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Hero A Day...Sorta...


Enforcer84

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Wednesday July 28th, 2004Blue SaintPlayer: NPC; Hero

Val Char Cost
20 STR 10
23 DEX 39
20 CON 20
12 BODY 4
18 INT 8
18 EGO 16
20 PRE 10
20 COM 5
8/30 PD 4
8/30 ED 4
6 SPD 27
10 REC 4
40 END 0
40 STUN 8
11" RUN02" SWIM08" LEAP0Characteristics Cost: 159
Cost Power END
67 Cyberkenisis: Multipower, 67-point reserve
2u 1) Cameravision: Clairsentience (Sight And Hearing Groups) (30 Active Points); Only Through Cameras and Listening Devices (-1/2), Attack Roll Required (-1/4) 3
4u 2) Cybercontrol: Mind Control 8d6 (Machine class of minds) (40 Active Points) 4
3u 3) Cyberillusions I: Mental Illusions 8d6 (Machine class of minds) (40 Active Points); Cannot Cause Harm (-1/4) 4
1u 4) Cyberillusions II: Sight and Radio Groups Images x8" Radius (+3/4) (26 Active Points); Only Versus Machines (-1) 3
1u 5) Cyberlink: Mind Link , Any Willing Machine (15 Active Points); No Range (-1/2) 0
4u 6) Cyberpathy: Telepathy 8d6 (Machine class of minds) (40 Active Points) 4
4u 7) Cyberscanning: Mind Scan 8d6 (Machine class of minds) (40 Active Points) 4
1u 8) Electronic Concealment: Invisibility to Sight Group , No Fringe (30 Active Points); Only Versus Machines (-1) 3
3u 9) Erase/Alter Records: Major Transform 2d6 (Add, Alter, or Remove Computer Psychological Limitations, Programs, or Records), Partial Transform (+1/2), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1), Target Chooses Defense (-1/4) (67 Active Points); No Range (-1/2), Limited Target Software & files (-1/2) 7
3u 10) Machine Destruction: Killing Attack - Ranged 3d6, Area Of Effect (One Hex; +1/2) (67 Active Points); Only Versus Machines (-1) 7
1u 11) Machine Manipulation: Telekinesis (10 STR), Fine Manipulation (25 Active Points); Only To Control Machines And Machine Parts (-1) 2
1u 12) Misdirection: Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); Only Versus Ranged Attacks (-1), Only Versus Attacks Involving Machines/Electronic Devices (-1), Costs Endurance (-1/2) 4
9 Acrobatic: Leaping +4" (8" forward, 4" upward) (Accurate) 1
12 Armored Uniform: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Activation Roll 14- (does not protect Hit Locations 3-7; -1/2) 0
10 Athletic: Running +5" (11" total) 1
6 Betacloth Jacket: Armor (4 PD/4 ED) (12 Active Points); OIF (-1/2), Activation Roll 14- (-1/2) 0
16 Crippling Blow: Drain BODY 1d6, any physical body-based power one at a time (+1/4), Delayed Return Rate (character heals damage as if Recovering BODY; +2) (32 Active Points); OIF (bladed weapons of opportunity; -1/2), Healing BODY Heals Effect (-1/2) 3
10 Luck of the er, lucky: Luck 2d6 0
5 Skilled at Evasion: Mental Defense (9 points total) 0
40 Techno-Blade: Multipower, 80-point reserve, (80 Active Points); all slots OAF (-1)
3u 1) Vibro Blade: Killing Attack - Hand-To-Hand 3d6, Reduced Endurance (1/2 END; +1/4), Penetrating (+1/2) (79 Active Points); OAF (-1), No STR Bonus (-1/2), No Knockback (-1/4) 3
3u 2) Vibro Blast: Energy Blast 12d6, Affects Desolidified One Special Effect of Desolidification (vs Vibratory Special Effect; +1/4) (75 Active Points); OAF (-1), Limited Range (10"; -1/4), 12 Charges (-1/4) [12]
12 Wideband Sense: High Range Radio Perception (Radio Group) (Radio Group) 0
Powers Cost: 221
Cost Martial Arts Maneuver
Hapkido
12 1) +3 HTH Damage Class(es)
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 3) Breaking Throw: 1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6 , Target Falls
4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR to Disarm roll
4 5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 50 STR vs. Grabs
5 6) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1 1/2d6 , Disable
3 7) Joint Lock: 1/2 Phase, +0 OCV, -1 DCV, Grab One Limb; 25 STR for holding on
5 8) Kick: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike
4 9) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3 1/2d6 NND
4 10) Punch: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike
3 11) Sweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 Strike, Target Falls
3 12) Throw: 1/2 Phase, +0 OCV, +1 DCV, 7d6 +v/5, Target Falls
1 13) Weapon Element: Blades
1 14) Weapon Element: Clubs
Martial Arts Cost: 58
Cost Skill
9 +3 with Swords
15 +5 with Hapkido
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
3 Combat Driving 14-
13 Computer Programming 18-
3 Concealment 13-
3 Contortionist 14-
3 Criminology 13-
3 Cryptography 13-
3 Demolitions 13-
3 Disguise 13-
3 Electronics 13-
3 Fast Draw 14-
3 High Society 13-
3 Lockpicking 14-
3 Mechanics 13-
2 PS: UNTIL Agent 11-
3 Paramedics 13-
3 Scholar
1 1) KS: Hapkido (2 Active Points) 11-
1 2) KS: International Law And Law Enforcement (2 Active Points) 11-
1 3) KS: The Martial World (2 Active Points) 11-
1 4) KS: The Superhuman World (2 Active Points) 11-
1 5) KS: The United Nations (2 Active Points) 11-
1 6) KS: UNTIL (2 Active Points) 11-
1 7) KS: World Politics (2 Active Points) 11-
1 8) KS: World Supervillains (2 Active Points) 11-
3 Security Systems 13-
3 Shadowing 13-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 13-
3 Systems Operation 13-
3 Tracking 13-
2 WF: Common Melee Weapons
Skills Cost: 121
Cost Perk
10 Computer Link: UNTIL Mainframe
6 Contact: Until Technical Agent (Contact has access to major institutions, Contact has useful Skills or resources, Very Good relationship with Contact) 11-
5 Fringe Benefit: International Driver's License, Passport, Security Clearance: UNTIL
5 Fringe Benefit: International Police Powers
2 Fringe Benefit: Membership: SLP Member
Perks Cost: 28
Cost Talent
3 Absolute Range Sense
3 Absolute Time Sense
12 Combat Luck (6 PD/6 ED)
5 Eidetic Memory
3 Lightning Calculator
Talents Cost: 26
Val Disadvantages
20 Hunted: ARGENT 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: Mechanon 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: The UItimates 8- (Mo Pow, Harshly Punish)
10 Hunted: UNTIL 8- (Mo Pow, NCI, Watching)
10 Psychological Limitation: Enthralled by logic puzzles; likes to "outthink" his foes (Common, Moderate)
15 Psychological Limitation: Loyal to friends and allies. Lives by a strict personal code (Common, Strong)
20 Psychological Limitation: Sworn to defend humanity from "tech gone wild" (Common, Total)
15 Psychological Limitation: Technophile (Very Common, Moderate)
15 Social Limitation: Secret Identity (Frequently, Major)
10 Vulnerability: 2 x STUN Magnetic Attacks (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 263Total Experience Available: 263Experience Unspent: 0Total Character Cost: 613

Height: 1.80 m Hair: Blue
Weight: 77.00 kg Eyes: Blue
Appearance: Derek has a lithe build (belieing his strength )and wears a white tee shirt with a blue, tilted "halo" over his heart. He wears dark gray pants and black combat boots. His gloves have plates over the back of his hands, and are dark gray. He wears a blue belt with a black scabbard for his sword. Over this he wears a long pale gray duster with a blue halo on the left breast and white "wing" designs on the back.Personality: The Blue Saint has had a rather brief career. He has been active in the UNTIL SLP for three years and his first recorded activity was a year before that. His origins are unknown, neither is his reasoning behind the name. Quote:"Tsk, tsk, Mechanon. That was not nice."Background: Derek McGowan is a specialist. A technology assassin. He is a powerful cyberkinetic with espionage and intense physical training. He loves technology, but he has sworn to defend humanity from those who abuse it. He has an excellent working relationship with UNTIL and is a member of ther Superhero Liason program. The source of his powers are assumed mutation but since he can effect mutant scanners he doesn't show up as one. Powers/Tactics: Derek is essentially a cyberkinetic ninja. He has trained in the the arts of Hapkido (to be different) and his skulking skills are top notch. He is a computer savant (but says his powers made that a foregone conclusion and doesn't consider himself a genius. In combat he generally concentrates on foes he has the most success with, robots, cyborgs, powered armor, and hi-tech gunmen. In that order. If he doesn't have any of those to choose from he tends to play by ear and seek out foes that are closer to his Martial Arts skill level.Campaign Use: A decent solo hero or team fodder when you need it. He's quite expensive though, if you want to use him drop his MP to about 40 pts and scale back the bigger powers. Drop some of them altogether. Also dropping his physical stats will make a more "agent" class fighter. To amp him up increase his DEX and SPD. Give him a small gadget pool.
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Guest Worldmaker

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

 

I can't get any of the export templates in Hero Designer to include graphics. Which export template do you use when you're including a picture, Enforcer?

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

 

I can't get any of the export templates in Hero Designer to include graphics. Which export template do you use when you're including a picture' date=' Enforcer?[/quote']

It's one of Killer Shrikes... uhm... let's see Hero Boards with Background Fields BW

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

 

Remodeling Champions Universe: Segment 4; Re: The Protectors of New York.

 

In the lat 70's and early 80's a team appeared in New York City, setting themselves up as media darlings and populist rivals to the older more experienced Sentinels. The founding members, Crusader, Champion, Firebug, Crime Fighter, and Starburst garner a lot of attention and capture the imagination of New York. The team in dynamic, and its spokesman, Starburst, is a naturally gifted speaker and seems to love the media attention; the Protectors are everywhere it seems. Their ranks grow rather than change, adding the extra terrestrial android, Avar-7 to the mix in their first year. They eventually end with six full time members and four "reservists", members who take part when called upon but don't spend as much time with the team.

As quickly as they arrived, it seemed they were gone. The capture and subsequent "reprogramming" of Avar-7 by the maniacal Dr. Destroyer leads the team into a trap. The team escapes, but Avar-7 is destroyed. Champion retires after his personal life falls apart due to his extramarital affair with Rhiannon, the deaths of White Witch and Crusader in the mid 80's, spells the team's doom, which was finalized with the arrest, and later conviction, of Starburst in a rape trial that rocked the superhuman community for years.

 

April 17th, 1975: The Protectors of New York are formed. Original lineup consists of Crusader, Crime Fighter, Firebug, Champion, and Starburst.

 

July 2nd, 1975: The Protectors encounter the alien Avar-7. After a brief skirmish, the android is taken in by the team for "protective custody". Shortly thereafter, Avar-7 joins the team officially.

 

September 23rd, 1975: Rhiannon, a superheroine claiming to be the avatar of the Celtic Goddess, encounters the team. They work together on several missions, but Rhiannon does not joint the team officially. She is given "reserve" status.

 

October 12th, 1975: The Protectors and Sentinels do battle with Dr Destroyer for the first time. Destroyer is defeated by Avar-7's "phase touch" attack. A phalanx of Destroyer's agents prevent his capture.

 

January 1st, 1976: Crusader (amid rumors of an acrimonious relationship with Crime Fighter) leaves active status of the team. Maintaining his "reserve" status.

 

January 6th, 1976: White Witch, a lovely enchantress from France relocates to the US. She works with the Protectors as a reservist for a year but joins "Active membership" in 1977.

 

March 8th, 1976: The Amazing Action Man, a mutant with phenomenal agility and natural combat ability joins the team.

 

March 11th, 1976: Crusader, starting to see the end of his illustrious career more clearly now, takes a young partner to train. The youth takes the name Squire.

 

April 3rd, 1976: Firebug goes to reserve duty as she marries her boyfriend of 4 years.

 

April 30th, 1976: The Protectors offer membership to Microman II, formerly of the Sentinels, he turns them down.

 

August 11th, 1976: The Empyrean traitor Overseer battles Champion in the skies of New York. Champion defeats the Overseer but suffers grievous wounds. He is healed by the touch of Rhiannon.

 

February 3rd, 1977: Overseer and his agents (the Cabal) attack New York again. The Protectors, Rhiannon, Crusader, Squire, and Firebug reunite to protect the city. A young mentalist, Assentia, joins the team.

 

July 4th, 1979: Firebug gives birth to her first child, a daughter named Jillian.

 

June 5th 1982: Crusader and Squire, finding it difficult to see eye to eye anymore part ways. The young man who was Squire returns the costume and identity so that Crusader can find a new pupil.

 

September 1st, 1982: Crusader and Squire II are captured by one of Crusader's Rogues Gallery, the lovely and dangerous Countess. During their capture Countess, using drug treatments and the telepathic aid of an unknown agent, "couples" with Crusader, the man she had long desired for a husband.

 

September 12th 1982: the second Squire, unbeknownst to Crusader, begins taking a "performance enhancement" serum. The effects are gradual but impressive; the side effects are also gradual and impressive.

 

October 29th, 1982: The second Squire, now calling himself Crusade, kills his mentor and begins his violent vigilante career.

 

January 6th, 1983: Crime Fighter is critically injured attempting to bring Crusade to justice.

 

February 6th, 1983: Dr. Destroyer captures Avar-7 and reprograms the android to lead the team into a trap. The Protectors, plus their three remaining reservists manage to escape Destroyer's clutches, but Avar-7, driven mad by the conflicting programs, ends his existence in a moment of lucidity, enabling the team to escape.

 

February 8th, 1983: Champion reveals to the team that he has split from his wife to continue his affair with Rhiannon. The news makes the papers as the angry former wife reveals Champion's identity and infidelity to the world.

 

March 19th, 1983: White Witch is found murdered in the Protector's Base. The mystery is solved by a recently returned to duty Crime Fighter. The murderer, a fellow mystic who had followed White Witch from Europe, was captured and imprisoned. Her name was never known.

 

May 7th, 1983: Rhianon gives birth to a son.

 

June 17th, 1983: Countess appears before a stunned Crime Fighter in his secret Identity, holding an infant child. Explaining that the child is hers and Crusader's and that she has finally run out of places to hide, Countess asks Crime Fighter to look after her child. As the two converse, assassins from the Mist Viper ninja clan attack. The two former foes defeat the agents, but Countess, already weakened, does not survive the confrontation. Crime Fighter retires to raise the boy.

 

October 8th, 1983: Starburst is arrested and charged with rape. His trial is one of the most widely discussed and reported scandals in the 20th century. He is found guilty and sentenced to 15 years in prison. Seemingly enraged beyond measure, he attempts to flee the courthouse but is stopped, and violently so, by his former team mates, Champion and Rhiannon. After the trial Champion and Rhiannon are never seen again.

This also marks the end of the Protectors.

 

January 16th, 1984: The original Squire once again dons his costume and seeks out Crusade to avenge the death of his mentor.

 

July 15th, 1986: After a long hunt and several inconclusive encounters, Squire defeats Crusade in combat and brings the murderer to justice.

 

Nice heh?

You might ask why I went to the trouble of writing up a history of a defunct superteam. Well, you probably wouldn't ask, you all know me too well. I plan on writing up the original Protectors and their legacies. Two are obvious, others are not. I wrote this first. Well just see how the characters flow.

 

Watch this space!

 

 

;)

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Thursday July 29th, 2004This might fall into "ownership" issues about the Crusader. So if Ben or Steve would like me to remove Crusader I will. But for now...The CrusaderPlayer: NPC; created originally by ????; re-written by Chad Riley

Val Char Cost
20 STR 10
26 DEX 48
20 CON 20
15 BODY 10
25 INT 15
17 EGO 14
25 PRE 15
16 COM 3
8/14 PD 4
8/14 ED 4
6 SPD 24
8 REC 0
40 END 0
40 STUN 5
9" RUN02" SWIM06" LEAP0Characteristics Cost: 172
Cost Power END
20 Utility Belt: Multipower, 30-point reserve, (30 Active Points); OIF (-1/2)
1u 1) Advanced Lockpick Set: +2 with Lockpicking (4 Active Points); OAF (-1)
1u 2) Billy Club: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 0
1u 3) Bomb Defusing Kit: +2 with Demolitions (4 Active Points); OAF (-1), Only To Defuse Bombs (-1/4)
1u 4) Boomerang: Energy Blast 4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1) 0
1u 5) Calculator: Lightning Calculator (3 Active Points); OAF (-1)
1u 6) Crime Scene Kit: +2 with Criminology (4 Active Points); OAF (-1), 8 Charges (-1/2)
1u 7) Fake Bomb: Sight and Hearing Groups Images 1" radius, -5 to PER Rolls (30 Active Points); 1 Charge (-2), OAF (-1), Set Effect (fake bomb; -1) [1]
1u 8) Fear Darts: Drain PRE 2d6, Ranged (+1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Hit Locations (-1/4) [6]
1u 9) Flash Pellets: Sight Group Flash 2d6 (10 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6]
1u 10) Flashlight: Sight Group Images 1" radius, +4 to PER Rolls, 1 Continuing Fuel Charge lasting 1 Hour (refueled by recharging; +0) (22 Active Points); OAF (-1), Only To Create Light (-1), Limited Range (10"; -1/4) [1 cc]
1u 11) Freeze Gas: Minor Transform 3d6 (normal object into frozen stiff object, thawing out at normal rate) (30 Active Points); OAF (-1), 4 Charges (-1) [Notes: Freeze Gas is for use against the working parts of an alarm, a bomb, and so forth, not against living things] [4]
1u 12) Laser Torch: Killing Attack - Ranged 1 point, Reduced Endurance (0 END; +1/2), Penetrating (x2; +1) (12 Active Points); OAF (-1), No Range (-1/2) 0
1u 13) Medkit: +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1)
1u 14) Mini-Camera: Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-1/2)
1u 15) Mini-Console: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1) 0
1u 16) Mini-bolos: Entangle 3d6, 3 DEF (30 Active Points); 3 Charges (-1 1/4), OAF (-1) [3]
1u 17) Mini-radios: Mind Link , Specific Group of Minds, Number of Minds (x4) (20 Active Points); OAF (-1), Only With Others Who Have Mind Link (-1), Sense Affected As Hearing And Radio Groups, Not Mental Group (-1/4) 0
1u 18) Mini-recorder: Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-1/2)
1u 19) Miniature Climbing Rig: +2 with Climbing (4 Active Points); OAF (-1)
1u 20) Nightsight Monocular: (Total: 14 Active Cost, 6 Real Cost) Infrared Perception (Sight Group) (5 Active Points); OAF (-1) (Real Cost: 2) plus +6 versus Range Modifier for Sight Group (9 Active Points); OAF (-1) (Real Cost: 4) 0
1u 21) Painkillers: (Total: 30 Active Cost, 14 Real Cost) Physical Damage Reduction, Resistant, 25%, 2 Continuing Charges lasting 1 Hour each (+0) (15 Active Points); OAF (-1) (Real Cost: 7) plus Energy Damage Reduction, Resistant, 25%, 2 Continuing Charges lasting 1 Hour each (+0) (15 Active Points); OAF (-1) (Real Cost: 7) [2 cc]
1u 22) Paint Tag Bomb: Cosmetic Transform 4d6 (normal person to normal person painted bright red, washing with vinegar), Partial Transform (transform damage determines how much body is covered by paint; +1/2) (30 Active Points); OAF (-1), 4 Charges (-1), Range Based On Strength (-1/4) [4]
1u 23) Parabolic Mini-Mike: +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1) 0
1u 24) Rebreather: Life Support (Expanded Breathing: Breathe Underwater), 1 Continuing Fuel Charge lasting 1 Hour (refueled through recharging system; +0) (5 Active Points); OAF (-1) [1 cc]
1u 25) Security Systems Analyzer: +2 with Security Systems (4 Active Points); OAF (-1)
1u 26) Sleep Gas Pellets: Energy Blast 3d6, No Normal Defense (defense is Life Support [self-Contained Breathing or appropriate Immunity]; +1) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6]
1u 27) Smoke Pellets: Darkness to Sight Group 3" radius, 8 Continuing Charges lasting 1 Turn each (removed by high winds or rain; +0) (30 Active Points); OAF (-1), Range Based On Strength (-1/4) [8 cc]
1u 28) Swingline: Swinging 10", Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1) 0
1u 29) Thermite Pellets I: Killing Attack - Ranged 1d6, Armor Piercing (+1/2), Explosion (+1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6]
1u 30) Thermite Pellets II: Killing Attack - Ranged 1d6, Continuous (+1) (30 Active Points); OAF (-1), Range Based On Strength (-1/4), 6 Continuing Charges lasting 1 Turn each (-1/4) [6 cc]
1u 31) Throwing Blades: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Autofire (3 shots; +1/4), Range Based On STR (+1/4), Armor Piercing (+1/2) (20 Active Points); OAF (-1), 6 Recoverable Charges (-1/4) [6 rc]
1u 32) Vertigo Darts: Drain DEX 2d6, Ranged (+1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Hit Locations (-1/4) [6]
1u 33) Weakness Darts: Drain STR 2d6, Ranged (+1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Hit Locations (-1/4) [6]
7 Acrobatic: Leaping +2" (6" forward, 3" upward) (Accurate) 1
6 Athletic: Running +3" (9" total) 1
5 Audial Dampers: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
12 Basic Bulletproof Spandex Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
6 Mask Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As Hearing Group As Well As Radio Group (-1/4) 0
45 Master of Combat: Find Weakness 14- with All Attacks 0
5 Mindshield: Mental Defense (11 points total) (8 Active Points); OIF (-1/2) 0
3 Nightsight Lenses: Nightvision (5 Active Points); OIF (-1/2) 0
11 Pieceing together the Crime: Retrocognitive Clairsentience (Sight Group) (40 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, Must actually study the scene of the crime; -1 1/2), Requires A Skill Roll And A Skill Roll (RSR Skill is subject to Skill vs. Skill contests; Requires Skill Rolls in Forensics and Criminology; -1) 4
5 Polarized Lenses: Sight Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
10 Skilled and Lucky: Luck 2d6 0
8 Telescopic Lenses: +8 versus Range Modifier for Sight Group (12 Active Points); OIF (-1/2) 0
Powers Cost: 176
Cost Martial Arts Maneuver
Tae Kwon Do
12 1) +3 HTH Damage Class(es)
4 2) Arm Sweep Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 3) Crescent Kick Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR to Disarm roll
5 5) Flying Side Kick: 1/2 Phase, +1 OCV, -2 DCV, 11d6 Strike
4 6) Front Kick: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike
4 7) Knifehand Spearhand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6
4 8) Punch/Elbow Strike: 1/2 Phase, +2 OCV, +0 DCV, 9d6 Strike
5 9) Side or Roundhouse Kick: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike
3 10) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 7d6 Strike; Target Falls
1 11) Weapon Element: Blades
1 12) Weapon Element: Clubs
1 13) Weapon Element: Karate Weapons
1 14) Weapon Element: Staffs
Martial Arts Cost: 54
Cost Skill
20 +4 with HTH Combat
16 +2 with All Combat
3 Acrobatics 14-
3 Acting 14-
3 Breakfall 14-
3 Bugging 14-
3 Bureaucratics 14-
3 Climbing 14-
3 Combat Driving 14-
3 Computer Programming 14-
3 Concealment 14-
3 Contortionist 14-
3 Conversation 14-
3 Criminology 14-
3 Cryptography 14-
3 Deduction 14-
3 Demolitions 14-
3 Disguise 14-
3 Forensic Medicine 14-
3 High Society 14-
3 Interrogation 14-
3 Linguist
0 1) Language: English (imitate dialects) (5 Active Points)
1 2) Language: German (completely fluent) (3 Active Points)
3 3) Language: Japanese (completely fluent)
2 4) Language: Spanish (completely fluent) (3 Active Points)
3 Lockpicking 14-
3 Mechanics 14-
2 Navigation (Land) 14-
3 Paramedics 14-
3 Persuasion 14-
3 Scholar
2 1) KS: Computer Databases (3 Active Points) 14-
2 2) KS: Computer Hacking (3 Active Points) 14-
2 3) KS: Computer Interfaces (3 Active Points) 14-
2 4) KS: Computer Security (3 Active Points) 14-
2 5) KS: Computer Viruses (3 Active Points) 14-
2 6) KS: Criminal Law (3 Active Points) 14-
2 7) KS: Criminal Psychology (3 Active Points) 14-
2 8) KS: Known Criminals (3 Active Points) 14-
2 9) KS: Organized Crime (3 Active Points) 14-
2 10) KS: Police Proceedure (3 Active Points) 14-
2 11) KS: Street Gangs (3 Active Points) 14-
1 12) KS: Tae Kwon Do (2 Active Points) 11-
2 13) KS: Terrorism (3 Active Points) 14-
2 14) KS: The Underworld (3 Active Points) 14-
3 Scientist
2 1) SS: Anatomy 14- (3 Active Points)
2 2) SS: Ballistics 14- (3 Active Points)
2 3) SS: Biochemistry 14- (3 Active Points)
2 4) SS: Biology 14- (3 Active Points)
2 5) SS: Chemistry 14- (3 Active Points)
2 6) SS: Computer Control Systems 14- (3 Active Points)
2 7) SS: Mathematics 14- (3 Active Points)
2 8) SS: Medicine 14- (3 Active Points)
2 9) SS: Organic Chemistry 14- (3 Active Points)
2 10) SS: Software Engineering 14- (3 Active Points)
3 Security Systems 14-
3 Shadowing 14-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 14-
3 Systems Operation 14-
2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
3 Tactics 14-
3 Teamwork 14-
3 Tracking 14-
2 WF: Common Martial Arts Melee Weapons
Skills Cost: 200
Cost Perk
7 Access: The Protectors Compound (Hidden (-4 to Skill Rolls))
3 Computer Link: Protectors Database
5 Money: Well Off
12 Reputation: Scourge of the Underworld (A large group) 14-, +4/+4d6
25 Safe Houses
25 Destrier (Suped up Motorcycle)
Perks Cost: 77
Cost Talent
18 Combat Luck (9 PD/9 ED)
Talents Cost: 18
Val Disadvantages
10 Dependent NPC: Partner or Ally 11- (Slightly Less Powerful than the PC)
10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: Rogues Gallery 11- (As Pow, NCI, Harshly Punish)
0 Hunted: Crusade 11- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish, Replaces Rogues Gallery in 1983)
20 Psychological Limitation: Code vs Killing (Common, Total)
20 Psychological Limitation: Dedicated the ideals of Justice (Common, Total)
10 Psychological Limitation: Want's to leave the world better than when he entered it. (Common, Moderate)
10 Reputation: Elite Detective, 11-
15 Social Limitation: Secret Identity (Frequently, Major)
15 Susceptibility: Telepathic Contact, 2d6 damage per Turn (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 347Total Experience Available: 347Experience Unspent: 0Total Character Cost: 697

Height: 1.84 m Hair: Brown
Weight: 80.00 kg Eyes: Brown
Appearance: Above average height and well built, Crusader wore a gray body suit with a black "Tabbard" design on the torso and upper legs. A white Cross was on his chest. His gloves and boots were black with white stipes on the tops, his mask was gray and left his mouth and hair uncovored. In his costumed identity, he wore a red wig. His belts and utility compartments were white.Personality: Sam Saunders always felt a deep obligation to help people. His family legacy was important to him as was honor and justice. He was a dedicated crime fighter, an altruistic man in his secret identity, often attending non-denominal churches and volunteering. As the Crusader, he portrayed a grim, determined man, but that was mostly an act. Saunders was a man who loved life. He regretted later in his career never working with others before the Protectors, feeling he might have made more of an impact as the member of a group.Quote:"Easy now, Dr. Cro, all this violence is murder on your heart."Background: There always was the call to justice in the Saunders family. Samual's ancestor had been a US Marshall in California. As the family migrated back east, they often became police officers, sherrifs, a few even joined the Justice Department. Sam's father had been a DEA agent. Sam had his eyes on the CIA. It was something different. Still in service of his country but in exotic locations, wrought with danger and intrigue. Sam was a natural, a physical wunderkind with a brilliant, analytical mind. He was recruited at a young age and rose rapidly. He was chosen in 1970 for a deep cover mission. He was to infiltrate VIPER. The 70's had been unkind to VIPER in America, but elsewhere in the world, they were still a viable threat. Sam infiltrated VIPER and was instrumental in dealing the organization a series of blows in Europe. However, he was eventually caught. The Commander that caught him decided to turn him into a weapon under VIPER's control; both to harness his potential and to cause the CIA to suffer for their insulence. The plan was less than successful. Using VIPER mentalist and traditional brainwashing techniques, Sam was turned into an assassin. His physical talents were pushed to their peak and he was sent on his first mission. Things went badly. The target, a top man at the Department of Justice had been a childhood mentor to Sam. This helped him break the conditioning. The team of agents that had been sent to manage him were found, beaten but alive, a few days later.

The Crusader began his mission shortly afterwards.

Samual Saunders fought the good fight as Crusader for almost a decade before joining the Protectors. He had been a loner. His distaste for authoritative figures and reliance on only himself made it hard to form partnerships. But he decided the team might be useful if he could steer them. Initially, Crusader found working with the less experienced Crime Fighter to be an exasperating experience. They were very similar in style and attitudes, but Crime Fighter was simply not as gifted as Crusader in combat or detective work. The only place he really outshone Crusader was the checkbook. Crime Fighter bankrolled the Protectors and had a lovely arsenal of gadgets, vehicles, and the best crime lab money could buy. As the weeks turned to months, however, Crusader found that his younger team mate did not resent him but actually sought out his guidance. Saunders began teaching the younger man the tricks of the trade. Starburst, however, was another story. The glory seeking engergy projector rubbed Crusader the wrong way from the beginning. It was his constant need for attention that drove Crusader to inactive duty on the team.

Once away from the team Sam began to see that he missed teaching Crime Fighter the finer points of his namesake trade. Crusader also realized he was getting older in a profession that ravaged one's body unless you were superhuman like Champion. Deciding that he wanted to have a hand at training the next generation, Saunders found a student in the form of Eric James. Similar to his mentor, Eric was a physical and mental marvel. One of the most sought after student athletes in the New York area, he dropped out of the spotlight when his parents were killed during a robbery at their home. Saunders took the boy under his wing as Crusader. Eric took the name Squire. At first things were great, but DuPree rebelled often, Crusader didn't know how to help the boy deal with his anger and it often got in the way of their mission. Eventually, Squire broke off their partnership and "retired". Crusader was disheartened, but kept his eyes open for another pupil. He found it in Bart Lee, Bart was a gang member who wanted to go straight. Crusader helped him and they began training together. Bart struggled occasionally with the physical demands of the job. He found himself looking for ways to gain an edge. It was through some of his old contacts that he discovered a "super steroid" that was to be completely invisible to detection and very potent. Bart began taking the stuff and his improvement was almost immediatly noticeable. Crusader was pleased with his student's progress and Bart enjoyed the praise and rush he got from being so formidible. Sadly, the drug's effects were both addictive and debilitating. Bart began to lose touch with reality. He begin to feel that Crusader was slowing down. He worried for his mentor, feeling that perhaps he should abandon the identity and let him carry the banner now. Their discussions often turned towards Squire's ascendance to the title of Crusader, and at first Sam was amused. This didn't last long as he began to notice the changes in Bart's attitudes and his increasingly violent methods. Bart had decided at this time to hold back in training so as not to alarm Sam with his enhanced abilities, but he wasn't as good at hiding it as he thought. Sam found out Bart's methods and the argument that insued turned violent. When it was done Sam left his pupil on the floor, telling him that the drugs might have made him a "Man of Steel" but it was still the mind that won the battles.

Bart disappered into the night, he then began stalking the Crusader, and though his teacher was brilliant and able to ellude him for months, his obsession finally payed off as he found and completely boobytrapped one of the Crusader's safehouses.

Sam was captured and subsequently beaten to death by his student. When the news of this got out, the former Protectors gathered to pay respects to their fallen comrade. Eric James took up the identity of Squire again and in time, brought Bart, now calling himself Crusade, to justice.

Powers/Tactics: A brilliant detective and skilled martial artist, Crusader later in his career backed these up with an extensive "utility belt". He tended to rely on his fists to win the day.Campaign Use: Crusader is a "World's Greatest Detective" style crimefighter. Known in criminal circles for his skill in combat but feared for his mind. He gathered an odd assortment of criminal rivals who seemed to be in villainy for the simple pleasure of matching wits with him. If you want to emphesize the mind more, drop his DEX/SPD to 23/5 and his DC's to 2. If you want to make him one of the greatest fighters on the planet, increase the DEX/SPD to 30/7 and add 2 DC's and 2 Overall Levels. You could also give him a VPP to represent an extensive gadget arsenal.
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Friday July 30th, 2004Easy to create, this guy is a less capable version of Crusader. Crime FighterPlayer: NPC; former member of The Protectors

Val Char Cost
20 STR 10
24 DEX 42
20 CON 20
15 BODY 10
18 INT 8
13 EGO 6
18 PRE 8
14 COM 2
8/21 PD 4
8/21 ED 4
5 SPD 16
8 REC 0
40 END 0
40 STUN 5
8" RUN02" SWIM06" LEAP0Characteristics Cost: 135
Cost Power END
20 Utility Belt: Multipower, 30-point reserve, (30 Active Points); OIF (-1/2)
1u 1) Advanced Lockpick Set: +2 with Lockpicking (4 Active Points); OAF (-1)
1u 2) Billy Club: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 0
1u 3) Bomb Defusing Kit: +2 with Demolitions (4 Active Points); OAF (-1), Only To Defuse Bombs (-1/4)
1u 4) Boomerang: Energy Blast 4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1) 0
1u 5) Calculator: Lightning Calculator (3 Active Points); OAF (-1)
1u 6) Crime Scene Kit: +2 with Criminology (4 Active Points); OAF (-1), 8 Charges (-1/2)
1u 7) Fake Bomb: Sight and Hearing Groups Images 1" radius, -5 to PER Rolls (30 Active Points); 1 Charge (-2), OAF (-1), Set Effect (fake bomb; -1) [1]
1u 8) Fear Darts: Drain PRE 2d6, Ranged (+1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Hit Locations (-1/4) [6]
1u 9) Flash Pellets: Sight Group Flash 2d6 (10 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6]
1u 10) Flashlight: Sight Group Images 1" radius, +4 to PER Rolls, 1 Continuing Fuel Charge lasting 1 Hour (refueled by recharging; +0) (22 Active Points); OAF (-1), Only To Create Light (-1), Limited Range (10"; -1/4) [1 cc]
1u 11) Freeze Gas: Minor Transform 3d6 (normal object into frozen stiff object, thawing out at normal rate) (30 Active Points); OAF (-1), 4 Charges (-1) [Notes: Freeze Gas is for use against the working parts of an alarm, a bomb, and so forth, not against living things] [4]
1u 12) Laser Torch: Killing Attack - Ranged 1 point, Reduced Endurance (0 END; +1/2), Penetrating (x2; +1) (12 Active Points); OAF (-1), No Range (-1/2) 0
1u 13) Medkit: +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1)
1u 14) Mini-Camera: Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-1/2)
1u 15) Mini-Console: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1) 0
1u 16) Mini-bolos: Entangle 3d6, 3 DEF (30 Active Points); 3 Charges (-1 1/4), OAF (-1) [3]
1u 17) Mini-radios: Mind Link , Specific Group of Minds, Number of Minds (x4) (20 Active Points); OAF (-1), Only With Others Who Have Mind Link (-1), Sense Affected As Hearing And Radio Groups, Not Mental Group (-1/4) 0
1u 18) Mini-recorder: Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-1/2)
1u 19) Miniature Climbing Rig: +2 with Climbing (4 Active Points); OAF (-1)
1u 20) Nightsight Monocular: (Total: 14 Active Cost, 6 Real Cost) Infrared Perception (Sight Group) (5 Active Points); OAF (-1) (Real Cost: 2) plus +6 versus Range Modifier for Sight Group (9 Active Points); OAF (-1) (Real Cost: 4) 0
1u 21) Painkillers: (Total: 30 Active Cost, 14 Real Cost) Physical Damage Reduction, Resistant, 25%, 2 Continuing Charges lasting 1 Hour each (+0) (15 Active Points); OAF (-1) (Real Cost: 7) plus Energy Damage Reduction, Resistant, 25%, 2 Continuing Charges lasting 1 Hour each (+0) (15 Active Points); OAF (-1) (Real Cost: 7) [2 cc]
1u 22) Paint Tag Bomb: Cosmetic Transform 4d6 (normal person to normal person painted bright red, washing with vinegar), Partial Transform (transform damage determines how much body is covered by paint; +1/2) (30 Active Points); OAF (-1), 4 Charges (-1), Range Based On Strength (-1/4) [4]
1u 23) Parabolic Mini-Mike: +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1) 0
1u 24) Rebreather: Life Support (Expanded Breathing: Breathe Underwater), 1 Continuing Fuel Charge lasting 1 Hour (refueled through recharging system; +0) (5 Active Points); OAF (-1) [1 cc]
1u 25) Security Systems Analyzer: +2 with Security Systems (4 Active Points); OAF (-1)
1u 26) Sleep Gas Pellets: Energy Blast 3d6, No Normal Defense (defense is Life Support [self-Contained Breathing or appropriate Immunity]; +1) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6]
1u 27) Smoke Pellets: Darkness to Sight Group 3" radius, 8 Continuing Charges lasting 1 Turn each (removed by high winds or rain; +0) (30 Active Points); OAF (-1), Range Based On Strength (-1/4) [8 cc]
1u 28) Swingline: Swinging 10", Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1) 0
1u 29) Thermite Pellets I: Killing Attack - Ranged 1d6, Armor Piercing (+1/2), Explosion (+1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6]
1u 30) Thermite Pellets II: Killing Attack - Ranged 1d6, Continuous (+1) (30 Active Points); OAF (-1), Range Based On Strength (-1/4), 6 Continuing Charges lasting 1 Turn each (-1/4) [6 cc]
1u 31) Throwing Blades: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Autofire (3 shots; +1/4), Range Based On STR (+1/4), Armor Piercing (+1/2) (20 Active Points); OAF (-1), 6 Recoverable Charges (-1/4) [6 rc]
1u 32) Vertigo Darts: Drain DEX 2d6, Ranged (+1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Hit Locations (-1/4) [6]
1u 33) Weakness Darts: Drain STR 2d6, Ranged (+1/2) (30 Active Points); OAF (-1), 6 Charges (-3/4), Must Target Non-Armored Hit Locations (-1/4) [6]
7 Acrobatic: Leaping +2" (6" forward, 3" upward) (Accurate) 1
17 Advanced Polymer Costume: Armor (7 PD/7 ED), Hardened (+1/4) (26 Active Points); OIF (-1/2) 0
4 Athletic: Running +2" (8" total) 1
15 Very Lucky: Luck 3d6 0
Cape
6 1) Defensive Cape: Armor (6 PD/6 ED) (18 Active Points); OAF (-1), Activation Roll 11- (-1) 0
5 2) Glider Cape: Gliding 12" (12 Active Points); OAF (-1), Costs Endurance (-1/2) 1
Mask Enhancements
5 1) Audial Dampers: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
6 2) Mask Radio: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2), Sense Affected As Hearing Group As Well As Radio Group (-1/4) 0
5 3) Mindshield: Mental Defense (11 points total) (8 Active Points); OIF (-1/2) 0
3 4) Nightsight Lenses: Nightvision (5 Active Points); OIF (-1/2) 0
5 5) Polarized Lenses: Sight Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
10 6) Radar Array: Radar (Radio Group) (15 Active Points); OIF (-1/2) 0
8 7) Telescopic Lenses: +8 versus Range Modifier for Sight Group (12 Active Points); OIF (-1/2) 0
3 8) Thermalsight Lenses: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
Powers Cost: 152
Cost Martial Arts Maneuver
Generic Martial Arts
8 1) +2 HTH Damage Class(es)
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 4) Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
4 5) Punch: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
3 6) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls
Martial Arts Cost: 28
Cost Skill
16 +2 with All Combat
10 +2 with HTH Combat
3 Acrobatics 14-
3 Breakfall 14-
3 Bugging 13-
7 Bureaucratics 15-
3 Climbing 14-
3 Combat Driving 14-
3 Concealment 13-
3 Contortionist 14-
3 Conversation 13-
3 Criminology 13-
3 Cryptography 13-
3 Deduction 13-
3 Demolitions 13-
3 Forensic Medicine 13-
5 High Society 14-
3 Interrogation 13-
3 Lockpicking 14-
3 Mechanics 13-
2 Navigation (Land) 13-
3 Paramedics 13-
3 Persuasion 13-
3 Scholar
2 1) KS: Computer Databases (3 Active Points) 13-
2 2) KS: Criminal Law (3 Active Points) 13-
2 3) KS: Criminal Psychology (3 Active Points) 13-
2 4) KS: Known Criminals (3 Active Points) 13-
2 5) KS: Organized Crime (3 Active Points) 13-
2 6) KS: Police Proceedure (3 Active Points) 13-
2 7) KS: Street Gangs (3 Active Points) 13-
2 8) KS: Terrorism (3 Active Points) 13-
2 9) KS: The Underworld (3 Active Points) 13-
3 Scientist
2 1) SS: Ballistics 13- (3 Active Points)
2 2) SS: Biochemistry 13- (3 Active Points)
2 3) SS: Biology 13- (3 Active Points)
2 4) SS: Chemistry 13- (3 Active Points)
2 5) SS: Mathematics 13- (3 Active Points)
2 6) SS: Medicine 13- (3 Active Points)
2 7) SS: Organic Chemistry 13- (3 Active Points)
3 Security Systems 13-
3 Seduction 13-
3 Shadowing 13-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 13-
3 Systems Operation 13-
2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
3 Tactics 13-
3 Teamwork 14-
3 Tracking 13-
3 Trading 13-
6 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Small Arms
Skills Cost: 173
Cost Perk
7 Access: The Protectors Compound (Hidden (-4 to Skill Rolls))
10 Computer Link: Protectors Database
15 Money: Filthy Rich
6 Reputation: Scourge of the Underworld (A large group) 14-, +2/+2d6
50 Protectors Compound
30 Crime Van
Perks Cost: 118
Cost Talent
6 Combat Luck (3 PD/3 ED)
Talents Cost: 6
Val Disadvantages
15 Dependent NPC: Girlfriend 8- (Normal; Unaware of character's adventuring career/Secret ID) [Notes: Later this changes to: Incompetant, knows of Secret Id, adoptive son, William]
15 Hunted: Dontario Silvestri 8- (As Pow, NCI, Harshly Punish)
20 Hunted: Dr Destroyer 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
15 Psychological Limitation: Dedicated the ideals of Justice (Common, Strong)
10 Psychological Limitation: Lady Killer (Common, Moderate) [Notes: Later becomes: Devoted father to William]
15 Psychological Limitation: Thrill Seeker (Common, Strong)
10 Reputation: "The Other" Detective, 11-
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 155

Base Points: 200Experience Required: 257Total Experience Available: 257Experience Unspent: 0Total Character Cost: 612

Height: 1.86 m Hair: Blonde
Weight: 76.00 kg Eyes: Blue
Appearance: Taken off the Champions 3rd edition cover. Crime Fighter wore a very un-"Dark Knightish" green and gold costume with cape and cowl. His gadget belts are gold, The body suit was green the cape gold with a green lining. His mask was green with a gold bar down the middle of his face. His mouth and nose were visible.Personality: Athhough his life was awash with trial, Bruce came away relatively normal. He absorbed Brandon's lessons like a sponge and devoted himself to just causes and attractive women. When he found himself in Brandon's roll he never hesitated. Once William Samual Penn was old enough to understand, Bruce told him his true origins and his legacy. It is Bruce who sees to his training and upbringin as a young detective and combatant.

As Crime Fighter, Bruce was a happy go lucky seeker of danger and thrills. He hid his responsible nature behind the frivolity of his costumed identity.

Quote:"This is where Justice checks in villain!"

"Man, I can't believe I just said that!"

Background: Bruce Penn lost his mother to cancer when he was five. He lost his father to prison when he was eleven. His father, a corrupt business tycoon died in prison shortly after his trial. Accused of embezzeling funds, insider trading, and corruption, Bruce Sr. was a fallen star of the business world. Bruce jr. was now being raised by his uncle Brandon, the black sheep of a rich, aristocratic family. Brandon was a musician and world traveller. He had made his living on his own and despised the family that had spurned him and his nephew after the boy's father "failed" them by being caught.

Brandon taught young Bruce alot about life and justice. He never failed to point out how justice and righteousnes needed constant vigilance. Brandon himself had donated large amounts of his personal fortune in backing men and causes he found just. The two traveled the world three times over before Bruce was seventeen. When he entered college, Bruce studied law. He was determined to earn his own way as Brandon had, but fate intervened. The man who killed Bruce Sr. in prison returned to collect the money owed by Bruce's grandfather, Bertrund Penn. Penn had simply pointed the killer in Bruce and Brandon's direction in hopes that the violent misanthrope would kill them and sack their house. That way he wouldn't have to deal with them any longer. Brandon managed to capture the would be assassin but was wounded critically in the process. He died a few short weeks later. Alone in the world, Bruce, who had pieced together his family secrets, began to train for his new career. He would bring them to justice.

Seven years later, Crime Fighter made his debut. He brought down the Penn Family patriarch and many of his aunts and uncles as well. Then he put his vast inheritance to good use, donating a significant portion to charity and bankrolling the Protectors.

After a nice career, Crime Fighter encountered one of the enemies of his ally and mentor, Crusader. She explained that the child in her arms was Cruaders, though he never got the chance to learn of such things as he was slain shortly before the birth of the child. Shortly after learning this, Bruce and the Countess were beset upon by her enemies, the Mist Viper ninja. Though they were able to protect the baby and defeat the ninja, the Countess died from her wounds shortly afterwards. Bruce adopted the baby and began to raise the boy. Seeing his role as father more important at the moment, he retired from crime fighting.

Powers/Tactics: Crime Fighter was the second fiddle detective and fighter compared to Crusader in the Protectors. He relied on his superior technology and gadgets to win the day. Though Crusader adopted them himself. By the time he had ended his career, Crime Fighter was a very capable detective. Campaign Use: Crime Fighter was the second tier Crusader on the team. He should remain thus. So if you adjust Crusader, adjust Crime Fighter. to make him less combative, drop his STR to 15, his DEX to 21, PD & ED to 6, and his STUN to 35. To improve him raise DEX/SPD to 26/6.
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Saturday July 31st, 2004FirebugPlayer: NPC Heroine, former member of the Protectors of New York

Val Char Cost
10 STR 0
16 DEX 18
18 CON 16
10 BODY 0
18 INT 8
15 EGO 10
18 PRE 8
18 COM 4
21 PD 3
35 ED 7
5 SPD 24
6 REC 0
50 END 7
35 STUN 11
6" RUN02" SWIM02" LEAP0Characteristics Cost: 116
Cost Power END
90 Flame Weilding: Multipower, 90-point reserve
6u 1) Fiery Blast: Energy Blast 10d6, Reduced Endurance (Half END; +1/4) (62 Active Points) 2
6u 2) Fiery Prison: Killing Attack - Ranged 2d6, Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (90 Active Points); Targets Only Take Damage If They Touch Cage Or Move In/Out Of The Affected Hex (-1/2) 0
6u 3) Fire Mastery: Suppress Fire Powers 4d6, All Powers Simultaneously (+2) (60 Active Points) 6
6u 4) Fireball: Energy Blast 8d6, Explosion (+1/2) (60 Active Points) 6
4u 5) Flashfire: Sight Group Flash 8d6 (40 Active Points) 4
6u 6) Melting Blast: Killing Attack - Ranged 3d6, Reduced Endurance (Half END; +1/4) (56 Active Points) 2
30 Flame Command: Elemental Control, 60-point powers
30 1) Fields of Flaming Protection: Force Field (16 PD/24 ED), Reduced Endurance (0 END; +1/2) (60 Active Points) 0
21 2) Flame Aura: Killing Attack - Hand-To-Hand 1 1/2d6, Damage Shield (+1/2), Continuous (+1) (62 Active Points); No STR Bonus (-1/2) 6
30 3) Flaming Flight: Flight 20", Reduced Endurance (0 END; +1/2) (60 Active Points) 0
44 4) Wall of Flames: (Total: 85 Active Cost, 67 Real Cost) Force Wall (10 ED), Reduced Endurance (Half END; +1/4), Transparent PD (+1/2) (44 Active Points) (Real Cost: 44) plus Killing Attack - Ranged 1d6, Reduced Endurance (Half END; +1/4), Damage Shield (+1/2), Continuous (+1) (41 Active Points); Linked (-1/2), No Knockback (-1/4) (Real Cost: 23) 4
4 Tempurature Immunity: Life Support (Safe in Intense Cold; Safe in Intense Heat) 0
5 Thermal Vision: Infrared Perception (Sight Group) 0
Powers Cost: 288
Cost Skill
9 +3 with Flame Weilding Multipower
3 Climbing 12-
2 CK: New York 11-
2 KS: Local Politics 11-
2 KS: The Superhuman World 11-
2 Language: English (Fluent Conversation)
1 Language: Spanish (Basic Conversation)
3 Shadowing 13-
3 Tactics 13-
3 Teamwork 12-
Skills Cost: 30
Cost Talent
8 Lightning Reflexes: +5 DEX to act first with All Actions
Talents Cost: 8
Val Disadvantages
15 Dependent NPC: Brian Welsh (Fiancee) 8- (Normal; Unaware of character's adventuring career/Secret ID)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
20 Hunted: Overseer 8- (Occasionally), More Powerful, NCI, Harshly Punish
20 Hunted: VIPER 8- (Occasionally), More Powerful, NCI, Harshly Punish
20 Psychological Limitation: Code vs Killing Common, Total
15 Psychological Limitation: Fearful of gathering anti-mutant sentiment Common, Strong
10 Psychological Limitation: Loves children, strives to be a good rolemodel (Common, Moderate)
15 Reputation: Heroic Mutant Heroine, Frequently (11-), Extreme
15 Social Limitation: Secret Identity Frequently (11-), Major
10 Vulnerability: 2x STUN Water Attacks Uncommon
Disadvantage Points: 150

Base Points: 200Experience Required: 91Total Experience Available: 91Experience Unspent: 0Total Character Cost: 441

Height: 1.68 m Hair: Blonde
Weight: 59.00 kg Eyes: Blue
Appearance: In her prime, Natalie was a beautiful woman with blonde hair, blue eyes, and a blue and white costume on which a red bug was on her chest. She wore high boots and gloves (in red) and a red domino mask. The costume appeared to be a one piece bathing suit in blue with white leggings and arms.Personality: A very responsible woman. Firebug, was an excitable but controlled heroine. She felt liberated by her powers but had a keen awareness of how deadly they could be. Now she is a spokeswoman for mutant rights and a mover and shaker in politics. She has not revealed her former identity as Firebug to the public however.Quote:"Light my fire, baby."Background: Natalie Haas was born in 1955 to school teachers. Her superhuman powers were evident from the time she was thirteen. Her parents helped her study and control them and taught her responsibility. She became a costumed heroine in 1975 at the age of twenty. Her folks worried but were unable to keep her from her dreams. She met Brian Welsh when she was a senior in highschool; it was tough for natalie to juggle a career as a superheroine and member of the famous Protectors of New York and keep up with her studies, but with her parents' help she Graduated from college in 1978. She and Brian got married in 79 and had their first child, Jillian in 82. Their son, Johnathan was born in 1986.

 

She has been in retirment for nearly 25 years now. She has maintained her fitness and power control regimens and looks on with a slightly over protective gaze at her children, now 22 and 18, and both possessing superhuman powers. She is steering them towards the next generation of the Protectors founders, in the hopes that they will succeed where she felt her team had failed.

Powers/Tactics: A rather vanilla energy projector. She has decent control over the flames she weilds. This write up is for her in her days as a Protector. She had a tendancy to stay airborne and fight from a distance.Campaign Use: A retired heroine. She could be an excellent teacher of young mutants. If you want to run her as an unsure youngster, drop her MP to 62 pts and eliminate the firey prison. If you'd like to run her as her "more mature" phase. Lower her STR to 8 and her END to 40. However, her powers and control over them should be improcved. Give her MP an increase of 25-30 points and increase the attacks to fit. Add some more fire tricks (pyrokinisis, immolation, dessication, see the USPD for ideas) and give her another 3 levels with the Multipower.
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Monday, August 2nd, 2004White WitchPlayer: NPC Former Member of Protectors

Val Char Cost
15 STR 5
18 DEX 24
20 CON 20
13 BODY 6
18 INT 8
23 EGO 26
23 PRE 13
22 COM 6
20/30 PD 7
25/40 ED 11
5 SPD 22
10 REC 6
40 END 0
35 STUN 4
7" RUN23" SWIM14" LEAP1Characteristics Cost: 162
Cost Power END
133 Arcane Magics: VPP (Magic Pool), 100 base + 33 control cost, (150 Active Points); all slots Gestures: Instant Power (-1/4), Incantations (-1/4)
0 1) Arcane Wall: FW (10 Mental Defense/10 Power Defense; 3" long and 1" tall), Reduced Endurance (1/2 END; +1/4) (67 Active Points); Gestures: Instant Power (-1/4), Incantations (-1/4) Real Cost: 45 2
0 2) Cerulean Spear: Ego Attack 5d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Gestures: Instant Power (-1/4), Incantations (-1/4) Real Cost: 41 2
0 3) Cerulean Spray: Ego Attack 5d6, Area Of Effect Nonselective (One Hex; +1/4) (62 Active Points); Gestures: Instant Power (-1/4), Incantations (-1/4) Real Cost: 41 6
0 4) Corporeal Wall: FW (10 PD/10 ED; 3" long and 1" tall), Reduced Endurance (1/2 END; +1/4) (67 Active Points); Gestures: Instant Power (-1/4), Incantations (-1/4) Real Cost: 45 2
0 5) Deflecting: Missile Deflection (Any Ranged Attack), +5 OCV (30 Active Points); Gestures: Instant Power (-1/4), Incantations (-1/4) Real Cost: 20 0
0 6) Energy Wall: FW (14 ED; 3" long and 1" tall), Reduced Endurance (1/2 END; +1/4), Transparent PD (+1/2) (68 Active Points); Gestures: Instant Power (-1/4), Incantations (-1/4) Real Cost: 45 3
0 7) Expanded Spell: Ego Attack 3d6, Continuous (+1) (60 Active Points); Gestures: Instant Power (-1/4), Incantations (-1/4) Real Cost: 40 6
0 8) Field Of Flames: RKA 2 1/2d6, Explosion (+1/2) (60 Active Points); Gestures: Instant Power (-1/4), Incantations (-1/4) Real Cost: 40 6
0 9) First Translocation: Teleportation 25", Reduced Endurance (1/2 END; +1/4) (62 Active Points); Gestures: Instant Power (-1/4), Incantations (-1/4) Real Cost: 41 2
0 10) Focused Helix: Mind Control 12d6 (60 Active Points); Gestures: Instant Power (-1/4), Incantations (-1/4) Real Cost: 40 6
0 11) Fuzonic Raw Flames: RKA 4d6 (60 Active Points); Gestures: Instant Power (-1/4), Incantations (-1/4) Real Cost: 40 6
0 12) Iskari's Intense Iridescence: EB 5d6, AVLD (Sight Group Flash Defense; +1 1/2) (62 Active Points); Gestures: Instant Power (-1/4), Incantations (-1/4) Real Cost: 41 6
0 13) Iskari's Invoked Iridescence: Sight and Hearing Groups Flash 7d6, Reduced Endurance (0 END; +1/2) (60 Active Points); Gestures: Instant Power (-1/4), Incantations (-1/4) Real Cost: 40 0
0 14) Psychic Wall: FW (20 Mental Defense; 3" long and 1" tall), Reduced Endurance (1/2 END; +1/4) (67 Active Points); Gestures: Instant Power (-1/4), Incantations (-1/4) Real Cost: 45 2
0 15) Second Translocation: Teleportation 20", x4 Increased Mass, x8 Noncombat (60 Active Points); Gestures: Instant Power (-1/4), Incantations (-1/4) Real Cost: 40 6
0 16) Shared Wind: Flight 10", Reduced Endurance (1/2 END; +1/4), Usable Simultaneously (up to 8 people at once; ; +1) (45 Active Points); Gestures: Instant Power (-1/4), Incantations (-1/4) Real Cost: 30 2
0 17) Shielding: FF (10 PD/15 ED), Reduced Endurance (1/2 END; +1/4) (31 Active Points); Gestures: Instant Power (-1/4), Incantations (-1/4) Real Cost: 21 1
0 18) The Baleful Bonds of Balthus: Entangle 4d6, 4 DEF (Stops A Given Sense Group Hearing Group, Stops A Given Sense Group Sight Group) (60 Active Points); Entangle Has 1 BODY (-1/2), Cannot Form Barriers (-1/4), Susceptible (to any of the Lights Of Luathon) Uncommon (-1/4), Gestures: Instant Power (-1/4), Incantations (-1/4) Real Cost: 24 6
0 19) Third Translocation: Teleportation 20", MegaScale (1" = 10 km; +1/2) (60 Active Points); Gestures: Instant Power (-1/4), Incantations (-1/4) Real Cost: 40 6
0 20) Tireless Wind: Flight 15", Reduced Endurance (0 END; +1/2) (45 Active Points); Gestures: Instant Power (-1/4), Incantations (-1/4) Real Cost: 30 0
0 21) Tongue Of Enitharmon: Universal Translator 13-, Usable Simultaneously (up to 8 people at once; ; +1) (40 Active Points); Only Applies To Speech, Not Writing (-1), Recipient Loses Power If He Speaks/Hears Own Tongue (-1/2), Gestures: Instant Power (-1/4), Incantations (-1/4) Real Cost: 13 4
0 22) World-Spanning Wind: Flight 15", MegaScale (1" = 1 km; +1/4), Reduced Endurance (1/2 END; +1/4) (45 Active Points); Gestures: Instant Power (-1/4), Incantations (-1/4) Real Cost: 30 2
10 Instant Change: Cosmetic Transform 2d6, Improved Target Group: Any Clothes (+1/4) (12 Active Points); Limited Target: Own Clothes Slightly Limited (-1/4) 1
15 Iron Fortress of the Mind: Mental Defense (20 points total) 0
25 Mage Armor : Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); OIF (Enchanted Costume; -1/2) 0
21 Mage Sense: Detect Magic 14- (Unusual Group), Discriminatory, Analyze, Range 0
15 Mystic Shields (Power Defense): Power Defense (15 points) 0
0 Sense Psychic Energies: Mental Awareness 0
Powers Cost: 219
Cost Skill
15 +3 with Ranged Combat
3 Concealment 13-
5 Cramming
3 Cryptography 13-
3 Deduction 13-
3 High Society 14-
3 Jack of All Trades
2 1) PS: Artificier (3 Active Points) 13-
1 2) PS: Author (2 Active Points) 11-
2 3) PS: Bookbinder (3 Active Points) 12-
1 4) PS: Cook (2 Active Points) 11-
1 5) PS: Store Owner (2 Active Points) 11-
3 Linguist
2 1) Language: French (Idiomatic, native accent) (4 Active Points)
3 2) Language: German (Idiomatic, native accent) (4 Active Points)
3 3) Language: Latin (Idiomatic, native accent) (4 Active Points)
3 4) Language: Welsh (Idiomatic, native accent) (4 Active Points)
3 Lockpicking 13-
3 Persuasion 14-
13 Power (Magic Skill) 19-
3 Scholar
2 1) KS: Arcane & Occult Lore (3 Active Points) 13-
2 2) KS: Artifacts & Relics of Power (3 Active Points) 13-
1 3) KS: Demonology (2 Active Points) 11-
3 4) KS: Elemental Magics (4 Active Points) 14-
2 5) KS: Supernatural Beings & Monsters (3 Active Points) 13-
5 Seduction 15-
3 Shadowing 13-
3 Sleight Of Hand 13-
3 Stealth 13-
3 Streetwise 14-
5 TF: Common Motorized Ground Vehicles, Equines, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles
3 Teamwork 13-
1 WF: Staffs
Skills Cost: 114
Cost Perk
9 Contact: Trismegistus Council (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-
5 Angel (Dove Familiar)
5 Fringe Benefit: International Driver's License, Membership: The Frontline, Passport
Perks Cost: 19
Val Disadvantages
10 Distinctive Features: Mystic Aura Not Concealable, Always Noticed and Causes Major Reaction, Detectable Only By Unusual Senses
15 Hunted: Circle of the Scarlet Moon 8- (Occasionally), As Powerful, NCI, Harshly Punish
20 Hunted: DEMON 8- (Occasionally), More Powerful, NCI, Harshly Punish
20 Hunted: Gilbert Harms 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Hatred of the Undead Common, Strong
10 Psychological Limitation: Naive, tries to see the best in people (Common, Moderate)
20 Psychological Limitation: Sworn to defend Earth Realm from supernatural threats Common, Total
15 Psychological Limitation: Thrill Seeker Common, Strong
10 Reputation: Sorceress, Frequently (11-)
15 Social Limitation: Secret Identiy Frequently (11-), Major
Disadvantage Points: 150

Base Points: 200Experience Required: 164Total Experience Available: 187Experience Unspent: 23Total Character Cost: 514

Height: 1.69 m Hair: White
Weight: 54.00 kg Eyes: Green
Appearance: Gwendolyn was a lovely young woman with a lush build and long flowing snow-white hair. Her eyes were green and she dressed somewhere between vampy movie sorceress and flower child always in various shades of white and pale colors to accent the various garments.Personality: Gwendolyn was good natured, helpful, friendly, and a bit naive. She was also frightened of Gilbert and at the same time felt she couldn't go to her family with the information because no one would believe her, Gilbert was a respected member of the family and she was just a flighty young girl. Gwendolyn was wrong about her family and once her murderer was caught his torment and punishment was far more than any jail sentence could inflict.Quote:"Glorious strands of the silver clouds, bind my foes in gossamer shrouds!"Background: Gwendolyn came from a long line of magicians. Her family included members of both the Trismegistus Council and Circle of the Scarlet Moon. She grew up on the "good" side of the family and spent her formative years with her relatives from all over the world. During a prolonged stay in France studying with her second cousin Gilbert, she and Gilbert had a dalliance that was far more courtly than carnal, but she felt wrong about it anyway. She broke it off and found to her horror, that Gilbert was not what he appeared. Barely escaping with her life she made her way to the United States. She had family in New York and she felt she could be safe there.

Once over in the states she began to use her magical might to aid the citizens there. She worked on and off with the Protectors and had a brief tryst with Crime Fighter. Sadly, Gilbert was far more persistant than she had dreamed and he found and murdered her.

Gilbert almost escaped but Crime Fighter wouldn't let Gwendolyn's death go unsolved. He brought other mystics into the investigation and Gilbert was caught.

Powers/Tactics: White Witch was a standard academic sorceress. Her powers came mostly from her innate spell use. Campaign Use: White Whitch is a classic supermage. Thanks to the Arcane World's HDC file I have a bunch of spells to work with. I went with a big ole' VPP to represent her versatility. If you want to limit her, give her her spells in a MP or in their "Pure" form. Drop her active points to 90 or below.

To make her tougher give her a few more relics.

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Guest Worldmaker

Re: Sunday, August 1st, 2004

 

This space left blank.

Unless Glenn Thain is among us and would like to give me permission; I will not post my 5th ed version of Avar-7. Sorry guys

 

 

I know this is cheating but I did write the character...

 

Can you send it to people in an email?

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Tuesday, August 3rd, 2004Action ManPlayer: NPC Hero

Val Char Cost
20 STR 10
29 DEX 57
20 CON 20
15 BODY 10
20 INT 10
20 EGO 20
20 PRE 10
20 COM 5
16 PD 6
14 ED 4
7 SPD 31
10 REC 4
50 END 5
50 STUN 15
6"/12" RUN02"/5" SWIM010" LEAP0Characteristics Cost: 207
Cost Power END
12 Athletic: Running +6" (6"/12" total) 1
20 Evasion: Missile Deflection (Any Ranged Attack) 0
3 Good swimmer too\: Swimming +3" (2"/5" total) 1
20 Line-Bracer: Multipower, 30-point reserve, (30 Active Points); all slots OIF (-1/2)
1u 1) Bola-Line: Entangle 3d6, 3 DEF (30 Active Points); 1 Recoverable Charge (-1 1/4), Lockout (cannot use Linegun's other powers until Charge is recovered; -1/2), OIF (-1/2), Limited Range (15"; -1/4), Cannot Form Barriers (-1/4) [1 rc]
2u 2) Swingline I: Swinging 20", x4 Noncombat (25 Active Points); OIF (-1/2) 2
1u 3) Swingline II: Leaping 20" (20 Active Points); Only To Carry User Upward (-1/2), OIF (-1/2), Cannot Add Leaping From STR (-1/4), no Noncombat movement (-1/4) 2
1u 4) Swingline III: +5 with Climbing (10 Active Points); OIF (-1/2)
1u 5) Winch: Telekinesis (10 STR) (15 Active Points); Only To Pull Objects Towards User (-1/2), OIF (-1/2), Affects Whole Object (-1/4), Limited Range (15"; -1/4) 1
31 Super Senses: Spatial Awareness (Unusual Group), +1 to PER Roll, Discriminatory, Increased Arc Of Perception (240 Degrees), Telescopic (+1 versus Range Modifier) 0
6 Very Athletic: Superleap +6" (10" forward, 5" upward) 1
Powers Cost: 98
Cost Martial Arts Maneuver
Comic Book Martial Arts
8 1) +2 HTH Damage Class(es)
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 4) Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
4 5) Punch: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
3 6) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls
Martial Arts Cost: 28
Cost Skill
24 +3 with All Combat
15 +3 with Dex based Skills
3 Acrobatics 15-
3 Breakfall 15-
2 CK: New York 11-
3 Climbing 15-
3 Contortionist 15-
10 Defense Maneuver I-IV
2 KS: New York Underworld 11-
2 KS: The Superhuman World 11-
2 Survival (Urban) 13-
3 Lockpicking 15-
3 Paramedic 13-
3 Persuasion 13-
3 Riding 15-
3 Sleight of Hand 15-
3 Stealth 15-
3 Streetwise 13-
3 Tactics 13-
3 Tracking 13-
Skills Cost: 96
Cost Perk
3 Well-Connected
1 1) Contact : Foxwind (Flying Heroine) 8-
4 2) Contact: Freedom Squad (Chicago Based Superteam) (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) (5 Active Points) 11-
2 3) Contact: Mr Jigsaw (Gadgeteer) (Contact has very useful Skills or resources) (3 Active Points) 8-
6 4) Contact: The Shroud (Vigilante Crime Fighter) (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) (7 Active Points) 12-
Perks Cost: 16
Cost Talent
3 Ambidexterity (Reduce Off Hand Penalty to -2)
12 Combat Luck: 6 PD/6 ED
15 Combat Sense 13-
Talents Cost: 30
Val Disadvantages
20 Code Against Killing: Common, Total
10 Distinctive Features : Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
15 Enjoys mocking/taunting opponents: Very Common, Moderate
20 Hunted : Dr Destroyer 8- (Occasionally), More Powerful, NCI, Harshly Punish [Notes: THis is after joining the Protectors. Prior to that turn this into 2 random "As Powerful" 8- hunteds]
15 Hunted : Minor Crime Lord 8- (Occasionally), As Powerful, NCI, Harshly Punish
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
15 Overconfidence: Very Common, Moderate
10 Psychological Limitation: Wants to hit the "Big Time" (Common, Moderate)
10 Reputation: Popular "local" hero: , Frequently (11-)
15 Secret Identity: Adam Watson: Frequently (11-), Major
Disadvantage Points: 150

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

Height: 1.78 m Hair: Brown
Weight: 78.00 kg Eyes: Brown
Appearance: An athletically built man with a white and blue uniform. Action Man's mask covers his entire face but leaves his blonde hair uncovered. There is a red "A" over his heart. He wears white gloves and blue boots.Personality: Adam's heroic career was earnest and low key. Being a member of the Protectors took him to the "Big Time" but it was an unpleasant experience. When the team folded he soldiered on for a few more years, calling it quits in 1990 and openning a dojo. Quote:"I hope you are ready for some Action!"Background: Adam Watson is a low-level mutant with superhuman agility and reation speed. He is also in prime physical condition and capable of withstanding greater damage than the average fighter. He fought crime in the streets of New York for a while and found himself working with the Protectors every so often. He was asked to join the team and jumped at the chance. Sadly, the team was headed for the end and he could only watch from the inside. Powers/Tactics: Superhuman agility, speed, and senses. Skilled with a general set of martial arts maneuvers. Campaign Use: A lower echelon Daredevil clone. If you want him to serve as a beginning character drop his contacs, a few of his skill levels, and lower DEX/SPD to 27/6. To make him better defined, give him some gadgets, increase his martial arts repetoire and add some CSLs
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Re: Tuesday, August 3rd, 2004

 

I am happy and sad.

 

On the one hand, I am almost 3 weeks behind.

On the Other Hand I am almost done. A little more than two months and I will have posted (more or less) 365 characters from my champions world.

 

On the One hand, I have failed to put art on all the pictures

On the Other Hand, I have 2 cool Storn Cook pieces.

 

On the one hand I've recycled some characters and I didn't want to.

On the Other Hand...I've had a blast and gotten more than my fair share of compliments and Rep.

 

I'll need something for next year.

 

Thanks to everyone who has stuck around.

I'll catch up real soon.

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