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Monday 05/10/2004Swarm LordPlayer: NPC; Member of the Defilers

Val Char Cost
10/40 STR 0
17/22 DEX 21
15/25 CON 10
11 BODY 2
22 INT 12
13 EGO 6
13/18 PRE 3
10 COM 0
4/19 PD 2
4/19 ED 1
4/5 SPD 13
5 REC 0
30 END 0
30 STUN 6
6" RUN02" SWIM02"/8" LEAP0Characteristics Cost: 76
Cost Power END
33 Entomopathic Helmet: Multipower, 50-point reserve, (50 Active Points); all slots OIF (-1/2)
2u 1) Call Giant Insect: Summon 200-point one Giant Insect built on up to 200 points (see The HERO System Bestiary, pages 89-92), Expanded Class of Beings Very Limited Group (giant insects; +1/4) (50 Active Points); Arrives Under Own Power (-1/2), Summoned Being Must Inhabit Locale (-1/2), OIF (-1/2) 5
1u 2) Call Insect Swarm: Summon 67-point one 67-point Stinging Insect Swarm (The HERO System Bestiary, page 183), Slavishly Devoted (+1) (26 Active Points); Summoned Being Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2), OIF (-1/2) 3
2u 3) Insect Command: Mind Control 10d6 (Animal class of minds) (50 Active Points); Insects Only (-1), OIF (-1/2) 5
2u 4) Insect Communication: Telepathy 10d6 (Animal class of minds) (50 Active Points); Insects Only (-1), OIF (-1/2) 5
5 Hearing-Augmenting Helmet: +4 PER with Hearing Group (8 Active Points); OIF (-1/2) 0
7 Helmet Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 0
10 Micro-Goggles: Microscopic (x1,000) with Sight Group (15 Active Points); OIF (-1/2) 0
3 Nightsight Goggles: Nightvision (5 Active Points); OIF (-1/2) 0
8 Parabolic Earpiece: +8 versus Range Modifier for Hearing Group (12 Active Points); OIF (-1/2) 0
8 Telescopic Goggles: +8 versus Range Modifier for Sight Group (12 Active Points); OIF (-1/2) 0
7 Thermalsight Goggles, Hi-Res: Infrared Perception (Sight Group), Discriminatory (10 Active Points); OIF (-1/2) 0
7 Wide-Angle Goggles: Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); OIF (-1/2) 0
Powered Armor Attributes/Effects, all slots OIF (-1/2)
15 1) +30 STR (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 3
7 2) +5 DEX (15 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
10 3) +10 CON (20 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
3 4) +5 PRE (5 Active Points); OIF (-1/2)
7 5) +1 SPD (10 Active Points); OIF (-1/2)
13 6) "Mandibles" Guantlet Blades: Killing Attack - Hand-To-Hand 1/2d6 (1d6 / 1d6+1 w/STR), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (20 Active Points); OIF (-1/2) 0
30 7) Electric "Sting": EB 9d6 (45 Active Points); OIF (-1/2) 4
40 8) EntomoArmor: Shrinking (0.0277 m tall, 0.0003 kg mass, -12 PER Rolls to perceive character, +12 DCV, takes +18" KB) (60 Active Points); OIF (-1/2) 6
22 9) Fly Wing Harness: Flight 15", x4 Noncombat, No Turn Mode (+1/4) (44 Active Points); OIF (-1/2), Restrainable (-1/2) 4
11 10) Gauntlet Signal Flare Mechanism: Sight Group Images Increased Size (8" radius; +3/4), +4 to PER Rolls (38 Active Points); Set Effect (signal flare of defined appearance; -1), 1 Continuing Charge lasting 1 Minute (-1), OIF (-1/2) [1 cc]
30 11) Homing Tracer: Radio Group Images Increased Size (32" radius; +1 1/4), +4 to PER Rolls, Image Only Perceivable On Special Radio Frequencies (+0), Range Based On STR (+1/4), Usable As Attackallows character to "stick" the Image to a target; +1), 1 Recoverable Continuing Charge lasting 1 Week (stops functioning if it gets wet or experiences severe radio interference; +1) (76 Active Points); Set Effect (detectable signal; -1), IAF (-1/2) [1 rc]
30 12) Power Supply: Endurance Reserve (200 END, 25 REC) Reserve: (45 Active Points); OIF (-1/2); REC: (25 Active Points); OIF (-1/2) 0
30 13) Powered Armor: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2) 0
Powers Cost: 343
Cost Skill
8 +1 with All Combat
3 Bureaucratics 12- (13-)
3 Deduction 13-
3 Electronics 13-
3 Inventor 13-
2 KS: The Scientific World 11-
4 Language: Spanish (idiomatic)
3 Mechanics 13-
3 Paramedics 13-
3 Scientist
2 1) SS: Biochemistry 13- (3 Active Points)
2 2) SS: Biology 13- (3 Active Points)
2 3) SS: Chemistry 13- (3 Active Points)
2 4) SS: Entomology 13- (3 Active Points)
2 5) SS: Physics 13- (3 Active Points)
1 6) SS: Size Physics 11- (2 Active Points)
3 Security Systems 13-
Skills Cost: 49
Cost Perk
3 Fringe Benefit: Membership: The Defilers
Perks Cost: 3
Val Disadvantages
15 Enraged: if mocked or ridiculed (Common), go 11-, recover 14-
10 Hunted: Cavalier 8- (As Pow, Harshly Punish)
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: The Champions 8- (Mo Pow, Harshly Punish)
15 Psychological Limitation: Arrogant (Very Common, Moderate)
15 Psychological Limitation: Bug Obsession (Very Common, Moderate)
15 Psychological Limitation: Casual Killer (Common, Strong)
15 Psychological Limitation: Loyal to Necros (Common, Strong)
10 Reputation: Discredited Scientist, 11-
15 Social Limitation: Secret Identity (Frequently, Major)
5 Unluck: 1d6
Disadvantage Points: 150

Base Points: 200Experience Required: 121Total Experience Available: 121Experience Unspent: 0Total Character Cost: 471

Height: 1.77 m Hair: Bald
Weight: 77.00 kg Eyes: Brown
Appearance: A reasonably trim man in his late 30's with a shaved head and brown eyes. The Swarm Lord armor has a green torso, "trunks", gauntlets, and helmet with steel gray midriff, legs, and arms. His wings are "Fly Like" and a clear plastic polymer. His eyes are bulbous and metallic gold. The "Claws" are gray.Personality: Once a decent man of science; David Perez is now a maniacal supervillain. He is arrogant, vicious, violent, and petty. He loses his cool easily if mocked. He is just not pleasant to be around. He tends to spend his private time working on weapons and talking to his various insect "friends". Quote:"HAHAHAHHAHAHAHA DIE!"Background: Dr. David Perez had his moment in the sun; he was the expert called in by PRIMUS in 1998 when Professeur Muerte's Terror Incorporated contaminated the New York City water supply. It was Dr Perez who had worked with the Sentinals to create an antitoxin. The poison was apparently developed as a variant of the South American "Killer Bee" sting venom. Dr. Perez, a lifelong entemologist who also had degrees in chemistry, physics, electronics, and biology; was a the man to save the day. He did. However, the insuing investigation also turned up the fact that Prof. Muerte's contaminent had been developed using notes that Dr. Perez had sold to one of his "dummy" chemical firms. Though the sale was legitimate and Dr. Perez had no possible knowledge of who the true owner of the company was; the press turned him into some glory seeking "pseudo" scientist.

Perez was invited to tabloid "journalism" shows and attacked with questions regarding his formulae and their subsequent misuse. Never a social butterfly, Dr. Perez was akward and unconvincing in his defese. Eventually, he cracked and attempted to physically assault one of the journalists.

The media firestorm that occured cost him his job and his life savings in attempts to sue for slander. Dr Perez eventually completely lost it and began down the road of a supervillain. His battle armor is apparently self created. He was a regular foe of the Protector who had a somewhat sympathetic view of the former man of science. A fragile psyche, Swarm Lord was easily corrupted by the power of Necros.

Powers/Tactics: Swarm Lord's powers come from his battlesuit. Truthfully, its not that potent a weapon, but his ability to summon and grow insects is phenomenal indeed. He actually prefers to fight in his full size glory, using his shrinking ability only for escapes or when ordered. Campaign Use: If he's too tough for your campaign, get rid of the Giant Insect slot. If you want a tougher Swarm Lord, increase his Sting to 12d6 and his DEF to 25.

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Tuesday 05/11/2004Death MetalPlayer: NPC; Member of the Defilers

Val Char Cost
40 STR 30
23 DEX 39
25 CON 30
12 BODY 4
15 INT 5
17 EGO 14
25 PRE 15
10 COM 0
8/20 PD 0
8/20 ED 3
5 SPD 17
13 REC 0
50 END 0
50 STUN 5
20" RUN02" SWIM022" LEAP0Characteristics Cost: 162
Cost Power END
15 Artificial Organs: LS (Eating Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping Character only has to sleep 8 hours per week) 0
12 Com-Link: HRRP (Radio Group) 0
36 Cybernetic Armor: Armor (12 PD/12 ED) 0
19 Cybernetic Legs: Leaping +14" (22" forward, 11" upward) (Accurate) 2
28 Cybernetic Legs: Running +14" (20" total) 3
3 Ear Piece: Ultrasonic Perception (Hearing Group) 0
10 Effotless Might: Reduced Endurance (1/2 END; +1/4) (10 Active Points) applied to STR
5 Eye Piece: IR Perception (Sight Group) 0
5 Eye Piece: UV Perception (Sight Group) 0
Powers Cost: 133
Cost Martial Arts Maneuver
Commando Training
3 1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls
4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike
4 3) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 55 STR vs. Grabs
4 5) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 10 STR for holding on
4 6) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm roll
4 7) Karate "Chop": 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
4 8) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
1 9) Weapon Element: Clubs
1 10) Weapon Element: Knives
Martial Arts Cost: 33
Cost Skill
24 +3 with All Combat
3 Analyze: Combat 12-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 12-
3 Cryptography 12-
3 Demolitions 12-
3 Electronics 12-
3 Interrogation 14-
2 KS: The Superhuman World 11-
3 Lockpicking 14-
3 Mechanics 12-
2 Navigation (Land) 12-
3 Paramedics 12-
3 Security Systems 12-
3 Streetwise 14-
3 Tactics 12-
3 Teamwork 14-
3 Tracking 12-
Skills Cost: 76
Cost Perk
3 Fringe Benefit: Membership: The Defilers
Perks Cost: 3
Val Disadvantages
15 Distinctive Features: Cyborg (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Hunted: Kinetik 8- (As Pow, Harshly Punish)
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: The Warlord 8- (Mo Pow, NCI, Watching)
10 Psychological Limitation: Greedy (Common, Moderate)
20 Psychological Limitation: Inhuman; life means nothing to him (Common, Total)
15 Psychological Limitation: Sadistic (Common, Strong)
15 Social Limitation: Public Identity (Frequently, Major)
10 Vulnerability: 2 x Effect Magnetic Attacks (Uncommon)
20 Vulnerability: 2 x STUN Electrical Attacks (Common)
10 Vulnerability: 2 x STUN Magnetic Attacks (Uncommon)
Disadvantage Points: 155

Base Points: 200Experience Required: 52Total Experience Available: 52Experience Unspent: 0Total Character Cost: 407

Height: 1.79 m Hair: Black
Weight: 100.00 kg Eyes: Blue
Appearance: A man made of gleaming white metal . He still maintains his (heavily reinforced) torso. He has the classic half human, half machine head. His eye piece glows with a green-white light. He has silver bands on his forearms and calves. He has a red skull on his chest.Personality: Before the corrupting influence of Necros; Louis Jones was a fairly typical mercenary supervillain. He was in it for money and thrills. These things allowed him to ignore the fact that he was no longer human. As the corruption took hold, he became less and less inclined to think of himself as a human being. He has become more violent. He began to enjoy causing pain. The look of horror and pain on his victims' faces allows him to remember. He no longer associates with anyone when not acting with the Defilers; he simply sits alone and spends much of his time now simply sitting in the dark watching snuff films. Quote:"Life is hard, So I upgraded." Background: Louis Jones lost the use of his arms and legs in a boeating accident. If he'd been anything but a ARGENT security officer he'd have lived the rest of his life in a wheelchair. But he was and he was given the opporotunity for cybernetic reconstruction or early retirement. Louis chose the former. He worked another three years as a Meta Enforcer and delivery man and then went solo. He enjoyes being "superhuman" and spends alot of his money adding enhancements to his form. ARGENT gives him a discount.

Death Metal, as Louis calls himself these days, became a Defiler because the money was good and he enjoyed testing himself against the Protector. He's been with the team ever since.

Powers/Tactics: A skilled brawler with superhuman strength and stamina. He is mobile and fast. Campaign Use: Death Metal isn't a world beater. He should be fine as is. If he's still to tough, drop his STR to 30. If he's not tough enough, raise his STR to 50 and perhaps add some weaponry.
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Wednesday 05/12/2004Thanks for the Colors Blue! I had to write him up now!

StarDrive

Brian Chapman

Val Char Cost
80 STR 70
23 DEX 39
40 CON 60
20 BODY 20
20 INT 10
20 EGO 20
30 PRE 20
20 COM 5
30 PD 14
30 ED 22
6 SPD 27
24 REC 0
80 END 0
80 STUN 0
9" RUN 0
2" SWIM 0
16" LEAP 0
Characteristics Cost: 307
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Cost Power END
150 Gigablast Powers: Multipower, 150-point reserve
12u 1) Controlled Gigablast: Energy Blast 12d6, Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2) (120 Active Points) 0
6u 2) Energy Manipulation: Telekinesis (60 STR) (90 Active Points); Only Works On Energy Limited Group of Objects (-1/2) 9
15u 3) Gigablast: Energy Blast 15d6, Reduced Endurance (1/2 END; +1/4), Explosion (-1 DC/2"; +3/4) (150 Active Points) 6
15u 4) Gigabolt: Energy Blast 15d6, Reduced Endurance (0 END; +1/2), No Range Modifier (+1/2) (150 Active Points) 0
14u 5) Gigawave: EB 10d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (24" Long, 1" Tall, 4" Wide Line; +1 1/2) (137 Active Points) 6
13u 6) Lesser Gigablast: Energy Blast 12d6, Reduced Endurance (0 END; +1/2), Explosion (-1 DC/2"; +3/4) (135 Active Points) 0
10u 7) One-Way Force Bonds: Entangle 5d6, 5 DEF, Takes No Damage From Attacks All Attacks (+1/2), Reduced Endurance (0 END; +1/2) (100 Active Points) 0
61 Energy Transference: Absorption 8d6 (energy, Energy, 1/2 to STR, 1/2 to STUN), Can Absorb Maximum Of 90 Points' Worth Of Energy Damage 0
20 Energy-Enhanced Body: Damage Resistance (20 PD/20 ED) 0
50 Energy-Enhanced Body: Life Support (Total) (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) 0
8 Energy-Enhanced Mind: Mental Defense (12 points total) 0
20 Energy-Enhanced Senses: (Total: 20 Active Cost, 20 Real Cost) Sight Group Flash Defense (8 points), Hardened (+1/4) (10 Active Points) (Real Cost: 10) plus Hearing Group Flash Defense (8 points), Hardened (+1/4) (10 Active Points) (Real Cost: 10) 0
15 Far Seeing: +10 versus Range Modifier for Sight Group 0
60 Flying: Flight 15", x8 Noncombat, Reduced Endurance (0 END; +1/2) (60 Active Points) 0
5 Heat Trace Reading: Tracking with Infrared Perception 0
30 Laser/Radio Communication/Analysis: Radio Perception/Transmission (Radio Group), +1 to PER Roll, Discriminatory, Analyze, Rapid (x10), Telescopic (+1 versus Range Modifier), Tracking 0
20 Muscular Efficiency: Reduced Endurance (1/2 END; +1/4) (20 Active Points) applied to STR
6 Swift Runner: Running +3" (9" total) 1
5 Thermalvision: Infrared Perception (Sight Group) 0
Powers Cost: 535

Cost Skill
15 +3 with HTH Combat
12 +4 with Gigablast Powers Multipower
5 Computer Programming 14-
3 Criminology 13-
3 Electronics 13-
3 Linguist
1 1) Language: Binary (fluent conversation) (2 Active Points)
1 2) Language: C++ (basic conversation)
3 3) Language: English (idiomatic) (4 Active Points)
3 4) Language: German (idiomatic) (4 Active Points)
3 5) Language: Mandarin (idiomatic) (4 Active Points)
3 6) Language: Portuguese (idiomatic) (4 Active Points)
3 Mechanics 13-
2 Navigation (Air) 13-
3 Oratory 15-
2 PS: UNTIL Agent 11-
3 Paramedics 13-
3 Scholar
1 1) KS: International Law And Law Enforcement (2 Active Points) 11-
2 2) KS: Movies and Theatre (3 Active Points) 13-
1 3) KS: Superpowers (2 Active Points) 11-
4 4) KS: The Superhuman World (5 Active Points) 15-
1 5) KS: The United Nations (2 Active Points) 11-
1 6) KS: UNTIL (2 Active Points) 11-
1 7) KS: World Politics (2 Active Points) 11-
1 8) KS: World Supervillains (2 Active Points) 11-
3 Security Systems 13-
3 Stealth 14-
7 Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Air/Space Traffic Control Systems) 13-
Skills Cost: 96

Cost Perk
5 Fringe Benefit: International Police Powers
1 Fringe Benefit: Passport
2 Fringe Benefit: Membership: SLP Member
3 Anonymity
Perks Cost: 11

Cost Talent
3 Absolute Range Sense
3 Absolute Time Sense
3 Bump Of Direction
2 Environmental Movement (no penalties on Zero-G)
Talents Cost: 11

Val Disadvantages
20 Hunted: Eurostar 8- (Occasionally), More Powerful, NCI, Harshly Punish
20 Hunted: Lord Destroyer 8- (Occasionally), More Powerful, NCI, Harshly Punish
0 Hunted: UNTIL 8- (Mo Pow, NCI, Watching, O Pt Disadvantage)
20 Hunted: VIPER 8- (Occasionally), More Powerful, NCI, Capture
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Hatred of Dr Destroyer (Uncommon, Strong)
15 Psychological Limitation: Naive about personal relationships (Very Common, Moderate)
15 Psychological Limitation: Overconfidence Very Common, Moderate
15 Susceptibility: Intense Electromagnetic Fields, 3d6 damage per Minute (Uncommon) [Notes: Fields drain his STR AND his SPD.]
5 Vulnerability: 1 1/2 x Effect Electro-Magnetic Attacks/Effects (Uncommon)
10 Vulnerability: 2 x STUN Electromagnetic Attacks (Uncommon)
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 610Total Experience Available: 610Total Character Cost: 960Height: 1.97 mHair: WhiteWeight: 111.00 kgEyes: WhiteAppearance: A handsome, very muscular, very tall youth with white hair. His costume cosists of black leggings, white boots, white midrift, a black torso with an white 8 pt star outline, black sleeves, red gloves, and a high collared cloak, black with red lining. He wears no mask and his hair and eyes are white.Personality: StarDrive (a name he finds cool) is a bit naive but an earnest young hero with vast amounts of power. After spending almost half of his life in complete isolation, he is eager to experience the world but afraid at the same time. He gets along well with authority figures, particularly those in the military; holds UNTIL in the highest regard and most superheroes are seen as fellow guardians of humanity. He is surprsingly warm and easy to get along with. Very shy around girls though. He hates Dr Destroyer but since his creator is dead he really doesn't lose too much sleep over it. StarDrive can act childish at times, but he's not childlike. He is simply a young man trying to make his way in the world who got a late start.

 

Destroyer, unlike Telios (who considers himself something of an artist), felt no need to imprint memories or any kind of knowledge on the boy. He simply saw an interesting challenge (creating a living power source) and a useful tool. It stunted his development mentally, but he didn't have to live through the "My life is a lie" trauma.

Quote:"This isn't going to turn out well for the bad guys."Background: 1987

"It is the perfect component." Dr Destroyer said as he stood, arms folded in front of him. He gazed down at his latest masterpiece.

"Sure," said Gigaton with a shrug, but he felt a little hollow inside as he looked down at the child.

"You continue to serve me well Gigaton; even in ways you could not forsee." Destroyer was walking out of the room.

"Yeah, thanks, Sir."

Gigaton looked down at the child for a few seconds. A clone, of himself alng with the DNA of Plasma, a heroine whose career was so brief before she encountered and was subsequently slain by Destroyer, that many never knew she existed. He would Follow Destroyer anywhere, he owed his life to the man. But this; this was one of the things he had to forget. Following a man as brilliant and as powreful as Destroyer, Gigaton often had to ignore how evil the future king of the world could be. He walked out of the room. What kind of God creates a child to serve as a battery?

 

"The EM Field is set my lord." The technician would not bring his eyes level to Destroyer. He could not.

"Good, is the child in place yet?"

"Momentarily, sir."

 

Destroyer watched with interest as the child was placed into the containment zone. The Electro-Magnetic Field generator hummed to life and the boy screamed in fear. He was immobilized. His arms rose to his sides, Destroyer smiled beneath his helm. Suddenly; a deep red energy began eminating from the child.

"Readings are stable, sir." The technician said as he watched the consol.

"Of course." Destroyer said. He turned away and ordered the men out. The drones would watch the Power Supply from here on in.

 

1992

The Incredible release of energy from Destroyer's Master Weapons Satellite weakens the EMF holding the Battery. The now 9 year old boy instinctively attempts to contact aid; his distress signal is picked up by UNTIL's own Communication Network. Agents from Operation Shiva converge on Destroyer's now abandoned Sattelite.

In the aftermath of the Battle of Detroit, Dr Destroyer is gone; the child, never given a name, never given an identity is in the custody of UNTIL.

 

Dubbed Brian by one of the medical technicians who helps transport the dangerous cargo (after the movie "The Life of Brian"); the boy is barely communicative. The UNTIL allied telepath Talisman is used as a translator as the boy was never taught to speak. Brian is outfitted in a special power dampener harness and sent to a secure UNTIL base to be schooled. Raised by a group of twelve administration and medical personel he studies technology (he could communicate in binary language to machines and feels most comfortable with them), and global studies. He is given a "Primary" level education and joins UNITY. Brian took the last name Chapman in honor of the man who played his namesake in "the Life of Brian" when he became an adult.

After working with UNITY for a good four years, Brian leaves to discover the world for himself. He has yet to come into contact with Gigaton.

Powers/Tactics: The combined DNA of Plasma and Gigaton created a living battery of cosmic energy. His energy is not plasma nor is it radiation as his "parents" but acts more like "Cosmic" Energy. He can controll almost any type of energy with his TK but his Blasts tend towards light/heat and force. He is fantastically strong and durable, able to survive in space with out any aid. He can't achieve FTL flight at this time but it has been theorized that he should be able too.Campaign Use: A HIgh End hero. If he's too tough for your campaign don't use him or use Gigaton's charactersheet instead. If you want him even more powerful; raise his DEF to 40 ad FTL and probably Megascaled Flight. Bring his MP to a whopping 175 pts.
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Thursday 05/13/2004Okay here is the first member of Nippon Ichiban. I am not happy with the names but I will repost the characters when I come to grips with what they will be.Dragon of the StarsPlayer: NPC; Member of Nippon Ichiban

Val Char Cost
60/110 STR 50
15 DEX 15
30 CON 40
15 BODY 10
20 INT 10
17 EGO 14
33 PRE 23
10 COM 0
30 PD 18
30 ED 24
5 SPD 25
18 REC 0
60 END 0
60 STUN 0
6" RUN02" SWIM012"/22" LEAP0Characteristics Cost: 229
Cost Power END
90 Gravity Manipulation: Multipower, 90-point reserve
2u 1) Expanded Gravitic Point Defense: Missile Deflection (Bullets & Shrapnel), Full Range (+1) (30 Active Points); Costs Endurance (-1/2) 3
2u 2) Gravity aided Lifting Power: +50 STR (50 Active Points); Only for Lifting (-1), No Figured Characteristics (-1/2) 5
7u 3) Gravitic Manipulation: Telekinesis (50 STR) (75 Active Points) 7
4u 4) Gravity Alteration: Telekinesis (30 STR), Area Of Effect (5" Radius; +1) (90 Active Points); Only To Pull Objects Straight Down To Earth Or Hold Them Off Ground (-1) 9
6u 5) Gravity Cancellation: Flight 8", Ranged (+1/2), Usable As Attack (x16 maximum weight per inanimate target; +2) (56 Active Points) 6
3u 6) Gravity Field I: Change Environment 8" radius, -5 to STR Roll (32 Active Points) 3
7u 7) Gravity Blast: Energy Blast 8d6, Double Knockback (+3/4) (70 Active Points) 7
15 Effortless Strength: Reduced Endurance (1/2 END; +1/4) (15 Active Points) applied to STR
40 Graviton Maniplation: Flight 20" 4
4 Gravity Adaption: Environmental Movement (Zero-G Training)
27 Gravity Bastion: Knockback Resistance -20" (40 Active Points); Costs Endurance (-1/2) 4
22 Gravity Smash: 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
13 Sense Gravitic Fields: Detect Gravity (Touch Group) 13- (Unusual Group), Discriminatory, Range 0
6 Simply Huge: Knockback Resistance -3" 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
10 Personal Gravity Plane: Clinging (normal STR) 0
22 Spaceworthy: LS (Eating Character only has to eat once per week; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character only has to sleep 8 hours per week) 0
Powers Cost: 330
Cost Skill
5 +1 with HTH Combat
5 +1 with Vehicular Weaponry
32 +4 with All Combat
3 Bureaucratics 16-
3 Combat Piloting 12-
3 Cryptography 13-
3 Electronics 13-
3 High Society 16-
3 KS: Alien Races and Technology 13-
3 KS: History of Space Travel 13-
3 KS: Remote Vehicle Operation 13-
2 KS: The Superhuman World 11-
4 Language: English (completely fluent) (3 Active Points)
0 Language: Japanese (idiomatic) (4 Active Points)
3 Mechanics 13-
3 Navigation (Air, Space) 13-
3 Paramedics 13-
3 SS: Aerospace Engineering 13-
3 SS: Hyperspace Physics 13-
3 SS: Physics 13-
3 Strength Tricks 13-
7 Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, FTL Sensors) 13-
1 TF: Combat Aircraft, Industrial & Exploratory Spacecraft
1 WF: Vehicle Weapons: Combat Aircraft
Skills Cost: 102
Cost Perk
5 Base Contribution
20 Vehicle Contribution: The Catalyst
1 Fringe Benefit: International Driver's License
5 Fringe Benefit: Membership: Nippon Ichiban
1 Fringe Benefit: Passport
3 Fringe Benefit: Security Clearance: Japanese Secret Service
1 Fringe Benefit: Dual Citizenship (Japan, and America)
5 Money: Well Off
12 Reputation: Japanese National Hero (for his Space work) (A large group) 14-, +4/+4d6
Perks Cost: 53
Cost Talent
3 Bump Of Direction
Talents Cost: 3
Val Disadvantages
10 DNPC: Song Chin-sun (Korean Idol Singer; Girlfriend) 11- (Normal; Useful Noncombat Position or Skills)
15 Distinctive Features: Huge, bald Japanese man; massively muscular and "small" head. (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: Boruto (VOLT) 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25 Hunted: Hunted by VIPER 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Hunted: Japanese Secret Service 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
10 Physical Limitation: Large Size (-2DCV) 600lbs Weight; tall and broad. (Frequently, Slightly Impairing)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Has assumed the role of the hero; responsible and respectful. (Very Common, Moderate)
15 Psychological Limitation: Loves Space and Space Travel. Exploration and the Unknown beckon him. (Common, Strong)
15 Social Limitation: Public Identity (Frequently, Major)
Disadvantage Points: 155

Base Points: 200Experience Required: 362Total Experience Available: 362Experience Unspent: 0Total Character Cost: 717

Height: 2.50 m Hair: Bald
Weight: 277.00 kg Eyes: Black
Appearance: A huge man, standing over eight feet tall. He has no body hair at all save for eyebrows and lashes. He is massively muscular and has to have his clothing made specially for him. He tends towards modern fashions; often light as he feels no temperature extremes anymore. His costume is a white body suit with black gloves, boots, and a black 8 pt star on his chest. He wears a golden belt, leg and arm bands. He wears no mask but often has a "Crown" on his head (his comlink).Personality: The Dragon of the Stars is a man with a love of seeing the unknown. He is a loyal and respectible japanese citizen who has easily adapted to his role as superhero. He is a good public figure, gives back to his country in any way he can and is often on the cover of magazines and newspapers. He is dating korean born Tokyo singing sensation Song Chin-sun. She, like him has always been facinated with outerspace and the unknown but has turned her facination into a series of successful albums and songs. The couple is often seen singing kareoke, as Koshiro love to sing as well. Quote:"Firewing, if I can defeat you in combat you will compare notes of space travel with me, agreed?"

Background: Koshiro dreamt of exploring the stars ever since he was a small boy. He went to an American Unversity, studied aerospace technologies and then got his citizenship so that he could join the airforce. A natural talent for piloting lead to him becoming a fighter pilot. After mustering out of the Airforce he was interviewing with NASA when a call from Sasaki Umon, the CEO, founder, and lead designer of Sasaki Industries. They had been chosen to build and deploy Japan's first manned space vehicle and wanted him to be their pilot. The thrill of space travel along with the pride of knowing he would be honoring his home country made the decision an easyone. The rocket, Raiden, was going to leave the Earth's atmosphere, stop off at UNTIL's space station, and then fly to the moon and back. It was a largely symbolic mission, meant to show the world that Japan would be a leader into the "Final Frontier".

Koshiro took the first plane back. He spent the next year and a half working closely with the development team. He became very close to the lead scientist. Yumi Sasaki (she prefered the Western name customs), the daughter of Sasaki Umon. Yumi, all of 12 at the time was considered a hidden gem in the academic world. Her father, proud of her but unwilling to let his daughter become a "Circus Sideshow", kept her out of the spotlight. However it was her designs for Gravitic Engines that would make the dream possible. Koshiro treated Yumi as his little sister, and was a lot more fun to be around than her father.

The launch and mission went perfectly; to a point. Unbeknownst to the dreamers at Sasaki Industries, an agent of VIPER was a member of the technicians. Against the wishes of the Japanese Nests, the council of 30 decided that a bomb capable of destroying the UNTIL space station would be placed in the Raiden. The Japanese nests were outraged, because of the shame it would bring their country if the world thought a faulty Japanese rocketship caused so much damage. However, while the decision was not in thier hands the actual mission most certainly was. The agent incharge of the sabotage set the bomb to the engine core, it was decided that the Gravitic Engines destruction would cause a similar rupture of the Artificial Gravity use at the spacestation. The agent then left evidence of tampering (on purpose) hoping that the mission would be scrubbed, and he would forfeit his life for his "incompetance" but VIPER Japan would not bring shame to thier homeland. It didn't quite work out that way.

The technician who found the tampering was unable to discern the problem; he called his superiors but was unable to convince them to stall the launch. Things went off as planned. The device however was reset by the second technician's poking at it. The explosion didn't happen until after the Raiden had left the UNTIL Station.

Koshiro never knew what hit him. It was as if the heavens openned up and all was brilliant white light. He felt a searing heat and then a wave of force propelled him out into the depths of space.

To this day, the fact that he wasn't atomized confuses Koshiro. The transformation seemed almost arbitrary, as if some God simply decided that he would not die. He awoke to find himself floating in space. He quickly oriented himself and willed himself towards Earth. It took him days, he had been knocked for some distance. When he arrived back in Japan, he immediatly contacted his superiors. The Japanese Secret Service contacted him shortly afterwards. He didn't make an appearance as The Dragon of the Stars until three months later. He was a national hero (even though he felt he had failed in his mission) and the fact that he was now a superbeing was even better. When the government announced the creation of Nippon Ichibon; the official government superteam, The Dragon of the Stars was the first to be named.

Koshiro still longs for exploration; he still works with Sasaki Industries and the Japanese Space Program to give the people of Japan a legacy of space travel. He has worked as a trainer for the newest crop of Astronauts when he isn't fighting the forces of VIPER or Professor Alchemy.

Powers/Tactics: A brick with impressive gravity powers, Dragon of the Stars can use his power to further increase his impressive lifting capacity to Grondian Levels. He also tends to launch his foes around the battlefield (x2 KB on most offensive powers) and can make himself an Immovable Object. He also can fly, survive the rigors of space unaided and is very difficult to injure. He takes point with Raiden when the team joins with their foes.Campaign Use: Dragon of the stars doesn't Hunt characters but he could be used with the team to aid or attack the heroes in the classic "Didn't know you weren't evil" encounter. If he's too powerful lower his strength to 50 and drop his MP to 60 pts. To make him more powerful increase his MP and add some other gravity powers.
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Friday, 5/14/2004Here's the God Raiden

Raiden

Kaminari Sama

Val Char Cost
50 STR 40
23 DEX 39
50 CON 80
25 BODY 30
20 INT 10
25 EGO 30
40 PRE 30
20 COM 5
30/42 PD 20
30/42 ED 20
6 SPD 27
20 REC 0
100 END 0
100 STUN 25
12" RUN 0
2" SWIM 0
10" LEAP 0
Characteristics Cost: 356
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Cost Power END
220 God of Thunder and Storms: Variable Power Pool (Magic Pool), 110 base + 110 control cost, Cosmic (+2) (275 Active Points); Weather Powers only Limited (-1/2)
0 1) Blinding Weather: Change Environment 8" radius, -4 to Hearing Group PER Rolls, Varying Effect any type of weather that can interfere with vision (+1/2) (43 Active Points) Real Cost: 43 4
0 2) Blizzard: Energy Blast 3d6, Area Of Effect (One Hex; +1/2), No Normal Defense (LS: Save Enviroment: Intense Cold; +1), Continuous (+1) (52 Active Points); Limited Range (20") (-1/4) Real Cost: 42 5
0 3) Call Down The Lightning I: Killing Attack - Ranged 3d6, Indirect (always comes from the sky; +1/4) (56 Active Points); Only Works During Storms (-1) Real Cost: 28 6
0 4) Exposure: Change Environment 8" radius, 4 Points of NND Damage (defense is appropriate Life Support), Varying Effect Limited Group (+1/2) (52 Active Points) Real Cost: 52 5
0 5) Great Weather Control III: Change Environment 8" radius, 4 Temperature Level Adjustment, Megascale (1" = 1 km; +1/4), Varying Effect Broad Group (+1) (65 Active Points); No Range (-1/2) Real Cost: 43 6
0 6) Large Blizzard II: Energy Blast 3d6, No Normal Defense (LS: Save Enviroment: Intense Cold; +1), Continuous (+1), Area Of Effect (10" Radius; +1 1/4) (64 Active Points); Limited Range (20") (-1/4) Real Cost: 51 6
0 7) Powerful Lightning Bolt: Killing Attack - Ranged 4d6 (60 Active Points) Real Cost: 60 6
0 8) Shield Of The Winds: Force Field (12 PD/12 ED) (24 Active Points) Real Cost: 24 2
0 9) Slippery Ground: Change Environment 8" radius, -4 to DEX Roll (29 Active Points); Only Affects Characters On Ground (-1/4) Real Cost: 23 3
0 10) Strong Manipulation: Telekinesis (20 STR) (30 Active Points); Affects Whole Object (-1/4) Real Cost: 24 3
0 11) Strong Weather Control: Change Environment 8" radius, 6 Temperature Level Adjustment, Varying Effect Limited Group (+1/2) (52 Active Points) Real Cost: 52 5
0 12) Thunderbolt: (Total: 58 Active Cost, 52 Real Cost) Killing Attack - Ranged 2 1/2d6 (Real Cost: 40) plus Hearing Group Flash 6d6 (18 Active Points); Linked (Killing Attack - Ranged; -1/2) (Real Cost: 12) Real Cost: 52 6
0 13) Thunderclap: Hearing Group Flash 10d6 (30 Active Points) Real Cost: 30 3
0 14) True Weather Control: Change Environment 8" radius, +/-10 Temperature Level Adjustment, Megascale (1" = 1 km; +1/4), Varying Effect Broad Group (+1) (106 Active Points); Extra Time (1 Minute, -1 1/2), No Range (-1/2), Requires A Skill Roll (-1/2), Can Only Alter Weather, Not Create It (-1/4) Real Cost: 28 11
55 Divine Being: LS (Eating Character does not eat; 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; Sleeping Character does not sleep), Inherent (+1/4) (55 Active Points) 0
14 Divine Form: (Total: 14 Active Cost, 14 Real Cost) Hardened (+1/4) (7 Active Points) applied to PD (Real Cost: 7) plus Hardened (+1/4) (7 Active Points) applied to ED (Real Cost: 7) 0
20 Divine 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
37 Divine Form: Damage Resistance (30 PD/30 ED), Hardened (+1/4) (37 Active Points) 0
10 Divine Protection: Hearing Group Flash Defense (10 points) 0
10 Divine Protection: Sight Group Flash Defense (10 points) 0
14 Fearless: (Total: 40 Active Cost, 14 Real Cost) +20 Mental Defense (25 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
6 Group Climate Control: LS: Safe Enviroments (Intense Cold, Intense Heats): Area Of Effect (up to 4" Radius; +1 1/2) for up to 4 Active Points (6 Active Points) 1
11 Inspire: Aid PRE 1d6, Area Of Effect (1" Radius; +1), Selective (+1/4) (22 Active Points); Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4), Incantations (voice range; -1/4) 0
6 Massive Being: Knockback Resistance -3" 0
30 Sense Cosmic Entities: Detect A Class Of Things 13- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Range, Telescopic (+8 versus Range Modifier) 0
12 Super-Strong Legs: Running +6" (12" total) 1
12 Supernatural Endurance: Reduced Endurance (1/2 END; +1/4) (12 Active Points) applied to STR
10 Weather Eye: Precognitive Clairsentience (Sight Group) (40 Active Points); Precognition Only (-1), Only To Foresee The Weather (-1), No Range (-1/2), Time Modifiers (-1/2) 4
30 Windriding: Flight 15" 3
Powers Cost: 497

Cost Martial Arts Maneuver
Karate
4 1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 60 STR to Disarm roll
4 4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 5) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
3 6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 11d6 Strike, Target Falls
4 7) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 12d6 Strike
5 8) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 14d6 Strike
1 9) Weapon Element: Karate Weapons
1 10) Weapon Element: Staffs
Martial Arts Cost: 34

Cost Skill
40 +5 with All Combat
3 Breakfall 14-
3 Fast Draw 14-
3 High Society 17-
4 Language: Cantonese (completely fluent) (3 Active Points)
4 Language: English (completely fluent) (3 Active Points)
0 Language: Japanese (idiomatic) (4 Active Points)
3 Language: Mongolian (completely fluent)
5 Navigation (Air, Astral, Dimensional, Land) 13-
3 Riding 14-
3 Scholar
2 1) KS: Arcane and Occult Lore (3 Active Points) 13-
2 2) KS: Caligraphy (3 Active Points) 12-
2 3) KS: Classical Japanese Literature (3 Active Points) 12-
2 4) KS: Dancing (3 Active Points) 12-
2 5) KS: Demon Lore (3 Active Points) 13-
2 6) KS: Devil Lore (3 Active Points) 13-
2 7) KS: Dragon Lore (3 Active Points) 13-
2 8) KS: Gardening (3 Active Points) 12-
2 9) KS: Go (3 Active Points) 12-
2 10) KS: Healing (3 Active Points) 12-
2 11) KS: History of Japan (3 Active Points) 12-
1 12) KS: Karate (2 Active Points) 11-
2 13) KS: Legendary Magic Items and Artifacts (3 Active Points) 13-
2 14) KS: Mon (3 Active Points) 12-
2 15) KS: Music (3 Active Points) 12-
2 16) KS: Painting (3 Active Points) 12-
2 17) KS: Poetry (3 Active Points) 12-
2 18) KS: Siege Warfare (3 Active Points) 12-
2 19) KS: Tea Ceremony (3 Active Points) 12-
2 20) KS: Undead Lore (3 Active Points) 13-
3 Seduction 17-
3 Shadowing 13-
3 Stealth 14-
3 Streetwise 17-
3 Tactics 13-
3 Teamwork 14-
3 Traveler
2 1) AK: Japan (3 Active Points) 13-
2 2) AK: Lands of Legend (3 Active Points) 13-
2 3) AK: Planar Lore (3 Active Points) 13-
1 4) AK: United States (2 Active Points) 11-
1 5) CK: Hong Kong (2 Active Points) 11-
1 6) CK: Los Angeles (2 Active Points) 11-
1 7) CK: Miami (2 Active Points) 11-
1 8) CK: New York (2 Active Points) 11-
2 9) CK: Tokyo (3 Active Points) 13-
1 10) CK: Toronto (2 Active Points) 11-
3 Ventriloquism 13-
4 WF: Common Martial Arts Melee Weapons, Common Melee Weapons
1 WF: Off Hand
3 Weaponsmith 13-
Skills Cost: 156

Cost Perk
5 Base Contribution
5 Fringe Benefit: Membership: Gods of Ancient Japan
3 Fringe Benefit: Membership: Nippon Ichiban
4 Reputation: Ancient Diety Returns! (A large group) 11-, +2/+2d6
Perks Cost: 17

Cost Talent
3 Bump Of Direction
3 Absolute Time Sense
3 Lightsleep
20 Universal Translator 13-
Talents Cost: 29

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: Entity of Great Power (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
25 Hunted: VIPER 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Hunted: Dr Yin Wu 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Capture)
15 Hunted: The Japanese Pantheon 11- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Watching)
20 Psychological Limitation: Code of Honor (Common, Total) [Notes: Raiden has allowed for Modern Ethics and has toned down his killing of opponents. However, he does not have a code vs killing; and should the situation demand it, he would take lethal action. ]
10 Psychological Limitation: Amused by modern cultures and customs (Common, Moderate)
20 Psychological Limitation: Overconfident (Very Common, Strong)
10 Reputation: Crackpot masquerading as a god., 11-
15 Social Limitation: Public Identity (Frequently, Major)
Disadvantage Points: 150
Cost Summary:Base Points:200Disadvantage Points: 150Experience Required: 739Total Experience Available: 739Total Character Cost: 1089Height: 1.90 mHair: BlackWeight: 273.00 kgEyes: Electric blueAppearance: A tall, handsome man of Japanese decent with black hair and electric blue eyes. He wears a white gi with blue trim over a black body suit. His boots are blue and he wears black gloves. He wears a white wicker hat that never seems to be knocked off, but that he can remove at will. His hair is long and he wears it in a ponytail.Personality: Raiden is a God who has been wandering the mortal plane for a few decades now. He kept himself concealed; using his vast powers very rarely and never announcing his return. Now he has, he plays the "God" roll to camp, just shy of adopting a faux shakespearian accent and making with the "Thor" antics from Marvel Comics. He plays himself as larger than life, but with a bit of camp. He doesn't take himself too seriously. He specifically chose to appear as the video game character for this purpose; it makes people that much less likely to believe he is a true "God".

Beyond his sense of whimsy; Raiden is a noble and courageous being of great power. He has taken his role as guardian of the people and government of Japan very seriously and true threats to either can raise an uncontrollable storm of fury.

Quote:"Amusing. FIGHT!"

"You dare defy the GOD OF THUNDER?!!?"

Background: He's been a Demon, worshiped as a God and relegated to the Lands of Faerie; but Raiden had never been envoked to bless a rocket ship. When the starship Raiden took off, the god himself, in a non-descript human disguise watched. It was stirring to tell the truth. Raiden had been spending time on the Earth Realms again; the influx of magic had made him curious. His name being invoked (actually mearly used in a video game) in America was also interesting to him. Seeing the power weilded by these new demigods, these supervillains and heroes; it made him want to return. Sure, the Gods had left Earth behind when their days in the sun had passed, but the rush of magical energies a few scant decades ago allowed many to return.

Raiden petitioned his pantheon. It was decided that he could return; not to seek new worshipers, but to "represent" the pantheon in the protection of their native Japan. The first thing Raiden did was take a form more recognizable. This was no mere shapshifting feat; Raiden used a chaos stone to permanantly change his appearance and "nature". No longer a red skinned Demon with large claws, Raiden was now a handsome man of Japanese decent in a white and blue costume with a large white wicker hat.

The he presented himself to the people of Japan as their hero. Although most think he is a powerful superhuman honoring the god of old, or a delusional man who believes that his mutant powers make him the God, Raiden, very few believe that he is the true god returned.

Powers/Tactics: Raiden has a lot of combat options. He is equal parts Brick, Martial Artist, and Energy Projector. His power levels since returning to Japan are impressive, even he is surprised. He is not sure if this means that the adulation Superheroes get is akin to the worship from ancient times but he is not going to complain about it. He actually prefers up close an personal combat but tends to hang back at the orders of .Campaign Use: A God playing hero. He should be very powerful; capable of giving a low level team trouble by his lonesome. If he's way beyond what you are using powerwise lower his characteristics to more manageable levels and drop his Storm/Electricity powers to 90 active points. If you want a more "Godlike" version; up his Storm powers to 150 pts and increase his STR to 70.
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Saturday 05/15/2004One of the Twins...Nandemoya ("Jack of All Trades")Player: NPC Heroine; Member of

Val Char Cost
30 STR 0
23 DEX 21
23 CON 6
13 BODY -4
40 INT 30
15 EGO 10
18 PRE 8
16 COM 3
6/20 PD 4
6/20 ED 3
6 SPD 13
5 REC 0
26 END 0
25 STUN 5
6" RUN02" SWIM06" LEAP0Characteristics Cost: 99
Cost Power END
90 Gadget Pool: Variable Power Pool (Gadget Pool), 75 base + 15 control cost, (112 Active Points); VPP Can Only Be Changed Between Adventures (-1/2); all slots OAF (-1)
12 Antigravity Belt: Flight 12" (24 Active Points); OAF (-1) 2
19 Default Blaster I: Energy Blast 7d6, 16 clips of 8 Boostable Charges (+1/4) (44 Active Points); OAF (-1), Reduced Penetration (-1/4) [8 bc]
10 Force Shield Guantlet: Force Wall (5 PD/5 ED) (25 Active Points); Self Only (-1/2), OIF (-1/2), Requires A DEX Roll (-1/2) 2
35 Light Combat Armor: Armor (14 PD/14 ED), Hardened (+1/4) (52 Active Points); OIF (-1/2) 0
Attribute Bonuses, all slots OIF (-1/2)
10 1) Servomotors: +20 STR (20 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 2
9 2) T-Path Neurolink: +6 DEX (18 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
10 3) Biofeedback Dampener: +10 CON (20 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
5 4) Armor Defenses: +5 BODY (10 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
13 5) T-Path Nerolink II: +2 SPD (20 Active Points); OIF (-1/2)
Helmet Sensors/Communication, all slots OIF (-1/2)
19 1) Energy: Detect A Large Class Of Things 17- (Unusual Group), Discriminatory, Analyze, Range, Telescopic (+1), Transmit, Sense Affected Sight (+0) (28 Active Points); OIF (-1/2) 0
3 2) Heat Sensors: Infrared Perception (Sight Group), Sense Affected Sight (+0) (5 Active Points); OIF (-1/2) 0
7 3) Magnification Visor: Microscopic with Sight Group (10 Active Points); OIF (-1/2) 0
3 4) Protected Senses I: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
3 5) Protected Senses II: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
8 6) Radio Comm-Link: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2) 0
Powers Cost: 256
Cost Martial Arts Maneuver
Shorinji Kempo
5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 2) Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs
3 3) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls
4 4) Punch: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
3 5) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls
Martial Arts Cost: 19
Cost Skill
3 Computer Programming 17-
3 Concealment 17-
3 Cryptography 17-
3 Electronics 17-
3 Forensic Medicine 17-
4 Forgery (Documents, Credit Cards, Machine/Vehicle Parts) 17-
3 High Society 13-
3 Inventor 17-
3 Linguist
4 1) Language: Cantonese (idiomatic)
3 2) Language: English (completely fluent)
3 3) Language: Indonesian (completely fluent)
0 4) Language: Japanese (idiomatic; Native)
3 5) Language: Korean (completely fluent)
3 6) Language: Vietnamese (completely fluent)
3 Mechanics 17-
3 Paramedics 17-
3 Persuasion 13-
3 Scholar
2 1) KS: Artificial Intelligences (3 Active Points) 17-
2 2) KS: Programming Languages (3 Active Points) 17-
2 3) KS: Scientific World (3 Active Points) 17-
2 4) KS: Shorinji Kenpo (3 Active Points) 17-
2 5) KS: Superhero World (3 Active Points) 17-
3 Scientist
2 1) SS: Aeronautical Engineering 17- (3 Active Points)
2 2) SS: Aerospace Enginering 17- (3 Active Points)
2 3) SS: Battlesuit Engineering and Design 17- (3 Active Points)
2 4) SS: BioChemistry 17- (3 Active Points)
2 5) SS: Biology 17- (3 Active Points)
2 6) SS: Chemistry 17- (3 Active Points)
2 7) SS: Communications Engineering 17- (3 Active Points)
2 8) SS: Cybernetics 17- (3 Active Points)
2 9) SS: Environmental Engineering 17- (3 Active Points)
2 10) SS: Genetics 17- (3 Active Points)
1 11) SS: Gravitic Engineering 11- (2 Active Points)
2 12) SS: Ionization Engineering 17- (3 Active Points)
2 13) SS: Magnetic Engineering 17- (3 Active Points)
2 14) SS: Medicine 17- (3 Active Points)
2 15) SS: Physics 17- (3 Active Points)
2 16) SS: Physiology 17- (3 Active Points)
2 17) SS: Weapons System Engineering 17- (3 Active Points)
3 Systems Operation 17-
5 TF: Mecha, Grav Vehicles/Hovercraft, Small Planes, Two-Wheeled Motorized Ground Vehicles
3 Teamwork 14-
10 Two-Weapon Fighting (Ranged)
5 WF: Small Arms, Blades, Clubs, Karate Weapons, Vehicle Weapons
10 Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged, Powered Armor) 17-
Skills Cost: 138
Cost Perk
4 Reputation (A medium-sized group) ; 14-, +2/+2d6
50 Follower: Spy spheres see Gadgets & Gear pg 117
5 Computer Link
15 Contact (Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (15 Active Points) 11-
6 Contact: Empress (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 8-
10 Money: Wealthy
Perks Cost: 90
Cost Talent
5 Eidetic Memory
3 Lightning Calculator
4 Speed Reading (x10)
Talents Cost: 12
Val Disadvantages
15 Dependent NPC: Parents 8- (Normal; Group DNPC: x2 DNPCs)
20 Hunted: VIPER Asia 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: Evil Scientist Grandfather 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Protective of her 'Creations' (Common, Strong)
15 Psychological Limitation: Lonely (Common, Strong)
15 Reputation: Smartest girl in the world, 11- (Extreme)
15 Social Limitation: Public ID (Frequently, Major)
15 Social Limitation: Underaged (Age 15) (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 264Total Experience Available: 264Experience Unspent: 0Total Character Cost: 614

Height: 1.58 m Hair: Black (Dyed Pink)
Weight: 39.00 kg Eyes: Brown
Appearance: An attractive, enthusiastic young woman. Gadget Girl dresses in western fashions, dyes her hair pink and pretty much tries to be noticed for anything other than being really smart. Her combat suit is a skin tight metallic fiber cosume, white with red shoulder armor, guantlets, bootsl and helmet. The helmet has a clear face plate. Has numerous compartments on her battlesuit for her gadgets. They appear to be belts, holdsters, and bandoliers but they are actually part of the suit itself, they have a gold color scheme.Personality: Yumi might be one of the 5 most intelligent people on the planet. She has met some of the others; Mentiac from UNTIL's UNITY team, and the Empress. Mentiac took an immediate dislike to her (because, unlike him, she appears like a normal, attractive teenager), but Empress was enchanted. They actually communicate semi-regularly, and the Empress might even aid Yumi if the was very desperate.

Yumi tries very hard to stand out. She hates being known as "a girl-Genius" and enjoys "Superheroine" much better. She is active and often rushes into danger without thinking. Originally, she was going to call herself, "Gadget Girl" but a "Gadget Boy" already existed. She and he have met on one occasion and he has quite the crush on her.

Quote:"Sure, I understand it; I just don't want to talk about it; physics can be boring you know."Background: Yumi Sasaki's parents had a whirlwind romance, married, had twin daughters and then found it difficult living with eachother. Although Yuki and Yumi loved their parents dearly, they tended to identify with one over the other. Yuki was drawn to her mother's spiritual nature and love of the magical and unexplained; while Yumi was facinated by the high technology that was the focus of their father's life. Although they did not divorce, the twins' parents drifted apart, Yumi and her father lived in the city in an apartment furnished by the company his father had started Sasaki Industries. Yuki and their mother lived in their home out side of Osaka.

Both girls were unusually bright and observant. When they were eleven a man approached their mother about Yuki's potential and she left with him to the mythical city of Shamballah.

Yumi missed her sister terribly, but she lost herself in her studies. Years later when the Nippon Ichiban team was being formed; Yumi was asked if she could provide technical assistance to the team. She did more than that. She joined as a combat member. Her father was unsure of this course of action. He was really not sure when she volunteered her sister to also join the team. Yuki had returned with an impressive command over magic and an intense desire to help stem the tide of evil. The sisters, in a moment of "Twin-Thinking" each took a name that meant "Jack of All Trades" however, Yuki's name is an old word while Yumi's name is a new word. This causes some exasperation to their team mates but nothing they can't get over.

Powers/Tactics: Speak quickly and carry a large blaster rifle.Campaign Use: A great reason to buy Gadgets and Gear. She now has alot of premade toys. If you want her to be less flexible/powerful, drop her gadget pool to 50 pts. If you want to go the other way. Increase it to 100 pts.
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Sunday 05/16/2004YorozuyaPlayer: NPC Heroine; Member of Nippon Ichiban

Val Char Cost
8 STR -2
16 DEX 18
18 CON 16
11 BODY 2
20 INT 10
24 EGO 28
20 PRE 10
16 COM 3
4/16 PD 2
4/16 ED 0
5 SPD 24
8 REC 4
50 END 7
30 STUN 6
6" RUN02" SWIM01 1/2" LEAP0Characteristics Cost: 128
Cost Power END
34 Arcane Knowledge: Multipower, 60-point reserve, (60 Active Points); all slots Incantations (-1/4), Gestures (-1/4), Requires A Magic Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)
2u 1) Drowning: Killing Attack - Ranged 1/2d6, No Normal Defense (LS: Self-Contained Breathing or need not breathe; +1), Does BODY (+1), Continuous (+1) (40 Active Points); Incantations (-1/4), Gestures (-1/4), Requires A Magic Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 4
2u 2) Earthmoving: Telekinesis (30 STR) (45 Active Points); Only Versus Earth/Rock (-1/2), Incantations (-1/4), Gestures (-1/4), Requires A Magic Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 4
3u 3) Elemental Assault: EB 9d6, Variable Special Effects (Limited Group of SFX; Fire, Earth, Metal, Water, and Wood effects only; +1/4) (56 Active Points); Incantations (-1/4), Gestures (-1/4), Requires A Magic Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 6
3u 4) Fire Flare: Sight Group Flash 6d6, Personal Immunity (+1/4), Explosion (+1/2) (52 Active Points); Incantations (-1/4), Gestures (-1/4), Requires A Magic Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 5
3u 5) Fireball: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); Incantations (-1/4), Gestures (-1/4), Requires A Magic Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 6
1u 6) Godfrey's Glorious Wardrobe: 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), Incantations (-1/4), Gestures (-1/4), Requires A Magic Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 1
3u 7) Magic Dispersal: Dispel Magic Effect 16d6, any Magic power one at a time (+1/4) (60 Active Points); Incantations (-1/4), Gestures (-1/4), Requires A Magic Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 6
3u 8) Psionic Assault: Energy Blast 6d6, Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1) (60 Active Points); Incantations (-1/4), Gestures (-1/4), Requires A Magic Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 6
1u 9) Reflective Form: Missile Deflection (Any Ranged Attack) (20 Active Points); Light-base Attacks Only (-1/2), Incantations (-1/4), Gestures (-1/4), Requires A Magic Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 0
3u 10) Spirit Wall: FW (8 PD/8 ED), Affects Desolidified Any form of Desolidification (+1/2) (60 Active Points); Incantations (-1/4), Gestures (-1/4), Requires A Magic Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 6
3u 11) Stone Cage: Entangle 3d6, 6 DEF (Larger Wall (+2"), Stops A Given Sense Group Sight Group) (59 Active Points); Incantations (-1/4), Gestures (-1/4), Requires A Magic Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 6
3u 12) Vine Grapple: Entangle 3d6, 3 DEF, Entangle And Character Both Take Damage (+1/4), Area Of Effect (One Hex; +1/2) (52 Active Points); Incantations (-1/4), Gestures (-1/4), Requires A Magic Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 5
45 Arcane Manipulation: Variable Power Pool (Magic Pool), 30 base + 15 control cost, (45 Active Points)
15 Blessed Being: Luck 3d6 0
42 Cloud Riding: Flight 16", x8 Noncombat, Reduced Endurance (0 END; +1/2) (63 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4), Physical Manifestation (-1/4) 0
29 Enchanted Robes: Armor (12 PD/12 ED) (36 Active Points); IIF (Robes seem normal; -1/4) 0
16 Eyes of the Magi: Detect Magic 13- (Sight Group), Discriminatory, Analyze, Telescopic (+1 versus Range Modifier) 0
15 Iron Tower of the Mind: Mental Defense (20 points total) 0
15 Ivory Tower of the Soul: Power Defense (15 points) 0
47 Kyokujitsu Naginata: Multipower, 70-point reserve, (70 Active Points); all slots OIF (-1/2)
2u 1) Light of Blinding: Sight Group Flash 8d6, Personal Immunity (+1/4) (50 Active Points); No Range (-1/2), OIF (-1/2), Gestures (-1/4) 5
1u 2) Light of Heaven: Hearing Group Images Increased Size (125" radius; +1 3/4) (14 Active Points); Only To Create Light (-1), No Range (-1/2), OIF (-1/2), Gestures (-1/4) 1
1u 3) Shaft: HA +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 0
1u 4) Shaft: Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Only To Cause Damage (-1/2), OIF (-1/2), Always Direct (-1/4), No Velocity Damage (-1/4), no Noncombat Stretching (-1/4) 0
7m 5) Spirit Cutting Blade: HKA 2d6 (2d6+1 w/STR), Affects Desolidified One Special Effect of Desolidification (Supernatural Effects Only; +1/4), Reduced Endurance (0 END; +1/2) (52 Active Points); OIF (-1/2) 0
1u 6) Spirit Sensing: Detect Supernatural Beings 13- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range, Sense (17 Active Points); OIF (-1/2) 0
Powers Cost: 301
Cost Martial Arts Maneuver
Naginatajutsu/Sojutsu
4 1) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 3) Slash: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike
4 4) Thrust: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike
1 5) Weapon Element: Staffs
Martial Arts Cost: 18
Cost Skill
3 Analyze: Magic 13-
3 Breakfall 12-
3 Bureaucratics 13-
1 CK: Shamballah 8-
3 Conversation 13-
3 High Society 13-
3 Inventor (Spell Research) 13-
3 Linguist
3 1) Language: English (completely fluent)
0 2) Language: Japanese (idiomatic) (4 Active Points)
4 3) Language: Korean (idiomatic)
4 4) Language: Mandarin (idiomatic)
3 5) Language: Tibetan (idiomatic) (4 Active Points)
13 Magic 18-
3 Oratory 13-
3 Paramedics 13-
3 Persuasion 13-
3 Scholar
2 1) KS: Abjuration Magic (3 Active Points) 13-
2 2) KS: Alchemy (3 Active Points) 13-
2 3) KS: Arcane And Occult Lore (3 Active Points) 13-
2 4) KS: Astrology (3 Active Points) 13-
2 5) KS: Conjuration Magic (3 Active Points) 13-
2 6) KS: Demon Lore (3 Active Points) 13-
2 7) KS: Devil Lore (3 Active Points) 13-
2 8) KS: Divination (3 Active Points) 13-
2 9) KS: Dragon Lore (3 Active Points) 13-
2 10) KS: Eastern Philosophies (3 Active Points) 13-
2 11) KS: Flora and Fauna (3 Active Points) 13-
2 12) KS: Herbalism (3 Active Points) 13-
2 13) KS: Illusion Magic (3 Active Points) 13-
2 14) KS: Legendary Magic Items and Artifacts (3 Active Points) 13-
2 15) KS: Magical Diseases and Curses (3 Active Points) 13-
2 16) KS: Magical Research (3 Active Points) 13-
1 17) KS: Naginatajutsu (or Sojutsu, as appropriate) (2 Active Points) 11-
2 18) KS: Necromancy (3 Active Points) 13-
2 19) KS: Places of Mystery (3 Active Points) 13-
2 20) KS: Planar Lore (3 Active Points) 13-
2 21) KS: Undead Lore (3 Active Points) 13-
3 Stealth 12-
3 Teamwork 12-
3 WF: Blades, Common Melee Weapons, Staffs
Skills Cost: 111
Cost Perk
12 Contact: Shamballah (Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 8-
3 Fringe Benefit: Membership: Nippon Ichiban
9 Reputation: Famous Heroine (A large group) 14-, +3/+3d6
15 Base contribution
Perks Cost: 39
Cost Talent
3 Lightsleep
Talents Cost: 3
Val Disadvantages
10 Distinctive Features: Arcane Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10 Hunted: Denziens of Agharti 8- (As Pow, Harshly Punish)
15 Hunted: Elders of Shamballah 11- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Watching)
20 Hunted: Followers of the Dragon 8- (Mo Pow, NCI, Harshly Punish)
10 Psychological Limitation: Crush on Samurai of the Sun (Common, Moderate)
20 Psychological Limitation: Honorable (Common, Total)
15 Psychological Limitation: Protective of Sister (Common, Strong)
15 Psychological Limitation: Spiritual and Philisophical (Common, Strong)
10 Social Limitation: Minor; Age 15 (Occasionally, Major)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 250Total Experience Available: 250Experience Unspent: 0Total Character Cost: 600

Height: 1.70 m Hair: Black
Weight: 41.00 kg Eyes: Green
Appearance: A beautiful young japanese girl with black hair and green eyes. She wears robes and other effects that are feminine but slightly more modest than your basic superheroine fare. If she's on the town with Yumi she dresses in more moder fashions, but in a more restrained fashion than her sister.Personality: A dedicated defender of good and battler of evil. Yorozuya is less concerned with the politics of being a heroine, and more concerned with simply doing her best. She is a bit short with 'fan boys' and anyone who calls her a "magical girl". She tends to keep close to Yumi; and has a huge crush on Samurai of the Sun. Quote:"Spirits of my ancestors, heed the call of your children, release the lights of heaven on these unfortunate lost souls!"

"Dragon Fires from the Skies!"

Background: One of twin daughters born to an inventor and his wife, Yuki took to her mother's more spiritual side. Growing up she proved to be a brilliant and disciplined young woman. Her burgeoning magical abilities were announced by a visitor, an elderly man of Chinese descent who said Yuki showed promise and they wanted to train her in Shamballah, the mystical city of magic. Although initially against it, her parents relented and Yuki went away to study and achieve her true potential. The four years at Shamballah passed quickly, and Yuki proved to be such an adept that she was asked to return to the outside world as a champion. Her teachers were quite proud of her and felt that someone of her natural talent should be gaining experience in the real world; they also understood her sorrow at having not seen her family in years. Overjoyed at the opportunity to see her family again, Yuki returned to Japan. Magical Geas' placed upon her have supressed her knowledge of Shamballah's location.

When she arrived home she was immediately volunteered to Nippon Ichiban by her sister. They took the names Nandemoya and Yorozuya; both meaning Jack of All Trades, but one being an older, more traditional word (Yuki) and one being a more modern word (Yumi). Yuki has enjoyed her time as a heroine, she is a little taken aback by all the publicity, but she is getting the hang of it.

Powers/Tactics: A magician. She can achieve many many effects. Her Multipower is her standard suite of "Spells" her VPP represents her sorcery and manipulation of magical energies at their core.

Yorozuya is also learned in Nagigatajutsu and weilds a powerful magical pole arm. She summons the weapon from the heavens (and thus its an OIF rather than OAF) .

Campaign Use: If she's too strong or versitile get rid of the VPP entirely. If she's not enough of a combatant, bring her CON and END up and increase her VPP or simply trade the MP for a much larger VPP.
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Monday 05/17/2004Thank you Zornwill. I hope this guy doesn't scare everyone...:)Right now he is one of the top ten martial artists on the planet.Samurai of the SunPlayer: NPC Hero; Leader of Nippon Ichiban

Val Char Cost
30 STR 20
30 DEX 60
30 CON 40
30 BODY 40
20 INT 10
25 EGO 30
35 PRE 25
20 COM 5
10/28 PD 4
10/28 ED 4
7 SPD 30
12 REC 0
60 END 0
60 STUN 0
11" RUN02" SWIM012" LEAP0Characteristics Cost: 268
Cost Power END
30 Ancestral Katana: Multipower, 60-point reserve, (60 Active Points); all slots OAF Unbreakable (-1)
1u 1) Ancestral Warding: Missile Deflection (Any Ranged Attack) (20 Active Points); OAF Unbreakable (Requires use of Wakizashi as well; -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4) 0
3u 2) Blade: HKA 2d6 (3d6 w/STR), Affects Desolidified Supernatural (+1/4), Reduced Endurance (1/2 END; +1/4), Penetrating (+1/2) (60 Active Points); OAF Unbreakable (-1), No Knockback (-1/4) 2
3u 3) Rising Sun Strike : RKA 2d6, Area Of Effect (12" Line; +1) (60 Active Points); OAF Unbreakable (-1), No Knockback (-1/4) 6
22 Ancestral Wakizashi: Multipower, 45-point reserve, (45 Active Points); all slots OAF Unbreakable (Requires use of Wakizashi as well; -1)
2u 1) Light of the Heavens: Sight Group Flash 5d6, Personal Immunity (+1/4), Explosion (+1/2) (44 Active Points); OAF Unbreakable (Requires use of Katana as well; -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), No Range (-1/2) 4
2u 2) HKA 1d6+1 (2d6+1 w/STR), Reduced Endurance (1/2 END; +1/4), Penetrating (+1/2), Transdimensional (Single Dimension; Astral Dimension; +1/2) (45 Active Points); OAF Unbreakable (Requires use of Wakizashi as well; -1) 2
5 Blessings of the Ancestors: Luck 1d6 0
25 Defeating the Armored: Find Weakness 12- with Martial Arts 0
2 Determined: Knockback Resistance -1" 0
8 Helmet Radio: HRRP (Radio Group) (12 Active Points); OIF (-1/2) 0
9 Keen Senses: +3 PER with all Sense Groups 0
5 Keen Senses: Nightvision 0
36 Modern Samurai Armor: Armor (18 PD/18 ED) (54 Active Points); OIF (-1/2) 0
12 Perfect Physiology: LS (Extended Breathing: 1 END per Turn; Immunity All terrestrial diseases and biowarfare agents; Longevity 200 Years) 0
5 Protected Sense: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
5 Protected Senses: Sight Group Flash Defense (8 points) (8 Active Points); OIF (Goggles on helmet; -1/2) 0
11 Super-Athletic: Leaping +6" (12" forward, 6" upward) (Accurate) 1
15 Super-Athletic: Running +5" (11" total), x4 Noncombat 1
13 Space Cutting Step: Teleportation 10" (20 Active Points); Must Pass Through Intervening Space (-1/4), no Noncombat movement (-1/4) 2
10 Will of Steel: Mental Defense (15 points total) 0
10 Pure of Soul: Power Defense (10 points) 0
Powers Cost: 234
Cost Martial Arts Maneuver
Developing Style; incorporates many Japanese arts.
8 1) +2 HTH Damage Class(es)
5 2) Aikido Strike: 1/2 Phase, +1 OCV, +3 DCV, 8d6 Strike
4 3) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND
4 4) Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 50 STR
4 5) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 6) Breaking Throw: 1/2 Phase, -2 OCV, -2 DCV, Grab One Limb; HKA 1d6 , Disable; Target Falls
4 7) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm roll
4 8) Dodge/Evade: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 9) Escape: 1/2 Phase, +0 OCV, +0 DCV, 55 STR vs. Grabs
4 10) Extend Ki: 1/2 Phase, +0 OCV, +0 DCV, 55 STR to resist Shove; Block, Abort
3 11) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on
5 12) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 2d6 , Disable
4 13) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND ; Target Falls
3 14) Joint Lock: 1/2 Phase, +0 OCV, -1 DCV, Grab One Limb; 20 STR for holding on
4 15) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6
3 16) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls
4 17) Lightning Stroke: 1/2 Phase, +2 OCV, +0 DCV, Weapon +4 DC Strike
4 18) Punch/Snap Kick/Jujutsu Strike: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike
5 19) Redirect: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
5 20) Running Stroke: 1/2 Phase, +1 OCV, +0 DCV, Weapon +2 DC +v/5; FMove
3 21) Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, 8d6 Strike; You Fall, Target Falls
4 22) Shime: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND
5 23) Side/Spin Kick/Slashing Stroke: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike
3 24) Slam: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls
5 25) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 50 STR to take weapon away
3 26) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 8d6 Strike; Target Falls
3 27) Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls
1 28) Weapon Element: Blades
1 29) Weapon Element: Karate Weapons
1 30) Weapon Element: Polearms
1 31) Weapon Element: Staffs
Martial Arts Cost: 116
Cost Skill
40 +5 with All Combat
20 +2 Overall
3 Acrobatics 15-
3 Analyze: Combat 13-
3 Analyze: Style 13-
3 Breakfall 15-
3 Breakfall 15-
3 Bureaucratics 16-
3 Climbing 15-
3 Conversation 16-
3 Defense Maneuver I
3 Fast Draw (Iaijutsu) 15-
3 Forensic Medicine 13-
3 High Society 16-
3 Interrogation 16-
3 Linguist
4 1) Language: English (idiomatic)
0 2) Language: Japanese (idiomatic) (4 Active Points)
2 3) Language: Korean (fluent conversation)
2 4) Language: Vietnamese (fluent conversation)
2 Navigation (Land) 13-
3 Oratory 16-
3 Paramedics 13-
3 Persuasion 16-
3 Power: Ki Energy Tricks 13-
3 Riding 15-
3 Scholar
1 1) KS: Akido (2 Active Points) 11-
4 2) KS: Harada Clan History (5 Active Points) 15-
1 3) KS: Harada Clan Style Martial Arts (2 Active Points) 11-
1 4) KS: Japanese History (2 Active Points) 11-
1 5) KS: Jujutsu (2 Active Points) 11-
1 6) KS: Karate (2 Active Points) 11-
1 7) KS: Kenjutsu (2 Active Points) 11-
1 8) KS: Legends And Lore (2 Active Points) 11-
1 9) KS: The Martial World (2 Active Points) 11-
1 10) KS: The Superhuman World (2 Active Points) 11-
1 11) KS: The Tournament of the Dragon (2 Active Points) 11-
3 Security Systems 13-
3 Shadowing 13-
3 Sleight Of Hand 15-
3 Stealth 15-
3 Streetwise 16-
6 Survival (Temperate/Subtropical, Tropical, Underground) 13-
6 TF: Common Motorized Ground Vehicles, Riding Animals, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles
3 Tactics 13-
3 Teamwork 15-
3 Tracking 13-
3 Trading 16-
10 Two-Weapon Fighting (HTH)
1 WF: Blades
1 WF: Bows
2 WF: Common Melee Weapons
1 WF: Off Hand
1 WF: Thrown Sword
3 Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 13-
Skills Cost: 202
Cost Perk
10 Base Contribution
12 Contact: Harada Clan Ancestors (Contact has useful Skills or resources, Very Good relationship with Contact), Spirit Contact (x2) (12 Active Points) 12-
12 Contact: Japanese Secret Service (Contact has very useful Skills or resources), Organization Contact (x3) (12 Active Points) 11-
1 Fringe Benefit: Black Belt
1 Fringe Benefit: International Driver's License
5 Fringe Benefit: Membership: Nippon Ichiban (Leadership)
1 Fringe Benefit: Passport
3 Fringe Benefit: Security Clearance: Japanese Secret Service
5 Money: Well Off
15 Reputation: Hero of Japan (A large group) 14-, +5/+5d6
5 Vehicle Contribution
Perks Cost: 70
Cost Talent
3 Bump Of Direction
27 Danger Sense (self only, any danger, Function as a Sense) 13-
3 Lightsleep
5 Resistance (5 points)
Talents Cost: 38
Val Disadvantages
10 DNPC: Harada Meiko (Mother) 8- (Normal)
10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
20 Hunted: Followers of the Dragon 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Noble and Honorable (Common, Total)
15 Psychological Limitation: Polite, respectful, and cordial. Doesn't lose his cool (Common, Strong)
20 Psychological Limitation: Proud of Family Heritage; determined to add to that pride (Very Common, Strong)
10 Psychological Limitation: Sizes up other martial artists for Tournament (Common, Moderate)
10 Reputation: Top Tier Martial Artist, 11- (Extreme; Known Only To A Small Group)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 578Total Experience Available: 578Experience Unspent: 0Total Character Cost: 928

Height: 1.90 m Hair: Black
Weight: 100.00 kg Eyes: Blue
Appearance: Tetsu is a good name for him, he looks like he was forged from iron rather than simply born. He is tall and impressively muscled, yet lean. He has close cropped black hair and as a clue to his altered state, dark blue eyes. He wears modern fashions preferring khaki's and button shirts with the sleeves rolled to his forearms. His armor is a modern version of the classic samurai armor. It is a laquered white, with a red rising sun n his chest and a built in face mask. His boots, gloves, and belt are also red. He wears his swords on his back as well as a pack that holds his retractable bow and 12 Arrows. The arrows are specially held via magnetics so that he can used his acrobatic and flamboyant martial arts without fear of losing them.Personality: Polite, respectful, and philisophical, Tetsu is quiet and fairly unassuming, even considering his natural presence and size. He isn't shy but speaks only to add to the conversation, never to "hear himself talk". He keeps his opinions to himself unless asked, and is a compassionate and caring young man. He recognizes that Yorozuya has a crush on him but he is unsure of how to deal with it; so he tries to ignore it. To some degree he reciprocates the feelings but she is a few years away from being a possible romantic interest.

He leads the team by example in non-combat settings becoming vocal only during combat.

Quote:"Your skill is formidable Chow Deng, but your attitudes leave a lot to be desired."

"Hmm? Er..yes, Yuki, that is a lovely flower...thank you."

"Father, I did it."

Background: The Harada family had always been warriors. It was no surprise when police officer Kenshin's wife gave birth to a son. The boy was large too. His father named him Tetsu (Iron). The Officer Harada died in the line of duty when his son was twelve. Tetsu and his mother visited the family tomb. Tetsu prayed to his ancenstors to watch over his father and help him acclimate to the afterlife. Then he openned his eyes and realized that he was no longer in the tomb. He was no longer in the city. As a matter of fact, he was pretty sure he was no longer on Earth. He appeared to be in a vast, ornately built temple/fortress. He stood up and admired the beautiful murals on the walls of the hall. A shuffling of feet drew his attention and the boy turned to see whom was joining him. It was his father. Exactly as he had looked when Tetsu had last seen him.

"Father!" Tetsu smiled brightly, and hugged him. He had been growing fast and was almost as tall as his father already.

"My son, I have news."

Tetsu broke the embrace; it was his father's formal tone. It was the tone he took when Tetsu was in trouble, or supposed to do something very important.

"The Dragon is coming."

"What?" Tetsu frowned. What dragon?

"The Death Dragon." His father answered.

The Tournament is approaching and you have been chosen to represent the family."

"I have? Why me?" Tetsu was a little nervous, but it sounded like an honor.

"You are the only one, boy!" A voice snapped at him. Behind his father, was his grandfather; other men and women were filing in to the hall. They all looked like family, his father's eyes or nose. It stood to reason that these were his relatives.

"Of course," Tetsu bowed in apology to his ancestors, "I am the only Harada. But, am I to fight now? I must say that my skills are not up to the task of Dragon Slaying."

"Hmph." His grandfather waived him quiet.

"You will soon know all you need to defeat the Dragon, the Harada's have done so twice in the history of the world."

"That is good to know." Tetsu said, "Shall we begin?" He looked to the various faces of his family.

 

The next day, Tetsu awoke in his bed. He ached. His bed was drenched in sweat. His mother sat by the bed, "I am glad you have finally awoken, Tetsu, I was very worried about you."

"I am sorry mother, I had to learn about the Dragon. What day is it?" He struggled to sit up in bed.

"It is Saturday, we went to the tomb yesterday."

"Oh. Then I have much to do." His body betrayed him and he slipped back into unconsciousness.

His mother put him back into bed. At least the fever had broken. She let him sleep and dream of Dragons.

 

Twelve years later, Harada Tetsu is serving his country as the Samurai of the Sun. He trains daily, defends Japan and the world. But mostly, he waits. He waits fo r the invitation. He waits for the Dragon. He hopes he doesn't let his family down.

Powers/Tactics: Tetsu has been training for the Tournament of the Dragon since he was twelve. He was taught several forms of martial arts by his ancestors that night. Although to Tetsu it lasted years. He was rather surprised to still be a twelve year old boy when he returned. He feels that to win in the tournament he has to evolve as a warrior. His talents are not as mechanical as a "Downloaded" martial art; but he was trained in the spirit world. He has slowly tried to bring the various skills together into a coherant package. He fighting style currently can shift effortlessly between the four main styles he uses. He seeks to develop them into a Harada Clan style that he can teach his children and grandchildren. He has developed some Ki abilities but he is unsure if that is due to his meditation and training or if it has something to do with his spirit sensai.

If you want to run him as a more "Japanese" style hero, he uses his sword to lethal effect on many occasions; if that's a little Iron Age or Dark Champions for you, save the blade for robots, spirits, and inanimate objects or a last resort.

Samurai of the Sun is a front line fighter. He tries to discern his opponents weak points if at all possible and take them down quickly with as little collateral damage as possible. He is in many respects the Flagsuit of the team and his leadership qualities are obvious and even Raiden has no trouble following his lead.

Campaign Use: The 'Japanese Captain America' for my campaing world. Tetsu is a bit overwhelming; he carries the skills and lore from several generations and adds it to a peak human physical abilities, and vast martial arts knowledge. Add some high tech armor and family swords and you have a holy terror to deal with. If this is the case, lower his statistics to a more manageable level. However his STR, DEX, and SPD should never fall below 20, 20, and 5 respectively. If he's not quite tough enough for your world give him a few more levels and maybe a DC or two for his art. A few more Ki abilities might also be good for variety.
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Tuesday 05/18/2004now its time for a Disgustingly powerful ninjette :hex: WIth thanks to Foxx! for help with the nameOnryouPlayer: NPC Heroine; Member of Nippon Ichiban

Val Char Cost
15 STR 5
33 DEX 69
20 CON 20
15/65 BODY 10
18 INT 8
17 EGO 14
23 PRE 13
20 COM 5
9/17 PD 6
9/17 ED 5
7 SPD 27
10 REC 6
50 END 5
50 STUN 17
9" RUN06" SWIM020" LEAP0Characteristics Cost: 210
Cost Power END
67 Ninja Magic: VPP (Magic Pool), 45 base + 22 control cost, (67 Active Points)
18 Ninja-to And Saya: Multipower, 37-point reserve, (37 Active Points); all slots OAF Unbreakable (-1)
1u 1) Blade: HKA 1 1/2d6, Reduced Endurance (0 END; +1/2) (37 Active Points); OAF Unbreakable (-1), STR Minimum 15 (-3/4), Real Weapon (-1/4) 0
1u 2) Blinding Powder In Saya: Sight Group Flash 2d6 (10 Active Points); 1 Charge (-2), OAF Unbreakable (-1), No Range (-1/2) [1]
1u 3) Hilt/Saya As Club: HA +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF Unbreakable (-1), STR Minimum 15 (-3/4), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4) 0
1u 4) Sageo As Strangling Garrotte: HA +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF Unbreakable (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), STR Minimum 4 (-1/4), Must Follow A Successful Grab Maneuver (-1/4) 0
1u 5) Saya And Sageo As Climbing Platform: +1 with Climbing Skill (5 Active Points); OAF Unbreakable (-1)
1u 6) Saya As Breathing Tube (Takezutso): Life Support (Expanded Breathing: Underwater) (5 Active Points); Only Works Close To The Surface (-1), OAF Unbreakable (-1) 0
7 Advanced Superior Balance: Flight 6" (12 Active Points); Only along reasonably horizontal surfaces (-1/2), no Noncombat movement (-1/4) 1
20 Deflecting And Dodging: Missile Deflection (Any Ranged Attack) 0
5 Fire Powder Packets: RKA 1d6 (15 Active Points); OAF (-1), 6 Charges (-3/4), Limited Range; 5" (-1/4) [6]
26 Immortal Champion: LS (Extended Breathing: 1 END per Turn; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal) 0
61 Immortality Syndrome: (Total: 195 Active Cost, 61 Real Cost) Healing: Regeneration 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) (Real Cost: 25) plus +50 BODY, Inherent (+1/4) (125 Active Points); Only To Prevent Death (-2), No Figured Characteristics (-1/2) (Real Cost: 36) 0
7 Ninja Smoke Bomb: Darkness to Sight Group 1" radius, 9 Continuing Charges lasting 1 Extra Phase each (+0), Cleared away by high winds, rain, and the like (+0) (10 Active Points); IAF (-1/2) [9 cc]
18 Rain of Shuriken: RKA 1d6, Autofire (10 shots; +1), Reduced Endurance (0 END; +1) (45 Active Points); OAF (Shuriken or throwing irons; -1), Extra Time (Full Phase, -1/2) 0
6 Strong Runner: Running +3" (9" total) 1
4 Strong Swimmer: Swimming +4" (6" total) 1
27 Supreme Leaping: Leaping +17" (20" forward, 10" upward) (Accurate, x4 Noncombat) 3
16 Nightsuit: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 0
6 Camouflage : +6 with Concealment (12 Active Points); Self Only (-1/2), OIF (Enchanted Nightsuit; -1/2)
6 Silence: +4 with Stealth (8 Active Points); IIF (Nightsuit; -1/4)
7 Tough In a Fight: Energy Damage Reduction, Resistant, 25% (15 Active Points); STUN Only (-1/2), Nonpersistent (-1/4), Hand to Hand Combat Only (-1/4) 0
Powers Cost: 307
Cost Martial Arts Maneuver
Korogi Taijutsu
12 1) +3 HTH Damage Class(es)
4 2) Atemi Punch: 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) Cricket Choke Hold: 1/2 Phase, -2 OCV, -1 DCV, Grab One Limb; 3 1/2d6 NND ; FMove
4 5) Cricket Escape: 1/2 Phase, +0 OCV, -1 DCV, 25 STR vs. Grabs; FMove
5 6) Cricket Kick: 1/2 Phase, +1 OCV, +0 DCV, 6d6 +v/5; FMove
4 7) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 8) Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
4 9) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6
4 10) Punch: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
3 11) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 6d6 Strike; Target Falls
3 12) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls
1 13) Weapon Element: One Weapon Type (GM's choice)
1 14) Weapon Element: One Weapon Type (GM's choice)
Martial Arts Cost: 58
Cost Skill
2 +1 OCV with Ninja-to
24 +3 with All Combat
40 +4 Overall
3 Acrobatics 16-
3 Breakfall 16-
3 Bugging 13-
3 Bureaucratics 14-
3 Climbing 16-
3 Combat Driving 16-
3 Contortionist 16-
3 Conversation 14-
3 Criminology 13-
3 Demolitions 13-
3 Disguise 13-
3 Forgery 13-
3 High Society 14-
3 Interrogation 14-
3 Intonjutsu: Concealment 13-
3 Jack of All Trades
1 1) PS: Appraise (2 Active Points) 11-
3 2) PS: Dancer (4 Active Points) 17-
2 3) PS: Kunoichi (3 Active Points) 12-
2 4) PS: Sales Represtnative (3 Active Points) 14-
1 5) PS: Writer: Poetry (2 Active Points) 11-
3 Linguist
4 1) Language: English (idiomatic)
0 2) Language: Japanese (idiomatic) (4 Active Points)
2 3) Language: Korean (fluent conversation)
2 4) Language: Mandarin (fluent conversation)
1 5) Language: Ninja Clan Codes and Symbols (Fluent Conversation; Literacy) (3 Active Points)
2 6) Language: Spanish (completely fluent) (3 Active Points)
2 7) Language: Vietnamese (fluent conversation)
3 Lockpicking 16-
3 Mimicry 13-
13 Ninja Magic 18-
3 Paramedics 13-
3 Persuasion 14-
3 SS: Pharmacology/Toxicology 12-
3 Scholar
1 1) KS: Business/Finance (2 Active Points) 11-
2 2) KS: History of Japan (3 Active Points) 13-
2 3) KS: Ninjutsu (3 Active Points) 12-
1 4) KS: Politics (2 Active Points) 11-
1 5) KS: The Martial World (2 Active Points) 11-
1 6) KS: The Superhuman World (2 Active Points) 11-
1 7) KS: VIPER (2 Active Points) 11-
1 8) KS: Yakuza Families (2 Active Points) 11-
3 Security Systems 13-
5 Seduction 15-
3 Shadowing 13-
3 Sleight Of Hand 16-
5 Stealth 17-
3 Streetwise 14-
2 Survival (Urban) 13-
3 Tactics 13-
3 Teamwork 16-
3 Trading 14-
9 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Blowguns, Fukimi-Bari, Garrote
1 WF: Off Hand
1 WF: Off Hand
Skills Cost: 224
Cost Perk
10 Base Contribution
2 Deep Cover
2 Deep Cover
2 Deep Cover: International Sales Manager
3 Fringe Benefit: Membership: Nippon Ichiban
10 Money: Wealthy
5 Vehicle Contribution
20 Well Connected and 17 contacts at 11-
Perks Cost: 54
Cost Talent
3 Absolute Time Sense
6 Combat Luck (3 PD/3 ED)
30 Danger Sense (self only, any danger, Function as a Sense) 16-
3 Lightsleep
Talents Cost: 42
Val Disadvantages
5 Distinctive Features: Ninja Night-Suit Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
10 Distinctive Features: Style Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Detectable by Large Group
15 Hunted: Japanese Secret Service 11- (Frequently), More Powerful, NCI, Watching
10 Hunted: Stormwatch 8- (As Pow, Harshly Punish)
20 Hunted: Yakuza Family 8- (Occasionally), More Powerful, NCI, Harshly Punish
15 Psychological Limitation: Aspires to nobility and honor; has chosen the honorable path (Common, Strong)
20 Psychological Limitation: Lonely, but distant (Very Common, Strong)
25 Psychological Limitation: Loyal To Ninja Clan Very Common, Total
15 Reputation: lethal Japanese assassin, Frequently (11-), Extreme
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 545Total Experience Available: 545Experience Unspent: 0Total Character Cost: 895

Height: 1.55 m Hair: Black
Weight: 38.00 kg Eyes: Violet
Appearance: A beautiful Japanese woman. She is small, but very fit, superheroine sexy, with long black hair and her eyes are a sparkling violet. She wears contacts and business suits when in her guise as a Sales Manager. Her costume consists of a rather flashy "ninja Nightsuit" that is white with intricate gold trim on her shoulder armor, bracers, midriff, and shin guards. The suit is enchanted (a gift from Shinyu when they worked together) and not only provides protection to her, it also can alter its color to suit her needs. She simply likes the purple design.Personality: As far as anyone on the team know she is merely a highly skilled martial artist with "Ninja Magic" abilities. Only Raiden, himself an immortal, and Yorozuya, a mystic, have guessed at her true nature. She remains detached from most of the people she meets because she knows they will only age and die, leaving her alone again. Ayame is beginning to remember what honor, love, friendship, and life meant to her so many years ago. Part of her is rages against it; part of her knows if she opens her shell she will feel pain again. She has thrown herself at Raiden (she "senses" he is possibly immortal); but he has thus far treated her more as a student or sister than a lover.

Quote:"I am not called the Angry Ghost out of any sense of irony."Background: Ayame is very old. Her clan was on the losing end of a struggle within the Korogi (cricket) clans. She is the only surviving member of the clan and has been since she was but six years old. Her mother, who was the last member of the family slain; cursed the winner's with Ayame's undying vengence. The ninja who slew Ayame's mother took pity on the girl and took her back to his clan. Ofcourse, Ayame wanted to kill them all. But she didn't; she grew strong and beautiful, and became a member of the clan. She married a young genin and worked very hard. She and her husband were saddened when it became apparent that she could not have children; but they became "uncle and aunt" to many of the clan's children. Ayame first began to suspect her mother's curse had been more than it had appeared when she was in her late thirties; her husband was beginning to show signs of age but she remained as young as she had been when they wed. As the years passed her eternal youth began to worry the clan elders.

Ayame and her husband were sent away and she cared for him until his death at the ripe old age of nintey one. Distraught that the love of her ife had passed and she still remained young, Ayame tried to kill herself by leaping from the cliffs of her home. Though she was unconscious for a long while, she survived. Feeling that the heaven's themself had rejected her she returned to her clan. The Clan she had known was gone, the men and women now running the Clan had not even been born when she and her husband had been asked to leave. The new clan elders tried to elimitae this stranger who had their style; Ayame fought. She killed warrior after warrior. Eventually she just left; her mother's curse had indeed come to fruition.

Ayame travelled to the capital city, she sold her services as a spy, assassin, geisha, anything. She became careless; she seemingly couldn't die. Over the decades she became known as Onryou, the Angry Ghost. She didn't care for anything or any body until WWII. Onryou was employed by Shinyu during the war. She travelled to America during some of her employer's schemes. It wasn't until the end of the war that something stirred inside her. She left the service of Shinyu and approached the Emperor. She wanted to serve her country; she wanted for nothing in terms of money, power, or fame, she simply wanted to serve her country. Taken as an envoy, she Japanese government used her as an effective agent. Ayame was changing though. For reasons unknown to her, she had begun seeking to be more than a weapon. She wanted to be alive again.

Over the last 50+ years Ayame has begun upon the path of honor. Its been a slow process; she realizes that honor, nobility, and ethics are different these days. She voluneered to be in the Nippon Ichiban team.

 

Powers/Tactics: A skilled ninja with centuries of experience. She is a superb spy, actress, mimic, assassin, and even a front line fighter. Knowing that it is so difficult to kill her; she sees no reason to "play it safe". She has numerous stealth abilities and attack skills. Campaign Use: Onryou can easily be too much for your campaign, she has high CV, lots of levels, is very hard to hit let alone keep down. She has a lot of Non-Combat skills and abilities as well. If she's too hyper competant; drop her levels to 50 pts worth total, her Dex and SPD can fall to 26 and 6 respectively and get rid of some of her Ninja Magic. IF you think she needs some improvement; increase her DC's with ninjutsu, and giver her more or increase the power of her ninja magic.
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Wednesday 05/19/2004Thanks again to Foxx! for the name; I hope that I did it rightthe name is pronounced Mee-K, not the American Mike.Mike NekoPlayer: NPC Herone; Member of Nippon Ichibon

Val Char Cost
35 STR 25
29 DEX 57
25 CON 30
13 BODY 6
9 INT -1
15 EGO 10
20 PRE 10
20 COM 5
19/22 PD 12
19/22 ED 14
6 SPD 21
12 REC 0
50 END 0
50 STUN 6
12" RUN02" SWIM013" LEAP0Characteristics Cost: 195
Cost Power END
18 Acute Senses: +6 PER with All Sense Groups 0
6 Cat-like Leaps: Superleap +6" (13" forward, 6 1/2" upward) 1
17 Catspeak: Mind Link , Animal class of minds, Specific Group of Minds, Number of Minds (x32) (35 Active Points); Limited Power: Line of Sight only (-1/2), Limited Class Of Minds Felines (-1/2) 0
24 Claws: HKA 2d6 (4d6 w/STR) (30 Active Points); Reduced Penetration (-1/4) 3
14 Empathy: Detect Emotions 13- (Unusual Group), Discriminatory, Sense 0
5 Hyper Olfactory: Discriminatory Sense with Normal Smell 0
5 Hyper Olfactory: Range with Normal Smell 0
34 Legs like a...CHEETAH!: Running +6" (12" total), x4 Noncombat, Noncombat acceleration/deceleration (+1) (34 Active Points) 3
5 Night sight: Nightvision 0
5 Toughened Flesh: Damage Resistance (5 PD/5 ED) 0
15 Toughness: Energy Damage Reduction, Resistant, 25% 0
15 Toughness: Physical Damage Reduction, Resistant, 25% 0
5 Tracking Scent: Tracking with Normal Smell 0
Powers Cost: 168
Cost Skill
15 +3 with Hand to Hand
13 Animal Handler (Felines, Pick Something) 18-
7 Acrobatics 17-
13 Breakfall 20-
3 Climbing 15-
13 Concealment 16-
10 Defense Maneuver I-IV
2 KS: Birds 11-
2 KS: Cats 11-
2 KS: The Superhuman World 11-
4 Language: English (completely fluent) (3 Active Points)
4 Language: Japanese (completely fluent) (3 Active Points)
0 Language: Korean (idiomatic) (4 Active Points)
2 Navigation (Land) 11-
3 Persuasion 13-
3 Seduction 13-
3 Shadowing 11-
3 Sleight Of Hand 15-
3 Stealth 15-
3 Streetwise 13-
4 Survival (Arctic/Subarctic Forests, Temperate/Subtropical Forests, Urban) 11-
17 Tracking 18-
Skills Cost: 129
Cost Perk
6 Reputation: Popular cult heroine (A large group) 14-, +2/+2d6
5 Vehicle Contribution
3 Fringe Benefit: Membership: Nippon Ichibon
5 Contact: Dr Silverback (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 11-
Perks Cost: 19
Cost Talent
6 Combat Luck (3 PD/3 ED)
1 Environmental Movement (no penalties on narrow surfaces)
2 Trackless Stride
Talents Cost: 9
Val Disadvantages
5 DNPC: Cho Masato ("Boyfriend") 8- (Normal; Useful Noncombat Position or Skills)
15 Distinctive Features: Tigeroid Human: Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses
20 Hunted : Dr Moreau 8- (Occasionally) (Mo Pow, NCI, Harshly Punish)
10 Hunted: Fenris 8- (As Pow, Harshly Punish)
15 Hunted: Japanese Secret Service 11- (Frequently), More Powerful, NCI, Watching
10 Hunted: The Red Fang (Ninja "Clan") 8- (As Pow, Harshly Punish)
15 Psychological Limitation: Curious Very Common, Moderate
20 Psychological Limitation: Hedonistic, Cat like (Very Common, Strong)
15 Psychological Limitation: Protective of her friends Very Common, Moderate
15 Social Limitation: Secret identity Frequently (11-), Major
10 Unluck: 2d6
Disadvantage Points: 150

Base Points: 200Experience Required: 170Total Experience Available: 170Experience Unspent: 0Total Character Cost: 520

Height: 1.77 m Hair: Black with orange stripes
Weight: 73.00 kg Eyes: Green
Appearance: A beautiful, buxom "cat girl" with cat ears on the top of her haid, a tail, and tiger striped hair. Her eyes are cat-like and green. She wears a black one-piece bathing suit with white shoulder pads, and belt. On her chest is a white cat head; not unlike the hello kitty face.

Personality: Mike Neko is an exciteable, and earnest young woman. She managed to come to terms with her powers and nature and is now very happy. She is protective of her friends, plays with her "prey" and generally acts like a cat.

Quote:"Hi! I will do that for you Masato-san!"

 

Background: Mike Neko is the result of a clandestine experiment by a "mad-scientist" with an anime fixation. Orginally a Korean Born waitress living in Tokyo, Mi-na, was captured and turned into a "Cat-Girl". However, her new master was unable to control her and in a fit of rage and fear, she killed him. Afraid of what she had become, Mi-na fled into the night. She was found by a young man, named Cho Masato, three days later. He took the girl into his home and simply let her work things through. Masato, a devotee of Takijutsu and oriental healing and philosophy; helped Mi-na come to grips with her new abilities and nature. They have started a relationship and the endlessly patient Masoto has his work cut out for him.

Upon seeing a news story about the Nippon Ichiban, Mi-na decided to join and use her abilities to help others. Taking the name Mike Neko, she has become an instant celebrity.

Powers/Tactics: Strong and fast, Mike is still one of the "Lightweights" of the team, she tends to skulk around the battlefield and pick off agents or other combatants that look vulnerable. She is a peerless tracker and very stealthy. She is studying under Onryou and may someday become a peerless spy. Campaign Use: A little levity. Mike has precious little advantage over the average 350pt character, but if you need to reduce her effectiveness, drop her KA to 1.5d6; her Dex can go to 26 and speed 5. If you want to improve her combat wise; simply advance her training with Onryou, give her martial arts, a few ninja tricks, and increase her Dex to 30 SPD 7; it would probably also be a good idea to raise her intelligence to 13.
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Thursday 05/20/2004A robot with a mysterious past (read, I got a bit lazy)GunGearPlayer: NPC: hero; member of Nippon Ichiban

Val Char Cost
50 STR 40
21 DEX 33
25 CON 30
25 BODY 30
15 INT 5
11 EGO 2
25 PRE 15
10 COM 0
25 PD 15
25 ED 20
5 SPD 19
20 REC 10
80 END 15
80 STUN 17
6" RUN02" SWIM010" LEAP0Characteristics Cost: 251
Cost Power END
60 Blaster Array: Multipower, 60-point reserve
4u 1) Plasma Blaster: Energy Blast 12d6 (60 Active Points); Activation Roll 14- (-1/2) 6
4u 2) Shoulder Blaster: Energy Blast 8d6, Autofire (5 shots; +1/2) (60 Active Points); Activation Roll 14- (-1/2) 6
4u 3) Wrist Blaster: Killing Attack - Ranged 2d6, Armor Piercing x2 (x2; +1) (60 Active Points); Activation Roll 14- (-1/2) 6
8 Communications Suite: High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As Sight/Hearing Group As Well As Radio Group [very common Sense] (-1/2) 0
10 Defense Field: Lack Of Weakness (-10) for Resistant Defenses 0
5 Defense Field: Power Defense (5 points) 0
30 Forearm Blades: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (30 Active Points) 0
5 IR Sensors: Infrared Perception (Sight Group) 0
6 Robotic Body: Knockback Resistance -3" 0
50 Robotic Body: Life Support (Eating Character does not eat; 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) (50 Active Points) 0
19 Robotic Form: Damage Resistance (15 PD/15 ED), Inherent (+1/4) (19 Active Points) 0
20 Robotic Senses: (Total: 20 Active Cost, 20 Real Cost) Sight Group Flash Defense (10 points) (Real Cost: 10) plus Hearing Group Flash Defense (10 points) (Real Cost: 10) 0
36 Rockets: Flight 18" 4
7 Steel Fists: HA +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) 1
20 Tactical Computer: Find Weakness 11- with Blaster Array and Forearm Blades 0
5 UV Sensors: Ultraviolet Perception (Sight Group) 0
Powers Cost: 293
Cost Skill
6 +2 with Blaster Array Multipower
3 Computer Programming 12-
3 Electronics 12-
3 KS: Go 12-
2 KS: The Superhuman World 11-
3 Mechanics 12-
3 Navigation (Air, Land) 12-
3 Streetwise 14-
3 Systems Operation 12-
Skills Cost: 29
Cost Perk
5 Vehicle Contribution
10 Base Constribution
3 Fringe Benefit: Membership: Nippon Ichiban
1 Fringe Benefit: Free Robot
Perks Cost: 19
Cost Talent
3 Lightning Calculator
3 Bump Of Direction
3 Absolute Time Sense
3 Absolute Range Sense
Talents Cost: 12
Val Disadvantages
15 Enraged: if innocents harmed (Uncommon), go 11-, recover 11-
25 Hunted: VIPER Japan 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish
20 Hunted: Japanese Secret Service 11- (Frequently), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Watching
20 Psychological Limitation: Protective of Life/Code vs Killing Very Common, Strong
15 Psychological Limitation: Enraptured by children and true innocence. Common, Strong
10 Psychological Limitation: Fears his origins (Uncommon, Strong)
15 Social Limitation: Public Identity; Ichi the Gun Gear Frequently (11-), Major
20 Vulnerability: 2x STUN Ego Attacks Common
10 Vulnerability: 2x STUN Magnetic Attacks Uncommon
Disadvantage Points: 150

Base Points: 200Experience Required: 254Total Experience Available: 254Experience Unspent: 0Total Character Cost: 604

Height: 1.98 m Hair: None
Weight: 199.00 kg Eyes: Red
Appearance: A 2 meter tall humanoid robot; gleaming silver with dark gray trim. he resembles marvel Comic's War machine but with a less "menacing" face.Personality: GunGear is a sophisticated robot; his personality is very natural. He seems to have a completely normal human personality. His desire to help innocents and his respect for authority are viewed positively by most. Nandemoya has hypothesised that he is actually a cyborg, or a human whose mind was imprinted on the robotic body. She still has no idea who designed or built Ichi.

For is part, Ichi doesn't think about his past too much. He tries desparately to live in the present and look to the future. This is in part because he fears he has a sinister origin; he doesn't want to find out he's a trojan horse, and will eventually turn on all he holds dear.

Quote:"Pulse blaster initiated. This would be a good time for you to give up." Background: A free willed robot; unsure of its own origin. Ichi; known as GunGear to the public, was originally turned over to Nippon Ichiban for Nandemoya to study. She found no "bugs" in his system and he performed very well with the team. He was recently granted Free Robot and Citizen of Japan status. Powers/Tactics: GunGear has a few weapons; and a seriously durable body. His tactics tend towards softening up his opposition with his weapons array and closing to finish them off with his fists of steel. He saves his forearm blades for inanimate objects. Campaign Use: Something of a mystery. GunGear should be about an even fight for one hero. If he's too tough lower his STR to 40 and his END and STUN to 60 each. If he's not tough enough bump his Multipower to 75 active points and add a few more weapons. Add a couple of 8 pt combat levels as well.
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Friday 05/21/2004Another character! Today I am posterman!The FalconPlayer: NPC Hero

Val Char Cost
20 STR 10
21 DEX 33
20 CON 20
15 BODY 10
15 INT 5
13 EGO 6
23 PRE 13
14 COM 2
8/23 PD 4
8/23 ED 4
5 SPD 19
10 REC 4
40 END 0
40 STUN 5
8" RUN02" SWIM06" LEAP0Characteristics Cost: 135
Cost Power END
18 Armored Costume: Armor (9 PD/9 ED) (27 Active Points); OIF (-1/2) 0
4 Athletic: Running +2" (8" total) 1
20 Utility Belt: Multipower, 30-point reserve, (30 Active Points); OIF (-1/2)
1u 1) Advanced Lockpick Set: +2 with Lockpicking (4 Active Points); OAF (-1)
1u 2) Billy Club: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 0
1u 3) Bomb Defusing Kit: +2 with Demolitions (4 Active Points); OAF (-1), Only To Defuse Bombs (-1/4)
1u 4) Boomerang: Energy Blast 4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1) 0
1u 5) Calculator: Lightning Calculator (3 Active Points); OAF (-1)
1u 6) Crime Scene Kit: +2 with Criminology (4 Active Points); OAF (-1), 8 Charges (-1/2)
1u 7) Flash Pellets: Sight Group Flash 2d6 (10 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6]
1u 8) Flashlight: Sight Group Images 1" radius, +4 to PER Rolls, 1 Continuing Fuel Charge lasting 1 Hour (refueled by recharging; +0) (22 Active Points); OAF (-1), Only To Create Light (-1), Limited Range (10"; -1/4) [1 cc]
1u 9) Laser Torch: Killing Attack - Ranged 1 point, Reduced Endurance (0 END; +1/2), Penetrating (x2; +1) (12 Active Points); OAF (-1), No Range (-1/2) 0
1u 10) Medkit: +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1)
1u 11) Mini-Camera: Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-1/2)
1u 12) Mini-Console: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1) 0
1u 13) Mini-bolos: Entangle 3d6, 3 DEF (30 Active Points); 3 Charges (-1 1/4), OAF (-1) [3]
1u 14) Mini-radios: Mind Link , Specific Group of Minds, Number of Minds (x4) (20 Active Points); OAF (-1), Only With Others Who Have Mind Link (-1), Sense Affected As Hearing And Radio Groups, Not Mental Group (-1/4) 0
1u 15) Mini-recorder: Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-1/2)
1u 16) Miniature Climbing Rig: +2 with Climbing (4 Active Points); OAF (-1)
1u 17) Nightsight Monocular: (Total: 14 Active Cost, 6 Real Cost) Infrared Perception (Sight Group) (5 Active Points); OAF (-1) (Real Cost: 2) plus +6 versus Range Modifier for Sight Group (9 Active Points); OAF (-1) (Real Cost: 4) 0
1u 18) Paint Tag Bomb: Cosmetic Transform 4d6 (normal person to normal person painted bright red, washing with vinegar), Partial Transform (transform damage determines how much body is covered by paint; +1/2) (30 Active Points); OAF (-1), 4 Charges (-1), Range Based On Strength (-1/4) [4]
1u 19) Parabolic Mini-Mike: +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1) 0
1u 20) Rebreather: Life Support (Expanded Breathing: Breathe Underwater), 1 Continuing Fuel Charge lasting 1 Hour (refueled through recharging system; +0) (5 Active Points); OAF (-1) [1 cc]
1u 21) Security Systems Analyzer: +2 with Security Systems (4 Active Points); OAF (-1)
1u 22) Smoke Pellets: Darkness to Sight Group 3" radius, 8 Continuing Charges lasting 1 Turn each (removed by high winds or rain; +0) (30 Active Points); OAF (-1), Range Based On Strength (-1/4) [8 cc]
1u 23) Swingline: Swinging 10", Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1) 0
1u 24) Throwing Talons: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Autofire (3 shots; +1/4), Range Based On STR (+1/4), Armor Piercing (+1/2) (20 Active Points); OAF (-1), 6 Recoverable Charges (-1/4) [6 rc]
Cowl Defenses
2 1) Armored Mask: Armor (2 PD/2 ED) (6 Active Points); Activation Roll 8- (only protects Hit Locations 3-5; -2), OIF (-1/2) 0
3 2) Audial Dampers: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
3 3) Mindshield: Mental Defense (8 points total) (5 Active Points); OIF (-1/2) 0
3 4) Polarized Lenses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
2 Leaping +2" (6" forward, 3" upward) 1
Multi-use 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
5 3) Glider Cape: Gliding 12" (12 Active Points); OAF (-1), Costs Endurance (-1/2) 1
5 4) Silhouette-Distorting Cape: +3 with DCV (15 Active Points); OAF (-1), Activation Roll 11- (-1)
Sense-Enhancing Mask
10 1) Active Sonar Array: Active Sonar (Hearing Group) (15 Active Points); OIF (-1/2) 0
5 2) Auditory Enhancers: +4 PER with Hearing Group (8 Active Points); OIF (-1/2) 0
6 3) Mask Radio: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing Groups As Well As Radio Group (-1/2) 0
10 4) Micro-Lenses: Microscopic (x1,000) with Sight Group (15 Active Points); OIF (-1/2) 0
3 5) Nightsight Lenses: Nightvision (5 Active Points); OIF (-1/2) 0
8 6) Parabolic Receiver: +8 versus Range Modifier for Hearing Group (12 Active Points); OIF (-1/2) 0
8 7) Telescopic Lenses: +8 versus Range Modifier for Sight Group (12 Active Points); OIF (-1/2) 0
3 8) Thermalsight Lenses: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
3 9) Ultrasight Lenses: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
2 10) Ultrasonic Receiver: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2) 0
Powers Cost: 165
Cost Martial Arts Maneuver
Commando Training
8 1) +2 HTH Damage Class(es)
3 2) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls
4 3) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
4 4) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND
4 5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs
4 6) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 20 STR for holding on
4 7) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll
4 8) Karate "Chop": 1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6
4 9) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
1 10) Weapon Element: Clubs
1 11) Weapon Element: Knives
Martial Arts Cost: 41
Cost Skill
8 +1 with All Combat
6 +2 with Commando Training
15 +3 with HTH Combat
3 Breakfall 13-
3 Bugging 12-
3 Bureaucratics 14-
3 Climbing 13-
3 Combat Driving 13-
3 Concealment 12-
3 Conversation 14-
1 Criminology 8-
3 Deduction 12-
3 Demolitions 12-
3 Interrogation 14-
3 Linguist
0 1) Language: English (idiomatic) (4 Active Points)
1 2) Language: French (completely fluent) (3 Active Points)
1 3) Language: Portugese (completely fluent) (3 Active Points)
1 4) Language: Spanish (completely fluent) (3 Active Points)
3 Lockpicking 13-
2 Navigation (Land) 12-
3 Paramedics 12-
6 Penalty Skill Levels: +2 vs. Range Modifier with All Attacks
3 Persuasion 14-
3 Scholar
1 1) KS: ARGENT (2 Active Points) 11-
1 2) KS: Commando Training (2 Active Points) 11-
1 3) KS: DEMON (2 Active Points) 11-
2 4) KS: Millennium City Underworld (3 Active Points) 12-
1 5) KS: PRIMUS (2 Active Points) 11-
1 6) KS: The Superhuman World (2 Active Points) 11-
1 7) KS: US Army; Special Forces (2 Active Points) 11-
1 8) KS: VIPER (2 Active Points) 11-
3 Security Systems 12-
3 Shadowing 12-
3 Stealth 13-
3 Streetwise 14-
6 Survival (Marine, Temperate/Subtropical, Urban) 12-
4 TF: Common Motorized Ground Vehicles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
3 Tactics 12-
3 Tracking 12-
2 WF: Small Arms
2 WF: Small Arms
Skills Cost: 127
Cost Perk
10 Follower: Assistant
25 Falcon's Lair
3 Fringe Benefit: Security Clearance: PRIMUS
10 Money: Wealthy
4 Reputation: Feared Vigilante (A large group) 11-, +2/+2d6
15 Vehicle: Motorcycle
30 Vehicles: Suped Up Car; "Battlevan"
3 Well-Connected
4 1) Contact: Bruce Hall (Vehicle Specialist) (Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 12-
5 2) Contact: Dr Tracii Powell (Forensic Specialist/PRIMUS Agent) (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact) (6 Active Points) 12-
4 3) Contact: Dr. Louis Dorsey (Physician) (Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 12-
4 4) Contact: Dr. Timothy Brand (Gadgeteer) (Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 12-
Perks Cost: 117
Val Disadvantages
20 DNPC: Mother and Father 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)
10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10 Hunted: Hazard 8- (As Pow, Harshly Punish)
15 Hunted: Jade Phoenix 8- (Mo Pow, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Fighting in his brother's memory (Common, Strong)
20 Psychological Limitation: Honorable; modern day knight (Fights for country, the meek, what's right) (Common, Total)
15 Psychological Limitation: Not a Killer (Common, Strong)
5 Reputation: Vigilante, 8-
5 Rivalry: Professional (Nighthawk; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secred Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 235Total Experience Available: 235Experience Unspent: 0Total Character Cost: 585

Height: 1.90 m Hair: Brown
Weight: 117.00 kg Eyes: Blue
Appearance: A ruggedly handsome man with a commanding presence and a fit, athletic build. He wears a dark blue costume with a light blue falcon on his chest. His utility belt and cowl/cape are black. His boots and gloves are light blue. Personality: Jeff Priest has taken his younger brother's role as the Falcon. He's worked through his anger and rage at Danny and then those who killed him. What is left is a hero. Jeff treats his role as Falcon very seriously, but it is a job. He makes sure that he visits his folks regularly, and tries his darndest to maintain a social life. He keeps a small apartment in another part of the city, but often spends alot of time at the warehouse.

 

 

Quote:"The Falcon flies tonight."

"Pests like you keep me employeed."

Background: Jeffrey Priest and his brother never got along. Jeff, like his father, joined the military right out of highschool. Daniel went to college; he studied chemical engineering. Jeff was 22, and in his second tour of duty, when his unit was sent to Kosovo. He returned home, and was awarded the purple heart and bronze star for heroism. Danny was there when he returned. Dan seemed different. The two spent some time together but it soon became obvious to Jeff that Dan ws still a flake. He missed appointements, lunch dates, family get togethers. He lived in a tiny apartment and worked this stupid part time job. Danny was a losser. Jeff resented how his parents seemed to worry so about his younger brother; he had troubles too. Jeff had found adjusting to the civilian life a bit difficult; he had been a man of action and now was working in an office job where his boss treated him like dirt. He and Danny even came to blows during a Thanksgiving dinner gone awray, Dan had been late and although he had apologized; Jeff couldn't forgive. Jeff had been through a particularly rough week, and Danny's seeming lack of courtesy was it. Jeff threw a punch at his brother and was very surprised that not only did he shrug it off, Dan reflexively hit him back. The blow dropped Jeff to the floor.

Getting ahold of his rage; Jeff excused himself and went home. It was the last time he saw his brother alive again.

Danny's funeral was hard for Jeff to take; they had left on such bad terms. He felt horribly guilty. It was only to get worse. Two days later a letter arrived for Jeff. It was from his brother! Danny had an attourney notify Jeff that he would be inheriting all of his worldly possessions. In the letter was slip of paper with an address and a security pass code. Jeff drove to the location; it was a warehouse on the riverfront. Entering the building; he stood in astonishment. It was filled with expensive vehicles, computers, weapons. What could Danny have been involved in?

"Good Day, Mr. Priest." said a voice to his left.

Jeff spun and found himself staring into the face of a silverhaired man in a tailored but simple gray suit. The elderly man's bearing lead Jeff to believe that he was more than he appeared.

"Who are you and what do you have to do with my brother?" Jeff snarled. He didn't like where this trip was going already.

The older gentleman simply held his hand up, "There is no need for violence, Daniel would not have wanted us to fight."

At the mention of his brother's name, Jeff dropped his fists to his sides.

"He wanted me to give you this," The old man handed Jeff a laptop computer, "Everything should be explained inside; there is a conference room in the upper level if you'd like to read it there, or you could go home."

Jeff said nothing, he simply took the laptop under his arm and exited the building.

When he got home he turned it on and watched as the screen came to life.

A white screen with a blue bird on it appeared. A login prompt stared back at him. There was a post it note at the top of the screen. It read: "Login: Purple Password: Heart". Jeff typed it in and the lap top hummed to life. Soon a video file came up; it was Danny.

"Jeff, if you are watching this, then it means I'm dead. I hope mom is okay." He smiled grimly up from the screen.

"By now you've been to the warehouse and met Mr. Parker. If you take me up on this offer, he will help you."

Danny suddenly stepped back and pulled a cowl over his head.

"For the last six years, I have been acting as the costumed vigilante, the Falcon. I chose the name from our unit name when we were kids. All those years I was late, incomunicative, and a "part time loser", as you called it; I was fighting crime in Millennium City. It was tough being your kid brother, but I always looked up to you. You were my hero. I wanted to be that for someone. I met Mr. Parker and he helped me; he'd been a crime fighter in his day too."

Danny took the cowl off and smiled at his brother; "I think I've done a good job. I know I let you down as far as "being there" but my work is important. I've been working on a case that I think leads to VIPER in a big way. Something is going down soon. I'm a little nervous, but we all have our jobs to do."

Danny's smile disappeared. He stared straight into the camera; "Jeff, I didn't make it; I've left some work undone. I'm making this to ask you to become the Falcon in my place. I know its a lot to ask; but the city needs us."

Then he stepped away from the camera.

"I hope to God I'm wrong about this, I'll erase this file tomorrow, Ambrose."

"Yes, Sir."

"Do you think Jeff will take the job?"

"From what I heard in your stories, Sir; I can only assume he will."

 

 

Three months later, the offices of Greene Scales & Guages found itself the victim of a break in. Nothing was taken and the police report came up inconclusive. But the manager of GS&G knows better. A note was left on his desk:

I was away for a while; but now I am back. Thanks for keeping the town warm for me.

 

- The Falcon

Powers/Tactics: A skilled hand to hand combatant and sniper; Jeff has let his firearms skills errode slightly as he avoids the use of guns as the Falcon. He has a nice arsenal of gadgets, vehicles, and allies. Mr. Parker coordinates his activities and is a brilliant information broker and detective. Jeff has improved in these areas but he's not quite there yet. He has four very helpful contacts who provide him with information as well as material and other resources. He does not create his own gadgets.Campaign Use: A batman wannabe based on the old Blue Falcon cartoon. Serious, but not to a fault. He isn't supposed to be a top martial artist but he's a superhero; if you want him to be even more agent like drop his STR & CON to 18 and his Dex to 20, his SPD to 4. YOu could go the other way if you want him to be more of a "Hyper competant" style fighter. Otherwise you can increase his effectiveness with a few more levels (perhaps give him his gunplay skills back (2 levels with firearms and a few range skill levels) and then give him some firepower) and some more gadgets.
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Saturday 05/22/2004Only sharpest eye, the quickest with, the surest luck will ever outfox the Fox!sorry, channelling old swashbuckling comedies with this one. Cheers Danny. :cheers:The FoxPlayer: NPC Hero

Val Char Cost
15 STR 5
23 DEX 39
18 CON 16
12 BODY 4
18 INT 8
17 EGO 14
23 PRE 13
18/20 COM 4
8/26 PD 5
8/26 ED 4
5 SPD 17
8 REC 2
40 END 2
30 STUN 1
6" RUN02" SWIM03" LEAP0Characteristics Cost: 134
Cost Power END
6 Acute Senses: +2 PER with all Sense Groups 0
13 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) [1 rc]
47 Monomolecular Rapier: Killing Attack - Hand-To-Hand 2d6 (2d6+1 w/STR), Reduced Endurance (0 END; +1/2), Armor Piercing (x2; +1), Penetrating (x2; +1) (105 Active Points); OAF (-1), No Knockback (-1/4) 0
7 Multiple Blades, Standard: Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR), Range Based On STR (+1/4), Autofire (5 shots; +1/2) (17 Active Points); OAF (-1), 10 Charges (-1/4) [10]
21 Steel Whip: (Total: 52 Active Cost, 21 Real Cost) Killing Attack - Hand-To-Hand 1d6+1, Armor Piercing (+1/2) (30 Active Points); OAF (-1), No STR Bonus (-1/2) (Real Cost: 12) plus Stretching 3", Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Always Direct (-1/4), No Noncombat Stretching (-1/4) (Real Cost: 9) 3
5 Throwing Blades: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Range Based On STR (+1/4) (12 Active Points); OAF (-1), 10 Charges (-1/4) [10]
Artistically cut studded Leather armor over costume
12 1) Defensive Cape Variant: (Total: 30 Active Cost, 12 Real Cost) Armor (6 PD/6 ED) (18 Active Points); OAF (-1), Activation Roll 11- (-1) (Real Cost: 6) plus Lack Of Weakness (-6) for Normal Defense (6 Active Points); OAF (-1) (Real Cost: 3) plus Lack Of Weakness (-6) for Resistant Defenses (6 Active Points); OAF (-1) (Real Cost: 3) 0
1 1) Lookin' Good: +2 COM; OIF (-1/2)
3 2) Protection: Armor (3 PD/3 ED) (9 Active Points); Standard Vest (Protects Locations 11-13; -1 1/2), OIF (-1/2) 0
5 4) Silhouette-Distorting Cape: +3 with DCV (15 Active Points); OAF (-1), Activation Roll 11- (-1)
18 5) Stasis Cloth Costume: Armor (9 PD/9 ED) (27 Active Points); OIF (-1/2) 0
Throwing Pellets
12 1) Concussive Throwing Pellet: Energy Blast 5d6, Explosion (+1/2) (37 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4) [6]
27 2) EMP Throwing Pellet: Drain Electronic Device Powers 2d6, Range Based On STR (+1/4), Explosion (+1/2), all Electronic Device powers simultaneously (+2) (75 Active Points); OAF (-1), 6 Charges (-3/4) [6]
12 3) Flare Throwing Pellet: Sight Group Flash 5d6, Explosion (+1/2) (37 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4) [6]
12 4) Frag Throwing Pellet: Killing Attack - Ranged 1 1/2d6, Explosion (+1/2) (37 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4) [6]
13 5) Incendiary Throwing Pellet: Killing Attack - Ranged 1d6+1, Armor Piercing (+1/2), Explosion (+1/2) (40 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4) [6]
12 6) Knockout Gas Throwing Pellet: Energy Blast 3d6, Area Of Effect (One Hex; +1/2), No Normal Defense (defense is Life Support [self-Contained Breathing or appropriate Immunity]; +1) (37 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4) [6]
12 7) Paste Throwing Pellet: Entangle 2d6, 3 DEF, Explosion (lose 1d6 and 1 DEF per 1"; +1/2) (37 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On STR (-1/4) [6]
12 8) Smoke Throwing Pellet: Darkness to Sight Group 3" radius (30 Active Points); OAF (-1), Range Based On STR (-1/4), 6 Continuing Charges lasting 1 Turn each (removed by high winds or rain; -1/4) [6 cc]
Powers Cost: 250
Cost Martial Arts Maneuver
Fencing/Savate
5 1) Ballestra: 1/2 Phase, +2 OCV, -2 DCV, Weapon +4 DC Strike; Half Move Required
4 2) Ceduto: var Phase, +0 OCV, +0 DCV, 15 STR to escape Bind
4 3) Coup de pied bas (low kick): 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
5 4) Coup de pied chasse (side kick): 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike
4 5) Crochet (Hook): 1/2 Phase, +2 OCV, +0 DCV, 5d6 Strike
3 6) Cut: 1/2 Phase, +2 OCV, +1 DCV, Weapon Strike
5 7) Direct (Jab/Cross): 1/2 Phase, +1 OCV, +3 DCV, 3d6 Strike
4 8) Double a Double: 1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC Strike, Must Follow Predefined Maneuver
5 9) Fleche: 1/2 Phase, +1 OCV, +0 DCV, Weapon +v/5; FMove
4 10) Froissement: 1/2 Phase, +2 OCV, -2 DCV, Disarm, 25 STR to Disarm roll
3 11) Grypes: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; 10 STR disarm
5 12) Lunge: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike
4 13) Parry/Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 14) Pasata Soto: 1/2 Phase, +2 OCV, +2 DCV, Weapon +foe's v/5 Strike, You Fall, Response to Ballestra, Fleche, Lunge
4 15) Prise de Fer: 1/2 Phase, +1 OCV, +0 DCV, Bind, 25 STR
4 16) Riposte: 1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC Strike, Must Follow Block
5 17) Slash: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike
5 18) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 25 STR to take weapon away
5 19) Thrust: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
3 20) Trip/Footsweep: 1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls
4 21) Void: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
0 22) Weapon Element: Blades
1 23) Weapon Element:: Empty Hand
1 24) Weapon Element: Clubs (Cane)
Martial Arts Cost: 90
Cost Skill
10 +2 with DCV
6 +2 with Fencing
10 +2 with HTH Combat
3 Acrobatics 14-
3 Acting 14-
3 Analyze: Agility Skills 13-
3 Breakfall 14-
2 CK: London 11-
3 Climbing 14-
3 Concealment 13-
3 Contortionist 14-
3 Conversation 14-
3 Deduction 13-
3 Defense Maneuver I
3 Fast Draw 14-
3 High Society 14-
3 Jack of All Trades
2 1) PS: Actor (3 Active Points) 14-
2 2) PS: Dancing (3 Active Points) 14-
2 3) PS: Singer (3 Active Points) 14-
2 4) PS: Stage Fighting (3 Active Points) 14-
3 Linguist
0 1) Language: English (imitate dialects) (5 Active Points)
2 2) Language: French (idiomatic) (4 Active Points)
1 3) Language: German (completely fluent) (3 Active Points)
2 4) Language: Italian (idiomatic) (4 Active Points)
1 5) Language: Latin (completely fluent) (3 Active Points)
1 6) Language: Spanish (completely fluent) (3 Active Points)
3 Lipreading 13-
3 Lockpicking 14-
3 Mimicry 13-
3 Oratory 14-
3 Persuasion 14-
3 Riding 14-
3 Scholar
1 1) KS: Family History (2 Active Points) 11-
1 2) KS: London Criminal Underworld (2 Active Points) 11-
2 3) KS: Movies and Theatre (3 Active Points) 13-
1 4) KS: The Superhuman World (2 Active Points) 11-
3 Security Systems 13-
3 Shadowing 13-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 14-
3 Tracking 13-
10 Two-Weapon Fighting (HTH)
7 WF: Blades, Bows, Garrote, Javelins and Thrown Spears, Off Hand, Polearms and Spears, Staffs, Thrown Knives, Axes, and Darts, Two-Handed Weapons
Skills Cost: 146
Cost Perk
25 Base
1 Fringe Benefit: International Driver's License
1 Fringe Benefit: Weapon Permit (where appropriate)
5 Money: Well Off
2 Reputation: Renown Actor (A medium-sized group) 11-, +2/+2d6
3 Well-Connected
2 1) Contact: British Cinema (Contact limited by identity), Organization Contact (x3) (3 Active Points) 11-
2 2) Contact: Gadgeteer (Contact has useful Skills or resources) (3 Active Points) 11-
2 3) Contact: New Knights of the Round Table (Contact has useful Skills or resources) (3 Active Points) 11-
2 4) Contact: Royal Shakespearian Company (Contact has useful Skills or resources, Contact limited by identity, Good relationship with Contact) (3 Active Points) 11-
Perks Cost: 45
Val Disadvantages
5 DNPC: Neal Barthalemew (Agent) 8- (Normal; Useful Noncombat Position or Skills)
10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10 Hunted: British Paprazzi 11- (As Pow, PC has a Public ID or is otherwise very easy to find, Watching)
15 Hunted: Eurostar 8- (Mo Pow, Harshly Punish)
10 Hunted: Hood 8- (As Pow, Harshly Punish)
10 Hunted: The Corsair (French "Pirate" smuggler/fence) 11- (As Pow, Mildly Punish)
10 Hunted: The Iron Wight 8- (As Pow, Harshly Punish)
15 Psychological Limitation: British Patriot (Common, Strong)
20 Psychological Limitation: Code of Chivalry (Common, Total)
10 Psychological Limitation: Proud of family tradition (Common, Moderate)
15 Psychological Limitation: Thrillseeker (Common, Strong)
5 Reputation: Wannabe Gallant, 8-
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 315Total Experience Available: 315Experience Unspent: 0Total Character Cost: 665

Height: 1.85 m Hair: Red
Weight: 85.00 kg Eyes: Green
Appearance: A lean, athletic young man with a stylish hair cut and deep green eyes. He dresses in casual, popular fashions, and smiles all the time. The Fox appears to have a billowy white shirt, black pants, black swash-topped boots, a red sash, a black face mask and cape with red lining. His sword has an intricate gilded hilt and pommel. He carries his pellets concealed in pouches in his flared gloves, boots, belt and cape. He wears studded leather chest shoulder and thigh guards. Personality: Daniel is proud of his family legacy and his country. He fights crime to honor his grandparents; and he still acts on occasion to honor his father. He handles all the publicity well, and makes sure that the Fox and Matthew Hawkins do not act remotely similar. Quote:"You'll never outfox the Fox."

"This fight will be over in a snap!"

Background: Daniel Hawkins is a popular theatre and character actor in London. A minor celebrity and the latest in a long line of actors. When his grandfather died, he also found another legacy. His grand parents had aided the British war effort in WWII. His grandmother, raised by her father as the son he never had, had been an exper marksman and joined the early british intelligence, she operated as the Fox, a blonde bombshell who fought the Nazi's with her fists and whip. She encountered the Hawk, a similar British patriot who fought with his rapier and rapier wit. Together they terrorized the Nazi's all across Europe, dropping out of sight shortly after the war ended to get married and return to their normal lives.

Inspired by his ancestors' heroics, Daniel eased off his youthful acting career, becoming something of a recluse and bit actor. He studied and trained inensely. Shortly after his twenty-second birthday, he began operating as the Fox.

In the years since, the Fox has become a popular hero in his native Britain. Daniel is something of a pickle for the public; his family is so famous for their entertainment, and he is obviously very talented, but his light schedule have some thinking he's a "difficult" celebrity. A hermit. He does tend to make the scene on occasion and paprazzi hound him incessantly.

Powers/Tactics: He fights like he's in a 40's swashbuckler picture. He is very skilled and "lucky" though it's more a measure of his skill that it seems so easy. His gadgets have really improved over the years; he has an ally who develops them for him. He enjoys thematics and will cast dramatic shadows, make sililoques in a deep, mysterious voice, and try to charm pretty ladies while in combat. Campaign Use: I made this guy as an Homage to Danny Kaye's character in the Court Jester. He's a swashbukler wannabe. If you use the Blood in your campaign, he would get along very well with Sabre and the Commodore.

 

If he's too tough, reduce his martial arts by a few maneuvers and drop the DCV skill levels. If he's not tough enough, ad some DC's with the Martial arts and perhaps bring his Strength to 20.

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Sunday 05/23/2004ChimeraPlayer: NPC Hero;

Val Char Cost
70 STR 60
17 DEX 21
35 CON 50
17 BODY 14
15 INT 5
21 EGO 22
40 PRE 30
4 COM -3
35 PD 21
35 ED 28
4 SPD 13
21 REC 0
70 END 0
70 STUN 0
12" RUN02" SWIM050" LEAP0Characteristics Cost: 261
Cost Power END
60 Brick Tricks: Multipower, 60-point reserve
3u 1) Armsweep: Up to 60 STR: Area Of Effect (up to One Hex; +1/2) for up to 60 Active Points (30 Active Points) 3
3u 2) 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
3u 3) Shockwave: Explosion on up to 60 STR, Hole In The Middle, Only Does Knockdown, Not Knockback (+0) (45 Active Points); Extra Time (Full Phase, -1/2), Only affects Targets On The Ground (-1/4) 4
2u 4) The Big Wrap-Up: Entangle 6d6, 6 DEF, Side Effects (Side Effect only affects the environment near the character; +0) (60 Active Points); OIF (material of opportunity) (-1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Defense Depends On Material Used (-1/2) 6
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
1u 6) Unrestrained Might: +40 STR (40 Active Points); Only to determine Casual Strength (-1 1/2), No Figured Characteristics (-1/2) 4
15 Fangs: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) 1
6 Heavy: Knockback Resistance -3" 0
30 Large Claws: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR) 3
4 Reach: Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 0
28 Super-Leaping: Multipower, 28-point reserve
3u 1) Basic Leaping: Leaping +28" (50" forward, 25" upward) (28 Active Points) 3
1u 2) MegaLeaping: Leaping +8" (50" forward, 25" upward), Megascale (1" = 1 km; +1/4) (13 Active Points) 1
12 Super-Strong Legs: Running +6" (12" total) 1
20 Supernaturally Tough 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 Supernaturally Tough Skin: Damage Resistance (30 PD/30 ED) 0
5 Tail: Extra Limbs , Inherent (+1/4) (6 Active Points); Limited Manipulation (-1/4) 0
Powers Cost: 228
Cost Skill
25 +5 with HTH Combat
3 Bureaucratics 17-
3 Conversation 17-
3 High Society 17-
3 Interrogation 17-
0 Language: English (idiomatic) (4 Active Points)
4 Language: Spanish (idiomatic)
3 Oratory 17-
3 Persuasion 17-
3 Scholar
1 1) KS: Alchemy (2 Active Points) 11-
2 2) KS: Arcane And Occult Lore (3 Active Points) 12-
1 3) KS: Legends And Lore (2 Active Points) 11-
4 4) KS: The Entertainment World (5 Active Points) 14-
1 5) KS: The Media World (2 Active Points) 11-
1 6) KS: The Superhuman World (2 Active Points) 11-
3 Streetwise 17-
13 Strength Tricks 17-
3 Trading 17-
Skills Cost: 79
Cost Perk
7 Contact: Jeff Barnes; Head of HR for Prospect Media (Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) 12-
7 Contact: Dr. Sheila DuBrow; Parapsychology/Archeological Studies (Contact has access to major institutions, Contact has useful Skills or resources, Very Good relationship with Contact) 12-
5 Money: Well Off
15 Base: Home in the Country
Perks Cost: 34
Val Disadvantages
5 Physical Limitation: Large Size (Infrequently, Slightly Impairing) [Notes: -2DCV; +2 to other's PER Rolls. Can't fit in some places, very heavy.]
25 Distinctive Features: Horrific Monster (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Overconfident (Very Common, Moderate)
10 Psychological Limitation: Desperately tries to act like nothing is wrong with his appearance (Common, Moderate)
10 Psychological Limitation: In love with Sheila (Common, Moderate)
15 Enraged: When Innocents harmed or threatened (Common), go 8-, recover 11-
15 Hunted: Cornelius Leifield 8- (As Pow, NCI, Harshly Punish)
5 Hunted: Monster Hunters 8- (Less Pow, Harshly Punish)
0 Hunted: Tabloids 8- (As Pow, Watching)
10 Hunted: The Monster 8- (As Pow, Harshly Punish)
20 Vulnerability: 2 x STUN Magical Attacks (Common)
Disadvantage Points: 150

Base Points: 200Experience Required: 252Total Experience Available: 252Experience Unspent: 0Total Character Cost: 602

Height: 2.50 m Hair: Copper Hued Mane
Weight: 340.00 kg Eyes: Golden
Appearance: Chimera looks like a massively built humanoid he stands 2.5 Meters tall and weighs in well over 750 lbs. He has the head of a lion, a tawny furred torso, a rust colored scaled tail, black scaled hands with blood red claws, and dark, almost mahogany colored cloven goat legs. Over this he wears a loin cloth, a broad belt, and a white muscle shirt. The shirt never makes it through combat. He has had two suit coats and a "formal" loin cloth made for the occasions he requires to dress up. Personality: Evan has always been a good guy; level headed, charming, and handsome. Now he's four out of five. He is far more interested in the occult than he used to be and is seeking to make more connections in the Arcane World. He still loves adventure and thrills and now that he's practically invincible its even more fun. He has a sympathetic outlook to some of the CU's more "mindless monster" types; realizing that he could easily have been one of them. So while he doesn't mind throwing down with Grond or Ogre to keep them from tearing things up; he's at least as likely to simply chase them off so they can seek solitude elsewhere. His one encounter with the Monster was...unpleasant for him.Quote:"GRRRRRRR; This isn't going to end pretty."

"Hey, if I'm LION I'm DIEIN'...get it?"

Background: Evan Walsh was a bright, charismatic, handsome and adventurous young man. All his life he was well liked, respected, and popular. He received a business degree from Columbia University and started a company with three friends. Paragon Media was a success; the five friends were board of directors, Evan the CEO and public face. They produced television, film, magazines, you name it. Evan had a gift; he simply made their projects sound irresistible. He was the one who got things done; he lined up companies for product tie-ins. The five friends became very wealthy men in just ten short years.

One of them however, wanted more. Jake Spencer began stealing from the company coffers about two years ago. Sure he was a millionaire and these were his best friends; Jake was just an amoral man. He was jealous of Evan and worried that one of the others would find out about his cooking of the books. He began to search for a way to get rid of them. Jake had a fascination with the occult in his younger days and through it made casual acquaintance with a few members of the infamous Silvestri family. They got him in touch with Cornelius Leifield. Together they concocted a scheme that would allow Jake to take sole possession of the company and allow Leifield to gather a book of ancient alchemical formulae hidden away in a remote burial tomb in South America.

Evan and his buddies had all been thrill seekers in school and they took annual trips together; skydiving, mountain climbing, treasure hunting. The adventures took them all over the world. This year, Jake couldn't make it; the other four reluctantly went with out him and had a blast. Jake had been very excited, it was a chance to unearth a lost burial ground, there had been rumors of curses and hauntings; in a day and age with VIPER, DEMON, and brightly clad heroes and villains, these stories hold more weight and the four adventuresome businessmen were excited. They also weren't stupid. Jeff Barnes, Evan's room-mate in college and the director of Human Resources for Paragon Media was brilliant at reading people. Although he was as excited as anyone about the adventure, he had doubts about Jake's "illness"; of all the original five, Jeff was the one who suspected Jake was up to no good. He hadn't found any proof at the time so he kept his suspicions to himself. He did decide to be extra cautious and hit a few chat rooms and library message boards about the trip. He was contacted shortly afterwards by Sheila DuBrow. Sheila was a scholar and a member of the Trismegistus Council. She had heard of the curses and the potential rewards of the trip and offered her services as an "academic". After meeting Dr. Dubrow, Jeff knew she was more than she seemed and accepted her offer.

Sheila and Evan got along marvelously, she was a little older than him but very attractive and he was simply fascinated by her studies into the arcane. The burial ground was far from civilization and the guides (men supplied by Leifield), got them there with out incident.

The guides refused to go into the tomb (because their orders were to kill anyone who returned); so the four friends and Dr. DuBrow entered. The tomb was indeed well guarded and there were indeed arcane traps and curses; but Dr Dubrow proved adept at disarming and deactivating them. When they finally hit the chamber it was everything Evan had dreamed it would be. It was clean, marble floors and statues of arcane guardians and murals of angels being ravaged by demons adorned the walls. It was just like out of a movie. The sarcophagus was raised and above it was a book. Unable to control himself, Evan reached for the book. Sheila didn't notice until it was too late; she screamed at him but he had already grasped it.

"I fear you will not steal my secrets today my friend. However I will allow you the honor of becoming my guardian and slave" said the voice in his head.

White hot pain shot through Evan. His screams of pain became a horrifying roar. Evan's friends drew their guns and fired; Sheila began a spell to return him to normal. The bullets bounced of Evan's flesh and he lashed out in pain, clipping Sheila and interrupting her spell.

The curse had transformed Evan in to a horrifying guardian; but once the pain stopped Evan was again in control.

"What happened to me?" He asked. His new voice was deep, bestial, but still understood.

"Evan?" Asked Jeff.

"Yes, Jeff?" Evan turned towards his friend; Jeff flinched. But it was obviously Evan.

"What happened to you?"

"I dunno," Evan crouched, then looked down with a start at his goat-like hooved legs, "I touched the book and a voice in my head called me its slave."

"The book was cursed," Sheila said looking up at Evan, even crouching, he towered over everyone present, "I-I am not sure I have the power to change you back."

"Oh."

Jeff and the others looked at each other. Then back at Evan.

"I think Jake knew this would happen," Jeff said.

"That I'd be turned into a monster?" Evan asked

"That one of us might," Jeff clarified, "I think you were supposed to kill us."

"Kill you?" Evan couldn't even conceive the idea.

"Well, perhaps the curse didn't work all the way, or maybe my spell was partially successful, " Sheila told him.

The five talked about it for a while and then made their way back. It was decided that Evan would be last out of the Tomb to avoid scaring the guides; Jeff led the group out.

Once Jeff came out of the tomb, he was shot. Evan, leapt past his friends and charged the guides. Panicking at the sight of him, they fled; they had not been sent to deal with crypt guardians.

Jeff survived, Evan carried him out and used his keen senses to find their way back to town.

Evan was "transported" back to America in a cage; disguised by Sheila as a bear. He found it difficult to return to business at Paragon. But Jake, hearing that they were coming back fled. The remaining three friends sold the company and went separate ways. Jeff helped Evan buy a home in the country and still spends time with him when not working on his new ventures. Evan has adjusted incredibly well to his new form. He knows that it’s hard on others, but he still has a certain charm. He began to lend his might to the cause of good almost immediately after returning to California. He has met and is on good terms with the San Francisco-Based Eldritch. He has become a beloved "Heroic-Monster" in the Los Angeles area. He still works closely with Sheila DuBrow and the two seem on the verge of a romantic relationship.

 

Powers/Tactics: A brick. Chimera is big, bad and nigh-unstoppable. He lacks wings but can Jump for miles and has over the first year of his career developed a number of "Brick Tricks". Many of the "Tricks" are bought as naked advanteges for STR. So A GM might not want to put them in a Multipower; this is given as an option in The Ultimate Brick. Mostly to tick of those who think STR is already too cheap :) .

Chimera also has a variety of mystic defenses and senses. His "poison cloud" is not in his multipower because it's not a "Brick Trick".

Campaign Use: I realized 2 things recently; 1) I make all good looking heroes. I think I self associate too much with them. And 2) I want to use the Ultimate Brick! so here is one. Chimera is a big, bad coming in at 600+ pts of combat monster. If you want to tone him down (I won't feel bad, I promise), Reduce his STR to 55 and his DEF to 25; I think this will tone him down considerably. You could also drop a brick trick or two.

If you want to go the other way, increase his Dex to 21-23, his SPD to 5 or even 6; add a few "tricks" to his Multipower and maybe give him wings for mobility.

The Monster Hunters who hunt Chimera are well meaning (or not) people who simply can't bring themselves to trust that a being as monstrous as Evan has become could possibly be anything other than an evil beast. While they are not powerful enough to attack him directly (and aren't going to try that again), they can make his life difficult; speaking out against him sowing doubt about his intentions, etc.. Similarly the tabloids love him because he's their "Batboy" come to life. He's a popular target, but the stories are generally benign.

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Monday 05/24/2004The leader of a group of powerful but limited villains.ArtilleryPlayer: NPC Villain; Member of the Pressgang

Val Char Cost
13 STR 3
16 DEX 18
25 CON 30
20 BODY 20
13 INT 3
11 EGO 2
18 PRE 8
12 COM 0
5/10 PD 2
10/15 ED 5
4 SPD 14
9 REC 2
50 END 0
40 STUN 0
8" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 107
Cost Power END
170 Bio-Electric Blast: EB 17d6, Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/2 Advantages; Limited Group of Advantages; Explosion, AE 1 Hex, Indirect, Autofire, Penetrating, and Increased Range only; +3/4) (170 Active Points) 7
33 Blast Punches: HA +5d6, Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/2 Advantages; Limited Group of Advantages; Explosion, AE 1 Hex, Indirect, Autofire, Penetrating, and Increased Range only; +3/4) (50 Active Points); Hand-To-Hand Attack (-1/2) 2
6 Energy Immunity: LS (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat) 0
5 Energy Resiliance: Damage Resistance (10 ED) 0
60 Energy Resiliance: Energy Damage Reduction, Resistant, 75% 0
4 Fast on his Feet: Running +2" (8" total) 1
Bikerwear Costume
1 1) Lookin' Good: +2 COM; OIF (-1/2)
4 2) Protection: Armor (2 PD/2 ED) (6 Active Points); OIF (-1/2) 0
8 3) Spikes And Metal Bits: Killing Attack - Hand-To-Hand 1 point, Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (17 Active Points); No STR Bonus (-1/2), OIF (-1/2) 0
Powers Cost: 291
Cost Skill
25 +5 with Ranged Combat
3 Blaster Tricks 12-
3 Combat Driving 12-
3 Concealment 12-
2 Forgery (Documents) 12-
3 Gambling 12-
3 Interrogation 13-
3 KS: Blue Collar Crime 12-
3 KS: Drug Trafficking 12-
3 KS: Organized Crime 12-
3 KS: Smuggling 12-
3 KS: Street Gangs 12-
3 Lockpicking 12-
3 Persuasion 13-
3 Security Systems 12-
3 Shadowing 12-
3 Stealth 12-
3 Streetwise 13-
2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
2 WF: Blades, Handguns
Skills Cost: 79
Cost Perk
3 Contact: Fence (Contact has useful Skills or resources) 11-
3 Contact: Local Ganglord (Contact has access to major institutions, Contact has significant Contacts of his own) 8-
3 Contact: VIPER Nest Leader (Contact has useful Skills or resources, Good relationship with Contact) 8-
3 Fringe Benefit: Membership: Leader of the Pressgang
2 Reputation: Professional Criminal Mercenary (A small to medium sized group) 11-, +2/+2d6
Perks Cost: 14
Cost Talent
3 Absolute Range Sense
6 Combat Luck (3 PD/3 ED)
Talents Cost: 9
Val Disadvantages
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
10 Distinctive Features: Unique Giger counter signature (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
15 Hunted: Firewing 8- (Mo Pow, Harshly Punish)
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: Quasar 8- (As Pow, NCI, Harshly Punish)
10 Physical Limitation: Hyperactive and jumpy (Frequently, Slightly Impairing)
10 Psychological Limitation: Greedy (Common, Moderate)
15 Psychological Limitation: Overconfident (Very Common, Moderate)
15 Psychological Limitation: Short Tempered (Very Common, Moderate)
10 Psychological Limitation: Vengeful (Uncommon, Strong)
15 Reputation: Hugely powerful Villain, 11- (Extreme)
5 Unluck: 1d6
Disadvantage Points: 150

Base Points: 200Experience Required: 150Total Experience Available: 150Experience Unspent: 0Total Character Cost: 500

Height: 1.80 m Hair: Brown
Weight: 83.00 kg Eyes: Brown
Appearance: A ruggedly handsome man, Jacob (Jake) is just a shade under six feet tall, nearly 200lbs and built athletically, he has brown hair and often sports a mullet. He also has mutton chops and a permaleer. He wears spiked leather outfits that show of his muscles. He looks like a movie motorcycle gangmember (a little too "pretty" and clean for real life biker gangs).

Personality: Jacob is a happy man. He has managed to make quite a reputation for himself despite being a "one trick pony". He is tough as nails and doesn't take any gruff from others; but he knows his limitations and if at all possible fights under his own terms. He is the undisputed leader of the Pressgang and he has worked hard to train and devise missions and engagement rules that maximized their strengths and minimizes their weaknesses. The team is stronger than the sum of its parts and he is responsible for this. Quote:"I don't know about you but I am having a BLAST!!"Background: Jacob "Artillery" Presston is a nationally known and highly wanted supervillain. His powers are inborn mutations that give him the ability to discharge massive amounts of Bio-Electrical current. He has great control of the output and can create some frightening results. He became a superpowered criminal mercenary and has a good record. Recently he has gathered a group of like minded supervillains to a gang under his leadership. The Pressgang, as they are collectively called, are respected and can command a high price. Jacob is happy with things the way that they are. He has invested his money with an underworld fence who dabbles in day tradinig and soon Artillery thinks he and the Pressgang can retire.

Jacob has a few distinctions that have added to his reputation; he is one of the few people to go toe to toe with Firewing and come away from it unscathed (though in truth the fight was interrupted before it could get very far and Jacob hadn't proved capable of stopping Firewing); he also has traded blasts with Quasar of UNITY. He is number nine on PRIMUS's top ten most wanted villains, his high profile is due to his reported power, but he isn't higher since he doesn't seem to concerned with anything but mercenary work and doesn't directly attack American interests.

Powers/Tactics: Keep your foes away from you. Blow them to smitherines. Its an easy plan, but when you aren't the most mobile firing platform, you have to be extra careful.

The Blast Punch is something he developed out of necessity; he stands almost no chance in hand to hand combat, even with your average PRIMUS or UNTIL agent. He saves the punch for surprise attacks that might let him escape.

Campaign Use: Artillery is a one trick pony who leads a team of one trick ponies. He is meant to be tough but rather easy to overcome once you know his weakness. If he's too tough as it is, drop his Blast Punch; this gives him NO Hand to Hand abilitiy what so ever and if your heroes can close he's done. If you want to make him a more effective fighter, increase the armor value of his Biker-Wear, perhaps give him some other "Powerstunts" such as Missile Deflection, Flash, or increase his number of Advantages and bump the maximum advantage value.
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Tuesday 05/25/2004And another:HumongousPlayer: NPC Villain; member of Pressgang

Val Char Cost
25/55 STR 15
11 DEX 3
25 CON 30
25/31 BODY 30
10 INT 0
18 EGO 16
15/25 PRE 5
10 COM 0
10/20 PD 5
10/20 ED 5
4 SPD 19
10 REC 0
50 END 0
51/57 STUN 0
18" RUN02" SWIM05"/21" LEAP0Characteristics Cost: 128
Cost Power END
14 Gigantic Defense: (Total: 20 Active Cost, 14 Real Cost) +10 PD (10 Active Points); Linked (Huge Size; -1/2) (Real Cost: 7) plus +10 ED (10 Active Points); Linked (Huge Size; -1/2) (Real Cost: 7) 0
20 Gigantic Legs: Running +12" (18" total), Reduced Endurance (Half END; +1/4) (30 Active Points); Linked (Huge Size; -1/2) 1
10 Gigantic Resilience: Damage Resistance (15 PD/15 ED) (15 Active Points); Linked (Huge Size; -1/2) 0
30 Huge Size: Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 6,400 kg, -4 DCV, +4 PER Rolls to perceive character, 8 m tall, 4 m wide), Costs END Only To Activate (+1/4) (37 Active Points); All or nothing. Can only grow to one size (-1/4) 3
7 Impressiveness: +10 PRE (10 Active Points); Linked (Huge Size; -1/2)
6 Efficient Muscles: Reduced Endurance (1/2 END; +1/4) (6 Active Points) applied to STR
Brick Tricks, all slots Only when Grown (-1/4)
19 1) Shockwave: Explosion on up to 55 STR, Hole In The Middle (38 Active Points); Extra Time (Full Phase, -1/2), Only affects Targets On The Ground (-1/4), Only when Grown (-1/4) 4
20 2) Armsweep: Up to 60 STR: Area Of Effect (up to One Hex; +1/2) for up to 50 Active Points (25 Active Points); Only when Grown (-1/4) 2
16 3) Gigantic Leaps: Leaping +10" (5"/21" forward, 2 1/2"/10 1/2" upward) (Accurate, x4 Noncombat) (20 Active Points); Only when Grown (-1/4) 2
Powers Cost: 142
Cost Skill
30 +6 with HTH Combat
9 +3 with Grab, Haymaker, and Punch
11 Climbing 15-
3 Demolitions 11-
2 Gambling (Poker) 11-
3 KS: Extortion Rackets 11-
2 KS: Street Culture 11-
3 KS: The Underworld 11-
3 Shadowing 11-
3 Streetwise 12- (14-)
2 Survival (Urban) 11-
Skills Cost: 71
Cost Perk
1 Reputation: A real Pro (A medium-sized group) 11-, +1/+1d6
3 Fringe Benefit: Membership: Pressgang
Perks Cost: 4
Cost Talent
5 Lightning Reflexes: +5 DEX to act first with Activating Growth
Talents Cost: 5
Val Disadvantages
15 Enraged: When takes body (Uncommon), go 11-, recover 11-
10 Hunted: Cavalier 8- (As Pow, Harshly Punish)
10 Hunted: Ironclad 8- (As Pow, Harshly Punish)
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: A follower not a leader (Common, Strong)
15 Psychological Limitation: Enjoys the fear of others; bully (Very Common, Moderate)
15 Psychological Limitation: Overconfident (Very Common, Moderate)
10 Psychological Limitation: Violent and Intense (Common, Moderate)
10 Reputation: Fearsome Villain, 11-
5 Rivalry: Professional (Gargantuan; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)
10 Unluck: 2d6
Disadvantage Points: 150

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

Height: 2.00 m Hair: Brown (Shaves his head)
Weight: 100.00 kg Eyes: Brown
Appearance: A hugely muscular man in a black skin-tight tee shirt, black and grey camouflage pants, a black belt, combat boots, and no mask. His identity is secret in that he had it erased. He shaves his head bald but wears a goatee. He also has four earrings in each ear and a tattoo of a shark on his left shoulder.Personality: Humongous is a thug and a complacent one at that. He follows orders eagerly and if left to his own devices finds a bar and picks a fight. Even at his "small" size he's more than a match for your average bar patron. He loses his cool if he takes body, so Artillery doesn't use him as a human shield anymore. He gets along well with Anvil as the other "brick" of the team isn't as strong as he is and doesn't threaten his "schtick". He has a heated (and one-sided) rivalry with Gargantuan who is simply more powerful than he is. Quote:"Hey little man, I am when I am done with you, you'll have thought a house hit you...say hi to Dorothy for me."Background: Drew Harper does not tell anyone where ge got his powers. The fact that he doesn't know himself exactly helps keep the mystery. He was a homeless man up until three years ago, dropped out of highschool to sell drugs and then got into a fight with his supplier. Cut off and not really willing to "work for a living" he tried burglary, got caught and sent away for three years. His parents disowned him and he was on the streets. One day he awoke to a dull throbbing pain. He was much larger now. Taking his new found strength and toughness to one of the local "Dignity Villages" (a group of vagrants living together) he tried to steal anyhting of value from them. The cops busted the place and in a panic, he tried to flee. This activated his Growth and he shot up to about 20 feet tall. Drunk with power, he thrashed the cops and the vagrants and went off to get drunk. He was stopped cold by Ironclad a half hour later.

After getting out of prison a second time he was found by Artillery who gave him a job. Humongous was born

Powers/Tactics: Get big, smash things. Humongous isn't quite as durable as many bricks. He also lacks versatility, if a situation exists where he can't go to his full height, he's stuck as a normal, albiet strong, thug.Campaign Use: A big rent a thug. If he's too tough for your needs, drop his "normal" STR to 20 and his Combat Levels to 3/2. If you want to make his rivalry with Gargantuan more viable, give him a second size up - add 3 to 6 levels of growth. However, he should only have three "Settings": Big, Medium, and Small. Also you might want to up his DEF to more than 20.
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Re: Hero A Day...Sorta...

 

Good morning Enforcer84, I'm afraid I am going borrow your NPC for my own planned camapign. I'm having trouble with this thread lately though. It is not fitting the screen size. What's with that?.

 

Excellent work

 

QM.

I'm not sure. I don't do much besides post them.

Which NPC you taking?

 

I've been PM'd about a possible web hosting for the characters. If that happens I'll probably leave the HD files up for about a month then take them down. That way people will be able to get them and I can start taking some of my bandwidth hogs off the Hero Games Server. :)

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Wednesday 05/26/2004AnvilPlayer: NPC; Member of the Pressgang

Val Char Cost
40 STR 10
15 DEX 15
20 CON 20
20 BODY 20
9 INT -1
13 EGO 6
20 PRE 10
10 COM 0
16/40 PD 8
16/40 ED 8
4 SPD 15
10 REC 4
60 END 10
50 STUN 10
6" RUN02" SWIM08" LEAP0Characteristics Cost: 135
Cost Power END
15 Metallic Form: Elemental Control, 30-point powers
10 1) Fists of Steel: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2) 3
30 2) It's Like Hitting A Battleship!: Killing Attack - Hand-To-Hand 1d6+1 (2d6+1 w/STR), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (60 Active Points); Does Not Work Against Persons Who Grab Or Are Getting Grabbed By The Character (-1/2) 0
18 3) 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
75 4) Tougher Metal Body: (Total: 108 Active Cost, 87 Real Cost) Armor (24 PD/24 ED) (72 Active Points); Visible (-1/4) (Real Cost: 58) plus Knockback Resistance -4" (Real Cost: 8) plus +20 STR (20 Active Points); No Figured Characteristics (-1/2) (Real Cost: 13) plus +4 PD (Real Cost: 4) plus +4 ED (Real Cost: 4) 2
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
Powers Cost: 168
Cost Skill
30 +6 with HTH Combat
3 Demolitions 11-
2 KS: Hazmat Control and Cleanup 11-
2 KS: Millennium City Underworld 11-
3 Mechanics 11-
3 Streetwise 13-
Skills Cost: 43
Cost Perk
3 Fringe Benefit: Membership: The Pressgang
2 Reputation: Respected Supervillain (A medium-sized group) 11-, +2/+2d6
Perks Cost: 5
Cost Talent
3 Bump Of Direction
Talents Cost: 3
Val Disadvantages
20 Distinctive Features: Metal Man (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
20 Hunted: Ironclad 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25 Hunted: PRIMUS 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
5 Physical Limitation: Great weight (over 500lbs) (Infrequently, Slightly Impairing)
10 Physical Limitation: Requires specialized medical assistance; -7 to Paramedics rolls (Infrequently, Greatly Impairing)
15 Psychological Limitation: Casual with violence. (Very Common, Moderate)
15 Psychological Limitation: Craves respect (Common, Strong)
10 Psychological Limitation: Greedy (Common, Moderate)
15 Psychological Limitation: Loyal to Employer (Common, Strong)
15 Social Limitation: Public Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 4Total Experience Available: 4Experience Unspent: 0Total Character Cost: 354

Height: 1.90 m Hair: Grey
Weight: 240.00 kg Eyes: Grey
Appearance: A man of above average height with a thick, burly build. He is seemingly made out of gray metal. He wears black pants with no shirt, red boots, belt, and guantlets.Personality: Anvil is a practical if less than moral fellow. He seeks wealth and security and he's not afraid to take personal risks for great rewards. He gets along well with the rest of the group and enjoys the perks of working for an established team with a good reputation. In combat he is aggressive and has had to tone these impulses down as Artillery likes to have him around for "protection". Quote:"Prepare to get flattened!" Background: George isn't sure how he was transformed into a living metal being by an industrial accident, but he has accepted it. He began working as a small time enforcer for a local crime family; but when the Pressgang was hired to eliminate them; George, as Anvil, was beaten and managed to be the only survivor. After he awoke, he saw Artillery standing above him.

"You're a good fighter; I'd like you to join my team. I'd hate to have to kill you like we did your friends."

"Screw you!" Anvil tried to club the smirking Artillery, but he was held by Humongous and he couldn't break free.

"I'll give you a chance to reconsider."

Looking around at the carnage in the room, Anvil agreed. Surprisingly, he hasn't regretted it. Artillery is a good leader and treats him with respect. Anvil is generally Artillery's bodyguard during combat; his high defenses shielding his boss from physical attacks.

Powers/Tactics: Stay close to Artillery and bash anyone who gets in your face.Campaign Use: Anvil is a brick but lacks the lifting power of many of his contemporaries. He hits hard though and is very resiliant. He does have a weakness to Electrical, Magnetic, and rust themed attacks. He hasn't yet found a "Melting Point" but he isn't eager to either. If you want to tone him down for your campaign, drop the "Fists of Steel" to +4D6 HA; and his DEF to 25. If he's lacking in combat worthiness, increase his STR to 45 or 50. He should be below the campaign average.
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Thursday 05/27/2004MoldPlayer: NPC; Member of the Pressgang

Val Char Cost
15 STR 5
18 DEX 24
30 CON 40
20 BODY 20
15 INT 5
11 EGO 2
18 PRE 8
13 COM 2
8/12 PD 5
8/12 ED 2
5 SPD 22
9 REC 0
60 END 0
45 STUN 2
11" RUN02" SWIM03" LEAP0Characteristics Cost: 137
Cost Power END
15 Rubbery Body: Elemental Control, 30-point powers
12 1) Body Barrier: Force Wall (8 PD/6 ED) (Opaque Sight Group) (45 Active Points); Feedback (-1), No Range (-1/2) 4
20 2) Gotcha!: Entangle 2d6, 2 DEF, Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (60 Active Points); Feedback (-1), Cannot Form Barriers (-1/4) 0
15 3) Malleable Body: Stretching 6" (30 Active Points) 3
10 4) Really Big Fist: Hand-To-Hand Attack +4d6, Area Of Effect (One Hex; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2) 3
10 5) Squeezing Through Cracks: Desolidification (affected by affected by any attack) (40 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-1/2) 4
22 6) Suffocate: Energy Blast 4d6, No Normal Defense (LS: Self-Contained Breathing; +1), Continuous (+1) (60 Active Points); No Range (-1/2), Must Follow Grab or Entangle (-1/2) 6
18 7) Body Double: Shape Shift (Hearing and Touch Groups, limited group of shapes), Imitation, Instant Change, Makeover (38 Active Points); Cannot alter color; merely shape (-1/4) 4
Rubbery Body
8 1) Bridgework: Flight 6", Usable By Other (+1/4) (15 Active Points); Not Usable By Character (-1/2), No Noncombat Movement (-1/4) 1
4 2) Molding To Surfaces: Clinging (normal STR) (10 Active Points); Costs Endurance (-1/2), Requires A Stretching Tricks Roll (-1/2), Cannot Resist Knockback (-1/4) 1
4 3) Parasail Form: Gliding 6" (6 Active Points); Lockout (Cannot use any other stretching powers; -1/2) 0
17 4) Peeking Around Corners: Clairsentience (Sight And Hearing Groups) (30 Active Points); No Range (-1/2), Visible (-1/4) 3
45 5) Rubbery Body: (Total: 45 Active Cost, 45 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 25% (Real Cost: 15) 0
19 6) Safety Pillow: Breakfall 23-, Usable By Other (+1/4) (29 Active Points); Costs Endurance (-1/2) 3
10 7) Stretch-Sprinting: Running +5" (11" total) 1
8 Reinforced Costume: Armor (4 PD/4 ED) (12 Active Points); OIF (-1/2) 0
Powers Cost: 237
Cost Skill
10 +2 with HTH Combat
3 Acting 13-
3 Breakfall 13-
3 Bureaucratics 13-
3 Concealment 12-
3 Contortionist 13-
3 Conversation 13-
5 Cramming
3 Disguise 12-
2 Forgery (Documents) 12-
3 High Society 13-
2 KS: Superpowers 11-
2 KS: The Superhuman World 11-
3 Lockpicking 13-
9 Mimicry 15-
3 Paramedics 12-
3 Persuasion 13-
3 Security Systems 12-
3 Seduction 13-
3 Shadowing 12-
3 Stealth 13-
3 Streetwise 13-
9 Stretching Skill 15-
3 Teamwork 13-
Skills Cost: 90
Cost Perk
2 Reputation: Member of feared superteam. (A medium-sized group) 11-, +2/+2d6
3 Fringe Benefit: Membership: Pressgang
Perks Cost: 5
Cost Talent
6 Skill Master (+3 with Disguise)
Talents Cost: 6
Val Disadvantages
15 Hunted: Nighthawk 8- (As Pow, NCI, Harshly Punish)
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: ZigZag 8- (Mo Pow, Harshly Punish)
5 Physical Limitation: Sterile (Infrequently, Slightly Impairing)
20 Psychological Limitation: Completely Loyal to Artillery (Common, Total)
15 Psychological Limitation: Craves power and respect (Very Common, Moderate)
10 Psychological Limitation: Greedy (Common, Moderate)
10 Psychological Limitation: Lecherous (Common, Moderate)
15 Social Limitation: Secret Identity (Frequently, Major)
5 Unluck: 1d6
20 Vulnerability: 2 x STUN Heat based attacks (Common)
Disadvantage Points: 150

Base Points: 200Experience Required: 125Total Experience Available: 125Experience Unspent: 0Total Character Cost: 475

Height: 1.75 m Hair: Brown
Weight: 75.00 kg Eyes: Brown
Appearance: Although it varies, Lee's normal appearance is a good looking man of medium height and build with brown hair and brown eyes. He wears a purple bodysuit with matching mask (that covers his entire head save for nose, mouth, chin, and ears. He wears blue gloves, boots, and belts and a blue "M" on his chest.Personality: Lee is one part sychophant, one part wannabe mastervillain. Its an interesting mix. He's a fairly competant and formidable on his own, and brings a world of versatilty to the team, but in his heart he craves power and resepect. To these ends he tends to glorify himself and considers himself the "second in command". He's also very driven to "conquer" every beautiful woman he sees. He's a relatively capable "player" in this regard but his desire to dominate can put some women off. Mold idolizes Artillery and gladly follows is orders. He gets along well with the others, but tends to act a bit "superior to them".

Quote:"Shut up."

"That's quite the costume you have there, Sapphire, let's see what you're like out of it."

Background: Lee Walker grew up a mutant. His powers, the ability to stretch and mold his body, enabled him to make his life comfortable; he could make himself appear more attractive, steal from around the block, and he wasn't helpless in a fight either. He spent his early twenties becoming a shmoozer, a social chameleon. This along with his disguise skill allowed him to impersonate others, apepar to be anyone or even create false personaes. He finally encountered resistance in the form of another elongator, a man by the name of Zig Zag. Initially, they engaged in a friendly rivalry of sorts, but it became readily aparent to Lee that he was always going to be on the losing end of the stick to the more experienced, more powerful Zig Zag. So Lee tipped of authorities to where Zig Zag was and then fooled the other criminal into thinking he was disguised as one of the arresting agents. Zig Zag nearly killed the agent (believing the man could survive his assault) and was put in Stronghold for an extended time. It also gave him a burning hatred for Lee.

Lee was approached by Artillery early on in his career as the Malevolant Mold. Lee joined this powerful, respected, mercenary in his team and droped the name to simply Mold. (though he still referrs to himself as The Melevolant Mold)

Powers/Tactics: Not a damage dealer or a damage soak, Mold is a support fighter, He holds the opposition so the big hitters can wail on them. He also works as the team's second infiltration specialist (along with Noman). Campaign Use: Mold isn't too powerful for the amount of points he spent, but if he's better than you'd like him to be; drop some of his abilities. If you want him to be a bit stronger, give him a few more "Big Fist", or similar abilities, increase his DEF, and his Dex.
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