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Hero A Day...Sorta...


Enforcer84

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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.

 

Right now I am calling them the Sentinals.

Is that Sentinals or SentinEls? :winkgrin: This sounds like it is going to be a fun group. I'm looking forward to checking them out.

 

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Wednesday 04/21/2004Bah. Spelling.Okay here comes number 2...Night FirePlayer: NPC; Member of the Sentinals

Val Char Cost
15 STR 5
26 DEX 48
20 CON 20
15 BODY 10
23 INT 13
16 EGO 12
23 PRE 13
18 COM 4
8/18 PD 5
6/16 ED 2
6 SPD 24
7 REC 0
40 END 0
35 STUN 2
9" RUN02" SWIM06" LEAP0Characteristics Cost: 158
Cost Power END
75 Pyrokinetic Powers: Multipower, 75-point reserve
6u 1) Extinguish Fire: Dispel Fire Powers 16d6, One At A Time (+1/4) (60 Active Points) 6
5u 2) Fire Blast: Energy Blast 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2
6u 3) Fire Mastery: Suppress Fire Powers 4d6, All Powers Simultaneously (+2) (60 Active Points) 6
6u 4) Fireball: Energy Blast 8d6, Explosion (+1/2) (60 Active Points) 6
1u 5) Fist of Flame: HA +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) 2
4u 6) Intense Flames: RKA 3d6 (45 Active Points) 4
1u 7) Kindle Fire: Killing Attack - Ranged 1 point, Sticky (Only Affects Flammables; +1/4), Indirect (Any origin, always fired away from attacker; +1/2), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Continuous (+1) (19 Active Points); Limited Range (20") (-1/4) 0
2u 8) Pyrokinesis: Telekinesis (30 STR) (45 Active Points); Only Works On Fire (-1) 4
5u 9) Summer's Touch: Drain Ice/Cold Powers 4d6, One Power At A Time (+1/4) (50 Active Points) 5
6u 10) Wall Of Fire: (Total: 74 Active Cost, 58 Real Cost) Force Wall (10 ED), Transparent PD (+1/2) (37 Active Points) (Real Cost: 37) plus Killing Attack - Ranged 1d6, Damage Shield (+1/2), Continuous (+1) (37 Active Points); Linked (Force Wall; -1/2), No Knockback (-1/4) (Real Cost: 21) 8
2 Acute vision: +1 PER with Sight Group 0
3 Athletic: Leaping +3" (6" forward, 3" upward) 1
6 Athletic: Running +3" (9" total) 1
20 Combat Vest: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2) 0
10 Eyes Of Fire: Sight Group Flash Defense (12 points) (12 Active Points); Only Versus Flashed Based On Light (-1/4) 0
4 Fiery Warmth: Life Support (Safe in Intense Cold; Safe in Intense Heat) 0
40 Fire Immunity: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Limited Type Of Attack Fire (-1/2) 0
6 Left Bracer/Mask Radio: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-1/2) 0
10 Right Bracer (Linegun): Swinging 15" (15 Active Points); OIF (-1/2) 1
5 Thermal Vision: Infrared Perception (Sight Group) 0
Powers Cost: 223
Cost Martial Arts Maneuver
Karate & Aikijutsu Hybrid
12 1) +3 HTH Damage Class(es)
4 2) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 3 1/2d6 NND
4 3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll
4 5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 6) Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs
4 7) Extend Ki: 1/2 Phase, +0 OCV, +0 DCV, 45 STR to resist Shove; Block, Abort
3 8) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on
5 9) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1 1/2d6 , Disable
4 10) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2 1/2d6 NND ; Target Falls
4 11) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6
3 12) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls
4 13) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
5 14) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
3 15) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 6d6 Strike; Target Falls
3 16) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls
1 17) Weapon Element: Karate Weapons
1 18) Weapon Element: Staffs
Martial Arts Cost: 72
Cost Skill
10 +1 Overall
6 +2 with Martial Maneuvers
3 Acrobatics 14-
3 Breakfall 14-
2 CK: Millennium City 11-
3 Climbing 14-
3 Computer Programming 14-
3 Contortionist 14-
3 Criminology 14-
3 Demolitions 14-
3 Electronics 14-
3 Interrogation 14-
3 Lockpicking 14-
3 Power: Flame Tricks Skill 14-
3 Scholar
1 1) KS: Espionage World (2 Active Points) 11-
1 2) KS: Military/Mercenary/Terrorist World 8-
1 3) KS: Millennium City Underworld (2 Active Points) 11-
1 4) KS: Superhuman World (2 Active Points) 11-
1 5) KS: The Criminal World (2 Active Points) 11-
3 Security Systems 14-
3 Stealth 14-
3 Streetwise 14-
3 Systems Operation 14-
3 Teamwork 14-
Skills Cost: 74
Cost Perk
3 Money: Well Off
10 Vehicles & Bases(Safehouse)
Perks Cost: 13
Val Disadvantages
10 Distinctive Features: Mutants (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
15 Enraged: if innocents harmed (Uncommon), go 11-, recover 11-
20 Hunted: VIPER 8- (Occasionally), More Powerful, NCI, Capture
15 Hunted: Viberon 11- (Frequently), As Powerful, Harshly Punish
15 Hunted: organized crime boss of the week 8- (Occasionally), As Powerful, NCI, Capture/Kill
20 Psychological Limitation: Code vs Killing Very Common, Strong
15 Psychological Limitation: Hatred of Crime and Criminals (Common, Strong)
15 Psychological Limitation: Protective of innocents (Common, Strong)
10 Reputation: reckless vigilante, Frequently (11-)
15 Social Limitation: Secret ID Frequently (11-), Major
Disadvantage Points: 150

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

Height: 1.78 m Hair: Red
Weight: 59.00 kg Eyes: Brown
Appearance: Night Fire wears a black body suit with a black leather jacket over it. Her mask leaves her hair, chin, and mouth free. The jacket has a ring of flames around a black circle on the back. She wears gray belts, gloves, and combat boots.Personality: Night Fire is not quite as grim or violent as some crime fighters with a similar background. More idealistic than most, she uses her powers rather sparingly, preferring the less lethal martial arts maneuvers. Against superhuman foes she breaks out the fire.Quote:"Hide in the shadows all you like, I am the light of justice and you don't stand a chance."Background: When Alice Lawson's mutant powers first appered, she was in a school play. Spontaneously combusting a bush from the set, she caused quite a stir. Her school sent her home. It wasn't for another year that things really got bad. One evening their house was invaded by severel heavily armed men. Demanding that they hand their daughter over, the Lawson's fought back. Mr. Lawson was shot as he rushed the intruders. Alice and her mother ran from the house. They made it to the car but her mother was hit as they drove off. Keeping herself conscious long enough to get Alice to a neighbor's house and call the police, Mrs. Lawson collapsed. She died in the hospital.

Alice was sent to live with her mother's younger brother. Jason Penbrook, a confirmed bachelor, suddenly found himself the father of a stern young girl with precious little joy in her eyes. Surprisingly, Jason rose to the occassion and when Alice graduated high school, she had overcome her grief and managed to live a normal childhood. But she never forgot.

When Alice turned 18, she finally was in control of her inheritance. Jason had invested it for her and had turned into a rather brilliant financial planner.

When Alice went into Criminology, as a college student, Jason worried. He knew about her mutant abilities and worried that she might turn into one of those killer vigilantes he had heard about. Alice had begun training intensely, studying martial arts and other athletic persuits. She confided in her uncle about her plans and although he was against them he told her he would help her however he could. Jason still manages her money and looks after the financial needs of a young crime fighter. After a few years of fighting crime solo, she joined the neophyte Sentinals.

Powers/Tactics: A mutant with the ability to control fire and flame, Night Fire still prefers to get up close and personal, using her martial arts skills. This allows her to cut loose without fear of hurting them permenantly.Campaign Use: If she's too tough, drop her MP to 45 pots and her DC's to 2. If you want her tougher, increase her DEX and CSLs.
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Thursday 04/22/04NemesisPlayer: NPC; Member of the Sentinals

Val Char Cost
60 STR 50
20 DEX 30
30 CON 40
15 BODY 10
18 INT 8
11 EGO 2
20 PRE 10
20 COM 5
30 PD 18
20 ED 14
5 SPD 20
20 REC 4
60 END 0
60 STUN 0
12" RUN02" SWIM048" LEAP0Characteristics Cost: 211
Cost Power END
13 Bracing: Knockback Resistance -10" (20 Active Points); Costs Endurance (-1/2) 2
38 Demigoddess Form: LS (Extended Breathing: 1 END per 20 Minutes; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0
22 Distance Punch: Double Knockback on up to 60 STR (45 Active Points); Requires A Strength Tricks Skill Roll (-1/2), Increased Endurance Cost (2x END; -1/2) 8
27 Flick Of Unconsciousness: Energy Blast 6d6, No Normal Defense (Lack Of Weakness on Defenses covering head, or any innate rPD protecting the head; +1) (60 Active Points); No Range (-1/2), Requires A Strength Tricks Roll (-1/2), Side Effects (-1/4) 6
20 Shockwave: Explosion on up to 60 STR, Hole In The Middle (45 Active Points); Extra Time (Full Phase, -1/2), Requires A Strength Skill Roll (-1/2), Only affects Targets On The Ground (-1/4) 4
28 Super-Leaping: Multipower, 28-point reserve
3u 1) Basic Leaping: Leaping +28" (48" forward, 24" upward) (28 Active Points) 3
1u 2) MegaLeaping: Leaping +8" (48" forward, 24" upward), Megascale (1" = 1 km; +1/4) (13 Active Points) 1
12 Super-Strong Legs: Running +6" (12" total) 1
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
25 Supertough Skin: Damage Resistance (30 PD/20 ED) 0
Powers Cost: 209
Cost Skill
20 +4 with HTH Combat
3 Power: Strength Skill 13-
2 CK: New Orleans 11-
3 Conversation 13-
3 High Society 13-
3 KS: Greek Mythology & Lore 13-
3 KS: Legends And Lore 13-
0 Language: English (Idiomatic, native accent; Native Language)
3 Language: German (completely fluent)
3 Language: Greek (completely fluent)
2 PS: Sculpting 11-
3 Stealth 13-
3 Teamwork 13-
Skills Cost: 51
Cost Perk
6 Contact: The Trismegistus Council, Organization Contact (x3) (6 Active Points) 11-
5 Vehicles & Bases: Base Contribution
Perks Cost: 11
Cost Talent
3 Lightsleep
22 Danger Sense (self only, out of combat, Function as a Sense) 13-
Talents Cost: 25
Val Disadvantages
10 Dependent NPC: Knox (Her MicroDragon Pet) 8- (Infrequently), Normal
10 Distinctive Features: Supernatural Being Not Concealable, Always Noticed, Detectable Only By Unusual Senses
20 Hunted: Circle Of The Scarlet Moon 8- (Occasionally), More Powerful, NCI, Capture
20 Hunted: DEMON 8- (Occasionally), More Powerful, NCI, Capture
15 Hunted: Dark Seraph 8- (Occasionally) (Mo Pow, Kill)
5 Hunted: Trismegistus Council 8- (As Pow, NCI, Watching)
20 Psychological Limitation: Code Versus Killing Common, Total
10 Psychological Limitation: In love with American Ingenuity (unrequited) (Uncommon, Strong)
15 Psychological Limitation: Underconfident; Afflicted With Self-Doubt Common, Strong
15 Social Limitation: Secret ID Frequently (11-), Major
10 Vulnerability: 2 x STUN Magic Based Mental Attacks (Uncommon)
Disadvantage Points: 150

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

Height: 1.98 m Hair: Black
Weight: 99.00 kg Eyes: Blue
Appearance: Tall and comic book beautiful, Nemesis actually looks kinda silly attempting to fade into the background, but she's so used to it that she can seemingly disappear in a crowd. She has long, wavy black hair, blue eyes and a form fitting white costume with a golden belt. The belt has an oversized "N" on the buckle. The tube top has no decoration at all. She wears a golden tiara, arm bands and bracers as well.Personality: Kind-hearted and compassionate, Nemesis is an earnest and willing heroine. Still, she is a shy and self-conscious girl. She worries that she will accidently cause great harm to some of her normal foes, and fears that most superhumans are, like her fellow Olympians, way out of her league. These feelings of inadequacy have slowly began to wane and are not as prevalent as they once were.Quote:"I will never give up."Background: Leanne VanDerwahl is the daughter of Max Vanderwahl, the former German superbeing Maxim and his beloved, the greek "goddess" Nike, who fought crime together as members of UNITY in the 70's . They retired to mount Olympus when it was revealed that Nike was indeed who she claimed to be. Maxim has been granted a vastly extended lifespan by Zues's will and their daughter, raised in olympus, gained their powers. Though she is a physical dynamo on Earth, Leanne was often felt overwehlemed on her native olympus. She was a sensitive young girl and while her father sympathized, her mother (victory at any cost) was often harsh with criticism. Leanne didn't come into her own physically until she was 21. A late bloomer indeed. She was sent to live with her father's older sister in America when she and her mother could no longer be around each other without an argument breaking out. On Earth, Leanne realized that her abilities truely put her in a class by herself. Taking a rather embarassing costume and naming herself after one of the goddesses who treated her kindly, Leanne became Nemesis.Powers/Tactics: A brick with a few tricks up her sleeve. Nemesis is a physical dynamo and quite skilled in combat. Her brick tricks require her Strength Skills because she tends to panic in combat.Campaign Use: A brick with a differing personality than most. IF she's too tough scale back her brick tricks to none. If she's in need of toughness, raise her STR Tricks skill to better represent her confidence.
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Friday 04/23/2004my combative Mentalist:Soul WarriorPlayer: NPC; Member of the Sentinels

Val Char Cost
20/45 STR 10
23 DEX 39
20 CON 20
20 BODY 20
18 INT 8
23 EGO 26
20 PRE 10
14 COM 2
8/39 PD 4
8/34 ED 4
5 SPD 17
8 REC 0
40 END 0
40 STUN 0
6" RUN02" SWIM04"/9" LEAP0Characteristics Cost: 160
Cost Power END
90 Psionic Assault Skills: Multipower, 90-point reserve
6u 1) Area Telekinesis I: Telekinesis (20 STR), Area Of Effect (3" Radius; +1) (60 Active Points) 6
5u 2) Group Hallucination: Sight, Hearing, Touch, Smell/Taste, Radio and Mental Groups Images x4" Radius (+1/2), +/-3 to PER Roll (66 Active Points); Only Perceived By Persons Originally In Affected Area (-1/4) 7
6u 3) Lockdown: Entangle 3d6, 3 DEF, Continuous (+1) (60 Active Points) 6
6u 4) Mental Control: Mind Control 12d6 (60 Active Points) 6
4u 5) Mental Paralysis: Entangle 3d6, 3 DEF, Takes No Damage From Attacks Physical Attacks (+1/4), Works Against EGO, Not STR (+1/4), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1) (75 Active Points); Mental Defense Adds To EGO (-1/2), Cannot Form Barriers (-1/4) 7
9u 6) Mental Scanning: Mind Scan 16d6, +5 ECV (90 Active Points) 9
2u 7) Mental Shadow: Darkness to Mental Group 4" radius, Personal Immunity (+1/4) (25 Active Points) 2
3u 8) Mind Lance: Ego Attack 4d6 (40 Active Points); Visible (-1/4) 4
4u 9) Psychic Vampirism: Transfer 3d6 (target's EGO to character's EGO), Ranged (+1/2) (67 Active Points); Requires An EGO Roll (-1/2) 7
7u 10) Strong Telekinesis: Telekinesis (40 STR), Fine Manipulation (70 Active Points) 7
5u 11) Telekinesis: Telekinesis (30 STR), Fine Manipulation (55 Active Points) 5
3u 12) Telekinetic Blade: Killing Attack - Hand-To-Hand 2d6 (3d6+1 / 4d6 w/STR) (30 Active Points) 3
9u 13) Telepathy: Telepathy 18d6 (90 Active Points) 9
5u 14) Unclear Thoughts: Change Environment 16" radius, -4 INT Roll and all INT, Personal Immunity (+1/4) (46 Active Points) 5
3m 15) Telekinetic Exoskeleton: +25 STR (25 Active Points); No Figured Characteristics (-1/2) 2
12 Psionic Disciplines: Elemental Control, 24-point powers
38 1) Psionic Defense Reflex: Ego Attack 2d6, Damage Shield (+1/2), Continuous (+1) (50 Active Points) 5
6 2) Psychic Translator (Tiring): Universal Translator 18- (25 Active Points); Must Involve Minds (-1/2), Costs Endurance (-1/2) 2
12 3) Telekinetic Flight: Flight 12" (24 Active Points) 2
33 4) Telekinetic Shield: Force Field (25 PD/20 ED) (45 Active Points) 4
Psionic Defenses
10 1) Aura Vision: Detect Aura 13- (Unusual Group), Discriminatory 0
15 2) Combat Awareness: Combat Sense 13-
13 3) Mental Bastion: Power Defense (20 points) (20 Active Points); Only Works Against Limited Type Of Attack attacks versus, or involving mental/psionic powers (-1/2) 0
20 4) Mind Shield: Mental Defense (25 points total) 0
10 Piece Mail: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2), Full Coverage Helmet, Long Jacket with Gauntlets, High Boots (Protects Locations 3-5, 7-14, 16-18; -1/4) 0
Powers Cost: 336
Cost Martial Arts Maneuver
Gladiator Training
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Charge: 1/2 Phase, +0 OCV, -2 DCV, 6d6 / 11d6 +v/5 Strike, FMove
4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR / 55 STR to Disarm
4 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 35 STR / 60 STR vs. Grabs
5 5) Fierce Strike/Kick: 1/2 Phase, -2 OCV, +1 DCV, 8d6 / 13d6 Strike
5 6) Jab/Low Kick: 1/2 Phase, +1 OCV, +3 DCV, 4d6 / 9d6 Strike
3 7) Joint Lock: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR / 55 STR for holding on
3 8) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 5d6 / 10d6 Strike, Target Falls
4 9) Testing Strike (Punch): 1/2 Phase, +0 OCV, +2 DCV, 6d6 / 11d6 Strike
Martial Arts Cost: 36
Cost Skill
10 +2 with HTH Combat
25 +5 with Mental Combat
3 Analyze: Combat 13-
3 Breakfall 14-
3 Climbing 14-
3 Defense Maneuver I
2 KS: Gladiator Games 11-
2 KS: The Military/Mercenary/Terrorist World 11-
2 KS: The Superhuman World 11-
3 Language: English (idiomatic) (4 Active Points)
5 Language: French (idiomatic) (4 Active Points)
0 Language: Variant French (idiomatic) (4 Active Points)
3 Navigation (Air, Land) 13-
3 Paramedics 13-
3 Shadowing 13-
3 Stealth 14-
3 Streetwise 13-
2 Survival (Urban) 13-
3 Tactics 13-
3 Teamwork 14-
4 WF: Common Melee Weapons, Common Missile Weapons
Skills Cost: 88
Cost Perk
3 Fringe Benefit: Membership: The Sentinels
3 Anonymity: No record prior to July 12, 2003
Perks Cost: 6
Cost Talent
6 Combat Luck (3 PD/3 ED)
3 Absolute Range Sense
6 Lightning Reflexes: +4 DEX to act first with All Actions
Talents Cost: 15
Val Disadvantages
10 DNPC: Rachelle DuMont 8- (Normal)
5 Distinctive Features: Not from around here are you? (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10 Enraged: When friends downed (Common), go 8-, recover 14-
20 Hunted: Istvana V'han 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: Menton 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: PSI 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Loves Combat (Common, Strong)
20 Psychological Limitation: Overconfident (Very Common, Strong)
10 Psychological Limitation: Proud of his warrior heritage (Common, Moderate)
10 Vulnerability: 1 1/2 x STUN Poisons/Toxins (Common)
10 Vulnerability: 1 1/2 x Effect Poisons/Toxins (Common)
Disadvantage Points: 150

Base Points: 200Experience Required: 291Total Experience Available: 291Experience Unspent: 0Total Character Cost: 641

Height: 1.88 m Hair: Black
Weight: 94.00 kg Eyes: Brown
Appearance: Tall and well built. He looks something like a cross between a martial artist and a warrior hero from fantasy novels. Wearing golden plate armor over his upper torso, wrists, thighs, and feet, a short purple cape and a golden head band to keep his long hair out of his eyes. When not in uniform he dresses in comfortable, casual clothes and has a habit of wearing muscle shirts.

Personality: Jaques is a warrior and full of bravado. He still wants to kill Empress Ishtanna V'han; but he since her last appearance was almost a year ago, she's fallen from his radar. He enjoys being a superhero and battling supervillains. He is awed my Menton and wishes to face the powerful mentalist in one on one combat. This is beginning to border on obsession and it won't bode well for Soul Warrior when he does meet his "rival"Quote:"Well come on then, taste the might of the Soul Warrior."Background: In the countless dimensions owned by the conquerer, Isthana V'Han, lies a battle rage earth realm. The remaining warriors, men and women given psionic powers by Albert Zerstoiten and Dr. Poe in a last ditch effort to replentish the superbeings who perished by the thousands keeping the world safe, were turned into slaves. Their descendants destroyed the entire dimension in an attempt to rid the multiverse of the Empress. Taking a few years to lick her wounds from the 'set back', Isthana turned to her "souveniers" from that lost Earth; a few psionic warriors who swore loyalty to her in order to spare their lives. These warriors were transformed into gladiators, killing themselves for her pleasure. She made sure to breed them with even more loyal psis to create a stronger cadre of warrior. The Gladiator sport was popular among her regents. Jacques DuPree was a fifth generation gladiator. He had watched his father and mother die when they no longer had the strength or speed to compete. Jaques was a skilled warrior and he impressed the regent. When word came through that the Empress herself, would be attending the next Arena celebration, Jaques was prepped for battle. Jaques, however had a better idea. He was going to kill the Empress and free countles civilizations. The fact that he had no hope of surviving the attack meant nothing to him if he succeeded.

When the day came he won the tourney and was presented to the Empress and her Regent. Seconds before he threw his life away in a foolish gambit, he overheard the Empress complain that a dimension had actually resisted her. On two occasions yet. The Empress of a Million Dimensions set back? Jaques wanted desperately to see this world. He approached confidently and begged the Empress to let him accompany her on her next foray into this Earth Realm. His bravado apparently impressed her and she had him transferred to her palace. Jaques played it cool. He had never lived in such luxury! It was easy to avoid the Empress and mainatin the facade of loyalty. When she next attempted to conquer Champions Earth, Jaques simply dissappeared. He found himself in Millennium City, contacting the Champions, he told them his story. They helped him establish his own identity here on Earth - C; he eventually left Millenium City and found himself in New York (Where his mother's family had been from). He joined the Sentinels shortly after his arrival.

Powers/Tactics: A mentalist with impressively potent abilities, he has honed his psionic mastery for battle. He's abit of a show off. He likes to fight hand to hand if possible; using either his TK Sword and/or his Exoskeleton and his martial arts. He backs off and uses his mental abilities if the situation calls for it. He has become a decent teammate working with his fellows to take their foes out quickly and efficiently Campaign Use: Bad ass Mentalist. He act's like a Gladiator. If he's too bad ass for you, drop his Multipower to 60 pts. If you want to make him tougher up it to 120 pts.
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Saturday 04/24/2004my attempt at a tech geek martial artist.Virtual DragonPlayer: NPC; Member of the Sentinels

Val Char Cost
20 STR 10
27 DEX 51
30 CON 40
12 BODY 4
23 INT 13
18 EGO 16
20 PRE 10
12 COM 1
12/20 PD 8
12/20 ED 6
6 SPD 23
11 REC 2
60 END 0
42 STUN 5
13" RUN02" SWIM024" LEAP0Characteristics Cost: 189
Cost Power END
45 Disciple of the Virtual Dragon: Variable Power Pool (Martial Arts Special Maneuvers), 30 base + 15 control cost, (45 Active Points)
0 1) Instant Change: Cosmetic Transform 2d6 (into and out of Superhero costume) (10 Active Points); Limited Target (Clothes) Limited (-1/2) Real Cost: 7 1
0 2) Paralyzing Strike of the Copper Cobra: Entangle 2d6, 2 DEF, Takes No Damage From Attacks Limited Group (+1/4) (25 Active Points); No Range (-1/2), Cannot Form Barriers (-1/4) Real Cost: 14 2
0 3) Shiney Dragon Strike!: HA +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), Extra Time (Delayed Phase, Character May Take No Other Actions, -1/2) Real Cost: 15 3
0 4) Thunder Dragon Lightning Strike: HKA 2d6 (30 Active Points); No STR Bonus (-1/2), Restrainable (-1/2) Real Cost: 15 3
14 Fleet of Feet: Running +7" (13" total) 1
15 I am of a single thought, a million minds: Mental Defense (19 points total) 0
20 Parry Anything: Missile Deflection (Any Ranged Attack) 0
19 Virtual Dragon Skin: Armor (8 PD/8 ED) (24 Active Points); Visible (-1/4) 0
6 Virtual Immortality: LS (Extended Breathing: 1 END per Minute; Safe in Intense Cold; Safe in Intense Heat) 0
25 Wuxia Cloud Leaping: Leaping +20" (24" forward, 12" upward) (Accurate) 2
Powers Cost: 144
Cost Martial Arts Maneuver
Thunder Dragon Kung Fu
8 1) +2 HTH Damage Class(es)
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Crescent Kick: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll
3 4) Grab: 1/2 Phase, +0 OCV, -1 DCV, Grab One Limb, 20 STR for holding on
5 5) Kree Strike: 1/2 Phase, +2 OCV, +1 DCV, 4d6 Strike
3 6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls
5 7) Roundhouse Kick/Axe Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
4 8) Snap Kick/Punch/Elbow Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
1 9) Weapon Element: Axes, Maces, and Picks
1 10) Weapon Element: Blades
1 11) Weapon Element: Chain Weapons
1 12) Weapon Element: Clubs
1 13) Weapon Element: Hook Sword
1 14) Weapon Element: Polearms
1 15) Weapon Element: Staffs
1 16) Weapon Element: Three-Section Staff
1 17) Weapon Element: Whips
1 18) Weapon Element: Wind and Fire Wheels
Martial Arts Cost: 46
Cost Skill
21 +7 with Kung Fu
3 Acrobatics 14-
3 Analyze: Style 14-
3 Breakfall 14-
3 Climbing 14-
3 Computer Programming 14-
3 Contortionist 14-
5 Defense Maneuver I-II
3 Electronics 14-
3 Inventor 14-
1 Language: Assembler (basic conversation)
1 Language: Basic (basic conversation)
1 Language: C++ (basic conversation)
1 Language: JAVA (basic conversation)
1 Language: RPG (basic conversation)
3 Lockpicking 14-
3 Mechanics 14-
3 Paramedics 14-
3 SS: Anatomy 14-
3 SS: Thunder Dragon Kung Fu 14-
3 Scholar
2 1) KS: Chinese Philosophy (3 Active Points) 14-
2 2) KS: Computer Databases (3 Active Points) 14-
2 3) KS: Computer Network Administration (3 Active Points) 14-
2 4) KS: Computer Security (3 Active Points) 14-
2 5) KS: Technology World (3 Active Points) 14-
2 6) KS: The Martial World (3 Active Points) 14-
2 7) KS: The Superhuman World (3 Active Points) 14-
2 8) KS: Thunder Dragon Kung Fu (3 Active Points) 14-
2 9) KS: Virtual Reality (3 Active Points) 14-
3 Security Systems 14-
3 Shadowing 14-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 13-
3 Systems Operation 14-
2 WF: Common Martial Arts Melee Weapons
2 WF: Common Melee Weapons
1 WF: Hook Sword
1 WF: Off Hand
1 WF: Three-Section Staff
1 WF: Wind and Fire Wheels
Skills Cost: 117
Cost Perk
3 Fringe Benefit: Membership: The Sentinels
Perks Cost: 3
Cost Talent
3 Bump Of Direction
6 Combat Luck (3 PD/3 ED)
Talents Cost: 9
Val Disadvantages
10 Distinctive Features: Martial Arts Style (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
20 Hunted: ARGENT 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: Green Dragon 8- (As Pow, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Curious and Enthralled by Technology (Common, Strong)
15 Psychological Limitation: Geek. Humor and observations a bit askew of the norm. Has trouble in social situations (Very Common, Moderate)
5 Psychological Limitation: Has a crush on Nemesis (Uncommon, Moderate)
20 Psychological Limitation: Lives by the "Code" (Common, Total)
10 Reputation: Hot shot hero, 11-
5 Rivalry: Professional (Nighthawk; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)
5 Vulnerability: 1 1/2 x STUN 'True' Thunder Dragon Kung Fu (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 158Total Experience Available: 158Experience Unspent: 0Total Character Cost: 508

Height: 1.75 m Hair: Brown
Weight: 75.00 kg Eyes: Blue
Appearance: Keith is better looking than he thinks he is, he has an athletic build, strong features and a rather intense stare. His eyes are blue and his hair is brown. He is clean shaven, when he acts as Virtual Dragon he summons a costume that appears to be a a black silk kung fu uniform with a golden sash, golden full contact armor on his hands, golden combat boots on his feet, He wears a golden mask that covers the top of his head, but leaves his mouth and nose uncovored. The back of the costume is adorned with a golden dragon outline. He glows with a soft golden light when his "armor" is active.Personality: Keith is barely treading water here. He has had his world view pretty much shattered in the last few years. He suspects Sifu Chen used magic fused with technology to transform him from an overweight non-athlete to a superhuman. He has faced off against things he didn't think existed, battled along side costumed heroes and even met the woman of his dreams. Its been a roller coaster ride and he is still unsure that he has what it takes to defend the world from the Death Dragon. He tries to hide this behind bravado and what he hopes is zen sounding quotes and sound bites. Quote:"Enter the clutches of the Dragon, but don't let your defeat get you down."Background: Keith Lee was a computer programmer and hopless geek. He had always been a fan of martial arts. He loved movies, anime, comics, video games, and rpgs about martial arts. He had studied Karate for almost six months once too. His obsession with the fantastic world of oriental mystecism is what drew him to a MMORPG called Dragons of Thunder. It was there that he got encounterd Sifu Chen. Sifu Chen told Keith that he had a destiny beyond the game. A warrior would be needed in the real world. One that would face the Death Dragon. Keith was that warrior. Although he had his doubts, Keith followed Sifu Chen's directions and found himself in a warehouse with a single chair and VR helmet. The monitors surrounding the chair were blank. Keith, curious beyond measure, put the helmet on. Instantly, the world changed and he stood face to face with an older, sterner man, the man announced himself as Sifu Chen and launched into an attack on Keith. Amazingly, Keith managed to parry or dodge the strikes, he backed away as the older man approached. "The Death Dragon comes!" He shouted, "You are one of the warriors of fate! You have are one of the five warriors with the greatest chance to defeat the dragon!"

"What are you talking about?" Keith shouted back, despite his seeming skill at defense he was afraid for his life.

"We haven't much time." Sifu Chen stopped his assault as suddenly as he had started it.

 

Keith spent the next four years training. It was an intense ordeal, yet as far as he knew all he was doing was sitting in a chair with a VR helmet on. His body slowly became a weapon, his skills improved every day and soon he was able to access "Power ups" as he called them, abilities to counter the special attacks of Sifu Chen. How the virtual training was allowing him to fight in the real world he had know idea, but it was happening. Summoning a costume one afternoon, Keith began his career as the Virtual Dragon, video game martial artist extrordinaire. He joined the Sentinels just a few months ago.

Powers/Tactics: Even without his "Special Abilities" pool, Keith is a potent martial artist. He is skilled in the Thunder Dragon Kung Fu style developed by monks in China hundreds of years ago. Due to the neccessary speed in which he was trained, his grasp of the art is imperfect. If he encounters a true master of the style he will be in a bit of trouble. He often uses his SA pool for "finishing" strikes.Campaign Use: A top tier athlete and martial artist. He is a bit tougher than normal for a martial artist, if you want to tone him down make his "Virtual Dragon Skin" power damage resistance rather than armor. You can drop his Special Abilities pool as well but this really takes away from the character. If you want to make him tougher? Increase the pool.
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Sunday 04/25/2004SteelheartPlayer: NPC; Member of the Sentinels

Val Char Cost
11/45 STR 1
12/29 DEX 6
13/33 CON 6
10 BODY 0
10 INT 0
15 EGO 10
15 PRE 5
16 COM 3
3/24 PD 1
3/28 ED 0
2/5 SPD 0
5 REC 0
26 END 0
23 STUN 0
6" RUN02" SWIM02"/8 1/2" LEAP0Characteristics Cost: 32
Cost Power END
41 Powered Armor Weapons Systems: Multipower, 62-point reserve, (62 Active Points); all slots OIF (-1/2)
4u 1) High-Energy Force Shield: Force Wall (8 PD/8 ED; 5" long and 2" tall), Hardened (+1/4) (62 Active Points); OIF (-1/2) 6
1u 2) Magna-Gauntlets: Telekinesis (10 STR) (15 Active Points); OIF (-1/2), Only Works On Ferrous Metals (-1/2), Affects Whole Object (-1/4) 1
4u 3) Powered Armor Gauntlet Concussor Beam: Energy Blast 7d6, Double Knockback (+3/4) (61 Active Points); OIF (-1/2) 6
4u 4) Powered Armor Vari-Beam Projector: Energy Blast 8d6, Variable Special Effects (Any SFX; +1/2) (60 Active Points); OIF (-1/2) 6
1u 5) Spotlight: Sight Group Images Increased Size (2" radius; 4" Cone; +1/4), +4 to PER Rolls (27 Active Points); Only To Create Light (-1), OIF (-1/2), Limited Range (30"; -1/4) 3
4u 6) Wide-Beam Pulson Blaster: Energy Blast 8d6, Area Of Effect (One Hex; +1/2) (60 Active Points); OIF (-1/2) 6
Armor Augmentation
27 1) Battery : Endurance Reserve (200 END, 20 REC) (40 Active Points); OIF (-1/2) 0
33 2) Boot Jets : Flight 20", No Turn Mode (+1/4) (50 Active Points); OIF (-1/2) 5
13 3) Powered Armor Fingertip Toolkit: +4 with a Technology Skills (20 Active Points); OIF (-1/2)
20 4) Powered Armor Reaction Augmentation: +3 SPD (30 Active Points); OIF (-1/2)
25 5) Powered Armor Reflex Enhancements: +17 DEX (51 Active Points); OIF (-1/2), No Figured Characteristics (-1/2)
18 6) Powered Armor Resilience Augmentation: +20 CON (40 Active Points); OIF (-1/2), No Figured Characteristics (-1/2), Does Not Apply To CON Rolls (-1/4)
17 7) Powered Armor Strength Augmentation: +34 STR (34 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 3
Armor Defense Systems
10 1) Advanced Cooling System: (Total: 18 Active Cost, 10 Real Cost) Force Field (6 PD/10 ED) (16 Active Points); OIF (-1/2), 12 Charges (-1/4) (Real Cost: 9) plus Knockback Resistance -1" (2 Active Points); OIF (-1/2), Only Works Against Limited Type of Attack (fire/heat; -1/2), Linked (Force Field; -1/2), 12 Charges (-1/4) (Real Cost: 1) [12]
7 2) Powered Armor Polarized Lenses: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
7 3) Powered Armor Psionic Shielding: Mental Defense (13 points total) (10 Active Points); OIF (-1/2) 0
37 4) Powered Armor: Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points); OIF (-1/2) 0
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
7 2) 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 3) 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
Sensor/Communications
5 1) Nightsight: Nightvision 0
9 2) Parabolic Hearing System: +6 versus Range Modifier for Hearing Group 0
13 3) 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) 0
15 4) Sight Magnification System: Microscopic (x1,000) with Sight Group 0
7 5) Strong 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
9 6) Telescopic Lenses: +6 versus Range Modifier for Radio Group 0
5 7) Thermalvision, Heat Trace-Tracking: Tracking with Infrared Perception 0
5 8) 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) 0
Powers Cost: 367
Cost Skill
5 +1 with Ranged Combat
3 Bureaucratics 12-
3 Computer Programming 11-
3 Electronics 11-
3 High Society 12-
2 KS: Charitable Organizations 11-
2 KS: High socitey 11-
2 KS: The Superhuman World 11-
1 Language: French (basic conversation)
3 Mechanics 11-
3 Paramedics 11-
3 Persuasion 12-
3 Seduction 12-
3 Systems Operation 11-
3 Teamwork 11- (15-)
Skills Cost: 42
Cost Perk
10 Money: Wealthy
1 Fringe Benefit: Passport
3 Fringe Benefit: Membership: The Sentinels
5 Vehicles & Bases: Base Contribution
Perks Cost: 19
Val Disadvantages
10 DNPC: Brenda Bryce (Mother) 8- (Normal)
15 Hunted: Steel Marauder (Jake) 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Hunted: The Warlord 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Driven to live up to her father's heroism (Common, Strong)
10 Psychological Limitation: Flirtateous (Common, Moderate)
10 Psychological Limitation: Hates "shallow" people who remind her of her "old self" (Common, Moderate)
10 Reputation: Legacy Heroine, 11-
5 Rivalry: Professional and Romantic (Arianna St. Etienne; Rival is Less 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: 110Total Experience Available: 110Experience Unspent: 0Total Character Cost: 460

Height: 1.73 m Hair: Red
Weight: 52.00 kg Eyes: Green
Appearance: Steelheart's armor is "girlie". Her father, not a brilliant designer, never the less managed to make a distinctly feminine suit of powered armor. It is lighter, sleeker, and metallic hot pink. The torso is white with a heart shaped variable beam blaster in the chest, the arms, legs, and midrift are metallic hot pink, the shoulders, boots, and guantlets are white. The helmet apears to be a sculpted female face in white with with a golden helm and pink "hair". Penelope her self takes after her mother with red hair, green eyes, and an easy smile. She looks alot more serious these days and doesn't dress as trampy as she used to, but her clothes still have style and still show off her hard won figure.Personality: Although she was once a frivolous, spoiled and conceited little brat, Penelope has forced herself to become a heroine. Steelheart is noble, honest, and brave. In her private life, Penelope has given up her partying ways and now donates time and money to charities and helping her mother overcome the scars of her abduction and the loss of Donald. Quote:"Don't you dare say 'Who's yer daddy'!"Background: Penelope Bryce is a legacy heroine. Her father was the Steel Guardian, a powered armor hero of the 80's and 90's who retired to to focus on running his businesses at the start of the New Millennium. He passed his secrets and legacy on to his daughter, hoping that she would carry on his name. At first she resisted; Penelope wasn't the genius her father was, she was also spoiled, headstrong, and more than a little elitist. The idea of being famous appealed to her, but not in a stuffy suit of armor where no one could see her. Dismayed by his daughter's reluctance to carry on the family tradition, Donald Bryce instead entrusted his friend and business partner Jake Stone with the secret and legacy. Stone became the second Steel Guardian, wearing an updated suit. Things seemed fine for the first few months, but then Jake began displaying undesirable tendancies. Steel Guardian was becoming more violent and less concerned with the public. He grandstanded other heroes and often used the Steel Guardian identity to make a quick buck. Feeling concerned for his legacy, Donald began creating a new suit; this one for his daughter. He felt if he didn't design it for himself, Jake wouldn't become suspicious. He was wrong. Jake was beside himself with fury when he discovered a new battlesuit was being built. He accused Donald of betraying their trust. Donald countered that Penelope had decided to become a heroine after all and he simply wanted to help her. Jake stormed out of the workshop after telling Donald he had make a "big mistake".

Steel Guardian dropped out of sight for a while and Donald completed his daughter's armor, it was (in his mind) more in line with what she would want, streamlined, feminine, and a bit more colorful. Penelope was impressed with the suit, but still didn't want to give up partying and being a socialite to fight crime and risk her life against evil like her father had.

Then Jake returned, the Steel Guardian attacked Donald's workshop and thrashed the place looking for the new armor. Donald refused to tell him where it was. Jake struck his former friend and repeated his demands. Donald told him to go to hell. Jake then told Donald that he'd paid a 'visit' to Donald's house before coming and if he didn't show him where the armor was, he'd never see his wife again.

In a rage, Donald Bryce pulled a blaster from his jacket and shot Jake. The blast was meant to fry the armor's circuitry, but Jake merely laughed it off, explaining that ARGENT had found that weakness when he'd turned the suit over to them. He turned the armor's particle cannon on Donald, vaporizing him just as Penelope had returned from her "test flight".

In a rage, Penelope attacked her father's murderer. Her armor's weapons systems not yet having been activated, she was at a clear disadvantage. She barely escaped, using her suit's superior maneuverability to avoid the Steel Guardian's weapon fire. Instinctively heading home she found it destroyed and her mother missing. Using her suit's communications gear to alert the local superteam to Steel Guardian's crimes, she lead him on a mouse chase until they arrived. With their help she freed her mother from his clutches and turned him over to the police.

Penelope felt horrible, her father had only turned to Jake after she had spurned his request. In this regard she was responsible for Jake getting the armor and thus her father's death. Vowing to honor her father's legacy at long last, she began taking electronics and mechanics courses at the local university. With the help of a DVD of instructions her father had left her, she unlocked the weapons of her battle suit. Taking the name Steelheart (Jake has sullied the Steel Guardian name) she began her long road to (in her eyes) redemption.

Powers/Tactics: Steelheart has a cutting edge battle suit. A suit of weapons and a series of sensors and communications devices. Her father was truely looking out for her safety and the suit is designed to be highly manueverable and well protected. Though she has improved with training, Steelheart is still green and far from the genius her father was. Campaign Use: A dime store powered armor heroine. If you want her to be less powerful drop her DEX and SPD and her DEF to the mid range for the campaign, if she's not tough enough increase her weapons multipower to 75+ pts.
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Monday 04/27/2004I think I am about half way through my year now...The OutsiderPlayer: NPC

Val Char Cost
70 STR 60
18 DEX 24
35 CON 50
17 BODY 14
15 INT 5
25 EGO 30
30 PRE 20
14 COM 2
30 PD 16
30 ED 23
5 SPD 22
21 REC 0
70 END 0
70 STUN 0
6" RUN02" SWIM014" LEAP0Characteristics Cost: 266
Cost Power END
20 Pandimensional Manipulation and Control: Elemental Control, 40-point powers
74 1) Dimensional Energy Cannon: RKA 5d6, Affects Desolidified Any form of Desolidification (+1/2), Armor Piercing (+1/2) (150 Active Points); Increased Endurance Cost (x2 END; -1/2), Beam (-1/4) 30
27 2) Gravitic Manipulation: Telekinesis (40 STR) (60 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) 6
18 3) Structural Augmentation: Telekinesis (40 STR) (60 Active Points); No Range (-1/2), Only to hold together structures for Lifting. (-1/2), Affects Whole Object (-1/4) 6
40 4) Gravitational Independance: Flight 20", No Turn Mode (+1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points) 2
31 5) Teleportation Gate: Teleportation 15", Usable By Other (+1/4), Area Of Effect (One Hex; +1/2), Continuous (+1) (82 Active Points); Gate (-1/2), Increased Endurance Cost (x2 END; -1/2) 16
13 6) Teleportation: Teleportation 20" (40 Active Points); Increased Endurance Cost (x2 END; -1/2) 8
30 Energy Being: Energy Damage Reduction, Resistant, 50% 0
16 Image Incducer: Shape Shift (Sight Group), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); IIF (Microtechnology in wristwatch; -1/4) 0
4 Very Dense Flesh: Knockback Resistance -2" 0
50 LS (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) 0
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
30 Supertough Skin: Damage Resistance (30 PD/30 ED) 0
Powers Cost: 373
Cost Skill
16 +2 with All Combat
15 +3 with HTH Combat
3 Bureaucratics 15-
3 Computer Programming 12-
3 Electronics 12-
3 High Society 15-
3 Mechanics 12-
4 SS: Physics 13-
3 Systems Operation 12-
Skills Cost: 53
Cost Perk
3 Anonymity
9 Contact: PRIMUS (Good relationship with Contact), Organization Contact (x3) (9 Active Points) 11-
Perks Cost: 12
Cost Talent
3 Absolute Range Sense
3 Absolute Time Sense
3 Bump Of Direction
37 Danger Sense (general area, any danger, Function as a Sense) 12-
Talents Cost: 46
Val Disadvantages
10 Distinctive Features: Blue Skinned humanoid (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Hunted: PRIMUS 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: Gravitar 8- (Mo Pow, Harshly Punish)
20 Hunted: Mechanon 8- (Mo Pow, NCI, Harshly Punish)
10 Physical Limitation: Difficult to treat medically -5 to Paramedics Rolls (Infrequently, Greatly Impairing)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Wants to forget his old life...but he can't (Common, Moderate)
15 Psychological Limitation: Thinks of himself as a freak; mild self loathing (Very Common, Moderate)
10 Reputation: Famous Hero, 11-
Disadvantage Points: 150

Base Points: 200Experience Required: 400Total Experience Available: 400Experience Unspent: 0Total Character Cost: 750

Height: 2.00 m Hair: Black
Weight: 204.00 kg Eyes: Black
Appearance: Tall and very muscular. He is built like a "big" brick. His skin is a dark blue with black hair, white teeth and black eyes. He wears a white body suit that is practically skin tight, no sleeves, black boots, belt and fingerless gloves. He wears no mask. When he wants to get away he uses an Image Inducer that allows him to look human. Personality: The Outsider is a man with a new lease on life. He's trying to come to grips with his past while making the most of his future. Being superhumanly powerful helps; he gets to play the hero, enjoy the spotlight and help his fellow man, and at the same time enjoy a sense of anonymity that your average blue skinned humanoid might not have. Quote:"Your Earthly battle customs confuse and frighten me. I am a simple other dimensional being. Damn, I miss Phil Hartman."Background: "What does this button do, doc?"

And with those words, research assistant Perry Quartermain disappered from this reality. The prototype teleporter scramled his atoms and sent them packing for parts unknown.

Almost a year to the day, a muscular, blue-skinned man with wavy black hair appeared naked in the middle of down town Millennium City. After a briefly violent encounter with the Champions, he was peacefully detained in the local PRIMUS facility.

 

"I'm Perry Quartermain." He repeated for the eleventh time.

"Perry Quartermain died a year ago in a lab accident." Agent Ashley Rose told him.

"No I didn't" the Blue Man said.

"Your fingerprints don't match, your height, weight, hair color, eye color, skin color, blood type, and genetic samples don't match."

"Well; I've been changed by the accident."

"Where were you for the last year."

"I don't know, the last thing I remember was pressing the button. Don't you think it's odd that the activation button for the teleporter was on the transport platform itself?"

"Why did you press the button?"

"..."

"Look," He said at length, "Let me call my family, if I can convince them that I am who I am will you believe me?"

"Perry's parents died in a car accident last January."

The Blue Man stared at her. He couldn't believe it.

"What were they doing together? My parents divorced when I was nine."

"Coming home from your - Perry's funeral."

 

"What is your name?"

"Adam Jones." The Blue Man said quietly.

"Good" here is your new social security number, and driver's license. You passed the test."

The Blue Man, Adam, took the license and looked at it. A whole new life. It was kind of nice in a way. He didn't have to face his family. He had superpowers and would soon be joining Millennium City's legions of costume crime fighters. The pain of his life ending was beginning to numb. He would be okay. Today, and for the rest of his life, he would be known as Adam Jones, The Outsider.

Powers/Tactics: The Outsider tends to rely on his "Brick" powers, his Teleportation is tiring and his energy control is too destructive for his tastes. Campaign Use: If he's too tough, eliminate the Energy Control powers (even the Damage Reduction) if he's not tough enough, add other weird powers or increase his Brick Nature.
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Tuesday 04/27/2004I just got the VIPER hd pack and had to mess with the prefabs a bit. The result?NagaPlayer: NPC; Glorified VIPER agent

Val Char Cost
20 STR 10
26 DEX 48
20 CON 20
12 BODY 4
13 INT 3
13 EGO 6
18 PRE 8
10 COM 0
8/20 PD 4
8/20 ED 4
6 SPD 24
8 REC 0
40 END 0
35 STUN 3
9" RUN02" SWIM04" LEAP0Characteristics Cost: 134
Cost Power END
1 Strong Will: Mental Defense (4 points total) 0
6 Swift: Running +3" (9" total) 1
12 VIPER BCU (Elite): Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Activation Roll 14- (does not protect Hit Locations 3-5 or 6-7; -1/2) 0
15 VJB-2 Jumpboots: Leaping 15", Reduced Endurance (0 END; +1/2) (22 Active Points); OIF (-1/2)
VIPER Fang
13 1) VIPER Fang: HKA 1d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2); OAF (-1) plus Range Based On STR (+1/4) for up to 30 Active Points of HKA; 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use HKA until Charge is recovered; -1/2) [1 rc]
VIPER Helmet (Elite)
6 1) VIPER Helmet (Elite) Communications System: HRRP (Radio Group); OIF (-1/2), Affected As Sight And Hearing Groups As Well As Radio Group (-1/2) 0
3 2) VIPER Helmet (Elite) Nightvision System: Nightvision; OIF (-1/2) 0
3 3) VIPER Helmet (Elite) Protection: Armor (4 PD/4 ED); Activation Roll 8- (only protects Hit Locations 3-5; -2), OIF (-1/2) 0
Powers Cost: 59
Cost Martial Arts Maneuver
Krav Maga
4 1) +1 HTH Damage Class(es)
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2 1/2d6 NND
4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR to Disarm roll
4 5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 6) Escape: 1/2 Phase, +0 OCV, +0 DCV, 40 STR vs. Grabs
3 7) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on
5 8) Kick: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike
4 9) Low Kick/Knee Strike/Punch: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
3 10) Throw: 1/2 Phase, +0 OCV, +1 DCV, 5d6 +v/5, Target Falls
1 11) Weapon Element: Blades
1 12) Weapon Element: Clubs
Martial Arts Cost: 41
Cost Skill
8 +1 with All Combat
10 +2 with HTH Combat
6 +2 with Krav Maga
3 Acrobatics 14-
3 Analyze: Style 12-
3 Breakfall 14-
3 Climbing 14-
3 Defense Maneuver I
4 PS: VIPER Agent 13-
3 Scholar
1 1) KS: Krav Maga (2 Active Points) 11-
1 2) KS: The Local Underworld (2 Active Points) 11-
1 3) KS: The Martial World (2 Active Points) 11-
2 4) KS: The Superhuman World (3 Active Points) 12-
3 5) KS: VIPER (4 Active Points) 13-
3 Shadowing 12-
3 Stealth 14-
3 Streetwise 13-
1 TF: Grav Vehicles/Hovercraft
7 Tactics 14-
3 Teamwork 14-
3 Tracking 12-
10 Two-Weapon Fighting (HTH)
2 WF: Common Melee Weapons
3 WF: Small Arms, Blades
Skills Cost: 92
Cost Perk
3 Fringe Benefit: Membership: VIPER Dragon Branch
Perks Cost: 3
Cost Talent
15 Combat Sense 12-
6 Combat Luck (3 PD/3 ED)
Talents Cost: 21
Val Disadvantages
5 Distinctive Features: Preternaturally Neat, Nothing Is Unpolished Or Out Of Place (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10 Hunted: Green Dragon 8- (As Pow, Harshly Punish)
10 Hunted: Nighthawk 8- (As Pow, Harshly Punish)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: VIPER 8- (Mo Pow, NCI, Watching)
15 Psychological Limitation: Amoral And Greedy (Common, Strong)
10 Psychological Limitation: Dismissive Of Non-Military Or Quasi-Military Personnel (Common, Moderate)
20 Psychological Limitation: Unable To View People As Anything More Than Tactical Weapons And Targets (Very Common, Strong)
5 Rivalry: Professional (traditional members of rival service; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)
20 Social Limitation: Subject To Orders (Very Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350

Height: 1.85 m Hair: Brown
Weight: 75.00 kg Eyes: Brown
Appearance: Jeff is a well built caucasian man with short brown hair and brown eyes. He has a lean physique. His "costume" is a VIPER Elite BCU in blue with gold trim. His faceplate is reflective gold. Personality: A loyal man to VIPER, Jeff enjoys his status as "Supercriminal" he has been given a unique uniform and membership into the prestigeous superhuman division. He gets along with most of his fellow costumed criminals as he tends to defer to those with actual super powers. He and Armstrong get along really well and they often spar, Jeff has learned alot about fighting the "capes" from his training with Armstrong.Quote:"I won't let you pass."Background: A VIPER agent for nearly six years before he won a VIPER sponsored martial arts tournament, Jeff "Snakebite" Davidson, was finally noticed by the right VIPER commander and transferred to their advanced training center in Eastern Europe. He left the school, as Naga and was transferred to the Dragon Branch. He isn't a supervillain per se, more often than not he is assigned as a "personal assistant" and bodyguard to important VIPER officials when they travel. He has faced actual costumed adventurers in his carrer, notably Green Dragon and Nighthawk of the Champions. He has over looked by both as nothing but a "mook" and gave them each an unexpected beating. They both seek out the "Blue Snake" for a rematch.Powers/Tactics: A skilled practitioner of Krav Maga, a no nonsense martial art. Jeff has very impressive physical characterisitcs but he is simply a highly trained normal man with a VIPER Elite BCU and helmet. He has no "mystical" abilities, but his training has given him the ability to react in combat to the unexpected. He has peaked physically and experience should be spent on DC's, CSL's, and maybe a new weapon or two.Campaign Use: A superhero class agent. Naga shouls give heroes a bit of pause before they think they can simply walk over VIPER agents. If he's too tough, lower his stats to more normal agent levels. If you want to toughen him up, give him 2-3 more DC's with his martial arts and some more Combat Skill Levels. Then give him some more gadgets (grenades, force field belt, etc.)
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Re: Tuesday 04/27/2004

 

A dex 26 spd 6 agent with 5 combat levels and 41pts in martial arts.

I know its your character thread but even his background states he beats up Ma 's for a living.

Actually, Vorsch I would use him like a Crimson Guard in SW. A trap as Enforcer suggests. He is a singular entity used to confuse and trip up the heroes as they are just expecting the agents to crumple.

 

Hawksmoor

 

PS Enforcer nice work as always.

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Re: Tuesday 04/27/2004

 

A dex 26 spd 6 agent with 5 combat levels and 41pts in martial arts.

I know its your character thread but even his background states he beats up Ma 's for a living.

Sure, he's superhero level, but he dresses pretty much like an agent. He is simply as dedicated a martial artist as Nighthawk. Lightly armored and a knife. He act's like an agent but he can fight the big boys.

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Re: Tuesday 04/27/2004

 

Actually, Vorsch I would use him like a Crimson Guard in SW. A trap as Enforcer suggests. He is a singular entity used to confuse and trip up the heroes as they are just expecting the agents to crumple.

 

Hawksmoor

 

PS Enforcer nice work as always.

Aw, shucks, you flatter me. :o

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Wednesday 04/28/2004Master DestinyPlayer: NPC

Val Char Cost
20 STR 10
23 DEX 39
20 CON 20
10 BODY 0
23 INT 13
17 EGO 14
20 PRE 10
14 COM 2
8/23 PD 4
8/23 ED 4
6 SPD 27
10 REC 4
40 END 0
40 STUN 10
6" RUN02" SWIM04" LEAP0Characteristics Cost: 157
Cost Power END
18 Bulletproof Spandex: Armor (9 PD/9 ED) (27 Active Points); OIF (-1/2) 0
20 Looks Like I Win Again: Gambling (Board Games, Card Games, Dice Games, Sports Betting, Roulette) 24- (30 Active Points); Costs Endurance (-1/2) 3
17 Precognition: Precognitive Clairsentience (Sight And Hearing Groups) (50 Active Points); Precognition Only (-1), Vague and Unclear (-1/2), Time Modifiers (-1/2) 5
24 Precognitive Aim: +6 with All Combat (48 Active Points); Only To Increase OCV (-1/2), Costs Endurance (-1/2) 5
27 Precognitive Defense: +8 with DCV (40 Active Points); Costs Endurance (-1/2) 4
32 Premonitions: Danger Sense (Immediate Vicinity, Any Danger, Function as a Sense) 14-
Gimmick Cape
12 1) Bladed Cape: Killing Attack - Ranged 1d6, Reduced Endurance (0 END; +1/2) (22 Active Points); IAF (-1/2), Limited Range (2"; -1/4) 0
6 2) Defensive Cape: Armor (6 PD/6 ED) (18 Active Points); OAF (-1), Activation Roll 11- (-1) 0
32 3) Teleportation Cape: Teleportation 30", x2 Increased Mass (65 Active Points); OAF (-1) 6
Gimmick Mask
5 1) Mindshield: Mental Defense (11 points total) (8 Active Points); OIF (-1/2) 0
3 2) Nightsight Lenses: Nightvision (5 Active Points); OIF (-1/2) 0
5 3) Polarized Lenses: Sight Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
8 4) Telescopic Lenses: +8 versus Range Modifier for Sight Group (12 Active Points); OIF (-1/2) 0
3 5) Thermalsight Lenses: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
Powers Cost: 212
Cost Martial Arts Maneuver
Tae Kwon Do
4 1) Arm Sweep Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 2) Crescent Kick Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm roll
5 4) Flying Side Kick: 1/2 Phase, +1 OCV, -2 DCV, 8d6 Strike
4 5) Front Kick: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
4 6) Knifehand Spearhand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
4 7) Punch/Elbow Strike: 1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike
5 8) Side or Roundhouse Kick: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike
3 9) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 4d6 Strike; Target Falls
1 10) Weapon Element: Blades
1 11) Weapon Element: Clubs
1 12) Weapon Element: Karate Weapons
1 13) Weapon Element: Staffs
Martial Arts Cost: 42
Cost Skill
3 Acrobatics 14-
3 Analyze: Combat 14-
3 Breakfall 14-
3 Bureaucratics 13-
3 Climbing 14-
3 Concealment 14-
3 Conversation 13-
3 Criminology 14-
3 Deduction 14-
3 High Society 13-
3 Interrogation 13-
3 Lockpicking 14-
2 Navigation (Land) 14-
3 Paramedics 14-
3 Persuasion 13-
3 Scholar
2 1) KS: Blue Collar Crime (3 Active Points) 14-
2 2) KS: Criminal Law (3 Active Points) 14-
2 3) KS: Dirty Politics (3 Active Points) 14-
2 4) KS: Drug Trafficking (3 Active Points) 14-
2 5) KS: Embezzlement and Fraud (3 Active Points) 14-
1 6) KS: Legends And Lore (2 Active Points) 11-
2 7) KS: Organized Crime (3 Active Points) 14-
2 8) KS: Smuggling (3 Active Points) 14-
2 9) KS: Street Gangs (3 Active Points) 14-
1 10) KS: Tae Kwon Do (2 Active Points) 11-
2 11) KS: Terrorism (3 Active Points) 14-
2 12) KS: The Black Market (3 Active Points) 14-
2 13) KS: The Underworld (3 Active Points) 14-
3 Security Systems 14-
3 Seduction 13-
3 Shadowing 14-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 13-
2 Survival (Urban) 14-
3 Teamwork 14-
2 WF: Common Martial Arts Melee Weapons
Skills Cost: 96
Cost Perk
40 Followers: Thugs
12 Contact: ARGENT (Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 11-
1 Fringe Benefit: International Driver's License
1 Fringe Benefit: Press Pass
15 Money: Filthy Rich
2 Reputation: Rising Crime Lord (A medium-sized group) 11-, +2/+2d6
35 Vehicles & Bases: High Rise Building
Perks Cost: 106
Cost Talent
12 Combat Luck (6 PD/6 ED)
15 Lightning Reflexes: +10 DEX to act first with All Actions
Talents Cost: 27
Val Disadvantages
10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
20 Hunted: FBI 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: Nighthawk 8- (As Pow, Harshly Punish)
15 Hunted: Rival Crimelord 8- (As Pow, NCI, Harshly Punish)
10 Psychological Limitation: Haughty and Irritating (Common, Moderate)
10 Psychological Limitation: Overconfidance (Common, Moderate)
10 Psychological Limitation: Perfectionist (Common, Moderate)
10 Reputation: Can see into the future, 8- (Extreme)
10 Rivalry: Professional (Mr White; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)
15 Unluck: 3d6
Disadvantage Points: 135

Base Points: 200Experience Required: 305Total Experience Available: 305Experience Unspent: 0Total Character Cost: 640

Height: 1.70 m Hair: Black
Weight: 91.00 kg Eyes: Brown
Appearance: A handsome man of slightly below average height with a sturdy, muscualr build. He wears a black costume with silve trim and a black cloak also with a silver linging at its end. (Inspired by Storn Cook's Archangel commission for Richard Logue)...Personality: Become a master criminal. He wants to run Millennium City. He is arrogant and overconfident. He demand perfection in himself and his agents. Quote:"I knew you'd say that." Background: Raul Perez was always a dreamer. He knew that he'd be famous one day. That was the last time he was wrong about anything. When he turned 14 he began having visions. These snippets often told him of future events. Seemingly overnight he went from a poor inner city youth to an up and coming crime figure. He studied martial arts and various legitimate and illegitimate trades as he slowly put together a nice resume as a super powered criminal. Then he turned his attention to forming his own gang. Things seemingly are falling into place for Raul; he has been having rather troubling dreams of late however.Powers/Tactics: The ability to see the future. Master Destiny has developed plenty of combat oriented uses for his powers and backs them with his exotic weaponry. Campaign Use: Crime lord. Use as is.
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Thursday 04/29/2004KendoPlayer: NPC

Val Char Cost
15 STR 5
20 DEX 30
15 CON 10
12 BODY 4
13 INT 3
15 EGO 10
20 PRE 10
12 COM 1
8 PD 5
8 ED 5
6 SPD 30
10 REC 8
30 END 0
30 STUN 2
12" RUN02" SWIM019" LEAP0Characteristics Cost: 123
Cost Power END
14 Fearless: (Total: 40 Active Cost, 14 Real Cost) +20 Mental Defense (27 points total) (20 Active Points); Only To Resist Fear (-2) (Real Cost: 7) plus Power Defense (20 points) (20 Active Points); Only To Resist Fear (-2) (Real Cost: 7) 0
16 Invincible Wooden Sword: Missile Deflection (Any Ranged Attack) (20 Active Points); OIHID (-1/4) 0
24 Kendo Attacks: Multipower, 30-point reserve, (30 Active Points); OIHID (-1/4)
2u 1) Homerun Strike!: HA +3d6, Double Knockback (+3/4) (26 Active Points); Hand-To-Hand Attack (-1/2) 3
2u 2) Hurrican Strike: HA +4d6, Area Of Effect (One Hex; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2) 3
2u 3) Rain of Strikes: HA +4d6, Autofire (5 shots; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2) 3
15 Luck Favors the Fool: Luck 3d6 0
17 Summon Kendo "Sword": HA +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), OIHID (-1/4) 3
12 Swift of foot: Running +6" (12" total) 1
32 Wuxia Leaping: Leaping +16" (19" forward, 9 1/2" upward) (Accurate, x4 Noncombat), Reduced Endurance (1/2 END; +1/4) (32 Active Points) 1
6 Summon Kendo Armor: Cosmetic Transform 2d6 (Clothes Into Any Other Clothing), Improved Target Group (+1/4) (12 Active Points); Limited Target Limited (-1/2), No Range (-1/2) 1
Summon Kendo Armor, all slots OIHID (-1/4)
6 1) Damage Resistance (8 PD/8 ED) (8 Active Points); OIHID (-1/4) 0
48 2) Energy Damage Reduction, Resistant, 75% (60 Active Points); OIHID (-1/4) 0
3 3) Mental Defense (27 points total) (4 Active Points); OIHID (-1/4) 0
48 4) Physical Damage Reduction, Resistant, 75% (60 Active Points); OIHID (-1/4) 0
Powers Cost: 247
Cost Martial Arts Maneuver
8 +2 HTH Damage Class(es)
Karate
4 1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND
4 2) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
3 3) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6d6 Strike, Target Falls
4 4) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
5 5) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike
1 6) Weapon Element: Staffs
Kenjutsu
4 1) Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 35 STR
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR to Disarm roll
4 4) Evade: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 5) Lightning Stroke: 1/2 Phase, +2 OCV, +0 DCV, Weapon +4 DC Strike
5 6) Running Stroke: 1/2 Phase, +1 OCV, +0 DCV, Weapon +2 DC +v/5; FMove
5 7) Sacrifice Stroke: 1/2 Phase, +1 OCV, -2 DCV, Weapon +6 DC Strike
5 8) Slashing Stroke: 1/2 Phase, -2 OCV, +1 DCV, Weapon +6 DC Strike
5 9) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 35 STR to take weapon away
0 10) Weapon Element: Blades
1 11) Weapon Element: Empty Hand: Can use Bind, Block, Disarm, and Evade with his Karate as well
Martial Arts Cost: 70
Cost Skill
9 +3 with Kenjutsu
20 +4 with HTH Combat
3 Acrobatics 13-
3 Analyze: Style 12-
3 Breakfall 13-
3 Climbing 13-
10 Defense Maneuver I-IV
3 Fast Draw 13-
2 KS: Karate 11-
3 KS: Kenjutsu 12-
2 KS: Legends And Lore 11-
2 KS: The Martial World 11-
4 Language: English (completely fluent) (3 Active Points)
0 Language: Japanese (idiomatic) (4 Active Points)
2 PS: Sensei 11-
3 Paramedics 12-
5 Rapid Attack (HTH)
3 Stealth 13-
3 Teamwork 13-
2 WF: Common Melee Weapons
1 WF: Off Hand
Skills Cost: 86
Val Disadvantages
5 DNPC: Chris Pendragon (Student) 8- (Slightly Less Powerful than the PC)
10 Distinctive Features: Style Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Detectable by Large Group
10 Enraged: if innocents are harmed in his presence (Uncommon), go 11-, recover 14-
15 Hunted: Black Paladin 8- (Mo Pow, Harshly Punish)
15 Hunted: Holocaust 8- (Mo Pow, Harshly Punish)
10 Hunted: Laser 8- (As Pow, Harshly Punish)
15 Hunted: The Blade Goblin 8- (Mo Pow, Harshly Punish)
20 Psychological Limitation: Code of Honor (Modernized Bushido) (Common, Total)
15 Psychological Limitation: Flamboyant thrillseeker (Very Common, Moderate)
10 Psychological Limitation: Sucker for a pretty face (Common, Moderate)
10 Reputation: Mystic Swordsman, 11-
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 176Total Experience Available: 176Experience Unspent: 0Total Character Cost: 526

Height: 1.77 m Hair: Black
Weight: 87.00 kg Eyes: Brown
Appearance: A moderatly handsome youth with long, wild, black hair that he wears pulled back in a pony tail most of the time. His enchanted kendo armor is blue cloth with black boots, gloves, mask, and chest guard. His sword is wooden with a leather wrap. Personality: A modern day warrior; Kendo fights honorably and expects his opponents to do the same. Justin never really studied bushido and his code of honor takes alot from movies and books. He is a lecherous young man and his inability to disbelieve what beautiful women tell him gets him into trouble all the time. Quote:"This will be a painful lesson for you." Background: Justin isn't sure how he became the bearer of such power. But, every night for four years his dreams were the same. A blue haired youth, only about thirteen years of age with a samurai top knot calling himself Musashi, would force him to don kendo armor and then beat the living snot out of him with a wooden sword. The worst part about it was the fact that he woke up every morning sore and bruised. His parents were very worried about him. One night Musashi told Justin he had taught him all he could and that another master would be training him from here. Justin spent another two years getting punched out by a sensai Tomo. The last night he had any training dreams, the two masters told him that he had been chosen to defend Earth from an evil Oni (or goblin), whose name translated into the Blade Goblin.

Justin went off to college to study medicine but never forgot his weird dreams. One afternoon, when he was practicing his karate, a horrible purple light shot down from the sky, out poured hundreds then thousands of what could only be described as goblins. The invasion of Earth had begun! Racing towards the column of light he suddnely found himself wearing the kendo armor he had worn training in his dreams. In his hand a finely crafted wooden sword with carvings of dragons on the "Blade". Darting through the hoards of goblins, he suddnely found himself face to face with a gigantic, eight foot tall goblin carrying a huge sword. The goblin's sword was unnaturally wide and heavy but he used it as if it was perfectly balanced. Challinging the goblin to one on one combat for the fate of the Earth, Justin triumphed.

Then he awoke in a park. It was an ordinary day. The sun shone and children played.

Perhaps it had never happened. He stood up, and to his left was the wooden sword. He picked it up and stared at it.

"I will return" he heard the Blade Goblin say behind him.

Whirling around, Justin was again clad in his armor with his sword at the ready. But there was nothing there.

Bizzare as this all sounds, that is what Kendo claims his origin to be.

And he should know.

Powers/Tactics: Leaping from some martial art's anime, Kendo is a skilled martial artist, physically capable, wears enchanted armor and runs very fast and jumps very high. His enchanted armor and weapon are seemingly indestructible and he can summon them at any time.Campaign Use: As is.
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Friday 04/30/2004:saturn: sorry that was too cool not to use.SilverhornPlayer: NPC

Val Char Cost
60 STR 50
20 DEX 30
30 CON 40
15 BODY 10
13 INT 3
14 EGO 8
20 PRE 10
12 COM 1
30/38 PD 18
30/38 ED 24
5 SPD 20
18 REC 0
60 END 0
60 STUN 0
13" RUN02" SWIM024" LEAP0Characteristics Cost: 214
Cost Power END
Rhino-Helm, all slots OIF (-1/2)
8 1) Armor (8 PD/8 ED) (24 Active Points); Activation Roll 9- (only protects Hit Locations 3-5,9; -1 1/2), OIF (-1/2) 0
7 2) Hand-To-Hand Attack +4d6 (20 Active Points); Only With Move Throughs (-1), Hand-To-Hand Attack (-1/2), OIF (-1/2) 2
14 The Thundering Herd: Running +7" (13" total) 1
30 Durable: Damage Resistance (30 PD/30 ED) 0
10 Big Man: Knockback Resistance -5" 0
17 Strong Legs: Leaping +12" (24" forward, 12" upward) (Accurate) 2
7 True Healing: Healing: Regeneration 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Day (-2 3/4), Self Only (-1/2) 0
Powers Cost: 93
Cost Skill
6 +3 with Move Through
15 +3 with HTH Combat
2 PS: Contractor 11-
2 KS: Construction 11-
2 KS: Carpentry 11-
2 KS: The Superhuman World 11-
3 Paramedics 12-
3 Streetwise 13-
Skills Cost: 35
Cost Perk
2 Contact: Millennium City licensing bureau (Contact has significant Contacts of his own) 8-
2 Contact: Kodiac (Contact has access to major institutions, Contact has useful Skills or resources, Contact limited by identity) 8-
4 Contact: Dr Ludwig Haug (Contact has useful Skills or resources, Good relationship with Contact) 11-
Perks Cost: 8
Val Disadvantages
15 Distinctive Features: Large and in charge (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Hunted: Bulldozer 8- (As Pow, Harshly Punish)
20 Hunted: Telios 8- (Mo Pow, NCI, Capture)
5 Hunted: The Beastmaster 8- (Less Pow, Harshly Punish) [Notes: a talented normal with 100 pts of hunting skills and some suped up weaponry (200pt "supervillain" at best)]
15 Hunted: The Elite 8- (Mo Pow, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Enjoys "testing his might" (Common, Moderate)
15 Psychological Limitation: Enjoys playing the 'dim bulb' (Very Common, Moderate)
15 Reputation: Heroic Defender of Children, 11- (Extreme)
5 Rivalry: Professional (Cavalier; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
10 Vulnerability: 2 x Effect Attacks on his nervous system (Uncommon)
10 Vulnerability: 2 x STUN Attacks on his nervous system (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350

Height: 2.17 m Hair: Blonde
Weight: 229.00 kg Eyes: Blue
Appearance: Think a less homely version of Marvel's Rhino. Silverhorn is a tall and massively built man who would cause quite a stir in a world not populated by superbeings. He has cropped blonde hair and blue eyes. His costume is a black body suit with silver chest, shoulder, and head gear. His boots and guantlets are silver as well. The horns on his helm are chrome.

Personality: A straight forward hero, Silver horn is a my answer to Ben Grimm, a blue collar, heroic man who is far more normal than his sitiation normally allows. He still has a loving family, good friends, the fiancee couldn't deal with his paralysis and left him but he's better off with out her anyway. The only real chink in his armor is children. His reputation as a defender of the innocent has been used against him by more than one fiend who endangered children in an attempt to lure Silverhorn into a trap or force his surrender. He has on each of those occassions made said villain very very sorry for thier actions.Quote:"Oh great, another cosmic evil from beyond the veil of space and time. Just how many of you guys are there anyway?"

Background: Derek Keel was a nomal guy. He enjoyed his job as a contractor, had a fiancee, a supportive family, and good friends. On a river rafting trip to Oregon for his vacation one year, he was knocked from the raft by a rock and paralyzed. The accident happened about the same time a certain Dr Ludwig Haug was developing a process to regenerate nerve tissue, giving those paralyzed a new lease on life. He asked Derek to be his test subject and Derek agreed. The process worked amazingly well. Derek regained use of his legs within three weeks. By four months, however, he had grown a foot taller, weighed almost 300 lbs, and could now heft his truck. Dr Haug was not entirely pleased, he had intended to help cure the sick, he had no intentions of "raising an army of supermen", as he put it. The two stayed close and Derek checks with the doctor annually to help him with his studies. Seeing that his newfound strength and resiliance could be put to better use than simply making him the "ultimate construction worker". Derek reached into his childhood love of Rhinocerouses (he'd loved the zoo as a kid), and came up with the Silverhorn identity. Early in his career, Silverhorn was seriously beaten by an enraged Monster as the beast attempted to destroy a school bus of children. Though he was eventually knocked unconscious, Silverhorn held the Monster off long enough for other heroes to arrive. A film crew caught the battle on tape and Silverhorn was made an instant celebrity. A bronze statue of him has been errected at the school the children in question attended.

Powers/Tactics: A large, powerful man with superhuman strength, limited superhuman speed and a specially designed helmet that allows him to make devistating charging attacks. He's kind of a one trick pony; but he's effective. Campaign Use: If Silverhorn is too much for your campaign, drop is STR to 50 and his DEF to 25 each. If you want to toughen him up. Increase his HA to 8d6, give him a little damage reduction for impact protection and increase his running speed.
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Guest Worldmaker

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

 

What do you need?

 

In the Guardians I have, as my Viperish super-criminal agency, Tarot, based on something Bob Surbrook thought up and developed with his permission.

 

This agency has a team of high-powered (500 - 1000 point) villains, all based on cards in the Major Arcana of a Tarot deck. I've got writeups for most of them, but not for all, and I am coming up empty on those few.

 

You're one of the most prolific character builders I know, not to mention one of the more creative, so I came to you, just to see if you're interested.

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

 

In the Guardians I have, as my Viperish super-criminal agency, Tarot, based on something Bob Surbrook thought up and developed with his permission.

 

This agency has a team of high-powered (500 - 1000 point) villains, all based on cards in the Major Arcana of a Tarot deck. I've got writeups for most of them, but not for all, and I am coming up empty on those few.

 

You're one of the most prolific character builders I know, not to mention one of the more creative, so I came to you, just to see if you're interested.

Sure; I loved Surbrooks "Stuff" on tarot. Which cards are you looking for?

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Guest Worldmaker

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

 

Sure; I loved Surbrooks "Stuff" on tarot. Which cards are you looking for?

 

Death

The Hermit

Luna

Priestess

Tower

Wheel of Fortune

 

I don't really have any pre-conceived themes or concepts for any of them, except there is a sort of "verbal tradition" that Tower is a growth-based brick. You may feel free to do as you please.

 

The only other requirement is the general point level (as already detailed), and that the following disadvantages be used on all three:

 

25 Hunted by the Global Guardians 11 or less

25 Hunted by Checkmate 11 or less

20 Monitored by Tarot 14 or less

 

If you need information on my version of Tarot, here's a link to the appropriate page on the Guardians website.

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