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Re: Thursday July 15th, 2004JaguarPlayer: NPC Villainess; member of the Destroyers

Val Char Cost
30 STR 20
33 DEX 69
20 CON 20
15 BODY 10
18 INT 8
17 EGO 14
25 PRE 15
20 COM 5
15/24 PD 9
15/24 ED 11
7 SPD 27
10 REC 0
40 END 0
40 STUN 0
13"/19" RUN02" SWIM018" LEAP0Characteristics Cost: 208
Cost Power END
6 Animal Senses: +2 PER with All Sense Groups 0
5 Animal Eyes: Nightvision 0
4 Animal Nose: +2 PER with Smell/Taste Group 0
5 Animal Nose: Analyze Sense with Normal Smell 0
5 Animal Nose: Tracking with Normal Smell 0
24 Retractable Claws: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR) (30 Active Points); Reduced Penetration (-1/4) 3
5 Tail: Extra Limbs , Inherent (+1/4) (6 Active Points); Limited Manipulation (-1/4) 0
16 Jaguar's Speed: (Total: 26 Active Cost, 16 Real Cost) Running +7" (13"/19" total) (Real Cost: 14) plus Running +6" (13"/19" total) (12 Active Points); Increased Endurance Cost (10x END; -4) (Real Cost: 2) 11
17 Cat-like Leaping: Leaping +12" (18" forward, 9" upward) (Accurate) 2
Powers Cost: 87
Cost Martial Arts Maneuver
Kung Fu (Tiger & Leopard Style influenced)
5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm roll
4 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs
5 5) Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 10d6 Strike
3 6) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on
5 7) Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
4 8) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
3 9) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls
4 10) Punch: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
3 11) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls
4 12) Tien-hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4 13) Tiger Claw: 1/2 Phase, +0 OCV, +0 DCV, 10d6 Crush, Must Follow Grab
Martial Arts Cost: 52
Cost Skill
20 +4 with HTH Combat
12 Animal Handler (Felines) 19-
3 Acrobatics 16-
3 Breakfall 16-
3 Concealment 13-
3 Contortionist 16-
10 Defense Maneuver I-IV
2 KS: Cats 11-
2 KS: Kung Fu 11-
2 KS: The Martial Arts World 11-
3 Lockpicking 16-
2 Navigation (Land) 13-
3 Paramedics 13-
3 Persuasion 14-
3 Security Systems 13-
3 Seduction 14-
3 Shadowing 13-
3 Sleight Of Hand 16-
3 Stealth 16-
3 Streetwise 14-
2 Survival (Urban) 13-
3 Teamwork 16-
3 Tracking 13-
Skills Cost: 97
Cost Perk
3 Fringe Benefit: Membership: The Destroyers
Perks Cost: 3
Cost Talent
18 Combat Luck (9 PD/9 ED)
3 Lightsleep
2 Trackless Stride
Talents Cost: 23
Val Disadvantages
10 Distinctive Features: "Cat-Woman" (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Hunted: Dr. Moreau (and by proxy, VIPER) 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: Fenris 8- (As Pow, Harshly Punish)
25 Hunted: PRIMUS 11- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Casual Killer (Common, Total)
15 Psychological Limitation: Embraces "The Cat" (Very Common, Moderate)
20 Psychological Limitation: Overconfident (Very Common, Strong)
15 Reputation: Beastial Killer, 11- (Extreme)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 120Total Experience Available: 117Experience Unspent: 0Total Character Cost: 470

Height: 1.83 m Hair: Rust Red
Weight: 75.00 kg Eyes: Green
Appearance: A beautiful young woman with a "wild" look about her. Alyson has a thick, long, mane of rust colored hair with large pointed ears, "cat's eyes" and a long rust-colored tail. She doesn't have fur so she can easily conceal her "unique" attributes with her hair, sunglasses and a jacket. Her cotume is a red sportsbra style top and a bikini bottom. She cuts a fine figure and can be quite distracting...Personality: Although she once feared and struggled with her "inner cat", Alyson has really come into her own. She doesn't mind killing as she knows that her opponents will only try to kill her. She has studied various "cat-form" martial arts, particularly Kung Fu. She has become far more "in control" but she no loger rejects her "cat side".Quote:"Cat-jokes are stupid. Just leave me alone or I'll gut you."Background: Alyson's father was an obsessed genetic engineer. A contemporary of Dr. Philipe Moreau; he felt the two had an intense rivalry in the fields of metahuman creation through genetic engineering. It was truely a one sided rivalry because Dr. Avenare was no where near the genius of Moreau. Dr. Avenare went so far as to experiment on his daughter while she was still in the womb; the process, combining the DNA of a hunting cat with the child's was lunacy and his wife had to be "sedated" during the treatments. Alyson's birth was difficult and her mother's health failed afterwards, she died when Alyson was four. Dr. Avenare was sure that his experiment was a success; as Alyson grew, she began to develop cat-like physical and personality characteristics.

Alyson was home schooled (ie left to her own devices) and Dr. Avenare was careful that she not get out to "scare the public" (locked up at night). After sixteen years it became unbearable and Alyson, by now superhumanly strong and agile, escaped. Fearing that she might reveal what she knew about him, Dr. Avenare decided to hunt her down. At first he simply wanted to recapture her. But as his frustration grew with each failure, he simply wanted his daughter eliminated so that he could continue his research in peace. This change to lethal tactics proved his undoing. Alyson had restrained from harming her father out of misguided devotion to the man, but when her life was suddenly on the line she tore him to so many ribbons.

Scared, she bolted and ran. There was enough evidence found at the doctor's home to discern much of what had happened. Sadly, it didn't matter, the investigators in charge of the case were card carrying members of the IHA. This "Tiger-Woman" was obviously a mutant of some sort; they went public with her image and made her out to be some sort of bloodthirsty beast. Her life became one eternal big game hunt. She was found by the Iron General in Mississippi. He took her in and was surprised to find a relatively normal woman. A few weeks later and Jaguar was released upont the United States.

Powers/Tactics: Incredibly agile and an up front fighter, Jaguar seemignly has no fear. She enjoys challenges and looks down on EVERYONE. She sees herself as the ultimate hunter and someone has to be way out of her league for her to give them any respect. She closes for combat and leads with her martial arts because she thinks its cool. She has no problems openning her claws and really going to town on ther opponents however. Campaign Use: If Jaguar is too tough for your needs, reduce her DEX and SPD to something more your liking. To go the other way, give her some DC's with Kung Fu, lose the "reduced penetration" on her claws and then up her resistant defenses. Perhaps give her regeneration and Find Weakness... but that's to eerily familar for some.
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Friday July 16th, 2004Hurricane AndrewPlayer: NPC Villain, Member of the Destroyers

Val Char Cost
10 STR 0
30 DEX 60
20 CON 20
20 BODY 20
13 INT 3
17 EGO 14
20 PRE 10
22 COM 6
8 PD 6
8 ED 4
7 SPD 30
6 REC 0
40 END 0
40 STUN 5
6" RUN02" SWIM02" LEAP0Characteristics Cost: 178
Cost Power END
100 Air Mastery: Multipower, 100-point reserve
7u 1) Air Blast: Energy Blast 10d6, Double Knockback (+3/4) (87 Active Points); Does Not Work Under Water Or In Vacuum (-1/4) 9
9u 2) Air Mastery: Suppress 6d6, All Powers Simultaneously (+2) (90 Active Points) 9
5u 3) Air Rifle: Blunt Objects: Energy Blast 10d6 (50 Active Points) 5
5u 4) Air Rifle: Sharp Objects: Killing Attack - Ranged 3d6+1 (50 Active Points) 5
6u 5) Airborne Supremacy: Suppress: Flight or Gliding 10d6, One Power At A Time (+1/4) (62 Active Points) 6
8u 6) Come Fly with Me: Flight 20", Usable By Other (+1/4), Area Of Effect (2" radius; +3/4) (80 Active Points) 8
5u 7) Hardened Air: Entangle 5d6, 5 DEF, Takes No Damage From Attacks All Attacks (+1/2) (75 Active Points); Cannot Form Barriers (-1/4), Vulnerable (Air Powers; -1/4) 7
7u 8) Suffocation: Energy Blast 5d6, No Normal Defense (LS: Self-Contained Breathing; +1), Continuous (+1) (75 Active Points) 7
7u 9) Tornado Blast: Energy Blast 9d6, Area Of Effect (5" Radius; +1) (90 Active Points); Does Not Work Under Water Or In Vacuum (-1/4) 9
6u 10) Wind Control: Telekinesis (40 STR) (60 Active Points) 6
5u 11) Wind Gust: Energy Blast 7d6, Double Knockback (+3/4), Area Of Effect (13" Cone; +1) (96 Active Points); No Range (-1/2), Does Not Work Under Water Or In A Vacuum (-1/4) 10
17 Hurricane Andrew Special: Energy Blast 10d6, Double Knockback (+3/4) (87 Active Points); Increased Endurance Cost (x10 END; -4) [Notes: Effect is Added to Air Blast Damage (considered unlimited Pushing)] 90
19 Air Control Powers: Elemental Control, 38-point powers
57 1) Body Of Air: (Total: 105 Active Cost, 70 Real Cost) Desolidification , Reduced Endurance (0 END; +1/2) (60 Active Points); Cannot Pass Through Solid Objects (-1/2) (Real Cost: 40) plus Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +1/2) (45 Active Points); Linked (Desolidification; -1/2) (Real Cost: 30) 0
13 2) Protective Air Bubble: Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), Area Of Effect (4" Radius; +1 1/4) (38 Active Points); Costs Endurance (-1/2) 4
173 3) True Flight: Flight 30", Position Shift, x4 Noncombat, No Turn Mode (+1/4), Reduced Endurance (0 END; +1/2), Noncombat acceleration/deceleration (+1) (192 Active Points) 0
Powers Cost: 449
Cost Skill
15 +3 with PRE Skills
15 +5 with Flight
25 +5 with Mental Combat
3 Air Manipulation Skill 12-
3 Bribery 13-
3 Bureaucratics 13-
3 Conversation 13-
3 High Society 13-
2 KS: The Business World 11-
2 KS: The Superhuman World 11-
3 Persuasion 13-
3 Seduction 13-
3 Streetwise 13-
3 Trading 13-
Skills Cost: 86
Cost Perk
5 Money: Well Off
3 Fringe Benefit: Membership
Perks Cost: 8
Cost Talent
3 Bump Of Direction
Talents Cost: 3
Val Disadvantages
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
20 Hunted: IHA 8- (Mo Pow, NCI, Harshly Punish)
25 Hunted: PRIMUS 11- (Mo Pow, NCI, Harshly Punish)
10 Hunted: Zephyer 8- (As Pow, Harshly Punish)
15 Psychological Limitation: Fear of/Loyalty too Iron General (Common, Strong)
10 Psychological Limitation: Greedy (Common, Moderate)
10 Psychological Limitation: Lecherous (Common, Moderate)
15 Psychological Limitation: Self-absorbed and egocentric (Common, Strong)
15 Psychological Limitation: Showoff (Very Common, Moderate)
15 Social Limitation: Public Identity (Frequently, Major)
5 Vulnerability: 1 1/2 x STUN Earth Based Attacks (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 374Total Experience Available: 374Experience Unspent: 0Total Character Cost: 724

Height: 1.79 m Hair: Pale Blonde
Weight: 71.00 kg Eyes: Gray
Appearance: A pretty boy to say the least. Andrew is very attractive but has a slim build and fine features. He wears a white costume with a dark blue "H" on his chest, a blue belt with a white "A" for a buckle, blue gloves and boots. He wears no mask. His hair is long (down to his shoulders) and he is clean shaven.Personality: Andrew belongs to the cult of I. He loves himself more than anything else but he has a sense of loyalty to the team and a deep (though well hidden) fear of the Iron General; for reasons Andrew won't talk about. Quote:"Andrew in the sky with diamonds!" Background: Andrew Simmons (changed his name legally from Sitrop) was a born manipulator. He was mom's favorite, even when he did nothing to make her happy. He was one of the most popular boys in school for his good looks atheletic skill and charm. When his mutant abilities surfaced he was at first alarmed, then curious. After much practice he was pleased. Andrew burst onto the supervillain scene during a battle between two giant robots (minutemen) and a few mutant teenagers. He was instramental in defeating the robots and afterwards called out the IHA as the developers of the robots. The charges never stuck but the connection was made in the minds of several Americans, forcing the IHA to tone down the actual combat arm of its operations. Dubbing himself "Hurricane" Andrew, Simmons has lived a life of crime and "social justice" as he calls it.

He ran afoul of the Destroyers when the foursome was running from the law; Andrew was being pursued by a few superheroes and offered aid in return for similar considerations. The team agreed and the five villains made good their escape.

A few weeks later Andrew was seen fighting alongside them . He has been a permanent member ever since.

Powers/Tactics: A mutant with tremendous control of air currents, Andrew can create concussive blasts, launch object, hold targets aloft, fly, and bring others with him. He can even transform into air himself, becoming very very difficult to harm, or even see. Andrew's Hurricane Special is simply bending greater quantities of air to his will; It is tiring but devistating.

 

Campaign Use: A straight up wind manipulator. If he's too tough, drop his attacks to 75 pts. To make him more powerful, give him a force field or some other defense layer, increase his endurance, and increase his MP to 125 pts.
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Saturday July 17th, 2004RequiemPlayer: NPC Villainess, member of teh Destroyers

Val Char Cost
10/30 STR 0
13/26 DEX 9
10/30 CON 0
10 BODY 0
23 INT 13
11 EGO 2
15 PRE 5
14 COM 2
4/20 PD 2
4/20 ED 2
3/6 SPD 7
4/13 REC 0
20 END 0
20/40 STUN 0
6" RUN02" SWIM02"/6" LEAP0Characteristics Cost: 42
Cost Power END
50 Requiem Battlesuit: Weapons Systems: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2)
1u 1) Amplification: Hearing Group Images x4" Radius (+1/2), +4 to PER Roll (25 Active Points); Set Effect (-1), OIF (-1/2), Does Not Work In Vacuum (-1/4) 2
3u 2) Feedback: Dispel Sonic Powers 14d6, One At A Time (+1/4) (52 Active Points); OIF (-1/2) 5
4u 3) Screech Blast: (Total: 70 Active Cost, 40 Real Cost) Energy Blast 8d6 (40 Active Points); OIF (-1/2), Does Not Work In Vacuum (-1/4) (Real Cost: 23) plus Hearing Group Flash 10d6 (30 Active Points); OIF (-1/2), Does Not Work In Vacuum (-1/4) (Real Cost: 17) 7
2u 4) Shriek: Hearing Group Flash 12d6 (36 Active Points); OIF (-1/2), Does Not Work In Vacuum (-1/4) 4
4u 5) Sonic Blast: Energy Blast 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); OIF (-1/2), Not In Vacuum (-1/4) 3
3u 6) Sonic Liquification: Killing Attack - Ranged 3d6 (45 Active Points); OIF (-1/2), Does Not Work In Vacuum (-1/4) 4
3u 7) Sonic Wall: Force Wall (10 PD/10 ED) (50 Active Points); OIF (-1/2), Does Not Work In Vacuum (-1/4) 5
2u 8) Sound Manipulation: Hearing Group Images x8" Radius (+3/4), -4 to PER Roll (30 Active Points); OIF (-1/2), Does Not Work In Vacuum (-1/4) 3
2u 9) The Silence Zone: Darkness to Hearing Group 5" radius (25 Active Points); OIF (-1/2) 2
Requiem Battlesuit: Attribute Enhancements, all slots OIF (-1/2)
10 1) a-Strength Augmentation: +20 STR (20 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 2
19 2) b-Agility Augmentation: +13 DEX (39 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
20 3) c-Durability Augmentation: +20 CON (40 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
20 4) d-Reaction Augmentation: +3 SPD (30 Active Points); OIF (-1/2)
12 5) e-Adrenal Augmentation Compound: +9 REC (18 Active Points); OIF (-1/2)
13 6) f-Impact Diffusion Compound: +20 STUN (20 Active Points); OIF (-1/2)
Requiem Battlesuit: Battlesuit Main Components, all slots OIF (-1/2)
7 1) Air Supply: Life Support (Self-Contained Breathing) (10 Active Points); OIF (-1/2) 0
7 2) Enhanced Hearing: +5 PER with Hearing Group (10 Active Points); OIF (-1/2) 0
6 3) Environmental Armor: 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
15 4) Non-Crystaline Structure: Armor (0 PD/20 ED) (30 Active Points); Only Works Against Sonics (-1/2), OIF (-1/2) 0
12 5) Parabolic Hearing: +12 versus Range Modifier for Hearing Group (18 Active Points); OIF (-1/2) 0
20 6) Powersupply: Endurance Reserve (150 END, 15 REC) (30 Active Points); OIF (-1/2) 0
32 7) Reinforced Polymer Flex Suit: Armor (16 PD/16 ED) (48 Active Points); OIF (-1/2) 0
17 8) Riding The Soundwaves: Flight 15" (30 Active Points); OIF (-1/2), Does Not Work In Vacuum (-1/4) 3
13 9) Silence Field: Invisibility to Hearing Group , No Fringe (20 Active Points); OIF (-1/2) 2
10 10) Sonar: Active Sonar (Hearing Group), Increased Arc of Perception (20 Active Points); Costs Endurance (-1/2), OIF (-1/2) 2
20 11) Sonic Skillfulness: +6 with Sound-Based Skills (30 Active Points); OIF (-1/2)
13 12) Sonic Tolerance: Hearing Group Flash Defense (20 points) (20 Active Points); OIF (-1/2) 0
7 13) Team Radio Link: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) 0
2 14) Ultrasonic Hearing: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2) 0
Powers Cost: 349
Cost Martial Arts Maneuver
Self Defense
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 20 STR / 40 STR to Disarm
3 3) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 3d6 / 7d6 Strike, Target Falls
4 4) Strike: 1/2 Phase, +0 OCV, +2 DCV, 4d6 / 8d6 Strike
Martial Arts Cost: 15
Cost Skill
5 +1 with DCV
5 +1 with HTH Combat
15 +3 with Requiem Battlesuit
3 Breakfall 12- (14-)
3 Bribery 12-
3 Climbing 12- (14-)
3 Computer Programming 14-
3 Concealment 14-
3 Contortionist 12- (14-)
3 Cryptography 14-
3 Deduction 14-
3 Demolitions 14-
3 Electronics 14-
3 Forgery (Documents, Credit Cards) 14-
5 Gambling (Card Games, Baseball, Dominoes, Horse Racing) 14-
3 Inventor 14-
3 KS: The Super Science World 14-
2 KS: The Superhuman World 11-
3 Lockpicking 12- (14-)
3 Mechanics 14-
3 Navigation (Air, Land) 14-
3 Persuasion 12-
3 Scientist
2 1) SS: Accoustics 14- (3 Active Points)
2 2) SS: Electrical Engineering 14- (3 Active Points)
2 3) SS: Mechanical Engineering 14- (3 Active Points)
2 4) SS: Physics 14- (3 Active Points)
2 5) SS: Sonics 14- (3 Active Points)
3 Security Systems 14-
3 Seduction 12-
3 Shadowing 14-
3 Sleight Of Hand 12- (14-)
3 Stealth 12- (14-)
3 Streetwise 12-
3 Systems Operation 14-
Skills Cost: 117
Cost Perk
5 Money: Well Off
10 Computer Link: PRIMUS (Via Worm)
9 Contact: ARGENT (Contact has very useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-
15 Base: Private Sanctum
10 Follower: Super Computer
Perks Cost: 49
Cost Talent
3 Perfect Pitch
Talents Cost: 3
Val Disadvantages
10 Dependent NPC: Little Sister; Jenna 8- (Normal)
10 Hunted: Howler 8- (As Pow, Harshly Punish)
25 Hunted: PRIMUS 11- (Mo Pow, NCI, Harshly Punish)
10 Hunted: War Machine 8- (As Pow, Harshly Punish)
15 Psychological Limitation: Code vs Killing (Common, Strong)
15 Psychological Limitation: Distrust of Authority Figures (Common, Strong)
15 Psychological Limitation: Enjoys using Battlesuit/Tinkering with Suit (Very Common, Moderate)
15 Psychological Limitation: Fear of Iron General (Common, Strong)
10 Reputation: Very Destructive Villainess, 11-
15 Social Limitation: Secret Identity (Frequently, Major)
10 Unluck: 2d6
Disadvantage Points: 150

Base Points: 200Experience Required: 225Total Experience Available: 225Experience Unspent: 0Total Character Cost: 575

Height: 1.63 m Hair: Brown
Weight: 54.00 kg Eyes: Brown
Appearance: Danielle is a small, but athletically built hispanic woman with long brown hair and brown eyes. She wears modern fashions and has a nice figure, she gets looks. The Requiem battlesuit is dark gray with black armor plate over the torso (sculpted to feminine form), the forearms, boots, and helmet. The helmet has a white face plate with two green optic units. There is not a "face" per se, but for effect she has created white "Hair" out of sturdy cable that hangs like dreadlocks off the back of the helmet. The feet and guantlets are white. There is a white triangle with a pulsing green light on the chest unit. Personality: Conflicting values of greed, thrill of using and owning the suit, compassion for the poor, responsibility for her sister and hatred of authority, make Requiem a bit of an odd bird. She, like the other's fears the Iron General, he's proven quite capable of killing in the past as Firebrand found to his eternal regret. Requiem and Lashera get along quite well, avoiding the "boys" on the team when they can help it. Quote:"Oh Shut UP!" Background: Danielle Juarez was a streetwise hacker. Growing up she'd done everything from running with gangs to cleaning her self up and going to college to get various engineering degrees. She got her greatest thrills stealing and vandalizing. Danielle had always had a tremendous amount of difficulty accepting other's authority. When she was twenty one, her parents were killed in a car accident and she tried to take care of Jenna, he little sister, but it was too tough, she sent Jenna to live with an Aunt, but Danielle still longs to take her back.

She lucked into the Requiem Battlesuit. The suit, originally named the R-167 Sky Trooper, was designed by PRIMUS R&D. She managed to find out where the prototype was being shipped. Seeing an opporotunity to make some serious money off this thing, she intercepted it in transit and seduced one of the guards when the caravan was stopped for lunch. While he was "getting Ready" she stole his key card and got to the suit. It didn't fit her small frame very well but she managed to activate it and escape.

The story was all over the news and when she began appearing in the (modified to fit better) suit, she was eventually encountered by The Iron General. Seeing another "soldier" in the war against PRIMUS, he recruited her. The sell included alot of money so that she could see to the welfare of her little sister.

Since then Requiem has been a stalwart if occasionally guilty conscienced member of the terrible Destroyers.

Powers/Tactics: A skilled thief and scientist, Danielle is a bit of a jack of all trades. She's capable of puting up a fight against police officers outside of her armor, a skilled hacker and break in specialist, and in her battlesuit a supercriminal. She generally fights at range, preferring not to get into fisticuffs.Campaign Use: If she's too tough for you drop her Attributes to managable levels and the MP to 60 pts. To make her tougher, give her a few more attacks, or up the MP to 90 pts. Increase her base armor as well.
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Sunday, July 18th, 2004Felt in a cosmic mood today....ProdigyPlayer: NPC Hero

Val Char Cost
70 STR 60
26 DEX 48
35 CON 50
17 BODY 14
30 INT 20
30 EGO 40
50 PRE 40
20 COM 5
35 PD 21
35 ED 28
7 SPD 34
21 REC 0
100 END 15
70 STUN 0
6" RUN02" SWIM014" LEAP0Characteristics Cost: 375
Cost Power END
250 Cosmic Acuity: Variable Power Pool (Cosmic), 100 base + 150 control cost, all slots Cosmic (+2) (250 Active Points)
125 Cosmic Arsenal: Multipower, 125-point reserve
7u 1) Cosmic Blast: Energy Blast 15d6 (75 Active Points) 7
10u 2) Cosmic Manipulation: Telekinesis (60 STR), Affects Porous (100 Active Points) 10
11u 3) Cosmic Power Bolt: Energy Blast 15d6, Area Of Effect (One Hex; +1/2) (112 Active Points) 11
7u 4) Lethal Cosmic Blast: Killing Attack - Ranged 5d6 (75 Active Points) 7
9u 5) Transmutation: Major Transform 3d6 (anything into anything), Improved Target Group (anything) (+1) (90 Active Points) 9
10u 6) True Travel: Teleportation 40", Improved Noncombat Movement (x32) (100 Active Points) 10
20 Cosmic Being: (Total: 20 Active Cost, 20 Real Cost) Lack Of Weakness (-10) for Normal Defense (Real Cost: 10) plus Lack Of Weakness (-10) for Resistant Defenses (Real Cost: 10) 0
30 Cosmic Being: Damage Resistance (30 PD/30 ED) 0
6 Cosmic Fashions: 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
100 Cosmic Flight: Flight 40", Improved Noncombat Movement (x32) 10
62 Cosmic Form: Life Support (Eating Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep), Inherent (+1/4) (62 Active Points) 0
48 Cosmic Spaceflight: Faster-Than-Light Travel (60 Light Years/hour) 0
20 Mystic Defenses: Power Defense (20 points) 0
10 Protected Senses: Sight Group Flash Defense (10 points) 0
15 Strong Willed: Mental Defense (21 points total) 0
Powers Cost: 740
Cost Skill
16 +2 with All Combat
3 Bureaucratics 19-
3 Computer Programming 15-
3 Cosmic Energy Manipulation 15-
3 Deduction 15-
3 Disguise 15-
3 Electronics 15-
3 Forensic Medicine 15-
3 High Society 19-
3 Mechanics 15-
3 Navigation (Air, Space) 15-
3 Oratory 19-
3 Paramedics 15-
3 Persuasion 19-
3 Scholar
2 1) KS: Alternate Earth History (3 Active Points) 15-
2 2) KS: Arcane And Occult Lore (3 Active Points) 15-
2 3) KS: History (3 Active Points) 15-
2 4) KS: The Superhuman World (3 Active Points) 15-
3 Scientist
2 1) SS: Astrophysics 15- (3 Active Points)
2 2) SS: Chemistry 15- (3 Active Points)
2 3) SS: Energy Conversion 15- (3 Active Points)
2 4) SS: Mathematics 15- (3 Active Points)
2 5) SS: Physics 15- (3 Active Points)
3 Security Systems 15-
3 Systems Operation 15-
Skills Cost: 85
Cost Perk
30 Vehicles & Bases: Orbital Base
10 Money: Wealthy
6 Reputation: One of the Most Pormiinent Heroes of his Generation (A large group) 14-, +2/+2d6
7 Contact: Atlas (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 12-
15 Contact: UNTIL (Contact has extremely useful Skills or resources), Organization Contact (x3) (15 Active Points) 11-
7 Contact: Empress (Contact has extremely useful Skills or resources, Contact has significant Contacts of her own, Good relationship with Contact) 11-
Perks Cost: 75
Cost Talent
3 Absolute Range Sense
3 Absolute Time Sense
3 Bump Of Direction
5 Eidetic Memory
6 Lightning Reflexes: +4 DEX to act first with All Actions
4 Speed Reading (x10)
Talents Cost: 24
Val Disadvantages
10 Distinctive Features: Cosmic Being (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15 Hunted: Firewing 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25 Hunted: Lord Destroyer 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25 Hunted: VIPER 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Psychological Limitation: Code vs Killing (Common, Strong)
15 Psychological Limitation: Nobilese Oblige (Common, Strong)
15 Psychological Limitation: Overconfident (Very Common, Moderate)
20 Psychological Limitation: Trying to forget his old life (Very Common, Strong)
20 Reputation: Cosmically Powerful Being, 14- (Extreme)
15 Social Limitation: Public Identity (Frequently, Major)
Disadvantage Points: 175

Base Points: 200Experience Required: 924Total Experience Available: 924Experience Unspent: 0Total Character Cost: 1299

Height: 1.85 m Hair: Black
Weight: 227.00 kg Eyes: Blue
Appearance: Prodigy is a classically handsome young man with sharp features, a very muscular physique, long black hair, and blue eyes. He stands a little over 6' tall and weighs a surprisingly massive 500 lbs. His costume is black with a royal blue cape, fastened to his costume with two gold broaches. He has a blue infinity symbol on his chest. His boots and belt are blue. He wears no mask.Personality: Adam feels he has been blessed with a new life, a fresh start. The first 14 years of his life were an exercise in uncontrolled anguish, anger, and violence. From the time he was four his father taught him what it meant to be a king. Adam, brilliant and sensitive chaffed at the callousness of his father's teachings. Upon the discovery that his mother had been kidnapped, forced to marry against her will (or brainwashed to marry), then murdered by the man who called himself Adam's father; Adam closed his mind to Dr. Eidolon's words. As he grew and his power matured he became less and less controllable. After their final confrontation, Adam had pondered his future. His father removed, he was not really angry at the world; but he knew they would only fear him. He had been pondering leaving Earth for the stars when Baron Kajeric had banished him to this new reality.

Adam simply decided that this world would serve as his new start.

It took him a few years to learn enough about this Earth's culture and earn his identity. Now that he has had time to think and weigh his options he has decided to become a defender. A part of him still hears his father's voice, telling him he is an Emperor born to rule the world. He doesn't want to rule but he does feel responsible to protect those less capable than he; and that's just about everyone.

Quote:"It's okay, I am here to help."Background: "You are nothing but a disappointment, Adam." The voice said. It was hollow, mechanical, inhuman; but it carried a sense of exasparation.

"Shut up, father" the boy said.

"Your mother, had I allowed her to live, would be so disappointed in you."

"Shut UP, father!" Adam stood, his young frame was already thickening with muscle. His hair, long and untamed was the color of the void of space.

"I don't know why I even bother with you."

"SHUT UP!! SHUT UP!! SHUT UP!!" Cosmic energies rippled in the air around the boy, his eyes glowed with a raging red fire and he literally exploded.

The armored room was ripped to shreds, but as the dust settled around the wreckage, Adam walked away.

 

A world away, the mechanical gaze of Dr. Eidolon grimaced. The boy was becoming more and more difficult and expensive to contain.

"Send the Retrievers after Adam," he commanded. Several shadowy figures scurried away to inform the others of their master's bidding.

Eidolon looked at the snowy screen of the monitor. His anger at his son was great but he was beginning to respect the boy's power and fearlessness. He needed to deal with Adam soon, he could not afford to have paternal pride interfere with his destiny.

 

The Retrievers, a team of specially designed and cultivated super humans had attacked Adam en masse. The battle was much longer than the last one. It also differed in that instead of Adam lying unconscious at their feet, the Retrievers lay broken and scattered about the battlefield. Several had been destroyed utterly, but Adam allowed others to live. He simply walked away.

Dr. Eidolon was the greatest scientist of his era; he was among the most powerful mystics as well. The Earth quelled with fear when he appeared publicly. They had mourned the death of Starbird, the enchanting heroine that he had chosen as his mate. It had been with truly frightening ease that Eidolon destroyed the Protectors and took the unconscious Starbird with him. It was as if his whole career he had been holding back, waiting for the right moment to make his move. Eidolon used his magic to corrupt the woman's mind, used her as his "Bride' and then dispatched her when their child was born. That was fourteen years ago, since then Eidolon had systematically humiliated or destroyed Earth's heroes. He moved ever closer to his goal as Emperor of Earth, everything seemed to fall into place for him. Then Adam turned ten. Adam became more and more unruly. He demanded to know of his mother, his powers, derived from Starbird's cosmic energies, amplified by the Omega Gene, a specially engineered DNA additive that turned his own genetic material into godlike potential. Adam was to be his crowning achievement. A legitimate Heir that he would one day possess and rule for all eternity as an immortal God-King. Adam had become a liability. For the last four years resources, time, and manpower that should have gone towards the subjugation of Earth had gone towards keeping Adam in line.

Adam had inherited his father's mind and will and his mother's power. Each day he seemed to grow noticeably stronger.

Dr. Eidolon finally realized that Adam was not the success he was hoping for. Luckily he had the clone banks to fall back on. Dr. Eidolon then unleashed his Devastators, near mindless brutes of tremendous physical, or energy might. Though he surmised they would be unable to destroy Adam, they could keep the boy's attention while he summoned his abilities to dispose of the boy.

Dr. Eidolon's arrogance was his undoing. Adam was as far beyond the Devastators as they had been beyond the human chattel he had desired to rule over. He had been unable to summon enough energy to truly harm the boy. His attack failed and Adam unleashed a devastating masterstroke that slagged Dr. Eidolon's armor and surely would have destroyed him utterly if he hadn't instinctively teleported away. The transport beam was a brief flash, but Adam knew what it was and was able to act. He dispersed the beam and Dr Eidolon was no more. Smiling fiercely, Adam began to float skyward. He had no idea what he wanted to do now but he was finally free.

And then the world began to scream around him. The skies turned red and he could not see the ground. Adam panicked and tried to will things back to normal. Beneath him stood Baron Kajeric, the closest mystic rival Dr. Eidolon had ever known. Baron Kajeric had sensed the gathering of mystic energies as Dr Eidolon tried to kill his child and transported to the battlefield. He watched what transpired and realized that the child flying away was far worse a threat to his chances at world conquest than Eidolon had ever been. He quickly summoned his own mystical might and tore open a dimensional gate sending Adam anywhere but his reality. Let someone else deal with him.

 

When he could see the skies again Adam knew he was not home. He was at the same spot on Earth, but this earth was different. Adam quickly discerned what had probably happened to him and took off towards America, nation of heroes, to find a way home. This Earth was different than his home, he noted as he flew. He picked up radio broadcasts and television; summoning a "screen" of cosmic energy he watched the news for a few hours. There was no Dr Eidolon here. There had never been a Starbird. There had never been an Adam. The history of this Earth was similar but different than his own. Now intrigued, Adam landed in New York and began studying. He spent months simply visiting libraries, watching news channels, listening to the radio; it was fascinating. None of the superhuman champions or threats from his home had emerged here. The "event" that had ushered in the age of the Superhuman in the 1940's was different than the one in his world (a different year no less).

After months of research Adam realized that this Earth was a fresh start. He flew to a police station, announced who he was and turned himself in. The Police, PRIMUS, then even UNTIL found nothing on this boy. He was made a ward of the United Stated Government and sent to a state run children's home. Adam was a perfect child, polite, articulate, he helped out around the house, played well with the other children, never used his powers in anger. As far as anyone knew he was simply a decent human child. He was released to his own recognizance when he turned eighteen and traveled across the United States, earning his food and shelter along the way.

He never used his powers for personal gain. He didn't use them period until a chance encounter with Firewing. The fiery gladiator made a challenge at a nationally televised sporting event that Adam was attending as payment for three weeks work on in a mill. Adam accepted the challenge and flew into the sky to meet his Fiery Foe. Firewing found, to his amazement that this youth was every bit as powerful as he. The fight took some time; Adam, who shook of years of rust at using his powers, finally managed to overcome Firewing and rendered the villain unconscious. The papers heralded the arrival of a new, unknown hero. One reporter dubbed him a super heroic prodigy, and Adam took that for his name. He designed a costume in his minds eye and used his cosmic energy control to create it out of local microscopic matter. Prodigy had arrived and he was going to make the most of his new start.

Powers/Tactics: Adam possesses fantastic cosmic prowess. He has more raw power and fine control than Cosmo of the New Guard. He can control matter on an atomic level, he has superhuman strength, endurance, and durability. He can fly extremely fast inside and outside the atmosphere. He can emit devastating blasts of cosmic power. Adam backs this up with a super genius intellect.Campaign Use: Prodigy is one of the most powerful beings on the planet. He counts Viperia, Lord Destroyer, Atlas, Nilrem, Dr. Yin Wu, Empress, and Tokafanes as equals. If you want him to be more "grounded" drop his VPP to 50 pts or eliminate it all together. To make him more powerful give him a few more CSL's and increase the VPP to your desired level. :eg:
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Monday July 19th, 2004CharadePlayer: NPC Heroine

Val Char Cost
15 STR 5
20 DEX 30
20 CON 20
10 BODY 0
18 INT 8
13 EGO 6
25 PRE 15
20 COM 5
8/23 PD 5
8/23 ED 4
5 SPD 20
7 REC 0
40 END 0
30 STUN 2
6" RUN02" SWIM03" LEAP0Characteristics Cost: 120
Cost Power END
120 Shapechanging Pool: Variable Power Pool (Magic Pool), 60 base + 60 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (150 Active Points); Limited Class Of Powers Available Limited (Only Shapeshifting/Physical Powers; -1/2)
0 1) Armor Up: Armor (9 PD/9 ED) (27 Active Points); Costs Endurance (-1/2) Real Cost: 18 3
0 2) Grow Gills: Life Support (Expanded Breathing) (5 Active Points); Costs Endurance (-1/2) Real Cost: 3 1
0 3) Grow Wings: Flight 12" (24 Active Points); Restrainable (-1/2) Real Cost: 16 2
0 4) Human Mimicry: Shapeshift (Sight, Hearing, Radio, Smell/Taste and Touch Groups, Any Shape), Imitation (54 Active Points) Real Cost: 54 5
0 5) Natural Weaponry: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points) Real Cost: 15 1
0 6) Size Increase: Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 472 kg, -2 DCV, +2 PER Rolls to perceive character, 3.4 m tall, 1.7 m wide), Costs END Only To Activate (+1/4) (19 Active Points) Real Cost: 19 1
7 Can't Fool Me: +5 PER with All Sense Groups (15 Active Points); Only to See Through Illusions (-1) 0
8 Illusory Magi: Elemental Control, 24-point powers, (12 Active Points); all slots Requires An Illusion Magic Roll (-1/2)
22 1) Cloak Of Illusion: Invisibility to Sight, Hearing and Smell/Taste Groups , No Fringe (45 Active Points); Requires An Illusion Magic Roll (-1/2) 4
9 2) Master Mimic: Hearing Group Images x4" Radius (+1/2), -4 to PER Roll (25 Active Points); Requires An Illusion Magic Roll (-1/2) 2
19 3) Mind's Refuge: Mental Group Images 1" radius, +/-5 to PER Rolls, Reduced Endurance (0 END; +1/2), Damage Shield (Hides her true thoughts from Telepathic/Empathic Probes or Aura Reading; +1/2) (40 Active Points); Requires An Illusion Magic Roll (-1/2) 0
13 4) Mirror Images: Sight and Hearing Groups Images x4" Radius (+1/2), -5 to PER Roll (45 Active Points); Set Effect (-1), Requires An Illusion Magic Roll (-1/2) 4
10 Iron Will: Mental Defense (13 points total) 0
10 Iron Will: Power Defense (20 points) (20 Active Points); Only vs Will, Ego, or Illusion based Drains (-1) 0
21 Total Body Control: Life Support (Eating Character only has to eat once per week; Extended Breathing: 1 END per 5 Minutes; Immunity All terrestrial diseases and biowarfare agents; Longevity 400 Years; Safe in Intense Cold; Safe in Intense Heat; Sleeping Character only has to sleep 8 hours per week) 0
Powers Cost: 239
Cost Martial Arts Maneuver
Krav Maga
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 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, 30 STR vs. Grabs
3 6) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on
5 7) Kick: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike
4 8) Low Kick/Knee Strike/Punch: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
3 9) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
1 10) Weapon Element: Blades
1 11) Weapon Element: Clubs
Martial Arts Cost: 37
Cost Skill
16 +2 with All Combat
3 Acrobatics 13-
5 Acting 15-
3 Breakfall 13-
3 Bureaucratics 14-
3 Climbing 13-
3 Combat Driving 13-
3 Combat Piloting 13-
3 Concealment 13-
3 Contortionist 13-
3 Conversation 14-
3 Criminology 13-
3 Cryptography 13-
3 Deduction 13-
11 Disguise 17-
2 Forgery (Documents) 13-
5 Gambling (Card Games, Craps, Roulette) 13-
3 High Society 14-
3 Interrogation 14-
3 Linguist
2 1) Language: Arabic (idiomatic) (4 Active Points)
2 2) Language: Czechoslovakian (idiomatic) (4 Active Points)
2 3) Language: English (idiomatic) (4 Active Points)
2 4) Language: French (idiomatic) (4 Active Points)
3 5) Language: German (idiomatic) (4 Active Points)
3 6) Language: Greek (idiomatic) (4 Active Points)
4 7) Language: Hebrew (idiomatic)
2 8) Language: Latin (idiomatic) (4 Active Points)
4 9) Language: Mandarin (idiomatic)
2 10) Language: Portugese (idiomatic) (4 Active Points)
3 11) Language: Russian (idiomatic) (4 Active Points)
3 Lipreading 13-
3 Lockpicking 13-
13 Mimicry 18-
3 Navigation (Air, Land) 13-
3 Paramedics 13-
3 Persuasion 14-
3 Scholar
2 1) KS: Arcane And Occult Lore (3 Active Points) 13-
9 2) KS: Illusion Magic (10 Active Points) 20-
1 3) KS: Krav Maga (2 Active Points) 11-
2 4) KS: The Espionage World (3 Active Points) 13-
2 5) KS: The Law Enforcement World (3 Active Points) 13-
2 6) KS: The Military/Mercenary/Terrorist World (3 Active Points) 13-
2 7) KS: The Superhuman World (3 Active Points) 13-
2 8) KS: World Politics (3 Active Points) 13-
3 Security Systems 13-
3 Seduction 14-
3 Shadowing 13-
3 Sleight Of Hand 13-
3 Stealth 13-
3 Streetwise 14-
2 Survival (Urban) 13-
5 TF: Common Motorized Ground Vehicles, Combat Aircraft, Helicopters, Large Planes, Small Planes, Two-Wheeled Motorized Ground Vehicles
3 Ventriloquism 13-
5 WF: Common Melee Weapons, Small Arms, Vehicle Weapons
Skills Cost: 199
Cost Perk
10 Money: Wealthy
2 Deep Cover
2 Deep Cover
2 Deep Cover
7 Fringe Benefit: Concealed Weapon Permit (where appropriate), International Driver's License, License to practice a profession: Bodyguard, License to practice a profession: Chauffeur, License to practice a profession: Courier, Passport
35 Vehicles & Bases: Various Safe Houses and vehicles
Perks Cost: 58
Cost Talent
3 Ambidexterity (-2 Off Hand penalty)
12 Combat Luck (6 PD/6 ED)
12 Lightning Reflexes: +8 DEX to act first with All Actions
3 Lightsleep
3 Perfect Pitch
Talents Cost: 33
Val Disadvantages
5 Distinctive Features: Arcane Being (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
20 Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: Doppleganger 8- (As Pow, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Fear of Necromancers (Uncommon, Strong)
10 Psychological Limitation: Loves to sing (Common, Moderate)
10 Psychological Limitation: Seeks to aid victims of trickery/fraud (Common, Moderate)
15 Psychological Limitation: Yearns for companionship. She feels she's fated to be alone. (Very Common, Moderate)
15 Social Limitation: Secret Identity (Frequently, Major)
5 Unluck: 1d6
10 Vulnerability: 2 x BODY Necromantic Magic (Uncommon)
10 Vulnerability: 2 x Effect Necromantic Magic (Uncommon)
10 Vulnerability: 2 x STUN Necromantic Magic (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 336Total Experience Available: 336Experience Unspent: 0Total Character Cost: 686

Height: 1.70 m Hair: Black
Weight: 59.00 kg Eyes: Blue
Appearance: In her normal appearance Leslie is a lovely young woman with long black hair and blue eyes. She wears modern fashions and could easily pass as a woman fifteen years younger. She suspects her shapshifting powers have affected her aging. She'll admit to being in her mid thirties if asked. Charade's standard costume is a "sexy" magicians outfit, a black one piece with plunging neckline, a white diamond on her belly, fishnet stockings, low boots, white gloves, and a black jacket with tails. She wears a white domino mask.Personality: Leslie is a dedicated champion to the downtrodden. She seeks to right the wrongs commited in the name of greed. Her main targets are thieves, con-men, and parasites who use someone and discard them for the next target. She plays the game in the same way that they do, but instead of getting trinkets, money, and a feeling of power over others, she gathers evidence, finds weaknesses, and eventually takes the perp down.

Leslie fights alone. It works better for her to be a one woman army against evil. She longs for someone to share her life with though, feeling that her quest has robbed her of a chance for a normal life.

Quote:"Don't kid a kidder."Background: Leslie lost her parents to a huckster. They lost their nest egg and were evicted from property that they thought they owned. Her father, unable to handle the shame, killed his wife and took his own life. Leslie, away at school at the time was devistated. She dropped out of college and spent a few years drifting. It was during this time she encountered the "agency" that ripped off her parents. Leslie used her natural acting and person skills to get close to the principals, turn them against each other and bring them to justice. Shortly after this she was approached by a man named Dr Lewis Whitmore. Dr. Whitmore was better known in the early 70's and 80's as Mr. E, the magician. He took the young woman under his wing and taught her crime fighting and illusion magic. Leslie took the name Charade and began to fight crime.Powers/Tactics: Leslie Harral is, in fact a relatively normal woman who has been trained in the arts of illusion. Her shapeshifting abilities were the result of a powerful ritual performed by DEMON, in an attempt to give one of their members great power. Sadly, the member that was chosen was one of Leslie's deep covers. She had been investigating that particular group on behalf of distraught parents. She tends to use her illusion magic to aid her in her crime fighting and evidence gathering, saving the shapeshifting powers for combat. Beyond her ability to form claws, wings, gills, grow, shrink, etc...she is a trained hand to hand combatant and is far from afraid to get into a scuffle.Campaign Use: If you want to make her less formidable, drop her Shapeshift VPP to 45 points and make her Illusion Mastery a MP. If you want to make her more powerful, simply increase the VPP so she can use more abilities at once, add a few more Illusion magics. It should be noted that Charade is so gifted in her magic studies that she needs only make the skill roll to use her powers, she needs no gestures, incantations, etc..
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Re: Hero A Day...Sorta...

 

Thanks. I gotta give props to Steve Long though, without the Until Superpowers Database, the Ultimate Martial Artist, and Ultimate Brick, as well as Gadgets and Gear, I'd be a bit slower.

Props also to Dan Simon and the dataheroes who brought me Hero Designer and the above mentioned books in HD format. It's plug and play baybee...:thumbup:

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Tuesday July 20th, 2004BattlemasterPlayer: NPC; Villain, Leader of the Faction

Val Char Cost
20 STR 10
20 DEX 30
20 CON 20
10 BODY 0
25 INT 15
26 EGO 32
30 PRE 20
14 COM 2
8/26 PD 4
8/26 ED 4
5 SPD 20
8 REC 0
40 END 0
40 STUN 10
6" RUN02" SWIM04" LEAP0Characteristics Cost: 167
Cost Power END
10 Emotion Detection: Detect Emotions (Mental Group) 14- (Unusual Group), Discriminatory 0
20 Empathic Manipulation: Elemental Control, 40-point powers
40 1) Emotion Sculpting: Major Transform 3d6 (alter, remove, or add psychological limitations related to or reflecting emotional states), Works Against EGO, Not BODY (+1/4), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1) (101 Active Points); No Range (-1/2), Limited Target Humans (-1/2) 10
21 2) Inspire: Aid Any Emotion-related Characteristic 3d6, One Power At A Time (+1/4), Ranged (+1/2) (52 Active Points); Others Only (-1/2) 0
32 3) Instill Fear: Drain PRE 3d6, Delayed Return Rate (5 Points per Minute; +1/4), Ranged (+1/2) (52 Active Points) 5
10 4) Read Emotions: Telepathy 8d6 (40 Active Points); Empathy Single Emotion (-1) 4
13 5) True Empathic Manipulation: Mind Control 8d6 (40 Active Points); Only To Alter/Inflict Emotional States (-1/2) 4
14 Enhanced Physiology: Life Support (Immunity Alcohol; Immunity All terrestrial diseases and biowarfare agents; Longevity 200 Years) 0
10 Fascination: +25 PRE (25 Active Points); Only To Make "Stop And Listen To Me" Presence Attacks (-1), Incantations (throughout; -1/2)
14 Fearless: (Total: 40 Active Cost, 14 Real Cost) +20 Mental Defense (25 points total) (20 Active Points); Only To Resist Fear (-2) (Real Cost: 7) plus Power Defense (20 points) (20 Active Points); Only To Resist Fear (-2) (Real Cost: 7) 0
13 Questionite Saber: Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Penetrating (+1/2) (30 Active Points); OAF Unbreakable (-1), No Knockback (-1/4) 3
20 Side Arm (Custom): Killing Attack - Ranged 2d6 (+2 OCV), 4 clips of 12 Charges (+0) (40 Active Points); OAF (-1) [12]
Armored Combat Suit, all slots OIF (-1/2)
55 1) Anti Gravity Belt: Flight 20", x16 Noncombat, Reduced Endurance (0 END; +1/2) (82 Active Points); OIF (-1/2) 0
8 2) Comlink: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2) 0
67 3) Defense Field: Force Field (10 PD/10 ED/5 Mental Defense/5 Power Defense) (Protect Carried Items), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) (100 Active Points); OIF (-1/2) 0
16 4) Durable: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 0
13 5) Environmental Protection: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-1/2) 0
3 6) Hard Ear Covers: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
3 7) Nightsight Lenses: Nightvision (5 Active Points); OIF (-1/2) 0
3 8) Protective Lenses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
3 9) Thermal Vision Lenses: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
Powers Cost: 388
Cost Martial Arts Maneuver
Boxing, Modern
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 2) Clinch: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on
4 3) Cross: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
5 4) Hook: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike
3 5) Jab: 1/2 Phase, +2 OCV, +1 DCV, Strike
1 6) Weapon Element: Cestus
Martial Arts Cost: 20
Cost Skill
24 +3 with All Combat
5 Accurate Sprayfire
3 Analyze: Combat 14-
3 Breakfall 13-
3 Bureaucratics 15-
3 Climbing 13-
3 Conversation 15-
3 Cryptography 14-
3 Demolitions 14-
3 High Society 15-
3 Interrogation 15-
3 Linguist
0 1) Language: English (idiomatic) (4 Active Points)
1 2) Language: German (completely fluent) (3 Active Points)
1 3) Language: Italian (completely fluent) (3 Active Points)
3 4) Language: Japanese (completely fluent)
1 5) Language: Latin (completely fluent) (3 Active Points)
3 6) Language: Mandarin (completely fluent)
3 Oratory 15-
3 PS: Acadamician 14-
3 PS: College Professor 15-
3 Persuasion 15-
3 Scholar
2 1) KS: Ancient Art of War (Sun Tzu) (3 Active Points) 14-
2 2) KS: Famous Generals (3 Active Points) 14-
2 3) KS: History (3 Active Points) 14-
2 4) KS: Military Hardware (3 Active Points) 14-
5 5) KS: Military History (Ancient Rome) (6 Active Points) 17-
5 6) KS: Military History (Feudal Japan) (6 Active Points) 17-
5 7) KS: Military History (United States) (6 Active Points) 17-
5 8) KS: Military History (WWII) (6 Active Points) 17-
2 9) KS: Military/Mercenary/Terrorist World (3 Active Points) 14-
2 10) KS: Modern Military Stragies (3 Active Points) 14-
1 11) KS: Politics (2 Active Points) 11-
2 12) KS: The Superhuman World (3 Active Points) 14-
2 13) KS: US Army (3 Active Points) 14-
3 Seduction 15-
3 Stealth 13-
3 Tactics 14-
3 Teamwork 13-
9 WF: Beam Weapons, Early Firearms, Energy Weapons, Small Arms, Blades
Skills Cost: 141
Cost Perk
45 Base Network: The Citadels
6 Contact: ARGENT, Organization Contact (x3) (6 Active Points) 11-
6 Contact: The Warlord, Organization Contact (x3) (6 Active Points) 11-
7 Fringe Benefit: Concealed Weapon Permit (where appropriate), International Driver's License, Leadership: The Faction, Passport
15 Money: Filthy Rich
8 Reputation: Leading Academic on Military History (A large group) 11-, +4/+4d6
50 The Olympus (Flying "Base")
Perks Cost: 137
Val Disadvantages
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Arrogant (Very Common, Moderate)
15 Psychological Limitation: Loves Tactical Challenges (Very Common, Moderate)
20 Psychological Limitation: Megalomaniac (Common, Total)
20 Psychological Limitation: Obsessed with military life and military victory (Very Common, Strong)
15 Reputation: Wannabe Conquerer, 14-
15 Rivalry: Professional (Lord Destroyer; Rival is Significantly More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)
15 Unluck: 3d6
Disadvantage Points: 180

Base Points: 200Experience Required: 473Total Experience Available: 473Experience Unspent: 0Total Character Cost: 853

Height: 1.88 m Hair: Silver
Weight: 75.00 kg Eyes: Brown
Appearance: A trim, fit man in his late fifties with silver hair, cut close to his scalp, brown eyes and wears a red costume with a black cape and cowl in his Battlemaster Guise. He accessorizes with black boots, gloves, and belts. His chest symbol, an eclipsed sun, is black with golden "rays" eminating from the edge of the black circle.Personality: Batllemaster wants to be a great general. He wants to rule a nation, and use it as a base to conquer other nations. He has his eyes set on some land in Africa for a start. For this he needs agents, weapons, and capital. He has begun recruiting some easily swayed men and women as his soldiers, gathered a few potent superbeings to his banner, and has set up "accounts" with both ARGENT and the Warlord. Charles is egocentric, arrogant, a bit off his rocker, and very charismatic and compelling.Quote:"An interesting tactical ploy, Defender, dying in my trap."Background: Charles Vanderbrooke is a historian. He has studied war and military management for decades. To Charles, there is nothing more glorious and pure than the feelings caused in war. The fact that historybooks are written by the winning side only adds to the glories and legacies of mighty nations. Charles joined the military when he was young and served three tours of duty with the Army before completeing his education at various universities around the world. He was wealthy by the young age of 25, due to luck and wise investments.

What much of the world doesn't know is that Dr Vanderbrooke (PhD in World History), is also a mutant with the ability to control the emotions of those around him. Charles has used his abilities to get his way on several occasions, he is the ultimate competitor and he uses any advantage he has to win.

When Charles turned 50, he realized that his powers, his knowledge, and his passions were calling for more than the life of an acclaimed academic and a string of affairs with lovely coeds. So at an age when some consider retirement, Charles began taking steps to become a leader. Realizing that the world governments "coddled" the metahumans in thier midst, he chose the career of a criminal mastermind. A few months later, Battlemaster made his debut.

Powers/Tactics: Battlemaster approaches everything with a military-wannabe mindset. He sees all of his operations in terms of wins, losses, soldiers and hardware. Even though he has actually served in the military, Master Mars' grasp of military life and planning is very much hollywood romanticism. He uses his abilities to inspire his troops, cause fear and dissent in his enemies and seduce beautiful women. He carreis a few side arms that he is indeed proficient in, has communication and sensor gear in his costume and hand to hand training. A side effect of his mutations is a robust health. Although in his late fifties, he has the physical prowess of a man half his age.Campaign Use: A lower level "mastervillain". If you want to make him less of a threat drop his EC to 15 points and lower his defense field to +8/+3.

To make him stronger make his abilites more area effect or give him greater accesss to weaponry.

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Wednesday July 21st, 2004A couple of things. I think this guy (with a bit of tinkering on the old HD file) might work for Tower for the GGU, Worldmaker...if you want him...another thing. Growth is an interesting power. All of my characters that I have written up who have growth all basically want to show each other up. I think the power is fairly limited (you get big and strong) and those who have it want to be the king of the Schtick. In my CU Gargantuan has the pole at this time but the challengers all want to smak eachother around and then take him down to see who is the Badest of the Big. :rockon:Seige TowerPlayer: NPC; Member of the Faction

Val Char Cost
20/80 STR 10
18 DEX 24
20/40 CON 20
18/30 BODY 16
10 INT 0
13 EGO 6
20/40 PRE 10
12 COM 1
10/30 PD 6
6/30 ED 2
4 SPD 12
8/12 REC 0
40/80 END 0
38/60 STUN 0
6"/30" RUN02" SWIM04"/16" LEAP0Characteristics Cost: 107
Cost Power END
75 Gargantuan Size: Growth (+60 STR, +12 BODY, +12 STUN, -12" KB, 409,600 kg, -8 DCV, +8 PER Rolls to perceive character, 32 m tall, 16 m wide), Costs END Only To Activate (+1/4) (75 Active Points) 6
32 Gigantic Defense: (Total: 40 Active Cost, 32 Real Cost) +20 PD (20 Active Points); Linked (Gargantuan Size; gains +5 PD per 15 points of Growth; -1/2), Greater Power is Constant (+1/4) (Real Cost: 16) plus +20 ED (20 Active Points); Linked (Gargantuan Size; gains +5 PD per 15 points of Growth; -1/2), Greater Power is Constant (+1/4) (Real Cost: 16) 0
3 Gigantic Eyes: +2 PER with Sight Group (4 Active Points); Linked (Gargantuan Size; only applies at 30 points' worth of Growth or more; -1/2), Greater Power is Constant (+1/4) 0
4 Gigantic Eyes: Nightvision (5 Active Points); Linked (Gargantuan Size; only applies at 30 points' worth of Growth or more; -1/2), Greater Power is Constant (+1/4) 0
45 Gigantic Fists: Area Of Effect (up to One Hex; +1/2) for up to 90 Active Points of STR, Reduced Endurance (0 END; +1/2) (67 Active Points); Linked (Gargantuan Size; -1/2) 0
16 Gigantic Impressiveness: +20 PRE (20 Active Points); Linked (Gargantuan Size; -1/2), Greater Power is Constant (+1/4)
48 Gigantic Legs: Running +24" (6"/30" total), Reduced Endurance (1/2 END; +1/4) (60 Active Points); Linked (Gargantuan Size; +6" Running per 15 points of Growth; -1/2), Greater Power is Constant (+1/4) 2
32 Gigantic Physique, And Tougher, Too: +20 CON (40 Active Points); Linked (Gargantuan Size; gains +5 CON per 15 points of Growth; -1/2), Greater Power is Constant (+1/4)
16 Gigantic Resilience: Damage Resistance (20 PD/20 ED) (20 Active Points); Linked (Gargantuan Size; gains 5 PD/5 ED Damage Resistance per 15 points of Growth; -1/2), Greater Power is Constant (+1/4) 0
8 Gigantic Swing: +4 OCV with Sweep
Powers Cost: 279
Cost Skill
15 +3 with HTH Combat
3 Demolitions 11-
3 Hoist 11-
2 KS: The Superhuman World 11-
2 Navigation (Land) 11-
3 Paramedics 11-
3 Streetwise 13- (17-)
Skills Cost: 31
Cost Perk
3 Fringe Benefit: Membership: The Faction
Perks Cost: 3
Val Disadvantages
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
10 Hunted: Growth Hero 8- (As Pow, Harshly Punish)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
5 Physical Limitation: Requires Tremendous amounts of food (3x) (Infrequently, Slightly Impairing)
15 Psychological Limitation: Brawler (Common, Strong)
15 Psychological Limitation: Disdain for modern cultural and political bodies (Very Common, Moderate)
20 Psychological Limitation: Fanatically Loyal to Battlemaster (Common, Total)
5 Rivalry: Professional (Gargantuan; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)
5 Unluck: 1d6
10 Vulnerability: 2 x STUN Sonics (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 70Total Experience Available: 70Experience Unspent: 0Total Character Cost: 420

Height: 2.00 m Hair: Blonde
Weight: 100.00 kg Eyes: Blue
Appearance: A ruggedly built strong man with a thick build. Dan has unkempt blonde hair and blue eyes. His costume is gray with a gold tower on his chest (resembles a rook piece). His belt, boots, and gloves are black. He wears a gray face mask that keeps his hair, chin, and mouth revealed.Personality: Dan is a rough and tumble man. He enjoys using his powers and has found a calling in the Crusade, Battlemaster's plan for the Faction. Dan has little respect for the current systems of government and social movements. He feels there is something missing. Something that Battlemaster can provide. Quote:"Shut up."Background: Daniel DeBeers always had the ability to grow. It was a little out of control when he was a child and he had some amazing "Growth spurts" while he grew up. He was always looking for something to believe in. He'd been raised by a parents he considered "wacko hippies" who seemed to have traded their idealism for commercialism and become card carrying "squares" to use their lingo. Dan excelled at basketball but his mutant abilities kept him from enjoying even a highschool career. It also left him pretty despondant and gave him accute distaste for bureaucracy. After school Dan drifeted for a while, he avoided college but was intrigued by the campus life and got a job at one of the food courts. He was on his way to work one afternoon when a man, adorned in a brilliant red and black costume was speaking to the assembled students about his crusade and the purity of conquest. Although there were those who sneered, no one heckled, or interrupted the man. Dan was intrigued by his words. The guy sounded nuts but he also sounded like someone who was going to do something. Dan waited until the crowd had dispursed, a few students were standing by the man, talking. It was obvious they two had heard his message. Dan approached him and they talked for a few minutes then the man gave Dan a card.

A few days later he saw the man again. This time he was not wearing his costume, he looked older but wiser with out it. Dan confided his mutant abilities to the man and professed a desire to join his crusade. Delighted, Battlemaster added his first Big Gun, and he dubbed Dan the Seige Tower.

Powers/Tactics: Dan has the power to grow to gigantic size and gains greater than proportional strength. He is very much a brick and has no quams going toe to toe with strongmen in the catagory of Gargantuan and Grond. For the most part he tends to stay at a "managable" size, about as big as he can get so as to get the maximum benefits of his abilities but minimizing the natural defects of becoming a giant.Campaign Use: A member of a mid range superteam. Seige Tower is a tough customer. If you want to make him less threatening to your players drop his Growth to 45 pts (lower his other powers proportionally). To make him even tougher drop the End usage on his Strength to half, increase his resistant defenses and add a few CSLs.
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Thursday July 22nd, 2004AirstrikePlayer: NPC; Member of the Faction

Val Char Cost
15 STR 5
23 DEX 39
20 CON 20
10 BODY 0
13 INT 3
11 EGO 2
15 PRE 5
10 COM 0
5/20 PD 2
5/20 ED 1
6 SPD 27
7 REC 0
40 END 0
32 STUN 4
6" RUN02" SWIM03" LEAP0Characteristics Cost: 108
Cost Power END
60 Cybenetic Antigrav System: Flight 20", Costs END Only To Activate (+1/4), combat acceleration/deceleration (+1/4) (60 Active Points) 5
50 Weapons Systems: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2)
2u 1) Concussion Missiles: Energy Blast 10d6, Explosion (+1/2) (75 Active Points); 2 Charges (-1 1/2), OIF (-1/2) [2]
2u 2) Fragmentation Missiles: Killing Attack - Ranged 3d6, Explosion (+1/2) (67 Active Points); 2 Charges (-1 1/2), OIF (-1/2) [2]
5u 3) Wing-Mounted Machine Gun: Killing Attack - Ranged 1 1/2d6, Armor Piercing (+1/2), Autofire (5 shots; +1/2), 250 Charges (+1) (75 Active Points); OIF (-1/2) [250]
Combat Harness, all slots OIF (-1/2)
13 1) Wing Harness "Overdrive": Flight 10", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (40 Active Points); Fuel Dependent (fuel is Uncommon; must refuel Once per 6 Hours; -1 1/2), OIF (-1/2) 4
10 2) Radar Array: Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As Sight Group As Well As Radio Group [very common Sense] (-1/2), OIF (-1/2) 0
7 3) Internal Oxygen Supply: Life Support (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 6 Hours (replacement oxygen supply, Easy to obtain; +0) (10 Active Points); OIF (-1/2) [1 cc]
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
7 5) Communications Suite: High Range Radio Perception (Radio Group), +3 to PER Roll (15 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-1/2) 0
30 6) Armored Costume: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2) 0
Powers Cost: 192
Cost Skill
10 +2 with Harness Weapons Systems
10 +2 with Ranged Combat
3 Combat Piloting 14-
3 Electronics 12-
3 KS: Military Aircraft 12-
3 KS: The Aviation World 12-
3 Lockpicking 14-
3 Mechanics 12-
2 Navigation (Air) 12-
2 TF: Combat Aircraft, Large Planes, Small Planes
3 Teamwork 14-
3 WF: Small Arms, Vehicle Weapons
Skills Cost: 48
Cost Perk
5 Contact: ARGENT (Contact has extremely useful Skills or resources) 11-
4 Fringe Benefit: License to practice a profession: Commercial Pilot, Membership: The Faction
Perks Cost: 9
Cost Talent
24 Hotshot Pilot
Talents Cost: 24
Val Disadvantages
10 Hunted: Iron Eagle 8- (As Pow, Harshly Punish)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Adrenaline Junky (Very Common, Moderate)
15 Psychological Limitation: Fearless (Common, Strong)
10 Psychological Limitation: Loves to fly (Common, Moderate)
20 Psychological Limitation: Loyal to Battlemaster (Common, Total)
5 Reputation: Hot shot pilot, 8-
15 Social Limitation: Secret Identity (Frequently, Major)
10 Unluck: 2d6
10 Vulnerability: 2 x STUN Magnetic Attacks (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 31Total Experience Available: 22Experience Unspent: 0Total Character Cost: 381

Height: 1.75 m Hair: Black
Weight: 75.00 kg Eyes: Green
Appearance: The Airstrike armored unit is white with red wings onthe chest. The weapons harness on the great retractable wings are gun-metal gray, the wings are white with red stripes along the fore edges. The helm is white with an opaque blue faceplate. The guantlets, boots, and torso have a single red stripe on the tops (boots and guantlets) and the sides (torso).Personality: The fact that James can now fly is the coolest thing ever. He enjoys being the "living fighter plane" for the Faction. He is brave to the point of foolhardy and loyal to the team and it's emotion binding leader. Quote:"I can fly rings around you."Background: James Thredores is a pilot junkie. A former test pilot who survived a firey crash, he was given the option (by his employer, ARGENT) of having his damaged body cybernetically repared as some sort of "Severence" package. Taking them up on the offer, James became a cyborg. His cybersystems are very well concealed, they used his tissue where they could and replicated his tissue to create the illusion of biological functioning. When James was recovering, he met Battlemaster and fell under the charismatic sway of the offkilter would be world leader. James and Dr Vanderbrooke approached ARGENT about a combat harness for James. It was a short seven months later when Airstrike began his career with the faction. Powers/Tactics: Although his combat harness has wings and jets, its mostly a ruse. The true secret of James' flight is the internal cybenetic enhancements. He wears the harness for it's weapons. He has machine guns, a few micro missiles and a nice radar array. The harness is heavily armored and provides James with Life Support at high atmosphere.Campaign Use: Another flight suited fellow. To tell the truth he is so very similar to Iron Eagle (whom I created roughly a month ago) I fear I am losing my spark of ingenuity...

You can scale down or up the combat harness by adding or removing weapons and armor.

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Friday July 23rd, 2004The Fallen StarPlayer: NPC; Member of the Factor

Val Char Cost
50 STR 40
20 DEX 30
30 CON 40
20 BODY 20
20 INT 10
20 EGO 20
20 PRE 10
14 COM 2
25 PD 15
25 ED 19
4 SPD 10
16 REC 0
60 END 0
60 STUN 0
6" RUN02" SWIM010" LEAP0Characteristics Cost: 216
Cost Power END
20 Gravity Manipulation: Elemental Control, 40-point powers
20 1) Gravitic Blast: Energy Blast 8d6 (40 Active Points) 4
55 2) Gravitic Manipulation: Telekinesis (50 STR) (75 Active Points) 7
24 3) Gravitic Wall: Force Wall (8 PD/8 ED; 3" long and 1" tall) (44 Active Points) 4
90 4) Graviton Maniplation: Flight 20", No Turn Mode (+1/4), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) (110 Active Points) 0
50 5) Gravity Alteration: Telekinesis (40 STR), Area Of Effect (6" Radius; +1) (120 Active Points); Only To Pull Objects Straight Down To Earth Or Hold Them Off Ground (-1) 12
36 6) Gravity Cancellation: Flight 8", Ranged (+1/2), Usable As Attack (x16 maximum weight per inanimate target; ; +2) (56 Active Points) 6
8 Massive Tissue: Damage Resistance (8 PD/8 ED) 0
10 Personal Gravity : Clinging (normal STR) 0
13 Sense Gravitic Fields: Detect Gravity (Touch Group) 13- (Unusual Group), Discriminatory, Range 0
16 Starlike Mass: Knockback Resistance -8" 0
15 Physical Damage Reduction, Resistant, 50% (30 Active Points); Only Works Against Gravity Attacks (-1) 0
Powers Cost: 357
Cost Skill
16 +2 with All Combat
3 Deduction 13-
3 Gravity Manipulation 13-
3 High Society 13-
3 Interrogation 13-
2 KS: The Superhuman World 11-
3 Navigation (Air, Space) 13-
3 Oratory 13-
3 Paramedics 13-
3 Persuasion 13-
3 SS: Physics 13-
3 Systems Operation 13-
Skills Cost: 48
Cost Perk
3 Fringe Benefit: Membership: The Faction
Perks Cost: 3
Cost Talent
3 Bump Of Direction
Talents Cost: 3
Val Disadvantages
10 Distinctive Features: White haired, white eyed, African American with metallic voice (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15 Enraged: If he feels he's not getting the respect he's due (Common), go 8-, recover 11-
5 Hunted: Gravitar 8- (Mo Pow, Watching)
20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
15 Physical Limitation: Massively Heavy (Frequently, Greatly Impairing)
0 Psychological Limitation: Absolutely loyal to the Battlemaster (Uncommon, Total, Extra Disadvantage)
10 Psychological Limitation: Intense, no sense of humor (Common, Moderate)
20 Psychological Limitation: Proud, Overconfident (Very Common, Strong)
15 Psychological Limitation: Relentless, will not surrender/Give up (Common, Strong)
15 Social Limitation: Public Identity (Frequently, Major)
5 Unluck: 1d6
Disadvantage Points: 150

Base Points: 200Experience Required: 277Total Experience Available: 277Experience Unspent: 0Total Character Cost: 627

Height: 1.90 m Hair: White
Weight: 25600.00 kg Eyes: White
Appearance: A tall and thickly built African American with stark white hair and white eyes. His voice resonates with an inhuman tone. Although he claims to wear no costume when acting publically he almost always can be seen in a black outfit consisting of muscle shirt, slacks, combat boots, and a black leather duster with a styleized lunar eclips on the back.Personality: The Fallen Star does not work for anyone but himself. He calls the Faction his allies in his struggles to find a place to call his own, but he will not admit or accept that Battlemaster is his "boss" or "leader". The truth is a bit more sinister. The Battlemaster has slowly shaped the Fallen Star into the man he is now. If he hadn't had such trouble controlling his powers in his initial appearance, he might have become a hero, but Battlemaster saw his potential and egged the man to more and more violent actions. He has completely won the loyalty of The Fallen Star, but the younger villain has no idea that this is true. Quote:"I dont play "supervillain" games, Nighthawk, you will not walk away from this."Background: When he walks down the street, the earth trembles, his glare has been known to make grown men faint; he is Gabriel Pierce, the Fallen Star. There have been rumors as to how the physicist turned supervillain gained his powers but he's never confirmed any of them. He is something of an anti-hero, he has "street cred" with urban youth, his disdain for the "superhero game" and his willingness to take what he wants embodies some of thier ideals of self fullfillment. Since his very violent initial appearance in New York City, he has been seen with the Faction many times. He often gives orders to the other superpowered members of the team (save Battlemaster) and is generally considered the leader of the Big Guns.

 

Powers/Tactics: A living gravity singularity, Gabriel simulates many of the abilities of Graviton, however, he is not in her league. He does have superhuman strength due to his tremendous mass. He circumvents this by flying constantly. However, if he is knocked unconscious or stunned he "falls" and all his mass is applied to the area he occupies.

Campaign Use: A gravity manipulator. The Fallen Star is more about attitude than unique abilities. His power level is actually on the lower end damage wise but some of his "effect" powers, the TK and Flight usable as an attack can be considered dangerous so feel free to tone them down or remove them all together. To make him more of a threat cut and paste Graviton's abilities as you see fit.
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Guest Worldmaker

Re: Wednesday July 21st, 2004

 

A couple of things. I think this guy (with a bit of tinkering on the old HD file) might work for Tower for the GGU' date=' Worldmaker...if you want him...[/quote']

 

I'll take him. Thanks.

 

 

And the Fearsome Five is the one with Mammoth, Shimmer, Jinx, Gizmo, and Psimon. Currently featured in The Outsiders.

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Re: Wednesday July 21st, 2004

 

I'll take him. Thanks.

 

 

And the Fearsome Five is the one with Mammoth, Shimmer, Jinx, Gizmo, and Psimon. Currently featured in The Outsiders.

Then yes.

I have 4th edition writeups of Shimmer, Mammoth, and Gizmo somewhere, I'd have to look into Psimon and Jinx...why?

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Guest Worldmaker

Re: Wednesday July 21st, 2004

 

Then yes.

I have 4th edition writeups of Shimmer, Mammoth, and Gizmo somewhere, I'd have to look into Psimon and Jinx...why?

 

I'm looking for writeups. :bounce:

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Guest Worldmaker

Re: Wednesday July 21st, 2004

 

Let me check it out at home tonight. I could even bump them to 5th...

 

 

Cool. If you don't want to that's fine, I can do it. But if you do, I'd still appreciate it.

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Saturday July 24th, 2004Okay to catch up here are some updates to 4th edition write ups I did for some of the Fearsome Five characters. Note: The DC Heroes book I based the writeups on only listed Mammoth, Shimmer, and Gizmo. I've never really followed them so they might be lacking in meat. I have nothing for Psimon, Dr. Light, Jinx, Neutron, or Deuce and Charger.MammothPlayer: NPC Villain, Member of Fearsome Five

Val Char Cost
75 STR 65
20 DEX 30
35 CON 50
14 BODY 8
7 INT -3
12 EGO 4
20 PRE 10
10 COM 0
40 PD 25
40 ED 33
4 SPD 10
24 REC 4
70 END 0
70 STUN 0
6" RUN02" SWIM015"/25" LEAP0Characteristics Cost: 236
Cost Power END
10 Can Jump High: Superleap +10" (15"/25" forward, 7 1/2"/12 1/2" upward) 1
7 Door-Smashing Fists: HA +4d6 (20 Active Points); Only Versus Doors (-1), Hand-To-Hand Attack (-1/2), Increased Endurance Cost (x2 END; -1/2) 4
3 Environmental Protections: Life Support (Safe in High Pressure; Safe in Low Pressure/Vacuum) 0
10 Hyper Immune System: Life Support (Immunity All terrestrial diseases and biowarfare agents) 0
10 Large and In Charge: Knockback Resistance -5" 0
6 Pain Tolerance: (Total: 20 Active Cost, 6 Real Cost) +10 Mental Defense (12 points total) (10 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 3) plus Power Defense (10 points) (10 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 3) 0
10 Resistance to Sister's touch: Power Defense (10 points) 0
12 Supertough Form: (Total: 12 Active Cost, 12 Real Cost) Lack Of Weakness (-6) for Normal Defense (Real Cost: 6) plus Lack Of Weakness (-6) for Resistant Defenses (Real Cost: 6) 0
25 Toughness: Damage Resistance (25 PD/25 ED) 0
Powers Cost: 93
Cost Skill
20 +4 with Hand to hand Combat
12 +4 with Punch, Haymaker, and Sweep
2 AK: Sydney, Australia 11-
2 KS: Television 11-
Skills Cost: 36
Val Disadvantages
15 Distinctive Features: Frickin Huge! (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Distinctive Features: Big Dumb Guy: Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
15 Hunted: Fearsome Five 14- (Mo Pow, Watching)
10 Hunted: Teen Titans (or similar group) 8- (As Pow, Capture)
20 Psychological Limitation: Devoted Brother; Will sacrifice self to save Shimmer Common, Total
5 Psychological Limitation: Large Size; -1 DCV, +1 to opponents PER rolls (Uncommon, Moderate)
20 Psychological Limitation: Naive, Innocent Common, Total
15 Psychological Limitation: Violent, easily goaded into rash actions (Common, Strong)
10 Reputation: Lower Echelon Supervillain, 11-
15 Social Limitation: Public Identity Frequently (11-), Major
10 Unluck: 2d6
Disadvantage Points: 150

Base Points: 200Experience Required: 15Total Experience Available: 15Experience Unspent: 0Total Character Cost: 365

Height: 2.75 m Hair: Red
Weight: 341.00 kg Eyes: Green
Appearance: Huge man with red hair. Wears a black suit with golenn gloves, boots, and "M" styled studded bands on his chest and shoulders. Personality: Not much. Mammoth is childlike, innocent, devoted to his sister, and quite violent. Beyond that we've not seen much.Quote:Background: Astonishingly big fellow from Australia. Came to America with his sister to be supervillains. Was recruited by Dr. Light (I) as part of his Fearsome Five and has pretty much stayed with one or all of the members at all times. Psimon almost killed him and did kill his sister Shimmer at one point, but she was revived by Psimon and Dr. Sivana. Currently with a new incarnation of the Fearsome Five. Powers/Tactics: Hit it until it stops moving. Campaign Use: Based on a DC heroes campaign where Superman has a 125 STR. If this it too tough for you, reduce Mammoth to STR 55 and his DEF to 25. Everything else is good where it is.

To make him tougher, give him more tricks, but not too many, he's not smart enough to think of alot. Perhaps simply adding Dam Red would make him a relentless enough opponent.

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Sunday July 25th, 2004ShimmerPlayer: NPC Villainess, member of Fearsome Five

Val Char Cost
10 STR 0
14 DEX 12
13 CON 6
11 BODY 2
18 INT 8
12 EGO 4
18 PRE 8
18 COM 4
6 PD 4
6 ED 3
4 SPD 16
10 REC 10
30 END 2
30 STUN 7
6" RUN02" SWIM02" LEAP0Characteristics Cost: 86
Cost Power END
250 Transmutation: Multipower, 200-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (250 Active Points)
10u 1) Coat in Metal: Entangle 10d6, 10 DEF (Stops A Given Sense Group Hearing Group, Stops A Given Sense Group Sight Group) (120 Active Points); Limited Range (1"; -1/4) 6
6u 2) Create Smoke: Darkness to Sight Group 9" radius (90 Active Points); Limited Power: Not In Vaccuum (-1/4), Limited Range (1"; -1/4) 4
9u 3) Transmutation: Major Transform 3d6 (Anthing to anything, Heals Back quickly (ten minutes)), Cumulative (+1/2), Improved Target Group (+1) (112 Active Points); Limited Range (1"; -1/4) 5
10u 4) Disintigration Tunneling: Tunneling 2" through 32 DEF material (100 Active Points) 5
8u 5) Bomb Effect: Energy Blast 11d6, Personal Immunity (+1/4), Area Effect: One-hex (+1/2) (96 Active Points); Limited Range (1"; -1/4) 5
8u 6) Anti-matter : RKA 6d6+1 (95 Active Points); Limited Range (1"; -1/4) 4
Powers Cost: 301
Cost Skill
20 +2 with Overall Level
3 Bureaucratics 13-
3 Climbing 12-
3 Concealment 13-
3 Contortionist 12-
3 Conversation 13-
3 High Society 13-
3 Interrogation 13-
3 Lockpicking 12-
3 Persuasion 13-
3 Security Systems 13-
3 Seduction 13-
3 Shadowing 13-
3 Sleight of Hand 12-
3 Stealth 12-
3 Streetwise 13-
Skills Cost: 65
Val Disadvantages
0 Distinctive Features: Morbid Gothique (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
15 Hunted: Fearsome FIve 14- (Mo Pow, Watching)
10 Hunted: Teen Titans 8- (As Pow, Harshly Punish)
20 Psychological Limitation: Devoted to Brother (Common, Total)
10 Psychological Limitation: Greedy (Common, Moderate)
10 Psychological Limitation: Waxes Despondant over life as a criminal (Uncommon, Strong)
10 Reputation: Lower Echelon Villainess, 11-
15 Social Limitation: Public Identity (Frequently, Major)
Disadvantage Points: 90

Base Points: 200Experience Required: 162Total Experience Available: 177Experience Unspent: 15Total Character Cost: 452

Height: 1.70 m Hair: Red
Weight: 65.00 kg Eyes: Green
Appearance: Goth looking redhead. Personality: Hard to say. Wants to act tough but threw in the towel on her criminal career once. Seems to be more morbid since her death/rebirth. Devoted sister.Quote:Background: Meta from Australia. Travelled to US to become a supervillainess. Joined Fearsome Five. Killed by Psimon. Returned to life by Psimon and Dr. Sivana Powers/Tactics: Likes to transform walls to poison gasCampaign Use: 
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Monday July 26th, 2004GizmoPlayer: NPC VIllain, Member of the Fearsome Five

Val Char Cost
10 STR 0
20 DEX 30
13 CON 6
11 BODY 2
28 INT 18
13 EGO 6
16 PRE 6
13 COM 2
8/16 PD 6
8/16 ED 5
4 SPD 10
8 REC 6
30 END 2
30 STUN 7
6" RUN02" SWIM02" LEAP0Characteristics Cost: 106
Cost Power END
93 Gizmos: VPP (Gadget Pool), 75 base + 18 control cost, (112 Active Points); all slots OAF (-1)
16 Armored Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 0
9 Flight Pack: Flight 10" (20 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4), OIF (-1/2) 2
10 Small Man: Negative Combat Skill Levels (-2 to opponent's OCV) 1
6 Easy to miss: Negative Skill Levels (-2 with PER Rolls) 1
Powers Cost: 134
Cost Skill
20 +2 with Overall Level
3 Climbing 13-
3 Combat Driving 13-
3 Combat Piloting 13-
3 Computer Programming 15-
3 Contortionist 13-
3 Cryptography 15-
3 Deduction 15-
3 Demolitions 15-
3 Electronics 15-
17 Gadgeteering 21-
3 Inventor 15-
3 Lockpicking 13-
3 Mechanics 15-
2 Navigation (Air) 15-
3 Scientist
2 1) Science: Biology 15- (3 Active Points)
2 2) Science: Biophysics 15- (3 Active Points)
2 3) Science: Chemistry 15- (3 Active Points)
2 4) Science: Genetics 15- (3 Active Points)
2 5) Science: Mathematics 15- (3 Active Points)
2 6) Science: Physics 15- (3 Active Points)
3 Security Systems 15-
3 Shadowing 15-
3 Sleight of Hand 13-
3 Stealth 13-
3 Systems Operation 15-
2 Weapon Familiarity: Small Arms
4 Weaponsmith: Energy, Exotic, Slugthrowers (Other) 16-
Skills Cost: 111
Cost Perk
10 Money: Wealthy
5 Owner of Gizmo Inc.
Perks Cost: 15
Val Disadvantages
10 Dependent NPC: Ex-Wife 8- (Normal)
10 Distinctive Features: Dwarf (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: Fearsome Five 14- (Mo Pow, Watching)
10 Hunted: Teen Titans 8- (As Pow, Harshly Punish)
5 Physical Limitation: Small, +3" KB. (Infrequently, Slightly Impairing)
10 Psychological Limitation: Adrenaline Junkie (Common, Moderate)
10 Psychological Limitation: Lecherous (Common, Moderate)
15 Psychological Limitation: Loves to tinker with technology (Very Common, Moderate)
15 Psychological Limitation: Loyal to Fearsome Five members (Mammoth and Shimmer only, really) (Common, Strong)
10 Reputation: Lower Echelon Villain, 11-
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 125

Base Points: 200Experience Required: 41Total Experience Available: 41Experience Unspent: 0Total Character Cost: 366

Height: 1.25 m Hair: Reddish Brown
Weight: 54.00 kg Eyes: unknown
Appearance: Short bald dwarf with wierd facial hair. Wears green and gray tech based costume and goggles. Originally had full beard and a heavier costume with a hood.Personality: Seems to be in it for kicks.Quote:Background: Short genius. Owns Gizmo Inc. Makes weapons for illegitamate businesses. Answered add in underground paper to become founding member of Fearsome Five. Powers/Tactics: Lots of gadgets and he's short too. Campaign Use: Gadgeteer. Likes to make things by altering and advancing existing items (Vaccuum Cleaners, etc.)
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Guest Worldmaker

Re: Monday July 26th, 2004

 

These writeups are a bit weak. But I'll make it up with the next one. See anything you like WM?

 

Absolutely, thanks. I can work with this definitely.

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Tuesday July 27th, 2004Man MountainPlayer: NPC Hero

Val Char Cost
65 STR 40
13 DEX 9
35 CON 50
19 BODY 18
13 INT 3
11 EGO 2
24 PRE 14
14 COM 2
16/31 PD 0
16/31 ED 6
4 SPD 17
20 REC 0
70 END 0
70 STUN 0
12" RUN02" SWIM013" LEAP0Characteristics Cost: 161
Cost Power END
30 Absolute Earth Control: Elemental Control, 60-point powers
24 1) Earthmoving: Telekinesis (35 STR), Reduced Endurance (1/2 END; +1/4) (66 Active Points); Only Versus Earth/Rock (-1/2) 2
18 2) Earthquake: Energy Blast 7d6, Personal Immunity (+1/4), Explosion (+1/2) (61 Active Points); No Range (-1/2), Only Affects Grounded Targets (-1/4) 6
32 3) Rock Blast: Energy Blast 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points) 2
26 4) Stony Prison: Entangle 4d6, 6 DEF, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Only Versus Grounded Targets (-1/4) 2
32 5) Tunnel Creation: Tunneling 8" through 12 DEF material, Fill In (62 Active Points) 6
8 Avalanche Wave: Multipower, 12-point reserve, (12 Active Points); all slots Side Effects (-1/2)
1u 1) Avalance Riding: Running +6" (12" total) (12 Active Points); Side Effects (-1/2) 1
1u 2) Rock Skimming: Flight 6" (12 Active Points); Must Remain within 6" of Ground (-1/2), Side Effects (-1/2), Physical Manifestation (-1/4) 1
63 Body Of Stone: (Total: 72 Active Cost, 63 Real Cost) Armor (15 PD/15 ED) (45 Active Points); Visible (-1/4) (Real Cost: 36) plus Knockback Resistance -3" (Real Cost: 6) plus +15 STR (Real Cost: 15) plus +3 PD (Real Cost: 3) plus +3 ED (Real Cost: 3) 1
8 Foot Melding: Knockback Resistance -6" (12 Active Points); Only In Contact With Ground (-1/2) 0
20 Karmic Comeback: Luck 4d6 0
46 Stone Form: Life Support (Eating Character only has to eat once per week; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character only has to sleep 8 hours per week) 0
Powers Cost: 309
Cost Skill
12 +4 with Elemental Control
15 +3 with HTH Combat
2 KS: College Football 11-
3 Mechanics 12-
2 Navigation (Land) 12-
2 PS: Truck Driver 11-
3 Paramedics 12-
3 Streetwise 14-
4 TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Two-Wheeled Motorized Ground Vehicles
Skills Cost: 46
Cost Perk
1 Fringe Benefit: License to practice a profession: Commercial Driver's License
6 Reputation: Popular hero (A large group) 14-, +2/+2d6
9 Contact: Local Police (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-
Perks Cost: 16
Cost Talent
3 Absolute Time Sense
5 Lightning Reflexes: +3 DEX to act first with All Actions
Talents Cost: 8
Val Disadvantages
15 Dependent NPC: Ex-Wife 8- (Incompetent)
15 Dependent NPC: Ex-Wife's child 8- (Incompetent)
15 Distinctive Features: Made of Stone (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Hunted: The Ultimates 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Hunted: Tremblor 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Physical Limitation: 4-7 times normal mass (Frequently, Greatly Impairing)
5 Physical Limitation: Can't Swim, sinks in water (Infrequently, Slightly Impairing)
10 Physical Limitation: Medical-Resistant Skin (Infrequently, Greatly Impairing)
5 Physical Limitation: Reduced Tactile Sense (Infrequently, Slightly Impairing)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Loyalty To Community (Common, Strong)
15 Psychological Limitation: Protective Of Innocents (Common, Strong)
15 Social Limitation: Public Identity (Frequently, Major)
5 Unluck: 1d6
5 Vulnerability: 1 1/2 x BODY Air/Wind Based Attacks (Uncommon)
10 Vulnerability: 2 x STUN Air/Wind based attacks (Uncommon)
Disadvantage Points: 200

Base Points: 200Experience Required: 140Total Experience Available: 140Experience Unspent: 0Total Character Cost: 540

Height: 2.17 m Hair: Deep Gray
Weight: 400.00 kg Eyes: Green
Appearance: David is a huge man made of smooth stone. He is cool to the touch with a gray surface swirled with browns, whites, and veins of gold or other precious metals. His eyes appear to be polished green stone and his "hair" is a dark gray. He wears a pair of specially made biker shorts with "MM" on the side of his right thigh.Personality: Man Mountain is a decent guy. He works as a heavy lifter for a local contractor, getting a nice salary and since he doesn't need much sleep he's allowed to work odd hours so as not to interfere with his superheroic and charitable persuits. David is a good man. His word is his bond and he was raised to be respectful and polite. He carries this over to his superheroing, he works well with authorities and other heroes.Quote:"Stand back, this can get pretty messy." Background: David Johanson was an unhappy man. He married a girl he dated infrequently in highschool because she got pregnant. He dropped out of college to work at her father's trucking company as a driver and mechanic. The marriage wasn't a happy one. His wife constantly held their child's welfare over his head, pushing him to work horrific overtime hours (which his father-in-law was happy to let him do). David was on the road so much he barely recognized his daughter when he got home.

His life became even more heartbreaking when he heard the news that his daughter, Emily was in need of a kidney translplant. Racing home, David met his wife at the hospital. The doctors told the Johanson's that the list was long and a family member would be the best match. David wanted to be tested then and there but his wife resisted. She wanted to be tested first; then she urged David to go home and wait. David consented and went home. His wife came back saying that she wasn't a match and that the search would go on. David wanted to go get tested but she told him that if she wasn't a match he wouldn't be either. David agreed, seeing his wife was almost hysterical.

Then he was sent away on a shipment. While he was away, Emily worsened. When he got home four weeks later, she was in the hospital. David's wife was beside herself. She was becoming irrational and David couldn't deal with her. They had a huge fight and David left. Although his wife assumed he was headed to the bar to drown his sorrows, David made a bee-line for the hospital. He visited with Emily and then went to her doctor.

David begged to be tested. He explained that he knew his wife was not a match and that he probably wouldn't be, but he wanted to try. The doctor informed David that his wife had not actually consented to be tested. She'd left shortly after he had the night Emily was diagnosed. Dumfounded, David was tested and the doctor came back and told him more startling news. He was not compatable, and there was reason to believe that Emily was not his child. David took a paternity test and when it came back negative, he called a lawyer. The divorce was quick and decisive. David wanted custody of Emily, but the judge ruled against him. His former father-in-law fired him and he was out on the streets.

David was staying with his younger brother and his wife for a while when they went on a vacation to go rock climbing in Arizona. It was there that David unloosed a stone, so perfectly spherical, he had assumed it had been planted their by someone. He stared into the perfect alabaster globe in his hands and simply felt a keen sense of serinity.

When the park rangers were summoned a two days later to search for David they found what appeared to be a lifesized statue of a man sitting on a rock holding a small globe.

They were shocked when the statue turned and regarded them with a start. A few days later, David, as Man Mountain made the papers stopping a bank robbery. Since then he has performed admirably as a 'blue collar' superhero. His life has been more or less better than it was since the transformation, save for his Ex revealing his identity on the Jerry Springer show in a (backfired) attempt at bringing sympathy and financial compensation to her and her child. David has set up accounts for Emily's college and future, but he's kept this money from the Ex.

Powers/Tactics: More than a brick, Man Mountain can control the Earth itself. His powers tend to be quite destructive to the nearby area and he tries to avoid collateral damage as much as possible. He's hoping to one day be able to repair and construct stone surfaces as well as mess them up. Campaign Use: Something of a "wroking class" hero. David is a normal man in an extrodinary world. If you want to make him more normal...drop his total STR to 50 and his CON and Defenses to 25.

If you want to make him tougher, increase the active point cap of his EC to 75 or more points, add a few construction abilities, a wall of stone and a stone transformation.

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