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Wednesday August 4th, 2004The ChampionPlayer: NPC

Val Char Cost
60 STR 50
23 DEX 39
30 CON 40
15 BODY 10
10 INT 0
10 EGO 0
15 PRE 5
20 COM 5
30 PD 18
30 ED 24
5 SPD 17
18 REC 0
60 END 0
60 STUN 0
6" RUN02" SWIM012" LEAP0Characteristics Cost: 208
Cost Power END
24 Empyrean Physiology: Life Support (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) 0
30 Flight Powers: Multipower, 30-point reserve
3u 1) Flight: Flight 15" (30 Active Points) 3
3u 2) Supersonic Flight: Flight 11", Megascale (1" = 1 km; +1/4) (27 Active Points) 3
5 Full Spectrum Vision: Ultraviolet Perception (Sight Group) 0
3 Hi Range Hearing: Ultrasonic Perception (Hearing Group) 0
30 Mental Wall: Mental Damage Reduction, 75% (60 Active Points); Only Works Against Telepathy Very Limited Type of Attack (-1) 0
10 Mental Wall: Mental Defense (12 points total) 0
25 Optic Blast: Energy Blast 10d6 (50 Active Points); Extra Time: full phase (-1/2), Increased Endurance Cost (2x END; -1/2) 10
9 Parabolic Hearing: +6 versus Range Modifier for Hearing 0
2 Sturdy: Knockback Resistance -1" 0
9 Telescopic Sight: +6 versus Range Modifier for Sight 0
5 Thermal Vision: Infrared Perception (Sight Group) 0
15 Toughness: Damage Resistance (15 PD/15 ED) 0
Powers Cost: 173
Cost Skill
24 +3 with All Combat
2 CK: New York 11-
2 KS: The Superhuman World 11-
2 Language: German (Fluent Conversation)
2 Navigation (Air) 11-
2 PS: Cartoonist 11-
3 Paramedic 11-
3 SS: History 11-
3 SS: Literature 11-
3 Streetwise 12-
3 Systems Operation 11-
3 Teamwork 14-
Skills Cost: 52
Cost Talent
5 Eidetic Memory
Talents Cost: 5
Val Disadvantages
10 Dependent NPC : Teresa Smalls (Wife) 8- (Infrequently), Normal [Notes: After his divorce its: Rhiannon (As Pow) 14-]
20 Hunted : Overseer 8- (Occasionally) (Mo Pow, NCI, Harshly Punish)
10 Hunted : Thug 8- (Occasionally), As Powerful, Harshly Punish
20 Hunted : VIPER 8- (Occasionally), More Powerful, NCI, Harshly Punish
20 Psychological Limitation: Code Against Killing Common, Total
15 Psychological Limitation: Seeks his past Common, Strong [Notes: After finding his past change to: Responsible Parent]
20 Psychological Limitation: Will sacrifice self for others Common, Total
10 Reputation: Popular Hero: , Frequently (11-)
10 Reputation: Popular Hero: , Frequently (11-)
15 Social Limitation: Secret Identity (Frequently, Major) [Notes: Become Public after 1983]
Disadvantage Points: 150

Base Points: 200Experience Required: 88Total Experience Available: 88Experience Unspent: 0Total Character Cost: 438

Height: 1.83 m Hair: Brown
Weight: 111.00 kg Eyes: Brown
Appearance: Red suit wth blue fields from the shoulders to the trunks a white circle on his chest. He wears a half mask that leaves his hair and mouth uncovered. Blue gloves and boots. Originally appeared on the Champions 3rd Edition Cover.Personality: Champion is an Iconic style character. His broken marriage however still haunts him. He feels responsible but also sees that Teresa was not happy in their relationship and her desire for spotlight and accolades would eventually cause problems. He and Rhiannon have a stable, loving relationship. He has strived to be a good father for his children and feels he's at last found a home.Quote:"I don't care what you have to say Overseer, I'll not be your lacky."Background: John Small was raised in rural mississippi. His parents adopted him when he was an infant, he grew up strong, fast, intelligent, and pure of heart. He moved to New York when he was 24, fresh out of college. He brought along his highschool sweetheart and began his career both as a cartoonist and as a superhero. John, dubbed the Champion by the newspapers and Teresa Wells were married after three years in New York. Things were great for a while. Champion was held in high esteem and Teresa, a little miffed that she was unable to tell any of her friends or relatives what her husband did, looked forward to John's retirement from heroing so she could write a book about his double life.

The Champion joined the Protectors in the mid 70's and helped protect New York from threats ranging from Dr. Destroyer to the Cult of the Dragon. However, his personal enemy was forever the evil Overseer. It was the Overseer, later revealed to be John's uncle Athon, who drove Champion to distraction. Not only was he as powerful as the Champion, but he held the key to John's past. He knew his parents had left him with the Smalls, but that was it. Overseer baited Champion, offering him bits of his past for aid or secrets. John resisted but the lure of his past was strong.

John and Teresa began having marital problems around 1979. Teresa's desire for fame and fortune begins to cause friction between the two. A few years later, Overseer and Champion have a battle above New York where Overseer, though defeated manages to nearly do in his nephew. Champion is healed by the magic of Rhiannon. Although he feels tremendous guilt over it, Champion finds himself attracted to the lovely heroine.

Later that same year John and Rhiannon begin an affair.

In 1983 John told Teresa that he wanted a divorce. Teresa, in a fit of anger goes to a tabloid television talkshow and reveals John's secrets, his identity, and his infidelity. Champion and Rhiannon soldier on for a few more months, then disappear.

In 1985, Rhiannon gives birth to their first child, a son, named Eric.

1989 sees the coming of James, their second child.

In 1995 he found his parents homelands. He and his family were welcomed by the Empyreans.

Powers/Tactics: A straight up brick with the ability to fly.Campaign Use: Champion is a flying brick. And I have alot of those in my world. He can be substituted for or by another if you prefer.
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Thursday August 5th, 2004Black KnightPlayer: NPC Hero

Val Char Cost
20 STR 10
29 DEX 57
20 CON 20
15 BODY 10
23 INT 13
18 EGO 16
25 PRE 15
18 COM 4
8/15 PD 4
8/15 ED 4
7 SPD 31
8 REC 0
40 END 0
40 STUN 5
11" RUN02" SWIM08" LEAP0Characteristics Cost: 189
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) Flash Pellets: Sight Group Flash 2d6 (10 Active Points); OAF (-1), 6 Charges (-3/4), Range Based On Strength (-1/4) [6]
1u 8) Flashlight: Sight Group Images 1" radius, +4 to PER Rolls, 1 Continuing Fuel Charge lasting 1 Hour (refueled by recharging; +0) (22 Active Points); OAF (-1), Only To Create Light (-1), Limited Range (10"; -1/4) [1 cc]
1u 9) 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 10) 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 11) Medkit: +2 with Paramedics (4 Active Points); OAF (-1), 4 Charges (-1)
1u 12) Mini-Camera: Eidetic Memory (5 Active Points); OAF (-1), Visual Images Only (-1/2)
1u 13) Mini-Console: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1) 0
1u 14) Mini-bolos: Entangle 3d6, 3 DEF (30 Active Points); 3 Charges (-1 1/4), OAF (-1) [3]
1u 15) 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 16) Mini-recorder: Eidetic Memory (5 Active Points); OAF (-1), Sound Only (-1/2)
1u 17) Miniature Climbing Rig: +2 with Climbing (4 Active Points); OAF (-1)
1u 18) 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 19) 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 20) Parabolic Mini-Mike: +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1) 0
1u 21) 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 22) Security Systems Analyzer: +2 with Security Systems (4 Active Points); OAF (-1)
1u 23) 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 24) 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 25) Swingline: Swinging 10", Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1) 0
1u 26) Sword: Killing Attack - Hand-To-Hand 2d6-1 (3d6 w/STR) (25 Active Points); OAF (-1), No Knockback (-1/4) 2
1u 27) 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]
9 Acrobatic: Leaping +4" (8" forward, 4" upward) (Accurate) 1
14 Armored Costume: Armor (7 PD/7 ED) (21 Active Points); OIF (-1/2) 0
10 Athletic: Running +5" (11" total) 1
5 Audial Dampers: Hearing Group Flash Defense (8 points) (8 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
30 Master of Combat: Find Weakness 13- with Related Group of Attacks (Martial Arts) 0
5 Mindshield: Mental Defense (12 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: 163
Cost Martial Arts Maneuver
Tae Kwon Do
8 1) +2 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; 40 STR to Disarm roll
5 5) Flying Side Kick: 1/2 Phase, +1 OCV, -2 DCV, 10d6 Strike
4 6) Front Kick: 1/2 Phase, +0 OCV, +2 DCV, 8d6 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, 8d6 Strike
5 9) Side or Roundhouse Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
3 10) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 6d6 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: 50
Cost Skill
10 +1 Overall
16 +2 with All Combat
20 +4 with HTH Combat
3 Acrobatics 15-
3 Breakfall 15-
3 Bugging 14-
3 Bureaucratics 14-
3 Climbing 15-
3 Combat Driving 15-
3 Computer Programming 14-
3 Concealment 14-
3 Contortionist 15-
3 Conversation 14-
3 Criminology 14-
3 Cryptography 14-
3 Deduction 14-
3 Demolitions 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: French (completely fluent) (3 Active Points)
1 3) Language: German (completely fluent) (3 Active Points)
2 4) Language: Spanish (completely fluent) (3 Active Points)
3 Lockpicking 15-
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 15-
3 Stealth 15-
3 Streetwise 14-
3 Systems Operation 14-
2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
3 Tactics 14-
3 Teamwork 15-
3 Tracking 14-
2 WF: Common Martial Arts Melee Weapons
Skills Cost: 202
Cost Perk
7 Access: The Keep (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)
20 Base: The Keep
6 Contact: Bart Lee, Assistant DA (Contact has access to major institutions, Contact has useful Skills or resources, Very Good relationship with Contact) 11-
Perks Cost: 103
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)
15 Hunted: Crime Family 8- (As Pow, NCI, Harshly Punish)
20 Hunted: Rogues Gallery 11- (As Pow, NCI, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
20 Psychological Limitation: Dedicated the ideals of Justice (Common, Total)
10 Psychological Limitation: Wants to uphold the legacy of the Crusader (Common, Moderate)
10 Reputation: Elite Detective, 11-
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 375Total Experience Available: 375Experience Unspent: 0Total Character Cost: 725

Height: 1.86 m Hair: Black
Weight: 80.00 kg Eyes: Brown
Appearance: Black Knight is tall and handsome. He is very well muscled but a little leaner than Crusader was. His costume is a black affair with cape and cowl and a white sword point down on his chest. His belts are white as is the trim on his cape. He has lightly armored gauntlets, shoulder, and thigh guards (simply part of his armor) that are metallic black. He weilds a sword, but mostly for the visual effect, he is effective with it but doesn't consider himself much of a swordsman.Personality: Eric has grown into the roll his mentor had hoped he would be. Now he is his own man, and one of the city's most famous crime fighters. He chose not to take the mantle of the Crusader because it brough so much pain to him, however, he has begun training his own replacement, Jeffrey Page the third Squire, fights at his side and is learning the ropes, so there will always be a hero for New York.Quote:"This can go two way, Binder, and believe me you aren't going to be happy with either of them."Background: Eric James was one of the most sought after youths to come out of Kennedy High. Brilliant athlete and scholar, he was tagged with the "Golden boy" label when he was eleven. A three sport athelete (Football, gymnastics, and track) and a 4.0 student, people thought he was going to be either an NFL star or a nobel prize winner, some thought both. Eric's world came crashing down around him when, while he was away at a summer football camp, his parents were both slain in an attempted robbery. Eric dropped out of sports and the public eye. He stopped attending classes and his grades suffered. Although he was 18, he was placed in a foster care home with a therapist who worked with him to heal from the trauma.

Eric was approached one day by a man who asked for his help.

Unsure at first, Eric none the less followed the man and found to his amazement that the man was none other than the Crusader, one of New York's most famous costumed heroes. The Crusader explained to Eric that he wanted to train a future replacement. Thrilled at the idea Eric became Squire, the Crusader's junior partner. Things went very well at first, Eric proved far more capable than Crusader could have dreamed. Although he lacked the bulk and strength of the Crusader, he was even more agile than his mentor. They made an effective team and Squire became more confident with every outing. Problem arose in a few months as Eric began to act out his anger towards the murderer of his parents by becoming more and more violent with the criminals he battled. Although he understood his mentor's reasoning and appreciated the way Crusader brooched the subject, Eric still lost his temper. Eric began to become distant and finally, deciding that until he'd come to grips with the deaths of his parents, Eric quit being Squire altogether.

He returned to counciling, got his GED and entered college.

After two years of personal growth and furious academic study, Eric began wondering if he should return to the Crusader's side. By this time a second youth was acting as Squire. Eric could understand Crusader moving on but it still hurt. He began to train in private. He slowly began developing his own costumed identity.

Then, Crusader was killed. His second student, Bart Lee, having lost his sanity to the drugs he'd used to become a physical marvel, had ambushed and killed the Crusader. Dubbing himself Crusade, Bart began a one man war against "crime" in New York. Though he became less and less choosy about who qualified for "criminal" as time went by.

Crusade attacked and nearly killed the Crime Fighter, defeated Eric in combat and generally made New York an unsafe place to be for a few years. Eric took up the mantle of Squire again, partly in honor of his mentor and partly to remind Crusade who was coming after him and waged a one man war against the killer vigilante.

Finaly, in 1986, Eric as Squire brough Crusade to justice. Bart served five years in an institution for his crimes and, finally free of the drugs taint and truely aware of what he had done, Bart was released.

Eric offered Bart the Squire identity when he became the Black Knight but Bart refused. He began classes and in 1997 became a member of the DA's office.

Powers/Tactics: Black Knight is a gifted athlete, his agility and reaction times are legendary, his strength is peak human and his resiliance and intelligence are renowned. He studied Tae Kwon Do under Crusader and became a skilled practicioner in his own right. His detective skills are as extensive as his former mentor's. Campaign Use: Black Knight is a "World's Greatest Detective" style crimefighter modeled after his mentor. 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 STR to 25 and add 2 DC's and 1 more Overall Level. You could also give him a VPP to represent an extensive gadget arsenal
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Friday August 6th, 2004Glamour GirlPlayer: NPC Heroine

Val Char Cost
15 STR 5
23 DEX 39
18 CON 16
11 BODY 2
23 INT 13
13 EGO 6
25 PRE 15
22 COM 5
8/16 PD 5
8/16 ED 4
5 SPD 17
7 REC 0
40 END 2
40 STUN 12
7" RUN23" SWIM14" LEAP1Characteristics Cost: 145
Cost Power END
22 Illusion Casting: Elemental Control, 44-point powers
23 1) Cloak Of Illusion: Invisibility to Sight, Hearing and Smell/Taste Groups , No Fringe (45 Active Points) 4
22 2) Illusionary Disguise: Shapeshift (Sight Group, Limited Group of Shapes), Imitation, Instant Change, Reduced Endurance (1/2 END; +1/4) (44 Active Points) 1
29 3) Illusions: Sight, Hearing and Smell/Taste Groups Images x8" Radius (+3/4), -3 to PER Roll (51 Active Points) 5
14 4) Image Animation Illusions: Sight, Hearing and Smell/Taste Groups Images x8" Radius (+3/4), -3 to PER Roll (51 Active Points); Set Effect (-1) 5
43 5) Larger Illusions: Sight, Hearing and Smell/Taste Groups Images x32" Radius (+1 1/4), -3 to PER Roll (65 Active Points) 6
23 6) Master Mimic: Hearing Group Images x4" Radius (+1/2), -7 to PER Roll, Reduced Endurance (1/2 END; +1/4) (45 Active Points) 2
11 7) Mirror Images: Sight and Hearing Groups Images x4" Radius (+1/2), -5 to PER Roll (45 Active Points); Set Effect (-1) 4
37 8) Tactile Illusions: Sight, Hearing, Smell/Taste and Touch Groups Images x8" Radius (+3/4), -3 to PER Roll (59 Active Points) 6
19 Jetboots (Concealed): Flight 8", Invisible Power Effects, Source Only (Fully Invisible; +1/2) (24 Active Points); IIF (-1/4) 2
7 You Can't Fool Me: +5 PER with All Sense Groups (15 Active Points); Only to See Through Illusions (-1) 0
Costume
5 1) Audial Dampers: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
12 2) Betacloth Bodysuit: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
1 3) Cut and Sculpted for maximum impact: +2 COM; OIF (-1/2)
6 4) Mask Radio: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing Groups As Well As Radio Group (-1/2) 0
3 5) Nightsight Lenses: Nightvision (5 Active Points); OIF (-1/2) 0
5 6) Polarized Lenses: Sight Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
3 7) Sectional Protection: Armor (2 PD/2 ED) (6 Active Points); Activation Roll 12- (-3/4), OIF (-1/2) 0
Powers Cost: 285
Cost Martial Arts Maneuver
Hwarang-Do
4 1) +1 HTH Damage Class(es)
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2 1/2d6 NND
4 4) Finger Strike: 1/2 Phase, -1 OCV, +1 DCV, 2 1/2d6 NND
4 5) Head Strike/Elbow Strike/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
5 6) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6 +1 , Disable
3 7) Joint Lock: 1/2 Phase, +0 OCV, -1 DCV, Grab One Limb; +15 STR for holding on
5 8) Kick: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike
5 9) Throw: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 , Target Falls
1 10) Weapon Element: Blades
1 11) Weapon Element: Clubs
1 12) Weapon Element: Polearms
1 13) Weapon Element: Staffs
Martial Arts Cost: 42
Cost Skill
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
3 Concealment 14-
3 Contortionist 14-
3 Conversation 14-
3 Cryptography 14-
2 CuK: Korean 11-
3 Defense Maneuver I
3 Disguise 14-
3 High Society 14-
3 Interrogation 14-
4 Language: Korean (idiomatic)
3 Lipreading 14-
3 Lockpicking 14-
3 Oratory 14-
5 PS: Stage Magician 16-
3 Paramedics 14-
3 Persuasion 14-
3 Scholar
1 1) KS: Hwarang-Do (2 Active Points) 11-
2 2) KS: Illusions and Stage magic (3 Active Points) 14-
1 3) KS: Korean Healing (2 Active Points) 11-
1 4) KS: Korean History (2 Active Points) 11-
6 5) KS: Puzzles, Riddles, and Mysteries (7 Active Points) 18-
1 6) KS: The Martial World (2 Active Points) 11-
1 7) KS: The Superhuman World (2 Active Points) 11-
3 Security Systems 14-
3 Seduction 14-
3 Shadowing 14-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Ventriloquism 14-
2 WF: Common Melee Weapons
1 WF: Staffs
Skills Cost: 96
Cost Perk
5 Money: Well Off
5 Contact: Hwarang Do (Contact has useful Skills or resources, Very Good relationship with Contact) 11-
6 Contact: Jason Parnell (Retired Adventurer/Gadgeteer) (Contact has very useful Skills or resources, Good relationship with Contact) 12-
Perks Cost: 16
Cost Talent
6 Combat Luck (3 PD/3 ED)
3 Lightsleep
Talents Cost: 9
Val Disadvantages
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
10 Distinctive Features: Style Limiation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
15 Hunted: Criminal Gang 8- (As Pow, NCI, Harshly Punish)
20 Hunted: IHA 8- (Mo Pow, NCI, Harshly Punish)
15 Hunted: Mechassassin 8- (Mo Pow, Harshly Punish) [Notes: Early in her career, Glamour Girl embarrassed Mechassassin, basically fooling him into taking down his own men and then managed to beat him with a "non-illusion" he took for a hologram. He's been seeking to "return the pain" since then.]
10 Hunted: Mirage 8- (As Pow, Harshly Punish) [Notes: Battle of the illusionists!]
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Energetic and exciteable (Common, Moderate)
10 Psychological Limitation: Loves mysteries and puzzles (Common, Moderate)
15 Psychological Limitation: Tends to get obsessive over her interests (Very Common, Moderate)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 243Total Experience Available: 243Experience Unspent: 0Total Character Cost: 593

Height: 2.00 m Hair: Black (Dyed Blonde)
Weight: 100.00 kg Eyes: Brown (Violet Contacts)
Appearance: A gorgeous young Korean American woman with a petite, athletic figure. She dresses the part with a sculpted body suit, dyed blonde hair and exotic colored contacts. Her costume is a one piece silver bathing suit with fishnet stockings, high black boots, black gloves, a short black jacket with long sleeves, and a silver domino mask. Personality: Jeannie is a young woman with high ideals and a great deal of dedication to her causes and projects. She has become a top notch athlete and illusionist and uses her Illusion Casting abilities to their fullest. Thus far she has kept to the low end of criminal activity, she's not faced many supervillains yet and hasn't found anyhting too far out of her league. Should that happen she might go to Jason for more weapons. Quote:"Are you sure?"Background: Jeannie Kim is a third generation Korean American. She has studied stage magic since she was eleven. Her mutant powers of illusion emerged shortly after studies began. Rather than relying on her abilities she strove harder and harder to become a truely great illusionist. As she grew she became enraptured by her heritage and spent six years studying in South Korea. It was there that she met Hwarang, a Korean crimefighter. She aided him in a battle and they dated briefly. She began studying Hwarang-Do during this time. Eventually homesickness brought her back to America. She and the young Korean hero parted on good terms and keep in touch.

Jeannie continued her studies in America and became more and more enchanted with the idea of being a superheroine.

Her gadgets actually came from a retired inventor, Jason Parnell, once known as the Rigger. Jeannie took the name Glamour Girl.

Powers/Tactics: Glamour Girl uses her illusions to confuse and rattle her opponents until she can get the drop on them with her martial arts skills. Campaign Use: An able young heroine who could be a partner, romantic interest, rival, or support member of a super team. If you want to make her less proficient, drop her Dex to 20 and her DEF to 14 total. If she's going to see much more combat, give her a few more offensive abilities, a billy club, some more DC's, perhaps a stun gun or something similar.
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Saturday August 7th, 2004ElasticusPlayer: NPC Villain; Leader of the Outcasts

Val Char Cost
20 STR 10
23 DEX 39
28 CON 36
13 BODY 6
18 INT 8
12 EGO 4
20 PRE 10
5 COM -2
25 PD 12
17 ED 2
5 SPD 17
11 REC 2
60 END 2
62 STUN 25
6" RUN02" SWIM04"/24" LEAP0Characteristics Cost: 171
Cost Power END
100 Control over Physical Form: VPP, 50 base + 50 control cost, Cosmic (+2) (125 Active Points); Only stretching or Shape Shifting powers (-1/2)
0 1) Air Foil Form: Gliding 11" (11 Active Points) Real Cost: 11 0
0 2) Arm Whip: Swinging 14" (14 Active Points) Real Cost: 14 1
0 3) Flow Through Objects: Desolidification (40 Active Points); Affected by Any Attack (-1), Cannot Move through Solid Objects (-1/2) Real Cost: 16 4
0 4) Really Big Fists: Hand to Hand Attack +5d6 (25 Active Points); Hand-To-Hand Attack (-1/2) Real Cost: 17 2
0 5) Rebound Shot: Missile Deflection (Bullets & Shrapnel), +2 OVC with Deflection, Missile Reflection (39 Active Points) Real Cost: 39 0
0 6) Spring Coiled Legs: Superleap +20" (4"/24" forward, 2"/12" upward) (20 Active Points) Real Cost: 20 2
0 7) Toughen Up: Armor (9 PD/9 ED) (27 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Visible (-1/4) Real Cost: 18 3
20 Form Shifting: Elemental Control, 40-point powers
36 1) Body Control: Stretching 8", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (56 Active Points) 2
61 2) Form Shifting: Shape Shift (Sight, Touch, Hearing and Smell/Taste Groups, four (max) shapes), Cellular, Imitation, Instant Change, Makeover, Reduced Endurance (0 END; +1/2) (81 Active Points) [Notes: Can Alter his COM score by 11 (from -6 to 16)] 0
20 3) Physically Durable: Physical Damage Reduction, 75% (40 Active Points) 0
5 Mental Focus: Mental Defense (7 points total) 0
3 Regeneration: Healing 1d6 (10 Active Points); Extra Time (6 Hours, -2 1/2) 1
Physiology Enhancements
2 1) Durable Cellular Structure: Life Support (Longevity 400 Years) 0
5 2) Hold Breath: Life Support (Expanded Breathing) 0
6 3) Impact Resiliance: Knockback Resistance -3" 0
3 4) Pressure Resistant: Life Support (Safe in High Pressure; Safe in Low Pressure/Vacuum) 0
4 5) Thermal Independance: Life Support (Safe in Intense Cold; Safe in Intense Heat) 0
Powers Cost: 265
Cost Martial Arts Maneuver
Jiu-Jitsu
3 1) Slam: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls
4 2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
3 3) Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, 4d6 Strike; You Fall, Target Falls
4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm roll
4 5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 35 STR vs. Grabs
Martial Arts Cost: 18
Cost Skill
4 +2 with Big Fist Attack
20 +4 with HTH Combat
3 Acting 13-
3 Breakfall 14-
3 Computer Programming 13-
3 Concealment 13-
3 Contortionist 14-
3 Cryptography 13-
3 Deduction 13-
7 Demolitions 15-
7 Disguise 15-
7 Electronics 15-
4 Forgery (Commercial Goods, Documents) 13-
3 High Society 13-
3 Interrogation 13-
3 Inventor 13-
7 Mechanics 15-
9 Mimicry 16-
3 Oratory 13-
2 PS: Lawyer 11-
3 Paramedic 13-
3 Persuasion 13-
3 Scholar
1 1) KS: Civil Law (2 Active Points) 11-
1 2) KS: IHA (2 Active Points) 11-
1 3) KS: The Criminal Underworld (2 Active Points) 11-
1 4) KS: The High Society World (2 Active Points) 11-
1 5) KS: The Legal World (2 Active Points) 11-
1 6) KS: The Superhuman World (2 Active Points) 11-
1 7) KS: UNTIL (2 Active Points) 11-
1 8) KS: VIPER (2 Active Points) 11-
3 Seduction 13-
3 Shadowing 13-
3 Stealth 14-
3 Streetwise 13-
3 Systems Operation 13-
3 Tactics 13-
Skills Cost: 135
Cost Perk
12 Contact: VIPER (Contact has extremely useful Skills or resources), Organization Contact (x3) (12 Active Points) 8-
7 Contact: Underworld Fence, Jacob Wells (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 12-
2 Deep Cover: James Harper, Attourney At Law in Millennium City
2 Fringe Benefit: License to practice a profession: Attourney, Passport
5 Fringe Benefit: Membership: Leader of the Outcasts
5 Money: Well Off
15 Vehicles & Bases: Underground Base near Millennium City
Perks Cost: 48
Cost Talent
3 Ambidexterity (-2 Off Hand penalty)
Talents Cost: 3
Val Disadvantages
5 Distinctive Features: Mutant (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
15 Distinctive Features: Reptilian, green skinned man (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses)
5 Enraged: If shamed or embarrassed in public (Uncommon), go 8-, recover 14-
25 Hunted: IHA 11- (Mo Pow, NCI, Harshly Punish)
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: The Champions 8- (Mo Pow, NCI, Harshly Punish)
10 Physical Limitation: Difficult to treat medically (-5 toParamedics Rolls) (Infrequently, Greatly Impairing)
15 Psychological Limitation: Hatred of the IHA (Common, Strong)
20 Psychological Limitation: Messiah Complex (Very Common, Strong)
15 Psychological Limitation: Protective of Mutants (Common, Strong)
10 Reputation: Mutant Supremist, 8- (Extreme)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 175

Base Points: 200Experience Required: 265Total Experience Available: 265Experience Unspent: 0Total Character Cost: 640

Height: 1.87 m Hair: None
Weight: 80.00 kg Eyes: Green
Appearance: His "True" form is a muscular, green skinned, scaled humanoid with bulbous yellow eyes and a nascant nose. His mouth is full of sharp pointy teeth and instead of ears he has large fin-like protrusians on either side of his head that serve the same function. He has a ridged brow. His costume is green and gold and eerily similar to the Fantastic Four uniform, green base, gold gloves, boots, belts and a golden "E" on his chest.

Piotr's form is an average guy with blond hair and brown eyes

James Harper is a handsome man in his mid thirties with bronzed skin, black hair (starting to gray slightly) and blue eyes.

Personality: Elasticus feels that the world is against him (though in my version of the CU anti-mutant hysteria is minimal), he wishes to strike first. Oddly enough much of what little anti-mutant sentiment there is in the US can be directly attributed to his actions and very public battle with the IHA's secret cabal of robots and agents. He has been much more successful as a lawyer, crusading for the rights of the Superbeing.Quote:"You Honor..."

"Don't play the fool with me Sapphire, you have turned your back on your fellow mutants. Don't think we will be kind to traitors such as yourself!"

Background: Piotr Beechum was born to an American father and a Russian mother. Born in Boston, MA., he grew up loved and sheltered. When he turned 13 his hair fell out and his skin became green and scaly. His parents, unable to cope with a mutant child simply threw him out of the house and moved away. Piotr learned quickly that he could use his shape changing abilities to appear normal, even handsome, and he did so. He finished school and went to law school. Upon finishing, he moved to Millennium City to start his new life.

Setting up shop as James Harper, he began his lifelong struggle against the forces of human supremacy. As James, he used the rule of law to challenge the Institute for Human Advancement when he could, and as Elasticus, he began recruiting mutants or people who felt they'd been wronged by "normal society" and formed the Outcasts. He's been quite successful as a criminal leader, but his angst ridden "Crusade" still takes up most of his time.

Powers/Tactics: A shape shifter of tremendous ability, Elasticus tends to use his shape shifting for espionage and undercover work, preferring to fight in his "true form" When in combat he adapts several shape shifting combat abilities, claws, giant fists, huge forms, armored shells, etc.Campaign Use: If you have already have a chief anti-human activist in your campaign, Elasticus will work with them, perhaps as a lieutenant. If he's too strong, drop his shape shift pool to 30-40 pts. If you want to make him even more powerful, increase it to 60 pts. Everything else works the same.
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Sunday August 8th, 2004Ionic ManPlayer: NPC Villain; member of the Outcasts

Val Char Cost
40 STR 30
20 DEX 30
30 CON 40
12 BODY 4
13 INT 3
15 EGO 10
20 PRE 10
10 COM 0
30 PD 8
30 ED 10
5 SPD 20
14 REC 0
60 END 0
50 STUN 3
6" RUN02" SWIM08" LEAP0Characteristics Cost: 168
Cost Power END
125 Ionic Attacks: Multipower, 100-point reserve, all slots Affects Desolidified One Special Effect of Desolidification (Density Reduction/Ionic Diffusion; +1/4) (125 Active Points)
10u 1) Ion Beam: Energy Blast 16d6, Reduced Endurance (1/2 END; +1/4) (100 Active Points) 4
1u 2) Ionic Fist!: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) 2
7u 3) Ionic Pulse: Energy Blast 10d6, Area Effect: Radius (+1) (100 Active Points); No Range (-1/2) 10
10u 4) Particle Beam: Energy Blast 11d6, Reduced Endurance (1/2 END; +1/4), Penetrating (+1/2) (96 Active Points) 4
20 Ionic Control : Elemental Control, 40-point powers
26 1) Graviton Manipulation: Flight 18", Improved Noncombat Movement (x8) (46 Active Points) 5
22 2) Ion Suffusion Field: Force Field (14 PD/14 ED), Reduced Endurance (1/2 END; +1/4), Hardened (+1/4) (42 Active Points) 1
20 3) Ionic Diffusion: Desolidification (affected by Ion Based Attacks) (40 Active Points) 4
22 4) Ionic Telelocation: Teleportation 12", No Relative Velocity, x256 Noncombat (69 Active Points); Increased Endurance Cost (x3 END; -1), Concentration (1/2 DCV; -1/4) 21
8 Durable Form: Damage Resistance (8 PD/8 ED) 0
20 Environmental Independance: Life Support (Longevity 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 0
Powers Cost: 291
Cost Skill
5 +1 with HTH Combat
15 +3 with Ranged Combat
3 Computer Programming 12-
3 Electronics 12-
3 Mechanics 12-
3 Scholar
2 1) KS: Criminal Underworld (3 Active Points) 12-
1 2) KS: Superpowers (2 Active Points) 11-
1 3) KS: The Superhuman World (2 Active Points) 11-
3 Streetwise 13-
3 Systems Operation 12-
Skills Cost: 42
Cost Perk
2 Contact: Criminal Underworld 11-
21 Contact: Viper (Contact has extremely useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 12-
4 Fringe Benefit: Membership: The Outcasts (Lieutenant)
Perks Cost: 27
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)
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: The Champions 8- (Mo Pow, NCI, Harshly Punish)
10 Psychological Limitation: Enjoys combat (Common, Moderate)
15 Psychological Limitation: Loves being a villain, craves fear and respect (Common, Strong)
20 Psychological Limitation: Loyal to Elasticus (Common, Total)
15 Social Limitation: Secret Identity (Frequently, Major)
10 Unluck: 2d6
10 Vulnerability: 2 x STUN Cold based Attacks (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 178Total Experience Available: 178Experience Unspent: 0Total Character Cost: 528

Height: 1.90 m Hair: Bald
Weight: 100.00 kg Eyes: Blue
Appearance: Tall and muscular of build, Ionic man has no body hair at all. He has blue eyes and wears a white costume with a blue atomic symbol on his chest. for a "mask" he wears silvered goggles.Personality: Joe is a loyal minion of Elasticus and the two are good friends. Though Elasticus can be imperious and haughty, he truely respects Joe and enjoys the man's company. For his part, Joe sees himself as a dedicatd hero to Mutant Rights. Quote:"I'm going to have to take you down!"Background: Joe Marx can command the powers of ionic energy. He is strong, fast, and capable of wreaking havok with powerful energy blasts. A mutant whose powers emerged during his early 20's (a late bloomer), he was recruited heavily by Elasticus to be his first member of the Outcasts. Joe works well with Elasticus, considering the man to be a criminal genius. They make good use of Joe's technical skills, and he has alot of pull in the team as the first chosen agent.

Powers/Tactics: Ionic man is a powerful projector of energy. His Ion beams are forceful and can affect certain forms of "desolid" targets. He can fly, walk through walls, and with great effort, teleport. Campaign Use: A good lacky for a supervillain, even if you don't use Elasticus. Drop his MP to 75 points to limit his combat kick. If you want to make him even more powerful give him a few mass/density powers in addition to his ionic control.
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Monday August 9th, 2004FiendishPlayer: NPC Villain; member of the Outcasts

Val Char Cost
75 STR 50
15 DEX 15
35 CON 50
14 BODY 2
10 INT 0
15 EGO 10
40 PRE 25
6 COM -2
35 PD 20
33 ED 23
4 SPD 15
22 REC 0
70 END 0
70 STUN 0
12" RUN02" SWIM035" LEAP0Characteristics Cost: 208
Cost Power END
15 Effortless Strength: Reduced Endurance (1/2 END; +1/4) (15 Active Points) applied to STR
15 Environmental Independance: Life Support (Extended Breathing: 1 END per 20 Minutes; Longevity 200 Years; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0
30 Massive Leaping: Leaping +20" (35" forward, 17 1/2" upward) (Accurate, x4 Noncombat) 3
6 Pain Tolerance: (Total: 20 Active Cost, 6 Real Cost) +10 Mental Defense (13 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
44 Rage-Augmented Strength: Aid STR 2d6, Can Add Maximum Of 60 Points, Trigger (becoming Enraged/Berserk; +1/4), Delayed Return Rate (points return at the rate of 5 per 20 Minutes; +3/4), Continuous (+1) (132 Active Points); No Conscious Control (cannot activate power on his own, but can use the STR freely once it's activated; -1), Self Only (-1/2), Points Fade Immediately If Character Recovers From Being Enraged/Berserk (-1/2) 0
26 Shockwave: Hole In The Middle (the hex the character stands in when he uses the power; +1/4), Explosion (+1/2) for up to 60 Active Points of STR, Only Does Knockdown, Not Knockback (+0), Side Effects (may cause considerable damage to the environment; +0) (45 Active Points); Extra Time (Full Phase, -1/2), Only Affects Targets On The Ground (-1/4) 4
30 Supertough Skin: Damage Resistance (30 PD/30 ED) 0
24 Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (the one hex the character is standing in when he uses the power; +1/4), Does Knockback (+1/4), Explosion (-1 DC/3"; +1) (60 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2) 6
SIZE, LARGE
6 1) Greater Mass: +3 BODY
15 2) Greater Strength: +15 STR 1
6 3) Heavy: Knockback Resistance -3" 0
12 4) Long Legs: Running +6" (12" total) 1
5 5) More Impressive: +5 PRE
4 6) Reach: Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 0
3 7) Tougher: +3 ED
Powers Cost: 241
Cost Skill
50 +10 with HTH Combat
2 KS: Politics 11-
2 KS: Religion 11-
2 KS: Sports 11-
2 KS: The Superhuman World 11-
3 Navigation (Air, Land) 11-
3 Persuasion 17-
3 Shadowing 11-
3 Stealth 12-
3 Streetwise 17-
10 Survival (Arctic/Subarctic, Temperate/Subtropical, Desert, Mountain, Urban) 11-
3 Tracking 11-
Skills Cost: 86
Cost Perk
3 Fringe Benefit: Membership: the Outcasts
3 Anonymity: Fiendish's true identity is unknown even to himself.
Perks Cost: 6
Cost Talent
15 Beast Speech
Talents Cost: 15
Val Disadvantages
20 Distinctive Features: monstrous appearance (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Enraged: When frustrated; taunted, mocked...you get the idea (Very Common), go 8-, recover 11-
20 Hunted: Champions 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: IHA 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish)
10 Physical Limitation: Doesn't Know Own Strength (Frequently, Slightly Impairing)
5 Physical Limitation: Large, up to twice human size (4m, or 2"; -2 DCV, +2 to PER Rolls to perceive) Infrequently, Slightly Impairing
15 Psychological Limitation: Bully (Common, Strong)
10 Psychological Limitation: Dislike Of Intellectuals (Uncommon, Strong)
15 Psychological Limitation: Loyal To Elasticus (Very Common, Moderate)
5 Rivalry: Professional (Ionic Man; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
5 Unluck: 1d6
10 Vulnerability: 2 x STUN Ego Attacks (Uncommon)
Disadvantage Points: 175

Base Points: 200Experience Required: 181Total Experience Available: 178Experience Unspent: 0Total Character Cost: 556

Height: 4.00 m Hair: Brown Fur
Weight: 400.00 kg Eyes: Black with Red Pupils
Appearance: A gigantic brute with brown fur, black eyes with red pupils, great black horns on his head, fangs, and a brimstone like smell. His fur covers most of his body, his hands are black and leathery, as are his feet. he wears a loin cloth in red with a black iron belt. Personality: Fiendish isn't necessarily a dumb monster, but he lacks self-control and often lashes out in destructive rages. He spend most of his "down time" at the Vault watching the news and reading newspapers. He likes to keep up to date on the state of the world and hopes to catch references to his past. He idolizes Elasticus and wishes to replace Ionic Man as his right hand. He won't act in a way that might anger Elasticus but the two trade barbs on occasion and "training" combats can be brutal. Quote:'aaaaaaarrrrrrrrrrrrrrrrrrrraaaaaRRRRRRRRRRAAAAAAAUUUUUUUUUGGGGGGGHHHHHHH!!!!!"

"How 'bout them White Sox?"

Background: Fiendish, the name given to him by the papers, appeared out of nowhere one day and errupted in violence soon after. Although the Champions were able to take him down, the battle was furious and he proved to be a surprisingly resiliant foe. On his way to Stronghold, the transport was attacked by the Outcasts. Elasticus freed Fiendish and offered him a spot on the team. He took it. The rest is violent, destructive, history.

Powers/Tactics: Smash, intimidate, repeat.

Campaign Use: A rampaging monster (just ignore his INT and skills) or a rampaging minion. Your choice! If you want to make him more manageable, limit his total STR to 60, his CON to 30 and lower his DEF to 25. IF you want to toughen him up, buy some more defense tricks (Knb Resistance, Dam Red, Mental and or Power Defense).
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Tuesday August 10th, 2004ProphecyPlayer: NPC Villain; Member of the Outcasts

Val Char Cost
15 STR 5
20 DEX 30
15 CON 10
10 BODY 0
15 INT 5
20 EGO 20
20 PRE 10
12 COM 1
8/14 PD 5
8/14 ED 5
5 SPD 20
6 REC 0
30 END 0
30 STUN 4
9" RUN02" SWIM03" LEAP0Characteristics Cost: 115
Cost Power END
6 Acute Senses: +2 PER with all Sense Groups 0
12 Armored Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
6 Feets don't fail me now!: Running +3" (9" total) 1
20 Looks Like I Win Again: Gambling (Board Games, Card Games, Dice Games, Sports Betting, Roulette) 22- (30 Active Points); Costs Endurance (-1/2) 3
17 Precognition: Precognitive Clairsentience (Sight And Hearing Groups) (50 Active Points); Precognition Only (-1), Vague and Unclear (-1/2), Time Modifiers (-1/2) 5
27 Precognitive Defense: +8 with DCV (40 Active Points); Costs Endurance (-1/2) 4
13 Rapier: Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Penetrating (+1/2) (30 Active Points); OAF (-1), No Knockback (-1/4) 3
Powers Cost: 101
Cost Martial Arts Maneuver
Pakua
8 1) +2 HTH Damage Class(es)
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 3) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 40 STR vs. Grabs
3 6) Joint Lock: 1/2 Phase, +0 OCV, -1 DCV, Grab One Limb; 20 STR for holding on
4 7) Kick: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
5 8) Palm Strike: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike
4 9) Root: 1/2 Phase, +0 OCV, +0 DCV, 40 STR to resist Shove; Block, Abort
3 10) Sweep/Throw: 1/2 Phase, +2 OCV, -1 DCV, 6d6 Strike, Target Falls
1 11) Weapon Element: Blades
1 12) Weapon Element: Polearms
1 13) Weapon Element: Ring Needle
1 14) Weapon Element: Staffs
Martial Arts Cost: 48
Cost Skill
6 +2 with Pakua
16 +2 with All Combat
3 Analyze: Style 12-
3 Breakfall 13-
4 Language: Italian (idiomatic)
3 Scholar
1 1) KS: Arcane And Occult Lore (2 Active Points) 11-
1 2) KS: Chinese Philosophy (2 Active Points) 11-
1 3) KS: Legends And Lore (2 Active Points) 11-
1 4) KS: Pakua (2 Active Points) 11-
1 5) KS: The Superhuman World (2 Active Points) 11-
2 WF: Common Melee Weapons
1 WF: Off Hand
1 WF: Staffs
Skills Cost: 44
Cost Perk
2 Contact: Criminal Underworld 11-
3 Fringe Benefit: Membership: Outcasts
5 Money: Well Off
2 Reputation: Wiseman (A medium-sized group) 11-, +2/+2d6
Perks Cost: 12
Cost Talent
15 Lightning Reflexes: +10 DEX to act first with All Actions
3 Absolute Time Sense
12 Combat Luck (6 PD/6 ED)
Talents Cost: 30
Val Disadvantages
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
20 Hunted: Champions 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: IHA 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish)
10 Psychological Limitation: Full of himself (Common, Moderate)
15 Psychological Limitation: Loyal to Elasticus (Common, Strong)
20 Psychological Limitation: Mysterious and Enigmatic (Very Common, Strong)
10 Reputation: Seer, 8- (Extreme)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

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

Height: 1.77 m Hair: Brown
Weight: 77.00 kg Eyes: Brown
Appearance: A somewhat dashing man in burgundy clothes, resembling the movie swashbucklers. He wears a blousy white shirt under a red vest with matchin cloak. His belt, sheath, swash-topped boots, and gloves are black. He wears a silver facemask that gives him a featureless look and a cavalier's hat that never seems to fall off.Personality: To tell the truth, no one knows his true motives. He works well with the team, gets along smashingly with them but maintains an aura of mystery. Sometimes Elasticus wonders if Prophecy is working for him or if he is working for Prophecy.Quote:"I knew you'd try that."

"Funny, I didn't see that coming."

Background: Prophecy is the most recent recruit for the Outcasts. He appered one day, dressed in his costume and claimed he'd seen a vision of his working with the outcasts. After testing his combat worthiness (which he barely passed) they allowed him to join. He has proven invaluable in aiding with the planning of the team's actions. He claims to be not a mutant but a gypsy gifted with the "sight".

Mutant scanners disagree.

Powers/Tactics: A precognative martial artist. Prophecy is not a tremendous fighter, but he is good at keeping opponents occupied and giving his team mates a break. He tends to dodge and poke with his rapier.Campaign Use: An annoying guy who finishes people's sentences.
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Wendesday August 11th, 2004AirwavePlayer: NPC Villain; member of the Outcasts

Val Char Cost
20 STR 10
21 DEX 33
20 CON 20
10 BODY 0
15 INT 5
10 EGO 0
15 PRE 5
14 COM 2
16/21 PD 6
16/21 ED 6
5 SPD 19
8 REC 0
40 END 0
40 STUN 10
6"/8" RUN02" SWIM04" LEAP0Characteristics Cost: 116
Cost Power END
10 Radiowave Control: Elemental Control, 20-point powers
10 1) Defense Shields: Force Field (5 PD/5 ED/5 Flash Defense: Hearing Group/5 Flash Defense: Radio Group) (20 Active Points) 2
7 2) Defensive Waves: Missile Deflection (Any Ranged Attack) (20 Active Points); Costs Endurance (-1/2) 2
7 3) Radio Dampening: Invisibility to Radio Group , Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Always On (-1/2) 0
35 4) Radiowave Beam: Energy Blast 9d6 (45 Active Points) 4
19 5) Radio Jamming: Hearing and Radio Groups Flash 8d6 (29 Active Points) 3
15 Radar Sense: Radar (Radio Group) 0
23 Radio Hearing: Radio Perception, +2 to PER Roll, Discriminatory, Analyze, Telescopic (+1 versus Range Modifier), Transmit 0
12 Reinforced Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
4 Swift: Running +2" (6"/8" total) 1
2 Twin Link: Mind Link: Soundbite , Human class of minds, One Specific Mind (5 Active Points); Only With Others Who Have Mind Link (-1) 0
Powers Cost: 144
Cost Martial Arts Maneuver
Karate
4 1) +1 HTH Damage Class(es)
4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Chop: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR to Disarm roll
4 5) Escape: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 6) Kick: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike
4 7) Punch: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
1 8) Weapon Element: Karate Weapons
Martial Arts Cost: 30
Cost Skill
10 +2 with HTH Combat
20 +4 with Ranged Combat
3 Breakfall 13-
3 Bribery 12-
3 Climbing 13-
3 Computer Programming 12-
3 Cryptography 12-
3 Electronics 12-
3 Language: English (Fluent Conversation) (2 Active Points)
0 Language: Japanese (idiomatic) (4 Active Points)
3 Paramedics 12-
3 Scholar
1 1) KS: Karate (2 Active Points) 11-
1 2) KS: Stronghold (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: Yakuza (2 Active Points) 11-
3 Security Systems 12-
3 Shadowing 12-
3 Stealth 13-
3 Streetwise 12-
2 Survival (Urban) 12-
2 Systems Operation (Communications Systems) 12-
3 Teamwork 13-
Skills Cost: 81
Cost Perk
3 Fringe Benefit: Membership: The Outcasts
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 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
20 Hunted: IHA 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: The Champions 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Angry, quick to violence (Common, Strong)
20 Psychological Limitation: Devoted Brother to Soundbite (Common, Total)
15 Psychological Limitation: Disdain for normals (Very Common, Moderate)
15 Social Limitation: Secret Identity (Frequently, Major)
5 Unluck: 1d6
Disadvantage Points: 150

Base Points: 200Experience Required: 24Total Experience Available: 24Experience Unspent: 0Total Character Cost: 374

Height: 1.75 m Hair: Black
Weight: 75.00 kg Eyes: Brown
Appearance: A burly japanese youth with close cropped hair and brown eyes. His costume looks a bit like a saturday morning "Senpai Ranger" uniform, white with black trim at the shoulders, belt, boots, and gloves. A full helmet, white with silver face plate. A black series of wave patters appears on his chest.Personality: Airwave is quick to anger, violent, and protective of his sister's honor. She tolerates him but is determined to live her own life.

He respects his fellow Outcasts for their powers and feels comfortable in his role as ranged support. He wishes he could fly.

Quote:"A little white noise should cool your jets."Background: Akira and his sister Ayane have been on the run from law since they were teenagers. Akira joined a Yakuza streetgang when he was thirteen, bolstered by his mutant powers of radio wave control, he moved up quickly in the ranks. He tried to keep Ayane away from the life of a criminal, but was unsuccessful. They moved to America at the behest of his superiors and were promptly betrayed and arrested. They spent six months in Stronghold before a massive prison break (sponsored by Dr Destroyer) enabled them to escape. Unlike many of the other prisoners, they made haste to get away rather than try for a measure of revenge and thus avoided recapture when half the superhero teams on the west cost converged on the super-prison.

Airwave and Soundbite made their way to Millennium City and fell in with the Outcasts, after their attempt at holding the communications industry hostage failed. Loyal more to each other than to the team, they none the less feel like they have found something of a home.

Powers/Tactics: Able to emit, recieve, and manipulate radio waves, Airwave has just recently begun to use his powers for anything more than listening to music and blowing things up.Campaign Use: Emplacd cannon. If you'd like to make him less competant, drop his Defense Field. If you want to improve his fighting ability, give him a few more Radio powers, perhaps flight or teleportation to make him less land locked and some more attack options.
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Thursday, August 12th, 2004SoundbitePlayer: NPC Villainess; member of the Outcasts

Val Char Cost
13 STR 3
21 DEX 33
20 CON 20
10 BODY 0
18 INT 8
12 EGO 4
18 PRE 8
18 COM 4
12 PD 3
12 ED 2
4 SPD 9
7 REC 0
40 END 0
30 STUN 3
6"/8" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 97
Cost Power END
10 Sonic Powers: Elemental Control, 20-point powers
42 1) Feedback: Dispel Sonic Powers 14d6, One At A Time (+1/4) (52 Active Points) 5
21 2) Shriek: Hearing Group Flash 12d6 (36 Active Points); Does Not Work In Vacuum (-1/4) 4
10 3) Silent : Invisibility to Hearing Group , Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points) 0
28 4) Sonic Blast: Energy Blast 9d6 (45 Active Points); Not In Vacuum (-1/4) 4
20 Evasion: Missile Deflection (Any Ranged Attack) 0
3 Extended Hearing: Ultrasonic Perception (Hearing Group) 0
5 Fortunate, really: Luck 1d6 0
18 Parabolic Hearing: +12 versus Range Modifier for Hearing Group 0
12 Reinforced Uniform: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
15 Sonar Hearing: Active Sonar (Hearing Group) 0
20 Sonic Tolerance: Hearing Group Flash Defense (20 points) 0
4 Swift: Running +2" (6"/8" total) 1
2 Twin Link: Mind Link: Airwave , Human class of minds, One Specific Mind (5 Active Points); Only With Others Who Have Mind Link (-1) 0
Powers Cost: 210
Cost Skill
30 +6 with Ranged Combat
3 Acrobatics 13-
3 Breakfall 13-
3 Concealment 13-
3 Contortionist 13-
3 Lockpicking 13-
13 Mimicry 18-
3 PS: Dancer 13-
3 PS: Singer 13-
3 Paramedics 13-
3 Persuasion 13-
3 Scholar
1 1) KS: Exotic Dancing (2 Active Points) 11-
1 2) KS: Stronghold (2 Active Points) 11-
1 3) KS: The Superhuman World (2 Active Points) 11-
1 4) KS: Yakuza (2 Active Points) 11-
3 Security Systems 13-
3 Seduction 13-
3 Shadowing 13-
3 Stealth 13-
3 Streetwise 13-
2 Survival (Urban) 13-
3 Teamwork 13-
3 Tracking 13-
Skills Cost: 100
Cost Perk
3 Fringe Benefit: Membership: The Outcasts
3 Well-Connected
4 1) Contact: Black Market Dealer (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 11-
3 2) Contact: Made Man (Local Criminal Lieutenant) (Contact has useful Skills or resources, Good relationship with Contact) (4 Active Points) 11-
1 3) Contact: Police Evidence Clerk (Contact has been blackmailed by the character, Contact has very useful Skills or resources) (2 Active Points) 11-
4 4) Contact: Viper Undercover Agent (Contact has very useful Skills or resources, Good relationship with Contact) (5 Active Points) 11-
1 5) Favor: Dance Club Owner (2 Active Points)
1 6) Favor: Other Exotic Dancer (2 Active Points)
Perks Cost: 20
Cost Talent
3 Perfect Pitch
Talents Cost: 3
Val Disadvantages
5 Distinctive Features: Distinctive voice (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
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)
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: The Champions 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Enjoys using her feminine wiles to get her way (Very Common, Moderate)
15 Psychological Limitation: Loyal to brother (Common, Strong)
10 Psychological Limitation: Manipulative and greedy (Common, Moderate)
15 Psychological Limitation: Thrillseeker (Very Common, Moderate)
15 Social Limitation: Secret Identity (Frequently, Major)
5 Unluck: 1d6
Disadvantage Points: 150

Base Points: 200Experience Required: 80Total Experience Available: 80Experience Unspent: 0Total Character Cost: 430

Height: 1.65 m Hair: Black
Weight: 65.00 kg Eyes: Brown
Appearance: A lovely young japanese woman. Her costume is a slightly more feminine version of her brothers. It is a full body suit but has "french cut" style thighs and lower boots. Her gloves are longer, her helmet allows her hair to hang down to her shoulders. The costume is a pale pink with white gloves, boots, and trim at the shoulders and the upper thighs. Her symbol, a musical note in a circle on her chest is red. The helmet is pink with a faceplate that is sculpted into a lovely feminine face all in silver.Personality: Ayane is full of her self, fickle, greedy, manipulative, and self centered. Her loyalty to her brother is one of her few redeeming features, but even then she considers him something of a dolt. Quote:"You will not be unpleased by this songbird's song, Defender, but you will be defeated by it."Background: Ayane and her brother, Akira, were yakuza members from the time they were thirteen. Akira did his best to protect his precious sister from his new lifestyle but she did not want protecting. While he was out playing the part of loyal gang member, she was seducing, using and discarding his fellow gangmembers and later thier superiors. It was through Ayane's angering the wrong man with her mind games that they were sent to America and betrayed to the authorities. Although Akira does not believe it.

Since joining the Outcasts, Aynne has used her talents as a singer, dancer, and erm..entertainer as much as she has used her powers for the team's benefit. She has taken Elasticus as her lover and appreciates that he can be discreet enough not to arouse Akira's wrath.

Powers/Tactics: Soundbite serves a similar role to her brother in combat. In non-combat situations she shines.Campaign Use: Espionage lady. If you want to wimpify her, drop her active points to 40. To improve her combat wise, raise her stats a bit, increase her defense, and give her more sonic tricks.
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Re: Thursday, August 12th, 2004

 

Team Dodge

I got the idea for these guys when my buddy and I were talking about how all the good supers names had been stolen by the auto industry.

An online search showed that the Dodge lineup of vehicles held great promise. So, Team Dodge was born. These guys and girls were to be corporate "Good Guys" not the cynical, lackeys to big business one thinks of when they hear the term Corporate Supers.

GM became more important in my game, simply because the team Gadgeteer/Powered Armor/Genius turned his attentions to vehicle propulsion and fuel dependence. He turned his research over to the team benefactors and GM rolled out PowerCell vehicles before 2006 in the original timeline (probably 2007 now) and reinvigorated the auto industry. This led to many positive improvements in America in a few short years.

 

Team Dodge was the idea of one of GM's executive vice presidents. An idealistic and forward looking young woman, Blair Beauchamp, sold her superiors on the idea of sponsoring a super team. GM, which had lost much due to the destruction of Detroit, was in dire straights, the government had been supplementing GM's lousy sales for years and they were the poster child for corporate welfare.

The idea of Team Dodge was risky, it was expensive, and it held the potential to be a disaster. But Ms. Beauchamp was eloquent, and persuasive. The Board of Directors put her in charge and gave her a nigh unlimited budget.

Beauchamp hired a research company to find likely candidates, took a portion of the marketing department to come up with costume ideas and marketing deals for the team. Lockheed was offered a fat contract to develop jointly, air transport, where R&D at GM was to create a super truck for the team. Independent contractors began building a "secret" base at the sight of one of GM's old warehouses.

 

After almost three years and only a year after Millennium City is christened, Team Dodge is presented to the public on March 1st, 2000. The team, consisting of the superhumanly strong Ram, the enigmatic Shadow, the super fast Viper, the stunning Stratus, the armored Avenger, the bestial Prowler, and the colorful Neon, wow an audience of media representatives. Although the coverage is positive, there is a definite undertone of "Team Marketing Ploy". In the first year, Team Dodge appears at auto shows (much to the chagrin of Ram), sporting events, television, newspaper, and internet ads, and talk shows. They also aid the city against the horrors that are Mechanon, Lord Destroyer, DEMON, and the Ultimates. Their only black eye comes with a public battle between themselves and the Solution, instigated by VIPER agents, who used compelling, but false information of GM pollution and environmental irresponsibility to goad the Solution into investigating. Team Dodge, rather than simply providing adequate evidence to the contrary, attacks the other super team and their battle causes no small amount of property damage. Bad blood exists between the two teams to this day.

 

After the first year, GM severs "official" ties with the super team, becoming a silent sponsor. Avenger discovers the PowerCell Technology that eventually makes GM the automotive giant of the United States.

 

The current roster includes: Avenger, Ram, Shadow, Prowler, Stratus, Viper, and the newly added Magnum.

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Friday August 13th, 2004RamPlayer: NPC Hero, member of Team Dodge

Val Char Cost
55 STR 45
23 DEX 39
25 CON 30
14 BODY 8
18 INT 8
11 EGO 2
25 PRE 15
12 COM 1
25/33 PD 14
25/33 ED 20
4 SPD 7
16 REC 0
50 END 0
55 STUN 0
12" RUN02" SWIM029" LEAP0Characteristics Cost: 189
Cost Power END
60 Brick Tricks: Multipower, 60-point reserve
3u 1) Shockwave: Explosion on up to 60 STR, Hole In The Middle, Only Does Knockdown, Not Knockback (+0) (45 Active Points); Extra Time (Full Phase, -1/2), Only affects Targets On The Ground (-1/4) 4
2u 2) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (+1/4), Does Knockback (+1/4), Explosion (-1 DC/3"; +1) (60 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2) 6
Ram-Helm, all slots OIF (-1/2)
8 1) Ram-Tough Questionite Horns: Armor (8 PD/8 ED) (24 Active Points); Activation Roll 9- (only protects Hit Locations 3-5,9; -1 1/2), OIF (-1/2) 0
10 2) Ram Ram Ram: Hand-To-Hand Attack +6d6 (30 Active Points); Only With Move Throughs (-1), Hand-To-Hand Attack (-1/2), OIF (-1/2) 3
3 3) Mind-Shielding: Mental Defense (7 points total) (5 Active Points); OIF (-1/2) 0
7 4) Polarized Lenses: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
3 5) Nightsight: Nightvision (5 Active Points); OIF (-1/2) 0
6 6) Telescopic Lenses: +6 versus Range Modifier for Radio Group (9 Active Points); OIF (-1/2) 0
6 7) Helmet Radio: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing Groups As Well As Radio Group (-1/2) 0
13 Bracing: Knockback Resistance -10" (20 Active Points); Costs Endurance (-1/2) 2
33 Super-Stong Legs: Leaping +18" (29" forward, 14 1/2" upward) (Improved Noncombat Movement (x16)) 3
12 Super-Strong Legs: Running +6" (12" total) 1
25 Supertough Skin: Damage Resistance (25 PD/25 ED) 0
Powers Cost: 191
Cost Skill
15 +3 with HTH Combat
8 +4 with Move Through
3 Brick Tricks 13-
3 Climbing 14-
5 Combat Driving 15-
5 Combat Piloting 15-
3 Electronics 13-
3 Hoist 13-
2 KS: General Motors 11-
2 KS: MIlitary Vehicles 11-
2 KS: The Aeronautic World 11-
2 KS: The Aerospace World 11-
2 KS: The Automotive World 11-
2 KS: The Military/Mercenary/Terrorist World 11-
2 KS: The Superhuman World 11-
5 Mechanics 14-
15 Navigation (Air, Land, Marine, Space) 18-
3 PS: Driver 12-
3 Paramedics 13-
2 SS: Aerospace Engineering 11-
2 SS: Automotive Engineering 11-
2 SS: Vehicular Engineering 11-
3 Streetwise 14-
5 Systems Operation (Air/Space Traffic Control Systems, Radar, Radio, Sonar, The Ascent) 13-
13 TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Combat Aircraft, Early Spacecraft, Grav Vehicles/Hovercraft, Industrial & Exploratory Spacecraft, Large Motorized Boats, Large Planes, Railed Vehicles, Small Military Ships, Small Planes, Submarines, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
Skills Cost: 112
Cost Perk
12 Contact: General Motors (Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 8-
8 Access: GM Building, Millennium City (Hidden (-5 to Skill Rolls))
6 Fringe Benefit: Commercial Driver's License, International Driver's License, Membership: Team Dodge, Pilot's License
5 Money: Well Off
Perks Cost: 31
Cost Talent
3 Absolute Range Sense
3 Absolute Time Sense
3 Bump Of Direction
Talents Cost: 9
Val Disadvantages
15 Distinctive Features: Large, muscular man (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Hunted: Iron Cross 8- (As Pow, Harshly Punish)
15 Hunted: The Destroyers 8- (Mo Pow, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
5 Physical Limitation: Heavy (2x normal mass) (Infrequently, Slightly Impairing)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Protective of team's reputation (Common, Moderate)
10 Psychological Limitation: Vehicle nut, loves planes, cars, boats, ect. (Common, Moderate)
10 Psychological Limitation: Wants to make a difference (Common, Moderate)
10 Reputation: Coporate Shills...er Heroes, 11-
10 Rivalry: Professional (Ares (from the Solution; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 182Total Experience Available: 182Experience Unspent: 0Total Character Cost: 532

Height: 2.00 m Hair: Black
Weight: 200.00 kg Eyes: Brown
Appearance: A large African-American man wtih short black hair, brown eyes, and a large, powerful physique. His costume is white with red panels on his sides running from his armpit to his boots. His boots, belt, and driving gloves are black. His helmet is silver and connects to a silver torq that covers his shoulders and chest. The torq has a red "Dodge Ram" design on it; as does his belt buckle. His arms are bare.Personality: Ram thinks his job is very important. He understands that many think of them as the "Corporate Rock" of superhero teams. A group of sellouts and opporotunists. But he knows that at the end of the day, GM never has asked them to look after corporate interests first, never asked them to look the other way, never asked for more than they had agreed to in the initial contract. Call them what you want, Team Dodge is a team of dedicated heroes. That's all that ever matteredQuote:"Like the commercial says, I am Ram-Tough."

"Sir, please, step aside."

Background: To tell the truth, Jeff is to this day unsure if his love of vehicles stems from his secondary powers as a peerless pilot or if his abilities as a pilot stem from his love of all vehicles. However, he was fated to join Team Dodge; that much he is sure of. Sure he was not the strongest of the "Strongmen" who applied for the job. He was not the most photogenic, but his instinctive knowledge of vehicles and how they worked made him a lock for the team as their pilot. Along with the others, Jeff, aka the Ram, nervously stood in front of hundreds of reporters. The more he listened to the questions and the GM representative's excited hyperbole of the team's abilities and the product placements they would do the worse he felt. All he really wanted to do was help people, the idea of getting to be team pilot was a dream come true, but to be a cheap marketing gimmick? He felt sick to his stomach.

"Ram! Mr. Ram!" A reporter waved to him from the middle of the throng of microphones.

"Please, just call me Ram."

"Do you worry that your team will be little more than a marketing gimmick for a cash strapped former leader in the automotive industry?"

Jeff sighed, "Actually? Yeah, I do. I mean there is a chance for us to be something special; we're real super beings here, each of us were tested and our abilities were verified. We were chosen due to how we fit the marketing team's image, not for competency, but we're the real deal. We have no agenda, it won't be sound bytes and auto shows for us every day, we're going to be a super team for Millennium City, just like the Champions. All I want to do, all any of us want to do is help people. Sure we're sponsored by these guys and our names are a gimmick, but we aren't. I promise you the people of Millennium City will be proud to call Team Dodge their own."

He blushed under his metallic silver helmet, and then he stepped back and stopped answering questions.

That was four years ago. Although Team Dodge has shed the "corporate toadies" label in the eyes of many; they still have to contend with it. Especially when guys like Cavalier and Binary Man like to point it out to the press all the time. Sure there was the ugly incident with the Solution, but that was over two years ago. Today, Jeff and his fellow Dodgers (as they refer to themselves) are still together. Their official ties with GM have been severed, but they enjoy a tremendous relationship with their sponsors. And Ram is a household name and Jeff helps people all the time. That's all he ever really wanted anyway.

Powers/Tactics: Ram's the team brick He is their main damage soak and he also uses his horned costume to great effect, smashing buildings, vehicles, and foes alike.Campaign Use: Team Dodge is an example of a corporate team gone right. A slight break in the stereotype to be sure. If you want to use the inexperienced version of Ram, drop his sciences, get rid of some of his KS and lower his TF's to Ground Vehicles only. Drop his STR to 50 and his PD/ED to 20.

To make him even tougher, bring his STR to 60, his CON to 30 and BODY to 15. Up his PD/ED to 30 and give him a few more CSLs

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Saturday August 14th, 2004AvengerPlayer: NPC; Member of Team Dodge

Val Char Cost
10/50 STR 0
14/21 DEX 12
13/33 CON 6
12 BODY 4
25 INT 15
10 EGO 0
13/23 PRE 3
10 COM 0
4/25 PD 2
4/25 ED 1
3/5 SPD 6
5 REC 0
30 END 2
30/60 STUN 6
6" RUN02" SWIM02"/10" LEAP0Characteristics Cost: 57
Cost Power END
50 Weapons Systems: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2)
5u 1) Concussor Beam: Energy Blast 8d6, Double Knockback (+3/4) (70 Active Points); OIF (-1/2) 7
4u 2) Electro-Blaster: Energy Blast 8d6, Area Of Effect (One Hex; +1/2) (60 Active Points); OIF (-1/2) 6
4u 3) Force Shield Generator: Force Wall (10 PD/10 ED; 5" long and 2" tall) (60 Active Points); OIF (-1/2) 6
2u 4) Magna-Gauntlets: Telekinesis (30 STR) (45 Active Points); OIF (-1/2), Only Works On Ferrous Metals (-1/2), Affects Whole Object (-1/4) 4
1u 5) Spotlight: Sight Group Images Increased Size (2" radius; 4" Cone; +1/4), +6 to PER Rolls (35 Active Points); Only To Create Light (-1), OIF (-1/2), Limited Range (30"; -1/4) 3
Attribute Enhancement, all slots OIF (-1/2)
20 1) a-Strength Augmentation: +40 STR (40 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 4
10 2) b-Agility Enhancement: +7 DEX (21 Active Points); OIF (-1/2), No Figured Characteristics (-1/2)
18 3) c-Resilience Augmentation: +20 CON (40 Active Points); OIF (-1/2), No Figured Characteristics (-1/2), Does Not Apply To CON Rolls (-1/4)
7 4) d-Artificial Confidence and Swagger: +10 PRE (10 Active Points); OIF (-1/2)
4 5) e-Padding & Insulation: +6 PD (6 Active Points); OIF (-1/2)
4 6) f-Padding & Insulation: +6 ED (6 Active Points); OIF (-1/2)
13 7) g-Reaction Augmentation System: +2 SPD (20 Active Points); OIF (-1/2)
20 8) h-Damage Dispersal Systems: +30 STUN (30 Active Points); OIF (-1/2)
Avenger Armor: Basic Systems, all slots OIF (-1/2)
27 1) Bootjets: Flight 20" (40 Active Points); OIF (-1/2) 4
4 2) Cooling System: Force Field (10 ED) (10 Active Points); OIF (-1/2), Only Works Against Limited Type of Attack (fire/heat; -1/2), 12 Charges (-1/4) [12]
6 3) 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
13 4) Fingertip Toolkit: +4 with all Technology Skills (20 Active Points); OIF (-1/2)
24 5) Hoverpads: Running 12", Reduced Endurance (0 END; +1/2) (36 Active Points); OIF (-1/2)
7 6) 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]
20 7) PowerCell Technology Supply: Endurance Reserve (150 END, 15 REC) (30 Active Points); OIF (-1/2) 0
30 8) Powered Armor: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2) 0
3 9) Psionic Shielding: Mental Defense (7 points total) (5 Active Points); OIF (-1/2) 0
1 10) Water Proofing: Environmental Movement (no penalties in water) (2 Active Points); OIF (-1/2)
Onboard Computer, all slots OIF (-1/2)
2 1) CPU : Lightning Calculator (3 Active Points); OIF (-1/2)
2 2) Onboard Clock: Absolute Time Sense (3 Active Points); OIF (-1/2)
2 3) Onboard Compass: Bump Of Direction (3 Active Points); OIF (-1/2)
2 4) Range Finder: Absolute Range Sense (3 Active Points); OIF (-1/2)
2 5) Eidetic Memory (5 Active Points); Audio/Visual & Datajack Provided info only (-1/2), OIF (-1/2)
Sensor Suite, all slots OIF (-1/2)
6 1) Communications Suite: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-1/2) 0
3 2) Nightsight: Nightvision (5 Active Points); OIF (-1/2) 0
7 3) Polarized Face-Plate: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
10 4) Radar Array: Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As Sight Group As Well As Radio Group [very common Sense] (-1/2), OIF (-1/2) 0
10 5) Sight Magnification System: Microscopic (x1,000) with Sight Group (15 Active Points); OIF (-1/2) 0
6 6) Telescopic Lenses: +6 versus Range Modifier for Radio Group (9 Active Points); OIF (-1/2) 0
3 7) Thermalvision, Heat Trace-Tracking: Tracking with Infrared Perception (5 Active Points); OIF (-1/2) 0
3 8) Thermalvision, Standard: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
Powers Cost: 355
Cost Skill
3 Bugging 14-
3 Computer Programming 14-
3 Deduction 14-
3 Electronics 14-
3 Forgery (Money (Counterfeiting), Credit Cards) 14-
3 Inventor 14-
3 Mechanics 14-
3 Paramedics 14-
3 Persuasion 12- (14-)
3 Scholar
1 1) KS: GM (2 Active Points) 11-
1 2) KS: The Superhuman World 8-
1 3) KS: The Technial World (2 Active Points) 11-
3 Scientist
2 1) SS: Battlesuit Engineering and Design 14- (3 Active Points)
2 2) SS: Biochemistry 14- (3 Active Points)
2 3) SS: Chemical Engineering 14- (3 Active Points)
2 4) SS: Communications Engineering 14- (3 Active Points)
2 5) SS: Electrical Engineering 14- (3 Active Points)
2 6) SS: Gravitics 14- (3 Active Points)
2 7) SS: Materials Engineering 14- (3 Active Points)
2 8) SS: Mechanical Engineering 14- (3 Active Points)
1 9) SS: Microbiology 11- (2 Active Points)
2 10) SS: Microbiotic Engineering 14- (3 Active Points)
2 11) SS: Physics 14- (3 Active Points)
2 12) SS: Power Systems 14- (3 Active Points)
2 13) SS: Weapons System Engineering 14- (3 Active Points)
3 Security Systems 14-
3 Stealth 12- (13-)
3 Streetwise 12- (14-)
3 Systems Operation 14-
3 WF: Small Arms, Blades
Skills Cost: 76
Cost Perk
8 Access: GM Building (Hidden (-5 to Skill Rolls))
21 Contact: General Motors R&D (Contact has access to major institutions, Contact has extremely useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (21 Active Points) 8-
15 Contact: Harmon Industries (Contact has extremely useful Skills or resources), Organization Contact (x3) (15 Active Points) 11-
3 Fringe Benefit: Membership: Team Dodge
15 Money: Filthy Rich
20 Private Workshop
Perks Cost: 82
Val Disadvantages
10 Dependent NPC: Jessica Paul (Fiancee) 8- (Normal)
15 Hunted: The Destroyers 8- (Mo Pow, Harshly Punish)
15 Hunted: The Ultimates 8- (Mo Pow, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code Vs Killing (Common, Total)
15 Psychological Limitation: Technophile; loves to play with new technologies (Common, Strong)
10 Reputation: Corporate Shill , 11-
5 Rivalry: Professional (Defender; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)
15 Susceptibility: EMP, 3d6 damage Instant (Uncommon)
Disadvantage Points: 140

Base Points: 200Experience Required: 230Total Experience Available: 230Experience Unspent: 0Total Character Cost: 570

Height: 1.70 m Hair: Blonde
Weight: 57.00 kg Eyes: Green
Appearance: The Avenger is a glossy white non-metallic polymer, the joints, shoulder guards, boots, and helmet are a metallic gold, the face plate is translucent blue (but still disguises his features) and the guantlets are black. The torso has a stylized "A" that goes from the bottom of the ribcage to the tip of the sturnum. Jayson is a thin, bookish looking fellow with a high widdows peak, short blonde hair, and green eyes. He wears glasses.Personality: Avenger is a good man. A bit of a technophile, he loves playing with high tech toys and inventing. His drive to invent technologys that benefit all of mankind occasionally conflicts with his duties as a superhero. He has been able to keep it all up however.Quote:"Oh man, this is so cool!"Background: Jayson White was the first member chosen for Team Dodge, he was also the only "inside guy". An engineer in R&D he had been working on fuel cell alternatives to oil, but his dream of being a costumed crimefighter was well known. He had considered building his armor over time using his savings, or seeking a government grant. When Team Dodge was announced, he immediately sent his resume and the schematics for his current armor. Given the resources and labs to work with, the Avenger armor was finished 20 months later. Avenger was tabbed for leadership of the team but he tended to fade into the background and Stratus quickly stepped forward to fill the void.

Maintianing his title and salary as R&D researcher, Jayson developed the PowerCell technology. It was during the development of the initial armor that he came across the a possiblity of creating a regenerating bio-electric bacteria that could be used as a powersupply (he got the idea from one of the "rampaging Monsters" created by Telios). The initial tests were expensive, but by his second year as Avenger he had completed a usable prototype. By 2003, he had not only perfected it's use, but developed reusable casing, and a relatively inexpensive mass reproduction. These secondary powercells didn't have the output or lifespan of his "Prime" Models, but could power an automobile, even a large SUV for approximately three years at optimal use and with great horsepower.

Jayson filed his patents, took the research to the Board of Directors who promptly made him a very rich man, then they presented the findings to the Energy Comission. The Commission is expecting to give approval for the first PowerCell fueled car to be produced in 2007. GM has entered into a deal with three of the largest oil companies in the US to develop PowerCell plants. This way the oil industry will not go belly up if (when) these vehicles become the norm. PowerCell engines operate with approximately 2.05% the pollutants of a hybrid electric vehicle. There is no disposal, the casing is recyclable, and the "resources" are renewable. Jayson is a happy man these days. He and his longtime girlfriend Jessica have finally gotten engaged. She knows of his double life and though she worries, she knows he loves his career as hero. Their wedding is still in the plannin stages.

Powers/Tactics: Typical powered armor fighter, a short laundry list of abilities and enhances STR should the need arise. Campaign Use: It is simple to alter his armor to be more or less powerful Drop the Weapons MP to 60 pts and eliminate some of his special defenses or senses to weaken, increase the Pool add some more weapons and specials to strengthen
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Sunday August 15th, 2004ShadowPlayer: NPC Member of Team Dodge

Val Char Cost
15 STR 5
33 DEX 69
20 CON 20
12 BODY 4
15 INT 5
18 EGO 16
20 PRE 10
14 COM 2
10/19 PD 7
10/19 ED 6
7 SPD 27
10 REC 6
40 END 0
40 STUN 10
6" RUN02" SWIM03" LEAP0Characteristics Cost: 187
Cost Power END
18 Armored Costume: Armor (9 PD/9 ED) (27 Active Points); OIF (-1/2) 0
15 Billy Club: Multipower, 30-point reserve, (30 Active Points); all slots OAF (-1)
1u 1) Club: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 1
1u 2) Hanging onto Projections: Clinging (normal STR) (10 Active Points); OAF (-1), No Movement Allowed (-1/2), Requires A STR Roll (No Active Point penalty to Skill Roll; -1/4), Cannot Resist Knockback (-1/4) 0
1u 3) Hurled Club: Energy Blast 6d6 (30 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use any slot in Multipower until Charge is recovered; -1/2), Range Based On Strength (-1/4) [1 rc]
1u 4) Swingline: Swinging 10" (10 Active Points); OAF (-1), Lockout (cannot use any other slot in same Phase in which Swinging is used; -1/2) 1
10 Darkness Powers: Elemental Control, 20-point powers
40 1) Darkness: Darkness to Sight Group 4" radius, Personal Immunity (+1/4) (50 Active Points) 5
8 2) Merge With Shadows: Invisibility to Sight Group (20 Active Points); Only In Darkness/Shadows (-1/4) 2
40 3) Terrors Of The Dark: Drain PRE 4d6, Ranged (+1/2) (60 Active Points); Only Versus Targets In Darkness/Shadows (-1/4) 6
21 Gravity Globes: Entangle 3d6, 3 DEF, Indirect (Any origin, any direction; +3/4) (52 Active Points); 4 Boostable Charges (-3/4), OIF (-1/2), Limited Range (30"; -1/4) [4 bc]
10 Indian Healing: Healing BODY 2d6 (20 Active Points); Extra Time (Full Phase, -1/2), Requires An Indian Healing Skill Roll (-1/2) 2
11 Khandas of Brillant Edges: Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), +1 Increased STUN Multiplier (+1/4) (25 Active Points); OAF (-1), No Knockback (-1/4) [Notes: A momento from his great grand father. Finely crafted with a bull's head on the pommel. Fire and suns ar etched on the blade.] 2
11 Khandas of Spirit Slaying: Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Affects Desolidified One Special Effect of Desolidification (Supernatural Based Desolids; +1/4) (25 Active Points); OAF (-1), No Knockback (-1/4) [Notes: A momento from his great grand father. Finely crafted with a lion's head on the pommel. An etching of a spirit lion is on the blade.] 2
15 Shadowsight: (Total: 15 Active Cost, 15 Real Cost) Infrared Perception (Sight Group) (Sight Group) (Real Cost: 5) plus Ultraviolet Perception (Sight Group) (Sight Group) (Real Cost: 5) plus Nightvision (Sight Group) (Real Cost: 5) 0
15 Thrown Bolas: Entangle 4d6, 4 DEF, Entangle And Character Both Take Damage (+1/4) (50 Active Points); OAF (-1), 2 Recoverable Charges (-1), Range Based On Strength (-1/4) [2 rc]
Mask
2 1) Armored Mask: Armor (3 PD/3 ED) (9 Active Points); Activation Roll 8- (only protects Hit Locations 3-5; -2), OIF (-1/2) 0
5 2) Audial Dampers: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
6 3) Communications Suite: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As Hearing Group As Well As Radio Group [very common Sense] (-1/2) 0
3 4) Mindshield: Mental Defense (9 points total) (5 Active Points); OIF (-1/2) 0
5 5) Polarized Lenses: Sight Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
Powers Cost: 239
Cost Martial Arts Maneuver
Kalaripayit
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
4 4) Elbow Strike: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
5 5) Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 9d6 Strike
3 6) Joint Lock (Kattaram): 1/2 Phase, +0 OCV, -1 DCV, Grab One Limb; 20 STR for holding on
4 7) Knifehand Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
4 8) Marman Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND
5 9) Straight Kick/Roundhouse Kick: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike
3 10) Throw: 1/2 Phase, +0 OCV, +1 DCV, 5d6 +v/5, Target Falls
1 11) Weapon Element: Blades
1 12) Weapon Element: Clubs
1 13) Weapon Element: Urumi
Martial Arts Cost: 47
Cost Skill
15 +5 with Kalaripayit
3 Acrobatics 16-
3 Breakfall 16-
3 Contortionist 16-
3 Criminology 12-
3 Deduction 12-
3 Forensic Medicine 12-
3 High Society 13-
3 Interrogation 13-
4 Language: English (idiomatic)
0 Language: Hindustani (idiomatic) (4 Active Points)
3 Paramedics 12-
3 SS: Ballistics 12-
3 SS: Biochemistry 12-
3 SS: Biology 12-
3 SS: Graphology 12-
3 Scholar
2 1) KS: Criminal Law (3 Active Points) 12-
1 2) KS: Indian Healing (2 Active Points) 11-
1 3) KS: Kalaripayit (2 Active Points) 11-
2 4) KS: Law (3 Active Points) 12-
2 5) KS: Organized Crime (3 Active Points) 12-
1 6) KS: Yoga (2 Active Points) 11-
3 Security Systems 12-
3 Shadowing 12-
3 Sleight Of Hand 16-
3 Stealth 16-
3 Streetwise 13-
3 Tracking 12-
2 WF: Common Melee Weapons
1 WF: Urumi
Skills Cost: 91
Cost Perk
3 Fringe Benefit: Membership: Team Dodge
5 Money: Well Off
15 The Shadow: Custom Dodge Shadow
Perks Cost: 23
Cost Talent
14 Fearless
Talents Cost: 14
Val Disadvantages
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
15 Hunted: The Destroyers 8- (Mo Pow, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: In love with Stratus (Common, Moderate)
10 Psychological Limitation: Quiet and mysterious (Common, Moderate)
10 Reputation: Corporate Shill, 11-
15 Social Limitation: Secret Identity (Frequently, Major)
20 Vulnerability: 2 x Effect Light based Flash Attacks (Common)
10 Vulnerability: 1 1/2 x STUN Light Based Attacks (Common)
Disadvantage Points: 150

Base Points: 200Experience Required: 251Total Experience Available: 0Experience Unspent: 0Total Character Cost: 601

Height: 1.80 m Hair: Black
Weight: 73.00 kg Eyes: Black
Appearance:  While not exactly pale, he clearly is much fairer than the rest of his family. He has jet black hair and eyes. His original costume was a black bodysuit with a black mask. Only white eye pieces, belt, billy club, and shoulder pads could be seen. He changed costumes shortly after his third year and now wears something that could be described as the unholy union between high tech hindu styled armor and an anime ninja costume. Black with a silver breast plate (ornately decorated with lions, and elephants) billowy black sleeves with siver bracrers over black guantlets. The bracers have ornate golden lions inlaid on them. The boots are silver, high tech, combat boots. His mask again covers his face saver for his eyes but a gold visor is attached at the temples. It is inlay with silver and the design looks to be ornated grillwork with alternating gold and silver bars. His weapons belts are red and his sword hilts are gold with silver at either end. Personality: Shadow is, like his fellow Dodgers, earnest and heroic. He sees their situation as fortunate, their fame as a reward, and their image as beholden to GM as a neccessary evil. A dedicated detective and fighter, he sets a good example and strives to incorporate his heritage with his heroism. It it this reason he chose to alter his costume. (he is the only one to do so)Quote:"You can't hide the darkness in your heart. The shadows know."Background: Zahin's family moved to America before his father was born. He has been raised American and due to his mutation, looks very caucasian (a fact tactfully ignored by his family). Like his father before him, he has been trained in Kalaripayit by his grandfather. His mutant command over shadows and darkness emerged when he was eleven. It was then that his natural coloring began to fade. Zahin has become quite the martial arts expert, he studied his native arts intensely, and is considered a local expert by many. He studied criminology in college, wanting to work for the FBI. Shortly after graduation his mother sent him the clippings for a superhero audition. Though it never occured to him to don a mask and "fight crime", the pay offered peaked his interest, and he showed up.

His unique powers fit so well with the name Shadow that he was immediately chosen. His skills were gravy. It was a first for Zahin, who'd never really used his powers in any way other than to amuse himself and aid in his "investigations". A year and a half later he was introduced to the world as Shadow. His mother and younger sister are thrilled, he has managd to get them autographs and memorabilia. His father is proud as Shadow is considered a top tier martial artist and detective, and his families warrior tradition has been kept.

Zahin is enjoying himself. He's kind of been put on a pedestal by the American Hindu community and it makes him a little uncomfortable. However, he knows he could have easily hid behind his costume and mask and never mentioned it...it was something he wanted.

Powers/Tactics: A skilled hand to hand fighter, Shadow's darkness control powers are actually support oriented, his offense and defense comes from his intense martial arts training and superhuman agility and reaction time.Campaign Use: To weaken him, drop the Dex/Speed to 27/6. To toughen him up increase his defenses to 20-25.
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Monday August 16th, 2004ProwlerPlayer: NPC Hero; member of Team Dodge

Val Char Cost
35 STR 25
23 DEX 39
25 CON 30
10 BODY 0
10 INT 0
25 EGO 30
25/35 PRE 15
10 COM 0
15/22 PD 8
15/22 ED 10
6 SPD 27
12 REC 0
50 END 0
50 STUN 9
13" RUN02" SWIM07" LEAP0Characteristics Cost: 193
Cost Power END
75 Claws (Questionite Implants): Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2), Penetrating (x2; +1) (75 Active Points) 0
10 Combat Smell: Targeting Sense with Normal Smell 0
5 Enhanced Smell: +5 PER with Single Sense Group 0
15 Fangs: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) 1
39 Healing Factor: (Total: 84 Active Cost, 39 Real Cost) Healing: Regeneration 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) (Real Cost: 25) plus Life Support (Eating Character only has to eat once per week; Immunity Alcohol; Longevity 400 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping Character only has to sleep 8 hours per week) (Real Cost: 14) 0
14 Legs Of The Gazelle: Running +7" (13" total) 1
8 Protective Skin: Damage Resistance (8 PD/8 ED) 0
13 Skilled Brawler: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) 2
5 Intimidating: +10 PRE (10 Active Points); Only For Fear-Based Presence Attacks (-1)
5 Thermalvision: Infrared Perception (Sight Group) 0
10 Tracking Smell: Tracking with Smell/Taste Group 0
Prowler Costume
12 1) Basic Bulletproof Spandex Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) 0
6 2) Communications Suite: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As Hearing Group As Well As Radio Group [very common Sense] (-1/2) 0
Questionite-Augmented Skeleton
4 1) Questionite Bone Lacing (Heavier): Knockback Resistance -2" 0
3 2) Questionite Bone Lacing (Increased Sturdiness): Armor (1 PD/1 ED) 0
22 3) Questionite Bone Lacing (Unbreakable Bones): Armor (30 PD/30 ED) (90 Active Points); Only To Protect Against Broken Bones (-2), Only Works Against BODY Damage (-1) 0
7 4) Questionite-Laced Knuckles: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) 1
Powers Cost: 253
Cost Skill
15 +3 with HTH Combat
3 Acting 14- (16-)
3 Breakfall 14-
3 Climbing 14-
3 Concealment 11-
10 Defense Maneuver I-IV
3 Interrogation 14- (16-)
2 KS: Baseball 11-
2 KS: The Superhuman World 11-
2 KS: yoga 11-
3 Persuasion 14- (16-)
3 Security Systems 11-
3 Shadowing 11-
3 Stealth 14-
3 Streetwise 14- (16-)
6 Survival (Arctic/Subarctic, Temperate/Subtropical, Urban) 11-
3 Teamwork 14-
3 Tracking 11-
Skills Cost: 73
Cost Perk
5 Money: Well Off
15 Follower: Rick the Super Wolf
3 Fringe Benefit: Membership: Team Dodge
Perks Cost: 23
Cost Talent
15 Beast Speech
3 Bump Of Direction
27 Danger Sense (self only, any danger, Function as a Sense) 11-
6 Lightning Reflexes: +4 DEX to act first with All Actions
Talents Cost: 51
Val Disadvantages
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
5 Hunted: Ankylosaur 8- (Less Pow, Harshly Punish)
5 Hunted: Bulldozer 8- (Less Pow, Harshly Punish)
15 Hunted: The Destroyers 8- (Mo Pow, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code of the Hero (Common, Total)
15 Psychological Limitation: Desires to keep the "Beast" caged. (Wants to be incontrol) (Common, Strong)
10 Psychological Limitation: Likes to scare his opponents (Common, Moderate)
15 Psychological Limitation: Sucker for children and animals (Very Common, Moderate)
10 Reputation: Corporate Shill, 11-
15 Social Limitation: Secret Identity (Frequently, Major)
10 Unluck: 2d6
Disadvantage Points: 150

Base Points: 200Experience Required: 243Total Experience Available: 243Experience Unspent: 0Total Character Cost: 593

Height: 1.90 m Hair: Brown
Weight: 100.00 kg Eyes: Brown
Appearance: tall and well muscled. Harry wears his hair long and slightly unkempt (for the image) the Prowler costume is brown body suit with black sides, belt, gloves, and boots. his mask is a half mask that covers the top of his head; it is also black. On his chest is a stylized wolf's head in red.Personality: Harry works very hard to stay in control. His natural fighting ability, keen senses, and healing abilities combine with his reinforced skeleton and cybernetic weaponry to create a frightening combatant, but the man behind it all strives for complete control over his "animal" impulses. He has begun yoga lessons from Shadow, who is his best friend on the team.Quote:"This could get out of hand quickly, give up or feel the pain."Background: Harry Wilson is a mutant (like much of Team Dodge) and his powers have often lead people to think he's little more than an animal on a leash. The truth is, Harry is a gentle guy. He loves kids and animals and he is a huge Tigers fan. Harry has been operated on to give him a nearly indestructible skeleton and claws, much like a well known comic book character. He is not a feral beast however and tends to dress and act in a far more traditional superhero motif. The Questionite lacing was done by Crucible Industries when Harry was 30. Although he looks little older than 25, he is actually well over 50 years old. When Team Dodge was interviewing recruits, Harry excelled, he was stronger, faster, and far mor durable than your average athelete and he had his weapons and healing factor. He came back for two more interviews and was offered the code name Prowler. He's been with the team ever since. His animal companion Rick, a feral wolf who has been completely spoiled and domesticaded by Prowler often acts as the team's mascot.

Powers/Tactics: Prowler is quiet, a secondary stealth expert to Shadow, but in combat he tends to be more wild and unpredictable. Though he isn't a berserker by any stretch of the imagination, Prowler has become adept at intimidation. He often makes his targets skiddish and fearful that he will go crazy on them.Campaign Use: low rent wolerine sendup...if you want to make him less potent drop his natural brawling skill and Lightning reflexes. Then lower his SPD to 5. To make him even more potent, increase his KA to 2d6 and increase his Dex to 27.
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Tuesday August 17, 2004StratusPlayer: NPC Heroine; Member of Team Dodge

Val Char Cost
15 STR 5
23 DEX 39
20/40 CON 20
12 BODY 4
18 INT 8
15 EGO 10
23 PRE 13
14 COM 2
5/23 PD 2
12/30 ED 8
5 SPD 17
10 REC 6
80 END 20
40 STUN 10
6" RUN02" SWIM03" LEAP0Characteristics Cost: 164
Cost Power END
90 Electrical Attacks: Multipower, 90-point reserve
9u 1) Ball Lightning: Energy Blast 9d6, Area Of Effect (5" Radius; +1) (90 Active Points) 9
7u 2) Chain Lightning: Energy Blast 9d6, Explosion (+1/2) (67 Active Points) 7
5u 3) Deadly Lightning: Killing Attack - Ranged 3d6+1 (50 Active Points) 5
2u 4) Direct Current Paralysis: Entangle 3d6, 3 DEF, Takes No Damage From Attacks All Attacks (+1/2), Continuous (+1) (75 Active Points); Vulnerable (Electrical; -1), No Range (-1/2), Lockout (must maintain contact with victim; loss of contact negates entangle) (-1/2), Cannot Form Barriers (-1/4) 7
4u 5) Electrokinisis: Telekinesis (10 STR), Fine Manipulation, Reduced Endurance (1/2 END; +1/4), Area Of Effect (3" Any Area; +1), Selective (+1/4) (62 Active Points); Only Works Electronics Limited Group of Objects (-1/2) 3
6u 6) Lightning Blast: Energy Blast 12d6 (60 Active Points) 6
5u 7) Power Down: Drain Electrical Powers 3d6, One Power At A Time (+1/4), Ranged (+1/2) (52 Active Points) 5
25 Electrical Control: Elemental Control, 50-point powers
17 1) Absorb Power: Absorption 8d6 (energy, Energy to STUN), Can Absorb Maximum Of 68 Points' Worth Of Energy Damage (50 Active Points); Limited Phenomena (Electricity Only) (-1/2) 0
17 2) Arc Travel: Teleportation 20", No Relative Velocity (50 Active Points); Only Between ConductorsOnly Between Conductors Or Through Wires (-1/2) 5
37 3) Personal Electric Field: Killing Attack - Ranged 1 1/2d6, Damage Shield (+1/2), Continuous (+1) (62 Active Points) 6
25 Electrosense: Detect Energy Fields 13- (Unusual Group), Discriminatory, Range, Targeting Sense 0
13 Lightning Punch: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) 2
40 OHM Effect: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Limited Type Of Attack Electricity (-1/2) 0
Combat Suit, all slots OIF (-1/2)
27 1) Electro Magnetic Wave Riding: Flight 20" (40 Active Points); OIF (-1/2) 4
24 2) Force Field Harness: Force Field (18 PD/18 ED) (36 Active Points); OIF (-1/2) 4
18 3) Resilience Augmentation: +20 CON (40 Active Points); OIF (-1/2), No Figured Characteristics (-1/2), Does Not Apply To CON Rolls (-1/4)
Mask, all slots OIF (-1/2)
6 1) Communications Suite: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As Hearing Group As Well As Radio Group [very common Sense] (-1/2) 0
7 2) Polarized Lenses: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
3 3) Psionic Shielding: Mental Defense (8 points total) (5 Active Points); OIF (-1/2) 0
10 4) Sight Magnification System: Microscopic (x1,000) with Sight Group (15 Active Points); OIF (-1/2) 0
6 5) Telescopic Lenses: +6 versus Range Modifier for Radio Group (9 Active Points); OIF (-1/2) 0
Powers Cost: 403
Cost Skill
16 +2 with All Combat
10 +2 with Ranged Combat
3 Bureaucratics 14-
13 Computer Programming 18-
3 Concealment 13-
3 Conversation 14-
3 Cryptography 13-
13 Electronics 18-
3 High Society 14-
3 Interrogation 14-
1 Language: Assembler (basic conversation)
1 Language: Basic (basic conversation)
1 Language: C (basic conversation)
3 Mechanics 13-
3 Navigation (Air, Land) 13-
3 Oratory 14-
3 Paramedics 13-
3 Persuasion 14-
3 SS: Computer Control Systems 13-
3 SS: Software Engineering 13-
3 Scholar
2 1) KS: Arcane And Occult Lore (3 Active Points) 13-
2 2) KS: Computer Databases (3 Active Points) 13-
2 3) KS: Computer Hacking (3 Active Points) 13-
2 4) KS: Computer Interfaces (3 Active Points) 13-
2 5) KS: Computer Network Administration (3 Active Points) 13-
2 6) KS: Computer Security (3 Active Points) 13-
2 7) KS: Computer Viruses (3 Active Points) 13-
1 8) KS: Superpowers (2 Active Points) 11-
3 Systems Operation 13-
3 Tactics 13-
3 Teamwork 14-
Skills Cost: 121
Cost Perk
5 Money: Well Off
3 Fringe Benefit: Membership: Team Dodge
6 Reputation: Leader of Team Dodge (A large group) 14-, +2/+2d6
Perks Cost: 14
Cost Talent
3 Bump Of Direction
Talents Cost: 3
Val Disadvantages
5 Dependent NPC: Lori Penn (partner) 8- (Normal; Useful Noncombat Position or Skills)
15 Hunted: The Ultimates 8- (Mo Pow, Harshly Punish)
10 Hunted: Thunderbolt I 8- (As Pow, Capture) [Notes: Wants her for his own.]
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Protective of her Team and their Reputation (Common, Moderate)
15 Psychological Limitation: Responsible and Serious Minded (Common, Strong)
10 Reputation: Corporate Shill, 11-
15 Reputation: Lesbian Superheroine, 11- (Extreme)
15 Social Limitation: Secret Identity (Frequently, Major)
15 Susceptibility: Intense Magnetic Fields, 1d6 damage per Phase (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 355Total Experience Available: 355Experience Unspent: 0Total Character Cost: 705

Height: 1.68 m Hair: Brown
Weight: 60.00 kg Eyes: Blue
Appearance: An attractive woman with a commanding presence. She has light brown hair, blue eyes and is in her early 30's with an athletic build. She wears a blue costume with electric blue lightning along the sides of her torso and legs. Her gloves, boots, and mask are gold. She often colors her lips electric blue.Personality: Stratus is a true blue heroine. She has always put the needs of the many over her own. She is every bit as dynamic, forthright, and confident as she appears in press conferences.

She is a devoted daughter, partner, and team leader.

Quote:"Okay, Ram, take this one down a peg, Prowler, get Rick out of danger and take the agent cluster in quadrent 3, Shadow, follow me. Charger, Magnum, and Avenger, keep the rest of the Ultimates busy, my "Boyfriend" needs a smack."Background: Allison Dane is the oldest daughter of a former CIA agent and his wife. Her father, who retired the day she was born, raised his daughter to be an upstanding member of society. She excelled in school, particularly in the physical sciences and burgeoning computer field. Allison was caught in a bizarre accident in 1996 and gained tremendous powers over electricity. Taking her father's words to heart she became a superheroine. Calling herself LiveWire, she fought crime and continued her work with computers and electronics. It was 1999 when she told her parents she was gay. Although stunned, her folks were supportive, Allison soon introduced them to her partner, Lori.

Things were looking good for Allison when Thunderbolt, a member of the Ultimates, and a similarly powered supervillain, took an unnatural interest in LiveWire. The more experienced Thunderbolt was twice able to overcome and imprison LiveWire. He attempted to "court" her (hold her in containment fields until she submitted to him), but she was able to free herself. It was then that Lori and Allison decided to have LiveWire join a team (safety in numbers). She tried out for the Team Dodge, albiet a bit reluctantly, she too felt they were a bit "corporate". Changing her name to Stratus she became their initial leader.

Stratus has remained the team leader, she has excellent personal, organizational, and tactical skills. She also "came out" last year and her popularity took something of a hit in some circles, she has the support of every one of her team mates. She has over the last four years added a few devices to help her in her fight against the forces of evil.

Powers/Tactics: Powerful electrokinetic with some back up technology. Typical blaster, but her shock punch keeps her from being taken advantage of up closeCampaign Use: She's powerful. If you want to drop her power give her MP a 60-75 pt cap and perhaps adjust some of her gadgets down.
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Re: Hero A Day...Sorta...

 

Re: Stratus:

 

You list one of her Disadvantages as Reputation: Lesbian Superheroine (Extreme). It seems to me that this would make more sense as a Social Limitation (one which is not limiting in some groups/cultures, in fact) than as a Reputation. For one thing, Rep as a Disad is supposed to reflect not only the person having a negative public image, but also opponents knowing things about the character that could be a problem in various situations (knowing about favorite maneuvers, Psych Lims and Vulnerabilities, for example). It's hard for me to imagine how being a lesbian would give people information that would impact combat, but it's quite easy to see how some groups would react negatively to a gay superhero - thus the Social Limitation.

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

 

Re: Stratus:

 

You list one of her Disadvantages as Reputation: Lesbian Superheroine (Extreme). It seems to me that this would make more sense as a Social Limitation (one which is not limiting in some groups/cultures, in fact) than as a Reputation. For one thing, Rep as a Disad is supposed to reflect not only the person having a negative public image, but also opponents knowing things about the character that could be a problem in various situations (knowing about favorite maneuvers, Psych Lims and Vulnerabilities, for example). It's hard for me to imagine how being a lesbian would give people information that would impact combat, but it's quite easy to see how some groups would react negatively to a gay superhero - thus the Social Limitation.

Not to touch off a debate but just to portray the flip side...as a Rep, it could be a disad in all societies in that in (just for example) some sort of Amazonian lesbian-o-rama world, she'd be mobbed by those both appreciating her and those second-guessing her decisions, such that she'd have no privacy and get in all sorts of awkward situations. And the same could be true in supportive circles in any society, along with of course the non-supportive circles.

 

However, I'm not objecting to what you propose, and I think it was good to raise that approach. As stated, I'm just indicating another take.

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Wednesday August 18th, 2004Well, it's midnight. I am home and the moratorium is off. (I was on a brief vacation).Here are some of the guys and gals I came up with on my vacation:Ms. LiPlayer: NPC Villainess,

Val Char Cost
20 STR 10
30 DEX 60
20 CON 20
12 BODY 4
20 INT 10
17 EGO 14
20 PRE 10
16 COM 3
12 PD 8
12 ED 8
7 SPD 30
10 REC 4
40 END 0
40 STUN 8
9" RUN64" SWIM28" LEAP4Characteristics Cost: 201
Cost Power END
60 Martial Arts Savant: VPP (Reflex Memory Pool), 45 base + 15 control cost, (67 Active Points); all slots Only For Martial Arts Maneuvers The Character Observes In Use (-1/2)
75 Perfected Yengtao abilities: Multipower, 75-point reserve
2u 1) Hiragoyoshi's Waltzing Butterfly: Hand-To-Hand Attack +5d6, No Normal Defense (Rigid rPD Defense of Vital Areas; +1) (50 Active Points); Hand-To-Hand Attack (-1/2), Only works vs Humans (-1/2) 5
3u 2) The Catapaulting Blow of Loc Sun Pak: Hand-To-Hand Attack +6d6, Double Knockback (+3/4) (52 Active Points); Hand-To-Hand Attack (-1/2) 5
1u 3) The Eagle Claw of Yoon Jung-oh: +40 STR (40 Active Points); Only with Disarm Maneuver (-2), No Figured Characteristics (-1/2) 4
2u 4) The First Hand of the Phoenix: Hand-To-Hand Attack +5d6, Indirect (Same origin, always fired away from attacker; +1/4), Reduced Endurance (1/2 END; +1/4) (37 Active Points); Hand-To-Hand Attack (-1/2), No Knockback (-1/4) 1
2u 5) The Fist of the Five Warriors: Hand-To-Hand Attack +5d6, Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2) (50 Active Points); Hand-To-Hand Attack (-1/2), May only be used on a single target (-1/4), No Knockback (-1/4) 2
2u 6) The Seven Strikes of Serenity: Entangle 5d6, 5 DEF, Takes No Damage From Attacks All Attacks (+1/2) (75 Active Points); 4 Charges (-1), No Range (-1/2), Activation Roll 14- (-1/2), Only works vs Humans (-1/2), Costs Endurance (-1/2), Cannot be used on the same target more than once per hour (-1/2) 7
4u 7) The Sublime Whirlwind of Cheng-Hwan: Hand-To-Hand Attack +5d6, Reduced Endurance (1/2 END; +1/4), Personal Immunity (+1/4), Area Of Effect (2" radius; +3/4) (56 Active Points); Hand-To-Hand Attack (-1/2) 2
1u 8) The Sword Breaking Blow of Xu Peng: Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR), Penetrating (+1/2) (45 Active Points); Only works on Weapons (-1), Increased Endurance Cost (x3 END; -1), Requires A Weaponsmith Skill Roll (-1/2), No Knockback (-1/4) 12
3u 9) The Unfolding Lotus Blossom: (Total: 62 Active Cost, 31 Real Cost) Force Wall (12 PD), Hardened (+1/4), Transparent ED (+1/2) (52 Active Points); Extra Time (Full Phase, -1/2), Activation Roll 14- (-1/2), No Range (-1/2) (Real Cost: 21) plus Defense Maneuver I-IV (Real Cost: 10) 5
1u 10) The Wall of the Heavenly Palace: Power Defense (18 points) (18 Active Points); Costs Endurance (-1/2) 2
2u 11) Zheng Hsiang's Hand of the Dawn: Sight Group Flash 8d6, No Normal Defense (Defense is Rigid Eye protection or oddly placed eyes; +1/2) (60 Active Points); Activation Roll 14- (-1/2), Increased Endurance Cost (x2 END; -1/2), No Range (-1/2) 12
Perfected Martial Arts Abilities
3 1) Inohara Kiyomi's Garden of Tranquility: Simulate Death
6 2) Iron Skin: Damage Resistance (8 PD/8 ED) (8 Active Points); Not vs Firearms (-1/4) 0
17 3) Martial Arts Savant: Find Weakness 13- with Related Group of Attacks: Martial Arts Abilties (30 Active Points); Only vs Martial Artists (-3/4) 0
8 4) Tetsura's Tranquel Walls of the Mind: Mental Defense (11 points total) 0
Powers Cost: 192
Cost Martial Arts Maneuver
Several Martial Arts Styles
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Root: 1/2 Phase, +0 OCV, +0 DCV, 35 STR to resist Shove; Block, Abort
4 3) Shove: 1/2 Phase, +0 OCV, +0 DCV, 35 STR to Shove
3 4) Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls
Martial Arts Cost: 15
Cost Skill
55 +11 with HTH Combat
3 Acrobatics 15-
11 Analyze: Style 17-
3 Breakfall 15-
3 Climbing 15-
3 Combat Driving 15-
3 Concealment 13-
3 Contortionist 15-
3 Conversation 13-
3 Deduction 13-
10 Defense Maneuver I-IV
3 High Society 13-
3 Interrogation 13-
0 Language: Cantonese (idiomatic) (4 Active Points)
5 Language: English (idiomatic) (4 Active Points)
3 Language: Mandarin (idiomatic) (4 Active Points)
3 Lockpicking 15-
3 Martial Arts Savant 13-
2 Navigation (Land) 13-
5 PS: Bodyguard 15-
2 PS: Sensai 11-
3 Paramedics 13-
5 Rapid Attack (HTH)
3 Scholar
2 1) KS: Aikido (3 Active Points) 13-
2 2) KS: Arcane And Occult Lore (3 Active Points) 13-
2 3) KS: Bersilat (3 Active Points) 13-
2 4) KS: Hapkido (3 Active Points) 13-
2 5) KS: Jeet Kun Do (3 Active Points) 13-
2 6) KS: Juijutsu (3 Active Points) 13-
2 7) KS: Karate (3 Active Points) 13-
2 8) KS: Krav Maga (3 Active Points) 13-
2 9) KS: Kung Fu (3 Active Points) 13-
1 10) KS: Security Protocols (2 Active Points) 11-
2 11) KS: Tae Kwon Do (3 Active Points) 13-
2 12) KS: Tai Ch'i (3 Active Points) 13-
1 13) KS: The Superhuman World (2 Active Points) 11-
1 14) KS: Yoga (2 Active Points) 11-
3 Security Systems 13-
3 Shadowing 13-
3 Sleight Of Hand 15-
3 Stealth 15-
3 Streetwise 13-
3 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles
3 Teamwork 15-
3 Tracking 13-
10 Two-Weapon Fighting (HTH)
4 WF: Common Martial Arts Melee Weapons, Common Melee Weapons
Skills Cost: 203
Cost Perk
5 Fringe Benefit: Concealed Weapon Permit (where appropriate), International Driver's License, License to practice a profession: Bodyguard, Passport
5 Money: Well Off
4 Reputation: Top Tier Martial Artist (A large group) 11-, +2/+2d6
Perks Cost: 14
Cost Talent
3 Bump Of Direction
18 Combat Luck (9 PD/9 ED)
3 Lightsleep
5 Resistance (5 points)
2 Trackless Stride
Talents Cost: 31
Val Disadvantages
15 Dependent NPC: Mr. White 14- (Normal; Useful Noncombat Position or Skills)
20 Hunted: Enemies of Mr. White 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: Hired Gun 8- (As Pow, Harshly Punish)
15 Psychological Limitation: Despairs over her employ by the obviously evil Mr. White (Common, Strong)
15 Psychological Limitation: Disdain for Mr. Armstrong (Very Common, Moderate)
20 Psychological Limitation: Honorable (Common, Total)
15 Psychological Limitation: Seeks to learn Martial Arts, in a true fashion, not simply "copy" the maneuvers (Common, Strong)
5 Rivalry: Professional (Mr. Armstrong; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
20 Social Limitation: Subject to Orders (Frequently, Severe)
15 Susceptibility: Any Martial Artist who "Finds Weakness" against her, 3d6 damage Instant (Uncommon)
Disadvantage Points: 150

Base Points: 200Experience Required: 306Total Experience Available: 306Experience Unspent: 0Total Character Cost: 656

Height: 1.65 m Hair: Black
Weight: 49.00 kg Eyes: Brown
Appearance: Ms Li is a very attractive young woman. She hides this by dressing as severely as possible. Her outfits are a) all business, always black with white pinstripes, and B) specially tailored for maximum mobility. She wears slippers, with specially designed soles. She always wears her sunglasses. Her long hair is pulled into a bun. Personality: A noble and honorable woman. Ms. Li is in a bad situation. She has sworn to protect Mr. White's life, and though she has successfully resisted his requests to be an assassin, enforcer, or paramour, or anything but a bodyguard, she fears that he will be able to force her compliance as he did by making her swear to defend him should he use his fantastic wealth to care for her sick father. At all times she is polite, compassionate, and honorable. Mr. White hates that, but he enoys having one of the world's top fighters under his thumb. Particularly since that fighter would probably much rather turn on him and use their abilities to further the cause of justice.

Quote:"Please, do not make me fight you."Background: Ms. Li is one of Mr. White's two bodyguards. The other is Mr. Armstrong. Like her fellow bodyguard, Ms. Li is a fantasticly talented fighter. As Mr White is both a normal man and a master criminal, loyal, professional, and talented guardians are needed. It us uknown at this time how the polite, demure, and seemingly honorable Ms. Li has come to be employed by the nefarious Mr. White. Powers/Tactics: Ms. Li might be a superhuman being. Her physical abilities are pushing the boundries of human, and she is apparently a martial arts savant, seemingly able to use a style after watching it for only a brief moment. Her preferance for breaking the arts down and "teaching herself the proper way" occasionally causes her to ignore an obvious advantage inorder to see how her opponent's style reacts to her attacks.

Campaign Use: A mistress of the martial arts. A fighter of fighters and someone who, along with Mr. Armstron should give a few heroes pause. To tone her down, drop her VPP to 20 pts. To beef her up, give her some armored clothing and a few concealed weapons.
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Thursday August 19th, 2004AngelinaPlayer: NPC Heroine

Val Char Cost
13/48 STR 3
15 DEX 15
25 CON 30
10 BODY 0
15 INT 5
20 EGO 20
18 PRE 8
22 COM 6
5/30 PD 2
5/25 ED 0
5 SPD 25
10 REC 4
50 END 0
50 STUN 20
6" RUN02" SWIM02 1/2"/9 1/2" LEAP0Characteristics Cost: 138
Cost Power END
125 Telekinetic Attacks: Multipower, 125-point reserve
7u 1) Area Telekinesis II: Telekinesis (20 STR), Area Of Effect (3" Radius; +1), Selective Target (+1/4) (67 Active Points) 7
6u 2) Lockdown: Entangle 3d6, 3 DEF, Continuous (+1) (60 Active Points) 6
19m 3) Telekinesis: Telekinesis (45 STR), Fine Manipulation, Reduced Endurance (1/2 END; +1/4) (97 Active Points) 4
4u 4) Telekinetic Blast: Energy Blast 9d6 (45 Active Points) 4
2u 5) Telekinetic Enhancement: +35 STR (35 Active Points); No Figured Characteristics (-1/2), Nonpersistent (-1/4) 3
3u 6) Telekinetic Mace: Hand-To-Hand Attack +7d6, Costs END Only To Activate (+1/4) (44 Active Points); Hand-To-Hand Attack (-1/2) 3
5u 7) Telekinetic Wall: Force Wall (12 PD/8 ED) (50 Active Points) 5
6u 8) The Big Squeeze: Energy Blast 6d6, No Normal Defense (PD Force Field, Force Wall, or LS: Self-Contained Breathing; +1) (60 Active Points) 6
32 Telekinetic Awareness: Radar (No Sense Group) (Radio Group), Discriminatory, Increased Arc of Perception, Range, Sense 0
22 Telekinetic Mastery: Elemental Control, 44-point powers
24 1) Telekinetic Flight: Flight 13", x4 Noncombat, Reduced Endurance (1/2 END; +1/4), Usable Underwater (+1/4) (46 Active Points) 2
23 2) Telekinetic Shield: Force Field (25 PD/20 ED) (45 Active Points) 4
Gear
5 1) Polarized Visor: Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-1/2) 0
Powers Cost: 283
Cost Skill
15 +3 with Ranged Combat
3 Acting 13-
3 Bureaucratics 13-
3 Conversation 13-
3 High Society 13-
3 Hoist 12-
3 Interrogation 13-
3 Linguist
0 1) Language: Czechoslovakian (idiomatic) (4 Active Points)
2 2) Language: English (idiomatic) (4 Active Points)
3 3) Language: German (idiomatic) (4 Active Points)
4 4) Language: Hungarian (idiomatic)
3 5) Language: Rumanian (idiomatic) (4 Active Points)
3 Paramedics 12-
3 Persuasion 13-
3 Scholar
1 1) KS: Chess (2 Active Points) 11-
2 2) KS: Metaphysics (3 Active Points) 12-
2 3) KS: Paranormal Psychology (3 Active Points) 12-
2 4) KS: Philosophy (3 Active Points) 12-
1 5) KS: The Mentalist World (2 Active Points) 11-
3 Scientist
2 1) SS: Biochemistry 12- (3 Active Points)
2 2) SS: Biology 12- (3 Active Points)
2 3) SS: Chemistry 12- (3 Active Points)
2 4) SS: Kinetics 12- (3 Active Points)
2 5) SS: Mathematics 12- (3 Active Points)
2 6) SS: Mutagenics 12- (3 Active Points)
1 7) SS: Psionics 11- (2 Active Points)
5 Seduction 14-
3 Streetwise 13-
3 TF: Common Motorized Ground Vehicles, Small Planes
3 Teamwork 12-
2 WF: Blades, Handguns
Skills Cost: 97
Cost Perk
18 Contact: L'Institute Thoth (Contact has extremely useful Skills or resources), Organization Contact (x3) (18 Active Points) 12-
15 Contact: UNTIL (Contact has extremely useful Skills or resources), Organization Contact (x3) (15 Active Points) 11-
21 Contact: Windsor Academy (Contact has extremely useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 12-
5 Money: Well Off
Perks Cost: 59
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)
20 Hunted: PSI 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Bound By Duty (Common, Strong)
20 Psychological Limitation: Code Against Killing (Common, Total)
10 Psychological Limitation: Short tempered (Common, Moderate)
15 Psychological Limitation: Stubborn (Common, Strong)
5 Rivalry: Professional and Romantic (Fireheart; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)
10 Vulnerability: 1 1/2 x BODY From Light Attacks (Common)
10 Vulnerability: 1 1/2 x STUN From Light Attacks (Common)
Disadvantage Points: 150

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

Height: 1.73 m Hair: Black
Weight: 57.00 kg Eyes: Blue
Appearance: A devistatingly beautiful european beauty. She has olive skin, luxurious black hair that falls about like wildfire. Her eyes are clear, blue and hypnotic, she has delicate, but sharp features, and her expressions are all quite striking. Her lips are full and naturally reddish. Her body is a bit fuller than a supermodel due to her constant exercise and practice, yet still soft and feminine. Her costume is a black body suit with a stylish golen girdle decorated with an angelic motif (Winds and a cross). Her boots, gloves, and head-dress are gold. The headdress has an opaque, black visor.Personality: Aria is a good hearted girl who has taken the lessons of responsibility to heart. She feels bound by duty to the world to use her powers for good. She is kind but can be stubborn and short tempered, as some of ther more aggressive suitors have found. She is oblivious to her own beauty, thinking herself a bulky, blocky, woman with wild hair.Quote:"Step asid, I will not ask again."Background: Aria is a powerful telekinetic, still quite young (18) she has been projected to be a Menton level telekinetic when she reaches full maturity. Raised at the Windsor Acadamy, a prestigeous european school for superhuman children, since she was eleven, Aria has not seen her family in some time. Her parents were frightened by her erratice and burgeoning powers, and have not deemed it worth it to maintain contact.

Aria has taken the code name Angelina for her "Codename" for field exercises.

Powers/Tactics: A powerful telekinetic, Anelina's powers are quite visible. When she flies, great blue-white translucent wings appeaer at her shoulders, her Mace of Power appears to be a shimmering silver-blue steel, her force field artistically cut and decorated armor, her Force wall a great wall of beautiful light. Her force blast appears to be her mace, hurled at her foes. She keeps her distance in combat as it's easier for her to fight at range. But should she feel the need, she summons her mace to her hand and wades into combat her strength enhanced by her telekinetic might.Campaign Use: A strong TK for your campaign. She and the other Windsor students can be hero or villain teams. If you want to make Angelina less potent, drop her TK Attacks pool to 90 pts. This will reduce her TK to 40. Drop her other abilities accordingly. To increase her effectiveness, increase the TK to 60 or higher STR with appropriate increases in the strength of her attacks. Give her more area abilities, perhaps a TK Sword, some "team gadgets" if she's in one (armored uniform, communications gear, etc).
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Friday August 20th, 2004 Ur-PsionPlayer: NPC Hero

Val Char Cost
30 STR 20
15 DEX 15
25 CON 30
20 BODY 20
18 INT 8
25 EGO 30
25 PRE 15
8 COM -1
10 PD 4
9 ED 4
5 SPD 25
11 REC 0
50 END 0
50 STUN 2
6" RUN04" SWIM06" LEAP0Characteristics Cost: 172
Cost Power END
90 Ascended Psionic Assault: Multipower, 90-point reserve
5u 1) Group Hallucination: Sight, Hearing, Touch, Smell/Taste, Radio and Mental Groups Images x4" Radius (+1/2), +/-3 to PER Roll (66 Active Points); Only Perceived By Persons Originally In Affected Area (-1/4) 7
2u 2) Group Mental Link II: Mind Link , Specific Group of Minds, Number of Minds (x8) (25 Active Points) 0
4u 3) Illusionary Disguise: Mental Illusions 12d6 (Human class of minds), Reduced Endurance (0 END; +1/2) (90 Active Points); Self Only (-1) 0
4u 4) Mental Control: Mind Control 9d6 (Human and Additional Class of Minds: Animals classes of minds) (55 Active Points); Costs END To Maintain (Half END Cost; -1/4) 5
9u 5) Mind Blast: Ego Attack 6d6 (Human and Additional Class of Minds: Animals classes of minds), Reduced Endurance (1/2 END; +1/4) (87 Active Points) 3
9u 6) Psionic Assault: Energy Blast 9d6, Line Of Sight (+1/2), Penetrating (+1/2) (90 Active Points) 9
6u 7) Psionic Surgery: Major Transform 2 1/2d6 (Add, Remove, or Alter Memories and Psych Limitations), Works Against EGO, Not BODY (+1/4), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1) (90 Active Points); Limited Target Humans (-1/2) 9
9u 8) Telepathy: Telepathy 12d6 (Human and Additional Class of Minds: Animal classes of minds), Reduced Endurance (1/2 END; +1/4) (87 Active Points) 3
5u 9) Unclear Thoughts: Change Environment 16" radius, -4 INT Roll and all INT, Personal Immunity (+1/4) (46 Active Points) 5
4 Bear's Nose: +2 PER with Smell/Taste Group 0
20 Bite: HKA 1d6+1 (2 1/2d6 w/STR) 2
1 Burst Of Speed: Running 3" (6 Active Points); Increased Endurance Cost (8x END; -3 1/2) 8
20 Claws: HKA 1 1/2d6 (3d6+1 w/STR) (25 Active Points); Reduced Penetration (-1/4) 2
4 Growl: +10 PRE (10 Active Points); Only For Fear-Based Presence Attacks (-1), Incantations (must roar) (-1/4)
6 Heavy: Knockback Resistance -3" 0
2 Large Paws: Swimming +2" (4" total) 1
2 Tough Skin/Fat: Damage Resistance (2 PD/2 ED) 0
1 Used To The Cold: Life Support (Safe in Intense Cold) (2 Active Points); Requires A Skill Roll (-1/2) 0
Psionic Disciplines
10 1) Aura Vision: Detect Aura 13- (Unusual Group), Discriminatory 0
13 2) Mental Bastion: Power Defense (20 points) (20 Active Points); Only Works Against Limited Type Of Attack attacks versus, or involving mental/psionic powers (-1/2) 0
50 3) Mental Scanning: Mind Scan 10d6 5
20 4) Mind Shield: Mental Defense (25 points total) 0
17 5) Psychic Translator: Universal Translator 18- (25 Active Points); Must Involve Minds (-1/2)
25 6) Psychomorph: Shapeshift (Mental Group, Any Shape) 2
Powers Cost: 338
Cost Skill
5 +1 with HTH Combat
25 +5 with Mental Combat
2 +2 to Stealth (4 Active Points); Only In Snow/Ice (-1)
5 +4 to Concealment (8 Active Points); Self Only (-1/2)
3 Analyze: Psionic Might 13-
3 Climbing 12-
2 Concealment 13- (3 Active Points); Self Only (-1/2)
3 Oratory 14-
3 Persuasion 14-
3 Scholar
2 1) KS: Object Reading (3 Active Points) 13-
2 2) KS: Psychic Surgery (3 Active Points) 13-
1 3) KS: The Martial World (2 Active Points) 11-
2 4) KS: The Mentalist World (3 Active Points) 13-
1 5) KS: The Superhuman World (2 Active Points) 11-
2 Survival (Arctic/Subarctic) 13-
3 Traveler
1 1) AK: The East Coast (2 Active Points) 11-
1 2) CK: Boston (2 Active Points) 11-
1 3) CK: Miami (2 Active Points) 11-
1 4) CK: New York (2 Active Points) 11-
1 5) CK: Washington DC (2 Active Points) 11-
Skills Cost: 72
Cost Perk
8 Contact: Dr. Silverback (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) 12-
Perks Cost: 8
Cost Talent
3 Lightning Reflexes: +2 DEX to act first with All Actions
Talents Cost: 3
Val Disadvantages
10 Distinctive Features: Bi-pedal Polar Bear (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
5 Physical Limitation: Large (up to 3m and 650 kg; -2 DCV, +2 to PER Rolls to perceive) Infrequently, Slightly Impairing
15 Physical Limitation: Poor Eyesight, suffers -2 to all Sight PER Rolls Frequently, Greatly Impairing
10 Physical Limitation: Poor Hearing, suffers -2 to all Hearing PER Rolls Frequently, Slightly Impairing
5 Physical Limitation: Reduced Leap, can only leap 1" Infrequently, Slightly Impairing
15 Psychological Limitation: Annoyingly Cheerful (Very Common, Moderate)
20 Psychological Limitation: Code vs Killing (Common, Total)
10 Psychological Limitation: Perfectionist (Common, Moderate)
15 Psychological Limitation: Protective of Children (Common, Strong)
10 Social Limitation: Discriminated against by Specieists (Occasionally, Major)
15 Social Limitation: Public (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 243Total Experience Available: 243Experience Unspent: 0Total Character Cost: 593

Height: 2.25 m Hair: White
Weight: 299.00 kg Eyes: Blue
Appearance: A rather small and lithe polar bear. Baldric has slightly longer legs and an opposable thumb. To be modest, he wears a black vest, and tailored pants. He wears no shoes. He wears no mask.Personality: Baldric is a great big "teddy bear" for lack of a more embarassing analogy. He loves children and has developed a supremely cheerful, happy personality. He has a bubbly personality, a british accent, and an odd sense of humor. He can easily get on one's nerves. But he is a noble bear and will come to the aid of any man or beast who needs him.Quote:"Well, this is a sticky wicket, say, ol' bean, why don't you simmer down and let's talk this out like gentlemen, no? Okay...RRRRRRRRRAAAAAAAAA!!!!!!!"Background: Created by Dr. Philipe Moreau, the bear that would eventually become Ur-Psion was rescued from VIPER and Dr. Moreau by the doctor's former aid and fellow "uplifted" animal, Dr. Silverback and his allies, the Champions. Once freed, the bear possessing vast psionic abilities usable against both animals and humans, was "turned over" to Dr. Silverback. The bear, now calling himself Baldric, soon left Cambridge to see the world. Using his vast powers he could disguise himself as a human being. This enabled him to see America without being set upon by "speciesists". Baldric has decided against joining a super team at this time. He enjoys his wandering.Powers/Tactics: A powerful psionic encased in a 7 foot tall polar bear. Yah, I know. He prefers to use his powers, as it's easier to maintain his "cultured" personae when he isn't smashing people through cars.Campaign Use: A kind of sillier version of Dr. Silverback. Ur-Psion is quite powerful actually, so if you want to reduce his MP pool to make him more standard feel free. To go the other way, simply increase the pool, everything else is fine.
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Saturday August 21st, 2004RoadrunnerPlayer: NPC Hero

Val Char Cost
15 STR 5
30 DEX 60
20 CON 20
12 BODY 4
15 INT 5
15 EGO 10
18 PRE 8
14 COM 2
30 PD 7
10 ED 6
7 SPD 30
12 REC 10
40 END 0
40 STUN 10
25" RUN02" SWIM03" LEAP0Characteristics Cost: 177
Cost Power END
50 Hyper-Running: Multipower, 50-point reserve
5u 1) Overdrive Running: Running 19", Megascale (1" = 1 km; +1/4) (50 Active Points) 5
5u 2) Super-Running: Running +19" (25" total), Improved Noncombat Movement (x8) (48 Active Points) 5
75 Hyperspeed Combat Tricks: Multipower, 75-point reserve
3u 1) I'll Take Those!: Telekinesis (20 STR), Area Of Effect (6" Radius; +1 1/4), Selective Target (+1/4) (75 Active Points); Only To Disarm/Grab Objects (-1), No Range (-1/2) 7
1u 2) Let's Wrap This Up: Entangle 4d6, 4 DEF (40 Active Points); OIF (appropriate material of opportunity) (-1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Defense Depends On Material Used (-1/2), Cannot Form Barriers (-1/4) 4
3u 3) Moving Attack: Hand-To-Hand Attack +5d6, Area Of Effect (10" Line; +1 1/4) (56 Active Points); Hand-To-Hand Attack (-1/2), Linked To Running Or Other Movement Power (-1/2) 6
3u 4) Rapid-Fire Punch: Hand-To-Hand Attack +9d6 (45 Active Points); Hand-To-Hand Attack (-1/2) 4
1u 5) Slow Missiles: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Costs Endurance (-1/2) 1
2u 6) Sonic Boom Fingersnap: Energy Blast 4d6, No Normal Defense (LS: Safe Enviroment: High Pressure; +1) (40 Active Points); No Range (-1/2), Gestures (-1/4), Does Not Work In A Vacuum (-1/4) 4
10 Impact Resistance: +20 PD (20 Active Points); Only Protects Against Damage From Move-Through/Move-Bys (-1)
30 Me First!: Lightning Reflexes: +20 DEX to act first with All Actions
29 Rapid Healing: Healing 4 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 0
8 Resist Friction : Damage Resistance (10 PD/10 ED) (10 Active Points); Only When Moving (-1/4) 0
7 Running Up Buildings: Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4), Must Make At Least A Half Move Each Phase (-1/4) 0
8 Speedster Studiousness: Speed Reading: x1000
4 Swift Sight: Sight Group: Megascale (1" = 1 km; +1/4); Only To See Path Ahead While Moving With Mega-Scale (-1/2) for up to 25 Active Points (4 Active Points) 1
Powers Cost: 244
Cost Martial Arts Maneuver
Speedster Martial Arts
5 1) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5 2) Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on; FMove
5 3) Flying Throw: 1/2 Phase, -1 OCV, -2 DCV, Grab Two Limbs; +v/5; Target Falls; FMove
5 4) Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 25 STR to Disarm roll; FMove
5 5) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 3d6 +v/5; FMove
5 6) Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 3d6 +v/5; Target Falls; FMove
5 7) Rapid Punch: 1/2 Phase, +1 OCV, -2 DCV, 7d6 Strike
Martial Arts Cost: 35
Cost Skill
15 +3 with HTH Combat
3 Breakfall 15-
2 CK: Los Angeles 11-
2 CK: San Diego 11-
2 CK: San Fransisco 11-
5 Cramming
10 Defense Maneuver I-IV
2 KS: The Superhuman World 11-
3 Language: English (completely fluent)
0 Language: Spanish (idiomatic) (4 Active Points)
6 Navigation (Land) 14-
3 Speed Tricks 12-
3 Stealth 15-
3 Streetwise 13-
Skills Cost: 59
Cost Talent
3 Absolute Time Sense
3 Bump Of Direction
24 Combat Luck (12 PD/12 ED)
Talents Cost: 30
Val Disadvantages
5 Dependent NPC: Senator Juliana Perez (Mother) 8- (Normal; Useful Noncombat Position or Skills)
25 Dependent NPC: Siblings (Andrea, Maria, Penelope, & Javier) 8- (Incompetent; Group DNPC: x4 DNPCs)
15 Hunted: The Ultimates 8- (Mo Pow, Harshly Punish)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
10 Physical Limitation: Increased metabolism; needs to eat 3x normal amounts (Frequently, Slightly Impairing)
20 Psychological Limitation: Code Vs Killing (Common, Total)
10 Psychological Limitation: Excitable, reactionary (Common, Moderate)
10 Psychological Limitation: Protective of family (Uncommon, Strong)
10 Psychological Limitation: Wants to be a good Role-Model (Common, Moderate)
10 Reputation: "Ethnic" Hero, 11-
15 Social Limitation: Secret Identity (Frequently, Major)
Disadvantage Points: 150

Base Points: 200Experience Required: 195Total Experience Available: 195Experience Unspent: 0Total Character Cost: 545

Height: 1.75 m Hair: Brown
Weight: 70.00 kg Eyes: Brown
Appearance: A thin young man with a runner's build. Jason wears a light brown body suit with dark brown boots and gloves. His mask is black and covers the top of his head leaving his mouth and chin uncovered. On his chest is a silhouette of a roadrunner (not the WB cartoon character).Personality: Driven to be every bit the hero his father was, Jason has trained very hard with his abilities learning tricks and combat maneuvers from either practice or tutelage from other heroic Speedsters, such as Kinetik and Razorrunner. He is respectful to his elders and works well with the police of his "territory".Quote:"Let's try this without the guns shall we? There that's better."

"Yeah, yeah, well Beep Beep my @$$!!!"

Background: Jason Perez Jr. is the son of former superhero Speedtrap, and his wife. Jason's father died of a heart attack the day Detroit went up in flames. Speedtrap was trying to get there to help as fast as he could. Pushing 45, he simply couldn't handle the speeds he was attaining. Jason, a gifted athlete in his own right awoke that night with his father's powers. His siblings haven't shown signs of superhuman abilities at this time, though Andrea is the age Jason was when his emerged.

Jason's mother, after grieving for almost a year, decided to go into politics. She felt that perhaps, in some way, she could continue the good works her husband had done in his life. She urged Jason to take his father's mantle as Speedtrap II but Jason didn't want the pressure. He created his own identity as the Roadrunner and began fighting crime up and down the California Coast. His mother, now a Senator is a powerful voice and both are often considered representatives for the Hispanic peoples, even if that's not their goal.

Powers/Tactics: Jason knows that his best bet is to avoid being hit and disarm his foes so that they present less danger to the surrounding innocents. Against foes who can shrug off his blows, he tends to go for distraction. He works well with others and has decided to accept an offer from a hero group the next time one asks.Campaign Use: Another speedster. Jason's mother might play a big role in the game, especially if she becomes a target.
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Sunday August 22nd, 2004This is a slight variation on an alien thug my friend Bill created for a champs game along time ago. I liked the name and concept and here he is. This is honor of the birth of Bill's second child, John David Carone.Congrats man, I'm thinking of you ...HellrazorPlayer: NPC Villain, Based on villain created By William Carone

Val Char Cost
75 STR 50
17 DEX 21
35 CON 50
20 BODY 14
10 INT 0
11 EGO 2
40 PRE 25
8 COM -1
31 PD 16
36 ED 26
4 SPD 13
22 REC 0
100 END 15
75 STUN -1
12" RUN02" SWIM043" LEAP0Characteristics Cost: 230
Cost Power END
100 Flame Strikes: Multipower, 100-point reserve
4u 1) 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
4u 2) Flamewave: Energy Blast 8d6, Area Of Effect (32" Long, 1" Tall, 2" Wide Line; +1 1/2) (100 Active Points); No Range (-1/2), Only vs opponents on the Ground (-1/2), Gestures (Slams the ground with a flaming fist; -1/4) 10
5u 3) Summer's Touch: Drain Ice/Cold Powers 4d6, One Power At A Time (+1/4) (50 Active Points) 5
6u 4) Wall Of Fire: (Total: 74 Active Cost, 58 Real Cost) Force Wall (10 ED), Transparent PD (+1/2) (37 Active Points) (Real Cost: 37) plus Killing Attack - Ranged 1d6, Damage Shield (+1/2), Continuous (+1) (37 Active Points); Linked (Force Wall; -1/2), No Knockback (-1/4) (Real Cost: 21) 8
13 Bracing: Knockback Resistance -10" (20 Active Points); Costs Endurance (-1/2) 2
10 Eyes Of Fire: Sight Group Flash Defense (12 points) (12 Active Points); Only Versus Flashed Based On Light (-1/4) 0
4 Fiery Warmth: Life Support (Safe in Intense Cold; Safe in Intense Heat) 0
40 Fire Immunity: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Limited Type Of Attack Fire (-1/2) 0
5 Sense Temperature: Detect Temperature 11- (Unusual Group), Sense 0
28 Super-Leaping: Multipower, 28-point reserve
3u 1) Basic Super-Leaping: Leaping +28" (43" forward, 21 1/2" upward) (28 Active Points) 3
1u 2) MegaLeaping: Leaping 8", MegaScale (1" = 1 km; leap takes 1 Phase per km; +1/4) (10 Active Points) 1
20 Supertough Form I: (Total: 20 Active Cost, 20 Real Cost) Lack Of Weakness (-10) for Normal Defense (Real Cost: 10) plus Lack Of Weakness (-10) for Resistant Defenses (Real Cost: 10) 0
15 Supertough Form II: Power Defense (15 points) 0
14 Supertough Form III: Life Support (Expanded Breathing: Smoke; Extended Breathing: 1 END per 5 Minutes; Longevity 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Low Pressure/Vacuum) 0
53 Supertough Skin I: (Total: 53 Active Cost, 53 Real Cost) Damage Resistance (30 PD/30 ED), Hardened (+1/4) (37 Active Points) (Real Cost: 37) plus Hardened (+1/4) (8 Active Points) applied to PD (Real Cost: 8) plus Hardened (+1/4) (8 Active Points) applied to ED (Real Cost: 8) 0
5 Thermal Vision: Infrared Perception (Sight Group) 0
SIZE, LARGE
6 1) Greater Mass: +3 BODY
15 2) Greater Strength: +15 STR 1
6 3) Heavy: Knockback Resistance -3" 0
12 4) Long Legs: Running +6" (12" total) 1
5 5) More Impressive: +5 PRE
4 6) Reach: Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 0
3 7) Tougher: +3 ED
Powers Cost: 381
Cost Skill
6 +2 with Small Arms
35 +7 with HTH Combat
7 Analyze: Combat 13-
3 Climbing 12-
3 Concealment 11-
3 Demolitions 11-
3 Hoist 11-
4 Navigation (Land) 12-
3 PS: Mercenary 11-
3 Paramedics 11-
3 Scholar
2 1) KS: Military History (3 Active Points) 11-
2 2) KS: Military organizations (3 Active Points) 11-
2 3) KS: Small Unit Tactics (3 Active Points) 11-
2 4) KS: Street Gangs (3 Active Points) 11-
2 5) KS: Terrorist/Rebel Groups (3 Active Points) 11-
2 6) KS: The Black Market (3 Active Points) 11-
2 7) KS: The Underworld (3 Active Points) 11-
3 Shadowing 11-
3 Stealth 12-
3 Streetwise 17-
6 Survival (Temperate/Subtropical, Desert, Urban) 11-
3 TF: Common Motorized Ground Vehicles, Tracked Military Vehicles
3 Tactics 11-
3 Teamwork 12-
3 Tracking 11-
6 WF: Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Vehicle Weapons
Skills Cost: 120
Cost Perk
4 Reputation: Feared Mercenary Villain (A medium-sized group) 14-, +2/+2d6
5 Money: Well Off
12 Contact: Mercenary Unit (Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 11-
2 Contact: Criminal Underworld 11-
Perks Cost: 23
Val Disadvantages
25 Distinctive Features: Large (10ft Tall) firey hued man with a deep, inhuman voice. (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
20 Hunted: Eurostar 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25 Hunted: UNTIL 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Physical Limitation: 8-15 times normal mass (Frequently, Greatly Impairing)
5 Physical Limitation: Large, up to twice human size (4m, or 2"; -2 DCV, +2 to PER Rolls to perceive) Infrequently, Slightly Impairing
15 Psychological Limitation: Bully (Common, Strong)
10 Psychological Limitation: Dislike Of Intellectuals (Uncommon, Strong)
15 Psychological Limitation: Loyal To Boss (Very Common, Moderate)
15 Social Limitation: Public Identity (Frequently, Major)
5 Unluck: 1d6
Disadvantage Points: 150

Base Points: 200Experience Required: 404Total Experience Available: 404Experience Unspent: 0Total Character Cost: 754

Height: 3.06 m Hair: Red beard, bald head
Weight: 800.00 kg Eyes: Red
Appearance: A gigantic, brutish looking man with dark skin, reddish in hue, but still could pass as human. His hair is flame red (but he is bald and only sports a neatly trimmed red beard. His eyes are also red. He wears black fatigues, combat boots, and tank top. He decorates himself with golden bands at his upper arms and wrists. He wears his opal on a gold crown. On his chest is a great white fist bathed in flames.Personality: Hellrazor loves his new powers. He is a powerful brick and can stand in combat against several heroes at once. He's no world beater however and he knows it. He is a good follower for a master villain.Quote:"Burn or be crushed, it's really your choice, I am to please."Background: Big Jim Dunn was a soldier. Then, when he decided he liked fighting and money even more than he was a patriot, he went AWOL and became a merc. Jim drifted around the world. He was fairly talented and got in a steady unit with a good reputation and some smart leadership. Jim, though not a genius was well learned and took great pride in his skill and commitment. When his unit was hired to work as guards for a criminal Archeologist, Jim was assigned as the bodyguard for the patron.

Jim and their employer went onto a cave in the Andes. The patron was convinced a temple to some dark god of fire and death was in the cave complex. The complex was massive, but eventually the patron was proven correct. The party entered the temple, Jim and the patron in the lead. While the patron gleefully cackled and gushed over the priceless treasures that would be his; Jim's attention was drawn to a flickering light behind what appeared to be a heavy door made of obsidian.

Seeing that his employer was otherwise occupied, Jim slid behind the half openned door. Inside he saw a small alter. If he could have read any of the ancient inscriptions, he would have known this alter was to the champion of the Dark God of the temple. Shining like a live flame, a fire opal of massive size rested on an obsidian altar.

Jim felt a compulsion to grab the stone. When he did he screamed. It was as if fire was spreading from the stone to cover his entire body. The rest of the mercenaries ran to Jim's location and instead found a gigantic, flame haired monster. Jim stood and smiled, it was an ominous smile indeed.

Hours later the unit, their patron, several priceless treasures, and Hellrazor, the flaming fist of doom, exited the mountains. The Patron, seeking monentary wealth never complained about the loss of the opal or it's magical powers. Hellrazor became a free agent, his unit didn't want the attention that a supervillain brought.

Powers/Tactics: A brick, an Energy Projector, he can even make julian fries! Okay, maybe he's more brick than anything else, but Hellrazor has some destinctively EP abilities that make him a difficult foe for a team used to bashing away at their brick opponents. Hellrazor is in his heart, though, a brawler, he uses his fire command when he's at a disadvantage or for fierce effect.Campaign Use: A powerful minion. If he's too tough, reduce his Brickness, STR 50 DEF 25, END 70 STN 60. If he's to be even tougher, give him a few more fire abilities.:cheers:
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