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Enforcer84

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Friday, 05/28/2004this guy is a little...lacking. He's only 243 pts but he's not got a lot going for him combat wise. NomanPlayer: NPC Villian, member of the Pressgang

Val Char Cost
10 STR 0
13 DEX 9
15 CON 10
11 BODY 2
13 INT 3
17 EGO 14
10 PRE 0
10 COM 0
4/14 PD 2
4/14 ED 1
3 SPD 7
5 REC 0
30 END 0
30 STUN 6
6" RUN02" SWIM02" LEAP0Characteristics Cost: 54
Cost Power END
44 See no Noman: Invisibility to Sight Group and Radar , No Fringe, Costs END Only To Activate (+1/4) (44 Active Points) 3
6 Hear no Noman: +4 with Stealth (8 Active Points); IIF (Specially designed "Stealth Boots"; -1/4)
8 .22 LR (Hi Standard Trophy): (Total: 23 Active Cost, 8 Real Cost) Killing Attack - Ranged 1d6-1 (10 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Beam (-1/4), Real Weapon (-1/4), 10 Charges (-1/4) (Real Cost: 3) plus +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 4) plus +1 vs Range (3 Active Points); OAF (-1) (Real Cost: 1) [10]
15 Billy Club: Multipower, 30-point reserve, (30 Active Points); all slots OAF (-1)
1u 1) Club: Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 2
1u 2) Hurled Club: Energy Blast 6d6 (30 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use any slot in Multipower until Charge is recovered; -1/2), Range Based On Strength (-1/4) [1 rc]
12 Reinforced Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
4 Reinforced Leather Jacket: Armor (4 PD/4 ED) (12 Active Points); OAF (-1), Full Coverage Helmet, Long Jacket, High Boots (Protects Locations 3-5, 9-14, 16-18; -3/4) 0
10 U-B1-T Throwing Knife: (Total: 18 Active Cost, 10 Real Cost) HKA 1/2d6 (1d6+1 w/STR), Reduced Endurance (0 END; +1/2); OAF (-1), No Knockback (-1/4) (Real Cost: 7) plus Ranged for HKA 1d6+1: Ranged (+1/2), Reduced Endurance (0 END; +1/2); 1 Recoverable Charge (-1 1/4), OAF (-1), Range Based On STR (-1/4) for up to 10 Active Points (Real Cost: 3) [1 rc]
Powers Cost: 101
Cost Skill
5 +1 with HTH Combat
9 +3 with Firearms
3 Bugging 12-
3 Climbing 12-
3 Concealment 12-
3 Cryptography 12-
3 Demolitions 12-
3 Electronics 12-
2 KS: Fences and Black Market 11-
3 KS: Security Systems 12-
3 Lipreading 12-
3 Lockpicking 12-
3 Mechanics 12-
3 Security Systems 12-
3 Shadowing 12-
3 Sleight Of Hand 12-
3 Stealth 12-
3 Streetwise 11-
3 Systems Operation 12-
3 WF: Small Arms, Blades, Clubs, Unarmed Combat
Skills Cost: 67
Cost Perk
3 Fringe Benefit: Membership: The Pressgang
9 Contact: The Black Market (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-
Perks Cost: 12
Val Disadvantages
5 Distinctive Features: unkempt (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Voyeur (Very Common, Strong)
10 Psychological Limitation: Greedy; self centered (Common, Moderate)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 70

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 234

Height: 1.75 m Hair: Black
Weight: 70.00 kg Eyes: Blue
Appearance: Average height, on the thin side, black hair that he doesn't comb, rarely shaves. His costume is a pair of black pants, black shirt, jacket and glasses, he wears special shoes developed to muffle thier impact. Personality: Norman feels he's the audience to the world's biggest Reality TV show. He often forgets that he's really there and people occasionally bump into him. He works well with the rest of the team but he's no combat monster. He tends to simply use his abilities to help his comrades, loosening bonds, hitting someone from surprise to give his team-mate a break, etc.Quote:"Now you don't!"

"Boo!"

Background: Norman has been able to become completely invisible since he was 13. He uses his powers to make his life "better" be it stealing candy, sneaking into the girls lockerroom in highschool, attacking a bully from complete surprise with a stick, or merely sneaking out of the house when he was grounded. As he grew up the toys he liked to steal were more expensive, he snuck into houses while people slept just to watch them. Over the years he began to make a name for himself in the criminal world for the items he stole. He's a clever and cagey thief besides his superhuman abilities. Artillery asked him to join the team as their infiltration specialist. He accepted and really enjoys the work. Powers/Tactics: Turn invisible, wreak havoc. Campaign Use: Noman is not a combat monster and unless you want to make him invalid as well, he doesn't need to be toned down. However, you can remove his gun and club if toning down my writeups is a big thing for you :) .

If you want to make him tougher in a fight, give him more armor and a few "combat gadgets".

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Saturday, 05/29/2004The RaptorPlayer: NPC Villain, Member of the Pressgang

Val Char Cost
15/25 STR 5
17/22 DEX 21
15 CON 10
10 BODY 0
15 INT 5
14 EGO 8
15 PRE 5
10 COM 0
5/16 PD 2
5/16 ED 2
4/5 SPD 13
6 REC 0
30 END 0
30 STUN 4
6" RUN02" SWIM03"/5" LEAP0Characteristics Cost: 75
Cost Power END
17 Arm Wings & Flight Harness: Flight 17" (34 Active Points); OAF (-1) 3
10 Bladed "Wings": HKA 1d6 (2d6 w/STR) (15 Active Points); OIF (-1/2) 1
7 Compressed Air Gauntlet: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2), 12 Charges (-1/4) [12]
10 Flechette "Feather" Launcher: RKA 1d6, 16 Charges (+0) (15 Active Points); OIF (-1/2) [16]
12 Reinforced Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
Light Exoskeleton, all slots OIF (-1/2)
10 1) Light Exoskeleton: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2) 0
7 2) Musculature-Servos: +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
7 3) Nerve-Sensor systems: +1 SPD (10 Active Points); OIF (-1/2)
7 4) Nerve-sensor Controls: +5 DEX (15 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
11 5) Life Support Unit: LS (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (17 Active Points); OIF (-1/2) 0
Sensor Suite in Cowl, all slots OIF (-1/2)
5 1) Auditory Enhancers: +4 PER with Hearing Group (8 Active Points); OIF (-1/2) 0
6 2) Mask Radio II: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As Hearing Group As Well As Radio Group (-1/4) 0
10 3) Micro-Lenses: Microscopic (x1,000) with Sight Group (15 Active Points); OIF (-1/2) 0
3 4) Nightsight Lenses: Nightvision (5 Active Points); OIF (-1/2) 0
8 5) Parabolic Receiver: +8 versus Range Modifier for Hearing Group (12 Active Points); OIF (-1/2) 0
10 6) Radar Array: Radar (Radio Group) (15 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: 156
Cost Skill
4 +2 with Feather Launcher
15 +3 with HTH Combat
12 +4 with Flight
3 Breakfall 12- (13-)
3 Climbing 12- (13-)
3 Defense Maneuver I
3 Demolitions 12-
3 Electronics 12-
3 Inventor 12-
2 KS: Bird Watching 11-
2 KS: The Superhuman World 11-
3 Lockpicking 12- (13-)
3 Mechanics 12-
2 Navigation (Air) 12-
3 Scientist
2 1) SS: Aerospace Enginering 12- (3 Active Points)
2 2) SS: Battlesuit Engineering and Design 12- (3 Active Points)
2 3) SS: Communications Engineering 12- (3 Active Points)
2 4) SS: Electrical Engineering 12- (3 Active Points)
2 5) SS: Mechanical Engineering 12- (3 Active Points)
Skills Cost: 74
Cost Perk
2 Reputation: Member of feared supervillain team (A medium-sized group) 11-, +2/+2d6
3 Fringe Benefit: Membership: The Pressgang
Perks Cost: 5
Val Disadvantages
20 Hunted: Nighthawk 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish)
10 Psychological Limitation: Loves the high life (Common, Moderate)
15 Psychological Limitation: Overconfident (Very Common, Moderate)
15 Psychological Limitation: Thrillseeker (Very Common, Moderate)
10 Rivalry: Professional (Bird-Themed Villains; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry; Many Rivals)
15 Social Limitation: Secret Identity (Frequently, Major)
5 Unluck: 1d6
Disadvantage Points: 110

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 310

Height: 1.80 m Hair: Brown
Weight: 45.00 kg Eyes: Blue
Appearance: Average man on the inside, the suit appears to be a red body suit with white wings on the arm (tipped in red) with white gloves, boots, belt, and a white bird on the chest. His mask is a red cowl with white wings on the face. Personality: The Raptor is a typical "Thug with dreams" he's bright, focused enough to develop the first flight suit, but in the end he needed helpt to become a minor supervillain. He's a good team player and likes to act the high roller when times are good. Quote:"Don't push me hero-boy, you won't like it."Background: Herich Hoover, Hank, to his friends, was a bright kid. He liked the idea of flying. It was a job with Henderson Aviation in Millennium City that enabled him to dabble in his dream of a personal flight suit. The suit was nothing special, and the fact that he had to flap his arms didn't help things. He became a "costumed criminal", not quite a supervillain, but a capable second story man and occasional criminal enforcer. He was tapped by Artillery for the Pressgang and his costume was enhanced to include a flight harness (the wings are mostly decoration and weapons now.Powers/Tactics: A combat suit based on a bird. Wings under the arms with bladed tips, a "Feather" launcher on his shoulder (adjustable 90 degrees) and a light exoskeleton under bulletproof material. He has a nice sensor/communications suite in his cowl. Tries to stay airborne, hovering above the battle and firing away. Otherwise he uses his wings to perform deadly move by's.Campaign Use: Not much of a threat but if he's too scary for you drop his flight to 12" and his Flechett Launcher. If'n you'd like to toughen him up, increase his defenses and give him bird-themed weaponry (Sonic crys, talon claws on his guantlets, etc.).
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Re: Friday, 05/28/2004Here is my updated Heroes ListEnforcer 84’s Hero-A-Day Master List. V1Heroes:

Individuals:

Vessel EclipseNilremCaptain CourageousVault ManAmazing ManBeavermanBungee BoyCaptain CardinalCommando And Scout Crimson MagusGeothermalLady GodivaMr. AdonisScorpio 7SkyhighRising SunAchillesPrometheusDr MistCyberknight 7Fire WalkerJunanRuby RedThe AmphibianThe OutsiderKendoSilverhornBurdenStardriveThe FalconThe FoxChimeraTeams:

The Solution: Ultrawoman Titaness Granite Sunrise Silver Druid Runaway Aries

The Vanguard: Jack Frost Argent Banner The Green Witch

Crimefighter Legion: Dynamo Sea Dragon Starwalker Poltergeist Shooting Star Gladiator

The Frontline: Mantis Emperia Enforcer Captain Tempest Vice Syphon Xenonoblaster

The Young Lions: Raven Laser Lad Leadboy Mind Maid Ferret Glue Girl Aquakid

Westguard: Aikido Monolith Silver Bolt The Master Force

The Class ’09: Adamant Crimson Dragon Princess Gear Ultima Bloodfang Guardian Angel Maiden Shadow Starchild Core Sentinal

Lords of Justice: Lockdown Freya Demagogue Superion Einharjar Wyldefire Glamour Man ‘O War Empyrean Helmsman

The Atomic Rangers: Sunset Kid Legionnaire Firelord Flying Lotus Lifter Widget

The Victories: Avalon Valor Goldenheart Vigilance Lady Quicksilver The Emissary

New Defenders: Stormlord Azure Angel Silver Eagle Circe Knightshade Celestia The Lioness Salamander Titan Althos Kid Ronin

The Justice Brigade Guardsman Honor Guard Electra Golden Hawk Lion Blackbird

The Elementelles Gaia Naya Ishtar Pele

The New Guard: Goriy Sputnik Cosmo Crimson Angel Rasputan the Younger Snezhinka War Hammer Warrior Siberian Tigress

Sentinels, the NEW!: American Ingenuity Nightfire Nemesis Soul Warrior Virtual Dragon Steelheart

Nippon Ichiban Seiryuu (Dragon of the Stars) Raiden Nandemoya Yorozuya Samurai of the Sun Onryou Mike Neko GunGear Villains:Master Villains:Golden EmperorProfesseur MuerteEmpressThe OwlVoidmasterMaster DestinySolo Villians: BladestormArmageddon BloodhoundWildthingSeetherAccessoryThe Quillmaster!Major Magnum (Global Guardians Request)Abatoir (Global Guardians Request)The HorrorNagaVillain Teams:

The Elite: Over Mind Onslaught The Web Zero Concussion Headcase Charger Snow Falcon

The Usurpers: Master Rampage ????? ????? ????? ????? ????? ?????

Dead Man’s Hand: Dr. Demolition The Missileer Minerva Black Ronin Reactor Reaper Man Silver Huntress Dr. Death

The Lords of Gray: Xombie Grunt Devil Woman Razor, the Living Blade Wildthorn

The Dynasty: Dragon of the Silver Moon Jade Rabbit Iron Horse Stone Ox Golden Talon Master Tiger Brimstone Horn Wildboar King Monkey The Hound of a Thousand Storms Serpentine The Rat

The Snakes of Wrath Titanic Man Shiva The Destroyer Queen of Spades

The Defilers: Necros Slaughterfist Chillbane Swarmlord Deathmetal

Pressgang Artillery Humongous Anvil Mold Noman Raptor

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Sunday 05/30/2004GoldenwingPlayer: NPC Hero; Leader of the Protectors de Mexico

Val Char Cost
10/50 STR 0
13/21 DEX 9
10/30 CON 0
10 BODY 0
20 INT 10
13 EGO 6
18 PRE 8
16 COM 3
5/25 PD 3
5/25 ED 3
3/5 SPD 7
6 REC 4
20 END 0
20/50 STUN 0
6" RUN02" SWIM02"/10" LEAP0Characteristics Cost: 53
Cost Power END
50 Weapns Systems: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2)
4u 1) Electron Field Generator: Energy Blast 8d6, Area Of Effect (One Hex; +1/2) (60 Active Points); OIF (-1/2) 6
5u 2) High-Energy Force Shield Standard: Force Wall (10 PD/10 ED; 5" long and 2" tall), Hardened (+1/4) (75 Active Points); OIF (-1/2) 7
2u 3) Magnetic Tractor Beam: Telekinesis (30 STR) (45 Active Points); OIF (-1/2), Only Works On Ferrous Metals (-1/2), Affects Whole Object (-1/4) 4
5u 4) Magneto-Pulse: Energy Blast 8d6, Double Knockback (+3/4) (70 Active Points); OIF (-1/2) 7
2u 5) Sound Mimicry System: Hearing Group Images Increased Size (16" radius; +1), -3 to PER Rolls (28 Active Points); OIF (-1/2) 3
1u 6) Spotlight: Sight Group Images Increased Size (2" radius; 4" Cone; +1/4), +6 to PER Rolls (35 Active Points); Only To Create Light (-1), OIF (-1/2), Limited Range (30"; -1/4) 3
Communications Suite
17 1) Broadcast Tracking: Detect Source Of Radio Transmissions A Large Class Of Things 13- (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (25 Active Points); OIF (-1/2) 0
6 2) Communications: 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
4 3) Onboard Computer: Computer (see Advanced Radio Communicator.hdc file; Total Computer Cost: 30/5 = 6) (6 Active Points); OIF (-1/2) 0
Life Support Units
9 1) Environmental Protection System: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0
10 2) Internal Oxygen Supply: Life Support (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 6 Hours (replacement oxygen supply, Easy to obtain; +0) [1 cc]
Mobility Systems
20 1) Bootjets: Flight 15" (30 Active Points); OIF (-1/2) 3
24 2) Hoverpads: Running 12", Reduced Endurance (0 END; +1/2) (36 Active Points); OIF (-1/2)
Sensor Suite
5 1) Nightsight: Nightvision 0
9 2) Parabolic Hearing System: +6 versus Range Modifier for Hearing Group 0
7 3) Polarized Visor: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
13 4) Radar Array: Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As Sight Group As Well As Radio Group [very common Sense] (-1/2) 0
15 5) Sight Magnification System: Microscopic (x1,000) with Sight Group 0
9 6) Telescopic Lenses: +6 versus Range Modifier for Radio Group 0
5 7) Thermalvision, Heat Trace-Tracking: Tracking with Infrared Perception 0
5 8) Thermalvision, Standard: Infrared Perception (Sight Group) 0
3 9) Ultrasonic Hearing: Ultrasonic Perception (Hearing Group) 0
Standard Systems
20 1) Strength Augmentation: +40 STR (40 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 4
12 2) Reflex Augmentation: +8 DEX (24 Active Points); OIF (-1/2), No Figured Characteristics (-1/2)
18 3) Resilience Augmentation: +20 CON (40 Active Points); OIF (-1/2), No Figured Characteristics (-1/2), Does Not Apply To CON Rolls (-1/4)
13 4) Reaction Augmentation System: +2 SPD (20 Active Points); OIF (-1/2)
20 5) Primary Battery: Endurance Reserve (150 END, 15 REC) (30 Active Points); OIF (-1/2) 0
4 6) Backup Battery: Endurance Reserve (50 END, 5 REC) (10 Active Points); Only Works If Primary Battery Has 0 END (-1), OIF (-1/2) 0
20 7) Health Augmentation: +30 STUN (30 Active Points); OIF (-1/2)
40 8) Battle Angel Powered Armor: Armor (20 PD/20 ED) (60 Active Points); OIF (-1/2) 0
7 9) Psionic Shielding: Mental Defense (13 points total) (10 Active Points); OIF (-1/2) 0
7 10) Weakness Proofing: Lack Of Weakness (-10) for Resistant Defenses (10 Active Points); OIF (-1/2) 0
Powers Cost: 391
Cost Skill
10 +1 Overall
9 +3 with Weapons Systems
3 Bureaucratics 13-
3 Computer Programming 13-
3 Conversation 13-
3 Electronics 13-
3 High Society 13-
4 Language: English (idiomatic)
0 Language: Spanish (idiomatic) (4 Active Points)
3 Mechanics 13-
4 Navigation (Air, Land, Marine) 13-
3 Oratory 13-
3 PS: Research Manager 13-
3 Paramedics 13-
3 Persuasion 13-
3 SS: Mathematics 13-
3 Scholar
1 1) KS: ARGENT (2 Active Points) 11-
1 2) KS: PRIMUS (2 Active Points) 11-
1 3) KS: The Superhuman World (2 Active Points) 11-
1 4) KS: UNTIL (2 Active Points) 11-
1 5) KS: VIPER (2 Active Points) 11-
3 Security Systems 13-
3 Systems Operation 13-
3 Teamwork 12- (13-)
2 WF: Small Arms
Skills Cost: 79
Cost Perk
3 Computer Link: UNTIL Superpowered Criminal Database
15 Fringe Benefit: Concealed Weapon Permit (where appropriate), Federal/National Police Powers: Mexico, International Driver's License, Membership: Leader of The Protectors, Passport, Security Clearance: Mexico
5 Money: Well Off
4 Reputation: Hero of Mexico (A large group) 11-, +2/+2d6
3 Well-Connected
2 1) Contact: Harmon Industries (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (3 Active Points) 8-
17 2) Contact: Mexican Government (Contact has useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (18 Active Points) 12-
8 3) Contact: PRIMUS (Contact has very useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-
20 4) Contact: UNTIL (Contact has extremely useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 12-
Perks Cost: 77
Val Disadvantages
20 Hunted: Professeur Muerte 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Loves to fly and explore (Very Common, Moderate)
20 Psychological Limitation: Mexican Patriot (Common, Total)
15 Psychological Limitation: Yearns for a strong Mexico (Common, Strong)
15 Reputation: Latest in a long line of failed Mexican Superteams, 11- (Extreme)
15 Social Limitation: Secret Identity (Frequently, Major)
10 Social Limitation: Subject to Orders (Occasionally, Major)
Disadvantage Points: 130

Base Points: 200Experience Required: 270Total Experience Available: 270Experience Unspent: 0Total Character Cost: 600

Height: 1.83 m Hair: Brown
Weight: 73.00 kg Eyes: Brown
Appearance: Andreas is a man of average height and weight who is just starting to spend meaningful time in the gym. He is, however a handsome man with wavy hair and a friendly, open expression. When not acting as Goldenwing, he wears tailored suits.

The Goldstar battle armor is white laquered steel based alloy with wide gold bands on the upper arms and thighs. Over this is a metallic golden "Breastplate", shoulder guards, guantlets, and boots. The helm is white with a golden "Wing" pattern on the faceplate with an opaque blue visor. Another "Wing" pattern, this in white adorns the chest of the armor.

Personality: Altough he didn't design and create the suit, Andreas is intimately familiar with it. He has been working on improvements, redesigns, and tinkers with the systems in his spare time. He's not a technological genius but he's seen supertech before and has an in depth feel for it. Andreas really shines as an orator, ambassador, and leader. He knows that his team is raw and young, but he has their full support and is learning as much from thier combat teachers as they are. He is not a master tactician yet, but he is beginning to grasp it.

Above all, he is a good and noble man, a true patriot of Mexico and he uses his new fame to publically pressure business and political targets into supporting his country. He is popular thus far internationally. Time will tell if the Protectors prove to be the team that he thinks they can be.

Quote:"I don't think that's going to work. Try this."Background: Flying is the best part, hands down. Sure, there's the fame, the glory, money even. But nothing beats donning his armor and flying into the sky. Andreas will never forget the day he was asked to oversee and wear the Goldenwing Powered Armor suit as the leader of Mexico's newest national superteam. He was chosen for his many years in service to the world as an UNTIL agent. Sure, he'd not seen much, if any combat, but he was known as a superlative ambassador. Someone who said and did the right thing. He was someone to bring a new face to the tainted legacy of superheroes in Mexico.

Sure, the team he had been given charge of was filled with stereotypes and children, but he would succeed. First he used his connections with Harmon Industries (where he interned during college) to get the armor built. Then he contacted Warden Enterprises for the secruity of their Headquarters. Calling in a few favors from UNTIL and PRIMUS, he got some retired agents to see to the proceedural training and infrastructure of the team's databases. Sure, it was a logistical nightmare, and the government wants them pulled in too many directions. Sure they face open cynism over their abilities, and talk of corruption from the get go. But when things get tough and it seems like it's him against the world; there's always flying.

Powers/Tactics: At the moment, Goldenwing simply fights while airborn. He loves flying and does so for no reason. His weapons don't do a great deal of damage but have great effects (Area and Double knockback) for combat advantage. He has also used his Tractor Beam and Sound Mimicry system to good effects in combat situations. He often stands back from combat and uses his Force Wall if civilians are in the combat area.Campaign Use: A new team in my universe three or four months old, their base isn't even finished. As the leader he is built on many more points than the others, but to tell the truth he's not much more effective than a 350 pts hero. If you want to narrow the gap even more, drop his STR to 40 Augmented and his DEF to 20. If you'd like him to be tougher, simply increase the power of his Weapons Array and maybe give him a few more options.
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Guest Worldmaker

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

 

The one I use for this thread (actually there are two) but they are both from KillerShrike's Hero Board's Export templates.

 

I know one of them is "Bare Bones". What is the title of the other one?

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

 

To Worldmaker: KillerShrike's "HERO Boards w/Background BW" is the one that has the img tag. I believe you can download his Export Templates from the Free Stuff section of this website.

 

To Citizen Keen:

I can't take credit, Its off the Gadgets and Gear HD Prefab. All I did was remove the "Powered Armor" from the title. Glad you like :)

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

 

for some reason I imagine a little guy called Miguel wailing on the armour with an atomic baseball bat or something to find a weak point. so they can make sure its not there when he goes up against someone tougher

That's silly, everyone knows miguel uses a nuclear crowbar.

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Monday 05/31/2004More Ultimate Brick funage. Let's here it for Captain Marvel ...oops! I meant, Captain Triumph!Captain TriumphPlayer: NPC Hero; Champion of Minniapolis

Val Char Cost
60 STR 50
24 DEX 42
30 CON 40
15 BODY 10
20 INT 10
17 EGO 14
40 PRE 30
20 COM 5
30 PD 18
30 ED 24
6 SPD 26
18 REC 0
60 END 0
60 STUN 0
6" RUN02" SWIM012" LEAP0Characteristics Cost: 269
Cost Power END
10 Agile Haymaker: HA +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), Extra Time (Extra Segment, -1/2) 2
8 Augmented Haymaker: HA +4d6 (20 Active Points); Only When Using Haymaker To Punch (-1), Hand-To-Hand Attack (-1/2) 2
13 Bracing: Knockback Resistance -10" (20 Active Points); Costs Endurance (-1/2) 2
45 Brick Flight: Multipower, 45-point reserve
4u 1) Brick Flight: Flight 15", Reduced Endurance (0 END; +1/2) (45 Active Points) 0
4u 2) Supersonic Flight: Flight 10", Reduced Endurance (1/2 END; +1/4), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (45 Active Points) 2
50 Brick Tricks: Multipower, 75-point reserve, (75 Active Points); all slots Requires A Brick Tricks Roll (-1/2)
1u 1) Armful: Telekinesis (10 STR), Affects Porous, Trigger (when character picks up appropriate substances; +1/4), Reduced Endurance (0 END; +1/2) (44 Active Points); Only Works On Difficult-To-Grasp Substances (see Ultimate Brick) (-1), Instant (-1/2), No Range (-1/2), Requires A Brick Tricks Roll (-1/2) 0
5u 2) Blast Of Breath: EB 8d6, Double Knockback (+3/4) (70 Active Points); Requires A Brick Tricks Roll (-1/2) 7
5u 3) Blowing Away The Mist: Dispel Gas/Smoke/Mist Powers 8d6, all Gas/Smoke/Mist powers simultaneously (+2) (72 Active Points); Requires A Brick Tricks Roll (-1/2) 7
5u 4) Blowing Out Fires: Dispel Fire Powers 8d6, all Fire powers powers simultaneously (+2) (72 Active Points); Requires A Brick Tricks Roll (-1/2) 7
1u 5) Distance Throw, Longer Distance: +60 STR (60 Active Points); Only To Determine Throwing Distance (-2), No Figured Characteristics (-1/2), Requires A Brick Tricks Roll (-1/2) 6
2u 6) Shockwave: Hole In The Middle (the hex the character stands in when he uses the power; +1/4), Explosion (+1/2) for up to 60 Active Points of STR, Only Does Knockdown, Not Knockback (+0), Side Effects (may cause considerable damage to the environment; +0) (45 Active Points); Extra Time (Full Phase, -1/2), Requires A Brick Tricks Roll (-1/2), Only Affects Targets On The Ground (-1/4) 4
1u 7) Stronger than A Locamotive: +60 STR (60 Active Points); Only To Stop Moving Objects (-2), No Figured Characteristics (-1/2), Requires A Brick Tricks Roll (-1/2) 6
2u 8) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (the one hex the character is standing in when he uses the power; +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), Requires A Brick Tricks Roll (-1/2) 6
22 Bulletproof: Armor (20 PD/0 ED), Hardened (x2; +1/2) (45 Active Points); Only Versus Bullets (-1) 0
15 Can Take A Punch: Physical Damage Reduction, Resistant, 50% (30 Active Points); Requires A CON Roll 12- (assumes CON Roll of 12- or 13-; -3/4), Character Must Be Aware Of Attack (-1/4) 0
4 I Can See For Miles And Miles: MegaScale (1" = 1 km; +1/4) for Sight (6 Active Points); Costs Endurance (-1/2) 1
52 Really Tough Skin: (Total: 52 Active Cost, 52 Real Cost) Hardened (+1/4) for 30 PD/30 ED (15 Active Points) (Real Cost: 15) plus Damage Resistance (30 PD/30 ED), Hardened (+1/4) (37 Active Points) (Real Cost: 37) 0
11 Stentorian Voice: Hearing Group Images 1" radius, +/-6 to PER Rolls (23 Active Points); Set Effect (only to amplify character's voice; -1) 2
13 Super-Physiology: LS (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) 0
5 Super-Sensitive Eyes: Nightvision 0
4 Super-Strong Ears: +2 PER with Hearing Group 0
6 Super-Strong Eyes: +3 PER with Sight Group 0
12 Super-Strong Eyes: +8 versus Range Modifier for Sight Group 0
20 Supertough Form I: (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
15 Supertough Form II: Power Defense (15 points) 0
Powers Cost: 335
Cost Skill
16 +2 with All Combat
10 +2 with HTH Combat
3 Analyze: Combat 13-
13 Brick Tricks 18-
3 Bureaucratics 17-
3 Combat Driving 14-
3 Conversation 17-
3 Deduction 13-
3 High Society 17-
3 Hoist 14-
3 Interrogation 17-
3 Jack of All Trades
2 1) PS: Accountant (3 Active Points) 13-
2 2) PS: Professional Driver (3 Active Points) 13-
2 3) PS: Writer (Journalism) (3 Active Points) 13-
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 Lipreading 13-
2 Navigation (Air) 13-
3 Oratory 17-
3 Paramedics 13-
3 Scholar
2 1) KS: Accounting/Bookeeping (3 Active Points) 13-
2 2) KS: Business Development (3 Active Points) 13-
2 3) KS: Business Law (3 Active Points) 13-
2 4) KS: Diplomacy (3 Active Points) 13-
2 5) KS: Finance (3 Active Points) 13-
2 6) KS: History (3 Active Points) 13-
2 7) KS: Journalism (3 Active Points) 13-
2 8) KS: Law (3 Active Points) 13-
2 9) KS: Philosophy (3 Active Points) 13-
2 10) KS: Political Science (3 Active Points) 13-
2 11) KS: Sociology (3 Active Points) 13-
2 12) KS: Tax Law/Accounting (3 Active Points) 13-
2 13) KS: The Superhuman World (3 Active Points) 13-
3 Security Systems 13-
3 Streetwise 17-
3 Systems Operation 13-
3 Teamwork 14-
Skills Cost: 130
Cost Perk
3 Anonymity
7 Contact: Bruce Harper; UNTIL Technician (Contact has access to major institutions, Contact has useful Skills or resources, Very Good relationship with Contact) 12-
2 Deep Cover: Dave Balthezar CPA
2 Deep Cover: Paul Kraig; Chauffeur
4 Fringe Benefit: License to practice a profession: Accountant, License to practice a profession: Chauffeur, Passport, Press Pass
9 Reputation: Greatest Hero of the Minneapolis Area (A large group) 14-, +3/+3d6
30 Vehicles & Bases: The Craft
Perks Cost: 57
Cost Talent
9 Lightning Reflexes: +6 DEX to act first with All Actions
Talents Cost: 9
Val Disadvantages
15 Hunted: Rogues Gallery 8- (As Pow, NCI, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
5 Hunted: Viperia 8- (Mo Pow, Watching)
10 Physical Limitation: Medical-Resistant Skin (Infrequently, Greatly Impairing)
20 Psychological Limitation: Code Against Killing (Common, Total)
15 Psychological Limitation: Stubborn (Common, Strong)
15 Psychological Limitation: Naive and clueless about women (Uncommon, Total)
20 Psychological Limitation: True-Blue Hero (Very Common, Strong)
15 Reputation: Boy-Scout Hero, 14-
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 450Total Experience Available: 450Experience Unspent: 0Total Character Cost: 800

Height: 1.91 m Hair: Black
Weight: 100.00 kg Eyes: Blue
Appearance: A classic strong jawed hero. Blue-black hair, blue eyes, perfect physique. In his various secret identities he manages to accentuate different personality or physical quirks along with a bit of costuing and acting. As Alan (his most common personae next to CT), he wears glasses, an off the rack suits. As Captain Triumph he wears a red body suit with a black belt, flared white gloves and fold-over boots. A white "T" adorns his chest, and a blue cape, held to the costume with golden discs completes the ensemble.Personality: Captain Triumph (or Cap, or even CT, as he is often called), is a silver age hero in a bronze age world. He can and does some mind boggling feats of power and mental prowess; but at the same time his outlook is rather traditional and he is very slowly overcoming the naivete that has plagued his first three years as a hero. He will not kill, always acts in a heroic manner, and has a straight forward and respectful manner. He is a sucker for a pretty face, and can be completely beguiled by women, of almost any age - he can't say no to a precocious little girl or a sweet old grandmother. Heaven help him if a seductress goes after him. (treat any woman as having +10 PRE for Pre Based skills and non-threatning PRE attacks against him)Quote:"I'll save you!"

Background: Alan Richman, known to most of the country as Captain Triumph is a man from another place; only, it's not the one he thinks it is. Captain Triumph was the creation of a 60's and 70's era writer. Desmond Wilde self-published the Captain Triumph comic books for five years before the venture fell through; though the initial run is now worth several hundred thousand dollars intact. Eld'rin Kohl, an alien sent to Earth by his father, the king of a far off world on the brink of civil war, crashed on Earth when his starship was shot down by the cosmic overlord Khath. Eld'rin was taken in by middle American couple, who convinced their neighbors that the toddler was the son of relatives who had died in a tragic accident sent to live with them. Dubbed Alan by his new parents, he grew up to be a CPA in the big city. Naturally, he used his incredible superhuman powers to fight for all that was good in the world.

The current Alan Richman; convinced of this as his true origin, is actually from another dimension. He is an android built by a dimension hopping genius known as Paul King. Mr. King, as he likes to be referred to, was an avid fan of the Captain Triumph books when he spent his time in Champions Earth. He developed a highly sophisticated bio-emulation construct. Nanites working as cells made up the body that for all intents and purposes is organic. The nanites have a genetic code and in theory, if he ever settled down, Alan could father children. The android was given a dimensional "Starship" and launched into Champions Earth as a gesture of thanks by Mr. King for the heroism and idealism he came to love about this parallel Earth.

Arriving outside of Minneapolis in his "starship" the young man conveniently found issues of Captain Triumph and noticed a distinct similarity. Taking this as a sign, he adopted the identity and became a hero for the city. Although based in Minneapolis, he has traveled to various different heroic hotspots in his brief career, but this is his home.

In a related note, Desmond Wilde was contacted by Paragon Media and offered a tidy sum to recreate his original hero. The comic is three years into its run and due to the fact that there is a "real" Captain Triumph, selling quite well.

Powers/Tactics: A classic "flying brick", CT has a number of "Brick Tricks" in his standard arsenal. He seems to have no trouble bending the laws of physics to suit his needs when it comes to being heroic. He has the Hoist skill to hold up buildings, can stop runaway locamotives and planes, can throw a car into the next county and can fly at several times the speed of sound. He has superhuman senses. Campaign Use: A reason to have the Ultimate Brick. This guy is packed with stuff from that book. He's an offensive and defensive Juggernaut. If you want to tone him down drop the "Brick Tricks" pool to 60 or less points or drop it all together and get rid of his "Can Take a Punch" power. If you want to make him even more powerful, well simply move his characteristics closer to Viperia's. He's quite similar really.
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Tuesday, 06/01/2004Okay I have the sneaking suspicion that this might be similar to a "Character Posting Game" entry. I know the magical girl thing was done, I don't know if she was dream based. at any rate...Here's Princess Aurora!Princess AuroraPlayer: NPC; Heroine

Val Char Cost
5 STR -5
16 DEX 18
5/25 CON -10
8/13 BODY -4
30 INT 20
30 EGO 40
5/40 PRE -5
20 COM 5
3/27 PD 2
3/27 ED 2
3/6 SPD 4
2/6 REC 0
20/60 END 5
20/35 STUN 6
6" RUN02" SWIM01" LEAP0Characteristics Cost: 78
Cost Power END
7 Dream Messenger: Mind Link , Any Willing Target, No LOS Needed (25 Active Points); Only Via Dreams (-1), One-Way Communication (Can Only Send Messages) (-1), Costs Endurance (-1/2) 2
11 Dream Oracle: Precognitive Clairsentience (Hearing And Sight Groups), Reduced Endurance (0 END; +1/2) (75 Active Points); Extra Time (1 Hour, -3), Precognition Only (-1), Only Through Dreams (-1), Vague and Unclear (-1/2) 0
8 Dreamreading: Detect Dreams 15- (Unusual Group), Discriminatory 0
7 Dreamscope: Sight and Hearing Groups Images x4" Radius (+1/2) (22 Active Points); Set Effect (only to show dreams) (-1), No Range (-1/2), Requires A Detect Dreams Roll (-1/2) 2
10 Dreamshield: Mental Defense (36 points total) (30 Active Points); Only Versus Sleep/Dream Powers (-2) 0
20 Dreamweaving: Elemental Control, 40-point powers
10 1) Banishment: Extra-Dimensional Movement (Single Dimension), Ranged (+1/2), Usable As Attack+1) (50 Active Points); Only against Denziens of the Dream Dimension (-2) 5
50 2) Dream/Nightmare Warriors: Summon 350-point Subjects from Dreams or Nightmares, Friendly (+1/4), Expanded Class of Beings Any Type of Being (+1) (157 Active Points); Extra Time (Full Phase, -1/2), Can only summon the subjects of near by being's dreams (-1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4) 16
10 3) Dreamweaving: Mental Illusions 8d6 (40 Active Points); Only To Manipulate Dreams (-1) 4
20 4) Enter The Dreamzone: Extra-Dimensional Movement (Any Location In The Dreamzone Dimension), x8 Increased Weight (40 Active Points) 4
40 5) Sleep Infliction: Ego Attack 6d6 (60 Active Points) 6
20 6) Waking Dreams: Mental Illusions 8d6 (40 Active Points) 4
3 Eternal Wakefulness: Life Support (Sleeping Character does not sleep) 0
60 Gossymer Armor: Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points); OIHID (-1/4) 0
8 Healing Hibernation: Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Self Only (-1/2) 0
32 Heroic Constitution: +20 CON (40 Active Points); OIHID (-1/4)
4 Heroic Durabilty: +4 PD
4 Heroic Impressiveness: +5 PRE (5 Active Points); OIHID (-1/4)
24 Heroic Reactions: +3 SPD (30 Active Points); OIHID (-1/4)
8 Heroic Vitality: +5 BODY (10 Active Points); OIHID (-1/4)
5 Magical Girl Transformation: Cosmetic Transform 2d6 (Clothes Into Gossymer Armor) (10 Active Points); Limited Target Limited (-1/2), No Range (-1/2) 1
10 Princess of Dream Dimension: +30 PRE (30 Active Points); Only against Denziens of the Dream Dimension (-2)
37 Wings of Angels: Flight 15", Position Shift, x8 Noncombat, Costs END Only To Activate (+1/4) (56 Active Points); OIHID (-1/4), Incantations (-1/4) 4
Powers Cost: 408
Cost Skill
20 +2 Overall
2 AK: Dream Dimension 11-
3 Conversation 10- (17-)
2 CuK: Denziens of the Dream Dimension 11-
3 High Society 10- (17-)
3 KS: The Dream Dimension 15-
3 Oratory 10- (17-)
3 Persuasion 10- (17-)
Skills Cost: 39
Cost Talent
3 Absolute Time Sense
20 Animal Friendship
14 Fearless
Talents Cost: 37
Val Disadvantages
20 DNPC: Mother and Father 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)
10 Distinctive Features: Child with superpowers (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Hunted: Dreamwitch 8- (As Pow, Harshly Punish)
15 Hunted: The Dreamless 8- (Mo Pow, Harshly Punish)
10 Hunted: The Dreamslayer 8- (As Pow, Harshly Punish)
10 Hunted: The Sandman 8- (Mo Pow, NCI, Watching)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Has a crush on Peter Bryson (Common, Moderate)
15 Psychological Limitation: Innocent and Naive, a child's world view (Very Common, Moderate)
5 Reputation: Child Superhero, 8-
10 Social Limitation: Minor: Age 8 (Frequently, Minor)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 212Total Experience Available: 212Experience Unspent: 0Total Character Cost: 562

Height: 1.00 m Hair: Blonde
Weight: 26.00 kg Eyes: Blue
Appearance: A beautiful 8 year old child, Winnie has blonde hair and blue eyes. She dresses like most children of this day and age. When transformed she wears a beautiful white dress with puffy shoulders and pink lace everywhere. Small golden artificual wings appear on her back, when activated they appear as large translucent golden feathered wings. She has a tiara/headgear that has great silver wings on either side of her head. In her Princess form she is a little taller, a much greater presence, and simply does not seem anything like her "normal self" Personality: A heroic child with a heart of gold. Intelligent and wise beyond her years in many respects, she is still a child and has a rather idealistic and unrealistic view of the world. She enjoys her adventures a lot, and when she can she joins forces with other heroes. The older ones however, often spend their time trying to protect her, rather than see her as an ally. This bothers her a bit. She has adventured with the new Defenders (a family team) and that has gone better. She is very responsible.Quote:"Sweet Dreams!"Background: "Princess Aurora" is a "magical girl". How she got her power to enter the Dream Dimension, why she is considered royalty, and why she has so many enemies is beyond her at the moment. Suffice to say she has a lot of adventures when she should be sleeping. Winnie is actually the grand-daughter of the Sandman, a once human man who entered the Dream Dimension to cure his only daughter of her nightmares. Having cured her he was forced to live out the rest of his life there. No one knew what happened to him. His daughter is now all grown up, married and had a daughter of her own. Winnie has been blessed by her lineage even though her grandfather gained his powers after his daughter was born; such is the ways of magic. As Princess Aurora, she has a great number of adventures and enjoys her status as a superhero. As she gets older she will develop many more abilities, some wistful, some terrifying; but for now she does her best to make sure that the world dreams happy dreams and is protected by those who would harm them.Powers/Tactics: Capable of travel to and back from the Dream Dimension, Princess Aurora is also capable of causing foes to fall asleep, projecting "dreams" into their awakened consciousness, summon the beings and creatures from their dreams, banish escaped nightmares back to the Dream Dimension, and summoning her "Heroic Self" (basically becoming a tougher, more capable young woman with an armored costume. Her wings can become functional if she summons them. Winnie doesn't need to sleep but she can enter a hibernative state that heals her.Campaign Use: Just felt like making an "Unusual" character. If you want Winnie to be more of a DNPC; drop the Amicable from her summons, do away with her "Heroic" abilities. If you want to use an older, more mature Princess A, then increase her physical stats, give her a few more offensive abilities, like the ability to summon "dream weapons" and such.
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Wednesday 06/02/2004This might be something of a cheat, because I may or may not have posted these guys elsewhere for criticism.GallantPlayer: NPC Hero; Member of the Lost Legion

Val Char Cost
30 STR 10
23 DEX 39
30 CON 20
10 BODY 0
13 INT 3
20 EGO 20
20 PRE 10
14 COM 2
12/24 PD 6
12/24 ED 6
5 SPD 17
14 REC 4
60 END 0
50 STUN 10
7" RUN23" SWIM16" LEAP0Characteristics Cost: 150
Cost Power END
22 Bastion of Camalot (Enchanted Shield): Multipower, 45-point reserve, (45 Active Points); all slots OAF Unbreakable (-1)
2m 1) Missile Deflection (Any Ranged Attack) (20 Active Points); OAF Unbreakable (-1) 0
2m 2) Partial Cover: +4 with DCV (20 Active Points); OAF Unbreakable (-1)
1m 3) Shield Bash: Hand-To-Hand Attack +2d6 (10 Active Points); OAF Unbreakable (-1), Hand-To-Hand Attack (-1/2) 1
30 Sword of Destiny: Multipower, 60-point reserve, (60 Active Points); all slots OAF Unbreakable (-1)
3u 1) Blade of Destiny: Killing Attack - Hand-To-Hand 2 1/2d6 (4 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (60 Active Points); OAF Unbreakable (-1), No Knockback (-1/4) 0
2u 2) Transport: Teleportation 15", x2 Increased Mass, Safe Blind Teleport (+1/4) (44 Active Points); OAF Unbreakable (-1) 4
7 Sword of Destiny: Luck 3d6 (15 Active Points); OAF Unbreakable (-1) 0
20 Sword of Destiny: Danger Sense (immediate vicinity, out of combat, Function as a Sense, Targeting Sense) (40 Active Points); OAF Unbreakable (-1) 15-
4 Iron Will: Mental Defense (8 points total) 0
Rune Armor, all slots OIF (-1/2)
30 1) Enchanted Chain Mail: Armor (12 PD/12 ED), Hardened (+1/4) (45 Active Points); OIF (-1/2) 0
4 2) Rune of Protection: Lack Of Weakness (-6) for Resistant Defenses (6 Active Points); OIF (-1/2) 0
5 3) Rune of Defense: Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (7 Active Points); OIF (-1/2) 0
7 4) Rune of Strength: +10 STR (10 Active Points); OIF (-1/2) 1
13 5) Rune of Fortitude: +10 CON (20 Active Points); OIF (-1/2)
Powers Cost: 152
Cost Martial Arts Maneuver
Weapons Combat
4 1) Weapon Element: Axes, Maces, Hammers, and Picks, Blades, Empty Hand, Lances, Shields
5 2) All Out Attack: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike
4 3) Attack: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike
4 4) Charge: 1/2 Phase, +0 OCV, -2 DCV, Weapon +2 DC +v/5 Strike, FMove
4 5) Defend: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 6) Probe: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
4 7) Resist: 1/2 Phase, +0 OCV, +0 DCV, 45 STR to resist Shove; Block, Abort
4 8) Shove: 1/2 Phase, +0 OCV, +0 DCV, 45 STR to Shove
Martial Arts Cost: 34
Cost Skill
15 +3 with HTH Combat
2 Animal Handler (Equines) 13-
3 High Society 13-
2 KS: Arthurian Lore 11-
2 KS: Knights of the Round Table 11-
2 KS: Chivalric Codes 11-
4 Language: Olde English (Idiomatic, native accent)
3 Persuasion 13-
5 Riding 15-
3 Tactics 12-
3 Teamwork 14-
6 WF: Common Melee Weapons, Common Missile Weapons, Flails, Lances
5 TF: Common Motorized Ground Vehicles, Equines, Small Rowed Boats, Small Wind-Powered Boats, Two-Wheeled Motorized Ground Vehicles
Skills Cost: 55
Cost Perk
8 Fringe Benefit: Member of the Lower Nobility, Membership: Leader of the Lost Legion, Weapon Permit (where appropriate)
5 Money: Well Off
Perks Cost: 13
Val Disadvantages
5 Distinctive Features: Incredibly polite, has an odd english accent Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures
20 Hunted: Black Paladin 8- (Occasionally), More Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish
25 Hunted: DEMON 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish
20 Psychological Limitation: Code of Chivalry Common, Total
20 Psychological Limitation: Sworn to defend the United Kingdom Common, Total
10 Psychological Limitation: Enjoys games of Strategy Common, Moderate
15 Reputation: Heroic "Paladin", Frequently (11-), Extreme
15 Social Limitation: Public Identity Frequently (11-), Major
Disadvantage Points: 130

Base Points: 200Experience Required: 74Total Experience Available: 100Experience Unspent: 26Total Character Cost: 404

Height: 1.75 m Hair: Brown
Weight: 79.00 kg Eyes: Brown
Appearance: A handsome young man with black hair and blue eyes. He has a nobility and sense of purpose about him that makes him seem more impressive than a man his size should be. He wears enchanted elvan created chain mail with a white tunic over it. His shield, a gift from Merlin has the crest of Arthur Pendragon on the Welsh family colors. The Sword of Destiny is a bastard sword that he weilds one handed most often but he can weild it two handed if necessary. It has a silvered blade and the hilt is in the shape of two golden wings. The pommel holds a brilliant blue sapphire.Personality: Sir Justin seeks nothing more than Justice and peace. He strives to be an example to the youth of today. He is bold, decisive and honorable. He understands the laws of today and does his utmost to defend them.Quote:Your black hearted reign of terror ends to day Giles de Morphant; oh and I'm going to eat that damned bird of yours too!Background: Justin Welsh grew up during the time of Camalot. His father was a squire who had attained knighhood and Justin hoped to follow in his footsteps. He served ably and was eventually made a knight of the round table. Sir Justin was sent to the east by Merlin, on a quest for an enchanted sword that was fortold to have a great destiny. He and his men travelled for seven weeks before they arrived at the keep that Merlin had seen in his prophacy.

Sir Justin and his men entered the seemingly deserted keep and found themselves beset upon by all manner of vile demons and beasts. They fought bravely but in the end, only Justin remained. On the run from the creatures of darkness; Justin made his way deeper into the Keep. The seemingly endless catacombs lay before him and he constantly heard the fall of footsteps and spied flitting shadows in his peripheral vision.

Finally, exhausted he found his way into a room with a fountain. The room was a stark contrast to the dark and malevolent keep. It was polished white marble, gold trimmings and frescas on the cielling depicting angels and creatures of goodness. Weary of a trap, he slowly approached the fountain. In the center was the sword of Destiny; it was just as Merlin had described! Grasping the blade, Sir Justin felt his strength return tenfold. He turned to leave the room when a voice called out to him.

"Justin, your destiny no longer lies with Camalot."

He spun around and saw an ethereal image of a stately older man.

"You are needed elsewhere, another time, another battle."

With these words, Sir Justin fell into an enchanted slumber. He did not awaken until the year 1997. Once awakened, he sensed the presence of a dark and evil power. Taking up the Sword of Destiny and his shield of Purity, he strode out of the room to meet the dark presence.

He appeared on the streets of Bristol, England. His enchanted slumber had somehow allowed him to learn while he slept, he understood modern english and the technological marvels of the day. Clad in his armor and shield as he was he was quickly approached by the police. He went without a struggle and after talking with the New Knights of the Round Table; he began his career as a costumed adventurer.

He eventually found himself drawn to other displaced heroes and they formed the Lost Legion. He leads them to this day. He and his Lost Legion have encountered a similar group in America known as the Crusaders. They have compared notes and have a good working relationship but rarely encounter each other working on separate continents as they do.

Powers/Tactics: A chivilrous knight of the round table, Justin is brave, honorable, and very skilled in battle. He has the Weapon Fighting martial art, is a fair brawler as well and has a few enchanted items to back up his training. He generally is a front line fighter teaming with SEIGE to soften up opponents. He isn't fond of NightRunner's guerilla tactics, but as long as lethal force is avoided he over looks it.Campaign Use: Ho Hum, another temporally displaced warrior. I have at least nine of them in my Champions Universe. Maybe they should form a union. Justin is a mid card hero and a front line fighter. He can also be used as a historian for the Arthurian times if it is needed. He has access to a fiarily potent mystic as well and the Lost Legion can get involved in Arcane matters. By the way, the evil he sensed is the Black Paladin. Somehow, Sir Giles is going to become a major threat.
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Thursday 06/03/2004Sci FiPlayer: NPC Member of the Lost Legion

Val Char Cost
18 STR 8
18 DEX 24
18 CON 16
12 BODY 4
33 INT 23
18 EGO 16
18 PRE 8
16 COM 3
8/18 PD 4
8/18 ED 4
5 SPD 22
10 REC 4
40 END 2
30 STUN 0
6" RUN02" SWIM03 1/2" LEAP0Characteristics Cost: 138
Cost Power END
133 Gadget Pool: VPP (Gadget Pool), 100 base + 33 control cost, (150 Active Points); all slots Focused. All abilities are at least IAF (-1/2)
25 Armored Uniform: Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); OIF (-1/2) 0
41 Combat Visor & Headset: (Total: 54 Active Cost, 41 Real Cost) +2 PER with All Sense Groups (6 Active Points); OIF (-1/2) (Real Cost: 4) plus Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Microscopic with Hearing Group (10 Active Points); OIF (-1/2) (Real Cost: 7) plus High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2) (Real Cost: 8) plus +4 versus Range Modifier for Hearing Group (6 Active Points); OIF (-1/2) (Real Cost: 4) plus Hearing Group Flash Defense (5 points) (Real Cost: 5) plus Radio Group Flash Defense (5 points) (Real Cost: 5) plus Sight Group Flash Defense (5 points) (Real Cost: 5) 0
20 Neuro Stunner : Energy Blast 4d6, Attack Versus Limited Defense (Mental Defense; +1 1/2) (50 Active Points); OAF (-1), No Knockback (-1/4), 12 Charges (-1/4) [12]
13 Protection Field: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-1/2) 0
Powers Cost: 232
Cost Martial Arts Maneuver
Jeet Kun Do
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 3) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 5 1/2d6 Strike, Must Follow Block
5 4) Kick/Knee Strike: 1/2 Phase, -2 OCV, +1 DCV, 7 1/2d6 Strike
3 5) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 4 1/2d6 Strike, Target Falls
4 6) Punc/Elbow Strike: 1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 Strike
3 7) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3 1/2d6 +v/5, Target Falls
Martial Arts Cost: 27
Cost Skill
16 +2 with All Combat
3 Analyze: Technoloy 16-
3 Computer Programming 16-
3 Deduction 16-
3 Electronics 16-
3 Gadgeteering 16-
3 Inventor 16-
2 KS: Jeet Kun Do 11-
2 KS: Jun Fan Kung Fu 11-
2 KS: Metahuman History 11-
3 Mechanics 16-
3 Scientist
2 1) SS: Battlesuit Engineering and Design 16- (3 Active Points)
2 2) SS: Chemical Engineering 16- (3 Active Points)
2 3) SS: Cybernetics 16- (3 Active Points)
2 4) SS: Electrical Engineering 16- (3 Active Points)
2 5) SS: Energy Conversion Systems 16- (3 Active Points)
2 6) SS: Gravitics 16- (3 Active Points)
2 7) SS: Lasers 16- (3 Active Points)
2 8) SS: Magnetics 16- (3 Active Points)
2 9) SS: Mathematics 16- (3 Active Points)
2 10) SS: Mechanical Engineering 16- (3 Active Points)
2 11) SS: Microelectronics 16- (3 Active Points)
2 12) SS: Physics 16- (3 Active Points)
2 13) SS: Psionic Engineering 16- (3 Active Points)
2 14) SS: Robotics 16- (3 Active Points)
2 15) SS: Robotics 16- (3 Active Points)
2 16) SS: Temporal Physics 16- (3 Active Points)
2 17) SS: Vehicular Systems 16- (3 Active Points)
2 18) SS: Weapons System Engineering 16- (3 Active Points)
3 Systems Operation 16-
8 Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Muscle-Powered Ranged) 16-
Skills Cost: 93
Cost Perk
3 Anonymity
5 Money: Well Off
3 Fringe Benefit: Membership: Lost Legion
10 Base Contribution
Perks Cost: 21
Cost Talent
5 Eidetic Memory
3 Lightning Calculator
6 Speed Reading: x100
Talents Cost: 14
Val Disadvantages
10 Distinctive Features: Style Disadvantage: Jeet Kun Do Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures
20 Hunted: Professor Prime 8- (Occasionally), As Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish
25 Hunted: VIPER 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish
20 Psychological Limitation: Code vs Killing Common, Total
15 Psychological Limitation: Absolutely adores science Common, Strong
15 Psychological Limitation: Eccentric Very Common, Moderate
5 Reputation: Supergenius, Sometimes (8-)
5 Rivalry: Jack Preston Savage Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Public Id; Arden McQuark; time displaced descendant of Dr. Elias McQuark Frequently (11-), Major
10 Social Limitation: Anachronism; makes comments and judgements that are temporally odd Frequently (11-), Minor
Disadvantage Points: 140

Base Points: 200Experience Required: 185Total Experience Available: 175Experience Unspent: 0Total Character Cost: 525

Height: 1.83 m Hair: Red
Weight: 70.00 kg Eyes: Green
Appearance: tall and attractive, Arden has red hair and green eyes. As Sci-Fi,she wears a white body suit with blue piping at the seems. Her varuous pouches, belts, and straps are gray. Her boots are black and her goggles are green.Personality: Curious and super intelligent, Arden is a classic eccentric gadgeteer.Quote:"One second, I'll have the Positronic Accelerator finished in one secon....WOW! I didn't know it would do that!"Background: Arden McQuark is the great-great granddaughter of Doctor McQuark. She, like everyone in her family, is a genius of ever increasing ability. Skilled in Physics, Temporal Physics, Electronics, Computers, Mechanics, and other odd sciences, she sent herself back in time to meet her famous ancestor to ask him questions and find out more about her family. Oddly enough, she can't get back home again. She doesn't remember how. Now that she is here, has met her "papa" as she calls him, and seen the sights, she has decided to work towards the cause of freedom and justice. She returned to England (where the McQuark family moved sometime in the year 2054) and began to set up shop.

 

It should be noted that Arden McQuark is listed as a crime fighter in this era. It was this McQuark relative that Arden was named for back in her time. Apparently, (and completely unknown to her) she is named after herself.

Powers/Tactics: Large gadget pool. She provided a little bit of everything.Campaign Use: 
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Friday 06/04/2004NightRunnerPlayer: NPC Hero; Member of Lost Legion

Val Char Cost
15 STR 5
23 DEX 39
20 CON 20
12 BODY 4
13 INT 3
11 EGO 2
15 PRE 5
10 COM 0
11/17 PD 5
11/17 ED 4
6 SPD 27
7 REC 0
40 END 0
30 STUN 0
8" RUN02" SWIM05" LEAP0Characteristics Cost: 114
Cost Power END
43 Assault Rifle: (Total: 97 Active Cost, 43 Real Cost) Killing Attack - Ranged 2d6, 4 clips of 64 Charges (+3/4), Autofire (10 shots; +1) (82 Active Points); OAF (-1), No Knockback (-1/4) (Real Cost: 36) plus +3 with OCV (15 Active Points); OAF (-1) (Real Cost: 7) [64]
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]
3 Nightvision Goggles: Nightvision (5 Active Points); OIF (-1/2) 0
10 Pistol: Killing Attack - Ranged 1d6+1, +1 STUN Multiplier (+1/4) (25 Active Points); OAF (-1), 2 clips of 8 Charges (-1/4), No Knockback (-1/4) [8]
10 Throwing Knife: (Total: 18 Active Cost, 10 Real Cost) HKA 1/2d6 (1d6+1 w/STR), Reduced Endurance (0 END; +1/2); OAF (-1), No Knockback (-1/4) (Real Cost: 7) plus Ranged for HKA 1d6+1: Ranged (+1/2), Reduced Endurance (0 END; +1/2); 1 Recoverable Charge (-1 1/4), OAF (-1), Range Based On STR (-1/4) for up to 10 Active Points (Real Cost: 3) [1 rc]
5 Walkie Talkie: Radio Perception/Transmission (Radio Group) (10 Active Points); OAF (-1) 0
Grenades
16 1) Knockout Gas Grenade: Energy Blast 4d6, No Normal Defense (defense is Life Support [self-Contained Breathing or appropriate Immunity]; +1), Area Of Effect (4" Radius; +1) (60 Active Points); 2 Charges (-1 1/2), OAF (-1), Range Based On STR (-1/4) [2]
18 2) Smoke Grenade: Darkness to Sight Group 6" radius (60 Active Points); OAF (-1), 2 Continuing Charges lasting 1 Turn each (removed by high winds or rain; -1), Range Based On STR (-1/4) [2 cc]
16 3) Tear Gas Grenade: Sight Group Flash 6d6, No Normal Defense (defense is solid, sealed coverings over the eyes or appropriate Life Support [immunity]; +1/2), Explosion (+1/2) (60 Active Points); 2 Charges (-1 1/2), OAF (-1), Range Based On STR (-1/4) [2]
Stealth Assualt Armor
12 1) Body Armor: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
19 2) Camoflage Suit: Sight Group Images 1" radius, -6 to PER Rolls, Reduced Endurance (0 END; +1/2) (42 Active Points); No Range (-1/2), Set Effect (only to camoflage wearer; -1/2), IIF (-1/4) 0
10 3) Stealth Suit: +6 with Stealth (12 Active Points); IIF (-1/4)
2 Very Athletic: Leaping +2" (5" forward, 2 1/2" upward) 1
4 Very Athletic: Running +2" (8" total) 1
Powers Cost: 181
Cost Martial Arts Maneuver
Encoded Combat Style
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 3) Cross/Knee Strike: 1/2 Phase, +2 OCV, +0 DCV, 5d6 Strike
3 4) Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike; Target Falls; Must Follow Grab
3 5) Grappling: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on
4 6) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 1d6 NND ; Target Falls
4 7) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6
3 8) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls
4 9) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
5 10) Uppercut/Side or Roundhouse Kick: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike
Martial Arts Cost: 38
Cost Skill
24 +3 with All Combat
3 Acrobatics 14-
3 Analyze: Combat 12-
3 Breakfall 14-
3 Bribery 12-
3 Bugging 12-
3 Climbing 14-
3 Combat Driving 14-
3 Concealment 12-
5 Concentrated Sprayfire
3 Contortionist 14-
3 Cryptography 12-
5 Defense Maneuver I-II
3 Demolitions 12-
3 Disguise 12-
3 Fast Draw 14-
3 Interrogation 12-
2 KS: Classic Literature 11-
2 KS: The Military/Mercenary/Terrorist World 11-
3 Lockpicking 14-
2 Navigation (Land) 12-
3 Paramedics 12-
5 Rapid Attack (Ranged)
3 Security Systems 12-
3 Seduction 12-
3 Shadowing 12-
3 Stealth 14-
3 Streetwise 12-
2 Survival (Urban) 12-
2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
3 Tactics 12-
3 Tracking 12-
2 WF: Small Arms
2 Weaponsmith (Firearms) 12-
Skills Cost: 122
Cost Perk
3 Anonymity
3 Fringe Benefit: Membership: Lost Legion
5 Base Contribution
Perks Cost: 11
Cost Talent
6 Combat Luck: 3 PD/3 ED
15 Combat Sense 12-
15 Lightning Reflexes: +10 DEX to act first with All Actions
Talents Cost: 36
Val Disadvantages
5 Distinctive Features: Bar code on forehead; no body hair. Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
20 Hunted: ARGENT 8- (Occasionally), More Powerful, NCI, Harshly Punish
15 Hunted: Telios 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
20 Hunted: Two Bit European Crimelord 8- (Mo Pow, NCI, Harshly Punish)
10 Psychological Limitation: Fears Telios is after him Common, Moderate
15 Psychological Limitation: In love with Frost Flame Common, Strong
15 Psychological Limitation: Mild Paranoia Common, Strong
20 Psychological Limitation: Will sacrifice self for innocents Common, Total
5 Rivalry: Professional (Clansman; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry)
10 Social Limitation: No Identity (Occasionally, Major)
5 Unluck: 1d6
10 Vulnerability: 2 x Effect Mindscann (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 152Total Experience Available: 152Experience Unspent: 0Total Character Cost: 502

Height: 1.85 m Hair: bald
Weight: 99.00 kg Eyes: Blue
Appearance: Tall, lean, and well built; NightRunner has blue eyes and no hair anywhere on his body. He has a bar code tattooed on ihs forehead. His costume is black bodyarmor wiht dark gray belts, pouches, and holsters. His night sight goggles are black with red lenses.Personality: Motivated by fear of what he was and still might be; "John" tries to remain a cool soldier at all times. He feels more comfortable in combat than in the real world. He respects all of his team mates, and protects innocents with his life, but he seems to chaffe under orders from Sir Justin. He also has an intense desire to show up the Clansman, leader of the New Knights of the Roundtable.Quote:"Target Sighted. Commencing attack."Background: As far as he can tell, NightRunner is an advanced version of Telios' clone soldiers. He has specialized training and far greater physical prowess than the average clone. He is highly skilled at urban warfare, hand to hand combat, modern weaponry, and espionage equipment. He doesn't know how or why he achieved individuality, or even if he has. He fears that he might be a "mole" and at any moment become a killing machine under Telios' control. He therefore tries to keep his emotional distance from his team mates. It has been very unsucessful; he feels they are his family and he secretly loves Frostflame. He is slowly beginning to allow his humanity to take control of his feaers.Powers/Tactics: A skilled guerilla fighter; NightRunner really prefers to fight from cover. He is skilled in hand to hand combat and can mix it up with the best of them if he has to; he just prefers to keep his distance.Campaign Use: A link to Telios. He is a skilled warrior and espionage specialist.
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Saturday 06/05/2004Patheron the MysteriousPlayer: NPC Hero; Member of Lost Legion

Val Char Cost
15 STR 5
20 DEX 30
15 CON 10
10 BODY 0
23 INT 13
18 EGO 16
25 PRE 15
16 COM 3
13 PD 4
13 ED 4
5 SPD 20
6 REC 0
30 END 0
30 STUN 4
7" RUN02" SWIM03" LEAP0Characteristics Cost: 124
Cost Power END
13 Clan Sword: HKA 1d6+1 (2d6+1 w/STR), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), No Knockback (-1/4) 0
6 Elven Longevity: Life Support (Longevity Immortal; Sleeping Character only has to sleep 8 hours per week) 0
12 Enchanted Robes: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
5 Force of Will: Mental Defense (16 points total) 0
5 Hat of Disguise: 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), IIF (Enchanted headwear; -1/4) 1
45 Hat of Disguise: Shapeshift (Sight and Touch Groups, limited group of shapes), Instant Change, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (56 Active Points); IIF (Hat of Disguise) (-1/4) 0
28 Illusions: Multipower, 56-point reserve, (56 Active Points); all slots Activation Roll 14- (-1/2), Incantations (-1/4), Gestures (-1/4)
3u 1) Cloak Of Illusion: Invisibility to Sight, Hearing and Smell/Taste Groups , No Fringe, Reduced Endurance (Half END; +1/4) (56 Active Points); Activation Roll 14- (-1/2), Incantations (-1/4), Gestures (-1/4) 2
2u 2) Illusions: Sight, Hearing and Smell/Taste Groups Images x8" Radius (+3/4), -3 to PER Roll (51 Active Points); Activation Roll 14- (-1/2), Incantations (-1/4), Gestures (-1/4) 5
1u 3) Master Mimic: Hearing Group Images x4" Radius (+1/2), -4 to PER Roll (25 Active Points); Activation Roll 14- (-1/2), Incantations (-1/4), Gestures (-1/4) 2
1u 4) Mirror Images: Sight and Hearing Groups Images x4" Radius (+1/2), -5 to PER Roll (45 Active Points); Set Effect (-1), Activation Roll 14- (-1/2), Incantations (-1/4), Gestures (-1/4) 4
3u 5) Phantasmal Force: Sight, Hearing and Smell/Taste Groups Images x2 Radius (+1/4), +/-5 to PER Roll, Reduced Endurance (Half END; +1/4) (52 Active Points); Activation Roll 14- (-1/2), Incantations (-1/4), Gestures (-1/4) 2
2u 6) Phantasmal Killer: Mental Illusions 10d6 (50 Active Points); Activation Roll 14- (-1/2), Does Not Provide Mental Awareness (-1/4), Incantations (-1/4), Gestures (-1/4) 5
6 Observant: +2 PER with All Sense Groups 0
67 Sorcerous Knowledge: VPP (Magic Pool), 50 base + 17 control cost, (75 Active Points); all slots Incantations (-1/4), Gestures (-1/4)
2 Swift of foot: Running +1" (7" total) 1
30 U-SHL "Shellie" Blaster Pistol: EB 8d6, 4 clips of 32 Charges (+1/2); OAF (-1) [Notes: Only 2 clips] [32]
Staff of Althus, all slots OAF (-1)
6 1) Bashing: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 1
5 2) Increased Bashing : +2 with OCV (10 Active Points); OAF (-1)
2 3) Reach Weapon: Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4) 0
5 4) Shield Wards: +2 with DCV (10 Active Points); OAF (-1)
9 5) Shield Wards: Missile Deflection (Any Ranged Attack) (20 Active Points); OAF (-1), Will Not Work Against Heavy Missiles (-1/4) 0
3 6) Soul Bastion: +7 Mental Defense (16 points total) (7 Active Points); OAF (-1) 0
Powers Cost: 261
Cost Skill
20 +2 Overall
3 Acting 14-
3 Bugging 14-
3 Concealment 14-
3 Conversation 14-
3 Criminology 14-
3 Cryptography 14-
3 Deduction 14-
3 Disguise 14-
2 Gambling (Card Games) 14-
3 High Society 14-
15 Magic Skill 20-
3 Mimicry 14-
3 PS: Artificier 14-
3 Persuasion 14-
3 Scholar
3 1) KS: Arcane And Occult Lore (4 Active Points) 15-
2 2) KS: Artifacts & Relics (3 Active Points) 14-
2 3) KS: Heraldry (3 Active Points) 14-
8 4) KS: Illusion Magic (9 Active Points) 20-
2 5) KS: Legends And Lore (3 Active Points) 14-
2 6) KS: Magic Item Creation (3 Active Points) 14-
2 7) KS: Mystery Novels (3 Active Points) 14-
2 8) KS: Riddles & Puzzles (3 Active Points) 14-
2 9) KS: Rune Magic (3 Active Points) 14-
2 10) KS: Summoning (3 Active Points) 14-
2 11) KS: The High Elvan Court (3 Active Points) 14-
3 Security Systems 14-
3 Seduction 14-
3 Shadowing 14-
3 Sleight Of Hand 13-
7 Stealth 15-
3 Systems Operation 14-
3 Tactics 14-
3 Traveler
1 1) AK: Land of Faerie (2 Active Points) 11-
1 2) CK: Hymara (2 Active Points) 11-
1 3) CK: London (2 Active Points) 11-
1 4) CK: Prostous (2 Active Points) 11-
Skills Cost: 137
Cost Perk
3 Anonymity
5 Money: Well Off
12 Base Contribution
2 Fringe Benefit: Knight
Perks Cost: 22
Cost Talent
3 Perfect Pitch
3 Lightsleep
Talents Cost: 6
Val Disadvantages
10 Dependent NPC: Romance of the Moment 8- (Infrequently), Normal
10 Distinctive Features: Aura of Magic Not Concealable, Always Noticed and Causes Major Reaction, Detectable Only By Unusual Senses
10 Distinctive Features: Elven features Easily Concealed, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses
20 Hunted: DEMON 8- (Occasionally), More Powerful, NCI, Harshly Punish
5 Hunted: Krevos (a retainer sent by his family to spy on him) 11- (As Pow, Watching)
20 Hunted: VIPER 8- (Occasionally), More Powerful, NCI, Harshly Punish
10 Psychological Limitation: Enjoys mystery and deception (Common, Moderate)
15 Psychological Limitation: Lady Killer Very Common, Moderate
20 Psychological Limitation: Nobilesse Oblige Common, Total
15 Psychological Limitation: Sworn to defend Hymara (Uncommon, Total)
5 Reputation: Scion of the Fae, Frequently (11-), Known Only To A Small Group
15 Social Limitation: Public Id; Lord Patheron Regies Frequently (11-), Major
Disadvantage Points: 155

Base Points: 200Experience Required: 195Total Experience Available: 195Experience Unspent: 0Total Character Cost: 550

Height: 1.98 m Hair: Red
Weight: 72.00 kg Eyes: Silver
Appearance: A handsome elf with a noble bearing. He tends towards intricately decorated cloting resembling 16th century nobility. Often with a great cloak or cape and his everpresent hat.

He has silver eyes and red hair. The High Elvan court are tall, thin, and fine featured, Patheron is no exception.

Personality: His motives drift from amusment, to responsibility, to a natural heroism. Patheron is happiest when he is in the middle of an adventure and he has proven to be invaluable to the team in regards to his deductive and reasoning skills. Quote:"Women are a mystery to me, and there's nothing like openning up a good mystery."Background: When you are the 26th lord of Hymara, life is idle play and self indulgence. Your brothers, cousins, and uncles all have a claim to the throne before you. However, when you are an immortal elf, it also brings boredom, tediousness, and listlessness. Patheron packed up his magical gear and left one afternoon. His sense of adventure and love of intrigue lead him to the Old Realm (Earth). He found himself taking part in human adventures as a costumed crimefighter.

A battle in the streets of London with Eurostar lead to the formation of the Lost Legion. Patheron has chosen to stay with the Legion to take part in their adventures and "guide them in the ways of heroism". He enjoys each member's company. He chose the sight of their base and has sectioned off an area for his workshop and study. The base is built near a sight of magical energy.

Powers/Tactics: A "fantasy" mage in a supers campaign. He has adapted his style to fit the superheroic mold. He is eagerly studying Jeet Kune Do from Sci Fi and has picked up an UNTIL blaster, it was given to him by an Agent he saved (and romanced) early in his career. He keeps it (hidden) as a surprise for those who think him averse to technology.Campaign Use: Patheron is a mix detective and mage. Should he be too powerful simply remove his VPP and limit his magic to his Illusions MP. If you want him to be more powerful add 10 pts to the VPP and emphasize his Detective work style; give him the martial arts and allow for use with his staff. A few more enchanted items might help too.
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Sunday 06/06/2004FrostflamePlayer: NPC Heroine; Member of the Lost Legion

Val Char Cost
15 STR 5
23 DEX 39
18 CON 16
16 BODY 12
15 INT 5
13 EGO 6
18 PRE 8
16 COM 3
8 PD 5
30 ED 26
6 SPD 27
11 REC 8
40 END 2
35 STUN 2
6" RUN02" SWIM03" LEAP0Characteristics Cost: 164
Cost Power END
60 Cold Fire Powers: Multipower, 60-point reserve
6u 1) Basic Bolt: Energy Blast 8d6, Reduced Endurance (0 END; +1/2) (60 Active Points) 0
6u 2) ColdFireball: Energy Blast 8d6, Explosion (+1/2) (60 Active Points) 6
6u 3) Ice Flare: Sight Group Flash 6d6, Explosion (-1 DC/3"; +1) (60 Active Points) 6
4u 4) Sub Zero Bolt: Killing Attack - Ranged 3d6 (45 Active Points) 4
5u 5) Winter's Touch: Drain Fire/Heat Powers 4d6, One Power At A Time (+1/4) (50 Active Points) 5
7 Instant Change (one set of clothing): Cosmetic Transform 2d6 (Clothing into costume and vice-versa) (10 Active Points); Limited Target Limited (-1/2) 1
30 Space Traveller: Multipower, 30-point reserve
3u 1) FTL Flight: Faster-Than-Light Travel (3 Light Years/day) (30 Active Points) 0
3u 2) Flying: Flight 15" (30 Active Points) 3
19 Space Worthy: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0
17 Toughened Flesh: Damage Resistance (4 PD/30 ED) 0
40 Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against (Cold/Heat/Ice/Fire) Limited Type of Attack (-1/2) 0
5 Sense Temperature: Detect Temperature 12- (Unusual Group), Sense 0
Powers Cost: 211
Cost Skill
30 +6 with Ranged Combat
3 Breakfall 14-
3 Defense Maneuver I
2 KS: The Superhuman World 11-
3 Oratory 13-
3 Paramedics 12-
3 Persuasion 13-
3 Teamwork 14-
Skills Cost: 50
Cost Perk
3 Fringe Benefit: Membership: Lost Legion
5 Base Contribution
Perks Cost: 8
Cost Talent
3 Absolute Range Sense
Talents Cost: 3
Val Disadvantages
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
15 Hunted: Eurostar 8- (Mo Pow, Harshly Punish)
15 Hunted: Firewing 8- (Mo Pow, Harshly Punish)
20 Hunted: Institute for Human Advancement 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: The Red Gallowglass 8- (As Pow, Harshly Punish)
10 Psychological Limitation: Always cheerful and outgoing (Common, Moderate)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Strong sense of right and wrong; Acts on her convictions (Very Common, Moderate)
15 Psychological Limitation: Will always aid those in need (Common, Strong)
15 Social Limitation: Secret Identity (Frequently, Major)
5 Vulnerability: 1 1/2 x Effect Temperature based Drains/Transfers (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 86Total Experience Available: 86Experience Unspent: 0Total Character Cost: 436

Height: 1.63 m Hair: White (when her powers are active looks like blue white flames)
Weight: 52.00 kg Eyes: White
Appearance: An attractive young woman with pale skin, white eyes and white hair. Her hair is cut to her shoulders. When she activates her powers her hair appears like a ghostly blue white flame atop her head. Her costume is dark blue with cold arrows along the sides. It leaves her shoulders and head uncovered. She wears white gloves and boots.Personality: A noble and kind hearted young woman; Meredith is the heart of the team. She is also the moral compass and the other defer to her on matters of law and lethality. She has been working especially hard at bringing out the humanity in NightRunner. Meredith just feels that she has the ability to help others and so she does so.Quote:"Oddly enough, Feurmacher...you leave me COLD."Background: A mutant with odd "cold fire" based powers. Meredith is amused to find herself the most normal member of this team. She was raised in Liverpool, England and when her powers emerged she began using them to fight crime. She met the other members of the Lost Legion when the five displaced heroes were battling Eurostar. She was instrumental in their escaping alive and was offered a spot on the team. She took it. She enjoys being a part of the team, but it has had a side effect of making her appreciate her own family so much more as none of the others have families here. She has taken it upon herself to make the others integrate themselves in society, not just protect it.Powers/Tactics: A farily standard Projector with flight. Her odd special effect enables her to catch opponets of guard at least once. As a side note; at this time, Meredith is unaware of her ability to survive, let alone fly in space.Campaign Use: A slightly unique energy projector. If you want to tone her down, drop her DR and decrease her MP to 50 points. A more powerful Frost Fire should have a 90 pt reserve and some more powers using either the USPD's Fire/Heat or Ice/Cold power sections would be feasable.
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Monday 06/07/2004SEIGEPlayer: NPC Hero; Member of the Lost Legion

Val Char Cost
60 STR 35
21 DEX 33
30 CON 40
14 BODY 2
18 INT 8
22 EGO 24
35 PRE 20
8 COM -1
15/35 PD 3
15/35 ED 6
5 SPD 19
18 REC 0
60 END 0
60 STUN 0
12" RUN02" SWIM012" LEAP0Characteristics Cost: 189
Cost Power END
60 Assault Mecha Armor Plating: Armor (20 PD/20 ED) 0
13 Cyber-Security: Mental Defense (24 points total) (20 Active Points); Only Works Against Cyberkinetic Effects Limited Type of Attack (-1/2) 0
15 Cyberkinetic Ghost: Elemental Control, 30-point powers
13 1) Assemble Machines: Minor Transform 4d6 (Parts Into Working Machine), Improved Target Group (+1/4) (50 Active Points); Limited Target Spare Parts (-1/2), Requires A Skill Roll (-1/2), Extra Time (Full Phase, -1/2), Limited Range (10") (-1/4) 5
15 2) Cybercontrol: Mind Control 6d6 (Machine class of minds) (30 Active Points) 3
7 3) Cyberillusions II: Sight and Radio Groups Images x16" Radius (+1) (30 Active Points); Only Versus Machines (-1) 3
12 4) Cyberillusions: Mental Illusions 6d6 (Machine class of minds) (30 Active Points); Cannot Cause Harm (-1/4) 3
15 5) Cyberpathy: Telepathy 6d6 (Machine class of minds) (30 Active Points) 3
25 6) Cyberscanning: Mind Scan 8d6 (Machine class of minds) (40 Active Points) 4
26 7) Erase/Alter Records: Major Transform 2d6 (Add, Alter, or Remove Computer Psychological Limitations, Programs, or Records), Partial Transform (+1/2), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1), Target Chooses Defense (-1/4) (67 Active Points); No Range (-1/2), Limited Target Software & files (-1/2) 7
7 8) Machine Manipulation: Telekinesis (13 STR), Fine Manipulation (30 Active Points); Only To Control Machines And Machine Parts (-1) 3
22 Energy Blade: Killing Attack - Hand-To-Hand 3d6 (45 Active Points); No STR Bonus (-1/2), -1 Decreased STUN Multiplier (-1/4), No Knockback (-1/4) 4
75 Left Arm Armaments: Multipower, 75-point reserve
7u 1) Gauntlet-Mounted Machine Gun: Killing Attack - Ranged 1 1/2d6, Armor Piercing (+1/2), Autofire (5 shots; +1/2), 250 Charges (+1) (75 Active Points) [250]
7u 2) Shoulder Mounted Grenade Launcher: Energy Blast 8d6, 30 Charges (+1/4), Explosion (+1/2) (70 Active Points) [30]
10 Radar Array: Radar (Radio Group) (15 Active Points); Sense Affected As Sight Group As Well As Radio Group [very common Sense] (-1/2) 0
22 Radio Communications: Radio Perception/Transmission (Radio Group), +3 to PER Roll, Concealed (-3 with Radio Perception/Transmission PER Rolls), Rapid (x10), Telescopic (+3 versus Range Modifier) 0
93 Right Arm Sonic Weaponry: Multipower, 62-point reserve, all slots 60 Charges (+1/2) (93 Active Points)
6u 1) Basic Sonic Blast: Energy Blast 12d6 (60 Active Points) 0
3u 2) Cutting Sonic Blast: Killing Attack - Ranged 3d6 (45 Active Points); Requires 3 Charges Per Use (-1/2) 0
5u 3) Deafening Sonic Blast: Hearing Group Flash 12d6, Explosion (+1/2) (54 Active Points) 0
4u 4) Stunning Sonic Blast: Energy Blast 5d6, Attack Versus Limited Defense (defense is Hearing Flash Defense; +1 1/2) (62 Active Points); Requires 3 Charges Per Use (-1/2) 0
30 Self-Powered Jetpack: Flight 15" 3
27 Technological Intuition: (Total: 27 Active Cost, 27 Real Cost) Computer Programming 13- (Real Cost: 3) plus Electronics 13- (Real Cost: 3) plus Inventor 13- (Real Cost: 3) plus Systems Operation 13- (Real Cost: 3) plus +3 with All Intellect Skills (Real Cost: 15) 0
43 Wide-Beam Pulson Rifle: Energy Blast 10d6, 30 Charges (+1/4), Area Of Effect (One Hex; +1/2) (87 Active Points); OAF (-1) [30]
Large Assault Frame
6 1) Greater Mass: +3 BODY
15 2) Greater Strength: +15 STR 1
6 3) Heavy: Knockback Resistance -3" 0
12 4) Long Legs: Running +6" (12" total) 1
5 5) More Impressive: +5 PRE
4 6) 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
3 7) Tougher: +3 ED
Optics
12 1) Long Range Sensors: +8 versus Range Modifier for Sight Group 0
15 2) MicroOptics: Microscopic (x1,000) with Sight Group 0
5 3) Nightsight: Nightvision 0
Powers Cost: 645
Cost Skill
10 +2 with HTH Combat
25 +5 with Ranged Combat
5 Accurate Sprayfire
3 Cryptography 13-
3 Demolitions 13-
3 KS: British RAF 13-
3 KS: Cyberspace 13-
3 KS: The Military/Mercenary/Terrorist World 13-
3 KS: The Robotic World 13-
3 KS: The Superhuman World 13-
3 Mechanics 13-
4 Navigation (Air, Land, Marine) 13-
3 Tactics 13-
3 Teamwork 13-
3 WF: Small Arms, Blades
Skills Cost: 77
Cost Perk
3 Fringe Benefit: Membership: Lost Legion
5 Base Contribution
9 Contact: British RAF (Good relationship with Contact), Organization Contact (x3) (9 Active Points) 11-
Perks Cost: 17
Cost Talent
3 Absolute Range Sense
3 Absolute Time Sense
3 Bump Of Direction
5 Eidetic Memory
Talents Cost: 14
Val Disadvantages
20 Distinctive Features: Gigantic Robot Body (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Hunted: British RAF 8- (Mo Pow, NCI, Watching)
15 Hunted: Eurostar 8- (Mo Pow, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
5 Physical Limitation: Large Size (Infrequently, Slightly Impairing)
15 Psychological Limitation: Protective of Civillians (Common, Strong)
20 Psychological Limitation: Suffers silently; not a whiner (Very Common, Strong)
15 Psychological Limitation: Yearns for human form again (Common, Strong)
15 Social Limitation: Secret Identity (Frequently, Major)
5 Vulnerability: 1 1/2 x BODY Magnetic Attacks (Uncommon)
10 Vulnerability: 2 x STUN Magnetic Attacks (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 592Total Experience Available: 592Experience Unspent: 0Total Character Cost: 942

Height: 4.00 m Hair: Originally Reddish Blonde
Weight: 500.00 kg Eyes: Originally Blue
Appearance: A thirteen foot tall humanoid robot; gun metal gray with blue armor plating on the chest, midrif, shoulders, forearms, "Guantlets", "Boots" and "Trunks". The head is squared off with a "T" shaped optics. There is no visible ears or mouth.

McIntyre was a 6 foot tall, reasonably athletic looking young man in his early twenties. He had red-blonde hair and blue eyes.

Personality: Thaddeus is surprisingly well adjusted considering his body is destroyed and he's stuck in a robot. He's never been one to complain about is lot in life and seems determined not to let this bother him. He has spoken occasionally with Sci-Fi on the feasibility of cloning a body from a deceased individual, but she believes he is an artificial intelligence desiring to be human, and has only given it a little thought.

Thaddeus is taken with the genius from the future and he spends as much time in her company as possible.

Aside from his lost humanity, Thaddeus is quite happy. He knows he should have died outright, so a quasi life is better than no life. He enjoys being a superhero and battling the forces of evil.

Quote:"This should build a fire 'neath you!"

Background: Thaddeus McIntyre was a member of the British Royal Armed Forces. A lieutenant in the machinists, he was noted for his impeccable upkeep of all hardware under his command. His mutant cyberkinetic powers were discovered during testing for a new missile system. Bright and a natural inventor, he was placed in the secret program "Operation SEIGE engine". The mechanized battle platform was a project that had been criticized for being more of a "flight of fancy" rather than a reliable military solution. Lt. McIntyre and his fellow technicians loved the idea of manned combat robots, but resources were tight and they were considered the "ugly stepchild" to more respectable R&D projects. However, thanks to Thaddeus' gifts, they made breakthrough after breakthrough. The prototype, controlled remotely via a cyber-helmet, was finished three years after Thaddeus had joined the project.

The tests went remarkably; even when someone other than Thaddeus was at the helm. When Eurostar unleashed an assault on London, SEIGE was deployed. Initially, he did quite well, but Eurostar had actually been a diversion. A traitorous agent in the RAF, loyal to VIPER had leaked info to the supervillains about a transport of several billion dollars worth of national security information, to a new secure sight. While Eurostar tore up London battling independent supers, three squads of VIPER agents kept the New Knights occupied. The agent then set explosives around the SEIGE control center. The SEIGE Engine was determined by VIPER Europe to be a true security risk and its destruction paramount. Knowing that the entire staff was at the control center this seemed to be a brilliant idea to eliminate it.

The VIPER mission was a success. The control center went up in a brilliant fireball and all the scientists, and the details of the project were destroyed. All save for McIntyre. His body died in the explosion, but somehow his consciousness was shunted to the SEIGE unit. Momentarily stunned, he recovered and aided in the battle once more.

After a brief investigation on his part confirmed the tragedy, Thaddeus reported to his superiors what had happened. He was ordered to remain with the neophyte heroes who had bravely managed to occupy Eurostar and keep London from being destroyed. He was also under orders not to reveal that he was a human spirit trapped in the robot. He still makes reports to his superiors on a monthly basis.

Powers/Tactics: A walking weapons platform with a dash of wannabe Knight in shining armor thrown in. SEIGE tends to start battles from foreground, being the team tank. It’s actually a bit of inefficient use of his tremendous ranged weapons suite, but he knows that the others aren't nearly as durable as he. When he closes for hand to hand, his weapons of choice are the plasma saber and his fists. He will hop back and use his ranged attacks if the situation calls for a retreat and he needs to cover his comrades.Campaign Use: Coming in at almost 1000 pts, SEIGE is a beast. If you'd like to cut him down to size a bit; turn his Left and Right arm weapons systems into one multipower thus robbing him of the multi-attack options you could also get rid of his Blaster Rifle and lower his STR to 50 and DEF to 25-30. If you want him to be even more powerful, increase his STR to 75, and give him more mobility options, Running, Leaping, Megascaled Flight, etc.
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Tuesday 06/08/04This is a group I am making for fun, each is based on a powerset derrived from the 8 primary attributes. This is the Strength Emulate.Stone SerpentPlayer: NPC Villain; Member of the Eight Immortals

Val Char Cost
70 STR 60
20 DEX 30
35 CON 50
17 BODY 14
13 INT 3
17 EGO 14
35 PRE 25
10 COM 0
14/34 PD 0
14/34 ED 7
5 SPD 20
21 REC 0
70 END 0
70 STUN 0
6" RUN02" SWIM014" LEAP0Characteristics Cost: 223
Cost Power END
62 One of the Eight Immorta;s: Life Support (Eating Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep), Inherent (+1/4) (62 Active Points) 0
18 Healing: Regeneration 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (50 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
60 Strength Tricks: Multipower, 60-point reserve
1u 1) Barrier Penetration: Indirect (attack always originates up to the character's reach in front of him; +1/4) for up to 60 Active Points of STR (15 Active Points) 1
2u 2) Buried: Entangle 5d6, 5 DEF (Stops A Given Sense Group Sight Group), Side Effects (may cause considerable damage to the environment; +0) (60 Active Points); OIF (appropriate materials of opportunity; -1/2), Increased Endurance Cost (x2 END; -1/2), Defense Depends On Materials Used (-1/2), Extra Time (at least a Full Phase, and often longer, depending on how long it takes to get the materials, -1/2), No Range (-1/2) 12
1u 3) Casual Effectiveness: +40 STR (40 Active Points); Only For Determining Casual STR (-1 1/2), No Figured Characteristics (-1/2) 4
3u 4) Irresistible Strength: Penetrating (+1/2) for up to 60 Active Points of STR (30 Active Points) 3
1u 5) Stratospheric Punch: MegaScale (1" = 1 km; +1/4) for up to 60 Active Points of STR (15 Active Points); Increased Endurance Cost (x10 END; -4), Only Affects Knockback Distance (-1/2), Requires A Brick Tricks Roll (-1/2) 10
2u 6) Super-Punch: HA +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2) 3
3u 7) Super-Strength Smash-Through: Tunneling 1" through 18 DEF material (56 Active Points); Requires A Brick Tricks Roll (-1/2), No Noncombat Movement (-1/4) 6
3u 8) Tear You Limb From Limb: HKA 2d6 (4d6 w/STR) (30 Active Points) 3
2u 9) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (the one hex the character is standing in when he uses the power; +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
28 Super-Leaping: Multipower, 28-point reserve
3u 1) Basic Super-Leaping: Leaping 28" (28 Active Points) 3
1u 2) MegaLeaping: Leaping 8", MegaScale (1" = 1 km; leap takes 1 Phase per km; +1/4) (10 Active Points) 1
Brick Form
60 1) Armor Plated Skin: Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points); Visible (-1/4) 0
13 2) Bracing: Knockback Resistance -10" (20 Active Points); Costs Endurance (-1/2) 2
4 3) Handholds: Clinging (normal STR), Side Effects (always causes relatively minor damage to the environment [the surface being climbed]; +0) (10 Active Points); Costs Endurance (-1/2), Slow Climbing (character can only move at the rate of 2" per Phase; -1/2), Restricted Use (only for climbing, and surface climbed must have DEF less than character's STR/5; -1/4) 1
40 4) It's Like Hitting A Brick Wall: HKA 1d6+1 (2 1/2d6 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 Grabbed By The Character (-1/2) 0
12 5) Supertough Form I: (Total: 12 Active Cost, 12 Real Cost) Lack Of Weakness (-6) for Normal Defense (Real Cost: 6) plus Lack Of Weakness (-6) for Resistant Defenses (Real Cost: 6) 0
10 6) Supertough Form II: Power Defense (10 points) 0
Powers Cost: 329
Cost Martial Arts Maneuver
Mist Viper Taijutsu
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Blood-Fist Of The Mist Viper: 1/2 Phase, +2 OCV, +0 DCV, 16d6 Strike
4 3) Death-Fist Of The Mist Viper: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
5 4) The Neck-Throw Of Saito Junzo: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 , Target Falls
4 5) Saito Masao's Invincible Grip: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
5 6) Saito Yuriko's Strike Of Revenge: 1/2 Phase, -2 OCV, +1 DCV, 18d6 Strike
3 7) The Sting Of The Mist Viper: 1/2 Phase, +1 OCV, +1 DCV, 14d6 Strike; Target Falls
1 8) Weapon Element: Blades
1 9) Weapon Element: Chain & Rope Weapons
1 10) Weapon Element: Fist-Loads
1 11) Weapon Element: Karate Weapons
1 12) Weapon Element: Polearms
1 13) Weapon Element: Staffs
1 14) Weapon Element: War Fan
Martial Arts Cost: 36
Cost Skill
30 +6 with HTH Combat
3 Acrobatics 13-
3 Breakfall 13-
3 Climbing 13-
3 Concealment 12-
3 Demolitions 12-
3 Hoist 12-
2 KS: Ninjutsu 11-
4 Language: English (completely fluent) (3 Active Points)
0 Language: Japanese (idiomatic) (4 Active Points)
2 Language: Ninja Clan Codes and Symbols (Fluent Conversation; Literacy) (3 Active Points)
3 PS: Singing 12-
3 Stealth 13-
13 Strength Tricks Skill 17-
4 Survival (Mountain, Urban) 12-
3 Tracking 12-
2 WF: Common Martial Arts Melee Weapons
2 WF: Common Melee Weapons
5 WF: Common Missile Weapons, Blowguns, Fukimi-Bari, Garrote
1 WF: Off Hand
Skills Cost: 92
Cost Perk
8 Reputation: Feared Assassin (A medium-sized group) 14-, +4/+4d6
9 Fringe Benefit: Membership: Mist Viper Clan, Membership: The Eight Immortals
5 Money: Well Off
35 Followers: Mist Viper Ninja
6 Contact: Black Market, Organization Contact (x3) (6 Active Points) 11-
6 Contact: The Cult of the Dragon, Organization Contact (x3) (6 Active Points) 11-
3 Contact: VIPER, Organization Contact (x3) (3 Active Points) 8-
Perks Cost: 72
Cost Talent
3 Bump Of Direction
Talents Cost: 3
Val Disadvantages
20 Distinctive Features: Huge, monstrous man with gravelly, inhuman voice. (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
10 Distinctive Features: Style Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures
20 Hunted: Nippon Ichiban 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: own ninja clan (or organized crime group) 11- (Frequently), More Powerful, NCI, Limited Geographical Area, Watching
5 Physical Limitation: Large sized (-2 DCV; +2 to PER Rolls against) (Infrequently, Slightly Impairing)
15 Psychological Limitation: Dedicated Familyman (Common, Strong)
15 Psychological Limitation: Disdain for murderers and psychopaths (Common, Strong)
20 Psychological Limitation: Loyal to the Mist Viper Clan (Common, Total)
10 Psychological Limitation: Seeks out combat with his equals (Common, Moderate)
15 Reputation: Feared and deadly assassin, 11- (Extreme)
10 Unluck: 2d6
Disadvantage Points: 150

Base Points: 200Experience Required: 405Total Experience Available: 405Experience Unspent: 0Total Character Cost: 755

Height: 3.00 m Hair: Black
Weight: 216.00 kg Eyes: Brown
Appearance: A massively tall and broad japanese man with long black hair (to his shoulders) in a topknot. His eyes are brown. He wears billowy black pants, a silk green sash, and nothing else. His body is covered with dull gray armor plating; the plate is organic yet appears very much like sectional armor. He has large "shoulder pads" and small organic spines at his shoulders and knees. Personality: Tonomori is absolutely loyal to his clan, then his family whom he cares for deeply. He regrets not being able to marry his betrothed (she was sacrificed as part of his transformation); but watches over her brothers as if they were his children. Beyond this he enjoyes being a "Brick" and seeks out combat among his peers. His battles with the Yusoo's Tsuchi have been very destructive but also very enjoyable. He even admires Dragon of the Stars and Raiden for their combat prowess. An assassin, he kills often but he is no murderer. He thinks those who kill uneccessarily, or worse, out of a sense of entertainement or cruelty, to be beneath contempt. He has killed Initiates of Stone (his personal cadre of assassins) who show these tendancies.

When he fights, unless his opponent has been targeted for assassination, he generally leaves them alive to challenge him again.

Quote:"Your strength is impressive, but I am the Stone Serpent and you have no chance."Background: The Mist Viper clan is slowly rebuilding. Once a powerful clan of assassins and sorcerers, they had been hunted down by their rivals and almost destroyed. However, the elders who managed to escape hid well. Turning to alchemical processes to extend their lifespans, they abducted children and indoctrinated them to the clan, slowly and with great care the Mist Vipers returned to the world at large, working for petty lords and criminals they sought to restor their magical prowess.

Over the centuries they have once agian achieved the lofty status of assassins, spys, and diviners to criminal powers and corrupt politicians. Recently, one of their alchemists found the secrets of the Eight Immortals. The complex and costly rituals would transform Eight loyal warriors into immortal superweapons. The Elders, seeing a chance for the clan to achieve even greater power, jumped at the chance. Eight promising initiates were chosen for the ritual and failed to survive. The project was shelved for a few decades after this as its expense had threatened the clan's survival for a second time.

Then, as the Heisi period waned; the Elders tried again to create their immortal champions. Among those chosen, Hongo Tonomori was known as absolutely loyal and a champion warrior among his peers. As part of the ceremony he had to sacrifice what meant the most to him. With heavy heart, the love of his life offered herself as his sacrifice. Promising to care for her family, Tonomori himself had to end her life. Once the ritual was over, he felt his body burn. For a moment he felt he was going to die like the ones before him. But dying in service of his clan was an honorable way to die and he would again be reunited with his love.

Then the burning stopped and Tonomori, now a gigantic man, standing almost ten feet tall, rose from his knees and swore loyalty to the elders of the clan. He was given the name Stone Serpent, the Embodiment of Strength.

Since then he has transformed ten ninja into the Initiates of Stone, gifted of low level superhuman strength, they serve their leader with loyalty and honor.

Stone Serpent rarely works with the other Eight Immortals as Blood Tiger upsets his sense of honor and self control. He will work with them when asked or commanded by the elders, of course.

Powers/Tactics: although a trained acrobat, Stone Serpent disdains jumping around the battle field. He finds a worthy challenger and unleashes his might against them. He is as agile as an upper level professional athlete and has tremendous skill in hand to hand combat. His Bricktricks are geared for lower strength use (he can't go all out with them or he can't control them).

Campaign Use: The Eight Immortals are mere extensions of their defining attribute; Stone Serpent is the embodiment of Strength. He isn't the strongest brick in the world but with his marital arts, skills, and powers he is one of the most powerful fighters. If you'd like him to be less powerful drop his Str to 60 and the tricks to a 50 STR limit. Cut his Armor Plating to +15 or even +10 and lower his SPD to 4. If you want him to be even more of an exemplar for Strength; increase his STR to 90, his Tricks to 80 STR limit, and his SPD to 6.
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Wednesday 06/09/2004This one should scare the pants off you! :bounce::bounce::fear:Hurricane DancerPlayer: NPC Villainess; Member of the Eight Immortals

Val Char Cost
15 STR 5
60 DEX 150
18 CON 16
11 BODY 2
18 INT 8
17 EGO 14
18 PRE 8
14 COM 2
8/19 PD 5
8/19 ED 4
8 SPD 10
10 REC 6
40 END 2
40 STUN 12
12" RUN02" SWIM03" LEAP0Characteristics Cost: 244
Cost Power END
16 Armored Nightsuit: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 0
52 Combat Techniques: Multipower, 52-point reserve
3u 1) Double Hand Strike: HA +6d6, Double Knockback (+3/4) (52 Active Points); Hand-To-Hand Attack (-1/2), Increased Endurance Cost (x2 END; -1/2) 10
2u 2) Flick Attack: RKA 1d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (26 Active Points); OIF (available weapon and/or appropriate object of opportunity; -1/2) 1
3u 3) Invisible Strike: HA +6d6, Invisible to Sight Group (+1/2) (45 Active Points); Hand-To-Hand Attack (-1/2) 4
3u 4) One Hundred Fists Technique: HA +4d6, Penetrating (+1/2), Autofire (10 shots; +1) (50 Active Points); Hand-To-Hand Attack (-1/2) 5
2u 5) 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
18 Acute Senses: +6 PER with all Sense Groups 0
6 Blur Shield: Mental Defense (9 points total) 0
20 Sidestepping: Missile Deflection (Any Ranged Attack) 0
12 Very Fast: Running +6" (12" total) 1
10 Inhuman climbing ability: Clinging (normal STR) 0
18 Leaping to the Horizon: Flight 20" (40 Active Points); Only In Straight Lines (-1/2), Must Land At The End Of Each Phase (-1/2), no Noncombat movement (-1/4) 4
7 Longsword: Killing Attack - Hand-To-Hand 1d6+1 (2d6+1 w/STR), Reduced Endurance (0 END; +1/2) (30 Active Points); Independent (-2), OAF (-1), Real Weapon (-1/4) 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]
62 One of the Eight Immortals: Life Support (Eating Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep), Inherent (+1/4) (62 Active Points) 0
5 Shortsword: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); Independent (-2), OAF (-1), Real Weapon (-1/4) 0
18 Healing: Regeneration 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (50 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
Powers Cost: 264
Cost Martial Arts Maneuver
Mist Viper Taijutsu
12 1) +3 HTH Damage Class(es)
27 2) Ashura's Wrathful Fist: 1/2 Phase, +1 OCV, -2 DCV, 10d6 Strike, Armor Piercing (+1/2) (27 Active Points)
4 3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 4) Blood-Fist Of The Mist Viper: 1/2 Phase, +2 OCV, +0 DCV, 8d6 Strike
4 5) Death-Fist Of The Mist Viper: 1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6
4 6) Saito Masao's Invincible Grip: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3 1/2d6 NND
5 7) Saito Yuriko's Strike Of Revenge: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
5 8) The Neck-Throw Of Saito Junzo: 1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6 , Target Falls
3 9) The Sting Of The Mist Viper: 1/2 Phase, +1 OCV, +1 DCV, 6d6 Strike; Target Falls
1 10) Weapon Element: Blades
1 11) Weapon Element: Chain & Rope Weapons
1 12) Weapon Element: Fist-Loads
1 13) Weapon Element: Karate Weapons
1 14) Weapon Element: Polearms
1 15) Weapon Element: Staffs
1 16) Weapon Element: War Fan
Martial Arts Cost: 75
Cost Skill
3 Acrobatics 21-
3 Breakfall 21-
3 Climbing 21-
3 Concealment 13-
3 Contortionist 21-
3 Demolitions 13-
3 Disguise 13-
3 Fast Draw 21-
3 High Society 13-
3 Linguist
1 1) Language: English (completely fluent) (3 Active Points)
3 2) Language: French (completely fluent)
0 3) Language: Japanese (idiomatic) (4 Active Points)
1 4) Language: Ninja Clan Codes and Symbols (Fluent Conversation; Literacy) (3 Active Points)
3 Lockpicking 21-
3 PS: Cartography 12-
3 PS: Dancing 12-
3 PS: Singing 12-
3 Scholar
1 1) KS: Clan Lore (2 Active Points) 11-
1 2) KS: Herbalism And Healing-Lore (2 Active Points) 11-
1 3) KS: Ninjutsu (2 Active Points) 11-
1 4) KS: The Martial World (2 Active Points) 11-
3 Security Systems 13-
3 Seduction 13-
3 Sleight Of Hand 21-
3 Stealth 21-
3 Survival 13-
3 Tracking 13-
9 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Blowguns, Fukimi-Bari, Garrote
1 WF: Off Hand
2 WF: Small Arms
Skills Cost: 84
Cost Perk
8 Reputation: Feared Assassin (A medium-sized group) 14-, +4/+4d6
9 Fringe Benefit: Membership: Mist Viper Clan, Membership: The Eight Immortals
5 Money: Well Off
35 Followers: Mist Viper Ninja
Perks Cost: 57
Cost Talent
3 Ambidexterity (-2 Off Hand penalty)
6 Combat Luck (3 PD/3 ED)
15 Combat Sense 13-
3 Lightsleep
4 Speed Reading (x10)
Talents Cost: 31
Val Disadvantages
10 Distinctive Features: Style Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures
5 Hunted: Nightwind 8- (Less Pow, Harshly Punish)
20 Hunted: Nippon Ichiban 8- (Mo Pow, NCI, Harshly Punish)
5 Hunted: Shadow Dragon 8- (Less Pow, Harshly Punish)
10 Hunted: own ninja clan (or organized crime group) 11- (Frequently), More Powerful, NCI, Limited Geographical Area, Watching
20 Psychological Limitation: Ambitious; driven to succeed (Very Common, Strong)
20 Psychological Limitation: Loyal to the Mist Viper Clan (Common, Total)
10 Psychological Limitation: Mourns the loss of her "Skill" (Common, Moderate)
15 Reputation: Feared and deadly assassin, 11- (Extreme)
5 Rivalry: Professional (Glorious Songbird; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)
5 Unluck: 1d6
10 Vulnerability: 2 x STUN Attacks that hit by 5 or more (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 405Total Experience Available: 405Experience Unspent: 0Total Character Cost: 755

Height: 1.59 m Hair: Black with green stripe on right side.
Weight: 63.00 kg Eyes: Green
Appearance: An attractive young woman with a lean, muscular build (think Cammy from Street Fighter games), she is small with green eyes and a green stripe in her hair. Her costume is a ninja night suit, black with delicate green design with a wind theme. Her bracers and ankle bands are metallic green. Her swords are family Heirlooms, not standard ninja swords, but straight bladed weapnons with japanese-style hilts. They are seemingly indestructible now. Each is a gleeming silver blade with a hilt of gold, and a grip wrapped in black leather.

Her head-piece leaves her hair and face free, its dark metallic green. A similarly colored mask is atached, the mask covers her eyes only. She often wears green lipstick and nail polish.

Personality: A loyal assassin and warrior for the Mist Viper Clan, Hurricane Dancer is somewhat conflicted. She enjoys the power and position being an Immortal gives her. Her Initiates of the Shroud are considered some of the highest quality assassins the clan has. She works well with the other Eight, save for Glorious Songbird, who is flighty and lazy (not to mention Ruri is jealous of her beauty). She gets along best with the All-knowing Eye and Stone Serpent. Blood Tiger desires to slay her; he cannot stand her being his better in combat; however he hides this fact behind a facade of superficial friendship and a disinterested manner. Hurricane Dancer is somewhat afraid of her powers, though. Her reaction times often seem to be the work of an unseen force, acting on "her" behalf. She wonders if she is the ultimate in body control or a glorified puppet to a malevolent power. Hurricane Dancer trains intensively every day but has yet to recover her lost skill levels.Quote:"I'll have your heart so fast you can watch its last beat."Background: Ruri always had something to prove. She trained and worked incredibly hard to become a feared warrior. Her skills were admired by everyone in the clan. She often clashed with another kunoichi, who put down her “manly†physique and attitudes. However, this too she mastered, learning disguise and seduction so that she could do almost anything. By the time she had reached 30 she was one of the most successful warriors and assassins the clan had. She desired to be a chunin. However, she found herself blocked by jealous rivals. Seeing the writing on the wall; she jumped at the chance to become one of the Eight Immortals. She had to sacrifice what she loved most. She destroyed an heirloom sword. It was the sword she trained with. When the ritual ended she found her sword, whole once more! It turned out that her sword was not her most treasured thing. Ruri became the Exemplar of Agility. Her grace and physical prowess became legendary. Truly she is a unique being in the cosmos. Her reaction time is beyond telepathic. She moves at a pace she cannot describe. She acts before she "knows" what she is doing. She is blindingly fast, capable of fantastic feats of agility, but she has lost her "skill". She regrets nothing, but often wonders if she will ever attain "skill" again.Powers/Tactics: A whirling dynamo in combat, Hurricane Dancer acts first. In my version of the CU no one comes close to her DEX even with Lightning Reflexes. She is fast (eight actions a turn) and can hit pretty hard (10d6 AP attack is nothing to sneeze at). In general she prefers to fight agianst skilled opponents, secretly hoping to be defeated so that she may learn from the experience. She generally has no trouble pulling off dangerous and complex maneuvers and therefore does so with dizzying regularity.Campaign Use: A killing machine sort of. Her defenses are pretty low for a superhero and her physical attibutes are as well, if you can get past her DEX and SPD. Obviously if you want to tone her down lower her DEX/SPD. It's her whole shtick, however, so she should have at least equal to the highest DEX in your campaign. Also, the "skill" she lost was her levels. If you want to player her prior to the transformation she is Dex 18, +1 Overall Level, +3 Levels with ninjutsu, +3 levels vs Range mods, +2 DCV, +4 vs Hitlocation Penalties. She also had Lightnin Reflexes with all actions +6. If you want to empower her, raise her STR to 20 and Con to 20. Then you could have her recover her "Skill".
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Thursday 06/10/2004Another Frightful Foe!Blood TigerPlayer: NPC Villain, Member of the Eight Immortals

Val Char Cost
25 STR 15
27 DEX 51
60 CON 100
20 BODY 20
15 INT 5
16 EGO 12
25 PRE 15
18 COM 4
12/18 PD 7
12/18 ED 0
6 SPD 23
30 REC 26
120 END 0
100 STUN 37
9" RUN04" SWIM011" LEAP0Characteristics Cost: 315
Cost Power END
10 Clawed Glove: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); OIF (-1/2) 1
5 Clawed Glove: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (Secondary Weapon) (8 Active Points); OIF (-1/2) 1
12 Concealed Ninja Armor: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
20 Deflecting And Dodging: Missile Deflection (Any Ranged Attack) 0
8 Horse Stance: Knockback Resistance -6" (12 Active Points); Costs Endurance (-1/2) 1
8 Incredibly Durable: Damage Resistance (8 PD/8 ED) 0
15 Indomidable Form: Power Defense (15 points) 0
30 Nigh Unstoppable: (Total: 30 Active Cost, 30 Real Cost) Physical Damage Reduction, Resistant, 25% (Real Cost: 15) plus Energy Damage Reduction, Resistant, 25% (Real Cost: 15) 0
55 One of the Eight Immortals: Life Support (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), Inherent (+1/4) (55 Active Points) 0
6 Strong Leaper: Leaping +6" (11" forward, 5 1/2" upward) 1
6 Strong Runner: Running +3" (9" total) 1
2 Strong Swimmer: Swimming +2" (4" total) 1
3 Strongwilled: Mental Defense (6 points total) 0
12 Tireless: Reduced Endurance (0 END; +1/2) (12 Active Points) applied to STR
20 Toughened 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
11 Healing: Regeneration 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
Powers Cost: 223
Cost Martial Arts Maneuver
Mist Viper Taijutsu
8 1) +2 HTH Damage Class(es)
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Blood-Fist Of The Mist Viper: 1/2 Phase, +2 OCV, +0 DCV, 9d6 Strike
4 4) Death-Fist Of The Mist Viper: 1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6
5 5) The Neck-Throw Of Saito Junzo: 1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6 , Target Falls
4 6) Saito Masao's Invincible Grip: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND
5 7) Saito Yuriko's Strike Of Revenge: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike
3 8) The Sting Of The Mist Viper: 1/2 Phase, +1 OCV, +1 DCV, 7d6 Strike; Target Falls
1 9) Weapon Element: Blades
1 10) Weapon Element: Chain & Rope Weapons
1 11) Weapon Element: Fist-Loads
1 12) Weapon Element: Karate Weapons
1 13) Weapon Element: Polearms
1 14) Weapon Element: Staffs
1 15) Weapon Element: War Fan
Martial Arts Cost: 44
Cost Skill
16 +2 with All Combat
6 +3 with Claw Gauntlets
9 +3 with Ninjutsu
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 12-
3 Demolitions 12-
3 Forgery 12-
3 High Society 14-
3 Interrogation 14-
5 Language: English (idiomatic) (4 Active Points)
0 Language: Japanese (idiomatic) (4 Active Points)
2 Language: Ninja Clan Codes and Symbols (Fluent Conversation; Literacy) (3 Active Points)
3 Lockpicking 14-
5 PS: Ninja 14-
3 Scholar
1 1) KS: Black Market (2 Active Points) 11-
1 2) KS: Mist Viper Clan History (2 Active Points) 11-
4 3) KS: Ninjutsu (5 Active Points) 14-
1 4) KS: The Martial World (2 Active Points) 11-
1 5) KS: The Superhuman World (2 Active Points) 11-
1 6) KS: Torture (2 Active Points) 11-
3 Security Systems 12-
3 Shadowing 12-
3 Sleight Of Hand 14-
5 Stealth 15-
3 Streetwise 14-
2 TF: Ninja Water-Walking Devices, Small Rowed Boats
3 Tracking 12-
9 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Blowguns, Fukimi-Bari, Garrote
Skills Cost: 113
Cost Perk
8 Reputation: Feared Assassin (A medium-sized group) 14-, +4/+4d6
9 Fringe Benefit: Membership: Mist Viper Clan, Membership: The Eight Immortals
5 Money: Well Off
35 Followers: Mist Viper Ninja
Perks Cost: 57
Cost Talent
3 Lightsleep
Talents Cost: 3
Val Disadvantages
10 Distinctive Features: Style Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Detectable by Large Group
10 Enraged: If made to look foolish (Uncommon), go 8-, recover 11-
10 Hunted: Nightwind 8- (As Pow, Harshly Punish)
20 Hunted: Nippon Ichiban 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: own ninja clan 11- (Frequently), More Powerful, NCI, Limited Geographical Area, Watching
20 Psychological Limitation: Casual Killer Very Common, Strong
20 Psychological Limitation: Cruel and Sadistic (Very Common, Strong)
20 Psychological Limitation: Loyal To Mist Viper Clan (Common, Total)
10 Psychological Limitation: Vain (Common, Moderate)
5 Rivalry: with other ninja clans Professional (Stone Serpent; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 405Total Experience Available: 405Experience Unspent: 0Total Character Cost: 755

Height: 1.80 m Hair: Red
Weight: 99.00 kg Eyes: Brown
Appearance: tall and thickly built Japanese man with bright red hair, worn in a wild, spiky style. He wears a black ninja night suit with dark red trim.

Personality: Honorless (save for his blind loyalty to the clan and its elders), Blood Tiger is a killing machine. He is calm and soft spoken but a horrifying human being. He enjoys combat and takes pain inorder to give it. He's slowly adding masochist to his list of insanities.Quote:"Pain is my lover, hero, and before we're through, you'll know her intimately."Background: Ogame was always loyal. The fact that he had little use for honor and simply enjoyed causing pain was lamentable, but possible to overlook. When the call went out for 8 champions, Ogame knew he had to be one of them. To ensure this; he slew three of his closest rivals. Although evidence pointed towards him he was not accused. Rather, it was expected he would be purified or not survive the rituals. Oddly enough, Ogame didn't sacrafice anything to become an immortal. He wonders why.

Sadly, Ogame has sacrificed. He gave his soul and his heart for the immortality. He doesn't miss them but it will hinder him in the future.

Powers/Tactics: As the Embodiment of endurance and durability, he can take a beating. He also recovers very very quickly and his body is immune to most toxic substances. He is virtually tireless. All this comes into play with his fighting style. Although a skilled and cagey fighter, he prefers to simply stand toe to toe with his opponent and crush their spirits with his durablity. He seemingly can not be put down. Campaign Use: The scary one. Blood Tiger is uncontrolled cruelty and aggression. To tone him down a tad, drop his REC to 20 and his STUN to 75. He's middle of the road damage wise, Particularly for his point total so that doesn't need to be lowered. If you'd like to make him a tougher opponent; make his damage potential higher (give him bigger claws, more DC's etc.) and you could always increase his DR to 50% to make him even tougher to put down.
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Friday 06/11/2004Udying DragonPlayer: NPC Villian; Member of the Eight Immortals

Val Char Cost
20 STR 10
26 DEX 48
25 CON 30
70 BODY 120
23 INT 13
17 EGO 14
25 PRE 15
10 COM 0
10/16 PD 6
10/16 ED 5
6 SPD 24
12 REC 6
60 END 5
100 STUN 7
11" RUN07" SWIM014" LEAP0Characteristics Cost: 303
Cost Power END
12 Concealed Ninja Armor: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
20 Deflecting And Dodging: Missile Deflection (Any Ranged Attack) 0
25 Immortality: 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) 0
18 Ninja-to And Saya: Multipower, 37-point reserve, (37 Active Points); all slots OAF (-1)
1u 1) Blade: HKA 1 1/2d6, Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (-1), STR Minimum (-3/4), Real Weapon (-1/4) 0
1u 2) Blinding Powder In Saya: Sight Group Flash 2d6 (10 Active Points); 1 Charge (-2), OAF (-1), No Range (-1/2) [1]
1u 3) Hilt/Saya As Club: HA +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), STR Minimum (-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 (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), STR Minimum (-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 (-1)
1u 6) Saya As Breathing Tube (Takezutso): Life Support (Expanded Breathing: Underwater) (5 Active Points); Only Works Close To The Surface (-1), OAF (-1) 0
55 One of the Eight Immortals: Life Support (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), Inherent (+1/4) (55 Active Points) 0
10 Strong Leaper: Leaping +10" (14" forward, 7" upward) 1
10 Strong Runner: Running +5" (11" total) 1
5 Strong Swimmer: Swimming +5" (7" total) 1
Powers Cost: 161
Cost Martial Arts Maneuver
Mist Viper Taijutsu
8 1) +2 HTH Damage Class(es)
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Blood-Fist Of The Mist Viper: 1/2 Phase, +2 OCV, +0 DCV, 8d6 Strike
4 4) Death-Fist Of The Mist Viper: 1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6
5 5) The Neck-Throw Of Saito Junzo: 1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6 , Target Falls
4 6) Saito Masao's Invincible Grip: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND
5 7) Saito Yuriko's Strike Of Revenge: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
3 8) The Sting Of The Mist Viper: 1/2 Phase, +1 OCV, +1 DCV, 6d6 Strike; Target Falls
1 9) Weapon Element: Blades
1 10) Weapon Element: Chain & Rope Weapons
1 11) Weapon Element: Fist-Loads
1 12) Weapon Element: Karate Weapons
1 13) Weapon Element: Polearms
1 14) Weapon Element: Staffs
1 15) Weapon Element: War Fan
Martial Arts Cost: 44
Cost Skill
8 +4 OCV with Ninja-to
8 +4 OCV with Other Weapon Of Choice
40 +5 with All Combat
15 +5 with Ninjutsu
3 Acrobatics 14-
3 Analyze: Style 14-
3 Breakfall 14-
3 Bribery 14-
3 Bugging 14-
3 Climbing 14-
3 Concealment 14-
3 Contortionist 14-
3 Forensic Medicine 14-
3 High Society 14-
3 Interrogation 14-
4 Language: English (completely fluent) (3 Active Points)
0 Language: Japanese (idiomatic) (4 Active Points)
2 Language: Ninja Clan Codes and Symbols (Fluent Conversation; Literacy) (3 Active Points)
3 Lipreading 14-
3 Lockpicking 14-
3 Mimicry 14-
5 PS: Ninja 16-
3 Paramedics 14-
3 Security Systems 14-
3 Seduction 14-
3 Shadowing 14-
3 Sleight Of Hand 14-
7 Stealth 16-
3 Streetwise 14-
4 Survival (Arctic/Subarctic Forests, Temperate/Subtropical Forests, Urban) 14-
2 TF: Ninja Water-Walking Devices, Small Rowed Boats
3 Tactics 14-
3 Teamwork 14-
3 Scholar
1 1) KS: Clan Lore (2 Active Points) 11-
1 2) KS: Herbalism And Healing-Lore (2 Active Points) 11-
1 3) KS: Legends And Lore (2 Active Points) 11-
6 4) KS: Ninjutsu (7 Active Points) 16-
1 5) KS: Soccer (Professional Leagues) (2 Active Points) 11-
1 6) KS: The Martial World (2 Active Points) 11-
3 Tracking 14-
9 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Blowguns, Fukimi-Bari, Garrote
Skills Cost: 187
Cost Perk
8 Reputation: Feared Assassin (A medium-sized group) 14-, +4/+4d6
9 Fringe Benefit: Membership: Mist Viper Clan, Membership: The Eight Immortals
5 Money: Well Off
35 Followers: Mist Viper Ninja
Perks Cost: 57
Cost Talent
3 Lightsleep
Talents Cost: 3
Val Disadvantages
10 Distinctive Features: Style Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Detectable by Large Group
20 Hunted: Nippon Ichiban 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: own ninja clan 11- (Frequently), More Powerful, NCI, Watching
15 Psychological Limitation: Casual Killer (Common, Strong)
20 Psychological Limitation: Honorable (Common, Total)
20 Psychological Limitation: Loyal To Mist Viper clan (Common, Total)
15 Psychological Limitation: Thrill Seeker (Common, Strong)
15 Reputation: Feared and deadly assassin, 11- (Extreme)
5 Rivalry: with other ninja clans Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 405Total Experience Available: 405Experience Unspent: 0Total Character Cost: 755

Height: 1.69 m Hair: Black
Weight: 71.00 kg Eyes: White on black
Appearance: Kenshin is handsome but his eyes are reversed, white orbs in pools of darkness. He wears a black nighsuit with gold trim. His ninja-to is an unusual red metal blade with black leather around the grip. The hilt is silver.Personality: Undying Dragon is a good man whose life has been dedicated to a clan of assassins and spies. He has accepted his fate and tries in his own way to turn the course of the Clan. He suspects that the Eight Immortals are a step in a larger plan for the Elders to gain power. Like the others he is loyal to the Clan and due to the ritual must obey the elders. He is trying to mold the next generation of ninja into honorable warriors. He has the full support of six of the other Immortals. Kenshin is a dovoted fan to the sport of soccer and almost religeously supports Japan's Wold Cup team.Quote:"Stand aside, it is not my wish to kill you too."

Background: Kenshin was chosen to lead the Eight Immortals. He was a respected and noble member of the Mist Viper Clan. He would be a perfect member of the Eight if he survived the rituals and if he was slain, it would eleiminate a popular chunin who might threaten the Elders' control as he grew. Like the others, Kenshin became a supernatural being. He has been made the deputy leader of the Eight, and with the exception of Blood Tiger, he is respected by the others. Like his friend Stone Serpent, Undying Dragon is an honorable man. He kills his targets with minimal collateral damage, but occasionally acts of barbarism or cruelty will cause him to lash out. Blood Tiger, convinced of his own immortality, desires to challenge Undying Dragon to see who is the true Immortal. Powers/Tactics: A skilled martial artist. Kenshin is quite the thrill seeker, he realizes that if not absolutely indestructable, he is very hard to kill; this leads to a certain willingness to try dangerous manuevers and plans. His teachings to the initiates of the dragon have made them fearless warriors. He tends to fight with his ninja-to or unarmed. His abilities are the most "Vanilla" and he can be overlooked.Campaign Use: An indestructible ninja warrior. He is a decent foe for any martial arts master, not too powerful, definately no pushover. His powers mostly deal with making him unkillable, not unbeatable. If you want to tone him down drop his DC's. If you want to improve him as a combtant, give him some "Life" powers, drains, transfers, almost like a vampire.
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Saturday 06/12/2004Divine EaglePlayer: NPC Villain; Member of the Eight Immortals

Val Char Cost
15 STR 5
23 DEX 39
20 CON 20
13 BODY 6
55 INT 45
16 EGO 12
20 PRE 10
12 COM 1
13/19 PD 10
13/19 ED 9
6 SPD 27
10 REC 6
40 END 0
40 STUN 9
9" RUN04" SWIM09" LEAP0Characteristics Cost: 199
Cost Power END
12 Concealed Ninja Armor: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
20 Deflecting And Dodging: Missile Deflection (Any Ranged Attack) 0
45 Discern Weakness: Find Weakness 14- with All Attacks 0
5 Iron Mind: Mental Defense (8 points total) 0
50 Ninja Weapons And Gadgets: VPP (Gadget Pool), 40 base + 10 control cost, (60 Active Points); Limited Class Of Powers Available ninja gear (-1/2), VPP Can Only Be Changed At Base (-1/2)
18 Ninja-to And Saya: Multipower, 37-point reserve, (37 Active Points); all slots OAF (-1)
1u 1) Blade: HKA 1 1/2d6, Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (-1), STR Minimum (-3/4), Real Weapon (-1/4) 0
1u 2) Blinding Powder In Saya: Sight Group Flash 2d6 (10 Active Points); 1 Charge (-2), OAF (-1), No Range (-1/2) [1]
1u 3) Hilt/Saya As Club: HA +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), STR Minimum (-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 (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), STR Minimum (-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 (-1)
1u 6) Saya As Breathing Tube (Takezutso): Life Support (Expanded Breathing: Underwater) (5 Active Points); Only Works Close To The Surface (-1), OAF (-1) 0
56 One of the Eight Immortals: Life Support (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 only has to sleep 8 hours per week), Inherent (+1/4) (56 Active Points) 0
11 Recovery: Healing: Regeneration 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
6 Strong Leaper: Leaping +6" (9" forward, 4 1/2" upward) 1
6 Strong Runner: Running +3" (9" total) 1
2 Strong Swimmer: Swimming +2" (4" total) 1
Powers Cost: 237
Cost Martial Arts Maneuver
Mist Viper Taijutsu
8 1) +2 HTH Damage Class(es)
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Blood-Fist Of The Mist Viper: 1/2 Phase, +2 OCV, +0 DCV, 7d6 Strike
4 4) Death-Fist Of The Mist Viper: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
4 5) Saito Masao's Invincible Grip: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND
5 6) Saito Yuriko's Strike Of Revenge: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike
5 7) The Neck-Throw Of Saito Junzo: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 , Target Falls
3 8) The Sting Of The Mist Viper: 1/2 Phase, +1 OCV, +1 DCV, 5d6 Strike; Target Falls
1 9) Weapon Element: Blades
1 10) Weapon Element: Chain & Rope Weapons
1 11) Weapon Element: Fist-Loads
1 12) Weapon Element: Karate Weapons
1 13) Weapon Element: Polearms
1 14) Weapon Element: Staffs
1 15) Weapon Element: War Fan
Martial Arts Cost: 44
Cost Skill
16 +2 with All Combat
4 +2 with Ninja-to
6 +2 with Ninjutsu
3 Acrobatics 14-
3 Analyze: Combat 20-
3 Analyze: Style 20-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 20-
3 Cryptography 20-
3 Deduction 20-
3 Disguise 20-
3 Electronics 20-
3 Fast Draw 14-
3 Forgery 20-
3 High Society 13-
3 Linguist
3 1) Language: English (completely fluent)
0 2) Language: Japanese (idiomatic) (4 Active Points)
3 3) Language: Mandarin (completely fluent)
1 4) Language: Ninja Clan Codes and Symbols (Fluent Conversation; Literacy) (3 Active Points)
3 Lockpicking 14-
3 Martial Arts Skills 20-
3 Mechanics 20-
5 PS: Ninja 14-
3 Paramedics 20-
3 Scholar
2 1) KS: Arcane And Occult Lore (3 Active Points) 20-
2 2) KS: Business/Finance (3 Active Points) 20-
2 3) KS: Diplomacy (3 Active Points) 20-
2 4) KS: Japanese History (3 Active Points) 20-
2 5) KS: Mist Viper Clan History (3 Active Points) 20-
2 6) KS: Ninjutsu (3 Active Points) 20-
2 7) KS: Taoism (3 Active Points) 20-
2 8) KS: The Martial World (3 Active Points) 20-
2 9) KS: The Superhuman World (3 Active Points) 20-
2 10) KS: Yakuza Families (3 Active Points) 20-
3 Scientist
2 1) SS: Anatomy 20- (3 Active Points)
2 2) SS: Cartography 20- (3 Active Points)
2 3) SS: Chemistry 20- (3 Active Points)
2 4) SS: Medicine 20- (3 Active Points)
2 5) SS: Meterology [Ten-Mon] 20- (3 Active Points)
2 6) SS: Pharmacology/Toxicology 12- (3 Active Points)
3 Security Systems 20-
3 Shadowing 20-
3 Sleight Of Hand 14-
5 Stealth 15-
3 Streetwise 13-
2 TF: Ninja Water-Walking Devices, Small Rowed Boats
3 Tactics 20-
3 Teamwork 14-
9 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Blowguns, Fukimi-Bari, Garrote
Skills Cost: 164
Cost Perk
8 Reputation: Feared Assassin (A medium-sized group) 14-, +4/+4d6
9 Fringe Benefit: Membership: Mist Viper Clan, Membership: The Eight Immortals
5 Money: Well Off
35 Followers: Mist Viper Ninja
Perks Cost: 57
Cost Talent
3 Absolute Time Sense
3 Bump Of Direction
22 Danger Sense (self only, out of combat, Function as a Sense) 20-
5 Eidetic Memory
3 Lightning Calculator
9 Lightning Reflexes: +6 DEX to act first with All Actions
3 Lightsleep
4 Speed Reading (x10)
2 Trackless Stride
Talents Cost: 54
Val Disadvantages
10 Distinctive Features: Style Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Detectable by Large Group
20 Hunted: Nippon Ichiban 8- (Mo Pow, NCI, Harshly Punish)
5 Hunted: Shugoshin 8- (Less Pow, Harshly Punish)
15 Hunted: Yusoo 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)
10 Hunted: own ninja clan 11- (Frequently), More Powerful, NCI, Limited Geographical Area, Watching
10 Psychological Limitation: Befuddled by women (Common, Moderate)
15 Psychological Limitation: Craves new knowledge (Common, Strong)
10 Psychological Limitation: Idealist/Romantic (Common, Moderate)
20 Psychological Limitation: Loyal to the Mist Viper Clan (Common, Total)
15 Reputation: Feared and deadly assassin, 11- (Extreme)
5 Rivalry: with other ninja clans Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 405Total Experience Available: 405Experience Unspent: 0Total Character Cost: 755

Height: 1.77 m Hair: White
Weight: 79.00 kg Eyes: Brown
Appearance: A tall, and well built man. His hair has gone prematurely white and he wears it in a long ponytail. His nightsuit is dark blue, trimed with white and styleized wing designs. His sword is polished steel with a white grip and gold hilt.Personality: A ninja bookworm. Divine Eagle is a man of learning. He loves to converse with other learned individuals often going out of his way to do so. He is flabberghasted by beautiful women but desired romance and love, he is hoping to someday figure women out. Like many of the Eight, he is honorable and a man of his word; but his first loyalty is to the Clan.Quote:"I see."Background: Kyo was chosen for his brilliance in the field. An intelligent man before the rituals; he became Intelligence Incarnate upon their completion. His intellect is off the scale. He studies now for hours a day. Kyo had to sacrifice his most valuable possession to gain this power, the memories of his mother and father. He'd considered himself fortunate at the time; he figured that, logically, if he forgot them he couldn't miss them. However he was wrong; there is an emptiness in his soul and he knows exactly what it is. He knows that the memories are gone and it torments him. To escape the pain, he tries to constantly learn new things. A bit bookish and less physical than the others, he gets along best with All-Knowing Eye, and Undying Dragon, both have a soft spoken nature and he feels comfortable around them Glorious Songbird intimidates him with her beauty, Stone Serpent gets along well with him but he is scared of the gigantic man, of course he hates Blood Tiger, and respects (but fears) Celestial Lion. His ninja followers, the initates of the Eagle, are perceptive, intelligent, and adaptable. He has nothing but hatred in his heart for the Elders, whom he has deduced seek their own Immortality at the expense of the Eight. He isn't sure yet how they intend to do this but he intends to stop them, even though he cannot refuse them.Powers/Tactics: The Embodiment of Intellect in combat, Divine Eagle is tremendously perceptive, can deduce weaknesses in foes by the merest observation, and is a tactical genius. He prefers to fight from a distance, using throwing blades or leaping to strike and leaping away to safety soon after.

Campaign Use: The tactician, but no one listens to him save his men. If you want to make him a bit less dangerous, drop his Find Weakness. If you want to improve his threat, give him a dex 26 and 2 more DC's with Martial Arts.
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Sunday 06/13/2004This one is for my wife's birthday! Poor thing had to work that sunday.All-Seeing EyePlayer: NPC Villain; member of the Eight Immortals

Val Char Cost
15 STR 5
23 DEX 39
20 CON 20
13 BODY 6
15 INT 5
50 EGO 80
20 PRE 10
10 COM 0
13/19 PD 10
10/16 ED 6
6 SPD 27
8 REC 2
40 END 0
38 STUN 7
9" RUN04" SWIM09" LEAP0Characteristics Cost: 217
Cost Power END
10 Anti-Psionic Training: Mental Defense (20 points total) 0
12 Concealed Ninja Armor: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
20 Deflecting And Dodging: Missile Deflection (Any Ranged Attack) 0
18 Increased Healing: Healing: Regeneration 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (50 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
24 Mindspeech: Mind Link , Any Willing Target, Number of Minds (x8) (30 Active Points); Activation Roll 15- (-1/4) 0
8 More Anti-Psionic Training: Power Defense (12 points) (12 Active Points); Only To Protect Against The Loss Of INT, EGO, PRE, Mental Defense, And Power Defense (-1/2) 0
18 Ninja-to And Saya: Multipower, 37-point reserve, (37 Active Points); all slots OAF (-1)
1u 1) Blade: HKA 1 1/2d6, Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (-1), STR Minimum (-3/4), Real Weapon (-1/4) 0
1u 2) Blinding Powder In Saya: Sight Group Flash 2d6 (10 Active Points); 1 Charge (-2), OAF (-1), No Range (-1/2) [1]
1u 3) Hilt/Saya As Club: HA +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), STR Minimum (-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 (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), STR Minimum (-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 (-1)
1u 6) Saya As Breathing Tube (Takezutso): Life Support (Expanded Breathing: Underwater) (5 Active Points); Only Works Close To The Surface (-1), OAF (-1) 0
55 One of the Eight Immortals: Life Support (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), Inherent (+1/4) (55 Active Points) 0
10 Psionic Awareness: Mental Awareness, Discriminatory, Analyze 0
25 Psionic Mastery: Elemental Control, 50-point powers
17 1) Aportation: Teleportation 20", x8 Noncombat (50 Active Points); Increased Endurance Cost (x2 END; -1/2) 10
12 2) Mindseeking: Mind Scan 10d6 (Human class of minds) (50 Active Points); Extra Time (Full Phase, -1/2), Activation Roll 15- (-1/4), Concentration (1/2 DCV; -1/4) 5
25 3) Psionic Defense Reflex: Ego Attack 2d6, Damage Shield (+1/2), Continuous (+1) (50 Active Points) 5
25 4) Psionic Palsy: Drain DEX 2d6, Ranged (+1/2), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1) (50 Active Points) 5
6 Strong Leaper: Leaping +6" (9" forward, 4 1/2" upward) 1
6 Strong Runner: Running +3" (9" total) 1
2 Strong Swimmer: Swimming +2" (4" total) 1
Powers Cost: 299
Cost Martial Arts Maneuver
Mist Viper Taijutsu
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Blood-Fist Of The Mist Viper: 1/2 Phase, +2 OCV, +0 DCV, 5d6 Strike
4 3) Death-Fist Of The Mist Viper: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6
4 4) Saito Masao's Invincible Grip: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
5 5) Saito Yuriko's Strike Of Revenge: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike
5 6) The Neck-Throw Of Saito Junzo: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 , Target Falls
3 7) The Sting Of The Mist Viper: 1/2 Phase, +1 OCV, +1 DCV, 3d6 Strike; Target Falls
1 8) Weapon Element: Blades
1 9) Weapon Element: Chain & Rope Weapons
1 10) Weapon Element: Fist-Loads
1 11) Weapon Element: Karate Weapons
1 12) Weapon Element: Polearms
1 13) Weapon Element: Staffs
1 14) Weapon Element: War Fan
Martial Arts Cost: 36
Cost Skill
4 +2 with Ninja-to
24 +3 with All Combat
12 +4 with Ninjutsu
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 12-
3 Concealment 12-
3 Criminology 12-
3 Deduction 12-
3 Fast Draw 14-
3 Forensic Medicine 12-
6 Forgery (Documents, Money (Counterfeiting), choice of one category) 12-
3 Linguist
3 1) Language: English (completely fluent)
0 2) Language: Japanese (idiomatic) (4 Active Points)
3 3) Language: Korean (completely fluent)
1 4) Language: Ninja Clan Codes and Symbols (Fluent Conversation; Literacy) (3 Active Points)
5 PS: Ninja 14-
3 Scholar
1 1) KS: Clan Lore (2 Active Points) 11-
1 2) KS: Go (2 Active Points) 11-
1 3) KS: Legends And Lore (2 Active Points) 11-
5 4) KS: Ninjutsu (6 Active Points) 15-
1 5) KS: Psionic Ettiquette (2 Active Points) 11-
1 6) KS: Rival Clans (2 Active Points) 11-
1 7) KS: The Psionic World (2 Active Points) 11-
2 8) KS: The Superhuman World (making it an INT roll) (3 Active Points) 12-
3 Shadowing 12-
5 Shinobi-iri: Stealth 15-
3 Sleight Of Hand 14-
2 TF: Ninja Water-Walking Devices, Small Rowed Boats
9 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Blowguns, Fukimi-Bari, Garrote
Skills Cost: 126
Cost Perk
35 Followers: Mist Viper Ninja
9 Fringe Benefit: Membership: Mist Viper Clan, Membership: The Eight Immortals
5 Money: Well Off
8 Reputation: Feared Assassin (A medium-sized group) 14-, +4/+4d6
Perks Cost: 57
Cost Talent
17 Danger Sense (self only, out of combat, Function as a Sense, Intuitional) 12-
3 Lightsleep
Talents Cost: 20
Val Disadvantages
5 Distinctive Features: Mentalist (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
10 Distinctive Features: Style Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures
20 Hunted: Nippon Ichiban 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: own ninja clan 11- (Frequently), More Powerful, NCI, Watching
15 Psychological Limitation: Calm and never gets agitated (Very Common, Moderate)
20 Psychological Limitation: Casual Killer Very Common, Strong
10 Psychological Limitation: Envious of true mental powers (Uncommon, Strong)
20 Psychological Limitation: Loyal to the Mist Viper Clan (Common, Total)
15 Reputation: Feared and deadly assassin, 11- (Extreme)
5 Rivalry: with other ninja clans Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 405Total Experience Available: 405Experience Unspent: 0Total Character Cost: 755

Height: 1.69 m Hair: Red
Weight: 69.00 kg Eyes: red
Appearance: Ido wears a red "nightsuit" with black trim. He wears no mask; his eyes are red as is his long, bushy hair. He wears black suits and pulls his hair into a pony tail of he's trying to be casual

 

 

 

 

*Ido's appearance is based on the character from the same name in Xenogears. For those who don't already know.

Personality: Although his psionic abilities are powerful; he truely feels handicapped by lacking his telepathic talents. All-Seeing eye is rather melancholy and sullen most of the time. His personal agents are all experts at defending themselves from mental assault. In a few years (maybe a decade, maybe sooner, Ido occasionally will hear "voices" that he'll know are telepathic in nature. This is the first clue that the Eight Immortals' "sacrifices" might not be when they had been told they were. Quote:"I no longer hear the chorus of angels. I will ensure that you soon will be able too."Background: Small in stature, but possessing a moderate amount of telepathic power; Ido volunteered to become one of the Eight Immortals with the hopes that his powers would improve. He "sacrificed" his family name and adopted that of one of the elders. Ironically, the name wasn' sufficient. After the rituals were completed, Ido suddenly felt as if he had lost an eye. A brief moment of excrutiating pain and seering light and beautiful, almost crystaline musical notes, showed Ido his folly. His name was not of any consequence. No, the sacrifice he made was his telepathic abilitiy. Devistated, he tried to kill himself, but was stopped by Celestial Lion. Since his transformation, he has worked as an anti-psionic specialist; his will is astronomical, he is capable of withstanding the psionic assaults of nearly any of the top mentalists in the world.

Powers/Tactics: A skilled Ninja with several anti-psionic abilities, and psionic trakcing talents. He is capable of cnfronting such mental masters as PSI, Menton, Mentalla, and know their going to have to contend with his sword; his psychic backlash is not strong enough to harm any of them, but it serves notice that they will be in for a fight. He tends to target mentalists in order to work out his aggressions over his own lost ability.Campaign Use: A powerful "anti-psychic". If you want to make Ido less frightening drop his EGO to 30. His attacks and other CV's should be fine as is. If you'd like to make him more formidable, increase his DC's on his martial arts, and add some more ninja sneaky sneaky.
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