires A Shield Skill Roll (No Active Point penalty to Skill Roll +0), Hardened (x2; +1/2), Usable Simultaneously (up to 2 people at once; (self and one other person; +1/2) (120 Active Points); OAF (-1), Nonpersistent (-1/4), Second Person Must Stand In Same Hex As Shield-Holder To Gain Its Protection (-1/4) 0
1u 4) Protection III: Missile Deflection (Any Ranged Attack), Adjacent Hex (+1/2) (30 Active Points); OAF (-1) 0
1u 5) Shield Edge: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); OAF (-1) 1
1u 6) Shield-Bash: Hand-To-Hand Attack +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 3
1u 7) Thrown Shield I: Energy Blast 10d6 (50 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use Multipower until recovers shield; -1/2), Range Based On Strength (-1/4) [1 rc]
2u 8) Thrown Shield II: Energy Blast 10d6, Area Of Effect (20" Line; +1) (100 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use Multipower until recovers shield; -1/2), Range Based On Strength (-1/4) [1 rc]
2u 9) Thrown Shield III: Energy Blast 10d6, Area Of Effect (5" Any Area; +1) (100 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use Multipower until recovers shield; -1/2), Range Based On Strength (-1/4), Requires An Use Questionite Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) [1 rc]
1u 10) Thrown Shield IV: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Range Based On STR (+1/4) (19 Active Points); OAF (-1) 2
24 Fey Born : Life Support (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) 0
15 Inhuman Resiliance: Energy Damage Reduction, Resistant, 25% 0
15 Inhuman Resiliance: Physical Damage Reduction, Resistant, 25% 0
5 Low-Light Vision: Ultraviolet Perception (Sight Group) 0
4 Relentless: Knockback Resistance -2" 0
5 Resiliant Uniform: Damage Resistance (8 PD/8 ED) (8 Active Points); OIF (-1/2) 0
10 Strong Legs: Superleap +5" (11" forward, 5 1/2" upward) (Accurate) 1
8 Strong Will: Mental Defense (11 points total) 0
9 Supernaturally Tough Skin: Armor (3 PD/3 ED) 0
9 Supreme Senses: +3 PER with All Sense Groups 0
6 Swiftly over the Earth, he Runs: Running +3" (9" total) 1
Protective Cowl, all slots OIF (-1/2)
7 1) Cowl Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 0
5 2) Protected Vision: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
Powers Cost: 244
Cost Martial Arts Maneuver
Eclectic Martial Arts
4 1) Punch: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
5 2) Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
4 3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 4) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls
4 5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
Martial Arts Cost: 20
Cost Skill
16 +2 with All Combat
10 +2 with Ranged Combat
12 +4 with Martial Maneuvers
3 Power 15-
5 Acrobatics 16-
5 Breakfall 16-
3 Bureaucratics 15-
5 Climbing 16-
3 Contortionist 15-
3 Conversation 15-
3 Criminology 14-
3 Deduction 14-
3 Forensic Medicine 14-
3 High Society 15-
3 Interrogation 15-
4 Language: English (idiomatic)
0 Language: Russian (idiomatic) (4 Active Points)
2 Navigation (Land) 14-
3 Oratory 15-
3 Paramedics 14-
3 Persuasion 15-
3 Scholar
1 1) KS: Epic Poetry (2 Active Points) 11-
1 2) KS: Heraldry (2 Active Points) 11-
1 3) KS: High Society (2 Active Points) 11-
1 4) KS: Literature (2 Active Points) 11-
1 5) KS: The Fey Courts (2 Active Points) 11-
1 6) KS: The Martial World (2 Active Points) 11-
1 7) KS: The Superhuman World (2 Active Points) 11-
3 Security Systems 14-
3 Stealth 15-
3 Streetwise 15-
4 Survival (Arctic/Subarctic, Mountain) 14-
3 Systems Operation 14-
3 Tactics 14-
3 Teamwork 15-
3 Tracking 14-
Skills Cost: 130
Cost Perk
6 Contact: UNTIL, Organization Contact (x3) (6 Active Points) 11-
3 Fringe Benefit: Membership: The New Guard
5 Money: Well Off
12 Reputation: Champion of the People (A large group) 14-, +4/+4d6
5 Vehicles & Bases: Base Contribution
5 Vehicles & Bases: Vehicle Contribution
Perks Cost: 36
Cost Talent
2 Environmental Movement (no penalties on Ice and Snow)
6 Combat Luck (3 PD/3 ED)
3 Lightsleep
25 Danger Sense (self only, any danger) 14-
Talents Cost: 36
Val Disadvantages
10 Distinctive Features: Faerie: Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
20 Hunted : Eurostar 8- (Occasionally), More Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish
25 Hunted : VIPER 8- (Occasionally) (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
10 Psychological Limitation: Has a Crush on Crimson Angel (Common, Moderate)
20 Psychological Limitation: Russian Patriot Common, Total
15 Psychological Limitation: Shy and insecure around women (Very Common, Moderate)
15 Psychological Limitations: Protective of Innocents(Puts their safety before his own) Common, Strong
10 Reputation: Heartthrob Russian Hero, Frequently (11-)
5 Rivalry: Professional (Siberian Tiger; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) [Notes: Apparently, Leander feels the need to keep this upstart away from his sister.]
15 Social Limitation: Public Identity Frequently (11-), Major
5 Vulnerability : 1 1/2 x STUN Cold Iron Weapons Uncommon
Disadvantage Points: 150

Base Points: 200Experience Required: 361Total Experience Available: 361Experience Unspent: 0Total Character Cost: 711

Height: 1.91 m Hair: Red. Worn short
Weight: 109.00 kg Eyes: Black
Appearance: Tall and well built, though leaner than his brother, Boris. Leander wears his hair much shorter, and his costume is a white body suit with a red star on his chest, red trunks, white leggings, red boots, and gloves. His cowl is white with a red "fin" on the top. His shield is white with a golden star in the center. It is a disc. He often takes the cowl off for public addresses, not needing the communication or sensory protections then.Personality: A noble warrior who cares very much for the people has chosen to protect. He is, in many respects the Russian Patriotic Icon. Though he has ties to another reality, he sees himself as a Russian Citizen. Leander has a fan club and spends a good portion of his time fighting off amorous advances from young ladies. Somewhat shy, he finds the attention flattering and flabbergasting at the same time.Quote:"I cannot allow this to continue. Your fight is now with me."Background: The youngest triplet (born a full 12 minutes after his elder brother Boris), Leander is considered the sensitive soul of the three. This is not far from the truth, but Leander is no less brave or heroic than his siblings. Leander's heroism and sensitivity are evident in his choice of weapons. He weilds an enchanted Adamantine shield capable of both defensive and offensive uses. He has studied the fighting styles of the fey and of the humans. He has developed his own style, acrobatic and graceful he seems almost a dancer in combat. This combined with his good looks and gentle behavior have made him somthing of a heartthrob in Eurasia. When he joined the New Guard, he chose the name the Warrior, a better name might be the Protector or Defender, but he likes his name and has no intent on changing it. Leander is aware of Prince Pyoriach's desires for his sister and is the only one who suspects that the Prince might have followed them to the realms of man. Leander keeps watch over his sister as a result, but he doesn't want to alarm her so hasn't told her why, she has mistakened this for a younger siblings clinging and encourages Leander to branch out on his own. Boris and Leander get along well, but they had little in common until Boris got engaged and curbed his carousing. Now they spend more time together. Leander sees the New Guard as an extension of his family and is very protective of them.Powers/Tactics: The Warrior first makes sure innocents are out of danger, then he uses his shield's arial attack to soften the opponents up and then he closes for hand to hand.Campaign Use: An homage to the Red Guardian, the Soviet Captain America if you will. Leander is a true and noble hero first, a russian patriot second and a fey-born supernatural being third. If he's too tough as presented, drop his relevant characteristics to campaign base levels. If he's not formidable enough, increase his DC's and perhaps add a few "shield tricks". Leander has less supernatural defenses than his siblings, but as a result, he suffers less from Cold Iron weapons than they do.
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Re: Hero A Day...Sorta...Now on with another "Interesting" goup. These guys I started making over the weekend. They are mixed archetypes. I have the highly trained nightstalking vigilante heroine with flame powersthe strong-jawed, American Patriot gadgeteer,Boastful gladiatior Mentalist from another realityShy, hesitant Brick.The inquisative, inventive martial arts prodigyand the firey, headstrong, and none too bright powered armor hero.Right now I am calling them the Sentinals.Here's American Ingenuity...American IngenuityPlayer: NPC; Member of the

Val Char Cost
15 STR 5
20 DEX 30
20 CON 20
10 BODY 0
25 INT 15
18 EGO 16
20 PRE 10
16 COM 3
6/15 PD 3
6/15 ED 2
5 SPD 20
7 REC 0
40 END 0
30 STUN 2
7" RUN02" SWIM04" LEAP0Characteristics Cost: 126
Cost Power END
67 Arsenal: Variable Power Pool (Gadget Pool), 50 base + 17 control cost, (75 Active Points); all slots OIF (OAF or OIF minimum; -1/2)
0 1) Bola Gun: Entangle 4d6, 4 DEF, Entangle And Character Both Take Damage (+1/4) (50 Active Points); OAF (-1), 4 Charges (-1) Real Cost: 17 [4]
0 2) Shock Sword: Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR), Armor Piercing (+1/2), +2 Increased STUN Multiplier (+1/2), Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (-1) Real Cost: 18 0
0 3) Bladeshooter: Killing Attack - Ranged 1d6, Armor Piercing (+1/2) (22 Active Points); OAF (-1), 10 Charges (-1/4) Real Cost: 10 [10]
0 4) Dropped Marbles: Change Environment 4" radius, -4 to DEX Rolls, Reduced Endurance (0 END; +1/2), Uncontrolled (removed by someone with appropriate powers or tools spending a Full Phase to sweep up or otherwise remove the marbles; +1/2) (48 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Range Based On STR (-1/4), Only Affects Targets Moving On The Ground (-1/4) Real Cost: 13 [1 rc]
0 5) Laser: Killing Attack - Ranged 2d6, Armor Piercing (+1/2) (45 Active Points); OAF (-1), 12 Charges (-1/4) Real Cost: 20 [12]
Costume
5 1) Audial Dampers: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
6 2) Mask Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As Hearing Group As Well As Radio Group (-1/4) 0
10 3) Micro-Lenses: Microscopic (x1,000) with Sight Group (15 Active Points); OIF (-1/2) 0
5 4) Mindshield: Mental Defense (12 points total) (8 Active Points); OIF (-1/2) 0
3 5) Nightsight Lenses: Nightvision (5 Active Points); OIF (-1/2) 0
5 6) Polarized Lenses: Sight Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
18 7) Strong Bulletproof Spandex: Armor (9 PD/9 ED) (27 Active Points); OIF (-1/2) 0
8 8) Telescopic Lenses: +8 versus Range Modifier for Sight Group (12 Active Points); OIF (-1/2) 0
3 9) Thermalsight Lenses: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
2 Physical Training : Running +1" (7" total) 1
1 Physical Training: Leaping +1" (4" forward, 2" upward) 1
15 Billy Club: Multipower, 30-point reserve, (30 Active Points); all slots OAF (-1)
1u 1) Club: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 1
1u 2) Hurled Club: Energy Blast 6d6 (30 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use any slot in Multipower until Charge is recovered; -1/2), Range Based On Strength (-1/4) [1 rc]
1u 3) Swingline: Swinging 10" (10 Active Points); OAF (-1), Lockout (cannot use any other slot in same Phase in which Swinging is used; -1/2) 1
1u 4) Hanging onto Projections: Clinging (normal STR) (10 Active Points); OAF (-1), No Movement Allowed (-1/2), Requires A STR Roll (No Active Point penalty to Skill Roll -1/4), Cannot Resist Knockback (-1/4) 0
Powers Cost: 152
Cost Martial Arts Maneuver
Two Fisted Inventor
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm
4 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs
3 4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on
4 5) Punch/Low Kick: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
5 6) Side Kick/Roundhouse: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike
Martial Arts Cost: 24
Cost Skill
16 +2 with All Combat
9 Power: Gadgetry Pool Modification 17-
3 Breakfall 13-
3 Climbing 13-
3 Combat Driving 13-
3 Combat Piloting 13-
3 Computer Programming 14-
3 Cryptography 14-
3 Deduction 14-
3 Demolitions 14-
3 Electronics 14-
3 High Society 13-
3 Inventor 14-
3 KS: The Scientific Community 14-
3 KS: The Technological World 14-
3 KS: US History 14-
3 Mechanics 14-
4 Navigation (Air, Land, Marine) 14-
3 Oratory 13-
3 Paramedics 14-
3 Persuasion 13-
3 SS: Chemistry 14-
3 SS: Physics 14-
3 Security Systems 14-
3 Systems Operation 14-
3 Tactics 14-
3 Teamwork 13-
9 Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged) 14-
Skills Cost: 110
Cost Perk
9 Contact: PRIMUS (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-
5 Computer Link: PRIMUS Database
5 Money: Well Off
6 Reputation: Patriotic Superhero (A large group) 14-, +2/+2d6
25 Vehicles & Bases (Workshop)
30 Vehicles & Bases(Suped up Sportscar)
Perks Cost: 80
Cost Talent
3 Absolute Range Sense
3 Absolute Time Sense
3 Bump Of Direction
6 Combat Luck (3 PD/3 ED)
15 Combat Sense 14-
5 Eidetic Memory
3 Lightning Calculator
3 Lightning Reflexes: +2 DEX to act first with All Actions
3 Lightsleep
4 Speed Reading (x10)
Talents Cost: 48
Val Disadvantages
10 DNPC: James Parkinson (Baby Brother) 8- (Incompetent; Useful Noncombat Position or Skills)
20 Hunted: ARGENT 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: The Warlord 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Super Patroit (Common, Strong)
20 Psychological Limitation: Code Vs Killing (Common, Total)
15 Psychological Limitation: Can't resist tinkering with technology (Common, Strong)
10 Psychological Limitation: Socially inept (Common, Moderate)
15 Social Limitation: Secret Identity (Frequently, Major)
5 Rivalry: Professional (Nighthawk; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
Disadvantage Points: 150

Base Points: 200Experience Required: 190Total Experience Available: 190Experience Unspent: 0Total Character Cost: 540

Height: 1.86 m Hair: Blonde
Weight: 91.00 kg Eyes: Blue
Appearance: A handsome gentleman with short blonde hair and blue eyes. He wears dark blue, armored coveralls, with white gadget belts, white stars on his chest, shoulders, and back. His boots, gloves, and cowl are red.Personality: Brian has always been an American Patriot. He worshiped the various patriotic heroes as a child and attempts to honor them in his career. His mind now operates at a much higher level, but he is still the same humble mechanic's son he always was. He and his brother, James, talk often. James, a certifiable genius himself, understands Brian better than anyone else. He idolizes his brother and one day wants to join him in his superheroic activities.Quote:"Necessity is the mother of invention."Background: Brian Parkinson was a despondant army washout living with his parents and his genius little brother when an aquaintance offered him the chance of a lifetime. One of his high school buddies had graduated from the university and went to work for Crucible Industries. Brian became a candidate for their latest "supersoldier" program. Operation Aggememnon hoped to unlock the subjects brain and allow for greater use of its functions, thereby increasing their ability to react in combat. The fifteen volunteers (Brian included) were subjected to the biochemical tratemenst and watched. Ten of the volunteers immediately took ill. They were rushed to CI's medical facilities and the experiment was halted for them. The remaining five were kept under medical supervision. The process was continued and the five "finalists" were monitored for change. Brian, who had been unable to pass the battery of tests for Ranger training, soon found that all the things he had been taught as a child were coming back to him. With a vengance. As the program finished the top officers of CI were unimpressed with the effects. The five volunteers were thanked for their time, paid their promised wages and left to live their lives. (CI watched them for about a year). By the time Brian had fallen off the radar of his benifactors, he had undergone a complete mental transformation. Once having been something of a lunkhead, often oblivious to the world around him and possessing of minor learnind deficiencies; he was now working with his father in the shop the family owned, developing unique and original answers to the various automotive problems they encountered. He and his baby brother, James, now spend time designing vehicles and gadgets in thier spare time. Brian also found that the process had also achieved its primary goal; he was more agile, graceful, and capable of reacting to situations like a finely honed combat veteran. Taking the cue from the comicbook heroes of his childhood, he adopted the "golden age" identity of American Ingenuity. In the three years since he has encountered the other five successful subjects. Each has gone on to a costumed hero career, each having differing abilities despite going through the same process. They keep in touch.Powers/Tactics: A brilliant if untrained inventor. American Ingenuity's abilities allow him to analyze and formulate leaps of logic that defy most scientific standards. He is a deeply intuitive inventor and fighter. Generally keeps a bunch of gadgets around as well as his costume and billy club.Campaign Use: A slightly different take on the gadgeteer. If he's too tough, drop his VPP to 45 or even 30 pts. If he's wanting in the combat arena, increase it to 60pts, add a few DC's.
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