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Hero A Day...Sorta...


Enforcer84

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Saturday June 26th, 2004

No!
Cool!okay here's one more. These Low levellers are fun and easy to produce.Ms. MistPlayer: NPC; Contestant on Avant Guard: TTD
Val Char Cost
7 STR -3
14 DEX 12
18 CON 16
10 BODY 0
20 INT 10
15 EGO 10
15 PRE 5
14 COM 2
4 PD 3
4 ED 0
4 SPD 16
7 REC 4
36 END 0
36 STUN 13
8" RUN02" SWIM01" LEAP0Characteristics Cost: 88
Cost Power END
12 Fog Control: Elemental Control, 24-point powers
26 1) Choking Fog: Energy Blast 3d6, No Normal Defense (LS: Self-Contained Breathing; +1), Area Of Effect (3" Radius; +1) (45 Active Points); Does Not Work In High Winds Or Rain (-1/4) 4
10 2) Obscuring Fog: Change Environment 4" radius, -4 to Sight Group PER Rolls (24 Active Points); Does Not Work In High Winds Or Rain (-1/4) 2
22 3) Pea Soup Fog: Darkness to Sight Group 4" radius (40 Active Points); Does Not Work In High Winds Or Rain (-1/4) 4
19 4) Fog Form: Desolidification (affected by Fire & Air Attack) (40 Active Points); Cannot Pass Through Solid Objects (-1/2) 4
5 Darkvision: Nightvision 0
4 Athletic: Running +2" (8" total) 1
10 Fortunate One: Luck 2d6 0
Powers Cost: 108
Cost Martial Arts Maneuver
Comic Book Martial Arts
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 3) Kick: 1/2 Phase, -2 OCV, +1 DCV, 5d6 Strike
4 4) Punch: 1/2 Phase, +0 OCV, +2 DCV, 3d6 Strike
3 5) Throw: 1/2 Phase, +0 OCV, +1 DCV, 1d6 +v/5, Target Falls
Martial Arts Cost: 20
Cost Skill
3 Acrobatics 12-
3 Breakfall 12-
3 Concealment 13-
3 Fog Tricks 13-
2 Gambling (Poker) 13-
2 KS: The Superhuman World 11-
3 Lockpicking 12-
3 Paramedics 13-
3 SS: Metahuman Biology 13-
3 Shadowing 13-
3 Stealth 12-
3 Tracking 13-
Skills Cost: 34
Val Disadvantages
5 Distinctive Features: Ash gray hair, pale skin, cool to the touch (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Hunted: Dr. Brutallis 8- (Mo Pow, Limited Geographical Area, Harshly Punish)
10 Hunted: Show's Producers 14- (As Pow, Watching)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Dedicated and hard working (Very Common, Moderate)
10 Psychological Limitation: Eager to prove herself (Common, Moderate)
15 Reputation: Reality TV Superheroine, 14-
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 100

Base Points: 150Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 250

Height: 1.63 m Hair: Ash Gray
Weight: 53.00 kg Eyes: Brown
Appearance: An attractive young woman (Penny has lied about her age she is only 16) with ash gray hair worn to her shoulders, brown eyes and a slightly pale complexion. She wears a costume that is light gray with brown boots, gloves, and belt and a hooded cape and cowl that is black. She speaks with an attractive british accent.Personality: Penny is among the younger contestants. It's obvious that she's been training a long time though her physical skills are low compared to others. She has been training diligently. She is upbeat, cheerful, and determined. She constantly jokes about developing her "Dark" Persona for crimefighting. She is no nonsense on the job though and works well with others. Quote:"Right. I can do that."Background: Penny is tight lipped about how she got her powers but she says she was born to the Superhero biz. Many have taken this to mean that one or both of her parents were or are superheroes. She has some odd training, both martial arts and genetic sciences. She seems to have studied superheroes and their physiologies. She is a popular contestant with a cheery personality and eagerness to improve.Powers/Tactics: Ms. Mist's abilities are predominately support oriented. Her choking fog is her only attack but it is quite effective. She has shown an (unfortunate) eagerness to use her martial arts prowess thus far (in both her "Combat Simulations").Campaign Use: Ms. Mist is pretty pedestrian combat wise. I don't think she should be adjusted downward. I suppose you could remove the Choking Fog ability and make her completely support oriented. To improve her is much easier. Pick a spot and build up. Her Defenses are attrocious. Her Characteristics could all be improved. She should eventually fall somewhere between your crime fightin detective and mysterious super thief.
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Sunday June 28th, 2004My last post for tonight...CrossPlayer: NPC; Contestant on Avang Guard: TD

Val Char Cost
20 STR 10
15 DEX 15
18 CON 16
11 BODY 2
13 INT 3
11 EGO 2
15 PRE 5
12 COM 1
20 PD 16
8 ED 4
4 SPD 15
10 REC 4
36 END 0
30 STUN 0
6" RUN02" SWIM04" LEAP0Characteristics Cost: 93
Cost Power END
25 Kinetic Manipulation: Elemental Control, 50-point powers
42 1) Kinetic Absorption: Absorption 4d6 (physical, Physical (half to STR, half to PD)), Can Absorb Maximum Of 29 Points' Worth Of Physical Damage, Varying Effect (+1), Absorption As A Defense (x2) (67 Active Points) 0
46 2) Stop Dead: Energy Blast 16d6, Knockback only casuses traget to stop moving (+0), Double Knockback (+3/4) (140 Active Points); Only Works On Moving Characters (-1/2), Damage based on Move-Through Velocity Damage (-1/2), Does not work if does no knockback (-1/2) 14
12 3) Kinetic Boost: Aid Kinetic-Based Movement Power 3d6, One Power At A Time (+1/4), Ranged (+1/2) (52 Active Points); Points Fade Immediately when Person Stops Moving (-1/2), Costs Endurance (-1/2), Only Works On People/Objects Currently In Motion (-1/4) 5
13 Kinetic Cancellation: Knockback Resistance -10" (20 Active Points); Costs Endurance (-1/2) 2
8 Resiliant Physiology: Damage Resistance (8 PD/8 ED) 0
Powers Cost: 146
Cost Skill
3 Combat Driving 12-
2 PS: EMT 11-
3 Paramedics 12-
2 Systems Operation (Life Support Systems, Medical Sensors) 12-
1 TF: Large Motorized Ground Vehicles, Small Motorized Ground Vehicles
Skills Cost: 11
Val Disadvantages
10 Dependent NPC: Lian (Wife), Grant (Son) 8- (Normal; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs) [Notes: Grant is an infant but I didn't feel he needed his own "DNPC" slot.]
10 Hunted: Show's Producers 14- (As Pow, Watching)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Enjoys the thrills of dangerous situations (Very Common, Moderate)
15 Psychological Limitation: Reality show Superhero (Very Common, Moderate)
15 Psychological Limitation: Selfless, will enter obviously fatal situations to help others (Common, Strong)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 100

Base Points: 150Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 250

Height: 1.83 m Hair: Black
Weight: 84.00 kg Eyes: Brown
Appearance: Above average height and leanly muscled, Geoff sports a red body suit with a blocky cross on his heart. The Cross is red and outlined in white. He has white boots, belt, and gloves. He wears no mask save for a red goggles. Personality: Cross is a pretty easy going guy. He gets along well with the other contestants and tries to be a normal guy in an extrodinary situation. He shines in "emergency simulations" taking charge and coordinating his fellow superhumans. He misses his wife and son terribly and is unsure if he really wants to be a superhero. Quote:"Take it easy, everything's going to be okay."Background: Geoff was an EMT who responded to a call on bridge outside of St. Louis. It was late at night so he lit flares as he and his partner aided a fallen motorcyclist. They had managed to get the injured cyclist into their vehicle when a drunk driver barrelled into them, having fallen asleep at the wheel. Instincitvely Geoff held his hands up to protect himself and the car stopped; it was completely destroyed by the sudden impact. The sudden burst of kinetic energy made Geoff feel incredibly powerful, he tore the wreckage apart with his bare hands and pulled the driver out. Placing the two injured men into hs truck he and his partner went back home. The car wreck was explained away as the drunk hitting the bridge. Geoff's partner never mentioned what happened in his report. Geoff, after a long talk with his wife, responded to the Avant Guard add and began developing a heroic ID. He took the name Cross as an homage to the work that the Red Cross has done over the years. Powers/Tactics: Cross has burgeoning Kinetic control powers. So far he has displayed the ability to halt the motion of on-coming targets, absorbing kinetic and energy blows and converting the energy to physical strength and toughness, and the ability to enhance kinetic based movement powers (running, swimming, leaping, winged flight, etc...); either his own or others if he can touch them while they are in motion.Campaign Use: Geoff isn't really a combat monster, but his powers can be a rude awakening to "Move-Through" artists. He tends to simply absorb his max STR and PD and trying to punch his opponents into submission. If you'd like to lower his combat abilities drop the Movement Aid and reduce his max absorbtion. To improve him, add a few more kinetic abilities improve his absorbtion MAX and give him higher normal attributes.
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Monday June 29th, 2004MicronPlayer: NPC; Contestant on Avant Guard TD

Val Char Cost
10 STR 0
15 DEX 15
10 CON 0
10 BODY 0
15/45 INT 5
12 EGO 4
13 PRE 3
12 COM 1
3/6 PD 1
3/6 ED 1
3 SPD 5
4 REC 0
20 END 0
20 STUN 0
6" RUN02" SWIM02" LEAP0Characteristics Cost: 35
Cost Power END
10 Form Cohesion: Damage Resistance (12 PD/12 ED) (12 Active Points); Linked to Shrinking (-1/4) 0
6 Lightly Armored Costume: Armor (3 PD/3 ED) (9 Active Points); OIF (-1/2) 0
48 Gadget Pool: Variable Power Pool (Gadget Pool), 40 base + 8 control cost, (60 Active Points); OAF (-1), VPP Can Only Be Changed Between Adventures (-1/2)
17 Micro-Mentalist: +30 INT (30 Active Points); Linked (Microsize; -1/2), Incremental (+5 INT per level of shrinking) (-1/4)
19 Microflight: Flight 12" (24 Active Points); Linked to Shrinking (2" per 10 points of Shrinking) (-1/4) 2
60 Microsize: Shrinking (0.0281 m tall, 0.0003 kg mass, -12 PER Rolls to perceive character, +12 DCV, takes +18" KB) 6
Micro-Mental Abilities, all slots Only if 1 or more levels of shrinking active (-1/4)
2 1) Absolute Range Sense (3 Active Points); Only if 1 or more levels of shrinking active (-1/4)
2 2) Absolute Time Sense (3 Active Points); Only if 1 or more levels of shrinking active (-1/4)
4 3) Eidetic Memory (5 Active Points); Only if 1 or more levels of shrinking active (-1/4)
2 4) Lightning Calculator (3 Active Points); Only if 1 or more levels of shrinking active (-1/4)
3 5) Speed Reading (x10) (4 Active Points); Only if 1 or more levels of shrinking active (-1/4)
Powers Cost: 173
Cost Skill
3 Concealment 12- (18-)
3 Forensic Medicine 12- (18-)
3 Inventor 12- (18-)
2 PS: Doctor 11-
3 PS: Research 12- (18-)
3 Paramedics 12- (18-)
3 Scientist
2 1) SS: Biochemistry 12- (18-) (3 Active Points)
2 2) SS: Biology 12- (18-) (3 Active Points)
2 3) SS: Biophysics 12- (18-) (3 Active Points)
2 4) SS: Medicine 12- (18-) (3 Active Points)
2 5) SS: Size Physics 12- (18-) (3 Active Points)
3 Security Systems 12- (18-)
3 Shadowing 12- (18-)
3 Stealth 12-
2 Systems Operation (Medical Systems) 12- (18-)
Skills Cost: 41
Cost Perk
1 Fringe Benefit: Licensed Doctor
Perks Cost: 1
Val Disadvantages
10 Hunted: Show's Producers 14- (As Pow, Watching)
10 Hunted: Shrinker 8- (Mo Pow, Mildly Punish) [Notes: Shrinker wants to embarrass him for his part in her capture.]
20 Psychological Limitation: Hypocratic Oath (Common, Total)
15 Psychological Limitation: Smug and overconfident (Very Common, Moderate)
10 Psychological Limitation: Wants to help those in need (Common, Moderate)
15 Reputation: Reality TV Superhero, 14-
15 Social Limitation: Secret Identity (Frequently, Major)
5 Unluck: 1d6
Disadvantage Points: 100

Base Points: 150Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 250

Height: 1.80 m Hair: Brown
Weight: 75.00 kg Eyes: Brown
Appearance: Good looking guy with wavy brown hair and a lean build. He is a little older (entering his later thirties) than many contestants. He wears a green costume with white gloves, boots, and belts & harnesses. His helmet is mostly for show, but it is white with green trim and a black visor. His mouth and nose are still visible, but his chin is covered. A metallic green M is sported on his chest. His costume is slick and modern looking.Personality: A doctor, Leon is a bit smug and overconfident, but he is a good guy, takes his Hypocratic Oath very seriously, and tirelessly helps others. His areas of study are the biological sciences and he's studying furiously in his shrunken states to learn other areas as well. This, he hopes will make him a more effective crime fighter. Quote:"Let me give that a little thought."Background: Dr. Paulson was a research scientist at Orion Technologies looking into cellular research. Part of the technologies they used were experimental micron-splicers, piloted nano-machines that could effect things on a cellular level. The technology was radical, and ripe for theft. A group of unscrupulous business rivals hired Shrinker to retrieve the nano-chamber where the research was done. Dr Paulson happened to be there when she struck (her preliminary search missed him as he had been in the men's room. Surprised at a witness to her crime she blasted him (a low level beam to stun him and allow her to escape). The blast knocked him to the ground and into a container of the nanites. For reasons no one can fathom, Dr. Paulson shrunk immediately. Just over to centimeters in height, he attempted to stop the theft. Discovering he could fly, Dr Paulson rammed Shrinker in the chin as she tried to unhook the nano-chamber. The surprise attack knocked her unconscious. Dr Paulson quickly programmed some of the nano-machines to set off the security alarms. Shrinker was apprehended and Dr. Paulson sat in the lab, stuck at two centimeter's tall trying to figure a way out of his mess.

Working tirelessly, he figured out how to return to full height. He was amazed at how easy calculations and reading had become. In addition to shrinking, he had been endowed with superhuman brain function! Excitedly he figured out how to return to full height. And forgot everything else. Sadly, his heightened mental abilities seemed to be linked to his sized. The smaller he was the smarter he was!

Vowing to use his new powers for the good of his fellow man, Dr. Paulson took the name Micron. He had little idea as to how to be a superhero so when he saw an add for Avant Guard: Training Day, he leaped at it.

Powers/Tactics: Micron enters combat with at least one level of shrinking on. This not only makes him a bit harder to hit but it allows him to be twice as smart and access his Micro-Mentalist abilities.

His gadget pool is geared towards his fields of expertese, he uses biological and biochemical gadgets (glues, knock out gas, itching powder, etc.)

Campaign Use: If you want to make him less effeective, drop his gadget pool. To increase Micron's abilities, increase the gadget pool for more expensive weapons, and give him some more sciences to choose from (mechanics and electronics are a must). As always increase his Characteristics to campaign norms and adding martial arts and CSL's will work too.
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Tuesday June 30th, 2004RupunzellePlayer: NPC; Contestant on Avant Guard: TD

Val Char Cost
10/30 STR 0
18 DEX 24
20 CON 20
10 BODY 0
13 INT 3
11 EGO 2
18 PRE 8
18 COM 4
4/12 PD 2
4/12 ED 0
3/4 SPD 2
7 REC 2
40 END 0
30 STUN 5
6" RUN02" SWIM02"/6" LEAP0Characteristics Cost: 72
Cost Power END
15 Living Hair: Elemental Control, 30-point powers
15 1) Hair Whip: HKA 1d6+1 (2d6 / 2 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (30 Active Points) 0
36 2) Long Tresses: Entangle 3d6, 3 DEF (Stops A Given Sense Group Sight Group), Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); Cannot Form Barriers (-1/4) 6
15 3) Long Tresses: Stretching 5", Reduced Endurance (0 END; +1/2) (37 Active Points); Always Direct (-1/4), Limited Body Parts (Living Hair; -1/4) 0
7 4) Strong Tresses: +20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points); No Figured Characteristics (-1/2), Only with Extra Limbs (-1/2)
16 Armored Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 0
7 Hair Trigger Reactions: +1 SPD (10 Active Points); Only with Extra Limbs (-1/2)
10 Hairborne: Swinging 5", x4 Noncombat 1
7 Hairy Situation: +3 OCV (15 Active Points); Costs Endurance (-1/2), Only with Living Hair (-1/2) 1
5 Living Hair: Extra Limbs (4) 0
1 Timeless Beauty: Life Support (Longevity 200 Years) 0
4 Toughened Tresses: Armor (4 PD/4 ED) (12 Active Points); Only protects Head/Hair (-2) 0
Powers Cost: 138
Cost Skill
3 Breakfall 13-
3 Contortionist 13-
3 Disguise 12-
3 High Society 13-
3 Jack of All Trades
2 1) PS: Gymnast (3 Active Points) 13-
1 2) PS: Hairdresser (2 Active Points) 11-
2 3) PS: Model (3 Active Points) 13-
2 KS: Fashion Industry 11-
2 KS: Gymnastics 11-
2 KS: Hairstyles 11-
3 Oratory 13-
3 Persuasion 13-
3 Seduction 13-
Skills Cost: 35
Cost Perk
5 Money: Well Off
Perks Cost: 5
Val Disadvantages
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
5 Hunted: Paprazzi 11- (As Pow, Watching)
10 Hunted: Show's Producers 14- (As Pow, Watching)
10 Psychological Limitation: Loves attention (Common, Moderate)
15 Psychological Limitation: Vain about appearance (Very Common, Moderate)
10 Psychological Limitation: Wants to make a difference (Common, Moderate)
15 Reputation: Reality TV Superhero, 14-
15 Reputation: Supermodel, 14-
10 Social Limitation: Public Identity (Frequently, Minor)
Disadvantage Points: 100

Base Points: 150Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 250

Height: 1.86 m Hair: Blonde
Weight: 59.00 kg Eyes: Blue
Appearance: A stunning young woman with golden blonde hair and blue eyes. She is the Champions Universe representative in the Janet Van Dyne Costume-An-Issue contest; her current one is a rather daring red bodysuit with no sleeves, french cut thighs, a plunging neckline, and golden lace on her cleavage. She wears golden fishnet stockings, golden thigh high boots with black soles, and golden long gloves with black trim at the top.Personality: As Rapunzelle (her stage name), Krista has been a popular model for the last sixteen years; capitalizing from her bronze medal in the olympics. She has been coddled and pampered all her life. She is proud of her good looks (since until now that is what has been her life), and can come off as shallow and vain. Deep down inside she knows that she has always been fortunate, that life has been very good to her and perhaps she has an obligation to make life better for others. She has always been generous with her money and her image, helping out various charities, but she rarely takes a personal interest in them. This superhero thing has been surprisingly exciting and she might even give it a serious go. Quote:"Does this go with my eyes? Perhaps if you looked me in the eyes you could tell better?"Background: Krista Dobbins, aka Rapunzelle was sent to the show as a publicity stunt by her agent. Long considered the "Most beautiful Mutant in the world", and noted for her performance in the 1988 Olympics (she was performing at the age of 15 and her mutant powers hadn't surfaced), Krista lended some celebrity to the show.

The fact that her "Living Hair" actually has performed surprisingly well in a superheroic setting has come as a huge surprise to everyone involved. The trainers have challenged her to use her abilities for more than quick hairstyle changes. She's among the most popular contenders and actually is considering truely becoming a heroine rather than go back to being a model walking diva.

Powers/Tactics: An attractive woman with skill extendable, superhumanly strong and prehensile hair. All kidding aside, she can be fairly effective against the more normal criminals. She often binds them in her hair and allows her team mates to smash on them. Her hair is very tough and grows very quickly if cut. She hasn't cut her hair in twelve years, but she has enough contol of it to affect various hairstyles instantaneously; some even defy physics.Campaign Use: To weaken Rapunzelle simply lower her Hair's strength. To improve her, add some other hair tricks, perhaps some martial arts or a few gadgets from allies.
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Wednesday June 30th, 2004I got the date mixed up again....FreebirdPlayer: NPC; Contestant on Avant Guard: Training Day

Val Char Cost
15 STR 5
23 DEX 39
15 CON 10
10 BODY 0
10 INT 0
11 EGO 2
20 PRE 10
14 COM 2
8/13 PD 5
8/13 ED 5
5 SPD 17
6 REC 0
30 END 0
30 STUN 4
6" RUN02" SWIM03" LEAP0Characteristics Cost: 99
Cost Power END
19 Wings: Multipower, 28-point reserve, (28 Active Points); all slots Restrainable (-1/2)
1u 1) Soaring: Gliding 14" (14 Active Points); Restrainable (-1/2) 0
2u 2) Flying: Flight 14" (28 Active Points); Restrainable (-1/2) 3
5 Wings: Extra Limbs (2), Inherent (+1/4) (6 Active Points); Limited Manipulation (-1/4) 0
10 Reinforced Costume: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2) 0
9 Animal Communication: Telepathy 5d6 (Animal class of minds) (25 Active Points); No Range (-1/2), Limited Class Of Minds Avians Only (-1/2), Communication Only (-1/4), Incantations (-1/4), Visible (-1/4) 2
Powers Cost: 46
Cost Martial Arts Maneuver
Street Fighting
4 1) Block : 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll
4 3) Kidney Blow: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6
4 4) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4 5) Punch/Backhand: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
5 6) Roundhouse/Two-Fisted Smash: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike
3 7) Tackle: 1/2 Phase, +0 OCV, +0 DCV, +v/5; You Fall, Target Falls
3 8) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
1 9) Weapon Element: Clubs
Martial Arts Cost: 32
Cost Skill
5 +1 with HTH Combat
3 Acting 13-
3 Breakfall 14-
3 Jack of All Trades
3 1) PS: Musician: Guitarist (4 Active Points) 15-
2 2) PS: Musician: Piano/Keyboards (3 Active Points) 14-
2 3) PS: Singer (3 Active Points) 13-
2 4) PS: Songwriter (3 Active Points) 12-
3 Lockpicking 14-
2 Navigation (Land) 11-
3 Oratory 13-
3 Persuasion 13-
3 Stealth 14-
3 Streetwise 13-
3 Scholar
1 1) KS: Music Industry (2 Active Points) 11-
1 2) KS: Rock Artists (2 Active Points) 11-
1 3) KS: Scriptures (2 Active Points) 11-
3 Traveler
1 1) AK: Alabama (2 Active Points) 11-
1 2) AK: Louisiana (2 Active Points) 11-
1 3) AK: Mississippi (2 Active Points) 11-
1 4) AK: The Deep South (2 Active Points) 11-
1 5) CK: Miami, FL (2 Active Points) 11-
1 6) CK: New Orleans (2 Active Points) 11-
Skills Cost: 55
Cost Talent
12 Combat Luck (6 PD/6 ED)
3 Lightsleep
3 Perfect Pitch
Talents Cost: 18
Val Disadvantages
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
10 Distinctive Features: Wings (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Hunted: Show's Producers 14- (As Pow, Watching)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Rock is in my blood (Common, Moderate)
10 Psychological Limitation: Wants to help others (Common, Moderate)
15 Reputation: Reality TV Superhero, 14-
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 100

Base Points: 150Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 250

Height: 1.71 m Hair: White
Weight: 71.00 kg Eyes: Gray
Appearance: A ruggedly good looking young man with a rather mangy mullet and gray eyes. His wings are gray as well. He has a lean build and an easy smile. His costume consists of a dark gray body suit with a white bird on his chest. His gloves, belt, and boots are black. His mask covers his face but leaves his hair and mouth exposed. Stan has a slight southern drawl.Personality: Stan is a good guy. He has been blessed with impresive but at the same time, easily hidden, super human powers. Growing up he enjoyed being a part of the travelling show, but he didn't care for being a deception. He was no angel. His dream is to be a respected musician; he's been playing guitar since he was eleven and has a huge back log of songs he's written. Stan is rock and roll all the way; much of his swagger is definately tongue in cheek, but there is some truth there. He gets very excited when talking his music or musical influences.Quote:"If it's going to be a fight, A'hm going to give you "three steps" mister, then your ass is mine." *Grins**cracks knuckles*Background: Stan is a young man from Alabama who, over the course of his fifteenth year, sprouted large feathered wings from his back. He spend a few months travelling with his parents and his uncle in a travelling evangelical show; he played the "Angel". For a while Stan could content himself that it was simply a way to make a living. But as he got older it began to way on his conscience. He was lying to people about God for monentary gain. Stan eventually told his uncle and his folks that he could no longer be their angel. Although at first they were upset, they agreed to let Stan leave the show and pursue his dream. He took his guitar and began classes at the local community college. When he saw the ads for Avant Guard: Training Day, he jumped at the chance to do good with his powers. He contacted his mother and she helped him develop his costume. Stan is quite happy at the compound, and has quite the crush on Ms. Mist (he loves her accent).

Powers/Tactics: Freebird is a good flyer and is one of the few contestants with actual combat experience (fights as a kid growing up). He hasn't practiced using his hand to hand skills in flight though...Campaign Use: Stan is a decent fighter but if you want him to be less so, drop his street fighting package and eliminate his CSL. To go the other way, increase his flight speed, his STR and give him some DC's with hand to hand combat. Also some flying martial art maneuvers would be keen.
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Thursday July 1st, 2004FirewatcherPlayer: NPC; Contestant on Avant Guard: Training Day

Val Char Cost
13 STR 3
17 DEX 21
20 CON 20
11 BODY 2
13 INT 3
11 EGO 2
15 PRE 5
10 COM 0
4 PD 1
4/24 ED 0
4 SPD 13
7 REC 0
40 END 0
30 STUN 2
6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 72
Cost Power END
22 Fire Command: Elemental Control, 44-point powers
23 1) Fire Blast: Energy Blast 9d6 (45 Active Points) 4
11 2) Pyrokinesis: Telekinesis (30 STR) (45 Active Points); Only Works On Fire (-1) 4
41 3) Wall Of Fire: (Total: 74 Active Cost, 58 Real Cost) Force Wall (10 ED), Transparent PD (+1/2) (37 Active Points) (Real Cost: 37) plus Killing Attack - Ranged 1d6, Damage Shield (+1/2), Continuous (+1) (37 Active Points); Linked (Force Wall; -1/2), No Knockback (-1/4) (Real Cost: 21) 8
20 Cold Resistance: Armor (0 PD/20 ED) (30 Active Points); Only Works Against Limited Type Of Attack Ice/Cold Powers (-1/2) 0
4 Fiery Warmth: Life Support (Safe in Intense Cold; Safe in Intense Heat) 0
20 Fire Immunity: Energy Damage Reduction, Resistant, 50% (30 Active Points); Only Works Against Limited Type Of Attack Fire (-1/2) 0
15 Kindle Fire: Killing Attack - Ranged 1 point, Sticky (Only Affects Flammables; +1/4), Indirect (Any origin, always fired away from attacker; +1/2), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Continuous (+1) (19 Active Points); Limited Range (20") (-1/4) 0
5 Thermal Vision: Infrared Perception (Sight Group) 0
Powers Cost: 161
Cost Skill
2 +1 with Fire Blast
5 +1 with Ranged Combat
2 KS: The Superhuman world 11-
3 Stealth 12-
3 Streetwise 12-
2 Survival (Urban) 12-
Skills Cost: 17
Val Disadvantages
10 Hunted: Show's Producers 14- (As Pow, Watching)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Nervous around children (Common, Moderate)
20 Psychological Limitation: True Blue Hero (Very Common, Strong)
15 Reputation: Reality TV Superhero, 14-
15 Social Limitation: Secret Identity (Frequently, Major)
10 Vulnerability: 2 x STUN Water Based Attacks (Uncommon)
Disadvantage Points: 100

Base Points: 150Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 250

Height: 1.77 m Hair: Red
Weight: 77.00 kg Eyes: Amber
Appearance: A trim young man with a pleasant appearance. Firewatcher wears a red suit with golden flame patterns on the arms and legs. He wears no symbol on his costume it's rather plain to tell the truth. He also wears a golden domino mask.Personality: A decent guy, looking to be a hero. He had a surprisingly easy upbringing. His powers scared away potential adoptive parents, but he was treated well at the orphanage and has always been optimistic. He has enjoyed his time in the spotlight and enjoys the company of other superhumans. Alex has a natural nervousness around children, stemming from his isolation growing up (his powers took a bit of time to control). He is uncomfortable when no other responsible adults are around. Quote:"Fire away!"Background: As far as he can tell, Alex is the child of a flame wielding hero or villain from the past. He doesn't register as a mutant; but has no idea as to his origin as he was raised in an orphanage. He has practiced with his abilities for some time now and unlike the other contestants weilds them with considerable skill. Only in his late teens and never one for athletics beyond natural talent, he is looking foreward to becoming a legitimate hero. His mysterious past is popular topic to speculate on. Powers/Tactics: Capable of creating, hurling, and sculpting fire; Firewatcher is one of the more polished contestants. he seems to have a leg up training wise. He fares well in the combat missions but has found his destructive powers less helpful in emergency situations. Campaign Use: One of the few contestants close to starting hero level as is, Firewatcher can be weakened by reducing his attacks to about 40 active points. Also dropping his CSLs willl bring him back to the other contestants levels. To improve him, increase his physical characteristics and perhaps give him flight or other impressive fire abilities.
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Friday July 2nd, 2004PlanewalkerPlayer: NPC Heroine; Contestant on Avant Guard: Training Day

Val Char Cost
13 STR 3
13 DEX 9
18 CON 16
10 BODY 0
18 INT 8
11 EGO 2
13 PRE 3
10 COM 0
5 PD 2
4 ED 0
4 SPD 17
11 REC 8
40 END 2
27 STUN 1
6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 71
Cost Power END
30 Transport Powers: Elemental Control, 60-point powers
24 1) Aportation Punch: (Total: 65 Active Cost, 44 Real Cost) Teleportation 8", Ranged (+1/2), Usable As Attack (+1) (40 Active Points); Limited Range (9") (-1/4) (Real Cost: 32) plus Hand-To-Hand Attack +5d6 (25 Active Points); Hand-To-Hand Attack (-1/2), Linked (Teleportation; -1/2) (Real Cost: 12) 6
30 2) Aportation: Teleportation 12", Ranged (+1/2), Usable As Attack (+1) (60 Active Points) 6
53 3) Improved Gate: Teleportation 20", Usable By Other (+1/4), Area Of Effect (One Hex; +1/2), Continuous (+1) (110 Active Points); Gate (-1/2) 11
30 4) Teleportation: Teleportation 20" (40 Active Points) 4
Powers Cost: 167
Cost Skill
3 Navigation (Dimensional, Land) 13-
3 Persuasion 12-
3 SS: Dimensional Engineering 13-
3 Teleportation Tricks 13-
Skills Cost: 12
Val Disadvantages
10 Hunted: Show's Producers 14- (As Pow, Watching)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Intensly interested in learning new ways to use her abilties (Very Common, Moderate)
10 Psychological Limitation: Seeks the origin of her abilities (Common, Moderate)
10 Psychological Limitation: Self absorbed (Common, Moderate)
15 Reputation: Reality TV Superheroine, 14-
15 Social Limitation: Secret Identity (Frequently, Major)
5 Unluck: 1d6
Disadvantage Points: 100

Base Points: 150Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 250

Height: 1.80 m Hair: Black
Weight: 61.00 kg Eyes: Brown
Appearance: An attractive woman of Hispanic and African descent with long hair. Her costume consists of a white jump suit, tailored to her figure with blue bands on her arms and legs, blue boots, black fingerless gloves, opaque blue goggles, and a black and blue 8-point star shadowed on her chest.Personality: At this point in the game, Maria is more interested in finding the secrets of her powers than being a superhero. But the general idealism and optimism of the other contestants is beginning to rub off on her. She's having a ball working with other superbeings and is really developing comraderie with some of the other women involved. Quote:"I'll get it."Background: Maria is not sure how she got her powers. She's always had them and like Firewatcher she does not register as a mutant. She has studied her powers intently and dedicated her academic career to the study of dimensional engineering. She has developed as few tricks with her abilities and at this point in her career sees the Avant Guard experiene as a step towards understanding. She hopes to gain insight to her powers and develop them even further. She is less enamored with the physical training aspect but goes along with it.Powers/Tactics: A teleporter, Planewalker has precious little by way of combat variety, however the abiltity to teleport others makes her dangerous, she can set up her team mates beautifully. Her Aportation Punch is moderately effective in combat.Campaign Use: If you want to make her more of a novice drop the Aportation and Aportation Punch. To improve her, bulk up her characteristics, and give her a few more Teleport tricks. Some defenses or combat luck would be a good idea too.
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Saturday July 3rd, 2004I am definately catching up. These guys are fun too....Bullet TrainPlayer: NPC; Contestant on Avant Guard: Training Day

Val Char Cost
30 STR 20
24 DEX 42
25 CON 30
12 BODY 4
13 INT 3
11 EGO 2
20 PRE 10
14 COM 2
12/32 PD 6
12 ED 7
6 SPD 26
11 REC 0
50 END 0
40 STUN 0
20" RUN02" SWIM06" LEAP0Characteristics Cost: 152
Cost Power END
28 Inhuman Speed: Multipower, 28-point reserve
3u 1) Overdrive Running: Running 10", Megascale (1" = 1 km; +1/4) (28 Active Points) 3
3u 2) Super-Running: Running +14" (20" total) (28 Active Points) 3
10 Impact Resistance: +20 PD (20 Active Points); Only Protects Against Damage From Move-Through/Move-Bys (-1)
6 Speedster Studiousness: Speed Reading (x100)
10 Resistant to Harm: Damage Resistance (10 PD/10 ED) 0
Powers Cost: 60
Cost Skill
3 Breakfall 14-
3 Conversation 13-
3 High Society 13-
4 Navigation (Land) 13-
3 Oratory 13-
2 PS: Broker 11-
3 Persuasion 13-
3 Scholar
1 1) KS: NFL Football (2 Active Points) 11-
2 2) KS: The Busines World (3 Active Points) 12-
2 3) KS: The Stock Market (3 Active Points) 12-
3 Streetwise 13-
3 Teamwork 14-
3 Trading 13-
Skills Cost: 38
Val Disadvantages
10 Dependent NPC: Girlfriend (Tayshandra) 8- (Normal)
10 Distinctive Features: Mutant Physiology (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
10 Hunted: Show's Producers 14- (As Pow, Watching)
5 Physical Limitation: Requires alot of food (2x normal amount) (Infrequently, Slightly Impairing)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Enjoys competition (Common, Moderate)
10 Psychological Limitation: Wants to be a good rolemodel (Common, Moderate)
10 Reputation: Fallen Sports Hero, 11-
15 Reputation: Reality TV Superhero, 14-
Disadvantage Points: 100

Base Points: 150Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 250

Height: 1.89 m Hair: Black (Shaves his head)
Weight: 100.00 kg Eyes: Brown
Appearance: Big and strong, a well built black man with a silver and bronze colored costume He wears a full face mask, save for his mouth and chin, and goggles to protect his eyes from the speed.Personality: When he had been found to have superhuman abilties, Brent was crushed. He had never suspected, he never thought he was anything but a great athlete. His life was ruined. He was "too fast, too good" to play with the other "normal" athletes, never mind the steroids he never used, he some how had been "cheating" the game. He might have become a hero on his own if he hadn't been so embittered; and he was far too well raised and grounded to become a villain, so he simply became a man. Brent has a steady girlfriend whom is watching him on the show and he writes her almost every day. Quote:"Consider this the two minute warning; two minutes is how long it will take me to beat your sorry ass."Background: Bullet Train is a former college football star. Though he mantains a secret identity and denys all questions about it; several sports fans have guessed who he might be. He was considered a lock for the pros before the NCAA started testing for mutant powers. The first year four thousand college athletes were tested, 21% of them tested positive as superhumans (mutants, chemically enhanced, etc..) Bullet Train was one of them. He dropped out of sight, got his degree and got a job. When he saw the Avant Guard ads, he signed up partially because he missed competition, partially because it was a second chance at stardom. He says all the right things and has shown real skill at his abilities.Powers/Tactics: A speedster who is more train than agile. Bullet Train is strong and tough and runs right through his opponents. He is working on developing more subtle methods during the competition. Campaign Use: Powerful but kind of limited. If you want to tone him down drop his STR to 25 and his Defenses to 20-25. If you want to make him better; give him more variety, expand his arsenal beyond smashing through people.
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Sunday July 4th, 2004...Hmm. I should have done a Patriot character here....Too Late....BunnyPlayer: NPC; Contestant on Avant Guard: Training Day

Val Char Cost
20 STR 10
26 DEX 48
20 CON 20
10 BODY 0
14 INT 4
11 EGO 2
15 PRE 5
20 COM 5
10 PD 6
8 ED 4
6 SPD 24
8 REC 0
40 END 0
30 STUN 0
13" RUN02" SWIM012" LEAP0Characteristics Cost: 128
Cost Power END
6 Heightened Senses: +2 PER with All Sense Groups 0
5 Keen Eyes: Nightvision 0
5 Keen Nose: Analyze Sense with Normal Smell 0
24 Legs, Long, Beautiful Legs: Running +7" (13" total), x8 Noncombat 2
13 Long, STRONG legs: Leaping +8" (12" forward, 6" upward) (Accurate) 1
4 Rabbit Ears: +2 PER with Hearing Group 0
13 Rabbit KICK!!: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) 2
7 She's Adorable!!: Negative Combat Skill Levels (-2 to opponent's DCV) (10 Active Points); Only vs opponents who think "Bunny Girls" are cute (-1/2) 1
10 er.. Rabbit feet: Luck 2d6 0
Powers Cost: 87
Cost Skill
3 Acrobatics 14-
6 Animal Handler (Rabbits) 14-
3 Breakfall 14-
3 Climbing 14-
8 Defense Maneuver I-III
3 Persuasion 12-
3 Seduction 12-
3 Stealth 14-
3 Streetwise 12-
Skills Cost: 35
Val Disadvantages
10 Distinctive Features: Pointed Ears and Bunny Tail (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Hunted: Show's Producers 14- (As Pow, Watching)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Dislikes guns (not a Gun Bunny) (Common, Moderate)
5 Psychological Limitation: Not really a vegitarian (sneaks burgers) (Uncommon, Moderate)
15 Psychological Limitation: Want to be taken seriously as a superheroine (Very Common, Moderate)
15 Reputation: Reality TV Superheroine, 14-
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 100

Base Points: 150Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 250

Height: 1.76 m Hair: Blonde
Weight: 57.00 kg Eyes: Pink
Appearance: A beautiful blonde with a "Playboy Bunny" (ie not realistic) figure. She wears a black one pice body suit white fishnet stockings, white patten leather boots (specially designed for her active lifestyle and (slightly) enlarged feet. She also wears white gloves and a short white jacket that is alway open to show off her figure. Lastly she wears a white domino mask and white rabbit ears on her head. Her own ears are actually large and pointed like an elf. Her eyes are pink.Personality: a happy, friendly young woman with a desire to use her abilities to help others. She hopes to receive enough combat training to complement her physical prowess. She has a few quirks though, such as pretending to be a vegitarian (since rabbits are) and treating her (very real) rabbit tail as if its part of her costume. Her ears are elf like but not rabbit length, she wears fake rabbit ears for her costume though.Quote:"Very funny, but let's see how funny it is when you tell the other boys at Stronghold you got beat by a girl in a bunny costume! Rrrrrrraaaaabbit KICK!!!!"Background: Aubrey was born the year of the Rabbit; irony not lost on her. She isn't a mutant and is tight lipped about the source of her powers but she wants to be treated somewhat seriously. She tried out for the show as a way to prove to the rest of the superhero community that she is indeed a legitimate heroine. Perhaps this was not the appropriate venue...Powers/Tactics: Acrobatic to the extreme (particularly considering the rest of the contestants), Bunny simply tries to close the distance and kick her opponents into submission. Campaign Use: A rather silly heroine, but I like her. She has one attack and a bunch of "color" powers, don't take any away. If you feel that any character I write up is too powerful; reduce her DEX and SPD to 24 and 5 respectively.
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Monday July 5th, 2004RatriPlayer: NPC; Contestant on Avant Guard: Training Day

Val Char Cost
13/33 STR 3
14 DEX 12
15 CON 10
10 BODY 0
13 INT 3
15 EGO 10
20 PRE 10
16 COM 3
6/10 PD 3
6 ED 3
4 SPD 16
6/10 REC 0
30 END 0
25/37 STUN 0
6" RUN02" SWIM02 1/2"/6 1/2" LEAP0Characteristics Cost: 73
Cost Power END
20 Child of the Night Powers: Elemental Control, 40-point powers
20 1) Body Of The Shadow: Desolidification (affected by darkness or light powers) (40 Active Points) 4
17 2) Merge With Shadows: Invisibility to Sight Group, Mind Scan, Combat Sense and Mental Awareness , No Fringe (41 Active Points); Only In Darkness/Shadows (-1/4) 4
20 3) Moonbeam: Energy Blast 8d6 (40 Active Points) 4
30 4) Nightfall: Darkness to Sight Group 4" radius, Personal Immunity (+1/4) (50 Active Points) 5
30 5) Shadow Bonds: Entangle 4d6, 4 DEF (Stops A Given Sense Group Sight Group) (50 Active Points) 5
11 Lunar Strength: (Total: 20 Active Cost, 11 Real Cost) +5 STR (5 Active Points); Only At Night (-1/4) (Real Cost: 4) plus +5 STR (5 Active Points); Only At Night During A Quarter Moon (-1/2) (Real Cost: 3) plus +5 STR (5 Active Points); Only At Night During A Gibbous Moon (-1 1/4) (Real Cost: 2) plus +5 STR (5 Active Points); Only At Night During A Full Moon (-2) (Real Cost: 2) 4
5 Nighteyes: Nightvision 0
4 Strongwilled: Mental Defense (7 points total) 0
Powers Cost: 157
Cost Skill
3 Concealment 12-
2 KS: Arcane And Occult Lore 11-
3 Paramedics 12-
3 Seduction 13-
3 Shadowing 12-
3 Stealth 12-
Skills Cost: 17
Cost Talent
3 Absolute Time Sense
Talents Cost: 3
Val Disadvantages
10 Hunted: Show's Producers 14- (As Pow, Watching)
10 Psychological Limitation: Curious (Common, Moderate)
20 Psychological Limitation: Defender of the Innocent; will sacrifice self to save others (Common, Total)
10 Psychological Limitation: Quiet and conemplative (Common, Moderate)
15 Reputation: Reality TV Heroine, 14-
15 Social Limitation: Secret Identity (Frequently, Major)
10 Vulnerability: 1 1/2 x Effect Light Based Flash Attacks (Common)
10 Vulnerability: 2 x STUN Sunlight Based Attacks (Uncommon)
Disadvantage Points: 100

Base Points: 150Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 250

Height: 1.77 m Hair: Night Black
Weight: 58.00 kg Eyes: Night Black
Appearance: Something of a "goth" but not really. Adonna has pale skin and her hair and eyes are the color of night. If you look at her long enough, you swear you can see stars in there. She wears a black costume wth consists of bustier and long skirt. She wears silver arm braces and bracelets Her boots are long and black and she wears a tiara that is silver with a white opal shaped like a crescent moon at her brow.Personality: Ratri is a dedicated heroine. She holds innocent lives as more value than her own and will enter into obviously lethal situations to save someone. She isn't sure what about this publicity stunt called Avant Guard attracted her; she asumes she must be here for a reason. She gets along well enough with the others but she has kept very much to herself. Her beauty and presence alone has attracted her attention. Quote:"I feel something is amiss." Background: Adonna does not know which goddess of night gave her her powers and sent her to fight evil. She only knows it was one. In a dream a beautiful woman appeared, she offered Adonna power if she'd use it to protect the innocent. Adonna agreed and she bathed in a pool of silver moonlight. When she awoke she had tremendous powers. But she cannot remember who gave them to her. Ratri is the name of a benevolent night goddes from the hindu religion. Adonna took that name and since she still maintians her powers has assumed that is the goddess who is her benifactor. Powers/Tactics: Command over shadows and the night itself, Ratri can cast a beam of silvery light as her main offensive power, she can also summon tangible shadow to bind her foes. She lacks great defenses but can become a three dimensional shadow and avoid most attacks. She is physically more powerful at night and even more so depending on the phase of the moon. During the week of the full moon she can lift over two tons.Campaign Use: Ratri is unusual in that she is an upbeat (comparitively) shadow weilding heroine. If you'd like to tone her powers down get rid of the Moonbeam first. To make her more formidable increase her Characteristics and give her some sort of resistant defenses.
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Tuesday July 6th, 2004The BlasterPlayer: NPC; contestant on Avant Guard: Training Day

Val Char Cost
15 STR 5
20 DEX 30
15 CON 10
10 BODY 0
13 INT 3
11 EGO 2
18 PRE 8
12 COM 1
6/9 PD 3
6/20 ED 3
5 SPD 20
6 REC 0
30 END 0
30 STUN 4
6" RUN02" SWIM03" LEAP0Characteristics Cost: 89
Cost Power END
133 The Blaster!: Energy Blast 20d6, Variable Advantage (+1/2 Advantages; +1) (200 Active Points); Inaccurate 1/2 OCV (-1/4), Extra Time (Delayed Phase, -1/4) 20
26 Toughened Form: Armor (3 PD/14 ED) 0
Powers Cost: 159
Cost Skill
2 KS: The Superhuman World 11-
Skills Cost: 2
Val Disadvantages
15 Dependent NPC: Midge the Meddling Mother 11- (Normal)
10 Hunted: Show's Producers 14- (As Pow, Watching)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Overconfident (Very Common, Moderate)
20 Reputation: (DANGEROUS)Reality TV Hero, 14- (Extreme)
15 Social Limitation: Secret Identity (Frequently, Major)
5 Unluck: 1d6
Disadvantage Points: 100

Base Points: 150Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 250

Height: 1.75 m Hair: Brown
Weight: 75.00 kg Eyes: Brown
Appearance: Dark brown hair and brown eyes, The Blaster has a heroic build, he's been training for a while it seems (to look good) his costume is a mishmash of popular hero trends. He wears a dark blue body suit with black armor over his chest, thighs, and boots. Over this he wears a dark gray trenchcoat with black armor at the shoulders. The sleeves of the coat are rolled to his elbows and he wears white gloves with no fingers. His face is concealed by a headband with black goggles over his eyes.Personality: The Blaster is a true hero. Overconfident, heroic, and not at all concerned that he is a one trick pony. He rushes headlong into battle regardless of the fact that he strikes last and is a bad shot...

If he makes it through Training Day, he might become the hero he envisions himself.

Quote:"Don't worry, I can handle this."Background: James got his powers in a lab accident. His mother thought he'd be great for the team (and it would get him out of the house). He's always been a fan of superheroes and this gives him the opportinity to become one. Donning a costume his mom made him he is ready to battle evil!Powers/Tactics: James Walters has the impressive and out of control abilitiy to produce a massive energy discharge. He's not a very good shot but has a surprising amount of control over the effects of the shot. Campaign Use: A powerful one trick pony. If you want to take him down a peg, Drop his blast to 15d6. If you want to make him more impressive, give him a few more abilities, and drop some CSL's on him.
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Wednesday July 7th, 2004PhaetonPlayer: NPC; Contestant on Avang Guard: Training Day

Val Char Cost
5/55 STR -5
5/18 DEX -15
5/25 CON -10
5/10 BODY -10
13 INT 3
11 EGO 2
5/21 PRE -5
12 COM 1
1/20 PD 0
1/21 ED 0
1/4 SPD 0
2/16 REC 0
10/50 END 0
11/51 STUN 0
6" RUN02" SWIM01"/11" LEAP0Characteristics Cost: -39
Cost Power END
16 Avatar of the Sun: Elemental Control, 40-point powers, (20 Active Points); all slots Only In Heroic Identity (-1/4)
16 1) Flare Blast: Sight Group Flash 8d6 (40 Active Points); Only In Heroic Identity (-1/4) 4
16 2) Light Bolt: Energy Blast 8d6 (40 Active Points); Only In Heroic Identity (-1/4) 4
16 3) Solar Flight: Flight 20" (40 Active Points); Only In Heroic Identity (-1/4) 4
11 4) Celestial Flight: Faster-Than-Light Travel (4 Light Years/hour) (40 Active Points); Costs Endurance (Tiring; -1/2), Only In Heroic Identity (-1/4) 4
27 Solar Strength: +40 STR (40 Active Points); Only In Daylight (-1/4), Only In Heroic Identity (-1/4) 4
141 Superhuman Form: (Total: 160 Active Cost, 141 Real Cost) +10 STR (10 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 8) plus +13 DEX (39 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 31) plus +20 CON (Real Cost: 40) plus +5 BODY (10 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 8) plus +16 PRE (16 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 13) plus +9 PD (Real Cost: 9) plus +16 ED (Real Cost: 16) plus +2 SPD (20 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 16) 1
8 Resislance of the Sun God: Damage Resistance (10 PD/10 ED) (10 Active Points); Only In Heroic Identity (-1/4) 0
15 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) (19 Active Points); Only In Heroic Identity (-1/4) 0
13 Eyes Of Light: Sight Group Flash Defense (20 points) (20 Active Points); Only Versus Flashes Based On Light (-1/4), Only In Heroic Identity (-1/4) 0
6 Kiss of the Sun: Cosmetic Transform 2d6 (Clothes Into Any Other Clothing), Improved Target Group (+1/4) (12 Active Points); Limited Target Limited (-1/2), No Range (-1/2) 1
Powers Cost: 285
Cost Skill
2 KS: The Superhuman World 11-
2 KS: Olympian Myths 11-
Skills Cost: 4
Val Disadvantages
15 Accidental Change: When knocked unconscious 14- (Uncommon)
10 Hunted: Show's Producers 14- (As Pow, Watching)
10 Psychological Limitation: Naive (only eleven you know) (Common, Moderate)
10 Psychological Limitation: Sees the world as black and white; becomes confused when confronted by gray areas (Uncommon, Strong)
20 Psychological Limitation: True Hero (Common, Total)
15 Reputation: Reality TV Superhero, 14-
5 Social Limitation: Minor (Occasionally, Minor)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 100

Base Points: 150Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 250

Height: 1.99 m Hair: Black/Red
Weight: 100.00 kg Eyes: Brown/Golden
Appearance: As Bobby, a skinny boy about 5'3'' and 70 lbs soaking wet. As Phaeton, 6'6'' 250 lbs of manly muscle. The Phaeton costume is white with a golden sun on the chest, a golden cape, golden bands on his wrists and ankles, and a golden belt. He wears no mask.Personality: True heroism; sure Bobby is young and naive and it plays itself out on national television. But he is powerful and heroic and good natured. It goes over well with the ladies. Bobby is scared to death of the ladies however...Quote:"Do not press the might of the Titan of the Sun!"

"Holy mackeral!"

Background: Phaeton is a popular contestant. He's also eleven years old. Sure its an old story of youth finds artifact, youth transformed into adult superhero. But Bobby doesn't care. He's living out his dreams. Perhaps one day he will grow into the powers that he now possesses when he shouts the word's "Hyperion's Might!"

Powers/Tactics: A tried and true superbrick during the day, an energy projector only at night. Phaeton's Solar strength allows him to lift over 20 tons when in the light of the sun. He can cast his sun beams from his eyes at any time. He is resistant to damage and can fly at great speeds.Campaign Use: A Captain Marvel homage. I love the Big Red Cheese. He and Ratri have an interesting relationship; both powered by former mythological powers. Night and Day in powertypes but similarly heroic.

 

If you want to tone him down, cut his STR a bit and get rid of his Celestial Flight.

To beef him up, simply buy up his Superpowered Form to make him more formidable.

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Thursday July 8th, 2004Next up is one of my favorite nebulous groups. I got the idea from two sources. 1) Allies. The Flashmen (a gang of superheroes who all were basically frauds) and 2) the most horrible thing that was Heroes Reborn.The only thing I thought was cool about Heroes Reborn was there was a scene at a party when Ben Grimm was talking about the "Braniacs". Apparently Empire State University was once home to Victor Von Doom, Reed Richards, Hank Pym, Bruce Banner, and Tony Stark. They all attended at the same time and all "hung out".I thought that a group of braniacs who all gave themselves superpowers was cool. The idea was that they were gamers who grew up and were able to give themselves similar powers to the characters they had played. They got to play hero for real! Now all of their abilities were high tech but they pretended to be ninjas, monsters, and aliens. It was fun and I have made and remade them several times. Hopefully I can get through all of them...Anyway, here is the leadrer...OmnimanPlayer: NPC; Leader of the Tomorrow Legion

Val Char Cost
60 STR 5
24 DEX 9
30 CON 10
15 BODY 0
23 INT 13
17 EGO 14
23 PRE 5
12 COM 1
30 PD 3
30 ED 3
4 SPD 6
18 REC 0
70 END 0
62 STUN 0
6" RUN02" SWIM012" LEAP0Characteristics Cost: 69
Cost Power END
57 Omniblast!: EB 10d6, Variable Advantage (+1/2 Advantages; +1) (100 Active Points); Increased Endurance Cost (x2 END; -1/2), IIF (Hidden elements focust near his eyes; -1/4) 20
Omniman Battlesuit, all slots IIF (Specially designed to conceal the innerworkings of the suit.; -1/4)
15 1) Atmospheric Field: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); IIF (Specially designed to conceal the innerworkings of the suit.; -1/4) 0
26 2) Cybernetic Relays: +11 DEX (33 Active Points); IIF (Specially designed to conceal the innerworkings of the suit.; -1/4)
4 3) Graviton Field Enhanced Physiology: +10 END (5 Active Points); IIF (Specially designed to conceal the innerworkings of the suit.; -1/4)
24 4) Graviton Field Enhanced Physiology: +15 CON (30 Active Points); IIF (Specially designed to conceal the innerworkings of the suit.; -1/4)
12 5) Graviton Field Enhanced Physiology: +15 PD (15 Active Points); IIF (Specially designed to conceal the innerworkings of the suit.; -1/4)
17 6) Graviton Field Enhanced Physiology: +21 ED (21 Active Points); IIF (Specially designed to conceal the innerworkings of the suit.; -1/4)
36 7) Graviton Field Enhanced Physiology: +45 STR (45 Active Points); IIF (Specially designed to conceal the innerworkings of the suit.; -1/4) 4
8 8) Graviton Field Enhanced Physiology: +5 BODY (10 Active Points); IIF (Specially designed to conceal the innerworkings of the suit.; -1/4)
12 9) Graviton Field: Damage Resistance (15 PD/15 ED) (15 Active Points); IIF (Specially designed to conceal the innerworkings of the suit.; -1/4) 0
3 10) Gravity Adaption: Environmental Movement (Zero-G Training) (4 Active Points); IIF (Specially designed to conceal the innerworkings of the suit.; -1/4)
6 Confidence and Attitude: +8 PRE (8 Active Points); OIHID (-1/4)
32 Flight Capabilities: Multipower, 40-point reserve, (40 Active Points); all slots IIF (Specially designed to conceal the innerworkings of the suit.; -1/4)
3u 1) Atmospheric Flight: Flight 10", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (40 Active Points); IIF (Specially designed to conceal the innerworkings of the suit.; -1/4) 4
3u 2) Combat Flight: Flight 20" (40 Active Points); IIF (Specially designed to conceal the innerworkings of the suit.; -1/4) 4
1u 3) Transatmospheric Flight: FTL Travel (10 Active Points); IIF (Specially designed to conceal the innerworkings of the suit.; -1/4) 0
8 Psionic Shielding: Mental Defense (13 points total) (10 Active Points); IIF (-1/4) 0
Holographic Sensor Suite Contacts & Micro Comlink
5 1) Defensive Contacts: Sight Group Flash Defense (6 points) (6 Active Points); IIF (Contacts; -1/4) 0
12 2) Micro-Visiuals: Microscopic (x1,000) with Sight Group (15 Active Points); IIF (-1/4) 0
4 3) Nightsight Goggles: Nightvision (5 Active Points); IIF (-1/4) 0
14 4) Psionic Radio Communicator: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), IIF (Comlinks All parties must wear the comlink; -1/4) 0
5 5) Sight-Augmenting Goggles: +3 PER with Sight Group (6 Active Points); IIF (-1/4) 0
10 6) Telescopic Goggles: +8 versus Range Modifier for Sight Group (12 Active Points); IIF (-1/4) 0
4 7) Thermalsight Goggles: Infrared Perception (Sight Group) (5 Active Points); IIF (-1/4) 0
Powers Cost: 321
Cost Skill
10 +2 with HTH Combat
3 Acting 14-
3 Bureaucratics 14-
5 Cramming
3 Electronics 14-
3 High Society 14-
3 Interrogation 14-
3 Inventor 14-
3 KS: The Scientific World 14-
3 KS: The Superhero World 14-
1 Mimicry 8-
3 Oratory 14-
3 Paramedics 14-
3 Scientist
2 1) SS: Aeronautical Engineering 14- (3 Active Points)
2 2) SS: Aerospace Enginering 14- (3 Active Points)
2 3) SS: Battlesuit Engineering and Design 14- (3 Active Points)
2 4) SS: Force Field Physics 14- (3 Active Points)
4 5) SS: Gravitic Engineering 16- (5 Active Points)
2 6) SS: Kinetics 14- (3 Active Points)
2 7) SS: Physics 14- (3 Active Points)
2 8) SS: Tachyon Physics 14- (3 Active Points)
7 Systems Operation (Environmental Systems, Air/Space Traffic Control Systems, FTL Sensors, Medical Sensors, Radar, Sensor Jamming Equipment) 14-
2 Weaponsmith (Energy Weapons) 14-
Skills Cost: 76
Cost Perk
2 Contact: Orion Technologies (Contact has useful Skills or resources, Contact limited by identity) 11-
5 Money: Well Off
Tomorrow Legion Perks
8 1) Computer Link: Tomorrow Legion Database
3 2) Fringe Benefit: Membership: Tomorrow Legion
15 3) Vehicles & Bases: The Chronochaser (Super Jet)
10 4) Vehicles & Bases: Tomorrow Cruiser (Custom Battlewagon)
5 5) Vehicles & Bases: Tomorrow Tower
Perks Cost: 48
Val Disadvantages
15 DNPC: Katarina Benson (Girlfriend) 8- (Normal; Unaware of character's adventuring career/Secret ID)
20 Hunted: ARGENT 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Enjoys playing the Hero (Common, Moderate)
15 Psychological Limitation: Will step into obviously lethal situations without a second thought (Common, Strong)
10 Psychological Limitation: Worries about his "Secret" (Common, Moderate)
15 Rivalry: Professional (Superion ; Rival is Significantly More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity; Dr Chris Parker (Frequently, Major)
10 Vulnerability: 2 x STUN Gravity Based Attacks (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 164Total Experience Available: 0Experience Unspent: 0Total Character Cost: 514

Height: 1.85 m Hair: Black
Weight: 91.00 kg Eyes: Brown
Appearance: A handsome young African American man. Chris has a lean, athletic build and wears modern, if slightly conservative fashions. He wears glasses in his "civilian" ID. As Omniman, he wears a black bodysuit with a red Infinity symbol on his chest. His cape and belt are gold as are his boots. The suit gives him a few inches in height and a more "heroic" physique. The voice modulator changes his voice and he wears is sensory gear in specially developed nanite driven contact lenses. The graviton field that gives him most of his powers also obscures his features from cameras and electronic sensors. His personality and the way he carries himself are also much different.Personality: As Omniman, Chris Parker gets to play out his fantasies. He has respect, power, and fame. The best part is he can shut it all down and resume his normal life when he wants to. He does sometimes feel uncomfortable with the media thrusting the roll of, "African American Role-Model" on him, as well as a few publicity seeking members of the African American community seeking fame by association to him; most of the time he manages to stay above the fray. Omniman acts as the team spokesman and has become a good public speaker as a result, he affects a deeper voice as Omniman (with the help of a voice modulator built for him by Aria) and this aids him in keeping a secret identity without wearing a mask.Quote:"This looks like a job for Omniman!"Background: Upon his graduation from Cal Tech in 1995; Chris Parker went to work for Orion Technologies. Earning his PhD during this time he spent some of his down time working on a cybernetically controlled flight suit. Basing the suit's capabilities on graviton technologies (largely considered theoretical in his college days but proven viable by Empress in 1999), he quickly found that the suit could possibly provide many more capabilities than mere flight and life support. By 2002, he had developed a prototype suit and found his theories confirmed. The suit not only allowed him to fly and protect himself with a localized atmosphere, it somehow allowed for him to exert superhuman levels of physical strength and endurance. It was then that he decided to contact some of his friends from college.

Growing up in the suburbs of Orange County, Chris had been a nerd. When he reached college he looked for fellow gamers to play with and found to his delight, the "Nerds of the Round Table"; a group of tech geeks who also gamed. Even at Cal Tech they were considered the mighty (Mostly because Supherhero RPG's were not as popular as Fantasy; particular Vampire fantasy at that time). Now that he had found away to take part in their "spandex dreams", he wanted to let his friends in on it.

Dr Parker was shocked to discover that the other five that had made up the "Core" of the NOTRT had all, at about the same point in their lives, made the discoveries that would allow them to play superhero for real. Setting aside the improbability of the situation, the six friends pledged to form a team of heroes for the new Millennium. After pooling their financial resources and forming a company for their patents, they began to develop heroic identities for themselves. Taking a cue from his heroes Atlas, Superion, and Kid Courageous (now known as the Guardian), Dr Parker dubbed himself Omniman.

Powers/Tactics: A classic Superman Archetype. His Omnibeam can be modulated to differing effects. His costume makes all of his powers possible. He wears highly developed nano-tech contacts that affect a holographic "heads up" display. This is his communications and sensor suite. He needs to activate it cyberpathically (the Cybercircuits designed by Astralle) His Omnibeam fires from about two inches from his face. The contacts hold the targeting system, the energy actually comes from the circlet he wears on his forehead. The contacts then form an invisible to normal sight "lense" infront of his face. The lense can be seen by those with UV vision, with a -5 PER check when he fires the weapon. He prefers to use his strength. He is working on developing gravity weapons that will allow him to pull off some of the "Brick Tricks" other strongmen can seemignly pull off. Campaign Use: The Tomorrow Legion are serious heroes, but they "play the part" rather than come out and say they get their abilities from gadgets. It's part of the fun for them. At heart most of them are still kids. If you want to lower the powers and abilities of Omniman, simply lower the bonuses he gets from the suit. To improve him, build some "Brick Tricks" he can achieve via the Graviton Suit. Increasing his physical attributes is always a good fix, so is a few more CSLs
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Friday July 9th, 2004GorgannusPlayer: NPC; Member of Tomorrow Legion

Val Char Cost
20/70 STR 10
14/19 DEX 12
20/35 CON 20
15 BODY 10
20 INT 10
13 EGO 6
15/25 PRE 5
14/5 COM 2
8/20 PD 4
8/20 ED 4
3/4 SPD 6
8 REC 0
40 END 0
40/65 STUN 5
9" RUN02" SWIM04"/29" LEAP0Characteristics Cost: 94
Cost Power END
Gorgannus "Organic" Powered Armor, all slots OIHID (-1/4)
22 1) Ionic Cannon: EB 9d6 (45 Active Points); 6 Charges (-3/4), OIHID (-1/4) [6]
29 2) Primary Defense Layer: Armor (12 PD/12 ED) (36 Active Points); OIHID (-1/4) 0
16 3) Secondary Defense Layer: Physical Damage Reduction, 50% (20 Active Points); OIHID (-1/4) 0
16 4) Secondary Defense Layer II: Energy Damage Reduction, 50% (20 Active Points); OIHID (-1/4) 0
28 5) Servomotors: +50 STR (50 Active Points); No Figured Characteristics (-1/2), OIHID (-1/4) 5
8 6) Cyberpathic Relays: +5 DEX (15 Active Points); No Figured Characteristics (-1/2), OIHID (-1/4)
17 7) Impact Dispersal : +15 CON (30 Active Points); No Figured Characteristics (-1/2), OIHID (-1/4)
4 8) Forboding Suit: +10 PRE (10 Active Points); Offensive Only (-1), OIHID (-1/4)
4 9) Forboding Suit II: -9 COM (5 Active Points); OIHID (-1/4)
8 10) Cyberpathic Relays: +1 SPD (10 Active Points); OIHID (-1/4)
20 11) Impact Dispersal II: +25 STUN (25 Active Points); OIHID (-1/4)
16 12) Armor Power Supply: Endurance Reserve (100 END, 10 REC) (20 Active Points); OIHID (-1/4) 0
11 13) Life support units: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); Costs Endurance (-1/2), OIHID (-1/4) 2
6 14) Psionic Shielding: Mental Defense (11 points total) (8 Active Points); OIHID (-1/4) 0
16 15) JumpJets: Leaping +15" (4"/29" forward, 2"/14 1/2" upward) (Accurate) (20 Active Points); OIHID (-1/4) 2
3 16) Heavy Armor: Knockback Resistance -2" (4 Active Points); OIHID (-1/4) 0
Holographic Sensor Suite Contacts & Micro Comlink, all slots Only In Heroic Identity (-1/4)
5 1) Defensive Contacts: Sight Group Flash Defense (6 points) (6 Active Points); Only In Heroic Identity (-1/4) 0
12 2) Micro-Visiuals: Microscopic (x1,000) with Sight Group (15 Active Points); Only In Heroic Identity (-1/4) 0
4 3) Nightsight : Nightvision (5 Active Points); Only In Heroic Identity (-1/4) 0
14 4) Psionic Radio Communicator: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), Only In Heroic Identity (-1/4) 0
5 5) Sight-Augmenting Sights: +3 PER with Sight Group (6 Active Points); Only In Heroic Identity (-1/4) 0
4 6) Thermalsight Sights: Infrared Perception (Sight Group) (5 Active Points); Only In Heroic Identity (-1/4) 0
6 Athletic: Running +3" (9" total) 1
Powers Cost: 274
Cost Skill
20 +4 with HTH Combat
3 Acting 12- (14-)
2 Computer Programming (Personal Computers) 13-
3 Electronics 13-
3 Forensic Medicine 13-
3 Inventor 13-
3 Jack of All Trades
1 1) PS: Artist/Illustrator (2 Active Points) 11-
1 2) PS: Costume Designer (2 Active Points) 11-
2 3) PS: Professional Driver (3 Active Points) 13-
1 4) PS: Special Effects Artist (2 Active Points) 11-
1 Language: French (basic conversation)
3 Mechanics 13-
3 Scholar
1 1) KS: CAD/CAM (2 Active Points) 11-
2 2) KS: CG Effects (3 Active Points) 13-
2 3) KS: Computer Animation (3 Active Points) 13-
1 4) KS: Costuming (2 Active Points) 11-
2 5) KS: Gridiron Football (3 Active Points) 13-
1 6) KS: Lighting Effects (2 Active Points) 11-
1 7) KS: Martial Arts Films (2 Active Points) 11-
3 8) KS: Sci-Fi Movies, Television, and Literature (4 Active Points) 14-
2 9) KS: The Superhero World (3 Active Points) 13-
3 Scientist
2 1) SS: Anatomy 13- (3 Active Points)
2 2) SS: Biochemistry 13- (3 Active Points)
2 3) SS: Biology 13- (3 Active Points)
6 4) SS: Chemical Engineering 17- (7 Active Points)
2 5) SS: Holography 13- (3 Active Points)
2 6) SS: Lasers 13- (3 Active Points)
2 7) SS: Mathematics 13- (3 Active Points)
2 8) SS: Mechanical Engineering 13- (3 Active Points)
2 9) SS: Optics 13- (3 Active Points)
2 10) SS: Physics 13- (3 Active Points)
2 11) SS: Pyrotechnics 13- (3 Active Points)
Skills Cost: 93
Cost Perk
8 Computer Link: Tomorrow Legion Database
3 Fringe Benefit: Membership: Tomorrow Legion
5 Money: Well Off
15 Vehicles & Bases: The Chronochaser (Super Jet)
10 Vehicles & Bases: Tomorrow Cruiser (Custom Battlewagon)
5 Vehicles & Bases: Tomorrow Tower
2 Contact: Hollywood Studios (Contact has useful Skills or resources, Contact limited by identity) 11-
Perks Cost: 48
Cost Talent
5 Eidetic Memory
Talents Cost: 5
Val Disadvantages
15 DNPC: Aria Wells-Holt (Daughter) 8- (Incompetent)
10 Distinctive Features: Gigantic Monster Looking Man (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Hunted: ARGENT 8- (Mo Pow, NCI, Harshly Punish)
0 Hunted: Ironclad 8- (As Pow, Watching)
10 Hunted: Ogre 8- (As Pow, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Code vs Killing (Common, Strong)
15 Psychological Limitation: Loves to learn and do new things (Very Common, Moderate)
20 Psychological Limitation: Protective of Wife (Aria); Will sacrifice Self for her well-being (Common, Total)
10 Psychological Limitation: Trivia Geek (Common, Moderate)
15 Social Limitation: Secret Identity; Jason Wells-Holt (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 164Total Experience Available: 164Experience Unspent: 0Total Character Cost: 514

Height: 1.98 m Hair: Blonde
Weight: 127.00 kg Eyes: Blue
Appearance: Jason is tall and thickly muscled. He trains harder for his new job than he did as a football player. He has kept his weight down and has a trimmer physique then you'd expect for a lineman. He has blonde hair and blue eyes. Gorgannus is a suit of armor with a sophiticated "biological simulator". The costume appears to be a bizzare humanoid lifeform with a light organic exoskeleton. The "skin" is crimson with ash armored plates on the shoulder, torso, thighs, and shins. His eyes are green and he has a lare mouth with several rows of sharp teeth. His voice is a hollow rumble.Personality: Gorgannus is really enjoying himself, he loves being part of a team and the chance at "competing" with super beings is the dream of a lifetime. He sees himself as the protector of the whole team. His life now revolves around his wife and child, his team, and his movies in that order. He tends towards a gruff and aloof air as Gorgannus, his gregarious nature shown only in glimpses until he takes his "work clothes" off.Quote:"Stand back, Human, Gorgannus can deal with this upstart."

"Honey, where is the heart of Gorgannus?"

Background: Jason Wells-Holt was one of the most highly recruited high school football players in Oregon history. A giant of a man even at 18, he was not only a physical juggernaut on the O-Line, he was assured a spot on any team with 1700 SAT scores. Jason was disillusioned with big time college football by the time he had reached his sophomore season. He had been required to retake the SATs to prove he hadn't cheated; after scoring a 1780 the second time, his parents sued the NCAA. Jason took a scholarship to Stanford University, played two seasons and transferred to Cal Tech and studied chemical engineering. He joined the "Nerds of the Round Table" after two weeks and became fast friends with Peter Walker. Peter and Jason were movie fanatics as well as gamer-geeks; where Jason gravitated towards sci fi and horror, Peter was a connoisseur of Martial Arts, and Anime films. Jason met Brenda Olson his senior year. The freshman Mathematics major and aspiring pop singer soon dominated Jason's life. Although Peter felt a bit jealous, he and Brenda warmed to each other eventually (Brenda was also a big Anime fan). Jason graduated and took his degree to Hollywood, becoming an effects man and putting his artistic talents to costume and creature design. He had a pretty good gig going when he got word from Peter that the "Nerds" had found the holy land. His interest piqued, Jason found himself marveling at his friend’s achievements in their fields and the applications, realizing that he wanted to join their Heroing "Enterprise" he worked with the others to create a powered armor suit that resembled one of the alien designs he had fancied but never used in any of the films. With the other's help, the suit he dubbed Gorgannus became his vehicle to enter the "Big Leagues". Brenda and Jason were married that year and they had their first child the following year. Brenda, also on the team for a time under the guise of Aria, has been on leave, and her spot on the roster taken by Lin "Component" Meyung.

When the Champions and the Tomorrow Legion worked together in 2003, Ironclad conversed with Gorgannus briefly and came away with the impression that the “extra terrestrial†was anything but. Intrigued, he has been keeping tabs on the Legion and its resident alien.

Powers/Tactics: A brick with a "Special Attack". As a nod to his Asian sci-fi style monster forbearers, Gorgannus has an Ion Cannon emplaced in his chest. The effects are visually spectacular, but only average in effectiveness. He tends to rely on is fists and durability in combat.Campaign Use: As part of a team of gamers living out their fantasies, Gorgannus is the physical one. He has used his variety of talents to ensure that Gorgannus looks like the real deal. If you want to tone the big G down, drop his physical attributes to the 60-65 range and his damage reduction to 25%, if you go this route, increase his DEF to 23-25. To make him more impressive, increase the power of the Ion Cannon, and then bring his characteristics up to the desired level.
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Saturday July 10th, 2004ShinobiPlayer: NPC; Member of Tomorrow Legion

Val Char Cost
25 STR 15
27 DEX 51
25 CON 30
15 BODY 10
20 INT 10
13 EGO 6
20 PRE 10
20 COM 5
12/20 PD 7
12/20 ED 7
6 SPD 23
10 REC 0
50 END 0
50 STUN 9
10" RUN02" SWIM08" LEAP0Characteristics Cost: 183
Cost Power END
36 "Ninja Techniques": Multipower, 45-point reserve, (45 Active Points); all slots IIF (Specially designed weapons system; -1/4)
3u 1) Mantle of the Golden Star: Sight Group Flash 4d6, Personal Immunity (+1/4), Area Of Effect (3" Radius; +1) (45 Active Points); No Range (-1/2), IIF (Specially designed weapons system; -1/4) [Notes: Merely a Photon-Optic Burst] 4
3u 2) Mists of the Moon Goddess: Darkness to Sight and Radio Groups 3" radius (35 Active Points); IIF (Specially designed weapons system; -1/4) [Notes: Low Level Radio Jammer with a "Hydrate Mist" emitter] 3
4u 3) Shuriken Storm!: RKA 1d6+1, Area Of Effect (2" Any Area; +1), Selective (+1/4) (45 Active Points); IIF (Specially designed weapons system; -1/4) [Notes: Energized disks desinged to look like glowing shuriken.] 4
2u 4) Stone Dragon FIST!: (Total: 44 Active Cost, 25 Real Cost) HA +5d6 (25 Active Points); Hand-To-Hand Attack (-1/2), IIF (Specially designed weapons system; -1/4) (Real Cost: 14) plus Hearing Group Flash 5d6, Personal Immunity (+1/4) (19 Active Points); Linked (Vibro-Impact Punch; -1/2), IIF (Specially designed weapons system; -1/4) (Real Cost: 11) 4
3u 5) Wave Motion Blast!: EB 9d6 (45 Active Points); Restrainable (Requires Both Hands to Fire ; -1/2), IIF (Specially designed weapons system; -1/4) [Notes: Plasma Blast; triggered by forearm crossing motion] 4
Shinobi Battle Suit
16 1) Armored Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 0
16 2) Chameleon Unit: Invisibility to Sight Group (20 Active Points); IIF (Specially concealed Armor; -1/4) 2
2 3) Cowl Audio Enhancement: Ultrasonic Perception (Hearing Group) (3 Active Points); IIF (-1/4) 0
9 4) Insulated Armor w/Rebreather: LS (Extended Breathing: 1 END per 20 Minutes; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (11 Active Points); IIF (Specially concealed Armor; -1/4) 0
10 5) Micro Friction Filaments: Clinging (30 STR) (12 Active Points); IIF (-1/4) 0
4 6) Protected Senses: Hearing Group Flash Defense (5 points) (5 Active Points); IIF (-1/4) 0
14 7) Psionic Radio Communicator: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), IIF (Comlinks All parties must wear the comlink; -1/4) 0
5 8) Psionic Shielding: Mental Defense (8 points total) 0
16 9) Sonic Bafflers: Invisibility to Hearing Group , No Fringe (20 Active Points); IIF (Specially concealed Armor; -1/4) 2
8 10) Thermal Imaging & Tracing: IR Perception (Sight Group), Tracking (10 Active Points); IIF (-1/4) 0
4 11) Visor: Sight Group Flash Defense (5 points) (5 Active Points); IIF (-1/4) 0
25 High Tech Ninja-To: (Total: 62 Active Cost, 25 Real Cost) HKA 2d6-1 (3d6 - 1 w/STR), Penetrating (+1/2) (37 Active Points); OAF Durable (-1), No Knockback (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 13) plus Missile Deflection (Bullets & Shrapnel) (15 Active Points); OAF (-1), Will Not Work Against Heavy Missiles (-1/4) (Real Cost: 7) plus +2 OCV (10 Active Points); OAF Durable (-1) (Real Cost: 5) 4
11 Peerless Health: LS (Immunity All terrestrial diseases and biowarfare agents; Longevity 200 Years) 0
8 Strong Leaper: Leaping +3" (8" forward, 4" upward) (Accurate) 1
8 Swift: Running +4" (10" total) 1
Powers Cost: 207
Cost Martial Arts Maneuver
Self Developed Martial Art utilizing Aikido, Karate, and Tae Kwon Do
8 1) +2 HTH Damage Class(es)
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR to Disarm roll
4 4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 50 STR vs. Grabs
5 6) Flying Side Kick: 1/2 Phase, +1 OCV, -2 DCV, 11d6 Strike
3 7) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 45 STR for holding on
4 8) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND ; Target Falls
3 9) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 Strike, Target Falls
4 10) Punch/Snap Kick/Front Kick: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike
5 11) Roundhouse/Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike
3 12) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 7d6 Strike; Target Falls
3 13) Throw: 1/2 Phase, +0 OCV, +1 DCV, 7d6 +v/5, Target Falls
1 14) Weapon Element: Blades
1 15) Weapon Element: Karate Weapons
1 16) Weapon Element: Polearms
1 17) Weapon Element: Staffs
Martial Arts Cost: 58
Cost Skill
10 +2 with HTH Combat
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 13-
3 Forensic Medicine 13-
4 Language: Japanese (idiomatic; literate: Kanji) (5 Active Points)
3 Lipreading 13-
3 Lockpicking 14-
3 Paramedics 13-
3 Scholar
2 1) KS: Akido (3 Active Points) 13-
2 2) KS: Anime & Manga (3 Active Points) 13-
2 3) KS: Infectious Disease Control and Prevention (3 Active Points) 13-
2 4) KS: Karate (3 Active Points) 13-
2 5) KS: Martial Arts Cinema (3 Active Points) 13-
2 6) KS: Physical Therapy (3 Active Points) 13-
2 7) KS: Tae Kwon Do (3 Active Points) 13-
2 8) KS: The Martial Arts World (3 Active Points) 13-
3 Scientist
5 1) SS: Biochemistry 16- (6 Active Points)
2 2) SS: Biology 13- (3 Active Points)
2 3) SS: Emergency Medicine 13- (3 Active Points)
2 4) SS: Forensic Pathology 13- (3 Active Points)
2 5) SS: Medicine 13- (3 Active Points)
2 6) SS: Microbiology 13- (3 Active Points)
2 7) SS: Pharmacology 13- (3 Active Points)
2 8) SS: Toxicology 13- (3 Active Points)
3 9) SS: Virology 14- (4 Active Points)
2 10) SS: Xeno Medicine 13- (3 Active Points)
3 Security Systems 13-
3 Shadowing 13-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 13-
3 Systems Operation 13-
3 Teamwork 14-
2 WF: Common Martial Arts Melee Weapons
2 WF: Common Melee Weapons
1 WF: Off Hand
Skills Cost: 110
Cost Perk
9 Contact: METE (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-
6 Contact: PRIMUS (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 11-
5 Money: Well Off
Tomorrow Legion Perks
8 1) Computer Link: Tomorrow Legion Database
3 2) Fringe Benefit: Membership: Tomorrow Legion
15 3) Vehicles & Bases: The Chronochaser (Super Jet)
10 4) Vehicles & Bases: Tomorrow Cruiser (Custom Battlewagon)
5 5) Vehicles & Bases: Tomorrow Tower
Perks Cost: 61
Val Disadvantages
15 Dependent NPC: Clyde Walker (Brotherr) 8- (Normal; Unaware of character's adventuring career/Secret ID)
10 Distinctive Features: Ecclectic Martial Arts Style (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10 Hunted: Actual Ninja (GM Decides who) 8- (As Pow, Harshly Punish)
10 Hunted: Green Dragon 8- (As Pow, Harshly Punish)
10 Hunted: Shadow Dragon 8- (As Pow, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Excitable and hyperactive (Common, Moderate)
10 Psychological Limitation: Gunslinger Mentality, loves to "Test himself" against other martial artists. (Common, Moderate)
15 Psychological Limitation: Work a holic (Very Common, Moderate)
5 Rivalry: Professional (Nighthawk (or other vigilante style martial artist), 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: 269Total Experience Available: 269Experience Unspent: 0Total Character Cost: 619

Height: 1.75 m Hair: Brown
Weight: 75.00 kg Eyes: Brown
Appearance: Peter has gone from flab to fab. Even before his biochemical transformation, he had shed his baby fat for a lean, athletic physique. Now its just "Moreso". He wears jeans and a t-shirt (usually with a popular anime character on it) and a lab coat at work . His battle suit appears to be a skin tight black body suit with manga styled "ninja armor" over the chest, thighs, shoulders, shins, and forearms. He wears a "mystical" style mask/helmet looking thing.Personality: Shinobi is older, wiser, and still considered the excitable little brother, of the team. He and Brenda have a huge library of Anime and manga at the Legion Library. In his 'spare' time; Peter still works towards a cure for cancer, using the Tomorrow Legion's vast communications capacity to coordinate international efforts (He maintains his secret ID as the official Medical officer of the Tomorrow Legion). He has, over the years gained an acute knowledge of alien and superhuman medicine (mostly through correspondence with other experts).

Through it all he still loves acting the mysterious mystical martial arts master. Peter has also taken to recreating his super-formula for his friends. He found quickly that the formula had only worked on him. He is working to tailor similar enhancers to his friends DNA thinking that it will improve their crime fighting abilities.

Quote:"...."Background: Peter Walker was introduced to anime and martial arts films by his older brother Clyde. He became as obsessed with them as he was with Biology. Peter's Biology obsession stemmed from a desire to cure his grandfather's Cancer. At the ripe old age of 14, Peter attended Cal Tech to get his undergraduate work. A fat and unhappy child; he found solace playing RPG's with the "Nerds of the Round Table". His first year there, he met Jason Wells-Holt, a former football standout turned academic prodigy. At first, Peter avoided the gigantic young man; he had taken enough abuse from jocks at his high school. Jason made an effort to reach out to the youngest member of the "Nerds" and asked Pete to come work out with him, leading to Pete actually taking martial arts classes. They found that their common love of movies and their similar educational backgrounds made them a formidable study tandem. Pete was at first very jealous of Jason's girlfriend, Brenda, but her own love of anime won him over and he served as the best man at their wedding. Pete got his BS from Cal Tech in three years and then went on to UCLA to study medicine. His grandfather's worsening condition led him to work long hours and ignore everything else in his life; Pete desperately and irrationally clung to the hope that he could find a cure in time. When Peter's grandfather died, he was crushed; it was as if all his work had been a waste of time; he had missed out on much of his grandfather's last years. Pete left the medical research team he had been with and drifted for a while. To help him work through his grief, he returned to his study of martial arts and achieved a black belt in several styles. He synthesized his own style based around a mashing of aikido, tae kwon do, and karate. He has yet to name his style or formally present it.

It was during this time he was contacted by VIPER. VIPER theorized Peter's quick departure from his team had something to do with ego; they attempted to recruit him. When the Nest Leader in charge of his recruitment realized that Peter wasn't VIPER material, he attempted to have the young scientist killed. Peter was saved by the interference of a superhero; an alien warrior named Gorgannus. Later, Peter learned that Gorgannus was, in fact, Jason in an armored costume! Jason made Peter an offer he couldn't refuse; Peter joined the Tomorrow Legion as the mysterious Shinobi. Using a specially designed battle suit that mimicked some of the anime "ninja techniques" from his youth, and a serum he created that imbued him with tremendous physical prowess; Peter was soon kicking VIPER tail as a superhero! Shinobi was the first "recruit" for the Tomorrow Legion in 1998 and he has been with the team ever since.

Powers/Tactics: Peter uses the abilities of his battle suit to back up his near perfect physique and ecclectic fighting style. He can be an effective front line fighter or a skulker as the situation requires.Campaign Use: Pete is one of the few on the team who has legitimate "super abilities"; his super-formula gave him tremendous physcial characteristics. If you'd like to make Shinobi less formidable, remove the formula. His attributes should then fall to two fisted adventurer levels, STR 15 DEX 20 CON 15-18 SPD 5. If you want to make him more formidable, give his battle suit more umph.
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Sunday July 11th, 2004Almost caught up tonight....AstrallePlayer: NPC; Member of Tomorrow Legion

Val Char Cost
10 STR 0
15 DEX 15
18 CON 16
15 BODY 10
23 INT 13
19/26 EGO 18
18/23 PRE 8
16 COM 3
5/30 PD 3
5/25 ED 1
4 SPD 15
6/14 REC 0
36/56 END 0
30/45 STUN 1
6" RUN02" SWIM02" LEAP0Characteristics Cost: 103
Cost Power END
16 Elemental Control, 40-point powers, (20 Active Points); all slots Powers at 1/2 effectiveness without Special Costume (-1/4)
16 1) Mind Blast: Ego Attack 4d6 (40 Active Points); Powers at 1/2 effectiveness without Special Costume (-1/4) 4
24 2) Psionic Defense Reflex: Ego Attack 2d6, Damage Shield (+1/2), Continuous (+1) (50 Active Points); Powers at 1/2 effectiveness without Special Costume (-1/4) 5
16 3) Mindscapes: Mental Illusions 8d6 (40 Active Points); Powers at 1/2 effectiveness without Special Costume (-1/4) 4
13 4) Phobic Manipulation: Mental Illusions 10d6 (50 Active Points); No Conscious Control (only to force target to experience his greatest fear; -1), Powers at 1/2 effectiveness without Special Costume (-1/4) 5
16 5) Telepathy: Telepathy 8d6 (40 Active Points); Powers at 1/2 effectiveness without Special Costume (-1/4) 4
27 6) Mental Paralysis: Entangle 3d6, 3 DEF, Takes No Damage From Attacks Physical Attacks (+1/4), Works Against EGO, Not STR (+1/4), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1) (75 Active Points); Mental Defense Adds To EGO (-1/2), Cannot Form Barriers (-1/4), Powers at 1/2 effectiveness without Special Costume (-1/4) 7
16 7) Mental Shadow: Darkness to Mental Group 4" radius, Personal Immunity (+1/4) (25 Active Points); Powers at 1/2 effectiveness without Special Costume (-1/4) 2
21 8) Unclear Thoughts: Change Environment 16" radius, -4 INT Roll and all INT, Personal Immunity (+1/4) (46 Active Points); Powers at 1/2 effectiveness without Special Costume (-1/4) 5
24 9) Mental Scanning: Mind Scan 10d6 (50 Active Points); Powers at 1/2 effectiveness without Special Costume (-1/4) 5
28 10) Telekinesis: Telekinesis (30 STR), Fine Manipulation (55 Active Points); Powers at 1/2 effectiveness without Special Costume (-1/4) 5
20 11) Telekinetic Shield: Force Field (25 PD/20 ED) (45 Active Points); Powers at 1/2 effectiveness without Special Costume (-1/4) 4
16 12) Telekinetic Flight: Flight 12" (24 Active Points); Powers at 1/2 effectiveness without Special Costume (-1/4) 2
20 Mind Shield: Mental Defense (24/25 points total) 0
Psy-tech battle suit, all slots IIF (-1/4)
11 1) +7 EGO (14 Active Points); IIF (-1/4)
4 2) +5 PRE (5 Active Points); IIF (-1/4)
13 3) +8 REC (16 Active Points); IIF (-1/4)
8 4) +20 END (10 Active Points); IIF (-1/4)
12 5) +15 STUN (15 Active Points); IIF (-1/4)
Holographic Sensor Suite Contacts & Micro Comlink
5 1) Defensive Contacts: Sight Group Flash Defense (6 points) (6 Active Points); IIF (Contacts; -1/4) 0
12 2) Micro-Visiuals: Microscopic (x1,000) with Sight Group (15 Active Points); IIF (-1/4) 0
4 3) Nightsight Goggles: Nightvision (5 Active Points); IIF (-1/4) 0
14 4) Psionic Radio Communicator: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), IIF (Comlinks All parties must wear the comlink; -1/4) 0
5 5) Sight-Augmenting Goggles: +3 PER with Sight Group (6 Active Points); IIF (-1/4) 0
10 6) Telescopic Goggles: +8 versus Range Modifier for Sight Group (12 Active Points); IIF (-1/4) 0
4 7) Thermalsight Goggles: Infrared Perception (Sight Group) (5 Active Points); IIF (-1/4) 0
Powers Cost: 375
Cost Skill
5 +1 with Mental Combat
3 Electronics 14-
3 High Society 13- (14-)
3 Inventor 14-
3 Mechanics 14-
3 Persuasion 13- (14-)
3 Scholar
2 1) KS: Meditation (3 Active Points) 14-
2 2) KS: Object Reading (3 Active Points) 14-
2 3) KS: Psionic Etiquette (3 Active Points) 14-
2 4) KS: Psychic Surgery (3 Active Points) 14-
1 5) KS: The Psionics World (2 Active Points) 11-
1 6) KS: The Superhuman World (2 Active Points) 11-
1 7) KS: UNTIL (2 Active Points) 11-
1 8) KS: World Politics (2 Active Points) 11-
3 Scientist
2 1) SS: Crystaline Engineering 14- (3 Active Points)
2 2) SS: Microcircuitry 14- (3 Active Points)
2 3) SS: Neural Interface Technology 14- (3 Active Points)
2 4) SS: Psionic Engineering 14- (3 Active Points)
2 5) SS: Psionics 14- (3 Active Points)
2 6) SS: Psychometry 14- (3 Active Points)
3 Security Systems 14-
3 Seduction 13- (14-)
3 Systems Operation 14-
3 Teamwork 12-
Skills Cost: 62
Cost Perk
18 Contact: UNTIL Psionics Division (Contact has extremely useful Skills or resources), Organization Contact (x3) (18 Active Points) 12-
Tomorrow Legion Perks
8 1) Computer Link: Tomorrow Legion Database
3 2) Fringe Benefit: Membership: Tomorrow Legion
5 3) Money: Well Off
15 4) Vehicles & Bases: The Chronochaser (Super Jet)
10 5) Vehicles & Bases: Tomorrow Cruiser (Custom Battlewagon)
5 6) Vehicles & Bases: Tomorrow Tower
Perks Cost: 64
Val Disadvantages
10 Distinctive Features: Psionic (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
10 Hunted: Esper 8- (As Pow, Harshly Punish)
20 Hunted: PSI 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: UNTIL (Psionics Division) 11- (Mo Pow, NCI, Watching)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: In love with Durandal (Common, Moderate)
10 Psychological Limitation: Quiet, observant (Common, Moderate)
10 Psychological Limitation: very empathic, tends to ride the emotions of others. (Common, Moderate)
15 Social Limitation: Secret Identity (Frequently, Major)
10 Vulnerability: 2 x STUN Sonic Based Attacks (Uncommon)
Disadvantage Points: 150

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

Height: 1.78 m Hair: Black
Weight: 60.00 kg Eyes: Green
Appearance: An attractive young woman, tall and well built. She has Black hair and green eyes. The Astralle battlesuit is silver with black trim at the tops of her gloves, boots, and neck. She has a black egyptian styled eye on her chest. She wears a black mask that seemingly lets no light to her eyes. Her hair is shoulder length. Personality: Lisa wants to make a difference. Growing up and watching from the outside didn't ever diminish her feelings for the rest of the world. She felt she could contribute. She has taken it upon herself to design the team's communication system and provide them all with Psionic Shields. She also has used her Psy-Circuits (independantly created by herself, Force of Westguard, Dr. Destroyer, and the Empress) to increase the response of the various battle suits her team mates use.Quote:"I don't think so."Background: Growing up in the middle of America, Lisa was a withdrwan, melancholy girl. Her parents were worried about her but didn't know what to do to help her. She graduated top of her class and got a degree to Cal Tech. She studied a variety of sciences but was drawn to the newly christianed Psionic Engineering. The reason she'd been such a sad girl was the burgeoning psionic powers she had been born with. It was never fun instinctively hearing the thoughts of other children. She felt horrible for invading their minds. She studied yoga and meditation to help curb her powers. Luckily, her powers were relatively minor. One afternoon, she happend upon one of the gamer geek conventions at her dorm. It had been a while, but occasionally she still instinctively "heard" the particularly passionate thoughts of her fellow students. One of the geeks, had a major crush on her and she picked up on it. Surprised that she had an admirer, she stopped and watched them play for a while.

It was the first time she'd simply sat and watched them play and Lisa found it interesting. They didn't even seem to notice her watching. However, she was wrong on the last hunch, after a few minutes one of the boys asked her if she wanted to play. Lisa declined but asked if she could watch for now. They all said it was okay. By the time she had graduated, she was a full fledged member of the Nerds of the Round table.

After graduation, Lisa went to work for UNTIL in the Psionics division as a researcher. Her superior, a powerful mentalist in his own right, recognized her abilities. He encouraged her to pursue them. While she never grew to heroic measures, she became quite skilled and could summon a variety of effects. Her ability to use both Telepathic and Telekinetic powers astounded her superior. When budgets tightened, she was let go. Her superior, knowing her temperment suggested she spend her last few days going over the schematics for a psionic powered battle suit. The suit was simply an enhancer for existing psionic abilities. She was intrigued and spent the next year developing a similar suit.

Then she got a call from one of the Nerds. It happened that he had developed a battlesuit of his own. Taking this to be the cue for her next stage in life, Lisa created the Astralle persona and became a superheroine.

Powers/Tactics: Astralle's suit enhances her natural psionic powers. Without the uniform her abilities are half as effective (based on 10 pts not 20). She has a number of tactics, utilizing both Telekinisis, and Telepathy. Sonics tend to disrupt her crystaline based microcircuitry and causes her much more damage via feedback.Campaign Use: Astralle is a bit difficult. Her conception is easy enough, but the Psionic Amplification is difficult to pull off. I'm not sure I like what I am using now. If you want to weaken her, drop the EC to 15 pts base. Or perhaps make the whole thing focused. To increase her effectiveness; give her more slots in the EC or make the base 25 or 30 pts.
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Monday, July 12th, 2004Here is the powered armor guy for the team. I can't stress enough how cool Gadgets and Gear is for these guys. The fingertip toolkit is such a cool idea. :hail: Steve you rock on toast.DurandalPlayer: NPC Hero; Member of the Tomorrow Legion

Val Char Cost
10/50 STR 0
11/23 DEX 3
10/25 CON 0
11/16 BODY 2
25 INT 15
11 EGO 2
13/23 PRE 3
13 COM 2
2/25 PD 0
2/25 ED 0
3/7 SPD 9
4/20 REC 0
20/150 END 0
21/60 STUN 0
6" RUN02" SWIM02"/10" LEAP0Characteristics Cost: 36
Cost Power END
70 Armament Arsenal: Multipower, 105-point reserve, (105 Active Points); all slots OIF (-1/2)
6u 1) Concussor Beam: Energy Blast 10d6, Double Knockback (+3/4) (87 Active Points); OIF (-1/2) 9
4u 2) Force Shield Generator: Force Wall (10 PD/10 ED; 5" long and 2" tall) (60 Active Points); OIF (-1/2) 6
3u 3) Magna-Gauntlets: Telekinesis (40 STR) (60 Active Points); OIF (-1/2), Only Works On Ferrous Metals (-1/2), Affects Whole Object (-1/4) 6
2u 4) Powered Armor Holo-Generator: Sight and Hearing Groups Images Increased Size (2" radius; +1/4), -3 to PER Rolls (30 Active Points); OIF (-1/2) 3
6u 5) Shoulder Mounted Particle Cannon: Killing Attack - Ranged 5d6-1, Armor Piercing (+1/2) (105 Active Points); OIF (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4) 10
7u 6) Shoulder-Mounted Micro Missile Launcher: Energy Blast 10d6, Explosion (+1/2), 60 Charges (+1/2) (100 Active Points); OIF (-1/2) [60]
1u 7) Smokescreen: Darkness to Sight Group 3" radius (30 Active Points); OIF (-1/2), No Range (-1/2), 4 Continuing Charges lasting 1 Turn each (removed by winds or rain; -1/2) [4 cc]
3u 8) Tangleweb Sprayer: Entangle 5d6, 5 DEF, 10 Boostable Charges (+0) (50 Active Points); OIF (-1/2), Limited Range (30"; -1/4) [10 bc]
7u 9) Vari-Beam: Energy Blast 14d6, Variable Special Effects (Any SFX; +1/2) (105 Active Points); OIF (-1/2) 10
33 Mobility Units: Multipower, 50-point reserve, (50 Active Points); all slots OIF (-1/2)
3u 1) Anti-Gravity Flight Coils: Flight 20", x8 Noncombat (50 Active Points); OIF (-1/2) 5
2u 2) Hoverpads: Running 12", Reduced Endurance (0 END; +1/2) (36 Active Points); OIF (-1/2)
3u 3) Rocket Assisted Flight: Flight 10", MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (50 Active Points); OIF (-1/2) 5
3u 4) Underwater Flight: Flight 20", Usable Underwater (+1/4) (50 Active Points); OIF (-1/2) 5
Artificial Exo-Muscular Memory systems, all slots OIF (-1/2)
27 1) a-Enhanced Strength: +40 STR (40 Active Points); OIF (-1/2) 4
24 2) b-Telempathic Helmet: +12 DEX (36 Active Points); OIF (-1/2)
20 3) c-Enhanced Durability: +15 CON (30 Active Points); OIF (-1/2)
7 4) d-Armor Structural Integrity: +5 BODY (10 Active Points); OIF (-1/2)
7 5) e-Impressive Armor: +10 PRE (10 Active Points); OIF (-1/2)
3 6) f-Energy Resiliance: +5 ED (5 Active Points); OIF (-1/2)
20 7) g-Reaction Enhancement: +3 SPD (30 Active Points); OIF (-1/2)
7 8) h-Recovery Enhancement: +5 REC (10 Active Points); OIF (-1/2)
33 9) i-Bio-Chemical Power Supply: +100 END (50 Active Points); OIF (-1/2)
4 10) j-Enhanced Durability II: +6 STUN (6 Active Points); OIF (-1/2)
Powered Armor Base Systems, all slots OIF (-1/2)
4 1) Cooling System: Force Field (10 ED) (10 Active Points); OIF (-1/2), Only Works Against Limited Type of Attack (fire/heat; -1/2), 12 Charges (-1/4) [12]
10 2) Defence Matrix Energy Refraction: Energy Damage Reduction, Resistant, 25% (15 Active Points); OIF (-1/2) 0
10 3) Defense Matrix Physical Diffusion: Physical Damage Reduction, Resistant, 25% (15 Active Points); OIF (-1/2) 0
6 4) Environmental Protection System: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-1/2) 0
8 5) Exotic Defense System: Power Defense (12 points) (12 Active Points); OIF (-1/2) 0
10 6) Fingertip Toolkit: +3 with a Technology Skills (15 Active Points); OIF (-1/2)
5 7) Heavy Metal Gauntlets: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 1
7 8) Internal Oxygen Supply: Life Support (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 6 Hours (replacement oxygen supply, Easy to obtain; +0) (10 Active Points); OIF (-1/2) [1 cc]
13 9) NBC-Proof Sealed System: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents) (20 Active Points); OIF (-1/2) 0
7 10) Polarized Lenses: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
37 11) Powered Armor: Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points); OIF (-1/2) 0
14 12) Psionic Radio Communicator: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), IIF (Comlinks All parties must wear the comlink; -1/4) 0
6 13) Psionic Shielding: Mental Defense (11 points total) (9 Active Points); OIF (-1/2) 0
Sensor Suite, all slots IIF (-1/4)
4 1) Nightsight: Nightvision (5 Active Points); IIF (-1/4) 0
7 2) Parabolic Hearing System: +6 versus Range Modifier for Hearing Group (9 Active Points); IIF (-1/4) 0
11 3) Radar Array: Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As Sight Group As Well As Radio Group [very common Sense] (-1/2), IIF (-1/4) 0
12 4) Sight Magnification System: Microscopic (x1,000) with Sight Group (15 Active Points); IIF (-1/4) 0
7 5) Telescopic Lenses: +6 versus Range Modifier for Radio Group (9 Active Points); IIF (-1/4) 0
4 6) Thermalvision, Heat Trace-Tracking: Tracking with Infrared Perception (5 Active Points); IIF (-1/4) 0
4 7) Thermalvision, High-Powered: N-Ray Perception (stopped by walls or like objects 1/2" thick or thicker, force fields, or anything that would block the ability to sense heat) (Sight Group) (10 Active Points); Limited Effect (can only see what could be seen with Infrared Perception; -1), IIF (-1/4) 0
4 8) Thermalvision, Standard: Infrared Perception (Sight Group) (5 Active Points); IIF (-1/4) 0
2 9) Ultrasonic Hearing: Ultrasonic Perception (Hearing Group) (3 Active Points); IIF (-1/4) 0
Powers Cost: 497
Cost Skill
10 +2 with Ranged Combat
3 Demolitions 14-
3 Electronics 14-
3 Inventor 14-
3 KS: The Superhuman World 14-
3 KS: The Technological World 14-
3 Mechanics 14-
3 Navigation (Air, Land) 14-
3 Paramedics 14-
3 Scientist
2 1) SS: Battlesuit Engineering and Design 14- (3 Active Points)
2 2) SS: Chemical Engineering 14- (3 Active Points)
2 3) SS: Electrical Engineering 14- (3 Active Points)
2 4) SS: Mechanical Engineering 14- (3 Active Points)
2 5) SS: Physics 14- (3 Active Points)
2 6) SS: Weapons System Engineering 14- (3 Active Points)
3 Security Systems 14-
3 Systems Operation 14-
3 Teamwork 11- (14-)
4 Weaponsmith (Chemical Weapons, Energy Weapons, Missiles & Rockets) 14-
Skills Cost: 62
Cost Perk
9 Contact: Harmon Industries (Contact has very useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-
Tomorrow Legion Perks
8 1) Computer Link: Tomorrow Legion Database
3 2) Fringe Benefit: Membership: Tomorrow Legion
5 3) Money: Well Off
15 4) Vehicles & Bases: The Chronochaser (Super Jet)
10 5) Vehicles & Bases: Tomorrow Cruiser (Custom Battlewagon)
5 6) Vehicles & Bases: Tomorrow Tower
Perks Cost: 55
Val Disadvantages
5 Dependent NPC: Cathy McNeil 8- (Normal; Useful Noncombat Position or Skills)
20 Hunted: ARGENT 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: The Warlord 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Curiosity (Common, Moderate)
15 Psychological Limitation: Driven to work for the greater good (Common, Strong)
10 Psychological Limitation: In love with Cathy McNeil (Common, Moderate)
10 Psychological Limitation: Tends to follow the lead of others (Common, Moderate)
15 Social Limitation: Secret Identity (Frequently, Major)
5 Unluck: 1d6
Disadvantage Points: 150

Base Points: 200Experience Required: 300Total Experience Available: 300Experience Unspent: 0Total Character Cost: 650

Height: 1.70 m Hair: Black
Weight: 71.00 kg Eyes: Blue
Appearance: David is a skinny young man with black hair and blue eyes. He is moderately attractive and has in the las two years added muscle on his wiry frame. He wears jeans and t-shirts around the TL compound. The Durandal armor has a sligt medival feel to it, much like Dr. Doom's armor. The joints are reinforced and appear clockwork in style, the suit is somewhat bulky and simply an iron gray colore. The helmet has a simple "face" design. Over the armor he wears a blue tunic with an inscription of a sword on the chest, and a broad black belt. The shoulders have rounded flares, and mounted on the back are the missile racks and a particle cannon that flips over his shoulder.Personality: David loves his job. He gets to be the hero he played as a kid in college. He gets to hang out with his best friends all the time, his parents are pleased with the success their corporate holdings are having and feel that his number of patents are fine feathers in the family's cap. David has always been something of a follower, he also started out a much more introverted and self-effacing young man. He never saw himself as special or part of anything bigger than himself. Now that he's come to grips with that he's a happier young man. He has begun dating Cathy McNeil, a young woman who works with the Legion as a technician and vehicle maintinance specialist. Quote:"Don't draw a line in the sand if you don't want to be eating dirt."Background: David Dannon was young, scared, and away from his parents for the first time. At the age of 14 he had been accepted into Cal Tech. David's room mate was an older boy, a smart, funny, and "cooler" boy. Dave latched on to Chris Parker. Though he'd never been allowed to play RPG's as a kid (his folks just didn't think they were worth David's time), he was asked by Chris to take part and he eagerly did so. Four years later, David had degrees in Electrical, Mechanical, and Chemical Engineering. He also had several friends from the Nerds of the Round Table. David took work with Harmon Industries in Millennium City and enjoyed the companies progressive and community minded focus. A few years later, barely out of his teens, he got a call from Chris Parker.

Chris had developed a suit that would allow him to become the heroes they had pretended to be in college. David was excited for his friend. They talked for days and David acted as a sounding board for all of Chris' ideas. A few months later, Chris informed David that he'd gotten in touch with some of the other NOTRT; they'd had similar experiences and they were getting together to form a real superhero team. David loved the idea; when Chris said that he should come with them he was astounded. He hadn't thought of joining them. He gave his notice at Harmon and moved back to California. The six friends put some effort into forming a company of their own to help fund the superteam, Mariah Walker, soon to be known as Plasmaiden, had married an eager to help, and brilliant young man named Tim and he was puting his considerable business and accounting acumen to the task of funding a superteam from their disparate financial situations.

David, Chris, Mariah, and Lisa went to work creating the Durandal armor. Named for the indestructible sword of the hero Roland. In the two years since, David has really come into his own as a hero.

Powers/Tactics: Durandal is one of the few "open" technophiles on the team. His armor is extremely high tech in design, quite powerful, effeicient and versitile. He has gone to great lengths to make it seem less so, he enjoys the "retro" look. He generally stands back using his arsenal of ranged attacks, he will switch to "Melee Mode" and enter the fray if he feels it's necessary. Campaign Use: Durandal is a very powerful suit of armor, superior to the current Defender, Cavalier, and Stalwart armors. If you'd like to reign him in, make his characteristics "no cha mod" where available, drop the Multipower to 75-90 pts, and tweak his defense matricies. If you want to make him more powerful, add a "secondary" weapons multipower like so many of the villains have these days. It give him more firepower at his fingertips.
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Tuesday July 13th, 2004PlasmaidenPlayer: NPC Heroine; Member of the Tomorrow Legion

Val Char Cost
15/25 STR 5
20 DEX 30
15/30 CON 10
11 BODY 2
20 INT 10
13 EGO 6
20 PRE 10
20 COM 5
8/20 PD 5
7/40 ED 4
5 SPD 20
6/11 REC 0
30/60 END 0
30/43 STUN 3
6" RUN02" SWIM03"/5" LEAP0Characteristics Cost: 110
Cost Power END
72 Plasma Control: Multipower, 90-point reserve, (90 Active Points); all slots IIF (-1/4)
3u 1) Immolation: Killing Attack - Ranged 2d6, Area Of Effect (One Hex; +1/2), Indirect (Any origin, always fired away from attacker; +1/2) (60 Active Points); No Knockback (-1/4), Not Vrs Targets In Or Under Water (-1/4), IIF (-1/4) 6
5u 2) Melting Beam: Killing Attack - Ranged 3d6, Penetrating (+1/2) (67 Active Points); IIF (-1/4) 7
6u 3) Plasma Incenerator: Killing Attack - Ranged 4d6, Affects Desolidified One Special Effect of Desolidification (Fire/Heat Based Desolids; +1/4) (75 Active Points); IIF (-1/4) 7
7u 4) Plasmafire Bolt: Energy Blast 14d6, Reduced Endurance (1/2 END; +1/4) (87 Active Points); IIF (-1/4) 3
5u 5) Plasmafire Prison: Killing Attack - Ranged 2d6, Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (90 Active Points); Targets Only Take Damage If They Touch Cage Or Move In/Out Of The Affected Hex (-1/2), IIF (-1/4) 0
7u 6) Searing Plasma Beam: Energy Blast 9d6, Continuous (+1) (90 Active Points); IIF (-1/4) 9
3u 7) Starflare: Sight Group Flash 8d6 (40 Active Points); IIF (-1/4) 4
6u 8) Sunfire Blast: (Total: 80 Active Cost, 59 Real Cost) Energy Blast 12d6 (60 Active Points); IIF (-1/4) (Real Cost: 48) plus Sight Group Flash 4d6 (20 Active Points); Linked (Energy Blast; -1/2), IIF (-1/4) (Real Cost: 11) 8
5u 9) Wall Of Fire: (Total: 74 Active Cost, 48 Real Cost) Force Wall (10 ED), Transparent PD (+1/2) (37 Active Points); IIF (-1/4) (Real Cost: 30) plus Killing Attack - Ranged 1d6, Damage Shield (+1/2), Continuous (+1) (37 Active Points); Linked (Force Wall; -1/2), No Knockback (-1/4), IIF (-1/4) (Real Cost: 18) 8
Holographic Sensor Suite Contacts & Micro Comlink
5 1) Defensive Contacts: Sight Group Flash Defense (6 points) (6 Active Points); IIF (Contacts; -1/4) 0
12 2) Micro-Visiuals: Microscopic (x1,000) with Sight Group (15 Active Points); IIF (-1/4) 0
4 3) Nightsight Goggles: Nightvision (5 Active Points); IIF (-1/4) 0
14 4) Psionic Radio Communicator: Mind Link , Human class of minds, Specific Group of Minds, Any distance, No LOS Needed (once characters receive their headsets), Number of Minds (x8) (40 Active Points); Only With Others Who Have Mind Link (-1), Sense Affected As Radio and Hearing Groups, Not Mental Group (-1/2), IIF (Comlinks All parties must wear the comlink; -1/4) 0
5 5) Sight-Augmenting Goggles: +3 PER with Sight Group (6 Active Points); IIF (-1/4) 0
10 6) Telescopic Goggles: +8 versus Range Modifier for Sight Group (12 Active Points); IIF (-1/4) 0
4 7) Thermalsight Goggles: Infrared Perception (Sight Group) (5 Active Points); IIF (-1/4) 0
Personal Abilities , all slots IIF (-1/4)
17 1) Cold Resistance: Armor (0 PD/20 ED) (30 Active Points); Only Works Against Limited Type Of Attack Ice/Cold Powers (-1/2), IIF (-1/4) 0
8 2) Eyes Of Fire: Sight Group Flash Defense (12 points) (12 Active Points); Only Versus Flashed Based On Light (-1/4), IIF (-1/4) 0
32 3) Fiery Flight: Flight 20" (40 Active Points); IIF (-1/4) 4
3 4) Fiery Warmth: Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); IIF (-1/4) 0
34 5) Fire Immunity: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Limited Type Of Attack Fire (-1/2), IIF (-1/4) 0
35 6) Flame Aura: Killing Attack - Hand-To-Hand 1 1/2d6, Damage Shield (+1/2), Continuous (+1) (62 Active Points); No STR Bonus (-1/2), IIF (-1/4) 6
6 7) Psionic Shielding: Mental Defense (11 points total) (8 Active Points); IIF (-1/4) 0
24 8) Reinforced Costume: Armor (10 PD/10 ED) (30 Active Points); IIF (-1/4) 0
8 9) a-Strength Augmentation: +10 STR (10 Active Points); IIF (-1/4) 1
24 10) b-Resiliance Augmentation: +15 CON (30 Active Points); IIF (-1/4)
Powers Cost: 364
Cost Skill
3 Scientist
2 1) SS: Astrophysics 13- (3 Active Points)
2 2) SS: Chemical and Biological Weapons 13- (3 Active Points)
2 3) SS: Energy Conversion Systems 13- (3 Active Points)
2 4) SS: Lasers 13- (3 Active Points)
2 5) SS: Magnetics 13- (3 Active Points)
2 6) SS: Mathematics 13- (3 Active Points)
2 7) SS: Nuclear Physics 13- (3 Active Points)
2 8) SS: Physics 13- (3 Active Points)
2 9) SS: Thermodynamics 13- (3 Active Points)
2 10) SS: Weapons System Engineering 13- (3 Active Points)
3 Computer Programming 13-
3 Electronics 13-
3 Demolitions 13-
3 Mechanics 13-
3 Inventor 13-
2 KS: The Superhuman World 11-
3 KS: The Scientific World 13-
2 KS: Comic Books 11-
3 Persuasion 13-
3 Shadowing 13-
3 Stealth 13-
3 Seduction 13-
3 Conversation 13-
Skills Cost: 60
Cost Perk
Tomorrow Legion Perks
8 1) Computer Link: Tomorrow Legion Database
3 2) Fringe Benefit: Membership: Tomorrow Legion
5 3) Money: Well Off
15 4) Vehicles & Bases: The Chronochaser (Super Jet)
10 5) Vehicles & Bases: Tomorrow Cruiser (Custom Battlewagon)
5 6) Vehicles & Bases: Tomorrow Tower
Perks Cost: 46
Val Disadvantages
5 Dependent NPC: Tim Bruce 8- (Normal; Useful Noncombat Position or Skills)
15 Hunted: Holocaust 8- (Mo Pow, Harshly Punish)
5 Hunted: Howler 8- (Less Pow, Harshly Punish)
15 Hunted: The Ultimates 8- (Mo Pow, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Devoted wife (and soon to be mother) (Common, Strong)
10 Psychological Limitation: Enjoys "Playing the game" (Common, Moderate)
10 Psychological Limitation: Looking to the future beyod heroing (Uncommon, Strong)
15 Social Limitation: Secret Identity (Frequently, Major)
10 Vulnerability: 2 x BODY Water Based Attacks (Uncommon)
10 Vulnerability: 2 x STUN Water Based Attacks (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 230Total Experience Available: 230Experience Unspent: 0Total Character Cost: 580

Height: 1.70 m Hair: Blonde, Firey Red when in costume
Weight: 66.00 kg Eyes: Blue, Red with contacts
Appearance: A trim, well muscled woman with a golden tan and honey blonde hair. She wears comfortable clothes in a slightly racy style, she has a nice bod and likes to show it off. Her costume is a red body suit with five golden silicone discs one on each shoulder, one on each hip and one in the center of her chest, red contacts, red hair (an unforseen side effect of the forcefield that protects her from her powers. She wears golden gloves and boots, each are folded over and rather short. Her hair is long (to the small of her back). The plasma is golden light with flickering red flames at the edges.Personality: Mariah took a while to come into her own, originally very insecure and shy, then purposfully outgoing and "edgy", fianlly settling in to a healthy, well balanced person. She has enjoyed her time as Plasmaiden but is considering giving up the spandex for good once the baby is born. The rest of the team doesn't know of this. Quote:"Fried Fiend coming up!"Background: Some people are late bloomers, Mariah Walker is exhibit 'A'. Growing up she was always the brainy girl. She hung out with the other nerds and started gaming when she was 12. She graduated Highschool as the valedictorian and kissed Virgina goodbye. Attending school on the other side of the country appealed to her. She wanted a fresh start. During college she went through a "goth" phase, piercings, dyed her hair black, a nice celtic tattoo on the small of her back and just below her belly button. She joined the Nerds of the Round Table her junior year, having avoided gaming for two years in an effort to be the "New" Mariah. But once she started playing it all came back. She dated Chris Parker for a year and when they went their separate ways after graduation it was a friendly split.

She went to grad school at Stanford and met Tim Bruce. Tim was a business major and every bit the genius in his chosen field that she was at hers. After getting her Phd in Physics, she and Tim married. Mariah went to work for Orion Technologies, a different division and city than her former boyfriend Chris, but they kept in touch and he served as one of the groomsmen at her wedding. Finally comfortable in her own skin, Mariah shed the last vestiges of her "Goth" days, grew her hair out, lost the lip and tongue piercing that Tim had found rather distasteful, but only after he promised to quit smoking. Mariah was working on a plasma conversion matrix for Orion's Aerospace division when she came across a lens like container that could store and later release the massive energies involved. Realising that her work could be used to create plasma based weaponry, she struggled with the idea of destroying it or patening it. It was during this time that Chris called and told her the news about his gravitic suit. It took three nights for Mariah to devise her prototype plasma guantlet. She and Tim discussed the possibilities of funding a team of superheroes with patents and technological advancements. The discussions grew more serious when she developed the plasma based propulsion belt. By this time Chris had more of their friends on board. The project was a go and Tim began to develop a business plan.

With the help of Chris, Lisa, Dave, and Jason, Mariah developed the skintight, Plasmaiden suit. The suit uses a sophisticated forcefield to keep her from suffering the effects of her "Powers", while allowing her to appear to have natural plasma based abilties. As Plasmaiden, Mariah has been able to play the superheroine and has enjoyed it tremendously. It's been two years since they began and she and Tim are expecting thier first child so she is on leave from the team.

Powers/Tactics: A relatively typical energy projector. Plasmaiden's power is stored in the "plasma lenses" that adorn her costume (five to be exact). She lacks area blasts, but her firewall and plasmafire cage can trap multiple opponents. She prefers to fight from a distance. Water has "unfriendly" effects on her battlesuit and she tends to avoid water using villains if at all possible. Campaign Use: Plasmaiden is on the powerful side (90 active pt multipower) but her MP could easily be scaled to 75 or even 60 pts. Consider dropping her defenses to 12 or less too.

If you want to beef her abilities up, raise the MP to 105-125 pts, increase her defense to 25.

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Wednesday July 14th, 2004The Iron GeneralPlayer: NPC Villain; leader of the Destroyers

Val Char Cost
40 STR 30
23 DEX 39
25 CON 30
17 BODY 14
23 INT 13
19 EGO 18
25 PRE 15
14 COM 2
16/24 PD 8
10/18 ED 5
6 SPD 27
13 REC 0
50 END 0
50 STUN 0
16" RUN02" SWIM013" LEAP0Characteristics Cost: 201
Cost Power END
16 Combat Armor: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 0
10 Efficient Musculature: Reduced Endurance (1/2 END; +1/4) (10 Active Points) applied to STR
15 Environmental Resiliance: Life Support (Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) 0
5 Radio Communicator, Basic: Radio Perception/Transmission (Radio Group) (10 Active Points); OAF (-1) 0
20 Strong Legs: Running +10" (16" total) 2
15 Strong legs: Leaping +5" (13" forward, 6 1/2" upward) (Accurate, x4 Noncombat) 1
6 Toughness: Damage Resistance (8 PD/5 ED) 0
12 Very Perceptive: +4 PER with all Sense Groups 0
Arsenal
29 1) .223/5.56mm (Colt M16A1): (Total: 73 Active Cost, 29 Real Cost) Killing Attack - Ranged 2d6, +1 STUN Multiplier (+1/4), 30 Charges (+1/4), Autofire (5 shots; +1/2) (60 Active Points); OAF (-1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 24) 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) [30]
12 2) .30 (Luger P-08): (Total: 30 Active Cost, 12 Real Cost) Killing Attack - Ranged 1d6+1, 32 Charges (+1/4) (25 Active Points); OAF (-1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 10) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) [32]
26 3) .45 ACP (Thompson M-1928): (Total: 66 Active Cost, 26 Real Cost) Killing Attack - Ranged 2d6-1, +1 STUN Multiplier (+1/4), 50 Charges (+1/2), Autofire (5 shots; +1/2) (56 Active Points); OAF (-1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 22) plus +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 4) [50]
13 4) Concussion Grenade: Energy Blast 6d6, Explosion (+1/2) (45 Active Points); 4 Charges (-1), OAF (-1), Real Weapon (-1/4), Range Based On Strength (-1/4) [4]
13 5) Fragmentation Grenade: Killing Attack - Ranged 2d6, Explosion (+1/2) (45 Active Points); 4 Charges (-1), OAF (-1), Real Weapon (-1/4), Range Based On Strength (-1/4) [4]
9 6) Signal Flare Gun: Sight Group Images Increased Size (8" radius; +3/4), +4 to PER Rolls (38 Active Points); OAF (-1), Set Effect (signal flare of defined appearance; -1), 1 Continuing Charge lasting 1 Minute (-1) [1 cc]
Powers Cost: 201
Cost Martial Arts Maneuver
Commando Training
3 1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls
4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike
4 3) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 55 STR vs. Grabs
4 5) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 10 STR for holding on
4 6) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm roll
4 7) Karate "Chop": 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
4 8) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
1 9) Weapon Element: Clubs
1 10) Weapon Element: Knives
Martial Arts Cost: 33
Cost Skill
16 +2 with All Combat
10 +2 with HTH Combat
9 +3 with any Firearm
3 Analyze: Combat 14-
3 Breakfall 14-
3 Climbing 14-
3 Combat Driving 14-
3 Concealment 14-
3 Demolitions 14-
3 Fast Draw 14-
2 Gambling (Craps, Poker) 14-
3 Interrogation 14-
0 Language: English (idiomatic) (4 Active Points)
2 Language: German (completely fluent) (3 Active Points)
2 Language: Spanish (fluent conversation)
3 Lockpicking 14-
4 Navigation (Air, Land, Marine) 14-
3 Oratory 14-
3 Paramedics 14-
9 Penalty Skill Levels: +3 vs. Hit Location modifiers with All Attacks
3 Persuasion 14-
3 Scholar
2 1) KS: PRIMUS (3 Active Points) 14-
1 2) KS: The Military/Mercenary/Terrorist World (2 Active Points) 11-
1 3) KS: The Superhuman World (2 Active Points) 11-
3 Security Systems 14-
3 Shadowing 14-
3 Stealth 14-
3 Streetwise 14-
6 Survival (Temperate/Subtropical, Mountain, Urban) 14-
5 TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
3 Tactics 14-
3 Teamwork 14-
3 Tracking 14-
8 WF: Emplaced Weapons, Small Arms, Blades, Clubs, Fist-Loads, General Purpose/Heavy Machine Guns, Off Hand, Vehicle Weapons
Skills Cost: 137
Cost Perk
40 Vehicles & Bases
15 Contact: ARGENT (Contact has extremely useful Skills or resources), Organization Contact (x3) (15 Active Points) 11-
3 Contact: Underground Militias, Organization Contact (x3) (3 Active Points) 8-
15 Contact: VIPER (Contact has extremely useful Skills or resources), Organization Contact (x3) (15 Active Points) 11-
10 Money: Wealthy
Perks Cost: 83
Val Disadvantages
10 Enraged: If plans go seriously awry (Uncommon), go 8-, recover 11-
25 Hunted: PRIMUS 11- (Mo Pow, NCI, Harshly Punish)
15 Hunted: The Vanguard (Or PC Hero team) 8- (Mo Pow, Harshly Punish)
15 Psychological Limitation: Control-freak (Common, Strong)
10 Psychological Limitation: Greedy (Common, Moderate)
15 Psychological Limitation: Hatred of PRIMUS (Common, Strong)
20 Psychological Limitation: Overconfident/Arrogant (Very Common, Strong)
15 Reputation: Former PRIMUS Silver Avenger, 11- (Extreme)
15 Social Limitation: Secret Identity (Frequently, Major)
10 Vulnerability: 2 x STUN Poisons/Toxins (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 305Total Experience Available: 305Experience Unspent: 0Total Character Cost: 655

Height: 1.91 m Hair: Blonde
Weight: 100.00 kg Eyes: Blue
Appearance: Tall and powerfully built, the Iron General wears a uniform resembling a black version of the Silver Avenger costume with a red dagger in place of the American Eagle. His boots, gloves, and belts are iron gray. Jeff has close cropped blonde hair and blue eyes.Personality: To listen to his speeches, Jeff feels PRIMUS has wronged him and America and he is merely fighting back. But Jeff doesn't believe this. In truth it's not even about PRIMUS anymore, he enjoys being a criminal mastermind. His team makes him loads of cash as mercenaries and in their own robberies. He has a good relationship with VIPER, ARGENT, and several outlawed "Militias" scattered across the US and Canada.Quote:"I give you Permission to die."Background: To hear him talk about it; Jeff Carruthers was one of the few, the proud, the Silver Avengers. A member of the elite superpowered PRIMUS leadership. The truth however, is that Jeff was found psychologically unfit for PRIMUS duty. He never made it into the organization. Furious that a man of his obvious quality had been turned down by civilian bureaucrats with no idea what a true soldier was, Jeff began his plans for vengence. Finding mercenary work was easy, Jeff was a good soldier and effective killer. He studied PRIMUS, reasearching personel, policies, any public knowledge he could get his hands on and any secrets he could buy. Jeff knows more about PRIMUS now than many of its agents. Then he contacted the master scientist known as Telios.

Telios agreed to give Jeff powers mimicking those of the Silver Avengers (truthfully, a relatively easy task) and in return Jeff does work for Telios on occasion. Empowered, Jeff began hitting PRIMUS facilities, and speaking out publically against them, claiming the agency had forgotten its mission. He called out Silver Avengers and killed two before he was taken seriously. Once the manhunt was on Jeff realized he couldn't fight PRIMUS alone; he would need assitants. Then he began looking for criminals to help him. He found that most established criminals were too self reliant and chaffed under his "leadership". He then began building a team using rumors of new, individual villains. Soon his team, the Destroyers, were active and #1 on PRIMUS's "get list".

Powers/Tactics: Jeff's abilities are similar to those of a PRIMUS Silver Avenger, he has intese martial arts training, superhuman STR and near superhuman DEX, CON, and SPD. He is durable and (although he doesn't realize it) just as vulnerable to poisons and toxins. Jeff carries alot of hardware with him, pistol, assault rifle, sub machine gun, and grenades. Campaign Use: Jeff should be about average for Silver Avengers in your game, if you've lowered their abilities, lower his. To make him more formidable, give him more weapons and some more special gear.
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Thursday July 15th, 2004RoughshodPlayer: NPC; Member of the Destroyers

Val Char Cost
70 STR 60
11 DEX 3
35 CON 50
17 BODY 14
8 INT -2
15 EGO 10
35 PRE 25
10 COM 0
20 PD 6
20 ED 13
4 SPD 19
21 REC 0
70 END 0
70 STUN 0
12" RUN02" SWIM032" LEAP0Characteristics Cost: 198
Cost Power END
41 Can't Hurt Me: FW (12 PD/12 ED; 2" long and 1" tall), Reduced Endurance (0 END; +1/2) (93 Active Points); No Range (-1/2), Self Only (-1/2), Restricted Shape (always surrounds character and conforms to his body; -1/4) 0
17 Effortless Strength: Reduced Endurance (1/2 END; +1/4) (17 Active Points) applied to STR
10 Freight Train!: Running +6" (12" total) (12 Active Points); Turn Mode (-1/4) 1
22 Massive Size and Strenght: Knockback Resistance -11" 0
5 Radio Communicator, Basic: Radio Perception/Transmission (Radio Group) (10 Active Points); OAF (-1) 0
9 Signal Flare Gun: Sight Group Images Increased Size (8" radius; +3/4), +4 to PER Rolls (38 Active Points); OAF (-1), Set Effect (signal flare of defined appearance; -1), 1 Continuing Charge lasting 1 Minute (-1) [1 cc]
60 Strength Powerups: 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
4u 2) Breaking: Dispel Technological Object 16d6, any Technological Object power one at a time (+1/4) (60 Active Points); No Range (-1/2) 6
2u 3) Casual Effectiveness: +60 STR (60 Active Points); Only For Determining Casual STR (-1 1/2), No Figured Characteristics (-1/2) 6
1u 4) Comin' Through: HA +6d6 (30 Active Points); Only Works When Performing A Move Through (-1), Hand-To-Hand Attack (-1/2) 3
3u 5) Irresistible Strength: Penetrating (+1/2) for up to 60 Active Points of STR (30 Active Points) 3
2u 6) 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
19 Super-Physiology: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0
18 Superstrong Legs: Leaping +18" (32" forward, 16" upward) 2
60 Supertough Body: (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30) 0
25 Tough Skin: Damage Resistance (20 PD/20 ED), Inherent (+1/4) (25 Active Points) 0
Powers Cost: 299
Cost Skill
30 +10 with Punch, Haymaker, Move-Through
2 Gambling (Poker) 11-
3 Hoist 11-
2 KS: Criminal Underworld 11-
2 KS: Superhuman Stronmen 11-
3 Mechanics 11-
2 Navigation (Land) 11-
3 Streetwise 16-
Skills Cost: 47
Cost Perk
5 Money: Well Off
4 Reputation: Peerless Brick (A large group) 11-, +2/+2d6
3 Fringe Benefit: Membership: The Destroyers
Perks Cost: 12
Val Disadvantages
15 Distinctive Features: Bug and Burley; a Humongous Man (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Hunted: Ironclad 8- (As Pow, Harshly Punish)
25 Hunted: PRIMUS 11- (Mo Pow, NCI, Harshly Punish)
15 Hunted: The Vanguard (or PC Team) 8- (Mo Pow, Harshly Punish)
10 Physical Limitation: Large and easy to hit (500KG, -2 DCV) (Frequently, Slightly Impairing)
15 Psychological Limitation: Bully (Common, Strong)
10 Psychological Limitation: Enjoys destruction (Common, Moderate)
15 Psychological Limitation: Loyal to Iron General (Common, Strong)
10 Rivalry: Professional (All strongment are potential Rivals; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry; Sheer Number of potential rivals)
15 Social Limitation: Secret Identity (Frequently, Major)
10 Unluck: 2d6
Disadvantage Points: 150

Base Points: 200Experience Required: 206Total Experience Available: 206Experience Unspent: 0Total Character Cost: 556

Height: 2.50 m Hair: Black
Weight: 500.00 kg Eyes: Brown
Appearance: Huge. 8'2'' tall and nearly as wide. His physique is astounding, more like a line backer than a body builder though. He wears a red costume with a black helmet like mask, black gloves, boots, and trunks. On his chest is a black fist in a circle.Personality: Jim likes besting other strongmen. He enjoys destroying property too. He likes the money he's earned as Roughshod and he likes the people he hangs out with. He's been pushing the Iron General to let them tackle Eurostar, the "pinnacle of evil superteams". Jim wants to be number one.Quote:"HAHAHAHA! Fall down wimp!"Background: Jim Dorman was always bigger and stronger than his peers. A bully from a young age, he enjoyed being able to intimidate others. As he got older, he enjoyed intimidating stronger and stronger people. It wasn't until his 23rd Birthday, when he spontaneously errupted into the giant of a man now known as Roughshod. He doesn't detect as a mutant, and there are no theories as to why Jim of all people would gain superpowers, and why they are so keenly symbolic of his personality. Jim was smashing through the Millennium City suburbs for a few weeks when the Iron General found him. Their first encounter was a violent confrontation, where Jim, who called him self Mr. Fist, was able to smash the Iron General through a few retaining walls.

Realizing that this mammouth could be very useful in his schemes, the Iron General saught out and captured Mr. Fist. Impressed at being beaten, Jim agreed to join the fledgling Destoryers. The Iron General re-named him Roughshod.

Powers/Tactics: Tactics? What are those? Jim does do what the Iron General wants him to do, but the General never gives him orders beyond "Destroy that", or "get them".Campaign Use: Just a juggernaut style smasher. A movethrough artist and standard brick. To make him a bit more manageable, drop the "Can't Hurt Me" or simply reduce the normal DEF to 8 and lose the damage resistance. To make him more of a threat, simply add STR, CON, BODy, and maybe DEX until he matches you desires.
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